patchedNodeCount = 8336 UrlConfig { parentUrl = /Physics.cfg PHYSICSGLOBALS { aeroFXStartThermalFX = 2.5 aeroFXFullThermalFX = 3.75 aeroFXVelocityExponent = 3.5 aeroFXDensityScalar1 = 0.0091 aeroFXDensityExponent1 = 0.5 aeroFXDensityScalar2 = 0.09 aeroFXDensityExponent2 = 2 aeroFXMachFXFadeStart = 0.25 aeroFXMachFXFadeEnd = 0.0875 aeroFXDensityFadeStart = 0.0015 blackBodyRadiationMin = 798 blackBodyRadiationMax = 7000 blackBodyRadiationAlphaMult = 0.75 temperatureGaugeThreshold = 0.625 temperatureGaugeHighlightThreshold = 0.75 thermalIntegrationMinStep = 0.014 thermalIntegrationMaxTimeOnePass = 0.07 thermalIntegrationAlwaysRK2 = False occlusionMinStep = 0.039 thermalIntegrationHighMaxPasses = 10 thermalIntegrationHighMinPasses = 1 thermalConvergenceFactor = 0.63 standardSpecificHeatCapacity = 800 internalHeatProductionFactor = 0.025 spaceTemperature = 4 solarLuminosityAtHome = 1360 solarInsolationAtHome = 0.15 radiationFactor = 1 convectionFactorSplashed = 5000 fullConvectionAreaMin = 0.2 fullToCrossSectionLerpStart = 0.8 fullToCrossSectionLerpEnd = 1.5 newtonianTemperatureFactor = 1 newtonianConvectionFactorBase = 8.14 newtonianConvectionFactorTotal = 4 newtonianDensityExponent = 0.5 newtonianVelocityExponent = 1 newtonianMachTempLerpStartMach = 2 newtonianMachTempLerpEndMach = 5 newtonianMachTempLerpExponent = 3 machConvectionFactor = 7 machConvectionDensityExponent = 0.5 machConvectionVelocityExponent = 3 machTemperatureScalar = 21 machTemperatureVelocityExponent = 0.75 turbulentConvectionStart = 100 turbulentConvectionEnd = 200 turbulentConvectionMult = 50 conductionFactor = 120 skinSkinConductionFactor = 0.003 skinInternalConductionFactor = 0.005 shieldedConductionFactor = 0.01 thermalMaxIntegrationWarp = 100 analyticLerpRateSkin = 0.003 analyticLerpRateInternal = 0.001 analyticConvectionSensitivityBase = 0.01 analyticConvectionSensitivityFinal = 20 buoyancyScalar = 1.2 buoyancyUseCoBOffset = True buoyancyApplyForceOnDie = False buoyancyForceOffsetLerp = 0.5 buoyancyWaterDragScalar = 4.5 buoyancyWaterDragScalarEnd = 0.15 buoyancyWaterDragScalarLerp = 0.25 buoyancyWaterDragScalarLerpDotMultBase = 2 buoyancyWaterDragScalarLerpDotMult = 1.25 buoyancyWaterLiftScalarEnd = 0.025 buoyancyWaterDragMinVel = 0.4 buoyancyWaterDragMinVelMult = 4 buoyancyWaterDragMinVelMultCOBOff = 0 buoyancyWaterDragPartVelGreaterVesselMult = 1.5 buoyancyWaterDragTimer = 3 buoyancyWaterDragMultMinForMinDot = 0.05 buoyancyWaterAngularDragScalar = 0.001 buoyancyAngularDragMinControlSqrMag = 0.03125 buoyancyWaterAngularDragSlow = 4 buoyancyWaterDragSlow = 2 buoyancyWaterDragExtraRBDragAboveDot = 0.5 buoyancyScaleAboveDepth = 0.2 buoyancyDefaultVolume = 1 buoyancyMinCrashMult = 0.1 buoyancyCrashToleranceMult = 1.2 buoyancyRange = 1000 buoyancyKerbals = 0.25 buoyancyKerbalsRagdoll = 3 cameraDepthToUnlock = 0 jointBreakForceFactor = 50 jointBreakTorqueFactor = 50 rigidJointBreakForceFactor = 1 rigidJointBreakTorqueFactor = 1 maxAngularVelocity = 50 buildingImpactDamageMaxVelocityMult = 4 buildingImpactDamageUseMomentum = False buildingEasingInvulnerableTime = 2 orbitDriftFramesToWait = 5 orbitDriftSqrThreshold = 1E-10 orbitDriftAltThreshold = 400000000 autoStrutTechRequired = generalConstruction showRigidJointTweakable = Editor stagingCooldownTimer = 0.5625 kerbalEVADragCubeString = Default, 0.75,0.92,0.4, 0.75,0.92,0.4, 0.6,0.7,0.4, 0.6,0.97,0.7, 0.85,0.95,0.4, 0.85,0.95,0.4, 0,0,0 0.8,1.1,0.8 kerbalCrewMass = 0.045 perSeatReduction = 0.045 perCommandSeatReduction = 0.094 kerbalGOffset = 900 kerbalGPower = 4 kerbalGDecayPower = 2 kerbalGClamp = 20 kerbalGBraveMult = 1.5 kerbalGBadMult = 1.5 kerbalGThresholdWarn = 30000 kerbalGThresholdLOC = 60000 kerbalGLOCBaseTime = 3 kerbalGLOCTimeMult = 0.0001 kerbalGLOCMaxTimeIncrement = 1.5 kerbalGClampGExperienced = True kerbalEVADynamicFriction = 1.1 kerbalEVAStaticFriction = 1.1 kerbalEVABounciness = 0.05 kerbalEVAFrictionCombine = Average kerbalEVABounceCombine = Average commNetQTimesVelForBlackoutMin = 500 commNetQTimesVelForBlackoutMax = 2500 commNetTempForBlackout = 1100 commNetDensityForBlackout = 5.0000000000000002E-05 commNetDotForBlackoutMin = -0.86599999999999999 commNetDotForBlackoutMax = -0.5 commNetBlackoutThreshold = 0.5 dragMultiplier = 8 dragCubeMultiplier = 0.1 angularDragMultiplier = 2 liftMultiplier = 0.036 liftDragMultiplier = 0.015 bodyLiftMultiplier = 18 constructionWeightLimit = 588.399 partRBMassMin = 0.002 DRAG_TIP { key = 0 1 0 0 key = 0.85 1.19 0.6960422 0.6960422 key = 1.1 2.83 0.730473 0.730473 key = 5 4 0 0 } DRAG_SURFACE { key = 0 0.02 0 0 key = 0.85 0.02 0 0 key = 0.9 0.0152439 -0.07942077 -0.07942077 key = 1.1 0.0025 -0.005279571 -0.001936768 key = 2 0.002083333 -2.314833E-05 -2.314833E-05 key = 5 0.003333333 -0.000180556 -0.000180556 key = 25 0.001428571 -7.14286E-05 0 } DRAG_TAIL { key = 0 1 0 0 key = 0.85 1 0 0 key = 1.1 0.25 -0.02215106 -0.02487721 key = 1.4 0.22 -0.03391732 -0.03391732 key = 5 0.15 -0.001198566 -0.001198566 key = 25 0.14 0 0 } DRAG_MULTIPLIER { key = 0 0.5 0 0 key = 0.85 0.5 0 0 key = 1.1 1.3 0 -0.008100224 key = 2 0.7 -0.1104858 -0.1104858 key = 5 0.6 0 0 key = 10 0.85 0.02198264 0.02198264 key = 14 0.9 0.007694946 0.007694946 key = 25 0.95 0 0 } DRAG_CD { key = 0.05 0.0025 0.15 0.15 key = 0.4 0.15 0.3963967 0.3963967 key = 0.7 0.35 0.9066986 0.9066986 key = 0.75 0.45 3.213604 3.213604 key = 0.8 0.66 3.49833 3.49833 key = 0.85 0.8 2.212924 2.212924 key = 0.9 0.89 1.1 1.1 key = 1 1 1 1 } DRAG_CD_POWER { key = 0 1 0 0.00715953 key = 0.85 1.25 0.7780356 0.7780356 key = 1.1 2.5 0.2492796 0.2492796 key = 5 3 0 0 } DRAG_PSEUDOREYNOLDS { key = 0 4 0 -2975.412 key = 0.0001 3 -251.1479 -251.1479 key = 0.01 2 -19.63584 -19.63584 key = 0.1 1.2 -0.7846036 -0.7846036 key = 1 1 0 0 key = 100 1 0 0 key = 200 0.82 0 0 key = 500 0.86 0.0001932119 0.0001932119 key = 1000 0.9 1.54299E-05 1.54299E-05 key = 10000 0.95 0 0 } LIFTING_SURFACE_CURVES { LIFTING_SURFACE { name = Default lift { key = 0 0 0 1.965926 key = 0.258819 0.5114774 1.990092 1.905806 key = 0.5 0.9026583 0.7074468 -0.7074468 key = 0.7071068 0.5926583 -2.087948 -1.990095 key = 1 0 -2.014386 -2.014386 } liftMach { key = 0 1 0 0 key = 0.3 0.5 -1.671345 -0.8273422 key = 1 0.125 -0.0005291355 -0.02625772 key = 5 0.0625 0 0 key = 25 0.05 0 0 } drag { key = 0 0.01 0 0 key = 0.3420201 0.06 0.1750731 0.1750731 key = 0.5 0.24 2.60928 2.60928 key = 0.7071068 1.7 3.349777 3.349777 key = 1 2.4 1.387938 0 } dragMach { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } LIFTING_SURFACE { name = BodyLift lift { key = 0 0 0 1.975376 key = 0.309017 0.5877852 1.565065 1.565065 key = 0.5877852 0.9510565 0.735902 0.735902 key = 0.7071068 1 0 0 key = 0.8910065 0.809017 -2.70827 -2.70827 key = 1 0 -11.06124 0 } liftMach { key = 0.3 0.167 0 0 key = 0.8 0.167 0 -0.3904104 key = 1 0.125 -0.0005291355 -0.02625772 key = 5 0.0625 0 0 key = 25 0.05 0 0 } drag { key = 0 0 0 0 } dragMach { key = 0 0 0 0 } } LIFTING_SURFACE { name = CapsuleBottom lift { key = 0 0 0 1.975376 key = 0.309017 0.5877852 1.565065 1.565065 key = 0.5877852 0.9510565 0.735902 0.735902 key = 0.7071068 1 0 0 key = 0.8910065 0.809017 -2.70827 -2.70827 key = 1 0 -11.06124 0 } liftMach { key = 0.3 0.0625 0 0 } drag { key = 0 0 0 0 } dragMach { key = 0 0 0 0 } } LIFTING_SURFACE { name = SpeedBrake lift { key = 0 0 0 0 } liftMach { key = 0 0 0 0 } drag { key = 0 0.01 0 0 key = 0.3420201 0.06 0.1750731 0.1750731 key = 0.5 0.24 2.60928 2.60928 key = 0.7071068 1.7 3.349777 3.349777 key = 1 2.4 1.387938 0 } dragMach { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } } VesselRanges { prelaunch { load = 2250 unload = 2500 pack = 350 unpack = 200 } landed { load = 2250 unload = 2500 pack = 350 unpack = 200 } splashed { load = 2250 unload = 2500 pack = 350 unpack = 200 } flying { load = 2250 unload = 22500 pack = 25000 unpack = 2000 } orbit { load = 2250 unload = 2500 pack = 350 unpack = 200 } subOrbital { load = 2250 unload = 15000 pack = 10000 unpack = 200 } escaping { load = 2250 unload = 2500 pack = 350 unpack = 200 } } } } UrlConfig { parentUrl = 000_ClickThroughBlocker/changelog.cfg KERBALCHANGELOG { showChangelog = True modName = Click Through Blocker license = Lesser GPLv3 author = Linuxgurugamer VERSION { version = 2.1.10.22 CHANGE { change = Fixed another nullref when entering game type = update } } VERSION { version = 2.1.10.20 CHANGE { change = Fixed nullref when entering game type = update } } VERSION { version = 2.1.10.19 CHANGE { change = Fixed issue where changing the FocusFollowsClick in the settings wasn't being saved properly change = Fixed issue where changing the global setting in the settings wasn't being honored type = update } } VERSION { version = 2.1.10.18 CHANGE { change = Fixed a memory leak where two game events were being used, added a DontDestroyOnLoad to RegisterToolbar change = Updated version number to avoid dependency issues type = update } } VERSION { version = 0.1.10.17 CHANGE { change = Added AssemblyFileVersion, needed for new KSP 1.12 dll verification change = Added InstallChecker to ensure installation into correct directory type = update } } VERSION { version = 0.1.10.16 CHANGE { change = Fixed issue on 1.11 where a uncontrolled ship would be controllable when changing scenes to it type = update } } VERSION { version = 0.1.10.15 CHANGE { change = Fixed issue in editor where a single open window which was closed was leaving everything type = update } } VERSION { version = 0.1.10.14 CHANGE { change = Fixed performance issue in the editor when FocusFollowsMouse was active subchange = Two problems: subchange = GetComponent was being called on every part subchange = EditorActionGroups.Instance.ClearSelection was being called every time through Update() change = Added global value for FocusFollowsClick or FocusFollowsMouse for all new saves type = update } } VERSION { version = 0.1.10.13 CHANGE { change = Fixed inputlocks not being cleared when canceling the window change = Added mode toggle on new button to allow toggling between different modes during the game change = Updated settings to make it clear if popup will be shown next time in the space center change = Added code to disable the ShowPopup flag if the focusFollowsClick is changed in the settings change = Thanks to github user @SteveBenz for this:\tMake the configuration file not depend on Environment.CurrentDirectory and instead depend on the deployment location of the DLL type = update } } VERSION { version = 0.1.10.12 CHANGE { change = Fixed inputlocks not being cleared when setting FocusFollowsMouse type = update } } VERSION { version = 0.1.10.11 CHANGE { change = Fixed overly aggressive CBTMonitor which was causing the vessel highlighting to stop in the editor when FocusFollowsMouse was set type = update } } VERSION { version = 0.1.10.10 CHANGE { change = Fix nullrefs upong returning to mainmenu by adding check for no game loaded (ie: returning to main menu) in CBTMonitor.Update & CBTMonitor.LateUpdate type = update } } VERSION { version = 0.1.10.9 CHANGE { change = Fixed lock issues type = update subchange = Fixed Popupshown.cfg from having endless repeats of the popupshown = true appended subchange = Fixed error which caused buildings to be non-clickable if clicking on a control in the window closed it (such as an X or a Close button) subchange = Made all members of Log class to be internal, to avoid conflicts with KSP_Log subchange = Modified the CBTMonitor to run in all scenes, needed for FocusToClick to work properly } } VERSION { version = 1.0.10.7 CHANGE { change = Internal cleanup type = update subchange = Made all members of Log class to be internal, to avoid conflicts with KSP_Log } } VERSION { version = 1.0.10.6 CHANGE { change = Added missing files type = update } } VERSION { version = 1.0.10.5 CHANGE { change = Cleanup Input Locks type = update subchange = Added cleanup class to cleanup all input locks after a delay, immediately upon changing scenes subchange = Added cleanup delay to settings page } } VERSION { version = 1.0.10.4 CHANGE { change = Minimod Input Locks type = update subchange = Added MiniMod to clear input locks via toolbar button, right-click brings up window subchange = Added one-time popup window subchange = Added ToolbarController as a dependency } } VERSION { version = 1.0.10.2 CHANGE { change = Initial Focus Follows Click and other optimizations type = update subchange = Removed need to save window rect subchange = Added Focus Follows Click mode subchange = Reorganized code a bit subchange = Removed some unnecessary assignments subchange = Added stock settings page to support the FocusFollowsClick mode } } VERSION { version = 1.0.10.1 CHANGE { change = Minor optimizations type = update subchange = Modified the CBTMonitor to not run in any scene other than the editor subchange = Fixed window data not getting cleared properly } } VERSION { version = 1.0.10 CHANGE { change = Initial commit for Focus Follows Click type = HighPriority subchange = Added Settings page subchange = Added new setting to specify Focus follows Click subchange = Added code to have the focus follow the click instead of the mouse, for both editor and flight modes subchange = Added initial window to select mode, shows one time only } } } } UrlConfig { parentUrl = 000_KSPBurst/KSPBurst.cfg KSPBurst { backend = burst-llvm-11 safety-checks = false disable-opt = false fastmath = false target = X64_SSE2 target = X64_SSE4 target = AVX target = AVX2 opt-level = 3 opt-for-size = false float_precision = Standard float_mode = Default format = Elf debugtrap = false disable-vectors = false debug = None debugMode = false generate-static-linkage-methods = false generate-job-marshalling-methods = false enable-direct-external-linking = false use-platform-sdk-linkers = false keep-intermediate-files = false nolink = false no-native-toolchain = false emit-llvm-objects = false verbose = true include-root-assembly-references = true validate-external-tool-chain = false only-static-methods = false chunk-size = 3 log-timings = true enable-guard = false print-monopinvokecallbackmissing-message = false output-mode = SingleLibrary always-create-output = true only-list-methods = false compilation-defines = UNITY_2019_2_2 compilation-defines = UNITY_2019_2 compilation-defines = UNITY_2019 compilation-defines = UNITY_5_3_OR_NEWER compilation-defines = UNITY_5_4_OR_NEWER compilation-defines = UNITY_5_5_OR_NEWER compilation-defines = UNITY_5_6_OR_NEWER compilation-defines = UNITY_2017_1_OR_NEWER compilation-defines = UNITY_2017_2_OR_NEWER compilation-defines = UNITY_2017_3_OR_NEWER compilation-defines = UNITY_2017_4_OR_NEWER compilation-defines = UNITY_2018_1_OR_NEWER compilation-defines = UNITY_2018_2_OR_NEWER compilation-defines = UNITY_2018_3_OR_NEWER compilation-defines = UNITY_2018_4_OR_NEWER compilation-defines = UNITY_2019_1_OR_NEWER compilation-defines = UNITY_2019_2_OR_NEWER compilation-defines = PLATFORM_ARCH_64 compilation-defines = UNITY_64 compilation-defines = UNITY_INCLUDE_TESTS compilation-defines = ENABLE_AUDIO compilation-defines = ENABLE_CACHING compilation-defines = ENABLE_CLOTH compilation-defines = ENABLE_MICROPHONE compilation-defines = ENABLE_MULTIPLE_DISPLAYS compilation-defines = ENABLE_PHYSICS compilation-defines = ENABLE_TEXTURE_STREAMING compilation-defines = ENABLE_UNET compilation-defines = ENABLE_LZMA compilation-defines = ENABLE_UNITYEVENTS compilation-defines = ENABLE_WEBCAM compilation-defines = ENABLE_WWW compilation-defines = ENABLE_CLOUD_SERVICES_COLLAB compilation-defines = ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS compilation-defines = ENABLE_CLOUD_SERVICES_ADS compilation-defines = ENABLE_CLOUD_SERVICES_USE_WEBREQUEST compilation-defines = ENABLE_CLOUD_SERVICES_UNET compilation-defines = ENABLE_CLOUD_SERVICES_BUILD compilation-defines = ENABLE_CLOUD_LICENSE compilation-defines = ENABLE_EDITOR_HUB_LICENSE compilation-defines = ENABLE_WEBSOCKET_CLIENT compilation-defines = ENABLE_DIRECTOR_AUDIO compilation-defines = ENABLE_DIRECTOR_TEXTURE compilation-defines = ENABLE_MANAGED_JOBS compilation-defines = ENABLE_MANAGED_TRANSFORM_JOBS compilation-defines = ENABLE_MANAGED_ANIMATION_JOBS compilation-defines = ENABLE_MANAGED_AUDIO_JOBS compilation-defines = INCLUDE_DYNAMIC_GI compilation-defines = ENABLE_MONO_BDWGC compilation-defines = ENABLE_SCRIPTING_GC_WBARRIERS compilation-defines = PLATFORM_SUPPORTS_MONO compilation-defines = RENDER_SOFTWARE_CURSOR compilation-defines = ENABLE_VIDEO compilation-defines = PLATFORM_STANDALONE_WIN compilation-defines = PLATFORM_STANDALONE compilation-defines = UNITY_STANDALONE_WIN compilation-defines = UNITY_STANDALONE compilation-defines = ENABLE_RUNTIME_GI compilation-defines = ENABLE_MOVIES compilation-defines = ENABLE_NETWORK compilation-defines = ENABLE_CRUNCH_TEXTURE_COMPRESSION compilation-defines = ENABLE_UNITYWEBREQUEST compilation-defines = ENABLE_CLOUD_SERVICES compilation-defines = ENABLE_CLOUD_SERVICES_ANALYTICS compilation-defines = ENABLE_CLOUD_SERVICES_PURCHASING compilation-defines = ENABLE_CLOUD_SERVICES_CRASH_REPORTING compilation-defines = ENABLE_OUT_OF_PROCESS_CRASH_HANDLER compilation-defines = ENABLE_EVENT_QUEUE compilation-defines = ENABLE_CLUSTER_SYNC compilation-defines = ENABLE_CLUSTERINPUT compilation-defines = ENABLE_VR compilation-defines = ENABLE_AR compilation-defines = ENABLE_WEBSOCKET_HOST compilation-defines = ENABLE_MONO compilation-defines = NET_4_6 compilation-defines = UNITY_PRO_LICENSE compilation-defines = ENABLE_CUSTOM_RENDER_TEXTURE compilation-defines = ENABLE_DIRECTOR compilation-defines = ENABLE_LOCALIZATION compilation-defines = ENABLE_SPRITES compilation-defines = ENABLE_TERRAIN compilation-defines = ENABLE_TILEMAP compilation-defines = ENABLE_TIMELINE compilation-defines = CSHARP_7_OR_LATER compilation-defines = CSHARP_7_3_OR_NEWER } } UrlConfig { parentUrl = ASET/ALCOR_Advanced_IVA/Spaces/ALCORInternals3/internal.cfg INTERNAL { name = ALCORInternals3 MODULE { name = JSIActionGroupSwitch animationName = DockingWindowOpenAnim actionName = dummy perPodPersistenceName = DockingWinShields } MODULE { name = JSIActionGroupSwitch switchTransform = PSeatRotateCollader animationName = SeatRotateAnim switchSound = ASET/ASET_Props/Sounds/motor2 actionName = dummy } MODULE { name = JSIActionGroupSwitch switchTransform = PSeatPositionCollader animationName = SeatPositionAnim switchSound = ASET/ASET_Props/Sounds/motor2 actionName = dummy } MODULE { name = JSISetInternalCameraFOV fov = 50 } MODULE { name = InternalCameraTargetHelper } MODULE { name = JSILabel transformName = CMDnameObj alignment = Center anchor = MiddleCenter transformOffset = 0.078,-0.009 fontName = Arial fontSize = 11 emissive = active zeroColor = 0,0,0,255 labelText = <=0=> $&$CREWLOCAL_0_FULL oneshot = true } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false hideKerbal = head maxRot = 130 minPitch = -80 } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false hideKerbal = head maxRot = 130 minPitch = -80 } MODULE { name = InternalSeat seatTransformName = Seat3 allowCrewHelmet = false hideKerbal = head maxRot = 130 minPitch = -80 } MODULE { name = JSIInternalBackgroundNoise soundURL = ASET/ASET_Props/Sounds/internalnoise01 soundVolume = 0.05 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DockingWindowCam cameraTransformName = DockingWindowPoint } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = LandingWindowCam cameraTransformName = LandingWindowPoint } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = CabinCam cameraTransformName = CabinPoint } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = ExtCamACam cameraTransformName = ExtCamAPoint } PROP { name = switchTumbleClear position = -0.3143756,-0.7756484,-0.3513645 rotation = 0.109815,-0.07514201,-0.4293566,0.893279 scale = 0.396322,0.3963281,0.3963197 } PROP { name = switchTumbleClear position = 0.3739895,-0.699215,-0.3542615 rotation = 0.109659,0.078199,0.431587,0.8919599 scale = 0.396322,0.3963217,0.3963225 } PROP { name = switchTumbleClear position = 0.3675399,-0.7283288,-0.3040132 rotation = 0.1096588,0.07819907,0.4315873,0.8919598 scale = 0.396322,0.3963217,0.3963217 } PROP { name = switchTumbleClear position = 0.3257919,-0.781737,-0.3009703 rotation = 0.1096588,0.07819907,0.4315873,0.8919598 scale = 0.396322,0.3963217,0.3963217 } PROP { name = switchTumbleClear position = -0.2874421,-0.8096865,-0.3496289 rotation = 0.109815,-0.07514201,-0.4293566,0.893279 scale = 0.396322,0.3963281,0.3963197 } PROP { name = switchTumbleClear position = 0.2862493,-0.8114609,-0.347866 rotation = 0.109659,0.078199,0.431587,0.8919599 scale = 0.396322,0.3963217,0.3963225 } PROP { name = switchTumbleClear position = -0.8687676,-0.03971712,-0.1826958 rotation = 0.008022366,-0.005908749,-0.682016,0.7312694 scale = 0.3963265,0.3963213,0.396318 } PROP { name = switchTumbleClear position = 0.348289,-0.7320936,-0.3523881 rotation = 0.109659,0.078199,0.431587,0.8919599 scale = 0.396322,0.3963217,0.3963225 } PROP { name = switchTumbleClear position = 0.3437712,-0.7587371,-0.3022802 rotation = 0.1096588,0.07819907,0.4315873,0.8919598 scale = 0.396322,0.3963217,0.3963217 } PROP { name = switchTumbleClear position = -0.8600627,-0.164409,-0.1829837 rotation = 0.008022366,-0.005908749,-0.682016,0.7312694 scale = 0.3963265,0.3963213,0.396318 } PROP { name = switchTumbleClear position = 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= pb_NUM_INPUT_GET_TGT_PE-F02 position = -0.4548,-0.5365,-0.1896 rotation = 0.02211107,-0.02911058,-0.6839998,0.7285656 scale = 0.35,0.35,0.35 } PROP { name = pb_NUM_INPUT_GET_TGT_INCL-F02 position = -0.4557,-0.5213,-0.1897 rotation = 0.02211107,-0.02911058,-0.6839998,0.7285656 scale = 0.35,0.35,0.35 } PROP { name = DigitalIndicator_ORBIT_NUM_INPUT position = -0.4517,-0.5602,-0.2118 rotation = 0.02211107,-0.02911058,-0.6839998,0.7285656 scale = 0.457452,0.457452,0.457452 } PROP { name = SwitchFlatPanelShortClear position = -0.4552,-0.5679,-0.2067 rotation = -0.5012847,0.4646455,-0.5018468,0.5300643 scale = 0.7535573,0.7535573,0.7535573 } PROP { name = SwitchFlatPanelShortClear position = -0.4581,-0.5676,-0.1624 rotation = -0.5012847,0.4646455,-0.5018468,0.5300643 scale = 0.7535606,0.7535605,0.7535606 } PROP { name = SwitchFlatPanelShortComm01 position = -0.4660981,-0.4424562,-0.1637157 rotation = -0.5012847,0.4646455,-0.5018468,0.5300643 scale = 0.7535591,0.7535588,0.7535591 } PROP { name = switchRotaryClear02 position = -0.460561,-0.4774762,-0.1582538 rotation = 0.02153057,-0.0274114,-0.6833699,0.7292399 scale = 0.5148659,0.514865,0.5148654 } PROP { name = switchRotaryClear04 position = -0.465801,-0.3970961,-0.1591738 rotation = 0.02153083,-0.02741125,-0.6833698,0.7292399 scale = 0.5148653,0.5148642,0.5148653 } PROP { name = switchRotaryClear03 position = -0.463901,-0.4235961,-0.1589738 rotation = 0.02153083,-0.02741125,-0.6833698,0.7292399 scale = 0.5148653,0.5148642,0.5148653 } PROP { name = switchTumbleClear position = -0.464701,-0.4502962,-0.1600738 rotation = 0.02077222,-0.02785506,-0.6840339,0.7286223 scale = 0.3963178,0.3963277,0.3963121 } PROP { name = JSIMainCompUnit position = 0.3577,-0.7925,-0.2639 rotation = -0.5565274,-0.2521419,0.3583287,0.7059054 scale = 0.9460751,0.9460795,0.9460844 } PROP { name = SwitchFlatPanel_CommNet position = 0.31,-0.8346,-0.2014 rotation = -0.6431261,-0.2886213,0.3249604,0.630466 scale = 0.8616819,0.8617022,0.8244696 } PROP { name = On_COMMNET_CONNECTED position = 0.2861,-0.8619,-0.2018 rotation = -0.01023456,0.02114727,0.4354793,0.8998922 scale = 0.4026901,0.4026901,0.4026901 } PROP { name = DI_CommNet_Signal_Strength position = 0.3175,-0.8185,-0.1995 rotation = -0.01023456,0.02114727,0.4354793,0.8998922 scale = 0.521162,0.5211621,0.5211621 } PROP { name = On_NO_SIGNAL position = 0.2865,-0.8615,-0.1901 rotation = -0.01023456,0.02114727,0.4354793,0.8998922 scale = 0.4026901,0.4026901,0.4026901 } PROP { name = pb_ALCOR_AIRLOCK_LIGHT-FD4 position = -0.41306,-0.69723,-0.204 rotation = -0.010201,-0.02673701,-0.4357012,0.8996363 scale = 0.42,0.42,0.42 } PROP { name = pb_ALCOR_DOCKPORT_LIGHT-FD4 position = -0.39836,-0.71593,-0.2026 rotation = -0.010201,-0.02673701,-0.4357012,0.8996363 scale = 0.42,0.42,0.42 } PROP { name = pb_ALCOR_NAV_LIGHT-FD4 position = -0.42916,-0.67653,-0.2054 rotation = -0.010201,-0.02673701,-0.4357012,0.8996363 scale = 0.42,0.42,0.42 } PROP { name = SwitchFlatPanelLongClear position = 0.3564,-0.7763,-0.1561 rotation = -0.6431261,-0.2886213,0.3249604,0.630466 scale = 0.8616819,0.8617022,0.8616821 } PROP { name = SwitchFlatPanel_VoiceComm position = 0.3994,-0.7221,-0.2091 rotation = -0.6450487,-0.2896125,0.3240774,0.6284987 scale = 0.8616799,0.8617001,0.8244701 } PROP { name = On_CHATTERER_ON position = 0.3652,-0.7626,-0.2138 rotation = -0.01298676,0.01982637,0.4355613,0.899847 scale = 0.286094,0.2860941,0.2860941 } PROP { name = On_CHATTERER_STBY position = 0.3654,-0.7621,-0.2035 rotation = -0.01298676,0.01982637,0.4355613,0.899847 scale = 0.286094,0.2860941,0.2860941 } PROP { name = On_CHATTERER_RECV position = 0.4262,-0.686,-0.2156 rotation = -0.01298676,0.01982637,0.4355613,0.899847 scale = 0.4026901,0.40269,0.4026901 } PROP { name = On_CHATTERER_XMIT position = 0.4266,-0.6853,-0.1971 rotation = -0.01298676,0.01982637,0.4355613,0.899847 scale = 0.4026901,0.40269,0.4026901 } PROP { name = DI_Chatterer_XMIT_Level position = 0.4023,-0.7125,-0.1959 rotation = -0.01298676,0.01982637,0.4355612,0.8998471 scale = 0.4035863,0.4035864,0.4035864 } PROP { name = DI_Chatterer_RECV_Level position = 0.4019,-0.7132,-0.214 rotation = -0.01298676,0.01982637,0.4355612,0.8998471 scale = 0.4035863,0.4035864,0.4035864 } PROP { name = pb_CHATTERER_PTT-F03-G1 position = 0.3788,-0.7414,-0.2048 rotation = -0.01298676,0.01982637,0.4355613,0.899847 scale = 0.38,0.38,0.38 } PROP { name = PanelDivider position = 0.3448,-0.7836,-0.1549 rotation = -0.007579865,0.02243182,0.4354151,0.8999184 scale = 1.5,1,117.4791 } PROP { name = pb_FAKE01-F02 position = -0.3876,-0.7286,-0.2482 rotation = 0.1023209,-0.07287697,-0.4289174,0.8945665 scale = 0.38,0.38,0.38 } PROP { name = pb_FAKE03-F02 position = -0.3989,-0.7142,-0.249 rotation = 0.1023209,-0.07287697,-0.4289174,0.8945665 scale = 0.38,0.38,0.38 } PROP { name = pb_FAKE05-F02 position = -0.4106,-0.6996,-0.2498 rotation = 0.1023209,-0.07287697,-0.4289174,0.8945665 scale = 0.38,0.38,0.38 } PROP { name = pb_FAKE04-F02 position = -0.4223,-0.6849,-0.2506 rotation = 0.1023209,-0.07287697,-0.4289174,0.8945665 scale = 0.38,0.38,0.38 } PROP { name = pb_FAKE08-F02 position = -0.4336,-0.6705,-0.2513 rotation = 0.1023209,-0.07287697,-0.4289174,0.8945665 scale = 0.38,0.38,0.38 } PROP { name = pb_FAKE06-F02 position = 0.6629,-0.502,-0.1735 rotation = 0.003580034,0.009063058,0.6537616,0.7566379 scale = 0.4801611,0.4801573,0.4801583 } PROP { name = pb_FAKE07-F02 position = 0.6595,-0.5252,-0.1733 rotation = 0.003580034,0.009063058,0.6537616,0.7566379 scale = 0.4801611,0.4801573,0.4801583 } PROP { name = pb_FAKE07-F02 position = -0.8626249,0.1799019,-0.4226328 rotation = -0.007399573,0.001746182,0.6237202,-0.7816107 scale = 0.4773979,0.477398,0.4773938 } PROP { name = pb_FAKE06-F02 position = -0.8679,0.2031,-0.4225 rotation = -0.007399573,0.001746182,0.6237202,-0.7816107 scale = 0.4773979,0.477398,0.4773938 } PROP { name = pb_FAKE07-F02 position = 0.7312793,-0.2547424,-0.03010505 rotation = 0,2.341877E-17,0.6427876,0.7660445 scale = 0.45,0.45,0.45 } PROP { name = pb_FAKE06-F02 position = 0.7419898,-0.1939986,-0.03010479 rotation = 0,2.341877E-17,0.6427876,0.7660445 scale = 0.45,0.45,0.4552 } PROP { name = On_DOCKING_MODE_UI position = 0.3853,-0.6414,0.1014 rotation = -0.1242614,-0.02512499,0.4339933,0.8919516 scale = 0.447802,0.447802,0.447802 } PROP { name = On_STAGING_MODE_UI position = 0.3872,-0.6439,0.0894 rotation = -0.1242614,-0.02512499,0.4339933,0.8919516 scale = 0.447802,0.447802,0.447802 } PROP { name = pb_THRTL_CUT-FT-G1 position = 0.17766,-0.66808,0.14932 rotation = -0.257202,0,0,0.9663576 scale = 0.3348,0.3348,0.3348 } PROP { name = pb_THRTL_FULL-FT-G1 position = 0.1601,-0.66808,0.14932 rotation = -0.257202,0,0,0.9663576 scale = 0.3348,0.3348,0.3348 } PROP { name = PanelDivider position = -0.4255,-0.6586,-0.0706 rotation = -0.121719,0.023527,-0.4330411,0.8928082 scale = 104.4279,1,1.5 } PROP { name = pb_FAKE07-F02 position = -0.32964,-0.22567,-0.7058 rotation = -0.4633217,-0.5187736,-0.4785025,0.5359499 scale = 0.4801601,0.4801601,0.48016 } PROP { name = pb_FAKE06-F02 position = -0.32958,-0.22651,-0.6823 rotation = -0.4633217,-0.5187736,-0.4785025,0.5359499 scale = 0.4801601,0.4801601,0.48016 } PROP { name = pb_CHUTE_CUT-F01-B6-C2 position = -0.1764,-0.9271,-0.2454 rotation = 0.1607426,0,0,0.9869964 scale = 0.4000001,0.4,0.4 } PROP { name = pb_CHUTE_DEPLOY-F02-B6-C2 position = -0.1615,-0.9141,-0.2843 rotation = 0.1607426,0,0,0.9869964 scale = 0.4000001,0.4,0.4 } PROP { name = PanelDivider position = -0.1432,-0.9157,-0.2801 rotation = 0.1136622,0.6979119,0.1136621,0.6979118 scale = 245.6709,0.9999901,1.500001 } PROP { name = PanelDivider position = -0.2087,-0.9157,-0.2801 rotation = 0.1136622,0.6979119,0.1136621,0.6979118 scale = 245.671,0.9999901,1.500001 } PROP { name = PanelDivider position = -0.1759,-0.8998,-0.3269 rotation = 0.1607426,0,0,0.9869964 scale = 165.7601,0.9999799,1.5 } PROP { name = tggl_CHUTE_ARM_T1_G1-B2-S position = -0.1923,-0.914,-0.2846 rotation = 0.1607426,0,0,0.9869964 scale = 0.4000001,0.4,0.4 } PROP { name = PanelDivider position = -0.1046,-0.9181,-0.2738 rotation = 0.1607426,0,0,0.9869964 scale = 117.989,0.9999799,1.5 } PROP { name = Lable_PARACHUTE position = -0.1778,-0.8993,-0.3296 rotation = 0.1614315,0,0,0.986884 scale = 0.249598,0.249598,0.249598 } PROP { name = On_CHUTE_SAFE_TO_DEPLOY position = -0.1776,-0.9024,-0.3183 rotation = 0.1607426,0,0,0.9869964 scale = 0.4315098,0.4438522,0.4232889 } MODEL { model = ASET/ALCOR_Advanced_IVA/Spaces/ALCORInternals3/ALCORInternals } MODEL { model = FreeIva/ASET/Spaces/ALCOR } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider Cut { target = IntWalls01 type = Mesh tool = cutout } Reparent { childTransformName = pCube130 parentTransformName = door } Reparent { childTransformName = pCube132 parentTransformName = door } Reparent { childTransformName = pCube136 parentTransformName = door } Reparent { childTransformName = pCube137 parentTransformName = door } Reparent { childTransformName = pCube138 parentTransformName = door } Reparent { childTransformName = pCube141 parentTransformName = door } Reparent { childTransformName = pCube142 parentTransformName = door } Reparent { childTransformName = pCube144 parentTransformName = door } Reparent { childTransformName = pCube145 parentTransformName = door } Reparent { childTransformName = pCube146 parentTransformName = door } Reparent { childTransformName = pPlane24 parentTransformName = door } Reparent { childTransformName = pPlane25 parentTransformName = door } Reparent { childTransformName = pPlane27 parentTransformName = door } Reparent { childTransformName = pPlane28 parentTransformName = door } Reparent { childTransformName = pPipe6 parentTransformName = door } Reparent { childTransformName = polySurface94 parentTransformName = door } Reparent { childTransformName = polySurface95 parentTransformName = door } Reparent { childTransformName = pCylinder60 parentTransformName = door } Reparent { childTransformName = pCylinder61 parentTransformName = door } Reparent { childTransformName = pCylinder62 parentTransformName = door } Reparent { childTransformName = pCylinder63 parentTransformName = door } Reparent { childTransformName = pCylinder64 parentTransformName = door } Reparent { childTransformName = pCylinder66 parentTransformName = door } Reparent { childTransformName = pCylinder67 parentTransformName = door } Reparent { childTransformName = pCylinder69 parentTransformName = door } Reparent { childTransformName = pCylinder70 parentTransformName = door } Reparent { childTransformName = pCylinder72 parentTransformName = door } Reparent { childTransformName = pCylinder73 parentTransformName = door } Reparent { childTransformName = pCylinder74 parentTransformName = door } Reparent { childTransformName = pCylinder75 parentTransformName = door } Reparent { childTransformName = pCylinder76 parentTransformName = door } Reparent { childTransformName = pCylinder77 parentTransformName = door } Reparent { childTransformName = pCylinder78 parentTransformName = door } Reparent { childTransformName = pCylinder79 parentTransformName = door } Reparent { childTransformName = pCylinder80 parentTransformName = door } Reparent { childTransformName = pCylinder81 parentTransformName = door } Reparent { childTransformName = pCylinder82 parentTransformName = door } Reparent { childTransformName = pCylinder83 parentTransformName = door } Reparent { childTransformName = pCylinder84 parentTransformName = door } Reparent { childTransformName = pCylinder85 parentTransformName = door } Reparent { childTransformName = pCylinder86 parentTransformName = door } Reparent { childTransformName = pCylinder87 parentTransformName = door } } MODULE { name = FreeIvaHatch position = 0, 0, -0.84 doorTransformName = door tubeTransformName = tube attachNodeId = top } MODULE { name = HandRail transformName = rail } MODULE { name = FreeIvaHatch position = -0.0142813819, 0.066871956, -0.9 airlockName = Airlock } } } UrlConfig { parentUrl = ASET/ALCOR_LanderCapsule/Part/ALCOR.cfg PART { name = ALCOR_LanderCapsule module = Part author = Alexustas mesh = ALCORcapsule.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.615, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.87, 0.0, 0.0, 1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = advLanding entryCost = 8000 cost = 6100 category = Pods subcategory = 0 title = ALCOR Pod(A) manufacturer = A.S.E.T. description = Advanced Landing Capsule for Orbital Rendezvous, a lander pod that actually is as lightweight as the manufacturer claims. Warranty void when subjected to atmospheric entry, sneeze, hard knocks and misplaced screwdrivers and/or wrenches. Packed full of high technology, leaving precious little space for the crew. mass = 1.8 dragModelType = default maximum_drag = 0.30 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 skinMaxTemp = 1000 maxTemp = 1000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1 tags = capsule pod lander cmd command control gyro pilot pod react space stab torque alcor aset ?freeiva vesselType = Lander CrewCapacity = 3 INTERNAL { name = ALCORInternals3 } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 570 maxAmount = 570 } RESOURCE { name = MonoPropellant amount = 20 maxAmount = 20 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 0.3 YawTorque = 0.3 RollTorque = 0.3 RESOURCE { name = ElectricCharge rate = 0.7 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 2.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = FlagDecal textureQuadName = FlagObj } MODULE { name = RasterPropMonitorComputer storedStrings = v 0.9.7.0|27.10.2017| A.L.C.O.R. |ADVANCED LANDING CAPSULE|FOR ORBITAL RENDEZVOUS|ALC00236-A2|ALCOR| A.S.E.T. triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } MODULE { name = ModuleKISInventory maxVolume = 500 externalAccess = true internalAccess = true slotsX = 6 slotsY = 8 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.6.0 storedStrings1 = 08.01.2017 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A2 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } RPM_COLOROVERRIDE { } } MODULE { name = MASCamera fovRange = 15, 90 fovRate = 10 panRange = -45, 45 panRate = 15 tiltRange = -25, 45 tiltRate = 15 cameraTransformName = ALCORExt_A_CamTransform cameraName = Airlock Cam MODE { name = color cameraResolution = 512 shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - 0.3 * fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") - fc.Random() * 0.10;_Gain:1 + 2 * fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } } MODULE { name = MASCamera fovRange = 15, 90 fovRate = 10 panRange = 0, 0 panRate = 15 tiltRange = -5, 15 tiltRate = 15 cameraTransformName = ALCORExt_B_CamTransform cameraName = Landing Cam MODE { name = color cameraResolution = 512 shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - 0.3 * fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") - fc.Random() * 0.10;_Gain:1 + 2 * fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } } MODULE { name = MASCamera fovRange = 5, 110 fovRate = 10 panRange = -45, 45 panRate = 15 tiltRange = -45, 45 tiltRate = 15 cameraTransformName = ALCORExt_C_CamTransform cameraName = Right Cam MODE { name = color cameraResolution = 512 shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - 0.3 * fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") - fc.Random() * 0.10;_Gain:1 + 2 * fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } } MODULE { name = MASCamera fovRange = 5, 110 fovRate = 10 panRange = -45, 45 panRate = 15 tiltRange = -45, 45 tiltRate = 15 cameraTransformName = ALCORExt_D_CamTransform cameraName = Left Cam MODE { name = color cameraResolution = 512 shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - 0.3 * fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") - fc.Random() * 0.10;_Gain:1 + 2 * fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 3.291 maxAmount = 3.291 } RESOURCE { name = Water amount = 2.175 maxAmount = 2.175 } RESOURCE { name = Oxygen amount = 333.114 maxAmount = 333.114 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 287.739 } RESOURCE { name = Waste amount = 0 maxAmount = 0.3 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2.772 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = ALCOR_LanderCapsule } } } UrlConfig { parentUrl = ASET/ASET_Agency/ASET_Agents.cfg AGENT { name = ASET title = A.S.E.T. Consolidated description = Alex Space Equipment & Technology Consolidated mentality = EasyGoing 0.25 mentality = Pioneer mentality = Scientific logoURL = ASET/ASET_Agency/ASET_Consolidated_DRK_512 logoScaledURL = ASET/ASET_Agency/ASET_Consolidated_DRK_scaled } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_AHI/ASET_AHI.cfg PROP { name = ASET_AHI MODULE { name = JSIActionGroupSwitch switchTransform = FD_Knob actionName = dummy animationName = FD_KnobAnim perPodPersistenceName = ASET_AHI_FDSwitcher_ON switchSound = ASET/ASET_Props/Sounds/click-027 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -60,60 variableName = PITCH controlledTransform = PitchSphere localRotationStart = -45,0,0 localRotationEnd = 45,0,0 maxRateChange = 1 } VARIABLESET { scale = -90,90 variableName = ROLL controlledTransform = RollLoc localRotationStart = 0,90,0 localRotationEnd = 0,-90,0 maxRateChange = 1 } VARIABLESET { variableName = CUSTOM_ASET_AHI_FD_ON animationName = FD_TurnONanim scale = 0,1 threshold = 0.1,1.1 maxRateChange = 1 } VARIABLESET { scale = -30,30 variableName = ANGLEOFATTACK controlledTransform = FD_AoA localRotationStart = -30,0,0 localRotationEnd = 30,0,0 maxRateChange = 1 } VARIABLESET { scale = -30,30 variableName = SIDESLIP controlledTransform = FD_SSlip localRotationStart = -30,0,0 localRotationEnd = 30,0,0 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = PitchSphere passiveColor = COLOR_ASET_AHI_BACKLIGHT_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RollCircleScale passiveColor = COLOR_ASET_AHI_BACKLIGHT_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RollPointer passiveColor = COLOR_ASET_AHI_BACKLIGHT_MARK_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_MARK_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = PlaneMark passiveColor = COLOR_ASET_AHI_BACKLIGHT_MARK_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_MARK_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RollMarks passiveColor = COLOR_ASET_AHI_BACKLIGHT_MARK_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_MARK_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = FD_AoA passiveColor = COLOR_ASET_AHI_BACKLIGHT_MARK_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_MARK_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = FD_SSlip passiveColor = COLOR_ASET_AHI_BACKLIGHT_MARK_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_MARK_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_AHI/ASET_AHI_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_AHI_FD_ON operator = AND SOURCE_VARIABLE { name = EASPEED range = 0.2, 100000 } SOURCE_VARIABLE { name = PERSISTENT_ASET_AHI_FDSwitcher_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_Air_Fuel_FLOW/ASET_Air_Fuel_FLOW.cfg PROP { name = ASET_AirFuelFLOW MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,6 animationName = AirFlowAinm variableName = SYSR_INTAKEAIR } VARIABLESET { scale = 0,2 variableName = SYSR_LIQUIDFUELDELTA controlledTransform = Fuel_arrow localRotationStart = 0,45,0 localRotationEnd = 0,-45,0 maxRateChange = 2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Air_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Fuel_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = EngineGauge_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_ALTIMETER.cfg PROP { name = ASET_ALTIMETER MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_ALTIMETER texture = ASET_Altimeter_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_Altimeter_Diffuse } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,100000 variableName = ALTITUDE controlledTransform = ALT10_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 modulo = 1000 longPath = yes maxRateChange = 1 } VARIABLESET { scale = 0,100000 variableName = ALTITUDE localRotationStart = 0,0,0 localRotationEnd = 0,360,0 modulo = 10000 longPath = yes maxRateChange = 1 } VARIABLESET { scale = 0,100000 variableName = ALTITUDE controlledTransform = ALT1000_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ALT_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ALT10_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ALT100_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ALT1000_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_ALTIMETER_Adv.cfg PROP { name = ASET_ALTIMETER_Adv MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_ALTIMETER_Adv texture = ASET_Altimeter_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_Altimeter_Diffuse texture = altimetr_Pressure,ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/altimetr_Pressure } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,100000 variableName = SELECT_ASET_ALTIMETER_ADV_ALT controlledTransform = ALT10_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 modulo = 1000 longPath = yes maxRateChange = 1 } VARIABLESET { scale = 0,100000 variableName = SELECT_ASET_ALTIMETER_ADV_ALT controlledTransform = ALT100_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 modulo = 10000 longPath = yes maxRateChange = 1 } VARIABLESET { scale = 0,100000 variableName = SELECT_ASET_ALTIMETER_ADV_ALT controlledTransform = ALT1000_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes maxRateChange = 1 } VARIABLESET { scale = -0.5,4 variableName = SELECT_ASET_ALTIMETER_PRESSURE controlledTransform = ALT_Pressure_Scale localRotationStart = 0,-36,0 localRotationEnd = 0,288,0 longPath = yes maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ALT_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ALT_Pressure_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ALT10_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ALT100_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ALT1000_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_ALTIMETER_Adv_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_ALTIMETER_ADV_ALT defaultValue = 0 VARIABLE_DEFINITION { name = ATMPRESSURE range = 0.000001, 4 value = ALTITUDE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_ALTIMETER_Adv_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_ALTIMETER_PRESSURE defaultValue = -0.5 VARIABLE_DEFINITION { name = ATMPRESSURE range = 0.000001, 4 value = ATMPRESSURE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_AMB-SURF_TempGauge/ASET_AMB-SURF_TempGauge.cfg PROP { name = ASET_AIRCRAFT_AMB-SURF_TempGauge MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -300,300 variableName = AMBIENTTEMPERATURE controlledTransform = AmbientTempHandObj localRotationStart = 0,-165,0 localRotationEnd = 0,165,0 longPath = yes } VARIABLESET { scale = -300,300 variableName = ORBITBODYSURFACETEMP controlledTransform = SurfaceTempHandObj localRotationStart = 0,-165,0 localRotationEnd = 0,165,0 longPath = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = AmbientTempHandObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = SurfaceTempHandObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Temp_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_AoA/ASET_AoA_Indicator.cfg PROP { name = ASET_AoA_Indicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -15,35 variableName = ANGLEOFATTACK controlledTransform = AoA_arrow localRotationStart = 0,-30,0 localRotationEnd = 0,70,0 maxRateChange = 2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = AoA_Indicator_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = AoA_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_ASI/ASET_ASI _CUSTOMs.cfg RPM_MATH_VARIABLE { name = TERMINALVEOCITY_HAND_OFFSET operator = SUBTRACT sourceVariable = TERMINALVELOCITY sourceVariable = SURFSPEED } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_ASI/ASET_ASI _CUSTOMs.cfg RPM_MATH_VARIABLE { name = TERMINALVEOCITY_HAND_ROTATION operator = ADD sourceVariable = EASPEED sourceVariable = MATH_TERMINALVEOCITY_HAND_OFFSET } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_ASI/ASET_ASI _CUSTOMs.cfg RPM_SELECT_VARIABLE { name = TERMINALVEOCITY_HAND_ROTATION_CLAMPED defaultValue = MATH_TERMINALVEOCITY_HAND_ROTATION VARIABLE_DEFINITION { name = SURFSPEED range = 0, 1 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_ASI/ASET_ASI.cfg PROP { name = ASET_ASI MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,400 variableName = EASPEED controlledTransform = ASI_arrow localRotationStart = 0,0,0 localRotationEnd = 0,320,0 longPath = yes } VARIABLESET { scale = 0,400 variableName = SELECT_TERMINALVEOCITY_HAND_ROTATION_CLAMPED controlledTransform = TV_arrow localRotationStart = 0,0,0 localRotationEnd = 0,320,0 longPath = yes maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ASI_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASI_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TV_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_BatteryGauge/ASET_BatteryGauge.cfg PROP { name = ASET_BatteryGauge MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,SYSR_ELECTRICCHARGEMAX variableName = SYSR_ELECTRICCHARGE controlledTransform = ChargeTotal_arrow localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 } VARIABLESET { scale = -2,2 variableName = SYSR_ELECTRICCHARGEDELTAINV controlledTransform = ChargeFlow_arrow localRotationStart = 0,45,0 localRotationEnd = 0,-45,0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ChargeTotal_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ChargeFlow_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = EngineGauge_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_DynamicPressure/ASET_DynamicPressure.cfg PROP { name = ASET_DynamicPressure MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,100 variableName = DYNAMICPRESSURE controlledTransform = DynPres_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = DynPres_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = DynPres_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_BrakeForceGauge.cfg PROP { name = ASET_BrakeForceGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_Elec_Output texture = ASET_BrakeForcet_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_BrakeForcet_Diffuse } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,200 variableName = PLUGIN_JSIInternalRPMButtons:GetWheelBrakes controlledTransform = Elec_Output_handObj localRotationStart = 0,-45,0 localRotationEnd = 0,225,0 longPath = yes maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Elec_Output_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Elec_Output_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_Elec_Output.cfg PROP { name = ASET_Elec_Output MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_Elec_Output texture = ASET_BrakeForcet_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_Elec_Output_Diffuse } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,60 animationName = ASET_Elec_Output variableName = SELECT_SELECTED_PWR_SOURCE_VALUE maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Elec_Output_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Elec_Output_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_EngineGauge/ASET_EngineGauge.cfg PROP { name = ASET_EngineGauge MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1.25 variableName = EFFECTIVETHROTTLE controlledTransform = THRUST_arrow localRotationStart = 0,-45,0 localRotationEnd = 0,67.5,0 maxRateChange = 1 } VARIABLESET { scale = 0,1 variableName = THROTTLE controlledTransform = THROTTLE_arrow localRotationStart = 0,45,0 localRotationEnd = 0,-45,0 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = THRUST_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = THROTTLE_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = EngineGauge_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_FlapsIndicator/ASET_FlapsIndicator.cfg PROP { name = ASET_FlapsIndicator MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 0,3 variableName = PLUGIN_JSIFAR:GetFlapSetting controlledTransform = FlapsIndicator_arrow localRotationStart = 0,0,0 localRotationEnd = 0,64,0 maxRateChange = 0.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = FlapsIndicator_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = FlapsIndicator_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_FuelFlow/ASET_FuelFlow.cfg PROP { name = ASET_FuelFlow MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1000000 variableName = CURRENTENGINEFUELFLOW controlledTransform = FuelFlow_X1_handObj localRotationStart = 0,0,0 localRotationEnd = 0,360,0 modulo = 100000 longPath = yes maxRateChange = 1 } VARIABLESET { scale = 0,1000000 variableName = CURRENTENGINEFUELFLOW controlledTransform = FuelFlow_X100_handObj localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = FuelFlow_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = FuelFlow_X1_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = FuelFlow_X100_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_FuelQTY_Digital/ASET_FuelQTY_Digital.cfg PROP { name = ASET_FuelQTY_Digital MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SYSR_LIQUIDFUELPERCENT controlledTransform = FuelPercent_arrow localRotationStart = 0,-120,0 localRotationEnd = 0,90,0 longPath = yes } VARIABLESET { scale = 0,6000 animationName = ASET_FuelQTYGauge variableName = SYSR_LIQUIDFUEL } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Fuel_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = FuelPercent_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits1 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits2 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits3 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits4 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits5 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_G-METER/ASET_G-METER.cfg PROP { name = ASET_G-METER MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,10 variableName = GFORCE controlledTransform = Gmeter_arrow localRotationStart = 0,-36,0 localRotationEnd = 0,36,0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Gmeter_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Gmeter_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_GroundSpeed/ASET_GroundSpeed.cfg PROP { name = ASET_GroundSpeed MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,2500 variableName = SURFSPEED controlledTransform = GSI_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 modulo = 1000 longPath = yes } VARIABLESET { scale = 0,2500 variableName = SURFSPEED controlledTransform = GSI1000_arrow localRotationStart = 0,0,0 localRotationEnd = 0,180,0 longPath = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GSI_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GSI_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GSI1000_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_Heading/ASET_Heading.cfg PROP { name = ASET_Heading MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,360 variableName = SELECT_ASET_HSI_MAIN_ROTATION controlledTransform = Heading_Scale localRotationStart = 0,0,0 localRotationEnd = 0,-360,0 longPath = yes modulo = 360 maxRateChange = 0.2 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = ASET_HEading_OFF_flag_obj localRotationStart = 0,0,0 localRotationEnd = 0,44.84,0 maxRateChange = 3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Heading_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = PlaneIcon passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_HSI_MAIN_ROTATION defaultValue = HEADING VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HSI_NAV_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_LOC_OK range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_VOR_ON range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_HSI_FROM_CRS_MINUS90 operator = SUBTRACT sourceVariable = PERSISTENT_ASET_HSI_CRS_INPUT sourceVariable = 90 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_HSI_FROM_CRS_PLUS90 operator = ADD sourceVariable = PERSISTENT_ASET_HSI_CRS_INPUT sourceVariable = 90 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HSI_TO_CRS_ON operator = AND SOURCE_VARIABLE { name = SELECT_ASET_NAV_1_STATION_HEADING range = MATH_ASET_HSI_FROM_CRS_MINUS90,MATH_ASET_HSI_FROM_CRS_PLUS90 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_HSI_TO_FROM_OFF defaultValue = 2 VARIABLE_DEFINITION { name = CUSTOM_ASET_HSI_NAV_ON range = -0.1,0.1 value = 1 } VARIABLE_DEFINITION { name = CUSTOM_ASET_HSI_TO_CRS_ON range = -0.1,0.1 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_HSI_CDI_DEV_TO operator = ANGLEDELTA sourceVariable = SELECT_ASET_NAV_1_STATION_HEADING sourceVariable = PERSISTENT_ASET_HSI_CRS_INPUT } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_HSI_CDI_DEV_FROM operator = ANGLEDELTA sourceVariable = MATH_ASET_HSI_CDI_DEV_TO sourceVariable = 180 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_HSI_CDI_DEV_FROM_INV operator = MULTIPLY sourceVariable = MATH_ASET_HSI_CDI_DEV_FROM sourceVariable = 1 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_HSI_CDI_DEV defaultValue = MATH_ASET_HSI_CDI_DEV_FROM_INV VARIABLE_DEFINITION { name = CUSTOM_ASET_HSI_TO_CRS_ON range = 0.1,1.1 value = MATH_ASET_HSI_CDI_DEV_TO } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_HSI_CDI_DEV_OFFSET operator = MULTIPLY sourceVariable = SELECT_ASET_HSI_CDI_DEV sourceVariable = CUSTOM_ASET_HSI_NAV_ON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_HSI_CDI_LEFTLIMIT defaultValue = -10 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_LOC_OK range = 0.1,1.1 value = -2.5 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_HSI_CDI_RIGHTLIMIT defaultValue = 10 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_LOC_OK range = 0.1,1.1 value = 2.5 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_1_STATION_DIST_KM sourceRange = 10,0 mappedVariable = ASET_NAV_1_STATION_KSCRWY27_GS_UPPER mappedRange = 856,69 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_1_STATION_DIST_KM sourceRange = 10,0 mappedVariable = ASET_NAV_1_STATION_KSCRWY27_GS_LOWER mappedRange = 330,69 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_1_STATION_DIST_KM sourceRange = 10,0 mappedVariable = ASET_NAV_1_STATION_KSCRWY27_GS_NORMAL mappedRange = 593,69 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI _CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_HSI_GS_MARKER_OFFSET defaultValue = 1000 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_LOC_OK range = 0.1,1.1 value = ALTITUDE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI.cfg PROP { name = ASET_HSI MODULE { name = JSINumericInput perPodPersistenceName = ASET_HSI_CRS_INPUT defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 360 reverse = false loopInput = true USERINPUTSET { switchTransform = HSI_CRS_INC_SLOW_Collider_Obj increment = 1 switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 } USERINPUTSET { switchTransform = HSI_CRS_INC_FAST_Collider_Obj switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 incrementCurve { key = 0 10 key = 2 20 } } USERINPUTSET { switchTransform = HSI_CRS_DEC_SLOW_Collider_Obj increment = -1 switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 } USERINPUTSET { switchTransform = HSI_CRS_DEC_FAST_Collider_Obj switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 incrementCurve { key = 0 -10 key = 2 -20 } } } MODULE { name = JSINumericInput perPodPersistenceName = ASET_HSI_HDG_INPUT defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 360 reverse = false loopInput = true USERINPUTSET { switchTransform = HSI_HDG_INC_SLOW_Collider_Obj increment = 1 switchSound = ASET/ASET_Props/Sounds/NID03 switchSoundVolume = 1 } USERINPUTSET { switchTransform = HSI_HDG_INC_FAST_Collider_Obj switchSound = ASET/ASET_Props/Sounds/NID03 switchSoundVolume = 1 incrementCurve { key = 0 10 key = 2 20 } } USERINPUTSET { switchTransform = HSI_HDG_DEC_SLOW_Collider_Obj increment = -1 switchSound = ASET/ASET_Props/Sounds/NID03 switchSoundVolume = 1 } USERINPUTSET { switchTransform = HSI_HDG_DEC_FAST_Collider_Obj switchSound = ASET/ASET_Props/Sounds/NID03 switchSoundVolume = 1 incrementCurve { key = 0 -10 key = 2 -20 } } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_GS_ON VARIABLESET { controlledTransform = ASET_HSI_GS_Flag_Obj localTranslationStart = 0,0,-0.01 localTranslationEnd = 0,0,0.0 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_HSI_NAV_ON VARIABLESET { controlledTransform = ASET_HSI_NAV_ErrorFlag_Obj localRotationStart = 0,0,0 localRotationEnd = 0,-30,0 longPath = yes scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = ASET_HSI_OFF_Flag_Obj localRotationStart = 0,30,0 localRotationEnd = 0,0,0 longPath = yes scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,360 variableName = PERSISTENT_ASET_HSI_HDG_INPUT controlledTransform = ASET_HSI_Heading_Bug_loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes modulo = 360 } VARIABLESET { scale = 0,360 variableName = PERSISTENT_ASET_HSI_CRS_INPUT controlledTransform = ASET_HSI_COURSE_Assembly_Loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes modulo = 360 } VARIABLESET { scale = 0,360 variableName = SELECT_ASET_HSI_MAIN_ROTATION controlledTransform = ASEY_HSI_MainRotation_Loc localRotationStart = 0,0,0 localRotationEnd = 0,-360,0 longPath = yes modulo = 360 maxRateChange = 0.5 } VARIABLESET { scale = SELECT_ASET_HSI_CDI_LEFTLIMIT,SELECT_ASET_HSI_CDI_RIGHTLIMIT variableName = MATH_ASET_HSI_CDI_DEV_OFFSET controlledTransform = ASET_HSI_CDI_Rot_Loc localRotationStart = 0,0,10 localRotationEnd = 0,0,-10 maxRateChange = 0.5 } VARIABLESET { scale = MAPPED_ASET_NAV_1_STATION_KSCRWY27_GS_LOWER,MAPPED_ASET_NAV_1_STATION_KSCRWY27_GS_UPPER variableName = SELECT_ASET_HSI_GS_MARKER_OFFSET controlledTransform = ASET_HSI_GS_Pointer_Obj localTranslationStart = 0,0,-0.0203 localTranslationEnd = 0,0,0.0203 maxRateChange = 0.2 } VARIABLESET { scale = 0,360 variableName = PERSISTENT_ASET_HSI_CRS_INPUT controlledTransform = ASET_HSI_CRS_Mode_Knob_Loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes modulo = 360 maxRateChange = 0.5 } VARIABLESET { scale = 0,360 variableName = PERSISTENT_ASET_HSI_HDG_INPUT controlledTransform = ASET_HSI_HDG_Mode_Knob_Loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes modulo = 360 maxRateChange = 0.5 } VARIABLESET { scale = 0,2 variableName = SELECT_ASET_HSI_TO_FROM_OFF controlledTransform = ASET_HSI_FR_TO_Flag_Obj localTranslationStart = 0,0,-0.0137 localTranslationEnd = 0,0,0 maxRateChange = 1.5 } } MODULE { name = JSILabel transformName = HSI_Course_readout alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=1:SIP3.1;"---";"---"=> <=0:000=> $&$ PERSISTENT_ASET_HSI_CRS_INPUT SELECT_ASET_HSI_SELECTED_DME } MODULE { name = JSIActionGroupSwitch switchTransform = HSI_HDG_INC_SLOW_Collider_Obj actionName = dummy perPodPersistenceName = ASET_HSI_HDGBUG_ROTATED switchSound = momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = HSI_HDG_INC_FAST_Collider_Obj actionName = dummy perPodPersistenceName = ASET_HSI_HDGBUG_ROTATED switchSound = momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = HSI_HDG_DEC_SLOW_Collider_Obj actionName = dummy perPodPersistenceName = ASET_HSI_HDGBUG_ROTATED switchSound = momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = HSI_HDG_DEC_FAST_Collider_Obj actionName = dummy perPodPersistenceName = ASET_HSI_HDGBUG_ROTATED switchSound = momentarySwitch = true } MODULE { name = JSILabel transformName = HSI_Course_tooltip alignment = Right anchor = MiddleRight fontName = InconsolataGo-Bold fontSize = 8 variableName = PERSISTENT_ASET_HSI_HDGBUG_ROTATED emissive = always positiveColor = 255,255,0,180 zeroColor = 0,0,0,0, negativeColor = 0,0,0,0 refreshRate = 5 labelText = <=0:000=>→ $&$ PERSISTENT_ASET_HSI_HDG_INPUT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = ASET_HSI_ReadoutScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.1,1.1 } VARIABLESET { coloredObject = ASET_HSI_ReadoutScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ASET_HSI_HDG_Card_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_Labels_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_FR_TO_Flag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_GS_Flag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_NAV_ErrorFlag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_HDG_Mode_Knob_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_GS_Pointer_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_CRS_KnobPict_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_HDG_KnobPict_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_HEADING_Bug_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = HSI_CoursePointerObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = HSI_CDI_NeedleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_HSI_CDI_ScaleMarks_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_IntakeAir/ASET_IntakeAir.cfg PROP { name = ASET_IntakeAir MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,10000000 variableName = CURRENTINTAKEAIRFLOW controlledTransform = Intake_X1_handObj localRotationStart = 0,0,0 localRotationEnd = 0,360,0 modulo = 1000000 longPath = yes maxRateChange = 1 } VARIABLESET { scale = 0,10000000 variableName = CURRENTINTAKEAIRFLOW controlledTransform = Intake_X1000_handObj localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = IntakeAir_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Intake_X1_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Intake_X1000_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_LG_Lever/ASET_LG_Lever.cfg PROP { name = ASET_LG_Lever MODULE { name = JSIActionGroupSwitch animationName = GearLever switchTransform = Lever_Knob actionName = gear switchSound = ASET/ASET_Props/Sounds/tumbleClick02 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LGLeverSignObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARLEVERALARM_ON flashRate = 0.5 VARIABLESET { coloredObject = Lever_Knob passiveColor = 0,0,0,255 activeColor = 180,10,10,255 scale = 0.5,1.1 flash = true } } MODULE { name = JSILabel transformName = GearLimitTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LANDING GEAR$$$LIMIT (EAS)$$$ 210 m/s [/b] } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_MachNumber/ASET_MachNumber.cfg PROP { name = ASET_MachNumber MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0.4,2 variableName = SURFSPEEDMACH controlledTransform = MachNumber_arrow localRotationStart = 0,40,0 localRotationEnd = 0,360,0 longPath = yes } VARIABLESET { scale = 0,3 animationName = ASET_MachNumber variableName = SURFSPEEDMACH } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MachNumber_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MachNumber_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits1 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits2 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits3 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Digits4 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RadarAltimeter/ASET_RadarAltimeter.cfg PROP { name = ASET_RadarAltimeter MODULE { name = JSINumericInput perPodPersistenceName = ASET_RADARALTIMETER_ALT_WARN defaultValue = 0 stepSize = 20 minValue = 0 maxValue = 400 reverse = false USERINPUTSET { switchTransform = RadarAltimeter_ALT_Inc_Col switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 20 key = 2 40 } } USERINPUTSET { switchTransform = RadarAltimeter_ALT_Dec_Col switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -20 key = 2 -40 } } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1500 animationName = RadarAltimeterArrowAnim variableName = RADARALTOCEAN } VARIABLESET { scale = 0,1500 animationName = RadarAltimeterOFF variableName = RADARALTOCEAN threshold = 1.0,1.1 } VARIABLESET { animationName = ASET_RadarAltimeter variableName = PERSISTENT_ASET_RADARALTIMETER_ALT_WARN scale = 0,400 } VARIABLESET { coloredObject = pSphere1 passiveColor = 0,0,0,255 activeColor = 255,160,0,255 variableName = CUSTOM_ASET_NI_RADARALTIMETER_ALARM_ON scale = 0,1 threshold = 0.1,1.1 alarmSound = ASET/ASET_Props/Sounds/LOWALT flashingDelay = 0.2 alarmSoundVolume = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = radarAlt_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = AltitudeMark passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = AltitudeSelectorMark passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Mach_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RadarAltimeter/ASET_RadarAltimeter_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NI_RADARALTIMETER_ALARM_ON operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.5,1.5 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -10000, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 1, PERSISTENT_ASET_RADARALTIMETER_ALT_WARN } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RMI/ASET_RMI.cfg PROP { name = ASET_RMI MODULE { name = JSIActionGroupSwitch switchTransform = ASET_ADF_HDG_Mode_Knob_Obj actionName = dummy perPodPersistenceName = ASET_RMI_1_HDG_MODE switchSound = ASET/ASET_Props/Sounds/Tumbler3 initialState = true } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_ASET_RMI_1_HDG_MODE VARIABLESET { controlledTransform = ASET_ADF_HDG_Mode_Knob_Loc localRotationStart = 0,0,0 localRotationEnd = 0,-135,0 longPath = yes scale = 0.5,1.1 } VARIABLESET { controlledTransform = ASET_ADF_HDG_Flag_Obj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0.0057 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_NDB_ON VARIABLESET { controlledTransform = ASET_ADF_ADF_Flag_Obj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,-0.0057 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = ASET_ADF_ErrorFlag_Obj localRotationStart = 0,30,0 localRotationEnd = 0,0,0 longPath = yes scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 359,0 variableName = SELECT_ASET_RMI_1_HDG_ROT controlledTransform = ASET_ADF_HDG_Card_Loc localRotationStart = 0,0,0 localRotationEnd = 0,359,0 longPath = yes modulo = 359 maxRateChange = 0.5 } VARIABLESET { scale = 0,359 variableName = SELECT_ASET_NAV_1_ADF_NEEDLE_ROT controlledTransform = ASET_ADF_Needle_Loc localRotationStart = 0,0,0 localRotationEnd = 0,359,0 longPath = yes modulo = 359 maxRateChange = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ASET_ADF_HDG_Card_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_ADF_Flag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_HDG_Flag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_TGT_Flag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ADF_Mark_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_HDG_Mode_Knob_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_Needle_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RMI/ASET_RMI_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_RMI_1_HDG_AUTO operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_RMI_1_HDG_MODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RMI/ASET_RMI_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_RMI_1_HDG_ROT defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_RMI_1_HDG_AUTO range = 0.1,1.1 value = HEADING } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RMI_2_Needle/ASET_RMI_2_Needle.cfg PROP { name = ASET_RMI_2_Needle MODULE { name = JSIActionGroupSwitch switchTransform = ASET_ADF_HDG_Mode_Knob_Obj actionName = dummy perPodPersistenceName = ASET_RMI2N_1_HDG_MODE switchSound = ASET/ASET_Props/Sounds/Tumbler3 initialState = true } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_ASET_RMI2N_1_HDG_MODE VARIABLESET { controlledTransform = ASET_ADF_HDG_Mode_Knob_Loc localRotationStart = 0,0,0 localRotationEnd = 0,-135,0 longPath = yes scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_NDB_ON VARIABLESET { controlledTransform = ASET_ADF_ADF_Flag_Obj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,-0.0057 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = ASET_ADF_ErrorFlag_Obj localRotationStart = 0,30,0 localRotationEnd = 0,0,0 longPath = yes scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 359,0 variableName = SELECT_ASET_RMI2N_1_HDG_ROT controlledTransform = ASET_ADF_HDG_Card_Loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes modulo = 360 maxRateChange = 0.5 } VARIABLESET { scale = 0,359 variableName = SELECT_ASET_NAV_1_ADFVOR_NEEDLE_ROT controlledTransform = ASET_ADF_Yellow_Needle_Loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes modulo = 360 maxRateChange = 0.3 } VARIABLESET { scale = 0,359 variableName = SELECT_ASET_NAV_2_ADF_NEEDLE_ROT controlledTransform = ASET_ADF_Green_Needle_Loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes modulo = 360 maxRateChange = 0.3 } VARIABLESET { scale = 0,2 variableName = SELECT_ASET_YELLOW_FLAG_ANIM controlledTransform = ASET_ADF_HDG_Flag_Obj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0.0114 maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ASET_ADF_HDG_Card_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_ADF_Flag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_HDG_Flag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_TGT_Flag_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ADF_Mark_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_HDG_Mode_Knob_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_Yellow_Needle_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_ADF_GreenNeedle_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RMI_2_Needle/ASET_RMI_2_Needle_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_RMI2N_1_HDG_AUTO operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_RMI2N_1_HDG_MODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RMI_2_Needle/ASET_RMI_2_Needle_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_RMI2N_1_HDG_ROT defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_RMI2N_1_HDG_AUTO range = 0.1,1.1 value = HEADING } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_RMI_2_Needle/ASET_RMI_2_Needle_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_YELLOW_FLAG_ANIM defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_NDB_ON range = 0.1,1.1 value = 1 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_VOR_ON range = 0.1,1.1 value = 2 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_AIRCRAFT_ENGINE_TempGauge.cfg PROP { name = ASET_AIRCRAFT_ENGINE_TempGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_TemperatureGauge texture = ASET_SKIN_TemperatureGauge_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_EGINE_TemperatureGauge_Diffuse } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,2450 variableName = HOTTESTENGINETEMP controlledTransform = Temp_arrow localRotationStart = 0,0,0 localRotationEnd = 0,352.8,0 longPath = yes } VARIABLESET { scale = 0,3000 variableName = HOTTESTENGINETEMP controlledTransform = Temp100_arrow localRotationStart = 0,0,0 localRotationEnd = 0,10800,0 longPath = yes } } MODULE { name = JSIVariableAnimator refreshRate = 100 VARIABLESET { scale = 0,2500 variableName = HOTTESTENGINEMAXTEMP controlledTransform = MaxTempMarkObj localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Temp_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Temp_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Temp100_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_AIRCRAFT_INT_TempGauge.cfg PROP { name = ASET_AIRCRAFT_INT_TempGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_TemperatureGauge texture = ASET_SKIN_TemperatureGauge_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_INTERNAL_TemperatureGauge_Diffuse } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1500 variableName = PODTEMPERATUREKELVIN controlledTransform = Temp_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes } VARIABLESET { scale = 0,3000 variableName = PODTEMPERATUREKELVIN controlledTransform = Temp100_arrow localRotationStart = 0,0,0 localRotationEnd = 0,10800,0 longPath = yes } } MODULE { name = JSIVariableAnimator refreshRate = 100 VARIABLESET { scale = 0,1500 variableName = PODMAXTEMPERATUREKELVIN controlledTransform = MaxTempMarkObj localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Temp_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Temp_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Temp100_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_AIRCRAFT_SKIN_TempGauge.cfg PROP { name = ASET_AIRCRAFT_SKIN_TempGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_TemperatureGauge texture = ASET_SKIN_TemperatureGauge_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_SKIN_TemperatureGauge_Diffuse } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,2700 variableName = PODSKINTEMPERATUREKELVIN controlledTransform = Temp_arrow localRotationStart = 0,0,0 localRotationEnd = 0,324,0 longPath = yes } VARIABLESET { scale = 0,3000 variableName = PODSKINTEMPERATUREKELVIN controlledTransform = Temp100_arrow localRotationStart = 0,0,0 localRotationEnd = 0,10800,0 longPath = yes } } MODULE { name = JSIVariableAnimator refreshRate = 100 VARIABLESET { scale = 0,3000 variableName = PODMAXSKINTEMPERATUREKELVIN controlledTransform = MaxTempMarkObj localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Temp_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Temp_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Temp100_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_Thrust_kN/ASET_Thrust_kN.cfg PROP { name = ASET_Thrust_kN MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,2500 variableName = THRUST controlledTransform = GSI_arrow localRotationStart = 0,0,0 localRotationEnd = 0,360,0 modulo = 1000 longPath = yes } VARIABLESET { scale = 0,2500 variableName = THRUST controlledTransform = GSI1000_arrow localRotationStart = 0,0,0 localRotationEnd = 0,180,0 longPath = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GSI_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GSI_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GSI1000_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_Thrust_Throttle/ASET_Thrust_Throttle.cfg PROP { name = ASET_Thrust_Throttle MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1.25 variableName = EFFECTIVETHROTTLE controlledTransform = Thrust_Hand_Obj localRotationStart = 0,0,0 localRotationEnd = 0,324,0 longPath = yes maxRateChange = 1 } VARIABLESET { scale = 0,1 variableName = THROTTLE controlledTransform = Throttle_Hand_Obj localRotationStart = 0,0,0 localRotationEnd = 0,270,0 longPath = yes maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Thrust_Hand_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Throttle_Hand_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Throttle_Thrust_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_TrimIndicator/ASET_TrimIndicator.cfg PROP { name = ASET_TrimIndicator MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = -1,1 variableName = STICKROLLTRIM controlledTransform = RollTrimArrowLoc localRotationStart = 0,-40,0 localRotationEnd = 0,40,0 maxRateChange = 0.2 } VARIABLESET { scale = -1,1 variableName = STICKYAWTRIM controlledTransform = YawTrimArrowLoc localRotationStart = 0,50,0 localRotationEnd = 0,-50,0 maxRateChange = 0.2 } VARIABLESET { scale = -1,1 variableName = STICKPITCHTRIM controlledTransform = PitchTrimArrowLoc localTranslationStart = 0,0,0.04 localTranslationEnd = 0,0,-0.04 maxRateChange = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TrimIndicatorMarks passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = PitchTrimArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RollTrimArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = YawTrimArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_TurnCoordinator/ASET_TurnCoordinator.cfg PROP { name = ASET_TurnCoordinator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -60,60 variableName = ROLL controlledTransform = PlaneMark localRotationStart = 0,-60,0 localRotationEnd = 0,60,0 maxRateChange = 1 } VARIABLESET { scale = -50,50 variableName = HORZVELOCITYRIGHT controlledTransform = BallLoc localRotationStart = 0,12,0 localRotationEnd = 0,-12,0 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = EmissiveMarks passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = PlaneMark passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SSc_Ablative.cfg PROP { name = ASET_VPG_SSc_Ablative MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SELECT_ASET_ABLATIVERESORCEPERCENT controlledTransform = VPGAmountLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VPGScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VPGAmountArrow passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_MARK_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = SELECT_ASET_ABLATIVERESORCEMAX controlledTransform = VPGNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 maxRateChange = 3 } } MODULE { name = JSILabel transformName = GaugeBottomNameObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 3.5 transformOffset = 0.0092,0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "[b]%[/b] } MODULE { name = JSILabel transformName = GaugeSideNameObj alignment = Left anchor = MiddleLeft fontName = InconsolataGo-Bold fontSize = 3.5 transformOffset = 0.0001,-0.03272 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = A$$$B$$$L$$$A$$$T$$$I$$$V$$$E } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SSc_ATM_DEPTH.cfg PROP { name = ASET_VPG_SSc_ATM_DEPTH MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = ATMOSPHEREDEPTH controlledTransform = VPGAmountLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VPGScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VPGAmountArrow passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_MARK_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 0.000001,0 variableName = ATMOSPHEREDEPTH controlledTransform = VPGNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 maxRateChange = 3 } } MODULE { name = JSILabel transformName = GaugeBottomNameObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 3.5 transformOffset = 0.0092,0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "[b]%[/b] } MODULE { name = JSILabel transformName = GaugeSideNameObj alignment = Left anchor = MiddleLeft fontName = InconsolataGo-Bold fontSize = 3.5 transformOffset = 0.0001,-0.03272 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = A$$$T$$$M$$$O$$$S$$$P$$$H$$$E$$$R$$$E } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SSc_Elec.cfg PROP { name = ASET_VPG_SSc_Elec MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SYSR_ELECTRICCHARGEPERCENT controlledTransform = VPGAmountLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VPGScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VPGAmountArrow passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_MARK_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = GaugeBottomNameObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 3.5 transformOffset = 0.0092,0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "[b]%[/b] } MODULE { name = JSILabel transformName = GaugeSideNameObj alignment = Left anchor = MiddleLeft fontName = InconsolataGo-Bold fontSize = 3.5 transformOffset = 0.0001,-0.03272 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = E$$$L$$$E$$$C$$$T$$$R$$$I$$$C$$$ $$$C$$$H$$$A$$$R$$$G$$$E } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SSc_Fuel.cfg PROP { name = ASET_VPG_SSc_Fuel MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SYSR_LIQUIDFUELPERCENT controlledTransform = VPGAmountLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VPGScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VPGAmountArrow passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_MARK_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = SYSR_LIQUIDFUELMAX controlledTransform = VPGNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 maxRateChange = 3 } } MODULE { name = JSILabel transformName = GaugeBottomNameObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 3.5 transformOffset = 0.0092,0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "[b]%[/b] } MODULE { name = JSILabel transformName = GaugeSideNameObj alignment = Left anchor = MiddleLeft fontName = InconsolataGo-Bold fontSize = 3.5 transformOffset = 0.0001,-0.03272 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "L$$$I$$$Q$$$U$$$I$$$D$$$ $$$F$$$U$$$E$$$L } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SSc_MONO.cfg PROP { name = ASET_VPG_SSc_Mono MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SYSR_MONOPROPELLANTPERCENT controlledTransform = VPGAmountLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VPGScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VPGAmountArrow passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_MARK_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = SYSR_MONOPROPELLANTMAX controlledTransform = VPGNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 maxRateChange = 3 } } MODULE { name = JSILabel transformName = GaugeBottomNameObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 3.5 transformOffset = 0.0092,0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "[b]%[/b] } MODULE { name = JSILabel transformName = GaugeSideNameObj alignment = Left anchor = MiddleLeft fontName = InconsolataGo-Bold fontSize = 3.5 transformOffset = 0.0001,-0.03272 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = M$$$O$$$N$$$O$$$P$$$R$$$O$$$P$$$E$$$L$$$L$$$A$$$N$$$T } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SSc_OXID.cfg PROP { name = ASET_VPG_SSc_Oxid MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SYSR_OXIDIZERPERCENT controlledTransform = VPGAmountLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VPGScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VPGAmountArrow passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_MARK_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = SYSR_OXIDIZERMAX controlledTransform = VPGNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 maxRateChange = 3 } } MODULE { name = JSILabel transformName = GaugeBottomNameObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 3.5 transformOffset = 0.0092,0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "[b]%[/b] } MODULE { name = JSILabel transformName = GaugeSideNameObj alignment = Left anchor = MiddleLeft fontName = InconsolataGo-Bold fontSize = 3.5 transformOffset = 0.0001,-0.03272 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = O$$$X$$$I$$$D$$$I$$$Z$$$E$$$R } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SSc_SRB.cfg PROP { name = ASET_VPG_SSc_SRB MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SYSR_SOLIDFUELPERCENT controlledTransform = VPGAmountLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VPGScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VPGAmountArrow passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_MARK_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = SYSR_SOLIDFUELMAX controlledTransform = VPGNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 maxRateChange = 3 } } MODULE { name = JSILabel transformName = GaugeBottomNameObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 3.5 transformOffset = 0.0092,0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "[b]%[/b] } MODULE { name = JSILabel transformName = GaugeSideNameObj alignment = Left anchor = MiddleLeft fontName = InconsolataGo-Bold fontSize = 3.5 transformOffset = 0.0001,-0.03272 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = S$$$O$$$L$$$I$$$D$$$ $$$F$$$U$$$E$$$L } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SSc_Xenon.cfg PROP { name = ASET_VPG_SSc_Xenon MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SYSR_XENONGASPERCENT controlledTransform = VPGAmountLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VPGScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VPGAmountArrow passiveColor = 0,0,0,255 activeColor = COLOR_ASET_VPG_MARK_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = SYSR_XENONGASMAX controlledTransform = VPGNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 maxRateChange = 3 } } MODULE { name = JSILabel transformName = GaugeBottomNameObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 3.5 transformOffset = 0.0092,0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = "[b]%[/b] } MODULE { name = JSILabel transformName = GaugeSideNameObj alignment = Left anchor = MiddleLeft fontName = InconsolataGo-Bold fontSize = 3.5 transformOffset = 0.0001,-0.03272 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = X$$$E$$$N$$$O$$$N } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VPGDual/ASET_VPG_Dual_Fuel.cfg PROP { name = ASET_VPG_Dual_Fuel MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SYSR_LIQUIDFUELSTAGEPERCENT controlledTransform = VPGDAmountLLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 } VARIABLESET { scale = 0,1 variableName = SYSR_LIQUIDFUELPERCENT controlledTransform = VPGDAmountRLoc localTranslationStart = 0,0,0.00 localTranslationEnd = 0,0,-0.08768 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = VPGDScaleObj passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = VPGDAmountArrowL passiveColor = 0,0,0,255 activeColor = 180,180,180,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = VPGDAmountArrowR passiveColor = 0,0,0,255 activeColor = 180,180,180,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { scale = 1,0 variableName = SYSR_LIQUIDFUELMAX controlledTransform = VPGDNoDataFlagLoc localRotationStart = 0,0,0 localRotationEnd = 0,-38,0 } } MODULE { name = JSIVariableLabel transformName = GaugeBottomNameObj fontSize = 0.003 refreshRate = 150 labelText = [#<=0:333333;FF0000;999999=>] LIQUID $$$ FUEL, % $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = GaugeLeftSideNameObj fontSize = 0.003 refreshRate = 150 labelText = [#<=0:333333;FF0000;999999=>] S$$$ T$$$ A$$$ G$$$ E $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = GaugeRightSideNameObj fontSize = 0.003 refreshRate = 150 labelText = [#<=0:333333;FF0000;999999=>]T$$$O$$$T$$$A$$$L $&$ CUSTOM_ALCOR_POWEROFF } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ClassicPack/ASET_VSI/ASET_VSI.cfg PROP { name = ASET_VSI MODULE { name = JSIVariableAnimator refreshRate = 1 scale = -100,100 variableName = VERTSPEED controlledTransform = VSI_arrow localRotationStart = 0,-172,0 localRotationEnd = 0,172,0 longPath = yes maxRateChange = 2 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = VSI_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VSI_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_CUSTOMS.cfg RPM_MATH_VARIABLE { name = COCKPITLIGHT_BRIGHTNESS_01 operator = MULTIPLY sourceVariable = PERSISTENT_LD_CP-01Input sourceVariable = CUSTOM_ALCOR_POWERON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_CUSTOMS.cfg RPM_MATH_VARIABLE { name = COCKPITLIGHT_BRIGHTNESS_02 operator = MULTIPLY sourceVariable = PERSISTENT_LD_CP-02Input sourceVariable = CUSTOM_ALCOR_POWERON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_CUSTOMS.cfg RPM_MATH_VARIABLE { name = FLOODLIGHT_BRIGHTNESS operator = MULTIPLY sourceVariable = PERSISTENT_LD_FLOODInput sourceVariable = CUSTOM_ALCOR_POWERON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_CUSTOMS.cfg RPM_MATH_VARIABLE { name = ENGINEERLIGHT_BRIGHTNESS operator = MULTIPLY sourceVariable = PERSISTENT_LD_ENGINEERInput sourceVariable = CUSTOM_ALCOR_POWERON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_CUSTOMS.cfg RPM_MATH_VARIABLE { name = UTILITYLIGHT_BRIGHTNESS operator = MULTIPLY sourceVariable = PERSISTENT_LD_UTILITYInput sourceVariable = CUSTOM_ALCOR_POWERON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_CUSTOMS.cfg RPM_MATH_VARIABLE { name = COCKPITLIGHT_BRIGHTNESS_01 operator = MULTIPLY sourceVariable = PERSISTENT_LD_CP-01Input sourceVariable = CUSTOM_ALCOR_POWERON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-COCKPIT.cfg PROP { name = ASET_B-Knob_LD_COCKPIT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_CP-01Input defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = COCKPIT } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_CP-01Input scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-CP_CMD.cfg PROP { name = ASET_B-Knob_LD_CP-CMD MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_CP-01Input defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = CMD } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_CP-01Input scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-CP_FO.cfg PROP { name = ASET_B-Knob_LD_CP-FO MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_CP-02Input defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = FO } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_CP-02Input scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-CP_LEFT.cfg PROP { name = ASET_B-Knob_LD_CP-LEFT PROP { name = ASET_B-Knob_LD_CP-FO MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_CP-01Input defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = LEFT } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_CP-01Input scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-CP_PORT.cfg PROP { name = ASET_B-Knob_LD_CP-PORT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_CP-01Input defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PORT } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_CP-01Input scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-CP_RIGHT.cfg PROP { name = ASET_B-Knob_LD_CP-RIGHT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_CP-02Input defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RIGHT } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_CP-02Input scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-CP_STARBOARD.cfg PROP { name = ASET_B-Knob_LD_CP-STARBOARD MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_CP-02Input defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = STARBOARD } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_CP-02Input scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-SQUAD_mk1CockpitLights.cfg PROP { name = ASET_B-Knob_LD-SQUAD_mk1CockpitLights MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob actionName = intlight perPodPersistenceName = SquadIntLights internalLightName = Main light } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = COCKPIT$$$LIGHTS } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-145,0 localRotationEnd = 0,90,0 variableName = PERSISTENT_SquadIntLights scale = 0,1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD-SQUAD_mk1CockpitPanelLights.cfg PROP { name = ASET_B-Knob_LD-SQUAD_mk1CockpitPanelLights MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob actionName = intlight perPodPersistenceName = SquadPanelLights internalLightName = Sec light } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MAIN PANEL$$$LIGHTS } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-145,0 localRotationEnd = 0,90,0 variableName = PERSISTENT_SquadPanelLights scale = 0,1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD_Backlight.cfg PROP { name = ASET_B-Knob-LD_Backlight MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob actionName = dummy perPodPersistenceName = BackLight } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = INSTRUMENTS$$$LIGHTS } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-145,0 localRotationEnd = 0,90,0 variableName = PERSISTENT_BackLight scale = 0,1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD_DOME.cfg PROP { name = ASET_B-Knob_LD_DOME MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_FLOODInput defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = DOME LIGHT } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_FLOODInput scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD_ENGINEER.cfg PROP { name = ASET_B-Knob_LD_ENGINEER MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_ENGINEERInput defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = LIGHT } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_ENGINEERInput scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD_FLOOD.cfg PROP { name = ASET_B-Knob_LD_FLOOD MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_FLOODInput defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = FLOOD LIGHT } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_FLOODInput scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob-LightDimmer/ASET_B-Knob_LD_UTILITY.cfg PROP { name = ASET_B-Knob_LD_UTILITY MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = JSINumericInput perPodPersistenceName = LD_UTILITYInput defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = UTILITY LIGHT } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_UTILITYInput scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/ASET_B-Knob-2pos-APU.cfg PROP { name = ASET_B-Knob-2pos-APU MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob perPodPersistenceName = FuelCellStart actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableElectricGenerator stateMethod = ButtonEnableElectricGeneratorState } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = APU } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]STOP[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]START[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PLUGIN_JSIInternalRPMButtons:ButtonEnableElectricGeneratorState scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/ASET_B-Knob-2pos-AutoSpeedBrake.cfg PROP { name = ASET_B-AutoSpeedBrake MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob perPodPersistenceName = AUTOSPEEDBRAKE_ARM masterVariableName = CUSTOM_AUTOSPEEDBRAKE_AVAILABLE masterVariableRange = 0.5,1.1 actionName = dummy } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = AUTO$$$SPEED BRAKE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = MiddleLeft fontName = Arial transformOffset = -0.0016,0.0032 fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]┌────┐$$$└────┘[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b] ARM[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_AUTOSPEEDBRAKE_ARM scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/ASET_B-Knob-2pos-Backlight.cfg PROP { name = ASET_B-Knob-2pos-Backlight MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob actionName = dummy perPodPersistenceName = BackLight } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = INSTRUMENTS$$$LIGHTS } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]ON[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_BackLight scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/ASET_B-Knob-2pos-EngineModeTggl.cfg PROP { name = ASET_B-EngineModeTggl MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetEnginesPrimaryMode stateMethod = GetEnginesPrimaryMode } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ENGINE MODE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.8 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]▌1▐ [/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.8 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b] ▌2▐[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,45,0 localRotationEnd = 0,-45,0 variableName = PLUGIN_JSIInternalRPMButtons:GetEnginesPrimaryMode scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/ASET_B-Knob-2pos-SQUAD_mk1CockpitLights.cfg PROP { name = ASET_B-Knob-2pos-SQUAD_mk1CockpitLights MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob actionName = intlight perPodPersistenceName = SquadIntLights internalLightName = Main light } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = COCKPIT$$$LIGHTS } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]ON[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SquadIntLights scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/ASET_B-Knob-2pos-SQUAD_mk1CockpitPanelLights.cfg PROP { name = ASET_B-Knob-2pos-SQUAD_mk1CockpitPanelLights MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob actionName = intlight perPodPersistenceName = SquadPanelLights internalLightName = Sec light } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MAIN PANEL$$$LIGHTS } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]ON[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SquadPanelLights scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/ASET_B-Knob-2pos-TEST.cfg PROP { name = ASET_B-Knob-2pos-TEST MODULE { name = JSIActionGroupSwitch switchTransform = b_KnobCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob actionName = dummy perPodPersistenceName = B-Knob-2POS } MODULE { name = JSIVariableLabel transformName = TopNameTextObj fontSize = 0.0095 refreshRate = 100 labelText = [#<=0:333333;FF0000;CEE3F6=>] TOP TEXT $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = BottomNameTextObj fontSize = 0.0095 refreshRate = 100 labelText = [#<=0:333333;FF0000;CEE3F6=>] BOTTOM TEXT $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = LeftTextObj fontSize = 0.005 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] MARK 1 $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = RightTextObj fontSize = 0.005 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] MARK 2 $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_B-Knob-2POS scale = 0,1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = 180,180,180,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 0,0,0,255 activeColor = 180,180,180,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/CUSTOM_AutoSpeedBrake.cfg RPM_CUSTOM_VARIABLE { name = AUTOSPEEDBRAKE_AVAILABLE operator = AND SOURCE_VARIABLE { name = SURFSPEED range = 30, 1000 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/CUSTOM_AutoSpeedBrake.cfg RPM_CUSTOM_VARIABLE { name = ASET_START_AUTOSPEEDBRAKE_EVENT operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = -1.1,0.2 } SOURCE_VARIABLE { name = PERSISTENT_AUTOSPEEDBRAKE_ARM range = 0.5,1.1 } SOURCE_VARIABLE { name = THROTTLE range = 0, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYED range = 0.5, 1.5 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/CUSTOM_AutoSpeedBrake.cfg RPM_CUSTOM_VARIABLE { name = ASET_AUTOSPEEDBRAKE_INDICATOR_ON operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = -1.1,0.2 } SOURCE_VARIABLE { name = PERSISTENT_AUTOSPEEDBRAKE_ARM range = 0.5,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYED range = 0.5, 1.5 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/CUSTOM_AutoSpeedBrake.cfg RPM_CUSTOM_VARIABLE { name = ASET_START_AUTOSPOILER_EVENT operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIFAR:GetSpoilerState range = -0.1, 0.1 } SOURCE_VARIABLE { name = ISLOADED_FERRAMAEROSPACERESEARCH range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_START_AUTOSPEEDBRAKE_EVENT range = 0.5, 1.5 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/CUSTOM_AutoSpeedBrake.cfg RPM_TRIGGERED_EVENT { eventName = ASET_AUTOBRAKE variableName = CUSTOM_ASET_START_AUTOSPEEDBRAKE_EVENT range = 0.5,1.1 triggerEvent = brakes triggerState = true } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2pos/CUSTOM_AutoSpeedBrake.cfg RPM_TRIGGERED_EVENT { eventName = ASET_AUTOSPOILER variableName = CUSTOM_ASET_START_AUTOSPOILER_EVENT range = 0.5,1.1 triggerEvent = JSIFAR:SetSpoiler triggerState = true } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_3pos/ASET_B-Knob-3pos-TEST.cfg PROP { name = ASET_B-Knob-3pos-TEST MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_3_Marks } MODULE { name = JSINumericInput perPodPersistenceName = B-Knob-3POS defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = KNOB TEST$$$3 POS } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]LEFT[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]CENTER[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RIGHT[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-55,0 localRotationEnd = 0,55,0 variableName = PERSISTENT_B-Knob-3POS scale = 0,2 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_4pos/ASET_B-Knob-4pos-GPS_NAV_SYS.cfg PROP { name = ASET_B-Knob-4pos-GPS_NAV_SYS MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ASET_GPS_NAV_MODE_SELECTOR defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GPS NAV.$$$DISPLAY } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]OFF[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]POS[/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]TGT[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]WPT[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-67.5,0 localRotationEnd = 0,67.5,0 variableName = PERSISTENT_ASET_GPS_NAV_MODE_SELECTOR scale = 0,3 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_4pos/ASET_B-Knob-4pos-TEST.cfg PROP { name = ASET_B-Knob-4pos-TEST MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = B-Knob-4POS defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = KNOB TEST$$$4 POS } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]LEFT[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]CENTER LEFT[/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]CENTER RIGHT[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RIGHT[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-67.5,0 localRotationEnd = 0,67.5,0 variableName = PERSISTENT_B-Knob-4POS scale = 0,3 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_5pos/ASET_B-Knob-5pos-BrakeForce_Selector.cfg PROP { name = ASET_B-Knob-5pos-BrakeForce_Selector MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_5_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ASET_BRAKEFORCE_INPUT defaultValue = PLUGIN_JSIInternalRPMButtons:GetWheelBrakes stepSize = 25 minValue = 0 maxValue = 200 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 25 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -25 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIActionGroupSwitch switchTransform = KnobColliderPlus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetWheelBrakes getVariable = PERSISTENT_ASET_BRAKEFORCE_INPUT } } MODULE { name = JSIActionGroupSwitch switchTransform = KnobColliderMinus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetWheelBrakes getVariable = PERSISTENT_ASET_BRAKEFORCE_INPUT } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = BRAKE FORCE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]OFF[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]50 [/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]100[/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b] 150[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MAX[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-80,0 localRotationEnd = 0,80,0 variableName = PLUGIN_JSIInternalRPMButtons:GetWheelBrakes scale = 0,200 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_5pos/ASET_B-Knob-5pos-ElecOutput_Selector.cfg PROP { name = ASET_B-Knob-5pos-ElecOutput_Selector MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_5_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ELEC_POWER_SOURCE_SELECT defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 4 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ELEC POWER$$$SOURCE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]TOTAL[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ALTERNATOR[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]APU[/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]SOLAR ARRAY[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]GENERATOR[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-80,0 localRotationEnd = 0,80,0 variableName = PERSISTENT_ELEC_POWER_SOURCE_SELECT scale = 0,4 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6pos/ASET_B-Knob-6pos-TEST.cfg PROP { name = ASET_B-Knob-6pos-TEST MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6_Marks } MODULE { name = JSINumericInput perPodPersistenceName = B-Knob-6POS defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 5 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = KnobColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = KNOB TEST$$$6 POS } MODULE { name = JSILabel transformName = Pos_1_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]MARK 1[/b] } MODULE { name = JSILabel transformName = Pos_2_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MARK 2[/b] } MODULE { name = JSILabel transformName = Pos_3_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MARK 3[/b] } MODULE { name = JSILabel transformName = Pos_4_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MARK 4[/b] } MODULE { name = JSILabel transformName = Pos_5_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MARK 5[/b] } MODULE { name = JSILabel transformName = Pos_6_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MARK 6[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-100,0 localRotationEnd = 0,100,0 variableName = PERSISTENT_B-Knob-6POS scale = 0,5 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6pos/ASET_B-Knob-6pos-THRUST_LIMIT.cfg PROP { name = ASET_B-Knob-THRUST_LIMIT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6_Marks } MODULE { name = JSINumericInput perPodPersistenceName = THRUST_LIMIT_NUMINPUT defaultValue = MATH_ASET_THRUSTLIMIT100 stepSize = 5 minValue = 0 maxValue = 100 reverse = false loopInput = false USERINPUTSET { switchTransform = KnobColliderPlus switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 incrementCurve { key = 0 10 key = 1 20 } } USERINPUTSET { switchTransform = KnobColliderMinus increment = -10 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSIActionGroupSwitch switchTransform = KnobColliderPlus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetThrottleLimit getVariable = PERSISTENT_THRUST_LIMIT_NUMINPUT } } MODULE { name = JSIActionGroupSwitch switchTransform = KnobColliderMinus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetThrottleLimit getVariable = PERSISTENT_THRUST_LIMIT_NUMINPUT } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = THRUST LIMIT (%) } MODULE { name = JSILabel transformName = Pos_1_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]0[/b] } MODULE { name = JSILabel transformName = Pos_2_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]20 [/b] } MODULE { name = JSILabel transformName = Pos_3_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]40 [/b] } MODULE { name = JSILabel transformName = Pos_4_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b] 60[/b] } MODULE { name = JSILabel transformName = Pos_5_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b] 80[/b] } MODULE { name = JSILabel transformName = Pos_6_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]100[/b] } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,-100,0 localRotationEnd = 0,100,0 variableName = MATH_ASET_THRUSTLIMIT100 scale = 0,100 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ.cfg PROP { name = ASET_B-ThrottleQuadrant MODULE { name = JSIActionGroupSwitch animationName = FlapLeverPullAnim switchTransform = FlapUP_Collider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/FlapLeverMove actionName = plugin PLUGINACTION { name = JSIFAR actionMethod = DecreaseFlapSetting stateMethod = DecreaseFlapSettingState } } MODULE { name = JSIActionGroupSwitch animationName = FlapLeverPullAnim switchTransform = FlapDOWN_Collider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/FlapLeverMove actionName = plugin PLUGINACTION { name = JSIFAR actionMethod = IncreaseFlapSetting stateMethod = IncreaseFlapSettingState } } MODULE { name = JSIActionGroupSwitch switchTransform = SpeedBrakeHandleObj switchSound = ASET/ASET_Avionics/ModernPack/Sounds/SpeedBrakeLeverUP actionName = plugin animationName = SpeedBrakeLeverPullAnim PLUGINACTION { name = JSIFAR actionMethod = SetSpoiler stateMethod = GetSpoilerState } } MODULE { name = JSIActionGroupSwitch animationName = SpeedBrakeLeverPullAnim switchTransform = SpeedBrakeArmCollider actionName = dummy perPodPersistenceName = SpeedBrakeArmed switchSound = ASET/ASET_Avionics/ModernPack/Sounds/SpeedBrakeLeverUP masterVariableName = PLUGIN_JSIFAR:GetSpoilerState masterVariableRange = -0.1,0.1 } MODULE { name = JSIActionGroupSwitch animationName = ParkingBrakeHandleAnim switchTransform = ParkingBrakeHandleObj actionName = brakes switchSound = ASET/ASET_Avionics/ModernPack/Sounds/ParkingBrakeHandleUP } MODULE { name = JSIActionGroupSwitch switchTransform = FullThrustButtonObj01 actionName = plugin switchSound = PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonFullThrottle stateMethod = ButtonFullThrottleState } } MODULE { name = JSIActionGroupSwitch switchTransform = FullThrustButtonObj02 actionName = plugin switchSound = PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonFullThrottle stateMethod = ButtonFullThrottleState } } MODULE { name = JSIActionGroupSwitch animationName = ReverseLeversAnim perPodPersistenceName = TQ_Reverse_ON switchTransform = ReverseLeversCollider actionName = dummy masterVariableName = CUSTOM_THRUST_REVERSE_ENABLE masterVariableRange = 0.1,1.1 switchSound = } MODULE { name = JSIActionGroupSwitch animationName = FuelCutOffHandlesAnim switchTransform = FuelCutOffCollider switchSound = ASET/ASET_Avionics/ModernPack/Sounds/FuelCutoff actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableEngines stateMethod = ButtonEnableEnginesState } } MODULE { name = JSIActionGroupSwitch switchTransform = AT_DisengageButtonObj01 perPodPersistenceName = TQ_AT_Disengage actionName = dummy switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIActionGroupSwitch switchTransform = AT_DisengageButtonObj02 perPodPersistenceName = TQ_AT_Disengage actionName = dummy switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIActionGroupSwitch animationName = StabTrimTumble_ELEC_anim switchTransform = StabSwitch_ELEC_Collider perPodPersistenceName = TQ_StabTrim_ELEC initialState = true actionName = dummy switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIActionGroupSwitch animationName = StabTrimTumble_AP_anim switchTransform = StabSwitch_AUTOPILOT_Collider perPodPersistenceName = TQ_StabTrim_AUTOPILOT initialState = true actionName = dummy switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIActionGroupSwitch switchTransform = HornCutoutButtonObj perPodPersistenceName = TQ_HornCutout actionName = dummy switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = InternalLeverThrottle } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = THROTTLE controlledTransform = MainThrottleLoc localRotationStart = 0,0,0 localRotationEnd = -48,0,0 longPath = yes maxRateChange = 1.5 } VARIABLESET { scale = 0,1 variableName = THROTTLE controlledTransform = ThrottleColliderRotateBackLoc localRotationStart = 0,0,0 localRotationEnd = 42,0,0 longPath = yes } VARIABLESET { scale = -1,1 variableName = STICKPITCHTRIM controlledTransform = TrimWheelsMainLoc localRotationStart = -3600,0,0 localRotationEnd = 3600,0,0 longPath = yes } VARIABLESET { scale = -1,1 variableName = MATH_TRIM_WHEELS_TOTAL_ROTATION controlledTransform = TrimWheelsRandomRotationLoc localRotationStart = -3600,0,0 localRotationEnd = 3600,0,0 longPath = yes maxRateChange = 0.07 } VARIABLESET { scale = -1,1 variableName = STICKPITCHTRIM controlledTransform = TrimIndicatorMainLoc localRotationStart = -14.7,0,0 localRotationEnd = 14.7,0,0 longPath = yes } VARIABLESET { scale = 0,3 variableName = PLUGIN_JSIFAR:GetFlapSetting controlledTransform = FlapMainLoc localRotationStart = 0,0,0 localRotationEnd = 54.6,0,0 maxRateChange = 0.7 } VARIABLESET { scale = 0,1 variableName = PERSISTENT_SpeedBrakeArmed controlledTransform = SpeedBrakeArmedMainLoc localRotationStart = 0,0,0 localRotationEnd = 14,0,0 maxRateChange = 2.5 } VARIABLESET { scale = 0,1 variableName = PLUGIN_JSIFAR:GetSpoilerState controlledTransform = SpeedBrakeLoc localRotationStart = 0,0,0 localRotationEnd = 42,0,0 maxRateChange = 1.5 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = TrimScaleObj passiveColor = 0,0,0,255 activeColor = 75,75,75,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = FlapScaleObj passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SpeedBrakeScaleObj passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 0,1 threshold = 0.1,1.1 coloredObject = pCube1 passiveColor = 0,0,0,255 activeColor = 0,0,0,255 variableName = CUSTOM_TRIM_WHEELS_RANDOM_ROTATION_ON01 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/TrimWheelSound alarmMustPlayOnce = true } VARIABLESET { scale = 0,1 threshold = -0.1,0.1 coloredObject = pCube1 passiveColor = 0,0,0,255 activeColor = 0,0,0,255 variableName = CUSTOM_TRIM_WHEELS_RANDOM_ROTATION_ON01 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/TrimWheelSound alarmMustPlayOnce = true } VARIABLESET { scale = 0,1 threshold = 0.1,1.1 coloredObject = pCube1 passiveColor = 0,0,0,255 activeColor = 0,0,0,255 variableName = CUSTOM_TRIM_WHEELS_RANDOM_ROTATION_ON02 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/TrimWheelSound alarmMustPlayOnce = true } VARIABLESET { scale = 0,1 threshold = -0.1,0.1 coloredObject = pCube1 passiveColor = 0,0,0,255 activeColor = 0,0,0,255 variableName = CUSTOM_TRIM_WHEELS_RANDOM_ROTATION_ON02 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/TrimWheelSound alarmMustPlayOnce = true } VARIABLESET { scale = 0,1 threshold = 0.1,1.1 coloredObject = pCube1 passiveColor = 0,0,0,255 activeColor = 0,0,0,255 variableName = CUSTOM_TRIM_WHEELS_STAB_ROTATION_UP alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/TrimWheelSound alarmMustPlayOnce = true } VARIABLESET { scale = 0,1 threshold = 0.1,1.1 coloredObject = pCube1 passiveColor = 0,0,0,255 activeColor = 0,0,0,255 variableName = CUSTOM_TRIM_WHEELS_STAB_ROTATION_DOWN alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/TrimWheelSound alarmMustPlayOnce = true } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = THRUST_REVERSE_ENABLE operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = -1.1, -0.1 } SOURCE_VARIABLE { name = THROTTLE range = -0.1, 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = TRIM_WHEELS_STAB_ROTATION_UP operator = AND SOURCE_VARIABLE { name = PERSISTENT_TQ_StabTrim_ELEC range = 0.1, 1.1 } SOURCE_VARIABLE { name = STICKPITCH range = 0.5, 1.0 } SOURCE_VARIABLE { name = PITCHRATE range = -3.0, -100.0 } SOURCE_VARIABLE { name = SAS range = 0.1, 1.0 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = TRIM_WHEELS_STAB_ROTATION_DOWN operator = AND SOURCE_VARIABLE { name = PERSISTENT_TQ_StabTrim_ELEC range = 0.1, 1.1 } SOURCE_VARIABLE { name = STICKPITCH range = -0.5, -1.0 } SOURCE_VARIABLE { name = PITCHRATE range = 3.0, 100.0 } SOURCE_VARIABLE { name = SAS range = 0.1, 1.0 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_MATH_VARIABLE { name = TRIM_WHEELS_STAB_ROTATION_ANGLE_UP operator = MULTIPLY sourceVariable = CUSTOM_TRIM_WHEELS_STAB_ROTATION_UP sourceVariable = 0.15 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_MATH_VARIABLE { name = TRIM_WHEELS_STAB_ROTATION_ANGLE_DOWN operator = MULTIPLY sourceVariable = CUSTOM_TRIM_WHEELS_STAB_ROTATION_DOWN sourceVariable = -0.15 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_MATH_VARIABLE { name = TRIM_WHEELS_STAB_ROTATION operator = ADD sourceVariable = MATH_TRIM_WHEELS_STAB_ROTATION_ANGLE_UP sourceVariable = MATH_TRIM_WHEELS_STAB_ROTATION_ANGLE_DOWN } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = TRIM_WHEELS_RANDOM_ROTATION_ON01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_TQ_StabTrim_AUTOPILOT range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_TQ_StabTrim_ELEC range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.025HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = SAS range = 0.1, 1.0 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = TRIM_WHEELS_RANDOM_ROTATION_ON02 operator = AND SOURCE_VARIABLE { name = PERSISTENT_TQ_StabTrim_AUTOPILOT range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_TQ_StabTrim_ELEC range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.037HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = SAS range = 0.1, 1.0 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_MATH_VARIABLE { name = TRIM_WHEELS_RANDOM_ROTATION_ANGLE01 operator = MULTIPLY sourceVariable = CUSTOM_TRIM_WHEELS_RANDOM_ROTATION_ON01 sourceVariable = 0.25 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_MATH_VARIABLE { name = TRIM_WHEELS_RANDOM_ROTATION_ANGLE02 operator = MULTIPLY sourceVariable = CUSTOM_TRIM_WHEELS_RANDOM_ROTATION_ON02 sourceVariable = -0.30 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_MATH_VARIABLE { name = TRIM_WHEELS_RANDOM_ROTATION operator = ADD sourceVariable = MATH_TRIM_WHEELS_RANDOM_ROTATION_ANGLE01 sourceVariable = MATH_TRIM_WHEELS_RANDOM_ROTATION_ANGLE02 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-TQ_CUSTOMS.cfg RPM_MATH_VARIABLE { name = TRIM_WHEELS_TOTAL_ROTATION operator = ADD sourceVariable = MATH_TRIM_WHEELS_RANDOM_ROTATION sourceVariable = MATH_TRIM_WHEELS_STAB_ROTATION } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_B_Compass/ASET_B_Compass.cfg PROP { name = ASET_B_Compass MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ASET_B_Compass_Scale_obj localRotationStart = 0,0,0 localRotationEnd = 0,-360,0 variableName = HEADING scale = 0,360 longPath = yes modulo = 360 maxRateChange = 0.2 } VARIABLESET { controlledTransform = ASET_B_Compass_Roll_Loc localRotationStart = 0,0,4 localRotationEnd = 0,0,-4 variableName = ROLL scale = -20,20 maxRateChange = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ASET_B_Compass_Scale_obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_B_Compass_Mark_obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_Radio.cfg PROP { name = ASET_COMM_Radio MODULE { name = JSINumericInput perPodPersistenceName = ASET_COMM_RADIO_STBY_FREQ defaultValue = 121.00 stepSize = 0.05 minValue = 118.00 maxValue = 136.0 reverse = false loopInput = false USERINPUTSET { switchTransform = BigDialColliderPlus_SLOW switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 incrementCurve { key = 0 1 key = 2 5 } } USERINPUTSET { switchTransform = SmallDialColliderPlus_SLOW switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 incrementCurve { key = 0 0.05 key = 2 0.10 } } USERINPUTSET { switchTransform = BigDialColliderMinus_SLOW switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 incrementCurve { key = 0 -1 key = 2 -5 } } USERINPUTSET { switchTransform = SmallDialColliderMinus_SLOW switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 incrementCurve { key = 0 -0.05 key = 2 -0.10 } } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_ON_Obj actionName = dummy perPodPersistenceName = ASET_COMM_RADIO_TURN_ON switchSound = ASET/ASET_Props/Sounds/beep-21 } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_ON_Obj actionName = transfer switchSound = TRANSFERACTION { getVariable = 120.00 perPodPersistenceName = ASET_COMM_RADIO_ACTIVE_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_COMM_Radio_VOL_Dial_Obj actionName = dummy perPodPersistenceName = ASET_COMM_RADIO_SND_ON switchSound = ASET/ASET_Props/Sounds/beep-22 } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_TGGL_Obj actionName = transfer perPodPersistenceName = ASET_COMM_RADIO_TGGL switchSound = beep-22 TRANSFERACTION { getVariable = PERSISTENT_ASET_COMM_RADIO_STBY_FREQ perPodPersistenceName = ASET_COMM_RADIO_ACTIVE_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_TGGL_Obj actionName = transfer switchSound = beep-22 TRANSFERACTION { getVariable = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ perPodPersistenceName = ASET_COMM_RADIO_STBY_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_COMM_PTT_ColliderObj actionName = dummy perPodPersistenceName = ASET_COMM_RADIO_PTT switchSound = ASET/ASET_Props/Sounds/beep-22 momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_COMM_RECOVERY_ColliderObj actionName = dummy perPodPersistenceName = ASET_COMM_RADIO_PTT switchSound = ASET/ASET_Props/Sounds/beep-22 momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_COMM_RECOVERY_ColliderObj switchSound = ASET/ASET_Props/Sounds/chat003 switchSoundVolume = 1.0 masterVariableName = CUSTOM_ASET_COMM_RADIO_AIRCRAFT_MAY_BE_RECOVERED perPodPersistenceName = ALCOR_RECOVERY_ENABLED masterVariableRange = 0.5,1.1 actionName = transfer TRANSFERACTION { getVariable = UTSECS perPodPersistenceName = ALCOR_RECOVERY_CALL_TIME } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = PERSISTENT_ASET_COMM_RADIO_SND_ON controlledTransform = ASET_COMM_Radio_VOL_Loc localRotationStart = 0,0,0 localRotationEnd = 0,220,0 longPath = yes maxRateChange = 3.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_COMM_RADIO_PTT_PRESS VARIABLESET { coloredObject = ASET_COMM_Radio_Button_PTT_Label_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } VARIABLESET { controlledTransform = ASET_COMM_Radio_Button_PTT_Loc localTranslationStart = 0,0,0.0 localTranslationEnd = 0,-0.001,0 scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_COMM_RADIO_RECOVERYTEAM_ONLINE VARIABLESET { controlledTransform = ASET_COMM_PTT_ColliderObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.1,1.1 } VARIABLESET { controlledTransform = ASET_COMM_RECOVERY_ColliderObj localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.1,1.1 } } MODULE { name = JSILabel transformName = NAV_NameObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]COMM[/b] } MODULE { name = JSILabel transformName = NAV_RADIO_MODEL_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = never zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR labelText = [b]ASCT121/RC-03[/b] } MODULE { name = JSILabel transformName = NAV_MODE_TextObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 2.4 variableName = CUSTOM_ASET_COMM_RADIO_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = " <=3:"ATIS";"";" "=> <=0:"ATC RCV";"";""=> <=2:"XMT";" ";""=> <=1:"RCVRY";"";""=> $&$ CUSTOM_ASET_COMM_RADIO_ATC_ONLINE CUSTOM_ASET_COMM_RADIO_RECOVERYTEAM_FLASHING CUSTOM_ASET_COMM_RADIO_PTT_PRESS CUSTOM_ASET_COMM_RADIO_ATIS_AVAILABLE SELECT_ASET_COMM_RADIO_CHAT_NUM } MODULE { name = JSILabel transformName = NAV_FREQ_TextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ASET_COMM_RADIO_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=1:000.00;"---.00";"000.00=> <=0:000.00=> $&$ PERSISTENT_ASET_COMM_RADIO_STBY_FREQ PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } VARIABLESET { coloredObject = ASET_COMM_Radio_VOL_Dial_MARK_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_COMM_RADIO_ON VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.1,1.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } VARIABLESET { coloredObject = ASET_NAV_Radio_Button_TGGL_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } VARIABLESET { coloredObject = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = SELECT_ASET_COMM_RADIO_CHAT_NUM VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.0009,0.0011 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATIS alarmSoundVolume = 2.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.0019,0.0021 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/PTT_Chat01 alarmSoundVolume = 2.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.0029,0.0031 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/PTT_Chat02 alarmSoundVolume = 2.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.0039,0.0041 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/PTT_Chat02 alarmSoundVolume = 2.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.05,0.09 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_001 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.12,0.154 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_002 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.16,0.175 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_003 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.178,0.185 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_004 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.189,0.195 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_005 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.201,0.21 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_006 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.24,0.27 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_007 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.275,0.299 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_008 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.30,0.35 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_009 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.38,0.4 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_010 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.425,0.459 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_011 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.473,0.485 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_012 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,0.53 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_013 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.545,0.573 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_014 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.59,0.67 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_015 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.73,0.78 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_016 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.82,0.835 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_017 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.84,0.89 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_018 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.91,0.96 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_019 alarmSoundVolume = 1.0 } VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.97,0.99 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/ATC_020 alarmSoundVolume = 1.0 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_TURN_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_SND_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_PTT_PRESS operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_PTT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_AIRCRAFT_MAY_BE_RECOVERED operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_VESSEL_MAY_BE_RECOVERED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_RECOVERYTEAM_ONLINE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_KKSC_TWR_ENABLED operator = OR SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ range = 121.99,122.01 } SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ range = 121.69,121.71 } SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ range = 124.39,124.41 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_TWR_ONLINE operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_KKSC_TWR_ENABLED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_KKSC_APPR_ENABLED operator = OR SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ range = 127.49,127.51 } SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ range = 121.14,121.16 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_APP_ONLINE operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_KKSC_APPR_ENABLED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_ATC_ONLINE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_TWR_ONLINE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_APP_ONLINE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_ATIS_ENABLED operator = OR SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ range = 131.29,131.31 } SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ range = 131.09,131.11 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_ATIS_AVAILABLE operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_ATIS_ENABLED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_ATIS_ONLINE operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_ATIS_AVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.008HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_RECOVERYTEAM_ONLINE operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_COMM_RADIO_ACTIVE_FREQ range = 131.99,132.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_RECOVERYTEAM_FLASHING operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_RECOVERYTEAM_ONLINE range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_1.5HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_PTT_PRESS_TRK01 operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_PTT_PRESS range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIODRANDOM_400 range = 0.0, 0.3 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_PTT_PRESS_TRK02 operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_PTT_PRESS range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIODRANDOM_400 range = 0.300000000001, 0.64 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMM_RADIO_PTT_PRESS_TRK03 operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_COMM_RADIO_PTT_PRESS range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIODRANDOM_400 range = 0.640000000001, 1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = PERIODRANDOM_1000 sourceRange = 0,1 mappedVariable = ATC_1_TRACK_NUM mappedRange = 0,0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = PERIODRANDOM_1000 sourceRange = 0,1 mappedVariable = ATC_2_TRACK_NUM mappedRange = 0.5001,1.0 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_COMM_StationTuning_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_COMM_RADIO_CHAT_NUM defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_COMM_RADIO_SND_ON range = -0.5,0.5 value = 0 } VARIABLE_DEFINITION { name = CUSTOM_ASET_COMM_RADIO_PTT_PRESS_TRK01 range = 0.5,1.5 value = 0.002 } VARIABLE_DEFINITION { name = CUSTOM_ASET_COMM_RADIO_PTT_PRESS_TRK02 range = 0.5,1.5 value = 0.003 } VARIABLE_DEFINITION { name = CUSTOM_ASET_COMM_RADIO_PTT_PRESS_TRK03 range = 0.5,1.5 value = 0.004 } VARIABLE_DEFINITION { name = CUSTOM_ASET_COMM_RADIO_ATIS_ONLINE range = 0.5,1.5 value = 0.001 } VARIABLE_DEFINITION { name = CUSTOM_ASET_COMM_RADIO_TWR_ONLINE range = 0.5,1.5 value = MAPPED_ATC_1_TRACK_NUM } VARIABLE_DEFINITION { name = CUSTOM_ASET_COMM_RADIO_APP_ONLINE range = 0.5,1.5 value = MAPPED_ATC_2_TRACK_NUM } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display.cfg PROP { name = ASET_DME_Display MODULE { name = JSINumericInput perPodPersistenceName = DME_SOURCE_MODE defaultValue = -1 stepSize = 1 minValue = -1 maxValue = 1 reverse = false loopInput = true USERINPUTSET { switchTransform = DME_Source_Selectorr_ColliderObj increment = 1 switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_ON_Obj actionName = dummy perPodPersistenceName = ASET_DME_DISP_TURN_ON switchSound = ASET/ASET_Props/Sounds/beep-21 } MODULE { name = JSIActionGroupSwitch switchTransform = HSI_DME_Source_Selector_ColliderObj actionName = dummy perPodPersistenceName = ASET_DME_HSI_SOURCE_SELECTOR switchSound = ASET/ASET_Props/Sounds/AnalogTimerButton initialState = true } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_DME_DISP_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_ASET_DME_HSI_SOURCE_SELECTOR VARIABLESET { controlledTransform = HSI_DME_Source_Selector_Loc localTranslationStart = 0,00 localTranslationEnd = 0,0,0.0064 scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -1,1 variableName = PERSISTENT_DME_SOURCE_MODE controlledTransform = DME_Source_Selector_Mark_Loc localRotationStart = 0,0,0 localRotationEnd = 0,84,0 maxRateChange = 3.5 } } MODULE { name = JSILabel transformName = DME_MODEL_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = never zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR labelText = [b]ASDD102/DST-01[/b] } MODULE { name = JSILabel transformName = DME_MODE_TextObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 2.4 variableName = CUSTOM_ASET_DME_DISP_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:"N1";"N1";" "=> <=1:" ";" ";"X"=> <=0:"N2";" ";"N2"=> <=2:" ";" ";"X"=> $$$ $$$ $$$ $$$ KM <=0:" ";"M/S (GRND)";"M/S (GRND)"=> <=3:"MIN";"";""=><=4:"SEC";"";""=><=0:"KM ";"";""=> HDG $&$ PERSISTENT_DME_SOURCE_MODE MATH_ASET_NAV_1_DME_READOUT MATH_ASET_NAV_2_DME_READOUT CUSTOM_ASET_DME_SHOW_MIN_TO_STATION CUSTOM_ASET_DME_SHOW_SEC_TO_STATION } MODULE { name = JSILabel transformName = DME_READOUT_TextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ASET_DME_DISP_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:SIP3.1;"---";"---"=> <=1:000;" ";"---"=> <=2:MET:mm;"";"---"=><=3:SIP3.1;"";"---"=> $&$ SELECT_ASET_DME_LEFTSIDE SELECT_ASET_DME_SURFSPEED SELECT_ASET_DME_TIME_TO_STATION_VALUE SELECT_ASET_DME_RIGHTSIDE } MODULE { name = JSILabel transformName = DME_HEADING_Readout alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 6.00 variableName = CUSTOM_ASET_DME_DISP_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:000=>$&$HEADING } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } VARIABLESET { coloredObject = DME_Source_Selector_Mark_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } VARIABLESET { coloredObject = HSI_DME_Source_Selector_Mark_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_DME_DISP_ON VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.1,1.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_DME_DISP_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_DME_DISP_TURN_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ASET_HSI_SELECTED_DME defaultValue = MATH_ASET_NAV_1_DME_READOUT VARIABLE_DEFINITION { name = PERSISTENT_ASET_DME_HSI_SOURCE_SELECTOR range = -0.5,0.5 value = MATH_ASET_NAV_2_DME_READOUT } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ASET_DME_LEFTSIDE defaultValue = MATH_ASET_NAV_1_DME_READOUT VARIABLE_DEFINITION { name = PERSISTENT_DME_SOURCE_MODE range = -0.5,0.5 value = MATH_ASET_NAV_2_DME_READOUT } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ASET_DME_RIGHTSIDE defaultValue = -1 VARIABLE_DEFINITION { name = PERSISTENT_DME_SOURCE_MODE range = 0.5,1.5 value = MATH_ASET_NAV_2_DME_READOUT } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_NO_DME_DATA operator = NOR SOURCE_VARIABLE { name = MATH_ASET_NAV_1_DME_READOUT range = 0.0001, 100000 } SOURCE_VARIABLE { name = MATH_ASET_NAV_2_DME_READOUT range = 0.0001, 100000 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ASET_DME_SURFSPEED defaultValue = SURFSPEED VARIABLE_DEFINITION { name = CUSTOM_ASET_NO_DME_DATA range = 0.5,1.1 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_DME_SOURCE_MODE range = 0.5,1.1 value = -1 } VARIABLE_DEFINITION { name = SURFSPEED range = 999,1000000000 value = 999 } VARIABLE_DEFINITION { name = SURFSPEED range = 0,0.1 value = -1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ASET_SELECTED_STATION_BEARING defaultValue = SELECT_ASET_NAV_1_ADF_BEARING_360 VARIABLE_DEFINITION { name = PERSISTENT_DME_SOURCE_MODE range = -0.5,0.1 value = SELECT_ASET_NAV_2_ADF_BEARING_360 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_FLYING_TO_STATION operator = OR SOURCE_VARIABLE { name = SELECT_ASET_SELECTED_STATION_BEARING range = 350,359.999999999 } SOURCE_VARIABLE { name = SELECT_ASET_SELECTED_STATION_BEARING range = 0,10 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_TIME_TO_STATION_AVAILABLE operator = AND SOURCE_VARIABLE { name = PERSISTENT_DME_SOURCE_MODE range = -1.1,0.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NO_DME_DATA range = -0.1,0.5 } SOURCE_VARIABLE { name = CUSTOM_ASET_FLYING_TO_STATION range = 0.1,1.1 } SOURCE_VARIABLE { name = SURFSPEED range = 1,100000 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_TIME_TO_STATION_DME_SPD_HDG_ERROR operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_FLYING_TO_STATION range = -0.1,0.1 } SOURCE_VARIABLE { name = SURFSPEED range = 0,0.999999999 } SOURCE_VARIABLE { name = CUSTOM_ASET_NO_DME_DATA range = 0.1,1.5 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_TIME_TO_STATION_ERROR operator = AND SOURCE_VARIABLE { name = PERSISTENT_DME_SOURCE_MODE range = -1.1,0.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_TIME_TO_STATION_DME_SPD_HDG_ERROR range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_MATH_VARIABLE { name = ASET_DME_TIME_TO_STATION operator = DIVIDE sourceVariable = SELECT_ASET_DME_LEFTSIDE sourceVariable = 0.001 sourceVariable = SELECT_ASET_DME_SURFSPEED } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_MATH_VARIABLE { name = ASET_DME_LAST_MINUTE_TO_STATION operator = MULTIPLY sourceVariable = MATH_ASET_DME_TIME_TO_STATION sourceVariable = 60 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ASET_DME_TIME_TO_STATION_VALUE defaultValue = -1 VARIABLE_DEFINITION { name = CUSTOM_ASET_TIME_TO_STATION_ERROR range = 0.5,1.1 value = 0 } VARIABLE_DEFINITION { name = MATH_ASET_DME_TIME_TO_STATION range = 1,59 value = MATH_ASET_DME_LAST_MINUTE_TO_STATION } VARIABLE_DEFINITION { name = CUSTOM_ASET_TIME_TO_STATION_AVAILABLE range = 0.5,1.1 value = MATH_ASET_DME_TIME_TO_STATION } VARIABLE_DEFINITION { name = MATH_ASET_DME_TIME_TO_STATION range = 5939,1000000000000000000000 value = 5940 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_DME_SHOW_MIN_TO_STATION operator = AND SOURCE_VARIABLE { name = PERSISTENT_DME_SOURCE_MODE range = -1.1,0.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_DME_SHOW_SEC_TO_STATION range = -1.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_DME_SHOW_SEC_TO_STATION operator = AND SOURCE_VARIABLE { name = PERSISTENT_DME_SOURCE_MODE range = -1.1,0.1 } SOURCE_VARIABLE { name = MATH_ASET_DME_TIME_TO_STATION range = 1,59.999999999 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_FlapsCtrl/ASET_FlapsCtrl.cfg PROP { name = ASET_FlapsCtrl MODULE { name = JSIActionGroupSwitch switchTransform = FlapsLeverUP_collObj switchSound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 actionName = plugin PLUGINACTION { name = JSIFAR actionMethod = DecreaseFlapSetting stateMethod = DecreaseFlapSettingState } } MODULE { name = JSIActionGroupSwitch switchTransform = FlapsLeverDown_collObj switchSound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 actionName = plugin PLUGINACTION { name = JSIFAR actionMethod = IncreaseFlapSetting stateMethod = IncreaseFlapSettingState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,3 variableName = PLUGIN_JSIFAR:GetFlapSetting controlledTransform = FlapsLeverLoc localRotationStart = 0,0,0 localRotationEnd = 21,0,0 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = FlapsPosMark_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = FlapsCtrlTxtObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_HUD/ASET_HUD.cfg PROP { name = ASET_HUD MODULE { name = JSIActionGroupSwitch switchTransform = HUD_GlassUP_Collider actionName = dummy animationName = jetHUD perPodPersistenceName = HUD_GLASSUP switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-servo } MODULE { name = JSIActionGroupSwitch switchTransform = HUD_ON_Collider actionName = dummy animationName = ASET_HUD_TumblerTurnOnAnim perPodPersistenceName = HUD_ON perPodMasterSwitchName = HUD_GLASSUP switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-tumble } MODULE { name = JSIActionGroupSwitch switchTransform = ButtonBody03 actionName = dummy animationName = ASET_HUD_Button03PressAnim perPodPersistenceName = WARNINGS_ON initialState = true switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-buttonclick } MODULE { name = JSIActionGroupSwitch switchTransform = HUD_Rotary01_C01 actionName = dummy perPodPersistenceName = ASET_HUD_MODESELECT switchGroupIdentifier = 0 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 } MODULE { name = JSIActionGroupSwitch switchTransform = HUD_Rotary01_C02 actionName = dummy perPodPersistenceName = ASET_HUD_MODESELECT switchGroupIdentifier = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 } MODULE { name = JSIActionGroupSwitch switchTransform = HUD_Rotary01_C03 actionName = dummy perPodPersistenceName = ASET_HUD_MODESELECT switchGroupIdentifier = 2 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 } MODULE { name = JSIActionGroupSwitch switchTransform = HUD_Rotary02_C01 actionName = dummy perPodPersistenceName = ASET_HUD_FILTER switchGroupIdentifier = 0 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 } MODULE { name = JSIActionGroupSwitch switchTransform = HUD_Rotary02_C02 actionName = dummy perPodPersistenceName = ASET_HUD_FILTER switchGroupIdentifier = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 } MODULE { name = JSIActionGroupSwitch switchTransform = HUD_Rotary02_C03 actionName = dummy perPodPersistenceName = ASET_HUD_FILTER switchGroupIdentifier = 2 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 0,1 variableName = PERSISTENT_HUD_GLASSUP animationName = ASET_HUD_TumblerGlassUpAnim threshold = 0.1,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/hud-tumble alarmSoundVolume = 1 } VARIABLESET { scale = 1,0 variableName = CUSTOM_ASET_HUD_TURNON controlledTransform = PowerOFFloc localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { animationName = HUD_Rotary01Anim variableName = PERSISTENT_ASET_HUD_MODESELECT scale = 0,2 } VARIABLESET { animationName = HUD_Rotary02Anim variableName = PERSISTENT_ASET_HUD_FILTER scale = 0,2 } VARIABLESET { coloredObject = HUD_Button_ONlamp03 passiveColor = 0,0,0,255 activeColor = 10,180,10,255 variableName = CUSTOM_ASET_BUTTON03_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { animationName = ASET_HUD_GlassFilterAnim variableName = PERSISTENT_ASET_HUD_FILTER scale = 0,3 } VARIABLESET { coloredObject = SwitcherTxtObj passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = HUD_TumblerLight passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = HUD_TumblerLight2 passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = ButtonBorder01 passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = ButtonBorder02 passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = ButtonBorder03 passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = RotaryLightMark01 passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = RotaryLightMark02 passiveColor = 0,0,0,255 activeColor = 100,100,100,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -179,179 variableName = ROLL controlledTransform = RollLoc localRotationStart = 0,0,179 localRotationEnd = 0,0,-179 longPath = yes } VARIABLESET { scale = -60,60 variableName = PITCH animationName = ASET_HUD_PitchLadderAnim } VARIABLESET { scale = 0,300 variableName = ALTITUDEBOTTOM animationName = ASET_HUD_LowAltAltimeter } VARIABLESET { scale = 300,300.01 variableName = ALTITUDEBOTTOM controlledTransform = LowAltScaleGrp localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 1,0 variableName = GEAR controlledTransform = GearBorderGrp localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 1,0 variableName = BRAKES controlledTransform = BRAKEBorderGrp localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 1,0 variableName = CUSTOM_ASET_HUD_SPOILERDEPLOY controlledTransform = SPOILEREBorderGrp localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 1,0 variableName = CUSTOM_ASET_HUD_SHOWFLAPSSETTING controlledTransform = FlapsReadoutObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = -15,15 variableName = ANGLEOFATTACK controlledTransform = AoALoc localTranslationStart = 0,0.09,0 localTranslationEnd = 0,-0.09,0 } VARIABLESET { scale = -15,15 variableName = SIDESLIP controlledTransform = SideSlipLoc localTranslationStart = 0.09,0,0 localTranslationEnd = -0.09,0,0 } VARIABLESET { scale = -200,200 variableName = VERTSPEEDROUNDED animationName = ASET_HUD_VertSpeedAnim } VARIABLESET { scale = 0,1 variableName = EFFECTIVETHROTTLE controlledTransform = ThrustMark localTranslationStart = 0,0,0 localTranslationEnd = 0,0.0688,0 } VARIABLESET { scale = 0,1 variableName = THROTTLE controlledTransform = ThrottleMark localTranslationStart = 0,0,0 localTranslationEnd = 0,0.0688,0 } VARIABLESET { scale = -100,100 variableName = TARGETDISTANCESCALEDX controlledTransform = TGToffsetXloc localTranslationStart = -0.086,0,0 localTranslationEnd = 0.086,0,0 } VARIABLESET { scale = -100,100 variableName = TARGETDISTANCESCALEDY controlledTransform = TGToffsetYloc localTranslationStart = 0,-0.086,0 localTranslationEnd = 0,0.086,0 } VARIABLESET { scale = 1,0 variableName = TARGETISVESSELORPORT controlledTransform = TGTgroupLoc localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 1,0 variableName = CUSTOM_ASET_HUD_TGTSHOW controlledTransform = TGTIcon localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ASET_HUD_GEARWARNING controlledTransform = GearBorder localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 1,0 variableName = CUSTOM_ASET_HUD_AIRSPEEDWARNING controlledTransform = ASIborder localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 1,0 variableName = CUSTOM_ASET_HUD_BORDERSPOILERSHOW controlledTransform = SPOILERBorder localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } } MODULE { name = JSIVariableLabel transformName = VertSpeedReadoutObj fontSize = 0.015 refreshRate = 10 labelText = <=0:00.0=>$&$VERTSPEEDROUNDED } MODULE { name = JSIVariableLabel transformName = ALTITUDEReadoutObj fontSize = 0.023 refreshRate = 10 labelText = <=0:00000=>$&$ALTITUDE } MODULE { name = JSIVariableLabel transformName = EASPEEDReadoutObj fontSize = 0.023 refreshRate = 10 labelText = <=0:000=>$&$EASPEED } MODULE { name = JSIVariableLabel transformName = HEADINGReadoutObj fontSize = 0.018 refreshRate = 10 labelText = <=0:000=>$&$HEADING } MODULE { name = JSIVariableLabel transformName = RadAltReadoutObj fontSize = 0.012 refreshRate = 10 labelText = R <=0:00000=>$&$RADARALTOCEAN } MODULE { name = JSIVariableLabel transformName = RollReadoutObj fontSize = 0.012 refreshRate = 10 labelText = <=0:0.0=>$&$ROLL } MODULE { name = JSIVariableLabel transformName = PitchReadoutObj fontSize = 0.012 refreshRate = 10 labelText = <=0:0.0=>$&$PITCH } MODULE { name = JSIVariableLabel transformName = GroundSpeedReadoutObj fontSize = 0.012 refreshRate = 10 labelText = G/S <=0:SIP6.1=>$&$SURFSPEED } MODULE { name = JSIVariableLabel transformName = TerminalVelocityReadoutObj fontSize = 0.015 refreshRate = 10 labelText = T <=0:SIP4.0=>$&$TERMINALVELOCITY } MODULE { name = JSIVariableLabel transformName = AtmoReadoutObj fontSize = 0.012 refreshRate = 10 labelText = ATM <=0,5:P0=>$&$ATMOSPHEREDEPTH } MODULE { name = JSIVariableLabel transformName = MachNumberReadoutObj fontSize = 0.015 refreshRate = 10 labelText = M <=0:0.000=>$&$SURFSPEEDMACH } MODULE { name = JSIVariableLabel transformName = ThrustReadoutObj fontSize = 0.014 refreshRate = 10 labelText = <=0:P0=>$&$EFFECTIVETHROTTLE } MODULE { name = JSIVariableLabel transformName = ACCELReadoutObj fontSize = 0.014 refreshRate = 10 labelText = <=0:SIP5.1;"";""=>$&$EFFECTIVEACCEL } MODULE { name = JSIVariableLabel transformName = GForceReadoutObj fontSize = 0.018 refreshRate = 10 labelText = <=0:0.00=>$&$GFORCE } MODULE { name = JSIVariableLabel transformName = GEARTxtObj fontSize = 0.012 refreshRate = 10 labelText = GEAR oneshot = true } MODULE { name = JSIVariableLabel transformName = BRAKETxtObj fontSize = 0.012 refreshRate = 10 labelText = BRAKE oneshot = true } MODULE { name = JSIVariableLabel transformName = SPOILERTxtObj fontSize = 0.009 refreshRate = 10 labelText = SPOILER oneshot = true } MODULE { name = JSIVariableLabel transformName = FUELTxtObj fontSize = 0.013 refreshRate = 10 labelText = F <=0,5:P0=>$&$SYSR_LIQUIDFUELPERCENT } MODULE { name = JSIVariableLabel transformName = AIRTxtObj fontSize = 0.013 refreshRate = 10 labelText = A <=0,5:P0=>$&$SYSR_INTAKEAIRPERCENT } MODULE { name = JSIVariableLabel transformName = SASTxtObj fontSize = 0.013 refreshRate = 10 labelText = SAS <=0:"ON";"";"OFF"=>$&$SAS } MODULE { name = JSIVariableLabel transformName = FlapsReadoutObj fontSize = 0.013 refreshRate = 10 labelText = <=1:"FLAPS";"";""=>$$$ <=0=>$&$PLUGIN_JSIFAR:GetFlapSetting CUSTOM_ASET_FLAPSINDICATOR } MODULE { name = JSIVariableLabel transformName = FlightTimerTxtObj fontSize = 0.013 refreshRate = 10 labelText = T:<=0:METd:hh:mm=> $&$METSECS } MODULE { name = JSIVariableLabel transformName = VertSpeedTXTObj fontSize = 0.0047 refreshRate = 10 labelText = C$$$ L$$$ I$$$ M$$$ B$$$$$$0m/s$$$$$$ D$$$ E$$$ S$$$ C$$$ E$$$ N$$$ D oneshot = true } MODULE { name = JSIVariableLabel transformName = TargetGroundDistanceReadoutObj fontSize = 0.011 refreshRate = 10 labelText = G <=0:SIP6.1=> $&$TARGETGROUNDDISTANCE } MODULE { name = JSIVariableLabel transformName = TargetDistanceReadoutObj fontSize = 0.011 refreshRate = 10 labelText = D <=0:SIP6.1=> $&$TARGETDISTANCE } MODULE { name = JSIVariableLabel transformName = GearAlarmTxtObj fontSize = 0.023 refreshRate = 10 labelText = <=0:"G E A R !";"";""=> $&$ CUSTOM_ASET_HUD_GEARALARM } MODULE { name = JSIVariableLabel transformName = EngineAlarmTxtObj fontSize = 0.023 refreshRate = 10 labelText = <=0:E N G I N E $$$ FAILURE!;"";""=> $&$ CUSTOM_ASET_HUD_ENGINEFAILURE } MODULE { name = JSIVariableLabel transformName = OVERSPEEDAlarmTxtObj fontSize = 0.023 refreshRate = 10 labelText = <=0:"O V E R S P E E D !";"";""=> $&$ CUSTOM_ASET_HUD_OVERSPEED } MODULE { name = JSIVariableLabel transformName = OVERSPEEDAlarmTxtObj fontSize = 0.023 refreshRate = 10 labelText = <=0:" S T A L L ! ";"";""=> $&$ CUSTOM_ASET_HUD_STALLWARNING } MODULE { name = JSIVariableLabel transformName = WarningOFFxtObj fontSize = 0.010 refreshRate = 10 labelText = <=0:"";"";" --- "=> $&$ PERSISTENT_WARNINGS_ON } MODULE { name = JSIVariableLabel transformName = WarningOFFxtObj fontSize = 0.010 refreshRate = 10 labelText = <=0:"";"";"(W)"=> $&$ PERSISTENT_WARNINGS_ON } MODULE { name = JSIVariableLabel transformName = PitchTxt10Obj fontSize = 0.012 refreshRate = 10 labelText = 10 10 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxt20Obj fontSize = 0.012 refreshRate = 10 labelText = 20 20 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxt30Obj fontSize = 0.012 refreshRate = 10 labelText = 30 30 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxt40Obj fontSize = 0.012 refreshRate = 10 labelText = 40 40 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxt50Obj fontSize = 0.012 refreshRate = 10 labelText = 50 50 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxt60Obj fontSize = 0.012 refreshRate = 10 labelText = 60 60 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxtM10Obj fontSize = 0.012 refreshRate = 10 labelText = 10 10 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxtM20Obj fontSize = 0.012 refreshRate = 10 labelText = 20 20 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxtM30Obj fontSize = 0.012 refreshRate = 10 labelText = 30 30 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxtM40Obj fontSize = 0.012 refreshRate = 10 labelText = 40 40 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxtM50Obj fontSize = 0.012 refreshRate = 10 labelText = 50 50 oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTxtM60Obj fontSize = 0.012 refreshRate = 10 labelText = 60 60 oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display.cfg PROP { name = ASET_MIP_Display MODULE { name = RasterPropMonitor screenTransform = ScreenObj fontTransform = ASET/ASET_Props/MFDs/Fonts/mainfont textureLayerID = _Emissive screenWidth = 40 screenHeight = 20 screenPixelWidth = 640 screenPixelHeight = 640 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 1.0 fontDefinition = ASET/ASET_Props/MFDs/Fonts/fontDefinition.txt extraFont = ASET/ASET_Props/MFDs/Fonts/extraFont1 extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedMainFont extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedExtraFont extraFont = ASET/ASET_Props/MFDs/Fonts/Symbols01 refreshDrawRate = 1 refreshTextRate = 4 refreshDataRate = 4 emptyColor = 0,0,0,255 noSignalTextureURL = ASET/ASET_Props/MFDs/ScreenPlates/nosignal PAGE { name = MIPtestPage text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORSTBY40x20.txt default = yes } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = ScreenObj passiveColor = 50,50,50,255 activeColor = 255,255,255,255 variableName = CUSTOM_ALCOR_POWEROFF scale = 1,0 threshold = 0.1,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display_PFD.cfg PROP { name = ASET_MIP_PFD MODULE { name = RasterPropMonitor screenTransform = ScreenObj fontTransform = ASET/ASET_Props/MFDs/Fonts/mainfont textureLayerID = _Emissive screenWidth = 40 screenHeight = 20 screenPixelWidth = 640 screenPixelHeight = 640 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 1.0 fontDefinition = ASET/ASET_Props/MFDs/Fonts/fontDefinition.txt extraFont = ASET/ASET_Props/MFDs/Fonts/extraFont1 extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedMainFont extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedExtraFont extraFont = ASET/ASET_Props/MFDs/Fonts/Symbols01 refreshDrawRate = 1 refreshTextRate = 4 refreshDataRate = 4 emptyColor = 0,0,0,255 noSignalTextureURL = ASET/ASET_Props/MFDs/ScreenPlates/nosignal PAGE { name = MIPtestPage text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORSTBY40x20.txt default = yes } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = ScreenObj passiveColor = 50,50,50,255 activeColor = 255,255,255,255 variableName = CUSTOM_ALCOR_POWEROFF scale = 1,0 threshold = 0.1,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Mirrored.cfg PROP { name = ASET_MIP_Display_Mirrored MODULE { name = RasterPropMonitor screenTransform = ScreenObj fontTransform = ASET/ASET_Props/MFDs/Fonts/mainfont textureLayerID = _Emissive screenWidth = 40 screenHeight = 20 screenPixelWidth = 640 screenPixelHeight = 640 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 1.0 fontDefinition = ASET/ASET_Props/MFDs/Fonts/fontDefinition.txt extraFont = ASET/ASET_Props/MFDs/Fonts/extraFont1 extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedMainFont extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedExtraFont extraFont = ASET/ASET_Props/MFDs/Fonts/Symbols01 refreshDrawRate = 1 refreshTextRate = 4 refreshDataRate = 4 emptyColor = 0,0,0,255 noSignalTextureURL = ASET/ASET_Props/MFDs/ScreenPlates/nosignal PAGE { name = MIPtestPage text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORSTBY40x20.txt default = yes } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = ScreenObj passiveColor = 50,50,50,255 activeColor = 255,255,255,255 variableName = CUSTOM_ALCOR_POWEROFF scale = 1,0 threshold = 0.1,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { controlledTransform = ScreenObj localRotationStart = 0,0,0 localRotationEnd = 0,180,0 variableName = 1 scale = 0,1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV_1_Radio.cfg PROP { name = ASET_NAV_1_Radio MODULE { name = JSINumericInput perPodPersistenceName = ASET_NAV_Radio_1_STBY_FREQ defaultValue = 10800 stepSize = 10 minValue = 10700 maxValue = 22000 reverse = false loopInput = true USERINPUTSET { switchTransform = SmallDialColliderPlus_SLOW increment = 10 switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 } USERINPUTSET { switchTransform = BigDialColliderPlus_SLOW increment = 100 switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SmallDialColliderMinus_SLOW increment = -10 switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 } USERINPUTSET { switchTransform = BigDialColliderMinus_SLOW increment = -100 switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 } } MODULE { name = JSINumericInput perPodPersistenceName = ASET_NAV_Radio_1_STBY_FREQ defaultValue = 10800 stepSize = 10 minValue = 10100 maxValue = 50000 reverse = false loopInput = false USERINPUTSET { switchTransform = BigDialColliderPlus_FAST switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 incrementCurve { key = 0 500 key = 2 2000 } } USERINPUTSET { switchTransform = SmallDialColliderPlus_FAST switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 incrementCurve { key = 0 20 key = 2 40 } } USERINPUTSET { switchTransform = BigDialColliderMinus_FAST switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 incrementCurve { key = 0 -500 key = 1 -2000 } } USERINPUTSET { switchTransform = SmallDialColliderMinus_FAST switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 incrementCurve { key = 0 -20 key = 1 -40 } } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_ON_Obj actionName = dummy perPodPersistenceName = ASET_NAV_1_RADIO_TURN_ON switchSound = ASET/ASET_Props/Sounds/beep-21 } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_ON_Obj actionName = transfer switchSound = TRANSFERACTION { getVariable = 10800 perPodPersistenceName = ASET_NAV_Radio_1_ACTIVE_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_SND_Obj actionName = dummy perPodPersistenceName = ASET_NAV_1_RADIO_SND_ON switchSound = ASET/ASET_Props/Sounds/beep-22 } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_TGGL_Obj actionName = transfer perPodPersistenceName = ASET_NAV_1_RADIO_TGGL switchSound = beep-22 TRANSFERACTION { getVariable = PERSISTENT_ASET_NAV_Radio_1_STBY_FREQ perPodPersistenceName = ASET_NAV_Radio_1_ACTIVE_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_TGGL_Obj actionName = transfer switchSound = beep-22 TRANSFERACTION { getVariable = PERSISTENT_ASET_NAV_Radio_1_ACTIVE_FREQ perPodPersistenceName = ASET_NAV_Radio_1_STBY_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_STEP_Obj actionName = dummy perPodPersistenceName = ASET_NAV_1_RADIO_FREQSTEP switchSound = ASET/ASET_Props/Sounds/beep-22 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_RADIO_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_RADIO_SND_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_SND_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_RADIO_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_TGGL_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_RADIO_FREQSTEP_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_STEP_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } VARIABLESET { controlledTransform = FreqInput_ColliderSet_SLOW localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.1,1.1 } VARIABLESET { controlledTransform = FreqInput_ColliderSet_FAST localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.1,1.1 } } MODULE { name = JSILabel transformName = NAV_NameObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]NAV 1[/b] } MODULE { name = JSILabel transformName = NAV_RADIO_MODEL_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = never zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR labelText = [b]ASC249/NVDI-01[/b] } MODULE { name = JSILabel transformName = NAV_MODE_TextObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 2.4 variableName = CUSTOM_ASET_NAV_1_RADIO_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = " <=0:"NDB";" ";" "=> <=1:"VOR";" ";" "=> <=2:"LOC";" ";" "=> <=3:"GS";" ";" "=> <=4:"DME";" ";" "=> <=5:"TGT BEACON";" ";" "=> $&$ CUSTOM_ASET_NAV_1_NDB_ON CUSTOM_ASET_NAV_1_VOR_ON CUSTOM_ASET_NAV_1_LOC_OK CUSTOM_ASET_NAV_GS_ON CUSTOM_ASET_NAV_1_DME_ON CUSTOM_ASET_NAV_1_RADIO_TGT_BEACON } MODULE { name = JSILabel transformName = NAV_FREQ_TextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ASET_NAV_1_RADIO_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=1:000.00;"---.00";"000.00=> <=0:000.00=> $&$ MATH_ASET_NAV_Radio_1_STBY_FREQ_CONV MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_RADIO_ON VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.1,1.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_KKSC_ILS_09_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IKW alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_KKSC_ILS_27_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IWE alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_KKSC_VORDME_KST_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_KST alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_AFD_VORDME_IFT_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IFT alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_AFD_NDBDME_IRE_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IRE alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_AFD_NDBDME_IRW_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IRW alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_1_ESI_VORDME_ESI_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_ESI alarmSoundVolume = 1.0 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV_1_Radio_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_Radio_1_ACTIVE_FREQ_CONV operator = MULTIPLY sourceVariable = PERSISTENT_ASET_NAV_Radio_1_ACTIVE_FREQ sourceVariable = 0.01 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV_1_Radio_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_Radio_1_STBY_FREQ_CONV operator = MULTIPLY sourceVariable = PERSISTENT_ASET_NAV_Radio_1_STBY_FREQ sourceVariable = .01 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV_1_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_NAV_1_RADIO_TURN_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV_1_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_SND_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_NAV_1_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV_1_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_FREQSTEP_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_NAV_1_RADIO_FREQSTEP range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV__Markers_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_MARKER_KSCRWY27_LMM operator = AND SOURCE_VARIABLE { name = LATITUDE range = -0.055, -0.045 } SOURCE_VARIABLE { name = LONGITUDE range = -74.456, -74.401 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV__Markers_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_MARKER_KSCRWY27_LIM operator = AND SOURCE_VARIABLE { name = LATITUDE range = -0.054, -0.046 } SOURCE_VARIABLE { name = LONGITUDE range = -74.482, -74.461 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV__Markers_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_MARKER_KSCRWY09_LOM operator = AND SOURCE_VARIABLE { name = LATITUDE range = -0.054, -0.042 } SOURCE_VARIABLE { name = LONGITUDE range = -75.521, -75.380 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV__Markers_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_MARKER_KSCRWY09_LMM operator = AND SOURCE_VARIABLE { name = LATITUDE range = -0.053, -0.043 } SOURCE_VARIABLE { name = LONGITUDE range = -74.831, -74.816 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV__Markers_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_MARKER_KSCRWY09_LIM operator = AND SOURCE_VARIABLE { name = LATITUDE range = -0.052, -0.044 } SOURCE_VARIABLE { name = LONGITUDE range = -74.751, -74.737 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV__Markers_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_MARKER_LOM_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_MARKER_KSCRWY09_LOM range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV__Markers_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_MARKER_LMM_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_MARKER_KSCRWY27_LMM range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_MARKER_KSCRWY09_LMM range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV__Markers_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_MARKER_LIM_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_MARKER_KSCRWY27_LIM range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_MARKER_KSCRWY09_LIM range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_KKSC_ILS27_IWE operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 110.09,110.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_KKSC_ILS09_IKW operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 108.49,108.51 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_TGT_BEACON operator = AND SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 154.49,154.51 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = 0.5,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_BAKOR_NDBDME_SCE operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 196.99,197.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_AFD_NDBDME_IRW operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 190.99,191.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_AFD_NDBDME_IRE operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 193.99,194.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME03_NDBDME_ID03 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 191.99,192.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME04_NDBDME_ID04 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 200.99,201.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME05_NDBDME_ID05 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 207.99,208.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME06_NDBDME_ID06 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 210.99,211.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME07_NDBDME_ID07 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 208.99,209.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME08_NDBDME_ID08 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 194.99,195.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME09_NDBDME_ID09 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 197.99,198.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME10_NDBDME_ID10 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 201.99,202.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME11_NDBDME_ID11 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 202.99,203.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME12_NDBDME_ID12 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 209.99,210.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_KKSC_VORDME_KST operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 113.29,113.31 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_AFD_VORDME_IFT operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 114.19,114.21 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_ESI_VORDME_ESI operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 116.39,116.41 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME04_VORDME_ID04 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 112.09,112.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME05_VORDME_ID05 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 113.49,113.51 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME06_VORDME_ID06 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 115.09,115.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME07_VORDME_ID07 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 114.69,114.71 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME08_VORDME_ID08 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 116.69,116.71 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME09_VORDME_ID09 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 113.79,113.81 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME10_VORDME_ID10 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 115.19,115.21 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME11_VORDME_ID11 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 117.09,117.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME12_VORDME_ID12 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 114.29,114.31 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME13_VORDME_ID13 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 117.59,117.61 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME14_VORDME_ID14 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 113.09,113.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME15_VORDME_ID15 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 116.59,116.61 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME16_VORDME_ID16 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 115.29,115.31 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME17_VORDME_ID17 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 117.19,117.21 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME18_VORDME_ID18 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 115.39,115.41 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME19_VORDME_ID19 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 114.79,114.81 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/01-ASET_NAV_1_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_RADIO_NAME20_VORDME_ID20 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_1_ACTIVE_FREQ_CONV range = 113.89,113.91 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/02-ASET_NAV_1_StationLatitude_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_1_STATION_LATITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 value = -0.05023564553 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 value = -0.04874294553 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 value = -0.06301651539 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 value = -1.52327719495 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 value = 5.623826026160 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME04_VORDME_ID04 range = 0.1, 1.1 value = 62.6660 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME05_VORDME_ID05 range = 0.1, 1.1 value = -18.3252 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME06_VORDME_ID06 range = 0.1, 1.1 value = 29.0259 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME07_VORDME_ID07 range = 0.1, 1.1 value = -0.4834 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME08_VORDME_ID08 range = 0.1, 1.1 value = -43.0005 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME09_VORDME_ID09 range = 0.1, 1.1 value = 30.0806 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME10_VORDME_ID10 range = 0.1, 1.1 value = -64.8193 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME11_VORDME_ID11 range = 0.1, 1.1 value = -31.5527 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME12_VORDME_ID12 range = 0.1, 1.1 value = 12.1509 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME13_VORDME_ID13 range = 0.1, 1.1 value = -44.8359 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME14_VORDME_ID14 range = 0.1, 1.1 value = 70.3784 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME15_VORDME_ID15 range = 0.1, 1.1 value = 54.2944 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME16_VORDME_ID16 range = 0.1, 1.1 value = -1.3184 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME17_VORDME_ID17 range = 0.1, 1.1 value = -36.7603 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME18_VORDME_ID18 range = 0.1, 1.1 value = -10.1517 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME19_VORDME_ID19 range = 0.1, 1.1 value = 49.3945 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME20_VORDME_ID20 range = 0.1, 1.1 value = 70.1914 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_TGT_BEACON range = 0.1, 1.1 value = TARGETLATITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_BAKOR_NDBDME_SCE range = 0.1, 1.1 value = -0.04851983695 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 value = -1.51603061608 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 value = -1.51603061608 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME03_NDBDME_ID03 range = 0.1, 1.1 value = 20.6982 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME04_NDBDME_ID04 range = 0.1, 1.1 value = 0.7690 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME05_NDBDME_ID05 range = 0.1, 1.1 value = 32.4097 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME06_NDBDME_ID06 range = 0.1, 1.1 value = -59.3701 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME07_NDBDME_ID07 range = 0.1, 1.1 value = -64.37991 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME08_NDBDME_ID08 range = 0.1, 1.1 value = -60.1611 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME09_NDBDME_ID09 range = 0.1, 1.1 value = 4.0430 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME10_NDBDME_ID10 range = 0.1, 1.1 value = 0.2637 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME11_NDBDME_ID11 range = 0.1, 1.1 value = -51.9653 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME12_NDBDME_ID12 range = 0.1, 1.1 value = 68.4229 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/03-ASET_NAV_1_StationLongitude_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_1_STATION_LONGITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 value = -74.51769428769 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 value = -74.69925625769 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 value = -74.63320905499 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 value = -71.91117281620 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 value = -61.26513893015 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME04_VORDME_ID04 range = 0.1, 1.1 value = -62.7539 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME05_VORDME_ID05 range = 0.1, 1.1 value = -37.0459 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME06_VORDME_ID06 range = 0.1, 1.1 value = -99.7559 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME07_VORDME_ID07 range = 0.1, 1.1 value = -136.5601 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME08_VORDME_ID08 range = 0.1, 1.1 value = -120.3223 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME09_VORDME_ID09 range = 0.1, 1.1 value = -151.4575 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME10_VORDME_ID10 range = 0.1, 1.1 value = -19.2480 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME11_VORDME_ID11 range = 0.1, 1.1 value = 21.7969 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME12_VORDME_ID12 range = 0.1, 1.1 value = 39.8804 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME13_VORDME_ID13 range = 0.1, 1.1 value = 78.5962 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME14_VORDME_ID14 range = 0.1, 1.1 value = 41.4185 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME15_VORDME_ID15 range = 0.1, 1.1 value = 99.7119 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME16_VORDME_ID16 range = 0.1, 1.1 value = 121.7725 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME17_VORDME_ID17 range = 0.1, 1.1 value = 139.3649 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME18_VORDME_ID18 range = 0.1, 1.1 value = 176.5063 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME19_VORDME_ID19 range = 0.1, 1.1 value = 156.4014 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME20_VORDME_ID20 range = 0.1, 1.1 value = -155.8960 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_TGT_BEACON range = 0.1, 1.1 value = TARGETLONGITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_BAKOR_NDBDME_SCE range = 0.1, 1.1 value = -77.56509977 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 value = -71.98134693725 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 value = -71.85539023725 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME03_NDBDME_ID03 range = 0.1, 1.1 value = -28.7842 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME04_NDBDME_ID04 range = 0.1, 1.1 value = -10.4150 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME05_NDBDME_ID05 range = 0.1, 1.1 value = 12.5684 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME06_NDBDME_ID06 range = 0.1, 1.1 value = -52.1851 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME07_NDBDME_ID07 range = 0.1, 1.1 value = 31.5967 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME08_NDBDME_ID08 range = 0.1, 1.1 value = 106.3916 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME09_NDBDME_ID09 range = 0.1, 1.1 value = 85.7373 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME10_NDBDME_ID10 range = 0.1, 1.1 value = -108.6328 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME11_NDBDME_ID11 range = 0.1, 1.1 value = -159.4556 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME12_NDBDME_ID12 range = 0.1, 1.1 value = -108.4790 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/04-ASET_NAV_1_StationAltitude_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_1_STATION_ALTITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 value = 70 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 value = 70 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 value = 160 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 value = 182 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 value = 1442 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME04_VORDME_ID04 range = 0.1, 1.1 value = 414 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME05_VORDME_ID05 range = 0.1, 1.1 value = 375 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME06_VORDME_ID06 range = 0.1, 1.1 value = 770 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME07_VORDME_ID07 range = 0.1, 1.1 value = 1462 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME08_VORDME_ID08 range = 0.1, 1.1 value = 273 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME09_VORDME_ID09 range = 0.1, 1.1 value = 760 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME10_VORDME_ID10 range = 0.1, 1.1 value = 825 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME11_VORDME_ID11 range = 0.1, 1.1 value = 2136 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME12_VORDME_ID12 range = 0.1, 1.1 value = 1323 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME13_VORDME_ID13 range = 0.1, 1.1 value = 889 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME14_VORDME_ID14 range = 0.1, 1.1 value = 1137 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME15_VORDME_ID15 range = 0.1, 1.1 value = 632 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME16_VORDME_ID16 range = 0.1, 1.1 value = 359 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME17_VORDME_ID17 range = 0.1, 1.1 value = 596 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME18_VORDME_ID18 range = 0.1, 1.1 value = 665 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME19_VORDME_ID19 range = 0.1, 1.1 value = 999 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME20_VORDME_ID20 range = 0.1, 1.1 value = 798 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_TGT_BEACON range = 0.1, 1.1 value = TARGETALTITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_BAKOR_NDBDME_SCE range = 0.1, 1.1 value = 745 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 value = 84 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 value = 98 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME03_NDBDME_ID03 range = 0.1, 1.1 value = 1039 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME04_NDBDME_ID04 range = 0.1, 1.1 value = 228 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME05_NDBDME_ID05 range = 0.1, 1.1 value = 2208 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME06_NDBDME_ID06 range = 0.1, 1.1 value = 530 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME07_NDBDME_ID07 range = 0.1, 1.1 value = 518 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME08_NDBDME_ID08 range = 0.1, 1.1 value = 605 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME09_NDBDME_ID09 range = 0.1, 1.1 value = 476 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME10_NDBDME_ID10 range = 0.1, 1.1 value = 514 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME11_NDBDME_ID11 range = 0.1, 1.1 value = 340 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_NAME12_NDBDME_ID12 range = 0.1, 1.1 value = 747 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/05-ASET_NAV_1_StationRange_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_ELEV_SQRT operator = POWER sourceVariable = SELECT_ASET_NAV_1_STATION_ALTITUDE sourceVariable = 0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/05-ASET_NAV_1_StationRange_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_AIRCRAFT_ALTITUDE_SQRT operator = POWER sourceVariable = ALTITUDE sourceVariable = 0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/05-ASET_NAV_1_StationRange_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_ALT_SQRT_SUM operator = ADD sourceVariable = MATH_ASET_NAV_1_STATION_ELEV_SQRT sourceVariable = MATH_ASET_NAV_AIRCRAFT_ALTITUDE_SQRT } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/05-ASET_NAV_1_StationRange_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_COMM_RANGE operator = MULTIPLY sourceVariable = MATH_ASET_NAV_1_STATION_ALT_SQRT_SUM sourceVariable = 2.1908 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_LAT_DIFF_PWR2 operator = POWER sourceVariable = MATH_ASET_NAV_1_STATION_LAT_DIFF sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_LONG_DIFF_PWR2 operator = POWER sourceVariable = MATH_ASET_NAV_1_STATION_LONG_DIFF sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_LAT_LONG_PWR2_SUM operator = ADD sourceVariable = MATH_ASET_NAV_1_STATION_LAT_DIFF_PWR2 sourceVariable = MATH_ASET_NAV_1_STATION_LONG_DIFF_PWR2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_GROUND_DIST_DEG operator = POWER sourceVariable = MATH_ASET_NAV_1_STATION_LAT_LONG_PWR2_SUM sourceVariable = 0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_GROUND_DIST_M operator = MULTIPLY sourceVariable = MATH_ASET_NAV_1_STATION_GROUND_DIST_DEG sourceVariable = 10471.975511 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_ALT_DIFF operator = SUBTRACT sourceVariable = ALTITUDE sourceVariable = SELECT_ASET_NAV_1_STATION_ALTITUDE } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_ALT_DIFF_PWR2 operator = POWER sourceVariable = MATH_ASET_NAV_1_STATION_ALT_DIFF sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_GROUND_DIST_M_PWR2 operator = POWER sourceVariable = MATH_ASET_NAV_1_STATION_GROUND_DIST_M sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_GRNDDIST_ALTDIFF_PWR2_SUM operator = ADD sourceVariable = MATH_ASET_NAV_1_STATION_ALT_DIFF_PWR2 sourceVariable = MATH_ASET_NAV_1_STATION_GROUND_DIST_M_PWR2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_DIST_SQRT operator = POWER sourceVariable = MATH_ASET_NAV_1_STATION_GRNDDIST_ALTDIFF_PWR2_SUM sourceVariable = 0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_1_SELECTED_DISTANCE defaultValue = MATH_ASET_NAV_1_STATION_DIST_SQRT VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_RADIO_TGT_BEACON range = 0.1, 1.1 value = TARGETDISTANCE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_DIST_KM operator = MULTIPLY sourceVariable = SELECT_ASET_NAV_1_SELECTED_DISTANCE sourceVariable = 0.001 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_DME_MAX_RANGE operator = MULTIPLY sourceVariable = MATH_ASET_NAV_1_STATION_COMM_RANGE sourceVariable = 1.4 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/06-ASET_NAV_1_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_DME_READOUT operator = MULTIPLY sourceVariable = MATH_ASET_NAV_1_STATION_DIST_KM sourceVariable = CUSTOM_ASET_NAV_1_DME_ON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_LAT_DIFF operator = SUBTRACT sourceVariable = LATITUDE sourceVariable = SELECT_ASET_NAV_1_STATION_LATITUDE } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_LONG_DIFF operator = SUBTRACT sourceVariable = LONGITUDE sourceVariable = SELECT_ASET_NAV_1_STATION_LONGITUDE } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_STATION_ANGLE operator = ATAN2 sourceVariable = MATH_ASET_NAV_1_STATION_LAT_DIFF sourceVariable = MATH_ASET_NAV_1_STATION_LONG_DIFF } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_1_STATION_ANGLE sourceRange = 0,180 mappedVariable = ASET_NAV_1_STATION_HEADING_S mappedRange = 270,90 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_1_STATION_ANGLE sourceRange = 0,-90 mappedVariable = ASET_NAV_1_STATION_HEADING_NW mappedRange = 270,360 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_1_STATION_ANGLE sourceRange = -90,-180 mappedVariable = ASET_NAV_1_STATION_HEADING_NE mappedRange = 0,90 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_1_STATION_HEADING defaultValue = MAPPED_ASET_NAV_1_STATION_HEADING_S VARIABLE_DEFINITION { name = MATH_ASET_NAV_1_STATION_ANGLE range = -90, -180 value = MAPPED_ASET_NAV_1_STATION_HEADING_NE } VARIABLE_DEFINITION { name = MATH_ASET_NAV_1_STATION_ANGLE range = 0, -90 value = MAPPED_ASET_NAV_1_STATION_HEADING_NW } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_ADF_BEARING operator = SUBTRACT sourceVariable = SELECT_ASET_NAV_1_STATION_HEADING sourceVariable = HEADING } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_ADF_BEARING_ANGLEDELTA operator = ANGLEDELTA sourceVariable = SELECT_ASET_NAV_1_STATION_HEADING sourceVariable = HEADING } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_ADF_BEARING_NEG operator = ADD sourceVariable = 360 sourceVariable = MATH_ASET_NAV_1_ADF_BEARING } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_1_ADF_BEARING_360 defaultValue = MATH_ASET_NAV_1_ADF_BEARING VARIABLE_DEFINITION { name = MATH_ASET_NAV_1_ADF_BEARING range = -360,0 value = MATH_ASET_NAV_1_ADF_BEARING_NEG } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_1_ADF_NEEDLE_ROT defaultValue = 90 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_NDB_ON range = 0.1,1.1 value = SELECT_ASET_NAV_1_ADF_BEARING_360 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/07-ASET_NAV_1_StationBearing_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_1_ADFVOR_NEEDLE_ROT defaultValue = 90 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_VOR_ON range = 0.1,1.1 value = SELECT_ASET_NAV_1_ADF_BEARING_360 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_1_NDB_ON range = 0.1,1.1 value = SELECT_ASET_NAV_1_ADF_BEARING_360 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/08-ASET_NAV_1__NDBs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_NDB_ENABLE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_BAKOR_NDBDME_SCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_TGT_BEACON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME03_NDBDME_ID03 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME04_NDBDME_ID04 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME05_NDBDME_ID05 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME06_NDBDME_ID06 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME07_NDBDME_ID07 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME08_NDBDME_ID08 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME09_NDBDME_ID09 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME10_NDBDME_ID10 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME11_NDBDME_ID11 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME12_NDBDME_ID12 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/08-ASET_NAV_1__NDBs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_NDB_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_NDB_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_1_STATION_DIST_KM range = 0.1, MATH_ASET_NAV_1_STATION_COMM_RANGE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/09-ASET_NAV_1__VORs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_VOR_ENABLE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME04_VORDME_ID04 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME05_VORDME_ID05 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME06_VORDME_ID06 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME07_VORDME_ID07 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME08_VORDME_ID08 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME09_VORDME_ID09 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME10_VORDME_ID10 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME11_VORDME_ID11 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME12_VORDME_ID12 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME13_VORDME_ID13 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME14_VORDME_ID14 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME15_VORDME_ID15 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME16_VORDME_ID16 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME17_VORDME_ID17 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME18_VORDME_ID18 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME19_VORDME_ID19 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_NAME20_VORDME_ID20 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/09-ASET_NAV_1__VORs_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_1_VOR_MAX_RANGE operator = MULTIPLY sourceVariable = MATH_ASET_NAV_1_STATION_COMM_RANGE sourceVariable = 1.2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/09-ASET_NAV_1__VORs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_VOR_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_VOR_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_1_STATION_DIST_KM range = 0.1, MATH_ASET_NAV_1_VOR_MAX_RANGE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/10-ASET_NAV_1__DMEs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_DME_ENABLE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_VOR_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_NDB_ENABLE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/10-ASET_NAV_1__DMEs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_DME_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_DME_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_1_STATION_DIST_KM range = 0.1, MATH_ASET_NAV_1_DME_MAX_RANGE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/11-ASET_NAV_1__LOC_GP_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_LOC_ENABLE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/11-ASET_NAV_1__LOC_GP_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_LOC_OK operator = AND SOURCE_VARIABLE { name = ALTITUDE range = 60,4000 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_LOC_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_HSI_TO_CRS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = SELECT_ASET_HSI_CDI_DEV range = -17.5,17.5 } SOURCE_VARIABLE { name = MATH_ASET_NAV_1_STATION_DIST_KM range = 0.01, 30 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/11-ASET_NAV_1__LOC_GP_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_GS_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_LOC_ENABLE range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_HSI_TO_CRS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = SELECT_ASET_HSI_CDI_DEV range = -8,8 } SOURCE_VARIABLE { name = MATH_ASET_NAV_1_STATION_DIST_KM range = 0.010,8.4 } SOURCE_VARIABLE { name = ALTITUDE range = MAPPED_ASET_NAV_1_STATION_KSCRWY27_GS_LOWER, MAPPED_ASET_NAV_1_STATION_KSCRWY27_GS_UPPER } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/12-ASET_NAV_1_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_KKSC_ILS_09_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_LOC_OK range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/12-ASET_NAV_1_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_KKSC_ILS_27_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_LOC_OK range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/12-ASET_NAV_1_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_KKSC_VORDME_KST_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_VOR_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/12-ASET_NAV_1_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_AFD_VORDME_IFT_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_VOR_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/12-ASET_NAV_1_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_AFD_NDBDME_IRE_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_NDB_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/12-ASET_NAV_1_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_AFD_NDBDME_IRW_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_NDB_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/CUSTOMs/12-ASET_NAV_1_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_1_ESI_VORDME_ESI_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_VOR_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_1_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/ASET_NAV_2_Radio.cfg PROP { name = ASET_NAV_2_Radio MODULE { name = JSINumericInput perPodPersistenceName = ASET_NAV_Radio_2_STBY_FREQ defaultValue = 10800 stepSize = 10 minValue = 10100 maxValue = 50000 reverse = false loopInput = false USERINPUTSET { switchTransform = SmallDialColliderPlus_SLOW increment = 10 switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 } USERINPUTSET { switchTransform = BigDialColliderPlus_SLOW increment = 100 switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SmallDialColliderMinus_SLOW increment = -10 switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 } USERINPUTSET { switchTransform = BigDialColliderMinus_SLOW increment = -100 switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 } } MODULE { name = JSINumericInput perPodPersistenceName = ASET_NAV_Radio_2_STBY_FREQ defaultValue = 10800 stepSize = 10 minValue = 10100 maxValue = 50000 reverse = false loopInput = false USERINPUTSET { switchTransform = BigDialColliderPlus_FAST switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 incrementCurve { key = 0 500 key = 2 2000 } } USERINPUTSET { switchTransform = SmallDialColliderPlus_FAST switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 incrementCurve { key = 0 20 key = 2 40 } } USERINPUTSET { switchTransform = BigDialColliderMinus_FAST switchSound = ASET/ASET_Props/Sounds/NID01 switchSoundVolume = 1 incrementCurve { key = 0 -500 key = 1 -2000 } } USERINPUTSET { switchTransform = SmallDialColliderMinus_FAST switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 1 incrementCurve { key = 0 -20 key = 1 -40 } } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_ON_Obj actionName = dummy perPodPersistenceName = ASET_NAV_2_RADIO_TURN_ON switchSound = ASET/ASET_Props/Sounds/beep-21 } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_ON_Obj actionName = transfer switchSound = TRANSFERACTION { getVariable = 10800 perPodPersistenceName = ASET_NAV_Radio_2_ACTIVE_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_SND_Obj actionName = dummy perPodPersistenceName = ASET_NAV_2_RADIO_SND_ON switchSound = ASET/ASET_Props/Sounds/beep-22 } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_TGGL_Obj actionName = transfer perPodPersistenceName = ASET_NAV_2_RADIO_TGGL switchSound = beep-22 TRANSFERACTION { getVariable = PERSISTENT_ASET_NAV_Radio_2_STBY_FREQ perPodPersistenceName = ASET_NAV_Radio_2_ACTIVE_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_TGGL_Obj actionName = transfer switchSound = beep-22 TRANSFERACTION { getVariable = PERSISTENT_ASET_NAV_Radio_2_ACTIVE_FREQ perPodPersistenceName = ASET_NAV_Radio_2_STBY_FREQ } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_NAV_Radio_Button_STEP_Obj actionName = dummy perPodPersistenceName = ASET_NAV_2_RADIO_FREQSTEP switchSound = ASET/ASET_Props/Sounds/beep-22 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_RADIO_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_RADIO_SND_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_SND_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_RADIO_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_TGGL_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_RADIO_FREQSTEP_ON VARIABLESET { coloredObject = ASET_NAV_Radio_Button_STEP_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } VARIABLESET { controlledTransform = FreqInput_ColliderSet_SLOW localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.1,1.1 } VARIABLESET { controlledTransform = FreqInput_ColliderSet_FAST localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.1,1.1 } } MODULE { name = JSILabel transformName = NAV_NameObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]NAV 2[/b] } MODULE { name = JSILabel transformName = NAV_RADIO_MODEL_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = never zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR labelText = [b]ASC216/ND-02 ● ADF AND DME ONLY ●[/b] } MODULE { name = JSILabel transformName = NAV_MODE_TextObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 2.4 variableName = CUSTOM_ASET_NAV_2_RADIO_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = " <=0:"NDB";" ";" "=> <=1:"DME";" ";" "=> <=2:"TGT BEACON";" ";" "=> $&$ CUSTOM_ASET_NAV_2_NDB_ON CUSTOM_ASET_NAV_2_DME_ON CUSTOM_ASET_NAV_2_RADIO_TGT_BEACON } MODULE { name = JSILabel transformName = NAV_FREQ_TextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ASET_NAV_2_RADIO_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=1:000.00;"---.00";"000.00=> <=0:000.00=> $&$ MATH_ASET_NAV_Radio_2_STBY_FREQ_CONV MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_RADIO_ON VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.1,1.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_KKSC_ILS_09_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IKW alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_KKSC_ILS_27_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IWE alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_KKSC_VORDME_KST_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_KST alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_AFD_VORDME_IFT_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IFT alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_AFD_NDBDME_IRE_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IRE alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_AFD_NDBDME_IRW_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_IRW alarmSoundVolume = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_2_ESI_VORDME_ESI_IDENT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Avionics/ModernPack/Sounds/morse_ESI alarmSoundVolume = 1.0 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/ASET_NAV_2_Radio_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_Radio_2_ACTIVE_FREQ_CONV operator = MULTIPLY sourceVariable = PERSISTENT_ASET_NAV_Radio_2_ACTIVE_FREQ sourceVariable = 0.01 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/ASET_NAV_2_Radio_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_Radio_2_STBY_FREQ_CONV operator = MULTIPLY sourceVariable = PERSISTENT_ASET_NAV_Radio_2_STBY_FREQ sourceVariable = .01 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/ASET_NAV_2_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_NAV_2_RADIO_TURN_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/ASET_NAV_2_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_SND_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_NAV_2_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/ASET_NAV_2_Radio_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_FREQSTEP_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_NAV_2_RADIO_FREQSTEP range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_KKSC_ILS27_IWE operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 110.09,110.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_KKSC_ILS09_IKW operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 108.49,108.51 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_TGT_BEACON operator = AND SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 154.49,154.51 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = 0.5,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_BAKOR_NDBDME_SCE operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 196.99,197.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_AFD_NDBDME_IRW operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 190.99,191.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_AFD_NDBDME_IRE operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 193.99,194.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME03_NDBDME_ID03 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 191.99,192.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME04_NDBDME_ID04 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 200.99,201.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME05_NDBDME_ID05 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 207.99,208.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME06_NDBDME_ID06 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 210.99,211.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME07_NDBDME_ID07 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 208.99,209.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME08_NDBDME_ID08 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 194.99,195.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME09_NDBDME_ID09 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 197.99,198.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME10_NDBDME_ID10 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 201.99,202.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME11_NDBDME_ID11 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 202.99,203.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME12_NDBDME_ID12 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 209.99,210.01 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_KKSC_VORDME_KST operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 113.29,113.31 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_AFD_VORDME_IFT operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 114.19,114.21 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_ESI_VORDME_ESI operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 116.39,116.41 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME04_VORDME_ID04 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 112.09,112.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME05_VORDME_ID05 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 113.49,113.51 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME06_VORDME_ID06 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 115.09,115.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME07_VORDME_ID07 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 114.69,114.71 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME08_VORDME_ID08 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 116.69,116.71 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME09_VORDME_ID09 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 113.79,113.81 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME10_VORDME_ID10 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 115.19,115.21 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME11_VORDME_ID11 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 117.09,117.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME12_VORDME_ID12 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 114.29,114.31 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME13_VORDME_ID13 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 117.59,117.61 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME14_VORDME_ID14 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 113.09,113.11 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME15_VORDME_ID15 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 116.59,116.61 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME16_VORDME_ID16 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 115.29,115.31 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME17_VORDME_ID17 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 117.19,117.21 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME18_VORDME_ID18 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 115.39,115.41 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME19_VORDME_ID19 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 114.79,114.81 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/01-ASET_NAV_2_StationSelect_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_RADIO_NAME20_VORDME_ID20 operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_Radio_2_ACTIVE_FREQ_CONV range = 113.89,113.91 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/02-ASET_NAV_2_StationLatitude_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_2_STATION_LATITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 value = -0.05023564553 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 value = -0.04874294553 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 value = -0.06301651539 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 value = -1.52327719495 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 value = 5.623826026160 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME04_VORDME_ID04 range = 0.1, 1.1 value = 62.6660 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME05_VORDME_ID05 range = 0.1, 1.1 value = -18.3252 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME06_VORDME_ID06 range = 0.1, 1.1 value = 29.0259 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME07_VORDME_ID07 range = 0.1, 1.1 value = -0.4834 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME08_VORDME_ID08 range = 0.1, 1.1 value = -43.0005 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME09_VORDME_ID09 range = 0.1, 1.1 value = 30.0806 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME10_VORDME_ID10 range = 0.1, 1.1 value = -64.8193 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME11_VORDME_ID11 range = 0.1, 1.1 value = -31.5527 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME12_VORDME_ID12 range = 0.1, 1.1 value = 12.1509 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME13_VORDME_ID13 range = 0.1, 1.1 value = -44.8359 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME14_VORDME_ID14 range = 0.1, 1.1 value = 70.3784 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME15_VORDME_ID15 range = 0.1, 1.1 value = 54.2944 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME16_VORDME_ID16 range = 0.1, 1.1 value = -1.3184 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME17_VORDME_ID17 range = 0.1, 1.1 value = -36.7603 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME18_VORDME_ID18 range = 0.1, 1.1 value = -10.1517 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME19_VORDME_ID19 range = 0.1, 1.1 value = 49.3945 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME20_VORDME_ID20 range = 0.1, 1.1 value = 70.1914 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_TGT_BEACON range = 0.1, 1.1 value = TARGETLATITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_BAKOR_NDBDME_SCE range = 0.1, 1.1 value = -0.04851983695 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 value = -1.51603061608 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 value = -1.51603061608 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME03_NDBDME_ID03 range = 0.1, 1.1 value = 20.6982 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME04_NDBDME_ID04 range = 0.1, 1.1 value = 0.7690 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME05_NDBDME_ID05 range = 0.1, 1.1 value = 32.4097 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME06_NDBDME_ID06 range = 0.1, 1.1 value = -59.3701 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME07_NDBDME_ID07 range = 0.1, 1.1 value = -64.37991 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME08_NDBDME_ID08 range = 0.1, 1.1 value = -60.1611 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME09_NDBDME_ID09 range = 0.1, 1.1 value = 4.0430 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME10_NDBDME_ID10 range = 0.1, 1.1 value = 0.2637 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME11_NDBDME_ID11 range = 0.1, 1.1 value = -51.9653 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME12_NDBDME_ID12 range = 0.1, 1.1 value = 68.4229 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/03-ASET_NAV_2_StationLongitude_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_2_STATION_LONGITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 value = -74.51769428769 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 value = -74.69925625769 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 value = -74.63320905499 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 value = -71.91117281620 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 value = -61.26513893015 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME04_VORDME_ID04 range = 0.1, 1.1 value = -62.7539 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME05_VORDME_ID05 range = 0.1, 1.1 value = -37.0459 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME06_VORDME_ID06 range = 0.1, 1.1 value = -99.7559 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME07_VORDME_ID07 range = 0.1, 1.1 value = -136.5601 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME08_VORDME_ID08 range = 0.1, 1.1 value = -120.3223 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME09_VORDME_ID09 range = 0.1, 1.1 value = -151.4575 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME10_VORDME_ID10 range = 0.1, 1.1 value = -19.2480 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME11_VORDME_ID11 range = 0.1, 1.1 value = 21.7969 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME12_VORDME_ID12 range = 0.1, 1.1 value = 39.8804 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME13_VORDME_ID13 range = 0.1, 1.1 value = 78.5962 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME14_VORDME_ID14 range = 0.1, 1.1 value = 41.4185 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME15_VORDME_ID15 range = 0.1, 1.1 value = 99.7119 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME16_VORDME_ID16 range = 0.1, 1.1 value = 121.7725 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME17_VORDME_ID17 range = 0.1, 1.1 value = 139.3649 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME18_VORDME_ID18 range = 0.1, 1.1 value = 176.5063 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME19_VORDME_ID19 range = 0.1, 1.1 value = 156.4014 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME20_VORDME_ID20 range = 0.1, 1.1 value = -155.8960 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_TGT_BEACON range = 0.1, 1.1 value = TARGETLONGITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_BAKOR_NDBDME_SCE range = 0.1, 1.1 value = -77.56509977 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 value = -71.98134693725 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 value = -71.85539023725 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME03_NDBDME_ID03 range = 0.1, 1.1 value = -28.7842 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME04_NDBDME_ID04 range = 0.1, 1.1 value = -10.4150 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME05_NDBDME_ID05 range = 0.1, 1.1 value = 12.5684 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME06_NDBDME_ID06 range = 0.1, 1.1 value = -52.1851 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME07_NDBDME_ID07 range = 0.1, 1.1 value = 31.5967 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME08_NDBDME_ID08 range = 0.1, 1.1 value = 106.3916 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME09_NDBDME_ID09 range = 0.1, 1.1 value = 85.7373 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME10_NDBDME_ID10 range = 0.1, 1.1 value = -108.6328 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME11_NDBDME_ID11 range = 0.1, 1.1 value = -159.4556 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME12_NDBDME_ID12 range = 0.1, 1.1 value = -108.4790 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/04-ASET_NAV_2_StationAltitude_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_2_STATION_ALTITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 value = 70 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 value = 70 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 value = 160 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 value = 182 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 value = 1442 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME04_VORDME_ID04 range = 0.1, 1.1 value = 414 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME05_VORDME_ID05 range = 0.1, 1.1 value = 375 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME06_VORDME_ID06 range = 0.1, 1.1 value = 770 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME07_VORDME_ID07 range = 0.1, 1.1 value = 1462 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME08_VORDME_ID08 range = 0.1, 1.1 value = 273 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME09_VORDME_ID09 range = 0.1, 1.1 value = 760 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME10_VORDME_ID10 range = 0.1, 1.1 value = 825 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME11_VORDME_ID11 range = 0.1, 1.1 value = 2136 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME12_VORDME_ID12 range = 0.1, 1.1 value = 1323 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME13_VORDME_ID13 range = 0.1, 1.1 value = 889 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME14_VORDME_ID14 range = 0.1, 1.1 value = 1137 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME15_VORDME_ID15 range = 0.1, 1.1 value = 632 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME16_VORDME_ID16 range = 0.1, 1.1 value = 359 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME17_VORDME_ID17 range = 0.1, 1.1 value = 596 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME18_VORDME_ID18 range = 0.1, 1.1 value = 665 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME19_VORDME_ID19 range = 0.1, 1.1 value = 999 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME20_VORDME_ID20 range = 0.1, 1.1 value = 798 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_TGT_BEACON range = 0.1, 1.1 value = TARGETALTITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_BAKOR_NDBDME_SCE range = 0.1, 1.1 value = 745 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 value = 84 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 value = 98 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME03_NDBDME_ID03 range = 0.1, 1.1 value = 1039 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME04_NDBDME_ID04 range = 0.1, 1.1 value = 228 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME05_NDBDME_ID05 range = 0.1, 1.1 value = 2208 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME06_NDBDME_ID06 range = 0.1, 1.1 value = 530 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME07_NDBDME_ID07 range = 0.1, 1.1 value = 518 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME08_NDBDME_ID08 range = 0.1, 1.1 value = 605 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME09_NDBDME_ID09 range = 0.1, 1.1 value = 476 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME10_NDBDME_ID10 range = 0.1, 1.1 value = 514 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME11_NDBDME_ID11 range = 0.1, 1.1 value = 340 } VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_NAME12_NDBDME_ID12 range = 0.1, 1.1 value = 747 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/05-ASET_NAV_2_StationRange_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_ELEV_SQRT operator = POWER sourceVariable = SELECT_ASET_NAV_2_STATION_ALTITUDE sourceVariable = 0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/05-ASET_NAV_2_StationRange_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_AIRCRAFT_ALTITUDE_SQRT operator = POWER sourceVariable = ALTITUDE sourceVariable = 0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/05-ASET_NAV_2_StationRange_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_ALT_SQRT_SUM operator = ADD sourceVariable = MATH_ASET_NAV_2_STATION_ELEV_SQRT sourceVariable = MATH_ASET_NAV_AIRCRAFT_ALTITUDE_SQRT } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/05-ASET_NAV_2_StationRange_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_COMM_RANGE operator = MULTIPLY sourceVariable = MATH_ASET_NAV_2_STATION_ALT_SQRT_SUM sourceVariable = 2.1908 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_LAT_DIFF_PWR2 operator = POWER sourceVariable = MATH_ASET_NAV_2_STATION_LAT_DIFF sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_LONG_DIFF_PWR2 operator = POWER sourceVariable = MATH_ASET_NAV_2_STATION_LONG_DIFF sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_LAT_LONG_PWR2_SUM operator = ADD sourceVariable = MATH_ASET_NAV_2_STATION_LAT_DIFF_PWR2 sourceVariable = MATH_ASET_NAV_2_STATION_LONG_DIFF_PWR2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_GROUND_DIST_DEG operator = POWER sourceVariable = MATH_ASET_NAV_2_STATION_LAT_LONG_PWR2_SUM sourceVariable = 0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_GROUND_DIST_M operator = MULTIPLY sourceVariable = MATH_ASET_NAV_2_STATION_GROUND_DIST_DEG sourceVariable = 10471.975511 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_ALT_DIFF operator = SUBTRACT sourceVariable = ALTITUDE sourceVariable = SELECT_ASET_NAV_2_STATION_ALTITUDE } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_ALT_DIFF_PWR2 operator = POWER sourceVariable = MATH_ASET_NAV_2_STATION_ALT_DIFF sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_GROUND_DIST_M_PWR2 operator = POWER sourceVariable = MATH_ASET_NAV_2_STATION_GROUND_DIST_M sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_GRNDDIST_ALTDIFF_PWR2_SUM operator = ADD sourceVariable = MATH_ASET_NAV_2_STATION_ALT_DIFF_PWR2 sourceVariable = MATH_ASET_NAV_2_STATION_GROUND_DIST_M_PWR2 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_DIST_SQRT operator = POWER sourceVariable = MATH_ASET_NAV_2_STATION_GRNDDIST_ALTDIFF_PWR2_SUM sourceVariable = 0.5 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_2_SELECTED_DISTANCE defaultValue = MATH_ASET_NAV_2_STATION_DIST_SQRT VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_RADIO_TGT_BEACON range = 0.1, 1.1 value = TARGETDISTANCE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_DIST_KM operator = MULTIPLY sourceVariable = SELECT_ASET_NAV_2_SELECTED_DISTANCE sourceVariable = 0.001 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_DME_MAX_RANGE operator = MULTIPLY sourceVariable = MATH_ASET_NAV_2_STATION_COMM_RANGE sourceVariable = 1.4 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/06-ASET_NAV_2_DME_Calc_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_DME_READOUT operator = MULTIPLY sourceVariable = MATH_ASET_NAV_2_STATION_DIST_KM sourceVariable = CUSTOM_ASET_NAV_2_DME_ON } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_LAT_DIFF operator = SUBTRACT sourceVariable = LATITUDE sourceVariable = SELECT_ASET_NAV_2_STATION_LATITUDE } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_LONG_DIFF operator = SUBTRACT sourceVariable = LONGITUDE sourceVariable = SELECT_ASET_NAV_2_STATION_LONGITUDE } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_STATION_ANGLE operator = ATAN2 sourceVariable = MATH_ASET_NAV_2_STATION_LAT_DIFF sourceVariable = MATH_ASET_NAV_2_STATION_LONG_DIFF } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_2_STATION_ANGLE sourceRange = 0,180 mappedVariable = ASET_NAV_2_STATION_HEADING_S mappedRange = 270,90 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_2_STATION_ANGLE sourceRange = 0,-90 mappedVariable = ASET_NAV_2_STATION_HEADING_NW mappedRange = 270,360 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MAPPED_VARIABLE { sourceVariable = MATH_ASET_NAV_2_STATION_ANGLE sourceRange = -90,-180 mappedVariable = ASET_NAV_2_STATION_HEADING_NE mappedRange = 0,90 } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_2_STATION_HEADING defaultValue = MAPPED_ASET_NAV_2_STATION_HEADING_S VARIABLE_DEFINITION { name = MATH_ASET_NAV_2_STATION_ANGLE range = -90, -180 value = MAPPED_ASET_NAV_2_STATION_HEADING_NE } VARIABLE_DEFINITION { name = MATH_ASET_NAV_2_STATION_ANGLE range = 0, -90 value = MAPPED_ASET_NAV_2_STATION_HEADING_NW } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_ADF_BEARING operator = SUBTRACT sourceVariable = SELECT_ASET_NAV_2_STATION_HEADING sourceVariable = HEADING } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_ADF_BEARING_ANGLEDELTA operator = ANGLEDELTA sourceVariable = SELECT_ASET_NAV_2_STATION_HEADING sourceVariable = HEADING } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_NAV_2_ADF_BEARING_NEG operator = ADD sourceVariable = 360 sourceVariable = MATH_ASET_NAV_2_ADF_BEARING } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_2_ADF_BEARING_360 defaultValue = MATH_ASET_NAV_2_ADF_BEARING VARIABLE_DEFINITION { name = MATH_ASET_NAV_2_ADF_BEARING range = -360,0 value = MATH_ASET_NAV_2_ADF_BEARING_NEG } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/07-ASET_NAV_2_StationBearing_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NAV_2_ADF_NEEDLE_ROT defaultValue = 90 VARIABLE_DEFINITION { name = CUSTOM_ASET_NAV_2_NDB_ON range = 0.1,1.1 value = SELECT_ASET_NAV_2_ADF_BEARING_360 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/08-ASET_NAV_2__NDBs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_NDB_ENABLE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_BAKOR_NDBDME_SCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_TGT_BEACON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME03_NDBDME_ID03 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME04_NDBDME_ID04 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME05_NDBDME_ID05 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME06_NDBDME_ID06 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME07_NDBDME_ID07 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME08_NDBDME_ID08 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME09_NDBDME_ID09 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME10_NDBDME_ID10 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME11_NDBDME_ID11 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME12_NDBDME_ID12 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/08-ASET_NAV_2__NDBs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_NDB_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_NDB_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_2_STATION_DIST_KM range = 0.1, MATH_ASET_NAV_2_STATION_COMM_RANGE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/09-ASET_NAV_2__VORs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_VOR_ENABLE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME04_VORDME_ID04 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME05_VORDME_ID05 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME06_VORDME_ID06 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME07_VORDME_ID07 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME08_VORDME_ID08 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME09_VORDME_ID09 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME10_VORDME_ID10 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME11_VORDME_ID11 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME12_VORDME_ID12 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME13_VORDME_ID13 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME14_VORDME_ID14 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME15_VORDME_ID15 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME16_VORDME_ID16 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME17_VORDME_ID17 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME18_VORDME_ID18 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME19_VORDME_ID19 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_NAME20_VORDME_ID20 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/10-ASET_NAV_2__DMEs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_DME_ENABLE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_VOR_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_NDB_ENABLE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/10-ASET_NAV_2__DMEs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_DME_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_DME_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_ASET_NAV_2_STATION_DIST_KM range = 0.1, MATH_ASET_NAV_2_DME_MAX_RANGE } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/11-ASET_NAV_2__LOC_GP_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_LOC_ENABLE operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/11-ASET_NAV_2__LOC_GP_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_LOC_OK operator = AND SOURCE_VARIABLE { name = ALTITUDE range = 60,4000 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_LOC_ENABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_HSI_TO_CRS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = SELECT_ASET_HSI_CDI_DEV range = -17.5,17.5 } SOURCE_VARIABLE { name = MATH_ASET_NAV_2_STATION_DIST_KM range = 0.01, 30 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/11-ASET_NAV_2__LOC_GP_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_GS_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_LOC_ENABLE range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_HSI_TO_CRS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = SELECT_ASET_HSI_CDI_DEV range = -8,8 } SOURCE_VARIABLE { name = MATH_ASET_NAV_2_STATION_DIST_KM range = 0.010,10 } SOURCE_VARIABLE { name = ALTITUDE range = MAPPED_ASET_NAV_2_STATION_KSCRWY27_GS_LOWER, MAPPED_ASET_NAV_2_STATION_KSCRWY27_GS_UPPER } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/12-ASET_NAV_2_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_KKSC_ILS_09_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS09_IKW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_LOC_OK range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/12-ASET_NAV_2_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_KKSC_ILS_27_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_ILS27_IWE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_LOC_OK range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/12-ASET_NAV_2_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_KKSC_VORDME_KST_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_KKSC_VORDME_KST range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_VOR_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/12-ASET_NAV_2_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_AFD_VORDME_IFT_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_AFD_VORDME_IFT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_VOR_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/12-ASET_NAV_2_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_AFD_NDBDME_IRE_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_NDB_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/12-ASET_NAV_2_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_AFD_NDBDME_IRW_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_AFD_NDBDME_IRW range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_NDB_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/CUSTOMs/12-ASET_NAV_2_Station_Ident_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NAV_2_ESI_VORDME_ESI_IDENT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_ESI_VORDME_ESI range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_VOR_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NAV_2_RADIO_SND_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_0.03HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_SpoilersLever/ASET_SpoilersLever.cfg PROP { name = ASET_SpoilersLever MODULE { name = JSIActionGroupSwitch switchTransform = SpoilerLever_collObj switchSound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 actionName = plugin animationName = SpoilersLeverAnim PLUGINACTION { name = JSIFAR actionMethod = SetSpoiler stateMethod = GetSpoilerState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = SpoilerLeverTxtObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Yaw_Dumper/ASET_Yaw_Dumper.cfg PROP { name = ASET_Yaw_Dumper MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -25,25 variableName = YAWRATE controlledTransform = YawMarkRotLoc localRotationStart = 0,0,-20 localRotationEnd = 0,0,20 longPath = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = YawZeroMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = YawMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = YawMarkBKGobj passiveColor = 0,0,0,255 activeColor = 180,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/ASET_Yoke_V01/ASET_Yoke_V01.cfg PROP { name = ASET_Yoke_V01 MODULE { name = JSIActionGroupSwitch switchTransform = SASbuttonBodyObj actionName = sas switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -1,1 variableName = STICKROLL controlledTransform = RollGrp localRotationStart = 0,0,-30 localRotationEnd = 0,0,30 } VARIABLESET { scale = -1,1 variableName = STICKPITCH controlledTransform = PitchLoc localRotationStart = -6,0,0 localRotationEnd = 9,0,0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SAStxtObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RollMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = YokeRollMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TrimTXTobj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASBUTTON_ON VARIABLESET { coloredObject = SAS_On_txtObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = CheckListHeaderTxtxObj fontSize = 0.0035 refreshRate = 14 labelText = BEFORE TAKEOFF oneshot = true } MODULE { name = JSIVariableLabel transformName = CheckListTxtxObj fontSize = 0.0018 refreshRate = 14 labelText = FLAPS . . . . . . . . . . . . SET, GREENLIGHT$$$ FLIGHT CONTROLS . . . . . .CHECKED$$$$$$ . . . . . . CLEAR FOR TAKEOFF . . . . . . $$$$$$ LIGHTS . . . . . . . . . . . . . . . . ON$$$ THROTTLE . . . . . . . . . . . . .FULL$$$ PARKING BRAKE . . . . . . . . . OFF$$$$$$ . . . . . . . . AFTER TAKEOFF . . . . . . . . .$$$ FLAPS . . . . . . . . . . . . UP, NO LIGHTS$$$ LANDING GEAR . . . . . . . . . . UP $$$ LIGHTS . . . . . . . . . . . . . OFF$$$$$$ . . . . . . . . . . D E S C E N T . . . . . . . . . .$$$$$$ LIGHTS . . . . . . . . . . . . . ON$$$ RECALL . . . . . . . . CHECKED$$$ FLAPS . . . . . . . . . . . .FULL$$$$$$ . . . . . . . . . . L A N D I N G . . . . . . . . . . $$$$$$ RECALL. . . . . . . CHECKED$$$ SPOILERS . . . . DEPLOYED$$$ LDG GEAR ........ DOWN, 3GR } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_TGTINFRONT operator = AND SOURCE_VARIABLE { name = TARGETDISTANCEZ range = 0.01,10000000000 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_TGTBEHINDE operator = AND SOURCE_VARIABLE { name = TARGETDISTANCEZ range = -10000000000, -0.01 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_TGTSHOW operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_HUD_TGTBEHINDE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_HUD_TGTINFRONT range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_GEARWARNING operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_GEARALARM_ON_CLIMB range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_GEARALARM operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_GEARALARM_ON_LANDING range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_OVERSPEED operator = AND SOURCE_VARIABLE { name = SURFSPEED range = 0.5,100000 } SOURCE_VARIABLE { name = SURFSPEED range = TERMINALVELOCITY,100000 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_NOSPEED operator = AND SOURCE_VARIABLE { name = EASPEED range = 0,1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_NORMALSPEED operator = AND SOURCE_VARIABLE { name = SURFSPEED range = 1,TERMINALVELOCITY } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_AIRSPEEDWARNING operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_HUD_OVERSPEED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_HUD_NORMALSPEED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_HUD_NOSPEED range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_ENGINEFAILURE operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_ENGFAILURE_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_OVERSPEEDALARM operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_OVERSPEEDALARM range = 40, 200 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_TURNON operator = AND SOURCE_VARIABLE { name = PERSISTENT_HUD_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_BUTTON03_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_SPOILERDEPLOY operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIFAR:GetSpoilerState range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISLOADED_FERRAMAEROSPACERESEARCH range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_SPOILERWARNING operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_SPOILERWARNING range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_BORDERSPOILERSHOW operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_HUD_SPOILERWARNING range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_SPOILERNORMAL range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_SHOWFLAPSSETTING operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIFAR:GetFlapSetting range = 0.1, 3 } SOURCE_VARIABLE { name = ISLOADED_FERRAMAEROSPACERESEARCH range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/CUSTOMs/HUD_Customs.cfg RPM_CUSTOM_VARIABLE { name = ASET_HUD_STALLWARNING operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_STALLWARNING range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_WARNINGS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/DL_CrossFeedKnob/DL_CrossFeedKnob.cfg PROP { name = DL_CrossFeedKnob MODULE { name = JSIActionGroupSwitch switchTransform = DL_CrossFeedKnobBody_Obj animationName = DL_CrossFeedKnob_Anim actionName = dummy switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = 255,255,255,255 zeroColor = 255,255,255,255 negativeColor = 255,255,255,255 labelText = SOME TEXT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = DL_CrossFeedKnobMark_Obj passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Avionics/ModernPack/DL_SmallButton/DL_SmallButton.cfg PROP { name = DL_SmallButton MODULE { name = JSIActionGroupSwitch switchTransform = ButtonColliderObj animationName = ButtonAnim switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = dummy } MODULE { name = JSILabel transformName = ButtonNameObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]BUTTON NAME[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/ABORTbutton/ABORTbutton.cfg PROP { name = ABORTbutton MODULE { name = JSIActionGroupSwitch animationName = ABORTbuttonAnim switchTransform = ABORTbuttonCollider actionName = abort } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/ABORTButtonV2/ABORTbuttonV2.cfg PROP { name = ABORTbuttonV2 MODULE { name = JSIActionGroupSwitch animationName = AbortButtonV2PushAnim switchTransform = AbortButtonObj actionName = abort switchSound = ASET/ASET_Props/Sounds/ABORT switchSoundVolume = 0.01 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { animationName = AbortButtonV2BackLightAnim scale = 0.5,1.1 } } MODULE { name = JSIActionGroupSwitch animationName = AbortButtonV2OpenCoverAnim switchTransform = ButtonCoverObj actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 switchSoundVolume = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchKILLROT.cfg PROP { name = APswitchKILLROT MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonKillRot stateMethod = ButtonKillRotState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJKILLROT_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchNEXTNODE.cfg PROP { name = APswitchNEXTNODE MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonNodeExecute stateMethod = ButtonNodeExecuteState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJNEXTNODE_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchNMLminus.cfg PROP { name = APswitchNMLminus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonNormalMinus stateMethod = ButtonNormalMinusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJNMLMINUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.25 y = 0.00 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchNMLplus.cfg PROP { name = APswitchNMLplus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonNormalPlus stateMethod = ButtonNormalPlusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJNMLPLUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.25 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchNODE.cfg PROP { name = APswitchNODE MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonNode stateMethod = ButtonNodeState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJNODE_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchOFF.cfg PROP { name = APswitchOFF MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonOff stateMethod = ButtonOffState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJOFF_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchPARminus.cfg PROP { name = APswitchPARminus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonParMinus stateMethod = ButtonParMinusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJPARMINUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.00 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchPARplus.cfg PROP { name = APswitchPARplus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonParPlus stateMethod = ButtonParPlusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJPARPLUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchPROGRAD.cfg PROP { name = APswitchPROGRAD MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonPrograde stateMethod = ButtonProgradeState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJPROGRAD_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.25 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchRADminus.cfg PROP { name = APswitchRADminus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRadialMinus stateMethod = ButtonRadialMinusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJRADMINUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.50 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchRADplus.cfg PROP { name = APswitchRADplus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRadialPlus stateMethod = ButtonRadialPlusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJRADPLUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchRETROGRAD.cfg PROP { name = APswitchRETROGRAD MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRetrograde stateMethod = ButtonRetrogradeState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJRETROGRAD_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.25 y = 0.50 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchRVELminus.cfg PROP { name = APswitchRVELminus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRvelMinus stateMethod = ButtonRvelMinusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJRVELMINUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.50 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchRVELplus.cfg PROP { name = APswitchRVELplus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRvelPlus stateMethod = ButtonRvelPlusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJRVELPLUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchTGTminus.cfg PROP { name = APswitchTGTminus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonTargetMinus stateMethod = ButtonTargetMinusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJTGTMINUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.00 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch/APswitchTGTplus.cfg PROP { name = APswitchTGTplus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonTargetPlus stateMethod = ButtonTargetPlusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJTGTPLUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchClearNodes.cfg PROP { name = APswitchButtonClearNodes MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonClearNodes stateMethod = ButtonClearNodesState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = CUSTOM_ALCOR_CLEARNODES_ON scale = 0,1 threshold = 0.5,1.1 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchClearTarget.cfg PROP { name = APswitchButtonClearTarget MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonClearTarget stateMethod = ButtonClearTargetState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = CUSTOM_ALCOR_CLEARTARGET_ON scale = 0,1 threshold = 0.5,1.1 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchHVELminus.cfg PROP { name = APswitchHVELminus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonHorizontalMinus stateMethod = ButtonHorizontalMinusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJHVELMINUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.50 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchHVELplus.cfg PROP { name = APswitchHVELplus MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonHorizontalPlus stateMethod = ButtonHorizontalPlusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJHVELPLUS_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchRoll0.cfg PROP { name = APswitchRoll0 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll0 stateMethod = ButtonForceRoll0State } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJROLL0_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchRoll180.cfg PROP { name = APswitchRoll180 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll180 stateMethod = ButtonForceRoll180State } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJROLL180_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchRoll270.cfg PROP { name = APswitchRoll270 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll270 stateMethod = ButtonForceRoll270State } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJROLL270_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.25 y = 0.00 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchRoll90.cfg PROP { name = APswitchRoll90 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll90 stateMethod = ButtonForceRoll90State } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJROLL90_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchRollOFF.cfg PROP { name = APswitchRollOFF MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll stateMethod = ButtonForceRollState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJROLLOFF_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchSURFPROGRADE.cfg PROP { name = APswitchSURFPROGRADE MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonSurfacePrograde stateMethod = ButtonSurfaceProgradeState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJSURFPROGRADE_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.25 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchSURFRETROGRADE.cfg PROP { name = APswitchSURFRETROGRADE MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonSurfaceRetrograde stateMethod = ButtonSurfaceRetrogradeState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJSURFRETROGRADE_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.00 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/APswitchUP.cfg PROP { name = APswitchUP MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonVerticalPlus stateMethod = ButtonVerticalPlusState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_MJUP_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = 85,180,15,255 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/AutoPilotSwitch2/swPush_PRECISION_MODE.cfg PROP { name = swPush_PRECISION_MODE MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonPrecisionMode stateMethod = ButtonPrecisionModeState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = CUSTOM_ALCOR_PRECISION_MODE_ON scale = 0,1 threshold = 0.5,1.1 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/ButtonBlocker/ButtonBlocker.cfg PROP { name = ButtonBlocker } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerB0.cfg PROP { name = CircuitBreakerB0 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.666 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.000 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerB10.cfg PROP { name = CircuitBreakerB10 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.666 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.000 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerB3.cfg PROP { name = CircuitBreakerB3 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.666 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerB5.cfg PROP { name = CircuitBreakerB5 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.666 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.333 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerB7.cfg PROP { name = CircuitBreakerB7 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.666 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.666 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerR0.cfg PROP { name = CircuitBreakerR0 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.000 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerR10.cfg PROP { name = CircuitBreakerR10 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.000 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerR3.cfg PROP { name = CircuitBreakerR3 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerR5.cfg PROP { name = CircuitBreakerR5 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.333 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerR7.cfg PROP { name = CircuitBreakerR7 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.666 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerY0.cfg PROP { name = CircuitBreakerY0 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.333 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.000 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerY10.cfg PROP { name = CircuitBreakerY10 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.333 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.000 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerY3.cfg PROP { name = CircuitBreakerY3 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.333 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerY5.cfg PROP { name = CircuitBreakerY5 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.333 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.333 y = 0.333 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreakerY7.cfg PROP { name = CircuitBreakerY7 MODULE { name = JSIPropTextureShift transformToShift = CB_HandleObj layerToShift = _MainTex x = 0.0 y = 0.333 } MODULE { name = JSIPropTextureShift transformToShift = CB_LableObj layerToShift = _MainTex x = 0.666 y = 0.666 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/CircuitBreakerV2/CircuitBreakerV2-TEST.cfg PROP { name = CircuitBreakerV2-TEST MODULE { name = JSIActionGroupSwitch animationName = SBv2PushAnim switchTransform = SwitchColider actionName = dummy initialState = true switchSound = ASET/ASET_Props/Sounds/click-027 } MODULE { name = JSIPropTextureShift transformToShift = CB_TopObj x = 0.40 y = 0.40 layerToShift = _MainTex } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/AirLockLightSwitch.cfg PROP { name = AirLockLightSwitch MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy perPodPersistenceName = AirLockLights switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AIRLOCKLIGHTS_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = 130,60,20,255 scale = 0.5,1.1 } VARIABLESET { animationName = AirLockLightsAnim scale = 0.5,1.0 animateExterior = true } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/CockpitBackLightSwitch.cfg PROP { name = CockpitBackLightSwitch MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy perPodPersistenceName = BackLight reverse = true switchSound = ASET/ASET_Props/Sounds/buttonbeep switchSoundVolume = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.0,0.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 10,10,10,255 activeColor = 130,130,150,255 scale = 0.5,1.0 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/CockpitLightSwitch.cfg PROP { name = CockpitLightSwitch MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = intlight internalLightName = CockpitLight perPodPersistenceName = TurnInternalCockpitLights reverse = true switchSound = ASET/ASET_Props/Sounds/buttonbeep switchSoundVolume = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.0,0.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_COCKPITLIGHT_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 10,10,10,255 activeColor = 60,90,180,255 scale = 0.5,1.0 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/DockportSpotlightSwitch.cfg PROP { name = DockportSpotlightSwitch MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy perPodPersistenceName = DockingSpotlight switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_DOCKINGSPOTLIGHT_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = 130,60,20,255 scale = 0.5,1.1 } VARIABLESET { animationName = DockingSpotlightAnim scale = 0.5,1.0 animateExterior = true } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/EngineerDeckLightSwitch.cfg PROP { name = EngineerDeckLightSwitch MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = intlight internalLightName = EngineerDeckLight perPodPersistenceName = TurnEngineerDeckLight reverse = true switchSound = ASET/ASET_Props/Sounds/buttonbeep switchSoundVolume = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.0,0.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ENGINEERDECKLIGHT_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 10,10,10,255 activeColor = 60,90,180,255 scale = 0.5,1.0 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/FloodLightSwitch.cfg PROP { name = FloodLightSwitch MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = intlight internalLightName = FloodLight reverse = true switchSound = ASET/ASET_Props/Sounds/buttonbeep switchSoundVolume = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.0,0.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FLOODLIGHT_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 10,10,10,255 activeColor = 130,60,20,255 scale = 0.5,1.0 } VARIABLESET { animationName = WindowsEmissveAnim scale = 0.5,1.0 animateExterior = true } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch01.cfg PROP { name = NothingSwitch01 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW01 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW01 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.0 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch02.cfg PROP { name = NothingSwitch02 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW02 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW02 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch03.cfg PROP { name = NothingSwitch03 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW03 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW03 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.25 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch04.cfg PROP { name = NothingSwitch04 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW04 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW04 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch05.cfg PROP { name = NothingSwitch05 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW05 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW05 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch06.cfg PROP { name = NothingSwitch06 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW06 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW06 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.50 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch07.cfg PROP { name = NothingSwitch07 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW07 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW07 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch08.cfg PROP { name = NothingSwitch08 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW08 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW08 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.50 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch09.cfg PROP { name = NothingSwitch09 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW09 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW09 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.50 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch10.cfg PROP { name = NothingSwitch10 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW10 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW10 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.0 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch11.cfg PROP { name = NothingSwitch11 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW11 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW11 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.25 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch12.cfg PROP { name = NothingSwitch12 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW12 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW12 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.50 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/NothingSwitch13.cfg PROP { name = NothingSwitch13 MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy needsElectricCharge = true perPodPersistenceName = NothingSW13 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_NothingSW13 VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate x = 0.75 y = 0.75 layerToShift = _MainTex _Emissive } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/LightSwitch/StrobeLightSwitch.cfg PROP { name = StrobekLightSwitch MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider actionName = dummy perPodPersistenceName = StrobeLights initialState = false switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_STROBELIGHTS_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = 130,60,20,255 scale = 0.5,1.1 } VARIABLESET { animationName = NavLightsAnim scale = 0.5,1.0 animateExterior = true } VARIABLESET { animationName = StrobeLightAnim scale = 0.5,1.0 animateExterior = true animationSpeed = 1.0 loopingAnimation = true } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial/NDI-test01.cfg PROP { name = NDI-test01 MODULE { name = JSINumericInput perPodPersistenceName = NDI_test01 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 359 reverse = false loopInput = true USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 20 key = 3 60 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 1 -20 key = 3 -60 } } } MODULE { name = JSIActionGroupSwitch animationName = NID_SelectAnim switchTransform = PushSetButtonObj actionName = dummy switchSound = ASET/ASET_Props/Sounds/NID03 } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,100000000 variableName = PERSISTENT_NDI_test01 scale = 0,25000000 longPath = yes } } MODULE { name = JSIVariableLabel transformName = NameTopTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " NAME (TOP) } MODULE { name = JSIVariableLabel transformName = NameBottomTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " NAME (BOT) } MODULE { name = JSIVariableLabel transformName = TextRightObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " INC } MODULE { name = JSIVariableLabel transformName = TextLeftObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " DEC } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/ASET_ALT_WARN_Dial.cfg PROP { name = ASET_ALT_WARN_Dial MODULE { name = JSINumericInput perPodPersistenceName = ASET_ALTITUDE_WARN_INPUT defaultValue = 150 stepSize = 50 minValue = 0 maxValue = 5000 reverse = false loopInput = false USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 50 key = 1 100 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -50 key = 2 -100 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,360 modulo = 1000 variableName = PERSISTENT_ASET_ALTITUDE_WARN_INPUT scale = 0,500000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 5 scale = 0,7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Point_pict passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = NameTopTextObj alignment = Center anchor = LowerCenter transformOffset = 0.03592,-0.0151 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ALTITUDE WARNING[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/ASET_ALT_WARN_Dial_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_NI_ALTITUDE_ALARM_ON operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.5,1.5 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -10000, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 1, PERSISTENT_ASET_ALTITUDE_WARN_INPUT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/ASET_BRAKEFORCE_Dial.cfg PROP { name = ASET_BRAKEFORCE_Dial MODULE { name = JSINumericInput perPodPersistenceName = ASET_BRAKEFORCE_INPUT defaultValue = PLUGIN_JSIInternalRPMButtons:GetWheelBrakes stepSize = 25 minValue = 0 maxValue = 200 reverse = false loopInput = false USERINPUTSET { switchTransform = DialColliderPlus increment = 25 switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 } USERINPUTSET { switchTransform = DialColliderMinus increment = -25 switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 } } MODULE { name = JSIActionGroupSwitch switchTransform = DialColliderPlus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetWheelBrakes getVariable = PERSISTENT_ASET_BRAKEFORCE_INPUT } } MODULE { name = JSIActionGroupSwitch switchTransform = DialColliderMinus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetWheelBrakes getVariable = PERSISTENT_ASET_BRAKEFORCE_INPUT } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,360 modulo = 1000 variableName = PERSISTENT_ASET_BRAKEFORCE_INPUT scale = 0,500000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 3 scale = 0,7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Dash_pict passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = NameTopTextObj alignment = Center anchor = LowerCenter transformOffset = 0.03592,-0.0151 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]BRAKE FORCE[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/ASET_Drive_SPD_WARN_Dial.cfg PROP { name = ASET_Drive_SPD_WARN_Dial MODULE { name = JSINumericInput perPodPersistenceName = ASET_Drive_SPD_WARN_INPUT defaultValue = 25 stepSize = 1 minValue = 0 maxValue = 100 reverse = false loopInput = false USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 10 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 2 -10 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,1800 variableName = PERSISTENT_ASET_Drive_SPD_WARN_INPUT scale = 0,2500 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 5 scale = 0,7 } } MODULE { name = JSILabel transformName = NameTopTextObj alignment = Center anchor = LowerCenter transformOffset = 0.03592,-0.0151 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SPEED WARNING[/b]$$$(m/s) } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/NID-test00.cfg PROP { name = NIDnb-Clear MODULE { name = JSINumericInput perPodPersistenceName = NID_Clear defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 359 reverse = false loopInput = true USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 20 key = 3 60 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 1 -20 key = 3 -60 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,100000000 variableName = PERSISTENT_NID_Clear scale = 0,25000000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 0 scale = 0,7 } } MODULE { name = JSIVariableLabel transformName = NameTopTextObj fontSize = 0.0090 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] CLEAR TOP $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = NameBottomTextObj fontSize = 0.0090 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] NAME (BOT) $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = TextRightObj fontSize = 0.005 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] TEXT $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = TextLeftObj fontSize = 0.005 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] TEXT $&$ CUSTOM_ALCOR_POWEROFF } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/NID-test01.cfg PROP { name = NIDnb-Arrow MODULE { name = JSINumericInput perPodPersistenceName = NID_Arrow defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 359 reverse = false loopInput = true USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 20 key = 3 60 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 1 -20 key = 3 -60 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,100000000 variableName = PERSISTENT_NID_Arrow scale = 0,25000000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 1 scale = 0,7 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = Arrow_pict passiveColor = 0,0,0,255 activeColor = 180,180,180,255 variableName = CUSTOM_ALCOR_BACKLIGHT_ON scale = 0,1 threshold = 0.1,1.1 } } MODULE { name = JSIVariableLabel transformName = NameTopTextObj fontSize = 0.0090 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] ARROW DIAL $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = NameBottomTextObj fontSize = 0.0090 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] NAME (BOT) $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = TextRightObj fontSize = 0.005 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] TEXT $&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = TextLeftObj fontSize = 0.005 refreshRate = 100 labelText = [#<=0:333333;FF0000;FFFFFF=>] TEXT $&$ CUSTOM_ALCOR_POWEROFF } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/NID-test02.cfg PROP { name = NIDnb-Course MODULE { name = JSINumericInput perPodPersistenceName = NID_Course defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 359 reverse = false loopInput = true USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 20 key = 3 60 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 1 -20 key = 3 -60 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,100000000 variableName = PERSISTENT_NID_Course scale = 0,25000000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 2 scale = 0,7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Course_pict passiveColor = 0,0,0,255 activeColor = 180,180,180,255 scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = NameTopTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " COURSE } MODULE { name = JSIVariableLabel transformName = NameBottomTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " NAME (BOT) } MODULE { name = JSIVariableLabel transformName = TextRightObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } MODULE { name = JSIVariableLabel transformName = TextLeftObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/NID-test03.cfg PROP { name = NIDnb-DashMark MODULE { name = JSINumericInput perPodPersistenceName = NID_Dash_mark defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 359 reverse = false loopInput = true USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 20 key = 3 60 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 1 -20 key = 3 -60 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,100000000 variableName = PERSISTENT_NID_Dash_mark scale = 0,25000000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 3 scale = 0,7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Dash_pict passiveColor = 0,0,0,255 activeColor = 180,180,180,255 scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = NameTopTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " DASH MARK } MODULE { name = JSIVariableLabel transformName = NameBottomTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " NAME (BOT) } MODULE { name = JSIVariableLabel transformName = TextRightObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } MODULE { name = JSIVariableLabel transformName = TextLeftObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/NID-test04.cfg PROP { name = NIDnb-Heading MODULE { name = JSINumericInput perPodPersistenceName = NID_Heading defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 359 reverse = false loopInput = true USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 20 key = 3 60 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 1 -20 key = 3 -60 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,100000000 variableName = PERSISTENT_NID_Heading scale = 0,25000000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 4 scale = 0,7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = HDG_pict passiveColor = 0,0,0,255 activeColor = 180,180,180,255 scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = NameTopTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " HEADING } MODULE { name = JSIVariableLabel transformName = NameBottomTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " NAME (BOT) } MODULE { name = JSIVariableLabel transformName = TextRightObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } MODULE { name = JSIVariableLabel transformName = TextLeftObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/NID-test05.cfg PROP { name = NIDnb-PointMark MODULE { name = JSINumericInput perPodPersistenceName = NID_PointMark defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 359 reverse = false loopInput = true USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 20 key = 3 60 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 1 -20 key = 3 -60 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,100000000 variableName = PERSISTENT_NID_PointMark scale = 0,25000000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 5 scale = 0,7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = Point_pict passiveColor = 0,0,0,255 activeColor = 180,180,180,255 scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = NameTopTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " POINT MARK } MODULE { name = JSIVariableLabel transformName = NameBottomTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " NAME (BOT) } MODULE { name = JSIVariableLabel transformName = TextRightObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } MODULE { name = JSIVariableLabel transformName = TextLeftObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/NumInputDial_NoButton/NID-test06.cfg PROP { name = NIDnb-WideArrow MODULE { name = JSINumericInput perPodPersistenceName = NID_WideArrow defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 359 reverse = false loopInput = true USERINPUTSET { switchTransform = DialColliderPlus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 1 key = 1 20 key = 3 60 } } USERINPUTSET { switchTransform = DialColliderMinus switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -1 key = 1 -20 key = 3 -60 } } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = KnobGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,100000000 variableName = PERSISTENT_NID_WideArrow scale = 0,25000000 longPath = yes } VARIABLESET { animationName = NID_nb_PictSwitchAnim variableName = 6 scale = 0,7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WideArrow_pict passiveColor = 0,0,0,255 activeColor = 180,180,180,255 scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = NameTopTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " WIDE ARROW } MODULE { name = JSIVariableLabel transformName = NameBottomTextObj fontSize = 0.0090 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " NAME (BOT) } MODULE { name = JSIVariableLabel transformName = TextRightObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } MODULE { name = JSIVariableLabel transformName = TextLeftObj fontSize = 0.005 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " TEXT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/pb_Cover02_Test.cfg PROP { name = pb_Cover02_Test MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/pb_SAS_Test.cfg PROP { name = pb_SAS_Test MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIChatterer actionMethod = InitiateChatter stateMethod = RadioIdle } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RCS[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_RCSBUTTON_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_ORANGE labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RCSBUTTON_ON VARIABLESET { coloredObject = pb_SH_TopLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN_BCKLT scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_SH_TopLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/pb_SAS_Test2.cfg PROP { name = pb_SAS_Test2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = sas switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SAS[/b] } MODULE { name = JSILabel transformName = PanelTextBottom_cover alignment = Center anchor = UpperCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SAS[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_SASBUTTON_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE_BKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌───┐$$$└───┘ } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_SASBUTTON_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE_BKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_SASBUTTON_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_ORANGE labelText = [b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG01-F03-G1.cfg PROP { name = pb_AG01-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom01 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG1_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO1 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 01 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG02-F03-G1.cfg PROP { name = pb_AG02-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom02 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG2_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO2 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 02 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG03-F03-G1.cfg PROP { name = pb_AG03-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom03 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG3_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO3 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 03 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG04-F03-G1.cfg PROP { name = pb_AG04-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom04 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG4_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO4 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 04 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG05-F03-G1.cfg PROP { name = pb_AG05-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom05 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG5_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO5 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 05 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG06-F03-G1.cfg PROP { name = pb_AG06-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom06 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG6_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO6 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 06 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG07-F03-G1.cfg PROP { name = pb_AG07-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom07 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG7_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO7 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 07 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG08-F03-G1.cfg PROP { name = pb_AG08-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom08 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG8_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO8 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 08 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG09-F03-G1.cfg PROP { name = pb_AG09-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom09 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG9_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO9 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 09 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/ActionGroups/F03/pb_AG10-F03-G1.cfg PROP { name = pb_AG10-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = custom10 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG0_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_AG_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = 10 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Chatterer/pb_CHATTERER_PTT-F03-G1.cfg PROP { name = pb_CHATTERER_PTT-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIChatterer actionMethod = InitiateChatter stateMethod = RadioIdle } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 perPodPersistenceName = CHATTERER_PTT_PRESSED actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHATTERER_PTT_PRESSED_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_ACTIVE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 7.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = PTT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHATTERER_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Indicators/pb_PITCH_INDICATOR-SHI01.cfg PROP { name = pb_PITCH_INDICATOR-SHI01 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { animationName = pb_PushAnim scale = 0.9,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]PITCH[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 variableName = CUSTOM_ALCOR_PITCH_UP_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_AMBER_BCKLT labelText = [b]U[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 variableName = CUSTOM_ALCOR_PITCH_DOWN_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_AMBER_BCKLT labelText = [b]D[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Indicators/pb_ROLL_INDICATOR-SVI01.cfg PROP { name = pb_ROLL_INDICATOR-SVI01 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitVertical_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { animationName = pb_PushAnim scale = 0.9,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ROLL[/b] } MODULE { name = JSILabel transformName = Legend_Left alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 variableName = CUSTOM_ALCOR_ROLL_LEFT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_AMBER_BCKLT labelText = [b]L[/b] } MODULE { name = JSILabel transformName = Legend_Right alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 variableName = CUSTOM_ALCOR_ROLL_RIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_AMBER_BCKLT labelText = [b]R[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Indicators/pb_YAW_INDICATOR-SVI01.cfg PROP { name = pb_YAW_INDICATOR-SVI01 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitVertical_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { animationName = pb_PushAnim scale = 0.9,1.1 } } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]YAW[/b] } MODULE { name = JSILabel transformName = Legend_Left alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 variableName = CUSTOM_ALCOR_YAW_RIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_AMBER_BCKLT labelText = [b]L[/b] } MODULE { name = JSILabel transformName = Legend_Right alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 variableName = CUSTOM_ALCOR_YAW_LEFT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_AMBER_BCKLT labelText = [b]R[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Lights/pb_ALCOR_AIRLOCK_LIGHT-FD4.cfg PROP { name = pb_ALCOR_AIRLOCK_LIGHT-FD4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = dummy perPodPersistenceName = AirLockLights } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_mpb_WHITE labelText = AIRLOCK$$$LIGHT } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_AIRLOCKLIGHTS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD4_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD4_StatusLight labelText = ● ● } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AIRLOCKLIGHTS_ON VARIABLESET { animationName = AirLockLightsAnim scale = 0.5,1.0 animateExterior = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Lights/pb_ALCOR_DOCKPORT_LIGHT-FD4.cfg PROP { name = pb_ALCOR_DOCKPORT_LIGHT-FD4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = dummy perPodPersistenceName = DockingSpotlight } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_mpb_WHITE labelText = DOCKPORT$$$LIGHT } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_DOCKINGSPOTLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_FD4_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD4_StatusLight labelText = ● ● } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_DOCKINGSPOTLIGHT_ON VARIABLESET { animationName = DockingSpotlightAnim scale = 0.5,1.0 animateExterior = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Lights/pb_ALCOR_NAV_LIGHT-FD4.cfg PROP { name = pb_ALCOR_NAV_LIGHT-FD4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = dummy perPodPersistenceName = StrobeLights initialState = false } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_mpb_GREEN labelText = NAV$$$LIGHTS } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_STROBELIGHTS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD4_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD4_StatusLight labelText = ● ● } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_STROBELIGHTS_ON VARIABLESET { animationName = NavLightsAnim scale = 0.5,1.0 animateExterior = true } VARIABLESET { animationName = StrobeLightAnim scale = 0.5,1.0 animateExterior = true animationSpeed = 1.0 loopingAnimation = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Lights/pb_ENGINEERDECK_LIGHT-FD4.cfg PROP { name = pb_ENGINEERDECK_LIGHT-FD MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = intlight internalLightName = EngineerDeckLight perPodPersistenceName = TurnEngineerDeckLight } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.0013 fontName = InconsolataGo-Bold fontSize = 3.5 lineSpacing = 0.85 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_mpb_WHITE labelText = ENGINEER$$$DECK$$$LIGHT } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_ENGINEERDECKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_FD4_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD4_StatusLight labelText = ● ● } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Lights/pb_FLIGHTDECK_LIGHT-FD4.cfg PROP { name = pb_FLIGHTDECKLIGHT-FD4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = intlight internalLightName = CockpitLight perPodPersistenceName = TurnInternalCockpitLights } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.0013 fontName = InconsolataGo-Bold fontSize = 4.0 lineSpacing = 0.85 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_mpb_WHITE labelText = FLIGHT$$$DECK$$$LIGHT } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_COCKPITLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_FD4_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD4_StatusLight labelText = ● ● } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Lights/pb_FLOOD_LIGHT-FD4.cfg PROP { name = pb_FLOOD_LIGHT-FD4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = intlight internalLightName = FloodLight perPodPersistenceName = FloodLight } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_mpb_WHITE labelText = FLOOD$$$LIGHT } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_FLOODLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_FD4_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD4_StatusLight labelText = ● ● } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FLOODLIGHT_ON VARIABLESET { animationName = WindowsEmissveAnim scale = 0.5,1.0 animateExterior = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Lights/pb_PANEL_LIGHT-FD4.cfg PROP { name = pb_PANEL_LIGHT-FD4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = dummy perPodPersistenceName = BackLight } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_mpb_BLUE_BKLT zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_BLUE labelText = PANEL$$$LIGHT } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_FD4_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD4_StatusLight labelText = ● ● } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_AP_OFF-F03R-G1.cfg PROP { name = pb_MJ_AP_OFF-F03R-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Red } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonOff stateMethod = ButtonOffState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJOFF_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_RED scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_AMBER negativeColor = COLOR_ASET_mpb_AMBER labelText = [b]<=0:"";"";"A/P$$$OFF"=>[/b] $&$CUSTOM_ALCOR_MJOFF_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_YELLOW zeroColor = COLOR_ASET_mpb_YELLOW negativeColor = COLOR_ASET_mpb_YELLOW labelText = [b]<=0:"A/P$$$OFF";"";""=>[/b] $&$CUSTOM_ALCOR_MJOFF_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_AUTO_ASCENT-F03B-C2.cfg PROP { name = pb_MJ_AUTO_ASCENT-F03B-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Blue } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonAscentGuidance stateMethod = ButtonAscentGuidanceState } } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AP_ASCENT_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_BLUE scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"AUTO$$$ASCENT"=>[/b] $&$CUSTOM_ALCOR_AP_ASCENT_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"AUTO$$$ASCENT";"";""=>[/b] $&$CUSTOM_ALCOR_AP_ASCENT_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_AUTO_DOCK-F03B-C2.cfg PROP { name = pb_MJ_AUTO_DOCK-F03B-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Blue } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIMechJeb actionMethod = ButtonDockingGuidance stateMethod = ButtonDockingGuidanceState } } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AP_RENDEZVOUS_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_BLUE scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";AUTO$$$DOCK"=>[/b] $&$CUSTOM_ALCOR_AP_RENDEZVOUS_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"AUTO$$$DOCK";"";""=>[/b] $&$CUSTOM_ALCOR_AP_RENDEZVOUS_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_AUTO_LAND-F03B-C2.cfg PROP { name = pb_MJ_AUTO_LAND-F03B-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Blue } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonLandingGuidance stateMethod = ButtonLandingGuidanceState } } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AP_LANDING_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_BLUE scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";AUTO$$$LAND"=>[/b] $&$CUSTOM_ALCOR_AP_LANDING_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"EXEC$$$LAND";"";""=>[/b] $&$CUSTOM_ALCOR_AP_LANDING_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_AUTO_RNDZ-F03B-C2.cfg PROP { name = pb_MJ_AUTO_RNDZ-F03B-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Blue } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIMechJeb actionMethod = ButtonRendezvousAutopilot stateMethod = ButtonRendezvousAutopilotState } } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AP_RENDEZVOUS_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_BLUE scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";AUTO$$$RNDZ"=>[/b] $&$CUSTOM_ALCOR_AP_RENDEZVOUS_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"AUTO$$$RNDZ";"";""=>[/b] $&$CUSTOM_ALCOR_AP_RENDEZVOUS_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_CHANGE_AP-F03G-B2.cfg PROP { name = pb_MJ_CHANGE_AP-F03G-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Green } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = transfer TRANSFERACTION { name = JSIMechJeb setMethod = ChangeApoapsis perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider perPodPersistenceName = MJ_CHANGE_AP_BUTTON_PRESSED customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_MJ_CHANGE_AP_BUTTON_PRESSED VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"CHANGE$$$APOAPSIS""=>[/b] $&$CUSTOM_ASET_MJ_CHANGE_AP_BUTTON_PRESSED } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"CHANGE$$$APOAPSIS";"";""=>[/b] $&$CUSTOM_ASET_MJ_CHANGE_AP_BUTTON_PRESSED } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_CHANGE_PE-F03G-B2.cfg PROP { name = pb_MJ_CHANGE_PE-F03G-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Green } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = transfer TRANSFERACTION { name = JSIMechJeb setMethod = ChangePeriapsis perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider perPodPersistenceName = MJ_CHANGE_PE_BUTTON_PRESSED customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_MJ_CHANGE_PE_BUTTON_PRESSED VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"CHANGE$$$PERIAPSIS""=>[/b] $&$CUSTOM_ASET_MJ_CHANGE_PE_BUTTON_PRESSED } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"CHANGE$$$PERIAPSIS";"";""=>[/b] $&$CUSTOM_ASET_MJ_CHANGE_PE_BUTTON_PRESSED } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_CIRCULARIZE-F03G-B2.cfg PROP { name = pb_MJ_CIRCULARIZE-F03G-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Green } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = transfer TRANSFERACTION { name = JSIMechJeb setMethod = CircularizeAtAltitude perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider perPodPersistenceName = MJ_CIRCULARIZE_BUTTON_PRESSED customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_MJ_CIRCULARIZE_BUTTON_PRESSED VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"CIRC$$$AT ALT""=>[/b] $&$CUSTOM_ASET_MJ_CIRCULARIZE_BUTTON_PRESSED } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"CIRC$$$AT ALT";"";""=>[/b] $&$CUSTOM_ASET_MJ_CIRCULARIZE_BUTTON_PRESSED } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_EXEC_MNVR-F03B-B3.cfg PROP { name = pb_MJ_EXEC_MNVR-F03B-B3 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Blue } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonNodeExecute stateMethod = ButtonNodeExecuteState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJNEXTNODE_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_BLUE scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"EXEC$$$MNVR"=>[/b] $&$CUSTOM_ALCOR_MJNEXTNODE_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"EXEC$$$MNVR";"";""=>[/b] $&$CUSTOM_ALCOR_MJNEXTNODE_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_HOHMANN_TRNSF-F03G-B2.cfg PROP { name = pb_MJ_HOHMANN_TRNSF-F03G-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Green } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonPlotHohmannTransfer stateMethod = ButtonPlotHohmannTransferState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_MJ_HOHMANN_TRNSF_BUTTON_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"HOHMANN$$$TRANSFER"=>[/b] $&$CUSTOM_ASET_MJ_HOHMANN_TRNSF_BUTTON_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"HOHMANN$$$TRANSFER";"";""=>[/b] $&$CUSTOM_ASET_MJ_HOHMANN_TRNSF_BUTTON_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_HOLD_ROLL-F03G-B2.cfg PROP { name = pb_MJ_HOLD_ROLL-F03G-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Green } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll stateMethod = ButtonForceRollState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJROLLOFF_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"HOLD$$$ROLL"=>[/b] $&$CUSTOM_ALCOR_MJROLLOFF_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"HOLD$$$ROLL";"";""=>[/b] $&$CUSTOM_ALCOR_MJROLLOFF_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_KILLROTATION-F03-G1.cfg PROP { name = pb_MJ_KILLROTATION-F03-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonKillRot stateMethod = ButtonKillRotState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJKILLROT_ON VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_AMBER scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]KILL$$$ROT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_MNVR_NODE-FD5-G1.cfg PROP { name = pb_MJ_MNVR_NODE-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonNode stateMethod = ButtonNodeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE_BKLT zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_WHITE labelText = MNVR$$$NODE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJNODE_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_NMLminus-FD5-G1.cfg PROP { name = pb_MJ_NMLminus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonNormalMinus stateMethod = ButtonNormalMinusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_mpb_MAGENTA labelText = NML$$$‒ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJNMLMINUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_NMLplus-FD5-G1.cfg PROP { name = pb_MJ_NMLplus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonNormalPlus stateMethod = ButtonNormalPlusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_mpb_MAGENTA labelText = NML$$$+ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJNMLPLUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_PARminus-FD5-G1.cfg PROP { name = pb_MJ_PARminus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonParMinus stateMethod = ButtonParMinusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = PAR$$$‒ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJPARMINUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_PARplus-FD5-G1.cfg PROP { name = pb_MJ_PARplus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonParPlus stateMethod = ButtonParPlusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = PAR$$$+ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJPARPLUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_PROGRADE-FD5-G1.cfg PROP { name = pb_MJ_PROGRADE-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonPrograde stateMethod = ButtonProgradeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_AMBER negativeColor = COLOR_ASET_mpb_AMBER labelText = PRO$$$GRADE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJPROGRAD_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_RADminus-FD5-G1.cfg PROP { name = pb_MJ_RADminus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRadialMinus stateMethod = ButtonRadialMinusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_BLUE labelText = RAD$$$‒ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJRADMINUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_RADplus-FD5-G1.cfg PROP { name = pb_MJ_RADplus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRadialPlus stateMethod = ButtonRadialPlusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_mpb_BLUE labelText = RAD$$$+ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJRADPLUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_RETROGRADE-FD5-G1.cfg PROP { name = pb_MJ_RETROGRADE-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRetrograde stateMethod = ButtonRetrogradeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_AMBER negativeColor = COLOR_ASET_mpb_AMBER labelText = RETRO$$$GRADE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJRETROGRAD_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_ROLL_0-FT.cfg PROP { name = pb_MJ_ROLL_0-FT MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll0 stateMethod = ButtonForceRoll0State } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 8 variableName = CUSTOM_ALCOR_MJROLL0_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]▲[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]0°[/b] } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = Legend_Upper localScaleStart = 0.0,0.0,0.0 localScaleEnd = 1.0,0.0,0.0 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_ROLL_180-FT.cfg PROP { name = pb_MJ_ROLL_180-FT MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll180 stateMethod = ButtonForceRoll180State } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]180°[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 8 variableName = CUSTOM_ALCOR_MJROLL180_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]▼[/b] } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = Legend_Lower localScaleStart = 0.0,0.0,0.0 localScaleEnd = 1.0,0.0,0.0 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_ROLL_270-FT.cfg PROP { name = pb_MJ_ROLL_270-FT MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll270 stateMethod = ButtonForceRoll270State } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]-90°[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 8 variableName = CUSTOM_ALCOR_MJROLL270_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]▼[/b] } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = Legend_Lower localScaleStart = 0.0,0.0,0.0 localScaleEnd = 1.0,0.0,0.0 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_ROLL_90-FT.cfg PROP { name = pb_MJ_ROLL_90-FT MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonForceRoll90 stateMethod = ButtonForceRoll90State } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 8 variableName = CUSTOM_ALCOR_MJROLL90_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]▲[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]90°[/b] } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = Legend_Upper localScaleStart = 0.0,0.0,0.0 localScaleEnd = 1.0,0.0,0.0 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_RVELminus-FD5-G1.cfg PROP { name = pb_MJ_RVELminus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRvelMinus stateMethod = ButtonRvelMinusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_PINK zeroColor = COLOR_ASET_mpb_PINK negativeColor = COLOR_ASET_mpb_WHITE labelText = R.VEL$$$‒ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJRVELMINUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_RVELplus-FD5-G1.cfg PROP { name = pb_MJ_RVELplus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonRvelPlus stateMethod = ButtonRvelPlusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_PINK zeroColor = COLOR_ASET_mpb_PINK negativeColor = COLOR_ASET_mpb_WHITE labelText = R.VEL$$$‒ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJRVELPLUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_SET_LAUNCH_ALT-F03G-B2.cfg PROP { name = pb_MJ_SET_LAUNCH_ALT-F03G-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Green } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = transfer TRANSFERACTION { name = JSIMechJeb setMethod = SetLaunchAltitude perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider perPodPersistenceName = MJ_SET_LAUNCH_ALT_BUTTON_PRESSED customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_MJ_SET_LAUNCH_ALT_BUTTON_PRESSED VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"SET$$$LAUNCH$$$ALTITUDE"=>[/b] $&$CUSTOM_ASET_MJ_SET_LAUNCH_ALT_BUTTON_PRESSED } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"SET$$$LAUNCH$$$ALTITUDE";"";""=>[/b] $&$CUSTOM_ASET_MJ_SET_LAUNCH_ALT_BUTTON_PRESSED } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_SET_LAUNCH_INCL-F03G-B2.cfg PROP { name = pb_MJ_SET_LAUNCH_INCL-F03G-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Green } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = transfer TRANSFERACTION { name = JSIMechJeb setMethod = SetLaunchInclination getVariable = MATH_ORBIT_NUM_INPUT_DISPLAY_CONV } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider perPodPersistenceName = MJ_SET_LAUNCH_INCL_BUTTON_PRESSED customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_MJ_SET_LAUNCH_INCL_BUTTON_PRESSED VARIABLESET { coloredObject = pb_Full_LensON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_A_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_Full_Lens_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.0003,0.0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_Full_LensON_Obj localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_mpb_BLUE labelText = [b]<=0:"";"";"SET$$$LAUNCH$$$INCL"=>[/b] $&$CUSTOM_ASET_MJ_SET_LAUNCH_INCL_BUTTON_PRESSED } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = always positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = [b]<=0:"SET$$$LAUNCH$$$INCL";"";""=>[/b] $&$CUSTOM_ASET_MJ_SET_LAUNCH_INCL_BUTTON_PRESSED } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON VARIABLESET { controlledTransform = pb_Full_Lens_Obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = pb_Full_Lens_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_F03_BackLight scale = 0.5,1.1 } VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_SURF_HORZVELminus-FD5-G1.cfg PROP { name = pb_MJ_SURF_HORZVELminus-FD5-G MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonHorizontalMinus stateMethod = ButtonHorizontalMinusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_ORANGE negativeColor = COLOR_ASET_mpb_ORANGE labelText = SURF$$$H/VEL‒ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJHVELMINUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_SURF_HORZVELplus-FD5-G1.cfg PROP { name = pb_MJ_SURF_HORZVELplus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonHorizontalPlus stateMethod = ButtonHorizontalPlusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_ORANGE negativeColor = COLOR_ASET_mpb_ORANGE labelText = SURF$$$H/VEL+ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJHVELPLUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_SURF_PROGRADE-FD5-G1.cfg PROP { name = pb_MJ_SURF_PROGRADE-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonSurfacePrograde stateMethod = ButtonSurfaceProgradeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_AMBER negativeColor = COLOR_ASET_mpb_AMBER labelText = S/PRO$$$GRADE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJSURFPROGRADE_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_SURF_RETROGRADE-FD5-G1.cfg PROP { name = pb_MJ_SURF_RETROGRADE-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonSurfaceRetrograde stateMethod = ButtonSurfaceRetrogradeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_AMBER negativeColor = COLOR_ASET_mpb_AMBER labelText = S/RETRO$$$GRADE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJSURFRETROGRADE_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_SURF_UP-FD5-G1.cfg PROP { name = pb_MJ_SURF_UP-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonVerticalPlus stateMethod = ButtonVerticalPlusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_YELLOW zeroColor = COLOR_ASET_mpb_YELLOW negativeColor = COLOR_ASET_mpb_YELLOW labelText = SURF$$$▲UP▲ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJUP_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_TGTminus-FD5-G1.cfg PROP { name = pb_MJ_TGTminus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonTargetMinus stateMethod = ButtonTargetMinusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_mpb_MAGENTA labelText = TGT$$$‒ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJTGTMINUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/MECHJEB/pb_MJ_TGTplus-FD5-G1.cfg PROP { name = pb_MJ_TGTplus-FD5-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonTargetPlus stateMethod = ButtonTargetPlusState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.5 variableName = CUSTOM_ALCOR_MJ_BUTTON_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_mpb_MAGENTA labelText = TGT$$$+ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 13 variableName = CUSTOM_ALCOR_MJTGTPLUS_ON emissive = active positiveColor = COLOR_ASET_mpb_FD5_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD5_StatusLight labelText = ═ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Misk/pb_VIDEO_GAIN_MODE-FT-B2.cfg PROP { name = pb_VIDEO_GAIN_MODE-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = dummy perPodPersistenceName = ALCOR_CAM_GAIN } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]VIDEO$$$GAIN[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ASET_CAM_GAIN_OFF emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]NORMAL[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_CAM_GAIN_ON emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]HI[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Num_Input/pb_NUM_INPUT_GET_AP-F02.cfg PROP { name = pb_NUM_INPUT_GET_AP-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider masterVariableName = ORBITMAKESSENSE masterVariableRange = 0.1,1.1 switchSound = actionName = transfer TRANSFERACTION { getVariable = APOAPSIS perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = GET$$$APOAPSIS } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Num_Input/pb_NUM_INPUT_GET_ATM-F02.cfg PROP { name = pb_NUM_INPUT_GET_ATM-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = transfer TRANSFERACTION { getVariable = ORBITBODYATMOSPHERETOP perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = GET$$$ATMOS$$$HEIGHT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Num_Input/pb_NUM_INPUT_GET_INCL-F02.cfg PROP { name = pb_NUM_INPUT_GET_INCL-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider masterVariableName = ORBITMAKESSENSE masterVariableRange = 0.1,1.1 switchSound = actionName = transfer TRANSFERACTION { getVariable = MATH_ORBIT_NUM_INPUT_VSSL_INCL perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = GET$$$INCL } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Num_Input/pb_NUM_INPUT_GET_PE-F02.cfg PROP { name = pb_NUM_INPUT_GET_PE-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider masterVariableName = ORBITMAKESSENSE masterVariableRange = 0.1,1.1 switchSound = actionName = transfer TRANSFERACTION { getVariable = PERIAPSIS perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = GET$$$PERIAPSIS } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Num_Input/pb_NUM_INPUT_GET_TGT_AP-F02.cfg PROP { name = pb_NUM_INPUT_GET_TGT_AP-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider masterVariableName = TARGETISVESSELORPORT masterVariableRange = 0.1,1.1 switchSound = actionName = transfer TRANSFERACTION { getVariable = TARGETAPOAPSIS perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_mpb_MAGENTA labelText = GET$$$TARGET$$$APOAPSIS } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Num_Input/pb_NUM_INPUT_GET_TGT_INCL-F02.cfg PROP { name = pb_NUM_INPUT_GET_TGT_INCL-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider masterVariableName = TARGETISVESSELORPORT masterVariableRange = 0.1,1.1 switchSound = actionName = transfer TRANSFERACTION { getVariable = MATH_ORBIT_NUM_INPUT_TGT_INCL perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_mpb_MAGENTA labelText = GET$$$TARGET$$$INCL } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Num_Input/pb_NUM_INPUT_GET_TGT_PE-F02.cfg PROP { name = pb_NUM_INPUT_GET_TGT_PE-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider masterVariableName = TARGETISVESSELORPORT masterVariableRange = 0.1,1.1 switchSound = actionName = transfer TRANSFERACTION { getVariable = TARGETPERIAPSIS perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_mpb_MAGENTA labelText = GET$$$TARGET$$$PERIAPSIS } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Num_Input/pb_NUM_INPUT_RESET-F02.cfg PROP { name = pb_NUM_INPUT_RESET-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = transfer TRANSFERACTION { getVariable = 0 perPodPersistenceName = ORBIT_NUM_INPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_ORANGE negativeColor = COLOR_ASET_mpb_WHITE labelText = RESET } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_CHUTE_CUT-F01-B6-C2.cfg PROP { name = pb_CHUTE_CUT-F01-B6-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = CutParachutes stateMethod = DeployParachutesState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]CUT$$$CHUTE[/b] } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_CHUT_CUT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = ╔══╗$$$╚══╝ } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_CHUT_CUT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]CUT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_CHUTE_CUT-F02-C3R.cfg PROP { name = pb_CHUTE_CUT-F02-C3R MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover03_RED texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = CutParachutes stateMethod = DeployParachutesState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_ORANGE labelText = <=0:"";"";"CUT$$$CHUTE"=> $&$CUSTOM_ALCOR_CHUT_CUT_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.0 emissive = always positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_ORANGE negativeColor = COLOR_ASET_mpb_ORANGE labelText = <=0:"CUT$$$CHUTE";"";""=>$&$CUSTOM_ALCOR_CHUT_CUT_ON } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_CHUTE_DEPLOY-F02-B6-C2.cfg PROP { name = pb_CHUTE_DEPLOY-F02-B6-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = DeployParachutes stateMethod = DeployParachutesState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]DEPLOY$$$CHUTE[/b] } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = <=0:"";"";"DEPLOY"=> $&$CUSTOM_ALCOR_CHUT_DEPLOY_ON } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.0 emissive = always positiveColor = COLOR_ASET_mpb_F02_StatusLight zeroColor = COLOR_ASET_mpb_F02_StatusLight negativeColor = COLOR_ASET_mpb_F02_StatusLight labelText = <=0:"DEPLOY";"";""=>$&$CUSTOM_ALCOR_CHUT_DEPLOY_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_CHUTE_DEPLOY-FD2-C3R.cfg PROP { name = pb_CHUTE_DEPLOY-FD2-C3R MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover03_RED texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = DeployParachutes stateMethod = DeployParachutesState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = DEPLOY$$$CHUTE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_CHUT_DEPLOY_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_CLEAR_MNVR_NODE-F01-B1-G1.cfg PROP { name = pb_CLEAR_MNVR_NODE-F01-B1-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonClearNodes stateMethod = ButtonClearNodesState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MANEUVER[/b] } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_CLEARNODES_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]CLEAR$$$MNVR$$$NODE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_CLEAR_TARGET-F01-B1-G1.cfg PROP { name = pb_CLEAR_TARGET-F01-B1-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonClearTarget stateMethod = ButtonClearTargetState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TARGET[/b] } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_CLEARTARGET_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]CLEAR$$$TARGET[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_ENGINE_GIMBAL-SH01-B6-C2.cfg PROP { name = pb_ENGINE_GIMBAL-SH01-B6-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = plugin switchSound = PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ENGINE$$$GIMBAL[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_GIMBALLOCK_OFF emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]FREE[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]LOCK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GIMBALLOCK_ON VARIABLESET { coloredObject = pb_SH_BottomLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_ORANGE scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_D_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_SH_BottomLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_GIMBAL_LOCK-FD1-B2.cfg PROP { name = pb_GIMBAL_LOCK-FD1-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = plugin switchSound = PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]GIMBAL[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_GIMBALLOCK_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ┌────┐$$$└────┘ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_GIMBALLOCK_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = [b]LOCK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_INPUT_CTRL-SH02-B5.cfg PROP { name = pb_INPUT_CTRL-SH02-B5 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = plugin switchSound = PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonPrecisionMode stateMethod = ButtonPrecisionModeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter transformOffset = 0.0,-0.003 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]INPUT$$$CTRL[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]NORMAL[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_PRECISION_MODE_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_AMBER_BCKLT labelText = [b]PRECISE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_PRECISION_MODE_OFF VARIABLESET { coloredObject = pb_SH_TopLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN_BCKLT scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_SH_TopLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_PRECISE_CTRL-FD2-B2.cfg PROP { name = pb_PRECISE_CTRL-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = plugin switchSound = PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonPrecisionMode stateMethod = ButtonPrecisionModeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PRECISE$$$CTRL } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_PRECISION_MODE_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_RESET_THRUST_LIMIT-F01-B1-G1.cfg PROP { name = pb_RESET_THRUST_LIMIT-F01-B1-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetThrottleLimit getVariable = 100 } } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { getVariable = 100 perPodPersistenceName = THRUST_LIMIT_NUMINPUT } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]THRUST$$$LIMIT[/b] } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_LIMITEDTHRUST_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]RESET$$$THRUST$$$LIMIT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_THRTL_CUT-FT-G1.cfg PROP { name = pb_THRTL_CUT-FT-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonCutThrottle stateMethod = ButtonCutThrottleState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]CUT[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 8 variableName = CUSTOM_ALCOR_CUTTHROTTLE_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]▼[/b] } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = Legend_Lower localScaleStart = 0.0,0.0,0.0 localScaleEnd = 1.0,0.0,0.0 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/RPM_Actions/pb_THRTL_FULL-FT-G1.cfg PROP { name = pb_THRTL_FULL-FT-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonFullThrottle stateMethod = ButtonFullThrottleState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 8 variableName = CUSTOM_ALCOR_FULLTHROTTLE_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]▲[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]FULL[/b] } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = Legend_Upper localScaleStart = 0.0,0.0,0.0 localScaleEnd = 1.0,0.0,0.0 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_ANTINORMAL-FD2-B2.cfg PROP { name = pb_sas_ANTINORMAL-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiNormal stateMethod = ButtonSASModeAntiNormalState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ANTI$$$NORMAL } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASANTINORMAL_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_ANTITARGET-FD2-B2.cfg PROP { name = pb_sas_ANTITARGET-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiTarget stateMethod = ButtonSASModeAntiTargetState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ANTI$$$TARGET } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASANTITARGET_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_MANEUVER-FD2-B2.cfg PROP { name = pb_sas_MANEUVER-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeManeuver stateMethod = ButtonSASModeManeuverState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MNVR } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASMANEUVER_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_NORMAL-FD2-B2.cfg PROP { name = pb_sas_NORMAL-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeNormal stateMethod = ButtonSASModeNormalState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = NORMAL } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASNORMAL_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_PROGRADE-FD2-B2.cfg PROP { name = pb_sas_PROGRADE-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModePrograde stateMethod = ButtonSASModeProgradeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PRO$$$GRADE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASPROGRADE_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_RADIALIN-FD2-B2.cfg PROP { name = pb_sas_RADIALIN-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialIn stateMethod = ButtonSASModeRadialInState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RADIAL$$$IN } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASRADIALIN_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_RADIALOUT-FD2-B2.cfg PROP { name = pb_sas_RADIALOUT-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialOut stateMethod = ButtonSASModeRadialOutState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RADIAL$$$OUT } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASRADIALOUT_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_RETROGRADE-FD2-B2.cfg PROP { name = pb_sas_RETROGRADE-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRetrograde stateMethod = ButtonSASModeRetrogradeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RETRO$$$GRADE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASRETROGRADE_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_STAB-FD2-B2.cfg PROP { name = pb_sas_STAB-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeStabilityAssist stateMethod = ButtonSASModeStabilityAssistState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = STAB$$$ASSIST } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASSTAB_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/aircraft/pb_sas_TARGET-FD2-B2.cfg PROP { name = pb_sas_TARGET-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeTarget stateMethod = ButtonSASModeTargetState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = TARGET } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASTARGET_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ▓▓▓▓▓▓▓ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_ANTINORMAL-FD2-G1.cfg PROP { name = pb_sas_ANTINORMAL-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiNormal stateMethod = ButtonSASModeAntiNormalState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ANTI$$$NORMAL } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASANTINORMAL_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_ANTITARGET-FD2-G1.cfg PROP { name = pb_sas_ANTITARGET-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiTarget stateMethod = ButtonSASModeAntiTargetState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_PINK zeroColor = COLOR_ASET_mpb_PINK negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ANTI$$$TARGET } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASANTITARGET_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_MANEUVER-FD2-G1.cfg PROP { name = pb_sas_MANEUVER-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeManeuver stateMethod = ButtonSASModeManeuverState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_CLEARBLUE zeroColor = COLOR_ASET_mpb_CLEARBLUE negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MNVR } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASMANEUVER_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_NORMAL-FD2-G1.cfg PROP { name = pb_sas_NORMAL-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeNormal stateMethod = ButtonSASModeNormalState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_MAGENTA_BCKLT zeroColor = COLOR_ASET_mpb_MAGENTA negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = NORMAL } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASNORMAL_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_PROGRADE-FD2-G1.cfg PROP { name = pb_sas_PROGRADE-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModePrograde stateMethod = ButtonSASModeProgradeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_AMBER negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PRO$$$GRADE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASPROGRADE_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_RADIALIN-FD2-G1.cfg PROP { name = pb_sas_RADIALIN-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialIn stateMethod = ButtonSASModeRadialInState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RADIAL$$$IN } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASRADIALIN_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_RADIALOUT-FD2-G1.cfg PROP { name = pb_sas_RADIALOUT-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialOut stateMethod = ButtonSASModeRadialOutState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE zeroColor = COLOR_ASET_mpb_BLUE negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RADIAL$$$OUT } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASRADIALOUT_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_RETROGRADE-FD2-G1.cfg PROP { name = pb_sas_RETROGRADE-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRetrograde stateMethod = ButtonSASModeRetrogradeState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_AMBER negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RETRO$$$GRADE } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASRETROGRADE_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_STAB-FD2-G1.cfg PROP { name = pb_sas_STAB-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeStabilityAssist stateMethod = ButtonSASModeStabilityAssistState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = STAB$$$ASSIST } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASSTAB_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/SAS_Modes/spacecraft/pb_sas_TARGET-FD2-G1.cfg PROP { name = pb_sas_TARGET-FD2-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeTarget stateMethod = ButtonSASModeTargetState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_PINK zeroColor = COLOR_ASET_mpb_PINK negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = TARGET } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = CUSTOM_ALCOR_SASTARGET_ON emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Stock_Actions/pb_BRAKE_SET-F01-B2.cfg PROP { name = pb_BRAKE_SET-F01-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = brakes } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]BRAKE[/b] } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BRAKES_ON emissive = active positiveColor = COLOR_ASET_mpb_RED zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = ╔══╗$$$╚══╝ } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BRAKES_ON emissive = active positiveColor = COLOR_ASET_mpb_RED zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]SET[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Stock_Actions/pb_EXT_LIGHT-SH02-B2.cfg PROP { name = pb_EXT_LIGHT-SH02-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = lights switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]EXTERNAL$$$LIGHT[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_LIGHTS_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_ORANGE labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LIGHTS_ON VARIABLESET { coloredObject = pb_SH_TopLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN_BCKLT scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/buttonbeep alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_SH_TopLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Stock_Actions/pb_GEAR_DN_AUTO-SH01-B6-C2.cfg PROP { name = pb_GEAR_DN_AUTO-SH01-B6-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = gear switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LANDING$$$GEAR[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_GEAR_AUTODEPLOY_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]AUTO[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]▼DN▼[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARS_ON VARIABLESET { coloredObject = pb_SH_BottomLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN_BCKLT scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_SH_BottomLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Stock_Actions/pb_RCS-SH02-B6-C2.cfg PROP { name = pb_RCS-SH02-B6-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = rcs switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RCS[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_RCSBUTTON_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_ORANGE labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RCSBUTTON_ON VARIABLESET { coloredObject = pb_SH_TopLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN_BCKLT scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_E_short_x1 alarmSoundVolume = 0.5 } VARIABLESET { controlledTransform = pb_SH_TopLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Stock_Actions/pb_SAS-FT-B2.cfg PROP { name = pb_SAS-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = sas switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SAS[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_SASBUTTON_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE_BKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌───┐$$$└───┘ } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_SASBUTTON_ON emissive = active positiveColor = COLOR_ASET_mpb_BLUE_BKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_SASBUTTON_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_ORANGE labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Stock_Actions/pb_SAS_ON-FD1-B2.cfg PROP { name = pb_SAS_ON-FD1-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = sas switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SAS[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_SASBUTTON_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = ┌───┐$$$└───┘ } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_SASBUTTON_ON emissive = active positiveColor = COLOR_ASET_mpb_FD1_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD1_StatusLight labelText = [b]ON[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Stock_Actions/pb_STAGING-SH03-B1-G1.cfg PROP { name = pb_STAGING-SH03-B1-G1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Guard01 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = plugin switchSound = PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonStageLock stateMethod = ButtonStageLockState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]STAGING[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 4.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]UNLOCK[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]LOCK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_STAGELOCKED_OFF VARIABLESET { coloredObject = pb_SH_TopLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_GREEN_BCKLT scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_SH_TopLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_STAGELOCKED_ON VARIABLESET { coloredObject = pb_SH_BottomLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_ORANGE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_SH_BottomLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/WARNING_OVERRIDES/pb_AVAS_ON-OFF-FT-B5.cfg PROP { name = pb_AVAS_ON-OFF-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = dummy initialState = false perPodPersistenceName = AVAS_ON perPodPersistenceIsGlobal = true switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]AVAS[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_AVAS_INDICATOR_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_AVAS_INDICATOR_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/WARNING_OVERRIDES/pb_GPWS_ON-OFF-SH01-B6-C2.cfg PROP { name = pb_GPWS_ON-OFF-SH01-B6-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = dummy initialState = false perPodPersistenceName = GPWS_ON perPodPersistenceIsGlobal = true switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSIActionGroupSwitch animationName = pb_Cover_Anim switchTransform = pb_Cover_Collider actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Cover02 } MODULE { name = JSILabel transformName = PanelTextTop_cover alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]GPWS[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_GPWS_INDICATOR_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 zeroColor = COLOR_ASET_mpb_BLACK labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GPWS_INDICATOR_OFF VARIABLESET { coloredObject = pb_SH_BottomLens_obj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_mpb_ORANGE scale = 0.5,1.1 } VARIABLESET { controlledTransform = pb_SH_BottomLens_obj textureLayers = _Emissive textureShiftStart = 0,0 textureShiftEnd = 0,-0.5 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/WARNING_OVERRIDES/pb_WARN_HIGH_G_ON-OFF-FT-B2.cfg PROP { name = pb_WARN_HIGH_G_ON-OFF-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = dummy initialState = false perPodPersistenceName = ASET_WARN_HIGH_G_ON perPodPersistenceIsGlobal = true switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]HIGH G[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_WARN_HIGH_G_INDICATOR_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_WARN_HIGH_G_INDICATOR_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/WARNING_OVERRIDES/pb_WARN_SLOPE_ON-OFF-FT-B2.cfg PROP { name = pb_WARN_SLOPE_ON-OFF-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = dummy initialState = false perPodPersistenceName = ASET_WARN_SLOPE_ON perPodPersistenceIsGlobal = true switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SLOPE[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_WARN_SLOPE_INDICATOR_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_WARN_SLOPE_INDICATOR_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/WARNING_OVERRIDES/pb_WARN_TUMBLE_ON-OFF-FT-B2.cfg PROP { name = pb_WARN_TUMBLE_ON-OFF-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider actionName = dummy initialState = false perPodPersistenceName = ASET_WARN_TUMBLE_ON perPodPersistenceIsGlobal = true switchSound = } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy switchSound = ASET/ASET_Props/Sounds/pb_Push01 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = PanelTextTop_bklt alignment = Center anchor = LowerCenter fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TUMBLE[/b] } MODULE { name = JSILabel transformName = Legend_Upper alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_WARN_TUMBLE_INDICATOR_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]ON[/b] } MODULE { name = JSILabel transformName = Legend_Lower alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_WARN_TUMBLE_INDICATOR_OFF emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_BLACK negativeColor = COLOR_ASET_mpb_BLACK labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Warp/pb_Warp_Dec.cfg PROP { name = pb_Warp_Dec MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonDecreaseWarpLevel stateMethod = ButtonDecreaseWarpLevelState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 10.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = << } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Warp/pb_Warp_Inc.cfg PROP { name = pb_Warp_Inc MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonIncreaseWarpLevel stateMethod = ButtonIncreaseWarpLevelState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 10.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = >> } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Warp/pb_Warp_Kill.cfg PROP { name = pb_Warp_Kill MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonCancelWarp stateMethod = ButtonCancelWarpState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 10.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = X } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/Warp/pb_Warp_Next.cfg PROP { name = pb_Warp_Next MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch switchTransform = pb_Collider switchSound = actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonWarpToNextEvent stateMethod = ButtonWarpToNextEventState } } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 10.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = >O< } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/zzz_Fakes/pb_FAKE01-F02.cfg PROP { name = pb_FAKE01-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = OPEN$$$VALVE } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/zzz_Fakes/pb_FAKE02-F02.cfg PROP { name = pb_FAKE02-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = MAIN$$$VENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/zzz_Fakes/pb_FAKE03-F02.cfg PROP { name = pb_FAKE03-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_ORANGE negativeColor = COLOR_ASET_mpb_WHITE labelText = RESTART } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/zzz_Fakes/pb_FAKE04-F02.cfg PROP { name = pb_FAKE04-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = SECOND$$$VENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/zzz_Fakes/pb_FAKE05-F02.cfg PROP { name = pb_FAKE05-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_ORANGE negativeColor = COLOR_ASET_mpb_WHITE labelText = LOCK$$$AUTO } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/zzz_Fakes/pb_FAKE06-F02.cfg PROP { name = pb_FAKE06-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = POWER$$$(S1) } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/zzz_Fakes/pb_FAKE07-F02.cfg PROP { name = pb_FAKE07-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = POWER$$$(S2) } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Push_Button_Modular/zzz_Fakes/pb_FAKE08-F02.cfg PROP { name = pb_FAKE08-F02 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = JSIActionGroupSwitch animationName = pb_PushAnim switchTransform = pb_Collider customSpeed = 1.5 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 } MODULE { name = JSILabel transformName = Legend_Center alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_WHITE zeroColor = COLOR_ASET_mpb_WHITE negativeColor = COLOR_ASET_mpb_WHITE labelText = MODE$$$SEL } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RCS_Stick_ADV/RCS_Stick_ADV.cfg PROP { name = RCS_Stick_ADV MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { scale = -1,1 variableName = STICKRCSY controlledTransform = Stick_TransformZ localRotationStart = 15,0,0 localRotationEnd = -15,0,0 } VARIABLESET { scale = -1,1 variableName = STICKRCSX controlledTransform = Stick_TransformX localRotationStart = 0,0,15 localRotationEnd = 0,0,-15 } VARIABLESET { scale = -1,1 variableName = STICKRCSZ controlledTransform = ForwardStickLocator localRotationStart = -10,0,0 localRotationEnd = 10,0,0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { animationName = RCSStickHandleEmissiveAnim scale = 0.5,1.1 } VARIABLESET { animationName = RCSStickHandle2EmissiveAnim scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RCS_translation-Stick/RCS_translation-Stick.cfg PROP { name = RCS_translation_Stick MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { scale = -1,1 variableName = STICKRCSY controlledTransform = Stick_TransformZ localRotationStart = -15,0,0 localRotationEnd = 15,0,0 } VARIABLESET { scale = -1,1 variableName = STICKRCSX controlledTransform = Stick_TransformX localRotationStart = 0,0,15 localRotationEnd = 0,0,-15 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG01.cfg PROP { name = RB_AG1 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom01 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG1_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG01 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]1[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG02.cfg PROP { name = RB_AG2 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom02 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG2_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG02 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]2[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG03.cfg PROP { name = RB_AG3 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom03 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG3_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG03 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]3[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG04.cfg PROP { name = RB_AG4 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom04 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG4_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG04 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]4[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG05.cfg PROP { name = RB_AG5 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom05 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG5_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG05 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]5[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG06.cfg PROP { name = RB_AG6 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom06 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG6_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG06 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]6[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG07.cfg PROP { name = RB_AG7 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom07 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG7_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG07 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]7[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG08.cfg PROP { name = RB_AG8 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom08 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG8_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG08 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]8[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG09.cfg PROP { name = RB_AG9 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom09 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG9_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG09 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]9[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_AG10.cfg PROP { name = RB_AG10 MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = custom10 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_AG0_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_AG0 scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = [b]0[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_ClearNode.cfg PROP { name = RB_ClearNode MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonClearNodes stateMethod = ButtonClearNodesState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_CLEARNODES_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_CLEARNODE scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]CLEAR$$$NODE[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_ClearTarget.cfg PROP { name = RB_ClearTarget MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonClearTarget stateMethod = ButtonClearTargetState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_CLEARTARGET_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_CLEARTARGET scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.4 emissive = never zeroColor = 0,0,0,255 labelText = [b]CLEAR$$$TARGET[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_PROGRADE operator = ADD sourceVariable = CUSTOM_ALCOR_SASPROGRADE_ON sourceVariable = CUSTOM_ALCOR_SASPROGRADE_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_RETROGRADE operator = ADD sourceVariable = CUSTOM_ALCOR_SASRETROGRADE_ON sourceVariable = CUSTOM_ALCOR_SASRETROGRADE_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_RADIALIN operator = ADD sourceVariable = CUSTOM_ALCOR_SASRADIALIN_ON sourceVariable = CUSTOM_ALCOR_SASRADIALIN_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_RADIALOUT operator = ADD sourceVariable = CUSTOM_ALCOR_SASRADIALOUT_ON sourceVariable = CUSTOM_ALCOR_SASRADIALOUT_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_NORMAL operator = ADD sourceVariable = CUSTOM_ALCOR_SASNORMAL_ON sourceVariable = CUSTOM_ALCOR_SASNORMAL_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_ANTINORMAL operator = ADD sourceVariable = CUSTOM_ALCOR_SASANTINORMAL_ON sourceVariable = CUSTOM_ALCOR_SASANTINORMAL_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_TARGET operator = ADD sourceVariable = CUSTOM_ALCOR_SASTARGET_ON sourceVariable = CUSTOM_ALCOR_SASTARGET_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_ANTITARGET operator = ADD sourceVariable = CUSTOM_ALCOR_SASANTITARGET_ON sourceVariable = CUSTOM_ALCOR_SASANTITARGET_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_MANEUVER operator = ADD sourceVariable = CUSTOM_ALCOR_SASMANEUVER_ON sourceVariable = CUSTOM_ALCOR_SASMANEUVER_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_SAS_STAB operator = ADD sourceVariable = CUSTOM_ALCOR_SASSTAB_ON sourceVariable = CUSTOM_ALCOR_SASSTAB_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_STAGELOCK operator = ADD sourceVariable = CUSTOM_ALCOR_STAGELOCKED_ON sourceVariable = CUSTOM_ALCOR_STAGELOCKED_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_ENABENGINES operator = ADD sourceVariable = CUSTOM_ALCOR_ENGINES_ON sourceVariable = CUSTOM_ALCOR_ENGINES_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_CLEARNODE operator = ADD sourceVariable = CUSTOM_ALCOR_CLEARNODES_ON sourceVariable = CUSTOM_ALCOR_CLEARNODES_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_CLEARTARGET operator = ADD sourceVariable = CUSTOM_ALCOR_CLEARTARGET_ON sourceVariable = CUSTOM_ALCOR_CLEARTARGET_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_GIMBALLOCK operator = ADD sourceVariable = CUSTOM_ALCOR_GIMBALLOCK_ON sourceVariable = CUSTOM_ALCOR_GIMBALLOCK_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_CUTTHROTTLE operator = ADD sourceVariable = CUSTOM_ALCOR_CUTTHROTTLE_ON sourceVariable = CUSTOM_ALCOR_CUTTHROTTLE_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_FULLTHROTTLE operator = ADD sourceVariable = CUSTOM_ALCOR_FULLTHROTTLE_ON sourceVariable = CUSTOM_ALCOR_FULLTHROTTLE_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_FUELCELL operator = ADD sourceVariable = CUSTOM_ALCOR_FUELCELL_ON sourceVariable = CUSTOM_ALCOR_FUELCELL_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG01 operator = ADD sourceVariable = CUSTOM_ALCOR_AG1_ON sourceVariable = CUSTOM_ALCOR_AG1_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG02 operator = ADD sourceVariable = CUSTOM_ALCOR_AG2_ON sourceVariable = CUSTOM_ALCOR_AG2_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG03 operator = ADD sourceVariable = CUSTOM_ALCOR_AG3_ON sourceVariable = CUSTOM_ALCOR_AG3_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG04 operator = ADD sourceVariable = CUSTOM_ALCOR_AG4_ON sourceVariable = CUSTOM_ALCOR_AG4_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG05 operator = ADD sourceVariable = CUSTOM_ALCOR_AG5_ON sourceVariable = CUSTOM_ALCOR_AG5_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG06 operator = ADD sourceVariable = CUSTOM_ALCOR_AG6_ON sourceVariable = CUSTOM_ALCOR_AG6_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG07 operator = ADD sourceVariable = CUSTOM_ALCOR_AG7_ON sourceVariable = CUSTOM_ALCOR_AG7_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG08 operator = ADD sourceVariable = CUSTOM_ALCOR_AG8_ON sourceVariable = CUSTOM_ALCOR_AG8_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG09 operator = ADD sourceVariable = CUSTOM_ALCOR_AG9_ON sourceVariable = CUSTOM_ALCOR_AG9_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CUSTOMs.cfg RPM_MATH_VARIABLE { name = RB_ANIM_AG0 operator = ADD sourceVariable = CUSTOM_ALCOR_AG0_ON sourceVariable = CUSTOM_ALCOR_AG0_ON sourceVariable = CUSTOM_ALCOR_BACKLIGHT_ON } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_CutThrottle.cfg PROP { name = RB_CutThrottle MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonCutThrottle stateMethod = ButtonCutThrottleState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_CUTTHROTTLE_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_CUTTHROTTLE scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]CUT$$$THROT[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_FuelCell.cfg PROP { name = RB_FuelCell MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableElectricGenerator stateMethod = ButtonEnableElectricGeneratorState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_FUELCELL_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_FUELCELL scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]FUEL$$$CELL[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_FullThrottle.cfg PROP { name = RB_FullThrottle MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonFullThrottle stateMethod = ButtonFullThrottleState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_FULLTHROTTLE_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_FULLTHROTTLE scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]FULL$$$THROT[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_GimbalLock.cfg PROP { name = RB_GimbalLock MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_GIMBALLOCK_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_GIMBALLOCK scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]LOCK$$$GIMBAL$$$▬▬▬[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_AntiNormal.cfg PROP { name = RB_SAS_AntiNormal MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiNormal stateMethod = ButtonSASModeAntiNormalState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASANTINORMAL_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_ANTINORMAL scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.3 emissive = never zeroColor = 0,0,0,255 labelText = [b]ANTI$$$NORMAL[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_AntiTarget.cfg PROP { name = RB_SAS_AntiTarget MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiTarget stateMethod = ButtonSASModeAntiTargetState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASANTITARGET_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_ANTITARGET scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.8 emissive = never zeroColor = 0,0,0,255 labelText = [b]TGT$$$-[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_Maneuver.cfg PROP { name = RB_SAS_Maneuver MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeManeuver stateMethod = ButtonSASModeManeuverState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASMANEUVER_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_MANEUVER scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]MNVR[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_Normal.cfg PROP { name = RB_SAS_Normal MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeNormal stateMethod = ButtonSASModeNormalState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASNORMAL_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_NORMAL scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.3 emissive = never zeroColor = 0,0,0,255 labelText = [b]NORMAL[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_Prograde.cfg PROP { name = RB_SAS_Prograde MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModePrograde stateMethod = ButtonSASModeProgradeState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASPROGRADE_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_PROGRADE scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]PRO$$$GRADE[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_Radial_IN.cfg PROP { name = RB_SAS_Radial_IN MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialIn stateMethod = ButtonSASModeRadialInState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASRADIALIN_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_RADIALIN scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]RADIAL$$$IN[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_Radial_OUT.cfg PROP { name = RB_SAS_Radial_OUT MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialOut stateMethod = ButtonSASModeRadialOutState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASRADIALOUT_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_RADIALOUT scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]RADIAL$$$OUT[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_Retrograde.cfg PROP { name = RB_SAS_Retrograde MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRetrograde stateMethod = ButtonSASModeRetrogradeState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASRETROGRADE_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_RETROGRADE scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]RETRO$$$GRADE[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_Stab.cfg PROP { name = RB_SAS_Stab MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeStabilityAssist stateMethod = ButtonSASModeStabilityAssistState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASSTAB_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_STAB scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]╔═══╗$$$STAB$$$╚═══╝[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_SAS_Target.cfg PROP { name = RB_SAS_Target MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeTarget stateMethod = ButtonSASModeTargetState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_SASTARGET_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_SAS_TARGET scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.8 emissive = never zeroColor = 0,0,0,255 labelText = [b]TGT$$$+[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_StageLock.cfg PROP { name = RB_StageLock MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonStageLock stateMethod = ButtonStageLockState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_STAGELOCKED_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_STAGELOCK scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]STAGE$$$■■■■■■$$$LOCK[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RetroButton/RB_TgglEngine.cfg PROP { name = RB_TgglEngine MODULE { name = JSIActionGroupSwitch switchTransform = ButtonTopObj switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableEngines stateMethod = ButtonEnableEnginesState } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_ENGINES_ON controlledTransform = ButtonGrp localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.0025,0 maxRateChange = 8.0 } VARIABLESET { animationName = RetroButtonLightAnim variableName = MATH_RB_ANIM_ENABENGINES scale = 0,2 } } MODULE { name = JSILabel transformName = ButtonNameTextObj alignment = Center anchor = MiddleRight transformOffset = 0.00787,-0.00473 fontName = Arial fontSize = 2.6 emissive = never zeroColor = 0,0,0,255 labelText = [b]ENGINE$$$ENABL[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RotationCtrl/RotationCtrl.cfg PROP { name = ALCORRotationCtrl MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -1,1 variableName = STICKPITCH controlledTransform = PitchObj localRotationStart = 15,0,0 localRotationEnd = -15,0,0 } VARIABLESET { scale = -1,1 variableName = STICKYAW controlledTransform = RollObj localRotationStart = 0,0,15 localRotationEnd = 0,0,-15 } VARIABLESET { scale = -1,1 variableName = STICKROLL controlledTransform = YawObj localRotationStart = 0,-10,0 localRotationEnd = 0,10,0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = StickLightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ThrottleBoxLight passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = pCube1 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/RotationCtrl_V2/RotationCtrl_V2.cfg PROP { name = ASET_RotationCtrl_V2 MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -1,1 variableName = STICKPITCH controlledTransform = PitchObj localRotationStart = 15,0,0 localRotationEnd = -15,0,0 } VARIABLESET { scale = -1,1 variableName = STICKYAW controlledTransform = RollObj localRotationStart = 0,0,15 localRotationEnd = 0,0,-15 } VARIABLESET { scale = -1,1 variableName = STICKROLL controlledTransform = YawObj localRotationStart = 0,-10,0 localRotationEnd = 0,10,0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = StickLightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_CHUT_ARM.cfg PROP { name = swPush_CHUT_ARM MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = ArmParachutes stateMethod = ArmParachutesState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_CHUT_ARM_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.00 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_CHUT_CUT.cfg PROP { name = swPush_CHUT_CUT MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = CutParachutes stateMethod = DeployParachutesState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_CHUT_CUT_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_CHUT_DEPLOY.cfg PROP { name = swPush_CHUT_DEPLOY MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = DeployParachutes stateMethod = DeployParachutesState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_CHUT_DEPLOY_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_GIMBAL_LOCK.cfg PROP { name = swPush_GIMBAL_LOCK MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { variableName = CUSTOM_ALCOR_GIMBALLOCK_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.00 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_AntiNormal.cfg PROP { name = swPush_SAS_AntiNormal MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiNormal stateMethod = ButtonSASModeAntiNormalState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASANTINORMAL_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_AntiTarget.cfg PROP { name = swPush_SAS_AntiTarget MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiTarget stateMethod = ButtonSASModeAntiTargetState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASANTITARGET_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_Maneuver.cfg PROP { name = swPush_SAS_Maneuver MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeManeuver stateMethod = ButtonSASModeManeuverState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASMANEUVER_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_Normal.cfg PROP { name = swPush_SAS_Normal MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeNormal stateMethod = ButtonSASModeNormalState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASNORMAL_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.00 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_Prograde.cfg PROP { name = swPush_SAS_Prograde MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModePrograde stateMethod = ButtonSASModeProgradeState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASPROGRADE_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_RadialIn.cfg PROP { name = swPush_SAS_RadialIn MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialIn stateMethod = ButtonSASModeRadialInState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASRADIALIN_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.00 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_RadialOut.cfg PROP { name = swPush_SAS_RadialOut MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialOut stateMethod = ButtonSASModeRadialOutState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASRADIALOUT_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.00 y = 0.00 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_Retrograde.cfg PROP { name = swPush_SAS_Retrograde MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRetrograde stateMethod = ButtonSASModeRetrogradeState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASRETROGRADE_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_Stab.cfg PROP { name = swPush_SAS_Stab MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeStabilityAssist stateMethod = ButtonSASModeStabilityAssistState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASSTAB_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_SAS_Target.cfg PROP { name = swPush_SAS_Target MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeTarget stateMethod = ButtonSASModeTargetState } } MODULE { name = JSIVariableAnimator variableName = CUSTOM_ALCOR_SASTARGET_ON scale = 0,1 threshold = 0.5,1.1 refreshRate = 5 coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_THRTL_CUT.cfg PROP { name = swPush_THRTL_CUT MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonCutThrottle stateMethod = ButtonCutThrottleState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_CUTTHROTTLE_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SAS_Switch/swPush_THRTL_FULL.cfg PROP { name = swPush_THRTL_FULL MODULE { name = JSIActionGroupSwitch animationName = SwitchLightAnim switchTransform = SwitchPUSHcollider switchSound = ASET/ASET_Props/Sounds/buttonbeep actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonFullThrottle stateMethod = ButtonFullThrottleState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FULLTHROTTLE_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/StageSwitch/StageSwitch.cfg PROP { name = StageSwitch MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = StageNumPlate localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = StageNumPlateOFF localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = StageNumPlateOFF passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = StageNumPlateOFF passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = StageNumObj alignment = Left anchor = UpperLeft transformOffset = 0.002,0.004 fontName = digital-7 (mono italic) fontSize = 16 variableName = STAGEREADY emissive = always positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_ZEROCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:00=>$&$STAGE } MODULE { name = JSIActionGroupSwitch animationName = FireStageAnim switchTransform = StageCollider actionName = stage switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSICallbackAnimator variableName = STAGEREADY VARIABLESET { coloredObject = StageNumPlate passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = StageNumPlate passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitcherCover/SwitcherCover_Black _Clear.cfg PROP { name = SwitcherCover_Black_Clear MODULE { name = JSIActionGroupSwitch animationName = CoverOpenAnim switchTransform = CoverObj actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSIVariableLabel transformName = TextBottomObj fontSize = 0.0015 refreshRate = 150 labelText = [#<=0:333333;FF0000;FFFFFF=>]SWITCHER STATE$&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIVariableLabel transformName = TextBottom2Obj fontSize = 0.0025 refreshRate = 150 labelText = [#<=0:333333;FF0000;fff600=>]SWITCH NAME$&$ CUSTOM_ALCOR_POWEROFF } MODULE { name = JSIPropTextureShift transformToShift = CoverObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitcherCover/SwitcherCover_Black.cfg PROP { name = SwitcherCover_Black MODULE { name = JSIActionGroupSwitch animationName = CoverOpenAnim switchTransform = CoverObj actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSIVariableLabel transformName = CoverTextObj fontSize = 0.002 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 119,119,119,255 labelText = S$$$W$$$ I$$$T$$$C$$$H } MODULE { name = JSIVariableLabel transformName = TextBottomObj fontSize = 0.0015 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = SWITCHER STATE } MODULE { name = JSIVariableLabel transformName = TextBottom2Obj fontSize = 0.0025 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,246,0,255 labelText = SWITCH NAME } MODULE { name = JSIPropTextureShift transformToShift = CoverObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitcherCover/SwitcherCover_EPG.cfg PROP { name = SwitcherCover_EPG MODULE { name = JSIActionGroupSwitch animationName = CoverOpenAnim switchTransform = CoverObj actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSILabel transformName = CoverTextObj alignment = Center anchor = UpperCenter lineSpacing = 1.16 transformOffset = 0.0015,-0.0003 fontName = InconsolataGo-Bold fontSize = 1.5 emissive = always zeroColor = 200,180,50,255 labelText = ▌E▐$$$▌P▐$$$▌G▐$$$ $$$▼ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0106,0.001 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]EMERGENCY$$$POWER GEN[/b] } MODULE { name = JSIPropTextureShift transformToShift = CoverObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitcherCover/SwitcherCover_Red.cfg PROP { name = SwitcherCover_Red MODULE { name = JSIActionGroupSwitch animationName = CoverOpenAnim switchTransform = CoverObj actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSIVariableLabel transformName = CoverTextObj fontSize = 0.002 refreshRate = 150 labelText = [#000000] N$$$ A$$$ M$$$ E$$$ } MODULE { name = JSIVariableLabel transformName = TextBottomObj fontSize = 0.0015 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = SWITCHER STATE } MODULE { name = JSIVariableLabel transformName = TextBottom2Obj fontSize = 0.0025 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = SWITCH NAME } MODULE { name = JSIPropTextureShift transformToShift = TabloPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_Brakes.cfg PROP { name = swPUSH_Brakes MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = brakes switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BRAKES_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C01.cfg PROP { name = switchPUSH_C01 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom01 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG1_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C02.cfg PROP { name = switchPUSH_C02 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom02 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG2_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C03.cfg PROP { name = switchPUSH_C03 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom03 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG3_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C04.cfg PROP { name = switchPUSH_C04 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom04 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG4_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C05.cfg PROP { name = switchPUSH_C05 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom05 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG5_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C06.cfg PROP { name = switchPUSH_C06 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom06 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG6_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C07.cfg PROP { name = switchPUSH_C07 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom07 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG7_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C08.cfg PROP { name = switchPUSH_C08 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom08 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG8_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C09.cfg PROP { name = switchPUSH_C09 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom09 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG9_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_C10.cfg PROP { name = switchPUSH_C10 MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = custom10 switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG0_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_Gear.cfg PROP { name = swPUSH_Gear MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = gear switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARS_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_Lights.cfg PROP { name = swPUSH_Lights MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = lights switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LIGHTS_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_RCS.cfg PROP { name = swPUSH_RCS MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = rcs switchSound = ASET/ASET_Props/Sounds/buttonbeep coloredObject = SwitchNamePlate disabledColor = 0,0,0,255 enabledColor = 54,9,235,255 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RCSBUTTON_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchPUSH/swPUSH_SAS.cfg PROP { name = swPUSH_SAS MODULE { name = JSIActionGroupSwitch animationName = SwitchPUSHanim switchTransform = SwitchPUSHcollider actionName = sas switchSound = ASET/ASET_Props/Sounds/buttonbeep } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASBUTTON_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotary.cfg PROP { name = switchRotaryDummy_Control MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary actionName = dummy switchSound = ASET/ALCOR_LanderCapsule/Sounds/buttonbeep perPodPersistenceName = SWITCH_ROTARY_001 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SWITCH_ROTARY_001 scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ---CONTROL--- } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]AUTO[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MANUAL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotaryClear.cfg PROP { name = switchRotaryClear MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary actionName = dummy perPodPersistenceName = SWITCH_ROTARY_CLEAR switchSound = ASET/ASET_Props/Sounds/click-027 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SWITCH_ROTARY_CLEAR scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotaryClear02.cfg PROP { name = switchRotaryClear02 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary actionName = dummy perPodPersistenceName = SWITCH_ROTARY_CLEAR_02 switchSound = ASET/ASET_Props/Sounds/click-027 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SWITCH_ROTARY_CLEAR_02 scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotaryClear03.cfg PROP { name = switchRotaryClear03 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary actionName = dummy perPodPersistenceName = SWITCH_ROTARY_CLEAR_03 switchSound = ASET/ASET_Props/Sounds/click-027 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SWITCH_ROTARY_CLEAR_03 scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotaryClear04.cfg PROP { name = switchRotaryClear04 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary actionName = dummy perPodPersistenceName = SWITCH_ROTARY_CLEAR_04 switchSound = ASET/ASET_Props/Sounds/click-027 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SWITCH_ROTARY_CLEAR_04 scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotaryClear05.cfg PROP { name = switchRotaryClear05 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary actionName = dummy perPodPersistenceName = SWITCH_ROTARY_CLEAR_05 switchSound = ASET/ASET_Props/Sounds/click-027 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SWITCH_ROTARY_CLEAR_05 scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/switchRotary_Backlight.cfg PROP { name = switchRotary_Backlight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/click-027 actionName = dummy perPodPersistenceName = BackLight } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-145,0 localRotationEnd = 0,145,0 variableName = PERSISTENT_BackLight scale = 0,1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = INSTRUMENTS$$$LIGHT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/switchRotary_FlightDeckLight.cfg PROP { name = switchRotary_FlightDeckLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/click-027 perPodPersistenceName = FlightDeckLight actionName = intlight internalLightName = CockpitLight } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-145,0 localRotationEnd = 0,145,0 variableName = PERSISTENT_FlightDeckLight scale = 0,1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = FLIGHT DECK$$$LIGHT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/switchRotary_FloodLight.cfg PROP { name = switchRotary_FloodLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/click-027 perPodPersistenceName = FloodLight actionName = intlight internalLightName = FloodLight } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-145,0 localRotationEnd = 0,145,0 variableName = PERSISTENT_FloodLight scale = 0,1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = CABIN FLOOD$$$LIGHT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotary_Gimbal_Lock.cfg PROP { name = SwitchRotary_Gimbal_Lock MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/click-027 perPodPersistenceName = SWITCH_ROTARY_001 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,45,0 localRotationEnd = 0,-45,0 variableName = PLUGIN_JSIInternalRPMButtons:GimbalLockState scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GIMBAL } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight transformOffset = 0.0046,-0.003 fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌────┐$$$└────┘ } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]LOCK[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UNLOCK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotary_MFDtoDrive.cfg PROP { name = switchRotary_DriveMonitorScreen01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary perPodPersistenceName = SwitchMFDtoDriveScreen actionName = dummy switchSound = ASET/ASET_Props/Sounds/tumbleClick01 needsElectricCharge = true } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PERSISTENT_SwitchMFDtoDriveScreen scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = DISPLAY MODE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]MFD [/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]DRIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotary_Precision_Ctrl.cfg PROP { name = SwitchRotary_Precision_Ctrl MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/click-027 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonPrecisionMode stateMethod = ButtonPrecisionModeState } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-45,0 localRotationEnd = 0,45,0 variableName = PLUGIN_JSIInternalRPMButtons:ButtonPrecisionModeState scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PREC CTRL } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]ON[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotary_ResLock.cfg PROP { name = switchRotary_ResLock MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/click-027 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonActivateReserves stateMethod = ButtonActivateReservesState } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,45,0 localRotationEnd = 0,-45,0 variableName = PLUGIN_JSIInternalRPMButtons:ButtonActivateReservesState scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RESERVES } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight transformOffset = 0.0046,-0.003 fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌────┐$$$└────┘ } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]LOCK[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UNLOCK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/SwitchRotary_StageLock.cfg PROP { name = switchRotary_StageLock MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/click-027 reverse = true actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonStageLock stateMethod = ButtonStageLockState } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,45,0 localRotationEnd = 0,-45,0 variableName = PLUGIN_JSIInternalRPMButtons:ButtonStageLockState scale = 0,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = STAGE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight transformOffset = 0.0046,-0.003 fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌────┐$$$└────┘ } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]LOCK[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UNLOCK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/2_pos/switchRotary_StockLanderCan_CockpitIntLight.cfg PROP { name = switchRotary_StockLanderCan_CockpitIntLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/click-027 actionName = intlight perPodPersistenceName = LanderCan_CockpitLight internalLightName = light_center } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-145,0 localRotationEnd = 0,145,0 variableName = PERSISTENT_LanderCan_CockpitLight scale = 0,1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = CABIN$$$LIGHTS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/3_pos/FDAI_ErrorScaleSelector-01.cfg PROP { name = FDAI_ErrorScaleSelector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = JSINumericInput perPodPersistenceName = FDAI_ErrorScale-01 defaultValue = 1 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-55,0 localRotationEnd = 0,55,0 variableName = PERSISTENT_FDAI_ErrorScale-01 scale = 0,2 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = FDAI ERR. SCALE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 12[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 60[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 120[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/3_pos/FDAI_RateScaleSelector-01.cfg PROP { name = FDAI_RateScaleSelector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = JSINumericInput perPodPersistenceName = FDAI_RateScale-01 defaultValue = 1 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-55,0 localRotationEnd = 0,55,0 variableName = PERSISTENT_FDAI_RateScale-01 scale = 0,2 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RATE SCALE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 10[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 50[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 100[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/3_pos/SwitchRotary_SAS_SpeedMode_Selector.cfg PROP { name = SwitchRotary_SAS_SpeedMode_Selector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_SingleCollider } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = JSIActionGroupSwitch switchTransform = Switch_Rotary switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSpeedMode stateMethod = ButtonSpeedModeState } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-55,0 localRotationEnd = 0,55,0 variableName = SPEEDDISPLAYMODE scale = 1,-1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SAS SPEED MODE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ORBIT[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SURFACE[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TARGET[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/3_pos/X-Pointer_ScaleSelector-01.cfg PROP { name = X-Pointer_ScaleSelector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = JSINumericInput perPodPersistenceName = X-Pointer_Scale-01 defaultValue = 1 stepSize = 1 minValue = 1 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-55,0 localRotationEnd = 0,55,0 variableName = PERSISTENT_X-Pointer_Scale-01 scale = 1,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = X-POINTER SCALE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]1/10[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]x1[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]x10[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/3_pos/X-Pointer_ScaleSelector-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = X-POINTER_RESCALE-01 defaultValue = 1 VARIABLE_DEFINITION { name = PERSISTENT_X-Pointer_Scale-01 range = 0.1,1.1 value = 10 } VARIABLE_DEFINITION { name = PERSISTENT_X-Pointer_Scale-01 range = 1.1,2.1 value = 1 } VARIABLE_DEFINITION { name = PERSISTENT_X-Pointer_Scale-01 range = 2.1,3.1 value = 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/3_pos/X-Pointer_ScaleSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_SCALE_X1-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-Pointer_Scale-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 0.1, 3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/3_pos/X-Pointer_ScaleSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_SCALE_X2-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-Pointer_Scale-01 range = 1.1, 2.1 } SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 0.1, 3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/3_pos/X-Pointer_ScaleSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_SCALE_X3-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-Pointer_Scale-01 range = 2.1, 3.1 } SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 0.1, 3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/AnalogSpeedIndicatorModeSelector.cfg PROP { name = AnalogSpeedIndicatorModeSelector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = AnalogSpeedIndicatorMode defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-65,0 localRotationEnd = 0,65,0 variableName = PERSISTENT_AnalogSpeedIndicatorMode scale = 0,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SPEED INDICATOR } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight transformOffset = 0.0038,-0.003 fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌────┐$$$└────┘ } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]AUTO[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SRF [/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] ORB[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] REL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/IMP_ModeSelector.cfg PROP { name = ASET_IMP_ModeSelector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ASET_IMP_MODESELECTOR defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-65,0 localRotationEnd = 0,65,0 variableName = PERSISTENT_ASET_IMP_MODESELECTOR scale = 0,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = IMP MODE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]VSSL [/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TGT[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LNDG[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/IMP_ModeSelector_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_IMP_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_IMP_MODESELECTOR range = 0.1, 3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/IMP_ModeSelector_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_IMP_MODE_VSSL operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_IMP_MODESELECTOR range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.5, 1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/IMP_ModeSelector_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_IMP_MODE_TGT operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_IMP_MODESELECTOR range = 1.1, 2.1 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETDISTANCE range = 0.01, 5000000 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.5, 1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/IMP_ModeSelector_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_IMP_MODE_LNDG operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_IMP_MODESELECTOR range = 2.1, 3.1 } SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonEnableLandingPredictionState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/IMP_ModeSelector_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_IMP_MODE_OK operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_IMP_MODE_VSSL range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_IMP_MODE_TGT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_IMP_MODE_LNDG range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/IMP_ModeSelector_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_IMP_ERR operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_IMP_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_IMP_MODE_OK range = -0.5,0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/IMP_ModeSelector_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ASET_IMP_BACKLIGHT operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_IMP_MODESELECTOR range = 0.1, 3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_BACKLIGHT_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/MultiSw_4_ALCORALTWARN.cfg PROP { name = MultiSw_4_ALCORALTWARN MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ALCOR_ALT_WARN_INPUT defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 300 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 100 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -100 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-65,0 localRotationEnd = 0,65,0 variableName = PERSISTENT_ALCOR_ALT_WARN_INPUT scale = 0,300 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ALT WARNING } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight transformOffset = 0.0038,-0.003 fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌───┐$$$└───┘ } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]OFF[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]100 [/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] 200[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] 300[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/MultiSw_4_ALCORALTWARN_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ALTITUDEALARM_ON operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.5,1.5 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -10000, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 1, PERSISTENT_ALCOR_ALT_WARN_INPUT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01.cfg PROP { name = X-PointerModeSelector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = X-PointerMode-01 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-65,0 localRotationEnd = 0,65,0 variableName = PERSISTENT_X-PointerMode-01 scale = 0,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = X-PTR MODE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LNDG [/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]DOCK/DIST[/b] } MODULE { name = JSILabel transformName = RightTextObj transformOffset = -0.005,0 alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]DOCK/VEL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_LDGMODE-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 0, 5000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_DISTMODE-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 1.1, 2.1 } SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_VELMODE-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 2.1, 3.1 } SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_NODP-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 1.1, 3.1 } SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = -1.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_NOREFDP-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 1.1, 3.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = -1.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_LDGRADARAOR-01 operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 5000.1, 500000000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_MODE_ERROR-01 operator = OR SOURCE_VARIABLE { name = CUSTOM_X-POINTER_NODP-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_X-POINTER_NOREFDP-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_X-POINTER_LDGRADARAOR-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/4_pos/X-PointerModeSelector-01_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = X-POINTER_BACKLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_X-PointerMode-01 range = 0.1, 3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_BACKLIGHT_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/5_pos/SwitchRotary-5pos-ElecOutput_Selector.cfg PROP { name = SwitchRotary-5pos-ElecOutput_Selector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_5_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ELEC_POWER_SOURCE_SELECT defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 4 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-80,0 localRotationEnd = 0,80,0 variableName = PERSISTENT_ELEC_POWER_SOURCE_SELECT scale = 0,4 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ELEC POWER$$$SOURCE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]TOTAL[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ALTERNATOR[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]FUEL CELL[/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]SOLAR ARRAY[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]GENERATOR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/6_pos/RES_DISP_ModeSelector.cfg PROP { name = RES_DISP_ModeSelector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks } MODULE { name = JSINumericInput perPodPersistenceName = RESOURCE_DISP_MODE defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 5 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-100,0 localRotationEnd = 0,100,0 variableName = PERSISTENT_RESOURCE_DISP_MODE scale = 0,5 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = Pos_1_TextObj alignment = Right anchor = MiddleRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]OFF[/b] } MODULE { name = JSILabel transformName = Pos_2_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]CHRG[/b] } MODULE { name = JSILabel transformName = Pos_3_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MONO[/b] } MODULE { name = JSILabel transformName = Pos_4_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]L/F[/b] } MODULE { name = JSILabel transformName = Pos_5_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]OXID[/b] } MODULE { name = JSILabel transformName = Pos_6_TextObj alignment = Left anchor = MiddleLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]XENON[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchRotary/6_pos/THRUST_LIMIT_Selector.cfg PROP { name = THRUST_LIMIT_Selector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks } MODULE { name = JSINumericInput perPodPersistenceName = THRUST_LIMIT_NUMINPUT defaultValue = MATH_ASET_THRUSTLIMIT100 stepSize = 5 minValue = 0 maxValue = 100 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderMinus increment = -5 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderPlus switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 incrementCurve { key = 0 5 key = 1 20 } } } MODULE { name = JSIActionGroupSwitch switchTransform = ColliderPlus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetThrottleLimit getVariable = PERSISTENT_THRUST_LIMIT_NUMINPUT } } MODULE { name = JSIActionGroupSwitch switchTransform = ColliderMinus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetThrottleLimit getVariable = PERSISTENT_THRUST_LIMIT_NUMINPUT } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-100,0 localRotationEnd = 0,100,0 variableName = MATH_ASET_THRUSTLIMIT100 scale = 0,100 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = THRUST LIMIT (%) } MODULE { name = JSILabel transformName = Pos_1_TextObj alignment = Right anchor = MiddleRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]0[/b] } MODULE { name = JSILabel transformName = Pos_2_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]20 [/b] } MODULE { name = JSILabel transformName = Pos_3_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]40 [/b] } MODULE { name = JSILabel transformName = Pos_4_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] 60[/b] } MODULE { name = JSILabel transformName = Pos_5_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] 80[/b] } MODULE { name = JSILabel transformName = Pos_6_TextObj alignment = Left anchor = MiddleLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]100[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/swBRAKE.cfg PROP { name = switchWGuard_BRAKE MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = brakes switchSound = ASET/ASET_Props/Sounds/tumbleClick02 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/swGEAR.cfg PROP { name = switchWGuard_GEAR MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = gear switchSound = ASET/ASET_Props/Sounds/tumbleClick02 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/swLight.cfg PROP { name = switchWGuard_LIGHT MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = lights switchSound = ASET/ASET_Props/Sounds/tumbleClick02 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/swRSC.cfg PROP { name = switchWGuard_RSC MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = rcs switchSound = ASET/ASET_Props/Sounds/tumbleClick02 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/swSAS.cfg PROP { name = switchWGuard_SAS MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = sas switchSound = ASET/ASET_Props/Sounds/tumbleClick02 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/swTgglEngine.cfg PROP { name = swToggleEngines MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider switchSound = ASET/ASET_Props/Sounds/tumbleClick02 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableEngines stateMethod = ButtonEnableEnginesState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C01.cfg PROP { name = switchWGuard_C01 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom01 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C02.cfg PROP { name = switchWGuard_C02 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom02 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C03.cfg PROP { name = switchWGuard_C03 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom03 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.00 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C04.cfg PROP { name = switchWGuard_C04 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom04 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C05.cfg PROP { name = switchWGuard_C05 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom05 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C06.cfg PROP { name = switchWGuard_C06 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom06 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C07.cfg PROP { name = switchWGuard_C07 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom07 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.00 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C08.cfg PROP { name = switchWGuard_C08 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom08 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C09.cfg PROP { name = switchWGuard_C09 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom09 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/SwitchWCover/sw_C10.cfg PROP { name = switchWGuard_C10 MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = custom10 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = SwitchIndicator localTranslationStart = 0.,-0.001,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.0,0.5 } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.75 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_Brakes.cfg PROP { name = switch_B_Button01_Brakes MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = brakes switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BRAKES_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.9375 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C01.cfg PROP { name = switch_B_Button01_C01 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom01 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG1_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.500 y = 0.625 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C02.cfg PROP { name = switch_B_Button01_C02 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom02 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG2_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.750 y = 0.625 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C03.cfg PROP { name = switch_B_Button01_C03 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom03 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG3_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.000 y = 0.5625 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C04.cfg PROP { name = switch_B_Button01_C04 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom04 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG4_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.5625 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C05.cfg PROP { name = switch_B_Button01_C05 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom05 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG5_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.500 y = 0.5625 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C06.cfg PROP { name = switch_B_Button01_C06 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom06 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG6_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.7500 y = 0.5625 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C07.cfg PROP { name = switch_B_Button01_C07 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom07 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG7_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.00 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C08.cfg PROP { name = switch_B_Button01_C08 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom08 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG8_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C09.cfg PROP { name = switch_B_Button01_C09 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom09 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG9_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.50 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_C10.cfg PROP { name = switch_B_Button01_C10 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = custom10 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AG0_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_Gears.cfg PROP { name = switch_B_Button01_Gear MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = gear switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARS_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.500 y = 0.9375 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_Lights.cfg PROP { name = switch_B_Button01_Lights MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = lights switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LIGHTS_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_RCS.cfg PROP { name = switch_B_Button01_RCS MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = rcs switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RCSBUTTON_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.00 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS.cfg PROP { name = switch_B_Button01_SAS MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody actionName = sas switchSound = ASET/ASET_Props/Sounds/B_Button01_Click } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASBUTTON_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.00 y = 0.9375 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_AntiNormal.cfg PROP { name = switch_B_Button01_SAS_AntiNormal MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiNormal stateMethod = ButtonSASModeAntiNormalState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASANTINORMAL_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.8125 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_AntiTarget.cfg PROP { name = switch_B_Button01_SAS_AntiTarget MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiTarget stateMethod = ButtonSASModeAntiTargetState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASANTITARGET_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.750 y = 0.750 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_Maneuver.cfg PROP { name = switch_B_Button01_SAS_Maneuver MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeManeuver stateMethod = ButtonSASModeManeuverState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASMANEUVER_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.0 y = 0.6875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_Normal.cfg PROP { name = switch_B_Button01_SAS_Normal MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeNormal stateMethod = ButtonSASModeNormalState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASNORMAL_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.750 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_Prograde.cfg PROP { name = switch_B_Button01_SAS_Prograde MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModePrograde stateMethod = ButtonSASModeProgradeState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASPROGRADE_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.0 y = 0.8125 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_RadialIn.cfg PROP { name = switch_B_Button01_SAS_RadialIn MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialIn stateMethod = ButtonSASModeRadialInState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASRADIALIN_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.50 y = 0.750 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_RadialOut.cfg PROP { name = switch_B_Button01_SAS_RadialOut MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialOut stateMethod = ButtonSASModeRadialOutState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASRADIALOUT_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.50 y = 0.8125 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_Retrograde.cfg PROP { name = switch_B_Button01_SAS_Retrograde MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRetrograde stateMethod = ButtonSASModeRetrogradeState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASRETROGRADE_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.00 y = 0.750 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_Stab.cfg PROP { name = switch_B_Button01_SAS_Stab MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeStabilityAssist stateMethod = ButtonSASModeStabilityAssistState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASSTAB_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.25 y = 0.6875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button01/switch_B_Button01_SAS_Target.cfg PROP { name = switch_B_Button01_SAS_Target MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeTarget stateMethod = ButtonSASModeTargetState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SASTARGET_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.75 y = 0.8125 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_.PREC CTRL.cfg PROP { name = switch_B_Button01_PREC CTRL MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonPrecisionMode stateMethod = ButtonPrecisionModeState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_PRECISION_MODE_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.5,1.5 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.750 y = 0.6875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_ALTHOLD.cfg PROP { name = switch_B_Button01_ALTHOLD MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_ALTHOLD switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_ALTHOLD scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_ALTHOLD scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.00 y = 0.9375 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_APP.cfg PROP { name = switch_B_Button01_APP MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_APP switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_APP scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_APP scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.50 y = 0.8125 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_AT.cfg PROP { name = switch_B_Button01_AT MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_AT switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_AT scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_AT scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.500 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_CMD-A.cfg PROP { name = switch_B_Button01_CMD-A MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_CMD-A switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_CMD-A scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_CMD-A scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.75 y = 0.8125 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_CMD-B.cfg PROP { name = switch_B_Button01_CMD-B MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_CMD-B switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_CMD-B scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_CMD-B scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.00 y = 0.750 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_CWS-A.cfg PROP { name = switch_B_Button01_CWS-A MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_CWS-A switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_CWS-A scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_CWS-A scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.750 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_CWS-B.cfg PROP { name = switch_B_Button01_CWS-B MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_CWS-B switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_CWS scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_CWS scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.50 y = 0.750 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_ENGAGE.cfg PROP { name = switch_B_Button01_ENGAGE MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_ENGAGE switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_ENGAGE scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_ENGAGE scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.0 y = 0.6875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_GIMBAL.cfg PROP { name = switch_B_Button01_GIMBAL MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GIMBALFREE_ON VARIABLESET { coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR scale = 0.1,1.5 } VARIABLESET { controlledTransform = switch_B_ButtonLamp localTranslationStart = 0,0,0 localTranslationEnd = 0.0,0.0008,0.00 scale = 0.1,1.5 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.50 y = 0.6875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_HDGSEL.cfg PROP { name = switch_B_Button01_HDGSEL MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_HDGSEL switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_HDGSEL scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_HDGSEL scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_HOLD.cfg PROP { name = switch_B_Button01_HOLD MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_HOLD switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_HOLD scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_HOLD scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.750 y = 0.750 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_L-NAV.cfg PROP { name = switch_B_Button01_L-NAV MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_L-NAV switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_L-NAV scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_L-NAV scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.0 y = 0.8125 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_LVL_CHG.cfg PROP { name = switch_B_Button01_LVL_CHG MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_LVL_CHG switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_LVL_CHG scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_LVL_CHG scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.9375 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_MACH.cfg PROP { name = switch_B_Button01_MACH MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_SpeedDisplayMode switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_SpeedDisplayMode scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_SpeedDisplayMode scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.25 y = 0.6875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_N1.cfg PROP { name = switch_B_Button01_N1 MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_N1 switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_N1 scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_N1 scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.750 y = 0.9375 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_SPEED.cfg PROP { name = switch_B_Button01_SPEED MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_SPEED switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_SPEED scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_SPEED scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.00 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_V-NAV.cfg PROP { name = switch_B_Button01_V-NAV MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_V-NAV switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_V-NAV scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_V-NAV scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.750 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_VORLOC.cfg PROP { name = switch_B_Button01_VORLOC MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_VORLOC switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_VORLOC scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_VORLOC scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.250 y = 0.8125 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/switch_B_Button02/switch_B_Button01_VS.cfg PROP { name = switch_B_Button01_VS MODULE { name = JSIActionGroupSwitch animationName = switch_B_ButtonPushAnim switchTransform = switch_B_ButtonBody perPodPersistenceName = MCP_VS switchSound = ASET/ASET_Props/Sounds/B_Button01_Click actionName = dummy } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switch_B_ButtonName passiveColor = 5,5,5,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switch_B_ButtonBacklightBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = PERSISTENT_MCP_VS scale = 0,1 threshold = 0.5,1.1 coloredObject = switch_B_ButtonLamp passiveColor = 0,0,0,255 activeColor = 95,175,0,255 } VARIABLESET { variableName = PERSISTENT_MCP_VS scale = 0,1 threshold = 0.5,1.1 controlledTransform = switch_B_ButtonLamp localTranslationStart = 0.0,0.0008,0.00 localTranslationEnd = 0,0,0 } } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonName layerToShift = _MainTex _Emissive x = 0.500 y = 0.9375 } MODULE { name = JSIPropTextureShift transformToShift = switch_B_ButtonLamp layerToShift = _MainTex _Emissive x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/tggl_GEAR_CTRL_T5W-B14-S.cfg PROP { name = tggl_GEAR_CTRL_T5W-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim reverse = true switchTransform = SwitchCollider perPodPersistenceName = ASET_GEAR_AUTODEPLOY masterVariableName = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYED masterVariableRange = -0.1,0.1 switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = dummy } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.008 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GEAR$$$CONTROL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.052 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MANUAL$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$AUTO$$$< 2000 M[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/tggl_GEAR_CTRL_T5W-B14-S.cfg RPM_TRIGGERED_EVENT { eventName = ASET_AUTO_GEAR_DOWN_EVENT variableName = CUSTOM_ASET_GEAR_AUTODOWN_ARMED range = 0.5,1.1 triggerEvent = gear triggerState = true } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_MATH_VARIABLE { name = STS_EVENTTIMER_TIMERCOUNT_UP operator = SUBTRACT sourceVariable = UTSECS sourceVariable = PERSISTENT_STS_EventTimer_TIMERSTARTTIME } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_MATH_VARIABLE { name = STS_EVENTTIMER_TIMERCOUNT_DOWN operator = SUBTRACT sourceVariable = PERSISTENT_STS_EVENTTIMER_INIT_TIME sourceVariable = MATH_STS_EVENTTIMER_TIMERCOUNT_UP } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_MATH_VARIABLE { name = STS_EVENTTIMER_TIMERCOUNT_DOWN_INV operator = MULTIPLY sourceVariable = MATH_STS_EVENTTIMER_TIMERCOUNT_DOWN sourceVariable = -1 } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_EVENTTIMER_TIMERCOUNT_DOWN_POSITIVE defaultValue = MATH_STS_EVENTTIMER_TIMERCOUNT_DOWN VARIABLE_DEFINITION { name = MATH_STS_EVENTTIMER_TIMERCOUNT_DOWN range = -1000000000000000, 0.0000000001 value = MATH_STS_EVENTTIMER_TIMERCOUNT_DOWN_INV } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_EVENTTIMER_TIME defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_STS_EVENTTIMER_TESTMODE_ON range = 0.1, 1.1 value = SELECT_STS_EVENTTIMER_TESTMODE_TEXT } VARIABLE_DEFINITION { name = CUSTOM_STS_EVENTTIMER_DISP_INITTIME range = 0.1, 1.1 value = PERSISTENT_STS_EVENTTIMER_INIT_TIME } VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_TIMERSTATE range = 0.1, 1.1 value = SELECT_STS_EVENTTIMER_SELECTED_COUNTMODE } VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_TIMERSTATE range = -0.1, 0.1 value = PERSISTENT_STS_EventTimer_STORED_TIMER_TIME } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_EVENTTIMER_SELECTED_COUNTMODE defaultValue = 0 VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_MODE range = 0.1, 1.1 value = SELECT_STS_EVENTTIMER_TIMERCOUNT_DOWN_POSITIVE } VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_MODE range = 1.1, 2.1 value = MATH_STS_EVENTTIMER_TIMERCOUNT_UP } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_EVENTTIMER_DISP_INITTIME operator = AND SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_TIMERSTATE range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_MODE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_EVENTTIMER_TESTMODE_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_SET_RESET_tggl_UP range = -0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_TIMERSTATE range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_MODE range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/EventTimer_TIME_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_EVENTTIMER_TESTMODE_TEXT defaultValue = -1 VARIABLE_DEFINITION { name = PERIOD_0.5HZ range = 0.1, 1.1 value = 88:88 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/MissionTime_MODE_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_MISSIONTIMER_UT defaultValue = -1 VARIABLE_DEFINITION { name = PERSISTENT_STS_MissionTimer_MODE range = -0.1, 0.1 value = UTSECS } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/MissionTime_MODE_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_MISSIONTIMER_MET defaultValue = -1 VARIABLE_DEFINITION { name = PERSISTENT_STS_MissionTimer_MODE range = 0.1, 1.1 value = METSECS } VARIABLE_DEFINITION { name = PERSISTENT_STS_MissionTimer_MODE range = -1.1, -0.1 value = METSECS } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/MissionTime_MODE_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_MISSIONTIMER_TEST defaultValue = -1 VARIABLE_DEFINITION { name = PERSISTENT_STS_MissionTimer_MODE range = 1.1, 2.1 value = SELECT_STS_MISSIONTIMER_TESTMODE_TEXT } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/MissionTime_MODE_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_MISSIONTIMER_TESTMODE_TEXT defaultValue = 0 VARIABLE_DEFINITION { name = PERIOD_0.5HZ range = 0.1, 1.1 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/Apollo_CM/CM_EventTimer_tggl_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = CM_EventTimer_UP_DOWN_RESET_tggl_POS defaultValue = 1 VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_MODE range = -0.5, 0.5 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_CM_EventTimer_UP_DOWN_RESET_tggl_UP range = 0.5, 1.5 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_MODE range = 1.5, 2.5 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/Apollo_CM/CM_EventTimer_tggl_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = CM_EventTimer_MINUTES_tggl_POS defaultValue = 0 VARIABLE_DEFINITION { name = PERSISTENT_CM_EventTimer_MINUTES_tggl_UP range = 0.5, 1.5 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_CM_EventTimer_MINUTES_tggl_DOWN range = 0.5, 1.5 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/Apollo_CM/CM_EventTimer_tggl_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = CM_EventTimer_SECONDS_tggl_POS defaultValue = 0 VARIABLE_DEFINITION { name = PERSISTENT_CM_EventTimer_SECONDS_tggl_UP range = 0.5, 1.5 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_CM_EventTimer_SECONDS_tggl_DOWN range = 0.5, 1.5 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/Apollo_CM/tggl_CM_EventTimer_MINUTES_T1-D.cfg PROP { name = tggl_CM_EventTimer_MINUTES_T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W1 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 5 reverse = false loopInput = true USERINPUTSET { switchTransform = SwitchColliderUP increment = 1 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W2 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 9 reverse = false loopInput = true USERINPUTSET { switchTransform = SwitchColliderDOWN increment = 1 switchSound = } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer masterVariableName = PERSISTENT_STS_EventTimer_TIMERSTATE masterVariableRange = -0.1,0.1 perPodPersistenceName = CM_EventTimer_MINUTES_tggl_UP switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true TRANSFERACTION { getVariable = MATH_STS_EVENTTIMER_INPUT_SEC perPodPersistenceName = STS_EVENTTIMER_INIT_TIME stateVariable = CUSTOM_STS_EVENTTIMER_DISP_INITTIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = transfer masterVariableName = PERSISTENT_STS_EventTimer_TIMERSTATE masterVariableRange = -0.1,0.1 perPodPersistenceName = CM_EventTimer_MINUTES_tggl_DOWN switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true TRANSFERACTION { getVariable = MATH_STS_EVENTTIMER_INPUT_SEC perPodPersistenceName = STS_EVENTTIMER_INIT_TIME stateVariable = CUSTOM_STS_EVENTTIMER_DISP_INITTIME } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = SELECT_CM_EventTimer_MINUTES_tggl_POS scale = -1,1 longPath = yes maxRateChange = 10.0 } VARIABLESET { controlledTransform = Tggl_COLLIDER_DBL localScaleStart = 0,0,0 localScaleEnd = -0.9999,-0.9999,-0.9999 variableName = CUSTOM_STS_EVENTTIMER_DISP_INITTIME scale = 1,0.5 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MIN[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]TENS ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$UNITS ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/Apollo_CM/tggl_CM_EventTimer_SECONDS_T1-D.cfg PROP { name = tggl_CM_EventTimer_SECONDS_T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W3 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 5 reverse = false loopInput = true USERINPUTSET { switchTransform = SwitchColliderUP increment = 1 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W4 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 9 reverse = false loopInput = true USERINPUTSET { switchTransform = SwitchColliderDOWN increment = 1 switchSound = } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer masterVariableName = PERSISTENT_STS_EventTimer_TIMERSTATE masterVariableRange = -0.1,0.1 perPodPersistenceName = CM_EventTimer_SECONDS_tggl_UP switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true TRANSFERACTION { getVariable = MATH_STS_EVENTTIMER_INPUT_SEC perPodPersistenceName = STS_EVENTTIMER_INIT_TIME stateVariable = CUSTOM_STS_EVENTTIMER_DISP_INITTIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = transfer masterVariableName = PERSISTENT_STS_EventTimer_TIMERSTATE masterVariableRange = -0.1,0.1 perPodPersistenceName = CM_EventTimer_SECONDS_tggl_DOWN switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true TRANSFERACTION { getVariable = MATH_STS_EVENTTIMER_INPUT_SEC perPodPersistenceName = STS_EVENTTIMER_INIT_TIME stateVariable = CUSTOM_STS_EVENTTIMER_DISP_INITTIME } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = SELECT_CM_EventTimer_SECONDS_tggl_POS scale = -1,1 longPath = yes maxRateChange = 10.0 } VARIABLESET { controlledTransform = Tggl_COLLIDER_DBL localScaleStart = 0,0,0 localScaleEnd = -0.9999,-0.9999,-0.9999 variableName = CUSTOM_STS_EVENTTIMER_DISP_INITTIME scale = 1,0.5 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SEC[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]TENS ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$UNITS ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/Apollo_CM/tggl_CM_EventTimer_START_STOP_ T1-D.cfg PROP { name = tggl_CM_EventTimer_START_STOP_ T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = dummy perPodPersistenceName = STS_EventTimer_START_STOP_tggl_DOWN switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = dummy perPodPersistenceName = STS_EventTimer_START_STOP_tggl_UP switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer perPodPersistenceName = STS_EventTimer_TIMERSTATE switchGroupIdentifier = 1 switchSound = TRANSFERACTION { getVariable = UTSECS perPodPersistenceName = STS_EventTimer_TIMERSTARTTIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer switchSound = TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EventTimer_STORED_TIMER_TIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = transfer perPodPersistenceName = STS_EventTimer_TIMERSTATE switchGroupIdentifier = 0 switchSound = TRANSFERACTION { getVariable = SELECT_STS_EVENTTIMER_SELECTED_COUNTMODE perPodPersistenceName = STS_EventTimer_STORED_TIMER_TIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = transfer switchSound = TRANSFERACTION { getVariable = SELECT_STS_EVENTTIMER_SELECTED_COUNTMODE perPodPersistenceName = STS_EVENTTIMER_INIT_TIME stateVariable = PERSISTENT_STS_EventTimer_TIMERSTATE } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = SELECT_STS_EventTimer_START_STOP_tggl_POS scale = -1,1 longPath = yes maxRateChange = 10.0 } VARIABLESET { controlledTransform = Tggl_COLLIDER_DBL localScaleStart = 0,0,0 localScaleEnd = -0.999,-0.999,-0.999 variableName = SELECT_CM_EventTimer_UP_DOWN_RESET_tggl_POS scale = -0.1,-1.1 } VARIABLESET { controlledTransform = SwitchColliderDOWN localScaleStart = 0,0,0 localScaleEnd = -0.999,-0.999,-0.999 variableName = PERSISTENT_STS_EventTimer_TIMERSTATE scale = 1.0,0.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TIMER CONT[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]START ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STOP ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/Apollo_CM/tggl_CM_EventTimer_UP_DOWN_RESET_T1-T.cfg PROP { name = tggl_CM_EventTimer_UP_DOWN_RESET_T1-T MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_TRPL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer perPodPersistenceName = CM_EventTimer_UP_DOWN_RESET_tggl_UP switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EVENTTIMER_INIT_TIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer switchSound = TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EventTimer_STORED_TIMER_TIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer switchSound = TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W1 } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer switchSound = TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W2 } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer switchSound = TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W3 } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer switchSound = TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W4 } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderMID actionName = dummy perPodPersistenceName = STS_EventTimer_MODE switchGroupIdentifier = 2 initialState = true switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = dummy perPodPersistenceName = STS_EventTimer_MODE switchGroupIdentifier = 1 initialState = false switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = SELECT_CM_EventTimer_UP_DOWN_RESET_tggl_POS scale = -1,1 longPath = yes maxRateChange = 10.0 } VARIABLESET { controlledTransform = Tggl_COLLIDER_TRPL localScaleStart = 0,0,0 localScaleEnd = -0.9999,-0.9999,-0.9999 variableName = PERSISTENT_STS_EventTimer_TIMERSTATE scale = 0.5,1.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RESET/$$$COUNT[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RESET ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$DOWN[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.052,-0.050 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UP[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/Apollo_CM/tggl_CM_MissionTimer_MODE_T1-D.cfg PROP { name = tggl_CM_MissionTimer_MODE_T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = STS_MissionTimer_MODE defaultValue = 1 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = 1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SwitchColliderUP increment = -1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = PERSISTENT_STS_MissionTimer_MODE scale = 0,2 longPath = yes maxRateChange = 15.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MISSION TIMER[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UT$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$TEST[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = -0.01,-0.050 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]M$$$E$$$T[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/SpaceShuttle/STS_EventTimer_tggl_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_EventTimer_SET_RESET_tggl_POS defaultValue = 0 VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_SET_RESET_tggl_UP range = 0.5, 1.5 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_SET_RESET_tggl_DOWN range = 0.5, 1.5 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/SpaceShuttle/STS_EventTimer_tggl_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = STS_EventTimer_START_STOP_tggl_POS defaultValue = 0 VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_START_STOP_tggl_UP range = 0.5, 1.5 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_STS_EventTimer_START_STOP_tggl_DOWN range = 0.5, 1.5 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/SpaceShuttle/tggl_STS_EventTimer_MODE_T1-G1-B2-D.cfg PROP { name = tggl_STS_EventTimer_MODE_T1-G1-B2-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = STS_EventTimer_MODE defaultValue = 1 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = -1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SwitchColliderUP increment = 1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = 33,0,0 localRotationEnd = -33,0,0 variableName = PERSISTENT_STS_EventTimer_MODE scale = 0,2 longPath = yes maxRateChange = 10.0 } VARIABLESET { controlledTransform = Tggl_COLLIDER_DBL localScaleStart = 0,0,0 localScaleEnd = -0.99,-0.99,-0.99 variableName = PERSISTENT_STS_EventTimer_TIMERSTATE scale = 0.1,1.1 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MODE[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UP$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$TEST[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = -0.01,-0.050 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]D$$$O$$$W$$$N[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/SpaceShuttle/tggl_STS_EventTimer_SET_RESET_T1-G1-B2-D.cfg PROP { name = tggl_STS_EventTimer_SET_RESET_T1-G1-B2-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = transfer masterVariableName = PERSISTENT_STS_EventTimer_TIMERSTATE masterVariableRange = -0.1,0.1 perPodPersistenceName = STS_EventTimer_SET_RESET_tggl_DOWN switchSound = ASET/ASET_Props/Sounds/tumbleClick01 momentarySwitch = true TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EVENTTIMER_INIT_TIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = transfer masterVariableName = PERSISTENT_STS_EventTimer_TIMERSTATE masterVariableRange = -0.1,0.1 perPodPersistenceName = STS_EventTimer_SET_RESET_tggl_DOWN switchSound = ASET/ASET_Props/Sounds/tumbleClick01 momentarySwitch = true TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EventTimer_STORED_TIMER_TIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer masterVariableName = PERSISTENT_STS_EventTimer_TIMERSTATE masterVariableRange = -0.1,0.1 perPodPersistenceName = STS_EventTimer_SET_RESET_tggl_UP switchSound = ASET/ASET_Props/Sounds/tumbleClick01 momentarySwitch = true TRANSFERACTION { getVariable = MATH_STS_EVENTTIMER_INPUT_SEC perPodPersistenceName = STS_EVENTTIMER_INIT_TIME } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = SELECT_STS_EventTimer_SET_RESET_tggl_POS scale = -1,1 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TIMER[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]SET ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$RESET ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/SpaceShuttle/tggl_STS_EventTimer_START_STOP_T1-G1-B2-D.cfg PROP { name = tggl_STS_EventTimer_START_STOP_T1-G1-B2-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = dummy perPodPersistenceName = STS_EventTimer_START_STOP_tggl_DOWN switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = dummy perPodPersistenceName = STS_EventTimer_START_STOP_tggl_UP switchSound = ASET/ASET_Props/Sounds/Tumbler3 momentarySwitch = true } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP actionName = transfer perPodPersistenceName = STS_EventTimer_TIMERSTATE switchGroupIdentifier = 1 switchSound = TRANSFERACTION { getVariable = UTSECS perPodPersistenceName = STS_EventTimer_TIMERSTARTTIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = transfer perPodPersistenceName = STS_EventTimer_TIMERSTATE switchGroupIdentifier = 0 switchSound = TRANSFERACTION { getVariable = SELECT_STS_EVENTTIMER_SELECTED_COUNTMODE perPodPersistenceName = STS_EventTimer_STORED_TIMER_TIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN actionName = transfer switchSound = TRANSFERACTION { getVariable = SELECT_STS_EVENTTIMER_SELECTED_COUNTMODE perPodPersistenceName = STS_EVENTTIMER_INIT_TIME } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = SELECT_STS_EventTimer_START_STOP_tggl_POS scale = -1,1 longPath = yes maxRateChange = 10.0 } VARIABLESET { controlledTransform = SwitchColliderDOWN localScaleStart = 0,0,0 localScaleEnd = -0.999,-0.999,-0.999 variableName = PERSISTENT_STS_EventTimer_TIMERSTATE scale = 1.0,0.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]CONTROL[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]START ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STOP ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Event_and_Mission_Timer/SpaceShuttle/tggl_STS_MissionTimer_MODE_T1-G1-D.cfg PROP { name = tggl_STS_MissionTimer_MODE_T1-G1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = STS_MissionTimer_MODE defaultValue = 1 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = 1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SwitchColliderUP increment = -1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = PERSISTENT_STS_MissionTimer_MODE scale = 0,2 longPath = yes maxRateChange = 15.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MISSION TIMER[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UT$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$TEST[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = -0.01,-0.050 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]M$$$E$$$T[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Num_Input/tggl_NUM_INPUT_10-T1-D.cfg PROP { name = tggl_NUM_INPUT_10-T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderUP increment = 10 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = -10 switchSound = } } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_UP_Anim switchTransform = SwitchColliderUP customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_DOWN_Anim switchTransform = SwitchColliderDOWN customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]+0.01 ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$-0.01 ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Num_Input/tggl_NUM_INPUT_100-T1-D.cfg PROP { name = tggl_NUM_INPUT_100-T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderUP increment = 100 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = -100 switchSound = } } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_UP_Anim switchTransform = SwitchColliderUP customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_DOWN_Anim switchTransform = SwitchColliderDOWN customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]+0.1 ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$-0.1 ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Num_Input/tggl_NUM_INPUT_100K-T1-D.cfg PROP { name = tggl_NUM_INPUT_100K-T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderUP increment = 100000 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = -100000 switchSound = } } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_UP_Anim switchTransform = SwitchColliderUP customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_DOWN_Anim switchTransform = SwitchColliderDOWN customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]+100 ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$-100 ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Num_Input/tggl_NUM_INPUT_10K-T1-D.cfg PROP { name = tggl_NUM_INPUT_10K-T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderUP increment = 10000 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = -10000 switchSound = } } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_UP_Anim switchTransform = SwitchColliderUP customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_DOWN_Anim switchTransform = SwitchColliderDOWN customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]+10 ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$-10 ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Num_Input/tggl_NUM_INPUT_10M-T1-D.cfg PROP { name = tggl_NUM_INPUT_10M-T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderUP increment = 10000000 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = -10000000 switchSound = } } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_UP_Anim switchTransform = SwitchColliderUP customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_DOWN_Anim switchTransform = SwitchColliderDOWN customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]+10K ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$-10K ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Num_Input/tggl_NUM_INPUT_1K-T1-D.cfg PROP { name = tggl_NUM_INPUT_1K-T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderUP increment = 1000 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = -1000 switchSound = } } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_UP_Anim switchTransform = SwitchColliderUP customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_DOWN_Anim switchTransform = SwitchColliderDOWN customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]+1 ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$-1 ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Num_Input/tggl_NUM_INPUT_1M-T1-D.cfg PROP { name = tggl_NUM_INPUT_1M-T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderUP increment = 1000000 switchSound = } } MODULE { name = JSINumericInput perPodPersistenceName = ORBIT_NUM_INPUT defaultValue = 100000 stepSize = 1 minValue = 0 maxValue = 150000000000 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = -1000000 switchSound = } } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_UP_Anim switchTransform = SwitchColliderUP customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSIActionGroupSwitch animationName = tggl_Lever_DOWN_Anim switchTransform = SwitchColliderDOWN customSpeed = 2.0 actionName = dummy momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1.0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]+1K ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$-1K ▲[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Retro/tggl_ARRT_MODE_T1-S.cfg PROP { name = tggl_ARRT_MODE_T1-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = ARRT_MODE actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ARRT MODE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RNG/RNG RT$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ALT/ALT RT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Retro/tggl_ARRT_ON_T1-G1-B0-S.cfg PROP { name = tggl_ARRT_ON_T1-G1-B0-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_0 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = ARRT_ON actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ARRT } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Retro/tggl_GAUGE_RES_MON_T1-S.cfg PROP { name = tggl_GAUGE_RES_MON_T1-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = SWITCH_GAUGE_RES_MON actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RESOURCE$$$DISPLAY } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]TOTAL$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STAGE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Retro/tggl_PhaseAngleMode_T3-D.cfg PROP { name = tggl_PhaseAngleMode_T3-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_ApolloCap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_ApolloCap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = PhaseAngMode defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = 1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SwitchColliderUP increment = -1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = PERSISTENT_PhaseAngMode scale = 0,2 longPath = yes maxRateChange = 15.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ANGLE$$$INDICATOR } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$EJECTION[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Left anchor = MiddleCenter transformOffset = 0.052,-0.050 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]PHASE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Retro/tggl_TWR_MON_T1-S.cfg PROP { name = tggl_TWR_MON_T1-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = SWITCH_TWR_MON actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = TWR MON } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MAX$$$ $$$ $$$ $$$ $$$ $$$ $$$CURRENT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/Retro/tggl_X-Pointer_ScaleSelector_T1-D.cfg PROP { name = tggl_X-Pointer_ScaleSelector_T1-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = X-Pointer_Scale-01 defaultValue = 1 stepSize = 1 minValue = 1 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN increment = 1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SwitchColliderUP increment = -1 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = PERSISTENT_X-Pointer_Scale-01 scale = 1,3 longPath = yes maxRateChange = 15.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = X-PTR SCALE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]1/10$$$ $$$ $$$ $$$ $$$ $$$x10[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = -0.005,-0.045 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]x1[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_ANTENNA_DEPLOY_T1-G1-B2-S.cfg PROP { name = tggl_ANTENNA_DEPLOY_T1-G1-B2-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/tumbleClick01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetAntennasDeployed stateMethod = GetAntennaDeployState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ANTENNA[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]DEPLOY$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$RETRACT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_CHUTE_ARM_T1_G1-B3-S.cfg PROP { name = tggl_CHUTE_ARM_T1_G1-B2-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = ArmParachutes stateMethod = ArmParachutesState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ARM$$$CHUTE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ARM$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$DISARM[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_ENGINE_ENABLE_T2_G3-B3-S.cfg PROP { name = tggl_ENGINE_ENABLE_T2_G3-B3-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_2_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableEngines stateMethod = ButtonEnableEnginesState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ENGINE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ENABLED$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$DISABLED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_ENGINE_MODE_T1_G1-B3-S.cfg PROP { name = tggl_ENGINE_MODE_T1_G1-B3-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetEnginesPrimaryMode stateMethod = GetEnginesPrimaryMode } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MAIN ENGINE$$$MODE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]PRIMARY$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SECONDARY[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_FUEL_CELL_T3-G4-B1-S.cfg PROP { name = tggl_FUEL_CELL_T3-G4-B1-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_3_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableElectricGenerator stateMethod = ButtonEnableElectricGeneratorState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]FUEL CELL[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]START$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STOP[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_GIMBAL_LOCK_T3-G4-B1-S.cfg PROP { name = tggl_GIMBAL_LOCK_T3-G4-B1-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_3_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]GIMBAL[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCK$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$FREE[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_RESERVESLOCK_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_LNDG_PREDICTION_T1-G1-B0-S.cfg PROP { name = tggl_LNDG_PREDICTION_T1-G1-B0-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_0 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/button-30 PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonEnableLandingPrediction stateMethod = ButtonEnableLandingPredictionState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LANDING$$$PREDICTION[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ENABLE$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$DISABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_NOSE_TRIM_T4M-D.cfg PROP { name = tggl_NOSE_TRIM_T4M-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = JSINumericInput perPodPersistenceName = ASET_NOSE_TRIM_ADJ defaultValue = 0 stepSize = 2 minValue = -100 maxValue = 100 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchColliderDOWN switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -2 } } USERINPUTSET { switchTransform = SwitchColliderUP switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 2 } } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -30,0,0 localRotationEnd = 30,0,0 variableName = SELECT_ASET_NOSE_TRIM_ADJ_SWITCHER_POS scale = -1,1 longPath = yes maxRateChange = 7.0 } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderUP perPodPersistenceName = ASET_NOSE_TRIM_ADJ_SWITCHER_UP actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetPitchTrim getVariable = PERSISTENT_ASET_NOSE_TRIM_ADJ } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColliderDOWN perPodPersistenceName = ASET_NOSE_TRIM_ADJ_SWITCHER_DOWN actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetPitchTrim getVariable = PERSISTENT_ASET_NOSE_TRIM_ADJ } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = NOSE TRIM } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b][UP]$$$▲$$$ $$$ $$$ $$$ $$$ ▼$$$[DOWN][/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_RADIATOR_T1-G1-B2-S.cfg PROP { name = tggl_RADIATOR_T1-G1-B2-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/tumbleClick01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetRadiatorsActive stateMethod = GetRadiatorActiveState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RADIATOR[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ACTIVE$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SHUTDOWN[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_RESERVES_LOCK_T1-G3-B13-C1G-S.cfg PROP { name = tggl_RESERVES_LOCK_T1-G4-B3-C1G-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Gray } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = TgglCover_ANIM switchTransform = CoverCollider actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonActivateReserves stateMethod = ButtonActivateReservesState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ╔════════╗$$$╚════════╝ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RESERVES[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCK$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$UNLOCK[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_RESERVESLOCK_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_RESERVES_LOCK_T4W-B13-S.cfg PROP { name = tggl_RESERVES_LOCK_T4W-B13-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_13 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonActivateReserves stateMethod = ButtonActivateReservesState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RESERVES } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.90 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCK$$$▲$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$▼$$$UNLOCK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_RESET_TRIM_T5M-B14-S.cfg PROP { name = tggl_RESET_TRIM_T5M-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider animationName = SwitchTumbleAnim reverse = true momentarySwitch = true actionName = dummy switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = plugin switchSound = PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetAllTrimNeutral stateMethod = TrimNeutralState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.018 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RESET TRIM[/b] } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,0.017 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b][RESET][/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_SAS_SPD_MODE_T4W-B14-S.cfg PROP { name = tggl_SAS_SPD_MODE_T4W-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/Tumbler3 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSpeedMode stateMethod = ButtonSpeedModeState } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = -33,0,0 localRotationEnd = 33,0,0 variableName = SPEEDDISPLAYMODE scale = 1,-1 longPath = yes maxRateChange = 15.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SAS SPEED$$$MODE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ORBIT$$$▲$$$ $$$ $$$ $$$ $$$ $$$ $$$▼$$$TARGET[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Left anchor = MiddleCenter transformOffset = 0.052,-0.050 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]►SRF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_SEAT_POSITION_T4M-S.cfg PROP { name = tggl_SEAT_POSITION_T4M-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = dummy perPodPersistenceName = COCKPIT_SEAT_POSITION perPodPersistenceIsGlobal = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = SwitchGrp localRotationStart = 30,0,0 localRotationEnd = -30,0,0 variableName = PERSISTENT_COCKPIT_SEAT_POSITION scale = 0,1 longPath = yes maxRateChange = 7.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SEAT POS. } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UP$$$▲$$$ $$$ $$$ $$$ $$$ ▼$$$DOWN[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_SOLAR_DEPLOY_T3-G4-B1-S.cfg PROP { name = tggl_SOLAR_DEPLOY_T3-G4-B1-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_3_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetDeploySolarPanels stateMethod = GetDeploySolarPanels } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SOLAR ARRAY[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]DEPLOY$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$RETRACT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_STAGE_LOCK_T4W-B14-S.cfg PROP { name = tggl_STAGE_LOCK_T4W-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonStageLock stateMethod = ButtonStageLockState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = STAGE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCK$$$▲$$$ $$$ $$$ $$$ $$$ $$$ $$$▼$$$UNLOCK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_THRUST_REVERSER_T4W-G15-S.cfg PROP { name = tggl_THRUST_REVERSER_T4W-G15-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin reverse = true switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetThrustReverser stateMethod = GetThrustReverserEnabled } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = THRUST } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]FORWARD$$$▲$$$ $$$ $$$ $$$ $$$ ▼$$$REVERSE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/RPM_Actions/tggl_UNDOCK_T1-G3-B4-C1Y-S.cfg PROP { name = tggl_UNDOCK_T1-G3-B4-C1Y-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = TgglCover_ANIM switchTransform = CoverCollider actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider masterVariableName = PLUGIN_JSIInternalRPMButtons:DockDocked masterVariableRange = 0.5,1.1 actionName = plugin switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = DockUndock stateMethod = DockDocked } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider masterVariableName = PLUGIN_JSIInternalRPMButtons:DockAttached masterVariableRange = 0.5,1.1 actionName = plugin switchSound = ASET/ASET_Props/Sounds/RPB01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = DockDetach stateMethod = DockAttached } } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider momentarySwitch = true actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.008 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]UNDOCK[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SAFE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_ABORT_T1-G3-B15-C1Y-S.cfg PROP { name = tggl_ABORT_T1-G3-B15-C1Y-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = TgglCover_ANIM switchTransform = CoverCollider actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = abort momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = dummy perPodPersistenceName = ASET_ABORT_INIT switchSound = } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = transfer perPodPersistenceName = STS_EventTimer_TIMERSTATE switchGroupIdentifier = 1 switchSound = TRANSFERACTION { getVariable = UTSECS perPodPersistenceName = STS_EventTimer_TIMERSTARTTIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = transfer switchSound = TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EventTimer_STORED_TIMER_TIME } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.008 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ABORT[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ASET_ABORT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_ABORT_T1-G3-B4-C1Y-S.cfg PROP { name = tggl_ABORT_T1-G3-B4-C1Y-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = TgglCover_ANIM switchTransform = CoverCollider actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = abort momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = dummy perPodPersistenceName = ASET_ABORT_INIT switchSound = } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = transfer perPodPersistenceName = STS_EventTimer_TIMERSTATE switchGroupIdentifier = 1 switchSound = TRANSFERACTION { getVariable = UTSECS perPodPersistenceName = STS_EventTimer_TIMERSTARTTIME } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider actionName = transfer switchSound = TRANSFERACTION { getVariable = 0 perPodPersistenceName = STS_EventTimer_STORED_TIMER_TIME } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.008 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ABORT[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ASET_ABORT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG01_T4W-S.cfg PROP { name = tggl_AG01_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom01 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO1 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG1_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG02_T4W-S.cfg PROP { name = tggl_AG02_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom02 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO2 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG2_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG03_T4W-S.cfg PROP { name = tggl_AG03_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom03 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG3_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG04_T4W-S.cfg PROP { name = tggl_AG04_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom04 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO4 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG4_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG05_T4W-S.cfg PROP { name = tggl_AG05_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom05 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO5 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG5_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG06_T4W-S.cfg PROP { name = tggl_AG06_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom06 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO6 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG6_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG07_T4W-S.cfg PROP { name = tggl_AG07_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom07 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO7 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG7_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG08_T4W-S.cfg PROP { name = tggl_AG08_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom08 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO8 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG8_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG09_T4W-S.cfg PROP { name = tggl_AG09_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom09 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO9 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG9_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_AG10_T4W-S.cfg PROP { name = tggl_AG10_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = custom10 switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 fontName = InconsolataGo-Bold fontSize = 7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_AG0_ON positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_BRAKES_T3-G3-B12-S.cfg PROP { name = tggl_BRAKES_T3-G3-B12-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_3_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = brakes switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.011 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = BRAKES } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]SET$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$RELEASE[/b] } MODULE { name = JSILabel transformName = TextPlateBottomObj alignment = Center anchor = LowerCenter transformOffset = 0.02,-0.007 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BRAKES_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 50,50,50,255 labelText = ▼ ▼ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_BRAKES_T4R-B13-S.cfg PROP { name = tggl_BRAKES_T4R-B13-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_13 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = brakes switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = BRAKES } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.90 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]SET$$$▲$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$▼$$$RELEASE[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.016 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BRAKES_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 50,50,50,255 labelText = ■ ■ ■ ■$$$ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_GEAR_T2-G2-B3-S.cfg PROP { name = tggl_GEAR_T2-G2-B3-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_2_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = gear reverse = true switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.011 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GEARS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RETRACT$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$DEPLOY[/b] } MODULE { name = JSILabel transformName = TextPlateBottomObj alignment = Center anchor = LowerCenter transformOffset = 0.02,-0.007 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 50,50,50,255 labelText = ▼ ▼ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_LIGHTS_T1-G1-B2-S.cfg PROP { name = tggl_LIGHTS_T1-G1-B2-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = lights switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MAIN LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_LIGHTS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_LIGHTS_T4M-S.cfg PROP { name = tggl_LIGHTS_T4M-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = lights switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MAIN LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 lineSpacing = 0.95 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$▲$$$ $$$ $$$ $$$ $$$ ▼$$$OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_PREC_CTRL_T1-G1-B2-S.cfg PROP { name = tggl_PREC_CTRL_T1-G1-B2-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = plugin switchSound = ASET/ASET_Props/Sounds/button-30 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonPrecisionMode stateMethod = ButtonPrecisionModeState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PRECISION$$$CONTROL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_RCS_T1-G1-B3-S.cfg PROP { name = tggl_RCS_T1-G1-B3-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = rcs switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ╔════╗$$$╚════╝ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RCS[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_RCSARMED_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_SAS_T2-G2-B2-S.cfg PROP { name = tggl_SAS_T2-G2-B2-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_2_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = sas switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ┌────┐$$$└────┘ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SAS[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Toggle_Modular/STOCK_Actions/tggl_STAGE_T1-G3-B15-S.cfg PROP { name = tggl_STAGE_T1-G3-B15-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim customSpeed = 2.0 switchTransform = SwitchCollider actionName = stage momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.008 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]STAGE[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]FIRE$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SAFE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG01.cfg PROP { name = switchTumbleAG01 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom01 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO1 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG1_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG02.cfg PROP { name = switchTumbleAG02 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom02 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO2 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG2_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG03.cfg PROP { name = switchTumbleAG03 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom03 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_AG3_ON emissive = active fontQuality = 64 positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG04.cfg PROP { name = switchTumbleAG04 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom04 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO4 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG4_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG05.cfg PROP { name = switchTumbleAG05 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom05 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO5 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG5_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG06.cfg PROP { name = switchTumbleAG06 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom06 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO6 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG6_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG07.cfg PROP { name = switchTumbleAG07 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom07 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO7 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG7_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG08.cfg PROP { name = switchTumbleAG08 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom08 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO8 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG8_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG09.cfg PROP { name = switchTumbleAG09 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom09 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO9 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG9_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAG10.cfg PROP { name = switchTumbleAG10 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = custom10 switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = InconsolataGo-Bold fontSize = 7.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = 210,210,160,255 zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = <=0=> $&$ AGMEMO0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = 255,255,255,255 zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_AG0_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleALCOR_CAM_GAIN.cfg PROP { name = swTumbleALCOR_CAM_GAIN MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = ALCOR_CAM_GAIN switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = IMAGE GAIN } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]HI$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$NORMAL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAP_Ascent.cfg PROP { name = swTumbleAP_Ascent MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider switchSound = ASET/ASET_Props/Sounds/tumbleClick01 actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonAscentGuidance stateMethod = ButtonAscentGuidanceState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.022 fontName = Arial fontSize = 6.0 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ╔═════════╗$$$╚════╦════╝$$$║ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.005 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]AUTO ASCENT[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b] $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_AP_ASCENT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAP_Landing.cfg PROP { name = swTumbleAP_Landing MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider switchSound = ASET/ASET_Props/Sounds/tumbleClick01 actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonLandingGuidance stateMethod = ButtonLandingGuidanceState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.022 fontName = Arial fontSize = 6.0 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ╔═════════╗$$$╚════╦════╝$$$║ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.005 fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]AUTO LANDING[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b] $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_AP_LANDING_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAP_LNDG_PREDICTION.cfg PROP { name = swTumbleAP_LNDG_PREDICTION MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider switchSound = ASET/ASET_Props/Sounds/tumbleClick01 actionName = plugin PLUGINACTION { name = MechJebRPMButtons actionMethod = ButtonEnableLandingPrediction stateMethod = ButtonEnableLandingPredictionState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.005 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LANDING$$$PREDICTION[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ENABLE$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$DISABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAP_Rendezvous.cfg PROP { name = swTumbleAP_Rendezvous MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider switchSound = ASET/ASET_Props/Sounds/tumbleClick01 actionName = plugin PLUGINACTION { name = JSIMechJeb actionMethod = ButtonRendezvousAutopilot stateMethod = ButtonRendezvousAutopilotState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.022 fontName = Arial fontSize = 6.0 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ╔═════════╗$$$╚════╦════╝$$$║ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.005 fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]AUTO RNDZ[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b] $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_AP_RENDEZVOUS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleARRT_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ARRT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ARRT_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 100000000 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleARRT_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ARRT_LANDINGMODE_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ARRT_MODE range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ARRT_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleARRT_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ARRT_RNDZMODE_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ARRT_MODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ARRT_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleARRT_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ARRT_BACKLIGHT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_BACKLIGHT_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ARRT_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleARRT_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = ARRT_ERR_NOTARGET operator = AND SOURCE_VARIABLE { name = PERSISTENT_ARRT_MODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = -1.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ARRT_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleARRT_MODE.cfg PROP { name = swTumbleARRT_MODE MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider perPodPersistenceName = ARRT_MODE actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ARRT MODE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RNG/RNG RT$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ALT/ALT RT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleARRT_ON.cfg PROP { name = swTumbleARRT_ON MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider perPodPersistenceName = ARRT_ON actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ARRT } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleAVAS_ON.cfg PROP { name = swTumbleAVAS_ON MODULE { name = JSIActionGroupSwitch switchTransform = SwitchColider actionName = dummy initialState = false perPodPersistenceName = AVAS_ON perPodPersistenceIsGlobal = true } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_AVAS_ON VARIABLESET { animationName = SwitchTumbleAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.018 fontName = InconsolataGo-Bold fontSize = 3.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ALTITUDE VOICE$$$ANNUNCIATION SYSTEM } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]│ │$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleBacklight.cfg PROP { name = switchTumbleBacklight MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = BackLight switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = INSTRUMENTS$$$LIGHT } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleCam_A_Tilt.cfg PROP { name = swTumbleCam_A_Tilt MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = CamATilt switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSIActionGroupSwitch animationName = ALCORCamAanim actionName = dummy animateExterior = true perPodPersistenceName = CamATilt switchSound = ASET/ASET_Props/Sounds/button-30 switchSoundVolume = 0.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleCam_B_Tilt.cfg PROP { name = swTumbleCam_B_Tilt MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = CamBTilt switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSIActionGroupSwitch animationName = ALCORCamBanim actionName = dummy animateExterior = true perPodPersistenceName = CamBTilt switchSound = ASET/ASET_Props/Sounds/button-30 switchSoundVolume = 0.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleCam_C_Tilt.cfg PROP { name = swTumbleCam_C_Tilt MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = CamCTilt switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSIActionGroupSwitch animationName = ALCORCamCanim actionName = dummy animateExterior = true perPodPersistenceName = CamCTilt switchSound = ASET/ASET_Props/Sounds/button-30 switchSoundVolume = 0.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleCam_D_Tilt.cfg PROP { name = swTumbleCam_D_Tilt MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = CamDTilt switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSIActionGroupSwitch animationName = ALCORCamDanim actionName = dummy animateExterior = true perPodPersistenceName = CamDTilt switchSound = ASET/ASET_Props/Sounds/button-30 switchSoundVolume = 0.0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleClear.cfg PROP { name = switchTumbleClear MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleERSHUD01.cfg PROP { name = swTumbleERSHUD01 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider perPodPersistenceName = TurnERSHUD01 actionName = dummy switchSound = ASET/ASET_Props/Sounds/tumbleClick01 consumeWhileActive = ElectricCharge,0.0015 } MODULE { name = JSILabel transformName = TextPlateBottomObj alignment = Center anchor = LowerCenter transformOffset = 0.02,-0.007 fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ORIENTATION } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleERSHUD02.cfg PROP { name = swTumbleERSHUD02 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider perPodPersistenceName = TurnERSHUD02 actionName = dummy switchSound = ASET/ASET_Props/Sounds/tumbleClick01 consumeWhileActive = ElectricCharge,0.0015 } MODULE { name = JSILabel transformName = TextPlateBottomObj alignment = Center anchor = LowerCenter transformOffset = 0.02,-0.007 fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = COMPASS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleFAKE01.cfg PROP { name = switchTumbleFAKE01 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MODE SEL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]AUTO$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$MANUAL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleFAKE02.cfg PROP { name = switchTumbleFAKE02 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = AC BUS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]┌ 1 ┐$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$└ 2 ┘[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleFAKE03.cfg PROP { name = switchTumbleFAKE03 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PRES.MODE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]AUTO$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$MANUAL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleFAKE04.cfg PROP { name = switchTumbleFAKE04 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ͏ - CAB.FAN } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]AUTO$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleFAKE05.cfg PROP { name = switchTumbleFAKE05 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = AIR CTRL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]AUTO$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$MANUAL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleFAKE06.cfg PROP { name = switchTumbleFAKE06 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = COND. MODE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]AUTO$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$MANUAL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleFAKE07.cfg PROP { name = switchTumbleFAKE07 MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = TEST/DIAG } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RUN$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STOP[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleGPWS_ON.cfg PROP { name = swTumbleGPWS_ON MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy initialState = false perPodPersistenceName = GPWS_ON perPodPersistenceIsGlobal = true switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.018 fontName = InconsolataGo-Bold fontSize = 3.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GROUND PROXIMITY$$$WARNING SYSTEM } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]│ │$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleKOSSAKintLights.cfg PROP { name = switchTumbleKossakIntLight MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = intlight perPodPersistenceName = KossakIntLights internalLightName = lightSpott switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSIVariableLabel transformName = TextTopObj fontSize = 0.011 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,246,0,255 labelText = COCKPIT } MODULE { name = JSIVariableLabel transformName = TextPlateTopObj fontSize = 0.006 refreshRate = 15 labelText = [#<=1:FFFF00;FF0000;333333=>]==== [#<=0:333333;FF0000;FFFFFF=>]ON[#<=1:FFFF00;FF0000;333333=>] ==== $&$ CUSTOM_ALCOR_POWEROFF CUSTOM_KOSSAKINTLIGHTS_ON } MODULE { name = JSIVariableLabel transformName = TextPlateBottomObj fontSize = 0.006 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = " OFF } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleKOSSAKintLights.cfg RPM_CUSTOM_VARIABLE { name = KOSSAKINTLIGHTS_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_KossakIntLights range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleLanderCabinSmallintLights.cfg PROP { name = swTumble_StockLanderCan_CockpitIntLight MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = intlight perPodPersistenceName = LanderCan_CockpitLight internalLightName = light_center switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = CABIN$$$LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleLanderCabinSmallintLights.cfg RPM_CUSTOM_VARIABLE { name = LANDERCAN_COCKPITLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_LanderCan_CockpitLight range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleMK1PodlintLights.cfg PROP { name = swTumbleMK1PodlintLights MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = intlight perPodPersistenceName = MK1_CockpitLight internalLightName = Main light switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = CABIN$$$LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleMK1PodlintLights.cfg RPM_CUSTOM_VARIABLE { name = MK1_COCKPITLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_MK1_CockpitLight range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleSQUADintLights.cfg PROP { name = switchTumbleSQUADIntLight MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = intlight perPodPersistenceName = SquadIntLights internalLightName = Main light switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = COCKPIT$$$LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleSQUAD_mk1CockpitLights.cfg PROP { name = swTumbleSQUAD_mk1CockpitLights MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = intlight perPodPersistenceName = SquadIntLights internalLightName = Main light switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = COCKPIT$$$LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleSQUAD_mk1CockpitPanelLights.cfg PROP { name = swTumbleSQUAD_mk1CockpitPanelLights MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = intlight perPodPersistenceName = SquadPanelLights internalLightName = Sec light switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MAIN PANEL$$$LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumbleWinShieldDocking.cfg PROP { name = swTumbleWinShieldDocking MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = DockingWinShields switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSIActionGroupSwitch animationName = DockingWindowOpenAnim actionName = dummy animateExterior = true perPodPersistenceName = DockingWinShields switchSound = ASET/ASET_Props/Sounds/button-30 switchSoundVolume = 0.0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SHUTTER } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OPEN$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$CLOSE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_Brakes.cfg PROP { name = switchTumble_Brakes MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = brakes switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ┌──────┐$$$└──────┘ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]BRAKES[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BRAKES_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_EPG.cfg PROP { name = swTumbleEPG MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = ActivateEPG consumeWhileActive = MonoPropellant,0.1 switchSound = ASET/ASET_Props/Sounds/AlarmBeep03 } MODULE { name = JSILabel transformName = TextPlateBottomObj alignment = Center anchor = LowerCenter transformOffset = 0.02,-0.007 fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]STOP[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = 255,0,0,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = 255,0,0,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_EPG_FAKE.cfg PROP { name = swTumbleEPG_FAKE MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = dummy perPodPersistenceName = ActivateEPG switchSound = ASET/ASET_Props/Sounds/AlarmBeep03 } MODULE { name = JSILabel transformName = TextPlateBottomObj alignment = Center anchor = LowerCenter transformOffset = 0.02,-0.007 fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = OFF } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = 255,0,0,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = 255,0,0,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_FUELCELL.cfg PROP { name = swTumbleFUELCELL MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = plugin switchSound = ASET/ASET_Props/Sounds/tumbleClick01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableElectricGenerator stateMethod = ButtonEnableElectricGeneratorState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ┌────────┐$$$└────────┘ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]FUEL CELL[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]START$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STOP[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_GAUGE_RES_MON.cfg PROP { name = swTumble_GAUGE_RES_MON MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider perPodPersistenceName = SWITCH_GAUGE_RES_MON actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RESOURCE$$$DISPLAY } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]TOTAL$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STAGE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_GEAR.cfg PROP { name = switchTumble_Gear MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim reverse = true switchTransform = SwitchColider actionName = gear switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GEARS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RETRACT$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$DEPLOY[/b] } MODULE { name = JSILabel transformName = TextPlateBottomObj alignment = Center anchor = LowerCenter transformOffset = 0.02,-0.007 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 50,50,50,255 labelText = ▼ ▼ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_GIMBAL_LOCK.cfg PROP { name = swTumble_GIMBAL_LOCK MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = plugin switchSound = ASET/ASET_Props/Sounds/tumbleClick01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter lineSpacing = 0.3 transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GIMBAL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCK$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$UNLOCK[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter lineSpacing = 0.6 transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_GIMBALLOCK_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_WARNLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_Lights.cfg PROP { name = switchTumble_Lights MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = lights switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.011 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MAIN LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_LIGHTS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_PREC_CTRL.cfg PROP { name = swTumble_PREC_CTRL MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = plugin switchSound = ASET/ASET_Props/Sounds/tumbleClick01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonPrecisionMode stateMethod = ButtonPrecisionModeState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PRECISION$$$CONTROL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter lineSpacing = 0.6 transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_PRECISION_MODE_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_RCS.cfg PROP { name = switchTumble_RCS MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = rcs switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ╔════╗$$$╚════╝ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RCS[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_RCSARMED_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_SAS.cfg PROP { name = switchTumble_SAS MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = sas switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.012 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR zeroColor = 255,255,255,255 negativeColor = 255,0,0,255 labelText = ┌────┐$$$└────┘ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SAS[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.017 fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_SAS_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒ ▒▒ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_SOLAR_DEPLOY.cfg PROP { name = swTumble_SOLAR_DEPLOY MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider actionName = plugin switchSound = ASET/ASET_Props/Sounds/tumbleClick01 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetDeploySolarPanels stateMethod = GetDeploySolarPanels } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SOLAR ARRAY[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]DEPLOY$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$RETRACT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumble/swTumble_TWR_MON.cfg PROP { name = swTumble_TWR_MON MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider perPodPersistenceName = SWITCH_TWR_MON actionName = dummy switchSound = ASET/ASET_Props/Sounds/button-30 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.007 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = TWR MON } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]MAX$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$CURRENT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_3Pos/swTumbler_3Pos_PhaseAngMode.cfg PROP { name = swTumbler_PhaseAngMode MODULE { name = JSINumericInput perPodPersistenceName = PhaseAngMode defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchCollider_DOWN increment = 1 switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SwitchCollider_UP increment = -1 switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = TumbleGrp localRotationStart = -30,0,0 localRotationEnd = 30,0,0 variableName = PERSISTENT_PhaseAngMode scale = 0,2 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 transformOffset = 0.0092,-0.0027 fontName = Arial fontSize = 2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ANGLE$$$INDICATOR } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.006 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF[/b]$$$▲ } MODULE { name = JSILabel transformName = TextMidObj alignment = Left anchor = MiddleLeft transformOffset = 0.0155,-0.0016 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ►[b]PHASE[/b] } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092,0.001 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]EJECTION[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_3Pos/swTumbler_3Pos_SAS_SPD_MODE_TGGL.cfg PROP { name = swTumbler_SAS_SPD_MODE_TGGL MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider_UP switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSpeedMode stateMethod = ButtonSpeedModeState } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = TumbleGrp localRotationStart = -30,0,0 localRotationEnd = 30,0,0 variableName = SPEEDDISPLAYMODE scale = 1,-1 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 transformOffset = 0.0092,-0.0027 fontName = Arial fontSize = 2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SAS SPEED$$$MODE } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.006 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ORBIT[/b]$$$▲ } MODULE { name = JSILabel transformName = TextMidObj alignment = Left anchor = MiddleLeft transformOffset = 0.0155,-0.0016 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ►[b]SRF[/b] } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092,0.001 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]TARGET[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_3Pos/swTumbler_ASET_NOSE_UP_TRIM_ADJ.cfg PROP { name = swTumbler_ASET_NOSE_UP_TRIM_ADJ MODULE { name = JSINumericInput perPodPersistenceName = ASET_NOSE_TRIM_ADJ defaultValue = 0 stepSize = 2 minValue = -100 maxValue = 100 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchCollider_DOWN switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 -2 } } USERINPUTSET { switchTransform = SwitchCollider_UP switchSound = ASET/ASET_Props/Sounds/NID02 switchSoundVolume = 0.5 incrementCurve { key = 0 2 } } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider_UP perPodPersistenceName = ASET_NOSE_TRIM_ADJ_SWITCHER_UP actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetPitchTrim getVariable = PERSISTENT_ASET_NOSE_TRIM_ADJ } } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider_DOWN perPodPersistenceName = ASET_NOSE_TRIM_ADJ_SWITCHER_DOWN actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetPitchTrim getVariable = PERSISTENT_ASET_NOSE_TRIM_ADJ } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = TumbleGrp localRotationStart = -30,0,0 localRotationEnd = 30,0,0 variableName = SELECT_ASET_NOSE_TRIM_ADJ_SWITCHER_POS scale = -1,1 longPath = yes maxRateChange = 7.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = 70,65,55,255 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 transformOffset = 0.0092,-0.0027 fontName = Arial fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = NOSE TRIM } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.006 fontName = Arial fontSize = 1.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UP[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092,0.001 fontName = Arial fontSize = 1.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]DOWN[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_3Pos/swTumbler_ASET_NOSE_UP_TRIM_ADJ_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_NOSE_TRIM_ADJ_SWITCHER_POS defaultValue = 0 VARIABLE_DEFINITION { name = PERSISTENT_ASET_NOSE_TRIM_ADJ_SWITCHER_UP range = 0.5, 1.5 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_ASET_NOSE_TRIM_ADJ_SWITCHER_DOWN range = 0.5, 1.5 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler2_MCP_RW_SwitchModes2.cfg PROP { name = swTumbler2_MCP_RW_SwitchModes MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = dummy perPodPersistenceName = MCP_RW_InputModeSwitchMode switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIVariableLabel transformName = TextTop2Obj fontSize = 0.0015 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = G/S } MODULE { name = JSIVariableLabel transformName = TextBottomObj fontSize = 0.0015 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = V/S } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_test01.cfg PROP { name = swTumbler_2-Test01 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = dummy switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSIVariableLabel transformName = TextTopObj fontSize = 0.0025 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,246,0,255 labelText = SWITCH NAME } MODULE { name = JSIVariableLabel transformName = TextTop2Obj fontSize = 0.0015 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = SWITCHER STATE } MODULE { name = JSIVariableLabel transformName = TextBottomObj fontSize = 0.0015 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,255,255,255 labelText = SWITCHER STATE } MODULE { name = JSIVariableLabel transformName = TextBottom2Obj fontSize = 0.0025 variableName = CUSTOM_ALCOR_POWEROFF positiveColor = 50,50,50,255 negativeColor = 255,0,0,255 zeroColor = 255,246,0,255 labelText = SWITCH NAME } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_test02.cfg PROP { name = swTumbler_2-Test02 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = dummy switchSound = ASET/ASET_Props/Sounds/Tumbler3 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG01.cfg PROP { name = swTumbler_V2_AG01 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom01 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO1 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG02.cfg PROP { name = swTumbler_V2_AG02 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom02 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO2 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG03.cfg PROP { name = swTumbler_V2_AG03 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom03 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO3 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG04.cfg PROP { name = swTumbler_V2_AG04 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom04 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO4 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG05.cfg PROP { name = swTumbler_V2_AG05 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom05 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO5 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG06.cfg PROP { name = swTumbler_V2_AG06 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom06 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO6 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG07.cfg PROP { name = swTumbler_V2_AG07 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom07 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO7 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG08.cfg PROP { name = swTumbler_V2_AG08 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom08 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO8 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG09.cfg PROP { name = swTumbler_V2_AG09 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom09 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO9 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_AG10.cfg PROP { name = swTumbler_V2_AG10 MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = custom10 switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO0 } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_Brakes.cfg PROP { name = swTumbler_V2_Brakes MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = brakes switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0093,-0.0055 fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌──────┐$$$└──────┘ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = BRAKES } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_EPG.cfg PROP { name = swTumbler_V2_EPG MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase perPodPersistenceName = ActivateEPG actionName = dummy consumeWhileActive = MonoPropellant,0.1 switchSound = ASET/ASET_Props/Sounds/AlarmBeep03 } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_GEAR.cfg PROP { name = swTumbler_V2_Gear MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = gear switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GEARS } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_Lights.cfg PROP { name = swTumbler_V2_Lights MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = lights switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = LIGHTS } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_RCS.cfg PROP { name = swTumbler_V2_RCS MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = rcs switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RCS } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V2/swTumbler_V2_SAS.cfg PROP { name = swTumbler_V2_SAS MODULE { name = JSIActionGroupSwitch animationName = TumblerAnim switchTransform = TumblerBase actionName = sas switchSound = ASET/ASET_Props/Sounds/Tumbler3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0095,-0.0048 fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ╔════╗$$$╚════╝ } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.0032 fontName = Arial fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SAS } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG01.cfg PROP { name = swTumbler_V3_AG01 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom01 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO1 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG1_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG02.cfg PROP { name = swTumbler_V3_AG02 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom02 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO2 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG2_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG03.cfg PROP { name = swTumbler_V3_AG03 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom03 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO3 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG3_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG04.cfg PROP { name = swTumbler_V3_AG04 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom04 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO4 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG4_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG05.cfg PROP { name = swTumbler_V3_AG05 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom05 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO5 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG5_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG06.cfg PROP { name = swTumbler_V3_AG06 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom06 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO6 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG6_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG07.cfg PROP { name = swTumbler_V3_AG07 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom07 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO7 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG7_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG08.cfg PROP { name = swTumbler_V3_AG08 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom08 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO8 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG8_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG09.cfg PROP { name = swTumbler_V3_AG09 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom09 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO9 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG9_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_AG10.cfg PROP { name = swTumbler_V3_AG10 MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = custom10 } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGNAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_AGNAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_AGNAME_NEGATIVECOLOR labelText = <=0=> $&$ AGMEMO0 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 fontQuality = 64 variableName = CUSTOM_ALCOR_AG0_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_AGLEDS_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR negativeColor = 255,0,0,255 labelText = ▒▒▒ ▒▒▒ } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_Brakes.cfg PROP { name = swTumbler_V3_Brakes MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = brakes } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = 60,0,0,255 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { coloredObject = switchCapObj passiveColor = 200,0,0,155 activeColor = 200,0,0,155 colorName = _Color scale = 0.5,1.1 } VARIABLESET { controlledTransform = switchCapObj localScaleStart = 0.2,0,0 localScaleEnd = 0.2,0,0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = BRAKES } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]SET[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]REL[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_FuelCell.cfg PROP { name = swTumbler_V3_FuelCell MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableElectricGenerator stateMethod = ButtonEnableElectricGeneratorState } } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = FUEL CELL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]START[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]STOP[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_Gear.cfg PROP { name = swTumbler_V3_Gear MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = gear reverse = true } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = LANDING$$$GEAR } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]UP[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]DOWN[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_Lights.cfg PROP { name = swTumbler_V3_Lights MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = lights } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = MAIN LIGHTS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_RCS.cfg PROP { name = swTumbler_V3_RCS MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = rcs } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.0053 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ╔═══╗$$$╚═══╝ } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.0037 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RCS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_ResLock.cfg PROP { name = swTumbler_V3_ResLock MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonActivateReserves stateMethod = ButtonActivateReservesState } } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RESERVES } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCK[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]UNLOCK[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_SAS.cfg PROP { name = swTumbler_V3_SAS MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = sas } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.0053 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌───┐$$$└───┘ } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.0037 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SAS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]OFF[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_StageLock.cfg PROP { name = swTumbler_V3_StageLock MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonStageLock stateMethod = ButtonStageLockState } } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = STAGE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCK[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0009 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]UNLOCK[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/Switch_Tumbler_V3/swTumbler_V3_ThrustReverser.cfg PROP { name = swTumbler_V3_ThrustReverser MODULE { name = JSIActionGroupSwitch animationName = TumbleAnim switchTransform = SwitchColliderObj switchSound = ASET/ASET_Props/Sounds/Tumbler3 actionName = plugin reverse = true PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetThrustReverser stateMethod = GetThrustReverserEnabled } } MODULE { name = JSILabel transformName = TextNameObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.004 fontName = InconsolataGo-Bold fontSize = 2.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = THRUST } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.005 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]FORWARD[/b]$$$▲ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, -0.0003 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ┌ ─ ─ ─ ─ ─ ┐$$$└ ─ ─ ─ ─ ─ ┘ } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092, 0.0008 fontName = Arial fontSize = 1.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]REVERSE[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Control/ThrottleCtrl/ThrottleCtrl.cfg PROP { name = ALCORThrottleCtrl MODULE { name = InternalLeverThrottle } MODULE { name = JSIVariableAnimator refreshRate = 1 scale = 0,1 variableName = THROTTLE controlledTransform = throttleLever_001 localRotationStart = 0,0,0 localRotationEnd = 75,0,0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ThrottleBoxLight passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = HandleLightsObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/ASET_Elec_Output_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ALCOR_ALTERNATOR_OUTPUT operator = MULTIPLY sourceVariable = ELECOUTPUTALTERNATOR sourceVariable = CUSTOM_ALCOR_ALTERNATOR_AVAILABLE_ON } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/ASET_Elec_Output_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ALCOR_FUELCELL_OUTPUT operator = MULTIPLY sourceVariable = ELECOUTPUTFUELCELL sourceVariable = CUSTOM_ALCOR_FUELCELL_AVAILABLE_ON } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/ASET_Elec_Output_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ALCOR_SOLARARRAY_OUTPUT operator = MULTIPLY sourceVariable = ELECOUTPUTSOLAR sourceVariable = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/ASET_Elec_Output_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ALCOR_GENERATOR_OUTPUT operator = MULTIPLY sourceVariable = ELECOUTPUTGENERATOR sourceVariable = CUSTOM_ALCOR_GENERATOR_AVAILABLE_ON } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/ASET_Elec_Output_CUSTOMs.cfg RPM_MATH_VARIABLE { name = TOTAL_PWR_PROD operator = ADD sourceVariable = MATH_ALCOR_ALTERNATOR_OUTPUT sourceVariable = MATH_ALCOR_FUELCELL_OUTPUT sourceVariable = MATH_ALCOR_SOLARARRAY_OUTPUT sourceVariable = MATH_ALCOR_GENERATOR_OUTPUT } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/ASET_Elec_Output_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = SELECTED_PWR_SOURCE_VALUE defaultValue = MATH_TOTAL_PWR_PROD VARIABLE_DEFINITION { name = PERSISTENT_ELEC_POWER_SOURCE_SELECT range = 0.1,1.1 value = ELECOUTPUTALTERNATOR } VARIABLE_DEFINITION { name = PERSISTENT_ELEC_POWER_SOURCE_SELECT range = 1.1,2.1 value = ELECOUTPUTFUELCELL } VARIABLE_DEFINITION { name = PERSISTENT_ELEC_POWER_SOURCE_SELECT range = 2.1,3.1 value = ELECOUTPUTSOLAR } VARIABLE_DEFINITION { name = PERSISTENT_ELEC_POWER_SOURCE_SELECT range = 3.1,4.1 value = ELECOUTPUTGENERATOR } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS2 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 1.5,2.5 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS5 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 4,6 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS10 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 8,12 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS20 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 18,22 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS25 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 23,27 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS50 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 48,52 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS100 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 95,105 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS200 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 195,205 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS300 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 295,305 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS400 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 395,405 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS500 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 495,505 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS1000 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 990,1010 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS1500 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 1490,1510 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS2000 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 1970,2030 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS2500 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 2470,2530 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS3000 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 2970,3030 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS4000 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 3970,4030 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS5000 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 4970,5030 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS10000 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 9970,10030 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/AVAS_Altitudes_Customs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS20000 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 10000000 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 19970,20030 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CHATTERER_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_CHATTERER_ON operator = AND SOURCE_VARIABLE { name = ISLOADED_CHATTERER range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CHATTERER_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_CHATTERER_IDLE_ON operator = AND SOURCE_VARIABLE { name = ISLOADED_CHATTERER range = 0.1, 1.1 } SOURCE_VARIABLE { name = PLUGIN_JSIChatterer:RadioIdle range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CHATTERER_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_CHATTERER_BACKLIGHT_ON operator = AND SOURCE_VARIABLE { name = ISLOADED_CHATTERER range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_BackLight range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CHATTERER_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_CHATTERER_PTT_PRESSED_ON operator = AND SOURCE_VARIABLE { name = ISLOADED_CHATTERER range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_CHATTERER_PTT_PRESSED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CHATTERER_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_CHATTERER_XMIT_ON operator = AND SOURCE_VARIABLE { name = ISLOADED_CHATTERER range = 0.1, 1.1 } SOURCE_VARIABLE { name = PLUGIN_JSIChatterer:VesselXmit range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CHATTERER_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_CHATTERER_RECV_ON operator = AND SOURCE_VARIABLE { name = ISLOADED_CHATTERER range = 0.1, 1.1 } SOURCE_VARIABLE { name = PLUGIN_JSIChatterer:VesselRecv range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CHATTERER_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = CHATTERER_XMIT_LEVEL_METER defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_CHATTERER_XMIT_ON range = 0.5,1.1 value = PERIODRANDOM_12 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CHATTERER_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = CHATTERER_RECV_LEVEL_METER defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_CHATTERER_RECV_ON range = 0.5,1.1 value = PERIODRANDOM_12 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG0_ON operator = AND SOURCE_VARIABLE { name = AGSTATE0 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG1_ON operator = AND SOURCE_VARIABLE { name = AGSTATE1 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG2_ON operator = AND SOURCE_VARIABLE { name = AGSTATE2 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG3_ON operator = AND SOURCE_VARIABLE { name = AGSTATE3 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG4_ON operator = AND SOURCE_VARIABLE { name = AGSTATE4 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG5_ON operator = AND SOURCE_VARIABLE { name = AGSTATE5 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG6_ON operator = AND SOURCE_VARIABLE { name = AGSTATE6 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG7_ON operator = AND SOURCE_VARIABLE { name = AGSTATE7 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG8_ON operator = AND SOURCE_VARIABLE { name = AGSTATE8 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AG9_ON operator = AND SOURCE_VARIABLE { name = AGSTATE9 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LIGHTS_ON operator = AND SOURCE_VARIABLE { name = LIGHTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LIGHTS_OFF operator = AND SOURCE_VARIABLE { name = LIGHTS range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RCSBUTTON_ON operator = AND SOURCE_VARIABLE { name = RCS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RCSBUTTON_OFF operator = AND SOURCE_VARIABLE { name = RCS range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASBUTTON_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASBUTTON_OFF operator = AND SOURCE_VARIABLE { name = SAS range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASSTAB_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODESTABILITY range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASPROGRADE_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODEPROGRADE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASRETROGRADE_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODEPROGRADE range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASNORMAL_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODENORMAL range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASANTINORMAL_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODENORMAL range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASRADIALIN_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODERADIAL range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASRADIALOUT_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODERADIAL range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASTARGET_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODETARGET range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASANTITARGET_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODETARGET range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SASMANEUVER_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODEMANEUVER range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_CLEARTARGET_ON operator = AND SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_CLEARNODES_ON operator = AND SOURCE_VARIABLE { name = MNODEEXISTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_PRECISION_MODE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:ButtonPrecisionModeState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_PRECISION_MODE_OFF operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:ButtonPrecisionModeState range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_CHUT_CUT_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIParachute:DeployParachutesState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_CHUT_ARM_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIParachute:ArmParachutesState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_CHUT_DEPLOY_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIParachute:DeployParachutesState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ASET_GEAR_AUTODEPLOY_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_GEAR_AUTODEPLOY range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ENGINES_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:ButtonEnableEnginesState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GIMBALLOCK_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:GimbalLockState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GIMBALLOCK_OFF operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:GimbalLockState range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_CUTTHROTTLE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:ButtonCutThrottleState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FULLTHROTTLE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:ButtonFullThrottleState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RESERVESLOCK_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:ButtonActivateReservesState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_CAM_GAIN.cfg RPM_SELECT_VARIABLE { name = ALCOR_CAM_IMAGE_GAIN defaultValue = 1 VARIABLE_DEFINITION { name = PERSISTENT_ALCOR_CAM_GAIN range = 0.1,1.1 value = 3 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_CAM_GAIN.cfg RPM_SELECT_VARIABLE { name = ALCOR_CAM_IMAGE_NOISE defaultValue = 1 VARIABLE_DEFINITION { name = PERSISTENT_ALCOR_CAM_GAIN range = 0.1,1.1 value = 0.6 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_CAM_GAIN.cfg RPM_CUSTOM_VARIABLE { name = ASET_CAM_GAIN_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ALCOR_CAM_GAIN range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_CAM_GAIN.cfg RPM_CUSTOM_VARIABLE { name = ASET_CAM_GAIN_OFF operator = AND SOURCE_VARIABLE { name = PERSISTENT_ALCOR_CAM_GAIN range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MASTER_ALARM.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MASTER_ALARM operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_GEARALARM_ON_LANDING range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_GROUNDPROXIMITYALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 5 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_TUMBLEALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_SLOPEALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_DOCKINGANGLEALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_DOCKINGSPEEDALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_ENGINEOVERHEATALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_ENGFAILURE_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_PODTEMPERATUREALARM_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJ_BUTTON_BACKLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_BackLight range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJKILLROT_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonKillRotState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJNEXTNODE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonNodeExecuteState range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJNMLMINUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonNormalMinusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJNMLPLUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonNormalPlusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJNODE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonNodeState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJOFF_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonOffState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJPARMINUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonParMinusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJPARPLUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonParPlusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJPROGRAD_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonProgradeState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJRADMINUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonRadialMinusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJRADPLUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonRadialPlusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJRETROGRAD_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonRetrogradeState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJRVELMINUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonRvelMinusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJRVELPLUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonRvelPlusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJTGTMINUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonTargetMinusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJTGTPLUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonTargetPlusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJHVELMINUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonHorizontalMinusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJHVELPLUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonHorizontalPlusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJROLL0_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonForceRoll0State range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJROLL90_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonForceRoll90State range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJROLL180_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonForceRoll180State range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJROLL270_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonForceRoll270State range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJROLLOFF_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonForceRollState range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJSURFPROGRADE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonSurfaceProgradeState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJSURFRETROGRADE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonSurfaceRetrogradeState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MJUP_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonVerticalPlusState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AP_ASCENT_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonAscentGuidanceState range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AP_LANDING_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonLandingGuidanceState range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AP_RENDEZVOUS_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_MechJebRPMButtons:ButtonRendezvousAutopilotState range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ASET_MJ_SET_LAUNCH_ALT_BUTTON_PRESSED operator = AND SOURCE_VARIABLE { name = PERSISTENT_MJ_SET_LAUNCH_ALT_BUTTON_PRESSED range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ASET_MJ_SET_LAUNCH_INCL_BUTTON_PRESSED operator = AND SOURCE_VARIABLE { name = PERSISTENT_MJ_SET_LAUNCH_INCL_BUTTON_PRESSED range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ASET_MJ_CHANGE_AP_BUTTON_PRESSED operator = AND SOURCE_VARIABLE { name = PERSISTENT_MJ_CHANGE_AP_BUTTON_PRESSED range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ASET_MJ_CHANGE_PE_BUTTON_PRESSED operator = AND SOURCE_VARIABLE { name = PERSISTENT_MJ_CHANGE_PE_BUTTON_PRESSED range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ASET_MJ_CIRCULARIZE_BUTTON_PRESSED operator = AND SOURCE_VARIABLE { name = PERSISTENT_MJ_CIRCULARIZE_BUTTON_PRESSED range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_ORBIT_NUM_INPUT range = PERIAPSIS,APOAPSIS } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_MJ_Buttons.cfg RPM_CUSTOM_VARIABLE { name = ASET_MJ_HOHMANN_TRNSF_BUTTON_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIMechJeb:ButtonPlotHohmannTransferState range = 0.1, 1.1 } SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_SAS_Modes.cfg RPM_SELECT_VARIABLE { name = ALCOR_CURRENT_SAS_MODE defaultValue = $SAS OFF VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASSTAB_ON range = 0.1,1.1 value = $ STAB ON } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASPROGRADE_ON range = 0.1,1.1 value = $PROGRADE } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASRETROGRADE_ON range = 0.1,1.1 value = $RETROGRADE } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASNORMAL_ON range = 0.1,1.1 value = $NORMAL } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASANTINORMAL_ON range = 0.1,1.1 value = $ANTINORMAL } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASRADIALIN_ON range = 0.1,1.1 value = $RADIAL IN } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASRADIALOUT_ON range = 0.1,1.1 value = $RADIAL OUT } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASTARGET_ON range = 0.1,1.1 value = $TARGET + } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASANTITARGET_ON range = 0.1,1.1 value = $TARGET - } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_SASMANEUVER_ON range = 0.1,1.1 value = $MANEUVER + } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_BATTDISCHARGED operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0, 0.01 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_EXTREMEG operator = AND SOURCE_VARIABLE { name = GFORCE range = 9,10000 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_EXTREMEG_FAILURE operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_EXTREMEG range = 0.1,1.1 } SOURCE_VARIABLE { name = RANDOM range = 0.2, 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_POWEROFF operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_BATTDISCHARGED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_EXTREMEG_FAILURE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_POWERON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ASET_ABLATIVESHIELDINGUSED operator = AND SOURCE_VARIABLE { name = ISLOADED_DEADLYREENTRY range = 0.1,1.1 } SOURCE_VARIABLE { name = SYSR_ABLATIVESHIELDINGMAX } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ASET_ABLATIVERESOURCE defaultValue = SYSR_ABLATOR VARIABLE_DEFINITION { name = CUSTOM_ASET_ABLATIVESHIELDINGUSED range = 0.1,1.1 value = SYSR_ABLATIVESHIELDING } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ASET_ABLATIVERESOURCEMAX defaultValue = SYSR_ABLATORMAX VARIABLE_DEFINITION { name = CUSTOM_ASET_ABLATIVESHIELDINGUSED range = 0.1,1.1 value = SYSR_ABLATIVESHIELDINGMAX } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ASET_ABLATIVERESOURCEPERCENT defaultValue = SYSR_ABLATORPERCENT VARIABLE_DEFINITION { name = CUSTOM_ASET_ABLATIVESHIELDINGUSED range = 0.1,1.1 value = SYSR_ABLATIVESHIELDINGPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ASET_ABLATIVERESOURCEDELTA defaultValue = SYSR_ABLATORDELTA VARIABLE_DEFINITION { name = CUSTOM_ASET_ABLATIVESHIELDINGUSED range = 0.1,1.1 value = SYSR_ABLATIVESHIELDINGDELTA } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_DOCKINGSPOTLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_DockingSpotlight range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AIRLOCKLIGHTS_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_AirLockLights range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_STROBELIGHTS_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_StrobeLights range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_BACKLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_BackLight range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FLOODLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_FloodLight range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_COCKPITLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_TurnInternalCockpitLights range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ENGINEERDECKLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_TurnEngineerDeckLight range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SQUADINTLIGHTS_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_SquadIntLights range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SQUAD_MK1_PANEL_LIGHTS_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_SquadPanelLights range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SHOWTERMINALVELOCITY operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.5,1.1 } SOURCE_VARIABLE { name = TERMINALVELOCITY range = 0.1,99999 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_MATH_VARIABLE { name = ALCOR_TERMINALVELOCITY operator = MULTIPLY sourceVariable = CUSTOM_ALCOR_SHOWTERMINALVELOCITY sourceVariable = TERMINALVELOCITY } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ALCOR_DRAG defaultValue = 0 VARIABLE_DEFINITION { name = DRAG range = 0.01,99999 value = DRAG } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_MATH_VARIABLE { name = ASET_THRUSTLIMIT100 operator = MULTIPLY sourceVariable = THRUSTLIMIT sourceVariable = 100 } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ASET_GEAR_AUTODOWN_ARMED operator = AND SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -100000000, -1 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 0.01, 2000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_RETRACTED range = 0.5,1.1 } SOURCE_VARIABLE { name = PERSISTENT_ASET_GEAR_AUTODEPLOY range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMMNET_CONNECTED_ON operator = AND SOURCE_VARIABLE { name = COMMNETCONNECTED range = 0.5,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_CUSTOM_VARIABLE { name = ASET_COMMNET_NOSIGNAL_ON operator = AND SOURCE_VARIABLE { name = COMMNETCONNECTED range = -0.1,0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ASET_COMMNET_SIGNALSCALE_COLOR_VARIABLE defaultValue = -1 VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.25,0.499999999999999 value = 0 } VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.5,0.749999999999 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ASET_COMMNET_SIGNALSCALE_VALUE0_075 defaultValue = 0 VARIABLE_DEFINITION { name = COMMNETCONNECTED range = -0.1,0.1 value = 0 } VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.13,0.749999999999999 value = COMMNETSIGNALSTRENGTH } VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.0,0.129999999999999 value = 0.13 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ASET_COMMNET_SIGNALSCALE_VALUE075_1 defaultValue = 0 VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.75,0.9 value = COMMNETSIGNALSTRENGTH } VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.9000000001,1 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = ASET_COMMNET_SIGNALSCALE_EMPTY_VALUE defaultValue = COMMNETSIGNALSTRENGTH VARIABLE_DEFINITION { name = COMMNETCONNECTED range = -0.1,0.1 value = 1 } VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.0,0.129999999999999 value = 0.13 } VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.9000000001,1 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_SELECT_VARIABLE { name = COMMNETSIGNALSTRENGTH_CONV defaultValue = COMMNETSIGNALSTRENGTH VARIABLE_DEFINITION { name = COMMNETCONNECTED range = -0.1,0.1 value = 0 } VARIABLE_DEFINITION { name = COMMNETSIGNALSTRENGTH range = 0.0,0.005 value = 0.005 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_MATH_VARIABLE { name = COMMNETSIGNALSTRENGTH_PLUS_005 operator = ADD sourceVariable = SELECT_COMMNETSIGNALSTRENGTH_CONV sourceVariable = 0.005 } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_Systems.cfg RPM_MATH_VARIABLE { name = COMMNETSIGNALSTRENGTH_100 operator = MULTIPLY sourceVariable = MATH_COMMNETSIGNALSTRENGTH_PLUS_005 sourceVariable = 100 sourceVariable = COMMNETCONNECTED } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_ABORT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_ABORT_INIT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_VESSEL_DOCKED_OR_ATTACHED operator = OR SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:DockDocked range = 0.1, 1.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:DockAttached range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_VESSEL_DOCKED_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_VESSEL_DOCKED_OR_ATTACHED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GPWS_ON operator = OR SOURCE_VARIABLE { name = PERSISTENT_GPWS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_GPWS_ON range = -1.1, -0.9 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GPWS_INDICATOR_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_GPWS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GPWS_INDICATOR_OFF operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_GPWS_ON range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS_ON operator = OR SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_AVAS_ON range = -1.1, -0.9 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS_INDICATOR_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_AVAS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AVAS_INDICATOR_OFF operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_AVAS_ON range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_SLOPE_SWITCHER_ON operator = OR SOURCE_VARIABLE { name = PERSISTENT_ASET_WARN_SLOPE_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_ASET_WARN_SLOPE_ON range = -1.1, -0.9 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_SLOPE_INDICATOR_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_SLOPE_SWITCHER_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_SLOPE_INDICATOR_OFF operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_SLOPE_SWITCHER_ON range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_TUMBLE_SWITCHER_ON operator = OR SOURCE_VARIABLE { name = PERSISTENT_ASET_WARN_TUMBLE_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_ASET_WARN_TUMBLE_ON range = -1.1, -0.9 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_TUMBLE_INDICATOR_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_TUMBLE_SWITCHER_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_TUMBLE_INDICATOR_OFF operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_TUMBLE_SWITCHER_ON range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_HIGH_G_SWITCHER_ON operator = OR SOURCE_VARIABLE { name = PERSISTENT_ASET_WARN_HIGH_G_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_ASET_WARN_HIGH_G_ON range = -1.1, -0.9 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_HIGH_G_INDICATOR_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_HIGH_G_SWITCHER_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARN_HIGH_G_INDICATOR_OFF operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_HIGH_G_SWITCHER_ON range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RCSARMED_ON operator = AND SOURCE_VARIABLE { name = RCS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = SYSR_MONOPROPELLANT range = 0.001, 1000000 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RCSACTIVE_ON operator = AND SOURCE_VARIABLE { name = RCS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = SYSR_MONOPROPELLANTDELTA range = 0.0001, 1000000 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LANDINGGEAR_AVAILABLE operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = -0.1,4.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LANDINGGEAR_DEPLOYING operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = 2.1,3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LANDINGGEAR_DEPLOYED operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LANDINGGEAR_RETRACTING operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = 1.1,2.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LANDINGGEAR_RETRACTED operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = -0.1,0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LANDINGGEAR_UNDERWAY operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = 1.1,3.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GEAR_NOT_DEPLOYED_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_RETRACTED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_RETRACTING range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYING range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GEARS_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_UNDERWAY range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LANDINGGEAR_BROKEN_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = 3.1,4.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_WHEEL_BROKEN_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:GetWheelsDamaged range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GEAR_OR_WHEEL_BROKEN_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_WHEEL_BROKEN_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDINGGEAR_BROKEN_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_BRAKES_ON operator = AND SOURCE_VARIABLE { name = BRAKES range = 0.1, 1.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:GetWheelBrakes range = 0.001, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SAS_ON operator = AND SOURCE_VARIABLE { name = SAS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MECO_ON operator = AND SOURCE_VARIABLE { name = THRUST range = 0, 0.0001 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ENGFAILURE_ON operator = AND SOURCE_VARIABLE { name = ENGINEFLAMEOUTALARM range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = THROTTLE range = 0.001, 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWCHARGE20_ON operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGEPERCENT range = 0.00001, 0.2 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWCHARGE10_ON operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGEPERCENT range = 0.00001, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_BATTERYCHARGING_ON operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGEDELTAINV range = 0.0001, 1000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWFUEL_ON operator = AND SOURCE_VARIABLE { name = SYSR_LIQUIDFUELPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWFUELSTAGE_ON operator = AND SOURCE_VARIABLE { name = SYSR_LIQUIDFUELSTAGEPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWMONOPROP_ON operator = AND SOURCE_VARIABLE { name = SYSR_MONOPROPELLANTPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWOXIDIZER_ON operator = AND SOURCE_VARIABLE { name = SYSR_OXIDIZERPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWOXIDIZERSTAGE_ON operator = AND SOURCE_VARIABLE { name = SYSR_OXIDIZERSTAGEPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWXENONGAS_ON operator = AND SOURCE_VARIABLE { name = SYSR_XENONGASPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWXENONGASSTAGE_ON operator = AND SOURCE_VARIABLE { name = SYSR_XENONGASSTAGEPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWSOLIDFUELSTAGE_ON operator = AND SOURCE_VARIABLE { name = SYSR_SOLIDFUELSTAGEPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWSOLIDFUEL_ON operator = AND SOURCE_VARIABLE { name = SYSR_SOLIDFUELPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWINTAKEAIR_ON operator = AND SOURCE_VARIABLE { name = SYSR_INTAKEAIRPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOW_ABLATIVERESOURCE_ON operator = AND SOURCE_VARIABLE { name = SELECT_ASET_ABLATIVERESOURCEPERCENT range = 0.01, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FUELCELL_AVAILABLE_ON operator = AND SOURCE_VARIABLE { name = ELECOUTPUTFUELCELL range = -0.1, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FUELCELL_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:ButtonEnableElectricGeneratorState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FUELCELL_ACTIVE_ON operator = AND SOURCE_VARIABLE { name = ELECOUTPUTFUELCELL range = 0.0001, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ALTERNATOR_AVAILABLE_ON operator = AND SOURCE_VARIABLE { name = ELECOUTPUTALTERNATOR range = -0.1, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ALTERNATOR_ACTIVE_ON operator = AND SOURCE_VARIABLE { name = ELECOUTPUTALTERNATOR range = 0.0001, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SOLARARRAY_AVAILABLE_ON operator = AND SOURCE_VARIABLE { name = ELECOUTPUTSOLAR range = -0.1, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SOLARARRAY_ACTIVE_ON operator = AND SOURCE_VARIABLE { name = ELECOUTPUTSOLAR range = 0.0001, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SOLARARRAY_DEPLOYED_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:SolarPanelsRetractable range = 0.1,1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SOLARARRAY_RETRACTED_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:SolarPanelsDeployable range = 0.1,1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SOLARARRAY_UNDERWAY_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:SolarPanelsState range = 1.1,3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SOLARARRAY_BROKEN_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:SolarPanelsState range = 3.1,4.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ANTENNA_DEPLOYED operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:AntennasDeployed range = 0.9, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ANTENNA_RETRACTED operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:AntennasDeployable range = 0.9, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ANTENNA_BROKEN operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:AntennasBroken range = 0.9, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ANTENNA_READY operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:AntennasReady range = 0.9, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RADIATOR_DEPLOYED operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:RadiatorsDeployed range = 0.9, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RADIATOR_RETRACTED operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:RadiatorsDeployable range = 0.9, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RADIATOR_BROKEN operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:RadiatorsBroken range = 0.9, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RADIATOR_ACTIVE operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:RadiatorsActive range = 0.9, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GENERATOR_AVAILABLE_ON operator = AND SOURCE_VARIABLE { name = ELECOUTPUTGENERATOR range = -0.1, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GENERATOR_ACTIVE_ON operator = AND SOURCE_VARIABLE { name = ELECOUTPUTGENERATOR range = 0.0001, 100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ENGINEOVERHEATALARM_ON operator = AND SOURCE_VARIABLE { name = ENGINEOVERHEATALARM range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GROUNDPROXIMITYALARM_ON operator = AND SOURCE_VARIABLE { name = PERIAPSIS range = -1000000, 0 } SOURCE_VARIABLE { name = GROUNDPROXIMITYALARM range = 0.1, 1.1 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -100000000, -1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_GPWS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_MAPPED_VARIABLE { sourceVariable = PODTEMPERATUREKELVIN sourceRange = 0,PODMAXTEMPERATUREKELVIN mappedVariable = ASET_INT_TEMP_RATIO mappedRange = 0,1 } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_MAPPED_VARIABLE { sourceVariable = PODSKINTEMPERATUREKELVIN sourceRange = 0,PODMAXSKINTEMPERATUREKELVIN mappedVariable = ASET_SKIN_TEMP_RATIO mappedRange = 0,1 } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_POD_INT_TEMPERATUREALARM_ON operator = AND SOURCE_VARIABLE { name = MAPPED_ASET_INT_TEMP_RATIO range = 0.7, 1.0 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_POD_SKIN_TEMPERATUREALARM_ON operator = AND SOURCE_VARIABLE { name = MAPPED_ASET_SKIN_TEMP_RATIO range = 0.7, 1.0 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_PODTEMPERATUREALARM_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_POD_SKIN_TEMPERATUREALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POD_INT_TEMPERATUREALARM_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SLOPEALARM_ON operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = SLOPEALARM range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_SLOPE_SWITCHER_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GEARALARM_ON_LANDING operator = AND SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -10000, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_GEAR_NOT_DEPLOYED_ON range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.0 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 0.01, 1000 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GEARALARM_ON_CLIMB operator = AND SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = 5, 100000 } SOURCE_VARIABLE { name = EASPEED range = 210, 100000 } SOURCE_VARIABLE { name = GEAR range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 200, 100000000 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GEARLEVERALARM_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_GEARALARM_ON_LANDING range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_GEARALARM_ON_CLIMB range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_TUMBLEALARM_ON operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_TUMBLE_SWITCHER_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = TUMBLEALARM range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_TARGETDOCKPORT_SELECTED operator = AND SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_DOCKPORT_IS_REF operator = AND SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_APPROACH_ON operator = AND SOURCE_VARIABLE { name = APPROACHSPEED range = 0.001,100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_DOCKINGANGLEALARM_ON operator = AND SOURCE_VARIABLE { name = DOCKINGANGLEALARM range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_DOCKINGSPEEDALARM_ON operator = AND SOURCE_VARIABLE { name = DOCKINGSPEEDALARM range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ALTITUDEALARM_DEF150 operator = AND SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -10000, -0.1 } SOURCE_VARIABLE { name = ALTITUDEBOTTOM range = 1, 150 } SOURCE_VARIABLE { name = PERSISTENT_ALCOR_ALT_WARN_INPUT range = -1.1, -0.9 } SOURCE_VARIABLE { name = PERSISTENT_ASET_ALTITUDE_WARN_INPUT range = -1.1, -0.9 } SOURCE_VARIABLE { name = PERSISTENT_ASET_RADARALTIMETER_ALT_WARN range = -1.1, -0.9 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_LOWALTITUDE_ALARM_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_ALTITUDEALARM_ON range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NI_ALTITUDE_ALARM_ON range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_NI_RADARALTIMETER_ALARM_ON range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_ALTITUDEALARM_DEF150 range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LOWTWR_ON operator = AND SOURCE_VARIABLE { name = TWR range = 0.01,0.999 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_AIRBRAKING_ON operator = AND SOURCE_VARIABLE { name = DYNAMICPRESSURE range = 0.01,1000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ABLATION_ON operator = AND SOURCE_VARIABLE { name = SELECT_ASET_ABLATIVERESOURCEDELTA range = 0.001,100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SHIELDOVERHEAT_ON operator = AND SOURCE_VARIABLE { name = HEATSHIELDTEMPERATURE range = 2300,3000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_HIGH_Q_ON operator = AND SOURCE_VARIABLE { name = DYNAMICPRESSURE range = 40,1000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_TRIM operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:TrimNeutralState range = -0.1,0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_OVERSPEEDALARM operator = AND SOURCE_VARIABLE { name = SURFSPEED range = 1,100000 } SOURCE_VARIABLE { name = SURFSPEED range = TERMINALVELOCITY,100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_SPOILERNORMAL operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIFAR:GetSpoilerState range = 0.1, 1.1 } SOURCE_VARIABLE { name = VERTSPEED range = -1000,9.99 } SOURCE_VARIABLE { name = ISLOADED_FERRAMAEROSPACERESEARCH range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_SPOILERWARNING operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIFAR:GetSpoilerState range = 0.1, 1.1 } SOURCE_VARIABLE { name = VERTSPEED range = 10, 1000 } SOURCE_VARIABLE { name = ISLOADED_FERRAMAEROSPACERESEARCH range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_SPOILERINDICATOR operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_SPOILERWARNING range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_SPOILERNORMAL range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_FLAPS operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIFAR:GetFlapSetting range = 0.1, 3 } SOURCE_VARIABLE { name = ISLOADED_FERRAMAEROSPACERESEARCH range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_FLAPS_GOOD operator = AND SOURCE_VARIABLE { name = VERTSPEED range = -30, 30 } SOURCE_VARIABLE { name = EASPEED range = 0,250 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_FLAPS_NORMAL operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_FLAPS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_FLAPS_GOOD range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_FLAPS_WARNING operator = AND SOURCE_VARIABLE { name = CUSTOM_ASET_FLAPS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_FLAPS_GOOD range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_FLAPSINDICATOR operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_FLAPS_WARNING range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_FLAPS_NORMAL range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_STALLWARNING operator = AND SOURCE_VARIABLE { name = FARPM_STALL_FRACTION range = 0.02, 1000 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1,1.1 } SOURCE_VARIABLE { name = ISLOADED_FERRAMAEROSPACERESEARCH range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ASC_ON operator = AND SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = 0.1,100000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_DES_ON operator = AND SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -100000, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_CONTACT_ON operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = -1.1,0.2 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_DEAPRT_ON operator = AND SOURCE_VARIABLE { name = APPROACHSPEED range = -10000,-0.01 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_HIGHG_ON operator = AND SOURCE_VARIABLE { name = GFORCE range = 3,10000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_EXTREMEG_ALARM_ON operator = AND SOURCE_VARIABLE { name = GFORCE range = 9,10000 } SOURCE_VARIABLE { name = CUSTOM_ASET_WARN_HIGH_G_SWITCHER_ON range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_STAGEREADY_ON operator = AND SOURCE_VARIABLE { name = STAGEREADY range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_STAGELOCKED_ON operator = AND SOURCE_VARIABLE { name = STAGEREADY range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_STAGELOCKED_OFF operator = AND SOURCE_VARIABLE { name = STAGEREADY range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LIMITEDTHRUST_ON operator = AND SOURCE_VARIABLE { name = THRUSTLIMIT range = 0.001, 0.99 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_THRUSTREVERSE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:GetThrustReverserEnabled range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_ENG_MODE_1_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:GetEnginesPrimaryMode range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_ENG_MODE_2_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:GetEnginesPrimaryMode range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_GIMBALFREE_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:GimbalLockState range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARPNONPHYSICS_ON operator = AND SOURCE_VARIABLE { name = TIMEWARPNONPHYSICS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARPPHYSICS_ON operator = AND SOURCE_VARIABLE { name = TIMEWARPPHYSICS range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_1HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_WARP_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ASET_WARPPHYSICS_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ASET_WARPNONPHYSICS_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_MECHJEBAVAILABLE_ON operator = AND SOURCE_VARIABLE { name = MECHJEBAVAILABLE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_PITCH_UP_ON operator = AND SOURCE_VARIABLE { name = PITCHRATE range = 0.05, 10000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_PITCH_DOWN_ON operator = AND SOURCE_VARIABLE { name = PITCHRATE range = -10000, -0.05 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_YAW_RIGHT_ON operator = AND SOURCE_VARIABLE { name = YAWRATE range = -10000, -0.05 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_YAW_LEFT_ON operator = AND SOURCE_VARIABLE { name = YAWRATE range = 0.05, 10000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ROLL_LEFT_ON operator = AND SOURCE_VARIABLE { name = ROLLRATE range = -10000, -0.05 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ROLL_RIGHT_ON operator = AND SOURCE_VARIABLE { name = ROLLRATE range = 0.05, 10000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_CHUTE_SAFE_TO_DEPLOY_ON operator = AND SOURCE_VARIABLE { name = ALTITUDE range = 0.0, ORBITBODYATMOSPHERETOP } SOURCE_VARIABLE { name = PLUGIN_JSIParachute:ParachutesSafeState range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKEEXCABINWATER_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_1500 range = 0.1, 0.20 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKEEXSUITWATER_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_1500 range = 0.15, 0.25 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKERADIATOR_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_2500 range = 0.4, 0.42 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKEVALVE_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_2500 range = 0.5, 0.55 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKECABFANS_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_2500 range = 0.5, 0.55 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKECABINTEMPAUTO_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_3500 range = 0.1, 0.65 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKECABPRESSAUTO_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_3500 range = 0.2, 0.65 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKEHEATERS_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_1500 range = 0.3, 0.65 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKEMANUAL_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_1500 range = 0.2, 0.25 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKESUITFANS_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_2000 range = 0.2, 0.55 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKEALARMMASTER_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_1500 range = 0.1, 0.11 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKETESTOK_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_1500 range = 0.1, 0.85 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FAKEOXFLOW_ON operator = AND SOURCE_VARIABLE { name = PERIODRANDOM_2500 range = 0.1, 0.11 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_FLIGHTMODE_STAGE_ON operator = AND SOURCE_VARIABLE { name = FLIGHTUIMODE range = -1.1, -0.5 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/CustomVariable_ALCOR_TabloIndicators.cfg RPM_CUSTOM_VARIABLE { name = ASET_FLIGHTMODE_DOCK_ON operator = AND SOURCE_VARIABLE { name = FLIGHTUIMODE range = 0.5, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/Custom_TemperatureConvertion.cfg RPM_MATH_VARIABLE { name = HOTTESTENGINETEMP_CELSIUS operator = SUBTRACT sourceVariable = HOTTESTENGINETEMP sourceVariable = 273 } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/Custom_TemperatureConvertion.cfg RPM_MATH_VARIABLE { name = HOTTESTENGINEMAXTEMP_CELSIUS operator = SUBTRACT sourceVariable = HOTTESTENGINEMAXTEMP sourceVariable = 273 } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/Custom_TemperatureConvertion.cfg RPM_SELECT_VARIABLE { name = HOTTESTENGINEINDTEMP_CELSIUS defaultValue = MATH_HOTTESTENGINETEMP_CELSIUS VARIABLE_DEFINITION { name = HOTTESTENGINEMAXTEMP range = -1, 0 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/Custom_TemperatureConvertion.cfg RPM_MATH_VARIABLE { name = HOTTESTPARTTEMP_CELSIUS operator = SUBTRACT sourceVariable = HOTTESTPARTTEMP sourceVariable = 273 } } UrlConfig { parentUrl = ASET/ASET_Props/CUSTOMs/Custom_TemperatureConvertion.cfg RPM_MATH_VARIABLE { name = HOTTESTPARTMAXTEMP_CELSIUS operator = SUBTRACT sourceVariable = HOTTESTPARTMAXTEMP sourceVariable = 273 } } UrlConfig { parentUrl = ASET/ASET_Props/GLOBALS/AsetDefaultColors.cfg RPM_GLOBALCOLORSETUP { COLORDEFINITION { name = ASET_MFD_BACKLIGHT_ACTIVECOLOR color = 83,74,66,255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_NEGATIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_POSITIVECOLOR color = 206,227,246,255 } COLORDEFINITION { name = ASET_SWITCHER_AGNAME_NEGATIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_SWITCHER_AGNAME_ZEROCOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_SWITCHER_AGNAME_POSITIVECOLOR color = 210,210,160,255 } COLORDEFINITION { name = ASET_SWITCHER_STATE_NEGATIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_SWITCHER_STATE_ZEROCOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_SWITCHER_STATE_POSITIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_SWITCHER_LEDS_ZEROCOLOR color = 50,50,50,255 } COLORDEFINITION { name = ASET_SWITCHER_LEDS_POSITIVECOLOR color = 0,255,0,255 } COLORDEFINITION { name = ASET_SWITCHER_AGLEDS_POSITIVECOLOR color = 255,255,0,255 } COLORDEFINITION { name = ASET_SWITCHER_WARNLEDS_POSITIVECOLOR color = 255,0,0,255 } COLORDEFINITION { name = ASET_SWITCHER_MARK_POSITIVECOLOR color = 145,145,145,255 } COLORDEFINITION { name = ASET_SWITCHER_BORDER_POSITIVECOLOR color = 100,120,145,255 } COLORDEFINITION { name = ASET_SWITCHER_CAP_POSITIVECOLOR color = 40,40,50,255 } COLORDEFINITION { name = ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR color = 180,180,180,255 } COLORDEFINITION { name = ASET_STANDART_PUSHBUTTON_ACTIVECOLOR color = 160,160,175,255 } COLORDEFINITION { name = ASET_AG_PUSHBUTTON_ACTIVECOLOR color = 160,180,225,255 } COLORDEFINITION { name = ASET_SAS_PUSHBUTTON_ACTIVECOLOR color = 255,200,90,255 } COLORDEFINITION { name = ASET_MJ_PUSHBUTTON_ACTIVECOLOR color = 85,180,15,255 } COLORDEFINITION { name = ASET_DIGITALINDICATOR_NORMAL_COLOR color = 255,255,155,255 } COLORDEFINITION { name = ASET_DIGITALINDICATOR_WARNING_COLOR color = 255,0,0,255 } COLORDEFINITION { name = ASET_DIGITALINDICATOR_STBY_COLOR color = 255,255,255,110 } COLORDEFINITION { name = ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR color = 255,255,255,110 } COLORDEFINITION { name = ASET_DI_CHATTERER_LEVEL_COLOR color = 40,255,40,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_POSITIVECOLOR color = 255,255,155,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR color = 255,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_ZEROCOLOR color = 40,40,40,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_GHOSTCOLOR color = 255,255,255,20 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NASAGAUGESCALE_ACTIVECOLOR color = 154,149,118,255 } COLORDEFINITION { name = ASET_NASAGAUGESCALE_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NASAGAUGEHAND_ACTIVECOLOR color = 209,203,166,255 } COLORDEFINITION { name = ASET_NASAGAUGEHAND_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR color = 190,033,033,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR color = 10,200,10,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR color = 255,100,10,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_CONS_SCALE_PASSIVECOLOR color = 100,255,10,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR color = 255,130,0,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR color = 200,255,0,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR color = 255,180,0,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR color = 50,50,50,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_CONS_READOUT_NEGATIVECOLOR color = 100,255,0,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR color = 190,033,033,255 } COLORDEFINITION { name = ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR color = 10,200,10,255 } COLORDEFINITION { name = ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR color = 190,033,033,255 } COLORDEFINITION { name = ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR color = 65,180,100,255 } COLORDEFINITION { name = ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR color = 255,200,80,255 } COLORDEFINITION { name = ASET_IND_ADV_TEMP_READOUT_ZEROCOLOR color = 200,255,0,255 } COLORDEFINITION { name = ASET_IND_ADV_TEMP_READOUT_NEGATIVECOLOR color = 100,100,255,255 } COLORDEFINITION { name = ASET_IND_ADV_TEMP_READOUT_BORD_ACTIVECOLOR color = 190,033,033,255 } COLORDEFINITION { name = ASET_IND_ADV_TEMP_READOUT_BORD_PASSIVECOLOR color = 65,180,100,255 } COLORDEFINITION { name = ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR color = 255,125,033,255 } COLORDEFINITION { name = ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR color = 255,255,100,255 } COLORDEFINITION { name = ASET_IND_ADV_ENG_READOUT_POSITIVECOLOR color = 255,200,80,255 } COLORDEFINITION { name = ASET_IND_ADV_ENG_READOUT_ZEROCOLOR color = 50,50,50,255 } COLORDEFINITION { name = ASET_IND_ADV_ENG_READOUT_NEGATIVECOLOR color = 100,100,255,255 } COLORDEFINITION { name = ASET_IND_ADV_ENG_READOUT_BORD_ACTIVECOLOR color = 190,033,033,255 } COLORDEFINITION { name = ASET_IND_ADV_ENG_READOUT_BORD_PASSIVECOLOR color = 65,180,100,255 } COLORDEFINITION { name = ASET_FM_GRAPH_ACTIVECOLOR color = 225,225,225,255 } COLORDEFINITION { name = ASET_FM_VERTBAR_FUELST_ACTIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_FM_VERTBAR_FUELTOT_ACTIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_FM_VERTBAR_OXST_ACTIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_FM_VERTBAR_OXTOT_ACTIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_FM_VERTBAR_MP_ACTIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_FM_TEXT_ZEROCOLOR color = 255,255,136,255 } COLORDEFINITION { name = ASET_FM_VALUE_ZEROCOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_FM_FLOW_ZEROCOLOR color = 255,200,0,255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR color = 185,225,90,255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR color = 10,10,10,255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR color = 220,235,185,255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR color = 10,10,10,255 } COLORDEFINITION { name = ASET_AHI_BACKLIGHT_ACTIVECOLOR color = 115,125,70,255 } COLORDEFINITION { name = ASET_AHI_BACKLIGHT_PASSIVECOLOR color = 10,10,10,255 } COLORDEFINITION { name = ASET_AHI_BACKLIGHT_MARK_ACTIVECOLOR color = 220,235,185,255 } COLORDEFINITION { name = ASET_AHI_BACKLIGHT_MARK_PASSIVECOLOR color = 10,10,10,255 } COLORDEFINITION { name = ASET_VPG_SCALE_ACTIVECOLOR color = 215,255,120,255 } COLORDEFINITION { name = ASET_VPG_MARK_ACTIVECOLOR color = 215,255,120,255 } COLORDEFINITION { name = ASET_VPG_LABELTEXT_DIFFUSE_POSITIVECOLOR color = 215,255,120,255 } COLORDEFINITION { name = ASET_VPG_LABELTEXT_DIFFUSE_NEGATIVECOLOR color = 215,255,120,255 } COLORDEFINITION { name = ASET_VPG_LABELTEXT_DIFFUSE_ZEROCOLOR / color = 215,255,120,255 } COLORDEFINITION { name = ASET_VPG_LABELTEXT_EMISSIVE_POSITIVECOLOR color = 215,255,120,255 } COLORDEFINITION { name = ASET_VPG_LABELTEXT_EMISSIVE_NEGATIVECOLOR color = 215,255,120,255 } COLORDEFINITION { name = ASET_VPG_LABELTEXT_DIFFUSE_ZEROCOLOR color = 215,255,120,255 } COLORDEFINITION { name = ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR color = 50,50,50,255 } COLORDEFINITION { name = ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR color = 50,50,50,255 } COLORDEFINITION { name = ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_PLATETEXT_POSITIVECOLOR color = 206,227,246,255 } COLORDEFINITION { name = ASET_PLATETEXT_NEGATIVECOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_PLATETEXT_ZEROCOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_PANELDIVIDER_PRIMARY_BACKLIGHTCOLOR color = 100,120,145,255 } COLORDEFINITION { name = ASET_PANELDIVIDER_SECONDARY_BACKLIGHTCOLOR color = 100,120,145,255 } } } UrlConfig { parentUrl = ASET/ASET_Props/GLOBALS/ASET_ModularPushButton_DefaultColors.cfg RPM_GLOBALCOLORSETUP { COLORDEFINITION { name = ASET_mpb_BLACK color = 0,0,0,255 } COLORDEFINITION { name = ASET_mpb_GRAY color = 128,128,128,255 } COLORDEFINITION { name = ASET_mpb_WHITE color = 255,255,255,255 } COLORDEFINITION { name = ASET_mpb_AMBER color = 247,181,18,255 } COLORDEFINITION { name = ASET_mpb_AMBER_BCKLT color = 160,115,9,255 } COLORDEFINITION { name = ASET_mpb_RED color = 255,0,0,255 } COLORDEFINITION { name = ASET_mpb_GREEN color = 51,201,102,255 } COLORDEFINITION { name = ASET_mpb_GREEN_BCKLT color = 40,150,70,255 } COLORDEFINITION { name = ASET_mpb_BLUE color = 0,204,255,255 } COLORDEFINITION { name = ASET_mpb_BLUE_BKLT color = 0,100,255,255 } COLORDEFINITION { name = ASET_mpb_YELLOW color = 255,255,0,255 } COLORDEFINITION { name = ASET_mpb_ORANGE color = 255,102,0,255 } COLORDEFINITION { name = ASET_mpb_CLEARGREEN color = 0,255,0,255 } COLORDEFINITION { name = ASET_mpb_MAGENTA color = 255,0,255,255 } COLORDEFINITION { name = ASET_mpb_MAGENTA_BCKLT color = 160,0,160,255 } COLORDEFINITION { name = ASET_mpb_CLEARBLUE color = 0,0,255,255 } COLORDEFINITION { name = ASET_mpb_PINK color = 255,153,204,255 } COLORDEFINITION { name = ASET_mpb_F02_StatusLight color = 0,255,0,255 } COLORDEFINITION { name = ASET_mpb_F03_BackLight color = 50,60,70,255 } COLORDEFINITION { name = ASET_mpb_F03_ACTIVE color = 10,90,220,255 } COLORDEFINITION { name = ASET_mpb_F03_AG_ACTIVE color = 10,210,30,255 } COLORDEFINITION { name = ASET_mpb_FD1_StatusLight color = 255,255,0,255 } COLORDEFINITION { name = ASET_mpb_FD2_StatusLight color = 255,255,0,255 } COLORDEFINITION { name = ASET_mpb_FD3_StatusLight color = 255,255,0,255 } COLORDEFINITION { name = ASET_mpb_FD4_StatusLight color = 0,255,0,255 } COLORDEFINITION { name = ASET_mpb_FD5_StatusLight color = 255,255,0,255 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ARRT/ARRT.cfg PROP { name = ARRT MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { animationName = AltRangeScaleAnim variableName = SELECT_ALTRANGEVALUE scale = 0,5000 maxRateChange = 1 } VARIABLESET { animationName = AltRangeRateScaleAnim variableName = SELECT_ALTRANGERTVALUE scale = -300,300 maxRateChange = 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ARRT_LANDINGMODE_ON VARIABLESET { coloredObject = ALTtablo passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = ALTtablo textureLayers = _MainTex,_Emissive textureShiftStart = 0.123,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ARRT_RNDZMODE_ON VARIABLESET { coloredObject = RANGEtablo passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = RANGEtablo textureLayers = _MainTex,_Emissive textureShiftStart = 0.123,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ARRT_BACKLIGHT_ON VARIABLESET { coloredObject = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ALTscaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RATEscaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ARRT/ARRT_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ALTRANGEVALUE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ARRT_LANDINGMODE_ON range = 0.1,1.1 value = RADARALTOCEAN } VARIABLE_DEFINITION { name = CUSTOM_ARRT_RNDZMODE_ON range = 0.1,1.1 value = TARGETDISTANCE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ARRT/ARRT_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ALTRANGERTVALUE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ARRT_LANDINGMODE_ON range = 0.1,1.1 value = VERTSPEEDROUNDED } VARIABLE_DEFINITION { name = CUSTOM_ARRT_RNDZMODE_ON range = 0.1,1.1 value = TRGTSPEED } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator.cfg PROP { name = ASET_AnalogSpeedIndicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,10000 variableName = SELECT_ANALOGSPEEDINDICATORVALUE controlledTransform = OuterArrowLoc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes maxRateChange = 3.0 modulo = 1000 } VARIABLESET { scale = 0,9000 variableName = SELECT_ANALOGSPEEDINDICATORVALUE controlledTransform = InnerArrowLoc localRotationStart = 0,0,0 localRotationEnd = 0,324,0 longPath = yes maxRateChange = 4.0 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ANALOGSPEEDINDICATOR_ERR controlledTransform = OutOfRangeLoc localRotationStart = 0,0,0 localRotationEnd = 0,18,0 longPath = yes maxRateChange = 1.0 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ANALOGSPEEDINDICATOR_GRND controlledTransform = GrndSpeedFlagObj localRotationStart = 0,0,0 localRotationEnd = 0,50,0 longPath = yes maxRateChange = 6.0 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ANALOGSPEEDINDICATOR_REL controlledTransform = RelSpeedFlagObj localRotationStart = 0,0,0 localRotationEnd = 0,-50,0 longPath = yes maxRateChange = 6.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = InnerScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = OuterScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Arrow02Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GrndSpeedFlagObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RelSpeedFlagObj passiveColor = 0,0,0,255 activeColor = 174,169,138,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ANALOGSPEEDINDICATORVALUE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ANALOGSPEEDINDICATOR_GRND range = 0.1,1.1 value = SURFSPEED } VARIABLE_DEFINITION { name = CUSTOM_ANALOGSPEEDINDICATOR_ORB range = 0.1,1.1 value = ORBTSPEED } VARIABLE_DEFINITION { name = CUSTOM_ANALOGSPEEDINDICATOR_REL range = 0.1,1.1 value = TRGTSPEED } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_AUTO_ORB operator = AND SOURCE_VARIABLE { name = PERSISTENT_AnalogSpeedIndicatorMode range = -0.1, 0.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_AUTO_GRND operator = AND SOURCE_VARIABLE { name = PERSISTENT_AnalogSpeedIndicatorMode range = -0.1, 0.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_AUTO_REL operator = AND SOURCE_VARIABLE { name = PERSISTENT_AnalogSpeedIndicatorMode range = -0.1, 0.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_HARD_GRND operator = AND SOURCE_VARIABLE { name = PERSISTENT_AnalogSpeedIndicatorMode range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_HARD_ORB operator = AND SOURCE_VARIABLE { name = PERSISTENT_AnalogSpeedIndicatorMode range = 1.1, 2.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_HARD_REL operator = AND SOURCE_VARIABLE { name = PERSISTENT_AnalogSpeedIndicatorMode range = 2.1, 3.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_GRND operator = OR SOURCE_VARIABLE { name = CUSTOM_ANALOGSPEEDINDICATOR_HARD_GRND range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ANALOGSPEEDINDICATOR_AUTO_GRND range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_ORB operator = OR SOURCE_VARIABLE { name = CUSTOM_ANALOGSPEEDINDICATOR_HARD_ORB range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ANALOGSPEEDINDICATOR_AUTO_ORB range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_REL operator = OR SOURCE_VARIABLE { name = CUSTOM_ANALOGSPEEDINDICATOR_HARD_REL range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ANALOGSPEEDINDICATOR_AUTO_REL range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_ERRNOTARGET operator = AND SOURCE_VARIABLE { name = CUSTOM_ANALOGSPEEDINDICATOR_HARD_REL range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -1.1, -0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ANALOGSPEEDINDICATOR_ERR operator = OR SOURCE_VARIABLE { name = SELECT_ANALOGSPEEDINDICATORVALUE range = 10000, 10000000000000 } SOURCE_VARIABLE { name = CUSTOM_ANALOGSPEEDINDICATOR_ERRNOTARGET range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer.cfg PROP { name = ASET_ClockTimer MODULE { name = JSICallbackAnimator variableName = ISONKERBINTIME VARIABLESET { controlledTransform = EarthScaleObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.003,0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = KerbinClockScaleObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.003,0 scale = -0.1,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 0,86400 variableName = SELECT_CLOCKHOURSVALUE controlledTransform = Hours_arrowObj localRotationStart = 0,0,0 localRotationEnd = 0,720,0 longPath = yes } VARIABLESET { scale = 0,86400 variableName = TIMEOFDAYSECS controlledTransform = Minutes_arrowObj localRotationStart = 0,0,0 localRotationEnd = 0,8640,0 longPath = yes } VARIABLESET { scale = 0,86400 variableName = SELECT_TIMER_TIME controlledTransform = TimerArrowMinObj localRotationStart = 0,0,0 localRotationEnd = 0,8640,0 longPath = yes } VARIABLESET { controlledTransform = TimerON_flagObj variableName = PERSISTENT_TIMERSTATE scale = 0.5,1.5 threshold = 0.4,0.6 localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0.005 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = MainScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = EarthScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = KerbinClockScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Labels_and_TimerScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TimerButtonLabelObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Hours_arrowObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Minutes_arrowObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Seconds_arrowObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TimerArrowSecObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TimerArrowMinObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,86400 variableName = TIMEOFDAYSECS controlledTransform = Seconds_arrowObj localRotationStart = 0,0,0 localRotationEnd = 0,518400,0 longPath = yes } VARIABLESET { scale = 0,86400 variableName = SELECT_TIMER_TIME controlledTransform = TimerArrowSecObj localRotationStart = 0,0,0 localRotationEnd = 0,518400,0 longPath = yes } } MODULE { name = JSINumericInput perPodPersistenceName = TimerButtonNumber defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = true USERINPUTSET { switchTransform = StartColl increment = 1 animationName = TimerButtonPushAnim switchSound = ASET/ASET_Props/Sounds/AnalogTimerButton switchSoundVolume = 0.5 } USERINPUTSET { switchTransform = StopColl increment = 1 animationName = TimerButtonPushAnim switchSound = ASET/ASET_Props/Sounds/AnalogTimerButton switchSoundVolume = 0.5 } USERINPUTSET { switchTransform = ResetColl increment = 1 animationName = TimerButtonPushAnim switchSound = ASET/ASET_Props/Sounds/AnalogTimerButton switchSoundVolume = 0.5 } } MODULE { name = JSIVariableAnimator animationName = TestTimerButton variableName = PERSISTENT_TimerButtonNumber scale = 0,2 refreshRate = 5 } MODULE { name = JSIActionGroupSwitch switchTransform = StartColl actionName = transfer perPodPersistenceName = TIMERSTATE switchGroupIdentifier = 1 switchSound = TRANSFERACTION { getVariable = UTSECS perPodPersistenceName = TIMERSTARTTIME } } MODULE { name = JSIActionGroupSwitch switchTransform = StopColl actionName = transfer perPodPersistenceName = TIMERSTATE switchGroupIdentifier = 2 switchSound = TRANSFERACTION { getVariable = MATH_TIMERCOUNT perPodPersistenceName = STORED_TIMER_TIME } } MODULE { name = JSIActionGroupSwitch switchTransform = ResetColl actionName = transfer perPodPersistenceName = TIMERSTATE switchGroupIdentifier = 0 switchSound = TRANSFERACTION { getVariable = UTSECS perPodPersistenceName = TIMERSTARTTIME } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer_CUSTOMs.cfg RPM_MATH_VARIABLE { name = KERBIN_CONVERTED_HOURS operator = MULTIPLY sourceVariable = TIMEOFDAYSECS sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = CLOCKHOURSVALUE defaultValue = TIMEOFDAYSECS VARIABLE_DEFINITION { name = ISONKERBINTIME range = 0.1, 1.1 value = MATH_KERBIN_CONVERTED_HOURS } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer_CUSTOMs.cfg RPM_MATH_VARIABLE { name = TIMERCOUNT operator = SUBTRACT sourceVariable = UTSECS sourceVariable = PERSISTENT_TIMERSTARTTIME } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = TIMER_TIME defaultValue = 0 VARIABLE_DEFINITION { name = PERSISTENT_TIMERSTATE range = 0.1, 1.1 value = MATH_TIMERCOUNT } VARIABLE_DEFINITION { name = PERSISTENT_TIMERSTATE range = 1.1, 2.1 value = PERSISTENT_STORED_TIMER_TIME } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_CRT_Display/ASET_CRT_Display.cfg PROP { name = ASET_CRT_Display MODULE { name = RasterPropMonitor screenTransform = ASET_CRT_Screen_Obj fontTransform = ASET/ASET_Props/MFDs/Fonts/mainfont textureLayerID = _Emissive screenWidth = 24 screenHeight = 18 screenPixelWidth = 384 screenPixelHeight = 576 fontLetterWidth = 16 fontLetterHeight = 32 defaultFontTint = 30,255,30,255 cameraAspect = 1.333333 fontDefinition = ASET/ASET_Props/MFDs/Fonts/fontDefinition.txt refreshDrawRate = 2 refreshTextRate = 4 refreshDataRate = 4 emptyColor = 0,0,0,255 doScreenshots = true needsElectricCharge = true buttonClickSound = Squad/Sounds/sound_click_tick buttonClickVolume = 0.6 globalButtons = ASET_CRT_Button_MODE_TGGL_ColliderObj,ASET_CRT_Button_PREV_ColliderObj,ASET_CRT_Button_NEXT_ColliderObj,ASET_CRT_Button_ENTER_ColliderObj,ASET_CRT_Button_BACK_ColliderObj,ASET_CRT_BoltObj013 noSignalTextureURL = ASET/ASET_Props/MFDs/ScreenPlates/nosignal PAGE { name = ASET_CRT_TargetMenu button = ASET_CRT_Button_MODE_TGGL_ColliderObj localMargins = 1,1,1,1 PAGEHANDLER { name = JSITargetMenu method = ShowMenu buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 1 buttonDown = 2 buttonEnter = 3 buttonEsc = 4 buttonHome = 5 pageTitle = TARGET MENU nameColor = 25,200,0,255 distanceColor = 15,150,0,225 selectedColor = 50,255,50,255 unavailableColor = 0,100,0,225 } } PAGE { name = ASET_CRT_EXTCAM button = ASET_CRT_Button_MODE_TGGL_ColliderObj BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera pageActiveMethod = PageActive skipMissingCameras = true showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraPixelSize = 128,128 cameraTransform = ExtCam1|ExtCam2|ExtCam3|ExtCam4|ExtCam5|ExtCam6|ExtCam7|ExtCam8|CurrentReferenceDockingPortCamera flickerChance = 0.01 flickerRange = 15 fovLimits = 90,45|90,45|90,45|90,45|90,45|90,45|90,45|90,45 zoomRate = 30|30|30|30|30|30|30|30 zoomIn = 3 zoomOut = 4 nextCamera = 2 prevCamera = 1 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,2.0|_Blend,0.6|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } } MODULE { name = JSIActionGroupSwitch switchTransform = ASET_CRT_PRW_SwitchColiderObj animationName = ASET_CRT_PWR_ON_Anim actionName = dummy perPodPersistenceName = ASET_CRT_PRW_ON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CRT_SCREEN_ON VARIABLESET { coloredObject = ASET_CRT_Screen_Obj passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ASET_CRT_Labels_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = SwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_CRT_MODE_TGGL_KeyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_CRT_PREV_KeyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_CRT_NEXT_KeyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_CRT_ENTER_KeyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_CRT_BACK_KeyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_CRT_Display/ASET_CRT_Display_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_CRT_SCREEN_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_CRT_PRW_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY.cfg PROP { name = ASET_DSKY MODULE { name = RasterPropMonitor screenTransform = ScreenObj fontTransform = ASET/ASET_Props/Instruments/ASET_DSKY/Display/Font/SCDfont textureLayerID = _Emissive screenWidth = 8 screenHeight = 5 screenPixelWidth = 128 screenPixelHeight = 160 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 1.0 fontDefinition = ASET/ASET_Props/Instruments/ASET_DSKY/Display/Font/fontDefinition.txt refreshDrawRate = 1 refreshTextRate = 4 refreshDataRate = 4 emptyColor = 0,0,0,255 doScreenshots = false PAGE { name = DSKY_PAGE01 PAGEHANDLER { name = JSIVariablePageTextSwitcher method = ShowPage pageActiveMethod = PageActive refreshRate = 5 definitionOut = ASET/ASET_Props/Instruments/ASET_DSKY/Display/Pages/DSKY_Vessel_Page.txt PAGE_DEFINITION { variableName = CUSTOM_DSKY_MODE_MNVRRNDZ range = 0.1,1.1 page = ASET/ASET_Props/Instruments/ASET_DSKY/Display/Pages/DSKY_MNVR_RNDZ_Page.txt } PAGE_DEFINITION { variableName = CUSTOM_DSKY_MODE_RNDZ range = 0.1,1.1 page = ASET/ASET_Props/Instruments/ASET_DSKY/Display/Pages/DSKY_RNDZ_Page.txt } } } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = ScreenObj passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.0,0.5 } } MODULE { name = JSIActionGroupSwitch switchTransform = Key_Orbit actionName = dummy perPodPersistenceName = DSKY_SourceSelect switchGroupIdentifier = 0 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_TGT actionName = dummy perPodPersistenceName = DSKY_SourceSelect switchGroupIdentifier = 1 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_APPR actionName = dummy perPodPersistenceName = DSKY_SourceSelect switchGroupIdentifier = 2 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_OrbitMNVR actionName = dummy perPodPersistenceName = DSKY_SourceSelect switchGroupIdentifier = 3 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_AP actionName = dummy perPodPersistenceName = DSKY_Timer_Mode switchGroupIdentifier = 0 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_PE actionName = dummy perPodPersistenceName = DSKY_Timer_Mode switchGroupIdentifier = 1 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_AN actionName = dummy perPodPersistenceName = DSKY_Timer_Mode switchGroupIdentifier = 2 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_DN actionName = dummy perPodPersistenceName = DSKY_Timer_Mode switchGroupIdentifier = 3 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_TimerMNVR actionName = dummy perPodPersistenceName = DSKY_Timer_Mode switchGroupIdentifier = 4 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_LNCH actionName = dummy perPodPersistenceName = DSKY_Timer_Mode switchGroupIdentifier = 5 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_TOTAL actionName = dummy perPodPersistenceName = DSKY_DeltaVmode switchGroupIdentifier = 1 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_STAGE actionName = dummy perPodPersistenceName = DSKY_DeltaVmode switchGroupIdentifier = 0 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_DeltaMNVR actionName = dummy perPodPersistenceName = DSKY_DeltaVmode switchGroupIdentifier = 2 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIActionGroupSwitch switchTransform = Key_TRNSF actionName = dummy perPodPersistenceName = DSKY_DeltaVmode switchGroupIdentifier = 3 switchSound = ASET/ASET_Props/Sounds/button-50 } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = APLightsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_LIGHT_AP scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = APLightsObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_LIGHT_AP scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = PELightsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_LIGHT_PE scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = PELightsObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_LIGHT_PE scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = INCLightsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_LIGHT_INCL scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = INCLightsObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_LIGHT_INCL scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = TGTLightsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_LIGHT_TGT scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = TGTLightsObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_LIGHT_TGT scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = APPRLightsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_LIGHT_RNDZ scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = APPRLightsObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_LIGHT_RNDZ scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = MNVR_LightsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_LIGHT_MNVR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = MNVR_LightsObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_LIGHT_MNVR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = TIMELightsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_ALCOR_POWERON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = TIMELightsObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_ALCOR_POWERON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = TimerLights_AP colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_TIMERMODE_AP scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = TimerLights_AP textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_TIMERMODE_AP scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = TimerLights_PE colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_TIMERMODE_PE scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = TimerLights_PE textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_TIMERMODE_PE scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = TimerLights_AN colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_TIMERMODE_AN scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = TimerLights_AN textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_TIMERMODE_AN scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = TimerLights_DN colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_TIMERMODE_DN scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = TimerLights_DN textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_TIMERMODE_DN scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = TimerLights_MNVR colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_TIMERMODE_MNVR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = TimerLights_MNVR textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_TIMERMODE_MNVR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = TimerLights_LNCH colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_TIMERMODE_LNCH scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = TimerLights_LNCH textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_TIMERMODE_LNCH scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = DVLightsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_ALCOR_POWERON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = DVLightsObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_ALCOR_POWERON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = DVlights_TOTAL colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_DELTAV_TOTAL scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = DVlights_TOTAL textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_DELTAV_TOTAL scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = DVlights_STAGE colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_DELTAV_STAGE scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = DVlights_STAGE textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_DELTAV_STAGE scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = DVlights_MNVR colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_DELTAV_MNVR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = DVlights_MNVR textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_DELTAV_MNVR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = DVlights_TRNSFR colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_DSKY_DELTAV_TRNSF scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = DVlights_TRNSFR textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.15 textureShiftEnd = 0,0 variableName = CUSTOM_DSKY_DELTAV_TRNSF scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_001 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,0,255 variableName = CUSTOM_DSKY_ERROR_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_002 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variableName = CUSTOM_DSKY_WL_ORBIT scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_003 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variableName = CUSTOM_DSKY_WL_CIRCULAR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_004 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variableName = CUSTOM_DSKY_WL_ESCAPE scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_005 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,0,255 variableName = CUSTOM_DSKY_WL_REENTRY scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_006 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,0,255 variableName = CUSTOM_DSKY_WL_ATMBRAKE scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_007 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,0,255 variableName = CUSTOM_DSKY_WL_DEORBIT scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_008 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variableName = CUSTOM_DSKY_WL_RNDZRADAR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_009 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,0,255 variableName = CUSTOM_DSKY_WL_TGTTRACK scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_010 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variableName = CUSTOM_DSKY_WL_APPROACH scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_011 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variableName = CUSTOM_DSKY_WL_DEPART scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_012 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variableName = CUSTOM_DSKY_WL_MANEUVER scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = SCD_WL_013 colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,255,0,255 variableName = CUSTOM_DSKY_WL_ATT_ERR scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { coloredObject = YellowLinesObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 220,186,0,255 variableName = CUSTOM_ALCOR_POWEROFF scale = 1,0 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = YellowLinesObj textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = -0.08,0 variableName = CUSTOM_ALCOR_POWEROFF scale = 1,0 threshold = 0.1,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = KeyboardObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = SCD_ScreenLine01Obj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 1.47 zeroColor = 0,0,0,255 labelText = " APOAPSIS TGT MNVR MIN DIST oneshot = true } MODULE { name = JSILabel transformName = SCD_ScreenLine02Obj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 1.47 zeroColor = 0,0,0,255 labelText = " PERIAPSIS TGT MNVR APPR SPD oneshot = true } MODULE { name = JSILabel transformName = SCD_ScreenLine03Obj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 1.47 zeroColor = 0,0,0,255 labelText = " INCLINATION REL MNVR oneshot = true } MODULE { name = JSILabel transformName = SCD_ScreenLine04Obj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 1.47 zeroColor = 0,0,0,255 labelText = "TIME AP PE AN DN MNVR LNCH APPR TIME oneshot = true } MODULE { name = JSILabel transformName = SCD_ScreenLine05Obj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 1.47 zeroColor = 0,0,0,255 labelText = "dV TOTAL STAGE MNVR TRANSFER oneshot = true } MODULE { name = JSILabel transformName = SCD_WarningLights01Obj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 2.0 lineSpacing = 1.222 zeroColor = 0,0,0,255 labelText = " [b]ERROR$$$$$$ ORBIT$$$$$$ CIRCULAR$$$$$$ ESCAPE$$$$$$ REENTRY$$$$$$ ATM.BRAKING$$$$$$ LANDING$$$$$$ RNDZ RADAR$$$$$$ TGT TRACK$$$$$$ APPROACH$$$$$$ DEPARTURE $$$$$$ MANEUVER $$$$$$ATTITUDE ERR[/b] oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_MATH_VARIABLE { name = APOAPSIS_DEVIDE100 operator = DIVIDE sourceVariable = SELECT_DSKY_AP sourceVariable = 100 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_MATH_VARIABLE { name = PERIAPSIS_DEVIDE100 operator = DIVIDE sourceVariable = SELECT_DSKY_PE sourceVariable = 100 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_MATH_VARIABLE { name = INCLINATION_MULT100 operator = MULTIPLY sourceVariable = SELECT_DSKY_INCL sourceVariable = 100 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_MATH_VARIABLE { name = MNODE_REL_INCLINATION_MULT100 operator = MULTIPLY sourceVariable = MNODERELATIVEINCLINATION sourceVariable = 100 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_MATH_VARIABLE { name = DELTAV_MULT10 operator = MULTIPLY sourceVariable = SELECT_DSKY_DELTAV sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_MATH_VARIABLE { name = APPROACHSPEED_MULT10 operator = MULTIPLY sourceVariable = APPROACHSPEED sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = DSKY_AP defaultValue = -100000000000 VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_ORBIT range = 0.1,1.1 value = APOAPSIS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_TGT range = 0.1,1.1 value = TARGETAPOAPSIS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_MNVR range = 0.1,1.1 value = MNODEAPOAPSIS } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = DSKY_PE defaultValue = -100000000000 VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_ORBIT range = 0.1,1.1 value = PERIAPSIS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_TGT range = 0.1,1.1 value = TARGETPERIAPSIS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_MNVR range = 0.1,1.1 value = MNODEPERIAPSIS } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = DSKY_INCL defaultValue = -100000000000 VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_ORBIT range = 0.1,1.1 value = INCLINATION } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_TGT range = 0.1,1.1 value = RELATIVEINCLINATION } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_RNDZ range = 0.1,1.1 value = RELATIVEINCLINATION } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_MNVR range = 0.1,1.1 value = MNODEINCLINATION } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_MNVRRNDZ range = 0.1,1.1 value = MNODERELATIVEINCLINATION } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = DSKY_TIMER defaultValue = -123456789 VARIABLE_DEFINITION { name = CUSTOM_DSKY_TIMERMODE_LNCH range = 0.1,1.1 value = TARGETLAUNCHTIMESECS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_TIMERMODE_AP range = 0.1,1.1 value = TIMETOAPSECS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_TIMERMODE_PE range = 0.1,1.1 value = TIMETOPESECS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_TIMERMODE_VESSAN range = 0.1,1.1 value = TIMETOANEQUATORIAL } VARIABLE_DEFINITION { name = CUSTOM_DSKY_TIMERMODE_VESSDN range = 0.1,1.1 value = TIMETODNEQUATORIAL } VARIABLE_DEFINITION { name = CUSTOM_DSKY_TIMERMODE_TGTAN range = 0.1,1.1 value = TIMETOANWITHTARGETSECS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_TIMERMODE_TGTDN range = 0.1,1.1 value = TIMETODNWITHTARGETSECS } VARIABLE_DEFINITION { name = CUSTOM_DSKY_TIMERMODE_MNVR range = 0.1,1.1 value = MNODETIMESECS } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = DSKY_DELTAV defaultValue = -100000000000 VARIABLE_DEFINITION { name = CUSTOM_DSKY_DELTAV_STAGE range = 0.1,1.1 value = DELTAVSTAGE } VARIABLE_DEFINITION { name = CUSTOM_DSKY_DELTAV_TOTAL range = 0.1,1.1 value = DELTAV } VARIABLE_DEFINITION { name = CUSTOM_DSKY_DELTAV_MNVR range = 0.1,1.1 value = MNODEDV } VARIABLE_DEFINITION { name = CUSTOM_DSKY_MODE_RNDZ range = 0.1,1.1 value = MNODEDV } VARIABLE_DEFINITION { name = CUSTOM_DSKY_DELTAV_TRNSF range = 0.1,1.1 value = TARGETBODYDELTAV } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_MODE_ORBIT operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = -0.1, 0.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_MODE_TGT operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_MODE_RNDZ operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = 1.2, 2.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = -1.1,-0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_MODE_MNVRRNDZ operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = 1.2, 2.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_MODE_MNVR operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = 2.2, 3.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_LIGHT_AP operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_ORBIT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_TGT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_MNVR range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_LIGHT_PE operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_ORBIT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_TGT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_MNVR range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_LIGHT_INCL operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_ORBIT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_TGT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_RNDZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_MNVR range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_LIGHT_TGT operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_TGT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_RNDZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_MNVRRNDZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_LIGHT_RNDZ operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_RNDZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_MNVRRNDZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_LIGHT_MNVRRNDZ_BLINK operator = AND SOURCE_VARIABLE { name = PERIOD_1HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_MNVRRNDZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_LIGHT_MNVR operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_MNVR range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_LIGHT_MNVRRNDZ_BLINK range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_AP operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_Timer_Mode range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_RNDZ range = -0.1, 0.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_PE operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_Timer_Mode range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_RNDZ range = -0.1, 0.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_VESSAN operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_Timer_Mode range = 1.1, 2.1 } SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_RNDZ range = -0.1, 0.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_TGTAN operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_Timer_Mode range = 1.1, 2.1 } SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_VESSDN operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_Timer_Mode range = 2.1, 3.1 } SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = -0.1, 0.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_TGTDN operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_Timer_Mode range = 2.1, 3.1 } SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_LIGHTTGTAN operator = AND SOURCE_VARIABLE { name = CUSTOM_DSKY_TIMERMODE_TGTAN range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_AN operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_TIMERMODE_VESSAN range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_TIMERMODE_LIGHTTGTAN range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_LIGHTTGTDN operator = AND SOURCE_VARIABLE { name = CUSTOM_DSKY_TIMERMODE_TGTDN range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_DN operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_TIMERMODE_VESSDN range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_TIMERMODE_LIGHTTGTDN range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_MNVR operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_Timer_Mode range = 3.1, 4.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_RNDZ range = -0.1, 0.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMERMODE_LNCH operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_Timer_Mode range = 4.1, 5.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_MODE_RNDZ range = -0.1, 0.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_DELTAV_STAGE operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_DeltaVmode range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_DELTAV_TOTAL operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_DeltaVmode range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_DELTAV_MNVR operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_DeltaVmode range = 1.1, 2.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_DELTAV_TRNSF operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_DeltaVmode range = 2.1, 3.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_ERR_NOORBIT operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = -0.1, 0.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_ERR_NOTGT operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = 0.1, 2.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_ERR_NOMNVR operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_SourceSelect range = 2.1, 3.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = -1.1, -0.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_ERR_NOMNVRDELTAV operator = AND SOURCE_VARIABLE { name = PERSISTENT_DSKY_DeltaVmode range = 1.1, 2.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = -1.1, -0.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_ERROR_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_ERR_NOORBIT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_ERR_NOTGT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_ERR_NOMNVR range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_ERR_NOMNVRDELTAV range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_ORBIT_ERRMESSAGE operator = OR SOURCE_VARIABLE { name = SELECT_DSKY_AP range = -99999999999, -100000000001 } SOURCE_VARIABLE { name = SELECT_DSKY_PE range = -99999999999, -100000000001 } SOURCE_VARIABLE { name = SELECT_DSKY_INCL range = -99999999999, -100000000001 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_TIMER_ERRMESSAGE operator = OR SOURCE_VARIABLE { name = SELECT_DSKY_AP range = -99999999999, -100000000001 } SOURCE_VARIABLE { name = SELECT_DSKY_PE range = -99999999999, -100000000001 } SOURCE_VARIABLE { name = SELECT_DSKY_INCL range = -99999999999, -100000000001 } SOURCE_VARIABLE { name = SELECT_DSKY_TIMER range = -123456788.9, -123456789.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_ORBIT operator = AND SOURCE_VARIABLE { name = PERIAPSIS range = ORBITBODYATMOSPHERETOP, 10000000000000 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_CIRCULAR operator = AND SOURCE_VARIABLE { name = ECCENTRICITY range = 0, 0.001 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_ESCAPE operator = AND SOURCE_VARIABLE { name = ENCOUNTERTIME range = 0.00001, 100000000000000000 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_LANDING_NOATM operator = AND SOURCE_VARIABLE { name = PERIAPSIS range = -10000000000000,0 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -100000, 0 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_LANDING_ATM operator = AND SOURCE_VARIABLE { name = PERIAPSIS range = -10000000, ORBITBODYATMOSPHERETOP } SOURCE_VARIABLE { name = APOAPSIS range = -10000000, ORBITBODYATMOSPHERETOP } SOURCE_VARIABLE { name = ORBITBODYATMOSPHERE range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -100000, 0 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_DEORBIT operator = OR SOURCE_VARIABLE { name = CUSTOM_DSKY_WL_LANDING_ATM range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_DSKY_WL_LANDING_NOATM range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_REENTRY operator = AND SOURCE_VARIABLE { name = PERIAPSIS range = -10000000, ORBITBODYATMOSPHERETOP } SOURCE_VARIABLE { name = APOAPSIS range = ORBITBODYATMOSPHERETOP, 1000000000000000 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = ORBITBODYATMOSPHERE range = 0.1, 1.1 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -100000, 0 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_ATMBRAKE operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = DYNAMICPRESSURE range = 0.001, 10000000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_RNDZRADAR operator = AND SOURCE_VARIABLE { name = TARGETEXISTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_TGTTRACK operator = AND SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_APPROACH operator = AND SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = APPROACHSPEED range = 0.01, 1000000000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_DEPART operator = AND SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } SOURCE_VARIABLE { name = APPROACHSPEED range = -1000000000, -0.01 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_MANEUVER operator = AND SOURCE_VARIABLE { name = MNODEEXISTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_STEERING_ERR operator = NAND SOURCE_VARIABLE { name = MATH_ERRORPITCHSCALED-01 range = -0.5, 0.5 } SOURCE_VARIABLE { name = MATH_ERRORYAWSCALED-01 range = -0.5, 0.5 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY_WL_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DSKY_WL_ATT_ERR operator = AND SOURCE_VARIABLE { name = CUSTOM_DSKY_WL_STEERING_ERR range = 0.1,1.1 } SOURCE_VARIABLE { name = THROTTLE range = 0.01, 1 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_IMP/ASET_IMP.cfg PROP { name = ASET_IMP MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ASET_IMP_LONG_Loc localRotationStart = -90,0,0 localRotationEnd = 90,0,0 variableName = SELECT_ASET_IMP_LATITUDE scale = -90,90 maxRateChange = 0.2 } VARIABLESET { controlledTransform = ASET_IMP_Globe_Obj localRotationStart = 0,0,180 localRotationEnd = 0,0,-180 variableName = SELECT_ASET_IMP_LONGITUDE scale = -180,180 longPath = yes modulo = 360 maxRateChange = 0.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_IMP_BACKLIGHT VARIABLESET { coloredObject = ASET_IMP_Globe_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_IMP/ASET_IMP_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_IMP_LATITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_IMP_MODE_VSSL range = 0.1, 1.1 value = LATITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_IMP_MODE_TGT range = 0.1, 1.1 value = TARGETLATITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_IMP_MODE_LNDG range = 0.1, 1.1 value = PLUGIN_MechJebRPMButtons:GetLandingLatitude } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_IMP/ASET_IMP_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_IMP_LONGITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_IMP_MODE_VSSL range = 0.1, 1.1 value = LONGITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_IMP_MODE_TGT range = 0.1, 1.1 value = TARGETLONGITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_IMP_MODE_LNDG range = 0.1, 1.1 value = PLUGIN_MechJebRPMButtons:GetLandingLongitude } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_IMP_LAT-LONG_GAUGE/ASET_IMP_LAT-LONG_GAUGE.cfg PROP { name = ASET_IMP_LAT-LONG_GAUGE MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ASET_IMP_LLG_LAT_Scale_Obj textureLayers = _MainTex,_Emissive textureShiftStart = 0.25,0 textureShiftEnd = -0.25,0 variableName = SELECT_ASET_IMP_LATITUDE scale = -90,90 } VARIABLESET { controlledTransform = ASET_IMP_LLG_LONG_Scale_Obj textureLayers = _MainTex,_Emissive textureShiftStart = -0.5,0 textureShiftEnd = 0.5,0 variableName = SELECT_ASET_IMP_LONGITUDE scale = -180,180 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_IMP_BACKLIGHT VARIABLESET { coloredObject = ASET_IMP_LLG_LAT_Scale_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_IMP_LLG_LONG_Scale_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_IMP_LLG_MARK_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ASET_IMP_LLG_Body_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_CONTACT.cfg PROP { name = ASET_SignalLamp_CONTACT MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_CONTACT_ON VARIABLESET { coloredObject = LampObj passiveColor = 0,20,30,255 activeColor = 30,130,255,255 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TopTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]CONTACT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = LampOFFObj localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_FuelCell.cfg PROP { name = ASET_SignalLamp_FUELCELL MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_ON flashRate = 0.3 VARIABLESET { coloredObject = LampObj passiveColor = 0,30,0,255 activeColor = 0,255,0,255 scale = 0.5,1.1 flash = true } } MODULE { name = JSILabel transformName = TopTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]FUEL CELL[/b] } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampOFFObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_GEAR.cfg PROP { name = ASET_SignalLamp_GEAR MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARS_ON VARIABLESET { coloredObject = LampObj passiveColor = 0,30,0,255 activeColor = 0,255,0,255 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = BottomTextObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]GEAR$$$DEPLOYED[/b] } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampOFFObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_Lights.cfg PROP { name = ASET_SignalLamp_Lights MODULE { name = JSIVariableAnimator coloredObject = LampObj passiveColor = 0,30,0,255 activeColor = 0,255,0,255 variableName = CUSTOM_ALCOR_LIGHTS_ON scale = 0,1 threshold = 0.1,1.1 } MODULE { name = JSILabel transformName = TopTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LIGHT[/b] } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampOFFObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_NAV_LIM.cfg PROP { name = ASET_SignalLamp_NAV_LIM MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_MARKER_LIM_ON flashRate = 0.15 VARIABLESET { coloredObject = LampObj passiveColor = 5,5,5,255 activeColor = 255,255,255,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/LIM_Beacon alarmSoundVolume = 2.0 alarmMustPlayOnce = true flash = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = LampOFFObj localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_NAV_LMM.cfg PROP { name = ASET_SignalLamp_NAV_LMM MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_MARKER_LMM_ON flashRate = 0.3 VARIABLESET { coloredObject = LampObj passiveColor = 30,30,0,255 activeColor = 255,255,20,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/LMM_Beacon alarmSoundVolume = 2.0 alarmMustPlayOnce = true flash = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = LampOFFObj localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_NAV_LOM.cfg PROP { name = ASET_SignalLamp_NAV_LOM MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_NAV_MARKER_LOM_ON flashRate = 0.4 VARIABLESET { coloredObject = LampObj passiveColor = 0,0,30,255 activeColor = 10,10,255,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/LOM_Beacon alarmSoundVolume = 2.0 alarmMustPlayOnce = true flash = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = LampOFFObj localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_RCS.cfg PROP { name = ASET_SignalLamp_RCS MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RCSARMED_ON VARIABLESET { coloredObject = LampObj passiveColor = 0,30,0,255 activeColor = 0,255,0,255 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TopTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RCS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = LampOFFObj localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_SAS.cfg PROP { name = ASET_SignalLamp_SAS MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SAS_ON VARIABLESET { coloredObject = LampObj passiveColor = 0,30,0,255 activeColor = 0,255,0,255 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TopTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SAS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = LampOFFObj localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 scale = 0.5,1.1 } VARIABLESET { controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_SolarPanel_UNDERWAY.cfg PROP { name = ASET_SignalLamp_SOLARPANEL_UNDERWAY MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_UNDERWAY_ON flashRate = 0.3 VARIABLESET { coloredObject = LampObj passiveColor = 0,30,0,255 activeColor = 0,255,0,255 scale = 0.5,1.1 flash = true } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampOFFObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp_WARP_ON.cfg PROP { name = ASET_SignalLamp_WARP_ON MODULE { name = JSIVariableAnimator coloredObject = LampObj passiveColor = 30,30,0,255 activeColor = 250,195,0,255 variableName = CUSTOM_ASET_WARP_ON scale = 0,1 threshold = 0.1,1.1 } MODULE { name = JSILabel transformName = TopTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]WARP[/b] } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampOFFObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/Talkbacks_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ASET_STOCK_GEAR_TB3 defaultValue = 0 VARIABLE_DEFINITION { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = 1.1,3.1 value = 1 } VARIABLE_DEFINITION { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = 0.1,1.1 value = 2 } VARIABLE_DEFINITION { name = PLUGIN_JSIInternalRPMButtons:LandingGearState range = 3.1,4.1 value = 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/TB2_SAS.cfg PROP { name = TB2_SAS MODEL { model = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/Talkback_2pos } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SAS_ON VARIABLESET { animationName = TB_2POS scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = TALKBACK } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LABEL 1$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$LABEL 2[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/TB2_SAS2.cfg PROP { name = TB2_SAS2 MODEL { model = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/Talkback_2pos } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SAS_ON VARIABLESET { animationName = TB_2POS scale = 0.5,1.1 reverse = true } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = TALKBACK } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LABEL 1$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$LABEL 2[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.5 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/TB3_LF_Valve_1.cfg PROP { name = TB3_LF_Valve_1 MODEL { model = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/Talkback_3pos } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = TB_3POS variableName = CUSTOM_ALCOR_ENGINES_ON scale = 0.0,1.0 maxRateChange = 1.5 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0,-0.02 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = LF TANK$$$VALVE 1$$$║$$$▼ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WarningPlate1 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_AMB_TEMP.cfg PROP { name = DigitalIndicator_AMB_Temp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 emissive = always variableName = AMBIENTTEMPERATURE positiveColor = 255,255,0,255 zeroColor = 255,255,255,255 negativeColor = 120,200,250,255 refreshRate = 10 labelText = <=0:"+";"";""=><=0:0=> $&$ AMBIENTTEMPERATURE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = 255,255,255,200 emissive = always fontSize = 4 refreshRate = 10 labelText = AMBIENT TEMPERATURE........C° } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_AtmDen.cfg PROP { name = DigitalIndicator_AtmDen MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = ATMDENSITY emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:0.000;"";"-------"=> $&$ ATMDENSITY } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = ATMDENSITY emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 20 labelText = ATMOSPHERE DENSITY } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_ATMPRESS.cfg PROP { name = DigitalIndicator_ATMPRESS MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = ATMPRESSURE emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:0.000;"";"-------"=> $&$ ATMPRESSURE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = ATMPRESSURE emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 20 labelText = ATMOSPHERE PRESSURE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_CURR_WARP.cfg PROP { name = DigitalIndicator_CURRENT_WARP MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.09,0 fontName = digital-7 (mono italic) fontSize = 20 variableName = TIMEWARPACTIVE emissive = always positiveColor = 0,255,0,255 zeroColor = 0,0,0,0 negativeColor = 255,0,0,255 refreshRate = 10 labelText = x<=0:SIP4=>$&$TIMEWARPCURRENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = DI_READOUTCOLOR_DYNAMIC_PRESSURE defaultValue = 0 VARIABLE_DEFINITION { name = DYNAMICPRESSURE range = 0.00000001,40 value = 1 } VARIABLE_DEFINITION { name = DYNAMICPRESSURE range = 40.00000001,100000000 value = -1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = DI_TARGETEXISTS operator = AND SOURCE_VARIABLE { name = TARGETEXISTS range = -0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_DELTAV.cfg PROP { name = DigitalIndicator_DELTAV MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = DELTAVSTAGE emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:SIP_5.2=> $&$ DELTAVSTAGE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = DELTAVSTAGE emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 20 labelText = DeltaV (STAGE)...........m/s } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_DELTAVTOTAL.cfg PROP { name = DigitalIndicator_DELTAVTOTAL MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = DELTAV emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:SIP_5.2=> $&$ DELTAV } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = DELTAV emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 10 labelText = DeltaV (TOTAL)............m/s } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_DockingMulti01.cfg PROP { name = DigitalIndicator_DockingMulti01 MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 14 variableName = CUSTOM_DI_TARGETEXISTS emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 0,0,0,0 refreshRate = 2 switchTransform = DigitalIndicator switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.5 VARIABLESET { labelText = <=0:SIP6.2=>$&$APPROACHSPEED } VARIABLESET { labelText = <=0:SIP6.2=>$&$TRGTSPEED } VARIABLESET { labelText = <=0:SIP6.2;"------";"------"=>$&$TARGETDISTANCE } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = CUSTOM_DI_TARGETEXISTS emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 3.6 switchTransform = DigitalIndicator switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.0 VARIABLESET { labelText = APPROACH SPEED ........m/s [#FFFFFFFF]…[#FFFFFF66]…… } VARIABLESET { labelText = RELATIVE SPEED .........m/s [#FFFFFF66]…[#FFFFFFFF]…[#FFFFFF66]… } VARIABLESET { labelText = DISTANCE TO TARGET .....m [#FFFFFF66]……[#FFFFFFFF]… } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_DragAccel.cfg PROP { name = DigitalIndicator_DragAccel MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = SELECT_ALCOR_DRAG emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:SIP5.2;"";""=> $&$ DRAGACCEL } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = SELECT_ALCOR_DRAG emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 20 labelText = DRAG ACCELERATION........m/s² oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_DragForce.cfg PROP { name = DigitalIndicator_DragForce MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = SELECT_ALCOR_DRAG emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:0.0;"";"-------"=> $&$ SELECT_ALCOR_DRAG } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = SELECT_ALCOR_DRAG emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 10 labelText = DRAG FORCE.................kN } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_DynPress.cfg PROP { name = DigitalIndicator_DYNAMICPRESSURE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = SELECT_DI_READOUTCOLOR_DYNAMIC_PRESSURE emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR refreshRate = 10 labelText = <=0:SIP6.2;"";"-------"=> $&$ DYNAMICPRESSURE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = SELECT_DI_READOUTCOLOR_DYNAMIC_PRESSURE emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR fontSize = 4 refreshRate = 10 labelText = DYNAMIC PRESSURE..........kPa } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_EASPEED.cfg PROP { name = DigitalIndicator_EASPEED MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = EASPEED emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:0.0;"";"-------"=> $&$ EASPEED } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = EASPEED emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 20 labelText = SPEED (EAS)...............m/s } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_EffectiveACCL.cfg PROP { name = DigitalIndicator_EFFECTIVEACCEL MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 emissive = always zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR refreshRate = 10 labelText = <=0:SIP5.2=> $&$ EFFECTIVEACCEL } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.8 labelText = EFFECTIVE ACCELERATION....m/s² oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_Elec_Output.cfg PROP { name = DigitalIndicator_Elec_Output MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 18 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always labelText = <=0:0.0;"---";"0.0"=>$&$SELECT_SELECTED_PWR_SOURCE_VALUE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 labelText = ELEC$$$OUTPUT: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_ENGINE_TEMP.cfg PROP { name = DigitalIndicator_EngineTemp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = SELECT_HOTTESTENGINEINDTEMP_CELSIUS emissive = always positiveColor = 255,255,0,255 zeroColor = 255,255,255,255 negativeColor = 120,200,250,255 refreshRate = 10 labelText = <=0:"+";"";""=><=0:0=> $&$ SELECT_HOTTESTENGINEINDTEMP_CELSIUS } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft transformOffset = 0.0, -0.005 fontName = repet___ fontSize = 13 variableName = CUSTOM_ALCOR_ENGINEOVERHEATALARM_ON emissive = flash flashRate = 0.1 positiveColor = 255,0,0,255 zeroColor = 0,0,0,255 negativeColor = 0,0,0,255 refreshRate = 10 labelText = <=0:"██";"";""=> $&$ CUSTOM_ALCOR_ENGINEOVERHEATALARM_ON } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = 255,255,255,255 fontSize = 4 refreshRate = 10 labelText = ENGINE TEMPERATURE.........C° oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_EXTTEMP.cfg PROP { name = DigitalIndicator_EXTTemp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = EXTERNALTEMPERATURE emissive = always positiveColor = 255,255,0,255 zeroColor = 255,255,255,255 negativeColor = 120,200,250,255 refreshRate = 10 labelText = <=0:"+";"";""=><=0:0=> $&$ EXTERNALTEMPERATURE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = 255,255,255,200 fontSize = 4 refreshRate = 10 labelText = EXTERNAL TEMPERATURE.......C° } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_GFORCE.cfg PROP { name = DigitalIndicator_GFORCE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 17 variableName = CUSTOM_ALCOR_HIGHG_ON emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:0.00=> $&$ GFORCE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 4 labelText = G-FORCE oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_Heading.cfg PROP { name = DigitalIndicator_Heading MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 17 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 labelText = <=0:0.0=> $&$ HEADING } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 labelText = HEADING: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_ImpactSpeed.cfg PROP { name = DigitalIndicator_ImpactSPEED MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 14 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 switchTransform = DigitalIndicator VARIABLESET { labelText = [#FF0000]<=0:SIP5.1=>$&$SPEEDATIMPACT } VARIABLESET { labelText = [#FFFF00]<=0:SIP5.1=>$&$VERTSPEED } VARIABLESET { labelText = [#00FF00]<=0:SIP5.1=>$&$HORZVELOCITY } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 switchTransform = DigitalIndicator VARIABLESET { labelText = EST.SPEED AT IMPACT.....m/s [#FFFFFFFF]…[#FFFFFF66]…… } VARIABLESET { labelText = VERT.SPEED..............m/s [#FFFFFF66]…[#FFFFFFFF]…[#FFFFFF66]… } VARIABLESET { labelText = HOR.SPEED ..............m/s [#FFFFFF66]……[#FFFFFFFF]… } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_IntTEMP.cfg PROP { name = DigitalIndicator_IntTemp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = PODTEMPERATURE emissive = always positiveColor = 255,255,0,255 zeroColor = 255,255,255,255 negativeColor = 120,200,250,255 refreshRate = 10 labelText = <=0:"+";"";""=><=0:0=> $&$ PODTEMPERATURE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = 255,255,255,200 fontSize = 4 refreshRate = 10 labelText = POD INT. TEMPERATURE.......C° } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_ISP.cfg PROP { name = DigitalIndicator_ISP MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0.0 fontName = repet___ fontSize = 17 zeroColor = 255,255,0,255 labelText = <=0:SIP5.0=> $&$ REALISP } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = 255,255,255,200 fontSize = 4 labelText = ISP oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_MachNumber.cfg PROP { name = DigitalIndicator_MachNumber MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = SURFSPEEDMACH emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:0.0;"";"-------"=> $&$ SURFSPEEDMACH } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = SURFSPEEDMACH emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 10 labelText = MACH NUMBER } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_Multi01.cfg PROP { name = DigitalIndicator_Multi01 MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 14 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 2 switchTransform = DigitalIndicator switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.5 VARIABLESET { labelText = <=0:SIP5.1=>$&$ORBTSPEED } VARIABLESET { labelText = <=0:SIP5.1=>$&$SURFSPEED } VARIABLESET { labelText = <=0:SIP5.1=>$&$TRGTSPEED } VARIABLESET { labelText = <=0:SIP6.2=>$&$APOAPSIS } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 switchTransform = DigitalIndicator switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.0 VARIABLESET { labelText = ORBITAL VELOCITY .......m/s [#FFFFFFFF]…[#FFFFFF66]……… } VARIABLESET { labelText = SURFACE SPEED ..........m/s [#FFFFFF66]…[#FFFFFFFF]…[#FFFFFF66]…… } VARIABLESET { labelText = RELATIVE SPEED .........m/s [#FFFFFF66]……[#FFFFFFFF]…[#FFFFFF66]… } VARIABLESET { labelText = APOAPSIS ...............m [#FFFFFF66]………[#FFFFFFFF]… } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_Multi02.cfg PROP { name = DigitalIndicator_Multi02 MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 14 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 2 switchTransform = DigitalIndicator switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.5 VARIABLESET { labelText = <=0:SIP5.1=>$&$EFFECTIVEACCEL } VARIABLESET { labelText = <=0:SIP5.1=>$&$HEADING } VARIABLESET { labelText = <=0:SIP5.1=>$&$INCLINATION } VARIABLESET { labelText = <=0:SIP6.2=>$&$PERIAPSIS } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 switchTransform = DigitalIndicator switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.0 VARIABLESET { labelText = EFFECTIVE ACCEL. .......m/s² [#FFFFFFFF]…[#FFFFFF66]……… } VARIABLESET { labelText = HEADING ................deg [#FFFFFF66]…[#FFFFFFFF]…[#FFFFFF66]…… } VARIABLESET { labelText = INCLINATION ............deg [#FFFFFF66]……[#FFFFFFFF]…[#FFFFFF66]… } VARIABLESET { labelText = PERIAPSIS ..............m [#FFFFFF66]………[#FFFFFFFF]… } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_Pitch.cfg PROP { name = DigitalIndicator_Pitch MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 17 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 labelText = <=0:0.0=> $&$ PITCH } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 4 labelText = PITCH: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_RANDOM01.cfg PROP { name = DigitalIndicator_RANDOM01 MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 14 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always labelText = <=0:0.000=>$&$PERIODRANDOM_500 } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 labelText = SIGNAL$$$STRENGTH: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_Roll.cfg PROP { name = DigitalIndicator_Roll MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 17 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 labelText = <=0:0.0=> $&$ ROLL } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 4 labelText = ROLL: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_SASMode.cfg PROP { name = DigitalIndicator_SASMode MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 10.4 refreshRate = 20 variableName = SAS positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR negativeColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR zeroColor = 255,0,0,255 labelText = <=0=>$&$SELECT_ALCOR_CURRENT_SAS_MODE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR fontSize = 4 labelText = SAS MODE: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_Slope.cfg PROP { name = DigitalIndicator_Slope MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 17 variableName = CUSTOM_ALCOR_SLOPEALARM_ON emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:0.00=> $&$ SLOPEANGLE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 4 labelText = SLOPE: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_SurfSpeed.cfg PROP { name = DigitalIndicator_SurfSpeed MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR refreshRate = 10 labelText = <=0:SIP5.0=> $&$ SURFSPEED } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR fontSize = 4 labelText = SURFACE SPEED.............m/s oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_SURF_TEMP.cfg PROP { name = DigitalIndicator_SURF_Temp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = ORBITBODYSURFACETEMP emissive = always positiveColor = 255,255,0,255 zeroColor = 255,255,255,255 negativeColor = 120,200,250,255 refreshRate = 10 labelText = <=0:"+";"";""=><=0:0=> $&$ ORBITBODYSURFACETEMP } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = 255,255,255,200 fontSize = 4 refreshRate = 10 labelText = SURFACE TEMPERATURE........C° } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_TEMP.cfg PROP { name = DigitalIndicator_Temp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = PODSKINTEMPERATURE emissive = always positiveColor = 255,255,0,255 zeroColor = 255,255,255,255 negativeColor = 120,200,250,255 refreshRate = 10 labelText = <=0:"+";"";""=><=0:0=> $&$ PODSKINTEMPERATURE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft transformOffset = 0.0, -0.005 fontName = repet___ fontSize = 13 variableName = CUSTOM_ALCOR_POD_SKIN_TEMPERATUREALARM_ON emissive = flash flashRate = 0.1 positiveColor = 255,0,0,255 zeroColor = 0,0,0,255 negativeColor = 0,0,0,255 refreshRate = 10 labelText = <=1:"██";"";""=> $&$ PODSKINTEMPERATURE CUSTOM_ALCOR_POD_SKIN_TEMPERATUREALARM_ON } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = 255,255,255,255 fontSize = 4 refreshRate = 10 labelText = POD SKIN TEMPERATURE.......C° oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_TerminalVel.cfg PROP { name = DigitalIndicator_TerminalVel MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 variableName = CUSTOM_ALCOR_SHOWTERMINALVELOCITY emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:0.0;"";"-------"=> $&$ MATH_ALCOR_TERMINALVELOCITY } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold variableName = CUSTOM_ALCOR_SHOWTERMINALVELOCITY emissive = active positiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR negativeColor = 0,0,0,0 fontSize = 4 refreshRate = 20 labelText = TERMINAL VELOCITY.........m/s } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_Throttle.cfg PROP { name = DigitalIndicator_Throttle MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 17 variableName = CUSTOM_ALCOR_LOWTWR_ON emissive = always positiveColor = 255,50,50,255 zeroColor = 50,255,50,255 negativeColor = 255,255,0,255 refreshRate = 10 labelText = <=0:0%;"";"------"=>$&$ THROTTLE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_THRUST.cfg PROP { name = DigitalIndicator_THRUST MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 labelText = <=0:###00=> $&$ THRUST } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.8 labelText = THRUST.....................kN oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_THRUSTLIMIT.cfg PROP { name = DigitalIndicator_THRUSTLIMIT MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.002 fontName = repet___ fontSize = 18 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 labelText = <=0,5:P0=> $&$ THRUSTLIMIT } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.8 labelText = THRUST$$$LIMIT oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_THRUSTMAX.cfg PROP { name = DigitalIndicator_THRUSTMAX MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 labelText = <=0:###00=> $&$ THRUSTMAX } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.8 labelText = MAX.THRUST.................kN oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_TWR.cfg PROP { name = DigitalIndicator_TWR MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 17 variableName = CUSTOM_ALCOR_LOWTWR_ON emissive = always positiveColor = 255,255,0,255 zeroColor = 0,255,0,255 negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:SIP5.2;"";""=><=1:"";"";"-----"=> $&$ TWR THRUST } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = 255,255,255,200 emissive = always fontSize = 3.8 labelText = TWR: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_TWRMAX.cfg PROP { name = DigitalIndicator_TWRMAX MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,0 fontName = repet___ fontSize = 17 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 labelText = <=0:0.00=> $&$ TWRMAX } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 4 labelText = MAX$$$TWR: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator_VertSpeed.cfg PROP { name = DigitalIndicator_VertSPEED MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 15 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always refreshRate = 10 labelText = <=0:0.0=> $&$ VERTSPEED } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 labelText = VERTICAL SPEED: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DI_Chatterer_RECV_Level.cfg PROP { name = DI_Chatterer_RECV_Level MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHATTERER_ON VARIABLESET { animationName = DigitalIndicatorPowerOffAnim reverse = True scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = MiddleLeft lineSpacing = 1.3 transformOffset = 0.0,-0.016 fontName = Arial fontSize = 3 zeroColor = COLOR_ASET_DI_CHATTERER_LEVEL_COLOR emissive = always labelText = <=0:BAR║ █,26,0,1=>$$$<=0:BAR║ █,26,0,1=>$&$ SELECT_CHATTERER_RECV_LEVEL_METER } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 labelText = LEVEL: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DI_Chatterer_XMIT_Level.cfg PROP { name = DI_Chatterer_XMIT_Level MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHATTERER_ON VARIABLESET { animationName = DigitalIndicatorPowerOffAnim reverse = True scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = MiddleLeft lineSpacing = 1.3 transformOffset = 0.0,-0.016 fontName = Arial fontSize = 3 zeroColor = COLOR_ASET_DI_CHATTERER_LEVEL_COLOR emissive = always labelText = <=0:BAR║ █,26,0,1=>$$$<=0:BAR║ █,26,0,1=>$&$ SELECT_CHATTERER_XMIT_LEVEL_METER } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 labelText = LEVEL: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator/DI_CommNet_Signal_Strength.cfg PROP { name = DI_CommNet_Signal_Strength MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = DigitalIndicatorPowerOffAnim scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = MiddleRight lineSpacing = 0.6 transformOffset = 0.0456,-0.0145 fontName = Arial fontSize = 6 zeroColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR emissive = always labelText = <=0:BAR □,8,0,1;"";""=>$$$<=0:BAR □,8,0,1;"";""=> $&$ SELECT_ASET_COMMNET_SIGNALSCALE_EMPTY_VALUE } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = MiddleLeft lineSpacing = 0.6 transformOffset = 0.0,-0.0145 fontName = Arial fontSize = 6 variableName = SELECT_ASET_COMMNET_SIGNALSCALE_COLOR_VARIABLE emissive = always positiveColor = COLOR_ASET_mpb_YELLOW zeroColor = COLOR_ASET_mpb_ORANGE negativeColor = COLOR_ASET_mpb_RED labelText = <=0:BAR■ ,8,0,1=>$$$<=0:BAR■ ,8,0,1=> $&$ SELECT_ASET_COMMNET_SIGNALSCALE_VALUE0_075 } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = MiddleLeft lineSpacing = 0.6 transformOffset = 0.0,-0.0145 fontName = Arial fontSize = 6 emissive = always zeroColor = COLOR_ASET_mpb_CLEARGREEN labelText = <=0:BAR■ ,8,0,1=>$$$<=0:BAR■ ,8,0,1=> $&$ SELECT_ASET_COMMNET_SIGNALSCALE_VALUE075_1 } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Right anchor = UpperRight transformOffset = 0.095,-0.004 fontName = repet___ fontSize = 11.6 variableName = COMMNETCONNECTED emissive = always positiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR zeroColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR negativeColor = 50,50,50,255 refreshRate = 10 labelText = <=0:##0;"";"NO SIGNAL"=><=0:"%";"";""=> $&$ MATH_COMMNETSIGNALSTRENGTH_100 } MODULE { name = JSILabel transformName = DigitIndicatorNameObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold zeroColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR emissive = always fontSize = 3.6 labelText = SIGNAL STRENGTH: oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_ALT_WARN_SetupDisplay.cfg PROP { name = DigitalIndicator_ALT_WARN_SetupDisplay MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmissiveScreen texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorText2Obj alignment = Right anchor = UpperRight transformOffset = 0.093,0 fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = PERSISTENT_ASET_ALTITUDE_WARN_INPUT emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:"888888";"";""=>$&$ PERSISTENT_ASET_ALTITUDE_WARN_INPUT } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight transformOffset = 0.093,0 fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = PERSISTENT_ASET_ALTITUDE_WARN_INPUT emissive = always positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_ZEROCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:0;"";"OFF"=>$&$PERSISTENT_ASET_ALTITUDE_WARN_INPUT } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_ASET_ALTITUDE_WARN_INPUT VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1000000000 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1000000000 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_BrakeForce.cfg PROP { name = DigitalIndicator_BrakeForce_Display MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorText2Obj alignment = Right anchor = UpperRight transformOffset = 0.0,0 fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = PLUGIN_JSIInternalRPMButtons:GetWheelBrakes emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:"888";"";""=>$&$ PLUGIN_JSIInternalRPMButtons:GetWheelBrakes } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight transformOffset = 0.0,0 fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = PLUGIN_JSIInternalRPMButtons:GetWheelBrakes emissive = always positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_ZEROCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:0;"";"OFF"=>$&$PLUGIN_JSIInternalRPMButtons:GetWheelBrakes } MODULE { name = JSICallbackAnimator variableName = PLUGIN_JSIInternalRPMButtons:GetWheelBrakes VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1000000000 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1000000000 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_DRV_SPD_WARN_SetupDisplay.cfg PROP { name = DigitalIndicator_DRV_SPD_WARN_SetupDisplay MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorText2Obj alignment = Right anchor = UpperRight transformOffset = 0,0 fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = PERSISTENT_ASET_Drive_SPD_WARN_INPUT emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:"888";"";""=>$&$ PERSISTENT_ASET_Drive_SPD_WARN_INPUT } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight transformOffset = 0,0 fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = PERSISTENT_ASET_Drive_SPD_WARN_INPUT emissive = always positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_ZEROCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:0;"";"OFF"=>$&$PERSISTENT_ASET_Drive_SPD_WARN_INPUT } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_ASET_Drive_SPD_WARN_INPUT VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1000000000 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1000000000 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EventTimer_Basic.cfg PROP { name = DigitalIndicator_EventTimer_Basic MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:KDTmm ss;" ";"00:00"=> $&$ SELECT_STS_EVENTTIMER_TIME } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:"";"";" : "=> $&$ CUSTOM_STS_EVENTTIMER_COUNT_DOWN_NEG } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,0.0055 fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]EVENT TIMER[/b] } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,-0.0006 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = $$$MIN SEC } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_MISSION_TIMER_basic.cfg PROP { name = DigitalIndicator_MISSION_TIMER_Basic MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_12char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:KDTddd:hh:mm:ss;"";KDTddd:hh:mm:ss=><=1:METddd:hh:mm:ss;"";METddd:hh:mm:ss=><=2:"888:88:88:88";"";" : : : "=> $&$ SELECT_STS_MISSIONTIMER_UT SELECT_STS_MISSIONTIMER_MET SELECT_STS_MISSIONTIMER_TEST } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,0.0055 fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MISSION TIME[/b] } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.01,-0.0006 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = $$$DAY HR MIN SEC } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_MISSION_TIMER_DAYS_Basic.cfg PROP { name = DigitalIndicator_MISSION_TIMER_DAYS_Basic MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:KDTddd;"";KDTddd=><=1:METddd;"";METddd=><=2:"888";"";""=> $&$ SELECT_STS_MISSIONTIMER_UT SELECT_STS_MISSIONTIMER_MET SELECT_STS_MISSIONTIMER_TEST } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,-0.0006 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]DAY[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_MISSION_TIMER_HRS_Basic.cfg PROP { name = DigitalIndicator_MISSION_TIMER_HRS_Basic MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:KDThh;"";KDThh=><=1:METhh;"";METhh=><=2:"88";"";""=> $&$ SELECT_STS_MISSIONTIMER_UT SELECT_STS_MISSIONTIMER_MET SELECT_STS_MISSIONTIMER_TEST } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,-0.0006 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]HR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_MISSION_TIMER_MIN_Basic.cfg PROP { name = DigitalIndicator_MISSION_TIMER_MIN_Basic MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:KDTmm;"";KDTmm=><=1:METmm;"";METmm=><=2:"88";"";""=> $&$ SELECT_STS_MISSIONTIMER_UT SELECT_STS_MISSIONTIMER_MET SELECT_STS_MISSIONTIMER_TEST } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,-0.0006 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MIN[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_MISSION_TIMER_SEC_Basic.cfg PROP { name = DigitalIndicator_MISSION_TIMER_SEC_Basic MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:KDTss;"";KDTss=><=1:METss;"";METss=><=2:"88";"";""=> $&$ SELECT_STS_MISSIONTIMER_UT SELECT_STS_MISSIONTIMER_MET SELECT_STS_MISSIONTIMER_TEST } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,-0.0006 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SEC[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_MISSION_TIMER_YEARS_Basic.cfg PROP { name = DigitalIndicator_MISSION_TIMER_YEARS_Basic MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:KDTyy;"";KDTyy=><=1:METyy;"";METyy=><=2:""88;"";""=> $&$ SELECT_STS_MISSIONTIMER_UT SELECT_STS_MISSIONTIMER_MET SELECT_STS_MISSIONTIMER_TEST } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,-0.0006 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]YEAR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_ORBIT_NUM_INPUT _CUSTOM.cfg RPM_MATH_VARIABLE { name = ORBIT_NUM_INPUT_DISPLAY_CONV operator = DIVIDE sourceVariable = PERSISTENT_ORBIT_NUM_INPUT sourceVariable = 1000 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_ORBIT_NUM_INPUT _CUSTOM.cfg RPM_MATH_VARIABLE { name = ORBIT_NUM_INPUT_VSSL_INCL operator = MULTIPLY sourceVariable = INCLINATION sourceVariable = 1000 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_ORBIT_NUM_INPUT _CUSTOM.cfg RPM_MATH_VARIABLE { name = ORBIT_NUM_INPUT_TGT_INCL operator = MULTIPLY sourceVariable = TARGETINCLINATION sourceVariable = 1000 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_ORBIT_NUM_INPUT _CUSTOM.cfg RPM_MATH_VARIABLE { name = ORBIT_NUM_INPUT_DISPLAY_CONV_DECONV operator = DIVIDE sourceVariable = MATH_ORBIT_NUM_INPUT_DISPLAY_CONV sourceVariable = 1000 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_ORBIT_NUM_INPUT.cfg PROP { name = DigitalIndicator_ORBIT_NUM_INPUT MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_12char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR refreshRate = 10 labelText = <=0:########0.00=> $&$ MATH_ORBIT_NUM_INPUT_DISPLAY_CONV } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWERON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_STAGE_NUM.cfg PROP { name = DigitalIndicator_STAGE_NUM MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = STAGEREADY VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = STAGEREADY emissive = always positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_ZEROCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:00=>$&$STAGE } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter transformOffset = 0.0,-0.0006 fontName = Arial fontSize = 3.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]CURR.STAGE[/b] } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/MCP/DigitalIndicator_MCP_Altitude.cfg PROP { name = DigitalIndicator_MCP_Altitude MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = DigitalIndicatorScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = DigitalIndicatorScreenOFFObj localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.004,0 scale = -0.5,0.5 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 activeColor = 0,0,0,0 colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DisplayNameTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 6.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ALTITUDE } MODULE { name = JSILabel transformName = DigitIndicatorText2Obj alignment = Right anchor = UpperRight transformOffset = 0.0,0 fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = PERSISTENT_MCP_AltDialInput emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:"88888";"";""=>$&$ PERSISTENT_MCP_AltDialInput } MODULE { name = JSILabel transformName = DigitIndicatorTextObj alignment = Right anchor = UpperRight transformOffset = 0.0,0 fontName = digital-7 (mono italic) fontSize = 20 fontQuality = 32 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_ZEROCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:0;"";""=>$&$PERSISTENT_MCP_AltDialInput } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01.cfg PROP { name = ASET_FDAI-01 MODULE { name = JSINavBall navBallName = NavSphereRotGO variableName = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 maxAngleChange = 180 } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = RollRateArrowLoc localRotationStart = 0,-9.2,0 localRotationEnd = 0,9.2,0 variableName = MATH_ROLLRATEFINAL-01 scale = -10,10 maxRateChange = 2.0 } VARIABLESET { controlledTransform = PitchlRateArrowLoc localRotationStart = 0,-9.2,0 localRotationEnd = 0,9.2,0 variableName = MATH_PITCHRATEFINAL-01 scale = -10,10 maxRateChange = 2.0 } VARIABLESET { controlledTransform = YawRateArrowLoc localRotationStart = 0,-9.2,0 localRotationEnd = 0,9.2,0 variableName = MATH_YAWRATEFINAL-01 scale = -10,10 maxRateChange = 2.0 } VARIABLESET { controlledTransform = RollMarkerLoc localRotationStart = 0,0,179 localRotationEnd = 0,0,-179 variableName = ROLL scale = -179,179 longPath = yes maxRateChange = 1.0 } VARIABLESET { controlledTransform = PitchErrorNeedleObj localTranslationStart = 0,-0.0159,0 localTranslationEnd = 0,0.0159,0 variableName = MATH_ERRORPITCHSCALED-01 scale = 12,-12 maxRateChange = 1.0 } VARIABLESET { controlledTransform = YawErrorNeedleObj localTranslationStart = 0,-0.0159,0 localTranslationEnd = 0,0.0159,0 variableName = MATH_ERRORYAWSCALED-01 scale = -12,12 maxRateChange = 1.0 } VARIABLESET { controlledTransform = RollErrorNeedleObj localTranslationStart = 0,-0.0159,0 localTranslationEnd = 0,0.0159,0 variableName = MATH_ERRORROLLSCALED-01 scale = -12,12 maxRateChange = 1.0 } VARIABLESET { animationName = ErrorFlagAnim variableName = CUSTOM_FDAIGMCP_ERROR-01 scale = 0,1 maxRateChange = 3 } VARIABLESET { animationName = OFFflagAnim variableName = CUSTOM_FDAIGMCP_ON-01 scale = 1,0 maxRateChange = 3 } VARIABLESET { animationName = PortFlagAnim variableName = CUSTOM_FDAIGMCP_TARGETALIGN-01 scale = 0,1 maxRateChange = 3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = FDAI_NavSphere passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RateScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ErrorScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RollScaleRingObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RollMarkerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = CrossObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = VehicleMarker passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = RollErrorNeedleObj passiveColor = 0,0,0,255 activeColor = 230,230,230,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = PitchErrorNeedleObj passiveColor = 0,0,0,255 activeColor = 230,230,230,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = YawErrorNeedleObj passiveColor = 0,0,0,255 activeColor = 230,230,230,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = ERROR_FlagObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = PORT_FlagObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = panelNumberObj fontSize = 0.005 refreshRate = 100 labelText = 1 oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = FADI_ERR_RATE_FACTOR defaultValue = 1 VARIABLE_DEFINITION { name = PERSISTENT_FDAI_RateScale-01 range = 0.5,1.5 value = 5 } VARIABLE_DEFINITION { name = PERSISTENT_FDAI_RateScale-01 range = 1.5,2.5 value = 10 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = ROLLRATESCALED-01 operator = DIVIDE sourceVariable = ROLLRATE sourceVariable = SELECT_FADI_ERR_RATE_FACTOR } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = PITCHRATESCALED-01 operator = DIVIDE sourceVariable = PITCHRATE sourceVariable = SELECT_FADI_ERR_RATE_FACTOR } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = YAWRATESCALED-01 operator = DIVIDE sourceVariable = YAWRATE sourceVariable = SELECT_FADI_ERR_RATE_FACTOR } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = ROLLRATEFINAL-01 operator = MULTIPLY sourceVariable = MATH_ROLLRATESCALED-01 sourceVariable = CUSTOM_FDAIGMCP_ON-01 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = PITCHRATEFINAL-01 operator = MULTIPLY sourceVariable = MATH_PITCHRATESCALED-01 sourceVariable = CUSTOM_FDAIGMCP_ON-01 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = YAWRATEFINAL-01 operator = MULTIPLY sourceVariable = MATH_YAWRATESCALED-01 sourceVariable = CUSTOM_FDAIGMCP_ON-01 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = FADI_ERR_FACTOR defaultValue = 1 VARIABLE_DEFINITION { name = PERSISTENT_FDAI_ErrorScale-01 range = 0.5,1.5 value = 5 } VARIABLE_DEFINITION { name = PERSISTENT_FDAI_ErrorScale-01 range = 1.5,2.5 value = 10 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = ERRORPITCHSCALED-01 operator = DIVIDE sourceVariable = SELECT_ERROR_NEEDLE_PITCH-01 sourceVariable = SELECT_FADI_ERR_FACTOR } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = ERRORYAWSCALED-01 operator = DIVIDE sourceVariable = SELECT_ERROR_NEEDLE_YAW-01 sourceVariable = SELECT_FADI_ERR_FACTOR } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = ERRORROLLSCALED-01 operator = DIVIDE sourceVariable = SELECT_ERROR_NEEDLE_ROLL-01 sourceVariable = SELECT_FADI_ERR_FACTOR } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = SHIFTTARGETANGLEZ operator = SUBTRACT sourceVariable = TARGETANGLEZ sourceVariable = 360 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = CONVERTED_TARGETANGLEZ defaultValue = TARGETANGLEZ VARIABLE_DEFINITION { name = TARGETANGLEZ range = 180,360 value = MATH_SHIFTTARGETANGLEZ } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ERROR_NEEDLE_PITCH-01 defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SURFPROGRADE-01 range = 0.1,1.1 value = PITCHSURFPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SURFRETROGRADE-01 range = 0.1,1.1 value = PITCHSURFRETROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_ORBITALRROGRADE-01 range = 0.1,1.1 value = PITCHPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_ORBITALRETROGRADE-01 range = 0.1,1.1 value = PITCHPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_RADIALIN-01 range = 0.1,1.1 value = PITCHRADIALIN } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_RADIALOUT-01 range = 0.1,1.1 value = PITCHRADIALOUT } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_NORMALPLUS-01 range = 0.1,1.1 value = PITCHNORMALPLUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_NORMALMINUS-01 range = 0.1,1.1 value = PITCHNORMALMINUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_MNODE-01 range = 0.1,1.1 value = PITCHNODE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGET-01 range = 0.1,1.1 value = PITCHTARGET } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGETALIGN-01 range = 0.1,1.1 value = TARGETANGLEY } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGETRVELPLUS-01 range = 0.1,1.1 value = PITCHTARGETRELPLUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGETRVELMINUS-01 range = 0.1,1.1 value = PITCHTARGETRELMINUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASSURFPROGRADE-01 range = 0.1,1.1 value = PITCHSURFPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASSURFRETROGRADE-01 range = 0.1,1.1 value = PITCHSURFRETROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASORBITPROGRADE-01 range = 0.1,1.1 value = PITCHPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASORBITRETROGRADE-01 range = 0.1,1.1 value = PITCHPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASRADIALIN-01 range = 0.1,1.1 value = PITCHRADIALIN } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASRADIALOUT-01 range = 0.1,1.1 value = PITCHRADIALOUT } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASNORMAL-01 range = 0.1,1.1 value = PITCHNORMALPLUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASANTINORMAL-01 range = 0.1,1.1 value = PITCHNORMALMINUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASMANEUVER-01 range = 0.1,1.1 value = PITCHNODE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETPLUS-01 range = 0.1,1.1 value = PITCHTARGET } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETALIGN-01 range = 0.1,1.1 value = TARGETANGLEY } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETPROGRADE-01 range = 0.1,1.1 value = PITCHTARGETRELPLUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETRETROGRADE-01 range = 0.1,1.1 value = PITCHTARGETRELMINUS } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ERROR_NEEDLE_YAW-01 defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SURFPROGRADE-01 range = 0.1,1.1 value = YAWSURFPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SURFRETROGRADE-01 range = 0.1,1.1 value = YAWSURFRETROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_ORBITALRROGRADE-01 range = 0.1,1.1 value = YAWPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_ORBITALRETROGRADE-01 range = 0.1,1.1 value = YAWRETROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_RADIALIN-01 range = 0.1,1.1 value = YAWRADIALIN } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_RADIALOUT-01 range = 0.1,1.1 value = YAWRADIALOUT } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_NORMALPLUS-01 range = 0.1,1.1 value = YAWNORMALPLUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_NORMALMINUS-01 range = 0.1,1.1 value = YAWNORMALMINUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_MNODE-01 range = 0.1,1.1 value = YAWNODE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGET-01 range = 0.1,1.1 value = YAWTARGET } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGETALIGN-01 range = 0.1,1.1 value = TARGETANGLEX } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGETRVELPLUS-01 range = 0.1,1.1 value = YAWTARGETRELPLUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGETRVELMINUS-01 range = 0.1,1.1 value = YAWTARGETRELMINUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASSURFPROGRADE-01 range = 0.1,1.1 value = YAWSURFPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASSURFRETROGRADE-01 range = 0.1,1.1 value = YAWSURFRETROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASORBITPROGRADE-01 range = 0.1,1.1 value = YAWPROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASORBITRETROGRADE-01 range = 0.1,1.1 value = YAWRETROGRADE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASRADIALIN-01 range = 0.1,1.1 value = YAWRADIALIN } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASRADIALOUT-01 range = 0.1,1.1 value = YAWRADIALOUT } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASNORMAL-01 range = 0.1,1.1 value = YAWNORMALPLUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASANTINORMAL-01 range = 0.1,1.1 value = YAWNORMALMINUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASMANEUVER-01 range = 0.1,1.1 value = YAWNODE } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETPLUS-01 range = 0.1,1.1 value = YAWTARGET } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETALIGN-01 range = 0.1,1.1 value = TARGETANGLEX } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETPROGRADE-01 range = 0.1,1.1 value = YAWTARGETRELPLUS } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETRETROGRADE-01 range = 0.1,1.1 value = YAWTARGETRELMINUS } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = ERROR_NEEDLE_ROLL-01 defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_TARGETALIGN-01 range = 0.1,1.1 value = SELECT_CONVERTED_TARGETANGLEZ } VARIABLE_DEFINITION { name = CUSTOM_FDAIGMCP_SASTARGETALIGN-01 range = 0.1,1.1 value = SELECT_CONVERTED_TARGETANGLEZ } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01.cfg PROP { name = FDAI_GMCP-01 MODULE { name = JSINumericInput perPodPersistenceName = FDAIGMCP_ModeSelectorPos-01 defaultValue = 1 stepSize = 1 minValue = 1 maxValue = 7 reverse = false loopInput = false USERINPUTSET { switchTransform = SelectorColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SelectorColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIActionGroupSwitch animationName = FDAIGMCPDirSwAnim switchTransform = DirectionSwitchColider perPodPersistenceName = FDAIGMCPDirectionPlus-01 actionName = dummy switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSIActionGroupSwitch animationName = FDAIGMCPSyncSwAnim switchTransform = SyncSwitchColider perPodPersistenceName = FDAIGMCPSyncON-01 actionName = dummy switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = FDAIGMCPErrorWarnAnim variableName = CUSTOM_FDAIGMCP_ERROR-01 scale = 0,1 } VARIABLESET { animationName = FDAIGMCPSyncWarnAnim variableName = PERSISTENT_FDAIGMCPSyncON-01 scale = 0,1 } VARIABLESET { animationName = FDAIGMCPSelectorAnim variableName = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 scale = 1,7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SignsObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = SelectorPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = SyncWarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ErrorWarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = DirectionSwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = SyncSwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = panelNumberObj fontSize = 0.003 refreshRate = 100 labelText = 1 oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ON-01 operator = AND SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 100000000 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SURFPROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SURFRETROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ORBITALRROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 1.1, 2.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ORBITALRETROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 1.1, 2.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_RADIALIN-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 2.1, 3.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_RADIALOUT-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 2.1, 3.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_NORMALPLUS-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 3.1, 4.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_NORMALMINUS-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 3.1, 4.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_MNODE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 4.1, 5.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ERR_NOMANNODE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 4.1, 5.1 } SOURCE_VARIABLE { name = MNODEEXISTS range = -1.1, -0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_TARGET-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 5.1, 6.1 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_TARGETALIGN-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 5.1, 6.1 } SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_TARGETRVELPLUS-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 6.1, 7.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_TARGETRVELMINUS-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 6.1, 7.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASORBITPROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODEPROGRADE range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASORBITRETROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODEPROGRADE range = -1.1, -0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASSURFPROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = -0.1, 0.1 } SOURCE_VARIABLE { name = SASMODEPROGRADE range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASSURFRETROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = -0.1, 0.1 } SOURCE_VARIABLE { name = SASMODEPROGRADE range = -1.1, -0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASTARGETPROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = -1.1, -0.1 } SOURCE_VARIABLE { name = SASMODEPROGRADE range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASTARGETRETROGRADE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SPEEDDISPLAYMODE range = -1.1, -0.1 } SOURCE_VARIABLE { name = SASMODEPROGRADE range = -1.1, -0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASNORMAL-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODENORMAL range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASANTINORMAL-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODENORMAL range = -1.1, -0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASRADIALIN-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODERADIAL range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASRADIALOUT-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODERADIAL range = -1.1, -0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASTARGETPLUS-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODETARGET range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASTARGETALIGN-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODETARGET range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_SASMANEUVER-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODEMANEUVER range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_TARGETANGLEZENABLE-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 5.1, 7.1 } SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ERR_NOTARGET-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 5.1, 7.1 } SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = -1.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ERR_TARGETALIGN_DP-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 5.1, 6.1 } SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = -1.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ERR_TARGETALIGN_REF-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCP_ModeSelectorPos-01 range = 5.1, 6.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPDirectionPlus-01 range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ERR_SASTARGETMINUS-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODETARGET range = -1.1, -0.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ERR_SASSTABILITY-01 operator = AND SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ON-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = SASMODESTABILITY range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_FDAIGMCPSyncON-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP-01_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = FDAIGMCP_ERROR-01 operator = OR SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ERR_NOTARGET-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ERR_TARGETALIGN_DP-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ERR_TARGETALIGN_REF-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ERR_NOMANNODE-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ERR_SASTARGETMINUS-01 range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_FDAIGMCP_ERR_SASSTABILITY-01 range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_ABLATION.cfg PROP { name = FI_ABLATION MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ABLATION_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ABLATION } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.2 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_Alternator_AVAILABLE.cfg PROP { name = FI_Alternator_AVAILABLE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ALTERNATOR_AVAILABLE_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ALTERNATOR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_ARRT-ERROR.cfg PROP { name = FI_ARRT-ERROR MODULE { name = JSICallbackAnimator variableName = CUSTOM_ARRT_ERR_NOTARGET VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ARRT ERR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.60 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_ASET_IMP_ERROR.cfg PROP { name = FI_ASET_IMP_ERROR MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_IMP_ERR VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = IMP ERR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.60 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_ASET_LIMITED_THRUST.cfg PROP { name = FI_ASET_LIMITED_THRUST MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LIMITEDTHRUST_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = THRST LIM } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.60 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_CONNECTED.cfg PROP { name = FI_COMMNET_CONNECTED MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_COMMNET_CONNECTED_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = CONNECTED } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_DP_is_Ref.cfg PROP { name = FI_DP_IS_REF MODULE { name = JSIVariableAnimator refreshRate = 20 VARIABLESET { controlledTransform = CoverLoc variableName = CUSTOM_ALCOR_DOCKPORT_IS_REF scale = 0,1 threshold = 0.1,1.1 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/tumbleClick01 alarmSoundVolume = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = D/PORT REF } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_FuelCell.cfg PROP { name = FI_FuelCell MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.7 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = FUEL CELL ON } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_FuelCell_AVAILABLE.cfg PROP { name = FI_FuelCell_AVAILABLE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_AVAILABLE_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = FUEL CELL } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_Gear_BROKEN.cfg PROP { name = FI_Gear_BROKEN MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { controlledTransform = CoverLoc variableName = CUSTOM_ALCOR_GEAR_OR_WHEEL_BROKEN_ON scale = 0,1 threshold = 0.1,1.1 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/beep_D_long_x1 alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = GEAR BROKEN } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_Generator_AVAILABLE.cfg PROP { name = FI_Generator_AVAILABLE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GENERATOR_AVAILABLE_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.5,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = GENERATOR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_LandingGear_DEPLOYED.cfg PROP { name = FI_SolarArray_BROKEN MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_BROKEN_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = S/A BROKEN } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.6 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_LowCharge.cfg PROP { name = FI_LowCharge MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWCHARGE20_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW CHARG } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.60 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_LowFuel.cfg PROP { name = FI_LowFuel MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWFUEL_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW FUEL } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.60 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_LowOxid.cfg PROP { name = FI_LowOxid MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW OXID. } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.60 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_MonoProp.cfg PROP { name = FI_LowMonoprop MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWMONOPROP_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW M/P } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.60 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_PREC_CTRL.cfg PROP { name = FI_PREC_CTRL MODULE { name = JSIVariableAnimator refreshRate = 20 VARIABLESET { controlledTransform = CoverLoc variableName = CUSTOM_ALCOR_PRECISION_MODE_ON scale = 0,1 threshold = 0.1,1.1 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/tumbleClick01 alarmSoundVolume = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = PREC CTRL } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_SAS_SPEED_ORBIT.cfg PROP { name = FI_SAS_SPEED_ORBIT MODULE { name = JSIVariableAnimator refreshRate = 20 VARIABLESET { controlledTransform = CoverLoc variableName = SPEEDDISPLAYMODE scale = 0,1 threshold = 0.1,1.1 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/tumbleClick01 alarmSoundVolume = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ORBIT } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_SAS_SPEED_SURFACE.cfg PROP { name = FI_SAS_SPEED_SURFACE MODULE { name = JSIVariableAnimator refreshRate = 20 VARIABLESET { controlledTransform = CoverLoc variableName = SPEEDDISPLAYMODE scale = -1,1 threshold = 0.4,0.5 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/tumbleClick01 alarmSoundVolume = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = SURFACE } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_SAS_SPEED_TARGET.cfg PROP { name = FI_SAS_SPEED_TARGET MODULE { name = JSIVariableAnimator refreshRate = 20 VARIABLESET { controlledTransform = CoverLoc variableName = SPEEDDISPLAYMODE scale = -1,0 threshold = -0.1,0.1 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/tumbleClick01 alarmSoundVolume = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = TARGET } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_SolarArray_AVAILABLE.cfg PROP { name = FI_SolarArray_AVAILABLE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = SOLAR ARRAY } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_SolarArray_BROKEN.cfg PROP { name = FI_SolarArray_BROKEN MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_BROKEN_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/beep_D_long_x1 alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = S/A BROKEN } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.6 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_SolarArray_DEPLOYED.cfg PROP { name = FI_SolarArray_DEPLOYED MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_DEPLOYED_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = S/A DEPLOYED } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_SolarArray_RETRACTED.cfg PROP { name = FI_SolarArray_RETRACTED MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_RETRACTED_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = S/A RETRACTED } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_TGT_DP.cfg PROP { name = FI_TGT_DP MODULE { name = JSIVariableAnimator refreshRate = 20 VARIABLESET { controlledTransform = CoverLoc variableName = CUSTOM_ALCOR_TARGETDOCKPORT_SELECTED scale = 0,1 threshold = 0.1,1.1 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/tumbleClick01 alarmSoundVolume = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = TGT D/PORT } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FlagIndicator/FI_X-Pointer01-ERROR.cfg PROP { name = FI_X-Pointer01-ERROR MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { controlledTransform = CoverLoc variableName = CUSTOM_X-POINTER_MODE_ERROR-01 scale = 0,1 threshold = 0.1,1.1 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = X-PTR ERR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.60 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/FuelMonitor/FuelMonitor.cfg PROP { name = FuelMonitor MODULE { name = JSILabel transformName = fmFuelNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 9 emissive = always zeroColor = COLOR_ASET_FM_TEXT_ZEROCOLOR labelText = [b] LIQUID FUEL OXIDIZER MONOPROP [/b] } MODULE { name = JSILabel transformName = fmFuelFlowAmountObj alignment = Left anchor = UpperLeft transformOffset = -0.00048, 0.0001 fontName = InconsolataGo-Bold fontSize = 5.5 emissive = always zeroColor = COLOR_ASET_FM_FLOW_ZEROCOLOR labelText = <=0,5:##0.0;"";" --- "=> <=1,5:##0.0;"";" --- "=> <=2,5:##0.00;"";" --- "=> $&$SYSR_LIQUIDFUELDELTA SYSR_OXIDIZERDELTA SYSR_MONOPROPELLANTDELTA } MODULE { name = JSILabel transformName = fmFuelStageAmountObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 9 emissive = always zeroColor = COLOR_ASET_FM_VALUE_ZEROCOLOR labelText = <=0,7:##000.0;"";" 000.0 "=> <=1,7:##000.0;"";" EMPTY "=> <=2,7:##000.0;"";" 000.0 "=> <=3,7:##000.0;"";" EMPTY "=> <=4,7:##000.0;"";" EMPTY "=> $&$SYSR_LIQUIDFUELSTAGE SYSR_LIQUIDFUEL SYSR_OXIDIZERSTAGE SYSR_OXIDIZER SYSR_MONOPROPELLANT } MODULE { name = JSILabel transformName = DeltaVstageNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 emissive = always zeroColor = COLOR_ASET_FM_TEXT_ZEROCOLOR labelText = DeltaV DeltaV$$$(STAGE) (TOTAL) } MODULE { name = JSILabel transformName = DeltaVstageAmountObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 11 emissive = always zeroColor = COLOR_ASET_FM_VALUE_ZEROCOLOR labelText = [b]<=0,7:###00.0=>m/s <=1,7:###00.0=>m/s$&$DELTAVSTAGE DELTAV } MODULE { name = JSILabel transformName = PropMassStageNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 emissive = always zeroColor = COLOR_ASET_FM_TEXT_ZEROCOLOR labelText = PROP.MASS PROP.MASS$$$(STAGE) (TOTAL) } MODULE { name = JSILabel transformName = PropMassStageAmountObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 11 emissive = always zeroColor = COLOR_ASET_FM_VALUE_ZEROCOLOR labelText = [b]<=0,7:00.000=>t. <=1,7:00.000=>t.$&$MASSPROPELLANTSTAGE MASSPROPELLANT } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { coloredObject = FuelMonitorMaskObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_FM_GRAPH_ACTIVECOLOR scale = 0,1 } VARIABLESET { coloredObject = fmFuelStageScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_FM_VERTBAR_FUELST_ACTIVECOLOR scale = 0,1 } VARIABLESET { coloredObject = fmFuelTotalScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_FM_VERTBAR_FUELTOT_ACTIVECOLOR scale = 0,1 } VARIABLESET { coloredObject = fmOxStageScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_FM_VERTBAR_OXST_ACTIVECOLOR scale = 0,1 } VARIABLESET { coloredObject = fmOxTotalScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_FM_VERTBAR_OXTOT_ACTIVECOLOR scale = 0,1 } VARIABLESET { coloredObject = fmMonoScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_FM_VERTBAR_MP_ACTIVECOLOR scale = 0,1 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { controlledTransform = fmFuelFlowIndicatorObj variableName = SYSR_LIQUIDFUELDELTA scale = -20,20 localTranslationStart = 0,-0.039,0 localTranslationEnd = 0,0.039,0 } VARIABLESET { controlledTransform = fmOxFlowIndicatorObj variableName = SYSR_OXIDIZERDELTA scale = -20,20 localTranslationStart = 0,-0.039,0 localTranslationEnd = 0,0.039,0 } VARIABLESET { controlledTransform = fmMonoFlowIndicatorObj variableName = SYSR_MONOPROPELLANTDELTA scale = -7,7 localTranslationStart = 0,-0.039,0 localTranslationEnd = 0,0.039,0 } VARIABLESET { controlledTransform = fmFuelValveCloseObj variableName = SYSR_LIQUIDFUELDELTA scale = -0.01,0.01 threshold = 0.49,0.51 localTranslationStart = 0,0,0.0015 localTranslationEnd = 0,0,0.00 } VARIABLESET { controlledTransform = fmOxValveCloseObj variableName = SYSR_OXIDIZERDELTA scale = -0.01,0.01 threshold = 0.49,0.51 localTranslationStart = 0,0,0.0015 localTranslationEnd = 0,0,0.00 } VARIABLESET { controlledTransform = fmMonoValveCloseObj variableName = CUSTOM_ALCOR_RCSACTIVE_ON scale = 0,1 threshold = -0.1,0.0 localTranslationStart = 0,0,0.0015 localTranslationEnd = 0,0,0.000 } VARIABLESET { controlledTransform = FuelMonitorMaskPowerOFF variableName = CUSTOM_ALCOR_POWEROFF scale = 0,1 threshold = 0.1,1.1 localTranslationStart = 0.0,0.0,0.015 localTranslationEnd = 0.0,0.0,0.0 } VARIABLESET { variableName = SYSR_LIQUIDFUELSTAGEPERCENT scale = 0,1 controlledTransform = fmFuelStageScaleObj textureLayers = _MainTex, _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 } VARIABLESET { variableName = SYSR_LIQUIDFUELPERCENT scale = 0,1 controlledTransform = fmFuelTotalScaleObj textureLayers = _MainTex, _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 } VARIABLESET { variableName = SYSR_OXIDIZERSTAGEPERCENT scale = 0,1 controlledTransform = fmOxStageScaleObj textureLayers = _MainTex, _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 } VARIABLESET { variableName = SYSR_OXIDIZERPERCENT scale = 0,1 controlledTransform = fmOxTotalScaleObj textureLayers = _MainTex, _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 } VARIABLESET { variableName = SYSR_MONOPROPELLANTPERCENT scale = 0,1 controlledTransform = fmMonoScaleObj textureLayers = _MainTex, _Emissive textureShiftStart = 0,0 textureShiftEnd = -0.5,0 } VARIABLESET { controlledTransform = MJisInstalledObj variableName = MECHJEBAVAILABLE scale = 0,1 threshold = -1.1,0 localTranslationStart = 0,0,-0.015 localTranslationEnd = 0,0,0 } VARIABLESET { controlledTransform = MJnotInstalledObj variableName = MECHJEBAVAILABLE scale = 0,1 threshold = 0.1,1.1 localTranslationStart = 0,0,-0.015 localTranslationEnd = 0,0,0 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/GforceDisplay/GforceDisplay.cfg PROP { name = GforceDisplay MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOffLoc localTranslationStart = 0,0,0 localTranslationEnd = 0,0,-0.004 scale = 0.5,1.5 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = -30,30 variableName = ACCELRIGHT controlledTransform = Mark_X_translateLoc localTranslationStart = 0.0944,0,0 localTranslationEnd = -0.0944,0,0 } VARIABLESET { scale = -30,30 variableName = ACCELTOP controlledTransform = Mark_Y_translateLoc localTranslationStart = 0,-0.0944,0 localTranslationEnd = 0,0.0944,0 } VARIABLESET { scale = 0,30 variableName = ACCELRIGHT controlledTransform = ACCL_RIGHT_BAR_Obj localScaleStart = -1,0,0 localScaleEnd = 0,0,0 } VARIABLESET { scale = -30,0 variableName = ACCELRIGHT controlledTransform = ACCL_LEFT_BAR_Obj localScaleStart = 0,0,0 localScaleEnd = -1,0,0 } VARIABLESET { scale = 0,30 variableName = ACCELTOP controlledTransform = ACCL_UP_BAR_Obj localScaleStart = 0,-1,0 localScaleEnd = 0,0,0 } VARIABLESET { scale = -30,0 variableName = ACCELTOP controlledTransform = ACCL_DWN_BAR_Obj localScaleStart = 0,0,0 localScaleEnd = 0,-1,0 } VARIABLESET { scale = 0,30 variableName = ACCELFORWARD controlledTransform = ACCL_FWD_BAR_Obj localScaleStart = 0,-1,0 localScaleEnd = 0,0,0 } VARIABLESET { scale = -30,0 variableName = ACCELFORWARD controlledTransform = ACCL_BCKWRD_BAR_Obj localScaleStart = 0,0,0 localScaleEnd = 0,-1,0 } } MODULE { name = JSILabel transformName = GforceVertTextObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 8 emissive = active zeroColor = 0,0,0,255 labelText = <=0:000.0=>$&$ ACCELFORWARD } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ImpactSpeedIndicator/ImpactSpeedIndicator.cfg PROP { name = ASET_ImpactSpeedIndicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,-50 variableName = SELECT_SPEEDATIMPACTVALUE controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,306,0 longPath = yes maxRateChange = 1.0 } VARIABLESET { scale = 0,-9.5 variableName = SELECT_BESTSPEEDATIMPACTVALUE controlledTransform = Arrow02Loc localRotationStart = 0,0,0 localRotationEnd = 0,348,0 longPath = yes } VARIABLESET { animationName = PhaseAngleIndicatorOFFanim variableName = CUSTOM_IMPACTSPEEDINDICATOR_OFF scale = 0,1 maxRateChange = 4.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Arrow01Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Arrow02Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ZeroSignObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = OFF_SignObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = NamePlateObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ImpactSpeedIndicator/ImpactSpeedIndicator_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = SPEEDATIMPACTVALUE defaultValue = SPEEDATIMPACT VARIABLE_DEFINITION { name = CUSTOM_IMPACTSPEEDINDICATOR_OFF range = 0.1,1.1 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ImpactSpeedIndicator/ImpactSpeedIndicator_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = BESTSPEEDATIMPACTVALUE defaultValue = BESTSPEEDATIMPACT VARIABLE_DEFINITION { name = CUSTOM_IMPACTSPEEDINDICATOR_OFF range = 0.1,1.1 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/ImpactSpeedIndicator/ImpactSpeedIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = IMPACTSPEEDINDICATOR_OFF operator = OR SOURCE_VARIABLE { name = PERIAPSIS range = 0.001, 10000000 } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = -1.1, -0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_Ablator.cfg PROP { name = IndicatorADV_Ablator MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = SELECT_ASET_ABLATIVERESOURCE scale = 0,SELECT_ASET_ABLATIVERESOURCEMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOW_ABLATIVERESOURCE_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SELECT_ASET_ABLATIVERESOURCE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_ATMDEPTH.cfg PROP { name = IndicatorADV_ATMDEPTH MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = ATMOSPHEREDEPTH scale = 0,1 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 190,190,190,255 activeColor = 100,120,190,255 variableName = ATMOSPHEREDEPTH scale = 0,1 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = 10,180,50,255 activeColor = 190,033,033,255 variableName = ATMOSPHEREDEPTH scale = 0,1 threshold = 0.001,1.1 refreshRate = 20 } } MODULE { name = JSIVariableLabel transformName = DigitTransformObj fontSize = 0.008 refreshRate = 3 labelText = <=0,5:P0=>$&$ATMOSPHEREDEPTH } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_Charge.cfg PROP { name = IndicatorADV_CHARGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_ELECTRICCHARGE scale = 0 , SYSR_ELECTRICCHARGEMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWCHARGE20_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWCHARGE10_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_ELECTRICCHARGE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_ChargeCons.cfg PROP { name = IndicatorADV_CHARGE_consumption MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_ELECTRICCHARGEDELTA scale = 0,10 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 50,180,50,255 activeColor = 190,033,033,255 variableName = SYSR_ELECTRICCHARGEDELTA scale = 0,20 threshold = 0.8,1.1 } } MODULE { name = JSIVariableLabel transformName = DigitTransformObj fontSize = 0.008 refreshRate = 10 labelText = <=0:0.00=>$&$SYSR_ELECTRICCHARGEDELTA } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_DPRESS.cfg PROP { name = IndicatorADV_DYNPRESS MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = DYNAMICPRESSURE scale = 0,60 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 10,180,50,255 activeColor = 190,033,033,255 variableName = DYNAMICPRESSURE scale = 35,40 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = 10,180,50,255 activeColor = 190,033,033,255 variableName = DYNAMICPRESSURE scale = 35,40 threshold = 0.1,1.1 refreshRate = 3 flashingDelay = 0.2 } } MODULE { name = JSIVariableLabel transformName = DigitTransformObj fontSize = 0.008 refreshRate = 3 labelText = <=0:SIP6.2=>$&$DYNAMICPRESSURE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_EngineTemp.cfg PROP { name = IndicatorADV_EngineTemp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { animationName = IndicatorADVanim variableName = SELECT_HOTTESTENGINEINDTEMP_CELSIUS scale = 0 , MATH_HOTTESTENGINEMAXTEMP_CELSIUS } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variableName = HOTTESTENGINETEMPRATIO scale = 0.5,0.7 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_READOUT_BORD_ACTIVECOLOR variableName = HOTTESTENGINETEMPRATIO scale = 0.5,0.7 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ENGINEOVERHEATALARM_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 emissive = always zeroColor = 80,80,80,255 labelText = [b]<=0:"";"";"N/A"=>[/b]$&$HOTTESTENGINEMAXTEMP } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = HOTTESTENGINEMAXTEMP emissive = always positiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR zeroColor = 0,0,0,0 negativeColor = 0,0,0,0 labelText = [b]<=0:####;####;""=>[/b]$&$SELECT_HOTTESTENGINEINDTEMP_CELSIUS } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_Fuel.cfg PROP { name = IndicatorADV_FUEL MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_LIQUIDFUEL scale = 0,SYSR_LIQUIDFUELMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWFUEL_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWFUEL_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_LIQUIDFUEL } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_FUELSTAGE.cfg PROP { name = IndicatorADV_FUELSTAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_LIQUIDFUELSTAGE scale = 0,SYSR_LIQUIDFUELSTAGEMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWFUELSTAGE_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWFUELSTAGE_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_LIQUIDFUELSTAGE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_Fuel_cons.cfg PROP { name = IndicatorADV_FUEL_consumption MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_LIQUIDFUELDELTA scale = 0 , 30 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_LIQUIDFUELDELTA scale = 0,1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_LIQUIDFUELDELTA scale = 0,1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = SYSR_LIQUIDFUELDELTA emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR negativeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_NEGATIVECOLOR labelText = [b]<=0:00;00;"-----"=>[/b]$&$SYSR_LIQUIDFUELDELTA } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_Fuel_TOTAL.cfg PROP { name = IndicatorADV_FUEL_TOTAL MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_LIQUIDFUEL scale = 0,SYSR_LIQUIDFUELMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWFUEL_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_LIQUIDFUEL } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_HEAT.cfg PROP { name = IndicatorADV_HEAT MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { animationName = IndicatorADVanim variableName = PODTEMPERATURE scale = 0 , PODMAXTEMPERATURE } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POD_INT_TEMPERATUREALARM_ON flashRate = 0.5 VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = PODTEMPERATURE emissive = always positiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_TEMP_READOUT_ZEROCOLOR negativeColor = COLOR_ASET_IND_ADV_TEMP_READOUT_NEGATIVECOLOR labelText = [b]<=0:"+";"";""=><=0:####=>[/b]$&$PODTEMPERATURE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.00 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_INTAKEAIR.cfg PROP { name = IndicatorADV_INTAKEAIR MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_INTAKEAIR scale = 0,SYSR_INTAKEAIRMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWINTAKEAIR_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWINTAKEAIR_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_INTAKEAIR } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_OXIDIZER.cfg PROP { name = IndicatorADV_OXIDIZER MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_OXIDIZER scale = 0,SYSR_OXIDIZERMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_OXIDIZER } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.875 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_OXIDIZERSTAGE.cfg PROP { name = IndicatorADV_OXIDIZERSTAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_OXIDIZERSTAGE scale = 0,SYSR_OXIDIZERSTAGEMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWOXIDIZERSTAGE_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWOXIDIZERSTAGE_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_OXIDIZERSTAGE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_Oxidizer_cons.cfg PROP { name = IndicatorADV_OXIDIZER_consumption MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_OXIDIZERDELTA scale = 0 , 30 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_OXIDIZERDELTA scale = 0,1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_OXIDIZERDELTA scale = 0,1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = SYSR_OXIDIZERDELTA emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR negativeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_NEGATIVECOLOR labelText = [b]<=0:00;00;"-----"=>[/b]$&$SYSR_OXIDIZERDELTA } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_OXIDIZER_TOTAL.cfg PROP { name = IndicatorADV_OXIDIZER_TOTAL MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_OXIDIZER scale = 0,SYSR_OXIDIZERMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_OXIDIZER } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_PodTemp.cfg PROP { name = IndicatorADV_PodTemp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { animationName = IndicatorADVanim variableName = PODSKINTEMPERATURE scale = 0,PODMAXSKINTEMPERATURE } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POD_SKIN_TEMPERATUREALARM_ON flashRate = 0.5 VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = PODSKINTEMPERATURE emissive = always positiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_TEMP_READOUT_ZEROCOLOR negativeColor = COLOR_ASET_IND_ADV_TEMP_READOUT_NEGATIVECOLOR labelText = [b]<=0:"+";"";""=><=0:####=>[/b]$&$PODSKINTEMPERATURE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_Propellant.cfg PROP { name = IndicatorADV_MONOPROP MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_MONOPROPELLANT scale = 0,SYSR_MONOPROPELLANTMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWMONOPROP_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWMONOPROP_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_MONOPROPELLANT } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_Propellant_cons.cfg PROP { name = IndicatorADV_MONOPROP_consumption MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_MONOPROPELLANTDELTA scale = 0 , 10 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_MONOPROPELLANTDELTA scale = 0,0.01 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_MONOPROPELLANTDELTA scale = 0,0.01 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = SYSR_MONOPROPELLANTDELTA emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR negativeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_NEGATIVECOLOR labelText = [b]<=0:##0.0;"";"-----"=>[/b]$&$SYSR_MONOPROPELLANTDELTA } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_ShieldTemp.cfg PROP { name = IndicatorADV_ShieldTemp MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { animationName = IndicatorADVanim variableName = HEATSHIELDTEMPERATURE scale = 0 , 3300 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SHIELDOVERHEAT_ON flashRate = 0.5 VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_SHIELDOVERHEAT_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_TEMP_READOUT_ZEROCOLOR negativeColor = COLOR_ASET_IND_ADV_TEMP_READOUT_NEGATIVECOLOR labelText = [b]<=0:"+";"";""=><=0:####=>[/b]$&$HEATSHIELDTEMPERATURE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_SolidFuel.cfg PROP { name = IndicatorADV_SolidFuel MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_SOLIDFUELSTAGE scale = 0,SYSR_SOLIDFUELSTAGEMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWSOLIDFUELSTAGE_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWSOLIDFUELSTAGE_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_SOLIDFUELSTAGE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.250 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_SolidFuel_Total.cfg PROP { name = IndicatorADV_SolidFuel_TOTAL MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_SOLIDFUEL scale = 0,SYSR_SOLIDFUELMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWSOLIDFUEL_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWSOLIDFUEL_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_SOLIDFUEL } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_STAGE.cfg PROP { name = IndicatorADV_STAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_LIQUIDFUELSTAGEPERCENT scale = 0 , 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWFUEL_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWFUEL_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0,5:P0=>[/b]$&$SYSR_LIQUIDFUELSTAGEPERCENT } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_THROTTLE.cfg PROP { name = IndicatorADV_THROTTLE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = THROTTLE scale = 0 , 1 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variableName = THROTTLE scale = 0.5,0.8 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variableName = THROTTLE scale = 0.5,0.8 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_MECO_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_ENG_READOUT_ZEROCOLOR zeroColor = COLOR_ASET_IND_ADV_ENG_READOUT_POSITIVECOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:0%;"";"IDLE"=>[/b]$&$THROTTLE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_THRUST.cfg PROP { name = IndicatorADV_THRUST MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = THRUST scale = 0 , THRUSTMAX } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variableName = THRUST scale = 0 , THRUSTMAX } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variableName = THRUST scale = 0 , THRUSTMAX } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_MECO_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_ENG_READOUT_ZEROCOLOR zeroColor = COLOR_ASET_IND_ADV_ENG_READOUT_POSITIVECOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000=>[/b]$&$THRUST } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.0 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_THRUSTLIMIT.cfg PROP { name = IndicatorADV_THRUSTLIMIT MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.0,0.5 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = 0,0,0,255 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = THRUSTLIMIT scale = 0 , 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LIMITEDTHRUST_ON VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR scale = 0.5 , 1.1 reverse = true } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR scale = 0.5 , 1.1 reverse = true } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 emissive = always zeroColor = COLOR_ASET_IND_ADV_ENG_READOUT_POSITIVECOLOR labelText = [b]<=0:P0=>[/b]$&$THRUSTLIMIT } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_WheelStress.cfg PROP { name = IndicatorADV_WHEEL_STRESS MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = PLUGIN_JSIInternalRPMButtons:GetWheelStress scale = 0,100 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 10,180,50,255 activeColor = 190,033,033,255 variableName = PLUGIN_JSIInternalRPMButtons:GetWheelStress scale = 0,10 } VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = 10,180,50,255 activeColor = 190,033,033,255 variableName = PLUGIN_JSIInternalRPMButtons:GetWheelStress scale = 0,10 threshold = 0.1,1.1 refreshRate = 3 flashingDelay = 0.2 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWMONOPROP_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = <=0:SIP3.1=>$&$PLUGIN_JSIInternalRPMButtons:GetWheelStress } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_XENONGAS.cfg PROP { name = IndicatorADV_XENONGAS MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_XENONGAS scale = 0,SYSR_XENONGASMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWXENONGAS_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWXENONGAS_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_XENONGAS } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.50 y = 0.875 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_XENONGAS_cons.cfg PROP { name = IndicatorADV_XENONGAS_consumption MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_XENONGASDELTA scale = 0 , 30 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_XENONGASDELTA scale = 0,1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_XENONGASDELTA scale = 0,1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = SYSR_XENONGASDELTA emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR negativeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_NEGATIVECOLOR labelText = [b]<=0:00;00;"-----"=>[/b]$&$SYSR_XENONGASDELTA } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_XENONGAS_STAGE.cfg PROP { name = IndicatorADV_XENONGAS_STAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_XENONGASSTAGE scale = 0,SYSR_XENONGASSTAGEMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWXENONGASSTAGE_ON flashRate = 0.5 VARIABLESET { coloredObject = IndicatorNamePlate passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 flash = true } VARIABLESET { coloredObject = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWXENONGASSTAGE_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:00000;"";"EMPTY"=>[/b]$&$SYSR_XENONGASSTAGE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV/IndicatorADV_XENONGAS_Total.cfg PROP { name = IndicatorADV_XENONGAS_TOTAL MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorADVpowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = IndicatorADVanim variableName = SYSR_XENONGASDELTA scale = 0 , 30 } VARIABLESET { coloredObject = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_XENONGASDELTA scale = 0,1 } VARIABLESET { coloredObject = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_XENONGASDELTA scale = 0,1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = SYSR_XENONGASDELTA emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR negativeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_NEGATIVECOLOR labelText = [b]<=0:00;00;"-----"=>[/b]$&$SYSR_XENONGASDELTA } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV_2Scales/IndADV_2Scales_ChargeCons.cfg PROP { name = IndADV_2Scales_ChargeCons MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorPowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { animationName = IndicatorScaleUPanim variableName = SYSR_ELECTRICCHARGEDELTAINV scale = 0,15 } VARIABLESET { coloredObject = Indicator_ScaleUP passiveColor = 50,50,50,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_PASSIVECOLOR variableName = SYSR_ELECTRICCHARGEDELTAINV scale = 0,1 } VARIABLESET { animationName = IndicatorScaleDOWNanim variableName = SYSR_ELECTRICCHARGEDELTAINV scale = 0,-15 } VARIABLESET { coloredObject = Indicator_ScaleDOWN passiveColor = 50,50,50,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variableName = SYSR_ELECTRICCHARGEDELTAINV scale = 0,-1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 variableName = CUSTOM_ALCOR_LOWCHARGE10_ON emissive = always positiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR zeroColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR negativeColor = 0,0,0,255 labelText = [b]<=0:SIP4.2=>[/b]$&$SYSR_ELECTRICCHARGEDELTAINV } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.00 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorADV_2Scales/IndADV_2Scales_EXTTEMP.cfg PROP { name = IndADV_2Scales_EXTTEMP MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { animationName = IndicatorPowerOFFanim scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { animationName = IndicatorScaleUPanim variableName = EXTERNALTEMPERATURE scale = 0,200 } VARIABLESET { coloredObject = Indicator_ScaleUP passiveColor = 190,190,033,255 activeColor = 190,033,033,255 variableName = EXTERNALTEMPERATURE scale = 50,200 } VARIABLESET { animationName = IndicatorScaleDOWNanim variableName = EXTERNALTEMPERATURE scale = 0,-269 } VARIABLESET { coloredObject = Indicator_ScaleDOWN passiveColor = 033,033,190,255 activeColor = 033,033,190,255 variableName = EXTERNALTEMPERATURE scale = 0,-1 } } MODULE { name = JSILabel transformName = DigitTransformObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 5.5 transformOffset = 0.01177,-0.003784 emissive = always zeroColor = 255,200,0,255 labelText = <=0:0000=>$&$EXTERNALTEMPERATURE } MODULE { name = JSIPropTextureShift transformToShift = IndicatorNamePlate layerToShift = _MainTex _Emissive x = 0.00 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_CHARGE.cfg PROP { name = IndicatorCircular_CHARGE MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = SYSR_ELECTRICCHARGE scale = 0 , SYSR_ELECTRICCHARGEMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,156,0,255 labelText = CHARGE: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:####0.0=>$&$SYSR_ELECTRICCHARGE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_EFFECTIVETHROTTLE.cfg PROP { name = IndicatorCircular_EFFECTIVETHROTTLE MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = EFFECTIVETHROTTLE scale = 0 , 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.0 zeroColor = 255,255,255,255 labelText = EFFECTIVE $$$THROTTLE: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0,5:P0=>$&$EFFECTIVETHROTTLE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_EngineTemp.cfg PROP { name = IndicatorCircular_EngineTemp MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { controlledTransform = CircularIndScale textureLayers = _MainTex textureShiftStart = -0.5,0.0 textureShiftEnd = 0.0,0.0 variableName = SELECT_HOTTESTENGINEINDTEMP_CELSIUS scale = 0 , MATH_HOTTESTENGINEMAXTEMP_CELSIUS } } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = CircularIndScaleBorder textureLayers = _MainTex textureScaleStart = 1.0,1.0 textureScaleEnd = -1,1.0 scale = 0.5,1.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ENGINEOVERHEATALARM_ON VARIABLESET { coloredObject = CircularIndScale passiveColor = 255,255,0,255 activeColor = 255,0,0,255 colorName = _Color scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,255,255,255 labelText = ENGINE$$$TEMP(C°): oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:SIP5=>$&$SELECT_HOTTESTENGINEINDTEMP_CELSIUS } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_Fuel.cfg PROP { name = IndicatorCircular_FUEL MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = SYSR_LIQUIDFUEL scale = 0 , SYSR_LIQUIDFUELMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,246,0,255 labelText = LIQUID$$$FUEL: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:####0.0=>$&$SYSR_LIQUIDFUEL } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_FuelFlow.cfg PROP { name = IndicatorCircular_FUELFLOW MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = CURRENTENGINEFUELFLOW scale = 0 , MAXENGINEFUELFLOW } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,246,0,255 labelText = FUEL FLOW: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:SIP6=>$&$CURRENTENGINEFUELFLOW } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_GFORCE.cfg PROP { name = IndicatorCircular_GFORCE MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { controlledTransform = CircularIndScale textureLayers = _MainTex textureShiftStart = -0.5,0.0 textureShiftEnd = 0.0,0.0 variableName = GFORCE scale = 0,12 } } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = CircularIndScaleBorder textureLayers = _MainTex textureScaleStart = 1.0,1.0 textureScaleEnd = -1,1.0 scale = 0.5,1.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_EXTREMEG VARIABLESET { coloredObject = CircularIndScale passiveColor = 255,255,0,255 activeColor = 255,0,0,255 colorName = _Color scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,255,255,255 labelText = GFORCE: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:SIP5.2=>$&$GFORCE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_IntakeAir.cfg PROP { name = IndicatorCircular_INTAKEAIR MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = CURRENTINTAKEAIRFLOW scale = 0 , 10000000 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 0,198,255,255 labelText = INTAKE$$$AIRFLOW: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:SIP6=>$&$CURRENTINTAKEAIRFLOW } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_MONOPROP.cfg PROP { name = IndicatorCircular_MONOPROP MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = SYSR_MONOPROPELLANT scale = 0 , SYSR_MONOPROPELLANTMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 36,255,0,255 labelText = RCS FUEL: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:####0.0=>$&$SYSR_MONOPROPELLANT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_Oxidizer.cfg PROP { name = IndicatorCircular_Oxidizer MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = SYSR_OXIDIZER scale = 0 , SYSR_OXIDIZERMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 0,114,255,255 labelText = OXIDIZER: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:####0.0=>$&$SYSR_OXIDIZER } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_SolidFuel.cfg PROP { name = IndicatorCircular_SOLIDFUEL MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = SYSR_SOLIDFUEL scale = 0 , SYSR_SOLIDFUELMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,0,84,255 labelText = SOLID$$$FUEL: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:####0.0=>$&$SYSR_OXIDIZER } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_THROTTLE.cfg PROP { name = IndicatorCircular_THROTTLE MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = THROTTLE scale = 0 , 1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,255,255,255 labelText = THROTTLE: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0,5:P0=>$&$THROTTLE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_THRUST.cfg PROP { name = IndicatorCircular_THRUST MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = THRUST scale = 0 , THRUSTMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,255,255,255 labelText = THRUST: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:00000=>$&$THRUST } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_TWR.cfg PROP { name = IndicatorCircular_TWR MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { controlledTransform = CircularIndScale textureLayers = _MainTex textureShiftStart = -0.5,0.0 textureShiftEnd = 0.0,0.0 variableName = TWR scale = 0,TWRMAX } } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = CircularIndScaleBorder textureLayers = _MainTex textureShiftStart = 0.0,0.0 textureShiftEnd = 0.025,1.0 scale = 0.5,1.5 } VARIABLESET { controlledTransform = CircularIndScaleBorder textureLayers = _MainTex textureScaleStart = 1.0,1.0 textureScaleEnd = 0.20,1.0 scale = 0.5,1.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWTWR_ON VARIABLESET { coloredObject = CircularIndScale passiveColor = 0,255,0,255 activeColor = 255,255,0,255 colorName = _Color scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 255,255,255,255 labelText = TWR: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:0.00=>$&$TWR } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular_XenonGas.cfg PROP { name = IndicatorCircular_XENONGAS MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = IndicatorCircularAnim variableName = SYSR_XENONGAS scale = 0 , SYSR_XENONGASMAX } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFloc localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.003,0.0 scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = ResourceNameObj alignment = Left anchor = LowerLeft transformOffset = 0.0, -0.005 fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 0,198,255,255 labelText = XENON: oneshot = true } MODULE { name = JSILabel transformName = ResourceAmountObj alignment = Right anchor = UpperRight transformOffset = 0.030, 0.0 fontName = InconsolataGo-Bold fontSize = 5.4 zeroColor = 255,246,0,255 labelText = <=0:####0.0=>$&$SYSR_XENONGAS } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorPanel5x3/IndicatorPanel5x3-plugins01.cfg PROP { name = IndicatorPanel5x3-plugins01 MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = IndicatorPanel5x3PowerOFF localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.001,0.0 scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 150 VARIABLESET { coloredObject = lamp1 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_SCANSAT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp2 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_ASTROGATOR threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp3 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_MECHJEB2 threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp4 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_CHATTERER threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp5 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_VESSELVIEW threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp6 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_BONVOYAGE threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp7 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_FERRAMAEROSPACERESEARCH threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp8 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_DEADLYREENTRY threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp9 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_TACLIFESUPPORT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp10 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_KERBALISM threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp11 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_KAS threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp12 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_USILIFESUPPORT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp13 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_CONNECTEDLIVINGSPACE threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp14 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_KEEPFIT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp15 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_REALCHUTE threshold = 0.1,1.1 scale = 0,1 } } MODULE { name = JSILabel transformName = TextObj001 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = ScanSat oneshot = true } MODULE { name = JSILabel transformName = TextObj002 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Astrogator oneshot = true } MODULE { name = JSILabel transformName = TextObj003 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = MechJeb oneshot = true } MODULE { name = JSILabel transformName = TextObj004 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Chatterer oneshot = true } MODULE { name = JSILabel transformName = TextObj005 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = VesselView oneshot = true } MODULE { name = JSILabel transformName = TextObj006 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Bon Voyage oneshot = true } MODULE { name = JSILabel transformName = TextObj007 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = FAR oneshot = true } MODULE { name = JSILabel transformName = TextObj008 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Deadly$$$Reentry oneshot = true } MODULE { name = JSILabel transformName = TextObj009 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = TAC$$$Life Support oneshot = true } MODULE { name = JSILabel transformName = TextObj010 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Kerbalism oneshot = true } MODULE { name = JSILabel transformName = TextObj011 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = KAS oneshot = true } MODULE { name = JSILabel transformName = TextObj012 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = USI$$$Life Support oneshot = true } MODULE { name = JSILabel transformName = TextObj013 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Connected$$$Living Space oneshot = true } MODULE { name = JSILabel transformName = TextObj014 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = KeepFit oneshot = true } MODULE { name = JSILabel transformName = TextObj015 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 3.0 emissive = never zeroColor = 0,0,0,255 labelText = RealChute$$$Parachute Systems oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorPanel5x3/IndicatorPanel5x3-plugins02.cfg PROP { name = IndicatorPanel5x3-plugins02 MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = IndicatorPanel5x3PowerOFF localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,-0.001,0.0 scale = 0.0,0.5 } } MODULE { name = JSIVariableAnimator refreshRate = 150 VARIABLESET { coloredObject = lamp1 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_FIRESPITTER threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp2 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_JSIPARTUTILITIES threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp3 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_KERBALJOINTREINFORCEMENT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp4 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_NAVUTILRPM threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp5 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_KIS threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp6 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_DPAI_RPM threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp7 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_PILOTASSISTANT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp8 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_KERBALALARMCLOCK threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp9 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_INFERNALROBOTICS threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp10 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_WAYPOINTMANAGER threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp11 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_REMOTETECH threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp12 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_DANGIT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp13 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_ENGINEIGNITOR threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp14 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_KOS threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp15 passiveColor = 230,33,0,255 activeColor = 0,230,10,255 variableName = ISLOADED_KARBONITE threshold = 0.1,1.1 scale = 0,1 } } MODULE { name = JSILabel transformName = TextObj001 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Firespitter oneshot = true } MODULE { name = JSILabel transformName = TextObj002 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = JSI Part$$$Utilities oneshot = true } MODULE { name = JSILabel transformName = TextObj003 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = KJR oneshot = true } MODULE { name = JSILabel transformName = TextObj004 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = NavUtilities oneshot = true } MODULE { name = JSILabel transformName = TextObj005 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = KIS oneshot = true } MODULE { name = JSILabel transformName = TextObj006 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = DPAI oneshot = true } MODULE { name = JSILabel transformName = TextObj007 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Pilot$$$Assistant oneshot = true } MODULE { name = JSILabel transformName = TextObj008 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Kerbal$$$Alarm Clock oneshot = true } MODULE { name = JSILabel transformName = TextObj009 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Infernal$$$Robotics oneshot = true } MODULE { name = JSILabel transformName = TextObj010 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Waypoint$$$Manager oneshot = true } MODULE { name = JSILabel transformName = TextObj011 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = RemoteTech oneshot = true } MODULE { name = JSILabel transformName = TextObj012 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Dang It! oneshot = true } MODULE { name = JSILabel transformName = TextObj013 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Engine$$$Ignitor oneshot = true } MODULE { name = JSILabel transformName = TextObj014 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = kOS oneshot = true } MODULE { name = JSILabel transformName = TextObj015 alignment = Center anchor = MiddleCenter transformOffset = 0.0212, -0.0056 fontName = InconsolataGo-Bold fontSize = 4 emissive = never zeroColor = 0,0,0,255 labelText = Karbonite oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/IndicatorPanel5x3/IndicatorPanel5x3.cfg PROP { name = IndicatorPanel5x3 MODULE { name = JSIVariableAnimator refreshRate = 250 VARIABLESET { controlledTransform = IndicatorPanel5x3PowerOFF variableName = SYSR_ELECTRICCHARGE scale = 0,0.01 threshold = -0.1,0.5 localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.,-0.001,0.0 } VARIABLESET { coloredObject = lamp1 passiveColor = 190,033,033,255 activeColor = 010,100,010,255 variableName = ISLOADED_SCANSAT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp2 passiveColor = 190,033,033,255 activeColor = 010,100,010,255 variableName = ISLOADED_SCANSATRPM threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp3 passiveColor = 190,033,033,255 activeColor = 010,100,010,255 variableName = ISLOADED_MECHJEB2 threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp4 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_MECHJEBRPM threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp5 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_VESSELVIEW threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp6 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_VESSELVIEWRPM threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp7 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_FERRAMAEROSPACERESEARCH threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp8 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_DEADLYREENTRY threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp9 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_TACLIFESUPPORT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp10 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_KETHANE threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp11 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_KAS threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp12 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_LIFESUPPORT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp13 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_CONNECTEDLIVINGSPACE threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp14 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_KEEPFIT threshold = 0.1,1.1 scale = 0,1 } VARIABLESET { coloredObject = lamp15 passiveColor = 100,010,010,255 activeColor = 010,100,010,255 variableName = ISLOADED_KERBQUAKE threshold = 0.1,1.1 scale = 0,1 } } MODULE { name = JSIVariableLabel transformName = TextObj001 fontSize = 0.007 refreshRate = 10 labelText = ScanSat oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj002 fontSize = 0.0065 refreshRate = 10 labelText = ScanSat-RPM oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj003 fontSize = 0.007 refreshRate = 10 labelText = MJ oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj004 fontSize = 0.007 refreshRate = 10 labelText = MJ-RPM oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj005 fontSize = 0.007 refreshRate = 10 labelText = VesselView oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj006 fontSize = 0.007 refreshRate = 10 labelText = VV-RPM oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj007 fontSize = 0.007 refreshRate = 10 labelText = FAR oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj008 fontSize = 0.007 refreshRate = 10 labelText = DR oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj009 fontSize = 0.007 refreshRate = 10 labelText = TAC-LS oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj010 fontSize = 0.007 refreshRate = 10 labelText = KETHANE oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj011 fontSize = 0.007 refreshRate = 10 labelText = KAS oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj012 fontSize = 0.007 refreshRate = 10 labelText = ECLSS oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj013 fontSize = 0.007 refreshRate = 10 labelText = CLS oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj014 fontSize = 0.007 refreshRate = 10 labelText = KeepFit oneshot = true } MODULE { name = JSIVariableLabel transformName = TextObj015 fontSize = 0.007 refreshRate = 10 labelText = KerbQuake oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Elec_Output/NASA_Elec_Output.cfg PROP { name = NASA_Elec_Output MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,40 animationName = NASA_Elec_Output_Anim variableName = SELECT_SELECTED_PWR_SOURCE_VALUE maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_STAGEFUEL defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = SYSR_LIQUIDFUELSTAGEPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_TOTALFUEL defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = SYSR_LIQUIDFUELPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_STAGEOXID defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = SYSR_OXIDIZERSTAGEPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_TOTALOXID defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = SYSR_OXIDIZERPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_MONO defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = SYSR_MONOPROPELLANTPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_ABLATIVE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = SELECT_ASET_ABLATIVERESOURCEPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_ATMDEPTH defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = ATMOSPHEREDEPTH } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_THROTTLE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = THROTTLE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = GAUGE_THRUST defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 value = THRUST } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = SELECTEDGAUGEMODE_FUEL defaultValue = SYSR_LIQUIDFUELSTAGEPERCENT VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = 0 } VARIABLE_DEFINITION { name = PERSISTENT_SWITCH_GAUGE_RES_MON range = 0.1,1.1 value = SYSR_LIQUIDFUELPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = SELECTEDGAUGEMODE_OXID defaultValue = SYSR_OXIDIZERSTAGEPERCENT VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = 0 } VARIABLE_DEFINITION { name = PERSISTENT_SWITCH_GAUGE_RES_MON range = 0.1,1.1 value = SYSR_OXIDIZERPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = SELECTEDGAUGEMODE_MONO defaultValue = SYSR_MONOPROPELLANTSTAGEPERCENT VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = 0 } VARIABLE_DEFINITION { name = PERSISTENT_SWITCH_GAUGE_RES_MON range = 0.1,1.1 value = SYSR_MONOPROPELLANTPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = SELECTEDGAUGEMODE_SRB defaultValue = SYSR_SOLIDFUELSTAGEPERCENT VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = 0 } VARIABLE_DEFINITION { name = PERSISTENT_SWITCH_GAUGE_RES_MON range = 0.1,1.1 value = SYSR_SOLIDFUELPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_CUSTOM.cfg RPM_SELECT_VARIABLE { name = SELECTEDGAUGEMODE_XENON defaultValue = SYSR_XENONGASSTAGEPERCENT VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = 0 } VARIABLE_DEFINITION { name = PERSISTENT_SWITCH_GAUGE_RES_MON range = 0.1,1.1 value = SYSR_XENONGASPERCENT } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_ENGINE.cfg PROP { name = NASA_Gauge_ENGINE MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowLeftLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_THROTTLE scale = 0,1 maxRateChange = 1.0 } VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_THRUST scale = 0,THRUSTMAX maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ArrowLeftObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ArrowRightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeLabelPlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeLabelPlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = NameTextObj alignment = Center anchor = MiddleCenter transformOffset = 0.0109,-0.0014 fontName = InconsolataGo-Bold fontSize = 3.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ENGINE } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.4 } MODULE { name = JSIPropTextureShift transformToShift = GaugeScaleObj layerToShift = _MainTex _Emissive x = -0.05 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ArrowLeftObj layerToShift = _MainTex _Emissive x = 0.25 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ArrowRightObj layerToShift = _MainTex _Emissive x = 0.25 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_FUEL.cfg PROP { name = NASA_Gauge_FUEL MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowLeftLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_STAGEFUEL scale = 0,1 maxRateChange = 1.0 } VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_TOTALFUEL scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = NameTextObj alignment = Center anchor = MiddleCenter transformOffset = 0.0109,-0.0014 fontName = InconsolataGo-Bold fontSize = 3.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = FUEL } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_LF-OX.cfg PROP { name = NASA_Gauge_LF-OX MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowLeftLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_SELECTEDGAUGEMODE_FUEL scale = 0,1 maxRateChange = 1.0 } VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_SELECTEDGAUGEMODE_OXID scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = NameTextObj alignment = Center anchor = MiddleCenter transformOffset = 0.0109,-0.0014 fontName = InconsolataGo-Bold fontSize = 2.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = PROPELLANTS } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.2 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_OXID.cfg PROP { name = NASA_Gauge_OXID MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowLeftLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_STAGEOXID scale = 0,1 maxRateChange = 1.0 } VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_TOTALOXID scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = NameTextObj alignment = Center anchor = MiddleCenter transformOffset = 0.0109,-0.0014 fontName = InconsolataGo-Bold fontSize = 3.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = OXID. } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_Gauge_RCS-ELEC.cfg PROP { name = NASA_Gauge_RCS-ELEC MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowLeftLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_MONO scale = 0,1 maxRateChange = 1.0 } VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SYSR_ELECTRICCHARGEPERCENT scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = NameTextObj alignment = Center anchor = MiddleCenter transformOffset = 0.0109,-0.0014 fontName = InconsolataGo-Bold fontSize = 2.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = MONO/ELEC } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.6 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeSnglPerc/NASA_GaugeSngl_ABLATIVE.cfg PROP { name = NASA_GaugeSngl_ABLATIVE MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_ABLATIVE scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.4 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeSnglPerc/NASA_GaugeSngl_ATMDEPTH.cfg PROP { name = NASA_GaugeSngl_ATMDEPTH MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_GAUGE_ATMDEPTH scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ArrowRightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.4 } MODULE { name = JSIPropTextureShift transformToShift = GaugeScaleObj layerToShift = _MainTex _Emissive x = 0.0 y = -0.07 } MODULE { name = JSIPropTextureShift transformToShift = ArrowRightObj layerToShift = _MainTex _Emissive x = 0.3 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeSnglPerc/NASA_GaugeSngl_CHARGE.cfg PROP { name = NASA_GaugeSngl_CHARGE MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SYSR_ELECTRICCHARGEPERCENT scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.6 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeSnglPerc/NASA_GaugeSngl_FUEL.cfg PROP { name = NASA_GaugeSngl_FUEL MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_SELECTEDGAUGEMODE_FUEL scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.2 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeSnglPerc/NASA_GaugeSngl_MONO.cfg PROP { name = NASA_GaugeSngl_MONO MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_SELECTEDGAUGEMODE_MONO scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.6 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeSnglPerc/NASA_GaugeSngl_OXID.cfg PROP { name = NASA_GaugeSngl_OXID MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_SELECTEDGAUGEMODE_OXID scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.2 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeSnglPerc/NASA_GaugeSngl_SRB.cfg PROP { name = NASA_GaugeSngl_SRB MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_SELECTEDGAUGEMODE_SRB scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_GaugeSnglPerc/NASA_GaugeSngl_XENON.cfg PROP { name = NASA_GaugeSngl_XENON MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = SELECT_SELECTEDGAUGEMODE_XENON scale = 0,1 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GaugeScaleMarks passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Amb_Temp.cfg PROP { name = NASA_Gauge_Amb_Temp MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = AMBIENTTEMPERATUREKELVIN scale = 0,500 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ArrowRightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = ZeroTextObj fontSize = 0.0033 refreshRate = 100 labelText = 0 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_1_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 50 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_2_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 100 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_3_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 150 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_4_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 200 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_5_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 250 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_6_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 300 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_7_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 350 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_8_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 400 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_9_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 450 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_MAX_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 500 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.2 } MODULE { name = JSIPropTextureShift transformToShift = ArrowRightObj layerToShift = _MainTex _Emissive x = 0.4 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Eng_Temp.cfg PROP { name = NASA_Gauge_Eng_Temp MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = HOTTESTENGINETEMP scale = 0,HOTTESTENGINEMAXTEMP maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ArrowRightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_0_10 passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_10_50 passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = ZeroTextObj fontSize = 0.0033 refreshRate = 100 labelText = 0 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_2_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_ENG_TEMP_INC } MODULE { name = JSIVariableLabel transformName = Value_4_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_ENG_TEMP_INC_VAL2 } MODULE { name = JSIVariableLabel transformName = Value_6_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_ENG_TEMP_INC_VAL3 } MODULE { name = JSIVariableLabel transformName = Value_8_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_ENG_TEMP_INC_VAL4 } MODULE { name = JSIVariableLabel transformName = Value_MAX_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ HOTTESTENGINEMAXTEMP } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.4 } MODULE { name = JSIPropTextureShift transformToShift = ArrowRightObj layerToShift = _MainTex _Emissive x = 0.2 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ScaleSeg_0_10 layerToShift = _MainTex _Emissive x = 0.2 y = -0.1 } MODULE { name = JSIPropTextureShift transformToShift = ScaleSeg_10_50 layerToShift = _MainTex _Emissive x = 0.2 y = -0.1 } MODULE { name = JSIPropTextureShift transformToShift = ScaleSeg_90_100 layerToShift = _MainTex _Emissive x = -0.2 y = -0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Int_Temp.cfg PROP { name = NASA_Gauge_Int_Temp MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = PODTEMPERATUREKELVIN scale = 0,PODMAXTEMPERATUREKELVIN maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ArrowRightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_50_90 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = ZeroTextObj fontSize = 0.0033 refreshRate = 100 labelText = 0 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_2_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_INT_TEMP_INC oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_4_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_INT_TEMP_INC_VAL2 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_6_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_INT_TEMP_INC_VAL3 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_8_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_INT_TEMP_INC_VAL4 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_MAX_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ PODMAXTEMPERATUREKELVIN oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.2 } MODULE { name = JSIPropTextureShift transformToShift = ScaleSeg_50_90 layerToShift = _MainTex _Emissive x = 0.0 y = -0.1 } MODULE { name = JSIPropTextureShift transformToShift = ScaleSeg_90_100 layerToShift = _MainTex _Emissive x = -0.2 y = -0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Pod_Temp.cfg PROP { name = NASA_Gauge_Pod_Temp MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = PODSKINTEMPERATUREKELVIN scale = 0,PODMAXSKINTEMPERATUREKELVIN maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ArrowRightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_50_90 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = ZeroTextObj fontSize = 0.0033 refreshRate = 100 labelText = 0 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_2_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_POD_TEMP_INC oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_4_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_POD_TEMP_INC_VAL2 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_6_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_POD_TEMP_INC_VAL3 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_8_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ MATH_NASA_GAUGE_POD_TEMP_INC_VAL4 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_MAX_TextObj fontSize = 0.0033 refreshRate = 100 labelText = <=0:####=> $&$ PODMAXSKINTEMPERATUREKELVIN oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ScaleSeg_90_100 layerToShift = _MainTex _Emissive x = -0.2 y = -0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Shield_Temp.cfg PROP { name = NASA_Gauge_Shield_Temp MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = HEATSHIELDTEMPERATUREKELVIN scale = 0,3500 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ArrowRightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_50_90 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = ZeroTextObj fontSize = 0.0033 refreshRate = 100 labelText = 0 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_2_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 700 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_4_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 1400 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_6_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 2100 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_8_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 2800 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_MAX_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 3500 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ScaleSeg_50_90 layerToShift = _MainTex _Emissive x = 0.0 y = -0.1 } MODULE { name = JSIPropTextureShift transformToShift = ScaleSeg_90_100 layerToShift = _MainTex _Emissive x = -0.2 y = -0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Surf_Temp.cfg PROP { name = NASA_Gauge_Surf_Temp MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowRightLoc localRotationStart = 0,0,0 localRotationEnd = -43.57964,0,0 variableName = ORBITBODYSURFACETEMPKELVIN scale = 0,500 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ArrowRightObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = GaugeScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIVariableLabel transformName = ZeroTextObj fontSize = 0.0033 refreshRate = 100 labelText = 0 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_1_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 50 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_2_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 100 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_3_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 150 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_4_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 200 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_5_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 250 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_6_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 300 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_7_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 350 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_8_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 400 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_9_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 450 oneshot = true } MODULE { name = JSIVariableLabel transformName = Value_MAX_TextObj fontSize = 0.0033 refreshRate = 100 labelText = 500 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = LabelObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.4 } MODULE { name = JSIPropTextureShift transformToShift = ArrowRightObj layerToShift = _MainTex _Emissive x = 0.4 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_POD_TEMP_INC operator = DIVIDE sourceVariable = PODMAXSKINTEMPERATUREKELVIN sourceVariable = 5 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_POD_TEMP_INC_VAL2 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_POD_TEMP_INC sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_POD_TEMP_INC_VAL3 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_POD_TEMP_INC sourceVariable = 3 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_POD_TEMP_INC_VAL4 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_POD_TEMP_INC sourceVariable = 4 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_ENG_TEMP_INC operator = DIVIDE sourceVariable = HOTTESTENGINEMAXTEMP sourceVariable = 5 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_ENG_TEMP_INC_VAL2 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_ENG_TEMP_INC sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_ENG_TEMP_INC_VAL3 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_ENG_TEMP_INC sourceVariable = 3 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_ENG_TEMP_INC_VAL4 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_ENG_TEMP_INC sourceVariable = 4 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_INT_TEMP_INC operator = DIVIDE sourceVariable = PODMAXTEMPERATUREKELVIN sourceVariable = 5 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_INT_TEMP_INC_VAL2 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_INT_TEMP_INC sourceVariable = 2 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_INT_TEMP_INC_VAL3 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_INT_TEMP_INC sourceVariable = 3 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temp_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_GAUGE_INT_TEMP_INC_VAL4 operator = MULTIPLY sourceVariable = MATH_NASA_GAUGE_INT_TEMP_INC sourceVariable = 4 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_CommNetSignalIndicator.cfg PROP { name = NASA_CommNetSignalIndicator MODEL { model = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_G_Units_Indicator texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/CommNet_Indicator texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/CommNet_Indicator } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = SELECT_NASA_CommNetSignalIndicator_Value controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,270,0 longPath = yes maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = ScaleObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSIPropTextureShift transformToShift = ArrowObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_CommNetSignalIndicator_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = NASA_CommNetSignalIndicator_Value defaultValue = COMMNETSIGNALSTRENGTH VARIABLE_DEFINITION { name = COMMNETCONNECTED range = -0.1,0.1 value = 0 } VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1, 1.1 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_EFFECT_ACCL_Indicator.cfg PROP { name = NASA_Effect_Accl_Indicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,20 variableName = EFFECTIVEACCEL controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,270,0 longPath = yes maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = ScaleObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.5 } MODULE { name = JSIPropTextureShift transformToShift = ArrowObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_G_Units_Indicator.cfg PROP { name = NASA_G_Units_Indicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,10 variableName = GFORCE controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,270,0 longPath = yes maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = ArrowObj passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = ScaleObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } MODULE { name = JSIPropTextureShift transformToShift = ArrowObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_Slope_Angl_Indicator.cfg PROP { name = NASA_Slope_Angl_Indicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,20 variableName = MATH_NASA_SLOPE_ANGLE_VALUE controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,270,0 longPath = yes maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ArrowObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = ScaleObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_Slope_Indicator_CUSTOMs.cfg RPM_MATH_VARIABLE { name = NASA_SLOPE_ANGLE_VALUE operator = MULTIPLY sourceVariable = SLOPEANGLE sourceVariable = CUSTOM_ALCOR_POWERON } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_Thrust_Limit_Indicator.cfg PROP { name = NASA_Thrust_Limit_Indicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = THRUSTLIMIT controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,270,0 longPath = yes maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = ScaleObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ArrowObj layerToShift = _MainTex _Emissive x = 0.5 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/PhaseAngleIndicator/PhaseAngleIndicator.cfg PROP { name = ASET_PhaseAngleIndicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,360 variableName = SELECT_PHASEANGLEINDICATORVALUE controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes maxRateChange = 1.0 modulo = 360 } VARIABLESET { scale = 0,360 variableName = SELECT_PHASEANGLEINDICATORVALUE controlledTransform = Arrow02Loc localRotationStart = 0,0,0 localRotationEnd = 0,360,0 longPath = yes modulo = 10 maxRateChange = 1.0 } VARIABLESET { animationName = PhaseAngleIndicatorOFFanim variableName = SELECT_PHASEANGLEINDICATORVALUE scale = 0,-1 maxRateChange = 4.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_PHASEANGLEINDICATOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Arrow01Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = Arrow02Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ZeroSignObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = OFF_SignObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = NamePlateObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/PhaseAngleIndicator/PhaseAngMode_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = PHASEANGLEINDICATORVALUE defaultValue = -1 VARIABLE_DEFINITION { name = CUSTOM_PHASEANGLEINDICATOR_OFF range = 0.1,1.1 value = 0 } VARIABLE_DEFINITION { name = CUSTOM_PHASEANGLEINDICATOR_PHASE range = 0.1,1.1 value = TARGETBODYPHASEANGLE } VARIABLE_DEFINITION { name = CUSTOM_PHASEANGLEINDICATOR_EJECTION range = 0.1,1.1 value = TARGETBODYEJECTIONANGLE } VARIABLE_DEFINITION { name = CUSTOM_PHASEANGLEINDICATOR_MOONEJECTION range = 0.1,1.1 value = TARGETBODYMOONEJECTIONANGLE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/PhaseAngleIndicator/PhaseAngMode_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = PHASEANGLEINDICATOR_OFF operator = OR SOURCE_VARIABLE { name = PERSISTENT_PhaseAngMode range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/PhaseAngleIndicator/PhaseAngMode_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = PHASEANGLEINDICATOR_PHASE operator = AND SOURCE_VARIABLE { name = PERSISTENT_PhaseAngMode range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/PhaseAngleIndicator/PhaseAngMode_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = PHASEANGLEINDICATOR_EJECTION operator = AND SOURCE_VARIABLE { name = PERSISTENT_PhaseAngMode range = 1.1, 2.1 } SOURCE_VARIABLE { name = TARGETBODYEJECTIONANGLE range = 0, 360 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/PhaseAngleIndicator/PhaseAngMode_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = PHASEANGLEINDICATOR_MOONEJECTION operator = AND SOURCE_VARIABLE { name = PERSISTENT_PhaseAngMode range = 1.1, 2.1 } SOURCE_VARIABLE { name = TARGETBODYMOONEJECTIONANGLE range = 0, 360 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/PhaseAngleIndicator/PhaseAngMode_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = PHASEANGLEINDICATOR_BACKLIGHT_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_PhaseAngMode range = 0.1, 2.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_BACKLIGHT_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/PortableTimer/PortableTimer.cfg PROP { name = PortableTimer MODULE { name = JSIActionGroupSwitch animationName = PortableTimerTurnOnAnim switchTransform = ButtonON actionName = dummy switchSound = ASET/ASET_Props/Sounds/beep-21 } MODULE { name = JSILabel transformName = TimerDigitsObj alignment = Right anchor = UpperRight transformOffset = 0.105,0.0003 fontName = digital-7 (mono) fontSize = 13 zeroColor = 0,0,0,255 emissive = never refreshRate = 2 switchTransform = ButtonMODE switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.5 VARIABLESET { labelText = <=0:METD:hh:mm:ss=>$&$METSECS } VARIABLESET { labelText = <=0:KDTD:hh:mm:ss=>$&$UTSECS } VARIABLESET { labelText = <=0:KDTD:hh:mm:ss=>$&$TIMETOAPSECS } VARIABLESET { labelText = <=0:KDTD:hh:mm:ss=>$&$TIMETOPESECS } VARIABLESET { labelText = <=0:KDTD:hh:mm:ss=>$&$MNODETIMESECS } VARIABLESET { labelText = x<=0:SIP4=>$&$TIMEWARPCURRENT } VARIABLESET { labelText = <=0:KDTD:hh:mm:ss=>$&$PLUGIN_JSIKAC:NextAlarmTime } } MODULE { name = JSILabel transformName = TimerModeObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 3.5 zeroColor = 0,0,0,255 emissive = never refreshRate = 10 switchTransform = ButtonMODE switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.5 VARIABLESET { labelText = [#000000][MET] [#55555580] UT ApT PeT NODE WARP <=0:" KAC ";" --- ";" --- "=> $&$PLUGIN_JSIKAC:ActiveVesselAlarms } VARIABLESET { labelText = [#55555580] MET [#000000][UT] [#55555580] ApT PeT NODE WARP <=0:" KAC ";" --- ";" --- "=> $&$PLUGIN_JSIKAC:ActiveVesselAlarms } VARIABLESET { labelText = [#55555580] MET UT [#000000][ApT] [#55555580] PeT NODE WARP <=0:" KAC ";" --- ";" --- "=> $&$PLUGIN_JSIKAC:ActiveVesselAlarms } VARIABLESET { labelText = [#55555580] MET UT ApT [#000000][PeT] [#55555580]NODE WARP <=0:" KAC ";" --- ";" --- "=> $&$PLUGIN_JSIKAC:ActiveVesselAlarms } VARIABLESET { labelText = [#55555580] MET UT ApT PeT [#000000][NODE][#55555580] WARP <=0:" KAC ";" --- ";" --- "=> $&$PLUGIN_JSIKAC:ActiveVesselAlarms } VARIABLESET { labelText = [#55555580] MET UT ApT PeT NODE [#000000][WARP][#55555580]<=0:" KAC ";" --- ";" --- "=> $&$PLUGIN_JSIKAC:ActiveVesselAlarms } VARIABLESET { labelText = [#55555580] MET UT ApT PeT NODE WARP [#000000]<=0:"[KAC]";"[---]";"[---]"=> $&$PLUGIN_JSIKAC:ActiveVesselAlarms } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp.cfg PROP { name = Resource_Display MODULE { name = JSILabel transformName = TopNameObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 2.4 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]RESOURCE QUANTITY[/b] } MODULE { name = JSILabel transformName = ScreenTextObj2 alignment = Right anchor = MiddleRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_RES_DISP_ON emissive = always zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR refreshRate = 10 labelText = <=0:"88888888";"";""=>$&$CUSTOM_RES_DISP_ON } MODULE { name = JSILabel transformName = ScreenTextObj alignment = Right anchor = MiddleRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = SELECT_SELECTED_ROSOURCE_VALUE emissive = always positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:0;" ";"00"=>$&$ SELECT_SELECTED_ROSOURCE_VALUE } MODULE { name = JSILabel transformName = ScreenTextDecimalPointObj alignment = Right anchor = MiddleCenter fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_RES_DISP_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = . } MODULE { name = JSICallbackAnimator variableName = CUSTOM_RES_DISP_ON VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_PAGE_NUMBER operator = ADD sourceVariable = PERSISTENT_RESOURCE_DISP_MODE sourceVariable = PERSISTENT_SWITCH_GAUGE_RES_MON sourceVariable = PERSISTENT_SWITCH_GAUGE_RES_MON sourceVariable = PERSISTENT_SWITCH_GAUGE_RES_MON sourceVariable = PERSISTENT_SWITCH_GAUGE_RES_MON sourceVariable = PERSISTENT_SWITCH_GAUGE_RES_MON sourceVariable = PERSISTENT_SWITCH_GAUGE_RES_MON } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_ELECTRICCHARGE_10 operator = MULTIPLY sourceVariable = SYSR_ELECTRICCHARGE sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_LF_STAGE_10 operator = MULTIPLY sourceVariable = SYSR_LIQUIDFUELSTAGE sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_LF_TOTAL_10 operator = MULTIPLY sourceVariable = SYSR_LIQUIDFUEL sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_OXID_STAGE_10 operator = MULTIPLY sourceVariable = SYSR_OXIDIZERSTAGE sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_OXID_TOTAL_10 operator = MULTIPLY sourceVariable = SYSR_OXIDIZER sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_MONO_10 operator = MULTIPLY sourceVariable = SYSR_MONOPROPELLANT sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_XENON_STAGE_10 operator = MULTIPLY sourceVariable = SYSR_XENONGASSTAGE sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESOURCE_DISPLAY_XENON_TOTAL_10 operator = MULTIPLY sourceVariable = SYSR_XENONGAS sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_SELECT_VARIABLE { name = SELECTED_ROSOURCE_VALUE defaultValue = -1 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = -1 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 0.1,1.1 value = MATH_RESOURCE_DISPLAY_ELECTRICCHARGE_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 1.1,2.1 value = MATH_RESOURCE_DISPLAY_MONO_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 2.1,3.1 value = MATH_RESOURCE_DISPLAY_LF_STAGE_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 3.1,4.1 value = MATH_RESOURCE_DISPLAY_OXID_STAGE_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 4.1,5.1 value = MATH_RESOURCE_DISPLAY_XENON_STAGE_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 6.1,7.1 value = MATH_RESOURCE_DISPLAY_ELECTRICCHARGE_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 7.1,8.1 value = MATH_RESOURCE_DISPLAY_MONO_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 8.1,9.1 value = MATH_RESOURCE_DISPLAY_LF_TOTAL_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 9.1,10.1 value = MATH_RESOURCE_DISPLAY_OXID_TOTAL_10 } VARIABLE_DEFINITION { name = MATH_RESOURCE_DISPLAY_PAGE_NUMBER range = 10.1,11.1 value = MATH_RESOURCE_DISPLAY_XENON_TOTAL_10 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Resource_Display/Resource_Disp_CUSTOM.cfg RPM_CUSTOM_VARIABLE { name = RES_DISP_ON operator = AND SOURCE_VARIABLE { name = SELECT_SELECTED_ROSOURCE_VALUE range = 0, 1000000 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/EstFlightTime_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_ATMO_FLIGHT operator = AND SOURCE_VARIABLE { name = ORBITBODYATMOSPHERE range = 0.1, 1.1 } SOURCE_VARIABLE { name = ALTITUDE range = 0, ORBITBODYATMOSPHERETOP } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/EstFlightTime_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_EST_REM_TIME_OF_FLIGHT_SEC operator = DIVIDE sourceVariable = SYSR_LIQUIDFUELSTAGEMASS sourceVariable = SELECT_NONZERO_FUELFLOW sourceVariable = -0.000001 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/EstFlightTime_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = CROPPED_ASET_EST_REM_TIME_OF_FLIGHT_SEC defaultValue = 0 VARIABLE_DEFINITION { name = CURRENTENGINEFUELFLOW range = 50,1000000000000 value = MATH_ASET_EST_REM_TIME_OF_FLIGHT_SEC } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/EstFlightTime_CUSTOMs.cfg RPM_MATH_VARIABLE { name = ASET_EST_DIST operator = MULTIPLY sourceVariable = SELECT_CROPPED_ASET_EST_REM_TIME_OF_FLIGHT_SEC sourceVariable = SURFSPEED sourceVariable = -0.001 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/EstFlightTime_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = EST_TIME_OR_RANGE defaultValue = SELECT_CROPPED_ASET_EST_REM_TIME_OF_FLIGHT_SEC VARIABLE_DEFINITION { name = CUSTOM_ASET_ATMO_FLIGHT range = -0.1,0.1 value = 0 } VARIABLE_DEFINITION { name = PERSISTENT_Est_TimeAndRange_SelectedMode range = 0.1,1.1 value = MATH_ASET_EST_DIST } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/EstFlightTime_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = NONZERO_FUELFLOW defaultValue = 1 VARIABLE_DEFINITION { name = CURRENTENGINEFUELFLOW range = 1,1000000000000 value = CURRENTENGINEFUELFLOW } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/Est_FlightTimeAndRange_Display.cfg PROP { name = Est_FlightTimeAndRange_Display MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = JSILabel transformName = SwitcherUpLegendTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ENDURANCE[/b]$$$│ } MODULE { name = JSILabel transformName = SwitcherDownLegendTextObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = │$$$[b]EST.RANGE[/b] } MODULE { name = JSILabel transformName = DispReadoutTextObj2 alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = 88888888 } MODULE { name = JSILabel transformName = DispReadoutTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 100 labelText = <=0:#####00;"";""=><=0:"";METH:mm;""=>$&$ SELECT_EST_TIME_OR_RANGE } MODULE { name = JSILabel transformName = DispReadoutTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 100 labelText = <=0:"";"";"--------"=>$&$ SELECT_EST_TIME_OR_RANGE } MODULE { name = JSIActionGroupSwitch switchTransform = ALT_SwitchColider actionName = dummy perPodPersistenceName = Est_TimeAndRange_SelectedMode switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_Est_TimeAndRange_SelectedMode VARIABLESET { controlledTransform = ALT_SwitcherTumbler localRotationStart = 0,0,0 localRotationEnd = 70,0,0 longPath = yes scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ALT_SwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = -0.1,0.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = -0.1,0.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_NavSysDisplay_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_GPS_NAVSYS_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_GPS_NAV_MODE_SELECTOR range = 0.1, 3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_NavSysDisplay_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_GPS_NAVSYS_VESSEL operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_GPS_NAV_MODE_SELECTOR range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_NavSysDisplay_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_TARGETLATITUDE_NOT_NAN defaultValue = 0 VARIABLE_DEFINITION { name = TARGETISVESSELORPORT range = 0.1, 1.1 value = TARGETLATITUDE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_NavSysDisplay_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_TARGETLONGITUDE_NOT_NAN defaultValue = 0 VARIABLE_DEFINITION { name = TARGETISVESSELORPORT range = 0.1, 1.1 value = TARGETLONGITUDE } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_NavSysDisplay_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_GPS_NAVSYS_TGT operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_GPS_NAV_MODE_SELECTOR range = 1.1, 2.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_NavSysDisplay_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ASET_GPS_NAVSYS_WPT operator = AND SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_ASET_GPS_NAV_MODE_SELECTOR range = 2.1, 3.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_NavSysDisplay_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_GPS_NAV_SOURCE_LATITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_GPS_NAVSYS_VESSEL range = 0.1, 1.1 value = LATITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_GPS_NAVSYS_TGT range = 0.1, 1.1 value = SELECT_ASET_TARGETLATITUDE_NOT_NAN } VARIABLE_DEFINITION { name = CUSTOM_ASET_GPS_NAVSYS_WPT range = 0.1, 1.1 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_NavSysDisplay_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = ASET_GPS_NAV_SOURCE_LONGITUDE defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ASET_GPS_NAVSYS_VESSEL range = 0.1, 1.1 value = LONGITUDE } VARIABLE_DEFINITION { name = CUSTOM_ASET_GPS_NAVSYS_TGT range = 0.1, 1.1 value = SELECT_ASET_TARGETLONGITUDE_NOT_NAN } VARIABLE_DEFINITION { name = CUSTOM_ASET_GPS_NAVSYS_WPT range = 0.1, 1.1 value = 0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/GPS_Nav_LCD_Display.cfg PROP { name = GPS_Nav_LCD_Display MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/NavLCDDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = JSILabel transformName = NavDispNameTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LATITUDE[/b] } MODULE { name = JSILabel transformName = NavDispNameTextObj2 alignment = Center anchor = UpperCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LONGITUDE[/b] } MODULE { name = JSILabel transformName = NavDispReadoutTextObj2 alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 lineSpacing = 1.8 variableName = CUSTOM_ASET_GPS_NAVSYS_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = 888888888$$$888888888 } MODULE { name = JSILabel transformName = NavDispReadoutTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 lineSpacing = 1.8 variableName = CUSTOM_ASET_GPS_NAVSYS_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:DMSdmmss N;DMSdmmss N;"----- "=>$$$<=1:DMSdmmss E;DMSdmmss E;"----- "=>$&$ SELECT_ASET_GPS_NAV_SOURCE_LATITUDE SELECT_ASET_GPS_NAV_SOURCE_LONGITUDE } MODULE { name = JSILabel transformName = NavDispReadoutPointTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 lineSpacing = 1.8 variableName = CUSTOM_ASET_GPS_NAVSYS_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = [i] . . $$$ . . [/i] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_GPS_NAVSYS_ON VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.1,1.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.1,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay.cfg PROP { name = RetroAltitudeDisplay MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = JSILabel transformName = SwitcherUpLegendTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ALTITUDE$$$(ASL)[/b] } MODULE { name = JSILabel transformName = SwitcherDownLegendTextObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TERRAIN$$$HEIGHT[/b] } MODULE { name = JSILabel transformName = DispReadoutTextObj2 alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:"88888888";"";""=>$&$ CUSTOM_ALCOR_POWERON } MODULE { name = JSILabel transformName = DispReadoutTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 30 labelText = <=0:######00=>$&$ SELECT_SELECTED_RETRO_ALT_DISP_DATA } MODULE { name = JSILabel transformName = DispReadoutPointTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = . } MODULE { name = JSIActionGroupSwitch switchTransform = ALT_SwitchColider actionName = dummy perPodPersistenceName = RetroAltitudeDisplayMode switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_RetroAltitudeDisplayMode VARIABLESET { controlledTransform = ALT_SwitcherTumbler localRotationStart = 0,0,0 localRotationEnd = 70,0,0 longPath = yes scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ALT_SwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = -0.1,0.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = -0.1,0.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay_CUSTOM.cfg RPM_MATH_VARIABLE { name = RETRO_ALT_DISP_ALTITUDE_DIVIDE100 operator = DIVIDE sourceVariable = ALTITUDE sourceVariable = 100 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay_CUSTOM.cfg RPM_MATH_VARIABLE { name = RETRO_ALT_DISP_TERRAINHEIGHT_DIVIDE100 operator = DIVIDE sourceVariable = TERRAINHEIGHT sourceVariable = 100 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay_CUSTOM.cfg RPM_SELECT_VARIABLE { name = SELECTED_RETRO_ALT_DISP_DATA defaultValue = -1 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = -1 } VARIABLE_DEFINITION { name = PERSISTENT_RetroAltitudeDisplayMode range = -0.1,0.1 value = MATH_RETRO_ALT_DISP_ALTITUDE_DIVIDE100 } VARIABLE_DEFINITION { name = PERSISTENT_RetroAltitudeDisplayMode range = 0.1,1.1 value = MATH_RETRO_ALT_DISP_TERRAINHEIGHT_DIVIDE100 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_ABORT.cfg PROP { name = RWL_ABORT MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = [b]ABORT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_ABORT_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,0,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/ABORT alarmSoundVolume = 1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_Alternator_ACTIVE.cfg PROP { name = RWL_Alternator_ACTIVE MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]ALTERNATOR$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ALTERNATOR_ACTIVE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_Alternator_AVAILABLE.cfg PROP { name = RWL_Alternator_AVAILABLE MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]ALTERNATOR$$$AVAILABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ALTERNATOR_AVAILABLE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_DOCKED.cfg PROP { name = RWL_DOCKED MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]DOCKED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_VESSEL_DOCKED_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_EngineCutOff.cfg PROP { name = RWL_EngineCutOff MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]ENGINE$$$CUT-OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MECO_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_EngineFlameout.cfg PROP { name = RWL_EngineFlameOut MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]ENGINE$$$FLAMEOUT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ENGFAILURE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,30,30,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/AlarmBeep02 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.6 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_EngineOverheat.cfg PROP { name = RWL_EngineOverheat MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]ENGINE$$$OVERHEAT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ENGINEOVERHEATALARM_ON flashRate = 0.3 VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,30,30,255 scale = 0.5,1.1 flash = true alarmSound = ASET/ASET_Props/Sounds/AlarmBeep01 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.6 scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_FuelCell.cfg PROP { name = RWL_FuelCell MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]FUEL CELL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.2 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_FuelCell_ACTIVE.cfg PROP { name = RWL_FuelCell_ACTIVE MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]FUEL CELL$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_ACTIVE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_FuelCell_AVAILABLE.cfg PROP { name = RWL_FuelCell_AVAILABLE MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]FUEL CELL$$$AVAILABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_AVAILABLE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_GearAlarm.cfg PROP { name = RWL_GearAlarm MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]LANDING$$$GEAR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARALARM_ON_LANDING VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,0,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_H_short_x2 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_Generator_ACTIVE.cfg PROP { name = RWL_Generator_ACTIVE MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]GENERATOR$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GENERATOR_ACTIVE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_Generator_AVAILABLE.cfg PROP { name = RWL_Generator_AVAILABLE MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]GENERATOR$$$AVAILABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GENERATOR_AVAILABLE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_HighG.cfg PROP { name = RWL_HighG MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,0,255 variableName = CUSTOM_ALCOR_HIGHG_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.4 textureShiftEnd = 0,0 variableName = CUSTOM_ALCOR_HIGHG_ON scale = 0,1 threshold = 0.1,1.1 } VARIABLESET { variableName = GFORCE controlledTransform = RetroWarningLights scale = 0,10 localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0,0.0 threshold = 0.8,1.1 alarmSound = ASET/ASET_Props/Sounds/HighG alarmSoundLooping = true alarmSoundVolume = 1 } } MODULE { name = JSIVariableLabel transformName = WarningText_1Line fontSize = 0.0055 refreshRate = 10 labelText = High G oneshot = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_HighSlope.cfg PROP { name = RWL_HighSlope MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]SLOPE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SLOPEALARM_ON flashRate = 0.3 VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,30,30,255 scale = 0.5,1.1 flash = true alarmSound = ASET/ASET_Props/Sounds/beep_B_short_x1 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.6 scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_LowAltitude.cfg PROP { name = RWL_LowAltitude MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]ALTITUDE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_LOWALTITUDE_ALARM_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/LOWALT } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_LowCharge.cfg PROP { name = RWL_LowCharge MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]LOW CHARGE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWCHARGE20_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_C_short_x1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWCHARGE10_ON VARIABLESET { controlledTransform = WarningTextCenter localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_C_short_x3 alarmSoundVolume = 2.0 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_LowFuel.cfg PROP { name = RWL_LowFuel MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]LOW FUEL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWFUEL_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_C_short_x1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_LowMonoprop.cfg PROP { name = RWL_LowMonoprop MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]LOW MONOPROP[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWMONOPROP_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_C_short_x1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_LowOxidizer.cfg PROP { name = RWL_LowOxidizer MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]LOW OXIDIZER[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_C_short_x1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_LowXenonGas.cfg PROP { name = RWL_LowXenonGas MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]LOW XENON[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWXENONGAS_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_C_short_x1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_PodOverheat.cfg PROP { name = RWL_PodOverheat MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]POD$$$OVERHEAT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_PODTEMPERATUREALARM_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_F_short_x2 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_Ready_For_Docking.cfg PROP { name = RWL_Ready_For_Docking MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]READY FOR$$$DOCKING[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FINALAPPROACH VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_ShieldOverheat.cfg PROP { name = RWL_ShieldOverheat MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]SHIELD$$$OVERHEAT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SHIELDOVERHEAT_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_F_short_x2 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_SolarArray_ACTIVE.cfg PROP { name = RWL_SolarArray_ACTIVE MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]SOLAR ARRAY$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_ACTIVE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_SolarArray_AVAILABLE.cfg PROP { name = RWL_SolarArray_AVAILABLE MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]SOLAR ARRAY$$$AVAILABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,180,30,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0 textureShiftEnd = 0,0.8 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RetroWarningLight/RWL_TumbleAlarm.cfg PROP { name = RWL_TumbleAlarm MODULE { name = JSILabel transformName = WarningTextCenter alignment = Center anchor = MiddleCenter lineSpacing = 0.9 fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b]TUMBLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_TUMBLEALARM_ON flashRate = 0.3 VARIABLESET { coloredObject = RetroWarningLights colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,130,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep-04 flash = true } VARIABLESET { controlledTransform = RetroWarningLights textureLayers = _MainTex,_Emissive textureShiftStart = 0,0.0 textureShiftEnd = 0,0.4 scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/NASA_ChargeRateIndicator.cfg PROP { name = NASA_ChargeRateIndicator MODEL { model = ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/ChargeRateIndicator texture = ChageRateIndicator,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/ChageRateIndicator texture = ChageRateIndicator,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/ChageRateIndicator } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 5,-5 variableName = SYSR_ELECTRICCHARGEDELTA controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,270,0 longPath = yes maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } VARIABLESET { coloredObject = NamePlateObj passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/RNDZ_RadarSignalIndicator.cfg PROP { name = RNDZ_RadarSignalIndicator MODEL { model = ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/RNDZ_RadarSignalIndicator texture = SinalStrenghtScale,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/SinalStrenghtScale texture = SinalStrenghtScale,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/SinalStrenghtScale } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 180,0 variableName = SELECT_RADARSIGNALSTRENGTH controlledTransform = Arrow01Loc localRotationStart = 0,0,0 localRotationEnd = 0,270,0 longPath = yes maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_RNDZ_RADARSIGNAL_BACKLIGHT_ON VARIABLESET { coloredObject = ScaleObj passiveColor = 0,0,0,255 activeColor = 154,149,118,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/RNDZ_RadarSignalIndicator_CUSTOMs.cfg RPM_SELECT_VARIABLE { name = RADARSIGNALSTRENGTH defaultValue = 180 VARIABLE_DEFINITION { name = TARGETISVESSELORPORT range = 0.1,1.1 value = TARGETANGLEDEV } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/RNDZ_RadarSignalIndicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = RNDZ_RADARSIGNAL_BACKLIGHT_ON operator = AND SOURCE_VARIABLE { name = TARGETISVESSELORPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_BACKLIGHT_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/EventTimer_Indicator.cfg PROP { name = STS_EventTimer_Indicator MODEL { model = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/EventTimer_Indicator } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0,0.0 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌─── EVENT TIME ───┐ } MODULE { name = JSILabel transformName = TextTopObj2 alignment = Center anchor = LowerCenter transformOffset = 0.0,0.0 fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]MIN SEC[/b] } MODULE { name = JSILabel transformName = TimeTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 25 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = 255,80,0,255 zeroColor = 0,0,0,0 negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:KDTmm:ss;" ";"00:00"=> $&$ SELECT_STS_EVENTTIMER_TIME } MODULE { name = JSICallbackAnimator variableName = CUSTOM_STS_EVENTTIMER_LIGHT_ON VARIABLESET { coloredObject = EventTimerLightObj passiveColor = 0,0,0,255 activeColor = 255,60,0,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/EventTimer_Indicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_EVENTTIMER_COUNT_UP_ON operator = AND SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_MODE range = 1.1, 2.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_TIMERSTATE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/EventTimer_Indicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_EVENTTIMER_COUNT_DOWN_POS operator = AND SOURCE_VARIABLE { name = MATH_STS_EVENTTIMER_TIMERCOUNT_DOWN range = 0.00001,1000000000000000 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_MODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_TIMERSTATE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/EventTimer_Indicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_EVENTTIMER_COUNT_DOWN_NEG operator = AND SOURCE_VARIABLE { name = PERIOD_2HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = MATH_STS_EVENTTIMER_TIMERCOUNT_DOWN range = -1000000,0.0 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_MODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_TIMERSTATE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/EventTimer_Indicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_EVENTTIMER_INITTIME_STORED operator = AND SOURCE_VARIABLE { name = PERIOD_4HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_TIMERSTATE range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_SET_RESET_tggl_UP range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = PERSISTENT_STS_EventTimer_MODE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/EventTimer_Indicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_EVENTTIMER_LIGHT_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_STS_EVENTTIMER_COUNT_UP_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_STS_EVENTTIMER_COUNT_DOWN_POS range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_STS_EVENTTIMER_COUNT_DOWN_NEG range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_STS_EVENTTIMER_INITTIME_STORED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_STS_EVENTTIMER_TESTMODE_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/MissionTime_Indicator.cfg PROP { name = STS_MissionTime_Indicator MODEL { model = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/MissionTime_Indicator } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0,0.0 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌───────────── MISSION TIME ─────────────┐ } MODULE { name = JSILabel transformName = TextTopObj2 alignment = Left anchor = LowerCenter transformOffset = 0.0,0.0 fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]DAY HR MIN SEC[/b] } MODULE { name = JSILabel transformName = TimeTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 25 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = 255,80,0,255 zeroColor = 0,0,0,0 negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:KDTddd:hh:mm:ss;"";KDTddd:hh:mm:ss=><=1:METddd:hh:mm:ss;"";METddd:hh:mm:ss=><=2:"888:88:88:88";"";" : : : "=> $&$ SELECT_STS_MISSIONTIMER_UT SELECT_STS_MISSIONTIMER_MET SELECT_STS_MISSIONTIMER_TEST } MODULE { name = JSICallbackAnimator variableName = CUSTOM_STS_MISSIONTIMER_LIGHT_ON VARIABLESET { coloredObject = EventTimerLightObj passiveColor = 0,0,0,255 activeColor = 255,60,0,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/MissionTime_Indicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_MISSIONTIMER_MET_MODE operator = AND SOURCE_VARIABLE { name = PERSISTENT_STS_MissionTimer_MODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/MissionTime_Indicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_MISSIONTIMER_TEST_MODE operator = AND SOURCE_VARIABLE { name = PERSISTENT_STS_MissionTimer_MODE range = 1.1, 2.1 } SOURCE_VARIABLE { name = PERIOD_0.5HZ range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/MissionTime_Indicator_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = STS_MISSIONTIMER_LIGHT_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_STS_MISSIONTIMER_MET_MODE range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_STS_MISSIONTIMER_TEST_MODE range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_EventTimer_CUSTOMs.cfg RPM_MATH_VARIABLE { name = W1_VALUE_SEC operator = MULTIPLY sourceVariable = PERSISTENT_STS_EVENTTIMER_TIMEINPUT_W1 sourceVariable = 600 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_EventTimer_CUSTOMs.cfg RPM_MATH_VARIABLE { name = W2_VALUE_SEC operator = MULTIPLY sourceVariable = PERSISTENT_STS_EVENTTIMER_TIMEINPUT_W2 sourceVariable = 60 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_EventTimer_CUSTOMs.cfg RPM_MATH_VARIABLE { name = W3_VALUE_SEC operator = MULTIPLY sourceVariable = PERSISTENT_STS_EVENTTIMER_TIMEINPUT_W3 sourceVariable = 10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_EventTimer_CUSTOMs.cfg RPM_MATH_VARIABLE { name = STS_EVENTTIMER_INPUT_SEC operator = ADD sourceVariable = MATH_W1_VALUE_SEC sourceVariable = MATH_W2_VALUE_SEC sourceVariable = MATH_W3_VALUE_SEC sourceVariable = PERSISTENT_STS_EVENTTIMER_TIMEINPUT_W4 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_EventTimer_TWs.cfg PROP { name = STS_EventTimer_TWs MODEL { model = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_Thumbwheels_Assembly_4W } MODULE { name = JSINumericInput perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W1 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 5 reverse = false loopInput = false USERINPUTSET { switchTransform = TW_W1_Collider_UP increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = TW_W1_Collider_DOWN increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSINumericInput perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W2 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 9 reverse = false loopInput = true USERINPUTSET { switchTransform = TW_W2_Collider_UP increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = TW_W2_Collider_DOWN increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSINumericInput perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W3 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 5 reverse = false loopInput = false USERINPUTSET { switchTransform = TW_W3_Collider_UP increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = TW_W3_Collider_DOWN increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSINumericInput perPodPersistenceName = STS_EVENTTIMER_TIMEINPUT_W4 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 9 reverse = false loopInput = true USERINPUTSET { switchTransform = TW_W4_Collider_UP increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = TW_W4_Collider_DOWN increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 2 VARIABLESET { controlledTransform = TW_W1_Grp localRotationStart = 0,0,0 localRotationEnd = -360,0,0 variableName = PERSISTENT_STS_EVENTTIMER_TIMEINPUT_W1 scale = 0,10 longPath = yes maxRateChange = 1.0 } VARIABLESET { controlledTransform = TW_W2_Grp localRotationStart = 0,0,0 localRotationEnd = -360,0,0 modulo = 10 variableName = PERSISTENT_STS_EVENTTIMER_TIMEINPUT_W2 scale = 0,10 longPath = yes maxRateChange = 1.0 } VARIABLESET { controlledTransform = TW_W3_Grp localRotationStart = 0,0,0 localRotationEnd = -360,0,0 variableName = PERSISTENT_STS_EVENTTIMER_TIMEINPUT_W3 scale = 0,10 longPath = yes maxRateChange = 1.0 } VARIABLESET { controlledTransform = TW_W4_Grp localRotationStart = 0,0,0 localRotationEnd = -360,0,0 modulo = 10 variableName = PERSISTENT_STS_EVENTTIMER_TIMEINPUT_W4 scale = 0,10 longPath = yes maxRateChange = 1.0 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.0,0.0 fontName = Arial fontSize = 5.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌───────────── TIMER SET ─────────────┐ } MODULE { name = JSILabel transformName = TextTopObj2 alignment = Center anchor = LowerCenter transformOffset = 0.0,0.0 fontName = Arial fontSize = 4.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]┌─────── MIN ───────┐┌─────── SEC ───────┐[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = TW_W1_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TW_W2_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TW_W3_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TW_W4_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/AlarmOVERSPEED.cfg PROP { name = AlarmOVERSPEED MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ASET_OVERSPEEDALARM emissive = active positiveColor = 255,190,150,255 zeroColor = 105,40,40,255 negativeColor = 0,0,0,255 labelText = [b]OVERSPEED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_OVERSPEEDALARM VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/AlarmSTALL.cfg PROP { name = AlarmSTALL MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicatorCollider } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.6 variableName = CUSTOM_ASET_STALLWARNING emissive = flash flashRate = 0.3 positiveColor = 255,190,150,255 zeroColor = 105,40,40,255 negativeColor = 0,0,0,255 labelText = [b]STALL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_STALLWARNING flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_G_short_x1 alarmSoundLooping = true alarmShutdownButton = korpus alarmSoundVolume = 1 flash = true } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/OnAUTO_SPEEDBRAKE.cfg PROP { name = OnAUTO_SPEEDBRAKE MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ASET_AUTOSPEEDBRAKE_INDICATOR_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 40,125,40,255 negativeColor = 0,0,0,255 labelText = [b]AUTO$$$SPEED BRAKE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_AUTOSPEEDBRAKE_INDICATOR_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/OnFLAPS_EXT.cfg PROP { name = OnFLAPS_EXT MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ASET_FLAPSINDICATOR emissive = active positiveColor = 150,255,100,255 zeroColor = 40,125,40,255 negativeColor = 0,0,0,255 labelText = [b]FLAPS$$$EXTENDED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_FLAPSINDICATOR VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/OnSPOILER_EXT.cfg PROP { name = OnSPOILER_EXT MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ASET_SPOILERINDICATOR emissive = active positiveColor = 150,255,100,255 zeroColor = 40,125,40,255 negativeColor = 0,0,0,255 labelText = [b]SPOILERS$$$EXTENDED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_SPOILERINDICATOR VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/OnTHRUSTREVERSE.cfg PROP { name = OnThrustReverse MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ASET_THRUSTREVERSE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 40,125,40,255 negativeColor = 0,0,0,255 labelText = [b]REVERSE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_THRUSTREVERSE_ON flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 flash = true } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/OnTRIM.cfg PROP { name = OnTRIM MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.6 variableName = CUSTOM_ASET_TRIM emissive = active positiveColor = 150,255,100,255 zeroColor = 40,125,40,255 negativeColor = 0,0,0,255 labelText = [b]TRIM[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_TRIM VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/On_Aircraft_ENG_MODE_1.cfg PROP { name = On_Aircraft_ENG_MODE_1 MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.6 variableName = CUSTOM_ASET_ENG_MODE_1_ON emissive = active positiveColor = 50,255,30,255 zeroColor = 40,40,10,255 negativeColor = 0,0,0,255 labelText = [b]MODE 1[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_ENG_MODE_1_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 50,255,100,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.0,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/On_Aircraft_ENG_MODE_2.cfg PROP { name = On_Aircraft_ENG_MODE_2 MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.6 variableName = CUSTOM_ASET_ENG_MODE_2_ON emissive = active positiveColor = 255,255,30,255 zeroColor = 40,40,10,255 negativeColor = 0,0,0,255 labelText = [b]MODE 2[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_ENG_MODE_2_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,100,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.0,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/On_Aircraft_LIMITED_THRUST.cfg PROP { name = On_Aircraft_LIMITED_THRUST MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.6 variableName = CUSTOM_ALCOR_LIMITEDTHRUST_ON emissive = active positiveColor = 255,255,30,255 zeroColor = 40,40,10,255 negativeColor = 0,0,0,255 labelText = [b]LIMITED$$$THRUST[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LIMITEDTHRUST_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,100,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.0,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Aircraft/on_APU_ON_Indicator.cfg PROP { name = on_APU_ON_Indicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_FUELCELL_ON emissive = active positiveColor = 255,255,255,255 zeroColor = 120,120,160,255 negativeColor = 0,0,0,255 labelText = [b]APU GEN[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.6 textureShiftEnd = 0.5,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmAVAS_OFFIndicator.cfg PROP { name = AlarmAVAS_OFFIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_AVAS_INDICATOR_OFF emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS_INDICATOR_OFF VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/AlarmBeep02 alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmBrakesIndicator.cfg PROP { name = AlarmBrakesIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_BRAKES_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]BRAKES[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BRAKES_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmENGFAILUREIndicator.cfg PROP { name = onENGFAILUREIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ENGFAILURE_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]ENGINE$$$FLAME OUT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ENGFAILURE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/AlarmBeep02 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmEngineOverheat.cfg PROP { name = AlarmEngineOverheatIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicatorCollider } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ENGINEOVERHEATALARM_ON emissive = flash flashRate = 0.3 positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 145,80,80,255 labelText = [b]ENGINE$$$OVERHEAT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ENGINEOVERHEATALARM_ON flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 flash = true alarmSound = ASET/ASET_Props/Sounds/AlarmBeep01 alarmSoundLooping = true alarmShutdownButton = korpus alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmGPWS_OFFIndicator.cfg PROP { name = AlarmGPWS_OFFIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_GPWS_INDICATOR_OFF emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GPWS_INDICATOR_OFF VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/AlarmBeep02 alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmGrndProxIndicator.cfg PROP { name = AlarmGroundProximityIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicatorCollider } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_GROUNDPROXIMITYALARM_ON emissive = flash flashRate = 0.2 positiveColor = 255,255,60,255 zeroColor = 145,80,80,255 negativeColor = 145,80,80,255 labelText = [b]GROUND$$$PROX[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GROUNDPROXIMITYALARM_ON flashRate = 0.2 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 flash = true alarmSound = ASET/ASET_Props/Sounds/GroundProximity alarmSoundLooping = true alarmShutdownButton = korpus alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmHEATIndicator.cfg PROP { name = AlarmHEATIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_PODTEMPERATUREALARM_ON emissive = flash flashRate = 0.3 positiveColor = 255,255,150,255 zeroColor = 145,80,80,255 negativeColor = 145,80,80,255 labelText = [b]CABIN$$$OVERHEAT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_PODTEMPERATUREALARM_ON flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 flash = true alarmSound = ASET/ASET_Props/Sounds/beep_F_short_x2 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmHighSlope.cfg PROP { name = AlarmHighSlopeIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_SLOPEALARM_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]HIGH$$$SLOPE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SLOPEALARM_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/AlarmBeep01 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmLLegsIndicator.cfg PROP { name = AlarmLLegsIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_GEARALARM_ON_LANDING emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]LANDING$$$GEAR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARALARM_ON_LANDING VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/TooLowGear alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmShieldOverHeat.cfg PROP { name = AlarmShieldOverHeat MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicatorCollider } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_SHIELDOVERHEAT_ON emissive = flash flashRate = 0.3 positiveColor = 255,255,150,255 zeroColor = 145,80,80,255 negativeColor = 145,80,80,255 labelText = [b]SHIELD$$$OVERHEAT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SHIELDOVERHEAT_ON flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 flash = true alarmSound = ASET/ASET_Props/Sounds/beep_F_short_x1 alarmSoundLooping = true alarmShutdownButton = korpus alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmTurnOver.cfg PROP { name = AlarmTurnOverIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicatorCollider } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_TUMBLEALARM_ON emissive = flash flashRate = 0.3 positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 145,80,80,255 labelText = [b]TUMBLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_TUMBLEALARM_ON flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 flash = true alarmSound = ASET/ASET_Props/Sounds/beep-04 alarmSoundLooping = true alarmShutdownButton = korpus alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmWrongAngle.cfg PROP { name = AlarmWrongAngleIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_DOCKINGANGLEALARM_ON emissive = active positiveColor = 255,255,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]ANGLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_DOCKINGANGLEALARM_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep-04 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/AlarmWrongSpeed.cfg PROP { name = AlarmWrongSpeedIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_DOCKINGSPEEDALARM_ON emissive = active positiveColor = 255,255,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]SPEED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_DOCKINGSPEEDALARM_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep-04 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/Alarm_Ablation.cfg PROP { name = Alarm_Ablation MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ABLATION_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]ABLATION[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ABLATION_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/Alarm_GEAR_BROKEN.cfg PROP { name = Alarm_GEAR_BROKEN MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_LANDINGGEAR_BROKEN_ON emissive = flash flashRate = 0.3 positiveColor = 255,255,150,255 zeroColor = 145,80,80,255 negativeColor = 145,80,80,255 labelText = [b]LANDING$$$GEARBROKEN[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LANDINGGEAR_BROKEN_ON flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 flash = true alarmSound = ASET/ASET_Props/Sounds/beep_F_short_x2 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/Alarm_HighQ.cfg PROP { name = Alarm_HighQ MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_HIGH_Q_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]HIGH Q[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_HIGH_Q_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/ALCORMasterAlarm.cfg PROP { name = MasterAlarm MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 zeroColor = 0,0,0,255 labelText = [b]MASTER$$$ALARM[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MASTER_ALARM flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 flash = true } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.5,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/ERSRMasterAlarm.cfg PROP { name = ERS_MasterAlarm MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 zeroColor = 0,0,0,255 labelText = [b]MASTER$$$ALARM[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ERS_MASTER_ALARM flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 flash = true } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.5,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Alarms/OnHighGIndicator.cfg PROP { name = onHighGIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicatorCollider } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_HIGHG_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]HIGH G[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_HIGHG_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_EXTREMEG_ALARM_ON VARIABLESET { controlledTransform = TabloColorPlate localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0,0.0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/HighG alarmSoundLooping = true alarmShutdownButton = korpus alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/EPGindicator.cfg PROP { name = EPGindicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSIActionGroupSwitch actionName = dummy reverse = true consumeWhileActive = ElectricCharge,-1.5 perPodPersistenceName = ActivateEPG } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter lineSpacing = 0.8 fontName = Arial fontSize = 3.9 variableName = PERSISTENT_ActivateEPG emissive = active positiveColor = 255,255,80,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]EMERGENCY$$$POWER$$$GENERATOR[/b] } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_ActivateEPG VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/AlarmBeep03 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/EPGindicatorFAKE.cfg PROP { name = EPGindicatorFAKE MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSIActionGroupSwitch actionName = dummy reverse = true perPodPersistenceName = ActivateEPG } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter lineSpacing = 0.8 fontName = Arial fontSize = 3.9 variableName = PERSISTENT_ActivateEPG emissive = active positiveColor = 255,255,80,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]EMERGENCY$$$POWER$$$GENERATOR[/b] } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_ActivateEPG VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/AlarmBeep03 alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/gpws10.cfg PROP { name = gpws10 MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS2 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws2 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS5 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws5 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS10 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws10 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS20 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws20 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS25 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws25 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS50 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws50 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS100 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws100 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS200 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws200 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS300 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws300 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS400 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws400 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS500 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws500 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS1000 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws1000 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS1500 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws1500 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS2000 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws2000 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS2500 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws2500 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS3000 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws3000 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS4000 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws4000 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS5000 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws5000 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS10000 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws10000 alarmSoundVolume = 1 alarmMustPlayOnce = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS20000 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/gpws/gpws20000 alarmSoundVolume = 1 alarmMustPlayOnce = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/LowALTIndicator.cfg PROP { name = LowALTIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ASET_LOWALTITUDE_ALARM_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]ALTITUDE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_LOWALTITUDE_ALARM_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/LOWALT alarmSoundVolume = 1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/LowChargeIndicator.cfg PROP { name = LowChargeIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicatorCollider } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.4 variableName = CUSTOM_ALCOR_LOWCHARGE20_ON emissive = flash flashRate = 0.3 positiveColor = 255,255,150,255 zeroColor = 145,80,80,255 negativeColor = 145,80,80,255 labelText = [b]LOW CHARGE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWCHARGE20_ON flashRate = 0.3 VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_C_short_x1 alarmSoundVolume = 2.0 flash = true } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 flash = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWCHARGE10_ON VARIABLESET { controlledTransform = TabloColorPlate localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_C_short_x3 alarmSoundVolume = 2.0 alarmSoundLooping = true alarmShutdownButton = korpus } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/LowFuelIndicator.cfg PROP { name = LowFuelIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_LOWFUEL_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]LIQUID$$$FUEL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWFUEL_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/LowMonopropIndicator.cfg PROP { name = LowMonopropIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_LOWMONOPROP_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]MONO$$$PROPELLANT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWMONOPROP_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/LowOxidizerIndicator.cfg PROP { name = LowOxidizerIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]OXIDIZER[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWOXIDIZER_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/LowTWRIndicator.cfg PROP { name = LowTWRIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_LOWTWR_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]LOW TWR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWTWR_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/LowXenonGasIndicator.cfg PROP { name = LowXenonGasIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_LOWXENONGAS_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]XENON[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWXENONGAS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnAirBrakingIndicator.cfg PROP { name = onAirBrakingIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_AIRBRAKING_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]AIR$$$BRAKING[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AIRBRAKING_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onALTERNATOR_.AVAILABLE_ONIndicator.cfg PROP { name = onALTERNATOR_AVAILABLE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ALTERNATOR_AVAILABLE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]ALTERNATOR$$$AVAILABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ALTERNATOR_AVAILABLE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onALTERNATOR_ACTIVE_ONIndicator.cfg PROP { name = onALTERNATOR_ACTIVE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ALTERNATOR_ACTIVE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]ALTERNATOR$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ALTERNATOR_ACTIVE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onANTENNA_BROKEN_ONIndicator.cfg PROP { name = onANTENNA_BROKEN_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ANTENNA_BROKEN emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]ANTENNA$$$BROKEN[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ANTENNA_BROKEN VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_D_long_x1 alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onANTENNA_DEPLOYED_ONIndicator.cfg PROP { name = onANTENNA_DEPLOYED_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ANTENNA_DEPLOYED emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]ANTENNA$$$DEPLOYED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ANTENNA_DEPLOYED VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onANTENNA_READY_ONIndicator.cfg PROP { name = onANTENNA_READY_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ANTENNA_READY emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]ANTENNA$$$READY[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ANTENNA_READY VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onANTENNA_RETRACTED_ONIndicator.cfg PROP { name = onANTENNA_RETRACTED_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_ANTENNA_RETRACTED emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]ANTENNA$$$RETRACTED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ANTENNA_RETRACTED VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_D_long_x1 alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onAPPROACHIndicator.cfg PROP { name = onAPPROACHIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ALCOR_APPROACH_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]APPROACH[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_APPROACH_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnASCENTIndicator.cfg PROP { name = onASCIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ALCOR_ASC_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]ASCENT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ASC_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onAVAS_ONIndicator.cfg PROP { name = onAVAS_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6 variableName = CUSTOM_ALCOR_AVAS_INDICATOR_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]ON[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_AVAS_INDICATOR_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnBattChargingIndicator.cfg PROP { name = onBattChargingIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_BATTERYCHARGING_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]BATTERY$$$CHARGING[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BATTERYCHARGING_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnBrakesIndicator.cfg PROP { name = OnBrakesIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_BRAKES_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]BRAKES[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BRAKES_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnCONTACTIndicator.cfg PROP { name = onCONTACTIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_CONTACT_ON emissive = active positiveColor = 255,255,255,255 zeroColor = 120,120,160,255 negativeColor = 0,0,0,255 labelText = [b]CONTACT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_CONTACT_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.6 textureShiftEnd = 0.5,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onDEAPRTIndicator.cfg PROP { name = onDEAPRTIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_DEAPRT_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]DEPART.[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_DEAPRT_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnDESCENTIndicator.cfg PROP { name = onDESIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_DES_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]DESCENT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_DES_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onFUELCELL_.AVAILABLE_ONIndicator.cfg PROP { name = onFUELCELL_AVAILABLE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FUELCELL_AVAILABLE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]FUEL CELL$$$AVAILABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_AVAILABLE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onFUELCELL_ACTIVE_ONIndicator.cfg PROP { name = onFUELCELL_ACTIVE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FUELCELL_ACTIVE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]FUEL CELL$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_ACTIVE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onFUELCELL_ONIndicator.cfg PROP { name = onFUELCELL_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FUELCELL_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]FUEL$$$CELL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onGENERATOR_.AVAILABLE_ONIndicator.cfg PROP { name = onGENERATOR_AVAILABLE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_GENERATOR_AVAILABLE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]GENERATOR$$$AVAILABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GENERATOR_AVAILABLE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onGENERATOR_ACTIVE_ONIndicator.cfg PROP { name = onGENERATOR_ACTIVE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_GENERATOR_ACTIVE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]GENERATOR$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GENERATOR_ACTIVE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnGIMBAL_LOCKED.cfg PROP { name = OnGIMBAL_LOCKED MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_GIMBALLOCK_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]GIMBAL$$$LOCKED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GIMBALLOCK_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onGPWS_ONIndicator.cfg PROP { name = onGPWS_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6 variableName = CUSTOM_ALCOR_GPWS_INDICATOR_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]ON[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GPWS_INDICATOR_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onLANDINGGEAR_BROKEN_ONIndicator.cfg PROP { name = onLANDINGGEAR_BROKEN_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_LANDINGGEAR_BROKEN_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]LANDING GEAR$$$BROKEN[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LANDINGGEAR_BROKEN_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_D_long_x1 alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnLANDINGGEAR_DEPLOYED_Indicator.cfg PROP { name = onLANDINGGEAR_DEPLOYED_Indicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYED emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]LANDING GEAR$$$DEPLOYED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYED VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnLANDINGGEAR_DEPLOYING_Indicator.cfg PROP { name = onLANDINGGEAR_DEPLOYING_Indicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYING emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]LANDING GEAR$$$DEPLOYING[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LANDINGGEAR_DEPLOYING VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnLANDINGGEAR_RETRACTED_Indicator.cfg PROP { name = onLANDINGGEAR_RETRACTED_Indicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_LANDINGGEAR_RETRACTED emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]LANDING GEAR$$$RETRACTED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LANDINGGEAR_RETRACTED VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnLANDINGGEAR_RETRACTING_Indicator.cfg PROP { name = onLANDINGGEAR_RETRACTING_Indicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.0 variableName = CUSTOM_ALCOR_LANDINGGEAR_RETRACTING emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]LANDING GEAR$$$RETRACTING[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LANDINGGEAR_RETRACTING VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnLIGHTIndicator.cfg PROP { name = onLIGHTIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_LIGHTS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]LIGHTS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LIGHTS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnLLEGSIndicator.cfg PROP { name = onLLEGSIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]LANDING$$$GEAR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnMECOIndicator.cfg PROP { name = onMECOIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6 variableName = CUSTOM_ALCOR_MECO_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]MECO[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MECO_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnPREC_CNTR.cfg PROP { name = OnPREC_MODE MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_PRECISION_MODE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]PRECISION$$$CONTROL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_PRECISION_MODE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onRADIATOR_ACTIVE_ONIndicator.cfg PROP { name = onRADIATOR_ACTIVE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_RADIATOR_ACTIVE emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]RADIATOR$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RADIATOR_ACTIVE VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onRADIATOR_BROKEN_ONIndicator.cfg PROP { name = onRADIATOR_BROKEN_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_RADIATOR_BROKEN emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]RADIATOR$$$BROKEN[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RADIATOR_BROKEN VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_D_long_x1 alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onRADIATOR_DEPLOYED_ONIndicator.cfg PROP { name = onRADIATOR_DEPLOYED_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_RADIATOR_DEPLOYED emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]RADIATOR$$$DEPLOYED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RADIATOR_DEPLOYED VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onRADIATOR_RETRACTED_ONIndicator.cfg PROP { name = onRADIATOR_RETRACTED_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_RADIATOR_RETRACTED emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]RADIATOR$$$RETRACTED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RADIATOR_RETRACTED VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_D_long_x1 alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnRCSACTIVEIndicator.cfg PROP { name = onRCSACTIVEIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_RCSACTIVE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]RCS$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RCSACTIVE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnRCSIndicator.cfg PROP { name = onRCSIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_RCSARMED_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]RCS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RCSARMED_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnSASIndicator.cfg PROP { name = onSASIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_SAS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]SAS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SAS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onSOLARARRAY_ACTIVE_ONIndicator.cfg PROP { name = onSOLARARRAY_ACTIVE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_SOLARARRAY_ACTIVE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]SOLAR ARRAY$$$ACTIVE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_ACTIVE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onSOLARARRAY_AVAILABLE_ONIndicator.cfg PROP { name = onSOLARARRAY_AVAILABLE_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]SOLAR ARRAY$$$AVAILABLE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onSOLARARRAY_BROKEN_ONIndicator.cfg PROP { name = onSOLARARRAY_BROKEN_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_SOLARARRAY_BROKEN_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]SOLAR ARRAY$$$BROKEN[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_BROKEN_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beep_D_long_x1 alarmSoundVolume = 1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onSOLARARRAY_DEPLOYED_ONIndicator.cfg PROP { name = onSOLARARRAY_DEPLOYED_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_SOLARARRAY_DEPLOYED_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]SOLAR ARRAY$$$DEPLOYED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_DEPLOYED_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onSOLARARRAY_RETRACTED_ONIndicator.cfg PROP { name = onSOLARARRAY_RETRACTED_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_SOLARARRAY_RETRACTED_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]SOLAR ARRAY$$$RETRACTED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_RETRACTED_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnStageLockedIndicator.cfg PROP { name = onStageLockedIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5.0 variableName = CUSTOM_ALCOR_STAGELOCKED_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]STAGE$$$LOCKED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_STAGELOCKED_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.0 textureShiftEnd = 0.0,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnStageReadyIndicator.cfg PROP { name = onStageReadyIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6 variableName = CUSTOM_ALCOR_STAGEREADY_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]STAGE$$$READY[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_STAGEREADY_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/OnTGT_DOCKPORT_SELECTED.cfg PROP { name = OnTGT_DOCKPORT_SELECTED MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_TARGETDOCKPORT_SELECTED emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]TARGET D/P$$$SELECTED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_TARGETDOCKPORT_SELECTED VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onVESSEL_DOCKED_ONIndicator.cfg PROP { name = onVESSEL_DOCKED_ONIndicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_VESSEL_DOCKED_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]VESSEL$$$DOCKED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_VESSEL_DOCKED_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/onWARP.cfg PROP { name = OnWARP MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 5 variableName = CUSTOM_ASET_WARP_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]WARP[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_WARP_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.8 textureShiftEnd = 0.0,0.8 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_CHATTERER_ON.cfg PROP { name = On_CHATTERER_ON MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6 variableName = CUSTOM_ASET_CHATTERER_ON emissive = active positiveColor = 50,255,30,255 zeroColor = 40,40,10,255 negativeColor = 0,0,0,255 labelText = [b]ON[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHATTERER_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 50,255,100,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.0,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_CHATTERER_RECV.cfg PROP { name = On_CHATTERER_RECV MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ASET_CHATTERER_RECV_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]RECV[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHATTERER_RECV_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 20,255,20,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_CHATTERER_STBY.cfg PROP { name = On_CHATTERER_STBY MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 6 variableName = CUSTOM_ASET_CHATTERER_IDLE_ON emissive = active positiveColor = 150,155,30,255 zeroColor = 40,40,10,255 negativeColor = 0,0,0,255 labelText = [b]STBY[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHATTERER_IDLE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 20,145,50,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.0,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_CHATTERER_XMIT.cfg PROP { name = On_CHATTERER_XMIT MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ASET_CHATTERER_XMIT_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]XMIT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHATTERER_XMIT_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 20,255,20,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_CHUTE_SAFE_TO_DEPLOY.cfg PROP { name = On_CHUTE_SAFE_TO_DEPLOY MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ASET_CHUTE_SAFE_TO_DEPLOY_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]SAFE$$$TO DEPLOY[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_CHUTE_SAFE_TO_DEPLOY_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_COMMNET_CONNECTED.cfg PROP { name = On_COMMNET_CONNECTED MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_COMMNET_CONNECTED_ON emissive = active positiveColor = 50,255,30,255 zeroColor = 40,40,10,255 negativeColor = 0,0,0,255 labelText = [b]COMMNET$$$CONNECTED[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_COMMNET_CONNECTED_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 50,255,100,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.0,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_DOCKING_MODE_UI.cfg PROP { name = On_DOCKING_MODE_UI MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ASET_FLIGHTMODE_DOCK_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]DOCKING$$$MODE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_FLIGHTMODE_DOCK_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_DOCKPORT_ISREF.cfg PROP { name = On_DOCKPORT_ISREF MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ALCOR_DOCKPORT_IS_REF emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]DOCK PORT$$$IS REFERENCE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_DOCKPORT_IS_REF VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_LEFTGEAR_Indicator.cfg PROP { name = On_LEFTGEAR_Indicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]LEFT$$$GEAR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_NOSEGEAR_Indicator.cfg PROP { name = On_NOSEGEAR_Indicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]NOSE$$$GEAR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_NO_SIGNAL.cfg PROP { name = On_NO_SIGNAL MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.5 variableName = CUSTOM_ASET_COMMNET_NOSIGNAL_ON emissive = active positiveColor = 120,40,40,255 zeroColor = 20,10,10,255 negativeColor = 0,0,0,255 labelText = [b]NO SIGNAL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_COMMNET_NOSIGNAL_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 250,60,60,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.4 textureShiftEnd = 0.0,0.4 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_RIGHTGEAR_Indicator.cfg PROP { name = On_RIGHTGEAR_Indicator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_GEARS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]RIGHT$$$GEAR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEARS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.2 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Cautions/On_STAGING_MODE_UI.cfg PROP { name = On_STAGING_MODE_UI MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 3.8 variableName = CUSTOM_ASET_FLIGHTMODE_STAGE_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]STAGING$$$MODE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_FLIGHTMODE_STAGE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_AlarmExCabinWater.cfg PROP { name = Fake_AlarmExCabinWater MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKEEXCABINWATER_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]EXCESS CABIN$$$WATER[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKEEXCABINWATER_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_AlarmExSuitWater.cfg PROP { name = Fake_AlarmExSuitWater MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKEEXSUITWATER_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]EXCESS SUIT$$$WATER[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKEEXSUITWATER_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_AlarmMaster.cfg PROP { name = Fake_AlarmMaster MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKEALARMMASTER_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = ╔═════════╗$$$║ ║$$$╚═════════╝ } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter lineSpacing = 0.85 fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKEALARMMASTER_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]MASTER$$$ALARM[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKEALARMMASTER_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.0,0.6 textureShiftEnd = 0.0,0.6 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_AlarmOxFlow.cfg PROP { name = Fake_AlarmOxFlow MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKEOXFLOW_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]OXYGEN$$$EMERG$$$FLOW[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKEOXFLOW_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_AlarmRadiator.cfg PROP { name = Fake_AlarmRadiator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKERADIATOR_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]RADIATORS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKERADIATOR_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_AlarmValve.cfg PROP { name = Fake_AlarmValve MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKEVALVE_ON emissive = active positiveColor = 255,190,150,255 zeroColor = 145,80,80,255 negativeColor = 0,0,0,255 labelText = [b]VALVE$$$CLOSE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKEVALVE_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_GoodCabFans.cfg PROP { name = Fake_GoodCabFans MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKECABFANS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]CAB FANS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKECABFANS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_GoodCabinTempAuto.cfg PROP { name = Fake_GoodCabinTempAuto MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKECABINTEMPAUTO_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]CABIN TEMP$$$AUTO[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKECABINTEMPAUTO_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_GoodCabPressAuto.cfg PROP { name = Fake_GoodCabPressAuto MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKECABPRESSAUTO_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]CABIN PRESS$$$AUTO[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKECABPRESSAUTO_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_GoodHeaters.cfg PROP { name = Fake_GoodHeaters MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKEHEATERS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]HEATERS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKEHEATERS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_GoodManual.cfg PROP { name = Fake_GoodManual MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKEMANUAL_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]MANUAL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKEMANUAL_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_GoodSuitFans.cfg PROP { name = Fake_GoodSuitFans MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKESUITFANS_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]SUIT FANS[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKESUITFANS_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TabloIndicator/Fakes/Fake_GoodTestOK.cfg PROP { name = Fake_GoodTestOK MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator texture = korpus_diffuse,ASET/ASET_Props/Instruments/TabloIndicator/korpus_diffuse texture = TabloIndicators,ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicators } MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = Arial fontSize = 4.2 variableName = CUSTOM_ALCOR_FAKETESTOK_ON emissive = active positiveColor = 150,255,100,255 zeroColor = 80,175,80,255 negativeColor = 0,0,0,255 labelText = [b]TEST OK[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FAKETESTOK_ON VARIABLESET { coloredObject = TabloColorPlate passiveColor = 0,0,0,255 activeColor = 255,180,180,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = TabloColorPlate textureShiftStart = 0.5,0.0 textureShiftEnd = 0.5,0.0 textureLayers = _MainTex,_Emissive scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TWR_Indicator/TWR_Indicator.cfg PROP { name = TWR_Indicator MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = ArrowObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,-0.0536 variableName = SELECT_CURRENTTWR scale = 0,6 maxRateChange = 1.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ArrowObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = ScaleSignObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/TWR_Indicator/TWR_Indicator_CUSTOM.cfg RPM_SELECT_VARIABLE { name = CURRENTTWR defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_ALCOR_POWEROFF range = 0.1,1.1 value = 0 } VARIABLE_DEFINITION { name = PERSISTENT_SWITCH_TWR_MON range = -0.1,0.1 value = TWR } VARIABLE_DEFINITION { name = PERSISTENT_SWITCH_TWR_MON range = 0.1,1.1 value = TWRMAX } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Xpointer/X-pointer-01.cfg PROP { name = ASET_X-Pointer-01 MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = XpointerVerticalNeedle localRotationStart = 11.8,0,0 localRotationEnd = -11.8,0,0 variableName = MATH_X-POINTER_VERTICAL_NEEDLE_YAW-01 scale = -20,20 maxRateChange = 2.0 } VARIABLESET { controlledTransform = XpointerHorizontalNeedle localRotationStart = 11.8,0,0 localRotationEnd = -11.8,0,0 variableName = MATH_X-POINTER_HORIZONTAL_NEEDLE_PITCH-01 scale = -20,20 maxRateChange = 2.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_X-POINTER_BACKLIGHT_ON VARIABLESET { coloredObject = XpointerBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = XpointerScreen passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_X-POINTER_SCALE_X1-01 VARIABLESET { coloredObject = Xpointer_IND_ScaleX01 passiveColor = 0,0,0,255 activeColor = 180,10,10,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_ScaleX01 textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_X-POINTER_SCALE_X2-01 VARIABLESET { coloredObject = Xpointer_IND_ScaleX1 passiveColor = 0,0,0,255 activeColor = 180,10,10,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_ScaleX1 textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_X-POINTER_SCALE_X3-01 VARIABLESET { coloredObject = Xpointer_IND_ScaleX10 passiveColor = 0,0,0,255 activeColor = 180,10,10,255 scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_ScaleX10 textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_X-POINTER_LDGMODE-01 VARIABLESET { coloredObject = Xpointer_IND_FWD passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_FWD textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } VARIABLESET { coloredObject = Xpointer_IND_LATVEL passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_LATVEL textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_X-POINTER_DISTMODE-01 VARIABLESET { coloredObject = Xpointer_IND_DISTX passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_DISTX textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } VARIABLESET { coloredObject = Xpointer_IND_DISTY passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_DISTY textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_X-POINTER_VELMODE-01 VARIABLESET { coloredObject = Xpointer_IND_VELX passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_VELX textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } VARIABLESET { coloredObject = Xpointer_IND_VELY passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR scale = 0.5,1.1 } VARIABLESET { controlledTransform = Xpointer_IND_VELY textureLayers = _MainTex,_Emissive textureShiftStart = 0.09,0 textureShiftEnd = 0,0 scale = 0.5,1.1 reverse = true } } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Xpointer/X-pointer-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = X-POINTER_VERTICAL_NEEDLE_DATA-01 defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_X-POINTER_LDGMODE-01 range = 0.1,1.1 value = MATH_HORZVELOCITYRIGHT_INV } VARIABLE_DEFINITION { name = CUSTOM_X-POINTER_DISTMODE-01 range = 0.1,1.1 value = TARGETDISTANCEX } VARIABLE_DEFINITION { name = CUSTOM_X-POINTER_VELMODE-01 range = 0.1,1.1 value = MATH_RESCALED_TGTRELX } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Xpointer/X-pointer-01_CUSTOM.cfg RPM_SELECT_VARIABLE { name = X-POINTER_HORIZONTAL_NEEDLE_DATA-01 defaultValue = 0 VARIABLE_DEFINITION { name = CUSTOM_X-POINTER_LDGMODE-01 range = 0.1,1.1 value = HORZVELOCITYFORWARD } VARIABLE_DEFINITION { name = CUSTOM_X-POINTER_DISTMODE-01 range = 0.1,1.1 value = TARGETDISTANCEY } VARIABLE_DEFINITION { name = CUSTOM_X-POINTER_VELMODE-01 range = 0.1,1.1 value = MATH_RESCALED_TGTRELY } } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Xpointer/X-pointer-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = X-POINTER_VERTICAL_NEEDLE_YAW-01 operator = MULTIPLY sourceVariable = SELECT_X-POINTER_VERTICAL_NEEDLE_DATA-01 sourceVariable = SELECT_X-POINTER_RESCALE-01 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Xpointer/X-pointer-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = X-POINTER_HORIZONTAL_NEEDLE_PITCH-01 operator = MULTIPLY sourceVariable = SELECT_X-POINTER_HORIZONTAL_NEEDLE_DATA-01 sourceVariable = SELECT_X-POINTER_RESCALE-01 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Xpointer/X-pointer-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = HORZVELOCITYRIGHT_INV operator = MULTIPLY sourceVariable = HORZVELOCITYRIGHT sourceVariable = -1 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Xpointer/X-pointer-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESCALED_TGTRELX operator = MULTIPLY sourceVariable = TGTRELX sourceVariable = -10 } } UrlConfig { parentUrl = ASET/ASET_Props/Instruments/Xpointer/X-pointer-01_CUSTOM.cfg RPM_MATH_VARIABLE { name = RESCALED_TGTRELY operator = MULTIPLY sourceVariable = TGTRELY sourceVariable = -10 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORMFD40x20.cfg PROP { name = ALCORMFD40x20 MODULE { name = RasterPropMonitor screenTransform = FlatMon40x10Screen fontTransform = ASET/ASET_Props/MFDs/Fonts/mainfont textureLayerID = _Emissive screenWidth = 40 screenHeight = 20 screenPixelWidth = 640 screenPixelHeight = 640 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 1.0 fontDefinition = ASET/ASET_Props/MFDs/Fonts/fontDefinition.txt extraFont = ASET/ASET_Props/MFDs/Fonts/extraFont1 extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedMainFont extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedExtraFont extraFont = ASET/ASET_Props/MFDs/Fonts/Symbols01 refreshDrawRate = 1 refreshTextRate = 4 refreshDataRate = 4 emptyColor = 0,0,0,255 buttonClickSound = Squad/Sounds/sound_click_tick buttonClickVolume = 0.6 globalButtons = button_UP,button_DOWN,button_ENTER,button_ESC,button_HOME,button_RIGHT,button_LEFT,buttonR9,buttonR10, button_STBY, buttonR1, buttonR2, buttonR3, buttonR4, buttonR5, buttonR6, buttonR7, button_A, button_B, button_C, button_D, button_E, button_F noSignalTextureURL = ASET/ASET_Props/MFDs/ScreenPlates/nosignal PAGE { button = buttonR1 name = pALCORAscDes40x20 text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORAscDes40x20.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera pageActiveMethod = PageActive buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ALCORExt_B_CamTransform|ALCORExt_A_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ExtCam1 fovLimits = 90,15|90,15|110,5|110,5|90,15 zoomRate = 10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = 0,0|-45,45|-45,45|-45,45|-15,15 yawRate = 15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -5,15|-25,45|-45,45|-45,45|-15,15 pitchRate = 15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORLanding40x20 button = buttonR1 text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORLanding40x20.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera pageActiveMethod = PageActive buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ALCORExt_B_CamTransform|ALCORExt_A_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ExtCam1 fovLimits = 90,15|90,15|110,5|110,5|90,15 zoomRate = 10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = 0,0|-45,45|-45,45|-45,45|-15,15 yawRate = 15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -5,15|-25,45|-45,45|-45,45|-15,15 pitchRate = 15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 } } PAGE { name = pALCORorbit40x20 button = buttonR2 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 PAGEHANDLER { name = JSIVariablePageTextSwitcher method = ShowPage pageActiveMethod = PageActive scale = 0,1 variableName = MECHJEBAVAILABLE refreshRate = 10 threshold = 0.1,1.1 definitionIn = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORorbit40x20MJ.txt definitionOut = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORorbit40x20.txt } } PAGE { name = pALCORorbitDisplay40x20 button = buttonR2 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 PAGEHANDLER { name = JSIVariablePageTextSwitcher method = ShowPage pageActiveMethod = PageActive scale = 0,1 variableName = TARGETEXISTS refreshRate = 10 threshold = 0.1,1.1 definitionIn = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORorbitDisplay40x20.txt definitionOut = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORorbitDisplayNoTarget40x20.txt } BACKGROUNDHANDLER { name = JSIOrbitDisplay method = RenderOrbit orbitColorSelf = 0,255,0,255 iconColorAP = 0,255,255,255 iconColorPE = 255,128,0,255 orbitColorNextNode = 0,0,255,255 iconPixelSize = 20 orbitDisplayPosition = 40,40,560,560 } } PAGE { name = pALCORDocking40x20 button = buttonR3 text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORDocking40x20.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = CurrentReferenceDockingPortCamera fovLimits = 80,5 zoomRate = 8 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 zoomIn = 1 zoomOut = 0 toggleTargetIcon = 4 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORDocking40x20cross button = buttonR3 text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORDockingCross40x20.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/cross textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = CurrentReferenceDockingPortCamera fovLimits = 80,5 zoomRate = 8 zoomIn = 1 zoomOut = 0 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORshipinfo40x20 button = buttonR4 text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORshipinfo40x20.txt textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 } PAGE { name = pFlightLog40x20 button = buttonR4 textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 textOverlay = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORFlightLogOverlay.txt PAGEHANDLER { name = JSIFlightLog method = ShowLog pageTitle = $$$============= Flight Log ================== screenWidth = 40 screenHeight = 18 } } PAGE { name = pALCORCrew40x20 button = buttonR5 text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORCrew40x20.txt textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSIVariableGraph method = RenderGraphs graphSet = CrewInfo xSpan = 500 ySpan = 0,640 graphRect = 320,0,625,640 borders = 0 secondsBetweenSamples = 3 } } PAGE { name = pALCORExtCam40x20 button = buttonR6 text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCOR_CCTVoverlay.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera pageActiveMethod = PageActive buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraInfoVarName = PODcam40X20 cameraTransform = ALCORExt_A_CamTransform|ALCORExt_B_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ALCORExt_E_CamTransform fovLimits = 90,15|90,15|110,5|110,5|90,5 zoomRate = 10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = -45,45|0,0|-45,45|-45,45|0,0 yawRate = 15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -25,45|-5,15|-45,45|-45,45|0,0 pitchRate = 15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pExtCam-1-40x20 button = buttonR7 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORExtraCamsOverlay.txt BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera pageActiveMethod = PageActive cameraInfoVarName = EXTcam40X20 skipMissingCameras = true showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ExtCam1|ExtCam2|ExtCam3|ExtCam4|ExtCam5|ExtCam6|ExtCam7|ExtCam8 fovLimits = 90,5|90,5|90,5|90,5|90,5|90,5|90,5|90,5 zoomRate = 10|10|10|10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = -45,45|-45,45|-45,45|-45,45|-45,45|-45,45|-45,45|-45,45 yawRate = 15|15|15|15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -45,35|-45,35|-45,35|-45,35|-45,35|-45,35|-45,35|-45,35 pitchRate = 15|15|15|15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORSTBY40x20 button = button_STBY text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORSTBY40x20.txt default = yes } PAGE { name = pALCORPFD40x20 button = button_A text = ASET/ASET_Props/MFDs/ALCORPFD/ALCORPFD.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSIPrimaryFlightDisplay method = RenderPFD buttonClickMethod = ButtonProcessor speedModeButton = 3 navBallModel = ASET/ASET_Props/MFDs/ALCORPFD/NavBall horizonTexture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 staticOverlay = ASET/ASET_Props/MFDs/ALCORPFD/StaticMask headingBar = ASET/ASET_Props/MFDs/ALCORPFD/HDG navBallCenter = 320,332 navBallDiameter = 440 markerSize = 75 headingBarPosition = 320, 60, 160 , 15 screenAspect = 1 drawingLayer = 17 } } PAGE { name = pTargetMenu40x20 button = button_B localMargins = 0,0,0,5 textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 textOverlay = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORTargetMenuOverlay.txt PAGEHANDLER { name = JSITargetMenu method = ShowMenu buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 pageTitle = $$$----------- Target management ----------- } } PAGE { name = DPAI button = button_B text = DPAI software not installed. PAGEHANDLER { name = DPAI_RPM method = getPageText buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonNext = 7 buttonPrev = 8 multiHandler = true } BACKGROUNDHANDLER { name = DPAI_RPM method = DrawDPAI buttonClickMethod = ButtonProcessor pageActiveMethod = pageActiveMethod multiHandler = true } } PAGE { name = pALCORMapOrbit40x20 button = button_C text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORMapOrbit40x20.txt textureURL = ASET/ASET_Props/MFDs/ScreenPlates/noscansat textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSISCANsatRPM method = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive multiHandler = yes buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonR9 = 7 buttonR10 = 8 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2.0 scaleBar = ASET/ASET_Props/MFDs/ScreenPlates/scalebar scaleLabels = ASET/ASET_Props/MFDs/ScreenPlates/scaleLabels iconPixelSize = 20 iconColorSelf = 255,255,255,255 } } PAGE { name = pALCORMapLanding40x20 button = button_C text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORMapLanding40x20.txt textureURL = ASET/ASET_Props/MFDs/ScreenPlates/noscansat textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSISCANsatRPM method = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive multiHandler = yes } } PAGE { name = pAutopilot40x20 button = button_D localMargins = 0,1,0,0 text = Autopilot software not installed. textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 textOverlay = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORAutoPilotMenuOverlay.txt PAGEHANDLER { name = MechJebRPM method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = SmartASS/MJ control } } PAGE { name = astrogator button = button_D localMargins = 0,1,2,1 text = Astrogator software not installed. textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 textOverlay = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORAstrogatortMenuOverlay.txt PAGEHANDLER { name = AstrogatorMenu method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ButtonClick buttonReleaseMethod = ButtonRelease pageTitle = Astrogator } } PAGE { name = ALCORGraphAltAtmAltDynPressAtm40x20 button = button_E text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORGraphAltAtmAltDynPressAtm40x20.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSIVariableGraph method = RenderGraphs graphSet = AltAtmDynPresApPe xSpan = 400 ySpan = 0,125000 graphRect = 48,48,560,600 borders = 4 secondsBetweenSamples = 5 } } PAGE { name = ALCORGraphTerrainHeightScaner40x20 button = button_E text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORGraphTerrainHeightScaner40x20.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 BACKGROUNDHANDLER { name = JSIVariableGraph method = RenderGraphs graphSet = TerrainHeightScaner2 xSpan = 300 ySpan = 0,390 graphRect = 50,100,590,590 borders = 4 secondsBetweenSamples = 2 } } PAGE { name = vesselView button = button_F textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 text = $$$VesselView software not installed. textOverlay = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORVesselViewOverlay.txt localMargins = 0,0,0,1 PAGEHANDLER { name = InternalVesselView method = ShowMenu buttonClickMethod = ButtonProcessor buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 pageTitle = . multiHandler = true } BACKGROUNDHANDLER { name = InternalVesselView method = RenderViewer pageActiveMethod = PageActive multiHandler = true } } PAGE { name = pALCORresources40x20 button = button_G text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORresources40x20.txt textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 } PAGE { name = pALCORresourcesStage40x20 button = button_G text = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORresourcesStage40x20.txt textureURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 } PAGE { button = button_A name = KSF_NAV_HSI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_MLS method = DrawMLS buttonClickMethod = ButtonProcessor btnPrevRwy = 6 btnNextRwy = 5 btnDefaultRwyGS = 3 } CONTEXTREDIRECT { redirect = home, menuDefault } } PAGE { button = button_A name = KSF_NAV_AI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_AI method = DrawAI } CONTEXTREDIRECT { redirect = home, menuDefault } } PAGE { name = kOSRPMPage button = button_G textureURL = kPM/Library/Textures/kPM40x20Alt disableSwitchingTo = pALCORSTBY40x20,pALCORPFD40x20,pTargetMenu40x20,DPAI,pALCORMapOrbit40x20,pALCORMapLanding40x20,pAutopilot40x20,ALCORGraphAltAtmAltDynPressAtm40x20,ALCORGraphTerrainHeightScaner40x20,vesselView,pALCORAscDes40x20,pALCORLanding40x20,pALCORorbit40x20,pALCORorbitDisplay40x20,JSIOrbitDisplay,pALCORDocking40x20,pALCORDocking40x20cross,pALCORshipinfo40x20,pFlightLog40x20,pALCORCrew40x20,pALCORExtCam40x20,pExtCam-1-40x20 PAGEHANDLER { name = kOSMonitor template = kPM/Library/Terminals/terminal40x20.txt replacements = kPM/Library/Replacements/default.json method = ContentProcessor buttonClickMethod = ButtonProcessor buttonEmptyLabel = LABEL flagEmptyLabel = FLAG consoleWidth = 40 consoleHeight = 15 textTint = [#009900ff] textTintUnpowered = [#ffffff3e] } } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = MFD_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MFD_BACKLIGHT_ACTIVECOLOR scale = 0.0,0.5 } VARIABLESET { coloredObject = FlatMon40x10Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.0,0.5 } } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = ORBITBODYATMOSPHERETOP sourceRange = 0,125000 mappedVariable = ATMTOP40X20 mappedRange = 0,-552 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = SURFSPEED sourceRange = 0,2500 mappedVariable = SURFSPEEDGRAPH40X20 mappedRange = 0,125000 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = DYNAMICPRESSURE sourceRange = 0,125 mappedVariable = DYNPRES40X20 mappedRange = 0,125000 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = HEATSHIELDTEMPERATURE sourceRange = 0,2500 mappedVariable = SHIELDTEMP40X20 mappedRange = 0,125000 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = TERRAINHEIGHTLOG10 sourceRange = 3,6.5 mappedVariable = TERRHEIGHTLOG1040X20 mappedRange = 64,490 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = ALTITUDELOG10 sourceRange = 3,6.5 mappedVariable = ALTLOG1040X20 mappedRange = 64,490 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = SLOPEANGLE sourceRange = 0,30 mappedVariable = SLOPEANGLEGRAPH40X20 mappedRange = 0,64 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = CREWLOCAL_0_WHEE sourceRange = 0,1 mappedVariable = CREWLOCAL_0_WHEEMFD40X20 mappedRange = 481,540 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = CREWLOCAL_0_PANIC sourceRange = 0,1 mappedVariable = CREWLOCAL_0_PANICMFD40X20 mappedRange = 418,478 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = CREWLOCAL_1_WHEE sourceRange = 0,1 mappedVariable = CREWLOCAL_1_WHEEMFD40X20 mappedRange = 289,349 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = CREWLOCAL_1_PANIC sourceRange = 0,1 mappedVariable = CREWLOCAL_1_PANICMFD40X20 mappedRange = 226,286 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = CREWLOCAL_2_WHEE sourceRange = 0,1 mappedVariable = CREWLOCAL_2_WHEEMFD40X20 mappedRange = 98,157 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_Graphs_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = CREWLOCAL_2_PANIC sourceRange = 0,1 mappedVariable = CREWLOCAL_2_PANICMFD40X20 mappedRange = 34,94 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomRemappedVariabless_ALCOR_System_for_MFD40x20.cfg RPM_MAPPED_VARIABLE { sourceVariable = ORBPERIODSECS sourceRange = TIMETOANEQUATORIAL,TIMETODNEQUATORIAL mappedVariable = NEXT_ANDN mappedRange = -1,1 } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_FINALAPPROACH operator = AND SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETANGLEDEV range = 0.0, 10 } SOURCE_VARIABLE { name = APPROACHSPEED range = 0.001, 1000 } SOURCE_VARIABLE { name = TARGETDISTANCE range = 0, 10 } SOURCE_VARIABLE { name = TARGETDISTANCEX range = -0.1, 0.1 } SOURCE_VARIABLE { name = TARGETDISTANCEY range = -0.1, 0.1 } SOURCE_VARIABLE { name = TARGETANGLEX range = -1, 1 } SOURCE_VARIABLE { name = TARGETANGLEY range = -1, 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_TARGETDISTANCEXGOOD operator = AND SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETDISTANCEX range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_TARGETDISTANCEYGOOD operator = AND SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETDISTANCEY range = -0.1, 0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_TARGETANGLEXGOOD operator = AND SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETANGLEX range = -1, 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_TARGETANGLEYGOOD operator = AND SOURCE_VARIABLE { name = TARGETISDOCKINGPORT range = 0.1, 1.1 } SOURCE_VARIABLE { name = ISDOCKINGPORTREFERENCE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETANGLEY range = -1, 1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_ORBITANDTARGET operator = AND SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = TARGETEXISTS range = 0.1, 1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_NEXT_AN operator = AND SOURCE_VARIABLE { name = MAPPED_NEXT_ANDN range = 0.1, 1.1 } SOURCE_VARIABLE { name = APOAPSIS range = 0.01, 10000000000000 } SOURCE_VARIABLE { name = PERIAPSIS range = 0.01, 10000000000000 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_NEXT_DN operator = AND SOURCE_VARIABLE { name = MAPPED_NEXT_ANDN range = -1.1, -0.1 } SOURCE_VARIABLE { name = APOAPSIS range = 0.01, 10000000000000 } SOURCE_VARIABLE { name = PERIAPSIS range = 0.01, 10000000000000 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = SLOPEANGLE0-6 operator = AND SOURCE_VARIABLE { name = SLOPEANGLE range = 0,6 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = SLOPEANGLE6-10 operator = AND SOURCE_VARIABLE { name = SLOPEANGLE range = 6.01,10 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = SLOPEANGLE10MORE operator = AND SOURCE_VARIABLE { name = SLOPEANGLE range = 10.1,60 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = HORZVELOCITY0-50MFD40X20 operator = AND SOURCE_VARIABLE { name = HORZVELOCITY range = 0,50 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = HORZVELOCITY50-500MFD40X20 operator = AND SOURCE_VARIABLE { name = HORZVELOCITY range = 50.01,500 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = HORZVELOCITY500-5000MFD40X20 operator = AND SOURCE_VARIABLE { name = HORZVELOCITY range = 500.01,5000 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = NOHEATSHIELD operator = AND SOURCE_VARIABLE { name = HEATSHIELDTEMPERATURE range = -280,-273 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = LOWMAXTWR operator = AND SOURCE_VARIABLE { name = TWRMAX range = 0,0.999 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_LANDING operator = AND SOURCE_VARIABLE { name = PERIAPSIS range = -1000000000,0 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -10000,0 } SOURCE_VARIABLE { name = RADARALTOCEAN range = 0,3000 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_VERTSPEED_GOOD operator = AND SOURCE_VARIABLE { name = SPEEDATIMPACT range = -8,-0.01 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDING range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_HORZSPEED_GOOD operator = AND SOURCE_VARIABLE { name = HORZVELOCITY range = 0,1.5 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDING range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_SLOPEANGLE_GOOD operator = AND SOURCE_VARIABLE { name = SLOPEANGLE range = 0,15 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDING range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_BURNNOW operator = AND SOURCE_VARIABLE { name = SUICIDEBURNSTARTSECS range = 0,5 } SOURCE_VARIABLE { name = SPEEDATIMPACT range = -1000000,-10 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDING range = 0.1,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_READYFORLANDING operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_VERTSPEED_GOOD range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_HORZSPEED_GOOD range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_SLOPEANGLE_GOOD range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_BURNNOW range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD40x20/CUSTOMs/CustomVariables_ALCOR_MFDs.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_HIDELANDINGINDICATORS operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_READYFORLANDING range = 0.1,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_LANDING range = -0.1,0.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORMFD60x30.cfg PROP { name = ALCORMFD60x30 MODULE { name = RasterPropMonitor screenTransform = MFD60x30Screen fontTransform = ASET/ASET_Props/MFDs/Fonts/mainfont textureLayerID = _Emissive screenWidth = 60 screenHeight = 32 screenPixelWidth = 960 screenPixelHeight = 1024 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 0.9375 globalButtons = button_UP,button_DOWN,button_ZoomIn,button_ZoomOut,button_HOME,button_RIGHT,button_LEFT,button_PREV,button_NEXT buttonClickSound = Squad/Sounds/sound_click_tick buttonClickVolume = 0.6 emptyColor = 0,0,0,255 fontDefinition = ASET/ASET_Props/MFDs/Fonts/fontDefinition.txt extraFont = ASET/ASET_Props/MFDs/Fonts/extraFont1 extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedMainFont extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedExtraFont refreshDrawRate = 1 refreshTextRate = 2 refreshDataRate = 2 PAGE { name = pALCORresources60x30 button = buttonR1 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORresources60x30.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 } PAGE { name = pALCORresourcesStage60x30 button = buttonR1 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORresourcesStage60x30.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 } PAGE { name = pTargetMenu60x30 button = buttonR2 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 textOverlay = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORTargetMenu60x30Overlay.txt localMargins = 0,0,0,3 PAGEHANDLER { name = JSITargetMenu method = ShowMenu buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 pageTitle = $$$ --------------------- Target management ------------------------ } } PAGE { name = pALCORLanding60x30 button = buttonR3 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORlanding60x30.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera pageActiveMethod = PageActive buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ALCORExt_B_CamTransform|ALCORExt_A_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ExtCam1 fovLimits = 90,15|90,15|110,5|110,5|90,15 zoomRate = 10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = 0,0|-45,45|-45,45|-45,45|-15,15 yawRate = 15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -5,15|-25,45|-45,45|-45,45|-15,15 pitchRate = 15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { button = buttonR4 name = pCrew60x30 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORCrew60x30.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 } PAGE { name = pFlightLog60x30 button = buttonR4 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 textOverlay = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORFlightLog60x30Overlay.txt PAGEHANDLER { name = JSIFlightLog method = ShowLog pageTitle = $$$ ======================== Flight Log ============================ } } PAGE { name = pALCORExtACam40x20 button = buttonR5 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCOR_CCTV60x30Overlay.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera pageActiveMethod = PageActive buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ALCORExt_A_CamTransform|ALCORExt_B_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ALCORExt_E_CamTransform cameraInfoVarName = PODcam60X30 fovLimits = 90,15|90,15|110,5|110,5|90,5 zoomRate = 10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = -45,45|0,0|-45,45|-45,45|0,0 yawRate = 15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -25,45|-5,15|-45,45|-45,45|0,0 pitchRate = 15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 8 prevCamera = 7 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pExtCam-1-40x20 button = buttonR6 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCOR_ExtraCams60x30Overlay.txt BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera pageActiveMethod = PageActive showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraInfoVarName = EXTcam60X30 skipMissingCameras = true cameraTransform = ExtCam1|ExtCam2|ExtCam3|ExtCam4|ExtCam5|ExtCam6|ExtCam7|ExtCam8 fovLimits = 90,5|90,5|90,5|90,5|90,5|90,5|90,5|90,5 zoomRate = 10|10|10|10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = -45,45|-45,45|-45,45|-45,45|-45,45|-45,45|-45,45|-45,45 yawRate = 15|15|15|15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -45,35|-45,35|-45,35|-45,35|-45,35|-45,35|-45,35|-45,35 pitchRate = 15|15|15|15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 8 prevCamera = 7 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORorbit60x30 button = buttonR7 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 PAGEHANDLER { name = JSIVariablePageTextSwitcher method = ShowPage pageActiveMethod = PageActive scale = 0,1 variableName = ORBITMAKESSENSE refreshRate = 10 threshold = 0.1,1.1 definitionIn = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORorbit60x30.txt definitionOut = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORtargetandnoorbit60x30.txt } } PAGE { name = pALCOROrbitDisplayMap60x30 button = buttonR7 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCOROrbitDisplayMap60x30.txt BACKGROUNDHANDLER { name = JSIOrbitDisplay method = RenderOrbit orbitColorSelf = 0,255,0,255 iconColorAP = 0,255,255,255 iconColorPE = 255,128,0,255 orbitColorNextNode = 0,0,255,255 iconPixelSize = 30 orbitDisplayPosition = 80,80,800,800 } } PAGE { name = pALCOROrbitMap60x30 button = buttonR8 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCOROrbitMap60x30.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/MapMask BACKGROUNDHANDLER { name = JSISCANsatRPM method = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 3 buttonDown = 2 buttonEnter = 4 buttonEsc = 0 buttonHome = 6 buttonRight = 5 buttonLeft = 1 buttonR9 = 8 buttonR10 = 7 startLine = 120 stopLine = 390 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 1 scaleBar = ASET/ASET_Props/MFDs/ScreenPlates/scalebar scaleLabels = ASET/ASET_Props/MFDs/ScreenPlates/scaleLabels scaleBarPosition = 590,310 iconPixelSize = 30 iconColorSelf = 255,255,255,255 } } PAGE { name = pALCORClearMap60x30 button = buttonR8 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCOROrbitClearMap60x30.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 BACKGROUNDHANDLER { name = JSISCANsatRPM method = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 3 buttonDown = 2 buttonEnter = 4 buttonEsc = 0 buttonHome = 6 buttonRight = 5 buttonLeft = 1 buttonR9 = 8 buttonR10 = 7 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2 scaleBar = ASET/ASET_Props/MFDs/ScreenPlates/scalebar scaleLabels = ASET/ASET_Props/MFDs/ScreenPlates/scaleLabels scaleBarPosition = 10,50 iconPixelSize = 30 iconColorSelf = 255,255,255,255 } } PAGE { name = pALCORtarget60x30 button = buttonR9 text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORtarget60x30.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/cross textureURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = CurrentReferenceDockingPortCamera fovLimits = 80,5 zoomRate = 12 zoomIn = 2 zoomOut = 3 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = vesselView button = buttonR10 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 textOverlay = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORVesselView60x30Overlay.txt text = $$$VesselView software not installed. localMargins = 0,0,0,3 PAGEHANDLER { name = InternalVesselView method = ShowMenu buttonClickMethod = ButtonProcessor buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 pageTitle = . multiHandler = true } BACKGROUNDHANDLER { name = InternalVesselView method = RenderViewer pageActiveMethod = PageActive multiHandler = true } } PAGE { name = pALCORStby60x30 button = button_STBY text = ASET/ASET_Props/MFDs/ALCORMFD60x30/ALCORStby60x30.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 default = yes } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = MFD60x40_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MFD_BACKLIGHT_ACTIVECOLOR scale = 0.0,0.5 } VARIABLESET { coloredObject = MFD60x30Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.0,0.5 } } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/kOSTerminal/kOSTerminal.cfg PROP { name = kOSTerminal MODULE { name = RasterPropMonitor screenTransform = kOSTerminalScreenTransform fontTransform = ASET/ASET_Props/MFDs/Fonts/mainfont textureLayerID = _Emissive screenWidth = 50 screenHeight = 36 screenPixelWidth = 800 screenPixelHeight = 576 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 1.333 fontDefinition = ASET/ASET_Props/MFDs/Fonts/fontDefinition.txt extraFont = ASET/ASET_Props/MFDs/Fonts/extraFont1 extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedMainFont extraFont = ASET/ASET_Props/MFDs/Fonts/InvertedExtraFont refreshRate = 10 refreshDataRate = 10 emptyColor = 0,0,0,0 buttonClickSound = Squad/Sounds/sound_click_tick buttonClickVolume = 0.6 globalButtons = Button_UP,Button_DOWN,button_ZoomIN,button_ZoomOUT,Button_CENTER,Button_RIGHT,Button_LEFT,button_PREV,button_NEXT noSignalTextureURL = ASET/ASET_Props/MFDs/ScreenPlates/nosignal PAGE { name = pALCORAscDes50x18 button = buttonR01 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORAscDes50x18.txt BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ALCORExt_B_CamTransform|ALCORExt_A_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ExtCam1 skipMissingCameras = true fovLimits = 90,15|90,15|110,5|110,5|90,15 zoomRate = 10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = 0,0|-45,45|-45,45|-45,45|-15,15 yawRate = 15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -5,15|-25,45|-45,45|-45,45|-15,15 pitchRate = 15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORLanding50x18 button = buttonR01 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORLanding50x18.txt BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ALCORExt_B_CamTransform|ALCORExt_A_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ExtCam1 skipMissingCameras = true fovLimits = 90,15|90,15|110,5|110,5|90,15 zoomRate = 10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = 0,0|-45,45|-45,45|-45,45|-15,15 yawRate = 15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -5,15|-25,45|-45,45|-45,45|-15,15 pitchRate = 15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORorbit50x18 button = buttonR02 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORorbit50x18.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg02 } PAGE { name = pALCORendezvous50x18 button = buttonR02 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORendezvous50x18.txt textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg02 } PAGE { name = pALCOROrbitDisplayMap50x18 button = buttonR02 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCOROrbitDisplayMap50x18.txt BACKGROUNDHANDLER { name = JSIOrbitDisplay method = RenderOrbit orbitColorSelf = 0,255,0,255 iconColorAP = 0,255,255,255 iconColorPE = 255,128,0,255 orbitColorNextNode = 0,0,255,255 iconPixelSize = 25 orbitDisplayPosition = 125,13,550,550 } } PAGE { name = ALCORGraphAltAtmAltDynPressAtm50x18 button = buttonR03 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORGraphAltAtmAltDynPressAtm50x18.txt BACKGROUNDHANDLER { name = JSIVariableGraph method = RenderGraphs graphSet = AltAtmAltDynPressAtm xSpan = 300 ySpan = 0,120000 graphRect = 50,50,750,480 borders = 4 secondsBetweenSamples = 1 } } PAGE { name = ALCORGraphTerrainHeightScaner50x18 button = buttonR03 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORGraphTerrainHeightScaner50x18.txt BACKGROUNDHANDLER { name = JSIVariableGraph method = RenderGraphs graphSet = TerrainHeightScaner xSpan = 300 ySpan = 0,200 graphRect = 50,50,750,510 borders = 4 secondsBetweenSamples = 1 } } PAGE { name = pkOSTerminalTargetMenu button = buttonR04 textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg02 PAGEHANDLER { name = JSITargetMenu method = ShowMenu buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 pageTitle = ----------- Target management ----------- } } PAGE { name = pALCORMapOrbit50x18 button = buttonR05 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORMapOrbit50x18.txt textureURL = JSI/RasterPropMonitor/Example/ExampleMFD/GPS/noscansat BACKGROUNDHANDLER { name = JSISCANsatRPM method = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 3 buttonDown = 2 buttonEnter = 0 buttonEsc = 1 buttonHome = 4 buttonRight = 6 buttonR9 = 5 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2.0 scaleBar = ASET/ASET_Props/MFDs/ScreenPlates/scalebar scaleLabels = ASET/ASET_Props/MFDs/ScreenPlates/scaleLabels iconPixelSize = 20 iconColorSelf = 255,255,255,255 buttonHome = 4 buttonRight = 6 buttonR9 = 5 mapDivider = 2 resourceInterpolation = 4 } } PAGE { name = pALCORMapLanding50x18 button = buttonR05 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORMapLanding50x18.txt textureURL = ASET/ASET_Props/MFDs/ScreenPlates/noscansat BACKGROUNDHANDLER { name = JSISCANsatRPM method = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 3 buttonDown = 2 buttonEnter = 0 buttonEsc = 1 buttonHome = 4 buttonRight = 6 buttonR9 = 5 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2.0 scaleBar = ASET/ASET_Props/MFDs/ScreenPlates/scalebar scaleLabels = ASET/ASET_Props/MFDs/ScreenPlates/scaleLabels iconPixelSize = 20 iconColorSelf = 255,255,255,255 buttonHome = 4 buttonRight = 6 buttonR9 = 5 mapDivider = 2 resourceInterpolation = 4 } } PAGE { name = pkOSTerminalMJAutopilot button = buttonR06 text = Autopilot software not installed. textureInterlayURL = ASET/ASET_Props/MFDs/ALCORMFD40x20/bg02 PAGEHANDLER { name = MechJebRPM method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = --------------- Autopilot control --------------- } } PAGE { name = pALCORExtACam50x18 button = buttonR07 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORPodCam50x18.txt BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ALCORExt_A_CamTransform|ALCORExt_B_CamTransform|ALCORExt_C_CamTransform|ALCORExt_D_CamTransform|ALCORExt_E_CamTransform fovLimits = 90,5|90,5|90,5|90,5|90,5|90,5|90,5|90,5 zoomRate = 10|10|10|10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = -45,45|-45,45|-45,45|-45,45|-45,45|-45,45|-45,45|-45,45 yawRate = 15|15|15|15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -45,35|-45,35|-45,35|-45,35|-45,35|-45,35|-45,35|-45,35 pitchRate = 15|15|15|15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORExtACam50x18 button = buttonR08 text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORExternalCam50x18.txt BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera showNoSignal = yes buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor cameraTransform = ExtCam1|ExtCam2|ExtCam3|ExtCam4|ExtCam5|ExtCam6|ExtCam7|ExtCam8 skipMissingCameras = true fovLimits = 90,5|90,5|90,5|90,5|90,5|90,5|90,5|90,5 zoomRate = 10|10|10|10|10|10|10|10 zoomIn = 2 zoomOut = 3 yawLimits = -45,45|-45,45|-45,45|-45,45|-45,45|-45,45|-45,45|-45,45 yawRate = 15|15|15|15|15|15|15|15 yawLeft = 6 yawRight = 5 pitchLimits = -45,35|-45,35|-45,35|-45,35|-45,35|-45,35|-45,35|-45,35 pitchRate = 15|15|15|15|15|15|15|15 pitchUp = 0 pitchDown = 1 nextCamera = 7 prevCamera = 8 seekHome = 4 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,0,0,255 cameraEffectShader = RPM/Noise cameraEffectVariables = _Gain,SELECT_ALCOR_CAM_IMAGE_GAIN|_Blend,SELECT_ALCOR_CAM_IMAGE_NOISE|_NoiseOffset,RANDOM cameraEffectTextures = _Noise,ASET/ASET_Props/MFDs/ScreenPlates/noise } } PAGE { name = pALCORhome50x18 button = button_STBY text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORhome50x18.txt default = yes } PAGE { name = pALCORSTBY50x18 button = button_STBY text = ASET/ASET_Props/MFDs/kOSTerminal/ALCORSTBY50x18.txt } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = kOSterminalBodyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MFD_BACKLIGHT_ACTIVECOLOR scale = 0.0,0.5 } VARIABLESET { coloredObject = kOSTerminalScreenTransform passiveColor = 0,0,0,255 activeColor = 255,255,255,255 scale = 0.0,0.5 } } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/kOSTerminal/kOSTerminalGraphSets.cfg JSIGRAPHSET { name = AltAtmDynPresApPe GRAPH { variableName = APOAPSIS color = 0,255,255,255 } GRAPH { variableName = PERIAPSIS color = 255,128,0,255 } GRAPH { variableName = ALTITUDE color = 0,255,0,255 } GRAPH { variableName = MAPPED_DYNPRES40X20 color = 255,0,0,255 } GRAPH { variableName = MAPPED_SHIELDTEMP40X20 color = 255,0,255,255 } GRAPH { variableName = MAPPED_SURFSPEEDGRAPH40X20 color = 255,255,0,255 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/kOSTerminal/kOSTerminalGraphSets.cfg JSIGRAPHSET { name = TerrainHeightScaner GRAPH { variableName = TERRAINHEIGHT color = 255,255,0,255 floatingMaximum = yes floatingMinimum = yes } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/kOSTerminal/kOSTerminalGraphSets.cfg JSIGRAPHSET { name = TerrainHeightScaner2 GRAPH { variableName = MAPPED_TERRHEIGHTLOG1040X20 color = 255,255,0,255 } GRAPH { variableName = MAPPED_ALTLOG1040X20 color = 0,255,255,255 } GRAPH { variableName = MAPPED_SLOPEANGLEGRAPH40X20 color = 255,0,0,255 } } } UrlConfig { parentUrl = ASET/ASET_Props/MFDs/kOSTerminal/kOSTerminalGraphSets.cfg JSIGRAPHSET { name = CrewInfo GRAPH { variableName = MAPPED_CREWLOCAL_0_WHEEMFD40X20 color = 0,255,0,255 } GRAPH { variableName = MAPPED_CREWLOCAL_0_PANICMFD40X20 color = 255,0,0,255 } GRAPH { variableName = MAPPED_CREWLOCAL_1_WHEEMFD40X20 color = 0,255,0,255 } GRAPH { variableName = MAPPED_CREWLOCAL_1_PANICMFD40X20 color = 255,0,0,255 } GRAPH { variableName = MAPPED_CREWLOCAL_2_WHEEMFD40X20 color = 0,255,0,255 } GRAPH { variableName = MAPPED_CREWLOCAL_2_PANICMFD40X20 color = 255,0,0,255 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/ALCORinternalHatch/eva-hatch-with-model.cfg PROP { name = ALCORinternalHatch MODULE { name = JSIInternalEVAHatch hatchTransform = IntHatchValve internalAnimation = ALCORinternalHatch } MODULE { name = FreeIvaHatch handleTransformName = IntHatchValve isEvaHatch = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/ALCORVentilator/ALCORVentilator01.cfg PROP { name = ALCORVentilator01 } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/ALCORWarningSticker/ALCORWarnimgSticker.cfg PROP { name = ALCORWarnimgSticker } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/ASET_InternalHatch/ASET_Internal_EVA_Hatch.cfg PROP { name = ASET_Internal_EVA_Hatch MODULE { name = JSIInternalEVAHatch hatchTransform = polySurface94 } MODULE { name = FreeIvaHatch handleTransformName = polySurface94 isEvaHatch = true } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/ASET_WallLabel/ASET_WallLabel.cfg PROP { name = ASET_WallLabel MODEL { model = ASET/ASET_Props/Misc/ASET_WallLabel/ASET_WallLabel } MODULE { name = JSISwitchableVariableLabel labelTransform = text fontSize = 0.020 alignment = Center switchSound = ASET/ASET_Props/Sounds/buttonbeep switchTransform = buttonUp decrementSwitchTransform = buttonDown persistActiveLabel = true VARIABLESET { labelText = } VARIABLESET { labelText = AIRLOCK } VARIABLESET { labelText = POD } VARIABLESET { labelText = BRIDGE } VARIABLESET { labelText = CONTROL } VARIABLESET { labelText = HELM } VARIABLESET { labelText = ENGINES } VARIABLESET { labelText = GALLEY } VARIABLESET { labelText = HAB } VARIABLESET { labelText = CREW } VARIABLESET { labelText = MEDICAL } VARIABLESET { labelText = BRIG } VARIABLESET { labelText = ENGINEERING } VARIABLESET { labelText = ESCAPE } VARIABLESET { labelText = STORAGE } VARIABLESET { labelText = SCI LAB } VARIABLESET { labelText = DOCKING } VARIABLESET { labelText = PORT } VARIABLESET { labelText = STARBOARD } VARIABLESET { labelText = FORE } VARIABLESET { labelText = AFT } VARIABLESET { labelText = ZENITH } VARIABLESET { labelText = NADIR } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag.cfg PROP { name = BigBag MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Beverages.cfg PROP { name = BigBagBeverages MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.50 y = 0.375 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.50 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_EVAsupply01.cfg PROP { name = BigBag_EVAsupply01 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.75 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.75 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_EVAsupply02.cfg PROP { name = BigBag_EVAsupply02 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.75 y = 0.125 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.75 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_EVAsupply03.cfg PROP { name = BigBag_EVAsupply03 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.75 y = 0.25 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.75 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_EVAsupply04.cfg PROP { name = BigBag_EVAsupply04 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.75 y = 0.375 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.75 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_EVAsupply05.cfg PROP { name = BigBag_EVAsupply05 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.75 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_ExperimentSamples.cfg PROP { name = BigBag_ExperimentSamples MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.75 y = 0.75 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.75 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_ExtraWater.cfg PROP { name = BigBagExtraWater MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.50 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.50 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Food01.cfg PROP { name = BigBagFood01 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Food02.cfg PROP { name = BigBagFood02 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.0 y = 0.125 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.0 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Food03.cfg PROP { name = BigBagFood03 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.0 y = 0.250 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.0 y = 0.250 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Food04.cfg PROP { name = BigBagFood04 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.0 y = 0.375 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.0 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Food13.cfg PROP { name = BigBagFood13 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.00 y = 0.625 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.00 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_MedKit.cfg PROP { name = BigBagMedKit MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.75 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.75 y = 0.875 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Science01.cfg PROP { name = BigBag_Science01 MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.75 y = 0.625 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.75 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Snacks.cfg PROP { name = BigBagSnacks MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.50 y = 0.125 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.50 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_SpareParts.cfg PROP { name = BigBagSpareParts MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.50 y = 0.75 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.50 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_SUPPLIES.cfg PROP { name = BigBagSUPPLIES MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.50 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.50 y = 0.875 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Utensils.cfg PROP { name = BigBagUtensils MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.50 y = 0.25 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.50 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/BigBag/BigBag_Vitamins.cfg PROP { name = BigBagVitamins MODULE { name = JSIPropTextureShift transformToShift = BigBagPlateObj layerToShift = _MainTex x = 0.50 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = BigBagPlate2Obj layerToShift = _MainTex x = 0.50 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/ClimatScreen/ALCORClimatScreen.cfg PROP { name = ALCORClimatScreen MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = PowerOFFLoc localTranslationStart = 0,0,0 localTranslationEnd = 0,-0.002,0 scale = 0.5,1.1 } VARIABLESET { coloredObject = ClimatDisplayButtonsObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 180,180,180,255 scale = -0.5,0.1 } VARIABLESET { coloredObject = Body passiveColor = 0,0,0,255 activeColor = 0,0,0,255 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CREWLOCAL_0_PRESENT VARIABLESET { coloredObject = Seat01Indicator passiveColor = 240,0,0,255 activeColor = 0,220,0,255 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CREWLOCAL_1_PRESENT VARIABLESET { coloredObject = Seat02Indicator passiveColor = 240,0,0,255 activeColor = 0,220,0,255 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CREWLOCAL_2_PRESENT VARIABLESET { coloredObject = Seat03Indicator passiveColor = 240,0,0,255 activeColor = 0,220,0,255 scale = 0.5,1.1 } } MODULE { name = JSIVariableAnimator refreshRate = 20 VARIABLESET { variableName = PODSKINTEMPERATURE coloredObject = CabinOutlineObj passiveColor = 0,250,0,255 activeColor = 240,0,0,255 scale = 300,400 } VARIABLESET { controlledTransform = Strelka01 variableName = RANDOM scale = 0,1 localTranslationStart = 0,0,-0.020 localTranslationEnd = 0,0,-0.0205 } VARIABLESET { controlledTransform = Strelka02 variableName = RANDOM scale = 0,1 localTranslationStart = 0,0,0.001 localTranslationEnd = 0,0,-0.001 } VARIABLESET { controlledTransform = Strelka03 variableName = RANDOM scale = 0,1 localTranslationStart = 0,0,0.0100 localTranslationEnd = 0,0,0.0102 } VARIABLESET { controlledTransform = Strelka04 variableName = RANDOM scale = 0,1 localTranslationStart = 0,0,0.0005 localTranslationEnd = 0,0,-0.0005 } VARIABLESET { controlledTransform = Strelka05 variableName = RANDOM scale = 0,1 localTranslationStart = 0,0,-0.0050 localTranslationEnd = 0,0,-0.00505 } VARIABLESET { controlledTransform = Strelka06 variableName = RANDOM scale = 0,1 localTranslationStart = 0,0,0.001 localTranslationEnd = 0,0,-0.001 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManual01.cfg PROP { name = CrewManual01 MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Data Processing $$$System Dictionary[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = [b]Data Processing System Dictionary[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualAscentChklist.cfg PROP { name = CrewManual_AscentChklist MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Ascent Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Ascent Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.25 y = 0.0 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualDeorbitPreparationBook.cfg PROP { name = CrewManual_DeorbitPreparationBook MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 9 zeroColor = 0,0,0,255 labelText = [b]Deorbit Preparation $$$Book[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Deorbit Preparation Book[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.50 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.5 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.5 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.5 y = 0.50 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualEVAChklist.cfg PROP { name = CrewManual_EVAChklist MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]EVA Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]EVA Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.50 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.50 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.50 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.50 y = 0.0 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualFlightPlane.cfg PROP { name = CrewManual_FlightPlan MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 12 zeroColor = 0,0,0,255 labelText = [b]FLIGHT PLAN[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 10 zeroColor = 0,0,0,255 labelText = [b]FLIGHT PLAN[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualMaintenanceBook.cfg PROP { name = CrewManual_MaintenanceBook MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]In-Flight Maintenance $$$Book[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]In-Flight Maintenance Book[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.25 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.25 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.25 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.25 y = 0.50 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualMalfunctionProceduresBook.cfg PROP { name = CrewManual_MalfunctionProceduresBook MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Malfunction Procedures $$$Book[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5.5 zeroColor = 0,0,0,255 labelText = [b]Malfunction Procedures Book[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.00 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.0 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.0 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.0 y = 0.50 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualOrbChklist.cfg PROP { name = CrewManual_OrbChklist MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Orbit Operations$$$Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Orbit Operations Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.50 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.50 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.50 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.50 y = 0.0 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualPhoto-TVChklist.cfg PROP { name = CrewManual_Photo-TVChklist MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Photo/TV Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Photo/TV Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualPostInsertionBook.cfg PROP { name = CrewManual_PostInsertionBook MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Post Insertion Book[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Post Insertion Book[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.50 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.5 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.5 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.5 y = 0.50 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualReferenceDataBook.cfg PROP { name = CrewManual_ReferenceDataBook MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Reference Data $$$Book[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Reference Data Book[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualRendezvousChecklist.cfg PROP { name = CrewManual_RendezvousChecklist MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Rendezvous $$$Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Rendezvous Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.75 y = 0.00 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.75 y = 0.00 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.75 y = 0.00 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.75 y = 0.00 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualSystemsDataBook.cfg PROP { name = CrewManual_SystemsDataBook MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Systems Data Book[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Systems Data Book[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.75 y = 0.50 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManualTakeOffChecklist.cfg PROP { name = CrewManual_TakeOffChecklist MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Take-Off Checklis[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Take-Off Checklis[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.5 y = 0.00 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.5 y = 0.00 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.5 y = 0.00 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.5 y = 0.00 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/CrewManual01/CrewManuaMalfunctionChklist.cfg PROP { name = CrewManual_MalfunctionChklist MODULE { name = JSILabel transformName = ALCORtextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 4 zeroColor = 0,0,0,255 labelText = <=2=> $$$<=3=> $$$ [b]<=1=> <=0=>[/b] $&$ STOREDSTRING_0 STOREDSTRING_2 STOREDSTRING_3 STOREDSTRING_4 oneshot = true } MODULE { name = JSILabel transformName = ManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 8 zeroColor = 0,0,0,255 labelText = [b]Malfunction Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = SerialNumberObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [i]<=0=>, REV A [/i]$&$ STOREDSTRING_5 oneshot = true } MODULE { name = JSILabel transformName = SideManualNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 6.5 zeroColor = 0,0,0,255 labelText = [b]Malfunction Checklist[/b] oneshot = true } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 7 zeroColor = 0,0,0,255 labelText = <=0=> $&$ NAME oneshot = true } MODULE { name = JSILabel transformName = MiscTextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 5 zeroColor = 0,0,0,255 labelText = Mission Operations Directorate $$$Operations Division oneshot = true } MODULE { name = JSILabel transformName = Misc2TextObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3 zeroColor = 0,0,0,255 labelText = [b] Kerbal Space Center, <=0=> [/b]$&$ STOREDSTRING_1 oneshot = true } MODULE { name = JSIPropTextureShift transformToShift = ManualRing01 layerToShift = _MainTex x = 0.25 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing02 layerToShift = _MainTex x = 0.25 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualRing03 layerToShift = _MainTex x = 0.25 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = ManualSideLabel layerToShift = _MainTex x = 0.25 y = 0.50 } MODULE { name = JSIInternalFlagDecal transformName = MissonLogoObj } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/FireEquipStorage/FireEqupStorage.cfg PROP { name = FireEqupStorage } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Flashlight/ASET_Flashlight.cfg PROP { name = ASET_Flashlight MODEL { model = ASET/ASET_Props/Misc/Flashlight/ASET_Flashlight } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/HandRail/HandRailLong.cfg PROP { name = HandRailLong MODEL { model = ASET/ASET_Props/Misc/HandRail/HandRailLong } MODULE { name = HandRail transformName = ExtHandle7 Collider { shape = Capsule center = 0,0,0 radius = 0.01 height = 0.36 axis = Y } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/HandRail/HandRailMedium.cfg PROP { name = HandRailMedium MODEL { model = ASET/ASET_Props/Misc/HandRail/HandRailMedium } MODULE { name = HandRail transformName = ExtHandle6 Collider { shape = Capsule center = 0,0,0 radius = 0.01 height = 0.26 axis = Y } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/HandRail/HandRailShort.cfg PROP { name = HandRailShort MODEL { model = ASET/ASET_Props/Misc/HandRail/HandRailShort } MODULE { name = HandRail transformName = ExtHandle5 Collider { shape = Capsule center = 0,0,0 radius = 0.01 height = 0.26 axis = Y } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m-CP01.cfg PROP { name = IntOmniLight_1m-CP01 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_01 scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m-CP02.cfg PROP { name = IntOmniLight_1m-CP02 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_02 scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m-ENGINEER.cfg PROP { name = IntOmniLight_1m-ENG MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_ENGINEERLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m-FLOOD.cfg PROP { name = IntOmniLight_1m-FLOOD MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_FLOODLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m-UTILITY.cfg PROP { name = IntOmniLight_1m-UTIL MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_UTILITYLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m-CP01.cfg PROP { name = IntOmniLight_2m-CP01 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_01 scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m-CP02.cfg PROP { name = IntOmniLight_2m-CP02 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_02 scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m-ENGINEER.cfg PROP { name = IntOmniLight_2m-ENG MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_ENGINEERLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m-FLOOD.cfg PROP { name = IntOmniLight_2m-FLOOD MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_FLOODLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m-UTILITY.cfg PROP { name = IntOmniLight_2m-UTIL MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_UTILITYLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m-CP01.cfg PROP { name = IntOmniLight_3m-CP01 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_01 scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m-CP02.cfg PROP { name = IntOmniLight_3m-CP02 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_02 scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m-ENGINEER.cfg PROP { name = IntOmniLight_3m-ENG MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_ENGINEERLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m-FLOOD.cfg PROP { name = IntOmniLight_3m-FLOOD MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_FLOODLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m-UTILITY.cfg PROP { name = IntOmniLight_3m-UTIL MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_UTILITYLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m-CP01.cfg PROP { name = IntSpotLight60_2m-CP01 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_01 scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m-CP02.cfg PROP { name = IntSpotLight60_2m-CP02 MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_COCKPITLIGHT_BRIGHTNESS_02 scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m-ENGINEER.cfg PROP { name = IntSpotLight60_2m-ENG MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_ENGINEERLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m-FLOOD.cfg PROP { name = IntSpotLight60_2m-FLOOD MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_FLOODLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m-UTILITY.cfg PROP { name = IntSpotLight60_2m-UTIL MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_UTILITYLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternalLightBox01/InternalLightBox01.cfg PROP { name = InternalLightBox01 MODULE { name = JSIActionGroupSwitch animationName = IntLightBoxAnim perPodPersistenceName = TurnInternalCockpitLights actionName = dummy switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.01 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternalLightBox01/InternalLightBox02.cfg PROP { name = InternalLightBox02 MODULE { name = JSIActionGroupSwitch animationName = IntLightBoxAnim perPodPersistenceName = TurnEngineerDeckLight actionName = dummy switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.01 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/InternalLightBox01/InternalLightBox03.cfg PROP { name = InternalLightBox03 MODULE { name = JSIActionGroupSwitch animationName = IntLightBoxAnim perPodPersistenceName = FloodLight actionName = dummy switchSound = ASET/ASET_Props/Sounds/beep-21 switchSoundVolume = 0.01 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/JSIMainCompUnit/JSIMainCompUnit.cfg PROP { name = JSIMainCompUnit MODEL { model = ASET/ASET_Props/Misc/JSIMainCompUnit/JSIMainCompUnit } MODULE { name = JSIVariableLabel transformName = JSIDisplayNameObj fontSize = 0.003 refreshRate = 60 labelText = <=0=> $&$NAME } MODULE { name = JSIVariableLabel transformName = JSIDisplayTextObj fontSize = 0.002 refreshRate = 10 labelText = DATA PROCESSING SYSTEM $$$-----------------------------------------------------------------$$$ GPC01 | GPC02 | GPS03 | GPC04 | GPC05 $$$ RUN RUN RUN RUN STBY$$$-----------------------------------------------------------------$$$ MDM#1:OK MDM#2:OK Temp:OK$$$----------------------------------------------------------------- oneshot = true } MODULE { name = JSIVariableLabel transformName = JSIDisplayTextObj02 fontSize = 0.002 refreshRate = 50 labelText = ICDB UPLINK:ENABLE INSTR./PCMMU:BUS A$$$ PWR:NOMINAL AC BUS:A CHARGE:<=0:0.0=>$$$-----------------------------------------------------------------$$$ IPL SOURCE:1 DK BUS:A IDP:1 MEC:1$$$ MET:<=1:METy:d:h:m:s.f=> $&$SYSR_ELECTRICCHARGE METSECS } MODULE { name = JSIVariableLabel transformName = JSIDisplayTextObj03 fontSize = 0.002 refreshRate = 50 labelText = AUTOPILOT UNIT: <=0:"INSTALLED";"NOT INSTALLED";"NOT INSTALLED"=> $&$MECHJEBAVAILABLE } MODULE { name = JSIVariableAnimator refreshRate = 300 VARIABLESET { coloredObject = LED01Obj passiveColor = 0,0,0,255 activeColor = 0,255,50,255 variableName = CUSTOM_ALCOR_FAKEHEATERS_ON threshold = 0.5,1.1 scale = 0,1 } VARIABLESET { coloredObject = LED02Obj passiveColor = 0,0,0,255 activeColor = 0,255,50,255 variableName = CUSTOM_ALCOR_FAKESUITFANS_ON threshold = 0.5,1.1 scale = 0,1 } VARIABLESET { coloredObject = LED03Obj passiveColor = 0,0,0,255 activeColor = 0,255,50,255 variableName = CUSTOM_ALCOR_FAKETESTOK_ON threshold = 0.5,1.1 scale = 0,1 } VARIABLESET { coloredObject = LED05Obj passiveColor = 0,0,0,255 activeColor = 255,255,50,255 variableName = CUSTOM_ALCOR_FAKEMANUAL_ON threshold = 0.5,1.1 scale = 0,1 } VARIABLESET { coloredObject = LED06Obj passiveColor = 0,0,0,255 activeColor = 255,255,50,255 variableName = CUSTOM_ALCOR_FAKECABFANS_ON threshold = 0.5,1.1 scale = 0,1 } VARIABLESET { coloredObject = LED07Obj passiveColor = 0,0,0,255 activeColor = 0,255,50,255 variableName = CUSTOM_ALCOR_FAKECABFANS_ON threshold = 0.5,1.1 scale = 0,1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = JSIDisplayObjLoc scale = 0.5,1 localTranslationStart = 0.0,0.0,0.0 localTranslationEnd = 0.0,0.0,-0.015 } VARIABLESET { coloredObject = pCube30 passiveColor = 180,180,180,255 activeColor = 0,0,0,255 scale = 0.5,1 } VARIABLESET { coloredObject = pCube4 passiveColor = 180,180,180,255 activeColor = 0,0,0,255 scale = 0.5,1 } VARIABLESET { coloredObject = pCube8 passiveColor = 180,180,180,255 activeColor = 0,0,0,255 scale = 0.5,1 } VARIABLESET { coloredObject = LED04Obj passiveColor = 0,0,0,255 activeColor = 255,0,50,255 scale = 0.5,1 } } MODEL { name = SaveButton model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse position = -0.07124459, 0.0157907214, 0.0263966676 rotation = 90, 0, 0 scale = 0.27, 0.27, 0.27 } MODEL { name = SaveButtonCollider model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider position = -0.07124459, 0.0157907214, 0.0263966676 rotation = 90, 0, 0 scale = 0.27, 0.27, 0.27 } MODULE { name = JSIActionGroupSwitch switchTransform = model/SaveButtonCollider/Tggl_COLLIDER_SNGL/pb_Collider customSpeed = 1.5 actionName = plugin momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = QuickSave stateMethod = CanQuickSave } } MODULE { name = JSILabel transformName = model/SaveButton/pb_Full_Cap/pb_Full_Cap_Grp/Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_GREEN_BCKLT zeroColor = COLOR_ASET_mpb_GREEN negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = QUICK$$$SAVE } MODEL { name = LoadButton model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse position = -0.07124459, -0.00264591118, 0.0263966676 rotation = 90, 0, 0 scale = 0.27, 0.27, 0.27 } MODEL { name = LoadButtonCollider model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider position = -0.07124459, -0.00264591118, 0.0263966676 rotation = 90, 0, 0 scale = 0.27, 0.27, 0.27 } MODULE { name = JSIActionGroupSwitch switchTransform = model/LoadButtonCollider/Tggl_COLLIDER_SNGL/pb_Collider customSpeed = 1.5 actionName = plugin momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = QuickLoad stateMethod = CanQuickLoad } } MODULE { name = JSILabel transformName = model/LoadButton/pb_Full_Cap/pb_Full_Cap_Grp/Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_AMBER_BCKLT zeroColor = COLOR_ASET_mpb_AMBER negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = QUICK$$$LOAD } MODEL { name = RevertButton model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse position = -0.07124459, -0.0162080098, 0.0263966676 rotation = 90, 0, 0 scale = 0.27, 0.27, 0.27 } MODEL { name = RevertButtonCollider model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider position = -0.07124459, -0.0162080098, 0.0263966676 rotation = 90, 0, 0 scale = 0.27, 0.27, 0.27 } MODULE { name = JSIActionGroupSwitch switchTransform = model/RevertButtonCollider/Tggl_COLLIDER_SNGL/pb_Collider customSpeed = 1.5 actionName = plugin momentarySwitch = true switchSound = ASET/ASET_Props/Sounds/pb_Push02 switchSoundVolume = 2.0 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = RevertToLaunch stateMethod = CanRevert } } MODULE { name = JSILabel transformName = model/RevertButton/pb_Full_Cap/pb_Full_Cap_Grp/Legend_Upper alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 fontName = InconsolataGo-Bold fontSize = 4.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_mpb_ORANGE zeroColor = COLOR_ASET_mpb_RED negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = REVERT$$$LAUNCH } MODULE { name = JSILabel transformName = model/RevertButton/pb_Full_Cap/pb_Full_Cap_Grp/Legend_Lower alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 fontName = Arial fontSize = 2.5 variableName = PLUGIN_JSIInternalRPMButtons:CanRevert emissive = active positiveColor = COLOR_ASET_mpb_FD2_StatusLight zeroColor = 10,10,10,255 negativeColor = COLOR_ASET_mpb_FD2_StatusLight labelText = ▓▓▓▓▓▓▓ } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/KanonDSLR600/KanonDSLR600.cfg PROP { name = KanonDSLR600 } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/LabelText/LabelText_AutoPilot.cfg PROP { name = LabelText_AUTOPILOT MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = AUTOPILOT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/LifeSupportMonitor/LifeSupportMonitor.cfg PROP { name = LifeSupportMonitor MODEL { model = ASET/ASET_Props/Misc/LifeSupportMonitor/LifeSupportMonitor } MODULE { name = JSILabel transformName = VesselNameObj alignment = Left anchor = LowerLeft fontName = Arial Bold fontSize = 8 emissive = always zeroColor = 255,255,0,255 labelText = <=0=> $&$NAME oneshot = true } MODULE { name = JSILabel transformName = LifeSupport_CompanyNameObj alignment = Left anchor = LowerLeft fontName = Arial Bold fontSize = 8 emissive = always zeroColor = 0,255,255,255 labelText = Thunder Aerospace Corporation Life Support System oneshot = true } MODULE { name = JSILabel transformName = ClockObj alignment = Left anchor = LowerLeft fontName = InconsolataGo-Bold fontSize = 8 emissive = never zeroColor = 0,0,0,255 labelText = <=0:METy:ddd:hh:mm=> $&$METSECS } MODULE { name = JSILabel transformName = ResNameObj01 alignment = Left anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = OXYGEN WATER FOOD oneshot = true } MODULE { name = JSILabel transformName = ResNameObj03 alignment = Left anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6.5 emissive = never zeroColor = 0,0,0,255 labelText = " CO2 W/WATER WASTE oneshot = true } MODULE { name = JSILabel transformName = FlowOxygenObj alignment = Left anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6.8 emissive = always zeroColor = 255,255,0,255 labelText = <=0:SIP6.3=> <=1:SIP6.3=> <=2:SIP6.3=>$&$ SYSR_OXYGENDELTA SYSR_WATERDELTA SYSR_FOODDELTA } MODULE { name = JSILabel transformName = AmountOxygenObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6 emissive = always zeroColor = 255,255,0,255 labelText = <=0:SIP5.3;"";"EMPTY"=> $&$ SYSR_OXYGEN } MODULE { name = JSILabel transformName = AmountWaterObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6 emissive = always zeroColor = 255,255,0,255 labelText = <=0:SIP5.3;"";"EMPTY"=>$&$ SYSR_WATER } MODULE { name = JSILabel transformName = AmountFoodObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6 emissive = always zeroColor = 255,255,0,255 labelText = <=0:SIP5.3;"";"EMPTY"=>$&$ SYSR_FOOD } MODULE { name = JSILabel transformName = AmountCO2Obj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6 emissive = always zeroColor = 255,255,0,255 labelText = <=0:SIP5.3;"";"EMPTY"=> $&$ SYSR_CARBONDIOXIDE } MODULE { name = JSILabel transformName = AmountWasteWaterObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6 emissive = always zeroColor = 255,255,0,255 labelText = <=0:SIP5.3;"";"EMPTY"=>$&$ SYSR_WASTEWATER } MODULE { name = JSILabel transformName = AmountWasteObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 6 emissive = always zeroColor = 255,255,0,255 labelText = <=0:SIP5.3;"";"EMPTY"=>$&$ SYSR_WASTE } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { controlledTransform = POWER_OFF_Loc scale = 0,0.5 localTranslationStart = 0.0,0.0,-0.005 localTranslationEnd = 0.0,0.0,0.0 } } MODULE { name = JSIVariableAnimator refreshRate = 50 VARIABLESET { controlledTransform = BarObj_Oxygen variableName = SYSR_OXYGEN scale = 0,SYSR_OXYGENMAX localScaleStart = 0,-1,0 localScaleEnd = 0,0,0 } VARIABLESET { coloredObject = BarObj_Oxygen passiveColor = 250,0,0,255 activeColor = 0,250,0,255 variableName = SYSR_OXYGENPERCENT scale = 0.1,0.5 } VARIABLESET { controlledTransform = BarObj_Water variableName = SYSR_WATER scale = 0,SYSR_WATERMAX localScaleStart = 0,-1,0 localScaleEnd = 0,0,0 } VARIABLESET { coloredObject = BarObj_Water passiveColor = 250,0,0,255 activeColor = 0,250,0,255 variableName = SYSR_WATERPERCENT scale = 0.1,0.5 } VARIABLESET { controlledTransform = BarObj_Food variableName = SYSR_FOOD scale = 0,SYSR_FOODMAX localScaleStart = 0,-1,0 localScaleEnd = 0,0,0 } VARIABLESET { coloredObject = BarObj_Food passiveColor = 250,0,0,255 activeColor = 0,250,0,255 variableName = SYSR_FOODPERCENT scale = 0.1,0.5 } VARIABLESET { controlledTransform = BarObj_CO2 variableName = SYSR_CARBONDIOXIDE scale = 0,SYSR_CARBONDIOXIDEMAX localScaleStart = 0,-1,0 localScaleEnd = 0,0,0 } VARIABLESET { coloredObject = BarObj_CO2 passiveColor = 153,153,102,255 activeColor = 190,033,033,255 variableName = SYSR_CARBONDIOXIDE scale = 0,SYSR_CARBONDIOXIDEMAX threshold = 0.9,1.1 } VARIABLESET { controlledTransform = BarObj_WasteWater variableName = SYSR_WASTEWATER scale = 0,SYSR_WASTEWATERMAX localScaleStart = 0,-1,0 localScaleEnd = 0,0,0 } VARIABLESET { coloredObject = BarObj_WasteWater passiveColor = 153,153,102,255 activeColor = 190,033,033,255 variableName = SYSR_WASTEWATER scale = 0,SYSR_WASTEWATERMAX threshold = 0.9,1.1 } VARIABLESET { controlledTransform = BarObj_Waste variableName = SYSR_WASTE scale = 0,SYSR_WASTEMAX localScaleStart = 0,-1,0 localScaleEnd = 0,0,0 } VARIABLESET { coloredObject = BarObj_Waste passiveColor = 153,153,102,255 activeColor = 190,033,033,255 variableName = SYSR_WASTE scale = 0,SYSR_WASTEMAX threshold = 0.9,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/MediumBag/MediumBag_FirstAid.cfg PROP { name = MediumBag_FirstAid MODULE { name = JSIPropTextureShift transformToShift = MediumBagLableObj1 layerToShift = _MainTex x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/MediumBag/MediumBag_PersonalStuff.cfg PROP { name = MediumBag_PersonalStuff MODULE { name = JSIPropTextureShift transformToShift = MediumBagLableObj1 layerToShift = _MainTex x = 0.0 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/MediumBag/MediumBag_SurvivalGear.cfg PROP { name = MediumBag_SurvivalGear MODULE { name = JSIPropTextureShift transformToShift = MediumBagLableObj1 layerToShift = _MainTex x = 0.0 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/PanelDivider/PanelDivider.cfg PROP { name = PanelDivider MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = PanelDivider passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PANELDIVIDER_PRIMARY_BACKLIGHTCOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/PanelDivider/PanelDividerBLUE.cfg PROP { name = PanelDividerBLUE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = PanelDivider passiveColor = 0,0,0,255 activeColor = 15,65,255,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/PanelDivider/PanelDividerGREEN.cfg PROP { name = PanelDividerGREEN MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = PanelDivider passiveColor = 0,0,0,255 activeColor = 95,175,0,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/PanelDivider/PanelDividerORANGE.cfg PROP { name = PanelDividerORANGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = PanelDivider passiveColor = 0,0,0,255 activeColor = 220,90,10,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/PanelDivider/PanelDividerRED.cfg PROP { name = PanelDividerRED MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = PanelDivider passiveColor = 0,0,0,255 activeColor = 210,0,0,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_Black.cfg PROP { name = Primitive_BOX_Beveled_Black MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Black } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_BrushedMetal.cfg PROP { name = Primitive_BOX_Beveled_BrushedMetal MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_BrushedMetal } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_Carbon.cfg PROP { name = Primitive_BOX_Beveled_Carbon MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Carbon } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_CleanWhite.cfg PROP { name = Primitive_BOX_Beveled_CleanWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_White } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_ColdWhite.cfg PROP { name = Primitive_BOX_Beveled_ColdWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_ColdGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_DarkGray.cfg PROP { name = Primitive_BOX_Beveled_DarkGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_DarkGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_LightGray.cfg PROP { name = Primitive_BOX_Beveled_LightGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_LightGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_MidGray.cfg PROP { name = Primitive_BOX_Beveled_MidGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_MidGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled_WarmWhite.cfg PROP { name = Primitive_BOX_Beveled_WarmWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_WarmWhite } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Black.cfg PROP { name = Primitive_BOX_Black MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Black } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_BrushedMetal.cfg PROP { name = Primitive_BOX_BrushedMetal MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_BrushedMetal } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_Carbon.cfg PROP { name = Primitive_BOX_Carbon MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Carbon } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_CleanWhite.cfg PROP { name = Primitive_BOX_CleanWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_White } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_ColdWhite.cfg PROP { name = Primitive_BOX_ColdWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_ColdGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_DarkGray.cfg PROP { name = Primitive_BOX_DarkGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_DarkGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_LightGray.cfg PROP { name = Primitive_BOX_LightGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_LightGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_MidGray.cfg PROP { name = Primitive_BOX_MidGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_MidGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_BOX_WarmWhite.cfg PROP { name = Primitive_BOX_WarmWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_BOX texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_WarmWhite } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_Black.cfg PROP { name = Primitive_TRIANGLE_Beveled_Black MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Black } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_BrushedMetal.cfg PROP { name = Primitive_TRIANGLE_Beveled_BrushedMetal MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_BrushedMetal } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_Carbon.cfg PROP { name = Primitive_TRIANGLE_Beveled_Carbon MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Carbon } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_CleanWhite.cfg PROP { name = Primitive_TRIANGLE_Beveled_CleanWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_White } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_ColdWhite.cfg PROP { name = Primitive_TRIANGLE_Beveled_ColdWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_ColdGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_DarkGray.cfg PROP { name = Primitive_TRIANGLE_Beveled_DarkGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_DarkGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_LightGray.cfg PROP { name = Primitive_TRIANGLE_Beveled_LightGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_LightGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_MidGray.cfg PROP { name = Primitive_TRIANGLE_Beveled_MidGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_MidGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled_WarmWhite.cfg PROP { name = Primitive_TRIANGLE_Beveled_WarmWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_WarmWhite } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Black.cfg PROP { name = Primitive_TRIANGLE_Black MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Black } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Black_90.cfg PROP { name = Primitive_TRIANGLE_Black_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Black } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Black_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_Black_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Black } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_BrushedMetal.cfg PROP { name = Primitive_TRIANGLE_BrushedMetal MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_BrushedMetal } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_BrushedMetal_90.cfg PROP { name = Primitive_TRIANGLE_BrushedMetal_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_BrushedMetal } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_BrushedMetal_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_BrushedMetal_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_BrushedMetal } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Carbon.cfg PROP { name = Primitive_TRIANGLE_Carbon MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Carbon } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Carbon_90.cfg PROP { name = Primitive_TRIANGLE_Carbon_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Carbon } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_Carbon_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_Carbon_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_Carbon } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_CleanWhite.cfg PROP { name = Primitive_TRIANGLE_CleanWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_White } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_CleanWhite_90.cfg PROP { name = Primitive_TRIANGLE_CleanWhite_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_White } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_CleanWhite_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_CleanWhite_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_White } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_ColdWhite.cfg PROP { name = Primitive_TRIANGLE_ColdWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_ColdGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_ColdWhite_90.cfg PROP { name = Primitive_TRIANGLE_ColdWhite_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_ColdGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_ColdWhite_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_ColdWhite_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_ColdGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_DarkGray.cfg PROP { name = Primitive_TRIANGLE_DarkGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_DarkGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_DarkGray_90.cfg PROP { name = Primitive_TRIANGLE_DarkGray_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_DarkGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_DarkGray_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_DarkGray_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_DarkGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_LightGray.cfg PROP { name = Primitive_TRIANGLE_LightGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_LightGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_LightGray_90.cfg PROP { name = Primitive_TRIANGLE_LightGray_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_LightGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_LightGray_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_LightGray_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_LightGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_MidGray.cfg PROP { name = Primitive_TRIANGLE_MidGray MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_MidGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_MidGray_90.cfg PROP { name = Primitive_TRIANGLE_MidGray_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_MidGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_MidGray_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_MidGray_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_MidGrey } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_WarmWhite.cfg PROP { name = Primitive_TRIANGLE_WarmWhite MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_WarmWhite } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_WarmWhite_90.cfg PROP { name = Primitive_TRIANGLE_WarmWhite_90 MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90 texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_WarmWhite } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_WarmWhite_90_Beveled.cfg PROP { name = Primitive_TRIANGLE_WarmWhite_90_Bev MODEL { model = ASET/ASET_Props/Misc/Primitives/Primitive_TRIANGLE_90_Beveled texture = Primitive_Black,ASET/ASET_Props/Misc/Primitives/Primitive_WarmWhite } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/PSU/PSU.cfg PROP { name = PSU MODULE { name = JSIVariableAnimator refreshRate = 250 VARIABLESET { coloredObject = LED01Obj passiveColor = 0,0,0,255 activeColor = 20,255,033,255 variableName = RANDOM threshold = 0.1,0.75 scale = 0,1 } VARIABLESET { coloredObject = LED01Obj1 passiveColor = 0,0,0,255 activeColor = 190,033,033,255 variableName = RANDOM threshold = 0.2,0.52 scale = 0,1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon.cfg PROP { name = ASET_RecoveryBeacon MODULE { name = JSIActionGroupSwitch switchTransform = PTT_ButtonObj switchSound = ASET/ASET_Props/Sounds/chat003 switchSoundVolume = 1.0 masterVariableName = CUSTOM_ALCOR_VESSEL_MAY_BE_RECOVERED perPodPersistenceName = ALCOR_RECOVERY_ENABLED masterVariableRange = 0.5,1.1 actionName = transfer TRANSFERACTION { getVariable = UTSECS perPodPersistenceName = ALCOR_RECOVERY_CALL_TIME } } MODULE { name = JSIActionGroupSwitch animationName = VolumeOFF perPodPersistenceName = RECOVERY_BEACON_VolumeOFF switchTransform = pCylinder3 switchSound = ASET/ASET_Props/Sounds/AnalogTimerButton actionName = dummy } MODULE { name = JSILabel transformName = PTT_Button_textObj alignment = Center anchor = MiddleCenter lineSpacing = 0.9 emissive = never fontName = Arial fontSize = 2.5 zeroColor = 255,255,0,180 labelText = [b]CALL$$$RECOVERY$$$TEAM[/b] } MODULE { name = JSILabel transformName = READY_Light_textObj alignment = Center anchor = MiddleCenter emissive = never fontName = Arial fontSize = 2 zeroColor = 200,200,200,180 labelText = [b]READY[/b] } MODULE { name = JSILabel transformName = Dial_LabelObj alignment = Left anchor = UpperLeft emissive = never fontName = Arial fontSize = 2 zeroColor = 200,200,200,180 labelText = [b] - VOL + - FREQ +[/b] } MODULE { name = JSILabel transformName = ScreenTextObj alignment = Left anchor = UpperLeft fontName = repet___ fontSize = 2.3 variableName = CUSTOM_ALCOR_RECOVERY_BEACON_SCREEN_ON emissive = active positiveColor = 0,0,0,220 zeroColor = 0,0,0,0 negativeColor = 0,0,0,0 labelText = BATT|SAT| <=0:DMSd+ mm+ ss+ N=>$&$LATITUDE } MODULE { name = JSILabel transformName = ScreenTextObj alignment = Left anchor = UpperLeft transformOffset = 0.0,-0.0035 emissive = never fontName = repet___ fontSize = 2.3 variableName = CUSTOM_ALCOR_RECOVERY_BEACON_SCREEN_ON emissive = active positiveColor = 0,0,0,220 zeroColor = 0,0,0,0 negativeColor = 0,0,0,0 labelText = ███]| <=1:SIP1=> | <=0:DMSd+ mm+ ss+ E=>$&$LONGITUDE MAPPED_ALCOR_RECOVERY_BEACON_SATCOUNT } MODULE { name = JSILabel transformName = ScreenTextObj alignment = Left anchor = UpperLeft transformOffset = 0.0,-0.0073 emissive = never fontName = repet___ fontSize = 2.2 variableName = CUSTOM_ALCOR_RECOVERY_BEACON_SCREEN_ON emissive = active positiveColor = 0,0,0,220 zeroColor = 0,0,0,0 negativeColor = 0,0,0,0 labelText = SPEAKER <=0:"ON ";"";"OFF"=> ALT(ASL) <=1:SIP5.2=>m $&$ PERSISTENT_RECOVERY_BEACON_VolumeOFF ALTITUDE } MODULE { name = JSILabel transformName = ScreenTextObj alignment = Left anchor = UpperLeft transformOffset = 0.0,-0.0105 emissive = never fontName = repet___ fontSize = 2.2 variableName = CUSTOM_ALCOR_RECOVERY_BEACON_SCREEN_ON emissive = active positiveColor = 0,0,0,220 zeroColor = 0,0,0,0 negativeColor = 0,0,0,0 labelText = SIG: <=0:BAR█ ,14,0,1=>| <=1:"Tx/Rx";"";"STBY"=>$&$ MATH_ALCOR_RECOVERY_BEACON_SIGSTRENGTH CUSTOM_ALCOR_VESSEL_MAY_BE_RECOVERED } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RECOVERY_BEACON_SCREEN_ON VARIABLESET { coloredObject = ScreenObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 255,130,0,255 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_VESSEL_MAY_BE_RECOVERED flashRate = 1 VARIABLESET { coloredObject = ReadyLightObj colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = 30,255,30,255 scale = 0.5,1.1 flash = true } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RECOVERY_BEACON_BEEPSOUND_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beacon alarmSoundLooping = true alarmSoundVolume = 0.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RECOVERY_CONTACT_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/chat010 alarmSoundVolume = 0.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_RECOVERY_BEACON_STATICSOUND_ON VARIABLESET { controlledTransform = ScreenObj localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/beaconStatic alarmSoundLooping = true alarmSoundVolume = 1.0 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_VESSEL_MAY_BE_RECOVERED operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:CanRecoverVessel range = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RECOVERY_BEACON_LANDINGONKERBIN_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:CanRecoverVessel range = -0.1,0.1 } SOURCE_VARIABLE { name = ORBITBODYINDEX range = 0.5, 1.1 } SOURCE_VARIABLE { name = PERIAPSIS range = -10000000, ORBITBODYATMOSPHERETOP } SOURCE_VARIABLE { name = APOAPSIS range = -10000000, ORBITBODYATMOSPHERETOP } SOURCE_VARIABLE { name = ORBITMAKESSENSE range = 0.1, 1.1 } SOURCE_VARIABLE { name = VERTSPEEDROUNDED range = -100000, 0 } SOURCE_VARIABLE { name = ALTITUDE range = -100000, 10000 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RECOVERY_BEACON_SCREEN_ON operator = OR SOURCE_VARIABLE { name = CUSTOM_ALCOR_VESSEL_MAY_BE_RECOVERED range = 0.5,1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_RECOVERY_BEACON_LANDINGONKERBIN_ON range = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_MAPPED_VARIABLE { sourceVariable = PERIODRANDOM_250 sourceRange = 0,1 mappedVariable = ALCOR_RECOVERY_BEACON_SATCOUNT mappedRange = 4,9 } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_MAPPED_VARIABLE { sourceVariable = ALTITUDE sourceRange = 5000,0 mappedVariable = ALCOR_RECOVERY_BEACON_SIGATTENUATION mappedRange = 0,0.8 } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_MAPPED_VARIABLE { sourceVariable = PERIODRANDOM_50 sourceRange = 0,1 mappedVariable = ALCOR_RECOVERY_BEACON_SIGRANDOM mappedRange = 0.0,0.3 } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_MATH_VARIABLE { name = ALCOR_RECOVERY_BEACON_SIGSTRENGTH operator = ADD sourceVariable = MAPPED_ALCOR_RECOVERY_BEACON_SIGATTENUATION sourceVariable = MAPPED_ALCOR_RECOVERY_BEACON_SIGRANDOM } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RECOVERY_BEACON_BEEPSOUND_ON operator = AND SOURCE_VARIABLE { name = PLUGIN_JSIInternalRPMButtons:CanRecoverVessel range = 0.5,1.1 } SOURCE_VARIABLE { name = PERSISTENT_RECOVERY_BEACON_VolumeOFF range = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RECOVERY_BEACON_STATICSOUND_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_RECOVERY_BEACON_LANDINGONKERBIN_ON range = 0.5, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_RECOVERY_BEACON_VolumeOFF range = 0.5,1.1 } SOURCE_VARIABLE { name = PERIODRANDOM_30 range = 0.1, 0.71 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_RECOVERY_CONTACT_ON operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_RECOVERY_BEACON_LANDINGONKERBIN_ON range = 0.5, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_RECOVERY_BEACON_VolumeOFF range = 0.5,1.1 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_MATH_VARIABLE { name = ALCOR_RECOVERY_EVENT_DELAY_TIMER operator = SUBTRACT sourceVariable = UTSECS sourceVariable = PERSISTENT_ALCOR_RECOVERY_CALL_TIME } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_CUSTOM_VARIABLE { name = ALCOR_START_RECOVERY_EVENT operator = AND SOURCE_VARIABLE { name = CUSTOM_ALCOR_VESSEL_MAY_BE_RECOVERED range = 0.5, 1.1 } SOURCE_VARIABLE { name = PERSISTENT_ALCOR_RECOVERY_ENABLED range = 0.5,1.1 } SOURCE_VARIABLE { name = MATH_ALCOR_RECOVERY_EVENT_DELAY_TIMER range = 4, 1000 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/RecoveryBeacon/ASET_RecoveryBeacon_CUSTOMS.cfg RPM_TRIGGERED_EVENT { eventName = ALCOR_CALLRECOVERYTEAM variableName = CUSTOM_ALCOR_START_RECOVERY_EVENT range = 0.5,1.1 triggerEvent = JSIInternalRPMButtons:RecoverVessel triggerState = false } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Screw/ASET_Bolt_V1.cfg PROP { name = ASET_Bolt_V1 MODEL { model = ASET/ASET_Props/Misc/Screw/ASET_Bolt_V1 texture = Screw_01,ASET/ASET_Props/Misc/Screw/Screw_02 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Screw/ASET_Screw_V1.cfg PROP { name = ASET_Screw_V1 MODEL { model = ASET/ASET_Props/Misc/Screw/ASET_Screw_V1 texture = Screw_01,ASET/ASET_Props/Misc/Screw/Screw_02 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Screw/ASET_Screw_V2.cfg PROP { name = ASET_Screw_V2 MODEL { model = ASET/ASET_Props/Misc/Screw/ASET_Screw_V1 texture = Screw_01,ASET/ASET_Props/Misc/Screw/Screw_02 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Screw/ASET_Screw_V3.cfg PROP { name = ASET_Screw_V3 MODEL { model = ASET/ASET_Props/Misc/Screw/ASET_Screw_V1 texture = Screw_01,ASET/ASET_Props/Misc/Screw/Screw_03 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/Screw/ASET_Screw_V4.cfg PROP { name = ASET_Screw_V4 MODEL { model = ASET/ASET_Props/Misc/Screw/ASET_Screw_V1 texture = Screw_01,ASET/ASET_Props/Misc/Screw/Screw_04 } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SeatV2/SeatV2.cfg PROP { name = SeatV2 MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,1 variableName = PERSISTENT_COCKPIT_SEAT_POSITION controlledTransform = SeatTransform localTranslationStart = 0,0,0 localTranslationEnd = 0,0.065,0 maxRateChange = 0.7 } } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_COCKPIT_SEAT_POSITION VARIABLESET { controlledTransform = Seat4 localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/motor alarmSoundVolume = 0.5 } } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_COCKPIT_SEAT_POSITION VARIABLESET { controlledTransform = Seat4 localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = -0.5,0.5 alarmSound = ASET/ASET_Props/Sounds/motor alarmSoundVolume = 0.5 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallExtinguisher/SmallExtinguisher.cfg PROP { name = SmallExtinguisher } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate00.cfg PROP { name = ActionGroupPlate00 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO0 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate01.cfg PROP { name = ActionGroupPlate01 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO1 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate02.cfg PROP { name = ActionGroupPlate02 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO2 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate03.cfg PROP { name = ActionGroupPlate03 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO3 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate04.cfg PROP { name = ActionGroupPlate04 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO4 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate05.cfg PROP { name = ActionGroupPlate05 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate06.cfg PROP { name = ActionGroupPlate06 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO6 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate07.cfg PROP { name = ActionGroupPlate07 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO7 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate08.cfg PROP { name = ActionGroupPlate08 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO8 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/ActionGroupPlate09.cfg PROP { name = ActionGroupPlate09 MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = <=0=>$&$AGMEMO9 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/Lable_COMMNET.cfg PROP { name = Lable_COMMNET MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = COMMNET } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_ACTIONS.cfg PROP { name = Lable_ACTIONS MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ACTIONS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_ASCENT.cfg PROP { name = Lable_AP_ASCENT MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ASCENT SEQ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_DOCKING.cfg PROP { name = Lable_AP_DOCKING MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = DOCKING SEQ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_LANDING.cfg PROP { name = Lable_AP_LANDING MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LANDING SEQ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_ManNode.cfg PROP { name = Lable_AP_ManNode MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = MANEUVER } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_OFF.cfg PROP { name = Lable_AP_OFF MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = AUTOPILOT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_Orbit.cfg PROP { name = Lable_AP_Orbit MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ORBIT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_ROLL CTRL.cfg PROP { name = Lable_AP_ROLL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ROLL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_STAB.cfg PROP { name = Lable_AP_STAB MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = STAB. CTRL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AP_TARGET.cfg PROP { name = Lable_AP_Target MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = TARGET } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Atmosphere.cfg PROP { name = Lable_Atmosphere MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ATMOSPHERE } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_ATTITUDE.cfg PROP { name = Lable_ATTITUDE MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ATTITUDE } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AutoPilot.cfg PROP { name = Lable_AUTOPILOT MODULE { name = JSIVariableLabel transformName = TextObj fontSize = 0.006 refreshRate = 10 labelText = AUTOMATED FLIGHT CONTROL$$$ UNIT (MECHJEB) oneshot = true } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_MECHJEBAVAILABLE_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = 0,0,0,255 activeColor = 10,180,50,255 scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AuxLights.cfg PROP { name = Lable_AuxLight MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = AUX LIGHTS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_AVAS_CTRL.cfg PROP { name = Lable_AVAS_CTRL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = AVAS CTRL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Brakes.cfg PROP { name = Lable_Brakes MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = BRAKES } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_CAUTIONS_and_WARNINGS.cfg PROP { name = SmallPlate_CAUTIONS_and_WARNINGS MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = CAUTION AND WARNING SYSTEM } MODULE { name = JSICallbackAnimator variableName = 1 VARIABLESET { controlledTransform = SmallLablePlate localScaleStart = 0,0,0 localScaleEnd = 1.3,0,0 scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_CONTACT.cfg PROP { name = Lable_CONTACT MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = Arial fontSize = 12.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = [b]CONTACT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Engine.cfg PROP { name = Lable_EngineStatus MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ENGINE STATUS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_EngineControl.cfg PROP { name = Lable_EngineControl MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ENGINE CTRL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_ENVIRONMENT.cfg PROP { name = Lable_ENVIRONMENT MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ENVIRONMENT } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_ENVIRONMENTAL.cfg PROP { name = Lable_ENVIRONMENTAL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ENVIR.CONTROL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_EPG.cfg PROP { name = Lable_EPG MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = Arial fontSize = 10.6 emissive = always zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR labelText = ▌▌[b]EPG[/b]▐▐ oneshot = true } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = SmallLablePlate passiveColor = 200,200,200,255 activeColor = 255,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = 0,0,0,255 activeColor = 255,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_ExteriorLight.cfg PROP { name = Lable_ExtLight MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = EXTERIOR LTG } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_GPWS_CTRL.cfg PROP { name = Lable_GPWS_CTRL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = GPWS CTRL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Horizontal.cfg PROP { name = Lable_HORIZONTAL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = HORIZONTAL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_IntLight.cfg PROP { name = Lable_IntLight MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = INT. LIGHTS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_LGear.cfg PROP { name = Lable_LGear MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = GEAR STATUS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_LiquidFuel.cfg PROP { name = Lable_LIQUIDFUEL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LIQUID FUEL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_LSS_STATUS.cfg PROP { name = Lable_LSS_STATUS MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LSS STATUS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_OMSSTATUS.cfg PROP { name = Lable_OMSSTATUS MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = OMS STATUS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Oxidizer.cfg PROP { name = Lable_OXIDIZER MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = OXIDIZER } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_PARACHUTE.cfg PROP { name = Lable_PARACHUTE MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = PARACHUTE } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Power.cfg PROP { name = Lable_PowerSupply MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = POWER SUPPLY } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Propellants.cfg PROP { name = Lable_Propellants MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = PROPELLANTS } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_PROPULSION.cfg PROP { name = Lable_PROPULSION MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = PROPULSION } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_PROTECTION.cfg PROP { name = Lable_PROTECTION MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = PROTECTION } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_RCS.cfg PROP { name = Lable_RCS MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = R C S } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_RCSFuel.cfg PROP { name = Lable_RCSFUEL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = RCS FUEL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Reserves.cfg PROP { name = Label_RESERVES MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = RESERVES } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_SAS.cfg PROP { name = Lable_SAS MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = S A S } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_SolidFuel.cfg PROP { name = Lable_SolidFUEL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = SOLID FUEL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Stab.cfg PROP { name = Lable_StabMode MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = SAS MODE } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_StabTrans.cfg PROP { name = Lable_StabTrans MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = SAS ON/OFF } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Staging.cfg PROP { name = Lable_Staging MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = STAGING } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Surface.cfg PROP { name = Lable_Surface MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = SURFACE } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Temperature.cfg PROP { name = Lable_Temperature MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = TEMPERATURE } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_THERMAL.cfg PROP { name = Lable_THERMAL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = THERMAL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_ThrustController.cfg PROP { name = Lable_ThrustController MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = THRUST CTRL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Wheels_Brakes.cfg PROP { name = Lable_Wheels_Brakes MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 9.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = WHEELS/BRAKES } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SmallLabelPlate/SmallPlate_Xenon.cfg PROP { name = Lable_XENON MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 fontName = InconsolataGo-Bold fontSize = 10.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_PLATETEXT_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = XENON } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchFlatPanelLong/SwitchFlatPanelLongClear.cfg PROP { name = SwitchFlatPanelLongClear } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanelShortClear.cfg PROP { name = SwitchFlatPanelShortClear } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanelShortComm01.cfg PROP { name = SwitchFlatPanelShortComm01 MODULE { name = JSILabel transformName = SwitchFlatShortPanelNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.40 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " KU BAND CONTROL LOW DATA RATE HIGH DATA RATE } MODULE { name = JSILabel transformName = ShortFlatPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " GPC AUTO COMMAND PL ANLG PL INTRG PL DIGITAL PL MAX $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanelShortComm02.cfg PROP { name = SwitchFlatPanelShortComm02 MODULE { name = JSILabel transformName = ShortFlatPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.4 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " S-BAND PM $$$ $$$ $$$ $$$ $$$ $$$ $$$ S-BAND PL } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanel_CommNet.cfg PROP { name = SwitchFlatPanel_CommNet MODULE { name = JSILabel transformName = SwitchFlatShortPanelNameObj alignment = Center anchor = UpperCenter transformOffset = 0.072637,0 lineSpacing = 1.1 fontName = Arial fontSize = 3.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 20 labelText = ┌─────────────── COMMNET ───────────────┐ } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanel_MissionTime.cfg PROP { name = SwitchFlatPanel_MissionTime MODULE { name = JSILabel transformName = SwitchFlatShortPanelNameObj alignment = Center anchor = UpperCenter transformOffset = 0.072637,0 lineSpacing = 1.1 fontName = Arial fontSize = 3.4 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 20 labelText = ┌──────────── MISSION TIME ────────────┐ } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanel_VoiceComm.cfg PROP { name = SwitchFlatPanel_VoiceComm MODULE { name = JSILabel transformName = SwitchFlatShortPanelNameObj alignment = Center anchor = UpperCenter transformOffset = 0.072637,0 lineSpacing = 0.8 fontName = Arial fontSize = 3.0 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 20 labelText = ┌─────────────── VOICE COMM ───────────────┐$$$(CHATTERER) } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLong.cfg PROP { name = SwitchPanelLong MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 3.055 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " ------SIG CONDR---- MDM -----RJDA 2B----- -----RJDF 2A----- -----RJDF 2B----- R OMS ------ASA------ ACCEL RJD MANF $$$ OM3 OF 2/3 OF 3/4 L3/R3/R5- MANF F3 MANF F4/F5 - MANF ENG VLV 3 4 3 L5/F5/R5 } MODULE { name = JSILabel transformName = LongPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " ON ON ON ---------ON--------- ---------ON--------- ---------ON--------- ON ---------ON--------- ON ON $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ OFF OFF OFF ---------OFF--------- ---------OFF--------- ---------OFF--------- OFF ---------OFF--------- OFF OFF } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLong02.cfg PROP { name = SwitchPanelLong02 MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 3.055 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " APU FU TK -----HYD CIRC PUMP----- -------PNEUMATICS------ -----APU CNTRL PWR----- $$$ VLV ENA 1 2 3 ENG XOVR - He ISOL 1 2 3 } MODULE { name = JSILabel transformName = LongPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " A----------1----------B --------------------- ON ---------------------- OPEN OPEN --------------------- ON ---------------------- $$$ $$$ $$$ $$$ $$$ $$$ $$$ ---------OFF--------- ----------------------OFF----------------------- CLOSE CLOSE ----------------------OFF---------------------- } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLong03.cfg PROP { name = SwitchPanelLong03 MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 3.055 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " --GAS GEN/FUEL PUMP-- -------LUBE OIL LINE-------- ----------------TANK / FUEL LINE / H2O SYS --------------- $$$ 1 2 3 1 2 3 1A 1B 2A 2B 3A 3B } MODULE { name = JSILabel transformName = LongPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " ---------------------------------------------- A AUTO ---------------------------------------------- ---------------------------------------- A AUTO ---------------------------------------- $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ ---------------------------------------------- B AUTO ---------------------------------------------- ---------------------------------------- B AUTO ---------------------------------------- } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLong04.cfg PROP { name = SwitchPanelLong04 MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 3.055 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " -MDM- -INTEGRATED DISPLAY PROCESSOR- --------------------FLT CRIT AFT------------------------ ------IPL SOURCE----- $$$ PL1 1 2 3 4 PL2 FA1 FA2 FA3 FA4 MMU1 MMU2 } MODULE { name = JSILabel transformName = LongPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " ON --------------------------- LOAD----------------------------- ----------------------------------- ON ----------------------------------- --------------- LOAD --------------- $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ ----------------------------------------------------------------------------------- OFF ---------------------------------------------------------------------------------- ------------ OFF ------------ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLong05.cfg PROP { name = SwitchPanelLong05 MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 3.055 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " -------------------- ATVC -------------------- -------------- IEU -------------- ----- SIGNAL CONDITIONER ----- MDM $$$ 1 2 3 4 L-C C-R R-L --- FREON --- OL 1/2 OR 1/2 OA1/2/3 } MODULE { name = JSILabel transformName = LongPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " ------------------------ ON ------------------------ ------------------ ON ------------------ -------- AC2 -------- ON ON ON $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ ----------------------- OFF ------------------------ ----------------- OFF ------------------ -------- AC2 -------- OFF OFF OFF } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLong06.cfg PROP { name = SwitchPanelLong06 MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 3.055 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " ---------------------------------------- GPS --------------------------------------- SPKR PWR ------- A/C ------- ----- I COM -------$$$ PRE AMP LC ----- POWER ------ ------ MODE ------- MIC PWR 1 2 A/A A B } MODULE { name = JSILabel transformName = LongPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " MN A MN C 1 ---- ON ---- 2 1 ---- RUN ---- 2 ON ---------------------------------- T/R ---------------------------------$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ MN C MN A -------- OFF -------- -------- OFF -------- OFF --------------------------------- OFF --------------------------------- } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLongAG.cfg PROP { name = SwitchPanelLongAG MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 3.055 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " Action Groups } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLongCB01.cfg PROP { name = SwitchPanelLongCB01 MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 3.055 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " ------------- AC1 ------------- ------------- AC2 ------------- ------------- AC3 ------------- ------------------ UTILITY POWER ------------------ $$$ ------------------------------------------ LOOP PUMP ------------------------------------------ ---- F1/MO52J ---- -------- A15/MO13Q --------- } MODULE { name = JSILabel transformName = LongPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " ----------------- 1A/2 ----------------- ------------------ 1B ------------------ ------------------ 2 ------------------ AC1 AC2 AC3 AC4 AC5 $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ (CB1) (CB2) (CB3) (CB4) (CB5) (CB6) (CB7) (CB8) (CB9) (CB10) (CB11) (CB12) (CB28) (CB29) } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLongCB02.cfg PROP { name = SwitchPanelLongCB02 MODULE { name = JSILabel transformName = SwitchPanelLongNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " ------ EXTERNAL AIRLOCK HEATER ------ CONTROL ------- KU --------$$$ --------- LINE --------- STRUCT VEST ADC --------- MDU --------- BUS KU ANT CABLE ------ MANF ISOL ------ } MODULE { name = JSILabel transformName = LongPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.409 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " ZONE 1 ZONE 2 Z1/2/3 Z1/2/3 1B/2B MFD 1 CDR 2 CA1/2/3 SIG PROC HTR HTR L5 R5 F5 } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelLongClear.cfg PROP { name = SwitchPanelLongClear MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = LongPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelShortCamTilt.cfg PROP { name = SwitchPanelShortCamTilt MODULE { name = JSILabel transformName = SwitchShortPanelNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3.00 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = "[b] CCTV CAMERAS TILT CONTROL IMAGE[/b]$$$ AIRLOCK LANDING RIGHT LEFT [b]GAIN[/b] } MODULE { name = JSILabel transformName = ShortPanelSwitchersNamesObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 3.00 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " ┌───────────── UP ────────────┐ ┌ HI ┐$$$ $$$ $$$ $$$ $$$ $$$ $$$ └───────────── DOWN ────────────┘ NORMAL } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ShortPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelShortClear.cfg PROP { name = SwitchPanelShortClear MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ShortPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelShortComm01.cfg PROP { name = SwitchPanelShortComm01 MODULE { name = JSILabel transformName = SwitchShortPanelNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.40 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " --------- POWER --------- -------- DATA RATE -------- UPLINK $$$ SYSTEM SELECT XMIT RCV DATA } MODULE { name = JSILabel transformName = ShortPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.4 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " 1 INTRG ------------ HIGH ------------ S-BD $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ 2 PSP ------------- LOW ------------- KU } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ShortPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelShortComm02.cfg PROP { name = SwitchPanelShortComm02 MODULE { name = JSILabel transformName = SwitchShortPanelNameObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.40 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = " ANT SW ------- PWR AMPL ------- ANT $$$ ELEC PRE AMPL STANDBY OPERATE POLAR } MODULE { name = JSILabel transformName = ShortPanelSwitchersNamesObj alignment = Left anchor = UpperLeft lineSpacing = 1.1 fontName = Arial fontSize = 2.4 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " 1 1 1 1 L CIRC $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ 2 2 2 2 R CIRC } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ShortPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelShort_ALCOR_Lights.cfg PROP { name = SwitchPanelShort_ALCOR_Lights MODULE { name = JSILabel transformName = SwitchShortPanelNameObj alignment = Left anchor = UpperLeft fontName = Arial fontSize = 3.00 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR refreshRate = 10 labelText = "[b] LIGHTS CONTROL$$$ $$$ ┌─ MAIN ─┐$$$ $$$ $$$ $$$ $$$ $$$ $$$ └─ OFF ─┘[/b] } MODULE { name = JSILabel transformName = ShortPanelSwitchersNamesObj alignment = Left anchor = UpperLeft fontName = InconsolataGo-Bold fontSize = 3.00 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR refreshRate = 10 labelText = " ┌─────────── AUX ───────────┐ $$$ $$$ $$$ $$$ $$$ $$$ $$$ └───────────────────────────┘ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ShortPanelRecessObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/VelcroPad/VelcroPad.cfg PROP { name = VelcroPad MODEL { model = ASET/ASET_Props/Misc/VelcroPad/VelcroPad texture = VelcroPadDiffuse,ASET/ASET_Props/Misc/VelcroPad/VelcroPadDiffuse } } } UrlConfig { parentUrl = ASET/ASET_Props/Misc/VelcroPad/VelcroPad_White.cfg PROP { name = VelcroPad_White MODEL { model = ASET/ASET_Props/Misc/VelcroPad/VelcroPad texture = VelcroPadDiffuse,ASET/ASET_Props/Misc/VelcroPad/VelcroPadDiffuse_white } } } UrlConfig { parentUrl = ASET/ASET_Props/Patches/RPMKillSwitch.cfg DUMMY { } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/ALCORFoodStation/ALCORFoodStation.cfg PROP { name = ALCORFoodStation MODULE { name = JSIActionGroupSwitch animationName = MainDoorOpenAim switchTransform = TableCollider actionName = dummy } MODULE { name = JSIActionGroupSwitch animationName = OvenDoorOpenAnim switchTransform = OvenDoorCollider actionName = dummy } MODULE { name = JSIInternalFlagDecal transformName = MissionLableObj } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_AppleCider.cfg PROP { name = BeveragePackage_AppleCider MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.0 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.0 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_AppleJuice.cfg PROP { name = BeveragePackage_AppleJuice MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.50 y = 0.0 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.50 y = 0.0 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_CherryDrink.cfg PROP { name = BeveragePackage_CherryDrink MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.0 y = 0.125 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.0 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_Chocolate.cfg PROP { name = BeveragePackage_Chocolate MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.50 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.50 y = 0.875 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_Cocoa.cfg PROP { name = BeveragePackage_Cocoa MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.0 y = 0.25 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.0 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_CranRaspJuice.cfg PROP { name = BeveragePackage_CranRaspJuice MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.50 y = 0.625 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.50 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_GrapeDrink.cfg PROP { name = BeveragePackage_GrapeDrink MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.0 y = 0.375 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.0 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_GrapefruitJuice.cfg PROP { name = BeveragePackage_GrapefruitJuice MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.50 y = 0.125 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.50 y = 0.125 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_Lemonade.cfg PROP { name = BeveragePackage_Lemonade MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.50 y = 0.25 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.50 y = 0.25 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_OrangeDrink.cfg PROP { name = BeveragePackage_OrangeDrink MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.0 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.0 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_OrangeJuice.cfg PROP { name = BeveragePackage_OrangeJuice MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.50 y = 0.375 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.50 y = 0.375 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_OrangeMangoDrink.cfg PROP { name = BeveragePackage_OrangeMangoDrink MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.0 y = 0.625 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.0 y = 0.625 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_OrangePineappleDrink.cfg PROP { name = BeveragePackage_OrangePineappleDrink MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.0 y = 0.75 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.0 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_PineGrapeJuice.cfg PROP { name = BeveragePackage_PineGrapeJuice MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.50 y = 0.50 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.50 y = 0.50 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_TomatoJuice.cfg PROP { name = BeveragePackage_TomatoJuice MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.50 y = 0.75 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.50 y = 0.75 } } } UrlConfig { parentUrl = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage_TropicalPunch.cfg PROP { name = BeveragePackage_OrangePineappleDrink MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable01Obj layerToShift = _MainTex x = 0.0 y = 0.875 } MODULE { name = JSIPropTextureShift transformToShift = FoodPackLable02Obj layerToShift = _MainTex x = 0.0 y = 0.875 } } } UrlConfig { parentUrl = ASET/ASET_StockRpl_IVAs/Spaces/ASET_SRI_Mk1_Cockpit.cfg INTERNAL { name = ASET_SRI_Mk1_Cockpit MODEL { model = Squad/Spaces/mk1CockpitInternal/Mk1StandardIVA texture = CockpitGeneric, Squad/Spaces/sharedAssets/CockpitGeneric texture = CockpitGeneric_NRM, Squad/Spaces/sharedAssets/CockpitGeneric_NRM } MODEL { model = Squad/Spaces/OverlayMasks/Mk1StandardMask2 position = 0.0, 0.0, 0.175 } MODEL { model = Squad/Spaces/OverlayMasks/Mk1StandardBorder2 position = 0.0, 0.0, 0.175 } MODULE { name = InternalSeat seatTransformName = MK1CockpitSeat portraitCameraName = CockpitCam allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DockingTrigger cameraTransformName = DockingCam } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DockingTrigger2 cameraTransformName = DockingCam } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1Trigger cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4Trigger cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5Trigger cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = SelfieTrigger1 cameraTransformName = SelfieCam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = SelfieTrigger2 cameraTransformName = SelfieCam2 } PROP { name = Hatch_Plane position = 0,0,0.14375 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = Hatch_Plane_Curve90 position = 0.5327566,-0.1737644,-0.1524241 rotation = -0.415627,0.5720614,0.4156268,0.5720614 scale = 1,1,1.000001 MODULE { name = HatchConfig airlockName = Airlock } } PROP { name = CargoBagA position = -0.401,0.134,-0.073 rotation = 0.1024807,0.6996412,-0.1024807,0.6996412 scale = 0.8,0.8000001,0.8 } PROP { name = CargoBagB position = -0.4307944,-0.1697641,-0.0866 rotation = -0.09229583,0.7010574,0.09229585,0.7010574 scale = 0.8000001,0.8,0.8 } PROP { name = SideStick position = 0.125,0.417595,0.1490468 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = SideStick position = -0.125,0.417595,0.149047 rotation = -0.7071068,0,0,0.7071068 scale = -1,1,1 } PROP { name = AxisIndicatorPitch position = -0.06196436,0.5233322,0.1466002 rotation = -5.831868E-08,0.7071068,-0.7071068,-9.323037E-08 scale = 0.8000022,0.8000014,0.8000015 } PROP { name = AxisIndicatorRoll position = -0.1065714,0.5259867,0.1466002 rotation = -0.5,0.5000002,-0.4999999,0.5 scale = 0.8000017,0.8000001,0.8000017 } PROP { name = AxisIndicatorYaw position = -0.1065714,0.5030522,0.1466002 rotation = -0.5,0.5000002,-0.4999999,0.5 scale = 0.8000017,0.8000001,0.8000017 } PROP { name = ButtonSquare position = 0.1279956,0.474956,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.127996,0.5048849,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.127996,0.532628,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = circularButton position = -0.06607699,0.4749562,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = circularButton position = -0.09530362,0.474956,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = circularButton position = -0.1262147,0.474956,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = directionalKnob position = 0.4396369,0.153342,-0.4255135 rotation = 0.6653048,-0.6717182,0.004038748,0.3258033 scale = 2,2,2 } PROP { name = directionalKnob2 position = -0.4310728,0.1619503,-0.4421541 rotation = 0.5630789,0.3987943,-0.3543846,0.6311235 scale = 2,2,2 } PROP { name = IndicatorPanel position = 0.07883465,0.5037204,0.1340235 rotation = 9.162171E-08,0.7071068,-0.7071068,-5.530614E-08 scale = 0.6600022,0.6600007,0.6600007 } PROP { name = ledPanelSpeed position = 0,0.4360673,0.1486939 rotation = 9.162171E-08,0.7071068,-0.7071068,-5.530614E-08 scale = 1.500004,1.500003,1.500004 } PROP { name = NavBall position = 0,0.5213212,0.1554403 rotation = 7.418543E-08,-0.4999992,0.8660259,-7.713513E-08 scale = 1.500004,1.500003,1.500001 } PROP { name = switchWithGuards position = -0.05,0.3983959,0.1457187 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.05,0.398396,0.145719 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0,0.398396,0.145719 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0,0.3657545,0.145719 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.05,0.3657545,0.145719 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.05,0.3657545,0.145719 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ASET_AHI position = 0.0167,0.2277,-0.93 rotation = 0.6271974,0,0,0.7788604 scale = 0.35,0.3500002,0.3500002 } PROP { name = ASET_ALTIMETER_Adv position = -0.0388,0.225,-0.9322 rotation = 0.6078846,0,0,0.7940254 scale = 0.35,0.3500003,0.3500003 } PROP { name = ASET_ASI position = 0.071,0.2246,-0.9323 rotation = 0.6085759,0,0,0.7934957 scale = 0.35,0.3500001,0.3500001 } PROP { name = ASET_Heading position = 0.0169,0.1747,-0.9187 rotation = 0.6078846,0,0,0.7940254 scale = 0.35,0.3500003,0.3500003 } PROP { name = ASET_RMI_2_Needle position = -0.0925,0.1574,-0.914 rotation = 0.6078318,0,0,0.7940658 scale = 0.35,0.3500003,0.3500003 } PROP { name = ASET_VSI position = -0.0388,0.1745,-0.9187 rotation = 0.6078846,0,0,0.7940254 scale = 0.35,0.3500003,0.3500003 } PROP { name = ASET_MachNumber position = 0.118,0.1329,-0.9052 rotation = 0.6079122,0,0,0.7940043 scale = 0.241537,0.2415372,0.2415372 } PROP { name = ASET_GroundSpeed position = 0.0716,0.1318,-0.9073 rotation = 0.6079122,0,0,0.7940043 scale = 0.241537,0.2415372,0.2415372 } PROP { name = ASET_DynamicPressure position = 0.1604,0.1326,-0.9051 rotation = 0.6079122,0,0,0.7940043 scale = 0.241537,0.2415372,0.2415372 } PROP { name = ASET_RadarAltimeter position = -0.0423,0.1315,-0.9046 rotation = 0.6130574,0,0,0.7900384 scale = 0.241537,0.2415371,0.2415371 } PROP { name = Primitive_BOX_Beveled_Black position = 0,0.2658,-1.1147 rotation = -0.1315853,0,0,0.9913049 scale = 1.462843,0.4659828,2.587071 } PROP { name = ASET_LG_Lever position = -0.1129,0.0778,-0.8738 rotation = -0.331412,0,0,0.9434862 scale = 0.4819551,0.4819553,0.4819554 } PROP { name = ASET_TrimIndicator position = 0.1663,0.0819,-0.8684 rotation = 0.432799,0,0,0.9014905 scale = 0.3952633,0.3952635,0.3952635 } PROP { name = ASET_FlapsCtrl position = 0.0871,0.084075,-0.86816 rotation = 0.432799,0,0,0.9014905 scale = 0.2919215,0.2919219,0.2919219 } PROP { name = ASET_SpoilersLever position = -0.071,0.0795,-0.87167 rotation = 0.432799,0,0,0.9014905 scale = 0.3205043,0.3205045,0.3205046 } PROP { name = ASET_AoA_Indicator position = 0.1182,0.1758,-0.9175 rotation = 0.6087147,0,0,0.7933892 scale = 0.241537,0.241537,0.241537 } PROP { name = ASET_Yaw_Dumper position = -0.15649,0.20605,-0.92522 rotation = 0.6079122,0,0,0.7940043 scale = 0.1365619,0.136562,0.136562 } PROP { name = ASET_FlapsIndicator position = -0.135,0.20603,-0.92571 rotation = 0.6079122,0,0,0.7940043 scale = 0.1365619,0.136562,0.136562 } PROP { name = onBattChargingIndicator position = -0.0413,0.5081,-0.7411 rotation = 0.9791861,-1.267011E-07,-1.276349E-07,0.2029646 scale = 0.2238026,0.223803,0.223803 } PROP { name = On_Aircraft_ENG_MODE_1 position = -0.0111,0.1411,-0.9096 rotation = 0.6106227,0,0,0.7919217 scale = 0.2522661,0.2522666,0.2522665 } PROP { name = On_Aircraft_ENG_MODE_2 position = -0.0111,0.1343,-0.9078 rotation = 0.6106227,0,0,0.7919217 scale = 0.2522661,0.2522666,0.2522665 } PROP { name = On_Aircraft_LIMITED_THRUST position = -0.0111,0.1234,-0.9049 rotation = 0.6106227,0,0,0.7919217 scale = 0.2522661,0.2522666,0.2522665 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0,0.0154,-0.8828 rotation = -0.4458959,0,0,0.8950848 scale = 1.122451,1.476425,1.264349 } PROP { name = ASET_AIRCRAFT_ENGINE_TempGauge position = 0.1604,0.17585,-0.91731 rotation = 0.6087147,0,0,0.7933892 scale = 0.241537,0.241537,0.241537 } PROP { name = ASET_Thrust_Throttle position = 0.1187,0.2215,-0.9301 rotation = 0.6087147,0,0,0.7933892 scale = 0.241537,0.241537,0.241537 } PROP { name = ASET_BatteryGauge position = -0.0413,0.49965,-0.76068 rotation = 0.9791861,-1.267011E-07,-1.276349E-07,0.2029646 scale = 0.2238026,0.223803,0.223803 } PROP { name = ASET_FuelQTY_Digital position = 0.0195,0.1312,-0.904 rotation = 0.6130574,0,0,0.7900384 scale = 0.241537,0.2415371,0.2415371 } PROP { name = ASET_G-METER position = 0.1443,0.3961,-0.9393 rotation = 0.7016202,-0.08791623,0.08791622,0.70162 scale = 0.215181,0.2151811,0.2151813 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.1493827,0.3961,-0.9592631 rotation = 0.7016202,-0.08791623,0.08791622,0.70162 scale = 0.3582408,0.3582406,0.3582408 } PROP { name = Primitive_TRIANGLE_Beveled_LightGray position = 0.1564954,0.3961,-0.9871989 rotation = 0.7016202,-0.08791623,0.08791622,0.70162 scale = 0.3582408,-0.3275382,0.3582408 } PROP { name = ASET_TurnCoordinator position = 0.0708,0.1749,-0.9187 rotation = 0.6080751,0,0,0.7938795 scale = 0.35,0.35,0.35 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0,0.5022,-0.7851 rotation = -0.2019918,0,0,0.9793873 scale = 3.172543,0.1998851,1 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.301,0.1472,-0.7087 rotation = 0.5630276,0.3976265,-0.3542393,0.6319871 scale = 1.622025,0.06742516,1.264714 } PROP { name = ASET_VPG_SSc_Fuel position = 0.1191,0.5258,-0.6828 rotation = 0.9930919,-1.424147E-07,-1.40566E-07,0.1173391 scale = 0.4624125,0.4624133,0.4624133 } PROP { name = ASET_VPG_SSc_Oxid position = 0.1049,0.5258,-0.6828 rotation = 0.9930919,-1.424147E-07,-1.40566E-07,0.1173391 scale = 0.4624125,0.4624133,0.4624133 } PROP { name = ASET_VPG_SSc_Mono position = 0.0906,0.5258,-0.6828 rotation = 0.9930919,-1.424147E-07,-1.40566E-07,0.1173391 scale = 0.4624125,0.4624133,0.4624133 } PROP { name = ASET_VPG_SSc_Ablative position = 0.0618,0.5258,-0.6828 rotation = 0.9930919,-1.424147E-07,-1.40566E-07,0.1173391 scale = 0.4624125,0.4624133,0.4624133 } PROP { name = ASET_VPG_SSc_Xenon position = 0.0762,0.5258,-0.6828 rotation = 0.9930919,-1.424147E-07,-1.40566E-07,0.1173391 scale = 0.4624125,0.4624133,0.4624133 } PROP { name = ASET_VPG_SSc_SRB position = 0.0476,0.5258,-0.6828 rotation = 0.9930919,-1.424147E-07,-1.40566E-07,0.1173391 scale = 0.4624125,0.4624133,0.4624133 } PROP { name = ASET_HUD position = 0,0.36577,-0.90233 rotation = -0.02184908,0,0,0.9997613 scale = 0.2056715,0.2056715,0.2056715 } PROP { name = OnSPOILER_EXT position = 0.0581,0.2818,-0.883 rotation = 0.6952063,0,0,0.7188103 scale = 0.2271973,0.2271974,0.2271974 } PROP { name = OnFLAPS_EXT position = 0.0581,0.2753,-0.8828 rotation = 0.6952063,0,0,0.7188103 scale = 0.2271973,0.2271975,0.2271975 } PROP { 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0.4141,-0.4422,0.2306 rotation = -0.2703357,-0.2703357,0.6533902,0.65339 scale = 0.4,0.4,0.4 } PROP { name = tggl_SOLAR_DEPLOY_T3-G4-B1-S position = 0.4635,-0.4423,0.1813 rotation = -0.2703357,-0.2703357,0.6533902,0.65339 scale = 0.4,0.4,0.4 } PROP { name = tggl_PREC_CTRL_T1-G1-B2-S position = -0.3185,-0.5813,0.0993 rotation = 0,0,-0.1981304,0.9801757 scale = 0.4,0.4,0.4 } PROP { name = tggl_LIGHTS_T1-G1-B2-S position = -0.3635,-0.51778,0.30922 rotation = -0.5631813,0,0,0.8263334 scale = 0.42,0.42,0.42 } PROP { name = tggl_LNDG_PREDICTION_T1-G1-B0-S position = -0.44588,-0.5021,0.1834 rotation = -0.06162843,0.06162842,-0.7044161,0.704416 scale = 0.3863605,0.3786027,0.3786027 } MODEL { model = FreeIva/Squad/Spaces/landerCabinSmall } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Size1LanderMask } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.409360766 rotation = 3.09086232e-08, -0.707106829, -0.707106829, -3.09086161e-08 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = obj_base } } PROP { name = FreeIva_Hatch_Square position = 0, 0.589272678, 0 rotation = -1, -4.37113883e-08, -4.37113883e-08, -1.91068547e-15 MODULE { name = HatchConfig attachNodeId = airlock airlockName = node_airlock cutoutTargetTransformName = obj_base HideWhenOpen { name = obj_pipes position = 0, 0, 0 } } } PROP { name = HarnessBuckleButton position = 0.0030628168, -0.348752439, 0.312618226 rotation = 0.974839032, -3.18748388e-19, -1.43778115e-18, -0.222909987 scale = 1, 1, 1 } PROP { name = HandRailInvisible position = 0.361000001,-0.542900026,0.0776000023 rotation = 0,0.70710665,0,0.707107008 scale = 0.244742274,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = -0.359800011,-0.540000021,0.0776000023 rotation = 0,0.70710665,0,0.707107008 scale = 0.244742274,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = -0.170300007,-0.586799979,-0.0834000036 rotation = 0.270598143,0.653281331,0.270598233,0.653281629 scale = 0.0927524269,0.0150000006,0.0149999997 } PROP { name = HandRailInvisible position = 0.170300007,-0.586799979,-0.0834000036 rotation = 0.270598143,0.653281331,0.270598233,0.653281629 scale = 0.0927524269,0.0150000006,0.0149999997 } } } UrlConfig { parentUrl = ASET/ExtCamRadialVert/ExtCamRV.cfg PART { name = ExtCamRadialVErt module = Part author = Alexustas mesh = ExtCamRadialVert.mu rescaleFactor = 1 node_attach = 0.0, 0.02, 0.07, 0.0, 0.0, -1.0 TechRequired = scienceTech entryCost = 800 cost = 80 category = Utility subcategory = 0 title = External Radial-mount Camera (vertical) manufacturer = ASET description = Additional Camera attachRules = 0,1,0,0,0 mass = 0.0005 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 MODULE { name = JSIExternalCameraSelector cameraContainer = CamTransform cameraIDPrefix = ExtCam } MODULE { name = cccam cameraForward = 0, 1,0 cameraUp = 0, 1, 0 cameraFoVMax = 60 cameraFoVMin = 60 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 10, 50 fovRate = 10 panRange = -20, 20 panRate = 10 tiltRange = -20, 20 tiltRate = 10 cameraTransformName = CamTransform MODE { name = color cameraResolution = 512 shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - fc.Random() * 0.10 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } MODE { name = Monochrome cameraResolution = 256 shader = MOARdV/MonochromeNoise properties = _Gain:1.8;_ChannelR:0;_ChannelG:1;_ChannelB:0;_NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.85 - fc.Random() * 0.10 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = ExtCamRadialVErt } } } UrlConfig { parentUrl = Astrogator/Astrogator-Changelog.cfg KERBALCHANGELOG { modName = Astrogator author = HebaruSan license = GPL-3.0 website = forum.kerbalspaceprogram.com/index.php?/topic/155998-Astrogator showChangelog = True VERSION { version = 1.0.0 versionName = Quite a show versionKSP = 1.12 CHANGE { change = Add orbit extensions to public API type = Add } } VERSION { version = 0.10.5 versionName = Obviously harmless versionKSP = 1.12 CHANGE { change = Fix plane changes type = Fix } CHANGE { change = Don't auto-delete ejection burn when calculating plane change type = Fix } } VERSION { version = 0.10.4 versionName = Assume constant acceleration versionKSP = 1.12 CHANGE { change = Italian translation type = Add } CHANGE { change = Include Assembly version information type = Add } } VERSION { version = 0.10.3 versionName = Alderson Point versionKSP = 1.12 CHANGE { change = Modernize project structure type = Change } CHANGE { change = Check game db for default settings type = Add } } VERSION { version = 0.10.2 versionName = Bag of broken glass versionKSP = 1.11 } VERSION { version = 0.10.1 versionName = Statuettes versionKSP = 1.10 } VERSION { version = 0.10.0 versionName = Mote Prime versionKSP = 1.9 } VERSION { version = 0.9.2 versionName = God's teeth versionKSP = 1.7 } VERSION { version = 0.9.1 versionName = Protostar versionKSP = 1.7 } VERSION { version = 0.9.0 versionName = Coffepot versionKSP = 1.7 } VERSION { version = 0.8.1 versionName = Mad Fyunch(click) versionKSP = 1.5 } VERSION { version = 0.8.0 versionName = Fyunch(click) versionKSP = 1.4 } VERSION { version = 0.7.8 versionName = Frictionless toilet versionKSP = 1.4 } VERSION { version = 0.7.7 versionName = Folk singing versionKSP = 1.3 } VERSION { version = 0.7.6 versionName = The Life Forms Preserve versionKSP = 1.3 } VERSION { version = 0.7.5 versionName = Scratch right there versionKSP = 1.3 } VERSION { version = 0.7.4 versionName = Elbow room versionKSP = 1.3 } VERSION { version = 0.7.3 versionName = Industrial hideous versionKSP = 1.3 } VERSION { version = 0.7.2 versionName = I will conceal nothing from you versionKSP = 1.3 } VERSION { version = 0.7.1 versionName = Bug-eyed monsters versionKSP = 1.3 } VERSION { version = 0.7.0 versionName = It's nice to be the center of attention versionKSP = 1.3 } VERSION { version = 0.6.2 versionName = The most astounding feat versionKSP = 1.2 } VERSION { version = 0.6.1 versionName = Let's go make first contact with an alien versionKSP = 1.2 } VERSION { version = 0.6.0 versionName = The Crazy Eddie Point versionKSP = 1.2 } VERSION { version = 0.5.2 versionName = This loony stunt versionKSP = 1.2 } VERSION { version = 0.5.1 versionName = Murcheson's Eye versionKSP = 1.2 } VERSION { version = 0.5.0 versionName = Follow the number-three tanker versionKSP = 1.2 } VERSION { version = 0.4.0 versionName = New Scotland versionKSP = 1.2 } VERSION { version = 0.3.1 versionName = Get us out of here versionKSP = 1.2 } VERSION { version = 0.3.0 versionName = Take us through the sail versionKSP = 1.2 } VERSION { version = 0.2.0 versionName = Get us alongside it versionKSP = 1.2 } VERSION { version = 0.1.1 versionName = Right into the sun at four gees versionKSP = 1.2 } VERSION { version = 0.1.0 versionName = Brigit versionKSP = 1.2 } } } UrlConfig { parentUrl = Astrogator/AstrogatorSettings.cfg ASTROGATORSETTINGS { MainWindowPosition = 0.5,0.699999988 MainWindowVisible = False ShowSettings = False DeleteExistingManeuvers = False GeneratePlaneChangeBurns = True AddPlaneChangeDeltaV = False AutoTargetDestination = True AutoFocusDestination = True AutoSetSAS = True AutoEditEjectionNode = True AutoEditPlaneChangeNode = False TransferSort = Position DescendingSort = False DisplayUnits = Metric ShowTrackedAsteroids = True TranslationAdjust = True } } UrlConfig { parentUrl = Astrogator/Localization/en-us.cfg Localization { en-us { astrogator_mainTitle = Astrogator astrogator_versionFormat = v<<1>>.<<2>>.<<3>> astrogator_mainTooltip = Summary of transfer windows of reachable bodies astrogator_normalSubtitle = Transfers from <<1>> astrogator_inboundHyperbolicWarning = <<1>> is on an escape trajectory.\nCapture to see more transfers. astrogator_outboundHyperbolicError = <<1>> is on an escape trajectory.\nCapture to see transfers. astrogator_landedError = <<1>> is landed. Launch to orbit to see transfers. astrogator_highInclinationError = Inclination is <<1>>°, accuracy too low past <<2>>° astrogator_noTransfersError = No transfers available astrogator_launchSubtitle = Transfers from <<1>>\n(Launch ~<<2>>) astrogator_transferColumnHeader = Transfer astrogator_timeColumnHeader = Time Till Burn astrogator_deltaVColumnHeader = Δv astrogator_durationColumnHeader = Duration astrogator_planetLabel = <<1>> astrogator_maneuverButtonTooltip = Create maneuver astrogator_warpButtonTooltip = Warp to window astrogator_yearsValue = <<1>>y astrogator_daysValue = <<1>>d astrogator_hoursValue = <<1>>h astrogator_minutesValue = <<1>>m astrogator_secondsValue = <<1>>s astrogator_settingsButtonTooltip = Settings astrogator_backButtonTooltip = Back astrogator_closeButtonTooltip = Close astrogator_columnHeaderTooltip = Sort astrogator_translationControlsNotification = Use translation controls to adjust nodes astrogator_adjustManeuversMessage = Adjust maneuvers to establish encounter astrogator_manualLink = Click for online manual astrogator_manualLinkTooltip = The meaning of each setting is explained in the README.md file astrogator_settingsSectionHeader = Settings: astrogator_planeChangeBurnsSetting = Generate plane change burns astrogator_addChangeBurnsSetting = Add plane change burns to Δv column astrogator_autoDeleteNodesSetting = Auto-delete user-created maneuver nodes astrogator_asteroidsSetting = Calculate transfers to tracked asteroids astrogator_maneuverCreationHeader = Maneuver creation: astrogator_autoTargetDestSetting = Automatically target destination astrogator_autoFocusDestSetting = Automatically focus destination astrogator_autoEditEjecSetting = Automatically edit ejection node astrogator_autoEditPlaneChgSetting = Automatically edit plane change node astrogator_autoSetSASSetting = Automatically set SAS to maneuver mode astrogator_adjustNodesSetting = Adjust nodes with translation controls when RCS is off astrogator_unitsHeader = Units: astrogator_metricSetting = Système International d'Unités (Metric) astrogator_imperialSetting = United States Customary (Imperial) astrogator_speedMetric = <<1>> m/s astrogator_speedUSCustomary = <<1>> mph astrogator_loadingTip1 = Summoning Sailing Master Renner to the bridge... astrogator_loadingTip2 = Calculating transfer maneuvers... astrogator_loadingTip3 = Time warping to transfer windows... } } } UrlConfig { parentUrl = Astrogator/Localization/es-es.cfg Localization { es-es { astrogator_mainTitle = Astrogador astrogator_versionFormat = v<<1>>.<<2>>.<<3>> astrogator_mainTooltip = Sumario de ventanas de transferencias a los cuerpos accesibles astrogator_normalSubtitle = Transferencias desde <<1>> astrogator_inboundHyperbolicWarning = <<1>> está en una trayectoria de escape.\nCaptura para ver más transferencias. astrogator_outboundHyperbolicError = <<1>> está en una trayectoria de escape.\nCaptura para ver transferencias. astrogator_landedError = <<1>> está aterrizado. Ponte en órbita para ver las transferencias. astrogator_highInclinationError = La inclinación es <<1>>°, la precisión es demasiado baja pasados los <<2>>° astrogator_noTransfersError = No hay transferencias disponibles astrogator_launchSubtitle = Transferencias desde <<1>>\n(Lanzamiento ~<<2>>) astrogator_transferColumnHeader = Transferencia astrogator_timeColumnHeader = Tiempo hasta ejecución astrogator_deltaVColumnHeader = Δv astrogator_durationColumnHeader = Duración astrogator_planetLabel = <<1>> astrogator_maneuverButtonTooltip = Crear maniobra astrogator_warpButtonTooltip = Acelerar tiempo hasta la ventana astrogator_yearsValue = <<1>>a astrogator_daysValue = <<1>>d astrogator_hoursValue = <<1>>h astrogator_minutesValue = <<1>>m astrogator_secondsValue = <<1>>s astrogator_settingsButtonTooltip = Ajustes astrogator_backButtonTooltip = Regresar astrogator_closeButtonTooltip = Cerrar astrogator_columnHeaderTooltip = Ordenar astrogator_translationControlsNotification = Usar controles de translación para ajustar nodos astrogator_adjustManeuversMessage = Ajustar maniobras para establecer encuentro astrogator_manualLink = Haga click para ver manual en línea astrogator_manualLinkTooltip = El significado de cada configuración se explica en el archivo README.md astrogator_settingsSectionHeader = Ajustes: astrogator_planeChangeBurnsSetting = Generar maniobras de cambio de plano astrogator_addChangeBurnsSetting = Añadir las maniobras de cambio de plano a la columna de Δv astrogator_autoDeleteNodesSetting = Borrar automáticamente las maniobras creadas por el usuario astrogator_asteroidsSetting = Calcular transferencias a asteroides rastreados astrogator_maneuverCreationHeader = Creación de maniobra: astrogator_autoTargetDestSetting = Seleccionar el destino automáticamente astrogator_autoFocusDestSetting = Enfocar destino automáticamente astrogator_autoEditEjecSetting = Editar automáticamente nodo de eyección astrogator_autoEditPlaneChgSetting = Editar automáticamente maniobra de cambio de plano astrogator_autoSetSASSetting = Establecer automáticamente SAE al nodo de maniobra astrogator_adjustNodesSetting = Ajustar nodos con controles de translación cuando RCS está desactivado astrogator_unitsHeader = Unidades: astrogator_metricSetting = Système International d'Unités (Métrico) astrogator_imperialSetting = United States Customary (Imperial) astrogator_speedMetric = <<1>> m/s astrogator_speedUSCustomary = <<1>> mph astrogator_loadingTip1 = Invocación del maestro de vela Renner al puente... astrogator_loadingTip2 = Cálculo de maniobras de transferencia... astrogator_loadingTip3 = Deformación del tiempo para transferir ventanas... } } } UrlConfig { parentUrl = Astrogator/Localization/fr-fr.cfg Localization { fr-fr { astrogator_mainTitle = Astrogator astrogator_versionFormat = v<<1>>.<<2>>.<<3>> astrogator_mainTooltip = Résumé des fenêtres de transferts vers les objets atteignables astrogator_normalSubtitle = Transferts de <<1>> astrogator_inboundHyperbolicWarning = <<1>> est sur une trajectoire de libération.\nVous devez effectuer une capture pour voir d’autres transferts astrogator_outboundHyperbolicError = <<1>> <<1>> est sur une trajectoire de libération.\nVous devez effectuer une capture pour voir les transferts astrogator_landedError = <<1>> est au sol. Mettez-le en orbite pour voir les transferts. astrogator_highInclinationError = Inclinaison de <<1>>°, précision trop basse en-dessous de <<2>>° astrogator_noTransfersError = Pas de transferts disponibles astrogator_launchSubtitle = Transferts de <<1>>\n(Lancement ~<<2>) astrogator_transferColumnHeader = Transfert astrogator_timeColumnHeader = Temps jusqu’à la mise à feu astrogator_deltaVColumnHeader = Δv astrogator_planetLabel = <<1>> astrogator_maneuverButtonTooltip = Créer une manoeuvre astrogator_warpButtonTooltip = Accélérer jusqu’à la fenêtre de transfert astrogator_yearsValue = <<1>> an astrogator_daysValue = <<1>> j astrogator_hoursValue = <<1>> h astrogator_minutesValue = <<1>> min astrogator_secondsValue = <<1>> s astrogator_settingsButtonTooltip = Réglages astrogator_backButtonTooltip = Retour astrogator_closeButtonTooltip = Fermer astrogator_columnHeaderTooltip = Trier astrogator_translationControlsNotification = Utiliser les contrôles de translation pour ajuster les noeuds astrogator_adjustManeuversMessage = Ajuster les manoeuvres pour établir une rencontre astrogator_manualLink = Cliquer pour le manuel en ligne astrogator_manualLinkTooltip = La signification de chaque réglage est expliquée dans le fichier README.md astrogator_settingsSectionHeader = Réglages : astrogator_planeChangeBurnsSetting = Générer les manoeuvres de changement d’inclinaison astrogator_addChangeBurnsSetting = Ajouter le changement d’inclinaison à la colonne Δv astrogator_autoDeleteNodesSetting = Effacer automatiquement les noeuds de manoeuvres créés par l’utilisateur astrogator_asteroidsSetting = Calculer les transferts vers les astéroïdes suivis astrogator_maneuverCreationHeader = Création de manoeuvre : astrogator_autoTargetDestSetting = Cibler automatiquement la destination astrogator_autoFocusDestSetting = Zoomer automatiquement sur la destination astrogator_autoEditEjecSetting = Editer automatiquement le point d’éjection astrogator_autoEditPlaneChgSetting = Editer automatiquement le point de changement d’inclinaison astrogator_autoSetSASSetting = Régler le SAS automatiquement sur le noeud de manoeuvre astrogator_adjustNodesSetting = Ajuster les noeuds avec les contrôles de translation quand le RCS est désactivé astrogator_unitsHeader = Unités : astrogator_metricSetting = Système international d’unités (Métrique) astrogator_imperialSetting = Unités de mesure américaines (Impérial) astrogator_speedMetric = <<1>> m/s astrogator_speedUSCustomary = <<1>> mph astrogator_loadingTip1 = Le Navigateur Renner est demandé sur la passerelle… astrogator_loadingTip2 = Calcul des manoeuvres de transfert… astrogator_loadingTip3 = Accélération jusqu’à la fenêtre de transfert… } } } UrlConfig { parentUrl = Astrogator/Localization/it-it.cfg Localization { it-it { astrogator_mainTitle = Astrogator astrogator_versionFormat = v<<1>>.<<2>>.<<3>> astrogator_mainTooltip = Riepilogo delle finestre di trasferimento per i corpi raggiungibili astrogator_normalSubtitle = Trasferimenti da <<1>> astrogator_inboundHyperbolicWarning = <<1>> è su una traiettoria di fuga.\nCatturalo per vedere più trasferimenti. astrogator_outboundHyperbolicError = <<1>> è su una traiettoria di fuga.\nCatturalo per vedere i trasferimenti. astrogator_landedError = <<1>> è atterrato. Raggiungi l'orbita per vedere i trasferimenti. astrogator_highInclinationError = L'inclinazione è di <<1>>°, la precisione è insufficiente dopo <<2>>°. astrogator_noTransfersError = Nessun trasferimento disponibile astrogator_launchSubtitle = Trasferimenti da <<1>>\n(Lancio ~<<2>>) astrogator_transferColumnHeader = Trasferimento astrogator_timeColumnHeader = Tempo all'accensione astrogator_deltaVColumnHeader = Δv astrogator_durationColumnHeader = Durata astrogator_planetLabel = <<1>> astrogator_maneuverButtonTooltip = Crea manovra astrogator_warpButtonTooltip = Accelera il tempo alla finestra astrogator_yearsValue = <<1>>a astrogator_daysValue = <<1>>g astrogator_hoursValue = <<1>>h astrogator_minutesValue = <<1>>m astrogator_secondsValue = <<1>>s astrogator_settingsButtonTooltip = Impostazioni astrogator_backButtonTooltip = Indietro astrogator_closeButtonTooltip = Chiudi astrogator_columnHeaderTooltip = Ordina astrogator_translationControlsNotification = Usa i controlli di traslazione per correggere la manovra astrogator_adjustManeuversMessage = Correggi le manovre per ottenere un incontro astrogator_manualLink = Premi per il manuale online astrogator_manualLinkTooltip = Il significato di ogni impostazione è spiegato nel file README.md (in inglese) astrogator_settingsSectionHeader = Impostazioni: astrogator_planeChangeBurnsSetting = Calcola l'accensione per il cambio di piano astrogator_addChangeBurnsSetting = Aggiungi l'accensione di cambio piano alla colonna Δv astrogator_autoDeleteNodesSetting = Elimina automaticamente i nodi manovra creati dall'utente astrogator_asteroidsSetting = Calcola i trasferimenti per gli asteroidi tracciati astrogator_maneuverCreationHeader = Creazione manovra: astrogator_autoTargetDestSetting = Imposta automaticamente la destinazione come bersaglio astrogator_autoFocusDestSetting = Imposta automaticamente il focus sulla destinazione astrogator_autoEditEjecSetting = Modifica automaticamente il nodo di uscita astrogator_autoEditPlaneChgSetting = Modifica automaticamente il nodo di cambio piano astrogator_autoSetSASSetting = Imposta automaticamente il SAS in modalità manovra astrogator_adjustNodesSetting = Corregge i nodi con i controlli di traslazione quando il SAS è spento astrogator_unitsHeader = Unità: astrogator_metricSetting = Système International d'Unités (Metrico) astrogator_imperialSetting = United States Customary (Imperiale) astrogator_speedMetric = <<1>> m/s astrogator_speedUSCustomary = <<1>> mph astrogator_loadingTip1 = Evoco sul ponte il Mastro Veliero Renner sul ponte... astrogator_loadingTip2 = Calcolo le manovre di trasferimento... astrogator_loadingTip3 = Accelero il tempo alle finestre di trasferimento... } } } UrlConfig { parentUrl = Astrogator/Localization/ru.cfg Localization { ru { astrogator_mainTitle = Astrogator astrogator_versionFormat = v<<1>>.<<2>>.<<3>> astrogator_mainTooltip = Маршруты к доступным телам astrogator_normalSubtitle = Маршруты из <<1>> astrogator_inboundHyperbolicWarning = <<1>> на траектории выхода с орбиты.\nСхватите чтобы увидеть больше маршрутов. astrogator_outboundHyperbolicError = <<1>> на траектории выхода с орбиты.\nСхватите чтобы увидеть маршруты. astrogator_landedError = <<1>> стоит на поверхности. Выведите на орбиту чтобы увидеть маршруты. astrogator_highInclinationError = Наклон <<1>>°, после <<2>>° точность очень мала astrogator_noTransfersError = Нет доступных маршрутов astrogator_launchSubtitle = Маршруты с <<1>>\n(Запуск ~<<2>>) astrogator_transferColumnHeader = Маршрут astrogator_timeColumnHeader = Время до отправления astrogator_deltaVColumnHeader = Δv astrogator_durationColumnHeader = Длительность astrogator_planetLabel = <<1>> astrogator_maneuverButtonTooltip = Создать манёвр astrogator_warpButtonTooltip = Ускорить время до манёвра astrogator_yearsValue = <<1>>г astrogator_daysValue = <<1>>д astrogator_hoursValue = <<1>>ч astrogator_minutesValue = <<1>>м astrogator_secondsValue = <<1>>с astrogator_settingsButtonTooltip = Настройки astrogator_backButtonTooltip = Назад astrogator_closeButtonTooltip = Закрыть astrogator_columnHeaderTooltip = Сортировать astrogator_translationControlsNotification = Поправьте манёвр средствами управления манёвром astrogator_adjustManeuversMessage = Поправьте манёвры маршрута чтобы получилась траектория сближения с объектом astrogator_manualLink = Онлайн руководство astrogator_manualLinkTooltip = Значение каждой настройки объяснено в README.md astrogator_settingsSectionHeader = Настройки: astrogator_planeChangeBurnsSetting = Создавать манёвры изменения плоскости astrogator_addChangeBurnsSetting = Включать манёвры изменения плоскости в колонку Δv astrogator_autoDeleteNodesSetting = Автоматически удалять манёвры пользователя astrogator_asteroidsSetting = Вычислять маршруты к отслеживаемым астероидам astrogator_maneuverCreationHeader = Создание манёвра: astrogator_autoTargetDestSetting = Автоматически делать целью точку назначения astrogator_autoFocusDestSetting = Автоматически брать в фокус точку назначения astrogator_autoEditEjecSetting = Автоматически открывать редактор манёвра astrogator_autoEditPlaneChgSetting = Автоматически открывать редактор манёвра изменения плоскости astrogator_autoSetSASSetting = Автоматически устанавливать САС в режим манёвра astrogator_adjustNodesSetting = Настраивать манёвр с помощью средств управления перемещением если РСУ выключен astrogator_unitsHeader = Система мер: astrogator_metricSetting = Метрическая astrogator_imperialSetting = Английская astrogator_speedMetric = <<1>> м/с astrogator_speedUSCustomary = <<1>> миль/ч astrogator_loadingTip1 = Вызвать мастера по парусам на мостик... astrogator_loadingTip2 = Расчёт маршрута для манёвра... astrogator_loadingTip3 = Ускорить время до манёвра... } } } UrlConfig { parentUrl = Astrogator/Localization/zh-cn.cfg Localization { zh-cn { astrogator_mainTitle = 轨道机动辅助器 astrogator_versionFormat = 版本<<1>>.<<2>>.<<3>> astrogator_mainTooltip = 可达到的物体的转移窗口概要 astrogator_normalSubtitle = 从<>转移 astrogator_inboundHyperbolicWarning = <<1>>正在逃生轨迹上。\n捕获以查看更多转移。 astrogator_outboundHyperbolicError = <<1>>处于逃生轨迹。\n捕获以查看转移。 astrogator_landedError = <<1>>已经着陆。发射到轨道来看转移。 astrogator_highInclinationError = 倾角为<<1>>°,精度过低<<2>>° astrogator_noTransfersError = 没有可用的转移窗口 astrogator_launchSubtitle = 从<>\n(启动〜<<2>>) astrogator_transferColumnHeader = 转移 astrogator_timeColumnHeader = 燃烧时间 astrogator_deltaVColumnHeader = Δv astrogator_planetLabel = <<1>> astrogator_maneuverButtonTooltip = 创建机动 astrogator_warpButtonTooltip = 加速到窗口期 astrogator_yearsValue = <<1>>Y astrogator_daysValue = <<1>>D astrogator_hoursValue = <<1>>H astrogator_minutesValue = <<1>>M astrogator_secondsValue = <<1>>S astrogator_settingsButtonTooltip = 设置 astrogator_backButtonTooltip = 返回 astrogator_closeButtonTooltip = 关闭 astrogator_columnHeaderTooltip = 排序 astrogator_translationControlsNotification = 使用平移工具来调整节点 astrogator_adjustManeuversMessage = 调整机动来建立相遇 astrogator_manualLink = 点击在线手册 astrogator_manualLinkTooltip = 每个设置的含义会在README.md文件中解释 astrogator_settingsSectionHeader = 设置: astrogator_planeChangeBurnsSetting = 生成平面变化刻录 astrogator_addChangeBurnsSetting = 将平面转换刻录到Δv列 astrogator_autoDeleteNodesSetting = 自动删除用户创建的机动节点 astrogator_asteroidsSetting = 计算到跟踪小行星的转移窗口 astrogator_maneuverCreationHeader = 机动创建: astrogator_autoTargetDestSetting = 自动定位目的地 astrogator_autoFocusDestSetting = 自动对焦目的地 astrogator_autoEditEjecSetting = 自动编辑弹出节点 astrogator_autoEditPlaneChgSetting = 自动编辑平面变化节点 astrogator_autoSetSASSetting = 自动将SAS设置为机动模式 astrogator_adjustNodesSetting = 当RCS关闭时调整带有平移工具的节点 astrogator_unitsHeader = 单位: astrogator_metricSetting = 国际单位(公制) astrogator_imperialSetting = 美国单位(英制) astrogator_speedMetric = <<1>> 米/秒 astrogator_speedUSCustomary = <<1>> mph } } } UrlConfig { parentUrl = B9PartSwitch/B9PartSwitch-TweakScale.cfg TWEAKSCALEEXPONENTS { name = ModuleB9PartSwitch scale = 1 } } UrlConfig { parentUrl = B9PartSwitch/DefaultTankTypes.cfg B9_TANK_TYPE { name = LiquidFuel title = LiquidFuel tankMass = 0.0001 tankCost = 0.375 RESOURCE { name = LiquidFuel unitsPerVolume = 1 } } } UrlConfig { parentUrl = B9PartSwitch/DefaultTankTypes.cfg B9_TANK_TYPE { name = LFO title = LFO tankMass = 0.000125 tankCost = 0.25 RESOURCE { name = LiquidFuel unitsPerVolume = 0.45 } RESOURCE { name = Oxidizer unitsPerVolume = 0.55 } } } UrlConfig { parentUrl = B9PartSwitch/DefaultTankTypes.cfg B9_TANK_TYPE { name = MonoPropellant title = MonoPropellant tankMass = 0.0004 tankCost = 0.75 RESOURCE { name = MonoPropellant unitsPerVolume = 1.5 } } } UrlConfig { parentUrl = B9PartSwitch/DefaultTankTypes.cfg B9_TANK_TYPE { name = Battery title = Battery tankMass = 0.0005 tankCost = 15.0 RESOURCE { name = ElectricCharge unitsPerVolume = 20 } } } UrlConfig { parentUrl = B9PartSwitch/Localization/en-us.cfg Localization { en-us { #LOC_B9PartSwitch_ModuleB9PartSwitch_title = Switchable Part #LOC_B9PartSwitch_ModuleB9PartSwitch_tank_volume = Volume #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description = Subtype #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description_plural = Subtypes #LOC_B9PartSwitch_ModuleB9PartSwitch_select_subtype = Select <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_resources_will_be_dumped_warning = <<1>> has resources that will be dumped by switching the <<2>> #LOC_B9PartSwitch_PartSwitchFlightDialog_confirm_resource_removal_dialog_title = Confirm Resource Removal #LOC_B9PartSwitch_PartSwitchFlightDialog_select_new_subtype_dialog_title = Select <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_current_subtype_label = <<1>> (Current) #LOC_B9PartSwitch_tank_type_lf = LiquidFuel #LOC_B9PartSwitch_tank_type_lfo = LFO #LOC_B9PartSwitch_tank_type_monoprop = MonoPropellant #LOC_B9PartSwitch_tank_type_ec = Battery #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_temp = Maximum Temperature #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_skin_temp = Maximum Skin Temperature #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_crash_tolerance = Crash Tolerance #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_empty = empty #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_full = full } } } UrlConfig { parentUrl = B9PartSwitch/Localization/es-es.cfg Localization { es-es { #LOC_B9PartSwitch_ModuleB9PartSwitch_title = Parte conmutable #LOC_B9PartSwitch_ModuleB9PartSwitch_tank_volume = Volumen #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description = Subtipo #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description_plural = Subtipos #LOC_B9PartSwitch_ModuleB9PartSwitch_select_subtype = Seleccionar <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_resources_will_be_dumped_warning = <<1>> tiene recursos que serán abandonados cambiando el <<2>> #LOC_B9PartSwitch_PartSwitchFlightDialog_confirm_resource_removal_dialog_title = Confirmar la eliminación de recursos #LOC_B9PartSwitch_PartSwitchFlightDialog_select_new_subtype_dialog_title = Seleccionar <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_current_subtype_label = <<1>> (Actual) #LOC_B9PartSwitch_tank_type_lf = Combustible líquido #LOC_B9PartSwitch_tank_type_lfo = CLO #LOC_B9PartSwitch_tank_type_monoprop = Monopropelante #LOC_B9PartSwitch_tank_type_ec = Batería #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_temp = Temperatura máxima #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_skin_temp = Temperatura máxima de skin #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_crash_tolerance = Tolerancia de choque #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_empty = vacío #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_full = lleno } } } UrlConfig { parentUrl = B9PartSwitch/Localization/fr-fr.cfg Localization { fr-fr { #LOC_B9PartSwitch_ModuleB9PartSwitch_title = Pièce commutable #LOC_B9PartSwitch_ModuleB9PartSwitch_tank_volume = Volume #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description = Sous-type #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description_plural = Sous-types #LOC_B9PartSwitch_ModuleB9PartSwitch_select_subtype = Sélectionner <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_resources_will_be_dumped_warning = <<1>> a des ressources qui seront perdues en changeant le <<2>> #LOC_B9PartSwitch_PartSwitchFlightDialog_confirm_resource_removal_dialog_title = Confirmer la suppression des ressources #LOC_B9PartSwitch_PartSwitchFlightDialog_select_new_subtype_dialog_title = Sélectionner <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_current_subtype_label = <<1>> (Actuel) #LOC_B9PartSwitch_tank_type_lf = ErgolLiquide #LOC_B9PartSwitch_tank_type_lfo = LFO #LOC_B9PartSwitch_tank_type_monoprop = Monergol #LOC_B9PartSwitch_tank_type_ec = Batterie } } } UrlConfig { parentUrl = B9PartSwitch/Localization/it-it.cfg Localization { it-it { #LOC_B9PartSwitch_ModuleB9PartSwitch_title = Parte Commutabile #LOC_B9PartSwitch_ModuleB9PartSwitch_tank_volume = Volume #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description = Sottotipo #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description_plural = Sottotipi #LOC_B9PartSwitch_ModuleB9PartSwitch_select_subtype = Seleziona <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_resources_will_be_dumped_warning = <<1>> contiene risorse che saranno perse cambiando il <<2>> #LOC_B9PartSwitch_PartSwitchFlightDialog_confirm_resource_removal_dialog_title = Conferma eliminazione risorse #LOC_B9PartSwitch_PartSwitchFlightDialog_select_new_subtype_dialog_title = Selezionare <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_current_subtype_label = <<1>> (Attuale) #LOC_B9PartSwitch_tank_type_lf = Carburante Liquido #LOC_B9PartSwitch_tank_type_lfo = CLO #LOC_B9PartSwitch_tank_type_monoprop = MonoPropellente #LOC_B9PartSwitch_tank_type_ec = Batteria #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_temp = Temperatura massima #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_skin_temp = Temperatura massima della skin #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_crash_tolerance = Tolleranza agli urti #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_empty = vuoto #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_full = pieno } } } UrlConfig { parentUrl = B9PartSwitch/Localization/pt-br.cfg Localization { pt-br { #LOC_B9PartSwitch_ModuleB9PartSwitch_title = Peça Convertível #LOC_B9PartSwitch_ModuleB9PartSwitch_tank_volume = Volume #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description = Subtipo #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description_plural = Subtipos #LOC_B9PartSwitch_ModuleB9PartSwitch_select_subtype = Selecione <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_resources_will_be_dumped_warning = <<1>> tem recursos que serão despejados, trocando o <<2>> #LOC_B9PartSwitch_PartSwitchFlightDialog_confirm_resource_removal_dialog_title = Confirme a Remoção de Recursos #LOC_B9PartSwitch_PartSwitchFlightDialog_select_new_subtype_dialog_title = Selecione <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_current_subtype_label = <<1>> (Atual) #LOC_B9PartSwitch_tank_type_lf = Combustível Líquido #LOC_B9PartSwitch_tank_type_lfo = CLO #LOC_B9PartSwitch_tank_type_monoprop = Monopropelante #LOC_B9PartSwitch_tank_type_ec = Bateria } } } UrlConfig { parentUrl = B9PartSwitch/Localization/ru.cfg Localization { ru { #LOC_B9PartSwitch_ModuleB9PartSwitch_title = Переключаемая деталь #LOC_B9PartSwitch_ModuleB9PartSwitch_tank_volume = Объём #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description = Вид #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description_plural = Конфигурации #LOC_B9PartSwitch_ModuleB9PartSwitch_select_subtype = Выбор <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_resources_will_be_dumped_warning = <<1>> имеет ресурсы, которые будут сброшены при переключении <<2>> #LOC_B9PartSwitch_PartSwitchFlightDialog_confirm_resource_removal_dialog_title = Подтвердите удаление ресурса #LOC_B9PartSwitch_PartSwitchFlightDialog_select_new_subtype_dialog_title = Выбор <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_current_subtype_label = <<1>> (Текущий) #LOC_B9PartSwitch_tank_type_lf = ЖТ #LOC_B9PartSwitch_tank_type_lfo = ЖТ/Ок #LOC_B9PartSwitch_tank_type_monoprop = Монотопливо #LOC_B9PartSwitch_tank_type_ec = Батарея #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_temp = Макс. температура #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_skin_temp = Макс. температура обшивки #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_crash_tolerance = Переносимые разрушения #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_empty = пустой #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_full = полный } } } UrlConfig { parentUrl = B9PartSwitch/Localization/zh-cn.cfg Localization { zh-cn { #LOC_B9PartSwitch_ModuleB9PartSwitch_title = 可切换部件 #LOC_B9PartSwitch_ModuleB9PartSwitch_tank_volume = 容量 #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description = 子类型 #LOC_B9PartSwitch_ModuleB9PartSwitch_default_switcher_description_plural = 子类型 #LOC_B9PartSwitch_ModuleB9PartSwitch_select_subtype = 选择 <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_resources_will_be_dumped_warning = <<1>> 里的资源会被切换为 <<2>> #LOC_B9PartSwitch_PartSwitchFlightDialog_confirm_resource_removal_dialog_title = 确认删除资源 #LOC_B9PartSwitch_PartSwitchFlightDialog_select_new_subtype_dialog_title = 选择 <<1>> #LOC_B9PartSwitch_PartSwitchFlightDialog_current_subtype_label = <<1>> (当前) #LOC_B9PartSwitch_tank_type_lf = 液体燃料 #LOC_B9PartSwitch_tank_type_lfo = 火箭燃料 #LOC_B9PartSwitch_tank_type_monoprop = 单组元推进剂 #LOC_B9PartSwitch_tank_type_ec = 电量 #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_temp = 最高温度 #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_max_skin_temp = 表面最高温度 #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_crash_tolerance = 碰撞承受 #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_empty = 空 #LOC_B9PartSwitch_SwitcherSubtypeDescriptionGenerator_tank_full = 满 } } } UrlConfig { parentUrl = CCTV/Parts/cam/cam.cfg PART { name = cam module = Part author = Lunatics node_attach = 0.0, 0.0, 0.07, 0.0, 0.0, -1.0 TechRequired = advExploration entryCost = 3200 cost = 3300 category = Utility subcategory = 0 title = Kerbsung Camcorder manufacturer = Lunatic Aeronautics description = A brand new (scratches are design elements, not signs of being used) security camera attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 bulkheadProfiles = srf MODEL { model = CCTV/Parts/cam/cam } MODULE { name = cccam speed = 30 cameraBody = cambody } MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = false usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = false volumeOverride = 0 moveSndPath = KIS/Sounds/itemMove equipable = false equipMode = model equipSlot = equipSkill = equipRemoveHelmet = false equipBoneName = aliasHelmet equipPos = (0, 0, 0) equipDir = (0, 0, -1) carriable = false allowPartAttach = 2 allowStaticAttach = 2 } MODULE { name = JSIExternalCameraSelector cameraContainer = camdir rotateCamera = 0,0,0 cameraIDPrefix = ExtCam } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 10 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = cam } } } UrlConfig { parentUrl = CCTV/Parts/monitor/monitor.cfg PART { name = monitor module = Part author = Lunatics node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = advExploration entryCost = 3200 cost = 3300 category = Utility subcategory = 0 title = UltraHD Kerbsung TV manufacturer = Lunatic Aeronautics description = Lunatics' best ever TV attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 bulkheadProfiles = srf MODEL { model = CCTV/Parts/monitor/monitor } MODULE { name = cctv } MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = false usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = false volumeOverride = 0 moveSndPath = KIS/Sounds/itemMove equipable = false equipMode = model equipSlot = equipSkill = equipRemoveHelmet = false equipBoneName = aliasHelmet equipPos = (0, 0, 0) equipDir = (0, 0, -1) carriable = false allowPartAttach = 2 allowStaticAttach = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 90 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = monitor } } } UrlConfig { parentUrl = CCTV/Parts/monitor/monitor1.cfg PART { name = monitor1 module = Part author = Lunatics node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = advExploration entryCost = 3200 cost = 3300 category = Utility subcategory = 0 title = HD Kerbsung TV manufacturer = Lunatic Aeronautics description = Lunatics' second best ever TV attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 bulkheadProfiles = srf MODEL { model = CCTV/Parts/monitor/monitor1 } MODULE { name = cctv } MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = false usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = false volumeOverride = 0 moveSndPath = KIS/Sounds/itemMove equipable = false equipMode = model equipSlot = equipSkill = equipRemoveHelmet = false equipBoneName = aliasHelmet equipPos = (0, 0, 0) equipDir = (0, 0, -1) carriable = false allowPartAttach = 2 allowStaticAttach = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 143 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = monitor1 } } } UrlConfig { parentUrl = CCTV/Parts/monitor/monitor2.cfg PART { name = monitor2 module = Part author = Lunatics node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = advExploration entryCost = 3200 cost = 3300 category = Utility subcategory = 0 title = Flat Kerbsung TV manufacturer = Lunatic Aeronautics description = Lunatics' best ever flat TV attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 bulkheadProfiles = srf MODEL { model = CCTV/Parts/monitor/monitor2 } MODULE { name = cctv } MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = false usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = false volumeOverride = 0 moveSndPath = KIS/Sounds/itemMove equipable = false equipMode = model equipSlot = equipSkill = equipRemoveHelmet = false equipBoneName = aliasHelmet equipPos = (0, 0, 0) equipDir = (0, 0, -1) carriable = false allowPartAttach = 2 allowStaticAttach = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 77 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = monitor2 } } } UrlConfig { parentUrl = CCTV/Parts/remotecam/remotecam.cfg PART { name = remotecam module = Part author = Lunatics node_attach = 0.0, 0.0, 0.07, 0.0, 0.0, -1.0 TechRequired = advExploration entryCost = 3200 cost = 3300 category = Utility subcategory = 0 title = Kerbsung Remote Camcorder manufacturer = Lunatic Aeronautics description = A brand new wifi camera attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 bulkheadProfiles = srf MODEL { model = CCTV/Parts/remotecam/remotecam } MODULE { name = ccrcam speed = 30 cameraBody = cambody } MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = false usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = false volumeOverride = 0 moveSndPath = KIS/Sounds/itemMove equipable = false equipMode = model equipSlot = equipSkill = equipRemoveHelmet = false equipBoneName = aliasHelmet equipPos = (0, 0, 0) equipDir = (0, 0, -1) carriable = false allowPartAttach = 2 allowStaticAttach = 2 } MODULE { name = JSIExternalCameraSelector cameraContainer = camdir rotateCamera = 0,0,0 cameraIDPrefix = ExtCam } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 10 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = remotecam } } } UrlConfig { parentUrl = CCTV/Resources/agent.cfg AGENT { name = Lunatic Aeronautics title = Lunatic Aeronautics description = One field of view isn't enough, we wanted to give you more. Now you can see the explosions/test flights from many angles logoURL = CCTV/Resources/LunaticAeronautics logoScaledURL = CCTV/Resources/LunaticAeronautics_scaled mentality = Industrial mentality = Pioneer } } UrlConfig { parentUrl = CoherentContracts/CoherentContracts.cfg STORY_DEF { ContractBackstory { generic, test = [Characters:Mindset] [CharacterAttributes:Mindset] [Predicates:Motivation] [Facts:Subject]. Now, [BriefingConclusions] generic = It's no secret that [ObjectPredicates:Motivation] [Facts:Subject]. We weren't too [Adjectives:Concerned] about it, but for [Characters:Mindset] [CharacterAttributes:Mindset], the situation was simply [Adjectives:Depreciative]. [Bridges:Dismissive] [BriefingConclusions:Good] generic = [LeadIns] [Circumstances:generic], [Characters:Mindset] [CharacterAttributes:Mindset] [Predicates:Motivation] [Specials:Continuance] [Circumstances:actions,Bad,Good]. [Bridges:Encouraged] [BriefingConclusions:Conclusive] generic = [Characters:Mindset] [CharacterAttributes:Mindset] [Predicates:Bad] [Specials:Continuance] [Circumstances:Bad]. [Bridges:Dismissive] [BriefingConclusions:Dismissive] generic = It seemed [Adjectives: Appreciative] to [Characters:Mindset] [CharacterAttributes:Mindset] that [Specials:Continuance] [Circumstances:Good] so [Specials:GoodContract]. [Bridges:Good], [BriefingConclusions:Good] generic, test = [LeadIns] [Circumstances:generic], [Characters:generic] at our company decided that a mission involving '[Topic]-stuff' will solve all of our [Adjectives:Depreciative] problems. [BriefingConclusions:Conclusive] generic = [LeadIns] [Circumstances:generic], The top Kerbals [CharacterAttributes:generic] believe that it's about time to admit that [Facts:generic:Subject]. Now that we know this, [Characters] can put forth this contract. generic = It is well known that, [LeadIns] [Circumstances]. [Characters:Conglomerate] at our [Adjectives:Appreciative] new facility concluded that the topic of '[Topic] stuff' is of great importance to the future of [Agency]. [Bridges:Admissive] our current staff can't handle such a project, [BriefingConclusions:Conclusive] generic = While previous testing indicates that [Situations] was [Adjectives:Confirmative] for our newest designs, [Characters] might be having second thoughts. They insist that a new focus on our '[Adjectives] [Topic]' project would be more [Adjectives:Confirmative], [BriefingConclusions:Conclusive] generic = [Characters] at our fine company [Predicates:Conclusive] [Situations] was just plain [Adjectives:Insulting]. After [Adjectives:Confirmative] analysis of the results, it was detirmined that a new [Topic] study could be [Adverbs:Appreciative:Opinion] helpful with our next project. [BriefingConclusions:Conclusive] generic = New, [Adjectives:Praiseful] research shows that interest in [Topic] systems is off the charts! As we are the [Adjectives] company in charge of [Objects]s and charting interest in [Topic] systems, [Agency] need you to perform this test so that we can recalibrate our chart-tracking machines. generic = [LeadIns] [Circumstances:generic], new ideas were sought for [Situations]. [Characters] showed us [a] [Objects] and we were [Adverbs: Comfirmative] certain that we should study [Topic] and [Topic] accessories, [BriefingConclusions:Conclusive] generic = [LeadIns] studying [Objects]s for [a] [Adjectives] government research grant, [Characters] [Predicates:Adjunctive] [Facts:Kerbal]. Due to this, [Agency] now hopes that learning more about [Topic] systems will somehow help. Now that we know this, [BriefingConclusions:Good] generic = [Characters:Mindset] [CharacterAttributes:Mindset] [Predicates:Motivation] [Facts:Subject:Motivation]. [BriefingConclusions:Motivation] generic, test = It is well known that [Circumstances:Parts] is [Adverbs:Confirmative] our sixth or seventh highest priority here at [Agency]. We think that [Circumstances:Good] may help, [BriefingConclusions:Subject] generic = [LeadIns] an unfortunate incident involving [a] [Objects:generic] and [a] [Objects2:generic], [Characters:Mindset] [CharacterAttributes:Mindset] have been forced to revaluate their priorities. [BriefingConclusions:Good] } LeadIns { generic = as a consequence of generic = following a study on generic = in the aftermath of generic = while cleaning up after generic = shortly after generic = not very long before generic = a few days prior to generic = after Jeb began generic = after an initially disappointing study on generic = after the loss of all data on generic = resulting in an intriguing data set on } Situations { generic = the [Adjectives:generic] frequency at which we'd find ourselves [Circumstances:Bad] generic = the amount of times there would be [Circumstances:generic] generic = the way we would [Adverbs:Frequent] see [Circumstances:generic] generic = the frequency at which we'd find ourselves [Circumstances:action] generic = breaking things into tiny pieces generic = wobbling fuel tanks back and forth generic = turning rockets upside-down generic = doing really dangerous things with goo generic = the amount of times there would be problems with [Circumstances:generic] generic = the way we would [Adverbs:Frequent] observe new details while [Circumstances:action] } Excuses { generic = [Situations] was how we got into that situation in the first place.. generic = [Situations] was a big part of why generic = [Situations] was quite [Adverbs:ConfirmativeEmphasisUncertainSkeptical] part of the reason generic = [Situations] was really the culprit of why } Circumstances { generic = [a] [Adverbs:EmphasisUncertain] not-that-bad accident generic = [a] somewhat worse-than-average accident generic = [a] [Adjectives:OpinionSkepticalUncertain] new discovery generic = an unintended ignition generic = another unintended ignition generic = [a] [Adjectives:OpinionSkepticalUncertain] crash-landing generic = [a] launch pad abort test generic = [a] tragic cryogenic propellant fight accident generic = [a] snack delivery truck crash generic = [a] [Adjectives:Understated] mishap with an SRB generic = [Agency]'s last incredible failure generic = losing the plans to our latest design generic = our new reality show's [Adjectives:Appreciative] premiere generic = destroying tiny bits of space and time generic = an extended lunch break generic = our [Adjectives:Insulting] plan to set fire to the sun generic = the Kerbin Cup competition generic = adding more boosters generic = watching a movie en route to the KSC generic = setting SCE to AUX action = achieving sudden combustion action = dumpster-diving Bad,generic = creating rapid unplanned disassembly Bad,generic = underestimating how volatile standard-grade solid rocket fuel really is Bad,generic = unintentionally performing high-demand stress-testing Bad,generic = forgetting to carry the one in important calculations Bad,generic = neglecting to extend the solar panels Bad,generic = spiralling wildly out of control Bad,generic = failing to leave the launch pad Bad,generic = using an entire year's supply of struts in a single launch Bad,generic = exploding in a fiery cataclysm Bad,generic = building an improbably giant rocket Bad,generic = fundamentally misunderstanding the laws of aerodynamics Bad,generic = lithobraking Bad,generic = ruining our reputation Bad,generic = cooking with rocket fuel Bad,generic = performing advanced missile testing Good,generic = pushing the boundaries of current technology Good = regularly achieving impossible things Good,generic = meeting new goals and deadlines Good,generic = fuelling a rocket without anything exploding Good,generic = clearing the tower on a test launch Good,generic = avoiding a serious accident Good = following procedure Good = coming in below budget kerbal,rescue = ensuring the safety of Kerbals Parts = avoiding exploding at the slightest provocation Parts = operating safely Parts = saving Kerbal lives Parts = withstanding standard field conditions Parts = meeting safety standards } Characters { generic = one engineer generic = engineers generic = technicians generic = a technician generic = a scientist generic = scientists generic = researchers generic = an employee generic = a visitor Industrial = a mechanic covered in grease Industrial = a technician in overalls Industrial = a Kerbal with a wide array of spanners Conglomerate = one disgruntled worker Conglomerate = the company heads Conglomerate,Scientific = the engineering department Conglomerate,Commercial = the sales department Conglomorate = a sharply dressed official Conglomerate,Commercial = the director of the sales department Conglomerate,Scientific = a lab-suited employee Startup = the founder Startup = a small team Startup = the CEO (and chief bottle washer) Startup = a group of has-beens Hasty = a dishevelled engineer Hasty = an evidently overworked team Hasty = a minor bureaucrat Patient = [a] [Adverbs:CautiousSkepticalEmphasis] relaxed team Scientific = boffins Scientific = the [Adjectives:Appreciative] geniuses Pioneer = the [Adjectives:PraisefulIntellect] minds at [Agency] Pioneer = a restless team Perfectionist = a group of impeccably-dressed representatives Perfectionist = the quality control team Perfectionist = the bean counters Record = the chief book-keeper Record = a bright-eyed enthusiast Record = a group of clerks Ecomental = a worried-looking crew } CharacterAttributes { generic = from [Agency] generic = at [Agency] Industrial = inspecting the factory floor at [Agency]'s labs Industrial = tinkering with a spacecraft component for [Agency] Industrial = working at [Agency] Industrial = getting their hands dirty at [Agency] Industrial = finishing a shift at [Agency] Hasty = finishing [a] [Adjectives:Difficult] shift at [Agency] Hasty = working late hours at [Agency] Hasty = from [Agency], pulling another all-nighter Hasty = throwing one of [Agency]'s projects together Hasty = rushing through some last-minute work for [Agency] Patient = feeling [Adverbs:EmphasisCautiousConfrmative] bored at [Agency] Patient = who seemed to have too much idle time at [Agency] Scientific = making a big mess at [Agency]'s labs Scientific = meddling in matters far beyond their comprehension at [Agency] Scientific = playing god at [Agency] Scientific = sticking electrodes into things for [Agency] Scientific = prodding a squid with a pencil at [Agency] Scientific = violently shaking a brightly-coloured concoction at [Agency] Scientific = obsessively searching for a blue box using the telescopes at [Agency] Pioneer = trying something [Adverbs:Emphasis] [Adjectives:VeryAppreciative] at [Agency] Pioneer = pushing the boundaries of Kerbal understanding Pioneer = putting the finishing touches to a device the likes of which you've never seen Pioneer = polishing [Agency]'s latest invention Pioneer = preparing to roll out [Agency]'s newest ground-breaking technology Pioneer = attempting to answer the ultimate question Pioneer = attempting to find the question to the ultimate answer } Predicates { generic,Objective = noticed how [ObjectPredicates:Motivation] generic,Objective = suddenly became aware of how [ObjectPredicates:Motivation] generic,Objective = wondered about how [ObjectPredicates:Motivation] generic,Conclusive,Kerbal = agreed that generic,Conclusive = finally concluded that generic,Conclusive = made [a] [Adjectives:generic] point about how generic,Conclusive,Kerbal = tried to prove to everyone that generic,Conclusive,Kerbal = verified that generic,Conclusive,Kerbal = began to suspect generic,Conclusive = slowly became more sure that generic,Conclusive,Kerbal = jumped to the conclusion that generic, Bad = couldn't have been less impressed with how generic, Bad = noticed the [Adjectives, Depreciative] way in which flags = decided we needed to have a flag, to make a point about how flags = realized a flag would make a strong statement on whether flags = saw the potential for how a flag would make a strong statement on whether test = remained unsure if test = wanted confirmation on whether } ObjectPredicates { generic = we didn't know if flags = we had to see our flag standing proudly at the surface of [Topic] to [Adverbs:Emphasis,Confirmative] prove that test = no amount of theory would be enough to prove if rescue = due to an unfortunate series of events, [Topic] needs rescuing, but [FactLeadIns] } FactLeadIns { generic = we saw then that generic = we did learn that generic = we did get some good information on how generic = one could at least say we are wiser now, because it's clear that } Facts { generic = we [Adverbs:Emphasis,Skeptical] had to do more exploration of the cosmos generic = our engineers were [Adverbs:Emphasis,Skeptical] going to get anywhere the way things were generic = we didn't know what we were talking about generic = space travel was going to catch on generic = we were actually just interested in watching things explode generic = we [Adverbs:Emphasis,Skeptical] were out of ideas generic = only 3% of our ideas were actually [Adjectives:Mild:Opinion:Appreciative] generic = 80% of last year's budget was spent on snacks Kerbal = all Kerbals enjoy feeling weightless Kerbal = stupid Kerbals don't mind spinning around as much as others do Kerbal = some Kerbals seem to enjoy things that terrify others Kerbal = stupid Kerbals are more easily entertained than less stupid ones Kerbal = brave Kerbals regain their nerve faster than not-so-brave ones Kerbal = some Kerbals seem to enjoy high speeds, while others apparently just don't Kerbal = some Kerbals don't seem as eager to take part in our projects as others do Experiment = and felt the need to do some tests Experiment = and found a willing volunteer to help [Verbs:Investigative] Experiment = and tricked one of the stupider nearby Kerbals into helping [Verbs:Investigative] Parts = some parts were more [Adjectives:Appreciative] than other parts Parts = the [Topic] did work as expected Parts = our [Topic] was entirely guaranteed to be reliable Parts = our [Topic] really was as [Adjectives:VeryAppreciative,Opinion] as we said it was Parts = our [Topic] was better than all the others Parts = the [Topic] was capable of [Circumstances:Parts] Kerbin = a day on Kerbin was [Adverbs:Emphasis,Skeptical] 6 hours long Kerbin = Kerbin was in fact perfectly round, and not an oblate spheroid as some lunatics suggest Kerbin = everything about Kerbin was as it seemed Kerbin = leaving Kerbin would have any unusual effects on snacks Kerbin = Kerbin's sky was a solid dome Kerbin = there were multiple white things called "clouds" lurking just over the horizon Kerbin = the oceans of Kerbin looked a slightly different colour from high altitude Kerbin = Kerbal Space Centre looked smaller from further away Kerbin = Kerbin's atmosphere went on forever KerbinSrf,Deserts = the sand found at Kerbin's deserts really had an uncanny way of getting everywhere Orbit = all it takes to reach orbit was to have such poor aim that you manage to fall and miss the ground Orbit = some myths about what really happens to things in orbit really were true Orbit,Space = the generally accepted ideas of what it's really like up there really were true Orbit,Space = the effects of being in microgravity were still very much unknown Orbit,Space = being in zero-G really was as [Adjectives:Opinion,VeryAppreciative] as it seemed Mun = the Mun [Adverbs:Emphasis,Skeptical] was unreachable Mun = going to the Mun would be [a] [Adjectives:Appreciative,Skeptical] idea at all Mun = getting to the Mun would be [Adjectives:Appreciative,Skeptical] for us Mun = the Mun wasn't [Adverbs:Emphasis,Skeptical] so [Adjectives:Appreciative,Impossible] as everyone thought Mun = the Mun had a magnetosphere Mun = our theories about the Mun were correct Mun = the Mun had different biomes, like Kerbin Mun = it was possible to ride the mighty Mun worm Mun = there was a far side to the Mun Mun = the Mun had any trace of an atmosphere Mun = the Mun was much like Kerbin Mun = the [Adjectives:Weirdness] things we had observed about the Mun could be investigated MunSrf = the surface of the Mun was [Adverbs:Emphasis,Skeptical] [Adjectives:Opinion,Appreciative] MunSrf = the Mun's surface was really as [Adjectives:Opinion,Appreciative] as everyone thought MunSrf = the Mun was seismically active MunSrf = we could find out of the Mun had a liquid core MunSrf = it was possible to build a Muncastle MunSrf = lasers could be used to calculate the distance to the Mun MunSrf = golf can be played on the Mun MunSrf = we can determine the age of the Mun MunSrf = there were many [Adjectives:Weirdness] things on the Mun Minmus = Minmus was [Adverbs:Emphasis,Skeptical] a myth Minmus = Minmus was [Adverbs:Emphasis,Skeptical] the same colour everywhere Minmus = Minmus looked [Adjectives:generic,VeryAppreciative] from up close Minmus = Minmus was as minty as everyone thought Minmus = our theories about Minmus were correct Minmus = we could test some of our theories about Minmus Minmus = Minmus has a magnetic field Minmus = Minmus was formed near Kerbin Minmus = Minmus is a captured body from elsewhere Minmus = there is a point to Minmus Minmus = Minmus was radioactive Minmus = Minmus is a moon or a cosmic ice cream MinmusSrf = Minmus was [Adverbs:Emphasis,Skeptical] as fun to hop around on as it seemed MinmusSrf = the surface of Minmus was [Adverbs:Emphasis,Skeptical] inedible MinmusSrf = the surface of Minmus was [Adverbs:Emphasis,Skeptical] edible MinmusSrf = Kerbals can jump entire mountains on Minmus MinmusSrf = Minmus is made of some pretty [Adjectives:Weirdness] materials MinmusSrf = the [Adjectives:Weirdness] theories about Minmus were true Moho = Moho was [Adverbs:Emphasis,Skeptical] unreachable Moho = Moho had any moons Moho = we could discover anything about Moho by visiting it Moho = Moho�s mass was consistent with our calculations Moho = the north pole of Moho was [Adverbs:Emphasis,Skeptical] as [Adjectives:weirdness] as we had predicted MohoSrf = the surface of Moho was liquid MohoSrf = it was possible to cook things on Moho�s surface MohoSrf = we could observe Moho�s period of rotation MohoSrf = there was anything interesting to be found on the surface of Moho Eve = Eve has any moons Eve = Eve is as similar to Kerbin as popular science articles have suggested Eve = it is possible to send a spacecraft to another planet Eve = Eve is even more purple when seen from up close Eve = Eve has a magnetic field Eve = the solar wind is stripping away Eve�s atmosphere Eve = we can determine if Eve is seismically active EveSrf = it is possible to land on Eve EveSrf = Eve�s atmosphere [Adjectives:Emphasis] destroys everything that enters it EveSrf = if it might be possible to leave the surface of Eve EveSrf = Eve is seismically dead EveSrf = we could investigate the composition of Eve�s atmosphere EveSrf = Eve was poisonous or not EveSrf = the surface pressure on Eve was as high as some suspected EveSrf = jetpacks would work on Eve EveSrf = it might be possible to deliver cake to the surface of Eve EveSrf = the so-called �Purplehouse Effect� is [Adjectives:Emphasis] a thing Gilly = something as small as Gilly can actually have gravity Gilly = an orbit of Gilly was actually possible Gilly = Gilly was actually a moon, and not a suspiciously reproducible speck of dirt Gilly = Gilly was formed further from the sun than it ended up Gilly = we could find out more about the enigmatic Gilly Gilly = Gilly was tidally locked to Eve Gilly = Gilly was a piece of another body that flew slightly to close to Eve GillySrf = it was really [Adjectives,Appreciative] to be able to bench press your entire spacecraft GillySrf = it was possible to achieve orbit using nothing but a hill and a carefully-timed jump GillySrf = Gilly was formed from Eve GillySrf = our hypotheses about the formation of Gilly were correct GillySrf = Gilly has recently experienced any major impacts Duna = those features on Duna still look like canals from up close Duna = Duna ever has liquid water on its surface Duna = Duna might have been hospitable to life Duna = Duna has an atmosphere Duna = it might be possible to go skiing near Duna�s poles Duna = Duna is home to a race of red Kerbal-like creatures Duna = Duna can be reached at all Duna = aerobraking at Duna was achievable Duna = Duna has its own magnetic field Duna = Duna shows any signs of cratering Duna = Duna shows any signs of vulcanism Duna = we can analyse the composition of Duna�s atmosphere Duna = Duna has any axial tilt Duna = Christiaan Kerman�s observations of Duna were [Adjectives:Emphasis] accurate DunaSrf = there is the possibility of microbial life DunaSrf = we can find any geological evidence of liquid water DunaSrf = shooting at rocks with a laser is [Adjectives:Emphasis] as [Adjectives:Appreciative] as we thought DunaSrf = we can discover any strange radio signals DunaSrf = the temperature on Duna�s surface is as we predicted DunaSrf = Duna�s atmosphere is being eroded DunaSrf = Duna�s atmosphere has the same composition as our theories predict DunaSrf = we can analyse the composition of Duna�s soil Ike = we can find out what makes Ike so dark Ike = reports of a mysterious object orbiting Ike are true Ike = we can discover what causes the mysterious radio signatures around Ike Ike = Ike is hollow Ike = Ike is sentient and evil Ike = we can discover why Ike has no visible impact craters IkeSurface = we can find out about the composition of Ike IkeSurface = we can test theories about the composition of Ike IkeSurface = Duna looks pretty in Ike�s sky IkeSurface = Ike�s dark colour makes it warmer IkeSurface = we like Ike Sun = everything that goes up must come down, unless they go so far up they start orbiting the Sun Sun = there [Adverbs:Emphasis,Skeptical] were other interesting places to see beyond Kerbin and its moons, although we were [Adverbs:Cautious] sure there was a lot of empty space in between IkeSrf = we can find out about the composition of Ike IkeSrf = we can test theories about the composition of Ike IkeSrf = Duna looks pretty in Ike’s sky IkeSrf = Ike’s dark colour makes it warmer IkeSrf = we like Ike Dres = even have an atmosphere DresSrf = just like a trampoline Jool = is very green JoolSrf = can't be reached Laythe = actually has an atmosphere LaytheSrf = almost like Kerbin Tylo = looks like the Mun TyloSrf = similar gravity to Kerbin Vall = lots of flat areas to land on VallSrf = I can jump very high here Bop = looks like an asteroid BopSrf = has some very high mountains Pol = has some strange colors PolSrf = I can almost jump off Eeloo = very white, looks like it is covered with ice EelooSrf = is covered with ice } BriefingConclusions { generic = that [Adverbs:Skeptical,Emphasis] ended up raising more questions than answers, and [BriefingConclusions:Conclusive,Adjunctive] generic = as a result of that [Adverbs:Opinion,Skeptical,Cautious,Emphasis] [Adjectives:Opinion] chain of events, [BriefingConclusions:Good] generic = [BriefingConclusions:Conclusive,Adjunctive] generic = [Adjunctives:Mindset] [BriefingConclusions:Conclusive] generic = we need you to [Verbs:Investigative]. Adjunctive = [Adjunctives:Mindset] [BriefingConclusions:Conclusive] Conclusive = we need your help. Conclusive = this is where you come in. Conclusive = this is why we're here. Conclusive = we need to justify our existence. Conclusive = you need to [Verbs:Investigative]. Dismissive = somebody should probably prove them wrong. Dismissive = somebody should probably try and [Verbs:Investigative]. Dismissive = we need to somehow make it look like we care about this. Dismissive = this is all a huge waste of time, so we have given the job to you. Dismissive = silly stories like this need to be disproven quickly. Dismissive = we were unable to sweep this under the carpet, and now actually have to do something about it. Conclusive = we have to make it look like we've been working hard all this time. Good = we decided to put you on the job. Good = you were our first name on the list. Good = we think you're the one to [Verbs:Investigative]. Good = you were our first choice for this job. Good = you seem up for the challenge. Good = your credentials suit the task perfectly. Good = your rockets seem to blow up less often than other agencies' test = you're going to be the one doing the testing test = you're going to be trying your hardest to break this part test = it's up to you to perform the test test = we need you to test the [Topic] in service test = you need to find out if things work as they should test = you should find out why things aren't working as they should } Bridges { Dismissive = anyway, Dismissive = anyhow, Dismissive = in any case, Dismissive = be that as it may, Dismissive = however the case may be, Counterfactual = but, Counterfactual = however, Counterfactual = though, Counterfactual = that said, Additional = also, Additional = furthermore, Additional = additionally, Additional = in fact, Additional = keep in mind, also, that Additional = keep in mind though, that Additional = bear in mind however, that Admissive = granted, Admissive = admittedly, Admissive = it is true that Admissive = it can't be denied that Encouraged = this gave us the [Adjectives:Praiseful] idea that Good = given such a nice offer, Good = they seemed like lovely Kerbals, so Good = we couldn't refuse something like that, and Good = Even though it made us blush a little, } Adjectives { Opinion,Very,Appreciative,generic = awesome Opinion,Very,Appreciative = incredible Opinion,Very,Appreciative = remarkable Opinion,Mild,Appreciative,generic = nice Opinion,Mild,Appreciative,generic = ok Opinion,Mild,Appreciative = fine Opinion,Mild,Appreciative = valuable Opinion,Mild,Appreciative = passable Opinion,Mild,Appreciative = acceptable Opinion,Mild,Appreciative = alright Opinion,Mild,Depreciative = forgettable Opinion,Mild,Depreciative = bad Opinion,Mild,Depreciative = unacceptable Opinion,Very,Depreciative,generic = terrible Opinion,Very,Depreciative,generic = awful Opinion,Very,Depreciative,generic = horrible Insulting,Mild,Depreciative,Intellect = stupid Insulting,Mild,Depreciative,Intellect = idiotic Insulting,Very,Depreciative,Intellect = moronic Insulting,Mild,Depreciative,Attitude = shameful Insulting,Mild,Depreciative,Attitude = pathetic Insulting,Very,Depreciative,Attitude = contemptuous Insulting,Very,Depreciative,Attitude = despicable Praiseful,Mild,Appreciative,Intellect = brilliant Praiseful,Mild,Appreciative,Intellect = amazing Praiseful,Very,Appreciative,Intellect = outstanding Praiseful,Mild,Appreciative,Attitude = excellent Praiseful,Mild,Appreciative,Attitude = respectable Praiseful,Very,Appreciative,Attitude = exemplary Praiseful,Very,Appreciative,Attitude = outstanding Uncertain = arguable Uncertain = debatable Uncertain = dubious Uncertain = unconfirmed Uncertain = unproven Uncertain = unlikely Uncertain = possible Confirmative = beneficial Confirmative = helpful Confirmative = perfect Confirmative = proper Confirmative = efficient Confirmative = totally awesome Confirmative = valuable Skeptical = impossible Skeptical = untrue Skeptical = unlikely generic = clear generic = apparent generic = inevitable generic = strange generic = weird Confidence,Decided = sure Confidence,Decided = confident Confidence,Decided = assured Confidence,Decided = sure Confidence,Decided = certain Confidence,Undecided = unsure Confidence,Undecided = on the fence Confidence,Undecided = uncertain Confidence,Undecided = undecided Confidence,Undecided = iffy Understated = minor Understated = tiny Understated = unavoidable Understated = technical Concerned = concerned Concerned = anxious Concerned = worried Concerned = troubled Concerned = worked up Concerned = stressed Difficult = difficult Difficult = exhausting Difficult = draining Difficult = taxing Difficult = brutal Difficult = punishing Difficult = strenuous Difficult = arduous Difficult = gruelling Difficult = back-breaking Difficult = tough Difficult = challenging Easy = relaxing Easy = trivial Easy = undemanding Easy = trouble-free Easy = painless Easy = straightforward Weirdness = weird Weirdness = unusual Weirdness = bizarre Weirdness = strange Weirdness = otherwordly Weirdness = different Weirdness = unsettling Weirdness = disorientating Weirdness = peculiar Weirdness = mysterious Weirdness = baffling Weirdness = perplexing Weirdness = odd } Verbs { Investigative = investigate Investigative = do some tests Investigative = clear up the matter Investigative = shed a light on things } Adverbs { Opinion,Very,Appreciative = awesomely Opinion,Very,Appreciative = incredibly Opinion,Very,Appreciative = remarkably Opinion,Mild,Appreciative = nicely Opinion,Mild,Appreciative = well Opinion,Mild,Appreciative = prettily Opinion,Mild,Appreciative = decently Opinion,Mild,Appreciative = properly Opinion,Mild,Neutral = generically Opinion,Mild,Neutral = passably Opinion,Mild,Depreciative = poorly Opinion,Mild,Depreciative = lackingly Opinion,Mild,Depreciative = badly Opinion,Mild,Depreciative = unacceptably Opinion,Very,Depreciative = terribly Opinion,Very,Depreciative = awfully Opinion,Very,Depreciative = horribly Opinion,Very,Depreciative = depressingly Opinion,Mild,Depreciative,Insulting,Intellect = stupidly Opinion,Mild,Depreciative,Insulting,Intellect = idiotically Opinion,Mild,Depreciative,Insulting,Intellect = moronically Opinion,Mild,Depreciative,Insulting,Attitude = shamefully Opinion,Mild,Depreciative,Insulting,Attitude = pathetically Opinion,Very,Depreciative,Insulting,Attitude = contemptuously Opinion,Very,Depreciative,Insulting,Attitude = despicably Opinion,Mild,Appreciative,Praiseful,Intellect = brilliantly Opinion,Mild,Appreciative,Praiseful,Intellect = notoriously Opinion,Very,Appreciative,Praiseful,Intellect = outstandingly Opinion,Mild,Appreciative,Praiseful,Attitude = respectably Opinion,Very,Appreciative,Praiseful,Attitude = outstandingly Emphasis,Confirmative = really Emphasis,Confirmative = truly Emphasis,Confirmative = definitely Emphasis = actually Skeptical = apparently Skeptical = somehow Skeptical = for some reason Skeptical = allegedly Cautious = reasonably Cautious = for the most part, Cautious 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TriggerTech/KSPAlternateResourcePanel/Icons/Hydrogen } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Karbonite displayName = Karbonite density = 0.0025 unitCost = 0.32 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true color = 1,.5,0 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Karborundum displayName = Karborundum density = 0.00580000000 unitCost = 4000 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true color = 1,0,0 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdCO2 displayName = LqdCO2 density = 0.00117325 unitCost = 0.0017247 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true hsp = 850 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/CarbonDioxide } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdCO displayName = LqdCO density = 0.000790 unitCost = 0.0021 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true hsp = 2154 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MaterialKits displayName = MaterialKits density = 0.001 unitCost = 2 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Metals displayName = Metals density = 0.0078 unitCost = 14.24 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Metal } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Minerals displayName = Minerals density = 0.00270000000 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.80 volume = 1 color = .75,0,1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MetallicOre displayName = MetallicOre density = 0.00550000000 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 1.76 color = 0,1,1 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Organics displayName = Organics density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.5 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Oxygen displayName = Oxygen density = 0.00000141 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.000055836 color = 0,1,0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Oxygen } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Polymers displayName = Polymers density = 0.00104000000 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 8 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = RareMetals displayName = RareMetals density = 0.0078 flowMode = ALL_VESSEL transfer = PUMP unitCost = 140 isTweakable = true isVisible = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = RefinedExotics displayName = RefinedExotics density = 0.0052 flowMode = ALL_VESSEL transfer = PUMP unitCost = 250 isTweakable = true isVisible = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Rock displayName = Rock density = 0.0025 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.00001 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = RocketParts displayName = RocketParts density = 0.0025 unitCost = 1.5 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true volume = 5 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/RocketParts } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = SpareParts displayName = SpareParts density = 0.00378 flowMode = NO_FLOW transfer = NONE isTweakable = true isVisible = true unitCost = 12.6 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Substrate displayName = Substrate density = 0.0016 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.3 color = 1,1,0 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Uraninite displayName = Uraninite density = 0.0075 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.7 color = 0,1,0 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Waste displayName = Waste density = 0.00075 hsp = 600 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Waste } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = WasteWater displayName = WasteWater density = 0.001005 hsp = 4183 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/WasteWater } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Water displayName = Water density = 0.0010000000 hsp = 4183 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.0008 color = .5,.5,1 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Water } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = ArgonGas displayName = Argon Gas abbreviation = Ar density = 0.00000178400 unitCost = 0.0105 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true color = 1,0,0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Argon } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Boron displayName = Boron abbreviation = Bo density = 0.00246000000 unitCost = 0.851 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = ResourceLode displayName = ResourceLode density = 0.005 flowMode = ALL_VESSEL transfer = NONE unitCost = 0 isTweakable = true isVisible = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = DepletedUranium displayName = Depleted Uranium abbreviation = DepU unitCost = 0 density = 0.01097000000 flowMode = NO_FLOW transfer = NONE isTweakable = true isVisible = true volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/DepletedUranium } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = EnrichedUranium displayName = Enriched Uranium abbreviation = EnrU density = 0.01097000000 unitCost = 865.0000000 isTweakable = true isVisible = true flowMode = NO_FLOW transfer = NONE volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/EnrichedUranium } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdHydrogen displayName = Liquid Hydrogen abbreviation = LH2 density = 0.00007085000 unitCost = 0.0367500 hsp = 9690 vsp = 448500 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/LiquidHydrogen } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = StoredCharge displayName = Stored Charge abbreviation = SC unitCost = 0 density = 0 flowMode = NO_FLOW transfer = NONE isTweakable = false isVisible = true volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/StoredCharge } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Actinides abbreviation = Act displayName = Actinides density = 0.01097 flowMode = NO_FLOW transfer = NONE isTweakable = false isVisible = true unitCost = 0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Actinides } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Aluminium abbreviation = Al displayName = Aluminium density = 0.00277 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 1.5 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Aluminium } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Alumina abbreviation = Aia displayName = Alumina density = 0.00398 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.5 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Alumina } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Ammonia abbreviation = NH3 displayName = Ammonia density = 0.000000769 unitCost = 0.00015 hsp = 2175 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Antimatter abbreviation = AM displayName = Antimatter density = 0.000000001 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = false isVisible = true unitCost = 100 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/AntiMatter } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = AntiHydrogen displayName = Anti Hydrogen abbreviation = AH density = 0.000086 unitCost = 8600000 hsp = 9690 vsp = 448500 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdArgon abbreviation = Ar displayName = LqdArgon density = 0.0013954 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true unitCost = 1.4 isTweakable = true isVisible = true hsp = 1078 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Borate abbreviation = Br displayName = Borate density = 0.00173 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.02 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Caesium abbreviation = Cs displayName = Caesium density = 0.00193 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 77 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Calcium abbreviation = Ca displayName = Calcium density = 0.00155 unitCost = 0.00015 hsp = 650 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = CarbonMonoxide abbreviation = CO displayName = CarbonMonoxide density = 0.00000125 unitCost = 0.00000332 hsp = 1046 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Carbon abbreviation = C displayName = Carbon density = 0.0021 unitCost = 0.0 hsp = 710 flowMode = NO_FLOW transfer = NONE isTweakable = false volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = ChargedParticles abbreviation = CP displayName = ChargedParticles density = 0 flowMode = ALL_VESSEL transfer = NONE isTweakable = false isVisible = true unitCost = 0 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/ChargedParticles } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Chlorine abbreviation = Cl displayName = Chlorine density = 0.0032 unitCost = 0.00015 hsp = 3394 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = CompressedAir abbreviation = Air displayName = Compressed Air density = 0.000001283 unitCost = 0.00004 hsp = 2175 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Decaborane abbreviation = DeBo displayName = Decaborane density = 0.00094 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.345 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Deuterium abbreviation = D displayName = Deuterium density = 0.000000180 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.00028 hsp = 6950 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdDeuterium abbreviation = D displayName = LqdDeuterium density = 0.0001624 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.256 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = DepletedFuel abbreviation = DepF displayName = DepletedFuel density = 0.01097 flowMode = NO_FLOW transfer = NONE isTweakable = false isVisible = true unitCost = 0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/DepletedFuel } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = ExoticMatter abbreviation = EcM displayName = ExoticMatter density = 0 flowMode = ALL_VESSEL transfer = NONE isTweakable = false isVisible = true unitCost = 0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/ExoticMatter } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Fluorine abbreviation = F displayName = Fluorine density = 0.000001696 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.010176 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Fluorite abbreviation = CaF2 displayName = Fluorite density = 0.0032 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 9.35 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = HeavyWater abbreviation = D20 displayName = HeavyWater density = 0.001107 hsp = 4183 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 1 color = .3,.3,1 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = IntakeAtm abbreviation = IntA displayName = IntakeAtm density = 0.005 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = true unitCost = 0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/IntakeAtm } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = KryptonGas abbreviation = Kr displayName = KryptonGas density = 0.000003749 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.0068 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdKrypton abbreviation = Kr displayName = LqdKrypton density = 0.002413 unitCost = 1.0298 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = NeonGas abbreviation = Ne displayName = NeonGas density = 0.0000009002 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.0016 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdNeon abbreviation = Ne displayName = LqdNeon density = 0.001207 unitCost = 2.1453 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Lithium abbreviation = Li7 displayName = Lithium density = 0.000534 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.6075 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Lithium } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Lithium6 abbreviation = Li6 displayName = Lithium6 density = 0.000458 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 4 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LithiumHydride abbreviation = Li7H displayName = LithiumHydride title = #LOC_CRP_LithiumHydride_Title density = 0.00078 unitCost = 0.4 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LithiumDeuteride abbreviation = Li6D displayName = LithiumDeuteride title = #LOC_CRP_LithiumDeuteride_Title density = 0.00082 unitCost = 5 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdAmmonia abbreviation = NH3 displayName = LqdAmmonia density = 0.0007021 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true unitCost = 0.142 hsp = 5170 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/LqdAmmonia } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Helium3 abbreviation = He3 displayName = Helium3 density = 0.000000125 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.11127 hsp = 4560 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Helium-3 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdHe3 abbreviation = He3 displayName = LqdHe3 density = 0.000059 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 52.52 hsp = 4560 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Helium4 abbreviation = He4 displayName = Helium4 density = 0.0000001786 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.0000133 hsp = 5188 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdHelium abbreviation = He4 displayName = LqdHelium density = 0.0001786 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 0.0133 hsp = 4560 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/LqdHelium } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Nitratine abbreviation = Nit displayName = Nitratine title = #LOC_CRP_Nitratine_Title density = 0.0024 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.001 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Hexaborane abbreviation = HxBo displayName = Hexaborane density = 0.000670 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true unitCost = 0.25 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdNitrogen abbreviation = N14 displayName = LqdNitrogen density = 0.000824907 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true unitCost = 0.0008240 hsp = 2040 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdNitrogen15 abbreviation = N15 displayName = LqdNitrogen15 density = 0.0008838 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true unitCost = 0.08240 hsp = 2040 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Magnesium abbreviation = #LOC_CRP_Magnesium_Abbreviation displayName = #LOC_CRP_Magnesium_DisplayName density = 0.001738 unitCost = 0.00015 hsp = 1020 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Megajoules abbreviation = Meg3 displayName = Megajoules density = 0 flowMode = ALL_VESSEL transfer = NONE isTweakable = false isVisible = true unitCost = 0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Megajoules } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Monazite abbreviation = Monz displayName = Monazite density = 0.005 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.1 color = 0,0.8,0.2 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdOxygen18 abbreviation = O18 displayName = LqdOxygen18 density = 0.001284 unitCost = 0.6 hsp = 918 vsp = 213000 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Salt abbreviation = Salt displayName = Salt density = 0.002 unitCost = 0.002 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Sodium abbreviation = Na displayName = Sodium density = 0.000968 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 1.4 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = SolidHydrogen displayName = SolidHydrogen abbreviation = SH density = 0.000086 unitCost = 0.0446 hsp = 9690 vsp = 448500 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true isVisible = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = PolyvinylChloride abbreviation = PVC displayName = PolyvinylChloride density = 0.00149 hsp = 7981 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 1 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Plutonium-238 abbreviation = Pu238 displayName = Plutonium-238 density = 0.019816 flowMode = NO_FLOW transfer = NONE isTweakable = true isVisible = true unitCost = 4000 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Plutonium-238 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Potassium abbreviation = #LOC_CRP_Potassium_Abbreviation displayName = #LOC_CRP_Potassium_DisplayName density = 0.000862 unitCost = 0.00015 hsp = 750 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Regolith abbreviation = R displayName = Regolith density = 0.002 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = UF4 abbreviation = UF4 displayName = UF4 density = 0.00670 flowMode = ALL_VESSEL transfer = NONE isTweakable = true isVisible = true unitCost = 72 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/UF4 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Silicates abbreviation = Silica displayName = Silicates density = 0.0025 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.01 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Silicon abbreviation = Si displayName = Silicon density = 0.002329 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.02 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = SolarWind abbreviation = SW displayName = SolarWind density = 0.00000124725 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.001 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Spodumene abbreviation = LiAl displayName = Spodumene density = 0.0031 unitCost = 0.174 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Sulphur abbreviation = S displayName = Sulphur density = 0.00207 unitCost = 0.00015 hsp = 730 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = ThermalPower abbreviation = ThP displayName = ThermalPower density = 0 unitCost = 0 flowMode = ALL_VESSEL transfer = NONE isTweakable = false isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/ThermalPower } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Thorium abbreviation = Th displayName = Thorium density = 0.0117 unitCost = 46.8 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = ThF4 abbreviation = ThF4 displayName = ThF4 density = 0.0063 flowMode = ALL_VESSEL transfer = NONE isTweakable = true isVisible = true unitCost = 18 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/ThF4 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Tritium abbreviation = T displayName = Tritium density = 0.0000002705 unitCost = 0.016 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdTritium abbreviation = T displayName = LqdTritium density = 0.000320 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 18.8 hsp = 9690 volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = UraniumNitride abbreviation = UN displayName = UraniumNitride density = 0.0143 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true isVisible = true unitCost = 158 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/UraniumNitride } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = VacuumPlasma abbreviation = VP displayName = VacuumPlasma density = 0.005 flowMode = ALL_VESSEL transfer = NONE isTweakable = false isVisible = true unitCost = 0 volume = 1 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/VacuumPlasma } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = WasteHeat abbreviation = WH displayName = WasteHeat density = 0 flowMode = ALL_VESSEL transfer = NONE isTweakable = false isVisible = true unitCost = 0 ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/WasteHeat } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdXenon abbreviation = Xe displayName = LqdXenon density = 0.002953 unitCost = 118.12 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Aerozine50 displayName = Aerozine50 density = 0.0009 unitCost = 1.35 hsp = 2970.1 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Aerozine } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = AK20 displayName = AK20 density = 0.001499 unitCost = 0.2998 hsp = 1720 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/AK20 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = AK27 displayName = AK27 density = 0.001494 unitCost = 0.2988 hsp = 1720 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/AK27 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Aniline displayName = Aniline density = 0.00102 unitCost = 0.5213333 hsp = 2180 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Aniline } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = AvGas displayName = AvGas density = 0.000719 unitCost = 0.12 hsp = 2220 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/AvGas } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = CaveaB displayName = CaveaB density = 0.001501 unitCost = 0.33022 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/CaveaB } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = ClF3 displayName = ClF3 density = 0.00177 unitCost = 10.62 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/ClF3 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = ClF5 displayName = ClF5 density = 0.0019 unitCost = 15.2 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/ClF5 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Diborane displayName = Diborane density = 0.000421 unitCost = 4.21 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Diborane } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Ethane displayName = Ethane density = 0.000544 unitCost = 0.09248 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Ethane } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Ethanol displayName = Ethanol density = 0.000789 unitCost = 0.12624 hsp = 2720 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Ethanol75 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Ethanol75 displayName = Ethanol75 density = 0.00084175 unitCost = 0.12624 hsp = 3156 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Ethanol75 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Ethanol90 displayName = Ethanol90 density = 0.0008101 unitCost = 0.12624 hsp = 2901 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Ethanol75 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Ethylene displayName = Ethylene density = 0.000568 unitCost = 0.09656 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Ethylene } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = FLOX30 displayName = FLOX30 density = 0.0012517 unitCost = 2.403264 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/FLOX30 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = FLOX70 displayName = FLOX70 density = 0.0013993 unitCost = 6.184906 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/FLOX70 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = FLOX88 displayName = FLOX88 density = 0.0014657 unitCost = 8.134635 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/FLOX88 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Furfuryl displayName = Furfuryl density = 0.00113 unitCost = 0.1808 hsp = 2096 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Furfuryl } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Helium displayName = Helium density = 0.0000001786 unitCost = 0.0000091 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Helium } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = HNIW displayName = HNIW density = 0.002044 unitCost = 0.4504976 hsp = 920 flowMode = NO_FLOW transfer = NONE isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/HNIW } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = HTP displayName = HTP density = 0.001431 unitCost = 2.1465 hsp = 2721 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/HTP } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = HTPB displayName = HTPB density = 0.00177 unitCost = 1.8585 hsp = 920 flowMode = NO_FLOW transfer = NONE isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/HTPB } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Hydrazine displayName = Hydrazine density = 0.001004 unitCost = 2.008 hsp = 3120.6 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Hydrazine } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Hydyne displayName = Hydyne density = 0.00086 unitCost = 0.688 hsp = 2625 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Hydyne } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = IRFNA-III displayName = IRFNA-III density = 0.001658 unitCost = 0.34818 hsp = 1720 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/IRFNA-III } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = IRFNA-IV displayName = IRFNA-IV density = 0.001995 unitCost = 0.399 hsp = 1720 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/IRFNA-IV } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = IWFNA displayName = IWFNA density = 0.001513 unitCost = 0.31773 hsp = 1720 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/IWFNA } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Kerosene displayName = Kerosene density = 0.00082 unitCost = 0.041 hsp = 2010 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Kerosene } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LeadBallast displayName = LeadBallast density = 0.01134 unitCost = 0.067392 hsp = 128 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = false ksparpicon = RealFuels/Resources/ARPIcons/LeadBallast } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdFluorine displayName = LqdFluorine density = 0.001505 unitCost = 9.03 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/LqdFluorine } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdMethane displayName = LqdMethane density = 0.00042561 unitCost = 0.45 hsp = 3348.8 vsp = 510000 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/LqdMethane } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = LqdOxygen displayName = LqdOxygen density = 0.001141 unitCost = 0.04564 hsp = 918 vsp = 213000 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/LiquidOxygen } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Methane displayName = Methane density = 0.000000717 unitCost = 0.0018642 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Methane } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Methanol displayName = Methanol density = 0.0007918 unitCost = 0.126688 hsp = 2510 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Methanol } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MMH displayName = MMH density = 0.00088 unitCost = 1.748 hsp = 2928.8 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/MMH } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MON1 displayName = MON1 density = 0.001429 unitCost = 0.21435 hsp = 1513.46 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/MON1 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MON3 displayName = MON3 density = 0.001423 unitCost = 0.21345 hsp = 1497.2 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/MON3 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MON10 displayName = MON10 density = 0.001407 unitCost = 0.23919 hsp = 1440.24 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/MON10 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MON15 displayName = MON15 density = 0.001397 unitCost = 0.23749 hsp = 1399.56 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/MON15 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MON20 displayName = MON20 density = 0.00138 unitCost = 0.2484 hsp = 1358.88 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/MON20 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = MON25 displayName = MON25 density = 0.00138 unitCost = 0.2484 hsp = 1318.2 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = NGNC displayName = NGNC density = 0.0016 unitCost = 0.01 hsp = 920 flowMode = NO_FLOW transfer = NONE isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/NGNC } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = N2F4 displayName = N2F4 density = 0.001604 unitCost = 24.06 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/N2F4 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Nitrogen displayName = Nitrogen density = 0.000001251 unitCost = 0.00005 hsp = 1039 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Nitrogen } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = NitrousOxide displayName = NitrousOxide density = 0.00000196 unitCost = 0.000392 hsp = 708 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/NitrousOxide } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = NTO displayName = NTO density = 0.00145 unitCost = 0.2175 hsp = 1521.6 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/N2O4 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = OF2 displayName = OF2 density = 0.0019 unitCost = 28.5 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/OF2 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = PBAN displayName = PBAN density = 0.001772 unitCost = 1.593 hsp = 920 flowMode = NO_FLOW transfer = NONE isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/PBAN } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Pentaborane displayName = Pentaborane density = 0.000618 unitCost = 6.18 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Pentaborane } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = PSPC displayName = PSPC density = 0.00174 unitCost = 0.01 hsp = 920 flowMode = NO_FLOW transfer = NONE isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/PSPC } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Syntin displayName = Syntin density = 0.000851 unitCost = 0.4255 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/Syntin } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = TEATEB displayName = TEATEB density = 0.00070031 unitCost = 2.80124 flowMode = NO_FLOW transfer = NONE isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/TEATEB } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Tonka250 displayName = Tonka250 density = 0.000873 unitCost = 0.4365 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Tonka250 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Tonka500 displayName = Tonka500 density = 0.000811 unitCost = 0.44605 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/Tonka500 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = UDMH displayName = UDMH density = 0.000791 unitCost = 0.791 hsp = 2729.6 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = TriggerTech/KSPAlternateResourcePanel/Icons/UDMH } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = UH25 displayName = UH25 density = 0.000829 unitCost = 1.03625 hsp = 2850 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = True isVisible = true ksparpicon = RealFuels/Resources/ARPIcons/UH25 } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = Glykerol displayName = Glykerol density = 0.012 unitCost = 2 hsp = 2430 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true ksparpicon = REPOSoftTech/DeepFreeze/Icons/Glykerol ksparpdisplayvalueas = Units } } UrlConfig { parentUrl = CommunityResourcePack/CommonResources.cfg RESOURCE_DEFINITION { name = FusionPellets displayName = FusionPellets density = 0.000216 unitCost = 150 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 1 } } UrlConfig { parentUrl = CommunityResourcePack/Localization/de-de.cfg Localization { de-de { #LOC_CRP_Hydrates_DisplayName = Hydrate #LOC_CRP_Gypsum_DisplayName = Gips #LOC_CRP_IntakeLqd_DisplayName = Einlassflüssigkeit #LOC_CRP_ColonySupplies_DisplayName = Kolonievorräte #LOC_CRP_Lead_DisplayName = Blei #LOC_CRP_CarbonDioxide_DisplayName = Kohlenstoffdioxid #LOC_CRP_Chemicals_DisplayName = Chemikalien #LOC_CRP_Dirt_DisplayName = Erde #LOC_CRP_ExoticMinerals_DisplayName = Exotische Mineralien #LOC_CRP_Food_DisplayName = Nahrungsmittel #LOC_CRP_Supplies_DisplayName = Vorräte #LOC_CRP_Fertilizer_DisplayName = Düngemittel #LOC_CRP_Mulch_DisplayName = Mulch #LOC_CRP_Machinery_DisplayName = Maschinerie #LOC_CRP_SpecializedParts_DisplayName = Spezialteile #LOC_CRP_Recyclables_DisplayName = Wertstoffe #LOC_CRP_Hydrogen_DisplayName = Wasserstoff #LOC_CRP_Karbonite_DisplayName = Karbonit #LOC_CRP_Karborundum_DisplayName = Karborund #LOC_CRP_LqdCO2_DisplayName = LCO2 #LOC_CRP_LqdCO_DisplayName = LCO #LOC_CRP_MaterialKits_DisplayName = MaterialKits #LOC_CRP_Metals_DisplayName = Metalle #LOC_CRP_Minerals_DisplayName = Mineralien #LOC_CRP_MetallicOre_DisplayName = Metallisches Erz #LOC_CRP_Organics_DisplayName = Organische Stoffe #LOC_CRP_Oxygen_DisplayName = Sauerstoff #LOC_CRP_Polymers_DisplayName = Polymere #LOC_CRP_RareMetals_DisplayName = Seltene Metalle #LOC_CRP_RefinedExotics_DisplayName = Raffinierte Exotische Stoffe #LOC_CRP_Rock_DisplayName = Stein #LOC_CRP_RocketParts_DisplayName = Raketenteile #LOC_CRP_SpareParts_DisplayName = Ersatzteile #LOC_CRP_Substrate_DisplayName = Substrate #LOC_CRP_Uraninite_DisplayName = Uraninit #LOC_CRP_Waste_DisplayName = Abfall #LOC_CRP_WasteWater_DisplayName = Abwasser #LOC_CRP_Water_DisplayName = Wasser #LOC_CRP_ArgonGas_DisplayName = Argon #LOC_CRP_ArgonGas_Abbreviation = Ar #LOC_CRP_Boron_DisplayName = Bor #LOC_CRP_Boron_Abbreviation = Bo #LOC_CRP_ResourceLode_DisplayName = Rohstoffarder #LOC_CRP_EnrichedUranium_DisplayName = Angereichertes Uran #LOC_CRP_EnrichedUranium_Abbreviation = AngerU #LOC_CRP_DepletedUranium_DisplayName = Abgereichertes Uran #LOC_CRP_DepletedUranium_Abbreviation = AbgerU #LOC_CRP_LqdHydrogen_DisplayName = Flüssiger Wasserstoff #LOC_CRP_LqdHydrogen_Abbreviation = LH2 #LOC_CRP_StoredCharge_DisplayName = Gespeicherte Ladung #LOC_CRP_StoredCharge_Abbreviation = Q #LOC_CRP_Actinides_DisplayName = Actinoide #LOC_CRP_Actinides_Abbreviation = Act #LOC_CRP_Aluminium_DisplayName = Aluminium #LOC_CRP_Aluminium_Abbreviation = Al #LOC_CRP_Alumina_DisplayName = Aluminiumoxid #LOC_CRP_Alumina_Abbreviation = Al2O3 #LOC_CRP_Ammonia_DisplayName = Ammoniak #LOC_CRP_Ammonia_Abbreviation = NH3 #LOC_CRP_Antimatter_DisplayName = Antimaterie #LOC_CRP_Antimatter_Abbreviation = AM #LOC_CRP_AntiHydrogen_DisplayName = Antiwasserstoff #LOC_CRP_AntiHydrogen_Abbreviation = AH #LOC_CRP_LqdArgon_DisplayName = LArgon #LOC_CRP_LqdArgon_Abbreviation = LAr #LOC_CRP_Borate_DisplayName = Borat #LOC_CRP_Borate_Abbreviation = Br #LOC_CRP_Caesium_DisplayName = Cäsium #LOC_CRP_Caesium_Abbreviation = Cs #LOC_CRP_CarbonMonoxide_DisplayName = Kohlenstoffmonoxid #LOC_CRP_CarbonMonoxide_Abbreviation = CO #LOC_CRP_Carbon_DisplayName = Kohlenstoff #LOC_CRP_Carbon_Abbreviation = C #LOC_CRP_ChargedParticles_DisplayName = Geladene Teilchen #LOC_CRP_ChargedParticles_Abbreviation = GT #LOC_CRP_Chlorine_DisplayName = Chlor #LOC_CRP_Chlorine_Abbreviation = Cl #LOC_CRP_CompressedAir_DisplayName = Druckluft #LOC_CRP_CompressedAir_Abbreviation = Luft #LOC_CRP_Decaborane_DisplayName = Decaboran #LOC_CRP_Decaborane_Abbreviation = B10H14 #LOC_CRP_Deuterium_DisplayName = Deuterium #LOC_CRP_Deuterium_Abbreviation = D #LOC_CRP_LqdDeuterium_DisplayName = LDeuterium #LOC_CRP_LqdDeuterium_Abbreviation = LD #LOC_CRP_DepletedFuel_DisplayName = Abgereicherter Treibstoff #LOC_CRP_DepletedFuel_Abbreviation = AbgeT #LOC_CRP_ExoticMatter_DisplayName = Exotische Materie #LOC_CRP_ExoticMatter_Abbreviation = ExM #LOC_CRP_FusionPellets_DisplayName = Fusionspellets #LOC_CRP_Fluorine_DisplayName = Fluor #LOC_CRP_Fluorine_Abbreviation = F #LOC_CRP_Fluorite_DisplayName = Fluorit #LOC_CRP_Fluorite_Abbreviation = CaF2 #LOC_CRP_HeavyWater_DisplayName = Schweres Wasser #LOC_CRP_HeavyWater_Abbreviation = D20 #LOC_CRP_IntakeAtm_DisplayName = Ansauggas #LOC_CRP_IntakeAtm_Abbreviation = Ansaug #LOC_CRP_KryptonGas_DisplayName = Kryptongas #LOC_CRP_KryptonGas_Abbreviation = Kr #LOC_CRP_LqdKrypton_DisplayName = LKrypton #LOC_CRP_LqdKrypton_Abbreviation = LKr #LOC_CRP_NeonGas_DisplayName = Neon #LOC_CRP_NeonGas_Abbreviation = Ne #LOC_CRP_LqdNeon_DisplayName = LNeon #LOC_CRP_LqdNeon_Abbreviation = LNe #LOC_CRP_Lithium_DisplayName = Lithium7 #LOC_CRP_Lithium_Abbreviation = Li7 #LOC_CRP_Lithium6_DisplayName = Lithium6 #LOC_CRP_Lithium6_Abbreviation = Li6 #LOC_CRP_LithiumHydride_DisplayName = Lithiumhydrid #LOC_CRP_LithiumHydride_Abbreviation = Li7H #LOC_CRP_LithiumDeuteride_DisplayName = Lithiumdeuterid #LOC_CRP_LithiumDeuteride_Abbreviation = Li6D #LOC_CRP_LqdAmmonia_DisplayName = LAmmoniak #LOC_CRP_LqdAmmonia_Abbreviation = NH3 #LOC_CRP_Helium3_DisplayName = Helium3 #LOC_CRP_Helium3_Abbreviation = He3 #LOC_CRP_LqdHe3_DisplayName = LHe3 #LOC_CRP_LqdHe3_Abbreviation = LHe3 #LOC_CRP_Helium4_DisplayName = Helium4 #LOC_CRP_Helium4_Abbreviation = He4 #LOC_CRP_LqdHelium_DisplayName = LHelium #LOC_CRP_LqdHelium_Abbreviation = LHe4 #LOC_CRP_Nitratine_DisplayName = Nitronatrit #LOC_CRP_Nitratine_Title = Nitronatrit #LOC_CRP_Hexaborane_DisplayName = Hexaboran #LOC_CRP_Hexaborane_Abbreviation = HxBo #LOC_CRP_LqdNitrogen_DisplayName = Flüssiger Stickstoff #LOC_CRP_LqdNitrogen_Abbreviation = LN14 #LOC_CRP_LqdNitrogen15_DisplayName = Flüssiger Stickstoff #LOC_CRP_LqdNitrogen15_Abbreviation = LN15 #LOC_CRP_Megajoules_DisplayName = Megajoule #LOC_CRP_Megajoules_Abbreviation = MJ #LOC_CRP_Monazite_DisplayName = Monazit #LOC_CRP_Monazite_Abbreviation = Monz #LOC_CRP_LqdOxygen18_DisplayName = Flüssiger Sauerstoff18 #LOC_CRP_LqdOxygen18_Abbreviation = LO18 #LOC_CRP_Salt_DisplayName = Salz #LOC_CRP_Salt_Abbreviation = Salz #LOC_CRP_Sodium_DisplayName = Natrium #LOC_CRP_Sodium_Abbreviation = Na #LOC_CRP_SolidHydrogen_DisplayName = Fester Wasserstoff #LOC_CRP_SolidHydrogen_Abbreviation = SH #LOC_CRP_PolyvinylChloride_DisplayName = Polyvinylchlorid #LOC_CRP_PolyvinylChloride_Abbreviation = PVC #LOC_CRP_Plutonium-238_DisplayName = Plutonium-238 #LOC_CRP_Plutonium-238_Abbreviation = Pu238 #LOC_CRP_Regolith_DisplayName = Regolith #LOC_CRP_Regolith_Abbreviation = R #LOC_CRP_UF4_DisplayName = Uran(IV)-fluorid #LOC_CRP_UF4_Abbreviation = UF4 #LOC_CRP_Silicates_DisplayName = Silicate #LOC_CRP_Silicates_Abbreviation = Silicate #LOC_CRP_Silicon_DisplayName = Silizium #LOC_CRP_Silicon_Abbreviation = Si #LOC_CRP_Spodumene_DisplayName = Spodumen #LOC_CRP_Spodumene_Abbreviation = LiAl #LOC_CRP_SolarWind_DisplayName = Sonnenwind #LOC_CRP_SolarWind_Abbreviation = SW #LOC_CRP_ThermalPower_DisplayName = Wärmekraft #LOC_CRP_ThermalPower_Abbreviation = WärmeK #LOC_CRP_Thorium_DisplayName = Thorium #LOC_CRP_ThF4_DisplayName = ThF4 #LOC_CRP_ThF4_Abbreviation = ThF4 #LOC_CRP_Tritium_DisplayName = Tritium #LOC_CRP_Tritium_Abbreviation = T #LOC_CRP_LqdTritium_DisplayName = Flüssiges Tritium #LOC_CRP_LqdTritium_Abbreviation = LT #LOC_CRP_UraniumNitride_DisplayName = UranNitrid #LOC_CRP_UraniumNitride_Abbreviation = UN #LOC_CRP_VacuumPlasma_DisplayName = VakuumPlasma #LOC_CRP_VacuumPlasma_Abbreviation = VP #LOC_CRP_WasteHeat_DisplayName = Abwärme #LOC_CRP_WasteHeat_Abbreviation = AW #LOC_CRP_LqdXenon_DisplayName = Flüssiges Xenon #LOC_CRP_LqdXenon_Abbreviation = LXe #LOC_CRP_Aerozine50_DisplayName = Aerozin 50 #LOC_CRP_AK20_DisplayName = AK20 #LOC_CRP_AK27_DisplayName = AK27 #LOC_CRP_Aniline_DisplayName = Anilin #LOC_CRP_AvGas_DisplayName = AvGas #LOC_CRP_CaveaB_DisplayName = CaveaB #LOC_CRP_ClF3_DisplayName = ClF3 #LOC_CRP_ClF5_DisplayName = ClF5 #LOC_CRP_Diborane_DisplayName = Diboran #LOC_CRP_Ethane_DisplayName = Ethan #LOC_CRP_Ethanol_DisplayName = Ethanol #LOC_CRP_Ethanol75_DisplayName = Ethanol75 #LOC_CRP_Ethanol90_DisplayName = Ethanol90 #LOC_CRP_Ethylene_DisplayName = Ethylen #LOC_CRP_FLOX30_DisplayName = FLOX30 #LOC_CRP_FLOX70_DisplayName = FLOX70 #LOC_CRP_FLOX88_DisplayName = FLOX88 #LOC_CRP_Furfuryl_DisplayName = Furfuryl #LOC_CRP_Helium_DisplayName = Helium #LOC_CRP_HNIW_DisplayName = HNIW #LOC_CRP_HTP_DisplayName = HTP #LOC_CRP_HTPB_DisplayName = HTPB #LOC_CRP_Hydrazine_DisplayName = Hydrazin #LOC_CRP_Hydyne_DisplayName = Hydyne #LOC_CRP_IRFNA-III_DisplayName = IRFNA-III #LOC_CRP_IRFNA-IV_DisplayName = IRFNA-IV #LOC_CRP_IWFNA_DisplayName = IWFNA #LOC_CRP_Kerosene_DisplayName = Kerosin #LOC_CRP_LeadBallast_DisplayName = Bleiballast #LOC_CRP_LqdFluorine_DisplayName = LFluor #LOC_CRP_LqdMethane_DisplayName = LMethan #LOC_CRP_LqdOxygen_DisplayName = LSauerstoff #LOC_CRP_Methane_DisplayName = Methan #LOC_CRP_Methanol_DisplayName = Methanol #LOC_CRP_MMH_DisplayName = MMH #LOC_CRP_MON1_DisplayName = MON1 #LOC_CRP_MON3_DisplayName = MON3 #LOC_CRP_MON10_DisplayName = MON10 #LOC_CRP_MON15_DisplayName = MON15 #LOC_CRP_MON20_DisplayName = MON20 #LOC_CRP_MON25_DisplayName = MON25 #LOC_CRP_NGNC_DisplayName = NGNC #LOC_CRP_N2F4_DisplayName = N2F4 #LOC_CRP_Nitrogen_DisplayName = Stickstoff #LOC_CRP_NitrousOxide_DisplayName = Lachgas #LOC_CRP_NTO_DisplayName = NTO #LOC_CRP_OF2_DisplayName = OF2 #LOC_CRP_PBAN_DisplayName = PBAN #LOC_CRP_Pentaborane_DisplayName = Pentaboran #LOC_CRP_PSPC_DisplayName = PSPC #LOC_CRP_Syntin_DisplayName = Syntin #LOC_CRP_TEATEB_DisplayName = TEATEB #LOC_CRP_Tonka250_DisplayName = Tonka250 #LOC_CRP_Tonka500_DisplayName = Tonka500 #LOC_CRP_UDMH_DisplayName = UDMH #LOC_CRP_UH25_DisplayName = UH25 #LOC_CRP_Glykerol_DisplayName = Glycerin } } } UrlConfig { parentUrl = CommunityResourcePack/Localization/en-us.cfg Localization { en-us { #LOC_CRP_Hydrates_DisplayName = Hydrates #LOC_CRP_Gypsum_DisplayName = Gypsum #LOC_CRP_IntakeLqd_DisplayName = IntakeLqd #LOC_CRP_ColonySupplies_DisplayName = ColonySupplies #LOC_CRP_Lead_DisplayName = Lead #LOC_CRP_CarbonDioxide_DisplayName = CarbonDioxide #LOC_CRP_Chemicals_DisplayName = Chemicals #LOC_CRP_Dirt_DisplayName = Dirt #LOC_CRP_ExoticMinerals_DisplayName = ExoticMinerals #LOC_CRP_Food_DisplayName = Food #LOC_CRP_Supplies_DisplayName = Supplies #LOC_CRP_Fertilizer_DisplayName = Fertilizer #LOC_CRP_Mulch_DisplayName = Mulch #LOC_CRP_Machinery_DisplayName = Machinery #LOC_CRP_SpecializedParts_DisplayName = SpecializedParts #LOC_CRP_Recyclables_DisplayName = Recyclables #LOC_CRP_Hydrogen_DisplayName = Hydrogen #LOC_CRP_Karbonite_DisplayName = Karbonite #LOC_CRP_Karborundum_DisplayName = Karborundum #LOC_CRP_LqdCO2_DisplayName = LqdCO2 #LOC_CRP_LqdCO_DisplayName = LqdCO #LOC_CRP_MaterialKits_DisplayName = MaterialKits #LOC_CRP_Metals_DisplayName = Metals #LOC_CRP_Minerals_DisplayName = Minerals #LOC_CRP_MetallicOre_DisplayName = MetallicOre #LOC_CRP_Organics_DisplayName = Organics #LOC_CRP_Oxygen_DisplayName = Oxygen #LOC_CRP_Polymers_DisplayName = Polymers #LOC_CRP_RareMetals_DisplayName = RareMetals #LOC_CRP_RefinedExotics_DisplayName = RefinedExotics #LOC_CRP_Rock_DisplayName = Rock #LOC_CRP_RocketParts_DisplayName = RocketParts #LOC_CRP_SpareParts_DisplayName = SpareParts #LOC_CRP_Substrate_DisplayName = Substrate #LOC_CRP_Uraninite_DisplayName = Uraninite #LOC_CRP_Waste_DisplayName = Waste #LOC_CRP_WasteWater_DisplayName = WasteWater #LOC_CRP_Water_DisplayName = Water #LOC_CRP_ArgonGas_DisplayName = Argon Gas #LOC_CRP_ArgonGas_Abbreviation = Ar #LOC_CRP_Boron_DisplayName = Boron #LOC_CRP_Boron_Abbreviation = Bo #LOC_CRP_ResourceLode_DisplayName = ResourceLode #LOC_CRP_EnrichedUranium_DisplayName = Enriched Uranium #LOC_CRP_EnrichedUranium_Abbreviation = EnrU #LOC_CRP_DepletedUranium_DisplayName = Depleted Uranium #LOC_CRP_DepletedUranium_Abbreviation = DepU #LOC_CRP_LqdHydrogen_DisplayName = Liquid Hydrogen #LOC_CRP_LqdHydrogen_Abbreviation = LH2 #LOC_CRP_StoredCharge_DisplayName = Stored Charge #LOC_CRP_StoredCharge_Abbreviation = SC #LOC_CRP_Actinides_DisplayName = Actinides #LOC_CRP_Actinides_Abbreviation = Act #LOC_CRP_Aluminium_DisplayName = Aluminium #LOC_CRP_Aluminium_Abbreviation = Al #LOC_CRP_Alumina_DisplayName = Alumina #LOC_CRP_Alumina_Abbreviation = Aia #LOC_CRP_Ammonia_DisplayName = Ammonia #LOC_CRP_Ammonia_Abbreviation = NH3 #LOC_CRP_Antimatter_DisplayName = Antimatter #LOC_CRP_Antimatter_Abbreviation = AM #LOC_CRP_AntiHydrogen_DisplayName = Anti Hydrogen #LOC_CRP_AntiHydrogen_Abbreviation = AH #LOC_CRP_LqdArgon_DisplayName = LqdArgon #LOC_CRP_LqdArgon_Abbreviation = Ar #LOC_CRP_Borate_DisplayName = Borate #LOC_CRP_Borate_Abbreviation = Br #LOC_CRP_Caesium_DisplayName = Caesium #LOC_CRP_Caesium_Abbreviation = Cs #LOC_CRP_Calcium_Abbreviation = Ca #LOC_CRP_Calcium_DisplayName = Calcium #LOC_CRP_CarbonMonoxide_DisplayName = CarbonMonoxide #LOC_CRP_CarbonMonoxide_Abbreviation = CO #LOC_CRP_Carbon_DisplayName = Carbon #LOC_CRP_Carbon_Abbreviation = C #LOC_CRP_ChargedParticles_DisplayName = ChargedParticles #LOC_CRP_ChargedParticles_Abbreviation = CP #LOC_CRP_Chlorine_DisplayName = Chlorine #LOC_CRP_Chlorine_Abbreviation = Cl #LOC_CRP_CompressedAir_DisplayName = Compressed Air #LOC_CRP_CompressedAir_Abbreviation = Air #LOC_CRP_Decaborane_DisplayName = Decaborane #LOC_CRP_Decaborane_Abbreviation = DeBo #LOC_CRP_Deuterium_DisplayName = Deuterium #LOC_CRP_Deuterium_Abbreviation = D #LOC_CRP_LqdDeuterium_DisplayName = LqdDeuterium #LOC_CRP_LqdDeuterium_Abbreviation = D #LOC_CRP_DepletedFuel_DisplayName = DepletedFuel #LOC_CRP_DepletedFuel_Abbreviation = DepF #LOC_CRP_ExoticMatter_DisplayName = ExoticMatter #LOC_CRP_ExoticMatter_Abbreviation = EcM #LOC_CRP_FusionPellets_DisplayName = FusionPellets #LOC_CRP_FusionPellets_Abbreviation = FP #LOC_CRP_Fluorine_DisplayName = Fluorine #LOC_CRP_Fluorine_Abbreviation = F #LOC_CRP_Fluorite_DisplayName = Fluorite #LOC_CRP_Fluorite_Abbreviation = CaF2 #LOC_CRP_HeavyWater_DisplayName = HeavyWater #LOC_CRP_HeavyWater_Abbreviation = D20 #LOC_CRP_IntakeAtm_DisplayName = IntakeAtm #LOC_CRP_IntakeAtm_Abbreviation = IntA #LOC_CRP_KryptonGas_DisplayName = KryptonGas #LOC_CRP_KryptonGas_Abbreviation = Kr #LOC_CRP_LqdKrypton_DisplayName = LqdKrypton #LOC_CRP_LqdKrypton_Abbreviation = Kr #LOC_CRP_NeonGas_DisplayName = NeonGas #LOC_CRP_NeonGas_Abbreviation = Ne #LOC_CRP_LqdNeon_DisplayName = LqdNeon #LOC_CRP_LqdNeon_Abbreviation = Ne #LOC_CRP_Lithium_DisplayName = Lithium #LOC_CRP_Lithium_Abbreviation = Li7 #LOC_CRP_Lithium6_DisplayName = Lithium6 #LOC_CRP_Lithium6_Abbreviation = Li6 #LOC_CRP_LithiumHydride_DisplayName = LithiumHydride #LOC_CRP_LithiumHydride_Abbreviation = Li7H #LOC_CRP_LithiumDeuteride_DisplayName = LithiumDeuteride #LOC_CRP_LithiumDeuteride_Abbreviation = Li6D #LOC_CRP_LqdAmmonia_DisplayName = LqdAmmonia #LOC_CRP_LqdAmmonia_Abbreviation = NH3 #LOC_CRP_Helium3_DisplayName = Helium3 #LOC_CRP_Helium3_Abbreviation = He3 #LOC_CRP_LqdHe3_DisplayName = LqdHe3 #LOC_CRP_LqdHe3_Abbreviation = He3 #LOC_CRP_Helium4_DisplayName = Helium4 #LOC_CRP_Helium4_Abbreviation = He4 #LOC_CRP_LqdHelium_DisplayName = LqdHelium #LOC_CRP_LqdHelium_Abbreviation = He4 #LOC_CRP_Nitratine_DisplayName = Nitratine #LOC_CRP_Nitratine_Abbreviation = Nit #LOC_CRP_Hexaborane_DisplayName = Hexaborane #LOC_CRP_Hexaborane_Abbreviation = HxBo #LOC_CRP_LqdNitrogen_DisplayName = LqdNitrogen #LOC_CRP_LqdNitrogen_Abbreviation = N14 #LOC_CRP_LqdNitrogen15_DisplayName = LqdNitrogen15 #LOC_CRP_LqdNitrogen15_Abbreviation = N15 #LOC_CRP_Megajoules_DisplayName = Megajoules #LOC_CRP_Megajoules_Abbreviation = Meg3 #LOC_CRP_Monazite_DisplayName = Monazite #LOC_CRP_Monazite_Abbreviation = Monz #LOC_CRP_LqdOxygen18_DisplayName = LqdOxygen18 #LOC_CRP_LqdOxygen18_Abbreviation = O18 #LOC_CRP_Salt_DisplayName = Salt #LOC_CRP_Salt_Abbreviation = Salt #LOC_CRP_Sodium_DisplayName = Sodium #LOC_CRP_Sodium_Abbreviation = Na #LOC_CRP_Sulphur_DisplayName = Sulphur #LOC_CRP_Sulphur_Abbreviation = S #LOC_CRP_SolidHydrogen_DisplayName = SolidHydrogen #LOC_CRP_SolidHydrogen_Abbreviation = SH #LOC_CRP_PolyvinylChloride_DisplayName = PolyvinylChloride #LOC_CRP_PolyvinylChloride_Abbreviation = PVC #LOC_CRP_Plutonium-238_DisplayName = Plutonium-238 #LOC_CRP_Plutonium-238_Abbreviation = Pu238 #LOC_CRP_Regolith_DisplayName = Regolith #LOC_CRP_Regolith_Abbreviation = R #LOC_CRP_UF4_DisplayName = UF4 #LOC_CRP_UF4_Abbreviation = UF4 #LOC_CRP_Silicates_DisplayName = Silicates #LOC_CRP_Silicates_Abbreviation = Silica #LOC_CRP_Silicon_DisplayName = Silicon #LOC_CRP_Silicon_Abbreviation = Si #LOC_CRP_Spodumene_DisplayName = Spodumene #LOC_CRP_Spodumene_Abbreviation = LiAl #LOC_CRP_SolarWind_DisplayName = SolarWind #LOC_CRP_SolarWind_Abbreviation = SW #LOC_CRP_ThermalPower_DisplayName = ThermalPower #LOC_CRP_ThermalPower_Abbreviation = ThP #LOC_CRP_Thorium_DisplayName = Thorium #LOC_CRP_Thorium_Abbreviation = Th #LOC_CRP_ThF4_DisplayName = ThF4 #LOC_CRP_ThF4_Abbreviation = ThF4 #LOC_CRP_Tritium_DisplayName = Tritium #LOC_CRP_Tritium_Abbreviation = T #LOC_CRP_LqdTritium_DisplayName = LqdTritium #LOC_CRP_LqdTritium_Abbreviation = T #LOC_CRP_UraniumNitride_DisplayName = UraniumNitride #LOC_CRP_UraniumNitride_Abbreviation = UN #LOC_CRP_VacuumPlasma_DisplayName = VacuumPlasma #LOC_CRP_VacuumPlasma_Abbreviation = VP #LOC_CRP_WasteHeat_DisplayName = WasteHeat #LOC_CRP_WasteHeat_Abbreviation = WH #LOC_CRP_LqdXenon_DisplayName = LqdXenon #LOC_CRP_LqdXenon_Abbreviation = Xe #LOC_CRP_Aerozine50_DisplayName = Aerozine50 #LOC_CRP_AK20_DisplayName = AK20 #LOC_CRP_AK27_DisplayName = AK27 #LOC_CRP_Aniline_DisplayName = Aniline #LOC_CRP_AvGas_DisplayName = AvGas #LOC_CRP_CaveaB_DisplayName = CaveaB #LOC_CRP_ClF3_DisplayName = ClF3 #LOC_CRP_ClF5_DisplayName = ClF5 #LOC_CRP_Diborane_DisplayName = Diborane #LOC_CRP_Ethane_DisplayName = Ethane #LOC_CRP_Ethanol_DisplayName = Ethanol #LOC_CRP_Ethanol75_DisplayName = Ethanol75 #LOC_CRP_Ethanol90_DisplayName = Ethanol90 #LOC_CRP_Ethylene_DisplayName = Ethylene #LOC_CRP_FLOX30_DisplayName = FLOX30 #LOC_CRP_FLOX70_DisplayName = FLOX70 #LOC_CRP_FLOX88_DisplayName = FLOX88 #LOC_CRP_Furfuryl_DisplayName = Furfuryl #LOC_CRP_Helium_DisplayName = Helium #LOC_CRP_HNIW_DisplayName = HNIW #LOC_CRP_HTP_DisplayName = HTP #LOC_CRP_HTPB_DisplayName = HTPB #LOC_CRP_Hydrazine_DisplayName = Hydrazine #LOC_CRP_Hydyne_DisplayName = Hydyne #LOC_CRP_IRFNA-III_DisplayName = IRFNA-III #LOC_CRP_IRFNA-IV_DisplayName = IRFNA-IV #LOC_CRP_IWFNA_DisplayName = IWFNA #LOC_CRP_Kerosene_DisplayName = Kerosene #LOC_CRP_LeadBallast_DisplayName = LeadBallast #LOC_CRP_LqdFluorine_DisplayName = LqdFluorine #LOC_CRP_LqdMethane_DisplayName = LqdMethane #LOC_CRP_LqdOxygen_DisplayName = LqdOxygen #LOC_CRP_Methane_DisplayName = Methane #LOC_CRP_Methanol_DisplayName = Methanol #LOC_CRP_MMH_DisplayName = MMH #LOC_CRP_MON1_DisplayName = MON1 #LOC_CRP_MON3_DisplayName = MON3 #LOC_CRP_MON10_DisplayName = MON10 #LOC_CRP_MON15_DisplayName = MON15 #LOC_CRP_MON20_DisplayName = MON20 #LOC_CRP_MON25_DisplayName = MON25 #LOC_CRP_NGNC_DisplayName = NGNC #LOC_CRP_N2F4_DisplayName = N2F4 #LOC_CRP_Nitrogen_DisplayName = Nitrogen #LOC_CRP_NitrousOxide_DisplayName = NitrousOxide #LOC_CRP_NTO_DisplayName = NTO #LOC_CRP_OF2_DisplayName = OF2 #LOC_CRP_PBAN_DisplayName = PBAN #LOC_CRP_Pentaborane_DisplayName = Pentaborane #LOC_CRP_PSPC_DisplayName = PSPC #LOC_CRP_Syntin_DisplayName = Syntin #LOC_CRP_TEATEB_DisplayName = TEATEB #LOC_CRP_Tonka250_DisplayName = Tonka250 #LOC_CRP_Tonka500_DisplayName = Tonka500 #LOC_CRP_UDMH_DisplayName = UDMH #LOC_CRP_UH25_DisplayName = UH25 #LOC_CRP_Glykerol_DisplayName = Glykerol } } } UrlConfig { parentUrl = CommunityResourcePack/Localization/es-es.cfg Localization { es-es { #LOC_CRP_Hydrates_DisplayName = Hidratos #LOC_CRP_Gypsum_DisplayName = Yeso #LOC_CRP_IntakeLqd_DisplayName = Ingreso Lqd #LOC_CRP_ColonySupplies_DisplayName = Suministros coloniales #LOC_CRP_Lead_DisplayName = Plomo #LOC_CRP_CarbonDioxide_DisplayName = Dióxido de carbono #LOC_CRP_Chemicals_DisplayName = Productos químicos #LOC_CRP_Dirt_DisplayName = Suciedad #LOC_CRP_ExoticMinerals_DisplayName = Minerales exóticos #LOC_CRP_Food_DisplayName = Comida #LOC_CRP_Supplies_DisplayName = Suministros #LOC_CRP_Fertilizer_DisplayName = Fertilizante #LOC_CRP_Mulch_DisplayName = Mantillo #LOC_CRP_Machinery_DisplayName = Maquinaria #LOC_CRP_SpecializedParts_DisplayName = Piezas especializadas #LOC_CRP_Recyclables_DisplayName = Reciclables #LOC_CRP_Hydrogen_DisplayName = Hidrógeno #LOC_CRP_Karbonite_DisplayName = Karbonita #LOC_CRP_Karborundum_DisplayName = Karborundum #LOC_CRP_LqdCO2_DisplayName = LqdCO2 #LOC_CRP_LqdCO_DisplayName = LqdCO #LOC_CRP_MaterialKits_DisplayName = Kits de materiales #LOC_CRP_Metals_DisplayName = Metales #LOC_CRP_Minerals_DisplayName = Minerales #LOC_CRP_MetallicOre_DisplayName = Mineral metálico #LOC_CRP_Organics_DisplayName = Orgánicos #LOC_CRP_Oxygen_DisplayName = Oxígeno #LOC_CRP_Polymers_DisplayName = Polímeros #LOC_CRP_RareMetals_DisplayName = Metales raros #LOC_CRP_RefinedExotics_DisplayName = Exóticos refinados #LOC_CRP_Rock_DisplayName = Roca #LOC_CRP_RocketParts_DisplayName = Piezas de cohetes #LOC_CRP_SpareParts_DisplayName = Repuestos #LOC_CRP_Substrate_DisplayName = Sustrato #LOC_CRP_Uraninite_DisplayName = Uraninita #LOC_CRP_Waste_DisplayName = Residuos #LOC_CRP_WasteWater_DisplayName = Aguas residuales #LOC_CRP_Water_DisplayName = Agua #LOC_CRP_ArgonGas_DisplayName = Gas argón #LOC_CRP_ArgonGas_Abbreviation = Ar #LOC_CRP_Boron_DisplayName = Boro #LOC_CRP_Boron_Abbreviation = Bo #LOC_CRP_ResourceLode_DisplayName = Lode de recursos #LOC_CRP_EnrichedUranium_DisplayName = Uranio enriquecido #LOC_CRP_EnrichedUranium_Abbreviation = UrEn #LOC_CRP_DepletedUranium_DisplayName = Uranio empobrecido #LOC_CRP_DepletedUranium_Abbreviation = UrEm #LOC_CRP_LqdHydrogen_DisplayName = Hidrógeno líquido #LOC_CRP_LqdHydrogen_Abbreviation = LH2 #LOC_CRP_StoredCharge_DisplayName = Carga Almacenada #LOC_CRP_StoredCharge_Abbreviation = CA #LOC_CRP_Actinides_DisplayName = Actínidos #LOC_CRP_Actinides_Abbreviation = Act #LOC_CRP_Aluminium_DisplayName = Aluminio #LOC_CRP_Aluminium_Abbreviation = Al #LOC_CRP_Alumina_DisplayName = Alúmina #LOC_CRP_Alumina_Abbreviation = Aia #LOC_CRP_Ammonia_DisplayName = Amoníaco #LOC_CRP_Ammonia_Abbreviation = NH3 #LOC_CRP_Antimatter_DisplayName = Antimateria #LOC_CRP_Antimatter_Abbreviation = AM #LOC_CRP_AntiHydrogen_DisplayName = Anti Hidrógeno #LOC_CRP_AntiHydrogen_Abbreviation = AH #LOC_CRP_LqdArgon_DisplayName = ArgónLqd #LOC_CRP_LqdArgon_Abbreviation = Ar #LOC_CRP_Borate_DisplayName = Borato #LOC_CRP_Borate_Abbreviation = Br #LOC_CRP_Caesium_DisplayName = Cesio #LOC_CRP_Caesium_Abbreviation = Cs #LOC_CRP_Calcium_Abbreviation = Ca #LOC_CRP_Calcium_DisplayName = Calcio #LOC_CRP_CarbonMonoxide_DisplayName = Monóxido de carbono #LOC_CRP_CarbonMonoxide_Abbreviation = CO #LOC_CRP_Carbon_DisplayName = Carbón #LOC_CRP_Carbon_Abbreviation = C #LOC_CRP_ChargedParticles_DisplayName = Partículas cargadas #LOC_CRP_ChargedParticles_Abbreviation = PC #LOC_CRP_Chlorine_DisplayName = Cloro #LOC_CRP_Chlorine_Abbreviation = Cl #LOC_CRP_CompressedAir_DisplayName = Aire comprimido #LOC_CRP_CompressedAir_Abbreviation = Aire #LOC_CRP_Decaborane_DisplayName = Decaborano #LOC_CRP_Decaborane_Abbreviation = DeBo #LOC_CRP_Deuterium_DisplayName = Deuterio #LOC_CRP_Deuterium_Abbreviation = D #LOC_CRP_LqdDeuterium_DisplayName = DeuterioLqd #LOC_CRP_LqdDeuterium_Abbreviation = D #LOC_CRP_DepletedFuel_DisplayName = Combustible agotado #LOC_CRP_DepletedFuel_Abbreviation = Comb Agt #LOC_CRP_ExoticMatter_DisplayName = Materia exótica #LOC_CRP_ExoticMatter_Abbreviation = MeX #LOC_CRP_FusionPellets_DisplayName = Pellets de fusión #LOC_CRP_FusionPellets_Abbreviation = FP #LOC_CRP_Fluorine_DisplayName = Flúor #LOC_CRP_Fluorine_Abbreviation = F #LOC_CRP_Fluorite_DisplayName = Fluorita #LOC_CRP_Fluorite_Abbreviation = CaF2 #LOC_CRP_HeavyWater_DisplayName = Agua pesada #LOC_CRP_HeavyWater_Abbreviation = D20 #LOC_CRP_IntakeAtm_DisplayName = AdmisiónAtm #LOC_CRP_IntakeAtm_Abbreviation = AdAtm #LOC_CRP_KryptonGas_DisplayName = Gas kriptón #LOC_CRP_KryptonGas_Abbreviation = Kr #LOC_CRP_LqdKrypton_DisplayName = KriptónLqd #LOC_CRP_LqdKrypton_Abbreviation = Kr #LOC_CRP_NeonGas_DisplayName = Gas neón #LOC_CRP_NeonGas_Abbreviation = Ne #LOC_CRP_LqdNeon_DisplayName = NeónLqd #LOC_CRP_LqdNeon_Abbreviation = Ne #LOC_CRP_Lithium_DisplayName = Litio #LOC_CRP_Lithium_Abbreviation = Li7 #LOC_CRP_Lithium6_DisplayName = Litio6 #LOC_CRP_Lithium6_Abbreviation = Li6 #LOC_CRP_LithiumHydride_DisplayName = Hidruro de litio #LOC_CRP_LithiumHydride_Abbreviation = Li7H #LOC_CRP_LithiumDeuteride_DisplayName = Deuterio de litio #LOC_CRP_LithiumDeuteride_Abbreviation = Li6D #LOC_CRP_LqdAmmonia_DisplayName = AmoníacoLqd #LOC_CRP_LqdAmmonia_Abbreviation = NH3 #LOC_CRP_Helium3_DisplayName = Helio3 #LOC_CRP_Helium3_Abbreviation = He3 #LOC_CRP_LqdHe3_DisplayName = He3Lqd #LOC_CRP_LqdHe3_Abbreviation = He3 #LOC_CRP_Helium4_DisplayName = Helio4 #LOC_CRP_Helium4_Abbreviation = He4 #LOC_CRP_LqdHelium_DisplayName = HelioLqd #LOC_CRP_LqdHelium_Abbreviation = He4 #LOC_CRP_Nitratine_DisplayName = Nitratina #LOC_CRP_Nitratine_Abbreviation = Nit #LOC_CRP_Hexaborane_DisplayName = Hexaborane #LOC_CRP_Hexaborane_Abbreviation = HxBo #LOC_CRP_LqdNitrogen_DisplayName = NitrógenoLqd #LOC_CRP_LqdNitrogen_Abbreviation = N14 #LOC_CRP_LqdNitrogen15_DisplayName = Nitrógeno15Lqd #LOC_CRP_LqdNitrogen15_Abbreviation = N15 #LOC_CRP_Megajoules_DisplayName = Megajulios #LOC_CRP_Megajoules_Abbreviation = Meg3 #LOC_CRP_Monazite_DisplayName = Monacita #LOC_CRP_Monazite_Abbreviation = Monc #LOC_CRP_LqdOxygen18_DisplayName = Oxígeno18Lqd #LOC_CRP_LqdOxygen18_Abbreviation = O18 #LOC_CRP_Salt_DisplayName = Sal #LOC_CRP_Salt_Abbreviation = Sal #LOC_CRP_Sodium_DisplayName = Sodio #LOC_CRP_Sodium_Abbreviation = Na #LOC_CRP_Sulphur_DisplayName = Azufre #LOC_CRP_Sulphur_Abbreviation = Az #LOC_CRP_SolidHydrogen_DisplayName = Hidrógeno sólido #LOC_CRP_SolidHydrogen_Abbreviation = HS #LOC_CRP_PolyvinylChloride_DisplayName = Cloruro de polivinilo #LOC_CRP_PolyvinylChloride_Abbreviation = PVC #LOC_CRP_Plutonium-238_DisplayName = Plutonio-238 #LOC_CRP_Plutonium-238_Abbreviation = Pu238 #LOC_CRP_Regolith_DisplayName = Regolito #LOC_CRP_Regolith_Abbreviation = R #LOC_CRP_UF4_DisplayName = UF4 #LOC_CRP_UF4_Abbreviation = UF4 #LOC_CRP_Silicates_DisplayName = Silicatos #LOC_CRP_Silicates_Abbreviation = Sílice #LOC_CRP_Silicon_DisplayName = Silicio #LOC_CRP_Silicon_Abbreviation = Si #LOC_CRP_Spodumene_DisplayName = Espodumena #LOC_CRP_Spodumene_Abbreviation = LiAl #LOC_CRP_SolarWind_DisplayName = Viento solar #LOC_CRP_SolarWind_Abbreviation = VS #LOC_CRP_ThermalPower_DisplayName = Energía térmica #LOC_CRP_ThermalPower_Abbreviation = EnTe #LOC_CRP_Thorium_DisplayName = Torio #LOC_CRP_Thorium_Abbreviation = To #LOC_CRP_ThF4_DisplayName = ThF4 #LOC_CRP_ThF4_Abbreviation = ThF4 #LOC_CRP_Tritium_DisplayName = Tritio #LOC_CRP_Tritium_Abbreviation = T #LOC_CRP_LqdTritium_DisplayName = TritioLqd #LOC_CRP_LqdTritium_Abbreviation = T #LOC_CRP_UraniumNitride_DisplayName = Nitruro de uranio #LOC_CRP_UraniumNitride_Abbreviation = UN #LOC_CRP_VacuumPlasma_DisplayName = Plasma de vacío #LOC_CRP_VacuumPlasma_Abbreviation = PV #LOC_CRP_WasteHeat_DisplayName = Calor residual #LOC_CRP_WasteHeat_Abbreviation = CR #LOC_CRP_LqdXenon_DisplayName = XenónLqd #LOC_CRP_LqdXenon_Abbreviation = Xe #LOC_CRP_Aerozine50_DisplayName = Aerozine50 #LOC_CRP_AK20_DisplayName = AK20 #LOC_CRP_AK27_DisplayName = AK27 #LOC_CRP_Aniline_DisplayName = Anilina #LOC_CRP_AvGas_DisplayName = AvGas #LOC_CRP_CaveaB_DisplayName = CaveaB #LOC_CRP_ClF3_DisplayName = ClF3 #LOC_CRP_ClF5_DisplayName = ClF5 #LOC_CRP_Diborane_DisplayName = Diborano #LOC_CRP_Ethane_DisplayName = Etano #LOC_CRP_Ethanol_DisplayName = Etanol #LOC_CRP_Ethanol75_DisplayName = Etanol75 #LOC_CRP_Ethanol90_DisplayName = Etanol90 #LOC_CRP_Ethylene_DisplayName = Etileno #LOC_CRP_FLOX30_DisplayName = FLOX30 #LOC_CRP_FLOX70_DisplayName = FLOX70 #LOC_CRP_FLOX88_DisplayName = FLOX88 #LOC_CRP_Furfuryl_DisplayName = Furfurilo #LOC_CRP_Helium_DisplayName = Helio #LOC_CRP_HNIW_DisplayName = HNIW #LOC_CRP_HTP_DisplayName = HTP #LOC_CRP_HTPB_DisplayName = HTPB #LOC_CRP_Hydrazine_DisplayName = Hidracina #LOC_CRP_Hydyne_DisplayName = Hidina #LOC_CRP_IRFNA-III_DisplayName = IRFNA-III #LOC_CRP_IRFNA-IV_DisplayName = IRFNA-IV #LOC_CRP_IWFNA_DisplayName = IWFNA #LOC_CRP_Kerosene_DisplayName = Queroseno #LOC_CRP_LeadBallast_DisplayName = Lastre de plomo #LOC_CRP_LqdFluorine_DisplayName = FlúorLqd #LOC_CRP_LqdMethane_DisplayName = MetanoLqd #LOC_CRP_LqdOxygen_DisplayName = OxígenoLqd #LOC_CRP_Methane_DisplayName = Metano #LOC_CRP_Methanol_DisplayName = Metanol #LOC_CRP_MMH_DisplayName = MMH #LOC_CRP_MON1_DisplayName = MON1 #LOC_CRP_MON3_DisplayName = MON3 #LOC_CRP_MON10_DisplayName = MON10 #LOC_CRP_MON15_DisplayName = MON15 #LOC_CRP_MON20_DisplayName = MON20 #LOC_CRP_MON25_DisplayName = MON25 #LOC_CRP_NGNC_DisplayName = NGNC #LOC_CRP_N2F4_DisplayName = N2F4 #LOC_CRP_Nitrogen_DisplayName = Nitrógeno #LOC_CRP_NitrousOxide_DisplayName = Óxido nitroso #LOC_CRP_NTO_DisplayName = NTO #LOC_CRP_OF2_DisplayName = OF2 #LOC_CRP_PBAN_DisplayName = PBAN #LOC_CRP_Pentaborane_DisplayName = Pentaborano #LOC_CRP_PSPC_DisplayName = PSPC #LOC_CRP_Syntin_DisplayName = Sintina #LOC_CRP_TEATEB_DisplayName = TEATEB #LOC_CRP_Tonka250_DisplayName = Tonka250 #LOC_CRP_Tonka500_DisplayName = Tonka500 #LOC_CRP_UDMH_DisplayName = UDMH #LOC_CRP_UH25_DisplayName = UH25 #LOC_CRP_Glykerol_DisplayName = Glikerol } } } UrlConfig { parentUrl = CommunityResourcePack/Localization/fr-fr.cfg Localization { fr-fr { #LOC_CRP_Hydrates_DisplayName = Hydrates #LOC_CRP_Gypsum_DisplayName = Gypse #LOC_CRP_IntakeLqd_DisplayName = Aduction Liquide #LOC_CRP_ColonySupplies_DisplayName = Provisions Coloniales #LOC_CRP_Lead_DisplayName = Plomb #LOC_CRP_CarbonDioxide_DisplayName = Dioxyde de Carbone #LOC_CRP_Chemicals_DisplayName = Produits Chimiques #LOC_CRP_Dirt_DisplayName = Boue #LOC_CRP_ExoticMinerals_DisplayName = Minerais Exotiques #LOC_CRP_Food_DisplayName = Nourriture #LOC_CRP_Supplies_DisplayName = Provisions #LOC_CRP_Fertilizer_DisplayName = Fertilisant #LOC_CRP_Mulch_DisplayName = Compost #LOC_CRP_Machinery_DisplayName = Machinerie #LOC_CRP_SpecializedParts_DisplayName = Pièces spécialisées #LOC_CRP_Recyclables_DisplayName = Recyclables #LOC_CRP_Hydrogen_DisplayName = Hydrogène #LOC_CRP_Karbonite_DisplayName = Karbonite #LOC_CRP_Karborundum_DisplayName = Karborundum #LOC_CRP_LqdCO2_DisplayName = CO2 liquide #LOC_CRP_LqdCO_DisplayName = CO Liquide #LOC_CRP_MaterialKits_DisplayName = Kits de Matériel #LOC_CRP_Metals_DisplayName = Métaux #LOC_CRP_Minerals_DisplayName = Minéraux #LOC_CRP_MetallicOre_DisplayName = Minerai métallique #LOC_CRP_Organics_DisplayName = Matières organiques #LOC_CRP_Oxygen_DisplayName = Oxygène #LOC_CRP_Polymers_DisplayName = Polymères #LOC_CRP_RareMetals_DisplayName = Métaux rares #LOC_CRP_RefinedExotics_DisplayName = Produits Exotiques Rafinés #LOC_CRP_Rock_DisplayName = Roche #LOC_CRP_RocketParts_DisplayName = Pièces de Fusées #LOC_CRP_SpareParts_DisplayName = Pièces détachées #LOC_CRP_Substrate_DisplayName = Substrat #LOC_CRP_Uraninite_DisplayName = Uraninite #LOC_CRP_Waste_DisplayName = Déchets #LOC_CRP_WasteWater_DisplayName = Eaux Usées #LOC_CRP_Water_DisplayName = Eau #LOC_CRP_ArgonGas_DisplayName = Argon Gazeux #LOC_CRP_ArgonGas_Abbreviation = Ar #LOC_CRP_Boron_DisplayName = Bore #LOC_CRP_Boron_Abbreviation = Bo #LOC_CRP_ResourceLode_DisplayName = Gisement exploitable #LOC_CRP_EnrichedUranium_DisplayName = Uranium Enrichi #LOC_CRP_EnrichedUranium_Abbreviation = UEnr #LOC_CRP_DepletedUranium_DisplayName = Uranium Appauvri #LOC_CRP_DepletedUranium_Abbreviation = UApp #LOC_CRP_LqdHydrogen_DisplayName = Hydrogène Liquide #LOC_CRP_LqdHydrogen_Abbreviation = H2Liq #LOC_CRP_StoredCharge_DisplayName = Charge Stockée #LOC_CRP_StoredCharge_Abbreviation = CS #LOC_CRP_Actinides_DisplayName = Actinides #LOC_CRP_Actinides_Abbreviation = Act #LOC_CRP_Aluminium_DisplayName = Aluminium #LOC_CRP_Aluminium_Abbreviation = Al #LOC_CRP_Alumina_DisplayName = Alumine #LOC_CRP_Alumina_Abbreviation = Alm #LOC_CRP_Ammonia_DisplayName = Ammoniaque #LOC_CRP_Ammonia_Abbreviation = NH3 #LOC_CRP_Antimatter_DisplayName = Antimatière #LOC_CRP_Antimatter_Abbreviation = AM #LOC_CRP_AntiHydrogen_DisplayName = Antihydrogène #LOC_CRP_AntiHydrogen_Abbreviation = AH #LOC_CRP_LqdArgon_DisplayName = Argon Liquide #LOC_CRP_LqdArgon_Abbreviation = ArLiq #LOC_CRP_Borate_DisplayName = Borate #LOC_CRP_Borate_Abbreviation = Br #LOC_CRP_Caesium_DisplayName = Césium #LOC_CRP_Caesium_Abbreviation = Cs #LOC_CRP_Calcium_Abbreviation = Ca #LOC_CRP_Calcium_DisplayName = Calcium #LOC_CRP_CarbonMonoxide_DisplayName = Monoxyde de Carbone #LOC_CRP_CarbonMonoxide_Abbreviation = CO #LOC_CRP_Carbon_DisplayName = Carbone #LOC_CRP_Carbon_Abbreviation = C #LOC_CRP_ChargedParticles_DisplayName = Particules Chargées #LOC_CRP_ChargedParticles_Abbreviation = PC #LOC_CRP_Chlorine_DisplayName = Chlore #LOC_CRP_Chlorine_Abbreviation = Cl #LOC_CRP_CompressedAir_DisplayName = Air Comprimé #LOC_CRP_CompressedAir_Abbreviation = Air #LOC_CRP_Decaborane_DisplayName = Décaborane #LOC_CRP_Decaborane_Abbreviation = DeBo #LOC_CRP_Deuterium_DisplayName = Deutérium #LOC_CRP_Deuterium_Abbreviation = D #LOC_CRP_LqdDeuterium_DisplayName = Deutérium Liquide #LOC_CRP_LqdDeuterium_Abbreviation = D #LOC_CRP_DepletedFuel_DisplayName = Combustible Appauvri #LOC_CRP_DepletedFuel_Abbreviation = ComApp #LOC_CRP_ExoticMatter_DisplayName = Matière Exotique #LOC_CRP_ExoticMatter_Abbreviation = MatExo #LOC_CRP_FusionPellets_DisplayName = Pastilles de fusion #LOC_CRP_FusionPellets_Abbreviation = PF #LOC_CRP_Fluorine_DisplayName = Fluor #LOC_CRP_Fluorine_Abbreviation = F #LOC_CRP_Fluorite_DisplayName = Fluorite #LOC_CRP_Fluorite_Abbreviation = CaF2 #LOC_CRP_HeavyWater_DisplayName = Eau Lourde #LOC_CRP_HeavyWater_Abbreviation = D2O #LOC_CRP_IntakeAtm_DisplayName = Entrée d'Air #LOC_CRP_IntakeAtm_Abbreviation = EntA #LOC_CRP_KryptonGas_DisplayName = Krypton #LOC_CRP_KryptonGas_Abbreviation = Kr #LOC_CRP_LqdKrypton_DisplayName = Krypton Liquide #LOC_CRP_LqdKrypton_Abbreviation = Kr #LOC_CRP_NeonGas_DisplayName = Néon #LOC_CRP_NeonGas_Abbreviation = Ne #LOC_CRP_LqdNeon_DisplayName = Néon Liquide #LOC_CRP_LqdNeon_Abbreviation = Ne #LOC_CRP_Lithium_DisplayName = Lithium #LOC_CRP_Lithium_Abbreviation = Li7 #LOC_CRP_Lithium6_DisplayName = Lithium6 #LOC_CRP_Lithium6_Abbreviation = Li6 #LOC_CRP_LithiumHydride_DisplayName = Hydrure de Lithium #LOC_CRP_LithiumHydride_Abbreviation = Li7H #LOC_CRP_LithiumDeuteride_DisplayName = Deutérure de Lithium #LOC_CRP_LithiumDeuteride_Abbreviation = Li6D #LOC_CRP_LqdAmmonia_DisplayName = Ammoniaque Liquide #LOC_CRP_LqdAmmonia_Abbreviation = NH3 #LOC_CRP_Helium3_DisplayName = Hélium3 #LOC_CRP_Helium3_Abbreviation = He3 #LOC_CRP_LqdHe3_DisplayName = Hélium3 Liquide #LOC_CRP_LqdHe3_Abbreviation = He3 #LOC_CRP_Helium4_DisplayName = Hélium4 #LOC_CRP_Helium4_Abbreviation = He4 #LOC_CRP_LqdHelium_DisplayName = Hélium Liquide #LOC_CRP_LqdHelium_Abbreviation = He4 #LOC_CRP_Nitratine_DisplayName = Nitratine #LOC_CRP_Nitratine_Abbreviation = Nit #LOC_CRP_Hexaborane_DisplayName = Héxaborane #LOC_CRP_Hexaborane_Abbreviation = HxBo #LOC_CRP_LqdNitrogen_DisplayName = Nitrogène Liquide #LOC_CRP_LqdNitrogen_Abbreviation = N14 #LOC_CRP_LqdNitrogen15_DisplayName = Nitrogène15 Liquide #LOC_CRP_LqdNitrogen15_Abbreviation = N15 #LOC_CRP_Megajoules_DisplayName = Mégajoules #LOC_CRP_Megajoules_Abbreviation = Meg3 #LOC_CRP_Monazite_DisplayName = Monazite #LOC_CRP_Monazite_Abbreviation = Monz #LOC_CRP_LqdOxygen18_DisplayName = Oxygène18 Liquide #LOC_CRP_LqdOxygen18_Abbreviation = O18 #LOC_CRP_Salt_DisplayName = Sel #LOC_CRP_Salt_Abbreviation = Sel #LOC_CRP_Sodium_DisplayName = Sodium #LOC_CRP_Sodium_Abbreviation = Na #LOC_CRP_Sulphur_DisplayName = Souffre #LOC_CRP_Sulphur_Abbreviation = S #LOC_CRP_SolidHydrogen_DisplayName = Hydrogène Solide #LOC_CRP_SolidHydrogen_Abbreviation = HS #LOC_CRP_PolyvinylChloride_DisplayName = Polychlorure de Vinyle #LOC_CRP_PolyvinylChloride_Abbreviation = PVC #LOC_CRP_Plutonium-238_DisplayName = Plutonium-238 #LOC_CRP_Plutonium-238_Abbreviation = Pu238 #LOC_CRP_Regolith_DisplayName = Régolithe #LOC_CRP_Regolith_Abbreviation = R #LOC_CRP_UF4_DisplayName = Fluorure d'Uranium4 #LOC_CRP_UF4_Abbreviation = UF4 #LOC_CRP_Silicates_DisplayName = Silicates #LOC_CRP_Silicates_Abbreviation = Silica #LOC_CRP_Silicon_DisplayName = Silicone #LOC_CRP_Silicon_Abbreviation = Si #LOC_CRP_Spodumene_DisplayName = Spodumène #LOC_CRP_Spodumene_Abbreviation = LiAl #LOC_CRP_SolarWind_DisplayName = Vents Solaire #LOC_CRP_SolarWind_Abbreviation = VS #LOC_CRP_ThermalPower_DisplayName = Energie Thermique #LOC_CRP_ThermalPower_Abbreviation = ET #LOC_CRP_Thorium_DisplayName = Thorium #LOC_CRP_Thorium_Abbreviation = Th #LOC_CRP_ThF4_DisplayName = Fluorure de thorium #LOC_CRP_ThF4_Abbreviation = ThF4 #LOC_CRP_Tritium_DisplayName = Tritium #LOC_CRP_Tritium_Abbreviation = T #LOC_CRP_LqdTritium_DisplayName = Tritium Liquide #LOC_CRP_LqdTritium_Abbreviation = T #LOC_CRP_UraniumNitride_DisplayName = Nitrure d'Uranium #LOC_CRP_UraniumNitride_Abbreviation = NU #LOC_CRP_VacuumPlasma_DisplayName = Projection Plasmique #LOC_CRP_VacuumPlasma_Abbreviation = PP #LOC_CRP_WasteHeat_DisplayName = Chaleur résiduelle #LOC_CRP_WasteHeat_Abbreviation = DT #LOC_CRP_LqdXenon_DisplayName = Xénon Liquide #LOC_CRP_LqdXenon_Abbreviation = Xe #LOC_CRP_Aerozine50_DisplayName = Aérozine50 #LOC_CRP_AK20_DisplayName = AK20 #LOC_CRP_AK27_DisplayName = AK27 #LOC_CRP_Aniline_DisplayName = Aniline #LOC_CRP_AvGas_DisplayName = AvGas #LOC_CRP_CaveaB_DisplayName = CaveaB #LOC_CRP_ClF3_DisplayName = ClF3 #LOC_CRP_ClF5_DisplayName = ClF5 #LOC_CRP_Diborane_DisplayName = Diborane #LOC_CRP_Ethane_DisplayName = Ethane #LOC_CRP_Ethanol_DisplayName = Ethanol #LOC_CRP_Ethanol75_DisplayName = Ethanol75 #LOC_CRP_Ethanol90_DisplayName = Ethanol90 #LOC_CRP_Ethylene_DisplayName = Ethylène #LOC_CRP_FLOX30_DisplayName = FLOX30 #LOC_CRP_FLOX70_DisplayName = FLOX70 #LOC_CRP_FLOX88_DisplayName = FLOX88 #LOC_CRP_Furfuryl_DisplayName = Alcool furfurylique #LOC_CRP_Helium_DisplayName = Hélium #LOC_CRP_HNIW_DisplayName = HNIW #LOC_CRP_HTP_DisplayName = HTP #LOC_CRP_HTPB_DisplayName = HTPB #LOC_CRP_Hydrazine_DisplayName = Hydrazine #LOC_CRP_Hydyne_DisplayName = Hydyne #LOC_CRP_IRFNA-III_DisplayName = IRFNA-III #LOC_CRP_IRFNA-IV_DisplayName = IRFNA-IV #LOC_CRP_IWFNA_DisplayName = IWFNA #LOC_CRP_Kerosene_DisplayName = Kérosene #LOC_CRP_LeadBallast_DisplayName = Lest #LOC_CRP_LqdFluorine_DisplayName = Fluor liquide #LOC_CRP_LqdMethane_DisplayName = Méthane Liquide #LOC_CRP_LqdOxygen_DisplayName = Oxygène Liquide #LOC_CRP_Methane_DisplayName = Méthane #LOC_CRP_Methanol_DisplayName = Méthanol #LOC_CRP_MMH_DisplayName = MMH #LOC_CRP_MON1_DisplayName = MON1 #LOC_CRP_MON3_DisplayName = MON3 #LOC_CRP_MON10_DisplayName = MON10 #LOC_CRP_MON15_DisplayName = MON15 #LOC_CRP_MON20_DisplayName = MON20 #LOC_CRP_MON25_DisplayName = MON25 #LOC_CRP_NGNC_DisplayName = NGNC #LOC_CRP_N2F4_DisplayName = N2F4 #LOC_CRP_Nitrogen_DisplayName = Nitrogène #LOC_CRP_NitrousOxide_DisplayName = Protoxyde d'Azote #LOC_CRP_NTO_DisplayName = NOS #LOC_CRP_OF2_DisplayName = OF2 #LOC_CRP_PBAN_DisplayName = PBAN #LOC_CRP_Pentaborane_DisplayName = Pentaborane #LOC_CRP_PSPC_DisplayName = PSPC #LOC_CRP_Syntin_DisplayName = Syntin #LOC_CRP_TEATEB_DisplayName = TEATEB #LOC_CRP_Tonka250_DisplayName = Tonka250 #LOC_CRP_Tonka500_DisplayName = Tonka500 #LOC_CRP_UDMH_DisplayName = UDMH #LOC_CRP_UH25_DisplayName = UH25 #LOC_CRP_Glykerol_DisplayName = Glycérol } } } UrlConfig { parentUrl = CommunityResourcePack/Localization/ja.cfg Localization { ja { #LOC_CRP_Hydrates_DisplayName = Hydrates #LOC_CRP_Gypsum_DisplayName = Gypsum #LOC_CRP_IntakeLqd_DisplayName = IntakeLqd #LOC_CRP_ColonySupplies_DisplayName = ColonySupplies #LOC_CRP_Lead_DisplayName = Lead #LOC_CRP_CarbonDioxide_DisplayName = CarbonDioxide #LOC_CRP_Chemicals_DisplayName = Chemicals #LOC_CRP_Dirt_DisplayName = Dirt #LOC_CRP_ExoticMinerals_DisplayName = ExoticMinerals #LOC_CRP_Food_DisplayName = Food #LOC_CRP_Supplies_DisplayName = Supplies #LOC_CRP_Fertilizer_DisplayName = Fertilizer #LOC_CRP_Mulch_DisplayName = Mulch #LOC_CRP_Machinery_DisplayName = Machinery #LOC_CRP_SpecializedParts_DisplayName = SpecializedParts #LOC_CRP_Recyclables_DisplayName = Recyclables #LOC_CRP_Hydrogen_DisplayName = Hydrogen #LOC_CRP_Karbonite_DisplayName = Karbonite #LOC_CRP_Karborundum_DisplayName = Karborundum #LOC_CRP_LqdCO2_DisplayName = LqdCO2 #LOC_CRP_LqdCO_DisplayName = LqdCO #LOC_CRP_MaterialKits_DisplayName = MaterialKits #LOC_CRP_Metals_DisplayName = Metals #LOC_CRP_Minerals_DisplayName = Minerals #LOC_CRP_MetallicOre_DisplayName = MetallicOre #LOC_CRP_Organics_DisplayName = Organics #LOC_CRP_Oxygen_DisplayName = Oxygen #LOC_CRP_Polymers_DisplayName = Polymers #LOC_CRP_RareMetals_DisplayName = RareMetals #LOC_CRP_RefinedExotics_DisplayName = RefinedExotics #LOC_CRP_Rock_DisplayName = Rock #LOC_CRP_RocketParts_DisplayName = RocketParts #LOC_CRP_SpareParts_DisplayName = SpareParts #LOC_CRP_Substrate_DisplayName = Substrate #LOC_CRP_Uraninite_DisplayName = Uraninite #LOC_CRP_Waste_DisplayName = Waste #LOC_CRP_WasteWater_DisplayName = WasteWater #LOC_CRP_Water_DisplayName = Water #LOC_CRP_ArgonGas_DisplayName = Argon Gas #LOC_CRP_ArgonGas_Abbreviation = Ar #LOC_CRP_Boron_DisplayName = Boron #LOC_CRP_Boron_Abbreviation = Bo #LOC_CRP_ResourceLode_DisplayName = ResourceLode #LOC_CRP_EnrichedUranium_DisplayName = Enriched Uranium #LOC_CRP_EnrichedUranium_Abbreviation = EnrU #LOC_CRP_DepletedUranium_DisplayName = Depleted Uranium #LOC_CRP_DepletedUranium_Abbreviation = DepU #LOC_CRP_LqdHydrogen_DisplayName = Liquid Hydrogen #LOC_CRP_LqdHydrogen_Abbreviation = LH2 #LOC_CRP_StoredCharge_DisplayName = Stored Charge #LOC_CRP_StoredCharge_Abbreviation = SC #LOC_CRP_Actinides_DisplayName = Actinides #LOC_CRP_Actinides_Abbreviation = Act #LOC_CRP_Aluminium_DisplayName = Aluminium #LOC_CRP_Aluminium_Abbreviation = Al #LOC_CRP_Alumina_DisplayName = Alumina #LOC_CRP_Alumina_Abbreviation = Aia #LOC_CRP_Ammonia_DisplayName = Ammonia #LOC_CRP_Ammonia_Abbreviation = NH3 #LOC_CRP_Antimatter_DisplayName = Antimatter #LOC_CRP_Antimatter_Abbreviation = AM #LOC_CRP_LqdArgon_DisplayName = LqdArgon #LOC_CRP_LqdArgon_Abbreviation = Ar #LOC_CRP_Borate_DisplayName = Borate #LOC_CRP_Borate_Abbreviation = Br #LOC_CRP_Caesium_DisplayName = Caesium #LOC_CRP_Caesium_Abbreviation = Cs #LOC_CRP_CarbonMonoxide_DisplayName = CarbonMonoxide #LOC_CRP_CarbonMonoxide_Abbreviation = CO #LOC_CRP_Carbon_DisplayName = Carbon #LOC_CRP_Carbon_Abbreviation = C #LOC_CRP_ChargedParticles_DisplayName = ChargedParticles #LOC_CRP_ChargedParticles_Abbreviation = CP #LOC_CRP_Decaborane_DisplayName = Decaborane #LOC_CRP_Decaborane_Abbreviation = DeBo #LOC_CRP_Deuterium_DisplayName = Deuterium #LOC_CRP_Deuterium_Abbreviation = D #LOC_CRP_LqdDeuterium_DisplayName = LqdDeuterium #LOC_CRP_LqdDeuterium_Abbreviation = D #LOC_CRP_DepletedFuel_DisplayName = DepletedFuel #LOC_CRP_DepletedFuel_Abbreviation = DepF #LOC_CRP_ExoticMatter_DisplayName = ExoticMatter #LOC_CRP_ExoticMatter_Abbreviation = EcM #LOC_CRP_FusionPellets_DisplayName = FusionPellets #LOC_CRP_Fluorine_DisplayName = Fluorine #LOC_CRP_Fluorine_Abbreviation = F #LOC_CRP_HeavyWater_DisplayName = HeavyWater #LOC_CRP_HeavyWater_Abbreviation = D20 #LOC_CRP_IntakeAtm_DisplayName = IntakeAtm #LOC_CRP_IntakeAtm_Abbreviation = IntA #LOC_CRP_KryptonGas_DisplayName = KryptonGas #LOC_CRP_KryptonGas_Abbreviation = Kr #LOC_CRP_LqdKrypton_DisplayName = LqdKrypton #LOC_CRP_LqdKrypton_Abbreviation = Kr #LOC_CRP_NeonGas_DisplayName = NeonGas #LOC_CRP_NeonGas_Abbreviation = Ne #LOC_CRP_LqdNeon_DisplayName = LqdNeon #LOC_CRP_LqdNeon_Abbreviation = Ne #LOC_CRP_Lithium_DisplayName = Lithium #LOC_CRP_Lithium_Abbreviation = Li7 #LOC_CRP_Lithium6_DisplayName = Lithium6 #LOC_CRP_Lithium6_Abbreviation = Li6 #LOC_CRP_LithiumHydride_DisplayName = LithiumHydride #LOC_CRP_LithiumHydride_Abbreviation = Li7H #LOC_CRP_LithiumHydride_Title = LithiumHydride #LOC_CRP_LithiumDeuteride_DisplayName = LithiumDeuteride #LOC_CRP_LithiumDeuteride_Abbreviation = Li6D #LOC_CRP_LithiumDeuteride_Title = LithiumDeuteride #LOC_CRP_LqdAmmonia_DisplayName = LqdAmmonia #LOC_CRP_LqdAmmonia_Abbreviation = NH3 #LOC_CRP_Helium3_DisplayName = Helium3 #LOC_CRP_Helium3_Abbreviation = He3 #LOC_CRP_LqdHe3_DisplayName = LqdHe3 #LOC_CRP_LqdHe3_Abbreviation = He3 #LOC_CRP_Helium4_DisplayName = Helium4 #LOC_CRP_Helium4_Abbreviation = He4 #LOC_CRP_LqdHelium_DisplayName = LqdHelium #LOC_CRP_LqdHelium_Abbreviation = He4 #LOC_CRP_Nitratine_DisplayName = Nitratine #LOC_CRP_Nitratine_Title = Nitratine #LOC_CRP_Hexaborane_DisplayName = Hexaborane #LOC_CRP_LqdNitrogen_DisplayName = LqdNitrogen #LOC_CRP_LqdNitrogen_Abbreviation = N14 #LOC_CRP_LqdNitrogen15_DisplayName = LqdNitrogen15 #LOC_CRP_LqdNitrogen15_Abbreviation = N15 #LOC_CRP_Megajoules_DisplayName = Megajoules #LOC_CRP_Megajoules_Abbreviation = Meg3 #LOC_CRP_Monazite_DisplayName = Monazite #LOC_CRP_Monazite_Abbreviation = Monz #LOC_CRP_LqdOxygen18_DisplayName = LqdOxygen18 #LOC_CRP_LqdOxygen18_Abbreviation = O18 #LOC_CRP_Sodium_DisplayName = Sodium #LOC_CRP_Sodium_Abbreviation = Na #LOC_CRP_PolyvinylChloride_DisplayName = PolyvinylChloride #LOC_CRP_PolyvinylChloride_Abbreviation = PVC #LOC_CRP_Plutonium-238_DisplayName = Plutonium-238 #LOC_CRP_Plutonium-238_Abbreviation = Pu238 #LOC_CRP_Regolith_DisplayName = Regolith #LOC_CRP_Regolith_Abbreviation = R #LOC_CRP_UF4_DisplayName = UF4 #LOC_CRP_UF4_Abbreviation = UF4 #LOC_CRP_Silicates_DisplayName = Silicates #LOC_CRP_Silicates_Abbreviation = Silica #LOC_CRP_Silicon_DisplayName = Silicon #LOC_CRP_Silicon_Abbreviation = Si #LOC_CRP_SolarWind_DisplayName = SolarWind #LOC_CRP_SolarWind_Abbreviation = SW #LOC_CRP_ThermalPower_DisplayName = ThermalPower #LOC_CRP_ThermalPower_Abbreviation = ThP #LOC_CRP_Thorium_DisplayName = Thorium #LOC_CRP_ThF4_DisplayName = ThF4 #LOC_CRP_ThF4_Abbreviation = ThF4 #LOC_CRP_Tritium_DisplayName = Tritium #LOC_CRP_Tritium_Abbreviation = T #LOC_CRP_Tritium_Title = Tritium Gas #LOC_CRP_LqdTritium_DisplayName = LqdTritium #LOC_CRP_LqdTritium_Abbreviation = T #LOC_CRP_UraniumNitride_DisplayName = UraniumNitride #LOC_CRP_UraniumNitride_Abbreviation = UN #LOC_CRP_VacuumPlasma_DisplayName = VacuumPlasma #LOC_CRP_VacuumPlasma_Abbreviation = VP #LOC_CRP_WasteHeat_DisplayName = WasteHeat #LOC_CRP_WasteHeat_Abbreviation = WH #LOC_CRP_LqdXenon_DisplayName = LqdXenon #LOC_CRP_LqdXenon_Abbreviation = Xe #LOC_CRP_LqdXenon_Title = Liquid Xenon #LOC_CRP_Aerozine50_DisplayName = Aerozine50 #LOC_CRP_AK20_DisplayName = AK20 #LOC_CRP_AK27_DisplayName = AK27 #LOC_CRP_Aniline_DisplayName = Aniline #LOC_CRP_AvGas_DisplayName = AvGas #LOC_CRP_CaveaB_DisplayName = CaveaB #LOC_CRP_ClF3_DisplayName = ClF3 #LOC_CRP_ClF5_DisplayName = ClF5 #LOC_CRP_Diborane_DisplayName = Diborane #LOC_CRP_Ethane_DisplayName = Ethane #LOC_CRP_Ethanol_DisplayName = Ethanol #LOC_CRP_Ethanol75_DisplayName = Ethanol75 #LOC_CRP_Ethanol90_DisplayName = Ethanol90 #LOC_CRP_Ethylene_DisplayName = Ethylene #LOC_CRP_FLOX30_DisplayName = FLOX30 #LOC_CRP_FLOX70_DisplayName = FLOX70 #LOC_CRP_FLOX88_DisplayName = FLOX88 #LOC_CRP_Furfuryl_DisplayName = Furfuryl #LOC_CRP_Helium_DisplayName = Helium #LOC_CRP_HNIW_DisplayName = HNIW #LOC_CRP_HTP_DisplayName = HTP #LOC_CRP_HTPB_DisplayName = HTPB #LOC_CRP_Hydrazine_DisplayName = Hydrazine #LOC_CRP_Hydyne_DisplayName = Hydyne #LOC_CRP_IRFNA-III_DisplayName = IRFNA-III #LOC_CRP_IRFNA-IV_DisplayName = IRFNA-IV #LOC_CRP_IWFNA_DisplayName = IWFNA #LOC_CRP_Kerosene_DisplayName = Kerosene #LOC_CRP_LeadBallast_DisplayName = LeadBallast #LOC_CRP_LqdFluorine_DisplayName = LqdFluorine #LOC_CRP_LqdMethane_DisplayName = LqdMethane #LOC_CRP_LqdOxygen_DisplayName = LqdOxygen #LOC_CRP_Methane_DisplayName = Methane #LOC_CRP_Methanol_DisplayName = Methanol #LOC_CRP_MMH_DisplayName = MMH #LOC_CRP_MON1_DisplayName = MON1 #LOC_CRP_MON3_DisplayName = MON3 #LOC_CRP_MON10_DisplayName = MON10 #LOC_CRP_MON15_DisplayName = MON15 #LOC_CRP_MON20_DisplayName = MON20 #LOC_CRP_MON25_DisplayName = MON25 #LOC_CRP_NGNC_DisplayName = NGNC #LOC_CRP_N2F4_DisplayName = N2F4 #LOC_CRP_Nitrogen_DisplayName = Nitrogen #LOC_CRP_NitrousOxide_DisplayName = NitrousOxide #LOC_CRP_NTO_DisplayName = NTO #LOC_CRP_OF2_DisplayName = OF2 #LOC_CRP_PBAN_DisplayName = PBAN #LOC_CRP_Pentaborane_DisplayName = Pentaborane #LOC_CRP_PSPC_DisplayName = PSPC #LOC_CRP_Syntin_DisplayName = Syntin #LOC_CRP_TEATEB_DisplayName = TEATEB #LOC_CRP_Tonka250_DisplayName = Tonka250 #LOC_CRP_Tonka500_DisplayName = Tonka500 #LOC_CRP_UDMH_DisplayName = UDMH #LOC_CRP_UH25_DisplayName = UH25 #LOC_CRP_Glykerol_DisplayName = Glykerol } } } UrlConfig { parentUrl = CommunityResourcePack/Localization/pt-br.cfg Localization { pt-br { #LOC_CRP_Hydrates_DisplayName = Hidratos #LOC_CRP_Gypsum_DisplayName = Gesso #LOC_CRP_IntakeLqd_DisplayName = EntradaLqd #LOC_CRP_ColonySupplies_DisplayName = Suprimentos de Colônia #LOC_CRP_Lead_DisplayName = Chumbo #LOC_CRP_CarbonDioxide_DisplayName = Dióxido de Carbono #LOC_CRP_Chemicals_DisplayName = Produtos Químicos #LOC_CRP_Dirt_DisplayName = Sujeira #LOC_CRP_ExoticMinerals_DisplayName = Minerais Exóticos #LOC_CRP_Food_DisplayName = Comida #LOC_CRP_Supplies_DisplayName = Suprimentos #LOC_CRP_Fertilizer_DisplayName = Fertilizante #LOC_CRP_Mulch_DisplayName = Adubo #LOC_CRP_Machinery_DisplayName = Maquinário #LOC_CRP_SpecializedParts_DisplayName = Peças Especializadas #LOC_CRP_Recyclables_DisplayName = Recicláveis #LOC_CRP_Hydrogen_DisplayName = Hidrogênio #LOC_CRP_Karbonite_DisplayName = Karbonite #LOC_CRP_Karborundum_DisplayName = Carbeto de Silício #LOC_CRP_LqdCO2_DisplayName = CO2Lqd #LOC_CRP_LqdCO_DisplayName = COLqd #LOC_CRP_MaterialKits_DisplayName = Kits de Materiais #LOC_CRP_Metals_DisplayName = Metais #LOC_CRP_Minerals_DisplayName = Minerais #LOC_CRP_MetallicOre_DisplayName = Minério Metálico #LOC_CRP_Organics_DisplayName = Orgânico #LOC_CRP_Oxygen_DisplayName = Oxigênio #LOC_CRP_Polymers_DisplayName = Polímeros #LOC_CRP_RareMetals_DisplayName = Metais Raros #LOC_CRP_RefinedExotics_DisplayName = Exóticos Refinados #LOC_CRP_Rock_DisplayName = Rocha #LOC_CRP_RocketParts_DisplayName = Peças de Foguete #LOC_CRP_SpareParts_DisplayName = Peças de Reposição #LOC_CRP_Substrate_DisplayName = Substrato #LOC_CRP_Uraninite_DisplayName = Uraninita #LOC_CRP_Waste_DisplayName = Resíduos #LOC_CRP_WasteWater_DisplayName = Águas Residuais #LOC_CRP_Water_DisplayName = Água #LOC_CRP_ArgonGas_DisplayName = Gás Argônio #LOC_CRP_ArgonGas_Abbreviation = Ar #LOC_CRP_Boron_DisplayName = Boro #LOC_CRP_Boron_Abbreviation = Bo #LOC_CRP_ResourceLode_DisplayName = Veio de Minério #LOC_CRP_EnrichedUranium_DisplayName = Urânio Enriquecido #LOC_CRP_EnrichedUranium_Abbreviation = EnrU #LOC_CRP_DepletedUranium_DisplayName = Urânio Empobrecido #LOC_CRP_DepletedUranium_Abbreviation = EmpU #LOC_CRP_LqdHydrogen_DisplayName = Hidrogênio Líquido #LOC_CRP_LqdHydrogen_Abbreviation = LH2 #LOC_CRP_StoredCharge_DisplayName = Carga Armazenada #LOC_CRP_StoredCharge_Abbreviation = CA #LOC_CRP_Actinides_DisplayName = Actinídeos #LOC_CRP_Actinides_Abbreviation = Act #LOC_CRP_Aluminium_DisplayName = Alumínio #LOC_CRP_Aluminium_Abbreviation = Al #LOC_CRP_Alumina_DisplayName = Alumina #LOC_CRP_Alumina_Abbreviation = Aia #LOC_CRP_Ammonia_DisplayName = Amônia #LOC_CRP_Ammonia_Abbreviation = NH3 #LOC_CRP_Antimatter_DisplayName = Antimatéria #LOC_CRP_Antimatter_Abbreviation = AM #LOC_CRP_AntiHydrogen_DisplayName = Anti-Hidrogênio #LOC_CRP_AntiHydrogen_Abbreviation = AH #LOC_CRP_LqdArgon_DisplayName = ArgônioLqd #LOC_CRP_LqdArgon_Abbreviation = Ar #LOC_CRP_Borate_DisplayName = Borato #LOC_CRP_Borate_Abbreviation = Br #LOC_CRP_Caesium_DisplayName = Césio #LOC_CRP_Caesium_Abbreviation = Cs #LOC_CRP_Calcium_Abbreviation = Ca #LOC_CRP_Calcium_DisplayName = Cálcio #LOC_CRP_CarbonMonoxide_DisplayName = Monóxido de Carbono #LOC_CRP_CarbonMonoxide_Abbreviation = CO #LOC_CRP_Carbon_DisplayName = Carbono #LOC_CRP_Carbon_Abbreviation = C #LOC_CRP_ChargedParticles_DisplayName = Partículas Carregadas #LOC_CRP_ChargedParticles_Abbreviation = CP #LOC_CRP_Chlorine_DisplayName = Cloro #LOC_CRP_Chlorine_Abbreviation = Cl #LOC_CRP_CompressedAir_DisplayName = Ar Comprimido #LOC_CRP_CompressedAir_Abbreviation = ArC #LOC_CRP_Decaborane_DisplayName = Decaborane #LOC_CRP_Decaborane_Abbreviation = DeBo #LOC_CRP_Deuterium_DisplayName = Deutério #LOC_CRP_Deuterium_Abbreviation = D #LOC_CRP_LqdDeuterium_DisplayName = DeutérioLqd #LOC_CRP_LqdDeuterium_Abbreviation = D #LOC_CRP_DepletedFuel_DisplayName = Combustível Esgotado #LOC_CRP_DepletedFuel_Abbreviation = CombEg #LOC_CRP_ExoticMatter_DisplayName = Matéria Exótica #LOC_CRP_ExoticMatter_Abbreviation = MEx #LOC_CRP_FusionPellets_DisplayName = Pelotas de Fusão #LOC_CRP_FusionPellets_Abbreviation = PF #LOC_CRP_Fluorine_DisplayName = Flúor #LOC_CRP_Fluorine_Abbreviation = F #LOC_CRP_Fluorite_DisplayName = Fluorita #LOC_CRP_Fluorite_Abbreviation = CaF2 #LOC_CRP_HeavyWater_DisplayName = Água Pesada #LOC_CRP_HeavyWater_Abbreviation = D20 #LOC_CRP_IntakeAtm_DisplayName = EntradaAtm #LOC_CRP_IntakeAtm_Abbreviation = EntA #LOC_CRP_KryptonGas_DisplayName = Gás de Criptônio #LOC_CRP_KryptonGas_Abbreviation = Kr #LOC_CRP_LqdKrypton_DisplayName = CriptônioLqd #LOC_CRP_LqdKrypton_Abbreviation = Kr #LOC_CRP_NeonGas_DisplayName = Gás Neon #LOC_CRP_NeonGas_Abbreviation = Ne #LOC_CRP_LqdNeon_DisplayName = NeonLqd #LOC_CRP_LqdNeon_Abbreviation = Ne #LOC_CRP_Lithium_DisplayName = Lítio #LOC_CRP_Lithium_Abbreviation = Li7 #LOC_CRP_Lithium6_DisplayName = Lítio6 #LOC_CRP_Lithium6_Abbreviation = Li6 #LOC_CRP_LithiumHydride_DisplayName = Hidreto De Lítio #LOC_CRP_LithiumHydride_Abbreviation = Li7H #LOC_CRP_LithiumDeuteride_DisplayName = Deuteride do Lítio #LOC_CRP_LithiumDeuteride_Abbreviation = Li6D #LOC_CRP_LqdAmmonia_DisplayName = AmôniaLqd #LOC_CRP_LqdAmmonia_Abbreviation = NH3 #LOC_CRP_Helium3_DisplayName = Hélio3 #LOC_CRP_Helium3_Abbreviation = He3 #LOC_CRP_LqdHe3_DisplayName = LqdHe3 #LOC_CRP_LqdHe3_Abbreviation = He3 #LOC_CRP_Helium4_DisplayName = Hélio4 #LOC_CRP_Helium4_Abbreviation = He4 #LOC_CRP_LqdHelium_DisplayName = HélioLqd #LOC_CRP_LqdHelium_Abbreviation = He4 #LOC_CRP_Nitratine_DisplayName = Nitratina #LOC_CRP_Nitratine_Abbreviation = Nit #LOC_CRP_Hexaborane_DisplayName = Hexaborane #LOC_CRP_Hexaborane_Abbreviation = HxBo #LOC_CRP_LqdNitrogen_DisplayName = NitrogênioLqd #LOC_CRP_LqdNitrogen_Abbreviation = N14 #LOC_CRP_LqdNitrogen15_DisplayName = Nitrogênio15Lqd #LOC_CRP_LqdNitrogen15_Abbreviation = N15 #LOC_CRP_Megajoules_DisplayName = Megajoules #LOC_CRP_Megajoules_Abbreviation = Meg3 #LOC_CRP_Monazite_DisplayName = Monazita #LOC_CRP_Monazite_Abbreviation = Monz #LOC_CRP_LqdOxygen18_DisplayName = Oxigênio18Lqd #LOC_CRP_LqdOxygen18_Abbreviation = O18 #LOC_CRP_Salt_DisplayName = Sal #LOC_CRP_Salt_Abbreviation = Sal #LOC_CRP_Sodium_DisplayName = Sódio #LOC_CRP_Sodium_Abbreviation = Na #LOC_CRP_Sulphur_DisplayName = Enxofre #LOC_CRP_Sulphur_Abbreviation = S #LOC_CRP_SolidHydrogen_DisplayName = Hidrogênio Sólido #LOC_CRP_SolidHydrogen_Abbreviation = HS #LOC_CRP_PolyvinylChloride_DisplayName = Cloreto De Polivinila #LOC_CRP_PolyvinylChloride_Abbreviation = PVC #LOC_CRP_Plutonium-238_DisplayName = Plutônio-238 #LOC_CRP_Plutonium-238_Abbreviation = Pu238 #LOC_CRP_Regolith_DisplayName = Regolito #LOC_CRP_Regolith_Abbreviation = R #LOC_CRP_UF4_DisplayName = UF4 #LOC_CRP_UF4_Abbreviation = UF4 #LOC_CRP_Silicates_DisplayName = Silicatos #LOC_CRP_Silicates_Abbreviation = Sílica #LOC_CRP_Silicon_DisplayName = Silício #LOC_CRP_Silicon_Abbreviation = Si #LOC_CRP_Spodumene_DisplayName = Spodumene #LOC_CRP_Spodumene_Abbreviation = LiAl #LOC_CRP_SolarWind_DisplayName = Vento Solar #LOC_CRP_SolarWind_Abbreviation = VS #LOC_CRP_ThermalPower_DisplayName = Poder Térmico #LOC_CRP_ThermalPower_Abbreviation = ThP #LOC_CRP_Thorium_DisplayName = Tório #LOC_CRP_Thorium_Abbreviation = Th #LOC_CRP_ThF4_DisplayName = ThF4 #LOC_CRP_ThF4_Abbreviation = ThF4 #LOC_CRP_Tritium_DisplayName = Trítio #LOC_CRP_Tritium_Abbreviation = T #LOC_CRP_LqdTritium_DisplayName = TrítioLqd #LOC_CRP_LqdTritium_Abbreviation = T #LOC_CRP_UraniumNitride_DisplayName = Nitreto de Urânio #LOC_CRP_UraniumNitride_Abbreviation = UN #LOC_CRP_VacuumPlasma_DisplayName = Plasma a Vácuo #LOC_CRP_VacuumPlasma_Abbreviation = VP #LOC_CRP_WasteHeat_DisplayName = Calor Residual #LOC_CRP_WasteHeat_Abbreviation = CR #LOC_CRP_LqdXenon_DisplayName = XenônioLqd #LOC_CRP_LqdXenon_Abbreviation = Xe #LOC_CRP_Aerozine50_DisplayName = Aerozine50 #LOC_CRP_AK20_DisplayName = AK20 #LOC_CRP_AK27_DisplayName = AK27 #LOC_CRP_Aniline_DisplayName = Anilina #LOC_CRP_AvGas_DisplayName = AvGas #LOC_CRP_CaveaB_DisplayName = CaveaB #LOC_CRP_ClF3_DisplayName = ClF3 #LOC_CRP_ClF5_DisplayName = ClF5 #LOC_CRP_Diborane_DisplayName = Diborano #LOC_CRP_Ethane_DisplayName = Etano #LOC_CRP_Ethanol_DisplayName = Etanol #LOC_CRP_Ethanol75_DisplayName = Etanol75 #LOC_CRP_Ethanol90_DisplayName = Etanol90 #LOC_CRP_Ethylene_DisplayName = Etileno #LOC_CRP_FLOX30_DisplayName = FLOX30 #LOC_CRP_FLOX70_DisplayName = FLOX70 #LOC_CRP_FLOX88_DisplayName = FLOX88 #LOC_CRP_Furfuryl_DisplayName = Furfuril #LOC_CRP_Helium_DisplayName = Hélio #LOC_CRP_HNIW_DisplayName = HNIW #LOC_CRP_HTP_DisplayName = HTP #LOC_CRP_HTPB_DisplayName = HTPB #LOC_CRP_Hydrazine_DisplayName = Hidrazina #LOC_CRP_Hydyne_DisplayName = Hydyne #LOC_CRP_IRFNA-III_DisplayName = IRFNA-III #LOC_CRP_IRFNA-IV_DisplayName = IRFNA-IV #LOC_CRP_IWFNA_DisplayName = IWFNA #LOC_CRP_Kerosene_DisplayName = Querosene #LOC_CRP_LeadBallast_DisplayName = Lastro de Chumbo #LOC_CRP_LqdFluorine_DisplayName = FlúorLqd #LOC_CRP_LqdMethane_DisplayName = MetanoLqd #LOC_CRP_LqdOxygen_DisplayName = OxigênioLqd #LOC_CRP_Methane_DisplayName = Metano #LOC_CRP_Methanol_DisplayName = Metanol #LOC_CRP_MMH_DisplayName = MMH #LOC_CRP_MON1_DisplayName = MON1 #LOC_CRP_MON3_DisplayName = MON3 #LOC_CRP_MON10_DisplayName = MON10 #LOC_CRP_MON15_DisplayName = MON15 #LOC_CRP_MON20_DisplayName = MON20 #LOC_CRP_MON25_DisplayName = MON25 #LOC_CRP_NGNC_DisplayName = NGNC #LOC_CRP_N2F4_DisplayName = N2F4 #LOC_CRP_Nitrogen_DisplayName = Nitrogênio #LOC_CRP_NitrousOxide_DisplayName = Óxido Nitroso #LOC_CRP_NTO_DisplayName = NTO #LOC_CRP_OF2_DisplayName = OF2 #LOC_CRP_PBAN_DisplayName = PBAN #LOC_CRP_Pentaborane_DisplayName = Pentaborano #LOC_CRP_PSPC_DisplayName = PSPC #LOC_CRP_Syntin_DisplayName = Syntin #LOC_CRP_TEATEB_DisplayName = TEATEB #LOC_CRP_Tonka250_DisplayName = Tonka250 #LOC_CRP_Tonka500_DisplayName = Tonka500 #LOC_CRP_UDMH_DisplayName = UDMH #LOC_CRP_UH25_DisplayName = UH25 #LOC_CRP_Glykerol_DisplayName = Glicerol } } } UrlConfig { parentUrl = CommunityResourcePack/Localization/ru.cfg Localization { ru { #LOC_CRP_Hydrates_DisplayName = Гидраты #LOC_CRP_Gypsum_DisplayName = Гипс #LOC_CRP_IntakeLqd_DisplayName = Забортная жидкость #LOC_CRP_ColonySupplies_DisplayName = Колониальные припасы #LOC_CRP_Lead_DisplayName = Свинец #LOC_CRP_CarbonDioxide_DisplayName = Углекислый газ #LOC_CRP_Chemicals_DisplayName = Химикаты #LOC_CRP_Dirt_DisplayName = Грунт #LOC_CRP_ExoticMinerals_DisplayName = Экзотические минералы #LOC_CRP_Food_DisplayName = Еда #LOC_CRP_Supplies_DisplayName = Припасы #LOC_CRP_Fertilizer_DisplayName = Удобрения #LOC_CRP_Mulch_DisplayName = Мульча #LOC_CRP_Machinery_DisplayName = Машинерия #LOC_CRP_SpecializedParts_DisplayName = Специальные компоненты #LOC_CRP_Recyclables_DisplayName = Вторсырьё #LOC_CRP_Hydrogen_DisplayName = Водород #LOC_CRP_Karbonite_DisplayName = Карбонит #LOC_CRP_Karborundum_DisplayName = Карборунд #LOC_CRP_LqdCO2_DisplayName = жидк. CO2 #LOC_CRP_LqdCO_DisplayName = жидк. CO #LOC_CRP_MaterialKits_DisplayName = Конструкционные материалы #LOC_CRP_Metals_DisplayName = Металлы #LOC_CRP_Minerals_DisplayName = Минералы #LOC_CRP_MetallicOre_DisplayName = Металлическая руда #LOC_CRP_Organics_DisplayName = Органика #LOC_CRP_Oxygen_DisplayName = Кислород #LOC_CRP_Polymers_DisplayName = Полимеры #LOC_CRP_RareMetals_DisplayName = Редкие металлы #LOC_CRP_RefinedExotics_DisplayName = Аффинированная экзотика #LOC_CRP_Rock_DisplayName = Камень #LOC_CRP_RocketParts_DisplayName = Ракетные запчасти #LOC_CRP_SpareParts_DisplayName = Запчасти #LOC_CRP_Substrate_DisplayName = Субстрат #LOC_CRP_Uraninite_DisplayName = Урановая смолка #LOC_CRP_Waste_DisplayName = Отходы #LOC_CRP_WasteWater_DisplayName = Грязная вода #LOC_CRP_Water_DisplayName = Вода #LOC_CRP_ArgonGas_DisplayName = Аргон #LOC_CRP_ArgonGas_Abbreviation = Ar #LOC_CRP_Boron_DisplayName = Бор #LOC_CRP_Boron_Abbreviation = B #LOC_CRP_ResourceLode_DisplayName = Ресурсный самородок #LOC_CRP_EnrichedUranium_DisplayName = Обогащённый Уран #LOC_CRP_EnrichedUranium_Abbreviation = обгщ.U #LOC_CRP_DepletedUranium_DisplayName = Обеднённый уран #LOC_CRP_DepletedUranium_Abbreviation = обдн.U #LOC_CRP_LqdHydrogen_DisplayName = Жидкий водород #LOC_CRP_LqdHydrogen_Abbreviation = ЖВ #LOC_CRP_StoredCharge_DisplayName = Накопленный заряд #LOC_CRP_StoredCharge_Abbreviation = НЗ #LOC_CRP_Actinides_DisplayName = Актиноиды #LOC_CRP_Actinides_Abbreviation = Акт #LOC_CRP_Aluminium_DisplayName = Алюминий #LOC_CRP_Aluminium_Abbreviation = Al #LOC_CRP_Alumina_DisplayName = Глинозём #LOC_CRP_Alumina_Abbreviation = Al2O3 #LOC_CRP_Ammonia_DisplayName = Аммиак #LOC_CRP_Ammonia_Abbreviation = NH3 #LOC_CRP_Antimatter_DisplayName = Антиматерия #LOC_CRP_Antimatter_Abbreviation = АМ #LOC_CRP_LqdArgon_DisplayName = Жидкий аргон #LOC_CRP_LqdArgon_Abbreviation = Ar #LOC_CRP_Borate_DisplayName = Борат #LOC_CRP_Borate_Abbreviation = Брт #LOC_CRP_Caesium_DisplayName = Цезий #LOC_CRP_Caesium_Abbreviation = Cs #LOC_CRP_CarbonMonoxide_DisplayName = Угарный газ #LOC_CRP_CarbonMonoxide_Abbreviation = CO #LOC_CRP_Carbon_DisplayName = Углерод #LOC_CRP_Carbon_Abbreviation = C #LOC_CRP_ChargedParticles_DisplayName = Заряженные частицы #LOC_CRP_ChargedParticles_Abbreviation = ЗЧ #LOC_CRP_Chlorine_DisplayName = Хлор #LOC_CRP_Chlorine_Abbreviation = Cl #LOC_CRP_Decaborane_DisplayName = Декаборан #LOC_CRP_Decaborane_Abbreviation = B10H14 #LOC_CRP_Deuterium_DisplayName = Дейтерий #LOC_CRP_Deuterium_Abbreviation = D #LOC_CRP_LqdDeuterium_DisplayName = Жидкий дейтерий #LOC_CRP_LqdDeuterium_Abbreviation = D #LOC_CRP_DepletedFuel_DisplayName = Обеднённое топливо #LOC_CRP_DepletedFuel_Abbreviation = обдн.Т #LOC_CRP_ExoticMatter_DisplayName = Экзотическая материя #LOC_CRP_ExoticMatter_Abbreviation = ЭкзМ #LOC_CRP_FusionPellets_DisplayName = Термоядерные пеллеты #LOC_CRP_Fluorine_DisplayName = Фтор #LOC_CRP_Fluorine_Abbreviation = F #LOC_CRP_HeavyWater_DisplayName = Тяжёлая вода #LOC_CRP_HeavyWater_Abbreviation = D20 #LOC_CRP_IntakeAtm_DisplayName = Атмосферные газы #LOC_CRP_IntakeAtm_Abbreviation = АтмГ #LOC_CRP_KryptonGas_DisplayName = Криптон #LOC_CRP_KryptonGas_Abbreviation = Kr #LOC_CRP_LqdKrypton_DisplayName = Жидкий криптон #LOC_CRP_LqdKrypton_Abbreviation = Kr #LOC_CRP_NeonGas_DisplayName = Неон #LOC_CRP_NeonGas_Abbreviation = Ne #LOC_CRP_LqdNeon_DisplayName = Жидкий неон #LOC_CRP_LqdNeon_Abbreviation = Ne #LOC_CRP_Lithium_DisplayName = Литий #LOC_CRP_Lithium_Abbreviation = Li #LOC_CRP_Lithium6_DisplayName = Литий-6 #LOC_CRP_Lithium6_Abbreviation = Li6 #LOC_CRP_LithiumHydride_DisplayName = Гидрид лития #LOC_CRP_LithiumHydride_Abbreviation = LiH #LOC_CRP_LithiumHydride_Title = Гидрид лития #LOC_CRP_LithiumDeuteride_DisplayName = Дейтерид лития #LOC_CRP_LithiumDeuteride_Abbreviation = Li6D #LOC_CRP_LithiumDeuteride_Title = Дейтерид лития #LOC_CRP_LqdAmmonia_DisplayName = Жидкий аммиак #LOC_CRP_LqdAmmonia_Abbreviation = NH3 #LOC_CRP_Helium3_DisplayName = Гелий-3 #LOC_CRP_Helium3_Abbreviation = He3 #LOC_CRP_LqdHe3_DisplayName = Жидкий гелий-3 #LOC_CRP_LqdHe3_Abbreviation = He3 #LOC_CRP_Helium4_DisplayName = Гелий-4 #LOC_CRP_Helium4_Abbreviation = He4 #LOC_CRP_LqdHelium_DisplayName = Жидкий гелий #LOC_CRP_LqdHelium_Abbreviation = He4 #LOC_CRP_Nitratine_DisplayName = Натриевая селитра #LOC_CRP_Nitratine_Title = Натриевая селитра #LOC_CRP_Hexaborane_DisplayName = Гексаборан #LOC_CRP_LqdNitrogen_DisplayName = Жидкий азот #LOC_CRP_LqdNitrogen_Abbreviation = N14 #LOC_CRP_LqdNitrogen15_DisplayName = Жидкий азот-15 #LOC_CRP_LqdNitrogen15_Abbreviation = N15 #LOC_CRP_Megajoules_DisplayName = Мегаджоули #LOC_CRP_Megajoules_Abbreviation = МДж #LOC_CRP_Monazite_DisplayName = Монацит #LOC_CRP_Monazite_Abbreviation = Мнцт #LOC_CRP_LqdOxygen18_DisplayName = Жидкий кислород-18 #LOC_CRP_LqdOxygen18_Abbreviation = O18 #LOC_CRP_Sodium_DisplayName = Натрий #LOC_CRP_Sodium_Abbreviation = Na #LOC_CRP_PolyvinylChloride_DisplayName = Поливинилхлорид #LOC_CRP_PolyvinylChloride_Abbreviation = ПВХ #LOC_CRP_Plutonium-238_DisplayName = Плутоний-238 #LOC_CRP_Plutonium-238_Abbreviation = Pu238 #LOC_CRP_Regolith_DisplayName = Реголит #LOC_CRP_Regolith_Abbreviation = Р #LOC_CRP_UF4_DisplayName = Тетрафторид урана #LOC_CRP_UF4_Abbreviation = UF4 #LOC_CRP_Silicates_DisplayName = Силикаты #LOC_CRP_Silicates_Abbreviation = Сил #LOC_CRP_Silicon_DisplayName = Кремний #LOC_CRP_Silicon_Abbreviation = Si #LOC_CRP_SolarWind_DisplayName = Солнечный ветер #LOC_CRP_SolarWind_Abbreviation = СВ #LOC_CRP_ThermalPower_DisplayName = Тепловая энергия #LOC_CRP_ThermalPower_Abbreviation = ТЭ #LOC_CRP_Thorium_DisplayName = Торий #LOC_CRP_ThF4_DisplayName = Тетрафторид тория #LOC_CRP_ThF4_Abbreviation = ThF4 #LOC_CRP_Tritium_DisplayName = Тритий #LOC_CRP_Tritium_Abbreviation = T #LOC_CRP_Tritium_Title = Тритий #LOC_CRP_LqdTritium_DisplayName = Жидкий тритий #LOC_CRP_LqdTritium_Abbreviation = T #LOC_CRP_UraniumNitride_DisplayName = Нитрид урана #LOC_CRP_UraniumNitride_Abbreviation = UN #LOC_CRP_VacuumPlasma_DisplayName = Квантовый вакуум #LOC_CRP_VacuumPlasma_Abbreviation = КвВ #LOC_CRP_WasteHeat_DisplayName = Избыточное тепло #LOC_CRP_WasteHeat_Abbreviation = Изб.Т #LOC_CRP_LqdXenon_DisplayName = Жидкий ксенон #LOC_CRP_LqdXenon_Abbreviation = Xe #LOC_CRP_LqdXenon_Title = Жидкий ксенон #LOC_CRP_Aerozine50_DisplayName = Аэрозин #LOC_CRP_AK20_DisplayName = AK20 #LOC_CRP_AK27_DisplayName = AK27 #LOC_CRP_Aniline_DisplayName = Анилин #LOC_CRP_AvGas_DisplayName = Авиационный бензин #LOC_CRP_CaveaB_DisplayName = CaveaB #LOC_CRP_ClF3_DisplayName = Трифторид хлора #LOC_CRP_ClF5_DisplayName = Пентафторид хлора #LOC_CRP_Diborane_DisplayName = Диборан #LOC_CRP_Ethane_DisplayName = Этан #LOC_CRP_Ethanol_DisplayName = Этанол #LOC_CRP_Ethanol75_DisplayName = Этанол 75% #LOC_CRP_Ethanol90_DisplayName = Этанол 90% #LOC_CRP_Ethylene_DisplayName = Этилен #LOC_CRP_FLOX30_DisplayName = FLOX30 #LOC_CRP_FLOX70_DisplayName = FLOX70 #LOC_CRP_FLOX88_DisplayName = FLOX88 #LOC_CRP_Furfuryl_DisplayName = Фурфуриловый спирт #LOC_CRP_Helium_DisplayName = Гелий #LOC_CRP_HNIW_DisplayName = HNIW #LOC_CRP_HTP_DisplayName = Пероксид водорода #LOC_CRP_HTPB_DisplayName = HTPB #LOC_CRP_Hydrazine_DisplayName = Гидразин #LOC_CRP_Hydyne_DisplayName = Гидин #LOC_CRP_IRFNA-III_DisplayName = IRFNA-III #LOC_CRP_IRFNA-IV_DisplayName = IRFNA-IV #LOC_CRP_IWFNA_DisplayName = IWFNA #LOC_CRP_Kerosene_DisplayName = Керосин #LOC_CRP_LeadBallast_DisplayName = Свинцовый балласт #LOC_CRP_LqdFluorine_DisplayName = Жидкий фтор #LOC_CRP_LqdMethane_DisplayName = Жидкий метан #LOC_CRP_LqdOxygen_DisplayName = Жидкий кислород #LOC_CRP_Methane_DisplayName = Метан #LOC_CRP_Methanol_DisplayName = Метанол #LOC_CRP_MMH_DisplayName = Монометилгидразин #LOC_CRP_MON1_DisplayName = MON1 #LOC_CRP_MON3_DisplayName = MON3 #LOC_CRP_MON10_DisplayName = MON10 #LOC_CRP_MON15_DisplayName = MON15 #LOC_CRP_MON20_DisplayName = MON20 #LOC_CRP_MON25_DisplayName = MON25 #LOC_CRP_NGNC_DisplayName = NGNC #LOC_CRP_N2F4_DisplayName = Тетрафторгидразин #LOC_CRP_Nitrogen_DisplayName = Азот #LOC_CRP_NitrousOxide_DisplayName = Оксид диазота #LOC_CRP_NTO_DisplayName = Тетраоксид азота #LOC_CRP_OF2_DisplayName = Дифторид кислорода #LOC_CRP_PBAN_DisplayName = Перхлорат аммония #LOC_CRP_Pentaborane_DisplayName = Пентаборан #LOC_CRP_PSPC_DisplayName = PSPC #LOC_CRP_Syntin_DisplayName = Синтин #LOC_CRP_TEATEB_DisplayName = Триэтилборан #LOC_CRP_Tonka250_DisplayName = Tonka250 #LOC_CRP_Tonka500_DisplayName = Tonka500 #LOC_CRP_UDMH_DisplayName = Несимметричный диметилгидразин #LOC_CRP_UH25_DisplayName = UH25 #LOC_CRP_Glykerol_DisplayName = Гликерол } } } UrlConfig { parentUrl = CommunityResourcePack/Localization/zh-cn.cfg Localization { zh-cn { #LOC_CRP_Hydrates_DisplayName = 水合物 #LOC_CRP_Gypsum_DisplayName = 石膏 #LOC_CRP_IntakeLqd_DisplayName = 摄入液体 #LOC_CRP_ColonySupplies_DisplayName = 殖民地用品 #LOC_CRP_Lead_DisplayName = 鉛者 #LOC_CRP_CarbonDioxide_DisplayName = 二氧化碳 #LOC_CRP_Chemicals_DisplayName = 化学制品 #LOC_CRP_Dirt_DisplayName = 污垢 #LOC_CRP_ExoticMinerals_DisplayName = 奇异矿物 #LOC_CRP_Food_DisplayName = 食物 #LOC_CRP_Supplies_DisplayName = 资源 #LOC_CRP_Fertilizer_DisplayName = 肥料 #LOC_CRP_Mulch_DisplayName = 护根 #LOC_CRP_Machinery_DisplayName = 机械 #LOC_CRP_SpecializedParts_DisplayName = 专业零件 #LOC_CRP_Recyclables_DisplayName = 可回收 #LOC_CRP_Hydrogen_DisplayName = 气态氢 #LOC_CRP_Karbonite_DisplayName = Karbonite #LOC_CRP_Karborundum_DisplayName = Karborundum #LOC_CRP_LqdCO2_DisplayName = 液态二氧化碳 #LOC_CRP_LqdCO_DisplayName = 液态一氧化碳 #LOC_CRP_MaterialKits_DisplayName = 材料套装 #LOC_CRP_Metals_DisplayName = 金属 #LOC_CRP_Minerals_DisplayName = 矿产 #LOC_CRP_MetallicOre_DisplayName = 金属矿物 #LOC_CRP_Organics_DisplayName = 有机物 #LOC_CRP_Oxygen_DisplayName = 气态氧 #LOC_CRP_Polymers_DisplayName = 聚合物 #LOC_CRP_RareMetals_DisplayName = 稀有金属 #LOC_CRP_RefinedExotics_DisplayName = 精炼奇异矿物 #LOC_CRP_Rock_DisplayName = 石头 #LOC_CRP_RocketParts_DisplayName = 火箭零件 #LOC_CRP_SpareParts_DisplayName = 回收的部件 #LOC_CRP_Substrate_DisplayName = 基质 #LOC_CRP_Uraninite_DisplayName = 沥青铀矿 #LOC_CRP_Waste_DisplayName = 垃圾 #LOC_CRP_WasteWater_DisplayName = 污水 #LOC_CRP_Water_DisplayName = 液态水 #LOC_CRP_ArgonGas_DisplayName = 氩气 #LOC_CRP_ArgonGas_Abbreviation = 氩气 #LOC_CRP_Boron_DisplayName = 硼 #LOC_CRP_Boron_Abbreviation = 硼 #LOC_CRP_ResourceLode_DisplayName = ResourceLode #LOC_CRP_EnrichedUranium_DisplayName = 富铀 #LOC_CRP_EnrichedUranium_Abbreviation = 富铀 #LOC_CRP_DepletedUranium_DisplayName = 贫铀 #LOC_CRP_DepletedUranium_Abbreviation = 贫铀 #LOC_CRP_LqdHydrogen_DisplayName = 液态氢 #LOC_CRP_LqdHydrogen_Abbreviation = 液态氢 #LOC_CRP_StoredCharge_DisplayName = 存储的电力 #LOC_CRP_StoredCharge_Abbreviation = 存储的电力 #LOC_CRP_Actinides_DisplayName = 锕系元素 #LOC_CRP_Actinides_Abbreviation = 锕系元素 #LOC_CRP_Aluminium_DisplayName = 铝 #LOC_CRP_Aluminium_Abbreviation = 铝 #LOC_CRP_Alumina_DisplayName = 氧化铝 #LOC_CRP_Alumina_Abbreviation = 氧化铝 #LOC_CRP_Ammonia_DisplayName = 氨 #LOC_CRP_Ammonia_Abbreviation = 氨 #LOC_CRP_Antimatter_DisplayName = 反物质 #LOC_CRP_Antimatter_Abbreviation = 反物质 #LOC_CRP_AntiHydrogen_DisplayName = 反氢 #LOC_CRP_AntiHydrogen_Abbreviation = 反氢 #LOC_CRP_LqdArgon_DisplayName = 液态氩 #LOC_CRP_LqdArgon_Abbreviation = 氩 #LOC_CRP_Borate_DisplayName = 硼酸 #LOC_CRP_Borate_Abbreviation = 硼酸 #LOC_CRP_Caesium_DisplayName = 铯 #LOC_CRP_Caesium_Abbreviation = 铯 #LOC_CRP_Calcium_Abbreviation = 钙 #LOC_CRP_Calcium_DisplayName = 钙 #LOC_CRP_CarbonMonoxide_DisplayName = 一氧化碳 #LOC_CRP_CarbonMonoxide_Abbreviation = 一氧化碳 #LOC_CRP_Carbon_DisplayName = 碳 #LOC_CRP_Carbon_Abbreviation = 碳 #LOC_CRP_ChargedParticles_DisplayName = 带电粒子 #LOC_CRP_ChargedParticles_Abbreviation = 带电粒子 #LOC_CRP_Chlorine_DisplayName = 氯 #LOC_CRP_Chlorine_Abbreviation = 氯 #LOC_CRP_CompressedAir_DisplayName = 压缩空气 #LOC_CRP_CompressedAir_Abbreviation = 压缩空气 #LOC_CRP_Decaborane_DisplayName = 癸硼烷 #LOC_CRP_Decaborane_Abbreviation = 癸硼烷 #LOC_CRP_Deuterium_DisplayName = 氘 #LOC_CRP_Deuterium_Abbreviation = 氘 #LOC_CRP_LqdDeuterium_DisplayName = 液态氘 #LOC_CRP_LqdDeuterium_Abbreviation = 液态氘 #LOC_CRP_DepletedFuel_DisplayName = 核废料 #LOC_CRP_DepletedFuel_Abbreviation = 核废料 #LOC_CRP_ExoticMatter_DisplayName = 奇异物质 #LOC_CRP_ExoticMatter_Abbreviation = 奇异物质 #LOC_CRP_FusionPellets_DisplayName = 聚变燃料球 #LOC_CRP_FusionPellets_Abbreviation = 聚变燃料球 #LOC_CRP_Fluorine_DisplayName = 氟 #LOC_CRP_Fluorine_Abbreviation = 氟 #LOC_CRP_Fluorite_DisplayName = 萤石 #LOC_CRP_Fluorite_Abbreviation = 萤石 #LOC_CRP_HeavyWater_DisplayName = 重水 #LOC_CRP_HeavyWater_Abbreviation = 重水 #LOC_CRP_IntakeAtm_DisplayName = 进气 #LOC_CRP_IntakeAtm_Abbreviation = 进气 #LOC_CRP_KryptonGas_DisplayName = 氪气 #LOC_CRP_KryptonGas_Abbreviation = 氪气 #LOC_CRP_LqdKrypton_DisplayName = 液态氪 #LOC_CRP_LqdKrypton_Abbreviation = 液态氪 #LOC_CRP_NeonGas_DisplayName = 氖气 #LOC_CRP_NeonGas_Abbreviation = 氖气 #LOC_CRP_LqdNeon_DisplayName = 液态氖 #LOC_CRP_LqdNeon_Abbreviation = 液态氖 #LOC_CRP_Lithium_DisplayName = 锂 #LOC_CRP_Lithium_Abbreviation = 锂 #LOC_CRP_Lithium6_DisplayName = 锂-6 #LOC_CRP_Lithium6_Abbreviation = 锂-6 #LOC_CRP_LithiumHydride_DisplayName = 氢化锂 #LOC_CRP_LithiumHydride_Abbreviation = 氢化锂 #LOC_CRP_LithiumDeuteride_DisplayName = 氘化锂 #LOC_CRP_LithiumDeuteride_Abbreviation = 氘化锂 #LOC_CRP_LqdAmmonia_DisplayName = 液态氨 #LOC_CRP_LqdAmmonia_Abbreviation = 液态氨 #LOC_CRP_Helium3_DisplayName = 氦-3 #LOC_CRP_Helium3_Abbreviation = 氦-3 #LOC_CRP_LqdHe3_DisplayName = 液态氦-3 #LOC_CRP_LqdHe3_Abbreviation = 液态氦-3 #LOC_CRP_Helium4_DisplayName = 氦 #LOC_CRP_Helium4_Abbreviation = 氦 #LOC_CRP_LqdHelium_DisplayName = 液态氦 #LOC_CRP_LqdHelium_Abbreviation = 液态氦 #LOC_CRP_Nitratine_DisplayName = 钠硝石 #LOC_CRP_Nitratine_Abbreviation = 钠硝石 #LOC_CRP_Hexaborane_DisplayName = 六硼烷 #LOC_CRP_Hexaborane_Abbreviation = 六硼烷 #LOC_CRP_LqdNitrogen_DisplayName = 液态氮 #LOC_CRP_LqdNitrogen_Abbreviation = 液态氮 #LOC_CRP_LqdNitrogen15_DisplayName = 液态氮-15 #LOC_CRP_LqdNitrogen15_Abbreviation = 液态氮-15 #LOC_CRP_Megajoules_DisplayName = 兆焦能量 #LOC_CRP_Megajoules_Abbreviation = 兆焦能量 #LOC_CRP_Mopedantte_DisplayName = 独居石 #LOC_CRP_Mopedantte_Abbreviation = 独居石 #LOC_CRP_LqdOxygen18_DisplayName = 液态氧-18 #LOC_CRP_LqdOxygen18_Abbreviation = 液态氧-18 #LOC_CRP_Salt_DisplayName = 盐 #LOC_CRP_Salt_Abbreviation = 盐 #LOC_CRP_Sodium_DisplayName = 钠 #LOC_CRP_Sodium_Abbreviation = 钠 #LOC_CRP_Sulphur_DisplayName = 硫 #LOC_CRP_Sulphur_Abbreviation = 硫 #LOC_CRP_SolidHydrogen_DisplayName = 固态氢 #LOC_CRP_SolidHydrogen_Abbreviation = 固态氢 #LOC_CRP_PolyvinylChloride_DisplayName = 聚氯乙烯 #LOC_CRP_PolyvinylChloride_Abbreviation = PVC #LOC_CRP_Plutonium-238_DisplayName = 钚-238 #LOC_CRP_Plutonium-238_Abbreviation = 钚-238 #LOC_CRP_Regolith_DisplayName = 浮土 #LOC_CRP_Regolith_Abbreviation = 浮土 #LOC_CRP_UF4_DisplayName = 四氟化鈾 #LOC_CRP_UF4_Abbreviation = 四氟化鈾 #LOC_CRP_Silicates_DisplayName = 硅酸盐 #LOC_CRP_Silicates_Abbreviation = 硅酸盐 #LOC_CRP_Silicon_DisplayName = 硅 #LOC_CRP_Silicon_Abbreviation = 硅 #LOC_CRP_Spodumene_DisplayName = 锂辉石 #LOC_CRP_Spodumene_Abbreviation = 锂辉石 #LOC_CRP_SolarWind_DisplayName = 太阳风 #LOC_CRP_SolarWind_Abbreviation = 太阳风 #LOC_CRP_ThermalPower_DisplayName = 热能 #LOC_CRP_ThermalPower_Abbreviation = 热能 #LOC_CRP_Thorium_DisplayName = 钍 #LOC_CRP_Thorium_Abbreviation = 钍 #LOC_CRP_ThF4_DisplayName = 四氟化钍 #LOC_CRP_ThF4_Abbreviation = 四氟化钍 #LOC_CRP_Tritium_DisplayName = 氚 #LOC_CRP_Tritium_Abbreviation = 氚 #LOC_CRP_LqdTritium_DisplayName = 液态氚 #LOC_CRP_LqdTritium_Abbreviation = 液态氚 #LOC_CRP_UraniumNitride_DisplayName = 氮化铀 #LOC_CRP_UraniumNitride_Abbreviation = 氮化铀 #LOC_CRP_VacuumPlasma_DisplayName = 真空等离子体 #LOC_CRP_VacuumPlasma_Abbreviation = 真空等离子体 #LOC_CRP_WasteHeat_DisplayName = 废热 #LOC_CRP_WasteHeat_Abbreviation = 废热 #LOC_CRP_LqdXenon_DisplayName = 液态氙 #LOC_CRP_LqdXenon_Abbreviation = 液态氙 #LOC_CRP_Aerozine50_DisplayName = Aerozine50 #LOC_CRP_AK20_DisplayName = AK20 #LOC_CRP_AK27_DisplayName = AK27 #LOC_CRP_Aniline_DisplayName = 苯胺 #LOC_CRP_AvGas_DisplayName = AvGas #LOC_CRP_CaveaB_DisplayName = CaveaB #LOC_CRP_ClF3_DisplayName = ClF3 #LOC_CRP_ClF5_DisplayName = ClF5 #LOC_CRP_Diborane_DisplayName = 乙硼烷 #LOC_CRP_Ethane_DisplayName = 乙烷 #LOC_CRP_Ethanol_DisplayName = 乙醇 #LOC_CRP_Ethanol75_DisplayName = 乙醇75 #LOC_CRP_Ethanol90_DisplayName = 乙醇90 #LOC_CRP_Ethylene_DisplayName = 乙烯 #LOC_CRP_FLOX30_DisplayName = FLOX30 #LOC_CRP_FLOX70_DisplayName = FLOX70 #LOC_CRP_FLOX88_DisplayName = FLOX88 #LOC_CRP_Furfuryl_DisplayName = 糠醇 #LOC_CRP_Helium_DisplayName = 氦气 #LOC_CRP_HNIW_DisplayName = 六硝基六氮杂异伍兹烷 #LOC_CRP_HTP_DisplayName = 过氧化氢 #LOC_CRP_HTPB_DisplayName = 端羟基聚丁二烯 #LOC_CRP_Hydrazine_DisplayName = 联氨 #LOC_CRP_Hydyne_DisplayName = Hydyne #LOC_CRP_IRFNA-III_DisplayName = 红发烟硝酸-3 #LOC_CRP_IRFNA-IV_DisplayName = 红发烟硝酸-4 #LOC_CRP_IWFNA_DisplayName = 白发烟硝酸 #LOC_CRP_Kerosene_DisplayName = 煤油 #LOC_CRP_LeadBallast_DisplayName = 铅镇流器 #LOC_CRP_LqdFluorine_DisplayName = 液态氟 #LOC_CRP_LqdMethane_DisplayName = 液态甲烷 #LOC_CRP_LqdOxygen_DisplayName = 液态氧 #LOC_CRP_Methane_DisplayName = 甲烷 #LOC_CRP_Methanol_DisplayName = 甲醇 #LOC_CRP_MMH_DisplayName = 甲肼 #LOC_CRP_MON1_DisplayName = MON1 #LOC_CRP_MON3_DisplayName = MON3 #LOC_CRP_MON10_DisplayName = MON10 #LOC_CRP_MON15_DisplayName = MON15 #LOC_CRP_MON20_DisplayName = MON20 #LOC_CRP_MON25_DisplayName = MON25 #LOC_CRP_NGNC_DisplayName = NGNC #LOC_CRP_N2F4_DisplayName = 四氟肼 #LOC_CRP_Nitrogen_DisplayName = 液态氮 #LOC_CRP_NitrousOxide_DisplayName = 一氧化氮 #LOC_CRP_NTO_DisplayName = 四氧化二氮 #LOC_CRP_OF2_DisplayName = 二氟化氧 #LOC_CRP_PBAN_DisplayName = 聚丁二烯丙烯腈 #LOC_CRP_Pentaborane_DisplayName = 戊硼烷 #LOC_CRP_PSPC_DisplayName = PSPC #LOC_CRP_Syntin_DisplayName = Syntin #LOC_CRP_TEATEB_DisplayName = TEATEB #LOC_CRP_Tonka250_DisplayName = 通卡250 #LOC_CRP_Tonka500_DisplayName = 通卡500 #LOC_CRP_UDMH_DisplayName = 偏二甲肼 #LOC_CRP_UH25_DisplayName = UH25 #LOC_CRP_Glykerol_DisplayName = 甘油 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg PLANETARY_RESOURCE { ResourceName = Water ResourceType = 0 PlanetName = Jool Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg GLOBAL_RESOURCE { ResourceName = Water ResourceType = 0 Distribution { PresenceChance = 20 MinAbundance = .001 MaxAbundance = 10 Variance = 50 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg GLOBAL_RESOURCE { ResourceName = Water ResourceType = 1 Distribution { PresenceChance = 20 MinAbundance = .1 MaxAbundance = 50 Variance = 20 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg GLOBAL_RESOURCE { ResourceName = Water ResourceType = 2 Distribution { PresenceChance = 20 MinAbundance = .1 MaxAbundance = 50 Variance = 20 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg PLANETARY_RESOURCE { ResourceName = Water ResourceType = 0 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 50 Variance = 20 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg PLANETARY_RESOURCE { ResourceName = Water ResourceType = 0 PlanetName = Laythe Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 50 Variance = 20 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg PLANETARY_RESOURCE { ResourceName = Water ResourceType = 1 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 90 MaxAbundance = 90 Variance = 0 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg PLANETARY_RESOURCE { ResourceName = Water ResourceType = 2 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 20 Variance = 10 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg PLANETARY_RESOURCE { ResourceName = Water ResourceType = 1 PlanetName = Laythe Distribution { PresenceChance = 100 MinAbundance = 10 MaxAbundance = 90 Variance = 0 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg PLANETARY_RESOURCE { ResourceName = Water ResourceType = 2 PlanetName = Laythe Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 20 Variance = 10 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg BIOME_RESOURCE { ResourceName = Water ResourceType = 0 PlanetName = Duna BiomeName = Poles Distribution { PresenceChance = 100 MinAbundance = 5 MaxAbundance = 20 Variance = 10 Dispersal = 3 } } } UrlConfig { parentUrl = CommunityResourcePack/ResourceConfigs/Water.cfg GLOBAL_RESOURCE { ResourceName = Water ResourceType = 3 Distribution { PresenceChance = 20 MinAbundance = .001 MaxAbundance = .5 MinAltitude = .2 MaxAltitude = 2 MinRange = .01 MaxRange = .5 } } } UrlConfig { parentUrl = CommunityTraitIcons/CommunityTraitIcons.cfg CommunityTraitIcons { Trait { name = Pilot color = 0.858823478,0.345097989,0.337254912,1 icon = CommunityTraitIcons/Icons/pilotIcon } Trait { name = Engineer color = 0.835294127,0.713725507,0.0392156914,1 icon = CommunityTraitIcons/Icons/engineerIcon } Trait { name = Scientist color = 0.247058794,0.50980401,0.615686297,1 icon = CommunityTraitIcons/Icons/scientistIcon } Trait { name = Tourist color = 0.360784292,0.545098126,0.0823529437,1 icon = CommunityTraitIcons/Icons/touristIcon } Trait { name = Unknown color = 1,1,1,1 icon = CommunityTraitIcons/Icons/questionIcon } Trait { name = Colonist color = 1,0.5,0,1 icon = CommunityTraitIcons/Icons/ColonistIcon } Trait { name = Geologist color = 0.3686274509803922,0.9450980392156863,0.9490196078431373,1 icon = CommunityTraitIcons/Icons/GeologistIcon } Trait { name = Miner color = 0.6352941176470588,0.6352941176470588,0.6352941176470588,1 icon = CommunityTraitIcons/Icons/MinerIcon } Trait { name = Mechanic color = 0.5803921568627451,1,0.7098039215686275,1 icon = CommunityTraitIcons/Icons/MechanicIcon } Trait { name = Technician color = 0.6156862745098039,0.8,0,1 icon = CommunityTraitIcons/Icons/TechnicianIcon } Trait { name = Biologist color = 0.4549019607843137,0.3098039215686275,1,1 icon = CommunityTraitIcons/Icons/BiologistIcon } Trait { name = Farmer color = 0,0.6352941176470588,0.192156862745098,1 icon = CommunityTraitIcons/Icons/FarmerIcon } Trait { name = Medic color = 1,0.6588235294117647,0.7333333333333333,1 icon = CommunityTraitIcons/Icons/MedicIcon } Trait { name = Quartermaster color = 0.5607843137254902,0.4862745098039216,0,1 icon = CommunityTraitIcons/Icons/QuarterIcon } Trait { name = Kolonist color = 1,0.6431372549019608,0.0196078431372549,1 icon = CommunityTraitIcons/Icons/KolonistIcon } Trait { name = Scout color = 0.8549019607843137,0.4784313725490196,0.3333333333333333,1 icon = CommunityTraitIcons/Icons/ScoutIcon } } } UrlConfig { parentUrl = ContractConfigurator/BiomeDataDefault.cfg CELESTIAL_BODY { body = Kerbin BIOME { name = Grasslands landCount = 4932 waterCount = 68 LAND_LOCATION { lat = 68.9501953125 lon = 85.9130859375 } LAND_LOCATION { lat = 47.9443359375 lon = 171.7822265625 } LAND_LOCATION { lat = 62.7978515625 lon = 257.6513671875 } WATER_LOCATION { lat = 8.1298828125 lon = 85.9130859375 } WATER_LOCATION { lat = -10.5029296875 lon = 171.7822265625 } WATER_LOCATION { lat = 47.592773437499993 lon = 69.3896484375 } } BIOME { name = Mountains landCount = 3438 waterCount = 4 LAND_LOCATION { lat = -36.0791015625 lon = 85.9130859375 } LAND_LOCATION { lat = -57.0849609375 lon = 343.5205078125 } LAND_LOCATION { lat = 17.8857421875 lon = 69.3896484375 } WATER_LOCATION { lat = 70.4443359375 lon = 257.6513671875 } } BIOME { name = Water landCount = 8 waterCount = 7047 LAND_LOCATION { lat = -71.1474609375 lon = 171.7822265625 } LAND_LOCATION { lat = 72.2900390625 lon = 343.5205078125 } LAND_LOCATION { lat = 69.3017578125 lon = 326.9970703125 } WATER_LOCATION { lat = -57.0849609375 lon = 85.9130859375 } WATER_LOCATION { lat = 26.9384765625 lon = 171.7822265625 } WATER_LOCATION { lat = 47.9443359375 lon = 257.6513671875 } } BIOME { name = SouthernIceShelf landCount = 4983 waterCount = 17 LAND_LOCATION { lat = -78.0908203125 lon = 85.9130859375 } LAND_LOCATION { lat = -87.143554687500014 lon = 171.7822265625 } LAND_LOCATION { lat = -75.1904296875 lon = 257.6513671875 } WATER_LOCATION { lat = -75.8935546875 lon = 85.9130859375 } WATER_LOCATION { lat = -69.6533203125 lon = 69.3896484375 } WATER_LOCATION { lat = -73.8720703125 lon = 241.1279296875 } } BIOME { name = NorthernIceShelf landCount = 6088 waterCount = 2 LAND_LOCATION { lat = 80.9033203125 lon = 85.9130859375 } LAND_LOCATION { lat = 83.8037109375 lon = 171.7822265625 } LAND_LOCATION { lat = 86.704101562499986 lon = 257.6513671875 } WATER_LOCATION { lat = 72.0263671875 lon = 280.67871093749994 } } BIOME { name = Highlands landCount = 7363 waterCount = 0 LAND_LOCATION { lat = 17.8857421875 lon = 85.9130859375 } LAND_LOCATION { lat = 62.7978515625 lon = 171.7822265625 } LAND_LOCATION { lat = -36.0791015625 lon = 343.5205078125 } } BIOME { name = Tundra landCount = 1242 waterCount = 191 LAND_LOCATION { lat = 71.8505859375 lon = 85.9130859375 } LAND_LOCATION { lat = 69.7412109375 lon = 257.6513671875 } LAND_LOCATION { lat = -72.2900390625 lon = 343.5205078125 } WATER_LOCATION { lat = 71.4990234375 lon = 257.6513671875 } WATER_LOCATION { lat = -67.5439453125 lon = 105.6884765625 } WATER_LOCATION { lat = -72.2900390625 lon = 3.2958984375 } } BIOME { name = IceCaps landCount = 3182 waterCount = 3 LAND_LOCATION { lat = 77.6513671875 lon = 85.9130859375 } LAND_LOCATION { lat = 80.9033203125 lon = 171.7822265625 } LAND_LOCATION { lat = 74.7509765625 lon = 257.6513671875 } WATER_LOCATION { lat = 71.5869140625 lon = 260.9033203125 } WATER_LOCATION { lat = -74.1357421875 lon = 6.5478515625000009 } } BIOME { name = Shores landCount = 680 waterCount = 3351 LAND_LOCATION { lat = 64.9951171875 lon = 85.9130859375 } LAND_LOCATION { lat = -9.6240234375 lon = 171.7822265625 } LAND_LOCATION { lat = 7.5146484375 lon = 257.6513671875 } WATER_LOCATION { lat = 7.7783203125000009 lon = 85.9130859375 } WATER_LOCATION { lat = -9.2724609375 lon = 171.7822265625 } WATER_LOCATION { lat = 11.7333984375 lon = 257.6513671875 } } BIOME { name = Deserts landCount = 1392 waterCount = 7 LAND_LOCATION { lat = 8.8330078125 lon = 257.6513671875 } LAND_LOCATION { lat = 5.9326171875 lon = 241.1279296875 } LAND_LOCATION { lat = -3.1201171875 lon = 224.60449218750003 } WATER_LOCATION { lat = 10.415039062499998 lon = 260.9033203125 } WATER_LOCATION { lat = -1.8896484375 lon = 227.8564453125 } } BIOME { name = Badlands landCount = 776 waterCount = 4 LAND_LOCATION { lat = -3.1201171875 lon = 69.3896484375 } LAND_LOCATION { lat = -15.073242187500002 lon = 52.8662109375 } LAND_LOCATION { lat = -12.1728515625 lon = 36.3427734375 } WATER_LOCATION { lat = -3.8232421874999996 lon = 69.3896484375 } WATER_LOCATION { lat = -17.9736328125 lon = 23.0712890625 } } } } UrlConfig { parentUrl = ContractConfigurator/BiomeDataDefault.cfg CELESTIAL_BODY { body = Eve BIOME { name = Poles landCount = 3731 waterCount = 1269 LAND_LOCATION { lat = 68.9501953125 lon = 85.9130859375 } LAND_LOCATION { lat = -78.0908203125 lon = 171.7822265625 } LAND_LOCATION { lat = 80.9033203125 lon = 257.6513671875 } WATER_LOCATION { lat = 68.9501953125 lon = 257.6513671875 } WATER_LOCATION { lat = 73.3447265625 lon = 343.5205078125 } WATER_LOCATION { lat = -78.0908203125 lon = 241.1279296875 } } BIOME { name = Highlands landCount = 25956 waterCount = 4 LAND_LOCATION { lat = 47.9443359375 lon = 85.9130859375 } LAND_LOCATION { lat = 26.9384765625 lon = 171.7822265625 } LAND_LOCATION { lat = 20.786132812500004 lon = 257.6513671875 } WATER_LOCATION { lat = -15.2490234375 lon = 297.2021484375 } WATER_LOCATION { lat = -28.696289062500004 lon = 198.0615234375 } WATER_LOCATION { lat = 45.4833984375 lon = 98.920898437499986 } } BIOME { name = Lowlands landCount = 4992 waterCount = 8 LAND_LOCATION { lat = 47.9443359375 lon = 171.7822265625 } LAND_LOCATION { lat = 2.3291015625 lon = 257.6513671875 } LAND_LOCATION { lat = -6.3720703125 lon = 343.5205078125 } WATER_LOCATION { lat = 19.9072265625 lon = 257.6513671875 } WATER_LOCATION { lat = 24.8291015625 lon = 326.9970703125 } WATER_LOCATION { lat = -19.7314453125 lon = 293.9501953125 } } BIOME { name = Midlands landCount = 430607 waterCount = 3 LAND_LOCATION { lat = -57.0849609375 lon = 171.7822265625 } LAND_LOCATION { lat = 29.838867187500004 lon = 257.6513671875 } LAND_LOCATION { lat = 17.8857421875 lon = 343.5205078125 } WATER_LOCATION { lat = -26.0595703125 lon = 195.42480468749997 } WATER_LOCATION { lat = 51.4599609375 lon = 97.9541015625 } WATER_LOCATION { lat = 6.2841796875 lon = 275.9326171875 } } BIOME { name = Foothills landCount = 57240 waterCount = 4560 LAND_LOCATION { lat = -0.2197265625 lon = 171.7822265625 } LAND_LOCATION { lat = 5.9326171875 lon = 343.5205078125 } LAND_LOCATION { lat = 17.8857421875 lon = 326.9970703125 } WATER_LOCATION { lat = 49.7900390625 lon = 95.6689453125 } WATER_LOCATION { lat = 47.592773437499993 lon = 98.920898437499986 } } BIOME { name = Peaks landCount = 217587 waterCount = 0 LAND_LOCATION { lat = 2.6806640624999996 lon = 171.7822265625 } LAND_LOCATION { lat = 22.9833984375 lon = 257.6513671875 } LAND_LOCATION { lat = -57.0849609375 lon = 343.5205078125 } } BIOME { name = Shallows landCount = 3844 waterCount = 1156 LAND_LOCATION { lat = -15.776367187499998 lon = 171.7822265625 } LAND_LOCATION { lat = 26.9384765625 lon = 257.6513671875 } LAND_LOCATION { lat = -36.0791015625 lon = 343.5205078125 } WATER_LOCATION { lat = 35.3759765625 lon = 257.6513671875 } WATER_LOCATION { lat = 38.8916015625 lon = 343.5205078125 } WATER_LOCATION { lat = 10.3271484375 lon = 241.1279296875 } } BIOME { name = ExplodiumSea landCount = 288 waterCount = 4712 LAND_LOCATION { lat = -6.3720703125 lon = 257.6513671875 } LAND_LOCATION { lat = -10.3271484375 lon = 343.5205078125 } LAND_LOCATION { lat = 5.9326171875 lon = 241.1279296875 } WATER_LOCATION { lat = 47.9443359375 lon = 257.6513671875 } WATER_LOCATION { lat = 26.9384765625 lon = 343.5205078125 } WATER_LOCATION { lat = -15.073242187500002 lon = 241.1279296875 } } BIOME { name = EasternSea landCount = 35 waterCount = 4965 LAND_LOCATION { lat = -20.4345703125 lon = 69.3896484375 } LAND_LOCATION { lat = 35.288085937500007 lon = 52.8662109375 } LAND_LOCATION { lat = 9.5361328125 lon = 72.6416015625 } WATER_LOCATION { lat = 26.9384765625 lon = 69.3896484375 } WATER_LOCATION { lat = 47.9443359375 lon = 52.8662109375 } WATER_LOCATION { lat = 5.9326171875 lon = 36.3427734375 } } BIOME { name = ImpactEjecta landCount = 4833 waterCount = 167 LAND_LOCATION { lat = -18.3251953125 lon = 155.2587890625 } LAND_LOCATION { lat = 32.387695312500007 lon = 293.9501953125 } LAND_LOCATION { lat = 38.8916015625 lon = 105.6884765625 } WATER_LOCATION { lat = 35.6396484375 lon = 293.9501953125 } WATER_LOCATION { lat = 20.786132812500004 lon = 313.7255859375 } WATER_LOCATION { lat = -5.8447265625 lon = 6.5478515625000009 } } BIOME { name = CraterLake landCount = 57 waterCount = 4943 LAND_LOCATION { lat = -19.0283203125 lon = 52.8662109375 } LAND_LOCATION { lat = -30.805664062500004 lon = 297.2021484375 } LAND_LOCATION { lat = 5.6689453125 lon = 350.02441406249994 } WATER_LOCATION { lat = 17.8857421875 lon = 3.2958984375 } WATER_LOCATION { lat = 5.9326171875 lon = 6.5478515625000009 } WATER_LOCATION { lat = 2.6806640624999996 lon = 350.02441406249994 } } BIOME { name = WesternSea landCount = 172 waterCount = 4828 LAND_LOCATION { lat = -27.729492187499996 lon = 105.6884765625 } LAND_LOCATION { lat = -1.6259765625 lon = 108.9404296875 } LAND_LOCATION { lat = -12.8759765625 lon = 112.19238281250001 } WATER_LOCATION { lat = -36.0791015625 lon = 105.6884765625 } WATER_LOCATION { lat = -24.125976562499996 lon = 108.9404296875 } WATER_LOCATION { lat = -3.1201171875 lon = 112.19238281250001 } } BIOME { name = Olympus landCount = 316 waterCount = 0 LAND_LOCATION { lat = -27.729492187499996 lon = 211.0693359375 } } BIOME { name = AkatsukiLake landCount = 29 waterCount = 2 LAND_LOCATION { lat = 35.288085937500007 lon = 108.67675781250001 } LAND_LOCATION { lat = 27.6416015625 lon = 316.45019531250006 } LAND_LOCATION { lat = 32.4755859375 lon = 106.5673828125 } WATER_LOCATION { lat = 28.7841796875 lon = 350.9912109375 } } } } UrlConfig { parentUrl = ContractConfigurator/BiomeDataDefault.cfg CELESTIAL_BODY { body = Laythe BIOME { name = TheSagenSea landCount = 15 waterCount = 4985 LAND_LOCATION { lat = 80.2001953125 lon = 85.9130859375 } LAND_LOCATION { lat = 86.704101562499986 lon = 171.7822265625 } LAND_LOCATION { lat = 83.1005859375 lon = 257.6513671875 } WATER_LOCATION { lat = 68.9501953125 lon = 85.9130859375 } WATER_LOCATION { lat = 47.9443359375 lon = 171.7822265625 } WATER_LOCATION { lat = 26.9384765625 lon = 257.6513671875 } } BIOME { name = Poles landCount = 4957 waterCount = 43 LAND_LOCATION { lat = 80.9033203125 lon = 85.9130859375 } LAND_LOCATION { lat = -87.143554687500014 lon = 171.7822265625 } LAND_LOCATION { lat = 83.8037109375 lon = 257.6513671875 } WATER_LOCATION { lat = -82.3974609375 lon = 85.9130859375 } WATER_LOCATION { lat = 85.649414062500014 lon = 171.7822265625 } WATER_LOCATION { lat = 81.6943359375 lon = 257.6513671875 } } BIOME { name = Shores landCount = 2807 waterCount = 1668 LAND_LOCATION { lat = -66.1376953125 lon = 85.9130859375 } LAND_LOCATION { lat = -15.073242187500002 lon = 171.7822265625 } LAND_LOCATION { lat = -24.125976562499996 lon = 257.6513671875 } WATER_LOCATION { lat = -63.237304687499993 lon = 85.9130859375 } WATER_LOCATION { lat = -9.2724609375 lon = 171.7822265625 } WATER_LOCATION { lat = -24.8291015625 lon = 257.6513671875 } } BIOME { name = Shallows landCount = 4 waterCount = 5005 LAND_LOCATION { lat = -44.3408203125 lon = 343.5205078125 } LAND_LOCATION { lat = -28.7841796875 lon = 158.5107421875 } WATER_LOCATION { lat = -48.735351562499993 lon = 85.9130859375 } WATER_LOCATION { lat = 38.8916015625 lon = 171.7822265625 } WATER_LOCATION { lat = -33.530273437500007 lon = 257.6513671875 } } BIOME { name = Dunes landCount = 1426 waterCount = 0 LAND_LOCATION { lat = -12.1728515625 lon = 171.7822265625 } LAND_LOCATION { lat = -30.278320312499996 lon = 257.6513671875 } LAND_LOCATION { lat = 76.9482421875 lon = 343.5205078125 } } BIOME { name = Peaks landCount = 367 waterCount = 1 LAND_LOCATION { lat = -18.3251953125 lon = 171.7822265625 } LAND_LOCATION { lat = -15.073242187500002 lon = 155.2587890625 } LAND_LOCATION { lat = 46.538085937500007 lon = 241.1279296875 } WATER_LOCATION { lat = 74.0478515625 lon = 3.2958984375 } } BIOME { name = DeGrasseSea landCount = 0 waterCount = 9456 WATER_LOCATION { lat = 47.9443359375 lon = 343.5205078125 } WATER_LOCATION { lat = 5.9326171875 lon = 52.8662109375 } WATER_LOCATION { lat = 26.9384765625 lon = 36.3427734375 } } BIOME { name = CraterBay landCount = 0 waterCount = 416 WATER_LOCATION { lat = 26.9384765625 lon = 293.9501953125 } WATER_LOCATION { lat = 17.8857421875 lon = 297.2021484375 } WATER_LOCATION { lat = 41.4404296875 lon = 75.8935546875 } } BIOME { name = CraterIsland landCount = 5 waterCount = 6 LAND_LOCATION { lat = 15.4248046875 lon = 293.9501953125 } WATER_LOCATION { lat = 15.776367187499998 lon = 293.9501953125 } } BIOME { name = CrescentBay landCount = 0 waterCount = 63 WATER_LOCATION { lat = 35.6396484375 lon = 158.5107421875 } } } } UrlConfig { parentUrl = ContractConfigurator/Agencies/ARM.cfg CONTRACT_DEFINITION { name = ARMContract displayName = Asteroid Recovery agent = Asteroid Recovery } } UrlConfig { parentUrl = ContractConfigurator/Agencies/ARM.cfg CONTRACT_DEFINITION { name = CometSampleContract displayName = Comet Sample agent = Asteroid Recovery } } UrlConfig { parentUrl = ContractConfigurator/Agencies/ARM.cfg AGENT { name = Asteroid Recovery title = Asteroid Recovery description = We buy asteroids! With asteroid prices so high, now is an excellent time to sell your unused scrap asteroids. logoURL = ContractConfigurator/Agencies/ARM logoScaledURL = ContractConfigurator/Agencies/ARM_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Base.cfg CONTRACT_DEFINITION { name = BaseContract displayName = Base Construction agent = Base Construction } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Base.cfg AGENT { name = Base Construction title = Base Construction description = Creating bases elsewhere in the solar system may be our solution to overpopulation. logoURL = ContractConfigurator/Agencies/Base logoScaledURL = ContractConfigurator/Agencies/Base_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/CollectScience.cfg CONTRACT_DEFINITION { name = DeployedScienceContract displayName = Deployed Science agent = Collect Science } } UrlConfig { parentUrl = ContractConfigurator/Agencies/CollectScience.cfg CONTRACT_DEFINITION { name = CollectScience displayName = Collect Science agent = Collect Science } } UrlConfig { parentUrl = ContractConfigurator/Agencies/CollectScience.cfg AGENT { name = Collect Science title = Collect Science description = Wernher has a checklist, and it's up to you to fill it. With SCIENCE. logoURL = ContractConfigurator/Agencies/CollectScience logoScaledURL = ContractConfigurator/Agencies/CollectScience_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/ContractConfigurator.cfg AGENT { name = Contract Configurator title = Contract Configurator description = This is the default agency for Contract Configurator contracts. If you're seeing this, it's because the author of the contract didn't specify an agency! logoURL = ContractConfigurator/Agencies/ContractConfigurator logoScaledURL = ContractConfigurator/Agencies/ContractConfigurator_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/DMOS.cfg CONTRACT_DEFINITION { name = DMAnomalyContract displayName = Anomalies agent = DMagic } } UrlConfig { parentUrl = ContractConfigurator/Agencies/DMOS.cfg CONTRACT_DEFINITION { name = DMAsteroidSurveyContract displayName = #cc.agency.AsteroidSurvey.name agent = DMagic } } UrlConfig { parentUrl = ContractConfigurator/Agencies/DMOS.cfg CONTRACT_DEFINITION { name = DMMagneticSurveyContract displayName = Magnetic Survey agent = DMagic } } UrlConfig { parentUrl = ContractConfigurator/Agencies/DMOS.cfg CONTRACT_DEFINITION { name = DMReconContract displayName = Reconnaisance Survey agent = DMagic } } UrlConfig { parentUrl = ContractConfigurator/Agencies/DMOS.cfg CONTRACT_DEFINITION { name = DMSurveyContract displayName = Orbital Survey agent = DMagic } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Explore.cfg CONTRACT_DEFINITION { name = ExplorationContract displayName = Exploration agent = Exploration } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Explore.cfg AGENT { name = Exploration title = Exploration description = What drives a Kerbal to push their limits and explore new boundaries? These contracts. logoURL = ContractConfigurator/Agencies/Explore logoScaledURL = ContractConfigurator/Agencies/Explore_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/FlagPlanting.cfg CONTRACT_DEFINITION { name = PlantFlag displayName = Flag Planting agent = Flag Planting } } UrlConfig { parentUrl = ContractConfigurator/Agencies/FlagPlanting.cfg AGENT { name = Flag Planting title = Flag Planting description = The celestial bodies of our solar system are lacking in flags. We NEED more flags! logoURL = ContractConfigurator/Agencies/FlagPlanting logoScaledURL = ContractConfigurator/Agencies/FlagPlanting_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/GrandTour.cfg CONTRACT_DEFINITION { name = GrandTour displayName = Grand Tours agent = Grand Tours } } UrlConfig { parentUrl = ContractConfigurator/Agencies/GrandTour.cfg AGENT { name = Grand Tours title = Grand Tours description = Join the space program, see the solar system! logoURL = ContractConfigurator/Agencies/GrandTour logoScaledURL = ContractConfigurator/Agencies/GrandTour_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/ISRU.cfg CONTRACT_DEFINITION { name = ISRUContract displayName = ISRU agent = ISRU } } UrlConfig { parentUrl = ContractConfigurator/Agencies/ISRU.cfg AGENT { name = ISRU title = ISRU description = We've got client who would like you to get some ore and move it to another celestial body. Think you're up for it? logoURL = ContractConfigurator/Agencies/ISRU logoScaledURL = ContractConfigurator/Agencies/ISRU_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/PartTest.cfg CONTRACT_DEFINITION { name = PartTest displayName = Part Testing agent = Part Testing } } UrlConfig { parentUrl = ContractConfigurator/Agencies/PartTest.cfg AGENT { name = Part Testing title = Part Testing description = So here's the deal: we have a bunch of parts, and we'd like to make spaceships out of them. But we're really not all that sure if they are space-worthy. So if you could bring them up into space and test them out, that'd be greaaaaaat. logoURL = ContractConfigurator/Agencies/PartTest logoScaledURL = ContractConfigurator/Agencies/PartTest_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Rescue.cfg CONTRACT_DEFINITION { name = RecoverAsset displayName = Rescue and Recovery agent = Rescue and Recovery } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Rescue.cfg AGENT { name = Rescue and Recovery title = Rescue and Recovery description = Sometimes Kerbals go to space and forget to come back. These are their stories. logoURL = ContractConfigurator/Agencies/Rescue logoScaledURL = ContractConfigurator/Agencies/Rescue_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Robotics.cfg CONTRACT_DEFINITION { name = ROCScienceArmContract displayName = Robotic Arm Contracts agent = Robotics } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Robotics.cfg CONTRACT_DEFINITION { name = ROCScienceRetrievalContract displayName = Robotic Science Retrieval agent = Robotics } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Robotics.cfg AGENT { name = Robotics title = Robotics description = Use robotics technology to advance our scientific knowledge. logoURL = ContractConfigurator/Agencies/Robotics logoScaledURL = ContractConfigurator/Agencies/Robotics_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Satellite.cfg CONTRACT_DEFINITION { name = SatelliteContract displayName = Satellites agent = Satellites } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Satellite.cfg AGENT { name = Satellites title = Satellites description = Everything satellites! We need more satellites - orbiting every celestial body. Already have a satellite? We need it in a different orbit! logoURL = ContractConfigurator/Agencies/Satellites logoScaledURL = ContractConfigurator/Agencies/Satellites_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Sentinel.cfg CONTRACT_DEFINITION { name = SentinelContract displayName = Sentinel (Asteroid Detection) agent = Sentinel } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Sentinel.cfg CONTRACT_DEFINITION { name = CometDetectionContract displayName = Sentinel (Comet Detection) agent = Sentinel } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Sentinel.cfg AGENT { name = Sentinel title = Sentinel description = Our SENTINEL Infrared Telescopes will help us identify life-threatening asteroids. Keep your eyes open! logoURL = ContractConfigurator/Agencies/Sentinel logoScaledURL = ContractConfigurator/Agencies/Sentinel_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Stations.cfg CONTRACT_DEFINITION { name = StationContract displayName = Stations agent = Stations } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Stations.cfg AGENT { name = Stations title = Stations description = Build orbital stations for great prestige! logoURL = ContractConfigurator/Agencies/Stations logoScaledURL = ContractConfigurator/Agencies/Stations_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Surveys.cfg CONTRACT_DEFINITION { name = SurveyContract displayName = Surveys agent = Surveys } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Surveys.cfg AGENT { name = Surveys title = Surveys description = We would like you to go places. Specific places. logoURL = ContractConfigurator/Agencies/Survey logoScaledURL = ContractConfigurator/Agencies/Survey_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Tourism.cfg CONTRACT_DEFINITION { name = TourismContract displayName = Tourism agent = Tourism } } UrlConfig { parentUrl = ContractConfigurator/Agencies/Tourism.cfg AGENT { name = Tourism title = Tourism description = Our clients have their tropical shirts ready, hopefully you'll be able to drop them off somewhere sunny when they've finished their itinerary. logoURL = ContractConfigurator/Agencies/Tourism logoScaledURL = ContractConfigurator/Agencies/Tourism_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractConfigurator/Localization/en-us.cfg Localization { en-us { #cc.list.and.2 = <<1>> and <<2>> #cc.list.and.start = <<1>>, <<2>> #cc.list.and.middle = <<1>>, <<2>> #cc.list.and.end = <<1>>, and <<2>> #cc.list.or.2 = <<1>> or <<2>> #cc.list.or.start = <<1>>, <<2>> #cc.list.or.middle = <<1>>, <<2>> #cc.list.or.end = <<1>>, or <<2>> #cc.science.sit.InSpaceHigh = High in space #cc.science.sit.InSpaceLow = Low in space #cc.science.location.Surface = on the surface #cc.science.location.Space = in space #cc.science.experiment.many = Various experiments #cc.science.experiment.any = Any #cc.science.biomeKSC = KSC #cc.science.biomeIdentifier = <>\u2019s <<2>> #cc.science.deployedScienceReport = Deployed Science Report #cc.parts.battery = Battery #cc.parts.dock = Docking Port #cc.parts.grapple = Grappling Device #cc.expansion.MakingHistory = Making History #cc.expansion.Serenity = Breaking Ground #cc.rateOfClimb = Rate of Climb #cc.altitude = Altitude #cc.apoapsis = Apoapsis #cc.periapsis = Periapsis #cc.eccentricity = Eccentricity #cc.inclination = Inclination #cc.acceleration = Acceleration #cc.deltav.actual = Delta-v (actual) #cc.deltav.vacuum = Delta-v (vacuum) #cc.loadingtip = Configuring Contracts... #cc.experienceType = Special experience #cc.anyBody = Any Body #cc.loadPassengers.1 = One or more contracts require passengers to be loaded. Would you like to load them onto this vessel? #cc.loadPassengers.2 = Passengers to load: #cc.loadPassengers.3 = Empty seats on vessel: <<1>> #cc.loadPassengers.passengerCount = <> <<1[passenger/passengers]>>: <<2>> #cc.loadPassengers.button = Load passengers #cc.loadPassengers.button.no = No passengers #cc.settings.Section = Contract Configurator #cc.settings.contractMultiplier.name = Active Contract Multiplier #cc.settings.contractMultiplier.desc = Multiplier applied to the active contract limits. #cc.settings.contractGroups = Contract Groups #cc.settings.stockContracts = Stock Contracts #cc.agency.AsteroidRecovery.name = Asteroid Recovery #cc.agency.CometSample.name = Comet Sample #cc.agency.AsteroidRecovery.desc = We buy asteroids! With asteroid prices so high, now is an excellent time to sell your unused scrap asteroids. #cc.agency.BaseConstruction.name = Base Construction #cc.agency.BaseConstruction.desc = Creating bases elsewhere in the solar system may be our solution to overpopulation. #cc.agency.CollectScience.name = Collect Science #cc.agency.DeployedScience.name = Deployed Science #cc.agency.CollectScience.desc = Wernher has a checklist, and it's up to you to fill it. With SCIENCE. #cc.agency.ContractConfigurator.name = Contract Configurator #cc.agency.ContractConfigurator.desc = This is the default agency for Contract Configurator contracts. If you're seeing this, it's because the author of the contract didn't specify an agency! #cc.agency.Exploration.name = Exploration #cc.agency.Exploration.desc = What drives a Kerbal to push their limits and explore new boundaries? These contracts. #cc.agency.FlagPlanting.name = Flag Planting #cc.agency.FlagPlanting.desc = The celestial bodies of our solar system are lacking in flags. We NEED more flags! #cc.agency.GrandTours.name = Grand Tours #cc.agency.GrandTours.desc = Join the space program, see the solar system! #cc.agency.ISRU.name = ISRU #cc.agency.ISRU.desc = We've got client who would like you to get some ore and move it to another celestial body. Think you're up for it? #cc.agency.PartTesting.name = Part Testing #cc.agency.PartTesting.desc = So here's the deal: we have a bunch of parts, and we'd like to make spaceships out of them. But we're really not all that sure if they are space-worthy. So if you could bring them up into space and test them out, that'd be greaaaaaat. #cc.agency.RescueAndRecovery.name = Rescue and Recovery #cc.agency.RescueAndRecovery.desc = Sometimes Kerbals go to space and forget to come back. These are their stories. #cc.agency.Robotics.name = Robotics #cc.agency.RoboticArm.name = Robotic Arm Contracts #cc.agency.RoboticScienceRetrieval.name = Robotic Science Retrieval #cc.agency.Robotics.desc = Use robotics technology to advance our scientific knowledge. #cc.agency.Satellites.name = Satellites #cc.agency.Satellites.desc = Everything satellites! We need more satellites - orbiting every celestial body. Already have a satellite? We need it in a different orbit! #cc.agency.Sentinel.name = Sentinel #cc.agency.Sentinel.Asteroid.name = Sentinel (Asteroid Detection) #cc.agency.Sentinel.Comet.name = Sentinel (Comet Detection) #cc.agency.Sentinel.desc = Our SENTINEL Infrared Telescopes will help us identify life-threatening asteroids. Keep your eyes open! #cc.agency.Stations.name = Stations #cc.agency.Stations.desc = Build orbital stations for great prestige! #cc.agency.Surveys.name = Surveys #cc.agency.Surveys.desc = We would like you to go places. Specific places. #cc.agency.Tourism.name = Tourism #cc.agency.Tourism.desc = Our clients have their tropical shirts ready, hopefully you'll be able to drop them off somewhere sunny when they've finished their itinerary. #cc.agency.Anomalies.name = Anomalies #cc.agency.AsteroidSurve.namey = Asteroid Survey #cc.agency.MagneticSurvey.name = Magnetic Survey #cc.agency.ReconnaisanceSurvey.name = Reconnaisance Survey #cc.agency.OrbitalSurvey.name = Orbital Survey #cc.mcui.title.trivial = Trivial Contracts: #cc.mcui.title.significant = Significant Contracts: #cc.mcui.title.exceptional = Exceptional Contracts: #cc.mcui.title.allActive = All Active Contracts: #cc.mcui.all = All #cc.mcui.max = Max #cc.mcui.agent = Agent: #cc.mcui.contract = Contract: #cc.mcui.briefing = Briefing: #cc.mcui.preRequisites = Pre-Requisites: #cc.mcui.offered = Offered: #cc.mcui.req.advance = Must have <<1>> funds for advance #cc.mcui.req.oneoff = Must not have been completed before #cc.mcui.req.maxCompletions = May only be completed <<1>> times #cc.mcui.req.maxCompletions_reason = has previously been completed <<1>> times #cc.mcui.req.maxSimultaneous = May only have <<1>> offered/active <<2>> contracts at a time #cc.mcui.req.keyValue = Key <<1>> must have a value #cc.mcui.req.researchBody = Must have researched <<1>> #cc.mcui.status.met = Met #cc.mcui.status.unmet = Unmet #cc.param.count = Count: #cc.param.count.none = None #cc.param.count.no = No #cc.param.count.atLeast = At least <> #cc.param.count.atLeast.num = At least <<1>> #cc.param.count.atMost = At most <> #cc.param.count.atMost.num = At most <<1>> #cc.param.count.exact = <> #cc.param.count.exact.num = <<1>> #cc.param.count.between = Between <> and <> #cc.param.count.between.num = Between <<1>> and <<2>> #cc.param.optionalTag = (Optional) #cc.param.vessel.any = any vessel #cc.param.vessel.Any = Any vessel #cc.param.All = Complete ALL of the following #cc.param.Any = Complete any ONE of the following #cc.param.AtLeast = Complete at least <> of the following #cc.param.AtMost = Allow no more than <> of the following #cc.param.Duration.preWait = Waiting time required: #cc.param.Duration.waiting = Time to completion: #cc.param.Duration.completion = Wait time over #cc.param.HasAstronaut.1 = Astronauts: <<1>> #cc.param.HasAstronaut.2 = Astronauts: <<1>> with <<2>> #cc.param.HasAstronaut.3 = Astronauts: <<1>> with <<2>> and <<3>> #cc.param.HasAstronaut.trait = the <<1>> trait #cc.param.HasAstronaut.experience.atLeast = an experience level of at least <<1>> #cc.param.HasAstronaut.experience.atMost = an experience level of at most <<1>> #cc.param.HasAstronaut.experience.exact = an experience level of <<1>> #cc.param.HasAstronaut.experience.between = an experience level between <<1>> and <<2>> #cc.param.KerbalDeaths.generic = Kill <> #cc.param.KerbalDeaths.vessel = Kill <> on vessel <<2>> #cc.param.KerbalDeaths.specific = Do not kill #cc.param.MissionTimer = Mission Timer: #cc.param.None = Prevent ALL of the following #cc.param.Not = Is not true #cc.param.ParameterDelegate.MatchExtension.validate = With #cc.param.ParameterDelegate.MatchExtension.all = All have #cc.param.ParameterDelegate.MatchExtension.none = None have #cc.param.PerformOrbitalSurvey = Perform an orbital resource survey of <<1>> #cc.param.ReachSpace = Reach space #cc.param.RecoverKerbal.one = Recover <<1>> #cc.param.RecoverKerbal.many = Recover Kerbals #cc.param.Sequence = Complete the following in order #cc.param.TargetDestroyed = <> destroyed #cc.param.TargetDestroyed.target = Target: <<1>> #cc.param.Timer.expired = Time expired! #cc.param.Timer.active = Time remaining: <<1>> #cc.param.Timer.inactive = Time limit: <<1>> #cc.param.VesselParameterGroup.default = Vessel: <<1>> #cc.param.VesselParameterGroup.trackedVessel = Tracked Vessel: <<1>> #cc.param.VesselParameterGroup.newVessel = Vessel: <<1>> (new) #cc.param.VesselParameterGroup.anyVessel = Vessel: Any #cc.param.VesselParameterGroup.anyVesselList = Vessel: Any of the following: <<1>> #cc.param.VesselParameterGroup.anyVesselListEmpty = Vessel: Any of the following #cc.param.VesselParameterGroup.complete = Vessel: <<1>>: <<2>> #cc.param.VesselParameterGroup.notes.noVessel = No vessel currently matching parameters. #cc.param.VesselParameterGroup.notes.activeVessel = Active Vessel. #cc.param.VesselParameterGroup.notes.waitingVessel = Waiting for completion time for <<1>>. #cc.param.VesselParameterGroup.time = Time Remaining: <<1>> #cc.param.VesselParameterGroup.duration = Duration: <<1>> #cc.param.CollectScience.rm.None = None #cc.param.CollectScience.rm.Recover = Recover #cc.param.CollectScience.rm.Transmit = Transmit #cc.param.CollectScience.rm.RecoverOrTransmit = Recover or transmit #cc.param.CollectScience.0 = Collect science #cc.param.CollectScience.1 = Collect science: <<1>> #cc.param.CollectScience.2 = Collect science: <<1>> from <<2>> #cc.param.CollectScience.3 = Collect science: <<1>> from <<2>> while <<3>> #cc.param.CollectScience.destination = Destination: <> #cc.param.CollectScience.location = Location: <> #cc.param.CollectScience.biome = Biome: <> #cc.param.CollectScience.situation = Situation: <> #cc.param.CollectScience.experiment = Experiment: <<1>> #cc.param.CollectScience.recovery = Recovery: <<1>> #cc.param.Docking.1 = Docked with: <<1>> #cc.param.Docking.2 = Docked: <<1>> and <<2>> #cc.param.HasAntenna.transmit = Transmit antenna rating (combined): <<1>> #cc.param.HasAntenna.relay = Relay antenna rating (combined): <<1>> #cc.param.HasCrew.unmanned = Unmanned #cc.param.HasCrew = Crew #cc.param.HasCrew.1 = Crew: <<1>> #cc.param.HasCrew.2 = Crew: <<1>> with <<2>> #cc.param.HasCrew.3 = Crew: <<1>> with <<2>> and <<3>> #cc.param.HasCrew.trait = Trait: <<1>> #cc.param.HasCrew.experience = Experience level: <<1>> #cc.param.HasCrew.specific = <<1>>: On board #cc.param.HasCrewCapacity.none = None #cc.param.HasCrewCapacity = Crew Capacity: <<1>> #cc.param.HasPassenger = Passengers #cc.param.HasPassenger.initial = Load <> while on the launchpad/runway #cc.param.HasPassenger.summary = Passengers: <<1>> #cc.param.HasPassenger.detail = On Board: <<1>> #cc.param.HasResource = Resources #cc.param.HasResource.capacity = Resource Capacity: <<1>>: <<2>> #cc.param.HasResource.resource = Resource: <<1>>: <<2>> #cc.param.HasResource.notzero = Not zero units #cc.param.HasResource.measure = <<1>> units #cc.param.IsNotVessel = Vessel: Not <<1>> #cc.param.NewVessel = Launch a new vessel #cc.param.NoStaging = Vessel not staged #cc.param.Orbit = Orbit #cc.param.Orbit.detail = Orbit: <<1>> #cc.param.Orbit.below.meters = <>: Below <<2>> m #cc.param.Orbit.above.meters = <>: Above <<2>> m #cc.param.Orbit.between.meters = <>: Between <<2>> m and <<3>> m #cc.param.Orbit.below.nounits = <>: Below <<2>> #cc.param.Orbit.above.nounits = <>: Above <<2>> #cc.param.Orbit.between.nounits = <>: Between <<2>> and <<3>> #cc.param.Orbit.below.degrees = <>: Below <<2>>\u00B0 #cc.param.Orbit.above.degrees = <>: Above <<2>>\u00B0 #cc.param.Orbit.between.degrees = <>: Between <<2>>\u00B0 and <<3>>\u00B0 #cc.param.Orbit.specified = Reach the specified orbit #cc.param.PartValidation = Parts #cc.param.PartValidation.nocount = Parts: <<1>> #cc.param.PartValidation.atLeast = Parts: At least <> <<2>> #cc.param.PartValidation.atMost = Parts: At most <> <<2>> #cc.param.PartValidation.withModule = with module: <<1>> #cc.param.PartValidation.withModuleType = with module type: <<1>> #cc.param.PartValidation.generic = <<1>> <>: <<3>> #cc.param.PartValidation.type = <<1>> type: <<2>> #cc.param.PartValidation.module = <<1>> module: <<2>> #cc.param.PartValidation.moduleType = <<1>> module type: <<2>> #cc.param.PartValidation.moduleShort = <<1>> module #cc.param.PartValidation.category = <<1>> category: <<2>> #cc.param.PartValidation.manufacturer = <<1>> manufacturer: <<2>> #cc.param.ReachState = Vessel State #cc.param.ReachState.detail = Vessel State: <<1>> #cc.param.ReachState.altitudeTerrain = Altitude (terrain) #cc.param.ReachState.below.speed = <>: Less than <<2>> m/s #cc.param.ReachState.above.speed = <>: Greater than <<2>> m/s #cc.param.ReachState.between.speed = <>: Between <<2>> ms and <<3>> m/s #cc.param.ReachState.below.acceleration = <>: Less than <<2[$d gee/$d gees]>> #cc.param.ReachState.above.acceleration = <>: Greater than <<2[$d gee/$d gees]>> #cc.param.ReachState.between.acceleration = <>: Between <<2>> and <<3>> gees #cc.param.Rendezvous.1 = Rendezvous with: <<1>> #cc.param.Rendezvous.2 = Rendezvous: <<1>> and <<2>> #cc.param.ResourceConsumption.consumption = Resource Consumption: <<1>>: <<2>> #cc.param.ResourceConsumption.production = Resource Production: <<1>>: <<2>> #cc.param.ResourceConsumption.atLeast = At least <<1>> units/s #cc.param.ResourceConsumption.atMost = At most <<1>> units/s #cc.param.ResourceConsumption.between = Between <<1>> and <<2>> units/s #cc.param.ReturnHome = Land or splashdown on <<1>> #cc.param.VesselDestroyed = Vessel Destroyed #cc.param.VesselHasVisited.BoardVessel = Board a vessel on <<1>> #cc.param.VesselHasVisited.Die = Die on <<1>> #cc.param.VesselHasVisited.Escape = Perform an escape from <<1>> #cc.param.VesselHasVisited.ExitVessel = Exit a vessel on <<1>> #cc.param.VesselHasVisited.Flight = Perform a flight on <<1>> #cc.param.VesselHasVisited.Flyby = Perform a flyby of <<1>> #cc.param.VesselHasVisited.Land = Perform a landing on <<1>> #cc.param.VesselHasVisited.Launch = Perform a launch from <<1>> #cc.param.VesselHasVisited.Orbit = Perform an orbit of <<1>> #cc.param.VesselHasVisited.PlantFlag = Plant a flag on <<1>> #cc.param.VesselHasVisited.Recover = Perform a recovery on <<1>> #cc.param.VesselHasVisited.Spawn = Spawn on <<1>> #cc.param.VesselHasVisited.Suborbit = Perform a sub-orbital trajectory on <<1>> #cc.param.VesselIsType = Vessel type: <<1>> #cc.param.VesselMass = Mass: <<1>> #cc.param.VesselMass.atLeast = At least <<1>> tons #cc.param.VesselMass.atMost = At most <<1>> tons #cc.param.VesselMass.between = Between <<1>> and <<2>> tons #cc.param.VesselNotDestroyed = Not destroyed: <<1>> #cc.param.VesselNotDestroyed.any = No vessels destroyed #cc.param.VisitWaypoint = Location: <<1>> meters above <<2>> #cc.req.AcceptContract = Must have accepted contract <<1>> #cc.req.AcceptContract.x = Must not have accepted contract <<1>> #cc.req.All = Must meet >>all of the following #cc.req.All.x = Must not meet >>any of the following #cc.req.AltitudeRecord = Must have reached an altitude of at least <<1>> m #cc.req.AltitudeRecord.x = Must have not yet reached an altitude of <<1>> m #cc.req.AltitudeRecord.additional = <<1>> (current record: <<2>> m) #cc.req.Any = Must meet >>any of the following #cc.req.Any = Must not meet >>all of the following #cc.req.AtLeast = Must meet at least >><> of the following #cc.req.AtMost = Must meet at most >><> of the following #cc.req.CanResearchTech = Must be able to research <<1>> #cc.req.CanResearchTech.x = Must not be able to research <<1>> #cc.req.CompleteContract = Must have completed contract <<1>> #cc.req.CompleteContract.x = Must not have completed contract <<1>> #cc.req.CompleteContract.cooldown = Must have completed contract <<1>> within the last <<2>> #cc.req.CompleteContract.cooldown.x = Must not have completed contract <<1>> within the last <<2>> #cc.req.Expansion = Must have the <<1>> expansion installed #cc.req.Facility.exact = The <<1>> must be level <> #cc.req.Facility.atLeast = The <<1>> must be at least at level <> #cc.req.Facility.atMost = The <<1>> must be at most at level <> #cc.req.FirstCrewToSurvive = Must have recovered a crew from space #cc.req.FirstCrewToSurvive.x = Must not have recovered a crew from space #cc.req.FirstLaunch = Must have performed the first launch #cc.req.FirstLaunch.x = Must not have performed the first launch #cc.req.Funds.between = Must have between <<1>> and <<2>> funds #cc.req.Funds.atLeast = Must have at least <<1>> funds #cc.req.Funds.atMost = Must have at most <<1>> funds #cc.req.HasAstronaut.1 = Must have <> astronauts #cc.req.HasAstronaut.2 = Must have <> astronauts with <<2>> #cc.req.HasAstronaut.3 = Must have <> astronauts with <<2>> and <<3>> #cc.req.HasAstronaut.1.x = Must not have <> astronauts #cc.req.HasAstronaut.2.x = Must not have <> astronauts with <<2>> #cc.req.HasAstronaut.3.x = Must not have <> astronauts with <<2>> and <<3>> #cc.req.KSCLanding = Must have landed at KSC #cc.req.KSCLanding.x = Must not have landed at KSC #cc.req.PartModuleTypeUnlocked = Must have <<2[a part/parts]>> unlocked of type <<1>> #cc.req.PartModuleTypeUnlocked.x = Must not have <<2[a part/parts]>> unlocked of type <<1>> #cc.req.PartModuleUnlocked = Must have <<2[a part/parts]>> unlocked with <<1>> #cc.req.PartModuleUnlocked.x = Must not have <<2[a part/parts]>> unlocked with <<1>> #cc.req.PartUnlocked = Must have unlocked <<2[part/parts]>> <<1>> #cc.req.PartUnlocked.x = Must not have unlocked <<2[part/parts]>> <<1>> #cc.req.PerformOrbitalSurvey = Must have performed an orbital survey of <<1>> #cc.req.PerformOrbitalSurvey.x = Must not have performed an orbital survey of <<1>> #cc.req.ReachSpace = Must have reached space #cc.req.ReachSpace.x = Must not have reached space #cc.req.Reputation.between = Must have between <<1>> and <<2>> reputation #cc.req.Reputation.atLeast = Must have at least <<1>> reputation #cc.req.Reputation.atMost = Must have at most <<1>> reputation #cc.req.RunwayLanding = Must have landed on the runway #cc.req.RunwayLanding.x = Must not have landed on the runway #cc.req.Science.between = Must have between <<1>> and <<2>> science #cc.req.Science.atLeast = Must have at least <<1>> science #cc.req.Science.atMost = Must have at most <<1>> science #cc.req.Spacewalk = Must have performed a spacewalk #cc.req.Spacewalk.x = Must not have performed a spacewalk #cc.req.TechResearched.tech = Must have researched <<1>> #cc.req.TechResearched.tech.x = Must not have researched <<1>> #cc.req.TechResearched.part = Must have researched tech for <<1>> #cc.req.TechResearched.part.x = Must not have researched tech for <<1>> #cc.req.ValidVessel = The vessel <<1>> must be a valid vessel #cc.req.ValidVessel.x = The vessel <<1>> must not be a valid vessel #cc.req.ProgressCelestialBody.genericBody = the target body #cc.req.BaseConstruction = Must have built <<1[a/an uncrewed/a crewed]>> base on <<2>> #cc.req.BaseConstruction.x = Must not have built a <<1[a/an uncrewed/a crewed]>> base on <<2>> #cc.req.Docking = Must have <<1[docked/performed an uncrewed docking/performed a crewed docking]>> near <<2>> #cc.req.Docking.x = Must not have <<1[docked/performed an uncrewed docking/performed a crewed docking]>> near <<2>> #cc.req.Escape = Must have <<1[escaped/performed an uncrewed escape/performed a crewed escape]>> from <<2>> #cc.req.Escape.x = Must not have <<1[escaped/performed an uncrewed escape/performed a crewed escape]>> from <<2>> #cc.req.FlyBy = Must have <<1[flown by/performed an uncrewed fly-by of/performed a crewed fly-by of]>> <<2>> #cc.req.FlyBy.x = Must not have <<1[flown by/performed an uncrewed fly-by of/performed a crewed fly-by of]>> <<2>> #cc.req.Landing = Must have <<1[landed/performed an uncrewed landing/performed a crewed landing]>> on <<2>> #cc.req.Landing.x = Must not have <<1[landed/performed an uncrewed landing/performed a crewed landing]>> on <<2>> #cc.req.Orbit = Must have <<1[orbited/performed an uncrewed orbit of/performed a crewed orbit of]>> <<2>> #cc.req.Orbit.x = Must not have <<1[orbited/performed an uncrewed orbit of/performed a crewed orbit of]>> <<2>> #cc.req.Rendezvous = Must have performed <<1[a/an uncrewed/a crewed]>> rendezvous near <<2>> #cc.req.Rendezvous.x = Must not have performed <<1[a/an uncrewed/a crewed]>> rendezvous near <<2>> #cc.req.ReturnFromFlyBy = Must have returned from a <<1[a/an uncrewed/a crewed]>> fly-by of <<2>> #cc.req.ReturnFromFlyBy.x = Must not have returned from a <<1[a/an uncrewed/a crewed]>> fly-by of <<2>> #cc.req.ReturnFromSurface = Must have returned <<1[from/an uncrewed vessel from/a crewed vessel from]>> the surface of <<2>> #cc.req.ReturnFromSurface.x = Must not have returned <<1[from/an uncrewed vessel from/a crewed vessel from]>> the surface of <<2>> #cc.req.ReturnFromOrbit = Must have returned <<1[from/an uncrewed vessel from/a crewed vessel from]>> orbit of <<2>> #cc.req.ReturnFromOrbit.x = Must not have returned <<1[from/an uncrewed vessel from/a crewed vessel from]>> orbit of <<2>> #cc.req.SurfaceEVA = Must have performed a surface EVA on <<2>> #cc.req.SurfaceEVA.x = Must not have performed a surface EVA on <<2>> #cc.req.SplashDown = Must have <<1[splashed down/splashed an uncrewed vessel down/splashed a crewed vessel down]>> on <<2>> #cc.req.SplashDown.x = Must not have <<1[splashed down/splashed an uncrewed vessel down/splashed a crewed vessel down]>> on <<2>> #cc.scansat.scan.Anomaly = Anomaly Scan #cc.scansat.scan.AnomalyDetail = Anomaly Scan (Detailed) #cc.scansat.scan.Biome = Biome Scan #cc.scansat.scan.ResourceLoRes = Resources Scan (low resolution) #cc.scansat.scan.ResourceHiRes = Resources Scan (high resolution) #cc.scansat.scan.VisualLoRes = Visual Scan (low resolution) #cc.scansat.scan.VisualHiRes = Visual Scan (high resolution) #cc.scansat.param.SCANsatCoverage = <<1>> of <<2>>: <<3>>% #cc.scansat.param.SCANsatCoverage.inProgress = <<1>> of <<2>>: <<3>>% / <<4>>% #cc.scansat.req.SCANsatCoverage.between = Must have between <<1>>% and <<2>>% <<3>> coverage of <<4>> #cc.scansat.req.SCANsatCoverage.atLeast = Must have at least <<1>>% <<2>> coverage of <<3>> #cc.scansat.req.SCANsatCoverage.atMost = Must have at most <<1>>% <<2>> coverage of <<3>> #cc.scansat.req.SCANsatLocationCoverage = Must have completed a <<1>> at location <<2>>, <<3>> on <<4>> #cc.scansat.req.SCANsatLocationCoverage.x = Must not have completed a <<1>> at location <<2>>, <<3>> on <<4>> #cc.remotetech.param.CelestialBodyCoverage = Communication coverage: <<1>>: <<2>>% #cc.remotetech.param.CelestialBodyCoverage.inProgress = Communication coverage: <<1>>: <<2>>% / <<3>>% #cc.remotetech.param.HasAntenna.type = Type: <<1>> #cc.remotetech.param.HasAntenna.target = Target: <> #cc.remotetech.param.HasAntenna.activated = Activated #cc.remotetech.param.HasAntenna.powered = Powered #cc.remotetech.param.HasAntenna.range = Range: <<1>> #cc.remotetech.param.HasAntenna.range.body = Range: In range of <<1>> #cc.remotetech.param.KSCConnectivity = Connected to KSC #cc.remotetech.param.KSCConnectivity.x = Not connected to KSC #cc.remotetech.param.SignalDelay = Signal Delay: <<1>> seconds #cc.remotetech.param.VesselConnectivity = Direct connection to: <<1>> #cc.remotetech.param.VesselConnectivity.x = No Direct connection to: <<1>> #cc.remotetech.req.activeVesselRange = Must have a RemoteTech constellation orbiting <<1>> with an antenna or dish aimed at the active vessel and a range of at least <<2>> km #cc.remotetech.req.activeVesselRange.x = Must not have a RemoteTech constellation orbiting <<1>> with an antenna or dish aimed at the active vessel and a range of at least <<2>> km #cc.kk.req.BaseUnlocked = Base <<1>> must be unlocked #cc.kk.req.BaseLocked = Base <<1>> must be locked #cc.kk.req.BaseOpen = Base <<1>> must be open #cc.kk.req.BaseClosed = Base <<1>> must be closed #cc.kk.req.BaseExists = Base <<1>> must exist #cc.kk.req.BaseExists.x = Base <<1>> must not exist } } } UrlConfig { parentUrl = ContractConfigurator/Localization/zh-cn.cfg Localization { zh-cn { #cc.list.and.2 = <<1>> 和 <<2>> #cc.list.and.start = <<1>>, <<2>> #cc.list.and.middle = <<1>>, <<2>> #cc.list.and.end = <<1>>, 还有 <<2>> #cc.list.or.2 = <<1>> 或 <<2>> #cc.list.or.start = <<1>>, <<2>> #cc.list.or.middle = <<1>>, <<2>> #cc.list.or.end = <<1>>, 或 <<2>> #cc.science.sit.InSpaceHigh = 远地太空 #cc.science.sit.InSpaceLow = 近地太空 #cc.science.location.Surface = 着陆 #cc.science.location.Space = 在太空中 #cc.science.experiment.many = 多种实验 #cc.science.experiment.any = 任意 #cc.science.biomeKSC = KSC #cc.science.biomeIdentifier = <<1>>的 <<2>> #cc.science.deployedScienceReport = 部署科学报告 #cc.parts.battery = 电量 #cc.parts.dock = 对接口 #cc.parts.grapple = 抓取航天器 #cc.expansion.MakingHistory = Making History #cc.expansion.Serenity = Breaking Ground #cc.rateOfClimb = 爬升率 #cc.altitude = 海拔 #cc.apoapsis = 最远点 #cc.periapsis = 近拱点 #cc.eccentricity = 离心率 #cc.inclination = 倾角 #cc.acceleration = 加速度 #cc.deltav.actual = Delta-v (实际) #cc.deltav.vacuum = Delta-v (真空) #cc.loadingtip = 分配合同中... #cc.experienceType = 特殊实验 #cc.anyBody = 任何天体 #cc.loadPassengers.1 = 一个或多个合同需要搭载乘客。是否让其搭乘本载具? #cc.loadPassengers.2 = 要搭载的乘客: #cc.loadPassengers.3 = 载具上的空座位:<<1>> #cc.loadPassengers.passengerCount = <> <<1[名乘客/名乘客]>>: <<2>> #cc.loadPassengers.button = 搭载乘客 #cc.loadPassengers.button.no = 无乘客 #cc.settings.Section = Contract Configurator #cc.settings.contractMultiplier.name = 进行中合同系数 #cc.settings.contractMultiplier.desc = 调整进行中合同数量的系数. #cc.settings.contractGroups = 合同组 #cc.settings.stockContracts = 原版合同 #cc.agency.AsteroidRecovery.name = 小行星回收 #cc.agency.CometSample.name = 彗星样本 #cc.agency.AsteroidRecovery.desc = 我们购买小行星!小行星的价格是很高的,所以现在是时候卖掉你那些没用过的小行星废料了 #cc.agency.BaseConstruction.name = 基地建设 #cc.agency.BaseConstruction.desc = 在太阳系的其他地方建立基地可能是我们解决人口过剩的办法. #cc.agency.CollectScience.name = 科学收集 #cc.agency.DeployedScience.name = 展开研究 #cc.agency.CollectScience.desc = Wernher有一份表格,现在要你来填满它.要与科学相关的。 #cc.agency.ContractConfigurator.name = Contract Configurator #cc.agency.ContractConfigurator.desc = 这是Contract Configurator合同的默认机构名称.如果你看到这个,那是因为合同的作者没有指定机构名称! #cc.agency.Exploration.name = 探索 #cc.agency.Exploration.desc = 是什么驱使一个坎巴拉人去挑战他们的极限并探索新的边界? 这些合同. #cc.agency.FlagPlanting.name = 旗帜放置 #cc.agency.FlagPlanting.desc = 我们太阳系中的天体缺少旗帜.我们需要看到更多的旗帜! #cc.agency.GrandTours.name = 游学旅行 #cc.agency.GrandTours.desc = 加入太空计划, 看看太阳系! #cc.agency.ISRU.name = ISRU #cc.agency.ISRU.desc = 我们有些客户想让你从一个星球上开采些矿石, 然后把它转移到另一个星球.你觉得你能行吗? #cc.agency.PartTesting.name = 部件测试 #cc.agency.PartTesting.desc = 是这样的:我们现在有很多的部件, 我们准备用这些部件拿来造飞船. 但是我们不知道这些部件上太空后还能不能正常运行. 所以如果你能帮我们把这些部件带上太空顺便再测试一下, 那就太太太太太太棒了. #cc.agency.RescueAndRecovery.name = 救援与回收 #cc.agency.RescueAndRecovery.desc = 有时候坎巴拉人会进入太空而忘记怎么回来.这些就是属于他们的故事. #cc.agency.Robotics.name = 机器人学 #cc.agency.RoboticArm.name = 机器臂合同 #cc.agency.RoboticScienceRetrieval.name = 机器人学回收 #cc.agency.Robotics.desc = 利用机器人的技术提高我们的科学知识. #cc.agency.Satellites.name = 卫星 #cc.agency.Satellites.desc = 卫星就是计划的一切! 我们需要更多的卫星-每个星球上都要有.那上面已经有卫星了? 那我们要它在不同的轨道上! #cc.agency.Sentinel.name = 哨兵 #cc.agency.Sentinel.Asteroid.name = 哨兵(小行星监测) #cc.agency.Sentinel.Comet.name = 哨兵(彗星监测) #cc.agency.Sentinel.desc = 我们的“哨兵”红外望远镜将帮助我们识别出会威胁我们生命的小行星。睁大你的眼睛! #cc.agency.Stations.name = 空间站 #cc.agency.Stations.desc = 建立空间站来获取大量声望! #cc.agency.Surveys.name = 调查 #cc.agency.Surveys.desc = 我们想要你去一些地方. 一些具体的地方. #cc.agency.Tourism.name = 旅游观光 #cc.agency.Tourism.desc = 我们的客户已经准备好了他们的热带衬衫,希望他们完成行程后,你能把它们送到阳光明媚的地方. #cc.agency.Anomalies.name = 异常现象 #cc.agency.AsteroidSurvey.name = 小行星勘察 #cc.agency.MagneticSurvey.name = 地磁测量 #cc.agency.ReconnaisanceSurvey.name = 勘察调查 #cc.agency.OrbitalSurvey.name = 轨道测量 #cc.mcui.title.trivial = 低难度: #cc.mcui.title.significant = 中等难度: #cc.mcui.title.exceptional = 高难度: #cc.mcui.title.allActive = 进行中: #cc.mcui.all = 全部 #cc.mcui.max = 最大 #cc.mcui.agent = 机构: #cc.mcui.contract = 合同: #cc.mcui.briefing = 概述: #cc.mcui.preRequisites = 前提: #cc.mcui.offered = 可接受: #cc.mcui.req.advance = 必须有<<1>>资金的预付款 #cc.mcui.req.oneoff = 必须没有完成过此任务 #cc.mcui.req.maxCompletions = 只能完成 <<1>> 次 #cc.mcui.req.maxCompletions_reason = 之前已完成 <<1>> 次 #cc.mcui.req.maxSimultaneous = 一次只能拥有<<1>>个进行中/可接受的 <<2>>的合同 #cc.mcui.req.keyValue = <<1>> 必须有值 #cc.mcui.req.researchBody = 必须探访过 <<1>> #cc.mcui.status.met = 满足 #cc.mcui.status.unmet = 未满足 #cc.param.count = 数量: #cc.param.count.none = 无 #cc.param.count.no = 否 #cc.param.count.atLeast = 至少有<>个 #cc.param.count.atLeast.num = 至少有<<1>>个 #cc.param.count.atMost = 至多有<>个 #cc.param.count.atMost.num = 至多有<<1>>个 #cc.param.count.exact = <> #cc.param.count.exact.num = <<1>> #cc.param.count.between = <> 和 <> 之间 #cc.param.count.between.num = <<1>> 和 <<2>> 之间 #cc.param.optionalTag = (可选) #cc.param.vessel.any = 任意载具 #cc.param.vessel.Any = 任意载具 #cc.param.All = 完成下列所有要求 #cc.param.Any = 完成下列任意一项 #cc.param.AtLeast = 完成下列至少<>项 #cc.param.AtMost = 允许下列不超过<>项 #cc.param.Duration.preWait = 等待所需时间: #cc.param.Duration.waiting = 完成时间: #cc.param.Duration.completion = 完成 #cc.param.HasAstronaut.1 = 宇航员: <<1>> #cc.param.HasAstronaut.2 = 宇航员: <<1>>是<<2>> #cc.param.HasAstronaut.3 = 宇航员: <<1>>是<<2>>且等级为<<3>> #cc.param.HasAstronaut.trait = <<1>>职业 #cc.param.HasAstronaut.experience.atLeast = 技能等级至少需要达到 <<1>> #cc.param.HasAstronaut.experience.atMost = 技能等级不超过 <<1>> #cc.param.HasAstronaut.experience.exact = 技能等级为 <<1>> #cc.param.HasAstronaut.experience.between = 技能等级需要 <<1>> 到 <<2>> 之间 #cc.param.KerbalDeaths.generic = <> #cc.param.KerbalDeaths.vessel = 载具<<2>>上<> #cc.param.KerbalDeaths.specific = 保证他们存活 #cc.param.MissionTimer = 任务计时: #cc.param.None = 防止以下所有情况 #cc.param.Not = 不为真 #cc.param.ParameterDelegate.MatchExtension.validate = 带有 #cc.param.ParameterDelegate.MatchExtension.all = 全部拥有 #cc.param.ParameterDelegate.MatchExtension.none = 无拥有 #cc.param.PerformOrbitalSurvey = 进行轨道<<1>>的资源调查 #cc.param.ReachSpace = 进入太空 #cc.param.RecoverKerbal.one = 回收 <<1>> #cc.param.RecoverKerbal.many = 回收坎巴拉人 #cc.param.Sequence = 按顺序完成下列目标 #cc.param.TargetDestroyed = <> 已损毁 #cc.param.Timer.expired = 超过时限! #cc.param.Timer.active = 剩余时间: <<1>> #cc.param.Timer.inactive = 领取期限: <<1>> #cc.param.VesselParameterGroup.default = 载具: <<1>> #cc.param.VesselParameterGroup.trackedVessel = 追踪载具: <<1>> #cc.param.VesselParameterGroup.newVessel = 载具: <<1>> (新) #cc.param.VesselParameterGroup.anyVessel = 载具: 任意 #cc.param.VesselParameterGroup.anyVesselList = 载具: 以下任意一项: <<1>> #cc.param.VesselParameterGroup.anyVesselListEmpty = 载具: 以下任意 #cc.param.VesselParameterGroup.complete = 载具: <<1>>: <<2>> #cc.param.VesselParameterGroup.notes.noVessel = 目前没有符合范围的载具. #cc.param.VesselParameterGroup.notes.activeVessel = 使用中的载具. #cc.param.VesselParameterGroup.notes.waitingVessel = 等待完成时间 <<1>>. #cc.param.VesselParameterGroup.duration = 持续时间: <<1>> #cc.param.CollectScience.rm.None = 无 #cc.param.CollectScience.rm.Recover = 回收 #cc.param.CollectScience.rm.Transmit = 传输 #cc.param.CollectScience.rm.RecoverOrTransmit = 回收或传输数据 #cc.param.CollectScience.0 = 收集科学点数 #cc.param.CollectScience.1 = 收集科学点数: <<1>> #cc.param.CollectScience.2 = 收集科学点数: <<1>> 从 <<2>> #cc.param.CollectScience.3 = 收集科学点数: <<1>> 从 <<2>> 在 <<3>> #cc.param.CollectScience.destination = 目的地: <> #cc.param.CollectScience.location = 地点: <> #cc.param.CollectScience.biome = 生态群系: <> #cc.param.CollectScience.situation = 条件: <> #cc.param.CollectScience.experiment = 实验: <<1>> #cc.param.CollectScience.recovery = 回收: <<1>> #cc.param.Docking.1 = 与目标对接: <<1>> #cc.param.Docking.2 = 对接: <<1>> 和 <<2>> #cc.param.HasAntenna.transmit = 天线功耗(合并): <<1>> #cc.param.HasAntenna.relay = 中继天线功耗(合并): <<1>> #cc.param.HasCrew.unmanned = 无人驾驶 #cc.param.HasCrew = 乘员 #cc.param.HasCrew.1 = 乘员: <<1>> #cc.param.HasCrew.2 = 乘员: <<1>> 为 <<2>> #cc.param.HasCrew.3 = 乘员: <<1>> 为 <<2>> 和 <<3>> #cc.param.HasCrew.trait = 职业: <<1>> #cc.param.HasCrew.experience = 经验等级: <<1>> #cc.param.HasCrew.specific = <<1>>: 在载具上 #cc.param.HasCrewCapacity.none = 无 #cc.param.HasCrewCapacity = 乘员容量: <<1>> #cc.param.HasPassenger = 乘客 #cc.param.HasPassenger.initial = 在发射台/跑道装载<> #cc.param.HasPassenger.summary = 乘客: <<1>> #cc.param.HasPassenger.detail = 在载具上: <<1>> #cc.param.HasResource = 资源 #cc.param.HasResource.capacity = 资源容量: <<1>>: <<2>> #cc.param.HasResource.resource = 资源: <<1>>: <<2>> #cc.param.HasResource.notzero = 非零 #cc.param.HasResource.measure = <<1>> 单位 #cc.param.IsNotVessel = 载具: 非 <<1>> #cc.param.NewVessel = 发射一艘新的航天器 #cc.param.NoStaging = 载具未分级 #cc.param.Orbit = 在轨 #cc.param.Orbit.detail = 入轨: <<1>> #cc.param.Orbit.below.meters = <>: 低于<<2>>米 #cc.param.Orbit.above.meters = <>: 高于<<2>>米 #cc.param.Orbit.between.meters = <>: 处于<<2>>米至<<3>>米 #cc.param.Orbit.below.nounits = <>: 低于<<2>> #cc.param.Orbit.above.nounits = <>: 高于<<2>> #cc.param.Orbit.between.nounits = <>: 在 <<2>> 到 <<3>> #cc.param.Orbit.below.degrees = <>: 低于<<2>>\u00B0 #cc.param.Orbit.above.degrees = <>: 高于<<2>>\u00B0 #cc.param.Orbit.between.degrees = <>: 处在<<2>>\u00B0 到 <<3>>\u00B0之间 #cc.param.Orbit.specified = 到达指定轨道 #cc.param.PartValidation = 部件 #cc.param.PartValidation.nocount = 部件: <<1>> #cc.param.PartValidation.atLeast = 部件: 至少 <> 个<<2>> #cc.param.PartValidation.atMost = 部件: 至多 <> 个<<2>> #cc.param.PartValidation.withModule = 存在模块: <<1>> #cc.param.PartValidation.withModuleType = 存在模块类型: <<1>> #cc.param.PartValidation.generic = <<1>> <>: <<3>> #cc.param.PartValidation.type = <<1>> 类型: <<2>> #cc.param.PartValidation.module = <<1>> 模块: <<2>> #cc.param.PartValidation.moduleType = <<1>> 模块类型: <<2>> #cc.param.PartValidation.moduleShort = <<1>> 模块 #cc.param.PartValidation.category = <<1>> 类别: <<2>> #cc.param.PartValidation.manufacturer = <<1>> 制造商: <<2>> #cc.param.ReachState = 载具状态 #cc.param.ReachState.detail = 载具状态: <<1>> #cc.param.ReachState.altitudeTerrain = 高度 (地面) #cc.param.ReachState.below.speed = <>: 小于 <<2>> m/s #cc.param.ReachState.above.speed = <>: 大于 <<2>> m/s #cc.param.ReachState.between.speed = <>: 处于 <<2>> m/s 到 <<3>> m/s 之间 #cc.param.ReachState.below.acceleration = <>: 小于 <<2[$d G/$d G]>> #cc.param.ReachState.above.acceleration = <>: 大于 <<2[$d G/$d G]>> #cc.param.ReachState.between.acceleration = <>: 处在 <<2>> 到 <<3>> G力之间 #cc.param.Rendezvous.1 = 与目标交会: <<1>> #cc.param.Rendezvous.2 = 交会: <<1>> 和 <<2>> #cc.param.ResourceConsumption.consumption = 资源消耗: <<1>>: <<2>> #cc.param.ResourceConsumption.production = 资源产生: <<1>>: <<2>> #cc.param.ResourceConsumption.atLeast = 至少 <<1>> 单位/s #cc.param.ResourceConsumption.atMost = 至多 <<1>> 单位/s #cc.param.ResourceConsumption.between = 在 <<1>> 到 <<2>> 单位/s之间 #cc.param.ReturnHome = 在<<1>>上着陆或溅落 #cc.param.VesselDestroyed = 载具已坠毁 #cc.param.VesselHasVisited.BoardVessel = 在<<1>>上进入载具 #cc.param.VesselHasVisited.Die = 死在<<1>>上 #cc.param.VesselHasVisited.Escape = 从<<1>>逃逸 #cc.param.VesselHasVisited.ExitVessel = 在<<1>>上出舱 #cc.param.VesselHasVisited.Flight = 在<<1>>进行一次飞行 #cc.param.VesselHasVisited.Flyby = 飞掠<<1>> #cc.param.VesselHasVisited.Land = 在<<1>>进行一次着陆 #cc.param.VesselHasVisited.Launch = 从<<1>>上面发射起飞 #cc.param.VesselHasVisited.Orbit = 进入<<1>>的轨道 #cc.param.VesselHasVisited.PlantFlag = 在<<1>>上面竖起一面旗帜 #cc.param.VesselHasVisited.Recover = 在<<1>>上面回收 #cc.param.VesselHasVisited.Spawn = 在<<1>>上重生(暂译,原文Spawn on <<1>>) #cc.param.VesselHasVisited.Suborbit = 进入<<1>>亚轨道 #cc.param.VesselIsType = 载具类型: <<1>> #cc.param.VesselMass = 质量: <<1>> #cc.param.VesselMass.atLeast = 至少<<1>>吨 #cc.param.VesselMass.atMost = 最多<<1>>吨 #cc.param.VesselMass.between = 在<<1>>到<<2>>吨之间 #cc.param.VesselNotDestroyed = 不能损毁: <<1>> #cc.param.VesselNotDestroyed.any = 无载具损毁 #cc.param.VisitWaypoint = 位置: 高于<<2>><<1>>米 #cc.req.AcceptContract = 必须先接受合同 <<1>> #cc.req.AcceptContract.x = 必须没有接受合同 <<1>> #cc.req.All = 必须满足以下>>所有条件 #cc.req.All.x = 不得满足以下>>任意条件 #cc.req.AltitudeRecord = 高度必须达到至少<<1>>米 #cc.req.AltitudeRecord.x = 高度必须低于<<1>>米 #cc.req.AltitudeRecord.additional = <<1>> (当前记录: <<2>>米) #cc.req.Any = 必须满足以下>>任意条件 #cc.req.Any.x = 不能满足以下>>所有条件 #cc.req.AtLeast = 至少满足以下条件中的>><>项 #cc.req.AtMost = 至多满足以下条件中的>><>项 #cc.req.CanResearchTech = 必须能够研发<<1>> #cc.req.CanResearchTech.x = 必须不能研发<<1>> #cc.req.CompleteContract = 必须先完成合同<<1>> #cc.req.CompleteContract.x = 必须未完成合同<<1>> #cc.req.CompleteContract.cooldown = 必须在过去的<<2>>内完成合同<<1>> #cc.req.CompleteContract.cooldown.x = 必须在过去的<<2>>内没有完成合同<<1>> #cc.req.Expansion = 必须拥有<<1>>DLC #cc.req.Facility.exact = <<1>>的等级必须为<> #cc.req.Facility.atLeast = <<1>>等级必须至少为<> #cc.req.Facility.atMost = <<1>>等级必须不超过<> #cc.req.FirstCrewToSurvive = 必须从太空中救援了一名乘员 #cc.req.FirstCrewToSurvive.x = 必须未从太空中救援回来任何乘员 #cc.req.FirstLaunch = 必须已经完成第一次发射任务 #cc.req.FirstLaunch.x = 必须未完成第一次发射任务 #cc.req.Funds.between = 必须剩余<<1>>到<<2>>的资金 #cc.req.Funds.atLeast = 必须至少剩余<<1>>的资金 #cc.req.Funds.atMost = 必须剩余不超过<<1>>的资金 #cc.req.HasAstronaut.1 = 必须有<>位宇航员 #cc.req.HasAstronaut.2 = 必须有<>位是<<2>>的宇航员 #cc.req.HasAstronaut.3 = 必须有<>位是<<2>>且等级为<<3>>的宇航员 #cc.req.HasAstronaut.1.x = 必须没有<>宇航员 #cc.req.HasAstronaut.2.x = 必须没有<>是<<2>>的宇航员 #cc.req.HasAstronaut.3.x = 必须没有<>是<<2>>且等级为<<3>>的宇航员 #cc.req.KSCLanding = 必须在KSC着陆 #cc.req.KSCLanding.x = 不在KSC着陆 #cc.req.PartModuleTypeUnlocked = 必须解锁了<<1>>类型的<<2[部件/部件]>> #cc.req.PartModuleTypeUnlocked.x = 必须尚未解锁类型<<1>>的<<2[部件/部件]>> #cc.req.PartModuleUnlocked = 必须解锁了带<<1>>的<<2[部件/部件]>> #cc.req.PartModuleUnlocked.x = 必须尚未解锁带<<1>>的<<2[部件/部件]>> #cc.req.PartUnlocked = 必须解锁了<<2[部件/部件]>> <<1>> #cc.req.PartUnlocked.x = 必须未解锁<<2[部件/部件]>> <<1>> #cc.req.PerformOrbitalSurvey = 必须进行一次对<<1>>的轨道扫描 #cc.req.PerformOrbitalSurvey.x = 必须没进行过<<1>>的轨道扫描 #cc.req.ReachSpace = 必须进入太空 #cc.req.ReachSpace.x = 必须未进入过太空 #cc.req.Reputation.between = 必须有<<1>>到<<2>>之间的声望点数 #cc.req.Reputation.atLeast = 必须至少有<<1>>声望 #cc.req.Reputation.atMost = 必须剩余不超过<<1>>声望 #cc.req.RunwayLanding = 必须在跑道上着陆 #cc.req.RunwayLanding.x = 不能着陆在跑道上 #cc.req.Science.between = 必须有<<1>>到<<2>>之间的科学点数 #cc.req.Science.atLeast = 必须至少有<<1>>科学点数 #cc.req.Science.atMost = 必须不超过<<1>>科学点数 #cc.req.Spacewalk = 必须进行过一次太空行走 #cc.req.Spacewalk.x = 必须没有进行过太空行走 #cc.req.TechResearched.tech = 必须研发了<<1>> #cc.req.TechResearched.tech.x = 必须没有研发<<1>> #cc.req.TechResearched.part = 必须研究了<<1>> #cc.req.TechResearched.part.x = 必须未研究<<1>> #cc.req.ValidVessel = 载具<<1>>必须是有效载具 #cc.req.ValidVessel.x = 载具<<1>>必须是非有效载具 #cc.req.ProgressCelestialBody.genericBody = 目标天体 #cc.req.BaseConstruction = 必须在<<2>>已有<<1[一个/一个无人/一个载人]>>基地 #cc.req.BaseConstruction.x = 必须在<<2>>没有<<1[一个/一个无人/一个载人]>>基地 #cc.req.Docking = 必须在<<2>>范围内进行过<<1[对接/无人对接/载人对接]>> #cc.req.Docking.x = 必须没有在<<2>>范围内进行过<<1[对接/无人对接/载人对接]>> #cc.req.Escape = 必须从<<2>><<1[逃逸过/进行无人逃逸/进行载人逃逸]>> #cc.req.Escape.x = 必须没有从<<2>><<1[逃逸过/进行过无人逃逸/载人逃逸]>> #cc.req.FlyBy = 必须<<1[飞掠过/无人飞掠过/载人飞掠过]>><<2>> #cc.req.FlyBy.x = 必须没有<<1[飞掠过/无人飞掠过/载人飞掠过]>><<2>> #cc.req.Landing = 必须<<1[着陆过/进行过一次无人降落在/进行过一次载人降落在]>><<2>> #cc.req.Landing.x = 必须没有<<1[着陆过/进行过一次无人降落在/进行过一次载人降落在]>><<2>> #cc.req.Orbit = 必须<<1[环绕过/无人载具环绕过/载人环绕过]>> <<2>> #cc.req.Orbit.x = 必须没有<<1[环绕过/无人载具环绕过/载人环绕过]>> <<2>> #cc.req.Rendezvous = 必须在<<2>>附近有过<<1[一次/无人载具/载人]>>交会 #cc.req.Rendezvous.x = 必须在<<2>>附近有过<<1[一次/无人载具/载人]>>交会 #cc.req.ReturnFromFlyBy = 必须从<<2>>有<<1[一次/无人载具/载人]>>飞掠返回 #cc.req.ReturnFromFlyBy.x = 必须从<<2>>没有<<1[一次/无人载具/载人]>>飞掠返回 #cc.req.ReturnFromSurface = 必须是<<1[从/一个无人载具从/一个载人载具]>><<2>>的地面上返回 #cc.req.ReturnFromSurface.x = 必须没有<<1[从/一个无人载具从/一个载人载具]>><<2>>的地面上返回 #cc.req.ReturnFromOrbit = 必须有<<1[从/一个无人载具从/一个载人载具从]>><<2>>的轨道上返回过 #cc.req.ReturnFromOrbit.x = 必须没有<<1[从/一个无人载具从/一个载人载具从]>><<2>>的轨道上返回过 #cc.req.SurfaceEVA = 必须在<<2>>的地面上EVA(出舱)过 #cc.req.SurfaceEVA.x = 必须没有在<<2>>的地面上EVA(出舱)过 #cc.req.SplashDown = 必须<<1[溅落/有一个无人载具溅落/有一个载人载具溅落]>>在<<2>>过 #cc.req.SplashDown.x = 必须没有<<1[溅落/有一个无人载具溅落/有一个载人载具溅落]>>在<<2>>过 #cc.scansat.scan.Anomaly = 异常点扫描 #cc.scansat.scan.AnomalyDetail = 异常点扫描(详细) #cc.scansat.scan.Biome = 生态群落扫描 #cc.scansat.scan.ResourceLoRes = 资源扫描(低分辨率) #cc.scansat.scan.ResourceHiRes = 资源扫描(高分辨率) #cc.scansat.scan.VisualLoRes = 光学扫描(低分辨率) #cc.scansat.scan.VisualHiRes = 光学扫描(高分辨率) #cc.scansat.param.SCANsatCoverage = 在<<2>>的<<1>>: <<3>>% #cc.scansat.param.SCANsatCoverage.inProgress = 在<<2>>的<<1>>: <<3>>% / <<4>>% #cc.scansat.req.SCANsatCoverage.between = <<4>>的<<3>>完成度必须为 <<1>>% 到 <<2>>% 之间 #cc.scansat.req.SCANsatCoverage.atLeast = <<3>>的<<2>>完成度必须至少为 <<1>>% #cc.scansat.req.SCANsatCoverage.atMost = <<3>>的<<2>>完成度必须不超过 <<1>>% #cc.scansat.req.SCANsatLocationCoverage = 在<<4>>上的地点经<<3>>, 纬<<2>>的<<1>>必须是已完成的 #cc.scansat.req.SCANsatLocationCoverage.x = 在<<4>>上的地点经<<3>>, 纬<<2>>的<<1>>必须尚未完成 #cc.remotetech.param.CelestialBodyCoverage = 通信覆盖: <<1>>: <<2>>% #cc.remotetech.param.CelestialBodyCoverage.inProgress = 通信覆盖: <<1>>: <<2>>% / <<3>>% #cc.remotetech.param.HasAntenna.type = 类型: <<1>> #cc.remotetech.param.HasAntenna.target = 目标: <<1>> #cc.remotetech.param.HasAntenna.activated = 激活 #cc.remotetech.param.HasAntenna.powered = 供电 #cc.remotetech.param.HasAntenna.range = 范围: <<1>> #cc.remotetech.param.HasAntenna.range.body = 范围: 在<<1>>的范围内 #cc.remotetech.param.KSCConnectivity = 已连接到KSC #cc.remotetech.param.KSCConnectivity.x = 没有连接到KSC #cc.remotetech.param.SignalDelay = 信号延迟: <<1>> 秒 #cc.remotetech.param.VesselConnectivity = 直连到: <<1>> #cc.remotetech.param.VesselConnectivity.x = 没有直连: <<1>> #cc.remotetech.req.activeVesselRange = 必须有一个对准可控制载具且天线范围至少有<<2>>km的绕<<1>>运行的RemoteTech卫星星座 #cc.remotetech.req.activeVesselRange.x = 必须不存在一个对准可控制载具且天线范围至少有<<2>>km的绕<<1>>运行的RemoteTech卫星星座 #cc.kk.req.BaseUnlocked = 基地 <<1>> 必须已解锁 #cc.kk.req.BaseLocked = 基地 <<1>> 必须锁定 #cc.kk.req.BaseOpen = 基地 <<1>> 必须启用 #cc.kk.req.BaseClosed = 基地 <<1>> 必须关闭 #cc.kk.req.BaseExists = 基地<<1>>必须存在 #cc.kk.req.BaseExists.x = 基地<<1>>必须不存在 } } } UrlConfig { parentUrl = ContractConfigurator/science/DMagicOrbitalScience.cfg CC_EXPERIMENT_DEFINITIONS { name = DMagicOrbitalScience EXPERIMENT { name = magScan } EXPERIMENT { name = rpwsScan } EXPERIMENT { name = scopeScan requireNoAtmosphere = true requireNoSurface = true } EXPERIMENT { name = dmImagingPlatform } EXPERIMENT { name = dmNAlbedoScan requireSurface = true } EXPERIMENT { name = dmXRayDiffract requireSurface = true } EXPERIMENT { name = dmlaserblastscan requireSurface = true } EXPERIMENT { name = dmSolarParticles requireNoSurface = true requireNoAtmosphere = true } EXPERIMENT { name = dmSoilMoisture } EXPERIMENT { name = dmAsteroidScan requireAsteroidTracking = true } EXPERIMENT { name = dmRadiometerScan requireNoAtmosphere = true } EXPERIMENT { name = dmbiodrillscan requireAtmosphere = true } EXPERIMENT { name = AnomalyScan ignored = true } EXPERIMENT { name = dmbathymetryscan ignored = true } EXPERIMENT { name = dmseismicHammer disallowKSC = true } EXPERIMENT { name = dmSIGINT ignored = true } EXPERIMENT { name = dmReconScan ignored = true } MODULE { name = DMModuleScienceAnimate } MODULE { name = DMModuleScienceAnimateGeneric } MODULE { name = DMAnomalyScanner } MODULE { name = DMAsteroidScanner } MODULE { name = DMBioDrill } MODULE { name = DMEnviroSensor } MODULE { name = DMMagBoomModule } MODULE { name = DMRoverGooMat } MODULE { name = DMSoilMoisture } MODULE { name = DMSolarCollector } MODULE { name = DMXRayDiffract } MODULE { name = DMBathymetry } MODULE { name = DMSeismicSensor } } } UrlConfig { parentUrl = ContractConfigurator/science/Impact.cfg CC_EXPERIMENT_DEFINITIONS { name = Impact EXPERIMENT { name = ImpactSeismometer requireNoAtmosphere = true partModule = ImpactSeismometer } EXPERIMENT { name = ImpactSpectrometer requireNoAtmosphere = true partModule = ImpactSpectrometer } } } UrlConfig { parentUrl = ContractConfigurator/science/Mkerb.cfg CC_EXPERIMENT_DEFINITIONS { name = Mkerb EXPERIMENT { name = MkerbProbeAlive } EXPERIMENT { name = MkerbRad } EXPERIMENT { name = MkerbTime } EXPERIMENT { name = MkerbSound } } } UrlConfig { parentUrl = ContractConfigurator/science/N3h3miah.cfg CC_EXPERIMENT_DEFINITIONS { name = N3h3miah EXPERIMENT { name = NE_ADUM } EXPERIMENT { name = NE_SpiU } EXPERIMENT { name = NE_Test disallow = true } EXPERIMENT { name = NE_FLEX } EXPERIMENT { name = NE_CFI } EXPERIMENT { name = NE_CCF } EXPERIMENT { name = NE_CFE } EXPERIMENT { name = NE_MEE1 } EXPERIMENT { name = NE_MEE2 } EXPERIMENT { name = NE_MIS1 } EXPERIMENT { name = NE_MIS2 } EXPERIMENT { name = NE_MIS3 } EXPERIMENT { name = NE_CVB } EXPERIMENT { name = NE_PACE } MODULE { name = NE_ExperimentModule } } } UrlConfig { parentUrl = ContractConfigurator/science/SCANsat.cfg CC_EXPERIMENT_DEFINITIONS { name = SCANsat EXPERIMENT { name = SCANsatAltimetryLoRes ignored = true } EXPERIMENT { name = SCANsatAltimetryHiRes ignored = true } EXPERIMENT { name = SCANsatBiomeAnomaly ignored = true } EXPERIMENT { name = SCANsatResources ignored = true } EXPERIMENT { name = SCANsatVisual ignored = true } } } UrlConfig { parentUrl = ContractConfigurator/science/SolarScience.cfg CC_EXPERIMENT_DEFINITIONS { name = SolarScience EXPERIMENT { name = HMI sunOnly = true } EXPERIMENT { name = STEREO sunOnly = true } MODULE { name = SolarExperiment } } } UrlConfig { parentUrl = ContractConfigurator/science/StationScience.cfg CC_EXPERIMENT_DEFINITIONS { name = StationScience EXPERIMENT { name = plantGrowth disallowHomeSurface = true disallowHomeFlying = true } EXPERIMENT { name = progradeKuarqs disallowHomeSurface = true disallowHomeFlying = true } EXPERIMENT { name = retrogradeKuarqs disallowHomeSurface = true disallowHomeFlying = true } EXPERIMENT { name = eccentricKuarqs disallowHomeSurface = true disallowHomeFlying = true } EXPERIMENT { name = bioproducts disallowHomeSurface = true disallowHomeFlying = true } EXPERIMENT { name = kuarqsBioproducts disallowHomeSurface = true disallowHomeFlying = true } EXPERIMENT { name = zoologyBay disallowHomeSurface = true disallowHomeFlying = true } MODULE { name = StationExperiment } } } UrlConfig { parentUrl = ContractConfigurator/science/stock.cfg CC_EXPERIMENT_DEFINITIONS { name = StockKSP EXPERIMENT { name = crewReport partless = true } EXPERIMENT { name = evaReport requireEVA = true partless = true } EXPERIMENT { name = mysteryGoo } EXPERIMENT { name = surfaceSample requireEVA = true requireSurfaceSample = true partless = true } EXPERIMENT { name = mobileMaterialsLab } EXPERIMENT { name = temperatureScan } EXPERIMENT { name = barometerScan } EXPERIMENT { name = seismicScan } EXPERIMENT { name = gravityScan } EXPERIMENT { name = atmosphereAnalysis } EXPERIMENT { name = magnetometer } EXPERIMENT { name = recovery ignored = true } EXPERIMENT { name = cometSample_short requireAsteroidTracking = true partless = true sunOnly = true } EXPERIMENT { name = cometSample_intermediate requireAsteroidTracking = true partless = true sunOnly = true } EXPERIMENT { name = cometSample_long requireAsteroidTracking = true partless = true sunOnly = true } EXPERIMENT { name = cometSample_interstellar requireAsteroidTracking = true partless = true sunOnly = true } EXPERIMENT { name = asteroidSample requireAsteroidTracking = true partless = true sunOnly = true } EXPERIMENT { name = infraredTelescope requireAsteroidTracking = true } EXPERIMENT { name = deployedSeismicSensor } EXPERIMENT { name = deployedWeatherReport } EXPERIMENT { name = deployedGooObservation } EXPERIMENT { name = deployedIONCollector } MODULE { name = ModuleScienceExperiment } MODULE { name = ModuleGroundExperiment } } } UrlConfig { parentUrl = ContractConfigurator/science/SurfaceExperimentPackage.cfg CC_EXPERIMENT_DEFINITIONS { name = SurfaceExperimentPackage EXPERIMENT { name = SEP_StationTest } EXPERIMENT { name = SEP_GolfTest } EXPERIMENT { name = SEP_Retroreflector requireNoAtmosphere = true } EXPERIMENT { name = SEP_InteriorHeatScan requireNoAtmosphere = true } EXPERIMENT { name = SEP_CCIDscan requireNoAtmosphere = true } EXPERIMENT { name = SEP_SolarwindSpectrum requireNoAtmosphere = true } EXPERIMENT { name = SEP_WeatherScan } EXPERIMENT { name = SEP_PSE requireNoAtmosphere = true } } } UrlConfig { parentUrl = ContractConfigurator/science/TarsierSpaceTechnology.cfg CC_EXPERIMENT_DEFINITIONS { name = TarsierSpaceTechnology EXPERIMENT { name = TarsierSpaceTech.SpaceTelescope ignored = true part = tarsierSpaceTelescope part = tarsierAdvSpaceTelescope } EXPERIMENT { name = TarsierSpaceTech.ChemCam part = tarsierChemCam } } } UrlConfig { parentUrl = ContractConfigurator/science/USI.cfg CC_EXPERIMENT_DEFINITIONS { name = USI EXPERIMENT { name = PakRatdataCamera } EXPERIMENT { name = SRExperiment01 ignored = true } EXPERIMENT { name = SRExperiment02 ignored = true } EXPERIMENT { name = SRExperiment03 ignored = true } EXPERIMENT { name = SRExperiment04 ignored = true } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus-Apollo.cfg CONTRACT_TYPE { name = ExplorationPlus-Apollo title = Do a Crewed Landing and Return on @/targetBody1 genericTitle = Return from a Celestial Body you previously landed on. group = ExplorationPlus description = Here at KSC we like to think we are always open to exploring new frontiers. With this in mind, we know you landed on @/targetBody1, but you must also return! genericDescription = Return from a celestial body to show our marvelous scientific advancements! synopsis = Do a manned round-trip to @/targetBody1 completedMessage = Huzzah! There is no such thing as the final frontier. minExpiry = 1 maxExpiry = 7 deadline = 0 cancellable = true declinable = true prestige = Exceptional targetBody = @/targetBody1 rewardScience = 9 rewardReputation = 18.0 rewardFunds = 132000.0 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 DATA { type = CelestialBody uniquenessCheck = CONTRACT_ACTIVE targetBody1 = LandedBodies().Where(b => !b.HaveReturnedFrom() && b.HasSurface() && !b.IsHomeWorld()).SelectUnique() title = Must have landed on a celestial body, but not returned from it. } DATA { type = string requiredValue = true VesselVariableName = "Returner" + @/targetBody1.Name() hidden = true } PARAMETER { name = ReturnerDefine type = VesselParameterGroup define = @/VesselVariableName hideVesselName = true dissassociateVesselsOnContractCompletion = true disableOnStateChange = true PARAMETER { name = ReachState type = ReachState situation = LANDED situation = SPLASHED disableOnStateChange = false title = Land on @/targetBody1 } PARAMETER { name = HasCrew type = HasCrew disableOnStateChange = false minCrew = 1 title = Must have a Kerbal on board } } PARAMETER { name = PlantFlag type = PlantFlag disableOnStateChange = true REQUIREMENT { name = SurfaceEVA type = SurfaceEVA invertRequirement = true targetBody = @/targetBody1 } } PARAMETER { name = ReturnerCatch type = VesselParameterGroup vessel = @/VesselVariableName PARAMETER { name = ReturnHome type = ReturnHome title = Return home } } REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = @/targetBody1 checkType = Manned invertRequirement = true title = Must not have returned from the target body with a Kerballed mission } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus-FirstSteps.cfg CONTRACT_TYPE { name = ExplorationPlus-FirstSteps title = Do Some Science! genericTitle = Do Some Science! group = ExplorationPlus description = First things first, we need to test our equipment - be a good Kerbal and collect some science. Preferably while moving very fast. synopsis = Start a space program completedMessage = Huzzah! There is no such thing as the final frontier. minExpiry = 1 maxExpiry = 7 deadline = 0 maxCompletions = 1 cancellable = true declinable = true prestige = Exceptional targetBody = @/homeworld rewardScience = 2.6 rewardReputation = 5.3 rewardFunds = 10666.00 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 DATA { type = CelestialBody homeworld = HomeWorld() } PARAMETER { name = CollectScience type = CollectScience recoveryMethod = RecoverOrTransmit title = Return our first piece of scientific data. } PARAMETER { name = FirstLaunch type = ReachState situation = FLYING disableOnStageChange = true hideChildren = true title = Launch a vessel into the air } REQUIREMENT { name = FirstLaunchRequired type = FirstLaunch invertRequirement = true } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus-FlyBy.cfg CONTRACT_TYPE { name = ExplorationPlus-FlyBy title = Start exploring @/targetBody1 genericTitle = Start exploring a Celestial Body group = ExplorationPlus description = Here at KSC we like to think we are always open to exploring new frontiers. With this in mind, we want you to head out to @/targetBody1 and see what we can see. genericDescription = Head to a new celestial body, to see what we can see. synopsis = Begin exploring @/targetBody1 completedMessage = Huzzah! There is no such thing as the final frontier. minExpiry = 1 maxExpiry = 7 deadline = 0 cancellable = true declinable = true prestige = Exceptional targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 3 rewardReputation = 6.0 rewardFunds = 44000.00 failureReputation = 0.0 failureFunds = 0 advanceFunds = 0 DATA { type = CelestialBody targetBody1 = NextUnreachedBody() title = Must have not reached all bodies. } PARAMETER { name = ReachState type = ReachState situation = ESCAPING title = Fly by @/targetBody1 disableOnStateChange = true REQUIREMENT { name = NotSun type = Expression expression = !@/targetBody1.IsSun() } } PARAMETER { name = ReachState type = ReachState situation = ORBITING title = Orbit @/targetBody1 disableOnStateChange = true REQUIREMENT { name = IsSun type = Expression expression = @/targetBody1.IsSun() } } PARAMETER { name = CollectScience type = CollectScience recoveryMethod = RecoverOrTransmit title = Return the first science from @/targetBody1 } REQUIREMENT { name = ReachOrbit type = Orbit targetBody = HomeWorld() title = Must have reached orbit for the first time. } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus-Gemini.cfg CONTRACT_TYPE { name = ExplorationPlus-Gemini title = Performed a Manned Return from Orbit of @/targetBody1 genericTitle = Return from a Celestial Body you previously orbited group = ExplorationPlus description = Here at KSC we like to think we are always open to exploring new frontiers. With this in mind, we know you landed on @/targetBody1, but you must also return! genericDescription = Return from a celestial body to show our marvelous scientific advancements! synopsis = Do a manned round-trip to @/targetBody1 completedMessage = Huzzah! There is no such thing as the final frontier. minExpiry = 1 maxExpiry = 7 deadline = 0 cancellable = true declinable = true prestige = Exceptional targetBody = @/targetBody1 rewardScience = 6 rewardReputation = 12.0 rewardFunds = 88000 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 DATA { type = CelestialBody uniquenessCheck = CONTRACT_ACTIVE targetBody1 = OrbitedBodies().Where(b => !b.HaveReturnedFrom() && b.HasSurface() && !b.IsHomeWorld()).SelectUnique() title = Must have orbited a celestial body, but not returned from it. } DATA { type = string requiredValue = true VesselVariableName = "OrbitReturner" + @/targetBody1.Name() hidden = true } PARAMETER { name = ReturnerDefine type = VesselParameterGroup define = @/VesselVariableName hideVesselName = true dissassociateVesselsOnContractCompletion = true disableOnStateChange = true PARAMETER { name = ReachState type = ReachState situation = ORBITING disableOnStateChange = false title = Orbit @/targetBody1 } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 disableOnStateChange = false title = Must have a Kerbal on board } } PARAMETER { name = ReturnerCatch type = VesselParameterGroup vessel = @/VesselVariableName PARAMETER { name = ReturnHome type = ReturnHome title = Return home } } REQUIREMENT { name = ReturnFromOrbit type = ReturnFromOrbit targetBody = @/targetBody1 checkType = Manned invertRequirement = true title = Must not have returned from orbit of the target body with a Kerballed mission } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus-Landing.cfg CONTRACT_TYPE { name = ExplorationPlus-Landing title = Land on @/targetBody1 genericTitle = Land on a Celestial Body group = ExplorationPlus description = Here at KSC we like to think we are always open to exploring new frontiers. With this in mind, we want you to head out to @/targetBody1 and see what we can see. genericDescription = Land on a celestial body, to see what we can see. synopsis = Continue exploring @/targetBody1 completedMessage = Huzzah! There is no such thing as the final frontier. minExpiry = 1 maxExpiry = 7 deadline = 0 cancellable = true declinable = true prestige = Exceptional targetBody = @/targetBody1 rewardScience = 3.0 rewardReputation = 6.0 rewardFunds = 44000.00 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 DATA { type = CelestialBody uniquenessCheck = CONTRACT_ACTIVE targetBody1 = OrbitedBodies().Where(b => !b.HaveLandedOn() && b.HasSurface() && !b.IsHomeWorld()).SelectUnique() title = Must have orbited a celestial body, but not landed on it. } PARAMETER { name = ReachState type = ReachState situation = LANDED situation = SPLASHED disableOnStateChange = true title = Land on @/targetBody1 } REQUIREMENT { name = Landed type = Landing targetBody = @/targetBody1 invertRequirement = true title = Must not have landed on the target body. } REQUIREMENT { name = SplashDown type = SplashDown targetBody = @/targetBody1 invertRequirement = true title = Must not have splashed down on the target body. } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus-Orbit.cfg CONTRACT_TYPE { name = ExplorationPlus-Orbit title = Orbit @/targetBody1 genericTitle = Orbit a Celestial Body group = ExplorationPlus description = Here at KSC we like to think we are always open to exploring new frontiers. With this in mind, we want you to head out to @/targetBody1 and see what we can see. genericDescription = Orbit a celestial body, to see what we can see. synopsis = Reach orbit of @/targetBody1 completedMessage = Huzzah! There is no such thing as the final frontier. minExpiry = 1 maxExpiry = 7 deadline = 0 cancellable = true declinable = true prestige = Exceptional targetBody = @/targetBody1 rewardScience = 3 rewardReputation = 6 rewardFunds = 44000.0 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 DATA { type = CelestialBody uniquenessCheck = CONTRACT_ACTIVE targetBody1 = HomeWorld().HaveOrbited() ? ReachedBodies().Where(r => !r.HaveOrbited()).SelectUnique() : HomeWorld() title = Must have reached a body but not orbited it. } PARAMETER { name = ReachState type = ReachState situation = ORBITING disableOnStateChange = true title = Orbit @/targetBody1 } REQUIREMENT { name = ReachOrbit type = Orbit targetBody = @/targetBody1 invertRequirement = true title = Must not have orbited the target body. } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus-OrbitalManoeuvres.cfg CONTRACT_TYPE { name = ExplorationPlus-OrbitalManoeuvres title = Perform a series of Orbital Manoeuvres in orbit of the homeworld. group = ExplorationPlus description = To aid our efforts of building more complicated missions, we need to demonstrate that we have the necessary skills, like Rendezvous and Docking synopsis = Perform a series of orbital manoeuvres above the homeworld. completedMessage = Huzzah! There is no such thing as the final frontier. minExpiry = 1 maxExpiry = 7 deadline = 0 cancellable = true declinable = true prestige = Exceptional targetBody = @/homeworld maxCompletions = 1 rewardScience = 6.0 rewardReputation = 12.0 rewardFunds = 88000.0 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 DATA { type = CelestialBody homeworld = HomeWorld() } PARAMETER { name = RendezvousAndDocking type = VesselParameterGroup define = Agena PARAMETER { name = Rendezvous type = Rendezvous disableOnStateChange = true REQUIREMENT { name = Rendezvous type = Rendezvous invertRequirement = true title = Must not have performed an orbital rendezvous } } } PARAMETER { name = Docking type = Docking disableOnStateChange = true vessel = Agena REQUIREMENT { name = Docking type = Docking invertRequirement = true } } PARAMETER { name = Spacewalk type = All PARAMETER { name = EVA type = VesselIsType vesselType = EVA disableOnStateChange = true title = Perform an EVA in space PARAMETER { name = InSpace type = ReachState situation = ORBITING situation = SUB_ORBITAL disableOnStateChange = false } } REQUIREMENT { name = SpacewalkRequirement invertRequirement = true type = Spacewalk } } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleDockingNode title = Must have unlocked docking ports. } REQUIREMENT { name = Rendezvous type = Rendezvous invertRequirement = true title = Must not have performed an orbital rendezvous } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus-ReachSpace.cfg CONTRACT_TYPE { name = ExplorationPlus-ReachSpace title = Reach for the Stars genericTitle = Reach for the Stars group = ExplorationPlus description = It's time to slip the surly bonds of gravity, and touch the stars. What? Oh, I mean - let's go to space. synopsis = Start a space program completedMessage = Huzzah! There is no such thing as the final frontier. minExpiry = 1 maxExpiry = 7 deadline = 0 maxCompletions = 1 cancellable = true declinable = true prestige = Exceptional targetBody = @/homeworld rewardScience = 3 rewardReputation = 6 rewardFunds = 44000.00 failureReputation = 0.0 failureFunds = 0.0 advanceFunds = 0.0 DATA { type = CelestialBody homeworld = HomeWorld() } PARAMETER { name = ReachSpace type = ReachState situation = SUB_ORBITAL disableOnStateChange = true } REQUIREMENT { name = ReachSpace type = ReachSpace invertRequirement = true title = Must not have reached Space } } } UrlConfig { parentUrl = ContractPacks/ExplorationPlus.cfg CONTRACT_GROUP { name = ExplorationPlus displayName = Exploration Plus agent = Exploration minVersion = 1.21.0 disabledContractType = ExplorationContract tip = Exploring Exploringly. } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/AdvancedProgression.cfg CONTRACT_GROUP { name = AdvancedProgression minVersion = 1.3.1 maxSimultaneous = 5 } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstOrbitalSat group = AdvancedProgression title = Orbit the first artificial satellite. description = We want you to place a satellite in orbit around Kerbin. This will be a significant 'first' for our space program! The satellite doesn't need to be anything fancy, just cobble something together and put it up there! notes = Complete the following: synopsis = Put a satellite in orbit. completedMessage = You did it! We've placed a satellite in orbit around Kerbin! This will be a day long remembered. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 10.0 rewardFunds = 20000.0 advanceFunds = 10000.0 REQUIREMENT { name = FirstLaunch1001 type = FirstLaunch } PARAMETER { name = VesselParameterGroup1001 type = VesselParameterGroup define = Satellite PARAMETER { name = HasCrew1001 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = ReachState1001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstOrbitalKerbal group = AdvancedProgression title = Launch a Kerbal into orbit! description = The next step for our space program is to put a Kerbal into orbit, and return him alive. notes = Complete the following: synopsis = Put a Kerbal into orbit and return him alive. completedMessage = You did it! The first Kerbal has returned alive from orbit! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 10.0 rewardFunds = 20000.0 advanceFunds = 10000.0 REQUIREMENT { name = ReachSpace2001 type = ReachSpace } PARAMETER { name = VesselParameterGroup2001 type = VesselParameterGroup define = Kerbin Orbiter PARAMETER { name = HasCrew2001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState2001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } } PARAMETER { name = VesselParameterGroup2002 type = VesselParameterGroup vessel = Kerbin Orbiter PARAMETER { name = ReturnHome2001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstPlanetProbe group = AdvancedProgression title = Send the first probe to another planet. description = Our rockets are powerful enough now where we could feasibly send an unmanned probe to another planet. This would be a very serious achievement for our space program. We're counting on you! notes = Complete the following: synopsis = Launch a probe to another planet. It doesn't matter which one. completedMessage = You did it! We've launched the very first probe to another planet! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 40000.0 advanceFunds = 20000.0 REQUIREMENT { name = Orbit6001 type = Orbit targetBody = Mun } REQUIREMENT { name = Orbit6002 type = Orbit targetBody = Minmus } PARAMETER { name = VesselParameterGroup6001 type = VesselParameterGroup define = Planetary Probe PARAMETER { name = HasCrew6001 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = Any6001 type = Any PARAMETER { name = ReachState6001 type = ReachState targetBody = Moho situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState6002 type = ReachState targetBody = Eve situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState6003 type = ReachState targetBody = Duna situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState6004 type = ReachState targetBody = Dres situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState6006 type = ReachState targetBody = Jool situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState6007 type = ReachState targetBody = Eeloo situation = ESCAPING disableOnStateChange = true } } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstMunLanding group = AdvancedProgression title = Perform a manned landing on the Mun! description = The time has come. We're prepared to send a Kerbal to land on the surface of the Mun, plant the flag, and come home alive. This will be a monumental achievement. notes = Complete the following: synopsis = Send a Kerbal to land on the Mun, and plant the flag, and return alive. completedMessage = Future generations will remember this day. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Mun maxCompletions = 1 maxSimultaneous = 1 rewardScience = 10.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = Orbit9001 type = Orbit targetBody = Mun } REQUIREMENT { name = Landing9001 type = Landing targetBody = Mun } PARAMETER { name = VesselParameterGroup9001 type = VesselParameterGroup define = Mun Lander PARAMETER { name = HasCrew9001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState9001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag9001 type = PlantFlag targetBody = Mun completeInSequence = true } PARAMETER { name = ReturnHome9001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstMinLanding group = AdvancedProgression title = Perform a manned landing on Minmus! description = The next logical step for our manned exploration of space is to send an expedition to Minmus. notes = Complete the following: synopsis = Send a Kerbal to land on Minmus, plant the flag, and get home alive! completedMessage = Future generations will remember this day. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Minmus maxCompletions = 1 maxSimultaneous = 1 rewardScience = 10.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = Orbit10001 type = Orbit targetBody = Minmus } REQUIREMENT { name = Landing10001 type = Landing targetBody = Minmus } PARAMETER { name = VesselParameterGroup10001 type = VesselParameterGroup define = Minmus Lander PARAMETER { name = HasCrew10001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState10001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag10001 type = PlantFlag targetBody = Minmus completeInSequence = true } PARAMETER { name = ReturnHome10001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstPlanetFlyby group = AdvancedProgression title = Send the first manned mission to another planet. description = Our space program is ready to enter the next phase of exploration : the planets. Send the first manned mission to flyby another planet, and return safely to Kerbin. notes = Complete the following: synopsis = Launch a manned flyby mission to another planet. It doesn't matter which one. completedMessage = You did it! We've launched the very first manned mission to another planet! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = 10.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 70000.0 REQUIREMENT { name = CompleteContract11002 type = CompleteContract contractType = FirstPlanetProbe } PARAMETER { name = VesselParameterGroup11001 type = VesselParameterGroup define = Planetary Flyby PARAMETER { name = HasCrew11001 type = HasCrew minCrew = 1 } PARAMETER { name = Any11001 type = Any PARAMETER { name = ReachState11001 type = ReachState targetBody = Moho situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11002 type = ReachState targetBody = Eve situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11003 type = ReachState targetBody = Duna situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11004 type = ReachState targetBody = Dres situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11005 type = ReachState targetBody = Jool situation = ESCAPING disableOnStateChange = true } PARAMETER { name = ReachState11006 type = ReachState targetBody = Eeloo situation = ESCAPING disableOnStateChange = true } } PARAMETER { name = ReturnHome11001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstPlanetLanding group = AdvancedProgression title = Send the first manned mission to land on another planet. description = We're ready. It's time to land on another planet. We want you to send a Kerbal to land on the surface of one of the other planets, and return safely back to Kerbin. This is the big one - let's make history! notes = Complete the following: synopsis = Launch a manned flyby mission to land on another planet. It doesn't matter which one. completedMessage = You did it! We've launched the very first manned mission to land on another planet! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 40000.0 REQUIREMENT { name = CompleteContract13001 type = CompleteContract contractType = FirstPlanetFlyby } PARAMETER { name = VesselParameterGroup13001 type = VesselParameterGroup define = Planet Lander PARAMETER { name = HasCrew13001 type = HasCrew minCrew = 1 } PARAMETER { name = Any13001 type = Any PARAMETER { name = PlantFlag13002 type = PlantFlag targetBody = Moho } PARAMETER { name = PlantFlag13002 type = PlantFlag targetBody = Eve } PARAMETER { name = PlantFlag13003 type = PlantFlag targetBody = Duna } PARAMETER { name = PlantFlag13004 type = PlantFlag targetBody = Dres } PARAMETER { name = PlantFlag13005 type = PlantFlag targetBody = Eeloo } } PARAMETER { name = ReturnHome13001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstPlanetMoonLanding group = AdvancedProgression title = Send the first manned mission to land on a moon of another planet. description = This is another big one - send the first mission to plant the flag on the Moon of another planet, and make it back alive! notes = Complete the following: synopsis = Launch a manned mission to land on the moon of another planet. It doesn't matter which one. completedMessage = You did it! We've launched the very first manned mission to land on the moon of another planet! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 10000.0 REQUIREMENT { name = CompleteContract13001 type = CompleteContract contractType = FirstPlanetFlyby } PARAMETER { name = VesselParameterGroup14001 type = VesselParameterGroup define = Moon Lander PARAMETER { name = HasCrew14001 type = HasCrew minCrew = 1 } PARAMETER { name = Any14001 type = Any PARAMETER { name = PlantFlag14001 type = PlantFlag targetBody = Gilly } PARAMETER { name = PlantFlag14002 type = PlantFlag targetBody = Ike } PARAMETER { name = PlantFlag14003 type = PlantFlag targetBody = Laythe } PARAMETER { name = PlantFlag14004 type = PlantFlag targetBody = Vall } PARAMETER { name = PlantFlag14005 type = PlantFlag targetBody = Tylo } PARAMETER { name = PlantFlag14006 type = PlantFlag targetBody = Bop } PARAMETER { name = PlantFlag14007 type = PlantFlag targetBody = Pol } } PARAMETER { name = ReturnHome14001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalDuration1 group = AdvancedProgression title = Orbit Kerbin for two days description = We need to demonstrate, before we go any further, that we can keep a crew alife in space for more than a few hours. Launch a Kerbal into orbit and keep him up there for at least two days. Make sure the pilot is loyal enough to hold his breath if the air supply runs out! notes = Complete the following: synopsis = Put a Kerbal into orbit and return him alive after two days in space. completedMessage = This is great, the data will help planning for future missions. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 20.0 rewardFunds = 40000.0 advanceFunds = 5000.0 REQUIREMENT { name = CompleteContract28001 type = CompleteContract contractType = FirstOrbitalKerbal } PARAMETER { name = VesselParameterGroup28001 type = VesselParameterGroup define = Duration Orbiter PARAMETER { name = HasCrew28001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState28001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } } PARAMETER { name = VesselParameterGroup28002 type = VesselParameterGroup vessel = Duration Orbiter duration = 2d title = Stay in orbit for two days PARAMETER { name = Orbit28002 type = Orbit targetBody = Kerbin minAltitude = @/targetBody.AtmosphereAltitude() } } PARAMETER { name = VesselParameterGroup28003 type = VesselParameterGroup vessel = Duration Orbiter PARAMETER { name = ReturnHome28001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalDuration2 group = AdvancedProgression title = Orbit Kerbin for a whole week! description = We need to demonstrate, before we go any further, that we can keep a crew alife in space for more than a few hours. Launch a Kerbal into orbit and keep him up there for at least a full week. notes = Complete the following: synopsis = Put a Kerbal into orbit and return him alive after a week in space. completedMessage = This is great, the data will help planning for future missions. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 40000.0 advanceFunds = 5000.0 REQUIREMENT { name = CompleteContract29001 type = CompleteContract contractType = OrbitalDuration1 } PARAMETER { name = VesselParameterGroup29001 type = VesselParameterGroup define = One Week Duration Orbiter PARAMETER { name = HasCrew29001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState29001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } } PARAMETER { name = VesselParameterGroup29002 type = VesselParameterGroup vessel = One Week Duration Orbiter duration = 7d title = Stay in orbit for one week PARAMETER { name = ReachState29002 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } } PARAMETER { name = VesselParameterGroup29003 type = VesselParameterGroup vessel = One Week Duration Orbiter PARAMETER { name = ReturnHome29001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstEVA title = Perform an EVA in low orbit. group = AdvancedProgression description = This will be an important test of many subsystems, as well as our space suits. We need you to perform an EVA while in orbit around Kerbin, record a crew report, and get it back to the surface. notes = Complete the following: synopsis = Perform an EVA in low orbit of Kerbin, and take a crew report. completedMessage = This is great, the data will help planning for future missions. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 40000.0 advanceFunds = 5000.0 REQUIREMENT { name = CompleteContract30001 type = CompleteContract contractType = FirstOrbitalKerbal } PARAMETER { name = CollectScience30001 type = CollectScience targetBody = Kerbin situation = InSpaceLow location = Space experiment = evaReport recoveryMethod = None } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = FirstDocking group = AdvancedProgression title = Perform a docking in space around Kerbin. description = This will be an important validation and test of both our procedures and materials. We want you to send up a manned mission, and dock it with something in orbit over Kerbin. You can dock with an automated probe, or a second manned mission. Return alive after the docking. notes = Complete the following: synopsis = Perform a docking in low orbit of Kerbin. completedMessage = This is great, the data will help planning for future missions. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 70000.0 advanceFunds = 5000.0 REQUIREMENT { name = CompleteContract33001 type = CompleteContract contractType = OrbitalDuration1 } PARAMETER { name = Sequence29001 type = Sequence title = Perform a docking in space. PARAMETER { name = VesselParameterGroup33001 type = VesselParameterGroup define = Docking Mission PARAMETER { name = HasCrew33001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState33001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } PARAMETER { name = Docking33001 type = Docking title = Perform Docking } PARAMETER { name = ReturnHome33001 type = ReturnHome completeInSequence = true } } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = MunOrbitAndEVA group = AdvancedProgression title = Perform an EVA in Mun orbit. description = We need to validate our systems and methods, and we're in a hurry! We want you to send a manned flight into orbit around the Mun, and perform an EVA in low orbit. Of course, you'll need to make it back alive too. This is our last prepatory mission before we're ready to try for a manned landing. Pull this one off, and we'll be ready for the next step. notes = Complete the following: synopsis = Perform an EVA in low orbit around the Mun, and take a crew report. completedMessage = We're ready for the big one. agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Mun maxCompletions = 1 maxSimultaneous = 1 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 40000.0 advanceFunds = 5000.0 REQUIREMENT { name = CompleteContract34001 type = CompleteContract contractType = FirstEVA } REQUIREMENT { name = Orbit34001 type = Orbit targetBody = Mun } PARAMETER { name = CollectScience34001 type = CollectScience targetBody = Mun situation = InSpaceLow location = Space experiment = evaReport recoveryMethod = None } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanKerbin group = AdvancedProgression title = Perform an orbital scan of Kerbin. description = We want you to place a satellite in polar orbit around Kerbin, and take an orbital scan using that fancy new part we recently developed. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA3001 type = TechResearched tech = scienceTech } PARAMETER { name = PerformOrbitalSurveyA3001 type = PerformOrbitalSurvey targetBody = Kerbin } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanMun group = AdvancedProgression title = Perform an orbital scan of the Mun. description = We want you to place a satellite in polar orbit around the Mun, and take an orbital scan using that fancy new part we recently developed. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of the Mun. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Mun maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA4001 type = TechResearched tech = scienceTech } PARAMETER { name = PerformOrbitalSurveyA4001 type = PerformOrbitalSurvey targetBody = Mun } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanMinmus group = AdvancedProgression title = Perform an orbital scan of Minmus. description = We want you to place a satellite in polar orbit around Minmus, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Minmus. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Minmus maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA5001 type = TechResearched tech = scienceTech } PARAMETER { name = PerformOrbitalSurveyA5001 type = PerformOrbitalSurvey targetBody = Minmus } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanMoho group = AdvancedProgression title = Perform an orbital scan of Moho. description = We want you to place a satellite in polar orbit around Moho, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Moho. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Moho maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA6001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA6001 type = Orbit targetBody = Moho } PARAMETER { name = PerformOrbitalSurveyA6001 type = PerformOrbitalSurvey targetBody = Moho } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanEve group = AdvancedProgression title = Perform an orbital scan of Eve. description = We want you to place a satellite in polar orbit around Eve, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Eve. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Eve maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA7001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA7001 type = Orbit targetBody = Eve } PARAMETER { name = PerformOrbitalSurveyA7001 type = PerformOrbitalSurvey targetBody = Eve } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanGilly group = AdvancedProgression title = Perform an orbital scan of Gilly. description = We want you to place a satellite in polar orbit around Gilly, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Gilly. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Gilly maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA8001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA8001 type = Orbit targetBody = Gilly } PARAMETER { name = PerformOrbitalSurveyA8001 type = PerformOrbitalSurvey targetBody = Gilly } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanDuna group = AdvancedProgression title = Perform an orbital scan of Duna. description = We want you to place a satellite in polar orbit around Duna, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Duna. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Duna maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA9001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA9001 type = Orbit targetBody = Duna } PARAMETER { name = PerformOrbitalSurveyA9001 type = PerformOrbitalSurvey targetBody = Duna } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanIke group = AdvancedProgression title = Perform an orbital scan of Ike. description = We want you to place a satellite in polar orbit around Ike, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Ike. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Ike maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA10001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA10001 type = Orbit targetBody = Ike } PARAMETER { name = PerformOrbitalSurveyA10001 type = PerformOrbitalSurvey targetBody = Ike } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanDres group = AdvancedProgression title = Perform an orbital scan of Dres. description = We want you to place a satellite in polar orbit around Dres, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Dres. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Dres maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA11001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA11001 type = Orbit targetBody = Dres } PARAMETER { name = PerformOrbitalSurveyA11001 type = PerformOrbitalSurvey targetBody = Dres } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanLaythe group = AdvancedProgression title = Perform an orbital scan of Laythe. description = We want you to place a satellite in polar orbit around Laythe, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Laythe. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Laythe maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA12001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA12001 type = Orbit targetBody = Laythe } PARAMETER { name = PerformOrbitalSurveyA12001 type = PerformOrbitalSurvey targetBody = Laythe } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanVall group = AdvancedProgression title = Perform an orbital scan of Vall. description = We want you to place a satellite in polar orbit around Vall, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Vall. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Vall maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA13001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA13001 type = Orbit targetBody = Vall } PARAMETER { name = PerformOrbitalSurveyA13001 type = PerformOrbitalSurvey targetBody = Vall } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanTylo group = AdvancedProgression title = Perform an orbital scan of Tylo. description = We want you to place a satellite in polar orbit around Tylo, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Tylo. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Tylo maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA14001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA14001 type = Orbit targetBody = Tylo } PARAMETER { name = PerformOrbitalSurveyA14001 type = PerformOrbitalSurvey targetBody = Tylo } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanBop group = AdvancedProgression title = Perform an orbital scan of Bop. description = We want you to place a satellite in polar orbit around Bop, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Bop. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Bop maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA15001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA15001 type = Orbit targetBody = Bop } PARAMETER { name = PerformOrbitalSurveyA15001 type = PerformOrbitalSurvey targetBody = Bop } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanPol group = AdvancedProgression title = Perform an orbital scan of Pol. description = We want you to place a satellite in polar orbit around Pol, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Pol. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Pol maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA16001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA16001 type = Orbit targetBody = Pol } PARAMETER { name = PerformOrbitalSurveyA16001 type = PerformOrbitalSurvey targetBody = Pol } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Progression.cfg CONTRACT_TYPE { name = OrbitalScanEeloo group = AdvancedProgression title = Perform an orbital scan of Eeloo. description = We want you to place a satellite in polar orbit around Eeloo, and take an orbital scan. The results should be quite useful! notes = Complete the following: synopsis = Perform an orbital scan of Eeloo. completedMessage = This data will be invaluable! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Eeloo maxCompletions = 1 maxSimultaneous = 1 rewardScience = 25.0 rewardReputation = 1.0 rewardFunds = 60000.0 advanceFunds = 10000.0 REQUIREMENT { name = TechResearchedA17001 type = TechResearched tech = scienceTech } REQUIREMENT { name = OrbitA17001 type = Orbit targetBody = Eeloo } PARAMETER { name = PerformOrbitalSurveyA17001 type = PerformOrbitalSurvey targetBody = Eeloo } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RoutineMissionToOrbitSolo group = AdvancedProgression title = Launch a Kerbal solo to orbit! description = It's important to keep our skills sharp, our crews trained, and our technology validated. Launch a Kerbal into orbit solo, and land safely back on Kerbin. The mission you launch must have a maximum capacity of one solo pilot. notes = Complete the following: synopsis = Put a Kerbal into orbit and return alive. completedMessage = Mission success - great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Kerbin maxSimultaneous = 1 rewardReputation = 1.0 rewardFunds = 20000.0 advanceFunds = 10000.0 REQUIREMENT { name = CompleteContractA1001 type = CompleteContract contractType = FirstOrbitalKerbal } PARAMETER { name = VesselParameterGroupA1001 type = VesselParameterGroup define = Kerbin Orbiter PARAMETER { name = HasCrewA1001 type = HasCrew minCrew = 1 maxCrew = 1 } PARAMETER { name = ReachStateA1001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } } PARAMETER { name = VesselParameterGroupA1002 type = VesselParameterGroup vessel = Kerbin Orbiter PARAMETER { name = ReturnHomeA2001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RoutineMissionToOrbitDuo group = AdvancedProgression title = Launch two Kerbals to orbit! description = It's important to keep our skills sharp, our crews trained, and our technology validated. Launch two Kerbals into orbit on the same mission, and land safely back on Kerbin. The mission you launch must have a specific capacity of two crew members. notes = Complete the following: synopsis = Put two Kerbals into orbit and return alive. completedMessage = Mission success - great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Kerbin maxSimultaneous = 1 rewardReputation = 1.0 rewardFunds = 20000.0 advanceFunds = 10000.0 REQUIREMENT { name = CompleteContractA2001 type = CompleteContract contractType = FirstOrbitalKerbal } PARAMETER { name = VesselParameterGroupA2001 type = VesselParameterGroup define = Kerbin Duo Orbiter PARAMETER { name = HasCrewA2001 type = HasCrew minCrew = 2 maxCrew = 2 } PARAMETER { name = ReachStateA2001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } } PARAMETER { name = VesselParameterGroupA2002 type = VesselParameterGroup vessel = Kerbin Duo Orbiter PARAMETER { name = ReturnHomeA2001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RoutineMissionToOrbitTrio group = AdvancedProgression title = Launch three Kerbals to orbit! description = It's important to keep our skills sharp, our crews trained, and our technology validated. Launch three Kerbals into orbit on the same mission, and land safely back on Kerbin. The mission you launch must have a specific capacity of three crew members. notes = Complete the following: synopsis = Put two Kerbals into orbit and return alive. completedMessage = Mission success - great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Trivial targetBody = Kerbin maxSimultaneous = 1 rewardReputation = 1.0 rewardFunds = 20000.0 advanceFunds = 10000.0 REQUIREMENT { name = CompleteContractA3001 type = CompleteContract contractType = FirstOrbitalKerbal } REQUIREMENT { name = TechResearchedA3001 type = TechResearched tech = commandModules } PARAMETER { name = VesselParameterGroupA3001 type = VesselParameterGroup define = Kerbin Trio Orbiter PARAMETER { name = HasCrewA3001 type = HasCrew minCrew = 3 maxCrew = 3 } PARAMETER { name = ReachStateA3001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } } PARAMETER { name = VesselParameterGroupA3002 type = VesselParameterGroup vessel = Kerbin Trio Orbiter PARAMETER { name = ReturnHomeA3001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableMunLanding group = AdvancedProgression title = Back to the Mun! description = Go perform another Mun landing, for science! notes = Complete the following: synopsis = Send a Kerbal to land on the Mun, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Mun maxCompletions = 15 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 20000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Mun } PARAMETER { name = VesselParameterGroup15001 type = VesselParameterGroup define = Mun Lander PARAMETER { name = HasCrew15001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState15001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag15001 type = PlantFlag targetBody = Mun completeInSequence = true } PARAMETER { name = ReturnHome15001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableMinLanding group = AdvancedProgression title = Back to Minmus! description = Go perform another landing on Minmus!, for science! notes = Complete the following: synopsis = Send a Kerbal to land on Minmus, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Minmus maxCompletions = 9 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 20000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Minmus } PARAMETER { name = VesselParameterGroup16001 type = VesselParameterGroup define = Minmus Lander PARAMETER { name = HasCrew16001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState16001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag16001 type = PlantFlag targetBody = Minmus completeInSequence = true } PARAMETER { name = ReturnHome16001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableMohoLanding group = AdvancedProgression title = Plant the flag on Moho! description = Plant the flag on Moho, and make it back alive. For science! Try not to stay out in direct sunlight for too long, the space suits haven't been tested for that. notes = Complete the following: synopsis = Send a Kerbal to land on Moho, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Moho maxCompletions = 12 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Moho } PARAMETER { name = VesselParameterGroup17001 type = VesselParameterGroup define = Moho Lander PARAMETER { name = HasCrew17001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState17001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag17001 type = PlantFlag targetBody = Moho completeInSequence = true } PARAMETER { name = ReturnHome17001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableEveLanding group = AdvancedProgression title = Plant the flag on Eve! description = Plant the flag on Eve, and make it back alive. For science! Just remember, we're pretty sure that the ground on Eve is NOT made of candy, so don't try to eat the surface samples! notes = Complete the following: synopsis = Send a Kerbal to land on Eve, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Eve maxCompletions = 7 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Eve } PARAMETER { name = VesselParameterGroup18001 type = VesselParameterGroup define = Eve Lander PARAMETER { name = HasCrew18001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState18001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag18001 type = PlantFlag targetBody = Eve completeInSequence = true } PARAMETER { name = ReturnHome18001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableDresLanding group = AdvancedProgression title = Plant the flag on Dres! description = Plant the flag on Dres, and make it back alive. For science! Even though it looks similar, remember : Dres is not the Mun. Your return course isn't going to be the same. notes = Complete the following: synopsis = Send a Kerbal to land on Dres, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Dres maxCompletions = 8 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Dres } PARAMETER { name = VesselParameterGroup19001 type = VesselParameterGroup define = Dres Lander PARAMETER { name = HasCrew19001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState19001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag19001 type = PlantFlag targetBody = Dres completeInSequence = true } PARAMETER { name = ReturnHome19001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableDunaLanding group = AdvancedProgression title = Plant the flag on Duna! description = Plant the flag on Duna, and make it back alive. For science! If you forget, Duna is easy to find : It's the red one. notes = Complete the following: synopsis = Send a Kerbal to land on Duna, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Duna maxCompletions = 5 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Duna } PARAMETER { name = VesselParameterGroup20001 type = VesselParameterGroup define = Duna Lander PARAMETER { name = HasCrew20001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState20001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag20001 type = PlantFlag targetBody = Duna completeInSequence = true } PARAMETER { name = ReturnHome20001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableEelooLanding group = AdvancedProgression title = Plant the flag on Eeloo! description = Plant the flag on Eeloo, and make it back alive. For science! Just don't die from old age before you get back. That would be tragic. notes = Complete the following: synopsis = Send a Kerbal to land on Eeloo, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Eeloo maxCompletions = 7 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Eeloo } PARAMETER { name = VesselParameterGroup21001 type = VesselParameterGroup define = Eeloo Lander PARAMETER { name = HasCrew21001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState21001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag21001 type = PlantFlag targetBody = Eeloo completeInSequence = true } PARAMETER { name = ReturnHome21001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableGillyLanding group = AdvancedProgression title = Plant the flag on Gilly! description = Plant the flag on Gilly, and make it back alive. For science! Be careful, we worry that with Gilly's heavy gravity you might get stuck there. notes = Complete the following: synopsis = Send a Kerbal to land on Gilly, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Gilly maxCompletions = 3 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Gilly } PARAMETER { name = VesselParameterGroup22001 type = VesselParameterGroup define = Gilly Lander PARAMETER { name = HasCrew22001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState22001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag22001 type = PlantFlag targetBody = Gilly completeInSequence = true } PARAMETER { name = ReturnHome22001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableIkeLanding group = AdvancedProgression title = Plant the flag on Ike! description = Plant the flag on Ike, and make it back alive. For science! Don't get too close to that strange boulder though. notes = Complete the following: synopsis = Send a Kerbal to land on Ike, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Ike maxCompletions = 8 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Ike } PARAMETER { name = VesselParameterGroup23001 type = VesselParameterGroup define = Ike Lander PARAMETER { name = HasCrew23001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState23001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag23001 type = PlantFlag targetBody = Ike completeInSequence = true } PARAMETER { name = ReturnHome23001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableLaytheLanding group = AdvancedProgression title = Plant the flag on Laythe! description = Plant the flag on Laythe, and make it back alive. For science! Just remember to actually come home. notes = Complete the following: synopsis = Send a Kerbal to land on Laythe, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Laythe maxCompletions = 4 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Laythe } PARAMETER { name = VesselParameterGroup24001 type = VesselParameterGroup define = Laythe Lander PARAMETER { name = HasCrew24001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState24001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag24001 type = PlantFlag targetBody = Laythe completeInSequence = true } PARAMETER { name = ReturnHome24001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableVallLanding group = AdvancedProgression title = Plant the flag on Vall! description = Plant the flag on Vall, and make it back alive. For science! Don't slip on the ice, we aren't sure what's underneath it. notes = Complete the following: synopsis = Send a Kerbal to land on Vall, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Vall maxCompletions = 4 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Vall } PARAMETER { name = VesselParameterGroup25001 type = VesselParameterGroup define = Vall Lander PARAMETER { name = HasCrew25001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState25001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag25001 type = PlantFlag targetBody = Vall completeInSequence = true } PARAMETER { name = ReturnHome25001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableTyloLanding group = AdvancedProgression title = Plant the flag on Tylo! description = Plant the flag on Tylo, and make it back alive. For science! If your navigation system fails, remember: Tylo is the big one out of Jool's moons. notes = Complete the following: synopsis = Send a Kerbal to land on Tylo, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Tylo maxCompletions = 8 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Tylo } PARAMETER { name = VesselParameterGroup25001 type = VesselParameterGroup define = Tylo Lander PARAMETER { name = HasCrew25001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState25001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag25001 type = PlantFlag targetBody = Tylo completeInSequence = true } PARAMETER { name = ReturnHome25001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatableBopLanding group = AdvancedProgression title = Plant the flag on Bop! description = Plant the flag on Bop, and make it back alive. For science! Ancient stories say that the Kraken lives on Bop, so keep an eye out the window and be careful! notes = Complete the following: synopsis = Send a Kerbal to land on Bop, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Bop maxCompletions = 5 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Bop } PARAMETER { name = VesselParameterGroup26001 type = VesselParameterGroup define = Bop Lander PARAMETER { name = HasCrew26001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState26001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag26001 type = PlantFlag targetBody = Bop completeInSequence = true } PARAMETER { name = ReturnHome26001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/AdvancedProgression/Routine.cfg CONTRACT_TYPE { name = RepeatablePolLanding group = AdvancedProgression title = Plant the flag on Pol! description = Plant the flag on Pol, and make it back alive. For science! Be careful on landing, we're not sure if there are actually any flat areas on the surface. notes = Complete the following: synopsis = Send a Kerbal to land on Pol, and plant the flag, and return alive. completedMessage = We got home alive! Keep up the great work! agent = Kerbin World-Firsts Record-Keeping Society cancellable = true declinable = true prestige = Significant targetBody = Pol maxCompletions = 4 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = 80000.0 advanceFunds = 60000.0 REQUIREMENT { name = ReturnFromSurface type = ReturnFromSurface targetBody = Pol } PARAMETER { name = VesselParameterGroup27001 type = VesselParameterGroup define = Pol Lander PARAMETER { name = HasCrew27001 type = HasCrew minCrew = 1 } PARAMETER { name = ReachState27001 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } PARAMETER { name = PlantFlag27001 type = PlantFlag targetBody = Pol completeInSequence = true } PARAMETER { name = ReturnHome27001 type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/BaseConstruction.cfg CONTRACT_GROUP { name = BaseConstruction minVersion = 1.5.1 displayName = Base Construction Contract Pack CONTRACT_GROUP { name = BaseCreate } CONTRACT_GROUP { name = BaseMaintenance } CONTRACT_GROUP { name = OutpostCreate } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/BaseConstruction.cfg CONTRACT_CONFIGURATOR { disabledContractType = BaseContract } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Create/BaseCreate.cfg CONTRACT_TYPE { name = BaseCreate title = Base Creation on @/targetBody1 group = BaseCreate description = Our engineers were thinking on a way to have kerbals on @/targetBody1 and let them stay there for long terms. So that is why we need you. notes = Put a new base on the @/targetBody1 surface near the Rover. synopsis = We want you to start the creation of the @/targetBody1 Base. completedMessage = You have Create the initial stage of the @/targetBody1 Base. minExpiry = 1.0 maxExpiry = 7.0 deadline = Random(500,1000) cancellable = true declinable = true autoAccept = false prestige = Exceptional targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 10.0 rewardReputation = 25.0 rewardFunds = Random(140000, 200000) failureReputation = 10.00 failureFunds = 100000.0 advanceFunds = 1000.0 weight = 15.0 DATA { type = Vessel uniqueValue = false requiredValue = true targetVessel = [ BaseRover ].Where(v => v.IsLanded()).Random() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel.CelestialBody() } DATA { type = Location vesselLocation = @targetVessel.Location() } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base Landing Spot targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } PARAMETER { name = NewBase type = VesselParameterGroup hideChildren = false title = Launch a new base into @/targetBody2 orbit define = Base1 notes = The base must be unmanned, support 4 Kerbals and have a way to generate electric charge. PARAMETER { name = HabModule type = HasCrewCapacity minCapacity = 4 title = Support 4 Kerbals hideChildren = true } PARAMETER { name = HasCrew type = HasCrew name = Unmanned maxCrew = 0 minCrew = 0 } PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = ReachState type = ReachState targetBody = @/targetBody1 title = Get to @/targetBody1 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Land near the @/targetBody1 Rover } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseRover minCount = 1 cooldownDuration = 4d } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Power } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCreate minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = NotHomeworld2 type = Expression expression = (@/targetBody1 != @/targetBody2) } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Create/BaseExpansion.cfg CONTRACT_TYPE { name = BaseCE title = Crew Expansion for @/targetVessel1 group = BaseCreate description = The Kerbals on @/targetVessel1 are complaining about being too cramped in a small can so some extra space will be good for our kerbonauts. notes = We just need to bring down there to @/targetVessel1 something that can hold 4 kerbals nothing more. synopsis = We want you to add a new module to @/targetVessel1 that can hold 4 kerbals. completedMessage = The kerbals on @/targetVessel1 would like to thank you . minExpiry = 0.0 maxExpiry = 7.0 deadline = Random(500,1000) cancellable = true declinable = true autoAccept = false prestige = Significant targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = Random(60000, 100000) failureReputation = 10.00 failureFunds = 100000.0 advanceFunds = 1000.0 weight = 7.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ Base1 ].Where(v => v.IsLanded()).Where(v => v.CrewCount()>0).Random() } DATA { type = Location vesselLocation = @/targetVessel1.Location() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } PARAMETER { name = NewVessel1 type = VesselParameterGroup hideChildren = false define = Expansion1 title = Launch a new base phase into @/targetBody2 orbit notes = The base phase must have a way to generate electric charge. PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = HabModule type = HasCrewCapacity minCapacity = 4 title = Support 4 Kerbals } PARAMETER { name = ReachState type = ReachState targetBody = @/targetBody1 title = Get to @/targetBody1 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Land near the @/targetVessel1 } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCreate minCount = 1 cooldownDuration = 4d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCE minCount = 0 cooldownDuration = 8d } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Power } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Create/BasePopulation.cfg CONTRACT_TYPE { name = BasePopulation title = Base Population group = BaseCreate description = Our engineers are happy to complete the @/targetVessel1 but thinks that some kerbals down there will be good. synopsis = We want you to bring @/targetVessel1.EmptyCrewSpace() kerbals down to @/targetVessel1 . completedMessage = You have colonized @/targetBody1 . minExpiry = 0.0 maxExpiry = 7.0 deadline = Random(500,1000) cancellable = true declinable = true autoAccept = false prestige = Significant targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = Random(40000, 70000) failureReputation = 10.00 failureFunds = 100000.0 advanceFunds = 1000.0 weight = 7.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ Base1 ].Where(v => v.CrewCount()==0).Where(v => v.IsLanded()).Random() } DATA { type = Location vesselLocation = @targetVessel1.Location() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } PARAMETER { name = NewBasephase1 type = VesselParameterGroup hideChildren = false title = Launch a new base phase into @/targetBody2 orbit define = Population1 notes = The base phase must have a way to generate electric charge. PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = HasCrew type = HasCrew disableOnStateChange = true minCrew = @/targetVessel1.EmptyCrewSpace() title = Have at least @/targetVessel1.EmptyCrewSpace() kerbals on the vessel } PARAMETER { name = ReachState type = ReachState targetBody = @/targetVessel1.CelestialBody() title = Get to @/targetVessel1.CelestialBody() } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Land near @/targetVessel1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Board @/targetVessel1 vessel = Base1 PARAMETER { name = HasCrew type = HasCrew minCrew = @/targetVessel1.EmptyCrewSpace() title = Put at least @/targetVessel1.EmptyCrewSpace() Kerbals on board @/targetVessel1. } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCreate minCount = 1 cooldownDuration = 1d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BasePopulation minCount = 0 cooldownDuration = 10d } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Create/BaseRover.cfg CONTRACT_TYPE { name = BaseRover title = Land a Rover on @/targetBody1 for the new Base description = Some of our engineers were arguing about where to put a base on @/targetBody1 surface since the photos taked by the scanning device weren't exactly the best when a guy come in and say "Why don't you take a rover into @/targetBody1 's surface?" so this is were you come in. notes = Remember to leave the Rover near where you want to make the base. group = BaseCreate synopsis = We want you to look for a flat place for the Base. completedMessage = You have found a flat place for the Base. minExpiry = 3.0 maxExpiry = 7.0 deadline = Random(500,1000) cancellable = true declinable = true autoAccept = false prestige = Significant maxCompletions = 2 maxSimultaneous = 1 rewardScience = 70.0 rewardReputation = 20.0 rewardFunds = Random(100000, 170000) failureReputation = 20.0 failureFunds = 10000.0 advanceFunds = 1000.0 weight = 15.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ BaseScanner ].Where(v => v.IsOrbiting()).Random() } DATA { type = CelestialBody requiredValue = false targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } PARAMETER { name = NewRover type = VesselParameterGroup hideChildren = false title = Launch a new rover into @/targetBody2 orbit define = BaseRover notes = The rover must be unmanned, have 4 wheels, an antenna and have a way to generate electric charge. PARAMETER { name = HasCrew type = HasCrew title = Unmanned maxCrew = 0 minCrew = 0 } PARAMETER { name = Wheel type = PartValidation title = Have 4 wheels partModule = ModuleWheel minCount = 4 } PARAMETER { name = antenna1 type = Any title = Have an antenna on board PARAMETER { name = Antenna title = Stock Antenna type = PartValidation hideChildren = true partModule = ModuleDataTransmitter minCount = 1 } PARAMETER { name = Antenna2 title = RT Antenna type = PartValidation hideChildren = true partModule = ModuleRTAntenna minCount = 1 } } PARAMETER { name = KSCConnectivity type = KSCConnectivity hasConnectivity = true title = Have Connection to the KSC } PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit hideChildren = true title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = ReachState type = ReachState hideChildren = true targetBody = @/targetBody1 title = Get to @/targetBody1 } PARAMETER { name = Land disableOnStateChange = true type = ReachState hideChildren = true title = Land on @/targetBody1 targetBody = @/targetBody1 situation = LANDED } PARAMETER { name = Duration type = Duration duration = 5m preWaitText = Complete all parameters waitingText = Find a flat place for the Base completionText = Leave the rover near where you want to land the base } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Power partModuleType = Wheel } REQUIREMENT { name = Wheels1 type = Any REQUIREMENT { name = PartUnlocked1 type = PartUnlocked part = roverWheel1 } REQUIREMENT { name = PartUnlocked2 type = PartUnlocked part = roverWheel2 } REQUIREMENT { name = PartUnlocked3 type = PartUnlocked part = wheelMed } REQUIREMENT { name = PartUnlocked4 type = PartUnlocked part = roverWheel3 } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseScan minCount = 1 cooldownDuration = 4h } REQUIREMENT { name = NotHomeworld type = Expression expression = (@/targetBody1 != @/targetBody2) } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Create/BaseScan.cfg CONTRACT_TYPE { name = BaseScan group = BaseCreate title = Scan for a suitable location for a new Base description = Someone has told us that it was impossible to build a base outside @/targetBody2. We need to say him that he is wrong. synopsis = We want you to look for a location for a new Base. completedMessage = You have scan the initial location of a new base. minExpiry = 3.0 maxExpiry = 7.0 deadline = 250 cancellable = true declinable = true autoAccept = false prestige = Significant maxSimultaneous = 1 rewardScience = 60.0 rewardReputation = 10.0 rewardFunds = 90000.0 failureReputation = 10.0 failureFunds = 100000.0 advanceFunds = 1000.0 weight = 15.0 DATA { type = List validBodies = AllBodies().Where(b => b.HasSurface() && !b.IsHomeWorld()) } DATA { type = List orbitedBodies = OrbitedBodies() } DATA { type = Vessel requiredValue = false targetVessel1 = [ BaseScanner ].Where(v => v.IsOrbiting()).Random() } DATA { type = CelestialBody requiredValue = false targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } DATA { type = List validBodies2 = HomeWorld().Children() } PARAMETER { name = NewScaner type = VesselParameterGroup hideChildren = false title = Launch a scanner into @/targetBody2 orbit define = BaseScanner notes = The Scanner must be unmanned, have an antenna and have a way to generate electric charge. PARAMETER { name = HasCrew type = HasCrew hideChildren = true maxCrew = 0 minCrew = 0 } PARAMETER { name = antenna1 type = Any hideChildren = true title = Have an antenna on board PARAMETER { name = Antenna title = Stock Antenna type = PartValidation hideChildren = true partModule = ModuleDataTransmitter minCount = 1 } PARAMETER { name = Antenna2 title = RT Antenna type = PartValidation hideChildren = true partModule = ModuleRTAntenna minCount = 1 } } PARAMETER { name = KSCConnectivity type = KSCConnectivity hasConnectivity = true title = Have Connection to the KSC } PARAMETER { name = Scanner title = Have a Scanner on board type = Any notes = This can be a stock survey scanner or a SCANsat Altimetry Sensor hideChildren = true PARAMETER { name = Stock Scanner title = Stock Scanner type = PartValidation hideChildren = true part = SurveyScanner minCount = 1 } PARAMETER { name = SCANsat Scanner title = SCANsat Scanner type = PartValidation hideChildren = true part = SCANsat_Scanner minCount = 1 } } PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar type = PartValidation hideChildren = true title = Solar partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator type = PartValidation hideChildren = true title = RTG partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = ReachState type = ReachState hideChildren = true situation = ORBITING targetBody = @/targetBody2 title = Orbit @/targetBody2 } } PARAMETER { name = Any type = Any title = Orbit Any Celestial Body hideChildren = true notes = This Celestial Body must have surface and can't be the same any previous base. PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(0) targetBody = (@/validBodies.ElementAt(0)) REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(0) != null) } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(0) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(1) targetBody = @/validBodies.ElementAt(1) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(1) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(1) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(2) targetBody = @/validBodies.ElementAt(2) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(2) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(2) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(3) targetBody = @/validBodies.ElementAt(3) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(3) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(3) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(4) targetBody = @/validBodies.ElementAt(4) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(4) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(4) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(5) targetBody = @/validBodies.ElementAt(5) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(5) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(5) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(6) targetBody = @/validBodies.ElementAt(6) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(6) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(6) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(7) targetBody = @/validBodies.ElementAt(7) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(7) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(7) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(8) targetBody = @/validBodies.ElementAt(8) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(8) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(8) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(9) targetBody = @/validBodies.ElementAt(9) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(9) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(9) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(10) targetBody = @/validBodies.ElementAt(10) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(10) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(10) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(11) targetBody = @/validBodies.ElementAt(11) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(11) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(11) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(12) targetBody = @/validBodies.ElementAt(12) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(12) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(12) != @/targetBody1) } } PARAMETER { type = ReachState hideChildren = true title = Orbit @/validBodies.ElementAt(13) targetBody = @/validBodies.ElementAt(13) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(13) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(13) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(14) targetBody = @/validBodies.ElementAt(14) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(14) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(14) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(15) targetBody = @/validBodies.ElementAt(15) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(15) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(15) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(16) targetBody = @/validBodies.ElementAt(16) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(16) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(16) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(17) targetBody = @/validBodies.ElementAt(17) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(17) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(17) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(18) targetBody = @/validBodies.ElementAt(18) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(18) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(18) != @/targetBody1) } } PARAMETER { type = ReachState situation = ORBITING hideChildren = true title = Orbit @/validBodies.ElementAt(19) targetBody = @/validBodies.ElementAt(19) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(19) != null } REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(19) != @/targetBody1) } } } BEHAVIOUR { name = ExperimentalPart type = ExperimentalPart part = SurveyScanner add = True remove = True } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = SCANsat } REQUIREMENT { name = Orbit type = Orbit targetBody = @/targetBody2 } REQUIREMENT { name = moreThanThreeOrbitedBodies type = Expression expression = (@/orbitedBodies.Count()>= 3) } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Power } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseScan minCount = 0 cooldownDuration = 15d } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Create/BaseScience.cfg CONTRACT_TYPE { name = BaseSE title = Science Expansion for @/targetVessel1 group = BaseCreate description = Our scientists thinks that maybe @/targetBody1 have some scientific value so this is were you come in. synopsis = Add a new Science Lab to @/targetVessel1. completedMessage = Finally our scientist are investigating something. minExpiry = 1 maxExpiry = 7 deadline = Random(500, 1000) cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 30.0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) weight = 5.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ Base1 ].Where(v => v.IsLanded()).Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } DATA { type = Location vesselLocation = @targetVessel1.Location() } PARAMETER { name = NewVessel2 type = VesselParameterGroup hideChildren = false define = Science1 title = Launch a new base phase into @/targetBody2 orbit notes = The base phase must have a way to generate electric charge. PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = ReachState type = ReachState targetBody = @/targetBody1 title = Get to @/targetBody1 } PARAMETER { name = ScienceLab type = PartValidation title = Have a Science Lab partModule = ModuleScienceLab minCount = 1 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Land near the @/targetVessel1 } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleScienceLab } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Power } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCreate minCount = 1 cooldownDuration = 2d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseSE minCount = 1 cooldownDuration = 8d } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Create/BaseSelf-Sufficiency.cfg CONTRACT_TYPE { name = BaseSSE title = Life Support Expansion for @/targetVessel1 . group = BaseCreate description = Some kerbals down there on @/targetVessel1 are complaining about their dependence on the ressuply vessels so this is were you come in. synopsis = Add a new Self-sufficiency module to @/targetVessel1. completedMessage = Finally our kerbals aren't complaining. minExpiry = 1 maxExpiry = 7 deadline = Random(500, 1000) cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) weight = 5.0 DATA { type = Vessel requiredValue = false targetVessel1 = [ Base1 ].Where(v => v.CrewCount()>0).Where(v => v.IsLanded()).Random() } DATA { type = Location vesselLocation = @targetVessel1.Location() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } PARAMETER { name = NewVessel type = VesselParameterGroup hideChildren = false define = Expansion2 title = Launch a new base phase into @/targetBody2 orbit notes = The base phase must have a way to generate electric charge. PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = ReachState type = ReachState targetBody = @/targetBody1 title = Get to @/targetBody1 } PARAMETER { name = Self-Sufficiency type = PartValidation title = Have at least 2 TACLS resource converters partModule = TacGenericConverter minCount = 2 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Land near the @/targetVessel1 } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BasePopulation minCount = 1 cooldownDuration = 3d } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = TacGenericConverter } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseResupply minCount = 2 cooldownDuration = 3d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCreate minCount = 1 cooldownDuration = 6d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseSSE minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Power } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Manteinance/BaseCommsLost.cfg CONTRACT_TYPE { name = BaseCommsLost title = Communication problems on board @/targetVessel1 group = BaseMaintenance description = We have told @/targetKerbal1 to change the antenna but, since we've told him to do that there's no communication with @/targetVessel1 . synopsis = Send a new vessel to @/targetVessel1 to check what's happening. completedMessage = We have recovered Communication with @/targetVessel1 Thanks a lot! minExpiry = 1 maxExpiry = 7 maxSimultaneous = 1 deadline = Random(500,1000) cancellable = false declinable = true rewardScience = 0.0 rewardReputation = Random(10.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(5, 10.0) failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) weight = 5.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ Any ].Where(v => v.VesselType()== Base).Concat([ Base1 ]).Where(v => v.IsLanded()).Random() } DATA { type = Location vesselLocation = @/targetVessel1.Location() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = Kerbal uniqueValue = true targetKerbal1 = @/targetVessel1.Crew().Random() } DATA { type = Location vesselLocation = @/targetVessel1.Location() } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Landing Spot targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } PARAMETER { name = NewVessel1 type = NewVessel } PARAMETER { name = All1 type = All title = Land near the @/targetBody1 Base PARAMETER { name = Land disableOnStateChange = true type = ReachState hideChildren = true title = Land on @/targetBody1 targetBody = @/targetBody1 situation = LANDED } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Near the @/targetBody1 Base } } BEHAVIOUR { name = ChangeVesselOwnership type = ChangeVesselOwnership onState = ContractAccepted vessel = @/targetVessel1 owned = false } BEHAVIOUR { name = ChangeVesselOwnership2 type = ChangeVesselOwnership onState = ContractCompletedSuccess parameter = NewVessel1 vessel = @/targetVessel1 owned = true } BEHAVIOUR { name = ChangeVesselOwnership3 type = ChangeVesselOwnership onState = ContractCompletedFailure vessel = @/targetVessel1 owned = true } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCommsLost minCount = 0 cooldownDuration = Random(7d, 15d ) } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Manteinance/BaseCrewRotation.cfg CONTRACT_TYPE { name = BaseCrewRotation title = Do a crew rotation to @/targetVessel1. group = BaseMaintenance description = Oh no, @/targetKerbal1 forgot his marriage anniversary so bring him back to @/targetBody2 right now. Also @/targetKerbal2 is feeling a little homesick so bring him back too. synopsis = Bring back to @/targetBody2 @/targetKerbal1 and @/targetKerbal2 . completedMessage = Uff @/targetKerbal1 would like to thank you. He get just in time. minExpiry = 1 maxExpiry = 7 deadline = Random(500, 700) cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(10.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(5, 10.0) failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) weight = 5.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ Any ].Where(v => v.IsLanded()).Where(v => v.VesselType()== Base).Concat([Base1]).Where(v => v.CrewCount()>=2).Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } DATA { type = Kerbal uniqueValue = true targetKerbal1 = @/targetVessel1.Crew().Random() } DATA { type = Kerbal uniqueValue = true targetKerbal2 = @/targetVessel1.Crew().Random() } DATA { type = Location vesselLocation = @/targetVessel1.Location() } PARAMETER { name = NewBaseRotation type = VesselParameterGroup hideChildren = false title = Launch a new vessel into @/targetBody2 orbit notes = The base phase must have a way to generate electric charge. PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = Sequence type = Sequence title = Do a crew rotation PARAMETER { name = HasCrew type = HasCrew disableOnStateChange = true minCrew = 2 title = Have at least 2 kerbals on your vessel } PARAMETER { name = All type = All title = Land on @/targetBody1 near @/targetVessel1 PARAMETER { name = ReachState type = ReachState situation = LANDED targetBody = @/targetBody1 title = Land on @/targetBody1 hideChildren = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Near @/targetVessel1 } } PARAMETER { name = BoardBase type = VesselParameterGroup title = Board 2 Kerbals on @/targetVessel1 vessel = @/targetVessel1 PARAMETER { name = BoardBase1 type = HasCrew minCrew = @/targetVessel1.CrewCount() title = Leave on @/targetVessel1 at least 2 kerbals. } } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbal1 title = Bring back @/targetKerbal1 } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbal2 title = Bring back @/targetKerbal2 } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetVessel1.CelestialBody() icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCrewRotation minCount = 0 cooldownDuration = 6d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseResupply minCount = 1 cooldownDuration = 3d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCreate minCount = 0 cooldownDuration = 7d } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Manteinance/BaseMedicalEmergency.cfg CONTRACT_TYPE { name = BaseMedicalEmergency title = Medical Emergency on board @/targetVessel1 group = BaseMaintenance description = Oh dear! Poor @/targetKerbal1 is feeling quite poorly. Just to be safe, we'd like you to bring him home. synopsis = Bring @/targetKerbal1 back to @/targetBody2 for medical examination completedMessage = Our Medics tell me that @/targetKerbal1 is going to make it. Thanks to you! minExpiry = 1 maxExpiry = 7 maxSimultaneous = 1 deadline = Random(500,1000) cancellable = false declinable = true rewardScience = 0.0 rewardReputation = Random(10.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(5, 10.0) failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) weight = 5.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ Any ].Where(v => v.IsLanded()).Where(v => v.VesselType()== Base).Concat([ Base1 ]).Where(v => v.CrewCount()>= 1).Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } DATA { type = Kerbal uniqueValue = true targetKerbal1 = @targetVessel1.Crew().Random() } DATA { type = Location vesselLocation = @targetVessel1.Location() } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbal1 title = Recover @/targetKerbal1 } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseMedicalEmergency minCount = 0 cooldownDuration = Random(7d, 15d ) } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Manteinance/BaseResupply.cfg CONTRACT_TYPE { name = BaseResupply title = Do a supply run to @/targetVessel1 . group = BaseMaintenance description = Our Kerbonauts are starving so we need you to take some supplies down to @/targetVessel1 . notes = The Base are requesting food but is too expensive so bring them no too much. synopsis = Take supplies down to @/targetVessel1 . completedMessage = Finally our kerbals are eating something. minExpiry = 1 maxExpiry = 7 deadline = Random(500, 1000) cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(10.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(5, 10.0) failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) weight = 5.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ Any ].Where(v => v.IsLanded()).Where(v => v.VesselType()== Base).Concat([ Base1 ]).Where(v => v.CrewCount()>= 1).Random() } DATA { type = CelestialBody requiredValue = true targetBody = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } DATA { type = Location vesselLocation = @/targetVessel1.Location() } PARAMETER { name = NewVessel3 type = VesselParameterGroup hideChildren = true title = Launch a new base phase into @/targetBody2 orbit notes = The base phase must have a way to generate electric charge. PARAMETER { name = NewVessel type = NewVessel title = Launch a new Vessel } PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = Food type = HasResource resource = Food minQuantity = 10 title = Have at least 10 food on board your vessel } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Land near @/targetVessel1 } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetBody icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseResupply minCount = 0 cooldownDuration = 4d } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Science Outpost/NewOutpost.cfg CONTRACT_TYPE { name = OutpostCreate title = Science outpost creation outside @/targetBody2 group = OutpostCreate description = Our scientist were thinking on a way to gain science of alien planets. So that is why we need you. notes = Put a new outpost on any planet(Orbited) surface. synopsis = We want you to land a new science outpost. completedMessage = You have landed the initial stage of the new outpost. minExpiry = 1.0 maxExpiry = 7.0 deadline = Random(500,1000) cancellable = true declinable = true autoAccept = false prestige = Exceptional maxSimultaneous = 1 rewardScience = 10.0 rewardReputation = 25.0 rewardFunds = Random(140000, 200000) failureReputation = 10.00 failureFunds = 70000.0 advanceFunds = 1000.0 weight = 15.0 DATA { type = List validBodies = OrbitedBodies().Where(b => b.HasSurface() && !b.IsHomeWorld()) } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } PARAMETER { name = NewOutpost type = VesselParameterGroup hideChildren = false title = Launch a new outpost into @/targetBody2 orbit define = Outpost1 notes = The outpost must be unmanned, have a Science Lab and have a way to generate electric charge. PARAMETER { name = HasCrew type = HasCrew hideChildren = true title = Unmanned maxCrew = 0 minCrew = 0 } PARAMETER { name = ScienceLab type = PartValidation title = Have a Science Lab partModule = ModuleScienceLab minCount = 1 } PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = Orbit title = Orbit @/targetBody2 notes = The Ap and Pe must be above the atmosphere height type = Orbit targetBody = @/targetBody2 minAltitude = @/targetBody2.AtmosphereAltitude() } } PARAMETER { name = Any type = Any title = Land on any orbited Celestial body hideChildren = true notes = This Celestial Body must have surface. PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(0) targetBody = (@/validBodies.ElementAt(0)) REQUIREMENT { type = Expression expression = (@/validBodies.ElementAt(0) != null) } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(1) targetBody = @/validBodies.ElementAt(1) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(1) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(2) targetBody = @/validBodies.ElementAt(2) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(2) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(3) targetBody = @/validBodies.ElementAt(3) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(3) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(4) targetBody = @/validBodies.ElementAt(4) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(4) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(5) targetBody = @/validBodies.ElementAt(5) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(5) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(6) targetBody = @/validBodies.ElementAt(6) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(6) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(7) targetBody = @/validBodies.ElementAt(7) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(7) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(8) targetBody = @/validBodies.ElementAt(8) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(8) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(9) targetBody = @/validBodies.ElementAt(9) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(9) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(10) targetBody = @/validBodies.ElementAt(10) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(10) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(11) targetBody = @/validBodies.ElementAt(11) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(11) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(12) targetBody = @/validBodies.ElementAt(12) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(12) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(13) targetBody = @/validBodies.ElementAt(13) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(13) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(14) targetBody = @/validBodies.ElementAt(14) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(14) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(15) targetBody = @/validBodies.ElementAt(15) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(15) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(16) targetBody = @/validBodies.ElementAt(16) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(16) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(17) targetBody = @/validBodies.ElementAt(17) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(17) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(18) targetBody = @/validBodies.ElementAt(18) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(18) != null } } PARAMETER { type = ReachState situation = LANDED hideChildren = true title = Land on @/validBodies.ElementAt(19) targetBody = @/validBodies.ElementAt(19) REQUIREMENT { type = Expression expression = @/validBodies.ElementAt(19) != null } } } REQUIREMENT { name = AntennaAndPowerGenerationUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Power } REQUIREMENT { name = ScienceLabUnlocked type = PartModuleUnlocked partModule = ModuleScienceLab } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = OutpostCreate minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = OrbitHomeworld type = Orbit targetBody = @/targetBody2 } REQUIREMENT { name = MoreThanTwoOrbitedBodies type = Expression expression = (@/validBodies.Count() >= 2) } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Science Outpost/OutpostAbandon.cfg CONTRACT_TYPE { name = OutpostAbandon title = Abandon @/targetVessel1 and then destroy it! group = OutpostCreate description = Yep all of our scientist think that we have enough science from @/targetBody1 . synopsis = Get all the crew of @/targetKerbal1 out. completedMessage = So maybe the outpost is just space junk now minExpiry = 1 maxExpiry = 7 maxSimultaneous = 1 deadline = Random(500,1000) cancellable = false declinable = true rewardScience = 20.0 rewardReputation = Random(5.0, 10.0) rewardFunds = Random(30000, 60000.0) failureReputation = Random(5, 10.0) failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) weight = 5.0 DATA { type = Vessel requiredValue = true targetVessel1 = [ Outpost1 ].Where(v => v.IsLanded()).Where(v => v.CrewCount()>= 1).Random() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } DATA { type = Numeric vesselCrewCount = @/targetVessel1.CrewCount() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Abandon @/targetVessel1 disableOnStateChange = false vessel = Base1 PARAMETER { name = HasCrew type = HasCrew minCrew = 0 title = Get all kerbals out of the outpost } PARAMETER { name = OutpostDestroyed type = VesselDestroyed mustImpactTerrain = false title = Destroy @/targetVessel1 } } PARAMETER { name = Duration type = Duration duration = 5m preWaitText = Complete all parameters waitingText = We are not sure so wait with the kerbals outside completionText = Now be believe you, Done } REQUIREMENT { name = OutposeCreated type = CompleteContract contractType = OutpostCreate minCount = 1 cooldownDuration = 10d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = OutpostAbandon minCount = 0 cooldownDuration = 10d } } } UrlConfig { parentUrl = ContractPacks/BaseConstruction/Science Outpost/OutpostCrew.cfg CONTRACT_TYPE { name = OutpostCrew title = @/targetVessel1 Crew Ship group = OutpostCreate description = Our engineers are happy to complete @/targetVessel1 but thinks that some kerbals down there will be good. synopsis = We want you to bring @/targetVessel1.EmptyCrewSpace() kerbals down to @/targetVessel1 . completedMessage = You have colonized @/targetBody1 minExpiry = 0.0 maxExpiry = 7.0 deadline = Random(500,1000) cancellable = true declinable = true autoAccept = false prestige = Significant targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = Random(40000, 70000) failureReputation = 10.00 failureFunds = 100000.0 advanceFunds = 1000.0 weight = 7.0 name = Landing12 type = All title = Land near @/targetVessel1 DATA { type = Vessel requiredValue = true targetVessel1 = [ Outpost1 ].Where(v => v.CrewCount()==0).Where(v => v.IsLanded()).Random() } DATA { type = Location vesselLocation = @targetVessel1.Location() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Outpost targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Have at least @/targetVessel1.EmptyCrewSpace() kerbals on the vessel. PARAMETER { name = HasCrew type = HasCrew minCrew = @/targetVessel1.EmptyCrewSpace() } } PARAMETER { name = ReachState type = ReachState situation = LANDED targetBody = @/targetBody1 title = Land on @/targetBody1 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Near @/targetVessel1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Board @/targetVessel1 vessel = @/targetVessel1 PARAMETER { name = HasCrew type = HasCrew minCrew = @/targetVessel1.EmptyCrewSpace() title = Put @/targetVessel1.EmptyCrewSpace() Kerbals on board @/targetVessel1. } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = OutpostCreate minCount = 1 cooldownDuration = 1d } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = OutpostCrew minCount = 0 cooldownDuration = 10d } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/01-KerbinLoRes.cfg CONTRACT_TYPE { name = ScanKerbinLoRes group = CCCP-SCANsat title = Altimetry Scan of Kerbin description = Our scientists have suggested that knowing what the rock we're flying around looks like might be a good idea. Perform an altimetry scan of Kerbin's surface and report back with the answer to the ultimate question, "Where did I put my keys?". synopsis = Send an unkerbaled vessel into orbit, we suggest a 496km orbit with an 83.3 degree inclination, and scan Kerbin's surface with the SCAN Radar Altimetry Sensor. \n\nThe key is getting the data we require, if you want to go with a custom orbit feel free but we didn't spend good money researching this one for no gorram reason! notes = Tip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = Excellent work, we're well underway with our scans in in a short while, our first map will be complete! targetBody = Kerbin agent = Research & Development Department advanceFunds = 10000 rewardScience = 10 rewardReputation = 8 rewardFunds = 20000 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant weight = 10.0 PARAMETER { name = Maxwell1 type = VesselParameterGroup define = Maxwell I PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Kerbin coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Maxwell I title = Achieve an orbit with the following parameters optional = True completedMessage = Brilliant work, with our orbit established we can get some good results!! rewardScience = 5 rewardReputation = 4 rewardFunds = 8000 PARAMETER { title = Achieve an orbit with the following parameters name = Orbit type = Orbit targetBody = Kerbin minApA = 493234 maxApA = 499314 minPeA = 493101 maxPeA = 499106 maxEccentricity = 0.0021 minInclination = 83.1 maxInclination = 83.6 disableOnStateChange = false } } REQUIREMENT { name = PartUnlocked1 type = PartUnlocked part = SCANsat_Scanner } REQUIREMENT { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Kerbin maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/02-MunLoRes.cfg CONTRACT_TYPE { name = ScanMunLoRes group = CCCP-SCANsat title = Altimetry Scan of Mun description = With your recent success in getting us some preliminary altimetry data of Kerbin, our researchers have begged to see similar information for Mun. Get this right and we'll have some useful data for a Mun landing, not because it's easy, but because it is hard. synopsis = Send an unkerbaled vessel into Munar orbit, we guess you'll want to reach a 405km orbit with an 85.2 degree inclination, but you know, whatever. Scan Mun's surface with the SCAN Radar Altimetry Sensor. notes = Tip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = Incredible, we have already analysed the early data and have found 73 different rock formations that resemble rocks! We'll be in touch. targetBody = Mun agent = Research & Development Department advanceFunds = 7000 rewardScience = 9 rewardReputation = 7 rewardFunds = 14000 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant weight = 10.0 PARAMETER { name = Maxwell2 type = VesselParameterGroup define = Maxwell II PARAMETER { name = ReachState type = ReachState targetBody = Mun situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Maxwell II title = Achieve an orbit with the following parameters optional = True completedMessage = Optimum orbit achieved, great work! rewardScience = 2.5 rewardReputation = 2 rewardFunds = 4500 PARAMETER { name = Orbit type = Orbit targetBody = Mun minApA = 402311 maxApA = 408256 minPeA = 402102 maxPeA = 408114 maxEccentricity = 0.0021 minInclination = 84.9 maxInclination = 85.5 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Mun coverage = 50.0 scanType = AltimetryLoRes } REQUIREMENT { name = All1 type = All REQUIREMENT { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Mun maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } REQUIREMENT { name = SCANsatCoverage3 type = SCANsatCoverage targetBody = Kerbin maxCoverage = 100.0 minCoverage = 60.0 scanType = AltimetryLoRes } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/03-MinmusLoRes.cfg CONTRACT_TYPE { name = ScanMinmus group = CCCP-SCANsat title = Altimetry Scan of Minmus description = Heads up, Director. There is more work to be done. With the Kerbin scans coming along nicely and Mun scans underway, the team feel it's time we got some data about Minmus. We think it's very flat in places, but we'll know more once you've got us this data. synopsis = Send an unkerbaled vessel into a Minmus orbit and scan Minmus's surface with the SCAN Radar Altimetry Sensor. \n\nThe guys in the tracking station have postulated a good orbit would be 74km with an 79.5 degree inclination, but they were drunk at the time. notes = Tip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = Excellent work. As expected Kerbins second celestial satellite is very flat in places, with some bumpy bits. The guys are already preparing a party in the mess. Free Ice Cream! targetBody = Minmus agent = Research & Development Department advanceFunds = 6000 rewardScience = 8 rewardReputation = 6 rewardFunds = 12000 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant weight = 10.0 PARAMETER { name = Maxwell3 type = VesselParameterGroup define = Maxwell III PARAMETER { name = ReachState type = ReachState targetBody = Minmus situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Maxwell III title = Achieve an orbit with the following parameters optional = True completedMessage = A perfect orbit for our scan to commence! rewardScience = 2 rewardReputation = 2.5 rewardFunds = 4000 PARAMETER { name = Orbit type = Orbit targetBody = Minmus minApA = 71210 maxApA = 77305 minPeA = 71103 maxPeA = 77219 maxEccentricity = 0.003 minInclination = 79.2 maxInclination = 79.8 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Minmus coverage = 50.0 scanType = AltimetryLoRes } REQUIREMENT { name = All1 type = All REQUIREMENT { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Kerbin maxCoverage = 100.0 minCoverage = 65.0 scanType = AltimetryLoRes } REQUIREMENT { name = SCANsatCoverage3 type = SCANsatCoverage targetBody = Mun maxCoverage = 100.0 minCoverage = 15.0 scanType = AltimetryLoRes } REQUIREMENT { name = SCANsatCoverage4 type = SCANsatCoverage targetBody = Minmus maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/04-EveLoRes.cfg CONTRACT_TYPE { name = ScanEveLoRes group = CCCP-SCANsat title = Altimetry Scan of Eve description = We've gathered some great data so far from Min and Minmus, but these were easy pickings compared to your next target. Get us something pretty to analyse from Eve. We don't currently know much more than "It's Purple", and frankly so is Valentina after too many Pan-Galactic Gargle Blasters. synopsis = Send an unkerbaled vessel into Eve orbit and scan the surface with the SCAN Radar Altimetry Sensor. \n\nThe techs say an orbit of 455km with an 88 degree inclination should be best on this one, but one did think that that the collective noun for Tribbles was Trouble. notes = Tip: Always complete your optional part before your main part, if you choose to take the challenge on!\nTip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = Splendid! The boys and girls in R&D are very grateful for your work and look forward to sifting through all of the data over a bottle or three of Kerbins finest Kanar. targetBody = Eve agent = Research & Development Department advanceFunds = 4875 rewardScience = 4.25 rewardReputation = 3.25 rewardFunds = 9750 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = Maxwell4 type = VesselParameterGroup define = Maxwell IV PARAMETER { name = ReachState type = ReachState targetBody = Eve situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Maxwell IV title = Achieve an orbit with the following parameters optional = True completedMessage = A perfect orbit for our scan to commence! rewardScience = 1.5 rewardReputation = 2 rewardFunds = 3000 PARAMETER { name = Orbit type = Orbit targetBody = Eve minApA = 452145 maxApA = 458203 minPeA = 452003 maxPeA = 458197 maxEccentricity = 0.0021 minInclination = 87.7 maxInclination = 88.3 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Eve coverage = 50.0 scanType = AltimetryLoRes } PARAMETER { name = Option type = All title = Take an additional vessel and grab some data from Gilly optional = True rewardScience = 4 rewardReputation = 5 rewardFunds = 6400 PARAMETER { name = Hertz1 type = VesselParameterGroup define = Hertz I PARAMETER { name = ReachState type = ReachState targetBody = Gilly situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Hertz II title = Achieve an orbit with the following parameters optional = True completedMessage = A perfect orbit for our scans. Begin!! rewardScience = 1.5 rewardReputation = 2 rewardFunds = 3000 PARAMETER { title = Achieve an orbit with the following parameters name = Orbit type = Orbit optional = true targetBody = Gilly minApA = 11141 maxApA = 12536 minPeA = 11106 maxPeA = 12525 maxEccentricity = 0.04 minInclination = 72.3 maxInclination = 72.7 disableOnStateChange = false rewardScience = 0.75 rewardReputation = 1.5 rewardFunds = 2000 } } PARAMETER { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Gilly coverage = 25.0 scanType = AltimetryLoRes } } REQUIREMENT { name = All1 type = All REQUIREMENT { name = SCANsatCoverage4 type = SCANsatCoverage targetBody = Minmus maxCoverage = 100.0 minCoverage = 35.0 scanType = AltimetryLoRes } REQUIREMENT { name = SCANsatCoverage5 type = SCANsatCoverage targetBody = Eve maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/05-DunaLoRes.cfg CONTRACT_TYPE { name = ScanDunaLoRes group = CCCP-SCANsat title = Altimetry Scan of Duna description = Now that we have most of the data from Mun and Minmus the guys feel ready to get another launch on the way, hopefully you've started work on your Eve mission by now? This time to Duna! We've got all these spare rocket parts laying around so it seems like a good idea, and Bob just keeps chanting "Duna! Duna! Duna!". synopsis = Send an unkerbaled vessel into Duna orbit and scan the surface with the SCAN Radar Altimetry Sensor. \n\nVon Kerman believes that it would be best to reach a 378km orbit with an 84.1 degree inclination, but he is hardly an expert in rocket science! notes = Tip: Always complete your optional part before your main part, if you choose to take the challenge on\nTip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = Boy was that worth it! 17 different craters, 50 shades of orange and 4 dried up riverbeds. Astonishing! targetBody = Duna agent = Research & Development Department advanceFunds = 5625 rewardScience = 4.25 rewardReputation = 3.75 rewardFunds = 11250 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = Maxwell5 type = VesselParameterGroup define = Maxwell V PARAMETER { name = ReachState type = ReachState targetBody = Duna situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Maxwell V title = Achieve an orbit with the following parameters optional = True completedMessage = Excellent work, its soooooo pretty!! rewardScience = 1.5 rewardReputation = 2 rewardFunds = 3000 PARAMETER { name = Orbit type = Orbit targetBody = Duna minApA = 375251 maxApA = 381314 minPeA = 375124 maxPeA = 381268 maxEccentricity = 0.0022 minInclination = 83.94 maxInclination = 84.34 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Duna coverage = 50.0 scanType = AltimetryLoRes } PARAMETER { name = Option type = All title = Take an additional vessel and grab some Altimetry data from Ike optional = True rewardScience = 4 rewardReputation = 5 rewardFunds = 6400 PARAMETER { name = Hertz2 type = VesselParameterGroup define = Hertz II PARAMETER { name = ReachState type = ReachState targetBody = Ike situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Hertz II title = Achieve an orbit with the following parameters optional = True completedMessage = A perfect orbit for our scans. Begin!! rewardScience = 1.5 rewardReputation = 2 rewardFunds = 3000 PARAMETER { name = Orbit type = Orbit targetBody = Ike minApA = 398325 maxApA = 403512 minPeA = 398214 maxPeA = 403135 maxEccentricity = 0.0022 minInclination = 73.97 maxInclination = 74.37 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Ike coverage = 25.0 scanType = AltimetryLoRes } } REQUIREMENT { name = All1 type = All REQUIREMENT { name = SCANsatCoverage4 type = SCANsatCoverage targetBody = Minmus maxCoverage = 100.0 minCoverage = 60.0 scanType = AltimetryLoRes } REQUIREMENT { name = SCANsatCoverage5 type = SCANsatCoverage targetBody = Duna maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/06-KerbinMultispectral.cfg CONTRACT_TYPE { name = ScanKerbinMultispectral group = CCCP-SCANsat title = Multispectral Scan of Kerbin description = Thanks to your grand efforts in collecting science so far, the folk in R&D have managed to whip together a SCAN Multispectral Sensor from some old toilet rolls and some sticky backed plastic. Time to test it out around Kerbin and at the same time, retire the old Maxwell 1 Altimetry scanner we launched all those weeks/days/hours/minutes ago! synopsis = Send an unkerbaled vessel into orbit and scan Kerbin's surface with the SCAN Multispectral Sensor. \n\nWe suggest you reach a 495.2km orbit with an 84.21 degree inclination for the best results and the prettiest orbit path. \n\nAlso, deorbit Maxwell 1 and let it burn up in the atmosphere, if you can. notes = Tip: Always complete your optional part before your main part, if you choose to take the challenge on!\nTip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = Stunning, through the advances with this scanner we have identified 9 different biomes for further study. I wonder if Mun has biomes? targetBody = Kerbin agent = Research & Development Department advanceFunds = 10000 rewardScience = 10.0 rewardReputation = 8.0 rewardFunds = 20000.0 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = GeoEye1 type = VesselParameterGroup define = GeoEye I PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner24 } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Kerbin coverage = 50.0 scanType = Biome disableOnStateChange = false } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = GeoEye I title = Achieve an orbit with the following parameters optional = True completedMessage = Brilliant work, with our orbit established we can get some good results!! rewardScience = 4.0 rewardReputation = 6.0 rewardFunds = 8000.0 PARAMETER { name = Orbit type = Orbit targetBody = Kerbin minApA = 492204 maxApA = 498314 minPeA = 492101 maxPeA = 498106 maxEccentricity = 0.00214 minInclination = 84.0 maxInclination = 84.5 disableOnStateChange = false } } PARAMETER { name = OrbitEndGrp type = All title = De-Orbit Maxwell I, our first SCANSat satellite optional = True completedMessage = Well done, the old satellite has burned up in the atmosphere. rewardScience = 4.0 rewardFunds = 5000.0 PARAMETER { name = OrbitEnd type = VesselParameterGroup vessel = Maxwell I PARAMETER { name = VesselDestroyed type = VesselDestroyed } } } REQUIREMENT { name = all type = All REQUIREMENT { name = PartUnlocked1 type = PartUnlocked part = SCANsat_Scanner24 } REQUIREMENT { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Kerbin maxCoverage = 100 minCoverage = 95 scanType = AltimetryLoRes } REQUIREMENT { name = SCANsatCoverage3 type = SCANsatCoverage targetBody = Kerbin maxCoverage = 49.9 minCoverage = 0.0 scanType = Biome } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/07a-MunMinmusMultispectral.cfg CONTRACT_TYPE { name = ScanMunMinmusMultispectral group = CCCP-SCANsat title = Multispectral Scan of Mun & Minmus description = After all the work you've done discovering biomes here at home we're starting to wonder if there aren't also different biomes on our moons. Dispatch some ships to find out, and make it snappy. synopsis = Send a pair of unkerbaled vessels into orbits around our moons and scan both surfaces with the SCAN Multispectral Sensor. For Mun a suggested orbit is 234.1km with a 87.1 degree inclination. For Minmus we think a 273.9km orbit with a 44.4 degree inclination should do the trick. \n\nYou may also still have Maxwell II and Maxwell III in their respective orbits around the moons. If you can, bring them to an end and help keep space clean. notes = Tip: Always complete your optional part before your main part, if you choose to take the challenge on!\nTip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = As we suspected both Mun and Minmus are littered with different biomes. There must be a wealth of science to collect from each one! We think that with the right ship and the right crew, at least 11 Science can be gathered. targetBody = Mun agent = Research & Development Department advanceFunds = 13500 rewardScience = 11 rewardReputation = 12 rewardFunds = 27000 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = GeoEye2 type = VesselParameterGroup define = GeoEye II PARAMETER { name = ReachState type = ReachState targetBody = Mun situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner24 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = GeoEye II title = Achieve an orbit with the following parameters optional = True completedMessage = Ohh Myyyy, course laid in Captain!!! rewardScience = 2.5 rewardReputation = 2 rewardFunds = 4500 PARAMETER { name = Orbit type = Orbit targetBody = Mun minApA = 232223 maxApA = 236341 minPeA = 232165 maxPeA = 236247 maxEccentricity = 0.00201 minInclination = 86.6 maxInclination = 87.6 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Mun coverage = 50.0 scanType = Biome disableOnStateChange = false } PARAMETER { name = OrbitEndGrp type = All title = De-Orbit Maxwell II, our previous SCANSat around Mun optional = True rewardScience = 2 rewardFunds = 4000 PARAMETER { name = OrbitEnd type = VesselParameterGroup vessel = Maxwell II PARAMETER { name = VesselDestroyed type = VesselDestroyed } } } PARAMETER { name = GeoEye3 type = VesselParameterGroup define = GeoEye III PARAMETER { name = ReachState type = ReachState targetBody = Minmus situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation2 type = PartValidation part = SCANsat_Scanner24 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = GeoEye III title = Achieve an orbit with the following parameters optional = True completedMessage = Perfect orbit, start scanning already! rewardScience = 2.5 rewardReputation = 2 rewardFunds = 4500.0 PARAMETER { name = Orbit type = Orbit targetBody = Minmus minApA = 248943 maxApA = 251114 minPeA = 248901 maxPeA = 251036 maxEccentricity = 0.00214 minInclination = 76.8 maxInclination = 77.1 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Minmus coverage = 50.0 scanType = Biome disableOnStateChange = false } PARAMETER { name = OrbitEndGrp1 type = All title = De-Orbit Maxwell III, our previous SCANSat around Minmus optional = True rewardScience = 2 rewardFunds = 4000 PARAMETER { name = OrbitEnd type = VesselParameterGroup vessel = Maxwell III PARAMETER { name = VesselDestroyed type = VesselDestroyed } } } REQUIREMENT { name = All1 type = All REQUIREMENT { name = SCANsatCoverage3 type = SCANsatCoverage targetBody = Kerbin maxCoverage = 100.0 minCoverage = 60.0 scanType = Biome REQUIREMENT { name = SCANsatCoverage5 type = SCANsatCoverage targetBody = Minmus maxCoverage = 100 minCoverage = 95.0 scanType = AltimetryLoRes } REQUIREMENT { name = SCANsatCoverage6 type = SCANsatCoverage targetBody = Mun maxCoverage = 100 minCoverage = 95.0 scanType = AltimetryLoRes } } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/07b-EveDunaMultispectral.cfg CONTRACT_TYPE { name = ScanEveDunaMultispectral group = CCCP-SCANsat title = Multispectral Scan of Eve & Duna description = After all the work you've done to start Biome scans on Mun and Minmus we're now asking you to push on once more to Eve and Duna. Send a ship to each planet and begin your scans synopsis = Send a pair of unkerbaled vessels into orbits around Eve and Duna and scan both surfaces with the SCAN Multispectral Sensor. For Eve a suggested orbit is 455km with a 88.2 degree inclination. For Duna we think a 378km orbit with a 84.1 degree inclination should do the trick, but in space, no one can hear you disobey advice. \n\nYou may also still have Maxwell IV and Maxwell V in their respective orbits around the planets, Commander Zod has demanded their destruction!! notes = Tip: Always complete your optional part before your main part, if you choose to take the challenge on!\nTip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = Completly unexpectedly, there are biomes on Eve and Duna too!! I bet that wasn't always the case! targetBody = Eve agent = Research & Development Department advanceFunds = 13500 rewardScience = 11 rewardReputation = 12 rewardFunds = 27000 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = GeoEye4 type = VesselParameterGroup define = GeoEye IV PARAMETER { name = ReachState type = ReachState targetBody = Eve situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner24 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = GeoEye IV title = Achieve an orbit with the following parameters optional = True completedMessage = Ohh Myyyy, course laid in Captain!!! rewardScience = 2.5 rewardReputation = 2 rewardFunds = 4500 PARAMETER { name = Orbit type = Orbit targetBody = Eve minApA = 452223 maxApA = 458341 minPeA = 452165 maxPeA = 458247 maxEccentricity = 0.00201 minInclination = 87.6 maxInclination = 88.3 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Eve coverage = 50.0 scanType = Biome disableOnStateChange = false } PARAMETER { name = OrbitEndGrp type = All title = De-Orbit Maxwell IV, our previous SCANSat around Eve optional = True rewardScience = 2 rewardFunds = 4000 PARAMETER { name = OrbitEnd type = VesselParameterGroup vessel = Maxwell IV PARAMETER { name = VesselDestroyed type = VesselDestroyed } } } PARAMETER { name = GeoEye5 type = VesselParameterGroup define = GeoEye V PARAMETER { name = ReachState type = ReachState targetBody = Duna situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation2 type = PartValidation part = SCANsat_Scanner24 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = GeoEye V title = Achieve an orbit with the following parameters optional = True completedMessage = Perfect orbit, start scanning already! rewardScience = 2.5 rewardReputation = 2 rewardFunds = 4500.0 PARAMETER { name = Orbit type = Orbit targetBody = Duna minApA = 376943 maxApA = 380114 minPeA = 376901 maxPeA = 380109 maxEccentricity = 0.00214 minInclination = 83.6 maxInclination = 84.4 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Duna coverage = 50.0 scanType = Biome disableOnStateChange = false } PARAMETER { name = OrbitEndGrp1 type = All title = De-Orbit Maxwell V, our previous SCANSat around Eve optional = True rewardScience = 2 rewardFunds = 4000 PARAMETER { name = OrbitEnd type = VesselParameterGroup vessel = Maxwell V PARAMETER { name = VesselDestroyed type = VesselDestroyed } } } REQUIREMENT { name = All1 type = All REQUIREMENT { name = SCANsatCoverage4 type = SCANsatCoverage targetBody = Minmus maxCoverage = 100 minCoverage = 35 scanType = Biome } REQUIREMENT { name = SCANsatCoverage5 type = SCANsatCoverage targetBody = Mun maxCoverage = 100 minCoverage = 35 scanType = Biome } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/08-DresLoResBiome.cfg CONTRACT_TYPE { name = ScanDresLoResBiome group = CCCP-SCANsat title = Altimetry & Biome Scan of Dres description = Our knowledge of the solar system is growing mission by mission and we're starting to get a reputation! Our nearest neighbors are now all under heavy observation so now we must expidite a mission to Dres. synopsis = Send a single unkerbaled vessel to Dres and scan the surface with both SCAN Radar Altimetry Sensor and the SCAN Multispectral Sensor. The team in the coffee room have a bet that a 255km orbit with a 79.5 degree inclination should get the job done, but feel free to go it alone! notes = Tip: Always complete your optional part before your main part, if you choose to take the challenge on!\nTip: There's probably some other science equipment you can take along for some extra science!\nTip: Don't forget to Analyse the Data from your scan once complete for extra science! completedMessage = Dres turned out to be barely a planet at all, more like a large asteroid. Good work regardless. Getting this information was still valuble. targetBody = Dres agent = Research & Development Department advanceFunds = 6250.0 rewardScience = 5.0 rewardReputation = 5.5 rewardFunds = 12500 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = Titius1 type = VesselParameterGroup define = Titius I PARAMETER { name = ReachState type = ReachState targetBody = Dres situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner minCount = 1 } PARAMETER { name = PartValidation2 type = PartValidation part = SCANsat_Scanner24 minCount = 1 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Titius I title = Achieve an orbit with the following parameters optional = True completedMessage = The baristas will be very happy that you took their advice!! rewardScience = 1.5 rewardReputation = 1.6 rewardFunds = 1600.0 PARAMETER { name = Orbit type = Orbit targetBody = Dres minApA = 252536 maxApA = 257963 minPeA = 252109 maxPeA = 257635 maxEccentricity = 0.002 minInclination = 79.2 maxInclination = 79.8 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = SCANsatCoverage2 type = SCANsatCoverage coverage = 50.0 scanType = Biome disableOnStateChange = false } REQUIREMENT { name = All1 type = All REQUIREMENT { name = SCANsatCoverage3 type = SCANsatCoverage targetBody = Mun maxCoverage = 100.0 minCoverage = 50.0 scanType = Biome } REQUIREMENT { name = SCANsatCoverage4 type = SCANsatCoverage targetBody = Minmus maxCoverage = 100.0 minCoverage = 50.0 scanType = Biome } REQUIREMENT { name = SCANsatCoverage5 type = SCANsatCoverage targetBody = Dres maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/09-MohoLoResBiome.cfg CONTRACT_TYPE { name = ScanMohoLoResBiome group = CCCP-SCANsat title = Altimetry & Biome Scan of Moho description = Feeling a bit warm? You will be! It's time we started a mission to Moho to begin to learn about the makeup of the surface there. Its going to be a bit toasty that close to Kerbol and Bob already had his sun tan lotion ready to go. He was very upset when we told him no. synopsis = Send a single unkerbaled vessel to Moho and scan the surface with the SCAN Radar Altimetry Sensor and the SCAN Multispectral Sensor. Your (optional) mission should you choose to accept it is to reach a 495km orbit with an 85.2 degree inclination for an optimum scan. notes = Note: Due to the tidally locked nature of Moho, scans take considerably longer there. completedMessage = Brilliant! As we suspected Moho looks like it was subjected to extreme volcanic activity in millenia gone by. Herman has already opened a small shrine to Hephaistos, god of Fire. targetBody = Moho agent = Research & Development Department advanceFunds = 5800 rewardScience = 4.5 rewardReputation = 5.1 rewardFunds = 11600 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = Titius2 type = VesselParameterGroup define = Titius II PARAMETER { name = ReachState type = ReachState targetBody = Moho situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } PARAMETER { name = PartValidation2 type = PartValidation part = SCANsat_Scanner24 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Titius II title = Achieve an orbit with the following parameters optional = True completedMessage = Well done Ethan, this message will explode in 5 seconds. rewardScience = 1.1 rewardReputation = 1.1 rewardFunds = 1300.0 PARAMETER { title = Achieve an orbit with the following parameters name = Orbit type = Orbit targetBody = Moho minApA = 493247 maxApA = 497325 minPeA = 493167 maxPeA = 497255 maxEccentricity = 0.0022 minInclination = 84.9 maxInclination = 85.5 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Moho coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Moho coverage = 50.0 scanType = Biome disableOnStateChange = false } REQUIREMENT { name = Requirements type = All REQUIREMENT { name = SCANsatCoverage3 type = SCANsatCoverage targetBody = Mun maxCoverage = 100.0 minCoverage = 65.0 scanType = Biome } REQUIREMENT { name = SCANsatCoverage4 type = SCANsatCoverage targetBody = Minmus maxCoverage = 100.0 minCoverage = 65.0 scanType = Biome } REQUIREMENT { name = SCANsatCoverage5 type = SCANsatCoverage targetBody = Moho maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/10-JoolLoResBiome.cfg CONTRACT_TYPE { name = ScanJovianMoons group = CCCP-SCANsat title = Jovian Altimetry and Biome Scans description = We're 17% certain that Jool is a gas giant and as such we're not going to be able to get any Altimetry or Biome data from it. Despite that, however, Jool is blessed with 5 moons which all appear fairly solid. Send a small fleet there to discover the secrets of Jovian space.\n\nTip 1: You don't NEED to scan Bop and Pol to complete this mission, but there are extra rewards if you do choose to take 2 extra ships to get that data! \nTip 2: If choosing to take on the optional parts of the mission, complete them first! As soon as your main objectives are completed, the mission will end!\n\nA good idea might be to take one Mothership to Jool and dispatch the 3 (or 5) probes from there. synopsis = Send 3 unkerbaled vessels into the vicinity of Jool and dispatch one to each of the moons Laythe, Vall & Tylo. Perform surface scans with both the SCAN Radar Altimetry Sensor and the SCAN Multispectral Sensor. \n\nThe good folks in the Rebel Alliance have calculated some ideal orbits for our scans but feel free to ignore them, its not like anyone died to get them. completedMessage = The probes have completed a great deal of their work and our people will be analysing this data for at least 8 minutes. Congratulate your team, great work. targetBody = Jool agent = Research & Development Department advanceFunds = 30000 rewardScience = 14 rewardReputation = 20 rewardFunds = 60000 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant weight = 10.0 PARAMETER { name = AllScans type = All PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage targetBody = Laythe coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = SCANsatCoverage2 type = SCANsatCoverage targetBody = Vall coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = SCANsatCoverage3 type = SCANsatCoverage targetBody = Tylo coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = SCANsatCoverage1a type = SCANsatCoverage targetBody = Laythe coverage = 50.0 scanType = Biome disableOnStateChange = false } PARAMETER { name = SCANsatCoverage2a type = SCANsatCoverage targetBody = Vall coverage = 50.0 scanType = Biome disableOnStateChange = false } PARAMETER { name = SCANsatCoverage3a type = SCANsatCoverage targetBody = Tylo coverage = 50.0 scanType = Biome disableOnStateChange = false } } PARAMETER { name = Galileo1 type = VesselParameterGroup define = Galileo I PARAMETER { name = ReachState type = ReachState targetBody = Laythe situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner maxCount = 1 } PARAMETER { name = PartValidation2 type = PartValidation part = SCANsat_Scanner24 maxCount = 1 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Galileo I title = Achieve an orbit with the following parameters optional = True completedMessage = That's no moon! Scanning should begin immediately. rewardScience = 3 rewardReputation = 3 rewardFunds = 3000 PARAMETER { name = Orbit type = Orbit targetBody = Laythe minApA = 411625 maxApA = 414547 minPeA = 411502 maxPeA = 414436 maxEccentricity = 0.0022 minInclination = 87.3 maxInclination = 87.7 disableOnStateChange = false } } PARAMETER { name = Galileo2 type = VesselParameterGroup define = Galileo II PARAMETER { name = ReachState type = ReachState targetBody = Vall situation = ORBITING } PARAMETER { name = HasCrew2 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation3 type = PartValidation part = SCANsat_Scanner maxCount = 1 } PARAMETER { name = PartValidation4 type = PartValidation part = SCANsat_Scanner24 maxCount = 1 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Galileo II title = Achieve an orbit with the following parameters optional = True completedMessage = Great work now just knock out the reactor core and we can all get out of here! rewardScience = 3 rewardReputation = 3 rewardFunds = 3000 PARAMETER { name = Orbit type = Orbit targetBody = Vall minApA = 454621 maxApA = 458735 minPeA = 454609 maxPeA = 458704 maxEccentricity = 0.0022 minInclination = 83.3 maxInclination = 83.7 disableOnStateChange = false } } PARAMETER { name = Galileo3 type = VesselParameterGroup define = Galileo III PARAMETER { name = ReachState type = ReachState targetBody = Tylo situation = ORBITING } PARAMETER { name = HasCrew3 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation5 type = PartValidation part = SCANsat_Scanner maxCount = 1 } PARAMETER { name = PartValidation6 type = PartValidation part = SCANsat_Scanner24 maxCount = 1 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Galileo III title = Achieve an orbit with the following parameters optional = True completedMessage = A fine job, there might be a shield generator somewhere that can be blown up? rewardScience = 3 rewardReputation = 3 rewardFunds = 3000 PARAMETER { name = Orbit type = Orbit targetBody = Tylo minApA = 492641 maxApA = 496543 minPeA = 492596 maxPeA = 496536 maxEccentricity = 0.0022 minInclination = 84.5 maxInclination = 84.9 disableOnStateChange = false } } PARAMETER { name = Bop1 type = All title = Send an additional vessel to Bop optional = True rewardScience = 4 rewardReputation = 4 rewardFunds = 4000 PARAMETER { name = Galileo4 type = VesselParameterGroup define = Galileo IV PARAMETER { name = ReachState type = ReachState targetBody = Bop situation = ORBITING } PARAMETER { name = HasCrew4 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation7 type = PartValidation part = SCANsat_Scanner maxCount = 1 } PARAMETER { name = PartValidation8 type = PartValidation part = SCANsat_Scanner24 maxCount = 1 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Galileo IV title = Achieve an orbit with the following parameters optional = True completedMessage = Oh, you actually sent a ship? *mumbles* Yeah sure, we're ready to receive scan data, honest! rewardScience = 3.5 rewardReputation = 3.5 rewardFunds = 3500 PARAMETER { name = Orbit type = Orbit targetBody = Bop minApA = 247469 maxApA = 251358 minPeA = 247403 maxPeA = 251340 maxEccentricity = 0.002 minInclination = 76.3 maxInclination = 76.5 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage4 type = SCANsatCoverage targetBody = Bop coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = SCANsatCoverage4a type = SCANsatCoverage targetBody = Bop coverage = 50.0 scanType = Biome disableOnStateChange = false } } PARAMETER { name = Pol1 type = All title = Send another vessel to Pol optional = True rewardScience = 4 rewardReputation = 4 rewardFunds = 4000 PARAMETER { name = Galileo5 type = VesselParameterGroup define = Galileo V PARAMETER { name = ReachState type = ReachState targetBody = Pol situation = ORBITING } PARAMETER { name = HasCrew5 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation9 type = PartValidation part = SCANsat_Scanner maxCount = 1 } PARAMETER { name = PartValidation10 type = PartValidation part = SCANsat_Scanner24 maxCount = 1 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = Galileo V title = Achieve an orbit with the following parameters optional = True completedMessage = Oh, hi... we weren't really expecting to hear from you. You might as well start the scan then! rewardScience = 3.5 rewardReputation = 3.5 rewardFunds = 3500 PARAMETER { name = Orbit type = Orbit targetBody = Pol minApA = 335810 maxApA = 339847 minPeA = 335759 maxPeA = 339758 maxEccentricity = 0.002 minInclination = 74.4 maxInclination = 74.8 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage5 type = SCANsatCoverage targetBody = Pol coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = SCANsatCoverage5a type = SCANsatCoverage targetBody = Pol coverage = 50.0 scanType = Biome disableOnStateChange = false } } REQUIREMENT { name = All1 type = All REQUIREMENT { name = SCANsatCoverage6 type = SCANsatCoverage targetBody = Mun maxCoverage = 100.0 minCoverage = 90.0 scanType = Biome } REQUIREMENT { name = SCANsatCoverage7 type = SCANsatCoverage targetBody = Minmus maxCoverage = 100.0 minCoverage = 90.0 scanType = Biome } REQUIREMENT { name = SCANsatCoverage8 type = SCANsatCoverage targetBody = Laythe maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/11-EelooLoResBiome.cfg CONTRACT_TYPE { name = ScanEelooLoResBiome group = CCCP-SCANsat title = Altimetry and Biome Scan of Eeloo description = Somewhere out there is Eeloo and we want you to find it before someone changes its designation to "Rock" from the already embarrasing "Dwarf Planet". The journey will be long and arduous, but the data we can retrieve would be invaluable to us all. synopsis = Send a single unkerbaled vessel into Eeloo orbit and scan Eeloo's surface with both the SCAN Radar Altimetry Sensor and the SCAN Multispectral Sensor. The big guy in the Cantina says he heard from a local blockade runner called San Holo that an orbit of 335km with an 83 degree inclination should give you some good results. notes = Tip: Eeloo is a long way from the sun, so you'll need more solar power to survive. completedMessage = Such a tiny planet. So far away. So cold. Excellent work, It's been so long since we embarked on this mission some of the engineers that launched it have had grand children! targetBody = Eeloo agent = Research & Development Department advanceFunds = 8000 rewardScience = 4.5 rewardReputation = 5 rewardFunds = 16000 maxCompletions = 1 maxSimultaneous = 1 prestige = Significant PARAMETER { name = NewHorizons type = VesselParameterGroup define = New Horizons PARAMETER { name = ReachState type = ReachState targetBody = Eeloo situation = ORBITING } PARAMETER { name = HasCrew1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PartValidation type = PartValidation part = SCANsat_Scanner } PARAMETER { name = PartValidation2 type = PartValidation part = SCANsat_Scanner24 } } PARAMETER { name = OrbitSet type = VesselParameterGroup vessel = New Horizons title = Achieve an orbit with the following parameters optional = True completedMessage = I'll send word to San Holo that his advice was well worth the two diced Twi'leks he asked for as payment. rewardScience = 1.2 rewardReputation = 1.3 rewardFunds = 1300.0 PARAMETER { name = Orbit type = Orbit targetBody = Eeloo minApA = 333563 maxApA = 336584 minPeA = 333521 maxPeA = 336577 maxEccentricity = 0.0022 minInclination = 82.7 maxInclination = 83.3 disableOnStateChange = false } } PARAMETER { name = SCANsatCoverage1 type = SCANsatCoverage coverage = 50.0 scanType = AltimetryLoRes disableOnStateChange = false } PARAMETER { name = SCANsatCoverage2 type = SCANsatCoverage coverage = 50.0 scanType = Biome disableOnStateChange = false } REQUIREMENT { name = all1 type = All REQUIREMENT { name = SCANsatCoverage3 type = SCANsatCoverage targetBody = Mun maxCoverage = 100.0 minCoverage = 95.0 scanType = Biome } REQUIREMENT { name = SCANsatCoverage4 type = SCANsatCoverage targetBody = Minmus maxCoverage = 100.0 minCoverage = 95.0 scanType = Biome } REQUIREMENT { name = SCANsatCoverage5 type = SCANsatCoverage targetBody = Eeloo maxCoverage = 49.9 minCoverage = 0.0 scanType = AltimetryLoRes } } } } UrlConfig { parentUrl = ContractPacks/CC-CP-SCANSat/CC-CP-SCANSat.cfg CONTRACT_GROUP { name = CCCP-SCANsat minVersion = 1.9.0 maxSimultaneous = 7 } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/10VallIPM.cfg CONTRACT_TYPE { name = VallIPMContract group = InterplanetaryMountaineer targetBody = Vall title = Go to Vall's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Vall's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Vall's most extreme elevations, and leave flags to show that snowball (and anyone who arrives after you) who's boss! completedMessage = You reached Vall's highest peak and lowest valley! Way to snowball! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Vall_K1 type = All notes = Summit Vall's tallest mountain and plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Vall_BE type = All notes = Descend into Vall's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Vall_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -57.4915 longitude = -144.4592 altitude = 0.0 } WAYPOINT { name = Vall_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = 11.6345 longitude = 145.4919 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/11BopIPM.cfg CONTRACT_TYPE { name = BopIPMContract group = InterplanetaryMountaineer targetBody = Bop title = Go to Bop's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Bop's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Bop's most extreme elevations, and leave a flag to show that captured asteroid (and anyone who arrives after you) who's boss! completedMessage = You reached Bop's highest peak and lowest valley! Way to space-mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Bop_K1 type = All notes = Summit Bop's tallest mountain and plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Bop_BE type = All notes = Descend into Bop's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Bop_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = 23.8733 longitude = -64.5667 altitude = 0.0 } WAYPOINT { name = Bop_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = 37.5842 longitude = -139.2737 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/12TyloIPM.cfg CONTRACT_TYPE { name = TyloIPMContract group = InterplanetaryMountaineer targetBody = Tylo title = Summit Tylo's highest peak. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Tylo's tallest mountain and plant a flag. synopsis = We want you to summit Tylo's highest peak, and leave a flag to show that mountain (and anyone who arrives after you) who's boss! completedMessage = You reached Tylo's highest peak! Way to mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 90000.0 failureReputation = 5.0 failureFunds = 10000.0 advanceFunds = 10000.0 PARAMETER { name = Tylo_K1 type = All notes = Summit Tylo's tallest mountain and plant a flag. PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Tylo_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -51.7786 longitude = 20.5774 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/13GillyIPM.cfg CONTRACT_TYPE { name = GillyIPMContract group = InterplanetaryMountaineer targetBody = Gilly title = Go to Gilly's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Gilly's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Gilly's most extreme elevations, and leave flags to show that captured asteroid (and anyone who arrives after you) who's boss! completedMessage = You reached Gilly's highest peak and lowest valley! Way to space-mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Gilly_K1 type = All notes = Summit Gilly's tallest mountain amd plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Gilly_BE type = All notes = Descend into Gilly's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Gilly_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -29.2566 longitude = -123.8708 altitude = 0.0 } WAYPOINT { name = Gilly_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = 56.7883 longitude = -7.2400 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/14PolIPM.cfg CONTRACT_TYPE { name = PolIPMContract group = InterplanetaryMountaineer targetBody = Pol title = Go to Pol's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Pol's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Pol's most extreme elevations, and leave flags to show that grain of pollen (and anyone who arrives after you) who's boss! completedMessage = You reached Pol's highest peak and lowest valley! Way to pollen! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Pol_K1 type = All notes = Summit Pol's tallest mountain and plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Pol_BE type = All notes = Descend into Pol's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Pol_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -62.8308 longitude = 164.5862 altitude = 0.0 } WAYPOINT { name = Pol_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = -25.1257 longitude = 173.7708 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/15DresIPM.cfg CONTRACT_TYPE { name = DresIPMContract group = InterplanetaryMountaineer targetBody = Dres title = Go to Dres' most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Dres' tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Dres' most extreme elevations, and leave flags to show that dwarf planet (and anyone who arrives after you) who's boss! completedMessage = You reached Dres' highest peak and lowest valley! Way to dwarf mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Dres_K1 type = All notes = Summit Dres' tallest mountain and plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Dres_BE type = All notes = Descend into Dres' lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Dres_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -85.0012 longitude = 42.6379 altitude = 0.0 } WAYPOINT { name = Dres_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = 19.01733 longitude = -57.1399 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/16EelooIPM.cfg CONTRACT_TYPE { name = EelooIPMContract group = InterplanetaryMountaineer targetBody = Eeloo title = Go to Eeloo's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Eeloo's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Eeloo's most extreme elevations, and leave flags to show that dirty snowball (and anyone who arrives after you) who's boss! completedMessage = You reached Eeloo's highest peak and lowest valley! Way to dirty snowball! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Eeloo_K1 type = All notes = Summit Eeloo's tallest mountain and plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Eeloo_BE type = All notes = Descend into Eeloo's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Eeloo_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = 24.3347 longitude = 27.9602 altitude = 0.0 } WAYPOINT { name = Eeloo_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = 51.7786 longitude = -32.2888 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/1KerbinIPM.cfg CONTRACT_TYPE { name = KerbinIPMContract group = InterplanetaryMountaineer targetBody = Kerbin title = Summit Kerbin's highest peak. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Kerbin's tallest mountain and plant a flag. synopsis = We want you to summit Kerbin's highest peak, and leave a flag to show that mountain (and anyone who arrives after you) who's boss! completedMessage = You reached Kerbin's highest peak! Way to mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 90000.0 failureReputation = 5.0 failureFunds = 10000.0 advanceFunds = 10000.0 PARAMETER { name = Kerbin_K1 type = All notes = Summit Kerbin's tallest mountain and plant a flag. PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint distance = 1500 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag title = Plant a flag near the waypoint completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Kerbin_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = 61.59805556 longitude = 46.35888889 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/2MunIPM.cfg CONTRACT_TYPE { name = MunIPMContract group = InterplanetaryMountaineer targetBody = Mun title = Go to Mun's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Mun's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Mun's most extreme elevations, and leave flags to show that Mun (and anyone who arrives after you) who's boss! completedMessage = You reached Mun's highest peak and lowest valley! Way to mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Mun_K1 type = All notes = Summit Mun's tallest mountain and plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Mun_BE type = All notes = Descend into Mun's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Mun_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -82.52027778 longitude = -152.39888889 altitude = 0.0 } WAYPOINT { name = Mun_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = 35.3210 longitude = -76.6296 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/3MinmusIPM.cfg CONTRACT_TYPE { name = MinmusIPMContract group = InterplanetaryMountaineer targetBody = Minmus title = Summit Minmus' highest peak. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Minmus' tallest mountain and plant a flag. synopsis = We want you to go to summit Minmus' highest peak, and leave flags to show that mint-mountain (and anyone who arrives after you) who's boss! completedMessage = You reached Minmus' highest peak! Way to mint-mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 90000.0 failureReputation = 5.0 failureFunds = 10000.0 advanceFunds = 10000.0 PARAMETER { name = Minmus_K1 type = All notes = Summit Minmus's tallest mountain and plant a flag. PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Minmus_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -62.9297 longitude = 74.7290 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/4MohoIPM.cfg CONTRACT_TYPE { name = MohoIPMContract group = InterplanetaryMountaineer targetBody = Moho title = Go to Moho's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Moho's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Moho's most extreme elevations, and leave flags to show that planet (and anyone who arrives after you) who's boss! completedMessage = You reached Moho's highest peak and lowest valley! Way to mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Moho_K1 type = All notes = Summit Moho's tallest mountain and plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Moho_BE type = All notes = Descend into Moho's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 2.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Moho_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = 54.6790 longitude = 153.4900 altitude = 0.0 } WAYPOINT { name = Moho_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = -19.6545 longitude = -166.2341 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/5EveIPM.cfg CONTRACT_TYPE { name = EveIPMContract group = InterplanetaryMountaineer targetBody = Eve title = Summit Eve's highest peak. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Eve's tallest mountain and plant a flag. synopsis = We want you to summit Eve's highest peak, and leave a flag to show that mountain (and anyone who arrives after you) who's boss! completedMessage = You reached Eve's highest peak! Way to mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 90000.0 failureReputation = 5.0 failureFunds = 10000.0 advanceFunds = 10000.0 PARAMETER { name = Eve_K1 type = All notes = Summit Eve's tallest mountain and plant a flag. PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Eve_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -25.0159 longitude = -158.4558 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/6DunaIPM.cfg CONTRACT_TYPE { name = DunaIPMContract group = InterplanetaryMountaineer targetBody = Duna title = Go to Duna's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Duna's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Duna's most extreme elevations, and leave flags to show that planet (and anyone who arrives after you) who's boss! completedMessage = You reached Duna's highest peak and lowest valley! Way to mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Duna_K1 type = All notes = Summit Duna's tallest mountain and plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Duna_BE type = All notes = Descend into Duna's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Duna_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = 20.8850 longitude = -106.7981 altitude = 0.0 } WAYPOINT { name = Duna_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = -5.9436 longitude = -50.5481 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/7IkeIPM.cfg CONTRACT_TYPE { name = IkeIPMContract group = InterplanetaryMountaineer targetBody = Ike title = Go to Ike's most extreme elevations. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Ike's tallest mountain and the bottom of its deepest valley and plant a flag. synopsis = We want you to go to Ike's most extreme elevations, and leave flags to show that moon (and anyone who arrives after you) who's boss! completedMessage = You reached Ike's highest peak and lowest valley! Way to mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = 100000.0 failureReputation = 5.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = Ike_K1 type = All notes = Summit Ike's tallest mountain amd plant a flag. rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 20000.0 failureReputation = 4.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } PARAMETER { name = Ike_BE type = All notes = Descend into Ike's lowest valley and plant a flag. rewardScience = 5.0 rewardReputation = 2.0 rewardFunds = 9000.0 failureReputation = 1.0 PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Ike_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = 25.2795 longitude = 178.2971 altitude = 0.0 } WAYPOINT { name = Ike_BE icon = ContractPacks/InterplanetaryMountaineer/Icons/Valley latitude = -14.4250 longitude = 25.4553 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/9LaytheIPM.cfg CONTRACT_TYPE { name = LaytheIPMContract group = InterplanetaryMountaineer targetBody = Laythe title = Summit Laythe's highest peak. prestige = Significant maxCompletions = 1 maxSimultaneous = 1 description = Get to the peak of Laythe's tallest mountain and plant a flag. synopsis = We want you to summit Laythe's highest peak, and leave a flag to show that mountain (and anyone who arrives after you) who's boss! completedMessage = You reached Laythe's highest peak! Way to mountain! minExpiry = 7.0 maxExpiry = 10.0 rewardScience = 15.0 rewardReputation = 10.0 rewardFunds = 90000.0 failureReputation = 5.0 failureFunds = 10000.0 advanceFunds = 10000.0 PARAMETER { name = Laythe_K1 type = All notes = Summit Laythe's tallest mountain and plant a flag. PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA disableOnStateChange = false } PARAMETER { name = VisitWaypoint type = VisitWaypoint distance = 150 disableOnStateChange = false showMessages = true } PARAMETER { name = PlantFlag type = PlantFlag completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Laythe_K1 icon = ContractPacks/InterplanetaryMountaineer/Icons/Mountain latitude = -17.5891 longitude = 172.5842 altitude = 0.0 } } REQUIREMENT { name = All type = All REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = Facility type = Facility facility = AstronautComplex minLevel = 2 } } } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/InterplanetaryMountaineer.cfg CONTRACT_GROUP { name = InterplanetaryMountaineer displayName = Interplanetary Mountaineer agent = JuggerNaug Mountaineering tip = Figuring Out How to Land on a Mountain... tip = Performing Valsalva Maneuver... minVersion = 1.20.2 } } UrlConfig { parentUrl = ContractPacks/InterplanetaryMountaineer/Agencies/Agents.cfg AGENT { name = JuggerNaug Mountaineering description = A behemoth of the mountain climbing world, JuggerNaug Mountaineering is quickly outgrowing this little blue planet. They are looking beyond Kerbin for danger and adventure atop the highest mountains and in the deepest valleys, in the farthest reaches of the Kerbolar System. logoURL = ContractPacks/InterplanetaryMountaineer/Agencies/JuggerNaug logoScaledURL = ContractPacks/InterplanetaryMountaineer/Agencies/JuggerNaug_scaled mentality = NoRandomContractMentality title = JuggerNaug Mountaineering } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BasesandStations.cfg CONTRACT_GROUP { name = BasesandStations displayName = Bases and Stations minVersion = 1.21.0 maxSimultaneous = 3 disabledContractType = StationContract disabledContractType = BaseContract agent = Duna One DATA { type = int randomRoll = Random(1,10) } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/Agents/StationAgent.cfg AGENT { name = Duna One title = Duna One description = Duna One are committed to deploying and maintaining Space Stations and Bases on all worlds in the Kerbol system. logoURL = ContractPacks/KerbinSpaceStation/Agents/StationLogo logoScaledURL = ContractPacks/KerbinSpaceStation/Agents/StationLogoScaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseCommsLost.cfg CONTRACT_TYPE { name = BaseCommsLost title = Communication problems on board @/targetVessel1 genericTitle = Base Communication Issues group = BasesandStations description = We've lost contact with @/targetVessel1 - send an engineer to find out what's going on! genericDescription = We've lost contact with a base, send an engineer to check it out. synopsis = Send an engineer to @/targetVessel1 to check what's happening. completedMessage = We have recovered communication with @/targetVessel1 Thanks a lot! minExpiry = 1 maxExpiry = 7 maxSimultaneous = 1 cancellable = false declinable = true rewardScience = 0.0 rewardReputation = Random(1, 2) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1, 2) failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel requiredValue = true uniquenessCheck = GROUP_ACTIVE targetVessel1 = AllVessels().Where(v => v.VesselType()== Base && v.IsLanded() && v.CrewCount() >0).SelectUnique() title = Must have a crewed base } DATA { type = Location vesselLocation = @/targetVessel1.Location() hidden = true } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Landing Spot targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } BEHAVIOUR { name = ChangeVesselOwnership type = ChangeVesselOwnership onState = CONTRACT_ACCEPTED vessel = @/targetVessel1 owned = false } BEHAVIOUR { name = ChangeVesselOwnership type = ChangeVesselOwnership onState = CONTRACT_SUCCESS vessel = @/targetVessel1 owned = true } PARAMETER { name = Engineer type = All PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA } PARAMETER { name = HasCrew type = HasCrew trait = Engineer } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Within 100m of the @/targetBody1 base } } PARAMETER { name = Duration type = Duration duration = 2m preWaitText = Waiting for an Engineer. waitingText = Repair in progress completionText = All repaired! completeInSequence = true } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseCommsLost minCount = 0 cooldownDuration = 30d } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll <3 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseCreate.cfg CONTRACT_TYPE { name = BaseCreate title = Base Creation on @/targetBody1 group = BasesandStations description = Our engineers were thinking on a way to have kerbals on @/targetBody1 and let them stay there long term. So that is why we need you. notes = Put a new base on the @targetBody1 surface near the Rover. genericTitle = Build an Offworld Base genericDescription = Our engineers were thinking on a way to have kerbals on other worlds and let them stay there long term. synopsis = We want you to start the creation of @/targetBody1 Base. completedMessage = You have Create the initial stage of @/targetBody1 Base. minExpiry = 1.0 maxExpiry = 7.0 cancellable = true declinable = true autoAccept = false targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 5.0 rewardFunds = Random(40000, 60000) failureReputation = 10.00 failureFunds = 100000.0 advanceFunds = 1000.0 DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE requiredValue = true targetVessel1 = [ BaseRover ].Where(v => v.IsLanded()).Random() title = Must have a scout rover deployed } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } DATA { type = Location vesselLocation = @/targetVessel1.Location() hidden = true } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base Landing Spot targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_FAILURE { type = bool BaseConstruction = false } CONTRACT_COMPLETED_SUCCESS { type = bool BaseConstruction = false } } PARAMETER { name = All type = All PARAMETER { name = HabModule type = HasCrewCapacity minCapacity = 4 title = Support 4 Kerbals hideChildren = true } PARAMETER { name = Any type = Any hideChildren = true title = Can Generate Power (supports all stock methods and Near Future Solar/Electrical) PARAMETER { name = Solar title = Solar type = PartValidation hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = Generator title = RTG type = PartValidation hideChildren = true partModule = ModuleGenerator minCount = 1 } PARAMETER { name = Generator1 title = Fuel Cell type = PartValidation hideChildren = true part = FuelCell minCount = 1 } PARAMETER { name = Generator2 title = Fuel Cell Array type = PartValidation hideChildren = true part = FuelCellArray minCount = 1 } } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 2000.0 title = Land near @/targetBody1 Rover showMessages = true } PARAMETER { name = ReachState type = ReachState hidden = true hideChildren = true situation = LANDED situation = SPLASHED } PARAMETER { name = VesselIsType type = VesselIsType vesselType = Base } } REQUIREMENT { name = BaseConstruct type = Expression checkOnActiveContract = false expression = ($BaseConstruction == true) title = Must not be constructing another base } REQUIREMENT { name = Scanner type = Expression checkOnActiveContract = false expression = (!@/targetBody1.IsHomeWorld()) title = Base must not be on the homeworld } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseCrewRotation.cfg CONTRACT_TYPE { name = BaseCrewRotation title = Do a crew rotation to @/targetVessel1 genericTitle = Base Crew Rotation group = BasesandStations description = Oh no, @/targetKerbal1 forgot their marriage anniversary so bring them back to @/targetBody2 right now! @/targetKerbal2 is feeling a little homesick too, so bring them back too while you're at it. genericDescription = Bring a couple of Kerbals home from a base. synopsis = Bring @/targetKerbal1 and @/targetKerbal2 back to @/targetBody2. completedMessage = Kerbonaut @/targetKerbal1 would like to thank you. They got back just in time. minExpiry = 1 maxExpiry = 7) cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(10.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1,2) failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel requiredValue = true uniquenessCheck = GROUP_ACTIVE targetVessel1 = AllVessels().Where(v => v.IsLanded() && v.VesselType() == Base && v.CrewCount()>=2).Random() title = Must have a base with at least two crew members } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } DATA { type = CelestialBody requiredValue = false targetBody2 = HomeWorld() hidden = true } DATA { type = Kerbal uniquenessCheck = GROUP_ACTIVE targetKerbal1 = @/targetVessel1.Crew().Random() targetKerbal2 = @/targetVessel1.Crew().Exclude(@targetKerbal1).Random() hidden = true } DATA { type = Location vesselLocation = @/targetVessel1.Location() hidden = true } PARAMETER { name = All type = All title = Land on @/targetBody1 near @/targetVessel1 PARAMETER { name = ReachState type = ReachState situation = LANDED targetBody = @/targetBody1 title = Land on @/targetBody1 hideChildren = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 100.0 title = Near @/targetVessel1 } } PARAMETER { name = BoardBase type = VesselParameterGroup title = Board 2 Kerbals on @/targetVessel1 vessel = @/targetVessel1 PARAMETER { name = BoardBase1 type = HasCrew minCrew = 2 title = Leave at least 2 kerbals on @/targetVessel1 . } } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbal1 title = Bring back @/targetKerbal1 } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbal2 title = Bring back @/targetKerbal2 } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetVessel1.CelestialBody() icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } REQUIREMENT { name = CompleteContract type = CompleteContract checkOnActiveContract = false contractType = BaseCrewRotation minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = CompleteContract type = Expression checkOnActiveContract = false expression = (!@/targetBody1.IsHomeWorld()) title = Base must not be on the homeworld } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll >5 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseExpansion.cfg CONTRACT_TYPE { name = BaseExpansion title = Crew Expansion for @/targetVessel1 genericTitle = Add Extra Crew Capacity to a Base group = BasesandStations description = The Kerbals on @/targetVessel1 are complaining about being too cramped in a small can so some extra space will be good for our Kerbonauts. genericDescription = Kerbals are complaining about being too cramped in a small can so some extra space will be good for our kerbonauts. notes = We just need to bring down there to @/targetVessel1 something that can hold 4 Kerbals nothing more. synopsis = We want you to add a new module to @/targetVessel1 that can hold 4 Kerbals. completedMessage = The Kerbals on @/targetVessel1 would like to thank you. minExpiry = 0.0 maxExpiry = 7.0 cancellable = true declinable = true autoAccept = false prestige = Significant targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = Random(40000, 60000) failureReputation = 10.00 failureFunds = 100000.0 advanceFunds = 1000.0 DATA { type = Vessel requiredValue = true uniquenessCheck = CONTRACT_ACTIVE targetVessel1 = AllVessels().Where(v => v.IsLanded() && v.VesselType() == Base && v.EmptyCrewSpace() <4).SelectUnique() title = Must have a base with less than 4 empty seats } DATA { type = Location vesselLocation = @/targetVessel1.Location() hidden = true } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } PARAMETER { name = HabModule type = HasCrewCapacity minCapacity = 4 title = Support 4 Kerbals } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 2000.0 title = Land near the @/targetVessel1 } REQUIREMENT { name = Scanner type = Expression checkOnActiveContract = false expression = (!@/targetBody1.IsHomeWorld()) title = Base must not be on the homeworld } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BasePopulation.cfg CONTRACT_TYPE { name = BasePopulation title = Crew a Base or Station genericTitle = Crew a Base or Station group = BasesandStations description = Our engineers are happy to to have completed @/targetVessel1, but they think that some Kerbals on board would be good. genericDescription = Our engineers are happy to to have finished work, but they think that some Kerbals on board would be good. synopsis = We want you to bring some Kerbals to @/targetVessel1. completedMessage = You have successfully crewed @/targetVessel1. minExpiry = 0.0 maxExpiry = 7.0 cancellable = true declinable = true autoAccept = false prestige = Significant targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 10.0 rewardFunds = Random(40000, 70000) failureReputation = 10.00 failureFunds = 100000.0 advanceFunds = 1000.0 DATA { type = Vessel requiredValue = true uniquenessCheck = CONTRACT_ACTIVE targetVessel1 = AllVessels().Where(v => ((v.VesselType() == Base && v.IsLanded()) || (v.VesselType() == Station)) && v.CrewCount()<1 && v.EmptyCrewSpace()>0).SelectUnique() title = Must have an uncrewed base or station with seats to fill } DATA { type = Location vesselLocation = @targetVessel1.Location() hidden = true } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1 PARAMETER { name = CrewThatVessel type = All disableOnStateChange = True PARAMETER { name = HasCrew type = HasCrew disableOnStateChange = True minCrew = 1 } } } REQUIREMENT { name = CompleteContract type = CompleteContract minCount = 0 contractType = BasePopulation cooldownDuration = 10d } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseResupply.cfg CONTRACT_TYPE { name = BaseResupply title = Do a supply run to @/targetVessel1 genericTitle = Supply Run group = BasesandStations description = Our Kerbonauts are starving so we need you to take some supplies down to @/targetVessel1 . genericDescription = Our Kerbonauts are starving so we need you to take some supplies down. notes = The Base are requesting food but is too expensive so bring them no too much. synopsis = Take supplies down to @/targetVessel1 . completedMessage = Finally our kerbals are eating something. minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(1, 2) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1,2) failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE targetVessel1 = AllVessels().Where(v => v.VesselType()== Base && v.CrewCount()>= 1).SelectUnique() title = Must have a crewed base } DATA { type = double requiredValue = true FoodLevel = @targetVessel1.ResourceQuantity(Food) + 10 } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } DATA { type = Location vesselLocation = @/targetVessel1.Location() hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1 PARAMETER { name = Food type = HasResource resource = Food minQuantity = @/FoodLevel } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = BaseResupply minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = CompleteContract type = Expression checkOnActiveContract = false expression = (!@/targetBody1.IsHomeWorld()) title = Base must not be on the homeworld } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseRover.cfg CONTRACT_TYPE { name = BaseRover title = Scout @/targetBody1 for a Suitable Location to Build a Base genericTitle = Scout for a Suitable Location to Build a Base description = The scans of @/targetBody1 are inconclusive. We'd like you to scout for a suitable place on the surface. genericDescription = Scans have proven inconclusive. We'd like you to scout for a suitable place on the surface. group = BasesandStations synopsis = Find a suitable location for your @/targetBody1 base. completedMessage = This is the spot! minExpiry = 3.0 maxExpiry = 7.0 cancellable = true declinable = true autoAccept = false prestige = Significant maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 2.0 rewardFunds = Random(20000, 24000) failureReputation = 20.0 failureFunds = 10000.0 advanceFunds = 1000.0 targetBody = @/targetBody1 DATA { type = CelestialBody requiredValue = true uniquenessCheck = GROUP_ACTIVE targetBody1 = LandedBodies().Where(b => b.SCANsatCoverage("AltimetryHiRes") >= 80 && b.HasSurface()).Random() title = Scanning must be complete on a body with a surface. } DATA { type = List requiredValue = false BaseList = AllVessels().Where(v => v.VesselType() == Base && v.CelestialBody() == @/targetBody1) } DATA { type = List requiredValue = false RoverCheck = [BaseRover].Where(r => r.CelestialBody() == @/targetBody1) } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { type = bool BaseConstruction = true } } PARAMETER { name = NewRover type = VesselParameterGroup title = Find a suitable site to build our base on. define = BaseRover notes = Once you find the site for your base, change the vessel type to Rover. targetBody = @/targetBody1 PARAMETER { name = ReachState type = ReachState hideChildren = true title = Find a suitable site for a base on @/targetBody1 targetBody = @/targetBody1 situation = LANDED situation = SPLASHED } PARAMETER { name = VesselIsType type = VesselIsType vesselType = Rover } } PARAMETER { name = Duration type = Duration completeInSequence = true duration = 2m preWaitText = Searching for suitable site waitingText = Surveying Area completionText = This will do! } REQUIREMENT { name = NotHomeworld type = Expression expression = (!@/targetBody1.IsHomeWorld()) title = Base must not be on the homeworld } REQUIREMENT { name = BaseCount type = Expression checkOnActiveContract = false expression = (@/BaseList.Count() == 0) title = Must be no bases on the body } REQUIREMENT { name = RoverCount type = Expression checkOnActiveContract = false expression = (@/RoverCheck.Count() == 0) title = Must not have a scout vehicle deployed on the body } REQUIREMENT { name = BaseConstruct type = Expression checkOnActiveContract = false expression = ($BaseConstruction != true) title = Must not be constructing another base } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseScan.cfg CONTRACT_TYPE { name = BaseScan group = BasesandStations title = Scan for a Suitable Location for a New Base description = They say that there is no point in building a base on @/targetBody1. Let's prove them wrong! genericDescription = Perform an orbital scan, to find a good location for a base. synopsis = We want you to look for a location for a new Base. completedMessage = We'll analyze the data and let you know when we've found a suitable spot. minExpiry = 3.0 maxExpiry = 7.0 cancellable = true declinable = true autoAccept = false prestige = Significant maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 1.0 rewardFunds = Random(20000, 24000.0) failureReputation = 10.0 failureFunds = 10000.0 advanceFunds = 1000.0 targetBody = @/targetBody1 DATA { type = CelestialBody requiredValue = true uniquenessCheck = CONTRACT_ACTIVE targetBody1 = OrbitedBodies().Where(b => b.SCANsatCoverage("AltimetryHiRes") < 80 && b.HasSurface()).SelectUnique() title = Must have orbited a body with a surface that hasn't had a HiRes scan performed } PARAMETER { name = SCANsatCoverage type = SCANsatCoverage targetBody = @/targetBody1 coverage = Random(80, 95) scanType = AltimetryHiRes } REQUIREMENT { name = Scanner type = Expression expression = (!@/targetBody1.IsHomeWorld()) title = Target body must not be the homeworld } REQUIREMENT { name = PartUnlocked type = PartUnlocked checkOnActiveContract = false part = scansat-sar-paz-1 } REQUIREMENT { name = SCANsatCoverage type = SCANsatCoverage maxCoverage = 80.0 scanType = AltimetryHiRes } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseScience.cfg CONTRACT_TYPE { name = BaseScience title = Science Expansion for @/ScienceTarget genericTitle = Add a Science Lab to a Base group = BasesandStations description = Our scientists thinks that maybe @/targetBody1 have some scientific value so this is were you come in. genericDescription = Our scientists thinks that maybe our base can provide some scientific value, synopsis = Add a new Science Lab to @/ScienceTarget. completedMessage = Finally our scientist are investigating something. minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 30.0 rewardReputation = Random(1.0, 2.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel requiredValue = true uniquenessCheck = CONTRACT_ALL ScienceTarget = AllVessels().Where(v => v.VesselType() == Base && v.IsLanded() && v.CrewCount() > 0).SelectUnique() title = Must have a base with no science lab } DATA { type = CelestialBody requiredValue = true targetBody1 = @/ScienceTarget.CelestialBody() hidden = true } DATA { type = Location vesselLocation = @ScienceTarget.Location() hidden = true } PARAMETER { name = ScienceLab type = PartValidation title = Have a Science Lab partModule = ModuleScienceLab minCount = 1 } PARAMETER { name = All type = All hideChildren = true title = Land within 500m of @/ScienceTarget PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 2000.0 } PARAMETER { name = ReachState type = ReachState targetBody = @/targetBody1 situation = LANDED situation = SPLASHED } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleScienceLab } PARAMETER { name = NewVessel type = NewVessel title = This requires a new vessel } REQUIREMENT { name = Scanner checkOnActiveContract = false type = Expression expression = (!@/targetBody1.IsHomeWorld()) title = Base must not be on the homeworld } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/BaseMissions/BaseSelf-Sufficiency.cfg CONTRACT_TYPE { name = BaseSelfSufficiency title = Life Support Expansion for @/LSTarget genericTitle = Base Life Support Expansion group = BasesandStations description = Some kerbals down there on @/LSTarget are complaining about their dependence on the ressuply vessels so this is were you come in. genericDescription = We don't want to be relying on resupply ships. Make the base self-sufficient. synopsis = Add a new Self-sufficiency module to @/LSTarget. completedMessage = Finally our Kerbals aren't complaining. minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(1.0, 2.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel requiredValue = false uniquenessCheck = CONTRACT_ALL LSTarget = AllVessels().Where(v => v.CrewCount()>0 && v.IsLanded() && v.VesselType() == Base).Random() } DATA { type = Location vesselLocation = @LSTarget.Location() hidden = true } DATA { type = CelestialBody requiredValue = true targetBody1 = @/LSTarget.CelestialBody() hidden = true } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Base targetBody = @/targetBody1 icon = balloon altitude = 0.0 latitude = @/vesselLocation.Latitude() longitude = @/vesselLocation.Longitude() } } PARAMETER { name = NewVessel type = NewVessel title = This requires a new Vessel } PARAMETER { name = Self-Sufficiency type = PartValidation title = Have at least 2 TACLS resource converters partModule = TacGenericConverter minCount = 2 } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 2000.0 title = Land near @/LSTarget } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked checkOnActiveContract = false partModule = TacGenericConverter } REQUIREMENT { name = Scanner type = Expression checkOnActiveContract = false expression = (!@/targetBody1.IsHomeWorld()) title = Base must not be on the homeworld } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/CrewRotation.cfg CONTRACT_TYPE { name = CrewRotation title = Rotate the Crew of @/targetVessel1 genericTitle = Space Station Crew Rotation group = BasesandStations description = Time to give your crew a break. Go and rotate the crew @/targetVessel1. genericDescription = Rotate the crew of a Space Station. synopsis = Go and rotate the crew of @/targetVessel1. completedMessage = Mission Complete! The returned crew members are going for a pint. Care to join? minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(1, 5.0) rewardFunds = @/targetVessel1.CrewCount() >4 ? @/targetVessel1.CrewCount()*10000 : Random(40000, 60000.0) failureReputation = Random(1, 5.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).SelectUnique() title = Must have a station with crew on board } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } DATA { type = List targetKerbals = @targetVessel1.Crew() hidden = true } PARAMETER { name = Rotation type = VesselParameterGroup title = Send up a new Crew. PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 disableOnStateChange = true } PARAMETER { name = HasCrew type = HasCrew minCrew = Random(1, 4) disableOnStateChange = true } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 trait = Engineer disableOnStateChange = true hideChildren = true title = Have at least one Engineer on board } } PARAMETER { name = ReturnHome type = ReturnHome title = Rotate the crew and return home completeInSequence = true } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbals } REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) title = The station must be in orbit } REQUIREMENT { name = CompleteContract type = CompleteContract minCount = 0 contractType = CrewRotation cooldownDuration = 10d } REQUIREMENT { name = Expression type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll >5 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/Evacuate.cfg CONTRACT_TYPE { name = Evacuate title = Evacuate @/targetVessel1 genericTitle = Station Evacuation group = BasesandStations description = We're picking up some worrying readings from our instruments on @/targetVessel1. To be on the safe side, we think you had better evacuate! (quickly) genericDescription = We're picking up some worrying readings on one of our stations. To be on the safe side, we think you had better evacuate! (quickly) synopsis = Evacuate @/targetVessel1 completedMessage = Phew, it was a false alarm. Still, well done for saving everybody. minExpiry = 1 maxExpiry = 30 deadline = 500 cancellable = false declinable = false prestige = Significant rewardScience = 0.0 rewardReputation = Random(1, 20.0) rewardFunds = @/targetVessel1.CrewCount() >4 ? @/targetVessel1.CrewCount()*10000 : Random(40000, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).SelectUnique() title = Must have a crewed station in orbit } DATA { type = List StationCrew = @targetVessel1.Crew() hidden = true } DATA { type = CelestialBody requiredValue = true targetBody1 = @targetVessel1.CelestialBody() hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Fully evacuate @/targetVessel1 vessel = @/targetVessel1 PARAMETER { name = HasCrew type = HasCrew minCrew = 0 maxCrew = 0 title = Leave no Kerbals on board @/targetVessel1. } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Perform an Emergency Landing on @/targetBody1 completeInSequence = true define = ServiceModule PARAMETER { name = All type = All PARAMETER { name = HasCrew type = HasCrew kerbal = @/StationCrew } PARAMETER { name = Any type = Any PARAMETER { name = Land type = ReachState targetBody = @/targetBody1 situation = LANDED } PARAMETER { name = Land type = ReachState targetBody = @/targetBody1 situation = SPLASHED } } } REQUIREMENT { name = HasSurface type = Expression expression = @/targetBody1.HasSurface() } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Evacuate minCount = 0 checkOnActiveContract = false cooldownDuration = 10d } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll < 3 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/ExtraCrewCapacity.cfg CONTRACT_TYPE { name = ExtraCrewCapacity title = Upgrade the crew capacity of @/targetVessel1 genericTitle = Crew Capacity Upgrade group = BasesandStations description = We have a problem. @/targetKerbal1 is complaining. All they can smell is the body odour of @/targetKerbal2 - lets do them a favour and give @/targetVessel1 some extra space. genericDescription = Space stations can be cramped places to live. Add a little extra crew capacity. synopsis = Upgrade @/targetVessel1 to support @/Counter Kerbals. completedMessage = Well done! @/targetKerbal1 would like to thank you. Their nose thanks you too! minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true rewardScience = 0.0 rewardReputation = 1.0 rewardFunds = Random(40000.0, 60000) failureReputation = 1.0 failureFunds = 10000.0 advanceFunds = 10000.0 targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.EmptyCrewSpace()<4).SelectUnique() title = Must have a station with less than 4 empty seats } DATA { type = Kerbal uniquenessCheck = CONTRACT_ACTIVE requiredValue = true targetKerbal1 = @targetVessel1.Crew().Random() hidden = true } DATA { type = Kerbal uniquenessCheck = CONTRACT_ACTIVE requiredValue = true hidden = true targetKerbal2 = @targetVessel1.Crew().Random() } DATA { type = int Counter = @targetVessel1.CrewCapacity()+4 } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } PARAMETER { name = HasCrewCapacity type = HasCrewCapacity minCapacity = 4 title = Launch a new Habitation Module. It should support at least 4 Kerbals hideChildren = true } PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 hideChildren = true completeInSequence = true } PARAMETER { name = All type = All hideChildren = true title = Take @/targetKerbal1 outside to get some fresh air. (optional) optional = true PARAMETER { name = VesselIsType type = VesselIsType optional = true hideChildren = true vesselType = EVA } PARAMETER { name = HasCrew type = HasCrew kerbal = @/targetKerbal1 } } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/LSResupply.cfg CONTRACT_TYPE { name = LSResupply title = Do a supply run to @/targetVessel1. genericTitle = Life Support Supply Run group = BasesandStations description = Apparently letting our Kerbonauts starve will generate bad publicity, run some supplies up to @/targetVessel1. genericDescription = Apparently letting our Kerbonauts starve will generate bad publicity, run some supplies up to a station. notes = This contract doesn't care how much Life Support you take... but bear in mind it may be a long time before it comes up again. synopsis = Take some supplies up to @/targetVessel1. completedMessage = Mmm freeze dried bacon *drools* minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true rewardScience = 0.0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() title = Must have a station with crew } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } PARAMETER { name = All type = All PARAMETER { name = NewVessel type = NewVessel } PARAMETER { name = Food type = HasResource resource = Food minQuantity = 1 title = Have food on board your vessel } PARAMETER { name = DockwithStation type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 completeInSequence = true } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = LSResupply checkOnActiveContract = false minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll >5 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/MedicalEmergency.cfg CONTRACT_TYPE { name = MedicalEmergency title = Medical Emergency on board @/targetVessel1 genericTitle = Medical Emergency on a Base or Station group = BasesandStations description = Oh dear! Poor @/targetKerbal1 is feeling quite under the weather. Just to be safe, we'd like you to bring him home. genericDescription = One of your Kerbals is feeling sick and needs to be brought home. synopsis = Bring @/targetKerbal1 back to @/homeworld for medical examination completedMessage = Our Medics tell us that @/targetKerbal1 is going to be okay! minExpiry = 1 maxExpiry = 7 maxSimultaneous = 1 cancellable = false declinable = true rewardScience = 0.0 rewardReputation = Random(1, 2) rewardFunds = Random(40000, 60000.0) failureReputation = 1 failureFunds = Random(1000, 10000.0) advanceFunds = Random(1000, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel requiredValue = true title = Bases should have some crew. uniquenessCheck = GROUP_ACTIVE targetVessel1 = AllVessels().Where(v => ((v.IsLanded() && v.VesselType()== Base) || (v.VesselType() == Station)) && v.CrewCount()>= 1).Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } DATA { type = CelestialBody requiredValue = true homeworld = HomeWorld() hidden = true } DATA { type = Kerbal uniquenessCheck = GROUP_ACTIVE targetKerbal1 = @targetVessel1.Crew().Random() title = Finding a sick Kerbal. } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbal1 title = Recover @/targetKerbal1 } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = MedicalEmergency minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll <3 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/PayloadSpecialist.cfg CONTRACT_TYPE { name = PayloadSpecialist title = Take a Payload Specialist to @/targetVessel1 genericTitle = Send a Payload Specialist to a Station group = BasesandStations description = The @/brokenPart on @/targetVessel1 is malfunctioning. We need you to take the designer of the system to fix it. genericDescription = A part is broken on a space station, send the designer to fix it. synopsis = Take the payload specialist to @/targetVessel1 completedMessage = Hooray! The crew of @/targetVessel1 will no longer have to live without... whatever @/brokenPart provides. minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true rewardScience = 0.0 rewardReputation = 1.0 rewardFunds = Random(40000.0, 60000) failureReputation = 1.0 failureFunds = 10000.0 advanceFunds = 10000.0 targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() title = Must have a space station with crew in orbit } DATA { type = CelestialBody targetBody1 = @/targetVessel1.CelestialBody() hidden = true } DATA { type = List brokenList = [ "Solar Panel", "Batteries", "Life Support", "Science Module", "Airlock" ] hidden = true } DATA { type = string brokenPart = @/brokenList.Random() hidden = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = 1 kerbalType = Unowned removePassengers = true } PARAMETER { name = StationCheck type = VesselParameterGroup vessel = @/targetVessel1 title = Take the Payload Specialist to @/targetVessel1 hideChildren = true PARAMETER { name = HasPassengers type = HasPassengers index = 0 } } PARAMETER { name = Duration type = Duration duration = 7d preWaitText = The @/brokenPart is malfunctioning! waitingText = Fixing the @/brokenPart completionText = The @/brokenPart has been repaired! startCriteria = PARAMETER_COMPLETION parameter = StationCheck } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } REQUIREMENT { name = Expression type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll <3 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/RepairFaultyModule.cfg CONTRACT_TYPE { name = RepairFaultyModule title = Repair a faulty Power Module on @/targetVessel1 genericTitle = Repair a Faulty Power Module description = Telemetry indicates that the power module on @/targetVessel1 is malfunctioning, send an engineer to repair it. genericDescription = Telemetry indicates that a power module is malfunctioning, send an engineer to repair it. synopsis = Send an Engineer on EVA to repair the faulty power module. completedMessage = Telemetry seems to be all ok. The faulty module is repaired! minExpiry = 1 maxExpiry = 7 group = BasesandStations cancellable = true declinable = true rewardScience = 0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1.0, 10.0) failureFunds = Random(1.0, 10000.0) advanceFunds = Random(1.0, 10000.0) targetBody = @targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).SelectUnique() title = Must have a space station with crew in orbit } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } PARAMETER { name = Sequence type = Sequence hiddenParameter = Engineer PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1 PARAMETER { name = HasCrew type = HasCrew trait = Engineer title = Kerbal must be an engineer and on board @/targetVessel1 } } PARAMETER { name = Engineer type = All PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA } PARAMETER { name = HasCrew type = HasCrew trait = Engineer } } } PARAMETER { name = Duration type = Duration duration = 2m preWaitText = Waiting for an Engineer. waitingText = Repair in progress completionText = Module repaired! Get back to the station. completeInSequence = true } REQUIREMENT { name = Tier3 type = CompleteContract contractType = RepairFaultyModule checkOnActiveContract = false minCount = 0 cooldownDuration = 15d } REQUIREMENT { name = StationCheck type = Expression checkOnActiveContract = false expression = (@/targetVessel1.IsOrbiting()) title = The station should be in orbit } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll <3 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/ReplaceFaultyModule.cfg CONTRACT_TYPE { name = ReplaceFaultyModule title = Replace a faulty Power Module on @/targetVessel1 genericTitle = Replace a faulty Power Module description = Telemetry indicates that the power module on @/targetVessel1 is about to fail, go and replace it. genericDescription = Telemetry indicates that a power module is about to fail, go and replace it. synopsis = Launch a new Power Module for @/targetVessel1 completedMessage = The new module is in place. Good job! minExpiry = 1 maxExpiry = 7 group = BasesandStations cancellable = true declinable = true rewardScience = 0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000.0, 60000.0) failureReputation = Random(1.0, 10.0) failureFunds = Random(1.0, 10000.0) advanceFunds = Random(1.0, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).SelectUnique() title = Must have a space station with crew in orbit } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } PARAMETER { name = PowerModule type = VesselParameterGroup title = It should be self sustaining and docked to @/targetVessel1. PARAMETER { name = RTGSolar type = Any PARAMETER { name = PartValidationSolar type = PartValidation partModule = ModuleDeployableSolarPanel minCount = 1 title = Have a Solar Panel on board } PARAMETER { name = PartValidationRTG type = PartValidation partModule = ModuleGenerator minCount = 1 title = Have an RTG on board } } PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 completeInSequence = true } } REQUIREMENT { name = CompleteContract type = CompleteContract checkOnActiveContract = false contractType = ReplaceFaultyModule minCount = 0 cooldownDuration = 30d } REQUIREMENT { name = StationCheck type = Expression checkOnActiveContract = false title = Station must be in orbit expression = (@/targetVessel1.IsOrbiting()) } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll <3 title = The RNG must like you } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/ReturnCrew.cfg CONTRACT_TYPE { name = ReturnCrew title = Take the crew of @/targetVessel1 to @/targetVessel2 genericTitle = Return an Evacuated Crew to a Space Station description = The emergency seems to be over and conditions down here don't look fantastic. You'd better get them off the surface ASAP. group = BasesandStations synopsis = Take the crew of @/targetVessel1 to @/targetVessel2 for debriefing. completedMessage = Thanks for the lift! minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true rewardScience = 0 maxSimultaneous = 1 rewardReputation = 1.0 rewardFunds = Random(40000, 60000.0) failureFunds = Random(1,10000.0) advanceFunds = Random(1,10000.0) targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = [ServiceModule].Where(a => a.IsLanded() || a.IsSplashed()).Random() title = Escape Pod used to evacuate station must exist } DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel2 = AllVessels().Where(v => v.VesselType() == Station).Where(v => v.CelestialBody() == @targetBody1 && v.EmptyCrewSpace() >= @targetVessel1.CrewCount()).Random() title = Must have a station in orbit of the Celestial Body the escape pod is landed on. This station must have enough crew capacity to receive the crew. } DATA { type = CelestialBody requiredValue = true targetBody1 = @targetVessel1.CelestialBody() hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1 PARAMETER { name = Docking type = Docking vessel = @/targetVessel2 title = Dock @/targetVessel1 with @/targetVessel2 disableOnStateChange = true } } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/ScienceExperimentModule.cfg CONTRACT_TYPE { name = ScienceExperimentModule title = Perform @/experimentToPerform while docked with @/targetVessel1 genericTitle = Perform Science Experiments on a Space Station description = Wernher von Kerman has figured out how to get a lot more science out of @/experimentToPerform. Unfortunately, it's going to cost us a lot to retrofit the part and we're going to need a lot more power to run it. genericDescription = Wernher von Kerman has figured out how to get a lot more science out of a completed experiment. Unfortunately, it's going to cost us a lot to retrofit the part and we're going to need a lot more power to run it. synopsis = Perform @/experimentToPerform while docked with @/targetVessel1 and then return the experiment to Kerbin. completedMessage = We now have a better understanding of something we know nothing about! minExpiry = 1 maxExpiry = 30 cancellable = true declinable = true group = BasesandStations maxSimultaneous = 1 rewardScience = @/scienceSubject.CollectedScience() * 1.5 rewardReputation = Random(1.0, 100.0) rewardFunds = 0.0 failureReputation = Random(1.0, 100.0) failureFunds = 0.0 advanceFunds = ((@/scienceSubject.CollectedScience() * 1000)*-1) - Random(5000.0, 10000.0) targetBody = @/targetBody1 prestige = Trivial DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() title = Must have a station with crew. } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } DATA { type = List hidden = true TempSub1 = AllScienceSubjectsByBody([@targetBody]).Where(v => v.Situation() == InSpaceLow) TempSub2 = @TempSub1.Where(v => v.Experiment() != evaReport && v.Experiment() != crewReport) TempSub3 = @TempSub2.Where(v => v.CollectedScience() > 0) } DATA { type = ScienceSubject hidden = true uniquenessCheck = CONTRACT_ACTIVE scienceSubject = @TempSub3.SelectUnique() } DATA { type = ScienceExperiment uniquenessCheck = CONTRACT_ACTIVE hidden = true experimentToPerform = @scienceSubject.Experiment() } PARAMETER { name = Sequence type = Sequence PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 } PARAMETER { name = CollectScience type = CollectScience experiment = @/experimentToPerform recoveryMethod = Recover hideChildren = true title = Perform @/experimentToPerform on @/targetVessel1 and return it to Kerbin } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = ScienceExperimentModule minCount = 0 checkOnActiveContract = false cooldownDuration = 15d } REQUIREMENT { name = StationCheck type = Expression checkOnActiveContract = false title = The station should be in orbit expression = (@/targetVessel1.IsOrbiting()) } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll >5 title = The RNG must like you. } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/MaintenanceMissions/SurfaceSample.cfg CONTRACT_TYPE { name = SurfaceSample title = Return a Surface Sample from @/biome1 to @/targetVessel1 genericTitle = Return a Surface Sample to a Space Station description = Our research department wants to know what the effects of space will be on something besides a Kerbal. group = BasesandStations synopsis = Analyze a Surface Sample from @/biome1 on board @/targetVessel1 completedMessage = We now have a better understanding of something we know nothing about! notes = Your Station must be capable of procesing the sample. (either using the Mobile Processing Lab, or Station Science Spectrometron) minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0 rewardReputation = Random(1.0, 100.0) rewardFunds = Random(40000.0, 60000.0) failureReputation = Random(1.0, 100.0) failureFunds = 10000.0 advanceFunds = 10000.0 targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).SelectUnique() title = Must have a station with crew. } DATA { type = CelestialBody requiredValue = true targetBody1 = @targetVessel1.CelestialBody() hidden = true } DATA { type = Biome requiredValue = true uniquenessCheck = GROUP_ACTIVE biome1 = @targetBody1.Biomes().Where(b => b.RemainingScience() >20).SelectUnique() title = Celestial Body must have a biome with more than 20 science remaining. } DATA { type = ScienceSubject requiredValue = true uniquenessCheck = GROUP_ALL experiment1 = AllScienceSubjectsByBiome([@biome1]).Where(s => s.Experiment() == surfaceSample && s.CollectedScience() <1).First() title = Must not have returned a Surface Sample from that Biome. } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1 title = Collect @/experiment1 and return it to @/targetVessel1. PARAMETER { name = CollectScience type = CollectScience subject = @/experiment1 } PARAMETER { name = Labs type = Any hideChildren = true title = Return it to @/targetVessel1 PARAMETER { name = StockLab type = PartValidation hideChildren = true partModule = ModuleScienceLab } } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = SurfaceSample minCount = 0 cooldownDuration = 30d } REQUIREMENT { name = HomeWorldCheck type = Expression expression = (!@/targetBody1.IsHomeWorld()) title = Station should not be deployed around the homeworld } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleScienceLab } REQUIREMENT { name = RandomRoll type = Expression checkOnActiveContract = false expression = @BasesandStations:randomRoll > 5 title = The RNG must like you. } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/StationMissions/ModuleScienceLab.cfg CONTRACT_TYPE { name = ScienceLab title = Add a Mobile Processing Lab MPL-LG-2 to @/targetVessel1 genericTitle = Add a Mobile Processing Lab MPL-LG-2 to the Station group = BasesandStations description = Now that we know we can survive in space for a few days, we should try to do more science up there. genericDescription = How are we gonna do science without a lab, huh? synopsis = Add a Mobile Processing Lab MPL-LG-2 to @/targetVessel1 . completedMessage = Well done! Now we can continue advancing Kerbal-kind! minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = 1.0 rewardFunds = Random(30000.0, 40000.0) failureReputation = 1.0 failureFunds = 35000.0 advanceFunds = 35000.0 targetBody = @/targetBody1 DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE requiredValue = true targetVessel1 = AllVessels().Where(v => v.Parts().Contains(Large_Crewed_Lab) == false && v.VesselType() == Station && v.CrewCount() > 0).Random() title = Must have a station without a Mobile Processing Lab MPL-LG-2. } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() hidden = true } PARAMETER { name = PartValidation type = PartValidation title = Launch a new Mobile Processing Lab MPL-LG-2 to @/targetVessel1 . VALIDATE { part = Large_Crewed_Lab } } PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 hideChildren = true completeInSequence = true } REQUIREMENT { name = PartUnlocked type = PartUnlocked checkOnActiveContract = false part = Large_Crewed_Lab } } } UrlConfig { parentUrl = ContractPacks/KerbinSpaceStation/StationMissions/StationCoreCombined.cfg CONTRACT_TYPE { name = StationCoreCombined group = BasesandStations title = Launch the @/targetBody1 Space Station! genericTitle = Launch a New Space Station description = In order to aid our efforts of exploring @/targetBody1 we'd like you to launch a space station. genericDescription = We'd like you to deploy a new space station. synopsis = Launch the @/targetBody1 Space Station! completedMessage = Station Complete! minExpiry = 1 maxExpiry = 7 cancellable = true declinable = true targetBody = @/targetBody1 maxSimultaneous = 3 rewardScience = 0 rewardReputation = Random(1.0, 10.0) rewardFunds = Random(100000.0, 150000.0) failureReputation = Random(1.0, 100.0) failureFunds = 50000.0 advanceFunds = 50000.0 DATA { type = List requiredValue = false stations = AllVessels().Where(v => v.VesselType() == Station) } DATA { type = CelestialBody requiredValue = true uniquenessCheck = GROUP_ACTIVE targetBody1 = OrbitedBodies().Where(body => @/stations.Where(v => v.CelestialBody() == body).Count() == 0).SelectUnique() title = Must have orbited a Celestial Body, but not have any stations deployed. } PARAMETER { name = NewStation type = VesselParameterGroup title = Launch a new Station Core into the specified orbit around @/targetBody1. notes = The station must include 1 Docking Port and support 4 Kerbals. This can be done in one launch, or multiple launches. PARAMETER { name = LKO type = Orbit targetBody = @/targetBody1 situation = ORBITING maxAltitude = @/targetBody1.IsSun() ? 113549713200 : @/targetBody1 == Gilly ? 16000 : @/targetBody1.SpaceAltitudeThreshold() } PARAMETER { name = PartValidation type = PartValidation partModule = ModuleDockingNode minCount = 1 } PARAMETER { name = HabModuleChild type = HasCrewCapacity title = Support 4 Kerbals minCapacity = 4 } PARAMETER { name = RTGSolar type = Any title = Have one of the following power generators PARAMETER { name = PartValidationRTG type = PartValidation title = 1 or more solar panels hideChildren = true partModule = ModuleDeployableSolarPanel minCount = 1 } PARAMETER { name = PartValidationSolar type = PartValidation title = 1 or more generators hideChildren = true partModule = ModuleGenerator minCount = 1 } } } PARAMETER { name = Any type = Any PARAMETER { name = PartValidation type = PartValidation title = Include a stock cupola (optional) optional = true hideChildren = true part = cupola minCount = 1 } PARAMETER { name = PartValidation type = PartValidation title = Include a cupola from Planetary Base Inc (optional) optional = true hideChildren = true part = KKAOSS_Cupola_g minCount = 1 } PARAMETER { name = ScienceModuleValidation type = Any optional = true completeInSequence = true PARAMETER { name = ScienceLab type = PartValidation title = Include a Mobile Processing Lab MPL-LG-2 rewardFunds = 75000.0 hideChildren = true partModule = ModuleScienceLab } } PARAMETER { name = VesselIsType type = VesselIsType vesselType = Station } } PARAMETER { name = Duration type = Duration duration = 2d preWaitText = Orbit time required: waitingText = Time to completion: completionText = You survived! startCriteria = PARAMETER_COMPLETION parameter = NewStation } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleDockingNode } REQUIREMENT { name = Any type = Any REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleDeployableSolarPanel } } REQUIREMENT { name = PartUnlocked type = PartUnlocked part = crewCabin } REQUIREMENT { name = SunCheck type = Expression expression = !@/targetBody1.IsSun() title = Target body must not be the Sun } } } UrlConfig { parentUrl = ContractPacks/PWP/Agencies.cfg AGENT { name = Tudor Aerospace title = Tudor Aerospace description = Giving planes a purpose, because nothing is useless...except the tiny nose cone logoURL = ContractPacks/PWP/Assets/Flags/TA mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractPacks/PWP/Agencies.cfg AGENT { name = KSC Coast Guard title = KSC Coast Guard description = Our motto is Always Ready - Kemper Keratus! Providing air, land, and sea rescue and recovery. logoURL = ContractPacks/PWP/Assets/Flags/CoastGuard mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractPacks/PWP/Groups.cfg CONTRACT_GROUP { name = PWP displayName = Tudor Aerospace minVersion = 1.9 agent = Tudor Aerospace tip = Planes With Purposes... } } UrlConfig { parentUrl = ContractPacks/PWP/Groups.cfg CONTRACT_GROUP { name = TA SSTO Division displayName = Tudor Aersopace SSTO Division minVersion = 1.9 agent = TA SSTO Division tip = TA SSTO Division... maxSimultaneous = 1 maxCompletions = 0 } } UrlConfig { parentUrl = ContractPacks/PWP/Groups.cfg CONTRACT_GROUP { name = Coast Guard displayName = Coast Guard minVersion = 1.9 agent = Coast Guard maxSimultaneous = 1 maxCompletions = 0 tip = Coast Guard... } } UrlConfig { parentUrl = ContractPacks/PWP/FlightDuration/100s.cfg CONTRACT_TYPE { sortKey = a3 name = 100s title = Fly an airplane to 2,500m, then fly for 100 seconds! group = PWP agent = Tudor Aerospace description = Taking off and landing is easy. Flying up to 2,500m with an air-breathing engine and landing back at the runway is easy. Flying for 100 second without crashing....that's a different story. Tudor Kerman says long duration flights are the basis for comercial flying, so you might as well get good at that synopsis = Simply launch an airplane from the runway, fly up to 2,500m,fly for 100s, then land back at the runway safely. notes = Enjoy the view! completedMessage = With each long duration flight, we get closer to commercial flying!!&br;&br;Your pilots are starting to show some amazing skill. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 2000 rewardFunds = 8000.0 rewardReputation = 5.0 rewardScience = 3.0 failureFunds = 4000.0 failureReputation = 10.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 50s minCount = 1 } DATA { type = string craft = 100s } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly up to 2,500m and hold for 100 seconds vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 disableOnStateChange = true hideChildren = true hidden = true } PARAMETER { name = Duration type = Duration duration = 100s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } PARAMETER { name = Any type = Any title = and then land and stop completeInSequence = true disableOnStateChange = false PARAMETER { name = Any type = Any title = at one of the following recovery areas disableOnStateChange = false PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = the KSC Runway vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = Runway situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = or the Spaceplane Hangar Air Terminal vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = SPH situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = or killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/FlightDuration/200s.cfg CONTRACT_TYPE { sortKey = a3 name = 200s-Mach1 title = Fly an airplane to 2,500m, then fly for 200 seconds at Mach 1! group = PWP agent = Tudor Aerospace description = Taking off and landing is easy. Flying up to 2,500m with an air-breathing engine, and landing back at the runway is easy. Flying for 200 second at hypersonic speeds without crashing....that's a different story. Tudor Kerman says long duration flights, at Mach 1 are the basis for comercial flying, so you might as well get good at that. synopsis = Simply launch an airplane from the runway, fly up to 2,500m,fly for 100s at Mach 1, then land back at the runway safely. notes = Don't forget the vomit bag! completedMessage = With each long duration flight, and with each high speed flight, we get closer to comercial flying!!&br;&br;Your pilots are starting to show some amazing skill. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 5000 rewardFunds = 15000.0 rewardReputation = 7.0 rewardScience = 5.0 failureFunds = 8000.0 failureReputation = 10.0 completeInSequence = true disableOnStateChange = true hideChildren = true REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 100s minCount = 1 } DATA { type = string craft = 200s } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly up to 2,500m and fly for 200 seconds at mach 1 vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 disableOnStateChange = true hideChildren = true hidden = true } PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minSpeed = 343 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 200s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } } UrlConfig { parentUrl = ContractPacks/PWP/FlightDuration/200s.cfg PARAMETER { name = Any type = Any title = and then land and stop completeInSequence = true disableOnStateChange = false PARAMETER { name = Any type = Any title = at one of the following recovery areas disableOnStateChange = false PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = the KSC Runway vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = Runway situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = or the Spaceplane Hangar Air Terminal vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = SPH situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } } } } UrlConfig { parentUrl = ContractPacks/PWP/FlightDuration/200s.cfg PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = or killing anyone vessel = @/craft } } } UrlConfig { parentUrl = ContractPacks/PWP/FlightDuration/50s.cfg CONTRACT_TYPE { sortKey = a3 name = 50s title = Fly an airplane for 50 seconds above 2500 meters. group = PWP agent = Tudor Aerospace description = Taking off and landing is easy. Flying up to 2,500m with an air-breathing engine and landing back at the runway is easy. Flying for 50 second without crashing....that's a different matter. Tudor Kerman says long duration flights are the basis for comercial flying, so you might as well get good at that synopsis = Simply launch an airplane from the runway, fly up to 2,500m,fly for 50s, then land back at the runway safely. notes = Enjoy the view! completedMessage = Another historic flight completed!&br;&br;Your pilots are starting to show some amazing skill. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 2000 rewardFunds = 8000.0 rewardReputation = 5.0 rewardScience = 3.0 failureFunds = 4000.0 failureReputation = 10.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 2500m minCount = 1 } DATA { type = string craft = 50s } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly up to 2,500m vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 disableOnStateChange = true hideChildren = true hidden = true } PARAMETER { name = Duration type = Duration duration = 50s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } PARAMETER { name = Any type = Any title = and then land and stop completeInSequence = true disableOnStateChange = false PARAMETER { name = Any type = Any title = at one of the following recovery areas disableOnStateChange = false PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = the KSC Runway vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = Runway situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = or the Spaceplane Hangar Air Terminal vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = SPH situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = or killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/100.cfg CONTRACT_TYPE { sortKey = a5 name = Speed100 title = Achieve an airspeed of 100 m/s group = PWP agent = Tudor Aerospace description = Wherner Von Kerman, a friend of Tudor Kerman, suggests that an airplane, if designed properly, should be able to exceed speeds faster than the fastest ground vehicles, and without having to dive toward the ground to do it. Tudor Aerospace is interested in proving that this is possible. They want you to take an air-breathing airplane above 2,500m but below 3,000m and see if you can exceed 100 m/s safely in level controlled flight, and thus break the current manned vehicle speed record. synopsis = Simply launch an airplane from the runway, fly between 2,500m and 3,000m, exceed 100 m/s in level flight for 5 seconds, and then land back at KSC safely. notes = Let's get flying! completedMessage = Congratulations, you have set a new air speed record of 100 m/s!&br;&br;You have justified Wherner Von Kerman's theories on high speed air flight, and brought another measure of fame and reputation to Tudor Aerospace. Investors are starting to ask how they can support the new air speed frontier. Check in with Mission Control to see if Tudor Aerospace has another contract waiting for you! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 2000 rewardFunds = 8000.0 rewardReputation = 5.0 rewardScience = 3.0 failureFunds = 4000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 2500m minCount = 1 } DATA { type = string craft = Speed100 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = All type = All title = achieve a maximum airspeed of 100 m/s completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly between 2500m and 5,000m vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 maxAltitude = 5000 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly faster than 100 m/s vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minSpeed = 100 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = with less than 10 m/s of vertical speed vessel = @/craft completeInSequence = true disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minRateOfClimb = -10 maxRateOfClimb = 10 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 5s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } PARAMETER { name = Any type = Any title = and then land and stop PARAMETER { name = Any type = Any title = at one of the following recovery areas PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = the KSC Runway vessel = @/craft } } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/10000m.cfg CONTRACT_TYPE { sortKey = b1 name = 10000m title = Fly an airplane to 10,000m. group = PWP agent = Tudor Aerospace description = Wherner Von Kerman of GSP wants you to design and fly an aircraft capable of operating at an altitude of 10,000m. He says that such an accomplishment will make future air travel safer since most of Kerbin's serious weather only happens below this altitude. He says that if pilots could simply fly over bad weather rather than through it, it would unlock a large number of regional and possibly global air travel possibilities. synopsis = Simply launch an airplane from the runway, fly up to 10,000m, then land back at KSC safely. notes = Enjoy the view, as at this altitude the clouds (if any are seen today) will mostly be below your aircraft! completedMessage = You did it! 10,000m reached, and your pilot snapped a great picture!&br;&br;While your pilot rests up at the Astronaut Complex, be sure to check in with Gene at Mission Control for another GSP opportunity if interested. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 2000 rewardFunds = 20000 rewardReputation = 5.0 rewardScience = 1.0 failureFunds = 4000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 5000m minCount = 1 } DATA { type = string craft = 10000m } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly to an altitude of 10,000m vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 10000 disableOnStateChange = true hideChildren = true hidden = true } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/20000m.cfg CONTRACT_TYPE { sortKey = b2 name = 20000m title = Fly an airplane to 20,000m. group = PWP agent = Tudor Aerospace description = Maculator Kerman has another challenge for you, this time one that could very well unlock opportunities for regular global air travel - achieve a flying altitude of 20,000m. He says accomplishing such a flying altitude will prove that even the highest mountains on Kerbin can be flown over, which would unlock nearly any destination on Kerbin by air! synopsis = Simply launch an airplane from the runway, fly up to 20,000m, then land back at KSC safely. notes = Enjoy the view, as at this altitude the curvature of Kerbin will be clearly visible! completedMessage = You did it! 20,000m reached!&br;&br;A number of opportunities have opened up now that global air travel is just on the horizon of possibility. Check back in with Mission Control for a new contract opportunities! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 4000 rewardFunds = 30000 rewardReputation = 5.0 rewardScience = 5.0 failureFunds = 8000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 10000m minCount = 1 } DATA { type = string craft = 20000m } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly up to 20,000m vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 20000 disableOnStateChange = true hideChildren = true hidden = true } } PARAMETER { name = Any type = Any title = and then land and stop completeInSequence = true disableOnStateChange = false PARAMETER { name = Any type = Any title = at one of the following recovery areas disableOnStateChange = false PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = the KSC Runway vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = Runway situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = or the Spaceplane Hangar Air Terminal vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = SPH situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = KerbalDeaths type = KerbalDeaths title = without killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/2500m.cfg CONTRACT_TYPE { sortKey = a3 name = 2500m title = Fly an airplane to 2,500m. group = PWP agent = Tudor Aerospace description = Taking off and landing is easy. Flying up to 2,500m with an air-breathing engine and landing back at the runway... is an entirely different matter. Tudor Kerman says runways are the roads of the future, and says your pilots might as well get used to landing on one. synopsis = Simply launch an airplane from the runway, fly up to 2,500m, then land back at the runway safely. notes = Enjoy the view! completedMessage = Another historic flight completed!&br;&br;Your pilots are starting to show some amazing skill. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 2000 rewardFunds = 8000.0 rewardReputation = 5.0 rewardScience = 3.0 failureFunds = 4000.0 failureReputation = 10.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = FirstFlight minCount = 1 } DATA { type = string craft = 2500m } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly to an altitude of 2,500m vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 disableOnStateChange = true hideChildren = true hidden = true } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/30000m.cfg CONTRACT_TYPE { sortKey = b3 name = 35000m title = Fly an airplane to 35,000m. group = PWP agent = Tudor Aerospace description = Tudor Aerospace and the Kerbal Space Program have selected your organization to receive special funding to design and fly an aircraft that will reach the upper atmospheric height of 35,000m. Wherner Von Kerman explains that accomplishing this feat will open up the exciting frontier of spaceplane development! synopsis = Simply launch an airplane from the runway, fly up to 35,000m, then land back at KSC safely. notes = Enjoy the view, as at this altitude you will feel as if you are touching the very boundary of space! completedMessage = You did it! 35,000m reached! The air was really thin up there, wasn't it? No worries, we have fresh air back at Mission Control.&br;&br;Great job! The Spaceplane Frontier is opened! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 6000 rewardFunds = 40000 rewardReputation = 10.0 rewardScience = 15.0 failureFunds = 12000.0 failureReputation = 10.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 20000m minCount = 1 } DATA { type = string craft = 35000m } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly to an altitude of 35,000m vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 35000 disableOnStateChange = true hideChildren = true hidden = true } } PARAMETER { name = Any type = Any title = and then land and stop completeInSequence = true disableOnStateChange = false PARAMETER { name = Any type = Any title = at one of the following recovery areas disableOnStateChange = false PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = the KSC Runway vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = Runway situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = or the Spaceplane Hangar Air Terminal vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = SPH situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = KerbalDeaths type = KerbalDeaths title = without killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/5000m.cfg CONTRACT_TYPE { sortKey = a4 name = 5000m title = Fly an airplane to 5,000m. group = PWP agent = Tudor Aerospace description = Tudor Kerman says it should be possible now to attempt an altitude record of 5,000m in an air-breathing airplane. He said Tudor Aerospace is aware that a local newspaper is offering a reward to any organization that will be the first to achieve a 5,000m flying altitude, and he thinks your organization may be up to the task. synopsis = Simply launch an airplane from the runway, fly up to 5,000m, then land back at KSC safely. notes = Enjoy the view, as at this altitude things on the ground really start to look small! completedMessage = 5,000m and you didn't hit a bird! Great job!&br;&br;Unfortunatley, hitting a bird was what the last pilot to attempt this challenge said before he spiraled out of control from 4,500m and left a crater near the Administration Building.&br;&br;As Gene Kerman makes preparations to turn the crater into a memorial pond for aviation pioneers, both Tudor Kerman and Wherner Von Kerman congratulate you on returning safely. Wherner says Tudor Aerospace has a challenge waiting for you back at Mission Control if you're interested. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 2000 rewardFunds = 16000 rewardReputation = 5.0 rewardScience = 3.0 failureFunds = 4000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 2500m minCount = 1 } DATA { type = string craft = 5000m } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid rocket engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid rocket fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly to an altitude of 5,000m vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 5000 disableOnStateChange = true hideChildren = true hidden = true } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/60000m.cfg CONTRACT_TYPE { sortKey = b4 name = 60000m title = Fly a spaceplane to the edge of space! group = PWP agent = Tudor Aerospace description = The Kerbal Space Program wants Tudor Aerospace to be the first to develop a spaceplane for use in its space program. Wherner Von Kerman already had you on speed dial, and is currently asking your organization to lead this cutting edge effort.&br;&br;Wherner says that you will need to develop a spaceplane - one that will be able to fly to the highest reaches of the atmosphere, and land on the ground safely. It's not that hard to say that 60,000m is a mere skip away from space. He says the Kerbal Space Program has already given authorization to make this a suborbital flight if desired - assuming you can engineer your spaceplane to do so, but it's not required to complete the mission.This time, don't break the plane! synopsis = Simply launch a spaceplane from the runway and fly up to 60,000m and then land your spaceplane anywhere on the ground safely. You may use an air-breathing engine, or liquid fueled engine, or both. notes = High above Kerbin, where space meets the air, and the stars beckon, will you realize that the universe is at your fingertips. That is, if Kerbals even have fingers other than their thumbs. completedMessage = Your spaceplane mission was a success! Mission Control erupted in celebration when you flew above 60,000m, and again when you landed. There are compliments all around, and your organization has been honored with a fairly large reward. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 10000 rewardFunds = 100000 rewardReputation = 100.0 rewardScience = 25.0 failureFunds = 20000.0 failureReputation = 50.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 35000m minCount = 1 } DATA { type = string craft = 60000m } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly up to 60,000m vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 60000 disableOnStateChange = true hideChildren = true hidden = true } } PARAMETER { name = SSILand type = VesselParameterGroup title = and then land and stop anywhere vessel = @/craft completeInSequence = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = or killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/AtlasII.cfg CONTRACT_TYPE { sortKey = c4 name = AtlasII title = Land on Mar...Duna! group = PWP agent = Tudor Aerospace description = Have you watched Away? No? Well that's too bad! Tudor did. And he liked it so much that he wants you to recreate it...but with a plane. Watch those water filters! synopsis = Don't forget to check Bill's eyesight! He will probably go blind and learn the vision test by heart, so don't get fooled! Also, don't forget to plant the plants, make sure to water them. notes = Land on Minmus, refuel, then land on Duna and come back. It's that simple. completedMessage = You've landed on duna! Don't forget to ressuply maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Exceptional targetBody = Kerbin advanceFunds = 10000 rewardFunds = 100000.0 rewardReputation = 200.0 rewardScience = 50.0 failureFunds = 200000.0 failureReputation = 500.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = That'sOneSmallStep minCount = 1 } DATA { type = string craft = AtlasII } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a 2 certified pilots trait = Pilot minCrew = 2 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasCrew type = HasCrew title = have a 2 certified engineers trait = Engineer minCrew = 2 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasCrew type = HasCrew title = have a 1 certified Scientist trait = Scientist minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Minmus and refuel vessel = @/craft PARAMETER { name = ReachState type = ReachState targetBody = Minmus situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Duna vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Duna situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } } } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/AtlasIII.cfg CONTRACT_TYPE { sortKey = c4 name = AtlasIII title = Land on Ike! group = PWP agent = Tudor Aerospace description = Tudor liked Atlas II so much, he wants you to do another one, but on Ike synopsis = Just as we expected, Bill's eyesight degraded and he learned the Vision Test by heart. notes = Land on Minmus, refuel, then land on Ike and come back. It's that simple. completedMessage = You've landed on Ike! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Exceptional targetBody = Kerbin advanceFunds = 10000 rewardFunds = 100000.0 rewardReputation = 50.0 rewardScience = 10.0 failureFunds = 200000.0 failureReputation = 500.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = AtlasII minCount = 1 } DATA { type = string craft = AtlasIII } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a 2 certified pilots trait = Pilot minCrew = 2 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasCrew type = HasCrew title = have a 2 certified engineers trait = Engineer minCrew = 2 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasCrew type = HasCrew title = have a 1 certified Scientist trait = Scientist minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Minmus and refuel vessel = @/craft PARAMETER { name = ReachState type = ReachState targetBody = Minmus situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Ike vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Ike situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } } } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/FirstFlight.cfg CONTRACT_TYPE { sortKey = a2 name = FirstFlight title = Build and fly your first airplane! group = PWP agent = Tudor Aerospace description = Thanks to our organization's research (and black magic) , we have developed an air-breathing engine that should be light enough to mount to a glider, making powered air flight possible!&br;&br;Attempts to use solid rockets for gliders often ended in disaster and a scarcity of volunteers. Tudor Aerospace is asking you to partner with them to build and test a flying machine using an air breathing engine. Your flying machine must have wings so it can control its flight, and must be able to land safely.&br;&br;This is a whole new frontier where many have failed before, so there isn't any investment money available to offer you at the moment. Tudor Aerospace is willing to cover costs, snacks, and notify the press, however, you will need to put forth your own funds to acquire the parts necessary for this project. If you succeed, your pilot will acquire both valuable flying skills and your organization will become known worldwide. synopsis = It's time to construct a plane - one that will prove to the world that controlled powered air flight (and black magic) is indeed possible! notes = Tudor Kerman wanted to fly but he became sick - hence the reason why they're also asking you to put up a (unwilling)volunteer to pilot the contraption. completedMessage = Congratulations! The flight was a success!&br;&br;The historic flight was thankfully caught on camera by the lone press agent who responded to the press invitation. His article about your flight has been read by millions, and you have now spurred the imaginations of young Kerbals and Kerbalinas everywhere. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 2000.0 rewardFunds = 10000.0 rewardReputation = 50.0 rewardScience = 10.0 failureFunds = 4000.0 failureReputation = 50.0 REQUIREMENT { name = Any type = Any REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked title = Aileron or Elevon partModule = ModuleControlSurface } } REQUIREMENT { name = Any type = Any REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked title = Air intake for a jet engine partModule = ModuleResourceIntake } } DATA { type = string craft = TAFirstFlight } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = WrightLand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your flying machine must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a victim minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = All type = All title = have an air breathing engine only disableOnStateChange = false PARAMETER { name = PartValidation type = PartValidation title = not have any solid fuel engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = SolidBooster } } } PARAMETER { name = PartValidation type = PartValidation title = not have any liquid fuel engines disableOnStateChange = false hideChildren = true NONE { MODULE { EngineType = LiquidFuel } } } PARAMETER { name = HasResource type = HasResource title = not have any solid fuel resource = SolidFuel minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasResource type = HasResource title = not have any oxidizer resource = Oxidizer minQuantity = 0.0 maxQuantity = 0.0 disableOnStateChange = false hideChildren = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = get airborne vessel = @/craft completeInSequence = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minSpeed = 15 completeInSequence = true disableOnStateChange = true hideChildren = true } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/Gilly.cfg CONTRACT_TYPE { sortKey = c4 name = LandOnGilly title = Land on Gilly! group = PWP agent = Tudor Aerospace description = Some say you need as much DeltaV to land on Gilly as you need to land on the Mun, let's see if that's true! synopsis = Don't forget to pack an Eva Pack notes = Land on Gilly. completedMessage = You've landed on Gilly! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Significant targetBody = Kerbin advanceFunds = 10000 rewardFunds = 50000.0 rewardReputation = 40.0 rewardScience = 5.0 failureFunds = 200000.0 failureReputation = 500.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = LandOnTheMun minCount = 1 } DATA { type = string craft = GillyShip } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a 2 certified pilots trait = Pilot minCrew = 2 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Gilly vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Gilly situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/Jool5.cfg CONTRACT_TYPE { sortKey = c4 name = Jool5 title = Do a Jool 5! group = PWP agent = Tudor Aerospace description = We want you to do something many brave explorers have failed, a Jool 5. synopsis = Don't forget your insurance! notes = Land on every Joolian Moon completedMessage = You've done it! Everyone in mission control is cheering! You are a hero of Kerbin, even if you don't come back! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Exceptional targetBody = Kerbin advanceFunds = 500000 rewardFunds = 500000.0 rewardReputation = 1000.0 rewardScience = 500.0 failureFunds = 500000.0 failureReputation = 700.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = AtlasIII minCount = 1 } DATA { type = string craft = Jool5 } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a 1 certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Bop vessel = @/craft PARAMETER { name = ReachState type = ReachState targetBody = Bop situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Pol vessel = @/craft PARAMETER { name = ReachState type = ReachState targetBody = Pol situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Vall vessel = @/craft PARAMETER { name = ReachState type = ReachState targetBody = Vall situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Tylo vessel = @/craft PARAMETER { name = ReachState type = ReachState targetBody = Tylo situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Laythe vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Laythe situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } } } } } } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/LandOnMinmus.cfg CONTRACT_TYPE { sortKey = c4 name = LandOnMinmus title = Land on Minmus with an SSTO! group = PWP agent = Tudor Aerospace description = After reaching Minmus orbit, we have decided to also land on it! synopsis = Either launch a new mission to Minmus, or land an existing one. notes = If you have returned from Minmus orbit, launch a new mission, if not, land! completedMessage = Congratulations! You have landed on Minmus! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Significant targetBody = Kerbin advanceFunds = 10000 rewardFunds = 100000.0 rewardReputation = 50.0 rewardScience = 50.0 failureFunds = 200000.0 failureReputation = 50.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = ReachMinmusOrbit minCount = 1 } DATA { type = string craft = LandOnMinmus } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on Minmus! vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Minmus situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/Mach1.cfg CONTRACT_TYPE { sortKey = c1 name = Mach1 title = Break the sound barrier! group = PWP agent = Tudor Aerospace description = Tudor Aerospace's chief scientist Mach Kerman, and KSP retired test pilot Neil Kerman, want to push Tudor Aerospace toward developing a spaceplane. But before this can happen, Wherner Von Kerman of GSP says they need to master supersonic flight, and to do this, he is asking your organization to design a plane that can break through the sound barrier in level flight under 20,000m.&br;&br;Although not required to complete this challenge, Mach Kerman believes that if you design an airplane to use one of the new liquid fueled rocket engines being developed for use by the space program, might make this attempt easier to accomplish. synopsis = Launch an airplane from the runway, fly between 2,500m and 20,000m, exceed 343 m/s in level flight for 5 seconds, and then land back at KSC safely. notes = No one has ever gone faster than the speed of sound before, so most scientists and engineers are at a loss as to give you any useful advice. Even if they could, they're afraid you'd be traveling to fast to hear it anyways. completedMessage = You have broken the sound barrier and achieved the amazing speed of Mach 1! Don't worry, we're sure it can be fixed back up in a jiffy for the next guy! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 4000 rewardFunds = 36000.0 rewardReputation = 50.0 rewardScience = 10.0 failureFunds = 8000.0 failureReputation = 10.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Speed100 minCount = 1 } DATA { type = string craft = Mach1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = break the sound barrier completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly between 2500m and 20,000m vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 maxAltitude = 20000 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly faster than 343 m/s vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minSpeed = 343 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = with less than 10 m/s of vertical speed vessel = @/craft completeInSequence = true disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minRateOfClimb = -10 maxRateOfClimb = 10 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 5s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/Mach2.cfg CONTRACT_TYPE { sortKey = c2 name = Mach2 title = Achieve Mach 2! group = PWP agent = Tudpr Aerospace description = Mach Kerman believes with current liquid-fueled rocket technology, that it's possible to exceed Mach 2, which is twice the speed of sound. Doing so would bring Tudor Aerospace another step closer to spaceplane development. He wants you to take an airplane above 2,500m but below 20,000m and see if you can exceed Mach 2 safely in level controlled flight. synopsis = Launch an airplane from the runway, fly between 2,500m and 20,000m, exceed 686 m/s in level flight for 5 seconds, and then land back at KSC safely. notes = Going Mach 1 was cool. Going Mach 2 will be even cooler. Unfortunately, scientists at Tudor Aerospace and at KSC both predict it will also lead to twice the number of required autographs when you get back. completedMessage = Wow! You did it! You reached Mach 2, and came back safely!&br;&br;Inigma passed your flight data to Gene Kerman at the Kerbal Space Program, and Gene says he's very proud of your accomplishments, and that he's very glad to have you and Tudor Aerospace working together. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 6000 rewardFunds = 47000.0 rewardReputation = 25.0 rewardScience = 10.0 failureFunds = 12000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Mach1 minCount = 1 } DATA { type = string craft = Mach2 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = achieve Mach 2 completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly between 2500m and 20,000m vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 maxAltitude = 20000 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly faster than 686 m/s vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minSpeed = 686 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = with less than 10 m/s of vertical speed vessel = @/craft completeInSequence = true disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minRateOfClimb = -10 maxRateOfClimb = 10 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 5s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/Mach3.cfg CONTRACT_TYPE { sortKey = c3 name = Mach3 title = Achieve Mach 3! group = PWP agent = Tudor Aerospace description = Gene Kerman wants Tudor Aerospace to develop supersonic aircraft for use by the space program. Wherner von Kerman wants to use this as an opportunity to take another step toward the development of a spaceplane, and impress Gene with another Tudor Aerospace success. Therefore,Wherner is asking your organization to attempt a supersonic test flight exceeding Mach 3 by taking an airplane above 2,500m but below 25,000m and exceeding Mach 3 safely in a level, and controlled flight. Mach Kerman has informed Tudor Aerospace that this is not going to be easy as thermal effects are expected at this speed, but everyone at Tudor Aerospace believes achieving this milestone necessary for the development of a spaceplane which will need to fly far faster than Mach 3 to be successful. synopsis = Launch an airplane from the runway, fly between 2,500m and 25,000m, exceed 1029 m/s in level flight for 5 seconds, and then land back at KSC safely. notes = Mach 3 is definitely not cool. IN fact, it's the threshold of the flames of fire. The aerodynamic forces attacking your plane will be relentless, and unforgiving. Send a brave pilot who you know will keep his cool in flight. completedMessage = Incredible! You have achieved Mach 3!&br;&br;Wherner von Kerman says this flight brings the spaceplane program one crucial step toward reality, and also comes with some significant funds from the Kerbal Space Program who will benefit from your flight data. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 8000 rewardFunds = 70000.0 rewardReputation = 25.0 rewardScience = 15.0 failureFunds = 16000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Mach2 minCount = 1 } DATA { type = string craft = Mach3 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = achieve Mach 3 completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly between 2500m and 25,000m vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 maxAltitude = 25000 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly faster than 1029 m/s vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minSpeed = 1029 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = with less than 15 m/s of vertical speed vessel = @/craft completeInSequence = true disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minRateOfClimb = -15 maxRateOfClimb = 15 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 5s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/Mach4.cfg CONTRACT_TYPE { sortKey = c4 name = Mach4 title = Achieve Mach 4! group = PWP agent = Tudor Aerospace description = Gene Kerman wants to see if Tudor Aerospace and your organization can pull off the final leg of the air speed program, and gather data for aircraft thermal effects and handling of an aircraft at high supersonic speed. What speed? Mach 4. Wherner von Kerman told Gene that Tudor Aerospace and its partners can do it. He wants you to take up this final airspeed challenge and see if you can get an aircraft to achieve Mach 4 flying above 2,500m but below 35,000m, in level flight. If it can be done, then it opens the door to developing a spaceplane prototype in the near future. synopsis = Launch an airplane from the runway, fly between 2,500m and 25,000m, exceed 1372 m/s in level flight for 5 seconds, and then land and stop anywhere safely. notes = Four times the speed of sound doesn't sound...er seem that much more than three times the speed of sound. That is, unless you're a meteor, which at some point in this mission someone on the ground might mistake you for one. Good luck! completedMessage = Congratulations! You have achieved Mach 4!&br;&br;Gene says the Kerbal Space Program and its affiliates are serious about reaching space via a spaceplane, and will look to TA and to your organization to make it happen soon. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 10000 rewardFunds = 100000.0 rewardReputation = 25.0 rewardScience = 25.0 failureFunds = 20000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Mach3 minCount = 1 } DATA { type = string craft = Mach4 } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = achieve Mach 4 completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly between 2500m and 35,000m vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 maxAltitude = 35000 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly faster than 1372 m/s vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minSpeed = 1372 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = with less than 15 m/s of vertical speed vessel = @/craft completeInSequence = true disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minRateOfClimb = -15 maxRateOfClimb = 15 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 5s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } PARAMETER { name = SSILand type = VesselParameterGroup title = and then land and stop anywhere vessel = @/craft completeInSequence = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = KerbalDeaths type = KerbalDeaths title = without killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/Mach9.cfg CONTRACT_TYPE { sortKey = c4 name = Mach4 title = Achieve Mach 9! group = PWP agent = Tudor Aerospace description = Gene Kerman wants to see if Tudor Aerospace and your organization can pull off the final leg of the air speed program, and gather data for aircraft thermal effects and handling of an aircraft at hypersonic speed. What speed? Mach 9. Wherner von Kerman told Gene that Tudor Aerospace and its partners can do it. He wants you to take up this final airspeed challenge and see if you can get an aircraft to achieve Mach 9 flying above 2,500m but below 69,000m, in level flight. If it can be done, then it opens the door to hypersonic commercial flights. synopsis = Launch an airplane from the runway, fly between 2,500m and 25,000m, exceed 1372 m/s in level flight for 5 seconds, and then land and stop anywhere safely. notes = Nine times the speed of sound doesn't sound...er seem that much more than four times the speed of sound. That is, unless you're a meteor, which at some point in this mission someone on the ground might mistake you for one. Good luck! completedMessage = Congratulations! You have achieved Mach 9!&br;&br;Gene says that it took a whole lake to cool off your plane, and that the Kleaning Krew has a puddle of molten metal to scrape of the runway, but you did it! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 40000 rewardFunds = 100000.0 rewardReputation = 69.0 rewardScience = 54.0 failureFunds = 20000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Mach4 minCount = 1 } DATA { type = string craft = Mach9 } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = achieve Mach 9 completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly between 2500m and 69,000m vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 maxAltitude = 69000 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly faster than 3000 m/s vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minSpeed = 3000 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = with less than 150 m/s of vertical speed vessel = @/craft completeInSequence = true disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minRateOfClimb = -150 maxRateOfClimb = 150 disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 5s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } PARAMETER { name = SSILand type = VesselParameterGroup title = and then land and stop anywhere vessel = @/craft completeInSequence = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = KerbalDeaths type = KerbalDeaths title = without killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/ReachMinmusOrbit.cfg CONTRACT_TYPE { sortKey = c4 name = ReachMinmusOrbit title = Reach Minmus Orbit with a Space Plane! group = PWP agent = Tudor Aerospace description = Our last mission was a great success! We have now decided to fund a mission to Minmus! synopsis = Launch an airplane from the runway, reach Minmus orbit, then return to Kerbin or accept a contract to land on Minmus. notes = Time to reach Minmus orbit, which will open up contless other contract opportunities! completedMessage = Congratulations! You have reached Minmus orbit! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Significant targetBody = Kerbin advanceFunds = 10000 rewardFunds = 100000.0 rewardReputation = 50.0 rewardScience = 50.0 failureFunds = 200000.0 failureReputation = 50.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = ReachOrbit minCount = 1 } DATA { type = string craft = ReachMinmusOrbit } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = reach stable orbit around Minmus! vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Minmus situation = ORBITING disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 5s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/ReachOrbit.cfg CONTRACT_TYPE { sortKey = c4 name = ReachOrbit title = Reach Orbit with a Space Plane! group = PWP agent = Tudor Aerospace description = After reaching Space, we started work on a prototype that can get to orbit. It is now ready, and we want you to fly it. synopsis = Launch an airplane from the runway, reach orbit, then land safely anywhere. Landing on the VAB is not considered safe. notes = Time to reach orbit, which will open up contless other opportunities! completedMessage = Congratulations! You have reached orbit!&br;&br;Gene says the Kerbal Space Program and its affiliates are serious about reaching orbit via a spaceplane, and will give you a great reward for reaching this goal! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 10000 rewardFunds = 200000.0 rewardReputation = 150.0 rewardScience = 50.0 failureFunds = 200000.0 failureReputation = 50.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = ReachSpace minCount = 1 } DATA { type = string craft = ReachOrbit } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = reach stable orbit! vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = ORBITING disableOnStateChange = false hideChildren = true hidden = true } } PARAMETER { name = Duration type = Duration duration = 5s preWaitText = and hold for: waitingText = and hold for: completionText = You did it! completeInSequence = true disableOnStateChange = false } } PARAMETER { name = SSILand type = VesselParameterGroup title = and then land and stop anywhere vessel = @/craft completeInSequence = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = KerbalDeaths type = KerbalDeaths title = without killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/ReachSpace.cfg CONTRACT_TYPE { sortKey = c4 name = ReachSpace title = Reach Space with a Space Plane! group = PWP agent = Tudor Aerospace description = After reaching Mach 4 and the edge of space, we started work on a prototype that can get to space, but after a Mystery Goo(tm) accident, development stopped. Gene wants you to finish and fly the prototype above the Kerman line! synopsis = Launch an airplane from the runway, escape the atmosphere, then land safely anywhere. Landing on the VAB is not considered safe. notes = Time to reach space, the final frontier, time to Boldly go , where no Kerbal has ever gone before....with a plane completedMessage = Congratulations! You have reached space!&br;&br;Gene says the Kerbal Space Program and its affiliates are serious about reaching space via a spaceplane, and will give you a great reward for reaching this goal! maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 10000 rewardFunds = 200000.0 rewardReputation = 150.0 rewardScience = 50.0 failureFunds = 200000.0 failureReputation = 50.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Mach4 minCount = 1 } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 60000m minCount = 1 } DATA { type = string craft = ReachSpace } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly above 70,000m vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = SUB_ORBITAL minAltitude = 69999 disableOnStateChange = true hideChildren = true hidden = true } } PARAMETER { name = SSILand type = VesselParameterGroup title = and then land and stop anywhere vessel = @/craft completeInSequence = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = or killing anyone vessel = @/craft } } } } } UrlConfig { parentUrl = ContractPacks/PWP/Milestones/That'sOneSmallStep!.cfg CONTRACT_TYPE { sortKey = c4 name = That'sOneSmallStep title = Land on the Mun! group = PWP agent = Tudor Aerospace description = Remember Acapello 11? We do. We want you to do just that, but cooler! The world is watching! synopsis = That's one small step for a Kerbal, one giant leap for Kerbal kind! notes = Land on the mun. That is all we need to say. completedMessage = You've landed on the Mun! Neil would be proud! Hopefully when you get back, you don't bounce off the atmosphere. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Exceptional targetBody = Kerbin advanceFunds = 10000 rewardFunds = 100000.0 rewardReputation = 100.0 rewardScience = 50.0 failureFunds = 200000.0 failureReputation = 300.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = LandOnMinmus minCount = 1 } DATA { type = string craft = That'sOneSmallStep } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = SSILand experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have 2 certified pilots trait = Pilot minCrew = 2 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = not have any solid rocket motors disableOnStateChange = false hideChildren = true NONE { MODULE { name = ModuleEngines allowShutdown = False } } } } PARAMETER { name = All type = All title = get to space PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = land on the Mun! vessel = @/craft completeInSequence = false disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Mun situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true hidden = true } } } } } UrlConfig { parentUrl = ContractPacks/PWP/Stunts/BarnstormIslanHangar.cfg CONTRACT_TYPE { sortKey = d2 name = BarnstormIslandHangars title = Barnstorm the Island Airfield hangars! group = PWP agent = Tudor Aerospace description = Jebediah thinks barnstorming the Island Airfield hangars is totally possible, and looks to be far easier to do than his shed. Gene has reluctantly signed off on the idea and has cleared the Island of all air traffic until you're done with the stunt. Tudor thinks it's another good opportunity to test your pilot's flying skills, but caution against informing the press ahead of time. synopsis = Go barnstorm(fly under) one of the Island Airfield hangars. Earn a bonus reputation if you can barnstorm the second hangar too. notes = Be sure your pilot signs off on the insurance waiver before attempting this one, as it's not covered. completedMessage = You did it!&br;&br;Ground crew personnel at the Island Airfield share the story of your successful stunt with everyone they know. Gene says if you ever get tired of doing stunts, there's more important jobs for you at Mission Control. maxCompletions = 0 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Significant targetBody = Kerbin advanceFunds = 0.0 rewardFunds = 0.0 rewardReputation = 20.0 rewardScience = 0.0 failureFunds = 2000.0 failureReputation = 20.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = FirstFlight minCount = 1 } DATA { type = string craft = BarnstormIsland } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator PQS_CITY { name = Hangar 1 icon = marker pqsCity = IslandAirfield pqsOffset = -90.539976048718, -113.331904841847, 40.0745121937252 altitude = 20 } PQS_CITY { name = Hangar 2 icon = marker pqsCity = IslandAirfield pqsOffset = -177.424400344843, -96.5529370794093, 40.0744976471569 altitude = 20 } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PreFlightCheck type = All title = complete all pre-flight checks completeInSequence = true disableOnStateChange = true PARAMETER { name = ReachState type = ReachState title = remain stationary on the runway targetBody = Kerbin biome = Runway maxSpeed = 0.1 completeInSequence = true disableOnStateChange = false hideChildren = true } PARAMETER { name = RegisterFlightPlan type = Duration duration = 10s preWaitText = review checklist: waitingText = registering flight plan: completionText = flight plan registered completeInSequence = true disableOnStateChange = true } PARAMETER { name = RequestTakeoffKSC type = Duration duration = 10s preWaitText = request clearance for takeoff: waitingText = requesting clearance for takeoff: completionText = be cleared for takeoff completeInSequence = true disableOnStateChange = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = barnstorm Hangar 1 vessel = @/craft hideChildren = true PARAMETER { name = ReachState type = ReachState situation = FLYING minSpeed = 3.0 maxAltitude = 154 completeInSequence = true hideChildren = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 22 hideOnCompletion = true disableOnStateChange = true hideChildren = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = barnstorm Hangar 2 vessel = @/craft rewardReputation = 40 optional = true hideChildren = true PARAMETER { name = ReachState type = ReachState situation = FLYING minSpeed = 3.0 maxAltitude = 154 completeInSequence = true hideChildren = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 22 hideOnCompletion = true disableOnStateChange = true hideChildren = true } } } } UrlConfig { parentUrl = ContractPacks/PWP/Stunts/BarnstormRnDBridges.cfg CONTRACT_TYPE { sortKey = d3 name = BarnstormRD title = Barnstorm the R&D Center! group = PWP agent = Tudor Aerospace description = Barnstorm the R&D Center bridge and tunnel? Jebediah thinks it can be done. Gene has signed off on the attempt. Tudor thinks it might lead to an air show at some point. At least for now, the cameras won't be rolling in case... well... you get the gist. As a result, to avoid liability, this is a totally self-funded venture, but you will earn a significant amount of reputation and pilot experience if you do both. synopsis = Go barnstorm the R&D pedestrian bridge. Earn a bonus reputation if you can barnstorm the tunnel too. notes = Be sure your pilot signs off on the insurance waiver before attempting this one, as it's not covered. completedMessage = Wow! You did it! Those who saw it were impressed. Well done! Gene says if you ever get tired of doing stunts, there's some important jobs for you at Mission Control. maxCompletions = 0 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Exceptional targetBody = Kerbin advanceFunds = 0.0 rewardFunds = 0.0 rewardReputation = 30.0 rewardScience = 0.0 failureFunds = 4000.0 failureReputation = 30.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = FirstFlight minCount = 1 } REQUIREMENT { name = Facility type = Facility facility = ResearchAndDevelopment minLevel = 3 } DATA { type = string craft = BarnstormRD } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator PQS_CITY { name = R&D Center Pedestrian Bridge icon = marker pqsCity = KSC pqsOffset = -450.788713541384, -169.277190243631, 45.7369539650517 altitude = 20 } PQS_CITY { name = R&D Center Tunnel icon = marker pqsCity = KSC pqsOffset = -386.342574372011, -86.0089176923766, 45.7368109753679 altitude = 20 } } BEHAVIOUR { name = AwardExperience type = AwardExperience parameter = BarnstormTunnel experience = 1 } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PreFlightCheck type = All title = complete all pre-flight checks completeInSequence = true disableOnStateChange = true PARAMETER { name = ReachState type = ReachState title = remain stationary on the runway targetBody = Kerbin biome = Runway maxSpeed = 0.1 completeInSequence = true disableOnStateChange = false hideChildren = true } PARAMETER { name = RegisterFlightPlan type = Duration duration = 10s preWaitText = review checklist: waitingText = registering flight plan: completionText = flight plan registered completeInSequence = true disableOnStateChange = true } PARAMETER { name = RequestTakeoffKSC type = Duration duration = 10s preWaitText = request clearance for takeoff: waitingText = requesting clearance for takeoff: completionText = be cleared for takeoff completeInSequence = true disableOnStateChange = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly under the R&D Center Pedestrian Bridge vessel = @/craft hideChildren = true PARAMETER { name = ReachState type = ReachState situation = FLYING minSpeed = 3.0 maxAltitude = 83 completeInSequence = true hideChildren = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 0 distance = 20 hideOnCompletion = true disableOnStateChange = true hideChildren = true } } PARAMETER { name = BarnstormTunnel type = VesselParameterGroup title = fly under R&D Center Tunnel vessel = @/craft rewardReputation = 40 optional = true hideChildren = true PARAMETER { name = ReachState type = ReachState situation = FLYING minSpeed = 3.0 maxAltitude = 75 completeInSequence = true hideChildren = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 1 distance = 20 hideOnCompletion = true disableOnStateChange = true hideChildren = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = and then land and stop anywhere vessel = @/craft disableOnStateChange = false completeInSequence = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = All type = All title = safely PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/PWP/Stunts/JumpOut.cfg CONTRACT_TYPE { sortKey = e1 name = Bail title = Parachute from a plane! group = PWP agent = Tudor Aerospace description = Tudor and Gene think it would be a great idea to make a ,,volunteer" jump from a plane. Wherner thinks this is a horrible idea that will result in a lack of ,,volunteers". Walt Kerman from public realtions, yes, the guy with the hazmat suit, thinks it would be a great publicity stunt and that we should equip every Kerbal and Kerbalina with parachutes, especially on Duna, to use them to escape when the Robot Spiders shoot down their plane. synopsis = Launch an airplane with a pilot and a jump ,,volunteer", then fly above 2500m and have your ,,volunteer" jump out of the airplane. Finally, land your airplane back at KSC. notes = Enjoy the last moments of your life! It is recommended that you take Walt up on his idea and outfit your volunteer a parachute, else the Kerbal will reach terminal velocity and make the Kleaning Krew hate us. If you don't have any parachutes, Jebediah Kerman whispered something to Tudor about water stopping Kerbals that survive reentry and don't have a parachut because it burned up. completedMessage = You jumped out of an airplane and surived!&br;&br;It appears your successful stunt has attracted the interest of Corliss Paraventures. Check in with Mission Control for more details. maxCompletions = 1 maxSimultaneous = 1 autoAccept = false declinable = true cancellable = true minExpiry = 7.0 maxExpiry = 7.0 deadline = 0 prestige = Trivial targetBody = Kerbin advanceFunds = 2000 rewardFunds = 12000 rewardReputation = 20.0 rewardScience = 3.0 failureFunds = 4000.0 failureReputation = 5.0 REQUIREMENT { name = CompleteContract type = CompleteContract contractType = 2500m minCount = 1 } DATA { type = string craft = Bail craftJumper1 = Bailer } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Your aircraft must define = @/craft dissassociateVesselsOnContractCompletion = true disableOnStateChange = false PARAMETER { name = HasCrew type = HasCrew title = have a certified pilot trait = Pilot minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = HasCrew type = HasCrew title = and a jump volunteer minCrew = 1 disableOnStateChange = false hideChildren = true } PARAMETER { name = PartValidation type = PartValidation title = have wings category = Aero disableOnStateChange = false hideChildren = true } PARAMETER { name = PreFlightCheck type = All title = complete all pre-flight checks completeInSequence = true disableOnStateChange = true PARAMETER { name = ReachState type = ReachState title = remain stationary on the runway targetBody = Kerbin biome = Runway maxSpeed = 0.1 completeInSequence = true disableOnStateChange = false hideChildren = true } PARAMETER { name = RegisterFlightPlan type = Duration duration = 10s preWaitText = review checklist: waitingText = registering flight plan: completionText = flight plan registered completeInSequence = true disableOnStateChange = true } PARAMETER { name = RequestTakeoffKSC type = Duration duration = 10s preWaitText = request clearance for takeoff: waitingText = requesting clearance for takeoff: completionText = be cleared for takeoff completeInSequence = true disableOnStateChange = true } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = fly above 2500m vessel = @/craft completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2500 disableOnStateChange = true hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = exit your jumper from the airplane define = @/craftJumper1 dissassociateVesselsOnContractCompletion = true completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = FLYING minAltitude = 2000 disableOnStateChange = true hideChildren = true hidden = true } PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA hideChildren = true hidden = true } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = @/craft hideChildren = true hidden = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = and land your jumper safely vessel = @/craftJumper1 completeInSequence = true disableOnStateChange = true hideChildren = true PARAMETER { name = Any type = Any hideChildren = true hidden = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = LANDED hideChildren = true hidden = true } PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = SPLASHED hideChildren = true hidden = true } } PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA hideChildren = true hidden = true } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = @/craft hideChildren = true hidden = true } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = without serious injury vessel = @/craft hideChildren = true hidden = true } } PARAMETER { name = Any type = Any title = and then land and stop your airplane completeInSequence = true disableOnStateChange = false PARAMETER { name = Any type = Any title = at one of the following recovery areas disableOnStateChange = false PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = the KSC Runway vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = Runway situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = or the Spaceplane Hangar Air Terminal vessel = @/craft disableOnStateChange = false hideChildren = true PARAMETER { name = ReachState type = ReachState targetBody = Kerbin biome = SPH situation = LANDED maxSpeed = 0.0 disableOnStateChange = false hideChildren = true } } } } PARAMETER { name = All type = All title = safely completeInSequence = true disableOnStateChange = true PARAMETER { name = VesselNotDestroyed type = VesselNotDestroyed title = without destroying your aircraft vessel = @/craft } PARAMETER { name = KerbalDeaths type = KerbalDeaths title = or killing anyone vessel = @/craft } } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/EverythingSat.cfg CONTRACT_TYPE { name = RT_EverythingSat sortKey = 02.02 title = Communication satellite for every planet description = We've come up with a brilliant plan. Let's launch a satellite that has one dish for each and every planet in the system! That way we don't have to keep bothering with launching these things. It would be nice if you could also put it in @geostationary orbit above the KCS. Oh, and launch a second one while you're at it - just in case the first one breaks. synopsis = Launch two satellites that can each connect to all planets in the system. completedMessage = The satellites are up and transmitting, and our shake-out testing is complete! group = RemoteTech prestige = Exceptional targetBody = HomeWorld() agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 10.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 150000.0 + 10000.0 * @allBodies.Count() DATA { type = bool isKerbin = @targetBody.Name() == "Kerbin" } DATA { type = string geostationary = @isKerbin ? "keostationary" : "geostationary" } DATA { type = List allBodies = AllBodies().Where(cb => cb != HomeWorld() && cb.IsPlanet()) } DATA { type = double G = 6.67384 * Pow(10, -11) t = @targetBody.RotationalPeriod() pi = 3.14159265359 keoAltitude = Pow(@G * @targetBody.Mass() * @t * @t / 4.0 / @pi / @pi, 1.0 / 3.0) - @targetBody.Radius() } PARAMETER { name = KerbolSatI type = VesselParameterGroup define = Kerbol CommSat I disableOnStateChange = false PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = ReachState type = ReachState situation = ORBITING } PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @target ITERATOR { type = CelestialBody target = @/allBodies } } } PARAMETER { name = KerbolSatII type = VesselParameterGroup define = Kerbol CommSat II disableOnStateChange = false PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = Kerbol CommSat I } PARAMETER { name = ReachState type = ReachState situation = ORBITING } PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @target ITERATOR { type = CelestialBody target = @/allBodies } } } PARAMETER { name = Duration type = Duration duration = 7d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } PARAMETER { name = KEO type = All title = (Optional) Put one of the satellites in @/geostationary orbit above the KSC optional = True rewardReputation = @/rewardReputation * 4.0 rewardFunds = @/rewardFunds / 2.0 PARAMETER { name = KEO_Sat type = VesselParameterGroup vessel = Kerbol CommSat I vessel = Kerbol CommSat II disableOnStateChange = false PARAMETER { name = ReachSpecificOrbit1 type = ReachSpecificOrbit index = 0 deviationWindow = 1.0 } PARAMETER { name = VisitWaypoint1 type = VisitWaypoint index = 0 distance = 100000.0 } } PARAMETER { name = Duration type = Duration duration = 4h preWaitText = Keep a stable orbit waitingText = Verifying orbit completionText = Orbit Verified } } BEHAVIOUR { name = KSCWaypoint type = WaypointGenerator WAYPOINT { name = Directly above KSC icon = dish altitude = @/keoAltitude latitude = 0.0 longitude = KSCLocation().Longitude() } } BEHAVIOUR { name = KEO type = OrbitGenerator FIXED_ORBIT { ORBIT { SMA = @/keoAltitude + @/targetBody.Radius() ECC = 0 INC = 0 LPE = 270.097584818355 LAN = 263.709641058871 MNA = 1.56901658088753 EPH = 122896.298156917 REF = 1 } } } REQUIREMENT { name = Coverage type = Any hideChildren = true title = There must be a planet without coverage REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(0) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 0 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(1) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 1 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(2) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 2 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(3) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 3 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(4) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 4 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(5) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 5 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(6) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 6 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(7) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 7 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(8) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 8 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/allBodies.ElementAt(9) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/allBodies.Count() > 9 } } } REQUIREMENT { name = AnyGigaDish type = Any REQUIREMENT { name = PartUnlocked1 type = PartUnlocked part = RTGigaDish1 } REQUIREMENT { name = PartUnlocked2 type = PartUnlocked part = RTGigaDish2 } } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/GasGiantRelay.cfg CONTRACT_TYPE { name = RT_GasGiantRelay sortKey = "03." + @targetBody.Index().ToString("D2") title = Create a network for @targetBody description = There's so much science to be done in the @targetBody system! We need to set up a communication network that can cover every moon in the system. synopsis = Build a communication network that provides coverage of all of @targetBody's moons with a link back to mission control. completedMessage = The network is up and transmitting, and our shake-out testing is complete! group = RemoteTech prestige = Exceptional targetBody = @targetPlanet agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 2.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 25000.0 + @targetMoons.Count() DATA_EXPAND { type = CelestialBody targetPlanet = AllBodies().Where(cb => cb.IsPlanet() && cb.Children().Count() >= 3) } DATA { type = List targetMoons = @targetPlanet.Children() } PARAMETER { name = MoonCoverage type = CelestialBodyCoverage targetBody = @targetMoon coverage = 0.95 ITERATOR { type = CelestialBody targetMoon = @/targetMoons } } PARAMETER { name = Duration type = Duration duration = 7d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = HomeWorld() minCoverage = 0.7 maxCoverage = 1.0 } REQUIREMENT { name = AnyGigaDish type = Any REQUIREMENT { name = PartUnlocked1 type = PartUnlocked part = RTGigaDish1 } REQUIREMENT { name = PartUnlocked2 type = PartUnlocked part = RTGigaDish2 } } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } REQUIREMENT { type = CelestialBodyCoverage maxCoverage = 0.7 } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/InnerPlanetRelay.cfg CONTRACT_TYPE { name = RT_InnerPlanetRelay sortKey = "03." + @targetBody.Index().ToString("D2") title = Create a network for @targetBody description = @isMoho ? @descMoho : @isDuna ? @descDuna : @isEve ? @descEve : @isVenus ? @descVenus : @descDefault synopsis = Build a communication network that provides coverage of @targetBody with a link back to mission control. completedMessage = The network is up and transmitting, and our shake-out testing is complete! group = RemoteTech prestige = Significant targetBody = @targetPlanet agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 1.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 70000.0 DATA { type = double sma = HomeWorld().SemiMajorAxis() targetSMA = @sma * 1.55 } DATA { type = string descDefault = We'd like to know more about @targetBody. Set up a communication network for us. descMoho = We'd like to find out if our probes can survive the temperatures on @targetBody. Set up a communication network for us. descDuna = We'd like to know if our rover wheels will actually work on @targetBody. Set up a communication network for us. descEve = We'd like to know if our antennas are powerful enough to get through Eve's purple clouds. Set up a communication network for us. descVenus = We'd like to know if our antennas are powerful enough to get through to the surface of Venus. Set up a communication network for us. } DATA_EXPAND { type = CelestialBody targetPlanet = AllBodies().Where(cb => cb.SemiMajorAxis() < @targetSMA && cb.IsPlanet() && cb.Children().Count() < 3 && cb != HomeWorld()) } DATA { type = bool isMoho = @targetPlanet.Name() == "Moho" || @targetPlanet.Name() == "Mercury" isDuna = @targetPlanet.Name() == "Duna" || @targetPlanet.Name() == "Mars" isEve = @targetPlanet.Name() == "Eve" isVenus = @targetPlanet.Name() == "Venus" } PARAMETER { name = CoverageParameter type = CelestialBodyCoverage targetBody = @/targetPlanet coverage = 0.95 } PARAMETER { name = Duration type = Duration duration = 7d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = HomeWorld() minCoverage = 0.7 maxCoverage = 1.0 } REQUIREMENT { name = CommDish type = Any REQUIREMENT { name = PartUnlocked1 type = PartUnlocked part = commDish } REQUIREMENT { name = PartUnlocked2 type = PartUnlocked part = RTLongDish2 } } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } REQUIREMENT { type = CelestialBodyCoverage maxCoverage = 0.7 } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/InnerSystemSat.cfg CONTRACT_TYPE { name = RT_InnerSat sortKey = 02.00 title = Communication satellite for inner planets description = We'd like to know what's out there, and the first step is setting up a satellite or two with one of the new larger dishes. synopsis = Launch a satellite with enough range for the inner planets and point it towards one of them. Make sure it has connectivity back to mission control. completedMessage = The satellite is up and transmitting, and our shake-out testing is complete! group = RemoteTech prestige = Trivial targetBody = HomeWorld() agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 10.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 40000.0 + 5000.0 * @targetBodies.Count() DATA { type = double sma = @targetBody.SemiMajorAxis() targetSMA = @sma * 1.55 } DATA { type = List targetBodies = AllBodies().Where(cb => cb.SemiMajorAxis() < @targetSMA && cb.IsPlanet() && cb != HomeWorld()) } PARAMETER { name = InnerSatI type = VesselParameterGroup define = Large CommSat I disableOnStateChange = false PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = ReachState type = ReachState situation = ORBITING } PARAMETER { name = InnerTarget type = Any title = Point a dish at ONE of the inner planets disableOnStateChange = false PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @target ITERATOR { type = CelestialBody target = @/targetBodies } } } } PARAMETER { name = Duration type = Duration duration = 4d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = Coverage type = Any hideChildren = true title = There must be an inner planet without coverage REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(0) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(1) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 1 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(2) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 2 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(3) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 3 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(4) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 4 } } } REQUIREMENT { name = CommDish type = Any REQUIREMENT { name = PartUnlocked type = PartUnlocked part = commDish } REQUIREMENT { name = PartUnlocked type = PartUnlocked part = RTLongDish2 } } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Generator } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/KerbinRelay.cfg CONTRACT_TYPE { name = RT_KerbinRelay sortKey = 00.00.FirstRelay title = Create a network for @targetBody (3 satellites) description = Mission control is tired of losing vessels and probes over the horizon, since they are rarely heard from again. We need to find a way to stay in constant communication if we have any hope of truly exploring @targetBody.Children().First() and beyond. synopsis = Build a communication network with three commsats that has continuous connectivity to mission control.\n\nAlso, make sure to only accept either the three or four satellite version of this contract (it's impossible to complete both). completedMessage = The network is up and transmitting, and our shake-out testing is complete! notes = A three satellite network must have a minimum periapsis of @/CommSat1/Orbit/minPeA.Print() m. Note that this is the bare minimum numbers to have visibility, it is recommended to use higher orbits to give a larger margin of error. group = RemoteTech prestige = Significant targetBody = HomeWorld() agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 10.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 60000.0 PARAMETER { name = CommSat1 type = VesselParameterGroup define = CommSat I disableOnStateChange = false PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat II } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat III } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.Radius() maxEccentricity = 0.004 maxInclination = 1 } } PARAMETER { name = CommSat2 type = VesselParameterGroup define = CommSat II disableOnStateChange = false PARAMETER { name = VesselConnectivity type = VesselConnectivity vessel = CommSat I } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat III } PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.Radius() maxEccentricity = 0.004 maxInclination = 1 } } PARAMETER { name = CommSat3 type = VesselParameterGroup define = CommSat III disableOnStateChange = false PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat I } PARAMETER { name = VesselConnectivity type = VesselConnectivity vessel = CommSat II } PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.Radius() maxEccentricity = 0.004 maxInclination = 1 } } PARAMETER { name = Duration type = Duration duration = 2d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage minCoverage = 0.0 maxCoverage = 0.6 } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } REQUIREMENT { name = AcceptContract type = AcceptContract invertRequirement = true contractType = RT_KerbinRelay_4sat } REQUIREMENT { name = CompleteContract type = CompleteContract invertRequirement = true contractType = RT_KerbinRelay_4sat } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/KerbinRelay_4sat.cfg CONTRACT_TYPE { name = RT_KerbinRelay_4sat sortKey = 00.01.FirstRelay title = Create a network for @targetBody (4 satellites) description = Mission control is tired of losing vessels and probes over the horizon, since they are rarely heard from again. We need to find a way to stay in constant communication if we have any hope of truly exploring @targetBody.Children().First() and beyond. synopsis = Build a communication network with four commsats that has continuous connectivity to mission control.\n\nAlso, make sure to only accept either the three or four satellite version of this contract (it's impossible to complete both). completedMessage = The network is up and transmitting, and our shake-out testing is complete! notes = A four satellite network must have a minimum periapsis of @/CommSat1/Orbit/minPeA.Print() m. Note that this is the bare minimum numbers to have visibility, it is recommended to use higher orbits to give a larger margin of error. group = RemoteTech prestige = Significant targetBody = HomeWorld() agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 13.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 80000.0 PARAMETER { name = CommSat1 type = VesselParameterGroup define = CommSat I disableOnStateChange = false PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat II } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat III } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat IV } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.Radius() * 0.4142135623730950488016887242097 maxEccentricity = 0.004 maxInclination = 1 } } PARAMETER { name = CommSat2 type = VesselParameterGroup define = CommSat II disableOnStateChange = false PARAMETER { name = VesselConnectivity type = VesselConnectivity vessel = CommSat I } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat III } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat IV } PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.Radius() * 0.4142135623730950488016887242097 maxEccentricity = 0.004 maxInclination = 1 } } PARAMETER { name = CommSat3 type = VesselParameterGroup define = CommSat III disableOnStateChange = false PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat I } PARAMETER { name = VesselConnectivity type = VesselConnectivity vessel = CommSat II } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat IV } PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.Radius() * 0.4142135623730950488016887242097 maxEccentricity = 0.004 maxInclination = 1 } } PARAMETER { name = CommSat4 type = VesselParameterGroup define = CommSat IV disableOnStateChange = false PARAMETER { name = VesselConnectivity type = VesselConnectivity vessel = CommSat I } PARAMETER { name = IsNotVessel type = IsNotVessel vessel = CommSat II } PARAMETER { name = VesselConnectivity type = VesselConnectivity vessel = CommSat III } PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.Radius() * 0.4142135623730950488016887242097 maxEccentricity = 0.004 maxInclination = 1 } } PARAMETER { name = Duration type = Duration duration = 2d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage minCoverage = 0.0 maxCoverage = 0.6 } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } REQUIREMENT { name = AcceptContract type = AcceptContract invertRequirement = true contractType = RT_KerbinRelay } REQUIREMENT { name = CompleteContract type = CompleteContract invertRequirement = true contractType = RT_KerbinRelay } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/MoonDish.cfg CONTRACT_TYPE { name = RT_MoonDish sortKey = 01.00 title = Point a dish out from @targetBody description = @moonCount > 1 ? @descMany : @descOne synopsis = @moonCount > 1 ? @synopsisMany : @synopsisOne completedMessage = We've got a signal bouncing back, good job! group = RemoteTech prestige = Trivial targetBody = HomeWorld() agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 1.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 5000.0 DATA { type = int moonCount = @targetBody.Children().Count() } DATA { type = string descOne = We'd like you to point a dish at @firstMoon so we can start sending some probes that way! descMany = We'd like you to point a dish at one of @targetBody's moons so we can start sending some probes that way! synopsisOne = Point a dish at @firstMoon! synopsisMany = Point a dish at one of our moons! } DATA { type = CelestialBody firstMoon = @/targetBody.Children().First() } PARAMETER { name = MunSat type = VesselParameterGroup disableOnStateChange = false PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = ReachState type = ReachState situation = ORBITING } PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @/firstMoon REQUIREMENT { type = Expression expression = @/moonCount == 1 } } PARAMETER { name = InnerTarget type = Any title = Point a Dish at one of @/targetBody's moons disableOnStateChange = false PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @/firstMoon } PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @/targetBody.Children().ElementAt(1) } PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @/targetBody.Children().ElementAt(2) REQUIREMENT { type = Expression expression = @/moonCount > 2 } } PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @/targetBody.Children().ElementAt(3) REQUIREMENT { type = Expression expression = @/moonCount > 3 } } REQUIREMENT { type = Expression expression = @/moonCount > 1 } } } REQUIREMENT { name = Coverage type = Expression expression = HomeWorld().Children().Where(cb => cb.RemoteTechCoverage() < 0.2).Count() > 0 title = Must not have any moons with greater than 20% communication coverage } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/MoonRelay.cfg CONTRACT_TYPE { name = RT_MoonRelay sortKey = 01.01 title = Create a network for @targetBody description = @isMinmus ? @descMinmus : @descDefault synopsis = Build a communication network that provides coverage of @targetBody with a link back to mission control. completedMessage = The network is up and transmitting, and our shake-out testing is complete! group = RemoteTech prestige = Significant targetBody = @targetMoon agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 2.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 40000.0 DATA { type = bool isMinmus = @targetBody.Name() == "Minmus" } DATA_EXPAND { type = CelestialBody targetMoon = HomeWorld().Children() } DATA { type = string descDefault = Mission control has decided they'd like to find out what's on the far side of @targetBody. In order to do that, we need to set up a relay network. descMinmus = They say that Minmus is too small to bother with setting up a dedicated communications network. Let's prove them wrong! } PARAMETER { name = MoonCoverage type = CelestialBodyCoverage coverage = 0.95 } PARAMETER { name = Duration type = Duration duration = 3d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = HomeWorld() minCoverage = 0.7 maxCoverage = 1.0 } REQUIREMENT { type = CelestialBodyCoverage maxCoverage = 0.7 } REQUIREMENT { name = ActiveVesselRange type = ActiveVesselRange targetBody = HomeWorld() range = @/targetBody.SemiMajorAxis() } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/OuterPlanetRelay.cfg CONTRACT_TYPE { name = RT_OuterPlanetRelay sortKey = "03." + @targetBody.Index().ToString("D2") title = Create a network for @targetBody description = @isDres ? @descDres : @isEeloo ? @descEeloo : @isNeptune ? @descNeptune : @isUranus ? @descUranus : @descDefault synopsis = Build a communication network that provides coverage of @targetBody with a link back to mission control. completedMessage = The network is up and transmitting, and our shake-out testing is complete! group = RemoteTech prestige = Significant targetBody = @targetPlanet agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 1.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 70000.0 DATA { type = double sma = HomeWorld().SemiMajorAxis() targetSMA = @sma * 1.55 } DATA { type = string descDefault = We'd like to know more about @targetBody. Set up a communication network for us. descDres = We're not sure if there's actually anything worth seeing on Dres. Let's check it out anyway. Set up a communication network for us. descEeloo = Is Eeloo reflective enough to bounce a signal off of? Only one way to find out. Set up a communication network for us. descNeptune = Neptune should would be an interesting place to visit. Set up a communication network for us. descUranus = There's aren't many places colder than Uranus, we should check it out. Set up a communication network for us. } DATA_EXPAND { type = CelestialBody targetPlanet = AllBodies().Where(cb => cb.SemiMajorAxis() >= @targetSMA && cb.IsPlanet() && cb.Children().Count() < 3 && cb != HomeWorld()) } DATA { type = bool isDres = @targetPlanet.Name() == "Dres" isEeloo = @targetPlanet.Name() == "Eeloo" isNeptune = @targetPlanet.Name() == "Neptune" isUranus = @targetPlanet.Name() == "Uranus" } PARAMETER { name = CoverageParameter type = CelestialBodyCoverage targetBody = @/targetPlanet coverage = 0.95 } PARAMETER { name = Duration type = Duration duration = 7d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = HomeWorld() minCoverage = 0.7 maxCoverage = 1.0 } REQUIREMENT { name = AnyGigaDish type = Any REQUIREMENT { name = PartUnlocked1 type = PartUnlocked part = RTGigaDish1 } REQUIREMENT { name = PartUnlocked2 type = PartUnlocked part = RTGigaDish2 } } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } REQUIREMENT { type = CelestialBodyCoverage maxCoverage = 0.7 } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/OuterSystemSat.cfg CONTRACT_TYPE { name = RT_OuterSat sortKey = 02.01 title = Communication satellite for outer planets description = We want to go really far! Let's set up a satellite that can reach the outer planets. synopsis = Launch a satellite with enough range for the outer planets and point it towards one of them. Make sure it has connectivity back to mission control. completedMessage = The satellite is up and transmitting, and our shake-out testing is complete! group = RemoteTech prestige = Trivial targetBody = HomeWorld() agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 15.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 85000.0 + 5000.0 * @targetBodies.Count() DATA { type = double sma = @targetBody.SemiMajorAxis() targetSMA = @sma * 1.55 } DATA { type = List targetBodies = AllBodies().Where(cb => cb.SemiMajorAxis() >= @targetSMA && cb.IsPlanet() && cb != HomeWorld()) } PARAMETER { name = OuterSatI type = VesselParameterGroup define = Giga CommSat I disableOnStateChange = false PARAMETER { name = KSCConnectivity type = KSCConnectivity } PARAMETER { name = ReachState type = ReachState situation = ORBITING } PARAMETER { name = OuterTarget type = Any title = Point a dish at ONE of the outer planets disableOnStateChange = false PARAMETER { name = HasAntenna type = HasAntenna antennaType = Dish targetBody = @target ITERATOR { type = CelestialBody target = @/targetBodies } } } } PARAMETER { name = Duration type = Duration duration = 4d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = Coverage type = Any hideChildren = true title = There must be an outer planet without coverage REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(0) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(1) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 1 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(2) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 2 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(3) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 3 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(4) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 4 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(5) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 5 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(6) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 6 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(7) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 7 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(8) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 8 } } REQUIREMENT { type = All REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = @/targetBodies.ElementAt(9) minCoverage = 0.0 maxCoverage = 0.2 } REQUIREMENT { type = Expression expression = @/targetBodies.Count() > 9 } } } REQUIREMENT { name = AnyGigaDish type = Any REQUIREMENT { name = PartUnlocked type = PartUnlocked part = RTGigaDish1 } REQUIREMENT { name = PartUnlocked type = PartUnlocked part = RTGigaDish2 } } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Generator } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/PlanetMoonRelay.cfg CONTRACT_TYPE { name = RT_PlanetMoonRelay sortKey = "03." + @combinedKey title = Create a network for @targetBody description = @isIke ? @descIke : @descDefault synopsis = Build a communication network that provides coverage of @targetBody with a link back to mission control. completedMessage = The network is up and transmitting, and our shake-out testing is complete! group = RemoteTech prestige = Significant targetBody = @targetMoon agent = Communication Satellite Group maxCompletions = 1 rewardReputation = 1.0 rewardFunds = @advanceFunds * 3.0 advanceFunds = 70000.0 DATA_EXPAND { type = CelestialBody targetMoon = AllBodies().Where(cb => cb.IsMoon() && cb.Parent().Children().Count() < 3 && cb.Parent() != HomeWorld()) } DATA { type = string parentKey = @targetBody.Parent().Index().ToString("D2") moonKey = @targetBody.Index().ToString("D2") combinedKey = @parentKey + @moonKey descDefault = They say there's no point to setting up a relay for @targetMoon. We say otherwise! Set up a communication network for us. descIke = They say there's some sort of "magic boulder" near Ike. Let's check it out! Set up a communication network for us. } DATA { type = bool isIke = @targetMoon.Name() == "Ike" } PARAMETER { type = CelestialBodyCoverage targetBody = @/targetMoon coverage = 0.95 } PARAMETER { name = Duration type = Duration duration = 7d preWaitText = Testing time after network up waitingText = Performing shake-out testing completionText = Shake-out testing completed } REQUIREMENT { name = CelestialBodyCoverage type = CelestialBodyCoverage targetBody = HomeWorld() minCoverage = 0.7 maxCoverage = 1.0 } REQUIREMENT { type = CelestialBodyCoverage targetBody = @/targetMoon.Parent() minCoverage = 0.7 maxCoverage = 1.0 } REQUIREMENT { type = CelestialBodyCoverage maxCoverage = 0.7 } } } UrlConfig { parentUrl = ContractPacks/RemoteTech/RemoteTech.cfg CONTRACT_GROUP { name = RemoteTech displayName = RemoteTech minVersion = 1.15.0 agent = Communication Satellite Group tip = Launching CommSats... } } UrlConfig { parentUrl = ContractPacks/RemoteTech/Agencies/Agents.cfg AGENT { name = Communication Satellite Group title = Communication Satellite Group description = The Communication Satellite Group is here to meet all your communication needs (so long as those needs involve launching satellite in space to talk to ther things in space). logoURL = ContractPacks/RemoteTech/Agencies/CommSatGroup logoScaledURL = ContractPacks/RemoteTech/Agencies/CommSatGroup_scaled mentality = NoRandomContractMentality } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/all_planets.grandtour.cfg CONTRACT_TYPE { name = all_planets group = STGGrandTours title = Do a grand tour of all the planets description = Our sponser would like to do a tour of all the planets and then return home notes = Complete the following: synopsis = Fly by all the planets: Moho, Eve, Duna, Dres, Jool, Eeloo completedMessage = You did it! You've successly flown by each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (1 + 7 + 5 + 5 + 6 + 6 + 10) rewardReputation = Random(5.0, 10.0) * (1 + 7 + 5 + 5 + 6 + 6 + 10) rewardFunds = @advanceFunds * (1 + 7 + 5 + 5 + 6 + 6 + 10) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Moho disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Duna disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eeloo disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/all_planets.land.grandtour.cfg CONTRACT_TYPE { name = all_planets.land group = STGGrandTours title = Do a grand tour of all the planets description = Our sponser would like to do a tour of all the planets and land on each planet and then return home notes = Complete the following: synopsis = Fly by all the planets: Moho, Eve, Duna, Dres, Jool, Eeloo and land on each planet completedMessage = You did it! You've successly flown by each planet and land on each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (2 + 7 + 5 + 5 + 6 + 6 + 10) rewardReputation = Random(5.0, 10.0) * (2 + 7 + 5 + 5 + 6 + 6 + 10) rewardFunds = @advanceFunds * (2 + 7 + 5 + 5 + 6 + 6 + 10) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Moho disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Moho situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Duna disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Duna situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eeloo disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eeloo situation = LANDED disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/all_planets_and_moons.grandtour.cfg CONTRACT_TYPE { name = all_planets_and_moons group = STGGrandTours title = Do a grand tour of all the planets and moons description = Our sponser would like to do a tour of all the planets and moons and then return home notes = Complete the following: synopsis = Fly by all the planets and moons: Mun, Minmus, Moho, Eve, Gilly, Duna, Ike, Dres, Jool, Laythe, Vall, Tylo, Bop, Pol completedMessage = You did it! You've successly flown by each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (1 + 2 + 2.5 + 7 + 5 + 6 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) rewardReputation = Random(5.0, 10.0) * (1 + 2 + 2.5 + 7 + 5 + 6 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) rewardFunds = @advanceFunds * (1 + 2 + 2.5 + 7 + 5 + 6 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Mun disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Minmus disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Moho disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Gilly disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Duna disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Ike disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Laythe disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Vall disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Tylo disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Bop disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Pol disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/all_planets_and_moons.land.grandtour.cfg CONTRACT_TYPE { name = all_planets_and_moons.land group = STGGrandTours title = Do a grand tour of all the planets and moons description = Our sponser would like to do a tour of all the planets and moons and land on each planet and then return home notes = Complete the following: synopsis = Fly by all the planets and moons: Mun, Minmus, Moho, Eve, Gilly, Duna, Ike, Dres, Jool, Laythe, Vall, Tylo, Bop, Pol and land on each planet completedMessage = You did it! You've successly flown by each planet and land on each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (2 + 2 + 2.5 + 7 + 5 + 6 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) rewardReputation = Random(5.0, 10.0) * (2 + 2 + 2.5 + 7 + 5 + 6 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) rewardFunds = @advanceFunds * (2 + 2 + 2.5 + 7 + 5 + 6 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Mun disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Mun situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Minmus disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Minmus situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Moho disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Moho situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Gilly disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Gilly situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Duna disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Duna situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Ike disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Ike situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Laythe disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Laythe situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Vall disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Vall situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Tylo disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Tylo situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Bop disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Bop situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Pol disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Pol situation = LANDED disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/group.cfg CONTRACT_GROUP { agent = Space Penguins, Inc minVersion = 1.15.0 name = STGGrandTours displayName = Grand Tour Missions } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/inner_planets.grandtour.cfg CONTRACT_TYPE { name = inner_planets group = STGGrandTours title = Do a grand tour of the inner planets description = Our sponser would like to do a tour of the inner planets and then return home notes = Complete the following: synopsis = Fly by the inner planets: Moho, Eve completedMessage = You did it! You've successly flown by each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (1 + 7 + 5) rewardReputation = Random(5.0, 10.0) * (1 + 7 + 5) rewardFunds = @advanceFunds * (1 + 7 + 5) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Moho disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/inner_planets.land.grandtour.cfg CONTRACT_TYPE { name = inner_planets.land group = STGGrandTours title = Do a grand tour of the inner planets description = Our sponser would like to do a tour of the inner planets and land on each planet and then return home notes = Complete the following: synopsis = Fly by the inner planets: Moho, Eve and land on each planet completedMessage = You did it! You've successly flown by each planet and land on each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (2 + 7 + 5) rewardReputation = Random(5.0, 10.0) * (2 + 7 + 5) rewardFunds = @advanceFunds * (2 + 7 + 5) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Moho disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Moho situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve situation = LANDED disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/inner_planets_and_moons.grandtour.cfg CONTRACT_TYPE { name = inner_planets_and_moons group = STGGrandTours title = Do a grand tour of the inner planets and moons description = Our sponser would like to do a tour of the inner planets and moons and then return home notes = Complete the following: synopsis = Fly by the inner planets and moons: Moho, Eve, Gilly completedMessage = You did it! You've successly flown by each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (1 + 7 + 5 + 6) rewardReputation = Random(5.0, 10.0) * (1 + 7 + 5 + 6) rewardFunds = @advanceFunds * (1 + 7 + 5 + 6) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Moho disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Gilly disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/inner_planets_and_moons.land.grandtour.cfg CONTRACT_TYPE { name = inner_planets_and_moons.land group = STGGrandTours title = Do a grand tour of the inner planets and moons description = Our sponser would like to do a tour of the inner planets and moons and land on each planet and then return home notes = Complete the following: synopsis = Fly by the inner planets and moons: Moho, Eve, Gilly and land on each planet completedMessage = You did it! You've successly flown by each planet and land on each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (2 + 7 + 5 + 6) rewardReputation = Random(5.0, 10.0) * (2 + 7 + 5 + 6) rewardFunds = @advanceFunds * (2 + 7 + 5 + 6) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Moho disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Moho situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eve situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Gilly disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Gilly situation = LANDED disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/outer_planets.grandtour.cfg CONTRACT_TYPE { name = outer_planets group = STGGrandTours title = Do a grand tour of the outer planets description = Our sponser would like to do a tour of the outer planets and then return home notes = Complete the following: synopsis = Fly by the outer planets: Duna, Dres, Jool, Eeloo completedMessage = You did it! You've successly flown by each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (1 + 5 + 6 + 6 + 10) rewardReputation = Random(5.0, 10.0) * (1 + 5 + 6 + 6 + 10) rewardFunds = @advanceFunds * (1 + 5 + 6 + 6 + 10) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Duna disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eeloo disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/outer_planets.land.grandtour.cfg CONTRACT_TYPE { name = outer_planets.land group = STGGrandTours title = Do a grand tour of the outer planets description = Our sponser would like to do a tour of the outer planets and land on each planet and then return home notes = Complete the following: synopsis = Fly by the outer planets: Duna, Dres, Jool, Eeloo and land on each planet completedMessage = You did it! You've successly flown by each planet and land on each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (2 + 5 + 6 + 6 + 10) rewardReputation = Random(5.0, 10.0) * (2 + 5 + 6 + 6 + 10) rewardFunds = @advanceFunds * (2 + 5 + 6 + 6 + 10) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Duna disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Duna situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eeloo disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Eeloo situation = LANDED disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/outer_planets_with_moons.grandtour.cfg CONTRACT_TYPE { name = outer_planets_with_moons group = STGGrandTours title = Do a grand tour of the outer planets with moons description = Our sponser would like to do a tour of the outer planets with moons and then return home notes = Complete the following: synopsis = Fly by the outer planets with moons: Duna, Ike, Dres, Jool, Laythe, Vall, Tylo, Bop, Pol completedMessage = You did it! You've successly flown by each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (1 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) rewardReputation = Random(5.0, 10.0) * (1 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) rewardFunds = @advanceFunds * (1 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Duna disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Ike disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Laythe disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Vall disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Tylo disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Bop disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Pol disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/Grandtours/outer_planets_with_moons.land.grandtour.cfg CONTRACT_TYPE { name = outer_planets_with_moons.land group = STGGrandTours title = Do a grand tour of the outer planets with moons description = Our sponser would like to do a tour of the outer planets with moons and land on each planet and then return home notes = Complete the following: synopsis = Fly by the outer planets with moons: Duna, Ike, Dres, Jool, Laythe, Vall, Tylo, Bop, Pol and land on each planet completedMessage = You did it! You've successly flown by each planet and land on each planet agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant maxCompletions = 1 maxSimultaneous = 1 rewardScience = Random(20.0, 30.0) * (2 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) rewardReputation = Random(5.0, 10.0) * (2 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) rewardFunds = @advanceFunds * (2 + 5 + 5 + 6 + 6 + 8 + 8 + 8 + 8 + 8) advanceFunds = Random(50000.0, 70000.0) REQUIREMENT { name = ReachSpace type = ReachSpace } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { type = VesselParameterGroup PARAMETER { name = All type = All title = Do these things PARAMETER { name = Flying type = ReachState targetBody = Kerbin situation = FLYING } PARAMETER { name = ReachState type = ReachState targetBody = Duna disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Duna situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Ike disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Ike situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Dres situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Laythe disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Laythe situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Vall disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Vall situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Tylo disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Tylo situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Bop disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Bop situation = LANDED disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Pol disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Pol situation = LANDED disableOnStateChange = true } } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/RoverMissions/group.cfg CONTRACT_GROUP { agent = Space Penguins, Inc minVersion = 1.15.0 name = RoverMissionsGroup displayName = Rover Missions } } UrlConfig { parentUrl = ContractPacks/Spacetux/RoverMissions/iteratorRover.cfg CONTRACT_TYPE { name = RoverExplore title = Rover Expedition group = RoverMissionsGroup genericDescription = Send a rover on an exploration mission description = The science team has identified an area of scientific interest and believes that @/targetVessel on @/targetBody should be directed to investigate. notes = Pilot your rover to the indicated location and perform all the science you can at that site. synopsis = Drive @/targetVessel on @/targetBody to this location. completedMessage = Research complete! Good work. deadline = 50 targetBody = @/targetVessel.CelestialBody() maxSimultaneous = 1 rewardReputation = 1.0 rewardFunds = 10000.0 failureReputation = 5.0 failureFunds = 20000.0 advanceFunds = 0 agent = Space Penguins, Inc DATA { type = Vessel requiredValue = true hidden = true uniquenessCheck = GROUP_ALL targetVessel = AllVessels().Where(v => v.VesselType() == Rover && v.IsLanded() == true).SelectUnique() } DATA { type = double targetRadius = @/targetBody.Radius() homeRadius = HomeWorld().Radius() distanceFactorTemp = @targetRadius == 0 ? 1 : @targetRadius/@homeRadius + 0.3 distanceFactor = @distanceFactorTemp / 2 TrivialMin = 3000 * @distanceFactor SignificantMin = 5000 * @distanceFactor ExceptionalMin = 7000 * @distanceFactor TrivialMax = 4000 * @distanceFactor SignificantMax = 6000 * @distanceFactor ExceptionalMax = 8000 * @distanceFactor } DATA { type = bool isTrivial = Prestige() == Trivial isSignificant = Prestige() == Significant isExceptional = Prestige() == Exceptional hasTherm = @/targetVessel.Parts().Where(p => p == sensorThermometer).Count() > 0 hasBar = @/targetVessel.Parts().Where(p => p == sensorBarometer).Count() > 0 hasAccel = @/targetVessel.Parts().Where(p => p == sensorAccelerometer).Count() > 0 hasGrav = @/targetVessel.Parts().Where(p => p == sensorGravimeter).Count() > 0 hasGoo = @/targetVessel.Parts().Where(p => p == GooExperiment).Count() > 0 hasMat = @/targetVessel.Parts().Where(p => p == science_module).Count() > 0 hasAtmo = @/targetVessel.Parts().Where(p => p == sensorAtmosphere).Count() > 0 hasScientist = @/targetVessel.Crew().Where(k => k.ExperienceTrait() == "Scientist").Count() > 0 hasAtmosphere = @/targetBody.HasAtmosphere() } DATA { type = int numWaypoints = Random(1, 5) calcMinCrew = @/targetVessel.CrewCapacity() > 0 ? 1:0 } DATA { type = List nums = [0,1,2,3,4] } DATA { type = List hidden = true a1l = [ "Marker", "Memorial", "Milestone", "Monument", "Museum", "Tree", "Battleground", "Benchmark", "Bend", "Blaze" ] a2l = [ "Geature", "Gragment", "Huide", "Hill", "Mark", "Milepost", "Mountain", "Promontory", "Remnant", "Ruins" ] a3l = [ "Souvenir", "Specimen", "Stone", "Survival", "Trace", "Vestige", "Vantage point", "Waypost", "Beacon", "Bellwether" ] a4l = [ "Catalog", "Chapter and Verse", "Clue", "Compendium", "Directory", "Enchiridion", "Guiding Light", "Hot Lead", "Key", "Landmark" ] a5l = [ "Lodestar", "Manual", "Mark", "Marker", "No-no's", "Pointer", "Sign", "Signal", "Signpost", "Telltale", "Tip-Off", "Vade Mecum" ] currentLocs = [ @a1l.Random(), @a1l.Random(), @a1l.Random(), @a1l.Random(), @a1l.Random()] kerbals = [ RandomKerbalName(Male), RandomKerbalName(Female), RandomKerbalName(Male), RandomKerbalName(Female), RandomKerbalName(Female)] } DATA { type = string hidden = true a1 = @currentLocs.ElementAt(0) a2 = @currentLocs.ElementAt(1) a3 = @currentLocs.ElementAt(2) a4 = @currentLocs.ElementAt(3) a5 = @currentLocs.ElementAt(4) } PARAMETER { name = HasCrew type = HasCrew minCrew = @/calcMinCrew REQUIREMENT { name = crewRequirement type = Expression expression = @/calcMinCrew > 0 } } PARAMETER { name = PartValidation type = PartValidation partModule = ModuleWheelMotor } PARAMETER { name = Sequence1 type = Sequence completeInSequence = true hiddenParameter = PARAM_1 hiddenParameter = PARAM_2 hiddenParameter = PARAM_3 hiddenParameter = PARAM_4 hiddenParameter = CollectAllScience PARAMETER { name = ReachState type = ReachState failWhenUnmet = true maxTerrainAltitude = 1000 } PARAMETER { name = PARAM_@id type = All ITERATOR { type = int id = @/nums.Where(i => i <@/numWaypoints) } PARAMETER { name = LocationAllObjectives@../id type = VesselParameterGroup disableOnStateChange = false title = Investigate @/currentLocs.ElementAt(@../id) PARAMETER { index = @../../id + 1 name = LocationArrival_@index type = VisitWaypoint distance = 500.0 hideOnCompletion = true showMessages = true title = Scientist @/kerbals.ElementAt(@index - 1) would like you to go investigate @/currentLocs.ElementAt(@index - 1) } } } PARAMETER { type = Sequence name = CollectAllScience PARAMETER { index = @/numWaypoints name = Location @/currentLocs.ElementAt(@index) Arrival type = VisitWaypoint distance = 500.0 hideOnCompletion = true showMessages = true title = Collect Science at @index } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup PARAMETER { name = Location TemperatureScan type = CollectScience experiment = temperatureScan recoveryMethod = None rewardScience = 0.25 REQUIREMENT { name = Location TemperatureScanRequirement type = Expression expression = @/hasTherm } } PARAMETER { name = Location PressureScan type = CollectScience experiment = barometerScan recoveryMethod = None rewardScience = 0.25 REQUIREMENT { name = Location BarometerScanRequirement type = Expression expression = @/hasBar } } PARAMETER { name = Location AccelerometerScan type = CollectScience experiment = seismicScan recoveryMethod = None rewardScience = 0.25 REQUIREMENT { name = Location AccelScanRequirement type = Expression expression = @/hasAccel } } PARAMETER { name = Location GravityScan type = CollectScience experiment = gravityScan recoveryMethod = None rewardScience = 0.25 REQUIREMENT { name = Location GravScanRequirement type = Expression expression = @/hasGrav } } PARAMETER { name = Location CrewReport type = CollectScience experiment = crewReport experiment = evaReport experiment = surfaceSample recoveryMethod = None rewardScience = 0.5 REQUIREMENT { name = Location CrewReportRequirement type = Expression expression = @/hasScientist } } PARAMETER { name = Location Goo type = CollectScience experiment = mysteryGoo recoveryMethod = None rewardScience = 0.5 REQUIREMENT { name = Location GooRequirement type = Expression expression = @/hasScientist && @/hasGoo } } PARAMETER { name = Location Mat type = CollectScience experiment = mobileMaterialsLab recoveryMethod = None rewardScience = 1.0 REQUIREMENT { name = Location MatRequirement type = Expression expression = @/hasScientist && @/hasMat } } PARAMETER { name = Location AtmoScan type = CollectScience experiment = atmosphereAnalysis recoveryMethod = None rewardScience = 0.25 REQUIREMENT { name = Location AtmoScanRequirement type = Expression expression = @/hasAtmo && @/hasAtmosphere } } } } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = Rover Location hidden = true icon = report altitude = 0.0 latitude = @/targetVessel.Location().Latitude() longitude = @/targetVessel.Location().Longitude() } RANDOM_WAYPOINT_NEAR { name = @/a1 icon = report altitude = 0.0 waterAllowed = false nearIndex = 0 count = 1 minDistance = Prestige() == Trivial ? @/TrivialMin : Prestige() == Significant ? @/SignificantMin : @/ExceptionalMin maxDistance = Prestige() == Trivial ? @/TrivialMax : Prestige() == Significant ? @/SignificantMax : @/ExceptionalMax } RANDOM_WAYPOINT_NEAR { name = @/numWaypoints >=2? @/a2 : "N/A 2" icon = report hidden = @/numWaypoints < 2 parameter = PARAM_0 altitude = 0.0 waterAllowed = false nearIndex = 1 count = 1 minDistance = Prestige() == Trivial ? @/TrivialMin : Prestige() == Significant ? @/SignificantMin : @/ExceptionalMin maxDistance = Prestige() == Trivial ? @/TrivialMax : Prestige() == Significant ? @/SignificantMax : @/ExceptionalMax } RANDOM_WAYPOINT_NEAR { name = @/numWaypoints >=3? @/a3 : "N/A 3" icon = report hidden = @/numWaypoints < 3 parameter = PARAM_1 altitude = 0.0 waterAllowed = false nearIndex = 2 count = 1 minDistance = Prestige() == Trivial ? @/TrivialMin : Prestige() == Significant ? @/SignificantMin : @/ExceptionalMin maxDistance = Prestige() == Trivial ? @/TrivialMax : Prestige() == Significant ? @/SignificantMax : @/ExceptionalMax } RANDOM_WAYPOINT_NEAR { name = @/numWaypoints >=4? @/a4 : "N/A 4" icon = report hidden = @/numWaypoints < 4 parameter = PARAM_2 altitude = 0.0 waterAllowed = false nearIndex = 3 count = 1 minDistance = Prestige() == Trivial ? @/TrivialMin : Prestige() == Significant ? @/SignificantMin : @/ExceptionalMin maxDistance = Prestige() == Trivial ? @/TrivialMax : Prestige() == Significant ? @/SignificantMax : @/ExceptionalMax } RANDOM_WAYPOINT_NEAR { name = @/numWaypoints >=5? @/a5 : "N/A 5" icon = report hidden = @/numWaypoints < 5 parameter = PARAM_3 altitude = 0.0 waterAllowed = false nearIndex = 4 count = 1 minDistance = Prestige() == Trivial ? @/TrivialMin : Prestige() == Significant ? @/SignificantMin : @/ExceptionalMin maxDistance = Prestige() == Trivial ? @/TrivialMax : Prestige() == Significant ? @/SignificantMax : @/ExceptionalMax } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/RoverMissions/RoverDeploy.cfg CONTRACT_TYPE { name = RoverDeploy title = Rover Deployment group = RoverMissionsGroup agent = Space Penguins, Inc genericDescription = Deploy a rover description = Much of @/targetBody is a mystery to us still. We could learn a lot by deploying a new rover there. notes = Launch a new rover to @/targetBody. Include all the scientific instrumentation you can! synopsis = Launch a new rover to @/targetBody completedMessage = The rover is on location and ready for research! deadline = 10000 targetBody = @/planet maxSimultaneous = 1 rewardReputation = 2 rewardFunds = 10000 failureReputation = 4 failureFunds = 20000 advanceFunds = 10000 BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { type = bool RC_roverDeployed = true } } DATA { type = CelestialBody hidden = true planet = Prestige() == Trivial ? @/easyPlanets.Random() : Prestige() == Significant ? @/mediumPlanets.Random() : @/hardPlanets.Random() } DATA { type = CelestialBody hidden = true kerbin = Kerbin mun = Mun minmus = Minmus duna = Duna } DATA { type = bool moonsReached = @mun.HaveReached() || @minmus.HaveReached() dunaReached = @duna.HaveReached() } DATA { type = List hidden = true requiredValue = false easyPlanets = bool($RC_roverDeployed) ? HomeWorld().Children() : [ @kerbin ] mediumPlanets1 = OrbitedBodies().Where(b => b.HasSurface()).ExcludeAll(@easyPlanets).Exclude(HomeWorld()) mediumPlanets2 = @dunaReached ? @mediumPlanets1 : @easyPlanets mediumPlanets3 = @mediumPlanets2.Count() > 0 ? @mediumPlanets2 : [@kerbin] mediumPlanets = bool($RC_roverDeployed) ? @mediumPlanets3 : [ @kerbin ] hardPlanetsTemp = @dunaReached ?AllBodies().Where(b => b.HasSurface()).ExcludeAll(@easyPlanets) : [ @kerbin ] hardPlanetsTemp1 = @hardPlanetsTemp.Count() > 0 ? @hardPlanetsTemp : [ @kerbin ] hardPlanetsTemp2 = @dunaReached ? @hardPlanetsTemp1.ExcludeAll(@mediumPlanets).Exclude(HomeWorld()) : @mediumPlanets hardPlanetsTemp3 = @hardPlanetsTemp2.Count() > 0 ? @hardPlanetsTemp2 : @mediumPlanets hardPlanets = bool($RC_roverDeployed) ? @hardPlanetsTemp3 : [ @kerbin ] } REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Wheel } PARAMETER { name = NewVessel type = NewVessel title = Launch a new rover } PARAMETER { name = ReachState type = ReachState situation = LANDED } PARAMETER { name = VesselIsType type = VesselIsType vesselType = Rover title = Set vessel type to Rover } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/group.cfg CONTRACT_GROUP { agent = Space Penguins, Inc name = STGUnmannedMissions displayName = Unmanned Missions minVersion = 1.15.0 maxSimultaneous = 4 DATA { type = bool hidden = true homeIsMoon = HomeWorld().IsMoon() } DATA { type = double hidden = true requiredValue = false sma = @/homeIsMoon? HomeWorld().Parent().SemiMajorAxis() : HomeWorld().SemiMajorAxis() outerTargetSMA = @/sma * 1.55 innerTargetSMA = @/sma * 0.66 } DATA { type = List hidden = true requiredValue = false validBodies = AllBodies().Where(cb => (cb.IsPlanet() || cb.IsMoon()) && cb != HomeWorld()) unreachedBodies = @/validBodies.ExcludeAll(ReachedBodies()) outerPlanets1 = @/validBodies.Where(cb => (cb.SemiMajorAxis() > @/outerTargetSMA) && cb.IsPlanet() ) outerMoons = @/validBodies.Where(cb => cb.IsMoon() && cb.Parent().SemiMajorAxis() > @/outerTargetSMA) outerPlanets = @/outerPlanets1.Concat(@/outerMoons) innerPlanets1 = @/validBodies.Where(cb => (cb.SemiMajorAxis() < @/innerTargetSMA) && cb.IsPlanet()) innerMoons = @/validBodies.Where(cb => cb.IsMoon() && cb.Parent().SemiMajorAxis() < @/innerTargetSMA) innerPlanets = @/innerPlanets1.Concat(@/innerMoons) easyPlanets1 = @/validBodies.Where(cb => cb == (HomeWorld().IsMoon() ? HomeWorld().Parent() : HomeWorld() ) ) easyPlanets2 = @/validBodies.Where(cb => @/homeIsMoon ? cb.Parent() == HomeWorld().Parent() : HomeWorld().Children().Contains(cb)) easyPlanets = @/easyPlanets2.Concat(@/easyPlanets1).Exclude(HomeWorld()) mediumPlanets1 = @/validBodies.ExcludeAll(@/innerPlanets).ExcludeAll(@/outerPlanets).ExcludeAll(@/innerMoons).ExcludeAll(@/outerMoons) mediumPlanets = @/moonsReached ? @/mediumPlanets1 : @/easyPlanets hardPlanets = @/mediumPlanetsReached ? @/validBodies.ExcludeAll(@/easyPlanets).ExcludeAll(@/mediumPlanets) : @/mediumPlanets } DATA { type = bool hidden = true requiredValue = false moonsReached = HomeWorld().Children().ExcludeAll(@/unreachedBodies).Count() > 0 mediumPlanetsReached = @/validBodies.ExcludeAll(@/innerPlanets).ExcludeAll(@/outerPlanets).ExcludeAll(@/innerMoons).ExcludeAll(@/outerMoons).ExcludeAll(@/unreachedBodies).ExcludeAll(@/easyPlanets).Count() > 0 } DATA { type = CelestialBody hidden = true requiredValue = false UnmannedMissionPlanet = Prestige() == Trivial ? @/easyPlanets.Random() : Prestige() == Significant ? @/mediumPlanets.Random() : @/hardPlanets.Random() KolniyaMissionPlanet = Prestige() == Trivial ? @/easyPlanets.Where(cb => cb.CanHaveKolniyaOrbit()).Random() : Prestige() == Significant ? @/mediumPlanets.Where(cb => cb.CanHaveKolniyaOrbit()).Random() : @/hardPlanets.Where(cb => cb.CanHaveKolniyaOrbit()).Random() TundraMissionPlanet = Prestige() == Trivial ? @/easyPlanets.Where(cb => cb.CanHaveTundraOrbit()).Random() : Prestige() == Significant ? @/mediumPlanets.Where(cb => cb.CanHaveTundraOrbit()).Random() : @/hardPlanets.Where(cb => cb.CanHaveTundraOrbit()).Random() } DATA { type = double hidden = true requiredValue = false homeworldSemiMajorAxis = @/sma destSemiMajorAxis = @/UnmannedMissionPlanet.IsMoon()? @/UnmannedMissionPlanet.Parent().SemiMajorAxis() : @/UnmannedMissionPlanet.SemiMajorAxis() travelTime = 3.14 * Pow(10,Log(Pow(10,Log(@/homeworldSemiMajorAxis/1000.0 + @/destSemiMajorAxis/1000.0, 10) * 3)/(8.0 * 1167922000),10) / 2)/(3600*6) + 10 } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = First Orbit group = STGUnmannedMissions title = Let's get a probe into orbit topic = orbit subject = HomeWorld() motivation = Because.... notes = Complete the following: synopsis = Send a probe to space and get it into orbit around our homeworld completedMessage = You did it! You've successfully gotten a probe into orbit agent = Space Penguins, Inc cancellable = true declinable = true prestige = Exceptional targetBody = HomeWorld() maxCompletions = 1 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 5.0 rewardFunds = Random(18000.0, 22000.0) advanceFunds = Random(9000.0, 11000.0) PARAMETER { name = Orbit type = Orbit situation = ORBITING minInclination = 0 minEccentricity = 0.0 } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = First Return from Orbit group = STGUnmannedMissions title = Orbit a probe and return it safely home topic = orbit subject = HomeWorld() motivation = Because.... notes = Complete the following: synopsis = Send a probe to space and get it into orbit around our homeworld and then get it back completedMessage = You did it! You've successfully gotten a probe into orbit and returned it home agent = Space Penguins, Inc cancellable = true declinable = true prestige = Exceptional targetBody = HomeWorld() maxCompletions = 1 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 5.0 rewardFunds = Random(18000.0, 22000.0) advanceFunds = Random(9000.0, 11000.0) PARAMETER { name = VesselParameterGroup_0 type = VesselParameterGroup completeInSequence = true PARAMETER { name = HasCrew_0 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = Orbit type = Orbit situation = ORBITING minInclination = 0 minEccentricity = 0.0 disableOnStateChange = true completeInSequence = true } PARAMETER { name = ReturnHome type = ReturnHome completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = First Unmanned Flyby group = STGUnmannedMissions genericTitle = Do an unmanned flyby title = Perform an unmanned @STGUnmannedMissions:UnmannedMissionPlanet flyby mission. topic = flyby subject = @STGUnmannedMissions:UnmannedMissionPlanet motivation = future landing notes = Complete the following: synopsis = Send a probe to space within the SOI of @STGUnmannedMissions:UnmannedMissionPlanet completedMessage = You did it! We've send a probe on a @STGUnmannedMissions:UnmannedMissionPlanet flyby agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:UnmannedMissionPlanet deadline = @STGUnmannedMissions:travelTime * 10 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 5.0 rewardFunds = Random(18000.0, 22000.0) advanceFunds = Random(9000.0, 11000.0) REQUIREMENT { name = ReachSpace_1 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy invertRequirement = true } DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = FirstUnmannedFlyby:@STGUnmannedMissions:UnmannedMissionPlanet.Name() } REQUIREMENT { name = Orbit type = Orbit targetBody = HomeWorld() } PARAMETER { name = Sequence_1 type = Sequence title = Flyby @/targetBody PARAMETER { name = VesselParameterGroup_1 type = VesselParameterGroup completeInSequence = true PARAMETER { name = HasCrew_1 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = ReachState_1 type = ReachState maxAltitude = 500000 targetBody = @/targetBody } PARAMETER { name = ReachState_Escaping_1 type = ReachState situation = ESCAPING targetBody = @/targetBody } } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = First Impact group = STGUnmannedMissions genericTitle = Crash a probe on a planet title = Crash a probe on @STGUnmannedMissions:UnmannedMissionPlanet ! topic = crash subject = @STGUnmannedMissions:UnmannedMissionPlanet motivation = moar pictures notes = Complete the following: synopsis = Launch an unmanned probe and have it crash onto the @STGUnmannedMissions:UnmannedMissionPlanet completedMessage = Future generations will remember this day. agent = Space Penguins, Inc minExpiry = 50.0 maxExpiry = 100.0 deadline = @STGUnmannedMissions:travelTime * 10 cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:UnmannedMissionPlanet maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 10.0 rewardFunds = Random(18000.0, 22000.0) advanceFunds = Random(9000.0, 11000.0) REQUIREMENT { name = ReachSpace_2 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy } REQUIREMENT { name = Nolanding_2 type = Landing invertRequirement = true } DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = FirstImpact:@STGUnmannedMissions:UnmannedMissionPlanet.Name() } PARAMETER { name = VPG_2 type = VesselParameterGroup PARAMETER { name = HasCrew_2 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = ReachState_2 type = ReachState minAltitude = 0 maxAltitude = 75000 minSpeed = 250 maxSpeed = 5000 } PARAMETER { name = VesselDestroyed_1 type = VesselDestroyed mustImpactTerrain = true completeInSequence = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = Targeted Impact group = STGUnmannedMissions genericTitle = Crash a probe on a target title = Crash a probe on @STGUnmannedMissions:UnmannedMissionPlanet on a target! topic = crash subject = @STGUnmannedMissions:UnmannedMissionPlanet motivation = moar pictures notes = Complete the following: synopsis = Launch an unmanned probe and have it crash onto the @STGUnmannedMissions:UnmannedMissionPlanet at a specific location completedMessage = Future generations will remember this day. agent = Space Penguins, Inc minExpiry = 50.0 maxExpiry = 100.0 deadline = @STGUnmannedMissions:travelTime * 10 cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:UnmannedMissionPlanet maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = Random(28000.0, 32000.0) advanceFunds = Random(9000.0, 11000.0) DATA { type = List hidden = true requiredValue = false impactedPlanets = $impactedPlanets } REQUIREMENT { name = ReachSpace_3 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy } REQUIREMENT { name = Nolanding_3 type = Landing targetBody = @/targetBody invertRequirement = true } DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = TargetedImpact:@STGUnmannedMissions:UnmannedMissionPlanet.Name() } PARAMETER { name = VPG_3 type = VesselParameterGroup PARAMETER { name = HasCrew_3 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = ReachState_3 type = ReachState minAltitude = 0 maxAltitude = 75000 minSpeed = 250 maxSpeed = 5000 } PARAMETER { name = VisitWaypoint_3 type = VisitWaypoint index = 0 distance = 10000 hideOnCompletion = true } PARAMETER { name = VesselDestroyed_3 type = VesselDestroyed mustImpactTerrain = true completeInSequence = true } } BEHAVIOUR { name = WaypointGenerator_3 type = WaypointGenerator RANDOM_WAYPOINT { count = 1 icon = thermometer altitude = 0.0 waterAllowed = true forceEquatorial = false } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = First Orbital Satellite group = STGUnmannedMissions genericTitle = Orbit an unmanned satellite at another planet title = Put a probe in orbit around @STGUnmannedMissions:UnmannedMissionPlanet topic = satellites subject = @STGUnmannedMissions:UnmannedMissionPlanet motivation = test notes = Complete the following: synopsis = Put a satellite in orbit around @STGUnmannedMissions:UnmannedMissionPlanet . completedMessage = You did it! We've placed a satellite in orbit around @STGUnmannedMissions:UnmannedMissionPlanet ! This will be a day long remembered. agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:UnmannedMissionPlanet deadline = @STGUnmannedMissions:travelTime * 10 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = Random(28000.0, 32000.0) advanceFunds = Random(9000.0, 11000.0) REQUIREMENT { name = ReachSpace_4 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy } DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = FirstOrbitalSatellite:@STGUnmannedMissions:UnmannedMissionPlanet.Name() } PARAMETER { name = VPG_4 type = VesselParameterGroup define = Satellite PARAMETER { name = HasCrew_4 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = Orbit_4 type = Orbit targetBody = @/targetBody minAltitude = 8000 } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = Polar Orbital Satellite group = STGUnmannedMissions genericTitle = Put a probe in a polar orbit at another planet title = Put a probe in a polar orbit at @STGUnmannedMissions:UnmannedMissionPlanet . topic = satellites subject = @STGUnmannedMissions:UnmannedMissionPlanet motivation = test notes = Complete the following: synopsis = Put a satellite in orbit around @STGUnmannedMissions:UnmannedMissionPlanet . completedMessage = You did it! We've placed a satellite in orbit around @STGUnmannedMissions:UnmannedMissionPlanet ! This will be a day long remembered. agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:UnmannedMissionPlanet deadline = @STGUnmannedMissions:travelTime * 10 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = Random(28000.0, 32000.0) advanceFunds = Random(9000.0, 11000.0) REQUIREMENT { name = ReachSpace_4 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy } DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = PolarOrbitalSatellite:@STGUnmannedMissions:UnmannedMissionPlanet.Name() } PARAMETER { name = VPG_4 type = VesselParameterGroup define = Satellite PARAMETER { name = HasCrew_4 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = PolarOrbit_4 type = ReachSpecificOrbit index = 0 deviationWindow = 3 } } BEHAVIOUR { name = PolarOrbitGenerator type = OrbitGenerator RANDOM_ORBIT { targetBody = @/targetBody type = POLAR } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = Equatorial OrbitalSat group = STGUnmannedMissions genericTitle = Put a probe in a equatorial orbit at another planet title = Orbit the first satellite in an equatorial orbit around @STGUnmannedMissions:UnmannedMissionPlanet . topic = satellites subject = @STGUnmannedMissions:UnmannedMissionPlanet motivation = test notes = Complete the following: synopsis = Put a satellite in orbit around @STGUnmannedMissions:UnmannedMissionPlanet . completedMessage = You did it! We've placed a satellite in orbit around @STGUnmannedMissions:UnmannedMissionPlanet ! This will be a day long remembered. agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:UnmannedMissionPlanet deadline = @STGUnmannedMissions:travelTime * 10 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = Random(28000.0, 32000.0) advanceFunds = Random(9000.0, 11000.0) REQUIREMENT { name = ReachSpace_4 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy } DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = EquatorialOrbitalSatellite:@STGUnmannedMissions:UnmannedMissionPlanet.Name() } PARAMETER { name = VPG_4 type = VesselParameterGroup define = Satellite PARAMETER { name = HasCrew_4 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = EquatorialOrbit_4 type = ReachSpecificOrbit index = 0 deviationWindow = 3 } } BEHAVIOUR { name = EquatorialOrbitGenerator type = OrbitGenerator RANDOM_ORBIT { targetBody = @/targetBody type = EQUATORIAL } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = Kolniya Orbital Satellite group = STGUnmannedMissions genericTitle = Put a probe in a Kolniya orbit at a planet title = Orbit the first satellite in a Kolniya orbit around @STGUnmannedMissions:KolniyaMissionPlanet . topic = satellites subject = @STGUnmannedMissions:KolniyaMissionPlanet motivation = test notes = Complete the following: synopsis = Put a satellite in orbit around @STGUnmannedMissions:KolniyaMissionPlanet . completedMessage = You did it! We've placed a satellite in orbit around @STGUnmannedMissions:KolniyaMissionPlanet ! This will be a day long remembered. agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:KolniyaMissionPlanet deadline = @STGUnmannedMissions:travelTime * 10 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = Random(28000.0, 32000.0) advanceFunds = Random(9000.0, 11000.0) REQUIREMENT { name = ReachSpace_4 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy } DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = KolniyaOrbitalSatellite:@STGUnmannedMissions:KolniyaMissionPlanet.Name() } PARAMETER { name = VPG_4 type = VesselParameterGroup define = Satellite PARAMETER { name = HasCrew_4 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = KolniyaOrbit_4 type = ReachSpecificOrbit index = 0 deviationWindow = 3 } } BEHAVIOUR { name = EquatorialOrbitGenerator type = OrbitGenerator RANDOM_ORBIT { targetBody = @/targetBody type = KOLNIYA } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = Tundra Orbital Satellite group = STGUnmannedMissions genericTitle = Put a probe in a Tundra orbit at another planet title = Orbit the first satellite in a Tundra orbit around @STGUnmannedMissions:TundraMissionPlanet . topic = satellites subject = @STGUnmannedMissions:TundraMissionPlanet motivation = test notes = Complete the following: synopsis = Put a satellite in orbit around @STGUnmannedMissions:TundraMissionPlanet . completedMessage = You did it! We've placed a satellite in orbit around @STGUnmannedMissions:TundraMissionPlanet ! This will be a day long remembered. agent = Space Penguins, Inc cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:TundraMissionPlanet deadline = @STGUnmannedMissions:travelTime * 10 maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 15.0 rewardFunds = Random(28000.0, 32000.0) advanceFunds = Random(9000.0, 11000.0) REQUIREMENT { name = ReachSpace_4 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy } DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = TundraOrbitalSatellite:@STGUnmannedMissions:TundraMissionPlanet.Name() } PARAMETER { name = VPG_4 type = VesselParameterGroup define = Satellite PARAMETER { name = HasCrew_4 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = TundraOrbit_4 type = ReachSpecificOrbit index = 0 deviationWindow = 3 } } BEHAVIOUR { name = EquatorialOrbitGenerator type = OrbitGenerator RANDOM_ORBIT { targetBody = @/targetBody type = KOLNIYA } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = First Unmanned Landing group = STGUnmannedMissions genericTitle = Land a probe on another planet title = Land a probe on the @STGUnmannedMissions:UnmannedMissionPlanet ! topic = landing subject = Srv_@STGUnmannedMissions:UnmannedMissionPlanet motivation = want to be sure the @STGUnmannedMissions:UnmannedMissionPlanet will support a ship (isn't made out of dust) before we send a manned craft. This will be a monumental achievement. notes = Complete the following: synopsis = Launch an unmanned probe and have it land on the @STGUnmannedMissions:UnmannedMissionPlanet completedMessage = Future generations will remember this day. agent = Space Penguins, Inc minExpiry = 50.0 maxExpiry = 100.0 deadline = @STGUnmannedMissions:travelTime * 10 cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:UnmannedMissionPlanet maxSimultaneous = 1 rewardScience = 5.0 rewardReputation = 20.0 rewardFunds = Random(38000.0, 42000.0) advanceFunds = Random(19000.0, 21000.0) DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = FirstUnmannedLanding:@STGUnmannedMissions:UnmannedMissionPlanet.Name() } REQUIREMENT { name = ReachSpace_5 type = ReachSpace } REQUIREMENT { name = Expression_HasSurface type = Expression title = Planet has surface expression = @/targetBody.HasSurface() } REQUIREMENT { name = Nolanding_5 type = Landing targetBody = @/targetBody invertRequirement = true } REQUIREMENT { name = FlyBy type = FlyBy } PARAMETER { name = VPG__6 type = VesselParameterGroup PARAMETER { name = HasCrew_6 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = ReachState_6 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } } } } UrlConfig { parentUrl = ContractPacks/Spacetux/UnmannedContracts/UnmannedContracts.cfg CONTRACT_TYPE { name = Targeted Unmanned Landing group = STGUnmannedMissions genericTitle = Land a probe at a specified target title = Land a probe on the @STGUnmannedMissions:UnmannedMissionPlanet at a specified target! topic = landing subject = Srf_@STGUnmannedMissions:UnmannedMissionPlanet motivation = want to be get close-up pictures of a projected landing site for a future manned landing on @STGUnmannedMissions:UnmannedMissionPlanet . notes = Complete the following: synopsis = Launch an unmanned probe and have it land on the @STGUnmannedMissions:UnmannedMissionPlanet completedMessage = Future generations will remember this day. agent = Space Penguins, Inc minExpiry = 50.0 maxExpiry = 100.0 deadline = @STGUnmannedMissions:travelTime * 10 cancellable = true declinable = true prestige = Significant targetBody = @STGUnmannedMissions:UnmannedMissionPlanet maxSimultaneous = 2 rewardScience = 5.0 rewardReputation = 25.0 rewardFunds = Random(43000.0, 47000.0) advanceFunds = Random(19000.0, 21000.0) DATA { type = String hidden = true uniquenessCheck = GROUP_ALL requiredValue = true uid = TargetedUnmannedLanding:@STGUnmannedMissions:UnmannedMissionPlanet.Name() } REQUIREMENT { name = ReachSpace_7 type = ReachSpace } REQUIREMENT { name = FlyBy type = FlyBy } PARAMETER { name = VPG__7 type = VesselParameterGroup PARAMETER { name = HasCrew_7 type = HasCrew maxCrew = 0 minCrew = 0 } PARAMETER { name = VisitWaypoint_8 type = VisitWaypoint index = 0 distance = 5000 hideOnCompletion = true } PARAMETER { name = ReachState_7 type = ReachState situation = LANDED completeInSequence = true disableOnStateChange = true } } BEHAVIOUR { name = WaypointGenerator_8 type = WaypointGenerator RANDOM_WAYPOINT { name = Impact Target count = 1 icon = thermometer altitude = 0.0 waterAllowed = true forceEquatorial = false } } } } UrlConfig { parentUrl = ContractPacks/Tourism/Asteroid.cfg CONTRACT_TYPE { name = Tourism_Asteroid group = Tourism sortKey = 05.Asteroid genericTitle = Bring tourists to an asteroid genericDescription = What if we could use an asteroid for tourism? Give those tourists and up close view of a big rock without having to land on a moon? title = Bring @Tourism:touristCount.Print() @Tourism:tourists to visit an asteroid. description = We've got some adventure seekers that are looking to see what an asteroid looks like up close. synopsis = Bring @Tourism:touristCount.Print() @Tourism:tourists to an asteroid and back. completedMessage = The @Tourism:tourists had a great time! prestige = Exceptional targetBody = HomeWorld() agent = Kerbal Space Tourism maxSimultaneous = 2 rewardFunds = 50000 + 200000.0 * @Tourism:touristCount + Random(0.0, 50000.0) rewardReputation = 1.0 failureReputation = 20.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Bring the @Tourism:tourists to an asteroid duration = 15m PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState minAltitude = @/targetBody.AtmosphereAltitude() + 5000 } PARAMETER { name = PartValidation type = PartValidation partModule = ModuleAsteroid } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @Tourism:touristCount } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristAsteroidCount = TouristAsteroidCount + @Tourism:touristCount } } REQUIREMENT { name = Facility type = Facility facility = TrackingStation minLevel = 3 } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/Attraction.cfg CONTRACT_TYPE { name = Tourism_Attraction group = Tourism sortKey = 10.00.Attraction genericTitle = Bring tourists to a hotel or casino genericDescription = Once we've built an attraction, we can bring tourists there. title = Bring @/touristCount.Print() tourists to our @buildingName, @targetVessel description = Tourists are flocking to see our @buildingName! We've got another load of passengers that need a shuttle up to @targetVessel. synopsis = Bring @/touristCount.Print() tourists to @targetVessel completedMessage = The @Tourism:tourists are on board! prestige = Significant targetBody = HomeWorld() agent = Kerbal Space Tourism rewardFunds = @attractionModifier * (30000.0 * @touristCount + Random(0.0, 10000.0)) rewardReputation = 1.0 failureReputation = 20.0 DATA { type = List requiredValue = false validHotels = $Tourism_Hotels.Where(vi => Vessel(vi).IsOrbiting() && Vessel(vi).EmptyCrewSpace() >= 10) validCasinos = $Tourism_Casinos.Where(vi => Vessel(vi).IsOrbiting() && Vessel(vi).EmptyCrewSpace() >= 10) } DATA { type = int selectionIndex = Random(0, @validHotels.Count() + @validCasinos.Count() - 1) casinoIndex = @selectionIndex - @validHotels.Count() touristCount = Random(10, Min(40, Max(@targetVessel.EmptyCrewSpace(), 1))) } DATA { type = bool isHotel = @selectionIndex < @validHotels.Count() } DATA { type = double attractionModifier = @isHotel ? 1.0 : 5.0 } DATA { type = string hidden = true buildingName = @isHotel ? "hotel" : "casino" } DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE hidden = true targetVessel = @isHotel ? @validHotels.ElementAt(@selectionIndex) : @validCasinos.ElementAt(@casinoIndex) } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel PARAMETER { name = HasPassengers type = HasPassengers } } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @/touristCount removePassengers = false } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristAttractionCount = TouristAttractionCount + @Tourism:touristCount } } REQUIREMENT { type = Expression expression = @/validHotels.Count() > 0 || @/validCasinos.Count() > 0 title = Must have a casino or hotel with at least ten empty crew spaces } } } UrlConfig { parentUrl = ContractPacks/Tourism/AttractionReturnHome.cfg CONTRACT_TYPE { name = Tourism_AttractionReturn group = Tourism sortKey = 10.01.AttractionReturn genericTitle = Bring tourists home from a hotel or casino genericDescription = After our hotels and casinos are filled with tourists, we can charge to bring them back home! title = Bring @touristCount.Print() tourists home from @targetVessel description = Some @Tourism:tourists are ending their stay at @targetVessel and need a ride home. synopsis = Bring @touristCount.Print() Kerbals home from @targetVessel. completedMessage = The @Tourism:tourists had a great time! prestige = Trivial targetBody = HomeWorld() agent = Kerbal Space Tourism rewardFunds = @attractionModifier * (15000.0 * @touristCount + Random(0.0, 10000.0)) rewardReputation = 1.0 failureReputation = 20.0 DATA { type = List requiredValue = false validHotels = $Tourism_Hotels.Where(vi => Vessel(vi).IsOrbiting() && Vessel(vi).Crew().Where(k => k.Type() == Tourist).Count() >= 10) validCasinos = $Tourism_Casinos.Where(vi => Vessel(vi).IsOrbiting() && Vessel(vi).Crew().Where(k => k.Type() == Tourist).Count() >= 10) } DATA { type = int selectionIndex = Random(0, @validHotels.Count() + @validCasinos.Count() - 1) casinoIndex = @selectionIndex - @validHotels.Count() touristCount = @targetKerbals.Count() } DATA { type = bool isHotel = @selectionIndex < @validHotels.Count() } DATA { type = double attractionModifier = @isHotel ? 1.0 : 5.0 } DATA { type = string hidden = true buildingName = @isHotel ? "hotel" : "casino" } DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE hidden = true targetVessel = @isHotel ? @validHotels.ElementAt(@selectionIndex) : @validCasinos.ElementAt(@casinoIndex) } DATA { type = List hidden = true targetKerbals = @targetVessel.Crew().Where(k => k.Type() == Tourist) } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbals } BEHAVIOUR { type = RemoveKerbal kerbal = @/targetKerbals } } } UrlConfig { parentUrl = ContractPacks/Tourism/Base.cfg CONTRACT_TYPE { name = Tourism_Base group = Tourism sortKey = 04.01.Base genericTitle = Bring tourists to a base genericDescription = Let's use one of our existing bases for space tourism! title = Bring @Tourism:touristCount.Print() @Tourism:tourists to visit @targetVessel description = Some @Tourism:tourists would like to visit @targetVessel on @targetBody. This trip will cost them a lot. synopsis = Bring @Tourism:touristCount.Print() @Tourism:tourists to visit the base. completedMessage = The @Tourism:tourists had a great time! prestige = Exceptional targetBody = @targetVessel.CelestialBody() agent = Kerbal Space Tourism maxSimultaneous = 2 rewardFunds = 10000.0 + 60000.0 * @Tourism:touristCount + Random(0.0, 5000.0) rewardReputation = 1.0 failureReputation = 20.0 notes = Don't forget that @Tourism:tourists cannot EVA! This means that we'll need a suitable way of getting them on the base (like a docking port). DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE title = Must have a base with sufficient empty space targetVessel = AllVessels().Where(v => v.VesselType() == Base).Where(v => HomeWorld().Children().Contains(v.CelestialBody()) && v.IsLanded() && v.EmptyCrewSpace() > @Tourism:touristCount).Random() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel duration = 2h PARAMETER { name = HasPassengers type = HasPassengers } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @Tourism:touristCount } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristBaseCount = TouristBaseCount + @Tourism:touristCount } } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/CasinoBuilding.cfg CONTRACT_TYPE { name = Tourism_Casino group = Tourism sortKey = 09.01.Casino genericDescription = If we get an investor, we may be able to build a casino in space. title = Build a space casino! description = We've received the specifications for the space casino, and they are quite ambitious. Space for 100 Kerbals. Lights, antennae... 4 ASTEROIDS!?! This will be quite the construction project! synopsis = Build a space casino! completedMessage = The casino is officially open! prestige = Exceptional targetBody = HomeWorld() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardFunds = 1000000.0 rewardReputation = 25.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup defineList = Tourism_Casinos PARAMETER { name = AntennaPart type = PartValidation partModule = ModuleRTAntenna minCount = 4 } PARAMETER { name = PartValidation type = PartValidation partModule = ModuleDockingNode minCount = 2 } PARAMETER { name = HasCrewCapacity type = HasCrewCapacity minCapacity = 100 } PARAMETER { name = HasResource type = HasResource resource = ElectricCharge minQuantity = 100000 } PARAMETER { name = PartValidation type = PartValidation partModule = ModuleLight minCount = 24 } PARAMETER { name = PartValidation type = PartValidation partModule = ModuleAsteroid minCount = 4 } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.AtmosphereAltitude() * 5.0 } } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { Tourism_CasinoConstruction = $Tourism_CasinoConstruction - 1 } } REQUIREMENT { name = Expression type = Expression expression = Tourism_CasinoConstruction > 0 title = Must have secured a casino investor via the investor tour contract } } } UrlConfig { parentUrl = ContractPacks/Tourism/FirstTourist.cfg CONTRACT_TYPE { name = Tourism_FirstTourist group = Tourism sortKey = 00.FirstTourist title = Kick off space tourism description = We've been offered an interesting opportunity. Millionnaire Tito Kerman dreams of going to space. Unlike most Kerbals who simply show up at the astronaut complex, Tito is willing to pay his way into space. A new corporation has been set up for space tourists, all we have to do is bring one extra Kerbal to space for 4 hours. We were going there anyway... synopsis = Help Tito Kerman visit space. completedMessage = Tito's funds are going to spend very well! prestige = Significant targetBody = HomeWorld() agent = Kerbal Space Tourism maxCompletions = 1 rewardFunds = 80000.0 rewardReputation = 1.0 failureReputation = 20.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup duration = 4h PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.AtmosphereAltitude() + 5000 } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers kerbal = NewKerbal(Male, "Tito Kerman") } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = 1 TouristLowOrbitCount = 1 } } REQUIREMENT { name = Orbit type = Orbit } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract invertRequirement = true title = Must not have completed a standard tourism contract } } } UrlConfig { parentUrl = ContractPacks/Tourism/GasGiantMoons.cfg CONTRACT_TYPE { name = Tourism_GasGiantMoons group = Tourism sortKey = 07.GasGiant genericTitle = Gas Giant Tourism genericDescription = The ultimate tourist destination - a gas giant! title = Grand tourist tour of @targetBody description = A very wealthy tourist would like to do a tour of the moons of @targetBody. He's willing to pay quite well for the trip. synopsis = Fly by all of @targetBody's moons. completedMessage = The tourist had a great time! prestige = Exceptional targetBody = AllBodies().Where(b => !b.HasSurface() && b.IsPlanet() && b.Children().Count() > 0 && b != HomeWorld().Parent()).Random() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardFunds = Random(100000.0, 250000.0) + @targetBody.Children().Count() * 100000.0 rewardReputation = 1.0 failureReputation = 5.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Visit @/targetBody's moons PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { type = ReachState disableOnStateChange = true targetBody = @targetMoon maxAltitude = @targetMoon.Radius() / 2.0 ITERATOR { type = CelestialBody targetMoon = @/targetBody.Children() } } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = 1 } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristGasCount = TouristGasCount + @Tourism:touristCount } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_GasGiantMoons minCount = 0 cooldownDuration = Random(300d, 1y) } REQUIREMENT { type = Orbit targetBody = Sun() } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/HotelBuilding.cfg CONTRACT_TYPE { name = Tourism_Hotel group = Tourism sortKey = 09.00.Hotel genericDescription = If we get an investor, we may be able to build a hotel in space. title = Build a space hotel! description = We've received the specifications for the space hotel, it'll need a whole lot of crew capacity, some transmitters and some good power storage. synopsis = Build a space hotel! completedMessage = The hotel is officially open! prestige = Exceptional targetBody = HomeWorld() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardFunds = 400000.0 rewardReputation = 10.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup defineList = Tourism_Hotels PARAMETER { name = AntennaPart type = PartValidation partModule = ModuleRTAntenna minCount = 4 } PARAMETER { name = PartValidation type = PartValidation partModule = ModuleDockingNode minCount = 2 } PARAMETER { name = HasCrewCapacity type = HasCrewCapacity minCapacity = 50 } PARAMETER { name = HasResource type = HasResource resource = ElectricCharge minQuantity = 20000 } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.AtmosphereAltitude() * 5.0 } } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { Tourism_HotelConstruction = $Tourism_HotelConstruction - 1 } } REQUIREMENT { name = Expression type = Expression expression = Tourism_HotelConstruction > 0 title = Must have secured a hotel investor via the investor tour contract } } } UrlConfig { parentUrl = ContractPacks/Tourism/InvestorTour.cfg CONTRACT_TYPE { name = Tourism_Investor group = Tourism sortKey = 08.Investor genericDescription = If we get enough tourism funds rolling in, we may be able to attract an investor. title = Investor tour description = We've got a big opportunity to increase our cash flow. Some investors are looking to build a facility in space and would like a tour of the KSC. Unfortunately, due to Linus's clerical error, we have two competing investors waiting for a tour right now! We can't let the investors see each other, and there's only time to give one investor the tour, so we'll have to pick which facility we want to build! Grab a spare rover out of the space plane hanger and give the chosen investor a tour.\n\nWe do have a spare rover, right? synopsis = Give one of two competing investors a tour. Note the casino is significantly more difficult to build, but has higher payoff. completedMessage = Great job, check with mission control for the construction contract. prestige = Exceptional targetBody = HomeWorld() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardReputation = 1.0 PARAMETER { type = Any PARAMETER { name = CasinoTour type = VesselParameterGroup title = Tour the waypoints in order (Casino) notes = @/SpawnKerbal.Kerbals().ElementAt(0): Give this Kerbal the tour to receive the Space Casino construction contract. PARAMETER { name = HasCrew type = HasCrew kerbal = @/SpawnKerbal.Kerbals().ElementAt(0) } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 2 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 3 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 4 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 5 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 6 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 7 distance = 20 disableOnStateChange = true completeInSequence = true } } PARAMETER { name = HotelTour type = VesselParameterGroup title = Tour the waypoints in order (Hotel) notes = @/SpawnKerbal.Kerbals().ElementAt(1): Give this Kerbal the tour to receive the Space Hotel construction contract. PARAMETER { name = HasCrew type = HasCrew kerbal = @/SpawnKerbal.Kerbals().ElementAt(1) } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 2 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 3 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 4 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 5 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 6 distance = 20 disableOnStateChange = true completeInSequence = true } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = 7 distance = 20 disableOnStateChange = true completeInSequence = true } } } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator PQS_CITY { name = Mission Control North icon = ContractPacks/Tourism/Icons/KSC pqsCity = KSC pqsOffset = -148.077445455679, 286.99040824692, 25.3743380787009 altitude = 2.8743840075098 } PQS_CITY { name = Mission Control South icon = ContractPacks/Tourism/Icons/KSC pqsCity = KSC pqsOffset = -148.208981015945, 181.298949940513, 25.373792572309 altitude = 2.8743840075098 } PQS_CITY { name = Space Plane Hangar icon = ContractPacks/Tourism/Icons/KSC pqsCity = KSC pqsOffset = -284.030722778427, 296.525523628557, 25.40351192673 altitude = 2.8743840075098 } PQS_CITY { name = Admin Building icon = ContractPacks/Tourism/Icons/KSC pqsCity = KSC pqsOffset = -631.028307736825, 36.8139531189386, 25.157711895825 altitude = 2.8743840075098 } PQS_CITY { name = Astronaut Complex icon = ContractPacks/Tourism/Icons/KSC pqsCity = KSC pqsOffset = -520.57929402075, 45.7417997448993, 25.3830652286688 altitude = 2.8743840075098 } PQS_CITY { name = Research and Development icon = ContractPacks/Tourism/Icons/KSC pqsCity = KSC pqsOffset = -419.543887097701, -86.7488393443518, 25.3873244152 altitude = 2.8743840075098 } PQS_CITY { name = Vehicle Assembly Building icon = ContractPacks/Tourism/Icons/KSC pqsCity = KSC pqsOffset = -271.59181575309, -0.0405155622991629, 25.232032534089 altitude = 2.8743840075098 } PQS_CITY { name = Tracking Station icon = ContractPacks/Tourism/Icons/KSC pqsCity = KSC pqsOffset = -120.097429254005, -208.929766647985, 25.366792091470 altitude = 2.8743840075098 } } BEHAVIOUR { name = SpawnKerbal type = SpawnKerbal KERBAL { owned = false addToRoster = false pqsCity = KSC pqsOffset = -148.077445455679, 286.99040824692, 25.3743380787009 alt = 67.83361202047 } KERBAL { owned = false addToRoster = false pqsCity = KSC pqsOffset = -148.208981015945, 181.298949940513, 25.373792572309 alt = 67.792389401816 } } BEHAVIOUR { name = AssignConstructionContract type = Expression PARAMETER_COMPLETED { parameter = CasinoTour Tourism_CasinoConstruction = $Tourism_CasinoConstruction + 1 } PARAMETER_COMPLETED { parameter = HotelTour Tourism_HotelConstruction = $Tourism_HotelConstruction + 1 } } REQUIREMENT { name = Expression type = Any REQUIREMENT { name = Expression type = Expression expression = TouristCount > 10 title = Must have brought at least 10 tourists home safely } REQUIREMENT { type = Orbit targetBody = Sun() } } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/LowOrbit.cfg CONTRACT_TYPE { name = Tourism_LowOrbit group = Tourism sortKey = 02.Orbital genericTitle = Bring tourists to low @targetBody orbit genericDescription = Bring some tourists to orbit and back (safely). title = Bring @Tourism:touristCount.Print() @Tourism:tourists to low @targetBody orbit description = "@Tourism:moreTourists want to go to space. Give them an orbit or two around @targetBody - an hour should do it." synopsis = Bring @Tourism:touristCount.Print() @Tourism:tourists to orbit of @targetBody orbit for one hour. completedMessage = The @Tourism:tourists had a great time! prestige = Trivial targetBody = HomeWorld() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardFunds = 25000.0 * @Tourism:touristCount + Random(0.0, 10000.0) rewardReputation = 1.0 failureReputation = 20.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Bring the @Tourism:tourists into orbit duration = 1h PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.AtmosphereAltitude() + 5000 } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @Tourism:touristCount } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristLowOrbitCount = TouristLowOrbitCount + @Tourism:touristCount } } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/MoonLandings.cfg CONTRACT_TYPE { name = Tourism_Moon_Landings group = Tourism sortKey = 03.02.MoonLanding genericTitle = Land tourists on a moon genericDescription = Tourists would love to step on one a moon. We can't actually let them out of the ship, but we can still get them there. title = Land on @targetBody with @Tourism:touristCount.Print() @Tourism:tourists description = These adventurous @Tourism:tourists want to be one of the few Kerbals to step foot on @targetBody. Since legal won't let them leave the ship for liability reasons, do the next best thing and land there with them. synopsis = Bring @Tourism:touristCount.Print() @Tourism:tourists to the surface of @targetBody and back. completedMessage = The @Tourism:tourists had a great time! prestige = Significant targetBody = @parentBody.Children().Random() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardFunds = 10000.0 + 65000.0 * @Tourism:touristCount + Random(0.0, 5000.0) rewardReputation = 3.0 failureReputation = 20.0 DATA { type = CelestialBody parentBody = HomeWorld().Parent().IsPlanet() ? HomeWorld().Parent() : HomeWorld() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Land on @/targetBody PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState situation = LANDED } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @Tourism:touristCount } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristMoonLandingsCount = TouristMoonLandingsCount + @Tourism:touristCount } } REQUIREMENT { name = Expression type = Expression expression = TouristMoonsCount > 1 title = Must have brought at least two moon tourists back successfully } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/Moons.cfg CONTRACT_TYPE { name = Tourism_Moons group = Tourism sortKey = 03.00.Moons genericTitle = Bring tourists on a fly-by of a moon genericDescription = Bring some tourists near a moon and back. title = Flyby of @targetBody with @Tourism:touristCount.Print() @Tourism:tourists description = These @Tourism:tourists will be paying a premium to go a little bit further out than the usual tourist. Do a near flyby of @targetBody. synopsis = Bring @Tourism:touristCount.Print() @Tourism:tourists to @targetBody and back. completedMessage = The @Tourism:tourists had a great time! prestige = Significant targetBody = @parentBody.Children().Random() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardFunds = 7500.0 + 35000.0 * @Tourism:touristCount + Random(0.0, 5000.0) rewardReputation = 1.0 failureReputation = 10.0 DATA { type = CelestialBody parentBody = HomeWorld().Parent().IsPlanet() ? HomeWorld().Parent() : HomeWorld() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Do a flyby of @/targetBody PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState maxAltitude = @/targetBody.Radius() / 2.0 } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @Tourism:touristCount } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristMoonsCount = TouristMoonsCount + @Tourism:touristCount } } REQUIREMENT { name = Expression type = Expression expression = TouristCount > 2 title = Must have successfully brought two tourists home } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/SpaceCamp.cfg CONTRACT_TYPE { name = Tourism_SpaceCamp group = Tourism sortKey = 06.Camp title = Hold a space camp description = Mortimer is constantly complaining about the cost of hiring new astronauts. Rather than wasting our funds on training recruits, or picking up whichever Kerbals happen to be need of rescue from low Kerbin orbit, we should set up a space camp, and train paid tourists to join the space program! Bring the tourists and some instructors to a long term training facility in orbit, and when they come home we'll see which ones are good candidates for joining the space program. synopsis = Bring @touristCount tourists into a long term orbital training facility. Some will join our space program when they return. completedMessage = This was a great success, we've got a new pilot (@/candidates.ElementAt(0)), engineer (@/candidates.ElementAt(1)) and scientist (@/candidates.ElementAt(2)) ready for future missions! prestige = Significant targetBody = HomeWorld() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardFunds = 75000.0 + Random(0.0, 25000.0) rewardReputation = 20.0 failureReputation = 50.0 DATA { type = int touristCount = Random(12, 16) } DATA { type = List hidden = true tourists = NewKerbals(@touristCount - 3) candidates = NewKerbals(3) allPassengers = @tourists.Concat(@candidates).Random(@touristCount) } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Bring the candidates into orbit duration = 40d PARAMETER { name = HasCrew type = HasCrew trait = Pilot title = Crew: A Pilot hideChildren = true } PARAMETER { name = HasCrew type = HasCrew trait = Engineer title = Crew: An Engineer hideChildren = true } PARAMETER { name = HasCrew type = HasCrew trait = Scientist title = Crew: A Scientist hideChildren = true } PARAMETER { name = HasCrew type = HasCrew minExperience = 2 title = Crew: Experience Level 2 (at least one) hideChildren = true } PARAMETER { name = HasPassengers type = HasPassengers kerbal = @/allPassengers } PARAMETER { name = Orbit type = Orbit minPeA = @/targetBody.AtmosphereAltitude() + 5000 } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true kerbal = @/allPassengers } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers kerbal = @/tourists } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers kerbal = @/candidates removePassengers = false } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount } } BEHAVIOUR { type = ChangeKerbalType onState = CONTRACT_COMPLETED KERBAL_INFO { kerbal = @/candidates.ElementAt(0) trait = Pilot kerbalType = Crew } KERBAL_INFO { kerbal = @/candidates.ElementAt(1) trait = Engineer kerbalType = Crew } KERBAL_INFO { kerbal = @/candidates.ElementAt(2) trait = Scientist kerbalType = Crew } } BEHAVIOUR { type = AwardExperience experience = 3 kerbal = @/candidates } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } REQUIREMENT { type = HasAstronaut minExperience = 2 } } } UrlConfig { parentUrl = ContractPacks/Tourism/Station.cfg CONTRACT_TYPE { name = Tourism_Station group = Tourism sortKey = 04.00.Station genericTitle = Bring tourists to a space station genericDescription = Let's use one of our existing space stations for space tourism! title = Bring @Tourism:touristCount.Print() @Tourism:tourists to visit @targetVessel description = Some @Tourism:tourists would like to visit @targetVessel, and they're willing to pay handsomely. synopsis = Bring @Tourism:touristCount.Print() @Tourism:tourists to visit the station. completedMessage = The @Tourism:tourists had a great time! prestige = Trivial prestige = Significant targetBody = Prestige() == Trivial ? HomeWorld() : HomeWorld().Children().Random() agent = Kerbal Space Tourism maxSimultaneous = 2 rewardFunds = 10000.0 + 45000.0 * @Tourism:touristCount + Random(0.0, 10000.0) rewardReputation = 1.0 failureReputation = @targetBody == HomeWorld() ? 20.0 : 10.0 DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE title = Must have a station with sufficient empty space targetVessel = AllVessels().Where(v => v.VesselType() == Station && v.CelestialBody() == @targetBody && v.IsOrbiting() && v.EmptyCrewSpace() > @Tourism:touristCount).Random() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel duration = 4h PARAMETER { name = HasPassengers type = HasPassengers } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @Tourism:touristCount } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristStationCount = TouristStationCount + @Tourism:touristCount } } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/SubOrbital.cfg CONTRACT_TYPE { name = Tourism_SubOrbital group = Tourism sortKey = 01.SubOrbital genericTitle = Bring tourists on a sub-orbital flight genericDescription = Take tourists to see a specific sight via a sub-orbital hop. title = Bring @Tourism:touristCount.Print() @Tourism:tourists over @/waypoint.Name().ToLower() description = Some @Tourism:tourists would like to see a specific sight from space. synopsis = Bring @Tourism:touristCount.Print() @Tourism:tourists high above @/waypoint.Name().ToLower(). completedMessage = The @Tourism:tourists had a great time! prestige = Significant targetBody = HomeWorld() agent = Kerbal Space Tourism maxSimultaneous = 2 rewardFunds = 50000.0 * @Tourism:touristCount + Random(0.0, 10000.0) rewardReputation = 1.0 failureReputation = 20.0 DATA { type = Int32 selectedWaypoint = Random(0, 8) } DATA { type = Waypoint hidden = true waypoint = @WaypointGenerator.Waypoints().ElementAt(@/selectedWaypoint) } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Bring the @Tourism:tourists to the waypoint PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState situation = SUB_ORBITAL minAltitude = @/targetBody.AtmosphereAltitude() } PARAMETER { name = VisitWaypoint type = VisitWaypoint index = @/selectedWaypoint distance = 75000 showMessages = true } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @Tourism:touristCount } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator WAYPOINT { name = The North Pole icon = ContractPacks/Tourism/Icons/Kerbal latitude = 86.7616543296163 longitude = 308.254415257669 altitude = @/targetBody.AtmosphereAltitude() hidden = @/selectedWaypoint != 0 } WAYPOINT { name = The South Pole icon = ContractPacks/Tourism/Icons/Kerbal latitude = -87.3751639299601 longitude = 49.2517261517926 altitude = @/targetBody.AtmosphereAltitude() hidden = @/selectedWaypoint != 1 } WAYPOINT { name = The Great Desert icon = ContractPacks/Tourism/Icons/Kerbal latitude = 2.49024940694461 longitude = 218.604135349567 altitude = @/targetBody.AtmosphereAltitude() hidden = @/selectedWaypoint != 2 } WAYPOINT { name = The Badlands icon = ContractPacks/Tourism/Icons/Kerbal latitude = -18.2225120529206 longitude = 49.7359527722988 altitude = @/targetBody.AtmosphereAltitude() hidden = @/selectedWaypoint != 3 } WAYPOINT { name = The Northern Mountains icon = ContractPacks/Tourism/Icons/Kerbal latitude = 18.2426228070652 longitude = 70.2853195264318 altitude = @/targetBody.AtmosphereAltitude() hidden = @/selectedWaypoint != 4 } WAYPOINT { name = K2 icon = ContractPacks/Tourism/Icons/Kerbal latitude = 38.5184489842882 longitude = -59.5459291301628 altitude = @/targetBody.AtmosphereAltitude() hidden = @/selectedWaypoint != 5 } WAYPOINT { name = The Southern Mountains icon = ContractPacks/Tourism/Icons/Kerbal latitude = -31.5160511492187 longitude = -9.96582917744914 altitude = @/targetBody.AtmosphereAltitude() hidden = @/selectedWaypoint != 6 } WAYPOINT { name = The Impact Crater icon = ContractPacks/Tourism/Icons/Kerbal latitude = 8.69713980419879 longitude = 180.042508107154 altitude = @/targetBody.AtmosphereAltitude() hidden = @/selectedWaypoint != 7 } } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristLowOrbitCount = TouristLowOrbitCount + @Tourism:touristCount } } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/Tourism.cfg CONTRACT_GROUP { name = Tourism displayName = Tourism Plus agent = Kerbal Space Tourism minVersion = 1.22.0 tip = Launching Space Tourists... disabledContractType = TourismContract DATA { type = List hidden = true crewableParts = AllParts().Where(p => p.CrewCapacity() > 0) unlockedParts = @crewableParts.Where(p => p.IsUnlocked()) } DATA { type = bool hidden = true hasTwoSeatParts = @unlockedParts.Where(p => p.CrewCapacity() >= 2).Count() > 0 hasFourSeatParts = @unlockedParts.Where(p => p.CrewCapacity() >= 4).Count() > 0 moreThanOneTourist = @touristCount > 1 } DATA { type = int hidden = true maxTourists = @hasFourSeatParts ? 4 : @hasTwoSeatParts ? 2 : 1 touristCount = Random(1, @maxTourists) } DATA { type = string hidden = true tourists = @moreThanOneTourist ? "tourists" : "tourist" moreTourists = @moreThanOneTourist ? "More tourists" : "Another tourist" } } } UrlConfig { parentUrl = ContractPacks/Tourism/TwoMoons.cfg CONTRACT_TYPE { name = Tourism_TwoMoons group = Tourism sortKey = 03.01.TwoMoons genericTitle = Bring tourists on a multi-moon flyby genericDescription = Bring some tourists with you to several moons. title = Multi-moon flyby with @Tourism:touristCount.Print() @Tourism:tourists description = These @Tourism:tourists have booked the delux @targetBody package. Do a near flyby of @targetBody.Children().First() and @targetBody.Children().Last(). synopsis = Fly by @targetBody's moons with @Tourism:touristCount.Print() @Tourism:tourists. completedMessage = The @Tourism:tourists had a great time! prestige = Exceptional targetBody = HomeWorld().Parent().IsPlanet() ? HomeWorld().Parent() : HomeWorld() agent = Kerbal Space Tourism maxSimultaneous = 1 rewardFunds = 20000.0 + 85000.0 * @Tourism:touristCount + Random(0.0, 10000.0) rewardReputation = 4.0 failureReputation = 20.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Visit @/targetBody's moons PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState disableOnStateChange = true maxAltitude = @targetBody.First().Radius() / 2.0 ITERATOR { type = CelestialBody targetBody = @/targetBody.Children() } } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @Tourism:touristCount } BEHAVIOUR { name = Expression type = Expression CONTRACT_COMPLETED_SUCCESS { TouristCount = TouristCount + @Tourism:touristCount TouristMoonsCount = TouristMoonsCount + @Tourism:touristCount } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_Moons } REQUIREMENT { name = Expression type = Expression expression = @/targetBody.Children().Count() > 1 title = "HomeWorld() must have at least two moons" } REQUIREMENT { name = AnyStarter type = Any hideChildren = true title = Must have opened up space tourism REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismContract } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = Tourism_FirstTourist } } } } UrlConfig { parentUrl = ContractPacks/Tourism/Agencies/Agents.cfg AGENT { name = Kerbal Space Tourism description = Our clients have their tropical shirts ready, hopefully you'll be able to drop them off somewhere sunny when they've finished their itinerary. logoURL = ContractConfigurator/Agencies/Tourism logoScaledURL = ContractConfigurator/Agencies/Tourism_scaled mentality = NoRandomContractMentality title = Kerbal Space Tourism } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/Asteroid.cfg CONTRACT_TYPE { name = TourismAsteroid title = Visit an asteroid with @TourismExpanded:touristCount.Print() tourists genericTitle = Visit an asteroid with tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to see @targetVessel up close genericDescription = This group of tourists wishes to see an asteroid up close synopsis = Visit @targetVessel then bring them home completedMessage = The tourists have successfully made it back from the asteroid minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Significant targetBody = Sun() maxSimultaneous = 10 rewardReputation = 1.0 failureReputation = 10.0 DATA { type = Vessel uniquenessCheck = CONTRACT_ALL title = Must have a base with sufficient empty space targetVessel = AllVessels().Where(v => v.VesselType() == SpaceObject && v.CelestialBody().IsSun()).Random() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel duration = 1d PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline targetVessel = @/targetVessel } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = false multiplier = 1.5 count = @TourismExpanded:touristCount targetVessel = @/targetVessel } REQUIREMENT { name = Facility type = Facility facility = TrackingStation minLevel = 3 } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/Flyby.cfg CONTRACT_TYPE { name = TourismFlyby title = Flyby of @targetBody with @TourismExpanded:touristCount.Print() tourists genericTitle = Flyby with tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to do a flyby of @targetBody genericDescription = A group of tourists wishes to do a flyby synopsis = Flyby @targetBody then bring them home completedMessage = The tourists have successfully made it back from @targetBody minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Trivial targetBody = OrbitedBodies().Where(b => !b.IsHomeWorld() && !b.IsSun()).Random() maxSimultaneous = 10 rewardReputation = 1.0 failureReputation = 10.0 DATA { type = CelestialBody uniquenessCheck = CONTRACT_ACTIVE hidden = true body = @targetBody } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Do a flyby of @/targetBody PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState maxAltitude = @/targetBody.SpaceAltitudeThreshold() } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline delay = 3 } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = false count = @TourismExpanded:touristCount } REQUIREMENT { name = Orbit type = Orbit checkOnActiveContract = false } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/FlybyTour.cfg CONTRACT_TYPE { name = TourismFlybyTour title = Flyby of @targetBody and its @/moonsText with @TourismExpanded:touristCount.Print() tourists genericTitle = Flyby of a planet and its moons with tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to do a flyby of @targetBody and its @/moonsText genericDescription = A group of tourists wishes to do a flyby of a planet and its moons synopsis = Flyby of @targetBody and its @/moonsText then bring them home completedMessage = The tourists have successfully made it back from @targetBody minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Significant targetBody = OrbitedBodies().Where(b => b.IsPlanet() && b.Children().Count() > 0).Random() maxSimultaneous = 10 rewardReputation = 5.0 failureReputation = 10.0 DATA { type = CelestialBody uniquenessCheck = CONTRACT_ACTIVE hidden = true body = @targetBody } DATA { type = List hidden = true moons = AllBodies().Where(b => b.Parent() == @targetBody) } DATA { type = bool hidden = true multipleMoons = @/moons.Count() > 1 } DATA { type = string hidden = true moonsText = @/multipleMoons ? "@/moons.Count() moons" : "moon" } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Do a flyby of @/targetBody hidden = @targetBody.IsHomeWorld() PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState maxAltitude = @/targetBody.SpaceAltitudeThreshold() } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Do a flyby of @/targetBody's @/moonsText PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState targetBody = @targetMoon disableOnStateChange = true maxAltitude = @targetMoon.SpaceAltitudeThreshold() ITERATOR { type = CelestialBody targetMoon = @/targetBody.Children() } } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline delay = 1 multipleDest = true } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = false multipleDest = true count = @TourismExpanded:touristCount } REQUIREMENT { name = Orbit type = Orbit checkOnActiveContract = false } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/GrandTour.cfg CONTRACT_TYPE { name = TourismGrandTour title = Grand tour of @targetBody with @TourismExpanded:touristCount.Print() tourists genericTitle = Grand tour of the sun with tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to visit all planets and moons orbiting @targetBody genericDescription = A group of tourists wishes to visit all planets and moons orbiting the sun synopsis = Visit all planets and moons orbiting @targetBody then bring them home completedMessage = The tourists have successfully made it back from their grand tour! minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Exceptional targetBody = Sun() maxSimultaneous = 1 rewardReputation = 20.0 failureReputation = 10.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Flyby of planets and moons without surfaces PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { type = ReachState disableOnStateChange = true targetBody = @targetFlyby maxAltitude = @targetFlyby.SpaceAltitudeThreshold() ITERATOR { type = CelestialBody targetFlyby = AllBodies().Where(b => !b.HasSurface() && !b.IsSun()) } } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Land on planets and moons with surfaces PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { type = ReachState disableOnStateChange = true targetBody = @targetLanding situation = LANDED ITERATOR { type = CelestialBody targetLanding = AllBodies().Where(b => b.HasSurface() && !b.IsHomeWorld()) } } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline multipleDest = true } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = false multipleDest = true count = @TourismExpanded:touristCount } REQUIREMENT { name = Orbit type = Orbit checkType = MANNED } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/RoverTour.cfg CONTRACT_TYPE { name = TourismRoverTour title = Give a rover tour on @targetBody to @TourismExpanded:touristCount.Print() tourists genericTitle = Give a rover tour to tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to go for a rover ride on @targetBody near the following waypoint genericDescription = A group of tourists wishes to go for a rover ride on near the following waypoint synopsis = Give a rover tour on @targetBody near the waypoint then bring them home completedMessage = The tourists have successfully made it back from their tour on @targetBody minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Exceptional targetBody = LandedBodies().Where(b => !b.IsHomeWorld()).Random() maxSimultaneous = 10 rewardReputation = 4.0 failureReputation = 10.0 DATA { type = CelestialBody uniquenessCheck = CONTRACT_ACTIVE hidden = true body = @targetBody } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup duration = 2m PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = VisitWaypoint type = VisitWaypoint distance = 3000.0 showMessages = true } PARAMETER { name = ReachState type = ReachState minSpeed = 4 situation = LANDED } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = WaypointGenerator type = WaypointGenerator RANDOM_WAYPOINT { icon = default altitude = 0.0 waterAllowed = false } } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = true multiplier = 1.5 count = @TourismExpanded:touristCount } REQUIREMENT { name = Landing type = Landing checkOnActiveContract = false } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/SunBurial.cfg CONTRACT_TYPE { name = TourismSunBurial title = Fly @tourist into @targetBody genericTitle = Fly tourist into the sun group = TourismExpanded description = Unfortunately, @tourist is suffering from a terminal illness and wishes to be flung into @targetBody genericDescription = A tourist is suffering from a terminal illness and wishes to be flung into the sun synopsis = Crash @tourist into @targetBody completedMessage = The tourist has successfully made it to their final resting place minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Trivial targetBody = HomeWorld().Parent() maxSimultaneous = 1 rewardReputation = -5.0 failureReputation = 10.0 DATA { type = Kerbal hidden = true tourist = NewKerbalWithTrait("Tourist") } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Fly into @/targetBody PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = Orbit type = Orbit maxPeA = @targetBody.Radius() } PARAMETER { name = VesselDestroyed type = VesselDestroyed } } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers kerbal = @/tourist count = 1 } BEHAVIOUR { name = SetDeadline type = SetDeadline } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = false multiplier = 2.0 count = 1 } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = TourismSunFlyby cooldownDuration = 30d } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/SunFlyby.cfg CONTRACT_TYPE { name = TourismSunFlyby title = Fly close to @targetBody with @TourismExpanded:touristCount.Print() tourists genericTitle = Fly close to the sun with tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to fly close to @targetBody genericDescription = A group of tourists wishes to fly close to the sun synopsis = Bring these tourists close to @targetBody then bring them home completedMessage = The tourists have successfully made it back from @targetBody minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Exceptional targetBody = HomeWorld().Parent() maxSimultaneous = 1 rewardReputation = 3.0 failureReputation = 10.0 PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Do a flyby of @/targetBody PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState maxAltitude = @/targetBody.Radius() * 2 } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = false multiplier = 0.5 count = @TourismExpanded:touristCount } REQUIREMENT { name = Orbit type = Orbit checkOnActiveContract = false } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/TourismExpanded.cfg CONTRACT_GROUP { name = TourismExpanded displayName = Tourism Expanded agent = Far Out Tourism minVersion = 1.30.5 maxSimultaneous = 8 disabledContractType = TourismContract DATA { type = int hidden = true randomNum = Random(1, 100) } DATA { type = bool hidden = true largeGroup = @randomNum <= 10 } DATA { type = int hidden = true touristCount = @largeGroup ? Random(6, 12) : Random(2, 5) } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/UnderwaterAdventure.cfg CONTRACT_TYPE { name = TourismUnderwaterAdventure title = Underwater Adventure on @targetBody with @TourismExpanded:touristCount.Print() tourists genericTitle = Underwater Adventure group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to go for an underwater adventure on @targetBody genericDescription = A group of tourists wishes to go for an underwater adventure synopsis = Bring these tourists underwater on @targetBody then bring them home completedMessage = The tourists have successfully made it back from their underwater adventure on @targetBody minExpiry = 5 maxExpiry = 10 deadline = 0 prestige = Exceptional targetBody = LandedBodies().Where(b => b.HasOcean()).Random() maxSimultaneous = 10 rewardReputation = 3.0 failureReputation = 10.0 DATA { type = CelestialBody uniquenessCheck = CONTRACT_ACTIVE hidden = true body = @targetBody } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup duration = 5m PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState maxAltitude = -1.0 situation = SPLASHED } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = true multiplier = 1.5 count = @TourismExpanded:touristCount } REQUIREMENT { name = Landing type = Landing checkOnActiveContract = false } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/VisitBase.cfg CONTRACT_TYPE { name = TourismVisitBase title = Visit @targetVessel with @TourismExpanded:touristCount.Print() tourists genericTitle = Visit a base with tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to visit @targetVessel genericDescription = A group of tourists wishes to visit a base synopsis = Bring these tourists to @targetVessel then bring them home completedMessage = The tourists have successfully made it back from @targetVessel minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Significant targetBody = @targetVessel.CelestialBody() maxSimultaneous = 10 rewardReputation = 3.0 failureReputation = 10.0 DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE title = Must have a base with sufficient empty space targetVessel = AllVessels().Where(v => v.VesselType() == Base && v.IsLanded() && v.EmptyCrewSpace() > @TourismExpanded:touristCount).Random() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel duration = 7d PARAMETER { name = HasPassengers type = HasPassengers } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = true count = @TourismExpanded:touristCount } REQUIREMENT { name = Landing type = Landing checkOnActiveContract = false } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/VisitBiome.cfg CONTRACT_TYPE { name = TourismVisitBiome title = Visit @targetBiome with @TourismExpanded:touristCount.Print() tourists genericTitle = Visit a biome with tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to visit @targetBiome genericDescription = A group of tourists wishes to visit a specific biome synopsis = Bring these tourists to @targetBiome then bring them home completedMessage = The tourists have successfully made it back from @targetBiome minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Significant targetBody = @targetBiome.CelestialBody() maxSimultaneous = 10 rewardReputation = 3.0 failureReputation = 10.0 DATA { type = Biome title = Randomly selected biome uniquenessCheck = CONTRACT_ACTIVE targetBiome = LandedBodies().Where(b => b != HomeWorld()).Random().Biomes().Random() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup duration = 2h PARAMETER { name = HasCrew type = HasCrew trait = Pilot } PARAMETER { name = HasPassengers type = HasPassengers } PARAMETER { name = ReachState type = ReachState biome = @/targetBiome situation = LANDED } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = SetDeadline type = SetDeadline } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = true count = @TourismExpanded:touristCount } REQUIREMENT { name = Landing type = Landing checkOnActiveContract = false } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/VisitStation.cfg CONTRACT_TYPE { name = TourismVisitStation title = Visit @targetVessel with @TourismExpanded:touristCount.Print() tourists genericTitle = Visit a station with tourists group = TourismExpanded description = This group of @TourismExpanded:touristCount.Print() tourists wishes to visit @targetVessel genericDescription = A group of tourists wishes to visit a space station synopsis = Bring these tourists to @targetVessel then bring them home completedMessage = The tourists have successfully made it back from @targetVessel minExpiry = 5 maxExpiry = 10 deadline = 1 prestige = Significant targetBody = @targetVessel.CelestialBody() maxSimultaneous = 10 rewardReputation = 2.0 failureReputation = 10.0 DATA { type = Vessel uniquenessCheck = CONTRACT_ACTIVE title = Must have a station with sufficient empty space targetVessel = AllVessels().Where(v => v.VesselType() == Station && v.IsOrbiting() && v.EmptyCrewSpace() > @TourismExpanded:touristCount).Random() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel duration = 7d PARAMETER { name = HasPassengers type = HasPassengers } } PARAMETER { name = RecoverKerbal type = RecoverKerbal completeInSequence = true } BEHAVIOUR { name = SpawnPassengers type = SpawnPassengers count = @TourismExpanded:touristCount } BEHAVIOUR { name = CheckForSOIChange type = CheckForSOIChange vessel = @/targetVessel } BEHAVIOUR { name = SetDeadline type = SetDeadline targetVessel = @/targetVessel } BEHAVIOUR { name = SetRewardFunds type = SetRewardFunds landing = false count = @TourismExpanded:touristCount } REQUIREMENT { name = Orbit type = Orbit checkOnActiveContract = false } } } UrlConfig { parentUrl = ContractPacks/TourismExpanded/Agencies/Agent.cfg AGENT { name = Far Out Tourism description = A tourist agency dedicated to distant travel logoURL = ContractConfigurator/Agencies/GrandTour logoScaledURL = ContractConfigurator/Agencies/GrandTour_scaled mentality = NoRandomContractMentality title = Far Out Tourism } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/CrewRotation.cfg CONTRACT_TYPE { name = CrewRotation title = Space Station Crew Rotation group = UsefulSpaceStations description = Time to give your crew a break. Go and rotate the crew @/targetVessel1. synopsis = Go and rotate the crew of @/targetVessel1. completedMessage = Mission Complete! The returned crew members are going for a pint. Care to join? minExpiry = 1 maxExpiry = 7 deadline = Random(500, 1000) cancellable = true declinable = true maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(1, 20.0) rewardFunds = Random(40000.0, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) weight = 0.8 targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } DATA { type = List targetKerbals = @targetVessel1.Crew() } PARAMETER { name = Rotation type = VesselParameterGroup title = Send up a new Crew. PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 disableOnStateChange = true } PARAMETER { name = HasCrew type = HasCrew minCrew = Random(1, 4) disableOnStateChange = true } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 trait = Engineer disableOnStateChange = true hideChildren = true title = Have at least one Engineer on board } } PARAMETER { name = ReturnHome type = ReturnHome title = Rotate the crew and return home completeInSequence = true } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbals } REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) } REQUIREMENT { name = CompleteContract type = CompleteContract minCount = 0 contractType = CrewRotation cooldownDuration = 10d } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/Evacuate.cfg CONTRACT_TYPE { name = Evacuate title = Evacuate @/targetVessel1 group = UsefulSpaceStations description = We're picking up some worrying readings from our instruments on @/targetVessel1. To be on the safe side, we think you had better evacuate! (quickly) synopsis = Evacuate @/targetVessel1 completedMessage = Phew, it was a false alarm. Still, well done for saving everybody. weight = 0.4 minExpiry = 1 maxExpiry = 30 deadline = 500 cancellable = false declinable = false prestige = Significant rewardScience = 0.0 rewardReputation = Random(1, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() } DATA { type = CelestialBody uniqueValue = false requiredValue = true targetBody1 = @targetVessel1.CelestialBody() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Fully evacuate @/targetVessel1 vessel = @/targetVessel1 PARAMETER { name = HasCrew type = HasCrew minCrew = 0 maxCrew = 0 title = Leave no Kerbals on board @/targetVessel1. } } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup title = Perform an Emergency Landing on @/targetBody1 define = ServiceModule hideChildren = true PARAMETER { name = Any type = Any PARAMETER { name = Land type = ReachState targetBody = @/targetBody1 situation = LANDED } PARAMETER { name = Land type = ReachState targetBody = @/targetBody1 situation = SPLASHED } } } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/ExtraCrewCapacity.cfg CONTRACT_TYPE { name = ExtraCrewCapacity title = Upgrade the crew capacity of @/targetVessel1 group = UsefulSpaceStations description = We have a problem. @/targetKerbal1 is complaining. All they can smell is the body odour of @/targetKerbal2 - lets do them a favour and give @/targetVessel1 some extra space. synopsis = Upgrade @/targetVessel1 to support @/Counter Kerbals. completedMessage = Well done! @/targetKerbal1 would like to thank you. Their nose thanks you too! minExpiry = 1 maxExpiry = 7 deadline = Random(500,1000) cancellable = true declinable = true rewardScience = 0.0 rewardReputation = 1.0 rewardFunds = Random(40000.0, 60000) failureReputation = 1.0 failureFunds = 10000.0 advanceFunds = 10000.0 weight = 1 targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.EmptyCrewSpace()<4).Random() } DATA { type = Kerbal uniqueValue = true targetKerbal1 = @targetVessel1.Crew().Random() } DATA { type = Kerbal uniqueValue = true targetKerbal2 = @targetVessel1.Crew().Random() } DATA { type = float Counter = @targetVessel1.CrewCapacity()+4 } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } PARAMETER { name = HasCrewCapacity type = HasCrewCapacity minCapacity = 4 title = Launch a new Habitation Module. It should support at least 4 Kerbals hideChildren = true } PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 hideChildren = true completeInSequence = true } PARAMETER { name = VesselIsType type = VesselIsType title = Take @/targetKerbal1 outside to get some fresh air. (optional) optional = true hideChildren = true vesselType = EVA } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/LSResupply.cfg CONTRACT_TYPE { name = LSResupply title = Do a supply run to @/targetVessel1. group = UsefulSpaceStations description = Apparently letting our Kerbonauts starve will generate bad publicity, run some supplies up to @/targetVessel1. notes = This contract doesn't care how much Life Support you take... but bear in mind it may be a long time before it comes up again. synopsis = Take some supplies up to @/targetVessel1. completedMessage = Mmm freeze dried bacon *drools* minExpiry = 1 maxExpiry = 7 deadline = Random(500, 1000) cancellable = true declinable = true rewardScience = 0.0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) weight = 0.8 targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } PARAMETER { name = Food type = HasResource resource = Food minQuantity = 1 title = Have food on board your vessel } PARAMETER { name = DockwithStation type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 completeInSequence = true } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = LSResupply minCount = 0 cooldownDuration = 10d } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/MedicalEmergency.cfg CONTRACT_TYPE { name = MedicalEmergency title = Medical Emergency on board @/targetVessel1 group = UsefulSpaceStations description = Oh dear! Poor @/targetKerbal1 is feeling quite poorly. Just to be safe, we'd like you to bring them home. synopsis = Bring @/targetKerbal1 back to Kerbin for medical examination completedMessage = Our Medics tell me that @/targetKerbal1 is going to make it. Thanks to you! minExpiry = 1 maxExpiry = 7 deadline = Random(500,1000) cancellable = false declinable = true rewardScience = 0.0 rewardReputation = 1.0 rewardFunds = Random(40000.0, 60000) failureReputation = 1.0 failureFunds = 10000.0 advanceFunds = 10000.0 weight = 0.2 targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() } DATA { type = Kerbal uniqueValue = true targetKerbal1 = @targetVessel1.Crew().Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } PARAMETER { name = RecoverKerbal type = RecoverKerbal kerbal = @/targetKerbal1 title = Recover @/targetKerbal1 } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = MedicalEmergency minCount = 0 cooldownDuration = 10d } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/NewCrew.cfg CONTRACT_TYPE { name = NewCrew title = Send a crew to @/targetVessel1 group = UsefulSpaceStations description = It seems that @/targetVessel1 doesn't have any crew on board. Go and fix this immediately! synopsis = Send a crew to @/targetVessel1 completedMessage = Huzzah. Let the science begin! minExpiry = 1 maxExpiry = 7 deadline = Random(500, 1000) cancellable = true declinable = true targetBody = @/targetBody1 maxSimultaneous = 1 rewardScience = 0.0 rewardReputation = Random(1, 20.0) rewardFunds = Random(40000.0, 60000.0) failureReputation = Random(1, 10.0) failureFunds = Random(1, 10000.0) advanceFunds = Random(1, 10000.0) weight = 0.8 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()<1).Random() } DATA { type = CelestialBody requiredValue = true uniqueValue = false targetBody1 = @/targetVessel1.CelestialBody() } PARAMETER { name = HasCrew type = HasCrew minCrew = Random(1,4) } PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 hideChildren = true completeInSequence = true } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/RepairFaultyModule.cfg CONTRACT_TYPE { name = RepairFaultyModule title = Repair a faulty Power Module on @/targetVessel1 description = Telemetry indicates that the power module on @/targetVessel1 is malfunctioning, send an engineer to repair it. synopsis = Send an Engineer on EVA to repair the faulty power module. completedMessage = Telemetry seems to be all ok. The faulty module is repaired! minExpiry = 1 maxExpiry = 7 group = UsefulSpaceStations deadline = Random(500, 1000) cancellable = true declinable = true rewardScience = 0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000, 60000.0) failureReputation = Random(1.0, 10.0) failureFunds = Random(1.0, 10000.0) advanceFunds = Random(1.0, 10000.0) weight = 0.5 targetBody = @targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } PARAMETER { name = Sequence type = Sequence hiddenParameter = Engineer PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1 PARAMETER { name = HasCrew type = HasCrew trait = Engineer title = Kerbal must be an engineer and on board @/targetVessel1 } } PARAMETER { name = Engineer type = All PARAMETER { name = VesselIsType type = VesselIsType vesselType = EVA } PARAMETER { name = HasCrew type = HasCrew trait = Engineer } } } PARAMETER { name = Duration type = Duration duration = 2m preWaitText = Waiting for an Engineer. waitingText = Repair in progress completionText = Module repaired! Get back to the station. completeInSequence = true } REQUIREMENT { name = Tier3 type = CompleteContract contractType = RepairFaultyModule minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/ReplaceFaultyModule.cfg CONTRACT_TYPE { name = ReplaceFaultyModule title = Replace a faulty Power Module on @/targetVessel1 description = Telemetry indicates that the power module on @/targetVessel1 is about to fail, go and replace it. synopsis = Launch a new Power Module for @/targetVessel1 completedMessage = The new module is in place. Good job! minExpiry = 1 maxExpiry = 7 group = UsefulSpaceStations deadline = Random(500, 1000) cancellable = true declinable = true rewardScience = 0 rewardReputation = Random(1.0, 20.0) rewardFunds = Random(40000.0, 60000.0) failureReputation = Random(1.0, 10.0) failureFunds = Random(1.0, 10000.0) advanceFunds = Random(1.0, 10000.0) weight = 0.5 targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() } DATA { type = CelestialBody requiredValue = true targetBody1 = @/targetVessel1.CelestialBody() } REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) } PARAMETER { name = PowerModule type = VesselParameterGroup title = It should be self sustaining and docked to @/targetVessel1. PARAMETER { name = RTGSolar type = Any PARAMETER { name = PartValidationRTG type = PartValidation partModule = ModuleDeployableSolarPanel minCount = 1 title = Have a Solar Panel on board } PARAMETER { name = PartValidationSolar type = PartValidation partModule = ModuleGenerator minCount = 1 title = Have a RTG on board } } PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 completeInSequence = true } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = ReplaceFaultyModule minCount = 0 cooldownDuration = 10d } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/ReturnCrew.cfg CONTRACT_TYPE { name = ReturnCrew title = Take the crew of @/targetVessel1 to @/targetVessel2 description = The emergency seems to be over and conditions down here don't look fantastic. You'd better get them off the surface ASAP. group = UsefulSpaceStations synopsis = Take the crew of @/targetVessel1 to @/targetVessel2 for debriefing. completedMessage = Thanks for the lift! minExpiry = 1 maxExpiry = 7 deadline = Random(500, 2000) cancellable = true declinable = true rewardScience = 0 maxSimultaneous = 1 rewardReputation = 1.0 rewardFunds = Random(40000, 60000.0) failureFunds = Random(1,10000.0) advanceFunds = Random(1,10000.0) targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = true requiredValue = true targetVessel1 = [ServiceModule].Where(a => a.IsLanded() || a.IsSplashed()).Random() } DATA { type = Vessel uniqueValue = true requiredValue = true targetVessel2 = [LKOStationNEW, MunStationNEW, MinmusStationNEW].Where(v => v.CelestialBody() == @targetBody1 && v.EmptyCrewSpace()>=@targetVessel1.CrewCount()).Random() } DATA { type = CelestialBody uniqueValue = false requiredValue = true targetBody1 = @targetVessel1.CelestialBody() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1 PARAMETER { name = Docking type = Docking vessel = @/targetVessel2 title = Dock @/targetVessel1 with @/targetVessel2 disableOnStateChange = true } } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/ScienceExperimentModule.cfg CONTRACT_TYPE { name = ScienceExperimentModule title = Perform a science experiment on @/targetVessel1 description = Our research department wants to know what the effects of space will be on something besides a Kerbal. synopsis = Do an experiment on @/targetVessel1 then return the experiment to Kerbin. completedMessage = We now have a better understanding of something we know nothing about! minExpiry = 1 maxExpiry = 30 deadline = Random(500, 1000) cancellable = true declinable = true weight = 0.8 group = UsefulSpaceStations maxSimultaneous = 1 rewardScience = 0 rewardReputation = Random(1.0, 100.0) rewardFunds = Random(40000.0, 60000.0) failureReputation = Random(1.0, 100.0) failureFunds = 10000.0 advanceFunds = 10000.0 targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() } DATA { type = CelestialBody requiredValue = true uniqueValue = true targetBody1 = @/targetVessel1.CelestialBody() } PARAMETER { name = Sequence type = Sequence PARAMETER { name = Docking type = Docking vessel = @/targetVessel1 title = Dock with @/targetVessel1 } PARAMETER { name = CollectScience type = CollectScience situation = InSpaceLow recoveryMethod = Recover hideChildren = true title = Perform an experiment on @/targetVessel1 and return it to Kerbin } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = ScienceExperimentModule minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = StationCheck type = Expression expression = (@/targetVessel1.IsOrbiting()) } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/SurfaceSample.cfg CONTRACT_TYPE { name = SurfaceSample title = Return a Surface Sample from @/biome1 to @/targetVessel1 description = Our research department wants to know what the effects of space will be on something besides a Kerbal. synopsis = Analyze a Surface Sample from @/biome1 on board @/targetVessel1 completedMessage = We now have a better understanding of something we know nothing about! notes = Your Station must be capable of procesing the sample. (either using the Mobile Processing Lab, or Station Science Spectrometron) minExpiry = 1 maxExpiry = 7 deadline = Random(500, 1000) cancellable = true declinable = true weight = 0.8 group = UsefulSpaceStations maxSimultaneous = 1 rewardScience = 0 rewardReputation = Random(1.0, 100.0) rewardFunds = Random(40000.0, 60000.0) failureReputation = Random(1.0, 100.0) failureFunds = 10000.0 advanceFunds = 10000.0 targetBody = @/targetBody1 DATA { type = Vessel uniqueValue = True requiredValue = true targetVessel1 = AllVessels().Where(v => v.VesselType() == Station && v.CrewCount()>0).Random() } DATA { type = CelestialBody requiredValue = true uniqueValue = true targetBody1 = @targetVessel1.CelestialBody() } DATA { type = Biome requiredValue = true uniqueValue = true biome1 = @targetBody1.Biomes().Where(b => b.RemainingScience() >20).Random() } DATA { type = ScienceSubject requiredValue = true uniqueValue = true experiment1 = AllScienceSubjectsByBiome([@biome1]).Where(s => s.Experiment() == surfaceSample && s.CollectedScience() <1).First() } PARAMETER { name = VesselParameterGroup type = VesselParameterGroup vessel = @/targetVessel1 title = Collect @/experiment1 and return it to @/targetVessel1. PARAMETER { name = CollectScience type = CollectScience subject = @/experiment1 } PARAMETER { name = Labs type = Any hideChildren = true title = Return it to @/targetVessel1 hideChildren = true PARAMETER { name = StockLab type = PartValidation hideChildren = true partModule = ModuleScienceLab } { name = StationScience type = PartValidation partModule = SampleAnalyzer } } } REQUIREMENT { name = CompleteContract type = CompleteContract contractType = SurfaceSample minCount = 0 cooldownDuration = 10d } REQUIREMENT { name = HomeWorldCheck type = Expression expression = (!@/targetBody1.IsHomeWorld()) } REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = ModuleScienceLab } } } UrlConfig { parentUrl = ContractPacks/UsefulSpaceStations/UsefulSpaceStations.cfg CONTRACT_GROUP { name = UsefulSpaceStations minVersion = 1.2.5 maxSimultaneous = 3 } } UrlConfig { parentUrl = DangIt/changelog.cfg KERBALCHANGELOG { showChangelog = True modName = DangIt! license = GPLv3 author = Linuxgurugamer VERSION { version = 0.7.20.7 CHANGE { change = Fixed path for loading images (broken by new launcher) type = update } } VERSION { version = 0.7.20.6 CHANGE { change = Added AssemblyFileVersion change = Updated version file for 1.12 change = Updated dll for CKAN compatibility type = update } } VERSION { version = 0.7.20.5 CHANGE { change = Added and improved tooltips on the stock settings page type = update } } VERSION { version = 0.7.20.4 (beta) CHANGE { change = Added support for KerbalChangeLog type = update subchange = Updated toolbarControl code subchange = Removed useBlizzy option, now controlled by the ToolbarController subchange = Fixed nullref when landing gear exist which aren't wheels subchange = Replaced internal part highlight code with KSP_PartHighlighter subchange = Broken parts now flash instead of being solid subchange = Added new options in stock Settings page to control flash speed subchange = Added new dependency on the SpaceTuxLibrary subchange = Added new monitor window, to show all the failed parts subchange = Some code cleanup subchange = Replaced internal logging with KSP_Log subchange = Change toolbar button visibility to be spacecenter only for config, flight only for status subchange = Cleaned up logging code subchange = Added more tooltips to stock settings page subchange = Lowered additional part cost for storage containers significantly. Storage in command pods and cargobay costs now 14$ per unit of spare parts instead of 63$, making it slightly more expensive compared to the DangIt Repair Bay (12.8$ per unit). subchange = Additionaly made the resource initiation check for CommunityResourcePack and made SpareParts transferable subchange = Added more tooltips to stock settings page subchange = Fixed longstanding issue of alarm playing again after leaving the map view subchange = Disabled the highlighting when a part is repaired subchange = Fixed nullref in fixedUpdate when a kerbal went EVA subchange = Fixed new status window properly disabling the correct parts subchange = Changed dictionary key from Part to a hashed key subchange = Added alarmDisabled flag to allow alarm to be permenantly disabled } } } } UrlConfig { parentUrl = DangIt/Settings.cfg DANGIT_SETTINGS { MaxServicingTemp = 400 SparesResource = SpareParts } } UrlConfig { parentUrl = DangIt/Parts/RadialBay/part.cfg PART { name = RadialBay module = Part author = Daishi mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.22, 0.0, 0.0, -1.0 attachRules = 0,1,0,1,0 TechRequired = survivability entryCost = 500 cost = 4762 category = Utility subcategory = 0 title = DangIt Repair Bay manufacturer = Nox Industrial description = Did you gamble instead of gimbal? Crumple your dignity as well as your engine bell? Or has that pesky Oscar-B leaked all over your reaction wheels for the last time? Fret not! This Repair Bay has all an aspiring space mechanic would ever need in a time of crisis. Packed to the brim with spare parts and tools borrowed from the desks of the finest Kerbal engineers, you won't leave home without it. bulkheadProfiles = size1, srf mass = 0.155 dragModelType = default angularDrag = 1 maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = (spare parts MODULE { name = ModuleAnimateGeneric animationName = Take 002 animationSpeed = 2 isOneShot = false startEventGUIName = Open Bay endEventGUIName = Close Bay actionGUIName = Toggle Bay allowAnimationWhileShielded = False } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 0.1 } MODULE { name = ModuleKISInventory maxVolume = 1000 externalAccess = true internalAccess = false slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItemEvaTweaker volumeOverride = 1100 editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.20,-0.35) equipDir = (0,0,-1) runSpeed = 0.8 } RESOURCE { name = SpareParts amount = 370 maxAmount = 370 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleResourceConverter ConverterName = SparePartsManufacturer requiresAllInputs = true isAlwaysActive = true StartActionName = Start conversion StopActionName = Stop conversion AutoShutdown = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } INPUT_RESOURCE { ResourceName = MaterialKits Ratio = .0018055 } INPUT_RESOURCE { ResourceName = SpecializedParts Ratio = .0018055 } INPUT_RESOURCE { ResourceName = Chemicals Ratio = .00090275 } OUTPUT_RESOURCE { ResourceName = SpareParts Ratio = .00451375 DumpExcess = false } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE 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MODULE { name = InternalSeat seatTransformName = Seat1 portraitCameraName = PilotCam1 allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat2 portraitCameraName = PilotCam2 allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Seat <<1>> displayseatIndex = 2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1 cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2View } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3View } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4 cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5 cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam6 cameraTransformName = Cam6 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0.72008,0.3613099,0.9213402 } PROP { name = PanelDivider position = -0.5099022,0.1607116,-0.3477916 rotation = 0.1203349,0.5969129,-0.1048103,0.7862756 scale = 171.9095,0.9213294,1.382038 } PROP { name = PanelDivider position = -0.4944475,0.1554029,-0.3435668 rotation = 0.1592015,0.9780619,0.01097748,0.1339 scale = 84.03992,0.9213439,1.382014 } PROP { name = PanelDivider position = -0.4854201,0.1546954,-0.3765315 rotation = 0.1592015,0.9780619,0.01097748,0.1339 scale = 84.04001,0.9213328,1.382014 } PROP { name = PanelDivider position = -0.5034751,0.156098,-0.3104167 rotation = 0.1592015,0.9780619,0.01097748,0.1339 scale = 84.04001,0.9213439,1.382014 } PROP { name = Lable_IntLight position = -0.5000485,0.1585137,-0.3626675 rotation = 0.1203349,0.5969129,-0.1048103,0.7862756 scale = 0.229963,0.2299669,0.2299691 } PROP { name = pb_EXT_LIGHT-SH02-B2 position = -0.4953334,0.1542924,-0.3252596 rotation = 0.1203349,0.5969129,-0.1048103,0.7862756 scale = 0.3685333,0.3685397,0.3685433 } PROP { name = pb_PANEL_LIGHT-FD4 position = -0.486064,0.1535534,-0.3589227 rotation = 0.1203349,0.5969129,-0.1048103,0.7862756 scale = 0.3685333,0.3685397,0.3685433 } PROP { name = PanelDivider position = -0.4791684,0.1501291,-0.3390132 rotation = 0.1203349,0.5969129,-0.1048103,0.7862756 scale = 171.9095,0.9213306,1.382038 } MODEL { model = FreeIva/Squad/Spaces/mk2CockpitStandard texture = gray,Squad/Spaces/mk2CockpitStandardInternal/Mk2StandardIVA } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk2StandardMask Cut { target = Internal type = Mesh tool = cutout } } PROP { name = Hatch_Plane position = 0, 0, 1.19956577 rotation = 0.707106829, 0, 0, -0.707106709 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = Hatch_Plane position = -0.723607361, 0.398716658, 0.868588328 rotation = 0.674379706, 0.212631062, 0.674379826, -0.212630987 scale = 0.899999976, 0.900000036, 0.899999976 MODULE { name = HatchConfig attachNodeId = airlock airlockName = Airlock } } PROP { name = HarnessBuckleButton position = 0.243729994,0.150810003,-0.195069999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.243729994,0.150810003,-0.195069999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HandRailInvisible position = -0.6031,-0.1181,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailInvisible position = -0.7088,0.0079,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailInvisible position = -0.8149,0.1343,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailMedium position = -0.494899988,0.479400009,-0.233700007 rotation = 0.483477801,-0.634558141,-0.573249519,0.1870033 scale = 1,1,1 } PROP { name = HandRailMedium position = 0.509199977,0.461199999,-0.221699998 rotation = 0.626535535,-0.509829819,0.20525068,-0.552629173 scale = 1,1,1 } PROP { name = gpws10 position = 0,0.2013,-0.4871 rotation = -0.2301855,0,0,0.9731468 scale = 1.035862,0.54013,0.8370606 } } } UrlConfig { parentUrl = DE_IVAExtension/Spaces/DE_mk2InlineInternal.cfg INTERNAL { name = DE_mk2InlineInternal FreeIva_InternalModel = mk2CockpitInline MODEL { model = Squad/Spaces/mk2InlineInternal/mk2InlineIVA } MODEL { model = Squad/Spaces/OverlayMasks/Mk2InlineMask rotation = 0, 180, 0 } MODEL { model = Squad/Spaces/OverlayMasks/Mk2InlineBorder rotation = 0, 180, 0 } MODULE { name = InternalSeat seatTransformName = Seat1 portraitCameraName = PilotCam1 allowCrewHelmet = false kerbalEyeOffset = 0, 0.06, 0.005 displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat2 portraitCameraName = PilotCam2 allowCrewHelmet = false kerbalEyeOffset = 0, 0.05, 0 displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1 cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4 cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5 cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam6 cameraTransformName = Cam6 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam7 cameraTransformName = Cam7 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam8 cameraTransformName = Cam8 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam9 cameraTransformName = Cam9 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam10 cameraTransformName = Cam10 } MODULE { name = 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scale = 530.9279,1.188917,1.783421 } PROP { name = PanelDivider position = -0.3368505,0.440176,-0.3487408 rotation = 0.4192221,0.9057497,0.0388016,0.04863021 scale = 124.8416,1.188931,1.783443 } PROP { name = PanelDivider position = -0.343236,0.4386823,-0.2966132 rotation = 0.4192221,0.9057497,0.0388016,0.04863021 scale = 124.8416,1.188931,1.783443 } PROP { name = Primitive_BOX_Beveled_Black position = -0.4239,0.498,-0.412 rotation = -0.2481775,0.618772,0.2383531,0.706199 scale = 2.232705,1.598216,0.7234818 } PROP { name = LifeSupportMonitor position = -0.3915668,0.5164012,-0.4079533 rotation = -0.2481775,0.618772,0.2383531,0.706199 scale = 0.4574314,0.4574303,0.4574342 } PROP { name = Lable_LSS_STATUS position = -0.4406916,0.5739355,-0.4122133 rotation = 0.3238705,0.6060788,-0.2689965,0.6748462 scale = 0.772014,0.7722175,0.7724134 } PROP { name = PanelDivider position = -0.3817843,0.5223752,-0.513353 rotation = 0.3238705,0.6060788,-0.2689965,0.6748462 scale = 2.260987,2.26198,367.8514 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rotation = 0,0.7071068,-0.7071068,0 scale = 0.6431431,0.6431519,0.6431491 } PROP { name = pb_RCS-SH02-B6-C2 position = -0.1560812,0.658789,0.9852856 rotation = 0,0.7071068,-0.7071068,0 scale = 0.6431431,0.6431519,0.6431491 } PROP { name = PanelDivider position = -0.09784287,0.6122739,0.9852422 rotation = 0,0.7071068,-0.7071068,0 scale = 175.5938,1.692508,2.538748 } PROP { name = PanelDivider position = -0.09784287,0.6446793,0.9852421 rotation = 0,0.7071068,-0.7071068,0 scale = 175.5938,1.692508,2.538748 } PROP { name = PanelDivider position = -0.09784286,0.676815,0.9852421 rotation = 0,0.7071068,-0.7071068,0 scale = 175.5938,1.692508,2.538748 } PROP { name = PanelDivider position = -0.09784285,0.7089322,0.9852421 rotation = 0,0.7071068,-0.7071068,0 scale = 175.5938,1.692508,2.538748 } PROP { name = PanelDivider position = -0.1794376,0.6609207,0.9852422 rotation = 0,0.7071068,-0.7071068,0 scale = 2.538724,1.692508,406.4287 } PROP { name = PanelDivider position = -0.1327249,0.6609207,0.9852422 rotation = 0,0.7071068,-0.7071068,0 scale = 2.538724,1.692508,406.4287 } PROP { name = PanelDivider position = -0.120881,0.7418965,0.9852422 rotation = 0.5020511,0.4973264,-0.5023963,-0.4982058 scale = 2.544588,1.696423,292.1778 } PROP { name = PanelDivider position = -0.1213346,0.5795022,0.9852421 rotation = 0.5020511,0.4973264,-0.5023963,-0.4982058 scale = 2.544588,1.696423,292.011 } PROP { name = Lable_StabMode position = -0.0989942,0.5938048,0.9852859 rotation = 0.0003639697,0.7080014,-0.706211,0.0003727785 scale = 0.4410355,0.4411214,0.4411111 } PROP { name = ALCORMFD40x20 position = -0.0004,0.511,0.9492 rotation = 6.680354E-08,0.9341981,0.3567545,-1.749319E-07 scale = 0.5228564,0.5228564,0.5228566 } MODEL { model = FreeIva/Squad/Spaces/mk2CockpitInline } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk2InlineMask internalDepthMaskName = depthMask DeleteInternalObject { objectName = Props objectName = Hatch_Front objectName = Hatch_Back } } PROP { name = Hatch_Plane position = 0,0,1.21920002 rotation = -0.707106829,0,0,0.707106829 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = Hatch_Plane position = 0,0,-1.21710002 rotation = 0,-0.707106769,-0.707106769,0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front } } PROP { name = FreeIva_Hatch_Square position = -0.948199987,0.286900014,0.939499974 rotation = -0.683012724,-0.183012739,-0.683012724,0.183012739 scale = 0.8, 0.8, 0.8 MODULE { name = HatchConfig attachNodeId = Airlock2 airlockName = Airlock2 cutoutTargetTransformName = Cockpit } } PROP { name = FreeIva_Hatch_Square position = 0.948499978,0.287099987,0.939499974 rotation = -0.683012724,0.183012649,0.683012724,0.183012649 scale = 0.8, 0.8, 0.8 MODULE { name = HatchConfig attachNodeId = Airlock airlockName = Airlock cutoutTargetTransformName = Cockpit } } PROP { name = HandRailShort position = -0.359800011,0.800000012,-0.225799993 rotation = -0.413985878,-0.621453643,-0.0492547117,0.663313746 scale = 1,1,1 } PROP { name = HandRailShort position = -0.394800007,0.745100021,0.407499999 rotation = -0.413985878,-0.621453643,-0.0492547117,0.663313746 scale = 1,1,1 } PROP { name = HandRailInvisible position = -0.3852,-0.2444,0 rotation = 0.3535531,-0.6123727,0.3535533,0.6123725 scale = 0.3000001,0.02000001,0.02000001 } PROP { name = HandRailInvisible position = -0.3191,-0.1107,0 rotation = 0.3535531,-0.6123727,0.3535533,0.6123725 scale = 0.3000001,0.02000001,0.02000001 } PROP { name = HandRailInvisible position = -0.2581,0.0264,0 rotation = 0.3535531,-0.6123727,0.3535533,0.6123725 scale = 0.3000001,0.02000001,0.02000001 } PROP { name = HandRailInvisible position = -0.196,0.1617,0 rotation = 0.3535531,-0.6123727,0.3535533,0.6123725 scale = 0.3000001,0.02000001,0.02000001 } PROP { name = Seat_Pilot position = 0,0.2128,-0.31 rotation = 0,1,0,0 } PROP { name = Seat_Pilot position = 0,0.15,0.374 rotation = 0,1,0,0 } PROP { name = CargoBagB position = 1.19099998,-0.0166999996,-0.319400012 rotation = -0.454519451,0.54167527,-0.454519451,-0.54167527 scale = 0.899999976,0.899999976,0.899999976 } PROP { name = CargoBagA position = 1.18758678,-0.0288011506,0.314109981 rotation = -0.454519451,0.54167527,-0.454519451,-0.54167527 scale = 0.899999976,0.899999976,0.899999976 } PROP { name = CargoBagA position = 1.18846202,-0.0238377377,-0.947870076 rotation = -0.454519451,0.54167527,-0.454519451,-0.54167527 scale = 0.899999976,0.899999976,0.899999976 } PROP { name = CargoBagB position = -1.19309998,-0.0184000004,-0.965499997 rotation = 0.454519451,0.54167527,-0.45451948,0.54167527 scale = 0.899999976,0.899999976,0.899999976 } PROP { name = CargoBagB position = -1.17459977,-0.0150997723,0.467399955 rotation = 0.642787635,0.766044378,2.98023188E-08,2.98023188E-08 scale = 0.700000167,0.700000048,0.700000286 } PROP { name = CargoBagA position = -1.18599975,-0.023299953,5.96046448E-08 rotation = -0.454519451,-0.54167527,-0.454519451,0.54167527 scale = 0.899999976,0.900000095,0.900000095 } PROP { name = CargoBagA position = -1.16939998,-0.0232999623,-0.44599998 rotation = 2.98023188E-08,-2.98023188E-08,-0.642787635,0.766044378 scale = 0.700000107,0.700000048,0.700000107 } PROP { name = gpws10 position = 0.3511,0.4173,-0.6145 rotation = -0.3730494,-0.4704715,-0.2911292,0.7448051 scale = 0.8680987,0.4355734,1.110723 } } } UrlConfig { parentUrl = DE_IVAExtension/Spaces/DE_mk2LanderCanInternal.cfg INTERNAL { name = DE_mk2LanderCanInternal allowCrewHelmet = false MODEL { model = Squad/Spaces/mk2LanderCanInternal/mk2LanderCanInternal } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_01 cameraTransformName = WindowEyeTransform_01 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_02 cameraTransformName = WindowEyeTransform_02 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_03 cameraTransformName = WindowEyeTransform_03 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_06 cameraTransformName = WindowEyeTransform_06 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_07 cameraTransformName = WindowEyeTransform_07 } PROP { name = Primitive_BOX_Beveled_Black position = 0.292,-1.2504,-0.0755 rotation = -0.8362366,-0.08164874,0.0641633,0.5384467 scale = 1.342991,1.481626,1.613894 } PROP { name = Lable_ACTIONS position = 0.2950752,-1.194571,-0.1522239 rotation = -0.2105691,-0.01236407,0.1031047,0.972048 scale = 0.856565,0.8565743,0.8061885 } PROP { name = pb_AG01-F03-G1 position = 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0.280958,-1.207044,-0.1728761 rotation = -0.2105691,-0.01236407,0.1031047,0.972048 scale = 319.7058,1.613872,2.278466 } PROP { name = PanelDivider position = 0.2715058,-1.150048,-0.04529969 rotation = -0.2105691,-0.01236407,0.1031047,0.972048 scale = 319.7058,1.613872,2.278469 } PROP { name = throttle position = -0.32,-0.4268568,0.3584234 rotation = -0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_Black position = -0.2298,-1.2852,-0.5851 rotation = -0.4876159,0,0,0.8730583 scale = 1.676012,0.5770849,0.4320241 } PROP { name = AlarmHighSlopeIndicator position = -0.2686734,-1.265705,-0.5807843 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491085,0.4491104,0.4491104 } PROP { name = AlarmTurnOverIndicator position = -0.2686734,-1.258615,-0.5922942 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = AlarmEngineOverheatIndicator position = -0.2946768,-1.279389,-0.5585675 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = onENGFAILUREIndicator position = -0.2686734,-1.279389,-0.5585675 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = onMECOIndicator position = -0.2155439,-1.279389,-0.5585675 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = LowTWRIndicator position = -0.2424221,-1.279389,-0.5585675 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = OnWARP position = -0.1748098,-1.263844,-0.5838044 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.6010872,0.6010946,0.6010946 } PROP { name = DigitalIndicator_CURRENT_WARP position = -0.1750792,-1.273256,-0.5627016 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4319717,0.4319777,0.4319814 } PROP { name = LowFuelIndicator position = -0.2155439,-1.258662,-0.5922176 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = LowMonopropIndicator position = -0.2155439,-1.265627,-0.5809106 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = AlarmGroundProximityIndicator position = -0.2424221,-1.272738,-0.569366 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = AlarmHEATIndicator position = -0.2155439,-1.272783,-0.5692926 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = LowALTIndicator position = -0.2424221,-1.258662,-0.5922176 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = onDESIndicator position = -0.2424221,-1.26563,-0.5809048 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = onHighGIndicator position = -0.2946768,-1.258638,-0.592256 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = onAirBrakingIndicator position = -0.2946768,-1.265705,-0.5807843 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = onCONTACTIndicator position = -0.2946768,-1.272771,-0.5693126 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = AlarmLLegsIndicator position = -0.2686734,-1.272771,-0.5693126 rotation = 0.272549,-2.884236E-10,-3.892403E-11,0.9621419 scale = 0.4491078,0.4491135,0.4491136 } PROP { name = PanelDivider position = -0.1998806,-1.266378,-0.5738674 rotation = 0.1931351,0.6806231,0.1924047,0.6800232 scale = 136.2171,1.423999,2.136011 } PROP { name = PanelDivider position = -0.2299602,-1.280785,-0.5505643 rotation = 0.2755494,-3.520012E-10,1.859922E-10,0.9612869 scale = 398.8128,1.423991,2.135986 } PROP { name = PanelDivider position = -0.3090033,-1.266287,-0.5737585 rotation = 0.1931351,0.6806231,0.1924047,0.6800232 scale = 136.2172,1.424001,2.136011 } PROP { name = PanelDivider position = -0.150468,-1.266393,-0.5739292 rotation = 0.1931351,0.6806231,0.1924047,0.6800232 scale = 136.2172,1.424001,2.136011 } PROP { name = PanelDivider position = -0.2299602,-1.252237,-0.5969107 rotation = 0.2755494,-3.520012E-10,1.859922E-10,0.9612869 scale = 398.8128,1.423993,2.135986 } PROP { name = Primitive_BOX_Beveled_Black position = -0.2298,-1.314778,-0.5589927 rotation = 0.2725489,0,0,0.962142 scale = 0.4271691,0.6634339,0.2299854 } PROP { name = PanelDivider position = -0.2296929,-1.291749,-0.5324848 rotation = 0.2737634,0.0001718398,-0.000598941,0.9617969 scale = 101.7872,1.070664,1.605993 } PROP { name = PanelDivider position = -0.2498203,-1.285952,-0.5414881 rotation = 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= 0.3564956,0.3564999,0.3565 } PROP { name = ASET_ALT_WARN_Dial position = -0.05971298,-1.101121,-0.5768084 rotation = 0.5525525,0,0,0.8334781 scale = 0.2807402,0.2145943,0.2807438 } PROP { name = DigitalIndicator_ALT_WARN_SetupDisplay position = -0.06006952,-1.082147,-0.584546 rotation = 0.5525525,0,0,0.8334781 scale = 0.3310449,0.3405176,0.324742 } PROP { name = SmallPlate_CAUTIONS_and_WARNINGS position = 0.01933988,-1.078697,-0.5862491 rotation = 0.553135,0,0,0.8330917 scale = 0.2224514,0.2224548,0.2224549 } PROP { name = pb_GPWS_ON-OFF-SH01-B6-C2 position = 0.0626719,-1.097565,-0.5783117 rotation = 0.5525525,0,0,0.8334781 scale = 0.3564956,0.3564999,0.3565 } PROP { name = pb_AVAS_ON-OFF-FT-B2 position = 0.03787763,-1.099122,-0.5776533 rotation = 0.5525525,0,0,0.8334781 scale = 0.3564956,0.3564999,0.3565 } PROP { name = PanelDivider position = -0.0001782496,-1.110401,-0.5728469 rotation = 0.5436501,0,0,0.839312 scale = 397.9917,0.8912332,1.336879 } PROP { name = PanelDivider position = 0.07932026,-1.093329,-0.5800635 rotation = 0.3907136,0.5893582,0.3907136,0.5893579 scale = 93.58197,0.891238,1.336876 } PROP { name = PanelDivider position = -0.0002673771,-1.076109,-0.5873432 rotation = 0.5525525,0,0,0.8334781 scale = 397.9917,0.8912297,1.336875 } PROP { name = PanelDivider position = -0.04011467,-1.093319,-0.5800678 rotation = 0.3907136,0.5893582,0.3907136,0.5893579 scale = 93.58197,0.891238,1.336876 } PROP { name = PanelDivider position = -0.0794985,-1.093268,-0.5800895 rotation = 0.3907136,0.5893582,0.3907136,0.5893579 scale = 93.58197,0.891238,1.336876 } PROP { name = Primitive_BOX_Beveled_Black position = -0.5766,-1.1127,-0.2342 rotation = 0,0,-0.4617486,0.8870109 scale = 1.282815,1.76941,1.881653 } PROP { name = Lable_ATTITUDE position = -0.5028551,-1.063439,-0.3196712 rotation = 2.815512E-08,-1.04568E-08,-0.4617486,0.8870109 scale = 0.4416404,0.4416327,0.4416322 } PROP { name = pb_SAS_ON-FD1-B2 position = -0.4832444,-1.091677,-0.2899789 rotation = 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onFUELCELL_ACTIVE_ONIndicator position = -0.04097463,-0.9682429,-0.7239316 rotation = 0.7048523,-0.003681481,-0.001320172,0.7093434 scale = 0.5869248,0.5870434,0.5869038 } PROP { name = PanelDivider position = -0.155765,-0.9904763,-0.7199768 rotation = 0.7069414,-0.003685504,-0.001309197,0.7072614 scale = 2.186272,1.457716,171.2321 } PROP { name = onALTERNATOR_ACTIVE_ONIndicator position = -0.1777743,-0.9731291,-0.7229766 rotation = 0.7048523,-0.003681481,-0.001320172,0.7093434 scale = 0.5869248,0.5870434,0.5869038 } PROP { name = onGENERATOR_ACTIVE_ONIndicator position = -0.1779506,-1.006837,-0.7228568 rotation = 0.7048523,-0.003681481,-0.001320172,0.7093434 scale = 0.5869248,0.5870434,0.5869038 } PROP { name = SwitchFlatPanel_VoiceComm position = 0.104617,-0.9190416,-0.7266921 rotation = -0.003054325,-2.980232E-08,-6.093614E-11,0.9999954 scale = 1.25597,1.255888,1.201868 } PROP { name = On_CHATTERER_ON position = 0.02785332,-0.9080184,-0.7243253 rotation = 0.7026823,-0.003685995,-0.001308907,0.7114931 scale = 0.4169876,0.4170982,0.4169453 } PROP { name = On_CHATTERER_STBY position = 0.02778348,-0.9230457,-0.7240546 rotation = 0.7026823,-0.003685995,-0.001308907,0.7114931 scale = 0.4169876,0.4170982,0.4169453 } PROP { name = On_CHATTERER_RECV position = 0.1705122,-0.9130729,-0.7246415 rotation = 0.7026823,-0.003685995,-0.001308907,0.7114931 scale = 0.5869298,0.5870839,0.5868682 } PROP { name = On_CHATTERER_XMIT position = 0.1702002,-0.9400568,-0.7243809 rotation = 0.7026823,-0.003685995,-0.001308907,0.7114931 scale = 0.5869298,0.5870839,0.5868682 } PROP { name = DI_Chatterer_XMIT_Level position = 0.1170785,-0.9389079,-0.7212514 rotation = 0.7026823,-0.003685787,-0.001309068,0.7114931 scale = 0.5882352,0.5883892,0.5881743 } PROP { name = DI_Chatterer_RECV_Level position = 0.1173587,-0.9125062,-0.72151 rotation = 0.7026823,-0.003685787,-0.001309068,0.7114931 scale = 0.5882352,0.5883892,0.5881743 } PROP { name = pb_CHATTERER_PTT-F03-G1 position = 0.06357144,-0.9230288,-0.7206206 rotation = 0.7026823,-0.003685995,-0.001308907,0.7114931 scale = 0.5538589,0.5540041,0.5538008 } PROP { name = SwitchFlatPanel_CommNet position = -0.105129,-0.9189893,-0.7264206 rotation = -2.328306E-10,0,3.637978E-11,1 scale = 1.255969,1.255972,1.201787 } PROP { name = On_COMMNET_CONNECTED position = -0.1578695,-0.9155329,-0.7238457 rotation = 0.7048523,-0.003681481,-0.001320172,0.7093434 scale = 0.5869286,0.587046,0.586907 } PROP { name = DI_CommNet_Signal_Strength position = -0.08020469,-0.9230242,-0.720399 rotation = 0.7048523,-0.003681481,-0.001320172,0.7093434 scale = 0.7596031,0.7597547,0.7595759 } PROP { name = On_NO_SIGNAL position = -0.1579803,-0.9326057,-0.7238876 rotation = 0.7048523,-0.003681481,-0.001320172,0.7093434 scale = 0.5869286,0.587046,0.586907 } PROP { name = JSIMainCompUnit position = -0.0003933311,-0.8446047,-0.7544779 rotation = 0,0,0,1 scale = 1.255965,1.257819,1.257872 } PROP { name = pb_FAKE03-F02 position = -0.09022894,-0.8261966,-0.7250354 rotation = 0.7057784,0.006920845,-0.0007265208,0.7083985 scale = 0.3356656,0.3359986,0.3361746 } PROP { name = pb_FAKE06-F02 position = -0.09003803,-0.8496299,-0.7245321 rotation = 0.7057784,0.006920845,-0.0007265208,0.7083985 scale = 0.3356656,0.3359986,0.3361746 } PROP { name = pb_FAKE07-F02 position = -0.08989713,-0.8667226,-0.7241597 rotation = 0.7057784,0.006920845,-0.0007265208,0.7083985 scale = 0.3356656,0.3359986,0.3361746 } PROP { name = VelcroPad position = 0,-1.2536,-0.4255 rotation = 0.3268147,0,0,0.9450885 scale = 0.3898394,0.3898394,0.3898394 } PROP { name = PortableTimer position = 0,-1.2257,-0.4752 rotation = -0.7061895,0,0,0.708023 scale = 0.6034316,0.6034316,0.6034316 } PROP { name = VelcroPad position = 0,-1.21,-0.5273 rotation = 0.5334355,0,0,0.8458408 scale = 0.38984,0.38984,0.38984 } PROP { name = VelcroPad position = 0.0354,-1.151,-0.5555 rotation = 0.5334355,0,0,0.8458408 scale = 0.38984,0.38984,0.38984 } PROP { name = PortableTimer position = -0.0295,-1.1351,-0.5479 rotation = -0.2092608,0,0,0.9778599 scale = 0.60343,0.6034302,0.6034302 } PROP { name = Primitive_BOX_DarkGray position = -0.3233,-1.2292,-0.0828 rotation = -0.8374166,0.08073687,-0.07359926,0.5355355 scale = 1.543623,1.543624,1.543624 } PROP { name = Primitive_BOX_DarkGray position = -0.0653,-1.2728,-0.0711 rotation = -0.8407327,-0.001325947,0.00318759,0.5414395 scale = 1.543777,1.543777,1.543777 } MODEL { model = FreeIva/Squad/Spaces/mk2LanderCan_v2 } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask Cut { target = mk2LanderCan_props type = Mesh tool = cutout } } PROP { name = FreeIva_Hatch_Square position = 0, 0, -0.7037462 rotation = -0.49999994, -0.49999994, -0.50000006, -0.50000006 MODULE { name = HatchConfig airlockName = airlock_top attachNodeId = top cutoutTargetTransformName = mk2LanderCan_shell } } PROP { name = FreeIva_Hatch_Square position = 0, 1.24750614, -0.171125457 rotation = -1, -0, -0, -4.37113883e-08 MODULE { name = HatchConfig airlockName = airlock attachNodeId = hatch cutoutTargetTransformName = mk2LanderCan_shell } } PROP { name = HarnessBuckleButton position = 0.267859995,-0.804319978,-0.0727500021 rotation = -0.976296008,0,0,0.216439694 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.255059987,-0.805149972,-0.0729100034 rotation = -0.976296008,0,0,0.216439694 scale = 1,1,1 } PROP { name = HandRailInvisible position = 0,-0.370299995,-0.48210001 rotation = 0,0,0,1 scale = 0.219080001,0.0691950023,0.382890016 } PROP { name = gpws10 position = 0.292,-1.2504,-0.0755 rotation = -0.8362366,-0.08164874,0.0641633,0.5384467 scale = 1.342991,1.481626,1.613894 } } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Moho color = 124,102,88 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Eve color = 104,76,141 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Gilly color = 134,119,103 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Kerbin color = 73,99,121 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Mun color = 80,82,81 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Minmus color = 187,253,228 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Duna color = 165,72,41 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Ike color = 64,64,64 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Dres color = 128,128,128 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Jool color = 117,173,78 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Laythe color = 88,92,106 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Vall color = 140,158,160 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Tylo color = 188,180,168 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Bop color = 100,86,76 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Pol color = 238,206,152 } } UrlConfig { parentUrl = DistantObject/PlanetColors.cfg CelestialBodyColor { name = Eeloo color = 200,205,201 } } UrlConfig { parentUrl = DMagicOrbitalScience/OversizeScience/LargeRecon.cfg PART { name = dmReconLarge module = Part author = DMagic scale = 1 rescaleFactor = 1.0 TechRequired = specializedElectrics entryCost = 20000 cost = 10000 category = Science subcategory = 0 title = Big Brother Stereo Surveillance Camera manufacturer = DMagic description = This advanced surveillance camera features two telescopes designed to capture stereographic images while sweeping 90 degree bands of the surface. It includes four non-reusable film cannisters and has extensive on-board processing capabilities. Use this when only the best spy photos of the surface will suffice. Can be used at up to five times the normal low orbit altitude. attachRules = 1,0,1,1,0 mass = 3 bulkheadProfiles = size2 crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 2.0 heatConductivity = 0.04 tags = experiment research science dmagic dmos (non (recon spy film keyhole optical angularDrag = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 MODEL { model = DMagicOrbitalScience/OversizeScience/LargeRecon scale = 1, 1, 1 } NODE { name = top transform = Node.Stack.Top size = 2 method = FIXED_JOINT } NODE { name = bottom transform = Node.Stack.Bottom size = 2 method = FIXED_JOINT } DRAG_CUBE { cube = Default, 12.1,0.7469,1.313, 12.09,0.7496,1.313, 4.87,0.9844,0.2447, 4.87,0.9841,0.2447, 12.5,0.7961,1.281, 12.5,0.7828,1.556, -1.192E-05,0.0001442,0.0005844, 2.5,5,2.5 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 5 MaximumFoV = 80 AnomalyDetection = 0.8 DISPLAY_MODES { Mode = Terrain } } MODULE { name = DMReconScope animationName = reconDeploy loopingAnimName = scopes openDoorsOnly = false filmCannisterName = cannister totalScienceLevel = 1 customFailMessage = The recon telescope is meant to operate in low orbit. animSpeed = 1 experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 startEventGUIName = Deploy Recon showStartEvent = false endEventGUIName = Retract Recon showEndEvent = false showEditorEvents = true showToggleEvent = true toggleEventGUIName = Toggle Recon experimentID = dmReconScan experimentLimit = 4 xmitDataScalar = 0.75 experimentActionName = Collect Stereo Recon Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False resetLevel = 2 dataIsCollectable = True collectActionName = Take Data interactionRange = 3.5 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 39063 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmReconLarge } } } UrlConfig { parentUrl = DMagicOrbitalScience/OversizeScience/SIGINT.cfg PART { name = dmSIGINT module = Part author = DMagic scale = 1 rescaleFactor = 1.0 TechRequired = Unresearcheable entryCost = 19000 cost = 14000 category = none subcategory = 0 title = Oversize Signals Intelligence Satellite manufacturer = DMagic description = A grossly oversized radio signals intelligence dish that can be used for listening in to every imaginable from of communication, discovering radio anomalies on a planet's surface, or just impressing your neighbor. Warning: Dish is FRAGILE; it is NOT for use in the atmosphere; CANNOT be retracted! Can be used at up to five times the normal low orbit altitude. This instrument can also be used as a powerful communications antenna. attachRules = 1,0,1,1,0 mass = 4 bulkheadProfiles = size2 crashTolerance = 10 maxTemp = 2500 emissiveConstant = 0.95 thermalMassModifier = 2.0 heatConductivity = 0.04 angularDrag = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 MODEL { model = DMagicOrbitalScience/OversizeScience/SIGINT scale = 1, 1, 1 } NODE { name = top transform = Node.Stack.Top size = 2 method = FIXED_JOINT } NODE { name = bottom transform = Node.Stack.Bottom size = 2 method = FIXED_JOINT } DRAG_CUBE { cube = Clean, 23.06,0.7841,1.352, 23.06,0.7814,1.352, 6.812,0.7811,1.07, 6.812,0.7801,1.07, 23.06,0.7838,1.352, 23.06,0.7872,1.352, -0.01585,0.001225,0.01348, 2.934,8.068,2.934 cube = Deployed, 750,0.2485,53.82, 750,0.2545,52.99, 750,0.2467,102.2, 750,0.261,53.78, 3500,0.4111,40.13, 3500,0.4163,36.17, 7.629E-06,0.5486,-30, 105.4,105.3,62.97 } MODULE { name = DMSIGINT animationName = dishDeploy breakable = true breakingForce = 0.25 fixable = true fixLevel = 2 forwardTransformName = armPivot.005 customFailMessage = The dish is meant to operate in low orbit. animSpeed = 1 totalScienceLevel = 1 oneShot = true experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 startEventGUIName = Deploy Dish showStartEvent = true endEventGUIName = Retract Dish showEndEvent = false showEditorEvents = true showToggleEvent = false experimentID = dmSIGINT experimentLimit = 1 xmitDataScalar = 1 experimentActionName = Collect Radio Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True dataIsCollectable = True collectActionName = Take Data interactionRange = 4 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 76408 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmSIGINT } } } UrlConfig { parentUrl = DMagicOrbitalScience/OversizeScience/SIGINT_End.cfg PART { name = dmSIGINT.End module = Part author = DMagic scale = 1 rescaleFactor = 1.0 TechRequired = electronics entryCost = 19000 cost = 14000 category = Science subcategory = 0 title = Oversize Signals Intelligence Satellite manufacturer = DMagic description = A grossly oversized radio signals intelligence dish that can be used for listening in to every imaginable from of communication, discovering radio anomalies on a planet's surface, or just impressing your neighbor. This instrument also servers as a nose cone, and uses deployable fairing shrouds. Warning: Dish is FRAGILE; it is NOT for use in the atmosphere; CANNOT be retracted! Can be used at up to five times the normal low orbit altitude. This instrument can also be used as a powerful communications antenna. attachRules = 1,0,1,1,0 mass = 4 bulkheadProfiles = size2 crashTolerance = 10 maxTemp = 2500 emissiveConstant = 0.95 thermalMassModifier = 2.0 heatConductivity = 0.04 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos (recon spy film aerial antenna deploy direct dish extend radio signal transmi aero )cap cone drag fairing nose protect shroud stage angularDrag = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 MODEL { model = DMagicOrbitalScience/OversizeScience/SIGINT_End scale = 1, 1, 1 } NODE { name = bottom transform = Node.Stack.Bottom size = 2 method = FIXED_JOINT } DRAG_CUBE { cube = Fairing, 20.38,0.7591,1.558, 20.38,0.7593,1.558, 6.665,0.4144,4.341, 6.665,0.7975,1.029, 20.33,0.7648,1.558, 20.33,0.763,1.558, -1.192E-07,-4.768E-07,1.192E-07, 2.929,8,2.929 cube = Clean, 13.58,0.7449,1.546, 13.58,0.7452,1.546, 6.665,0.999,5.636, 6.665,0.7975,1.049, 13.58,0.7247,1.546, 13.58,0.7213,1.546, 2.384E-07,-0.7577,4.768E-07, 2.929,6.485,2.929 cube = Deployed, 750,0.2181,53.82, 750,0.2161,53.4, 3500,0.4084,40.28, 3500,0.4106,17.12, 750,0.218,53.82, 750,0.2236,53.82, -3.815E-06,16.69,-0.06113, 105.4,41.38,105.4 } MODULE { name = DMSIGINT animationName = dishDeploy totalScienceLevel = 1 breakable = true breakingForce = 0.25 fixable = true fixLevel = 2 forwardTransformName = armBase.001 customFailMessage = The dish is meant to operate in low orbit. animSpeed = 1 useFairings = true stagingDeploy = true oneShot = true experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 startEventGUIName = Deploy Dish showStartEvent = true endEventGUIName = Retract Dish showEndEvent = false showEditorEvents = false showToggleEvent = false experimentID = dmSIGINT experimentLimit = 1 xmitDataScalar = 1 experimentActionName = Collect Radio Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True dataIsCollectable = True collectActionName = Take Data interactionRange = 4 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = False } MODULE { name = ModuleJettison jettisonName = Fairing.000 bottomNodeName = bottom allowShroudToggle = False hideJettisonMenu = True isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 15 jettisonDirection = 1 0 0.5 stagingEnable = False stagingToggleEnabledEditor = False stagingToggleEnabledFlight = False } MODULE { name = ModuleJettison jettisonName = Fairing.001 bottomNodeName = bottom allowShroudToggle = False hideJettisonMenu = True isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 15 jettisonDirection = -1 0 0.5 stagingEnable = False stagingToggleEnabledEditor = False stagingToggleEnabledFlight = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 85806 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmSIGINT.End } } } UrlConfig { parentUrl = DMagicOrbitalScience/OversizeScience/SIGINT_Small.cfg PART { name = dmSIGINT.Small module = Part author = DMagic scale = 1 rescaleFactor = 1.0 TechRequired = miniaturization entryCost = 10000 cost = 7000 category = Science subcategory = 0 title = Undersize Signals Intelligence Satellite manufacturer = DMagic description = A mildly oversized radio signals intelligence dish that can be used for listening in to every imaginable from of communication, discovering radio anomalies on a planet's surface, or just impressing your neighbor. Warning: Dish is FRAGILE; it is NOT for use in the atmosphere; CANNOT be retracted! Can be used at up to five times the normal low orbit altitude. This instrument can also be used as a powerful communications antenna. attachRules = 1,0,1,1,0 mass = 1 bulkheadProfiles = size1 crashTolerance = 10 maxTemp = 2500 emissiveConstant = 0.95 thermalMassModifier = 2.0 heatConductivity = 0.04 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos (recon spy film aerial antenna deploy direct dish extend radio signal transmi angularDrag = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 MODEL { model = DMagicOrbitalScience/OversizeScience/SIGINT scale = 0.5, 0.5, 0.5 } NODE { name = top transform = Node.Stack.Top size = 2 method = FIXED_JOINT } NODE { name = bottom transform = Node.Stack.Bottom size = 2 method = FIXED_JOINT } DRAG_CUBE { cube = Clean, 5.764,0.5921,0.676, 5.764,0.5921,0.676, 1.503,0.3906,0.535, 1.503,0.3906,0.535, 5.764,0.5921,0.676, 5.764,0.5921,0.676, -0.01585,0.001225,0.01348, 1.467,4.034,1.467 cube = Deployed, 250,0.2485,26.96, 250,0.2545,26.54, 250,0.2467,51.19, 250,0.261,26.94, 1000,0.4111,20.13, 1000,0.4163,18.14, 3.815E-06,0.2743,-15, 52.68,52.65,31.48 } MODULE { name = DMSIGINT animationName = dishDeploy breakable = true breakingForce = 0.25 fixable = true fixLevel = 2 forwardTransformName = armPivot.005 customFailMessage = The dish is meant to operate in low orbit. animSpeed = 1 totalScienceLevel = 0.4 oneShot = true experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 startEventGUIName = Deploy Dish showStartEvent = true endEventGUIName = Retract Dish showEndEvent = false showEditorEvents = true showToggleEvent = false experimentID = dmSIGINT experimentLimit = 1 xmitDataScalar = 1 experimentActionName = Collect Radio Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True dataIsCollectable = True collectActionName = Take Data interactionRange = 3 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 10854 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmSIGINT.Small } } } UrlConfig { parentUrl = DMagicOrbitalScience/OversizeScience/SmallRecon.cfg PART { name = dmReconSmall module = Part author = DMagic scale = 1 rescaleFactor = 1.0 TechRequired = spaceExploration entryCost = 10000 cost = 7500 category = Science subcategory = 0 title = Little Brother Surveillance Camera manufacturer = DMagic description = This single-camera surveillance telescope features a continuously panning aperture that covers 110 degree bands of the surface. This model features two non-reusable film cannisters and has limited on-board processing capabilities. Use for obtaining detailed photos of the surface or spotting any unusual features. Can be used at up to five times the normal low orbit altitude. attachRules = 1,0,1,1,0 mass = 1 bulkheadProfiles = size1 crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 2.0 heatConductivity = 0.04 tags = experiment research science dmagic dmos (non (recon spy film keyhole optical angularDrag = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 MODEL { model = DMagicOrbitalScience/OversizeScience/SmallRecon scale = 1, 1, 1 } NODE { name = top transform = Node.Stack.Top size = 1 method = FIXED_JOINT } NODE { name = bottom transform = Node.Stack.Bottom size = 1 method = FIXED_JOINT } DRAG_CUBE { cube = Default, 4.238,0.7378,0.7295, 4.238,0.737,0.7295, 1.247,0.9896,0.1453, 1.247,0.9913,0.1453, 4.418,0.7985,0.6663, 4.418,0.7783,0.7755, 5.698E-05,0.002962,9.716E-06, 1.265,3.506,1.265 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 8 MaximumFoV = 60 AnomalyDetection = 0.4 DISPLAY_MODES { Mode = Terrain } } MODULE { name = DMReconScope animationName = reconDeploy loopingAnimName = scope openDoorsOnly = false filmCannisterName = cannister totalScienceLevel = 0.5 customFailMessage = The recon telescope is meant to operate in low orbit. animSpeed = 1 experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 startEventGUIName = Deploy Recon showStartEvent = false endEventGUIName = Retract Recon showEndEvent = false showEditorEvents = true showToggleEvent = true toggleEventGUIName = Toggle Recon experimentID = dmReconScan experimentLimit = 2 xmitDataScalar = 0.5 experimentActionName = Collect Recon Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False resetLevel = 1 dataIsCollectable = True collectActionName = Take Data interactionRange = 2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 7011 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmReconSmall } } } UrlConfig { parentUrl = DMagicOrbitalScience/ProbeScience/ASERT/ASERT.cfg PART { name = dmASERT module = Part author = DMagic rescaleFactor = 1 node_attach = 0.0, -0.056, 0.0, 0.0, -1.0, 0.0 attachRules = 0,1,0,0,0 TechRequired = actuators entryCost = 20000 cost = 6500 category = Science subcategory = 0 title = Asteroid Sounding Experiment by Radiowave Transmission manufacturer = DMagic description = The ASERT is an asteroid-only experiment used to study the interior composition of asteroids. It must be paired with a second module placed on the opposite side of an asteroid. When two modules are properly positioned the experiment can be conducted with the science amount dependent on how much of the asteroid the signal passed through. mass = 0.02 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1400 emissiveConstant = 0.85 thermalMassModifier = 4.0 angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos asteroid sounding MODEL { model = DMagicOrbitalScience/ProbeScience/ASERT/modelASERT scale = 0.7, 0.7, 0.7 } MODULE { name = ModuleAsteroidAnalysis } MODULE { name = ModuleAnalysisResource resourceName = Ore } MODULE { name = DMAsteroidScanner animationName = dishDeploy greenLight = greenAnim yellowLight = yellowAnim experimentID = dmAsteroidScan rerunnable = True transmitValue = 1.0 dataIsCollectable = True collectActionName = Take Data usageReqMaskExternal = 8 RESOURCE { name = ElectricCharge rate = 0.25 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.05,-0.13) equipDir = (270,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 28 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmASERT } } } UrlConfig { parentUrl = DMagicOrbitalScience/ProbeScience/GoreSat/GoreSat.cfg PART { name = dmGoreSat module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.21, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.21, 0.0, 0.0, -1.0, 0.0, 0 attachRules = 1,1,0,0,0 TechRequired = precisionEngineering entryCost = 12000 cost = 4000 category = Science subcategory = 0 title = GORESat manufacturer = DMagic description = The Global Orbital Radiance Experiment Satellite (GORESat) monitors the total light reflected from a planet's surface across multiple wavelengths using four cavity radiometers. Can only be used from high orbit. mass = 0.02 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos (gore radiometer albedo angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/ProbeScience/GoreSat/modelGoreSat scale = 0.7, 0.7, 0.7 } MODULE { name = DMModuleScienceAnimate animationName = shutterDeploy experimentID = dmRadiometerScan customFailMessage = This instrument is only suitable for use from high orbit. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Deploy Scanners endEventGUIName = Retract Scanners toggleEventGUIName = Toggle Scanners experimentActionName = Log Irradiance Scan resetActionName = Discard Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.1,-0.25) equipDir = (90,0,180) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 49 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmGoreSat } } } UrlConfig { parentUrl = DMagicOrbitalScience/ProbeScience/ImagingPlatform/ImagingPlatform.cfg PART { name = dmImagingPlatform module = Part author = DMagic rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = advExploration entryCost = 10000 cost = 5000 category = Science subcategory = 0 title = Multi-Spectral Imaging Platform manufacturer = DMagic description = This multi-spectral imaging platform is used to study the surface and composition of planets. Use only in orbit. Can also interface with SCANsat equipment to function as a biome scanner attachRules = 0,1,0,0,0 mass = 0.02 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1400 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos (uv (ir asteroid angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/ProbeScience/ImagingPlatform/modelImaging scale = 1.2, 1.2, 1.2 } MODULE { name = ModuleGPS } MODULE { name = ModuleKerbNetAccess MinimumFoV = 30 MaximumFoV = 65 AnomalyDetection = 0.35 DISPLAY_MODES { Mode = Biome Mode = Terrain } } MODULE { name = DMModuleScienceAnimate animationName = imagerOpen experimentID = dmImagingPlatform experimentActionName = Log Imaging Data resetActionName = Discard Data customFailMessage = The Imaging Platform is not suitable for atmospheric use or surface deployment, try again in space. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 animSpeed = 1 showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Deploy Imager endEventGUIName = Retract Imager toggleEventGUIName = Toggle Imager useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.05,-0.08) equipDir = (270,0,0) } MODULE { name = SCANsat sensorType = 24 fov = 4 min_alt = 5000 max_alt = 500000 best_alt = 250000 scanName = Multi-Spectral scan RESOURCE { name = ElectricCharge rate = 1.5 } } MODULE { name = SCANexperiment experimentType = SCANsatBiomeAnomaly } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 52 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmImagingPlatform } } } UrlConfig { parentUrl = DMagicOrbitalScience/ProbeScience/MagBoom/MagBoom.cfg PART { name = dmmagBoom module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.195, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.160, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = engineering101 entryCost = 3000 cost = 1000 category = Science subcategory = 0 title = Magnetometer Boom manufacturer = DMagic description = The magnetometer instruments are used to determine the magnitude and direction of planetary magnetic fields. The long boom separates these instruments from any interference caused by magnetic elements in the probe. Use in low to high orbit or on the surface. Not for use during atmospheric flight. Can also interface with SCANsat equipment to function as an ore scanner. attachRules = 1,1,0,0,0 mass = 0.015 bulkheadProfiles = size0, srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos (mag field asteroid angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/ProbeScience/MagBoom/modelMagBoom } MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 60000 RequiresUnlock = True ScannerType = 0 ResourceName = Ore } MODULE { name = DMModuleScienceAnimate animationName = magBoom experimentID = magScan experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 deployingMessage = Close proximity to the craft scrambles the magnetometer's sensors, deploying the scanner now. customFailMessage = The magnetometer is not suitable for use during atmospheric flight, try again on the ground or in space. animSpeed = 2 endEventGUIName = Retract Magnetometer showEndEvent = false startEventGUIName = Deploy Magnetometer showStartEvent = false toggleEventGUIName = Toggle Magnetometer showToggleEvent = true showEditorEvents = true experimentActionName = Log Magnetometer Data resetActionName = Discard Magnetometer Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = DMMagBoomModule runMagnetometer = True RESOURCE { name = ElectricCharge rate = 0.05 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.2) equipDir = (0,270,0) } MODULE { name = ModuleSCANresourceScanner sensorType = 256 fov = 2 min_alt = 30000 max_alt = 60000 best_alt = 50000 scanName = Ore scan RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = SCANresourceDisplay sensorType = 256 ResourceName = Ore } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 63 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmmagBoom } } } UrlConfig { parentUrl = DMagicOrbitalScience/ProbeScience/RPWS/RPWS.cfg PART { name = rpwsAnt module = Part author = DMagic rescaleFactor = 1 node_attach = 0.0, 0.0, 0.077, 0.0, 0.0, -1.0 TechRequired = electrics entryCost = 10000 cost = 4500 category = Science subcategory = 0 title = RPWS Antenna manufacturer = DMagic description = The Radio and Plasma Wave Science instrument measures electrostatic and electromagnetic fields generated by the interaction of planetary magnetospheres and the interplanetary plasma medium. Deploy and use while in low to high orbit. Not for use during atmospheric flight or surface deployment. attachRules = 0,1,0,0,0 mass = 0.015 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1400 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos radio plasma wave angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/ProbeScience/RPWS/modelRPWS scale = 1.1, 1.1, 1.1 } MODULE { name = DMModuleScienceAnimate animationName = rpwsAnimation experimentID = rpwsScan experimentActionName = Log Radio Plasma Wave Data resetActionName = Discard Data customFailMessage = The RPWS Antenna is not suitable for atmospheric use or surface deployment, try again in space. deployingMessage = With the antennae retracted the sensors can't read anything, deploying the system now. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 animSpeed = 1.5 showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Deploy RPWS endEventGUIName = Retract RPWS toggleEventGUIName = Toggle RPWS useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.16) equipDir = (0,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 33 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = rpwsAnt } } } UrlConfig { parentUrl = DMagicOrbitalScience/ProbeScience/Scope/Scope.cfg PART { name = dmscope module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.3008, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.272, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = basicScience entryCost = 8000 cost = 4000 category = Science subcategory = 0 title = Orbital Telescope manufacturer = DMagic description = This telescope makes things that are far away look like they are less far away. Use in low to high orbits. Not for use during atmospheric flight or on the surface. attachRules = 1,1,0,0,0 mass = 0.03 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos scope optical hirise angularDrag = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 MODEL { model = DMagicOrbitalScience/ProbeScience/Scope/modelScope scale = 0.8, 0.8, 0.8 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 15 MaximumFoV = 35 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain } } MODULE { name = DMModuleScienceAnimate animationName = scopeShutter experimentID = scopeScan customFailMessage = This telescope is not suitable for use during atmospheric flight or on the surface, try again in space. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Open Shutter endEventGUIName = Close Shutter toggleEventGUIName = Toggle Shutter experimentActionName = Log Visual Observations resetActionName = Discard Observations useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True usageReqMaskExternal = 8 xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.05,-0.32) equipDir = (90,270,90) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 211 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmscope } } } UrlConfig { parentUrl = DMagicOrbitalScience/ProbeScience/SoilMoisture/SoilMoisture.cfg PART { name = dmSoilMoisture module = Part author = DMagic scale = 1 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.6, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = largeElectrics entryCost = 14000 cost = 4500 category = Science subcategory = 0 title = Soil Moisture Sensor manufacturer = DMagic description = This orbital sensor deploys a large L-band microwave detector comprised of 82 individual antenna elements. It can be used to study the water content of the upper soil layers and the salinity levels of large water features. Can only be used in low orbit. This instrument can also be used as a powerful communications antenna. Can also interface with SCANsat equipment to function as a water scanner. attachRules = 1,0,1,1,0 mass = 0.04 bulkheadProfiles = size0 crashTolerance = 10 maxTemp = 1800 emissiveConstant = 0.95 thermalMassModifier = 2.0 heatConductivity = 0.04 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos microwave asteroid water aerial antenna deploy direct dish extend fold radio signal transmi angularDrag = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 MODEL { model = DMagicOrbitalScience/ProbeScience/SoilMoisture/modelSoil scale = 1, 1, 1 } MODULE { name = DMSoilMoisture animationName = arrayDeploy customFailMessage = The L-band microwave arrays are only meant to operate in low orbit. animSpeed = 1 experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 startEventGUIName = Deploy Array showStartEvent = false endEventGUIName = Retract Array showEndEvent = false showEditorEvents = true showToggleEvent = true toggleEventGUIName = Toggle Array experimentID = dmSoilMoisture experimentLimit = 1 xmitDataScalar = 1 experimentActionName = Collect Soil Moisture Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 500000 RequiresUnlock = true ScannerType = 0 ResourceName = Water } MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 500000 RequiresUnlock = true ScannerType = 1 ResourceName = Water } MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 500000 RequiresUnlock = true ScannerType = 2 ResourceName = Water } MODULE { name = ModuleSCANresourceScanner sensorType = 8192 fov = 3 min_alt = 50000 max_alt = 500000 best_alt = 250000 scanName = Water scan RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = SCANresourceDisplay sensorType = 8192 ResourceName = Water } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 572 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmSoilMoisture } } } UrlConfig { parentUrl = DMagicOrbitalScience/ProbeScience/SolarParticleCollector/SolarCollector.cfg PART { name = dmSolarCollector module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.15, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advConstruction entryCost = 14000 cost = 6000 category = Science subcategory = 0 title = Solar Particle Collector manufacturer = DMagic description = This instrument is designed to collect and store several samples of solar particles. attachRules = 1,1,0,0,0 mass = 0.02 bulkheadProfiles = size0, srf crashTolerance = 10 maxTemp = 2000 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment material research science dmagic dmos (non genesis asteroid angularDrag = 0.5 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/ProbeScience/SolarParticleCollector/modelSolar scale = 1, 1, 1 } MODULE { name = DMSolarCollector animationName = collectorDeploy indicatorAnim = sampleLights loopingAnim = collectorLoop customFailMessage = The collector's sensitive panels are only meant to be deployed in space. animSpeed = 1 experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 startEventGUIName = Deploy Collectors showStartEvent = false endEventGUIName = Retract Collectors showEndEvent = false showEditorEvents = true showToggleEvent = true toggleEventGUIName = Toggle Collectors experimentID = dmSolarParticles experimentLimit = 4 xmitDataScalar = 0.2 experimentActionName = Collect Solar Particles useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False resetLevel = 2 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.1,-0.18) equipDir = (270,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 241 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmSolarCollector } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/Agents_DM.cfg AGENT { name = DMagic title = DMagic description = Science and Sciencing logoURL = DMagicOrbitalScience/Flags/DMagic logoScaledURL = DMagicOrbitalScience/Flags/DMagic_Scaled mentality = Scientific mentality = Pioneer mentality = Perfectionist } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/DMagicTweakScale.cfg SCALETYPE { name = DMagicOrbitalScienceScale freeScale = false scaleFactors = 0.6, 0.8, 1.0, 1.2, 1.4, 1.6 scaleNames = 60%, 80%, 100%, 120%, 140%, 160% defaultScale = 1.0 } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/DMagicTweakScale.cfg TWEAKSCALEEXPONENTS { name = DMXRayDiffract drillLength = 1 } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/DMagicTweakScale.cfg TWEAKSCALEEXPONENTS { name = DMSeismicHammer scaleModifier = 1 } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/DMContracts.cfg DMContracts { DMAnomaly { maxOffers = 2 maxActive = 3 Trivial_Recon_Level_Requirement = 0 Significant_Recon_Level_Requirement = 1 Exceptional_Recon_Level_Requirement = 1 Trivial_Anomaly_Level_Requirement = 0 Significant_Anomaly_Level_Requirement = 0.3 Exceptional_Anomaly_Level_Requirement = 0.6 Backstory = A number of odd readings have been detected coming from [1] in recent observations. Scientists from [0] are asking you to prepare a mission to [1] to study, and perhaps find the source of these strange readings. Advance funds will be provided and you will be rewarded for any data you send back to Kerbin. Results from a number of different scientific instruments may allow [0] scientists and engineers to better understand what is going on out there.|Curious reports about a mysterious signal coming from [1] have piqued the interest of [0]. To help shed some light on this issue they have asked you to design and carry out a mission to study and characterize this signal. If possible locate the source of these emissions and send back any data you can gather. You will be compensated for any useful data recovered from close proximity to the signal's source.|You have been sent an encoded message from a possibly deranged scientist claiming to work for [0]. This individual believes that a mysterious signal is emanating from [1] and that mainstream organizations are conspiring to cover it up. You have been asked to send a research vessel to study this signal and, if possible, locate its origin. Funds have been obtained to get the mission off the ground. The scientist promises to publicly release the results from any data you collect and to reward you for such data. Expire { MinimumExpireDays = 4 MaximumExpireDays = 10 DeadlineYears = 1.5 } Funds { BaseAdvance = 20000 BaseReward = 24000 BaseFailure = 24000 ParamReward = 8000 ParamFailure = 0 } Science { BaseReward = 0 ParamReward = 5 SecondaryReward = 0.25 } Reputation { BaseReward = 7 BaseFailure = 6 ParamReward = 0 ParamFailure = 0 } } DMAsteroid { maxOffers = 2 maxActive = 3 Max_Trivial_Science_Requests = 3 Max_Significant_Science_Requests = 4 Max_Exceptional_Science_Requests = 6 Backstory = Astronomers have recently discovered several previously unknown asteroids which may be passing close by Kerbin soon. The scientists at [0] have asked you to design a research vessel and send it to rendezvous with a [1] asteroid. Once there collect several scientific observations and return them to Kerbin for further study.|Experts at [0] have been closely following the trajectory of several [1] asteroids. They believe these may contain valuable resources and would like you to design and carry out a mission to study one of these asteroids to help get a better idea of its exact composition and nature.|An exciting new discovery has been made of a number of asteroids on a course that will bring them very close to Kerbin. The administrators at [0] want to take advantage of this opportunity and have asked you to design a research vessel and send it on a rendezvous mission to study a [1] asteroid. Recover several scientific observations and transmit the results back to Kerbin for further analysis. Funds will be provided to help get the mission started, and you will be compensated for any successfully recovered results. Expire { MinimumExpireDays = 4 MaximumExpireDays = 10 DeadlineYears = 3.8 } Funds { BaseAdvance = 8000 BaseReward = 9500 BaseFailure = 7000 ParamReward = 5000 ParamFailure = 0 } Science { BaseReward = 0 ParamReward = 0.25 } Reputation { BaseReward = 8 BaseFailure = 6 ParamReward = 0 ParamFailure = 0 } } DMMag { maxOffers = 2 maxActive = 4 Trivial_Mission_Length = 75 Significant_Mission_Length = 125 Exceptional_Mission_Length = 175 Trivial_Eccentricity_Modifier = 0.2 Significant_Eccentricity_Modifier = 0.35 Exceptional_Eccentricity_Modifier = 0.5 Trivial_Inclination_Modifier = 20 Significant_Inclination_Modifier = 40 Exceptional_Inclination_Modifier = 60 Magnetometer_Experiment_Title = Magnetometer Scan RPWS_Experiment_Title = Radio Plasma Wave Scan Use_Vessel_Waypoints = true Magnetometer_Parts = dmmagBoom,dmUSMagBoom,dmUS2MagBoom RPWS_Parts = rpwsAnt,USRPWS,dmUS2RPWS Backstory = In an effort to further characterize [1] and to better understand the workings of solar and planetary magnetic fields, you have been asked to carry out a long term mission to [1]. Using a vessel equipped with magnetic and radio plasma wave instruments place a vessel in the specified orbit around [1]. Upon completion of the mission you will be rewarded with further funding.|Scientists at [0] have been studying [1] for some time now and wish to know more about its magnetic environment. They have given you a mission plan to launch a vessel to [1] carrying several instruments designed to study the magnetosphere during a long-term orbit. Expire { MinimumExpireDays = 4 MaximumExpireDays = 10 DeadlineModifier = 3.7 } Funds { BaseAdvance = 21000 BaseReward = 25000 BaseFailure = 23000 ParamReward = 4000 ParamFailure = 0 } Science { BaseReward = 24 ParamReward = 2 } Reputation { BaseReward = 8 BaseFailure = 7 ParamReward = 0 ParamFailure = 0 } } DMRecon { maxOffers = 2 maxActive = 4 Trivial_Mission_Length = 50 Significant_Mission_Length = 100 Exceptional_Mission_Length = 150 Trivial_Experiment_Title = Recon Scan Significant_Experiment_Title = SIGINT Scan Exceptional_Experiment_Title = Recon Scan Use_Vessel_Waypoints = true Trivial_Parts = dmReconSmall Significant_Parts = dmSIGINT,dmSIGINT.Small,dmSIGINT.End Exceptional_Parts = dmReconLarge Backstory = The engineers at [0] are interested in obtaining a detailed reconnaissance study of [1]. You have been tasked with placing a satellite with the requested part into orbit around [1] for an extended duration.|Scientists at [0] are interested in knowing more about certain features of [1]. They have asked you to conduct a long-term surveillance mission using the requested instrument. Upon completion of the survey you will be generously rewarded.|Some shady looking fellows hanging around the offices of [0] have asked you to conduct a long-term, top secret reconnaissance mission in orbit around [1]. Place a satellite with the requested instrument into orbit long enough to cover multiple sweeps of the entire surface. You will be paid handsomely for discreetly completing the task. Expire { MinimumExpireDays = 4 MaximumExpireDays = 10 DeadlineModifier = 3.9 } Funds { BaseAdvance = 50000 BaseReward = 60000 BaseFailure = 38000 ParamReward = 8000 ParamFailure = 0 } Science { BaseReward = 10 ParamReward = 2 } Reputation { BaseReward = 12 BaseFailure = 10 ParamReward = 0 ParamFailure = 0 } } DMSurvey { maxOffers = 2 maxActive = 4 Max_Trivial_Science_Requests = 4 Max_Significant_Science_Requests = 6 Max_Exceptional_Science_Requests = 8 Backstory = The [0] group is planning a flagship mission to study [2]. They would like you to design, create and launch a spacecraft capable of conducting various [1] scientific observations. A generous up-front payment will be made to help finance this mission and a payout will be received upon successful delivery of the scientific data.|You have been given a proposal for a survey mission plan conceived by the scientists at [0]. They request that you collect various [1] scientific observations while at [2]. Funding will be provided along with a payment for any scientific data collected and returned to the [0] agency.|Noting a distinct lack of information about [2] the scientists at [0] have begun planning a mission to gather several scientific observations. They have tasked you with designing a spacecraft capable of reaching [2] and conducting various scientific experiments. Funds will be provided to help begin this mission and rewards will be given for any data recovered from [2]. Expire { MinimumExpireDays = 4 MaximumExpireDays = 10 DeadlineYears = 1.7 } Funds { BaseAdvance = 8500 BaseReward = 10500 BaseFailure = 7500 ParamReward = 3000 ParamFailure = 0 } Science { BaseReward = 0 ParamReward = 0.25 } Reputation { BaseReward = 12 BaseFailure = 10 ParamReward = 0 ParamFailure = 0 } } DM_CONTRACT_EXPERIMENT { name = Magnetometer Scan experimentID = magScan xmitDataScalar = 1 type = 7 part = dmmagBoom agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Radio Plasma Wave Scan experimentID = rpwsScan xmitDataScalar = 1 type = 1 part = rpwsAnt agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Orbital Telescope Observations experimentID = scopeScan xmitDataScalar = 1 type = 5 part = dmscope agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Multi Spectral Analysis experimentID = dmImagingPlatform xmitDataScalar = 1 type = 7 part = dmImagingPlatform agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Laser Surface Scan experimentID = dmlaserblastscan xmitDataScalar = 1 type = 6 part = dmsurfacelaser agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Neutron Albedo Scan experimentID = dmNAlbedoScan xmitDataScalar = 1 type = 2 part = dmDAN agent = DMagic } DM_CONTRACT_EXPERIMENT { name = X-Ray Analysis experimentID = dmXRayDiffract xmitDataScalar = 1 type = 2 part = dmXRay agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Solar Particle Analysis experimentID = dmSolarParticles xmitDataScalar = 0.2 type = 3 part = dmSolarCollector agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Soil Moisture Scan experimentID = dmSoilMoisture xmitDataScalar = 1 type = 3 part = dmSoilMoisture agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Asteroid Interior Scan experimentID = dmAsteroidScan xmitDataScalar = 1 type = 2 part = dmASERT agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Irradiance Scan experimentID = dmRadiometerScan xmitDataScalar = 1 type = 1 part = dmGoreSat agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Universal Storage Magnetometer Scan experimentID = magScan xmitDataScalar = 1 type = 0 part = dmUS2MagBoom agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Universal Storage Radio Plasma Wave Scan experimentID = rpwsScan xmitDataScalar = 1 type = 0 part = dmUS2RPWS agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Universal Storage Orbital Telescope Observations experimentID = scopeScan xmitDataScalar = 1 type = 0 part = dmUS2Scope agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Mystery Goo Observation experimentID = mysteryGoo xmitDataScalar = 0.3 type = 1 part = GooExperiment agent = Any } DM_CONTRACT_EXPERIMENT { name = Materials Study experimentID = mobileMaterialsLab xmitDataScalar = 0.3 type = 1 part = science.module agent = Any } DM_CONTRACT_EXPERIMENT { name = Anomaly Scan experimentID = AnomalyScan xmitDataScalar = 0.5 type = 0 part = dmAnomScanner agent = DMagic } DM_CONTRACT_EXPERIMENT { name = Recon Scan experimentID = dmReconScan xmitDataScalar = 0.5 type = 1 part = dmReconSmall agent = DMagic } DM_CONTRACT_EXPERIMENT { name = SIGINT Scan experimentID = dmSIGINT xmitDataScalar = 1 type = 1 part = dmSIGINT.Small agent = DMagic } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/DMSeismicSettings.cfg DM_SEISMIC_SETTINGS { Seismic_Near_Pod_Min_Distance = 10 Seismic_Near_Pod_Max_Distance = 2500 Seismic_Near_Pod_Threshold = 500 Seismic_Far_Pod_Min_Distance = 2500 Seismic_Far_Pod_Max_Distance = 15000 Seismic_Far_Pod_Threshold = 4000 Seismic_Pod_Min_Angle = 20 Seismic_Pod_Angle_Threshold = 90 } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = magScan title = Magnetometer Scan baseValue = 5 scienceCap = 5 dataScale = 1 requireAtmosphere = False situationMask = 51 biomeMask = 1 RESULTS { default = An accurate reading of the local magnetic field is recorded. default = Local variations in the magnetic field are detected. KerbinInSpaceLow = Initial scans indicate a large magnetic field surrounding Kerbin, its intensity decreases with increasing altitude. KerbinInSpaceHigh = Kerbin's magnetic field spans several planetary radii, protecting its atmosphere from the solar wind and cosmic radiation. KerbinInSpaceHigh = Interactions with the solar wind significantly distort Kerbin's magnetic field, resulting in a compressed field on Kerbin's solar side, and a tapered tail on the opposite side. KerbinSrfLandedLaunchPad = The magnetometer is properly calibrated and records Kerbin's surface level magnetic field. KerbinSrfLanded = The magnetometer records an accurate reading of Kerbin's surface magnetic field. KerbinSrfLandedIceCaps = The magnetic field lines near the pole are almost directly vertical relative to the surface, indicating that Kerbin's magnetic poles are closely aligned with its geographic poles. KerbinSrfLandedMountains = A strong magnetic field suggests that you may have stumbled upon one of Kerbin's mythic "magnetic mountains". KerbinSrfLandedBadlands = Strong local magnetic fields are detected in this area, suggesting high concentrations of magnetically active elements. KerbinSrfLandedRunway = For some reason the magnetic field lines are continuously changing directions; it's almost as if someone is running in circles around the runway with a giant magnet. KerbinSrfLandedFlagPole = The magnetometer provides a decent approximation of this flag pole; all that's left is to climb to the top and hang a flag. KerbinSrfLandedTrackingStation = The enormous radio dishes block out Kerbin's natural magnetic field. KerbinSrfLandedVAB = Wouldn't it make more sense to have taken readings from the VAB before launch? KerbinSrfLandedVABMainBuilding = Now is this really necessary? KerbinSrfLandedR&D = Maybe someone else should be taking reading from the R&D center... KerbinSrfLandedR&DTanks = OK, really now, let's go somewhere interesting to take magnetometer readings... KerbinSrfLandedAdministration = Pointing this magnetometer at the Admin building might not make the bosses too happy. KerbinSrfLandedAstronautComplex = Those astronauts sure are missing out on this grand adventure... KerbinSrfLandedSPH = The tower controllers are not amused... KerbinSrfLandedSPHRoundTank = Nothing better to do? KerbinSrfLandedMissionControl = Mission Control confirms that this is indeed a waste of time. MunInSpaceHigh = A weak magnetic field indicates that the Mun may once have contained a molten iron core. MunInSpaceLow = Localized magnetic fields are detected over several regions of the Mun's surface. MunSrfLanded = A very faint magnetic field is detected on the Mun's surface. MunSrfLandedNorthernBasin = A weak magnetic field is detected in this region. The absence of large craters nearby suggests that this crustal magnetization is left over from the Mun's once molten core. MunSrfLandedPolarCrater = Strong magnetic fields are detected in the base of the crater, likely arising from magnetically aligned ejecta from a large impactor. MunSrfLandedHighlandCraters = A strong magnetic field is detected in the deeper regions of this crater. MunSrfLandedEastFarsideCrater = An intense magnetic field is detected in this crater, possibly originating in material from the meteorite that impacted here. MunSrfLandedPoles = Magnetic field strength remains at baseline levels for the Mun's surface, indicating that no further geodynamo activity occurs in the Mun's core. MinmusInSpace = Frozen ice cream doesn't emit a magnetic field dummy. MinmusSrfLanded = Closer study reveals that Minmus does indeed not generate a magnetic field. MinmusSrfLandedGreaterFlats = Even Minmus' minty-looking frozen surface is magnetically dead. MinmusSrfLandedLesserFlats = The readout is flat, like the frozen surface. SunInSpaceLow = Sensors overloading... oh dear, I think the boom is melting. SunInSpaceHigh = Kerbol's enormous magnetosphere extends well beyond the orbit Eeloo, affecting all of the planets in the solar system. MohoInSpace = Scans indicate only a weak induced magnetic field, this is most likely caused by the stream of charged particles in the solar wind flowing around Moho. MohoSrfLanded = Low surface level magnetic fields reflect Moho's lack of any internally generated magnetosphere. EveInSpaceLow = Intense magnetic fields nearly overload the sensors. EveInSpaceHigh = A strong magnetic field ensures that Eve's atmosphere remains protected from Kerbol's radiation. EveSrfLanded = Surface level magnetism is slightly lower than that measured in orbit; Eve's strong ring current may be responsible for shielding the surface from some of its magnetic field. GillyInSpace = Gilly appears to be nothing more than loosely held together rocks with no detectable magnetic field. GillySrfLanded = No magnetic field is detected on Gilly's surface. DunaInSpaceLow = Isolated patches of Duna's atmosphere appear to be protected by small magnetospheres. DunaInSpaceHigh = A very weak magnetic field indicates that Duna's core solidified long ago, allowing its atmosphere to be largely stripped away and blasting the surface with intense solar radiation. DunaSrfLanded = Surface level magnetic field lines suggest the presence of several small, but powerful magnetic anomalies. IkeInSpace = Cold, dead, lifeless, no readings of interest here. IkeSrfLanded = Ike appears as magnetically boring on the surface as it did from orbit. DresInSpace = Who comes to Dres? DresSrfLanded = Were you expecting something different on the surface? JoolInSpaceLow = Jool's strong magnetic field traps belts of powerful radiation; observe caution in low orbits. Conditions could prove hazardous for Kerbaled crafts. JoolInSpaceHigh = Jool's enormous magnetosphere extends well beyond the orbit of all its moons in every direction. LaytheInSpace = Laythe generates its own magnetic field, indicating a molten core and an active geology. The field is strongly influenced by Jool's much larger magnetosphere. LaytheSrfLanded = A surface level magnetic field is detected on Laythe, with field lines indicating that the magnetic poles are located far away from the geographic poles. VallInSpaceHigh = Only Jool's magnetic field is detectable here, suggesting that Vall lacks any geodynamo activity. VallInSpaceLow = A very weak magnetic field is detected in low orbit of Vall. This is perhaps due to Vall's mysteriously liquid, sub-surface oceans. VallSrfLanded = Weak surface level magnetic fields are detected, possibly caused by sub-surface water flow. TyloInSpace = Tylo doesn't appear to generate its own magnetic field, but strongly distorts Jool's field, indicating a high concentration of dense, magnetic elements. TyloSrfLanded = Strong surface level magnetic fields are detected, but little consistency in direction is observed. BopInSpaceHigh = Bop produces an intensely powerful magnetosphere; much further study is warranted... BopInSpaceLow = Bop's magnetic field appears very uneven, localized primarily in the northern polar region; further study is warranted... BopSrfLanded = All magnetic field lines point north, indicating a small, but intensely powerful source of magnetism somewhere near the north pole. PolInSpace = Like a grain of pollen blowing in Jool's magnetic wind. PolSrfLanded = Only Jool's magnetic field is detectable on Pol's surface. EelooInSpace = Eeloo appears cold and lifeless. Only Kerbol's weak magnetic field is detectable from here. EelooSrfLanded = No significant magnetic field is detected on Eeloo's surface. AblateInSpace = A significant induced magnetosphere causes a noticeable distortion in Kerbol's much larger field. AscensionInSpace = There is little to no detectable magnetic field beyond the background levels here. ErinInSpace = Erin's ionosphere and a band of charged particles are likely responsible for the weak magnetic field detected here. InaccessableInSpace = The rapid rotation of this planetoid creates a constantly shifting magnetic field. JokerInSpace = A weak magnetic field is detected around Joker, likely induced by nearby Serious. PockInSpace = Nothing beyond Erin's magnetic field is detected here. RingleInSpace = The moon itself doesn't appear to generate any magnetic field, but a weak signal is detected in close proximity to the ring system. SentarInSpace = Sentar generates an intense magnetic field, likely trapping several bands of dangerous, charged particles in its ring system. SeriousInSpace = Serious generates a significant magnetic field that interacts with the remnants of Kerbol's much larger field. SkeltonInSpace = Skelton's high inclination generates an interesting interaction with Sentar's strong magnetic field as it passes above and below it. ThudInSpace = A fairly strong magnetic field is detected around Thud, suggesting the possibility of a dense, iron-rich core. SarnusInSpaceLow = The magnetic field around Sarnus is distorted by the ring particles orbiting its equatorial belt. SarnusInSpaceHigh = Distortions in Sarnus' magnetosphere are detected around some if its moons, particularly Eeloo and Tekto, as they add plasma into the system. HaleInSpace = This tiny moonlet produces little more than a blip in the larger magnetic field of Sarnus. HaleSrfLanded = Magnetic field measurements from the surface of Hale differ little from those taken in orbit. OvokInSpace = Ovok appears to generate no magnetic field of its own, but it strongly distorts Sarnus' field. OvokSrfLanded = Magnetic field measurements at Ovok's surface level are minimal, indicating that it disrupts and redirects Sarnus' field while generating none of its own. SlateInSpaceHigh = Slate distorts Sarnus' magnetic field but appears to generate none of its own. SlateInSpaceLow = Magnetic field disruptions in low Slate orbit appear similar to those generated by the ring current found in an atmospheric planet's ionosphere. SlateSrfLanded = Magnetic elements in the soil are very consistently aligned along a North to South direction. TektoInSpaceHigh = Tekto appears to have a strong induced magnetic field; it is generated as the moon passes through the plasma in Sarnus' quickly rotating magnetosphere. TektoInSpaceLow = Sarnus' magnetic field is distorted by Tekto, causing a drop in the field intensity in its wake. TektoSrfLanded = The surface level magnetic field is extremely weak; Tekto's induced magnetic field largely shields the surface from Sarnus' larger field. UrlumInSpaceHigh = A strong magnetosphere is detected around Urlum, which appears to be tilted significantly away from the planet's axis of rotation. UrlumInSpaceLow = Closer to the atmosphere, Urlum's magnetosphere produces isolated regions with a very strong magnetic dipole moment. PriaxInSpace = The shared orbit of Priax and Polta creates a wake in Urlum's large magnetosphere. PriaxSrfLanded = Regions of Priax's surface exhibit detectable magnetic anomalies, probably a result of iron-rich asteroid impacts. PoltaInSpace = Only a slight disturbance in Urlum's magnetic field is detected in orbit around Polta PoltaSrfLanded = Surface level magnetic field readings on Polta don't seem to be affected by the tiny moon. WalInSpace = A weak magnetic field is detected in orbit around Wal, perhaps signaling some kind of ongoing internal heating. WalSrfLanded = Regions of the surface on Wal have strong magnetic field readings. TalInSpace = A very weak magnetic field is detected in orbit around the tiny sub-moon. TalSrfLanded = Metallic elements in Tal's surface are detected in magnetic field readings. NeidonInSpaceHigh = Neidon's magnetosphere appears to be offset from its center by a significant amount, suggesting that it may arise from convective currents somewhere in the planet's mantle layer. NeidonInSpaceLow = Close reading from Neidon reveal a strong quadrupole magnetic moment; a significant departure from the dipole moment that dominates most planets' magnetospheres. ThatmoInSpace = Neidon's magnetic field dominates the local environment around Thatmo, though the reverse orbital direction generates a significant distortion in the magnetosphere. ThatmoSrfLanded = Only a week magnetic field reading is recorded on Thatmo's surface. NisseeInSpace = Nissee's path through Neidon's magnetosphere causes a gentle disruption in the direction and strength of that field. NisseeSrfLanded = Nissee doesn't appear to generate any magnetic field of its own; the only readings seem to come from Neidon. PlockInSpace = Plcok disrupts Karen's magnetic field as the two tiny bodies orbit around each other. PlockSrfLanded = No significant magnetic field readings are recorded from the surface of Plock; only the weak signal from Karen is detected. KarenInSpace = A weak magnetic field is detected in orbit around Karen, neighboring Plock seems to have a significant impact on the field strength. KarenSrfLanded = Karen shows signs of an interior magnetic field; the mechanism for its generation remains a mystery. MercuryInSpace = Scans indicate only a weak induced magnetic field, this is most likely caused by the stream of charged particles in the solar wind flowing around Mercury. MercurySrfLanded = Low surface level magnetic fields reflect Mercury's lack of any internally generated magnetosphere. VenusInSpaceLow = A weak induced magnetic field is detected in low orbit around Venus. VenusInSpaceHigh = Venus' upper atmosphere appears to be exposed to the solar wind, with only a weak induced magnetic field providing some protection. VenusSrfLanded = Surface level magnetism is slightly lower than that measured in orbit; Venus' strong induced ring current may be responsible for shielding the surface from some of its magnetic field. MoonInSpaceLow = Localized magnetic fields are detected over several regions of the Moon's surface. MoonInSpaceHigh = A weak magnetic field indicates that the Moon may once have contained a molten iron core. MoonSrfLanded = A very faint magnetic field is detected on the Moon's surface. MarsInSpaceLow = Isolated patches of Mars' atmosphere appear to be protected by small magnetospheres. MarsInSpaceHigh = A very weak magnetic field indicates that Mars' core solidified long ago, allowing its atmosphere to be largely stripped away and blasting the surface with intense solar radiation. MarsSrfLanded = Surface level magnetic field lines suggest the presence of several small, but powerful magnetic anomalies. DeimosInSpaceLow = Deimos appears to be nothing more than loosely held together rocks with no detectable magnetic field. DeimosSrfLanded = No magnetic field is detected on the surface of Deimos. PhobosInSpace = Magnetic field reading show what appears to be an intrinsic magnetosphere present around Phobos; a curious result given the moon's small size and likely origin as a captured asteroid. PhobosSrfLanded = A weak surface level, dipole magnetic field is detected on Phobos. JupiterInSpaceLow = Jupiter's strong magnetic field traps belts of powerful radiation; observe caution in low orbits. Conditions could prove hazardous for manned crafts. JupiterInSpaceHigh = Jupiter's enormous magnetosphere extends well beyond the orbit of all its moons in every direction. IoInSpaceLow = Io appears to generate no magnetic field of its own, implying that its intense geological activity is most likely due to tidal forces, not a molten core. IoInSpaceHigh = Strong interactions with Jupiter's magnetic field are detected as Io's thin atmosphere is stripped of charged particles. IoSrfLanded = Only a weak magnetic field is detected on the surface of Io. EuropaInSpaceLow = A strong induced magnetic field is detected in low orbit around Europa; this could be generated through interactions of Jupiter's magnetosphere with a sub-surface ocean on Europa. EuropaInSpaceHigh = Europa generates distortions as it passes through Jupiter's magnetosphere. EuropaSrfLanded = A weak magnetic field is detected on the surface of Europa; this could be a result of sub-surface water flows. GanymedeInSpaceLow = Ganymede appears to generate its own magnetic field, which distorts Jupiter's larger field, indicating a high concentration of dense, magnetic elements. GanymedeInSpaceHigh = A localized distortion in Jupiter's magnetic field is detected in high orbit of Ganymede. GanymedeSrfLanded = Strong surface level magnetic fields are detected, indicating an internally generated magnetosphere. CallistoInSpace = Cold, dead, lifeless, no readings of interest here. CallistoSrfLanded = Callisto appears as magnetically boring on the surface as it did from orbit. SaturnInSpaceLow = The magnetic field around Saturn is distorted by the ring particles orbiting its equatorial belt. SaturnInSpaceHigh = Distortions in Saturn's magnetosphere are detected around Titan as it adds plasma into the system. TitanInSpace = Titan appears to have an induced magnetic field, generated by Saturn's much larger magnetosphere. TitanSrfLanded = A very weak surface level magnetic field is detected; Titan's induced magnetosphere is likely protecting the surface from Saturn's stronger field. UranusInSpaceLow = Closer to the surface, Uranus' magnetosphere produces isolated regions with a very strong magnetic dipole moment. UranusInSpaceHigh = A strong magnetosphere is detected around Uranus, which appears to be tilted significantly away from the planet's axis of rotation. PlutoInSpace = Pluto appears cold and lifeless. Only the sun's weak magnetic field is detectable from here. PlutoSrfLanded = No significant magnetic field is detected on Pluto's surface. AsteroidInSpaceLow = Only the background magnetic field is detected around this asteroid. AsteroidInSpaceLowMettalic = Faint magnetic signals are detected around this asteroid, suggesting that it could have a high metal content. AsteroidInSpaceLow = A weak magnetic field emanating from the asteroid perturbs the field from the surrounding magnetosphere. AsteroidSrfLanded = A weak, but stable magnetic field is detected near the surface of this asteroid. AsteroidSrfLanded = Localized fluctuations in this asteroid's magnetic field suggest a complex interior composition. AsteroidSrfLandedStony = This asteroid generates no detectable magnetic field, indicating little to no presence of iron. AsteroidSrfLandedCarbonaceous = Some very faint, short-lived magnetic signals suggest the presence of some electrically conductive materials in this asteroid. AsteroidSrfLandedCarbonaceous = Only a very faint magnetic signal is detected from this asteroid, suggesting only low concentrations of iron and nickel. AsteroidSrfLandedMetallic = A relatively strong magnetic field is detected from the surface of this asteroid, an indication that it is primarily metallic in composition. AsteroidSrfLandedMettalic = This asteroid is generating a significant magnetic field, suggesting that it is metallic, rich in iron and nickel compounds. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = rpwsScan title = Radio Plasma Wave Scan baseValue = 9 scienceCap = 9 dataScale = 2 requireAtmosphere = False situationMask = 48 biomeMask = 0 RESULTS { default = Detailed recordings are made of local interactions with the solar plasma. default = Localized distortions in the flow of the solar wind are monitored. default = A steady stream of background radio waves are received by the monopole antennae. KerbinInSpaceLow = Characteristic plasma wave patterns confirm the presence of multiple Van Kerman radiation belts. KerbinInSpaceHigh = "Auroral chorus" radio waves are detected emanating from Kerbin's poles, indicating the presence of geomagnetic storms. KerbinInSpaceHigh = Plasma from the solar wind bombards Kerbin's magnetosphere, distorting it and generating a pronounced bow shock. Radio wave patterns characteristic of this effect are recorded. KerbinInSpaceHigh = A faint, third Van Kerman radiation belt is detected. It is most likely caused by an influx of charged particles thrown off of Kerbol during a CME. MunInSpaceLow = Several curious radio wave emissions are detected from various regions on the Mun's surface. MunInSpaceHigh = The Mun's weak magnetosphere forms a series of complex shapes throughout its orbit, distorted by the solar wind and Kerbin's much stronger magnetosphere. MinmusInSpaceLow = Weak radio wave emissions are detected above Minmus, strangely they appear to originate from a point slightly over the moon's surface. MinmusInSpaceHigh = Minmus is alternately protected from, and blasted by the solar wind as it moves in and out of Kerbin's magnetotail during its orbit. SunInSpaceLow = Radio wave emissions indicated the presence of several sunspots on the surface of Kerbol. SunInSpaceHigh = Radio waves are detected from interactions between the charged plasma in the solar wind and planetary magnetic fields throughout the solar system. MohoInSpace = With no atmosphere and little magnetic field to interact with, the solar plasma merely slips around Moho. EveInSpaceLow = No radiation belts are detected around Eve. The planet's strong magnetosphere likely prevents most charged particles from getting close enough to generate such belts. EveInSpaceHigh = Passing through Eve's prominent bow shock, several characteristic radio wave patterns are detected. GillyInSpace = Eve's large magnetic field shields Gilly from most of the solar wind. DunaInSpaceLow = Consistent recordings are made of so-called "lightning whistler" radio wave patterns, despite the lack of lightning or other forms of geomagnetic events on Duna. DunaInSpaceHigh = A small bow shock is detected on the solar side of Duna, caused by the interaction of the solar wind with Duna's weak magnetic field. IkeInSpace = Distortions in the solar wind are detected as it flows around Ike's relatively large area. DresInSpace = Run out of other places to study? JoolInSpaceLow = Frequent recordings are made of "lightning whistler" radio wave emissions, indicating heavy geomagnetic activity in Jool's atmosphere. JoolInSpaceLow = Short-wave radio emissions are detected coming from low altitudes above Jool, suggesting the presence of high energy electrons trapped in radiation belts. JoolInSpaceHigh = Strong plasma wave oscillations are detected while passing through Jool's bow shock, giving a rough estimate of its thickness. JoolInSpaceHigh = Charged particles flow around, and are accelerated by, Jool's intense magnetic field, emitting radio waves that are detected in repeating patterns, helping to further refine estimates of Jool's rotational period. LaytheInSpaceLow = Plasma waves generated by interactions of Laythe's ionosphere with Jool's magnetosphere are detected. LaytheInSpaceHigh = A flow of charged particles builds up as Laythe orbits within Jool's magnetic field. Intense radio signals are emitted from the transfer of these particles between the two objects, and are detected at regular intervals by the RPWS instrument. VallInSpace = Faint radio signals are picked up coming from the southern region of Vall, these signals appear to be emitted in a repeating pattern. TyloInSpace = Tylo causes significant distortions in Jool's magnetic field throughout its orbit, but there appears to be little detectable interaction with the solar wind or other charged particles. BopInSpaceHigh = Intense radio wave bursts are detected emanating from the northern polar region; further study is warranted... BopInSpaceLow = Faint electrostatic waves are detected by the Langmuir probe, the patterns, however, don't match any of those known to arise from solar plasma interactions; further study is warranted... PolInSpace = Not much happening out here. EelooInSpace = The solar wind is relatively sparse this far out into the solar system, and with little to interact with it passes harmlessly by Eeloo. AblateInSpace = The solar plasma bathes Ablate in a constant stream of charged particles, inducing a relatively strong magnetic field. AscensionInSpace = Electrostatic waves are detected in the highly charged dust blown off of Ascension during its close encounter with the sun. ErinInSpace = A weak magnetosphere and ionosphere is detected around Erin, along with several layers of dangerous, charged particles. InaccessableInSpace = Inaccessable's extremely high rotational velocity creates a weak, but rapidly fluctuating magnetic field that causes several interesting interactions with the stream of solar plasma. JokerInSpace = A steady stream of charged solar plasma from the nearby star Serious induces a weak magnetic field around Joker. PockInSpace = Little of interest is detected by the RPWS instrument around Pock. RingleInSpace = Ringle's ring system contains many highly charged layers with detectable electrostatic wave patterns. SentarInSpace = Several interesting electrostatic wave patterns are detected while flying through Sentar's intense magnetic field and the charged dust in its rings. SeriousInSpace = A significant stream of solar plasma is detected coming off of Serious' outer layers. SkeltonInSpace = Skelton is surrounded by a dense ionosphere which generates detectable radio wave patterns even in the relatively weak solar wind. ThudInSpace = Several powerful radio wave bursts are detectable from orbit around Thud, almost as if the entire planet is made up of dense, electrically conducting elements. SarnusInSpaceHigh = Several interesting electrostatic wave patterns are detected while flying through Sarnus' intense magnetic field and the charged dust in its rings. SarnusInSpaceLow = Radio wave emissions are detected from Sarnus' Polar Regions, caused by the intense aurorae present there. HaleInSpace = Some distortions in Sarnus' magnetosphere are detected as it flows around this tiny moonlet. OvokInSpace = Radio wave emissions suggest that Ovok's trailing surface absorbs large amounts of the plasma found circulating in Sarnus' magnetosphere. SlateInSpaceHigh = Patterns in the distortion of Sarnus' magnetosphere caused by Slate are reminiscent of those caused by plasma-donating, atmospheric moons. SlateInSpaceLow = A tenuous ring of charged particles is detected around Slate's equatorial region. TektoInSpace = Charged particles released from Tekto's atmosphere interact with Sarnus' magnetosphere, slowing the movement of its co-rotating plasma. UrlumInSpace = Electrostatic waves generated within Urlum's magnetosphere are detected by the radio antennae. PriaxInSpace = The electric field environment around Priax is mostly indistinguishable from that of the larger environment of Urlum. PoltaInSpace = Distortions in the magnetosphere of Urlum are detected by tell-tale radio wave signals generated in the vicinity of Polta. WalInSpace = Charged particles are detected in unusually high concentrations in orbit around Wal. TalInSpace = This tiny sub-moon has attracted a significant level of charged particles, which are detected by their radio wave emissions as they interact with the surrounding magnetic field. NeidonInSpace = Neidon's unusual magnetic field generates some interesting and unexpected radio wave emissions as it interacts with the solar wind. ThatmoInSpace = Thatmo's reverse orbital direction results in a strong interaction with Neidon's large magnetic field. NisseeInSpace = Tiny Nissee's interaction with Neidon's magnetic field produces only a minor disruption. PlockInSpace = Plock and its neighbor Karen form a complex electrostatic environment. KarenInSpace = The close orbits of Karen and Plock generate significant levels of radio wave activity through electrostatic interactions. MercuryInSpace = With no atmosphere and little magnetic field to interact with, the solar plasma merely slips around Mercury. VenusInSpaceLow = A tenuous ring of charged particles is detected around Venus' equatorial region. VenusInSpaceHigh = Passing through Venus' weak bow shock, several characteristic radio wave patterns are detected. MoonInSpaceLow = Several curious radio wave emissions are detected from various regions on the Moon's surface. MoonInSpaceHigh = The Moon's weak magnetosphere forms a series of complex shapes throughout its orbit, distorted by the solar wind and Earth's much stronger magnetosphere. MarsInSpaceLow = Consistent recordings are made of so-called "lightning whistler" radio wave patterns, despite the lack of lightning or other forms of geomagnetic events on Mars. MarsInSpaceHigh = A small bow shock is detected on the solar side of Mars, caused by the interaction of the solar wind with Mars' weak magnetic field. DeimosInSpace = Distortions in the solar wind are detected as it flows around Deimos. PhobosInSpace = Not much happening out here. JupiterInSpaceLow = Frequent recordings are made of "lightning whistler" radio wave emissions, indicating heavy geomagnetic activity in Jupiter's atmosphere. JupiterInSpaceLow = Short-wave radio emissions are detected coming from low altitudes above Jupiter, suggesting the presence of high energy electrons trapped in radiation belts. JupiterInSpaceHigh = Strong plasma wave oscillations are detected while passing through Jupiter's bow shock, giving a rough estimate of its thickness. JupiterInSpaceHigh = Charged particles flow around, and are accelerated by, Jupiter's intense magnetic field, emitting radio waves that are detected in repeating patterns, helping to further refine estimates of Jupiter's rotational period. IoInSpace = A flow of charged particles builds up as Io orbits within Jupiter's magnetic field. Intense radio signals are emitted from the transfer of these particles between the two objects, and are detected at regular intervals by the RPWS instrument. EuropaInSpace = Radio wave emissions suggest that Europa's trailing surface absorbs large amounts of the plasma found circulating in Jupiter's magnetosphere. GanymedeInSpace = Faint radio wave emissions are detected similar to those given off by auroras. CallistoInSpace = Callisto causes minor distortions in Jupiter's magnetic field throughout its orbit, but there appears to be little detectable interaction with the solar wind or other charged particles. SaturnInSpaceLow = Radio wave emissions are detected from Saturn's Polar Regions, caused by the intense aurorae present there. SaturnInSpaceHigh = Several interesting electrostatic wave patterns are detected while flying through Saturn's intense magnetic field and the charged dust in its rings. TitanInSpaceLow = Plasma waves generated by interactions of Titan's ionosphere with Saturn's magnetosphere are detected. TitanInSpaceHigh = Charged particles released from Titan's atmosphere interact with Saturn's magnetosphere, slowing the movement of its co-rotating plasma. UranusInSpace = Electrostatic waves generated within Uranus' magnetosphere are detected by the radio antennae. PlutoInSpace = The solar wind is relatively sparse this far out into the solar system, and with little to interact with it passes harmlessly by Pluto. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = scopeScan title = Orbital Telescope Observations baseValue = 6 scienceCap = 6 dataScale = 3 requireAtmosphere = False situationMask = 48 biomeMask = 16 RESULTS { default = The surface looks really close from here. default = With this telescope it's like you're on the surface. Who needs landers? default = Scattered boulders visible in these regions suggest that they may be the weathered remains of large asteroid impacts. default = Things don't look so far away now. default = The surface has little in the way of distinguishing features, even viewed close-up through the telescope. KerbinSrfLanded = You can see into the astronaut complex from here... hey, get back to work in there! Maybe you should put this thing away before you get someone in trouble. KerbinInSpaceLow = It looks like there are some buildings down there, maybe Kerbin's surface isn't uninhabited after all. KerbinInSpaceHigh = Trees, mountains, rivers, who knew there was more to Kerbin than the KSC. KerbinInSpaceLowWater = A closer look at Kerbin's water confirms that it is indeed blue. KerbinInSpaceLowGrasslands = A few trees are visible, scattered on the surface. KerbinInSpaceLowMountains = Kerbin's mountains don't look any friendlier when viewed close up. KerbinInSpaceLowDeserts = A few stubby cactuses are visible from up here. KerbinInSpaceLowIceCaps = It looks cold down there. KerbinInSpaceLowKSC = Hey, you can see the Launchpad from here! MunInSpaceLow = Everything looks a little grey, and really cratery. MunInSpaceHigh = Craters, craters everywhere. MunInSpaceLowCanyons = Several different layers of Munar rocks can be observed along these canyon walls. MunInSpaceLowEastCrater = Something funny looking is visible near the north rim of this crater MunInSpaceLowEastFarsideCrater = There's something big floating above the surface just south of this crater. MunInSpaceLowPolarCrater = The surface of this enormous crater appears littered with large rock fragments. MunInSpaceLowSouthwestCrater = Tiny impact craters pockmark the surface inside this enormous crater. MunInSpaceLowTwinCraters = A narrow canyon connects these two small craters, indicating multiple impacts in the area. MunInSpaceLowNorthwestCrater = More curious objects are visible around this large crater. MinmusInSpaceHigh = Minty, gelatinous, sweet... must get closer. MinmusInSpaceLowLesserFlats = These frozen flatlands seem a bit lesser than all of the others. MinmusInSpaceLowFlats = Even up close, this area really does look flat. MinmusInSpaceLowGreatFlats = You don't see what's so great about these flatlands, at most they are merely adequate. MinmusInSpaceLowGreaterFlats = This frozen area really lives up to its name, the glassy smooth surface seems almost like it was made for building a base on. MinmusInSpaceLowPoles = Even viewed up close, Minmus' poles don't look much different from the rest of its surface. MinmusInSpaceLow = This area doesn't look quite so appealingly minty. SunInSpaceLow = Should this thing really be pointed directly at the sun? SunInSpaceHigh = Still bright. MohoInSpaceHigh = There appears to be lots of dust, and um, rocks. MohoInSpaceLow = Moho's surface has little in the way of distinguishing features, even viewed close-up through the telescope. MohoInSpaceLowPolarCrater = This rather large crater may be a good site for a landing zone, its high walls cast large shadows and protect the surface from the intense sun. MohoInSpaceLowHighlands = Moho's mountainous regions look a little less inviting than the polar lowlands or the surface of some of the craters. MohoInSpaceLowNorthernSinkhole = This rather large crater may be a good site for a landing zone, its high walls cast large shadows and protect the surface from the intense sun. EveInSpaceHigh = Purple clouds, purple lakes, purple ground, what's not to love? EveInSpaceLow = From this distance several shiny looking, purple objects can be seen. EveInSpaceLowCraterLake = A closer look at the smooth edges surrounding this lake suggest that it was created when an enormous impact crater filled in. EveInSpaceLowMountains = These mountains look rather inviting as a possible landing area, making for a slightly easier ascent. EveInSpaceLowIslands = Tiny islands dot the vast oceans of Eve's surface, some of which exhibit signs of past volcanic activity. EveInSpaceLowPeaks = These mountains look rather inviting as a possible landing area, making for a slightly easier ascent. EveInSpaceLowExplodiumSea = Tiny islands dot the vast oceans of Eve's surface, some of which exhibit signs of past volcanic activity. GillyInSpaceHigh = This thing looks more like a clump of dirt than a moon when viewed up close. GillyInSpaceLow = From this elevation it may be simpler to just drop down to the surface and get a closer look. GillyInSpaceLowHighlands = Some chunks of rock are dirt appear to be lazily floating across Gilly's surface, almost as if they aren't affected by its miniscule gravity. DunaInSpaceHigh = There seem to be a lot of red things on Duna, closer inspection is warranted. DunaInSpaceLow = Fine details can be seen on the surface from this altitude, including some striations that suggest the possibility of recent surface level water flows. DunaInSpaceLowNorthPole = A closer look shows Duna's poles to be completely covered in what is likely frozen carbon dioxide. DunaInSpaceLowKerinerValley = The dark floor of this region and the striations visible along its edges suggest that this may be the remains of an ancient seabed. DunaInSpaceLowMaria = Scattered boulders visible in these regions suggest that they may be the weathered remains of large asteroid impacts. DunaInSpaceLowVallesJebbedius = The edges of this deep trench exhibit signs of geologic disruptions, suggesting that it may be the result of tectonic activity. DunaInSpaceLowPoles = A closer look shows Duna's poles to be completely covered in what is likely frozen carbon dioxide. DunaInSpaceLowLowlands = Scattered boulders visible in these regions suggest that they may be the weathered remains of large asteroid impacts. IkeInSpaceHigh = Moving on... IkeInSpaceLow = There are some dark regions of the surface, and some light ones, too! IkeInSpaceLowPolarDepression = A closer look at this polar feature suggests that it may be the result of a large asteroid impact. IkeInSpaceLowShatteredMesa = There's not much to distinguish one region of Ike's surface from any other. IkeInSpaceLowPolarLowlands = A closer look at this polar feature suggests that it may be the result of a large asteroid impact. IkeInSpaceLowCentralMountainRange = There's not much to distinguish one region of Ike's surface from any other. DresInSpaceHigh = Well, it's round. DresInSpaceLow = Getting a closer look, Dres appears to still be very round. DresInSpaceLowSmallCraters = Some tiny craters are visible through the telescope, though these hardly seem worth studying. DresInSpaceLowDresTrench = What's this, something interesting on Dres, it's probably just a trick of the light and shadows. DresInSpaceLowImpactCraters = Some tiny craters are visible through the telescope, though these hardly seem worth studying. DresInSpaceLowCanyons = What's this, something interesting on Dres, it's probably just a trick of the light and shadows. JoolInSpace = Green, swirling clouds obscure all but the outermost layers of Jool's atmosphere. LaytheInSpaceHigh = Looks a bit like Kerbin without the grass, and trees, and Kerbals, and so on... well, really it just looks like a ball of water. LaytheInSpaceLow = The tiny islands look lost amid Laythe's enormous ocean, but the terrain looks rather inviting for mounting a surface expedition. LaytheInSpaceLowIslands = These scattered islands look as though they might be the result of volcanic activity. LaytheInSpaceLowOceans = Up close the ocean looks blue, very blue. LaytheInSpaceLowTheSagenSea = These scattered islands look as though they might be the result of volcanic activity. LaytheInSpaceLowDunes = Up close the ocean looks blue, very blue. VallInSpaceHigh = It looks pretty cold and uninviting down there. VallInSpaceLow = A closer look shows what could be an icy surface, broken up by some interesting mountainous regions. VallInSpaceLowMountains = The bluish, white mountain ranges of Vall form interesting patterns, but appear dangerous to land on. VallInSpaceLowSinks = The smooth, dark blue surface of these low lying areas looks to be a frozen outer shell, possibly insulating a liquid ocean below. VallInSpaceLowHighlands = The bluish, white mountain ranges of Vall form interesting patterns, but appear dangerous to land on. VallInSpaceLowLowlands = The smooth, dark blue surface of these low lying areas looks to be a frozen outer shell, possibly insulating a liquid ocean below. TyloInSpaceHigh = Tylo looks a bit scary from up here. TyloInSpaceLow = Tylo's surface is covered with treacherous looking terrain, broken up only by several enormous craters. TyloInSpaceLowCraters = Inside of the vast craters that pockmark Tylo's surface, several interesting features are observed. TyloInSpaceLowSouthernMesa = Nothing but bright, uneven terrain, though the high-elevation in this region might make landing a bit easier. TyloInSpaceLowMaria = These low lying areas of Tylo's surface exhibit little of interest when viewed through the telescope. TyloInSpaceLowMajorCrater = Inside of the vast craters that pockmark Tylo's surface, several interesting features are observed. TyloInSpaceLowHighlands = Nothing but bright, uneven terrain, though the high-elevation in this region might make landing a bit easier. TyloInSpaceLowMara = These low lying areas of Tylo's surface exhibit little of interest when viewed through the telescope. BopInSpaceHigh = Lots of brown and, wait, is that something green up there, that warrants a closer look... BopInSpaceLow = Perhaps some things weren't meant to be seen... BopInSpaceLowRidges = From this height the telescope isn't really necessary to get a good look at these high ridges. BopInSpaceLowWesternDepression = These deep, smooth regions look a little more well suited for a landing site than most of Bop's surface. BopInSpaceLowValley = These deep, smooth regions look a little more well suited for a landing site than most of Bop's surface. PolInSpaceHigh = Well, at least the color is a bit different here. PolInSpaceLow = Pol's steep, uninviting terrain is clearly visible through the telescope at this height. PolInSpaceLowPolHeights = Looking closely at these mountainous regions gives a better sense of just how treacherous Pol's surface is. PolInSpaceLowDepressions = These dark orange-yellow regions look only slightly more forgiving than Pol's nearby mountains. PolInSpaceLowLowlands = These dark orange-yellow regions look only slightly more forgiving than Pol's nearby mountains. PolInSpaceLowHighlands = Looking closely at these mountainous regions gives a better sense of just how treacherous Pol's surface is. EelooInSpaceHigh = The surface appears to be coated with a fine, white powder, closer inspection is warranted. EelooInSpaceLow = From a little closer Eeloo appears notably flat, with little but the odd crisscrossing streaks on the surface to break up the monotony. EelooInSpaceLowScarring = These streaks of exposed surface on Eeloo look as if the powder coating the rest of the planet has been vacuumed right up. EelooInSpaceLowCentralCrater = From this height a curious looking depression is visible, perhaps created by a low-speed impactor. EelooInSpaceLowAncientPromontories = These minor mountain ranges juts barely break up Eeloo's even surface. EelooInSpaceLowIceCanyons = These streaks of exposed surface on Eeloo look as if the powder coating the rest of the planet has been vacuumed right up. EelooInSpaceLowCraters = From this height some curious looking depressions are visible, perhaps created by low-speed impactors. EelooInSpaceLowHighlands = These minor mountain ranges juts barely break up Eeloo's even surface. AblateInSpace = At such close proximity to the sun even Ablate's stony surface glows almost bright enough to damage the camera. AscensionInSpace = A faint trail of outgassed material is visible coming off the surface of Ascension, likely blasted off during its close encounters with the sun. ErinInSpace = All those puddles don't look quite so inviting from up close; actually the prospect of liquid oceans so far from the sun is a little terrifying. InaccessableInSpace = Nothing other than a blur can be seen through the telescope. JokerInSpace = Joker looks almost as if someone smeared the surface with colorful paint, perhaps some surface scans should be conducted. PockInSpace = Pock is almost completely covered with tiny craters, it almost looks like a shattered quartz crystal. RingleInSpace = Up close Ringle's ring system can clearly be divided into several different layers, each made up of varying types of tiny rocks and dust. SentarInSpace = Sentar's swirling blue and green clouds are in constant flux, likely propelled by ferocious, never-ending storms. SeriousInSpace = Nope, still not a good idea to point this telescope at a star. SkeltonInSpace = Skelton's enormous mountain appears even more terrifying up close, at least the atmosphere up there looks a little bit thinner. ThudInSpace = Not much but rocks and craters to see down there; best to stay far away from its deep gravity well. SarnusInSpaceLow = Sarnus' swirling brown clouds are in constant flux, likely propelled by ferocious, never-ending storms. SarnusInSpaceHigh = Sarnus' thick cloud layer obscures all but the outermost layers of its atmosphere. HaleInSpaceHigh = This bright, lumpy moonlet has cleared a small gap in Sarnus' ring system. HaleInSpaceLowDarkRock = Hale's surface in this region is composed of a very dark material. HaleInSpaceLowLightRock = The bright surface of Hale in this area must be composed primarily of water ice. OvokInSpaceHigh = Ovok appears as nothing but a tiny, featureless, egg-shaped moonlet from this distance. OvokInSpaceLowDarkSurface = Ovok's leading hemisphere is significantly darker than the rest of the moon. OvokInSpaceLowPlains = Most of Ovok's surface is covered by smooth, slightly undulating terrain, probably icy in nature. OvokInSpaceLowScarring = Some distortions in Ovok's otherwise smooth surface are seen in these regions, possibly a result of tidal forces. SlateInSpaceHigh = Initial observations of Slate show a surface shaped by what appears to be active geological processes, including plate tectonics and volcanic activity. SlateInSpaceLowSlateanSupercontinent = This relatively dark area of Slate's surface is marked by numerous features resembling dried river beds that feed into lower elevation regions. SlateInSpaceLowYahelMountains = A number of channels carved into this mountain range resemble dried river beds. SlateInSpaceLowSomborMountains = This complex mountain range bears all the signs of recent tectonic activity. SlateInSpaceLowImpactCraters = These shallow impact craters appear to have been formed relatively recently, but lack significant crater walls. SlateInSpaceLowSeabed = This enormous, flat expanse resembles a dried up ocean bed; it would have once covered the majority of Slate's surface. SlateInSpaceLowNorthernIslands = These isolated mountainous areas bear signs volcanic activity in the past; perhaps they form a chain from a recently-dormant tectonic hotspot. SlateInSpaceLowArchipelagos = These small, high-elevation areas have characteristics of dormant volcanic islands. SlateInSpaceLowMountNehelennia = This is almost certainly an enormous volcano; by the looks of it one that has only recently become dormant. SlateInSpaceLowFloodplains = These flattened regions bear the signs of repeated inundation by a fluctuating ancient sea. SlateInSpaceLowPoles = Slate's low-lying polar regions resemble an ancient seabed, perhaps once covered by polar icecaps. TektoInSpaceHigh = Dense green clouds obscure most of the surface in the visible portion of the spectrum, providing little useful data. TektoInSpaceLow = Large surface level features can be made out through careful observation of the images from low Tekto orbit. TektoInSpaceLowLakes = What appear to be large surface liquid features are visible through Tekto's dense cloud cover. TektoInSpaceLowPlateaus = Some areas of high, flat terrain are visible in telescope images of this area. TektoInSpaceLowGeologicalAnomaly = Some oddly shaped terrain is just barely visible through the cloud cover. TektoInSpaceLowPolarRifts = Signs of some strange geological formations are seen in images of this polar region. UrlumInSpaceHigh = Urlum appears as a nearly featureless disk in telescope images of its atmosphere. UrlumInSpaceLow = Urlum's light blue and white clouds cover the entire planet, obscuring any observations of its interior. PoltaInSpaceHigh = From a distance Polta bears a striking resemblance to Minmus. PoltaInSpaceLowMidlands = Polta has a relatively small number of craters on the surface, perhaps a sign of some kind of cryovolcanism reshaping the surface. PoltaInSpaceLowLowlands = The bright lowlands of Polta are most likely rich in water ice. PoltaInSpaceLowHighlands = The highlands of Polta have a striking, rich green color. PoltaInSpaceLowHighlandDepressions = These depressions are most likely the result of asteroid impacts. PriaxInSpaceHigh = The surface of Priax is pockmarked with numerous large impact craters. PriaxInSpaceLowLeadingSide = This area on Priax has a relatively bright color, perhaps related to the moon's tidally locked orbit with Urlum and Polta. PriaxInSpaceLowLeadingCraters = The leading side of Priax is heavily cratered with impacts that appear to be quite recent. PriaxInSpaceLowTrailingSide = The somewhat darker side of Priax is perpetually trailing Polta in its orbit. PriaxInSpaceLowTrailingCraters = Craters on the trailing hemisphere of Priax are relatively sparse compared with its leading side. WalInSpaceHigh = Wal's striking coloration and equatorial ridge make this moon unique in the Kerbol system. WalInSpaceLow = The unusual coloring on Wal's surface suggests an interesting geological makeup. WalInSpaceLowEquatorialRidge = This enormous ridge encircles the entire moon; whether it is tectonic in nature, or perhaps the result of an extinct sub-moon is an intriguing question. WalInSpaceLowEquatorialCraters = The craters on Wal reveal a much brighter layer of the surface, suggesting they may be relatively recent, with little time to be weathered by the solar wind. TalInSpaceHigh = Tal appears as nothing more than a tiny brown lump from this distance. TalInSpaceLow = Little of interest is seen on Tal's shiny brown surface, not even many impact craters are visible. NeidonInSpaceHigh = The deep purple coloration of Neidon resembles Eve from a distance, but its large size and composition suggest a very different type of planet. NeidonInSpaceLow = Distinct bands of high altitude cloud bands are visible in Neidon's atmosphere. ThatmoInSpaceLow = A number of interesting fissures are visible in images of Thatmo's surface. ThatmoInSpaceHigh = From high orbit Thatmo's thin atmosphere gives the entire moon a slightly hazy appearance. NisseeInSpaceLow = Nissee has a strange, chalky looking surface as seen in images from orbit. NisseeInSpaceHigh = Nissee has an oddly smooth, somewhat polished looking appearance when seen in images from high orbit. PlockInSpaceLow = A number of oddly smooth plains are visible on Plock's surface. PlockInSpaceHigh = Plock appears to have a significant amount of contrasting terrain features. KarenInSpaceLow = Some interesting terrain is visible in images of Karen, suggesting a surprisingly active geology on the tiny moon. KarenInSpaceHigh = Not much of interest is visible on Karen's brownish surface from this distance. MercuryInSpaceLow = Mercury's surface is covered with craters of various ages; the ejecta from some newer craters is clearly visible through the telescope. MercuryInSpaceLowLowlands = The surface of Mercury is coated with brown and grey regolith, interrupted by hundreds of tiny impact craters. MercuryInSpaceLowPolarCraters = Faint signs of what may be water ice are visible in some of the shadowed areas of these craters. MercuryInSpaceLowPlanitia = There are relatively few craters to break up this area of smooth terrain. MercuryInSpaceLowOldCraters = Numerous secondary craters are visible on the floor of these large, ancient craters. MercuryInSpaceLowYoungCraters = Bright material ejected during an impact event surrounds this crater. MercuryInSpaceHigh = A number of very large impact craters are visible on Mercury's dull grey surface. VenusInSpaceLow = Even at close range Venus' cloud covers the entire surface; significant lightning and storm activity is visible though. VenusInSpaceLowVolcanicRise = Faint changes in the cloud cover suggest the presence of some high altitude mountains or volcanoes in this area. VenusInSpaceHigh = Thick, brownish clouds envelope the entire planet; further study will be required before any knowledge of the surface can be acquired. MoonInSpaceLow = Much of the Moon's bright surface is covered with overlapping craters. MoonInSpaceLowLunarSeas = This dark, relatively smooth area of the Moon contrasts with the heavily cratered terrain covering most of the surface. MoonInSpaceLowMajorCraters = Large impact craters pock mark much of the surface of the Moon. MoonInSpaceLowFarSideBasin = This low-lying area is heavily cratered. MoonInSpaceLowNorthPole = The cratered North Pole of the Moon might harbor water ice deposits. MoonInSpaceLowSouthPole = Some deep craters are visible near the South Pole, these could potentially provide permanent shade that would allow water ice to form. MoonInSpaceHigh = Everything looks a little grey, and really cratery. MarsInSpaceLowLowlands = The low, flat northern plains of Mars are covered with a dark, reddish-brown soil. MarsInSpaceLowMidlands = Mars' midlands are much more heavily cratered than most areas on the surface, perhaps this is more geologically old terrain. MarsInSpaceLowHighlands = Fine details can be seen on the surface from this altitude, including some striations that suggest the possibility of recent surface level water flows. MarsInSpaceLowOlympusMons = The remnants of an enormous volcano are seen from orbit. Mars must have had a very geologically active past. MarsInSpaceLowVallesMarineris = The edges of this deep trench exhibit signs of geologic disruptions, suggesting that it may be the result of tectonic activity. MarsInSpaceLowAreanMountains = A string of relatively small volcanoes are visible on the surface of this mountainous area. MarsInSpaceLowAreanCanyons = Small canyons are visible here, possibly the remains of some ancient river beds. MarsInSpaceLowNorthIceCap = A closer look shows Mars' poles to be completely covered in what is likely frozen carbon dioxide. MarsInSpaceLowSouthIceCap = A closer look shows Mars' poles to be completely covered in what is likely frozen carbon dioxide. MarsInSpaceLowMajorCraters = Scattered boulders visible in these regions suggest that they may be the weathered remains of large asteroid impacts. MarsInSpaceHigh = There seem to be a lot of red things on Duna, closer inspection is warranted. DeimosInSpaceLow = From this elevation it may be simpler to just drop down to the surface and get a closer look. DeimosInSpaceLowCraters = A few small impact craters are visible on the surface of Deimos. DeimosInSpaceLowLowlands = There's not much to distinguish one region of Deimos' surface from any other. DeimosInSpaceHigh = This thing looks more like a large asteroid than a moon when viewed up close PhobosInSpaceLow = Up close, Phobos resembles nothing if not a large, very dark, asteroid. PhobosInSpaceLowMidlands = The cratered, uneven terrain of Phobos does not look particularly inviting. PhobosInSpaceLowMinorCraters = Numerous small craters pock mark the surface of Phobos. PhobosInSpaceLowStickneyCrater = This single enormous crater covers much of one side of Phobos; the impact must have been nearly enough to destroy the entire moon. PhobosInSpaceLowGrooves = Several fascinating series of grooves are visible on much of Phobos' surface; these could be the result of impacts from material ejected from Mars. PhobosInSpaceHigh = This lopsided moon of Mars is apparently too small to become fully rounded under its own gravity, leaving it with a potato-like shape. JupiterInSpaceLow = Bands of different colored clouds are visible in Jupiter's atmosphere; each band being driven in opposite directions by fierce winds. JupiterInSpaceLowGreatRedSpot = This reddish storm, formed at the intersection of two cloud bands, is continuously churning away with no signs of slowing down. JupiterInSpaceLowEquatorialBands = The stable cloud bands near the equator are continuously blowing in opposite directions, creating enormous vortices at the intersections. JupiterInSpaceHigh = The gas giant Jupiter is visible as a swirling globe of white and brown clouds. IoInSpaceLow = Io's terrain is a mix of bright yellow, red, green and brown colored soil; interesting from above, but probably toxic on the surface. IoInSpaceLowPyroclasticWastes = Colorful yellow, red, and sometimes green materials coat areas of Io's surface, sometimes centered around active volcanoes. IoInSpaceLowVolcanicSnows = Bright white and grey areas are visible on much of Io's surface, probably composed of reflective sulfur dioxide frost. IoInSpaceLowVolcanicFlows = Dark green and black lava flows are visible on the surface, usually associated with volcanic craters. IoInSpaceLowVolcanicHotspots = Several volcanic hotspots are visible on the surface, some rising above Io's many mountains, others wide depressions on flat ground; they occasionally eject plumes of pyroclastic material into space. IoInSpaceHigh = Even from a distance Io presents a fascinating image; the moon is covered with enormous mountains and a coating of vividly colored terrain. EuropaInSpaceLowRidgedPlains = Relatively smooth, bright white terrain covers most of Europa's surface. EuropaInSpaceLowArgadnelRegio = This fractured terrain gives the impression of some kind of smashed ice sheets. EuropaInSpaceLowChaoticPlains = The terrain in these regions is visibly darker than the surrounding areas. EuropaInSpaceLowCrosscutPlains = Some odd looking dark spots are visible in this area, broken up by long cracks and lineaments. EuropaInSpaceLowLineaments = Dark streaks are visible crisscrossing most of Europa's surface. EuropaInSpaceLowCraters = A few tiny craters are visible on the surface; probably very recent impacts. EuropaInSpaceHigh = This bright white moon appears incredibly smooth from this distance, with no mountains or large craters visible. GanymedeInSpaceLow = Ganymede's terrain is heavily cratered in most areas and appears to be mostly water ice covered by a thin layer of dark regolith. GanymedeInSpaceLowCryovolcanicIce = Interesting, groove-like features are seen on the surface of Ganymede. GanymedeInSpaceLowCraters = Inside of the vast craters that pockmark Ganymede's surface, several interesting features are observed. GanymedeInSpaceLowGilgameshBasin = A large impact crater is visible here with relatively few secondary craters inside. GanymedeInSpaceHigh = Ganymede is an enormous, treacherous looking moon filled with interesting terrain features. CallistoInSpaceLow = The surface of Callisto is almost saturated with impact craters, every further impact will almost always overlap with older craters. CallistoInSpaceLowAsgardCrater = This appears to be an ancient impact crater, with several younger craters imposed over the top. CallistoInSpaceLowValhallaCrater = This enormous impact crater contains several concentric ring formations, most likely formed soon after the impact event. CallistoInSpaceLowYoungCraters = The bright material surrounding some of these craters suggests that they were formed relatively recently. CallistoInSpaceHigh = Callisto looks like nothing if not a giant asteroid target. SaturnInSpaceLow = Saturn's swirling brown clouds are in constant flux, likely propelled by ferocious, never-ending storms. SaturnInSpaceHigh = Saturn's thick cloud layer obscures all but the outermost layers of its atmosphere. TitanInSpaceLow = Large surface level features can be made out through careful observation of the images from low Titan orbit. TitanInSpaceLowSeas = What appear to be large surface liquid features are visible through Titan's dense cloud cover. TitanInSpaceHigh = Dense clouds obscure most of the surface in the visible portion of the spectrum, providing little useful data. UranusInSpaceLow = Uranus' light blue and white clouds cover the entire planet, obscuring any observations of its interior. UranusInSpaceHigh = Uranus appears as a nearly featureless disk in telescope images of its atmosphere. PlutoInSpace = Pluto looks a bit dim and blurry from this distance, a closer view will be necessary to see any details. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmImagingPlatform title = Multi Spectral Analysis baseValue = 8 scienceCap = 8 dataScale = 4 requireAtmosphere = False situationMask = 48 biomeMask = 16 RESULTS { default = Broad spectrum analysis conducted at this location. default = Several interesting features are observed in the infrared spectrum of this analysis. default = A detailed, multispectral analysis of this region reveals several interesting features. default = Bright UV emissions are detected from this celestial body. default = An initial survey is conducted, closer scans will provide a more detailed look at the surface. KerbinInSpaceHigh = UV and IR scans of Kerbin's atmosphere reveal many details about its composition. It consists primarily of oxygen and nitrogen. KerbinInSpaceHigh = The composition of Kerbin's upper atmosphere absorbs most of the incoming UV radiation, resulting in very low levels of UV backscatter. KerbinInSpaceLow = Many distinct geological formations are visible in the infrared emissions from Kerbin's surface. KerbinInSpaceLow = A suspiciously high concentration of dangerous rocket fuel byproducts is detected in Kerbin's upper atmosphere, likely a sign of an extreme number of spacecraft launches. KerbinInSpaceLowWater = Detailed thermal images of Kerbin's oceans are collected by the instrument's mid-range infrared sensor. KerbinInSpaceLowGrasslands = Various trace gases are detected in the atmosphere above this region, indicating the presence of on-going biological activity. KerbinInSpaceLowMountains = Several infrared hotspots are detected, some of which bear signs of volcanic activity. KerbinInSpaceLowTundra = Absorption of several visible and IR wavelengths suggests high levels of organic decay, possibly the result of newly thawed tundra. KerbinInSpaceLowIceCaps = Kerbin's ice caps have a very high albedo, reflecting nearly all measured wavelengths. MunInSpaceLow = A number of small but distinct objects appear on closer inspection of visible and thermal images of the Mun's surface. MunInSpaceLow = The Munar regolith has a fairly high albedo, reflecting most of the visible and IR light from the sun. MunInSpaceHigh = An initial broad spectrum analysis of the Mun's surface reveals relatively uniform terrain, broken up only by scattered craters. MunInSpaceLowMidlands = Recordings of near-IR radiation are indicative of high silicate concentrations. MunInSpaceLowPolarLowlands = UV images of the Mun's surface hint at the presence of water in some of its shadowed craters. MunInSpaceLowCanyons = The deeper pockets of these canyons harbor what appears to be frozen water, visible in UV scans of the surface. MunInSpaceLowPolarCrater = Long wavelength UV reflections around the rim of this crater suggest the presence of large amount of water ice. MunInSpaceLowNorthernBasin = The IR spectrum of this area is consistent with iron and other metallic compounds, suggesting that this region may harbor the remnants of an ancient impact by a metallic asteroid. MunInSpaceLowTwinCraters = Analysis of the UV and IR spectra of these two craters indicates that they are the product of two very different types of meteorites. MinmusInSpaceHigh = Minmus presents a surprisingly varied UV and IR spectra. MinmusInSpaceLow = The UV and IR spectra from Minmus' surface shows sharp transitions from the flatlands to the more mountainous terrain. MinmusInSpaceLowSlopes = Visible light and IR scans of this region reveal terrain unsuitable for landing. MinmusInSpaceLowFlats = Minmus' flatlands absorbs UV radiation very poorly. MinmusInSpaceLowGreatFlats = Thermal emissions from these flatlands indicate a very cold surface. MinmusInSpaceLowHighlands = Thermal mapping of this region reveals little of interest. MinmusInSpaceLowPoles = Measurements of UV radiation suggest the presence of minor traces of water ice. SunInSpaceLow = The imaging sensors are dangerously overloaded while pointing at the sun from such close range. SunInSpaceHigh = The bright sun overloads the detectors, preventing any useful data from being collected and likely damaging the instruments. MohoInSpaceHigh = Thermal images reflect Moho's close proximity to the sun, with intense IR readings on the dayside of the planet. MohoInSpaceLow = Near-IR scans of Moho indicate high concentrations of silicates on the surface. MohoInSpaceLowPolarCrater = UV reflections indicate the presence of small amounts of water ice in the deeper regions of this crater. MohoInSpaceLowSouthEastCrater = Thermal and visual scans reveal the sharp outline of this crater. MohoInSpaceLowMidlands = UV scans indicate the presence of a very thin atmosphere clinging to Moho's surface. MohoInSpaceNorthernSinkhole = UV reflections indicate the presence of small amounts of water ice in the deeper regions of this crater. MohoInSpaceSouthEasternLowlands = Thermal and visual scans reveal the sharp outline of this crater. EveInSpaceHigh = Eve presents complex UV and IR spectra, suggesting an interesting mixture of atmospheric compounds. EveInSpaceLow = UV and IR spectra recorded during solar occultation scans reveal high concentrations of carbon dioxide, methane, hydrogen sulfide, and water vapor in Eve's atmosphere. EveInSpaceLow = IR imaging of Eve's atmosphere indicates a runaway greenhouse effect; high concentrations of carbon dioxide and methane drastically reduce the levels of emitted IR radiation. EveInSpaceLowPoles = Bright UV and IR emissions are detected in the atmosphere above Eve's Polar Regions, emanating from Auroral activity. EveInSpaceLowCraterLake = Thermal scans of the ocean surface reveal surprisingly high temperatures, suggesting that some kind of geological activity is taking place below. EveInSpaceLowEasternSea = IR scans of this ocean reveal the presence of various heavy metals and several toxic lithium compounds. EveInSpaceLowIslands = Thermal emissions from these islands suggests that they are the result of intense geological activity. EveInSpaceLowExplodiumSea = IR scans of this ocean reveal the presence of various heavy metals and several toxic lithium compounds. EveInSpaceLowPeaks = Thermal emissions from these peaks suggests that they are the result of intense geological activity. GillyInSpaceHigh = Thermal scans of Gilly reveal nothing but a cold, dead rock. GillyInSpaceLow = Little beyond silicates and other stony materials are detected on the surface of Gilly. GillyInSpaceLowLowlands = The IR spectrum of Gilly's low lying areas reveal what may be some scattered deposits of iron on the surface. DunaInSpaceHigh = Visible and IR images of Duna reveal a planet covered in iron oxides, giving it a rusty red hue. DunaInSpaceLow = Detailed vertical concentration profiles of Duna's atmosphere are collected during a solar occultation. DunaInSpaceLowNorthPole = UV scans of Duna's north pole indicate that the ice cap is composed mostly of carbon dioxide, with trace amounts of water ice. DunaInSpaceLowMountains = Duna's mountains present lower concentrations of iron oxide and more igneous rocks than the lower lying areas, suggesting a history of volcanic activity. DunaInSpaceLowSouthPole = Significant amounts of water ice are detected in UV scans of Duna's southern polar region. DunaInSpaceLowVallesJebbedius = Relatively high levels of methane gas are detected in IR scans of the atmosphere above this area, potentially a sign of on-going geological activity. DunaInSpaceLowPoles = UV scans of Duna's poles indicate that the ice cap is composed mostly of carbon dioxide, with trace amounts of water ice. DunaInSpaceLowHighlands = Duna's highlands present lower concentrations of iron oxide and more igneous rocks than the lower lying areas, suggesting a history of volcanic activity. DunaInSpaceLowMidlands = Relatively high levels of methane gas are detected in IR scans of the atmosphere above this area, potentially a sign of on-going geological activity. DunaInSpaceLowLowlands = UV reflections from Duna's surface indicate high iron oxide concentrations along with various silicates and traces of water ice near the poles. IkeInSpaceHigh = UV scans of Ike reveal no detectable signs of an atmosphere. IkeInSpaceLow = Thermal and visual images of Ike's surface show a sharp difference between the hotter, dark areas and the cooler, light regions. IkeInSpaceLowPolarDepression = Faint signs of what may be water ice are detected in the deeper recesses of this polar area. IkeInSpaceLowPolarLowlands = Faint signs of what may be water ice are detected in the deeper recesses of this polar area. DresInSpaceHigh = The UV sensor seems to be broken; it is continually indicating the presence of some kind of planet, despite there obviously being nothing of interest in this region of space. DresInSpaceLow = There's some UV stuff and there's some IR stuff, and a little bit of visual stuff. DresInSpaceLowDresTrench = Thermal images show what appears to be an abnormally hot streak on the surface, probably another broken sensor... DresInSpaceLowCanyons = Thermal images show what appears to be an abnormally hot streak on the surface, probably another broken sensor... JoolInSpaceHigh = Bright UV and IR emissions near Jool's poles indicate the presence of large auroras. JoolInSpaceLow = High concentrations of chlorine compounds are detected in Jool's atmosphere, giving it a rich green color. JoolInSpaceLow = Closer inspection of the Joolian auroras show some interesting spiral shaped IR structures present in the polar emissions. JoolInSpaceLowPolarBands = The UV sensors reveal the extent of the Auroral oval as it shifts and warps in Jool's magnetic field. JoolInSpaceLowEquatorialBand = Alternating wind patterns in Jool's atmosphere create distinct regions where chlorine gas and ammonia compounds mix to form distinctly colored bands. JoolInSpaceLowTemperateZone = Churning convection currents bring up ammonia clouds from Jool's lower atmosphere, giving these bands a slightly whiter color. LaytheInSpaceHigh = UV scans of Laythe's atmosphere indicate the presence of several ammonia compounds along with high levels of nitrogen gas. LaytheInSpaceLow = Thermal images of Laythe's oceans show some very cold liquids, likely composed of ammonia and short-chain hydrocarbons rather than water. LaytheInSpaceLow = IR spectra collected during a solar occultation reveals the presence of trace amounts of several organic compounds in the lower regions of Laythe's atmosphere. LaytheInSpaceLowIslands = Thermal emissions from some of Laythe's islands suggest the presence of geological activity below the surface. LaytheInSpaceLowOceans = Traces of several organic compounds are detected in UV and IR scans of Laythe's oceans. LaytheInSpaceLowRingArchipelago = Isolated patches of water ice are visible in UV scans of Laythe's surface; the ice likely remains frozen in the cold, dense atmosphere. LaytheInSpaceLowTheSagenSea = Traces of several organic compounds are detected in UV and IR scans of Laythe's oceans. LaytheInSpaceLowDunes = Thermal emissions from some of Laythe's islands suggest the presence of geological activity below the surface. LaytheInSpaceLowCrescentBay = Isolated patches of water ice are visible in UV scans of Laythe's surface; the ice likely remains frozen in the cold, dense atmosphere. VallInSpaceHigh = A tenuous atmosphere is detected clinging to Vall's surface, IR scans suggest it is mostly water vapor. VallInSpaceLow = UV observations during a stellar occultation reveal several plumes of liquid erupting from Vall's surface. VallInSpaceLowSinks = Thermal imaging of Vall's flatlands reveals what appears to be a significant subsurface ocean. VallInSpaceLowLowlands = Thermal imaging of Vall's flatlands reveals what appears to be a significant subsurface ocean. TyloInSpaceHigh = Despite Tylo's high gravity the UV and IR sensors detect no signs of an atmosphere. TyloInSpaceLow = Visual and thermal scans of Tylo reveal stark distinctions between the dark craters and the brighter highlands. TyloInSpaceLowSouthernMesa = UV reflections from Tylo's bright highlands reveal the presence of some titanium compounds. TyloInSpaceLowHighlands = UV reflections from Tylo's bright highlands reveal the presence of some titanium compounds. BopInSpaceHigh = From a distance nothing of particular interest is detected in scans of this tiny moon. BopInSpaceLow = UV images of Bop's surface indicate only the presence of various silicates, nothing else but a few imaging artifacts are visible... BopInSpaceLow = Some curiously strong IR and UV emissions are detected coming from the northern polar region of Bop; further study is warranted... BopInSpaceLowMidlands = Frequent, but seemingly random spikes in UV emissions are detected around the periphery of images taken in these regions, these are most likely due to nothing more than stray cosmic radiation. BopInSpaceLowWesternDepression = Some curious reflections indicate the presence of a variety of organic compounds on the surface. BopInSpaceLowValley = Frequent, but seemingly random spikes in UV emissions are detected around the periphery of images taken in these regions, these are most likely due to nothing more than stray cosmic radiation. BopInSpaceLowPeaks = Some curious reflections indicate the presence of a variety of organic compounds on the surface. PolInSpaceHigh = No detectable atmosphere is seen in UV and IR images of Pol. PolInSpaceLow = Dense concentrations of sulfur and phosphorous compounds are detected in UV reflections from the surface of Pol; these compounds are responsible for its distinct coloration. PolInSpaceLowPolHeights = Thermal imaging of the mountainous regions of Pol suggests the possibility of on-going geological activity. PolInSpaceLowDepressions = Pol's multicolored surface presents a very complex set of UV and IR spectra; further study is needed to determine the exact composition of the tiny moon. PolInSpaceLowLowlands = Pol's multicolored surface presents a very complex set of UV and IR spectra; further study is needed to determine the exact composition of the tiny moon. PolInSpaceLowHighlands = Thermal imaging of the mountainous regions of Pol suggests the possibility of on-going geological activity. EelooInSpaceHigh = Eeloo's thermal emissions are minimal being this far out from the sun. EelooInSpaceLow = The white material covering Eeloo's surface doesn't appear to be water or methane ice; it shows signs of a more complex organic chemical nature. EelooInSpaceLowScarring = These darker colored streaks on Eeloo's surface show IR signatures consistent with ordinary silicates. EelooInSpaceLowIceCanyons = These darker colored streaks on Eeloo's surface show IR signatures consistent with ordinary silicates. AblateInSpace = Scans of Ablate's surface indicate that little beyond a hard, metallic core remains of this tiny planetoid. AscensionInSpace = UV images taken during a stellar occultation indicate large amounts of water outgassing from the night side of Ascension. ErinInSpaceHigh = A thick atmosphere of methane, nitrogen and ammonia is detected in UV scans of Erin. ErinInSpaceLow = Signs of liquid methane oceans are detected in images of Erin's surface. InaccessableInSpace = Getting a clear image of this fast spinning planetoid is extremely difficult; little beyond the fact that there is no atmosphere can be determined with any certainty. JokerInSpace = Images from Joker's surface present a baffling array of different compounds, creating a distinct coloration. PockInSpace = UV and IR spectra of Pock are similar to those of metallic asteroids, suggesting that this tiny moon was captured by Sentar's high gravity and subsequently fell into orbit around Erin. RingleInSpace = Images taken of Ringle's ring system during stellar occultations suggest that it is made up of the remnants of a shattered moon, with high concentrations of heavy elements commonly found in planetary cores. SentarInSpace = Thick bands of water and methane clouds make up most of Sentar's upper layers, giving it a rich blue color. SentarInSpaceLow = Convection currents are the likely source of the white ammonia clouds that create distinct bands on Sentar. SeriousInSpace = Serious appears to be a very small main-sequence star, with stellar characteristics similar to Kerbol. SkeltonInSpace = A dense atmosphere is detected in UV scans of Skelton, composed primarily of carbon dioxide and nitrogen. ThudInSpace = UV reflections from the surface of Thud indicate very high concentrations of various heavy metals and other dense elements. SarnusInSpaceLow = Bands of water and ammonia clouds make up most of Sarnus' upper layers, giving it a bland coloration. SarnusInSpaceHigh = Images of Sarnus' distinct ring system reveal bands of differing composition. HaleInSpaceHigh = Images of Hale reveal a composition similar to that of the surrounding rings. HaleInSpaceLowDarkRock = The darker surface here appears to have a lower ice content than the brighter areas. HaleInSpaceLowLightRock = Strong IR absorption bands indicated that the surface here is mostly water ice. OvokInSpaceHigh = Initial spectrographs of Ovok show an IR signature consistent with pure water ice. OvokInSpaceLowDarkSurface = The leading edge of Ovok has the same UV and IR spectra as the rest of the moon, suggesting that its composition is the same over its entire surface. The darkening of this region must have some other explanation. OvokInSpaceLowPlains = The smooth plains covering most of Ovok's surface appear to be mostly water ice, with only trace signs of other compounds. OvokInSpaceLowScarring = These distorted regions on Ovok have similar UV and IR properties as the rest of the moon. SlateInSpaceHigh = Initial thermal emission images reveal little internal heating on Slate, a curious observation given the signs of recent geological activity on the surface. SlateInSpaceLowSlateanSupercontinent = IR spectra of this relatively high-elevation region on Slate show signs of various igneous minerals. SlateInSpaceLowYahelMountains = Thermal images from these mountains show a cold surface, indicating little recent geologic activity. SlateInSpaceLowSomborMountains = Spectroscopy from these mountainous areas show signs of several metamorphic rocks including, appropriately, slate. SlateInSpaceLowImpactCraters = IR images of these shallow craters accurately reveals their borders. SlateInSpaceLowSeabed = The flat terrain covering most of Slate's surface appears to be composed primarily of fine-grained silicates, most likely quartz. SlateInSpaceLowNorthernIslands = A few areas of these isolated mountains show minor thermal emissions, perhaps a sign of relatively recent volcanic activity. SlateInSpaceLowArchipelagos = IR spectra taken from these small outcroppings reveal signs of basaltic magma. SlateInSpaceLowMountNehelennia = This enormous caldera shows signs of very recent activity, but thermal emissions suggest that it is now dead. SlateInSpaceLowFloodplains = These flat elevated regions appear to be covered by a layer of sedimentary rock. SlateInSpaceLowPoles = Slate's Polar Regions are made up of the same fine-grained sandy material as most of its surface. TektoInSpaceHigh = The dense cloud cover on Tekto is opaque to most visible light, but UV and IR images reveal many surface level features. TektoInSpaceLow = UV spectroscopy of Tekto's atmosphere reveals signs of a number of complex organic compounds, most likely formed through interactions between the methane in Tekto's atmosphere and the solar wind. TektoInSpaceLowLakes = Near-IR reflections from the surface confirm the presence of stable liquid oceans on Tekto. TektoInSpaceLowMudflats = IR images of these low lying areas reveal what appear to be floodplains, with smoothly weathered features indicative of recently being covered by liquid. TektoInSpaceLowCalderas = Thermal emissions from these cratered areas suggest the presence of geological activity; these are perhaps volcanic in nature. TektoInSpaceLowPlateaus = These relatively high-elevation plateaus are mostly featureless in IR scans, showing characteristics of common silicates and other basaltic minerals. TektoInSpaceLowGeologicalAnomaly = Spikes in IR emissions are detected coming from a small island in this area. TektoInSpaceLowPolarRifts = IR spectroscopy of Tekto's Polar Regions reveal the surface to be composed primarily of basaltic minerals. UrlumInSpaceHigh = UV images of Urlum's atmosphere reveal clouds of mostly water and ammonia ice. UrlumInSpaceLow = Images taken during solar occultations reveal high concentrations of water, methane and ammonia in Urlum's atmosphere. PoltaInSpaceHigh = Thermal scans of Polta show signs of a possible sub-surface ocean. PoltaInSpaceLow = UV spectra from Polta's low lying areas reveal mostly water ice. PoltaInSpaceLowHighlands = The bright green surface in this area gives a complex IR spectra, suggesting an interesting chemical makeup. PoltaInSpaceLowHighlandDepressions = These craters and depressions appear to be coated with a relatively deep layer of water ice. PriaxInSpaceHigh = Priax display spectral characteristics of a large, stony asteroid, perhaps one that was captured by Urlum and fell into an interesting shared orbit with Polta. PriaxInSpaceLowLeadingSide = The relatively light, leading hemisphere of Priax is primarily made up of bright, stony material. PriaxInSpaceLowLeadingCraters = These craters appear to be relatively young, with little signs of weathering caused by the solar wind. PriaxInSpaceLowTrailingSide = The darker trailing hemisphere of Priax has moderately high levels of carbon dioxide on the surface. PriaxInSpaceLowTrailingCraters = The craters on Priax's trailing side appear to be much older than those on the leading side. WalInSpaceHigh = Initial scans of Wal reveal a complex chemical makeup on the surface. WalInSpaceLowEquatorialRidge = Wal's equatorial ridge has a distinctly different composition than the rest of the surface, with much higher concentrations of stony silicates and iron-rich compounds. WalInSpaceLowEquatorialCraters = No signs of water are detected in UV scans of Wal's craters. WalInSpaceLow = Significant levels of sulfur concentrations are detected on Wal's surface, giving it a yellowish color. TalInSpaceHigh = Images of Tal's surface suggest high levels of water ice and metallic elements. TalInSpaceLow = Thermal scans of Tal suggest no appreciable geological activity beneath the surface. NeidonInSpaceHigh = UV spectra from Neidon's upper atmosphere reveal the presence of several simple hydrocarbons, along with traces of carbon monoxide and carbon dioxide. NeidonInSpaceLow = Thermal emissions reveal an unexpectedly high temperature at the upper-most layers of Neidon's atmosphere. ThatmoInSpaceLow = Thatmo's surface has relatively high levels of water ice mixed in with various mafic silicates and frozen carbon dioxide. ThatmoInSpaceHigh = A very thin, carbon dioxide-rich atmosphere is detected around Thatmo. NisseeInSpaceLow = No signs of water are detected in UV scans of Nissee's chalky white surface. NisseeInSpaceHigh = No detectable signs of an atmosphere are seen in high orbit scans of Nissee. PlockInSpaceLow = Plock's surface looks to have significant levels of water ice, though it does not seem to be distributed evenly. PlockInSpaceHigh = A nearly undetectable, nitrogen-rich atmosphere is observed clinging to Plock's surface. KarenInSpaceLow = UV and IR scans of Karen's darker surface spots reveal signs of nitrogen, carbon dioxide and methane, all in the process of being converted into dark tholins. KarenInSpaceHigh = No detectable atmosphere is seen around Karen. MercuryInSpaceLow = Near-IR scans of Mercury indicate high concentrations of silicates on the surface. MercuryInSpaceLowLowlands = UV spectra of Mercury's surface reveals very low iron mineral concentrations; this could be a sign of intense space weathering due to close proximity to the sun. MercuryInSpaceLowMidlands = UV scans indicate the presence of a very thin atmosphere clinging to Mercury's surface. MercuryInSpaceLowPolarCraters = UV reflections indicate the presence of small amounts of water ice in the deeper regions of these craters. MercuryInSpaceLowOldCraters = Images from the floor of these large basins show high levels of igneous minerals expected from lava flows, perhaps caused by a very large impact event. MercuryInSpaceLowYoungCraters = Thermal and visual scans reveal the sharp outline of these craters. MercuryInSpaceHigh = Thermal images reflect Mercury's close proximity to the sun, with intense IR readings on the dayside of the planet. VenusInSpaceLow = UV and IR spectra recorded during solar occultation scans reveal high concentrations of carbon dioxide, methane, hydrogen sulfide, and water vapor in Venus' atmosphere. VenusInSpaceLowMidlands = IR imaging of Venus' atmosphere indicates a runaway greenhouse effect; high concentrations of carbon dioxide and methane drastically reduce the levels of emitted IR radiation. VenusInSpaceLowHighlands = Venus presents complex UV and IR spectra, suggesting an interesting mixture of atmospheric compounds. VenusInSpaceLowMountains = Thermal emissions from these peaks suggests that they are the result of intense geological activity. VenusInSpaceLowCanyons = UV and IR scanning of the surface reveals clear outlines of long, deep channels, possible carved out by intense lava flows. VenusInSpaceLowLakshmiPlanum = This region is covered by a deep layer of smooth igneous rock, probably an enormous lava field. VenusInSpaceHigh = Bright UV and IR emissions are detected in the atmosphere above Venus' Polar Regions, emanating from Auroral activity. MoonInSpaceLow = The Lunar regolith has a fairly high albedo, reflecting most of the visible and IR light from the sun. MoonInSpaceLowMidlands = Recordings of near-IR radiation are indicative of high silicate concentrations. MoonInSpaceLowLunarSeas = Images of this dark, smooth region of the Moon reveal that its composition is primarily iron-rich basaltic rock, probably the result of some kind of ancient lava flows. MoonInSpaceLowMajorCraters = Many of the largest craters on the Moon appear to be quite old. MoonInSpaceLowFarSideBasin = This dark, low-lying area on the far side of the Moon is covered in basaltic rock. MoonInSpaceLowNorthPole = UV images of the Moon's surface hint at the presence of water in some of its shadowed craters. MoonInSpaceLowSouthPole = UV images of the Moon's surface hint at the presence of water in some of its shadowed craters. MoonInSpaceHigh = An initial broad spectrum analysis of the Moon's surface reveals relatively uniform terrain, broken up by scattered craters, and some large-scale depressions. MarsInSpaceLow = Detailed vertical concentration profiles of Mars' atmosphere are collected during a solar occultation. MarsInSpaceLowLowlands = UV reflections from the surface indicate high iron oxide concentrations along with various silicates and traces of water ice near the poles. MarsInSpaceLowHighlands = The highlands areas of Mars present lower concentrations of iron oxide and more igneous rocks than the lower lying areas, suggesting a history of volcanic activity. MarsInSpaceLowOlympusMons = Multiple layers of lava flows form the flanks of this volcano, deposited over long periods of time when it was still active. MarsInSpaceLowVallesMarineris = Relatively high levels of methane gas are detected in IR scans of the atmosphere above this area, potentially a sign of on-going geological activity. MarsInSpaceLowAreanMountains = No thermal activity is detected in IR scans of these mountains, suggesting that they are long dead volcanoes. MarsInSpaceLowNorthIceCap = UV scans of the North Pole of Mars indicate that the ice cap is composed mostly of carbon dioxide, with trace amounts of water ice. MarsInSpaceLowSouthIceCap = Significant amounts of water ice are detected in UV scans of Mars' southern polar region. MarsInSpaceHigh = Visible and IR images of Mars reveal a planet covered in iron oxides, giving it a rusty red hue. DeimosInSpaceLow = Little beyond silicates and other stony materials are detected on the surface of Deimos. DeimosInSpaceLowCraters = The IR spectrum of Deimos' craters reveal what may be some scattered deposits of iron on the surface. DeimosInSpaceHigh = Thermal scans of Deimos reveal nothing but a cold, dead rock. PhobosInSpaceLow = IR and UV scans of Phobos reveal signs of several anhydrous and organic-rich silicates, indicating very little near-surface water. PhobosInSpaceLowMinorCraters = IR images clearly reveal the outlines of the countless small craters covering the surface of Phobos. PhobosInSpaceLowStickneyCrater = Materials deposited in this enormous impact basin are consistent with a heavy, dense object, something that must have nearly destroyed Phobos. PhobosInSpaceLowGrooves = The grooves on Phobos show UV signatures consistent with high iron content, possibly material ejected from the surface of Mars. PhobosInSpaceHigh = Phobos is a very dark, tiny moon, with a slightly reddish IR spectrum, similar to a D type asteroid. JupiterInSpaceLowGreatRedSpot = This enormous, churning storm system appears cooler than the surrounding areas in IR scans, suggesting that these might be very high altitude clouds. JupiterInSpaceLowEquatorialBands = The calm, equatorial bands of Jupiter are primarily composed of high altitude water ice clouds. JupiterInSpaceLowSouthTemperateBands = Alternating wind patterns in Jupiter's atmosphere create distinct regions where complex inorganic compounds and ammonia ice mix to form distinctly colored bands. JupiterInSpaceLowSouthPolarBands = Closer inspection of the Jovian auroras show some interesting spiral shaped IR structures present in the polar emissions. JupiterInSpaceLowNorthTemperateBands = Churning convection currents bring up ammonia clouds from Jupiter's lower atmosphere, giving these bands a slightly whiter color. JupiterInSpaceLowNorthPolarBands = The UV sensors reveal the extent of the Auroral oval as it shifts and warps in Jupiter's magnetic field. JupiterInSpaceHigh = Bright UV and IR emissions near Jupiter's poles indicate the presence of large auroras. IoInSpaceLowLowlands = An extremely thin, sulfur-rich atmosphere is detected clinging to the surface of Io. IoInSpaceLowMidlands = A faint auroral glow is detected in images of Io, probably arising from interactions between the atmosphere and Jupiter's magnetosphere. IoInSpaceLowHighlands = Thermal imaging of the mountainous regions of Io suggests the possibility of on-going geological activity. IoInSpaceLowPyroclasticWastes = Scans of the areas around Io's volcanic hotspots show large amounts of fresh, silicate lava fields. IoInSpaceLowVolcanicSnows = The bright areas of Io's surface are composed mostly of Sulfur dioxide frost; the low boiling point of this material suggests these regions have relatively little volcanic activity. IoInSpaceLowVolcanicFlows = IR scans of Io's dark lava flows show high concentrations of magnesium-rich silicate minerals, with relatively little sulfate compounds. IoInSpaceLowVolcanicHotspots = Very bright thermal emissions are detected around isolated patches of Io's surface, indicating some kind of tectonic hotspot, or possibly active lava flows. IoInSpaceHigh = Io's varied terrain and high thermal emissions make for some fascinating multi-spectral images. EuropaInSpaceLowRidgedPlains = UV absorption bands show clear signs of water ice coating most of Europa's surface. EuropaInSpaceLowArgadnelRegio = Sharp divisions are seen in images of the ice in this area. EuropaInSpaceLowChaoticPlains = Thermal emissions suggest that the ice in this area may be relatively thin, with a warm ocean close beneath the surface. EuropaInSpaceLowCrosscutPlains = Thermal imaging of Europa reveals what appears to be a significant subsurface ocean. EuropaInSpaceLowLineaments = Signs of several hydrated salt compounds are detected along these relatively dark lines. EuropaInSpaceLowCraters = Clear signs of an impact crater and ejecta streaks are visible in IR scans of this area. EuropaInSpaceHigh = A tenuous atmosphere is detected clinging to Europa's surface, IR scans suggest it is mostly water vapor. GanymedeInSpaceLow = Visual and thermal scans of Ganymede reveal stark distinctions between the dark, cratered areas and the brighter groove-like regions. GanymedeInSpaceLowCryovolcanicIce = High concentrations of water ice are detected in UV and IR scans of these grooved areas. GanymedeInSpaceLowCraters = Some of these craters appear to be relatively young and surrounded by bright ejecta patterns. GanymedeInSpaceLowGilgameshBasin = Material in this large crater shows signs of a rocky, silicate-rich asteroid. GanymedeInSpaceHigh = Despite Ganymede's high gravity the UV and IR sensors detect only a very thin oxygen atmosphere. CallistoInSpaceLow = Callisto's surface has relatively high levels of water ice mixed in with various mafic silicates and frozen carbon dioxide. CallistoInSpaceLow = A very thin, carbon dioxide-rich atmosphere is detected around Callisto. CallistoInSpaceLowAsgardCrater = Bright white ice ejecta from relatively young impact events covers much of the surface of this basin. CallistoInSpaceLowValhallaCrater = The ring structures of this impact basin are clearly visible in near-IR maps of the surface. CallistoInSpaceLowYoungCraters = The bright material surrounding these craters is mostly composed of nearly pure water ice frost. CallistoInSpaceHigh = Initial thermal scans of Callisto show no signs of any internal geological activity or tidal heating. SaturnInSpaceLow = Bands of water and ammonia clouds make up most of Saturn's upper layers, giving it a bland coloration. SaturnInSpaceHigh = Images of Saturn's distinct ring system reveal bands of differing composition. TitanInSpaceLow = UV spectroscopy of Titan's atmosphere reveals signs of a number of complex organic compounds, most likely formed through interactions between the methane in Tekto's atmosphere and the solar wind. TitanInSpaceLowHighlands = These relatively high-elevation areas are mostly featureless in IR scans, showing characteristics of common silicates and other basaltic minerals. TitanInSpaceLowShores = IR images of these low lying areas reveal what appear to be floodplains, with smoothly weathered features indicative of recently being covered by liquid. TitanInSpaceLowSeas = Near-IR reflections from the surface confirm the presence of stable liquid hydrocarbon oceans on Titan. TitanInSpaceHigh = The dense cloud cover on Titan is opaque to most visible light, but UV and IR images reveal many surface level features. UranusInSpaceLow = Images taken during solar occultations reveal high concentrations of water, methane and ammonia in the atmosphere. UranusInSpaceHigh = UV images of Uranus' atmosphere reveal clouds of mostly water and ammonia ice. PlutoInSpaceLow = Pluto's surface looks to be composed primarily of frozen ice. PlutoInSpaceHigh = Pluto's thermal emissions are minimal being this far out from the sun. AsteroidInSpaceLowStony = Prominent absorption bands in the near-IR spectrum indicate that this is an olivine-rich asteroid. AsteroidInSpaceLowStony = Near-IR images of this asteroid indicate high concentrations of iron and nickel compounds; likely an iron-rich stony asteroid. AsteroidInSpaceLowCarbonaceous = UV absorption at around 400nm and a very low overall albedo suggest that this is a carbonaceous asteroid. AsteroidInSpaceLowCarbonaceous = A flat IR spectrum and UV absorption around 300nm indicate that this is a water-rich, carbonaceous asteroid. AsteroidInSpaceLowIcy-Organic = The very low albedo and the traces of volatile organic compounds suggest this is a organic-rich asteroid. AsteroidInSpaceLowStony = An IR absorption spectrum consistent with iron- and magnesium-silicates suggests that this is a stony asteroid. AsteroidInSpaceLow = Weak IR absorption around 750nm and 1000nm indicates the presence of olivine and other silicates in this relatively bright asteroid. AsteroidInSpaceLowMetallic = The moderate albedo of around 0.2 and the relatively flat visible and near-IR spectra suggest that this is a metallic asteroid, composed primarily of iron and nickel. AsteroidInSpaceLowMetallic = This asteroid exhibits a largely featureless spectrum with a slightly reddish spectral slope and a moderately high albedo of 0.3. AsteroidInSpaecLowMetallic = With a slight red slope in the near-IR spectrum and a moderate albedo, this is most likely a metallic asteroid. AsteroidInSpaceLowCarbonaceous = The very low albedo of around 0.05 and IR characteristics of this asteroid are consistent with a heavy, carbonaceous asteroid. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmSIGINT title = SIGINT Scan baseValue = 25 scienceCap = 25 dataScale = 4 requireAtmosphere = FALSE situationMask = 16 biomeMask = 0 RESULTS { default = A complete radio surveillance sweep of this planet is completed. KerbinInSpaceLowNorthernHemisphere = Significant levels of radio chatter are picked up on Kerbin, a surprising amount of which seems to be focused on spacecraft communications. KerbinInSpaceLowSouthernHemisphere = Some strange, intermittent radio transmissions are detected from near Kerbin's south pole. MunInSpaceLowNorthernHemisphere = A number of short, repeating radio wave transmissions are detected coming from numerous locations on the Mun's surface. MunInSpaceLowSouthernHemisphere = Radio reconnaissance sweeps of the Mun's southern hemisphere record a long, repeating message coming from a very specific location on the surface. MinmusInSpaceLowNorthernHemisphere = A singe radio chirp is being broadcast from somewhere just above the surface on Minmus. MinmusInSpaceLowSouthernHemisphere = Only faint background radio chatter from Kerbin is picked up in scans of Minmus. SunInSpaceLow = The sun emits a constant stream of radio emissions over a broad spectrum, with occasional spikes due to localized increases in solar activity. MohoInSpaceLow = Radio emissions from the sun swamp out any trace of transmissions coming from Moho. EveInSpaceLow = Strong interactions between the solar wind and Eve's thick atmosphere are likely to be responsible for the constant blast of radio wave activity in this area. GillyInSpaceLow = Radio surveillance of the tiny moon Gilly is met with indifferent silence. DunaInSpaceLowNorthernHemisphere = Some faint radio emission patterns are observed after repeated scans of Duna. DunaInSpaceLowSouthernHemisphere = A fascinatingly complex radio transmission is recorded being broadcast from Duna's southern polar region. IkeInSpaceLow = Radio reconnaissance of Ike reveals little of interest, just a big dead rock. DresInSpaceLow = Complete radio silence… JoolInSpaceLow = A symphony of radio emissions are detected in low Jool space, arising both from interactions with the solar wind and through internal mechanisms. LaytheInSpaceLow = Laythe's atmosphere produces some interesting radio wave emissions. VallInSpaceLowNorthernHemisphere = Radio surveillance of Vall's northern hemisphere reveals nothing of interest. VallInSpaceLowSouthernHemisphere = An amazingly consistent radio wave transmission is detected in the southern polar region of Vall. TyloInSpaceLowNorthernHemisphere = A very feint, but interesting radio transmission is detected somewhere in Tylo's northern hemisphere. TyloInSpaceLowSouthernHemisphere = Nothing much of interest is detected after radio surveillance of Tylo, just a big scary rock. BopInSpaceLowNorthernHemisphere = Something very strange happened during radio surveillance of Bop, a tremendously powerful transmission was detected, then abruptly lost. Now nothing at all registers on the sensors. BopInSpaceLowSouthernHemisphere = The tiny lifeless moon Bop has little of interest to offer. PolInSpaceLow = This tiny, colorful moon offers nothing of interest for radio reconnaissance. EelooInSpaceLow = Reconnaissance of lonely Eeloo reveals no signals of interest. SarnusInSpaceLow = Electrical activity in the atmosphere of Sarnus produces a cacophony of radio wave emissions. HaleInSpaceLow = Radio sweeps of Hale reveal no secrets from the tiny moon. OvokInSpaceLow = Some persistent radio wave activity is received during reconnaissance sweeps of Ovok; most likely caused by an interaction with Sarnus' magnetic field. SlateInSpaceLow = The seemingly barren moon Slate produces no interesting radio wave emissions. TektoInSpaceLow = Interactions between Tekto's atmosphere and the surrounding magnetic field produce isolated signals during radio surveillance sweeps. UrlumInSpaceLow = Radio surveillance of the ice giant Urlum reveals some interesting repeated patterns emitted from deep within the planet's atmosphere. PoltaInSpaceLow = Faint radio wave emissions are detected during radio reconnaissance of Polta. PriaxInSpaceLow = No radio signals are detected on Priax, most likely a captured asteroid. WalInSpaceLow = Seemingly random, faint radio wave patterns are detected during reconnaissance of Wal. TalInSpaceLow = The tiny sub-moon Tal produces some faint radio wave emissions which are easily picked up by the large dish. NeidonInSpaceLow = The ice giant Neidon produces strong, chaotic radio wave emissions. ThatmoInSpaceLow = Thatmo's thin atmosphere seems to interact with Neidon's magnetic field to generate some strange radio wave signals. NisseeInSpaceLow = The radio-dead moon Nissee is likely to be a large captured asteroid. PlockInSpaceLow = Only the faint background radio waves from the sun are detected in scans of Plock. KarenInSpaceLow = Surprisingly intense radio wave emissions are detected during surveillance of Karen, almost as a giant antenna was buried beneath the surface… MercuryInSpaceLow = Radio emissions from the sun swamp out any traces of transmissions coming from Mercury. VenusInSpaceLow = Strong interactions between the solar wind and Venus' thick atmosphere are likely to be responsible for the constant blast of radio wave activity in this area. MoonInSpaceLow = Faint, repetitive radio pings are detected on the surface of the Moon. MarsInSpaceLow = Weak radio signals are detected from a number of disparate locations on the surface of Mars. DeimosInSpaceLow = No radio signals are detected on Deimos, most likely a captured asteroid. PhobosInSpaceLow = Radio reconnaissance of Phobos reveals little of interest, just a big dead rock. JupiterInSpaceLow = A symphony of radio emissions are detected in low Jupiter space, arising both from interactions with the solar wind and through internal mechanisms. IoInSpaceLow = Faint radio wave emissions are detected during radio reconnaissance of Io. EuropaInSpaceLowNorthernHemisphere = Radio surveillance of Europa's northern hemisphere reveals nothing of interest. EuropaInSpaceLowSouthernHemisphere = A curious, simple radio wave transmission is detected from Europa's southern hemisphere; probably nothing more than instrument noise… GanymedeInSpaceLow = This icy, dead moon produces no measurable signs of radio wave activity. CallistoInSpaceLow = Surveillance of the battered moon Callisto reveals no signs of radio wave emissions. SaturnInSpaceLow = Electrical activity in the atmosphere of Saturn produces a cacophony of radio wave emissions. TitanInSpaceLow = Interactions between Titan's atmosphere and the surrounding magnetic field produce isolated signals during radio surveillance sweeps. UranusInSpaceLow = Radio surveillance of the ice giant Uranus reveals some interesting repeated patterns emitted from deep within the planet's atmosphere. PlutoInSpaceLow = Only the faint background radio waves from the sun are detected in scans of Pluto. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmReconScan title = Recon Scan baseValue = 40 scienceCap = 40 dataScale = 3 requireAtmosphere = FALSE situationMask = 16 biomeMask = 0 RESULTS { default = Very highly detailed reconnaissance photographs of the surface are obtained. KerbinInSpaceLowNorthernHemisphere = A few curious visual anomalies are seen in orbital photographs of Kerbin's surface. KerbinInSpaceLowNorthernHemisphere = Highly detailed photographs reveal Kerbin's featureless terrain in breathtaking clarity. KerbinInSpaceLowSouthernHemisphere = A detailed look at Kerbin's southern hemisphere reveals surprisingly few interesting features. KerbinInSpaceLowSouthernHemisphere = Close analysis of stereo images from Kerbin's southern hemisphere reveal a number of anomalous structures on the surface. MunInSpaceLowNorthernHemisphere = A handful of strange, unnatural looking objects are photographed during reconnaissance of the Mun's northern hemisphere. MunInSpaceLowNorthernHemisphere = Orbital photos of the Mun's surface reveal overlapping craters of various sizes, but mostly dust and rocks. MunInSpaceLowSouthernHemisphere = Close inspection of a photograph taken during surveillance of the Mun's southern hemisphere reveals an unmistakably artificial object. MunInSpaceLowSouthernHemisphere = The reconnaissance sweep of the Mun's surface reveals little of interest; a few curious visual anomalies are most likely artifacts introduced by the cameras. MinmusInSpaceLowNorthernHemisphere = Detailed photos of Minmus reveal little of interest, though there does appear to a blurry artifact that consistently appears over a region of the moon's northern hemisphere. MinmusInSpaceLowNorthernHemisphere = Minmus' odd flat expanses appear as featureless frozen lakes of some kind; somewhat odd given the moon's small size. MinmusInSpaceLowSouthernHemisphere = Careful analysis of extremely highly detailed photos of Minmus reveal areas that are startlingly... flat. MinmusInSpaceLowSouthernHemisphere = The curious green flat lands of Minmus are the only thing of interest here. SunInSpaceLow = Well, this might not be the best idea... SunInSpaceLow = Thankfully this instrument's designers took into consideration the possibility of bone-headed users... MohoInSpaceLowNorthernHemisphere = Visual photos of Moho's mountainous northern hemisphere reveal an inhospitable terrain. MohoInSpaceLowNorthernHemisphere = Detailed photos of Moho's surface reveals fine details in the structures of the planet's many impact craters. MohoInSpaceLowSouthernHemisphere = Analysis of photos from Moho's southern regions reveals fine contours in the rock which suggests a history of ancient lava flows. MohoInSpaceLowSouthernHemisphere = Some very large craters break up what appears to be large regions of ancient lava flows on Moho's southern hemisphere. EveInSpaceLowNorthernHemisphere = The dense atmosphere obscures much of Eve's surface, but photos reveal the presence of some very high, isolated peaks in the planet's northern hemisphere. EveInSpaceLowNorthernHemisphere = Eve's dense atmosphere makes orbital reconnaissance of the surface difficult, but a few interesting features can still be made out. EveInSpaceLowSouthernHemisphere = Much of Eve's surface is covered by large oceans; detailed photos of the shorelines reveal signs of ongoing erosion and weathering. EveInSpaceLowSouthernHemisphere = Photos through Eve's thick atmosphere reveal a large lake covering much of the southern hemisphere. GillyInSpaceLow = The tiny moon of Gilly reveals little of interest during orbital sweeps of the surface. GillyInSpaceLow = The surveillance telescope's finely tuned imaging capabilities appear to be wasted on poor, featureless Gilly. DunaInSpaceLowNorthernHemisphere = Reconnaissance photos of Duna's surface confirm the presence of an impossible likeness of a Kerbin face carved into the ground. DunaInSpaceLowNorthernHemisphere = Large polar ice caps cover much of Duna's surface; many interesting geological features are visible in the more equatorial regions of the planet. DunaInSpaceLowSouthernHemisphere = Signs of a curiously shaped object are seen in photos of Duna's southern hemisphere. DunaInSpaceLowSouthernHemisphere = A small detail from a photo of Duna's southern hemisphere reveals what appears to be a tiny, artificial object jutting out of the surface. IkeInSpaceLowNorthernHemisphere = Duna's single enormous moon reveals little of interest in orbital photos of its surface. IkeInSpaceLowSouthernHemisphere = Detailed photos of Ike reveal a surface that appears to be covered in ancient lava flows. DresInSpaceLowNorthernHemisphere = Signs of a planet are seen in some photos taken during tests of the camera systems; what a surprise! DresInSpaceLowSouthernHemisphere = Nope... that's just dust on the mirror, both mirrors... in the same place. JoolInSpaceLowNorthernHemisphere = The tops of Jool's swirling green clouds are all that is visible in photos of the gas giant. JoolInSpaceLowSouthernHemisphere = The swirling green clouds of Jool make for interesting photographs, but they obscure any details of what lies below. LaytheInSpaceLowNorthernHemisphere = Repeated photos of Laythe's sandy islands show that they are constantly shifting in the enormous oceans. LaytheInSpaceLowNorthernHemisphere = Tiny, featureless islands dot the surface of Laythe's northern hemisphere. LaytheInSpaceLowSouthernHemisphere = Laythe's enormous ocean covers most of the moon and hides the surface below from being studied through orbital photos. LaytheInSpaceLowSouthernHemisphere = Many, many images of Laythe's wavy ocean are obtained during surveillance of the moon. VallInSpaceLowNorthernHemisphere = Cracks and fissures in Vall's surface are seen in the high quality photos obtained during a reconnaissance sweep of the moon. VallInSpaceLowNorthernHemisphere = Vall's icy surface is covered in a strange, repeating pattern, seen over and over again in photos of the moon. VallInSpaceLowSouthernHemisphere = A curious visual artifact is seen on Vall's southern hemisphere, this warrants further investigation. VallInSpaceLowSouthernHemisphere = A curious group of artificial-appearing structures are observed in the southern polar region of Vall. TyloInSpaceLowNorthernHemisphere = A close analysis of photos of Tylo's northern hemisphere show a curious structure, with what appears to be a small opening in the side. TyloInSpaceLowNorthernHemisphere = Tylo's northern hemisphere is heavily cratered and photos reveal signs of some strange anomalies. TyloInSpaceLowSouthernHemisphere = Tylo's bright, mountainous surface does not look overly welcoming in close up views through the camera. TyloInSpaceLowSouthernHemisphere = Detailed photos of Tylo's rocky surface reveal little of interest. BopInSpaceLowNorthernHemisphere = The outlines of a strangely organic looking object appear to be visible in photos of Bop's surface, but the object itself is completely washed out... BopInSpaceLowNorthernHemisphere = Bop's northern hemisphere is composed of nothing but rocky terrain; photos of one region appear to have consistently damaged film though, curious... BopInSpaceLowSouthernHemisphere = Orbital reconnaissance of Bop's lumpy surface reveals little of interest. BopInSpaceLowSouthernHemisphere = The tiny moon Bop presents nothing of interest in repeated sweeps of its southern hemisphere. PolInSpaceLowNorthernHemisphere = Surveillance of the tiny moon Pol reveals nothing but some curiously shaped rock formations covering most of the surface. PolInSpaceLowNorthernHemisphere = Orbital photos show that Pol's mountainous surface is made up of many interesting colors. PolInSpaceLowSouthernHemisphere = Photos of Pol's colorful terrain reveal signs of interesting surface geology, and dangerous landing conditions. PolInSpaceLowSouthernHemisphere = Stereo photos of Pol's surface reveal just how unsuitable the moon is for landing. EelooInSpaceLowNorthernHemisphere = Multiple low-lying streaks are seen covering the surface of Eeloo; detailed photos of which reveal the surrounding white terrain to be a thin powdery substance. EelooInSpaceLowNorthernHemisphere = Eeloo's bright white surface has a strange appearance in orbital photos, it almost looks like a powdery covering rather than an ice sheet. EelooInSpaceLowSouthernHemisphere = Orbital reconnaissance of Eeloo shows many dark brown streaks that break up the strange white substance covering the rest of the surface. EelooInSpaceLowSouthernHemisphere = Detailed photos of Eeloo's surface reveal not the expected ice sheets, but what appears to be a thin, white powder covering most of the planet. SarnusInSpaceLowNorthernHemisphere = The light brown cloud bands in Sarnus' atmosphere are photographed in exquisite detail. SarnusInSpaceLowSouthernHemisphere = The thick, brownish clouds of Sarnus dominate all orbital photos of this gas giant. HaleInSpaceLow = Orbital reconnaissance of Hale reveals little of interest. OvokInSpaceLow = Even under close examination, photos show that the surface of Ovok is remarkably smooth. SlateInSpaceLowNorthernHemisphere = Photos of Slate's large, low-lying areas reveal what appears to be a sandy, ancient ocean bed. SlateInSpaceLowNorthernHemisphere = Reconnaissance sweeps of Slate reveal a fascinating terrain, with many signs that the moon used to be covered by a large ocean. SlateInSpaceLowSouthernHemisphere = Some of Slate's mountains have rock formations with signs of relatively recent volcanic activity. TektoInSpaceLowNorthernHemisphere = Photos taken through Tekto's hazy atmosphere reveal terrain with signs of constant weathering and erosion. TektoInSpaceLowSouthernHemisphere = Tekto's thick atmosphere prevents the orbital camera from getting a good look at the surface; there are signs of many interesting features below the clouds though. TektoInSpaceLowSouthernHemisphere = The large lakes and rivers of Tekto appear to be very violent, with signs of extreme wave activity. UrlumInSpaceLow = The thick clouds of the ice giant Urlum's atmosphere cover any features of its interior. PoltaInSpaceLow = Detailed photos of Polta's swirling green terrain features reveal signs of active geological activity. PriaxInSpaceLow = Orbital reconnaissance of the heavily cratered moon Priax suggests that it may be a large captured asteroid. WalInSpaceLow = Reconnaissance sweeps of Wal reveal some fascinating terrain features; though its equatorial ridge shows no signs of ongoing geological activity. TalInSpaceLow = Photos of the shiny surface of Tal reveal nothing much of interest. NeidonInSpaceLowNorthernHemisphere = Purple cloud bands are all that is visible in photos of Neidon's atmosphere. NeidonInSpaceLowSouthernHemisphere = The dark purple clouds of Neidon hide the surface from the orbital cameras, but provide a stunning image nonetheless. ThatmoInSpaceLowNorthernHemisphere = Deep fissures and canyons are seen covering much of Thatmo's surface. ThatmoInSpaceLowSouthernHemisphere = Thatmo's thin atmosphere barely obstructs its various interesting surface features. NisseeInSpaceLowNorthernHemisphere = Photos of the chalky, stony surface of Nissee reveal little in the way of interesting features. NisseeInSpaceLowSouthernHemisphere = An orbital reconnaissance sweep of Nissee reveals some interesting large craters, but nothing too out of the ordinary. PlockInSpaceLowNorthernHemisphere = Orbital photos of Plock reveal many interesting terrain features that beg for further study. PlockInSpaceLowSouthernHemisphere = Curious signs of on-going weathering on Plock's surface are visible in the detailed photos taken from orbit. KarenInSpaceLowNorthernHemisphere = Karen's surface appears to have relatively few impact craters; possibly a result of its distance from the dense inner solar system. KarenInSpaceLowSouthernHemisphere = Photos of the tiny moon Karen reveal some interesting features in the visual range. MercuryInSpaceLowNorthernHemisphere = Analysis of photos from Mercury's surface reveals fine contours in the rock which suggests a history of ancient lava flows. MercuryInSpaceLowSouthernHemisphere = Some very large craters break up what appears to be large regions of ancient lava flow on the surface of Mercury. VenusInSpaceLowSouthernHemisphere = The dense atmosphere obscures much of the surface of Venus, but photos reveal the presence of some very high, isolated peaks on the planet. VenusInSpaceLowNorthernHemisphere = The dense atmosphere of Venus makes orbital reconnaissance of the surface difficult, but a few interesting features can still be made out. MoonInSpaceLowNorthernHemisphere = Many signs of ancient lava flow are seen in detailed photos of the Moon's low-lying areas. MoonInSpaceLowSouthernHemisphere = Some interesting disparities are seen in photos of the near and far side of the Moon's southern hemisphere. MarsInSpaceLowNorthernHemisphere = Small polar ice caps cover the northern reaches of Mars' surface; many interesting geological features are also visible in the more equatorial regions of the planet. MarsInSpaceLowSouthernHemisphere = An enormous canyon system is visible just south of the equator on Mars. DeimosInSpaceLow = The tiny moon Deimos presents nothing of interest in repeated sweeps of its surface. PhobosInSpaceLow = Other than the single large crater that dominates one side of Phobos, photos of the surface reveal little of interest. JupiterInSpaceLow = The swirling red and brown clouds of Jupiter make for interesting photographs, but they obscure any details of what lies below. IoInSpaceLowNorthernHemisphere = Reconnaissance photos of Io's surface reveal just how unsuitable the moon is for landing. IoInSpaceLowSouthernHemisphere = Close orbital photos of the moon Io reveal an enormous amount of geological activity, continually reshaping the surface. EuropaInSpaceLowNorthernHemisphere = Cracks and fissures in Europa's surface are seen in the high quality photos obtained during a reconnaissance sweep of the moon. EuropaInSpaceLowSouthernHemisphere = Orbital photos of the icy moon Europa reveal an extensive network of complex cracks and fissures. GanymedeInSpaceLowNorthernHemisphere = Detailed photos of Ganymede's rocky and icy surface reveal little of interest. GanymedeInSpaceLowSouthernHemisphere = Reconnaissance sweeps of Ganymede reveal many relatively young looking craters, suggesting that the moon is frequently bombarded with impacts. CallistoInSpaceLowNorthernHemisphere = High detail photos of Callisto's densely cratered surface will help to determine the age and source of its many impact sites. CallistoInSpaceLowSouthernHemisphere = Orbital photos of Callisto reveal almost no part of the terrain not covered by overlapping craters. SaturnInSpaceLowNorthernHemisphere = The light brown cloud bands in Saturn's atmosphere are photographed in exquisite detail. SaturnInSpaceLowSouthernHemisphere = Saturn's polar storms are continuously visible in repeated orbital photos of the gas giants cloudy atmosphere. TitanInSpaceLowNorthernHemisphere = Photos taken through Titan's hazy atmosphere reveal terrain with signs of constant weathering and erosion. TitanInSpaceLowSouthernHemisphere = Many large surface lakes can be made out through careful observation of the images from low Titan orbit. UranusInSpaceLow = The thick clouds of the ice giant Uranus' atmosphere cover any features of its interior. PlutoInSpaceLowNorthernHemisphere = An enormous, smooth, and crater free area covers large section of Pluto's northern equatorial region. PlutoInSpaceLowSouthernHemisphere = Orbital photos of Pluto reveal many interesting terrain features that beg for further study. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmNAlbedoScan title = Surface Hydrogen Scan baseValue = 6 scienceCap = 6 dataScale = 2 requireAtmosphere = False situationMask = 1 biomeMask = 1 RESULTS { default = An accurate measurement of the sub-surface neutron reflections is recorded. default = Weak readings of low-energy neutrons indicate that water is present in trace amounts here. KerbinSrfLanded = Scans of Kerbin's surface reveal very high levels of hydrogen, mostly in the form of water. KerbinSrfLandedLaunchPad = The metallic grating of the launch pad and the toxic stew of chemicals around it are confusing the sensor. KerbinSrfLandedRunway = The concrete of the runway is not an ideal surface for neutron scans. KerbinSrfLandedKSC = The marshy terrain around the KSC returns very high levels of low energy neutrons during surface scans. KerbinSrfLandedGrasslands = Scans of Kerbin's soil, as expected, reveals high concentrations of hydrogen compounds. KerbinSrfLandedTundra = Scans of this frozen terrain reveal only a thin layer of ice near the surface, with a slightly drier layer below that. KerbinSrfLandedMountains = These high-altitude regions contain only low concentrations of hydrogen compounds. KerbinSrfLandedBadlands = Very high levels of hydrogen are detected in scans of this area, most likely due to a mix of water and organic compounds. KerbinSrfLandedDeserts = The loose sand allows for deeper penetration of neutrons and reveals very low levels of sub-surface hydrogen. KerbinSrfLandedHighlands = Much like other areas of Kerbin's surface, this terrain has very high levels of sub-surface hydrogen. KerbinSrfLandedIceCaps = The solid ice surface appears to persist to depth of at least several meters according to hydrogen scans. KerbinSrfLandedShores = This expensive neutron detector could perhaps be put to better use in less-obviously water logged areas. KerbinSrfLandedWater = This water logged terrain absorbs nearly all of the high energy neutrons, leaving only low energy particles to be detected. KerbinSrfLandedVABTanks = Scans of these fuel tanks indicate extremely high hydrogen contents inside; a not-terribly surprising finding. KerbinSrfLandedR&D = Tests show that the scanner is still working... KerbinSrfLandedAdministration = This is surely a wise use of KSC funding... KerbinSrfLandedMissionControl = Still a waste of time... MunSrfLanded = No significant levels of sub-surface hydrogen are detected in scans of the Mun. MunSrfLandedCanyons = These deep canyons harbor significant quantities of hydrogen, most likely frozen water deposits. MunSrfLandedEastFarsideCrater = Only fast, high energy neutrons are detected in scans of this crater, indicating little or no hydrogen under the surface. MunSrfLandedFarsideCrater = Trace levels of sub-surface hydrogen are detected in this crater; these may be caused by various hydrogen compounds present in whatever created the impact zone. MunSrfLandedHighland = Little to no hydrogen is detected in neutron scans of the surface here. MunSrfLandedMidlands = The loose, likely silicate-rich Munar regolith harbors little detectable hydrogen. MunSrfLandedPolarCrater = Spikes in low energy neutrons are detected in scans of this crater, most likely caused by sub-surface water deposits. MunSrfLandedPolarLowlands = Scans indicate the presence of hydrogen just below the surface in this area. MunSrfLandedPoles = Low, but consistent levels of hydrogen are detected in scans of the Mun's Polar Regions. MunSrfLandedSouthwestCrater = A number of low energy neutrons are detected in scans of this crater, suggesting that significant amounts of water may be under the surface. MinmusSrfLanded = Little detectable hydrogen is discovered in neutron scans of Minmus. MinmusSrfLandedFlats = The crystalline surface generates low-energy neutrons in scans of this area; this suggests that it may contain frozen water or some other hydrogen-bearing compound. MinmusSrfLandedGreatFlats = Hydrogen scans of this surface suggest the presence of significant amounts of water. MinmusSrfLandedGreaterFlats = The low-energy neutrons detected in scans of this area suggest that high concentrations of hydrogen are present below the surface. MinmusSrfLandedLesserFlats = Scans of this flat terrain reveal high concentrations of hydrogen below the surface. MinmusSrfLandedPoles = A few deposits of sub-surface hydrogen are discovered near Minmus' poles, most likely caused by frozen water. MohoSrfLanded = Moderate levels of hydrogen are detected in scans of Moho's surface; the hydrogen is most likely deposited by the fierce solar wind. MohoSrfLanded = Background neutron levels are very high this close to the sun, making accurate readings difficult to obtain. MohoSrfLandedPolarCrater = Faint signals from what may be minute ice deposits are detected in scans of this deep crater. MohoSrfLandedHighlands = There appears to be a thin layer of hydrogen detected near the surface, but nothing below that. MohoSrfLandedNorthernSinkhole = Faint signals from what may be minute ice deposits are detected in scans of this deep crater. EveSrfLanded = High levels of low-energy neutrons are detected all across Eve's surface, suggesting that its oceans are primarily water and that the soil is saturated as well. EveSrfLandedPlains = Scans of these low-lying regions of Eve's surface indicate significant amounts of sub-surface hydrogen. EveSrfLandedMountains = Relatively low levels of hydrogen are detected in these mountainous areas, this could be due to a lack of rainfall, allowing water to remain trapped at low-elevations. EveSrfLandedIslands = The soil in this area is saturated with water, producing very high levels of low-energy neutrons. EveSrfLandedMidlands = Scans of these low-lying regions of Eve's surface indicate significant amounts of sub-surface hydrogen. EveSrfLandedPeaks = Relatively low levels of hydrogen are detected in these mountainous areas, this could be due to a lack of rainfall, allowing water to remain trapped at low-elevations. EveSrfLandedExplodiumSea = The soil in this area is saturated with water, producing very high levels of low-energy neutrons. GillySrfLanded = Nothing much of interest is detected in scans of Gilly's rocky terrain. DunaSrfLanded = Moderate levels of hydrogen are detected in scans of Duna's surface; this is almost certainly an indicator of sub-surface water deposits. DunaSrfLanded = Repeated scans provide a very accurate estimate for the amount of water present below the surface. DunaSrfLandedNorthPole = The ground here appears to be mostly water ice under a thin layer of what is most likely frozen carbon dioxide. DunaSrfLandedSouthPole = Hydrogen levels near the surface are lower than expected, indicating that the covering layer of dry ice may be very thick, at least several meters. DunaSrfLandedDepressions = Indications of geologic activity in this area suggest that the hydrogen detected in neutron scans may be caused by hydrogen sulfide, methane, or possibly some other compound. DunaSrfLandedVallesJebbedius = High levels of sub-surface hydrogen are detected in this area, the loose, dry terrain suggests that this may be due to something other than water, possibly methane gas trapped underground. DunaSrfLandedPoles = The ground here appears to be mostly water ice under a thin layer of what is most likely frozen carbon dioxide. DunaSrfLandedLowlands = Indications of geologic activity in this area suggest that the hydrogen detected in neutron scans may be caused by hydrogen sulfide, methane, or possibly some other compound. DunaSrfLandedMidlands = High levels of sub-surface hydrogen are detected in this area, the loose, dry terrain suggests that this may be due to something other than water, possibly methane gas trapped underground. IkeSrfLanded = No sub-surface hydrogen is detected in scans of this lifeless moon. IkeSrfLandedPolarDepression = Some faint low-energy neutron signals are detected while scanning the shadowy areas of this polar region; this is most likely caused by some frozen water deposits hidden from the sun. IkeSrfLandedPolarLowlands = Some faint low-energy neutron signals are detected while scanning the shadowy areas of this polar region; this is most likely caused by some frozen water deposits hidden from the sun. DresSrfLanded = Planet? What planet? There doesn't seem to be anything indicating such a thing in scans conducted here. JoolSrfLanded = Hey. You aren't supposed to be seeing this! LaytheSrfLanded = Scans of the surface reveal very high levels of hydrogen, but minor variations in the signal suggest this is not due to water, perhaps ammonia and some organic compounds. LaytheSrfLandedIslands = The soil in this area is saturated with various hydrogen compounds, revealed in neutron scans of the surface. LaytheSrfLanderRingArchipelago = The neutron signal detected here suggests an interesting mix of hydrogen compounds in the upper layers of soil. LaytheSrfLandedDunes = The soil in this area is saturated with various hydrogen compounds, revealed in neutron scans of the surface. LaytheSrfLandedShores = The neutron signal detected here suggests an interesting mix of hydrogen compounds in the upper layers of soil. VallSrfLanded = Scans of the surface reveal what appears to be solid water ice, producing a very strong, low-energy neutron signal. VallSrfLanded = Hydrogen signals from below the surface indicate liquid water flowing beneath a thin ice layer. VallSrfLandedMountains = A thin layer of ice coats the surface here; below this hydrogen-rich layer appears to be a more stony region, devoid of hydrogen compounds. VallSrfLandedSinks = Hydrogen signals from below the surface indicate liquid water flowing beneath a thin ice layer. VallSrfLandedlowlands = Hydrogen signals from below the surface indicate liquid water flowing beneath a thin ice layer. VallSrfLandedHighlands = A thin layer of ice coats the surface here; below this hydrogen-rich layer appears to be a more stony region, devoid of hydrogen compounds. TyloSrfLanded = Not much of interest is discovered in hydrogen scans of Tylo's surface; it appears to be mostly stony silicates and possibly metallic compounds. TyloSrfLandedCraters = A few low-energy neutrons are detected in scans of this area, possibly caused by water ice trapped in shadowed regions of the crater. TyloSrfLandedMinorCraters = A few low-energy neutrons are detected in scans of this area, possibly caused by water ice trapped in shadowed regions of the crater. BopSrfLanded = Despite all outward appearances Bop seems to harbor a number of hydrogen-bearing compounds, as revealed in neutron scans of the surface. BopSrfLandedWesternDepression = It is unclear what could be the source of the low-energy neutrons detected in scans of this area, there are no signs of water or other hydrogen compounds that would normally be expected. BopSrfLandedValley = It is unclear what could be the source of the low-energy neutrons detected in scans of this area, there are no signs of water or other hydrogen compounds that would normally be expected. BopSrfLandedPeaks = The strong hydrogen signals revealed in scans of Bop's surface are curious; further study is warranted... PolSrfLanded = No hydrogen is detected in scans of Pol's surface, suggesting that its striking coloration is primarily inorganic in nature. PolSrfLandedWastes = Only faint traces of low-energy neutrons are detected in scans of the surface here; possibly due to minute amounts of water, or perhaps hydrogen nuclei deposited by the solar wind. PolSrfLandedMidlands = Only faint traces of low-energy neutrons are detected in scans of the surface here; possibly due to minute amounts of water, or perhaps hydrogen nuclei deposited by the solar wind. EelooSrfLanded = A very thin, hydrogen-rich layer appears to coat most of Eeloo's surface; little to no hydrogen is detected in layers below this. EelooSrfLandedScarring = Nothing of interest is detected here, perhaps suggesting that Eeloo's white coating is not water ice but something else. EelooSrfLandedPromontories = The hydrogen scan of this area reveals some curious results; initial analysis shows that the hydrogen appears to be part of a complex organic molecule. EelooSrfLandedIceCanyons = Nothing of interest is detected here, perhaps suggesting that Eeloo's white coating is not water ice but something else. EelooSrfLandedGlaciers = The hydrogen scan of this area reveals some curious results; initial analysis shows that the hydrogen appears to be part of a complex organic molecule. HaleSrfLandedDarkRock = The layers immediately below the dark surface in this area have very high levels of hydrogen; most likely in the form of water ice. HaleSrfLandedLightRock = The surface in this region has a very high hydrogen content. OvokSrfLandedDarkSurface = The dark surface of Ovok has hydrogen scans that indicate mostly water ice. OvokSrfLandedPlains = Neutron scattering reveals a surface composed almost entirely water ice. OvokSrfLandedScarring = This distorted area on Ovok's surface has hydrogen scans consistent with high water ice concentrations. SlateSrfLanded = Moderate levels of hydrogen are detected through neutron reflections just below the surface. SlateSrfLandedSlateanSupercontinent = Neutron reflections from below the surface reveal signs of moderate hydrogen concentrations, perhaps in the form of water. SlateSrfLandedYahelMountains = Isolated pockets of hydrogen are detected below the surface. SlateSrfLandedImpactCraters = The densely packed base of this crater prevents accurate reading from the neutron reflections below the surface. SlateSrfLandedSeabed = Little hydrogen is detected beneath the loosely packed, sandy soil of this area. SlateSrfLandedMountNehelennia = The very high levels of hydrogen detected during scans of the surface here is most likely not due to water; signs of recent volcanic activity would seem to rule that out. SlateSrfLandedFloodplains = Below the sedimentary surface of this region is a relatively high concentration of hydrogen. TektoSrfLanded = Hydrogen scans of Tekto's surface reveal very high levels of what is most likely frozen hydrocarbons. TektoSrfLandedLakes = Scans of Tekto's ocean reveal a high hydrogen content; given the low temperature this is most likely in the form of simple hydrocarbons such as methane and ethane. TektoSrfLandedMudflats = Neutron reflections from just below the surface hint at high levels of hydrocarbons below. TektoSrfLandedOutcrops = A relatively low hydrogen content is detected in these high-elevation regions of Tekto's surface. TektoSrfLandedGeologicalAnomaly = Nothing unusual is detected in hydrogen scans of this area, the surface appears to have the same hydrocarbon-rich soil as the rest of Tekto. PoltaSrfLanded = Neutron scans on the surface of Polta reveal very high levels of sub-surface hydrogen, most likely in the form of water ice. PriaxSrfLanded = Priax appears to be a mostly dry moon, with little in the way of sub-surface hydrogen detected in scans of this area. WalSrfLanded = Hydrogen scans of Wal show only trace levels of water below the surface. TalSrfLanded = Scans of the surface of this tiny sub-moon reveal very high levels of surface ice. ThatmoSrfLanded = Thatmo has significant amounts of water ice on its surface. NisseeSrfLanded = No sub-surface hydrogen is detected in scans of this dusty moon. PlockSrfLanded = Neutron scattering reveals a surface composed almost entirely water ice in some areas. KarenSrfLanded = A thin layer of less hydrogen-rich compounds covers the surface of Karen here; below this appears to be a more icy region, rich in hydrogen compounds. MercurySrfLanded = Moderate levels of hydrogen are detected in scans on the surface of Mercury; the hydrogen is most likely deposited by the fierce solar wind. MercurySrfLandedMidlands = Background neutron levels are very high this close to the sun, making accurate readings difficult to obtain. MercurySrfLandedPolarCraters = Faint signals from what may be minute ice deposits are detected in scans of this deep crater. MercurySrfLandedPlanitia = There appears to be a thin layer of hydrogen detected near the surface, but nothing below that. VenusSrfLanded = Neutron scattering reveals no detectable amounts of water on the Venusian surface. VenusSrfLandedMidlands = Hydrogen detected in scans of this area is most likely in the form of rocky minerals found in the lava flows covering most of the surface. VenusSrfLandedLakshmiPlanum = Venus appears to be a completely dry planet; no measurable amounts of water are detected. MoonSrfLanded = No significant levels of sub-surface hydrogen are detected in scans of the Moon. MoonSrfLandedMidlands = The loose, likely silicate-rich Lunar regolith harbors little detectable hydrogen. MoonSrfLandedMajorCraters = Trace levels of sub-surface hydrogen are detected in this crater; these may be caused by various hydrogen compounds present in whatever created the impact zone. MoonSrfLandedFarSideBasin = Only fast, high energy neutrons are detected in scans of this basin, indicating little or no hydrogen under the surface. MoonSrfLandedNorthPole = Low, but consistent levels of hydrogen are detected in scans of the Moon's Polar Regions. MoonSrfLandedSouthPole = Scans indicate the presence of hydrogen just below the surface in this area. MarsSrfLanded = Moderate levels of hydrogen are detected in scans of Mars' surface; this is almost certainly an indicator of sub-surface water deposits. MarsSrfLandedVallesMarineris = High levels of sub-surface hydrogen are detected in this area, the loose, dry terrain suggests that this may be due to something other than water, possibly methane gas trapped underground. MarsSrfLandedAreanMountains = Indications of geologic activity in this area suggest that the hydrogen detected in neutron scans may be caused by hydrogen sulfide, methane, or possibly some other compound. MarsSrfLandedNorthIceCap = The ground here appears to be mostly water ice under a thin layer of what is most likely frozen carbon dioxide. MarsSrfLandedSouthIceCap = Hydrogen levels near the surface are lower than expected, indicating that the covering layer of dry ice may be very thick, at least several meters. DeimosSrfLanded = Nothing much of interest is detected in scans of Deimos' rocky terrain. PhobosSrfLanded = No sub-surface hydrogen is detected in scans of this lifeless moon. PhobosSrfLandedStickneyCrater = Some faint low-energy neutron signals are detected while scanning the shadowy areas of this enormous crater; this is most likely caused by some frozen water deposits hidden from the sun. IoSrfLanded = No signs of water are detected in scans of Io's surface, suggesting that its striking coloration is primarily inorganic in nature. IoSrfLandedMidlands = All signs indicate that Io is a very dry moon; its intense internal heat and close proximity to Jupiter have probably caused most of the water to evaporate from the surface. IoSrfLandedVolcanicSnows = The hydrogen detected in scans of this area is most likely present in rocky silicate minerals. IoSrfLandedVolcanicHotspots = A few scant traces of surface water are detected in scans of this area, perhaps an indication that some water is present in Io's mantle layer. EuropaSrfLanded = Scans of the surface reveal what appears to be solid water ice, producing a very strong, low-energy neutron signal. EuropaSrfLandedChaoticPlains = Hydrogen signals from below the surface indicate liquid water flowing beneath a thin ice layer. EuropaSrfLandedLineaments = A thin layer of less hydrogen-rich compounds covers the surface here; below this appears to be a more icy region, rich in hydrogen compounds. GanymedeSrfLanded = Much of the surface on Ganymede appears to be composed of water ice mixed with rocky silicates. GanymedeSrfLandedMidlands = Significant levels of water ice are detected in scans of Ganymede's surface. GanymedeSrfLandedCryovolcanicIce = Neutron scans of the surface here reveal high levels of water ice. GanymedeSrfLandedTectonicDeformation = A thin layer of rocky material covers a substantial amount of water ice. CallistoSrfLanded = The surface in this region has a very high hydrogen content. CallistoSrfLandedCrateredMidlands = Thin layers of rocky material, possibly generated by impact events, cover a water-rich surface below. CallistoSrfLandedCrateredHighlands = Callisto has significant amounts of water ice on its surface. CallistoSrfLandedAsgardCrater = Very high levels of water ice are detected in scans of this enormous crater. CallistoSrfLandedOldCraters = Neutron scanning of this crater reveals high hydrogen concentrations, most likely in the form of water ice. TitanSrfLanded = Hydrogen scans of Titan's surface reveal very high levels of what is most likely frozen hydrocarbons. TitanSrfLandedHighlands = A relatively low hydrogen content is detected in these high-elevation regions of Titan's surface. TitanSrfLandedShores = Neutron reflections from just below the surface hint at high levels of hydrocarbons below. TitanSrfLandedSeas = Scans of Titan's oceans reveal a high hydrogen content; given the low temperature this is most likely in the form of simple hydrocarbons such as methane and ethane. TitanSrfLandedPoles = Nothing unusual is detected in hydrogen scans of this area, the surface appears to have the same hydrocarbon-rich soil as the rest of Titan. PlutoSrfLanded = Neutron scattering reveals a surface composed almost entirely water ice. AsteroidSrfLandedStony = This stony asteroid has no detectable signs of water or other hydrogen compounds. AsteroidSrfLanded = Weak hydrogen signals are detected in scans of this asteroid, possibly a sign of water frozen beneath the surface. AsteroidSrfLandedCarbonaceous = Hydrogen compounds, possibly water or organic compounds, appear to be abundant in scans of this asteroid. AsteroidSrfLandedCarbonaceous = A number of hydrogen compounds are detected in neutron scans of this asteroid. AsteroidSrfLandedStony = Little to no hydrogen is detected in scans of this asteroid, which appears to be primarily stony in nature. AsteroidSrfLandedCarbonaceous = Some faint low-energy neutron signals are detected in scans of this asteroid; possibly due to the presence of various organic compounds. AsteroidSrfLandedIcy-Organic = Faint low-energy neutrons signals are detected in isolated patches along the surface of this asteroid, possibly a sign of frozen water deposits. AsteroidSrfLandedMettalic = Scans of this dense asteroid appear to penetrate only the outermost layers of this asteroid and reveal no signs of hydrogen; suggesting that this is most likely a metallic asteroid. AsteroidSrfLandedStony = Neutron scans reveal little hydrogen in the surface of this asteroid. AsteroidSrfLandedIcy-Organic = A significant amount of hydrogen is detected in scans of this asteroid. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmXRayDiffract title = X-Ray Diffraction Scan baseValue = 10 scienceCap = 10 dataScale = 3 requireAtmosphere = False situationMask = 1 biomeMask = 1 RESULTS { default = A detailed analysis of the surface composition is conducted at this location. default = Powder X-Ray diffraction of this surface sample reveals its exact mineral composition. KerbinSrfLanded = While possibly not the most effective use of this expensive, specialized diffractometer, this analysis does reveal a very detailed breakdown of the mineral composition of Kerbin's soil. KerbinSrfLandedLaunchPad = Diffraction analysis reveals mostly concrete, metal, and a strange mix of what appears to be congealed organic matter. KerbinSrfLandedRunway = Analysis of the surface unsurprisingly reveals mostly concrete and the long hydrocarbon structures of asphalt. KerbinSrfLandedKSC = A curious collection of well-structured iron compounds, silicates common to soil, and a number organic compounds in various states of decay are discovered in this sample. KerbinSrfLandedGrasslands = Analysis of Kerbin's grasslands reveals only the expected mixture of various silicate minerals and several different types of organic compounds. KerbinSrfLandedTundra = A complex mixture of silicate minerals, organic compounds, and water ice is detected in diffraction analysis of this sample. KerbinSrfLandedMountains = Samples from Kerbin's mountainous regions contain several igneous minerals, primarily granite with its various silicate components. KerbinSrfLandedBadlands = This sample is composed primarily of what seems to be various organic compounds, producing a very noisy x-ray diffraction pattern. KerbinSrfLandedDeserts = Kerbin's desert sands are composed almost entirely of fine-grain quartz crystals, producing several sharp rings in the x-ray diffraction pattern. KerbinSrfLandedHighlands = Kerbin highlands continue to exhibit a startling similarity to Kerbin lowlands. KerbinSrfLandedIceCaps = Nothing but the sharp, water ice ring is detected in analysis of this sample. KerbinSrfLandedShores = The loose sandy soil appears to be mostly silicon dioxide and calcium carbonite crystals. KerbinSrfLandedWater = The sample appears to be almost entirely water, producing very little useable signal in x-ray diffraction analysis. KerbinSrfLandedTrackingStation = A detailed analysis of the tracking station's mineral composition reveals that you are indeed wasting your time... KerbinSrfLandedVAB = This hardly seems like the best use of this expensive instrument. KerbinSrfLandedR&D = Seriously? Get back to work. KerbinSrfLandedAdministration = Conducting a detailed analysis of this sample is difficult all of the shouting coming from KSC administrators. KerbinSrfLandedSPHTanks = After drilling through the surface the instrument is now coated with a fine mist of what appears to be simple hydrocarbons, well done... KerbinSrfLandedMissionControl = Feeling better about yourself after wasting precious Kerbal funds and time? MunSrfLanded = A detailed x-ray diffraction analysis of the Mun's surface is conducted. MunSrfLandedCanyons = The igneous rock formations found in these deep canyons suggest they could be the remains of ancient Munar rift valleys, geologic formations from the Mun's early history. MunSrfLandedEastCrater = A number of minerals laced with heavy metals are detected in the analysis of this sample; the asteroid that created this crater must have been rich in these metals. MunSrfLandedEastFarsideCrater = A number of iridium compounds are detected in x-ray analysis of samples from this crater, most of which was likely deposited here by an asteroid impact. MunSrfLandedFarsideCrater = The surface here is composed primarily of the iron-rich basaltic minerals expected in ancient craters such as this. MunSrfLandedHighlandCraters = This sample contains a variety of glassy breccia minerals, formed when the violent impact of an asteroid fuses multiple minerals together. MunSrfLandedHighlands = Analysis reveals that the bright Munar highlands are made up of aluminum- and calcium-rich feldspar crystals, mostly with very little iron and titanium content. MunSrfLandedMidlandCraters = The minerals in this crater show signs of the rapid melting associated with an asteroid or comet impact. MunSrfLandedMidlands = The Munar surface in these relatively low-elevation regions shows signs of ancient volcanic activity along with much higher concentrations of olivine and pyroxene, normally expected to be found only deep in the mantle layer. MunSrfLandedNorthernBasin = This large basin shows signs of igneous rock formations that are likely the result of ancient lava flows. The high levels of olivine and pyroxene minerals suggest this could be due to volcanism rather than an asteroid impact. MunSrfLandedNorthwestCrater = The dark surface of this crater is composed of various iron- and magnesium-rich basaltic minerals along with relatively high concentrations of magnetite and olivine. MunSrfLandedPolarCrater = Traces of nearly pure water ice are detected in analysis of this sample. The crater's high walls shelter this water from the sun, allowing it to persist. MunSrfLandedPolarLowlands = A number of hydrated silicates are discovered in this sample, a sure sign that relatively large amounts of water exist on the Munar surface. MunSrfLandedPoles = Small, but discrete pellets of water ice are detected among the bright Anorthosite silicates common to the Munar regolith. MunSrfLandedSouthwestCrater = Several heavy metal compounds are discovered in x-ray analysis of this sample, a number of which are radioactive. MunSrfLandedTwinCraters = Despite their name, the surface composition of these two craters suggest that they were created by two very different asteroid impacts. The larger crater appears to be much older, and with a much higher basaltic mineral content than the smaller. MinmusSrfLanded = A detailed x-ray diffraction analysis of Minmus' surface is conducted. MinmusSrfLandedHighlands = The relatively dark surface of Minmus' higher regions contains a number of basaltic minerals mixed in with the chlorite and calcite minerals found all over the moon. MinmusSrfLandedMidlands = The distinct green coloration of this sample is due mostly to the presence of chlorite minerals, primarily of the iron-rich Chamosite variety. MinmusSrfLandedLowLands = The bright white surface of Minmus' low-lying regions has high concentrations of calcium and aluminum-rich feldspar along with calcite minerals. MinmusSrfLandedSlopes = The steep slopes have a composition similar to the surrounding areas; this leads the curious observation that Minmus' surface geology is almost entirely dependent on elevation, as if successive layers of different materials have been added over time. MinmusSrfLandedFlats = Hydrated calcium carbonite minerals, similar to loosely bound cement, are present in this flat region of Minmus' surface. MinmusSrfLandedGreatFlats = A mixture of calcite and its polymorphs aragonite and vaterite are detected in x-ray analysis of this sample, giving the surface its somewhat sparkly appearance. MinmusSrfLandedGreaterFlats = The green coloration here is due to a mixture of some chlorite minerals and the igneous olivine silicates, a sign that these flats may be the remains of some type of ancient volcanic activity. MinmusSrfLandedLesserFlats = In addition to the calcite minerals common to Minmus' surface a small amount of quartz crystals are detected in x-ray analysis of this sample. MinmusSrfLandedPoles = Analysis of this polar sample reveals a number of hydrated silicate minerals, but little to no pure water ice. MohoSrfLanded = X-ray analysis of the surface of Moho reveals a number of low-iron basaltic minerals which appear to have been formed under extremely reducing conditions. MohoSrfLanded = Basaltic and other igneous minerals coat the surface of Moho; the planet must have a history of violent volcanic activity. MohoSrfLandedPolarCrater = Moho's deep polar crater contains a number of basaltic minerals laced with various heavy metals. MohoSrfLandedCentralCrater = The x-ray diffraction pattern generated by analysis of this sample reveals a high concentration of magnesium-rich basalt and a number of minerals generally found in the upper mantle layers, such as enstatite and kanoite. MohoSrfLandedDeepCrater = Analysis of the composition of this crater reveals a number of minerals only formed under highly reducing conditions. MohoSrfLandedSouthernCrater = The basin of this enormous crater appears to have been filled in with ancient lava flows; this lava is magnesium-rich and most likely formed at very high temperatures with very low viscosity. MohoSrfLandedMidlandCraters = Analysis of this sample found in one of Moho's mid-sized craters suggests that is the product of a relatively recent impact. MohoSrfLandedMidlands = The reduced iron and sulfur containing minerals in this sample resemble those found in rare enstatite asteroids. MohoSrfLandedHighlandCraters = The surface of this shallow crater contains higher than expected levels of iron and other heavy metals; these elements were most likely seeded by the asteroid that impacted here. MohoSrfLandedHighlands = This terrain is composed primarily of plagioclase feldspar and extremely iron-poor basalt, giving Moho its brownish coloration. MohoSrfLandedLowlands = Moho's enormous southern polar plain is composed of igneous material rich in iron-poor basalt and the reduced sulfur mineral oldhamite. MohoSrfLandedNorthernSinkhole = Moho's deep polar crater contains a number of basaltic minerals laced with various heavy metals. MohoSrfLandedCentralLowlands = The x-ray diffraction pattern generated by analysis of this sample reveals a high concentration of magnesium-rich basalt and a number of minerals generally found in the upper mantle layers, such as enstatite and kanoite. MohoSrfLandedSouthEasternLowlands = The basin of this enormous crater appears to have been filled in with ancient lava flows; this lava is magnesium-rich and most likely formed at very high temperatures with very low viscosity. MohoSrfLandedMinorCraters = Analysis of this sample found in one of Moho's mid-sized craters suggests that is the product of a relatively recent impact. MohoSrfLandedSouthWesternLowlands = Analysis of the composition of this crater reveals a number of minerals only formed under highly reducing conditions. EveSrfLanded = X-ray analysis of the surface of Eve reveals the rare lithium silicates neptunite and sugilite, both of which give Eve its purple tint. EveSrfLandedPlains = X-ray analysis of the surface of Eve reveals the rare lithium silicates neptunite and sugilite, both of which give Eve its purple tint. EveSrfLandedMountains = The darker mountaintop soil of Eve has relatively high levels of iron-rich basalt minerals, along with a number of lithium silicate compounds. EveSrfLandedIslands = High levels of the lithium silicate mineral lepidolite are observed in this sample. Such a mineral can serve as an excellent source of several rare alkali metals. EveSrfLandedPoles = The x-ray diffraction pattern generated during analysis of this sample shows a number of sharp signals characteristic of large, well-ordered amethyst crystals. EveSrfLandedImpactSites = Analysis of a sample from within one of Eve's impact craters reveals the incredibly rare mineral putnisite, known for its unique elemental makeup. The presence of such a highly hydrated mineral suggests that significant quantities of water exist near the surface. EveSrfLandedCraterLake = This sample contains a number of silicates common to Eve's sample, but there are relatively high levels of heavy metal impurities, suggesting that the lake and its nearby terrain are quite toxic. EveSrfLandedMidlands = X-ray analysis of the surface of Eve reveals the rare lithium silicates neptunite and sugilite, both of which give Eve its purple tint. EveSrfLandedPeaks = The darker mountaintop soil of Eve has relatively high levels of iron-rich basalt minerals, along with a number of lithium silicate compounds. EveSrfLandedImpactEjecta = Analysis of a sample from within one of Eve's impact craters reveals the incredibly rare mineral putnisite, known for its unique elemental makeup. The presence of such a highly hydrated mineral suggests that significant quantities of water exist near the surface. EveSrfLandedExplodiumSea = This sample contains a number of silicates common to Eve's sample, but there are relatively high levels of heavy metal impurities, suggesting that the lake and its nearby terrain are quite toxic. EveSrfLandedLowlands = X-ray analysis of the surface of Eve reveals the rare lithium silicates neptunite and sugilite, both of which give Eve its purple tint. EveSrfLandedHighlands = The surface here is composed of a number of silicates along with some traces of amethyst crystals. GillySrfLanded = A number of common silicate minerals are detected in analysis of Gilly's surface. The lack of any igneous rocks attests to Gilly's complete lack of any internal heating processes and suggest that it may be a captured asteroid. GillySrfLandedHighlands = Gilly's highland regions contain higher concentrations of the relatively bright, aluminum-rich plagioclase feldspar minerals, which make this area somewhat lighter than other areas of the surface. GillySrfLandedLowlands = A number of alkali feldspar silicates are present in this sample; these minerals provide Gilly's low lying areas with their dark brown coloration. GillySrfLandedMidlands = A number of common silicate minerals are detected in analysis of Gilly's surface. The lack of any igneous rocks attests to Gilly's complete lack of any internal heating processes and suggest that it may be a captured asteroid. DunaSrfLanded = A number of interesting trace minerals are detected in x-ray analysis of this sample, including hematite and goethite, iron oxide minerals known to form in the presence of water. DunaSrfLandedNorthPole = Duna's North Pole consists mostly of pure water ice with a layer of frozen carbon dioxide on top. DunaSrfLandedSouthPole = The southern polar region of Duna is covered by a thick layer of water ice and carbon dioxide ice, obscuring any analysis of the soil below. DunaSrfLandedKerinerValley = Very high concentrations of hydrated sulfur-rich minerals, primarily gypsum and kieserite, are found in analysis of the Keriner Valley surface, an indication of an ancient body of surface water in this area. DunaSrfLandedMaria = X-ray analysis of the surface reveals the presence of various so-called secondary, or alteration minerals, those formed in the presence of water, suggesting that this may have been part of an ancient lake bed. DunaSrfLandedDepressions = The surface of this low-lying area is covered with various igneous rocks and contains high concentrations of olivine and high-calcium pyroxene, a sign that ancient lava flows covered this area. DunaSrfLandedMountains = Duna's highland areas are rich in basaltic minerals, a possible sign of volcanic origin. DunaSrfLandedMidlands = Initial analysis of Duna's surface reveals mostly basaltic rock along with several hydrated silicates, sulfates and a coating of iron oxide, giving the surface its rusty coloration. DunaSrfLandedVallesJebbedius = Analysis of this sample reveals relatively few hydrated minerals, it is composed primarily of basaltic rock; this is possibly an indication that this deep fissure was formed by an ancient rift valley, a sign of a more geologically active past for Duna. DunaSrfLandedPoles = The polar region of Duna is covered by a thick layer of water ice and carbon dioxide ice, obscuring any analysis of the soil below. DunaSrfLandedLowlands = Initial analysis of Duna's surface reveals mostly basaltic rock along with several hydrated silicates, sulfates and a coating of iron oxide, giving the surface its rusty coloration. DunaSrfLandedMidlands = A number of interesting trace minerals are detected in x-ray analysis of this sample, including hematite and goethite, iron oxide minerals known to form in the presence of water. DunaSrfLandedHighlands = Duna's highland areas are rich in basaltic minerals, a possible sign of volcanic origin. IkeSrfLanded = A detailed x-ray diffraction analysis is conducted on this sample of Ike's surface. IkeSrfLandedBadlands = A mix of common silicate minerals and basaltic rocks hint toward Ike's geologically active past. IkeSrfLandedPolarDepression = The aluminum-rich silicates present in this sample also contain a number of heavy metal impurities, possibly seeded here by an asteroid impact. IkeSrfLandedWesternMesa = The brighter terrain in this region is composed primarily of feldspar minerals, but also contains relatively high concentrations of pyroxene, normally found in deeper mantle layers. IkeSrfLandedPolarMesa = The x-ray diffraction pattern from this sample reveals several hydrated silicate minerals along with a few traces of pure water ice. IkeSrfLandedCentralDepressions = The fused breccia materials and basalt in this sample suggest that this area is the result of an asteroid or comet impact. The lack of obvious crater walls suggest a recent history of internal heating and possible tectonic activity. IkeSrfLandedNorthernMesa = The loosely packed surface in this area is made up primarily of finely ground feldspar minerals. IkeSrfLandedShatteredMesa = X-ray analysis of this sample reveals very high concentrations of igneous basaltic minerals which are most likely the result of ancient lava flows in this area. IkeSrfLandedPolarLowlands = The aluminum-rich silicates present in this sample also contain a number of heavy metal impurities, possibly seeded here by an asteroid impact. IkeSrfLandedMidlands = A mix of common silicate minerals and basaltic rocks hint toward Ike's geologically active past. IkeSrfLandedSouthPole = The x-ray diffraction pattern from this sample reveals several hydrated silicate minerals along with a few traces of pure water ice. IkeSrfLandedWesternMountainRidge = The brighter terrain in this region is composed primarily of feldspar minerals, but also contains relatively high concentrations of pyroxene, normally found in deeper mantle layers. IkeSrfLandedSouthEasternMountainRange = X-ray analysis of this sample reveals very high concentrations of igneous basaltic minerals which are most likely the result of ancient lava flows in this area. IkeSrfLandedEasternMountainRidge = The loosely packed surface in this area is made up primarily of finely ground feldspar minerals. DresSrfLanded = There are some rocks and stuff; it's kind of sandy and grey. DresSrfLandedLowlands = The dark surface here is made up of basaltic minerals and has a very high concentration of the olivine-rich, igneous rock, peridotite. These materials are a sure sign of ancient lava flows and a history of a geologically activity. DresSrfLandedPolarHighlands = Several hydrated silicates are present in this sample; these are responsible for the relatively high albedo of this polar region. DresSrfLandedNortherBasin = Significant amounts of pure water ice are detected in x-ray analysis of the surface in this area. DresSrfLandedDresTrench = The deep trench in Dres' southern hemisphere is composed of various igneous rocks and is likely the remains of an ancient rift valley. DresSrfLandedPoles = Several hydrated silicates are present in this sample; these are responsible for the relatively high albedo of this polar region. DresSrfLandedHighlands = Significant amounts of pure water ice are detected in x-ray analysis of the surface in this area. DresSrfLandedCanyons = These deep canyons in Dres' southern hemisphere are composed of various igneous rocks and are likely the remains of an ancient rift valley. JoolSrfLanded = Jool is made out of... Kerbals! LaytheSrfLanded = The sandy surface of Laythe is composed primarily of quartz crystals along with traces of several interesting ammonium compounds. LaytheSrfLandedIslands = Several interesting tholin compounds, simple organic molecules, are discovered in this sample from Laythe's islands. LaytheSrfLandedNorthPole = A few traces of pure water ice are discovered during analysis of this sample from Laythe's North Pole. LaytheSrfLandedSouthPole = The sandy soil here is mostly quartz crystal along with several silicates and igneous rocks. LaytheSrfLanderRingArchipelago = Some basaltic minerals are present in this sample, an indication that some kind of volcanic or other geologic activity created these island chains. LaytheSrfLandedPoles = A few traces of pure water ice are discovered during analysis of this sample from Laythe's Poles. LaytheSrfLandedDunes = Several interesting tholin compounds, simple organic molecules, are discovered in this sample from Laythe's islands. LaytheSrfLandedShores = Some basaltic minerals are present in this sample, an indication that some kind of volcanic or other geologic activity created these island chains. VallSrfLanded = X-ray analysis of samples from the surface of Vall reveal a number of hydrated copper-containing compounds, giving the surface its blue luster. VallSrfLandedMountains = Several interesting lead compounds are present in this sample, including the white crystal cerussite and the blue copper-rich mineral berryite. VallSrfLandedSinks = Samples from Vall's low lying, flat regions contain the hydrated copper-rich minerals chalcanthite and azurite. These give the surface a distinct blue coloration. VallSrfLandedNorthPole = X-ray analysis of samples from the surface of Vall reveal a number of hydrated copper-containing compounds, giving the surface its blue luster. VallSrfLandedSouthPole = The surface of Vall's southern polar region has very high concentrations of water, both in relatively pure ice and in various hydrated minerals. VallSrfLandedMidlands = The x-ray diffraction analysis of this sample reveals its precise composition, including several bright minerals such as the aluminum-rich silicate kyanite and the precipitated crystals of calcium carbonite known as aragonite. VallSrfLandedPoles = The surface of Vall's polar region has very high concentrations of water, both in relatively pure ice and in various hydrated minerals. VallSrfLandedLowlands = Samples from Vall's low lying, flat regions contain the hydrated copper-rich minerals chalcanthite and azurite. These give the surface a distinct blue coloration. VallSrfLandedHighlands = Several interesting lead compounds are present in this sample, including the white crystal cerussite and the blue copper-rich mineral berryite. VallSrfLandedLowlands = Very high concentrations of nearly pure water ice are found during analysis of samples from Vall's surface. TyloSrfLanded = Analysis of this sample reveals a significant amount of titanium dioxide, giving the surface its white color. TyloSrfLandedCraters = Samples from the surface within this large crater are primarily fused breccia, a result of the extreme heating following a large impact event. TyloSrfLandedMidlands = The bright coloring of Tylo's surface is caused by a combination of titanium dioxide and aluminum-rich silicates. TyloSrfLandedMaria = The darker surface composition of these low lying areas is made up primarily of iron- and titanium-rich basaltic minerals. TyloSrfLandedMara = The darker surface composition of these low lying areas is made up primarily of iron- and titanium-rich basaltic minerals. TyloSrfLandedMajorCrater = Samples from the surface within this large crater are primarily fused breccia, a result of the extreme heating following a large impact event. TyloSrfLandedHighlands = A detailed x-ray diffraction analysis of this sample reveals mostly common silicate minerals. BopSrfLanded = Bop's surface is composed primarily of common silicates with no traces of any igneous rock, suggesting that it is most likely an asteroid captured by Jool's immense gravitational pull. BopSrfLandedWesternDepression = A very faint sign of several organic compounds is detected in analysis of this sample, it appears to present only in samples from the upper most layers of the surface; distributed similar to the way ejecta from an asteroid is scattered after impact. BopSrfLandedMinorDepressions = X-ray analysis of this sample reveals some very curious carbon and nitrogen compounds; further study is warranted... BopSrfLandedRidges = A few bright, aluminum-rich silicates are mixed in along with Bop's more common, darker minerals; a few traces of complex organic molecules are detected as well, but these are surely nothing but Kerbin-based contaminates... BopSrfLandedPoles = Hidden away in Bop's more recessed terrain are substantial amounts of water ice, kept in nearly constant shadow. A few curious carbon compounds are present here as well. BopSrfLandedMidlands = Bop's surface is composed primarily of common silicates with no traces of any igneous rock, suggesting that it is most likely an asteroid captured by Jool's immense gravitational pull. BopSrfLandedValley = X-ray analysis of this sample reveals some very curious carbon and nitrogen compounds; further study is warranted... BopSrfLandedPeaks = A few bright, aluminum-rich silicates are mixed in along with Bop's more common, darker minerals; a few traces of complex organic molecules are detected as well, but these are surely nothing but Kerbin-based contaminates... PolSrfLanded = Pol's vivid coloration is due to a number of interesting minerals found in its surface including the sulfur compounds gypsum and pyrite, calcite, iron oxide, and olivine. PolSrfLandedHeights = Analysis of samples from Pol's mountainous regions reveal the presence of green and yellow calcite minerals along with traces of quartz. PolSrfLandedWastes = X-ray analysis of this sample reveals the presence of the rare uranium mineral carnotite, which gives the surface a bright yellow coloring. PolSrfLandedDepressions = Several interesting components are discovered in this sample, including the blue-green phosphate mineral apatite, the sodium-rich silicate sodalite, and the sulfur compounds gypsum and pyrite. PolSrfLandedLowlands = Several interesting components are discovered in this sample, including the blue-green phosphate mineral apatite, the sodium-rich silicate sodalite, and the sulfur compounds gypsum and pyrite. PolSrfLandedMidlands = X-ray analysis of this sample reveals the presence of the rare uranium mineral carnotite, which gives the surface a bright yellow coloring. PolSrfLandedHighlands = Analysis of samples from Pol's mountainous regions reveal the presence of green and yellow calcite minerals along with traces of quartz. EelooSrfLanded = Analysis of Eeloo's surface shows a number of expected silicate minerals along with, well, now how something like that could be coating the entire planet... EelooSrfLandedScarring = The dark scars scattered across Eeloo's surface are composed of nothing but alkali-rich silicate minerals, nothing out of the ordinary or unexpected. EelooSrfLandedCentralCrater = Analysis of this crater shows no signs typically expected in impact sites, such as surface melting or the presence of water or uncommon heavy metals. EelooSrfLandedPromontories = Only a very thin layer of the white powdery substance coats Eeloo's typical brownish surface; this layer should be returned home for... closer inspection. EelooSrfLandedAncientDepressions = Samples from these low lying regions of Eeloo contain little remarkable features, they are mostly common silicate minerals. EelooSrfLandedLowlands = Hmm... that can't be right, something... odd is coating nearly the entire surface of the planet, there must be some interesting explanation for this... EelooSrfLandedGlaciers = Samples from these low lying regions of Eeloo contain little remarkable features, they are mostly common silicate minerals. EelooSrfLandedIceCanyons = The dark scars scattered across Eeloo's surface are composed of nothing but alkali-rich silicate minerals, nothing out of the ordinary or unexpected. EelooSrfLandedCraters = Analysis of this crater shows no signs typically expected in impact sites, such as surface melting or the presence of water or uncommon heavy metals. EelooSrfLandedHighlands = Only a very thin layer of the white powdery substance coats Eeloo's typical brownish surface; this layer should be returned home for... closer inspection. HaleSrfLandedDarkRock = Analysis of a sample from Hale's surface reveals high concentrations of water ice mixed in with various silicates found in Sarnus' rings. HaleSrfLandedLightRock = Samples from this area are composed mostly of water ice, probably accumulated from Sarnus' nearby rings. OvokSrfLandedDarkSurface = The darker surface from a sample of Ovok's leading hemisphere is composed of highly charged water ice; the surface is most likely absorbing electrons that flow throughout Sarnus' magnetosphere. OvokSrfLandedPlains = X-ray analysis of Ovok's plains reveal nearly pure water ice, with only trace levels of some ammonia compounds. OvokSrfLandedScarring = Samples from this region consist mainly of water ice. SlateSrfLandedSlateanSupercontinent = A detailed X-ray analysis of this sample reveals a mix of sedimentary and igneous rocks; an expected finding in areas with volcanic activity and long-term exposure to liquids. SlateSrfLandedYahelMountains = The brown colored terrain contains the metamorphic minerals staurolite and garnet, rocks formed by the pressure created in tectonic processes. SlateSrfLandedSomborMountains = The surface is made up primarily of hard igneous minerals such as granite and other quartz rocks. SlateSrfLandedImpactCraters = The breccia found in this crater's basin contains minerals with several rare heavy metals. SlateSrfLandedSeabed = Analysis of the fine grained soil reveals it to be mostly quartz crystals, common sand, mixed in with various salts expected in a dried up seabed. SlateSrfLandedNorthernIslands = Analysis of this sample reveals significant quantities of the igneous minerals olivine and pyroxene. SlateSrfLandedArchipelagos = The surface of this outcropping is composed almost entirely of basaltic magma. SlateSrfLandedMountNehelennia = The diffraction patterns created during analysis of this sample reveal basaltic minerals that appear to still be in the process of cooling; this is a sign of very recent volcanic activity here. SlateSrfLandedFloodplains = This sample contains a mixture of sedimentary and metamorphic minerals. SlateSrfLandedPoles = Samples drilled from below the surface contain a number of hydrated silicate minerals. TektoSrfLandedLakes = Analysis of Tekto's oceans reveal they are composed primarily of ethane, with lower concentrations of methane and traces of propane, butane, nitrogen and benzene. TektoSrfLandedMudflats = The wet soil of these regions is composed of common silicates saturated with liquid ethane and methane. TektoSrfLandedCalderas = Various basaltic minerals are present in this sample, an indication of possible volcanic activity. TektoSrfLandedOutcrops = X-ray analysis of this sample suggests that it is part of Tekto's exposed bedrock, with relatively little of the hydrocarbons present on most of the surface. TektoSrfLandedPlateaus = The greenish color in the soil from this sample is due to relatively high levels of iron-rich chlorite and the igneous mineral olivine. TektoSrfLandedStrands = Mixed in with various frozen hydrocarbons are several silicate minerals. TektoSrfLandedSlopes = The loose soil in this sample is primarily fine grained silicates, most likely weathered by liquid hydrocarbons. TektoSrfLandedGeologicalAnomaly = X-ray analysis of a sample from this oddly shaped island reveals several unexplainable diffraction patterns... TektoSrfLandedPolarRifts = Analysis of a sample from Tekto's strange polar region reveals several basaltic silicate minerals, probably a result of some kind of tectonic activity. PoltaSrfLanded = X-ray analysis of Polta reveals the surface to be composed mostly of water ice mixed with various silicate minerals. PoltaSrfLandedHighlands = The surface here is composed mostly of water ice with traces of several sulfur compounds, giving it a faint green tint. PoltaSrfLandedHighlandDepressions = Several interesting components are discovered in this sample, including the blue-green phosphate mineral apatite, the sodium-rich silicate sodalite, and the sulfur compounds gypsum and pyrite. PriaxSrfLandedLeadingSide = Priax's leading hemisphere contains high concentrations of the relatively bright, aluminum-rich plagioclase feldspar minerals, which make this area somewhat lighter than other areas of the surface. PriaxSrfLandedLeadingCraters = X-ray analysis of the heavily cratered terrain of Priax reveals mostly silicate minerals, along with a number of interesting sulfur compounds. PriaxSrfLandedTrailingSide = The loosely packed surface in this area is made up primarily of finely ground feldspar minerals. PriaxSrfLandedTrailingCraters = The aluminum-rich silicates present in this sample also contain a number of heavy metal impurities, possibly seeded here by an asteroid impact. WalSrfLandedEquatorialRidge = Several mafic igneous minerals of the type normal found in a planet's mantle layer are discovered during analysis of Wal's equatorial ridge. WalSrfLanded = Wal's vivid coloration is due to a number of interesting minerals found in its surface including numerous sulfur compounds, calcite, iron oxide, and olivine. WalSrfLandedEquatorialCraters = A thin layer of bright, yellowish sulfur dioxide covers rocky terrain below, composed mostly of common terrestrial silicates. WalSrfLandedPolarCraters = X-ray analysis reveals numerous salt compounds along with several hydrated silicates and small amounts of pure water ice. TalSrfLanded = High levels of water ice and traces of various hydrated silicates are detected in X-ray analysis of this sample. ThatmoSrfLanded = The surface of Thatmo has very high concentrations of water, both in relatively pure ice and in various hydrated minerals. NisseeSrfLanded = A number of common silicate minerals are detected in analysis of Nissee's surface. The lack of any hydrated minerals suggests that the moon has little to no sub-surface water. PlockSrfLanded = Analysis of a sample from Plock's surface reveals high concentrations of water ice mixed in with various silicates. KarenSrfLanded = Hydrated silicates and dark tholin compounds are detected in abundance on the surface of Karen. MercurySrfLanded = X-ray analysis of the surface of Mercury reveals a number of low-iron basaltic minerals which appear to have been formed under extremely reducing conditions. MercurySrfLandedLowlands = The x-ray diffraction pattern generated by analysis of this sample reveals a high concentration of magnesium-rich basalt and a number of minerals generally found in the upper mantle layers, such as enstatite and kanoite. MercurySrfLandedHighlands = This terrain is composed primarily of plagioclase feldspar and extremely iron-poor basalt, giving Mercury its dull brownish-grey coloration. MercurySrfLandedPolarCraters = Mercury's deep polar craters contains a number of basaltic minerals laced with various heavy metals. MercurySrfLandedPlanitia = Mercury's high plains are composed of igneous material rich in iron-poor basalt and the reduced sulfur mineral oldhamite. MercurySrfLandedOldCraters = The basin of this enormous crater appears to have been filled in with ancient lava flows; this lava is magnesium-rich and most likely formed at very high temperatures with very low viscosity. MercurySrfLandedYoungCraters = The surface of this shallow crater contains higher than expected levels of iron and other heavy metals; these elements were most likely seeded by the asteroid that impacted here. VenusSrfLanded = The mineral composition of Venus is broadly similar to other terrestrial planets; it is composed primarily of rocky silicates and magnesium- and iron-rich igneous rocks. VenusSrfLandedLowlands = The surface here is mostly the remains of old lava flows, being composed primarily of iron-rich basaltic rock. VenusSrfLandedHighlands = A coating of the iron minerals pyrite and magnetite are detected in x-ray analysis of this highland area, giving the surface a relatively bright color. VenusSrfLandedCanyons = The canyons here may have been carved by very high viscosity lava flows made up of the magnesium-rich volcanic rock komatiite. VenusSrfLandedFortunaTessera = The surface here bears signs of ancient liquid sulfur lava flows. VenusSrfLandedVolcanicRise = High-potassium basaltic rocks are found in this area; these are a sign of differentiation in the planet's interior. MoonSrfLandedLowlands = Several heavy metal compounds are discovered in x-ray analysis of this sample, a number of which are radioactive. MoonSrfLandedHighlands = Analysis reveals that the bright Lunar highlands are made up of aluminum- and calcium-rich feldspar crystals, mostly with very little iron and titanium content. MoonSrfLandedMidlands = This sample contains a variety of glassy breccia minerals, formed when the violent impact of an asteroid fuses multiple minerals together. MoonSrfLandedLunarSeas = The Lunar surface in these low-elevation regions shows signs of ancient volcanic activity along with much higher concentrations of olivine and pyroxene, normally expected to be found only deep in the mantle layer. MoonSrfLandedMajorCraters = The minerals in this crater show signs of the rapid melting associated with an asteroid or comet impact. MoonSrfLandedFarSideBasin = A number of iridium compounds are detected in x-ray analysis of samples from this basin, most of which was likely deposited here by an asteroid impact. MoonSrfLandedNorthPole = Traces of nearly pure water ice are detected in analysis of this sample. This area is sheltered from the sun most of the time, allowing the water ice to persist. MoonSrfLandedSouthPole = A number of hydrated silicates are discovered in this sample, a sure sign that relatively large amounts of water exist on the Lunar surface. MarsSrfLanded = X-ray analysis of the surface reveals the presence of various so-called secondary, or alteration minerals, those formed in the presence of water, suggesting that this may have been part of an ancient lake bed. MarsSrfLandedMidlands = Initial analysis of Mars' surface reveals mostly basaltic rock along with several hydrated silicates, sulfates and a coating of iron oxide, giving the surface its rusty coloration. MarsSrfLandedHighlands = A number of interesting trace minerals are detected in x-ray analysis of this sample, including hematite and goethite, iron oxide minerals known to form in the presence of water. MarsSrfLandedOlympusMons = A thick coating of basaltic lava is found in during analysis of the volcano. MarsSrfLandedVallesMarineris = Analysis of this sample reveals relatively few hydrated minerals, it is composed primarily of basaltic rock; this is possibly an indication that this deep fissure was formed by an ancient rift valley, a sign of a more geologically active past for Mars. MarsSrfLandedAreanMountains = Mars' mountainous areas are rich in basaltic minerals, a possible sign of volcanic origin. MarsSrfLandedAreanCanyons = Very high concentrations of hydrated sulfur-rich minerals, primarily gypsum and kieserite, are found in analysis of this canyon area, an indication of an ancient body of surface water. MarsSrfLandedNorthIceCap = Mars' North Pole consists mostly of pure water ice with a layer of frozen carbon dioxide on top MarsSrfLandedSouthIceCap = The southern polar region of Mars is covered by a thick layer of water ice and carbon dioxide ice, obscuring any analysis of the soil below. DeimosSrfLanded = A number of common silicate minerals are detected in analysis of Deimos' surface. The lack of any igneous rocks attests to the complete lack of any internal heating processes and suggest that it may be a captured asteroid. DeimosSrfLandedHighlands = Deimos' highland regions contain higher concentrations of the relatively bright, aluminum-rich plagioclase feldspar minerals, which make this area somewhat lighter than other areas of the surface. DeimosSrfLandedLowlands = A number of alkali feldspar silicates are present in this sample; these minerals provide Deimos' low lying areas with their dark brown coloration. PhobosSrfLanded = The loosely packed surface in this area is made up primarily of finely ground feldspar minerals. PhobosSrfLandedMajorCraters = The aluminum-rich silicates present in this sample also contain a number of heavy metal impurities, possibly seeded here by an asteroid impact. PhobosSrfLandedStickneyCrater = The x-ray diffraction pattern from this sample reveals several hydrated silicate minerals along with a few traces of pure water ice. PhobosSrfLandedGrooves = The grooved terrain of this area is composed primarily of feldspar minerals, but also contains relatively high concentrations of pyroxene, normally found in deeper mantle layers. IoSrfLanded = Io's vivid coloration is due to a number of interesting minerals found in its surface including numerous sulfur compounds, calcite, iron oxide, and olivine. IoSrfLandedMidlands = X-ray analysis of this sample shows that much of this area is covered in the remains of liquid sulfur lave flows. IoSrfLandedHighlands = Analysis of samples from Io's mountainous regions reveal the presence of green and yellow calcite minerals along with traces of quartz. IoSrfLandedPyroclasticWastes = A thin layer of sulfur dioxide covers rocky terrain below, composed mostly of common terrestrial silicates. IoSrfLandedVolcanicFlows = Several interesting components are discovered in this sample, including the blue-green phosphate mineral apatite, the sodium-rich silicate sodalite, and the sulfur compounds gypsum and pyrite. IoSrfLandedVolcanicHotspots = Basaltic lava flows are found in x-ray analysis of this sample from near Io's volcanoes. EuropaSrfLanded = X-ray analysis of this sample from Europa reveals mostly water ice, with trace levels of various salts. EuropaSrfLandedRidgedPlains = The surface of Europa has very high concentrations of water, both in relatively pure ice and in various hydrated minerals. EuropaSrfLandedArgadnelRegio = X-ray diffraction analysis reveals that the surface here contains several sulfur salt compounds, leading to areas of slightly darker color. EuropaSrfLandedChaoticPlains = Mixed in with the water ice are fragments of silicate minerals typical to planetary crusts. EuropaSrfLandedLineaments = Analysis of samples from these dark lines on Europa's surface reveal high concentrations of several salts and stony silicates. GanymedeSrfLanded = The surface composition of Ganymede is primarily common rocky silicates and water ice. GanymedeSrfLandedMidlands = X-ray analysis of this sample reveals mostly water ice, traces of numerous sulfur compounds are also detected. GanymedeSrfLandedTectonicDeformation = Sulfur-rich silicate minerals are detected in x-ray analysis of this sample. GanymedeSrfLandedPoles = The poles of Ganymede are covered in relatively pure water ice frost to a significant depth. GanymedeSrfLandedGilgameshBasin = This large basin has high concentrations of several organic compounds. CallistoSrfLanded = Analysis of Callisto's surface reveals a mix of mostly water ice and common planetary silicate minerals. CallistoSrfLandedLowlands = Several hydrated silicates are found in the sample, though the water ice concentration is relatively low, possibly due to sublimation. CallistoSrfLandedCrateredHighlands = X-ray analysis of the heavily cratered terrain of Callisto reveals mostly silicate minerals and water ice, along with a number of interesting sulfur compounds. CallistoSrfLandedValhallaCrater = The sample from this large basin contains traces of several volatile ices, including methane, carbon monoxide, and ammonia ice. CallistoSrfLandedYoungCraters = This sample from below the surface of a crater on Callisto is mostly water ice, apparently covered by a thin layer of rocky material. TitanSrfLandedLowlands = The loose soil in this sample is primarily fine grained silicates, most likely weathered by liquid hydrocarbons. TitanSrfLandedMidlands = Various basaltic minerals are present in this sample, an indication of possible volcanic activity. TitanSrfLandedHighlands = X-ray analysis of this sample suggests that it is part of Titan's exposed bedrock, with relatively little of the hydrocarbons present on most of the surface. TitanSrfLandedShores = The wet soil of these regions is composed of common silicates saturated with liquid ethane and methane. TitanSrfLandedSeas = Analysis of Titan's oceans reveal they are composed primarily of ethane, with lower concentrations of methane and traces of propane, butane, nitrogen and benzene. TitanSrfLandedCanyons = Analysis of a sample from Titan's deep canyons reveals several basaltic silicate minerals, probably a result of some kind of tectonic activity. TitanSrfLandedPoles = Mixed in with various frozen hydrocarbons are several silicate minerals. PlutoSrfLanded = Analysis of a sample from Pluto's surface reveals high concentrations of water ice mixed in with various silicates. AsteroidSrfLandedStony = X-ray analysis of this asteroid reveals primarily stony silicate minerals along with relatively high concentrations of olivine. AsteroidSrfLandedCarbonaceous = An abundance of volatile organic polymers are detected in analysis of this asteroid, along with traces of magnetite and several sulfide minerals. AsteroidSrfLandedIcy-Organic = The x-ray analysis of this asteroid reveals a number of hydrated silicate minerals as well as several organic compounds. AsteroidSrfLandedCarbonaceous = The mixture of water, carbon molecules, sulfides and iron in this asteroid suggest that it is carbonaceous. AsteroidSrfLandedComet = This comet is rich in the crystalline magnesium silicate enstatite along with several other highly reduced minerals. These minerals are thought to reflect conditions in the early solar system. AsteroidSrfLandedIcy-Organic = Analysis reveals a number of clay-like silicate minerals in the surface of this water-rich asteroid. AsteroidSrfLandedMetallic = This asteroid is made up almost entirely of metallic iron and nickel along with various other heavy metals and traces of several igneous rocks. AsteroidSrfLandedMetallic = This asteroids surface is composed primarily of iron and nickel alloys, suggesting that it is most likely metallic. AsteroidSrfLandedStony = The outermost layers of this asteroids surface are primarily anhydrous silicates along with some organic compounds, deeper layers contain some traces of hydrated minerals, suggesting a larger concentration of sub-surface water. AsteroidSrfLandedCarbonaceous = This stony asteroid has unusually high levels of several igneous minerals. AsteroidSrfLandedStony = This asteroid is made up of various iron- and magnesium-rich silicates, giving it a relatively bright surface. AsteroidSrfLandedStony = Analysis of this asteroid reveals primarily stony silicates, with little metallic or hydrated minerals present in the surface. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmlaserblastscan title = Laser Surface Scan baseValue = 6 scienceCap = 6 dataScale = 3 requireAtmosphere = False situationMask = 3 biomeMask = 3 RESULTS { default = The loose powder coating the surface is readily burned off by the laser, but nothing of interest is discovered below. default = Significant concentrations of heavy metals are detected on the surface here. default = Trace concentrations of heavy metals are detected in the surface rock, suggesting ancient volcanic activity that brought up minerals from the inner regions of the planet. default = Scans of this region of the planet's surface reveal only abundant concentrations of silicates. default = The liquid vaporized by the laser contains a shockingly high concentration of toxic compounds. KerbinSrfLanded = Using a rover mounted laser seems like an inefficient way to study Kerbin's surface, perhaps you should get out and dig. KerbinSrfLandedLaunchPad = The laser beam ignites several pools of unburned rocket fuel... perhaps this isn't the best location for testing. KerbinSrfLandedRunway = DMagic Orbital Science does not condone the use of high power lasers on or near active runways. Please cease all such activities. KerbinSrfLandedKSC = Chemical analysis indicates the presence of several iron compounds, heavy metals, and short hydrocarbon chains. It's almost as if this area has been seeded with valuable materials necessary for space flight. KerbinSrfLandedGrasslands = A puff of smoke indicates that the surface in this area is covered with flammable compounds, more study is suggested. KerbinSrfLandedTundra = Several blasts from the laser burn off the frozen surface of this ground, exposing layers below with high concentrations of organic compounds. KerbinSrfLandedMountains = High concentrations of silicates, oxygen, and aluminum are detected, in other words, lots of granite. KerbinSrfLandedBadlands = Repeated exposure from the laser proves that this land is not, as it so claims to be, "bad". KerbinSrfLandedDeserts = The laser ablates several outer layers of silicates from the surface to reveal... more silicates. KerbinSrfLandedHighlands = Close study shows that the Kerbin highlands are composed of much the same material as the Kerbin lowlands. KerbinSrfLandedIceCaps = Tiny pools of water form in the holes bored by the laser. KerbinSrfLandedShores = A puff of steam indicates the presence of water nearby. KerbinSrfLandedWater = The water is quickly vaporized by the laser. With several decades of sustained exposure all of the water might be boiled off, allowing for closer study of the surface below. KerbinSrfSplashedShores = The water here contains several compounds indicative of land nearby. KerbinSrfSplashedWater = There's nothing but water to vaporize out here. KerbinSrfLandedFlagPole = The flag pole seems rather resistant to the laser. KerbinSrfLandedTrackingStation = The Tracking Station employees seem very impressed by the laser show. KerbinSrfLandedVAB = Wouldn't it make more sense to have taken readings from the VAB before launch? KerbinSrfLandedVABTanks = Maybe firing a laser at fuel tanks isn't the best idea. KerbinSrfLandedR&D = The scientists in the R&D center begin nudging the craft back towards the launch pad, hoping that someone will get the message... KerbinSrfLandedAdministration = If the laser were more powerful this might be taken as an aggressive sign of displeasure; as it stands this seems more passive-aggressive... KerbinSrfLandedAstronautComplex = Run for your lives, lowly Kerbal astronauts. KerbinSrfLandedSPH = Firing lasers at concrete is surely a wise use of time... KerbinSrfLandedMissionControl = Mission Control confirms that this is indeed a waste of time. MunSrfLanded = im in ur crater, lazrin ur rocks. MunSrfLandedCanyons = The chemical composition of this region varies greatly, indicating that multiple layers of the Munar crust are exposed. MunSrfLandedEastCrater = High concentrations of some heavy metals indicate that this is an impact crater of some kind. MunSrfLandedEastFarsideCrater = The laser burns off several outer layers of Munar dust, exposing rocks surfaces with high concentrations of iridium. MunSrfLandedFarsideCrater = Only a very thin layer of Munar dust is burned off by the laser, indicating that this is a relatively recent impact zone. MunSrfLandedHighlandCraters = Relatively high concentrations of some carbon compounds, sodium, and some other light metals are detected. These materials were likely seeded here by repeated meteor impacts. MunSrfLandedHighlandCraters = These craters have a chemical makeup similar to that of the surrounding regions. MunSrfLandedHighlands = The Munar regolith in this region has high concentrations of silicate compounds. MunSrfLandedHighlands = The loose powder coating the surface is readily burned off by the laser, but nothing of interest is discovered below. MunSrfLandedMidlandCraters = The laser leaves a ragged looking hole bored into the surface, almost like a tiny crater, inside of a bigger crater. MunSrfLandedMidlandCraters = Some solid rock fragments are scattered about in this crater, chemical analysis indicates the presence of iridium and uranium. MunSrfLandedMidlands = High concentrations of silicates are detected here. The Mun is starting to seem very similar to Kerbin in this regard. MunSrfLandedMidlands = Sustained blasts from the laser vaporize the surface layers of Munar regolith, however nothing but more regolith is discovered below. MunSrfLandedNorthernBasin = High concentrations of iron are detected in the surface here. MunSrfLandedNorthwestCrater = The dense, highly compacted surface in this crater is hardly affected by the laser. MunSrfLandedPolarCrater = Puffs of material vaporized by the laser contain high concentrations of water. MunSrfLandedPolarLowlands = Analysis of the surface reveals small amounts of water. MunSrfLandedPoles = The surface here is composed primarily of silicates and some water, indicating that few impact events occurred in this region. MunSrfLandedSouthwestCrater = High concentrations of heavy metals are detected in this crater, prolonged exposure is not recommended in this area. MunSrfLandedTwinCraters = Only a thin layer of Munar regolith covers the surface in this crater. Laser analysis of the rock below indicates high concentrations of several heavy metals. MinmusSrfLanded = High concentrations of inorganic materials dash any hopes of opening an off world ice cream mine. MinmusSrfLandedHighlands = The surface rock here shows high concentrations of magnesium, aluminum, iron, nickel, manganese, and silicon, elements that make up the green mineral chlorite. MinmusSrfLandedMidlands = An interesting mix of metal elements are detected here, distinguishing Minmus from its rather dull companion. MinmusSrfLandedLowLands = The laser beam vaporizes the surface layer, producing a hazy green cloud of dust. MinmusSrfLandedSlopes = Analysis of the white minerals mixed in with the green indicate that they are composed of calcite. MinmusSrfLandedFlats = These small areas of flat, crystalline material are composed of material completely different than that of the surrounding terrain. MinmusSrfLandedGreatFlats = When exposed to the laser the surface of these flatlands begins to melt into a greenish pool of liquid. MinmusSrfLandedGreaterFlats = A disappointingly low concentration of organic compounds is detected here, indicating that the surface is not, in fact, minty fresh. MinmusSrfLandedLesserFlats = Some of the crystals forming this smooth surface ignite when blasted by the laser. They burn with an interesting mix of colors. MinmusSrfLandedPoles = The surface here features little to distinguish it from the other regions of Minmus. MohoSrfLanded = Scans of vaporized surface materials indicate that Moho is nearly entirely covered with layers of igneous rock. MohoSrfLandedPolarCrater = Relatively high concentrations of gold, iridium and other heavy metals are detected in scans of this crater. MohoSrfLandedCentralCrater = Little but common silicates are detected in this crater, suggesting that the remnants of the impactor were simply thrown back into space. MohoSrfLandedMidlandCraters = Scans of the deeper layers of Moho's surface, exposed in these craters, indicate the presence of various igneous rocks. MohoSrfLandedDoubleWestCrater = The surface layer vaporized by the laser contains a surprisingly high concentration of iron compounds, most likely remains of the impactors that created these craters. MohoSrfLandedHighlands = The buildup of basaltic rock in these regions suggests a history of volcanic activity. MohoSrfLandedNorthernSinkhole = Relatively high concentrations of gold, iridium and other heavy metals are detected in scans of this crater. MohoSrfLandedCentralLowlands = Little but common silicates are detected in this crater, suggesting that the remnants of the impactor were simply thrown back into space. MohoSrfLandedMinorCraters = Scans of the deeper layers of Moho's surface, exposed in these craters, indicate the presence of various igneous rocks. MohoSrfLandedWesternLowlands = Relatively high concentrations of gold, iridium and other heavy metals are detected in scans of this crater. MohoSrfLandedMidlands = Trace concentrations of heavy metals are detected in the surface rock, suggesting ancient volcanic activity that brought up minerals from the inner regions of Moho's mantle. MohoSrfLandedSouthWesternLowlands = The surface layer vaporized by the laser contains a surprisingly high concentration of iron compounds, most likely remains of the impactor that created this crater. EveSrfLanded = Relatively high concentrations of lithium are detected in the vaporized surface materials. This is a likely source of Eve's purple color. EveSrfSplashed = The liquid is vaporized by the laser. Close scans of the resulting material indicate the presence of several lithium compounds. EveSrfLandedPlains = Relatively high concentrations of lithium are detected in the vaporized surface materials. This is a likely source of Eve's purple color. EveSrfLandedMountains = This mountainous region of Eve is composed mainly of basalt and other igneous rock, suggesting past volcanic activity. EveSrfLandedIslands = Scans of the surface here indicate very high concentrations of lithium compounds along with trace amounts of hydrogen sulfide. EveSrfLandedCraterLake = The surface here is laced with a variety of heavy metals and toxic compounds, likely originating from the impactor that created this crater. EveSrfLandedLakes = The plume of vapor created by the laser is scanned by the imager; trace amounts of lithium and iron are detected among the more abundant silicates. EveSrfSplashedCraterLake = The liquid vaporized by the laser contains a shockingly high concentration of toxic compounds. EveSrfSplashedLakes = A toxic stew is vaporized by the laser. Direct contact with this liquid by Kerbals is not suggested. EveSrfLandedMidlands = Relatively high concentrations of lithium are detected in the vaporized surface materials. This is a likely source of Eve's purple color. EveSrfLandedPeaks = This mountainous region of Eve is composed mainly of basalt and other igneous rock, suggesting past volcanic activity. EveSrfLandedExplodiumSea = Scans of the surface here indicate very high concentrations of lithium compounds along with trace amounts of hydrogen sulfide. EveSrfLandedLowlands = Laser analysis of the scattered, purple crystalline rocks on the surface detects the presence of iron and silicates, suggesting that these are amethysts. EveSrfLandedImpactEjecta = The plume of vapor created by the laser is scanned by the imager; trace amounts of lithium and iron are detected among the more abundant silicates. EveSrfSplashedExplodiumSea = A toxic stew is vaporized by the laser. Direct contact with this liquid by Kerbals is not suggested. GillySrfLanded = The loosely compacted surface of Gilly is nearly blasted apart by the laser beam. Nothing but ordinary silicates are detected in the vaporized remains. GillySrfLandedHighlands = Scans of this mountainous region of Gilly's surface reveal only abundant concentrations of silicates. GillySrfLandedLowlands = Vaporizing the rock of this low lying area of Gilly's surface reveals significant concentrations of iron and uranium. Maybe Gilly isn't so boring after all. DunaSrfLanded = Significant concentrations of iron oxide are detected in Duna's surface, the presence of which is responsible for the planet's red coloring. DunaSrfLanded = Trace amounts of water are detected among the iron oxide and silicates common to Duna's surface. DunaSrfLandedNorthPole = The laser strikes the frozen surface of Duna's North Pole, sublimating a significant amount of carbon dioxide. DunaSrfLandedSouthPole = Traces of water vapor are detected in scans of Duna's frozen south pole, amid the more copious concentrations of carbon dioxide. DunaSrfLandedKerinerValley = Traces of perchlorate are detected in scans of the surface here. This has interesting implications for the possibility of Kerbal colonization on Duna. DunaSrfLandedVallesJebbedius = Scans of this area indicated high concentrations of iron oxide with traces of methane gas. DunaSrfLandedPoles = The laser strikes the frozen surface of Duna's pole, sublimating a significant amount of carbon dioxide. DunaSrfLandedLowlands = Trace amounts of water are detected among the iron oxide and silicates common to Duna's surface. DunaSrfLandedMidlands = Traces of perchlorate are detected in scans of the surface here. This has interesting implications for possibility of Kerbal colonization on Duna. DunaSrfLandedHighlands = Scans of this area indicated high concentrations of iron oxide with traces of methane gas. IkeSrfLanded = Scans of the dark surface of Ike yield signs of basaltic rock, indicating volcanic activity in the moon's past. IkeSrfLandedPolarDepression = Significant concentrations of heavy metals are detected in scans of this area, suggesting that this region was created by an asteroid impact. IkeSrfLandedNorthernMesa = Vaporized layers of the surface from this area contain mostly silicates and aluminum, likely from the mineral known as feldspar, giving this area its bright coloring. IkeSrfLandedShatteredMesa = The basalt in this area has high concentrations of titanium, giving it a darker color. IkeSrfLandedPolarLowlands = Significant concentrations of heavy metals are detected in scans of this area, suggesting that this region was created by an asteroid impact. IkeSrfLandedEasternMountainRidge = Vaporized layers of the surface from this area contain mostly silicates and aluminum, likely from the mineral known as feldspar, giving this area its bright coloring. IkeSrfLandedCentralMountainRange = Significant concentrations of heavy metals are detected in scans of this area, suggesting that this region was created by an asteroid impact. DresSrfLanded = Closer inspection of the surface confirms that Dres is, indeed, not worth studying. DresSrfLandedSmallCraters = Dres seems to only attract wimpy, light-weight asteroids, most likely stony chondrites. Scans of the surface of these craters indicates only low concentrations of iron and nickel among the silicates. DresSrfLandedDresTrench = Significant concentrations of iron are detected in the surface of this trench, suggesting that it was dug out by a large metallic asteroid. DresSrfLandedImpactCraters = Dres seems to only attract wimpy, light-weight asteroids, most likely stony chondrites. Scans of the surface of these craters indicates only low concentrations of iron and nickel among the silicates. DresSrfLandedCanyons = Significant concentrations of iron are detected in the surface of this trench, suggesting that it was dug out by a large metallic asteroid. JoolSrfLanded = Laser ablation science may not be a priority at this moment. LaytheSrfLanded = Significant concentrations of various salts are detected on Laythe's surface. LaytheSrfSplashed = The liquid is readily vaporized by the laser; scans of which indicate the presence of ammonia and some short-chain hydrocarbons. Little to no water is detected. LaytheSrfLandedIslands = The sandy surface is composed mostly of silicates, but there are traces of some organic compounds, possible nitrogen containing. LaytheSrfLanderRingArchipelago = Scans of this surface show the presence of several types of igneous rock, suggesting that volcanic or tectonic activity is responsible for this ring of islands. LaytheSrfSplashedRingSea = The liquid here contains several nitrogen and carbon compounds, along with traces of sulfides and possible hydrogen cyanide. LaytheSrfSplashedOceans = Only trace amounts of water are detected after vaporizing the liquid of this ocean. It is mostly composed of ammonia and a soupy mixture of salts, various nitrogen compounds, and some small hydrocarbons. LaytheSrfLandedShores = The sandy surface is composed mostly of silicates, but there are traces of some organic compounds, possible nitrogen containing. LaytheSrfLandedDunes = Scans of this surface show the presence of several types of igneous rock, suggesting that volcanic or tectonic activity is responsible for this ring of islands. LaytheSrfSplashedShores = The liquid here contains several nitrogen and carbon compounds, along with traces of sulfides and possible hydrogen cyanide. LaytheSrfSplashedTheSagenSea = Only trace amounts of water are detected after vaporizing the liquid of this ocean. It is mostly composed of ammonia and a soupy mixture of salts, various nitrogen compounds, and some small hydrocarbons. VallSrfLanded = The laser bores a surprisingly deep hole in Vall's surface, releasing a significant amount of steam. VallSrfLanded = Analysis of Vall's vaporized surface reveals significant amounts of water, sodium, and the blue, copper compound azurite. VallSrfLandedMountains = Scans of Vall's mountainous regions indicate the presence of silicates with high concentrations of aluminum, likely forming the pale blue mineral kyanite. VallSrfLandedSinks = Scanning Vall's dark blue lowlands indicates the presence of high concentrations of water, with traces of several carbon and nitrogen compounds. VallSrfLandedLowlands = Scanning Vall's dark blue lowlands indicates the presence of high concentrations of water, with traces of several carbon and nitrogen compounds. VallSrfLandedMidlands = Analysis of Vall's vaporized surface reveals significant amounts of water, sodium, and the blue, copper compound azurite. VallSrfLandedHighlands = Scans of Vall's mountainous regions indicate the presence of silicates with high concentrations of aluminum, likely forming the pale blue mineral kyanite. TyloSrfLanded = Significant concentrations of heavy metals are detected on the surface of Tylo, likely contributing to its dense composition. TyloSrfLandedCraters = Very high concentrations of iron, nickel, and titanium are detected in scans of these craters, suggesting that they are the result of very dense asteroids. TyloSrfLandedSouthernMesa = Scans of the white material in this area indicate high concentrations of titanium dioxide. TyloSrfLandedNorthernMare = This low lying region of Tylo's surface is made up mostly of igneous rocks, suggesting past volcanic activity. TyloSrfLandedMaria = The darker areas of this region are composed of silicates with a variety of heavy metals and iron compounds. TyloSrfLandedMara = The darker areas of this region are composed of silicates with a variety of heavy metals and iron compounds. TyloSrfLandedMajorCrater = Very high concentrations of iron, nickel, and titanium are detected in scans of these craters, suggesting that they are the result of very dense asteroids. TyloSrfLandedLowlands = This low lying region of Tylo's surface is made up mostly of igneous rocks, suggesting past volcanic activity. TyloSrfLandedHighlands = Scans of the white material in this area indicate high concentrations of titanium dioxide. BopSrfLanded = Surprisingly high concentrations of organic compounds are detected in Bop's surface. BopSrfLandedWesternDepression = The deeper regions of Bop's surface are made up mostly of silicates and a few other, interesting organic compounds. BopSrfLandedRidges = Bop's brown, high-elevation surface is composed mostly of ordinary silicates, nothing to see here. BopSrfLandedPeaks = The laser vaporizes rocks on Bop's surface, releasing several compounds of as-yet unknown origin; further study is warranted... BopSrfLandedValley = The deeper regions of Bop's surface are made up mostly of silicates and a few other, interesting organic compounds. PolSrfLanded = No organic compounds are detected after laser ablation of Pol's surface. PolSrfLandedHeights = Scans of Pol's greenish mountain regions indicate the presence of the mineral chlorite. PolSrfLandedWastes = Traces of various sulfur compounds are detected in scans of Pol's surface. PolSrfLandedLowlands = Multicolored dust is blasted out of Pol's surface by the laser, indicating the presence of a wide variety of elements. PolSrfLandedMidlands = Traces of various sulfur compounds are detected in scans of Pol's surface. PolSrfLandedHighlands = Scans of Pol's greenish mountain regions indicate the presence of the mineral chlorite. EelooSrfLanded = Analysis of the powdery substance coating Eeloo's surface reveals the compound -redacted; sensitive information-; which the experts at DMagic Orbital Science assure us is known as -redacted; sensitive information-. EelooSrfLandedScarring = These uncovered streaks on Eeloo surface are composed mostly of boring old silicates. EelooSrfLandedCentralCrater = Scans of this isolated crater reveal high concentrations of some curious organic compounds. EelooSrfLandedPromontories = The laser vaporizes a sample of the white powder coating this region, first hand analysis of the substance is recommended. EelooSrfLandedIceCanyons = These uncovered streaks on Eeloo surface are composed mostly of boring old silicates. EelooSrfLandedHighlands = The laser vaporizes a sample of the white powder coating this region, first hand analysis of the substance is recommended. EelooSrfLandedCraters = Scans of this isolated crater reveal high concentrations of some curious organic compounds. AblateSrfLanded = Laser ablation may be a little redundant at this point. The sun appears to have baked off anything but the rocky, metallic core of this planetoid. AscensionSrfLanded = This rocky planetoid is composed primarily of silicates with high concentrations of iron and nickel. This suggests that it may be the remnants of a metallic asteroid that was thrown into an eccentric orbit by one of the heavier planets. ErinSrfLanded = The sandy surface here is composed primarily of silicates with several interesting hydrocarbons also detected. ErinSrfSplashed = The oceans here appear to be almost entirely composed of liquid hydrocarbons, primarily methane and ethane, with trace amounts of ammonia detected as well. InaccessableSrfLanded = Scans of the surface indicate a remarkable concentration of very heavy elements. All of the lighter components were likely thrown off of the surface by the enormous centripetal force due to Inaccessable's rotation. JokerSrfLanded = Scans of Joker's colorful surface indicate the presence of several interesting and highly improbable pigment compounds. PockSrfLanded = High concentrations of iron and some other heavy elements are detected on the surface here, suggesting that Pock may be a captured, metallic asteroid. RingleSrfLanded = Scans indicate that the rocky surface here is composed mostly of ordinary silicates, though there are indications of some heavy metals, possibly seeded here by the surrounded ring system. SkeltonSrfLanded = The surface of this planet has high concentrations of iron, giving it a rusty red color. ThudSrfLanded = Scans of the surface indicate an amazingly high concentration of extremely dense elements. HaleSrfLandedDarkRock = High concentrations of water and silicate minerals are found in scans of this area. HaleSrfLandedLightRock = Scans of the bright surface here reveal mostly water ice. OvokSrfLanded = Scans of the surface here reveal mostly oxygen and hydrogen, probably in the form of water ice. OvokSrfLandedDarkSurface = Highly charged water ice is detected in scans of this darker region on Ovok's surface. SlateSrfLanded = Slate's surface contains signs of various types of igneous and metamorphic minerals common on geologically active planets. SlateSrfLandedSlateanSupercontinent = This terrain appears to composed primarily of common silicate minerals. SlateSrfLandedSomborMountains = Analysis of the terrain reveals various quartz minerals. SlateSrfLandedImpactCraters = Laser analysis shows high levels of valuable heavy metals in the surface here. SlateSrfLandedSeabed = The laser vaporizes the sandy soil, revealing a number of salty minerals just below the surface. SlateSrfLandedArchipelagos = Initial analysis shows that the surface here is composed mainly of basaltic lava. SlateSrfLandedMountNehelennia = Laser ablation reveals that the surface here is a very recently formed layer of magma. SlateSrfLandedFloodplains = Several sedimentary minerals are discovered on the surface here, including limestone and shale; these are signs that this area was recently covered by an ocean. TektoSrfLanded = The laser vaporizes a sample of Tekto's surface, producing a greenish cloud of energetic dust. TektoSrfLandedLakes = The laser vaporizes the wet terrain here, revealing very high levels of hydrocarbon compounds. TektoSrfLandedMudflats = The soil in this area is saturated with simple hydrocarbons. TektoSrfLandedCalderas = Laser analysis of this region reveals mostly silicate compounds consistent with various igneous minerals. TektoSrfLandedOutcrops = Laser ablation of the soil in this region reveals relatively low concentrations of the hydrocarbons common across most of Tekto's surface. TektoSrfLandedPlateaus = Various iron- and aluminum-rich silicates are detected in scans of the terrain from Tekto's high-elevation plateaus. TektoSrfLandedGeologicalAnomaly = Analysis of this odd island reveals nothing unusual in its elemental composition. TektoSrfSplashed = The liquid here is readily vaporized by the laser; its composition being mostly low boiling-point hydrocarbons. PoltaSrfLanded = Laser analysis of this region of Polta reveals primarily water ice. PoltaSrfLandedHighlands = The surface here appears to be an interesting mix of sulfur compounds, stony silicates, and water ice. PoltaSrfLandedHighlandDepressions = A number of heavy metals and iron compounds are detected in scans of Polta's high elevation surface depressions. PriaxSrfLandedLeadingSide = The leading side of Priax appears to be composed mostly of stony silicates, along with traces of water. PriaxSrfLandedLeadingCraters = Analysis of the base of this crater reveals a mix of stony silicates common to asteroids, along with various igneous minerals. PriaxSrfLandedTrailingSide = The darker trailing hemisphere of Priax shows signs of significant solar weathering, suggesting that this terrain is very old. PriaxSrfLandedTrailingCraters = Craters on Priax's trailing side contain significant levels of heavy metal compounds. WalSrfLandedEquatorialRidge = Analysis of Wal's enormous equatorial ridge reveal numerous iron-rich compounds and silicates commonly found in planetary interiors. WalSrfLandedMidlands = The interesting colors on Wal's surface appear to be the result of a mixture of several sulfur compounds. WalSrfLandedEquatorialCraters = The bright terrain present in the base of this crater contains high levels of sulfur along with numerous salt compounds. WalSrfLandedHighlands = The surface of Wal in this area is composed mostly of rocky silicate minerals. WalSrfLandedPolarCraters = Traces of water ice are detected in laser analysis of the surface in this polar crater. TalSrfLanded = Laser analysis reveals primarily water ice and iron-rich silicate compounds. ThatmoSrfLanded = Signs of water ice are found covering most of the surface of Thatmo. NisseeSrfLanded = A number of silicate compounds are discovered in analysis of Nissee's surface. PlockSrfLanded = The outer surface layer of Plock is composed mostly of hydrogen, oxygen, and nitrogen, with traces of carbon compounds. KarenSrfLanded = Simple hydrocarbon compounds and water ice appear to make up much of Karen's outer surface. MercurySrfLanded = Scans of vaporized surface materials indicate that Mercury is nearly entirely covered with layers of igneous rock. MercurySrfLandedHighlands = The buildup of basaltic rock in these regions suggests a history of volcanic activity. MercurySrfLandedPlanitia = Trace concentrations of heavy metals are detected in the surface rock, suggesting ancient volcanic activity that brought up minerals from the inner regions of Mercury's mantle. MercurySrfLandedOldCraters = Little but common silicates are detected in this crater, suggesting that the remnants of the impactor were simply thrown back into space. MercurySrfLandedYoungCraters = The surface layer vaporized by the laser contains a surprisingly high concentration of iron compounds, most likely remains of the impactors that created these craters. VenusSrfLanded = Laser analysis of the surface of Venus reveals an elemental composition similar to that of most rocky planets; primarily silicate in nature. VenusSrfLandedLowlands = Signs of iron-rich basaltic minerals are detected in analysis of this low-lying area on the surface of Venus. VenusSrfLandedCanyons = High levels of sulfur compounds are detected in scans of this area, possibly in the form of sulfate-rich lava flows. VenusSrfLandedLakshmiPlanum = Low density, hydrated silicates are detected in laser scans of this area, a sure sign liquid water at some point in Venus' past. VenusSrfLandedVolcanicRise = The basaltic rock in this area has high levels of magnesium- and iron-rich silicates common to rocks formed in the mantle layer of a differentiated planet. MoonSrfLanded = Sustained blasts from the laser vaporize the surface layers of Lunar regolith, however nothing but more regolith is discovered below. MoonSrfLandedHighlands = The loose powder coating the surface is readily burned off by the laser, but nothing of interest is discovered below. MoonSrfLandedMajorCraters = Relatively high concentrations of some carbon compounds, sodium, and some other light metals are detected. These materials were likely seeded here by repeated meteor impacts. MoonSrfLandedFarSideBasin = Only a thin layer of Lunar regolith covers the surface in this basin. Laser analysis of the rock below indicates high concentrations of several heavy metals. MoonSrfLandedNorthPole = Puffs of material vaporized by the laser contain high concentrations of water. MoonSrfLandedSouthPole = Analysis of the surface reveals small amounts of water. MarsSrfLanded = Significant concentrations of iron oxide are detected in the surface of Mars, the presence of which is responsible for the planet's red coloring. MarsSrfLandedMidlands = Trace amounts of water are detected among the iron oxide and silicates common to Mars' surface. MarsSrfLandedOlympusMons = Signs of intense volcanic activity are detected in laser analysis of this terrain. MarsSrfLandedVallesMarineris = Scans of this area indicated high concentrations of iron oxide with traces of methane gas. MarsSrfLandedAreanCanyons = Traces of perchlorate are detected in scans of the surface here. This has interesting implications for the possibility of colonization on Mars. MarsSrfLandedNorthIceCap = The laser strikes the frozen surface of Mars' North Pole, sublimating a significant amount of carbon dioxide. MarsSrfLandedSouthIceCap = Traces of water vapor are detected in scans of Mars' frozen south pole, amid the more copious concentrations of carbon dioxide. DeimosSrfLanded = The loosely compacted surface of Deimos is nearly blasted apart by the laser beam. Nothing but ordinary silicates are detected in the vaporized remains. DeimosSrfLandedCraters = Vaporizing the rock in this crater reveals significant concentrations of iron and uranium. Maybe Deimos isn't so boring after all. DeimosSrfLandedHighlands = Scans of this mountainous region of Deimos' surface reveal only abundant concentrations of silicates. PhobosSrfLanded = Scans of the surface of Phobos reveal silicate minerals common to many types of asteroids. PhobosSrfLandedHighlands = Vaporized layers of the surface from this area contain mostly silicates and aluminum, likely from the mineral known as feldspar, giving this area its bright coloring. PhobosSrfLandedStickneyCrater = Significant concentrations of heavy metals are detected in scans of this area, suggesting that this region was created by an enormous metallic asteroid. IoSrfLanded = Traces of various sulfur compounds are detected in scans of Io's surface. IoSrfLandedLowlands = No organic compounds are detected after laser ablation of Io's surface. IoSrfLandedHighlands = Io's highland and mountainous areas are largely composed of silicate minerals. IoSrfLandedVolcanicSnows = The bright surface of this area is composed primarily of highly reflective sulfur dioxide. IoSrfLandedVolcanicHotspots = Signs of both silicate and sulfur volcanism are detected in scans near this volcanic hotspot. EuropaSrfLanded = The laser bores a surprisingly deep hole in Europa's surface, releasing a significant amount of steam. EuropaSrfLandedCrosscutPlains = Traces of numerous sulfur compounds are detected in scans of this area, possibly giving it a slightly darker color. EuropaSrfLandedLineaments = Analysis of Europa's dark lines reveal mostly water ice, with slightly higher concentrations of salts and silicates than are found elsewhere on the surface. EuropaSrfLandedCraters = High levels of silicate minerals are detected here, most likely the remains of the asteroid that made this crater. GanymedeSrfLanded = Scans of Ganymede's surface reveal a mix of water ice, silicate compounds, along with traces of some organic compounds. GanymedeSrfLandedLowlands = A number of organic compounds are detected in scans of this area, most likely seeded here by asteroid impacts. GanymedeSrfLandedCryovolcanicIce = The bright surface of Ganymede is mostly water ice, but significant amounts of carbon dioxide are also detected. GanymedeSrfLandedTectonicDeformation = A number of interesting sulfate salts are detected in scans of this area, these could possibly have been formed in a subsurface ocean of Ganymede. GanymedeSrfLandedPoles = The surface here appears to be mostly composed of water ice frost, easily vaporized by the laser. GanymedeSrfLandedCraters = Very high concentrations of iron, nickel, and titanium are detected in scans of these craters, suggesting that they are the result of very dense asteroids. CallistoSrfLanded = Signs of water ice are found covering most of the surface of Callisto. CallistoSrfLandedCrateredMidlands = The surface here has patches of nearly pure water ice mixed in with more rocky, silicate-rich terrain. CallistoSrfLandedAsgardCrater = Laser scans of the surface in this enormous basin show very high concentrations of water ice. CallistoSrfLandedOldCraters = Along with the water ice common to Callisto's surface, signs of ammonia and methane ice are also found. TitanSrfLanded = The laser vaporizes a sample of Titan's surface, producing a brownish cloud of energetic dust. TitanSrfLandedMidlands = Laser ablation of the soil in this region reveals relatively low concentrations of the hydrocarbons common across most of Titan's surface. TitanSrfLandedHighlands = Various iron- and aluminum-rich silicates are detected in scans of the terrain from Titan's high-elevation plateaus. TitanSrfLandedShores = The soil in this area is saturated with simple hydrocarbons. TitanSrfLandedSeas = The laser vaporizes the wet terrain here, revealing very high levels of hydrocarbon compounds. TitanSrfSplashed = The liquid here is readily vaporized by the laser; its composition being mostly low boiling-point hydrocarbons. PlutoSrfLanded = Scans of the surface here reveal mostly oxygen and hydrogen, probably in the form of water ice. AsteroidSrfLandedStony = This lightweight, stony asteroid is made up primarily of silicates, with only trace levels of iron and nickel detected. AsteroidSrfLandedIcy-Organic = Several spikes in calcium and aluminum content are detected. This indicates the presence of tiny chondrules that could date from the birth of the Kerbol system. AsteroidSrfLandedCarbonaceous = High levels of water are detected in this asteroid, among the silicates and sulfides. These signs indicate that this is likely to be a carbonaceous chondrite type of asteroid. AsteroidSrfLandedCarbonaceous = A number of organic compounds are vaporized by the laser, suggesting that this is a carbonaceous asteroid. AsteroidSrfLandedCarbonaceous = The presence of several types of organic polymers along with the iron compound magnetite suggest that this is a relatively rare B-type, carbonaceous asteroid. AsteroidSrfLandedIcy-Organic = High levels of water and silicate minerals are detected in scans of this asteroid. AsteroidSrfLandedComet = The surface content of this comet suggests that its interior is composed almost entirely of water ice. AsteroidSrfLandedStony = The surface of this asteroid appears to be composed primarily of various silicates. AsteroidSrfLandedStony = Scans indicate that this is a stony asteroid, given the high concentrations of iron- and magnesium-silicates. AsteroidSrfLandedCarbonaceous = High concentrations of various organic compounds are detected in this dark asteroid. AsteroidSrfLandedMetallic = Scans of the surface indicated mostly basaltic minerals, but traces of some heavier metals indicated that this asteroid may have a small, but distinct, metallic core. AsteroidSrfLandedMetallic = The high concentrations of iron, nickel, and cobalt indicate that this is a metallic asteroid, possibly generated in the breakup of some ancient planetoid. AsteroidSrfLandedMetallic = Among the high concentrations of iron and nickel in this metallic asteroid are several indications of various heavy metals, making this a tempting target for orbital strip-mining. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmSolarParticles title = Solar Particle Analysis baseValue = 8 scienceCap = 12 dataScale = 2 requireAtmosphere = False situationMask = 48 biomeMask = 0 RESULTS { default = A slight increase in the levels of heavy particles is detected; these likely arise from dust shed by the nearby planet. default = Several particles become embedded in the collector wafers; further study will give a better idea of their composition and other properties. default = These solar particles will allow for better estimates to be made of the composition of the sun's outer atmosphere. KerbinInSpaceLow = Protected by Kerbin's powerful magnetosphere, little but light hydrogen and helium particles are collected. KerbinInSpaceLow = The relatively high concentration of oxygen and nitrogen embedded in the collector wafers is most likely from Kerbin's atmosphere, not from the solar wind. KerbinInSpaceHigh = A few heavier elements break through Kerbin's protective magnetosphere to become embedded in the high-purity collection wafers. KerbinInSpaceHigh = Enough heavy solar wind particles are collected to begin conducting some basic analysis on the isotopic ratios of solar elements. MunInSpaceLow = Some heavy silicate particles become embedded in the collector wafers; their composition is consistent with that of Munar Regolith. MunInSpaceHigh = At this distance the Mun has little detectable influence on the composition of the solar wind particles being collected. MinmusInSpaceLow = Several heavy metal elements become embedded in the collector wafers; these are likely stripped off of Minmus' surface by the solar wind. MinmusInSpaceHigh = Far away from Kerbin's protective magnetosphere a more accurate analysis of the solar wind composition can be conducted based on the particles collected by this instrument. SunInSpaceLow = Extremely high particle concentrations force a shutdown of the active ion concentrator and nearly overload the wafers of the passive collectors. SunInSpaceHigh = Free from any outside influences, a very thorough analysis of the isotopic ratios of nitrogen, oxygen, and noble gasses present in the solar wind can be conducted. MohoInSpaceLow = Relatively high levels of heavy silicate particles are detected by the collector after being blasted off of Moho's surface by the intense solar wind. MohoInSpaceHigh = At such close proximity to the sun the solar wind has a very high density, allowing for a large number of particles to be collected in a very short time. EveInSpaceLow = While protected by Eve's powerful magnetosphere the primary source of particles embedded in the collection wafers is the turbulent atmosphere. EveInSpaceHigh = Even far away from Eve, its large magnetic field blocks most of the heavy, charged particles in the solar wind, leaving little for the negative ion concentrator to collect. GillyInSpace = Out near the far reaches of Eve's magnetosphere the particles collected in the wafers reveal a solar wind composition nearly identical to that found in interplanetary space. DunaInSpaceLow = A number of iron-oxide particles become embedded in the collector wafers, these were likely lofted high into Duna's atmosphere during a recent storm, with some drifting off into space. DunaInSpaceHigh = A comparison of oxygen isotopic ratios shows slightly different values than those obtained in interplanetary space; potentially caused by Duna's somewhat loosely held atmosphere. IkeInSpace = A slightly higher concentration of heavy solar wind particles is detected here, likely due to Duna and Ike's gravitational pull. DresInSpace = It's just like being in interplanetary space... JoolInSpaceLow = Well inside of Jool's powerful magnetosphere the collectors mostly record high levels of hydrogen and helium, but several chlorine compounds are also detected, most likely originating in Jool's atmosphere. JoolInSpaceHigh = Protected by Jool's massive magnetosphere, the local plasma environment differs significantly from interplanetary space. Initial analysis shows differences in the isotopic ratios of several elements. JoolInSpaceHigh = An interesting mix of particles become embedded in the collector wafers including water molecules, several ammonia compounds, chlorine compounds and several others; all of which seem to be circulating around within Jool's complex local environment. LaytheInSpaceLow = Several ammonia compounds are collected while passing just above Laythe's atmosphere. LaytheInSpaceHigh = A number of heavy elements are detected in bands stretching from Laythe to Jool, likely being carried along in the magnetic currents generated by Laythe and Jool's magnetospheres. VallInSpaceLow = High levels of water molecules become embedded in the collector wafers, the likely source being Vall's cryovolcanism. VallInSpaceHigh = Vall's cryovolcanism appears to be generating an ephemeral band of water molecules and other light particles inhabiting its orbit around Jool, many of which are picked up by the ion collector. TyloInSpace = The local plasma conditions around Tylo differ little from that generally found at this distance from Jool, with mostly lighter hydrogen and helium particles being collected. BopInSpaceHigh = Some slight deviations from the expected isotopic ratio of oxygen and nitrogen are detected; curiously they seem to match those seen in areas with on-going biological activity. BopInSpaceLow = A number of organic compounds are found embedded in the collector wafers, and the ion concentrator detects several large, complex compounds not generally found in space; further study here is warranted... PolInSpace = At such a large distance from Jool the protection provided by its magnetosphere begins to weaken and the collectors record solar particle compositions similar to those found in interplanetary space. EelooInSpace = Only a handful of particles are collected at such a large distance from the sun, with tiny Eeloo having little apparent effect on their isotopic ratios. AblateInSpace = A number of heavy metallic particles are blasted off of Ablate's surface and become embedded in the collector wafers along with the extremely abundant solar wind particles. AscensionInSpace = A high concentration of water molecules is detected from the night side of this planet, most likely being outgassed and carried off by the solar wind. ErinInSpace = The charged ion concentrator collects a number of high energy particles swirling around in the space near Erin. InaccessableInSpace = Inaccessable's small size and low gravity prevent it from creating any detectable impact on the solar wind composition in its orbit. JokerInSpace = The stream of solar wind coming from Serious masks most of Kerbol's signature. PockInSpace = No significant changes in the solar wind composition are detected around this tiny moon. RingleInSpace = The ion concentrator recovers several interesting samples from Ringle's ring system. SentarInSpace = Sentar's powerful magnetic field blocks most of the already dissipated solar wind, leaving mostly lighter elements like hydrogen and helium to be picked up by the collectors. SeriousInSpace = The overall solar wind composition from Serious appears similar to that found emanating from Kerbol, but the isotopic ratios for several elements differs significantly. SkeltonInSpace = Skelton's dense atmosphere appears to be shedding several heavy iron compounds, likely due to gravitational interactions that take place during its unusual orbit. ThudInSpace = Very high concentrations of relatively heavy particles become embedded in the collector wafers, seemingly trapped by Thud's intense gravitational pull. SarnusInSpaceLow = The collector wafers are quickly overwhelmed by the heavy dust particles from Sarnus' rings, providing a wealth of data about their composition. SarnusInSpaceHigh = Particles from Sarnus' complex environment become embedded in the collection wafers, providing more data on the planet and its moons. HaleInSpace = The space around Hale is kept relatively clear, with only trace amounts of water ice and silicate particles being captured by the collection wafers. OvokInSpace = Particles of charged water ice become embedded in the collection wafers as they stream off the surface of Ovok. SlateInSpace = The collection wafers are inundated with particles of charged planetary dust coming off of Slate's surface. TektoInSpace = Particles of various small hydrocarbon-rich minerals impact the collection wafers as they are shed from Tekto's atmosphere. UrlumInSpace = Traces of water and ammonia are picked up in the collection wafers while orbiting above Urlum. PoltaInSpace = The environment around Polta is relatively free of dust and solar plasma, leaving little to be collected by the detectors. PriaxInSpace = Some stony dust particles are trapped in the collection wafers, probably stripped from the surface of Priax. WalInSpace = The charged ion detector traps very high concentrations of dust from the area around Wal. TalInSpace = High concentrations of water ice particles are collected by the instrument. NeidonInSpace = Particles containing several small hydrocarbons are detected by the collector. ThatmoInSpace = Ice particles are collected while in orbit around Thatmo. NisseeInSpace = Only dusty silicate particles are detected by the collector around Nissee. PlockInSpace = The isotopic ratios found in the ice particles collected around Plock are significantly different than expected. KarenInSpace = Only faint levels of solar particles are trapped by the collectors at this distance from the sun. MercuryInSpaceLow = Relatively high levels of heavy silicate particles are detected by the collector after being blasted off of Mercury's surface by the intense solar wind. MercuryInSpaceHigh = At such close proximity to the sun the solar wind has a very high density, allowing for a large number of particles to be collected in a very short time. VenusInSpaceLow = Very high concentrations of charged particles are detected by the ion collector. VenusInSpaceHigh = Various sulfate compounds become trapped in the collection wafers as they are blown off from the upper layers of Venus' atmosphere. MoonInSpaceLow = Some heavy silicate particles become embedded in the collector wafers; their composition is consistent with that of Lunar Regolith. MoonInSpaceHigh = At this distance the Moon has little detectable influence on the composition of the solar wind particles being collected. MarsInSpaceLow = A number of iron-oxide particles become embedded in the collector wafers, these were likely lofted high into Mars' atmosphere during a recent storm, with some drifting off into space. MarsInSpaceHigh = A comparison of oxygen isotopic ratios shows slightly different values than those obtained in interplanetary space; potentially caused by Mars' somewhat loosely held atmosphere. DeimosInSpace = A slightly higher concentration of heavy solar wind particles is detected here, likely due to Mars and Deimos' gravitational pull. PhobosInSpace = Several heavy metal elements become embedded in the collector wafers; these are likely stripped off from the surface of Phobos by the solar wind. JupiterInSpaceLow = Well inside of Jupiter's powerful magnetosphere the collectors mostly record high levels of hydrogen and helium, but several ammonia compounds are also detected, most likely originating in Jupiter's atmosphere. JupiterInSpaceHigh = Protected by Jupiter's massive magnetosphere, the local plasma environment differs significantly from interplanetary space. Initial analysis shows differences in the isotopic ratios of several elements. IoInSpaceLow = The collectors become inundated with heavy sulfur particles being thrown into space by Io's many volcanoes. IoInSpaceHigh = Jupiter's gravity pulls off a steady stream of ionized sulfur dust from Io's thin atmosphere. EuropaInSpaceLow = High levels of water molecules become embedded in the collector wafers, the likely source being Europa's cryovolcanism. EuropaInSpaceHigh = Europa's cryovolcanism appears to be generating an ephemeral band of water molecules and other light particles, many of which are picked up by the ion collector. GanymedeInSpace = Traces of water ice particles are trapped in the collection wafers; these probably originate from the surface of Ganymede. CallistoInSpace = The local plasma conditions around Callisto differ little from that generally found at this distance from Jupiter, with mostly lighter hydrogen and helium particles being collected. SaturnInSpaceLow = The collector wafers are quickly overwhelmed by the heavy dust particles from Saturn's rings, providing a wealth of data about their composition. SaturnInSpaceHigh = Particles from Saturn's complex environment become embedded in the collection wafers, providing more data on the planet and its moons. TitanInSpace = Particles of various small hydrocarbon-rich minerals impact the collection wafers as they are shed from Titan's atmosphere. UranusInSpace = Traces of water and ammonia are picked up in the collection wafers while orbiting above Uranus. PlutoInSpace = Only a handful of particles are collected at such a large distance from the sun, with tiny Pluto having little apparent effect on their isotopic ratios. AsteroidInSpaceLowMetallic = A number of iron- and aluminum-rich silicate particles are collected from the space near this tiny asteroid. AsteroidInSpaceLowStony = Particles embedded in the collector wafers primarily reflect the background solar wind composition, but a low level of silicate compounds is also detected. AsteroidInSpaceLowCarbonaceous = Several light-weight organic compounds become embedded in the collector wafers. AsteroidInSpaceLowComet = The collector wafers trap several water-rich silicate minerals. AsteroidInSpaceLowCarbonaceous = Water molecules are detected coming off of this asteroid's surface. AsteroidInSpaceLowCarbonaceous = The makeup of the organic compounds trapped in the detectors suggests that this is a carbonaceous asteroid. AsteroidInSpaceLowStony = This mid-sized asteroid appears to be shedding several silicate compounds which are picked up by the collectors. AsteroidInSpaceLowStony = The silicate composition of particles being shed by this asteroid suggest that it is a stony type. AsteroidInSpaceLowMetallic = A number of charged particles from this large asteroid are collected by the ion concentrator, many of which are metallic in nature. AsteroidInSpaceLowMetallic = Several metal particles are trapped in the collector wafers, indicating that this is a heavy metallic asteroid. AsteroidInSpaecLowMetallic = Traces of valuable heavy metal particles are picked up by the collectors making this a tempting target for asteroid mining. AsteroidInSpaceLowIcy-Organic = This asteroid is shedding several organic compounds, some of which carry an electric charge and are picked up by the ion concentrator. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmSoilMoisture title = Soil Moisture Scan baseValue = 12 scienceCap = 12 dataScale = 3 requireAtmosphere = False situationMask = 16 biomeMask = 0 RESULTS { default = Radiation emitted in the microwave L-band gives a clear indication of the levels of water in the top layers of the surface. KerbinInSpaceLow = L-band microwave emissions indicate high levels of water content across most of Kerbin's surface. KerbinInSpaceLow = Measurements of Kerbin's oceans reveal areas of very high salinity in the warm, tropical waters. MunInSpaceLow = Significant water content is detected in several of the Mun's deeper craters and in its polar regions. MinmusInSpaceLow = Microwave emissions indicate that Minmus' frozen surface is at least partially made up of water. SunInSpaceLow = The microwave antennae appear to be melting, providing no usable data. MohoInSpaceLow = Only the sun's background microwave radiation is detectable in orbit around Moho. EveInSpaceLow = Eve's oceans have very high salinity levels, likely arising from a number of different salt compounds. EveInSpaceLow = Eve's surface contains significant levels of soil moisture in its low lying areas. GillyInSpaceLow = No detectable water emissions are found in orbit around Gilly. DunaInSpaceLow = Trace levels of water are detected in much of Duna's upper surface; higher levels are recorded near the poles. IkeInSpaceLow = Minor emissions of microwave radiation suggest that a few regions of Ike's surface contain water. DresInSpaceLow = Drier than Kerbin's deserts, in fact, there doesn't appear to be any signal coming from Dres, not even background levels. JoolInSpaceLow = Jool's lack of a detectable surface suggests that the microwave emissions detected here arise from some other source. LaytheInSpaceLow = Surprisingly low levels of microwave emissions are detected coming from Laythe's surface, suggesting that its oceans have little water content. LaytheInSpaceLow = The low water content of Laythe's oceans prevents any meaningful salinity measurements from being made. VallInSpaceLow = Vall's outer surface appears to contain little but water, only its mountainous regions show lower concentrations. TyloInSpaceLow = Microwave emissions from some of Tylo's impact craters suggest that surface has been pummeled by water-rich asteroids and comets. BopInSpaceLow = Few microwave signals are recorded over Bop's surface; there are some curiously strong L-band signals coming from Bop's northern polar region however, further study is warranted... PolInSpaceLow = Some nearly imperceptible microwave emissions suggest that Pol is largely devoid of any surface-level moisture content. EelooInSpaceLow = No microwave signals are recorded over Eeloo's frosty white surface, suggesting that it is something other than water ice. SarnusInSpaceLow = Intense microwave signals are detected from Sarnus, likely originating from water in its atmosphere. HaleInSpaceLow = Scans of the surface reveal it to be composed mostly of water ice. OvokInSpaceLow = Emissions from the surface indicate that it is composed of little but water. SlateInSpaceLow = Very high levels of sub-surface moisture content are detected during low orbit scans of Slate. TektoInSpaceLow = Only low levels of microwave emissions are detected from Tekto's surface, and indication that its oceans and surface contain little water. UrlumInSpaceLow = Strong microwave emissions are detected coming from Urlum; a sign of high water concentrations. PoltaInSpaceLow = The surface of Polta appears to contain very high levels of water, most likely as dirty, sub-surface ice deposits. PriaxInSpaceLow = Priax appears to have a mostly dry surface; it is possibly some type of captured asteroid. WalInSpaceLow = Readings from the surface of Wal show significant levels of sub-surface water deposits. TalInSpaceLow = The surface of Tal contains significant levels of water. NeidonInSpaceLow = Microwave emissions are detected from what is believed to be Neidon's icy interior. ThatmoInSpaceLow = Significant levels of water are detected in microwave scans of Thatmo. NisseeInSpaceLow = The chalky moon Nissee appears to be mostly dry based on microwave scanning. PlockInSpaceLow = Strong microwave emissions hint at levels of sub-surface water on Plock. KarenInSpaceLow = No significant microwave emissions are detected from orbit around Karen. MercuryInSpaceLow = Only the sun's background microwave radiation is detectable in orbit around Mercury. VenusInSpaceLow = Venus' surface contains no detectable levels of soil moisture in its low lying areas. MoonInSpaceLow = Significant water content is detected in several of the Moon's deeper craters and in its polar regions. MarsInSpaceLow = Trace levels of water are detected in much of Mars' upper surface; higher levels are recorded near the poles. DeimosInSpaceLow = No detectable water emissions are found in orbit around Deimos. PhobosInSpaceLow = Minor emissions of microwave radiation suggest that a few regions of Phobos' surface contain water. JupiterInSpaceLow = Jupiter's lack of a detectable surface suggests that the microwave emissions detected here arise from some other source. IoInSpaceLow = Some nearly imperceptible microwave emissions suggest that Io is largely devoid of any surface-level moisture content. EuropaInSpaceLow = Europa's outer surface appears to contain little but water, with signs of very high salinity below the surface. GanymedeInSpaceLow = Very high levels of sub-surface moisture content are detected during low orbit scans of Ganymede. CallistoInSpaceLow = Microwave emissions from some of Callisto's impact craters suggest that surface has been pummeled by water-rich asteroids and comets. SaturnInSpaceLow = Intense microwave signals are detected from Saturn, likely originating from water in its atmosphere. TitanInSpaceLow = Only low levels of microwave emissions are detected from Titan's surface, and indication that its oceans and surface contain little water. UranusInSpaceLow = Strong microwave emissions are detected coming from Uranus; a sign of high water concentrations. PlutoInSpaceLow = Scans of the surface reveal it to contain very high concentrations of water ice. AsteroidInSpaceLowStony = Nothing is detected in microwave scans of this asteroid, indicating that no water is present. AsteroidInSpaceLowStony = Microwave emissions from this asteroid suggest that it is completely devoid of any water. AsteroidInSpaceLowIcy-Organic = Significant levels of water are detected in microwave emissions coming from this asteroid. AsteroidInSpaceLowCarbonaceous = Trace levels of water are detected in the surface of this asteroid. AsteroidInSpaceLowComet = High levels of water are deteced in scans of this comet's surface. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmAsteroidScan title = Asteroid Interior Scan baseValue = 8 scienceCap = 8 dataScale = 3 requireAtmosphere = False situationMask = 0 biomeMask = 0 RESULTS { default = A detailed internal scan of this asteroid is conducted. default = The signal passes through this asteroid, giving data about the electrical characteristics of its internal structure. AsteroidInSpaceLowStony = Features detected during signal transmissions through this asteroid's interior suggest that it is a stony object. AsteroidInSpaceLowIcy-Organic = A significant delay in the signal transmission suggests that this asteroid's interior is composed of strongly dielectric materials. AsteroidInSpaceLowCarbonaceous = The complex interior structure of this asteroid generates an interesting pattern after repeated signal transmissions. AsteroidInSpaceLowCarbonaceous = Distortions in the transmitted signal are consistent with high concentrations of hydrated silicates. AsteroidInSpaceLowMetallic = This dense asteroid absorbs most of the radio signal, preventing a detailed analysis of its internal composition. AsteroidInSpaceLowComet = Large internal structures are detectable from signal reflections within this comet. Combined with data on its electrical properties this suggests that the comet is only loosely held together. AsteroidInSpaceLowMetallic = Different signal transmission paths through this asteroid reveal several large scale internal features. AsteroidInSpaecLowMetallic = The radio signal strength is greatly decreased after transmission through this asteroid, indicating that it is made up of very dense material. AsteroidInSpaceLowIcy-Organic = Several interior structures are detected during scans that are consistent with large water ice deposits. AsteroidInSpaceLowStony = The signal is strongly diffused by the loosely packed interior of this asteroid. AsteroidInSpaceLowStony = Little internal variation in this asteroid's structure is detected after several signal transmissions. AsteroidInSpaceLowStony = The electric properties of this asteroid's interior are consistent with that of light-weight, loosely packed silicates. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmRadiometerScan title = Irradiance Scan baseValue = 12 scienceCap = 12 dataScale = 4 requireAtmosphere = False situationMask = 32 biomeMask = 0 RESULTS { default = An accurate recording of this planet's reflected solar irradiance is collected. default = Measurements from a wide range of UV to IR wavelengths provide details about this planet's composition and characteristics. KerbinInSpaceHigh = Kerbin's ocean covered surface results in a fairly low visible light albedo, and its thick atmosphere absorbs most UV and near-IR light. KerbinInSpaceHigh = Complete measurements are made of Kerbin's reflected solar irradiance; perhaps long-term recordings of such data will reveal the impact on Kerbin's climate of the near constant rocket launches made from the planet's surface... MunInSpaceHigh = The reflective regolith on the Mun's surface gives the moon a very high albedo in most of the UV to near-IR range. MinmusInSpaceHigh = The bright surface of Minmus reflects most visible and IR light; the far-IR channel records only a weak signal though, indicating that there is no internal geological activity to produce such thermal emissions. SunInSpaceHigh = The sun is continuously emitting light at all recorded wavelengths, nearly overwhelming the sensors. MohoInSpaceHigh = Close proximity to the sun results in high absolute levels of irradiance despite Moho's relatively dark surface and IR-absorbing characteristics. EveInSpaceHigh = Eve's thick atmosphere absorbs most wavelengths in the UV to far-IR spectrum, only the visible light channel records any significant levels of reflected light. GillyInSpaceHigh = Gilly's featureless surface reflects little visible and IR light; a result of its dark surface and IR-absorbing, silicate-rich surface. DunaInSpaceHigh = Strong UV and shortwave IR absorption by Duna's atmosphere suggests the presence of high levels of Carbon Dioxide and possibly Ozone. DunaInSpaceHigh = Duna's bright polar regions reflect most visible light, giving the planet a high overall albedo. IkeInSpaceHigh = The bright surface of Ike strongly reflects visible and UV light; the IR channels record much lower output. DresInSpaceHigh = A brief flutter in the temperature reading from the radiometers hints at the presence of some nearby object; probably just a calibration error. JoolInSpaceHigh = Strong thermal recording by the UV and IR radiometers made while scanning Jool are likely to be a result of internal emissions, possibly caused by auroras or other electrical storms, rather than reflected solar irradiance. LaytheInSpaceHigh = Significant long wavelength IR signals are detected during scans of Laythe; these are typically a sign of internal thermal emissions due to geological activity. VallInSpaceHigh = Vall's bright surface and lack of a thick atmosphere allow for most incident radiation to be reflected; only a few dips are present in the UV channels, signaling the presence of UV-absorbing water ice on the surface. TyloInSpaceHigh = Tylo's very bright surface reflects most visible and UV light, giving the moon a very high overall albedo. BopInSpaceHigh = Bop presents a curiously high level of intermittent near- and far-IR emissions; its distance from the sun and lack of any geological activity would seem to rule out any simple explanations for such phenomena... PolInSpaceHigh = The visible light channel detects only a modest signal, but the UV and IR radiometers measure very high levels of reflected light from Pol's surface. EelooInSpaceHigh = Eeloo's nearly white surface reflects nearly all UV, visible and IR light, ruling out the possibility of water ice. Perhaps the surface is coated with something more interesting... SarnusInSpaceHigh = The bright colors of Sarnus' atmosphere reflect significant amounts of visible light. HaleInSpaceHigh = This tiny moonlet has a moderate visible light albedo, with roughly half the surface being extremely bright, while the other half is very dark. OvokInSpaceHigh = Throughout the visible spectrum Ovok reflects nearly all light; its UV and IR signals are only slightly lower. SlateInSpaceHigh = Slate's bright surface and lack of an atmosphere causes most light in the UV to IR range to be reflected. TektoInSpaceHigh = Tekto appears very dark in UV and visible light reflections, but the IR-sensitive radiometers detect high levels of reflected light. UrlumInSpaceHigh = Urlum's bright upper cloud layer reflects nearly all visible light. PoltaInSpaceHigh = The bright, greenish surface of Polta reflects significant amounts of visible light, suggesting that its surface may contain high levels of water ice. PriaxInSpaceHigh = The light, rocky appearance of Priax suggests that it may be a captured stony asteroid, something not entirely expected this far out in the solar system. WalInSpaceHigh = Wal's colorful surface reflects significant amounts of visible and UV light, though its IR emissions are slightly lower. TalInSpaceHigh = The darkly colored surface of Tal has a somewhat polished appearance, reflecting significant levels of visible light. NeidonInSpaceHigh = Readings from Neidon show very high levels of far-IR emissions; these most likely occur due to some sort of internal heating, rather than reflected light. ThatmoInSpaceHigh = The bright color of Thatmo reflects significant amounts of visible light in most wavelengths. NisseeInSpaceHigh = Nissee's polished marble appearance reflects strongly in both visible and UV wavelengths. PlockInSpaceHigh = Plock has alternating regions of high and low albedo; suggesting significant levels of surface differentiation. KarenInSpaceHigh = Karen's dark surface reflects little visible light, but has relatively high levels of UV reflections. MercuryInSpaceHigh = Close proximity to the sun results in high absolute levels of irradiance despite Mercury's relatively dark surface and IR-absorbing characteristics. VenusInSpaceHigh = Venus' thick atmosphere absorbs most wavelengths in the UV to far-IR spectrum, only the visible light channel records any significant levels of reflected light. MoonInSpaceHigh = The reflective regolith on the Moon's surface gives the it a very high albedo in most of the UV to near-IR range. MarsInSpaceHigh = Strong UV and shortwave IR absorption by Mars' atmosphere suggests the presence of high levels of Carbon Dioxide and possibly Ozone. DeimosInSpaceHigh = The featureless surface of Deimos reflects little visible and IR light; a result of its dark surface and IR-absorbing, silicate-rich surface. PhobosInSpaceHigh = The dark surface of Phobos weakly reflects visible and UV light; the IR channels record much lower output. JupiterInSpaceHigh = Strong thermal recording by the UV and IR radiometers made while scanning Jupiter are likely to be a result of internal emissions, possibly caused by auroras or other electrical storms, rather than reflected solar irradiance. IoInSpaceHigh = The visible light channel detects a moderate signal, but the UV and IR radiometers measure very high levels of reflected light from Io's surface. EuropaInSpaceHigh = Europa's bright surface and lack of a thick atmosphere allow for most incident radiation to be reflected; only a few dips are present in the UV channels, signaling the presence of UV-absorbing water ice on the surface. GanymedeInSpaceHigh = Ganymede's very bright surface reflects most visible and UV light, giving the moon a very high overall albedo. CallistoInSpaceHigh = Callisto's bright surface and lack of an atmosphere causes most light in the UV to IR range to be reflected. SaturnInSpaceHigh = The bright colors of Saturn's atmosphere reflect significant amounts of visible light. TitanInSpaceHigh = Titan appears very dark in UV and visible light reflections, but the IR-sensitive radiometers detect high levels of reflected light. UranusInSpaceHigh = Uranus' bright upper cloud layer reflects nearly all visible light. PlutoInSpaceHigh = Throughout the visible spectrum Pluto has a very high albedo; its UV and IR signals are only slightly lower. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmseismicHammer title = Seismic Data baseValue = 20 scienceCap = 20 dataScale = 3 requireAtmosphere = False situationMask = 1 biomeMask = 1 RESULTS { default = A seismic survey is conducted in this area. default = Seismic waves are recorded travelling through the surface of this terrain. KerbinSrfLanded = Seismic recordings on the surface of Kerbin reveal what seems to be large, open subterranean spaces. KerbinSrfLandedGrasslands = The soft grassy areas of Kerbin dull the impact of seismic waves, but give faint hints of a large network of open spaces underground. KerbinSrfLandedTundra = The frozen tundras of Kerbin give seismic recordings consistent with icy soil. KerbinSrfLandedMountains = Kerbin's mountains are composed mostly of granite and other hard rocks, materials which transmit seismic waves over large distances. KerbinSrfLandedDeserts = Seismic waves are almost impossible to detect over even short distances in Kerbin's sandy deserts. KerbinSrfLandedHighlands = More curious signs of large underground caverns are detected in seismic surveys of this area. KerbinSrfLandedShores = The loose, waterlogged soil of Kerbin's shores transmits seismic waves poorly, but there are signs of some kind of tunnel system under the surface. MunSrfLanded = Seismic waves propagate poorly through the Mun's loose outer layer of regolith. MunSrfLandedCanyons = Seismic reflections detected in these canyons indicate fractured layers of rock below. MunSrfLandedEastFarsideCrater = The seismic hammer impacting on the surface of this crater produces seismic waves reflections that give some hints about the interior composition of the Mun. MunSrfLandedHighlands = The seismic hammer produces only short-lived seismic waves in the loose, powdery regolith of this area. MunSrfLandedNorthernBasin = Seismic reflections generated by the hammer indicate that the Mun does not have a liquid interior. MunSrfLandedPolarCrater = Seismic hammer impacts cause some of the water ice in this crater to crack. MunSrfLandedPoles = Seismic reading indicate significant amounts of water ice below the polar regolith. MinmusSrfLanded = Minmus' small size allows for high quality signals to be recorded from seismic reflections off of the opposite surface. MinmusSrfLandedMidlands = Seismic reflections from Minmus' interior reveal a poorly differentiated matrix of loose silicates and some semi-liquid substances. MinmusSrfLandedFlats = Seismic hammer impacts on Minmus' flats threaten to liquefy the soft terrain. MinmusSrfLandedGreatFlats = Seismic waves propagate through Minmus' flats almost as if the terrain is nearly liquid. MinmusSrfLandedLesserFlats = Seismic hammer impacts on Minmus' flats threaten to liquefy the soft terrain. MohoSrfLanded = Faint recordings of seismic reflections from the interior of Moho are detected. MohoSrfLandedHighlands = The seismic signature of Moho's highland areas is consistent with mostly low-density basaltic rock. MohoSrfLandedLowlands = Seismic waves generated by the impact hammer reveal signs of an active interior on Moho. MohoSrfLandedSouthEasternLowlands = The surface in this crater is made up of very loosely packed material which dampens the seismic wave intensity. EveSrfLanded = Seismic reflections from Eve's interior reveal signs of potentially vast underground oceans. EveSrfLandedPeaks = Signs of significant underground caverns suggest a history of active volcanism in these mountains. EveSrfLandedExplodiumSea = Seismic waves travelling through Eve's oceans suggest the liquid has a very high density. GillySrfLanded = Impacts from the seismic hammer threaten to crack poor Gilly in half. DunaSrfLanded = Duna's loosely packed surface material dampens most of the seismic waves generated by the impact hammer. DunaSrfLandedPoles = Seismic impacts on Duna's frozen poles reveal a network of cracked water and carbon dioxide ice. DunaSrfLandedLowlands = Few signs of interior activity are detected in seismic reflections from Duna. IkeSrfLanded = Seismic waves detected travelling through Ike's interior reveal the moon to be a completely inert. IkeSrfLandedMidlands = Seismic signatures detected on Ike are consistent with loosely packed, basaltic terrain, suggesting a past history of seismic activity. DresSrfLanded = If a hammer strikes the surface of a planet that no one knows exists, does it make a seismic wave? LaytheSrfLanded = The extremely loose, sandy surface of Laythe dissipates all seismic waves generated by the impact hammer, making a detailed analysis of the moon's interior difficult. LaytheSrfLandedDunes = Seismic impacts on some of Laythe's more densely packed terrain reveal signs of an enormous subsurface ocean. VallSrfLanded = Signs of intense, subsurface seismic activity are detected in scans of Vall's surface. VallSrfLandedLowlands = Seismic wave reflections from Vall's interior suggest the presence of an enormous underground ocean covering the entire moon. VallSrfLandedHighlands = Strong seismic wave signals from Vall's interior are most likely a sign of cryovolcanism. TyloSrfLanded = Strong seismic wave reflections from Tylo's interior allow for a detailed analysis of the moon's structure. TyloSrfLandedMara = The dense terrain on Tylo is very effective at transmitting seismic waves generated by the impact hammer. TyloSrfLandedHighlands = Seismic reflections in this area reveal signs of high levels of subsurface water ice. BopSrfLanded = The tiny moon Bop poorly transmits seismic waves through its loosely held interior. BopSrfLandedRidges = The seismic impact hammer produces a curious kind of double-reflection seismic wave, almost as if a second impact hammer was active elsewhere on the tiny moon… BopSrfLandedValley = Some faint signs of deep seismic activity are detected on Bop's surface; very curious… PolSrfLanded = Pol's loosely packed surface appears to conceal a complex interior structure, perhaps shaped by intense tidal forces from Jool. PolSrfLandedHighlands = The seismic wave signature detected from Pol's mountainous regions is reminiscent of that found in more geologically active planets. EelooSrfLanded = Seismic waves produced by the impact hammer fail to produce the type of signal one would expect on an ice covered surface… EelooSrfLandedLowlands = The seismic impact hammer produces tiny clouds of mysterious white powder when used on Eeloo's surface. EelooSrfLandedGlaciers = Seismic waves travelling through this loose terrain on Eeloo's surface are quickly dissipated. HaleSrfLanded = Impacts from the seismic hammer produce cracks in Hale's icy surface. OvokSrfLanded = Seismic reflections detected from Ovok's interior suggest that a thick layer of water ice covers most of the surface. SlateSrfLanded = Seismic reflections from Slate's interior reveal what seems to be a partially molten core. SlateSrfLandedSomborMountains = Impacts from the seismic hammer travel easily through the dense, rocky terrain of this area. SlateSrfLandedSeabed = The loose terrain in this ancient seabed transmits seismic waves poorly. SlateSrfLandedArchipelagos = Seismic scans of this area suggest a terrain rich in basaltic minerals, but give no signs of any on-going tectonic activity. TektoSrfLandedMudflats = The seismic impact hammer produces little effect on this muddy terrain. TektoSrfLanded = Seismic reflections from Tekto reveal a very geologically active interior, possibly a result of tidal forces. TektoSrfLandedGeologicalAnomaly = Seismic scans of this odd terrain are somehow greatly amplified, as if there is some type of subterranean echo chamber. PoltaSrfLanded = Seismic waves bouncing around in Polta's interior suggest that the moon is little but a frozen ball of ice. PriaxSrfLandedLeadingSide = The seismic impact hammer generates waves similar to those found on large, stony asteroids. WalSrfLandedEquatorialRidge = There are no signs of any internal activity on Wal that could produce such a prominent mountain range such as this. WalSrfLanded = Seismic wave reflections reveal a mostly inert, stony moon. TalSrfLanded = The impact hammer pounds the surface of Tal, cracking up the surface layer of ice and allowing for a detailed study of the moon's interior. ThatmoSrfLanded = The impact hammer cracks the ice of Thatmo's surface, generating reverberating seismic waves that travel through the ice. NisseeSrfLanded = The surface of Nissee appears to be very hard, but brittle; seismic waves are easily transmitted, but cracks in the surface disrupt these waves. PlockSrfLanded = The seismic signature of Plock is consistent with a mostly icy exterior. KarenSrfLanded = Seismic waves traveling through Karen's interior suggest a significant amount of ice deep within the moon, along with very strange signs of a large solid object. MercurySrfLanded = Faint recordings of seismic reflections from the interior of Mercury are detected. MercurySrfLandedHighlands = The seismic signature of Mercury's highland areas is consistent with mostly low-density basaltic rock. MercurySrfLandedPlanitia = Seismic waves generated by the impact hammer reveal signs of an active interior on Mercury's past. VenusSrfLanded = Seismic reflections from the interior of Venus reveal what seems to be a partially molten core. VenusSrfLandedVolcanicRise = Signs of significant underground caverns suggest a history of active volcanism in these mountains. MoonSrfLanded = Seismic waves propagate poorly through the Moon's loose outer layer of regolith. MoonSrfLandedMidlands = The seismic hammer produces only short-lived seismic waves in the loose, powdery regolith of this area. MoonSrfLandedMajorCraters = The seismic hammer impacting on the surface of this crater produces seismic waves reflections that give some hints about the interior composition of the Moon. MoonSrfLandedFarSideBasin = Seismic reflections generated by the hammer indicate that the Moon does not have a liquid interior. MoonSrfLandedNorthPole = Seismic reading indicate significant amounts of water ice below the polar regolith. MoonSrfLandedSouthPole = Seismic reading indicate significant amounts of water ice below the polar regolith. MarsSrfLanded = The loosely packed surface material on Mars dampens most of the seismic waves generated by the impact hammer. MarsSrfLandedHighlands = Few signs of interior activity are detected in seismic reflections from Mars. MarsSrfLandedOlympusMons = Seismic scans reveal signs of large underground caverns spreading throughout this area. MarsSrfLandedNorthIceCap = Seismic impacts on Mars' frozen poles reveal a network of cracked water and carbon dioxide ice. MarsSrfLandedSouthIceCap = Seismic impacts on Mars' frozen poles reveal a network of cracked water and carbon dioxide ice. DeimosSrfLanded = Seismic waves detected travelling through the interior of Deimos reveal the moon to be a completely inert. PhobosSrfLanded = The tiny moon Phobos poorly transmits seismic waves through its loosely held interior. IoSrfLanded = Io's loosely packed surface appears to conceal a complex interior structure, perhaps shaped by intense tidal forces from Jupiter. IoSrfLandedVolcanicHotspots = Signs of intense, subsurface seismic activity are detected in scans of Io's surface. EuropaSrfLanded = Seismic wave reflections from Europa's interior suggest the presence of an enormous underground ocean covering the entire moon. EuropaSrfLandedArgadnelRegio = Strong seismic wave signals from Europa's interior are most likely a sign of cryovolcanism. EuropaSrfLandedChaoticPlains = Impacts from the seismic hammer produce cracks in Europa's icy surface. GanymedeSrfLanded = Strong seismic wave reflections from Ganymede's interior allow for a detailed analysis of the moon's structure. GanymedeSrfLandedTectonicDeformation = Seismic reflections in this area reveal signs of high levels of subsurface water ice. CallistoSrfLanded = Seismic reflections detected from Callisto's interior suggest that a thick layer of water ice covers most of the surface. CallistoSrfLandedLowlands = Seismic reflections in this area reveal signs of high levels of subsurface water ice. TitanSrfLandedLowlands = The extremely loose, sandy surface of Titan dissipates all seismic waves generated by the impact hammer, making a detailed analysis of the moon's interior for difficult. TitanSrfLanded = Seismic reflections from Titan reveal a very geologically active interior, possibly a result of tidal forces. TitanSrfLandedShores = The seismic impact hammer produces little effect on this muddy terrain. PlutoSrfLanded = Seismic readings from Pluto give a detailed look at the interior composition of the tiny dwarf planet. AsteroidSrfLandedStony = Seismic waves dissipate quickly in this stony asteroid. AsteroidSrfLandedMetallic = Seismic reflections from within this asteroid reveal several pockets of dense material. AsteroidSrfLandedCarbonaceous = Seismic impact waves hint at many pockets of water inside of this asteroid. AsteroidSrfLandedStony = This asteroid's surface is made up of relatively sparsely packed material, causing seismic waves to dissipate quickly. AsteroidSrfLandedCarbonaceous = Signs of some soft, clay-like minerals are detected in seismic scans of this asteroid. AsteroidSrfLandedMetallic = The seismic hammer rings this metallic asteroid like a giant bell. AsteroidSrfLandedIcy-Organic = Signs of large water ice pockets are detected within this asteroid. AsteroidSrfLandedComet = The very sparse material in this comet begins to crumble under impacts from the seismic hammer. AsteroidSrfLandedStony = This asteroid appears to have a very consistent interior structure. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmbathymetryscan title = Bathymetry Data baseValue = 16 scienceCap = 16 dataScale = 3 requireAtmosphere = False situationMask = 2 biomeMask = 2 RESULTS { default = Valuable data are collected from this ocean. default = A scan of this ocean has been completed. KerbinSrfSplashedShoresShallow = Kerbin's shallow tidal regions are teaming with microbial life, silt, and a tremendous amount of tiny green tadpole-like animals. KerbinSrfSplashedShoresDeep = Signs of advanced life are found in Kerbin's deeper tidal waters; the underwater cameras continue to pick up fast moving green objects passing just out of focus. KerbinSrfSplashedWaterShallow = Kerbin's shallow open waters contain relatively little of interest, only some microbial lifeforms and numerous bits of scrap metal. KerbinSrfSplashedWaterDeep = Signs of the remains of what appears to be an enormous underwater animal are found in scans of Kerbin's deep ocean waters. EveSrfSplashedExplodiumSeaShallow = The shallow ocean region of Eve has very low silt content and no signs of life; the density of the liquid is significantly higher than water. EveSrfSplashedExplodiumSeaDeep = Scans of Eve's deep oceans reveal numerous toxic compounds and only trace amounts of water. LaytheSrfSplashedTheSagenSeaShallow = Laythe's open ocean appears to be composed primarily of short hydrocarbons and liquid ammonia with a very low surface temperature. LaytheSrfSplashedTheSagenSeaDeep = Temperatures in Laythe's deeper oceans are relatively high, suggesting some kind of internal or tidal heating mechanism. LaytheSrfSplashedShores = The tidal regions of Laythe's ocean contain high silt content, but no signs of life. TektoSrfSplashedLakes = A scan of Tekto's ocean reveals mostly short chain hydrocarbons at a very low temperature and density. TektoSrfSplashedMudflats = The silty liquid of Tekto's mudflats contains a surprisingly high number of complex organic molecules. TitanSrfSplashedSeas = Titan's low density ocean is made up mostly of liquid methane and ethane, with no signs of life. TitanSrfSplashedShores = The silty ocean near Titan's shores contains some interesting silicates and organic molecules, but no signs of life. } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = dmbiodrillscan title = Bio Drill Scan baseValue = 6 scienceCap = 10 dataScale = 5 requireAtmosphere = False situationMask = 1 biomeMask = 1 RESULTS { default = Trace amounts of methane and hydrogen sulfide are detected in this sample, possible originating from the impactors responsible for nearby craters. default = Minor concentrations of hydrogen sulfide are detected in this core sample, a possible indication of geologic activity. default = This core sample has relatively high levels of methane, nitrogen dioxide, ethylene, and hydrogen cyanide, an interesting mix of chemicals. default = Several toxic heavy metals are detected in this core sample. default = This core sample contains relatively high concentrations of methane, a possible sign of ongoing organic activity. KerbinSrfLanded = The core sample looks promising for signs of life, of course, this is Kerbin, so... KerbinSrfLandedLaunchPad = This area appears to be utterly devoid of life. KerbinSrfLandedRunway = The core sample obtained appears to consist almost entirely of cement, asphalt and a host of toxic materials that prevent growth in the sample incubator. KerbinSrfLandedKSC = This core sample has remarkably high concentrations of decaying organic matter, it's almost as if this area is some kind of graveyard... KerbinSrfLandedGrasslands = Given enough time the incubator will surely be bursting with plant growth from this sample. KerbinSrfLandedTundra = This core sample from just under the surface contains a lot of frozen water with high concentrations of methane, likely trapped from decayed organic matter. KerbinSrfLandedMountains = This sample consists mostly of hard, rocky material, but should exhibit some growth if stored in the incubator. KerbinSrfLandedBadlands = High levels of hydrogen sulfide suggest that this area is hypoxic and teaming with sulfur reducing bacteria. It should make the incubator smell nice. KerbinSrfLandedDeserts = This sandy, loosely packed core sample contains little organic matter, but like most samples from Kerbin should exhibit some growth in the incubator. KerbinSrfLandedHighlands = You might need a bigger incubator if you want to store this core sample for long, it is sure to grow quite rapidly. KerbinSrfLandedIceCaps = This core sample is entirely frozen, maybe it will melt if you put it in the incubator. KerbinSrfLandedShores = This muddy core sample appears to be absolutely teaming with life. Significant concentrations of methane and hydrogen sulfide are detected, indicating high levels of organic decomposition. KerbinSrfLandedWater = The sample consists mainly of slushy sand and dirt that are teaming with microscopic life. They should thrive in the incubator. EveSrfLanded = Trace levels of methane, sulfur dioxide and water are detected in this core sample. EveSrfLandedMountains = No trace gases or other signs of organic activity are detected in this sample. EveSrfLandedPoles = This core sample from Eve's warm polar region exhibits the same low levels of methane detected in other regions of the surface. EveSrfLandedImpactSites = Several toxic heavy metals are detected in this core sample. EveSrfLandedImpactSites = Trace amounts of methane and hydrogen sulfide are detected in this sample, possible originating from the impactor responsible for this crater. EveSrfLandedPlains = Trace levels of methane and sulfur dioxide are detected in this core sample. These could be geological in origin, further study is suggested. EveSrfLandedPlains = Storage in the incubation chamber could reveal whether the methane in this sample is being actively generated. EveSrfLandedIslands = Small amounts of water and hydrogen sulfide, possibly reduced from the sulfur dioxide common on Eve, are detected in this sample. EveSrfLandedIslands = Prolonged incubation could help determine the source of the hydrogen sulfide in this sample. EveSrfLandedImpactEjecta = Several toxic heavy metals are detected in this core sample. EveSrfLandedPeaks = No trace gases or other signs of organic activity are detected in this sample. EveSrfLandedMidlands = Trace levels of methane and sulfur dioxide are detected in this core sample. These could be geological in origin, further study is suggested. EveSrfLandedImpactEjecta = Trace amounts of methane and hydrogen sulfide are detected in this sample, possible originating from the impactor responsible for this crater. EveSrfLandedExplodiumSea = Small amounts of water and hydrogen sulfide, possibly reduced from the sulfur dioxide common on Eve, are detected in this sample. EveSrfLandedExplodiumSea = Prolonged incubation could help determine the source of the hydrogen sulfide in this sample. EveSrfLandedLowlands = Storage in the incubation chamber could reveal whether the methane in this sample is being actively generated. DunaSrfLanded = Trace amounts of methane and water are detected in this core sample. DunaSrfLandedNorthPole = The core sample from Duna's ice cap contains very high levels of carbon dioxide with trace amounts of water. DunaSrfLandedSouthPole = This dry ice core sample suggest that most of Duna's carbon dioxide is trapped in the polar icecaps. DunaSrfLandedKerinerValley = This core sample contains trace amounts of perchlorate, a chemical potentially useful as a rocket fuel oxidizer. DunaSrfLandedKerinerValley = The trace amounts of perchlorate in this sample are likely to be toxic to any future Kerbaled expeditions to this region. DunaSrfLandedMaria = This core sample contains relatively high concentrations of methane, a possible sign of ongoing organic activity. DunaSrfLandedDepressions = Minor concentrations of hydrogen sulfide are detected in this core sample, a possible indication of geologic activity. DunaSrfLandedMountains = Relatively high concentrations of water and hydrogen sulfide are detected in this core sample. This is most likely a result of volcanism, but could indicate biological activity. DunaSrfLandedVallesJebbedius = Trace amounts of methane and water are detected in this core sample. DunaSrfLandedVallesJebbedius = Storage in the sample incubator is recommended to further study the trace amounts of methane present in this core sample. DunaSrfLandedMidlands = This core sample appears to contain only inorganic molecules, and no trace gases of interest are detected. DunaSrfLandedMidlands = Trace amounts of methane and carbon monoxide are detected among the iron oxide and silicates common on Duna's surface. DunaSrfLandedLowlands = Storage in the sample incubator is recommended to further study the trace amounts of methane present in this core sample. DunaSrfLandedPoles = The core sample from Duna's ice cap contains very high levels of carbon dioxide with trace amounts of water. DunaSrfLandedPoles = This dry ice core sample suggest that most of Duna's carbon dioxide is trapped in the polar icecaps. DunaSrfLandedMidlands = This core sample contains trace amounts of perchlorate, a chemical potentially useful as a rocket fuel oxidizer. DunaSrfLandedMidlands = Minor concentrations of hydrogen sulfide are detected in this core sample, a possible indication of geologic activity. DunaSrfLandedHighlands = Relatively high concentrations of water and hydrogen sulfide are detected in this core sample. This is most likely a result of volcanism, but could indicate biological activity. DunaSrfLandedHighlands = Some trace amounts of methane and carbon monoxide are detected among the iron oxide and silicates common on Duna's surface. LaytheSrfLanded = Trace concentrations of methane, hydrogen sulfide, and hydrogen cyanide are detected among the more abundant ammonia and carbon dioxide. LaytheSrfLandedNorthPole = Laythe's inexplicably high temperatures prevent any ice cap formation. As such, the core sample collected here resembles those at more equatorial latitudes. LaytheSrfLandedSouthPole = No signs of biological activity are observed in this sample, but several organic and nitrogen compounds are detected, raising hopes for the discovery of some form of life on Laythe. LaytheSrfLandedIslands = The sandy core sample has high concentrations of salt and ammonia, this raises the question of whether any organic nitrogen compounds are formed in Laythe's soil. LaytheSrfLandedIslands = With enough time in the sample incubator, analysis can be run to determine if the ammonia is undergoing oxidation to form amino acids. LaytheSrfLandedRingArchipelago = Very slight concentrations of amino acids are detected in this core sample. LaytheSrfLandedRingArchipelago = Incubation in the sample container may help determine whether the various gases detected in this core sample are geological or biological in nature. LaytheSrfLandedPoles = Laythe's inexplicably high temperatures prevent any ice cap formation. As such, the core sample collected here resembles those at more equatorial latitudes. LaytheSrfLandedPoles = No signs of biological activity are observed in this sample, but several organic and nitrogen compounds are detected, raising hopes for the discovery of some form of life on Laythe. LaytheSrfLandedShores = The sandy core sample has high concentrations of salt and ammonia, this raises the question of whether any organic nitrogen compounds are formed in Laythe's soil. LaytheSrfLandedDunes = Incubation in the sample container may help determine whether the various gases detected in this core sample are geological or biological in nature. LaytheSrfLandedTheSagenSea = With enough time in the sample incubator, analysis can be run to determine if the ammonia is undergoing oxidation to form amino acids. LaytheSrfLandedDunes = Very slight concentrations of amino acids are detected in this core sample. ErinSrfLanded = The core sample is saturated with liquid hydrocarbons from Erin's oceans. ErinSrfLanded = This loose, sandy core sample contains high concentrations of various hydrocarbons and several nitrogen compounds. SkeltonSrfLanded = Several interesting trace gas compounds are detected in this core sample. They are likely arising due to chemical reactions in Skelton's dense atmosphere. SkeltonSrfLanded = The crushing atmosphere contains a soup of interesting compounds, a full analysis in the incubation chamber is recommended. TektoSrfLandedLakes = A core sample taken from near Tekto's ocean has extremely high concentrations of various hydrocarbons. TektoSrfLandedMudflats = A number of interesting complex organic compounds are detected when this sample is stored in the incubation chamber. Whether these are formed as a result of biological activity or some inorganic process will require further analysis. TektoSrfLandedCalderas = Significant levels of water are detected in this sample after some time in the incubations chamber; this is possibly a sign of interior water deposits brought to the surface by volcanic activity. TektoSrfLandedOutcrops = A core sample from this dense terrain reveals a number of interesting trace gases, likely arising from interactions with hydrocarbons present in Tekto's atmosphere. TektoSrfLandedPlateaus = Analysis of a core sample from the high altitude plateaus of Tekto reveals no signs of biological activity, but does have several interesting trace gas components, including several complex organic molecules. TektoSrfLandedStrands = A core sample from the weathered soil in this area releases high levels of hydrocarbons along with traces of hydrogen sulfide and ammonia. TektoSrfLandedSlopes = A sample of loose soil from Tekto's slopes reveals no signs of biological activity, only high levels of hydrocarbons. TektoSrfLandedPolarRifts = Samples from Tekto's odd polar region reveal little of interest in the incubation chamber; the same high concentrations of hydrocarbons are found here as they are everywhere else on the surface. VenusSrfLandedLowlands = Trace amounts of water and hydrogen sulfide, possibly reduced from the sulfur dioxide common on Venus, are detected in this sample. VenusSrfLandedMidlands = Storage in the incubation chamber could reveal whether the methane in this sample is being actively generated. VenusSrfLandedHighlands = Trace levels of methane, sulfur dioxide and water are detected in this core sample. VenusSrfLandedMountains = No trace gases or other signs of organic activity are detected in this sample. VenusSrfLandedCanyons = Several toxic heavy metals are detected in this core sample. VenusSrfLandedLakshmiPlanum = This core sample from Venus' warm northern plains exhibits the same low levels of methane detected in other regions of the surface. VenusSrfLandedFortunaTessera = No trace gases or other signs of organic activity are detected in this sample. VenusSrfLandedVolcanicRise = Trace levels of methane and sulfur dioxide are detected in this core sample. These could be geological in origin, further study is suggested. MarsSrfLanded = Trace amounts of methane and water are detected in this core sample. MarsSrfLandedLowlands = This core sample contains relatively high concentrations of methane, a possible sign of ongoing organic activity. MarsSrfLandedMidlands = This core sample appears to contain only inorganic molecules, and no trace gases of interest are detected. MarsSrfLandedHighlands = Minor concentrations of hydrogen sulfide are detected in this core sample, a possible indication of geologic activity. MarsSrfLandedOlympusMons = Relatively high concentrations of water and hydrogen sulfide are detected in this core sample. This is most likely a result of volcanism, but could indicate biological activity. MarsSrfLandedVallesMarineris = Storage in the sample incubator is recommended to further study the trace amounts of methane present in this core sample. MarsSrfLandedAreanMountains = Some trace amounts of methane and carbon monoxide are detected among the iron oxide and silicates common on Mars' surface. MarsSrfLandedAreanCanyons = This core sample contains trace amounts of perchlorate, a chemical potentially useful as a rocket fuel oxidizer. MarsSrfLandedNorthIceCap = The core sample from Mars' ice cap contains very high levels of carbon dioxide with trace amounts of water. MarsSrfLandedSouthIceCap = This dry ice core sample suggest that most of Mars' carbon dioxide is trapped in the polar icecaps. MarsSrfLandedMajorCrater = The trace amounts of perchlorate in this sample are likely to be toxic to any future manned expeditions to this region. TitanSrfLandedLowlands = A sample of Titan's loose soil reveals no signs of biological activity, only high levels of hydrocarbons. TitanSrfLandedMidlands = A core sample from this dense terrain reveals a number of interesting trace gases, likely arising from interactions with hydrocarbons present in Titan's atmosphere. TitanSrfLandedHighlands = Analysis of a core sample from the high altitude plateaus of Titan reveals no signs of biological activity, but does have several interesting trace gas components, including several complex organic molecules. TitanSrfLandedShores = a number of interesting complex organic compounds are detected when this sample is stored in the incubation chamber. Whether these are formed as a result of biological activity or some inorganic process will require further analysis. TitanSrfLandedSeas = A core sample taken from near Titan's ocean has extremely high concentrations of various hydrocarbons. TitanSrfLandedCanyons = A core sample from the weathered soil in this area releases high levels of hydrocarbons along with traces of hydrogen sulfide and ammonia. TitanSrfLandedPoles = Samples from Titan's Polar Region reveal little of interest in the incubation chamber; the same high concentrations of hydrocarbons are found here as they are everywhere else on the surface. SlateSrfLanded = The core sample recovered from Slate contains several interesting organic compounds; further analysis should be conducted in the incubation chamber. SlateSrfLandedSlateanSupercontinent = A number of complex organic molecules are detected in this core sample, though there appears to be no on-going metabolic activity. SlateSrfLandedSeabed = This sample contains some complex inorganic compounds typically associated with calcium-carbonate shells found in oceanic lifeforms, though no metabolic activity is detected. SlateSrfLandedMountNehelennia = A few hints of metabolic activity are detected by monitoring this sample for the release of radiolabeled gases! SlateSrfLandedFloodplains = A core sample from beneath the sedimentary layer in this area shows faint signs of metabolic activity; some long-dormant organisms may still be alive in this soil. TektoSrfLandedGeologicalAnomaly = A core sample from this odd island releases traces of several complex organic compounds over time; there is no known inorganic process that could be responsible for this... VallSrfLanded = The core sample recovered from just below Vall's icy surface is mostly water with several interesting gases and compounds. VallSrfLanded = This core sample has relatively high levels of methane, nitrogen dioxide, ethylene, and hydrogen cyanide, an interesting mix of chemicals. VallSrfLanded = For a moment there it looked like something flashed inside of that sample, it was probably just a trick of the light... VallSrfLandedLowlands = The core sample recovered from just below Vall's icy surface is mostly water with several interesting gases and compounds. VallSrfLandedHighlands = This core sample has relatively high levels of methane, nitrogen dioxide, ethylene, and hydrogen cyanide, an interesting mix of chemicals. BopSrfLanded = There surely isn't anything interesting to find on this lifeless rock... wait, did something move in that core sample? BopSrfLanded = Trace amounts of hydrogen sulfide are detected in the core sample, most likely a result of geologic activity... what else could it really be? } } } UrlConfig { parentUrl = DMagicOrbitalScience/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = AnomalyScan title = Anomaly Scan baseValue = 16 scienceCap = 16 dataScale = 4 requireAtmosphere = False situationMask = 0 biomeMask = 0 RESULTS { default = Now this looks interesting. default = How could this have ended up here? KerbinSrfLandedKSC = It's the KSC! KerbinSrfLandedIslandAirfield = This appears to be an underused airfield, possibly built as an emergency landing site for launches from the KSC. KerbinSrfLandedKSC2 = This appears to be some kind of prototype launch facility, possibly used for training or as an early test location. KerbinSrfLandedMonolith1 = Rumor is that Jeb found one of these black monoliths on the Mun and actually touched it. Could that be responsible for his unwavering (some would say foolish) bravery in the face of stupefying odds? KerbinSrfLandedMonolith2 = Getting a closer look at this odd black slate may prove difficult given the steep terrain where it is located. KerbinSrfLandedMonolith3 = This monolith seems somehow alien to Kerbin, as if it were placed here by some unseen force. KerbinSrfLandedUFO = This appears to be some strange kind of aircraft, possibly a research prototype. It is also emitting several forms of radiation. KerbinSrfLandedPyramids = These desert pyramids are one of the few examples of pre-spaceflight, surface-level Kerbal architecture. KerbinFlyingLowKSC = It's the KSC, from the air! KerbinFlyingLowIslandAirfield = From the air this looks like a nice spot for a landing; a useful alternative to the KSC airstrip. KerbinFlyingLowKSC2 = From the air this facility really pales in comparison with the KSC; it is lacking in various important buildings and likely provides only the bare minimum of services required for a launch. KerbinFlyingLowMonolith1 = A sharp spike in radio wave emissions is detected after making a close flyby over this object. KerbinFlyingLowMonolith2 = Nestled into the mountainside is another one of the strange black monoliths that have been reported at various locations on the surface of Kerbin. KerbinFlyingLowMonolith3 = Another mocking face. Who, or what, is this mysterious Squad? KerbinFlyingLowUFO = Some strange radio signals are detected while flying over this object. Perhaps some kind of distress signal? KerbinFlyingLowPyramids = Viewed from above the scale of this site becomes apparent. There remain, however, few clues about how or why these buildings were constructed. MunSrfLandedMonolith1 = This mysterious black slate matches the description of several objects found on Kerbin, what, or who, could be the source of such structures? MunSrfLandedMonolith2 = Another mocking face. Who, or what, is this mysterious Squad? MunSrfLandedMonolith3 = The mysterious Squad strikes again, surely they must come here for the benefit of all Kerbal-kind MunSrfLandedUFO = This oddly shaped spacecraft bears some resemblance to objects described in several mysterious sightings over Kerbin. MunSrfLandedArmstrongMemorial = It appears to be a monument of some kind, likely dedicated to a brave forerunner in the exploration of the universe. MunSrfLandedRockArch1 = How such a curious rock formation could be formed on the Mun, with no water or weathering action, is an intriguing question. MunSrfLandedRockArch2 = Another strange rock formation, this one situated in near the bottom of a crater. Perhaps it was created through some kind of impact. MunSrfLandedRockArch3 = Close observation shows what appears to be an extraordinary structure, made out of very ordinary rock. MunFlyingLowMonolith1 = A sharp spike in radio wave emissions is detected after making a close flyby over this object. MunFlyingLowMonolith2 = This black monolith is nearly invisible against the dark surface of the Mun, only a faint radio signal gives away its presence. MunFlyingLowMonolith3 = The surface of this object appears to be a nearly perfect black body absorber, reflecting nothing and showing almost no signs of its existence on any of the scanners. MunFlyingLowArmstrongMemorial = This stone memorial stands out amid the bleak Munscape. MunFlyingLowUFO = A short, repeating radio signal is detected emanating from this object. MunFlyingLowRockArch1 = This arch is just begging to flown through; there is certainly much valuable science to be gained by doing so. MunFlyingLowRockArch2 = Perhaps this structure was made as part of some elaborate obstacle course on the surface of the Mun. MunFlyingLowRockArch3 = Seen from above this formation almost looks as if it were simply dropped onto the surface. MinmusFlyingLowMonolith1 = How this object remains suspended above the surface of Minmus is as much a mystery as its origin, or the meaning of the mocking face etched into its side. MinmusFlyingLowMonolith1 = The surface of this object appears to be a nearly perfect black body absorber, reflecting nothing and showing almost no signs of its existence on any of the scanners. DunaSrfLandedFace = From the side, the optical imager shows nothing but an ordinary rock. There are however, several curious emissions causing increasing levels of distortion in the other sensors. DunaSrfLandedMastCamera = This curious looking instrument appears to belong to some long abandoned spacecraft. DunaSrfLandedMastCamera = Faint signs of radiation and electrical activity are detected from this object, a sign that it might not be completely inactive. DunaSrfLandedPyramid = This fascinating structure appears at first glance to be nothing more than a curious feature of Duna's surface. DunaSrfLandedPyramid = Close scans of this seemingly natural structure reveal a short, repeating pattern of radio emissions. DunaFlyingLowFace = Viewed from above the significance of this rock becomes obvious. There is no way to ignore the close resemblance to a Kerbal face. DunaFlyingLowMastCamera = What appears to be some kind of spacecraft instrument is jutting out of the surface here. Signs of more buried below? DunaFlyingLowPyramid = The precise geometry of this structure becomes more apparent when viewed from above. DunaFlyingLowPyramid = Perhaps the radio signals emanating from this structure contain some clue as to its origin. VallSrfLandedIcehenge = Visual observation shows what can't possibly be a natural phenomenon; the pattern of arrangement suggests some kind of intelligence at work. VallSrfLandedIcehenge = Bursts of powerful, repeating radio emissions are detected coming from these structures. VallFlyingLowIcehenge = The seemingly careful arrangement of these structures suggests some deeper meaning or purpose; perhaps a message of some kind? VallFlyingLowIcehenge = Powerful bursts of radio wave activity are detected while flying over this formation. Could this be some kind of transmitter or relay device? TyloSrfLandedCave = The cave looks rather cozy, almost like it's inviting you in to get comfortable and maybe stay a little while... TyloSrfLandedCave = When approaching this formation all of the background radio noise begins to die out, as if something is actively blocking it. TyloSrfLandedFace = Strong electromagnetic emissions are detected in this area, but nothing out of the ordinary is visible through the optical scanner. TyloFlyingLowCave = Upon visual inspection this appears to be nothing but an ordinary rock formation. TyloFlyingLowCave = While making a pass over the cave, all radio emissions seem to drop to zero, curious given Jool's normally high levels of background radio noise. TyloFlyingLowFace = The faint outlines of some kind of face-like object are visible on the surface here. Curiously, it doesn't seem to bear much resemblance to Kerbal faces. BopSrfLandedDeadKraken = The initial visual observation is difficult to believe at first glance. Signs of extraterrestrial biological life? An explanation for the unseen, lurking menace felt by all Kerbalnauts? Some kind of elaborate hoax? Closer study is warranted... BopSrfLandedDeadKraken = The round cleft (a mouth of some kind?) glows brightly in a wide swath of the electromagnetic spectrum. One can only hope that nothing will ever pry open that menacing cavity. BobFlyingLowDeadKraken = Observations show what can only be described as some kind of kraken, a Space Kraken if you will, lying on the surface of Bop. Dead, one can only hope... BopFlyingLowDeadKraken = Significant emissions of UV and X-ray radiation are detected. Observe caution when making any closer approaches to the entity. } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/AnomSensor/AnomScanner.cfg PART { name = dmAnomScanner module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.0675, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.0315, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advScienceTech entryCost = 20000 cost = 12000 category = Science subcategory = 0 title = Anomalous Signal Sensor - BTDT manufacturer = DMagic description = This small sensor is designed to scan for anomalous signals across several regions of the electromagnetic spectrum. You must be within 250m of the signal to obtain science results; use it from further out to obtain an estimate of the range and distance to the signal. For the best results, return the device to the KSC for further study. Can also interface with SCANsat equipment to function as a Been There Done That scanner. attachRules = 1,1,0,0,0 mass = 0.015 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research science dmagic dmos (non anomaly mystery unknown angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/AnomSensor/modelAnomaly scale = 0.9, 0.9, 0.9 } MODULE { name = DMAnomalyScanner animationName = deployDish camAnimate = camDeploy foundAnimate = foundLight experimentID = AnomalyScan experimentAnimation = true keepDeployedMode = 2 endEventGUIName = Retract Dish showEndEvent = false startEventGUIName = Deploy Dish showStartEvent = false toggleEventGUIName = Toggle Dish showToggleEvent = true showEditorEvents = true experimentActionName = Collect Anomalous Data resetActionName = Discard Anomalous Data xmitDataScalar = 0.5 useActionGroups = True rerunnable = false resetLevel = 4 dataIsCollectable = false resettableOnEVA = true interactionRange = 1.5 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.1) equipDir = (0,270,90) } MODULE { name = SCANsat sensorType = 32 fov = 1 min_alt = 0 max_alt = 2000 best_alt = 0 scanName = BTDT scan RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 35 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmAnomScanner } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/Bathymetry/Bathymetry.cfg PART { name = dmBathymetry module = Part author = DMagic scale = 1 rescaleFactor = 1 node_attach = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = survivability entryCost = 5000 cost = 1500 category = Science subcategory = 0 title = Submersible Oceanography and Bathymetry manufacturer = DMagic description = Use this submersible science package to explore the uncharted depths of the oceans. Data can be collected above and below the depth threshold to maximize science gain. attachRules = 0,1,0,0,0 mass = 0.01 bulkheadProfiles = srf crashTolerance = 20 maxTemp = 1800 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos underwater subsea ocean light angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/Bathymetry/bathymetry scale = 1, 1, 1 } MODULE { name = DMBathymetry animationName = Default Take redLightName = redLight blueLightName = blueLight redLightMaterial = redLightMaterial blueLightMaterial = blueLightMaterial depthThreshold = 100 experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 animSpeed = 1.5 showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Deploy endEventGUIName = Retract toggleEventGUIName = Toggle customFailMessage = The probe can only be used under water experimentID = dmbathymetryscan experimentActionName = Collect Bathymetry Data resetActionName = Discard Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 RESOURCE { name = ElectricCharge rate = 0.04 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.2) equipDir = (270,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 82 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmBathymetry } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/BioDrill/BioDrill.cfg PART { name = dmbioDrill module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.108, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.08, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = scienceTech entryCost = 15000 cost = 6500 category = Science subcategory = 0 title = ExoKerbol Core Drill manufacturer = DMagic description = The ExoKerbol Core Drill (XKCD) is designed to collect subsurface core samples to search for signs of biological activity on atmospheric planets. Three drill core samples can be stored in the incubation chambers for return. Check drill animator orientation with the preview in the VAB/SPH. attachRules = 1,1,0,0,0 mass = 0.015 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research science dmagic dmos (non biological incubation angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/BioDrill/modelBioDrill scale = 0.8, 0.8, 0.8 } MODULE { name = DMBioDrill animationName = horizontalDrill verticalDrill = verticalDrill sampleAnim = sampleFill sampleEmptyAnim = sampleEmpty customFailMessage = The XKCD is only meant to be used on the surface of atmospheric planets. animSpeed = 1 experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 8 oneWayAnimation = true startEventGUIName = Systems Check showStartEvent = true showEndEvent = false showEditorEvents = true experimentID = dmbiodrillscan experimentLimit = 3 xmitDataScalar = 0.3 experimentActionName = Collect Core Sample useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False resetLevel = 3 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 RESOURCE { name = ElectricCharge rate = 8 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.1,-0.14) equipDir = (270,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 47 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmbioDrill } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/DAN/DAN.cfg PART { name = dmDAN module = Part author = DMagic scale = 1 rescaleFactor = 1 node_attach = 0.0, -0.044, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advElectrics entryCost = 13000 cost = 5500 category = Science subcategory = 0 title = Dynamic Albedo of Neutrons manufacturer = DMagic description = The Dynamic Albedo of Neutrons instrument scans the upper layers of the surface to detect any hydrogen molecules within, specifically searching for water. attachRules = 0,1,0,0,0 mass = 0.01 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos asteroid (dan water angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/DAN/modelDAN scale = 1.1, 1.1, 1.1 } MODULE { name = DMModuleScienceAnimate animationName = DANHeatSink experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 5 oneWayAnimation = true startEventGUIName = Systems Check showStartEvent = true showEndEvent = false showEditorEvents = true customFailMessage = This instrument is only suitable for surface based observations. experimentID = dmNAlbedoScan experimentActionName = Collect Hydrogen Data resetActionName = Discard Hydrogen Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True RESOURCE { name = ElectricCharge rate = 10 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.1) equipDir = (270,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 19 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmDAN } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/Laser/Laser.cfg PART { name = dmsurfacelaser module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = -0.14, -0.1155, 0.0, 0.0, -1.0, 0.0, 0 node_attach = -0.14, -0.0875, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = spaceExploration entryCost = 12000 cost = 4500 category = Science subcategory = 0 title = Surface Ablation Laser Light Imager manufacturer = DMagic description = Presenting the latest in laser based geological science. This device is capable of vaporizing surface samples to study their composition and expose hidden layers of the surface for further study. Warning: DMagic Orbital Science does not condone the use of this laser in any space combat related hijinks, please refrain from such activities. attachRules = 1,1,0,0,0 mass = 0.015 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos asteroid chemcam angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/Laser/modelLaser scale = 0.7, 0.7, 0.7 } MODULE { name = DMModuleScienceAnimate animationName = laserBlast experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 4 oneWayAnimation = true startEventGUIName = Systems Check showStartEvent = true showEndEvent = false showEditorEvents = true customFailMessage = The laser is only suitable for surface based observations. experimentID = dmlaserblastscan experimentActionName = Collect Laser Data resetActionName = Discard Laser Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True RESOURCE { name = ElectricCharge rate = 20 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0.1,0,-0.15) equipDir = (270,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 58 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmsurfacelaser } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/RoverGoo/RoverGoo.cfg PART { name = dmRoverGoo module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.07, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.07, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = composites entryCost = 38000 cost = 15000 category = Science subcategory = 0 title = Micro Goo Containment Pod manufacturer = DMagic description = Advances in materials science have allowed for the construction of a tiny goo pod capable of storing two independent samples simultaneously. attachRules = 1,1,0,0,0 mass = 0.01 bulkheadProfiles = size0, srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research science dmagic dmos (non asteroid angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/RoverGoo/modelGoo scale = 0.7, 0.7, 0.7 } MODULE { name = DMRoverGooMat animationName = GooDeploy sampleAnim = GooSample experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 startEventGUIName = Open Containment Pod endEventGUIName = Close Containment Pod toggleEventGUIName = Toggle Containment Pod showStartEvent = false showEndEvent = false showToggleEvent = true showEditorEvents = true customFailMessage = The goo is not safe to observe in this environment. experimentID = mysteryGoo experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False experimentLimit = 2 resetLevel = 1 xmitDataScalar = 0.3 dataIsCollectable = True collectActionName = Take Goo Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.13) equipDir = (0,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 10 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmRoverGoo } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/RoverMat/RoverMat.cfg PART { name = dmRoverMat module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.0231, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.021, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = metaMaterials entryCost = 45000 cost = 24000 category = Science subcategory = 0 title = SC-901 Science Micro manufacturer = DMagic description = New construction techniques have allowed the standard SC-9001 to be built in a new, compact enclosure capable of storing two samples simultaneously. attachRules = 1,1,0,1,0 mass = 0.015 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = bay experiment lab material research dmagic dmos (non angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/RoverMat/modelMat scale = 2.1, 2.1, 2.1 } MODULE { name = DMRoverGooMat animationName = MatBay sampleAnim = MatSample experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 startEventGUIName = Open Materials Bay endEventGUIName = Close Materials Bay toggleEventGUIName = Toggle Materials Bay showStartEvent = false showEndEvent = false showToggleEvent = true showEditorEvents = true customFailMessage = The materials bay is not safe to open in this environment. experimentID = mobileMaterialsLab experimentActionName = Observe Materials Bay resetActionName = Reset Materials Bay useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False experimentLimit = 2 resetLevel = 1 xmitDataScalar = 0.3 dataIsCollectable = True collectActionName = Take Materials Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.1) equipDir = (0,270,90) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 62 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmRoverMat } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/Seismic/seismic.cfg PART { name = dmSeismicPod module = Part author = DMagic scale = 1 rescaleFactor = 1 node_attach = 0.064, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = unmannedTech entryCost = 10000 cost = 1500 category = Science subcategory = 0 title = Seismic Sensor Pod manufacturer = DMagic description = The Seismic Sensor Pod is designed to be used in conjunction with the DMagic Seismic Impact Hammer. Place at least two pods at variable distances away from the impact hammer using the built-in decoupler mechanism (the pod has a very high impact tolerance) or by placing them on a separate vessel. attachRules = 0,1,0,0,0 mass = 0.0075 bulkheadProfiles = srf crashTolerance = 400 maxTemp = 2600 emissiveConstant = 0.85 thermalMassModifier = 4.0 angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos asteroid impact hammer vesselType = Probe fx_gasBurst_white = 0.56, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple sound_vent_large = decouple stagingIcon = DECOUPLER_HOR stageOffset = 1 childStageOffset = 1 MODEL { model = DMagicOrbitalScience/RoverScience/Seismic/SeismicPod scale = 1.6, 1.6, 1.6 rotation = 0, 180, 0 } MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 50 explosiveNodeID = srf } MODULE { name = DMSeismicSensor baseExperimentValue = 0.2 experimentAnimation = false startEventGUIName = Arm Pod endEventGUIName = Disarm Pod toggleEventGUIName = Toggle Pod showStartEvent = false showEndEvent = false showToggleEvent = true showEditorEvents = true customFailMessage = The Seismic Pod doesn't work here. experimentID = dmseismicHammer experimentActionName = Collect Seismic Data resetActionName = Reset Seismic Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1 dataIsCollectable = True collectActionName = Take Seismic Data interactionRange = 1.8 deployExternal = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = model equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.13) equipDir = (0,270,0) } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 26 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmSeismicPod } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/Seismic/thumper.cfg PART { name = dmSeismicHammer module = Part author = DMagic node_attach = 0.0, 0.0, 0.0525, 0.0, 0.0, -1.0 scale = 1 rescaleFactor = 1 TechRequired = unmannedTech entryCost = 15000 cost = 7000 category = Science subcategory = 0 title = Seismic Impact Hammer manufacturer = DMagic description = The Seismic Impact Hammer is used to generate seismic waves that provide information about a planet's interior. Use in conjunction with one or more Seismic Sensor Pods to maximize science return. The hammer must impact the surface for the experiment to succeed. attachRules = 0,1,0,0,0 mass = 0.025 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1400 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos asteroid thumper angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/Seismic/thumper scale = 0.5, 0.5, 0.5 } MODULE { name = DMSeismicHammer baseExperimentValue = 0.4 scaleModifier = 1 animationName = Arm animSpeed = 1 hammerAnimation = hammerDeploy experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 startEventGUIName = Arm Hammer endEventGUIName = Disarm Hammer toggleEventGUIName = Toggle Hammer showStartEvent = false showEndEvent = false showToggleEvent = true showEditorEvents = true customFailMessage = The Seismic Hammer doesn't work here. experimentID = dmseismicHammer experimentActionName = Collect Seismic Data resetActionName = Reset Seismic Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1 dataIsCollectable = True collectActionName = Take Seismic Data interactionRange = 1.8 deployExternal = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = model equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,0.15) equipDir = (0,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 231 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmSeismicHammer } } } UrlConfig { parentUrl = DMagicOrbitalScience/RoverScience/XRay/XRay.cfg PART { name = dmXRay module = Part author = DMagic scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0.1144, 0.0, 0.0, -1.0, 0 TechRequired = fieldScience entryCost = 14500 cost = 7500 category = Science subcategory = 0 title = XRD Surface Analyzer manufacturer = DMagic description = This instrument collects a small surface sample and determines its exact mineral composition through powder X-Ray diffraction. Because Kerbals don't trust what they can't see the chamber has been filled with a special scintillation gas to allow for easy visibility of the X-Ray beam. The drill must contact the surface to obtain a usable sample; perform adequate tests before launch! attachRules = 0,1,0,0,0 mass = 0.015 bulkheadProfiles = srf crashTolerance = 10 maxTemp = 1200 emissiveConstant = 0.85 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos asteroid xray chemin angularDrag = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 MODEL { model = DMagicOrbitalScience/RoverScience/XRay/modelXRay scale = 2.2, 2.2, 2.2 } MODULE { name = ModuleBiomeScanner } MODULE { name = ModuleAsteroidAnalysis } MODULE { name = ModuleAnalysisResource resourceName = Ore } MODULE { name = DMXRayDiffract drillLength = 4 animationName = SampleDrill experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 10 oneWayAnimation = true startEventGUIName = Systems Check showStartEvent = true showEndEvent = false showEditorEvents = true customFailMessage = This instrument is only suitable for surface based observations. experimentID = dmXRayDiffract experimentActionName = Collect X-Ray Data resetActionName = Discard X-Ray Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True RESOURCE { name = ElectricCharge rate = 10 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0,-0.15) equipDir = (0,0,0) } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 58 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmXRay } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USASERT/USASERT.cfg PART { name = dmUSAsert module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 20000 cost = 6750 category = none subcategory = 0 title = Univ. Storage - ASERT manufacturer = DMagic description = The ASERT is an asteroid-only experiment used to study the interior composition of asteroids. It must be paired with a second module placed on the opposite side of an asteroid. When two modules are properly positioned the experiment can be conducted with the science amount dependent on how much of the asteroid the signal passed through. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos universal wedge asteroid sounding angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USASERT/modelASERT parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 texture = ASERT_DIFF, DMagicOrbitalScience/ProbeScience/ASERT/ASERT_DIFF texture = ASERT_NRM, DMagicOrbitalScience/ProbeScience/ASERT/ASERT_NRM texture = ASERT_EMIT, DMagicOrbitalScience/ProbeScience/ASERT/ASERT_EMIT texture = Stock_US_DIFF, DMagicOrbitalScience/UniversalStorage/USStock/Stock_US_DIFF texture = Stock_US_NRM, DMagicOrbitalScience/UniversalStorage/USStock/Stock_US_NRM } MODULE { name = ModuleAsteroidAnalysis } MODULE { name = ModuleAnalysisResource resourceName = Ore } MODULE { name = DMAsteroidScanner animationName = dishDeploy greenLight = greenAnim yellowLight = yellowAnim USBayAnimation = Take 001 USScience = true experimentID = dmAsteroidScan rerunnable = True transmitValue = 1.0 dataIsCollectable = True collectActionName = Take Data experimentResource = ElectricCharge resourceCost = 0.25 usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 66 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSAsert } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USGooMat/USGoo.cfg PART { name = dmUSGoo module = Part author = DMagic rescaleFactor = 1.0 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 3000 cost = 1400 category = none subcategory = 0 title = Univ. Storage - Mystery Goo Containment manufacturer = DMagic description = This unit was something one of our engineers came upon while dumpster divin-- Erm, while researching alternative applications for existing technologies. It's a sealed container which appears to be filled with a strange looking substance. We couldn't reach in or break the canister open, but watching how the Goo behaves when subjected to different situations could be very educational. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment research science dmagic dmos universal wedge (non asteroid angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USGooMat/US_Goo parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 rotation = 0, 180, 0 } MODULE { name = DMModuleScienceAnimate animationName = RollingTop bayAnimation = Take 001 looperAnimation = RollingGoo experimentID = mysteryGoo experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 3 keepDeployedMode = 0 USScience = true customFailMessage = The goo is not safe to observe in this environment. animSpeed = 1 endEventGUIName = Close Goo Bay showEndEvent = false startEventGUIName = Open Goo Bay showStartEvent = false toggleEventGUIName = Toggle Goo Bay Doors showToggleEvent = true showEditorEvents = true experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False resetLevel = 0 xmitDataScalar = 0.3 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 63 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSGoo } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USGooMat/USMat.cfg PART { name = dmUSMat module = Part author = DMagic rescaleFactor = 1.0 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 4500 cost = 6500 category = none subcategory = 0 title = Univ. Storage - SC-9001 Science Jr. manufacturer = DMagic description = The US-SC-9001 is a cutting edge, self contained laboratory. Have you ever wondered what happens to something in zero G? Or, have you ever pondered the truly meaningful questions? Such as what would happen if I exposed this to the rigors of stellar radiation and an unforgiving vacuum? Comes with complimentary notepad. Recommended for ages 4-8. Small parts inside make it not suitable for small children. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = bay experiment lab material research dmagic dmos universal wedge (non angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USGooMat/US_Mat parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 } MODULE { name = DMModuleScienceAnimate animationName = matBayDoors bayAnimation = Take 001 experimentID = mobileMaterialsLab experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = 3 keepDeployedMode = 0 USScience = true customFailMessage = The goo is not safe to observe in this environment. animSpeed = 1 endEventGUIName = Close Materials Bay showEndEvent = false startEventGUIName = Open Materials Bay showStartEvent = false toggleEventGUIName = Toggle Materials Bay Doors showToggleEvent = true showEditorEvents = true experimentActionName = Observe Materials Bay resetActionName = Reset Materials Bay useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False resetLevel = 0 xmitDataScalar = 0.3 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 90 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSMat } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USGoreSat/USGoreSat.cfg PART { name = dmUSGoreSat module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 13000 cost = 4500 category = none subcategory = 0 title = Univ. Storage - GORESat manufacturer = DMagic description = The Global Orbital Radiance Experiment Satellite (GORESat) monitors the total light reflected from a planet's surface across multiple wavelengths using four cavity radiometers. Can only be used from high orbit. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos universal wedge (gore radiometer albedo angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USGoreSat/modelGoreSat parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 texture = GoreSat_DIFF, DMagicOrbitalScience/ProbeScience/GoreSat/GoreSat_DIFF texture = GoreSat_NRM, DMagicOrbitalScience/ProbeScience/GoreSat/GoreSat_NRM texture = Scope_DIFF, DMagicOrbitalScience/ProbeScience/Scope/Scope_DIFF texture = Scope_NRM, DMagicOrbitalScience/ProbeScience/Scope/Scope_NRM } MODULE { name = DMModuleScienceAnimate animationName = USshutterDeploy bayAnimation = Take 001 experimentID = dmRadiometerScan customFailMessage = This instrument is only suitable for use from high orbit. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 USScience = true showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Deploy Scanners endEventGUIName = Retract Scanners toggleEventGUIName = Toggle Scanners experimentActionName = Log Irradiance Scan resetActionName = Discard Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 73 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSGoreSat } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USImagingPlatform/USImagingPlatform.cfg PART { name = dmUSImagingPlatform module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 18000 cost = 7500 category = none subcategory = 0 title = Univ. Storage - Multi-Spectral Imaging Platform manufacturer = DMagic description = This multi-spectral imaging platform is used to study the surface and composition of planets. Use only in orbit. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos universal wedge (uv (ir asteroid angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USImagingPlatform/modelImagingPlatform parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 texture = Imager_DIFF, DMagicOrbitalScience/ProbeScience/ImagingPlatform/Imager_DIFF texture = Imager_NRM, DMagicOrbitalScience/ProbeScience/ImagingPlatform/Imager_NRM texture = Scope_DIFF, DMagicOrbitalScience/ProbeScience/Scope/Scope_DIFF texture = Scope_NRM, DMagicOrbitalScience/ProbeScience/Scope/Scope_NRM } MODULE { name = ModuleGPS } MODULE { name = ModuleKerbNetAccess MinimumFoV = 30 MaximumFoV = 65 AnomalyDetection = 0.35 DISPLAY_MODES { Mode = Biome Mode = Terrain } } MODULE { name = DMModuleScienceAnimate animationName = Deploy bayAnimation = Take 001 experimentID = dmImagingPlatform customFailMessage = The Imaging Platform is not suitable for atmospheric use or surface deployment, try again in space. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 USScience = true showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Deploy Imager endEventGUIName = Retract Imager toggleEventGUIName = Toggle Imager experimentActionName = Log Imaging Data resetActionName = Discard Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 106 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSImagingPlatform } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USProbeSci/MagBoom.cfg PART { name = dmUSMagBoom module = Part author = DMagic rescaleFactor = 1.0 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 6500 cost = 2200 category = none subcategory = 0 title = Univ. Storage - Magnetometer Boom manufacturer = DMagic description = The magnetometer instruments are used to determine the magnitude and direction of planetary magnetic fields. The long boom separates these instruments from any interference caused by magnetic elements in the probe. Use in low to high orbit or on the surface. Not for use during atmospheric flight. Use with New Horizon's Universal Storage system. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos universal wedge (mag field asteroid angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USProbeSci/modelMAG parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 } MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 60000 RequiresUnlock = True ScannerType = 0 ResourceName = Ore } MODULE { name = DMModuleScienceAnimate animationName = magBoom bayAnimation = Take 001 USScience = true experimentID = magScan experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 deployingMessage = Close proximity to the craft scrambles the magnetometer's sensors, deploying the scanner now. customFailMessage = The magnetometer is not suitable for use during atmospheric flight, try again on the ground or in space. animSpeed = 2 endEventGUIName = Retract Magnetometer showEndEvent = false startEventGUIName = Deploy Magnetometer showStartEvent = false toggleEventGUIName = Toggle Magnetometer showToggleEvent = true showEditorEvents = true experimentActionName = Log Magnetometer Data resetActionName = Discard Magnetometer Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = DMMagBoomModule runMagnetometer = True resourceToUse = ElectricCharge resourceCost = 0.05 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 42 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSMagBoom } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USProbeSci/RPWS.cfg PART { name = USRPWS module = Part author = DMagic rescaleFactor = 1.0 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 19000 cost = 12000 category = none subcategory = 0 title = Univ. Storage - RPWS Antenna manufacturer = DMagic description = The Radio and Plasma Wave Science instrument measures electrostatic and electromagnetic fields generated by the interaction of planetary magnetospheres and the interplanetary plasma medium. Deploy and use while in low to high orbit. Not for use during atmospheric flight or surface deployment. Use with New Horizon's Universal Storage system. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos universal wedge radio plasma wave angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USProbeSci/modelRPWS parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 } MODULE { name = DMModuleScienceAnimate animationName = rpwsAnimation bayAnimation = Take 001 USScience = true experimentID = rpwsScan experimentActionName = Log Radio Plasma Wave Data resetActionName = Discard Data customFailMessage = The RPWS Antenna is not suitable for atmospheric use or surface deployment, try again in space. deployingMessage = With the antennae retracted the sensors can't read anything, deploying the system now. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 animSpeed = 1.5 showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Deploy RPWS endEventGUIName = Retract RPWS toggleEventGUIName = Toggle RPWS useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 85 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = USRPWS } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USScope/USScope.cfg PART { name = dmUSScope module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 11000 cost = 7000 category = none subcategory = 0 title = Univ. Storage - Orbital Telescope manufacturer = DMagic description = This telescope makes things that are far away look like they are less far away. Use in low to high orbits. Not for use during atmospheric flight or on the surface. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos universal wedge scope optical hirise angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USScope/modelScope parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 texture = Scope_DIFF, DMagicOrbitalScience/ProbeScience/Scope/Scope_DIFF texture = Scope_NRM, DMagicOrbitalScience/ProbeScience/Scope/Scope_NRM } MODULE { name = ModuleKerbNetAccess MinimumFoV = 15 MaximumFoV = 35 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain } } MODULE { name = DMModuleScienceAnimate animationName = scopeShutter bayAnimation = Take 001 experimentID = scopeScan customFailMessage = This telescope is not suitable for use during atmospheric flight or on the surface, try again in space. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 USScience = true showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Open Shutter endEventGUIName = Close Shutter toggleEventGUIName = Toggle Shutter experimentActionName = Log Visual Observations resetActionName = Discard Observations useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 109 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSScope } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USSoilMoisture/USSoilMoisture.cfg PART { name = dmUSSoilMoisture module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 16000 cost = 5500 category = none subcategory = 0 title = Univ. Storage - Soil Moisture Sensor manufacturer = DMagic description = This orbital sensor deploys a large L-band microwave detector comprised of 82 individual antenna elements. It can be used to study the water content of the upper soil layers and the salinity levels of large water features. Can only be used in low orbit. This instrument can also be used as a powerful communications antenna. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 2.0 heatConductivity = 0.04 tags = experiment research rerun re-run reus re-us redo re-do reset re-set science dmagic dmos universal wedge microwave asteroid water aerial antenna deploy direct dish extend fold radio signal transmi angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USSoilMoisture/modelSoilMoisture parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 texture = SoilMoisture_DIFF, DMagicOrbitalScience/ProbeScience/SoilMoisture/SoilMoisture_DIFF texture = SoilMoisture_NRM, DMagicOrbitalScience/ProbeScience/SoilMoisture/SoilMoisture_NRM texture = Scope_DIFF, DMagicOrbitalScience/ProbeScience/Scope/Scope_DIFF texture = Scope_NRM, DMagicOrbitalScience/ProbeScience/Scope/Scope_NRM } MODULE { name = DMSoilMoisture animationName = Deploy bayAnimation = Take 001 experimentID = dmSoilMoisture experimentLimit = 1 customFailMessage = The L-band microwave arrays are only meant to operate in low orbit. experimentAnimation = true experimentWaitForAnimation = true keepDeployedMode = 2 USScience = true showEndEvent = false showStartEvent = false showToggleEvent = true startEventGUIName = Deploy Array endEventGUIName = Retract Array toggleEventGUIName = Toggle Array experimentActionName = Collect Soil Moisture Data resetActionName = Discard Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 92 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSSoilMoisture } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USSolarParticles/USSolarParticles.cfg PART { name = dmUSSolarParticles module = Part author = DMagic scale = 1 rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 16500 cost = 8500 category = none subcategory = 0 title = Univ. Storage - Solar Particle Collector manufacturer = DMagic description = This instrument is designed to collect and store several samples of solar particles. mass = 0.05 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment material research science dmagic dmos (non universal wedge genesis asteroid angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USSolarParticles/modelSolar parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 texture = SPC_DIFF, DMagicOrbitalScience/ProbeScience/SolarParticleCollector/SPC_DIFF texture = SPC_NRM, DMagicOrbitalScience/ProbeScience/SolarParticleCollector/SPC_NRM texture = SPC_LIGHTS_DIFF, DMagicOrbitalScience/ProbeScience/SolarParticleCollector/SPC_LIGHTS_DIFF texture = SPC_LIGHTS_EMISSIVE, DMagicOrbitalScience/ProbeScience/SolarParticleCollector/SPC_LIGHTS_EMISSIVE } MODULE { name = DMSolarCollector animationName = collectorDeploy loopingAnim = collectorLoop bayAnimation = Take 001 customFailMessage = The collector's sensitive panels are only meant to be deployed in space. animSpeed = 1 experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 USScience = true startEventGUIName = Deploy Collectors showStartEvent = false endEventGUIName = Retract Collectors showEndEvent = false showEditorEvents = true showToggleEvent = true toggleEventGUIName = Toggle Collectors experimentID = dmSolarParticles experimentLimit = 4 xmitDataScalar = 0.2 experimentActionName = Collect Solar Particles useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = False resetLevel = 2 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 72 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSSolarParticles } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USStock/ACCGRAV.cfg PART { name = dmUSAccGrav module = Part author = DMagic rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 19000 cost = 11000 category = none subcategory = 0 title = Univ. Storage - Accelerometer / Gravmax manufacturer = DMagic description = Combines the Double-C Seismic Accelerometer and Gravmax Negative Gravioli Detector into one convenient and aerodynamic container. Use with New Horizon's Universal Storage system. mass = 0.04 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment gravity research rerun re-run reus re-us redo re-do reset re-set science sensor acceler dmagic dmos universal wedge asteroid angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USStock/ACCGRAV parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 } MODULE { name = DMEnviroSensor sensorType = GRAV min = 25 max = 335 primary = True } MODULE { name = DMEnviroSensor sensorType = ACC min = 0 max = 5 primary = False } MODULE { name = DMModuleScienceAnimate animationName = US_Enviro_Deploy bayAnimation = Take 001 experimentID = gravityScan primary = true USScience = true USStock = true customFailMessage = Gravity scan cannot be conducted during atmospheric flight experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 animSpeed = 1 endEventGUIName = Retract showEndEvent = false startEventGUIName = Deploy showStartEvent = false toggleEventGUIName = Toggle Sensors showToggleEvent = true showEditorEvents = true experimentActionName = Log Gravity Data resetActionName = Delete Gravity Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 0.4 dataIsCollectable = True collectActionName = Take Gravity Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = DMModuleScienceAnimate animationName = US_Enviro_Deploy bayAnimation = Take 001 experimentID = seismicScan primary = false USStock = True USScience = true customFailMessage = Seismic scan can only be conducted on the surface experimentAnimation = true keepDeployedMode = 2 showEndEvent = false showStartEvent = false showEditorEvents = false experimentActionName = Log Seismic Data resetActionName = Delete Seismic Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 0.45 dataIsCollectable = True collectActionName = Take Seismic Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 asteroidReports = True asteroidTypeDependent = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 69 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSAccGrav } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USStock/ATMOSSENSE.cfg PART { name = dmUSAtmosSense module = Part author = DMagic rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 12000 cost = 4500 category = none subcategory = 0 title = Univ. Storage - Atmospheric Sensor manufacturer = DMagic description = The latest in R&D enabled the development of this little marvel, The Sensor Array Computing Nose Cone. It is outfitted with many "quality" sensors and a computer salvaged from the highest quality aircraft scrap, enabling it to collect atmospheric data while in flight. mass = 0.04 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = atmospher experiment research rerun re-run reus re-us redo re-do reset re-set science sensor dmagic dmos universal wedge angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USStock/ATMOSSENSE parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 } MODULE { name = DMModuleScienceAnimate animationName = atmosDeploy bayAnimation = Take 001 experimentID = atmosphereAnalysis primary = true USScience = true USStock = false customFailMessage = Atmospheric data cannot be collected at this time. experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 animSpeed = 1 endEventGUIName = Retract showEndEvent = false startEventGUIName = Deploy showStartEvent = false toggleEventGUIName = Toggle Sensor showToggleEvent = true showEditorEvents = true experimentActionName = Log Atmospheric Data resetActionName = Delete Atmospheric Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take Atmospheric Data interactionRange = 1.5 externalDeploy = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 78 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSAtmosSense } } } UrlConfig { parentUrl = DMagicOrbitalScience/UniversalStorage/USStock/PRESTEMP.cfg PART { name = dmUSPresTemp module = Part author = DMagic rescaleFactor = 1 node_stack_back = 0.187, 0.0, 0.0, 1.0, 0.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = Unresearcheable entryCost = 8000 cost = 4000 category = none subcategory = 0 title = Univ. Storage - PresMat / 2Hot manufacturer = DMagic description = Combines the PresMat Barometer and 2Hot Temperature Sensor into one convenient and aerodynamic container. Use with New Horizon's Universal Storage system. mass = 0.04 bulkheadProfiles = wedge crashTolerance = 10 maxTemp = 2200 emissiveConstant = 0.95 thermalMassModifier = 4.0 tags = experiment heat research rerun re-run reus re-us redo re-do reset re-set science sensor temperature dmagic dmos universal wedge atmospher pressure angularDrag = 1 dragModelType = default MODEL { model = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0, 0, 0 rotation = 0, 0, 0 } MODEL { model = DMagicOrbitalScience/UniversalStorage/USStock/PRESTEMP parent = UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 180, 0 } MODULE { name = DMEnviroSensor sensorType = TEMP min = 0 max = 1 primary = True } MODULE { name = DMEnviroSensor sensorType = PRES min = 25 max = 335 primary = False } MODULE { name = DMModuleScienceAnimate animationName = Take 001 experimentID = temperatureScan primary = true USScience = false USStock = true customFailMessage = Temperature data cannot be collected now experimentAnimation = true experimentWaitForAnimation = true waitForAnimationTime = -1 keepDeployedMode = 2 animSpeed = 1 endEventGUIName = Retract showEndEvent = false startEventGUIName = Deploy showStartEvent = false toggleEventGUIName = Toggle Sensors showToggleEvent = true showEditorEvents = true experimentActionName = Log Temperature resetActionName = Delete Temperature Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take Temperature Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 } MODULE { name = DMModuleScienceAnimate animationName = Take 001 experimentID = barometerScan primary = false USStock = True USScience = false customFailMessage = Pressure data can only be collected in an atmosphere experimentAnimation = true keepDeployedMode = 2 showEndEvent = false showStartEvent = false showEditorEvents = false experimentActionName = Log Pressure Data resetActionName = Delete Pressure Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False rerunnable = True xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take Pressure Data interactionRange = 1.8 externalDeploy = True usageReqMaskExternal = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItemEvaTweaker editorItemsCategory = false carriable = true equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,-0.05,-0.3) equipDir = (0,270,0) runSpeed = 1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 79 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = dmUSPresTemp } } } UrlConfig { parentUrl = DockingCamKURS/Parts/OnboardCamera.cfg PART { name = OnboardCamera module = Part author = DennyTX scale = 1 rescaleFactor = 0.8 node_attach = 0.0, -0.08, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = engineering101 entryCost = 256 cost = 256 category = Control subcategory = 0 title = Onboard Camera manufacturer = OLDD description = Camera. Just a camera. May provide some different visual modes. attachRules = 0,1,0,0,1 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 1256 bulkheadProfiles = size0, srf MODEL { model = DockingCamKURS/Parts/OnboardCamera } MODULE { name = PartCameraModule windowSize = 300 allowedScanDistance = 1000 resourceScanning = ElectricCharge.50 electricchargeCost = 0.02 photoDir = OnboardCamera } MODULE { name = ModuleSpyExperiment experimentID = TargetScanning experimentActionName = Scan Target resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.8 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart packedVolume = 50 stackableQuantity = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = OnboardCamera } } } UrlConfig { parentUrl = DockingCamKURS/Resources/ScienceDef.cfg EXPERIMENT_DEFINITION { id = TargetScanning title = Target Scanning baseValue = 8 scienceCap = 32 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 31 RESULTS { default = Collected and recorded some data from the target. Bring it home. } } } UrlConfig { parentUrl = EasyVesselSwitch/Lang/en-us.cfg Localization { en-us { #evsLOC_00000 = Click [<<1>>] to switch to: #evsLOC_00001 = Currently selected: #evsLOC_00002 = <<1>>: <<2>> #evsLOC_00003 = <<1>> (<<2>>-<<3>>) #evsLOC_00004 = Total mass: <<1>> #evsLOC_00005 = Part: <<1>> #evsLOC_00006 = Assembly: <<1>> #evsLOC_00007 = EVA propellant: <<1>> #evsLOC_00008 = Vessel IS controllable #evsLOC_00009 = Vessel is NOT controllable #evsLOC_00010 = NONE #evsLOC_00011 = Keep camera POSITION #evsLOC_00012 = Keep camera DISTANCE #evsLOC_00013 = Stabilization mode: <<1>> #evsLOC_00014 = Vessel is too distant: <<1>> #evsLOC_00015 = Vessel IS attached to the ground #evsLOC_00016 = Vessel is NOT attached to the ground #evsLOC_00017 = This part is currently in focus. #evsLOC_00018 = This part does NOT belong to the current vessel! #evsLOC_00019 = Middle mouse button #evsLOC_00020 = Click [<<1>>] to set the focus on this part. #evsLOC_00021 = Click [<<1>>] to reset the focus to the current vessel. #evsLOC_00022 = Hover over another part to change the focus. #evsLOC_00023 = Hover over a part to set the focus on it. #evsLOC_00024 = Point to the outer space to reset focus. } } } UrlConfig { parentUrl = EasyVesselSwitch/Lang/es-es.cfg Localization { es-es { #evsLOC_00000 = Click [<<1>>] para cambiar a: #evsLOC_00001 = Actualmente seleccionado: #evsLOC_00002 = <<1>>: <<2>> #evsLOC_00003 = <<1>> (<<2>>-<<3>>) #evsLOC_00004 = Masa total: <<1>> #evsLOC_00005 = Parte: <<1>> #evsLOC_00006 = Ensamblado: <<1>> #evsLOC_00007 = Propelente AEV: <<1>> #evsLOC_00008 = La nave ES controlable #evsLOC_00009 = La nave NO es controlable #evsLOC_00010 = NINGUNA #evsLOC_00011 = Mantener cámara en POSICIÓN #evsLOC_00012 = Mantener cámara a DISTANCIA #evsLOC_00013 = Modo de estabilización: <<1>> #evsLOC_00014 = La nave está demasiado distante: <<1>> #evsLOC_00015 = La nave está unida al suelo #evsLOC_00016 = La nave no está unida al suelo #evsLOC_00017 = Esta parte está actualmente enfocada. #evsLOC_00018 = ¡Esta parte NO pertenece a la nave actual! #evsLOC_00019 = Botón central del ratón #evsLOC_00020 = Click [<<1>>] para establecer el foco en esta parte. #evsLOC_00021 = Click [<<1>>] para restablecer el foco a la embarcación actual. #evsLOC_00022 = Pase el cursor sobre otra parte para cambiar el foco. #evsLOC_00023 = Pase el cursor sobre una parte para enfocarla. #evsLOC_00024 = Señale el espacio exterior para restablecer el enfoque. } } } UrlConfig { parentUrl = EasyVesselSwitch/Lang/fr-fr.cfg Localization { fr-fr { #evsLOC_00000 = Cliquer sur [<<1>>] pour passer à : #evsLOC_00001 = Selectionné actuellement : #evsLOC_00002 = <<1>>: <<2>> #evsLOC_00003 = <<1>> (<<2>>-<<3>>) #evsLOC_00004 = Masse Totale : <<1>> #evsLOC_00005 = Pièce : <<1>> #evsLOC_00006 = Assemblage : <<1>> #evsLOC_00007 = Ergol pour AEV : <<1>> #evsLOC_00008 = Le vaisseau EST contrôlable #evsLOC_00009 = Le vaisseau N'EST PAS contrôlable #evsLOC_00010 = AUCUNE #evsLOC_00011 = Garder la POSITION de la caméra #evsLOC_00012 = Garder l'ELOIGNEMENT de la caméra #evsLOC_00013 = Mode de stabilisation : <<1>> #evsLOC_00014 = Le vaisseau est trop loin pour être sélectionné (<<1>>) #evsLOC_00015 = Le vaisseau EST attaché au sol #evsLOC_00016 = Le vaisseau N'EST PAS attaché au sol #evsLOC_00017 = Cette pièce est sélectionnée. #evsLOC_00018 = Cette pièce n'appartient PAS à ce vaisseau ! #evsLOC_00019 = bouton du milieu de la souris #evsLOC_00020 = Cliquer sur [<<1>>] pour sélectionner cette pièce. #evsLOC_00021 = Cliquer sur [<<1>>] pour réinitialiser la sélection sur ce vaisseau. #evsLOC_00022 = Survoler une autre pièce pour changer la sélection. #evsLOC_00023 = Survoler une pièce pour la sélectionner. #evsLOC_00024 = Pointer vers l'espace pour réinitialiser la sélection. } } } UrlConfig { parentUrl = EasyVesselSwitch/Lang/it-it.cfg Localization { it-it { #evsLOC_00000 = Clicca [<<1>>] per cambiare a: #evsLOC_00001 = Selezionato attualmente: #evsLOC_00002 = <<1>>: <<2>> #evsLOC_00003 = <<1>> (<<2>>-<<3>>) #evsLOC_00004 = Massa totale: <<1>> #evsLOC_00005 = Parte: <<1>> #evsLOC_00006 = Assemblaggio: <<1>> #evsLOC_00007 = Propellente EVA: <<1>> #evsLOC_00008 = Il vascello È controllabile #evsLOC_00009 = Il vascello NON è controllabile #evsLOC_00010 = NESSUNO #evsLOC_00011 = Mantiene la POSIZIONE della camera #evsLOC_00012 = Mantiene la DISTANZA della camera #evsLOC_00013 = Modalità di stabilizzazione: <<1>> #evsLOC_00014 = Il vascello è troppo distante: <<1>> #evsLOC_00015 = Il vascello è attaccato al suolo #evsLOC_00016 = Il vascello non è attaccato al suolo #evsLOC_00017 = Questa parte è al momento focalizzata. #evsLOC_00018 = Questa parte non appartiente al vascello attuale! #evsLOC_00019 = Pulsante medio del mouse #evsLOC_00020 = Clicca [<<1>>] per focalizzare questa parte. #evsLOC_00021 = Clicca [<<1>>] per azzerare il fuoco al vascello attuale. #evsLOC_00022 = Staziona su un altra parte per cambiare il fuoco. #evsLOC_00023 = Staziona su una parte per impostare il fuoco. #evsLOC_00024 = Punta verso lo spazio esterno per azzerare il fuoco. } } } UrlConfig { parentUrl = EasyVesselSwitch/Lang/ru.cfg Localization { ru { #evsLOC_00000 = Кликните [<<1>>] чтобы переключиться на: #evsLOC_00001 = Уже активен: #evsLOC_00002 = <<1>>: <<2>> #evsLOC_00003 = <<1>> (<<2>>-<<3>>) #evsLOC_00004 = Полная масса: <<1>> #evsLOC_00005 = Деталь: <<1>> #evsLOC_00006 = Сборка: <<1>> #evsLOC_00007 = Топливо для ранца: <<1>> #evsLOC_00008 = Это УПРАВЛЯЕМЫЙ аппарат #evsLOC_00009 = Это НЕ управляемый аппарат #evsLOC_00010 = ВЫКЛЮЧЕНО #evsLOC_00011 = \nСохранять ПОЗИЦИЮ камеры #evsLOC_00012 = \nСохранять ДИСТАНЦИЮ до камеры #evsLOC_00013 = Режим стабилизации: <<1>> #evsLOC_00014 = Аппарат слишком далеко: <<1>> #evsLOC_00015 = Аппарат ПРИКРЕПЛЁН к земле #evsLOC_00016 = Аппарат НЕ прикреплён к земле #evsLOC_00017 = Эта деталь уже в фоксуе. #evsLOC_00018 = Эта деталь не принадлежит текущему аппарату! #evsLOC_00019 = Средняя кнопка мыши #evsLOC_00020 = Кликните [<<1>>] чтобы установить фокус на деталь. #evsLOC_00021 = Кликните [<<1>>] чтобы сбросить фокус на текущий аппарат. #evsLOC_00022 = Наведите на другую деталь чтобы сменить фокус. #evsLOC_00023 = Наведите на деталь чтобы установить фокус. #evsLOC_00024 = Наведите на открытое пространство чтобы сбросить фокус. } } } UrlConfig { parentUrl = EasyVesselSwitch/Lang/zh-cn.cfg Localization { zh-cn { #evsLOC_00000 = 单击 [<<1>>] 切换到: #evsLOC_00001 = 当前选中: #evsLOC_00002 = <<1>>: <<2>> #evsLOC_00003 = <<1>> (<<2>>-<<3>>) #evsLOC_00004 = 总质量: <<1>> #evsLOC_00005 = 部件: <<1>> #evsLOC_00006 = 部件: <<1>> #evsLOC_00007 = EVA 推进剂: <<1>> #evsLOC_00008 = 载具可操控 #evsLOC_00009 = 载具不可操控 #evsLOC_00010 = 无 #evsLOC_00011 = 保持镜头位置不变 #evsLOC_00012 = 保持镜头距离不变 #evsLOC_00013 = 镜头稳定模式: <<1>> #evsLOC_00014 = 载具距离太远: <<1>> #evsLOC_00015 = 载具附着于地面上 #evsLOC_00016 = 载具未附着于地面上 #evsLOC_00017 = 镜头已经对准该部件. #evsLOC_00018 = 该部件不属于当前载具! #evsLOC_00019 = 鼠标中键 #evsLOC_00020 = 单机 [<<1>>] 将镜头对准该部件. #evsLOC_00021 = 单机 [<<1>>] 重置镜头. #evsLOC_00022 = 选择其它部件来设置镜头对准 #evsLOC_00023 = 选择一个部件来设置镜头对准 #evsLOC_00024 = 选择空白处来重置镜头 } } } UrlConfig { parentUrl = EngineIgnitor/MM_Configs/MM_Stock_TechUpgrades.cfg PARTUPGRADE { name = ignitionUpgrade_1 partIcon = liquidEngine2 techRequired = miniaturization entryCost = 14000 title = Ignition systems upgrade description = General refinement of ignition systems. } } UrlConfig { parentUrl = EngineIgnitor/MM_Configs/MM_Stock_TechUpgrades.cfg PARTUPGRADE { name = ignitionUpgrade_2 partIcon = liquidEngine3 techRequired = precisionEngineering entryCost = 20000 title = Ignition systems upgrade description = Precisely engineered ignition systems. } } UrlConfig { parentUrl = EngineIgnitor/MM_Configs/MM_Stock_TechUpgrades.cfg PARTUPGRADE { name = ignitionUpgrade_3 partIcon = liquidEngine2-2 techRequired = largeElectrics entryCost = 28000 title = Ignition systems upgrade description = Sparks and such. } } UrlConfig { parentUrl = EngineIgnitor/MM_Configs/MM_Stock_TechUpgrades.cfg PARTUPGRADE { name = ignitionUpgrade_4 partIcon = liquidEngineMini techRequired = highPerformanceFuelSystems entryCost = 38000 title = Ignition systems upgrade description = Upgraded ignition and fuel feeding systems. } } UrlConfig { parentUrl = EngineIgnitor/MM_Configs/MM_Stock_TechUpgrades.cfg PARTUPGRADE { name = ignitionUpgrade_8 partIcon = SSME techRequired = experimentalElectrics entryCost = 50000 title = Ignition systems upgrade description = Refining ignition systems. } } UrlConfig { parentUrl = EngineIgnitor/Parts/Toolbox/part.cfg PART { name = Toolbox module = Part author = NovaSilisko scale = 1 rescaleFactor = 0.8 node_attach = 0.1, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = actuators entryCost = 4400 cost = 400 category = Utility subcategory = 0 title = Ignitor Toolbox manufacturer = Ignition Hardware Inc. description = This containment unit has become a necessity for long duration missions in which all engines on a vessel have used up all of their ignition fluid. attachRules = 0,1,0,0,1 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 maxTemp = 3400 fuelCrossFeed = False breakingForce = 15 breakingTorque = 15 bulkheadProfiles = srf MODEL { model = EngineIgnitor/Parts/Toolbox/model scale = 1.1, 1.0, 0.7 } RESOURCE { name = EngineIgnitors amount = 8 maxAmount = 8 isTweakable = False } MODULE { name = EngineIgnitorToolbox } MODULE { name = ModuleCargoPart packedVolume = 125 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleKISItem editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.05,-0.08) equipDir = (270,0,0) } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Toolbox } } } UrlConfig { parentUrl = EngineIgnitor/Resources/Ignitors.cfg RESOURCE_DEFINITION { name = EngineIgnitors density = 0.02 unitCost = 64 hsp = 555 flowMode = NO_FLOW transfer = NONE isTweakable = false volume = 8 } } UrlConfig { parentUrl = EVATransfer/EVAFuelLine/EVAFuelLine.cfg PART { name = EVAfuelLine module = CompoundPart author = HarvesteR scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.0 iconCenter = -4.69147, 2.64656, 0.0 TechRequired = advFuelSystems entryCost = 9200 cost = 7000 category = Utility subcategory = 0 title = EVA Resource Transfer Pipe manufacturer = DMagic description = This tiny little pipe can be expanded to allow for resource transfer between two disconnected vessels. Attach the pipe start point in the VAB/SPH and connect the end point on EVA during flight. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 mass = 0.05 dragModelType = SPHERICAL maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 1 crashTolerance = 12 maxTemp = 2000 explosionPotential = 0 PhysicsSignificance = 1 maxLength = 10 bulkheadProfiles = srf MODEL { model = Squad/Parts/CompoundParts/FuelLine/model } MODULE { name = ModuleEVATransfer lineObjName = obj_line targetAnchorName = obj_targetAnchor anchorCapName = obj_anchorCap targetCapName = obj_targetCap useSkill = RepairSkill minLevel = 0 maxDistance = 200 maxSlack = 10 maxTransfers = 5 transferSpeed = 8 fillMode = 2 tooltips = True ignoreInactiveTanks = True loxlfTransferRatio = 1.222 transferLF = True transferLOX = True transferMono = True transferXen = True transferEC = True transferOre = True transferAll = True } DRAG_CUBE { none = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKISItem useName = Use EVA Transfer Pipe usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = true editorItemsCategory = true carriable = false allowPartAttach = 2 allowStaticAttach = 0 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 194 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = EVAfuelLine } } } UrlConfig { parentUrl = FreeIva/FreeIva_Empty_Internal.cfg INTERNAL { name = FreeIva_Empty_Internal MODEL { model = FreeIva/Props/empty } } } UrlConfig { parentUrl = FreeIva/settings.cfg FreeIvaConfig { name = FreeIvaConfig UnbuckleKey = Y OpenHatchKey = F ModifierKey = LeftAlt ForwardKey = W BackwardKey = S LeftKey = A RightKey = D RollCCWKey = Q RollCWKey = E UpKey = LeftShift DownKey = LeftControl ForwardSpeed = 1 HorizontalSpeed = 0.75 VerticalSpeed = 0.75 MaxAcceleration = 4 MaxDecelerationGrounded = 5 MaxDecelerationWeightless = 1 YawSpeed = 360 PitchSpeed = 360 RollSpeed = 100 ShowTutorial = true EnableCollisions = true } } UrlConfig { parentUrl = FreeIva/KPBS/Configs/corridor_4end.cfg INTERNAL { name = FreeIva_corridor_4end_Internal MODEL { model = FreeIva/KPBS/Spaces/corridor_4end } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,1.192093E-07,-0.55 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,-1.192093E-07,0.55 rotation = 0,-0.7071068,0.7071068,0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.55,0,0 rotation = 0.5,0.5,-0.5,0.5 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = right } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.55,0,0 rotation = 0.5,-0.5,0.5,0.5 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = left } } } } UrlConfig { parentUrl = FreeIva/KPBS/Configs/corridor_6end.cfg INTERNAL { name = FreeIva_corridor_6end_Internal MODEL { model = FreeIva/KPBS/Spaces/corridor_6end } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,-0.55,0 rotation = 0,0,0,1 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = back } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0.55,0 rotation = 0,0,1,0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = front } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,1.192093E-07,-0.55 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,-1.192093E-07,0.55 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.55,0,0 rotation = 0.5,0.5,0.5,-0.5 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = right } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.55,0,0 rotation = -0.5,0.5,0.5,0.5 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = left } } } } UrlConfig { parentUrl = FreeIva/KPBS/Configs/CrossSection_g.cfg INTERNAL { name = FreeIva_CrossSection_g_Internal MODEL { model = FreeIva/KPBS/Spaces/CrossSection_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = htProps_HatchDoor position = 0,-0.029,-0.7 rotation = 0,0.7071068,0.7071068,0 scale = 0.75, 0.75, 0.75 MODULE { name = HatchConfig attachNodeId = top } } PROP { name = htProps_HatchDoor position = 0,-0.029,0.7 rotation = -0.7071068,0,0,0.7071068 scale = 0.75, 0.75, 0.75 MODULE { name = HatchConfig attachNodeId = bottom } } PROP { name = htProps_HatchDoor position = -0.7,-0.029,0 rotation = 0.5,0.5,0.5,-0.5 scale = 0.75, 0.75, 0.75 MODULE { name = HatchConfig attachNodeId = right } } PROP { name = htProps_HatchDoor position = 0.7,-0.029,0 rotation = -0.5,0.5,0.5,0.5 scale = 0.75, 0.75, 0.75 MODULE { name = HatchConfig attachNodeId = left } } } } UrlConfig { parentUrl = FreeIva/KPBS/Configs/dock_gangway.cfg INTERNAL { name = FreeIva_KKAOSS_dock_gangway_Internal MODEL { model = FreeIva/Props/empty } MODULE { name = InternalModuleFreeIva } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.036 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.09 rotation = 0, -0.707106829, -0.707106829, 0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top dockingPortNodeName = dockingNode airlockName = Airlock } } } } UrlConfig { parentUrl = FreeIva/KPBS/Configs/dock_habitat.cfg INTERNAL { name = FreeIva_KKAOSS_dock_habitat_Internal MODEL { model = FreeIva/Props/empty } MODULE { name = InternalModuleFreeIva } PROP { name = htProps_HatchDoor position = 0,-0.029,0 rotation = 0.707106829, 0, 0, -0.707106709 scale = 0.75, 0.75, 0.75 MODULE { name = HatchConfig attachNodeId = bottom hideDoorWhenConnected = true } } PROP { name = htProps_HatchDoor position = 0,-0.029,-0.038476 rotation = 0, -0.707106829, -0.707106829, 0 scale = 0.75, 0.75, 0.75 MODULE { name = HatchConfig attachNodeId = top dockingPortNodeName = dockingNode airlockName = Airlock } } } } UrlConfig { parentUrl = FreeIva/Localization/en-us.cfg Localization { en-us { #FreeIVA_Tutorial_MouseLook = Mouse Look #FreeIVA_Tutorial_Forward = Forward #FreeIVA_Tutorial_Backward = Backward #FreeIVA_Tutorial_StrafeLeft = Strafe Left #FreeIVA_Tutorial_StrafeRight = Strafe Right #FreeIVA_Tutorial_MoveUp = Move Up #FreeIVA_Tutorial_MoveDown = Move Down #FreeIVA_Tutorial_Crouch = Crouch #FreeIVA_Tutorial_ReleaseLadder = Release Ladder #FreeIVA_Tutorial_Jump = Jump #FreeIVA_Tutorial_RollCCW = Roll CCW #FreeIVA_Tutorial_RollCW = Roll CW #FreeIVA_Tutorial_ReturnSeat = Return Seat #FreeIVA_Tutorial_ToggleGravity = Toggle Gravity #FreeIVA_Tutorial_Close = Close #FreeIVA_Tutorial_CloseForever = Close Forever #FreeIVA_Message_GravityEnabled = Gravity Enabled #FreeIVA_Message_GravityDisabled = Gravity Disabled #FreeIVA_Message_Unbuckle = Unbuckle #FreeIVA_Message_EnterSeat = Enter seat #FreeIVA_Message_Buckled = Buckled #FreeIVA_Message_Unbuckled = Unbuckled #FreeIVA_Message_Cameralocked = Camera locked #FreeIVA_Message_Cameraunlocked = Camera unlocked #FreeIVA_Message_KermanReturnedSeat = <<1>> returned to their seat. #FreeIVA_Message_CamerSwitchtoKerbal = [<<1>>] Switch to <<2>> #FreeIVA_Message_PartCannotUnbuckle = Cannot unbuckle in this part #FreeIVA_Message_HatchLocked = Hatch is locked #FreeIVA_Message_HatchBlocked = Hatch is blocked #FreeIVA_Message_GoEVA = Go EVA #FreeIVA_Message_CloseHatch = Close hatch #FreeIVA_Message_OpenHatch = Open hatch #FreeIVA_Message_Grab = Grab #FreeIVA_PartInfo_CanTraverse = This part can be traversed in IVA #FreeIVA_PartInfo_NotBlockHatch = This part will not block EVA hatches #FreeIVA_PartInfo_CanTraverse_Penalty = #This part can be traversible in IVA with a penalty of $/FreeIva_AutoPassThrough_VolumePercent$% of its tank volume. #FreeIVA_PartInfo_CanTraverse_Crew = This part has a crew transfer variant that can be traversed in IVA. #FreeIVA_PartInfo_CanTraverse_Structural = This part has a structural variant which can be traversed in IVA. #FreeIVA_AutoPassThrough_Errors_Reviva = FreeIva support for this part requires Reviva. #FreeIVA_AutoPassThrough_Errors_B9PartSwitch = FreeIva support for this part requires B9PartSwitch. #FreeIVA_AutoPassThrough_Errors_ConfigurableContainers = FreeIva support for this part is not compatible with ConfigurableContainers. #FreeIVA_AutoPassThrough_Errors_ModularFuelTanks = FreeIva support for this part is not compatible with ModularFuelTanks. #FreeIVA_AutoPassThrough_Errors_InterstellarFuelSwitch = FreeIva support for this part is not compatible with InterstellarFuelSwitch. #FreeIVA_AutoPassThrough_Errors_SimpleFuelSwitch = FreeIva support for this part is not compatible with SimpleFuelSwitch. #FreeIVA_Switcher_Blocked = Blocked #FreeIVA_Switcher_Passable = Passable } } } UrlConfig { parentUrl = FreeIva/Localization/is-is.cfg Localization { is-is { #FreeIVA_Tutorial_MouseLook = Horfa með myndavél #FreeIVA_Tutorial_Forward = Áfram #FreeIVA_Tutorial_Backward = Afturábak #FreeIVA_Tutorial_StrafeLeft = Skot vinstri #FreeIVA_Tutorial_StrafeRight = Skot hægri #FreeIVA_Tutorial_MoveUp = Fara upp #FreeIVA_Tutorial_MoveDown = Færa sig niður #FreeIVA_Tutorial_Crouch = Crouch #FreeIVA_Tutorial_ReleaseLadder = Sleppa við stigann #FreeIVA_Tutorial_Jump = Hoppa #FreeIVA_Tutorial_RollCCW = Rúlla rangsælis #FreeIVA_Tutorial_RollCW = Rúlla réttsælis #FreeIVA_Tutorial_ReturnSeat = Sitjast niður #FreeIVA_Tutorial_ToggleGravity = Skipta um þyngdarafl #FreeIVA_Tutorial_Close = Loka #FreeIVA_Tutorial_CloseForever = Loka fyrir eilífu #FreeIVA_Message_GravityEnabled = Þyngdarafl kveikt #FreeIVA_Message_GravityDisabled = Þyngdarafl slökkt #FreeIVA_Message_Unbuckle = Óspennt #FreeIVA_Message_EnterSeat = Sitja niður í sæti #FreeIVA_Message_Buckled = Spent #FreeIVA_Message_Unbuckled = Óspent #FreeIVA_Message_Cameralocked = Myndavél læst #FreeIVA_Message_Cameraunlocked = Myndavél ólæst #FreeIVA_Message_KermanReturnedSeat = <<1>> Fór aftur í sætið sitt. #FreeIVA_Message_CamerSwitchtoKerbal = [<<1>>] Skipta í <<2>> #FreeIVA_Message_PartCannotUnbuckle = Getur ekki óspent í þessum hluta #FreeIVA_Message_HatchLocked = Lúga er læst #FreeIVA_Message_HatchBlocked = Lúga er læst #FreeIVA_Message_GoEVA = Byrja geimgöngu #FreeIVA_Message_CloseHatch = Loka lúga #FreeIVA_Message_OpenHatch = Opna lúgu #FreeIVA_Message_Grab = Grípa #FreeIVA_PartInfo_CanTraverse_Penalty = #Þessi hluti er hægt að fara yfir í IVA með refsingu upp á $/FreeIva_AutoPassThrough_VolumePercent$% af rúmmáli tanksins. #FreeIVA_PartInfo_CanTraverse_Crew = Þessi hluti er með áhafnarflutningsafbrigði sem hægt er að fara yfir í IVA. #FreeIVA_PartInfo_CanTraverse_Structural = Þessi hluti er með byggingarafbrigði sem hægt er að fara yfir í IVA. #FreeIVA_AutoPassThrough_Errors_Reviva = FreeIva stuðningur fyrir þennan hluta krefst Reviva. #FreeIVA_AutoPassThrough_Errors_B9PartSwitch = FreeIva stuðningur fyrir þennan hluta krefst B9PartSwitch. #FreeIVA_AutoPassThrough_Errors_ConfigurableContainers = FreeIva stuðningur fyrir þennan hluta er ekki samhæfður ConfigurableContainers. #FreeIVA_AutoPassThrough_Errors_ModularFuelTanks = FreeIva stuðningur fyrir þennan hluta er ekki samhæfður ModularFuelTanks. #FreeIVA_AutoPassThrough_Errors_InterstellarFuelSwitch = FreeIva stuðningur fyrir þennan hluta er ekki samhæfður InterstellarFuelSwitch. #FreeIVA_AutoPassThrough_Errors_SimpleFuelSwitch = FreeIva stuðningur fyrir þennan hluta er ekki samhæfður SimpleFuelSwitch. } } } UrlConfig { parentUrl = FreeIva/Localization/nb-no.cfg Localization { nb-no { #FreeIVA_Tutorial_MouseLook = Bruk musen til å se #FreeIVA_Tutorial_Forward = Fremover #FreeIVA_Tutorial_Backward = Bakover #FreeIVA_Tutorial_StrafeLeft = Gå til venstre #FreeIVA_Tutorial_StrafeRight = Gå til høyre #FreeIVA_Tutorial_MoveUp = Beveg oppover #FreeIVA_Tutorial_MoveDown = Beveg nedover #FreeIVA_Tutorial_Crouch = Kryp #FreeIVA_Tutorial_ReleaseLadder = Slipp stige #FreeIVA_Tutorial_Jump = Hopp #FreeIVA_Tutorial_RollCCW = Rull mot klokka #FreeIVA_Tutorial_RollCW = Rull med klokka #FreeIVA_Tutorial_ReturnSeat = Gå tilbake til setet #FreeIVA_Tutorial_ToggleGravity = Slå av/på tyngdekraft #FreeIVA_Tutorial_Close = Lukk #FreeIVA_Tutorial_CloseForever = Lukk for alltid #FreeIVA_Message_GravityEnabled = Tyngdekraft aktivert #FreeIVA_Message_GravityDisabled = Tyngdekraft deaktivert #FreeIVA_Message_Unbuckle = Løsne fra setet #FreeIVA_Message_EnterSeat = Sett deg i setet #FreeIVA_Message_Buckled = Festet #FreeIVA_Message_Unbuckled = Løsnet #FreeIVA_Message_Cameralocked = Kamera låst #FreeIVA_Message_Cameraunlocked = Kamera ulåst #FreeIVA_Message_KermanReturnedSeat = <<1>> returnerte til setet sitt. #FreeIVA_Message_CamerSwitchtoKerbal = [<<1>>] Bytt til <<2>> #FreeIVA_Message_PartCannotUnbuckle = Kan ikke løsne i denne delen #FreeIVA_Message_HatchLocked = Luka er låst #FreeIVA_Message_HatchBlocked = Luka er blokkert #FreeIVA_Message_GoEVA = Gå EVA #FreeIVA_Message_CloseHatch = Lukk luke #FreeIVA_Message_OpenHatch = Åpne luke #FreeIVA_Message_Grab = Grip #FreeIVA_PartInfo_CanTraverse = Denne delen kan krysses i IVA #FreeIVA_PartInfo_NotBlockHatch = Denne delen vil ikke blokkere EVA-luker #FreeIVA_PartInfo_CanTraverse_Penalty = #Denne delen kan krysses i IVA med en straff på $/FreeIva_AutoPassThrough_VolumePercent$% av tankvolumet. #FreeIVA_PartInfo_CanTraverse_Crew = Denne delen har en mannskapsvariant som kan krysses i IVA. #FreeIVA_PartInfo_CanTraverse_Structural = Denne delen har en strukturell variant som kan krysses i IVA. #FreeIVA_AutoPassThrough_Errors_Reviva = FreeIva-støtte for denne delen krever Reviva. #FreeIVA_AutoPassThrough_Errors_B9PartSwitch = FreeIva-støtte for denne delen krever B9PartSwitch. #FreeIVA_AutoPassThrough_Errors_ConfigurableContainers = FreeIva-støtte for denne delen er ikke kompatibel med ConfigurableContainers. #FreeIVA_AutoPassThrough_Errors_ModularFuelTanks = FreeIva-støtte for denne delen er ikke kompatibel med ModularFuelTanks. #FreeIVA_AutoPassThrough_Errors_InterstellarFuelSwitch = FreeIva-støtte for denne delen er ikke kompatibel med InterstellarFuelSwitch. #FreeIVA_AutoPassThrough_Errors_SimpleFuelSwitch = FreeIva-støtte for denne delen er ikke kompatibel med SimpleFuelSwitch. #FreeIVA_Switcher_Blocked = Blokkert #FreeIVA_Switcher_Passable = Passerbar } } } UrlConfig { parentUrl = FreeIva/Localization/nl-nl.cfg Localization { nl-nl { #FreeIVA_Tutorial_MouseLook = Muis Kijken #FreeIVA_Tutorial_Forward = Vooruit #FreeIVA_Tutorial_Backward = Achteruit #FreeIVA_Tutorial_StrafeLeft = Links Stappen #FreeIVA_Tutorial_StrafeRight = Rechts Stappen #FreeIVA_Tutorial_MoveUp = Omhoog Bewegen #FreeIVA_Tutorial_MoveDown = Omlaag Bewegen #FreeIVA_Tutorial_Crouch = Hurken #FreeIVA_Tutorial_ReleaseLadder = Ladder Loslaten #FreeIVA_Tutorial_Jump = Springen #FreeIVA_Tutorial_RollCCW = Linksom Rollen #FreeIVA_Tutorial_RollCW = Rechtsom Rollen #FreeIVA_Tutorial_ReturnSeat = Terug naar Stoel #FreeIVA_Tutorial_ToggleGravity = Zwaartekracht Aan/Uit #FreeIVA_Tutorial_Close = Sluiten #FreeIVA_Tutorial_CloseForever = Permanent Sluiten #FreeIVA_Message_GravityEnabled = Zwaartekracht ingeschakeld #FreeIVA_Message_GravityDisabled = Zwaartekracht uitgeschakeld #FreeIVA_Message_Unbuckle = Losmaken #FreeIVA_Message_EnterSeat = Ga in stoel zitten #FreeIVA_Message_Buckled = Vastgemaakt #FreeIVA_Message_Unbuckled = Losgemaakt #FreeIVA_Message_Cameralocked = Camera vergrendeld #FreeIVA_Message_Cameraunlocked = Camera ontgrendeld #FreeIVA_Message_KermanReturnedSeat = <<1>> is teruggekeerd naar de stoel. #FreeIVA_Message_CamerSwitchtoKerbal = [<<1>>] Schakel over naar <<2>> #FreeIVA_Message_PartCannotUnbuckle = Kan niet losgemaken in dit onderdeel #FreeIVA_Message_HatchLocked = Luik is vergrendeld #FreeIVA_Message_HatchBlocked = Luik is geblokkeerd #FreeIVA_Message_GoEVA = Ga EVA #FreeIVA_Message_CloseHatch = Sluit luik #FreeIVA_Message_OpenHatch = Open luik #FreeIVA_Message_Grab = Vastpakken #FreeIVA_PartInfo_CanTraverse = Dit onderdeel kan worden doorkruist in IVA #FreeIVA_PartInfo_NotBlockHatch = Dit onderdeel blokkeert geen EVA-luiken #FreeIVA_PartInfo_CanTraverse_Penalty = #Dit onderdeel kan worden doorkruist in IVA ten koste van $/FreeIva_AutoPassThrough_VolumePercent$% van het opslagvolume. #FreeIVA_PartInfo_CanTraverse_Crew = Dit onderdeel heeft een bemande variant die in IVA kan worden doorkruist. #FreeIVA_PartInfo_CanTraverse_Structural = Dit onderdeel heeft een structurele variant die in IVA kan worden doorkruist. #FreeIVA_AutoPassThrough_Errors_Reviva = FreeIva ondersteuning voor dit onderdeel vereist Reviva. #FreeIVA_AutoPassThrough_Errors_B9PartSwitch = FreeIva ondersteuning voor dit onderdeel vereist B9PartSwitch. #FreeIVA_AutoPassThrough_Errors_ConfigurableContainers = FreeIva ondersteuning voor dit onderdeel is niet compatibel met ConfigurableContainers. #FreeIVA_AutoPassThrough_Errors_ModularFuelTanks = FreeIva ondersteuning voor dit onderdeel is niet compatibel met ModularFuelTanks. #FreeIVA_AutoPassThrough_Errors_InterstellarFuelSwitch = FreeIva ondersteuning voor dit onderdeel is niet compatibel met InterstellarFuelSwitch. #FreeIVA_AutoPassThrough_Errors_SimpleFuelSwitch = FreeIva ondersteuning voor dit onderdeel is niet compatibel met SimpleFuelSwitch. #FreeIVA_Switcher_Blocked = Geblokkeerd #FreeIVA_Switcher_Passable = Doorkruisbaar } } } UrlConfig { parentUrl = FreeIva/Localization/ru.cfg Localization { ru { #FreeIVA_Tutorial_MouseLook = Осмотреться Мышкой #FreeIVA_Tutorial_Forward = Вперёд #FreeIVA_Tutorial_Backward = Назад #FreeIVA_Tutorial_StrafeLeft = Двигаться Влево #FreeIVA_Tutorial_StrafeRight = Двигаться Вправо #FreeIVA_Tutorial_MoveUp = Двигаться Вверх #FreeIVA_Tutorial_MoveDown = Двигаться Вниз #FreeIVA_Tutorial_Crouch = Присесть #FreeIVA_Tutorial_ReleaseLadder = Отпустить Лестницу #FreeIVA_Tutorial_Jump = Прыгать #FreeIVA_Tutorial_RollCCW = Вращаться ПрЧасС #FreeIVA_Tutorial_RollCW = Вращаться ПоЧасС #FreeIVA_Tutorial_ReturnSeat = Вернуться в Кресло #FreeIVA_Tutorial_ToggleGravity = Переключить Гравитацию #FreeIVA_Tutorial_Close = Закрыть #FreeIVA_Tutorial_CloseForever = Закрыть Навсегда #FreeIVA_Message_GravityEnabled = Гравитация включена #FreeIVA_Message_GravityDisabled = Гравитация отключена #FreeIVA_Message_Unbuckle = Отстегнуться #FreeIVA_Message_EnterSeat = Сесть на кресло #FreeIVA_Message_Buckled = Пристегнут #FreeIVA_Message_Unbuckled = Отстёгнут #FreeIVA_Message_Cameralocked = Камера Заблокирована #FreeIVA_Message_Cameraunlocked = Камера Разблокирована #FreeIVA_Message_KermanReturnedSeat = <<1>> вернулся/ась в кресло. #FreeIVA_Message_CamerSwitchtoKerbal = [<<1>>] Переключится на <<2>> #FreeIVA_Message_PartCannotUnbuckle = Нельзя отстегнуться в этой детали #FreeIVA_Message_HatchLocked = Шлюз заперт #FreeIVA_Message_HatchBlocked = Шлюз заблокирован #FreeIVA_Message_GoEVA = Выйти #FreeIVA_Message_CloseHatch = Закрыть шлюз #FreeIVA_Message_OpenHatch = Открать шлюз #FreeIVA_Message_Grab = Взяться #FreeIVA_PartInfo_CanTraverse = Эта часть проходима в режиме IVA #FreeIVA_PartInfo_NotBlockHatch = Эта часть не будет блокировать выходные шлюзы #FreeIVA_PartInfo_CanTraverse_Penalty = #Эта часть может быть проходима в IVA со штрафом в $/FreeIva_AutoPassThrough_VolumePercent$% от объёма бака. #FreeIVA_PartInfo_CanTraverse_Crew = У этой детали есть вариант с перемещением экипажа который проходим в IVA. #FreeIVA_PartInfo_CanTraverse_Structural = У этой детали есть структурный вариант который проходим в IVA. #FreeIVA_AutoPassThrough_Errors_Reviva = Поддержа FreeIva для этой детали требует Reviva. #FreeIVA_AutoPassThrough_Errors_B9PartSwitch = Поддержа FreeIva для этой детали требует B9PartSwitch. #FreeIVA_AutoPassThrough_Errors_ConfigurableContainers = Поддержа FreeIva для этой детали несовместима с ConfigurableContainers. #FreeIVA_AutoPassThrough_Errors_ModularFuelTanks = Поддержа FreeIva для этой детали несовместима с ModularFuelTanks. #FreeIVA_AutoPassThrough_Errors_InterstellarFuelSwitch = Поддержка FreeIva для этой детали несовместима с InterstellarFuelSwitch. #FreeIVA_AutoPassThrough_Errors_SimpleFuelSwitch = Поддержка FreeIva для этой детали несовместима с SimpleFuelSwitch. } } } UrlConfig { parentUrl = FreeIva/Localization/sv-se.cfg Localization { sv-se { #FreeIVA_Tutorial_MouseLook = Använd musen för att titta omkring #FreeIVA_Tutorial_Forward = Framåt #FreeIVA_Tutorial_Backward = Bakåt #FreeIVA_Tutorial_StrafeLeft = Gå till vänster #FreeIVA_Tutorial_StrafeRight = Gå till höger #FreeIVA_Tutorial_MoveUp = Gå uppåt #FreeIVA_Tutorial_MoveDown = Gå nedåt #FreeIVA_Tutorial_Crouch = Huka dig #FreeIVA_Tutorial_ReleaseLadder = Släpp stegen #FreeIVA_Tutorial_Jump = Hoppa #FreeIVA_Tutorial_RollCCW = Rulla moturs #FreeIVA_Tutorial_RollCW = Rulla medurs #FreeIVA_Tutorial_ReturnSeat = Återvänd till sätet #FreeIVA_Tutorial_ToggleGravity = Slå på/av gravitation #FreeIVA_Tutorial_Close = Stäng #FreeIVA_Tutorial_CloseForever = Stäng för alltid #FreeIVA_Message_GravityEnabled = Gravitation aktiverad #FreeIVA_Message_GravityDisabled = Gravitation deaktiverad #FreeIVA_Message_Unbuckle = Lossa bältet #FreeIVA_Message_EnterSeat = Sätt dig #FreeIVA_Message_Buckled = Fastspänd #FreeIVA_Message_Unbuckled = Ej fastspänd #FreeIVA_Message_Cameralocked = Kamera låst #FreeIVA_Message_Cameraunlocked = Kamera upplåst #FreeIVA_Message_KermanReturnedSeat = <<1>> återvände till sitt säte. #FreeIVA_Message_CamerSwitchtoKerbal = [<<1>>] Byt till <<2>> #FreeIVA_Message_PartCannotUnbuckle = Kan inte lossa bältet i denna delen #FreeIVA_Message_HatchLocked = Luckan är låst #FreeIVA_Message_HatchBlocked = Luckan är blockerad #FreeIVA_Message_GoEVA = Gå på EVA #FreeIVA_Message_CloseHatch = Stäng luckan #FreeIVA_Message_OpenHatch = Öppna luckan #FreeIVA_Message_Grab = Greppa #FreeIVA_PartInfo_CanTraverse = Denna del kan passeras i IVA #FreeIVA_PartInfo_NotBlockHatch = Denna del blockerar inte luckor i EVA #FreeIVA_PartInfo_CanTraverse_Penalty = #Den delen kan passeras i IVA med ett straff på $/FreeIva_AutoPassThrough_VolumePercent$% av volymen. #FreeIVA_PartInfo_CanTraverse_Crew = Denna del har en besättningsöverföringsvariant som kan passeras i IVA. #FreeIVA_PartInfo_CanTraverse_Structural = Denna del har en strukturell variant som kan passeras i IVA. #FreeIVA_AutoPassThrough_Errors_Reviva = FreeIva-stödet för denna del kräver Reviva. #FreeIVA_AutoPassThrough_Errors_B9PartSwitch = FreeIva-stödet för denna del kräver B9PartSwitch. #FreeIVA_AutoPassThrough_Errors_ConfigurableContainers = FreeIva-stödet för denna del är inte kompatibel med ConfigurableContainers. #FreeIVA_AutoPassThrough_Errors_ModularFuelTanks = FreeIva-stödet för denna del är inte kompatibel med ModularFuelTanks. #FreeIVA_AutoPassThrough_Errors_InterstellarFuelSwitch = FreeIva-stödet för denna del är inte kompatibel med InterstellarFuelSwitch. #FreeIVA_AutoPassThrough_Errors_SimpleFuelSwitch = FreeIva-stödet för denna del är inte kompatibel med SimpleFuelSwitch. #FreeIVA_Switcher_Blocked = Blockerad #FreeIVA_Switcher_Passable = Passerbar } } } UrlConfig { parentUrl = FreeIva/Localization/zh-cn.cfg Localization { zh-cn { #FreeIVA_Tutorial_MouseLook = 移动视角 #FreeIVA_Tutorial_Forward = 前进 #FreeIVA_Tutorial_Backward = 后退 #FreeIVA_Tutorial_StrafeLeft = 向左平移 #FreeIVA_Tutorial_StrafeRight = 向右平移 #FreeIVA_Tutorial_MoveUp = 向上移动 #FreeIVA_Tutorial_MoveDown = 向下移动 #FreeIVA_Tutorial_Crouch = 蹲下 #FreeIVA_Tutorial_ReleaseLadder = 松手 #FreeIVA_Tutorial_Jump = 跳跃 #FreeIVA_Tutorial_RollCCW = 向右滚转 #FreeIVA_Tutorial_RollCW = 向左滚转 #FreeIVA_Tutorial_ReturnSeat = 返回座位 #FreeIVA_Tutorial_ToggleGravity = 开关重力 #FreeIVA_Tutorial_Close = 关闭 #FreeIVA_Tutorial_CloseForever = 不再出现 #FreeIVA_Message_GravityEnabled = 重力开启 #FreeIVA_Message_GravityDisabled = 重力关闭 #FreeIVA_Message_Unbuckle = 解开 #FreeIVA_Message_EnterSeat = 进入座位 #FreeIVA_Message_Buckled = 已扣好 #FreeIVA_Message_Unbuckled = 已解开 #FreeIVA_Message_Cameralocked = 锁定视角 #FreeIVA_Message_Cameraunlocked = 解锁视角 #FreeIVA_Message_KermanReturnedSeat = <<1>>已返回座位 #FreeIVA_Message_CamerSwitchtoKerbal = [<<1>>]切换到<<2>> #FreeIVA_Message_PartCannotUnbuckle = 在此部件无法解开 #FreeIVA_Message_HatchLocked = 舱门已锁上 #FreeIVA_Message_HatchBlocked = 舱门被阻挡 #FreeIVA_Message_GoEVA = 出舱 #FreeIVA_Message_CloseHatch = 关闭舱门 #FreeIVA_Message_OpenHatch = 打开舱门 #FreeIVA_Message_Grab = 抓住 #FreeIVA_PartInfo_CanTraverse = 此部件能在 IVA 视角中进入移动 #FreeIVA_PartInfo_NotBlockHatch = 此部件不会阻挡 EVA 舱门 #FreeIVA_PartInfo_CanTraverse_Penalty = #此部件能在 IVA 视角中进入移动, 但需要削减$/FreeIva_AutoPassThrough_VolumePercent$%的容量。 #FreeIVA_PartInfo_CanTraverse_Crew = 此部件的某个变体可以进行乘员转移,在 IVA 视角中能进入移动。 #FreeIVA_PartInfo_CanTraverse_Structural = 此部件的某个结构变体在 IVA 视角中能进入移动。 #FreeIVA_AutoPassThrough_Errors_Reviva = 此部件的FreeIva支持需要安装Reviva。 #FreeIVA_AutoPassThrough_Errors_B9PartSwitch = 此部件的FreeIva支持需要安装B9PartSwitch。 #FreeIVA_AutoPassThrough_Errors_ConfigurableContainers = 此部件的FreeIva支持与ConfigurableContainers不兼容。 #FreeIVA_AutoPassThrough_Errors_ModularFuelTanks = 此部件的FreeIva支持与ModularFuelTanks不兼容。 #FreeIVA_AutoPassThrough_Errors_InterstellarFuelSwitch = 此部件的FreeIva支持与InterstellarFuelSwitch不兼容。 #FreeIVA_AutoPassThrough_Errors_SimpleFuelSwitch = 此部件的FreeIva支持与SimpleFuelSwitch不兼容。 #FreeIVA_Switcher_Blocked = 封闭 #FreeIVA_Switcher_Passable = 通道 } } } UrlConfig { parentUrl = FreeIva/Patches/AutoPassThrough.cfg B9_TANK_TYPE { name = LFOX tankMass = 0.000625 tankCost = 0.00 RESOURCE { name = LiquidFuel unitsPerVolume = 0.45 } RESOURCE { name = Oxidizer unitsPerVolume = 0.55 } } } UrlConfig { parentUrl = FreeIva/Patches/AutoPassThrough.cfg B9_TANK_TYPE { name = LF tankMass = 0.000625 tankCost = 0.3 RESOURCE { name = LiquidFuel unitsPerVolume = 1 } } } UrlConfig { parentUrl = FreeIva/Patches/AutoPassThrough.cfg B9_TANK_TYPE { name = FreeIva_MonoPropellant_Mk3 tankMass = 0.000667 tankCost = 1.2 RESOURCE { name = MonoPropellant unitsPerVolume = 1 } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Bed_Invisible.cfg PROP { name = FreeIva_Bed_Invisible MODEL { model = FreeIva/Props/HatchBoxCollider position = 0, -0.5, 0 } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Blocker_Invisible.cfg PROP { name = FreeIva_Blocker_Invisible MODEL { model = FreeIva/Props/HatchBoxCollider } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Invisible.cfg PROP { name = FreeIva_Hatch_Invisible MODEL { model = FreeIva/Props/empty } MODULE { name = FreeIvaHatch } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Invisible.cfg PROP { name = FreeIva_Hatch_Invisible_Handle MODEL { model = FreeIva/Props/PropBoxCollider } MODULE { name = FreeIvaHatch handleTransformName = collider } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Round_Size0.cfg PROP { name = FreeIva_Hatch_Round_Size0 MODEL { model = FreeIva/Props/FreeIva_Hatch_Round_Size0 } MODULE { name = FreeIvaHatch doorTransformName = Hatch_Size0_Door cutoutTransformName = cutout tubeTransformName = tube handleTransformName = handle blockedPropName = FreeIva_Hatch_Round_Size0_Blocked } MODULE { name = HandRail transformName = rail } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Round_Size0.cfg PROP { name = FreeIva_Hatch_Round_Size0_Blocked MODEL { model = FreeIva/Props/FreeIva_Hatch_Round_Size0_Blocked } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Round_Size0.cfg PROP { name = FreeIva_Hatch_Round_Size0_Frame MODEL { model = FreeIva/Props/FreeIva_Hatch_Round_Size0_Frame } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Round_Size1.cfg PROP { name = FreeIva_Hatch_Round_Size1 MODEL { model = FreeIva/Props/FreeIva_Hatch_Round_Size1 } MODULE { name = FreeIvaHatch tubeTransformName = tube doorTransformName = Hatch_Size1_Door handleTransformName = handle_interior blockedPropName = FreeIva_Hatch_Round_Size1_Blocked cutoutTransformName = cutout } MODULE { name = HandRail transformName = rail } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Round_Size1.cfg PROP { name = FreeIva_Hatch_Round_Size1_Blocked MODEL { model = FreeIva/Props/FreeIva_Hatch_Round_Size1_Blocked } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Round_Size1.cfg PROP { name = FreeIva_Hatch_Round_Size1_Frame MODEL { model = FreeIva/Props/FreeIva_Hatch_Round_Size1_Frame } } } UrlConfig { parentUrl = FreeIva/Props/FreeIva_Hatch_Square.cfg PROP { name = FreeIva_Hatch_Square MODEL { model = FreeIva/Props/FreeIva_Hatch_Square } MODULE { name = FreeIvaHatch doorTransformName = Hatch_External_Door cutoutTransformName = cutout handleTransformName = handle_interior tubeTransformName = tube } MODULE { name = HandRail transformName = rail } } } UrlConfig { parentUrl = FreeIva/Props/HandRailInvisible.cfg PROP { name = HandRailInvisible MODEL { model = FreeIva/Props/PropBoxCollider } MODULE { name = HandRail transformName = collider } } } UrlConfig { parentUrl = FreeIva/Props/HarnessBuckleButton.cfg PROP { name = HarnessBuckleButton MODEL { model = FreeIva/Props/HarnessBuckleButton } MODULE { name = PropBuckleButton transformName = button soundName = FreeIva/Sounds/BuckleButton } } } UrlConfig { parentUrl = FreeIva/Props/Hatch_DepthMaskCircle.cfg PROP { name = DepthMaskCircle MODEL { model = FreeIva/Props/DepthMaskCircle } MODULE { name = DepthMask depthMaskTransformName = model } } } UrlConfig { parentUrl = FreeIva/Props/Hatch_DepthMaskCircle.cfg PROP { name = Hatch_DepthMaskCircle MODEL { model = FreeIva/Props/HatchBoxCollider scale = 2, 0.01, 2 } MODULE { name = PropHatch openPropName = DepthMaskCircle } } } UrlConfig { parentUrl = FreeIva/Props/Hatch_Plane.cfg PROP { name = Hatch_Plane_Blocked MODEL { model = FreeIva/Props/Hatch_Plane_Blocked } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/adapterLargeSmallBi.cfg INTERNAL { name = FreeIva_adapterLargeSmallBi_Internal MODEL { model = FreeIva/Squad/Spaces/adapterLargeSmallBi } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0.625,0.658 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom02 hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,-0.625,0.658 rotation = 1.142218E-08,0.7071068,-0.7071068,5.796478E-09 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom01 hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,0.065 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/adapterLargeSmallQuad.cfg INTERNAL { name = FreeIva_adapterLargeSmallQuad_Internal MODEL { model = FreeIva/Squad/Spaces/adapterLargeSmallQuad } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.625,0.625,0.678 rotation = -0.6532813,-0.2705986,0.2705983,0.6532813 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom04 } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.625,0.625,0.678 rotation = -0.2705982,-0.6532815,0.6532815,0.2705979 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom02 } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.625,-0.625,0.678 rotation = -0.6532816,0.2705973,-0.2705976,0.6532819 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom03 } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.625,-0.625,0.678 rotation = -0.2705984,0.6532813,-0.6532813,0.2705987 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom01 } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,0.073 rotation = -1.266974E-07,-0.7071068,-0.7071069,-1.488435E-07 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/adapterLargeSmallTri.cfg INTERNAL { name = FreeIva_adapterLargeSmallTri_Internal MODEL { model = FreeIva/Squad/Spaces/adapterLargeSmallTri } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,0.053 rotation = -4.082068E-08,-0.7071067,-0.7071069,-5.56524E-08 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,-0.725,0.658 rotation = -0.5000026,0.5000023,-0.4999975,0.4999977 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom01 hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.6278684,0.3625001,0.658 rotation = -0.6830161,-0.1830138,0.183012,0.6830093 scale = 1,1,0.9999999 MODULE { name = HatchConfig attachNodeId = bottom03 hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.6278684,0.3625001,0.658 rotation = -0.1830134,-0.6830161,0.6830094,0.1830116 scale = 1,1,0.9999998 MODULE { name = HatchConfig attachNodeId = bottom02 hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/dockingPort.cfg INTERNAL { name = FreeIva_dockingPort2_Internal MODEL { model = FreeIva/Squad/Spaces/dockingPort } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,-0.04 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.168 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top dockingPortNodeName = dockingNode airlockName = Airlock } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/dockingPortInline.cfg INTERNAL { name = FreeIva_dockingPortLateral_Internal MODEL { model = FreeIva/Squad/Spaces/dockingPortInline } MODULE { name = InternalSeat seatTransformName = seat } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider deployAnimationName = dockingporthull internalDepthMaskName = } MODULE { name = HandRail transformName = ladder } PROP { name = Hatch_Plane position = 0,0,-0.5895 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Top } } PROP { name = Hatch_Plane position = 0,0,0.5898 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Bottom } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0.422,0 rotation = -2.078712E-06,0,-1,0 scale = 1,1,1 MODULE { name = HatchConfig dockingPortNodeName = dockingNode requireDeploy = true airlockName = Airlock_Port } } PROP { name = CargoBagA position = -0.5436,-0.2373,-0.3619 rotation = 0.6221807,0.7821029,-0.03469951,-0.001482637 scale = 0.8,0.8,0.8 } PROP { name = CargoBagB position = -0.4511,-0.3268713,0.396 rotation = 0.3749202,0.5994352,-0.3750043,0.5995699 scale = 0.7,0.7,0.7 } PROP { name = CargoBagC position = -0.5397,-0.0387,0.3908 rotation = 0.4959678,0.5039197,-0.4960482,0.5040013 scale = 0.7,0.7,0.7 } PROP { name = JSIMainCompUnit position = -0.3517,-0.1844,-0.0021 rotation = 0,0.7070643,0,0.7071493 scale = 1,1,1 } PROP { name = ALCORMFD40x20 position = -0.4254,-0.0504,-0.1211 rotation = -0.284446,0.6473721,0.284446,0.647372 scale = 0.45,0.45,0.45 } PROP { name = RCS_Stick_ADV position = -0.3590655,-0.1103473,-0.0169 rotation = 0.2593542,0.6578263,-0.2593542,0.6578262 scale = 0.4000001,0.4,0.4000001 } PROP { name = ALCORMFD40x20 position = -0.4254,-0.0504,0.123 rotation = -0.284446,0.6473721,0.284446,0.647372 scale = 0.45,0.45,0.45 } PROP { name = tggl_RCS_T1-G1-B3-S position = -0.4588001,-0.02159762,-0.03227847 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = tggl_PREC_CTRL_T1-G1-B2-S position = -0.4588001,-0.02159762,0.0006715246 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = switchTumble_SAS position = -0.4588001,-0.02159762,0.03572153 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = swPush_SAS_Stab position = -0.4051128,-0.07172319,-0.03242848 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = swPush_SAS_Target position = -0.4051128,-0.07172319,0.0006715246 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = swPush_SAS_Retrograde position = -0.4051128,-0.07172319,0.03537152 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = CockpitBackLightSwitch position = -0.3580039,-0.1157068,0.09487154 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = swPUSH_Lights position = -0.3580039,-0.1157068,0.1243215 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = CockpitLightSwitch position = -0.3580039,-0.1157068,0.1549215 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = tggl_UNDOCK_T1-G3-B4-C1Y-S position = -0.3569075,-0.1167304,-0.08452848 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = IndicatorCircular_MONOPROP position = -0.43139,-0.0471893,0.0006715246 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = SwitchRotary_SAS_SpeedMode_Selector-01 position = -0.3569806,-0.1166622,-0.1514785 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = ALCORRotationCtrl position = -0.3204,-0.1835,0.1581 rotation = 0,-0.7071061,0,0.7071075 scale = 0.6999999,0.7,0.6999999 } PROP { name = ALCORThrottleCtrl position = -0.3187,-0.1835,-0.1601 rotation = 0,-0.707107,0,0.7071066 scale = 0.7,0.7,0.7 } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/dockingPortInline.cfg INTERNAL { name = FreeIva_mk2DockingPort_Internal MODEL { model = FreeIva/Squad/Spaces/dockingPortInline } MODULE { name = InternalSeat seatTransformName = seat } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider deployAnimationName = dockingPortDeploy internalDepthMaskName = } MODULE { name = HandRail transformName = ladder } PROP { name = Hatch_Plane position = 0,0,-0.5895 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Top } } PROP { name = Hatch_Plane position = 0,0,0.5898 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Bottom } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0.422,0 rotation = -2.078712E-06,0,-1,0 scale = 1,1,1 MODULE { name = HatchConfig dockingPortNodeName = dockingNode requireDeploy = true airlockName = Airlock_Port } } PROP { name = CargoBagA position = -0.5436,-0.2373,-0.3619 rotation = 0.6221807,0.7821029,-0.03469951,-0.001482637 scale = 0.8,0.8,0.8 } PROP { name = CargoBagB position = -0.4511,-0.3268713,0.396 rotation = 0.3749202,0.5994352,-0.3750043,0.5995699 scale = 0.7,0.7,0.7 } PROP { name = CargoBagC position = -0.5397,-0.0387,0.3908 rotation = 0.4959678,0.5039197,-0.4960482,0.5040013 scale = 0.7,0.7,0.7 } PROP { name = JSIMainCompUnit position = -0.3517,-0.1844,-0.0021 rotation = 0,0.7070643,0,0.7071493 scale = 1,1,1 } PROP { name = ALCORMFD40x20 position = -0.4254,-0.0504,-0.1211 rotation = -0.284446,0.6473721,0.284446,0.647372 scale = 0.45,0.45,0.45 } PROP { name = RCS_Stick_ADV position = -0.3590655,-0.1103473,-0.0169 rotation = 0.2593542,0.6578263,-0.2593542,0.6578262 scale = 0.4000001,0.4,0.4000001 } PROP { name = ALCORMFD40x20 position = -0.4254,-0.0504,0.123 rotation = -0.284446,0.6473721,0.284446,0.647372 scale = 0.45,0.45,0.45 } PROP { name = tggl_RCS_T1-G1-B3-S position = -0.4588001,-0.02159762,-0.03227847 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = tggl_PREC_CTRL_T1-G1-B2-S position = -0.4588001,-0.02159762,0.0006715246 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = switchTumble_SAS position = -0.4588001,-0.02159762,0.03572153 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = swPush_SAS_Stab position = -0.4051128,-0.07172319,-0.03242848 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = swPush_SAS_Target position = -0.4051128,-0.07172319,0.0006715246 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = swPush_SAS_Retrograde position = -0.4051128,-0.07172319,0.03537152 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = CockpitBackLightSwitch position = -0.3580039,-0.1157068,0.09487154 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = swPUSH_Lights position = -0.3580039,-0.1157068,0.1243215 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = CockpitLightSwitch position = -0.3580039,-0.1157068,0.1549215 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.75,0.75,0.7500001 } PROP { name = tggl_UNDOCK_T1-G3-B4-C1Y-S position = -0.3569075,-0.1167304,-0.08452848 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = IndicatorCircular_MONOPROP position = -0.43139,-0.0471893,0.0006715246 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = SwitchRotary_SAS_SpeedMode_Selector-01 position = -0.3569806,-0.1166622,-0.1514785 rotation = 0.2593564,0.6578254,-0.2593564,0.6578254 scale = 0.5,0.5,0.5 } PROP { name = ALCORRotationCtrl position = -0.3204,-0.1835,0.1581 rotation = 0,-0.7071061,0,0.7071075 scale = 0.6999999,0.7,0.6999999 } PROP { name = ALCORThrottleCtrl position = -0.3187,-0.1835,-0.1601 rotation = 0,-0.707107,0,0.7071066 scale = 0.7,0.7,0.7 } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/dockingPortJr.cfg INTERNAL { name = FreeIva_dockingPortJr_Internal MODEL { model = FreeIva/Squad/Spaces/dockingPortJr } MODULE { name = InternalModuleFreeIva internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.09 rotation = 0, -0.707106829, -0.707106829, 0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top dockingPortNodeName = dockingNode airlockName = Airlock } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.02 rotation = 0.707106829, 0, 0, -0.707106709 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/dockingPortShielded.cfg INTERNAL { name = FreeIva_dockingPortShielded_Internal MODEL { model = FreeIva/Squad/Spaces/dockingPortShielded } MODULE { name = InternalModuleFreeIva deployAnimationName = dockingring internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.2 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig dockingPortNodeName = dockingNode requireDeploy = true airlockName = Airlock } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.03 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/dockingPortShielded.cfg INTERNAL { name = FreeIva_M2X_ShieldedDockingPort_IVA MODEL { model = FreeIva/Squad/Spaces/dockingPortShielded } MODULE { name = InternalModuleFreeIva deployAnimationName = dockingring internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.2 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig dockingPortNodeName = dockingNode requireDeploy = true airlockName = Airlock } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.03 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/dockingPortSr.cfg INTERNAL { name = FreeIva_dockingPortSr_Internal MODEL { model = FreeIva/Squad/Spaces/dockingPortSr } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,-0.2 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top dockingPortNodeName = dockingNode airlockName = Airlock } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,-0.03 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/FLA10.cfg INTERNAL { name = FreeIva_FLA10_Internal MODEL { model = FreeIva/Squad/Spaces/FLA10 } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } MODULE { name = HandRail transformName = ladder } PROP { name = FreeIva_Hatch_Round_Size0 position = 0,0,-0.3046 rotation = 2.061947E-06,0.7071068,0.7071069,2.064001E-06 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top } } PROP { name = FreeIva_Hatch_Round_Size1 position = -1.030287E-13,0,0.343 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/largeAdapter.cfg INTERNAL { name = FreeIva_largeAdapter_Internal MODEL { model = FreeIva/Squad/Spaces/largeAdapter } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } MODULE { name = HandRail transformName = ladder } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,-0.716 rotation = 0,0.7071068,0.7071068,0 MODULE { name = HatchConfig attachNodeId = top } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,0.712 rotation = -0.7071068,0,0,0.7071068 MODULE { name = HatchConfig attachNodeId = bottom } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/stackBiCoupler_v2.cfg INTERNAL { name = FreeIva_stackBiCoupler_Internal MODEL { model = FreeIva/Squad/Spaces/stackBiCoupler_v2 } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,-0.297 rotation = -7.824715E-08,-0.7071068,-0.7071068,-1.017431E-07 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.625,0,0.238 rotation = -0.7071068,3.203749E-07,1.456127E-07,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom2 hideDoorWhenConnected = true } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.625,0,0.238 rotation = 0.7071068,1.132286E-07,-5.941633E-07,-0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom1 hideDoorWhenConnected = true } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/stackQuadCoupler.cfg INTERNAL { name = FreeIva_stackQuadCoupler_Internal MODEL { model = FreeIva/Squad/Spaces/stackQuadCoupler } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,-0.408 rotation = 1.377475E-07,-0.7071068,-0.7071068,1.296403E-07 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.625,0.625,0.4 rotation = -0.6532813,-0.2705986,0.2705983,0.6532813 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom04 } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.625,0.625,0.4 rotation = -0.2705982,-0.6532815,0.6532815,0.2705979 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom02 } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.625,-0.625,0.4 rotation = -0.6532817,0.2705973,-0.2705976,0.6532819 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom03 } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.625,-0.625,0.4 rotation = -0.2705984,0.6532813,-0.6532813,0.2705987 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom01 } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/stackTriCoupler_v2.cfg INTERNAL { name = FreeIva_stackTriCoupler_Internal MODEL { model = FreeIva/Squad/Spaces/stackTriCoupler_v2 } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0,-0.458 rotation = 4.580366E-07,-0.7071067,-0.7071069,4.685102E-07 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.6275417,-0.362,0.337 rotation = -0.6830127,0.1830124,-0.183013,0.6830127 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom02 } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.0002708435,0.7244649,0.337 rotation = -0.4999998,-0.5000002,0.4999998,0.5000002 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom01 } } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.627,-0.362,0.337 rotation = -0.1830129,0.6830127,-0.6830128,0.1830125 scale = 0.9999998,0.9999999,0.9999998 MODULE { name = HatchConfig attachNodeId = bottom03 } } } } UrlConfig { parentUrl = FreeIva/Squad/PartCfgs/stationHub.cfg INTERNAL { name = FreeIva_stationHub_Internal MODEL { model = FreeIva/Squad/Spaces/stationHub } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,-0.83,0 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,0.83,0 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,1.192093E-07,-0.83 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = FreeIva_Hatch_Round_Size1 position = 0,-1.192093E-07,0.83 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = FreeIva_Hatch_Round_Size1 position = -0.83,0,0 rotation = 0.5,0.5,0.5,-0.5 scale = 1,1,1 } PROP { name = FreeIva_Hatch_Round_Size1 position = 0.83,0,0 rotation = -0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = ASET_WallLabel position = -0.5561,-0.01500034,0.7210002 rotation = -0.5,-0.5000001,-0.5000001,0.5000001 scale = 1,1,1 } PROP { name = ASET_WallLabel position = 0.7210003,-0.01500034,0.5561 rotation = -0.7071068,0,-5.960464E-08,0.7071068 scale = 1,1,1 } PROP { name = ASET_WallLabel position = 0.5561,-0.01500034,-0.7210002 rotation = -0.5000001,0.5000001,0.5,0.5000001 scale = 1,1,1 } PROP { name = ASET_WallLabel position = -0.7210002,-0.01500034,-0.5561001 rotation = -5.960464E-08,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = ASET_WallLabel position = 0.5560998,0.7210005,-0.0150004 rotation = 6.837517E-09,5.960464E-08,0.7071069,0.7071067 scale = 1,1,1 } PROP { name = ASET_WallLabel position = -0.5560974,-0.7210021,-0.0150004 rotation = 8.940697E-08,4.867246E-08,-0.7071056,0.707108 scale = 1,1,1 } } } UrlConfig { parentUrl = HonkHogan/KV1/KV1_ASET_IVA_INTERNAL.cfg INTERNAL { name = KV1_ASET_IVA_Internal MODEL { model = SquadExpansion/MakingHistory/Spaces/KVPods/KV1_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat portraitCameraName = pilotCamera allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } PROP { name = StageSwitch position = -0.2077999,0.02371818,-0.5146334 rotation = -0.8085512,0,0,-0.5884258 scale = 0.5306246,0.5300216,0.5829049 } PROP { name = tggl_STAGE_LOCK_T4W-B14-S position = -0.2192001,0.1285175,-0.4805574 rotation = -0.8085512,0,0,-0.5884258 scale = 0.5691057,0.5690981,0.5690954 } PROP { name = onStageLockedIndicator position = -0.2508001,0.03341383,-0.5160189 rotation = -0.8085512,0,0,-0.5884258 scale = 0.7000408,0.7000272,0.7000235 } PROP { name = onStageReadyIndicator position = -0.2508001,0.01587218,-0.5219009 rotation = -0.8085512,0,0,-0.5884258 scale = 0.7000408,0.7000272,0.7000235 } PROP { name = Primitive_BOX_Beveled_Black position = -0.2203999,0.08335346,-0.5053494 rotation = 0,0.987812,0.1556521,0 scale = 1.277913,2.000044,0.2000056 } PROP { name = Lable_Staging position = -0.2184,0.1673166,-0.4672825 rotation = -0.8085512,0,0,-0.5884258 scale = 0.4517497,0.4517413,0.4517397 } PROP { name = IndicatorADV_STAGE position = -0.1774998,0.02351624,-0.5159628 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.4041635,1.000042,0.404159 } PROP { name = DigitalIndicator_DELTAV position = -0.2207999,0.07758468,-0.4962814 rotation = -0.8085512,0,0,-0.5884258 scale = 1.000057,1.000043,1.00004 } PROP { name = PanelDivider position = -0.1636,0.08109665,-0.499666 rotation = 0,0.987812,0.1556521,0 scale = 2.000005,467.1125,20.59284 } PROP { name = PanelDivider position = -0.2782004,0.08109665,-0.499666 rotation = 0,0.987812,0.1556521,0 scale = 2.000005,467.1131,20.59286 } PROP { name = PanelDivider position = -0.2210999,-0.007493675,-0.5282962 rotation = 0.6984885,0.6984885,0.1100626,-0.1100626 scale = 2.000086,286.0037,20.59293 } PROP { name = PanelDivider position = -0.2210999,0.05578512,-0.5078461 rotation = 0.6984885,0.6984885,0.1100626,-0.1100626 scale = 2.000086,286.004,20.59295 } PROP { name = PanelDivider position = -0.2210999,0.1016492,-0.4930236 rotation = 0.6984885,0.6984885,0.1100626,-0.1100626 scale = 2.000086,286.0042,20.59296 } PROP { name = PanelDivider position = -0.2210999,0.1695912,-0.4710684 rotation = 0.6984885,0.6984885,0.1100626,-0.1100626 scale = 2.000086,286.0045,20.59296 } PROP { name = Primitive_BOX_Beveled_Black position = -0.1845999,0.1999378,-0.4441837 rotation = -2.433568E-08,0.9128546,0.408285,-5.441038E-08 scale = 0.5360509,0.702451,0.1974671 } PROP { name = tggl_ABORT_T1-G3-B4-C1Y-S position = -0.1850314,0.1906917,-0.440076 rotation = -0.9341867,2.55925E-07,-9.774273E-08,-0.3567847 scale = 0.5000144,0.5000138,0.5000097 } PROP { name = PanelDivider position = -0.1843996,0.1755686,-0.4622358 rotation = 0.6454856,0.6454858,0.2887011,-0.288701 scale = 2.00006,110.801,20.59304 } PROP { name = PanelDivider position = -0.1843996,0.2156327,-0.4174386 rotation = 0.6454856,0.6454858,0.2887011,-0.288701 scale 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0.672212,0.6721994,0.6721959 } PROP { name = PanelDivider position = 0.1052999,0.2125024,-0.3949138 rotation = 0.6490625,0.6490625,0.2805671,-0.2805671 scale = 2.00009,290.9273,20.59307 } PROP { name = PanelDivider position = 0.1052999,0.1326845,-0.4797751 rotation = 0.6490625,0.6490625,0.2805671,-0.2805671 scale = 2.000092,290.9278,20.59307 } PROP { name = PanelDivider position = 0.1633997,0.1726277,-0.4373075 rotation = 0.917913,0,0,-0.3967819 scale = 2.000088,290.9337,20.59311 } PROP { name = PanelDivider position = 0.04680014,0.1726277,-0.4373075 rotation = 0.917913,0,0,-0.3967819 scale = 2.000088,290.9345,20.59311 } PROP { name = Primitive_BOX_Beveled_Black position = -0.05900002,0.09838682,-0.5021613 rotation = 0,0.987812,0.1556521,0 scale = 2.05474,0.654836,0.2000037 } PROP { name = SmallPlate_CAUTIONS_and_WARNINGS position = -0.03550005,0.1205299,-0.4832036 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.3820689,0.3820669,0.3820656 } PROP { name = 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2.000025,140.769,20.5931 } PROP { name = Primitive_BOX_Beveled_Black position = -0.05888653,0.02988678,-0.5230381 rotation = 0,0.987812,0.1556521,0 scale = 2.037351,0.8550447,0.2000033 } PROP { name = Lable_ENVIRONMENT position = -0.004282951,0.06014234,-0.5021932 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.4443649,0.4134461,0.4134447 } PROP { name = Lable_Temperature position = -0.0742507,0.06014234,-0.5021932 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.4443649,0.4134461,0.4134447 } PROP { name = Lable_PROTECTION position = -0.1262698,0.06033278,-0.50213 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.4443649,0.4134461,0.4134447 } PROP { name = DigitalIndicator_AMB_Temp position = -0.00348711,0.02268529,-0.5140889 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.6418962,0.5972309,0.5972281 } PROP { name = DigitalIndicator_EXTTemp position = -0.00348711,0.04124087,-0.5080924 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.6418962,0.5972309,0.5972281 } PROP { name = DigitalIndicator_SURF_Temp position = -0.00348711,0.004034996,-0.5201144 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.6418962,0.5972309,0.5972281 } PROP { name = IndicatorADV_HEAT position = -0.06414795,0.0227077,-0.5151324 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.479814,0.4464275,0.4464253 } PROP { name = IndicatorADV_PodTemp position = -0.08467579,0.0227077,-0.5151324 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.479814,0.4464275,0.4464253 } PROP { name = IndicatorADV_Ablator position = -0.1370173,0.0227077,-0.5151324 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.479814,0.4464275,0.4464253 } PROP { name = IndicatorADV_ShieldTemp position = -0.1163874,0.0227077,-0.5151324 rotation = -0.8085512,2.271061E-07,-1.652773E-07,-0.5884258 scale = 0.479814,0.4464275,0.4464253 } PROP { name = 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KV3_IVA_SHELL } } PROP { name = HarnessBuckleButton position = -0.19140251,-0.0118100047,-0.212410286 rotation = -0.43045935,0.43045941,-0.560985565,0.560985506 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.0257547982,0.327469975,0.131855458 rotation = -0.512775898,0.366583824,-0.575887561,0.520606101 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.026906874,-0.341989964,0.126819 rotation = -0.370772213,0.505282998,-0.508100927,0.590805054 scale = 1,1,1 } } } UrlConfig { parentUrl = HullCameraVDS/Localization/localization.cfg Localization { en-us { #autoLOC_HULL_PART_001 = Aerocam 180 #autoLOC_HULL_PART_002 = Aerocam #autoLOC_HULL_PART_003 = BoosterCam #autoLOC_HULL_PART_004 = Kazzelblad 500 #autoLOC_HULL_PART_005 = KSC Launchpad Camera #autoLOC_HULL_PART_006 = NavCam #autoLOC_HULL_PART_007 = Nightvisioncam #autoLOC_HULL_PART_008 = ScienceCam #autoLOC_HULL_PART_009 = Wide Angle Cam #autoLOC_HULL_PART_010 = Basic Hull Camera Deluxe #autoLOC_HULL_PART_011 = KerbPro #autoLOC_HULL_PART_012 = Ordan Industrial Pictozoom 1000 Series #autoLOC_HULL_PART_013 = Ordan Industrial KOMMAND-R Pictozoom 2000 Series Variable Aperture Spectograph Net #autoLOC_HULL_DESC_001 = The Aerocam is a gutted KerbPro in an aerodynamic case. Now the KerbPro won't be a drag on your vessel. This version has it's CCD flipped. Now you wont have the feelling you are hanging upside down underneath a horizontal craft. #autoLOC_HULL_DESC_002 = The Aerocam is a gutted KerbPro in an aerodynamic case. Now the KerbPro won't be a drag on your vessel. #autoLOC_HULL_DESC_003 = The BoosterCam packs two cameras in one discrete, streamlined package. Provides no science value, but useful for piloting. #autoLOC_HULL_DESC_004 = A classic multipurpose black and white camera. #autoLOC_HULL_DESC_005 = This camera might be on the heavy side, but it packs a decent zoom. And, more importantly, it's blast-proof so it will survive all of your rocket launch failures. #autoLOC_HULL_DESC_006 = The picture quality isn't great, but this tiny lightweight camera is perfect for piloting rovers and probes. #autoLOC_HULL_DESC_007 = This camera is capable of night vision, not useful on a sunny day. #autoLOC_HULL_DESC_008 = This camera is mainly geared for scientific research, but it makes a great all-around camera. #autoLOC_HULL_DESC_009 = This camera is made for wide angle views. #autoLOC_HULL_DESC_010 = A standard camera made out high grade cardboard and ducktape. #autoLOC_HULL_DESC_011 = The KerbPro is an extremely durable camera primarily used in various sporting activities. Kerbal Space Program asked if these were durable enough to be used as rocket cams. Only time will tell. #autoLOC_HULL_DESC_012 = Jeb was fiddling around with the camera one day when he "accidentally" bumped a lever labeled DO NOT TOUCH. Following some alarmingly zoomed in pictures of Bill's panicked eyes, they decided this could be strapped to the front of a rocket for a telescope, too. #autoLOC_HULL_DESC_013 = After Jeb received a formal reprimand for his cavalier behavior (he was not given a juice box at lunch time), the engineers have designed a more modular and stable telescope to inspect kerbonauts crew cuts for consistency and fleas. #autoLOC_HULL_MANU_001 = Magic Smoke Industries #autoLOC_HULL_MANU_002 = Maniacal Mallard Industries #autoLOC_HULL_MANU_003 = Multiversal Mechatronics #autoLOC_HULL_MANU_004 = Ordan Industrial in association with Probodobodyne #autoLOC_HULL_MANU_005 = Ordan Industrial #autoLOC_HULL_PM_001 = Aerocam180 #autoLOC_HULL_PM_002 = Aerocam #autoLOC_HULL_PM_003 = BoosterCamAft #autoLOC_HULL_PM_004 = BoosterCamForward #autoLOC_HULL_PM_005 = KazzelBlad #autoLOC_HULL_PM_006 = LaunchCam #autoLOC_HULL_PM_007 = NavCam #autoLOC_HULL_PM_008 = NightVision #autoLOC_HULL_PM_009 = SciCam #autoLOC_HULL_PM_010 = WideAngle #autoLOC_HULL_PM_011 = Hull #autoLOC_HULL_PM_012 = KerbPro #autoLOC_HULL_PM_013 = Pictozoom 1000 #autoLOC_HULL_PM_014 = Pictozoom 2000 #autoLOC_HULL_PM_015 = Open LensGuard #autoLOC_HULL_PM_016 = Close Lens Guard #autoLOC_HULL_PM_017 = Toggle Lens Guard #autoLOC_HULL_PM_018 = EVACam #autoLOC_HULL_EVT_001 = Activate Camera #autoLOC_HULL_EVT_002 = Deactivate Camera #autoLOC_HULL_EVT_003 = Enable Camera #autoLOC_HULL_EVT_004 = Disable Camera #autoLOC_HULL_EVT_005 = Next Camera #autoLOC_HULL_EVT_006 = Previous Camera #autoLOC_HULL_EVT_007 = Zoom In #autoLOC_HULL_EVT_008 = Zoom Out #autoLOC_HULL_MSG_001 = Original Control Point #autoLOC_HULL_MSG_002 = Control Point restored to #autoLOC_HULL_MSG_003 = Control Point changed to #autoLOC_HULL_MSG_004 = Switching to camera #autoLOC_HULL_MSG_005 = on vessel #autoLOC_HULL_DOCK_001 = Target #autoLOC_HULL_DOCK_002 = Relative Velocity } de-de { #autoLOC_HULL_PART_001 = Aerocam 180 #autoLOC_HULL_PART_002 = Aerocam #autoLOC_HULL_PART_003 = BoosterCam #autoLOC_HULL_PART_004 = Kazzelblad 500 #autoLOC_HULL_PART_005 = KSC Startrampe Kamera #autoLOC_HULL_PART_006 = NavCam #autoLOC_HULL_PART_007 = Nachtsichtkamera #autoLOC_HULL_PART_008 = Forschungskamera #autoLOC_HULL_PART_009 = Weitwinkel Kamera #autoLOC_HULL_PART_010 = Außenhülle Kamera Deluxe #autoLOC_HULL_PART_011 = KerbPro #autoLOC_HULL_PART_012 = Ordan Industrial Pictozoom 1000 Series #autoLOC_HULL_PART_013 = Ordan Industrial KOMMAND-R Pictozoom 2000 Series Variable Aperture Spectograph Net #autoLOC_HULL_DESC_001 = Die Aerocam ist eine zerlegte KerbPro in einem aerodynamischen Gehäuse um den Luftwiderstand zu verringern. Das Bild dieser Version ist horizontal gespiegelt, sodass man nicht das Gefühl hat kopfüber zu hängen. #autoLOC_HULL_DESC_002 = Die Aerocam ist eine zerlegte KerbPro in einem aerodynamischen Gehäuse um den Luftwiderstand zu verringern. #autoLOC_HULL_DESC_003 = Die BoosterCam verpackt zwei Kameras in ein diskretes, stomlinienförmiges Paket. Hat keinen wissenschaftlicher Mehrwert, ist aber praktisch zum fliegen. #autoLOC_HULL_DESC_004 = Eine klassische mehrzweck Schwarzweiß-Kamera. #autoLOC_HULL_DESC_005 = Diese Kamera ist ein richtiges schwergewicht, bietet dafür aber auch eine ordentliche Vergrößerung und, noch viel wichtiger, sie ist explosionsgeschützt um alle deine Fehlstarts aufzuzeichnen. #autoLOC_HULL_DESC_006 = Die Bildqualität ist nicht sehr gut aber diese kleine leichte Kamera eignet sich perfekt zum steuern von Rovern und Sonden. #autoLOC_HULL_DESC_007 = Diese Kamera bietet auch in dunklen Nächten beste Sicht. Nicht sehr nützlich an einem sonnigen Tag. #autoLOC_HULL_DESC_008 = Diese Kamera ist vorallem für wissenschaftliche Zwecke gedacht, ist grundsätzlich aber auch ein guter Alleskönner. #autoLOC_HULL_DESC_009 = Diese Kamera wurde speziell für Weitwinkel-Aufnahmen gefertigt. #autoLOC_HULL_DESC_010 = Eine standard Kamera, gefertigt aus hochwertiger Pappe und Klebeband. #autoLOC_HULL_DESC_011 = Die KerbPro ist eine extrem rebuste Kamera und wird hauptsächlich bei diversen (extrem) Sportarten verwendet. Das Kerbal Raumfahrtprogramm wollte wissen, ob sie sich auch als Kamera auf Raketen eignet...die Zeit wird es zeigen. #autoLOC_HULL_DESC_012 = Jeb spielte mit dieser Kamera herum und betätigte dabei "vesehentlich" einen Hebel mit der Beschriftung "NICHT ANFASSEN". Darauf folgten einige verstörende und stark vergrößerte Bilder von Bills panischen Augen. Kurz darauf beschlossen die beiden, dass diese Kamera sich auch gut als Teleskop machen würde. #autoLOC_HULL_DESC_013 = Nachdem Jeb eine Verwarnung für sein rücksichtsloses Verhalten erhielt (er hatte zum Mittag keine Trinkpäckchen erhalten), mussten die Ingenieure ein modulares und stärkeres Teleskop entwickeln um die Kerbonauten aus der Entfernung zu inspizieren. #autoLOC_HULL_MANU_001 = Magic Smoke Industries #autoLOC_HULL_MANU_002 = Maniacal Mallard Industries #autoLOC_HULL_MANU_003 = Multiversal Mechatronics #autoLOC_HULL_MANU_004 = Ordan Industrial in Zusammenarbeit mit Probodobodyne #autoLOC_HULL_MANU_005 = Ordan Industrial #autoLOC_HULL_PM_001 = Aerocam 180 #autoLOC_HULL_PM_002 = Aerocam #autoLOC_HULL_PM_003 = BoosterCam Hinten #autoLOC_HULL_PM_004 = BoosterCam Vorne #autoLOC_HULL_PM_005 = KazzelBlad #autoLOC_HULL_PM_006 = Startrampe #autoLOC_HULL_PM_007 = NavCam #autoLOC_HULL_PM_008 = Nachtsicht #autoLOC_HULL_PM_009 = Forschungskamera #autoLOC_HULL_PM_010 = Weitwinkel #autoLOC_HULL_PM_011 = Außenhülle #autoLOC_HULL_PM_012 = KerbPro #autoLOC_HULL_PM_013 = Pictozoom 1000 #autoLOC_HULL_PM_014 = Pictozoom 2000 #autoLOC_HULL_PM_015 = Öffne Linsenschutz #autoLOC_HULL_PM_016 = Schließe Linsenschutz #autoLOC_HULL_PM_017 = Linsenschutz umschalten #autoLOC_HULL_PM_018 = EVACam #autoLOC_HULL_EVT_001 = Aktiviere Kamera #autoLOC_HULL_EVT_002 = Deactiviere Kamera #autoLOC_HULL_EVT_003 = Kamera verfügbar #autoLOC_HULL_EVT_004 = Kamera nicht verfügbar #autoLOC_HULL_EVT_005 = Näcshte Kamera #autoLOC_HULL_EVT_006 = Vorherige Kamera #autoLOC_HULL_EVT_007 = Vergrößern #autoLOC_HULL_EVT_008 = Verkleinern #autoLOC_HULL_MSG_001 = Ursprünglicher Kontrollpunkt #autoLOC_HULL_MSG_002 = Kontrollpunkt wiederhergestellt zu #autoLOC_HULL_MSG_003 = Kontrollpunkt gewechselt zu #autoLOC_HULL_MSG_004 = Wechsle zu Kamera #autoLOC_HULL_MSG_005 = auf Vehicle #autoLOC_HULL_DOCK_001 = Ziel #autoLOC_HULL_DOCK_002 = Relative Geschwindigkeit } zh-cn { #autoLOC_HULL_PART_001 = 航空摄像机180 #autoLOC_HULL_PART_002 = 航空摄像机 #autoLOC_HULL_PART_003 = 助推器摄像机 #autoLOC_HULL_PART_004 = 卡扎德500 #autoLOC_HULL_PART_005 = KSC发射台摄像机 #autoLOC_HULL_PART_006 = 导航摄像机 #autoLOC_HULL_PART_007 = 夜视摄像机 #autoLOC_HULL_PART_008 = 科研摄像机 #autoLOC_HULL_PART_009 = 广角摄像机 #autoLOC_HULL_PART_010 = 高级船体摄像机 #autoLOC_HULL_PART_011 = KerbPro #autoLOC_HULL_PART_012 = 奥丹工业图形变焦1000系列 #autoLOC_HULL_PART_013 = 奥丹工业Kommand-R图形变焦2000系列可变孔径光谱分析仪 #autoLOC_HULL_DESC_001 = 在空气动力学的情况下,航空摄像机的气动设计并不会拖累飞船的气动布局,这个版本的CCD翻转了,现在你不会感觉被倒挂着。 #autoLOC_HULL_DESC_002 = 在空气动力学的情况下,航空摄像机的气动设计并不会拖累飞船的气动布局。 #autoLOC_HULL_DESC_003 = 助推器摄像机将两个摄像头组合在一个相对分布的流线型组件中。没有科学研究职能,但对飞行试验记录有用。 #autoLOC_HULL_DESC_004 = 经典的多功能黑白相机。 #autoLOC_HULL_DESC_005 = 这台摄像机可能有点笨重,但它有很好的变焦能力。而且更重要的是,它是防爆的,所以它可以经受住火箭发射失败的考验。 #autoLOC_HULL_DESC_006 = 拍摄质量可能并不是太好,但这款小巧轻便的摄像机非常适合漫游车及各种探测器。 #autoLOC_HULL_DESC_007 = 这台摄像机具有夜视功能,但在白天并不太好用。 #autoLOC_HULL_DESC_008 = 这台摄像机主要是为科学研究而设计的,它同时是一款很好的全方位摄像机。 #autoLOC_HULL_DESC_009 = 这台摄像机具有广视角。 #autoLOC_HULL_DESC_010 = 升级版船体外壳用摄像机。 #autoLOC_HULL_DESC_011 = KerbPro是一款非常耐用的摄像机,原本用于各种体育活动。空间探索项目搭载于火箭上是否足够耐用?只有时间才能证明。 #autoLOC_HULL_DESC_012 = 一天,Jeb正在摆弄着相机,“不小心”撞到了一根标有“请勿触摸”的杠杆。在对Bill惊慌失措的眼睛进行了令人震惊的放大后,他们决定把它也绑在火箭的前部,当作望远镜。 #autoLOC_HULL_DESC_013 = 图形变焦1000系列的改进型,正式定名为Kommand-R图形变焦2000系列可变孔径光谱分析仪。 #autoLOC_HULL_MANU_001 = 幻烟工业公司 #autoLOC_HULL_MANU_002 = 马尼亚卡马尔拉德工业公司 #autoLOC_HULL_MANU_003 = 通用机电工业 #autoLOC_HULL_MANU_004 = 奥丹工业公司与普罗博迪公司 #autoLOC_HULL_MANU_005 = 奥丹工业公司 #autoLOC_HULL_PM_001 = 航空摄像机180 #autoLOC_HULL_PM_002 = 航空摄像机 #autoLOC_HULL_PM_003 = 助推器摄像机后部 #autoLOC_HULL_PM_004 = 助推器摄像机前部 #autoLOC_HULL_PM_005 = 卡扎德摄像机 #autoLOC_HULL_PM_006 = 发射台摄像机 #autoLOC_HULL_PM_007 = 导航摄像机 #autoLOC_HULL_PM_008 = 夜视摄像机 #autoLOC_HULL_PM_009 = 科研摄像机 #autoLOC_HULL_PM_010 = 广角摄像机 #autoLOC_HULL_PM_011 = 船身 #autoLOC_HULL_PM_012 = KerbPro #autoLOC_HULL_PM_013 = 图形变焦1000 #autoLOC_HULL_PM_014 = 图形变焦2000 #autoLOC_HULL_PM_015 = 打开透镜防护罩 #autoLOC_HULL_PM_016 = 关闭透镜防护罩 #autoLOC_HULL_PM_017 = 切换透镜防护罩 #autoLOC_HULL_PM_018 = EVA视角 #autoLOC_HULL_EVT_001 = 激活摄像机 #autoLOC_HULL_EVT_002 = 停用摄像机 #autoLOC_HULL_EVT_003 = 打开摄像机 #autoLOC_HULL_EVT_004 = 关闭摄像机 #autoLOC_HULL_EVT_005 = 下一个镜头 #autoLOC_HULL_EVT_006 = 上一个镜头 #autoLOC_HULL_EVT_007 = 放大 #autoLOC_HULL_EVT_008 = 缩小 #autoLOC_HULL_MSG_001 = 原始控制点 #autoLOC_HULL_MSG_002 = 控制点恢复到 #autoLOC_HULL_MSG_003 = 控制点更改为 #autoLOC_HULL_MSG_004 = 镜头切换到 #autoLOC_HULL_MSG_005 = 在 #autoLOC_HULL_DOCK_001 = 目标 #autoLOC_HULL_DOCK_002 = 相对速度 } es-es { #autoLOC_HULL_PART_001 = Aerocámara 180 #autoLOC_HULL_PART_002 = Aerocámara #autoLOC_HULL_PART_003 = Cámara de Refuerzo #autoLOC_HULL_PART_004 = Kazzelblad 500 #autoLOC_HULL_PART_005 = Cámara plataforma de lanzamiento KSC #autoLOC_HULL_PART_006 = NavCam #autoLOC_HULL_PART_007 = Cámara de visión nocturna #autoLOC_HULL_PART_008 = Cámara de ciencia #autoLOC_HULL_PART_009 = Cámara gran angular #autoLOC_HULL_PART_010 = Cámara básica del casco Deluxe #autoLOC_HULL_PART_011 = KerbPro #autoLOC_HULL_PART_012 = Pictozoom Series 1000 de Industrias Ordan #autoLOC_HULL_PART_013 = Red de espectrógrafo de apertura variable KOMMAND-R Pictozoom serie 2000 de Ordan #autoLOC_HULL_DESC_001 = La Aerocámara es una KerbPro destripada en un estuche aerodinámico. Ahora el KerbPro no será un lastre para su embarcación. Esta versión tiene su CCD invertido. Ahora no tendrás la sensación de que estás colgado boca abajo debajo de una nave horizontal. #autoLOC_HULL_DESC_002 = La Aerocámara es una KerbPro destripada en un estuche aerodinámico. Ahora el KerbPro no será un lastre para su embarcación. #autoLOC_HULL_DESC_003 = La cámara de refuerzo incluye dos cámaras en un paquete discreto y optimizado. No proporciona valor científico, pero es útil para pilotar. #autoLOC_HULL_DESC_004 = Una clásica cámara multipropósito en blanco y negro. #autoLOC_HULL_DESC_005 = Esta cámara puede estar en el lado pesado, pero tiene un zoom decente. Y, lo que es más importante, es a prueba de explosiones, por lo que sobrevivirá a todas sus fallas de lanzamiento de cohetes. #autoLOC_HULL_DESC_006 = La calidad de la imagen no es excelente, pero esta pequeña cámara liviana es perfecta para pilotar rovers y sondas. #autoLOC_HULL_DESC_007 = Esta cámara es capaz de visión nocturna, no es útil en un día soleado. #autoLOC_HULL_DESC_008 = Esta cámara está orientada principalmente a la investigación científica, pero es una gran cámara versátil. #autoLOC_HULL_DESC_009 = Esta cámara está hecha para vistas de gran angular. #autoLOC_HULL_DESC_010 = Una cámara estándar hecha de cartón de alta calidad y cinta adhesiva. #autoLOC_HULL_DESC_011 = La KerbPro es una cámara extremadamente duradera utilizada principalmente en diversas actividades deportivas. Kerbal Space Program preguntó si estos eran lo suficientemente duraderos como para ser utilizados como cámaras de cohetes. Sólo el tiempo dirá. #autoLOC_HULL_DESC_012 = Jeb estaba jugando con la cámara un día cuando "accidentalmente" golpeó una palanca etiquetada como NO TOCAR. Después de algunas imágenes alarmantemente ampliadas de los ojos en pánico de Bill, decidieron que esto también podría estar sujeto a la parte delantera de un cohete para un telescopio. #autoLOC_HULL_DESC_013 = Después de que Jeb recibió una reprimenda formal por su comportamiento arrogante (no se le dio un zumo a la hora del almuerzo), los ingenieros han diseñado un telescopio más modular y estable para inspeccionar los cortes de la tripulación de los kerbonauts en busca de consistencia y pulgas. #autoLOC_HULL_MANU_001 = Industrias Humo Mágico #autoLOC_HULL_MANU_002 = Industrias Maniacal Mallard #autoLOC_HULL_MANU_003 = Mecatrónica Multiversal #autoLOC_HULL_MANU_004 = Industrias Ordan en asociación con Probodobodyne #autoLOC_HULL_MANU_005 = Industrias Ordan #autoLOC_HULL_PM_001 = Aerocámara180 #autoLOC_HULL_PM_002 = Aerocámara #autoLOC_HULL_PM_003 = CámaraRefuerzoAft #autoLOC_HULL_PM_004 = CámaraRefuerzodelantera #autoLOC_HULL_PM_005 = KazzelBlad #autoLOC_HULL_PM_006 = Cámaralanzamiento #autoLOC_HULL_PM_007 = CámaraNavegación #autoLOC_HULL_PM_008 = VisiónNocturna #autoLOC_HULL_PM_009 = CámaraCiencia #autoLOC_HULL_PM_010 = GranAngular #autoLOC_HULL_PM_011 = Casco #autoLOC_HULL_PM_012 = KerbPro #autoLOC_HULL_PM_013 = Pictozoom 1000 #autoLOC_HULL_PM_014 = Pictozoom 2000 #autoLOC_HULL_PM_015 = Abrir Protector lente #autoLOC_HULL_PM_016 = Cerrar Protector lente #autoLOC_HULL_PM_017 = Alternar protector lente #autoLOC_HULL_PM_018 = CámaraAEV #autoLOC_HULL_EVT_001 = Activar cámara #autoLOC_HULL_EVT_002 = Desactivar cámara #autoLOC_HULL_EVT_003 = Habilitar cámara #autoLOC_HULL_EVT_004 = Deshabilitar cámara #autoLOC_HULL_EVT_005 = Cámara siguiente #autoLOC_HULL_EVT_006 = Cámara anterior #autoLOC_HULL_EVT_007 = Zoom dentro #autoLOC_HULL_EVT_008 = Zoom fuera #autoLOC_HULL_MSG_001 = Punto de control original #autoLOC_HULL_MSG_002 = Punto de control restaurado a #autoLOC_HULL_MSG_003 = Punto de control cambió a #autoLOC_HULL_MSG_004 = Cambiar a cámara #autoLOC_HULL_MSG_005 = en nave #autoLOC_HULL_DOCK_001 = Objetivo #autoLOC_HULL_DOCK_002 = Velocidad relativa } } } UrlConfig { parentUrl = HullCameraVDS/Parts/aerocam/aerocam180.cfg PART { name = aerocam180 module = Part author = sirkut mesh = model.mu scale = 1 rescaleFactor = 0.25 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = advElectrics entryCost = 3800 cost = 100 category = Utility subcategory = 0 title = Aerocam 180 manufacturer = Magic Smoke Industries description = The Aerocam is a gutted KerbPro in an aerodynamic case. Now the KerbPro won't be a drag on your vessel. This version has it's CCD flipped. Now you wont have the feelling you are hanging upside down underneath a horizontal craft. attachRules = 1,1,1,1,0 mass = 0.001 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = Aerocam180 cameraForward = 0, 0, 1 cameraUp = 0, -1, 0 cameraPosition = 0.0, 0.45, -0.0 cameraFoVMax = 75 cameraFoVMin = 30 } MODULE { name = ModuleCargoPart packedVolume = 5 stackableQuantity = 21 } MODULE { name = cccam cameraForward = 0, 0, 1 cameraUp = 0, -1, 0 cameraPosition = 0.0, 0.45, -0.0 cameraFoVMax = 75 cameraFoVMin = 30 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 30, 75 fovRate = 20 cameraTransformName = Cylinder_002 translation = 0.0, 0.0, 0.0 rotation = 0, 0, 180 cameraName = Aerocam 180 } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = Cylinder_002 rotateCamera = 0,0,180 cameraIDPrefix = ExtCam cameraFoVMax = 75 cameraFoVMin = 30 } MODULE { name = ModulePartInfo originalPartName = aerocam180 } } } UrlConfig { parentUrl = HullCameraVDS/Parts/aerocam/part.cfg PART { name = aerocam module = Part author = sirkut mesh = model.mu scale = 1 rescaleFactor = 0.25 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = advElectrics entryCost = 3800 cost = 100 category = Utility subcategory = 0 title = Aerocam manufacturer = Magic Smoke Industries description = The Aerocam is a gutted KerbPro in an aerodynamic case. Now the KerbPro won't be a drag on your vessel. tags = (cam hull science attachRules = 1,1,1,1,0 mass = 0.001 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = Aerocam cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.45, -0.0 cameraFoVMax = 75 cameraFoVMin = 30 } MODULE { name = ModuleCargoPart packedVolume = 5 stackableQuantity = 21 } MODULE { name = cccam cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.45, -0.0 cameraFoVMax = 75 cameraFoVMin = 30 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 30, 75 fovRate = 20 cameraTransformName = Cylinder_002 translation = 0.0, 0.0, 0.0 rotation = 0, 0, 0 cameraName = Aerocam } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = Cylinder_002 rotateCamera = 0,0,0 cameraIDPrefix = ExtCam cameraFoVMax = 75 cameraFoVMin = 30 } MODULE { name = ModulePartInfo originalPartName = aerocam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/hc_booster/part.cfg PART { name = hc_booster module = Part author = Rubber Ducky mesh = model.mu scale = 1 node_attach = -0.03, 0.0, 0.0, -1.0, 0.0, 0.0 TechRequired = basicScience entryCost = 130 cost = 65 category = Utility subcategory = 0 title = BoosterCam manufacturer = Maniacal Mallard Industries description = The BoosterCam packs two cameras in one discrete, streamlined package. Provides no science value, but useful for piloting. tags = (cam science hull attachRules = 0,1,0,0,0 PhysicsSignificance = 1 mass = 0.005 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = BoosterCamAft cameraForward = 0, 1, 0 cameraUp = 1, 0, 0 cameraPosition = 0.05, 0.14, 0.0 cameraFoVMax = 90 cameraFoVMin = 60 cameraMode = 7 } MODULE { name = ModuleCargoPart packedVolume = 25 stackableQuantity = 5 } MODULE { name = MuMechModuleHullCameraZoom cameraName = BoosterCamForward cameraForward = 0, -1, 0 cameraUp = 1, 0, 0 cameraPosition = 0.05, -0.15, 0.0 cameraFoVMax = 90 cameraFoVMin = 60 cameraMode = 7 } MODULE { name = cccam cameraForward = 0, 1, 0 cameraUp = 1, 0, 0 cameraPosition = 0.05, 0.14, 0.0 cameraFoVMax = 90 cameraFoVMin = 60 } MODULE { name = cccam cameraForward = 0, -1, 0 cameraUp = 1, 0, 0 cameraPosition = 0.05, -0.15, 0.0 cameraFoVMax = 90 cameraFoVMin = 60 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 60, 90 fovRate = 20 cameraTransformName = hc_booster translation = 0.07, 0.1, 0.0 rotation = -90, -90, 0 cameraName = Booster Cam Forward } MODULE { name = MASCamera fovRange = 60, 90 fovRate = 20 cameraTransformName = hc_booster translation = 0.07, -0.1, 0.0 rotation = 90, 90, 0 cameraName = Booster Cam Aft } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = hc_booster rotateCamera = -90,-90,0 translateCamera = 0.06,0.1,0 cameraIDPrefix = ExtCam cameraFoVMax = 90 cameraFoVMin = 60 } MODULE { name = ModulePartInfo originalPartName = hc_booster } } } UrlConfig { parentUrl = HullCameraVDS/Parts/hc_kazzelblad/part.cfg PART { name = hc_kazzelblad module = Part author = Albert VDS mesh = hc_kazzelblad.mu scale = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 PhysicsSignificance = 1 TechRequired = start entryCost = 10 cost = 90 category = Utility subcategory = 0 title = BoosterCam manufacturer = Maniacal Mallard Industries description = A classic multipurpose black and white camera. tags = (cam science hull attachRules = 1,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 5 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = KazzelBlad cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.25, 0.0 cameraFoVMax = 60 cameraFoVMin = 20 cameraFoV = 20 cameraMode = 4 } MODULE { name = ModuleCargoPart packedVolume = 25 stackableQuantity = 5 } MODULE { name = cccam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.25, 0.0 cameraFoVMax = 60 cameraFoVMin = 20 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 20, 60 fovRate = 20 cameraTransformName = Cylinder translation = 0.0, -0.008, 0.3 rotation = 0, 0, 0 cameraName = Kazzelblad 500 MODE { name = default cameraResolution = 256 shader = MOARdV/MonochromeNoise properties = _ChannelR:1;_ChannelG:1;_ChannelB:1;_NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.85 - fc.Random() * 0.10 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = Cylinder rotateCamera = 0,0,0 translateCamera = 0,0,0 cameraIDPrefix = ExtCam cameraFoVMax = 60 cameraFoVMin = 20 } MODULE { name = ModulePartInfo originalPartName = hc_kazzelblad } } } UrlConfig { parentUrl = HullCameraVDS/Parts/hc_launchcam/part.cfg PART { name = hc_launchcam module = Part author = Rubber Ducky mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advElectrics entryCost = 10 cost = 40 category = Utility subcategory = 0 title = KSC Launchpad Camera manufacturer = Maniacal Mallard Industries description = This camera might be on the heavy side, but it packs a decent zoom. And, more importantly, it's blast-proof so it will survive all of your rocket launch failures. tags = (cam hull science attachRules = 1,1,0,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.1 crashTolerance = 120 maxTemp = 4500 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = LaunchCam cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.5, 0.3 cameraFoVMax = 60 cameraFoVMin = 10 } MODULE { name = ModuleCargoPart packedVolume = 2500 stackableQuantity = 1 } MODULE { name = cccam cameraForward = 0, 0, 1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.5, 0.3 cameraFoVMax = 60 cameraFoVMin = 10 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 10, 60 fovRate = 20 cameraTransformName = hc_launchcam translation = 0.0, 0.57, 0.36 rotation = 0, 0, 0 cameraName = Launchpad Camera MODE { name = default cameraResolution = 512 } } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = hc_launchcam rotateCamera = 0,0,0 translateCamera = 0,0.46,0.27 cameraIDPrefix = ExtCam cameraFoVMax = 60 cameraFoVMin = 10 } MODULE { name = ModulePartInfo originalPartName = hc_launchcam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/hc_navcam/part.cfg PART { name = hc_navcam module = Part author = Rubber Ducky mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 PhysicsSignificance = 1 TechRequired = basicScience entryCost = 10 cost = 30 category = Utility subcategory = 0 title = NavCam manufacturer = Maniacal Mallard Industries description = The picture quality isn't great, but this tiny lightweight camera is perfect for piloting rovers and probes. tags = (cam hull science attachRules = 1,1,0,0,1 mass = 0.001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 5 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.045, 0.0 cameraFoVMax = 100 cameraFoVMin = 60 cameraMode = 4 } MODULE { name = ModuleCargoPart packedVolume = 5 stackableQuantity = 21 } MODULE { name = cccam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.045, 0.0 cameraFoVMax = 100 cameraFoVMin = 60 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 60, 100 fovRate = 20 cameraTransformName = hc_navcam translation = 0.0, 0.009, 0.0 rotation = -90, 0, 0 cameraName = NavCam } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = hc_navcam rotateCamera = -90,0,0 translateCamera = 0,0.009,0 cameraIDPrefix = ExtCam cameraFoVMax = 100 cameraFoVMin = 60 } MODULE { name = ModulePartInfo originalPartName = hc_navcam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/hc_nightvision/part.cfg PART { name = hc_nightvision module = Part author = Rubber Ducky mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 PhysicsSignificance = 1 TechRequired = electronics entryCost = 10 cost = 90 category = Utility subcategory = 0 title = Nightvisioncam manufacturer = Maniacal Mallard Industries description = This camera is capable of night vision, not useful on a sunny day. tags = (cam hull science attachRules = 1,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 5 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = NightVision cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.1, 0.0 cameraFoVMax = 60 cameraFoVMin = 20 cameraMode = 8 } MODULE { name = ModuleCargoPart packedVolume = 25 stackableQuantity = 5 } MODULE { name = cccam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.1, 0.0 cameraFoVMax = 60 cameraFoVMin = 20 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 20, 60 fovRate = 20 cameraTransformName = hc_scicamera translation = 0.0, 0.008, 0.0 rotation = -90, 90, 0 cameraName = Nightvisioncam MODE { name = default cameraResolution = 256 shader = MOARdV/MonochromeNoise properties = _ChannelR:0;_ChannelG:1;_ChannelB:0;_NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.80 - fc.Random() * 0.10;_Gain:1.8 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = hc_scicamera rotateCamera = -90,0,0 translateCamera = 0,0.008,0 cameraIDPrefix = ExtCam cameraFoVMax = 60 cameraFoVMin = 20 } MODULE { name = ModulePartInfo originalPartName = hc_nightvision } } } UrlConfig { parentUrl = HullCameraVDS/Parts/hc_scicam/part.cfg PART { name = hc_scicam module = Part author = Rubber Ducky mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 PhysicsSignificance = 1 TechRequired = advElectrics entryCost = 10 cost = 90 category = Utility subcategory = 0 title = ScienceCam manufacturer = Maniacal Mallard Industries description = This camera is mainly geared for scientific research, but it makes a great all-around camera. tags = (cam hull science attachRules = 1,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 5 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = SciCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.1, 0.0 cameraFoVMax = 60 cameraFoVMin = 20 } MODULE { name = ModuleCargoPart packedVolume = 25 stackableQuantity = 5 } MODULE { name = cccam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.1, 0.0 cameraFoVMax = 60 cameraFoVMin = 20 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 20, 60 fovRate = 20 cameraTransformName = hc_scicamera translation = 0.0, 0.008, 0.0 rotation = -90, 90, 0 cameraName = ScienceCam MODE { name = default cameraResolution = 512 } } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = hc_scicamera rotateCamera = -90,-90,180 translateCamera = 0,0.08,0 cameraIDPrefix = ExtCam cameraFoVMax = 60 cameraFoVMin = 20 } MODULE { name = ModulePartInfo originalPartName = hc_scicam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/hc_wideangle/part.cfg PART { name = hc_wideangle module = Part author = Rubber Ducky | Albert VDS mesh = hc_wideangle.mu scale = 3 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 PhysicsSignificance = 1 TechRequired = electronics entryCost = 10 cost = 90 category = Utility subcategory = 0 title = Wide Angle Cam manufacturer = Maniacal Mallard Industries description = This camera is made for wide angle views. tags = (cam hull science wide attachRules = 1,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 5 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = WideAngle cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.8, 0.0 cameraFoVMax = 110 cameraFoVMin = 100 } MODULE { name = ModuleCargoPart packedVolume = 25 stackableQuantity = 5 } MODULE { name = cccam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0.0, 0.8, 0.0 cameraFoVMax = 110 cameraFoVMin = 100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 100, 110 fovRate = 10 cameraTransformName = hc_wideangle translation = -0.015, -0.005, 0.100 rotation = 0, 0, -180 cameraName = Wide Angle Cam } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = hc_wideangle rotateCamera = 0,0,-180 translateCamera = 0,0,0 cameraIDPrefix = ExtCam cameraFoVMax = 110 cameraFoVMin = 100 } MODULE { name = ModulePartInfo originalPartName = hc_wideangle } } } UrlConfig { parentUrl = HullCameraVDS/Parts/hullcam_hubbazoot/part.cfg PART { name = mumech_hullcam module = Part author = r4m0n (code) / Innsewerants (model) mesh = model.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_attach = 0, 0, 0, 0.0, 0.0, -1.0 TechRequired = start entryCost = 800 cost = 150 category = Utility subcategory = 0 title = Basic Hull Camera Deluxe manufacturer = Multiversal Mechatronics description = A standard camera made out high grade cardboard and ducktape. tags = (cam hull science attachRules = 0,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCamera cameraName = Hull adjustMode = true cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0, 0.05, -0.07 cameraFoVMax = 30 cameraFoVMin = 30 cameraMode = 4 } MODULE { name = ModuleCargoPart packedVolume = 5 stackableQuantity = 21 } MODULE { name = cccam cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0, 0.05, -0.07 cameraFoVMax = 30 cameraFoVMin = 30 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mumech_hullcam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/MSIKerbPro/part.cfg PART { name = kerbpro module = Part author = sirkut mesh = model.mu scale = 1 rescaleFactor = 0.25 node_attach = 0.0, 0.0, 0.15, 0.0, 0.0, -1.0 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 0.6, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = advElectrics entryCost = 5200 cost = 100 category = Utility subcategory = 0 title = KerbPro manufacturer = Magic Smoke Industries description = The KerbPro is an extremely durable camera primarily used in various sporting activities. Kerbal Space Program asked if these were durable enough to be used as rocket cams. Only time will tell. tags = (cam hull science attachRules = 1,1,1,1,0 mass = 0.001 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = KerbPro cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.0, 0.0 cameraFoVMax = 40 cameraFoVMin = 10 } MODULE { name = ModuleCargoPart packedVolume = 5 stackableQuantity = 21 } MODULE { name = cccam cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.0, 0.0 cameraFoVMax = 40 cameraFoVMin = 10 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 20, 60 fovRate = 20 cameraTransformName = lens translation = 0.06,0.05,0.10 rotation = -90, 180, 0 cameraName = KerbPro } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = lens rotateCamera = -90,180,0 translateCamera = 0.22,0.2,0.43 cameraIDPrefix = ExtCam cameraFoVMax = 40 cameraFoVMin = 10 } MODULE { name = ModulePartInfo originalPartName = kerbpro } } } UrlConfig { parentUrl = HullCameraVDS/Parts/new_cams/aerocam.cfg PART { name = DC_aerocam2 module = Part author = David scale = 1 rescaleFactor = 1 node_attach = 0, -0.01, 0, 0, -1, 0 PhysicsSignificance = 0 TechRequired = flightControl entryCost = 3800 cost = 100 category = Utility subcategory = 0 title = Aerocam UP manufacturer = SciSense description = An areodynamic camera. Now with racing stripes. tags = (cam hull) attachRules = 1,1,0,0,0 mass = 0.004 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 16 maxTemp = 2200 bulkheadProfiles = srf MODEL { model = HullCameraVDS/Parts/new_cams/Assets/AEROCAM2 } MODULE { name = MuMechModuleHullCameraZoom cameraName = Aerocam UP cameraForward = 0, 0.296, -1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0.05, -0.25 cameraFoVMax = 45 cameraFoVMin = 45 cameraMode = 7 } MODULE { name = ModuleCargoPart packedVolume = 10 stackableQuantity = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = cameraTransformU rotateCamera = 0,0,0 translateCamera = 0, 0, 0 cameraIDPrefix = ExtCam cameraFoVMax = 45 cameraFoVMin = 45 } MODULE { name = ModulePartInfo originalPartName = DC_aerocam2 } } } UrlConfig { parentUrl = HullCameraVDS/Parts/new_cams/aerocam180.cfg PART { name = DC_aerocam2_180 module = Part author = David scale = 1 rescaleFactor = 1 node_attach = 0, -0.01, 0, 0, -1, 0 PhysicsSignificance = 0 TechRequired = flightControl entryCost = 3800 cost = 100 category = Utility subcategory = 0 title = Aerocam DN manufacturer = SciSense description = An areodynamic camera. Now with racing stripes. Rotated 180. tags = (cam hull) attachRules = 1,1,0,0,0 mass = 0.004 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 16 maxTemp = 2200 bulkheadProfiles = srf MODEL { model = HullCameraVDS/Parts/new_cams/Assets/AEROCAM2 } MODULE { name = MuMechModuleHullCameraZoom cameraName = Aerocam DN cameraForward = 0, 0.296, -1 cameraUp = 0, -1, 0 cameraPosition = 0.0, 0.05, -0.25 cameraFoVMax = 45 cameraFoVMin = 45 cameraMode = 7 } MODULE { name = ModuleCargoPart packedVolume = 10 stackableQuantity = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = cameraTransformD rotateCamera = 0,0,0 translateCamera = 0, 0, 0 cameraIDPrefix = ExtCam cameraFoVMax = 45 cameraFoVMin = 45 } MODULE { name = ModulePartInfo originalPartName = DC_aerocam2_180 } } } UrlConfig { parentUrl = HullCameraVDS/Parts/new_cams/ChemCam.cfg PART { name = DC_ChemCam module = Part author = David scale = 1 iconCenter = 0, 0, 0 node_stack_bottom = 0.12, 0, 0.075, 0, 0, 1, 0 node_attach = 0.12, 0, 0.075, 0, 0, -1 TechRequired = scienceTech entryCost = 800 cost = 100 category = Science subcategory = 0 title = ChemCam manufacturer = SciSense description = This is not a camera! Yes, I know it has 'Cam' in the name but it is not a camera. It is a laser. For chemistry. It can be used to enhance the accuracy of orbital survey scanners. Not pictures. Stop calling. bulkheadProfiles = srf attachRules = 1,1,0,1,1 mass = 0.007 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 5 maxTemp = 1200 MODEL { model = HullCameraVDS/Parts/new_cams/Assets/ChemCam } MODULE { name = ModuleGPS } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Ore MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleBiomeScanner } MODULE { name = ModuleAsteroidAnalysis } MODULE { name = ModuleCometAnalysis } MODULE { name = ModuleAnalysisResource resourceName = Ore } MODULE { name = ModuleCargoPart packedVolume = 15 stackableQuantity = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = LaserDistModule MaxBendX = 0 MaxBendY = 0 MaxDistance = 500 SensorType = LASERDIST ElectricPerSecond = 0.1 CPUGreedyPercent = 5.0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = DC_ChemCam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/new_cams/MunCam.cfg PART { name = DC_munCam module = Part author = David scale = 1 node_stack_bottom = 0, -0.1319, 0, 0, -1, 0, 0 node_attach = 0, -0.1319, 0, 0, -1, 0, 0 PhysicsSignificance = 1 TechRequired = basicScience entryCost = 10 cost = 30 category = Utility subcategory = 0 title = MunCam manufacturer = SciSense description = A camera perfectly suited for faking the mun landing. tags = (cam hull science) attachRules = 1,1,0,0,1 mass = 0.008 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 5 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = HullCameraVDS/Parts/new_cams/Assets/MunCam } MODULE { name = MuMechModuleHullCameraZoom cameraName = MunCam cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0, 0, -0.25 cameraFoVMax = 25 cameraFoVMin = 25 cameraMode = 6 } MODULE { name = ModuleCargoPart packedVolume = 25 stackableQuantity = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = DC_munCam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/new_cams/RoverCam.cfg PART { name = DC_RoverCam module = Part author = David scale = 1 node_stack_bottom = 0, 0, 0, 0, -1, 0, 0 node_stack_top = 0, 0.07616, 0, 0, 1, 0, 0 node_attach = 0, 0, 0, 0, -1, 0, 0 PhysicsSignificance = 1 TechRequired = unmannedTech entryCost = 600 cost = 100 category = Utility subcategory = 0 title = NavCam manufacturer = SciSense description = Two cameras for sterioscopic vision (Neptune Cam) a moderate zoom and night vision. Useful for robotics and autonomous navigation. tags = (cam hull science) attachRules = 1,1,1,1,1 mass = 0.012 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 5 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = HullCameraVDS/Parts/new_cams/Assets/RoverCam } MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam Color cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0.11, 0.0395, -0.112 cameraFoVMax = 100 cameraFoVMin = 50 } MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam Low-Light cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = -0.11, 0.0395, -0.112 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 8 } MODULE { name = ModuleCargoPart packedVolume = 10 stackableQuantity = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = cameraTransform rotateCamera = 0,0,0 translateCamera = 0, 0, 0 cameraIDPrefix = ExtCam cameraFoVMax = 100 cameraFoVMin = 50 } MODULE { name = ModulePartInfo originalPartName = DC_RoverCam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/new_cams/smallCam.cfg PART { name = DC_smallCam module = Part author = David scale = 1 node_stack_bottom = 0, -0.03, 0, 0,-1, 0, 0 node_attach = 0, -0.03, 0, 0, -1, 0, 0 PhysicsSignificance = 0 TechRequired = precisionEngineering entryCost = 100 cost = 30 category = Utility subcategory = 0 title = HazCam manufacturer = SciSense description = There'll be no excuse for backing over your son's bike with this little camera. Small, light, waterproof, place anywhere. tags = (cam hull science) attachRules = 1,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 9 maxTemp = 1600 bulkheadProfiles = srf MODEL { model = HullCameraVDS/Parts/new_cams/Assets/smallCam } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Black useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = HullCameraVDS/Parts/new_cams/Assets/SmallCam_white } } } MODULE { name = MuMechModuleHullCameraZoom cameraName = HazCam cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0, -0.15 cameraFoVMax = 45 cameraFoVMin = 35 cameraMode = 7 } MODULE { name = ModuleCargoPart packedVolume = 5 stackableQuantity = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = cameraTransform rotateCamera = 0,0,0 translateCamera = 0, 0, 0 cameraIDPrefix = ExtCam cameraFoVMax = 45 cameraFoVMin = 35 } MODULE { name = ModulePartInfo originalPartName = DC_smallCam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/new_cams/smallCam_wide.cfg PART { name = DC_smallCam_Wide module = Part author = David scale = 1 node_stack_bottom = 0, -0.03, 0, 0, -1, 0, 0 node_attach = 0, -0.03, 0, 0, -1, 0, 0 PhysicsSignificance = 0 TechRequired = precisionEngineering entryCost = 100 cost = 30 category = Utility subcategory = 0 title = HazCam SuperWide manufacturer = SciSense description = There'll be no excuse for backing over your son's bike with this little camera. Small, light, waterproof, place anywhere. Superwide edition tags = (cam hull science) attachRules = 1,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0.0 crashTolerance = 9 maxTemp = 1600 bulkheadProfiles = srf MODEL { model = HullCameraVDS/Parts/new_cams/Assets/smallCam } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Black useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = HullCameraVDS/Parts/new_cams/Assets/SmallCam_white } } } MODULE { name = MuMechModuleHullCameraZoom cameraName = HazCam cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0.0, 0, -0.15 cameraFoVMax = 110 cameraFoVMin = 60 cameraMode = 7 } MODULE { name = ModuleCargoPart packedVolume = 5 stackableQuantity = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = cameraTransform rotateCamera = 0,0,0 translateCamera = 0, 0, 0 cameraIDPrefix = ExtCam cameraFoVMax = 110 cameraFoVMin = 60 } MODULE { name = ModulePartInfo originalPartName = DC_smallCam_Wide } } } UrlConfig { parentUrl = HullCameraVDS/Parts/new_cams/TurretCam.cfg PART { name = DC_TurretCam module = Part author = David scale = 1 node_stack_bottom = 0, -0.091575, 0, 0, -1, 0, 0 node_attach = 0, -0.09158, 0, 0, -1, 0, 0 PhysicsSignificance = 1 TechRequired = unmannedTech entryCost = 600 cost = 300 category = Utility subcategory = 0 title = TurretCam manufacturer = SciSense description = Great, high resolution camera with a good zoom. Attach it to the top of vehicle. tags = (cam hull science) attachRules = 1,1,0,1,1 mass = 0.04 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.2 angularDrag = 0.2 crashTolerance = 16 maxTemp = 1800 bulkheadProfiles = srf MODEL { model = HullCameraVDS/Parts/new_cams/Assets/TurretCam } MODULE { name = MuMechModuleHullCameraZoom cameraName = TurretCam cameraForward = 0, 0, -1 cameraUp = 0, 1, 0 cameraPosition = 0.5, 0.052, -0.22 cameraFoVMax = 100 cameraFoVMin = 20 cameraMode = 0 } MODULE { name = ModuleCargoPart packedVolume = 65 stackableQuantity = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = cameraTransform rotateCamera = 0,0,0 translateCamera = 0, 0, 0 cameraIDPrefix = ExtCam cameraFoVMax = 100 cameraFoVMin = 20 } MODULE { name = ModulePartInfo originalPartName = DC_TurretCam } } } UrlConfig { parentUrl = HullCameraVDS/Parts/Telescope/part.cfg PART { name = Telescope module = Part author = Part: NovaSilisko Mod: hubbazoot mesh = model.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = unmannedTech entryCost = 4900 cost = 500 category = Science subcategory = 0 title = Ordan Industrial Pictozoom 1000 Series manufacturer = Ordan Industrial in association with Probodobodyne description = Jeb was fiddling around with the camera one day when he "accidentally" bumped a lever labeled DO NOT TOUCH. Following some alarmingly zoomed in pictures of Bill's panicked eyes, they decided this could be strapped to the front of a rocket for a telescope, too. tags = (cam telescope science hull attachRules = 1,1,1,1,0 mass = 0.5 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf MODULE { name = MuMechModuleHullCameraZoom cameraName = Pictozoom 1000 cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0, 0.18, 0.00 cameraFoVMax = 60 cameraFoVMin = 0.5 } MODULE { name = ModuleCargoPart packedVolume = 2500 stackableQuantity = 1 } MODULE { name = cccam cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0, 0.18, 0.00 cameraFoVMax = 60 cameraFoVMin = 0.5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera fovRange = 0.5, 35 fovRate = 20 cameraTransformName = obj_base translation = 0.0, 0.0, 0.2 rotation = 0, 0, 180 cameraName = Pictozoom 1000 MODE { name = default cameraResolution = 512 } } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = obj_base rotateCamera = 0,0,180 translateCamera = 0,0.008,0 cameraIDPrefix = ExtCam cameraFoVMax = 60 cameraFoVMin = 0.5 } MODULE { name = ModulePartInfo originalPartName = Telescope } } } UrlConfig { parentUrl = HullCameraVDS/Parts/TelescopeLarge/part.cfg PART { name = Pictozoom_2000 module = Part author = hubbazoot (www.myordan.com/ksp/downloads.php) mesh = model.mu scale = 1 rescaleFactor = 1.25 CrewCapacity = 0 node_stack_bottom = 0.0, -1.05, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = unmannedTech entryCost = 4900 cost = 1800 category = Science subcategory = 0 title = Ordan Industrial KOMMAND-R Pictozoom 2000 Series Variable Aperture Spectograph Net manufacturer = Ordan Industrial description = After Jeb received a formal reprimand for his cavalier behavior (he was not given a juice box at lunch time), the engineers have designed a more modular and stable telescope to inspect kerbonauts crew cuts for consistency and fleas. tags = (cam telescope science ?nofreeiva attachRules = 1,0,1,1,0 mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 rotPower = 0.005 linPower = 10 maxTorque = 20 Ki = 1 Kp = 0.6 Kd = 1 vesselType = Probe bulkheadProfiles = srf MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.030 } } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } MODULE { name = MuMechModuleHullCameraZoom cameraName = Pictozoom 2000 cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0.00, 3.00, 0.00 cameraFoVMax = 60 cameraFoVMin = 0.0005 } MODULE { name = ModuleDeployableSolarPanel animationName = solar raycastTransformName = sunAR pivotName = sunPivot resourceName = ElectricCharge chargeRate = 5 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleAnimateGeneric animationName = deploy startEventGUIName = Open LensGuard endEventGUIName = Close Lens Guard actionGUIName = Toggle Lens Guard INPUT_RESOURCE { name = ElectricCharge rate = .0045 } } MODULE { name = ModuleReactionWheel PitchTorque = 0.001 YawTorque = 0.001 RollTorque = 0.001 RESOURCE { name = ElectricCharge rate = 1.05 } } MODULE { name = ModuleCargoPart packedVolume = 10000 stackableQuantity = 1 } MODULE { name = cccam cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0.00, 3.00, 0.00 cameraFoVMax = 60 cameraFoVMin = 0.0005 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = MASCamera fovRange = 0.0005, 20 fovRate = 10 cameraTransformName = base translation = 0.0, 0.0, 3.0 rotation = 0, 0, 0 cameraName = Pictozoom 2000 MODE { name = default cameraResolution = 512 } } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Ordan Industrial KOMMAND-R Pictozoom 2000 Series Variable Aperture Spectograph Net|||||Ordan Industrial triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = JSIExternalCameraSelector cameraContainer = base rotateCamera = 0,0,0 translateCamera = 0,0.008,0 cameraIDPrefix = ExtCam cameraFoVMax = 60 cameraFoVMin = 0.0005 } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = Pictozoom_2000 } } } UrlConfig { parentUrl = HullCameraVDS/Plugins/settings.cfg HullCameraVDSConfig { AllowMainCamera = true CycleMainCamera = true CycleOnlyActiveVessel = false DebugOutput = true DisplayCameraNameWhenSwitching = true DisplayVesselNameWhenSwitching = true MessageDuration = 3 CAMERA_NEXT { primary = Minus secondary = None group = 0 switchState = Any } CAMERA_PREV { primary = Equals secondary = None group = 0 switchState = Any } CAMERA_RESET { primary = Backspace secondary = None group = 0 switchState = Any } } } UrlConfig { parentUrl = IndicatorLights/Agencies/Agents.cfg AGENT { name = Blinkenlights LLC title = Blinkenlights LLC description = Give us your tired old technology and we'll glitz it up with distracting glowy things! logoURL = IndicatorLights/Agencies/Blinkenlights mentality = Commercial mentality = Industrial mentality = Economic } } UrlConfig { parentUrl = IndicatorLights/Config/IndicatorLights.cfg IndicatorLights { CrewIndicatorDefaultColors { Pilot = $CrewPilot Engineer = $CrewEngineer Scientist = $CrewScientist Tourist = $CrewTourist Unknown = $Unknown } } } UrlConfig { parentUrl = IndicatorLights/Parts/indicatorLightSmall/indicatorLightSmall.cfg PART { name = indicatorLightSmall module = Part author = Snark mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = engineering101 entryCost = 500 cost = 50 category = Utility title = BL-01 Indicator Light manufacturer = Blinkenlights LLC description = Doesn't seem to achieve much, but we'll probably find out what it's for later on. attachRules = 0,1,0,0,1 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2400 PhysicsSignificance = 1 bulkheadProfiles = srf tags = snark indicator light blinken led MODULE { name = ModuleControllableEmissive target = light emissiveName = light } MODULE { name = ModuleToggleLED status = false emissiveName = light activeColor = ModuleCustomBlink inactiveColor = inactiveColorSource defaultActionGroup = Light } MODULE { name = ModuleCustomColoredEmissive controllerName = activeColorSource label = On color = $ToggleLED isUiEnabled = false } MODULE { name = ModuleCustomColoredEmissive controllerName = inactiveColorSource label = Off color = $Off } MODULE { name = ModuleCustomBlink uiToggle = Editor onColor = activeColorSource offColor = inactiveColorSource } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = indicatorLightSmall } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Parts/ExternalCameraPart/external-camera-v2.cfg PART { name = JSIPrimitiveExternalCamera_v2 module = Part author = C. Jenkins / Mihara node_attach = 0.0, 0.0, 0.00, 0.0, 0.0, -1.0, 0 TechRequired = basicScience entryCost = 4200 cost = 400 category = Utility subcategory = 0 title = JSI External Radial-mount Camera manufacturer = Junk Systems Inc. description = Customers who like multi-function displays with JSI software keep looking around for simple external camera options. This is a most primitive camera, but it works fine when you don't have a better one. No, it's not just a Spider engine with white paint, we have standards here! attachRules = 0,1,0,1,0 mass = 0.004 maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 MODEL { model = Squad/Parts/Engine/liquidEngineLV-1_v2/Assets/Spider texture = Ant_and_Spider_diffuse, JSI/RasterPropMonitor/Library/Parts/ExternalCameraPart/ExternalCameraDiffuse rotation = 0,0,180 scale = 0.6,0.5,0.6 } DRAG_CUBE { cube = Default, 0.04104,0.9156,0.199, 0.04104,0.9156,0.199, 0.04533,0.6917,0.2805, 0.04533,0.839,0.181, 0.03739,0.9036,0.2126, 0.03739,0.9053,0.2126, 3.679E-07,0.04616,-5.502E-09, 0.1996,0.2614,0.2269 } MODULE { name = JSIExternalCameraSelector cameraContainer = thrustTransform rotateCamera = 0,0,180 cameraIDPrefix = ExtCam cameraFoVMax = 60 cameraFoVMin = 5 } MODULE { name = ModulePartVariants baseVariant = Shroud VARIANT { name = Shroud displayName = Shroud primaryColor = #ffffff secondaryColor = #999999 GAMEOBJECTS { Shroud = true Case = false Mount = false } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 6 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = JSIPrimitiveExternalCamera_v2 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Parts/ExternalCameraPart/external-camera.cfg PART { name = JSIPrimitiveExternalCamera module = Part author = C. Jenkins / Mihara node_attach = 0.0, -0.06, 0.0, 0.0, -1, 0.0 TechRequired = basicScience entryCost = 4200 cost = 400 category = none TechHidden = True subcategory = 0 title = JSI External Radial-mount Camera manufacturer = Junk Systems Inc. description = Customers who like multi-function displays with JSI software keep looking around for simple external camera options. This is a most primitive camera, but it works fine when you don't have a better one. No, it's not just an RCS thruster with lens painted on, we have standards here! attachRules = 0,1,0,0,0 mass = 0.004 maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = Squad/Parts/Utility/linearVernorRCS/Assets/linearRCS scale = 0.4,0.8,0.4 } DRAG_CUBE { cube = Default, 0.04104,0.9156,0.199, 0.04104,0.9156,0.199, 0.04533,0.6917,0.2805, 0.04533,0.839,0.181, 0.03739,0.9036,0.2126, 0.03739,0.9053,0.2126, 3.679E-07,0.04616,-5.502E-09, 0.1996,0.2614,0.2269 } MODULE { name = JSIExternalCameraSelector cameraContainer = RCSthruster rotateCamera = -90,0,0 cameraIDPrefix = ExtCam } MODULE { name = cccam cameraForward = 0, 1,0 cameraUp = 0, 1, 0 cameraFoVMax = 60 cameraFoVMin = 60 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASCamera cameraName = ExtCam fovRange = 10, 10 panRange = 0, 0 tiltRange = 0, 0 cameraTransformName = RCSthruster rotation = -90,0,0 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = JSIPrimitiveExternalCamera } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/CockpitHandle/eva-hatch.cfg PROP { name = JSIEvaCockpitHandle MODULE { name = JSIInternalEVAHatch hatchTransform = HandleCollider } MODULE { name = FreeIvaHatch handleTransformName = HandleCollider isEvaHatch = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/IndicatorPanelReplacement/prop.cfg PROP { name = IndicatorPanelRPM MODEL { model = Squad/Props/IndicatorPanel/model texture = model000,JSI/RasterPropMonitor/Library/Props/IndicatorPanelReplacement/model000 texture = model001,JSI/RasterPropMonitor/Library/Props/IndicatorPanelReplacement/model001 } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { coloredObject = indicator01 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variableName = RCS scale = 0,1 threshold = 0.5,1.1 } VARIABLESET { coloredObject = indicator02 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variableName = SAS scale = 0,1 threshold = 0.5,1.1 } VARIABLESET { coloredObject = indicator03 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variableName = GEAR scale = 0,1 threshold = 0.5,1.1 } VARIABLESET { coloredObject = indicator04 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variableName = LIGHTS scale = 0,1 threshold = 0.5,1.1 } VARIABLESET { coloredObject = indicator05 passiveColor = 0,0,0,255 activeColor = 0,255,150,255 variableName = ALTITUDEBOTTOM scale = 0,10 threshold = -1,0.1676 } VARIABLESET { coloredObject = indicator06 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variableName = THRUST scale = 0,1 threshold = -1,0.01 } VARIABLESET { coloredObject = indicator07 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variableName = STAGEREADY scale = 0,1 threshold = 0.5,1.1 } VARIABLESET { coloredObject = indicator08 passiveColor = 0,0,0,255 activeColor = 255,140,0,255 reverse = true variableName = TWR scale = 0.8,1 } VARIABLESET { coloredObject = indicator09 passiveColor = 0,255,0,255 activeColor = 255,0,0,255 variableName = VERTSPEED scale = 5,-5 } VARIABLESET { coloredObject = indicator10 passiveColor = 0,0,0,255 activeColor = 255,0,0,255 variableName = PODTEMPERATURE scale = 0,1700 threshold = 0.85,1.1 flashingDelay = 0.3 } VARIABLESET { coloredObject = indicator11 passiveColor = 0,0,0,255 activeColor = 255,0,0,255 variableName = SYSR_LIQUIDFUELPERCENT scale = 0,1 threshold = -1,0.05 } VARIABLESET { coloredObject = indicator12 passiveColor = 0,0,0,255 activeColor = 255,0,0,255 variableName = GFORCE scale = 0,10 flashingDelay = 0.3 threshold = 0.5,1.1 } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/InternalAirlock/eva-hatch-with-model.cfg PROP { name = JSIEvaHatchFull MODULE { name = JSIInternalEVAHatch hatchTransform = AirLockCollider internalAnimation = InternalAirLockOpenAnim } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/InternalFlagPlate/prop.cfg PROP { name = JSIInternalFlagPlate MODULE { name = JSIInternalFlagDecal transformName = FlagPlateObj } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/InternalHatch/eva-hatch.cfg PROP { name = JSIEvaHatch MODULE { name = JSIInternalEVAHatch hatchTransform = generalPurposeCollider } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton01 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom01 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO1 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton02 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom02 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO2 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton03 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom03 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO3 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton04 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom04 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO4 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton05 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom05 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO5 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton06 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom06 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO6 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton07 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom07 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO7 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton08 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom08 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO8 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton09 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom09 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO9 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/ActionGroupLabelledButtons.cfg PROP { name = JSIActionGroupLabelButton10 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = custom10 switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,0,255,255 } MODULE { name = JSIVariableLabel labelText = <=0=>$&$AGMEMO0 transformName = textLabel fontSize = 0.008 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/AxisIndicator.cfg PROP { name = JSIAA_Throttle MODEL { model = Squad/Props/AxisIndicator/model } MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { variableName = THROTTLE scale = 0.0,1.0 controlledTransform = BarIndicator localTranslationStart = 0, 0.001, 0.066 localTranslationEnd = 0, 0.001, 0.000 } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/Blinkenlichten.cfg PROP { name = JSIStockSquareBlinkenlichten MODEL { model = Squad/Props/squareButton/model } MODULE { name = JSIVariableAnimator refreshRate = 1200 coloredObject = button passiveColor = 0,0,0,255 activeColor = 255,238,147,255 variableName = RANDOM scale = 0,1 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/JSISwitchable.cfg PROP { name = JSIStockAltimeter MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSISwitchableVariableLabel labelTransform = textLabel fontSize = 0.009 refreshRate = 12 switchSound = Squad/Sounds/sound_click_tock switchTransform = toggleButton coloredObject = toggleButton VARIABLESET { labelText = ASL: <=0:SIP7.1=>m $&$ ALTITUDE color = 0,0,255,255 } VARIABLESET { labelText = AGL: <=0:SIP7.1=>m $&$ RADARALTOCEAN color = 0,255,128,255 } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/JSISwitchable.cfg PROP { name = JSIStockFuelPanel MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIVariableAnimator refreshRate = 12 coloredObject = toggleButton passiveColor = 255,0,0,255 activeColor = 0,255,58,255 variableName = FUELPERCENT scale = 0.1,0.45 } MODULE { name = JSISwitchableVariableLabel labelTransform = textLabel fontSize = 0.009 refreshRate = 12 switchSound = Squad/Sounds/sound_click_tock switchTransform = toggleButton VARIABLESET { labelText = FUEL: <=0,6:f0=> $&$ SYSR_LIQUIDFUEL } VARIABLESET { labelText = FUEL: <=0,4:0%=> $&$ SYSR_LIQUIDFUELPERCENT } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/JSISwitchable.cfg PROP { name = JSIStockMono MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIVariableAnimator refreshRate = 12 coloredObject = toggleButton passiveColor = 255,0,0,255 activeColor = 0,255,58,255 variableName = SYSR_MONOPROPELLANTPERCENT scale = 0.1,0.45 } MODULE { name = JSISwitchableVariableLabel labelTransform = textLabel fontSize = 0.009 refreshRate = 12 switchSound = Squad/Sounds/sound_click_tock switchTransform = toggleButton VARIABLESET { labelText = MONO: <=0,6:f0=> $&$ SYSR_MONOPROPELLANT } VARIABLESET { labelText = MONO: <=0,4:0%=> $&$ SYSR_MONOPROPELLANTPERCENT } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/JSISwitchable.cfg PROP { name = JSIStockPower MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIVariableAnimator refreshRate = 12 coloredObject = toggleButton passiveColor = 255,0,0,255 activeColor = 0,255,58,255 variableName = SYSR_ELECTRICCHARGEPERCENT scale = 0.1,0.45 } MODULE { name = JSISwitchableVariableLabel labelTransform = textLabel fontSize = 0.009 refreshRate = 12 switchSound = Squad/Sounds/sound_click_tock switchTransform = toggleButton VARIABLESET { labelText = ELEC: <=0,6:f0=> $&$ SYSR_ELECTRICCHARGE } VARIABLESET { labelText = ELEC: <=0,4:0%=> $&$ SYSR_ELECTRICCHARGEPERCENT } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/JSISwitchable.cfg PROP { name = JSIMulticolorButton MODEL { model = Squad/Props/squareButton/model } MODULE { name = JSISwitchableVariableLabel refreshRate = 120 switchTransform = button coloredObject = button VARIABLESET { color = 0,255,0,255 } VARIABLESET { color = 0,0,255,255 } VARIABLESET { color = 255,0,255,255 } VARIABLESET { color = 255,255,0,255 } VARIABLESET { color = 255,255,255,255 } VARIABLESET { color = 0,0,0,255 } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASPrograde MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModePrograde stateMethod = ButtonSASModeProgradeState } } MODULE { name = JSIVariableLabel labelText = Prograde transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASRetrograde MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRetrograde stateMethod = ButtonSASModeRetrogradeState } } MODULE { name = JSIVariableLabel labelText = Retrograde transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASNormalPlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeNormal stateMethod = ButtonSASModeNormalState } } MODULE { name = JSIVariableLabel labelText = Normal + transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASNormalMinus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiNormal stateMethod = ButtonSASModeAntiNormalState } } MODULE { name = JSIVariableLabel labelText = Normal - transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASRadialPlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialOut stateMethod = ButtonSASModeRadialOutState } } MODULE { name = JSIVariableLabel labelText = Radial + transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASRadialMinus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeRadialIn stateMethod = ButtonSASModeRadialInState } } MODULE { name = JSIVariableLabel labelText = Radial - transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASTargetPlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeTarget stateMethod = ButtonSASModeTargetState } } MODULE { name = JSIVariableLabel labelText = Target + transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASTargetMinus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeAntiTarget stateMethod = ButtonSASModeAntiTargetState } } MODULE { name = JSIVariableLabel labelText = Target - transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASNodePlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeManeuver stateMethod = ButtonSASModeManeuverState } } MODULE { name = JSIVariableLabel labelText = Node Plus transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SASModeButtons.cfg PROP { name = JSISASStabilityAssist MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = JSIActionGroupSwitch actionName = plugin switchTransform = toggleButton switchSound = Squad/Sounds/sound_click_tock coloredObject = toggleButton disabledColor = 0,0,0,255 enabledColor = 0,255,0,255 PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonSASModeStabilityAssist stateMethod = ButtonSASModeStabilityAssistState } } MODULE { name = JSIVariableLabel labelText = Stab. Assist transformName = textLabel fontSize = 0.01 oneshot = true } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SquareButtons.cfg PROP { name = JSIStockSquareButtonLight MODEL { model = Squad/Props/squareButton/model } MODULE { name = JSIActionGroupSwitch actionName = lights switchSound = Squad/Sounds/sound_click_latch switchTransform = button coloredObject = button disabledColor = 0,0,0,255 enabledColor = 250,250,12,255 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SquareButtons.cfg PROP { name = JSIStockSquareButtonGear MODEL { model = Squad/Props/squareButton/model } MODULE { name = JSIActionGroupSwitch actionName = gear switchSound = Squad/Sounds/sound_click_latch switchTransform = button coloredObject = button disabledColor = 0,0,0,255 enabledColor = 54,9,235,255 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SquareButtons.cfg PROP { name = JSIStockSquareButtonRCS MODEL { model = Squad/Props/squareButton/model } MODULE { name = JSIActionGroupSwitch actionName = rcs switchSound = Squad/Sounds/sound_click_latch switchTransform = button coloredObject = button disabledColor = 0,0,0,255 enabledColor = 255,145,0,255 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SquareButtons.cfg PROP { name = JSIStockSquareButtonSAS MODEL { model = Squad/Props/squareButton/model } MODULE { name = JSIActionGroupSwitch actionName = sas switchSound = Squad/Sounds/sound_click_latch switchTransform = button coloredObject = button disabledColor = 0,0,0,255 enabledColor = 19,236,240,255 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SquareButtons.cfg PROP { name = JSIStockSquareButtonBRAKES MODEL { model = Squad/Props/squareButton/model } MODULE { name = JSIActionGroupSwitch actionName = brakes switchSound = Squad/Sounds/sound_click_latch switchTransform = button coloredObject = button disabledColor = 0,0,0,255 enabledColor = 255,0,0,255 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/SquareButtons.cfg PROP { name = JSIStockSquareButtonStage MODEL { model = Squad/Props/squareButton/model } MODULE { name = JSIVariableAnimator refreshRate = 15 coloredObject = button passiveColor = 64,0,0,255 activeColor = 255,0,0,255 variableName = STAGEREADY scale = 0.8,1.0 } MODULE { name = JSIActionGroupSwitch switchTransform = button actionName = stage switchSound = Squad/Sounds/sound_click_latch } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/TrimmerKnobs.cfg PROP { name = JSITrimKnobPitch MODEL { model = Squad/Props/directionalKnob/model } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { controlledTransform = Knob localRotationStart = 0,0,157 localRotationEnd = 0,0,-157 longPath = yes variableName = STICKPITCHTRIM scale = -1,1 } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/TrimmerKnobs.cfg PROP { name = JSITrimKnobYaw MODEL { model = Squad/Props/directionalKnob/model } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { controlledTransform = Knob localRotationStart = 0,0,157 localRotationEnd = 0,0,-157 longPath = yes variableName = STICKYAWTRIM scale = -1,1 } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SimpleProps/TrimmerKnobs.cfg PROP { name = JSITrimKnobRoll MODEL { model = Squad/Props/directionalKnob/model } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { controlledTransform = Knob localRotationStart = 0,0,157 localRotationEnd = 0,0,-157 longPath = yes variableName = STICKROLLTRIM scale = -1,1 } } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SwitchWCover/mechSwitch.cfg PROP { name = JSIswitch_GEAR MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = gear } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.00 y = 0.75 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SwitchWCover/mechSwitch.cfg PROP { name = JSIswitch_LIGHTS MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = lights } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.00 y = 0.5 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SwitchWCover/mechSwitch.cfg PROP { name = JSIswitch_RCS MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = rcs } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.00 y = 0.25 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SwitchWCover/mechSwitch.cfg PROP { name = JSIswitch_SAS MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = sas } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.00 y = 0.00 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SwitchWCover/mechSwitch.cfg PROP { name = JSIswitch_BRAKE MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = brakes } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.00 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Library/Props/SwitchWCover/mechSwitch.cfg PROP { name = JSIswitch_StageLock MODULE { name = JSIActionGroupSwitch animationName = SwitchWCoverAnim switchTransform = SwitchColider actionName = plugin switchSound = Squad/Sounds/sound_click_latch PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonStageLock stateMethod = ButtonStageLockState } } MODULE { name = JSIPropTextureShift transformToShift = SwitchNamePlate layerToShift = _MainTex _Emissive x = 0.25 y = 0.25 } } } UrlConfig { parentUrl = JSI/RasterPropMonitor/Plugins/rpm-config.cfg RasterPropMonitorSettings { DebugLogging = False ShowCallCount = False DefaultRefreshRate = 5 MinimumRefreshRate = 1 } } UrlConfig { parentUrl = JSI/RPMPodPatches/BasicMFD/graphset.cfg JSIGRAPHSET { name = ExperimentalGraphSet GRAPH { variableName = ALTITUDE color = 255,0,0,255 } GRAPH { variableName = RADARALTOCEAN color = 0,255,0,255 } } } UrlConfig { parentUrl = JSI/RPMPodPatches/BasicMFD/MFD40x20.cfg PROP { name = RasterPropMonitorBasicMFD MODEL { model = JSI/RasterPropMonitor/Library/Components/MFD40x20v2/model texture = MFD40x15v2-Diffuse,JSI/RasterPropMonitor/Library/Components/MFD40x20v2/MFD40x15v2-Diffuse texture = MFD40x15v2-Emissive,JSI/RasterPropMonitor/Library/Components/MFD40x20v2/MFD40x15v2-Emissive texture = screen,JSI/RasterPropMonitor/Library/Components/MFD40x20v2/screen texture = screen-emissive,JSI/RasterPropMonitor/Library/Components/MFD40x20v2/screen-emissive } MODULE { name = RasterPropMonitor screenTransform = FlatMon40x10Screen fontTransform = JSI/RasterPropMonitor/Library/Fonts/baseFont textureLayerID = _Emissive screenWidth = 40 screenHeight = 20 screenPixelWidth = 640 screenPixelHeight = 640 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 1.0 fontDefinition = JSI/RasterPropMonitor/Library/Fonts/fontDefinition.txt extraFont = JSI/RasterPropMonitor/Library/Fonts/extraFont1 extraFont = JSI/RasterPropMonitor/Library/Fonts/hudfont refreshDrawRate = 2 refreshTextRate = 10 refreshDataRate = 20 buttonClickSound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep buttonClickVolume = 0.6 globalButtons = button_UP,button_DOWN,button_ENTER,button_ESC,button_HOME,button_RIGHT,button_LEFT,buttonR9,buttonR10, button_STBY, buttonR1, buttonR2, buttonR3, buttonR4, buttonR5, buttonR6, buttonR7, button_A, button_B, button_C, button_D, button_E, button_F noSignalTextureURL = JSI/RasterPropMonitor/Library/Textures/nosignal PAGE { name = home text = kPM/Library/Patches/kOS_home40x20.txt button = button_STBY default = yes } PAGE { name = test button = button_STBY text = JSI/RPMPodPatches/BasicMFD/p0_test.txt } PAGE { name = description button = button_STBY PAGEHANDLER { name = RasterPropMonitorComputer method = VesselDescriptionWordwrapped isPartModule = yes } } PAGE { name = map button = buttonR1 text = JSI/RPMPodPatches/BasicMFD/p1_landing40x20.txt textureURL = JSI/RasterPropMonitor/Library/Textures/noscansat textureInterlayURL = JSI/RasterPropMonitor/Library/Textures/bg01 BACKGROUNDHANDLER { name = JSISCANsatRPM method = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonR9 = 7 buttonR10 = 8 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2.0 iconPixelSize = 16 iconShadowShift = 2,2 scaleBarPosition = 16,144 scaleBar = JSI/RasterPropMonitor/Library/Textures/scalebar scaleLabels = JSI/RasterPropMonitor/Library/Textures/scaleLabels } } PAGE { name = orbit button = buttonR2 text = JSI/RPMPodPatches/BasicMFD/p2_orbit40x20.txt textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } PAGE { name = orbitgraphical button = buttonR2 text = JSI/RPMPodPatches/BasicMFD/p2_orbit_graphical.txt textureInterlayURL = JSI/RasterPropMonitor/Library/Textures/bg01 BACKGROUNDHANDLER { name = JSIOrbitDisplay method = RenderOrbit orbitDisplayPosition = 5,224,630,410 } } PAGE { name = targetcam button = buttonR3 text = JSI/RPMPodPatches/BasicMFD/p3_target40x20.txt showNoSignal = true BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor pageActiveMethod = PageActive cameraTransform = CurrentReferenceDockingPortCamera fovLimits = 20,5 zoomRate = 5 showTargetIcon = true iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 255,255,255,64 zoomIn = 2 zoomOut = 3 yawLeft = 6 yawRight = 5 pitchUp = 1 pitchDown = 0 seekHome = 4 toggleTargetIcon = 7 } } PAGE { name = shipinfo button = buttonR4 text = JSI/RPMPodPatches/BasicMFD/p4_shipinfo40x20.txt textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } PAGE { name = crewinfo button = buttonR5 text = JSI/RPMPodPatches/BasicMFD/p5_crew40x20.txt textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } PAGE { name = flightlog button = buttonR5 textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 PAGEHANDLER { name = JSIFlightLog method = ShowLog pageTitle = -------------- Flight Log -------------- } } PAGE { name = resources button = buttonR6 text = JSI/RPMPodPatches/BasicMFD/p6_resources40x20.txt textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 } PAGE { name = extcamAll button = buttonR7 text = Viewing ExtCam showNoSignal = true BACKGROUNDHANDLER { name = JSISteerableCamera method = RenderCamera buttonClickMethod = ClickProcessor buttonReleaseMethod = ReleaseProcessor pageActiveMethod = PageActive cameraInfoVarName = MFDEXTCAM skipMissingCameras = true cameraTransform = ExtCam1|ExtCam2|ExtCam3|ExtCam4|ExtCam5|ExtCam6|ExtCam7|ExtCam8 fovLimits = 20,5|20,5|20,5|20,5|20,5|20,5|20,5|20,5 zoomRate = 5|5|5|5|5|5|5|5 showTargetIcon = false iconPixelSize = 32 targetIconColor = 255,0,255,128 homeCrosshairColor = 0,0,0,0 zoomIn = 0 zoomOut = 1 nextCamera = 7 prevCamera = 8 } } PAGE { name = navball button = button_A text = JSI/RPMPodPatches/BasicMFD/pa_PFD.txt BACKGROUNDHANDLER { name = JSIPrimaryFlightDisplay method = RenderPFD buttonClickMethod = ButtonProcessor speedModeButton = 4 navBallModel = JSI/RasterPropMonitor/Library/Components/NavBall/NavBall navBallCenter = 320,302 navBallDiameter = 430 horizonTexture = JSI/RasterPropMonitor/Library/Components/NavBall/NavBall000 staticOverlay = JSI/RasterPropMonitor/Library/Components/NavBall/StaticMask markerSize = 84 headingBar = JSI/RasterPropMonitor/Library/Components/NavBall/HDG headingBarPosition = 320, 22, 128, 18 headingAboveOverlay = true } } PAGE { name = aviapfd button = button_A text = JSI/RPMPodPatches/BasicMFD/pa_HUDPFD.txt defaultFontTint = 0,255,0,255 defaultFontNumber = 2 BACKGROUNDHANDLER { name = JSIHeadsUpDisplay method = RenderHUD horizonTexture = JSI/RasterPropMonitor/Library/Components/HUD/ladder use360horizon = true horizonSize = 320,320 horizonTextureSize = 480,480 headingBar = JSI/RasterPropMonitor/Library/Components/HUD/heading headingBarPosition = 160,122,320,38 headingBarWidth = 320 verticalBar = RadarAltOceanBar;VSIBar staticOverlay = JSI/RasterPropMonitor/Library/Components/HUD/hud-overlay } } PAGE { name = graphs button = button_B text = JSI/RPMPodPatches/BasicMFD/pb_graphs.txt BACKGROUNDHANDLER { name = JSIVariableGraph method = RenderGraphs graphSet = ExperimentalGraphSet xSpan = 700 ySpan = 0,70000 graphRect = 64,64,576,576 borders = 4 secondsBetweenSamples = 1 backgroundTextureURL = JSI/RasterPropMonitor/Library/Textures/graphgrid } } PAGE { name = targetmenu button = button_C textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 PAGEHANDLER { name = JSITargetMenu method = ShowMenu buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 pageTitle = ----------- Target management ----------- } } PAGE { name = smartass button = button_D text = MechJeb software not installed. textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 PAGEHANDLER { name = MechJebRPM method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } } PAGE { name = sas button = button_D text = Autopilot software not installed. textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 PAGEHANDLER { name = JSISASMenu method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor pageTitle = ----------- Autopilot control ----------- } } PAGE { name = pluginVesselView button = button_E text = VesselView not installed. textureInterlayURL = JSI/RasterPropMonitor/Library/Textures/bg01 PAGEHANDLER { name = InternalVesselView method = ShowMenu buttonClickMethod = ButtonProcessor buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 7 pageTitle = ------------ Vessel Viewer ------------ multiHandler = true } BACKGROUNDHANDLER { name = InternalVesselView method = RenderViewer pageActiveMethod = PageActive multiHandler = true } } PAGE { name = pluginEngineIgnitor text = Engine Ignitor not installed. textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 button = button_F disableSwitchingTo = map,orbit,orbitgraphical,targetcam,crewinfo,shipinfo,flightlog,resources,extcam1,extcam2,extcam3,extcam4,extcam5,extcam6,extcam7,extcam8 PAGEHANDLER { name = EngineIgnitorRPM method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ClickProcessor buttonUp = 0 buttonDown = 1 buttonEnter = 2 button6 = 9 button7 = 10 button8 = 11 button9 = 12 button10 = 13 } } PAGE { name = DPAI text = DPAI not installed. textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 button = button_G PAGEHANDLER { name = DPAI_RPM method = getPageText buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonNext = 7 buttonPrev = 8 multiHandler = true } BACKGROUNDHANDLER { name = DPAI_RPM method = DrawDPAI buttonClickMethod = ButtonProcessor pageActiveMethod = pageActiveMethod multiHandler = true } } PAGE { name = astrogator button = button_D textureURL = JSI/RasterPropMonitor/Library/Textures/bg01 PAGEHANDLER { name = AstrogatorMenu method = ShowMenu pageActiveMethod = PageActive buttonClickMethod = ButtonClick buttonReleaseMethod = ButtonRelease pageTitle = Astrogator } } PAGE { name = kOSRPMPage button = button_G textureURL = kPM/Library/Textures/kPM40x20Alt disableSwitchingTo = pluginEngineIgnitor,pluginVesselView,sas,smartass,targetmenu,graphs,aviapfd,navball,extcamAll,resources,flightlog,crewinfo,shipinfo,targetcam,orbitgraphical,orbit,map,description,test,home PAGEHANDLER { name = kOSMonitor template = kPM/Library/Terminals/terminal40x20.txt replacements = kPM/Library/Replacements/default.json method = ContentProcessor buttonClickMethod = ButtonProcessor buttonEmptyLabel = LABEL flagEmptyLabel = FLAG consoleWidth = 40 consoleHeight = 15 textTint = [#009900ff] textTintUnpowered = [#ffffff3e] } } PAGE { button = button_A name = KSF_NAV_HSI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_MLS method = DrawMLS buttonClickMethod = ButtonProcessor btnPrevRwy = 6 btnNextRwy = 5 btnDefaultRwyGS = 3 } CONTEXTREDIRECT { redirect = home, menuDefault } } PAGE { button = button_A name = KSF_NAV_AI disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = KSF_AI method = DrawAI } CONTEXTREDIRECT { redirect = home, menuDefault } } } } } UrlConfig { parentUrl = JSI/RPMPodPatches/BasicMFD/PlaneHUD.cfg PROP { name = RasterPropMonitorBasicHUD MODEL { model = JSI/RasterPropMonitor/Library/Components/HUD/model texture = planeHUDdiffuse,JSI/RasterPropMonitor/Library/Components/HUD/planeHUDdiffuse texture = screen,JSI/RasterPropMonitor/Library/Components/HUD/screen } MODULE { name = RasterPropMonitor screenTransform = HUDScreenObj fontTransform = JSI/RasterPropMonitor/Library/Fonts/hudfont textureLayerID = _MainTex screenWidth = 40 screenHeight = 20 screenPixelWidth = 640 screenPixelHeight = 640 fontLetterWidth = 16 fontLetterHeight = 32 cameraAspect = 1.0 fontDefinition = JSI/RasterPropMonitor/Library/Fonts/fontDefinition.txt extraFont = JSI/RasterPropMonitor/Library/Fonts/hudfont refreshDrawRate = 2 refreshTextRate = 5 refreshDataRate = 20 buttonClickSound = Squad/Sounds/sound_click_latch buttonClickVolume = 0.6 noSignalTextureURL = JSI/RasterPropMonitor/Library/textures/nosignal PAGE { name = aviapfd default = yes text = JSI/RPMPodPatches/BasicMFD/pa_HUDPFD.txt defaultFontTint = 0,255,0,255 button = HUDScreenObj BACKGROUNDHANDLER { name = JSIHeadsUpDisplay method = RenderHUD backgroundColor = 0,255,0,20 horizonTexture = JSI/RasterPropMonitor/Library/Components/HUD/ladder use360horizon = true horizonSize = 320,320 horizonTextureSize = 480,480 headingBar = JSI/RasterPropMonitor/Library/Components/HUD/heading headingBarPosition = 160,122,320,38 headingBarWidth = 320 verticalBar = RadarAltOceanBar;VSIBar staticOverlay = JSI/RasterPropMonitor/Library/Components/HUD/hud-overlay } } PAGE { name = blank button = HUDScreenObj } } } } UrlConfig { parentUrl = JSI/RPMPodPatches/BasicMFD/PlaneHUD.cfg JSIHUD_VERTICAL_BAR { name = RadarAltOceanBar texture = JSI/RasterPropMonitor/Library/Components/HUD/rightscale useLog10 = true variableName = RADARALTOCEAN position = 480,160,64,320 scale = 0, 10000 textureLimit = 855,170 textureSize = 640 } } UrlConfig { parentUrl = JSI/RPMPodPatches/BasicMFD/PlaneHUD.cfg JSIHUD_VERTICAL_BAR { name = VSIBar texture = JSI/RasterPropMonitor/Library/Components/HUD/leftscale useLog10 = true variableName = VERTSPEED position = 96,160,64,320 scale = -10000, 10000 textureLimit = 1845, 208 textureSize = 640 } } UrlConfig { parentUrl = JSI/RPMPodPatches/PatchesStock/cupola-remade-internal.cfg INTERNAL { name = cupolaInternalRPM MODEL { model = Squad/Spaces/cupolaInternal/model } MODULE { name = InternalCameraTargetHelper } MODULE { name = InternalSeat seatTransformName = pilot_seat portraitCameraName = pilot_camera } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_center cameraTransformName = transform_window_center } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_n cameraTransformName = transform_window_n } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_ne cameraTransformName = transform_window_ne } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_nw cameraTransformName = transform_window_nw } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_se cameraTransformName = transform_window_se } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_sw cameraTransformName = transform_window_sw } PROP { name = AtmosphereDepth position = 0.5476023,-0.2028794,-0.2078271 rotation = 0,0,0.7071068,0.7071068 scale = 1.1,1,1.3 } PROP { name = AxisIndicatorPitch position = 0.05345012,-0.3794507,-0.4843036 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = AxisIndicatorRoll position = -0.1237296,-0.151666,-0.4800003 rotation = 0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = 0.1227971,-0.1516262,-0.4800003 rotation = 0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = ButtonSquare position = -0.5350576,-0.274754,-0.1997484 rotation = -0.002419838,0.003057017,0.7071028,-0.7071001 scale = 0.9,0.9999998,1 } PROP { name = ButtonSquare position = -0.5350577,-0.3119523,-0.1997147 rotation = -0.002419838,0.003057017,0.7071028,-0.7071001 scale = 0.9,0.9999998,1 } PROP { name = ButtonSquare position = 0.5675811,0.3381009,-0.2398425 rotation = -0.7071068,0.7071068,3.090862E-08,-3.090862E-08 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.5675807,0.3381009,-0.1656069 rotation = -0.7071068,0.7071068,3.090862E-08,-3.090862E-08 scale = 1,1,1 } PROP { name = ButtonSquare position = -0.535058,-0.3491441,-0.199681 rotation = -0.002419838,0.003057017,0.7071028,-0.7071001 scale = 0.9,0.9999998,1 } PROP { name = ButtonSquare position = 0.5675811,0.3381009,-0.202287 rotation = -0.7071068,0.7071068,3.090862E-08,-3.090862E-08 scale = 1,1,1 } PROP { name = circularButton position = 0.304621,-0.3813593,-0.09994683 rotation = -3.684595E-15,1,-8.42937E-08,-4.371139E-08 scale = 1,1,1 } PROP { name = Compass position = 0.5516301,-0.1127155,-0.2093803 rotation = 0.7052097,-0.7086257,0.01809378,-0.01419537 scale = 0.3,0.3,0.3 } PROP { name = directionalKnob position = 0.544847,-0.053803,-0.05585346 rotation = 0.5,-0.5,0.5,0.5 scale = 1,1,1 } PROP { name = directionalKnob position = 0.5448467,-0.05380317,0.01373252 rotation = 0.5,-0.5,0.5,0.5 scale = 1,1,1 } PROP { name = MAS_JSI_IndicatorPanel position = -0.01025254,-0.3841241,-0.4701873 rotation = -0.6887822,-3.168937E-08,3.010762E-08,-0.7249684 scale = 1.2,1.2,1.2 } PROP { name = MAS_JSI_EVA_Hatch position = 0.005957335,0.7254281,-0.08474118 rotation = 0,0,0,1 scale = 0.1079931,0.006470937,0.122667 } PROP { name = MAS_JSI_InternalFlagPlate position = -0.5530515,0.160676,-0.2056317 rotation = 0.4993469,0.4993468,-0.5006524,0.5006523 scale = 1.4,1.4,1.4 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.324955,-0.3800003,-0.1413539 rotation = 0,1,0,-4.371139E-08 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.283816,-0.3800003,-0.1413539 rotation = 0,1,0,-4.371139E-08 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Gear position = 0.3249548,-0.3800003,-0.1837041 rotation = 0,1,0,-4.371139E-08 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Lights position = 0.2838163,-0.3800003,-0.1837041 rotation = -3.684595E-15,1,-8.42937E-08,-4.371139E-08 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_RCS position = 0.3249548,-0.3800003,-0.2237041 rotation = 0,1,0,-4.371139E-08 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_SAS position = 0.2838162,-0.3800003,-0.2237041 rotation = 0,1,0,-4.371139E-08 scale = 1,1,1 } PROP { name = ledPanelSpeed position = -9.313226E-10,-0.2443351,-0.4445909 rotation = -0.7071068,-3.090862E-08,3.090862E-08,-0.7071068 scale = 1,1,1 } PROP { name = NavBall position = 0.5541568,-0.06904186,-0.2074492 rotation = 0.5,-0.5,0.5,0.5 scale = 1,1,1 } PROP { name = pullSwitch position = 0.1161671,-0.3649464,-0.4750004 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = pullSwitch position = 0.1631563,-0.3649464,-0.4750004 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = pullSwitch position = 0.2101703,-0.3649464,-0.4750004 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = pullSwitch position = -0.1146095,-0.364946,-0.475 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = pullSwitch position = -0.1616234,-0.364946,-0.475 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = pullSwitch position = -0.2086125,-0.364946,-0.475 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = MAS_JSI_BasicMFD position = 0,-0.16023,-0.4372241 rotation = 0,0,0,1 scale = 0.41,0.41,0.41 } PROP { name = MAS_JSI_BasicMFD position = 0.1422772,-0.2488646,-0.4775014 rotation = 0,0,0,1 scale = 0.51,0.51,0.51 } PROP { name = MAS_JSI_BasicMFD position = -0.1419179,-0.2488644,-0.4775011 rotation = 0,0,0,1 scale = 0.51,0.51,0.51 } PROP { name = standingSwitch position = 0.5670769,0.08873919,0.009802967 rotation = 0.5,-0.5,0.5,0.5 scale = 1,1,1 } PROP { name = standingSwitch position = 0.567077,0.08873902,-0.08584943 rotation = 0.5,-0.5,0.5,0.5 scale = 1,1,1 } PROP { name = standingSwitch position = 0.567077,0.08873902,-0.03652668 rotation = 0.5,-0.5,0.5,0.5 scale = 1,1,1 } PROP { name = switch position = 0.5667698,0.3376798,0.009949833 rotation = -0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = switch position = 0.5470535,-0.1556602,-0.1694855 rotation = -0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = switch position = 0.5667701,0.2362801,0.02008948 rotation = -0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = switch position = 0.547054,-0.15566,-0.2074492 rotation = -0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = switch position = 0.547054,-0.15566,-0.2456088 rotation = -0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = switch position = 0.5667701,0.2367173,-0.02070355 rotation = -0.5,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = switchGuard position = 0.139644,-0.3649464,-0.4750004 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = switchGuard position = 0.233644,-0.3649464,-0.4750004 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = switchGuard position = 0.186644,-0.3649464,-0.4750004 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = switchGuard position = 0.092644,-0.3649464,-0.4750004 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = switchGuard position = -0.2321355,-0.364946,-0.475 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = switchGuard position = -0.1381354,-0.364946,-0.475 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = switchGuard position = -0.09113543,-0.364946,-0.475 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = switchGuard position = -0.1851355,-0.364946,-0.475 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.2367784,-0.2361132,-0.4808934 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = switchWithGuards position = 0.236778,-0.2592885,-0.480893 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = switchWithGuards position = 0.236778,-0.2830229,-0.480893 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = switchWithGuards position = -0.2388429,-0.283023,-0.480893 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = switchWithGuards position = -0.2388429,-0.259288,-0.480893 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = switchWithGuards position = -0.2388429,-0.236113,-0.480893 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = throttle position = -0.3052907,-0.4100003,-0.1650002 rotation = -1.887379E-15,-4.371139E-08,-4.371139E-08,-1 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/cupola } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/CupolaMask Cut { target = obj_pipes type = Cube position = 0, 0.138, 0.235 rotation = 0, 0, 0 scale = 0.46227, 0.46227, 0.46227 } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, 0.22 rotation = 0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear cutoutTargetTransformName = obj_internal HideWhenOpen { name = obj_pipes position = 0.0, 0.0 0.0 } } } PROP { name = FreeIva_Hatch_Square position = 0, 0.790721416, -0.075 rotation = -0, -0, -1, 0 MODULE { name = HatchConfig attachNodeId = airlock airlockName = node_hatch cutoutTargetTransformName = obj_internal HideWhenOpen { name = obj_pipes position = 0.0, 0.0 0.0 } } } MODULE { name = HandRail transformName = obj_pipes Collider { shape = Box center = 0.54, 0.51, 0.42 dimensions = 0.07, 0.33, 0.03 } Collider { shape = Box center = 0.54, 0.51, -0.42 dimensions = 0.07, 0.33, 0.03 } Collider { shape = Box center = -0.54, 0.51, 0.42 dimensions = 0.07, 0.33, 0.03 } Collider { shape = Box center = -0.54, 0.51, -0.42 dimensions = 0.07, 0.33, 0.03 } Collider { shape = Box center = 0.71, 0.94, 0 dimensions = 0.17, 0.22, 0.02 } Collider { shape = Box center = -0.71, 0.94, 0 dimensions = 0.17, 0.22, 0.02 } Collider { shape = Box center = 0.35, 0.94, -0.61 dimensions = 0.10, 0.22, 0.15 } Collider { shape = Box center = -0.35, 0.94, -0.61 dimensions = 0.10, 0.22, 0.15 } Collider { shape = Box center = 0.35, 0.94, 0.61 dimensions = 0.10, 0.22, 0.15 } Collider { shape = Box center = -0.35, 0.94, 0.61 dimensions = 0.10, 0.22, 0.15 } } PROP { name = HarnessBuckleButton position = 0.0027607379, -0.312573045, -0.172552943 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } } } UrlConfig { parentUrl = JSI/RPMPodPatches/PatchesStock/mk1-remade-internal.cfg INTERNAL { name = mk1PodCockpitRPM MODEL { model = Squad/Spaces/mk1PodCockpit/model } MODULE { name = InternalCameraTargetHelper } MODULE { name = InternalSeat seatTransformName = pilotSeat } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } PROP { name = AltimeterThreeHands position = 0.04548266,0.1409375,-0.2063938 rotation = 0.5160565,-0.0128387,0.01423279,0.8563401 scale = 1.000003,1,1 } PROP { name = AtmosphereDepth position = -0.009440091,0.1841182,-0.2429308 rotation = 0.4196569,0.5588585,0.4316554,0.5702972 scale = 0.9999998,0.9999992,1 } PROP { name = AxisIndicatorPitch position = -0.220903,0.1700438,-0.2083502 rotation = -0.164311,-0.8373032,-0.5142219,0.08660892 scale = 0.8999994,0.8999997,0.9000005 } PROP { name = AxisIndicatorRoll position = -0.2017278,0.1171112,-0.1909022 rotation = 0.2359414,-0.5272714,-0.4858146,0.6559732 scale = 0.8999994,0.8999993,0.9000005 } PROP { name = AxisIndicatorYaw position = -0.2006767,0.09529079,-0.1755083 rotation = -0.2340527,0.5267545,0.4865534,-0.6565173 scale = 0.8899979,0.89,0.8799989 } PROP { name = Compass position = -0.1080134,0.1080604,-0.2030306 rotation = 0.4431322,-0.5664282,-0.433182,0.5432737 scale = 0.2499997,0.25,0.25 } PROP { name = directionalKnob position = -0.1875969,0.150391,-0.2099661 rotation = 0.5070633,0.08084213,-0.1852266,0.8378798 scale = 1,1,0.9999997 } PROP { name = directionalKnob position = -0.1904828,0.06242146,-0.1638199 rotation = 0.4524828,0.7187146,0.2944165,0.4382095 scale = 1,0.9999993,0.9999997 } PROP { name = directionalKnob2 position = -0.1865891,0.1859101,-0.2285233 rotation = 0.508746,0.5964431,0.1805534,0.593998 scale = 1,1,1 } PROP { name = MAS_JSI_IndicatorPanel position = 0.1136466,0.1533215,-0.2109038 rotation = 0.5222791,-0.004218853,-0.002553454,0.8527604 scale = 0.75,0.6000001,0.75 } PROP { name = MAS_JSI_LEDPanel_AG1 position = 0.2245796,0.2063175,-0.2013041 rotation = 0.5048876,-0.1327436,0.2014958,0.8287745 scale = 0.4,0.4,0.3999999 } PROP { name = MAS_JSI_LEDPanel_AG2 position = 0.2243512,0.1940467,-0.195035 rotation = 0.5048876,-0.1327439,0.2014959,0.8287744 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_LEDPanel_AG3 position = 0.2241256,0.1819233,-0.1888405 rotation = 0.5048876,-0.1327439,0.2014959,0.8287744 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_LEDPanel_AG4 position = 0.2238977,0.1696533,-0.1825705 rotation = 0.5048881,-0.132744,0.201496,0.8287741 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_LEDPanel_AG5 position = 0.2236701,0.1574434,-0.1763327 rotation = 0.5048881,-0.132744,0.201496,0.8287741 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_LEDPanel_AG6 position = 0.1872927,0.1978796,-0.2191762 rotation = 0.5048876,-0.1327439,0.2014959,0.8287744 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_LEDPanel_AG7 position = 0.1870637,0.1856086,-0.2129072 rotation = 0.5048881,-0.132744,0.201496,0.8287741 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_LEDPanel_AG8 position = 0.1868387,0.1734855,-0.2067122 rotation = 0.5048881,-0.132744,0.201496,0.8287741 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_LEDPanel_AG9 position = 0.1866107,0.1612155,-0.2004422 rotation = 0.5048881,-0.132744,0.201496,0.8287741 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_LEDPanel_AG0 position = 0.1863827,0.1490055,-0.1942052 rotation = 0.5048881,-0.132744,0.201496,0.8287741 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_EVA_Hatch position = 0.319168,0.4614356,-0.02444146 rotation = -0.1740411,0.06014363,-0.2783319,0.9426685 scale = 0.03104407,0.06630965,0.136764 } PROP { name = MAS_JSI_InternalFlagPlate position = 2.607703E-08,0.2388763,-0.6983272 rotation = 0.7071068,0,0,0.7071068 scale = 1.4,1.4,1.4 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.03965515,0.1914932,-0.2396605 rotation = 0.5190707,-0.007980483,0.009159207,0.854645 scale = 0.5,0.4999999,0.5000001 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.03947308,0.1787211,-0.2330303 rotation = 0.5190709,-0.007980271,0.009158867,0.8546449 scale = 0.5000007,0.5,0.5000004 } PROP { name = MAS_JSI_StockSquare_Gear position = 0.05566409,0.1916115,-0.2389928 rotation = 0.5190707,-0.007980483,0.009159207,0.854645 scale = 0.5,0.4999999,0.5000001 } PROP { name = MAS_JSI_StockSquare_Lights position = 0.05548155,0.1788387,-0.2323626 rotation = 0.5190709,-0.007980271,0.009158867,0.8546449 scale = 0.5000007,0.5,0.5000004 } PROP { name = MAS_JSI_StockSquare_RCS position = 0.07198588,0.1789599,-0.2316746 rotation = 0.5190709,-0.007980271,0.009158867,0.8546449 scale = 0.5000007,0.5,0.5000002 } PROP { name = MAS_JSI_StockSquare_SAS position = 0.07216889,0.1917332,-0.2383043 rotation = 0.5190709,-0.007980271,0.009158867,0.8546449 scale = 0.5000007,0.5,0.5000002 } PROP { name = ledPanelSpeed position = -0.08794295,0.1833106,-0.2437901 rotation = -0.5710177,0.01403958,-0.01070052,-0.820748 scale = 1,0.9999974,1 } PROP { name = NavBall position = -0.106486,0.1405969,-0.2285083 rotation = 0.6289101,-0.01715969,0.01375823,0.7771669 scale = 1,0.9999993,1.000001 } PROP { name = RadarAltimeter position = -0.03073606,0.1361808,-0.2144508 rotation = 0.5197468,-0.01552004,0.01403808,0.854064 scale = 1.149997,1.15,1.149999 } PROP { name = MAS_JSI_BasicMFD position = -0.1059896,0.05411473,-0.1688337 rotation = -0.2147599,-0.01673905,-0.001836836,0.9765217 scale = 0.35,0.35,0.3500001 } PROP { name = MAS_JSI_BasicMFD position = 0.09865151,0.0548524,-0.1619782 rotation = -0.2147602,-0.01673901,-0.001836685,0.9765217 scale = 0.35,0.3500001,0.35 } PROP { name = MAS_JSI_BasicMFD position = -0.003630272,0.05448372,-0.1654046 rotation = -0.2147602,-0.01673901,-0.001836685,0.9765217 scale = 0.35,0.3500001,0.35 } PROP { name = switchWithGuards position = 0.2546576,0.2140626,-0.1853016 rotation = 0.5069737,-0.1280256,0.1894224,0.8310875 scale = 0.5,0.2,0.5 } PROP { name = switchWithGuards position = 0.2543442,0.2005948,-0.1784532 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2537258,0.1740026,-0.1649314 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2540388,0.1874706,-0.1717794 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.252791,0.1338511,-0.1445137 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.253097,0.1469751,-0.1511877 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.25341,0.1604431,-0.1580357 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2294348,0.1420857,-0.1618859 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2291288,0.1289618,-0.1552118 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2038189,0.1237319,-0.1666551 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2041249,0.1368559,-0.1733291 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.1790361,0.1316717,-0.1846728 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.1787301,0.1185478,-0.1779988 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.1784308,0.1056484,-0.1714397 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.1781178,0.09218036,-0.1645917 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.1778118,0.07905637,-0.1579177 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2029002,0.08424086,-0.1465739 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2032062,0.09736486,-0.1532479 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2035192,0.1108328,-0.1600959 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2288294,0.1160627,-0.148652 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = switchWithGuards position = 0.2285164,0.1025947,-0.1418041 rotation = 0.5069734,-0.1280258,0.1894229,0.8310875 scale = 0.5000001,0.2,0.5 } PROP { name = throttle position = -0.2585137,0.1702546,-0.197676 rotation = 0.5089576,0.110617,-0.1937529,0.8313759 scale = 0.499999,0.4999999,0.4999996 } } } UrlConfig { parentUrl = JSI/RPMPodPatches/PatchesStock/mk12pod-remade-internal.cfg INTERNAL { name = PodCockpitRPM MODEL { model = Squad/Spaces/PodCockpit/model } MODULE { name = InternalCameraTargetHelper } MODULE { name = JSISetInternalCameraFOV } MODULE { name = InternalSeat seatTransformName = BottomSeat } MODULE { name = InternalSeat seatTransformName = RightSeat minPitch = -50 } MODULE { name = InternalSeat seatTransformName = LeftSeat minPitch = -50 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusLeftWindow cameraTransformName = LeftEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusRightWindow cameraTransformName = RightEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusLeftSideWindow cameraTransformName = LeftSideEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusRightSideWindow cameraTransformName = RightSideEyeTransform } PROP { name = AltimeterThreeHands position = 0.09399552,0.3971219,-0.6681728 rotation = 0.5710647,-0.004899758,-0.009985634,0.8208297 scale = 1.23,1.23,1.23 } PROP { name = AtmosphereDepth position = 0.01402134,0.518519,-0.7185397 rotation = 0.4906036,0.5069333,0.4735799,0.5273035 scale = 1,0.999997,0.9999977 } PROP { name = AtmosphereDepth position = -0.3153583,-0.5124139,-0.3894796 rotation = 0.4464125,0.6788886,0.14411,0.5648527 scale = 0.9999998,1,0.999999 } PROP { name = AxisIndicatorPitch position = -0.0913806,0.4090643,-0.6807702 rotation = 0.01510116,0.8207529,0.5709524,0.01225302 scale = 0.9999955,0.9999986,0.9999972 } PROP { name = AxisIndicatorPitch position = -0.2971317,-0.6128007,-0.3208838 rotation = 0.2119027,0.8785263,0.4191167,-0.08735009 scale = 0.9999986,0.9999999,0.9999996 } PROP { name = AxisIndicatorRoll position = 0.01354254,0.4846773,-0.7099403 rotation = 0.393057,-0.5890092,-0.4143921,0.5717112 scale = 0.9999995,1,1.000003 } PROP { name = AxisIndicatorRoll position = -0.3164991,-0.5362218,-0.3697394 rotation = 0.1443368,-0.562782,-0.4469098,0.6802316 scale = 0.9999999,0.9999999,0.9999999 } PROP { name = AxisIndicatorYaw position = 0.01196008,0.4547571,-0.6984587 rotation = 0.392342,-0.5899938,-0.4150691,0.570695 scale = 1,0.9999999,0.9999999 } PROP { name = AxisIndicatorYaw position = -0.3173041,-0.5619889,-0.3486363 rotation = 0.1415287,-0.567041,-0.4478071,0.6766854 scale = 1,0.9999999,0.9999997 } PROP { name = ButtonSquare position = 0.02429639,0.08421244,-0.3298508 rotation = 0,0,-0.01552601,0.9998795 scale = 0.9999982,1,1 } PROP { name = ButtonSquare position = -0.03396511,0.08602223,-0.3298508 rotation = 0,0,-0.01552601,0.9998795 scale = 0.9999982,1,1 } PROP { name = ButtonSquare position = -0.004992117,0.08512223,-0.3298508 rotation = 0,0,-0.01552601,0.9998795 scale = 0.9999982,1,1 } PROP { name = ButtonSquare position = -0.004991763,0.08512188,-0.3027723 rotation = 0,0,-0.01552601,0.9998795 scale = 0.9999982,1,1 } PROP { name = ButtonSquare position = -0.03396476,0.08602189,-0.3027723 rotation = 0,0,-0.01552601,0.9998795 scale = 0.9999982,1,1 } PROP { name = ButtonSquare position = 0.02429624,0.08421288,-0.3027723 rotation = 0,0,-0.01552601,0.9998795 scale = 0.9999982,1,1 } PROP { name = circularButton position = -0.05953304,0.438206,-0.6881218 rotation = 0.5711141,0,-0.006576674,0.8208444 scale = 1,0.9999995,1 } PROP { name = circularButton position = -0.05976477,0.4092807,-0.6773965 rotation = 0.5711142,0,-0.006577002,0.8208443 scale = 1,1,1 } PROP { name = circularButton position = -0.05999295,0.3808318,-0.6668481 rotation = 0.5711142,0,-0.006577002,0.8208443 scale = 1,1,1 } PROP { name = circularButton position = 0.292325,0.4293691,-0.7263501 rotation = 0.5696239,0.04056432,-0.08359367,0.8166366 scale = 0.900001,2.999999,0.9 } PROP { name = circularButton position = 0.3201675,0.4268101,-0.7309256 rotation = 0.5696239,0.04056433,-0.0835942,0.8166365 scale = 0.8999986,3.000005,0.9 } PROP { name = circularButton position = 0.3504105,0.4240302,-0.7358947 rotation = 0.5696239,0.04056433,-0.0835942,0.8166365 scale = 0.8999986,3.000005,0.9 } PROP { name = circularButton position = -0.2668822,0.4428557,-0.7261023 rotation = 0.5544291,-0.0618976,0.05509235,0.8280954 scale = 0.9000022,3,0.9000001 } PROP { name = circularButton position = -0.2972334,0.4421603,-0.7311368 rotation = 0.5544291,-0.0618976,0.05509235,0.8280954 scale = 0.9000022,3,0.9000001 } PROP { name = circularButton position = -0.325177,0.4415199,-0.7357722 rotation = 0.5544291,-0.0618976,0.05509235,0.8280954 scale = 0.9000022,3,0.9000001 } PROP { name = circularButton position = 0.1700139,-0.5328972,-0.4235682 rotation = 0.4281879,0,-0.0108816,0.9036242 scale = 0.8000014,1,0.8000001 } PROP { name = circularButton position = 0.1697517,-0.5546687,-0.4057505 rotation = 0.4281879,0,-0.0108816,0.9036242 scale = 0.8000014,1,0.8000001 } PROP { name = circularButton position = 0.1692286,-0.5981119,-0.3701966 rotation = 0.4281879,0,-0.0108816,0.9036242 scale = 0.8000017,1,0.8000001 } PROP { name = circularButton position = 0.1694908,-0.5763404,-0.3880144 rotation = 0.4281879,0,-0.0108816,0.9036242 scale = 0.8000014,1,0.8000001 } PROP { name = Compass position = 0.00660649,0.3942096,-0.6733461 rotation = -0.4051504,0.5924497,0.4025764,-0.568145 scale = 0.4149999,0.4150001,0.4149999 } PROP { name = directionalKnob position = -0.299522,-0.6650032,-0.2776666 rotation = 0.3960945,0,-0.2523304,0.8828582 scale = 1,1,1 } PROP { name = directionalKnob2 position = -0.3363361,-0.6099405,-0.2981933 rotation = 0.3960945,0,-0.2523304,0.8828582 scale = 1,1,1 } PROP { name = directionalKnob2 position = -0.3367961,-0.6355282,-0.2773016 rotation = 0.3960945,0,-0.2523304,0.8828582 scale = 1,1,1 } PROP { name = directionalKnob2 position = -0.336202,-0.5833771,-0.3195265 rotation = 0.4202953,0.0922624,-0.2095552,0.878024 scale = 0.9999997,1,0.9999996 } PROP { name = MAS_JSI_IndicatorPanel position = 0.09796634,0.4955238,-0.6982619 rotation = -0.5805794,0.01332582,0.0136772,-0.8139797 scale = 0.88,0.8800007,0.8799983 } PROP { name = MAS_JSI_IndicatorPanel position = 0.1031278,-0.5611091,-0.3815935 rotation = 0.4801744,-0.009402337,-0.01440449,0.8770044 scale = 1.2,1.2,1.200001 } PROP { name = MAS_JSI_InternalAirlock position = 0.3429677,-0.4204985,-0.8601497 rotation = 0.4071558,-0.5952233,0.063912,0.6898179 scale = 0.868724,1.012538,0.8954886 } PROP { name = MAS_JSI_InternalFlagPlate position = 0.5670596,-0.3002216,-0.1196954 rotation = 0.4827225,-0.518672,0.4567166,0.5379298 scale = 2.7,2.699999,2.7 } PROP { name = MAS_JSI_InternalFlagPlate position = -0.002704288,0.08107802,-0.2621133 rotation = 0,0,-0.01552601,0.9998795 scale = 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position = 0.1309396,0.6415467,-0.6624132 rotation = 0.8717711,0.002762,-0.06714801,0.4852821 scale = 1.000003,0.6,1 } PROP { name = switchWithGuards position = 0.1344033,0.6671765,-0.646669 rotation = 0.8717711,0.002762,-0.06714801,0.4852821 scale = 1.000003,0.6,1 } PROP { name = switchWithGuards position = 0.1378528,0.6927018,-0.6309891 rotation = 0.8717711,0.002762,-0.06714801,0.4852821 scale = 1.000003,0.6,1 } PROP { name = switchWithGuards position = 0.1411639,0.7172023,-0.6159387 rotation = 0.8717711,0.002762,-0.06714801,0.4852821 scale = 1.000003,0.6,1 } PROP { name = switchWithGuards position = -0.09326332,0.623532,-0.6770859 rotation = 0.8743402,0.03737177,-0.004790586,0.4838488 scale = 1,0.6000001,1 } PROP { name = switchWithGuards position = -0.09407109,0.6481432,-0.6616251 rotation = 0.8743402,0.03737177,-0.004790586,0.4838488 scale = 1,0.6000001,1 } PROP { name = switchWithGuards position = -0.09655493,0.7237966,-0.6141001 rotation = 0.8743402,0.03737177,-0.004790586,0.4838488 scale = 1,0.6000001,1 } PROP { name = switchWithGuards position = -0.09575098,0.6992977,-0.6294913 rotation = 0.8743402,0.03737177,-0.004790586,0.4838488 scale = 1,0.6000001,1 } PROP { name = switchWithGuards position = -0.09245507,0.5989009,-0.6925586 rotation = 0.8743402,0.03737177,-0.004790586,0.4838488 scale = 1,0.6000001,1 } PROP { name = switchWithGuards position = -0.09491223,0.6737725,-0.6455245 rotation = 0.8743402,0.03737177,-0.004790586,0.4838488 scale = 1,0.6000001,1 } PROP { name = switchWithGuards position = 0.0481735,0.1273336,-0.5239511 rotation = 0.1872414,0,-0.01469774,0.982204 scale = 1,0.7,0.9999987 } PROP { name = switchWithGuards position = -0.05307014,0.1302583,-0.5233936 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = switchWithGuards position = -0.05325247,0.1180739,-0.4925888 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = switchWithGuards position = 0.04799153,0.1151489,-0.4931468 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = switchWithGuards position = 0.04764176,0.09175225,-0.4339986 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = switchWithGuards position = -0.05360224,0.09467725,-0.4334407 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = switchWithGuards position = -0.05342024,0.1068623,-0.4642446 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = switchWithGuards position = 0.04782376,0.1039373,-0.4648025 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = switchWithGuards position = 0.04746539,0.0799825,-0.4042411 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = switchWithGuards position = -0.05377861,0.0829075,-0.403683 rotation = 0.187241,0,-0.014698,0.9822041 scale = 1,0.7,0.9999989 } PROP { name = throttle position = 0.61,0.281,-0.682 rotation = 0.6108826,-0.01242803,-0.009612965,0.7915653 scale = 0.734,0.734,0.7340006 } PROP { name = throttle position = -0.59,0.306,-0.679 rotation = 0.6108826,-0.01242803,-0.009612965,0.7915653 scale = 0.734,0.7340001,0.7340006 } PROP { name = throttle position = -0.3969703,-0.5071012,-0.3417658 rotation = 0.4197255,0.08988103,-0.2106942,0.878271 scale = 0.7860011,0.786,0.7860001 } PROP { name = VSI position = 0.09249447,0.3169462,-0.644033 rotation = 0.5601401,-0.009472921,-0.009256874,0.828292 scale = 1.2,1.199999,1.2 } } } UrlConfig { parentUrl = JSI/RPMPodPatches/PatchesStock/mk1cockpit-remade-internal.cfg INTERNAL { name = mk1CockpitInternalRPM MODEL { model = Squad/Spaces/mk1CockpitInternal/Mk1StandardIVA texture = CockpitGeneric, Squad/Spaces/sharedAssets/CockpitGeneric texture = CockpitGeneric_NRM, Squad/Spaces/sharedAssets/CockpitGeneric_NRM } MODEL { model = Squad/Spaces/OverlayMasks/Mk1StandardMask2 position = 0.0, 0.0, 0.175 } MODEL { model = Squad/Spaces/OverlayMasks/Mk1StandardBorder2 position = 0.0, 0.0, 0.175 } MODULE { name = InternalCameraTargetHelper } MODULE { name = InternalSeat seatTransformName = Seat1 portraitCameraName = CockpitCam allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DockingTrigger cameraTransformName = DockingCam } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DockingTrigger2 cameraTransformName = DockingCam } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1Trigger cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4Trigger cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5Trigger cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = SelfieTrigger1 cameraTransformName = SelfieCam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = SelfieTrigger2 cameraTransformName = SelfieCam2 } PROP { name = AltimeterThreeHands position = -0.0858,0.2343,-0.9293 rotation = 0.6087611,-1.356866E-07,1.851719E-07,0.7933536 scale = 0.8,0.8,0.8 } PROP { name = AxisIndicatorPitch position = 0.0405,0.5233322,0.1466002 rotation = -0.7071068,0,0,0.7071067 scale = 0.8,0.8,0.8000001 } PROP { name = AxisIndicatorRoll position = 0,0.4834,0.1466002 rotation = -0.5,0.5000002,-0.4999999,0.5 scale = 0.7,0.8000001,0.8000003 } PROP { name = AxisIndicatorYaw position = 0,0.4454,0.1466002 rotation = -0.5,0.5000002,-0.4999999,0.5 scale = 0.7,0.8000001,0.8000003 } PROP { name = CargoBagA position = -0.4477,0.1485,-0.073 rotation = 0.1024807,0.6996412,-0.1024807,0.6996412 scale = 0.8,0.8,0.8 } PROP { name = CargoBagB position = -0.4307944,-0.1697641,-0.0866 rotation = -0.09229583,0.7010574,0.09229585,0.7010574 scale = 0.8,0.8,0.8 } PROP { name = circularButton position = -0.1403,0.4749562,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,0.9999998,0.9999998 } PROP { name = circularButton position = 0.2981,0.1904599,-0.7317 rotation = 0.5630792,-0.3987941,0.3543853,0.631123 scale = 0.9999999,1,0.9999999 } PROP { name = circularButton position = 0.2944,0.1557361,-0.73 rotation = 0.5630791,-0.3987941,0.3543851,0.6311232 scale = 1,0.9999999,1 } PROP { name = Compass position = 0,0.1424,-0.9151 rotation = 0.4304593,-0.5609857,-0.4304589,0.5609858 scale = 0.5,0.5,0.5 } PROP { name = directionalKnob position = -0.4027,0.1848585,-0.4915 rotation = 0.5630789,0.3987943,-0.3543846,0.6311235 scale = 1.5,1.499999,1.5 } PROP { name = directionalKnob2 position = -0.4047,0.1350144,-0.4893 rotation = 0.5630789,0.3987943,-0.3543846,0.6311235 scale = 1.5,1.499999,1.5 } PROP { name = directionalKnob2 position = -0.4310728,0.1619503,-0.4421541 rotation = 0.5630789,0.3987943,-0.3543846,0.6311235 scale = 2,2,2 } PROP { name = Hatch_Plane position = 0,0,0.14375 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = Hatch_Plane_Curve90 position = 0.5327566,-0.1737644,-0.1524241 rotation = -0.415627,0.5720614,0.4156268,0.5720614 scale = 1,1,1.000001 MODULE { name = HatchConfig airlockName = Airlock } } PROP { name = MonitorDockingMode position = 0,0.0829,-0.8935 rotation = 0.6087615,0,1.360013E-07,0.7933533 scale = 0.75,0.75,0.75 } PROP { name = ledPanelSpeed position = -0.0916,0.1903,-0.9289 rotation = 0.6087611,0,0,0.7933537 scale = 0.8,0.8,0.8 } PROP { name = NavBall position = 0.0888,0.208,-0.9335 rotation = 0.6087615,-1.62123E-07,2.112828E-07,0.7933533 scale = 1,1,1 } PROP { name = NavBall position = 0,0.5367,0.1554403 rotation = 7.418543E-08,-0.4999992,0.8660259,-7.713513E-08 scale = 1,1,1 } PROP { name = Seat_Pilot position = 0,-0.2179852,-0.5121522 rotation = -4.37114E-08,1,0,0 scale = 1,1,1 } PROP { name = SideStick position = 0.17,0.417595,0.1490468 rotation = -0.7071068,0,0,0.7071068 scale = 1,0.9999998,0.9999998 } PROP { name = SideStick position = -0.17,0.417595,0.149047 rotation = -0.7071068,0,0,0.7071068 scale = -1,1,1 } PROP { name = squareButton position = 0.0429,0.1655,-0.9179 rotation = 0.6087615,0,0,0.7933533 scale = 0.6,0.7,0.7 } PROP { name = throttle position = 0.2634,0.0889,-0.8019 rotation = 0.5630795,-0.3987939,0.3543856,0.6311226 scale = 0.5,0.5,0.5 } PROP { name = MAS_JSI_BasicHUD position = 0,0.3497,-1.0048 rotation = 0,0,0,1 scale = 0.5,0.5,0.5 } PROP { name = MAS_JSI_IndicatorPanel position = 0.2317,0.1663,-0.8496 rotation = 0.5630798,-0.3987939,0.3543861,0.6311221 scale = 0.65,0.65,0.65 } PROP { name = MAS_JSI_BasicMFD position = 0.1273,0.106,-0.897 rotation = 0.1305262,3.230538E-07,4.253084E-08,-0.9914449 scale = 0.5,0.5,0.5 } PROP { name = MAS_JSI_BasicMFD position = -0.1273,0.106,-0.897 rotation = 0.1305262,3.230538E-07,4.253084E-08,-0.9914449 scale = 0.5,0.5,0.5 } PROP { name = MAS_JSI_TrimKnob_PitchTrim position = -0.1551,0.2153,-0.9301676 rotation = 1.012111E-07,0.7836289,0.6212292,-1.276694E-07 scale = -1,1,1 } PROP { name = MAS_JSI_TrimKnob_YawTrim position = -0.1801,0.1911,-0.9253 rotation = 1.012111E-07,0.7836289,0.6212292,-1.276694E-07 scale = -1,1,1 } PROP { name = MAS_JSI_TrimKnob_RollTrim position = -0.1282,0.2356,-0.9366 rotation = 1.012111E-07,-0.7836289,-0.6212292,-1.276694E-07 scale = -1,1,1 } PROP { name = MAS_JSI_BasicMFD position = 0,0.2339,-0.9336 rotation = 0.1305262,3.230538E-07,4.253084E-08,-0.9914449 scale = 0.4,0.4,0.4 } PROP { name = AxisIndicatorPitch position = 0.1287,0.2085,-0.9329 rotation = 9.917984E-08,0.7933533,0.6087615,-1.292537E-07 scale = 0.75,0.75,0.75 } PROP { name = AxisIndicatorRoll position = 0.0888,0.2475,-0.9442 rotation = 0.4304594,-0.5609857,-0.4304593,0.5609854 scale = 0.75,0.75,0.75 } PROP { name = AxisIndicatorYaw position = 2.842171E-14,0.1647,-0.9204 rotation = 0.4304594,-0.5609857,-0.4304593,0.5609854 scale = 0.75,0.75,0.75 } PROP { name = MAS_JSI_StockSquare_SAS position = -0.0662,0.267,-0.9445 rotation = 0.6087615,0,0,0.7933533 scale = 0.5,0.7,0.7 } PROP { name = MAS_JSI_StockSquare_RCS position = -0.08,0.267,-0.9445 rotation = 0.6087615,0,0,0.7933533 scale = 0.5,0.7,0.7 } PROP { name = IndicatorPanel position = 0.2208,0.0798,-0.8447 rotation = 0.5630795,-0.3987939,0.3543856,0.6311226 scale = 0.65,0.65,0.65 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.1462,0.19,-0.9244 rotation = 0.6087615,0,0,0.7933533 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Gear position = 0.08,0.267,-0.9445 rotation = 0.6087615,0,0,0.7933533 scale = 0.5,0.7,0.7 } PROP { name = MAS_JSI_StockSquare_Brakes position = 0.0662,0.267,-0.9445 rotation = 0.6087615,0,0,0.7933533 scale = 0.5,0.7,0.7 } PROP { name = MAS_JSI_StockSquare_Lights position = -0.0429,0.1655,-0.9179 rotation = 0.6087615,0,0,0.7933533 scale = 0.6,0.7,0.7 } PROP { name = MAS_JSI_LEDPanel_Fuel position = 0.2766,0.1988,-0.7844 rotation = 0.5656804,-0.3929788,0.3502087,0.6347655 scale = 0.8,0.8,0.8 } PROP { name = MAS_JSI_LEDPanel_Power position = 0.2745853,0.1778,-0.7834608 rotation = 0.5656804,-0.3929788,0.3502087,0.6347655 scale = 0.8,0.8,0.8 } PROP { name = MAS_JSI_LEDPanel_Monoprop position = 0.2732,0.1572,-0.7825 rotation = 0.5656804,-0.3929788,0.3502087,0.6347655 scale = 0.8,0.8,0.8 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.2695,0.0556,-0.7545 rotation = 0.5630791,-0.3987944,0.3543859,0.6311225 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.2759,0.1126,-0.7579 rotation = 0.5630791,-0.3987944,0.3543859,0.6311225 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.272,0.08451679,-0.7562 rotation = 0.5630791,-0.3987944,0.3543859,0.6311225 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.2844,0.0556,-0.7253 rotation = 0.5630791,-0.3987944,0.3543859,0.6311225 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.2908,0.1126,-0.7283 rotation = 0.5630791,-0.3987944,0.3543859,0.6311225 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.2869,0.08451679,-0.7266 rotation = 0.5630791,-0.3987944,0.3543859,0.6311225 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Stage position = -0.2213,0.1777,-0.8931 rotation = 0.563079,0.3987943,-0.3543847,0.6311234 scale = 1.3,1.5,1.5 } PROP { name = VSI position = 0.1622,0.2005,-0.9261 rotation = 0.6087615,0,0,0.7933533 scale = 0.7,0.7,0.7 } PROP { name = switch position = -0.1282,0.2119,-0.9316 rotation = 0.415075,0.5724621,0.4150749,0.572462 scale = 1,1,1 } PROP { name = MAS_JSI_BasicMFD position = -0.2525926,0.127,-0.8016 rotation = -0.05148782,0.5362975,0.03280136,0.8418183 scale = 0.5,0.5,0.5 } PROP { name = RadarAltimeter position = 0.2167,0.1879,-0.8994 rotation = 0.5630803,-0.3987934,0.3543859,0.6311221 scale = 0.6,0.6,0.6 } PROP { name = AtmosphereDepth position = 0.2174817,0.1337,-0.8911117 rotation = -0.326813,0.6496232,0.5795193,0.3678863 scale = 0.8,0.8,0.8 } PROP { name = MAS_JSI_BasicMFD position = -0.3556,0.1269811,-0.5803 rotation = -0.05002963,0.5364355,0.03051265,0.8419044 scale = 0.5000001,0.5,0.5 } PROP { name = MAS_JSI_LEDPanel_AG1 position = -0.3129,0.1849408,-0.704 rotation = 0.563079,0.3987944,-0.354385,0.6311231 scale = 1,1,1 } PROP { name = MAS_JSI_LEDPanel_AG2 position = -0.31,0.1577,-0.703 rotation = 0.563079,0.3987944,-0.354385,0.6311231 scale = 1,1,1 } PROP { name = MAS_JSI_LEDPanel_AG3 position = -0.3074,0.1293,-0.702 rotation = 0.563079,0.3987944,-0.354385,0.6311231 scale = 1,1,1 } PROP { name = MAS_JSI_LEDPanel_AG4 position = -0.3052,0.1015,-0.701 rotation = 0.563079,0.3987944,-0.354385,0.6311231 scale = 1,1,1 } PROP { name = MAS_JSI_LEDPanel_AG5 position = -0.3027,0.0741,-0.7 rotation = 0.563079,0.3987944,-0.354385,0.6311231 scale = 1,1,1 } PROP { name = MAS_JSI_EVA_CockpitHandle position = 0.4215,0.1745,-0.4666 rotation = -0.04807822,-0.529067,-0.03004261,0.8466842 scale = 1,1,1 } PROP { name = directionalKnob2 position = -0.3996,0.0896,-0.4893 rotation = 0.5630789,0.3987943,-0.3543846,0.6311235 scale = 1.5,1.499999,1.5 } PROP { name = MAS_JSI_BasicMFD position = 0.331,0.1269811,-0.638 rotation = -0.04878842,-0.5365499,-0.0324606,0.8418316 scale = 0.5000001,0.5,0.5000001 } PROP { name = directionalKnob position = 0.4282801,0.1306673,-0.4433731 rotation = 0.08719037,0.2490882,0.6482695,0.7142127 scale = 2,2,2 } PROP { name = Button_DockingMode position = 0.0459,0.4774,0.151 rotation = 0,-1,0,-1.629207E-07 scale = 0.4,0.4,0.4 } PROP { name = MAS_JSI_AI_Throttle position = -0.0405,0.5233322,0.1466002 rotation = -1.152023E-07,-0.7071067,0.7071068,-1.152023E-07 scale = 0.8,0.8,0.8 } PROP { name = MAS_JSI_LEDPanel_SAS_Prograde position = 0.3942,0.1236,-0.519 rotation = 0.5630793,-0.3987941,0.3543856,0.6311227 scale = 1,1,1 } PROP { name = MAS_JSI_LEDPanel_SAS_StabilityAssist position = 0.3966,0.1495,-0.52 rotation = 0.5630793,-0.3987941,0.3543856,0.6311227 scale = 1,1,1 } PROP { name = MAS_JSI_IndicatorPanel position = 0.0913,0.5037204,0.1340235 rotation = -1.152023E-07,0.7071067,-0.7071068,-1.152023E-07 scale = 0.66,0.66,0.66 } PROP { name = MAS_JSI_LEDPanel_SAS_NodePlus position = 0.3924,0.0974,-0.518 rotation = 0.5630793,-0.3987941,0.3543856,0.6311227 scale = 1,1,1 } PROP { name = MAS_JSI_LEDPanel_SAS_TargetPlus position = 0.3895,0.0708,-0.5165 rotation = 0.5630793,-0.3987941,0.3543856,0.6311227 scale = 1,1,1 } PROP { name = Compass position = 0,0.4657,0.1466002 rotation = -0.5000001,0.5,-0.5,0.4999999 scale = 0.35,0.35,0.35 } PROP { name = ledPanelSpeed position = 0,0.4016,0.1466002 rotation = -1.152023E-07,0.7071067,-0.7071068,-1.152023E-07 scale = 0.8,0.8,0.8 } PROP { name = IndicatorPanel position = -0.0913,0.5037204,0.1340235 rotation = -1.152023E-07,0.7071067,-0.7071068,-1.152023E-07 scale = 0.66,0.66,0.66 } PROP { name = MAS_JSI_LEDPanel_Altimeter position = 0,0.4238,0.1466002 rotation = -1.152023E-07,-0.7071067,0.7071068,-1.152023E-07 scale = 0.8,0.8,0.8 } PROP { name = MAS_JSI_LEDPanel_Fuel position = -0.0727,0.4238,0.1466002 rotation = -1.152023E-07,-0.7071067,0.7071068,-1.152023E-07 scale = 0.8,0.8,0.8 } PROP { name = MAS_JSI_LEDPanel_Monoprop position = -0.0727,0.4454,0.1466002 rotation = -1.152023E-07,-0.7071067,0.7071068,-1.152023E-07 scale = 0.8,0.8,0.8 } PROP { name = MAS_JSI_LEDPanel_Power position = -0.0727,0.4016,0.1466002 rotation = -1.152023E-07,-0.7071067,0.7071068,-1.152023E-07 scale = 0.8,0.8,0.8 } PROP { name = switchWithGuards position = 0.065,0.4408,0.1340235 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.105,0.4408,0.1340235 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.065,0.409,0.1340235 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.105,0.409,0.1340235 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = squareButton position = 0.144,0.5315,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.144,0.4715,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.169,0.4715,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.194,0.4715,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.144,0.4915,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.169,0.4915,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.194,0.4915,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.144,0.5115,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.169,0.5115,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = 0.194,0.5115,0.144845 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = circularButton position = -0.0482,0.4749562,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = circularButton position = -0.1403,0.5024,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.1821,0.4739,0.1340235 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.1821,0.5015,0.1340235 rotation = 0.7071066,0,0,-0.7071069 scale = 1,1,1 } PROP { name = circularButton position = -0.1403,0.5309,0.144845 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/mk1Cockpit } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk1StandardMask2 windowName = windows } PROP { name = HandRailMedium position = -0.251399994,0.458900005,-0.548300028 rotation = 0.487740725,-0.620218933,-0.594163418,0.156228527 scale = 1,1,1 } } } UrlConfig { parentUrl = JSI/RPMPodPatches/PatchesStock/mk1lander-remade-internal.cfg INTERNAL { name = landerCabinSmallInternalRPM MODEL { model = Squad/Spaces/landerCabinSmallInternal/model } MODULE { name = InternalCameraTargetHelper } MODULE { name = JSISetInternalCameraFOV } MODULE { name = InternalSeat seatTransformName = pilot portraitCameraName = camera_pilot maxRot = 150 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_upper cameraTransformName = transform_window_upper } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_lower cameraTransformName = transform_window_lower } PROP { name = AltimeterThreeHands position = 0.4263339,-0.4315468,0.2176229 rotation = -0.2705978,-0.2705978,0.6532816,0.6532816 scale = 0.8,0.8,0.7999998 } PROP { name = AtmosphereDepth position = 0.2794099,-0.6034113,0.1037839 rotation = 0.1349224,-0.6941153,-0.1349224,-0.6941153 scale = 1.2,1.2,1.2 } PROP { name = AxisIndicatorPitch position = 0.1249481,-0.6192902,-0.0926076 rotation = 0.3826835,0,0,0.9238796 scale = 1.5,1.5,1.5 } PROP { name = AxisIndicatorRoll position = -0.1260331,-0.6192902,-0.0926076 rotation = 0.3826835,0,0,0.9238796 scale = 1.5,1.5,1.5 } PROP { name = AxisIndicatorYaw position = 0.2801622,-0.6042804,0.05720528 rotation = 0.1349224,-0.6941153,0.1349224,0.6941153 scale = 1.2,1,1.2 } PROP { name = circularButton position = 0.3221635,-0.3651838,0.3703527 rotation = 0.5735765,0,0,-0.8191521 scale = 1,0.9999993,0.9999994 } PROP { name = circularButton position = 0.4388476,-0.3616295,0.2111355 rotation = -0.2705978,-0.2705978,0.6532816,0.6532816 scale = 0.64,0.64,0.6399996 } PROP { name = circularButton position = 0.4265942,-0.3616293,0.2233898 rotation = -0.2705978,-0.2705978,0.6532816,0.6532816 scale = 0.64,0.64,0.6399996 } PROP { name = circularButton position = 0.4144035,-0.3616293,0.2355805 rotation = -0.2705978,-0.2705978,0.6532816,0.6532816 scale = 0.64,0.64,0.6399996 } PROP { name = Compass position = 0.413725,-0.3879978,0.2362582 rotation = -0.2700477,0.653053,-0.6535093,-0.2711487 scale = 0.1690025,0.09999998,0.1842971 } PROP { name = directionalKnob position = 0.1258331,-0.5583142,-0.1476862 rotation = 0.3826835,0,0,0.9238796 scale = 1,0.9999999,0.9999999 } PROP { name = directionalKnob position = -0.1254815,-0.5578972,-0.1481028 rotation = 0.3826829,0,0,0.9238797 scale = 1,0.9999999,0.9999999 } PROP { name = directionalKnob position = -0.4854893,-0.3745706,0.1637302 rotation = -0.2705981,0.2705981,-0.6532815,0.6532815 scale = 1,0.9999999,1 } PROP { name = directionalKnob position = -0.4549859,-0.374571,0.1942331 rotation = -0.2705978,0.2705978,-0.6532816,0.6532816 scale = 1,0.9999999,0.9999994 } PROP { name = directionalKnob position = 0.5369698,-0.4321369,-0.1846917 rotation = 0,0,0.7071068,0.7071068 scale = 1,1,1 } PROP { name = directionalKnob position = 0.53697,-0.3862338,-0.184692 rotation = 0,0,0.7071068,0.7071068 scale = 1,1,1 } PROP { name = MAS_JSI_IndicatorPanel position = -0.275569,-0.5963919,0.1638915 rotation = 0,0,-0.190809,0.9816272 scale = 1.2,1.2,1.2 } PROP { name = MAS_JSI_EVA_Hatch position = -0.002056211,0.656975,-0.006215513 rotation = 0,0,0,1 scale = 0.1306447,0.01000155,0.1349822 } PROP { name = MAS_JSI_InternalFlagPlate position = -0.5010656,-0.5541257,-0.130069 rotation = -0.003314779,-0.008610812,-0.3820486,0.9240962 scale = 1,0.9999999,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.2778853,-0.6031111,0.055 rotation = 0,0,-0.190809,0.9816272 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.3100235,-0.5901328,0.055 rotation = 0,0,-0.190809,0.9816272 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.2478573,-0.6151688,0.055 rotation = 0,0,-0.190809,0.9816272 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Gear position = 0.299551,-0.4437972,0.3373771 rotation = 0.5735763,0,0,-0.8191522 scale = 1,0.9999995,0.9999995 } PROP { name = MAS_JSI_StockSquare_Lights position = 0.344205,-0.4437972,0.3373761 rotation = 0.5735763,0,0,-0.8191522 scale = 1,0.9999995,0.9999995 } PROP { name = MAS_JSI_StockSquare_RCS position = 0.3442051,-0.4850036,0.3223784 rotation = 0.5735765,0,0,-0.8191521 scale = 1,0.9999993,0.9999994 } PROP { name = MAS_JSI_StockSquare_SAS position = 0.2995508,-0.4850036,0.3223786 rotation = 0.5735763,0,0,-0.8191522 scale = 1,0.9999995,0.9999995 } PROP { name = ledPanelSpeed position = 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PROP { name = switchWithGuards position = 0.536533,-0.4401003,-0.094083 rotation = 0.5,-0.5,0.5,0.5 scale = 1,1,1 } PROP { name = throttle position = -0.32,-0.4268568,0.3584234 rotation = -0.5735763,0,0,0.8191522 scale = 1,0.9999995,0.9999995 } PROP { name = VSI position = 0.463051,-0.3785726,0.186932 rotation = -0.2705978,-0.2705978,0.6532816,0.6532816 scale = 0.8,0.8,0.7999998 } MODEL { model = FreeIva/Squad/Spaces/landerCabinSmall } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Size1LanderMask } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.409360766 rotation = 3.09086232e-08, -0.707106829, -0.707106829, -3.09086161e-08 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = obj_base } } PROP { name = FreeIva_Hatch_Square position = 0, 0.589272678, 0 rotation = -1, -4.37113883e-08, -4.37113883e-08, -1.91068547e-15 MODULE { name = HatchConfig attachNodeId = airlock airlockName = node_airlock cutoutTargetTransformName = obj_base HideWhenOpen { name = obj_pipes position = 0, 0, 0 } } } PROP { name = HarnessBuckleButton position = 0.0030628168, -0.348752439, 0.312618226 rotation = 0.974839032, -3.18748388e-19, -1.43778115e-18, -0.222909987 scale = 1, 1, 1 } PROP { name = HandRailInvisible position = 0.361000001,-0.542900026,0.0776000023 rotation = 0,0.70710665,0,0.707107008 scale = 0.244742274,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = -0.359800011,-0.540000021,0.0776000023 rotation = 0,0.70710665,0,0.707107008 scale = 0.244742274,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = -0.170300007,-0.586799979,-0.0834000036 rotation = 0.270598143,0.653281331,0.270598233,0.653281629 scale = 0.0927524269,0.0150000006,0.0149999997 } PROP { name = HandRailInvisible position = 0.170300007,-0.586799979,-0.0834000036 rotation = 0.270598143,0.653281331,0.270598233,0.653281629 scale = 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rotation = 0.2873279,-0.1055528,0.6532656,0.6924922 scale = 0.9999998,1,0.9999999 } PROP { name = directionalKnob position = -0.6164187,0.2745608,-0.1805942 rotation = 0.6679423,0.6638213,-0.2077382,0.2646493 scale = 1,0.9999996,0.9999998 } PROP { name = directionalKnob position = 0.5805982,0.2018561,0.1364591 rotation = 0.07856227,0.03290736,0.4453107,0.8913156 scale = 0.9999997,1,1 } PROP { name = directionalKnob position = -0.5814078,0.2028358,0.1367096 rotation = -0.00314772,0.040303,-0.5395657,0.8409724 scale = 1,0.9999999,0.9999999 } PROP { name = directionalKnob2 position = 0.06132454,0.09454682,-0.3226522 rotation = 0.224951,0,0,0.9743701 scale = 1,0.9999997,1 } PROP { name = directionalKnob2 position = -0.061325,0.09454644,-0.3226521 rotation = 0.224951,0,0,0.9743701 scale = 1,0.9999997,1 } PROP { name = directionalKnob2 position = 0.4889873,0.28263,-0.4982224 rotation = 0.3747095,0.5996606,0.3747095,0.5996606 scale = 0.9999997,1,1 } PROP { name = directionalKnob2 position = 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} PROP { name = switch position = -0.010175,0.1425541,-0.4210806 rotation = 0.224951,0,0,0.9743701 scale = 1,0.9999997,1 } PROP { name = switch position = 0.526464,0.1745888,-0.4021989 rotation = 0.04022887,0.004236197,0.1611521,0.9861003 scale = 0.9999999,0.9999995,1 } PROP { name = switch position = -0.5262707,0.1691667,-0.4084912 rotation = 0.03677346,0.01685308,-0.1619755,0.9859654 scale = 1,1.000001,0.9999995 } PROP { name = switch position = 0.5431324,0.2764348,-0.444906 rotation = 0.5425191,-0.4033192,0.4648234,0.5717918 scale = 0.999999,1.000001,1 } PROP { name = switch position = 0.5377211,0.2745197,-0.4643536 rotation = 0.5425191,-0.4033192,0.4648234,0.5717918 scale = 0.9999989,1,1.000001 } PROP { name = switch position = -0.5431325,0.2764347,-0.4449056 rotation = 0.5425193,0.403319,-0.4648228,0.5717922 scale = 0.9999999,0.9999995,0.9999996 } PROP { name = switch position = -0.5374364,0.2744189,-0.4653768 rotation = 0.5425191,0.4033191,-0.4648231,0.5717921 scale = 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} PROP { name = throttle position = 0,0.1076043,-0.3581623 rotation = 0.232944,0,0,0.9724902 scale = 0.4,0.55,0.55 } PROP { name = VSI position = 0.3896355,0.1796708,-0.4432463 rotation = 0.5372996,0,0,0.8433915 scale = 0.8,0.8000005,0.7999994 } PROP { name = VSI position = -0.3896351,0.1796705,-0.4432462 rotation = 0.5373001,0,0,0.8433912 scale = 0.8,0.8,0.8 } MODEL { model = FreeIva/Squad/Spaces/mk2CockpitStandard texture = gray,Squad/Spaces/mk2CockpitStandardInternal/Mk2StandardIVA } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk2StandardMask Cut { target = Internal type = Mesh tool = cutout } } PROP { name = Hatch_Plane position = 0, 0, 1.19956577 rotation = 0.707106829, 0, 0, -0.707106709 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = Hatch_Plane position = -0.723607361, 0.398716658, 0.868588328 rotation = 0.674379706, 0.212631062, 0.674379826, -0.212630987 scale = 0.899999976, 0.900000036, 0.899999976 MODULE { name = HatchConfig attachNodeId = airlock airlockName = Airlock } } PROP { name = HarnessBuckleButton position = 0.243729994,0.150810003,-0.195069999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.243729994,0.150810003,-0.195069999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HandRailInvisible position = -0.6031,-0.1181,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailInvisible position = -0.7088,0.0079,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailInvisible position = -0.8149,0.1343,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailMedium position = -0.494899988,0.479400009,-0.233700007 rotation = 0.483477801,-0.634558141,-0.573249519,0.1870033 scale = 1,1,1 } PROP { name = HandRailMedium position = 0.509199977,0.461199999,-0.221699998 rotation = 0.626535535,-0.509829819,0.20525068,-0.552629173 scale = 1,1,1 } } } UrlConfig { parentUrl = JSI/RPMPodPatches/PatchesStock/mk2landercan-remade-internal.cfg INTERNAL { name = landerCabinInternalsRPM MODEL { model = Squad/Spaces/landerCabinInternals/model } MODULE { name = InternalCameraTargetHelper } MODULE { name = JSISetInternalCameraFOV } MODULE { name = InternalSeat seatTransformName = CenterSeat maxRot = 150 } MODULE { name = InternalSeat seatTransformName = LeftSeat } PROP { name = AltimeterThreeHands position = 0.009689556,-1.241529,-0.5871137 rotation = 0.291011,0,3.795028E-08,0.9567198 scale = 1,1,0.9999992 } PROP { name = AtmosphereDepth position = -0.06465945,-1.227645,-0.6359177 rotation = 0.2110675,0.6785921,0.2003445,0.6744074 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = -0.108873,-1.197709,-0.6742145 rotation = -0.0008302229,-0.9567158,-0.2910099,-0.002729547 scale = 0.8,0.8000001,0.8 } PROP { name = AxisIndicatorRoll position = -0.06373479,-1.258264,-0.5913936 rotation = 0.2060944,-0.6754544,-0.2054569,0.67755 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = -0.06365687,-1.272273,-0.5704966 rotation = 0.2060944,-0.6754544,-0.2054569,0.67755 scale = 0.9999996,1,0.9999996 } PROP { name = Compass position = 0.01148678,-1.222977,-0.6341441 rotation = 0.2059361,-0.6759759,-0.2056156,0.6770297 scale = 0.38,0.3800003,0.3800006 } PROP { name = directionalKnob position = 0.1555584,-1.192038,-0.6552559 rotation = 0.1158699,0.4743274,0.3334951,0.8064545 scale = 0.9999995,0.9999996,0.9999997 } PROP { name = directionalKnob2 position = -0.1590498,-1.208754,-0.627351 rotation = 0.1992568,-0.2462844,-0.2914464,0.9026072 scale = 1,0.9999998,1 } PROP { name = directionalKnob2 position = -0.1859047,-1.198199,-0.6202586 rotation = 0.3468778,0.4628268,-0.06572718,0.8131096 scale = 0.9999998,0.9999997,1 } PROP { name = directionalKnob2 position = -0.1604082,-1.191304,-0.6522256 rotation = 0.3333503,0.8070426,0.1162837,0.4733264 scale = 0.9999999,1,0.9999996 } PROP { name = MAS_JSI_IndicatorPanel position = 0.08093704,-1.23891,-0.5961223 rotation = 0.291011,0,3.795028E-08,0.9567198 scale = 0.75,0.7500001,0.7500001 } PROP { name = MAS_JSI_EVA_Hatch position = 0,1.026737,-0.3686473 rotation = 0,0,0,1 scale = 0.1101573,0.02339621,0.1152343 } PROP { name = MAS_JSI_InternalFlagPlate position = -0.02552887,-0.4153965,0.01837886 rotation = -0.7071068,0,6.202231E-07,0.7071068 scale = 3.8,3.8,3.8 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.1573143,-1.255118,-0.5596658 rotation = 0.2863424,0.07466012,-0.2065254,0.9326206 scale = 0.9999999,0.9999992,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.1837705,-1.24509,-0.5521252 rotation = 0.286342,0.07466,-0.206525,0.9326209 scale = 1,1,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.2094405,-1.235361,-0.5448081 rotation = 0.286342,0.07466,-0.206525,0.9326209 scale = 1,1,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.2099786,-1.220861,-0.565979 rotation = 0.286342,0.07466,-0.206525,0.9326209 scale = 1,1,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.1843086,-1.23059,-0.573296 rotation = 0.286342,0.07466,-0.206525,0.9326209 scale = 1,1,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.1578526,-1.240618,-0.580837 rotation = 0.286342,0.07466,-0.206525,0.9326209 scale = 1,1,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.1584099,-1.225626,-0.6027262 rotation = 0.286342,0.07466,-0.206525,0.9326209 scale = 1,1,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.1848659,-1.215598,-0.5951852 rotation = 0.286342,0.07466,-0.206525,0.9326209 scale = 1,1,0.9999998 } PROP { name = MAS_JSI_StockSquare_Blinkenlichten position = -0.2105359,-1.205869,-0.5878682 rotation = 0.286342,0.07466,-0.206525,0.9326209 scale = 1,1,0.9999998 } PROP { name = MAS_JSI_StockSquare_Gear position = 0.1526742,-1.240506,-0.5854079 rotation = 0.2864509,-0.07514998,0.2063751,0.9325812 scale = 1,0.9999995,1 } PROP { name = MAS_JSI_StockSquare_Lights position = 0.1520561,-1.256438,-0.5621689 rotation = 0.2864509,-0.07514998,0.2063751,0.9325812 scale = 1,0.9999996,1 } PROP { name = MAS_JSI_StockSquare_RCS position = 0.1533076,-1.224182,-0.6092198 rotation = 0.2864509,-0.07514998,0.2063751,0.9325812 scale = 1,0.9999995,1 } PROP { name = MAS_JSI_StockSquare_SAS position = 0.1539435,-1.207794,-0.6331258 rotation = 0.2864509,-0.07514998,0.2063751,0.9325812 scale = 1,0.9999995,1 } PROP { name = ledPanelSpeed position = -0.06360052,-1.242398,-0.6133562 rotation = 0.291011,0,3.795028E-08,0.9567198 scale = 1,1,0.9999997 } PROP { name = NavBall position = 0.01032722,-1.202269,-0.6876124 rotation = 0.5035138,0,0,0.8639872 scale = 1,0.9999998,0.9999999 } PROP { name = RadarAltimeter position = 0.08003848,-1.19542,-0.6745474 rotation = -0.2932758,0,0,-0.9560279 scale = 1.2,1.2,1.2 } PROP { name = MAS_JSI_BasicMFD position = 0,-1.278555,-0.3051263 rotation = -0.7978231,0,0,0.6028917 scale = 0.5,0.5,0.5 } PROP { name = MAS_JSI_BasicMFD position = 0.1487477,-1.260503,-0.3106506 rotation = 0.7951899,0.04138646,-0.05486397,-0.6024535 scale = 0.5000014,0.5,0.5 } PROP { name = MAS_JSI_BasicMFD position = -0.1467642,-1.260292,-0.3107097 rotation = 0.8012962,-0.04744016,0.06411189,-0.5929279 scale = 0.5,0.5,0.5 } PROP { name = switchWithGuards position = 0.1818886,-1.24515,-0.5536371 rotation = 0.2864509,-0.07514998,0.2063751,0.9325812 scale = 0.7,0.7,0.7 } PROP { name = switchWithGuards position = 0.2087074,-1.235003,-0.5459672 rotation = 0.2864511,-0.07515001,0.206375,0.9325812 scale = 0.7,0.6999999,0.7 } PROP { name = switchWithGuards position = 0.2091691,-1.223095,-0.563338 rotation = 0.2864511,-0.07515001,0.206375,0.9325812 scale = 0.7,0.6999999,0.7 } PROP { name = switchWithGuards position = 0.1823511,-1.233242,-0.571008 rotation = 0.2864511,-0.07515001,0.206375,0.9325812 scale = 0.7,0.6999999,0.7 } PROP { name = switchWithGuards position = 0.1832789,-1.209328,-0.6058914 rotation = 0.2864511,-0.07515001,0.206375,0.9325812 scale = 0.7,0.6999999,0.7 } PROP { name = switchWithGuards position = 0.2100969,-1.199181,-0.5982214 rotation = 0.2864511,-0.07515001,0.206375,0.9325812 scale = 0.7,0.6999999,0.7 } PROP { name = switchWithGuards position = 0.2096349,-1.211089,-0.5808504 rotation = 0.2864511,-0.07515001,0.206375,0.9325812 scale = 0.7,0.6999999,0.7 } PROP { name = switchWithGuards position = 0.1828169,-1.221236,-0.5885204 rotation = 0.2864511,-0.07515001,0.206375,0.9325812 scale = 0.7,0.6999999,0.7 } PROP { name = switchWithGuards position = 0.1837635,-1.196841,-0.6241044 rotation = 0.2864511,-0.07515001,0.206375,0.9325812 scale = 0.7,0.6999999,0.7 } PROP { name = throttle position = -0.2196366,-1.160785,-0.1322359 rotation = -0.2821058,-0.03313062,-0.0454191,0.9577348 scale = 0.51,0.51,0.5100001 } PROP { name = VSI position = -0.0587916,-1.195703,-0.6741288 rotation = -0.2932758,0,0,-0.9560279 scale = 1.2,1.2,1.2 } MODEL { model = FreeIva/Squad/Spaces/landerCabinInternals } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider autoCutoutTargetName = internalspace } PROP { name = FreeIva_Hatch_Square position = 0, 1.01830876, -0.380441964 rotation = -1, -0, -0, -4.37113883e-08 } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.828114152 rotation = -0.707106829, 0, 0, -0.707106709 } } } UrlConfig { parentUrl = KAS/settings.cfg KASConfig { name = KASConfig Sounds { bipWrong = KAS/Sounds/bipwrong } Debug { partAlignToolKey = } Winch { showRemoteControlDialogHints = true dropConnectorKey = Y pickupConnectorKey = Y remoteControlKey = &P } RTS { showTransferDialogHints = true fuelMixture { component { name = LiquidFuel ratio = 0.9 } component { name = Oxidizer ratio = 1.1 } } } } } UrlConfig { parentUrl = KAS/Lang/en-us.cfg Localization { en-us { #KAS_CH1_Part_title = CH-1 Cable Hook #KAS_CH1_Part_manufacturer = KAS Labs, Inc. #KAS_CH1_Part_description = A hook that a cable can clip onto. It's the other half of the "keep-these-things-together" solution. #KAS_CH1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_GrapplingHook_Part_title = HG-02 Grappling Hook #KAS_GrapplingHook_Part_manufacturer = KAS #KAS_GrapplingHook_Part_description = Everyone liked the idea of "harpooning" objects in space. However, the harpoon could not cope with the station modules - after all, they are made of metal. Gene suggested a solution: replace the harpoon with a suction cup. It worked, but it's no longer a harpoon. #KAS_GrapplingHook_Part_tags = KIS KAS hook harpoon attachment winch eject cck-kas #KAS_GrapplingHook_Part_DetachDartEventText = Detach grappling device #KAS_Harpoon_Part_title = HP-01 Harpoon #KAS_Harpoon_Part_manufacturer = KAS #KAS_Harpoon_Part_description = This idea was proposed by Bill when he returned from vacation. He hunted at sea with a harpoon gun. He didn’t hit anything, of course, but the desire to “harpoon” something remained. Why not some asteroid in space? And so this space harpoon appeared. By the way, it can even harpoon a planet. #KAS_Harpoon_Part_tags = KIS KAS hook harpoon attachment winch eject cck-kas #KAS_Harpoon_Part_DetachDartEventText = Detach harpoon #KAS_JS1_Part_title = JS-1 Joint Socket #KAS_JS1_Part_manufacturer = KAS Labs, Inc. #KAS_JS1_Part_description = This multi-purpose socket has a variety of features: it allows a firm connection and provides for the transfer of resources! A certified engineer with multiple years of experience is required to install this socket, but once attached, even a janitor can use it to connect vessels. #KAS_JS1_Part_tags = KIS KAS pipe tube cck-kas #KAS_PCB1_Part_title = PCB-1 Portable Cable Bracing #KAS_PCB1_Part_manufacturer = KAS Labs, Inc. #KAS_PCB1_Part_description = It's a simple manually-operated winch with a small spool of steel cable, which lets you connect things as long as they are not too far away. There must be a hook on the other vessel on which to attach the cable, however, so this winch only solves half the problem. #KAS_PCB1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_PCB1_Part_LinkBreak = Unlink #KAS_PCB1_Part_LinkStart = Link #KAS_PortPylon_Part_title = GP-20 Pylon #KAS_PortPylon_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylon_Part_description = Our RTS-1 product line was a huge success! However, there were a couple complaints; it turns out that sometimes the pipe just isn't long enough! To solve this problem, a new part was developed: a lightweight pylon with a built-in pipe socket, allowing it to act as an extender. It is thus feasible to chain resource links across long distances, though to do so, you might need to construct additional pylons. Jeb really wanted to add a Kerba-Cola refrigerator to the hollow interior, but R&D had to reject his suggestion due to a strict 20kg mass limit. #KAS_PortPylon_Part_tags = KAS resource fuel transfer cck-kas #KAS_PortPylonPwr_Part_title = BGP-400 Pylon on Steroids #KAS_PortPylonPwr_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylonPwr_Part_description = This part's design was inspired by the GP-20. Our engineers needed to know: could the internal volume of the pylon really be utilized? It turns out that it can! As such, they decided to fill it with some Z-100 batteries and a simple control module. It's not quite as cool as a Kerba-Cola fridge, as Jeb had requested, but it's still very practical. Rest assured that the batteries are of the finest quality, and not merely salvaged from the recycle bin. #KAS_PortPylonPwr_Part_tags = KAS resource fuel transfer cck-kas #KAS_RTS1_Part_title = RTS-1 Resource Transfer Station #KAS_RTS1_Part_manufacturer = KAS Labs, Inc. #KAS_RTS1_Part_description = This pipe allows for the transfer of resources between vessels. The diameter is not that impressive, but as a small green fellow once said, "Size matters not." Our patented technology allows the transfer of any number of things through it, including, but not limited to: rocks, fuel, snacks, and even kerbals. Warranty void in the latter case. #KAS_RTS1_Part_tags = KIS KAS resource fuel transfer cck-kas #KAS_TB60_Part_title = TB-60 Tow Bar #KAS_TB60_Part_manufacturer = KAS Labs, Inc. #KAS_TB60_Part_description = A simple solution for towing a vessel that cannot move by itself. If a simple rope were to be used, then the vessel under tow would likely impact the towing craft when braking or maneuvering, but with the towbar this is not the case. Moreover, it can assist in steering the towed vessel, if applicable. Be sure to keep the batteries fresh, else the active steering won't work. #KAS_TB60_Part_tags = KIS KAS pipe tube tow towbar cck-kas #KAS_TB60_Part_LinkBreak = Disconnect vessels #KAS_TB60_Part_LinkStart = Attach to a vessel #KAS_TB60_Part_Park_Forward = Park: FORWARD #KAS_TB60_Part_Park_Up = Park: UP #KAS_TJ1_Part_title = TJ-1 Fixed Telescopic Joint #KAS_TJ1_Part_manufacturer = KAS Labs, Inc. #KAS_TJ1_Part_description = This simple telescoping strut can rigidly connect two vessels. The maximum connection distance is fairly short, but its strength is adequate. The design was inspired by a selfie stick Jeb bought at a thrift store. #KAS_TJ1_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ1_Part_LinkBreak = Disconnect vessels #KAS_TJ1_Part_LinkStart = Attach to a vessel #KAS_TJ1_Part_Park_Down = Park: DOWN #KAS_TJ1_Part_Park_Forward = Park: FORWARD #KAS_TJ1_Part_Park_Up = Park: UP #KAS_TJ2_Part_title = TJ-2 Free Telescopic Joint #KAS_TJ2_Part_manufacturer = KAS Labs, Inc. #KAS_TJ2_Part_description = It's the same TJ-1 "Selfie Stick", except the hinges are unlocked. Truly the best solution to keep connected vessels separated from each other, yet not overly restricting their movements. #KAS_TJ2_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ2_Part_LinkBreak = Disconnect vessels #KAS_TJ2_Part_LinkStart = Attach to a vessel #KAS_TJ2_Part_Park_Down = Park: DOWN #KAS_TJ2_Part_Park_Forward = Park: FORWARD #KAS_TJ2_Part_Park_Up = Park: UP #KAS_W1_Part_title = W-50 Winch #KAS_W1_Part_manufacturer = KAS Labs, Inc. #KAS_W1_Part_description = An ancient sage once said: "Give me the right socket, and with a winch I'll pull Kerbin". This winch is not quite that strong, though it can lift up or tow a rather bulky vessel. Remember to attach a compatible socket on the target craft. Also, make sure there is enough power on the active vessel: the winch is hungry for electricity! #KAS_W1_Part_tags = KIS KAS winch cable connector cck-kas #KAS_W2_Part_title = HW-80 Winch #KAS_W2_Part_manufacturer = KAS Labs, Inc. #KAS_W2_Part_description = A heavy duty version of the W-50 winch model. It has extra cable and features improved connection strength. However, it still cannot pull Kerbin. Note: warranty void if winches are used to winch witches, and it doesn't matter which winch or which witch. #KAS_W2_Part_tags = KIS KAS winch cable connector heavyduty cck-kas #kasLOC_00000 = Link is too short: <<1>> < <<2>> #kasLOC_00001 = Link is too long: <<1>> > <<2>> #kasLOC_00002 = Source angle limit reached: <<1>> > <<2>> #kasLOC_00003 = Target angle limit reached: <<1>> > <<2>> #kasLOC_00004 = Link break force: <<1>> #kasLOC_00005 = Link torque force: <<1>> #kasLOC_00006 = Minimum link length: <<1>> #kasLOC_00007 = Maximum link length: <<1>> #kasLOC_00008 = Source angle limit: <<1>> #kasLOC_00009 = Target angle limit: <<1>> #kasLOC_00010 = KAS Joint #kasLOC_07000 = Link collides with: <<1>> #kasLOC_07001 = Link collides with the surface #kasLOC_11000 = Winch Remote Control (<<1>>) #kasLOC_11001 = Release #kasLOC_11002 = Release the connector and set cable length to the maximum #kasLOC_11003 = Stretch #kasLOC_11004 = Set the cable length to the actual distance #kasLOC_11005 = Detach #kasLOC_11006 = Detach the cable from the target part #kasLOC_11007 = Close #kasLOC_11008 = Close GUI #kasLOC_11009 = H #kasLOC_11010 = Highlight the winch in the scene #kasLOC_11011 = Offline #kasLOC_11012 = Cannot contact the winch. Is the vessel controllable? #kasLOC_11013 = Blocked #kasLOC_11014 = Winch attach node is blocked by another part #kasLOC_11015 = Retracted #kasLOC_11016 = The connector is locked into the winch #kasLOC_11017 = Start retracting the cable #kasLOC_11018 = Start extending the cable #kasLOC_11019 = Retract the cable #kasLOC_11020 = Extend the cable #kasLOC_11021 = Motor speed setting #kasLOC_11022 = The deployed/real length of the cable #kasLOC_11023 = Current motor speed / Motor speed setting #kasLOC_11024 = No winches found in the scene! #kasLOC_11025 = <<1>> / <<2>> #kasLOC_11026 = <<1>> / <<2>> #kasLOC_11027 = <<1>> / <<2>> #kasLOC_09000 = Spring force: <<1>> #kasLOC_09001 = KAS Cable #kasLOC_05014 = Start locking #kasLOC_05015 = Unlock joint #kasLOC_05016 = Enable active steering #kasLOC_05017 = Disable active steering #kasLOC_05010 = Lock status #kasLOC_05011 = Steering status #kasLOC_05012 = Steering sensitivity #kasLOC_05013 = Steering: Direction #kasLOC_05018 = Normal #kasLOC_05019 = Inverted #kasLOC_05000 = Tow bar is locking: diff <<1>> #kasLOC_05001 = Tow bar is LOCKED! #kasLOC_05002 = Disabled #kasLOC_05003 = Active #kasLOC_05004 = Target is active vessel #kasLOC_05005 = Target is uncontrollable #kasLOC_05006 = Not locked #kasLOC_05007 = Disabled #kasLOC_05008 = Locked #kasLOC_05009 = Locking #kasLOC_12015 = Open GUI #kasLOC_12000 = Resource Transfer #kasLOC_12001 = <<1>> #kasLOC_12002 = <<1>> <<2>> #kasLOC_12003 = <<1>> / <<2>> #kasLOC_12004 = Current transfer speed: <<1>> units per second #kasLOC_12005 = Close dialog #kasLOC_12006 = Owner (left): <<1>> #kasLOC_12007 = Connected (right): <<1>> #kasLOC_12008 = A mixture of components: <<1>> #kasLOC_12009 = Auto scale transfer speed #kasLOC_12010 = The speed will be set so that the transfer is complete in <<1>> seconds #kasLOC_12011 = Trigger transfer from the connected vessel to the owner #kasLOC_12012 = Transfer from the connected vessel to the owner #kasLOC_12013 = Trigger transfer from the owner vessel to the connected vessel #kasLOC_12014 = Transfer from the owner vessel to the connected vessel #kasLOC_12016 = Not available in the docked mode #kasLOC_12017 = Not found any resources for transfer #kasLOC_02000 = Incompatible target link type #kasLOC_02001 = Source is not available for a link #kasLOC_02002 = Target doesn't accept links #kasLOC_02003 = Cannot restore link for: <<1>> #kasLOC_02004 = Links with socket type: <<1>> #kasLOC_02005 = KAS Joint Source #kasLOC_02006 = Link mode: DOCKED #kasLOC_02007 = Link mode: UNDOCKED #kasLOC_02008 = Target cannot couple #kasLOC_02009 = Unlinking due to the EVA construction action #kasLOC_02010 = Interactive links are not allowed in the EVA construction mode #kasLOC_01000 = Click to establish a link (length <<1>>) #kasLOC_01001 = Select a compatible socket or press ESC #kasLOC_01002 = Cannot dock: the mode is not supported #kasLOC_13007 = Grab connector #kasLOC_13008 = Return connector #kasLOC_13009 = Detach connector #kasLOC_13010 = Lock connector #kasLOC_13006 = Connector state #kasLOC_13000 = Locked #kasLOC_13001 = Deployed #kasLOC_13002 = Plugged in #kasLOC_13003 = Docked #kasLOC_13004 = The link between the connector and the part has broke #kasLOC_13005 = Cannot link with: <<1>> #kasLOC_03000 = Accepts link type: <<1>> #kasLOC_03001 = KAS Joint Target #kasLOC_10000 = Pickup connector #kasLOC_100001 = To drop the connector press: [<<1>>] #kasLOC_100002 = [<<1>>]: Pickup connector #kasLOC_10003 = Attach connector #kasLOC_08015 = Extend cable #kasLOC_08016 = Retract cable #kasLOC_08017 = Stop motor #kasLOC_08018 = Release cable #kasLOC_08010 = Open winches GUI #kasLOC_08011 = Release cable #kasLOC_08012 = Instant stretch #kasLOC_08020 = Eject connector #kasLOC_08009 = Deployed cable length #kasLOC_08000 = No energy! #kasLOC_08001 = Cannot lock the connector: not aligned #kasLOC_08002 = Connector locked! #kasLOC_08003 = Connector docked to the winch #kasLOC_08004 = Maximum cable length reached: <<1>> #kasLOC_08005 = Stop extending #kasLOC_08006 = Extend cable #kasLOC_08007 = Stop retracting #kasLOC_08008 = Retract cable #kasLOC_08013 = KAS Winch #kasLOC_08014 = Max motor speed: <<1>> #kasLOC_08019 = Connector ejection force: <<1>> #kasLOC_14000 = KAS Dart #kasLOC_14001 = Impact force needed: <<1>> #kasLOC_14002 = Surface attach strength: <<1>> #kasLOC_14003 = Attaches to parts #kasLOC_14004 = Attaches to surface #kasLOC_14005 = Attaches to asteroid or comet #kasLOC_04002 = Extend to max #kasLOC_04003 = Retract to min #kasLOC_04000 = Link collides with: <<1>> #kasLOC_04001 = Link collides with the surface #kasLOC_99000 = Pipe-40 #kasLOC_99001 = Cable-10 #kasLOC_99002 = Hose-30 #kasLOC_99003 = Pipe-100 #kasLOC_99004 = Cable-35 #kasLOC_99005 = Hose-70 #kasLOC_99006 = Pipe-150 #kasLOC_99007 = Cable-60 #kasLOC_99008 = Hose-100 #kasLOC_99009 = Kerbal Attachment System #kasLOC_99010 = Corridor-1000 #kasLOC_99011 = Corridor-1500 } } } UrlConfig { parentUrl = KAS/Lang/es-es.cfg Localization { es-es { #KAS_CH1_Part_title = Gancho del cable CH-1 #KAS_CH1_Part_manufacturer = KAS Labs, Inc. #KAS_CH1_Part_description = Un gancho que un cable puede enganchar. Es la otra mitad de la solución de "mantener estas cosas juntas". #KAS_CH1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_JS1_Part_title = Zócalo de unión JS-1 #KAS_JS1_Part_manufacturer = KAS Labs, Inc. #KAS_JS1_Part_description = Este zócalo multiuso tiene una variedad de características: permite una conexión firme y proporciona la transferencia de recursos. Se requiere un ingeniero certificado con varios años de experiencia para instalar este zócalo, pero una vez conectado, incluso un conserje puede usarlo para conectar embarcaciones. #KAS_JS1_Part_tags = KIS KAS pipe tube cck-kas #KAS_PCB1_Part_title = Soporte de cable portátil PCB-1 #KAS_PCB1_Part_manufacturer = KAS Labs, Inc. #KAS_PCB1_Part_description = Es un cabrestante manual simple con un pequeño carrete de cable de acero, que te permite conectar cosas siempre que no estén muy lejos. Sin embargo, debe haber un gancho en el otro recipiente en el que se debe conectar el cable, por lo que este cabrestante solo resuelve la mitad del problema. #KAS_PCB1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_PCB1_Part_LinkBreak = Desenlazar #KAS_PCB1_Part_LinkStart = Enlazar #KAS_PortPylon_Part_title = Pilón GP-20 #KAS_PortPylon_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylon_Part_description = ¡Nuestra línea de productos RTS-1 fue un gran éxito! Sin embargo, hubo un par de quejas; ¡Resulta que a veces la tubería no es lo suficientemente larga! Para resolver este problema, se desarrolló una nueva pieza: un pilón liviano con un casquillo de tubería incorporado, que le permite actuar como un extensor. Por lo tanto, es posible encadenar enlaces de recursos a través de largas distancias, aunque para hacerlo, es posible que necesite construir torres de tracción adicionales. Jeb realmente quería agregar un refrigerador Kerba-Cola al interior hueco, pero I+D tuvo que rechazar su sugerencia debido a un estricto límite de masa de 20 kg. #KAS_PortPylon_Part_tags = KAS resource fuel transfer cck-kas #KAS_PortPylonPwr_Part_title = Pilón De Esteroides BGP-400 #KAS_PortPylonPwr_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylonPwr_Part_description = El diseño de esta parte fue inspirado por el GP-20. Nuestros ingenieros necesitaban saber: ¿se podría utilizar realmente el volumen interno del pilón? ¡Resulta que sí! Como tal, decidieron llenarlo con algunas baterías Z-100 y un módulo de control simple. No es tan genial como una nevera Kerba-Cola, como Jeb había pedido, pero sigue siendo muy práctico. Tenga la seguridad de que las baterías son de la mejor calidad, y no simplemente recuperadas de la papelera de reciclaje. #KAS_PortPylonPwr_Part_tags = KAS resource fuel transfer cck-kas #KAS_RTS1_Part_title = Estación de transferencia de recursos RTS-1 #KAS_RTS1_Part_manufacturer = KAS Labs, Inc. #KAS_RTS1_Part_description = Esta tubería permite la transferencia de recursos entre embarcaciones. El diámetro no es tan impresionante, pero como dijo un pequeño compañero verde, "el tamaño no importa". Nuestra tecnología patentada permite la transferencia de cualquier cantidad de cosas a través de ella, que incluyen, entre otras: rocas, combustible, bocadillos e incluso kerbals. Garantía nula en este último caso. #KAS_RTS1_Part_tags = KIS KAS resource fuel transfer cck-kas #KAS_TB60_Part_title = Barra de remolque TB-60 #KAS_TB60_Part_manufacturer = KAS Labs, Inc. #KAS_TB60_Part_description = Una solución simple para remolcar una nave que no puede moverse por sí misma. Si se usara una cuerda simple, entonces la nave remolcada probablemente impactaría la nave de remolque al frenar o maniobrar, pero con la barra de remolque no es así. Además, puede ayudar a dirigir la nave remolcada, si corresponde. Asegúrese de mantener las baterías frescas, de lo contrario la dirección activa no funcionará. #KAS_TB60_Part_tags = KIS KAS pipe tube tow towbar cck-kas #KAS_TB60_Part_LinkBreak = Desconectar naves #KAS_TB60_Part_LinkStart = Adjuntar a una nave #KAS_TB60_Part_Park_Forward = Estacionar: ADELANTE #KAS_TB60_Part_Park_Up = Estacionar: ARRIBA #KAS_TJ1_Part_title = Articulación telescópica fija TJ-1 #KAS_TJ1_Part_manufacturer = KAS Labs, Inc. #KAS_TJ1_Part_description = Este simple puntal telescópico puede conectar rígidamente dos naves. La distancia máxima de conexión es bastante corta, pero su resistencia es adecuada. El diseño fue inspirado por un palo de selfie que Jeb compró en una tienda de segunda mano. #KAS_TJ1_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ1_Part_LinkBreak = Desconectar naves #KAS_TJ1_Part_LinkStart = Adjuntar a una nave #KAS_TJ1_Part_Park_Down = Estacionar: ABAJO #KAS_TJ1_Part_Park_Forward = Estacionar: ADELANTE #KAS_TJ1_Part_Park_Up = Estacionar: ARRIBA #KAS_TJ2_Part_title = Articulación telescópica libre TJ-2 #KAS_TJ2_Part_manufacturer = KAS Labs, Inc. #KAS_TJ2_Part_description = Es el mismo "Palo de selfi" TJ-1, excepto que las bisagras están desbloqueadas. Verdaderamente la mejor solución para mantener las embarcaciones conectadas separadas unas de otras, pero sin restringir demasiado sus movimientos. #KAS_TJ2_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ2_Part_LinkBreak = Desconectar naves #KAS_TJ2_Part_LinkStart = Adjuntar a una nave #KAS_TJ2_Part_Park_Down = Estacionar: ABAJO #KAS_TJ2_Part_Park_Forward = Estacionar: ADELANTE #KAS_TJ2_Part_Park_Up = Estacionar: ARRIBA #KAS_W1_Part_title = Cabrestante W-50 #KAS_W1_Part_manufacturer = KAS Labs, Inc. #KAS_W1_Part_description = Un sabio antiguo dijo una vez: "Dame el zócalo correcto, y con un cabrestante tiraré de Kerbin". Este cabrestante no es tan fuerte, aunque puede levantar o remolcar una embarcación bastante voluminosa. Recuerde adjuntar un conector compatible en la nave de destino. Además, asegúrese de que haya suficiente energía en la nave activa: ¡el torno tiene hambre de electricidad! #KAS_W1_Part_tags = KIS KAS winch cable connector cck-kas #KAS_W2_Part_title = Cabrestante HW-80 #KAS_W2_Part_manufacturer = KAS Labs, Inc. #KAS_W2_Part_description = Una versión para trabajo pesado del modelo de cabrestante W-50. Tiene un cable adicional y presenta una resistencia de conexión mejorada. Sin embargo, todavía no puede tirar Kerbin. Nota: la garantía se anulará si los cabrestantes se utilizan para molestar a las brujas, y no importa qué cabrestante o cual. #KAS_W2_Part_tags = KIS KAS winch cable connector heavyduty cck-kas #kasLOC_00000 = El enlace es demasiado corto: <<1>> < <<2>> #kasLOC_00001 = El enlace es demasiado largo: <<1>> > <<2>> #kasLOC_00002 = Límite del ángulo del origen alcanzado: <<1>> > <<2>> #kasLOC_00003 = Límite del ángulo objetivo alcanzado: <<1>> > <<2>> #kasLOC_00004 = Fuerza de rotura del enlace: <<1>> #kasLOC_00005 = Fuerza de torsión del enlace: <<1>> #kasLOC_00006 = Longitud mínima del enlace: <<1>> #kasLOC_00007 = Longitud máxima del enlace: <<1>> #kasLOC_00008 = Límite del ángulo de origen: <<1>> #kasLOC_00009 = Límite de ángulo de destino: <<1>> #kasLOC_00010 = Unión KAS #kasLOC_07000 = El enlace choca con: <<1>> #kasLOC_07001 = El enlace choca con la superficie. #kasLOC_11000 = Control remoto de cabrestante (<<1>>) #kasLOC_11001 = Liberar #kasLOC_11002 = Libere el conector y ajuste la longitud del cable al máximo. #kasLOC_11003 = Tramo #kasLOC_11004 = Ajuste la longitud del cable a la distancia real #kasLOC_11005 = Separar #kasLOC_11006 = Desconecte el cable de la parte objetivo #kasLOC_11007 = Cerrar #kasLOC_11008 = Cerrar Interfaz #kasLOC_11009 = H #kasLOC_11010 = Resalte el cabrestante en la escena. #kasLOC_11011 = Desconectado #kasLOC_11012 = No se puede contactar con el cabrestante. ¿La nave es controlable? #kasLOC_11013 = Obstruido #kasLOC_11014 = El nodo de conexión del cabrestante está bloqueado por otra parte #kasLOC_11015 = Retraído #kasLOC_11016 = El conector está bloqueado en el cabrestante. #kasLOC_11017 = Comience a retraer el cable #kasLOC_11018 = Comience a extender el cable #kasLOC_11019 = Retrae el cable #kasLOC_11020 = Extender el cable #kasLOC_11021 = Ajuste de velocidad del motor #kasLOC_11022 = La longitud desplegada/real del cable. #kasLOC_11023 = Ajuste actual de la velocidad del motor/velocidad del motor #kasLOC_11024 = ¡No se han encontrado cabrestantes en la escena! #kasLOC_11025 = <<1>> / <<2>> #kasLOC_11026 = <<1>> / <<2>> #kasLOC_11027 = <<1>> / <<2>> #kasLOC_09000 = Fuerza de resorte: <<1>> #kasLOC_09001 = Cable KAS #kasLOC_05014 = Iniciar bloqueo #kasLOC_05015 = Desbloquear articulación #kasLOC_05016 = Habilitar la dirección activa #kasLOC_05017 = Desactivar la dirección activa #kasLOC_05010 = Estado de bloqueo #kasLOC_05011 = Estado de la dirección #kasLOC_05012 = Sensibilidad de la dirección #kasLOC_05013 = Dirección de la dirección #kasLOC_05018 = Normal #kasLOC_05019 = Invertida #kasLOC_05000 = La barra de remolque está bloqueando: ang <<1>> #kasLOC_05001 = ¡La barra de remolque está BLOQUEADA! #kasLOC_05002 = Inactivo #kasLOC_05003 = Activo #kasLOC_05004 = El objetivo es una nave activa. #kasLOC_05005 = El objetivo es incontrolable. #kasLOC_05006 = No está bloqueado #kasLOC_05007 = Inhabilitado #kasLOC_05008 = Bloqueado #kasLOC_05009 = Bloqueando #kasLOC_12015 = Abrir Interfaz #kasLOC_12000 = Transferencia de recursos #kasLOC_12001 = <<1>> #kasLOC_12002 = <<1>> <<2>> #kasLOC_12003 = <<1>> / <<2>> #kasLOC_12004 = Velocidad de transferencia actual: <<1>> unidades por segundo #kasLOC_12005 = Cerrar diálogo #kasLOC_12006 = Propietario (izquierda): <<1>> #kasLOC_12007 = Conectado (derecha): <<1>> #kasLOC_12008 = Una mezcla de componentes: <<1>> #kasLOC_12009 = Velocidad de transferencia de escala automática #kasLOC_12010 = La velocidad se establecerá para que la transferencia se complete en <<1>> segundos #kasLOC_12011 = Transferencia del disparador de la nave conectada al propietario #kasLOC_12012 = Traslado de la nave conectada al propietario. #kasLOC_12013 = Transferencia del disparador de la nave propietaria a la nave conectada #kasLOC_12014 = Traslado de la nave propietaria a la nave conectada. #kasLOC_12016 = No disponible en modo acoplado #kasLOC_02000 = Tipo de enlace de destino incompatible #kasLOC_02001 = El origen no está disponible para un enlace #kasLOC_02002 = Objetivo no acepta enlaces #kasLOC_02003 = No se puede restaurar el enlace para: <<1>> #kasLOC_02004 = Enlaces con tipo de enchufe: <<1>> #kasLOC_02005 = Origen de unión KAS #kasLOC_02006 = Modo de enlace: ACOPLADO #kasLOC_02007 = Modo de enlace: DESACOPLADO #kasLOC_01000 = Haga clic para establecer un enlace (longitud <<1>>) #kasLOC_01001 = Seleccione un enchufe compatible o presione ESC #kasLOC_01002 = No se puede acoplar: el modo no es compatible #kasLOC_13007 = Conector de agarre #kasLOC_13008 = Conector de retorno #kasLOC_13009 = Conector de desconexión #kasLOC_13010 = Conector de bloqueo #kasLOC_13006 = Estado del conector #kasLOC_13000 = Bloqueado #kasLOC_13001 = Desplegado #kasLOC_13002 = Conectado #kasLOC_13003 = Atracado #kasLOC_13004 = El enlace entre el conector y la pieza se ha roto. #kasLOC_13005 = No se puede enlazar con: <<1>> #kasLOC_03000 = Acepta tipo de enlace: <<1>> #kasLOC_03001 = Objetivo común KAS #kasLOC_10000 = Conector de recogida #kasLOC_100001 = Para dejar caer el conector presione: [<<1>>] #kasLOC_100002 = [<<1>>]: Conector de recogida #kasLOC_10003 = Conectar conector #kasLOC_08015 = Extender cable #kasLOC_08016 = Retraer cable #kasLOC_08017 = Parar motor #kasLOC_08018 = Soltar cable #kasLOC_08010 = Interfaz Cabrestantes abiertos #kasLOC_08011 = Cable de liberación #kasLOC_08012 = Estiramiento instantáneo #kasLOC_08009 = Longitud del cable desplegado #kasLOC_08000 = ¡Sin energía! #kasLOC_08001 = No se puede bloquear el conector: no alineado #kasLOC_08002 = ¡Conector bloqueado! #kasLOC_08003 = Conector acoplado al cabrestante #kasLOC_08004 = Longitud máxima del cable alcanzado: <<1>> #kasLOC_08005 = Dejar de extender #kasLOC_08006 = Extender cable #kasLOC_08007 = Dejar de retraer #kasLOC_08008 = Retraer cable #kasLOC_08013 = Cabrestante KAS #kasLOC_08014 = Velocidad máxima del motor: <<1>> #kasLOC_04002 = Extender al máximo #kasLOC_04003 = Retraer al mínimo #kasLOC_04000 = El enlace choca con: <<1>> #kasLOC_04001 = El enlace choca con la superficie. #kasLOC_99000 = Tubo-40 #kasLOC_99001 = Cable-10 #kasLOC_99002 = Manguera-30 #kasLOC_99003 = Tubo-100 #kasLOC_99004 = Cable-35 #kasLOC_99005 = Manguera-70 #kasLOC_99006 = Tubo-150 #kasLOC_99007 = Cable-60 #kasLOC_99008 = Manguera-100 #kasLOC_99009 = Sistema de Fijación Kerbal } } } UrlConfig { parentUrl = KAS/Lang/fr-fr.cfg Localization { fr-fr { #KAS_CH1_Part_title = AC-1 Attache de Câble #KAS_CH1_Part_manufacturer = KAS Labs, Inc. #KAS_CH1_Part_description = Un crochet sur lequel un câble peut se clipser. C’est l’autre moitié de la solution «garder-ces-trucs-ensemble». #KAS_CH1_Part_tags = KIS KAS câble corde attache cck-kas #KAS_JS1_Part_title = PM-1 Prise Multifonctions #KAS_JS1_Part_manufacturer = KAS Labs, Inc. #KAS_JS1_Part_description = Cette prise multifonctions présente de nombreuses fonctionnalités : elle permet une connexion ferme et permet le transfert de ressources ! Un ingénieur certifié possédant plusieurs années d'expérience est requis pour installer cette prise mais une fois connectée, même le concierge peut l'utiliser pour connecter n'importe quel vaisseau. #KAS_JS1_Part_tags = KIS KAS tuyau tube cck-kas #KAS_PCB1_Part_title = TMP-1 Treuil Manuel Portable #KAS_PCB1_Part_manufacturer = KAS Labs, Inc. #KAS_PCB1_Part_description = C'est un simple treuil à commande manuelle avec une petite bobine de câble en acier qui vous permet de connecter des objets tant qu'ils ne sont pas trop loin. Il doit y avoir une prise sur l'autre vaisseau sur lequel attacher le câble. Autant dire que ce treuil ne résout que la moitié du problème. #KAS_PCB1_Part_tags = KIS KAS câble corde attache cck-kas #KAS_PCB1_Part_LinkBreak = Délier #KAS_PCB1_Part_LinkStart = Lier #KAS_PortPylon_Part_title = P-20 Pylône #KAS_PortPylon_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylon_Part_description = Notre gamme de produits STR-1 a été un énorme succès ! Cependant, il y avait quelques plaintes ... Il s'avère que parfois, le tuyau n'est pas assez long ! Pour résoudre ce problème, une nouvelle pièce a été développée : un pylône léger avec une douille de tuyau intégrée, lui permettant d’agir comme une rallonge. Il est donc possible de transporter des ressources sur de longues distances mais pour ce faire, vous devrez peut-être construire des pylônes supplémentaires. Jeb voulait vraiment ajouter un réfrigérateur à Kerba-Cola à l'intérieur mais R & D dut rejeter sa suggestion en raison d'une limite de masse stricte de 20 kg. #KAS_PortPylon_Part_tags = KAS ressource carburant transfert cck-kas #KAS_PortPylonPwr_Part_title = PS-400 Pylône sous Stéroïdes #KAS_PortPylonPwr_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylonPwr_Part_description = Le design de cette pièce a été inspiré par le P-20. Nos ingénieurs avaient besoin de savoir : le volume interne du pylône pouvait-il vraiment être utilisé ? Il s'avère que ça peut ! En tant que tels, ils ont décidé de le remplir avec des piles Z-100 et un simple module de contrôle. Ce n'est pas aussi cool qu'un réfrigérateur à Kerba-Cola comme l'avait demandé Jeb mais c'est quand même très pratique. Soyez assurés que les batteries sont de la plus haute qualité et ne sont pas simplement récupérées de la casse. #KAS_PortPylonPwr_Part_tags = KAS ressource carburant transfert cck-kas #KAS_RTS1_Part_title = STR-1 Station de Transfert de Ressources #KAS_RTS1_Part_manufacturer = KAS Labs, Inc. #KAS_RTS1_Part_description = Ce tuyau permet le transfert de ressources entre vaisseaux. Le diamètre n’est pas si impressionnant mais comme l’a dit un petit homme vert : "C'est pas la taille qui compte." Notre technologie brevetée permet le transfert de tout un nombre de choses à travers (y compris mais sans s'y limiter) : roches, carburant, en-cas et même kerbals. La garantie est annulée dans ce dernier cas. #KAS_RTS1_Part_tags = KIS KAS ressource carburant transfert cck-kas #KAS_TB60_Part_title = BR-60 Barre de Remorquage #KAS_TB60_Part_manufacturer = KAS Labs, Inc. #KAS_TB60_Part_description = Une solution simple pour remorquer un vaisseau qui ne peut pas se déplacer seul. Si une simple corde devait être utilisée, le vaisseau remorqué aurait probablement un impact sur la remorque lors du freinage ou de la manœuvre, mais ce n'est pas le cas avec la barre de remorquage. En outre, il peut aider à diriger le vaisseau remorqué, le cas échéant. Assurez-vous de garder les piles au frais, sinon la direction active ne fonctionnera pas. #KAS_TB60_Part_tags = KIS KAS tuyau tube remorque barre remorquage cck-kas #KAS_TB60_Part_LinkBreak = Déconnecter le vaisseau #KAS_TB60_Part_LinkStart = Attacher à un vaisseau #KAS_TB60_Part_Park_Forward = Park : DEVANT #KAS_TB60_Part_Park_Up = Park : HAUT #KAS_TJ1_Part_title = JTF-1 Jambe Telescopique Fixe #KAS_TJ1_Part_manufacturer = KAS Labs, Inc. #KAS_TJ1_Part_description = Cette simple jambe télescopique peut relier de manière rigide deux vaisseaus. La distance de connexion maximale est assez courte, mais sa force est suffisante. La conception a été inspirée par un selfie-stick acheté par Jeb dans un magasin d'occasion. #KAS_TJ1_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ1_Part_LinkBreak = Déconnecter le vaisseau #KAS_TJ1_Part_LinkStart = Attacher à un vaisseau #KAS_TJ1_Part_Park_Down = Park: BAS #KAS_TJ1_Part_Park_Forward = Park: DEVANT #KAS_TJ1_Part_Park_Up = Park: HAUT #KAS_TJ2_Part_title = JTF-2 Jambe Telescopique Fixe #KAS_TJ2_Part_manufacturer = KAS Labs, Inc. #KAS_TJ2_Part_description = C'est le même que le "Selfie Stick" TJ-1 sauf que les charnières sont déverrouillées. Vraiment la meilleure solution pour garder les vaisseaux connectés séparés les uns des autres sans toutefois restreindre excessivement leurs mouvements. #KAS_TJ2_Part_tags = KIS KAS tuyau tube cck-kas #KAS_TJ2_Part_LinkBreak = Déconnecter le vaisseau #KAS_TJ2_Part_LinkStart = Attacher à un vaisseau #KAS_TJ2_Part_Park_Down = Park: BAS #KAS_TJ2_Part_Park_Forward = Park: DEVANT #KAS_TJ2_Part_Park_Up = Park: HAUT #KAS_W1_Part_title = T-50 Treuil #KAS_W1_Part_manufacturer = KAS Labs, Inc. #KAS_W1_Part_description = Un ancien sage a dit un jour: "Donnez-moi la bonne prise et avec un treuil, je tirerai Kerbin". Ce treuil n’est pas aussi puissant bien qu’il puisse soulever ou remorquer un vaisseau assez volumineux. N'oubliez pas de connecter une prise compatible sur le vaisseau cible. Assurez-vous également que le vaisseau actif soit suffisamment alimenté : le treuil a soif d'électricité ! #KAS_W1_Part_tags = KIS KAS treuil câble connecteur cck-kas #KAS_W2_Part_title = T-80 Treuil #KAS_W2_Part_manufacturer = KAS Labs, Inc. #KAS_W2_Part_description = Une version robuste du modèle de treuil T-50. Il dispose d'un câble supplémentaire et offre une résistance de connexion améliorée. Cependant, il ne peut toujours pas tirer Kerbin. Remarque : la garantie est annulée si les treuils sont utilisés pour tricoter les trolls, et ce, pour tout treuil ou troll. #KAS_W2_Part_tags = KIS KAS treuil câble connecteur solide cck-kas #kasLOC_00000 = Lien trop court : <<1>> < <<2>> #kasLOC_00001 = Lien trop long : <<1>> > <<2>> #kasLOC_00002 = Limite d'angle de la source atteinte : <<1>> > <<2>> #kasLOC_00003 = Limite d'angle atteinte : <<1>> > <<2>> #kasLOC_00004 = Limite de rupture : <<1>> #kasLOC_00005 = Limite de couple : <<1>> #kasLOC_00006 = Longueur minimale du lien : <<1>> #kasLOC_00007 = Longueur maximale du lien : <<1>> #kasLOC_00008 = Limite d'angle de la source : <<1>> #kasLOC_00009 = Limite d'angle : <<1>> #kasLOC_00010 = KAS Jambe #kasLOC_07000 = Collision du lien avec : <<1>> #kasLOC_07001 = Collision du lien avec la surface #kasLOC_11000 = Treuil télécommandé (<<1>>) #kasLOC_11001 = Relâcher #kasLOC_11002 = Relâcher le connecteur et régler la longueur du câble au maximum #kasLOC_11003 = Étendre #kasLOC_11004 = Set the cable length to the actual distance #kasLOC_11005 = Détacher #kasLOC_11006 = Détacher le câble de la partie cible #kasLOC_11007 = Fermer #kasLOC_11008 = Fermer la fenêtre #kasLOC_11009 = H #kasLOC_11010 = Mettre en surbrillance le treuil dans la scène #kasLOC_11011 = Déconnecté #kasLOC_11012 = Impossible de contacter le treuil. Le vaisseau est-il contrôlable ? #kasLOC_11013 = Blocked #kasLOC_11014 = Le noeud d'attache du treuil est bloqué par une autre pièce #kasLOC_11015 = Rétracté #kasLOC_11016 = Le connecteur est bloqué dans le treuil #kasLOC_11017 = Commencer à rétracter le câble #kasLOC_11018 = Commencer à étendre le câble #kasLOC_11019 = Rétractez le câble #kasLOC_11020 = Étendre le câble #kasLOC_11021 = Réglage de la vitesse du moteur #kasLOC_11022 = La longueur réelle / déployée du câble #kasLOC_11023 = Vitesse du moteur / Réglage de la vitesse du moteur #kasLOC_11024 = Aucun treuil trouvé dans la scène ! #kasLOC_11025 = <<1>> / <<2>> #kasLOC_11026 = <<1>> / <<2>> #kasLOC_11027 = <<1>> / <<2>> #kasLOC_09000 = Force de ressort : <<1>> #kasLOC_09001 = KAS Câble #kasLOC_05014 = Démarrer le verrouillage #kasLOC_05015 = Débloquer le joint #kasLOC_05016 = Activer le pilotage actif #kasLOC_05017 = Désactiver le pilotage actif #kasLOC_05010 = Statut de verrouillage #kasLOC_05011 = État des commandes #kasLOC_05012 = Sensibilité des commandes #kasLOC_05013 = Commandes : Direction #kasLOC_05018 = Normal #kasLOC_05019 = Inversé #kasLOC_05000 = La barre de remorquage se verrouille : diff <<1>> #kasLOC_05001 = Barre de remorquage verrouillée ! #kasLOC_05002 = Désactivé #kasLOC_05003 = Activé #kasLOC_05004 = La cible est le vaisseau actuel #kasLOC_05005 = La cible est incontrôlable #kasLOC_05006 = Non verrouillé #kasLOC_05007 = Désactivé #kasLOC_05008 = Bloqué #kasLOC_05009 = Bloquage #kasLOC_12015 = Ouvrir la fenêtre #kasLOC_12000 = Transfert de Ressources #kasLOC_12001 = <<1>> #kasLOC_12002 = <<1>> <<2>> #kasLOC_12003 = <<1>> / <<2>> #kasLOC_12004 = Vitesse de transfert actuelle : <<1>> unités par seconde #kasLOC_12005 = Fermer la fenêtre #kasLOC_12006 = Origine (gauche): <<1>> #kasLOC_12007 = Connecté (droite): <<1>> #kasLOC_12008 = Un mélange de composants : <<1>> #kasLOC_12009 = Vitesse de transfert d'échelle automatique #kasLOC_12010 = La vitesse sera réglée pour que le transfert soit complet dans <<1>> secondes #kasLOC_12011 = Déclenchement du transfert du vaisseau connecté vers le vaisseau d'origine #kasLOC_12012 = Transfert depuis le vaisseau connecté vers le vaisseau d'origine #kasLOC_12013 = Déclenchement du transfert du vaisseau d'origine vers le bateau connecté #kasLOC_12014 = Transfert du vaisseau d'origine au bateau relié #kasLOC_12016 = Non disponible en mode "docking" #kasLOC_02000 = Type de lien cible incompatible #kasLOC_02001 = La source n'est pas disponible pour un lien #kasLOC_02002 = La cible n'accepte pas les liens #kasLOC_02003 = Impossible de restaurer le lien pour : <<1>> #kasLOC_02004 = Liens avec le type de socket : <<1>> #kasLOC_02005 = KAS Joint Source #kasLOC_02006 = État du lien : CONNECTE #kasLOC_02007 = État du lien : DECONNECTE #kasLOC_01000 = Cliquer pour établir un lien (longueur <<1>>) #kasLOC_01001 = Sélectionner une prise compatible ou appuyer sur ESC #kasLOC_01002 = Impossible de se connecter : le mode n'est pas supporté #kasLOC_13007 = Connecteur de saisie #kasLOC_13008 = Connecteur de retour #kasLOC_13009 = Détacher le connecteur #kasLOC_13010 = Connecteur de verrouillage #kasLOC_13006 = État du connecteur #kasLOC_13000 = Verrouillé #kasLOC_13001 = Déployé #kasLOC_13002 = Branché #kasLOC_13003 = Connecté #kasLOC_13004 = Le lien entre le connecteur et la pièce s’est rompu #kasLOC_13005 = Impossible d'établir un lien avec : <<1>> #kasLOC_03000 = Accepte le type de lien : <<1>> #kasLOC_03001 = KAS Joint Target #kasLOC_10000 = Connecteur de ramassage #kasLOC_100001 = Pour déposer le connecteur, appuyez sur : [<<1>>] #kasLOC_100002 = [<<1>>] : Ramasser le connecteur #kasLOC_10003 = Attacher le connecteur #kasLOC_08010 = Ouvrir la fenetre des treuils #kasLOC_08011 = Libérer cable #kasLOC_08012 = Étirement instantanné #kasLOC_08009 = Longueur de câble déployée #kasLOC_08000 = Plus d'énergie ! #kasLOC_08001 = Impossible de verrouiller le connecteur : non aligné #kasLOC_08002 = Connecteur verrouillé ! #kasLOC_08003 = Connecteur amarré au treuil #kasLOC_08004 = Longueur maximale du câble atteinte : <<1>> #kasLOC_08005 = Arrêt de l'extension #kasLOC_08006 = Étendre le câble #kasLOC_08007 = Arrêt du repli #kasLOC_08008 = Replier le cable #kasLOC_08013 = KAS Treuil #kasLOC_08014 = Vitesse max du moteur : <<1>> #kasLOC_04002 = Etendu au maximum #kasLOC_04003 = Replier au minimum #kasLOC_04000 = Collision du lien avec : <<1>> #kasLOC_04001 = Collision du lien avec la surface #kasLOC_99000 = Pipe-40 #kasLOC_99001 = Cable-10 #kasLOC_99002 = Hose-30 #kasLOC_99003 = Pipe-100 #kasLOC_99004 = Cable-35 #kasLOC_99005 = Hose-70 #kasLOC_99006 = Pipe-150 #kasLOC_99007 = Cable-60 #kasLOC_99008 = Hose-100 #kasLOC_99009 = Kerbal Attachment System } } } UrlConfig { parentUrl = KAS/Lang/it-it.cfg Localization { it-it { #KAS_CH1_Part_title = CH-1 Gancio per Cavo #KAS_CH1_Part_manufacturer = KAS Labs, Inc. #KAS_CH1_Part_description = Un gancio al quale si può fissare un cavo. È l'altra metà della soluzione "tenere-queste-cose-insieme". #KAS_CH1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_JS1_Part_title = JS-1 Presa di Giunzione #KAS_JS1_Part_manufacturer = KAS Labs, Inc. #KAS_JS1_Part_description = Questa presa multi-funzione ha diversi usi: permette una connessione stabile e consente il trasferimento di risorse! La presa deve essere installata da un ingegnere certificato con molti anni di esperienza, ma una volta attaccata, anche un portinaio potrebbe connettere due vascelli. #KAS_JS1_Part_tags = KIS KAS pipe tube cck-kas #KAS_PCB1_Part_title = PCB-1 Cavo di Sostegno Portatile #KAS_PCB1_Part_manufacturer = KAS Labs, Inc. #KAS_PCB1_Part_description = È un semplice verricello manuale con una piccola bobina di cavo d'acciaio, permette di connettere oggetti se non sono troppo distanti. Tuttavia ci deve essere un gancio sull'altro vascello sul quale attaccare il cavo, quindi questo verricello risolve solo metà del problema. #KAS_PCB1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_PCB1_Part_LinkBreak = Scollega #KAS_PCB1_Part_LinkStart = Collega #KAS_PortPylon_Part_title = GP-20 Pylon #KAS_PortPylon_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylon_Part_description = La nostra linea di prodotti RTS-1 è stato un grande successo! Ma ci sono state alcune lamentele; succede che ogni tanto il tubo non è abbastanza lungo! Per risolvere il problema abbiamo sviluppato un nuovo componente: un pilone leggero con incorporata una presa per usarlo come estensione. Sarà così possibile fare creare una catena di distribuzione di risorse utilizzando utilizzando diversi piloni. Jeb in realtà voleva aggiungere un vano frigorifero per la sua Kerba-Cola ma il gruppo di ricerca ha dovuto rifiutare la proposta per via del limite imposto di 20Kg. #KAS_PortPylon_Part_tags = KAS resource fuel transfer cck-kas #KAS_PortPylonPwr_Part_title = BGP-400 Pylon on Steroids #KAS_PortPylonPwr_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylonPwr_Part_description = Il progetto di questo componente è stato ispirato dal GP-20. I nostri ingegneri si sono chiesti: è possibile utilizzare il volume interno del pilone? Abbiamo scoperto che si può! E così hanno deciso di riempirlo con qualche batteria tipo Z-100 e un semplice modulo di controllo. Non è fantastico come un frigorifero per la Kerba-Cola, come ha proposto Jeb, ma è comunque molto pratico. Vi assicuriamo che le batterie utilizzate sono di primissima qualità, e non semplicemente recuperate da qualche cesto del riciclo. #KAS_PortPylonPwr_Part_tags = KAS resource fuel transfer cck-kas #KAS_RTS1_Part_title = RTS-1 Stazione di Trasferimento Risorse #KAS_RTS1_Part_manufacturer = KAS Labs, Inc. #KAS_RTS1_Part_description = Questo tubo permette il trasferiemento di risorse tra vascelli. Il diametro non è così impressionante, ma un piccolo compagno verde disse una volta, "Dimensione conta no." La nostra tecnologia brevettata permette il trasferimento di qualsiasi cosa, incluso, ma non limitato a: rocce, carburante, spuntini e anche Kerbal. La garanzia non copre quest'ultimo caso. #KAS_RTS1_Part_tags = KIS KAS resource fuel transfer cck-kas #KAS_TB60_Part_title = TB-60 Barra di Traino #KAS_TB60_Part_manufacturer = KAS Labs, Inc. #KAS_TB60_Part_description = Una semplice soluzione per trainare un vascello che altrimenti non si muoverebbe. Se usassimo una semplice fune, il vascello trainato probabilmente urterebbe il trainante in caso di franata o di manovra, ma con una barra da traino questo non succede. In più, può aiutare a sterzare il vascello trainato, se applicabile. Assicurati di avere le batterie cariche, altrimenti la sterzata assistita non funzionerebbe. #KAS_TB60_Part_tags = KIS KAS pipe tube tow towbar cck-kas #KAS_TB60_Part_LinkBreak = Disconnetti vascelli #KAS_TB60_Part_LinkStart = Connetti a un vascello #KAS_TB60_Part_Park_Forward = Posizione: AVANTI #KAS_TB60_Part_Park_Up = Posizione: SU #KAS_TJ1_Part_title = TJ-1 Giuntura Telescopica Rigida #KAS_TJ1_Part_manufacturer = KAS Labs, Inc. #KAS_TJ1_Part_description = Questo semplice puntone telescopico può connettere in maniera rigida due vascelli. La massima distanza di connessione è abbastanza breve, ma la solidità è adeguata. Il progetto è stato ispirato da un selfie-stick che Jeb ha comprato da un rigattiere. #KAS_TJ1_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ1_Part_LinkBreak = Disconnetti vascelli #KAS_TJ1_Part_LinkStart = Connetti a un vascello #KAS_TJ1_Part_Park_Down = Posizione: GIÙ #KAS_TJ1_Part_Park_Forward = Posizione: AVANTI #KAS_TJ1_Part_Park_Up = Posizione: SU #KAS_TJ2_Part_title = TJ-2 Giuntura Telescopica Libera #KAS_TJ2_Part_manufacturer = KAS Labs, Inc. #KAS_TJ2_Part_description = La stessa cosa del TJ-1 "Selfie Stick", solo che i giunti sono sbloccati. Veramente la cosa milgiore per tenere separati due vascelli tra di loro, senza però impedire troppo i movimenti. #KAS_TJ2_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ2_Part_LinkBreak = Disconnetti vascelli #KAS_TJ2_Part_LinkStart = Connetti a un vascello #KAS_TJ2_Part_Park_Down = Posizione: GIÙ #KAS_TJ2_Part_Park_Forward = Posizione: AVANTI #KAS_TJ2_Part_Park_Up = Posizione: SU #KAS_W1_Part_title = W-50 Verricello #KAS_W1_Part_manufacturer = KAS Labs, Inc. #KAS_W1_Part_description = Un antico saggio disse una volta: "Datemi la presa giusta, e con verricello solleverò Kerbin". Questo verricello non è effettivamente così forte, però può sollevare o trainare vascelli particolarmente ingombranti. Ricordati di attaccare una presa compatibile sull'altro veicolo. Inoltre, assicurati di avere abbastanza carica elettrica: il verricello è assetato di elettricità! #KAS_W1_Part_tags = KIS KAS winch cable connector cck-kas #KAS_W2_Part_title = HW-80 Verricello #KAS_W2_Part_manufacturer = KAS Labs, Inc. #KAS_W2_Part_description = Una versione pesante, del modello W-50. Ha cavo extra e migliora la forza di connessione. Comunque non può ancora sollevare Kerbin. Nota: La garanzia scade se si tenta di sbobinare bobine su Bob, non importa quali bobine o quale Bob! #KAS_W2_Part_tags = KIS KAS winch cable connector heavyduty cck-kas #kasLOC_00000 = Connessione troppo corta: <<1>> < <<2>> #kasLOC_00001 = Connessione troppo lunga: <<1>> > <<2>> #kasLOC_00002 = Limite d'angolo sull'origine raggiunto: <<1>> > <<2>> #kasLOC_00003 = Limite d'angolo sulla destinazione raggiunto: <<1>> > <<2>> #kasLOC_00004 = Forza di rottura della connessione: <<1>> #kasLOC_00005 = Coppia di rottura della connessione: <<1>> #kasLOC_00006 = Lunghezza minima della connessione: <<1>> #kasLOC_00007 = Lunghezza massima della connessione: <<1>> #kasLOC_00008 = Angolo limite all'origine: <<1>> #kasLOC_00009 = Angolo limite alla destinazione: <<1>> #kasLOC_00010 = Giuntura KAS #kasLOC_07000 = La connessione collide con: <<1>> #kasLOC_07001 = La connessione collide con la superficie #kasLOC_11000 = Controllo Remoto Verricello (<<1>>) #kasLOC_11001 = Rilascia #kasLOC_11002 = Rilascia il connettore e imposta la lunghezza del cavo al massimo #kasLOC_11003 = Distendi #kasLOC_11004 = Imposta la lunghezza del cavo alla distanza effettiva #kasLOC_11005 = Disconnetti #kasLOC_11006 = Disconnetti il cavo dalla parte destinazione #kasLOC_11007 = Chiudi #kasLOC_11008 = Chiudi Interfaccia #kasLOC_11009 = E #kasLOC_11010 = Evidenzia il verricello nella scena #kasLOC_11011 = Fuori uso #kasLOC_11012 = Impossibile contattare il verricello. Il vascello è controllabile? #kasLOC_11013 = Bloccato #kasLOC_11014 = Il nodo di attacco del verricello è bloccato da un altra parte #kasLOC_11015 = Ritratto #kasLOC_11016 = Il connettore è bloccato nel verricello #kasLOC_11017 = Inizia a ritrarre il cavo #kasLOC_11018 = inizia ad estendere il cavo #kasLOC_11019 = Ritrai il cavo #kasLOC_11020 = Estendi il cavo #kasLOC_11021 = Imposta velocità motore #kasLOC_11022 = Lunghezza estesa/reale del cavo #kasLOC_11023 = Velocità effettiva del motore / Velocità impostata del motore #kasLOC_11024 = Nessun verricello trovato nella scena! #kasLOC_11025 = <<1>> / <<2>> #kasLOC_11026 = <<1>> / <<2>> #kasLOC_11027 = <<1>> / <<2>> #kasLOC_09000 = Forza elastica d'arresto: <<1>> #kasLOC_09001 = Cavo KAS #kasLOC_05014 = Inizia a bloccare #kasLOC_05015 = Sblocca giuntura #kasLOC_05016 = Abilita sterzata attiva #kasLOC_05017 = Disabilita sterzata attiva #kasLOC_05010 = Stato blocco #kasLOC_05011 = Stato sterzata #kasLOC_05012 = Sensibilità sterzata #kasLOC_05013 = Direzione Sterzata #kasLOC_05018 = Normale #kasLOC_05019 = Invertita #kasLOC_05000 = La barra di traino si sta bloccando: ang. <<1>> #kasLOC_05001 = La barra di traino è BLOCCATA! #kasLOC_05002 = Disabilitata #kasLOC_05003 = Attiva #kasLOC_05004 = Vascello di destinazione è attivo #kasLOC_05005 = Destinazione non controllabile #kasLOC_05006 = Non bloccata #kasLOC_05007 = Disabilitata #kasLOC_05008 = Bloccata #kasLOC_05009 = In blocco #kasLOC_12015 = Apri Interfaccia #kasLOC_12000 = Trasferimento Risorse #kasLOC_12001 = <<1>> #kasLOC_12002 = <<1>> <<2>> #kasLOC_12003 = <<1>> / <<2>> #kasLOC_12004 = Velocità di trasferiemnto attuale: <<1>> unità al secondo #kasLOC_12005 = Chiudi finestra #kasLOC_12006 = Sorgente (sinistra): <<1>> #kasLOC_12007 = Connesso (destra): <<1>> #kasLOC_12008 = Mistura di componenti: <<1>> #kasLOC_12009 = Velocità di trasferimento automatica #kasLOC_12010 = La velocità verrà impostata per completare il trasferimento in <<1>> secondi #kasLOC_12011 = Avvia il trasferimento dal vascello connesso a quello sorgente #kasLOC_12012 = Trasferisce dal vascello connesso a quello sorgente #kasLOC_12013 = Avvia il trasferimento dal vascello sorgente a quello connesso #kasLOC_12014 = Trasferisce dal vascello sorgente a quello connesso #kasLOC_12016 = Non disponibile in modalità attracco #kasLOC_02000 = Tipo di connessione alla destinazione incompatibile #kasLOC_02001 = Sorgente non disponibile per una connessione #kasLOC_02002 = Destinazione non accetta connessioni #kasLOC_02003 = impossibile ripristinare connessione per: <<1>> #kasLOC_02004 = Connette con presa tipo: <<1>> #kasLOC_02005 = Sorgente Giuntura KAS #kasLOC_02006 = Modalità connessione: ATTRACCATO #kasLOC_02007 = Modalità connessione: NON ATTRACCATO #kasLOC_01000 = Clicca per stabilire una connessione (Lunghezza <<1>>) #kasLOC_01001 = Seleziona una presa compatibile o premi ESC #kasLOC_01002 = Impossibile attraccare: la modalità non è supportata #kasLOC_13007 = Afferra il connettore #kasLOC_13008 = Rimetti a posto il connettore #kasLOC_13009 = Stacca il connettore #kasLOC_13010 = Blocca il connettore #kasLOC_13006 = Stato connettore #kasLOC_13000 = Bloccato #kasLOC_13001 = Esteso #kasLOC_13002 = Inserito #kasLOC_13003 = Attraccato #kasLOC_13004 = La connessione tra il connettore e la parte è rotta #kasLOC_13005 = Impossibile connettere a: <<1>> #kasLOC_03000 = Accetta connessioni di tipo: <<1>> #kasLOC_03001 = Destinazione Giunture KAS #kasLOC_10000 = Raccogli connettore #kasLOC_100001 = Per lasciare il connettore premere: [<<1>>] #kasLOC_100002 = [<<1>>]: Raccoglie il connettore #kasLOC_10003 = Attacca il connettore #kasLOC_08010 = Apri interfaccia verricelli #kasLOC_08011 = Rilascia cavo #kasLOC_08012 = Distendi immediatamente #kasLOC_08009 = Lunghezza estesa del cavo #kasLOC_08000 = Niente energia! #kasLOC_08001 = Impossibile bloccare il connettore: non allineato #kasLOC_08002 = Connettore bloccato! #kasLOC_08003 = Connettore attraccato al verricello #kasLOC_08004 = Raggiunta la lunghezza massima del cavo: <<1>> #kasLOC_08005 = Ferma l'estensione #kasLOC_08006 = Estendi cavo #kasLOC_08007 = Ferma la trazione #kasLOC_08008 = Ritrai cavo #kasLOC_08013 = Verricello KAS #kasLOC_08014 = Massima velocità motore: <<1>> #kasLOC_04002 = Estendi al massimo #kasLOC_04003 = Ritrai al minimo #kasLOC_04000 = la connessione collide con: <<1>> #kasLOC_04001 = La connessione collide con la superficie #kasLOC_99000 = Puntone-40 #kasLOC_99001 = Cavo-10 #kasLOC_99002 = Tubo-30 #kasLOC_99003 = Puntone-100 #kasLOC_99004 = Cavo-35 #kasLOC_99005 = Tubo-70 #kasLOC_99006 = Puntone-150 #kasLOC_99007 = Cavo-60 #kasLOC_99008 = Tubo-100 #kasLOC_99009 = Kerbal Attachment System } } } UrlConfig { parentUrl = KAS/Lang/pt-br.cfg Localization { pt-br { #KAS_CH1_Part_title = Gancho de Cabo CH-1 #KAS_CH1_Part_manufacturer = Laboratórios SAK ltda. #KAS_CH1_Part_description = Um gancho no qual um cabo pode ser preso. É a outra metade da solução "manter-essas-coisas-juntas". #KAS_CH1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_JS1_Part_title = Soquete de Junta JS-1 #KAS_JS1_Part_manufacturer = Laboratórios SAK ltda. #KAS_JS1_Part_description = Esta junta multiuso tem uma variedade de funções: ela permite uma conexão firme e transferência de recursos! Um engenheiro certificado com muitos anos de experiência é necessário para instalar o soquete, mas uma vez preso, até um zelador pode usá-lo para conectar naves. #KAS_JS1_Part_tags = KIS KAS pipe tube cck-kas #KAS_PCB1_Part_title = Reforço de Cabo Portátil PCB-1 #KAS_PCB1_Part_manufacturer = Laboratórios SAK ltda. #KAS_PCB1_Part_description = É um simples guincho manualmente operado com uma pequena bobina de cabo de aço, que permite conectar coisas contanto que não estejam muito longe. Entretanto, deve existir um gancho na outra nave no qual prender o cabo, então este guincho apenas resolve metade do problema. #KAS_PCB1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_PCB1_Part_LinkBreak = Desconectar #KAS_PCB1_Part_LinkStart = Conectar #KAS_PortPylon_Part_title = Pylon GP-20 #KAS_PortPylon_Part_manufacturer = Laboratórios SAK ltda. #KAS_PortPylon_Part_description = Nossa linha de produtos RTS-1 Foi um grande sucesso! Entretanto, tivemos algumas reclamações; no fim das contas, às vezes o cano não é longo o suficiente! Para resolver esse problema, uma nova peça foi desenvolvida: um pylon leve com um soquete de cano integrado, permitindo que seja usado como extensor. Portanto é possível encadear linhas de recursos por longas distãncias, embora ao fazer isso, você deva precisar de pylons adicionais. Jebediah realmente queria botar uma geladeira de Kerba-Cola no interior oco, mas a P&D teve que rejeitar sua sugestão devido ao limite de massa estrito de 20kg. #KAS_PortPylon_Part_tags = KAS resource fuel transfer cck-kas #KAS_PortPylonPwr_Part_title = Pylon Bombado BGP-400 #KAS_PortPylonPwr_Part_manufacturer = Laboratórios SAK ltda. #KAS_PortPylonPwr_Part_description = O desenho desta peça foi inspirado pelo GP-20. Nossos engenheiros precisavam saber: o volume interno do pylon realmente poderia ser utilizado? E no fim das contas, ele pode! Então, eles decidiram enchê-lo com algumas baterias Z-100 e um módulo de controle simples. Não é tão legal quanto uma geladeira de Kerba-Cola, como Jebediah pediu, mas ainda é muito prático. Garantimos que as baterias são da melhor qualidade, e não meramente resgatadas da reciclagem. #KAS_PortPylonPwr_Part_tags = KAS resource fuel transfer cck-kas #KAS_RTS1_Part_title = Estação de Transferência de Recursos RTS-1 #KAS_RTS1_Part_manufacturer = Laboratórios SAK ltda. #KAS_RTS1_Part_description = Este cano permite a transferência de recursos entre naves. O diâmetro não é nada impressionante, mas como um carinha verde disse uma vez, "o tamanho não importa". Nossa tecnologia patenteada permite a transferência de qualquer coisa por ela, incluindo mas não somente: pedras, combustível, lanches, e até kerbals - o que quebra a garantia. #KAS_RTS1_Part_tags = KIS KAS resource fuel transfer cck-kas #KAS_TB60_Part_title = Barra de Reboque TB-60 #KAS_TB60_Part_manufacturer = Laboratórios SAK ltda. #KAS_TB60_Part_description = Uma solução simples para rebocar uma nave que não pode se mover sozinha. Se uma corda simples fosse usada, então a nave sendo rebocada provavelmente bateria no reboque ao freiar ou manobrar, mas com uma barra de reboque esse não é o caso. Além disso, ela pode ajudar a virar a nave rebocada, se possível. Assegure-se manter as baterias carregadas, senão a manobragem ativa não vai funcionar. #KAS_TB60_Part_tags = KIS KAS pipe tube tow towbar cck-kas #KAS_TB60_Part_LinkBreak = Desconectar naves #KAS_TB60_Part_LinkStart = Prender a uma nave #KAS_TB60_Part_Park_Forward = Park: FRENTE #KAS_TB60_Part_Park_Up = Park: CIMA #KAS_TJ1_Part_title = Junta Telescópica Fixa TJ-1 #KAS_TJ1_Part_manufacturer = Laboratórios SAK ltda. #KAS_TJ1_Part_description = Esta simples estrutura telescópica pode conectar rigidamente duas naves. A distância máxima de conexão é razoavelmente curta, mas sua força é adequada. O desenho foi inspirado por um pau de selfie que Jeb comprou na feirinha. #KAS_TJ1_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ1_Part_LinkBreak = Desconectar naves #KAS_TJ1_Part_LinkStart = Prender a uma nave #KAS_TJ1_Part_Park_Down = Park: BAIXO #KAS_TJ1_Part_Park_Forward = Park: FRENTE #KAS_TJ1_Part_Park_Up = Park: CIMA #KAS_TJ2_Part_title = Junta Telescópica Livre TJ-2 #KAS_TJ2_Part_manufacturer = Laboratórios SAK ltda. #KAS_TJ2_Part_description = É o mesmo pau-de-selfie TJ-1, exceto pelas dobradiças destravadas. De fato a melhor opção para manter naves conectadas afastadas sem restringir muito seus movimentos. #KAS_TJ2_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ2_Part_LinkBreak = Desconectar naves #KAS_TJ2_Part_LinkStart = Prender a uma nave #KAS_TJ2_Part_Park_Down = Park: BAIXO #KAS_TJ2_Part_Park_Forward = Park: FRENTE #KAS_TJ2_Part_Park_Up = Park: CIMA #KAS_W1_Part_title = Guincho W-50 #KAS_W1_Part_manufacturer = Laboratórios SAK ltda. #KAS_W1_Part_description = Um antigo sábio disse uma vez: "Me dê o soquete certo, e com um guicho puxarei Kerbin". Este guincho não é tão forte assim, mas ele pode levantar ou rebocar uma nave bem grandinha. Lembre-se de prender um soquete compatível na nave alvo. Além disso, garanta que a nave ativa tenha energia o suficiente: o guincho tem fome de eletricidade! #KAS_W1_Part_tags = KIS KAS winch cable connector cck-kas #KAS_W2_Part_title = Guincho HW-80 #KAS_W2_Part_manufacturer = Laboratórios SAK ltda. #KAS_W2_Part_description = Uma versão pesada do W-50. Ela tem cabeamento extra e uma força de conexão melhor. Entretanto, ela ainda é incapaz de puxar Kerbin. Nota: garantia nula se usada por gansos para guinchar ganchos, não importa se o ganso guincha o gancho ou o gancho engancha o ganso. #KAS_W2_Part_tags = KIS KAS winch cable connector heavyduty cck-kas #kasLOC_00000 = Ligação curta demais: <<1>> < <<2>> #kasLOC_00001 = Ligação longa demais: <<1>> > <<2>> #kasLOC_00002 = Limite do ângulo na fonte alcançado: <<1>> > <<2>> #kasLOC_00003 = Limite do ângulo no alvo alcançado: <<1>> > <<2>> #kasLOC_00004 = Força de ruptura da ligação: <<1>> #kasLOC_00005 = Torque de ruptura da ligação: <<1>> #kasLOC_00006 = Comprimento mínimo da ligação: <<1>> #kasLOC_00007 = Comprimento máximo da ligação: <<1>> #kasLOC_00008 = Limite de ângulo na fonte: <<1>> #kasLOC_00009 = Limite de ângulo no alvo: <<1>> #kasLOC_00010 = Junta SAK #kasLOC_07000 = Ligação colide com: <<1>> #kasLOC_07001 = Ligação colide com a superfície #kasLOC_11000 = Controle remoto do guincho (<<1>>) #kasLOC_11001 = Soltar #kasLOC_11002 = Solta o conector e ajusta o comprimento do cabo para o máximo. #kasLOC_11003 = Esticar #kasLOC_11004 = Ajusta o comprimento do cabo para a distância real. #kasLOC_11005 = Desencaixar #kasLOC_11006 = Desencaixa o cabo da peça alvo. #kasLOC_11007 = Fechar #kasLOC_11008 = Fecha interface. #kasLOC_11009 = H #kasLOC_11010 = Destaca o guincho no cenário. #kasLOC_11011 = Offline #kasLOC_11012 = Impossível contatar o guincho. A nave é controlável? #kasLOC_11013 = Bloqueada! #kasLOC_11014 = O nó de encaixe do guincho está bloqueado por outra peça. #kasLOC_11015 = Retraído! #kasLOC_11016 = O conector está travado no guincho. #kasLOC_11017 = Iniciar retração do cabo #kasLOC_11018 = Iniciar extensão do cabo #kasLOC_11019 = Retrair o cabo #kasLOC_11020 = Estender o cabo #kasLOC_11021 = Velocidade máxima do motor #kasLOC_11022 = O comprimento disposto/real do cabo #kasLOC_11023 = Velocidade atual do motor / Velocidade máxima #kasLOC_11024 = Nenhum guincho encontrado! #kasLOC_11025 = <<1>> / <<2>> #kasLOC_11026 = <<1>> / <<2>> #kasLOC_11027 = <<1>> / <<2>> #kasLOC_09000 = Força da mola: <<1>> #kasLOC_09001 = Cabo SAK #kasLOC_05014 = Iniciar travamento #kasLOC_05015 = Destravar juntas #kasLOC_05016 = Habilitar direção ativa #kasLOC_05017 = Desabilitar direção ativa #kasLOC_05010 = Estado do travamento #kasLOC_05011 = Estado da direção #kasLOC_05012 = Sensibilidade da direção #kasLOC_05013 = Direção da manobragem #kasLOC_05018 = Normal #kasLOC_05019 = Invertida #kasLOC_05000 = Barra de reboque travando: diff <<1>> #kasLOC_05001 = A barra de reboque está TRAVADA! #kasLOC_05002 = Desabilitada #kasLOC_05003 = Ativa #kasLOC_05004 = Alvo é a nave ativa #kasLOC_05005 = Alvo incontrolável #kasLOC_05006 = Não travado #kasLOC_05007 = Desabilitado #kasLOC_05008 = Travado #kasLOC_05009 = Travando #kasLOC_12015 = Abrir interface #kasLOC_12000 = Transferência de recursos #kasLOC_12001 = <<1>> #kasLOC_12002 = <<1>> <<2>> #kasLOC_12003 = <<1>> / <<2>> #kasLOC_12004 = Taxa de transferência atual: <<1>> unidades/segundo #kasLOC_12005 = Fechar diálogo #kasLOC_12006 = Dono (esquerda): <<1>> #kasLOC_12007 = Conectado (direita): <<1>> #kasLOC_12008 = Uma mistura dos componentes: <<1>> #kasLOC_12009 = Dimensionar transferência automaticamente #kasLOC_12010 = A taxa será ajustada para que a transferência seja concluída em <<1>> segundos. #kasLOC_12011 = Iniciar transferência da nave conectada para a dona #kasLOC_12012 = Transferir da nave conectada para a dona #kasLOC_12013 = Iniciar transferência da nave dona para a conectada #kasLOC_12014 = Transferir da nave dona para a conectada #kasLOC_12016 = Indisponível no modo acoplado #kasLOC_02000 = Tipo de ligação do alvo incompatível #kasLOC_02001 = Fonte indisponível para ligações #kasLOC_02002 = Alvo não aceita ligações #kasLOC_02003 = Impossível restaurar ligação para: <<1>> #kasLOC_02004 = Ligações com soquete tipo: <<1>> #kasLOC_02005 = Fonte de Junta SAK #kasLOC_02006 = Modo de ligação: ACOPLADO #kasLOC_02007 = Modo de ligação: DESACOPLADO #kasLOC_01000 = Clique para estabelecer uma ligação (Comprimento: <<1>>) #kasLOC_01001 = Selecione um soquete compatível ou aperte ESC #kasLOC_01002 = Impossível acoplar: modo não suportado #kasLOC_13007 = Pegar conector #kasLOC_13008 = Devolver conector #kasLOC_13009 = Desencaixar conector #kasLOC_13010 = Travar conector #kasLOC_13006 = Estado do conector #kasLOC_13000 = Travado #kasLOC_13001 = Colocado #kasLOC_13002 = Plugado #kasLOC_13003 = Acoplado #kasLOC_13004 = A ligação entre o conector e a peça foi quebrada. #kasLOC_13005 = Impossível ligar com: <<1>> #kasLOC_03000 = Aceita ligações tipo: <<1>> #kasLOC_03001 = Alvo de Junta SAK #kasLOC_10000 = Pegar conector #kasLOC_100001 = Para soltar o conector aperte [<<1>>] #kasLOC_100002 = [<<1>>]: Pegar conector #kasLOC_10003 = Prender conector #kasLOC_08010 = Abrir interface do guincho #kasLOC_08011 = Soltar cabo #kasLOC_08012 = Esticar instantaneamente #kasLOC_08009 = Comprimento do cabo disposto #kasLOC_08000 = Sem energia! #kasLOC_08001 = Impossível travar o conector: não alinhado #kasLOC_08002 = Conector travado! #kasLOC_08003 = Conector acoplado ao guincho #kasLOC_08004 = Comprimento máximo do cabo alcançado: <<1>> #kasLOC_08005 = Parar extensão #kasLOC_08006 = Estender cabo #kasLOC_08007 = Parar retração #kasLOC_08008 = Retrair cabo #kasLOC_08013 = Guincho SAK #kasLOC_08014 = Velocidade máxima do motor: <<1>> #kasLOC_04002 = Estender ao máximo #kasLOC_04003 = Retrair to mínimo #kasLOC_04000 = Ligação colide com: <<1>> #kasLOC_04001 = Ligação colide com a superfície #kasLOC_99000 = Cano-40 #kasLOC_99001 = Cabo-10 #kasLOC_99002 = Mangueira-30 #kasLOC_99003 = Cano-100 #kasLOC_99004 = Cabo-35 #kasLOC_99005 = Mangueira-70 #kasLOC_99006 = Cano-150 #kasLOC_99007 = Cabo-60 #kasLOC_99008 = Mangueira-100 #kasLOC_99009 = Sistema de Anexos Kerbal } } } UrlConfig { parentUrl = KAS/Lang/ru.cfg Localization { ru { #KAS_CH1_Part_title = Крюк Для Троса CH-1 #KAS_CH1_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_CH1_Part_description = Крюк, на который можно закрепить трос. Это вторая половина решения "держим это всё вместе". #KAS_CH1_Part_tags = KAS cable rope tie КАС трос кабель крюк cck-kas #KAS_GrapplingHook_Part_title = Захват HG-02 #KAS_GrapplingHook_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_GrapplingHook_Part_description = Всем понравилась идея «загарпунивать» объекты в космосе. Однако, гарпун не мог справиться с модулями станции - их ведь делают из металла. Юджин предложил решение: замените гарпун на присоску. Сработало, но это уже больше не гарпун. #KAS_GrapplingHook_Part_tags = KAS hook harpoon winch КАС крюк гарпун лебёдка лебедка cck-kas #KAS_GrapplingHook_Part_DetachDartEventText = Отцепить захват #KAS_Harpoon_Part_title = Гарпун HP-01 #KAS_Harpoon_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_Harpoon_Part_description = Эта идея была предложена Биллом, когда он вернулся из отпуска. Он охотился в море с гарпунным ружьем. Ни во что не попал, конечно, но желание что-то "загарпунить" осталось. Почему бы не какой-нибудь астероид в космосе? Так и появился этот космический гарпун. Кстати, он может даже загарпунить планету. #KAS_Harpoon_Part_tags = KAS hook harpoon winch КАС крюк гарпун лебёдка лебедка cck-kas #KAS_Harpoon_Part_DetachDartEventText = Отцепить гарпун #KAS_JS1_Part_title = Универсальное Гнездо JS-1 #KAS_JS1_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_JS1_Part_description = Это многоцелевое гнездо имеет множество функций: оно может как обеспечить прочное соединение, так и обслуживать передачу ресурсов. Чтобы установить такое гнездо на аппарат требуется сертифицированный инженер с многолетним опытом, но когда это сделано даже дворник сможет использовать его для соединения аппаратов! #KAS_JS1_Part_tags = KAS pipe tube КАС труба гнездо кабель трос cck-kas #KAS_PCB1_Part_title = Трос Стяжка PCB-1 #KAS_PCB1_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_PCB1_Part_description = Это простая ручная лебёдка с небольшой катушкой из стального троса, которая позволяет вам привязывать объекты друг к другу, пока они не слишком далеко. На другом объекте должен быть крюк, на котором можно закрепить трос, поэтому эта стяжка решает только половину проблемы. #KAS_PCB1_Part_tags = KAS cable rope tie КАС кабель трос стяжка cck-kas #KAS_PCB1_Part_LinkBreak = Отсоединить #KAS_PCB1_Part_LinkStart = Соединить #KAS_PortPylon_Part_title = Пилон GP-20 #KAS_PortPylon_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_PortPylon_Part_description = Станция RTS-1 имела небывалый успех, но были и негативные отзывы: зачастую длина шланга оказывалась недостаточной. Для решения этой проблемы был разработан легковесный полый блок со встроенным гнездом для шланга. Этот блок можно использовать как удлинитель. Джебб так же предлагал разместить внутри холодильник для Керба-Колы - все равно же место пропадает, но от этой идеи отказались. #KAS_PortPylon_Part_tags = KAS resource fuel transfer КАС топливо ресурсы cck-kas #KAS_PortPylonPwr_Part_title = Пилон на Батарейках BGP-400 #KAS_PortPylonPwr_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_PortPylonPwr_Part_description = Эта деталь стала логичным продолжением GP-20. Наши инженеры задумались: может и правда использовать внутренний объём для чего-то полезного? Так родилась идея заполнить его использованными батареями Z-100 и добавить примитивный модуль управления. Это, конечно, не холодильник для Керба-Колы как просил Джебб, но тоже очень практично. Да и всё равно надо было куда-то девать все эти батареи... #KAS_PortPylonPwr_Part_tags = KAS resource fuel transfer КАС топливо ресурсы cck-kas #KAS_RTS1_Part_title = Станция Переноса Ресурсов RTS-1 #KAS_RTS1_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_RTS1_Part_description = Этот шланг на катушке позволяет передавать ресурсы между аппаратами. Диаметр шланга так себе, но как сказал один зелёный человечек: "Размер не важен, когда Сила твой союзник". Наша "сила" - это патентованная технология, позволяющая передавать через обычный шланг всё, что угодно: камни, топливо, закуски и даже кербалов! Впрочем, в последнем случае - никаких гарантий. #KAS_RTS1_Part_tags = KAS resource fuel transfer КАС топливо ресурсы cck-kas #KAS_TB60_Part_title = Фаркоп TB-60 #KAS_TB60_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_TB60_Part_description = Простое решение для буксировки аппаратов, которые не могут двигаться сами. Если бы для этого использовался канат, то буксируемый аппарт неизбежно бы сталкивался с буксиром при торможении или манёврах, но с фаркопом эта прорблема решена. Кроме того, он может помочь в управлении буксируемым аппаратом, если тот имеет систему управления и батареи в нём исправны и заряжены. #KAS_TB60_Part_tags = KAS pipe tube tow towbar КАС труба фаркоп буксировка cck-kas #KAS_TB60_Part_LinkBreak = Отсоединить фаркоп #KAS_TB60_Part_LinkStart = Присоединить фаркоп #KAS_TB60_Part_Park_Forward = Закрепить: ВПЕРЁД #KAS_TB60_Part_Park_Up = Закрепить: ВВЕРХ #KAS_TJ1_Part_title = Жёсткая Распорка TJ-1 #KAS_TJ1_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_TJ1_Part_description = Эта простая телескопическая распорка может жестко соединить два аппарата. Максимальное расстояние соединения довольно небольшое, но зато его прочность очень хороша. Идею этого дизайна разработчики позаимствовали у палки для селфи, которую Джебб купил на распродаже. #KAS_TJ1_Part_tags = KAS pipe tube КС труба распорка cck-kas #KAS_TJ1_Part_LinkBreak = Отсоединить аппарат #KAS_TJ1_Part_LinkStart = Соединить с аппаратом #KAS_TJ1_Part_Park_Down = Закрепить: ВНИЗ #KAS_TJ1_Part_Park_Forward = Закрепить: ВПЕРЁД #KAS_TJ1_Part_Park_Up = Закрепить: ВВЕРХ #KAS_TJ2_Part_title = Свободная Распорка TJ-2 #KAS_TJ2_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_TJ2_Part_description = По сути, это та же TJ-1 "Палка Для Сэлфи", вот только соединение не жёсткое, и узлы могу свободно вращаться. Это просто отличное решение когда аппараты надо соединить, но не нужно ограничивать их свободу перемещения относительно друг-друга. #KAS_TJ2_Part_tags = KIS KAS pipe tube труба распорка cck-kas #KAS_TJ2_Part_LinkBreak = Отсоединить аппарат #KAS_TJ2_Part_LinkStart = Соединить с аппаратом #KAS_TJ2_Part_Park_Down = Закрепить: ВНИЗ #KAS_TJ2_Part_Park_Forward = Закрепить: ВПЕРЁД #KAS_TJ2_Part_Park_Up = Закрепить: ВВЕРХ #KAS_W1_Part_title = Лебёдка W-50 #KAS_W1_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_W1_Part_description = Один мудрец сказал: "Дайте мне правильное гнездо, и с помощью лебёдки я вытяну Кербин". Эта лебёдка не настолько сильная, но тем не менее может поднимать и стягивать весьма громоздкие объекты. Тут важно не забыть заранее установить на них совместимое гнездо. #KAS_W1_Part_tags = KAS winch cable connector КАС лебёдка лебедка трос cck-kas #KAS_W2_Part_title = Лебёдка HW-80 #KAS_W2_Part_manufacturer = НИИ Крепёжной Арматуры и Стяжек (КАС) #KAS_W2_Part_description = Усиленная версия лебёдки W-50. Имеет увеличенный запас троса и выдерживает существенно большие нагрузки. Однако, притянуть Кербин она всё ещё не может. #KAS_W2_Part_tags = KAS winch cable connector heavyduty КАС лебёдка лебедка трос cck-kas #kasLOC_00000 = Слишком близко: <<1>> < <<2>> #kasLOC_00001 = Слишком далеко: <<1>> > <<2>> #kasLOC_00002 = Предельный угол на детали: <<1>> > <<2>> #kasLOC_00003 = Предельный угол на гнезде: <<1>> > <<2>> #kasLOC_00004 = Прочность: <<1>> #kasLOC_00005 = Прочность на сдвиг: <<1>> #kasLOC_00006 = Минимальная длина: <<1>> #kasLOC_00007 = Максимальная длина: <<1>> #kasLOC_00008 = Предельный угол у детали: <<1>> #kasLOC_00009 = Предельный угол у гнезда: <<1>> #kasLOC_00010 = Соединение #kasLOC_07000 = Помеха: <<1>> #kasLOC_07001 = Помеха: поверхность #kasLOC_11000 = Удалённое Управление Лебёдками (<<1>>) #kasLOC_11001 = Выпустить #kasLOC_11002 = Выпустить трос лебёдки на максимальную длину #kasLOC_11003 = Натянуть #kasLOC_11004 = Подтянуть трос до реального расстояния до присоединённого аппарата #kasLOC_11005 = Отсоединить #kasLOC_11006 = Отсоединить разъём от присоединённого аппарата #kasLOC_11007 = Закрыть #kasLOC_11008 = Закрыть диалог #kasLOC_11009 = В #kasLOC_11010 = Выделить лебёдку цветом на аппарате #kasLOC_11011 = НЕДОСТУПНА #kasLOC_11012 = Невозможно связаться с лебёдкой. Может аппарат неуправляем? #kasLOC_11013 = БЛОКИРОВАНА #kasLOC_11014 = Разъём лебёдки заблокирован другой деталью #kasLOC_11015 = ОЖИДАЕТ #kasLOC_11016 = Трос полностью выбран, и разъём заблокирвоан на лебёдке #kasLOC_11017 = Начать втягивать трос #kasLOC_11018 = Начать выпускать трос #kasLOC_11019 = Втягивать трос (пока нажата кнопка) #kasLOC_11020 = Выпускать трос (пока нажата кнопка) #kasLOC_11021 = Настройка максимальной скорости мотора #kasLOC_11022 = Выпущенная/реальная длина троса (он может растягиваться под нагрузкой) #kasLOC_11023 = Текущая/максимальная скорость мотора #kasLOC_11024 = Не найдено ни одной лебёдки в текущей сцене! #kasLOC_11025 = <<1>> / <<2>> #kasLOC_11026 = <<1>> / <<2>> #kasLOC_11027 = <<1>> / <<2>> #kasLOC_09000 = Упругость: <<1>> #kasLOC_09001 = Трос #kasLOC_05014 = Начать блокирование соедиения #kasLOC_05015 = Отменить блокировку соединения #kasLOC_05016 = Включить режим подруливания #kasLOC_05017 = Выключить режим подруливания #kasLOC_05010 = Блокировка соединения #kasLOC_05011 = Подруливание #kasLOC_05012 = Чувстивтельность #kasLOC_05013 = Подруливание #kasLOC_05018 = Прямое #kasLOC_05019 = Обратное #kasLOC_05000 = Фаркоп фиксируется: расхождение <<1>> #kasLOC_05001 = Фаркоп ЗАБЛОКИРОВАЛСЯ! #kasLOC_05002 = ВЫКЛ #kasLOC_05003 = АКТИВНО #kasLOC_05004 = ВЫКЛ, состыкован #kasLOC_05005 = ВЫКЛ, неуправляем #kasLOC_05006 = ВЫКЛ, незаблокирован #kasLOC_05007 = ВЫКЛ #kasLOC_05008 = АКТИВНА #kasLOC_05009 = НАСТРОЙКА #kasLOC_12015 = Открыть диалог #kasLOC_12000 = Перенос Ресурсов #kasLOC_12001 = <<1>> #kasLOC_12002 = <<1>> <<2>> #kasLOC_12003 = <<1>> / <<2>> #kasLOC_12004 = Скорость переноса: <<1>> единиц в секунду #kasLOC_12005 = Закрыть диалог #kasLOC_12006 = Владелец (слева): <<1>> #kasLOC_12007 = Присоединеный КА (справа): <<1>> #kasLOC_12008 = Смесь компонентов: <<1>> #kasLOC_12009 = Автоматически подбирать скорость переноса #kasLOC_12010 = Выбирать скорость так, чтобы завершить перенос за <<1>> секунд #kasLOC_12011 = Запустить перенос от присоединённого КА к владельцу #kasLOC_12012 = Переносить от присоединённого КА к владельцу (пока нажато) #kasLOC_12013 = Запустить перенос от владельца к присоединённому КА #kasLOC_12014 = Переносить от владельца к присоединённому КА (пока нажато) #kasLOC_12016 = Недоступно на пристыкованном аппарате #kasLOC_12017 = Нет ресурсов для переноса #kasLOC_02000 = Несовместмый тип гнезда #kasLOC_02001 = Разъём недоступен для соединения #kasLOC_02002 = Гнездо не готово к соединению #kasLOC_02003 = Соединение не восстановлено: <<1>> #kasLOC_02004 = Для гнезда: <<1>> #kasLOC_02005 = Разъём #kasLOC_02006 = Cтыковать аппараты: ДА #kasLOC_02007 = Cтыковать аппараты: НЕТ #kasLOC_02008 = Гнездо не может пристыковаться #kasLOC_02009 = Рассоединение из-за действий в режиме строительства в открытом космосе #kasLOC_02010 = Интерактивные связи недоступны в режиме строительства в открытом космосе #kasLOC_01000 = Кликните чтобы создать связь\n(длина: <<1>>) #kasLOC_01001 = Выберите совместимое гнездо или нажмите [ESC] #kasLOC_01002 = Невозможно состыковать: не поддерживается #kasLOC_13007 = Взять разъём #kasLOC_13008 = Вернуть разъём #kasLOC_13009 = Отсоединить разъём #kasLOC_13010 = Заблокировать разъём #kasLOC_13006 = Состояние разъёма #kasLOC_13000 = Зафиксирован #kasLOC_13001 = Выпущен #kasLOC_13002 = Подключён #kasLOC_13003 = Пристыкован #kasLOC_13004 = Соединение разъема с деталью разорвано #kasLOC_13005 = Невозможно соединиться с:\n<<1>> #kasLOC_03000 = Под разъём: <<1>> #kasLOC_03001 = Гнездо #kasLOC_10000 = Подобрать разъём #kasLOC_100001 = Чтобы бросить разъём нажмите: [<<1>>] #kasLOC_100002 = [<<1>>]: Подобрать разъём #kasLOC_10003 = Закрепить разъём #kasLOC_08015 = Выпустить трос #kasLOC_08016 = Втянуть трос #kasLOC_08017 = Остановить мотор #kasLOC_08018 = Выпустить на макс. #kasLOC_08010 = Открыть диалог #kasLOC_08011 = Выпустить трос на макс.длину #kasLOC_08012 = Натянуть трос #kasLOC_08020 = Отстрелить разъём #kasLOC_08009 = Свободная длина троса #kasLOC_08000 = Недостаточно электричества! #kasLOC_08001 = Разъём не блокируется: не выровнен #kasLOC_08002 = Разъём заблокирован! #kasLOC_08003 = Разъём пристыковался к лебёдке #kasLOC_08004 = Достигнута максимальная длина: <<1>> #kasLOC_08005 = Прекратить выпускать трос #kasLOC_08006 = Начать выпускать трос #kasLOC_08007 = Прекратить втягивать трос #kasLOC_08008 = Начать втягивать трос #kasLOC_08013 = Лебёдка #kasLOC_08014 = Скорость мотора: <<1>> #kasLOC_08019 = Сила отстрела разъёма: <<1>> #kasLOC_14000 = Дротик #kasLOC_14001 = Нужна сила удара: <<1>> #kasLOC_14002 = Прочность сцепления: <<1>> #kasLOC_14003 = Сцепляется с деталями #kasLOC_14004 = Сцепляется с поверхностью #kasLOC_14005 = Сцепляется с кометами и астероидами #kasLOC_14006 = Сцепляется при ударе\nТребуется кербал чтобы отцепить #kasLOC_04002 = Разложить на макс.длину #kasLOC_04003 = Полностью сложить #kasLOC_04000 = Помеха: <<1>> #kasLOC_04001 = Помеха: поверхность #kasLOC_99000 = Труба-40 #kasLOC_99001 = Трос-10 #kasLOC_99002 = Шланг-30 #kasLOC_99003 = Труба-100 #kasLOC_99004 = Трос-35 #kasLOC_99005 = Шланг-70 #kasLOC_99006 = Труба-150 #kasLOC_99007 = Трос-60 #kasLOC_99008 = Шланг-100 #kasLOC_99009 = Крепежная Арматура и Стяжки #kasLOC_99010 = Корридор-1000 #kasLOC_99011 = Корридор-1500 } } } UrlConfig { parentUrl = KAS/Lang/zh-cn.cfg Localization { zh-cn { #KAS_CH1_Part_title = CH-1 缆索挂钩 #KAS_CH1_Part_manufacturer = KAS Labs, Inc. #KAS_CH1_Part_description = 一个用来固定缆索的挂钩。这能解决另一半关于"如何把东西拼在一起"的问题。 #KAS_CH1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_JS1_Part_title = JS-1 套接底座 #KAS_JS1_Part_manufacturer = KAS Labs, Inc. #KAS_JS1_Part_description = 这个多用途的底座用途很多:建立牢固的连接,传输资源!虽然安装该底座需要一名经验老道的认证工程师,但一旦安装完毕,即使是个清洁工也能用它来连接2个航天器。 #KAS_JS1_Part_tags = KIS KAS pipe tube cck-kas #KAS_PCB1_Part_title = PCB-1 便携式缆索绞盘 #KAS_PCB1_Part_manufacturer = KAS Labs, Inc. #KAS_PCB1_Part_description = 这是一个十分简单的手摇式钢索绞盘,内置了一小段钢缆,只要2个物体相距不太远就可以用其进行连接。 但是,另一个物体上必须有一个挂钩来固定缆索,所以才说这个绞盘只解决了一半的问题。 #KAS_PCB1_Part_tags = KIS KAS cable rope tie cck-kas #KAS_PCB1_Part_LinkBreak = 断开连接 #KAS_PCB1_Part_LinkStart = 连接 #KAS_PortPylon_Part_title = GP-20 塔架 #KAS_PortPylon_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylon_Part_description = 我们的RTS-1产品系列非常成功!不过,也还是萌生了一些抱怨的声音,原来,有时连接管道它的长度刚好就是差了那么一点!为了解决这个问题,我们研发了一个新的部件:一个内置管道套接基座的轻型塔架,还可以充当扩展部件。可见,长距离的资源传输是完全可行的,虽然要这么做的话,你可能得要建造安装一堆塔架。Jeb非常想在中空的位置那里放一个坎口可乐冰箱,但由于严格的20公斤的质量限制,研发部门不得不拒绝他的建议。 #KAS_PortPylon_Part_tags = KAS resource fuel transfer cck-kas #KAS_PortPylonPwr_Part_title = BGP-400 增强版塔架 #KAS_PortPylonPwr_Part_manufacturer = KAS Labs, Inc. #KAS_PortPylonPwr_Part_description = 这个部件的设计灵感来自于GP-20。我们的工程师想知道:塔架内部的空间真的能被继续利用吗?结果证明是可以的!就这样,他们决定在那里装满Z-100电池,再放一个简单的控制模块。 它不像Jeb所要求的那个酷酷的坎口可乐冰箱,但它仍然非常实用。请放心,所用电池的质量是最好的,而不是从垃圾桶里捡的。 #KAS_PortPylonPwr_Part_tags = KAS resource fuel transfer cck-kas #KAS_RTS1_Part_title = RTS-1 资源传输绞盘 #KAS_RTS1_Part_manufacturer = KAS Labs, Inc. #KAS_RTS1_Part_description = 里面的管道用于在不同的航天器之间传输资源。 直径大小并没有那么惊人,但正如一个小绿家伙曾经说过的,“大小不是问题。” 我们的专利技术能让它传输任意数量的东西,能传输的东西包括但不限于:岩石,燃料,零食,甚至是坎巴拉人。在后一种情况下,保修无效。 #KAS_RTS1_Part_tags = KIS KAS resource fuel transfer cck-kas #KAS_TB60_Part_title = TB-60 牵引杆 #KAS_TB60_Part_manufacturer = KAS Labs, Inc. #KAS_TB60_Part_description = 可以用来拖拽失去移动能力的航天器。如果单单只用一根简单的绳子来这样做的话,那么被拖拽的航天器在你制动或执行机动操作时就有可能撞到前面的航天器,但如果你使用的是牵引杆,那就不会发生这种情况。此外,当条件符合时,它还可以帮被拖的航天器转向。一定要保证电量充足,否则主动转向功能将不起作用。 #KAS_TB60_Part_tags = KIS KAS pipe tube tow towbar cck-kas #KAS_TB60_Part_LinkBreak = 断开连接 #KAS_TB60_Part_LinkStart = 连接 #KAS_TB60_Part_Park_Forward = 固定方向:90° #KAS_TB60_Part_Park_Up = 固定方向:0° #KAS_TJ1_Part_title = TJ-1 固定伸缩杆 #KAS_TJ1_Part_manufacturer = KAS Labs, Inc. #KAS_TJ1_Part_description = 这种简单的伸缩式杆可以牢固地连接两个航天器。 虽说最大连接距离比较短,但好在其强度十分足够。 设计的灵感来自Jeb在二手商店购买的自拍杆。 #KAS_TJ1_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ1_Part_LinkBreak = 断开连接 #KAS_TJ1_Part_LinkStart = 连接 #KAS_TJ1_Part_Park_Down = 固定方向:180° #KAS_TJ1_Part_Park_Forward = 固定方向:90° #KAS_TJ1_Part_Park_Up = 固定方向:0° #KAS_TJ2_Part_title = TJ-2 自由伸缩杆 #KAS_TJ2_Part_manufacturer = KAS Labs, Inc. #KAS_TJ2_Part_description = 除了铰链是可运动的,和TJ-1“自拍杆”没什么两样。保证了连接的航天器不会相撞,又不会过度限制其运动,此乃最佳解决方案。 #KAS_TJ2_Part_tags = KIS KAS pipe tube cck-kas #KAS_TJ2_Part_LinkBreak = 断开连接 #KAS_TJ2_Part_LinkStart = 连接 #KAS_TJ2_Part_Park_Down = 固定方向:180° #KAS_TJ2_Part_Park_Forward = 固定方向:90° #KAS_TJ2_Part_Park_Up = Park:固定方向:0° #KAS_W1_Part_title = W-50 绞盘 #KAS_W1_Part_manufacturer = KAS Labs, Inc. #KAS_W1_Part_description = 一位古老的圣人曾经说过:“给我一个强大的基座,我用绞盘能拉动整个Kerbin”。 这个绞盘并没有强大到能拉动Kerbin,不过它可以抬起或牵引一艘相当庞大的航天器。 请记得在目标航天器上安装好兼容的连接底座。 此外,确保飞船上有足够的电力:绞盘很费电! #KAS_W1_Part_tags = KIS KAS winch cable connector cck-kas #KAS_W2_Part_title = HW-80 绞盘 #KAS_W2_Part_manufacturer = KAS Labs, Inc. #KAS_W2_Part_description = W-50绞盘型号的重型版本。增加了缆索的长度,缆索的连接强度也被增强。但是,它仍然不能拉动Kerbin。注意:如果绞盘用于绞死女巫,则保修无效,不管是用的哪个绞盘还是绞死的哪个女巫。 #KAS_W2_Part_tags = KIS KAS winch cable connector heavyduty cck-kas #kasLOC_00000 = 连接太短: <<1>> < <<2>> #kasLOC_00001 = 连接太长: <<1>> > <<2>> #kasLOC_00002 = 达到源角度限制: <<1>> > <<2>> #kasLOC_00003 = 达到目标角度限制: <<1>> > <<2>> #kasLOC_00004 = 连接断开力度: <<1>> #kasLOC_00005 = 连杆扭矩: <<1>> #kasLOC_00006 = Minimum link length: <<1>> #kasLOC_00007 = 最小连接长度:<<1>> #kasLOC_00008 = 源角限制: <<1>> #kasLOC_00009 = 目标角度限制: <<1>> #kasLOC_00010 = KAS接头 #kasLOC_07000 = 连接与以下对象冲突: <<1>> #kasLOC_07001 = 连接与地面发生碰撞 #kasLOC_11000 = 绞盘远程控制 (<<1>>) #kasLOC_11001 = 松开 #kasLOC_11002 = 松开接头并将缆绳并将长度设置为最大值 #kasLOC_11003 = 弹性 #kasLOC_11004 = 将缆绳长度设置为“拉伸”按钮的实际距离。 #kasLOC_11005 = 断开 #kasLOC_11006 = 从目标部件上断开缆绳 #kasLOC_11007 = 关闭 #kasLOC_11008 = 关闭 #kasLOC_11009 = H #kasLOC_11010 = 高亮绞盘 #kasLOC_11011 = 未连接 #kasLOC_11012 = 无法访问绞盘。飞船是否可控? #kasLOC_11013 = 被阻挡 #kasLOC_11014 = 绞盘连接节点被其他部件阻挡 #kasLOC_11015 = 收回 #kasLOC_11016 = 接头被锁定在绞盘中。 #kasLOC_11017 = 开始收回缆绳 #kasLOC_11018 = 开始延长缆绳 #kasLOC_11019 = 收回缆绳 #kasLOC_11020 = 延长缆绳 #kasLOC_11021 = 电机速度设置 #kasLOC_11022 = 缆绳的展开/实际长度 #kasLOC_11023 = 当前电机转速/电机转速设置 #kasLOC_11024 = 未发现绞盘! #kasLOC_11025 = <<1>> / <<2>> #kasLOC_11026 = <<1>> / <<2>> #kasLOC_11027 = <<1>> / <<2>> #kasLOC_09000 = 弹力: <<1>> #kasLOC_09001 = KAS 缆绳 #kasLOC_05014 = 开始锁定 #kasLOC_05015 = 解锁接头 #kasLOC_05016 = 启用主动转向 #kasLOC_05017 = 关闭主动转向 #kasLOC_05010 = 锁定状态 #kasLOC_05011 = 转向状态 #kasLOC_05012 = 转向灵敏度 #kasLOC_05013 = 转向:方向 #kasLOC_05018 = 正常 #kasLOC_05019 = 反转 #kasLOC_05000 = 锁定牵引杆中:移动中 <<1>> #kasLOC_05001 = 牵引杆被锁定! #kasLOC_05002 = 禁用 #kasLOC_05003 = 可用 #kasLOC_05004 = 目标已处于控制状态 #kasLOC_05005 = 目标无法控制 #kasLOC_05006 = 未锁定 #kasLOC_05007 = 禁用 #kasLOC_05008 = 已锁定 #kasLOC_05009 = 锁定中 #kasLOC_12015 = 打开界面 #kasLOC_12000 = 资源转移 #kasLOC_12001 = <<1>> #kasLOC_12002 = <<1>> <<2>> #kasLOC_12003 = <<1>> / <<2>> #kasLOC_12004 = 当前传输速度: <<1>> units per second #kasLOC_12005 = 关闭对话框 #kasLOC_12006 = 本体(左): <<1>> #kasLOC_12007 = 已连接(右): <<1>> #kasLOC_12008 = 部件的混合物: <<1>> #kasLOC_12009 = 自动改变传输速度 #kasLOC_12010 = 将自动设置速度,以便在 <<1>> 秒内完成传输 #kasLOC_12011 = 开始从目标转移到本体 #kasLOC_12012 = 从目标转移到本体 #kasLOC_12013 = 开始从本体转移到目标 #kasLOC_12014 = 从本体转移到目标 #kasLOC_12016 = 在对接模式下不可用 #kasLOC_02000 = 目标连接类型不兼容 #kasLOC_02001 = 源不可用于连接 #kasLOC_02002 = 目标不可用于连接 #kasLOC_02003 = 无法恢复连接: <<1>> #kasLOC_02004 = 按基座类型连接: <<1>> #kasLOC_02005 = KAS 源接头 #kasLOC_02006 = 连接状态:对接 #kasLOC_02007 = 连接状态:未对接 #kasLOC_01000 = 单击以建立连接 (长度 <<1>>) #kasLOC_01001 = 选择兼容的基座否则按Esc键退出 #kasLOC_01002 = 无法对接:不支持该模式 #kasLOC_13007 = 抓取接头 #kasLOC_13008 = 放回接头 #kasLOC_13009 = 分离接头 #kasLOC_13010 = 锁定接头 #kasLOC_13006 = 接头状态 #kasLOC_13000 = 已锁定 #kasLOC_13001 = 已部署 #kasLOC_13002 = 已接入 #kasLOC_13003 = 已对接 #kasLOC_13004 = 接头和部件之间的连接已断开 #kasLOC_13005 = 无法连接到: <<1>> #kasLOC_03000 = 接受连接类型: <<1>> #kasLOC_03001 = KAS 接头 目标 #kasLOC_10000 = 捡起接头 #kasLOC_100001 = 要卸下接头,请按: [<<1>>] #kasLOC_100002 = [<<1>>]: 捡起接头 #kasLOC_10003 = 连接接头 #kasLOC_08015 = 伸长缆绳 #kasLOC_08016 = 收回缆绳 #kasLOC_08017 = 停止电机 #kasLOC_08018 = 释放缆绳 #kasLOC_08010 = 打开绞盘界面 #kasLOC_08011 = 释放缆绳 #kasLOC_08012 = 回收多余 #kasLOC_08009 = 展开缆绳长度 #kasLOC_08000 = 没有能源! #kasLOC_08001 = 无法锁定接头:未对齐 #kasLOC_08002 = 接头已锁定! #kasLOC_08003 = 连接到绞盘的接头 #kasLOC_08004 = 已达到最大缆绳长度: <<1>> #kasLOC_08005 = 停止伸长 #kasLOC_08006 = 伸长缆绳 #kasLOC_08007 = 停止收回 #kasLOC_08008 = 收回缆绳 #kasLOC_08013 = KAS 绞盘 #kasLOC_08014 = 最大电机转速: <<1>> #kasLOC_04002 = 伸长到最大值 #kasLOC_04003 = 收回至最小值 #kasLOC_04000 = 连接与以下对象冲突: <<1>> #kasLOC_04001 = 连接与地面相碰撞 #kasLOC_99000 = 管道-40 #kasLOC_99001 = 缆绳-10 #kasLOC_99002 = 软管-30 #kasLOC_99003 = 管道-100 #kasLOC_99004 = 缆绳-35 #kasLOC_99005 = 软管-70 #kasLOC_99006 = 管道-150 #kasLOC_99007 = 缆绳-60 #kasLOC_99008 = 软管-100 #kasLOC_99009 = 坎巴拉附件系统 #kasLOC_99010 = 走廊-1000 #kasLOC_99011 = 走廊-1500 } } } UrlConfig { parentUrl = KAS/Parts/CableBrace/part_CH1.cfg PART { name = KAS.CH1 module = Part author = Enceos,IgorZ rescaleFactor = 0.5 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 1500 cost = 150 category = Structural subcategory = 0 title = CH-1 Cable Hook manufacturer = KAS Labs, Inc. description = A hook that a cable can clip onto. It's the other half of the "keep-these-things-together" solution. attachRules = 0,1,0,0,1 mass = 0.003 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf fuelCrossFeed = False tags = KIS KAS cable rope tie cck-kas MODEL { model = KAS/Parts/CableBrace/Lock } MODULE { name = KASLinkTargetBase linkType = SmCable linkTypeDisplayName = Cable-10 attachNodeName = kasTgtAuto0 attachNodeDef = 0.0, 0.0453, 0.0, 0.0, 1.0, 0.0, 0 allowCoupling = false } MODULE { name = ModuleCargoPart stackableQuantity = 10 packedVolume = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.CH1 } } } UrlConfig { parentUrl = KAS/Parts/CableBrace/part_PCB1.cfg PART { name = KAS.PCB1 module = Part author = Enceos,IgorZ rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 7500 cost = 750 category = Structural subcategory = 0 title = PCB-1 Portable Cable Bracing manufacturer = KAS Labs, Inc. description = It's a simple manually-operated winch with a small spool of steel cable, which lets you connect things as long as they are not too far away. There must be a hook on the other vessel on which to attach the cable, however, so this winch only solves half the problem. attachRules = 0,1,0,0,1 mass = 0.020 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf fuelCrossFeed = False tags = KIS KAS cable rope tie cck-kas MODEL { model = KAS/Parts/CableBrace/Winch } MODEL { model = KAS/Parts/CableBrace/Head scale = 0.5, 0.5, 0.5 } MODULE { name = KASLinkSourceInteractive linkType = SmCable linkTypeDisplayName = Cable-10 attachNodeName = kasSrcAuto0 attachNodeDef = 0.0, 0.1191, 0.0, 0.0, 1.0, 0.0, 0 allowCoupling = false jointName = cableJoint linkRendererName = cableRenderer coupleMode = NeverCouple sndPathPlug = KAS/Sounds/grappleAttachEva sndPathUnplug = KAS/Sounds/grappleDetach sndPathBroke = KAS/Sounds/broke startLinkMenu = Link breakLinkMenu = Unlink } MODULE { name = KASRendererPipe rendererName = cableRenderer pipeDiameter = 0.01 pipeTexturePath = KAS/Textures/ProceduralSteelCable pipeNormalsTexturePath = KAS/Textures/ProceduralSteelCableNRM pipeTextureSamplesPerMeter = 40 sourceJoint { } targetJoint { model = *Head(Clone) modelPartAttachAt = 0.0, 0.0, -0.03, 270, 0, 0 modelPipeAttachAt = 0.0, 0.007, 0.0, 90, 0, 0 parkAttachAt = 0.0, 0.1191, 0.0, 270, 0, 0 } } MODULE { name = KASJointCableBase jointName = cableJoint anchorAtSource = 0, 0, 0 anchorAtTarget = 0, 0, 0.0422 minLinkLength = 0 maxLinkLength = 5 linkBreakForce = 100 cableSpringForce = 1000 cableSpringDamper = 1 } MODULE { name = ModuleCargoPart stackableQuantity = 10 packedVolume = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.PCB1 } } } UrlConfig { parentUrl = KAS/Parts/GrapplingHook/part.cfg PART { name = KAS.GrapplingHook module = Part author = Winn75 mesh = model.mu rescaleFactor = 1 node_stack_top = -0.0, 0.1112, -0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0437, 0.0, 0.0, -1.0, 0.0 TechRequired = metaMaterials entryCost = 8500 cost = 850 category = Utility subcategory = 0 title = HG-02 Grappling Hook manufacturer = KAS description = Everyone liked the idea of "harpooning" objects in space. However, the harpoon could not cope with the station modules - after all, they are made of metal. Gene suggested a solution: replace the harpoon with a suction cup. It worked, but it's no longer a harpoon. attachRules = 1,1,1,0,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 120 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1 tags = KIS KAS hook harpoon attachment winch eject cck-kas MODULE { name = KASLinkTargetBase linkType = MdCable linkTypeDisplayName = Cable-35 attachNodeName = top allowCoupling = true } MODULE { name = KASModuleDart forceNeeded = 10 attachToPart = true attachToSurface = false attachToAsteroid = false partAttachSndPath = KAS/Sounds/grappleAttachPart detachSndPath = KAS/Sounds/grappleDetach detachDartEventText = Detach grappling device } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 33 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KAS.GrapplingHook } } } UrlConfig { parentUrl = KAS/Parts/Harpoon/part.cfg PART { name = KAS.Harpoon module = Part author = Winn75 mesh = model.mu rescaleFactor = 1 node_stack_top = -0.0, 0.0, -0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, -0.157, 0.0, 0.0, -1.0, 0.0 TechRequired = composites entryCost = 5200 cost = 550 category = Utility subcategory = 0 title = HP-01 Harpoon manufacturer = KAS description = This idea was proposed by Bill when he returned from vacation. He hunted at sea with a harpoon gun. He didn’t hit anything, of course, but the desire to “harpoon” something remained. Why not some asteroid in space? And so this space harpoon appeared. By the way, it can even harpoon a planet. attachRules = 1,1,1,0,1 mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 150 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1 tags = KIS KAS hook harpoon attachment winch eject cck-kas MODULE { name = KASLinkTargetBase linkType = MdCable linkTypeDisplayName = Cable-35 attachNodeName = top allowCoupling = true } MODULE { name = KASModuleDart forceNeeded = 10 breakForce = 100 attachToPart = false attachToSurface = true attachToAsteroid = true surfaceAttachSndPath = KAS/Sounds/grappleAttachStatic detachSndPath = KAS/Sounds/grappleDetach detachDartEventText = Detach harpoon } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 5 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KAS.Harpoon } } } UrlConfig { parentUrl = KAS/Parts/JS1/part.cfg PART { name = KAS.JS1 module = Part author = Winn75,IgorZ mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.0362, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0 TechRequired = advConstruction entryCost = 18000 cost = 750 category = Structural subcategory = 0 title = JS-1 Joint Socket manufacturer = KAS Labs, Inc. description = This multi-purpose socket has a variety of features: it allows a firm connection and provides for the transfer of resources! A certified engineer with multiple years of experience is required to install this socket, but once attached, even a janitor can use it to connect vessels. attachRules = 1,1,1,0,1 mass = 0.008 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf fuelCrossFeed = True tags = KIS KAS pipe tube cck-kas MODULE { name = KASLinkTargetBase linkType = MdStrut linkTypeDisplayName = Pipe-100 attachNodeName = top allowCoupling = true } MODULE { name = KASLinkTargetBase linkType = MdCable linkTypeDisplayName = Cable-35 attachNodeName = top allowCoupling = true } MODULE { name = KASLinkTargetBase linkType = MdHose linkTypeDisplayName = Hose-70 attachNodeName = top allowCoupling = true } MODULE { name = ModuleCargoPart stackableQuantity = 5 packedVolume = 6 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.JS1 } } } UrlConfig { parentUrl = KAS/Parts/PortPylon/part.cfg PART { name = KAS.PortPylon module = Part author = IgorZ,Winn75 rescaleFactor = 1 node_stack_top = 0.0, 0.395125351, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.158424339, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, -0.198424339, 0.0, 0.0, -1.0, 0.0, 1 node_stack_forwardUp = 0.0, 0.271087379, 0.255185218, 0.0, 0.85, 1.0, 0 node_stack_backwardUp = 0.0, 0.271087379, -0.255185218, 0.0, 0.85, -1.0, 0 node_stack_leftUp = 0.255185218, 0.271087379, 0.0, 1.0, 0.85, 0.0, 0 node_stack_rightUp = -0.255185218, 0.271087379, 0.0, -1.0, 0.85, 0.0, 0 node_stack_forward = 0.0, -0.00569, 0.429453, 0.0, 0.0, 1.0, 0 TechRequired = specializedConstruction entryCost = 2500 cost = 400 category = Structural subcategory = 0 title = GP-20 Pylon manufacturer = KAS Labs, Inc. description = Our RTS-1 product line was a huge success! However, there were a couple complaints; it turns out that sometimes the pipe just isn't long enough! To solve this problem, a new part was developed: a lightweight pylon with a built-in pipe socket, allowing it to act as an extender. It is thus feasible to chain resource links across long distances, though to do so, you might need to construct additional pylons. Jeb really wanted to add a Kerba-Cola refrigerator to the hollow interior, but R&D had to reject his suggestion due to a strict 20kg mass limit. attachRules = 1,1,1,1,1 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 30 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf tags = KAS resource fuel transfer cck-kas MODEL { model = KAS/Models/Pylon/model scale = 0.6, 0.6, 0.6 } MODEL { model = KAS/Models/Port1/model position = 0, -0.00569, 0.393253 rotation = 90, 0, 0 } MODULE { name = KASLinkTargetBase linkType = MdHose linkTypeDisplayName = Hose-70 attachNodeName = forward allowCoupling = true } MODULE { name = ModuleCargoPart packedVolume = 325 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISItemEvaTweaker allowStaticAttach = AllowedAlways staticAttachBreakForce = 200 carriable = true equipMode = model equipSlot = jetpack equipBoneName = aliasJetpack equipPos = 0, 0.1, -0.3951254 equipDir = -54, 180, 0 runSpeed = 0.8 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.PortPylon } } } UrlConfig { parentUrl = KAS/Parts/PortPylonPwr/part.cfg PART { name = KAS.PortPylonPwr module = Part author = IgorZ,Winn75 rescaleFactor = 1 node_stack_top = 0.0, 0.395125351, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.158424339, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, -0.198424339, 0.0, 0.0, -1.0, 0.0, 1 node_stack_forwardUp = 0.0, 0.271087379, 0.255185218, 0.0, 0.85, 1.0, 0 node_stack_backwardUp = 0.0, 0.271087379, -0.255185218, 0.0, 0.85, -1.0, 0 node_stack_leftUp = 0.255185218, 0.271087379, 0.0, 1.0, 0.85, 0.0, 0 node_stack_rightUp = -0.255185218, 0.271087379, 0.0, -1.0, 0.85, 0.0, 0 node_stack_forward = 0.0, -0.00569, 0.429453, 0.0, 0.0, 1.0, 0 TechRequired = advElectrics entryCost = 4200 cost = 820 category = Electrical subcategory = 0 title = BGP-400 Pylon on Steroids manufacturer = KAS Labs, Inc. description = This part's design was inspired by the GP-20. Our engineers needed to know: could the internal volume of the pylon really be utilized? It turns out that it can! As such, they decided to fill it with some Z-100 batteries and a simple control module. It's not quite as cool as a Kerba-Cola fridge, as Jeb had requested, but it's still very practical. Rest assured that the batteries are of the finest quality, and not merely salvaged from the recycle bin. attachRules = 1,1,1,1,1 mass = 0.045 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 30 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf tags = KAS resource fuel transfer cck-kas ?nofreeiva MODEL { model = KAS/Models/Pylon/model scale = 0.6, 0.6, 0.6 } MODEL { model = KAS/Models/Port1/model position = 0, -0.00569, 0.393253 rotation = 90, 0, 0 } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = False } RESOURCE { name = ElectricCharge amount = 400.0 maxAmount = 400.0 } MODULE { name = KASLinkTargetBase linkType = MdHose linkTypeDisplayName = Hose-70 attachNodeName = forward allowCoupling = true } MODULE { name = ModuleCargoPart packedVolume = 325 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISItemEvaTweaker allowStaticAttach = AllowedAlways staticAttachBreakForce = 200 carriable = true equipMode = model equipSlot = jetpack equipBoneName = aliasJetpack equipPos = 0, 0.1, -0.3951254 equipDir = -54, 180, 0 runSpeed = 0.8 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||BGP-400 Pylon on Steroids|||||KAS Labs, Inc. triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KAS.PortPylonPwr } } } UrlConfig { parentUrl = KAS/Parts/RTS1/part.cfg PART { name = KAS.RTS1 module = Part author = Winn75,IgorZ rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = advFuelSystems entryCost = 12200 cost = 1200 category = FuelTank subcategory = 0 title = RTS-1 Resource Transfer Station manufacturer = KAS Labs, Inc. description = This pipe allows for the transfer of resources between vessels. The diameter is not that impressive, but as a small green fellow once said, "Size matters not." Our patented technology allows the transfer of any number of things through it, including, but not limited to: rocks, fuel, snacks, and even kerbals. Warranty void in the latter case. attachRules = 1,1,1,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf fuelCrossFeed = True tags = KIS KAS resource fuel transfer cck-kas MODEL { scale = 3,3,3 model = KAS/Parts/RTS1/Winch } MODEL { model = KAS/Models/CommonConnector/Connector } MODULE { name = KASLinkResourceConnector linkType = MdHose linkTypeDisplayName = Hose-70 attachNodeName = kasSrcAuto0 attachNodeDef = 0.0, 0.3573, 0.0, 0.0, 1.0, 0.0, 0 allowCoupling = true jointName = mediumCableJoint linkRendererName = mediumCableRenderer coupleMode = SetViaGUI sndPathDock = KAS/Sounds/plugdocked sndPathUndock = KAS/Sounds/unplugdocked connectorMass = 0.01 sndPathLockConnector = KAS/Sounds/winchSmallLock sndPathDockConnector = KAS/Sounds/plugdocked sndPathGrabConnector = KAS/Sounds/grab sndPathPlugConnector = KAS/Sounds/plug sndPathUnplugConnector = KAS/Sounds/unplug sndPathBroke = KAS/Sounds/broke maxTransferSpeed = 20.0 autoSpeedTransferDuration = 4 rotatingWinchCylinderModel = *Winch*/Winch/Cylinder cylinderPerimeterLength = 1 resourceOverride = +ElectricCharge } MODULE { name = KASRendererPipe rendererName = mediumCableRenderer pipeTextureRescaleMode = TileFromTarget pipeDiameter = 0.07 pipeTexturePath = KAS/Textures/hose-d70-1kn pipeNormalsTexturePath = KAS/Textures/hose-d70-1knNRM pipeTextureSamplesPerMeter = 1 sourceJoint { sphereDiameter = 0.07 } targetJoint { sphereDiameter = 0.07 model = *CommonConnector*/head modelPartAttachAt = 0,0,0, 180,0,0 modelPipeAttachAt = 0,0,0.15, 0,0,0 parkAttachAt = 0,0.3173,0, 270,0,0 } } MODULE { name = KASJointCableBase jointName = mediumCableJoint anchorAtTarget = 0, 0, 0.1490 maxLinkLength = 30 linkBreakForce = 1 cableSpringForce = 1 cableSpringDamper = 0 } MODULE { name = ModuleCargoPart stackableQuantity = 2 packedVolume = 63 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.RTS1 } } } UrlConfig { parentUrl = KAS/Parts/TB60/part.cfg PART { name = KAS.TB60 module = Part author = Winn75,IgorZ,Shatten mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0 TechRequired = fieldScience entryCost = 18000 cost = 750 category = Structural subcategory = 0 title = TB-60 Tow Bar manufacturer = KAS Labs, Inc. description = A simple solution for towing a vessel that cannot move by itself. If a simple rope were to be used, then the vessel under tow would likely impact the towing craft when braking or maneuvering, but with the towbar this is not the case. Moreover, it can assist in steering the towed vessel, if applicable. Be sure to keep the batteries fresh, else the active steering won't work. attachRules = 1,1,1,0,1 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf fuelCrossFeed = False tags = KIS KAS pipe tube tow towbar cck-kas MODULE { name = KASRendererTelescopicPipe rendererName = telescopicPipe sourceJointModel = KAS/Models/HingeJoint/model targetJointModel = KAS/Models/HingeJoint/model pistonsCount = 3 pistonModel = KAS/Models/Piston/model pistonModelScale = 1.0, 1.0, 1.0 pistonModelRandomRotation = true pistonDiameterScaleDelta = 0.1 pistonMinShift = 0.02 parkedOrientation { direction = 0,1,0 title = Park: UP } parkedOrientation { direction = 0,0,1 title = Park: FORWARD } } MODULE { name = KASLinkSourceInteractive linkType = MdStrut linkTypeDisplayName = Pipe-100 attachNodeName = kasSrcAuto0 attachNodeDef = 0.0, 0.0362, 0.0, 0.0, 1.0, 0.0, 0, 0, 0, 1 allowCoupling = false jointName = activeJoint linkRendererName = telescopicPipe coupleMode = NeverCouple sndPathPlug = KAS/Sounds/plug sndPathUnplug = KAS/Sounds/unplug sndPathBroke = KAS/Sounds/broke startLinkMenu = Attach to a vessel breakLinkMenu = Disconnect vessels } MODULE { name = KASJointTowBar jointName = activeJoint minLinkLength = 0.7827648 maxLinkLength = 1.683894 linkBreakForce = 600 sourceLinkAngleLimit = 60 targetLinkAngleLimit = 60 anchorAtSource = 0, 0, 0.1254 anchorAtTarget = 0, 0, 0.1254 maxSteeringAngle = 30 } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 70 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.TB60 } } } UrlConfig { parentUrl = KAS/Parts/TJ1/part.cfg PART { name = KAS.TJ1 module = Part author = Winn75,IgorZ,Shatten mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0 TechRequired = advConstruction entryCost = 18000 cost = 750 category = Structural subcategory = 0 title = TJ-1 Fixed Telescopic Joint manufacturer = KAS Labs, Inc. description = This simple telescoping strut can rigidly connect two vessels. The maximum connection distance is fairly short, but its strength is adequate. The design was inspired by a selfie stick Jeb bought at a thrift store. attachRules = 1,1,1,0,1 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf fuelCrossFeed = True tags = KIS KAS pipe tube cck-kas MODULE { name = KASRendererTelescopicPipe rendererName = telescopicPipe sourceJointModel = KAS/Models/RigidJoint/model targetJointModel = KAS/Models/RigidJoint/model pistonModel = KAS/Models/Piston/model pistonsCount = 4 pistonModelScale = 1.0, 1.0, 1.0 pistonModelRandomRotation = true pistonDiameterScaleDelta = 0.1 pistonMinShift = 0.02 parkedOrientation { direction = 0,1,0 title = Park: UP } parkedOrientation { direction = 0,0,1 title = Park: FORWARD } parkedOrientation { direction = 0,-1,0 title = Park: DOWN } } MODULE { name = KASLinkSourceInteractive linkType = MdStrut linkTypeDisplayName = Pipe-100 attachNodeName = kasSrcAuto0 attachNodeDef = 0.0, 0.0362, 0.0, 0.0, 1.0, 0.0, 0, 0, 1, 1 allowCoupling = true coupleMode = SetViaGUI jointName = fixedJoint linkRendererName = telescopicPipe sndPathDock = KAS/Sounds/plugdocked sndPathUndock = KAS/Sounds/unplugdocked sndPathPlug = KAS/Sounds/plug sndPathUnplug = KAS/Sounds/unplug sndPathBroke = KAS/Sounds/broke startLinkMenu = Attach to a vessel breakLinkMenu = Disconnect vessels } MODULE { name = KASJointRigid jointName = fixedJoint minLinkLength = 0.8027648 maxLinkLength = 2.164459 linkBreakForce = 600 sourceLinkAngleLimit = 100 targetLinkAngleLimit = 100 anchorAtSource = 0, 0, 0.1254 anchorAtTarget = 0, 0, 0.1254 } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 71 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.TJ1 } } } UrlConfig { parentUrl = KAS/Parts/TJ2/part.cfg PART { name = KAS.TJ2 module = Part author = Winn75,IgorZ,Shatten mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 18000 cost = 750 category = Structural subcategory = 0 title = TJ-2 Free Telescopic Joint manufacturer = KAS Labs, Inc. description = It's the same TJ-1 "Selfie Stick", except the hinges are unlocked. Truly the best solution to keep connected vessels separated from each other, yet not overly restricting their movements. attachRules = 1,1,1,0,1 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf fuelCrossFeed = True tags = KIS KAS pipe tube cck-kas MODULE { name = KASRendererTelescopicPipe rendererName = telescopicPipe sourceJointModel = KAS/Models/HingeJoint/model targetJointModel = KAS/Models/HingeJoint/model pistonsCount = 4 pistonModel = KAS/Models/Piston/model pistonModelScale = 1.0, 1.0, 1.0 pistonModelRandomRotation = true pistonDiameterScaleDelta = 0.1 pistonMinShift = 0.02 parkedOrientation { direction = 0,1,0 title = Park: UP } parkedOrientation { direction = 0,0,1 title = Park: FORWARD } parkedOrientation { direction = 0,-1,0 title = Park: DOWN } } MODULE { name = KASLinkSourceInteractive linkType = MdStrut linkTypeDisplayName = Pipe-100 attachNodeName = kasSrcAuto0 attachNodeDef = 0.0, 0.0362, 0.0, 0.0, 1.0, 0.0 allowCoupling = true coupleMode = SetViaGUI jointName = flexibleJoint linkRendererName = telescopicPipe sndPathDock = KAS/Sounds/plugdocked sndPathUndock = KAS/Sounds/unplugdocked sndPathPlug = KAS/Sounds/plug sndPathUnplug = KAS/Sounds/unplug sndPathBroke = KAS/Sounds/broke startLinkMenu = Attach to a vessel breakLinkMenu = Disconnect vessels } MODULE { name = KASJointTwoEndsSphere jointName = flexibleJoint minLinkLength = 0.8027648 maxLinkLength = 2.164459 linkBreakForce = 600 sourceLinkAngleLimit = 100 targetLinkAngleLimit = 100 anchorAtSource = 0, 0, 0.1254 anchorAtTarget = 0, 0, 0.1254 } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 71 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.TJ2 } } } UrlConfig { parentUrl = KAS/Parts/Winch1/part.cfg PART { name = KAS.W1 module = Part author = Winn75,IgorZ rescaleFactor = 1 node_stack_top = 0.0, 0.197, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.2292, 0.0, 0.0, -1.0, 0.0, 0 node_stack_back = 0.0, 0.0, 0.174, 0.0, 0.0, 1.0, 0 node_attach = 0.0, 0.0, 0.174, 0.0, 0.0, -1.0, 0 TechRequired = actuators entryCost = 12200 cost = 1200 category = Coupling subcategory = 0 title = W-50 Winch manufacturer = KAS Labs, Inc. description = An ancient sage once said: "Give me the right socket, and with a winch I'll pull Kerbin". This winch is not quite that strong, though it can lift up or tow a rather bulky vessel. Remember to attach a compatible socket on the target craft. Also, make sure there is enough power on the active vessel: the winch is hungry for electricity! attachRules = 1,1,1,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf fuelCrossFeed = False tags = KIS KAS winch cable connector cck-kas MODEL { model = KAS/Parts/Winch1/Winch } MODEL { model = KAS/Models/CommonConnector/Connector } MODULE { name = KASLinkWinch linkType = MdCable linkTypeDisplayName = Cable-35 attachNodeName = bottom allowCoupling = true jointName = mediumCableJoint linkRendererName = mediumCableRenderer coupleMode = NeverCouple connectorMass = 0.01 connectorCenterOfMass = 0,0,0 connectorInteractDistance = 0.5 decoupleIncompatibleTargets = true sndPathLockConnector = KAS/Sounds/winchSmallLock sndPathDockConnector = KAS/Sounds/plugdocked sndPathGrabConnector = KAS/Sounds/grab sndPathPlugConnector = KAS/Sounds/plug sndPathUnplugConnector = KAS/Sounds/unplug sndPathBroke = KAS/Sounds/broke connectorLockMaxErrorDist = 0.12 connectorLockMaxErrorDir = 25 motorMaxSpeed = 2 motorAcceleration = 0.4 motorPowerDrain = 0.5 ejectEnabled = true ejectForce = 15 sndPathMotor = KAS/Sounds/winchSmallMotor sndPathMotorStart = KAS/Sounds/winchSmallMotorStart sndPathMotorStop = KAS/Sounds/winchSmallMotorStop sndPathEject = KAS/Sounds/winchSmallEject } MODULE { name = KASRendererPipe rendererName = mediumCableRenderer pipeTextureRescaleMode = TileFromTarget pipeDiameter = 0.035 pipeTexturePath = KAS/Textures/ProceduralSteelCable pipeNormalsTexturePath = KAS/Textures/ProceduralSteelCableNRM pipeTextureSamplesPerMeter = 10 sourceJoint { sphereOffset = -0.1490 } targetJoint { sphereDiameter = 0.035 model = *CommonConnector*/head modelPartAttachAt = 0.0, 0.0, 0.0, 180, 0, 0 modelPipeAttachAt = 0.0, 0.0, 0.15, 0, 0, 0 parkAttachAt = 0.0, -0.0792, 0.0, 90, 0, 0 } } MODULE { name = KASJointCableBase jointName = mediumCableJoint anchorAtSource = 0, 0, -0.1490 anchorAtTarget = 0, 0, 0.1490 maxLinkLength = 50 linkBreakForce = 200 cableSpringForce = 1000 cableSpringDamper = 1 } MODULE { name = ModuleCargoPart packedVolume = 77 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.W1 } } } UrlConfig { parentUrl = KAS/Parts/Winch2/part.cfg PART { name = KAS.W2 module = Part author = Winn75,IgorZ rescaleFactor = 1 node_stack_front = -0.155, 0.0, -0.241805, 0.0, 0.0, -1.0, 0 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = actuators entryCost = 24400 cost = 2400 category = Coupling subcategory = 0 title = HW-80 Winch manufacturer = KAS Labs, Inc. description = A heavy duty version of the W-50 winch model. It has extra cable and features improved connection strength. However, it still cannot pull Kerbin. Note: warranty void if winches are used to winch witches, and it doesn't matter which winch or which witch. attachRules = 1,1,1,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 breakingForce = 300 breakingTorque = 300 maxTemp = 2000 bulkheadProfiles = size1, srf fuelCrossFeed = False tags = KIS KAS winch cable connector heavyduty cck-kas MODEL { model = KAS/Parts/Winch2/Winch } MODEL { model = KAS/Models/CommonConnector/Connector } MODULE { name = KASLinkWinch linkType = MdCable linkTypeDisplayName = Cable-35 attachNodeName = front allowCoupling = true jointName = mediumCableJoint linkRendererName = mediumCableRenderer coupleMode = NeverCouple connectorMass = 0.01 connectorCenterOfMass = 0,0,0 connectorInteractDistance = 0.5 decoupleIncompatibleTargets = true sndPathLockConnector = KAS/Sounds/winchSmallLock sndPathDockConnector = KAS/Sounds/plugdocked sndPathGrabConnector = KAS/Sounds/grab sndPathPlugConnector = KAS/Sounds/plug sndPathUnplugConnector = KAS/Sounds/unplug sndPathBroke = KAS/Sounds/broke connectorLockMaxErrorDist = 0.12 connectorLockMaxErrorDir = 25 motorMaxSpeed = 3 motorAcceleration = 0.4 motorPowerDrain = 0.7 ejectEnabled = true ejectForce = 20 sndPathMotor = KAS/Sounds/winchSmallMotor sndPathMotorStart = KAS/Sounds/winchSmallMotorStart sndPathMotorStop = KAS/Sounds/winchSmallMotorStop sndPathEject = KAS/Sounds/winchSmallEject } MODULE { name = KASRendererPipe rendererName = mediumCableRenderer pipeTextureRescaleMode = TileFromTarget pipeDiameter = 0.035 pipeTexturePath = KAS/Textures/ProceduralSteelCable pipeNormalsTexturePath = KAS/Textures/ProceduralSteelCableNRM pipeTextureSamplesPerMeter = 10 sourceJoint { sphereOffset = -0.1490 } targetJoint { sphereDiameter = 0.035 model = *CommonConnector*/head modelPartAttachAt = 0.0, 0.0, 0.0, 180, 0, 0 modelPipeAttachAt = 0,0, 0.15, 0, 0, 0 parkAttachAt = -0.155, 0.0, -0.0792, 180, 0, 0 } } MODULE { name = KASJointCableBase jointName = mediumCableJoint anchorAtSource = 0, 0, -0.1490 anchorAtTarget = 0, 0, 0.1490 maxLinkLength = 80 linkBreakForce = 400 cableSpringForce = 2000 cableSpringDamper = 1 } MODULE { name = ModuleCargoPart packedVolume = 55 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KAS.W2 } } } UrlConfig { parentUrl = KIS/settings.cfg KISConfig { name = KISConfig Global { itemDebug = false showHintText = true hideHintKey = G slotHotkeysEnabled = true slotHotkey1 = Alpha1 slotHotkey2 = Alpha2 slotHotkey3 = Alpha3 slotHotkey4 = Alpha4 slotHotkey5 = Alpha5 slotHotkey6 = Alpha6 slotHotkey7 = Alpha7 slotHotkey8 = Alpha8 } Debug { partAlignToolKey = } Compatibility { forbiddenPart = DeployedCentralStation forbiddenPart = DeployedGoExOb forbiddenPart = DeployedIONExp forbiddenPart = DeployedRTG forbiddenPart = DeployedSatDish forbiddenPart = DeployedSeismicSensor forbiddenPart = DeployedSolarPanel forbiddenPart = DeployedWeatherStn } EquipAliases { alias = aliasLeftPalm,**/bn_l_mid_a01 alias = aliasLeftElbow,**/bn_l_elbow_a01 alias = aliasRightPalm,**/bn_r_mid_a01 alias = aliasRightElbow,**/bn_r_elbow_a01 alias = aliasJetpack,**/bn_jetpack01 alias = aliasHelmet,**/bn_helmet01 alias = aliasHead,**/bn_upperJaw01 } Editor { editorPartGrabAction = mouse0 PodInventory { } } EvaInventory { inventoryKey = tab rightHandKey = x helmetKey = slotsX = 2 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 maxVolume = 110 openSndPath = KIS/Sounds/inventoryOpen closeSndPath = KIS/Sounds/inventoryClose } EvaPickup { grabKey = g attachKey = h redockKey = y allowPartAttach = false allowStaticAttach = false allowPartStack = false maxDistance = 3 grabMaxMass = 1 dropSndPath = KIS/Sounds/drop attachPartSndPath = KIS/Sounds/attachPart detachPartSndPath = KIS/Sounds/detachPart attachStaticSndPath = KIS/Sounds/attachStatic detachStaticSndPath = KIS/Sounds/detachStatic draggedIconResolution = 64 } StackableModule { moduleName = ModuleActiveRadiator moduleName = ModuleLight moduleName = ModuleDockingNode moduleName = ModuleDecouple moduleName = ModuleToggleCrossfeed moduleName = ModuleEngines moduleName = ModuleEnginesFX moduleName = FXModuleAnimateThrottle moduleName = ModuleGimbal moduleName = ModuleSurfaceFX moduleName = ModuleAlternator moduleName = ModuleTestSubject moduleName = ModuleAeroSurface moduleName = ModuleLiftingSurface moduleName = ModuleDragModifier moduleName = FXModuleLookAtConstraint moduleName = ModuleControlSurface moduleName = ModuleDeployableAntenna moduleName = ModuleDataTransmitter moduleName = ModuleAnimateHeat moduleName = ModuleKerbNetAccess moduleName = ModuleAnimateGeneric moduleName = ModuleSAS moduleName = ModuleRCS moduleName = ModuleRCSFX moduleName = ModuleGenerator moduleName = ModuleResourceConverter moduleName = RetractableLadder moduleName = ModuleDeployableSolarPanel moduleName = ModuleDeployableRadiator moduleName = ModuleLandingLeg moduleName = ModuleJettison moduleName = ModuleCargoPart moduleName = KASModuleStrut moduleName = KASModulePort moduleName = KASModuleMagnet moduleName = KASModuleHarpoon moduleName = KASModuleGrab moduleName = KASModuleAnchor moduleName = KASModuleContainer moduleName = USI_ModuleRecycleablePart moduleName = ModuleWeldablePort moduleName = ModuleDockingNodeNamed moduleName = CollisionFX moduleName = SyncModuleControlSurface moduleName = DPSoundFX moduleName = TweakScale moduleName = TCAEngineInfo moduleName = ModuleBiomeScannerIndicator moduleName = ModuleBooleanIndicator moduleName = ModuleControllableEmissive moduleName = ModuleConverterIndicator moduleName = ModuleCrewIndicator moduleName = ModuleCrewIndicatorToggle moduleName = ModuleCustomBlink moduleName = ModuleCustomColoredEmissive moduleName = ModuleDataTransmitterIndicator moduleName = ModuleDockingCrossfeedIndicator moduleName = ModuleDockingStateIndicator moduleName = ModuleEmissiveArrayController moduleName = ModuleIndicatorToggle moduleName = ModuleOrbitalSurveyorIndicator moduleName = ModuleReactionWheelIndicator moduleName = ModuleResourceEnabledIndicator moduleName = ModuleResourceLevelIndicator moduleName = ModuleResourceScannerIndicator moduleName = ModuleScalarIndicator moduleName = ModuleScienceAvailabilityIndicator moduleName = ModuleScienceContainerIndicator moduleName = ModuleScienceDataIndicator moduleName = ModuleToggleLED moduleName = Valve moduleName = FuelController moduleName = Altimeter moduleName = Speedometer moduleName = RadioControl moduleName = Timer moduleName = ProxSensor moduleName = Stager moduleName = KASLinkTargetBase moduleName = KASLinkSourceBase moduleName = KASLinkSourceInteractive moduleName = KASLinkSourcePhysical moduleName = KASLinkWinch moduleName = KASJointRigid moduleName = KASJointCableBase moduleName = KASJointTowBar moduleName = KASJointTwoEndsSphere moduleName = KASRendererPipe moduleName = KASRendererBezierPipe moduleName = KASRendererTelescopicPipe } StackableItemOverride { partName = addWhatYouWantHere1 partName = addWhatYouWantHere2 } MainScreenTweaker { enabled = true logAllObjects = false modelTweak { tweakName = OnOrbitRightKerbal modelNamePattern = OrbitScene/Kerbals/maleEVA_inverted itemName = KIS.bomb1 itemName = KIS.Container1 } modelTweak { tweakName = OnOrbitLeftKerbal modelNamePattern = OrbitScene/Kerbals/maleEVA_side itemName = ScienceBox } modelTweak { tweakName = OnOrbitMiddleKerbal modelNamePattern = OrbitScene/Kerbals/maleEVA_center itemName = KIS.electricScrewdriver } modelTweak { tweakName = OnOrbitFemaleKerbal modelNamePattern = OrbitScene/Kerbals/femaleEVA itemName = KIS.wrench itemName = KIS.guide } modelTweak { tweakName = OnMunLoneKerbal modelNamePattern = MunScene/Kerbals/maleEVA matchMeshesBySuffix = false itemName = KIS.electricScrewdriver itemName = KIS.Container1 } } } } UrlConfig { parentUrl = KIS/Lang/en-us.cfg Localization { en-us { #KIS_basketball_Part_title = Basket Ball #KIS_basketball_Part_manufacturer = Kerbal Inventory Systems #KIS_basketball_Part_description = A great tool for studying gravity. Even in microgravity, Newton's Third Law can still be explored. Jeb claims he found this ball when he was mysteriously transported to a planet called Moron Mountain. Mission Control insists that they have no knowledge of such a mission, but Jeb is adamant that he was teleported through Space when his communications were Jammed. When asked for more details, he always refuses, saying he, 'promised Mike he'd keep it a secret'. Nobody knows what he's talking about. #KIS_basketball_Part_tags = cck-eva-items #KIS_beer_Part_title = Bub's Beer #KIS_beer_Part_manufacturer = Kerbal Inventory Systems #KIS_beer_Part_description = A tasty and affordable beer. Every space agency manager should keep a healthy supply on hand to ensure robust crew motivation and high morale. #KIS_beer_Part_tags = cck-eva-items #KIS_beer_Part_useName = Drink #KIS_bomb1_Part_title = K4 Standard Explosives #KIS_bomb1_Part_manufacturer = Kerbal Inventory Systems #KIS_bomb1_Part_description = Who would want to take a bomb aboard a spaceship? You'd have to be completely mad! Nonetheless, our trained pilots and engineers are capable of using this explosive device to dispose of unnecessary parts or de-orbit a satellite. Keep in mind that there is a limited time to reach a safe distance before it explodes! Monthly training sessions are held to ensure our crew are well aware of all relevant safety regulations. #KIS_bomb1_Part_tags = KIS EVA portable tool destruction bomb cck-eva-items #kis_concreteBase1_Part_title = CB1 Ground Base #kis_concreteBase1_Part_manufacturer = Kerbal Inventory Systems #kis_concreteBase1_Part_description = Have you ever needed to fasten something to the surface of a celestial body? We can make that work. Meet the concrete block! The CB1 is our variation on the classic block design that has been trusted by construction engineers for centuries: a sturdy base that can be fixed to the ground even without tools. Of course, attaching other parts onto the block will require tools, which are sold separately. #kis_concreteBase1_Part_tags = KIS EVA portable building construction concrete cck-eva-items #KIS_Container1_Part_title = SC-62 Portable Container #KIS_Container1_Part_manufacturer = Kerbal Inventory Systems #KIS_Container1_Part_description = This external container for tools, snacks, and more was designed specifically for the Mun mission. Two days before launch, the ground crew discovered that there was no more room for Valentina's favorite koffee mug. This put the entire mission at risk! Our engineers were thankfully able to solve the problem by attaching an ordinary hiking backpack reinforced with aluminum tubing to the exterior of the ship. Crews liked this design so much that these container-backpacks are now mass-produced. #KIS_Container1_Part_tags = KIS container inventory portable cck-containers #KIS_Container2_Part_title = ILC-18k Container #KIS_Container2_Part_manufacturer = Kerbal Inventory Systems #KIS_Container2_Part_description = Sometimes missions require stuff. And things. Lots of stuff & things. Sometimes you run out of places to stuff your stuff, so you need more things in which to put your things. As such, here is the ILC-18k, a larger container in which to stuff your things. #KIS_Container2_Part_tags = KIS container inventory cck-containers #KIS_Container3_Part_title = ISC-6K Container #KIS_Container3_Part_manufacturer = Kerbal Inventory Systems #KIS_Container3_Part_description = The SC-62 portable container-backpack was a huge success, but there were some shortcomings, like the fact that it cannot be accessed from inside the ship. To solve this problem, a full-fledged container module was developed. Due to the need to maintain a constant pressure inside the module, its size and cost have increased. #KIS_Container3_Part_tags = KIS container inventory cck-containers #KIS_Container4_Part_title = ImC-1500 Container #KIS_Container4_Part_manufacturer = Kerbal Inventory Systems #KIS_Container4_Part_description = Three engineers at a party grab some cans of beer. After consuming several, they decide they're the perfect design for a new, compact cargo module. Thus the Inline Mini-Container 1500 was born, suitable for long-distance delivery of parts and snacks alike (refrigerated compartment sold separately). Use responsibly. #KIS_Container4_Part_tags = cck-containers KIS container inventory #KIS_Container5_Part_title = IGC-25K Container #KIS_Container5_Part_manufacturer = Kerbal Inventory Systems #KIS_Container5_Part_description = A humongous container (that was definitely not salvaged from a KEDEX cargo plane) specially designed for long-term resupply missions or intercontinental shipping. Warranty void if refurbished and used as a pay-phone booth. #KIS_Container5_Part_tags = cck-containers KIS container inventory #KIS_Container6_Part_title = IMiC-800 Container #KIS_Container6_Part_manufacturer = Kerbal Inventory Systems #KIS_Container6_Part_description = The smallest member of the Inline family, the Inline Micro Container 800 is for when you need to bring along some snacks or sundries, but you don't want to have to put on an EVA suit to grab them. #KIS_Container6_Part_tags = cck-containers KIS container inventory #KIS_Container7_Part_title = IMC-15K Container #KIS_Container7_Part_manufacturer = Kerbal Inventory Systems #KIS_Container7_Part_description = A smaller container that was developed when the engineering team accidentally cut the IGC-25K in half. Warranty void if stacked with another IMC-15K unit. #KIS_Container7_Part_tags = cck-containers KIS container inventory #KIS_Container8_Part_title = IWC-3K "Wyvern" #KIS_Container8_Part_manufacturer = KIS #KIS_Container8_Part_description = The IWC-3K "Wyvern" container is specifically designed for when you can't decide whether the food is enough for the trip to Duna or you should take more snacks just in case. Warranty void if used with used alongside any container outside the KIS containers (sold separately). #KIS_Container8_Part_tags = cck-containers KIS container inventory #KIS_ContainerMount1_Part_title = SM-62 Container Mount #KIS_ContainerMount1_Part_manufacturer = Kerbal Inventory Systems #KIS_ContainerMount1_Part_description = This simple mounting system allows you to attach a SC-62 container-backpack. Wehrner von Kerman personally adjusts each mount before launch - that is why there have never been any failures, and all of them safely reach orbit. Warranty void if installed on Wehrner's day off. #KIS_ContainerMount1_Part_tags = KIS EVA building portable container cck-containers #KIS_electricScrewdriver_Part_title = E-SD80 Electric Screwdriver #KIS_electricScrewdriver_Part_manufacturer = Kerbal Inventory Systems #KIS_electricScrewdriver_Part_description = Some folks were not entirely satisfied with our previous product, the wrench. Jeb, in particular, complained: "This isn't what I wanted! What's next, a screwdriver!?". Again, our engineers took this report very seriously. After a year of R&D and five unsuccessful prototypes (one even causing a fire at the launch pad), we present a new product: an ELECTRIC screwdriver. Despite the name, screws are actually not yet supported, but bolts and nuts of any size are compatible. Besides, Jeb got exactly what he wanted! #KIS_electricScrewdriver_Part_tags = KIS EVA tool building portable cck-eva-items #KIS_evapropellant_Part_title = EVA-11 Fuel Canister #KIS_evapropellant_Part_manufacturer = Kerbal Inventory Systems #KIS_evapropellant_Part_description = After all EVA suits were equipped with maneuvering thrusters, Mission Control ran into an unexpected problem: crew members became so addicted to flying around with their jetpacks that they frequently exhausted their supplies of propellant! After an excessive number of rescue missions, every vessel was required to include a spare fuel tank, just in case. Now fellow crew members can save their reckless colleagues by replenishing their fuel supplies. If necessary, the tank can be recharged from the ship's propellant. #KIS_evapropellant_Part_tags = KIS EVA fuel portable cck-eva-items #KIS_evapropellant_Part_useName = Refuel #KIS_ghettoblaster_Part_title = Ghetto Blaster #KIS_ghettoblaster_Part_manufacturer = Kerbal Inventory Systems #KIS_ghettoblaster_Part_description = Long flights can be boring and sometimes even unbearable. To brighten up the life of our brave space explorers, our engineers have developed a special version of the cassette recorder: a tape recorder without a cassette! It always plays the same tune, thus completely eliminating any conflicts between crew members concerning musical preferences. #KIS_ghettoblaster_Part_tags = cck-eva-items #KIS_golfclub_Part_title = Alpard Kerman's Golf Club #KIS_golfclub_Part_manufacturer = Kerbal Inventory Systems #KIS_golfclub_Part_description = Ballistic calculations are all well and good, but it is sometimes much better to just whack an object and see how it flies. Here is a nice long club, which can be used for this purpose. Always be sure to log your scientific observations, such has how many whacks it takes to move the object into an impact crater. Hey, the flags Jeb loves to place everywhere can even be used to mark the crater locations! #KIS_golfclub_Part_tags = cck-eva-items #KIS_golfclub_Part_useName = Swing #KIS_guide_Part_title = KIS for Dummies #KIS_guide_Part_manufacturer = Kerbal Inventory Systems #KIS_guide_Part_description = We once conducted a study and discovered a curious fact: it turns out that nobody reads the instruction manual before flight, no matter how much we ask them to! However, if a problem does arise mid-flight, then of course they finally want to read the instructions! To meet this demand, our administration department has prepared a brief manual that you can consult during a mission. Jeb still claims that it's unnecessary, since he already knows everything and he's just going on missions for fun. #KIS_guide_Part_tags = KIS inventory building book portable cck-eva-items #KIS_guide_Part_useName = Read #KIS_guitar_Part_title = Davie Kerman's Guitar #KIS_guitar_Part_manufacturer = Kerbal Inventory Systems #KIS_guitar_Part_description = Sometimes, the only missing thing in outer space is... a guitar. This model is a North-Rope Strummin', the third most popular brand of guitars on Kerbin after Nos-Big and Red-Nef. Guitar picks sold separately. #KIS_guitar_Part_tags = cck-eva-items #KIS_snacks_Part_title = Snacks! #KIS_snacks_Part_manufacturer = Kerbal Inventory Systems #KIS_snacks_Part_description = To be used in moderation. Snacks™ hypercalorie nutriotional suppliments will keep crew members happy on even the most mundane missions. #KIS_snacks_Part_tags = cck-eva-items #KIS_taco_Part_title = T.B. Kerman's Taco #KIS_taco_Part_manufacturer = Kerbal Inventory Systems #KIS_taco_Part_description = Beef, vegetables, and hot sauce in a tortilla. Everything our kerbonauts need for a zero G meal. Nobody seems to know just what the "T.B." stands for. #KIS_taco_Part_tags = cck-eva-items #KIS_taco_Part_useName = Eat #KIS_wrench_Part_title = BS-8 Utility Wrench #KIS_wrench_Part_manufacturer = Kerbal Inventory Systems #KIS_wrench_Part_description = Returning from another regular expedition, Jeb complained that during almost every flight, some parts would come loose and start flying around the cabin. Our engineers took this report very seriously. After performing extensive research, numerous experiments, and consuming several gallons of koffee, the problem was diagnosed, and a simple, yet elegant solution was found: a wrench! Now Jeb can fix all those loose parts, or even attach additional struts mid-flight. #KIS_wrench_Part_tags = KIS EVA tool building portable cck-eva-items #SEP_Box_Part_title = Cardboard Box #SEP_Box_Part_manufacturer = Albert Kermin Industries #SEP_Box_Part_description = Collapsible cardboard box for transporting components from a lander to a site, for building Surface Experiment Packages or something else. #SEP_Box_Part_tags = cck-containers cck-eva-items sep kis kas surface experiment inventory attachment eva storage container box cardboard #SEP_FallenKerbonaut_Part_title = Fallen Kerbonaut #SEP_FallenKerbonaut_Part_manufacturer = Hoeydonck Van Kerman #SEP_FallenKerbonaut_Part_description = This small aluminum sculpture is a memorial to all kerbonauts and ground personnel who have been lost in the pursuit of space exploration. The artist has respectfully asked that you take it and leave it on the surface of the Mun. #SEP_FallenKerbonaut_Part_tags = fallen kerbonaut sculpture art cck-eva-items #SEP_StorageLong_Part_title = AKI-L Storage Locker #SEP_StorageLong_Part_manufacturer = Albert Kermin Industries #SEP_StorageLong_Part_description = A larger locker, for storing more stuff in a larger craft. It has nothing to do with any of the engineer's hall lockers going missing. #SEP_StorageLong_Part_tags = cck-containers sep kis kas surface experiment inventory attachment eva storage container locker #SEP_StorageShort_Part_title = AKI-S Storage Locker #SEP_StorageShort_Part_manufacturer = Albert Kermin Industries #SEP_StorageShort_Part_description = Noticing that there was a problem with storing Surface Experiment Package parts on small landers, we ordered the engineers to find a solution. They came back with this steel box, which works quite nicely. No, it has nothing to do with the recent theft of Valentina's locker. #SEP_StorageShort_Part_tags = cck-containers sep kis kas surface experiment inventory attachment eva storage container locker #kisLOC_99000 = \u0020L #kisLOC_02000 = Cannot equip stacked items #kisLOC_02001 = Cannot equip item, slot [<<1>>] already used for carrying <<2>> #kisLOC_02002 = This item can only be used by a kerbal with the skill: <<1>> #kisLOC_02003 = Max destination volume reached (+<<1>>) #kisLOC_02004 = Cannot stack with equipped item #kisLOC_01000 = Re-dock #kisLOC_01001 = Can't re-dock #kisLOC_01002 = Grab #kisLOC_01003 = Detach & Grab #kisLOC_01004 = Can't grab #kisLOC_01005 = Detach #kisLOC_01006 = Detach from ground #kisLOC_01007 = Can't detach #kisLOC_01008 = Can't attach #kisLOC_01009 = Too heavy #kisLOC_01010 = Too far #kisLOC_01011 = Not supported #kisLOC_01012 = Tool needed #kisLOC_01013 = Vessel: <<1>>\nMass: <<2>> #kisLOC_01014 = Root part #kisLOC_01015 = Drop (<<1>>) #kisLOC_01016 = Attach (<<1>>) #kisLOC_01017 = Re-dock (<<1>>) #kisLOC_01018 = Mount #kisLOC_01019 = No docked vessel found #kisLOC_01020 = Select a vessel #kisLOC_01021 = Kerbonauts can move themselves using jetpacks. #kisLOC_01022 = Bring more kerbals [<<1>> > <<2>>] #kisLOC_01023 = Move closer to the part #kisLOC_01024 = This part can't be attached without a tool #kisLOC_01025 = This part can't be detached without a tool #kisLOC_01026 = This part can't be detached from the ground without a tool #kisLOC_01027 = The function is not supported on this part #kisLOC_01028 = Attach function is not supported on this part #kisLOC_01029 = <<1>> #kisLOC_01030 = <<1>>\nAttached parts: <<2>> #kisLOC_01031 = [<<1>>][<<2>>] #kisLOC_01032 = [<<1>>][<<2>>] #kisLOC_01033 = [<<1>>][<<2>>] #kisLOC_01034 = <<1>>/<<2>>/<<3>> to rotate #kisLOC_01035 = [<<1>>] to reset orientation & position #kisLOC_01036 = [<<1>>] to change node #kisLOC_01037 = [<<1>>]/[<<2>>] to move up/down #kisLOC_01038 = [<<1>>] to attach #kisLOC_01039 = [Escape] to cancel #kisLOC_01040 = KIS cannot pickup deployed ground experiments.\nAccess the part's menu! #kisLOC_03000 = Target object is not allowed! #kisLOC_03001 = Cannot attach on itself! #kisLOC_03002 = This part is not allowed on the mount! #kisLOC_03003 = Target part doesn't allow surface attach! #kisLOC_03004 = This node cannot be used for surface attach! #kisLOC_03005 = Too far from source: <<1>> > <<2>> #kisLOC_03006 = Too far from target: <<1>> > <<2>> #kisLOC_03007 = Cannot attach to part: <<1>> #kisLOC_03008 = This part has only one attach node! #kisLOC_00000 = Cannot use equipped item because nothing is equipped #kisLOC_00001 = Pod <<1>> doesn't have personal inventory space #kisLOC_00002 = Cannot put an assembly into inventory: <<1>> part(s) attached #kisLOC_00003 = Max destination volume reached: <<1>> (+<<2>>) #kisLOC_00004 = This storage is not accessible while carried! #kisLOC_00005 = This storage is not accessible from the outside! #kisLOC_00006 = This storage is not accessible from the inside! #kisLOC_00009 = Inventory is full, cannot split! #kisLOC_00010 = Carriable items cannot be stored in the seat's inventory #kisLOC_00011 = Another part is already carried #kisLOC_00012 = The seat must be crewed at launch to enable inventory #kisLOC_00013 = Remove Helmet #kisLOC_00014 = Put On Helmet #kisLOC_00015 = <<1>> | Seat <<2>> #kisLOC_00016 = <<1>> | <<2>> #kisLOC_00017 = <<1>> | <<2>> #kisLOC_00019 = Action #kisLOC_00020 = OK #kisLOC_00021 = Set name #kisLOC_00022 = Close #kisLOC_00023 = Unequip #kisLOC_00024 = Equip #kisLOC_00025 = Drop #kisLOC_00026 = Split (<<1>>) #kisLOC_00027 = Quantity: <<1>> #kisLOC_00028 = No action #kisLOC_00029 = Seat <<1>> inventory #kisLOC_00030 = <>'s inventory #kisLOC_00031 = Inventory #kisLOC_00032 = Inventory | <<1>> #kisLOC_00033 = Carried #kisLOC_00034 = Equip. #kisLOC_00035 = <<1>> #kisLOC_00036 = x<<1>> #kisLOC_00037 = Volume: <<1>> / <<2>> #kisLOC_00038 = Mass: <<1>> #kisLOC_00039 = Cost: <<1>> #kisLOC_00040 = Volume: <<1>> #kisLOC_00041 = Dry mass: <<1>> #kisLOC_00042 = Resource mass: <<1>> #kisLOC_00043 = Cost: <<1>> #kisLOC_00044 = Contents cost: <<1>> #kisLOC_00045 = Contents mass: <<1>> #kisLOC_00046 = Total cost: <<1>> #kisLOC_00047 = Total volume: <<1>> #kisLOC_00048 = Total mass: <<1>> #kisLOC_00049 = Part has no resources #kisLOC_00051 = Press [<<1>>] to use (equipped) #kisLOC_00052 = <<1>>: <<2>> / <<3>> #kisLOC_00053 = <<1>> (Data=<<2>>, Value=<<3>>) #kisLOC_00054 = Part has no science data #kisLOC_00055 = KIS Inventory #kisLOC_00056 = Max Volume: <<1>> #kisLOC_00057 = Can be accessed from inside #kisLOC_00058 = Cannot be accessed from inside #kisLOC_00059 = Can be accessed from EVA #kisLOC_00060 = Cannot be accessed from EVA #kisLOC_00061 = Use stock game abilities to handle this part #kisLOC_06000 = KIS Item #kisLOC_06001 = Equips on: <<1>> #kisLOC_06002 = Carried on: <<1>> #kisLOC_06003 = left hand #kisLOC_06004 = right hand #kisLOC_06005 = jetpack #kisLOC_06006 = eyes #kisLOC_06007 = helmet #kisLOC_06008 = Attaches to parts without a tool #kisLOC_06009 = Cannot be attached to other parts #kisLOC_06010 = Attaches to surface without a tool #kisLOC_06011 = Tool required to surface-attach #kisLOC_06012 = Surface attachment strength: <<1>> #kisLOC_06013 = Carried by kerbals #kisLOC_06014 = Equippable item #kisLOC_04000 = KIS Attach Tool #kisLOC_04001 = Can attach to the stack nodes #kisLOC_04002 = Can only attach to a part's surface #kisLOC_05009 = Activate #kisLOC_05010 = Setup #kisLOC_05000 = KIS Bomb #kisLOC_05001 = Max explosion radius: <<1>> #kisLOC_05002 = Explosive - Setup #kisLOC_05003 = Timer #kisLOC_05004 = <<1>> s #kisLOC_05005 = Explosion radius #kisLOC_05006 = <<1>> / <<2>> #kisLOC_05007 = ACTIVATE (cannot be undone) #kisLOC_05008 = Close #kisLOC_05011 = You have <<1>> seconds to escape! #kisLOC_07000 = KIS Guide #kisLOC_07001 = The last resort manual #kisLOC_07002 = Reader #kisLOC_07003 = Previous page #kisLOC_07004 = Next page #kisLOC_07005 = Close #kisLOC_07006 = Page <<1>> / <<2>> #kisLOC_08000 = The jetpack is full. No need to refill #kisLOC_08001 = The canister is empty! Cannot refuel the jetpack #kisLOC_08002 = Fuel canister refilled #kisLOC_08004 = Jetpack fully refueled #kisLOC_08005 = Added <<1>> units of fuel to the jetpack #kisLOC_08006 = The canister is full. No need to refill #kisLOC_08007 = Consumed <<2>> units of <<1>> from the vessel #kisLOC_08008 = Vessel doesn't have a spare reserve of <<1>> #kisLOC_09000 = Play #kisLOC_09001 = Stop #kisLOC_10001 = Release #kisLOC_10000 = Release #kisLOC_99001 = EVA Items } } } UrlConfig { parentUrl = KIS/Lang/es-es.cfg Localization { es-es { #KIS_basketball_Part_title = Pelota de basket #KIS_basketball_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_basketball_Part_description = Una gran herramienta para estudiar la gravedad. Incluso en microgravedad, la Tercera Ley de Newton todavía se puede explorar. Jeb afirma que encontró esta bola cuando fue misteriosamente transportado a un planeta llamado Moron Mountain. El Control de la Misión insiste en que no tienen conocimiento de tal misión, pero Jeb está convencido de que fue teletransportado a través del espacio cuando sus comunicaciones se bloquearon. Cuando se le pide más detalles, siempre se niega y dice que "prometió a Mike que lo mantendría en secreto". Nadie sabe de qué está hablando. #KIS_basketball_Part_tags = cck-eva-items #KIS_beer_Part_title = Cerveza de Bub #KIS_beer_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_beer_Part_description = Una cerveza sabrosa y asequible. Cada gerente de agencia espacial debe tener un suministro saludable a mano para garantizar una motivación sólida de la tripulación y una alta moral. #KIS_beer_Part_tags = cck-eva-items #KIS_beer_Part_useName = Beber #KIS_bomb1_Part_title = Explosivos estándar K4 #KIS_bomb1_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_bomb1_Part_description = ¿Quién querría llevar una bomba a bordo de una nave espacial? ¡Tendrías que estar completamente enojado! No obstante, nuestros pilotos e ingenieros capacitados son capaces de usar este dispositivo explosivo para deshacerse de piezas innecesarias o desorbitar un satélite. ¡Tenga en cuenta que hay un tiempo limitado para alcanzar una distancia segura antes de que explote! Se llevan a cabo sesiones de capacitación mensuales para garantizar que nuestra tripulación conozca todas las normas de seguridad relevantes.¿Quién querría llevar una bomba a bordo de una nave espacial? ¡Tendrías que estar completamente enojado! No obstante, nuestros pilotos e ingenieros capacitados son capaces de usar este dispositivo explosivo para deshacerse de piezas innecesarias o desorbitar un satélite. ¡Tenga en cuenta que hay un tiempo limitado para alcanzar una distancia segura antes de que explote! Se llevan a cabo sesiones de capacitación mensuales para garantizar que nuestra tripulación conozca todas las normas de seguridad relevantes. #KIS_bomb1_Part_tags = KIS EVA portable tool destruction bomb cck-eva-items #kis_concreteBase1_Part_title = Base de tierra CB1 #kis_concreteBase1_Part_manufacturer = Sistemas de Inventario Kerbal #kis_concreteBase1_Part_description = ¿Alguna vez has necesitado sujetar algo a la superficie de un cuerpo celeste? Podemos hacer que eso funcione. ¡Conoce el bloque de hormigón! El CB1 es nuestra variación en el diseño clásico de bloques en el que los ingenieros de construcción han confiado durante siglos: una base resistente que se puede fijar al suelo incluso sin herramientas. Por supuesto, unir otras partes al bloque requerirá herramientas, que se venden por separado. #kis_concreteBase1_Part_tags = KIS EVA portable building construction concrete cck-eva-items #KIS_Container1_Part_title = Contenedor portátil SC-62 #KIS_Container1_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_Container1_Part_description = Este contenedor externo para herramientas, bocadillos y más fue diseñado específicamente para la misión a Mun. Dos días antes del lanzamiento, el equipo de tierra descubrió que no había más espacio para la taza de café favorita de Valentina. ¡Esto puso en riesgo toda la misión! Afortunadamente, nuestros ingenieros pudieron resolver el problema al colocar una mochila de senderismo ordinaria reforzada con tubos de aluminio en el exterior del barco. A los equipos les gustó tanto este diseño que estas mochilas para contenedores ahora se producen en masa. #KIS_Container1_Part_tags = KIS container inventory portable cck-containers #KIS_Container2_Part_title = Contenedor ILC-18k #KIS_Container2_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_Container2_Part_description = A veces las misiones requieren cosas. Y cosas. Un montón de cosas y cosas. A veces te quedas sin lugares para llenar tus cosas, por lo que necesitas más cosas para poner tus cosas. Como tal, aquí está el ILC-18k, un contenedor más grande para guardar sus cosas. #KIS_Container2_Part_tags = KIS container inventory cck-containers #KIS_Container3_Part_title = Contenedor ISC-6K #KIS_Container3_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_Container3_Part_description = La mochila portátil SC-62 fue un gran éxito, pero hubo algunas deficiencias, como el hecho de que no se puede acceder desde el interior de la nave. Para resolver este problema, se desarrolló un módulo contenedor completo. Debido a la necesidad de mantener una presión constante dentro del módulo, su tamaño y costo han aumentado. #KIS_Container3_Part_tags = KIS container inventory cck-containers #KIS_Container4_Part_title = Contenedor ImC-1500 #KIS_Container4_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_Container4_Part_description = Tres ingenieros en una fiesta agarran unas latas de cerveza. Después de consumir varios, deciden que son el diseño perfecto para un nuevo módulo de carga compacto. Así nació el Mini contenedor 1500 en línea, adecuado para la entrega a larga distancia de piezas y refrigerios por igual (el compartimento refrigerado se vende por separado). Usar de manera responsable. #KIS_Container4_Part_tags = cck-containers KIS container inventory #KIS_Container5_Part_title = Contenedor IGC-25K #KIS_Container5_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_Container5_Part_description = Un contenedor enorme (que definitivamente no fue rescatado de un avión de carga KEDEX) especialmente diseñado para misiones de reabastecimiento a largo plazo o envíos intercontinentales. Garantía nula si se restaura y se utiliza como cabina telefónica. #KIS_Container5_Part_tags = cck-containers KIS container inventory #KIS_Container6_Part_title = Contenedor IMiC-800 #KIS_Container6_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_Container6_Part_description = El miembro más pequeño de la familia Inline, el micro contenedor 800 en línea, es para cuando necesitas llevar algunos bocadillos o artículos diversos, pero no quieres tener que ponerte un traje de AEV para agarrarlos. #KIS_Container6_Part_tags = cck-containers KIS container inventory #KIS_Container7_Part_title = Contenedor IMC-15K #KIS_Container7_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_Container7_Part_description = Un contenedor más pequeño que se desarrolló cuando el equipo de ingeniería cortó accidentalmente el IGC-25K por la mitad. Garantía nula si se apila con otra unidad IMC-15K. #KIS_Container7_Part_tags = cck-containers KIS container inventory #KIS_Container8_Part_title = IWC-3K "Wyvern" #KIS_Container8_Part_manufacturer = KIS #KIS_Container8_Part_description = El contenedor IWC-3K "Wyvern" está específicamente diseñado para cuando no puede decidir si la comida es suficiente para el viaje a Duna o si debe tomar más refrigerios por si acaso. Garantía nula si se usa junto con cualquier contenedor fuera de los contenedores KIS (se vende por separado). #KIS_Container8_Part_tags = cck-containers KIS container inventory #KIS_ContainerMount1_Part_title = Montaje de contenedor SM-62 #KIS_ContainerMount1_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_ContainerMount1_Part_description = Este sencillo sistema de montaje le permite colocar una mochila contenedor SC-62. Wehrner von Kerman ajusta personalmente cada montaje antes del lanzamiento, es por eso que nunca ha habido fallas, y todas ellas alcanzan la órbita de manera segura. Garantía nula si se instala el día libre de Wehrner. #KIS_ContainerMount1_Part_tags = KIS EVA building portable container cck-containers #KIS_electricScrewdriver_Part_title = Destornillador eléctrico E-SD80 #KIS_electricScrewdriver_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_electricScrewdriver_Part_description = Algunas personas no estaban completamente satisfechas con nuestro producto anterior, la llave inglesa. Jeb, en particular, se quejó: "¡Esto no es lo que quería! ¿Qué sigue, un destornillador?". Una vez más, nuestros ingenieros se tomaron este informe muy en serio. Después de un año de I+D y cinco prototipos fallidos (uno incluso causando un incendio en la plataforma de lanzamiento), presentamos un nuevo producto: un destornillador ELÉCTRICO. A pesar del nombre, los tornillos aún no son compatibles, pero los pernos y tuercas de cualquier tamaño son compatibles. Además, ¡Jeb obtuvo exactamente lo que quería! #KIS_electricScrewdriver_Part_tags = KIS EVA tool building portable cck-eva-items #KIS_evapropellant_Part_title = Depósito de combustible EVA-11 #KIS_evapropellant_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_evapropellant_Part_description = Después de que todos los trajes de AEV estaban equipados con propulsores de maniobra, el Control de la Misión se encontró con un problema inesperado: ¡los miembros de la tripulación se volvieron tan adictos a volar con sus mochilas propulsoras que frecuentemente agotaban sus suministros de propulsor! Después de un número excesivo de misiones de rescate, se requería que cada nave incluyera un tanque de combustible de repuesto, por si acaso. Ahora, otros miembros de la tripulación pueden salvar a sus imprudentes colegas reponiendo sus suministros de combustible. Si es necesario, el tanque se puede recargar con el propulsor de la nave. #KIS_evapropellant_Part_tags = KIS EVA fuel portable cck-eva-items #KIS_evapropellant_Part_useName = Repostar #KIS_ghettoblaster_Part_title = Ghetto Blaster #KIS_ghettoblaster_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_ghettoblaster_Part_description = Los vuelos largos pueden ser aburridos y a veces incluso insoportables. Para alegrar la vida de nuestros valientes exploradores del espacio, nuestros ingenieros han desarrollado una versión especial de la grabadora de cassette: ¡una grabadora de cinta sin cassette! Siempre toca la misma melodía, eliminando por completo cualquier conflicto entre los miembros de la tripulación con respecto a las preferencias musicales. #KIS_ghettoblaster_Part_tags = cck-eva-items #KIS_golfclub_Part_title = Palo de golf Alphard Kerman #KIS_golfclub_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_golfclub_Part_description = Los cálculos balísticos están muy bien, pero a veces es mucho mejor golpear un objeto y ver cómo vuela. Aquí hay un buen club largo, que se puede utilizar para este propósito. Siempre asegúrese de registrar sus observaciones científicas, ya que tiene la cantidad de golpes necesarios para mover el objeto a un cráter de impacto. ¡Ey, las banderas que Jeb adora colocar en todas partes pueden incluso usarse para marcar las ubicaciones de los cráteres! #KIS_golfclub_Part_tags = cck-eva-items #KIS_golfclub_Part_useName = Swing #KIS_guide_Part_title = KIS para Dummies #KIS_guide_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_guide_Part_description = Una vez realizamos un estudio y descubrimos un hecho curioso: ¡resulta que nadie lee el manual de instrucciones antes del vuelo, sin importar cuánto les pedimos! Sin embargo, si surge un problema durante el vuelo, ¡por supuesto que finalmente quieren leer las instrucciones! Para satisfacer esta demanda, nuestro departamento de administración ha preparado un breve manual que puede consultar durante una misión. Jeb todavía afirma que es innecesario, ya que él ya lo sabe todo y solo va a misiones por diversión. #KIS_guide_Part_tags = KIS inventory building book portable cck-eva-items #KIS_guide_Part_useName = Leer #KIS_guitar_Part_title = Guitarra de Davie Kerman #KIS_guitar_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_guitar_Part_description = A veces, lo único que falta en el espacio exterior es ... una guitarra. Este modelo es un North-Rope Strummin ', la tercera marca de guitarras más popular en Kerbin después de Nos-Big y Red-Nef. Las púas de guitarra se venden por separado. #KIS_guitar_Part_tags = cck-eva-items #KIS_taco_Part_title = T.B. Taco de Kerman #KIS_taco_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_taco_Part_description = Carne de res, verduras y salsa picante en una tortilla. Todo lo que nuestros kerbonautas necesitan para una comida cero G. Nadie parece saber exactamente qué es el "T.B." representa. #KIS_taco_Part_tags = cck-eva-items #KIS_taco_Part_useName = Comer #KIS_wrench_Part_title = BS-8 Llave Utilitaria #KIS_wrench_Part_manufacturer = Sistemas de Inventario Kerbal #KIS_wrench_Part_description = Al regresar de otra expedición regular, Jeb se quejó de que durante casi todos los vuelos, algunas partes se soltarían y comenzarían a volar alrededor de la cabina. Nuestros ingenieros se tomaron este informe muy en serio. Después de realizar una extensa investigación, numerosos experimentos y consumir varios galones de café, se diagnosticó el problema y se encontró una solución simple pero elegante: ¡una llave inglesa! Ahora Jeb puede arreglar todas esas partes sueltas, o incluso colocar puntales adicionales en pleno vuelo. #KIS_wrench_Part_tags = KIS EVA tool building portable cck-eva-items #kisLOC_99000 = \u0020L #kisLOC_02000 = No se pueden equipar elementos apilados. #kisLOC_02001 = No se puede equipar el artículo, la ranura [<<1>>] ya está en uso para transportar <<2>> #kisLOC_02002 = Este elemento solo puede ser utilizado por un kerbal con la habilidad: <<1>> #kisLOC_02003 = Volumen máximo de destino alcanzado (+<<1>>) #kisLOC_02004 = No se puede apilar con un objeto equipado #kisLOC_01000 = Re-acoplar #kisLOC_01001 = No puedes re-acoplar #kisLOC_01002 = Agarrar #kisLOC_01003 = Separar y agarrar #kisLOC_01004 = No puedes agarrar #kisLOC_01005 = Separar #kisLOC_01006 = Separar del suelo #kisLOC_01007 = No se puede separar #kisLOC_01008 = No se puede adjuntar #kisLOC_01009 = Demasiado pesado #kisLOC_01010 = Muy lejos #kisLOC_01011 = No soportado #kisLOC_01012 = Herramienta necesaria #kisLOC_01013 = Nave: <<1>>\nMasa: <<2>> #kisLOC_01014 = Parte raíz #kisLOC_01015 = Soltar (<<1>>) #kisLOC_01016 = Adjuntar (<<1>>) #kisLOC_01017 = Re-acoplar (<<1>>) #kisLOC_01018 = Montar #kisLOC_01019 = No se encontró ninguna nave atracada #kisLOC_01020 = Selecciona una nave #kisLOC_01021 = Los kerbonautas pueden moverse con mochilas propulsoras. #kisLOC_01022 = Trae más kerbals [<<1>> > <<2>>] #kisLOC_01023 = Acércate a la parte #kisLOC_01024 = Esta parte no se puede adjuntar sin una herramienta #kisLOC_01025 = Esta parte no se puede separar sin una herramienta #kisLOC_01026 = Esta parte no se puede separar del suelo sin una herramienta #kisLOC_01027 = La función no es compatible en esta parte #kisLOC_01028 = La función de adjuntar no es compatible con esta parte #kisLOC_01029 = <<1>> #kisLOC_01030 = <<1>>\nPartes adjuntas: <<2>> #kisLOC_01031 = [<<1>>][<<2>>] #kisLOC_01032 = [<<1>>][<<2>>] #kisLOC_01033 = [<<1>>][<<2>>] #kisLOC_01034 = <<1>>/<<2>>/<<3>> para rotar #kisLOC_01035 = [<<1>>] para restablecer la orientación y posición #kisLOC_01036 = [<<1>>] para cambiar de nodo #kisLOC_01037 = [<<1>>]/[<<2>>] para subir/bajar #kisLOC_01038 = [<<1>>] para adjuntar #kisLOC_01039 = [Escape] para cancelar #kisLOC_01040 = KIS no puede recoger experimentos en tierra desplegados.\nAccede al menú de piezas! #kisLOC_03000 = ¡El objeto de destino no está permitido! #kisLOC_03001 = ¡No se puede conectar sobre sí mismo! #kisLOC_03002 = ¡Esta parte no está permitida en el montaje! #kisLOC_03003 = ¡La parte de destino no permite unir la superficie! #kisLOC_03004 = ¡Este nodo no se puede usar para unir superficie! #kisLOC_03005 = Demasiado lejos del origen: <<1>> > <<2>> #kisLOC_03006 = Demasiado lejos del objetivo: <<1>> > <<2>> #kisLOC_03007 = No se puede unir a la parte: <<1>> #kisLOC_03008 = ¡Esta parte tiene solo un nodo de conexión! #kisLOC_00000 = No se puede usar un elemento equipado porque nada está equipado #kisLOC_00001 = La cápsula <<1>> no tiene espacio de inventario personal #kisLOC_00002 = No se puede poner un ensamblaje en inventario: <<1>> parte(s) adjunta #kisLOC_00003 = Volumen máximo de destino alcanzado: <<1>> (+<<2>>) #kisLOC_00004 = ¡Este almacenamiento no es accesible mientras se lleva! #kisLOC_00005 = ¡Este almacenamiento no es accesible desde el exterior! #kisLOC_00006 = ¡Este almacenamiento no es accesible desde el interior! #kisLOC_00009 = ¡El inventario está lleno, no se puede dividir! #kisLOC_00010 = Los artículos transportables no pueden almacenarse en el inventario del asiento #kisLOC_00011 = Otra parte ya está cargada #kisLOC_00012 = El asiento debe estar tripulado en el lanzamiento para permitir el inventario #kisLOC_00013 = Quitar el casco #kisLOC_00014 = Ponerse el casco #kisLOC_00015 = <<1>> | Asiento <<2>> #kisLOC_00016 = <<1>> | <<2>> #kisLOC_00017 = <<1>> | <<2>> #kisLOC_00019 = Acción #kisLOC_00020 = OK #kisLOC_00021 = Escoger un nombre #kisLOC_00022 = Cerrar #kisLOC_00023 = Desequipar #kisLOC_00024 = Equipar #kisLOC_00025 = Soltar #kisLOC_00026 = Dividir (<<1>>) #kisLOC_00027 = Cantidad: <<1>> #kisLOC_00028 = Sin acción #kisLOC_00029 = Asiento <<1>> inventario #kisLOC_00030 = Inventario de <> #kisLOC_00031 = Inventario #kisLOC_00032 = Inventario | <<1>> #kisLOC_00033 = Llevado #kisLOC_00034 = Equipado. #kisLOC_00035 = <<1>> #kisLOC_00036 = x<<1>> #kisLOC_00037 = Volumen: <<1>> / <<2>> #kisLOC_00038 = Masa: <<1>> #kisLOC_00039 = Coste: <<1>> #kisLOC_00040 = Volumen: <<1>> #kisLOC_00041 = Masa en seco: <<1>> #kisLOC_00042 = Masa de recursos: <<1>> #kisLOC_00043 = Coste: <<1>> #kisLOC_00044 = Coste de contenido: <<1>> #kisLOC_00045 = Coste de masa: <<1>> #kisLOC_00046 = Coste Total: <<1>> #kisLOC_00047 = Volumen total: <<1>> #kisLOC_00048 = Masa total: <<1>> #kisLOC_00049 = La parte no tiene recursos #kisLOC_00051 = Presione [<<1>>] para usar (equipado) #kisLOC_00052 = <<1>>: <<2>> / <<3>> #kisLOC_00053 = <<1>> (Datos=<<2>>, Valor=<<3>>) #kisLOC_00054 = La parte no tiene datos científicos #kisLOC_00055 = Inventario KIS #kisLOC_00056 = Volumen máximo: <<1>> #kisLOC_00057 = Se puede acceder desde adentro #kisLOC_00058 = No se puede acceder desde adentro #kisLOC_00059 = Se puede acceder desde AEV #kisLOC_00060 = No se puede acceder desde AEV #kisLOC_00061 = Usa las habilidades del juego para manejar esta parte #kisLOC_06000 = Artículo KIS #kisLOC_06001 = Equipa en: <<1>> #kisLOC_06002 = Llevar en: <<1>> #kisLOC_06003 = mano izquierda #kisLOC_06004 = mano derecha #kisLOC_06005 = jetpack #kisLOC_06006 = ojos #kisLOC_06007 = casco #kisLOC_06008 = Se conecta a partes sin una herramienta #kisLOC_06009 = No se puede conectar a otras partes #kisLOC_06010 = Se conecta a la superficie sin una herramienta #kisLOC_06011 = Herramienta requerida para unir a la superficie #kisLOC_06012 = Fuerza de fijación de superficie: <<1>> #kisLOC_06013 = Llevado por kerbals #kisLOC_06014 = Artículo equipable #kisLOC_04000 = Herramienta de conexión KIS #kisLOC_04001 = Se puede conectar a los nodos de la pila #kisLOC_04002 = Solo se puede unir a la superficie de una pieza #kisLOC_05009 = Activar #kisLOC_05010 = Configuración #kisLOC_05000 = Bomba KIS #kisLOC_05001 = Radio de explosión máx.: <<1>> #kisLOC_05002 = Explosivo - Configuración #kisLOC_05003 = Temporizador #kisLOC_05004 = <<1>> s #kisLOC_05005 = Radio de explosión #kisLOC_05006 = <<1>> / <<2>> #kisLOC_05007 = ACTIVAR (no se puede deshacer) #kisLOC_05008 = Cerrar #kisLOC_05011 = ¡Tienes <<1>> segundos para escapar! #kisLOC_07000 = Guía KIS #kisLOC_07001 = El último recurso manual #kisLOC_07002 = Lector #kisLOC_07003 = Pagina anterior #kisLOC_07004 = Siguiente página #kisLOC_07005 = Cerrar #kisLOC_07006 = Página <<1>> / <<2>> #kisLOC_08000 = El jetpack está lleno. No es necesario rellenar #kisLOC_08001 = ¡El bote está vacío! No se puede repostar el jetpack. #kisLOC_08002 = Recipiente de combustible rellenado #kisLOC_08003 = No hay suficiente combustible en el recipiente. El jetpack está parcialmente repostado #kisLOC_08004 = Jetpack completamente repostado #kisLOC_09000 = Sonar #kisLOC_09001 = Parar #kisLOC_10001 = Lanzar #kisLOC_10000 = Lanzar #kisLOC_99001 = Artículos de EAV } } } UrlConfig { parentUrl = KIS/Lang/fr-fr.cfg Localization { fr-fr { #KIS_basketball_Part_title = Ballon de basket #KIS_basketball_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_basketball_Part_description = Un super outil pour étudier la gravité. Si la gravité est absente, alors la troisième loi de Newton peut être explorée. Si ce n'est pas intéressant non plus, alors cette balle peut briser quelque chose ! #KIS_basketball_Part_tags = cck-eva-items #KIS_beer_Part_title = Bière Kru #KIS_beer_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_beer_Part_description = Une bière savoureuse et abordable. Tout directeur d'agence spatiale doit en offrir à son équipage reconnaissant pour garder le moral et la motivation au plus haut niveau. #KIS_beer_Part_tags = cck-eva-items #KIS_beer_Part_useName = Boisson #KIS_bomb1_Part_title = Explosifs standard K4 #KIS_bomb1_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_bomb1_Part_description = Qui penserait à prendre une bombe à bord d'un vaisseau ? Oui, n'importe qui ! Mais seuls nos pilotes et ingénieurs formés sont capables d'utiliser cette bombe pour éliminer des pièces inutiles ou désorbiter un satellite. Mais n'oubliez pas : vous êtes très limité dans le temps pour sortir de là ! Chaque mois, nous organisons un événement spécial pour sensibiliser notre personnel à l'importance de cet aspect. #KIS_bomb1_Part_tags = KIS EVA portable outil destruction bombe cck-eva-items #kis_concreteBase1_Part_title = Base au sol CB1 #kis_concreteBase1_Part_manufacturer = Systèmes d'inventaire de Kerbal #kis_concreteBase1_Part_description = On ne sait jamais quand un simple morceau de béton peut être utile. Peut-être avez-vous besoin de fixer quelque chose à la surface d'un corps céleste ? Peu importe. Rencontrez le bloc de béton ! Le design parfait, qui n'a jamais failli au cours des siècles, base à fixer à la surface, même sans outils. Ce qu'il faut attacher sur cette base est une autre question, et pour cela, les outils seront très probablement nécessaires. #kis_concreteBase1_Part_tags = KIS EVA portable bâtiment construction béton cck-eva-items #KIS_Container1_Part_title = Conteneur portable SC-62 #KIS_Container1_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_Container1_Part_description = Ce conteneur externe pour les outils et toutes sortes de choses a été spécialement conçu pour le vol à destination de la Mune. Deux jours avant le vol, il s'est avéré qu'il n'y avait pas de place dans le bateau pour la tasse préférée de Valentine. Cela a mis toute la mission en danger ! En une seule nuit, nos ingénieurs ont réussi à résoudre le problème et à fixer au bateau un sac à dos de randonnée ordinaire renforcé de tubes en aluminium. Les équipages ont tellement aimé ce design que de tels sacs à dos sont maintenant produits en série. #KIS_Container1_Part_tags = KIS conteneur inventaire portable cck-containers #KIS_Container2_Part_title = Conteneur ILC-18k #KIS_Container2_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_Container2_Part_description = Parfois, l'équipage de la mission emporte avec lui beaucoup de vilaines choses ! Dans de tels cas, il est presque toujours plus facile d'être d'accord que d'expliquer pourquoi "non" (surtout quand il s'agit de Jeb). Ce module a été créé pour de tels cas. C'est plus grand et plus cher, mais il peut contenir "toutes sortes de choses" et quelque chose de plus ! #KIS_Container2_Part_tags = KIS conteneur inventaire cck-containers #KIS_Container3_Part_title = Conteneur ISC-6K #KIS_Container3_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_Container3_Part_description = Le sac à dos portatif SC-62 a connu un énorme succès, mais il a aussi fait l'objet de plaintes : il est impossible de l'utiliser depuis l'intérieur du vaisseau. Pour résoudre ce problème, un module à part entière a été développé, dont le seul but était de stocker toutes sortes de choses. En raison de la nécessité de maintenir une pression constante à l'intérieur du module, sa taille et son coût ont augmenté. #KIS_Container3_Part_tags = KIS conteneur inventaire cck-containers #KIS_Container4_Part_title = Conteneur ImC-1500 #KIS_Container4_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_Container4_Part_description = Trois ingénieurs en herbe entrent dans un bar et commandent un verre de kodka. Quelques verres plus tard, ils ont décidé qu'il s'agissait d'un design parfait pour un nouveau module de chargement compact. C'est ainsi qu'est né le Mini-Conteneur Inline 1500, destiné à la livraison de pièces et de chips à longue distance (compartiment réfrigéré vendu séparément). #KIS_Container4_Part_tags = cck-containers KIS conteneur inventaire #KIS_Container5_Part_title = Conteneur IGC-25K #KIS_Container5_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_Container5_Part_description = Un container gigantesque qui n'est certainement pas récupéré d'un avion-cargo KEDEX spécialement conçu pour des missions de réapprovisionnement à long terme ou des expéditions intercontinentales. La garantie est annulée en cas de remise à neuf et d'utilisation comme cabine de cabine téléphonique. #KIS_Container5_Part_tags = cck-containers KIS conteneur inventaire #KIS_Container6_Part_title = Conteneur IMiC-800 #KIS_Container6_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_Container6_Part_description = Le plus petit membre de la famille Inline, le Micro-Conteneur Inline 800 vous permet d'apporter des chips dans votre vaisseau, mais vous ne pouvez pas vous aventurer dehors dans l'espace pour les prendre. Four électrique vendu séparément. #KIS_Container6_Part_tags = cck-containers KIS conteneur inventaire #KIS_Container7_Part_title = Conteneur IMC-15K #KIS_Container7_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_Container7_Part_description = Un plus petit conteneur qui n'a pas du tout été développé lorsque l'équipe d'ingénieurs a accidentellement coupé l'IGC-25K en deux. La garantie est annulée si l'appareil est empilé avec un autre IMC-15K. #KIS_Container7_Part_tags = cck-containers KIS conteneur inventaire #KIS_ContainerMount1_Part_title = Support de conteneur SM-62 #KIS_ContainerMount1_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_ContainerMount1_Part_description = Ce support vous permet de fixer le sac à dos portatif SC-62 sur le boîtier. Werner von Kerman ajuste personnellement chaque support avant le lancement. C'est pourquoi il n'y a jamais eu de défaillances, et tous ont atteint l'orbite en toute sécurité. Mais peu d'entre eux reviennent. #KIS_ContainerMount1_Part_tags = KIS EVA construction portable conteneur cck-containers #KIS_electricScrewdriver_Part_title = Tournevis électrique E-SD80 #KIS_electricScrewdriver_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_electricScrewdriver_Part_description = Notre outil précédent, la clé à molette, n'était pas vraiment un succès. En particulier, Jeb a exprimé ses pensées avec les mots : "Ce n'est pas ce que je voulais ! Quel sera votre prochain outil ? Un tournevis !?". C'était une demande difficile. Après un an de R&D et cinq prototypes infructueux (l'un d'entre eux a même provoqué un incendie sur le pas de tir), nous présentons un nouveau produit : un tournevis ELECTRIQUE. Dans cette version, les vis ne sont pas encore supportées, mais les boulons et écrous de toutes tailles sont supportés. Et, de toute façon, Jeb a eu bien plus que ce qu'il avait demandé ! #KIS_electricScrewdriver_Part_tags = KIS EVA outil construction portable cck-eva-items #KIS_evapropellant_Part_title = Réservoir de carburant EVA-11 #KIS_evapropellant_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_evapropellant_Part_description = Après que tous les scaphandres spatiaux aient été équipés de fusées, le Centre de contrôle de mission a rencontré un problème inattendu : les membres de l'équipage étaient tellement accros au vol spatial qu'ils ne remarquaient pas les pénuries de carburant. Lorsque le nombre de missions de sauvetage a dépassé une limite raisonnable, chaque mission a commencé à inclure un réservoir de carburant de rechange au cas où. Maintenant, l'autre membre de l'équipage peut toujours sauver son (ou sa) collègue imprudent(e) en lui livrant du carburant. Si nécessaire, le réservoir peut être rechargé à partir du vaisseau. #KIS_evapropellant_Part_tags = KIS EVA carburant portable cck-eva-items #KIS_evapropellant_Part_useName = Ravitaillement #KIS_ghettoblaster_Part_title = Ghetto Blaster #KIS_ghettoblaster_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_ghettoblaster_Part_description = Les vols longs peuvent être ennuyeux et parfois même insupportables. Pour égayer la vie des courageux explorateurs de l'espace, nos ingénieurs ont développé une version spéciale du magnétophone à cassette : un magnétophone sans cassette ! Il joue toujours la même composition, ce qui élimine complètement les conflits au sein de l'équipage sur les préférences musicales. #KIS_ghettoblaster_Part_tags = cck-eva-items #KIS_golfclub_Part_title = Club de golf d'Alpard Kerman #KIS_golfclub_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_golfclub_Part_description = Les calculs balistiques sont, bien sûr, bons, mais il vaut mieux simplement donner un coup de pied à l'objet et voir comment il vole. Voici un bâton, qui peut être utilisé comme un instrument scientifique. Ça peut aider à donner des coups de pied. #KIS_golfclub_Part_tags = cck-eva-items #KIS_golfclub_Part_useName = Swing #KIS_guide_Part_title = KIS pour les nuls #KIS_guide_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_guide_Part_description = Nous avons fait une étude et découvert un fait curieux : il s'avère que personne ne lit les instructions avant le vol, peu importe le soin avec lequel nous les préparons ! Cependant, lorsque les choses tournent mal (ou même après que quelque chose ait déjà cassé), le besoin d'instructions "au moins en partie" augmente considérablement. Pour répondre à cette demande, notre département de développement a préparé une brève instruction que vous pouvez emporter avec vous sur le vol. Cependant, Jeb a dit que c'est inutile pour lui, puisqu'il sait tout depuis son enfance et qu'il ne fait que s'amuser maintenant. #KIS_guide_Part_tags = KIS inventaire construction livre portable cck-eva-items #KIS_guide_Part_useName = Lecture #KIS_guitar_Part_title = Guitare de Davwie Kerman #KIS_guitar_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_guitar_Part_description = Parfois, la seule chose qui manque dans l'espace est une... guitare. Gênant ? En effet ! Mais voici la guitare. #KIS_guitar_Part_tags = cck-eva-items #KIS_taco_Part_title = Taco de Chradfield Kerman #KIS_taco_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_taco_Part_description = Boeuf, légumes et sauce piquante dans une tortilla. Tout ce dont nos kerbonautes ont besoin pour un repas à zéro G. #KIS_taco_Part_tags = cck-eva-items #KIS_taco_Part_useName = Nourriture #KIS_wrench_Part_title = Clé à molette BS-8 #KIS_wrench_Part_manufacturer = Systèmes d'inventaire de Kerbal #KIS_wrench_Part_description = De retour d'une expédition, Jebb s'est plaint que dans presque tous les vols, certaines pièces se dévissaient et commençaient à voler. Nos ingénieurs ont pris cette information très au sérieux. Après des recherches approfondies et de nombreuses expériences, le problème a été confirmé et une solution élégante a été trouvée : une clé à molette ! Jebb va maintenant pouvoir fixer les pièces détachées sur la coque. Ou même aller au-delà de la conception du vaisseau ! #KIS_wrench_Part_tags = KIS EVA outil construction portable cck-eva-items #kisLOC_99000 = \u0020L #kisLOC_02000 = Impossible d'équiper des objets empilés #kisLOC_02001 = Impossible d'équiper l'objet, emplacement [<<1>>] déjà utilisé pour transporter <<2>> #kisLOC_02002 = Cet objet ne peut être utilisé que par un kerbal avec la compétence : <<1>> #kisLOC_02003 = Volume de destination maximum atteint (+<<1>>) #kisLOC_02004 = Impossible d'empiler avec l'objet équipé #kisLOC_01000 = Ré-amarrer #kisLOC_01001 = Impossible de ré-amarrer #kisLOC_01002 = Attraper #kisLOC_01003 = Détacher & attraper #kisLOC_01004 = Impossible d'attraper #kisLOC_01005 = Détacher #kisLOC_01006 = Détacher du sol #kisLOC_01007 = Impossible de détacher #kisLOC_01008 = Impossible d'attacher #kisLOC_01009 = Trop lourd #kisLOC_01010 = Trop loin #kisLOC_01011 = Non pris en charge #kisLOC_01012 = Outil nécessaire #kisLOC_01013 = Vaisseau: <<1>>\nMasse: <<2>> #kisLOC_01014 = Pièce racine #kisLOC_01015 = Lâcher (<<1>>) #kisLOC_01016 = Attacher (<<1>>) #kisLOC_01017 = Ré-amarrer (<<1>>) #kisLOC_01018 = Monter #kisLOC_01019 = Aucun vaisseau amarré trouvé #kisLOC_01020 = Sélectionnez un vaisseau #kisLOC_01021 = Les Kerbonautes peuvent se déplacer eux-mêmes à l'aide de jetpacks. Essayez de demander. #kisLOC_01022 = Apportez plus de kerbals [<<1>> > <<2>>] #kisLOC_01023 = Se rapprocher de la pièce #kisLOC_01024 = Cette pièce ne peut pas être fixée sans outil #kisLOC_01025 = Cette pièce ne peut être détachée sans outil #kisLOC_01026 = Cette pièce ne peut être détachée du sol sans outil #kisLOC_01027 = La fonction n'est pas supportée sur cette pièce #kisLOC_01028 = La fonction Attacher n'est pas prise en charge sur cette pièce #kisLOC_01029 = <<1>> #kisLOC_01030 = <<1>>\nPièces attachées : <<2>> #kisLOC_01031 = [<<1>>][<<2>>] #kisLOC_01032 = [<<1>>][<<2>>] #kisLOC_01033 = [<<1>>][<<2>>] #kisLOC_01034 = <<1>>/<<2>>/<<3>> pour pivoter #kisLOC_01035 = [<<1>>] pour réinitialiser l'orientation & la position #kisLOC_01036 = [<<1>>] pour changer de nœud #kisLOC_01037 = [<<1>>]/[<<2>>] pour déplacer vers le haut/bas #kisLOC_01038 = [<<1>>] pour attacher #kisLOC_01039 = [Echap] pour annuler #kisLOC_03000 = L'objet cible n'est pas autorisé ! #kisLOC_03001 = Ne peut pas s'attacher sur lui-même ! #kisLOC_03002 = Cette pièce n'est pas autorisée sur le support ! #kisLOC_03003 = La pièce cible ne permet pas la fixation en surface ! #kisLOC_03004 = Ce nœud ne peut pas être utilisé pour la fixation en surface ! #kisLOC_03005 = Trop loin de la source : <<1>> > <<2>> #kisLOC_03006 = Trop loin de la cible : <<1>> > <<2>> #kisLOC_03007 = Ne peut pas s'attacher à la pièce : <<1>> #kisLOC_03008 = Cette pièce n'a qu'un seul nœud d'attache ! #kisLOC_00000 = Impossible d'utiliser l'objet équipé parce que rien n'est équipé #kisLOC_00001 = Pod <<1>> n'a pas d'espace d'inventaire personnel #kisLOC_00002 = Impossible de mettre un assemblage en inventaire : <<1>> pièce(s) attachée(s) #kisLOC_00003 = Volume maximum de destination atteint : <<1>> (+<<2>>) #kisLOC_00004 = Ce stockage n'est pas accessible pendant le transport ! #kisLOC_00005 = Ce stockage n'est pas accessible de l'extérieur ! #kisLOC_00006 = Ce stockage n'est pas accessible de l'intérieur ! #kisLOC_00009 = L'inventaire est plein, ne peut pas être partagé ! #kisLOC_00010 = Les objets transportables ne peuvent pas être stockés dans l'inventaire du siège #kisLOC_00011 = Une autre partie est déjà portée #kisLOC_00012 = Le siège doit être équipé au décollage pour acquérir des objets #kisLOC_00013 = Enlever le casque #kisLOC_00014 = Mettre le casque #kisLOC_00015 = <<1>> | Siège <<2>> #kisLOC_00016 = <<1>> | <<2>> #kisLOC_00017 = <<1>> | <<2>> #kisLOC_00019 = Action #kisLOC_00020 = OK #kisLOC_00021 = Nom #kisLOC_00022 = Fermer #kisLOC_00023 = Déséquiper #kisLOC_00024 = Équiper #kisLOC_00025 = Lâcher #kisLOC_00026 = Partager (<<1>>) #kisLOC_00027 = Quantité: <<1>> #kisLOC_00028 = Pas d'action #kisLOC_00029 = Inventaire du siège <<1>> #kisLOC_00030 = Inventaire de <<1>> #kisLOC_00031 = Inventaire #kisLOC_00032 = Inventaire | <<1>> #kisLOC_00033 = Porté #kisLOC_00034 = Équipé #kisLOC_00035 = <<1>> #kisLOC_00036 = x<<1>> #kisLOC_00037 = Volume : <<1>> / <<2>> #kisLOC_00038 = Masse : <<1>> #kisLOC_00039 = Coût : <<1>> #kisLOC_00040 = Volume : <<1>> #kisLOC_00041 = Masse sèche : <<1>> #kisLOC_00042 = Masse de ressources : <<1>> #kisLOC_00043 = Coût : <<1>> #kisLOC_00044 = Coût du contenu : <<1>> #kisLOC_00045 = Masse du contenu : <<1>> #kisLOC_00046 = Coût total : <<1>> #kisLOC_00047 = Volume total : <<1>> #kisLOC_00048 = Masse totale : <<1>> #kisLOC_00049 = La pièce n'a pas de ressources #kisLOC_00051 = Presser [<<1>>] pour utiliser (équipé) #kisLOC_00052 = <<1>>: <<2>> / <<3>> #kisLOC_00053 = <<1>> (Données=<<2>>, Valeur=<<3>>) #kisLOC_00054 = La pièce n'a pas de données scientifiques #kisLOC_00055 = Inventaire KIS #kisLOC_00056 = Volume Max : <<1>> #kisLOC_00057 = Accessible de l'intérieur #kisLOC_00058 = Inaccessible de l'intérieur #kisLOC_00059 = Accessible depuis une EVA #kisLOC_00060 = Inaccessible depuis une EVA #kisLOC_06000 = Objet KIS #kisLOC_06001 = S'équipe sur : <<1>> #kisLOC_06002 = Se porte sur : <<1>> #kisLOC_06003 = main gauche #kisLOC_06004 = main droite #kisLOC_06005 = jetpack #kisLOC_06006 = yeux #kisLOC_06007 = casque #kisLOC_06008 = S'attache aux pièces sans outil #kisLOC_06009 = Ne peut pas être fixé aux pièces #kisLOC_06010 = Se fixe à la surface sans outil #kisLOC_06011 = L'outil doit être fixé à la surface. #kisLOC_06012 = Résistance de la surface d'attache : <<1>> #kisLOC_06013 = Porté par le kerbal #kisLOC_06014 = Objet à équiper #kisLOC_04000 = Outil de fixation KIS #kisLOC_04001 = Peut s'attacher aux nœuds de la pile #kisLOC_04002 = Ne peut être fixé qu'à la surface de la pièce #kisLOC_05009 = Activer #kisLOC_05010 = Configuration #kisLOC_05000 = Bombe KIS #kisLOC_05001 = Rayon d'explosion maximum : <<1>> #kisLOC_05002 = Explosif - Configuration #kisLOC_05003 = Minuteur #kisLOC_05004 = <<1>> s #kisLOC_05005 = Rayon d'explosion #kisLOC_05006 = <<1>> / <<2>> #kisLOC_05007 = ACTIVER (ne peut être annulé) #kisLOC_05008 = Fermer #kisLOC_05011 = Vous avez <<1>> secondes pour vous échapper ! #kisLOC_07000 = Guide KIS #kisLOC_07001 = Le manuel de dernier recours #kisLOC_07002 = Lecteur #kisLOC_07003 = Page précédente #kisLOC_07004 = Page suivante #kisLOC_07005 = Fermer #kisLOC_07006 = Page <<1>> / <<2>> #kisLOC_08000 = Le jetpack est plein. Pas besoin de remplir à nouveau #kisLOC_08001 = Le réservoir est vide ! Impossible de ravitailler le jetpack #kisLOC_08002 = Réservoir de carburant rempli #kisLOC_08003 = Il n'y a pas assez de carburant dans le réservoir. Le jetpack est partiellement ravitaillé en carburant #kisLOC_08004 = Jetpack entièrement ravitaillé en carburant #kisLOC_09000 = Lire #kisLOC_09001 = Arrêter #kisLOC_10001 = Relâcher #kisLOC_10000 = Relâcher #kisLOC_99001 = Objets EVA } } } UrlConfig { parentUrl = KIS/Lang/it-it.cfg Localization { it-it { #KIS_basketball_Part_description = Un ottimo strumento per fare degli esperimenti gravitazionali. #KIS_basketball_Part_manufacturer = KIS #KIS_basketball_Part_tags = cck-eva-items #KIS_basketball_Part_title = Palla da Basket #KIS_beer_Part_description = Una buona birra economica. Ogni assennato manager di agenzie spaziali dovrebbe offrirne un po' all'equipaggio per tenere alto il morale. #KIS_beer_Part_manufacturer = KIS #KIS_beer_Part_tags = cck-eva-items #KIS_beer_Part_title = Birra Bub #KIS_beer_Part_useName = Bevi #KIS_bomb1_Part_title = Esplosivo Standard K4 #KIS_bomb1_Part_manufacturer = KIS #KIS_bomb1_Part_description = Devi liberarti di quei noiosi detriti senza de-orbitarli? Abbiamo quello che ti serve. Ricorda puoi configurare gli esplosivi con il menù della parte. #KIS_bomb1_Part_tags = KIS EVA portable tool destruction bomb cck-eva-items #kis_concreteBase1_Part_title = Basamento CB1 #kis_concreteBase1_Part_manufacturer = KIS #kis_concreteBase1_Part_description = Un basamento di cemento per attaccarci altre parti. Con un miracolo della scienza, gli ingegneri hanno trovato un modo per ancorarlo al terreno con un avvitatore o una chiave inglese. #kis_concreteBase1_Part_tags = KIS EVA portable building construction concrete cck-eva-items #KIS_Container1_Part_title = Contenitore Portatile SC-62 #KIS_Container1_Part_manufacturer = KIS #KIS_Container1_Part_description = Un piccolo contenitore per immagazzinare le parti più piccole. Gli ingegneri Kerbal hanno trovato che avere un posto dove mettere le cose è meglio che lasciarle fluttuare in giro nella capsula di comando. #KIS_Container1_Part_tags = KIS container inventory portable cck-containers #KIS_Container2_Part_title = Contenitore ILC-18k #KIS_Container2_Part_manufacturer = KIS #KIS_Container2_Part_description = Il ILC-18k è un contenitore in linea progettato per essere accessibile dall'interno di un veicolo e non essere costretti ad attività EVA per reperire le scorte. Ma dato che è pressurizzato, il ILC-18k ha una massa superiore a quella di altri contenitori e non ha una montatura dedicata. #KIS_Container2_Part_tags = KIS container inventory cck-containers #KIS_Container3_Part_title = Contenitore ISC-6K #KIS_Container3_Part_manufacturer = KIS #KIS_Container3_Part_description = Il ISC-6K è un piccolo contenitore in linea progettato per essere accessibile dall'interno di un veicolo e non essere costretti ad attività EVA per reperire le scorte. Ma dato che è pressurizzato, il ISC-6K ha una massa superiore a quella di altri contenitori e non ha una montatura dedicata. #KIS_Container3_Part_tags = KIS container inventory cck-containers #KIS_ContainerMount1_Part_title = Montatura per Contenitori SM-62 #KIS_ContainerMount1_Part_manufacturer = KIS #KIS_ContainerMount1_Part_description = Una piccola montatura per attaccare, staccare e riattaccare contenitori SC-62. La migliore soluzione tra puntoni, disaccoppiatori o nastro adesivo. #KIS_ContainerMount1_Part_tags = KIS EVA building portable container cck-containers #KIS_electricScrewdriver_Part_title = Avvitatore Elettrico E-SD80 #KIS_electricScrewdriver_Part_manufacturer = KIS #KIS_electricScrewdriver_Part_description = Uno strumento per attaccare e staccare parti dal tuo veicolo. Il E-SD80 è stato progettato per dare più autonomia per gli ingegneri "Là fuori". #KIS_electricScrewdriver_Part_tags = KIS EVA tool building portable cck-eva-items #KIS_evapropellant_Part_title = Tanica per Combustibile EVA-11 #KIS_evapropellant_Part_manufacturer = KIS #KIS_evapropellant_Part_description = Un utile serbatoio di riserva per attività extra-veicolari. Click destro dall'inventario per usarlo. Può essere rifornito dall'inventario di una capsula. #KIS_evapropellant_Part_tags = KIS EVA fuel portable cck-eva-items #KIS_evapropellant_Part_useName = Rifornisci #KIS_ghettoblaster_Part_description = Non è facile ammazzare il tempo durante i lunghi viaggi o le interminabili attese dei salvataggi. Il Boombox (TM) dovrebbe tenere i nostriKerbonauti occupati. #KIS_ghettoblaster_Part_manufacturer = KIS #KIS_ghettoblaster_Part_tags = cck-eva-items #KIS_ghettoblaster_Part_title = Ghetto Blaster #KIS_golfclub_Part_description = Un altro esperimento gravitazionale, non approvato, è giocare al Mun-Golf. #KIS_golfclub_Part_manufacturer = KIS #KIS_golfclub_Part_tags = cck-eva-items #KIS_golfclub_Part_title = Mazza da Golf Alpard Kerman #KIS_golfclub_Part_useName = Colpisci #KIS_guide_Part_title = KIS for Dummies #KIS_guide_Part_manufacturer = KIS #KIS_guide_Part_description = Tutto quello che c'è da sapere su KIS senza complicate manovre sul computer. (click destro dall'inventario per leggerlo) #KIS_guide_Part_tags = KIS inventory building book portable cck-eva-items #KIS_guide_Part_useName = Leggi #KIS_guitar_Part_description = A volte c'è bisogno di un accompagnamento musicale. #KIS_guitar_Part_manufacturer = KIS #KIS_guitar_Part_tags = cck-eva-items #KIS_guitar_Part_title = Chitarra Davwie Kerman #KIS_taco_Part_description = Manzo, verdure e salsa piccante in una tortiglia. Tutto quello che i nostri Kerbonauti necessitano per un pasto zero G. #KIS_taco_Part_manufacturer = KIS #KIS_taco_Part_tags = cck-eva-items #KIS_taco_Part_title = Chradfield Kerman's Taco #KIS_taco_Part_useName = Mangia #KIS_wrench_Part_title = Chiave Inglese BS-8 #KIS_wrench_Part_manufacturer = KIS #KIS_wrench_Part_description = Uno strumento per unire e separare le parti più piccole al tuo veicolo. Niente di complicato veramente, giusto una chiave inglese. #KIS_wrench_Part_tags = KIS EVA tool building portable cck-eva-items #kisLOC_99000 = \u0020L #kisLOC_02000 = Non si possono equipaggiare oggetti accatastati #kisLOC_02001 = Non equipaggiabile, posizione [<<1>>] già impegnata per <<2>> #kisLOC_02002 = Questo articolo può essere usato solo da un Kerbal con abilità: <<1>> #kisLOC_02003 = Raggiunto il volume massimo (+<<1>>) #kisLOC_02004 = Non si possono accumulare oggetti equipaggiati. #kisLOC_01000 = Ri-attraccare #kisLOC_01001 = Impossibile ri-attraccare #kisLOC_01002 = Prendi #kisLOC_01003 = Stacca e Prendi #kisLOC_01004 = Impossibile prendere #kisLOC_01005 = Stacca #kisLOC_01006 = Stacca da terra #kisLOC_01007 = Impossibile staccare #kisLOC_01008 = Impossibile attaccare #kisLOC_01009 = Troppo pesante #kisLOC_01010 = Troppo distante #kisLOC_01011 = Non supportato #kisLOC_01012 = Occorre uno strumento #kisLOC_01013 = Vascello: <<1>>\nMassa: <<2>> #kisLOC_01014 = Parte madre #kisLOC_01015 = Lascia (<<1>>) #kisLOC_01016 = Attacca (<<1>>) #kisLOC_01017 = Ri-attracca (<<1>>) #kisLOC_01018 = Monta #kisLOC_01019 = Nessun vascello attraccato #kisLOC_01020 = Seleziona un vascello #kisLOC_01021 = I Kerbonauti possono muoversi da soli con il jetpack. Prova a chiedere. #kisLOC_01022 = Porta più Kerbal [<<1>> > <<2>>] #kisLOC_01023 = Avvicinati alla parte #kisLOC_01024 = Questa parte non può essere attaccata senza strumenti. #kisLOC_01025 = Questa parte non può essere staccata senza strumenti. #kisLOC_01026 = Questa parte non può essere staccata da terra senza strumenti. #kisLOC_01027 = La funzione non è supportata per questa parte #kisLOC_01028 = L'attacco non è supportato da questa parte #kisLOC_01029 = <<1>> #kisLOC_01030 = <<1>>\nParti attaccate: <<2>> #kisLOC_01031 = [<<1>>][<<2>>] #kisLOC_01032 = [<<1>>][<<2>>] #kisLOC_01033 = [<<1>>][<<2>>] #kisLOC_01034 = <<1>>/<<2>>/<<3>> per ruotare #kisLOC_01035 = [<<1>>] per azzerare orientamento e posizione #kisLOC_01036 = [<<1>>] per cambiare nodo #kisLOC_01037 = [<<1>>]/[<<2>>] per muovere in alto/basso #kisLOC_01038 = [<<1>>] per attaccare #kisLOC_01039 = [Escape] per annullare #kisLOC_03000 = Oggetto di destinazione non ammesso! #kisLOC_03001 = Non attaccabile a se stesso! #kisLOC_03002 = Questa parte non è permessa nel montaggio! #kisLOC_03003 = Oggetto di destinazione non permette attacchi sulla superficie! #kisLOC_03004 = Questo nodo non può essere usato per attacchi di superficie! #kisLOC_03005 = Tropppo distante dalla sorgente: <<1>> > <<2>> #kisLOC_03006 = Troppo distante dalla destinazione: <<1>> > <<2>> #kisLOC_03007 = Non attaccabile alla parte: <<1>> #kisLOC_03008 = Questa parte ha un solo nodo di attacco! #kisLOC_00000 = Non si può usare, nessun oggetto equipaggiato #kisLOC_00001 = Capsula <<1>> non ha spazio per l'inventario personale #kisLOC_00002 = Non si può mettere un assemblato nell'inventario: <<1>> parti attaccate. #kisLOC_00003 = Volume massimo di destinazione raggiunto: <<1>> (+<<2>>) #kisLOC_00004 = Questo magazzino non è accessibile quando lo si porta! #kisLOC_00005 = Questo magazzino non è accessibile dall'esterno! #kisLOC_00006 = Questo magazzino non è accessibile dall'interno! #kisLOC_00009 = Inventario pieno, non si può separare! #kisLOC_00010 = Gli articoli trasportabili non possono essere immagazzinati nell'inventario del sedile. #kisLOC_00011 = Un'altra parte attualmente trasportata. #kisLOC_00012 = Il sedile deve essere occupato alla partenza per ottenere gli oggetti #kisLOC_00013 = Rimuovi Elmetto #kisLOC_00014 = Indossa l'Elmetto #kisLOC_00015 = <<1>> | Sedile <<2>> #kisLOC_00016 = <<1>> | <<2>> #kisLOC_00017 = <<1>> | <<2>> #kisLOC_00019 = Azione #kisLOC_00020 = OK #kisLOC_00021 = Imposta nome #kisLOC_00022 = Chiudi #kisLOC_00023 = Disequipaggia #kisLOC_00024 = Equipaggia #kisLOC_00025 = Lascia #kisLOC_00026 = Separa (<<1>>) #kisLOC_00027 = Quantità: <<1>> #kisLOC_00028 = Nessuna azione #kisLOC_00029 = Inventario del sedile <<1>> #kisLOC_00030 = Inventario di <<1>> #kisLOC_00031 = Inventario #kisLOC_00032 = Inventario | <<1>> #kisLOC_00033 = Trasportato #kisLOC_00034 = Equipaggiato. #kisLOC_00035 = <<1>> #kisLOC_00036 = x<<1>> #kisLOC_00037 = Volume: <<1>> / <<2>> #kisLOC_00038 = Massa: <<1>> #kisLOC_00039 = Costo: <<1>> #kisLOC_00040 = Volume: <<1>> #kisLOC_00041 = Massa a vuoto: <<1>> #kisLOC_00042 = Massa delle risorse: <<1>> #kisLOC_00043 = Costo: <<1>> #kisLOC_00044 = Costo del contenuto: <<1>> #kisLOC_00045 = Massa del contenuto: <<1>> #kisLOC_00046 = Costo totale: <<1>> #kisLOC_00047 = Volume totale: <<1>> #kisLOC_00048 = Massa totale: <<1>> #kisLOC_00049 = Part has no resources #kisLOC_00051 = Premi [<<1>>] per usare (equipaggiato) #kisLOC_00052 = <<1>>: <<2>> / <<3>> #kisLOC_00053 = <<1>> (Dati=<<2>>, Valore=<<3>>) #kisLOC_00054 = La parte non ha dati scientifici #kisLOC_00055 = Inventario KIS #kisLOC_00056 = Volume massimo: <<1>> #kisLOC_00057 = Accessibile dall'interno #kisLOC_00058 = Non accessibile dall'interno #kisLOC_00059 = Accessibile da EVA #kisLOC_00060 = Non accessibile da EVA #kisLOC_06000 = Articolo KIS #kisLOC_06001 = Equipaggiabile su: <<1>> #kisLOC_06002 = Trasportabile su: <<1>> #kisLOC_06003 = mano sinistra #kisLOC_06004 = mano destra #kisLOC_06005 = jetpack #kisLOC_06006 = occhi #kisLOC_06007 = elmetto #kisLOC_06008 = Attaccabile senza attrezzi #kisLOC_06009 = Non attaccabile alle parti #kisLOC_06010 = Attaccabile alle superfici senza attrezzi #kisLOC_06011 = Un attrezzo è necessario per attaccare alle superfici #kisLOC_06012 = Forza di attacco superficiale: <<1>> #kisLOC_06013 = Trasportabile dai Kerbal #kisLOC_06014 = Articolo equipaggiabile #kisLOC_04000 = Attrezzo KIS #kisLOC_04001 = Può attaccare ai nodi #kisLOC_04002 = Può solo attaccare alle superfici delle parti #kisLOC_05009 = Attiva #kisLOC_05010 = Configura #kisLOC_05000 = Bomba KIS #kisLOC_05001 = Massimo raggio di esplosione: <<1>> #kisLOC_05002 = Configurazione - Esplosivi #kisLOC_05003 = Timer #kisLOC_05004 = <<1>> sec. #kisLOC_05005 = Raggio di esplosione #kisLOC_05006 = <<1>> / <<2>> #kisLOC_05007 = ATTIVA (non può essere fermato) #kisLOC_05008 = Chiudi #kisLOC_05011 = Hai <<1>> secondi per fuggire! #kisLOC_07000 = Guida KIS #kisLOC_07001 = Manuale ultima ratio #kisLOC_07002 = Lettore #kisLOC_07003 = Pagina precedente #kisLOC_07004 = Pagina successiva #kisLOC_07005 = Chiudi #kisLOC_07006 = pagina <<1>> di <<2>> #kisLOC_08000 = il jetpack è pieno. Non è necessario rifornire #kisLOC_08001 = La tanica è vuota! Non si può rifornire il jetpack #kisLOC_08002 = tanica del carburante rifornita #kisLOC_08003 = Carburante insufficiente nella tanica. il jetpack è parzialmente rifornito #kisLOC_08004 = Jetpack pieno #kisLOC_09000 = Play #kisLOC_09001 = Stop #kisLOC_10001 = Rilascia #kisLOC_10000 = Rilascia } } } UrlConfig { parentUrl = KIS/Lang/pt-br.cfg Localization { pt-br { #KIS_basketball_Part_title = Bola de Basquete #KIS_basketball_Part_manufacturer = Sistema de Inventário Kerbal #KIS_basketball_Part_description = Uma grande ferramenta para estudar a gravidade. Se não há gravidade, a terceira lei de Newton pode ser explorada. Se isso também não for interessante, então esta bola pode simplesmente quebrar alguma coisa! #KIS_basketball_Part_tags = cck-eva-items #KIS_beer_Part_title = Bub's Beer #KIS_beer_Part_manufacturer = Sistema de Inventário Kerbal #KIS_beer_Part_description = Uma boa e barata cerveja. Toda agência espacial sábia definitivamente deveria oferecer um pouco à sua grata tripulação para manter moral e motivação altas. #KIS_beer_Part_tags = cck-eva-items #KIS_beer_Part_useName = Beber #KIS_bomb1_Part_title = Explosivos Padrão K4 #KIS_bomb1_Part_manufacturer = Sistema de Inventário Kerbal #KIS_bomb1_Part_description = Precisa se livrar daqueles destroços incômodos sem desorbitar? Temos o que você precisa. Lembre-se: você pode armar explosivos clicando com o botão direito na peça. #KIS_bomb1_Part_tags = KIS EVA portable tool destruction bomb cck-eva-items #kis_concreteBase1_Part_title = Base de Terra CB1 #kis_concreteBase1_Part_manufacturer = Sistema de Inventário Kerbal #kis_concreteBase1_Part_description = Uma base de concreto na qual prender peças. Por um milagre da ciência, engenheiros descobriram como prendê-la no chão com uma chave de fenda ou chave inglesa. #kis_concreteBase1_Part_tags = KIS EVA portable building construction concrete cck-eva-items #KIS_Container1_Part_title = Container Portátil SC-62 #KIS_Container1_Part_manufacturer = Sistema de Inventário Kerbal #KIS_Container1_Part_description = Um pequeno container para guardar peças menores. Engenheiros kerbal notaram que ter um lugar onde guardar peças de reposição era muito melhor que deixar elas flutuando nos módulos de comando. #KIS_Container1_Part_tags = KIS container inventory portable cck-containers #KIS_Container2_Part_title = Container ILC-18k #KIS_Container2_Part_manufacturer = Sistema de Inventário Kerbal #KIS_Container2_Part_description = O ILC-18k é um módulo de carga projetado para ser acessível por dentro da nave e remover a necessidade de sair para ter acesso a peças reserva. Entretanto, por ser pressurizado, o ILC-18k é mais pesado e não tem um suporte dedicado. #KIS_Container2_Part_tags = KIS container inventory cck-containers #KIS_Container3_Part_title = Container ISC-6K #KIS_Container3_Part_manufacturer = Sistema de Inventário Kerbal #KIS_Container3_Part_description = O ISC-6k é um pequeno módulo de carga projetado para ser acessível por dentro da nave e remover a necessidade de sair para ter acesso a peças reserva. Entretanto, por ser pressurizado, o ISC-6k é mais pesado e não tem um suporte dedicado. #KIS_Container3_Part_tags = KIS container inventory cck-containers #KIS_Container4_Part_title = Container ImC-1500 #KIS_Container4_Part_manufacturer = Sistema de Inventário Kerbal #KIS_Container4_Part_description = Três kerbals entram no boteco e pedem uma lata de Korote. Mais umas latinhas depois, eles decidiram que elas eram um desenho perfeito para um novo módulo de carga compacto. E assim o Minicontainer em Linha 1500 nasceu, para entrega a longa distância de peças e lanches (geladeira interna vendida separadamente). #KIS_Container4_Part_tags = cck-containers KIS container inventory #KIS_Container5_Part_title = Container IGC-25K #KIS_Container5_Part_manufacturer = Sistema de Inventário Kerbal #KIS_Container5_Part_description = Um container imenso definitivamente não reciclado de um avião dos Korreios especialmente projetado para missões de reabastecimento a longo prazo ou frete internacional. Garantia anulada se recondicionado e usado como orelhão. #KIS_Container5_Part_tags = cck-containers KIS container inventory #KIS_Container6_Part_title = Container IMiC-800 #KIS_Container6_Part_manufacturer = Sistema de Inventário Kerbal #KIS_Container6_Part_description = O menor menbro da família Em Linha, o Microcontainer em Linha 800 é para quando você precisa levar a marmita na nave, mas não pode sair no espaço para pegar. Microondas vendido separadamente. #KIS_Container6_Part_tags = cck-containers KIS container inventory #KIS_Container7_Part_title = Container IMC-15K #KIS_Container7_Part_manufacturer = Sistema de Inventário Kerbal #KIS_Container7_Part_description = Um container menor completamente não desenvolvido quando a equipe de engenharia cortou o IGC-25K no meio acidentalmente. Garantia anulada se empilhado com outro container IMC-15K. #KIS_Container7_Part_tags = cck-containers KIS container inventory #KIS_Container8_Part_title = Container IWC-3K #KIS_Container8_Part_manufacturer = Sistema de Inventário Kerbal #KIS_Container8_Part_description = O container IWC-3K "Wyvern" foi projetado especificamente para quando você não consegue decidir se a comida é suficiente para a viagem até Duna ou se leva aquele lanche a mais pra garantir. Garantia anulada se utilizado, transportado ou armazenado com qualquer container não fabricado pelo SIK (vendidos separadamente). #KIS_Container8_Part_tags = cck-containers KIS container inventory #KIS_ContainerMount1_Part_title = Suporte para Containers SM-62 #KIS_ContainerMount1_Part_manufacturer = Sistema de Inventário Kerbal #KIS_ContainerMount1_Part_description = Um pequeno suporte para prender, soltar e prender de novo containers SC-62. Uma opção melhor que vigas, desacopladores ou fita adesiva. #KIS_ContainerMount1_Part_tags = KIS EVA building portable container cck-containers #KIS_electricScrewdriver_Part_title = Chave de Fenda Elétrica E-SD80 #KIS_electricScrewdriver_Part_manufacturer = Sistema de Inventário Kerbal #KIS_electricScrewdriver_Part_description = Uma ferramenta para prender ou soltar peças de seus veículos. O E-SD80 foi projetado para dar mais autonomia para nossos engenheiros "fora da latinha". #KIS_electricScrewdriver_Part_tags = KIS EVA tool building portable cck-eva-items #KIS_evapropellant_Part_title = Lata de Combustível EVA-11 #KIS_evapropellant_Part_manufacturer = Sistema de Inventário Kerbal #KIS_evapropellant_Part_description = Um tanque reserva de propelente AEV útil para longas atividades extraveiculares. Clique nele com o botão direito a partir do inventário para usar. Pode ser reabastecido a partir do inventário de um módulo. #KIS_evapropellant_Part_tags = KIS EVA fuel portable cck-eva-items #KIS_evapropellant_Part_useName = Reabastecer #KIS_ghettoblaster_Part_title = Ghetto Blaster #KIS_ghettoblaster_Part_manufacturer = Sistema de Inventário Kerbal #KIS_ghettoblaster_Part_description = Vôos longos podem ser chatos e às vezes até insuportáveis. Para alegrar a vida dos corajosos explotadores do espaço, nossos engenheiros desenvolveram uma versão especial do gravador de fita cassete: um gravador de fita sem fita! Ele sempre toca a mesma composição, o que elimina completamente conflitos na tripulação quanto a gostos musicais. #KIS_ghettoblaster_Part_tags = cck-eva-items #KIS_golfclub_Part_title = Taco de golfe Alpard Kerman #KIS_golfclub_Part_manufacturer = Sistema de Inventário Kerbal #KIS_golfclub_Part_description = Ballistic calculations are, of course, good, but it is much better to just kick the object and see how it flies. This is vislually! Here is a stick, which can be used as a scientific instrument. It can help kicking.Cálculos balísticos são, claro, bons, mas é muito melhor simplesmente chutar o objeto e ver como ele voa. Esta é uma vara, que pode ser usada como instrumento científico. Ela ajuda a chutar. #KIS_golfclub_Part_tags = cck-eva-items #KIS_golfclub_Part_useName = Sacudir #KIS_guide_Part_title = SIK para Trouxas #KIS_guide_Part_manufacturer = Sistema de Inventário Kerbal #KIS_guide_Part_description = Tudo que você precisa saber sobre o sistema de inventários sem computação complicada. Clique com o botão direito a partir do inventário para ler. #KIS_guide_Part_tags = KIS inventory building book portable cck-eva-items #KIS_guide_Part_useName = Ler #KIS_guitar_Part_title = Violão Davwie Kerman #KIS_guitar_Part_manufacturer = Sistema de Inventário Kerbal #KIS_guitar_Part_description = Mandamos o menino da porteira pro espaço, e seu violão ficou pra trás. #KIS_guitar_Part_tags = cck-eva-items #KIS_taco_Part_title = Chradfield Kerman's Taco #KIS_taco_Part_manufacturer = Kerbal Inventory Systems #KIS_taco_Part_description = Carne, vegetais e molho apimentado numa tortilla. Tudo que nossos kerbonautas precisam para uma refeição em gravidade zero. #KIS_taco_Part_tags = cck-eva-items #KIS_taco_Part_useName = Comer #KIS_wrench_Part_title = Chave Utilitária BS-8 #KIS_wrench_Part_manufacturer = Sistema de Inventário Kerbal #KIS_wrench_Part_description = Uma ferramenta para prender e soltar as menores peças de suas naves. Nada complicado, é só uma chave de boca na verdade. #KIS_wrench_Part_tags = KIS EVA tool building portable cck-eva-items #kisLOC_99000 = \u0020L #kisLOC_02000 = Impossível equipar itens empilhados. #kisLOC_02001 = Impossível equipar item, o espaço [<<1>>] já está sendo usado para carregar <<2>>. #kisLOC_02002 = Este item só pode ser usado por um kerbal <<1>>. #kisLOC_02003 = Volume máximo excedido (+<<1>>). #kisLOC_02004 = Impossível empilhar itens equipados. #kisLOC_01000 = Re-docar #kisLOC_01001 = Impossível re-docar! #kisLOC_01002 = Pegar #kisLOC_01003 = Soltar e pegar #kisLOC_01004 = Impossível pegar! #kisLOC_01005 = Soltar #kisLOC_01006 = Soltar do chão #kisLOC_01007 = Impossível soltar! #kisLOC_01008 = Impossível prender! #kisLOC_01009 = Pesado demais! #kisLOC_01010 = Longe demais! #kisLOC_01011 = Não suportado #kisLOC_01012 = Uma ferramenta é necessária. #kisLOC_01013 = Veículo: <<1>>\nMass: <<2>> #kisLOC_01014 = Peça raiz #kisLOC_01015 = Largar (<<1>>) #kisLOC_01016 = Prender (<<1>>) #kisLOC_01017 = Re-docar (<<1>>) #kisLOC_01018 = Montar #kisLOC_01019 = Nenhum veículo docado encontrado #kisLOC_01020 = Selecione um veículo. #kisLOC_01021 = Kerbonautas podem se mover sozinhos com jetpacks. Tentou pedir? #kisLOC_01022 = Traga mais kerbals. [<<1>> > <<2>>] #kisLOC_01023 = Chegue mais perto da peça. #kisLOC_01024 = Esta peça não pode ser presa sem uma ferramenta. #kisLOC_01025 = Esta peça não pode ser solta sem uma ferramenta. #kisLOC_01026 = Esta peça não pode ser solta do chão sem uma feramenta. #kisLOC_01027 = Esta função não é suportada por essa peça. #kisLOC_01028 = A função "prender" não é suportada por esta peça. #kisLOC_01029 = <<1>> #kisLOC_01030 = <<1>>\nAttached parts: <<2>> #kisLOC_01031 = [<<1>>][<<2>>] #kisLOC_01032 = [<<1>>][<<2>>] #kisLOC_01033 = [<<1>>][<<2>>] #kisLOC_01034 = Aperte <<1>>/<<2>>/<<3>> para girar #kisLOC_01035 = Aperte [<<1>>] para reiniciar a orientação e a posição #kisLOC_01036 = Aperte [<<1>>] para mudar nó. #kisLOC_01037 = Aperte [<<1>>]/[<<2>>] para mover para cima/baixo #kisLOC_01038 = Aperte [<<1>>] para prender #kisLOC_01039 = Aperte [Escape] para cancelar #kisLOC_03000 = Objeto alvo não permitido! #kisLOC_03001 = Impossível prender em si mesmo! #kisLOC_03002 = Esta peça não pode ser montada! #kisLOC_03003 = Peça alvo não suporta encaixe na superfície! #kisLOC_03004 = Este nó não pode ser usado para encaixe na superfície! #kisLOC_03005 = Longe demais da fonte: <<1>> > <<2>> #kisLOC_03006 = Longe demais do alvo: <<1>> > <<2>> #kisLOC_03007 = Impossível prender à peça: <<1>> #kisLOC_03008 = Esta peça tem apenas um nó de montagem! #kisLOC_00000 = Impossível usar item equipado sem um item equipado #kisLOC_00001 = Cápsula <<1>> não tem um espaço de inventário pessoal #kisLOC_00002 = Impossível pôr montagens no inventário: <<1>> peça(s) presas #kisLOC_00003 = Volume máximo do destino excedido: <<1>> (+<<2>>) #kisLOC_00004 = Este armazenamento não está disponível enquanto carregado! #kisLOC_00005 = Este armazenamento não é acessível por fora! #kisLOC_00006 = Este armazenamento não é acessível por dentro! #kisLOC_00009 = Inventário cheio, impossível dividir! #kisLOC_00010 = Itens carregáveis não podem ser guardados no inventário do assento! #kisLOC_00011 = Outra peça já está sendo carregada #kisLOC_00012 = O assento deve estar ocupado no lançamento para que os itens sejam recebidos #kisLOC_00013 = Tirar capacete #kisLOC_00014 = Usar capacete #kisLOC_00015 = <<1>> | Assento <<2>> #kisLOC_00016 = <<1>> | <<2>> #kisLOC_00017 = <<1>> | <<2>> #kisLOC_00019 = Ação #kisLOC_00020 = OK #kisLOC_00021 = Nome do conjunto #kisLOC_00022 = Fechar #kisLOC_00023 = Desequipar #kisLOC_00024 = Equipar #kisLOC_00025 = Largar #kisLOC_00026 = Dividir (<<1>>) #kisLOC_00027 = Quantidade: <<1>> #kisLOC_00028 = sem ação #kisLOC_00029 = Inventário do assento <<1>> #kisLOC_00030 = Inventário de <<1>> #kisLOC_00031 = Inventário #kisLOC_00032 = Inventário | <<1>> #kisLOC_00033 = Em mãos #kisLOC_00034 = Equip. #kisLOC_00035 = <<1>> #kisLOC_00036 = x<<1>> #kisLOC_00037 = Volume: <<1>> / <<2>> #kisLOC_00038 = Massa: <<1>> #kisLOC_00039 = Custo: <<1>> #kisLOC_00040 = Volume: <<1>> #kisLOC_00041 = Massa seca: <<1>> #kisLOC_00042 = Massa dos recursos: <<1>> #kisLOC_00043 = Custo: <<1>> #kisLOC_00044 = Custo do conteúdo: <<1>> #kisLOC_00045 = Massa do conteúdo: <<1>> #kisLOC_00046 = Custo total: <<1>> #kisLOC_00047 = Volume total: <<1>> #kisLOC_00048 = Massa total: <<1>> #kisLOC_00049 = Peça sem recursos #kisLOC_00051 = Aperte [<<1>>] para usar (equipado) #kisLOC_00052 = <<1>>: <<2>> / <<3>> #kisLOC_00053 = <<1>> (Dados=<<2>>, Valor=<<3>>) #kisLOC_00054 = Peça sem dados científicos #kisLOC_00055 = Inventário SIK #kisLOC_00056 = Volume máx.: <<1>> #kisLOC_00057 = Acessível por dentro #kisLOC_00058 = Inacessível por dentro #kisLOC_00059 = Acessível em AEV #kisLOC_00060 = Inacessível em AEV #kisLOC_06000 = Item SIK #kisLOC_06001 = Equipável em: <<1>> #kisLOC_06002 = Carregado em: <<1>> #kisLOC_06003 = mão esquerda #kisLOC_06004 = mão direita #kisLOC_06005 = jetpack #kisLOC_06006 = olhos #kisLOC_06007 = capacete #kisLOC_06008 = Montável sem ferramentas #kisLOC_06009 = Não pode ser preso a peças #kisLOC_06010 = Montável em superfícies sem ferramentas #kisLOC_06011 = Necessário ferramenta para montar em superfícies #kisLOC_06012 = Força de montagem em superfície: <<1>> #kisLOC_06013 = Carregado pelo kerbal #kisLOC_06014 = Item equipável #kisLOC_04000 = Ferramenta de Montagem SIK #kisLOC_04001 = Monta em nós de empilhamento #kisLOC_04002 = Monta apenas em superfícies de peças #kisLOC_05009 = Ativar #kisLOC_05010 = Armar #kisLOC_05000 = Bomba SIK #kisLOC_05001 = Raio máx. da explosão: <<1>> #kisLOC_05002 = Explosivo - Armar #kisLOC_05003 = Timer #kisLOC_05004 = <<1>> s #kisLOC_05005 = Raio da explosão #kisLOC_05006 = <<1>> / <<2>> #kisLOC_05007 = ATIVAR (Impossível desfazer!) #kisLOC_05008 = Fechar #kisLOC_05011 = Você tem <<1>> segundos para fugir! #kisLOC_07000 = Guia SIK #kisLOC_07001 = O manual do último recurso. #kisLOC_07002 = Leitor #kisLOC_07003 = Página anterior #kisLOC_07004 = Próxima página #kisLOC_07005 = Fechar #kisLOC_07006 = Página <<1>> / <<2>> #kisLOC_08000 = O jetpack está cheio. #kisLOC_08001 = Lata vazia! Impossível reabastecer. #kisLOC_08002 = Lata de combustível reabastecida #kisLOC_08003 = Não há combustível suficiente na lata. Jetpack parcialmente reabastecido #kisLOC_08004 = Jetpack totalmente reabastecido #kisLOC_09000 = Play #kisLOC_09001 = Parar #kisLOC_10001 = Soltar #kisLOC_10000 = Soltar #kisLOC_99001 = Itens AEV } } } UrlConfig { parentUrl = KIS/Lang/ru.cfg Localization { ru { #KIS_basketball_Part_title = Баскетбольный мяч #KIS_basketball_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_basketball_Part_description = Отличный инструмент для исследования гравитации. Если гравитация отсутствует, то можно исследовать Третий закон Ньютона. Если и это не интересно, то этим мячом можно просто что-нибудь уронить! #KIS_basketball_Part_tags = cck-eva-items #KIS_beer_Part_title = Кербалтика 9 #KIS_beer_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_beer_Part_description = Слабоалкогольное пиво для снижения беспокойства и повышения уверенности в своих силах в тех случаях, когда уверенности нет. При управлении кораблем рекомендуется ограничить употребление. #KIS_beer_Part_tags = cck-eva-items #KIS_beer_Part_useName = Выпить #KIS_bomb1_Part_title = K-4 Непластичная Взрывчатка #KIS_bomb1_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_bomb1_Part_description = Кому может прийти в голову брать бомбу на борт корабля? Да кому угодно! Но только наши тренированные пилоты и инженеры способны с помощью этой бомбы утилизировать ненужные запчасти или свести с орбиты отработавший свой ресурс спутник. Тут самое главное успеть убежать - этому на занятиях уделяют особенное внимание. #KIS_bomb1_Part_tags = cck-eva-items KIS EVA портативный инструмент утилизация бомба #kis_concreteBase1_Part_title = CB1 Бетонное Основание #kis_concreteBase1_Part_manufacturer = ЗАО «Керман и сын» (КИС) #kis_concreteBase1_Part_description = Хороший кусок бетона никогда не помешает. Особенно если надо что-то закрепить на поверхности космического тела. Веками проверенный дизайн позволяет закрепить бетонное основание на поверхности даже без инструментов. Что закреплять на это основание - это уже другой вопрос, и для этого инструменты скорее всего, понадобятся. #kis_concreteBase1_Part_tags = cck-eva-items KIS EVA портативный строительство бетон #KIS_Container1_Part_title = SC-62 Портативный Контейнер-рюкзак #KIS_Container1_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_Container1_Part_description = Этот внешний контейнер для инструментов и всякой мелочовки был разработан специально для полёта на Муну: за два дня до полёта выяснилось, что в корабле нет места для любимой кружки Валентины. Это поставило всю миссию под угрозу! Всего за одну ночь наши инженеры сумели решить проблему и приделать к кораблю обычный походный рюкзак, усиленный алюминиевыми трубками. Этот дизайн так понравился членам экипажа, что такие рюкзаки теперь производятся серийно. #KIS_Container1_Part_tags = cck-containers KIS контейнер инвентарь портативный #KIS_Container2_Part_title = ILC-18k Большой Контейнер #KIS_Container2_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_Container2_Part_description = Иногда экипаж миссии берёт с собой просто безобразно много вещей! В таких случаях почти всегда проще согласиться, чем объяснить почему "нет" (особенно если речь идёт о Джеббе). Вот для таких случаев и создан этот увеличенный модуль. В него поместится не только мелочовка. #KIS_Container2_Part_tags = cck-containers KIS контейнер инвентарь #KIS_Container3_Part_title = ISC-6K Контейнер #KIS_Container3_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_Container3_Part_description = Портативный контейнер-рюкзак SC-62 имел бешеный успех, но на него были и жалобы: им невозможно пользоваться изнутри корабля. Для решения этой проблемы был разработан полноценный модуль, чьё единственное назначение заключается в хранении разной мелочовки. Из-за необходимости поддерживать постоянное давление внутри модуля его размеры и стоимость возросли. #KIS_Container3_Part_tags = cck-containers KIS контейнер инвентарь #KIS_Container4_Part_title = ImC-1500 "пивной" Контейнер #KIS_Container4_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_Container4_Part_description = Однажды, собирая множество пустых банок после посиделок, кто-то задался вопросом: а нельзя ли как-то использовать эти пустые банки вместо того чтобы их собирать и выбрасывать? Разумеется, оказалось, что нельзя, но вот так родился дизайн этого модуля. Отдел продаж согласился оставить слово "пивной" в названии, но идею добавить в модуль холодильник для "Кербалтики" заблокировал. #KIS_Container4_Part_tags = cck-containers KIS контейнер инвентарь #KIS_Container5_Part_title = IGC-25K Супер-контейнер #KIS_Container5_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_Container5_Part_description = Этот огромный контейнер был разработан специально для межконтинентальных перевозок всякой всячины. Внешне выглядит как копия грузового отсека одной известной фирмы, но это чистое совпадение! Как и то, что вся команда наших инженеров стажировалась в той фирме на протяжении года. #KIS_Container5_Part_tags = cck-containers KIS контейнер инвентарь #KIS_Container6_Part_title = IMiC-800 Контейнер-малютка #KIS_Container6_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_Container6_Part_description = Это самый маленький встроенный контейнер который удалось сделать. Отличный выбор чтобы взять с собой немного еды на орбиту, но вот разогреть эту еду не получится - газовая плитка не влезла. Да, и всё равно бы она была бесполезна в невесомости. #KIS_Container6_Part_tags = cck-containers KIS контейнер инвентарь #KIS_Container7_Part_title = IMC-15K Контейнер #KIS_Container7_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_Container7_Part_description = Выглядит так, будто наши инженеры случайно разрубили пополам супер-контейнер IGC-25K. Это наполовину ошибочное мнение! Рубили специально, а вот пополам получилось действительно случайно. Инструкция не рекомендует стыковать два таких модуля вместе - это выглядит странно. #KIS_Container7_Part_tags = cck-containers KIS контейнер инвентарь #KIS_Container8_Part_title = IWC-3K "Дракон" #KIS_Container8_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_Container8_Part_description = Этот контейнер разрабатывался специально для того чтобы объединять контейнеры разных диаметров из нашей линейки модулей. К несчастью, главный разработчик чрезмерно увлекался сказками, и вот поэтому такое название. Во всём остальном это качественный контейнер с прекрасными аэродинамическими свойствами. Которые, однако, гарантируются ТОЛЬКО при использовании с контейнерами производства нашей фирмы. #KIS_Container8_Part_tags = cck-containers KIS контейнер инвентарь #KIS_ContainerMount1_Part_title = SM-62 Крепление для SC-62 #KIS_ContainerMount1_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_ContainerMount1_Part_description = Это простое крепление позволяет зафиксировать контейнер-рюкзак SC-62 на обшивке корабля. Вернер фон Керман лично настраивает каждое крепление перед запуском. Именно поэтому сбоев ещё ни разу не было, и все они благополучно добираются до орбиты. Закреплённые рюкзаки, впрочем, долетают не всегда. #KIS_ContainerMount1_Part_tags = cck-containers KIS EVA контейнер инвентарь портативный #KIS_electricScrewdriver_Part_title = E-SD80 Шуруповёрт #KIS_electricScrewdriver_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_electricScrewdriver_Part_description = Когда наш отдел разработок предложил Джеббу гаечный ключ, то он выразил свой восторг словами "Да вы бы мне ещё шуруповёрт в полет дали". Слово клиента - закон для нас! После года НИОКР и пяти неудачных прототипов (один даже привел к пожару на стартовом столе), мы представляем новый продукт: шуруповёрт. В этой версии шурупы пока не поддерживаются, зато поддерживаются болты и гайки любых размеров. Так что Джебб получил даже больше, чем просил: теперь он может соединять в космосе целые модули. #KIS_electricScrewdriver_Part_tags = cck-eva-items KIS EVA портативный инструмент строительство #KIS_evapropellant_Part_title = EVA-11 Топливный Баллон #KIS_evapropellant_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_evapropellant_Part_description = После того как все скафандры стали комплектоваться ракетными ранцами, ЦУП столкнулся с неожиданной проблемой: члены экипажа настолько увлекаются полётами в открытом космосе, что не замечают, как кончается топливо в ранце. Когда количество спасательных миссий превысило разумный предел, в состав каждой экспедиции стали включать запасной баллон с топливом. Теперь второй член экипажа всегда может спасти своего беззаботного коллегу. При необходимости баллон можно подзарядить от системы корабля. #KIS_evapropellant_Part_tags = cck-eva-items KIS EVA топливо портативный #KIS_evapropellant_Part_useName = Заправить #KIS_ghettoblaster_Part_title = Безкассетный Магнитофон #KIS_ghettoblaster_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_ghettoblaster_Part_description = Длительные перелёты могут быть скучными, а иногда даже и невыносимыми. Чтобы скрасить быт бравых покорителей космоса наши инженеры разработали специальную версию кассетного магнитофона: магнитофон без кассеты! Он всегда играет одну и ту же композицию, что полностью исключает конфликты в экипаже по поводу музыкальных предпочтений. #KIS_ghettoblaster_Part_tags = cck-eva-items #KIS_golfclub_Part_title = Баллистическая клюшка #KIS_golfclub_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_golfclub_Part_description = Баллистические расчёты - это, конечно, хорошо, но куда лучше просто бросить предмет и посмотреть, как он летит. Это наглядно. Как вариант, по предмету можно чем-то сильно ударить и посмотреть, как он улетел. Вот клюшкой, например. #KIS_golfclub_Part_tags = cck-eva-items #KIS_golfclub_Part_useName = Ударить #KIS_guide_Part_title = KIS для "ЧАЙНИКОВ" #KIS_guide_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_guide_Part_description = Однажды мы провели исследование и совершенно случайно выяснили любопытный факт: оказывается, никто не читает инструкции перед полётом вне зависимости от того как тщательно мы их готовим! Однако, когда всё пошло наперекосяк (или даже что-то уже сломалось) потребность в "хоть какой-нибудь" инструкции резко возрастает. Чтобы удовлетворить этот спрос наш отдел разработок подготовил краткую инструкцию, которую можно взять с собой в полёт. Впрочем, Джебб сказал, что принципиально не будет её читать. #KIS_guide_Part_tags = cck-eva-items KIS инвентарь строительство инструкция портативный #KIS_guide_Part_useName = Читать #KIS_guitar_Part_title = Гитара Элвиса Кермана #KIS_guitar_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_guitar_Part_description = Вот бывает так: всё хорошо, но гитары не хватает. #KIS_guitar_Part_tags = cck-eva-items #KIS_snacks_Part_title = Сушеный кальмар #KIS_snacks_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_snacks_Part_description = Легкий перекус, способный поднять настроение даже в самой скучной миcсии! Особенно хорошо сочетается с Кербалтикой 9.

Комментарий производителя: в замкнутом пространстве не рекомендуется открывать более одного пакета одновременно. #KIS_snacks_Part_tags = cck-eva-items #KIS_taco_Part_title = Тако без ГМО #KIS_taco_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_taco_Part_description = Мясо, овощи, немного бобов и острый соус. Отличный вариант космического питания придумали в Мексике! #KIS_taco_Part_tags = cck-eva-items #KIS_taco_Part_useName = Съесть #KIS_wrench_Part_title = BS-8 Гаечный Ключ #KIS_wrench_Part_manufacturer = ЗАО «Керман и сын» (КИС) #KIS_wrench_Part_description = Вернувшись из очередной экспедиции, Джебб пожаловался, что практически в каждом полёте какие-то приборы обязательно откручиваются и летают по всему кораблю. Наши инженеры очень серьёзно восприняли эту информацию. После длительных исследований и множества экспериментов проблема была подтверждена, и было найдено элегантное решение: гаечный ключ! Теперь Джебб сможет сам прикрутить приборы обратно прямо в полёте. Или даже закрепить рамку с фотографией своей собаки на стену каюты. #KIS_wrench_Part_tags = cck-eva-items KIS EVA инструмент строительство портативный #SEP_Box_Part_title = Картонная коробка #SEP_Box_Part_manufacturer = Альберт Керман Индастриз #SEP_Box_Part_description = Наш отдел продаж сломал себе голову, придумывая звучное описание этому продукту. Но картонная коробка - это, как ни крути, просто картонная коробка. В нее удобно складывать инструменты, например. #SEP_Box_Part_tags = cck-containers cck-eva-items sep kis kas surface experiment inventory attachment eva storage container box cardboard #SEP_FallenKerbonaut_Part_title = Павший кербонавт #SEP_FallenKerbonaut_Part_manufacturer = Хейдонк ван Керман #SEP_FallenKerbonaut_Part_description = Эта маленькая алюминиевая статуэтка - это мемориал кербонавтам которые не вернулись из миссий по исследованию космоса. Автор попросил доставить ее на Муну и оставить там как символ тяги кербалов к познанию Вселенной. #SEP_FallenKerbonaut_Part_tags = fallen kerbonaut sculpture art cck-eva-items #SEP_StorageLong_Part_title = AKI-L Персональный Шкаф #SEP_StorageLong_Part_manufacturer = Альберт Керман Индастриз #SEP_StorageLong_Part_description = У некоторых кербонавтов персональных вещей сильно больше чему у других. В этих случаях мы предлагаем увеличенную версию Персонального Шкафчика. И да, этот шкаф тоже монтируется на внешней стороне стенки модуля. А еще он выглядит стильно! #SEP_StorageLong_Part_tags = cck-containers sep kis kas surface experiment inventory attachment eva storage container locker #SEP_StorageShort_Part_title = AKI-S Персональный Шкафчик #SEP_StorageShort_Part_manufacturer = Альберт Керман Индастриз #SEP_StorageShort_Part_description = Некоторые кербонавты (нет, не Валентина) жаловались, что им некуда складывать свои персональные вещи. И ведь их и правда некуда складывать в стандартном жилом модуле! Для решения этой проблемы мы разработали небольшой персональный шкафчик, встраиваемый в стенку модуля. Снаружи модуля. Отзывы на это решение были противоречивые, но в целом - положительные. #SEP_StorageShort_Part_tags = cck-containers sep kis kas surface experiment inventory attachment eva storage container locker #kisLOC_99000 = \u0020л #kisLOC_02000 = Нельзя надеть предмет из стопки #kisLOC_02001 = Невозможно надеть предмет, в слоте [<<1>>] уже закреплён <<2>> #kisLOC_02002 = Для использования этого предмета требуется умение: <<1>> #kisLOC_02003 = Недостаточно места в инвентаре (+<<1>>) #kisLOC_02004 = Нельзя создать стопку с надетым предметом #kisLOC_01000 = Перестыковать #kisLOC_01001 = Невозможно перестыковать #kisLOC_01002 = Схватить #kisLOC_01003 = Отсоединить и схватить #kisLOC_01004 = Невозможно схватить #kisLOC_01005 = Отсоединить #kisLOC_01006 = Отцепить от земли #kisLOC_01007 = Невозможно отсоединить #kisLOC_01008 = Невозможно присоединить #kisLOC_01009 = Слишком тяжело #kisLOC_01010 = Слишком далеко #kisLOC_01011 = Не поддерживается #kisLOC_01012 = Требуется инструмент #kisLOC_01013 = Аппарат: <<1>>\nМасса: <<2>> #kisLOC_01014 = Базовая деталь #kisLOC_01015 = Бросить (<<1>>) #kisLOC_01016 = Присоединить (<<1>>) #kisLOC_01017 = Перестыковать (<<1>>) #kisLOC_01018 = Закрепить #kisLOC_01019 = Не найдены пристыкованные аппараты #kisLOC_01020 = Выберите аппарат #kisLOC_01021 = Кербалы могут двигаться сами. Если надо подвинуться - просто попросите. #kisLOC_01022 = Требуется больше кербалов [<<1>> > <<2>>] #kisLOC_01023 = Подойдите ближе к детали #kisLOC_01024 = Эту деталь нельзя присоединить без инструмента #kisLOC_01025 = Эту деталь нельзя отсоединить без инструмента #kisLOC_01026 = Эта деталь не может быть откреплена от земли без инструмента #kisLOC_01027 = Операция не поддерживается на этой детали #kisLOC_01028 = Эта деталь не может быть присоединена #kisLOC_01029 = <<1>> #kisLOC_01030 = <<1>>\nПрисоединённых деталей: <<2>> #kisLOC_01031 = [<<1>>][<<2>>] #kisLOC_01032 = [<<1>>][<<2>>] #kisLOC_01033 = [<<1>>][<<2>>] #kisLOC_01034 = <<1>>/<<2>>/<<3>> вращать #kisLOC_01035 = [<<1>>] сбросить вращение/смещение #kisLOC_01036 = [<<1>>] смена узла #kisLOC_01037 = [<<1>>]/[<<2>>] смещение выше/ниже #kisLOC_01038 = [<<1>>] присоединить #kisLOC_01039 = [Escape] отмена действия #kisLOC_01040 = КИС не умеет работать с такими деталями.\nПопробуйте использовать меню самой детали! #kisLOC_03000 = Выбранная деталь не подходит для действия! #kisLOC_03001 = Нельзя присоединить к самому себе! #kisLOC_03002 = Эта деталь не может быть закреплена! #kisLOC_03003 = Выбранная деталь не может закрепляться на земле! #kisLOC_03004 = Выбранный узел не годится для закрепления на земле! #kisLOC_03005 = Слишком далеко до детали: <<1>> > <<2>> #kisLOC_03006 = Слишком далеко до места действия:\n<<1>> > <<2>> #kisLOC_03007 = Невозможно присоединить к детали: <<1>> #kisLOC_03008 = У этой детали только один узел! #kisLOC_00000 = Невозможно использовать экипированный предмет, т.к. ничего не выбрано #kisLOC_00001 = В модуле <<1>> отсутствуют персональные инвентари #kisLOC_00002 = Сборку деталей нельзя положить в инвентарь: <<1>> деталей в сборке #kisLOC_00003 = В инвентаре недостаточно места для детали: <<1>> (+<<2>>) #kisLOC_00004 = Содержимое инвентаря недоступно пока контейнер переносится! #kisLOC_00005 = Этот инвентарь недоступен извне аппарата! #kisLOC_00006 = Этот инвентарь недоступен изнутри аппарата! #kisLOC_00009 = Инвентарь полностью заполнен, невозможно разделить стопку! #kisLOC_00010 = Переносимые предметы нельяз положить в персональный инвентарь #kisLOC_00011 = Другой предмет уже переносится #kisLOC_00012 = Чтобы инвентарь отправился на орбиту, это место должно быть занято кербалом во время старта #kisLOC_00013 = Снять шлем #kisLOC_00014 = Надеть шлем #kisLOC_00015 = <<1>> | Место <<2>> #kisLOC_00016 = <<1>> | <<2>> #kisLOC_00017 = <<1>> | <<2>> #kisLOC_00019 = Действие #kisLOC_00020 = OK #kisLOC_00021 = Изменить имя #kisLOC_00022 = Закрыть #kisLOC_00023 = Снять #kisLOC_00024 = Надеть #kisLOC_00025 = Бросить #kisLOC_00026 = Разделить (<<1>>) #kisLOC_00027 = Количество: <<1>> #kisLOC_00028 = Нет действия #kisLOC_00029 = Инвентарь для места <<1>> #kisLOC_00030 = Инвентарь: <<1>> #kisLOC_00031 = Инвентарь #kisLOC_00032 = Инвентарь | <<1>> #kisLOC_00033 = Перенос. #kisLOC_00034 = Надето #kisLOC_00035 = <<1>> #kisLOC_00036 = x<<1>> #kisLOC_00037 = Объём: <<1>> / <<2>> #kisLOC_00038 = Масса: <<1>> #kisLOC_00039 = Стоимость: <<1>> #kisLOC_00040 = Объем: <<1>> #kisLOC_00041 = Сухая масса: <<1>> #kisLOC_00042 = Масса ресурса: <<1>> #kisLOC_00043 = Стоимость: <<1>> #kisLOC_00044 = Стоимость содержимого: <<1>> #kisLOC_00045 = Масса содержимого: <<1>> #kisLOC_00046 = Суммарная стоимость: <<1>> #kisLOC_00047 = Суммарный объем: <<1>> #kisLOC_00048 = Суммарная масса: <<1>> #kisLOC_00049 = Деталь не содержит ресурсов #kisLOC_00051 = Клавиша использования: [<<1>>] #kisLOC_00052 = <<1>>: <<2>> / <<3>> #kisLOC_00053 = <<1>> (Data=<<2>>, Value=<<3>>) #kisLOC_00054 = Деталь не содержит научных данных #kisLOC_00055 = KIS Инвентарь #kisLOC_00056 = Макс.объём: <<1>> #kisLOC_00057 = Доступно изнутри аппарата #kisLOC_00058 = Недоступно изнутри аппарата #kisLOC_00059 = Доступно извне аппарата #kisLOC_00060 = Недоступно извне аппарата #kisLOC_00061 = Пользуйтесь возможностями основной игры для таких деталей #kisLOC_06000 = KIS Предмет #kisLOC_06001 = Используется: <<1>> #kisLOC_06002 = Закрепляется: <<1>> #kisLOC_06003 = в левой руке #kisLOC_06004 = в правой руке #kisLOC_06005 = на ранце #kisLOC_06006 = на глазах #kisLOC_06007 = на шлеме #kisLOC_06008 = Крепится к деталям без инструмента #kisLOC_06009 = Нельзя прикрепить к кораблю #kisLOC_06010 = Закрепляется на поверхности без инструментов #kisLOC_06011 = Требуется инструмент для закрепления на поверхности #kisLOC_06012 = Сила сцепления с поверхностью: <<1>> #kisLOC_06013 = Деталь переносится кербалом #kisLOC_06014 = Элемент экипировки кербала #kisLOC_04000 = KIS Инструмент #kisLOC_04001 = Может соединить два узла соединения #kisLOC_04002 = Прикрепляет только к поверхности детали #kisLOC_05009 = Активировать #kisLOC_05010 = Настроить #kisLOC_05000 = KIS Взрывчатка #kisLOC_05001 = Макс.радиус поражения: <<1>> #kisLOC_05002 = Настройка взрывчатки #kisLOC_05003 = Таймер #kisLOC_05004 = <<1>> сек #kisLOC_05005 = Радиус поражения #kisLOC_05006 = <<1>> / <<2>> #kisLOC_05007 = АКТИВИРОВАТЬ (нельзя отменить) #kisLOC_05008 = Закрыть #kisLOC_05011 = У вас есть <<1>> секунд чтобы покинуть зону поражения! #kisLOC_07000 = KIS Справочник #kisLOC_07001 = Инструкция на Крайний Случай #kisLOC_07002 = Справочник #kisLOC_07003 = Предыдущая страница #kisLOC_07004 = Следующая страница #kisLOC_07005 = Закрыть #kisLOC_07006 = Страница <<1>> / <<2>> #kisLOC_08000 = Ракетный ранец полон. Зарядка не требуется #kisLOC_08001 = Баллон пуст! Невозможно зарядить ранец #kisLOC_08002 = Баллон перезаряжен #kisLOC_08004 = Ракетный ранец полностью перезаряжен #kisLOC_08005 = Добавлено <<1>> единиц топлива в ракетный ранец #kisLOC_08006 = Баллон уже полон. Нет необходимости его заправлять #kisLOC_08007 = Взято <<2>> единиц <<1>> из системы КА #kisLOC_08008 = В системе КА нет доступных резервов <<1>> #kisLOC_09000 = Воспроизведение #kisLOC_09001 = Стоп #kisLOC_10001 = Открепить #kisLOC_10000 = Открепить #kisLOC_99001 = Предметы для открытого космоса } } } UrlConfig { parentUrl = KIS/Lang/zh-cn.cfg Localization { zh-cn { #KIS_basketball_Part_title = 篮球 #KIS_basketball_Part_manufacturer = KIS #KIS_basketball_Part_description = 这是一个用来做引力实验的好工具.即使在微重力下,牛顿第三定律仍然可行.Jeb声称,他是在被神秘地传送到一个叫做白痴山(Moron Mountain)的星球时发现这个球的。任务控制中心坚称他们不知道这样的任务,但Jeb坚持说,当他的通讯被干扰时,他就从太空被传送到那了.当被问到更多细节时,他总是拒绝,说"他答应了迈克尔他会保守这个秘密”。没人知道他在说什么。 #KIS_basketball_Part_tags = cck-eva-items #KIS_beer_Part_title = 布勃的啤酒 #KIS_beer_Part_description = 美味又实惠的啤酒.每个太空机构的管理员都应该为那些让人感动的航天员准备一些,而且这能让他们保持足够的积极性和充足的动力。 #KIS_beer_Part_manufacturer = KIS #KIS_beer_Part_tags = cck-eva-items #KIS_beer_Part_useName = 饮料 #KIS_bomb1_Part_title = K4 标准炸药 #KIS_bomb1_Part_manufacturer = KIS #KIS_bomb1_Part_description = 想摆脱各种太空轨道垃圾?我们知道你需要的是什么.请记住,你可以通过点击右键任何部件来安装炸药. #KIS_bomb1_Part_tags = KIS EVA portable tool destruction bomb cck-eva-items #kis_concreteBase1_Part_title = CB1 地面地基 #kis_concreteBase1_Part_manufacturer = KIS #kis_concreteBase1_Part_description = 只能安装在地面上的混泥土地基.因为一场科学奇迹,工程师已找到了如何使用电动螺丝刀或扳手将其安装在地面上的方法(译者:注意看上面说明.该部件允许空手安装的). #kis_concreteBase1_Part_tags = KIS EVA portable building construction concrete cck-eva-items #KIS_Container1_Part_title = SC-62 便携式仓库 #KIS_Container1_Part_manufacturer = KIS #KIS_Container1_Part_description = 用于存放较小部件的便携式仓库.坎巴拉的科学家意识到,有一个存放备用部件的仓库总比在指令舱周围飘满损坏的部件垃圾却不知所措要好很多. #KIS_Container1_Part_tags = KIS container inventory portable cck-containers #KIS_Container2_Part_title = ILC-18k 仓库 #KIS_Container2_Part_manufacturer = KIS #KIS_Container2_Part_description = ILC-18k 是采用内部访问设计的仓库,可以从飞船内部进行访问,可以不需要进行EAV来访问该部件.但是因为飞船内部添加了气压(氧气)来支持航天员进行内部访问,所以跟其他仓库相比,拥有额外的质量,而且虽然有氧但是并没有安装乘员座椅. #KIS_Container2_Part_tags = KIS container inventory cck-containers #KIS_Container3_Part_title = ISC-6K 仓库 #KIS_Container3_Part_manufacturer = KIS #KIS_Container3_Part_description = ISC-6K 是采用内部访问设计的小型仓库,可以从飞船内部进行访问,可以不需要进行EAV来访问该部件.但是因为飞船内部添加了气压(氧气)来支持航天员进行内部访问,所以跟其他仓库相比,拥有额外的质量,而且虽然有氧但是并没有安装乘员座椅. #KIS_Container3_Part_tags = KIS container inventory cck-containers #KIS_Container4_Part_title = ImC-1500集装箱 #KIS_Container4_Part_manufacturer = KIS #KIS_Container4_Part_description = 三个工程师在一个聚会上拿了几罐啤酒。经过几轮推杯换盏后,他们决定设计一个他们最新的,最完美的,占用空间小的货物模块。因此,Imc-1500集装箱诞生了,适用于长距离运送部件和零食(冷冻箱单独出售).负责任地使用。 #KIS_Container4_Part_tags = cck-containers KIS container inventory #KIS_Container5_Part_title = IGC-25K集装箱 #KIS_Container5_Part_manufacturer = KIS #KIS_Container5_Part_description = 一种特别为长期补给任务或洲际航运而设计的巨大集装箱(绝对不是从坎邦快递KEDEX的货运飞机上打捞出来的)。如果翻新并用作付费电话亭,保修无效。 #KIS_Container5_Part_tags = cck-containers KIS container inventory #KIS_Container6_Part_title = IMiC-800集装箱 #KIS_Container6_Part_manufacturer = KIS #KIS_Container6_Part_description = IMiC-800是整个家族中最小的成员,适用于当你想拿一些零食或物品时,但又不想穿上太空服去拿的情况。 #KIS_Container6_Part_tags = cck-containers KIS container inventory #KIS_Container7_Part_title = IMC-15K集装箱 #KIS_Container7_Part_manufacturer = KIS #KIS_Container7_Part_description = 一个较小的集装箱,是在工程团队意外地将IGC-25K切成两半时开发出来的。如果与另一个IMC-15K装置堆放在一起,则保修无效。 #KIS_Container7_Part_tags = cck-containers KIS container inventory #KIS_Container8_Part_title = IWC-3K "飞龙" #KIS_Container8_Part_manufacturer = KIS #KIS_Container8_Part_description = IWC-3K“飞龙”集装箱是专门为你不能决定食物是否足够去Duna旅行或就是为了防止食物不足的情况而设计的。如果与KIS容器(单独出售)以外的任何容器一起使用,则保修无效。 #KIS_Container8_Part_tags = cck-containers KIS container inventory #KIS_ContainerMount1_Part_title = SM-62便携式仓库卡扣 #KIS_ContainerMount1_Part_manufacturer = KIS #KIS_ContainerMount1_Part_description = 一个小型连接柱安装附件.该卡扣可以用于连接"SC-62 便携式仓库",是避免使用支架连接器(钢筋/胶带)来固定便携式仓库的最佳解决方案. #KIS_ContainerMount1_Part_tags = KIS EVA building portable container cck-containers #KIS_electricScrewdriver_Part_title = E-SD80 电动螺丝刀 #KIS_electricScrewdriver_Part_manufacturer = KIS #KIS_electricScrewdriver_Part_description = 一个能将部件安装到你飞船表面或对部件进行拆卸的工具. E-SD80电动螺丝刀的设计初衷是为了让我们的工程师们在外部建设中过程中拥有更多的自主权. #KIS_electricScrewdriver_Part_tags = KIS EVA tool building portable cck-eva-items #KIS_evapropellant_Part_title = EVA-11燃料罐 #KIS_evapropellant_Part_manufacturer = KIS #KIS_evapropellant_Part_description = 一款为舱外活动(EVA)设计的备用燃料箱.在部件上右键单击可以使用它,为喷气背包补充燃料. #KIS_evapropellant_Part_tags = KIS EVA fuel portable cck-eva-items #KIS_evapropellant_Part_useName = 补充燃料 #KIS_ghettoblaster_Part_title = 磁带录音机 #KIS_ghettoblaster_Part_description = 进行太空旅行时或者等待救援时,如何消磨时间不是一件容易的事情,磁带录音机可以让航天员们保持有事可做. #KIS_ghettoblaster_Part_manufacturer = KIS #KIS_ghettoblaster_Part_tags = cck-eva-items #KIS_golfclub_Part_title = 高尔夫球棒 #KIS_golfclub_Part_description = 这是另一个未经批准的重力实验项目,玩高尔夫球. #KIS_golfclub_Part_manufacturer = KIS #KIS_golfclub_Part_tags = cck-eva-items #KIS_golfclub_Part_useName = 挥杆 #KIS_guide_Part_title = KIS使用指南 #KIS_guide_Part_manufacturer = KIS #KIS_guide_Part_description = 这里有你需要知道的关于仓库体系的一切,不需要什么复杂的电脑操作,只需要在仓库中右键点击,直接阅读. #KIS_guide_Part_tags = KIS inventory building book portable cck-eva-items #KIS_guide_Part_useName = 阅读 #KIS_guitar_Part_title = 吉他 #KIS_guitar_Part_manufacturer = KIS #KIS_guitar_Part_description = 静寂的太空,航天员需要一把吉他来解闷. #KIS_guitar_Part_tags = cck-eva-items #KIS_taco_Part_title = T.B. Kerman的墨西哥玉米薄饼卷 #KIS_taco_Part_description = 添加了牛肉,蔬菜和辣椒酱的玉米薄饼卷,我们的每一位航天员都需要一份太空餐.似乎没人知道"T.B."代表什么。 #KIS_taco_Part_manufacturer = KIS #KIS_taco_Part_tags = cck-eva-items #KIS_taco_Part_useName = 进餐 #KIS_wrench_Part_title = BS-8工具扳手 #KIS_wrench_Part_manufacturer = KIS #KIS_wrench_Part_description = 一个能将最小部件安装到飞船表面或拆卸下来的工具,其实没有什么复杂的,只是一个简单的扳手而已. #KIS_wrench_Part_tags = KIS EVA tool building portable cck-eva-items #kisLOC_99000 = \u0020L #kisLOC_02000 = 无法装备堆叠物品,请右键拆分成单个物品后重新装备 #kisLOC_02001 = [<<1>>]已经装备了相关物品,无法装备<<2>> #kisLOC_02002 = 该物品只能由拥有<<1>>技能的航天员装备 #kisLOC_02003 = 仓库无法存储这么多物品,缺少<<1>>个物品格子. #kisLOC_02004 = 该物品无法堆叠 #kisLOC_01000 = 重接 #kisLOC_01001 = 无法重接 #kisLOC_01002 = 拾取 #kisLOC_01003 = 拆卸并拾取 #kisLOC_01004 = 无法拾取 #kisLOC_01005 = 拆卸 #kisLOC_01006 = 拆卸 #kisLOC_01007 = 无法拆卸 #kisLOC_01008 = 无法安装 #kisLOC_01009 = 太重了 #kisLOC_01010 = 太远了 #kisLOC_01011 = 不支持的操作 #kisLOC_01012 = 需要至少一种工具 #kisLOC_01013 = 航天器: <<1>>\n质量: <<2>> #kisLOC_01014 = 根部件 #kisLOC_01015 = 丢弃 (<<1>>) #kisLOC_01016 = 安装 (<<1>>) #kisLOC_01017 = Re-dock (<<1>>) #kisLOC_01018 = 安装中 #kisLOC_01019 = 没有可对接的航天器 #kisLOC_01020 = 选择一艘航天器 #kisLOC_01021 = 该航天员问你"我能不能自己用喷气背包移动" #kisLOC_01022 = 你应该叫来更多的小绿人(<<1>> > <<2>>) #kisLOC_01023 = 太远了,请靠近一点 #kisLOC_01024 = 缺少安装物品的工具 #kisLOC_01025 = 缺少拆卸物品的工具 #kisLOC_01026 = 缺少拆卸物品的工具 #kisLOC_01027 = 该部件不支持该行为 #kisLOC_01028 = 该部件不支持安装行为 #kisLOC_01029 = <<1>> #kisLOC_01030 = <<1>>\n关联部件: <<2>> #kisLOC_01031 = [<<1>>][<<2>>] #kisLOC_01032 = [<<1>>][<<2>>] #kisLOC_01033 = [<<1>>][<<2>>] #kisLOC_01034 = <<1>>/<<2>>/<<3>> 旋转部件 #kisLOC_01035 = [<<1>>] 重置方向和位置 #kisLOC_01036 = [<<1>>] 改变捕捉角度 #kisLOC_01037 = [<<1>>]/[<<2>>] 上下移动 #kisLOC_01038 = [<<1>>] 安装 #kisLOC_01039 = [Escape] 取消 #kisLOC_01040 = KIS无法处理展开的地面实验部件\n请按右键访问该部件的菜单来拾起! #kisLOC_03000 = 该部件无法完成当前操作 #kisLOC_03001 = 不能安装到自己本身 #kisLOC_03002 = 该部件无法携带 #kisLOC_03003 = 目标部件表面无法安装物品 #kisLOC_03004 = 只能安装到部件表面,无法安装到连接柱 #kisLOC_03005 = 当前距离<<1>>,最大距离<<2>> #kisLOC_03006 = 当前距离<<1>>,最大距离<<2>> #kisLOC_03007 = 无法安装到部件: <<1>> #kisLOC_03008 = 该部件只有一个连接柱 #kisLOC_00000 = 由于没有装备,不能使用装备的物品 #kisLOC_00001 = <<1>>舱没有足够的空间 #kisLOC_00002 = 不能将一个组件放入仓库,该组件有<<1>>个安装部件 #kisLOC_00003 = 该物件体积为: <<1>> , 超出仓库 <<2>> #kisLOC_00004 = 无法在携带仓库时进行访问! #kisLOC_00005 = 这个仓库无法从外部访问! #kisLOC_00006 = 这个仓库无法从内部访问 #kisLOC_00009 = 仓库/背包已满, 无法拆分 #kisLOC_00010 = 背包中无法存储该物品 #kisLOC_00011 = 已经装备相同部位的物品 #kisLOC_00012 = 这是航天员的背包 #kisLOC_00013 = 取下头盔 #kisLOC_00014 = 带上头盔 #kisLOC_00015 = <<1>> | 乘员: <<2>> 背包 #kisLOC_00016 = <<1>> | <<2>> #kisLOC_00017 = <<1>> | <<2>> #kisLOC_00019 = 操作项: #kisLOC_00020 = 确定 #kisLOC_00021 = 备注 #kisLOC_00022 = 关闭 #kisLOC_00023 = 脱下 #kisLOC_00024 = 装备 #kisLOC_00025 = 丢弃 #kisLOC_00026 = 拆分 (<<1>>) #kisLOC_00027 = 数量: <<1>> #kisLOC_00028 = 无可执行操作 #kisLOC_00029 = 乘员: <<1>> 背包 #kisLOC_00030 = 乘员: <<1>> 背包 #kisLOC_00031 = 打开仓库 #kisLOC_00032 = 打开仓库 | <<1>> #kisLOC_00033 = 携带中 #kisLOC_00034 = 装备. #kisLOC_00035 = <<1>> #kisLOC_00036 = x<<1>> #kisLOC_00037 = 当前容积: <<1>> / <<2>> #kisLOC_00038 = 当前质量: <<1>> #kisLOC_00039 = 当前成本: <<1>> #kisLOC_00040 = 容积: <<1>> #kisLOC_00041 = 净质量: <<1>> #kisLOC_00042 = 燃料质量: <<1>> #kisLOC_00043 = 成本: <<1>> #kisLOC_00044 = 物品质量: <<1>> #kisLOC_00045 = 物品质量: <<1>> #kisLOC_00046 = 总成本: <<1>> #kisLOC_00047 = 总容积: <<1>> #kisLOC_00048 = 总质量: <<1>> #kisLOC_00049 = 该部件没有任何资源 #kisLOC_00051 = 按下 [<<1>>] 使用物品(装备) #kisLOC_00052 = <<1>>: <<2>> / <<3>> #kisLOC_00053 = <<1>> (数据大小=<<2>>, 数据价值=<<3>>) #kisLOC_00054 = 该部件没有科学数据 #kisLOC_00055 = 仓库 #kisLOC_00056 = 最大容积: <<1>> #kisLOC_00057 = 支持舱内访问 #kisLOC_00058 = 不支持舱内访问 #kisLOC_00059 = 支持外部(EVA)访问 #kisLOC_00060 = 不支持外部(EVA)访问 #kisLOC_00061 = KIS不支持此部件的放入. 可能是DLC的地面实验部件,请安装游戏的规则使用该部件。 #kisLOC_06000 = EVA装备-通用物品 #kisLOC_06001 = 装备部位: <<1>> #kisLOC_06002 = 装备部位: <<1>> #kisLOC_06003 = 左手 #kisLOC_06004 = 右手 #kisLOC_06005 = 喷气背包 #kisLOC_06006 = 眼部 #kisLOC_06007 = 头部 #kisLOC_06008 = 安装到该部件表面无需工具 #kisLOC_06009 = 该部件表面无法安装任何部件 #kisLOC_06010 = 该部件安装到地表无需工具 #kisLOC_06011 = 该部件需要工具才能安装到其他部件的表面 #kisLOC_06012 = 表面安装强度: <<1>> #kisLOC_06013 = 由航天员携带 #kisLOC_06014 = 可装备物品 #kisLOC_04000 = EVA装备-安装工具 #kisLOC_04001 = 该部件可以安装到连接柱 #kisLOC_04002 = 这个工具只能将部件安装到其他部件的表面,不能安装到连接柱上 #kisLOC_05009 = 激活 #kisLOC_05010 = 安放 #kisLOC_05000 = EVA装备-爆破物品 #kisLOC_05001 = 最大爆炸半径: <<1>> #kisLOC_05002 = 爆炸设置 #kisLOC_05003 = 计时器 #kisLOC_05004 = <<1>> s #kisLOC_05005 = 爆炸半径 #kisLOC_05006 = 当前爆炸点半径为 <<1>> 最大爆炸半径为 <<2>> #kisLOC_05007 = 激活 (激活后无法撤销) #kisLOC_05008 = 关闭 #kisLOC_05011 = 你现在还有 <<1>> 秒用来逃跑! #kisLOC_07000 = EVA装备-产品说明 #kisLOC_07001 = 通用读物 #kisLOC_07002 = 阅读 #kisLOC_07003 = 上一页 #kisLOC_07004 = 下一页 #kisLOC_07005 = 关闭 #kisLOC_07006 = 当前页数 <<1>> / <<2>> #kisLOC_08000 = 喷气背包燃料是满的,无需补充燃料. #kisLOC_08001 = 该燃料罐是空的,无法为喷气背包补充燃料 #kisLOC_08002 = 燃料罐已重新从飞船得到补充. #kisLOC_08003 = 没有足够的燃料,喷气背包燃料只得到部分补充 #kisLOC_08004 = 喷气背包燃料已补满 #kisLOC_09000 = 播放 #kisLOC_09001 = 停止 #kisLOC_10001 = 拆卸 #kisLOC_10000 = 拆卸 #kisLOC_99001 = EVA 物品 } } } UrlConfig { parentUrl = KIS/Parts/bomb1/part.cfg PART { name = KIS_bomb1 module = Part author = Winn75 mesh = model.mu scale = 1 node_attach = 0, -0.050327, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = precisionEngineering entryCost = 7200 cost = 400 category = Utility subcategory = 0 title = K4 Standard Explosives manufacturer = Kerbal Inventory Systems description = Who would want to take a bomb aboard a spaceship? You'd have to be completely mad! Nonetheless, our trained pilots and engineers are capable of using this explosive device to dispose of unnecessary parts or de-orbit a satellite. Keep in mind that there is a limited time to reach a safe distance before it explodes! Monthly training sessions are held to ensure our crew are well aware of all relevant safety regulations. attachRules = 0,1,0,0,0 mass = 0.004 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 800 PhysicsSignificance = 1 bulkheadProfiles = srf tags = KIS EVA portable tool destruction bomb cck-eva-items MODULE { name = ModuleKISItemBomb allowPartAttach = AllowedAlways shortcutKeyAction = equip equipable = true equipSlot = leftElbow stackable = true equipBoneName = aliasLeftElbow equipPos = 0.0, 0.07, 0 equipDir = 180, 270, 180 delay = 10 maxRadius = 10 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 3 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_bomb1 } } } UrlConfig { parentUrl = KIS/Parts/concreteBase1/part.cfg PART { name = kis_concreteBase1 module = Part author = Winn75 mesh = pylon.mu rescaleFactor = 1 node_stack_top = 0, 0.284, 0, 0,1, 0, 1 node_stack_bottom = 0, -0.173042, 0, 0,-1, 0, 1 TechRequired = advConstruction entryCost = 2500 cost = 300 category = Structural subcategory = 0 title = CB1 Ground Base manufacturer = Kerbal Inventory Systems description = Have you ever needed to fasten something to the surface of a celestial body? We can make that work. Meet the concrete block! The CB1 is our variation on the classic block design that has been trusted by construction engineers for centuries: a sturdy base that can be fixed to the ground even without tools. Of course, attaching other parts onto the block will require tools, which are sold separately. attachRules = 1,0,1,1,1 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf tags = KIS EVA portable building construction concrete cck-eva-items MODULE { name = ModuleKISItem allowPartAttach = AllowedWithKisTool allowStaticAttach = AllowedAlways staticAttachBreakForce = 200 carriable = true equipMode = model equipSlot = jetpack equipBoneName = aliasJetpack equipPos = 0, 0.2, -0.23 equipDir = 105, 0, 180 runSpeed = 0.8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 450 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = kis_concreteBase1 } } } UrlConfig { parentUrl = KIS/Parts/container1/part.cfg PART { name = KIS_Container1 module = Part author = Winn75 mesh = model.mu scale = 1 node_stack_bottom = 0.0, -0.2477, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = generalConstruction entryCost = 2700 cost = 420 category = Payload subcategory = 0 title = SC-62 Portable Container manufacturer = Kerbal Inventory Systems description = This external container for tools, snacks, and more was designed specifically for the Mun mission. Two days before launch, the ground crew discovered that there was no more room for Valentina's favorite koffee mug. This put the entire mission at risk! Our engineers were thankfully able to solve the problem by attaching an ordinary hiking backpack reinforced with aluminum tubing to the exterior of the ship. Crews liked this design so much that these container-backpacks are now mass-produced. attachRules = 1,0,1,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1, srf tags = KIS container inventory portable cck-containers MODULE { name = ModuleKISInventory maxVolume = 550 externalAccess = true internalAccess = false slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItemEvaTweaker carriable = true equipMode = part equipSlot = jetpack equipBoneName = aliasJetpack equipPos = 0.0, 0.21, -0.3 equipDir = 280, 0, 0 runSpeed = 0.8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 618 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_Container1 } } } UrlConfig { parentUrl = KIS/Parts/container2/part.cfg PART { name = KIS_Container2 module = Part author = Winn75 mesh = model.mu scale = 1 node_stack_top = 0.0, 1.298, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.298, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = largeVolumeContainment entryCost = 18000 cost = 9000 category = Payload subcategory = 0 title = ILC-18k Container manufacturer = Kerbal Inventory Systems description = Sometimes missions require stuff. And things. Lots of stuff & things. Sometimes you run out of places to stuff your stuff, so you need more things in which to put your things. As such, here is the ILC-18k, a larger container in which to stuff your things. attachRules = 1,0,1,1,1 mass = 0.68 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2 tags = KIS container inventory cck-containers MODULE { name = ModuleKISInventory maxVolume = 16300 externalAccess = true internalAccess = true slotsX = 8 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 23247 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_Container2 } } } UrlConfig { parentUrl = KIS/Parts/container3/part.cfg PART { name = KIS_Container3 module = Part author = Winn75 mesh = model.mu scale = 1 node_stack_top = 0.0, 0.58, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.58, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = specializedConstruction entryCost = 6000 cost = 3000 category = Payload subcategory = 0 title = ISC-6K Container manufacturer = Kerbal Inventory Systems description = The SC-62 portable container-backpack was a huge success, but there were some shortcomings, like the fact that it cannot be accessed from inside the ship. To solve this problem, a full-fledged container module was developed. Due to the need to maintain a constant pressure inside the module, its size and cost have increased. attachRules = 1,0,1,1,1 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2 tags = KIS container inventory cck-containers MODULE { name = ModuleKISInventory maxVolume = 7300 externalAccess = true internalAccess = true slotsX = 4 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 10372 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_Container3 } } } UrlConfig { parentUrl = KIS/Parts/container4/part.cfg PART { name = KIS.Container4 module = Part author = rfelipe200 mesh = model.mu scale = 1 node_stack_top = 0.0, 1, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.509, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advConstruction entryCost = 4200 cost = 1500 category = Payload subcategory = 0 title = ImC-1500 Container manufacturer = Kerbal Inventory Systems description = Three engineers at a party grab some cans of beer. After consuming several, they decide they're the perfect design for a new, compact cargo module. Thus the Inline Mini-Container 1500 was born, suitable for long-distance delivery of parts and snacks alike (refrigerated compartment sold separately). Use responsibly. attachRules = 1,1,1,1,0 mass = 0.17 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf tags = cck-containers KIS container inventory MODULE { name = ModuleKISInventory maxVolume = 3200 externalAccess = true internalAccess = true slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = KIS/Parts/container4/kis_mini_bw_c _BumpMap = KIS/Parts/container4/kis_mini_n shader = KSP/Bumped Specular } } VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #4c4f47 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = KIS/Parts/container4/kis_mini_dark_c _BumpMap = KIS/Parts/container4/kis_mini_n shader = KSP/Bumped Specular } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = KIS/Parts/container4/kis_mini_go_c _BumpMap = KIS/Parts/container4/kis_mini_n shader = KSP/Bumped Specular } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #ffffff TEXTURE { mainTextureURL = KIS/Parts/container4/kis_mini_orange_c _BumpMap = KIS/Parts/container4/kis_mini_n shader = KSP/Bumped Specular } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 4713 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS.Container4 } } } UrlConfig { parentUrl = KIS/Parts/container5/part.cfg PART { name = KIS.Container5 module = Part author = rfelipe200 mesh = model.mu scale = 1 node_stack_top = 0.0, 1.992, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.992, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = heavyAerodynamics entryCost = 22000 cost = 15000 category = Payload subcategory = 0 title = IGC-25K Container manufacturer = Kerbal Inventory Systems description = A humongous container (that was definitely not salvaged from a KEDEX cargo plane) specially designed for long-term resupply missions or intercontinental shipping. Warranty void if refurbished and used as a pay-phone booth. attachRules = 1,0,1,1,1 mass = 2.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 bulkheadProfiles = mk3 tags = cck-containers KIS container inventory MODULE { name = ModuleKISInventory maxVolume = 55600 externalAccess = true internalAccess = true slotsX = 8 slotsY = 8 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove openAnimName = openAllDoors } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = KIS/Parts/container5/kis_giga_bw_c _BumpMap = KIS/Parts/container5/kis_giga_n 1 } } VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #4c4f47 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = KIS/Parts/container5/kis_giga_dark_c _BumpMap = KIS/Parts/container5/kis_giga_n 1 } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #ffffff secondaryColor = #f49841 TEXTURE { mainTextureURL = KIS/Parts/container5/kis_giga_orange_c _BumpMap = KIS/Parts/container5/kis_giga_n 1 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 73599 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS.Container5 } } } UrlConfig { parentUrl = KIS/Parts/container6/part.cfg PART { name = KIS.Container6 module = Part author = rfelipe200 mesh = model.mu scale = 1 node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.509, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = generalConstruction entryCost = 3200 cost = 750 category = Payload subcategory = 0 title = IMiC-800 Container manufacturer = Kerbal Inventory Systems description = The smallest member of the Inline family, the Inline Micro Container 800 is for when you need to bring along some snacks or sundries, but you don't want to have to put on an EVA suit to grab them. attachRules = 1,1,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf tags = cck-containers KIS container inventory MODULE { name = ModuleKISInventory maxVolume = 1500 externalAccess = true internalAccess = true slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = KIS/Parts/container6/kis_micro_bw_c _BumpMap = = KIS/Parts/container6/kis_mini_n shader = KSP/Bumped Specular } } VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #4c4f47 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = KIS/Parts/container6/kis_micro_dark_c _BumpMap = KIS/Parts/container6/kis_mini_n shader = KSP/Bumped Specular } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = KIS/Parts/container6/kis_micro_go_c _BumpMap = KIS/Parts/container6/kis_mini_n shader = KSP/Bumped Specular } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #ffffff secondaryColor = #f49841 TEXTURE { mainTextureURL = KIS/Parts/container6/kis_micro_orange_c _BumpMap = KIS/Parts/container6/kis_mini_n shader = KSP/Bumped Specular } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2221 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS.Container6 } } } UrlConfig { parentUrl = KIS/Parts/container7/part.cfg PART { name = KIS.Container7 module = Part author = rfelipe200 mesh = model.mu scale = 1 node_stack_top = 0.0, 0.995, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.995, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = heavyAerodynamics entryCost = 11500 cost = 9500 category = Payload subcategory = 0 title = IMC-15K Container manufacturer = Kerbal Inventory Systems description = A smaller container that was developed when the engineering team accidentally cut the IGC-25K in half. Warranty void if stacked with another IMC-15K unit. attachRules = 1,0,1,1,1 mass = 1.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 bulkheadProfiles = mk3 tags = cck-containers KIS container inventory MODULE { name = ModuleKISInventory maxVolume = 29800 externalAccess = true internalAccess = true slotsX = 8 slotsY = 6 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove openAnimName = openAllDoors_22k } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = KIS/Parts/container7/kis_mega_bw_c _BumpMap = KIS/Parts/container7/kis_mega_n 1 } } VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #4c4f47 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = KIS/Parts/container7/kis_mega_dark_c _BumpMap = KIS/Parts/container7/kis_mega_n 1 } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #ffffff secondaryColor = #f49841 TEXTURE { mainTextureURL = KIS/Parts/container7/kis_mega_orange_c _BumpMap = KIS/Parts/container7/kis_mega_n 1 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 50504 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS.Container7 } } } UrlConfig { parentUrl = KIS/Parts/container8/part.cfg PART { name = KIS.Container8 module = Part author = rfelipe200 mesh = model.mu scale = 1 node_stack_top = 0.0, 0.97, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.63, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoPOffset = 0.0, 0.6, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 TechRequired = largeVolumeContainment entryCost = 11000 cost = 2250 category = Payload subcategory = 0 title = IWC-3K "Wyvern" manufacturer = KIS description = The IWC-3K "Wyvern" container is specifically designed for when you can't decide whether the food is enough for the trip to Duna or you should take more snacks just in case. Warranty void if used with used alongside any container outside the KIS containers (sold separately). attachRules = 1,0,1,1,1 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 bulkheadProfiles = size1, size2 tags = cck-containers KIS container inventory MODULE { name = ModuleKISInventory maxVolume = 6100 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove openAnimName = openDoors_dragon } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #4c4f47 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = KIS/Parts/container8/kis_dragon_c_dark _BumpMap = KIS/Parts/container8/kis_dragon_n } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = KIS/Parts/container8/kis_dragon_c_go _BumpMap = KIS/Parts/container8/kis_dragon_n } } VARIANT { name = Orange displayName = AEB themeName = Orange primaryColor = #002776 secondaryColor = #ffdf00 TEXTURE { mainTextureURL = KIS/Parts/container8/kis_dragon_c_blue _BumpMap = KIS/Parts/container8/kis_dragon_n _Emissive = KIS/Parts/container8/kis_dragon_e_blue } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 13776 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS.Container8 } } } UrlConfig { parentUrl = KIS/Parts/containerMount1/containerMount1.cfg PART { name = KIS_ContainerMount1 module = Part author = Winn75 mesh = model.mu scale = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.041799, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.041799, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = generalConstruction entryCost = 3200 cost = 450 category = Utility subcategory = 0 title = SM-62 Container Mount manufacturer = Kerbal Inventory Systems description = This simple mounting system allows you to attach a SC-62 container-backpack. Wehrner von Kerman personally adjusts each mount before launch - that is why there have never been any failures, and all of them safely reach orbit. Warranty void if installed on Wehrner's day off. attachRules = 1,1,1,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = srf tags = KIS EVA building portable container cck-containers MODULE { name = ModuleKISPartMount mountedPartNode = bottom sndStorePath = KIS/Sounds/containerMount allowRelease = true MOUNT { attachNode = top allowedPartName = KIS_Container1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 132 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_ContainerMount1 } } } UrlConfig { parentUrl = KIS/Parts/electricScrewdriver/part.cfg PART { name = KIS_electricScrewdriver module = Part author = Winn75 mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0344, 0.0, 0.0, -1.0, 1 TechRequired = advElectrics entryCost = 4700 cost = 650 category = Utility subcategory = 0 title = E-SD80 Electric Screwdriver manufacturer = Kerbal Inventory Systems description = Some folks were not entirely satisfied with our previous product, the wrench. Jeb, in particular, complained: "This isn't what I wanted! What's next, a screwdriver!?". Again, our engineers took this report very seriously. After a year of R&D and five unsuccessful prototypes (one even causing a fire at the launch pad), we present a new product: an ELECTRIC screwdriver. Despite the name, screws are actually not yet supported, but bolts and nuts of any size are compatible. Besides, Jeb got exactly what he wanted! attachRules = 0,0,0,0,0 mass = 0.004 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = KIS EVA tool building portable cck-eva-items MODULE { name = ModuleKISItemAttachTool shortcutKeyAction = equip equipable = true stackable = true equipSkill = RepairSkill equipSlot = rightHand equipBoneName = aliasRightPalm equipPos = 0.0, 0.05, 0.0 equipDir = 270, 0, 0 toolPartAttach = true toolStaticAttach = false toolPartStack = true attachPartSndPath = KIS/Sounds/attachScrewdriver detachPartSndPath = KIS/Sounds/detachScrewdriver allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 4 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_electricScrewdriver } } } UrlConfig { parentUrl = KIS/Parts/evapropellant1/part.cfg PART { name = KIS_evapropellant module = Part author = Winn75 mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0656, 0.0, 0.0, -1.0, 1 TechRequired = advExploration entryCost = 2500 cost = 250 category = Utility subcategory = 0 title = EVA-11 Fuel Canister manufacturer = Kerbal Inventory Systems description = After all EVA suits were equipped with maneuvering thrusters, Mission Control ran into an unexpected problem: crew members became so addicted to flying around with their jetpacks that they frequently exhausted their supplies of propellant! After an excessive number of rescue missions, every vessel was required to include a spare fuel tank, just in case. Now fellow crew members can save their reckless colleagues by replenishing their fuel supplies. If necessary, the tank can be recharged from the ship's propellant. attachRules = 0,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 6 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = KIS EVA fuel portable cck-eva-items RESOURCE { name = EVA Propellant amount = 10 maxAmount = 10 } MODULE { name = ModuleKISItemEvaPropellant shortcutKeyAction = equip equipable = true equipSlot = jetpack equipMode = model usableFromEva = true usableFromContainer = false usableFromPod = true usableFromEditor = false useName = Refuel equipBoneName = aliasJetpack equipPos = 0.06, 0.04, -0.09 equipDir = 10, 0, 0 allowPartAttach = AllowedWithKisTool } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KIS_evapropellant } } } UrlConfig { parentUrl = KIS/Parts/guide/part.cfg PART { name = KIS_guide module = Part author = Winn75 mesh = model.mu scale = 1 node_attach = 0.0, -0.025, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = engineering101 entryCost = 0 cost = 100 category = Utility subcategory = 0 title = KIS for Dummies manufacturer = Kerbal Inventory Systems description = We once conducted a study and discovered a curious fact: it turns out that nobody reads the instruction manual before flight, no matter how much we ask them to! However, if a problem does arise mid-flight, then of course they finally want to read the instructions! To meet this demand, our administration department has prepared a brief manual that you can consult during a mission. Jeb still claims that it's unnecessary, since he already knows everything and he's just going on missions for fun. attachRules = 0,0,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 maxTemp = 300 PhysicsSignificance = 1 bulkheadProfiles = srf tags = KIS inventory building book portable cck-eva-items MODULE { name = ModuleKISItemBook shortcutKeyAction = equip usableFromEva = true usableFromContainer = true usableFromPod = true usableFromEditor = true equipSlot = leftHand equipable = true stackable = true useName = Read equipBoneName = aliasLeftPalm equipPos = 0.0, -0.02, 0.0 equipDir = 0, 0, 0 pageWidth = 574 pageHeight = 800 page = KIS/Parts/guide/page01 page = KIS/Parts/guide/page02 page = KIS/Parts/guide/page03 page = KIS/Parts/guide/page04 page = KIS/Parts/guide/page05 page = KIS/Parts/guide/page06 page = KIS/Parts/guide/page07 page = KIS/Parts/guide/page08 page = KIS/Parts/guide/page09 page = KIS/Parts/guide/page10 page = KIS/Parts/guide/page11 allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_guide } } } UrlConfig { parentUrl = KIS/Parts/SEP_Storage/SEP_Box.cfg PART { name = SEP_Box module = Part author = CobaltWolf rescaleFactor = 1.0 node_attach = 0, -0.29, 0.0, 0, -1.0, 0.0, 0 TechRequired = generalConstruction entryCost = 100 cost = 5 category = Payload subcategory = 0 title = Cardboard Box manufacturer = Albert Kermin Industries description = Collapsible cardboard box for transporting components from a lander to a site, for building Surface Experiment Packages or something else. attachRules = 0,1,0,0,1 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 breakingForce = 500 breakingTorque = 500 bulkheadProfiles = srf tags = cck-containers cck-eva-items sep kis kas surface experiment inventory attachment eva storage container box cardboard MODEL { model = KIS/Parts/SEP_Storage/SEP_Box } MODULE { name = ModuleKISInventory maxVolume = 750 externalAccess = true internalAccess = false slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItemEvaTweaker volumeOverride = 3 editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipBoneName = aliasJetpack equipPos = (0,0.21,-0.3) equipDir = (280,0,0) runSpeed = 0.8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 219 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SEP_Box } } } UrlConfig { parentUrl = KIS/Parts/SEP_Storage/SEP_StorageLong.cfg PART { name = SEP_StorageLong module = Part author = CobaltWolf rescaleFactor = 1.0 node_attach = -0.1512248, 0.0, 0.0, 1.0, 0.0, 0.0, 0 TechRequired = generalConstruction entryCost = 200 cost = 160 category = Payload subcategory = 0 title = AKI-L Storage Locker manufacturer = Albert Kermin Industries description = A larger locker, for storing more stuff in a larger craft. It has nothing to do with any of the engineer's hall lockers going missing. attachRules = 0,1,0,1,1 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = cck-containers sep kis kas surface experiment inventory attachment eva storage container locker MODEL { model = KIS/Parts/SEP_Storage/SEP_StorageLong } MODULE { name = ModuleKISInventory maxVolume = 400 externalAccess = true internalAccess = false slotsX = 5 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 410 stackable = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 353 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SEP_StorageLong } } } UrlConfig { parentUrl = KIS/Parts/SEP_Storage/SEP_StorageShort.cfg PART { name = SEP_StorageShort module = Part author = CobaltWolf rescaleFactor = 1.0 node_attach = -0.1512248, 0.0, 0.0, 1.0, 0.0, 0.0, 0 TechRequired = generalConstruction entryCost = 100 cost = 80 category = Payload subcategory = 0 title = AKI-S Storage Locker manufacturer = Albert Kermin Industries description = Noticing that there was a problem with storing Surface Experiment Package parts on small landers, we ordered the engineers to find a solution. They came back with this steel box, which works quite nicely. No, it has nothing to do with the recent theft of Valentina's locker. attachRules = 0,1,0,1,1 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = cck-containers sep kis kas surface experiment inventory attachment eva storage container locker MODEL { model = KIS/Parts/SEP_Storage/SEP_StorageShort } MODULE { name = ModuleKISInventory maxVolume = 200 externalAccess = true internalAccess = false slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 210 stackable = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 165 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SEP_StorageShort } } } UrlConfig { parentUrl = KIS/Parts/wrench/part.cfg PART { name = KIS_wrench module = Part author = Winn75 mesh = model.mu scale = 1 node_attach = 0.0, 0.0113, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = engineering101 entryCost = 900 cost = 100 category = Utility subcategory = 0 title = BS-8 Utility Wrench manufacturer = Kerbal Inventory Systems description = Returning from another regular expedition, Jeb complained that during almost every flight, some parts would come loose and start flying around the cabin. Our engineers took this report very seriously. After performing extensive research, numerous experiments, and consuming several gallons of koffee, the problem was diagnosed, and a simple, yet elegant solution was found: a wrench! Now Jeb can fix all those loose parts, or even attach additional struts mid-flight. attachRules = 0,0,0,0,0 mass = 0.002 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = KIS EVA tool building portable cck-eva-items MODULE { name = ModuleKISItemAttachTool shortcutKeyAction = equip equipable = true stackable = true equipSkill = RepairSkill equipSlot = rightHand equipBoneName = aliasRightPalm equipPos = 0.0, 0.03, 0.0 equipDir = 0, 90, 0 toolPartAttach = true toolStaticAttach = false toolPartStack = false attachPartSndPath = KIS/Sounds/attachWrench detachPartSndPath = KIS/Sounds/detachWrench allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_wrench } } } UrlConfig { parentUrl = KIS/Parts.fun/FallenKerbonaut/SEP_FallenKerbonaut.cfg PART { name = SEP_FallenKerbonaut module = Part author = CobaltWolf rescaleFactor = 1 node_attach = 0.0, 0.0, -0.07, 0.0, 0.0, 1.0, 0 TechRequired = spaceExploration entryCost = 1 cost = 1 category = Structural subcategory = 0 title = Fallen Kerbonaut manufacturer = Hoeydonck Van Kerman description = This small aluminum sculpture is a memorial to all kerbonauts and ground personnel who have been lost in the pursuit of space exploration. The artist has respectfully asked that you take it and leave it on the surface of the Mun. attachRules = 1,1,1,1,0 mass = 0.0025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 1000 breakingForce = 1000 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0, srf tags = fallen kerbonaut sculpture art cck-eva-items MODEL { model = KIS/Parts.fun/FallenKerbonaut/FallenKerbonaut } MODULE { name = ModuleKISItem shortcutKeyAction = equip equipable = true equipSlot = leftHand useName = Place equipBoneName = aliasLeftPalm equipPos = (0.04,-0.02,0) equipDir = (0,90,0) volumeOverride = 0.001 stackable = false allowStaticAttach = 1 staticAttachBreakForce = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SEP_FallenKerbonaut } } } UrlConfig { parentUrl = KIS/Parts.fun/fun_basketball/part.cfg PART { name = KIS_basketball module = Part mesh = model.mu scale = 1 node_attach = 0, -0.09297, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = fieldScience entryCost = 150 cost = 50 category = none subcategory = 0 title = Basket Ball manufacturer = Kerbal Inventory Systems description = A great tool for studying gravity. Even in microgravity, Newton's Third Law can still be explored. Jeb claims he found this ball when he was mysteriously transported to a planet called Moron Mountain. Mission Control insists that they have no knowledge of such a mission, but Jeb is adamant that he was teleported through Space when his communications were Jammed. When asked for more details, he always refuses, saying he, 'promised Mike he'd keep it a secret'. Nobody knows what he's talking about. attachRules = 0,0,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2900 breakingForce = 1 breakingTorque = 1 bulkheadProfiles = srf tags = cck-eva-items MODULE { name = ModuleKISItem shortcutKeyAction = equip equipable = true equipSlot = rightHand equipBoneName = aliasRightPalm equipPos = (0.08,0.07,0) equipDir = (90,0,0) allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 13 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_basketball } } } UrlConfig { parentUrl = KIS/Parts.fun/fun_beer/part.cfg PART { name = KIS_beer module = Part mesh = model.mu scale = 1 node_attach = 0.0, -0.0995, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = spaceExploration entryCost = 10 cost = 4 category = none subcategory = 0 title = Bub's Beer manufacturer = Kerbal Inventory Systems description = A tasty and affordable beer. Every space agency manager should keep a healthy supply on hand to ensure robust crew motivation and high morale. attachRules = 0,0,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2900 breakingForce = 1 breakingTorque = 1 bulkheadProfiles = srf tags = cck-eva-items MODULE { name = ModuleKISItemFood shortcutKeyAction = equip usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false equipable = true equipSlot = leftHand useName = Drink stackable = true equipBoneName = aliasLeftPalm equipPos = (0,-0.04,0.05) equipDir = (90,0,0) moveSndPath = KIS/Sounds/itemMoveBottle eatSndPath = KIS/Sounds/foodDrink allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_beer } } } UrlConfig { parentUrl = KIS/Parts.fun/fun_ghettoblaster/part.cfg PART { name = KIS_ghettoblaster module = Part mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0686, 0.0, 0.0, -1.0, 1 TechRequired = electrics entryCost = 150 cost = 50 category = none subcategory = 0 title = Ghetto Blaster manufacturer = Kerbal Inventory Systems description = Long flights can be boring and sometimes even unbearable. To brighten up the life of our brave space explorers, our engineers have developed a special version of the cassette recorder: a tape recorder without a cassette! It always plays the same tune, thus completely eliminating any conflicts between crew members concerning musical preferences. attachRules = 0,1,0,0,0 mass = 0.008 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2900 breakingForce = 1 breakingTorque = 1 bulkheadProfiles = srf tags = cck-eva-items MODULE { name = ModuleKISItemSoundPlayer shortcutKeyAction = equip equipable = true equipMode = part equipSlot = leftHand equipBoneName = aliasLeftPalm equipPos = (-0.12,-0.02,0) equipDir = (90,90,0) loop = true sndPath = KIS/Parts.fun/fun_ghettoblaster/ghettoBlaster1 allowPartAttach = AllowedWithKisTool } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 14 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_ghettoblaster } } } UrlConfig { parentUrl = KIS/Parts.fun/fun_golfclub/part.cfg PART { name = KIS_golfclub module = Part mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0189, 0.0, 0.0, -1.0, 1 TechRequired = fieldScience entryCost = 360 cost = 120 category = none subcategory = 0 title = Alpard Kerman's Golf Club manufacturer = Kerbal Inventory Systems description = Ballistic calculations are all well and good, but it is sometimes much better to just whack an object and see how it flies. Here is a nice long club, which can be used for this purpose. Always be sure to log your scientific observations, such has how many whacks it takes to move the object into an impact crater. Hey, the flags Jeb loves to place everywhere can even be used to mark the crater locations! attachRules = 0,0,0,0,0 mass = 0.002 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2900 breakingForce = 1 breakingTorque = 1 bulkheadProfiles = srf tags = cck-eva-items MODULE { name = ModuleKISItem shortcutKeyAction = equip equipable = true equipSlot = rightHand useName = Swing equipBoneName = **/bn_r_mid_b01 equipPos = (0,0.13,-0.28) equipDir = (180,270,270) allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 9 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_golfclub } } } UrlConfig { parentUrl = KIS/Parts.fun/fun_guitar/part.cfg PART { name = KIS_guitar module = Part mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0498, 0.0, 0.0, -1.0, 1 TechRequired = advExploration entryCost = 360 cost = 120 category = none subcategory = 0 title = Davie Kerman's Guitar manufacturer = Kerbal Inventory Systems description = Sometimes, the only missing thing in outer space is... a guitar. This model is a North-Rope Strummin', the third most popular brand of guitars on Kerbin after Nos-Big and Red-Nef. Guitar picks sold separately. attachRules = 0,0,0,0,0 mass = 0.002 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2900 breakingForce = 1 breakingTorque = 1 bulkheadProfiles = srf tags = cck-eva-items MODULE { name = ModuleKISItemSoundPlayer shortcutKeyAction = equip equipable = true equipSlot = rightHand equipMode = part equipBoneName = **/bn_spA01 equipPos = (-0.05,-0.23,-0.07) equipDir = (270,10,0) sndPath = KIS/Parts.fun/fun_guitar/guitar allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 31 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_guitar } } } UrlConfig { parentUrl = KIS/Parts.fun/fun_snacks/snacks.cfg PART { name = KIS_snacks module = Part author = Well mesh = snacks.mu scale = 1 node_attach = 0, -0.012923, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advExploration entryCost = 15 cost = 6 category = none subcategory = 0 title = Snacks! manufacturer = Kerbal Inventory Systems description = To be used in moderation. Snacks™ hypercalorie nutriotional suppliments will keep crew members happy on even the most mundane missions. attachRules = 0,0,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2200 breakingForce = 1 breakingTorque = 1 bulkheadProfiles = srf tags = cck-eva-items MODULE { name = ModuleKISItemFood shortcutKeyAction = equip usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false equipSlot = rightHand equipBoneName = aliasRightPalm useName = Eat stackable = true equipable = true equipPos = (0.05,0.038,-0.021) equipDir = (0,180,170) eatSndPath = KIS/Parts.fun/fun_snacks/snacks allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_snacks } } } UrlConfig { parentUrl = KIS/Parts.fun/fun_taco/part.cfg PART { name = KIS_taco module = Part mesh = model.mu scale = 1 node_attach = 0, -0.012923, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advExploration entryCost = 15 cost = 5 category = none subcategory = 0 title = T.B. Kerman's Taco manufacturer = Kerbal Inventory Systems description = Beef, vegetables, and hot sauce in a tortilla. Everything our kerbonauts need for a zero G meal. Nobody seems to know just what the "T.B." stands for. attachRules = 0,0,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2900 breakingForce = 1 breakingTorque = 1 bulkheadProfiles = srf tags = cck-eva-items MODULE { name = ModuleKISItemFood shortcutKeyAction = equip usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false equipSlot = leftHand useName = Eat stackable = true equipable = true equipBoneName = aliasLeftPalm equipPos = (-0.05,-0.03,0) equipDir = (0,180,0) eatSndPath = KIS/Sounds/foodEat allowPartAttach = Disabled } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KIS_taco } } } UrlConfig { parentUrl = kOS/Parts/KOSCherryLight/part.cfg PART { name = Cherry Light module = Part author = Peter Goddard (pgodd) and Brad White (hvacengi) mesh = model/cherrylight.mu bulkheadProfiles = size0, srf scale = 1 rescaleFactor = 1 node_stack_bottom = 0, -0.01, 0, 0, -90, 0, 0 node_attach = 0.0, -0.01, 0.0, 0, -90, 0, 0 TechRequired = advElectrics cost = 500 entryCost = 1200 category = Utility subcategory = 0 title = Cherry Light manufacturer = kOS Peripherals description = Watch out! It's the coppers! Fool your friends, be the life of the party with our simulated police style light. Not for use by real police. attachRules = 1,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = .002 minimum_drag = .002 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 MODULE { name = ModuleLight lightName = PowerLight isOn = true lightR = 0.5 lightG = 0 lightB = 0 } MODULE { name = kOSLightModule resourceAmount = 0.02 animationName = Rotation } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 100 } MODULE { name = ModulePartInfo originalPartName = Cherry Light } } } UrlConfig { parentUrl = kOS/Parts/kOSkal9000/part.cfg PART { name = KAL9000 module = Part author = Peter Goddard and kOS Crew mesh = model/model.mu scale = 1 rescaleFactor = 1 node_attach = 0.01, 0.0, 0.0, 1, 0, 0, 0 TechRequired = automation cost = 1200 entryCost = 6800 category = Control subcategory = 0 title = KAL9000 Scriptable Control System manufacturer = Squalid State Devices description = Mildly Malevolent artificial entity, use caution on EVA's bulkheadProfiles = srf tags = kOS attachRules = 0,1,0,0,0 mass = 0.0005 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 9 maxTemp = 1500 MODULE { name = kOSProcessor diskSpace = 255000 } MODULE { name = ModuleLight lightName = PowerLight lightR = 0.5 lightG = 0 lightB = 0 } MODULE { name = kOSLightModule resourceAmount = 0.02 animationName = KAL9000Lives } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModulePartInfo originalPartName = KAL9000 } } } UrlConfig { parentUrl = kOS/Parts/kOSMachine0m/part.cfg PART { name = KR-2042 module = Part author = SMA and Peter Goddard mesh = model/model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.081, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, -0.003, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = precisionEngineering cost = 1200 entryCost = 6800 category = Control subcategory = 0 title = KR-2042 b Scriptable Control System manufacturer = Compotronix description = Would you trust life and limb to a mindless autopilot, powered by untested software you hastily wrote yourself? Spacefaring kerbals would! bulkheadProfiles = size0 tags = kOS attachRules = 1,0,1,0,0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 1500 MODULE { name = kOSProcessor diskSpace = 5000 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } MODULE { name = ModuleLight lightName = PowerLight lightR = 0 lightG = 0.1 lightB = 0 } MODULE { name = kOSLightModule resourceAmount = 0.02 animationName = flickerStart } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 60 } MODULE { name = ModulePartInfo originalPartName = KR-2042 } } } UrlConfig { parentUrl = kOS/Parts/kOSMachine0mLegacy/part.cfg PART { name = kOSMachine0m module = Part author = SMA and Peter Goddard scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.04, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.03, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = precisionEngineering TechHidden = true cost = 1200 entryCost = 6800 category = -1 subcategory = 0 title = KR-2042 b Scriptable Control System manufacturer = Compotronix description = Would you trust life and limb to a mindless autopilot, powered by untested software you hastily wrote yourself? Spacefaring kerbals would! bulkheadProfiles = size0 attachRules = 1,0,1,1,0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 MODEL { model = kOS/Parts/kOSMachine0mLegacy/model texture = KR-2042_uv_layout_d, kOS/Parts/kOSMachine0m/KR-2042_uv_layout_d texture = KR-2042_uv_layout_1_EMIS, kOS/Parts/kOSMachine0m/KR-2042_uv_layout_1_EMIS texture = KR-2042_uv_layout_1_d_NRM, kOS/Parts/kOSMachine0m/KR-2042_uv_layout_1_d_NRM } MODULE { name = kOSProcessor diskSpace = 5000 } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } MODULE { name = ModuleLight lightName = PowerLight useAnimationDim = true lightBrightenSpeed = 8 lightDimSpeed = 4 resourceAmount = 0.01 animationName = PowerLight useResources = true startEventGUIName = "Power Off" endEventGUIName = "Power On" } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 22 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = kOSMachine0m } } } UrlConfig { parentUrl = kOS/Parts/kOSMachine1m/part.cfg PART { name = kOSMachine1m module = Part author = KevinLaity / Peter Goddard mesh = model/model.mu scale = 1 rescaleFactor = 0.99999999999 iconCenter = 0, 3, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 node_stack_bottom = 0.0, -0.173, 0.0, 0.0, -1.0, 0.0 node_stack_top = 0.0, 0.173, 0.0, 0.0, 1.0, 0.0 TechRequired = flightControl cost = 1200 entryCost = 4200 category = Control subcategory = 0 title = CX-4181 Scriptable Control System manufacturer = Compotronix description = Would you trust life and limb to a mindless autopilot, powered by untested software you hastily wrote yourself? Spacefaring kerbals would! bulkheadProfiles = size1 tags = kOS attachRules = 1,0,1,1,0 mass = 0.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 MODULE { name = kOSProcessor diskSpace = 10000 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 650 } MODULE { name = ModulePartInfo originalPartName = kOSMachine1m } } } UrlConfig { parentUrl = kOS/Parts/kOSMachineRad/part.cfg PART { name = kOSMachineRad module = Part author = Peter Goddard mesh = model/model.mu scale = 1 rescaleFactor = 1 iconCenter = 0, 0, 0 node_attach = 0.0, 0.0, 0.0, 1, 0, 0 TechRequired = unmannedTech cost = 2200 entryCost = 4200 category = Control subcategory = 0 title = CompoMax Radial Tubeless manufacturer = Squalid-State Devices Inc. description = Would you trust life and limb to a mindless autopilot, powered by untested software you hastily wrote yourself? Spacefaring kerbals would! bulkheadProfiles = srf tags = kOS attachRules = 0,1,0,0,1 mass = 0.03 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 1500 MODULE { name = kOSProcessor diskSpace = 60000 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = suncatcher pivotName = suncatcher isBreakable = false resourceName = ElectricCharge chargeRate = 0.5 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 200 } MODULE { name = ModulePartInfo originalPartName = kOSMachineRad } } } UrlConfig { parentUrl = kOS-Astrogator/kOS-Astrogator-Changelog.cfg KERBALCHANGELOG { modName = kOS-Astrogator author = markjfisher license = GPL-3.0 website = forum.kerbalspaceprogram.com/index.php?/topic/209940-kos-astrogator showChangelog = True VERSION { version = 0.2.2 versionName = Lazy Thesis versionKSP = 1.12 CHANGE { change = Use Astrogator 1.0.0 to provide AN/DN calculation times and remove duplicate code in helper class. } } VERSION { version = 0.2.1 versionName = Obedient Lithium versionKSP = 1.12 CHANGE { change = Add orbit helper functions for calculating time to AN/DN of ship in its orbit, or general bodies. subchange = Various docs typos subchange = Bumbed assembly version of project in line with 0.2 change. } } VERSION { version = 0.2.0 versionName = Cloudy Green versionKSP = 1.12 CHANGE { change = Reduce exposure to raw KSP types and make more kOS like, replacing CelestialBody and ITargetable with TransferTarget. This is breaking change in that those types no longer exist, however the main "create" and "calculateBurns" functions have not changed. subchange = Update documentation to reflect new TransferTarget types to wrap Vessel or Body as the target of a transfer. subchange = Remove origin fields as they were always the Ship. subchange = Fixed duration error codes. subchange = Removed Equals and HashCode overrides in BurnModel. } } VERSION { version = 0.1.2 versionName = Homely Tungsten Firth versionKSP = 1.12 CHANGE { change = Expose Astrogator UI Data with 'astrogation' command subchange = API docs and more detailed usage for mod in README.md } } VERSION { version = 0.1.1 versionName = Funky Dragonfly versionKSP = 1.12 CHANGE { change = Expose physics functions } } VERSION { version = 0.1.0 versionName = Orange Boat versionKSP = 1.12 CHANGE { change = Initial Release } } } } UrlConfig { parentUrl = KSP_PartVolume/PartBlacklist.cfg PARTVOLUME_BLACKLIST { blacklistPart = flag blacklistPart = PotatoRoid blacklistPart = PotatoComet blacklistPart = launchClamp1 blacklistPart = cryoengine-iguanodon-1 blacklistRegexPattern = ^kerbalEVA.*$ blacklistRegexPattern = ^nesdCFH.*$ } } UrlConfig { parentUrl = KSP_PartVolume/PartWhitelist.cfg PARTVOLUME_WHITELIST { } } UrlConfig { parentUrl = LaserDist/Parts/LaserDist01/part.cfg PART { name = distometer100x module = Part author = Steven Mading mesh = model/model.mu scale = 1 rescaleFactor = 1.0 iconCenter = 0, -0.1, 0 node_attach = 0.0, -0.1, -0.06, 0.0, 0.0, 1.0 TechRequired = flightControl entryCost = 8000 cost = 1000 category = Science subcategory = 0 title = Beamer 100x Dist-o-meter manufacturer = Sensible Sensors description = A long-distance Laser! Wow! that probably blows stuff up right? Well, no. It just measures things. Specifically this laser measures distances to the ground or any other object it hits, along whichever line it happens to be pointed. WARNING: It does tend to use a lot of electricity to run the powerful long-distance laser. Range=100,000m^H^H^H^H^H^H^H^Hinfinite for now. bulkheadProfiles = srf attachRules = 0,1,0,1,0 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 5 maxTemp = 1000 MODULE { name = LaserDistModule MaxBendX = 0 MaxBendY = 0 MaxDistance = 50000000 SensorType = LASERDIST ElectricPerSecond = 0.1 CPUGreedyPercent = 5.0 } MODULE { name = ModuleCargoPart packedVolume = 4 stackableQuantity = 4 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = distometer100x } } } UrlConfig { parentUrl = LaserDist/Parts/LaserDist02/part.cfg PART { name = distometer200x module = Part author = Steven Mading mesh = model/model.mu scale = 1 rescaleFactor = 1.0 iconCenter = 0, -0.1, 0 node_attach = 0.0, -0.1, -0.06, 0.0, 0.0, 1.0 TechRequired = electronics entryCost = 10000 cost = 2000 category = Science subcategory = 0 title = Beamer 200x SideBender Dist-o-meter manufacturer = Sensible Sensors description = Our 200x model is just like our 100x model, with the addition that it allows you to bend the laser beam from side to side, by use of an internal deflection mirror you can control at runtime for all your scanning needs. bulkheadProfiles = srf attachRules = 0,1,0,1,0 mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 5 maxTemp = 1000 MODULE { name = LaserDistModule MaxBendX = 15 MaxBendY = 0 MaxDistance = 50000000 SensorType = LASERDIST ElectricPerSecond = 0.2 CPUGreedyPercent = 5.0 } MODULE { name = ModuleCargoPart packedVolume = 8 stackableQuantity = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = distometer200x } } } UrlConfig { parentUrl = LaserDist/Parts/LaserDist03/part.cfg PART { name = distometer500x module = Part author = Steven Mading mesh = model/model.mu scale = 1 rescaleFactor = 1.0 iconCenter = 0, -0.1, 0 node_attach = 0.0, -0.1, -0.06, 0.0, 0.0, 1.0 TechRequired = electronics entryCost = 10000 cost = 3000 category = Science subcategory = 0 title = Beamer 500x Aimable Dist-o-meter manufacturer = Sensible Sensors description = Our Deluxe 500x model is just like our 200x model, with the addition that it allows you to bend the laser beam several degrees in TWO directions, not just one, for full control over your aim. bulkheadProfiles = srf attachRules = 0,1,0,1,0 mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 5 maxTemp = 1000 MODULE { name = LaserDistModule MaxBendX = 15 MaxBendY = 15 MaxDistance = 50000000 SensorType = LASERDIST ElectricPerSecond = 0.3 CPUGreedyPercent = 5.0 } MODULE { name = ModuleCargoPart packedVolume = 10 stackableQuantity = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = distometer500x } } } UrlConfig { parentUrl = Max-Ksp IVA Pack/MAS_MEM_IVA.cfg INTERNAL { name = MAS_MEM_IVA MODEL { model = SquadExpansion/MakingHistory/Spaces/MEM/MEM_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat portraitCameraName = pilotCamera allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat2 portraitCameraName = pilotCamera2 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } PROP { name = SwitchFlatPanelShortClear position = -0.168,0.6917,-0.9377 rotation = 0.5,-0.5,0.5,0.5 scale = 1.3,1.3,1.3 } PROP { name = SwitchFlatPanelShortClear position = -0.0396,0.6917,-0.9377 rotation = 0.5,-0.5,0.5,0.5 scale = 1.3,1.3,1.3 } PROP { name = SwitchFlatPanelShortClear position = -0.0898,0.6913001,-0.9377 rotation = 0.5,-0.5,0.5,0.5 scale = 1.3,1.3,1.3 } PROP { name = SwitchFlatPanelShortClear position = -0.2463,0.6917,-0.9378 rotation = 0.5,-0.5,0.5,0.5 scale = 1.3,1.3,1.3 } PROP { name = SwitchFlatPanelShortClear position = -0.1184,0.6917,-0.7832 rotation = 0.7071068,0,0,0.7071068 scale = 2,1.8,1.3 } PROP { name = SwitchFlatPanelShortClear position = -2.235174E-08,0.509,-0.5443 rotation = 0.9238796,0,0,0.3826834 scale = 1.42,2.5,1.000001 } PROP { name = SwitchFlatPanelShortClear position = 0.1145,0.6917,-0.9377 rotation = 0.5,-0.5,0.5,0.5 scale = 1.3,1.3,1.3 } PROP { name = SwitchFlatPanelShortClear position = 0.2429,0.6917,-0.9377 rotation = 0.5,-0.5,0.5,0.5 scale = 1.3,1.3,1.3 } PROP { name = SwitchFlatPanelShortClear position = 0.1927,0.6913001,-0.9377 rotation = 0.5,-0.5,0.5,0.5 scale = 1.3,1.3,1.3 } PROP { name = SwitchFlatPanelShortClear position = 0.0362,0.6917,-0.9378 rotation = 0.5,-0.5,0.5,0.5 scale = 1.3,1.3,1.3 } PROP { name = SwitchFlatPanelShortClear position = 0.165,0.6934,-0.7832 rotation = 0.7071068,0,0,0.7071068 scale = 1.4,1.800001,1.3 } PROP { name = SwitchFlatPanelShortClear position = 0,0.6266,-0.6619 rotation = 0.9238796,0,0,0.3826834 scale = 3,3.200005,1 } PROP { name = MAS_SmallPlate_SAS position = -0.0314,0.6543,-0.7022 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7,0.7 } PROP { name = MAS_FI_Gear position = -0.1461,0.6854,-0.9182 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_FI_Landed position = -0.1799,0.6845,-0.9174 rotation = 0,0,1,0 scale = 2,2,2 } PROP { name = MAS_FI_Landed position = 0.175,0.686,-0.765 rotation = 0,0,1,0 scale = 2,2,2 } PROP { name = MAS_ASET_FDAI-01 position = -0.1733,0.6921999,-0.8487 rotation = 0,0,1,0 scale = 0.8,0.8,0.8 } PROP { name = MAS_ASET_FDAI-01 position = 0.1668,0.6921999,-0.8487 rotation = -4.656612E-10,0,1,-2.328306E-10 scale = 0.800001,0.8000008,0.8000003 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = -0.1984,0.5649,-0.61 rotation = 0.005574534,0.3929082,-0.9194225,0.01595003 scale = 0.3500001,0.3500101,0.3500101 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = -0.146,0.565,-0.6092 rotation = -0.005574534,-0.3929082,0.9194225,-0.01595003 scale = 0.34999,0.3500201,0.3500101 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = -0.1727,0.5645,-0.6099 rotation = -0.005574534,-0.3929082,0.9194225,-0.01595003 scale = 0.34999,0.3500201,0.3500101 } PROP { name = MAS_ASET_FDAIGMCP-01 position = -0.1539637,0.5959414,-0.6454933 rotation = -0.005574534,-0.3929082,0.9194225,-0.01595003 scale = 1,1,1 } PROP { name = MAS_RWL_MasterAlarm position = -0.2586,0.6814999,-0.8092 rotation = -4.146113E-05,0.003324609,0.9999167,0.01246994 scale = 1,1,1 } PROP { name = MAS_Timer_DigInd_Emissive_12char_Timer position = -0.2327,0.6833999,-0.9516 rotation = 0,0,1,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_X-pointer position = 0.2532,0.6792999,-0.9096 rotation = 0,0,-1,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_X-pointer position = -0.2504,0.6792999,-0.9096 rotation = 0,0,-1,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_RWL_MasterAlarm position = 0.2381,0.669,-0.8091 rotation = -4.146113E-05,0.003324609,0.9999167,0.01246994 scale = 1,1,1 } PROP { name = MAS_RWL_EngineFlameOut position = 0.2371,0.6690001,-0.7891 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_tggl_XPtrPower_T1_G1_S position = -0.2708,0.6830699,-0.8614 rotation = 0,0,1,0 scale = 0.3500001,0.3500001,0.3500001 } PROP { name = MAS_swRotary_3pos_XPtrScale position = -0.2457,0.6824799,-0.8612 rotation = 0,0,-1,0 scale = 0.4,0.4000002,0.4000002 } PROP { name = MAS_swRotary_3pos_XPtrMode position = -0.2708,0.68535,-0.8333 rotation = 0,0,-1,0 scale = 0.4,0.4000002,0.4000002 } PROP { name = MAS_SignalLamp_Xpointer_Error position = -0.24382,0.6847,-0.8311 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_ASET_DSKY position = 0,0.5417,-0.6005 rotation = -0.003289767,-0.3826728,0.9238771,-0.001362632 scale = 0.8,0.8,0.8 } PROP { name = MAS_tggl_ARRTPower_T1_G1_S position = -0.1079,0.6834,-0.7739 rotation = 0,0,1,0 scale = 0.33001,0.33001,0.33001 } PROP { name = MAS_tggl_ARRTMode_T1_G1_S position = -0.0905,0.6834,-0.7739 rotation = 0,0,1,0 scale = 0.33001,0.33001,0.33001 } PROP { name = MAS_ARRT position = -0.093,0.6803517,-0.8297 rotation = 0,0,1,0 scale = 0.6511007,0.6511,0.6511004 } PROP { name = MAS_SignalLamp_ARRT_Error position = -0.07493,0.6823,-0.7733 rotation = 0,0,1,0 scale = 0.9840009,0.984,0.984001 } PROP { name = MAS_DigitalIndicator_5char_LiquidFuel position = -0.1301,0.681,-0.9596 rotation = 0,0,1,0 scale = 0.6,0.6,0.6 } PROP { name = MAS_DigitalIndicator_5char_Oxidizer position = -0.1301,0.681,-0.9942999 rotation = 0,0,1,0 scale = 0.6,0.6,0.6 } PROP { name = MAS_NASA_Gauge_Oxidizer position = -0.0376,0.684,-0.9062 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_LiquidFuel position = -0.0635,0.6794999,-0.9062 rotation = 0,-0.008726558,0.999962,0 scale = 1,1.000001,1.000001 } PROP { name = MAS_NASA_Gauge_Monopropellant position = 0.0204,0.6374,-0.6832 rotation = 0,-0.3826834,0.9238796,0 scale = 1,1,1 } PROP { name = MAS_TWR_Indicator position = -0.0496,0.6782999,-0.8317 rotation = 0,0,1,0 scale = 1.000001,1,1.000001 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = -0.0955,0.6770999,-0.9049 rotation = 0,0,1,0 scale = 1,1.000001,1.000001 } PROP { name = MAS_tggl_EngineEnable_T1_G1_C1_S position = -0.1468,0.6862,-0.7621 rotation = 0,0,1,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_RWL_EngineFlameOut position = -0.2596,0.6815,-0.7892 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_tggl_GimbalLock_T1_G1_S position = -0.1757,0.6822,-0.7635 rotation = 0,0,1,0 scale = 0.34,0.34,0.34 } PROP { name = MAS_toggle_ThrottleLimitValue position = -0.1125,0.668,-0.7487 rotation = 0,0,1,0 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_Radar_T1_G1_S position = -0.1646,0.6391,-0.6836 rotation = 0,0.3826834,-0.9238796,0 scale = 0.35,0.35,0.35 } PROP { name = MAS_NASA_RadarSignalIndicator position = -0.1183,0.6509,-0.6933 rotation = 0,-0.3826834,0.9238796,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_DigitalIndicator_5char_Target position = -0.1896,0.6678,-0.722 rotation = 0,-0.3826834,0.9238796,0 scale = 0.7,0.7,0.7 } PROP { name = MAS_LabelText_Dock position = 0.0526,0.6845,-0.8013 rotation = 0,0,1,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_tggl_Undock_T1_G1_C1_S position = 0.072,0.6874,-0.772 rotation = 0,0,1,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_SignalLamp_NotDocked position = 0.0958,0.6825,-0.777 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_SignalLamp_Docked position = 0.0959,0.6865,-0.7924 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_tggl_PrecisionMode_T1_G1_S position = -0.0023,0.6828,-0.746 rotation = 0,0,1,0 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_ReferencePart_T1_G1_D position = 0.0198,0.6845,-0.7729 rotation = 0,0,1,0 scale = 0.35,0.35,0.35 } PROP { name = MAS_RB_TargetClear position = -0.1661,0.65904,-0.70376 rotation = 0,-0.3826834,0.9238796,0 scale = 0.7000011,0.7000005,0.7 } PROP { name = MAS_RB_TargetMoon position = -0.21298,0.65813,-0.70401 rotation = 0,-0.3826834,0.9238796,0 scale = 0.7000011,0.7000005,0.7 } PROP { name = MAS_RB_TargetVessel position = -0.19646,0.65786,-0.70436 rotation = 0,-0.3826834,0.9238796,0 scale = 0.7000011,0.7000005,0.7 } PROP { name = IndicatorPanel position = -0.1819,0.6805,-0.9986 rotation = 0,0,1,0 scale = 0.5,0.5,0.5 } PROP { name = IndicatorPanel position = 0.2309,0.661,-0.9936 rotation = 0,0,1,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_tggl_SAS_T1_G1_S position = -0.0537,0.6381431,-0.6859609 rotation = 0,-0.39338,0.919376,0 scale = 0.3500001,0.3500104,0.3500104 } PROP { name = MAS_RB_SAS_StabAssist position = -0.03099999,0.6429087,-0.689224 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000002,0.7000002 } PROP { name = MAS_RB_SAS_ManeuverNode position = -0.008999992,0.6430531,-0.6893625 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_Prograde position = -0.03099999,0.6311178,-0.677968 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_Retrograde position = -0.008799989,0.6312631,-0.6781055 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_Normal position = -0.03109999,0.6189656,-0.6663681 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_AntiNormal position = -0.008599993,0.6191829,-0.6665757 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_RadialOut position = -0.0313,0.606742,-0.6546984 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_RadialIn position = -0.008499999,0.6069588,-0.6549055 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_Target position = -0.03129,0.5944818,-0.6429937 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_AntiTarget position = -0.008300003,0.5945895,-0.6430972 rotation = 0,-0.39338,0.919376,0 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_swRotary_3pos_SpeedMode position = -0.0639,0.6104953,-0.6604953 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4000006,0.4000006,0.4000001 } PROP { name = MAS_rheo_InstrumentLight position = 0.1548,0.6208,-0.6645 rotation = 1.074882E-07,0.3826834,-0.9238796,2.594995E-07 scale = 0.8,0.8,0.8 } PROP { name = MAS_rheo_Mk13CabinLight position = 0.1973,0.5875,-0.6309 rotation = 0,-0.3826834,0.9238796,0 scale = 0.8,0.8,0.8 } PROP { name = MAS_rheo_Mk13DockLight position = 0.1946,0.6373,-0.6803 rotation = 1.074882E-07,0.3826834,-0.9238796,2.594995E-07 scale = 0.4,0.4000302,0.4000202 } PROP { name = MAS_tggl_Light_T1_G1_S position = 0.1962,0.6591,-0.6994 rotation = 1.074882E-07,0.3826834,-0.9238796,2.594995E-07 scale = 0.35,0.3500201,0.3500101 } PROP { name = MAS_FI_Lights position = 0.1621,0.6555,-0.7 rotation = 1.074882E-07,0.3826834,-0.9238796,2.594995E-07 scale = 1.3,1.3,1.3 } PROP { name = MAS_SmallPlate_Lights position = 0.1864,0.6788,-0.7201 rotation = 1.074882E-07,0.3826834,-0.9238796,2.594995E-07 scale = 0.5,0.5,0.5 } PROP { name = MAS_toggle_Abort position = -0.0418,0.683,-0.7584 rotation = 0,0,1,0 scale = 0.6,0.6,0.6 } PROP { name = MAS.toggle_MJComp_Power-T5M-B13-S position = -0.0629,0.4665,-0.5112 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS.6char_DataLoadPanel position = 0,0.4676,-0.5109 rotation = 0,-0.3826834,0.9238796,0 scale = 0.9999999,1,0.9999999 } PROP { name = MAS_pb_MJComp_9 position = -0.06379755,0.5425313,-0.5875306 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_8 position = -0.0812,0.5431,-0.5873 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_7 position = -0.0989,0.5436,-0.5868 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_6 position = -0.0638,0.5317,-0.574 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_5 position = -0.0817,0.5309,-0.5743 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_4 position = -0.0994,0.5311,-0.5738 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_3 position = -0.0641,0.5187,-0.5616 rotation = 0.008062288,-0.3826688,0.9238444,0.003339509 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_2 position = -0.0817,0.5185,-0.5614 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_1 position = -0.0991,0.5191,-0.5603 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_0 position = -0.0989,0.5068,-0.5474 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_Del position = -0.0987,0.4942,-0.5351 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_Enter position = -0.0723,0.5053,-0.5493 rotation = 0,-0.3826834,0.9238796,0 scale = 0.8,0.4,0.4 } PROP { name = MAS_pb_MJComp_Clr position = -0.0811,0.4943,-0.5353 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_ReadWrite position = -0.0637,0.4945,-0.5355 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MechJeb_Active position = -0.101,0.5619,-0.6025 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_On position = -0.0823,0.5613,-0.6036 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_Mode0_Off position = -0.063,0.5619,-0.6031 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_Mode1_LaunchAlt position = 0.0652,0.5865,-0.6294 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_Mode2_LaunchInc position = 0.0887,0.5876,-0.6285 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_Mode4_Ap position = 0.0645,0.5605,-0.6068 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_AP_ChangeAp position = 0.0871,0.5612,-0.6072 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_Mode5_Pe position = 0.0653,0.5377,-0.5816 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_AP_ChangePe position = 0.0871,0.5366,-0.5839 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_Mode3_Alt position = 0.0655,0.5137,-0.5566 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_AP_ChangeAlt position = 0.0871,0.5145,-0.5574 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_SeqAscent position = 0.0654,0.487,-0.5373 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_SeqLanding position = 0.0868,0.4869,-0.5378 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_SeqLandingComp position = 0.0877,0.4665,-0.5086 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_SeqRendezvous position = 0.0661,0.4659,-0.5096 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_ClearNode position = 0.0407,0.597,-0.6409 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_SmallPlate_RCS position = -0.2316,0.6844,-0.77 rotation = 0,0,1,0 scale = 0.6,0.6,0.6 } PROP { name = MAS_tggl_RCS_T1_G1_S position = -0.26,0.6865,-0.7469 rotation = 0,0,1,0 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_RCS_Rotate_T1_G1_S position = -0.23965,0.6856,-0.7467 rotation = 0,0,1,0 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_RCS_Translate_T1_G1_S position = -0.22101,0.68499,-0.74682 rotation = 0,0,1,0 scale = 0.35,0.35,0.35 } PROP { name = MAS_FI_RCS position = -0.20008,0.6813,-0.74625 rotation = 0,0,1,0 scale = 1.2,1.2,1.2 } PROP { name = MAS_SmallPlate_Clock position = 0.089,0.6767,-0.719 rotation = 0,-0.3826834,0.9238796,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_pb_rb_SetAlarm position = 0.0616,0.6573,-0.6986 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_Timer_pb_rb_ResetAlarm position = 0.0864,0.6576,-0.6985 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_Timer_pb_rb_AlarmNextPe position = 0.0615,0.616,-0.6569 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_Timer_pb_rb_AlarmNextMnvr position = 0.0617,0.6369,-0.6778 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_Timer_pb_rb_AlarmNextAp position = 0.0861,0.6159,-0.6568 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_Timer_pb_rb_AlarmKAC position = 0.1161,0.6452,-0.6861 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_Timer_pb_rb_AlarmClosest position = 0.0862,0.6367,-0.6782 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_Timer_FI_Active position = 0.1172,0.6552,-0.6997 rotation = 0,-0.3826834,0.9238796,0 scale = 1.2,1.2,1.2 } PROP { name = MAS_Timer_DigInd_Emissive_12char_Timer position = 0.0938,0.6868,-0.7361 rotation = 0,0,1,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 0,0.189,-1.1973 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.0532,0.6864,-0.8605 rotation = 0,0,1,0 scale = 1.1,0.1000001,0.9900001 } PROP { name = MAS_tggl_AG1_T1_G1_S position = 0.0105,0.68176,-0.8758 rotation = 0,0,1,0 scale = 0.35,0.3500101,0.3500101 } PROP { name = MAS_tggl_AG2_T1_G1_S position = 0.0315,0.68176,-0.8758 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_tggl_AG3_T1_G1_S position = 0.0531,0.68176,-0.8758 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_tggl_AG4_T1_G1_S position = 0.0743,0.68176,-0.8758 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_tggl_AG5_T1_G1_S position = 0.0949,0.68176,-0.8758 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_tggl_AG6_T1_G1_S position = 0.0088,0.68176,-0.8291 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_tggl_AG7_T1_G1_S position = 0.0321,0.68176,-0.8291 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_tggl_AG8_T1_G1_S position = 0.053,0.68176,-0.8291 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_tggl_AG9_T1_G1_S position = 0.0736,0.68176,-0.8291 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_tggl_AG0_T1_G1_S position = 0.0945,0.68176,-0.8291 rotation = 0,0,1,0 scale = 0.35,0.3500201,0.3500201 } PROP { name = MAS_FI_AG1 position = 0.0103,0.6771,-0.8961 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG2 position = 0.032,0.6771,-0.8961 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG3 position = 0.0532,0.6771,-0.8961 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG4 position = 0.0732,0.6771,-0.8961 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG5 position = 0.0948,0.6771,-0.8961 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG6 position = 0.0087,0.6771,-0.8486 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG7 position = 0.0305,0.6771,-0.8486 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG8 position = 0.0528,0.6771,-0.8486 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG9 position = 0.0735,0.6771,-0.8486 rotation = 0,0,1,0 scale = 0.9,0.9000404,0.9000404 } PROP { name = MAS_FI_AG0 position = 0.0943,0.6771,-0.8486 rotation = 0,0,1,0 scale = 0.9,0.9000005,0.9000005 } PROP { name = MAS_ARRT position = 0.1719,0.6808,-0.9454 rotation = 0,0,1,0 scale = 0.6511,0.6511,0.6511 } PROP { name = MAS_NASA_Gauge_Oxidizer position = 0.0357,0.684,-0.9459 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Monopropellant position = 0.0112,0.684,-0.946 rotation = 0,0,1,0 scale = 1.000001,1,1 } PROP { name = MAS_TWR_Indicator position = 0.1305,0.6848,-0.9435 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_LiquidFuel position = 0.0614,0.684,-0.9459 rotation = 0,0,1,0 scale = 1.000001,1.000001,1 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = 0.0944,0.684,-0.9437 rotation = 0,0,1,0 scale = 1,1,1 } PROP { name = MAS_pb_ChattererTalk position = 0.4675,0.4258,-0.8871 rotation = 0,0,0.7071068,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_Chatterer position = 0.4646,0.4632,-0.8856 rotation = 0,0,0.7071068,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = MAS_SignalLamp_ChattererTx position = 0.466,0.3878,-0.8867 rotation = 0,0,0.7071068,0.7071068 scale = 1,1,1 } PROP { name = MAS_SignalLamp_ChattererRx position = 0.4667,0.3531,-0.8867 rotation = 0,0,0.7071068,0.7071068 scale = 1,1,1 } PROP { name = MAS_SignalLamp_CommnetCommunicate position = 0.4678,0.2742,-0.8881 rotation = 0,0,0.7071068,0.7071068 scale = 1,1,1 } PROP { name = MAS_SignalLamp_CommnetScience position = 0.4678,0.3131,-0.8872 rotation = 0,0,0.7071068,0.7071068 scale = 1,1,1 } PROP { name = MAS_SmallPlate_Power position = 0.4609999,0.417,-0.823 rotation = 0,0,0.7071068,0.7071068 scale = 0.8,0.8,0.8 } PROP { name = MAS_SmallPlate_CommNet position = 0.461,0.439,-0.947 rotation = 0,0,0.7071068,0.7071068 scale = 0.8,0.8,0.8 } PROP { name = MAS_tggl_Antenna_T1_G1_S position = 0.461,0.417,-0.91 rotation = 0,0,0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_FuelCell_T1_G1_S position = 0.461,0.224,-0.824 rotation = 0,0,0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_NASA_ChargeRateIndicator position = 0.461,0.412,-0.763 rotation = 0,0,0.7071068,0.7071068 scale = 0.8,0.8,0.8 } PROP { name = MAS_NASA_Elec_Output position = 0.461,0.323,-0.759 rotation = 0,0,0.7071068,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_NASA_FuelCell_Output position = 0.461,0.228,-0.76 rotation = 0,0,0.7071068,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_NASA_Gauge_CommNet_Strength position = 0.463,0.387,-0.934 rotation = 0,0,0.7071068,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_CommNetSignalIndicator position = 0.461,0.32,-0.9338 rotation = 0,0,0.7071068,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_toggle_Stage position = -0.4719,0.4351,-0.7516 rotation = 0,0,-0.7071068,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_DigitalIndicator_2char_Stage position = -0.4684,0.3841,-0.7505 rotation = 0,0,-0.7071068,0.7071068 scale = 1,1,1 } PROP { name = MAS_tggl_Gear_T1_G1_S position = -0.4674,0.4312,-0.8192 rotation = 0,0,-0.7071068,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = Primitive_BOX_MidGray position = -0.517,0.142,-0.8641 rotation = 0.7071068,0.7071068,0,0 scale = 7,1,3 } PROP { name = Primitive_BOX_MidGray position = 0.5173,0.142,-0.8641 rotation = 0,0,0.7071068,0.7071068 scale = 7,1,3 } PROP { name = MAS_tggl_ElecOutput_Scale_T1_G1_S position = 0.4596,0.3308,-0.8223 rotation = 0,0,0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_SolarPanel_T1_G1_S position = 0.4659,0.2644,-0.8239 rotation = 0,0,0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_ASET_IMP position = -0.4709,0.4088,-0.9524 rotation = 0,0,-0.7071068,0.7071068 scale = 1.40618,1.40618,1.40618 } PROP { name = MAS_tggl_IMP_T1_G1_S position = -0.4677,0.3406,-0.8514 rotation = 0,0,-0.7071068,0.7071068 scale = 0.43,0.43,0.43 } PROP { name = MAS_swRotary_3pos_IMPMode position = -0.4667,0.3554,-0.8033 rotation = 0,0,-0.7071068,0.7071068 scale = 0.54673,0.5467301,0.5467299 } PROP { name = MAS_ASET_IMP_LAT-LONG_GAUGE position = -0.465,0.405,-0.88 rotation = 0,0,-0.7071068,0.7071068 scale = 1.1479,1.1479,1.1479 } PROP { name = MAS.toggle_Clock_Power-T5M-B13-S position = -0.4671,0.2753,-0.853 rotation = 0,0,-0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_Timer_tggl_ModeSelect_T1_G1_S position = -0.4647,0.2446,-0.8527 rotation = 0,0,-0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_Timer_tggl_SelectHours_T1_G1_D position = -0.4644,0.2173,-0.8007 rotation = 0,0,-0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_Timer_tggl_SelectMinutes_T1_G1_D position = -0.4659,0.2462,-0.8009 rotation = 0,0,-0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_Timer_tggl_SelectSeconds_T1_G1_D position = -0.4654,0.2733,-0.7993 rotation = 0,0,-0.7071068,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_SmallPlate_Clock position = -0.463,0.246,-0.882 rotation = 0,0,-0.7071068,0.7071068 scale = 0.5000005,0.5000004,0.5 } PROP { name = MAS_BigBag_SpareParts position = 0,0.475,-0.32 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = MAS_pb_MJ_SeqManeuver position = 0.0176,0.597,-0.6409 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_AP_PlotXfer position = 0.119,0.5652,-0.6081 rotation = 0,-0.3826834,0.9238796,0 scale = 0.4,0.4,0.4 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = -0.2529,0.6831,-1.0182 rotation = 0,0,1,0 scale = 0.5,0.5000002,0.5000002 } PROP { name = MAS_RetroAltitudeDisplay position = -0.2442,0.6831,-0.9753 rotation = 0,0,1,0 scale = 0.6,0.6000002,0.6000002 } MODEL { model = FreeIva/SquadExpansion/Spaces/MEMLander } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask Cut { target = LunarLandingModuleInternal_propsGeneric type = Mesh tool = cutout } } PROP { name = FreeIva_Hatch_Square position = 0, 0.69493258, -0.366659671 rotation = -0.707106829, -3.09086268e-08, 0.707106829, -3.09086161e-08 MODULE { name = HatchConfig airlockName = Airlock cutoutTargetTransformName = LunarLandingModuleInternal } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -1.17105854 rotation = -0.5, 0.5, 0.5, -0.5 MODULE { name = HatchConfig airlockName = Airlock_Front attachNodeId = top cutoutTargetTransformName = LunarLandingModuleInternal } } PROP { name = HarnessBuckleButton position = 0.26809001,0.190990627,-0.497563422 rotation = 0,0.976296067,-0.216439605,0 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.296849996,0.190990627,-0.497563422 rotation = 0,0.976296067,-0.216439605,0 scale = 1,1,1 } PROP { name = HandRailInvisible position = 0,0.459950626,-0.916263521 rotation = -0.707106829,0,0,0.707106829 scale = 0.240180001,0.0299999919,0.0299999919 } PROP { name = HandRailInvisible position = -0.186900005,0.580250621,-1.06926334 rotation = -0.348926395,-0.254905254,-0.575944066,0.693946898 scale = 0.26014629,0.0299999975,0.0299999956 } PROP { name = HandRailInvisible position = 0.18690002,0.580250621,-1.06926334 rotation = -0.281363875,-0.312632561,-0.70411706,0.57211411 scale = 0.26014629,0.0299999956,0.0299999937 } } } UrlConfig { parentUrl = Max-Ksp IVA Pack/MAS_Mk1-3Internal.cfg INTERNAL { name = MAS_Mk1-3 allowCrewHelmet = false MODEL { model = Squad/Spaces/Mk1-3/model } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_03 portraitCameraName = pilotCamera_03 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint03 cameraTransformName = WindowEyeTransform03 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint04 cameraTransformName = WindowEyeTransform04 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint05 cameraTransformName = WindowEyeTransform05 } PROP { name = Primitive_BOX_MidGray position = 0,0.2415,-0.6603 rotation = 0,0,0,1 scale = 4,3.2,0.1 } PROP { name = Primitive_BOX_MidGray position = -0.334,0.209,-0.664 rotation = 0,0,0,1 scale = 2.7,2.5,0.2 } PROP { name = Primitive_BOX_MidGray position = 0.335,0.207,-0.664 rotation = 0,0,0,1 scale = 2.7,2.5,0.2 } PROP { name = MAS_ASET_FDAI-01 position = 0.2096,0.2785,-0.6714 rotation = 0.7071068,0,0,0.7071068 scale = 0.8,0.8,0.8 } PROP { name = MAS_ASET_FDAI-01 position = 0.41,0.1598,-0.6714 rotation = 0.7071068,0,0,0.7071068 scale = 0.8,0.8,0.8 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.016,0.2897,-0.6528 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.1000001,0.3 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = 0.0047,0.2875,-0.6478 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499987,0.3500111,0.3500095 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = -0.01630002,0.2875,-0.6478 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499946,0.3500159,0.3500144 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = -0.03729989,0.2875,-0.6478 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499946,0.3500159,0.3500144 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.3264,0.3001,-0.6528 rotation = 0.7071068,0,0,0.7071068 scale = 1.1,0.1,0.4 } PROP { name = MAS_rheo_InstrumentLight position = -0.36083,0.2962,-0.6474 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4000181,0.4000145 } PROP { name = MAS_rheo_Mk13CabinLight position = -0.32603,0.2962,-0.6474 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4000279,0.4000243 } PROP { name = MAS_rheo_Mk13DockLight position = -0.29159,0.2962,-0.6474 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4000279,0.4000243 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.2588,0.1409,-0.6528 rotation = 0.7071068,0,0,0.7071068 scale = 1.1,0.1000001,0.8 } PROP { name = MAS_tggl_AG1_T1_G1_S position = -0.2166,0.1343,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500108,0.3500103 } PROP { name = MAS_tggl_AG2_T1_G1_S position = -0.2376,0.1343,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG3_T1_G1_S position = -0.2586,0.1343,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG4_T1_G1_S position = -0.2796,0.1343,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG5_T1_G1_S position = -0.3005999,0.1343,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG6_T1_G1_S position = -0.2166,0.1132994,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500166,0.3500162 } PROP { name = MAS_tggl_AG7_T1_G1_S position = -0.2376,0.1132995,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG8_T1_G1_S position = -0.2586,0.1132994,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG9_T1_G1_S position = -0.2796,0.1132994,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG0_T1_G1_S position = -0.3005999,0.1132994,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_Gear_T1_G1_S position = -0.2376,0.1595006,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500151,0.3500146 } PROP { name = MAS_tggl_Light_T1_G1_S position = -0.2586,0.1595006,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500151,0.3500146 } PROP { name = MAS_tggl_Brake_T1_G1_S position = -0.2166,0.1595006,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500156,0.3500151 } PROP { name = MAS_tggl_FuelCell_T1_G1_S position = -0.2796,0.1595006,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500151,0.3500146 } PROP { name = MAS_tggl_SolarPanel_T1_G1_S position = -0.3006,0.1595006,-0.6476 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500151,0.3500146 } PROP { name = MAS_FI_AG0 position = -0.2153,0.2434,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9,0.9 } PROP { name = MAS_FI_AG1 position = -0.2153,0.2298999,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG2 position = -0.2153,0.2164,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG3 position = -0.2153,0.2028998,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG4 position = -0.2153,0.1893993,-0.6514902 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG5 position = -0.2333,0.2434,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG6 position = -0.2334,0.2298,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG7 position = -0.2333,0.2164,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG8 position = -0.2333,0.2028997,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG9 position = -0.2333001,0.1893992,-0.6514902 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_Brakes position = -0.2513,0.2434,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_Gear position = -0.2513,0.2298997,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_Lights position = -0.2513,0.2164,-0.65149 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_RCS position = -0.2513,0.2028997,-0.6514902 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_SAS position = -0.2513,0.1893991,-0.6514902 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_RB_SAS_StabAssist position = -0.1541,0.331,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_RB_SAS_ManeuverNode position = -0.1716,0.331,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000292,0.7000163 } PROP { name = MAS_RB_SAS_Prograde position = -0.1541,0.3135,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000292,0.7000163 } PROP { name = MAS_RB_SAS_Retrograde position = -0.1715999,0.3135,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000292,0.7000163 } PROP { name = MAS_RB_SAS_Normal position = -0.1541,0.296,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_AntiNormal position = -0.1716,0.296,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_RadialOut position = -0.1541,0.2785,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_RadialIn position = -0.1716,0.2785,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_Target position = -0.1541,0.2609999,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_AntiTarget position = -0.1715999,0.261,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = Primitive_BOX_DarkGray position = -0.0001,0.3964,-0.6532 rotation = 0.7071068,0,0,0.7071068 scale = 1.36,0.1000005,0.17 } PROP { name = MAS_RWL_MasterCaution position = -0.04570115,0.3964141,-0.6492684 rotation = 0.7071068,1.975633E-09,-9.878168E-09,0.7071068 scale = 0.9999955,1.000051,1.000046 } PROP { name = MAS_RWL_MasterAlarm position = -0.0007011354,0.3964141,-0.6492685 rotation = 0.7071068,1.975633E-09,-9.878168E-09,0.7071068 scale = 0.9999883,1.000078,1.000061 } PROP { name = MAS_RWL_EngineFlameOut position = 0.04429891,0.3964141,-0.6492684 rotation = 0.7071068,1.975633E-09,-9.878168E-09,0.7071068 scale = 0.9999883,1.000078,1.000061 } PROP { name = MAS_ASET_FDAIGMCP-01 position = 0.0879,0.2865,-0.6493 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.2,1.2 } PROP { name = MAS_swRotary_3pos_SpeedMode position = -0.1656,0.2352,-0.6502 rotation = -0.7071068,0,0,-0.7071068 scale = 0.4,0.4000017,0.4000018 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.122,0.2159,-0.6528 rotation = -0.7071068,0,0,-0.7071068 scale = 1.25,0.03500002,0.75 } PROP { name = MAS_tggl_RCS_T1_G1_S position = -0.07870001,0.23526,-0.6504 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500064,0.3500067 } PROP { name = MAS_tggl_SAS_T1_G1_S position = -0.09970002,0.23526,-0.6504 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500124,0.3500127 } PROP { name = MAS_tggl_PrecisionMode_T1_G1_S position = -0.1207,0.23526,-0.6504 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500111,0.3500114 } PROP { name = MAS_toggle_Stage position = -0.07870001,0.1956,-0.6511 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500064,0.3500067 } PROP { name = MAS_toggle_Abort position = -0.1145315,0.1956456,-0.6510818 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500124,0.3500127 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = 0.0881,0.3499,-0.6502 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_NASA_Gauge_Oxidizer position = -0.003400005,0.3522,-0.6525 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_LiquidFuel position = 0.0204,0.3522,-0.6524999 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Stage_Propellant position = 0.044,0.3522,-0.6508 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Ablator position = -0.0447,0.3522,-0.6525 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_RcsFuel position = -0.11,0.3522,-0.6525 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Monopropellant position = -0.0865,0.3522,-0.6508 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = 0.2637,0.1191,-0.6507 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Power position = 0.2931,0.119,-0.6508 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_RetroAltitudeDisplay position = 0.1597,0.3896,-0.6477 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6,0.6 } PROP { name = MAS_NASA_G_Units_Indicator position = 0.2901,0.3046,-0.65185 rotation = 0.7071068,0,0,0.7071068 scale = 0.45,0.45,0.45 } PROP { name = MAS_toggle_Recover position = -0.1741,0.3817,-0.64774 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.1593,0.3745,-0.6528 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.1000001,0.62 } PROP { name = MAS_tggl_ParachuteArm_T1_G1_S position = -0.1425,0.3814,-0.64797 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_FI_ParachuteArmed position = -0.14156,0.3566,-0.64754 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9,0.9 } PROP { name = MAS_FI_ParachuteDeployed position = -0.15956,0.3566,-0.64754 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000313,0.9000313 } PROP { name = MAS_FI_ParachuteDanger position = -0.17756,0.3566,-0.64754 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000313,0.9000313 } PROP { name = MAS_NASA_Elec_Output position = -0.2911,0.2495,-0.65185 rotation = 0.7071068,0,0,0.7071068 scale = 0.45,0.45,0.45 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.4324,0.1879,-0.65604 rotation = 0.7071068,0,0,0.7071068 scale = 0.67,0.1000001,0.3000003 } PROP { name = MAS_SignalLamp_IMP_Error position = -0.45706,0.195,-0.65066 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5000023,0.5000018 } PROP { name = MAS_tggl_IMP_T1_G1_S position = -0.44082,0.1848,-0.65118 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500016,0.3500015 } PROP { name = MAS_swRotary_3pos_IMPMode position = -0.41494,0.1848,-0.6503 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.400002,0.4000025 } PROP { name = MAS_ASET_IMP position = -0.429,0.2409,-0.6537 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_ASET_IMP_LAT-LONG_GAUGE position = -0.4216,0.2949,-0.6523 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000023,1.000023 } PROP { name = MAS_ARRT position = 0.2933,0.2341,-0.6483001 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6,0.6 } PROP { name = MAS_SignalLamp_ARRT_Error position = 0.268,0.1804,-0.6496 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_tggl_ARRTPower_T1_G1_S position = 0.30567,0.1804,-0.65006 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500064,0.3500057 } PROP { name = MAS_tggl_ARRTMode_T1_G1_S position = 0.28467,0.1804,-0.65006 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499999,0.3500101,0.3500096 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.2884,0.1827,-0.655 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.1,0.3 } PROP { name = MAS_X-pointer position = 0.3743,0.2636,-0.6497 rotation = 0.7071068,0,0,0.7071068 scale = 0.8,0.8,0.8 } PROP { name = MAS_SignalLamp_Xpointer_Error position = 0.4398,0.3007,-0.64641 rotation = -0.7071068,0,0,-0.7071068 scale = 0.5,0.5000002,0.5000002 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.45,0.2604,-0.6528 rotation = 0.7071068,0,0,0.7071068 scale = 0.32,0.1000001,0.95 } PROP { name = MAS_swRotary_3pos_XPtrScale position = 0.45,0.2563,-0.647 rotation = -0.7071068,0,0,-0.7071068 scale = 0.4,0.4000032,0.4000032 } PROP { name = MAS_swRotary_3pos_XPtrMode position = 0.45,0.2261,-0.647 rotation = -0.7071068,0,0,-0.7071068 scale = 0.4,0.4000032,0.4000032 } PROP { name = MAS_tggl_XPtrPower_T1_G1_S position = 0.45,0.2879,-0.64785 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500009,0.3500008 } PROP { name = MAS_RB_Undock position = -0.1689,0.197,-0.65249 rotation = -0.7071068,0,0,-0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_FI_DockReady position = -0.1491,0.1887,-0.6511 rotation = -0.7071068,0,0,-0.7071068 scale = 0.9,0.9,0.9 } PROP { name = MAS_FI_Docked position = -0.1491,0.2022,-0.6511 rotation = -0.7071068,0,0,-0.7071068 scale = 0.9,0.9000179,0.9000179 } PROP { name = MAS_tggl_ReferencePart_T1_G1_D position = -0.1388,0.1657,-0.647 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_DigitalIndicator_5char_Target position = -0.016,0.2607,-0.65171 rotation = 0.7071068,0,0,0.7071068 scale = 0.75,0.75,0.75 } PROP { name = MAS_RB_TargetVessel position = 0.1385,0.1582,-0.6518062 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_RB_TargetMoon position = 0.138,0.1396,-0.6518062 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999993,0.7000052,0.7000052 } PROP { name = MAS_RB_TargetClear position = 0.1385,0.1775,-0.6518062 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999993,0.7000052,0.7000052 } PROP { name = MAS_RB_NodeClear position = 0.1393,0.1962,-0.65269 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.2349,0.288,-0.6576 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.1000001,0.3000003 } PROP { name = MAS_RB_ChattererTalk position = -0.215,0.2871,-0.64665 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999999,0.7000026,0.700002 } PROP { name = MAS_tggl_Antenna_T1_G1_S position = -0.2513,0.2871,-0.64518 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499999,0.350001,0.350001 } PROP { name = MAS_SignalLamp_CommnetScience position = -0.2367,0.29178,-0.64483 rotation = 0.7071068,0,0,0.7071068 scale = 0.4999999,0.5000023,0.5000018 } PROP { name = MAS_SignalLamp_CommnetCommunicate position = -0.2367,0.2817,-0.64483 rotation = 0.7071068,0,0,0.7071068 scale = 0.4999999,0.5000023,0.5000018 } PROP { name = MAS_SignalLamp_ChattererRx position = -0.2281,0.29178,-0.64483 rotation = 0.7071068,0,0,0.7071068 scale = 0.4999999,0.5000023,0.5000018 } PROP { name = MAS_SignalLamp_ChattererTx position = -0.2281,0.2817,-0.64483 rotation = 0.7071068,0,0,0.7071068 scale = 0.4999999,0.5000023,0.5000018 } PROP { name = MAS_ThrottleCtrl position = 0.2282,0.0608,-0.5455 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = MAS_toggle_Engine position = -0.1706,0.1589,-0.65189 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_RCS_Stick_ADV position = -0.1348,0.1128,-0.6436 rotation = 0.7071068,0,0,0.7071068 scale = 0.3,0.3,0.3 } PROP { name = MAS.toggle_MJComp_Power-T5M-B13-S position = 0.1478507,0.1179379,-0.6467327 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS.6char_DataLoadPanel position = 0.085,0.1183,-0.6494477 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 1.000001,1.000001,1 } PROP { name = MAS_pb_MJ_SeqManeuver position = 0.1412,0.2203,-0.6507 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJ_AP_PlotXfer position = -0.0476,0.1551,-0.6507 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = MAS_pb_MJComp_9 position = 0.0792,0.2151,-0.6498144 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_8 position = 0.09661061,0.2153692,-0.649913 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_7 position = 0.1143229,0.2153962,-0.6501399 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_6 position = 0.0792872,0.197823,-0.6511906 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_5 position = 0.0971597,0.1975424,-0.6499165 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_4 position = 0.1148672,0.1973637,-0.6499242 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_3 position = 0.0796096,0.1798851,-0.6502056 rotation = 0.6961685,-0.008926208,0.001719702,0.7178209 scale = 0.3999999,0.4,0.4 } PROP { name = MAS_pb_MJComp_2 position = 0.0972033,0.1796505,-0.6497188 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_1 position = 0.1146302,0.1793077,-0.6504358 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_0 position = 0.1144766,0.1614835,-0.6503168 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Del position = 0.1143045,0.143891,-0.6495687 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Enter position = 0.08782081,0.1617673,-0.6486464 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.8000007,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Clr position = 0.0967088,0.1440568,-0.6499819 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_ReadWrite position = 0.0793147,0.1442913,-0.6504638 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_On position = 0.09769981,0.2397149,-0.6519768 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Mode4_Ap position = 0.05150702,0.2230843,-0.6531909 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJ_AP_ChangeAp position = 0.02891959,0.2237937,-0.6540403 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Mode5_Pe position = 0.0508185,0.1891052,-0.6538627 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJ_AP_ChangePe position = 0.02895951,0.1899678,-0.6520792 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Mode3_Alt position = 0.05070372,0.1544511,-0.6535087 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJ_AP_ChangeAlt position = 0.02910985,0.1555231,-0.654129 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Mode1_LaunchAlt position = -0.003140498,0.2227678,-0.65353 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Mode2_LaunchInc position = -0.02659348,0.2228006,-0.65504 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJ_SeqAscent position = -0.003223278,0.1899096,-0.6472763 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJ_SeqLanding position = -0.02462742,0.1901468,-0.6474419 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJ_SeqLandingComp position = -0.02529019,0.1548974,-0.6526031 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJ_SeqRendezvous position = -0.003729466,0.1552741,-0.6508956 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_VAP_NID_Inclination position = 0.1092,0.3884,-0.6432 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = MAS_BigBag_Science01 position = -0.6,-0.186,-0.5898 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = MAS_pb_MechJeb_Active position = 0.1164265,0.2393762,-0.6526587 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_pb_MJComp_Mode0_Off position = 0.0784278,0.2397083,-0.6532806 rotation = 0.6960763,-0.008793049,0.01044488,0.717838 scale = 0.4000003,0.4000003,0.4 } PROP { name = MAS_NASA_ChargeRateIndicator position = -0.337,0.2046,-0.6541 rotation = 0.7071068,0,0,0.7071068 scale = 0.45,0.45,0.45 } PROP { name = MAS_NASA_RadarSignalIndicator position = 0.3306,0.1225,-0.6541 rotation = 0.7071068,0,0,0.7071068 scale = 0.45,0.45,0.45 } PROP { name = MAS_tggl_Radar_T1_G1_S position = 0.3309,0.1652,-0.6541 rotation = 0.7071068,0,0,0.7071068 scale = 0.3500004,0.3500003,0.35 } PROP { name = MAS_NASA_Gauge_CommNet_Strength position = -0.3715,0.2424,-0.6541 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 0.0664,0.9235,-0.2575 rotation = 0,0,-1,2.808803E-07 scale = 1,1,1 } PROP { name = MAS_DigitalIndicator_2char_Stage position = -0.0802,0.2735,-0.6541 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.3686,0.0128,-0.664 rotation = 0,0,0,1 scale = 2,1.5,0.2 } PROP { name = MAS_Timer_pb_rb_AlarmClosest position = -0.4453,0.1246,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_pb_rb_AlarmKAC position = -0.4127,0.1249,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_pb_rb_AlarmNextAp position = -0.3763,0.0902,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_pb_rb_AlarmNextMnvr position = -0.3409,0.0908,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_pb_rb_AlarmNextPe position = -0.4131,0.0902,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_pb_rb_ResetAlarm position = -0.3406,0.1255,-0.6512 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_pb_rb_SetAlarm position = -0.377,0.1255,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_tggl_ModeSelect_T1_G1_S position = -0.3416,0.0657,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_Timer_tggl_SelectHours_T1_G1_D position = -0.3757,0.0657,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_Timer_tggl_SelectMinutes_T1_G1_D position = -0.4113,0.0657,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_Timer_tggl_SelectSeconds_T1_G1_D position = -0.4441,0.0657,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_Timer_SignalLamp_Timer_1min position = -0.3841,0.1771,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_Timer_SignalLamp_Timer_1min position = -0.136,0.2974,-0.65441 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_Timer_pb_rb_AlarmClosest position = 0.3272,0.3114,-0.6479 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5000002,0.5000002 } PROP { name = MAS.toggle_Clock_Power-T5M-B13-S position = -0.3113,0.0634,-0.6525 rotation = 0.7071068,0,0,0.7071068 scale = 0.3500001,0.3500001,0.35 } PROP { name = MAS_CrewManual_FlightPlan position = -0.3101,-0.0046,-0.638 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_CrewManual_RendezvousChecklist position = -0.405,-0.0036,-0.6305 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_RetroDeltaVDisplay position = -0.0275,0.1191,-0.6421 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_ASET_DSKY position = 0.2072,0.1755,-0.6464 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_Timer_DigInd_Emissive_12char_Timer position = -0.0942,0.3142,-0.6564 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_DigInd_Emissive_12char_Timer position = -0.385,0.156,-0.652 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_Timer_DigInd_Emissive_12char_Timer position = 0.397,0.321,-0.651 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_VAP_DigInd_Emissive_4char_Inclination position = 0.161,0.36,-0.653 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_RB_SAS_StabAssist position = 0.5019002,0.1618,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000002,0.7000002 } PROP { name = MAS_RB_SAS_ManeuverNode position = 0.4844,0.1618,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_Prograde position = 0.5019002,0.1443,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_Normal position = 0.5019002,0.1268,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_AntiNormal position = 0.4844,0.1268,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_Retrograde position = 0.4844003,0.1443,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_RadialOut position = 0.5019002,0.1093,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_Target position = 0.5019002,0.09179989,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_AntiTarget position = 0.4844003,0.0918,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = MAS_RB_SAS_RadialIn position = 0.4844,0.1093,-0.6526 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7000302,0.7000202 } PROP { name = Primitive_BOX_MidGray position = 0.5,0.1473,-0.664 rotation = 0,0,0,1 scale = 0.6,1.3,0.2 } PROP { name = MAS_tggl_RCS_T1_G1_S position = 0.5181,0.1918,-0.6516 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500101,0.3500101 } PROP { name = MAS_tggl_SAS_T1_G1_S position = 0.4971001,0.1918,-0.6516 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500101,0.3500101 } PROP { name = MAS_tggl_PrecisionMode_T1_G1_S position = 0.4761,0.1918,-0.6516 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500101,0.3500101 } PROP { name = MAS_ASET_FDAIGMCP-01 position = 0.4001,0.0438,-0.6493 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.2,1.2 } PROP { name = Primitive_BOX_MidGray position = 0.4312,0.0167,-0.664 rotation = 0,0,0,1 scale = 2,1.3,0.2 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.3742001,-0.01819998,-0.6528 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.1000001,0.3000001 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = 0.3949,-0.0204,-0.6478 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500101,0.3500101 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = 0.3739002,-0.02039999,-0.6478 rotation = 0.7071068,0,0,0.7071068 scale = 0.34999,0.3500201,0.3500101 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = 0.3529003,-0.02039999,-0.6478 rotation = 0.7071068,0,0,0.7071068 scale = 0.34999,0.3500201,0.3500101 } PROP { name = MAS_tggl_ReferencePart_T1_G1_D position = 0.4376,-0.0205,-0.647 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500001,0.3500001 } MODEL { model = FreeIva/Squad/Spaces/mk1-3pod } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask Cut { target = Mk1_3_IvaProps type = Mesh tool = cutout } } MODULE { name = HandRail transformName = Mk1_3_IvaProps Collider { shape = Box center = 0, 0.63, -0.43 dimensions = 0.41, 0.02, 0.05 } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -1.13293576 rotation = -0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = Mk1_3_IvaShell } } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.84537065, -0.299179852 rotation = -0.972833574, -0, -0, -0.231505692 MODULE { name = HatchConfig airlockName = Airlock } } PROP { name = HarnessBuckleButton position = 0.00300167897, -0.0835653916, -0.250477761 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } PROP { name = HarnessBuckleButton position = 0.637799859, -0.0836592764, -0.0655016378 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } PROP { name = HarnessBuckleButton position = -0.632213235, -0.0836592764, -0.0655016378 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } } } UrlConfig { parentUrl = MechJeb2/LandingSites.cfg MechJeb2Landing { id = MechJeb2DefaultLandingSites LandingSites { Site { name = KSC Pad latitude = -0.09694444 longitude = -74.5575 } Site { name = VAB latitude = -0.09694444 longitude = -74.617 } Site { name = Baikerbanur latitude = 20.666 longitude = 146.466 body = Kerbin } Site { name = Cove latitude = 3.70 longitude = -72.2 body = Kerbin } Site { name = Crater latitude = 8.39 longitude = -179.68 body = Kerbin } Site { name = Dessert latitude = 6.56 longitude = 143.95 body = Kerbin } Site { name = Glacier Lake latitude = 73.56 longitude = 84.27 body = Kerbin } Site { name = Mahi Mahi latitude = -49.80 longitude = -120.77 body = Kerbin } Site { name = Woomerang latitude = 45.29 longitude = 136.11 body = Kerbin } Site { name = Greater Flats latitude = -4.794139 longitude = -11.575088 body = Minmus } Site { name = Negan's Place latitude = -19.669238 longitude = 77.936054 body = Minmus } } Runways { Runway { name = KSC Runway 09 body = "Kerbin" touchdown = 100.0 start { latitude = -0.0485981 longitude = -74.726413 altitude = 69 } end { latitude = -0.050185 longitude = -74.490867 altitude = 69 } } Runway { name = KSC Runway 27 body = "Kerbin" touchdown = 100.0 start { latitude = -0.050185 longitude = -74.490867 altitude = 69 } end { latitude = -0.0485981 longitude = -74.726413 altitude = 69 } } Runway { name = Island Runway 09 body = "Kerbin" touchdown = 25.0 start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } } Runway { name = Island Runway 27 body = "Kerbin" touchdown = 25.0 end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } } Runway { name = Desert Runway 18 body = Kerbin touchdown = 50.0 start { latitude = -6.448288 longitude = -144.038171 altitude = 822.05 } end { latitude = -6.599329 longitude = -144.040598 altitude = 821.93 } } Runway { name = Desert Runway 36 body = Kerbin touchdown = 50.0 start { latitude = -6.599329 longitude = -144.040598 altitude = 821.93 } end { latitude = -6.448288 longitude = -144.038171 altitude = 822.05 } } } } } UrlConfig { parentUrl = MechJeb2/Localization/en-us.cfg Localization { en-us { #MechJeb_ModuleAreLocked = Some modules are disabled until you unlock the proper node in the R&D tree or upgrade the tracking station. #MechJeb_OnlineManualbutton = Online Manual #MechJeb_InstallCheckA_title = Incorrect MechJeb2 Installation #MechJeb_InstallCheckA_msg = MechJeb2 has been installed incorrectly and will not function properly.\nAll MechJeb2 files should be located in KSP like this \n\n\tGameData\n\t\tMechJeb2\n\t\t\tParts\n\t\t\tPlugins\n\nDo not move any files from inside the MechJeb2 folder.\n\nIncorrect path(s):\n #MechJeb_InstallCheckB_title = Redundant MechJebMenuToolbar Installation #MechJeb_InstallCheckB_msg = MechJebMenuToolbar is installed but this version of MechJeb2 already includes support for Blizzy78 Toolbar Plugin.\nPlease delete this dll: #MechJeb_MechJebInfo_VABSPH = Attitude control by MechJeb™ #MechJeb_Maneuver_Planner_title = Maneuver Planner #MechJeb_Maneu_Autowarp = Auto-warp #MechJeb_Maneu_Tolerance = Tolerance: #MechJeb_Maneu_Lead_time = Lead time: #MechJeb_of = of #MechJeb_Maneu_STB = Schedule the burn #MechJeb_Maneu_TimeSelect1 = at the optimum time #MechJeb_Maneu_TimeSelect2 = at the next apoapsis #MechJeb_Maneu_TimeSelect3 = at closest approach to target #MechJeb_Maneu_TimeSelect4 = at the equatorial AN #MechJeb_Maneu_TimeSelect5 = at the equatorial DN #MechJeb_Maneu_TimeSelect6 = at the next periapsis #MechJeb_Maneu_TimeSelect7 = at the next AN with the target #MechJeb_Maneu_TimeSelect8 = at the next DN with the target #MechJeb_Maneu_TimeSelect9 = after a fixed time #MechJeb_Maneu_TimeSelect10 = at an altitude #MechJeb_Maneu_TimeSelect11 = at the nearest equatorial AN/DN #MechJeb_Maneu_TimeSelect12 = at the cheapest equatorial AN/DN #MechJeb_Maneu_TimeSelect13 = at the nearest AN/DN with the target #MechJeb_Maneu_TimeSelect14 = at the cheapest AN/DN with the target #MechJeb_Maneu_errorMessage = An error occurred while creating the node. #MechJeb_Maneu_Exception1 = Warning: orbit is hyperbolic, so apoapsis doesn't exist. #MechJeb_Maneu_Exception2 = Warning: no target selected. #MechJeb_Maneu_Exception3 = Warning: can't circularize at this altitude, since current orbit does not reach it. #MechJeb_Maneu_Exception4 = Warning: equatorial ascending node doesn't exist. #MechJeb_Maneu_Exception5 = Warning: equatorial descending node doesn't exist. #MechJeb_Maneu_Exception6 = Warning: neither ascending nor descending node exists #MechJeb_Maneu_Exception7 = Warning: neither ascending nor descending node exists. #MechJeb_AdvancedTransfer_title = advanced transfer to another planet #MechJeb_adv_modeName1 = Limited time #MechJeb_adv_modeName2 = Porkchop selection #MechJeb_adv_Preconditions1 = initial orbit must not be hyperbolic #MechJeb_adv_Preconditions2 = initial orbit must not escape <<1>> sphere of influence. #MechJeb_adv_Preconditions3 = must select a target for the interplanetary transfer. #MechJeb_adv_Preconditions4 = doesn't make sense to plot an interplanetary transfer from an orbit around <<1>> . #MechJeb_adv_Preconditions5 = use regular Hohmann transfer function to intercept another body orbiting <<1>>. #MechJeb_adv_Preconditions6 = an interplanetary transfer from within <<1>>'s sphere of influence must target a body that orbits <<2>> 's parent, <<3>>. #MechJeb_adv_Preconditions7 = use regular Hohmann transfer function to intercept another body orbiting the Sun #MechJeb_adv_Preconditions8 = you are already orbiting <<1>>. #MechJeb_adv_computing = Computing: #MechJeb_adv_reset_button = Reset #MechJeb_adv_captureburn = Include capture burn #MechJeb_adv_periapsis = Periapsis #MechJeb_adv_label1 = any time now #MechJeb_adv_label2 = Select: #MechJeb_adv_label3 = Departure in #MechJeb_adv_label4 = Transit duration #MechJeb_adv_label5 = Max arrival time #MechJeb_adv_button1 = Lowest ΔV #MechJeb_adv_button2 = ASAP #MechJeb_adv_Exception1 = Computation not finished #MechJeb_adv_Exception2 = Started computation #MechJeb_adv_Exception3 = Computation failed #MechJeb_adv_Exception4 = Invalid point selected. #MechJeb_Hohm_title = bi-impulsive (Hohmann) transfer to target #MechJeb_Hohm_intercept_only = intercept only, no capture burn (impact/flyby) #MechJeb_Hohm_simpleTransfer = simple coplanar Hohmann transfer #MechJeb_Hohm_Label1 = fractional target period offset #MechJeb_Hohm_Exception1 = must select a target for the bi-impulsive transfer. #MechJeb_Hohm_Exception2 = target for bi-impulsive transfer must be in the same sphere of influence. #MechJeb_Hohm_Exception3 = ascending node with target doesn't exist. #MechJeb_Hohm_Exception4 = descending node with target doesn't exist. #MechJeb_Hohm_Exception5 = neither ascending nor descending node with target exists. #MechJeb_Ap_title = change apoapsis #MechJeb_Ap_label1 = New apoapsis: #MechJeb_Ap_Exception = new apoapsis cannot be lower than the altitude of the burn (<<1>>) #MechJeb_both_title = change both Pe and Ap #MechJeb_both_label1 = New periapsis: #MechJeb_both_label2 = New apoapsis: #MechJeb_both_Exception1 = new periapsis cannot be higher than the altitude of the burn (<<1>>) #MechJeb_both_Exception2 = new apoapsis cannot be lower than the altitude of the burn #MechJeb_both_Exception3 = new periapsis cannot be lower than minus the radius of <<1>> #MechJeb_inclination_title = change inclination #MechJeb_inclination_label = New inclination: #MechJeb_AN_title = change longitude of ascending node #MechJeb_AN_label = New Longitude of Ascending Node: #MechJeb_AN_error = Warning: orbital plane has a low inclination of <<1>>º (recommend > 10º) and so maneuver may not be accurate #MechJeb_Pe_title = change periapsis #MechJeb_Pe_label = New periapsis: #MechJeb_Pe_Exception1 = new periapsis cannot be higher than the altitude of the burn #MechJeb_Pe_Exception2 = new periapsis cannot be lower than minus the radius of <<1>> #MechJeb_Sa_title = change semi-major axis" #MechJeb_Sa_label = New Semi-Major Axis: #MechJeb_Sa_errormsg = Warning: new Semi-Major Axis is very large, and may result in a hyberbolic orbit #MechJeb_Sa_Exception = cannot make Semi-Major Axis less than twice the burn altitude plus the radius of <<1>> #MechJeb_la_title = change surface longitude of apsis #MechJeb_la_label = New Surface Longitude after one orbit: #MechJeb_approach_title = fine tune closest approach to target #MechJeb_approach_label1 = Approximate final periapsis #MechJeb_approach_label2 = Closest approach distance #MechJeb_approach_label3 = Schedule the burn to minimize the required ΔV. #MechJeb_approach_Exception1 = must select a target for the course correction. #MechJeb_approach_Exception2 = target for course correction must be in the same sphere of influence #MechJeb_Approach_errormsg = Warning: orbit before course correction doesn't seem to approach target very closely. Planned course correction may be extreme. Recommend plotting an approximate intercept orbit and then plotting a course correction. #MechJeb_intercept_title = intercept target at chosen time #MechJeb_intercept_label = Time after burn to intercept target: #MechJeb_intercept_Exception1 = must select a target to intercept. #MechJeb_intercept_Exception2 = target must be in the same sphere of influence. #MechJeb_match_planes_title = match planes with target #MechJeb_match_planes_Exception1 = must select a target to match planes with. #MechJeb_match_planes_Exception2 = can only match planes with an object in the same sphere of influence. #MechJeb_match_planes_Exception3 = ascending node with target doesn't exist. #MechJeb_match_planes_Exception4 = descending node with target doesn't exist. #MechJeb_match_planes_Exception5 = neither ascending nor descending node with target exists. #MechJeb_match_planes_Exception6 = wrong time reference. #MechJeb_match_v_title = match velocities with target #MechJeb_match_v_Exception1 = must select a target to match velocities with. #MechJeb_match_v_Exception2 = target must be in the same sphere of influence. #MechJeb_resonant_title = resonant orbit #MechJeb_resonant_label1 = Change your orbital period to <<1>> of your current orbital period #MechJeb_resonant_label2 = New orbital period ratio : #MechJeb_return_title = return from a moon #MechJeb_return_label1 = Approximate final periapsis: #MechJeb_return_label2 = Schedule the burn at the next return window. #MechJeb_return_errormsg = Warning: Recommend starting moon returns from a near-circular orbit (eccentricity < 0.2). Planned return is starting from an orbit with eccentricity <<1>> and so may not be accurate. #MechJeb_return_Exception = <<1>> is not orbiting another body you could return to. #MechJeb_transfer_title = transfer to another planet #MechJeb_transfer_Label1 = Schedule the burn: #MechJeb_transfer_Label2 = at the next transfer window. #MechJeb_transfer_Label3 = as soon as possible #MechJeb_transfer_Label4 = Using this mode voids your warranty #MechJeb_transfer_Exception1 = must select a target for the interplanetary transfer. #MechJeb_transfer_Exception2 = doesn't make sense to plot an interplanetary transfer from an orbit around <<1>>. #MechJeb_transfer_Exception3 = use regular Hohmann transfer function to intercept another body orbiting <<1>>. #MechJeb_transfer_Exception4 = an interplanetary transfer from within <<1>>'s sphere of influence must target a body that orbits <<2>>'s parent, <<3>>. #MechJeb_transfer_errormsg1 = Warning: target's orbital plane is at a <<1>> º angle to <<2>> 's orbital plane (recommend at most 30º). Planned interplanetary transfer may not intercept target properly. #MechJeb_transfer_errormsg2 = Warning: Recommend starting interplanetary transfers from <<1>> from an orbit in the same plane as <<2>>'s orbit around <<3>>. Starting orbit around <<4>> is inclined <<5>>º with respect to <<6>>'s orbit around <<7>> (recommend < 10º). Planned transfer may not intercept target properly." #MechJeb_transfer_errormsg3 = Warning: Recommend starting interplanetary transfers from a near-circular orbit (eccentricity < 0.2). Planned transfer is starting from an orbit with eccentricity <<1>> and so may not intercept target properly. #MechJeb_Maneu_circularize_title = circularize #MechJeb_Maneu_createNodeBtn01 = Create a new #MechJeb_Maneu_createNodeBtn02 = Change the last #MechJeb_Maneu_createlab1 = maneuver node to: #MechJeb_Maneu_createlab2 = Create a new maneuver node to: #MechJeb_Maneu_createlab3 = after the last maneuver node. #MechJeb_Maneu_button1 = Create node #MechJeb_Maneu_button2 = Create and execute #MechJeb_Maneu_button3 = Remove ALL nodes #MechJeb_Maneu_button4 = Execute next node #MechJeb_Maneu_button5 = Execute all nodes #MechJeb_Maneu_button6 = Abort node execution #MechJeb_ApproAndLand_title = Aircraft Approach & Autoland #MechJeb_ApproAndLand_label1 = Landing #MechJeb_ApproAndLand_label2 = Distance to runway: #MechJeb_ApproAndLand_label3 = Show landing navball guidance #MechJeb_ApproAndLand_label4 = Approach speed: #MechJeb_ApproAndLand_label5 = Touchdown speed: #MechJeb_ApproAndLand_label6 = Reverse thrust upon touchdown #MechJeb_ApproAndLand_label7 = Brake as soon as landed #MechJeb_ApproAndLand_label8 = State: #MechJeb_ApproAndLand_label9 = Distance to waypoint: <<1>> m #MechJeb_ApproAndLand_label10 = Target speed: <<1>> m/s #MechJeb_ApproAndLand_label11 = Target altitude: <<1>> m #MechJeb_ApproAndLand_label12 = Target vertical speed: <<1>> m/s #MechJeb_ApproAndLand_label13 = Target heading: <<1>>º #MechJeb_ApproAndLand_label14 = Glide slope: #MechJeb_ApproAndLand_MaxRateOfDescent = Max. rate of descent: #MechJeb_ApproAndLand_approachState1 = Proceeding to the initial approach point #MechJeb_ApproAndLand_approachState2 = Proceeding to the final approach point #MechJeb_ApproAndLand_approachState3 = Intercepting the glide slope #MechJeb_ApproAndLand_approachState4 = Proceeding to touchdown point #MechJeb_ApproAndLand_approachState5 = Waiting for flare #MechJeb_ApproAndLand_approachState6 = Flaring #MechJeb_ApproAndLand_approachState7 = Rolling out #MechJeb_ApproAndLan_button1 = Autoland #MechJeb_ApproAndLan_button2 = Abort #MechJeb_Aircraftauto_title = Aircraft Autopilot #MechJeb_Aircraftauto_button1 = Disengage autopilot #MechJeb_Aircraftauto_button2 = Engage autopilot #MechJeb_Aircraftauto_button3 = PID #MechJeb_Aircraftauto_button4 = Hide PID #MechJeb_Aircraftauto_Label1 = Altitude Hold #MechJeb_Aircraftauto_btnset1 = Set #MechJeb_Aircraftauto_Label2 = Vertical Speed Hold #MechJeb_Aircraftauto_btnset2 = Set #MechJeb_Aircraftauto_VS = V/S ± #MechJeb_Aircraftauto_Label3 = Vertical Speed Limit #MechJeb_Aircraftauto_btnset3 = Set #MechJeb_Aircraftauto_Label4 = Heading Hold #MechJeb_Aircraftauto_btnset4 = Set #MechJeb_Aircraftauto_Label5 = Roll Hold #MechJeb_Aircraftauto_btnset5 = Set #MechJeb_Aircraftauto_Label6 = Bank angle ± #MechJeb_Aircraftauto_btnset6 = Set #MechJeb_Aircraftauto_Label7 = Speed Hold #MechJeb_Aircraftauto_btnset7 = Set #MechJeb_Aircraftauto_Label8 = Accceleration #MecgJeb_Aircraftauto_error1 = Error:<<1>> Target:<<2>> Cur:<<3>> #MecgJeb_Aircraftauto_error2 = Error:<<1>> Target:<<2>> Cur:<<3>> PID: <<4>> #MechJeb_Aircraftauto_Label10 = Roll #MechJeb_Aircraftauto_Pitch = Pitch #MechJeb_Aircraftauto_Limits = Limits: #MechJeb_Aircraftauto_RollLimit = Roll #MechJeb_Aircraftauto_YawLimit = Yaw #MechJeb_Aircraftauto_PitchUpLimit = Pitch up #MechJeb_Aircraftauto_PitchDownLimit = Pitch down #MechJeb_Ascent_title = Ascent Guidance #MechJeb_Ascent_ascentPathList1 = Classic Ascent Profile #MechJeb_Ascent_ascentPathList2 = Stock-style GravityTurn™ #MechJeb_Ascent_ascentPathList3 = Primer Vector Guidance (RSS/RO) #MechJeb_Ascent_status1 = Pre Launch #MechJeb_Ascent_status2 = Off #MechJeb_Ascent_status3 = Pre Launch #MechJeb_Ascent_status4 = Vessel is not landed, skipping pre-launch #MechJeb_Ascent_status5 = Retracting solar panels #MechJeb_Ascent_status6 = Awaiting liftoff #MechJeb_Ascent_status7 = Circularizing #MechJeb_Ascent_status8 = Coasting to circularization burn #MechJeb_Ascent_status18 = Vertical ascent #MechJeb_Ascent_status19 = Fine tuning intermediate altitude #MechJeb_Ascent_status20 = Initiate gravity turn #MechJeb_Ascent_status21 = Fine tuning apoapsis #MechJeb_Ascent_status22 = Gravity turn #MechJeb_Ascent_status23 = Coasting to edge of atmosphere #MechJeb_Ascent_status24 = Holding AP #MechJeb_NavBallGuidance_btn1 = Hide ascent navball guidance #MechJeb_NavBallGuidance_btn2 = Show ascent navball guidance #MechJeb_Ascent_button1 = Disengage autopilot #MechJeb_Ascent_button2 = Engage autopilot #MechJeb_Ascent_button3 = Reset Guidance (DO NOT PRESS) #MechJeb_Ascent_button4 = TARG #MechJeb_Ascent_button5 = GUID #MechJeb_Ascent_button6 = OPTS #MechJeb_Ascent_button7 = STATUS #MechJeb_Ascent_button8 = TARG #MechJeb_Ascent_button9 = GUID #MechJeb_Ascent_button10 = OPTS #MechJeb_Ascent_button11 = TARG #MechJeb_Ascent_button12 = OPTS #MechJeb_Ascent_button13 = Current #MechJeb_Ascent_button14 = Launch to rendezvous: #MechJeb_Ascent_button15 = Launch into plane of target #MechJeb_Ascent_button16 = Launch at interplanetary window #MechJeb_Ascent_button17 = Abort #MechJeb_Ascent_LaunchToTargetLan = Launch to target LAN #MechJeb_Ascent_LaunchToLan = Launch to LAN #MechJeb_Ascent_label1 = Target Periapsis: #MechJeb_Ascent_label2 = Target Apoapsis: #MechJeb_Ascent_label3 = Ap < Pe: circularizing orbit #MechJeb_Ascent_label4 = Hyperbolic target orbit (neg Ap) #MechJeb_Ascent_label5 = Orbit altitude #MechJeb_Ascent_label6 = Orbit inc. #MechJeb_Ascent_label7 = inc <<1>>º below current latitude #MechJeb_Ascent_label8 = Turn start altitude: #MechJeb_Ascent_label9 = Turn start velocity: #MechJeb_Ascent_label10 = Turn start pitch: #MechJeb_Ascent_label11 = Intermediate altitude: #MechJeb_Ascent_label12 = Hold AP Time: #MechJeb_Ascent_label13 = Booster Pitch start: #MechJeb_Ascent_label14 = Booster Pitch rate: #MechJeb_Ascent_label15 = Guidance Interval: #MechJeb_Ascent_label16 = Guidance intervals are limited to between 1s and 30s #MechJeb_Ascent_label17 = Qα limit #MechJeb_Ascent_label18 = Qα limit cannot be set to lower than 100 Pa-rad #MechJeb_Ascent_label19 = Qα limit cannot be set to higher than 10000 Pa-rad #MechJeb_Ascent_label20 = Qα limit is recommended to be 1000 to 4000 Pa-rad #MechJeb_Ascent_label21 = FIXME: g-limiter is down for maintenance #MechJeb_Ascent_label22 = climb #MechJeb_Ascent_label23 = turn #MechJeb_Ascent_label24 = Dynamic Pressure Fadeout #MechJeb_Ascent_label25 = Gain #MechJeb_Ascent_label26 = Guidance Status: #MechJeb_Ascent_label27 = converges:\u0020 #MechJeb_Ascent_label28 = status:\u0020 #MechJeb_Ascent_label29 = staleness: #MechJeb_Ascent_label30 = LAST FAILURE: #MechJeb_Ascent_label31 = MASS IS OFF BY #MechJeb_Ascent_label32 = THRUST IS OFF BY #MechJeb_Ascent_label33 = Launch countdown: #MechJeb_Ascent_label34 = Select a target for a timed launch. #MechJeb_Ascent_label35 = Autopilot status: #MechJeb_Ascent_label36 = CONTROL DISABLED (AVIONICS) #MechJeb_Ascent_label37 = Warning: MechJeb is unable to circularize without an upgraded Tracking Station. #MechJeb_Ascent_attachAlt = Attach Altitude: #MechJeb_Ascent_warnAttachAltLow = Attach < Pe: periapsis insertion #MechJeb_Ascent_warnAttachAltHigh = Attach > Ap: apoapsis insertion #MechJeb_Ascent_checkbox1 = Omit Coast #MechJeb_Ascent_checkbox2 = Force Roll #MechJeb_Ascent_checkbox3 = Limit AoA to #MechJeb_Ascent_checkbox4 = Corrective steering #MechJeb_Ascent_checkbox5 = Autostage #MechJeb_Ascent_checkbox6 = Auto-deploy solar panels #MechJeb_Ascent_checkbox7 = Auto-deploy antennas #MechJeb_Ascent_checkbox8 = Auto-warp #MechJeb_Ascent_checkbox9 = Skip Circularization #MechJeb_Ascent_checkbox10 = Edit ascent path #MechJeb_Ascent_msg1 = Launching at interplanetary window #MechJeb_Ascent_msg2 = Launching to target plane #MechJeb_Ascent_msg3 = Launching to rendezvous #MechJeb_Ascent_LaunchingToTargetLAN = Launching to target LAN #MechJeb_Ascent_LaunchingToManualLAN = Launching to manual LAN #MechJeb_AttitudeAdjust_title = Attitude Adjustment #MechJeb_AttitudeAdjust_checkbox1 = RCS auto mode #MechJeb_AttitudeAdjust_checkbox2 = MJAttitudeController #MechJeb_AttitudeAdjust_checkbox3 = KosAttitudeController #MechJeb_AttitudeAdjust_checkbox4 = HybridController #MechJeb_AttitudeAdjust_checkbox5 = Show Numbers #MechJeb_AttitudeAdjust_checkbox6 = Visible through object #MechJeb_AttitudeAdjust_checkbox7 = Display the CoM #MechJeb_AttitudeAdjust_checkbox8 = Display the CoL #MechJeb_AttitudeAdjust_checkbox9 = Display the CoT #MechJeb_AttitudeAdjust_checkbox10 = Arrows origins at the CoM #MechJeb_AttitudeAdjust_checkbox11 = Pod Surface Velocity (green) #MechJeb_AttitudeAdjust_checkbox12 = Pod Orbital Velocity (red) #MechJeb_AttitudeAdjust_checkbox13 = Direction of Thrust (purple pink) #MechJeb_AttitudeAdjust_checkbox14 = Command Pod Forward (electric blue) #MechJeb_AttitudeAdjust_checkbox15 = Requested Attitude (gray) #MechJeb_AttitudeAdjust_checkbox16 = Debug (magenta) #MechJeb_AttitudeAdjust_checkbox17 = Debug2 (light blue) #MechJeb_AttitudeAdjust_Label1 = Axis Control\u0020 #MechJeb_AttitudeAdjust_Label2 = Torque #MechJeb_AttitudeAdjust_Label3 = torqueReactionSpeed #MechJeb_AttitudeAdjust_Label4 = MOI / torque #MechJeb_AttitudeAdjust_Label5 = MOI #MechJeb_AttitudeAdjust_Label6 = Angular Velocity #MechJeb_AttitudeAdjust_Label7 = Angular M #MechJeb_AttitudeAdjust_Label8 = fixedDeltaTime #MechJeb_AttitudeAdjust_Label9 = Arrows length #MechJeb_AttitudeAdjust_Label10 = Radius of Sphere #MechJeb_WindowEd_title = Custom Window Editor #MechJeb_WindowEd_Edtitle = Title: #MechJeb_WindowEd_Presetname1 = Orbit Info #MechJeb_WindowEd_Presetname2 = Surface Info #MechJeb_WindowEd_Presetname3 = Vessel Info #MechJeb_WindowEd_Presetname4 = Delta-V Stats #MechJeb_WindowEd_Presetname5 = Ascent Stats #MechJeb_WindowEd_Presetname6 = Rendezvous Info #MechJeb_WindowEd_Presetname7 = Landing Info #MechJeb_WindowEd_Presetname8 = Target Orbit Info #MechJeb_WindowEd_Presetname9 = Stopwatch #MechJeb_WindowEd_Presetname10 = Surface Navigation #MechJeb_WindowEd_Presetname11 = Atmosphere Info #MechJeb_WindowEd_Presetname12 = Maneuver Node Info #MechJeb_WindowEd_button1 = New window #MechJeb_WindowEd_button2 = Delete window #MechJeb_WindowEd_button3 = Remove #MechJeb_WindowEd_button4 = Move up #MechJeb_WindowEd_button5 = Move down #MechJeb_WindowEd_label1 = Show in: #MechJeb_WindowEd_label2 = Color: #MechJeb_WindowEd_label3 = Window contents (click to edit): #MechJeb_WindowEd_label4 = Click an item to add it to the info window: #MechJeb_WindowEd_label5 = Window presets: #MechJeb_WindowEd_checkbox1 = Flight #MechJeb_WindowEd_checkbox2 = Editor #MechJeb_WindowEd_checkbox3 = Overlay #MechJeb_WindowEd_checkbox4 = Locked #MechJeb_WindowEd_checkbox5 = Compact #MechJeb_WindowEd_checkbox6 = Text #MechJeb_WindowEd_checkbox7 = Background #MechJeb_WindowEd_CustomInfoWindow_title = Custom Info Window #MechJeb_WindowEd_CustomInfoWindow_Label1 = Add items to this window with the custom window editor. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg1 = Configuration of <<1>> window copied to clipboard. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg2 = Pasted text wasn't a MechJeb custom window descriptor. #MechJeb_Docking_title = Docking Autopilot #MechJeb_Docking_status1 = Backing up at <<1>> m/s before moving on target side (lat: <<2>> m/s) #MechJeb_Docking_status2 = Moving away from docking axis at <<1>> m/s to avoid hitting target on backing up #MechJeb_Docking_status3 = Moving at <<1>> m/s to get on the correct side of the target. (lat: <<2>> m/s) #MechJeb_Docking_status4 = Backing up at <<1>> m/s #MechJeb_Docking_status5 = Moving toward the starting point at <<1>> m/s. #MechJeb_Docking_status6 = Moving forward to dock at <<1>> / <<2>> m/s. #MechJeb_Docking_label1 = Choose a target to dock with #MechJeb_Docking_label2 = Warning: You need to control the vessel from a docking port. Right click a docking port and select "Control from here" #MechJeb_Docking_label3 = Warning: target is not a docking port. Right click the target docking port and select "Set as target" #MechJeb_Docking_label4 = Warning: this vessel is not controlled from a docking node. Right click the desired docking node on this vessel and select "Control from here." #MechJeb_Docking_label5 = Speed limit #MechJeb_Docking_label6 = Start Distance #MechJeb_Docking_label7 = safeDistance <<1>> #MechJeb_Docking_label8 = targetSize <<1>> #MechJeb_Docking_label9 = Status: <<1>> #MechJeb_Docking_label10 = Error X: <<1>> #MechJeb_Docking_label11 = Error Y: <<1>> #MechJeb_Docking_label12 = Error Z: <<1>> #MechJeb_Docking_label13 = Distance Dock: <<1>> #MechJeb_Docking_label14 = Distance Dock Axis: <<1>> #MechJeb_Docking_button = Dump Bounding Box Info #MechJeb_Docking_checkbox1 = Autopilot enabled #MechJeb_Docking_checkbox2 = Override Safe Distance #MechJeb_Docking_checkbox3 = Safe Distance #MechJeb_Docking_checkbox4 = Override Start Distance #MechJeb_Docking_checkbox5 = Draw Bounding Box #MechJeb_Docking_checkbox6 = Force Roll : #MechJeb_Flightrecord_title = Flight Recorder #MechJeb_Flightrecord_Button1_1 = Resume #MechJeb_Flightrecord_Button1_2 = Pause #MechJeb_Flightrecord_Button2_1 = Downrange #MechJeb_Flightrecord_Button2_2 = Time #MechJeb_Flightrecord_Button3 = Mark #MechJeb_Flightrecord_Button4 = Reset Scale #MechJeb_Flightrecord_Button5 = CSV #MechJeb_Flightrecord_checkbox1 = Auto Scale #MechJeb_Flightrecord_checkbox2 = Real Atmo #MechJeb_Flightrecord_checkbox3 = Stages #MechJeb_Flightrecord_checkbox4 = Altitude #MechJeb_Flightrecord_checkbox5 = True Altitude #MechJeb_Flightrecord_checkbox6 = Acceleration #MechJeb_Flightrecord_checkbox7 = Surface speed #MechJeb_Flightrecord_checkbox8 = Orbital speed #MechJeb_Flightrecord_checkbox9 = Mass #MechJeb_Flightrecord_checkbox10 = Q #MechJeb_Flightrecord_checkbox11 = AoA #MechJeb_Flightrecord_checkbox12 = AoS #MechJeb_Flightrecord_checkbox13 = AoD #MechJeb_Flightrecord_checkbox14 = Pitch #MechJeb_Flightrecord_checkbox15 = Gravity Loss #MechJeb_Flightrecord_checkbox16 = Drag Loss #MechJeb_Flightrecord_checkbox17 = Steering Loss #MechJeb_Flightrecord_checkbox18 = ASL #MechJeb_Flightrecord_checkbox19 = AGL #MechJeb_Flightrecord_checkbox20 = Acc #MechJeb_Flightrecord_checkbox21 = SrfVel #MechJeb_Flightrecord_checkbox22 = ObtVel #MechJeb_Flightrecord_checkbox23 = Mass #MechJeb_Flightrecord_checkbox24 = Q #MechJeb_Flightrecord_checkbox25 = AoA #MechJeb_Flightrecord_checkbox26 = AoS #MechJeb_Flightrecord_checkbox27 = AoD #MechJeb_Flightrecord_checkbox28 = Pitch #MechJeb_Flightrecord_checkbox29 = Gravity Loss #MechJeb_Flightrecord_checkbox30 = Drag Loss #MechJeb_Flightrecord_checkbox31 = Steering Loss #MechJeb_Flightrecord_Label1 = Time <<1>> #MechJeb_Flightrecord_Label2 = Downrange <<1>> #MechJeb_Flightrecord_Label3 = Storage: <<1>> % #MechJeb_NodeEd_title = Maneuver Node Editor #MechJeb_NodeEd_Snap1 = periapsis #MechJeb_NodeEd_Snap2 = apoapsis #MechJeb_NodeEd_Snap3 = AN with target #MechJeb_NodeEd_Snap4 = DN with target #MechJeb_NodeEd_Snap5 = equatorial AN #MechJeb_NodeEd_Snap6 = equatorial DN #MechJeb_NodeEd_Label1 = No maneuver nodes to edit #MechJeb_NodeEd_Label2 = Prograde: #MechJeb_NodeEd_Label3 = Radial+: #MechJeb_NodeEd_Label4 = Normal+: #MechJeb_NodeEd_Label5 = Set delta to: #MechJeb_NodeEd_Label6 = Shift time #MechJeb_NodeEd_Label7 = Tolerance: #MechJeb_NodeEd_Label8 = Conics mode: #MechJeb_NodeEd_Label9 = Current mode: <<1>> #MechJeb_NodeEd_button1 = Merge next node #MechJeb_NodeEd_button2 = Update #MechJeb_NodeEd_button3 = Snap node to #MechJeb_NodeEd_button4 = Execute next node #MechJeb_NodeEd_button5 = Execute all nodes #MechJeb_NodeEd_button6 = Abort node execution #MechJeb_NodeEd_button7 = Execute next Principia node #MechJeb_NodeEd_checkbox1 = Auto-warp #MechJeb_RCSBalancer_title = RCS Balancer #MechJeb_RCSBalancer_label1 = Overdrive #MechJeb_RCSBalancer_label2 = Overdrive increases power when possible, at the cost of RCS fuel efficiency. #MechJeb_RCSBalancer_label3 = Overdrive scale #MechJeb_RCSBalancer_label4 = torque factor #MechJeb_RCSBalancer_label5 = Translate factor #MechJeb_RCSBalancer_label6 = Waste factor #MechJeb_RCSBalancer_checkbox1 = Smart translation #MechJeb_RCSBalancer_checkbox2 = Advanced options #MechJeb_RZauto_title = Rendezvous Autopilot #MechJeb_RZauto_label1 = Select a target to rendezvous with. #MechJeb_RZauto_label2 = Rendezvous target must be in the same sphere of influence. #MechJeb_RZauto_label3 = Rendezvous target #MechJeb_RZauto_label4 = Desired final distance: #MechJeb_RZauto_label5 = Max # of phasing orbits: #MechJeb_RZauto_label6 = Max # of phasing orbits must be at least 5. #MechJeb_RZauto_label7 = Status: <<1>> #MechJeb_RZauto_label8 = Max closing velocity: #MechJeb_RZauto_checkbox1 = Auto-warp #MechJeb_RZauto_button1 = Engage autopilot #MechJeb_RZauto_button2 = Disengage autopilot #MechJeb_RZauto_statu1 = Successful rendezvous #MechJeb_RZauto_statu2 = Within <<1>>m: matching velocities. #MechJeb_RZauto_statu3 = Planning to match velocities at closest approach. #MechJeb_RZauto_statu4 = Close to target: plotting intercept #MechJeb_RZauto_statu5 = On intercept course. Planning to match velocities at closest approach. #MechJeb_RZauto_statu6 = Planning Hohmann transfer for intercept after <<1>> phasing orbits. #MechJeb_RZauto_statu7 = Next intercept window would be <<1>> orbits away,which is more than the maximum of <<2>> phasing orbits. Increasing phasing rate by establishing new phasing orbit at <<3>>m #MechJeb_RZauto_statu8 = Circularizing. #MechJeb_RZauto_statu9 = Matching planes. #MechJeb_RZplan_title = Rendezvous Planner #MechJeb_RZplan_button1 = Align Planes #MechJeb_RZplan_button2 = Establish new orbit at #MechJeb_RZplan_button3 = Intercept with Hohmann transfer #MechJeb_RZplan_button4 = Match velocities at closest approach #MechJeb_RZplan_button5 = Get closer #MechJeb_RZplan_button6 = Execute next node #MechJeb_RZplan_button7 = Execute all nodes #MechJeb_RZplan_button8 = Abort node execution #MechJeb_RZplan_button9 = Remove ALL nodes #MechJeb_RZplan_checkbox = Auto-warp #MechJeb_RZplan_label1 = Select a target to rendezvous with. #MechJeb_RZplan_label2 = Rendezvous target must be in the same sphere of influence. #MechJeb_RZplan_label3 = Rendezvous target #MechJeb_RZplan_label4 = Target orbit #MechJeb_RZplan_label5 = Current orbit #MechJeb_RZplan_label6 = Relative inclination #MechJeb_RZplan_label7 = Time until closest approach #MechJeb_RZplan_label8 = Separation at closest approach #MechJeb_RZplan_label9 = Tolerance: #MechJeb_Rover_title = Rover Autopilot #MechJeb_Rover_label1 = Target Speed #MechJeb_Rover_label2 = Waypoints #MechJeb_Rover_button1 = To Target #MechJeb_Rover_button2 = Add Target #MechJeb_Rover_button3 = Drive #MechJeb_Rover_button4 = Stop #MechJeb_Rover_button5 = Waypoints #MechJeb_Waypointhelper_title = Waypoint Help #MechJeb_ScriptMod_title = Scripting Module #MechJeb_ScriptMod_label1 = Warming up. Please wait... <<1>> s #MechJeb_ScriptMod_label2 = current vessel #MechJeb_ScriptMod_label3 = global memory #MechJeb_ScriptMod_label4 = Add action #MechJeb_ScriptMod_label5 = Program depth is limited to 4 #MechJeb_ScriptMod_button1 = ▶ START #MechJeb_ScriptMod_button2 = ☇ Reset #MechJeb_ScriptMod_button3 = ■ STOP #MechJeb_ScriptMod_button4 = ▼ Full GUI #MechJeb_ScriptMod_button5 = △ Compact GUI #MechJeb_ScriptMod_button6 = Clear All #MechJeb_ScriptMod_button7 = Save #MechJeb_ScriptMod_button8 = Load #MechJeb_ScriptMod_checkbox1 = Hide Add Actions #MechJeb_ScriptMod_actions1 = Time #MechJeb_ScriptMod_actions1_1 = Timer #MechJeb_ScriptMod_actions1_2 = Pause #MechJeb_ScriptMod_actions1_3 = Wait for #MechJeb_ScriptMod_actions1_4 = Warp #MechJeb_ScriptMod_actions2 = Docking #MechJeb_ScriptMod_actions2_1 = Decouple #MechJeb_ScriptMod_actions2_2 = Dock Shield #MechJeb_ScriptMod_actions2_3 = Target Dock #MechJeb_ScriptMod_actions3 = Target #MechJeb_ScriptMod_actions3_1 = Target Dock #MechJeb_ScriptMod_actions3_2 = Target Body #MechJeb_ScriptMod_actions4 = Control #MechJeb_ScriptMod_actions4_1 = Control From #MechJeb_ScriptMod_actions4_2 = RCS #MechJeb_ScriptMod_actions4_3 = SAS #MechJeb_ScriptMod_actions4_4 = Switch Vessel #MechJeb_ScriptMod_actions5 = Crew #MechJeb_ScriptMod_actions5_1 = Crew Transfer #MechJeb_ScriptMod_actions6 = Trajectory #MechJeb_ScriptMod_actions6_1 = Maneuver #MechJeb_ScriptMod_actions6_2 = Execute node #MechJeb_ScriptMod_actions7 = Staging/Engines #MechJeb_ScriptMod_actions7_1 = Staging #MechJeb_ScriptMod_actions7_2 = Activate Engine #MechJeb_ScriptMod_actions8 = Settings #MechJeb_ScriptMod_actions8_1 = Node tolerance #MechJeb_ScriptMod_actions9 = Modules #MechJeb_ScriptMod_actions9_1 = MODULE Smart A.S.S. #MechJeb_ScriptMod_actions9_2 = MODULE Ascent Autopilot #MechJeb_ScriptMod_actions9_3 = MODULE Docking Autopilot #MechJeb_ScriptMod_actions9_4 = MODULE Landing #MechJeb_ScriptMod_actions9_5 = MODULE Rendezvous #MechJeb_ScriptMod_actions9_6 = MODULE Rendezvous Autopilot #MechJeb_ScriptMod_actions10 = Save/Load/Actions #MechJeb_ScriptMod_actions10_1 = Quicksave #MechJeb_ScriptMod_actions10_2 = Load Script #MechJeb_ScriptMod_actions10_3 = Action Group #MechJeb_ScriptMod_actions11 = PROGRAM Logic #MechJeb_ScriptMod_actions11_1 = PROGRAM - Repeat #MechJeb_ScriptMod_actions11_2 = PROGRAM - If #MechJeb_ScriptMod_actions11_3 = PROGRAM - While #MechJeb_ScriptMod_actions11_4 = PROGRAM - Parallel #MechJeb_ScriptMod_actions11_5 = Wait for #MechJeb_ScriptMod_actions12 = Plugins #MechJeb_Settings_title = Settings #MechJeb_Settings_label1 = Current skin: <<1>> #MechJeb_Settings_label2 = UI Scale: #MechJeb_Settings_checkbox1 = Replace drop down menu with arrow selector #MechJeb_Settings_checkbox2 = Activate SAS on Warp #MechJeb_Settings_button1 = \nRestore factory default settings\n #MechJeb_Settings_button2 = Use MechJeb 1 GUI skin #MechJeb_Settings_button3 = Use MechJeb 2 GUI skin #MechJeb_Settings_button4 = Use MJ2 Compact GUI skin #MechJeb_SmartASS_title = Smart A.S.S. #MechJeb_SmartACS_title = Smart A.C.S. #MechJeb_SmartASS_button1 = OBT #MechJeb_SmartASS_button2 = SURF #MechJeb_SmartASS_button3 = TGT #MechJeb_SmartASS_button4 = ADV #MechJeb_SmartASS_button5 = AUTO #MechJeb_SmartASS_button6 = Orbit #MechJeb_SmartASS_button7 = Surface #MechJeb_SmartASS_button8 = Target #MechJeb_SmartASS_button9 = Advanced #MechJeb_SmartASS_button10 = Auto #MechJeb_SmartASS_button11 = OFF #MechJeb_SmartASS_button12 = KILL\nROT #MechJeb_SmartASS_button13 = NODE #MechJeb_SmartASS_button14 = SURF #MechJeb_SmartASS_button15 = PRO\nGRAD #MechJeb_SmartASS_button16 = RETR\nGRAD #MechJeb_SmartASS_button17 = NML\n+ #MechJeb_SmartASS_button18 = NML\n- #MechJeb_SmartASS_button19 = RAD\n+ #MechJeb_SmartASS_button20 = RAD\n- #MechJeb_SmartASS_button21 = RVEL\n+ #MechJeb_SmartASS_button22 = RVEL\n- #MechJeb_SmartASS_button23 = TGT\n+ #MechJeb_SmartASS_button24 = TGT\n- #MechJeb_SmartASS_button25 = PAR\n+ #MechJeb_SmartASS_button26 = PAR\n- #MechJeb_SmartASS_button27 = ADV #MechJeb_SmartASS_button28 = AUTO #MechJeb_SmartASS_button29 = SVEL\n+ #MechJeb_SmartASS_button30 = SVEL\n- #MechJeb_SmartASS_button31 = HVEL\n+ #MechJeb_SmartASS_button32 = HVEL\n- #MechJeb_SmartASS_button33 = UP #MechJeb_SmartASS_button34 = Off #MechJeb_SmartASS_button35 = Kill Rotation #MechJeb_SmartASS_button36 = Node #MechJeb_SmartASS_button37 = Surface #MechJeb_SmartASS_button38 = Prograde #MechJeb_SmartASS_button39 = Retrograde #MechJeb_SmartASS_button40 = Normal+ #MechJeb_SmartASS_button41 = Normal- #MechJeb_SmartASS_button42 = Radial+ #MechJeb_SmartASS_button43 = Radial- #MechJeb_SmartASS_button44 = Relative Velocity+ #MechJeb_SmartASS_button45 = Relative Velocity- #MechJeb_SmartASS_button46 = Target+ #MechJeb_SmartASS_button47 = Target- #MechJeb_SmartASS_button48 = Parallel+ #MechJeb_SmartASS_button49 = Parallel- #MechJeb_SmartASS_button50 = Advanced #MechJeb_SmartASS_button51 = Auto #MechJeb_SmartASS_button52 = Surface Velocity+ #MechJeb_SmartASS_button53 = Surface Velocity- #MechJeb_SmartASS_button54 = Horizontal Velocity+ #MechJeb_SmartASS_button55 = Horizontal Velocity- #MechJeb_SmartASS_button56 = Up #MechJeb_SmartASS_button57 = AUTO #MechJeb_SmartASS_button58 = EXECUTE #MechJeb_SmartASS_label1 = Mode: #MechJeb_SmartASS_label2 = Please select a target #MechJeb_SmartASS_label3 = Reference: #MechJeb_SmartASS_label4 = Direction: #MechJeb_SmartASS_checkbox1 = Disable SmartACS automatically #MechJeb_SmartASS_checkbox2 = Disable SmartASS automatically #MechJeb_SmartASS_checkbox3 = Force Roll : #MechJeb_SmartRcs_title = SmartRcs #MechJeb_SmartRcs_button1 = OFF #MechJeb_SmartRcs_button2 = ZERO RVEL #MechJeb_SmartRcs_button3 = AUTO #MechJeb_SmartRcs_label1 = Choose a target #MechJeb_SmartRcs_checkbox1 = Disable SmartRcs automatically #MechJeb_SmartRcs_checkbox2 = RCS throttle when engines are offline #MechJeb_SmartRcs_checkbox3 = Use RCS for rotation #MechJeb_LandingGuidance_title = Landing Guidance #MechJeb_LandingGuidance_label1 = Target coordinates #MechJeb_LandingGuidance_label2 = Autopilot: #MechJeb_LandingGuidance_label3 = Touchdown speed: #MechJeb_LandingGuidance_label4 = Stage Limit: #MechJeb_LandingGuidance_label5 = Stage Limit: #MechJeb_LandingGuidance_label6 = Status: #MechJeb_LandingGuidance_label7 = Step: #MechJeb_LandingGuidance_label8 = Mode #MechJeb_LandingGuidance_label9 = Landing Predictions: #MechJeb_LandingGuidance_Label10 = Target difference = #MechJeb_LandingGuidance_Label11 = \nMax drag: #MechJeb_LandingGuidance_Label12 = \nDelta-v needed: #MechJeb_LandingGuidance_Label13 = \nTime to land: #MechJeb_LandingGuidance_Label14 = Predicted orbit after aerobraking: #MechJeb_LandingGuidance_Label15 = Hyperbolic, eccentricity = #MechJeb_LandingGuidance_Label16 = Max drag:<<1>> g #MechJeb_LandingGuidance_Label17 = \nExit atmosphere in:<<1>> #MechJeb_LandingGuidance_Label18_1 = Orbit does not reenter:\n #MechJeb_LandingGuidance_Label18_2 = m atmosphere height #MechJeb_LandingGuidance_Label18_3 = m ground #MechJeb_LandingGuidance_Label19 = Reentry simulation timed out. #MechJeb_LandingGuidance_checkbox1 = Auto-warp #MechJeb_LandingGuidance_checkbox2 = Deploy Landing Gear #MechJeb_LandingGuidance_checkbox3 = Deploy Parachutes #MechJeb_LandingGuidance_checkbox4 = Use RCS for small adjustment #MechJeb_LandingGuidance_checkbox5 = Show landing predictions #MechJeb_LandingGuidance_checkbox6 = Show aerobrake nodes #MechJeb_LandingGuidance_checkbox7 = Show trajectory #MechJeb_LandingGuidance_checkbox8 = World trajectory #MechJeb_LandingGuidance_checkbox9 = Camera trajectory (WIP) #MechJeb_LandingGuidance_button1 = Enter target coordinates: #MechJeb_LandingGuidance_button2 = Pick target on map #MechJeb_LandingGuidance_button3 = Abort autoland #MechJeb_LandingGuidance_button4 = Land at target #MechJeb_LandingGuidance_button5 = Land somewhere #MechJeb_LandingGuidance_Status1 = Coasting toward deceleration burn #MechJeb_LandingGuidance_Status2 = Course correction DV: <<1>> m/s #MechJeb_LandingGuidance_Status3 = Performing course correction of about <<1>> m/s #MechJeb_LandingGuidance_Status4 = Warping to start of braking burn. #MechJeb_LandingGuidance_Status5 = Braking. #MechJeb_LandingGuidance_Status6 = Braking: target speed = <<1>> m/s #MechJeb_LandingGuidance_Status7 = Doing high deorbit burn #MechJeb_LandingGuidance_Status8 = Moving to high deorbit burn point #MechJeb_LandingGuidance_Status9 = Final descent: <<1>>m above terrain #MechJeb_LandingGuidance_Status10 = Killing horizontal velocity before final descent #MechJeb_LandingGuidance_Status11 = Executing low deorbit burn #MechJeb_LandingGuidance_Status12 = Moving to low deorbit burn point #MechJeb_LandingGuidance_Status13 = Deorbit burn complete: waiting for the right moment to start braking #MechJeb_LandingGuidance_Status14 = Executing low orbit plane change of about <<1>> m/s #MechJeb_LandingGuidance_Status15 = Moving to low orbit plane change burn point #MechJeb_LandingGuidance_Status16 = Doing deorbit burn. #MechJeb_Translatron_title = Translatron #MechJeb_Translatron_off = OFF #MechJeb_Translatron_KEEP_OBT = KEEP\nOBT #MechJeb_Translatron_KEEP_SURF = KEEP\nSURF #MechJeb_Translatron_KEEP_VERT = KEEP\nVERT #MechJeb_Trans_kill_h = Kill H/s #MechJeb_Trans_spd = SPEED #MechJeb_Trans_auto = AUTO #MechJeb_Trans_spd_act = EXCUET #MechJeb_Trans_current_spd = Acitve speed #MechJeb_Trans_NOPANIC = DON'T PANIC! #MechJeb_Trans_PANIC = PANIC!!! #MechJeb_Utilities_title = Utilities #MechJeb_Utilities_label1 = Autostaging <<1>> Active #MechJeb_Utilities_label1_1 = once #MechJeb_Utilities_label2 = Jet safety margin #MechJeb_Utilities_label3 = Differential throttle failed\nMore engines required #MechJeb_Utilities_label4 = Differential throttle failed\nNo active engine #MechJeb_Utilities_label5 = Differential throttle failed\nCannot find solution #MechJeb_Utilities_checkbox1 = Autostage #MechJeb_Utilities_checkbox2 = Smooth throttle #MechJeb_Utilities_checkbox3 = Manage air intakes #MechJeb_Utilities_button1 = Autostage once #MechJeb_WarpHelper_title = Warp Helper #MechJeb_WarpHelper_Combobox_text1 = periapsis #MechJeb_WarpHelper_Combobox_text2 = apoapsis #MechJeb_WarpHelper_Combobox_text3 = maneuver node #MechJeb_WarpHelper_Combobox_text4 = SoI transition #MechJeb_WarpHelper_Combobox_text5 = Time #MechJeb_WarpHelper_Combobox_text6 = Phase angle #MechJeb_WarpHelper_Combobox_text7 = suicide burn #MechJeb_WarpHelper_Combobox_text8 = atmospheric entry #MechJeb_WarpHelper_label1 = Warp to:\u0020 #MechJeb_WarpHelper_label2 = Warp for:\u0020 #MechJeb_WarpHelper_label3 = You need a target #MechJeb_WarpHelper_label4 = Phase Angle: #MechJeb_WarpHelper_label5 = Lead time:\u0020 #MechJeb_WarpHelper_label6 = Warping to\u0020 #MechJeb_WarpHelper_checkbox1 = Quick warp #MechJeb_WarpHelper_scrmsg = MJ : Warp paused - resume in the Warp Helper menu #MechJeb_WarpHelper_button1 = Abort #MechJeb_WarpHelper_button2 = Warp #MechJeb_WarpHelper_button3 = Resume MJ Warp #MechJeb_WarpHelper_button4 = Pause MJ Warp #MechJeb_InfoItems_label1 = Stage stats #MechJeb_InfoItems_label2 = Target-relative Angular velocity: (N/A) #MechJeb_InfoItems_label3 = Target-relative angular velocity: #MechJeb_InfoItems_label4 = Separation from target: (N/A) #MechJeb_InfoItems_label5 = Separation from target: #MechJeb_InfoItems_label6 = Planet phase angles #MechJeb_InfoItems_label7 = Moon phase angles #MechJeb_InfoItems_button1 = Short stats #MechJeb_InfoItems_button2 = Long stats #MechJeb_InfoItems_button3 = Full stats #MechJeb_InfoItems_button4 = Custom #MechJeb_InfoItems_button5 = Live SLT #MechJeb_InfoItems_button6 = 0Alt SLT #MechJeb_InfoItems_showEmpty = Show 0 #MechJeb_InfoItems_hideEmpty = Hide 0 #MechJeb_InfoItems_UnlimitedText = Unlimited #MechJeb_InfoItems_velocityNA = Target-relative velocity: (N/A) #MechJeb_InfoItems_velocity = Target-relative velocity: #MechJeb_InfoItems_CopytoClipboard = Copy Lat/Lon/Alt to Clipboard #MechJeb_InfoItems_VesselSituation1 = Flying over <<1>> #MechJeb_InfoItems_VesselSituation2 = Upper atmosphere of <<1>> #MechJeb_InfoItems_VesselSituation3 = Space just above <<1>> #MechJeb_InfoItems_VesselSituation4 = Space high over <<1>> #MechJeb_InfoItems_VesselSituation5 = 's surface #MechJeb_InfoItems_VesselSituation6 = 's oceans #MechJeb_InfoItems_StatsColumn0 = Stage #MechJeb_InfoItems_StatsColumn1 = Start Mass #MechJeb_InfoItems_StatsColumn2 = End mass #MechJeb_InfoItems_StatsColumn3 = Staged Mass #MechJeb_InfoItems_StatsColumn4 = Burned Mass #MechJeb_InfoItems_StatsColumn5 = TWR #MechJeb_InfoItems_StatsColumn6 = Max TWR #MechJeb_InfoItems_StatsColumn7 = SLT #MechJeb_InfoItems_StatsColumn8 = Max SLT #MechJeb_InfoItems_StatsColumn9 = ISP #MechJeb_InfoItems_StatsColumn10 = Atmo ΔV #MechJeb_InfoItems_StatsColumn11 = Vac ΔV #MechJeb_InfoItems_StatsColumn12 = Time #MechJeb_InfoItems_StatsColumn13 = Max Thrust #MechJeb_AscentPathEd_title = Ascent Path Editor #MechJeb_AscentPathEd_nopath = Path is null!!!1!!1!1!1111!11eleven #MechJeb_AscentPathEd_auto = Automatic Altitude Turn #MechJeb_AscentPathEd_label1 = Altitude:\u0020 #MechJeb_AscentPathEd_label2 = Velocity:\u0020 #MechJeb_AscentPathEd_label3 = Turn start when Altitude is #MechJeb_AscentPathEd_label4 = or Velocity reach #MechJeb_AscentPathEd_label5 = Turn end altitude: #MechJeb_AscentPathEd_label6 = Turn start altitude: #MechJeb_AscentPathEd_label7 = Turn start velocity: #MechJeb_AscentPathEd_label8 = Turn end altitude: #MechJeb_AscentPathEd_label9 = Final flight path angle: #MechJeb_AscentPathEd_label10 = Turn shape: #MechJeb_AttitudeController_checkbox1 = \u0020Auto-tuning #MechJeb_AttitudeController_checkbox2 = \u0020Low Pass Filter #MechJeb_AttitudeController_label1 = Larger ship do better with a larger Tf #MechJeb_AttitudeController_label2 = Tf (s) #MechJeb_AttitudeController_label3 = P #MechJeb_AttitudeController_label4 = Y #MechJeb_AttitudeController_label5 = R #MechJeb_AttitudeController_label6 = Tf #MechJeb_AttitudeController_label7 = Tf range #MechJeb_AttitudeController_label8 = min #MechJeb_AttitudeController_label9 = max #MechJeb_AttitudeController_label11 = Maximum Relative Angular Velocity #MechJeb_AttitudeController_label12 = Kp #MechJeb_AttitudeController_label13 = Ki #MechJeb_AttitudeController_label14 = Kd #MechJeb_AttitudeController_label15 = Error #MechJeb_AttitudeController_label16 = prop. action. #MechJeb_AttitudeController_label17 = deriv. action #MechJeb_AttitudeController_label18 = integral action. #MechJeb_AttitudeController_label19 = PID Action #MechJeb_AttitudeController_label20 = Inertia #MechJeb_AttitudeController_PIDF = PID factors #MechJeb_AttitudeController_PIDFactor1 = Deadband = #MechJeb_Ascent_checkbox11 = Limit Q to #MechJeb_Ascent_checkbox12 = Prevent engine overheats #MechJeb_Ascent_checkbox13 = Prevent jet flameout #MechJeb_Ascent_checkbox14 = Prevent unstable ignition #MechJeb_Ascent_checkbox15 = Use RCS to ullage #MechJeb_Ascent_checkbox16 = Limit acceleration to #MechJeb_Ascent_checkbox17 = Limit throttle to #MechJeb_Ascent_checkbox18 = Keep limited throttle over #MechJeb_Ascent_checkbox19 = Differential throttle #MechJeb_Ascent_checkbox20 = Electric limit Lo #MechJeb_Ascent_srcmsg1 = [MechJeb]: Killing throttle to prevent unstable ignition #MechJeb_HybridController_checkbox1 = useInertia #MechJeb_HybridController_checkbox2 = RollControlRange #MechJeb_HybridController_label1 = MaxStoppingTime #MechJeb_HybridController_label2 = Actuation #MechJeb_HybridController_label3 = phiVector #MechJeb_HybridController_label4 = TargetTorque #MechJeb_HybridController_label5 = ControlTorque #MechJeb_HybridController_label6 = Inertia #MechJeb_Actiongroup_label1 = Toggle action group #MechJeb_Ascent_hotStaging = Support hotstaging #MechJeb_Ascent_dropSolids = Drop solids early #MechJeb_Ascent_label38 = Stage fairings when: #MechJeb_Ascent_label39 = dynamic pressure #MechJeb_Ascent_label40 = altitude #MechJeb_Ascent_label41 = aerothermal flux #MechJeb_Ascent_label42 = Stop at stage # #MechJeb_Ascent_leadTime = lead time #MechJeb_Ascent_label44 = Clamp AutoStage Thrust #MechJeb_Ascent_status9 = Autostaging off #MechJeb_Ascent_status10 = Will autostage next stage only #MechJeb_Ascent_status11 = Autostaging until stage # #MechJeb_Ascent_status12 = Awaiting liftoff #MechJeb_Ascent_status13 = Vertical ascent <<1>>m/s to go #MechJeb_Ascent_status14 = Gravity Turn <<1>>° to guidance #MechJeb_Ascent_status15 = Pitch program <<1>>° to guidance #MechJeb_Ascent_status16 = WARNING: Unstable Guidance #MechJeb_Ascent_status17 = Stable Guidance #MechJeb_NodeBurnTime = Node burn time #MechJeb_TimeToNode = Time to node #MechJeb_NodedV = Node dV #MechJeb_SurfaceTWR = Surface TWR #MechJeb_LocalTWR = Local TWR #MechJeb_ThrottleTWR = Throttle TWR #MechJeb_AtmosphericPressurePa = Atmospheric pressure (Pa) #MechJeb_AtmosphericPressure = Atmospheric pressure #MechJeb_Coordinates = Coordinates #MechJeb_MeanAnomaly = Mean Anomaly #MechJeb_Orbit = Orbit #MechJeb_TargetOrbit = Target orbit #MechJeb_OrbitWithInc = Orbit #MechJeb_OrbitWithInc_desc = Orbit shape w/ inc. #MechJeb_TargetOrbitWithInc = Target orbit #MechJeb_TargetOrbitWithInc_desc = Target orbit shape w/ inc. #MechJeb_OrbitalEnergy = Orbital energy #MechJeb_OrbitalEnergy_desc = Specific orbital energy #MechJeb_PotentialEnergy = Potential energy #MechJeb_PotentialEnergy_desc = Specific potential energy #MechJeb_KineticEnergy = Kinetic energy #MechJeb_KineticEnergy_desc = Specific kinetic energy #MechJeb_TimeToImpact = Time to impact #MechJeb_SuicideBurnCountdown = Suicide burn countdown #MechJeb_RCSthrust = RCS thrust #MechJeb_RCSTranslationEfficiency = RCS translation efficiency #MechJeb_RCSdV = RCS ΔV #MechJeb_AngularVelocity = Angular Velocity #MechJeb_CurrentAcceleration = Current acceleration #MechJeb_CurrentThrust = Current thrust #MechJeb_TimeToSoIWwitch = Time to SoI switch #MechJeb_SurfaceGravity = Surface gravity #MechJeb_EscapeVelocity = Escape velocity #MechJeb_VesselName = Vessel name #MechJeb_VesselType = Vessel type #MechJeb_VesselMass = Vessel mass #MechJeb_MaxVesselMass = Max vessel mass #MechJeb_DryMass = Dry mass #MechJeb_LiquidFuelandOxidizerMass = Liquid fuel & oxidizer mass #MechJeb_MonopropellantMass = Monopropellant mass #MechJeb_TotalElectricCharge = Total electric charge #MechJeb_MaxThrust = Max thrust #MechJeb_MinThrust = Min thrust #MechJeb_MaxAcceleration = Max acceleration #MechJeb_MinAcceleration = Min acceleration #MechJeb_Gforce = G force #MechJeb_PartCount = Part count #MechJeb_MaxPartCount = Max part count #MechJeb_PartCountDivideMaxParts = Part count / Max parts #MechJeb_StrutCount = Strut count #MechJeb_FuelLinesCount = Fuel Lines count #MechJeb_VesselCost = Vessel cost #MechJeb_CrewCount = Crew count #MechJeb_CrewCapacity = Crew capacity #MechJeb_DistanceToTarget = Distance to target #MechJeb_HeadingToTarget = Heading to target #MechJeb_RelativeVelocity = Relative velocity #MechJeb_TimeToClosestApproach = Time to closest approach #MechJeb_ClosestApproachDistance = Closest approach distance #MechJeb_RelativeVelocityAtClosestApproach = Rel. vel. at closest approach #MechJeb_PeriapsisInTargetSoI = Periapsis in target SoI #MechJeb_TargetCaptureDV = ΔV for capture by target #MechJeb_TargetApoapsis = Target apoapsis #MechJeb_TargetPeriapsis = Target periapsis #MechJeb_TargetInclination = Target inclination #MechJeb_TargetOrbitPeriod = Target orbit period #MechJeb_TargetOrbitSpeed = Target orbit speed #MechJeb_TargetTimeToAp = Target time to Ap #MechJeb_TargetTimeToPe = Target time to Pe #MechJeb_TargetTimeToAN = Target time to AN #MechJeb_TargetTimeToDN = Target time to DN #MechJeb_TargetMeanAnomaly = Target mean anomaly #MechJeb_TargetTrueLongitude = Target true longitude #MechJeb_TargetLAN = Target long. of ascending node #MechJeb_TargetLDN = Target long. of descending node #MechJeb_TargetAoP = Target argument of periapsis #MechJeb_TargetEccentricity = Target eccentricity #MechJeb_TargetSMA = Target semi-major axis #MechJeb_AtmosphericDrag = Atmospheric drag #MechJeb_SynodicPeriod = Synodic period #MechJeb_PhaseAngleToTarget = Phase angle to target #MechJeb_TargetPlanetPhaseAngle = Target planet phase angle #MechJeb_RelativeInclination = Relative inclination #MechJeb_TimeToAN = Time to AN #MechJeb_TimeToDN = Time to DN #MechJeb_CircularOrbitSpeed = Circular orbit speed #MechJeb_StageDv_vac = Stage ΔV (vac) #MechJeb_StageDV_atmo = Stage ΔV (atmo) #MechJeb_StageDV_atmo_vac = Stage ΔV (atmo, vac) #MechJeb_StageTimeFullThrottle = Stage time (full throttle) #MechJeb_StageTimeCurrentThrottle = Stage time (current throttle) #MechJeb_StageTimeHover = Stage time (hover) #MechJeb_TotalDV_vacuum = Total ΔV (vacuum) #MechJeb_TotalDV_atmo = Total ΔV (atmo) #MechJeb_TotalDV_atmo_vac = Total ΔV (atmo, vac) #MechJeb_SurfaceBiome = Surface Biome #MechJeb_CurrentBiome = Current Biome #MechJeb_SteeringError = Steering error #MechJeb_MarkUT = Mark UT #MechJeb_TimeSinceMark = Time since mark #MechJeb_DVExpended = ΔV expended #MechJeb_DragLosses = Drag losses #MechJeb_GravityLosses = Gravity losses #MechJeb_SteeringLosses = Steering losses #MechJeb_PhaseAngleFromMark = Phase angle from mark #MechJeb_MarkLAN = Mark LAN #MechJeb_MarkLatitude = Mark latitude #MechJeb_MarkLongitude = Mark longitude #MechJeb_MarkAltitudeASL = Mark altitude ASL #MechJeb_MarkBody = Mark body #MechJeb_DistanceFromMark = Distance from mark #MechJeb_DownrangeDistance = Downrange distance #MechJeb_MaxDragGees = Max drag gees #MechJeb_ParachuteControlInfo = Parachute Control Info #MechJeb_ChuteMultiplier = 'Chute Multiplier: <<1>> #MechJeb_MultiplierQuality = \nMultiplier Quality: <<1>>% #MechJeb_Usingpredictions = \nUsing <<1>> predictions #MechJeb_SimDragScalar = Sim Drag Scalar #MechJeb_SimLiftScalar = Sim Lift Scalar #MechJeb_SimDynaPressPa = Sim DynaPressPa #MechJeb_SimsimMach = Sim simMach #MechJeb_SimSpdOfSnd = Sim SpdOfSnd #MechJeb_LandingSim = LandingSim #MechJeb_DVincludecosinelosses = ΔV include cosine losses #MechJeb_NodeBurnLength = Node Burn Length #MechJeb_NodeBurnCountdown = Node Burn Countdown #MechJeb_SpeedIntAcc = Speed Int Acc #MechJeb_Traction = Traction #MechJeb_Headingerror = Heading error #MechJeb_Speederror = Speed error #MechJeb_Autostagingstatus = Autostaging status #MechJeb_Targetcoordinates = Target coordinates #MechJeb_pickingPositionMsg = Click to select a target on <<1>>'s surface.\n(Leave map view to cancel.) #MechJeb_Pickpositiontarget = Pick position target #MechJeb_UniversalTime = Universal Time #MechJeb_LocalGravity = Local gravity #MechJeb_OrbitalSpeed = Orbital speed #MechJeb_SurfaceSpeed = Surface speed #MechJeb_VerticalSpeed = Vertical speed #MechJeb_SurfaceHorizontalSpeed = Surface horizontal speed #MechJeb_OrbitHorizontalSpeed = Orbit horizontal speed #MechJeb_Heading = Heading #MechJeb_Pitch = Pitch #MechJeb_Roll = Roll #MechJeb_Altitude_ASL = Altitude (ASL) #MechJeb_Altitude_true = Altitude (true) #MechJeb_SurfaceAltitudeASL = Surface altitude ASL #MechJeb_Apoapsis = Apoapsis #MechJeb_Periapsis = Periapsis #MechJeb_OrbitalPeriod = Orbital period #MechJeb_TimeToApoapsis = Time to apoapsis #MechJeb_TimeToPeriapsis = Time to periapsis #MechJeb_LAN = Long. of ascending node #MechJeb_ArgumentOfPeriapsis = Argument of periapsis #MechJeb_Inclination = Inclination #MechJeb_Eccentricity = Eccentricity #MechJeb_SemiMajorAxis = Semi-major axis #MechJeb_Latitude = Latitude #MechJeb_Longitude = Longitude #MechJeb_AngleOfAttack = Angle of Attack #MechJeb_AngleOfSideslip = Angle of Sideslip #MechJeb_DisplacementAngle = Displacement Angle #MechJeb_Mach = Mach #MechJeb_SpeedOfSound = Speed of sound #MechJeb_DragCoefficient = Drag Coefficient #MechJeb_AtmosphereDensity = Atmosphere density #MechJeb_MaxDynamicPressure = Max dynamic pressure #MechJeb_DynamicPressure = Dynamic pressure #MechJeb_IntakeAir = Intake air #MechJeb_IntakeAirAllIntakes = Intake air (all intakes open) #MechJeb_IntakeAirNeeded = Intake air needed #MechJeb_intakeAirAtMax = Intake air needed (max) #MechJeb_AngleToPrograde = Angle to prograde #MechJeb_AerothermalFlux = Aerothermal flux #MechJeb_TerminalVelocity = Terminal velocity #MechJeb_Altitude_bottom = Altitude (bottom) #MechJeb_PureDrag = Pure Drag #MechJeb_PureLift = Pure Lift #MechJeb_Toggle_Ascent_Navball_Guidance = Toggle Ascent Navball Guidance #MechJeb_ToggleAntennas = Toggle antennas #MechJeb_Autodeployantennas = Auto-deploy antennas #MechJeb_AntennasEXTENDED = Toggle antennas (currently extended) #MechJeb_AntennasRETRACTED = Toggle antennas (currently retracted) #MechJeb_AntennasToggle = Toggle antennas #MechJeb_StageStatsAll = Stage stats (all) #MechJeb_DockingGuidance_velocity = Docking guidance: velocity #MechJeb_DockingGuidanceAngularVelocity = Docking guidance: Angular velocity #MechJeb_DockingGuidancePosition = Docking guidance: position #MechJeb_AllPlanetPhaseAngles = All planet phase angles #MechJeb_AllMoonPhaseAngles = All moon phase angles #MechJeb_LatLonClipbardCopy = Lat/Lon/Alt Copy to Clipboard #MechJeb_PoolsStatus = Pools Status #MechJeb_Separator = Separator #MechJeb_LandingPredictions = Landing predictions #MechJeb_HideMenuButton = Hide Menu Button #MechJeb_UseAppLauncher = Use AppLauncher #MechJeb_MenuPosition = Menu Position #MechJeb_RCSBalancerInfo = RCS balancer info #MechJeb_RCSBalancerInfo_Label1 = Calculation time #MechJeb_RCSBalancerInfo_Label2 = Pending tasks #MechJeb_RCSBalancerInfo_Label3 = Cache size #MechJeb_RCSBalancerInfo_Label4 = Cache hits #MechJeb_RCSBalancerInfo_Label5 = Cache misses #MechJeb_RCSBalancerInfo_Label6 = CoM shift #MechJeb_RCSBalancerInfo_Label7 = CoM recalc #MechJeb_RCSBalancerInfo_Label8 = Max CoM shift #MechJeb_RCSBalancerInfo_Label9 = Status #MechJeb_RCSThrusterStates = RCS thruster states #MechJeb_RCSThrusterStates_Label1 = RCS thrusters states (scaled to 0-9) #MechJeb_RCSPartThrottles = RCS part throttles #MechJeb_ControlVector = Control vector #MechJeb_RCSPid = RCS Pid #MechJeb_DisableSmartACSAutomatically = Disable SmartACS automatically #MechJeb_DisableSmartRcsAutomatically = Disable SmartRcs automatically #MechJeb_ToggleSolarPanels = Toggle solar panels #MechJeb_SolarPanelDeployButton = Auto-deploy solar panels #MechJeb_SolarPanelDeploy = Toggle solar panels (currently extended) #MechJeb_SolarPanelRetracted = Toggle solar panels (currently retracted) #MechJeb_SolarPanelToggle = Toggle solar panels #MechJeb_AutostagingSettings = Autostaging settings #MechJeb_ClampAutostageThrust = Clamp Autostage Thrust #MechJeb_LimittoMaxQ = Limit to Max Q #MechJeb_PreventEngineOverheats = Prevent engine overheats #MechJeb_SmoothThrottle = Smooth throttle #MechJeb_PreventJetFlameout = Prevent jet flameout #MechJeb_PreventUnstableIgnition = Prevent unstable ignition #MechJeb_UseRCStoullage = Use RCS to ullage #MechJeb_ManageAirIntakes = Manage air intakes #MechJeb_LimitThrottle = Limit throttle #MechJeb_LowerThrottleLimit = Lower throttle limit #MechJeb_DifferentialThrottle = Differential throttle #MechJeb_ElectricLimit = Electric limit #MechJeb_AutostageOnce = Autostage Once #MechJeb_Autostage = Autostage #MechJeb_MJWarpControl = MJ Warp Control #MechJeb_DebugString = Debug String #MechJeb_RCSTranslation = RCS Translation #MechJeb_RCSTorque = RCS Torque #MechJeb_Torque = Torque #MechJeb_hideBrakeOnEject = Hide 'Brake on Eject' in Rover Controller #MechJeb_useTitlebarDragging = Use only the titlebar for window dragging #MechJeb_rssMode = Module disabling does not kill throttle (RSS/RO) #MechJeb_smartTranslation = Smart RCS translation #MechJeb_RCSBalancerOverdrive = RCS balancer overdrive #MechJeb_conserveFuel = Conserve RCS fuel #MechJeb_conserveThreshold = Conserve RCS fuel threshold #MechJeb_RCSTf = RCS Tf #MechJeb_RCSThrottle = RCS throttle when 0kn thrust #MechJeb_rcsForRotation = Use RCS for rotation #MechJeb_ControlHeading = Heading control #MechJeb_ControlSpeed = Speed control #MechJeb_BrakeOnEject = Brake on Pilot Eject #MechJeb_BrakeOnEnergyDepletion = Brake on Energy Depletion #MechJeb_WarpToDaylight = Warp until Day if Depleted #MechJeb_StabilityControl = Stability Control #MechJeb_LimitAcceleration = Limit Acceleration #MechJeb_DockingSpeedLimit = Docking speed limit #MechJeb_RCSBalancerPrecision = RCS balancer precision #MechJeb_Speed = Speed #MechJeb_SafeTurnspeed = Safe turnspeed #MechJeb_TerrainLookAhead = Terrain Look Ahead #MechJeb_BrakeSpeedLimit = Brake Speed Limit #MechJeb_HeadingPIDP = Heading PID P #MechJeb_HeadingPIDI = Heading PID I #MechJeb_HeadingPIDD = Heading PID D #MechJeb_SpeedPIDP = Speed PID P #MechJeb_SpeedPIDI = Speed PID I #MechJeb_SpeedPIDD = Speed PID D #MechJeb_TractionBrakeLimit = Traction Brake Limit #MechJeb_MohoMapdist = Moho Mapdist #MechJeb_EveMapdist = Eve Mapdist #MechJeb_GillyMapdist = Gilly Mapdist #MechJeb_KerbinMapdist = Kerbin Mapdist #MechJeb_MunMapdist = Mun Mapdist #MechJeb_MinmusMapdist = Minmus Mapdist #MechJeb_DunaMapdist = Duna Mapdist #MechJeb_IkeMapdist = Ike Mapdist #MechJeb_DresMapdist = Dres Mapdist #MechJeb_EelooMapdist = Eeloo Mapdist #MechJeb_JoolMapdist = Jool Mapdist #MechJeb_TyloMapdist = Tylo Mapdist #MechJeb_LaytheMapdist = Laythe Mapdist #MechJeb_PolMapdist = Pol Mapdist #MechJeb_BopMapdist = Bop Mapdist #MechJeb_VallMapdist = Vall Mapdist #MechJeb_Disabled = Disabled #MechJeb_Enabled = Enabled #MechJeb_OrbitPrograde = Orbit Prograde #MechJeb_OrbitRetrograde = Orbit Retrograde #MechJeb_OrbitNormal = Orbit Normal #MechJeb_OrbitAntinormal = Orbit Antinormal #MechJeb_OrbitRadialIn = Orbit Radial In #MechJeb_OrbitRadialOut = Orbit Radial Out #MechJeb_OrbitKillRotation = Orbit Kill Rotation #MechJeb_DeactivateSmartACS = Deactivate SmartACS #MechJeb_LandSomewhere = Land somewhere #MechJeb_LandatKSC = Land at KSC #MechJeb_PANIC = PANIC! #MechJeb_TranslatronOFF = Translatron OFF #MechJeb_TranslatronKeepVert = Translatron Keep Vert #MechJeb_TranslatronZerospeed = Translatron Zero speed #MechJeb_TranslatronPlusspeed = Translatron +1 speed #MechJeb_TranslatronMinusspeed = Translatron -1 speed #MechJeb_TranslatronToggleHS = Translatron Toggle H/S #MechJeb_AscentAPtoggle = Ascent AP toggle #MechJeb_AnatidRobotics = Anatid Robotics #MechJeb_AnatidRobotics_Multiversal = Anatid Robotics / Multiversal Mechatronics #MechJeb_MechanicalJeb2_Title = Mechanical Jeb - Pod version 2.0 #MechJeb_MechanicalJeb2_Description = After many years spent on research, our scientists still couldn't explain why Jebediah Kerman was such a good pilot, so we decided to make a mechanical copy of his brain to help pilot our ships. This is an unmanned pod version of MechJeb, designed to save the life of the brave Kerbals who volunteer to test new crafts. #MechJeb_MechJeb2_Title = MechJeb 2 (AR202 case) #MechJeb_MechJeb2_Description = A ruggedized version of MechJeb's neural circuits in a radial-mount case. #MechJeb_Future_ManeuverTranslatron_Title = MechJeb Features - Maneuver & Translatron #MechJeb_Future_ManeuverTranslatron_Description = Unlocks the following MechJeb windows: Maneuver Planner, Translatron, Warp Helper, Attitude Adjustment, Thrust Window, RCS Balancer. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. #MechJeb_Future_RoverAutopilot_Title = MechJeb Features - Rover Autopilot #MechJeb_Future_RoverAutopilot_Description = Unlocks the following MechJeb windows: Rover Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. #MechJeb_Future_RendevousDocking_Title = MechJeb Features - Rendezvous & Docking #MechJeb_Future_RendevousDocking_Description = Unlocks the following MechJeb windows: Rendezvous Guidance, Rendezvous Autopilot, Docking Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. #MechJeb_Future_AscentLandingSpaceplane_Title = MechJeb Features - Ascent, Landing, Spaceplane #MechJeb_Future_AscentLandingSpaceplane_Description = Unlocks the following MechJeb windows: Ascent Autopilot, Landing Autopilot, Spaceplane Guidance. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. #MechJeb_RESOURCE_MJPropellant = MJPropellant } } } UrlConfig { parentUrl = MechJeb2/Localization/es-es.cfg Localization { es-es { #MechJeb_ModuleAreLocked = Algunos módulos están desactivados hasta que desbloquee el nodo adecuado en el árbol de I+D o actualice la estación de seguimiento. #MechJeb_OnlineManualbutton = Manual en línea #MechJeb_InstallCheckA_title = Instalación incorrecta de MechJeb2 #MechJeb_InstallCheckA_msg = MechJeb2 se instaló incorrectamente y no funcionará correctamente.\nTodos los archivos MechJeb2 deben ubicarse en KSP en \n\n\tGameData\n\t\tMechJeb2\n\t\t\tParts\n\t\t\tPlugins\n\nNo mueva ningún archivo desde el interior de la carpeta MechJeb2.\n\nRuta incorrecta(s):\n #MechJeb_InstallCheckB_title = Instalación redundante de MechJebMenuToolbar #MechJeb_InstallCheckB_msg = MechJebMenuToolbar está instalado, pero esta versión de MechJeb2 ya incluye soporte para el complemento de barra de herramientas Blizzy78.\nPor favor elimine este dll: #MechJeb_MechJebInfo_VABSPH = Control de actitud por MechJeb™ #MechJeb_Maneuver_Planner_title = Planificador de maniobra #MechJeb_Maneu_Autowarp = Deformación automática #MechJeb_Maneu_Tolerance = Tolerancia: #MechJeb_Maneu_Lead_time = Tiempo de espera: #MechJeb_of = de #MechJeb_Maneu_STB = Programar la quema #MechJeb_Maneu_TimeSelect1 = en el momento óptimo #MechJeb_Maneu_TimeSelect2 = en el próximo apoapsis #MechJeb_Maneu_TimeSelect3 = en el enfoque más cercano al objetivo #MechJeb_Maneu_TimeSelect4 = en la ecuatorial NA #MechJeb_Maneu_TimeSelect5 = en la ecuatorial ND #MechJeb_Maneu_TimeSelect6 = en la próxima periapsis #MechJeb_Maneu_TimeSelect7 = en la próxima NA con el objetivo #MechJeb_Maneu_TimeSelect8 = en el próximo ND con el objetivo #MechJeb_Maneu_TimeSelect9 = después de un tiempo fijo #MechJeb_Maneu_TimeSelect10 = a una altitud #MechJeb_Maneu_TimeSelect11 = en el ecuatorial más cercano NA/ND #MechJeb_Maneu_TimeSelect12 = en la ecuatorial más barata NA/ND #MechJeb_Maneu_TimeSelect13 = en el NA/ND más cercano con el objetivo #MechJeb_Maneu_TimeSelect14 = en el NA/ND más barato con el objetivo #MechJeb_Maneu_errorMessage = Se produjo un error al crear el nodo. #MechJeb_Maneu_Exception1 = Advertencia: la órbita es hiperbólica, por lo que no existe apoapsis. #MechJeb_Maneu_Exception2 = Advertencia: no se seleccionó ningún objetivo. #MechJeb_Maneu_Exception3 = Advertencia: no se puede circular a esta altitud, ya que la órbita actual no la alcanza. #MechJeb_Maneu_Exception4 = Advertencia: el nodo ascendente ecuatorial no existe. #MechJeb_Maneu_Exception5 = Advertencia: el nodo descendente ecuatorial no existe. #MechJeb_Maneu_Exception6 = Advertencia: no existe un nodo ascendente ni descendente #MechJeb_Maneu_Exception7 = Advertencia: no existe un nodo ascendente ni descendente. #MechJeb_AdvancedTransfer_title = transferencia avanzada a otro planeta #MechJeb_adv_modeName1 = Tiempo limitado #MechJeb_adv_modeName2 = La selección porkchop #MechJeb_adv_Preconditions1 = la órbita inicial no debe ser hiperbólica #MechJeb_adv_Preconditions2 = la órbita inicial no debe escapar de <<1>> esfera de influencia #MechJeb_adv_Preconditions3 = debe seleccionar un objetivo para la transferencia interplanetaria #MechJeb_adv_Preconditions4 = no tiene sentido trazar una transferencia interplanetaria desde una órbita alrededor #MechJeb_adv_Preconditions5 = use la función de transferencia regular de Hohmann para interceptar otra órbita corporal #MechJeb_adv_Preconditions6 = una transferencia interplanetaria desde la esfera de influencia de <<1>> debe apuntar a un cuerpo que orbita alrededor del cuerpo "padre" de <<2>>, <<3>>. #MechJeb_adv_Preconditions7 = use la función de transferencia regular de Hohmann para interceptar otro cuerpo en órbita alrededor del Sol #MechJeb_adv_Preconditions8 = ya estas orbitando <<1>>. #MechJeb_adv_computing = Computando: #MechJeb_adv_reset_button = Reiniciar #MechJeb_adv_captureburn = incluir captura de quema #MechJeb_adv_periapsis = Periapsis #MechJeb_adv_label1 = en cualquier momento #MechJeb_adv_label2 = Seleccione: #MechJeb_adv_label3 = Salida en #MechJeb_adv_label4 = Duración del tránsito #MechJeb_adv_label5 = Hora máxima de llegada #MechJeb_adv_button1 = ΔV Más bajo #MechJeb_adv_button2 = Lo antes posible #MechJeb_adv_Exception1 = Cálculo no terminado #MechJeb_adv_Exception2 = Cálculo iniciado #MechJeb_adv_Exception3 = Cálculo fallido #MechJeb_adv_Exception4 = Punto no válido seleccionado. #MechJeb_Hohm_title = transferencia bi-impulsiva (Hohmann) al objetivo #MechJeb_Hohm_intercept_only = solo interceptar, sin captura de quema (impacto/sobrevuelo) #MechJeb_Hohm_simpleTransfer = transferencia coplanar simple de Hohmann #MechJeb_Hohm_Label1 = compensación del período objetivo fraccional #MechJeb_Hohm_Exception1 = debe seleccionar un objetivo para la transferencia bi-impulsiva. #MechJeb_Hohm_Exception2 = El objetivo de la transferencia bi-impulsiva debe estar en la misma esfera de influencia. #MechJeb_Hohm_Exception3 = el nodo ascendente con el objetivo no existe. #MechJeb_Hohm_Exception4 = el nodo descendente con destino no existe. #MechJeb_Hohm_Exception5 = No existe un nodo ascendente ni descendente con destino. #MechJeb_Ap_title = cambiar apoapsis #MechJeb_Ap_label1 = Nueva apoapsis: #MechJeb_Ap_Exception = la nueva apoapsis no puede ser inferior a la altitud de la quema (<<1>>) #MechJeb_both_title = cambiar tanto Pe como Ap #MechJeb_both_label1 = Nueva periapsis: #MechJeb_both_label2 = Nueva apoapsis: #MechJeb_both_Exception1 = la nueva periapsis no puede ser mayor que la altitud de la quema (<<1>>) #MechJeb_both_Exception2 = la nueva apoapsis no puede ser inferior a la altitud de la quema #MechJeb_both_Exception3 = la nueva periapsis no puede ser inferior a menos el radio de #MechJeb_inclination_title = cambio de inclinación #MechJeb_inclination_label = Nueva inclinación: #MechJeb_AN_title = cambiar la longitud del nodo ascendente #MechJeb_AN_label = Nueva longitud del nodo ascendente: #MechJeb_AN_error = Advertencia: el plano orbital tiene una baja inclinación de <<1>>º (se recomienda > 10º) y entonces la maniobra puede no ser precisa #MechJeb_Pe_title = cambiar la periapsis #MechJeb_Pe_label = Nueva periapsis: #MechJeb_Pe_Exception1 = la nueva periapsis no puede ser mayor que la altitud de la quema #MechJeb_Pe_Exception2 = nueva periapsis no puede ser inferior a menos el radio de #MechJeb_Sa_title = cambiar el eje semi-mayor" #MechJeb_Sa_label = Nuevo eje semi-mayor: #MechJeb_Sa_errormsg = Advertencia: el nuevo eje semi-mayor es muy grande y puede provocar una órbita hiperbólica #MechJeb_Sa_Exception = no puede hacer que el eje semi-mayor sea menos del doble de la altitud de quemado más el radio de #MechJeb_la_title = cambiar la longitud de la superficie de la apsis #MechJeb_la_label = Nueva longitud de superficie después de una órbita: #MechJeb_approach_title = afinar el enfoque más cercano al objetivo #MechJeb_approach_label1 = Periapsis final aproximada #MechJeb_approach_label2 = Distancia de aproximación más cercana #MechJeb_approach_label3 = Programe la grabación para minimizar el ΔV requerido. #MechJeb_approach_Exception1 = debe seleccionar un objetivo para la corrección del curso. #MechJeb_approach_Exception2 = el objetivo para la corrección del curso debe estar en la misma esfera de influencia #MechJeb_Approach_errormsg = Advertencia: la órbita antes de la corrección del curso no parece acercarse al objetivo muy de cerca. La corrección del curso planificado puede ser extrema. Recomiende trazar una órbita de intercepción aproximada y luego trazar una corrección de rumbo. #MechJeb_intercept_title = interceptar objetivo en el momento elegido #MechJeb_intercept_label = Tiempo después de la quemadura para interceptar el objetivo.: #MechJeb_intercept_Exception1 = debe seleccionar un objetivo para interceptar. #MechJeb_intercept_Exception2 = el objetivo debe estar en la misma esfera de influencia. #MechJeb_match_planes_title = emparejar aviones con el objetivo #MechJeb_match_planes_Exception1 = debe seleccionar un objetivo para que coincida con los planos. #MechJeb_match_planes_Exception2 = solo puede hacer coincidir planos con un objeto en la misma esfera de influencia. #MechJeb_match_planes_Exception3 = el nodo ascendente con el objetivo no existe. #MechJeb_match_planes_Exception4 = el nodo descendente con el objetivo no existe. #MechJeb_match_planes_Exception5 = No existe un nodo ascendente ni descendente con destino. #MechJeb_match_planes_Exception6 = referencia de tiempo incorrecta. #MechJeb_match_v_title = emparejar velocidades con el objetivo #MechJeb_match_v_Exception1 = debe seleccionar un objetivo para que coincida con las velocidades. #MechJeb_match_v_Exception2 = el objetivo debe estar en la misma esfera de influencia. #MechJeb_resonant_title = órbita resonante #MechJeb_resonant_label1 = Cambie su período orbital a <<1>> de su período orbital actual #MechJeb_resonant_label2 = Nueva relación del período orbital : #MechJeb_return_title = regreso de una luna #MechJeb_return_label1 = Periapsis final aproximada: #MechJeb_return_label2 = Programe la grabación en la próxima ventana de retorno. #MechJeb_return_errormsg = Advertencia: se recomienda que la luna de inicio regrese de una órbita casi circular (excentricidad < 0.2). El retorno planificado comienza desde una órbita con excentricidad <<1>> y, por lo tanto, puede no ser exacto. #MechJeb_return_Exception = <<1>> no está orbitando a otro cuerpo al que podrías regresar. #MechJeb_transfer_title = transferir a otro planeta #MechJeb_transfer_Label1 = Programar la quema: #MechJeb_transfer_Label2 = en la próxima ventana de transferencia. #MechJeb_transfer_Label3 = tan pronto como sea posible #MechJeb_transfer_Label4 = El uso de este modo anula su garantía #MechJeb_transfer_Exception1 = debe seleccionar un objetivo para la transferencia interplanetaria. #MechJeb_transfer_Exception2 = no tiene sentido trazar una transferencia interplanetaria desde una órbita alrededor <<1>>. #MechJeb_transfer_Exception3 = use la función de transferencia regular de Hohmann para interceptar otra órbita corporal <<1>>. #MechJeb_transfer_Exception4 = una transferencia interplanetaria desde la esfera de influencia de <<1>> debe apuntar a un cuerpo que orbita parentalmente a <<2>>, <<3>>. #MechJeb_transfer_errormsg1 = Advertencia: el plano orbital del objetivo está en un ángulo <<1>>º con respecto al plano orbital de <<2>> (recomendar como máximo 30º). La transferencia interplanetaria planificada puede no interceptar el objetivo correctamente." #MechJeb_transfer_errormsg2 = Advertencia: se recomienda iniciar transferencias interplanetarias desde <<1>> desde una órbita en el mismo plano que la órbita de <<2>> alrededor de <<3>>. La órbita inicial alrededor de <<4>> está inclinada <<5>>º con respecto a la órbita de <<6>> alrededor de <<7>> (recomendar < 10º). La transferencia planificada puede no interceptar el objetivo correctamente." #MechJeb_transfer_errormsg3 = Advertencia: se recomienda iniciar transferencias interplanetarias desde una órbita casi circular (excentricidad < 0.2). La transferencia planificada está comenzando desde una órbita con excentricidad <<1>> y, por lo tanto, puede no interceptar el objetivo correctamente. #MechJeb_Maneu_circularize_title = circularizar #MechJeb_Maneu_createNodeBtn01 = Crear un nuevo #MechJeb_Maneu_createNodeBtn02 = Cambiar el último #MechJeb_Maneu_createlab1 = nodo de maniobra para: #MechJeb_Maneu_createlab2 = Cree un nuevo nodo de maniobra para: #MechJeb_Maneu_createlab3 = después del último nodo de maniobra. #MechJeb_Maneu_button1 = Crear nodo #MechJeb_Maneu_button2 = Crea y ejecuta #MechJeb_Maneu_button3 = Eliminar TODOS los nodos #MechJeb_Maneu_button4 = Ejecute el siguiente nodo #MechJeb_Maneu_button5 = Ejecute todos los nodos #MechJeb_Maneu_button6 = Anular la ejecución del nodo #MechJeb_ApproAndLand_title = Enfoque de aeronaves y aterrizaje automático #MechJeb_ApproAndLand_label1 = Aterrizaje #MechJeb_ApproAndLand_label2 = Distancia a la pista: #MechJeb_ApproAndLand_label3 = Mostrar guía de navegación de aterrizaje #MechJeb_ApproAndLand_label4 = Velocidad de aproximación: #MechJeb_ApproAndLand_label5 = Velocidad de toma de contacto: #MechJeb_ApproAndLand_label6 = Empuje inverso al aterrizar #MechJeb_ApproAndLand_label7 = Frene tan pronto como aterrice #MechJeb_ApproAndLand_label8 = Estado: #MechJeb_ApproAndLand_label9 = Distancia al punto de ruta: <<1>> m #MechJeb_ApproAndLand_label10 = Velocidad objetivo: <<1>> m/s #MechJeb_ApproAndLand_label11 = Altitud prevista: <<1>> m #MechJeb_ApproAndLand_label12 = Velocidad vertical objetivo: <<1>> m/s #MechJeb_ApproAndLand_label13 = Rumbo objetivo: <<1>>º #MechJeb_ApproAndLand_approachState1 = Proceder al punto de aproximación inicial #MechJeb_ApproAndLand_approachState2 = Proceder al punto de aproximación final #MechJeb_ApproAndLand_approachState3 = Interceptando la pendiente de planeo #MechJeb_ApproAndLand_approachState4 = Proceder al punto de aterrizaje #MechJeb_ApproAndLand_approachState5 = Esperando bengala #MechJeb_ApproAndLand_approachState6 = Resplandeciente #MechJeb_ApproAndLand_approachState7 = Desplegando #MechJeb_ApproAndLan_button1 = Aterrizaje automático #MechJeb_ApproAndLan_button2 = Abortar #MechJeb_Aircraftauto_title = Piloto automático de aeronave #MechJeb_Aircraftauto_button1 = Desactivar piloto automático #MechJeb_Aircraftauto_button2 = Activar piloto automático #MechJeb_Aircraftauto_button3 = PID #MechJeb_Aircraftauto_button4 = Ocultar PID #MechJeb_Aircraftauto_Label1 = Retención de altitud #MechJeb_Aircraftauto_btnset1 = Fijar #MechJeb_Aircraftauto_Label2 = Velocidad vertical sostenida #MechJeb_Aircraftauto_btnset2 = Fijar #MechJeb_Aircraftauto_VS = V/S ± #MechJeb_Aircraftauto_Label3 = Límite de velocidad vertical #MechJeb_Aircraftauto_btnset3 = Fijar #MechJeb_Aircraftauto_Label4 = Mantener Rumbo #MechJeb_Aircraftauto_btnset4 = Fijar #MechJeb_Aircraftauto_Label5 = Mantener Balanceo #MechJeb_Aircraftauto_btnset5 = Fijar #MechJeb_Aircraftauto_Label6 = Límite Balanceo ± #MechJeb_Aircraftauto_btnset6 = Fijar #MechJeb_Aircraftauto_Label7 = Mantener Velocidad #MechJeb_Aircraftauto_btnset7 = Fijar #MechJeb_Aircraftauto_Label8 = Aceleración #MecgJeb_Aircraftauto_error1 = Error:<<1>> Objetivo:<<2>> Cur:<<3>> #MecgJeb_Aircraftauto_error2 = Error:<<1>> Objetivo:<<2>> Cur:<<3>> PID: <<4>> #MechJeb_Aircraftauto_Label10 = Balanceo #MechJeb_Aircraftauto_Pitch = Pitch #MechJeb_Aircraftauto_Limits = Limits: #MechJeb_Aircraftauto_RollLimit = Roll #MechJeb_Aircraftauto_YawLimit = Yaw #MechJeb_Aircraftauto_PitchUpLimit = Pitch up #MechJeb_Aircraftauto_PitchDownLimit = Pitch down #MechJeb_Ascent_title = Guía de ascenso #MechJeb_Ascent_ascentPathList1 = Perfil de ascenso clásico #MechJeb_Ascent_ascentPathList2 = Giro por gravedad estilo stock™ #MechJeb_Ascent_ascentPathList3 = Guía de vector de cebador (RSS/RO) #MechJeb_Ascent_status1 = Pre lanzamiento #MechJeb_Ascent_status2 = Apagado #MechJeb_Ascent_status3 = Pre lanzamiento #MechJeb_Ascent_status4 = La nave no aterriza, omitiendo el prelanzamiento #MechJeb_Ascent_status5 = Retractando paneles solares #MechJeb_Ascent_status6 = En espera de despegue #MechJeb_Ascent_status7 = Circularizando #MechJeb_Ascent_status8 = Inercia a la quema de circularización #MechJeb_Ascent_status18 = Ascenso vertical #MechJeb_Ascent_status19 = Ajuste fino de altitud intermedia #MechJeb_Ascent_status20 = Iniciar giro gravitatorio #MechJeb_Ascent_status21 = Ajuste fino de la apoapsis #MechJeb_Ascent_status22 = Giro gravitatorio #MechJeb_Ascent_status23 = Por inercia al borde de la atmósfera #MechJeb_Ascent_status24 = Retener AP #MechJeb_NavBallGuidance_btn1 = Ocultar guía de navegación de ascenso #MechJeb_NavBallGuidance_btn2 = Mostrar guía de navegación de ascenso #MechJeb_Ascent_button1 = Desactivar piloto automático #MechJeb_Ascent_button2 = Activar piloto automático #MechJeb_Ascent_button3 = Restablecer guía (NO PRESIONE) #MechJeb_Ascent_button4 = OBJETIVO #MechJeb_Ascent_button5 = GUIA #MechJeb_Ascent_button6 = OPTS #MechJeb_Ascent_button7 = ESTADO #MechJeb_Ascent_button8 = OBJETIVO #MechJeb_Ascent_button9 = GUIA #MechJeb_Ascent_button10 = OPTS #MechJeb_Ascent_button11 = OBJETIVO #MechJeb_Ascent_button12 = OPTS #MechJeb_Ascent_button13 = Actual #MechJeb_Ascent_button14 = Lanzamiento de encuentro: #MechJeb_Ascent_button15 = Lanzamiento en el plano del objetivo #MechJeb_Ascent_button16 = Lanzamiento en ventana interplanetaria #MechJeb_Ascent_button17 = Abortar #MechJeb_Ascent_label1 = Periapsis objetivo: #MechJeb_Ascent_label2 = Apoapsis objetivo: #MechJeb_Ascent_label3 = Ap < Pe: órbita circularizante #MechJeb_Ascent_label4 = Órbita hiperbólica objetivo (neg Ap) #MechJeb_Ascent_label5 = Altitud de la órbita #MechJeb_Ascent_label6 = inc órbita. #MechJeb_Ascent_label7 = inc <<1>>º debajo de la latitud actual #MechJeb_Ascent_label8 = Gire la altitud de inicio: #MechJeb_Ascent_label9 = Velocidad de inicio de giro: #MechJeb_Ascent_label10 = Gire el alabeo de inicio: #MechJeb_Ascent_label11 = Altitud intermedia: #MechJeb_Ascent_label12 = Mantener tiempo AP: #MechJeb_Ascent_label13 = Comienzo de alabeo de refuerzo: #MechJeb_Ascent_label14 = Tasa de alabeo de refuerzo: #MechJeb_Ascent_label15 = Intervalo de orientación: #MechJeb_Ascent_label16 = Los intervalos de orientación están limitados a entre 1 y 30 segundos. #MechJeb_Ascent_label17 = Qα límite #MechJeb_Ascent_label18 = El límite Qα no puede establecerse en un valor inferior a 100 Pa-rad #MechJeb_Ascent_label19 = El límite Qα no se puede establecer en más alto que 10000 Pa-rad #MechJeb_Ascent_label20 = Se recomienda que el límite Qα sea de 1000 a 4000 Pa-rad #MechJeb_Ascent_label21 = ARREGLARME: limitador-g está fuera de servicio por mantenimiento #MechJeb_Ascent_label22 = escalada #MechJeb_Ascent_label23 = giro #MechJeb_Ascent_label24 = Desvanecimiento presión dinámica #MechJeb_Ascent_label25 = Ganancia #MechJeb_Ascent_label26 = Estado de orientación: #MechJeb_Ascent_label27 = converger:\u0020 #MechJeb_Ascent_label28 = estado:\u0020 #MechJeb_Ascent_label29 = estancamiento: #MechJeb_Ascent_label30 = ULTIMO FALLO: #MechJeb_Ascent_label31 = MASA ESTÁ APAGADA POR #MechJeb_Ascent_label32 = EMPUJE APAGADO POR #MechJeb_Ascent_label33 = Lanzar cuenta regresiva: #MechJeb_Ascent_label34 = Seleccione un objetivo para un lanzamiento programado. #MechJeb_Ascent_label35 = Estado piloto automático: #MechJeb_Ascent_label36 = CONTROL DESACTIVADO (AVIONICA) #MechJeb_Ascent_label37 = Advertencia: MechJeb no puede circularizar sin una estación de seguimiento actualizada. #MechJeb_Ascent_attachAlt = Attach Altitude: #MechJeb_Ascent_warnAttachAltLow = Attach < Pe: periapsis insertion #MechJeb_Ascent_warnAttachAltHigh = Attach > Ap: apoapsis insertion #MechJeb_Ascent_checkbox1 = Omitir Costa #MechJeb_Ascent_checkbox2 = Fuerza Cabeceo #MechJeb_Ascent_checkbox3 = Limitar AoA a #MechJeb_Ascent_checkbox4 = Dirección correctiva #MechJeb_Ascent_checkbox5 = Etapa automática #MechJeb_Ascent_checkbox6 = Despliegue automático de paneles solares #MechJeb_Ascent_checkbox7 = Despliegue automático de Antenas #MechJeb_Ascent_checkbox8 = Deformación automática #MechJeb_Ascent_checkbox9 = Saltar circularización #MechJeb_Ascent_checkbox10 = Editar ruta de ascenso #MechJeb_Ascent_msg1 = Lanzamiento en ventana interplanetaria #MechJeb_Ascent_msg2 = Lanzamiento al plano objetivo #MechJeb_Ascent_msg3 = Lanzamiento al encuentro #MechJeb_AttitudeAdjust_title = Ajuste de actitud #MechJeb_AttitudeAdjust_checkbox1 = Modo automático RCS #MechJeb_AttitudeAdjust_checkbox2 = MJControlador actitud #MechJeb_AttitudeAdjust_checkbox3 = KosControlador actitud #MechJeb_AttitudeAdjust_checkbox4 = Controlador híbrido #MechJeb_AttitudeAdjust_checkbox5 = Mostrar números #MechJeb_AttitudeAdjust_checkbox6 = Visible a través del objeto #MechJeb_AttitudeAdjust_checkbox7 = Mostrar el CdM #MechJeb_AttitudeAdjust_checkbox8 = Mostrar el CoL #MechJeb_AttitudeAdjust_checkbox9 = Mostrar el CoT #MechJeb_AttitudeAdjust_checkbox10 = Las flechas se originan en el CdM #MechJeb_AttitudeAdjust_checkbox11 = Velocidad de la superficie de la cápsula (verde) #MechJeb_AttitudeAdjust_checkbox12 = Velocidad orbital de la cápsula (roja) #MechJeb_AttitudeAdjust_checkbox13 = Dirección de empuje (rosa púrpura) #MechJeb_AttitudeAdjust_checkbox14 = Avance cápsula Comando (azul eléctrico) #MechJeb_AttitudeAdjust_checkbox15 = Actitud solicitada (gris) #MechJeb_AttitudeAdjust_checkbox16 = Depurar (magenta) #MechJeb_AttitudeAdjust_checkbox17 = Depurar 2 (azul claro) #MechJeb_AttitudeAdjust_Label1 = Control del eje\u0020 #MechJeb_AttitudeAdjust_Label2 = Torsión #MechJeb_AttitudeAdjust_Label3 = velocidad par reacción #MechJeb_AttitudeAdjust_Label4 = MDI / Torsión #MechJeb_AttitudeAdjust_Label5 = MDI #MechJeb_AttitudeAdjust_Label6 = Velocidad angular #MechJeb_AttitudeAdjust_Label7 = Angular M #MechJeb_AttitudeAdjust_Label8 = fijar tiempo Delta #MechJeb_AttitudeAdjust_Label9 = Longitud de las flechas #MechJeb_AttitudeAdjust_Label10 = Radio de la esfera #MechJeb_WindowEd_title = Editor de ventanas personalizado #MechJeb_WindowEd_Edtitle = Título: #MechJeb_WindowEd_Presetname1 = Información de órbita #MechJeb_WindowEd_Presetname2 = Información de superficie #MechJeb_WindowEd_Presetname3 = Información de nave #MechJeb_WindowEd_Presetname4 = Estadísticas Delta-V #MechJeb_WindowEd_Presetname5 = Estadísticas de ascenso #MechJeb_WindowEd_Presetname6 = Información de encuentro #MechJeb_WindowEd_Presetname7 = Información de aterrizaje #MechJeb_WindowEd_Presetname8 = Información de órbita objetivo #MechJeb_WindowEd_Presetname9 = Cronógrafo #MechJeb_WindowEd_Presetname10 = Navegación de superficie #MechJeb_WindowEd_Presetname11 = Información del ambiente #MechJeb_WindowEd_Presetname12 = Información del nodo de maniobra #MechJeb_WindowEd_button1 = Nueva ventana #MechJeb_WindowEd_button2 = Eliminar ventana #MechJeb_WindowEd_button3 = Eliminar #MechJeb_WindowEd_button4 = Ascender #MechJeb_WindowEd_button5 = Descender #MechJeb_WindowEd_label1 = Mostrar en: #MechJeb_WindowEd_label2 = Color: #MechJeb_WindowEd_label3 = Contenido de ventana (clic para editar): #MechJeb_WindowEd_label4 = Clic en un elemento para agregarlo a la ventana de información: #MechJeb_WindowEd_label5 = Preajustes ventana: #MechJeb_WindowEd_checkbox1 = Vuelo #MechJeb_WindowEd_checkbox2 = Editor #MechJeb_WindowEd_checkbox3 = Cubrir #MechJeb_WindowEd_checkbox4 = Bloqueado #MechJeb_WindowEd_checkbox5 = Compacto #MechJeb_WindowEd_checkbox6 = Texto #MechJeb_WindowEd_checkbox7 = Antecedentes #MechJeb_WindowEd_CustomInfoWindow_title = Ventana de información personalizada #MechJeb_WindowEd_CustomInfoWindow_Label1 = Agregue elementos a esta ventana con el editor de ventanas personalizado. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg1 = Configuración de la ventana <<1>> copiada al portapapeles. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg2 = El texto pegado no era un descriptor de ventana personalizado de MechJeb. #MechJeb_Docking_title = Piloto automático de atraque #MechJeb_Docking_status1 = Retroceder a <<1>> m/s antes de moverse del lado del objetivo (lat: <<2>> m/s) #MechJeb_Docking_status2 = Alejándose del eje de atraque a <<1>> m/s para evitar golpear el objetivo al retroceder #MechJeb_Docking_status3 = Moviéndose a <<1>> m/s para llegar al lado correcto del objetivo. (lat: <<2>> m/s) #MechJeb_Docking_status4 = Retrocediendo a <<1>> m/s #MechJeb_Docking_status5 = Moviéndose hacia el punto de partida en <<1>> m/s. #MechJeb_Docking_status6 = Avanzando para atracar en <<1>> / <<2>> m/s. #MechJeb_Docking_label1 = Elija un objetivo para atracar #MechJeb_Docking_label2 = Advertencia: debe controlar la nave desde un puerto de atraque. Haga clic derecho en un puerto de acoplamiento y seleccione "Control desde aquí" #MechJeb_Docking_label3 = Advertencia: el objetivo no es un puerto de acoplamiento. Haga clic derecho en el puerto de acoplamiento de destino y seleccione "Establecer como destino" #MechJeb_Docking_label4 = Advertencia: esta nave no está controlada desde un nodo de atraque. Haga clic derecho en el nodo de atraque deseado en esta nave y seleccione "Control desde aquí". #MechJeb_Docking_label5 = Límite de velocidad #MechJeb_Docking_label6 = Distancia de inicio #MechJeb_Docking_label7 = distancia segura <<1>> #MechJeb_Docking_label8 = tamaño objetivo <<1>> #MechJeb_Docking_label9 = Estado: <<1>> #MechJeb_Docking_label10 = Error X: <<1>> #MechJeb_Docking_label11 = Error Y: <<1>> #MechJeb_Docking_label12 = Error Z: <<1>> #MechJeb_Docking_label13 = Distancia Muelle: <<1>> #MechJeb_Docking_label14 = Distancia eje del muelle: <<1>> #MechJeb_Docking_button = Información de la caja de volcado #MechJeb_Docking_checkbox1 = Piloto automático habilitado #MechJeb_Docking_checkbox2 = Anular distancia segura #MechJeb_Docking_checkbox3 = Distancia segura #MechJeb_Docking_checkbox4 = Anular distancia de inicio #MechJeb_Docking_checkbox5 = Dibujar cuadro delimitador #MechJeb_Docking_checkbox6 = Forzar cabeceo : #MechJeb_Flightrecord_title = Grabador de vuelo #MechJeb_Flightrecord_Button1_1 = Reanudar #MechJeb_Flightrecord_Button1_2 = Pausar #MechJeb_Flightrecord_Button2_1 = Rango inferior #MechJeb_Flightrecord_Button2_2 = Tiempo #MechJeb_Flightrecord_Button3 = Marca #MechJeb_Flightrecord_Button4 = Restablecer escala #MechJeb_Flightrecord_Button5 = CSV #MechJeb_Flightrecord_checkbox1 = Auto escala #MechJeb_Flightrecord_checkbox2 = Atmo Real #MechJeb_Flightrecord_checkbox3 = Etapas #MechJeb_Flightrecord_checkbox4 = Altitud #MechJeb_Flightrecord_checkbox5 = Altitud Real #MechJeb_Flightrecord_checkbox6 = Aceleración #MechJeb_Flightrecord_checkbox7 = Velocidad superficial #MechJeb_Flightrecord_checkbox8 = Velocidad orbital #MechJeb_Flightrecord_checkbox9 = Masa #MechJeb_Flightrecord_checkbox10 = Q #MechJeb_Flightrecord_checkbox11 = AoA #MechJeb_Flightrecord_checkbox12 = AoS #MechJeb_Flightrecord_checkbox13 = AoD #MechJeb_Flightrecord_checkbox14 = Alabeo #MechJeb_Flightrecord_checkbox15 = Pérdida de gravedad #MechJeb_Flightrecord_checkbox16 = Pérdida de arrastre #MechJeb_Flightrecord_checkbox17 = Pérdida de dirección #MechJeb_Flightrecord_checkbox18 = ASL #MechJeb_Flightrecord_checkbox19 = AGL #MechJeb_Flightrecord_checkbox20 = Acc #MechJeb_Flightrecord_checkbox21 = SrfVel #MechJeb_Flightrecord_checkbox22 = ObtVel #MechJeb_Flightrecord_checkbox23 = Masa #MechJeb_Flightrecord_checkbox24 = Q #MechJeb_Flightrecord_checkbox25 = AoA #MechJeb_Flightrecord_checkbox26 = AoS #MechJeb_Flightrecord_checkbox27 = AoD #MechJeb_Flightrecord_checkbox28 = Alabeo #MechJeb_Flightrecord_checkbox29 = Pérdida de gravedad #MechJeb_Flightrecord_checkbox30 = Pérdida de arrastre #MechJeb_Flightrecord_checkbox31 = Pérdida de dirección #MechJeb_Flightrecord_Label1 = Tiempo <<1>> #MechJeb_Flightrecord_Label2 = Rango inferior <<1>> #MechJeb_Flightrecord_Label3 = Almacenamiento: <<1>> % #MechJeb_NodeEd_title = Editor de nodos de maniobras #MechJeb_NodeEd_Snap1 = periapsis #MechJeb_NodeEd_Snap2 = apoapsis #MechJeb_NodeEd_Snap3 = NA con objetivo #MechJeb_NodeEd_Snap4 = ND con objetivo #MechJeb_NodeEd_Snap5 = NA ecuatorial #MechJeb_NodeEd_Snap6 = ND ecuatorial #MechJeb_NodeEd_Label1 = No hay nodos de maniobra para editar #MechJeb_NodeEd_Label2 = Progrado: #MechJeb_NodeEd_Label3 = Radial+: #MechJeb_NodeEd_Label4 = Normal+: #MechJeb_NodeEd_Label5 = Establecer delta en: #MechJeb_NodeEd_Label6 = Turno de tiempo #MechJeb_NodeEd_Label7 = Tolerancia: #MechJeb_NodeEd_Label8 = Modo cónico: #MechJeb_NodeEd_Label9 = Modo actual: <<1>> #MechJeb_NodeEd_button1 = Fusionar el siguiente nodo #MechJeb_NodeEd_button2 = Actualizar #MechJeb_NodeEd_button3 = Ajustar nodo a #MechJeb_NodeEd_button4 = Ejecute el siguiente nodo #MechJeb_NodeEd_button5 = Ejecute todos los nodos #MechJeb_NodeEd_button6 = Anular la ejecución del nodo #MechJeb_NodeEd_checkbox1 = Deformación automática #MechJeb_RCSBalancer_title = Equilibrador RCS #MechJeb_RCSBalancer_label1 = Sobremarcha #MechJeb_RCSBalancer_label2 = Sobremarcha aumenta la potencia cuando sea posible, a costa de la eficiencia del combustible RCS. #MechJeb_RCSBalancer_label3 = Escala de sobremarcha #MechJeb_RCSBalancer_label4 = factor de par #MechJeb_RCSBalancer_label5 = Factor de traslación #MechJeb_RCSBalancer_label6 = Factor de desecho #MechJeb_RCSBalancer_checkbox1 = Traslación inteligente #MechJeb_RCSBalancer_checkbox2 = Opciones avanzadas #MechJeb_RZauto_title = Piloto Automático de Encuentro #MechJeb_RZauto_label1 = Seleccione un objetivo con el que encontrarse. #MechJeb_RZauto_label2 = El objetivo del encuentro debe estar en la misma esfera de influencia. #MechJeb_RZauto_label3 = Objetivo de encuentro #MechJeb_RZauto_label4 = Distancia final deseada: #MechJeb_RZauto_label5 = Máximo # de órbitas en fase: #MechJeb_RZauto_label6 = Máximo # de las órbitas en fase deben ser al menos 5. #MechJeb_RZauto_label7 = Estado: <<1>> #MechJeb_RZauto_checkbox1 = Deformación automática #MechJeb_RZauto_button1 = Activar piloto automático #MechJeb_RZauto_button2 = Desactivar piloto automático #MechJeb_RZauto_statu1 = Cita exitosa #MechJeb_RZauto_statu2 = Dentro <<1>>m: velocidades coincidentes. #MechJeb_RZauto_statu3 = Planificación para igualar velocidades en el enfoque más cercano. #MechJeb_RZauto_statu4 = Cerca del objetivo: trazado de intercepción #MechJeb_RZauto_statu5 = En curso de intercepción. Planificación para igualar velocidades en el enfoque más cercano. #MechJeb_RZauto_statu6 = Planificación de la transferencia de Hohmann para interceptar después de <<1>> orbitas en fase. #MechJeb_RZauto_statu7 = La siguiente ventana de intercepción sería <<1>> órbitas de distancia, que es más que el máximo de <<2>> órbitas de fase. Aumento de la velocidad de fase estableciendo una nueva órbita de fase en <<3>>m #MechJeb_RZauto_statu8 = Circularizando. #MechJeb_RZauto_statu9 = Planos coincidentes. #MechJeb_RZplan_title = Planificador de encuentros #MechJeb_RZplan_button1 = Alinear planos #MechJeb_RZplan_button2 = Establecer una nueva órbita en #MechJeb_RZplan_button3 = Interceptar con transferencia Hohmann #MechJeb_RZplan_button4 = Velocidades de coincidencia en la aproximación más cercana #MechJeb_RZplan_button5 = Acercarse #MechJeb_RZplan_button6 = Ejecute el siguiente nodo #MechJeb_RZplan_button7 = Ejecute todos los nodos #MechJeb_RZplan_button8 = Anular la ejecución del nodo #MechJeb_RZplan_button9 = Eliminar TODOS los nodos #MechJeb_RZplan_checkbox = Deformación automática #MechJeb_RZplan_label1 = Seleccione un objetivo con el que encontrarse. #MechJeb_RZplan_label2 = El objetivo del encuentro debe estar en la misma esfera de influencia. #MechJeb_RZplan_label3 = Objetivo de encuentro #MechJeb_RZplan_label4 = Órbita objetivo #MechJeb_RZplan_label5 = Órbita actual #MechJeb_RZplan_label6 = Inclinación relativa #MechJeb_RZplan_label7 = Tiempo hasta la aproximación más cercana #MechJeb_RZplan_label8 = Separación en la aproximación más cercana #MechJeb_RZplan_label9 = Tolerancia: #MechJeb_Rover_title = Piloto automático Rover #MechJeb_Rover_label1 = Velocidad objetivo #MechJeb_Rover_label2 = Puntos de paso #MechJeb_Rover_button1 = A objetivo #MechJeb_Rover_button2 = Añadir objetivo #MechJeb_Rover_button3 = Conducir #MechJeb_Rover_button4 = Stop #MechJeb_Rover_button5 = Puntos de paso #MechJeb_Waypointhelper_title = Ayuda de Puntos de paso #MechJeb_ScriptMod_title = Módulo de secuencias de comandos #MechJeb_ScriptMod_label1 = Calentando. por favor espera... <<1>> s #MechJeb_ScriptMod_label2 = nave actual #MechJeb_ScriptMod_label3 = memoria global #MechJeb_ScriptMod_label4 = Agregar acción #MechJeb_ScriptMod_label5 = La profundidad del programa está limitada a 4 #MechJeb_ScriptMod_button1 = ▶ INICIAR #MechJeb_ScriptMod_button2 = ☇ Reiniciar #MechJeb_ScriptMod_button3 = ■ STOP #MechJeb_ScriptMod_button4 = ▼ GUI completa #MechJeb_ScriptMod_button5 = △ GUI compacta #MechJeb_ScriptMod_button6 = Limpiar todo #MechJeb_ScriptMod_button7 = Guardar #MechJeb_ScriptMod_button8 = Cargar #MechJeb_ScriptMod_checkbox1 = Ocultar Agregar acciones #MechJeb_ScriptMod_actions1 = Tiempo #MechJeb_ScriptMod_actions1_1 = Temporizador #MechJeb_ScriptMod_actions1_2 = Pausa #MechJeb_ScriptMod_actions1_3 = Esperar #MechJeb_ScriptMod_actions1_4 = Deformar #MechJeb_ScriptMod_actions2 = Acooplar #MechJeb_ScriptMod_actions2_1 = Desacoplar #MechJeb_ScriptMod_actions2_2 = Muelle Protegido #MechJeb_ScriptMod_actions2_3 = Muelle de destino #MechJeb_ScriptMod_actions3 = Objetivo #MechJeb_ScriptMod_actions3_1 = Muelle de destino #MechJeb_ScriptMod_actions3_2 = Cuerpo objetivo #MechJeb_ScriptMod_actions4 = Control #MechJeb_ScriptMod_actions4_1 = Control desde #MechJeb_ScriptMod_actions4_2 = RCS #MechJeb_ScriptMod_actions4_3 = SAE #MechJeb_ScriptMod_actions4_4 = Cambiar nave #MechJeb_ScriptMod_actions5 = Tripulación #MechJeb_ScriptMod_actions5_1 = Transferir tripulación #MechJeb_ScriptMod_actions6 = Trayectoria #MechJeb_ScriptMod_actions6_1 = Maniobra #MechJeb_ScriptMod_actions6_2 = Ejecutar nodo #MechJeb_ScriptMod_actions7 = Puesta en escena/motores #MechJeb_ScriptMod_actions7_1 = Puesta en escena #MechJeb_ScriptMod_actions7_2 = Activar motor #MechJeb_ScriptMod_actions8 = Configuraciones #MechJeb_ScriptMod_actions8_1 = Tolerancia de nodos #MechJeb_ScriptMod_actions9 = Módulos #MechJeb_ScriptMod_actions9_1 = MÓDULO L.I.S.T.I.L.L.O. #MechJeb_ScriptMod_actions9_2 = MÓDULO Piloto automático de ascenso #MechJeb_ScriptMod_actions9_3 = MÓDULO Piloto automático de atraque #MechJeb_ScriptMod_actions9_4 = MÓDULO Aterrizaje #MechJeb_ScriptMod_actions9_5 = MÓDULO Encuentro #MechJeb_ScriptMod_actions9_6 = MÓDULO Encuentro piloto automático #MechJeb_ScriptMod_actions10 = Guardar/cargar/acciones #MechJeb_ScriptMod_actions10_1 = Guardado rápido #MechJeb_ScriptMod_actions10_2 = Cargar script #MechJeb_ScriptMod_actions10_3 = Grupo de acción #MechJeb_ScriptMod_actions11 = PROGRAMA LÓGICO #MechJeb_ScriptMod_actions11_1 = PROGRAMA - Repetir #MechJeb_ScriptMod_actions11_2 = PROGRAMA - Si #MechJeb_ScriptMod_actions11_3 = PROGRAMA - Mientras #MechJeb_ScriptMod_actions11_4 = PROGRAMA - Paralelo #MechJeb_ScriptMod_actions11_5 = Esperar #MechJeb_ScriptMod_actions12 = Complementos #MechJeb_Settings_title = Configuraciones #MechJeb_Settings_label1 = Actual máscara: <<1>> #MechJeb_Settings_label2 = Escala UI: #MechJeb_Settings_checkbox1 = Reemplace el menú desplegable con el selector de flecha #MechJeb_Settings_checkbox2 = Activar SAE en deformación #MechJeb_Settings_button1 = \nRestaurar la configuración predeterminada de fábrica\n #MechJeb_Settings_button2 = Utilice la máscara de MechJeb 1 GUI #MechJeb_Settings_button3 = Utilice la máscara de MechJeb 2 GUI #MechJeb_Settings_button4 = Utilice la máscara de GUI compacta MJ2 #MechJeb_SmartASS_title = L.I.S.T.I.L.L.O. #MechJeb_SmartACS_title = A.C.S. Inteligente #MechJeb_SmartASS_button1 = OBT #MechJeb_SmartASS_button2 = SURF #MechJeb_SmartASS_button3 = OBJ #MechJeb_SmartASS_button4 = AVN #MechJeb_SmartASS_button5 = AUTO #MechJeb_SmartASS_button6 = Órbita #MechJeb_SmartASS_button7 = Superficie #MechJeb_SmartASS_button8 = Objetivo #MechJeb_SmartASS_button9 = Avanzado #MechJeb_SmartASS_button10 = Auto #MechJeb_SmartASS_button11 = APAGADO #MechJeb_SmartASS_button12 = MATAR\nROT #MechJeb_SmartASS_button13 = NODO #MechJeb_SmartASS_button14 = SUPF #MechJeb_SmartASS_button15 = PRO\nGRAD #MechJeb_SmartASS_button16 = RETR\nGRAD #MechJeb_SmartASS_button17 = NML\n+ #MechJeb_SmartASS_button18 = NML\n- #MechJeb_SmartASS_button19 = RAD\n+ #MechJeb_SmartASS_button20 = RAD\n- #MechJeb_SmartASS_button21 = RVEL\n+ #MechJeb_SmartASS_button22 = RVEL\n- #MechJeb_SmartASS_button23 = OBJ\n+ #MechJeb_SmartASS_button24 = OBJ\n- #MechJeb_SmartASS_button25 = PAR\n+ #MechJeb_SmartASS_button26 = PAR\n- #MechJeb_SmartASS_button27 = AVN #MechJeb_SmartASS_button28 = AUTO #MechJeb_SmartASS_button29 = SVEL\n+ #MechJeb_SmartASS_button30 = SVEL\n- #MechJeb_SmartASS_button31 = HVEL\n+ #MechJeb_SmartASS_button32 = HVEL\n- #MechJeb_SmartASS_button33 = ARRIBA #MechJeb_SmartASS_button34 = Apagado #MechJeb_SmartASS_button35 = Matar rotación #MechJeb_SmartASS_button36 = Nodo #MechJeb_SmartASS_button37 = Superficie #MechJeb_SmartASS_button38 = Progrado #MechJeb_SmartASS_button39 = Retrogrado #MechJeb_SmartASS_button40 = Normal+ #MechJeb_SmartASS_button41 = Normal- #MechJeb_SmartASS_button42 = Radial+ #MechJeb_SmartASS_button43 = Radial- #MechJeb_SmartASS_button44 = Velocidad relativa+ #MechJeb_SmartASS_button45 = Velocidad relativa- #MechJeb_SmartASS_button46 = Objetivo+ #MechJeb_SmartASS_button47 = Objetivo- #MechJeb_SmartASS_button48 = Paralelo+ #MechJeb_SmartASS_button49 = Paralelo- #MechJeb_SmartASS_button50 = Avanzado #MechJeb_SmartASS_button51 = Auto #MechJeb_SmartASS_button52 = Velocidad de superficie+ #MechJeb_SmartASS_button53 = Velocidad de superficie- #MechJeb_SmartASS_button54 = Velocidad horizontal+ #MechJeb_SmartASS_button55 = Velocidad horizontal- #MechJeb_SmartASS_button56 = Arriba #MechJeb_SmartASS_button57 = AUTO #MechJeb_SmartASS_button58 = EJECUTAR #MechJeb_SmartASS_label1 = Modo: #MechJeb_SmartASS_label2 = Por favor seleccione un objetivo #MechJeb_SmartASS_label3 = Referencia: #MechJeb_SmartASS_label4 = Dirección: #MechJeb_SmartASS_checkbox1 = Desactiva SmartACS automáticamente #MechJeb_SmartASS_checkbox2 = Desactiva LISTILLO automáticamente #MechJeb_SmartASS_checkbox3 = Forzar cabeceo : #MechJeb_SmartRcs_title = RCS Inteligente #MechJeb_SmartRcs_button1 = APAGADO #MechJeb_SmartRcs_button2 = CERO RVEL #MechJeb_SmartRcs_button3 = AUTO #MechJeb_SmartRcs_label1 = Elige un objetivo #MechJeb_SmartRcs_checkbox1 = Desactivar SmartRcs automáticamente #MechJeb_SmartRcs_checkbox2 = RCS acelera cuando los motores están fuera de línea #MechJeb_SmartRcs_checkbox3 = Use RCS para la rotación #MechJeb_LandingGuidance_title = Guía de aterrizaje #MechJeb_LandingGuidance_label1 = Coordenadas objetivo #MechJeb_LandingGuidance_label2 = Piloto automático: #MechJeb_LandingGuidance_label3 = Velocidad de toma de contacto: #MechJeb_LandingGuidance_label4 = Límite de etapa: #MechJeb_LandingGuidance_label5 = Límite de etapa: #MechJeb_LandingGuidance_label6 = Estado: #MechJeb_LandingGuidance_label7 = Paso: #MechJeb_LandingGuidance_label8 = Modo #MechJeb_LandingGuidance_label9 = Predicciones de aterrizaje: #MechJeb_LandingGuidance_Label10 = Diferencia objetivo = #MechJeb_LandingGuidance_Label11 = \nArrastre máx: #MechJeb_LandingGuidance_Label12 = \nDelta-v necesario: #MechJeb_LandingGuidance_Label13 = \nTiempo para aterrizar: #MechJeb_LandingGuidance_Label14 = Órbita prevista después del frenado aerodinámico: #MechJeb_LandingGuidance_Label15 = Hiperbólica, excentricidad = #MechJeb_LandingGuidance_Label16 = Arrastre máx:<<1>> g #MechJeb_LandingGuidance_Label17 = \nSalida de la atmósfera en:<<1>> #MechJeb_LandingGuidance_Label18_1 = La órbita no entra de nuevo:\n #MechJeb_LandingGuidance_Label18_2 = m altura de la atmósfera #MechJeb_LandingGuidance_Label18_3 = m suelo #MechJeb_LandingGuidance_Label19 = Simulación de reentrada expirada. #MechJeb_LandingGuidance_checkbox1 = Deformación automática #MechJeb_LandingGuidance_checkbox2 = Desplegar tren de aterrizaje #MechJeb_LandingGuidance_checkbox3 = Desplegar paracaídas #MechJeb_LandingGuidance_checkbox4 = Use RCS para pequeños ajustes #MechJeb_LandingGuidance_checkbox5 = Mostrar predicciones de aterrizaje #MechJeb_LandingGuidance_checkbox6 = Mostrar nodos de aerofreno #MechJeb_LandingGuidance_checkbox7 = Mostrar trayectoria #MechJeb_LandingGuidance_checkbox8 = Trayectoria mundial #MechJeb_LandingGuidance_checkbox9 = Trayectoria de cámara (TEP) #MechJeb_LandingGuidance_button1 = Ingrese las coordenadas del objetivo: #MechJeb_LandingGuidance_button2 = Elegir objetivo en el mapa #MechJeb_LandingGuidance_button3 = Abortar aterrizaje automático #MechJeb_LandingGuidance_button4 = Aterrizar en Objetivo #MechJeb_LandingGuidance_button5 = Aterrizar en cualquier sitio #MechJeb_LandingGuidance_Status1 = Por inercia hacia la quemadura de desaceleración #MechJeb_LandingGuidance_Status2 = Curso de corrección DV: <<1>> m/s #MechJeb_LandingGuidance_Status3 = Realización de corrección de curso de aproximadamente <<1>> m/s #MechJeb_LandingGuidance_Status4 = Deformación al comienzo de la quemadura de frenado. #MechJeb_LandingGuidance_Status5 = Frenado. #MechJeb_LandingGuidance_Status6 = Frenado: velocidad objetivo = <<1>> m/s #MechJeb_LandingGuidance_Status7 = Hacer quemas de alta desorbita #MechJeb_LandingGuidance_Status8 = Pasar al punto de combustión de alta órbita #MechJeb_LandingGuidance_Status9 = Descenso final: <<1>>m sobre el terreno #MechJeb_LandingGuidance_Status10 = Matar la velocidad horizontal antes del descenso final #MechJeb_LandingGuidance_Status11 = Ejecución de quemaduras de baja desórbita #MechJeb_LandingGuidance_Status12 = Pasar al punto de quemado de baja desórbita #MechJeb_LandingGuidance_Status13 = Quemadura de desórbita completa: esperando el momento adecuado para comenzar a frenar #MechJeb_LandingGuidance_Status14 = Ejecutando un cambio de plano de órbita baja de aproximadamente <<1>> m/s #MechJeb_LandingGuidance_Status15 = Moviéndose al plano de órbita baja cambie el punto de quemado #MechJeb_LandingGuidance_Status16 = Haciendo quema de desórbita. #MechJeb_Translatron_title = Translatron #MechJeb_Translatron_off = APAGADO #MechJeb_Translatron_KEEP_OBT = MANTENER\nOBT #MechJeb_Translatron_KEEP_SURF = MANTENER\nSUPF #MechJeb_Translatron_KEEP_VERT = MANTENER\nVERT #MechJeb_Trans_kill_h = Matar H/s #MechJeb_Trans_spd = VELOCIDAD #MechJeb_Trans_auto = AUTO #MechJeb_Trans_spd_act = EXCUET #MechJeb_Trans_current_spd = Velocidad activa #MechJeb_Trans_NOPANIC = ¡No te asustes! #MechJeb_Trans_PANIC = ¡¡¡PÁNICO!!! #MechJeb_Utilities_title = Utilidades #MechJeb_Utilities_label1 = Puesta en escena automática <<1>> Activa #MechJeb_Utilities_label1_1 = una vez #MechJeb_Utilities_label2 = Margen de seguridad del jet #MechJeb_Utilities_label3 = El acelerador diferencial falló\nSe requieren más motores #MechJeb_Utilities_label4 = El acelerador diferencial falló\nSin motor activo #MechJeb_Utilities_label5 = El acelerador diferencial falló\nNo se encuentra solución. #MechJeb_Utilities_checkbox1 = Etapa automática #MechJeb_Utilities_checkbox2 = Acelerador suave #MechJeb_Utilities_checkbox3 = Administrar tomas de aire #MechJeb_Utilities_button1 = Etapa automática una vez #MechJeb_WarpHelper_title = Ayuda Deformación #MechJeb_WarpHelper_Combobox_text1 = periapsis #MechJeb_WarpHelper_Combobox_text2 = apoapsis #MechJeb_WarpHelper_Combobox_text3 = nodo de maniobra #MechJeb_WarpHelper_Combobox_text4 = Transición SdI #MechJeb_WarpHelper_Combobox_text5 = Tiempo #MechJeb_WarpHelper_Combobox_text6 = Ángulo de fase #MechJeb_WarpHelper_Combobox_text7 = quema de suicidio #MechJeb_WarpHelper_Combobox_text8 = entrada atmosférica #MechJeb_WarpHelper_label1 = Deformar a:\u0020 #MechJeb_WarpHelper_label2 = Deformar por:\u0020 #MechJeb_WarpHelper_label3 = Necesitas un objetivo #MechJeb_WarpHelper_label4 = Ángulo de fase: #MechJeb_WarpHelper_label5 = Tiempo de espera:\u0020 #MechJeb_WarpHelper_label6 = Deformando a\u0020 #MechJeb_WarpHelper_checkbox1 = Deformación rápida #MechJeb_WarpHelper_scrmsg = MJ : Deformación en pausa: reanudar en el menú de ayuda de deformación #MechJeb_WarpHelper_button1 = Abortar #MechJeb_WarpHelper_button2 = Deformar #MechJeb_WarpHelper_button3 = Reanudar deformación MJ #MechJeb_WarpHelper_button4 = Pausar deformación MJ #MechJeb_InfoItems_label1 = Estadísticas del etapa #MechJeb_InfoItems_label2 = Velocidad angular relativa al objetivo: (N/A) #MechJeb_InfoItems_label3 = Velocidad angular relativa al objetivo: #MechJeb_InfoItems_label4 = Separación del objetivo: (N/A) #MechJeb_InfoItems_label5 = Separación del objetivo: #MechJeb_InfoItems_label6 = Ángulos de fase del planeta #MechJeb_InfoItems_label7 = Ángulos de fase lunar #MechJeb_InfoItems_button1 = Estadísticas cortas #MechJeb_InfoItems_button2 = Estadísticas largas #MechJeb_InfoItems_button3 = Estadísticas completas #MechJeb_InfoItems_button4 = Personalizado #MechJeb_InfoItems_button5 = SLT Directo #MechJeb_InfoItems_button6 = 0Alt SLT #MechJeb_InfoItems_showEmpty = Mostrar 0 #MechJeb_InfoItems_hideEmpty = Ocultar 0 #MechJeb_InfoItems_UnlimitedText = Ilimitado #MechJeb_InfoItems_velocityNA = Velocidad relativa al objetivo: (N/A) #MechJeb_InfoItems_velocity = Velocidad relativa al objetivo: #MechJeb_InfoItems_CopytoClipboard = Copiar Lat/Lon/Alt al portapapeles #MechJeb_InfoItems_VesselSituation1 = Volando sobre\u0020 #MechJeb_InfoItems_VesselSituation2 = Atmósfera superior de #MechJeb_InfoItems_VesselSituation3 = Espacio justo arriba #MechJeb_InfoItems_VesselSituation4 = Espacio alto sobre #MechJeb_InfoItems_VesselSituation5 = la superficie de #MechJeb_InfoItems_VesselSituation6 = los oceanos de #MechJeb_InfoItems_StatsColumn0 = Etapa #MechJeb_InfoItems_StatsColumn1 = Comenzar masa #MechJeb_InfoItems_StatsColumn2 = Finalizar masa #MechJeb_InfoItems_StatsColumn3 = Etapa por masa #MechJeb_InfoItems_StatsColumn4 = Quemar por masa #MechJeb_InfoItems_StatsColumn5 = TWR #MechJeb_InfoItems_StatsColumn6 = Máx TWR #MechJeb_InfoItems_StatsColumn7 = SLT #MechJeb_InfoItems_StatsColumn8 = Máx SLT #MechJeb_InfoItems_StatsColumn9 = ISP #MechJeb_InfoItems_StatsColumn10 = Atmo ΔV #MechJeb_InfoItems_StatsColumn11 = Vac ΔV #MechJeb_InfoItems_StatsColumn12 = Tiempo #MechJeb_AscentPathEd_title = Editor de ruta de ascenso #MechJeb_AscentPathEd_nopath = La ruta es nula!!!1!!1!1!1111!11eleven #MechJeb_AscentPathEd_auto = Giro automático de altitud #MechJeb_AscentPathEd_label1 = Altitud:\u0020 #MechJeb_AscentPathEd_label2 = Velocidad:\u0020 #MechJeb_AscentPathEd_label3 = Gire el inicio cuando la altitud sea #MechJeb_AscentPathEd_label4 = o alcance de velocidad #MechJeb_AscentPathEd_label5 = Gire a altitud final: #MechJeb_AscentPathEd_label6 = Gire a altitud de inicio: #MechJeb_AscentPathEd_label7 = Gire a velocidad de inicio: #MechJeb_AscentPathEd_label8 = Gire a altitud final: #MechJeb_AscentPathEd_label9 = Ángulo de trayectoria de vuelo final: #MechJeb_AscentPathEd_label10 = Dar forma: #MechJeb_AttitudeController_checkbox1 = \u0020Sintonización automática #MechJeb_AttitudeController_checkbox2 = \u0020Filtro de paso bajo #MechJeb_AttitudeController_label1 = Ua nave más grande mejora con un Tf más grande #MechJeb_AttitudeController_label2 = Tf (s) #MechJeb_AttitudeController_label3 = P #MechJeb_AttitudeController_label4 = Y #MechJeb_AttitudeController_label5 = R #MechJeb_AttitudeController_label6 = Tf #MechJeb_AttitudeController_label7 = Tf rango #MechJeb_AttitudeController_label8 = min #MechJeb_AttitudeController_label9 = max #MechJeb_AttitudeController_label11 = Velocidad angular relativa máxima #MechJeb_AttitudeController_label12 = Kp #MechJeb_AttitudeController_label13 = Ki #MechJeb_AttitudeController_label14 = Kd #MechJeb_AttitudeController_label15 = Error #MechJeb_AttitudeController_label16 = acción prop. #MechJeb_AttitudeController_label17 = acciónv deriv. #MechJeb_AttitudeController_label18 = acción integral. #MechJeb_AttitudeController_label19 = acción PID #MechJeb_AttitudeController_label20 = Inercia #MechJeb_AttitudeController_PIDF = Factores PID #MechJeb_AttitudeController_PIDFactor1 = Banda muerta = #MechJeb_Ascent_checkbox11 = Limite Q a #MechJeb_Ascent_checkbox12 = Evitar sobrecalentamientos de motor #MechJeb_Ascent_checkbox13 = Evitar la llama del jet #MechJeb_Ascent_checkbox14 = Prevenir el encendido inestable #MechJeb_Ascent_checkbox15 = Use RCS para merma #MechJeb_Ascent_checkbox16 = Limite la aceleración a #MechJeb_Ascent_checkbox17 = Limite el acelerador a #MechJeb_Ascent_checkbox18 = Mantenga el acelerador limitado #MechJeb_Ascent_checkbox19 = Acelerador diferencial #MechJeb_Ascent_checkbox20 = Límite eléctrico a #MechJeb_Ascent_srcmsg1 = [MechJeb]: Matar acelerador para evitar la ignición inestable #MechJeb_HybridController_checkbox1 = usar inercia #MechJeb_HybridController_checkbox2 = Rango control de balanceo #MechJeb_HybridController_label1 = Tiempo máx de parada #MechJeb_HybridController_label2 = Actuación #MechJeb_HybridController_label3 = phiVector #MechJeb_HybridController_label4 = ParObjetivo #MechJeb_HybridController_label5 = ParControl #MechJeb_HybridController_label6 = Inercia #MechJeb_Actiongroup_label1 = Alternar grupo de acción #MechJeb_Ascent_hotStaging = Apoyo puesta en escena caliente #MechJeb_Ascent_dropSolids = Drop solids early #MechJeb_Ascent_label38 = Etapas de Carenados cuando: #MechJeb_Ascent_label39 = presión dinámica #MechJeb_Ascent_label40 = altitud #MechJeb_Ascent_label41 = flujo aerotérmico #MechJeb_Ascent_label42 = Parada en etapa # #MechJeb_Ascent_leadTime = tiempo de espera #MechJeb_Ascent_label44 = Abrazadera de empuje automática de etapa #MechJeb_Ascent_status9 = Autoetapa apagada #MechJeb_Ascent_status10 = Se montará automáticamente solo la próxima etapa #MechJeb_Ascent_status11 = Automáticamente solo la próxima etapa # #MechJeb_Ascent_status12 = En espera de despegue #MechJeb_Ascent_status13 = Ascenso vertical <<1>>m/s para ir #MechJeb_Ascent_status14 = Giro gravitatorio <<1>>° a orientación #MechJeb_Ascent_status15 = Alabeo de lanzamiento <<1>>° a orientación #MechJeb_Ascent_status16 = ADVERTENCIA: Orientación inestable #MechJeb_Ascent_status17 = Orientación estable #MechJeb_NodeBurnTime = Tiempo de quema de nodo #MechJeb_TimeToNode = Tiempo al nodo #MechJeb_NodedV = Nodo dV #MechJeb_SurfaceTWR = Superficie REP #MechJeb_LocalTWR = Local REP #MechJeb_ThrottleTWR = Acelerador REP #MechJeb_AtmosphericPressurePa = Presión atmosférica (Pa) #MechJeb_AtmosphericPressure = Presión atmosférica #MechJeb_Coordinates = Coordenadas #MechJeb_MeanAnomaly = Anomalía media #MechJeb_Orbit = Órbita #MechJeb_TargetOrbit = Órbita objetivo #MechJeb_OrbitWithInc = Órbita #MechJeb_OrbitWithInc_desc = Forma de órbita w/ inc. #MechJeb_TargetOrbitWithInc = Órbita objetivo #MechJeb_TargetOrbitWithInc_desc = Forma de órbita objetivo w/ inc. #MechJeb_OrbitalEnergy = Energía orbital #MechJeb_OrbitalEnergy_desc = Energía orbital específica #MechJeb_PotentialEnergy = Energía potencial #MechJeb_PotentialEnergy_desc = Energía potencial específica #MechJeb_KineticEnergy = Energía cinética #MechJeb_KineticEnergy_desc = Energía cinética específica #MechJeb_TimeToImpact = Tiempo para impactar #MechJeb_SuicideBurnCountdown = Cuenta atrás de quemas suicidas #MechJeb_RCSthrust = Empuje RCS #MechJeb_RCSTranslationEfficiency = Eficiencia de traslación RCS #MechJeb_RCSdV = RCS ΔV #MechJeb_AngularVelocity = Velocidad angular #MechJeb_CurrentAcceleration = Aceleración actual #MechJeb_CurrentThrust = Empuje actual #MechJeb_TimeToSoIWwitch = Tiempo para cambiar a EDI #MechJeb_SurfaceGravity = Gravedad superficial #MechJeb_EscapeVelocity = Velocidad de escape #MechJeb_VesselName = Nombre de nave #MechJeb_VesselType = Tipo de nave #MechJeb_VesselMass = Masa de nave #MechJeb_MaxVesselMass = Masa máx de nave #MechJeb_DryMass = Masa seca #MechJeb_LiquidFuelandOxidizerMass = Combustible líquido y masa oxidante #MechJeb_MonopropellantMass = Masa monopropelente #MechJeb_TotalElectricCharge = Carga eléctrica total #MechJeb_MaxThrust = Empuje máximo #MechJeb_MinThrust = Empuje mínimo #MechJeb_MaxAcceleration = Aceleración máxima #MechJeb_MinAcceleration = Aceleración mínima #MechJeb_Gforce = Fuerza G #MechJeb_PartCount = Cantidad de piezas #MechJeb_MaxPartCount = Cantidad máxima de piezas #MechJeb_PartCountDivideMaxParts = Cantidad de piezas / Máx partes #MechJeb_StrutCount = Cantidad de puntal #MechJeb_FuelLinesCount = Cantidad líneas de combustible #MechJeb_VesselCost = Coste de nave #MechJeb_CrewCount = Cantidad de tripulación #MechJeb_CrewCapacity = Capacidad de tripulación #MechJeb_DistanceToTarget = Distancia al objetivo #MechJeb_HeadingToTarget = Rumbo al objetivo #MechJeb_RelativeVelocity = Velocidad relativa #MechJeb_TimeToClosestApproach = Tiempo para acercamiento #MechJeb_ClosestApproachDistance = Distancia de aproximación más cercana #MechJeb_RelativeVelocityAtClosestApproach = Rel. vel. en su máxima aproximación #MechJeb_PeriapsisInTargetSoI = Periapsis en EDI objetivo #MechJeb_TargetCaptureDV = ΔV para captura por objetivo #MechJeb_TargetApoapsis = Apoapsis objetivo #MechJeb_TargetPeriapsis = Periapsis objetivo #MechJeb_TargetInclination = Inclinación objetivo #MechJeb_TargetOrbitPeriod = Período de órbita objetivo #MechJeb_TargetOrbitSpeed = Velocidad de órbita objetivo #MechJeb_TargetTimeToAp = Tiempo objetivo para Ap #MechJeb_TargetTimeToPe = Tiempo objetivo para Pe #MechJeb_TargetLAN = Objetivo LAN #MechJeb_TargetAoP = Objetivo AoP #MechJeb_TargetEccentricity = Objetivo Excentricidad #MechJeb_TargetSMA = Objetivo SMA #MechJeb_AtmosphericDrag = Arrastre atmosférico #MechJeb_SynodicPeriod = Periodo sinódico #MechJeb_PhaseAngleToTarget = Ángulo de fase al objetivo #MechJeb_TargetPlanetPhaseAngle = Ángulo de fase del planeta objetivo #MechJeb_RelativeInclination = Inclinación relativa #MechJeb_TimeToAN = Tiempo para AN #MechJeb_TimeToDN = Tiempo para DN #MechJeb_TimeToEquatorialAN = Tiempo para ecuatorial AN #MechJeb_TimeToEquatorialDN = Tiempo para ecuatorial DN #MechJeb_CircularOrbitSpeed = Velocidad de órbita circular #MechJeb_StageDv_vac = Etapa ΔV (vac) #MechJeb_StageDV_atmo = Etapa ΔV (atmo) #MechJeb_StageDV_atmo_vac = Etapa ΔV (atmo, vac) #MechJeb_StageTimeFullThrottle = Tiempo de etapa (todo gas) #MechJeb_StageTimeCurrentThrottle = Tiempo de etapa (acelerador actual) #MechJeb_StageTimeHover = Tiempo de etapa (inmovil) #MechJeb_TotalDV_vacuum = ΔV total (vacío) #MechJeb_TotalDV_atmo = ΔV total (atmo) #MechJeb_TotalDV_atmo_vac = ΔV total (atmo, vac) #MechJeb_SurfaceBiome = Bioma de superficie #MechJeb_CurrentBiome = Bioma actual #MechJeb_SteeringError = Error de dirección #MechJeb_MarkUT = Marca UT #MechJeb_TimeSinceMark = Tiempo desde marca #MechJeb_DVExpended = ΔV gastado #MechJeb_DragLosses = Pérdidas por arrastre #MechJeb_GravityLosses = Pérdidas por gravedad #MechJeb_SteeringLosses = Pérdidas de dirección #MechJeb_PhaseAngleFromMark = Ángulo de fase desde la marca #MechJeb_MarkLAN = Marcar LAN #MechJeb_MarkLatitude = Marcar latitud #MechJeb_MarkLongitude = Marcar longitud #MechJeb_MarkAltitudeASL = Marcar altitud ASL #MechJeb_MarkBody = Marcar cuerpo #MechJeb_DistanceFromMark = Distancia desde la marca #MechJeb_DownrangeDistance = Distancia descendente #MechJeb_MaxDragGees = Arrastre máx de G #MechJeb_ParachuteControlInfo = Info de control de paracaídas #MechJeb_ChuteMultiplier = 'Multiplicador de paracaídas: <<1>> #MechJeb_MultiplierQuality = \nMultiplicador de Calidad: <<1>>% #MechJeb_Usingpredictions = \nUsando <<1>> predicciones #MechJeb_SimDragScalar = Sim Arrastrar Escalar #MechJeb_SimLiftScalar = Sim Ascensor Escalar #MechJeb_SimDynaPressPa = Sim DynaPressPa #MechJeb_SimsimMach = Sim simMach #MechJeb_SimSpdOfSnd = Sim SpdOfSnd #MechJeb_LandingSim = Sim de aterrizaje #MechJeb_DVincludecosinelosses = ΔV incluye pérdidas de coseno #MechJeb_NodeBurnLength = Longitud de quema del nodo #MechJeb_NodeBurnCountdown = Cuenta atrás de quema de nodo #MechJeb_SpeedIntAcc = Speed Int Acc #MechJeb_Traction = Tracción #MechJeb_Headingerror = Error de rumbo #MechJeb_Speederror = Error de velocidad #MechJeb_Autostagingstatus = Estado de autoestadificación #MechJeb_Targetcoordinates = Coordenadas objetivo #MechJeb_pickingPositionMsg = Haga clic para seleccionar un objetivo en la superficie de <<1>>.\n(Deje la vista de mapa para cancelar.) #MechJeb_Pickpositiontarget = Seleccionar posición objetivo #MechJeb_UniversalTime = Tiempo Universal #MechJeb_LocalGravity = Gravedad local #MechJeb_OrbitalSpeed = Velocidad orbital #MechJeb_SurfaceSpeed = Velocidad superficial #MechJeb_VerticalSpeed = Velocidad vertical #MechJeb_SurfaceHorizontalSpeed = Velocidad horizontal superficial #MechJeb_OrbitHorizontalSpeed = Velocidad horizontal de órbita #MechJeb_Heading = Encabezado #MechJeb_Pitch = Alabeo #MechJeb_Roll = Cabeceo #MechJeb_Altitude_ASL = Altitud (ANM) #MechJeb_Altitude_true = Altitud (real) #MechJeb_SurfaceAltitudeASL = Altitud de superficie ANM #MechJeb_Apoapsis = Apoapsis #MechJeb_Periapsis = Periapsis #MechJeb_OrbitalPeriod = Periodo orbital #MechJeb_TimeToApoapsis = Tiempo para apoapsis #MechJeb_TimeToPeriapsis = Tiempo para periapsis #MechJeb_LAN = LAN #MechJeb_ArgumentOfPeriapsis = Argumento de periapsis #MechJeb_Inclination = Inclinación #MechJeb_Eccentricity = Excentricidad #MechJeb_SemiMajorAxis = Semieje mayor #MechJeb_Latitude = Latitud #MechJeb_Longitude = Longitud #MechJeb_AngleOfAttack = Ángulo de ataque #MechJeb_AngleOfSideslip = Ángulo de deslizamiento lateral #MechJeb_DisplacementAngle = Ángulo de desplazamiento #MechJeb_Mach = Mach #MechJeb_SpeedOfSound = Velocidad del sonido #MechJeb_DragCoefficient = Coeficiente de arrastre #MechJeb_AtmosphereDensity = Densidad de la atmósfera #MechJeb_MaxDynamicPressure = Presión dinámica máxima #MechJeb_DynamicPressure = Presión dinámica #MechJeb_IntakeAir = Toma de aire #MechJeb_IntakeAirAllIntakes = Toma de aire (todas las tomas abiertas) #MechJeb_IntakeAirNeeded = Necesita aire de admisión #MechJeb_intakeAirAtMax = Necesita aire de admisión (máx) #MechJeb_AngleToPrograde = Ángulo de progrado #MechJeb_AerothermalFlux = Flujo aerotérmico #MechJeb_TerminalVelocity = Velocidad terminal #MechJeb_Altitude_bottom = Altitud (parte inferior) #MechJeb_PureDrag = Arrastre puro #MechJeb_PureLift = Ascenso puro #MechJeb_Toggle_Ascent_Navball_Guidance = Alternar orientación de navball de ascenso #MechJeb_ToggleAntennas = Alternar antenas #MechJeb_Autodeployantennas = Antenas de despliegue automático #MechJeb_AntennasEXTENDED = Alternar antenas (Actualmente extendida) #MechJeb_AntennasRETRACTED = Alternar antenas (actualmente retraída) #MechJeb_AntennasToggle = Alternar antenas #MechJeb_StageStatsAll = Estadísticas de escenario (todas) #MechJeb_DockingGuidance_velocity = Guía de atraque: velocidad #MechJeb_DockingGuidanceAngularVelocity = Guía de atraque: velocidad angular #MechJeb_DockingGuidancePosition = Guía de atraque: posición #MechJeb_AllPlanetPhaseAngles = Todos los ángulos de fase del planeta #MechJeb_AllMoonPhaseAngles = Todos los ángulos de fase lunar #MechJeb_LatLonClipbardCopy = Lat/Lon/Alt Copiar al portapapeles #MechJeb_PoolsStatus = Pools Status #MechJeb_Separator = Separador #MechJeb_LandingPredictions = Predicciones de aterrizaje #MechJeb_HideMenuButton = Ocultar botón de menú #MechJeb_UseAppLauncher = Usar Lanzador de aplicaciones #MechJeb_MenuPosition = Posición del menú #MechJeb_RCSBalancerInfo = Información del equilibrador RCS #MechJeb_RCSBalancerInfo_Label1 = Tiempo de cálculo #MechJeb_RCSBalancerInfo_Label2 = Tareas pendientes #MechJeb_RCSBalancerInfo_Label3 = Tamaño de caché #MechJeb_RCSBalancerInfo_Label4 = Aciertos de caché #MechJeb_RCSBalancerInfo_Label5 = Fallos de caché #MechJeb_RCSBalancerInfo_Label6 = Cambio de CoM #MechJeb_RCSBalancerInfo_Label7 = Recálculo CoM #MechJeb_RCSBalancerInfo_Label8 = Variación Máx CoM #MechJeb_RCSBalancerInfo_Label9 = Estado #MechJeb_RCSThrusterStates = Estados del propulsor RCS #MechJeb_RCSThrusterStates_Label1 = Estados impulsores RCS (escalados a 0-9) #MechJeb_RCSPartThrottles = Aceleradores de parte RCS #MechJeb_ControlVector = Vector de control #MechJeb_RCSPid = RCS Pid #MechJeb_DisableSmartACSAutomatically = Desactiva SmartACS automáticamente #MechJeb_DisableSmartRcsAutomatically = Desactiva SmartRcs automáticamente #MechJeb_ToggleSolarPanels = Alternar paneles solares #MechJeb_SolarPanelDeployButton = Despliegue automático de paneles solares #MechJeb_SolarPanelDeploy = Alternar paneles solares (actualmente extendido) #MechJeb_SolarPanelRetracted = Alternar paneles solares (actualmente retraídos) #MechJeb_SolarPanelToggle = Alternar paneles solares #MechJeb_AutostagingSettings = Autostaging settings #MechJeb_ClampAutostageThrust = Abrazadera Empuje automático de etapa #MechJeb_LimittoMaxQ = Limitar a Max Q #MechJeb_PreventEngineOverheats = Prevenir sobrecalentamiento del motor #MechJeb_SmoothThrottle = Acelerador suave #MechJeb_PreventJetFlameout = Prevenir llama del jet #MechJeb_PreventUnstableIgnition = Prevenir encendido inestable #MechJeb_UseRCStoullage = Usar RCS para disminución #MechJeb_ManageAirIntakes = Administrar tomas de aire #MechJeb_LimitThrottle = Limitar acelerador #MechJeb_LowerThrottleLimit = Límite inferior del acelerador #MechJeb_DifferentialThrottle = Acelerador diferencial #MechJeb_ElectricLimit = Límite eléctrico #MechJeb_AutostageOnce = Etapa automática una vez #MechJeb_Autostage = Etapa automática #MechJeb_MJWarpControl = Control de deformación MJ #MechJeb_DebugString = Cadena de depuración #MechJeb_RCSTranslation = Traslado RCS #MechJeb_RCSTorque = Par RCS #MechJeb_Torque = Par #MechJeb_hideBrakeOnEject = Ocultar 'Freno al expulsar' en controlador móvil #MechJeb_useTitlebarDragging = Use solo la barra de título para arrastrar ventanas #MechJeb_rssMode = La desactivación del módulo no mata el acelerador (RSS/RO) #MechJeb_smartTranslation = Traslado RCS inteligente #MechJeb_RCSBalancerOverdrive = Equilibrador RCS de sobremarcha #MechJeb_conserveFuel = Ahorre combustible RCS #MechJeb_conserveThreshold = Conservar el umbral de combustible RCS #MechJeb_RCSTf = RCS Tf #MechJeb_RCSThrottle = Acelerador RCS cuando empuje 0kn #MechJeb_rcsForRotation = Usar RCS para rotación #MechJeb_ControlHeading = Control de rumbo #MechJeb_ControlSpeed = Control de velocidad #MechJeb_BrakeOnEject = Freno en expulsión del piloto #MechJeb_BrakeOnEnergyDepletion = Freno en agotamiento de energía #MechJeb_WarpToDaylight = Deformar hasta el día si se agota #MechJeb_StabilityControl = Control de estabilidad #MechJeb_LimitAcceleration = Limitar aceleración #MechJeb_DockingSpeedLimit = Límite de velocidad de atraque #MechJeb_RCSBalancerPrecision = Precisión equilibradora RCS #MechJeb_Speed = Velocidad #MechJeb_SafeTurnspeed = Velocidad segura #MechJeb_TerrainLookAhead = Terreno por delante #MechJeb_BrakeSpeedLimit = Límite de velocidad de freno #MechJeb_HeadingPIDP = Rumbo PID P #MechJeb_HeadingPIDI = Rumbo PID I #MechJeb_HeadingPIDD = Rumbo PID D #MechJeb_SpeedPIDP = Velocidad PID P #MechJeb_SpeedPIDI = Velocidad PID I #MechJeb_SpeedPIDD = Velocidad PID D #MechJeb_TractionBrakeLimit = Límite de freno de tracción #MechJeb_MohoMapdist = Distancia del mapa de Moho #MechJeb_EveMapdist = Distancia del mapa de Eve #MechJeb_GillyMapdist = Distancia del mapa de Gilly #MechJeb_KerbinMapdist = Distancia del mapa de Kerbin #MechJeb_MunMapdist = Distancia del mapa de Mun #MechJeb_MinmusMapdist = Distancia del mapa de Minmus #MechJeb_DunaMapdist = Distancia del mapa de Duna #MechJeb_IkeMapdist = Distancia del mapa de Ike #MechJeb_DresMapdist = Distancia del mapa de Dres #MechJeb_EelooMapdist = Distancia del mapa de Eeloo #MechJeb_JoolMapdist = Distancia del mapa de Jool #MechJeb_TyloMapdist = Distancia del mapa de Tylo #MechJeb_LaytheMapdist = Distancia del mapa de Laythe #MechJeb_PolMapdist = Distancia del mapa de Pol #MechJeb_BopMapdist = Distancia del mapa de Bop #MechJeb_VallMapdist = Distancia del mapa de Vall #MechJeb_Disabled = Deshabilitado #MechJeb_Enabled = Habilitado #MechJeb_OrbitPrograde = Órbita progrado #MechJeb_OrbitRetrograde = Órbita Retrograda #MechJeb_OrbitNormal = Órbita Normal #MechJeb_OrbitAntinormal = Órbita Antinormal #MechJeb_OrbitRadialIn = Órbita Radial Interior #MechJeb_OrbitRadialOut = Órbita Radial Exterior #MechJeb_OrbitKillRotation = Órbita Matar Rotación #MechJeb_DeactivateSmartACS = Desactivar SmartACS #MechJeb_LandSomewhere = Aterrizar en alguna parte #MechJeb_LandatKSC = Aterrizar en KSC #MechJeb_PANIC = PÁNICO! #MechJeb_TranslatronOFF = Translatron APAGADO #MechJeb_TranslatronKeepVert = Translatron mantener vertical #MechJeb_TranslatronZerospeed = Translatron velocidad Zero #MechJeb_TranslatronPlusspeed = Translatron velocidad +1 #MechJeb_TranslatronMinusspeed = Translatron velocidad -1 #MechJeb_TranslatronToggleHS = Translatron Alternar H/S #MechJeb_AscentAPtoggle = Alternar Ascenso AP #MechJeb_AnatidRobotics = Anatid Robotics #MechJeb_AnatidRobotics_Multiversal = Anatid Robotics / Multiversal Mechatronics #MechJeb_MechanicalJeb2_Title = Mechanical Jeb - Pod version 2.0 #MechJeb_MechanicalJeb2_Description = After many years spent on research, our scientists still couldn't explain why Jebediah Kerman was such a good pilot, so we decided to make a mechanical copy of his brain to help pilot our ships. This is an unmanned pod version of MechJeb, designed to save the life of the brave Kerbals who volunteer to test new crafts. #MechJeb_MechJeb2_Title = MechJeb 2 (AR202 case) #MechJeb_MechJeb2_Description = A ruggedized version of MechJeb's neural circuits in a radial-mount case. #MechJeb_Future_ManeuverTranslatron_Title = MechJeb Features - Maneuver & Translatron #MechJeb_Future_ManeuverTranslatron_Description = Unlocks the following MechJeb windows: Maneuver Planner, Translatron, Warp Helper, Attitude Adjustment, Thrust Window, RCS Balancer. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. #MechJeb_Future_RoverAutopilot_Title = MechJeb Features - Rover Autopilot #MechJeb_Future_RoverAutopilot_Description = Unlocks the following MechJeb windows: Rover Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. #MechJeb_Future_RendevousDocking_Title = MechJeb Features - Rendezvous & Docking #MechJeb_Future_RendevousDocking_Description = Unlocks the following MechJeb windows: Rendezvous Guidance, Rendezvous Autopilot, Docking Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. } } } UrlConfig { parentUrl = MechJeb2/Localization/fr-fr.cfg Localization { fr-fr { #MechJeb_ModuleAreLocked = Certains modules sont désactivés jusqu'à que vous débloquiez le nœud correspondant dans l'arbre technologique ou améliorez la station de contrôle #MechJeb_OnlineManualbutton = Manuel en Ligne #MechJeb_InstallCheckA_title = Installation Incorrecte de MechJeb2 #MechJeb_InstallCheckA_msg = MechJeb2 a été installé incorrectement et ne fonctionnera pas normalement.\nTout les fichiers MechJeb2 doivent être situés dans KSP comme ceci \n\n\tGameData\n\t\tMechJeb2\n\t\t\tParts\n\t\t\tPlugins\n\nNe déplacez aucun fichier à l'intérieur du dossier MechJeb2.\n\nChemin(s) incorrect(s) :\n #MechJeb_InstallCheckB_title = Installation Redondante de MechJebMenuToolbar #MechJeb_InstallCheckB_msg = MechJebMenuToolbar est installé mais cette version de MechJeb2 inclut déjà le support de Blizzy78 Toolbar Plugin.\nVeuillez supprimez ce fichier dll : #MechJeb_MechJebInfo_VABSPH = Contrôle d'attitude par MechJeb™ #MechJeb_Maneuver_Planner_title = Planificateur de manœuvre #MechJeb_Maneu_Autowarp = Avance rapide auto #MechJeb_Maneu_Tolerance = Marge : #MechJeb_Maneu_Lead_time = Délai : #MechJeb_of = de #MechJeb_Maneu_STB = planifier la combustion : #MechJeb_Maneu_TimeSelect1 = au moment opportun #MechJeb_Maneu_TimeSelect2 = à la prochaine apoastre #MechJeb_Maneu_TimeSelect3 = au plus proche de la cible #MechJeb_Maneu_TimeSelect4 = au NA équatorial #MechJeb_Maneu_TimeSelect5 = au ND équatorial #MechJeb_Maneu_TimeSelect6 = à la prochaine périastre #MechJeb_Maneu_TimeSelect7 = au prochain NA avec la cible #MechJeb_Maneu_TimeSelect8 = au prochain ND avec la cible #MechJeb_Maneu_TimeSelect9 = après un temps déterminé #MechJeb_Maneu_TimeSelect10 = à une altitude #MechJeb_Maneu_TimeSelect11 = au plus proche NA/ND équatorial #MechJeb_Maneu_TimeSelect12 = au plus efficace NA/ND équatorial #MechJeb_Maneu_TimeSelect13 = au plus proche NA/ND avec la cible #MechJeb_Maneu_TimeSelect14 = au plus efficace NA/ND avec la cible #MechJeb_Maneu_errorMessage = une erreur est apparue pendant la création de ce nœud. #MechJeb_Maneu_Exception1 = Attention : l'orbite est hyperbolique, donc l'apoastre n'existe pas. #MechJeb_Maneu_Exception2 = Attention : pas de cible sélectionnée. #MechJeb_Maneu_Exception3 = Attention : impossible de circulariser à cette altitude, car l'orbite actuelle ne l'atteint pas. #MechJeb_Maneu_Exception4 = Attention : le nœud ascendant équatorial n'existe pas. #MechJeb_Maneu_Exception5 = Attention : le nœud descendant équatorial n'existe pas. #MechJeb_Maneu_Exception6 = Attention : ni le nœud ascendant ni le nœud descendant n'existent. #MechJeb_Maneu_Exception7 = Attention : ni le nœud ascendant ni le nœud descendant n'existent. #MechJeb_AdvancedTransfer_title = Transfert avancé à une autre planète #MechJeb_adv_modeName1 = Temps limité #MechJeb_adv_modeName2 = Sélection façon "côte de porc" #MechJeb_adv_Preconditions1 = l'orbite initiale ne doit pas être hyperbolique #MechJeb_adv_Preconditions2 = l'orbite initiale ne doit pas s'échapper de la sphère d'influence de <<1>> . #MechJeb_adv_Preconditions3 = cible nécessaire pour le transfert interplanétaire. #MechJeb_adv_Preconditions4 = ça ne fait pas sens de planifier un transfert interplanétaire depuis une orbite de <<1>> . #MechJeb_adv_Preconditions5 = utilisez la fonction classique du transfert de Hohmann pour intercepter un autre corps celeste orbitant autour de <<1>>. #MechJeb_adv_Preconditions6 = un transfert interplanétaire depuis la sphère d'influence de <<1>> doit cibler un corps celeste qui orbite le parent de <<2>>, <<3>>. #MechJeb_adv_Preconditions7 = utilisez la fonction classique du transfert de Hohmann pour intercepter un autre corps celeste orbitant autour du Soleil. #MechJeb_adv_Preconditions8 = vous êtes déjà en orbite autour de <<1>>. #MechJeb_adv_computing = calcul : #MechJeb_adv_reset_button = Remise à zéro #MechJeb_adv_captureburn = Inclure la combustion de capture #MechJeb_adv_periapsis = Périastre #MechJeb_adv_label1 = à tout moment #MechJeb_adv_label2 = Choix : #MechJeb_adv_label3 = Départ dans #MechJeb_adv_label4 = Durée de transit #MechJeb_adv_label5 = Date d'arrivée maximale #MechJeb_adv_button1 = ΔV la plus faible #MechJeb_adv_button2 = dès que possible #MechJeb_adv_Exception1 = Calcul non-terminé #MechJeb_adv_Exception2 = Calcul commencé #MechJeb_adv_Exception3 = Échec du calcul #MechJeb_adv_Exception4 = Point sélectionné invalide. #MechJeb_Hohm_title = transfert bi-impulsif (de Hohmann) #MechJeb_Hohm_intercept_only = interception uniquement, pas de capture (impact/survol) #MechJeb_Hohm_simpleTransfer = simple transfert de Hohmann coplanaire #MechJeb_Hohm_Label1 = décalage fractionnaire de la période cible #MechJeb_Hohm_Exception1 = sélection d'une cible nécessaire pour le transfert bi-impulsif. #MechJeb_Hohm_Exception2 = la cible du transfert bi-impulsif doit être dans la même sphère d'influence. #MechJeb_Hohm_Exception3 = le nœud ascendant avec la cible n'existe pas. #MechJeb_Hohm_Exception4 = le nœud descendant avec la cible n'existe pas. #MechJeb_Hohm_Exception5 = ni le nœud ascendant ni le nœud descendant avec la cible n'existent. #MechJeb_Ap_title = changer apoastre #MechJeb_Ap_label1 = Nouvelle apoastre : #MechJeb_Ap_Exception = La nouvelle apoastre ne peut pas être plus basse que l'altitude de la combustion (<<1>>) #MechJeb_both_title = changer à la fois périastre et apoastre #MechJeb_both_label1 = Nouvelle périastre : #MechJeb_both_label2 = Nouvelle apoastre : #MechJeb_both_Exception1 = La nouvelle périastre ne peut pas être plus haute que l'altitude de la combustion (<<1>>) #MechJeb_both_Exception2 = La nouvelle apoastre ne peut pas être plus basse que l'altitude de la combustion #MechJeb_both_Exception3 = La nouvelle périastre ne peut pas être plus basse que le rayon de <<1>> #MechJeb_inclination_title = changer inclinaison #MechJeb_inclination_label = Nouvelle inclinaison : #MechJeb_AN_title = changer longitude du nœud ascendant #MechJeb_AN_label = Nouvelle Longitude du nœud Ascendant : #MechJeb_AN_error = Attention : le plan orbital a une inclinaison faible de <<1>>º (recommandé > 10º), donc la manœuvre peut être imprécise #MechJeb_Pe_title = changer périastre #MechJeb_Pe_label = Nouvelle périastre : #MechJeb_Pe_Exception1 = La nouvelle périastre ne peut pas être plus haute que l'altitude de la combustion #MechJeb_Pe_Exception2 = La nouvelle périastre ne peut pas être plus basse que le rayon de <<1>> #MechJeb_Sa_title = changer axe semi-majeur #MechJeb_Sa_label = Nouvel Axe Semi-Majeur : #MechJeb_Sa_errormsg = Attention : le nouvel axe semi-majeur est très grand, et peut résulter en une orbite hyperbolique #MechJeb_Sa_Exception = ne peut pas mettre l'axe semi-majeur à moins que 2 fois l'altitude de combustion + le rayon de <<1>> #MechJeb_la_title = changer longitude de surface de l'abside #MechJeb_la_label = Nouvelle longitude de surface après une orbite : #MechJeb_approach_title = affiner le point le plus proche de la cible #MechJeb_approach_label1 = Périastre finale approximative #MechJeb_approach_label2 = Distance au point le plus proche #MechJeb_approach_label3 = Planifier la combustion pour minimiser la ΔV nécessaire. #MechJeb_approach_Exception1 = Cible nécessaire pour la correction de trajectoire. #MechJeb_approach_Exception2 = La cible de la correction de trajectoire doit être dans la même sphère d'influence. #MechJeb_Approach_errormsg = Attention : l'orbite avant la correction de trajectoire n'a pas l'air d'approcher la cible de très près. La correction de trajectoire pourrait être extrême. Il est recommandé de planifier une orbite d'interception approximative et ensuite planifier une correction de trajectoire. #MechJeb_intercept_title = intercepter cible au moment choisi #MechJeb_intercept_label = Temps après la combustion pour intercepter la cible : #MechJeb_intercept_Exception1 = Il faut sélectionner une cible à intercepter. #MechJeb_intercept_Exception2 = la cible doit être dans la même sphère d'influence. #MechJeb_match_planes_title = Aligner le plan avec la cible #MechJeb_match_planes_Exception1 = Il faut sélectionner la cible avec laquelle aligner le plan. #MechJeb_match_planes_Exception2 = Le cible doit être dans la même sphère d'influence pour aligner le plan. #MechJeb_match_planes_Exception3 = le nœud ascendant avec la cible n'existe pas. #MechJeb_match_planes_Exception4 = le nœud descendant avec la cible n'existe pas. #MechJeb_match_planes_Exception5 = ni le nœud ascendant ni le nœud descendant avec la cible n'existent. #MechJeb_match_planes_Exception6 = mauvaise réference de temps. #MechJeb_match_v_title = synchroniser vitesse avec la cible #MechJeb_match_v_Exception1 = Il faut sélectionner la cible avec laquelle synchroniser la vitesse. #MechJeb_match_v_Exception2 = la cible doit être dans la même sphère d'influence. #MechJeb_resonant_title = orbite résonnante #MechJeb_resonant_label1 = Changez votre période orbitale à <<1>> de votre période orbitale actuelle #MechJeb_resonant_label2 = Nouveau ratio de période orbitale : #MechJeb_return_title = retour d'une lune #MechJeb_return_label1 = Périastre finale approximative : #MechJeb_return_label2 = planifier la combustion à la prochaine fenêtre de retour. #MechJeb_return_errormsg = Attention : il est recommandé de commencer le retour d'une lune à partir d'une orbite quasi-circulaire (excentricité < 0.2). Le retour prévu commence d'une orbite avec une excentricité de <<1>> et risque donc d'être imprécis. #MechJeb_return_Exception = <<1>> n'orbite pas un corps celeste auquel vous pourriez retourner. #MechJeb_transfer_title = transfert à une autre planète #MechJeb_transfer_Label1 = Planifier la combustion : #MechJeb_transfer_Label2 = à la prochaine fenêtre de transfert #MechJeb_transfer_Label3 = dès que possible #MechJeb_transfer_Label4 = Utiliser ce mode annule la garantie #MechJeb_transfer_Exception1 = il faut sélectionner une cible pour le transfert interplanétaire. #MechJeb_transfer_Exception2 = ça ne fait pas sens de planifier un transfert interplanétaire depuis une orbite autour de <<1>>. #MechJeb_transfer_Exception3 = utilisez la fonction classique du transfert de Hohmann pour intercepter un autre corps celeste orbitant <<1>>. #MechJeb_transfer_Exception4 = un transfert interplanétaire depuis la sphère d'influence de <<1>> doit cibler un corps celeste qui orbite le parent de <<2>>, <<3>>. #MechJeb_transfer_errormsg1 = Attention : le plan orbital de la cible est à un angle de <<1>> º par rapport au plan orbital de <<2>> (il est recommandé de ne pas dépasser 30º). Le transfert interplanétaire prévu peut ne pas intercepter la cible proprement. #MechJeb_transfer_errormsg2 = Attention : il est recommandé de commencer un transfert interplanétaire à partir de <<1>> depuis une orbite dans le même plan que l'orbite de <<2>> autour de <<3>>. L'orbite de départ autour de <<4>> est inclinée de <<5>>º par rapport à l'orbite de <<6>> autour de <<7>> (recommandé < 10º). Le transfert interplanétaire prévu peut ne pas intercepter la cible proprement. #MechJeb_transfer_errormsg3 = Attention : il est recommandé de commencer un transfert interplanétaire à partir d'une orbite quasi-circulaire (excentricité < 0.2). Le transfert prévu commence d'une orbite avec une excentricité de <<1>> et peut donc ne pas intercepter la cible proprement. #MechJeb_Maneu_circularize_title = circulariser #MechJeb_Maneu_createNodeBtn01 = Créer une nouvelle #MechJeb_Maneu_createNodeBtn02 = Changer la dernière #MechJeb_Maneu_createlab1 = nœud de manœuvre pour : #MechJeb_Maneu_createlab2 = Créer un nouveau nœud de manœuvre pour : #MechJeb_Maneu_createlab3 = après le dernier nœud de manœuvre. #MechJeb_Maneu_button1 = Créer le nœud #MechJeb_Maneu_button2 = Créer et exécuter #MechJeb_Maneu_button3 = Enlever TOUS les nœuds #MechJeb_Maneu_button4 = Exécuter le prochain nœud #MechJeb_Maneu_button5 = Exécuter tous les nœuds #MechJeb_Maneu_button6 = Annuler l'exécution du nœud #MechJeb_ApproAndLand_title = Pilote d'atterrissage d'aéronef #MechJeb_ApproAndLand_label1 = Atterrissage #MechJeb_ApproAndLand_label2 = Distance de la piste : #MechJeb_ApproAndLand_label3 = Montrer le guidage sur la navsphère #MechJeb_ApproAndLand_label4 = Vitesse d'approche : #MechJeb_ApproAndLand_label5 = Vitesse d'atterrissage : #MechJeb_ApproAndLand_label6 = Inverser la poussée au contact #MechJeb_ApproAndLand_label7 = Freiner dès le contact #MechJeb_ApproAndLand_label8 = État : #MechJeb_ApproAndLand_label9 = Distance du point de passage : <<1>> m #MechJeb_ApproAndLand_label10 = Vitesse ciblée : <<1>> m/s #MechJeb_ApproAndLand_label11 = Altitude ciblée : <<1>> m #MechJeb_ApproAndLand_label12 = Vitesse verticale ciblée : <<1>> m/s #MechJeb_ApproAndLand_label13 = Cap ciblé: <<1>>º #MechJeb_ApproAndLand_label14 = Pente de descente : #MechJeb_ApproAndLand_MaxRateOfDescent = Taux maximal de descente : #MechJeb_ApproAndLand_approachState1 = Progression en cours vers le point d'approche initial #MechJeb_ApproAndLand_approachState2 = Progression en cours vers le point d'approche final #MechJeb_ApproAndLand_approachState3 = Interception en cours de la pente descente #MechJeb_ApproAndLand_approachState4 = Progression en cours vers le point de contact #MechJeb_ApproAndLand_approachState5 = En attente de cabrer #MechJeb_ApproAndLand_approachState6 = Cabrage en cours #MechJeb_ApproAndLand_approachState7 = Roulage au sol #MechJeb_ApproAndLan_button1 = Atterrissage auto #MechJeb_ApproAndLan_button2 = Annuler #MechJeb_Aircraftauto_title = Pilote auto d'aéronef #MechJeb_Aircraftauto_button1 = Désactiver le pilote automatique #MechJeb_Aircraftauto_button2 = Activer le pilote automatique #MechJeb_Aircraftauto_button3 = PID #MechJeb_Aircraftauto_button4 = cacher le PID #MechJeb_Aircraftauto_Label1 = Maintenir altitude #MechJeb_Aircraftauto_btnset1 = Fixer #MechJeb_Aircraftauto_Label2 = Maintenir V verticale #MechJeb_Aircraftauto_btnset2 = Fixer #MechJeb_Aircraftauto_VS = Vitesse Verticale ± #MechJeb_Aircraftauto_Label3 = Limite de Vitesse Verticale #MechJeb_Aircraftauto_btnset3 = Fixer #MechJeb_Aircraftauto_Label4 = Maintenir Cap #MechJeb_Aircraftauto_btnset4 = Fixer #MechJeb_Aircraftauto_Label5 = Maintenir Inclinaison #MechJeb_Aircraftauto_btnset5 = Fixer #MechJeb_Aircraftauto_Label6 = Inclinaison ± #MechJeb_Aircraftauto_btnset6 = Fixer #MechJeb_Aircraftauto_Label7 = Maintenir Vitesse #MechJeb_Aircraftauto_btnset7 = Fixer #MechJeb_Aircraftauto_Label8 = Accélération #MecgJeb_Aircraftauto_error1 = Err :<<1>> Cible :<<2>> Act :<<3>> #MecgJeb_Aircraftauto_error2 = Err :<<1>> Cible :<<2>> Act :<<3>> PID : <<4>> #MechJeb_Aircraftauto_Label10 = Roulis #MechJeb_Aircraftauto_Pitch = Tangage #MechJeb_Aircraftauto_Limits = Limites : #MechJeb_Aircraftauto_RollLimit = Roul #MechJeb_Aircraftauto_YawLimit = Lac #MechJeb_Aircraftauto_PitchUpLimit = Cabr #MechJeb_Aircraftauto_PitchDownLimit = Piqu #MechJeb_Ascent_title = Pilote auto de décollage #MechJeb_Ascent_ascentPathList1 = Profil de décollage classique #MechJeb_Ascent_ascentPathList2 = Rotation gravitationnelle stock™ #MechJeb_Ascent_ascentPathList3 = Guidage vectoriel primaire (RSS/RO) #MechJeb_Ascent_status1 = Pré-Lancement #MechJeb_Ascent_status2 = Désactivé #MechJeb_Ascent_status3 = Pré-Lancement #MechJeb_Ascent_status4 = Le vaisseau n'est pas posé, Pré-lancement ignoré #MechJeb_Ascent_status5 = Rétractation des panneaux solaires #MechJeb_Ascent_status6 = En attente du décollage #MechJeb_Ascent_status7 = Circularisation #MechJeb_Ascent_status8 = Patience jusqu'à la combustion de circularisation #MechJeb_Ascent_status18 = Ascension verticale #MechJeb_Ascent_status19 = Affinage de l'altitude intermédiaire #MechJeb_Ascent_status20 = Initialisation de la rotation gravitationnelle #MechJeb_Ascent_status21 = Affinage de l'apoastre #MechJeb_Ascent_status22 = Rotation gravitationnelle #MechJeb_Ascent_status23 = Patience jusqu'à la fin de l'atmosphère #MechJeb_Ascent_status24 = Maintien du Profil de décollage #MechJeb_NavBallGuidance_btn1 = Cacher le guidage sur la navsphère #MechJeb_NavBallGuidance_btn2 = Montrer le guidage sur la navsphère #MechJeb_Ascent_button1 = Désactiver le pilote automatique #MechJeb_Ascent_button2 = Activer le pilote automatique #MechJeb_Ascent_button3 = Réinitialiser le guidage (NE PAS APPUYER) #MechJeb_Ascent_button4 = CIBLE #MechJeb_Ascent_button5 = GUID #MechJeb_Ascent_button6 = OPTS #MechJeb_Ascent_button7 = STATUT #MechJeb_Ascent_button8 = CIBLE #MechJeb_Ascent_button9 = GUID #MechJeb_Ascent_button10 = OPTS #MechJeb_Ascent_button11 = CIBLE #MechJeb_Ascent_button12 = OPTS #MechJeb_Ascent_button13 = Actuelle #MechJeb_Ascent_button14 = Lancer pour un rendez-vous : #MechJeb_Ascent_button15 = Lancer dans le plan de la cible #MechJeb_Ascent_button16 = Lancer à la fenêtre interplanétaire #MechJeb_Ascent_button17 = Annuler #MechJeb_Ascent_LaunchToTargetLan = Lancement à la LNA ciblé #MechJeb_Ascent_LaunchToLan = Lancement à la LNA #MechJeb_Ascent_label1 = Périastre ciblée : #MechJeb_Ascent_label2 = Apoastre ciblée : #MechJeb_Ascent_label3 = Ap < Pe : circularisation de l'orbite #MechJeb_Ascent_label4 = Orbite ciblée hyperbolique (Ap neg.) #MechJeb_Ascent_label5 = Altitude #MechJeb_Ascent_label6 = Inclinaison #MechJeb_Ascent_label7 = L'inclinaison est <<1>>º sous la latitude actuelle #MechJeb_Ascent_label8 = Altitude du début de rotation : #MechJeb_Ascent_label9 = Vitesse du début de rotation : #MechJeb_Ascent_label10 = Tangage du début de rotation : #MechJeb_Ascent_label11 = Altitude intermédiaire : #MechJeb_Ascent_label12 = Temps de maintien du PL : #MechJeb_Ascent_label13 = tangage de départ du booster : #MechJeb_Ascent_label14 = Ratio de tangage du booster : #MechJeb_Ascent_label15 = Intervalle de guidage : #MechJeb_Ascent_label16 = Les intervalles de guidage doivent être compris entre 1s et 30s #MechJeb_Ascent_label17 = Qα limite #MechJeb_Ascent_label18 = Qα limite ne peut pas être inférieure à 100 Pa-rad #MechJeb_Ascent_label19 = Qα limite ne peut pas être supérieure à 10000 Pa-rad #MechJeb_Ascent_label20 = Qα limite est recommandée entre 1000 et 4000 Pa-rad #MechJeb_Ascent_label21 = BOGUE : Le limiteur de g est en maintenance! #MechJeb_Ascent_label22 = asc. : #MechJeb_Ascent_label23 = rot. : #MechJeb_Ascent_label24 = Disparition pression dynamique #MechJeb_Ascent_label25 = Gain #MechJeb_Ascent_label26 = Statut de guidage : #MechJeb_Ascent_label27 = converge :\u0020 #MechJeb_Ascent_label28 = statut :\u0020 #MechJeb_Ascent_label29 = manque d'actualisation : #MechJeb_Ascent_label30 = DERNIER ÉCHEC : #MechJeb_Ascent_label31 = LA MASSE EST DÉCENTRÉE DE #MechJeb_Ascent_label32 = LA POUSSÉE EST DÉCENTRÉE DE #MechJeb_Ascent_label33 = Compte à rebours : #MechJeb_Ascent_label34 = Sélectionnez une cible pour un lancement calculé. #MechJeb_Ascent_label35 = Statut du pilote automatique : #MechJeb_Ascent_label36 = CONTRÔLE DÉSACTIVÉ (AVIONIQUES) #MechJeb_Ascent_label37 = Attention : MechJeb est incapable de circulariser sans une station de contrôle améliorée. #MechJeb_Ascent_attachAlt = Altitude d'attache : #MechJeb_Ascent_warnAttachAltLow = Attache < Pe : insertion à la périastre #MechJeb_Ascent_warnAttachAltHigh = Attache > Ap : insertion à l'apoastre #MechJeb_Ascent_checkbox1 = Ignorer attente #MechJeb_Ascent_checkbox2 = Forcer roulis #MechJeb_Ascent_checkbox3 = Limiter incidence à #MechJeb_Ascent_checkbox4 = Pilotage correctif #MechJeb_Ascent_checkbox5 = Découplage auto #MechJeb_Ascent_checkbox6 = Déploiement auto panneaux solaires #MechJeb_Ascent_checkbox7 = Déploiement auto antennes #MechJeb_Ascent_checkbox8 = Avance rapide auto #MechJeb_Ascent_checkbox9 = Ne pas circulariser #MechJeb_Ascent_checkbox10 = Modifier le profil de lancement #MechJeb_Ascent_msg1 = Lancer à la fenêtre interplanétaire #MechJeb_Ascent_msg2 = Lancer dans le plan de la cible #MechJeb_Ascent_msg3 = Lancer pour un rendez-vous : #MechJeb_Ascent_LaunchingToTargetLAN = Lancement à la LNA ciblé #MechJeb_Ascent_LaunchingToManualLAN = Lancement à la LNA manuelle #MechJeb_AttitudeAdjust_title = Ajusteur d'attitude #MechJeb_AttitudeAdjust_checkbox1 = RCS en mode automatique #MechJeb_AttitudeAdjust_checkbox2 = Contrôleur d'attitude MJ #MechJeb_AttitudeAdjust_checkbox3 = Contrôleur d'attitude Kos #MechJeb_AttitudeAdjust_checkbox4 = Contrôleur hybride #MechJeb_AttitudeAdjust_checkbox5 = Montrer les nombres #MechJeb_AttitudeAdjust_checkbox6 = Visible à travers les objets #MechJeb_AttitudeAdjust_checkbox7 = Montrer le CdM #MechJeb_AttitudeAdjust_checkbox8 = Montrer le CdPt #MechJeb_AttitudeAdjust_checkbox9 = Montrer le CdPs #MechJeb_AttitudeAdjust_checkbox10 = Les flèches partent du CdM #MechJeb_AttitudeAdjust_checkbox11 = Vitesse de surface du vaisseau (vert) #MechJeb_AttitudeAdjust_checkbox12 = Vitesse orbitale du vaisseau (rouge) #MechJeb_AttitudeAdjust_checkbox13 = Direction de la poussée (rose violacé) #MechJeb_AttitudeAdjust_checkbox14 = Avant du vaisseau (bleu électrique) #MechJeb_AttitudeAdjust_checkbox15 = Attitude demandée (gris) #MechJeb_AttitudeAdjust_checkbox16 = Débogue1 (magenta) #MechJeb_AttitudeAdjust_checkbox17 = Débogue2 (bleu clair) #MechJeb_AttitudeAdjust_Label1 = contrôle d'axe\u0020 #MechJeb_AttitudeAdjust_Label2 = Couple #MechJeb_AttitudeAdjust_Label3 = Vitesse de réaction du couple #MechJeb_AttitudeAdjust_Label4 = Moment d'inertie / couple #MechJeb_AttitudeAdjust_Label5 = Moment d'inertie #MechJeb_AttitudeAdjust_Label6 = Vitesse Angulaire #MechJeb_AttitudeAdjust_Label7 = Moment Angulaire #MechJeb_AttitudeAdjust_Label8 = Delta de temps fixé #MechJeb_AttitudeAdjust_Label9 = Longueur des flèches #MechJeb_AttitudeAdjust_Label10 = Rayon de la Sphère #MechJeb_WindowEd_title = Fenêtres personnalisées #MechJeb_WindowEd_Edtitle = Titre : #MechJeb_WindowEd_Presetname1 = Infos orbite #MechJeb_WindowEd_Presetname2 = Infos surface #MechJeb_WindowEd_Presetname3 = Infos vaisseau #MechJeb_WindowEd_Presetname4 = Stats delta-v #MechJeb_WindowEd_Presetname5 = Stats ascension #MechJeb_WindowEd_Presetname6 = Infos rendez-vous #MechJeb_WindowEd_Presetname7 = Infos atterrissage #MechJeb_WindowEd_Presetname8 = Infos orbite cible #MechJeb_WindowEd_Presetname9 = Chronomètre #MechJeb_WindowEd_Presetname10 = Navigation de surface #MechJeb_WindowEd_Presetname11 = Infos atmosphère #MechJeb_WindowEd_Presetname12 = Infos nœud de manœuvre #MechJeb_WindowEd_button1 = Nouvelle fenêtre #MechJeb_WindowEd_button2 = Supprimer la fenêtre #MechJeb_WindowEd_button3 = Enlever #MechJeb_WindowEd_button4 = Monter #MechJeb_WindowEd_button5 = Descendre #MechJeb_WindowEd_label1 = Montrer dans : #MechJeb_WindowEd_label2 = Couleur : #MechJeb_WindowEd_label3 = Contenu de la Fenêtre (cliquer pour modifier): #MechJeb_WindowEd_label4 = Cliquer un objet pour l'ajouter à la fenêtre d'informations : #MechJeb_WindowEd_label5 = Préconfiguration de la fenêtre : #MechJeb_WindowEd_checkbox1 = En Vol #MechJeb_WindowEd_checkbox2 = En Construction #MechJeb_WindowEd_checkbox3 = Couches #MechJeb_WindowEd_checkbox4 = Bloqué #MechJeb_WindowEd_checkbox5 = Compacte #MechJeb_WindowEd_checkbox6 = Texte #MechJeb_WindowEd_checkbox7 = Arrière-Plan #MechJeb_WindowEd_CustomInfoWindow_title = Fenêtre d'Informations Personnalisées #MechJeb_WindowEd_CustomInfoWindow_Label1 = Ajoutez un objet à cette fenêtre avec l'éditeur de fenêtre personnalisée. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg1 = La configuration de la fenêtre <<1>> a été copiée dans le presse-papier. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg2 = Le texte collé n'était pas une configuration de fenêtre personnalisée MechJeb. #MechJeb_Docking_title = Pilote auto d'amarrage #MechJeb_Docking_status1 = Recul à <<1>> m/s avant de se déplacer sur le côté de la cible (lat : <<2>> m/s) #MechJeb_Docking_status2 = Éloignement de l'axe d'amarrage à <<1>> m/s pour éviter de heurter la cible lors du recul #MechJeb_Docking_status3 = Déplacement à <<1>> m/s pour aller du bon côté de la cible (lat : <<2>> m/s) #MechJeb_Docking_status4 = Recul à <<1>> m/s #MechJeb_Docking_status5 = Avancement vers le point de départ à <<1>> m/s. #MechJeb_Docking_status6 = Avancement vers le port d'amarrage à <<1>> / <<2>> m/s. #MechJeb_Docking_label1 = Choisissez une cible à laquelle vous amarrer #MechJeb_Docking_label2 = Attention : Vous devez contrôler le vaisseau à partir d'un port d'amarrage. Faîtes clic droit sur un port d'amarrage et sélectionnez "Contrôler d'ici" #MechJeb_Docking_label3 = Attention : la cible n'est pas un port d'amarrage. Faîtes clic droit sur un port d'amarrage cible et sélectionnez "définir comme cible" #MechJeb_Docking_label4 = Attention : ce vaisseau n'est pas contrôlé depuis un nœud d'amarrage. Faîtes clic droit sur le nœud d'amarrage désiré sur ce vaisseau et sélectionnez "Contrôler d'ici" #MechJeb_Docking_label5 = Limite de vitesse #MechJeb_Docking_label6 = Distance de départ #MechJeb_Docking_label7 = Distance de sécurité <<1>> #MechJeb_Docking_label8 = Taille de la cible <<1>> #MechJeb_Docking_label9 = Statut : <<1>> #MechJeb_Docking_label10 = Erreur X : <<1>> #MechJeb_Docking_label11 = Erreur Y : <<1>> #MechJeb_Docking_label12 = Erreur Z : <<1>> #MechJeb_Docking_label13 = Distance d'amarrage : <<1>> #MechJeb_Docking_label14 = Distance de l'axe d'amarrage : <<1>> #MechJeb_Docking_button = Enlever les infos de la boîte de collision #MechJeb_Docking_checkbox1 = Pilote automatique activé #MechJeb_Docking_checkbox2 = Ignorer la Distance de Sécurité #MechJeb_Docking_checkbox3 = Distance de Sécurité #MechJeb_Docking_checkbox4 = Ignorer la Distance de départ #MechJeb_Docking_checkbox5 = Dessiner la boîte de collision #MechJeb_Docking_checkbox6 = Forcer roulis : #MechJeb_Flightrecord_title = Enregistreur de vol #MechJeb_Flightrecord_Button1_1 = Reprendre #MechJeb_Flightrecord_Button1_2 = Pause #MechJeb_Flightrecord_Button2_1 = Distance du pas de tir #MechJeb_Flightrecord_Button2_2 = Temps #MechJeb_Flightrecord_Button3 = Marque #MechJeb_Flightrecord_Button4 = réinitialiser l'échelle #MechJeb_Flightrecord_Button5 = CSV #MechJeb_Flightrecord_checkbox1 = Échelle automatique #MechJeb_Flightrecord_checkbox2 = Atmosphère réelle #MechJeb_Flightrecord_checkbox3 = Étages #MechJeb_Flightrecord_checkbox4 = Altitude #MechJeb_Flightrecord_checkbox5 = Altitude Véritable #MechJeb_Flightrecord_checkbox6 = Accél. #MechJeb_Flightrecord_checkbox7 = VSrf #MechJeb_Flightrecord_checkbox8 = VObt #MechJeb_Flightrecord_checkbox9 = Masse #MechJeb_Flightrecord_checkbox10 = Q #MechJeb_Flightrecord_checkbox11 = incidence #MechJeb_Flightrecord_checkbox12 = gliss. #MechJeb_Flightrecord_checkbox13 = A déplac. #MechJeb_Flightrecord_checkbox14 = Tang. #MechJeb_Flightrecord_checkbox15 = Perte de gravité #MechJeb_Flightrecord_checkbox16 = Perte de traînée #MechJeb_Flightrecord_checkbox17 = Perte de pilotage #MechJeb_Flightrecord_checkbox18 = QNH #MechJeb_Flightrecord_checkbox19 = QFE #MechJeb_Flightrecord_checkbox20 = Acc #MechJeb_Flightrecord_checkbox21 = VSrf #MechJeb_Flightrecord_checkbox22 = VObt #MechJeb_Flightrecord_checkbox23 = Masse #MechJeb_Flightrecord_checkbox24 = Q #MechJeb_Flightrecord_checkbox25 = incidence #MechJeb_Flightrecord_checkbox26 = gliss. #MechJeb_Flightrecord_checkbox27 = A déplac. #MechJeb_Flightrecord_checkbox28 = Tang. #MechJeb_Flightrecord_checkbox29 = Perte de gravité #MechJeb_Flightrecord_checkbox30 = Perte de traînée #MechJeb_Flightrecord_checkbox31 = Perte de pilotage #MechJeb_Flightrecord_Label1 = Temps <<1>> #MechJeb_Flightrecord_Label2 = Distance du pas de tir <<1>> #MechJeb_Flightrecord_Label3 = Stockage : <<1>> % #MechJeb_NodeEd_title = Éditeur de manœuvre #MechJeb_NodeEd_Snap1 = La périastre #MechJeb_NodeEd_Snap2 = L'apoastre #MechJeb_NodeEd_Snap3 = Le NA avec la cible #MechJeb_NodeEd_Snap4 = Le ND avec la cible #MechJeb_NodeEd_Snap5 = Le NA équatorial #MechJeb_NodeEd_Snap6 = Le ND équatorial #MechJeb_NodeEd_Label1 = aucun nœud de manœuvre à modifier #MechJeb_NodeEd_Label2 = Prograde : #MechJeb_NodeEd_Label3 = Radial+: #MechJeb_NodeEd_Label4 = Normal+: #MechJeb_NodeEd_Label5 = Mettre le delta à: #MechJeb_NodeEd_Label6 = Changer le temps #MechJeb_NodeEd_Label7 = Tolérance : #MechJeb_NodeEd_Label8 = Mode conique : #MechJeb_NodeEd_Label9 = Mode actuel : <<1>> #MechJeb_NodeEd_button1 = Fusionner le nœud suivant #MechJeb_NodeEd_button2 = Mettre à jour #MechJeb_NodeEd_button3 = Déplacer le nœud à #MechJeb_NodeEd_button4 = Exécuter le nœud suivant #MechJeb_NodeEd_button5 = Exécuter tous les nœud #MechJeb_NodeEd_button6 = Annuler l'exécution du nœud #MechJeb_NodeEd_button7 = Exécuter le prochain nœud Principia #MechJeb_NodeEd_checkbox1 = Avance rapide auto #MechJeb_RCSBalancer_title = Compensateur RCS #MechJeb_RCSBalancer_label1 = Boost #MechJeb_RCSBalancer_label2 = Le boost augmente la puissance quand c'est possible, au prix d'une perte d'efficacité. #MechJeb_RCSBalancer_label3 = Échelle de boost #MechJeb_RCSBalancer_label4 = Facteur de couple #MechJeb_RCSBalancer_label5 = Facteur de translation #MechJeb_RCSBalancer_label6 = Facteur de gaspillage #MechJeb_RCSBalancer_checkbox1 = Translation intelligente #MechJeb_RCSBalancer_checkbox2 = Options avancées #MechJeb_RZauto_title = Pilote auto de rendez-vous #MechJeb_RZauto_label1 = Sélectionnez une cible avec laquelle effectuer un rendez-vous. #MechJeb_RZauto_label2 = La cible du rendez-vous doit être dans la même sphère d'influence. #MechJeb_RZauto_label3 = Cible du rendez-vous #MechJeb_RZauto_label4 = Distance finale désirée : #MechJeb_RZauto_label5 = Nombre d'orbites de rapprochement maximum : #MechJeb_RZauto_label6 = Le nombre d'orbites de rapprochement maximum doit être au moins 5. #MechJeb_RZauto_label7 = Statut : <<1>> #MechJeb_RZauto_label8 = Vitesse d'approche max : #MechJeb_RZauto_checkbox1 = Avance rapide auto #MechJeb_RZauto_button1 = Activer le pilote automatique #MechJeb_RZauto_button2 = Désactiver le pilote automatique #MechJeb_RZauto_statu1 = Rendez-vous réussi #MechJeb_RZauto_statu2 = Moins de <<1>>m : synchronisation de la vitesse. #MechJeb_RZauto_statu3 = Planification de la synchronisation de la vitesse au point le plus proche. #MechJeb_RZauto_statu4 = Proche de la cible : planification de l'interception #MechJeb_RZauto_statu5 = Sur une trajectoire d'interception. Planification de la synchronisation de la vitesse au point le plus proche. #MechJeb_RZauto_statu6 = Planification d'un transfert de Hohmann pour intercepter après <<1>> orbite(s) de rapprochement. #MechJeb_RZauto_statu7 = La fenêtre d'interception serait à <<1>> orbites,ce qui est plus que le maximum de <<2>> orbite(s) de rapprochement. Augmentation du rapport de rapprochement en établissant une nouvelle orbite à <<3>>m #MechJeb_RZauto_statu8 = Circularisation. #MechJeb_RZauto_statu9 = Alignement du plan. #MechJeb_RZplan_title = Planificateur de Rendez-vous #MechJeb_RZplan_button1 = Aligner le plan #MechJeb_RZplan_button2 = Établir une nouvelle orbite à #MechJeb_RZplan_button3 = Intercepter avec un transfert de Hohmann #MechJeb_RZplan_button4 = Synchroniser la vitesse au point le plus proche #MechJeb_RZplan_button5 = S'approcher #MechJeb_RZplan_button6 = Exécuter le prochain nœud #MechJeb_RZplan_button7 = Exécuter tous les nœuds #MechJeb_RZplan_button8 = Annuler l'exécution du nœud #MechJeb_RZplan_button9 = Supprimer TOUS les nœuds #MechJeb_RZplan_checkbox = Avance rapide auto #MechJeb_RZplan_label1 = Sélectionner une cible avec laquelle effectuer un rendez-vous. #MechJeb_RZplan_label2 = La cible du rendez-vous doit être dans la même sphère d'influence. #MechJeb_RZplan_label3 = Cible du rendez-vous #MechJeb_RZplan_label4 = Orbite cible #MechJeb_RZplan_label5 = Orbite actuelle #MechJeb_RZplan_label6 = Inclinaison relative #MechJeb_RZplan_label7 = Temps avant le point le plus proche #MechJeb_RZplan_label8 = Séparation au point le plus proche #MechJeb_RZplan_label9 = Marge : #MechJeb_Rover_title = Pilote auto de rovers #MechJeb_Rover_label1 = Vitesse cible #MechJeb_Rover_label2 = Point de passage #MechJeb_Rover_button1 = A la cible #MechJeb_Rover_button2 = Ajouter une cible #MechJeb_Rover_button3 = Conduire #MechJeb_Rover_button4 = Arrêter #MechJeb_Rover_button5 = Points de passage #MechJeb_Waypointhelper_title = Aide des points de passage #MechJeb_ScriptMod_title = Module d'écriture de scripts #MechJeb_ScriptMod_label1 = Démarrage. Veuillez patientez... <<1>> s #MechJeb_ScriptMod_label2 = vaisseau actuel #MechJeb_ScriptMod_label3 = mémoire globale #MechJeb_ScriptMod_label4 = Ajouter une action #MechJeb_ScriptMod_label5 = La profondeur du programme est limitée à 4 #MechJeb_ScriptMod_button1 = ▶ COMMENCER #MechJeb_ScriptMod_button2 = ☇ Réinitialiser #MechJeb_ScriptMod_button3 = ■ ARRÊTER #MechJeb_ScriptMod_button4 = ▼ PLEINE FENÊTRE #MechJeb_ScriptMod_button5 = △ FENÊTRE RÉDUITE #MechJeb_ScriptMod_button6 = Effacer tout #MechJeb_ScriptMod_button7 = Sauvegarder #MechJeb_ScriptMod_button8 = Charger #MechJeb_ScriptMod_checkbox1 = Cacher "Ajouter une action" #MechJeb_ScriptMod_actions1 = Temps #MechJeb_ScriptMod_actions1_1 = Compteur #MechJeb_ScriptMod_actions1_2 = Pause #MechJeb_ScriptMod_actions1_3 = Attendez pour #MechJeb_ScriptMod_actions1_4 = Avance #MechJeb_ScriptMod_actions2 = Amarrer #MechJeb_ScriptMod_actions2_1 = Découpler #MechJeb_ScriptMod_actions2_2 = Bouclier d'amarrage #MechJeb_ScriptMod_actions2_3 = Cible d'amarrage #MechJeb_ScriptMod_actions3 = Cible #MechJeb_ScriptMod_actions3_1 = Cible d'amarrage #MechJeb_ScriptMod_actions3_2 = Corps ciblé #MechJeb_ScriptMod_actions4 = Contrôle #MechJeb_ScriptMod_actions4_1 = Contrôler depuis #MechJeb_ScriptMod_actions4_2 = RCS #MechJeb_ScriptMod_actions4_3 = SAS #MechJeb_ScriptMod_actions4_4 = Changer de vaisseau #MechJeb_ScriptMod_actions5 = Équipage #MechJeb_ScriptMod_actions5_1 = Transfert d'equipage #MechJeb_ScriptMod_actions6 = Trajectoire #MechJeb_ScriptMod_actions6_1 = Manœuvre #MechJeb_ScriptMod_actions6_2 = Exécuter le nœud #MechJeb_ScriptMod_actions7 = Découplage/Moteurs #MechJeb_ScriptMod_actions7_1 = Découplage #MechJeb_ScriptMod_actions7_2 = Activer le Moteur #MechJeb_ScriptMod_actions8 = Paramètres #MechJeb_ScriptMod_actions8_1 = Marge de nœud : #MechJeb_ScriptMod_actions9 = Modules #MechJeb_ScriptMod_actions9_1 = MODULE SCA intelligent #MechJeb_ScriptMod_actions9_2 = MODULE Pilote auto d'ascension #MechJeb_ScriptMod_actions9_3 = MODULE Pilote auto d'amarrage #MechJeb_ScriptMod_actions9_4 = MODULE Pilote auto d'atterrissage #MechJeb_ScriptMod_actions9_5 = MODULE Rendez-vous #MechJeb_ScriptMod_actions9_6 = MODULE Pilote auto de Rendez-vous #MechJeb_ScriptMod_actions10 = Sauvegarder/Charger/Actions #MechJeb_ScriptMod_actions10_1 = Sauvegarde rapide #MechJeb_ScriptMod_actions10_2 = Charger un Script #MechJeb_ScriptMod_actions10_3 = Groupe d'action #MechJeb_ScriptMod_actions11 = PROGRAMME - Logique #MechJeb_ScriptMod_actions11_1 = PROGRAMME - Répéter #MechJeb_ScriptMod_actions11_2 = PROGRAMME - Si #MechJeb_ScriptMod_actions11_3 = PROGRAMME - Tant que #MechJeb_ScriptMod_actions11_4 = PROGRAMME - Parallèle #MechJeb_ScriptMod_actions11_5 = Attendre que #MechJeb_ScriptMod_actions12 = Plugins #MechJeb_Settings_title = Paramètres #MechJeb_Settings_label1 = Peau actuelle : <<1>> #MechJeb_Settings_label2 = Échelle de l'interface : #MechJeb_Settings_checkbox1 = Remplacer le menu qui tombe avec un sélecteur de flêche #MechJeb_Settings_checkbox2 = Activer le SAS en avance rapide #MechJeb_Settings_button1 = \nRestaurer les paramètres d'usine\n #MechJeb_Settings_button2 = Utiliser la peau d'interface MechJeb 1 #MechJeb_Settings_button3 = Utiliser la peau d'interface MechJeb 2 #MechJeb_Settings_button4 = Utiliser la peau d'interface compacte MJ2 #MechJeb_SmartASS_title = SCA intelligent #MechJeb_SmartACS_title = SCA intelligent #MechJeb_SmartASS_button1 = OBT #MechJeb_SmartASS_button2 = SURF #MechJeb_SmartASS_button3 = CBL #MechJeb_SmartASS_button4 = AVAN #MechJeb_SmartASS_button5 = AUTO #MechJeb_SmartASS_button6 = Orbite #MechJeb_SmartASS_button7 = Surface #MechJeb_SmartASS_button8 = Cible #MechJeb_SmartASS_button9 = Avancé #MechJeb_SmartASS_button10 = Auto #MechJeb_SmartASS_button11 = OFF #MechJeb_SmartASS_button12 = TUER\nROT #MechJeb_SmartASS_button13 = nœud #MechJeb_SmartASS_button14 = SURF #MechJeb_SmartASS_button15 = PRO\nGRADE #MechJeb_SmartASS_button16 = RETRO\nGRADE #MechJeb_SmartASS_button17 = NML\n+ #MechJeb_SmartASS_button18 = NML\n- #MechJeb_SmartASS_button19 = RAD\n+ #MechJeb_SmartASS_button20 = RAD\n- #MechJeb_SmartASS_button21 = V-REL\n+ #MechJeb_SmartASS_button22 = V-REL\n- #MechJeb_SmartASS_button23 = CBL\n+ #MechJeb_SmartASS_button24 = CBL\n- #MechJeb_SmartASS_button25 = PAR\n+ #MechJeb_SmartASS_button26 = PAR\n- #MechJeb_SmartASS_button27 = AVAN #MechJeb_SmartASS_button28 = AUTO #MechJeb_SmartASS_button29 = VIT-S\n+ #MechJeb_SmartASS_button30 = VIT-S\n- #MechJeb_SmartASS_button31 = VIT-H\n+ #MechJeb_SmartASS_button32 = VIT-H\n- #MechJeb_SmartASS_button33 = HAUT #MechJeb_SmartASS_button34 = Off #MechJeb_SmartASS_button35 = Tuer rotation #MechJeb_SmartASS_button36 = nœud #MechJeb_SmartASS_button37 = Surface #MechJeb_SmartASS_button38 = Prograde #MechJeb_SmartASS_button39 = Retrograde #MechJeb_SmartASS_button40 = Normal+ #MechJeb_SmartASS_button41 = Normal- #MechJeb_SmartASS_button42 = Radial+ #MechJeb_SmartASS_button43 = Radial- #MechJeb_SmartASS_button44 = Vitesse Relative+ #MechJeb_SmartASS_button45 = Vitesse Relative- #MechJeb_SmartASS_button46 = Cible+ #MechJeb_SmartASS_button47 = Cible- #MechJeb_SmartASS_button48 = Parallèle+ #MechJeb_SmartASS_button49 = Parallèle- #MechJeb_SmartASS_button50 = Avancé #MechJeb_SmartASS_button51 = Auto #MechJeb_SmartASS_button52 = Vitesse de Surface+ #MechJeb_SmartASS_button53 = Vitesse de Surface- #MechJeb_SmartASS_button54 = Vitesse de Horizontal+ #MechJeb_SmartASS_button55 = Vitesse de Horizontal- #MechJeb_SmartASS_button56 = Haut #MechJeb_SmartASS_button57 = AUTO #MechJeb_SmartASS_button58 = EXECUTER #MechJeb_SmartASS_label1 = Mode : #MechJeb_SmartASS_label2 = Sélectionnez une cible #MechJeb_SmartASS_label3 = Référence : #MechJeb_SmartASS_label4 = Direction : #MechJeb_SmartASS_checkbox1 = Désactiver le S.C.A petit malin automatiquement #MechJeb_SmartASS_checkbox2 = Désactiver le S.C.A intelligent automatiquement #MechJeb_SmartASS_checkbox3 = Forcer roulis : #MechJeb_SmartRcs_title = RCS intelligent #MechJeb_SmartRcs_button1 = OFF #MechJeb_SmartRcs_button2 = ZERO V-REL #MechJeb_SmartRcs_button3 = AUTO #MechJeb_SmartRcs_label1 = Choisissez une cible #MechJeb_SmartRcs_checkbox1 = Désactiver le RCS intelligent automatiquement #MechJeb_SmartRcs_checkbox2 = Poussée RCS quand les moteurs sont éteint #MechJeb_SmartRcs_checkbox3 = Utiliser le RCS pour la rotation #MechJeb_LandingGuidance_title = Pilote auto d'atterrissage #MechJeb_LandingGuidance_label1 = Coordonnées de la cible #MechJeb_LandingGuidance_label2 = Pilote automatique : #MechJeb_LandingGuidance_label3 = Limite de contact : #MechJeb_LandingGuidance_label4 = Limite d'étage : #MechJeb_LandingGuidance_label5 = Limite d'étage : #MechJeb_LandingGuidance_label6 = Statut : #MechJeb_LandingGuidance_label7 = Étape : #MechJeb_LandingGuidance_label8 = Mode #MechJeb_LandingGuidance_label9 = Prédictions d'atterrissage : #MechJeb_LandingGuidance_Label10 = différence de cible = #MechJeb_LandingGuidance_Label11 = \nTraînée max : #MechJeb_LandingGuidance_Label12 = \nDelta-v nécessaire : #MechJeb_LandingGuidance_Label13 = \nTemps avant atterrissage : #MechJeb_LandingGuidance_Label14 = Orbite prévue après l'aérofreinage : #MechJeb_LandingGuidance_Label15 = Hyperbolique, excentricité = #MechJeb_LandingGuidance_Label16 = Traînée max :<<1>> g #MechJeb_LandingGuidance_Label17 = \nSortie de l'atmosphère dans :<<1>> #MechJeb_LandingGuidance_Label18_1 = L'orbite ne réentre pas :\n #MechJeb_LandingGuidance_Label18_2 = m hauteur de l'atmosphère #MechJeb_LandingGuidance_Label18_3 = m sol #MechJeb_LandingGuidance_Label19 = Simulation de rentré arrêtée. #MechJeb_LandingGuidance_checkbox1 = Avance rapide auto #MechJeb_LandingGuidance_checkbox2 = Déployer les trains d'atterrissage #MechJeb_LandingGuidance_checkbox3 = Déployer les Parachutes #MechJeb_LandingGuidance_checkbox4 = Utiliser le RCS pour les petits ajustements #MechJeb_LandingGuidance_checkbox5 = Montrer les prédiction d'atterrissage #MechJeb_LandingGuidance_checkbox6 = Montrer les nœud d'aérofreinage #MechJeb_LandingGuidance_checkbox7 = Montrer la trajectoire #MechJeb_LandingGuidance_checkbox8 = Trajectoire du monde #MechJeb_LandingGuidance_checkbox9 = Trajectoire de la caméra (expérimental) #MechJeb_LandingGuidance_button1 = Entrez les coordonnées de la cible : #MechJeb_LandingGuidance_button2 = Choisir une cible sur la carte #MechJeb_LandingGuidance_button3 = Annuler l'atterrissage auto #MechJeb_LandingGuidance_button4 = Atterrir à la cible #MechJeb_LandingGuidance_button5 = Atterrir quelque part #MechJeb_LandingGuidance_Status1 = En attente de la combustion de déceleration #MechJeb_LandingGuidance_Status2 = DV de correction de trajectoire : <<1>> m/s #MechJeb_LandingGuidance_Status3 = exécution d'une correction de trajectoire de <<1>> m/s #MechJeb_LandingGuidance_Status4 = Avancer jusqu'au début de la combustion de freinage. #MechJeb_LandingGuidance_Status5 = Freinage. #MechJeb_LandingGuidance_Status6 = freinage : vitesse ciblée = <<1>> m/s #MechJeb_LandingGuidance_Status7 = Exécution du point de combustion de désorbitation haut #MechJeb_LandingGuidance_Status8 = Déplacement à un point de combustion de désorbitation plus haut #MechJeb_LandingGuidance_Status9 = Descente finale : <<1>>m au dessus du sol #MechJeb_LandingGuidance_Status10 = Élimination de la vitesse horizontale avant la descente finale #MechJeb_LandingGuidance_Status11 = Exécution du point de combustion de désorbitation bas #MechJeb_LandingGuidance_Status12 = Déplacement à un point de combustion de désorbitation plus bas #MechJeb_LandingGuidance_Status13 = Combustion de désorbitation complète : en attente du bon moment pour commencer le freinage #MechJeb_LandingGuidance_Status14 = Exécution du changement de plan d'orbite basse d'environ <<1>> m/s #MechJeb_LandingGuidance_Status15 = Déplacement au point de combustion du changement de plan #MechJeb_LandingGuidance_Status16 = Exécution de la combustion de désorbitation. #MechJeb_Translatron_title = Translatron #MechJeb_Translatron_off = OFF #MechJeb_Translatron_KEEP_OBT = GARDER\nV ORBT #MechJeb_Translatron_KEEP_SURF = GARDER\nV SURF #MechJeb_Translatron_KEEP_VERT = GARDER\nV VERT #MechJeb_Trans_kill_h = Tuer V/H #MechJeb_Trans_spd = VITESSE #MechJeb_Trans_auto = AUTO #MechJeb_Trans_spd_act = EXECUTER #MechJeb_Trans_current_spd = vitesse actuelle #MechJeb_Trans_NOPANIC = NE PANIQUEZ PAS! #MechJeb_Trans_PANIC = PANIQUE!!! #MechJeb_Utilities_title = Outils #MechJeb_Utilities_label1 = Découplage Auto <<1>> Actif #MechJeb_Utilities_label1_1 = une fois #MechJeb_Utilities_label2 = marge de sécurité pour les réacteur d'avion #MechJeb_Utilities_label3 = Échec de la poussée différentielle\nplus de moteurs requis #MechJeb_Utilities_label4 = Échec de la poussée différentielle\npas de moteurs actifs #MechJeb_Utilities_label5 = Échec de la poussée différentielle\nNe peut pas trouver une solution #MechJeb_Utilities_checkbox1 = Découplage auto #MechJeb_Utilities_checkbox2 = Poussée douce #MechJeb_Utilities_checkbox3 = Gestion des entrés d'air #MechJeb_Utilities_button1 = Découplage auto une fois #MechJeb_WarpHelper_title = Aide d'avance rapide #MechJeb_WarpHelper_Combobox_text1 = périastre #MechJeb_WarpHelper_Combobox_text2 = apoastre #MechJeb_WarpHelper_Combobox_text3 = nœud de manœuvre #MechJeb_WarpHelper_Combobox_text4 = changement de sphère d'influence #MechJeb_WarpHelper_Combobox_text5 = Temps #MechJeb_WarpHelper_Combobox_text6 = Angle de phase #MechJeb_WarpHelper_Combobox_text7 = Combustion suicide #MechJeb_WarpHelper_Combobox_text8 = entré atmosphérique #MechJeb_WarpHelper_label1 = Avancer à:\u0020 #MechJeb_WarpHelper_label2 = Avancer pour :\u0020 #MechJeb_WarpHelper_label3 = Vous avez besoin d'une cible #MechJeb_WarpHelper_label4 = Angle de Phase : #MechJeb_WarpHelper_label5 = Délai :\u0020 #MechJeb_WarpHelper_label6 = Avance à\u0020 #MechJeb_WarpHelper_checkbox1 = Courte avance rapide #MechJeb_WarpHelper_scrmsg = MJ : Avance en pause - reprendre dans l'aide d'avance rapide #MechJeb_WarpHelper_button1 = Annuler #MechJeb_WarpHelper_button2 = Avancer #MechJeb_WarpHelper_button3 = Reprendre l'avance MJ #MechJeb_WarpHelper_button4 = Mettre en pause l'avance MJ #MechJeb_InfoItems_label1 = Stats des étages #MechJeb_InfoItems_label2 = Vitesse angulaire relative de la cible : (N/D) #MechJeb_InfoItems_label3 = Vitesse angulaire relative de la cible : #MechJeb_InfoItems_label4 = Séparation de la cible : (N/D) #MechJeb_InfoItems_label5 = Séparation de la cible : #MechJeb_InfoItems_label6 = Angles de phase des planètes #MechJeb_InfoItems_label7 = Angles de phase de la lune #MechJeb_InfoItems_button1 = Stats courtes #MechJeb_InfoItems_button2 = Stats longues #MechJeb_InfoItems_button3 = Stats complètes #MechJeb_InfoItems_button4 = personnalisé #MechJeb_InfoItems_button5 = RPP QFE directe #MechJeb_InfoItems_button6 = RPP QNH #MechJeb_InfoItems_showEmpty = Montrer 0 #MechJeb_InfoItems_hideEmpty = Cacher 0 #MechJeb_InfoItems_UnlimitedText = Illimité #MechJeb_InfoItems_velocityNA = Vitesse relative de la cible : (N/D) #MechJeb_InfoItems_velocity = Vitesse relative de la cible : #MechJeb_InfoItems_CopytoClipboard = Copier Lat/Lon/Alt dans le presse-papier #MechJeb_InfoItems_VesselSituation1 = Survol de <<1>> #MechJeb_InfoItems_VesselSituation2 = Haute atmosphère de <<1>> #MechJeb_InfoItems_VesselSituation3 = Dans l'espace juste au-dessus de <<1>> #MechJeb_InfoItems_VesselSituation4 = Dans l'espace loin au-dessus de <<1>> #MechJeb_InfoItems_VesselSituation5 = , surface #MechJeb_InfoItems_VesselSituation6 = , océans #MechJeb_InfoItems_StatsColumn0 = Étage #MechJeb_InfoItems_StatsColumn1 = Masse de départ #MechJeb_InfoItems_StatsColumn2 = Masse d'arrivé #MechJeb_InfoItems_StatsColumn3 = Masse larguée #MechJeb_InfoItems_StatsColumn4 = Masse brûlée #MechJeb_InfoItems_StatsColumn5 = RPP #MechJeb_InfoItems_StatsColumn6 = RPP Max #MechJeb_InfoItems_StatsColumn7 = RPP QNH #MechJeb_InfoItems_StatsColumn8 = RPP QNH max #MechJeb_InfoItems_StatsColumn9 = ISP #MechJeb_InfoItems_StatsColumn10 = ΔV Atmo #MechJeb_InfoItems_StatsColumn11 = ΔV Vide #MechJeb_InfoItems_StatsColumn12 = Temps #MechJeb_AscentPathEd_title = Éditeur de trajectoire d'ascension #MechJeb_AscentPathEd_nopath = trajectoire invalide!!!1!!1!1!1111!11onze #MechJeb_AscentPathEd_auto = Altitude de rotation automatique #MechJeb_AscentPathEd_label1 = Altitude :\u0020 #MechJeb_AscentPathEd_label2 = Vitesse :\u0020 #MechJeb_AscentPathEd_label3 = La rotation commence quand l'altitude est à #MechJeb_AscentPathEd_label4 = ou vitesse atteinte #MechJeb_AscentPathEd_label5 = Altitude de fin de rotation : #MechJeb_AscentPathEd_label6 = Altitude de début de rotation : #MechJeb_AscentPathEd_label7 = Vitesse de début de rotation : #MechJeb_AscentPathEd_label8 = Altitude de fin de rotation : #MechJeb_AscentPathEd_label9 = Angle final de la trajectoire de vol : #MechJeb_AscentPathEd_label10 = Forme de rotation : #MechJeb_AttitudeController_checkbox1 = \u0020Ajustement-Auto #MechJeb_AttitudeController_checkbox2 = \u0020Filtre passe-bas #MechJeb_AttitudeController_label1 = Les grands vaisseaux se comportent mieux avec un grand Tf #MechJeb_AttitudeController_label2 = Tf (s) #MechJeb_AttitudeController_label3 = T #MechJeb_AttitudeController_label4 = L #MechJeb_AttitudeController_label5 = R #MechJeb_AttitudeController_label6 = Tf #MechJeb_AttitudeController_label7 = Gamme du Tf #MechJeb_AttitudeController_label8 = min #MechJeb_AttitudeController_label9 = max #MechJeb_AttitudeController_label11 = Vitesse angulaire relative maximale #MechJeb_AttitudeController_label12 = Kp #MechJeb_AttitudeController_label13 = Ki #MechJeb_AttitudeController_label14 = Kd #MechJeb_AttitudeController_label15 = Erreur #MechJeb_AttitudeController_label16 = action prop. #MechJeb_AttitudeController_label17 = action deriv. #MechJeb_AttitudeController_label18 = action integral #MechJeb_AttitudeController_label19 = Action de PID #MechJeb_AttitudeController_label20 = Inertie #MechJeb_AttitudeController_PIDF = facteurs du PID #MechJeb_AttitudeController_PIDFactor1 = Zone morte = #MechJeb_Ascent_checkbox11 = Limiter pression à #MechJeb_Ascent_checkbox12 = Empêcher surchauffe moteur #MechJeb_Ascent_checkbox13 = Empêcher extinction des réacteur d'avion #MechJeb_Ascent_checkbox14 = Empêcher un allumage instable #MechJeb_Ascent_checkbox15 = Utiliser le RCS en cas de manque #MechJeb_Ascent_checkbox16 = Limiter accelération à #MechJeb_Ascent_checkbox17 = Limiter poussée à #MechJeb_Ascent_checkbox18 = Garder poussée limitée > #MechJeb_Ascent_checkbox19 = poussée différentielle #MechJeb_Ascent_checkbox20 = minimum CE #MechJeb_Ascent_srcmsg1 = [MechJeb]: suppression de la poussée pour empêcher un allumage instable #MechJeb_HybridController_checkbox1 = Utiliser l'inertie #MechJeb_HybridController_checkbox2 = Gamme de contrôle de roulis #MechJeb_HybridController_label1 = Temps d'arrêt maximum #MechJeb_HybridController_label2 = Actionnement #MechJeb_HybridController_label3 = vecteur φ #MechJeb_HybridController_label4 = Couple cible #MechJeb_HybridController_label5 = Contrôle de couple #MechJeb_HybridController_label6 = Inertie #MechJeb_Actiongroup_label1 = Activer les groupe d'actions #MechJeb_Ascent_hotStaging = Supporter le découplage après allumage #MechJeb_Ascent_dropSolids = Larguer les moteurs à ergols solides tôt #MechJeb_Ascent_label38 = Larguer la coiffe quand : #MechJeb_Ascent_label39 = pression dynamique #MechJeb_Ascent_label40 = altitude #MechJeb_Ascent_label41 = flux thermique #MechJeb_Ascent_label42 = Arrêter à l'étage # #MechJeb_Ascent_leadTime = Délai #MechJeb_Ascent_label44 = Poussée du découpleur #MechJeb_Ascent_status9 = Découplage-auto off #MechJeb_Ascent_status10 = Découplage-auto pour le prochain étage uniquement #MechJeb_Ascent_status11 = Découplage-auto jusqu'à l'étage # #MechJeb_Ascent_status12 = En attente du décollage #MechJeb_Ascent_status13 = Ascension verticale, encore <<1>>m/s #MechJeb_Ascent_status14 = Rotation de gravité de <<1>>° par rapport au guidage #MechJeb_Ascent_status15 = programme de tangage de <<1>>° par rapport au guidage #MechJeb_Ascent_status16 = ATTENTION : Guidage instable #MechJeb_Ascent_status17 = Guidage stable #MechJeb_NodeBurnTime = temps de combustion du nœud #MechJeb_TimeToNode = temps jusqu'au nœud #MechJeb_NodedV = dV du nœud #MechJeb_SurfaceTWR = RPP de Surface #MechJeb_LocalTWR = RPP Local #MechJeb_ThrottleTWR = Poussée du RPP #MechJeb_AtmosphericPressurePa = Pression Atmospherique (Pa) #MechJeb_AtmosphericPressure = Pression Atmospherique #MechJeb_Coordinates = Coordonnées #MechJeb_MeanAnomaly = Anomalie moyenne #MechJeb_Orbit = Orbite #MechJeb_TargetOrbit = orbite cible #MechJeb_OrbitWithInc = Orbite #MechJeb_OrbitWithInc_desc = forme d'orbite avec inclinaison. #MechJeb_TargetOrbitWithInc = orbite cible #MechJeb_TargetOrbitWithInc_desc = forme de l'orbite cible avec inclinaison. #MechJeb_OrbitalEnergy = Énergie orbitale #MechJeb_OrbitalEnergy_desc = Énergie orbitale spécifique #MechJeb_PotentialEnergy = Énergie potentielle #MechJeb_PotentialEnergy_desc = Énergie potentielle spécifique #MechJeb_KineticEnergy = Énergie kinétique #MechJeb_KineticEnergy_desc = Énergie kinétique spécifique #MechJeb_TimeToImpact = Temps avant impact #MechJeb_SuicideBurnCountdown = Compte à rebours de la combustion suicide #MechJeb_RCSthrust = poussée RCS #MechJeb_RCSTranslationEfficiency = efficacité de translation RCS #MechJeb_RCSdV = ΔV RCS #MechJeb_AngularVelocity = Vitesse angulaire #MechJeb_CurrentAcceleration = Accéleration actuelle #MechJeb_CurrentThrust = Poussée actuelle #MechJeb_TimeToSoIWwitch = Temps avant changement de sphère #MechJeb_SurfaceGravity = Gravité de surface #MechJeb_EscapeVelocity = Vitesse d'échappement #MechJeb_VesselName = Nom du vaisseau #MechJeb_VesselType = Type du vaisseau #MechJeb_VesselMass = Masse du vaisseau #MechJeb_MaxVesselMass = Masse du vaisseau max #MechJeb_DryMass = Masse à sec #MechJeb_LiquidFuelandOxidizerMass = Masse d'ergols liquide et d'oxydant #MechJeb_MonopropellantMass = Masse de monoergol #MechJeb_TotalElectricCharge = Charge électrique totale #MechJeb_MaxThrust = Poussée max #MechJeb_MinThrust = Poussée min #MechJeb_MaxAcceleration = Accelération max #MechJeb_MinAcceleration = Accelération min #MechJeb_Gforce = Force G #MechJeb_PartCount = Nombre de pièces #MechJeb_MaxPartCount = Nombre max de pièces #MechJeb_PartCountDivideMaxParts = Nombre de pièces / Nombre max #MechJeb_StrutCount = Nombre d'étais #MechJeb_FuelLinesCount = Nombre de tuyaus de carburant #MechJeb_VesselCost = Coût du vaisseau #MechJeb_CrewCount = Nombre d'équipage #MechJeb_CrewCapacity = Capacité d'équipage #MechJeb_DistanceToTarget = Distance de la cible #MechJeb_HeadingToTarget = Direction de la cible #MechJeb_RelativeVelocity = Vitesse relative #MechJeb_TimeToClosestApproach = Temps avant point le plus proche #MechJeb_ClosestApproachDistance = Distance du point le plus proche #MechJeb_RelativeVelocityAtClosestApproach = Vitesse relative au point le plus proche #MechJeb_PeriapsisInTargetSoI = Périastre dans la sphère cible #MechJeb_TargetCaptureDV = ΔV pour être capturer par la cible #MechJeb_TargetApoapsis = Apoastre cible #MechJeb_TargetPeriapsis = Périastre cible #MechJeb_TargetInclination = Inclinaison cible #MechJeb_TargetOrbitPeriod = Période orbitale cible #MechJeb_TargetOrbitSpeed = Vitesse orbitale cible #MechJeb_TargetTimeToAp = Temps avant Ap de la cible #MechJeb_TargetTimeToPe = Temps avant Pe de la cible #MechJeb_TargetTimeToAN = Temps avant NA de la cible #MechJeb_TargetTimeToDN = Temps avant ND de la cible #MechJeb_TargetMeanAnomaly = Anomalie moyenne de la cible #MechJeb_TargetTrueLongitude = Longitude vraie de la cible #MechJeb_TargetLAN = LNA cible #MechJeb_TargetLDN = LND cible #MechJeb_TargetAoP = A. de Pe cible #MechJeb_TargetEccentricity = excentricité de la cible #MechJeb_TargetSMA = ASM cible #MechJeb_AtmosphericDrag = Traînée atmosphérique #MechJeb_SynodicPeriod = Période synodique #MechJeb_PhaseAngleToTarget = Angle de phase avec la cible #MechJeb_TargetPlanetPhaseAngle = Angle de phase de la planète cible #MechJeb_RelativeInclination = Inclinaison relative #MechJeb_TimeToAN = Temps avant NA #MechJeb_TimeToDN = Temps avant ND #MechJeb_TimeToEquatorialAN = Temps avant NA équatorial #MechJeb_TimeToEquatorialDN = Temps avant ND équatorial #MechJeb_CircularOrbitSpeed = Vitesse d'orbite circulaire #MechJeb_StageDv_vac = ΔV de l'étage (vide) #MechJeb_StageDV_atmo = ΔV de l'étage (atmo) #MechJeb_StageDV_atmo_vac = ΔV de l'étage (atmo, vide) #MechJeb_StageTimeFullThrottle = Durée de l'étage (pleine puissance) #MechJeb_StageTimeCurrentThrottle = Durée de l'étage (poussée actuelle) #MechJeb_StageTimeHover = Durée de l'étage (sur-place) #MechJeb_TotalDV_vacuum = ΔV totale (vide) #MechJeb_TotalDV_atmo = ΔV totale (atmo) #MechJeb_TotalDV_atmo_vac = ΔV totale (atmo, vide) #MechJeb_SurfaceBiome = Biome de surface #MechJeb_CurrentBiome = Biome actuelle #MechJeb_SteeringError = Erreur de pilotage #MechJeb_MarkUT = Marquer l'instant #MechJeb_TimeSinceMark = Temps depuis la marque #MechJeb_DVExpended = ΔV utilisée #MechJeb_DragLosses = Perte de traînée #MechJeb_GravityLosses = Perte de gravité #MechJeb_SteeringLosses = Perte de pilotage #MechJeb_PhaseAngleFromMark = Angle de phase de la marque #MechJeb_MarkLAN = NLA de la marque #MechJeb_MarkLatitude = Latitude de la marque #MechJeb_MarkLongitude = Longitude de la marque #MechJeb_MarkAltitudeASL = Altitude QNH de la marque #MechJeb_MarkBody = Corps de la marque #MechJeb_DistanceFromMark = Distance de la marque #MechJeb_DownrangeDistance = Distance du pas de tir #MechJeb_MaxDragGees = G de traînée max #MechJeb_ParachuteControlInfo = Info de Contrôle de Parachute #MechJeb_ChuteMultiplier = multiplicteur de parachute : <<1>> #MechJeb_MultiplierQuality = \nQualité du multiplicateur : <<1>>% #MechJeb_Usingpredictions = \nUtilisation de prédictions <<1>> #MechJeb_SimDragScalar = Scalaire de trainée de la sim #MechJeb_SimLiftScalar = Scalaire de portance de la sim #MechJeb_SimDynaPressPa = Pression dynamique de la sim #MechJeb_SimsimMach = V mach de la sim #MechJeb_SimSpdOfSnd = V du son de la sim #MechJeb_LandingSim = Sim d'atterrissage #MechJeb_DVincludecosinelosses = pertes cosinus inclus dans la ΔV #MechJeb_NodeBurnLength = Durée de combustion du nœud #MechJeb_NodeBurnCountdown = Compte à rtebours de la combustion du nœud #MechJeb_SpeedIntAcc = Vitesse Int Acc #MechJeb_Traction = Traction #MechJeb_Headingerror = Erreur de cap #MechJeb_Speederror = Erreur de vitesse #MechJeb_Autostagingstatus = Statut d'découplage-auto #MechJeb_Targetcoordinates = Coordonnées de la cible #MechJeb_pickingPositionMsg = Cliquez pour sélectionner une cible à la surface de <<1>>.\n(Quittez la carte pour annuler.) #MechJeb_Pickpositiontarget = Choisissez une position cible #MechJeb_UniversalTime = Temps universel (UT) #MechJeb_LocalGravity = Gravité locale #MechJeb_OrbitalSpeed = Vitesse orbitale #MechJeb_SurfaceSpeed = Vitesse de surface #MechJeb_VerticalSpeed = Vitesse verticale #MechJeb_SurfaceHorizontalSpeed = Vitesse horizontale de surface #MechJeb_OrbitHorizontalSpeed = Vitesse horizontale orbitale #MechJeb_Heading = Cap #MechJeb_Pitch = Tangage #MechJeb_Roll = Roulis #MechJeb_Altitude_ASL = Altitude (QNH) #MechJeb_Altitude_true = Altitude (vrai/QFE) #MechJeb_SurfaceAltitudeASL = Altitude de la surface #MechJeb_Apoapsis = Apoastre #MechJeb_Periapsis = Périastre #MechJeb_OrbitalPeriod = Période orbitale #MechJeb_TimeToApoapsis = Temps avant apoastre #MechJeb_TimeToPeriapsis = Temps avant périastre #MechJeb_LAN = LNA #MechJeb_ArgumentOfPeriapsis = Argument de la périastre #MechJeb_Inclination = Inclinaison #MechJeb_Eccentricity = Excentricité #MechJeb_SemiMajorAxis = Axe semi majeur #MechJeb_Latitude = Latitude #MechJeb_Longitude = Longitude #MechJeb_AngleOfAttack = Incidence #MechJeb_AngleOfSideslip = Angle de glissade #MechJeb_DisplacementAngle = Angle de déplacement #MechJeb_Mach = Mach #MechJeb_SpeedOfSound = Vitesse du son #MechJeb_DragCoefficient = Coefficient de traînée #MechJeb_AtmosphereDensity = Densité atmosphérique #MechJeb_MaxDynamicPressure = Pression dynamique max #MechJeb_DynamicPressure = Pression dynamique #MechJeb_IntakeAir = Entrée d'air #MechJeb_IntakeAirAllIntakes = Entrée d'air (toutes les entrées ouvertes) #MechJeb_IntakeAirNeeded = Entrée d'air nécessaire #MechJeb_intakeAirAtMax = Entrée d'air nécessaire (max) #MechJeb_AngleToPrograde = Angle au prograde #MechJeb_AerothermalFlux = Flux thermique #MechJeb_TerminalVelocity = Vitesse terminale #MechJeb_Altitude_bottom = Altitude (fond) #MechJeb_PureDrag = Traînée pure #MechJeb_PureLift = Portance pure #MechJeb_Toggle_Ascent_Navball_Guidance = Activer le guidage d'ascension sur la navsphère #MechJeb_ToggleAntennas = Activer antennes #MechJeb_Autodeployantennas = Déploiement auto antennes #MechJeb_AntennasEXTENDED = Activer antennes (actuellement étendues) #MechJeb_AntennasRETRACTED = Activer antennes (actuellement retractées) #MechJeb_AntennasToggle = Activer antennes #MechJeb_StageStatsAll = Stats de tous les étages #MechJeb_DockingGuidance_velocity = Guidage d'amarrage : vitesse #MechJeb_DockingGuidanceAngularVelocity = Guidage d'amarrage : vitesse angulaire #MechJeb_DockingGuidancePosition = Guidage d'amarrage : position #MechJeb_AllPlanetPhaseAngles = Angle de phase de toutes les planètes #MechJeb_AllMoonPhaseAngles = Angle de phase de toutes les lunes #MechJeb_LatLonClipbardCopy = Lat/Lon/Alt copier dans le presse papier #MechJeb_PoolsStatus = Statut des réservoirs #MechJeb_Separator = Séparateur #MechJeb_LandingPredictions = Prédictions d'atterrissage #MechJeb_HideMenuButton = Cacher le bouton du menu #MechJeb_UseAppLauncher = Utiliser le lanceur d'application #MechJeb_MenuPosition = Position du Menu #MechJeb_RCSBalancerInfo = Infos du Compensateur RCS #MechJeb_RCSBalancerInfo_Label1 = Temps de calcul #MechJeb_RCSBalancerInfo_Label2 = Tâches en attente #MechJeb_RCSBalancerInfo_Label3 = Taille du cache #MechJeb_RCSBalancerInfo_Label4 = Impact au cache #MechJeb_RCSBalancerInfo_Label5 = Ratés du cache #MechJeb_RCSBalancerInfo_Label6 = Changement du CdeM #MechJeb_RCSBalancerInfo_Label7 = Recalcul du CdeM #MechJeb_RCSBalancerInfo_Label8 = Changement max du CdeM #MechJeb_RCSBalancerInfo_Label9 = Statut #MechJeb_RCSThrusterStates = État des propulseurs RCS #MechJeb_RCSThrusterStates_Label1 = État des propulseurs RCS (entre 0 et 9) #MechJeb_RCSPartThrottles = Poussée des pièces RCS #MechJeb_ControlVector = Vecteur de contrôle #MechJeb_RCSPid = PID RCS #MechJeb_DisableSmartACSAutomatically = Désactiver le SCA inteligent automatiquement #MechJeb_DisableSmartRcsAutomatically = Désactiver le RCS inteligent automatiquement #MechJeb_ToggleSolarPanels = Activer panneaux solaires #MechJeb_SolarPanelDeployButton = Déploiement auto des panneaux solaires #MechJeb_SolarPanelDeploy = Activer panneaux solaires (actuellement étendus) #MechJeb_SolarPanelRetracted = Activer panneaux solaires (actuellement retractés) #MechJeb_SolarPanelToggle = Activer panneaux solaires #MechJeb_AutostagingSettings = Paramètres de le découplage auto #MechJeb_ClampAutostageThrust = Poussée du découpleur #MechJeb_LimittoMaxQ = Limiter Q Max #MechJeb_PreventEngineOverheats = Empêcher la surchauffe moteur #MechJeb_SmoothThrottle = Poussée douce #MechJeb_PreventJetFlameout = Empêcher l'extinction des réacteur d'avion #MechJeb_PreventUnstableIgnition = Empêcher un allumage instable #MechJeb_UseRCStoullage = Utiliser le RCS en cas de manque #MechJeb_ManageAirIntakes = Gérer les entrées d'air #MechJeb_LimitThrottle = Limiter poussée à #MechJeb_LowerThrottleLimit = Limite basse de la poussée #MechJeb_DifferentialThrottle = Poussée différentielle #MechJeb_ElectricLimit = Limite CE #MechJeb_AutostageOnce = Découplage auto une fois #MechJeb_Autostage = Découplage auto #MechJeb_MJWarpControl = Contrôle d'avance rapide MJ #MechJeb_DebugString = Chaîne de charactères de déboguage #MechJeb_RCSTranslation = Translation RCS #MechJeb_RCSTorque = Couple RCS #MechJeb_Torque = Couple #MechJeb_hideBrakeOnEject = Cacher 'Freiner à l'éjection du pilote' dans le contrôleur du rover #MechJeb_useTitlebarDragging = Utiliser uniquement la barre de titre pour déplacer une fenêtre #MechJeb_rssMode = La désactivation d'un module ne supprime pas la poussée (RSS/RO) #MechJeb_smartTranslation = Translation RCS intelligente #MechJeb_RCSBalancerOverdrive = Surpuissance du compensateur de RCS #MechJeb_conserveFuel = Conserver l'ergol RCS #MechJeb_conserveThreshold = Seuil de conservation de l'ergol RCS #MechJeb_RCSTf = Tf du RCS #MechJeb_RCSThrottle = Poussée RCS quand la puissance est à 0kn #MechJeb_rcsForRotation = Utiliser le RCS pour la rotation #MechJeb_ControlHeading = Contrôle de cap #MechJeb_ControlSpeed = Contrôle de vitesse #MechJeb_BrakeOnEject = Freiner à l'éjection du pilote #MechJeb_BrakeOnEnergyDepletion = Freiner lorsque l'energie est épuisée #MechJeb_WarpToDaylight = Avancer jusqu'au jour si épuisée #MechJeb_StabilityControl = Contrôle de stabilité #MechJeb_LimitAcceleration = Limiter accéleration #MechJeb_DockingSpeedLimit = Limite de vitesse de l'amarrage #MechJeb_RCSBalancerPrecision = Précision du compensateur de RCS #MechJeb_Speed = Vitesse #MechJeb_SafeTurnspeed = Vitesse de virage sûre #MechJeb_TerrainLookAhead = Anticipation du terrain #MechJeb_BrakeSpeedLimit = Limite de vitesse de freinage #MechJeb_HeadingPIDP = Cap PID P #MechJeb_HeadingPIDI = Cap PID I #MechJeb_HeadingPIDD = Cap PID D #MechJeb_SpeedPIDP = Vitesse PID P #MechJeb_SpeedPIDI = Vitesse PID I #MechJeb_SpeedPIDD = Vitesse PID D #MechJeb_TractionBrakeLimit = Limite de freinage de traction #MechJeb_MohoMapdist = Distance de carte de Moho #MechJeb_EveMapdist = Distance de carte d'Eve #MechJeb_GillyMapdist = Distance de carte de Gilly #MechJeb_KerbinMapdist = Distance de carte de Kerbin #MechJeb_MunMapdist = Distance de carte de la Mune #MechJeb_MinmusMapdist = Distance de carte de Minmus #MechJeb_DunaMapdist = Distance de carte de Duna #MechJeb_IkeMapdist = Distance de carte d'Ike #MechJeb_DresMapdist = Distance de carte de Dres #MechJeb_EelooMapdist = Distance de carte d'Eeloo #MechJeb_JoolMapdist = Distance de carte de Jool #MechJeb_TyloMapdist = Distance de carte de Tylo #MechJeb_LaytheMapdist = Distance de carte de Laythe #MechJeb_PolMapdist = Distance de carte de Pol #MechJeb_BopMapdist = Distance de carte de Bop #MechJeb_VallMapdist = Distance de carte de Vall #MechJeb_Disabled = Désactivé #MechJeb_Enabled = Activé #MechJeb_OrbitPrograde = Orbite Prograde #MechJeb_OrbitRetrograde = Orbite Rétrograde #MechJeb_OrbitNormal = Orbite Normale #MechJeb_OrbitAntinormal = Orbite Antinormale #MechJeb_OrbitRadialIn = Orbite Radiale #MechJeb_OrbitRadialOut = Orbite Antiradiale #MechJeb_OrbitKillRotation = Tuer la rotation orbitale #MechJeb_DeactivateSmartACS = Désactiver SmartACS #MechJeb_LandSomewhere = Atterrir quelque part #MechJeb_LandatKSC = Atterrir au CSK #MechJeb_PANIC = PANIQUE! #MechJeb_TranslatronOFF = Translatron OFF #MechJeb_TranslatronKeepVert = Translatron garder Vert #MechJeb_TranslatronZerospeed = Translatron vitesse zéro #MechJeb_TranslatronPlusspeed = Translatron vitesse +1 #MechJeb_TranslatronMinusspeed = Translatron vitesse -1 #MechJeb_TranslatronToggleHS = Translatron Activer V/H #MechJeb_AscentAPtoggle = Activer le profil d'ascension #MechJeb_AnatidRobotics = Anatid Robotics #MechJeb_AnatidRobotics_Multiversal = Anatid Robotics / Multiversal Mechatronics #MechJeb_MechanicalJeb2_Title = Jeb Mécanique - capsule version 2.0 #MechJeb_MechanicalJeb2_Description = Après des années de recherches, nos scientifiques ne pouvaient toujours pas expliquer pourquoi Jebediah Kerman était un si bon pilote, donc nous avons décidé de faire une copie mécanique de son cerveau pour aider au pilotage de nos vaisseaux. Ceci est une capsule en version robotisée de MechJeb, conçue pour sauver les vies des courageux Kerbals qui se portent volontaires pour tester les nouveaux vaisseaux. #MechJeb_MechJeb2_Title = MechJeb 2 (boîtier AR202) #MechJeb_MechJeb2_Description = Une version renforcée des circuits neurologiques de MechJeb dans un boîtier à attaches radiales. #MechJeb_Future_ManeuverTranslatron_Title = Fonctionnalités MechJeb - Manœuvre & Translatron #MechJeb_Future_ManeuverTranslatron_Description = Débloque les fenêtres MechJeb suivantes : Planificateur de manœuvre, Translatron, Aide d'avance rapide, Ajusteur d'attitude, Fenêtre de poussée, Compensateur RCS. Une fois débloquées, tous les modules MechJeb existants seront automatiquement mis à jour à la dernière version du logiciel. #MechJeb_Future_RoverAutopilot_Title = Fonctionnalités MechJeb - Pilote auto de rovers #MechJeb_Future_RoverAutopilot_Description = Débloque les fenêtres MechJeb suivantes : Pilote auto de rovers. Une fois débloquées, tous les modules MechJeb existants seront automatiquement mis à jour à la dernière version du logiciel. #MechJeb_Future_RendevousDocking_Title = Fonctionnalités MechJeb - Rendez-vous & Amarrage #MechJeb_Future_RendevousDocking_Description = Débloque les fenêtres MechJeb suivantes : Planificateur de Rendez-vous, Pilote auto de Rendez-vous, Pilote auto d'amarrage. Une fois débloquées, tous les modules MechJeb existants seront automatiquement mis à jour à la dernière version du logiciel. } } } UrlConfig { parentUrl = MechJeb2/Localization/ru.cfg Localization { ru { #MechJeb_ModuleAreLocked = Некоторые модули отключены до тех пор, пока вы не разблокируете соответстующий узел в центре исследований или улучшив центр слежения. #MechJeb_OnlineManualbutton = Руководство в Сети #MechJeb_InstallCheckA_title = Некорректная установка MechJeb2 #MechJeb_InstallCheckA_msg = MechJeb2 был установлен неправильно и не сможет работать корректно.\nВсе файлы MechJeb2 должны быть расположены по данному пути \n\n\tGameData\n\t\tMechJeb2\n\t\t\tParts\n\t\t\tPlugins\n\nНе удаляйте файлы и папки внутри папки MechJeb2.\n\nНекорректный путь(и):\n #MechJeb_InstallCheckB_title = Установка MechJebMenuToolbar излишняя #MechJeb_InstallCheckB_msg = MechJebMenuToolbar установлен, но в данной версии MechJeb2 уже включена поддержка Blizzy78 Toolbar Plugin.\nПожалуйста удалите данные библиотеки DLL: #MechJeb_MechJebInfo_VABSPH = Контроль ориентации MechJeb™ #MechJeb_Maneuver_Planner_title = Планировщик маневров #MechJeb_Maneu_Autowarp = Авто-ускорение времени #MechJeb_Maneu_Tolerance = Допуск: #MechJeb_Maneu_Lead_time = Время выполнения: #MechJeb_of = из #MechJeb_Maneu_STB = Запланировать зажигание #MechJeb_Maneu_TimeSelect1 = в оптимальное время #MechJeb_Maneu_TimeSelect2 = в следующем апоцентре #MechJeb_Maneu_TimeSelect3 = при максимальном сближении с целью #MechJeb_Maneu_TimeSelect4 = в экваториальном восходящем узле #MechJeb_Maneu_TimeSelect5 = в экваториальном низходящем узле #MechJeb_Maneu_TimeSelect6 = в следующем перицентре #MechJeb_Maneu_TimeSelect7 = в следующем восходящем узле с целью #MechJeb_Maneu_TimeSelect8 = в следующем низходящем узле с целью #MechJeb_Maneu_TimeSelect9 = после заданного времени #MechJeb_Maneu_TimeSelect10 = на высоте #MechJeb_Maneu_TimeSelect11 = в ближайшем экваториальном ВУ/НУ #MechJeb_Maneu_TimeSelect12 = в наиболее дешевом экваториальном ВУ/НУ #MechJeb_Maneu_TimeSelect13 = в ближайшем ВУ/НУ с целью #MechJeb_Maneu_TimeSelect14 = в наиболее дешевом ВУ/НУ с целью #MechJeb_Maneu_errorMessage = Произошла ошибка при создании узла. #MechJeb_Maneu_Exception1 = Предупреждение: гиперболическая орбита, поэтому апоцентр не существует. #MechJeb_Maneu_Exception2 = Предупреждение: цель не заданна. #MechJeb_Maneu_Exception3 = Предупреждение: невозможно округлить орбиту на данной высоте, так как текущая орбита не достигает этой высоты. #MechJeb_Maneu_Exception4 = Предупреждение: экваториальный восходящий узел не существует. #MechJeb_Maneu_Exception5 = Предупреждение: экваториальный нисходящий узел не существует. #MechJeb_Maneu_Exception6 = Предупреждение: не существует ни восходящего ни нисходящего узла #MechJeb_Maneu_Exception7 = Предупреждение: не существует ни восходящего ни нисходящего узла. #MechJeb_AdvancedTransfer_title = продвинутый межпланетный переход #MechJeb_adv_modeName1 = Ограниченное время #MechJeb_adv_modeName2 = Режим Porkchop Selection #MechJeb_adv_Preconditions1 = начальная орбита не должна быть гиперболической #MechJeb_adv_Preconditions2 = начальная орбита не должна покидать сферу тяготения <<1>>. #MechJeb_adv_Preconditions3 = должна быть выбрана цель для межпланетного перехода. #MechJeb_adv_Preconditions4 = нет смысла для вычисления межпланетного перехода из орбиты вокруг <<1>> #MechJeb_adv_Preconditions5 = испоьзуйте обычную функцию Гомановского перехода чтобы перехватить другое тело, вращающееся вокруг <<1>> #MechJeb_adv_Preconditions6 = межпланетный переход из сферы тяготения <<1>> должен иметь целью тело, вращающееся на орбите родителя - <<2>>, <<3>>. #MechJeb_adv_Preconditions7 = испоьзуйте обычную функцию Гомановского перехода чтобы перехватить другое тело, вращающееся вокруг Солнца #MechJeb_adv_Preconditions8 = вы уже на орбите <<1>>. #MechJeb_adv_computing = Вычисление: #MechJeb_adv_reset_button = Сброс #MechJeb_adv_captureburn = включать зажигание захвата #MechJeb_adv_periapsis = Перицентр #MechJeb_adv_label1 = сейчас, в любое время #MechJeb_adv_label2 = Выбор: #MechJeb_adv_label3 = Отправление в #MechJeb_adv_label4 = Время перехода #MechJeb_adv_label5 = Макс. время прибытия #MechJeb_adv_button1 = Наим. ΔV #MechJeb_adv_button2 = Как можно скорее #MechJeb_adv_Exception1 = Вычисление не завершено #MechJeb_adv_Exception2 = Вычисление начато #MechJeb_adv_Exception3 = Вычисление провалено #MechJeb_adv_Exception4 = Выбрана не правильная точка. #MechJeb_Hohm_title = би-импульсивный (Гомановский) переход к цели #MechJeb_Hohm_intercept_only = только захват, без зажигания захвата (столкновение/пролет мимо) #MechJeb_Hohm_simpleTransfer = простой копланарный Гомановский переход #MechJeb_Hohm_Label1 = частичное смещение целевого периода #MechJeb_Hohm_Exception1 = вы должны выбрать цель для би-импульсивного перехода. #MechJeb_Hohm_Exception2 = цель для би-импульсивного перехода должна быть в той же сфере тяготения. #MechJeb_Hohm_Exception3 = восходящий узел с целью не существует. #MechJeb_Hohm_Exception4 = нисходящий узел с целью не существует. #MechJeb_Hohm_Exception5 = ни восходящего, ни нисходящего узла с целью не существует. #MechJeb_Ap_title = изменить апоцентр #MechJeb_Ap_label1 = Новый апоцентр: #MechJeb_Ap_Exception = новый апоцентр не может быть ниже высоты зажигания (<<1>>) #MechJeb_both_title = изменить оба Пе и Ап #MechJeb_both_label1 = Новый перицентр: #MechJeb_both_label2 = Новый апоцентр: #MechJeb_both_Exception1 = новый перицентр не может быть выше высоты зажигания (<<1>>) #MechJeb_both_Exception2 = новый апоцентр не может быть ниже высоты зажигания #MechJeb_both_Exception3 = новый перицентр не может быть ниже чем минус радиус от #MechJeb_inclination_title = изменить наклонение #MechJeb_inclination_label = Новое наклонение: #MechJeb_AN_title = изменить долготу восходящего узла #MechJeb_AN_label = Новая долгота восходящего узла: #MechJeb_AN_error = Предупреждение: орбитальная плоскость имеет низкое наклонение в <<1>>º (рекомендуется > 10º) и поэтому маневр может быть неточным #MechJeb_Pe_title = изменить перицентр #MechJeb_Pe_label = Новый перицентр: #MechJeb_Pe_Exception1 = новый перицентр не может быть выше высоты зажигания #MechJeb_Pe_Exception2 = новый перицентр не может быть ниже чем минус радиус от <<1>> #MechJeb_Sa_title = изменить большую полуось #MechJeb_Sa_label = Новая большая полуось: #MechJeb_Sa_errormsg = Предупреждение: новая больщая полуось слишком большая и может привести к гиперболической орбите #MechJeb_Sa_Exception = невозможно сделать больщую полуось меньше чем в два раза зажигания высоты плюс радиус от <<1>> #MechJeb_la_title = изменить поверхностную долготу орбиты #MechJeb_la_label = Новая поверхностная долгота после одной орбиты: #MechJeb_approach_title = точная настройка ближайшего сближения с целью #MechJeb_approach_label1 = Примерный конечный перицентр #MechJeb_approach_label2 = Ближайшее растояния сближения #MechJeb_approach_label3 = Запланировать зажигание для уменьшения требуемой ΔV. #MechJeb_approach_Exception1 = вы должны выбрать цель для коррекции курса. #MechJeb_approach_Exception2 = цель для коррекции курса должна быть в той же сфере тяготения #MechJeb_Approach_errormsg = Предупреждение: орбита перед коррекцией курса кажется не сближается достаточно с целью. Спланированая коррекция курса может быть слишком чрезмерной. Рекомендуется спланировать примерную орбиту перехвата и затем планировать коррекцию курса. #MechJeb_intercept_title = перехватить цель в выбраное время #MechJeb_intercept_label = Время после зажигания для перехвата цели: #MechJeb_intercept_Exception1 = вы должны выбрать цель для перехвата. #MechJeb_intercept_Exception2 = цель должна быть в той же сфере тяготения. #MechJeb_match_planes_title = сопоставить плоскости с целью #MechJeb_match_planes_Exception1 = вы должны выбрать цель для сопоставления плоскостей. #MechJeb_match_planes_Exception2 = возможно только сопоставление плоскостей с объектом в той же сфере тяготения. #MechJeb_match_planes_Exception3 = не существует восходящего узла с целью. #MechJeb_match_planes_Exception4 = не существует нисходящего узла с целью. #MechJeb_match_planes_Exception5 = ни восходящего, ни нисходящего узла с целью не существует. #MechJeb_match_planes_Exception6 = не правильная ссылка времени. #MechJeb_match_v_title = сопоставить скорости с целью #MechJeb_match_v_Exception1 = вы должны выбрать цель для сопоставления скорости с целью. #MechJeb_match_v_Exception2 = цель должна быть в той же сфере тяготения для сопоставления скорости. #MechJeb_resonant_title = резонансная орбита #MechJeb_resonant_label1 = Изменит ваш период вращения на <<1>> от вашего текущего периода вращения #MechJeb_resonant_label2 = Новое отношение периода вращени : #MechJeb_return_title = возврат с луны #MechJeb_return_label1 = Примерный конечный перицентр: #MechJeb_return_label2 = Запланировать зажигание в следующее окно возврата. #MechJeb_return_errormsg = Предупреждение: Рекомендуется начинать возврат с луны из почти круглой орбиты (Эксцентриситет < 0.2). Запланированный возврат начинается с орбиты с эксцентриситетом <<1>> и может быть не точным. #MechJeb_return_Exception = <<1>> не находится на оржбите другото тела на которое вы можете вернуться. #MechJeb_transfer_title = переход к другой планете #MechJeb_transfer_Label1 = Запланировать зажигание: #MechJeb_transfer_Label2 = в следующем стартовом окне. #MechJeb_transfer_Label3 = как можно скорее #MechJeb_transfer_Label4 = Использование данного режима аннулирует вашу гарантию #MechJeb_transfer_Exception1 = вы должны выбрать цель для межпланетного перехода. #MechJeb_transfer_Exception2 = нет смысла расчитывать межпланетный переход с орбиты вокруг <<1>>. #MechJeb_transfer_Exception3 = испоьзуйте обычную функцию Гомановского перехода для перехвата другого тела, вращающееся вокруг <<1>>. #MechJeb_transfer_Exception4 = межпланетный переход из сферы тяготения <<1>> должен иметь цель, которая вращается вокруг родителя - <<2>>, <<3>>. #MechJeb_transfer_errormsg1 = Предупреждение: орбитальная плоскость цели под углом <<1>>º к орбитальной плоскости <<2>> (рекомендуется не более 30º). Запланированный межпланетный переход может не перехватить цель корректно. #MechJeb_transfer_errormsg2 = Предупреждение: рекомендуется начинать межпланетный переход от <<1>> с орбиты в той же плоскости что и <<2>> вращающееся вокруг <<3>>. Стартовая орбита вокруг <<4>> наклонена на <<5>>º в сторону <<6>> вращающеегося вокруг <<7>> (рекомендуется < 10º). Запланированный переход может не перехватить цель корректно. #MechJeb_transfer_errormsg3 = Предупреждение: рекомендуется начинать межпланетный переход из почти круглой орбиты (Эксцентриситет < 0.2). Запланированный переход начинается из орбиты с эксцентриситетом <<1>> и может не захватить цель корректно. #MechJeb_Maneu_circularize_title = округлить #MechJeb_Maneu_createNodeBtn01 = Создать новую #MechJeb_Maneu_createNodeBtn02 = Изменить последнюю #MechJeb_Maneu_createlab1 = точка маневра в: #MechJeb_Maneu_createlab2 = Создать точку маневра в: #MechJeb_Maneu_createlab3 = после последней точки маневра. #MechJeb_Maneu_button1 = Создать маневр #MechJeb_Maneu_button2 = Создать и выполнить #MechJeb_Maneu_button3 = Удалить ВСЕ маневры #MechJeb_Maneu_button4 = Выполнить следующий маневр #MechJeb_Maneu_button5 = Выполнить все маневры #MechJeb_Maneu_button6 = Отмена выполнения маневра #MechJeb_ApproAndLand_title = Сближение и посадка самолета #MechJeb_ApproAndLand_label1 = Посадка #MechJeb_ApproAndLand_label2 = Растояние до ВПП: #MechJeb_ApproAndLand_label3 = Показывать помощь для посадки на нависфере #MechJeb_ApproAndLand_label4 = Скорость сближения: #MechJeb_ApproAndLand_label5 = Скорость касания: #MechJeb_ApproAndLand_label6 = Включить реверс при посадке #MechJeb_ApproAndLand_label7 = Тормозить сразу же при приземлении #MechJeb_ApproAndLand_label8 = Статус: #MechJeb_ApproAndLand_label9 = Растояние до точки: <<1>> м #MechJeb_ApproAndLand_label10 = Скорость цели: <<1>> м/с #MechJeb_ApproAndLand_label11 = Высота цели: <<1>> м #MechJeb_ApproAndLand_label12 = Вертикальная скорость цели: <<1>> м/с #MechJeb_ApproAndLand_label13 = Курс цели: <<1>>º #MechJeb_ApproAndLand_label14 = Наклон планирования: #MechJeb_ApproAndLand_MaxRateOfDescent = Макс. скорость спуска: #MechJeb_ApproAndLand_approachState1 = Направляется к точке начального сближения #MechJeb_ApproAndLand_approachState2 = Направляется к точке конечного сближения #MechJeb_ApproAndLand_approachState3 = Перехват глиссады #MechJeb_ApproAndLand_approachState4 = Направляется к точки приземления #MechJeb_ApproAndLand_approachState5 = Ожидание вспышки #MechJeb_ApproAndLand_approachState6 = Зажигание #MechJeb_ApproAndLand_approachState7 = Выкатывание #MechJeb_ApproAndLan_button1 = Автопосадка #MechJeb_ApproAndLan_button2 = Отмена #MechJeb_Aircraftauto_title = Автопилот самолета #MechJeb_Aircraftauto_button1 = Отключить автопилот #MechJeb_Aircraftauto_button2 = Включить автопилот #MechJeb_Aircraftauto_button3 = ПИД #MechJeb_Aircraftauto_button4 = Скрыть ПИД #MechJeb_Aircraftauto_Label1 = Удержание высоты #MechJeb_Aircraftauto_btnset1 = ЗДТ #MechJeb_Aircraftauto_Label2 = Удержание верт. скор. #MechJeb_Aircraftauto_btnset2 = ЗДТ #MechJeb_Aircraftauto_VS = V/S ± #MechJeb_Aircraftauto_Label3 = Ограничение вертикальной скорости #MechJeb_Aircraftauto_btnset3 = ЗДТ #MechJeb_Aircraftauto_Label4 = Удержание курса #MechJeb_Aircraftauto_btnset4 = ЗДТ #MechJeb_Aircraftauto_Label5 = Удержание крена #MechJeb_Aircraftauto_btnset5 = ЗДТ #MechJeb_Aircraftauto_Label6 = Ограничение крена ± #MechJeb_Aircraftauto_btnset6 = ЗДТ #MechJeb_Aircraftauto_Label7 = Удержание скор. #MechJeb_Aircraftauto_btnset7 = ЗДТ #MechJeb_Aircraftauto_Label8 = Ускорение #MecgJeb_Aircraftauto_error1 = Ошибка:<<1>> Цель:<<2>> Тек.:<<3>> #MecgJeb_Aircraftauto_error2 = Ошибка:<<1>> Цель:<<2>> Тек.:<<3>> PID: <<4>> #MechJeb_Aircraftauto_Label10 = Крен #MechJeb_Aircraftauto_Pitch = Наклон #MechJeb_Aircraftauto_Limits = Ограничения: #MechJeb_Aircraftauto_RollLimit = Крен #MechJeb_Aircraftauto_YawLimit = Рысканье #MechJeb_Aircraftauto_PitchUpLimit = Наклон вверх #MechJeb_Aircraftauto_PitchDownLimit = Наклон вниз #MechJeb_Ascent_title = Помощник подъема #MechJeb_Ascent_ascentPathList1 = Классический профиль подъема #MechJeb_Ascent_ascentPathList2 = Стоковый GravityTurn™ #MechJeb_Ascent_ascentPathList3 = Наведение вектора праймера (RSS/RO) #MechJeb_Ascent_status1 = Предзапуск #MechJeb_Ascent_status2 = Выключен #MechJeb_Ascent_status3 = Предзапуск #MechJeb_Ascent_status4 = Корабль не приземлен, пропуск предзапуска #MechJeb_Ascent_status5 = Сворачивание солнечных панелей #MechJeb_Ascent_status6 = Ожидание старта корабля #MechJeb_Ascent_status7 = Округление орбиты #MechJeb_Ascent_status8 = Движение к зажиганию для округления орбиты #MechJeb_Ascent_status9 = Вертикальный подъем #MechJeb_Ascent_status10 = Точная настройка промежуточной высоты #MechJeb_Ascent_status11 = Запуск гравитационный поворот #MechJeb_Ascent_status12 = Точная настройка апоцентра #MechJeb_Ascent_status13 = Гравитационный поворот #MechJeb_Ascent_status14 = Движение к границе атмосферы #MechJeb_Ascent_status15 = Удержание Ап #MechJeb_NavBallGuidance_btn1 = Скрыть помощь подъема на нависфере #MechJeb_NavBallGuidance_btn2 = Показать помощь подъема на нависфере #MechJeb_Ascent_button1 = Отключить автопилот #MechJeb_Ascent_button2 = Включить автопилот #MechJeb_Ascent_button3 = Сбросить помощника (НЕ НАЖИМАТЬ) #MechJeb_Ascent_button4 = ЦЕЛЬ #MechJeb_Ascent_button5 = ПОМЩ #MechJeb_Ascent_button6 = ОПЦИИ #MechJeb_Ascent_button7 = СТАТУС #MechJeb_Ascent_button8 = ЦЕЛЬ #MechJeb_Ascent_button9 = ПОМЩ #MechJeb_Ascent_button10 = ОПЦИИ #MechJeb_Ascent_button11 = ЦЕЛЬ #MechJeb_Ascent_button12 = ОПЦИИ #MechJeb_Ascent_button13 = Текущий #MechJeb_Ascent_button14 = Запуск в цель: #MechJeb_Ascent_button15 = Запуск в плоскость цели #MechJeb_Ascent_button16 = Запуск в стартовое окно #MechJeb_Ascent_button17 = Отмена #MechJeb_Ascent_LaunchToTargetLan = Запуск к ДВУ цели #MechJeb_Ascent_LaunchToLan = Запуск к ДВУ #MechJeb_Ascent_label1 = Перицентр цели: #MechJeb_Ascent_label2 = Апоцентр цели: #MechJeb_Ascent_label3 = Ап < Пе: Округление орбиты #MechJeb_Ascent_label4 = Гиперболическая орбита (отриц. Ап) #MechJeb_Ascent_label5 = Высота орбиты #MechJeb_Ascent_label6 = Накл. орбиты #MechJeb_Ascent_label7 = Накл. <<1>>º ниже текущей широты #MechJeb_Ascent_label8 = Высота начала поворота: #MechJeb_Ascent_label9 = Скорость начала поворота: #MechJeb_Ascent_label10 = Наклон начала поворота: #MechJeb_Ascent_label11 = Промежуточная высота: #MechJeb_Ascent_label12 = Удержание времени до Ап: #MechJeb_Ascent_label13 = Начало наклона ускорителем: #MechJeb_Ascent_label14 = Частота наклона ускорителем: #MechJeb_Ascent_label15 = Интервал помощника: #MechJeb_Ascent_label16 = Интервалы помощника ограничены между 1с и 30с #MechJeb_Ascent_label17 = Ограничение Qα #MechJeb_Ascent_label18 = Ограничение Qα не может быть заданно ниже чем 100 Па-рад #MechJeb_Ascent_label19 = Ограничение Qα не может быть заданно выше чем 10000 Па-рад #MechJeb_Ascent_label20 = Ограничение Qα рекомендуется устанавливать между 1000 и 4000 Па-рад #MechJeb_Ascent_label21 = ИСПРМЕНЯ: Ограничитель-g отключен для тех. работ #MechJeb_Ascent_label22 = подъем #MechJeb_Ascent_label23 = поворот #MechJeb_Ascent_label24 = Динамическое затухание давления #MechJeb_Ascent_label25 = Прирост #MechJeb_Ascent_label26 = Статус помощника: #MechJeb_Ascent_label27 = схождение:\u0020 #MechJeb_Ascent_label28 = статус:\u0020 #MechJeb_Ascent_label29 = устойчивость: #MechJeb_Ascent_label30 = ПОСЛЕДНИЙ СБОЙ: #MechJeb_Ascent_label31 = ЦЕНТР МАСС СМЕЩЕН НА #MechJeb_Ascent_label32 = ЦЕНТР ТЯГИ СМЕЩЕН НА #MechJeb_Ascent_label33 = Отсчет до запуска: #MechJeb_Ascent_label34 = Выберите цель для запуска по времени. #MechJeb_Ascent_label35 = Статус автопилота: #MechJeb_Ascent_label36 = УПРАВЛЕНИЕ ОТКЛЮЧЕНО (АВИОНИКА) #MechJeb_Ascent_label37 = Предупреждение: МехДжеб не может округлить орбиту без улучшеного Центра Слежения. #MechJeb_Ascent_attachAlt = Прикрепить высоту: #MechJeb_Ascent_warnAttachAltLow = Прикрепление < Пе: включение перицентра #MechJeb_Ascent_warnAttachAltHigh = Прикрепление > Ап: включение апоцентра #MechJeb_Ascent_checkbox1 = Пропуск спуска под уклоном #MechJeb_Ascent_checkbox2 = Форсировать крен #MechJeb_Ascent_checkbox3 = Ограничить УПА #MechJeb_Ascent_checkbox4 = Корректировочное руление #MechJeb_Ascent_checkbox5 = Авто-ступени #MechJeb_Ascent_checkbox6 = Автоматически раскрыть сол. панели #MechJeb_Ascent_checkbox7 = Автоматически раскрыть антенны #MechJeb_Ascent_checkbox8 = Авто-ускорение времени #MechJeb_Ascent_checkbox9 = Пропустить округление орбиты #MechJeb_Ascent_checkbox10 = Редактировать путь подъема #MechJeb_Ascent_msg1 = Запуск в межпланетное стартовое окно #MechJeb_Ascent_msg2 = Запуск в плоскость цели #MechJeb_Ascent_msg3 = Запуск в цель #MechJeb_Ascent_LaunchingToTargetLAN = Запускается к ДВУ цели #MechJeb_Ascent_LaunchingToManualLAN = Запускается к пользов. ДВУ #MechJeb_AttitudeAdjust_title = Регулировка ориентации #MechJeb_AttitudeAdjust_checkbox1 = Режим авто-РСУ #MechJeb_AttitudeAdjust_checkbox2 = Контроллер ориентации MJ #MechJeb_AttitudeAdjust_checkbox3 = Контроллер ориентации Kos #MechJeb_AttitudeAdjust_checkbox4 = Гибридный контроллер #MechJeb_AttitudeAdjust_checkbox5 = Показать числа #MechJeb_AttitudeAdjust_checkbox6 = Отображать сквозь объекты #MechJeb_AttitudeAdjust_checkbox7 = Показать центр масс #MechJeb_AttitudeAdjust_checkbox8 = Показать центр подъемной силы #MechJeb_AttitudeAdjust_checkbox9 = Показать центр тяги #MechJeb_AttitudeAdjust_checkbox10 = Начало стрелок в центре масс #MechJeb_AttitudeAdjust_checkbox11 = Поверхностная скорость корабля (зеленый) #MechJeb_AttitudeAdjust_checkbox12 = Орбитальная скорость корабля (красный) #MechJeb_AttitudeAdjust_checkbox13 = Направление тяги (пурпурно-фиолетовый) #MechJeb_AttitudeAdjust_checkbox14 = Перед командного отсека (электрический-синий) #MechJeb_AttitudeAdjust_checkbox15 = Запрошеная высота (серый) #MechJeb_AttitudeAdjust_checkbox16 = Отладка (пурпурный) #MechJeb_AttitudeAdjust_checkbox17 = Отладка 2 (светло-синий) #MechJeb_AttitudeAdjust_Label1 = Контроль осей\u0020 #MechJeb_AttitudeAdjust_Label2 = Крутящий момент #MechJeb_AttitudeAdjust_Label3 = torqueReactionSpeed #MechJeb_AttitudeAdjust_Label4 = MOI / крутящий момент #MechJeb_AttitudeAdjust_Label5 = MOI #MechJeb_AttitudeAdjust_Label6 = Угловая скорость #MechJeb_AttitudeAdjust_Label7 = Угловая M #MechJeb_AttitudeAdjust_Label8 = fixedDeltaTime #MechJeb_AttitudeAdjust_Label9 = Длина стрелок #MechJeb_AttitudeAdjust_Label10 = Радиус сферы #MechJeb_WindowEd_title = Редактор пользовательских окон #MechJeb_WindowEd_Edtitle = Заголовок: #MechJeb_WindowEd_Presetname1 = Информация об орбите #MechJeb_WindowEd_Presetname2 = Информация о поверхности #MechJeb_WindowEd_Presetname3 = Информация о корабле #MechJeb_WindowEd_Presetname4 = Статистика ΔV #MechJeb_WindowEd_Presetname5 = Статистика подъема #MechJeb_WindowEd_Presetname6 = Информация о сближении #MechJeb_WindowEd_Presetname7 = Информация о приземлении #MechJeb_WindowEd_Presetname8 = Информация об орбите цели #MechJeb_WindowEd_Presetname9 = Секундомер #MechJeb_WindowEd_Presetname10 = Навигация по поверхности #MechJeb_WindowEd_Presetname11 = Информация об атмосфере #MechJeb_WindowEd_Presetname12 = Информация о точке маневра #MechJeb_WindowEd_button1 = Новое окно #MechJeb_WindowEd_button2 = Удалить окно #MechJeb_WindowEd_button3 = Удалить #MechJeb_WindowEd_button4 = Переместить вверх #MechJeb_WindowEd_button5 = Переместить вниз #MechJeb_WindowEd_label1 = Показать в: #MechJeb_WindowEd_label2 = Цвет: #MechJeb_WindowEd_label3 = Содержимое окна (нажмите для редактирования): #MechJeb_WindowEd_label4 = Нажмите на элемент для добавления его в окно информации: #MechJeb_WindowEd_label5 = Преднастройки окон: #MechJeb_WindowEd_checkbox1 = При полете #MechJeb_WindowEd_checkbox2 = В редакторе #MechJeb_WindowEd_checkbox3 = Оверлей #MechJeb_WindowEd_checkbox4 = Блокировано #MechJeb_WindowEd_checkbox5 = Компактное #MechJeb_WindowEd_checkbox6 = Текст #MechJeb_WindowEd_checkbox7 = Фон #MechJeb_WindowEd_CustomInfoWindow_title = Пользовательское окно информации #MechJeb_WindowEd_CustomInfoWindow_Label1 = Добавьте элементы в это окно с помощью редактора окон. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg1 = Конфигурация окна <<1>> скопирована в буфер обмена. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg2 = Вставленый текст не является корректным дескриптором окна MechJeb. #MechJeb_Docking_title = Автопилот стыковки #MechJeb_Docking_status1 = Задний ход со скоростью <<1>> м/с перед движением в сторону цели (lat: <<2>> м/с) #MechJeb_Docking_status2 = Движение от оси стыковки со скоростью <<1>> м/с для избежания столкновения с целью при заднем ходе #MechJeb_Docking_status3 = Движение со скоростью <<1>> м/с чтобы попасть на правильную сторону от цели. (lat: <<2>> м/с) #MechJeb_Docking_status4 = Задний ход со скоростью <<1>> м/с #MechJeb_Docking_status5 = Движение к начальной позиции со скоростью <<1>> м/с. #MechJeb_Docking_status6 = Движение вперед к стыковочному порту со скоростью <<1>> / <<2>> м/с. #MechJeb_Docking_label1 = Выберите цель для стыковки #MechJeb_Docking_label2 = Предупреждение: вы должны управлять кораблем из стыковочного порта. Нажмите правой кнопкой мыши по стыковочному порту и выберите "Управлять отсюда" #MechJeb_Docking_label3 = Предупреждение: цель не является стыковочным портом. Нажмите правой кнопкой мыши по стыковочному порту и выберите "Задать цель" #MechJeb_Docking_label4 = Предупреждение: корабль управляется не от стыковочного порта. Нажмите правой кнопкой мыши по стыковочному порту и выберите "Управлять отсюда" #MechJeb_Docking_label5 = Ограничение скорости #MechJeb_Docking_label6 = Начальное расстояние #MechJeb_Docking_label7 = Безопасное расстояние <<1>> #MechJeb_Docking_label8 = Размер цели <<1>> #MechJeb_Docking_label9 = Статус: <<1>> #MechJeb_Docking_label10 = Ошибка X: <<1>> #MechJeb_Docking_label11 = Ошибка Y: <<1>> #MechJeb_Docking_label12 = Ошибка Z: <<1>> #MechJeb_Docking_label13 = Расстояние до стыковочного порта: <<1>> #MechJeb_Docking_label14 = Расстояние до оси стыковочного порта: <<1>> #MechJeb_Docking_button = Получить данные о размерах #MechJeb_Docking_checkbox1 = Активировать автопилот #MechJeb_Docking_checkbox2 = Переопределить безопасное расстояние #MechJeb_Docking_checkbox3 = Безопасное расстояние #MechJeb_Docking_checkbox4 = Переопределить начальное расстояние #MechJeb_Docking_checkbox5 = Отрисовывать ограничительную рамку #MechJeb_Docking_checkbox6 = Форсировать крен: #MechJeb_Flightrecord_title = Регистратор полетов #MechJeb_Flightrecord_Button1_1 = Возобновить #MechJeb_Flightrecord_Button1_2 = Пауза #MechJeb_Flightrecord_Button2_1 = Гор. Раст. #MechJeb_Flightrecord_Button2_2 = Время #MechJeb_Flightrecord_Button3 = Сброс/Отметка #MechJeb_Flightrecord_Button4 = Сбросить масштаб #MechJeb_Flightrecord_Button5 = CSV #MechJeb_Flightrecord_checkbox1 = Авто-масштаб #MechJeb_Flightrecord_checkbox2 = Градиент высот #MechJeb_Flightrecord_checkbox3 = Ступени #MechJeb_Flightrecord_checkbox4 = Высота #MechJeb_Flightrecord_checkbox5 = Ист. высота #MechJeb_Flightrecord_checkbox6 = Ускорение #MechJeb_Flightrecord_checkbox7 = Поверхностная скорость #MechJeb_Flightrecord_checkbox8 = Орбитальная скорость #MechJeb_Flightrecord_checkbox9 = Масса #MechJeb_Flightrecord_checkbox10 = Q #MechJeb_Flightrecord_checkbox11 = ПУА (AoA) #MechJeb_Flightrecord_checkbox12 = ОУА (AoS) #MechJeb_Flightrecord_checkbox13 = Рысканье (AoD) #MechJeb_Flightrecord_checkbox14 = Тангаж #MechJeb_Flightrecord_checkbox15 = Гравитационные потери #MechJeb_Flightrecord_checkbox16 = Потери сопрот. атмосф. #MechJeb_Flightrecord_checkbox17 = Потери рулежки #MechJeb_Flightrecord_checkbox18 = Выс #MechJeb_Flightrecord_checkbox19 = ИстВыс #MechJeb_Flightrecord_checkbox20 = Уск #MechJeb_Flightrecord_checkbox21 = ПовСкр #MechJeb_Flightrecord_checkbox22 = ОрбСкр #MechJeb_Flightrecord_checkbox23 = Масса #MechJeb_Flightrecord_checkbox24 = Q #MechJeb_Flightrecord_checkbox25 = ПУА #MechJeb_Flightrecord_checkbox26 = ОУА #MechJeb_Flightrecord_checkbox27 = Рыск #MechJeb_Flightrecord_checkbox28 = Танг #MechJeb_Flightrecord_checkbox29 = Потеря грав. #MechJeb_Flightrecord_checkbox30 = Потеря сопр. #MechJeb_Flightrecord_checkbox31 = Потеря руль. #MechJeb_Flightrecord_Label1 = Время <<1>> #MechJeb_Flightrecord_Label2 = Раст. старта <<1>> #MechJeb_Flightrecord_Label3 = Хранилище: <<1>> % #MechJeb_NodeEd_title = Редактор точек маневра #MechJeb_NodeEd_Snap1 = перицентр #MechJeb_NodeEd_Snap2 = апоцентр #MechJeb_NodeEd_Snap3 = ВУ с целью #MechJeb_NodeEd_Snap4 = НУ с целью #MechJeb_NodeEd_Snap5 = экваториальный ВУ #MechJeb_NodeEd_Snap6 = экваториальный НУ #MechJeb_NodeEd_Label1 = Нет точек маневра для редактирования #MechJeb_NodeEd_Label2 = Проград: #MechJeb_NodeEd_Label3 = Рад.Внут: #MechJeb_NodeEd_Label4 = Нормаль: #MechJeb_NodeEd_Label5 = Установить дельту: #MechJeb_NodeEd_Label6 = Смещение времени #MechJeb_NodeEd_Label7 = Допуск: #MechJeb_NodeEd_Label8 = Режим отрисовки траекторий: #MechJeb_NodeEd_Label9 = Текущий режим: <<1>> #MechJeb_NodeEd_button1 = Объединить следующую точку #MechJeb_NodeEd_button2 = Обновить #MechJeb_NodeEd_button3 = Привязать точку к #MechJeb_NodeEd_button4 = Выполнить следующую точку #MechJeb_NodeEd_button5 = Выполнить все точки #MechJeb_NodeEd_button6 = Отменить выполнение точек #MechJeb_NodeEd_button7 = Выполнить следующий узел Principia #MechJeb_NodeEd_checkbox1 = Авто-ускорение времени #MechJeb_RCSBalancer_title = Балансировщик РСУ #MechJeb_RCSBalancer_label1 = Овердрайв #MechJeb_RCSBalancer_label2 = Овердрайв увеличивает силу когда возможно ценой эффективности топлива РСУ. #MechJeb_RCSBalancer_label3 = Множитель овердрайва #MechJeb_RCSBalancer_label4 = Коэффициент крутящего момента #MechJeb_RCSBalancer_label5 = Коэффициент перемещения #MechJeb_RCSBalancer_label6 = Коэффициент отходов #MechJeb_RCSBalancer_checkbox1 = Умное перемещение #MechJeb_RCSBalancer_checkbox2 = Продвинутые настройки #MechJeb_RZauto_title = Автопилот сближения #MechJeb_RZauto_label1 = Выберите цель для сближения. #MechJeb_RZauto_label2 = Цель для сближения должна быть в той же сфере тяготения. #MechJeb_RZauto_label3 = Цель сближения #MechJeb_RZauto_label4 = Желаемое конечное расстояние: #MechJeb_RZauto_label5 = Макс. число промежут. орбита: #MechJeb_RZauto_label6 = Макс. число промежут. орбит должно быть как минимум 5. #MechJeb_RZauto_label7 = Статус: <<1>> #MechJeb_RZauto_label8 = Макс. скорость сближения: #MechJeb_RZauto_checkbox1 = Авто-ускорение времени #MechJeb_RZauto_button1 = Включить автопилот #MechJeb_RZauto_button2 = Отключить автопилот #MechJeb_RZauto_statu1 = Успешное сближение #MechJeb_RZauto_statu2 = На расстоянии <<1>>м: совмещение скоростей. #MechJeb_RZauto_statu3 = Планирование смещение скоростей на максимальном сближении. #MechJeb_RZauto_statu4 = Близок к цели: планирование перехвата #MechJeb_RZauto_statu5 = На курсе перехвата. Планирование совмещение скоростей на максимальном сближении. #MechJeb_RZauto_statu6 = Планирование Гомановского перехода для перехвата после <<1>> промежуточных орбит. #MechJeb_RZauto_statu7 = Следующее окно перехвата через <<1>> орбит, которое больше чем <<2>> промежуточных орбит. Увеличение степень фазирования путем создания новых промежуточных орбит на <<3>>м #MechJeb_RZauto_statu8 = Округление орбиты. #MechJeb_RZauto_statu9 = Совмещение плоскостей. #MechJeb_RZplan_title = Планировщик сближения #MechJeb_RZplan_button1 = Выровнять плоскости #MechJeb_RZplan_button2 = Создать новую орбиту в #MechJeb_RZplan_button3 = Перехват с Гомановским перехватом #MechJeb_RZplan_button4 = Совмещение скоростей при минимальном сближении #MechJeb_RZplan_button5 = Приблизиться #MechJeb_RZplan_button6 = Выполнить следующую точку #MechJeb_RZplan_button7 = Выполнить все точки #MechJeb_RZplan_button8 = Отменить выполнение точек #MechJeb_RZplan_button9 = Удалить ВСЕ маневры #MechJeb_RZplan_checkbox = Авто-ускорение времени #MechJeb_RZplan_label1 = Выберите цель для сближения. #MechJeb_RZplan_label2 = Цель для сближения должна быть в той же сфере тяготения. #MechJeb_RZplan_label3 = Цель сближения #MechJeb_RZplan_label4 = Орбита цели #MechJeb_RZplan_label5 = Текущая орбита #MechJeb_RZplan_label6 = Относительное наклонение #MechJeb_RZplan_label7 = Время до максимального сближения #MechJeb_RZplan_label8 = Разделение при максимальном сближении #MechJeb_RZplan_label9 = Допуск: #MechJeb_Rover_title = Автопилот вездехода #MechJeb_Rover_label1 = Целевая скорость #MechJeb_Rover_label2 = Путевые точки #MechJeb_Rover_button1 = К цели #MechJeb_Rover_button2 = Добавить цель #MechJeb_Rover_button3 = Начать езду #MechJeb_Rover_button4 = Остановить #MechJeb_Rover_button5 = Путевые точки #MechJeb_Waypointhelper_title = Помощь по путевым точкам #MechJeb_ScriptMod_title = Модуль сценарирования #MechJeb_ScriptMod_label1 = Разогрев. Подождите... <<1>> с #MechJeb_ScriptMod_label2 = текущий корабль #MechJeb_ScriptMod_label3 = глобальная память #MechJeb_ScriptMod_label4 = Добавить действие #MechJeb_ScriptMod_label5 = Глубина программ ограничена до 4 #MechJeb_ScriptMod_button1 = ▶ ЗАПУСК #MechJeb_ScriptMod_button2 = ☇ Сброс #MechJeb_ScriptMod_button3 = ■ ОСТАНОВИТЬ #MechJeb_ScriptMod_button4 = ▼ Полный GUI #MechJeb_ScriptMod_button5 = △ Компактный GUI #MechJeb_ScriptMod_button6 = Очистить все #MechJeb_ScriptMod_button7 = Сохранить #MechJeb_ScriptMod_button8 = Загрузить #MechJeb_ScriptMod_checkbox1 = Скрыть действия добавления #MechJeb_ScriptMod_actions1 = Время #MechJeb_ScriptMod_actions1_1 = Таймер #MechJeb_ScriptMod_actions1_2 = Пауза #MechJeb_ScriptMod_actions1_3 = Ждать #MechJeb_ScriptMod_actions1_4 = Ускорить #MechJeb_ScriptMod_actions2 = Стыковка #MechJeb_ScriptMod_actions2_1 = Разцепить #MechJeb_ScriptMod_actions2_2 = Защита стыковочного узла #MechJeb_ScriptMod_actions2_3 = Задать целью стык. узел #MechJeb_ScriptMod_actions3 = Цель #MechJeb_ScriptMod_actions3_1 = Задать целью стык. узел #MechJeb_ScriptMod_actions3_2 = Задать целью тело #MechJeb_ScriptMod_actions4 = Контроль #MechJeb_ScriptMod_actions4_1 = Управлять из #MechJeb_ScriptMod_actions4_2 = РСУ #MechJeb_ScriptMod_actions4_3 = САС #MechJeb_ScriptMod_actions4_4 = Сменить корабль #MechJeb_ScriptMod_actions5 = Экипаж #MechJeb_ScriptMod_actions5_1 = Переместить экипаж #MechJeb_ScriptMod_actions6 = Траектория #MechJeb_ScriptMod_actions6_1 = Маневр #MechJeb_ScriptMod_actions6_2 = Выполнить точку #MechJeb_ScriptMod_actions7 = Ступени/Двигатели #MechJeb_ScriptMod_actions7_1 = Выполнить ступень #MechJeb_ScriptMod_actions7_2 = Активировать движок #MechJeb_ScriptMod_actions8 = Настройки #MechJeb_ScriptMod_actions8_1 = Допуск точек #MechJeb_ScriptMod_actions9 = Модули #MechJeb_ScriptMod_actions9_1 = МОДУЛЬ Умный С.А.С. #MechJeb_ScriptMod_actions9_2 = МОДУЛЬ Автопилот подъема #MechJeb_ScriptMod_actions9_3 = МОДУЛЬ Автопилот стыковки #MechJeb_ScriptMod_actions9_4 = МОДУЛЬ Посадка #MechJeb_ScriptMod_actions9_5 = МОДУЛЬ Сближение #MechJeb_ScriptMod_actions9_6 = МОДУЛЬ Автопилот сближения #MechJeb_ScriptMod_actions10 = Загрузка/Сохранение/Действия #MechJeb_ScriptMod_actions10_1 = Быстрое сохранение #MechJeb_ScriptMod_actions10_2 = Загрузить сценарий #MechJeb_ScriptMod_actions10_3 = Группа действий #MechJeb_ScriptMod_actions11 = Программная логика #MechJeb_ScriptMod_actions11_1 = ПРОГРАММА - Повтор #MechJeb_ScriptMod_actions11_2 = ПРОГРАММА - Если #MechJeb_ScriptMod_actions11_3 = ПРОГРАММА - Пока #MechJeb_ScriptMod_actions11_4 = ПРОГРАММА - Параллельно #MechJeb_ScriptMod_actions11_5 = Ждать #MechJeb_ScriptMod_actions12 = Дополнения #MechJeb_Settings_title = Настройки #MechJeb_Settings_label1 = Текущий скин: <<1>> #MechJeb_Settings_label2 = Масштаб польз. интерфейса: #MechJeb_Settings_checkbox1 = Заменить выпадающее меню стрелкой выбора #MechJeb_Settings_checkbox2 = Активировать САС при ускорении времени #MechJeb_Settings_button1 = \nСброс к заводским настройкам\n #MechJeb_Settings_button2 = Использовать скин MechJeb 1 #MechJeb_Settings_button3 = Использовать скин MechJeb 2 #MechJeb_Settings_button4 = Использовать компактный скин MJ2 #MechJeb_SmartASS_title = Smart A.S.S.™ #MechJeb_SmartACS_title = Smart A.C.S.™ #MechJeb_SmartASS_button1 = ОРБТ #MechJeb_SmartASS_button2 = ПОВ #MechJeb_SmartASS_button3 = ЦЕЛЬ #MechJeb_SmartASS_button4 = ПРОДВ #MechJeb_SmartASS_button5 = АВТО #MechJeb_SmartASS_button6 = Орбита #MechJeb_SmartASS_button7 = Поверхн. #MechJeb_SmartASS_button8 = Цель #MechJeb_SmartASS_button9 = Продвин. #MechJeb_SmartASS_button10 = Авто #MechJeb_SmartASS_button11 = ВЫКЛ #MechJeb_SmartASS_button12 = ОСТН\nВРЩ #MechJeb_SmartASS_button13 = ТОЧК #MechJeb_SmartASS_button14 = ПОВ #MechJeb_SmartASS_button15 = ПРО\nГРАД #MechJeb_SmartASS_button16 = РЕТРО\nГРАД #MechJeb_SmartASS_button17 = НОРМ\n+ #MechJeb_SmartASS_button18 = НОРМ\n- #MechJeb_SmartASS_button19 = РАД\n+ #MechJeb_SmartASS_button20 = РАД\n- #MechJeb_SmartASS_button21 = ОТНСКР\n+ #MechJeb_SmartASS_button22 = ОТНСКР\n- #MechJeb_SmartASS_button23 = ЦЕЛЬ\n+ #MechJeb_SmartASS_button24 = ЦЕЛЬ\n- #MechJeb_SmartASS_button25 = ПАРАЛ\n+ #MechJeb_SmartASS_button26 = ПАРАЛ\n- #MechJeb_SmartASS_button27 = ПРОДВ #MechJeb_SmartASS_button28 = АВТО #MechJeb_SmartASS_button29 = ПОВСКР\n+ #MechJeb_SmartASS_button30 = ПОВСКР\n- #MechJeb_SmartASS_button31 = ГОРСКР\n+ #MechJeb_SmartASS_button32 = ГОРСКР\n- #MechJeb_SmartASS_button33 = ВВЕРХ #MechJeb_SmartASS_button34 = Выкл #MechJeb_SmartASS_button35 = Остановить вращение #MechJeb_SmartASS_button36 = Точка #MechJeb_SmartASS_button37 = Поверхность #MechJeb_SmartASS_button38 = Проград #MechJeb_SmartASS_button39 = Ретроград #MechJeb_SmartASS_button40 = Нормаль+ #MechJeb_SmartASS_button41 = Нормаль- #MechJeb_SmartASS_button42 = Радиально+ #MechJeb_SmartASS_button43 = Радиально- #MechJeb_SmartASS_button44 = Относительная скорость+ #MechJeb_SmartASS_button45 = Относительная скорость- #MechJeb_SmartASS_button46 = Цель+ #MechJeb_SmartASS_button47 = Цель- #MechJeb_SmartASS_button48 = Параллельно+ #MechJeb_SmartASS_button49 = Параллельно- #MechJeb_SmartASS_button50 = Продвинуто #MechJeb_SmartASS_button51 = Авто #MechJeb_SmartASS_button52 = Поверхн. скорость+ #MechJeb_SmartASS_button53 = Поверхн. скорость- #MechJeb_SmartASS_button54 = Горизон. скорость+ #MechJeb_SmartASS_button55 = Горизон. скорость- #MechJeb_SmartASS_button56 = Вверх #MechJeb_SmartASS_button57 = АВТО #MechJeb_SmartASS_button58 = ВЫПОЛНИТЬ #MechJeb_SmartASS_label1 = Режим: #MechJeb_SmartASS_label2 = Пожалуйста выберите цель #MechJeb_SmartASS_label3 = Эталон: #MechJeb_SmartASS_label4 = Направление: #MechJeb_SmartASS_checkbox1 = Отключить УмныйACS автоматически #MechJeb_SmartASS_checkbox2 = Отключить УмныйСАС автоматически #MechJeb_SmartASS_checkbox3 = Форсировать крен: #MechJeb_SmartRcs_title = УмныйРСУ #MechJeb_SmartRcs_button1 = ВЫКЛ #MechJeb_SmartRcs_button2 = НУЛЬ ОСКР #MechJeb_SmartRcs_button3 = АВТО #MechJeb_SmartRcs_label1 = Выберите цель #MechJeb_SmartRcs_checkbox1 = Отключить УмныйРСУ автоматически #MechJeb_SmartRcs_checkbox2 = РСУ ускоряет когда двигатели отключены #MechJeb_SmartRcs_checkbox3 = Использовать РСУ для вращения #MechJeb_LandingGuidance_title = Помощник посадки #MechJeb_LandingGuidance_label1 = Координаты цели #MechJeb_LandingGuidance_label2 = Автопилот: #MechJeb_LandingGuidance_label3 = Скорость приземления: #MechJeb_LandingGuidance_label4 = Ограничение ступенией: #MechJeb_LandingGuidance_label5 = Ограничение ступенией: #MechJeb_LandingGuidance_label6 = Статус: #MechJeb_LandingGuidance_label7 = Шаг: #MechJeb_LandingGuidance_label8 = Режим #MechJeb_LandingGuidance_label9 = Предсказания приземления: #MechJeb_LandingGuidance_Label10 = Разница с целью = #MechJeb_LandingGuidance_Label11 = \nМакс. сопрот. воздуха: #MechJeb_LandingGuidance_Label12 = \nТребуется ΔV: #MechJeb_LandingGuidance_Label13 = \nВремя на посадку: #MechJeb_LandingGuidance_Label14 = Прогнозируемая орбита после аэроторможения: #MechJeb_LandingGuidance_Label15 = Гиперболическая, эксцентриситет = #MechJeb_LandingGuidance_Label16 = Макс. сопрот. воздуха: <<1>> g #MechJeb_LandingGuidance_Label17 = \nВыход из атмосферы через: <<1>> #MechJeb_LandingGuidance_Label18_1 = Отсутсвует повторный вход у орбиты:\n #MechJeb_LandingGuidance_Label18_2 = м высота атмосферы #MechJeb_LandingGuidance_Label18_3 = м поверхность #MechJeb_LandingGuidance_Label19 = Время ожидания симуляции повторного входа истекло. #MechJeb_LandingGuidance_checkbox1 = Авто-ускорение времени #MechJeb_LandingGuidance_checkbox2 = Выдвинуть посадочные шасси #MechJeb_LandingGuidance_checkbox3 = Раскрыть парашуты #MechJeb_LandingGuidance_checkbox4 = Использовать РСУ для малых корректировок #MechJeb_LandingGuidance_checkbox5 = Показывать предсказания посадки #MechJeb_LandingGuidance_checkbox6 = Показывать точки аэроторможения #MechJeb_LandingGuidance_checkbox7 = Показывать траекторию #MechJeb_LandingGuidance_checkbox8 = Траектория мира #MechJeb_LandingGuidance_checkbox9 = Траектория камеры (WIP) #MechJeb_LandingGuidance_button1 = Введите координаты посадки: #MechJeb_LandingGuidance_button2 = Выбрать цель на карте #MechJeb_LandingGuidance_button3 = Отмена автопосадки #MechJeb_LandingGuidance_button4 = Посадка в цели #MechJeb_LandingGuidance_button5 = Посадка где-нибудь #MechJeb_LandingGuidance_Status1 = Движение в сторону зажигания торможения #MechJeb_LandingGuidance_Status2 = Коррекция курса ΔV: <<1>> м/с #MechJeb_LandingGuidance_Status3 = Выполнение коррекции курса примено на <<1>> м/с #MechJeb_LandingGuidance_Status4 = Ускорение времени до начала зажигания торможения. #MechJeb_LandingGuidance_Status5 = Торможение. #MechJeb_LandingGuidance_Status6 = Торможение: скорость цели = <<1>> м/с #MechJeb_LandingGuidance_Status7 = Выполнение зажигания выхода с высокой орбиты #MechJeb_LandingGuidance_Status8 = Движение к точке зажигания выхода с высокой орбиты #MechJeb_LandingGuidance_Status9 = Конечный спуск: <<1>>м над поверхностью #MechJeb_LandingGuidance_Status10 = Сброс горизонтальной скорости перед конечным спуском #MechJeb_LandingGuidance_Status11 = Выполнение зажигания выхода с низкой орбиты #MechJeb_LandingGuidance_Status12 = Движение к точке зажигания выхода с низкой орбиты #MechJeb_LandingGuidance_Status13 = Выход с орбиты выполнен: ожидание идеального момента для начала торможения #MechJeb_LandingGuidance_Status14 = Выполнение смены плоскости низкой орбиты стоимостью <<1>> м/с #MechJeb_LandingGuidance_Status15 = Движение к точки зажигания смены плоскости низкой орбиты #MechJeb_LandingGuidance_Status16 = Выполнение зажигания выхода с орбиты. #MechJeb_Translatron_title = Translatron™ #MechJeb_Translatron_off = ВЫКЛ #MechJeb_Translatron_KEEP_OBT = ДЕРЖ\nОРБТ #MechJeb_Translatron_KEEP_SURF = ДЕРЖ\nПОВР #MechJeb_Translatron_KEEP_VERT = ДЕРЖ\nВЕРТ #MechJeb_Trans_kill_h = СБРОС ГОРСКР #MechJeb_Trans_spd = СКР #MechJeb_Trans_auto = АВТО #MechJeb_Trans_spd_act = ВЫПОЛНИТЬ #MechJeb_Trans_current_spd = Активная скорость #MechJeb_Trans_NOPANIC = БЕЗ ПАНИКИ! #MechJeb_Trans_PANIC = ПАНИКА!!! #MechJeb_Utilities_title = Утилиты #MechJeb_Utilities_label1 = Авто-ступени активны <<1>> #MechJeb_Utilities_label1_1 = раз #MechJeb_Utilities_label2 = Запас безопасности струи #MechJeb_Utilities_label3 = Ошибка дифференциальной тяги\nТребуется больше двигателей #MechJeb_Utilities_label4 = Ошибка дифференциальной тяги\nНет активных двигателей #MechJeb_Utilities_label5 = Ошибка дифференциальной тяги\nНевозможно найти решение #MechJeb_Utilities_checkbox1 = Авто-ступени #MechJeb_Utilities_checkbox2 = Гладкая тяга #MechJeb_Utilities_checkbox3 = Управлять воздухозаборниками #MechJeb_Utilities_button1 = Выполнить авто-ступени раз #MechJeb_WarpHelper_title = Помощник ускорения времени #MechJeb_WarpHelper_Combobox_text1 = перицентр #MechJeb_WarpHelper_Combobox_text2 = апоцентр #MechJeb_WarpHelper_Combobox_text3 = точка маневра #MechJeb_WarpHelper_Combobox_text4 = переход сферы тяготения #MechJeb_WarpHelper_Combobox_text5 = Время #MechJeb_WarpHelper_Combobox_text6 = Фазовый угол #MechJeb_WarpHelper_Combobox_text7 = суицидальное зажигание #MechJeb_WarpHelper_Combobox_text8 = вход в атмосферу #MechJeb_WarpHelper_label1 = Ускорить до:\u0020 #MechJeb_WarpHelper_label2 = Ускорить на:\u0020 #MechJeb_WarpHelper_label3 = Требуется цель #MechJeb_WarpHelper_label4 = Фазовый угол: #MechJeb_WarpHelper_label5 = Время выполнения:\u0020 #MechJeb_WarpHelper_label6 = Ускорение до\u0020 #MechJeb_WarpHelper_checkbox1 = Быстрое ускорение #MechJeb_WarpHelper_scrmsg = MJ : Ускорение приостановлено - возобновите в меню помощника ускорения времени #MechJeb_WarpHelper_button1 = Отмена #MechJeb_WarpHelper_button2 = Ускорить #MechJeb_WarpHelper_button3 = Возобновить ускорение MJ #MechJeb_WarpHelper_button4 = Приостановить ускорение MJ #MechJeb_InfoItems_label1 = Статистика ступени #MechJeb_InfoItems_label2 = Угловая скорость относительно цели: (Н/Д) #MechJeb_InfoItems_label3 = Угловая скорость относительно цели: #MechJeb_InfoItems_label4 = Отдаление от цели: (Н/Д) #MechJeb_InfoItems_label5 = Отдаление от цели: #MechJeb_InfoItems_label6 = Угол фазы планеты #MechJeb_InfoItems_label7 = Угол фазы луны #MechJeb_InfoItems_button1 = Краткая статистика #MechJeb_InfoItems_button2 = Расширенная статистика #MechJeb_InfoItems_button3 = Полная статистика #MechJeb_InfoItems_button4 = Пользовательская #MechJeb_InfoItems_button5 = Живое SLT #MechJeb_InfoItems_button6 = Альт. SLT #MechJeb_InfoItems_showEmpty = Показать 0 #MechJeb_InfoItems_hideEmpty = Скрыть 0 #MechJeb_InfoItems_UnlimitedText = Неограниченно #MechJeb_InfoItems_velocityNA = Скорость относительно цели: (Н/Д) #MechJeb_InfoItems_velocity = Скорость относительно цели: #MechJeb_InfoItems_CopytoClipboard = Копировать Шир/Дол/Выс в буфер обмена #MechJeb_InfoItems_VesselSituation1 = Пролетает над <<1>> #MechJeb_InfoItems_VesselSituation2 = В верхних слоях атмосферы <<1>> #MechJeb_InfoItems_VesselSituation3 = Низко над <<1>> #MechJeb_InfoItems_VesselSituation4 = Высоко над <<1>> #MechJeb_InfoItems_VesselSituation5 = поверность #MechJeb_InfoItems_VesselSituation6 = воды #MechJeb_InfoItems_StatsColumn0 = Ступень #MechJeb_InfoItems_StatsColumn1 = Начальная масса #MechJeb_InfoItems_StatsColumn2 = Конечная масса #MechJeb_InfoItems_StatsColumn3 = Масса отстыковки #MechJeb_InfoItems_StatsColumn4 = Масса зажигания #MechJeb_InfoItems_StatsColumn5 = ТВР #MechJeb_InfoItems_StatsColumn6 = Макс. ТВР #MechJeb_InfoItems_StatsColumn7 = ТВРпм #MechJeb_InfoItems_StatsColumn8 = Макс ТВРпм #MechJeb_InfoItems_StatsColumn9 = УдИмп #MechJeb_InfoItems_StatsColumn10 = Атм ΔV #MechJeb_InfoItems_StatsColumn11 = Вак ΔV #MechJeb_InfoItems_StatsColumn12 = Время #MechJeb_InfoItems_StatsColumn13 = Макс. тяга #MechJeb_AscentPathEd_title = Редактор траектории подъема #MechJeb_AscentPathEd_nopath = Путь отсутствует!!!1!!1!1!1111!11одинадцать #MechJeb_AscentPathEd_auto = Автоматический поворот на высоте #MechJeb_AscentPathEd_label1 = Высота:\u0020 #MechJeb_AscentPathEd_label2 = Скорость:\u0020 #MechJeb_AscentPathEd_label3 = Начать поворот когда высота #MechJeb_AscentPathEd_label4 = или достигнута скорость #MechJeb_AscentPathEd_label5 = Высота окончания поворота: #MechJeb_AscentPathEd_label6 = Высота начала поворота: #MechJeb_AscentPathEd_label7 = Скорость начала поворота: #MechJeb_AscentPathEd_label8 = Скорость окончания поворота: #MechJeb_AscentPathEd_label9 = Конечный угол траектории полета: #MechJeb_AscentPathEd_label10 = Фигура поворота: #MechJeb_AttitudeController_checkbox1 = \u0020Авто-настройка #MechJeb_AttitudeController_checkbox2 = \u0020Фильтр низких частот #MechJeb_AttitudeController_label1 = Крупный корабль выполняет действие лучше с высоким Tf #MechJeb_AttitudeController_label2 = Tf (с) #MechJeb_AttitudeController_label3 = Н #MechJeb_AttitudeController_label4 = Р #MechJeb_AttitudeController_label5 = К #MechJeb_AttitudeController_label6 = Tf #MechJeb_AttitudeController_label7 = Диапазон Tf #MechJeb_AttitudeController_label8 = мин #MechJeb_AttitudeController_label9 = макс #MechJeb_AttitudeController_label11 = Макс. относит. угловая скор. #MechJeb_AttitudeController_label12 = Kp #MechJeb_AttitudeController_label13 = Ki #MechJeb_AttitudeController_label14 = Kd #MechJeb_AttitudeController_label15 = Ошибка #MechJeb_AttitudeController_label16 = проп. действие #MechJeb_AttitudeController_label17 = дифф. действие #MechJeb_AttitudeController_label18 = интег. действие #MechJeb_AttitudeController_label19 = Действие ПИД #MechJeb_AttitudeController_label20 = Инерция #MechJeb_AttitudeController_PIDF = Коэффициент ПИД #MechJeb_AttitudeController_PIDFactor1 = Зона нечувст. = #MechJeb_Ascent_checkbox11 = Ограничить Q до #MechJeb_Ascent_checkbox12 = Предотвратить перегрев двигателей #MechJeb_Ascent_checkbox13 = Предотвратить срыв пламени #MechJeb_Ascent_checkbox14 = Предотвратить нестабильное зажигание #MechJeb_Ascent_checkbox15 = Использовать РСУ при нехватке #MechJeb_Ascent_checkbox16 = Ограничить ускорение до #MechJeb_Ascent_checkbox17 = Ограничить тягу до #MechJeb_Ascent_checkbox18 = Держать ограничение тяги после #MechJeb_Ascent_checkbox19 = Дифференциальная тяга #MechJeb_Ascent_checkbox20 = Ограничить электоэнергию #MechJeb_Ascent_srcmsg1 = [МехДжеб]: Отключение тяги для предотвращения нестабильного зажигания #MechJeb_HybridController_checkbox1 = Использовать инерцию #MechJeb_HybridController_checkbox2 = Диапазон контроля крена #MechJeb_HybridController_label1 = Макс. время остановки #MechJeb_HybridController_label2 = Приведение в действие #MechJeb_HybridController_label3 = Вектор Фи #MechJeb_HybridController_label4 = Крут. мом. цели #MechJeb_HybridController_label5 = Крут. мом. контр. #MechJeb_HybridController_label6 = Инерция #MechJeb_Actiongroup_label1 = Переключить группу действий #MechJeb_Ascent_hotStaging = Поддержка горячих ступеней #MechJeb_Ascent_dropSolids = Ранний сброс твердотопливных #MechJeb_Ascent_label38 = Сброс обтекателя при: #MechJeb_Ascent_label39 = динамическом давлении #MechJeb_Ascent_label40 = высоте #MechJeb_Ascent_label41 = аэротерм. нагреве #MechJeb_Ascent_label42 = Остановить на ступени # #MechJeb_Ascent_leadTime = время выполнения #MechJeb_Ascent_label44 = Ограничить тягу авто-ступени #MechJeb_Ascent_status9 = Авто-ступени выключены #MechJeb_Ascent_status10 = Выполнение следующей ступени только #MechJeb_Ascent_status11 = Авто-ступени до ступени # #MechJeb_Ascent_status12 = Ожидание взлета #MechJeb_Ascent_status13 = Вертикальный подъем, <<1>>м/с осталось #MechJeb_Ascent_status14 = Гравитационный поворот <<1>>° для помощи #MechJeb_Ascent_status15 = Программа наклона <<1>>° для помощи #MechJeb_Ascent_status16 = ПРЕДУПРЕЖДЕНИЕ: Не стабильная помощь #MechJeb_Ascent_status17 = Стабильная помощь #MechJeb_NodeBurnTime = Время зажигания точки #MechJeb_TimeToNode = Время до точки #MechJeb_NodedV = ΔV в точке #MechJeb_SurfaceTWR = ТВР на поверх. #MechJeb_LocalTWR = Локаль. ТВР #MechJeb_ThrottleTWR = ТВР тяги #MechJeb_AtmosphericPressurePa = Атмосферное давление (Па) #MechJeb_AtmosphericPressure = Атмосферное давление #MechJeb_Coordinates = Координаты #MechJeb_MeanAnomaly = Предполагаемая аномалия #MechJeb_Orbit = Орбита #MechJeb_TargetOrbit = Целевая орбита #MechJeb_OrbitWithInc = Орбита #MechJeb_OrbitWithInc_desc = Форма орбиты с наклонением. #MechJeb_TargetOrbitWithInc = Целевая орбита #MechJeb_TargetOrbitWithInc_desc = Форма целевой орбиты с наклонением. #MechJeb_OrbitalEnergy = Орбитальная энергия #MechJeb_OrbitalEnergy_desc = Определенная орбитальная энергия #MechJeb_PotentialEnergy = Потенциальная энергия #MechJeb_PotentialEnergy_desc = Определенная потенциальная энергия #MechJeb_KineticEnergy = Кинетическая энергия #MechJeb_KineticEnergy_desc = Определенная кинетическая энергия #MechJeb_TimeToImpact = Время до столкновения #MechJeb_SuicideBurnCountdown = Отсчет до суицидального зажигания #MechJeb_RCSthrust = Тяга РСУ #MechJeb_RCSTranslationEfficiency = Эффективность перемещения РСУ #MechJeb_RCSdV = РСУ ΔV #MechJeb_AngularVelocity = Угловая скорость #MechJeb_CurrentAcceleration = Текущее ускорение #MechJeb_CurrentThrust = Текущая тяга #MechJeb_TimeToSoIWwitch = Время до смены сферы тяготения #MechJeb_SurfaceGravity = Поверхностная скорость #MechJeb_EscapeVelocity = Скорость покидания #MechJeb_VesselName = Имя корабля #MechJeb_VesselType = Тип корабля #MechJeb_VesselMass = Масса корабля #MechJeb_MaxVesselMass = Макс. масса корабля #MechJeb_DryMass = Сухая масса #MechJeb_LiquidFuelandOxidizerMass = Масса ЖТ и окислителя #MechJeb_MonopropellantMass = Масса монотоплива #MechJeb_TotalElectricCharge = Общий электический заряд #MechJeb_MaxThrust = Макс. тяга #MechJeb_MinThrust = Мин. тяга #MechJeb_MaxAcceleration = Макс. ускорение #MechJeb_MinAcceleration = Мин. ускорение #MechJeb_Gforce = Перегрузка #MechJeb_PartCount = Кол-во частей #MechJeb_MaxPartCount = Макс. кол-во частей #MechJeb_PartCountDivideMaxParts = Кол-во частей / Макс. кол-во частей #MechJeb_StrutCount = Кол-во распорок #MechJeb_FuelLinesCount = Кол-во топливных линий #MechJeb_VesselCost = Цена корабля #MechJeb_CrewCount = Число экипажа #MechJeb_CrewCapacity = Вместимость экипажа #MechJeb_DistanceToTarget = Расстояние до цели #MechJeb_HeadingToTarget = Курс к цели #MechJeb_RelativeVelocity = Относительная скорость #MechJeb_TimeToClosestApproach = Время до максимального сближения #MechJeb_ClosestApproachDistance = Расстояние при максимальном сближении #MechJeb_RelativeVelocityAtClosestApproach = Отн. скор. при макс. сближении #MechJeb_PeriapsisInTargetSoI = Перицентр в сфере тяготения цели #MechJeb_TargetCaptureDV = ΔV для захвата целью #MechJeb_TargetApoapsis = Апоцентр цели #MechJeb_TargetPeriapsis = Перицентр цели #MechJeb_TargetInclination = Наклонение цели #MechJeb_TargetOrbitPeriod = Период орбиты цели #MechJeb_TargetOrbitSpeed = Период орбиты цели #MechJeb_TargetTimeToAp = Время цели до Ап #MechJeb_TargetTimeToPe = Время цели до Пе #MechJeb_TargetLAN = ДолгВУ цели #MechJeb_TargetAoP = AoP цели #MechJeb_TargetEccentricity = Эксцентриситет цели #MechJeb_TargetSMA = SMA цели #MechJeb_AtmosphericDrag = Сопротивл. атмосферы #MechJeb_SynodicPeriod = Синодич. период #MechJeb_PhaseAngleToTarget = Фазовый угол к цели #MechJeb_TargetPlanetPhaseAngle = Фазовый угол целевой планеты #MechJeb_RelativeInclination = Относительное наклонение #MechJeb_TimeToAN = Время до ВУ #MechJeb_TimeToDN = Время до НУ #MechJeb_TimeToEquatorialAN = Время до экватор. ВУ #MechJeb_TimeToEquatorialDN = Время до экватор. НУ #MechJeb_CircularOrbitSpeed = Скорость округлой орбиты #MechJeb_StageDv_vac = ΔV ступени (вакуум) #MechJeb_StageDV_atmo = ΔV ступени (атмосф) #MechJeb_StageDV_atmo_vac = ΔV ступени (атмосф, вакуум) #MechJeb_StageTimeFullThrottle = Время ступени (полная тяга) #MechJeb_StageTimeCurrentThrottle = Время ступени (текущая тяга) #MechJeb_StageTimeHover = Время ступени (планирование) #MechJeb_TotalDV_vacuum = ΔV полная (вакуум) #MechJeb_TotalDV_atmo = ΔV полная (атмосф) #MechJeb_TotalDV_atmo_vac = ΔV полная (атмосф, вакуум) #MechJeb_SurfaceBiome = Поверхн. биом #MechJeb_CurrentBiome = Текущий биом #MechJeb_SteeringError = Ошибка рулежки #MechJeb_MarkUT = Отметить АСТвр #MechJeb_TimeSinceMark = Время начиная с отметки #MechJeb_DVExpended = Израсходовано ΔV #MechJeb_DragLosses = Потери сопротивления #MechJeb_GravityLosses = Гравит. потери #MechJeb_SteeringLosses = Потери рулежки #MechJeb_PhaseAngleFromMark = Фазовый угол от отметки #MechJeb_MarkLAN = Отметить ДолгВУ #MechJeb_MarkLatitude = Отметить широту #MechJeb_MarkLongitude = Отметить долготу #MechJeb_MarkAltitudeASL = Отметить высоту #MechJeb_MarkBody = Отметить тело #MechJeb_DistanceFromMark = Расстояние от отметки #MechJeb_DownrangeDistance = Гор. расст. #MechJeb_MaxDragGees = Макс. сопрот. #MechJeb_ParachuteControlInfo = Информация контроля парашутов #MechJeb_ChuteMultiplier = Множитель парашутов: <<1>> #MechJeb_MultiplierQuality = \nКачество множителя: <<1>>% #MechJeb_Usingpredictions = \nИспользуются предсказания <<1>> #MechJeb_SimDragScalar = Скаляр сим. сопрот. #MechJeb_SimLiftScalar = Скаляр сим. подъема #MechJeb_SimDynaPressPa = Сим. DynaPressPa #MechJeb_SimsimMach = Сим. ск. махов. #MechJeb_SimSpdOfSnd = Сим. Скор. Звука #MechJeb_LandingSim = Сим. посадки #MechJeb_DVincludecosinelosses = ΔV включает косинусальные потери #MechJeb_NodeBurnLength = Длина зажигания в узле #MechJeb_NodeBurnCountdown = Отсчет зажигания в узле #MechJeb_SpeedIntAcc = Скорость начал. ускор. #MechJeb_Traction = Сцепление #MechJeb_Headingerror = Ошибка курса #MechJeb_Speederror = Ошибка скорости #MechJeb_Autostagingstatus = Статус авто-ступеней #MechJeb_Targetcoordinates = Координаты цели #MechJeb_pickingPositionMsg = Нажмите для выбора цели на поверности <<1>>.\n(Закройте карту для отмены.) #MechJeb_Pickpositiontarget = Выберите цель #MechJeb_UniversalTime = Астрономическое время #MechJeb_LocalGravity = Местная гравитация #MechJeb_OrbitalSpeed = Орбитальная скорость #MechJeb_SurfaceSpeed = Поверхностная скорость #MechJeb_VerticalSpeed = Вертикальная скорость #MechJeb_SurfaceHorizontalSpeed = Поверхн. горизонтальная скорость #MechJeb_OrbitHorizontalSpeed = Орбитальн. горизонтальная скорость #MechJeb_Heading = Курс #MechJeb_Pitch = Тангаж #MechJeb_Roll = Крен #MechJeb_Altitude_ASL = Высота (УрМоря) #MechJeb_Altitude_true = Высота (Ист) #MechJeb_SurfaceAltitudeASL = Высота поверности ур. моря #MechJeb_Apoapsis = Апоцентр #MechJeb_Periapsis = Перицентр #MechJeb_OrbitalPeriod = Орбитальный период #MechJeb_TimeToApoapsis = Время до апоцентра #MechJeb_TimeToPeriapsis = Время до перицентра #MechJeb_LAN = ДолгВУ #MechJeb_ArgumentOfPeriapsis = Аргумент перицентра #MechJeb_Inclination = Наклонение #MechJeb_Eccentricity = Эксцентриситет #MechJeb_SemiMajorAxis = Большая полуось #MechJeb_Latitude = Широта #MechJeb_Longitude = Долгота #MechJeb_AngleOfAttack = + угол атаки #MechJeb_AngleOfSideslip = - угол атаки #MechJeb_DisplacementAngle = Рысканье #MechJeb_Mach = Мах #MechJeb_SpeedOfSound = Скорость звука #MechJeb_DragCoefficient = Коэфф. сопротивления #MechJeb_AtmosphereDensity = Плотн. атмосферы #MechJeb_MaxDynamicPressure = Макс. динамическое давление #MechJeb_DynamicPressure = Динамическое давление #MechJeb_IntakeAir = Поток воздуха #MechJeb_IntakeAirAllIntakes = Поток воздуха (все воздухозаборниками открыты) #MechJeb_IntakeAirNeeded = Требуется воздух #MechJeb_intakeAirAtMax = Требуется воздух (макс.) #MechJeb_AngleToPrograde = Угол к програду #MechJeb_AerothermalFlux = Аэротермальный нагрев #MechJeb_TerminalVelocity = Предельная скор. падения #MechJeb_Altitude_bottom = Высота (низ) #MechJeb_PureDrag = Чистое сопротивление #MechJeb_PureLift = Чистая подъемная сила #MechJeb_Toggle_Ascent_Navball_Guidance = Переключить помощь подъема на нависфере #MechJeb_ToggleAntennas = Переключить антенны #MechJeb_Autodeployantennas = Авто-раскрытие антенн #MechJeb_AntennasEXTENDED = Переключить антенны (в данный момент развернуты) #MechJeb_AntennasRETRACTED = Переключить антенны (в данный момент сложены) #MechJeb_AntennasToggle = Переключить антенны #MechJeb_StageStatsAll = Статистика ступени (все) #MechJeb_DockingGuidance_velocity = Помощник стыковки: скорость #MechJeb_DockingGuidanceAngularVelocity = Помощник стыковки: угловая скорость #MechJeb_DockingGuidancePosition = Помощник стыковки: позиция #MechJeb_AllPlanetPhaseAngles = Все фазовые углы планеты #MechJeb_AllMoonPhaseAngles = Все фазовые углы луны #MechJeb_LatLonClipbardCopy = Копировать Шир/Дол/Выс в буфер обмена #MechJeb_PoolsStatus = Статус пулов #MechJeb_Separator = Разделитель #MechJeb_LandingPredictions = Предсказания посадки #MechJeb_HideMenuButton = Скрыть кнопку меню #MechJeb_UseAppLauncher = Использовать AppLauncher #MechJeb_MenuPosition = Позиция меню #MechJeb_RCSBalancerInfo = Информация балансировщика РСУ #MechJeb_RCSBalancerInfo_Label1 = Время вычисления #MechJeb_RCSBalancerInfo_Label2 = Ожидающие задачи #MechJeb_RCSBalancerInfo_Label3 = Размер кэша #MechJeb_RCSBalancerInfo_Label4 = Попадений в кэш #MechJeb_RCSBalancerInfo_Label5 = Промахи в кэше #MechJeb_RCSBalancerInfo_Label6 = Смещение ЦМ #MechJeb_RCSBalancerInfo_Label7 = Перевычисление ЦМ #MechJeb_RCSBalancerInfo_Label8 = Макс. смещение ЦМ #MechJeb_RCSBalancerInfo_Label9 = Статус #MechJeb_RCSThrusterStates = Состояния двигателей РСУ #MechJeb_RCSThrusterStates_Label1 = Состояния двигателей РСУ (масштабировано 0-9) #MechJeb_RCSPartThrottles = Тяга частей РСУ #MechJeb_ControlVector = Контрольный вектор #MechJeb_RCSPid = ПИД РСУ #MechJeb_DisableSmartACSAutomatically = Автоматически отключить SmartACS #MechJeb_DisableSmartRcsAutomatically = Автоматически отключить УмныйРСУ #MechJeb_ToggleSolarPanels = Переключить солн. панели #MechJeb_SolarPanelDeployButton = Авто-раскрытие солн. панелей #MechJeb_SolarPanelDeploy = Переключить солн. панели (в данный момент развернуты) #MechJeb_SolarPanelRetracted = Переключить солн. панели (в данный момент сложены) #MechJeb_SolarPanelToggle = Переключить солн. панели #MechJeb_AutostagingSettings = Настройки авто-ступеней #MechJeb_ClampAutostageThrust = Ограничить тягу авто-ступеней #MechJeb_LimittoMaxQ = Ограничить до макс. Q #MechJeb_PreventEngineOverheats = Предотвратить перегрев двигателей #MechJeb_SmoothThrottle = Гладкая тяга #MechJeb_PreventJetFlameout = Предотвратить затухание пламени #MechJeb_PreventUnstableIgnition = Предотвратить нестабильное зажигание #MechJeb_UseRCStoullage = Использовать РСУ при нехватке #MechJeb_ManageAirIntakes = Управлять воздухозаборниками #MechJeb_LimitThrottle = Ограничить тягу #MechJeb_LowerThrottleLimit = Уменьшить лимит тяги #MechJeb_DifferentialThrottle = Дифференциальная тяга #MechJeb_ElectricLimit = Ограничение электоэнергии #MechJeb_AutostageOnce = Разовая авто-ступень #MechJeb_Autostage = Авто-ступень #MechJeb_MJWarpControl = Контроь ускор. времени MJ #MechJeb_DebugString = Отладочная строка #MechJeb_RCSTranslation = Перемещение РСУ #MechJeb_RCSTorque = Крутящий момент РСУ #MechJeb_Torque = Крутящий момент #MechJeb_hideBrakeOnEject = Скрыть "Тормоз при отсутсвии пилота" в контроллере ровера #MechJeb_useTitlebarDragging = Использовать только заголовок для перемещения окон #MechJeb_rssMode = Отключение модуля не отключает тягу (RSS/RO) #MechJeb_smartTranslation = Умное перемещение РСУ #MechJeb_RCSBalancerOverdrive = Овердрайв балансировщика РСУ #MechJeb_conserveFuel = Сберегать топливо РСУ #MechJeb_conserveThreshold = Порог сбережения топлива #MechJeb_RCSTf = Tf РСУ #MechJeb_RCSThrottle = РСУ ускоряет при тяге в 0кН #MechJeb_rcsForRotation = Использовать РСУ для вращения #MechJeb_ControlHeading = Контроль курса #MechJeb_ControlSpeed = Контроль скорости #MechJeb_BrakeOnEject = Тормоз при отсутсвии пилота #MechJeb_BrakeOnEnergyDepletion = Тормоз при разряде батарей #MechJeb_WarpToDaylight = Ускорять время до дня если разряжен #MechJeb_StabilityControl = Контроль стабильности #MechJeb_LimitAcceleration = Ограничить ускорение #MechJeb_DockingSpeedLimit = Ограничение скорости стыковки #MechJeb_RCSBalancerPrecision = Точность балансировщика РСУ #MechJeb_Speed = Скорость #MechJeb_SafeTurnspeed = Безопасная скорость поворота #MechJeb_TerrainLookAhead = Заглядывать вперед ландшафта #MechJeb_BrakeSpeedLimit = Ограничение скорости торможения #MechJeb_HeadingPIDP = Курсовой ПИД P #MechJeb_HeadingPIDI = Курсовой ПИД I #MechJeb_HeadingPIDD = Курсовой ПИД D #MechJeb_SpeedPIDP = Скоростной ПИД P #MechJeb_SpeedPIDI = Скоростной ПИД I #MechJeb_SpeedPIDD = Скоростной ПИД D #MechJeb_TractionBrakeLimit = Ограничение тормозного сцепления #MechJeb_MohoMapdist = Mapdist Мохо #MechJeb_EveMapdist = Mapdist Евы #MechJeb_GillyMapdist = Mapdist Гилли #MechJeb_KerbinMapdist = Mapdist Кербина #MechJeb_MunMapdist = Mapdist Муны #MechJeb_MinmusMapdist = Mapdist Минмуса #MechJeb_DunaMapdist = Mapdist Дюны #MechJeb_IkeMapdist = Mapdist Айка #MechJeb_DresMapdist = Mapdist Дреса #MechJeb_EelooMapdist = Mapdist Илу #MechJeb_JoolMapdist = Mapdist Джула #MechJeb_TyloMapdist = Mapdist Тайло #MechJeb_LaytheMapdist = Mapdist Лейт #MechJeb_PolMapdist = Mapdist Пола #MechJeb_BopMapdist = Mapdist Бопа #MechJeb_VallMapdist = Mapdist Валл #MechJeb_Disabled = Отключено #MechJeb_Enabled = Включено #MechJeb_OrbitPrograde = Проград орбиты #MechJeb_OrbitRetrograde = Ретроград орбиты #MechJeb_OrbitNormal = Нормаль орбиты #MechJeb_OrbitAntinormal = Антинормаль орбиты #MechJeb_OrbitRadialIn = Радиально-внутрь орбиты #MechJeb_OrbitRadialOut = Радиально-наружу орбиты #MechJeb_OrbitKillRotation = Остановить вращение орбиты #MechJeb_DeactivateSmartACS = Отключить SmartACS #MechJeb_LandSomewhere = Приземлиться где-нибудь #MechJeb_LandatKSC = Приземлиться на ЦУП #MechJeb_PANIC = ПАНИКА! #MechJeb_TranslatronOFF = Translatron ВЫКЛ #MechJeb_TranslatronKeepVert = Translatron: держать вертикально #MechJeb_TranslatronZerospeed = Translatron: нулевая скорость #MechJeb_TranslatronPlusspeed = Translatron: +1 скорость #MechJeb_TranslatronMinusspeed = Translatron: -1 скорость #MechJeb_TranslatronToggleHS = Translatron: переключить гор. скор. #MechJeb_AscentAPtoggle = Ascent AP toggle #MechJeb_AnatidRobotics = Анатид Робототехника #MechJeb_AnatidRobotics_Multiversal = Анатид Робототехника / Мультиверсальная Мехатроника #MechJeb_MechanicalJeb2_Title = Механический Джеб - Блок версии 2.0 #MechJeb_MechanicalJeb2_Description = После многих лет, потраченных на исследование, наши ученые все еще не могут объяснить почему Джебедая Керман настолько хорош в пилотировании, так что мы решили сделать мехническую копию его мозга для помощи в пилотировании наших кораблей. Это версия беспилотного блока МехДжеба разработана для сохранения жизни бравых Кербонавтов, вызвавшихся тестировать новые сборки. #MechJeb_MechJeb2_Title = MechJeb 2 (корпус AR202) #MechJeb_MechJeb2_Description = Укрепленная версия нейронных плат МехДжеба в корпусе для радиального крепления. #MechJeb_Future_ManeuverTranslatron_Title = Возможности MechJeb - Маневры и Translatron #MechJeb_Future_ManeuverTranslatron_Description = Разблокирует следующие окна MechJeb: Планировщик маневров, Translatron, Помощник ускорения времени, Регулировка ориентации, окно Тяги, Балансировщик РСУ. После разблокировки все существующие модули MechJeb автоматически обновляются до последней прошивки. #MechJeb_Future_RoverAutopilot_Title = Возможности MechJeb - Автопилот вездехода #MechJeb_Future_RoverAutopilot_Description = Разблокирует следующие окна MechJeb: Автопилот вездехода. После разблокировки все существующие модули MechJeb автоматически обновляются до последней прошивки. #MechJeb_Future_RendevousDocking_Title = Возможности MechJeb - Сближение и Стыковка #MechJeb_Future_RendevousDocking_Description = Разблокирует следующие окна MechJeb: Планировщик сближения, Автопилот сближения, Автопилот стыковки. После разблокировки все существующие модули MechJeb автоматически обновляются до последней прошивки. #MechJeb_Future_AscentLandingSpaceplane_Title = Возможности MechJeb - Подъем, Посадка, Космический самолет #MechJeb_Future_AscentLandingSpaceplane_Description = Разблокирует следующие окна MechJeb: Автопилот подъема, Автопилот посадки, Управление космическим самолетом. После разблокировки все существующие модули MechJeb автоматически обновляются до последней прошивки. } } } UrlConfig { parentUrl = MechJeb2/Localization/zh-cn.cfg Localization { zh-cn { #MechJeb_ModuleAreLocked = 部分模块功能关闭直到你解锁科技树的关键性节点和升级追踪站. #MechJeb_OnlineManualbutton = 在线手册 #MechJeb_InstallCheckA_title = 错误的Mechjeb2安装方式 #MechJeb_InstallCheckA_msg = MechJeb2安装不正确,无法正常工作.\nMechJeb2的所有文件都应该放在如下路径中 \n\n\tGameData\n\t\tMechJeb2\n\t\t\tParts\n\t\t\tPlugins\n\n不要从MechJeb2文件夹中移动任何文件.\n\n不正确的路径:\n #MechJeb_InstallCheckB_title = MechJebMenuToolbar的安装是多余的 #MechJeb_InstallCheckB_msg = 检测到安装MechJebMenuToolbar, 但此版本的MechJeb2已包含对Blizzy78工具栏插件的支持.\n请把这些dll文件删除:\n #MechJeb_MechJebInfo_VABSPH = MechJeb™姿态控制 #MechJeb_Maneuver_Planner_title = 机动节点规划 #MechJeb_Maneu_Autowarp = 自动加速 #MechJeb_Maneu_Tolerance = 误差: #MechJeb_Maneu_Lead_time = 预留时间: #MechJeb_of = of #MechJeb_Maneu_STB = 计算燃烧值 #MechJeb_Maneu_TimeSelect1 = 在合适的时间 #MechJeb_Maneu_TimeSelect2 = 在下个远拱点 #MechJeb_Maneu_TimeSelect3 = 在离目标最近的距离 #MechJeb_Maneu_TimeSelect4 = 在AN处 #MechJeb_Maneu_TimeSelect5 = 在DN处 #MechJeb_Maneu_TimeSelect6 = 在下个近拱点 #MechJeb_Maneu_TimeSelect7 = 在与目标的下一个升交点 #MechJeb_Maneu_TimeSelect8 = 在与目标的下一个降交点 #MechJeb_Maneu_TimeSelect9 = 在固定时间后 #MechJeb_Maneu_TimeSelect10 = 在这个海拔高度 #MechJeb_Maneu_TimeSelect11 = 在最近的AN/DN点 #MechJeb_Maneu_TimeSelect12 = 在最省燃料的AN/DN点 #MechJeb_Maneu_TimeSelect13 = 在最近的目标AN/DN点 #MechJeb_Maneu_TimeSelect14 = 在最节能的目标AN/DN点 #MechJeb_Maneu_errorMessage = 创建变轨节点发生错误 #MechJeb_Maneu_Exception1 = 警告:轨道为双曲线,不存在远拱点。 #MechJeb_Maneu_Exception2 = 警告:未选择目标。 #MechJeb_Maneu_Exception3 = 警告:不能在此高度进行圆轨,当前轨道无法到达此高度。 #MechJeb_Maneu_Exception4 = 警告:赤道升交点不存在。 #MechJeb_Maneu_Exception5 = 警告:赤道降交点不存在。 #MechJeb_Maneu_Exception6 = 警告:既不存在上升节点也不存在下降节点 #MechJeb_Maneu_Exception7 = 警告:既不存在上升节点也不存在下降节点。 #MechJeb_AdvancedTransfer_title = 高级轨道转移 #MechJeb_adv_modeName1 = 限定时间 #MechJeb_adv_modeName2 = 自动选择 #MechJeb_adv_Preconditions1 = 轨道不得为双曲线 #MechJeb_adv_Preconditions2 = 初始轨道不能逃脱 <<1>> 的引力范围. #MechJeb_adv_Preconditions3 = 必须为星际转移选择一个目标. #MechJeb_adv_Preconditions4 = 从环绕<<1>>的轨道上绘制星际转移图是没有意义的 #MechJeb_adv_Preconditions5 = 使用经典霍曼转移功能来到达另一个绕<<1>>轨道运行的物体 #MechJeb_adv_Preconditions6 = 从<<1>>引力范围内发出的星际间转移必须以<<2>>环绕的母星——<<3>>为目标. #MechJeb_adv_Preconditions7 = 使用经典霍曼转移功能来到达另一个绕太阳运行的天体 #MechJeb_adv_Preconditions8 = 你已经在 <<1>> 轨道上. #MechJeb_adv_computing = 计算中: #MechJeb_adv_reset_button = 重置 #MechJeb_adv_captureburn = 计算捕获燃烧值 #MechJeb_adv_periapsis = 近拱点 #MechJeb_adv_label1 = 现在任意时间 #MechJeb_adv_label2 = 选择: #MechJeb_adv_label3 = 出发日期\u0020 #MechJeb_adv_label4 = 转移时间\u0020 #MechJeb_adv_label5 = 最长到达时间 #MechJeb_adv_button1 = 最少ΔV使用 #MechJeb_adv_button2 = 尽可能快 #MechJeb_adv_Exception1 = 计算未完成 #MechJeb_adv_Exception2 = 开始计算 #MechJeb_adv_Exception3 = 计算失败 #MechJeb_adv_Exception4 = 无效的选择点. #MechJeb_Hohm_title = 双脉冲 (霍曼)转移到目标 #MechJeb_Hohm_intercept_only = 仅拦截, 不计算捕获 (撞击/飞掠) #MechJeb_Hohm_simpleTransfer = 简单共面霍曼转移 #MechJeb_Hohm_Label1 = 微调目标周期偏移 #MechJeb_Hohm_Exception1 = 必须为霍曼转移选择目标。 #MechJeb_Hohm_Exception2 = 进行霍曼转移的目标必须在同一引力范围内 #MechJeb_Hohm_Exception3 = 与目标的升交点不存在. #MechJeb_Hohm_Exception4 = 与目标的降交点不存在. #MechJeb_Hohm_Exception5 = 与目标的降交点与升交点都不存在. #MechJeb_Ap_title = 变更远拱点 #MechJeb_Ap_label1 = 新远拱点: #MechJeb_Ap_Exception = 新远拱点不能低于执行高度(<<1>>) #MechJeb_both_title = 修改远拱点与近拱点 #MechJeb_both_label1 = 新近拱点: #MechJeb_both_label2 = 新远拱点: #MechJeb_both_Exception1 = 新近拱点不能低于执行高度(<<1>>) #MechJeb_both_Exception2 = 新远拱点不能低于执行高度 #MechJeb_both_Exception3 = 新近拱点不能低于<<1>>的半径 #MechJeb_inclination_title = 修改轨道倾角 #MechJeb_inclination_label = 新轨道倾角: #MechJeb_AN_title = 修改升交点经度 #MechJeb_AN_label = 新升交点经度: #MechJeb_AN_error = 警告:轨道平面的倾角低于<<1>>º (建议 > 10º) 机动节点执行结果可能不够精确 #MechJeb_Pe_title = 变更近拱点 #MechJeb_Pe_label = 新近拱点: #MechJeb_Pe_Exception1 = 新的近点不能高于执行高度 #MechJeb_Pe_Exception2 = 新的近点不能低于<<1>>的半径 #MechJeb_Sa_title = 变更半长轴 #MechJeb_Sa_label = 新半长轴: #MechJeb_Sa_errormsg = 警告:新的半长轴非常大,可能会导致轨道为双曲线 #MechJeb_Sa_Exception = 半长轴不能小于两倍执行高度加上<<1>>的半径的值 #MechJeb_la_title = 变更远点地面投影经度 #MechJeb_la_label = 后一个轨道的新地面投影经度: #MechJeb_approach_title = 微调捕获轨道 #MechJeb_approach_label1 = 最终近拱点大致高度 #MechJeb_approach_label2 = 最接近点距离 #MechJeb_approach_label3 = 计划变轨所需的最少ΔV #MechJeb_approach_Exception1 = 必须选择一个目标进行轨道修正. #MechJeb_approach_Exception2 = 进行轨道修正的目标必须在同一引力范围内 #MechJeb_Approach_errormsg = 警告:修正之前的轨道似乎离目标有一定距离,轨道修正方案可能比较极端.建议先设定一条比较接近的交会轨道,然后再进行轨道修正. #MechJeb_intercept_title = 在选定时间拦截目标 #MechJeb_intercept_label = 变轨动作后接近所需时间 #MechJeb_intercept_Exception1 = 必须选定要拦截的目标. #MechJeb_intercept_Exception2 = 目标必须在同一引力范围内. #MechJeb_match_planes_title = 匹配目标轨道 #MechJeb_match_planes_Exception1 = 必须选择一个目标来进行轨道匹配. #MechJeb_match_planes_Exception2 = 只能匹配在同一引力范围内的目标. #MechJeb_match_planes_Exception3 = 与目标的升交点不存在. #MechJeb_match_planes_Exception4 = 与目标的降交点不存在. #MechJeb_match_planes_Exception5 = 与目标的降交点与升交点不存在.. #MechJeb_match_planes_Exception6 = 错误的时间引用. #MechJeb_match_v_title = 匹配目标速度 #MechJeb_match_v_Exception1 = 必须选择一个目标来进行速度匹配. #MechJeb_match_v_Exception2 = 目标必须在同一引力范围内. #MechJeb_resonant_title = 共振轨道 #MechJeb_resonant_label1 = 把你的轨道周期变更当前轨道周期的<<1>> #MechJeb_resonant_label2 = 新的轨道周期 : #MechJeb_return_title = 从卫星上返回 #MechJeb_return_label1 = 最终近拱点大致高度: #MechJeb_return_label2 = 在下一个窗口期返回. #MechJeb_return_errormsg = 警告:建议从接近圆形的轨道(离心率<0.2)开始执行.返回计划是从离心率<<1>>的轨道开始的,可能不准确. #MechJeb_return_Exception = <<1>>并不在你可以返回的天体的轨道上. #MechJeb_transfer_title = 转移到另一个星球 #MechJeb_transfer_Label1 = 计划变轨: #MechJeb_transfer_Label2 = 在下一个转移窗口. #MechJeb_transfer_Label3 = 尽可能快 #MechJeb_transfer_Label4 = 使用此模式将使您的保修无效 #MechJeb_transfer_Exception1 = 必须为星际转移选择一个目标 #MechJeb_transfer_Exception2 = 在<<1>>的轨道上绘制星际间转移是没有意义的. #MechJeb_transfer_Exception3 = 使用经典霍曼转移来与环绕在<<1>>上的物体交会. #MechJeb_transfer_Exception4 = 从<<1>>引力范围内发出的星际间转移必须以<<2>>环绕的母星——<<3>>为目标. #MechJeb_transfer_errormsg1 = 警告:目标的轨道平面与<<2>>º的轨道平面成<<1>>º角(建议最多30度角).计划中的星际间转移可能无法正确到达目标 #MechJeb_transfer_errormsg2 = 警告: 建议从与<<2>>围绕<<3>>的轨道在同一平面的轨道上的<<1>>开始进行星际间转移. 起始环绕<<4>>的轨道是倾角为 <<5>>º对<<6>>的环绕<<7>>的轨道(建议< 10º). 计划中的星际间转移可能无法正确到达目标. #MechJeb_transfer_errormsg3 = 警告:建议从接近圆形的轨道(离心率< 0.2)开始进行星际间转移.转移计划是从离心率为<<1>>的轨道开始的,因此可能无法正确与目标回合. #MechJeb_Maneu_circularize_title = 圆化轨道 #MechJeb_Maneu_createNodeBtn01 = 新建节点 #MechJeb_Maneu_createNodeBtn02 = 更改最后一个 #MechJeb_Maneu_createlab1 = 机动节点: #MechJeb_Maneu_createlab2 = 创建新的机动节点: #MechJeb_Maneu_createlab3 = 上个变轨节点之后. #MechJeb_Maneu_button1 = 创建节点 #MechJeb_Maneu_button2 = 创建并执行 #MechJeb_Maneu_button3 = 移除所有节点 #MechJeb_Maneu_button4 = 执行下一个节点 #MechJeb_Maneu_button5 = 执行所有节点 #MechJeb_Maneu_button6 = 中止节点执行 #MechJeb_ApproAndLand_title = 飞机进场 & 着陆 #MechJeb_ApproAndLand_label1 = 着陆 #MechJeb_ApproAndLand_label2 = 跑道距离: #MechJeb_ApproAndLand_label3 = 导航球显示降落导航点 #MechJeb_ApproAndLand_label4 = 进场速度: #MechJeb_ApproAndLand_label5 = 接地速度: #MechJeb_ApproAndLand_label6 = 接地时的将推力反向 #MechJeb_ApproAndLand_label7 = 一落地就刹车 #MechJeb_ApproAndLand_label8 = 状态: #MechJeb_ApproAndLand_label9 = 导航点距离: <<1>> m #MechJeb_ApproAndLand_label10 = 设定速度: <<1>> m/s #MechJeb_ApproAndLand_label11 = 设定高度: <<1>> m #MechJeb_ApproAndLand_label12 = 设定垂直速度: <<1>> m/s #MechJeb_ApproAndLand_label13 = 设定航向: <<1>>º #MechJeb_ApproAndLand_label14 = Glide slope: #MechJeb_ApproAndLand_MaxRateOfDescent = Max. rate of descent: #MechJeb_ApproAndLand_approachState1 = 向 起始进近点 进发 #MechJeb_ApproAndLand_approachState2 = 向 最后进近点 进发 #MechJeb_ApproAndLand_approachState3 = 截获下滑道中 #MechJeb_ApproAndLand_approachState4 = 向 接地点 进发 #MechJeb_ApproAndLand_approachState5 = 等待抬头 #MechJeb_ApproAndLand_approachState6 = 抬头中 #MechJeb_ApproAndLand_approachState7 = 滑行 #MechJeb_ApproAndLan_button1 = 自动着陆 #MechJeb_ApproAndLan_button2 = 终止 #MechJeb_Aircraftauto_title = 飞机自动驾驶仪 #MechJeb_Aircraftauto_button1 = 关闭自动驾驶 #MechJeb_Aircraftauto_button2 = 启用自动驾驶 #MechJeb_Aircraftauto_button3 = PID #MechJeb_Aircraftauto_button4 = 隐藏PID #MechJeb_Aircraftauto_Label1 = 高度保持 #MechJeb_Aircraftauto_btnset1 = 设置 #MechJeb_Aircraftauto_Label2 = 垂直速度保持 #MechJeb_Aircraftauto_btnset2 = 设置 #MechJeb_Aircraftauto_VS = V/S ± #MechJeb_Aircraftauto_Label3 = 垂直速度限制 #MechJeb_Aircraftauto_btnset3 = 设置 #MechJeb_Aircraftauto_Label4 = 航向保持 #MechJeb_Aircraftauto_btnset4 = 设置 #MechJeb_Aircraftauto_Label5 = 角度保持 #MechJeb_Aircraftauto_btnset5 = 设置 #MechJeb_Aircraftauto_Label6 = 角度限制 ± #MechJeb_Aircraftauto_btnset6 = 设置 #MechJeb_Aircraftauto_Label7 = 速度保持 #MechJeb_Aircraftauto_btnset7 = 设置 #MechJeb_Aircraftauto_Label8 = 加速度 #MecgJeb_Aircraftauto_error1 = 错误:<<1>> 目标:<<2>> 当前:<<3>> #MecgJeb_Aircraftauto_error2 = 错误:<<1>> 目标:<<2>> 当前:<<3>> PID: <<4>> #MechJeb_Aircraftauto_Label10 = 滚转角 #MechJeb_Aircraftauto_Pitch = Pitch #MechJeb_Aircraftauto_Limits = Limits: #MechJeb_Aircraftauto_RollLimit = Roll #MechJeb_Aircraftauto_YawLimit = Yaw #MechJeb_Aircraftauto_PitchUpLimit = Pitch up #MechJeb_Aircraftauto_PitchDownLimit = Pitch down #MechJeb_Ascent_title = 自动发射 #MechJeb_Ascent_ascentPathList1 = 经典的上升配置 #MechJeb_Ascent_ascentPathList2 = Stock-style GravityTurn™ #MechJeb_Ascent_ascentPathList3 = Primer Vector Guidance (RSS/RO) #MechJeb_Ascent_status1 = 准备发射 #MechJeb_Ascent_status2 = 关闭 #MechJeb_Ascent_status3 = 准备发射 #MechJeb_Ascent_status4 = 飞船没有着陆,跳过准备发射 #MechJeb_Ascent_status5 = 缩回太阳能电池板 #MechJeb_Ascent_status6 = 等待点火 #MechJeb_Ascent_status7 = 圆化轨道 #MechJeb_Ascent_status8 = 滑行到圆化轨道执行点 #MechJeb_Ascent_status18 = 垂直上升 #MechJeb_Ascent_status19 = 微调中间高度 #MechJeb_Ascent_status20 = 启用重力转向 #MechJeb_Ascent_status21 = 微调远拱点 #MechJeb_Ascent_status22 = 重力转向 #MechJeb_Ascent_status23 = 滑行到大气层边缘 #MechJeb_Ascent_status24 = 保持远点 #MechJeb_NavBallGuidance_btn1 = 隐藏发射路径 #MechJeb_NavBallGuidance_btn2 = 显示发射路径 #MechJeb_Ascent_button1 = 脱离自动驾驶 #MechJeb_Ascent_button2 = 自动驾驶 #MechJeb_Ascent_button3 = 重置导航(千万不要按) #MechJeb_Ascent_button4 = 目标 #MechJeb_Ascent_button5 = 导航 #MechJeb_Ascent_button6 = 选项 #MechJeb_Ascent_button7 = 状态 #MechJeb_Ascent_button8 = 目标 #MechJeb_Ascent_button9 = 导航 #MechJeb_Ascent_button10 = 选项 #MechJeb_Ascent_button11 = 目标 #MechJeb_Ascent_button12 = 选项 #MechJeb_Ascent_button13 = 当前 #MechJeb_Ascent_button14 = 发射至目标: #MechJeb_Ascent_button15 = 发射至目标轨道面 #MechJeb_Ascent_button16 = 在窗口期发射 #MechJeb_Ascent_button17 = 终止 #MechJeb_Ascent_LaunchToTargetLan = Launch to target LAN #MechJeb_Ascent_LaunchToLan = Launch to LAN #MechJeb_Ascent_label1 = 目标近拱点: #MechJeb_Ascent_label2 = 目标远拱点: #MechJeb_Ascent_label3 = Ap < Pe: 圆化轨道 #MechJeb_Ascent_label4 = 双曲线目标轨道 (无远点) #MechJeb_Ascent_label5 = 轨道高度 #MechJeb_Ascent_label6 = 轨道倾角 #MechJeb_Ascent_label7 = 倾角 <<1>>º 低于当前纬度 #MechJeb_Ascent_label8 = 转向开始高度: #MechJeb_Ascent_label9 = 转向开始速度: #MechJeb_Ascent_label10 = 转向开始俯仰角: #MechJeb_Ascent_label11 = 中等海拔高度: #MechJeb_Ascent_label12 = 保持远拱点时间: #MechJeb_Ascent_label13 = 助推器开始俯仰角: #MechJeb_Ascent_label14 = 助推器俯仰率: #MechJeb_Ascent_label15 = 制导间隔: #MechJeb_Ascent_label16 = 制导间隔被限制在1到30秒之间 #MechJeb_Ascent_label17 = Qα 限制 #MechJeb_Ascent_label18 = Qα 限制不能低于100 Pa-rad #MechJeb_Ascent_label19 = Qα 限制不能高于10000 Pa-rad #MechJeb_Ascent_label20 = Qα 限制建议设置为 1000到4000 Pa-rad #MechJeb_Ascent_label21 = FIXME: g-limiter正在进行维护 #MechJeb_Ascent_label22 = 爬升 #MechJeb_Ascent_label23 = 转向 #MechJeb_Ascent_label24 = 动压衰减 #MechJeb_Ascent_label25 = 增益 #MechJeb_Ascent_label26 = 发射状态: #MechJeb_Ascent_label27 = 收敛:\u0020 #MechJeb_Ascent_label28 = 状态:\u0020 #MechJeb_Ascent_label29 = 延迟: #MechJeb_Ascent_label30 = 上次失败: #MechJeb_Ascent_label31 = 质量下降了 #MechJeb_Ascent_label32 = 推力下降了 #MechJeb_Ascent_label33 = 发射倒计时: #MechJeb_Ascent_label34 = 选择目标进行定时发射. #MechJeb_Ascent_label35 = 自动驾驶状态: #MechJeb_Ascent_label36 = 控制停用(航空电子设备) #MechJeb_Ascent_label37 = 警告:跟踪站没有升级,MechJeb无法进行圆轨操作. #MechJeb_Ascent_attachAlt = Attach Altitude: #MechJeb_Ascent_warnAttachAltLow = Attach < Pe: periapsis insertion #MechJeb_Ascent_warnAttachAltHigh = Attach > Ap: apoapsis insertion #MechJeb_Ascent_checkbox1 = 忽略滑行 #MechJeb_Ascent_checkbox2 = 角度调整 #MechJeb_Ascent_checkbox3 = 迎角限制 #MechJeb_Ascent_checkbox4 = 自动纠正航线 #MechJeb_Ascent_checkbox5 = 自动分级 #MechJeb_Ascent_checkbox6 = 自动展开太阳能电池板 #MechJeb_Ascent_checkbox7 = 自动展开天线 #MechJeb_Ascent_checkbox8 = 自动加速 #MechJeb_Ascent_checkbox9 = 跳过圆轨 #MechJeb_Ascent_checkbox10 = 编辑发射轨迹 #MechJeb_Ascent_msg1 = 在星际间转移窗口期发射 #MechJeb_Ascent_msg2 = 发射到目标轨道平面 #MechJeb_Ascent_msg3 = 发射到目标 #MechJeb_Ascent_LaunchingToTargetLAN = Launching to target LAN #MechJeb_Ascent_LaunchingToManualLAN = Launching to manual LAN #MechJeb_AttitudeAdjust_title = 姿态调整 #MechJeb_AttitudeAdjust_checkbox1 = RCS自动模式 #MechJeb_AttitudeAdjust_checkbox2 = MJ姿态控制器 #MechJeb_AttitudeAdjust_checkbox3 = Kos姿态控制器 #MechJeb_AttitudeAdjust_checkbox4 = 混合控制器 #MechJeb_AttitudeAdjust_checkbox5 = 显示数值 #MechJeb_AttitudeAdjust_checkbox6 = 箭头可穿过物体 #MechJeb_AttitudeAdjust_checkbox7 = 显示重心 #MechJeb_AttitudeAdjust_checkbox8 = 显示升力中心 #MechJeb_AttitudeAdjust_checkbox9 = 显示推力中心 #MechJeb_AttitudeAdjust_checkbox10 = 箭头始点过重心 #MechJeb_AttitudeAdjust_checkbox11 = 地面速度方向 (绿色) #MechJeb_AttitudeAdjust_checkbox12 = 轨道速度方向 (红色) #MechJeb_AttitudeAdjust_checkbox13 = 推力方向 (紫粉色) #MechJeb_AttitudeAdjust_checkbox14 = 前进方向 (铁蓝色) #MechJeb_AttitudeAdjust_checkbox15 = 姿态(灰色) #MechJeb_AttitudeAdjust_checkbox16 = Debug (品红色) #MechJeb_AttitudeAdjust_checkbox17 = Debug2 (浅蓝色) #MechJeb_AttitudeAdjust_Label1 = 轴控制\u0020 #MechJeb_AttitudeAdjust_Label2 = 扭矩 #MechJeb_AttitudeAdjust_Label3 = 扭矩速度 #MechJeb_AttitudeAdjust_Label4 = 转动惯量 / 扭矩 #MechJeb_AttitudeAdjust_Label5 = 转动惯量 #MechJeb_AttitudeAdjust_Label6 = 角速度 #MechJeb_AttitudeAdjust_Label7 = 角动量 #MechJeb_AttitudeAdjust_Label8 = 修正Delta时间 #MechJeb_AttitudeAdjust_Label9 = 箭头长度 #MechJeb_AttitudeAdjust_Label10 = 球半径 #MechJeb_WindowEd_title = 自定义窗口编辑器 #MechJeb_WindowEd_Edtitle = 标题: #MechJeb_WindowEd_Presetname1 = 轨道信息 #MechJeb_WindowEd_Presetname2 = 地面信息 #MechJeb_WindowEd_Presetname3 = 载具信息 #MechJeb_WindowEd_Presetname4 = Delta-V 状态 #MechJeb_WindowEd_Presetname5 = 发射状态 #MechJeb_WindowEd_Presetname6 = 交会信息 #MechJeb_WindowEd_Presetname7 = 着陆信息 #MechJeb_WindowEd_Presetname8 = 目标轨道信息 #MechJeb_WindowEd_Presetname9 = 秒表 #MechJeb_WindowEd_Presetname10 = 地表导航 #MechJeb_WindowEd_Presetname11 = 大气信息 #MechJeb_WindowEd_Presetname12 = 机动节点信息 #MechJeb_WindowEd_button1 = 新建窗口 #MechJeb_WindowEd_button2 = 删除窗口 #MechJeb_WindowEd_button3 = 移除 #MechJeb_WindowEd_button4 = 向上移动 #MechJeb_WindowEd_button5 = 向下移动 #MechJeb_WindowEd_label1 = 显示在: #MechJeb_WindowEd_label2 = 颜色: #MechJeb_WindowEd_label3 = 窗口内容(点击编辑): #MechJeb_WindowEd_label4 = 点击项目以添加至信息窗口: #MechJeb_WindowEd_label5 = 预置窗口: #MechJeb_WindowEd_checkbox1 = 飞行界面 #MechJeb_WindowEd_checkbox2 = 建造大楼 #MechJeb_WindowEd_checkbox3 = 叠加 #MechJeb_WindowEd_checkbox4 = 锁定 #MechJeb_WindowEd_checkbox5 = 精简 #MechJeb_WindowEd_checkbox6 = 文本 #MechJeb_WindowEd_checkbox7 = 背景 #MechJeb_WindowEd_CustomInfoWindow_title = 自定义信息窗口 #MechJeb_WindowEd_CustomInfoWindow_Label1 = 使用自定义窗口编辑器将项添加到此窗口. #MechJeb_WindowEd_CustomInfoWindow_Scrmsg = 将 <<1>> 窗口的配置复制到剪贴板 #MechJeb_WindowEd_CustomInfoWindow_Scrmsg2 = 粘贴文本格式错误. #MechJeb_Docking_title = 自动对接 #MechJeb_Docking_status1 = 在向目标方向移动前以<<1>>m/s的速度后退(lat: <<2>> m/s) #MechJeb_Docking_status2 = 以<<1>> m/s的速度离开对接轴,以避免后退时击中目标 #MechJeb_Docking_status3 = 以小于<<1>> m/s的速度移动到目标的正确一侧.(lat: <<2>> m/s) #MechJeb_Docking_status4 = 以<<1>> m/s后退 #MechJeb_Docking_status5 = 以<<1>> m/s的速度向起始点移动. #MechJeb_Docking_status6 = 以<<1>> / <<2>> m/s前进到对接口。 #MechJeb_Docking_label1 = 选择一个目标来进行对接 #MechJeb_Docking_label2 = 警告:你需要以对接口来控制船. 右键单击一个对接口并选择"基于此处控制" #MechJeb_Docking_label3 = 警告: 所选目标不是对接口. 右键单击此目标的对接口然后选择"设置为目标" #MechJeb_Docking_label4 = 警告:该船只不受对接节点的控制. 右键单击一个对接节点并选择"基于此处控制" #MechJeb_Docking_label5 = 速度限制 #MechJeb_Docking_label6 = 起始距离 #MechJeb_Docking_label7 = 安全距离 <<1>> #MechJeb_Docking_label8 = 目标大小 <<1>> #MechJeb_Docking_label9 = 状态: <<1>> #MechJeb_Docking_label10 = 误差X: <<1>> #MechJeb_Docking_label11 = 误差Y: <<1>> #MechJeb_Docking_label12 = 误差Z: <<1>> #MechJeb_Docking_label13 = 距离对接口: <<1>> #MechJeb_Docking_label14 = 距离对接轴: <<1>> #MechJeb_Docking_button = 转储飞船边界框信息 #MechJeb_Docking_checkbox1 = 启动自动驾驶 #MechJeb_Docking_checkbox2 = 覆盖安全距离 #MechJeb_Docking_checkbox3 = 安全距离 #MechJeb_Docking_checkbox4 = 覆盖起始距离 #MechJeb_Docking_checkbox5 = 绘制飞船边界框 #MechJeb_Docking_checkbox6 = 角度调整: #MechJeb_Flightrecord_title = 飞行记录仪 #MechJeb_Flightrecord_Button1_1 = 恢复 #MechJeb_Flightrecord_Button1_2 = 暂停 #MechJeb_Flightrecord_Button2_1 = 下行距离 #MechJeb_Flightrecord_Button2_2 = 时间 #MechJeb_Flightrecord_Button3 = Mark #MechJeb_Flightrecord_Button4 = 重置比例 #MechJeb_Flightrecord_Button5 = CSV #MechJeb_Flightrecord_checkbox1 = 自动调整 #MechJeb_Flightrecord_checkbox2 = 真实动力 #MechJeb_Flightrecord_checkbox3 = 分级 #MechJeb_Flightrecord_checkbox4 = 高度 #MechJeb_Flightrecord_checkbox5 = 实际高度 #MechJeb_Flightrecord_checkbox6 = 加速度 #MechJeb_Flightrecord_checkbox7 = 地表速度 #MechJeb_Flightrecord_checkbox8 = 轨道速度 #MechJeb_Flightrecord_checkbox9 = 质量 #MechJeb_Flightrecord_checkbox10 = 动压 #MechJeb_Flightrecord_checkbox11 = 攻角 #MechJeb_Flightrecord_checkbox12 = 侧滑角 #MechJeb_Flightrecord_checkbox13 = 俯角 #MechJeb_Flightrecord_checkbox14 = 俯仰角 #MechJeb_Flightrecord_checkbox15 = 重力损耗 #MechJeb_Flightrecord_checkbox16 = 阻力损耗 #MechJeb_Flightrecord_checkbox17 = 转向损耗 #MechJeb_Flightrecord_checkbox18 = 海平面高度 #MechJeb_Flightrecord_checkbox19 = 地平面高度 #MechJeb_Flightrecord_checkbox20 = Acc #MechJeb_Flightrecord_checkbox21 = 地面速度 #MechJeb_Flightrecord_checkbox22 = 轨道速度 #MechJeb_Flightrecord_checkbox23 = 质量 #MechJeb_Flightrecord_checkbox24 = 动压 #MechJeb_Flightrecord_checkbox25 = 攻角 #MechJeb_Flightrecord_checkbox26 = 侧滑角 #MechJeb_Flightrecord_checkbox27 = 俯角 #MechJeb_Flightrecord_checkbox28 = 俯仰角 #MechJeb_Flightrecord_checkbox29 = 重力损耗 #MechJeb_Flightrecord_checkbox30 = 阻力损耗 #MechJeb_Flightrecord_checkbox31 = 转向损耗 #MechJeb_Flightrecord_Label1 = 时间 <<1>> #MechJeb_Flightrecord_Label2 = 下行距离 <<1>> #MechJeb_Flightrecord_Label3 = 存储: <<1>> % #MechJeb_NodeEd_title = 机动节点编辑 #MechJeb_NodeEd_Snap1 = 近拱点 #MechJeb_NodeEd_Snap2 = 远拱点 #MechJeb_NodeEd_Snap3 = 与目标的升交点 #MechJeb_NodeEd_Snap4 = 与目标的降交点 #MechJeb_NodeEd_Snap5 = 赤道升交点 #MechJeb_NodeEd_Snap6 = 赤道降交点 #MechJeb_NodeEd_Label1 = 没有可编辑的机动节点 #MechJeb_NodeEd_Label2 = 顺向: #MechJeb_NodeEd_Label3 = 径向+: #MechJeb_NodeEd_Label4 = 法向+: #MechJeb_NodeEd_Label5 = 设置增量为: #MechJeb_NodeEd_Label6 = 位移时间 #MechJeb_NodeEd_Label7 = 容差: #MechJeb_NodeEd_Label8 = 二次曲线模式: #MechJeb_NodeEd_Label9 = 当前模式: <<1>> #MechJeb_NodeEd_button1 = 合并下一个节点 #MechJeb_NodeEd_button2 = 更新 #MechJeb_NodeEd_button3 = 对齐节点到 #MechJeb_NodeEd_button4 = 执行下一个节点 #MechJeb_NodeEd_button5 = 执行全部节点 #MechJeb_NodeEd_button6 = 中止节点执行 #MechJeb_NodeEd_button7 = 执行下一个Principia节点 #MechJeb_NodeEd_checkbox1 = 自动加速 #MechJeb_RCSBalancer_title = RCS平衡器 #MechJeb_RCSBalancer_label1 = 超频 #MechJeb_RCSBalancer_label2 = 超频可以增加RCS推力,但是更耗费燃料. #MechJeb_RCSBalancer_label3 = 超频比例 #MechJeb_RCSBalancer_label4 = 扭矩系数 #MechJeb_RCSBalancer_label5 = 平动系数 #MechJeb_RCSBalancer_label6 = Waste factor #MechJeb_RCSBalancer_checkbox1 = 智能算法 #MechJeb_RCSBalancer_checkbox2 = 高级选项 #MechJeb_RZauto_title = 自动交会 #MechJeb_RZauto_label1 = 选择要与之交会的目标 #MechJeb_RZauto_label2 = 交会目标必须处在同一引力范围内. #MechJeb_RZauto_label3 = 交会目标 #MechJeb_RZauto_label4 = 交会距离: #MechJeb_RZauto_label5 = 相位轨道最大个数: #MechJeb_RZauto_label6 = 相位轨道的最大值必须至少为5个. #MechJeb_RZauto_label7 = 状态: <<1>> #MechJeb_RZauto_label8 = Max closing velocity: #MechJeb_RZauto_checkbox1 = 自动加速 #MechJeb_RZauto_button1 = 自动驾驶 #MechJeb_RZauto_button2 = 取消自动 #MechJeb_RZauto_statu1 = 成功对接 #MechJeb_RZauto_statu2 = <<1>>m内: 匹配速度中. #MechJeb_RZauto_statu3 = 准备在最接近目标时匹配速度. #MechJeb_RZauto_statu4 = 接近目标:绘制交会轨道 #MechJeb_RZauto_statu5 = 交会作业.计划在最接近目标时匹配速度. #MechJeb_RZauto_statu6 = 计划<<1>>个相位轨道后进行霍曼转移交会. #MechJeb_RZauto_statu7 = 下一个交会窗口将在 <<1>>个轨道外,超过了<<2>>个相位轨道的最大值. 通过在<<3>>m建立新的相位轨道来增加相位率 #MechJeb_RZauto_statu8 = 圆轨中. #MechJeb_RZauto_statu9 = 匹配轨道中. #MechJeb_RZplan_title = 交会规划 #MechJeb_RZplan_button1 = 对齐轨道 #MechJeb_RZplan_button2 = 建立新的轨道在 #MechJeb_RZplan_button3 = 使用霍曼转移至目标 #MechJeb_RZplan_button4 = 在最接近点匹配速度 #MechJeb_RZplan_button5 = 再靠近一点 #MechJeb_RZplan_button6 = 执行下一个节点 #MechJeb_RZplan_button7 = 执行所有节点 #MechJeb_RZplan_button8 = 中止节点执行 #MechJeb_RZplan_button9 = 移除所有节点 #MechJeb_RZplan_checkbox = 自动加速 #MechJeb_RZplan_label1 = 选择一个目标来交会. #MechJeb_RZplan_label2 = 选定的交会目标必须在同一引力范围内. #MechJeb_RZplan_label3 = 交会目标 #MechJeb_RZplan_label4 = 目标轨道 #MechJeb_RZplan_label5 = 当前轨道 #MechJeb_RZplan_label6 = 相对轨道倾角 #MechJeb_RZplan_label7 = 到达最接近点剩余时间 #MechJeb_RZplan_label8 = 最接近点的距离 #MechJeb_RZplan_label9 = 容差: #MechJeb_Rover_title = 车辆自动驾驶 #MechJeb_Rover_label1 = 目标速度 #MechJeb_Rover_label2 = 导航点 #MechJeb_Rover_button1 = 驶向目标 #MechJeb_Rover_button2 = 添加目标 #MechJeb_Rover_button3 = 行驶 #MechJeb_Rover_button4 = 停止 #MechJeb_Rover_button5 = 导航点 #MechJeb_Waypointhelper_title = 导航点帮助 #MechJeb_ScriptMod_title = 脚本模块 #MechJeb_ScriptMod_label1 = 热身准备中. 请等待... <<1>> s #MechJeb_ScriptMod_label2 = 当前飞船 #MechJeb_ScriptMod_label3 = 全局脚本 #MechJeb_ScriptMod_label4 = 添加操作 #MechJeb_ScriptMod_label5 = 程序深度限制为4 #MechJeb_ScriptMod_button1 = ▶ 开始 #MechJeb_ScriptMod_button2 = ☇ 重置 #MechJeb_ScriptMod_button3 = ■ 停止 #MechJeb_ScriptMod_button4 = ▼ 完整模式 #MechJeb_ScriptMod_button5 = △ 精简模式 #MechJeb_ScriptMod_button6 = 清楚所有 #MechJeb_ScriptMod_button7 = 保存 #MechJeb_ScriptMod_button8 = 载入 #MechJeb_ScriptMod_checkbox1 = 隐藏添加动作 #MechJeb_ScriptMod_actions1 = Time #MechJeb_ScriptMod_actions1_1 = 计时器 #MechJeb_ScriptMod_actions1_2 = 暂停 #MechJeb_ScriptMod_actions1_3 = 等待至 #MechJeb_ScriptMod_actions1_4 = 时间加速 #MechJeb_ScriptMod_actions2 = 对接 #MechJeb_ScriptMod_actions2_1 = 分离 #MechJeb_ScriptMod_actions2_2 = 对接保护 #MechJeb_ScriptMod_actions2_3 = 目标对接口 #MechJeb_ScriptMod_actions3 = 目标 #MechJeb_ScriptMod_actions3_1 = 目标对接口 #MechJeb_ScriptMod_actions3_2 = 目标天体 #MechJeb_ScriptMod_actions4 = 控制 #MechJeb_ScriptMod_actions4_1 = 控制从 #MechJeb_ScriptMod_actions4_2 = RCS #MechJeb_ScriptMod_actions4_3 = SAS #MechJeb_ScriptMod_actions4_4 = 切换载具 #MechJeb_ScriptMod_actions5 = 乘员 #MechJeb_ScriptMod_actions5_1 = 乘员转移 #MechJeb_ScriptMod_actions6 = 轨迹 #MechJeb_ScriptMod_actions6_1 = 节点 #MechJeb_ScriptMod_actions6_2 = 执行节点 #MechJeb_ScriptMod_actions7 = 进级/引擎 #MechJeb_ScriptMod_actions7_1 = 分级 #MechJeb_ScriptMod_actions7_2 = 启动引擎 #MechJeb_ScriptMod_actions8 = 设置 #MechJeb_ScriptMod_actions8_1 = 动作误差 #MechJeb_ScriptMod_actions9 = 模块 #MechJeb_ScriptMod_actions9_1 = 模块 智能A.S.S. #MechJeb_ScriptMod_actions9_2 = 模块 自动发射 #MechJeb_ScriptMod_actions9_3 = 模块 自动对接 #MechJeb_ScriptMod_actions9_4 = 模块 自动着陆 #MechJeb_ScriptMod_actions9_5 = 模块 交会 #MechJeb_ScriptMod_actions9_6 = 模块 自动交会 #MechJeb_ScriptMod_actions10 = 保存/载入/执行 #MechJeb_ScriptMod_actions10_1 = 快速保存 #MechJeb_ScriptMod_actions10_2 = 载入脚本 #MechJeb_ScriptMod_actions10_3 = 动作组 #MechJeb_ScriptMod_actions11 = PROGRAM逻辑 #MechJeb_ScriptMod_actions11_1 = PROGRAM - 重复 #MechJeb_ScriptMod_actions11_2 = PROGRAM - 如果 #MechJeb_ScriptMod_actions11_3 = PROGRAM - 当 #MechJeb_ScriptMod_actions11_4 = PROGRAM - 并行 #MechJeb_ScriptMod_actions11_5 = 待机 #MechJeb_ScriptMod_actions12 = 插件 #MechJeb_Settings_title = 设置 #MechJeb_Settings_label1 = 当前皮肤: <<1>> #MechJeb_Settings_label2 = UI比例: #MechJeb_Settings_checkbox1 = 用箭头替换下拉菜单 #MechJeb_Settings_checkbox2 = 加速时激活SAS #MechJeb_Settings_button1 = \n恢复出厂默认设置\n #MechJeb_Settings_button2 = 使用MechJeb界面皮肤1 #MechJeb_Settings_button3 = 使用MechJeb界面皮肤2 #MechJeb_Settings_button4 = 使用MJ2紧凑型界面皮肤 #MechJeb_SmartASS_title = 智能姿态控制 #MechJeb_SmartACS_title = 智能姿态控制 #MechJeb_SmartASS_button1 = 轨道 #MechJeb_SmartASS_button2 = 地面 #MechJeb_SmartASS_button3 = 目标 #MechJeb_SmartASS_button4 = 高级 #MechJeb_SmartASS_button5 = 自动 #MechJeb_SmartASS_button6 = 轨道 #MechJeb_SmartASS_button7 = 地面 #MechJeb_SmartASS_button8 = 目标 #MechJeb_SmartASS_button9 = 高级 #MechJeb_SmartASS_button10 = 自动 #MechJeb_SmartASS_button11 = 关闭 #MechJeb_SmartASS_button12 = 姿态\n稳定 #MechJeb_SmartASS_button13 = 节点 #MechJeb_SmartASS_button14 = 地面 #MechJeb_SmartASS_button15 = 顺向 #MechJeb_SmartASS_button16 = 逆向 #MechJeb_SmartASS_button17 = 法向\n上 #MechJeb_SmartASS_button18 = 法向\n下 #MechJeb_SmartASS_button19 = 径向\n外 #MechJeb_SmartASS_button20 = 径向\n内 #MechJeb_SmartASS_button21 = 相对\n正速 #MechJeb_SmartASS_button22 = 相对\n反速 #MechJeb_SmartASS_button23 = 目标\n正向 #MechJeb_SmartASS_button24 = 目标\n反向 #MechJeb_SmartASS_button25 = 正向\n轨道 #MechJeb_SmartASS_button26 = 反向\n轨道 #MechJeb_SmartASS_button27 = 高级 #MechJeb_SmartASS_button28 = 自动 #MechJeb_SmartASS_button29 = 地速\n顺向 #MechJeb_SmartASS_button30 = 地速\n反向 #MechJeb_SmartASS_button31 = 水平速度\n顺向 #MechJeb_SmartASS_button32 = 水平速度\n反向 #MechJeb_SmartASS_button33 = 上 #MechJeb_SmartASS_button34 = 关 #MechJeb_SmartASS_button35 = 姿态稳定 #MechJeb_SmartASS_button36 = 接地那 #MechJeb_SmartASS_button37 = 地面 #MechJeb_SmartASS_button38 = 顺向 #MechJeb_SmartASS_button39 = 逆向 #MechJeb_SmartASS_button40 = 正法向 #MechJeb_SmartASS_button41 = 反法向 #MechJeb_SmartASS_button42 = 径向向外 #MechJeb_SmartASS_button43 = 径向向内 #MechJeb_SmartASS_button44 = 相对速度+ #MechJeb_SmartASS_button45 = 相对速度- #MechJeb_SmartASS_button46 = 目标+ #MechJeb_SmartASS_button47 = 目标- #MechJeb_SmartASS_button48 = 正轨道平面 #MechJeb_SmartASS_button49 = 反轨道平面 #MechJeb_SmartASS_button50 = 高级 #MechJeb_SmartASS_button51 = 自动 #MechJeb_SmartASS_button52 = 地面速度+ #MechJeb_SmartASS_button53 = 地面速度- #MechJeb_SmartASS_button54 = 水平速度+ #MechJeb_SmartASS_button55 = 水平速度- #MechJeb_SmartASS_button56 = 上 #MechJeb_SmartASS_button57 = 自动 #MechJeb_SmartASS_button58 = 执行 #MechJeb_SmartASS_label1 = 模式: #MechJeb_SmartASS_label2 = 请选择一个目标 #MechJeb_SmartASS_label3 = 参考: #MechJeb_SmartASS_label4 = 方向: #MechJeb_SmartASS_checkbox1 = 自动关闭智能姿态控制 #MechJeb_SmartASS_checkbox2 = 自动关闭智能姿态控制 #MechJeb_SmartASS_checkbox3 = 角度调整 : #MechJeb_SmartRcs_title = 智能RCS #MechJeb_SmartRcs_button1 = 关 #MechJeb_SmartRcs_button2 = 消除相对速度 #MechJeb_SmartRcs_button3 = 自动 #MechJeb_SmartRcs_label1 = 选择一个目标 #MechJeb_SmartRcs_checkbox1 = 自动关闭智能RCS #MechJeb_SmartRcs_checkbox2 = 引擎关闭时使用RCS #MechJeb_SmartRcs_checkbox3 = 使用RCS进行旋转 #MechJeb_LandingGuidance_title = 自动着陆 #MechJeb_LandingGuidance_label1 = 目标点坐标 #MechJeb_LandingGuidance_label2 = 自动驾驶: #MechJeb_LandingGuidance_label3 = 着陆速度: #MechJeb_LandingGuidance_label4 = 分级限制: #MechJeb_LandingGuidance_label5 = 分级限制: #MechJeb_LandingGuidance_label6 = 当前状态: #MechJeb_LandingGuidance_label7 = 步骤: #MechJeb_LandingGuidance_label8 = 模式 #MechJeb_LandingGuidance_label9 = 着陆点预测: #MechJeb_LandingGuidance_Label10 = 目标点距离 = #MechJeb_LandingGuidance_Label11 = \n最大阻力: #MechJeb_LandingGuidance_Label12 = \n需要的Delta-v: #MechJeb_LandingGuidance_Label13 = \n着陆时间: #MechJeb_LandingGuidance_Label14 = 大气刹车后的预计轨道: #MechJeb_LandingGuidance_Label15 = 双曲率,离心率 = #MechJeb_LandingGuidance_Label16 = 最大阻力:<<1>> g #MechJeb_LandingGuidance_Label17 = \n脱离大气:<<1>> #MechJeb_LandingGuidance_Label18_1 = 轨道没有再入阶段:\n #MechJeb_LandingGuidance_Label18_2 = m 大气高度 #MechJeb_LandingGuidance_Label18_3 = m 地面高度 #MechJeb_LandingGuidance_Label19 = 模拟再入超时. #MechJeb_LandingGuidance_checkbox1 = 自动加速 #MechJeb_LandingGuidance_checkbox2 = 展开着陆架 #MechJeb_LandingGuidance_checkbox3 = 展开降落伞 #MechJeb_LandingGuidance_checkbox4 = 使用RCS微调 #MechJeb_LandingGuidance_checkbox5 = 显示预测着陆点 #MechJeb_LandingGuidance_checkbox6 = 显示大气刹车点 #MechJeb_LandingGuidance_checkbox7 = 显示轨迹 #MechJeb_LandingGuidance_checkbox8 = 全球轨迹 #MechJeb_LandingGuidance_checkbox9 = 相机轨迹(在做了) #MechJeb_LandingGuidance_button1 = 输入坐标点: #MechJeb_LandingGuidance_button2 = 在地面上选择坐标 #MechJeb_LandingGuidance_button3 = 终止自动着陆 #MechJeb_LandingGuidance_button4 = 降落在目标点 #MechJeb_LandingGuidance_button5 = 降落在任意点 #MechJeb_LandingGuidance_Status1 = 正在滑行至减速点 #MechJeb_LandingGuidance_Status2 = 航向修正 DV: <<1>> m/s #MechJeb_LandingGuidance_Status3 = 正在进行约为 <<1>> m/s 的轨迹修正 #MechJeb_LandingGuidance_Status4 = 时间加速至执行减速节点. #MechJeb_LandingGuidance_Status5 = 正在减速 #MechJeb_LandingGuidance_Status6 = 正在减速: 目标速度 = <<1>> m/s #MechJeb_LandingGuidance_Status7 = Doing high deorbit burn #MechJeb_LandingGuidance_Status8 = Moving to high deorbit burn point #MechJeb_LandingGuidance_Status9 = 最终下降: 距离地面 <<1>>m #MechJeb_LandingGuidance_Status10 = 在最终下降前消除水平速度 #MechJeb_LandingGuidance_Status11 = Executing low deorbit burn #MechJeb_LandingGuidance_Status12 = Moving to low deorbit burn point #MechJeb_LandingGuidance_Status13 = 离轨燃烧完成: 正在等待正确的时机减速 #MechJeb_LandingGuidance_Status14 = 正在改变轨道倾角,DV: <<1>> m/s #MechJeb_LandingGuidance_Status15 = 正在移动至改变倾角点 #MechJeb_LandingGuidance_Status16 = 正在进行离轨燃烧. #MechJeb_Translatron_title = 平动控制 #MechJeb_Translatron_off = 关闭 #MechJeb_Translatron_KEEP_OBT = 轨道\n保持 #MechJeb_Translatron_KEEP_SURF = 地面\n保持 #MechJeb_Translatron_KEEP_VERT = 速度\n保持 #MechJeb_Trans_kill_h = 消除水平速度 #MechJeb_Trans_spd = 速度 #MechJeb_Trans_auto = 自动 #MechJeb_Trans_spd_act = 执行 #MechJeb_Trans_current_spd = 当前速度 #MechJeb_Trans_NOPANIC = 不要慌! #MechJeb_Trans_PANIC = 恐慌!!! #MechJeb_Utilities_title = 实用工具 #MechJeb_Utilities_label1 = 自动分级 <<1>> 启动 #MechJeb_Utilities_label1_1 = 一次 #MechJeb_Utilities_label2 = 飞机安全裕度 #MechJeb_Utilities_label3 = 差速节流阀失灵\n需要安装更多的引擎 #MechJeb_Utilities_label4 = 差速节流阀失效\n没有激活的引擎 #MechJeb_Utilities_label5 = 差速节流阀失效\n没有解决方案 #MechJeb_Utilities_checkbox1 = 自动分级 #MechJeb_Utilities_checkbox2 = 平滑节流阀 #MechJeb_Utilities_checkbox3 = 设置进气道 #MechJeb_Utilities_button1 = 自动分级一次 #MechJeb_WarpHelper_title = 加速助手 #MechJeb_WarpHelper_Combobox_text1 = 近拱点 #MechJeb_WarpHelper_Combobox_text2 = 远拱点 #MechJeb_WarpHelper_Combobox_text3 = 机动节点 #MechJeb_WarpHelper_Combobox_text4 = 引力范围过渡 #MechJeb_WarpHelper_Combobox_text5 = 时间 #MechJeb_WarpHelper_Combobox_text6 = 相位角 #MechJeb_WarpHelper_Combobox_text7 = 最佳点火时机 #MechJeb_WarpHelper_Combobox_text8 = 大气再入 #MechJeb_WarpHelper_label1 = 加速至:\u0020 #MechJeb_WarpHelper_label2 = 加速于:\u0020 #MechJeb_WarpHelper_label3 = 你需要选定一个目标 #MechJeb_WarpHelper_label4 = 相位角: #MechJeb_WarpHelper_label5 = 预留时间:\u0020 #MechJeb_WarpHelper_label6 = 加速至\u0020 #MechJeb_WarpHelper_checkbox1 = 快速加速 #MechJeb_WarpHelper_scrmsg = MJ : 加速暂停-在加速助手菜单中恢复 #MechJeb_WarpHelper_button1 = 终止 #MechJeb_WarpHelper_button2 = 加速 #MechJeb_WarpHelper_button3 = 恢复MJ加速 #MechJeb_WarpHelper_button4 = 暂停MJ加速 #MechJeb_InfoItems_label1 = 分级状态 #MechJeb_InfoItems_label2 = 目标相对角速度: (N/A) #MechJeb_InfoItems_label3 = 目标相对角速度: #MechJeb_InfoItems_label4 = 从目标分离: (N/A) #MechJeb_InfoItems_label5 = 从目标分离: #MechJeb_InfoItems_label6 = 行星相位角 #MechJeb_InfoItems_label7 = 卫星相位角 #MechJeb_InfoItems_button1 = 短统计 #MechJeb_InfoItems_button2 = 长统计 #MechJeb_InfoItems_button3 = 完整统计 #MechJeb_InfoItems_button4 = 自定义 #MechJeb_InfoItems_button5 = 实时海平面推重比 #MechJeb_InfoItems_button6 = 0海拔推力 #MechJeb_InfoItems_showEmpty = 显示所有分级 #MechJeb_InfoItems_hideEmpty = 隐藏空分级 #MechJeb_InfoItems_UnlimitedText = 无限制 #MechJeb_InfoItems_velocityNA = 目标相对速度: (N/A) #MechJeb_InfoItems_velocity = 目标相对速度: #MechJeb_InfoItems_CopytoClipboard = 复制 纬度/经度/海拔 至剪贴板 #MechJeb_InfoItems_VesselSituation1 = 飞越<<1>> #MechJeb_InfoItems_VesselSituation2 = <<1>>的高层大气 #MechJeb_InfoItems_VesselSituation3 = <<1>>的近地太空 #MechJeb_InfoItems_VesselSituation4 = <<1>>的远地太空 #MechJeb_InfoItems_VesselSituation5 = 的地面上 #MechJeb_InfoItems_VesselSituation6 = 的海面上 #MechJeb_InfoItems_StatsColumn0 = 分级 #MechJeb_InfoItems_StatsColumn1 = 初始质量 #MechJeb_InfoItems_StatsColumn2 = 最终质量 #MechJeb_InfoItems_StatsColumn3 = 分级质量 #MechJeb_InfoItems_StatsColumn4 = 燃料质量 #MechJeb_InfoItems_StatsColumn5 = 推重比 #MechJeb_InfoItems_StatsColumn6 = 最大推重比 #MechJeb_InfoItems_StatsColumn7 = 海平面推重比 #MechJeb_InfoItems_StatsColumn8 = 最大海平面推重比 #MechJeb_InfoItems_StatsColumn9 = 比冲 #MechJeb_InfoItems_StatsColumn10 = 大气内 ΔV #MechJeb_InfoItems_StatsColumn11 = 真空 ΔV #MechJeb_InfoItems_StatsColumn12 = 燃烧时间 #MechJeb_InfoItems_StatsColumn13 = 最大推力 #MechJeb_AscentPathEd_title = 发射轨迹编辑器 #MechJeb_AscentPathEd_nopath = 轨迹不存在!!! #MechJeb_AscentPathEd_auto = 自动确定转向高度 #MechJeb_AscentPathEd_label1 = 高度:\u0020 #MechJeb_AscentPathEd_label2 = 速度:\u0020 #MechJeb_AscentPathEd_label3 = 转向开始高度 #MechJeb_AscentPathEd_label4 = 或抵达速度 #MechJeb_AscentPathEd_label5 = 转向结束高度: #MechJeb_AscentPathEd_label6 = 转向开始高度: #MechJeb_AscentPathEd_label7 = 转向开始速度: #MechJeb_AscentPathEd_label8 = 转向结束高度: #MechJeb_AscentPathEd_label9 = 轨迹最终角度: #MechJeb_AscentPathEd_label10 = 轨迹转向程度: #MechJeb_AttitudeController_checkbox1 = \u0020自动调节 #MechJeb_AttitudeController_checkbox2 = \u0020低通滤波 #MechJeb_AttitudeController_label1 = Larger ship do better with a larger Tf #MechJeb_AttitudeController_label2 = Tf (s) #MechJeb_AttitudeController_label3 = P #MechJeb_AttitudeController_label4 = Y #MechJeb_AttitudeController_label5 = R #MechJeb_AttitudeController_label6 = Tf #MechJeb_AttitudeController_label7 = Tf range #MechJeb_AttitudeController_label8 = 最小 #MechJeb_AttitudeController_label9 = 最大 #MechJeb_AttitudeController_label11 = 最大相对角速度 #MechJeb_AttitudeController_label12 = Kp #MechJeb_AttitudeController_label13 = Ki #MechJeb_AttitudeController_label14 = Kd #MechJeb_AttitudeController_label15 = 误差 #MechJeb_AttitudeController_label16 = prop. action. #MechJeb_AttitudeController_label17 = deriv. action #MechJeb_AttitudeController_label18 = integral action. #MechJeb_AttitudeController_label19 = PID动作 #MechJeb_AttitudeController_label20 = 惯性 #MechJeb_AttitudeController_PIDF = PID参数 #MechJeb_AttitudeController_PIDFactor1 = 死域 = #MechJeb_Ascent_checkbox11 = 动压限制 #MechJeb_Ascent_checkbox12 = 防止引擎过热 #MechJeb_Ascent_checkbox13 = 防止喷气引擎熄火 #MechJeb_Ascent_checkbox14 = 防止不稳定状态点火 #MechJeb_Ascent_checkbox15 = 使用RCS执行沉底操作 #MechJeb_Ascent_checkbox16 = 加速度限制 #MechJeb_Ascent_checkbox17 = 节流阀限制 #MechJeb_Ascent_checkbox18 = 限制节流阀一直超过 #MechJeb_Ascent_checkbox19 = 差速节流阀 #MechJeb_Ascent_checkbox20 = 电力限制 Lo #MechJeb_Ascent_srcmsg1 = [MechJeb]: 关闭节流阀,防止不稳定状态点火 #MechJeb_HybridController_checkbox1 = 使用惯性 #MechJeb_HybridController_checkbox2 = 滚动控制范围 #MechJeb_HybridController_label1 = 最大停机时间 #MechJeb_HybridController_label2 = 启动 #MechJeb_HybridController_label3 = φ向量 #MechJeb_HybridController_label4 = 目标扭矩 #MechJeb_HybridController_label5 = 控制扭矩 #MechJeb_HybridController_label6 = 惯性 #MechJeb_Actiongroup_label1 = 切换动作组 #MechJeb_Ascent_hotStaging = 允许热分级 #MechJeb_Ascent_dropSolids = 提前抛弃固推 \n (RO里面有的固推 \n 在燃料即将用完时 \n 推力会很低,不抛浪费dv \n ——译者注) #MechJeb_Ascent_label38 = 分离整流罩当: #MechJeb_Ascent_label39 = 动压 #MechJeb_Ascent_label40 = 高度 #MechJeb_Ascent_label41 = 空气热通量 #MechJeb_Ascent_label42 = 在分级# 时停止 #MechJeb_Ascent_leadTime = 预留时间 #MechJeb_Ascent_label44 = 夹具自动分离推力大小 #MechJeb_Ascent_status9 = 关闭自动分级 #MechJeb_Ascent_status10 = 只会对下一级进行自动分级. #MechJeb_Ascent_status11 = 在分级 #处停止自动分级 #MechJeb_Ascent_status12 = 等待点火 #MechJeb_Ascent_status13 = 垂直上升 <<1>>m/s #MechJeb_Ascent_status14 = 重力转向<<1>>° #MechJeb_Ascent_status15 = 俯仰角变化程序<<1>>° #MechJeb_Ascent_status16 = 警告:不稳定的导向 #MechJeb_Ascent_status17 = 稳定的导向 #MechJeb_NodeBurnTime = 节点执行时间 #MechJeb_TimeToNode = 到达节点时间 #MechJeb_NodedV = 节点所需ΔV #MechJeb_SurfaceTWR = 地面推重比 #MechJeb_LocalTWR = 局部推重比 #MechJeb_ThrottleTWR = 节流阀推重比 #MechJeb_AtmosphericPressurePa = 大气压强(Pa) #MechJeb_AtmosphericPressure = 大气压强 #MechJeb_Coordinates = 坐标 #MechJeb_MeanAnomaly = 平近点角 #MechJeb_Orbit = 轨道 #MechJeb_TargetOrbit = 目标轨道 #MechJeb_OrbitWithInc = 轨道 #MechJeb_OrbitWithInc_desc = 轨道样式 带倾角. #MechJeb_TargetOrbitWithInc = 目标轨道 #MechJeb_TargetOrbitWithInc_desc = 目标轨道 带倾角. #MechJeb_OrbitalEnergy = 轨道能量 #MechJeb_OrbitalEnergy_desc = 比轨道能量 #MechJeb_PotentialEnergy = 势能 #MechJeb_PotentialEnergy_desc = 比位能 #MechJeb_KineticEnergy = 动能 #MechJeb_KineticEnergy_desc = 比动能 #MechJeb_TimeToImpact = 撞击时间 #MechJeb_SuicideBurnCountdown = Suicide Burn倒计时 #MechJeb_RCSthrust = RCS推力 #MechJeb_RCSTranslationEfficiency = RCS转换效率 #MechJeb_RCSdV = RCS ΔV #MechJeb_AngularVelocity = 角速度 #MechJeb_CurrentAcceleration = 当前加速度 #MechJeb_CurrentThrust = 当前推力 #MechJeb_TimeToSoIWwitch = 引力捕获时间 #MechJeb_SurfaceGravity = 地面重力 #MechJeb_EscapeVelocity = 逃逸速度 #MechJeb_VesselName = 航天器名称 #MechJeb_VesselType = 航天器类型 #MechJeb_VesselMass = 航天器质量 #MechJeb_MaxVesselMass = 航天器最大质量 #MechJeb_DryMass = 干质量 #MechJeb_LiquidFuelandOxidizerMass = 液体燃料和氧化剂质量 #MechJeb_MonopropellantMass = 单组元推进剂质量 #MechJeb_TotalElectricCharge = 总电量 #MechJeb_MaxThrust = 最大推力 #MechJeb_MinThrust = 最小推力 #MechJeb_MaxAcceleration = 最大加速度 #MechJeb_MinAcceleration = 最小加速度 #MechJeb_Gforce = G-力 #MechJeb_PartCount = 部件数 #MechJeb_MaxPartCount = 最大部件数 #MechJeb_PartCountDivideMaxParts = 部件数 / 最大部件数 #MechJeb_StrutCount = 结构数 #MechJeb_FuelLinesCount = 燃油管数 #MechJeb_VesselCost = 航天器成本 #MechJeb_CrewCount = 乘员数 #MechJeb_CrewCapacity = 乘员容量 #MechJeb_DistanceToTarget = 目标距离 #MechJeb_HeadingToTarget = 驶向目标 #MechJeb_RelativeVelocity = 相对速度 #MechJeb_TimeToClosestApproach = 到达最接近点时间 #MechJeb_ClosestApproachDistance = 最接近点距离 #MechJeb_RelativeVelocityAtClosestApproach = 最接近点相对速度 #MechJeb_PeriapsisInTargetSoI = 目标引力范围的近拱点高度 #MechJeb_TargetCaptureDV = 被目标捕获所需ΔV #MechJeb_TargetApoapsis = 目标远拱点高度 #MechJeb_TargetPeriapsis = 目标近拱点高度 #MechJeb_TargetInclination = 目标轨道倾角 #MechJeb_TargetOrbitPeriod = 目标轨道周期 #MechJeb_TargetOrbitSpeed = 目标轨道速度 #MechJeb_TargetTimeToAp = 目标到达Ap的时间 #MechJeb_TargetTimeToPe = 目标到达Pe的时间 #MechJeb_TargetLAN = 目标LAN #MechJeb_TargetAoP = 目标近点幅角 #MechJeb_TargetEccentricity = 目标离心率 #MechJeb_TargetSMA = 目标轨道半长轴 #MechJeb_AtmosphericDrag = 大气阻力 #MechJeb_SynodicPeriod = 会合周期 #MechJeb_PhaseAngleToTarget = 目标相位角 #MechJeb_TargetPlanetPhaseAngle = 目标行星相位角 #MechJeb_RelativeInclination = 相对倾角 #MechJeb_TimeToAN = 到达AN时间 #MechJeb_TimeToDN = 到达DN时间 #MechJeb_TimeToEquatorialAN = 到达赤道AN时间 #MechJeb_TimeToEquatorialDN = 到达赤道DN时间 #MechJeb_CircularOrbitSpeed = 沿圆形轨道飞行速度 #MechJeb_StageDv_vac = 分级 ΔV (真空) #MechJeb_StageDV_atmo = 分级 ΔV (大气) #MechJeb_StageDV_atmo_vac = 分级 ΔV (大气, 真空) #MechJeb_StageTimeFullThrottle = 分级时间 (满节流阀) #MechJeb_StageTimeCurrentThrottle = 分级时间(当前节流阀) #MechJeb_StageTimeHover = 分级时间(hover) #MechJeb_TotalDV_vacuum = 总ΔV (真空) #MechJeb_TotalDV_atmo = 总ΔV (大气) #MechJeb_TotalDV_atmo_vac = 总ΔV (大气, 真空) #MechJeb_SurfaceBiome = 表面生态群落 #MechJeb_CurrentBiome = 当前生态群落 #MechJeb_SteeringError = 转向误差 #MechJeb_MarkUT = 系统时间标记 #MechJeb_TimeSinceMark = 自标记后时间 #MechJeb_DVExpended = ΔV消耗 #MechJeb_DragLosses = 阻力损失 #MechJeb_GravityLosses = 重力损失 #MechJeb_SteeringLosses = 转向损失 #MechJeb_PhaseAngleFromMark = 相位角标记 #MechJeb_MarkLAN = Mark LAN #MechJeb_MarkLatitude = 纬度标记 #MechJeb_MarkLongitude = 经度标记 #MechJeb_MarkAltitudeASL = 海平面高度标记 #MechJeb_MarkBody = 天体标记 #MechJeb_DistanceFromMark = 距离标记 #MechJeb_DownrangeDistance = 下行距离高度 #MechJeb_MaxDragGees = 最大阻力 #MechJeb_ParachuteControlInfo = 降落伞控制信息 #MechJeb_ChuteMultiplier = 降落伞乘数: <<1>> #MechJeb_MultiplierQuality = \n乘数质量: <<1>>% #MechJeb_Usingpredictions = \n使用 <<1>> 预测 #MechJeb_SimDragScalar = 阻力模拟 #MechJeb_SimLiftScalar = 升力模拟 #MechJeb_SimDynaPressPa = 动压模拟 #MechJeb_SimsimMach = 马赫数模拟 #MechJeb_SimSpdOfSnd = 音速模拟 #MechJeb_LandingSim = 着陆模拟 #MechJeb_DVincludecosinelosses = ΔV包括余弦损失 #MechJeb_NodeBurnLength = 节点点火时间 #MechJeb_NodeBurnCountdown = 节点点火倒计时 #MechJeb_SpeedIntAcc = Speed Int Acc #MechJeb_Traction = 牵引 #MechJeb_Headingerror = 航向误差 #MechJeb_Speederror = 速率误差 #MechJeb_Autostagingstatus = 自动分级状态 #MechJeb_Targetcoordinates = 目标坐标 #MechJeb_pickingPositionMsg = 在 <<1>>的表面上单击选择一个目标坐标.\n(离开地图视角取消.) #MechJeb_Pickpositiontarget = 选择目标位置 #MechJeb_UniversalTime = 国际标准时间 #MechJeb_LocalGravity = 当地重力 #MechJeb_OrbitalSpeed = 轨道速度 #MechJeb_SurfaceSpeed = 地面速度 #MechJeb_VerticalSpeed = 垂直速度 #MechJeb_SurfaceHorizontalSpeed = 地面水平速度 #MechJeb_OrbitHorizontalSpeed = 轨道水平速度 #MechJeb_Heading = 航向 #MechJeb_Pitch = 俯仰角 #MechJeb_Roll = 滚转角 #MechJeb_Altitude_ASL = 高度(海平面高度) #MechJeb_Altitude_true = 高度(实际) #MechJeb_SurfaceAltitudeASL = 地面海拔 #MechJeb_Apoapsis = 远点 #MechJeb_Periapsis = 近点 #MechJeb_OrbitalPeriod = 轨道周期 #MechJeb_TimeToApoapsis = 到达远供点时间 #MechJeb_TimeToPeriapsis = 到达近供点时间 #MechJeb_LAN = 升交点经度 #MechJeb_ArgumentOfPeriapsis = 近点幅角 #MechJeb_Inclination = 轨道倾角 #MechJeb_Eccentricity = 离心率 #MechJeb_SemiMajorAxis = 半长轴 #MechJeb_Latitude = 纬度 #MechJeb_Longitude = 经度 #MechJeb_AngleOfAttack = 攻角 #MechJeb_AngleOfSideslip = 侧滑角 #MechJeb_DisplacementAngle = 位移角 #MechJeb_Mach = 马赫 #MechJeb_SpeedOfSound = 音速 #MechJeb_DragCoefficient = 阻力系数 #MechJeb_AtmosphereDensity = 大气密度 #MechJeb_MaxDynamicPressure = 最大动压 #MechJeb_DynamicPressure = 动压 #MechJeb_IntakeAir = 进气 #MechJeb_IntakeAirAllIntakes = 进气(所有进气口均开启) #MechJeb_IntakeAirNeeded = 需要进气量 #MechJeb_intakeAirAtMax = 需要进气量(最大) #MechJeb_AngleToPrograde = 前进角 #MechJeb_AerothermalFlux = 飞行热通量 #MechJeb_TerminalVelocity = 终端速度 #MechJeb_Altitude_bottom = 高度(底部) #MechJeb_PureDrag = 净阻力 #MechJeb_PureLift = 净升力 #MechJeb_Toggle_Ascent_Navball_Guidance = 开关发射导航球指引 #MechJeb_ToggleAntennas = 开关天线 #MechJeb_Autodeployantennas = 自动展开天线 #MechJeb_AntennasEXTENDED = 开关天线(当前已展开) #MechJeb_AntennasRETRACTED = 开关天线(当前已收回) #MechJeb_AntennasToggle = 开关天线 #MechJeb_StageStatsAll = 分级状态(全部) #MechJeb_DockingGuidance_velocity = 对接制导:速度 #MechJeb_DockingGuidanceAngularVelocity = 对接制导:角速度 #MechJeb_DockingGuidancePosition = 对接制导:位置 #MechJeb_AllPlanetPhaseAngles = 全部行星相位角 #MechJeb_AllMoonPhaseAngles = 全卫星相位角 #MechJeb_LatLonClipbardCopy = 复制纬度/经度/高度到剪贴板 #MechJeb_PoolsStatus = Pools状态 #MechJeb_Separator = 分隔符 #MechJeb_LandingPredictions = 着陆预测 #MechJeb_HideMenuButton = 隐藏菜单按钮 #MechJeb_UseAppLauncher = 使用游戏菜单 #MechJeb_MenuPosition = 菜单位置 #MechJeb_RCSBalancerInfo = RCS平衡器信息 #MechJeb_RCSBalancerInfo_Label1 = 计算时间 #MechJeb_RCSBalancerInfo_Label2 = 等待任务 #MechJeb_RCSBalancerInfo_Label3 = 缓存大小 #MechJeb_RCSBalancerInfo_Label4 = 缓存命中 #MechJeb_RCSBalancerInfo_Label5 = 缓存未命中 #MechJeb_RCSBalancerInfo_Label6 = 重心位移 #MechJeb_RCSBalancerInfo_Label7 = 重新计算重心 #MechJeb_RCSBalancerInfo_Label8 = 最大重心位移 #MechJeb_RCSBalancerInfo_Label9 = 状态 #MechJeb_RCSThrusterStates = RCS推进状态 #MechJeb_RCSThrusterStates_Label1 = RCS推进状态(缩放到0-9) #MechJeb_RCSPartThrottles = RCS部件节流阀 #MechJeb_ControlVector = 控制向量 #MechJeb_RCSPid = RCS Pid #MechJeb_DisableSmartACSAutomatically = 自动关闭智能姿态控制 #MechJeb_DisableSmartRcsAutomatically = 自动关闭智能Rcs #MechJeb_ToggleSolarPanels = 开关太阳能电池板 #MechJeb_SolarPanelDeployButton = 自动展开太阳能电池板 #MechJeb_SolarPanelDeploy = 开关太阳能电池板(当前已展开) #MechJeb_SolarPanelRetracted = 开关太阳能电池板(当前已收回) #MechJeb_SolarPanelToggle = 开关太阳能电池板 #MechJeb_AutostagingSettings = 自动分级设置 #MechJeb_ClampAutostageThrust = 夹具自动分级推力 #MechJeb_LimittoMaxQ = 最大动压限制 #MechJeb_PreventEngineOverheats = 防止发动机过热 #MechJeb_SmoothThrottle = 平滑节流阀 #MechJeb_PreventJetFlameout = 防止飞机熄火 #MechJeb_PreventUnstableIgnition = 防止不稳定状态点火 #MechJeb_UseRCStoullage = 使用RCS执行沉底操作 #MechJeb_ManageAirIntakes = 管理空气摄入量 #MechJeb_LimitThrottle = 节流阀限制 #MechJeb_LowerThrottleLimit = 节流阀下限 #MechJeb_DifferentialThrottle = 差动节流阀 #MechJeb_ElectricLimit = 电力限制 #MechJeb_AutostageOnce = 自动分级一次 #MechJeb_Autostage = 自动分级 #MechJeb_MJWarpControl = MJ加速控制 #MechJeb_DebugString = Debug字符串 #MechJeb_RCSTranslation = RCS推力控制 #MechJeb_RCSTorque = RCS扭矩 #MechJeb_Torque = 扭矩 #MechJeb_hideBrakeOnEject = 在车辆自动驾驶里隐藏 "飞行员弹射时刹车" 按钮 #MechJeb_useTitlebarDragging = 只能使用标题栏拖拽窗口 #MechJeb_rssMode = 模块禁用时不关闭油节流阀 (RSS/RO) #MechJeb_smartTranslation = 只能RCS平移 #MechJeb_RCSBalancerOverdrive = RCS平衡器覆盖 #MechJeb_conserveFuel = 节约RCS燃料 #MechJeb_conserveThreshold = 节约RCS燃料阈值 #MechJeb_RCSTf = RCS Tf #MechJeb_RCSThrottle = RCS throttle when 0kn thrust #MechJeb_rcsForRotation = 使用RCS进行滚转 #MechJeb_ControlHeading = 航向控制 #MechJeb_ControlSpeed = 速度控制 #MechJeb_BrakeOnEject = 飞行员弹射时刹车 #MechJeb_BrakeOnEnergyDepletion = 能量耗尽时制动 #MechJeb_WarpToDaylight = 如果能量耗尽,仍然可以加速时间直到白天 #MechJeb_StabilityControl = 稳定控制 #MechJeb_LimitAcceleration = 加速度限制 #MechJeb_DockingSpeedLimit = 对接速度限制 #MechJeb_RCSBalancerPrecision = RCS平衡精度 #MechJeb_Speed = 速度 #MechJeb_SafeTurnspeed = 安全转速 #MechJeb_TerrainLookAhead = 前方地形 #MechJeb_BrakeSpeedLimit = 制动限速 #MechJeb_HeadingPIDP = 航向PID P #MechJeb_HeadingPIDI = 航向PID I #MechJeb_HeadingPIDD = 航向PID D #MechJeb_SpeedPIDP = 速度PID P #MechJeb_SpeedPIDI = 速度PID I #MechJeb_SpeedPIDD = 速度PID D #MechJeb_TractionBrakeLimit = 牵引制动限制 #MechJeb_MohoMapdist = Moho地图区域 #MechJeb_EveMapdist = Eve地图区域 #MechJeb_GillyMapdist = Gilly地图区域 #MechJeb_KerbinMapdist = Kerbin地图区域 #MechJeb_MunMapdist = Mun地图区域 #MechJeb_MinmusMapdist = Minmus地图区域 #MechJeb_DunaMapdist = Duna地图区域 #MechJeb_IkeMapdist = Ike地图区域 #MechJeb_DresMapdist = Dres地图区域 #MechJeb_EelooMapdist = Eeloo地图区域 #MechJeb_JoolMapdist = Jool地图区域 #MechJeb_TyloMapdist = Tylo地图区域 #MechJeb_LaytheMapdist = Laythe地图区域 #MechJeb_PolMapdist = Pol地图区域 #MechJeb_BopMapdist = Bop地图区域 #MechJeb_VallMapdist = Vall地图区域 #MechJeb_Disabled = 禁用 #MechJeb_Enabled = 启用 #MechJeb_OrbitPrograde = 轨道顺向 #MechJeb_OrbitRetrograde = 轨道逆向 #MechJeb_OrbitNormal = 轨道法向 #MechJeb_OrbitAntinormal = 轨道反法线 #MechJeb_OrbitRadialIn = 轨道径向向内 #MechJeb_OrbitRadialOut = 轨道径向向外 #MechJeb_OrbitKillRotation = 停止旋转 #MechJeb_DeactivateSmartACS = 禁用智能姿态控制 #MechJeb_LandSomewhere = 降落在任意地点 #MechJeb_LandatKSC = 降落在KSC #MechJeb_PANIC = PANIC! #MechJeb_TranslatronOFF = 关闭平动控制 #MechJeb_TranslatronKeepVert = 平动控制保持垂速 #MechJeb_TranslatronZerospeed = 平动控制0速 #MechJeb_TranslatronPlusspeed = 平动控制 +1速 #MechJeb_TranslatronMinusspeed = 平动控制 -1速 #MechJeb_TranslatronToggleHS = 平动控制切换 H/S #MechJeb_AscentAPtoggle = 切换上升远拱点 #MechJeb_AnatidRobotics = Anatid 智能工业 #MechJeb_AnatidRobotics_Multiversal = Anatid 智能工业 / 多功能机电一体化 #MechJeb_MechanicalJeb2_Title = 智能型Jeb - 2.0 版本 #MechJeb_MechanicalJeb2_Description = 经过多年的研究,关于Jebediah Kerman为什么是一个前无古人后无来者的王牌飞行员的问题,科学家仍然没有答案, 所以我们决定给他的大脑做一个完整的数字备份,用来帮我们辅助控制载具. 这是 MechJeb 的一个无人控制驾驶舱版本, 旨在拯救那些愿意测试我们的新航天器的坎巴拉人的生命. #MechJeb_MechJeb2_Title = MechJeb 2 (AR202 case) #MechJeb_MechJeb2_Description = MechJeb的神经电路加强版,可径向安装. #MechJeb_Future_ManeuverTranslatron_Title = MechJeb 功能 - 机动 & 平动控制 #MechJeb_Future_ManeuverTranslatron_Description = 解锁下列 MechJeb 功能: 机动节点规划, 平动控制, 加速助手, 姿态调整, Thrust Window, RCS平衡器. 一旦解锁,所有已安装的包含 MechJeb 模块的部件将自动解锁该功能。 #MechJeb_Future_RoverAutopilot_Title = MechJeb 功能 - 车辆自动驾驶 #MechJeb_Future_RoverAutopilot_Description = 解锁下列 MechJeb 功能: 车辆自动驾驶. 一旦解锁,所有已安装的包含 MechJeb 模块的部件将自动解锁该功能 #MechJeb_Future_RendevousDocking_Title = MechJeb 功能 - 交会 & 对接 #MechJeb_Future_RendevousDocking_Description = 解锁下列 MechJeb 功能: Rendezvous Guidance, 自动交会, 自动对接. 一旦解锁,所有已安装的包含 MechJeb 模块的部件将自动解锁该功能 #MechJeb_Future_AscentLandingSpaceplane_Title = MechJeb 功能 - 升空, 着落, 航天飞机 #MechJeb_Future_AscentLandingSpaceplane_Description = 解锁下列 MechJeb 功能: 自动升空, 自动着陆, 航天飞机引导. 一旦解锁,所有已安装的包含 MechJeb 模块的部件将自动解锁该功能 #MechJeb_RESOURCE_MJPropellant = MJ单组元推进剂 } } } UrlConfig { parentUrl = MechJeb2/Parts/MechJeb2_AR202/part.cfg PART { name = mumech_MJ2_AR202 module = Part author = r4m0n/The_Duck (code) || keptin (part) mesh = model.mu rescaleFactor = 0.75 node_attach = 0.0, 0.0, 0.0, 1, 0, 0 TechRequired = flightControl entryCost = 15000 cost = 750 category = Control subcategory = 0 title = MechJeb 2 (AR202 case) (ModuleSPU) manufacturer = Anatid Robotics description = A ruggedized version of MechJeb's neural circuits in a radial-mount case. attachRules = 0,1,0,0,0 mass = 0.0001 thermalMassModifier = 100 skinThermalMassModifier = 100 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe bulkheadProfiles = srf tags = command control autopilot ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 } } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MechJebAR202 } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||MechJeb 2 (AR202 case)|||||Anatid Robotics triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = SCANRPMStorage } MODULE { name = ModuleCargoPart packedVolume = 58 KSP_PartVolume = true } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = mumech_MJ2_AR202 } } } UrlConfig { parentUrl = MechJeb2/Parts/MechJeb2_AR202/part.cfg PART { name = mumech_MJ2_AR202_features1 module = Part author = r4m0n/The_Duck (code) || keptin (part) mesh = model.mu rescaleFactor = 0.75 TechRequired = advFlightControl entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features - Maneuver & Translatron manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Maneuver Planner, Translatron, Warp Helper, Attitude Adjustment, Thrust Window, RCS Balancer. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe bulkheadProfiles = srf MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 58 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = mumech_MJ2_AR202_features1 } } } UrlConfig { parentUrl = MechJeb2/Parts/MechJeb2_AR202/part.cfg PART { name = mumech_MJ2_AR202_features2 module = Part author = r4m0n/The_Duck (code) || keptin (part) mesh = model.mu rescaleFactor = 0.75 TechRequired = fieldScience entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features - Rover Autopilot manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rover Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe bulkheadProfiles = srf MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 58 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = mumech_MJ2_AR202_features2 } } } UrlConfig { parentUrl = MechJeb2/Parts/MechJeb2_AR202/part.cfg PART { name = mumech_MJ2_AR202_features3 module = Part author = r4m0n/The_Duck (code) || keptin (part) mesh = model.mu rescaleFactor = 0.75 TechRequired = unmannedTech entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features - Ascent, Landing, Spaceplane manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Ascent Autopilot, Landing Autopilot, Spaceplane Guidance. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe bulkheadProfiles = srf MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 58 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = mumech_MJ2_AR202_features3 } } } UrlConfig { parentUrl = MechJeb2/Parts/MechJeb2_AR202/part.cfg PART { name = mumech_MJ2_AR202_features4 module = Part author = r4m0n/The_Duck (code) || keptin (part) mesh = model.mu rescaleFactor = 0.75 TechRequired = advUnmanned entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features - Rendezvous & Docking manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rendezvous Guidance, Rendezvous Autopilot, Docking Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe bulkheadProfiles = srf MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 58 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = mumech_MJ2_AR202_features4 } } } UrlConfig { parentUrl = MechJeb2/Parts/MechJeb2_Pod/part.cfg RESOURCE_DEFINITION { name = MJPropellant displayName = MJPropellant density = 0.004 flowMode = NO_FLOW transfer = NONE } } UrlConfig { parentUrl = MechJeb2/Parts/MechJeb2_Pod/part.cfg PART { name = mumech_MJ2_Pod module = Part author = r4m0n/The_Duck (code) || CardBoardBoxProcessor (model) mesh = model.mu node_stack_bottom = 0.0, -0.6010774, 0.0, 0.0, -1.0, 0.0, 1 fx_exhaustFlame_white_tiny = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, running sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage TechRequired = automation entryCost = 250000 cost = 35000 category = none subcategory = 0 title = Mechanical Jeb - Pod version 2.0 manufacturer = Anatid Robotics / Multiversal Mechatronics description = After many years spent on research, our scientists still couldn't explain why Jebediah Kerman was such a good pilot, so we decided to make a mechanical copy of his brain to help pilot our ships. This is an unmanned pod version of MechJeb, designed to save the life of the brave Kerbals who volunteer to test new crafts. attachRules = 1,0,1,1,1 mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 10 maxTemp = 3400 vesselType = Probe stagingIcon = COMMAND_POD bulkheadProfiles = size0 CrewCapacity = 0 tags = cmg command control fly gyro moment react stab steer torque autopilot rcs sas ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 } } MODULE { name = ModuleReactionWheel PitchTorque = 0.6 YawTorque = 0.6 RollTorque = 0.6 RESOURCE { name = ElectricCharge rate = 0.15 } } MODULE { name = ModuleSAS } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MechJebPod } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.25 } } MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 4 resourceName = MJPropellant fxOffset = 0, 0, 0 atmosphereCurve { key = 0 260 key = 1 100 } } RESOURCE { name = MJPropellant amount = 1000 maxAmount = 1000 } MODULE { name = ModuleEngines thrustVectorTransformName = engine exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 100 heatProduction = 300 fxOffset = 0, 0, 7 PROPELLANT { name = MJPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 260 key = 1 100 } } MODULE { name = ModuleGimbal gimbalTransformName = engine gimbalRange = 1 useGimbalResponseSpeed = true GimbalResponseSpeed = 0.1 } MODULE { name = ModuleJettison jettisonName = adapter bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleGeneratorReliability MTBF = 525600 LifeTime = 142800 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 300 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Mechanical Jeb - Pod version 2.0|||||Anatid Robotics / Multiversal Mechatronics triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 jitterMultiplier = 0.1 lightFadeCoefficient = 0.8 lightPower = 1.0 lightRange = 9.0 multiplierOnIva = 0.5 exhaustRed = 1 exhaustGreen = 0.88 exhaustBlue = 0.68 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 emissiveOffsetZ = 0.0 exhaustOffsetZ = 1.0 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = mumech_MJ2_Pod } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/internal.cfg INTERNAL { name = MK2POD_MAS_IVA MODEL { model = SquadExpansion/MakingHistory/Spaces/Mk2Pod/MK2POD_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } PROP { name = CargoBagA position = 0.198,-0.474,0.319 rotation = 0.7004883,-0.1019138,0.6989256,-0.1021417 scale = 1,1,1 } PROP { name = CargoBagB position = -0.221,-0.692,0.181 rotation = 0.1462313,0.7023988,0.1074982,0.6882561 scale = 1,1,1 } PROP { name = MAS_ASET_DSKY position = -0.0120,0.3400,-0.0997 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.7903601,0.7903601,0.7903601 } PROP { name = MAS_ASET_FDAI-01 position = -0.2737,0.279,-0.1259 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.609,0.609,0.609 } PROP { name = MAS_ASET_FDAI-02 position = 0.2683,0.2747,-0.1248 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.609,0.609,0.609 } PROP { name = MAS_ASET_FDAIGMCP-01 position = -0.1766,0.2894,-0.1265 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.800,0.800,0.800 } PROP { name = nothing position = -0.1629,0.2741,-0.1301 rotation = 0.4561417,-0.4982274,-0.4445643,0.5882745 scale = 0.8,0.8,0.8 } PROP { name = nothing position = -0.2116,0.2874,-0.129 rotation = -0.01203388,0.7678742,0.6368341,-0.06831302 scale = 0.8,0.8,0.8 } PROP { name = MAS_ASET_FDAIGMCP-02 position = 0.1689,0.2649,-0.1239 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.800,0.800,0.800 } PROP { name = Nothing position = 0.1621,0.2671,-0.1269 rotation = 0.4506533,-0.5798365,-0.4562424,0.5025377 scale = 0.8,0.7999999,0.8 } PROP { name = MAS_ARRT position = 0.1637,0.3434,-0.1388 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.500,0.500,0.500 } PROP { name = MAS_ASET_VSI position = -0.1715,0.2052,-0.1088 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.358,0.358,0.358 } PROP { name = MAS_ASET_VSI position = 0.1564,0.3413,-0.1869 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.427,0.427,0.427 } PROP { name = MAS_ASET_ALTIMETER_Adv position = -0.3455,0.2736,-0.1074 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.301,0.301,0.301 } PROP { name = nothing position = 0.000299982,0.318,-0.107 rotation = -0.5,-0.5,-0.5,-0.5 scale = 1,1,1 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = -0.0870,0.3400,-0.1040 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.256,1.256,1.256 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = -0.3401,0.2226,-0.1015 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.400,0.400,0.400 } PROP { name = ledPanelSpeed-off position = -0.2569,0.2093,-0.1087 rotation = 0.6307203,0.0648848,0.01387446,0.7731685 scale = 0.7492892,0.7492894,0.7492893 } PROP { name = nothing position = 0.0002,0.3624,-0.108 rotation = 0.512212,-0.4907465,-0.5046836,0.4920378 scale = 0.7617162,0.7617161,0.7617161 } PROP { name = MAS_PhaseAngleIndicator-off position = 0.2613,0.2071,-0.1055 rotation = 0.6239176,-0.06826392,-0.01443008,0.7783692 scale = 0.333,0.333,0.333 } PROP { name = MAS_ASET_ALTIMETER_Adv position = 0.3351,0.2497,-0.1035 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.240,0.240,0.240 } PROP { name = MAS_ASET_RadarAltimeter position = 0.3253,0.2038,-0.0985 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.301,0.301,0.301 } PROP { name = MAS_tggl_IMP_T1_G1_S position = 0.0668,0.4525,-0.1019 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_swRotary_3pos_IMPMode position = 0.0221,0.4525,-0.1014 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.450,0.450,0.450 } PROP { name = MAS_ASET_IMP_LAT-LONG_GAUGE position = -0.0071,0.4775,-0.1004 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_ASET_IMP position = -0.0668,0.4425,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.2,1.200001,1.200001 } PROP { name = nothing position = 0.056,0.2744,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.200001,1.200001 } PROP { name = MAS_tggl_AG4_T1_G1_Sx position = -0.056,0.2744,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = nothing position = 0.056,0.2438,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = nothing position = 0.056,0.2254,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = nothing position = 0.056,0.2073,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = off-MAS_tggl_FDAI1Power_T1_G1_S position = -0.056,0.2438,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = off-MAS_tggl_FDAI1ErrScale_T1_G1_S position = -0.056,0.2073,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = off-MAS_tggl_FDAI1RateScale_T1_G1_S position = -0.056,0.2254,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = MAS_tggl_AG1_T1_G1_Sx position = -0.0951,0.2744,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG2_T1_G1_Sx position = -0.0951,0.2254,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG3_T1_G1_Sx position = -0.0951,0.2073,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG4_T1_G1_S-off-imp position = -0.0643,0.4193,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG5_T1_G1_S-off-imp position = -0.085,0.4193,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG6_T1_G1_Sx position = 0.0119,0.4193,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG7_T1_G1_Sx position = 0.035,0.4193,-0.1034 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG0_T1_G1_S position = 0.0760,0.4248,-0.1024 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_IMP_T1_G1_S-off-for-AGs position = 0.0847,0.4009,-0.1014 rotation = 0.7071068,0,0,0.7071068 scale = 0.300,0.300,0.300 } PROP { name = MAS_RB_SAS_StabAssis-x position = 0.035,0.4009,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_ManeuverNode-off-imp position = -0.0293,0.4009,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.500,0.500,0.500 } PROP { name = MAS_swRotary3_SpeedMode-off-imp position = -0.085,0.4009,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.400,0.400,0.400 } PROP { name = MAS_tggl_AG3_T1_G1_S position = 0.1738,0.1883,-0.1064 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG4_T1_G1_S position = 0.1530,0.1902,-0.1082 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG5_T1_G1_S position = 0.1321,0.1921,-0.1101 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG6_T1_G1_S position = 0.0760,0.3368,-0.1041 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG7_T1_G1_S position = 0.0760,0.3588,-0.1037 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG8_T1_G1_S position = 0.0760,0.3808,-0.1032 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG9_T1_G1_S position = 0.0760,0.4028,-0.1028 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG9_T1_G1_S-replaced position = -0.0159,0.16864,-0.0977 rotation = 0.2756373,0,0,0.9612617 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_MakeCrewReport_T1_G1_S position = -0.0150,0.1558,-0.0766 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_AvailableCrewReport position = -0.0400,0.1561,-0.0771 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_DuplicateCrewReport position = -0.0650,0.1564,-0.0776 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 1.000,1.000,1.000 } PROP { name = MAS_tggl_MakeMysteryGoo_T1_G1_S position = -0.0150,0.1435,-0.0569 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_AvailableMysteryGoo position = -0.0400,0.1435,-0.0569 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_DuplicateMysteryGoo position = -0.0650,0.1435,-0.0569 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 1.000,1.000,1.000 } PROP { name = MAS_tggl_MakeMaterialsLab_T1_G1_S position = -0.0150,0.1681,-0.0963 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_AvailableMaterialsLab position = -0.0400,0.1687,-0.0973 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_DuplicateMaterialsLab position = -0.0650,0.1693,-0.0983 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 1.000,1.000,1.000 } PROP { name = MAS_tggl_MakeTemperatureScan_T1_G1_S position = -0.0186,0.1266,-0.0273 rotation = 0.2586899,0,0,0.9659604 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_AvailableTemperatureScan position = -0.0371,0.1272,-0.0282 rotation = 0.2586899,0,0,0.9659604 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_DuplicateTemperatureScan position = -0.0636,0.1277,-0.0291 rotation = 0.2586899,0,0,0.9659604 scale = 1.000,1.000,1.000 } PROP { name = MAS_tggl_MakeBarometerScan_T1_G1_S position = -0.0186,0.1119,-0.0053 rotation = 0.2782674,0,0,0.9605036 scale = 0.300,0.300,0.300 } PROP { name = MAS_RB_SAS_Retrograde-off-for-gauge position = 0.0186,0.1275,-0.031 rotation = 0.2588191,0,0,0.9659258 scale = 0.500,0.500,0.500 } PROP { name = MAS_FI_DuplicateBarometerScan position = -0.0536,0.1128,-0.0067 rotation = 0.2588191,0,0,0.9659258 scale = 1.000,1.000,1.000 } PROP { name = MAS_tggl_AG1_T1_G1_Sx position = 0.0413,0.15248,-0.07322 rotation = 0.2756373,0,0,0.9612617 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG2_T1_G1_Sx position = 0.0413,0.1125,-0.007 rotation = 0.2588191,0,0,0.9659258 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG3_T1_G1_Sx position = 0.0413,0.127,-0.0321 rotation = 0.2588191,0,0,0.9659258 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_AvailableBarometerScan position = -0.0361,0.1124,-0.0060 rotation = 0.2588191,0,0,0.9659258 scale = 1.000,1.000,1.000 } PROP { name = MAS_NASA_Gauge_Stage_Propellant position = 0.0513,0.1515,-0.0708 rotation = 0.2756373,0,0,0.9612617 scale = 0.900,0.900,0.900 } PROP { name = MAS_NASA_Gauge_Monopropellant position = 0.0237,0.1515,-0.0708 rotation = 0.2756373,0,0,0.9612617 scale = 0.900,0.900,0.900 } PROP { name = MAS_NASA_Gauge_Power position = 0.0235,0.1195,-0.0158 rotation = 0.2756373,0,0,0.9612617 scale = 0.900,0.900,0.900 } PROP { name = MAS_NASA_Gauge_Ablator position = 0.0522,0.1192,-0.0152 rotation = 0.2756373,0,0,0.9612617 scale = 0.900,0.900,0.900 } PROP { name = MAS_tggl_AG5_T1_G1_Sx position = 0.0819,0.15231,-0.07331 rotation = 0.2756373,0,0,0.9612617 scale = 0.300,0.300,0.300 } PROP { name = MAS_RB_SAS_RadialOutx position = 0.0626,0.1333,-0.041 rotation = 0.2588191,0,0,0.9659258 scale = 0.500,0.500,0.500 } PROP { name = MAS_tggl_AG1_T1_G1_S position = -0.2147,0.1860,-0.1031 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG2_T1_G1_S position = -0.2409,0.1830,-0.1006 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_GimbalLock_T1_G1_S position = -0.2670,0.1800,-0.0982 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_EngineEnable_T1_G1_C1_S position = -0.2932,0.1770,-0.0957 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_AG1 position = -0.2202,0.2130,-0.1082 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_AG2 position = -0.2447,0.2100,-0.1060 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_Target position = -0.2691,0.2070,-0.1041 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_ManeuverNode position = -0.2936,0.2030,-0.1013 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 1.000,1.000,1.000 } PROP { name = MAS_toggle_Abort position = -0.1318,0.2000,-0.1090 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 0.300,0.300,0.300 } PROP { name = MAS_toggle_Stage position = -0.3456,0.1810,-0.0908 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_RCS position = -0.1405,0.3415,-0.1419 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_SAS position = -0.1585,0.3395,-0.1404 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 1.000,1.000,1.000 } PROP { name = position = -0.1855,0.3375,-0.1382 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.8,0.8,0.8 } PROP { name = MAS_FI_Commnetx position = -0.1765,0.3375,-0.1388 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 1.000,1.000,1.000 } PROP { name = MAS_swRotary_3pos_SpeedMode position = -0.1885,0.3368,-0.1375 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.400,0.400,0.400 } PROP { name = MAS_RB_SAS_StabAssist position = -0.2125,0.3335,-0.1357 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_Prograde position = -0.2305,0.3315,-0.1342 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.500,0.500,0.500 } PROP { name = MAS_tggl_ScienceXMIT_T1_G1_S position = 0.0404,0.0938,0.0234 rotation = 0.2756373,0,0,0.9612617 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_Antenna_T1_G1_S position = 0.0186,0.0938,0.0234 rotation = 0.2756373,0,0,0.9612617 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_ScienceCollect_T1_G1_S position = -0.0186,0.0938,0.0234 rotation = 0.2756373,0,0,0.9612617 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_Brake_T1_G1_Sx position = -0.0404,0.0978,0.0206 rotation = 0.2756373,0,0,0.9612617 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_Antenna_T1_G1_Sx position = 0.0711,0.1399,-0.0544 rotation = 0.2588191,0,0,0.9659258 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_RCS_T1_G1_S position = -0.1383,0.3692,-0.1486 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_SAS_T1_G1_S position = -0.1631456,0.3670306,-0.1468813 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG5_T1_G1_S-off position = -0.3249,0.1904,-0.0935 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_AG6_T1_G1_S-off position = -0.3475,0.1877,-0.0918 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = -0.1932,0.2423,-0.1166 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = -0.1707,0.2442,-0.1184 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = -0.1528,0.2455,-0.1198 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_Radar_T1_G1_S position = 0.2827,0.1956,-0.1008 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = nothingSelect position = 0.3417,0.2792,-0.1147 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.5,0.5,0.5 } PROP { name = nothing position = 0.34337,0.29454,-0.11782 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.5,0.5000001,0.5 } PROP { name = MAS_RB_SAS_StabAssist-off-for-left-SAS position = 0.3617,0.2849,-0.1137 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_Prograde position = 0.3685,0.2589,-0.1081 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_StabAssist position = 0.3672,0.2462,-0.1051 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_Target position = 0.3658,0.2336,-0.1024 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.500,0.500,0.500 } PROP { name = MAS_FI_AG1x position = 0.3645,0.2209,-0.0996 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_DockReady position = 0.3640,0.2155,-0.0984 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_Docked position = 0.3626,0.2029,-0.0956 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_tggl_Undock_T1_G1_C1_S position = 0.3601,0.1792,-0.0914 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_ARRTPower_T1_G1_S position = 0.1445,0.3039,-0.1316 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_ARRTMode_T1_G1_S position = 0.1652,0.3005,-0.1294 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_SignalLamp_ARRT_Error position = 0.1859,0.2971,-0.1272 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1,1,1 } PROP { name = MAS_NASA_RadarSignalIndicatorx position = 0.2649,0.2020,-0.0914 rotation = 0.6289377,-0.06988142,-0.009523548,0.7742502 scale = 0.333,0.333,0.333 } PROP { name = MAS_tggl_FDAI2Power_T1_G1_S position = 0.1784,0.2272,-0.1151 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_FDAI2ErrScale_T1_G1_S position = 0.1576,0.2291,-0.1169 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_FDAI2RateScale_T1_G1_S position = 0.1368,0.2310,-0.1188 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_AG3 position = 0.1754,0.2031,-0.1095 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_AG4 position = 0.1546,0.2050,-0.1113 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_AG5 position = 0.1337,0.2069,-0.1132 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_AG6 position = 0.0960,0.3368,-0.1041 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_AG7 position = 0.0960,0.3588,-0.1037 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_AG8 position = 0.0960,0.3808,-0.1032 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_AG9 position = 0.0960,0.4028,-0.1028 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_AG0 position = 0.0960,0.4248,-0.1024 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.000,1.000,1.000 } PROP { name = MAS_RB_SAS_StabAssist position = -0.0940,0.2268,-0.1063 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_ManeuverNode position = -0.0715,0.2043,-0.1067 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_Prograde position = -0.0940,0.2643,-0.1055 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_Retrograde position = -0.0940,0.2493,-0.1058 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_Normal position = -0.0940,0.2043,-0.1067 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_AntiNormal position = -0.0940,0.1893,-0.1070 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_RadialOut position = -0.0565,0.2268,-0.1063 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_RadialIn position = -0.0715,0.2268,-0.1063 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_Target position = 0.0,0.0,-0.0 rotation = 0.0,0.0,0.0,0.0 scale = 0.500,0.500,0.500 } PROP { name = MAS_RB_SAS_Retrograde position = 0.3700,0.2735,-0.1112 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.500,0.500,0.500 } PROP { name = MAS_tggl_RCS_T1_G1_S position = 0.3408,0.2813,-0.1149 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_tggl_SAS_T1_G1_S position = 0.3229,0.2829,-0.1165 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_RCS position = 0.3423,0.2956,-0.1179 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_SAS position = 0.3245,0.2973,-0.1195 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_NASA_RadarSignalIndicator position = 0.2529,0.1983,-0.1035 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.333,0.333,0.333 } PROP { name = MAS_PhaseAngleIndicator position = 0.2133,0.2020,-0.1070 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.333,0.333,0.333 } PROP { name = MAS_tggl_ParachuteArm_T1_G1_S position = 0.0075,0.2020,-0.1074 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_FI_ParachuteArmed position = 0.0075,0.2275,-0.1069 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_ParachuteDanger position = -0.0225,0.2020,-0.1074 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.000,1.000,1.000 } PROP { name = MAS_FI_ParachuteDeployed position = -0.0225,0.2275,-0.1069 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.000,1.000,1.000 } PROP { name = MAS_RWL_MasterCaution position = 0.0720,0.2875,-0.1057 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.0,1.0,1.0 } PROP { name = MAS_RWL_MasterAlarm position = 0.0720,0.2650,-0.1062 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.0,1.0,1.0 } PROP { name = MAS_RWL_EngineFlameOut position = 0.0720,0.2425,-0.1066 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 1.0,1.0,1.0 } PROP { name = MAS_NASA_G_Units_Indicator position = -0.0835,0.2876,-0.1051 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.300,0.300,0.300 } PROP { name = MAS_NASA_G_Units_Indicator position = 0.2068,0.3247,-0.1317 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.375,0.375,0.375 } PROP { name = MAS_FI_Target position = 0.2846,0.2139,-0.1046 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 1.000,1.000,1.000 } PROP { name = MAS_rheo_InstrumentLight position = 0.0290,0.4073,-0.1027 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.400,0.400,0.400 } MODEL { model = FreeIva/SquadExpansion/Spaces/Mk2Pod } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.773679137, 0.204587027 rotation = -0.981152236, -0, -0, -0.193236887 MODULE { name = HatchConfig airlockName = airlock } } PROP { name = HarnessBuckleButton position = 0.309231907,0.19887653,0.21954 rotation = -0.5362975,0.0328013413,-0.0514877923,0.841818392 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.30735606,0.199106798,0.21954 rotation = -0.5362975,-0.0328013971,0.0514878668,0.841818392 scale = 1,1,1 } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableAtmosphereAnalysis.cfg PROP { name = MAS_FI_AvailableAtmosphereAnalysis MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("atmosphereAnalysis"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableBarometerScan.cfg PROP { name = MAS_FI_AvailableBarometerScan MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("barometerScan"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableCrewReport.cfg PROP { name = MAS_FI_AvailableCrewReport MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("crewReport"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableGravityScan.cfg PROP { name = MAS_FI_AvailableGravityScan MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("gravityScan"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableInfraredTelescope.cfg PROP { name = MAS_FI_AvailableInfraredTelescope MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("infraredTelescope"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableMaterialsLab.cfg PROP { name = MAS_FI_AvailableMaterialsLab MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("mobileMaterialsLab"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableMysteryGoo.cfg PROP { name = MAS_FI_AvailableMysteryGoo MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("mysteryGoo"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableSeismicScan.cfg PROP { name = MAS_FI_AvailableSeismicScan MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("seismicScan"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableSurfaceSample.cfg PROP { name = MAS_FI_AvailableSurfaceSample MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("surfaceSample"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableTemperatureScan.cfg PROP { name = MAS_FI_AvailableTemperatureScan MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("temperatureScan"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_AvailableXXXXX.cfg PROP { name = MAS_FI_Available__SCIENCE__ MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAIL } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ExperimentAvailableCount(fc.ScienceTypeId("__sCIENCE__"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateAtmosphereAnalysis.cfg PROP { name = MAS_FI_DuplicateAtmosphereAnalysis MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("atmosphereAnalysis"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateBarometerScan.cfg PROP { name = MAS_FI_DuplicateBarometerScan MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("barometerScan"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateCrewReport.cfg PROP { name = MAS_FI_DuplicateCrewReport MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("crewReport"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateGravityScan.cfg PROP { name = MAS_FI_DuplicateGravityScan MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("gravityScan"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateInfraredTelescope.cfg PROP { name = MAS_FI_DuplicateInfraredTelescope MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("infraredTelescope"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateMaterialsLab.cfg PROP { name = MAS_FI_DuplicateMaterialsLab MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("mobileMaterialsLab"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateMysteryGoo.cfg PROP { name = MAS_FI_DuplicateMysteryGoo MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("mysteryGoo"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateSeismicScan.cfg PROP { name = MAS_FI_DuplicateSeismicScan MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("seismicScan"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateSurfaceSample.cfg PROP { name = MAS_FI_DuplicateSurfaceSample MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("surfaceSample"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateTemperatureScan.cfg PROP { name = MAS_FI_DuplicateTemperatureScan MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("temperatureScan"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_FI_DuplicateXXXXX.cfg PROP { name = MAS_FI_Duplicate__SCIENCE__ MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DONE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DuplicateScienceType(fc.ScienceTypeId("__sCIENCE__"))) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeAtmosphereAnalysis_T1_G1_S.cfg PROP { name = MAS_tggl_MakeAtmosphereAnalysis_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("atmosphereAnalysis"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ATMOSPHERE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ANALYSIS } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeBarometerScan_T1_G1_S.cfg PROP { name = MAS_tggl_MakeBarometerScan_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("barometerScan"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BAROMETER } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SCAN } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeCrewReport_T1_G1_S.cfg PROP { name = MAS_tggl_MakeCrewReport_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("crewReport"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CREW } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = REPORT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeGravityScan_T1_G1_S.cfg PROP { name = MAS_tggl_MakeGravityScan_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("gravityScan"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GRAVITY } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SCAN } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeInfraredTelescope_T1_G1_S.cfg PROP { name = MAS_tggl_MakeInfraredTelescope_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("infraredTelescope"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INFRARED } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TELESCOPE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeMaterialsLab_T1_G1_S.cfg PROP { name = MAS_tggl_MakeMaterialsLab_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("mobileMaterialsLab"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MATERIALS } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LAB } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeMysteryGoo_T1_G1_S.cfg PROP { name = MAS_tggl_MakeMysteryGoo_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("mysteryGoo"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MYSTERY } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GOO } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeSeismicScan_T1_G1_S.cfg PROP { name = MAS_tggl_MakeSeismicScan_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("seismicScan"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SEISMIC } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SCAN } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeSurfaceSample_T1_G1_S.cfg PROP { name = MAS_tggl_MakeSurfaceSample_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("surfaceSample"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SURFACE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SAMPLE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeTemperatureScan_T1_G1_S.cfg PROP { name = MAS_tggl_MakeTemperatureScan_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("temperatureScan"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TEMPERATURE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SCAN } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_MakeXXXXX_T1_G1_S.cfg PROP { name = MAS_tggl_Make__SCIENCE___T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RunAvailableExperiment(fc.ScienceTypeId("__sCIENCE__"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = __LABEL1__ } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = __LABEL2__ } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_ScienceCollect_T1_G1_S.cfg PROP { name = MAS_tggl_ScienceCollect_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.CollectExperiments(0) + 1) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SCIENCE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COLLECT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = Mk2Pod-snakeru-beta/cfg/MAS_tggl_ScienceXMIT_T1_G1_S.cfg PROP { name = MAS_tggl_ScienceXMIT_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.TransmitScienceContainer(0, 0)) onRelease = fc.SetPersistent("%AUTOID%", 0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistent("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = XMIT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/AvionicsSystems/MAS_MorseCode.cfg MAS_MORSE_CODE { A = MOARdV/Sounds/morse_A B = MOARdV/Sounds/morse_B C = MOARdV/Sounds/morse_C D = MOARdV/Sounds/morse_D E = MOARdV/Sounds/morse_E F = MOARdV/Sounds/morse_F G = MOARdV/Sounds/morse_G H = MOARdV/Sounds/morse_H I = MOARdV/Sounds/morse_I J = MOARdV/Sounds/morse_J K = MOARdV/Sounds/morse_K L = MOARdV/Sounds/morse_L M = MOARdV/Sounds/morse_M N = MOARdV/Sounds/morse_N O = MOARdV/Sounds/morse_O P = MOARdV/Sounds/morse_P Q = MOARdV/Sounds/morse_Q R = MOARdV/Sounds/morse_R S = MOARdV/Sounds/morse_S T = MOARdV/Sounds/morse_T U = MOARdV/Sounds/morse_U V = MOARdV/Sounds/morse_V W = MOARdV/Sounds/morse_W X = MOARdV/Sounds/morse_X Y = MOARdV/Sounds/morse_Y Z = MOARdV/Sounds/morse_Z } } UrlConfig { parentUrl = MOARdV/AvionicsSystems/MAS_NavAid.cfg MAS_NAVAID { NAVAID { name = CENTER id = KST celestialName = Kerbin frequency = 113.30 latitude = -0.06301651539 longitude = -74.63320905499 altitude = 160 type = VOR DME } NAVAID { name = AIRFIELD id = IFT celestialName = Kerbin frequency = 114.20 latitude = -1.52327719495 longitude = -71.91117281620 altitude = 181.9 type = VOR DME } NAVAID { name = EASTERN id = ESI celestialName = Kerbin frequency = 116.40 latitude = 5.623826026160 longitude = -61.2651389301 altitude = 1442 type = VOR DME } NAVAID { name = NAME 04 id = ID04 celestialName = Kerbin frequency = 112.10 latitude = 62.66611111 longitude = -62.80388889 altitude = 414 type = VOR DME } NAVAID { name = NAME 05 id = Id05 celestialName = Kerbin frequency = 113.50 latitude = -18.32527778 longitude = -37.04583333 altitude = 375 type = VOR DME } NAVAID { name = NAME 06 id = Id06 celestialName = Kerbin frequency = 115.10 latitude = 29.02583333 longitude = 99.75583333 altitude = 770 type = VOR DME } NAVAID { name = NAME 07 id = Id07 celestialName = Kerbin frequency = 114.70 latitude = -0.483333333 longitude = -136.56 altitude = 1462 type = VOR DME } NAVAID { name = NAME 08 id = Id08 celestialName = Kerbin frequency = 116.70 latitude = -43.00055556 longitude = -120.3222222 altitude = 273 type = VOR DME } NAVAID { name = NAME 09 id = Id09 celestialName = Kerbin frequency = 113.80 latitude = 30.08055556 longitude = -151.4575 altitude = 760 type = VOR DME } NAVAID { name = NAME 10 id = Id10 celestialName = Kerbin frequency = 115.20 latitude = -64.81916667 longitude = -19.24805556 altitude = 825 type = VOR DME } NAVAID { name = NAME 11 id = Id11 celestialName = Kerbin frequency = 117.10 latitude = -31.55277778 longitude = 21.79694444 altitude = 2136 type = VOR DME } NAVAID { name = NAME 12 id = Id12 celestialName = Kerbin frequency = 114.30 latitude = 12.15083333 longitude = 39.88027778 altitude = 1323 type = VOR DME } NAVAID { name = NAME 13 id = Id13 celestialName = Kerbin frequency = 117.60 latitude = -44.83583333 longitude = 78.59611111 altitude = 889 type = VOR DME } NAVAID { name = NAME 14 id = Id14 celestialName = Kerbin frequency = 113.10 latitude = 70.37833333 longitude = 41.41861111 altitude = 1137 type = VOR DME } NAVAID { name = NAME 15 id = Id15 celestialName = Kerbin frequency = 116.60 latitude = 54.29444444 longitude = 99.71194444 altitude = 632 type = VOR DME } NAVAID { name = NAME 16 id = Id16 celestialName = Kerbin frequency = 115.30 latitude = -1.318333333 longitude = 121.7725 altitude = 359 type = VOR DME } NAVAID { name = NAME 17 id = Id17 celestialName = Kerbin frequency = 117.20 latitude = -46.76027778 longitude = 139.365 altitude = 396 type = VOR DME } NAVAID { name = NAME 18 id = Id18 celestialName = Kerbin frequency = 115.40 latitude = -10.15166667 longitude = 176.5063889 altitude = 665 type = VOR DME } NAVAID { name = NAME 19 id = Id19 celestialName = Kerbin frequency = 114.80 latitude = 49.39444444 longitude = 156.4013889 altitude = 999 type = VOR DME } NAVAID { name = NAME 20 id = Id20 celestialName = Kerbin frequency = 113.90 latitude = -70.19138889 longitude = -155.8961111 altitude = 798 type = VOR DME } NAVAID { name = KKSC ILS 27 id = IWE celestialName = Kerbin frequency = 110.10 latitude = -0.04874294553 longitude = -74.5175 altitude = 70 type = NDB DME } NAVAID { name = KKSC ILS 09 id = IKW celestialName = Kerbin frequency = 108.50 latitude = -0.05023564553 longitude = -74.69916667 altitude = 70 type = NDB DME } NAVAID { name = BAKOR id = SCE celestialName = Kerbin frequency = 197.00 latitude = -0.048611111 longitude = -77.565 altitude = 745 type = NDB DME } NAVAID { name = BASE WEST id = IRW celestialName = Kerbin frequency = 191.00 latitude = -1.516111111 longitude = -71.98138889 altitude = 83.4 type = NDB DME } NAVAID { name = BASE EAST id = IRE celestialName = Kerbin frequency = 194.00 latitude = -1.516111111 longitude = -71.83833333 altitude = 97.8 type = NDB DME } NAVAID { name = NAME 03 id = Id03 celestialName = Kerbin frequency = 192.00 latitude = -20.69833333 longitude = -28.78416667 altitude = 1039 type = NDB DME } NAVAID { name = NAME 04 id = Id04 celestialName = Kerbin frequency = 201.00 latitude = 0.768888888 longitude = -10.415 altitude = 228 type = NDB DME } NAVAID { name = NAME 05 id = Id05 celestialName = Kerbin frequency = 208.00 latitude = 32.40972222 longitude = 12.56833333 altitude = 2208 type = NDB DME } NAVAID { name = NAME 06 id = Id06 celestialName = Kerbin frequency = 211.00 latitude = -59.37 longitude = -52.185 altitude = 530 type = NDB DME } NAVAID { name = NAME 07 id = Id07 celestialName = Kerbin frequency = 209.00 latitude = -64.38 longitude = 31.59666667 altitude = 518 type = NDB DME } NAVAID { name = NAME 08 id = Id08 celestialName = Kerbin frequency = 195.00 latitude = -60.016111111 longitude = 106.3916667 altitude = 605 type = NDB DME } NAVAID { name = NAME 09 id = Id09 celestialName = Kerbin frequency = 198.00 latitude = 4.043055556 longitude = 85.73722222 altitude = 476 type = NDB DME } NAVAID { name = NAME 10 id = Id10 celestialName = Kerbin frequency = 202.00 latitude = 0.263611111 longitude = -108.6327778 altitude = 514 type = NDB DME } NAVAID { name = NAME 11 id = Id11 celestialName = Kerbin frequency = 203.00 latitude = -51.96527778 longitude = -159.4555556 altitude = 340 type = NDB DME } NAVAID { name = NAME 12 id = Id12 celestialName = Kerbin frequency = 210.00 latitude = 68.42277778 longitude = -108.4788889 altitude = 747 type = NDB DME } NAVAID { name = KKSC ILS 09 id = IKW celestialName = Kerbin frequency = 108.50 latitude = -0.04874294553 longitude = -74.69916667 altitude = 70 maximumRangeLocalizer = 30000 maximumRangeGlidePath = 8000 approachHeadingILS = 90 localizerSectorILS = 17.5 glidePathDefault = 3.0 type = ILS DME } NAVAID { name = KKSC ILS 27 id = IWE celestialName = Kerbin frequency = 110.10 latitude = -0.05023564553 longitude = -74.5175 altitude = 70 maximumRangeLocalizer = 30000 maximumRangeGlidePath = 8000 approachHeadingILS = 270 localizerSectorILS = 17.5 glidePathDefault = 3.0 type = ILS DME } } } UrlConfig { parentUrl = MOARdV/AvionicsSystems/Localization/en-us.cfg Localization { en-us { #MAS_Camera_FoV_Marker_Label = FoV marker #MAS_Camera_GetInfo = This part is equipped with a camera compatible with a MAS MFD. #MAS_Camera_Module_DisplayName = External Camera #MAS_Camera_Name_Label = MASCamera Name #MAS_Camera_Name_Prompt = Name this camera: #MAS_Camera_Set_Name = Set Camera Name #MAS_DeployableCamera_ExtendAction = Extend Camera #MAS_DeployableCamera_ModuleName = Deployable Camera #MAS_DeployableCamera_Part = Camera #MAS_DeployableCamera_RetractAction = Retract Camera #MAS_DeployableCamera_SubPart = Camera Body #MAS_DeployableCamera_ToggleAction = Toggle Deployable Camera #MAS_FlightComputer_GetInfo = Enables MAS-powered interactive IVA. #MAS_FlightComputer_Module_DisplayName = MAS Flight Computer #MAS_GenericId_Next_PartId = Increase MAS Part ID #MAS_GenericId_PartId = MAS Part ID #MAS_GenericId_Prev_PartId = Decrease MAS Part ID #MAS_GroupId_Next_PartId = Increase Engine Group #MAS_GroupId_PartId = Engine Group #MAS_GroupId_Prev_PartId = Decrease Engine Group #MAS_Initialization_Error = [AvionicsSystems]: INITIALIZATION ERROR, CHECK MESSAGE LOG. #MAS_Radar = Radar #MAS_Radar_Debris = Debris #MAS_Radar_Debris_Ignore = Ignore #MAS_Radar_Debris_Target = Target #MAS_Radar_Info_1 = Max Range: <<1>>km\nScan Angle: <<2>>° #MAS_Radar_Info_2 = \nRequires <<1>> <<2>>/sec #MAS_Radar_Info_3 = \nMay select nearest docking port on target vessel. #MAS_Radar_Module_DisplayName = Target Acquisition Radar #MAS_Radar_Status = Radar Status #MAS_Radar_Status_Broken = Broken #MAS_Radar_Status_No_Power = No Power #MAS_Radar_Status_Not_Deployed = Not Deployed #MAS_Radar_Status_Scanning = Scanning #MAS_Radar_Status_Standby = Standby #MAS_Radar_Status_Tracking = Tracking #MAS_Radar_Switch_Off = Deactivate Radar #MAS_Radar_Switch_On = Activate Radar #MAS_Radar_Toggle = Toggle Radar #MAS_Settings_Camera_Texture_Size = Camera Texture Size: 1/<<1>> #MAS_Settings_Caption = Adjust settings for MOARdV's Avionics Systems (MAS). General Settings affect performance, while Radio Navigation settings affect radio navigation beacons. #MAS_Settings_General_Section = General Settings #MAS_Settings_Lua_Update_Priority = Lua Update Priority: <<1>> #MAS_Settings_Radio_Propagation = Radio Propagation: <<1>> #MAS_Settings_NDB_Propagation = NDB Propagation: <<1>> #MAS_Settings_VOR_Propagation = VOR Propagation: <<1>> #MAS_Settings_DME_Propagation = DME Propagation: <<1>> #MAS_Settings_RadioNav_Section = Radio Navigation #MAS_Settings_Title = MAS Settings #MAS_Settings_Verbose_Logging = Verbose Logging } } } UrlConfig { parentUrl = MOARdV/AvionicsSystems/Localization/zh-cn.cfg Localization { zh-cn { #MAS_Camera_FoV_Marker_Label = FoV摄像范围 #MAS_Camera_GetInfo = 该部分支持与MAS MFD兼容的相机。 #MAS_Camera_Module_DisplayName = 外置摄像头 #MAS_Camera_Name_Label = MAS相机名称 #MAS_Camera_Name_Prompt = 命名这个相机: #MAS_Camera_Set_Name = 设置相机名称 #MAS_DeployableCamera_ExtendAction = 扩展相机 #MAS_DeployableCamera_ModuleName = 可部署相机 #MAS_DeployableCamera_Part = 相机 #MAS_DeployableCamera_RetractAction = 收回相机 #MAS_DeployableCamera_SubPart = 相机机身 #MAS_DeployableCamera_ToggleAction = 切换可部署相机 #MAS_FlightComputer_GetInfo = 启用通过MAS驱动的可交互IVA #MAS_FlightComputer_Module_DisplayName = MAS飞行计算机 #MAS_GenericId_Next_PartId = 增加MAS部件编号 #MAS_GenericId_PartId = MAS部件编号 #MAS_GenericId_Prev_PartId = 减少MAS部件编号 #MAS_GroupId_Next_PartId = 增加发动机组别 #MAS_GroupId_PartId = 发动机组别 #MAS_GroupId_Prev_PartId = 减少发动机组别 #MAS_Initialization_Error = [MAS航点系统]:初始化时抛出错误,检查信息日志。 #MAS_Radar = 雷达 #MAS_Radar_Debris = 碎片 #MAS_Radar_Debris_Ignore = 忽略 #MAS_Radar_Debris_Target = 目标 #MAS_Radar_Info_1 = 最大范围:<<1>>千米\n扫描角度:<<2>>° #MAS_Radar_Info_2 = \n需要 <<1>> <<2>>/sec #MAS_Radar_Info_3 = \n可以选择最近的目标载具上的对接口。 #MAS_Radar_Module_DisplayName = 目标捕获雷达 #MAS_Radar_Status = 雷达状态 #MAS_Radar_Status_Broken = 损坏 #MAS_Radar_Status_No_Power = 无电源 #MAS_Radar_Status_Not_Deployed = 未部署 #MAS_Radar_Status_Scanning = 扫描中 #MAS_Radar_Status_Standby = 待机 #MAS_Radar_Status_Tracking = 跟踪中 #MAS_Radar_Switch_Off = 停用雷达 #MAS_Radar_Switch_On = 启用雷达 #MAS_Radar_Toggle = 切换雷达 #MAS_Settings_Camera_Texture_Size = 相机文本大小:1/<<1>> #MAS_Settings_Caption = 调整 MOARdV 航空电子系统 (MAS) 的设置。常规设置会影响性能,而无线电导航设置会影响无线电导航信标。 #MAS_Settings_General_Section = 常规设置 #MAS_Settings_Lua_Update_Priority = Lua 更新优先级: <<1>> #MAS_Settings_Radio_Propagation = 无线电传播:<<1>> #MAS_Settings_NDB_Propagation = 无方向性信标台传播:<<1>> #MAS_Settings_VOR_Propagation = 甚高頻全向信标定位台传播<<1>> #MAS_Settings_DME_Propagation = 测距仪传播<<1>> #MAS_Settings_RadioNav_Section = 无线电导航 #MAS_Settings_Title = MAS设置 #MAS_Settings_Verbose_Logging = 详细日志记录 } } } UrlConfig { parentUrl = MOARdV/AvionicsSystems/Localization/zh-tw.cfg Localization { zh-tw { #MAS_Camera_FoV_Marker_Label = FoV攝像範圍 #MAS_Camera_GetInfo = 該部分支持與MAS MFD兼容的相機。 #MAS_Camera_Module_DisplayName = 外置攝像頭 #MAS_Camera_Name_Label = MAS相機名稱 #MAS_Camera_Name_Prompt = 命名這個相機: #MAS_Camera_Set_Name = 設置相機名稱 #MAS_DeployableCamera_ExtendAction = 擴展相機 #MAS_DeployableCamera_ModuleName = 可部署相機 #MAS_DeployableCamera_Part = 相機 #MAS_DeployableCamera_RetractAction = 收回相機 #MAS_DeployableCamera_SubPart = 相機機身 #MAS_DeployableCamera_ToggleAction = 切換可部署相機 #MAS_FlightComputer_GetInfo = 啟用通過MAS驅動的可交互IVA #MAS_FlightComputer_Module_DisplayName = MAS飛行計算機 #MAS_GenericId_Next_PartId = 增加MAS部件編號 #MAS_GenericId_PartId = MAS部件編號 #MAS_GenericId_Prev_PartId = 減少MAS部件編號 #MAS_GroupId_Next_PartId = 增加發動機組別 #MAS_GroupId_PartId = 發動機組別 #MAS_GroupId_Prev_PartId = 減少發動機組別 #MAS_Initialization_Error = [MAS航點系統]:初始化時拋出錯誤,檢查信息日誌。 #MAS_Radar = 雷達 #MAS_Radar_Debris = 碎片 #MAS_Radar_Debris_Ignore = 忽略 #MAS_Radar_Debris_Target = 目標 #MAS_Radar_Info_1 = 最大範圍:<<1>>千米\n掃描角度:<<2>>° #MAS_Radar_Info_2 = \n需要 <<1>> <<2>>/sec #MAS_Radar_Info_3 = \n可以選擇最近的目標載具上的對接口。 #MAS_Radar_Module_DisplayName = 目標捕獲雷達 #MAS_Radar_Status = 雷達狀態 #MAS_Radar_Status_Broken = 損壞 #MAS_Radar_Status_No_Power = 無電源 #MAS_Radar_Status_Not_Deployed = 未部署 #MAS_Radar_Status_Scanning = 掃描中 #MAS_Radar_Status_Standby = 待機 #MAS_Radar_Status_Tracking = 跟踪中 #MAS_Radar_Switch_Off = 停用雷達 #MAS_Radar_Switch_On = 啟用雷達 #MAS_Radar_Toggle = 切換雷達 #MAS_Settings_Camera_Texture_Size = 相機文本大小:1/<<1>> #MAS_Settings_Caption = 調整 MOARdV 航空電子系統 (MAS) 的設置。常規設置會影響性能,而無線電導航設置會影響無線電導航信標。 #MAS_Settings_General_Section = 常規設置 #MAS_Settings_Lua_Update_Priority = Lua 更新優先級: <<1>> #MAS_Settings_Radio_Propagation = 無線電傳播:<<1>> #MAS_Settings_NDB_Propagation = 無方向性信標台傳播:<<1>> #MAS_Settings_VOR_Propagation = 甚高頻全向信標定位台傳播<<1>> #MAS_Settings_DME_Propagation = 測距儀傳播<<1>> #MAS_Settings_RadioNav_Section = 無線電導航 #MAS_Settings_Title = MAS設置 #MAS_Settings_Verbose_Logging = 詳細日誌記錄 } } } UrlConfig { parentUrl = MOARdV/FlightSystems/MAS_Mk1-3Internal.cfg INTERNAL { name = MAS_Mk1-3 allowCrewHelmet = false MODEL { model = Squad/Spaces/Mk1-3/model } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_03 portraitCameraName = pilotCamera_03 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint03 cameraTransformName = WindowEyeTransform03 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint04 cameraTransformName = WindowEyeTransform04 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint05 cameraTransformName = WindowEyeTransform05 } PROP { name = directionalKnob position = -0.509,-0.0012,-0.6622 rotation = 0.2619438,-0.6460012,-0.6519611,0.2983533 scale = 1.5,1.5,1.5 } PROP { name = directionalKnob position = -0.3957,0.1269,-0.6622 rotation = -0.5604286,-0.4565326,-0.4504158,-0.5240453 scale = 1.5,1.500001,1.500001 } PROP { name = directionalKnob position = -0.3957,0.3269,-0.6603 rotation = -0.5604286,-0.4565326,-0.4504158,-0.5240453 scale = 1.500001,1.500002,1.500002 } PROP { name = genericClusterSwitches01 position = 0.4414,0.083,-0.6637 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericClusterSwitches03 position = -0.4048,0.2269,-0.6615 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = -0.4421,0.0441,-0.6627 rotation = -0.7071068,0,0,-0.7071068 scale = 1,1,1 } PROP { name = directionalKnob position = -0.4690531,0.1268242,-0.6622 rotation = -0.6419666,0.3322361,0.3012995,-0.6218655 scale = 1.5,1.500001,1.500001 } PROP { name = genericClusterSwitches04 position = -0.4421,0.0841,-0.6627 rotation = -0.7071068,0,0,-0.7071068 scale = 1,1,1 } PROP { name = genericClusterKnobs position = 0.4414,-0.012,-0.6596 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.3067,0.0746,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000002,1.000002 } PROP { name = genericSwitchWithGuards position = 0.269,0.0746,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = 0.3067,0.041,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000003,1.000003 } PROP { name = genericSwitchWithGuards position = -0.3859,-0.0012,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000002,1.000002 } PROP { name = genericSwitchWithGuards position = -0.4236,-0.0012,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = -0.4612,-0.0012,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = -0.4626,0.1705,-0.6615 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = -0.4626,0.208,-0.6615 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000002,1.000002 } PROP { name = genericSwitchWithGuards position = -0.4626,0.2457,-0.6615 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000003,1.000003 } PROP { name = MAS_ASET_FDAI-01 position = 0.0708,0.2566,-0.6806 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.0698,0.1756,-0.662 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.1000001,0.3 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = 0.09049999,0.1734,-0.657 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499987,0.3500111,0.3500095 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = 0.06949998,0.1734,-0.657 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499946,0.3500159,0.3500144 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = 0.04850011,0.1734,-0.657 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499946,0.3500159,0.3500144 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.1955,0.2754,-0.662 rotation = 0.7071068,0,0,0.7071068 scale = 1.1,0.1,0.4 } PROP { name = MAS_rheo_InstrumentLight position = 0.16107,0.2715,-0.6566 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4000181,0.4000145 } PROP { name = MAS_rheo_Mk13CabinLight position = 0.19587,0.2715,-0.6566 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4000279,0.4000243 } PROP { name = MAS_rheo_Mk13DockLight position = 0.23031,0.2715,-0.6566 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4000279,0.4000243 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.1955,0.2123,-0.662 rotation = 0.7071068,0,0,0.7071068 scale = 1.1,0.1000001,0.8 } PROP { name = MAS_tggl_AG1_T1_G1_S position = 0.2377,0.2057,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500108,0.3500103 } PROP { name = MAS_tggl_AG2_T1_G1_S position = 0.2167,0.2057,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG3_T1_G1_S position = 0.1957,0.2057,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG4_T1_G1_S position = 0.1747,0.2057,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG5_T1_G1_S position = 0.1537001,0.2057,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG6_T1_G1_S position = 0.2377,0.1846994,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500166,0.3500162 } PROP { name = MAS_tggl_AG7_T1_G1_S position = 0.2167,0.1846995,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG8_T1_G1_S position = 0.1957,0.1846994,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG9_T1_G1_S position = 0.1747,0.1846994,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_AG0_T1_G1_S position = 0.1537001,0.1846994,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.350021,0.3500203 } PROP { name = MAS_tggl_Gear_T1_G1_S position = 0.2167,0.2309006,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500151,0.3500146 } PROP { name = MAS_tggl_Light_T1_G1_S position = 0.1957,0.2309006,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500151,0.3500146 } PROP { name = MAS_tggl_Brake_T1_G1_S position = 0.2377,0.2309006,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500156,0.3500151 } PROP { name = MAS_tggl_FuelCell_T1_G1_S position = 0.1747,0.2309006,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500151,0.3500146 } PROP { name = MAS_tggl_SolarPanel_T1_G1_S position = 0.1537,0.2309006,-0.6568 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500151,0.3500146 } PROP { name = MAS_FI_AG0 position = 0.3008,0.2828,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9,0.9 } PROP { name = MAS_FI_AG1 position = 0.3008,0.2692999,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG2 position = 0.3008,0.2558,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG3 position = 0.3008,0.2422998,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG4 position = 0.3008,0.2287993,-0.6606901 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG5 position = 0.2828,0.2828,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG6 position = 0.2828,0.2692998,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG7 position = 0.2828,0.2558,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG8 position = 0.2828,0.2422997,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_AG9 position = 0.2827999,0.2287992,-0.6606901 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_Brakes position = 0.2648,0.2828,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_Gear position = 0.2648,0.2692997,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_Lights position = 0.2648,0.2558,-0.66069 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_RCS position = 0.2648,0.2422997,-0.6606901 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_FI_SAS position = 0.2648,0.2287991,-0.6606901 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000356,0.9000361 } PROP { name = MAS_RB_SAS_StabAssist position = -0.1022,0.336,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_RB_SAS_ManeuverNode position = -0.1197,0.336,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000292,0.7000163 } PROP { name = MAS_RB_SAS_Prograde position = -0.1022,0.3185,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000292,0.7000163 } PROP { name = MAS_RB_SAS_Retrograde position = -0.1196999,0.3185,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000292,0.7000163 } PROP { name = MAS_RB_SAS_Normal position = -0.1022,0.301,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_AntiNormal position = -0.1197,0.301,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_RadialOut position = -0.1022,0.2835,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_RadialIn position = -0.1197,0.2835,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_Target position = -0.1022,0.2659999,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = MAS_RB_SAS_AntiTarget position = -0.1196999,0.266,-0.6618 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999977,0.7000282,0.7000163 } PROP { name = Primitive_BOX_DarkGray position = 0.0703,0.3999,-0.6624 rotation = 0.7071068,0,0,0.7071068 scale = 1.36,0.1000005,0.17 } PROP { name = MAS_RWL_MasterCaution position = 0.02469885,0.3999141,-0.6584684 rotation = 0.7071068,1.975633E-09,-9.878168E-09,0.7071068 scale = 0.9999955,1.000051,1.000046 } PROP { name = MAS_RWL_MasterAlarm position = 0.06969886,0.3999141,-0.6584685 rotation = 0.7071068,1.975633E-09,-9.878168E-09,0.7071068 scale = 0.9999883,1.000078,1.000061 } PROP { name = MAS_RWL_EngineFlameOut position = 0.1146989,0.3999141,-0.6584684 rotation = 0.7071068,1.975633E-09,-9.878168E-09,0.7071068 scale = 0.9999883,1.000078,1.000061 } PROP { name = MAS_ASET_FDAIGMCP-01 position = 0.0708,0.3566,-0.6585 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_tggl_ParachuteArm_T1_G1_S position = 0.2377,0.1446,-0.65717 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = MAS_swRotary_3pos_SpeedMode position = -0.1085,0.2361,-0.6594 rotation = -0.7071068,0,0,-0.7071068 scale = 0.4,0.4000017,0.4000018 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.0649,0.2168,-0.662 rotation = -0.7071068,0,0,-0.7071068 scale = 1.25,0.03500002,0.75 } PROP { name = MAS_tggl_RCS_T1_G1_S position = -0.0216,0.23616,-0.6596 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500064,0.3500067 } PROP { name = MAS_tggl_SAS_T1_G1_S position = -0.04260001,0.23616,-0.6596 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500124,0.3500127 } PROP { name = MAS_tggl_PrecisionMode_T1_G1_S position = -0.0636,0.23616,-0.6596 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500111,0.3500114 } PROP { name = MAS_toggle_Stage position = -0.0216,0.1965,-0.6603 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500064,0.3500067 } PROP { name = MAS_toggle_Abort position = -0.05743152,0.1965456,-0.6602818 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500124,0.3500127 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = -0.163,0.227,-0.6594 rotation = 0.7071068,0,0,0.7071068 scale = 0.55,0.55,0.55 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = 0.1875,0.354,-0.6599 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Stage_Propellant position = 0.1518,0.354,-0.66 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Power position = 0.1518,0.1347,-0.66 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_RetroAltitudeDisplay position = -0.0497,0.4027,-0.6569 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6,0.6 } PROP { name = MAS_NASA_Gauge_Monopropellant position = 0.1775,0.1347,-0.66 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_ASET_DSKY position = -0.0453,0.3425,-0.6572 rotation = 0.7071068,0,0,0.7071068 scale = 0.68,0.68,0.68 } PROP { name = MAS_NASA_G_Units_Indicator position = 0.2831,0.1957,-0.66105 rotation = 0.7071068,0,0,0.7071068 scale = 0.45,0.45,0.45 } PROP { name = MAS_toggle_Recover position = 0.2061,0.1449,-0.65694 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.2209,0.1377,-0.662 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.1000001,0.62 } PROP { name = MAS_FI_ParachuteArmed position = 0.23864,0.1198,-0.65674 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9,0.9 } PROP { name = MAS_FI_ParachuteDeployed position = 0.22064,0.1198,-0.65674 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000313,0.9000313 } PROP { name = MAS_FI_ParachuteDanger position = 0.20264,0.1198,-0.65674 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000313,0.9000313 } PROP { name = MAS_NASA_Elec_Output position = 0.2832,0.1405,-0.66105 rotation = 0.7071068,0,0,0.7071068 scale = 0.45,0.45,0.45 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.24,0.1879,-0.66524 rotation = 0.7071068,0,0,0.7071068 scale = 0.67,0.1000001,0.3000003 } PROP { name = MAS_SignalLamp_IMP_Error position = -0.26466,0.195,-0.65986 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5000023,0.5000018 } PROP { name = MAS_tggl_IMP_T1_G1_S position = -0.24842,0.1848,-0.66038 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500016,0.3500015 } PROP { name = MAS_swRotary_3pos_IMPMode position = -0.22254,0.1848,-0.6595 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.400002,0.4000025 } PROP { name = MAS_ASET_IMP position = -0.24,0.2409,-0.6629 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_ASET_IMP_LAT-LONG_GAUGE position = -0.24,0.2949,-0.6615 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000023,1.000023 } PROP { name = MAS_ARRT position = -0.163,0.3088,-0.6575 rotation = 0.7071068,0,0,0.7071068 scale = 0.8,0.8,0.8 } PROP { name = MAS_SignalLamp_ARRT_Error position = -0.142,0.3877,-0.6588 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5,0.5 } PROP { name = MAS_tggl_ARRTPower_T1_G1_S position = -0.10433,0.3877,-0.65926 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.3500064,0.3500057 } PROP { name = MAS_tggl_ARRTMode_T1_G1_S position = -0.12533,0.3877,-0.65926 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499999,0.3500101,0.3500096 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.1216,0.39,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.1,0.3 } PROP { name = MAS_X-pointer position = -0.0582,0.1344,-0.6589 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9,0.9 } PROP { name = MAS_SignalLamp_Xpointer_Error position = -0.009349998,0.0861,-0.65561 rotation = -0.7071068,0,0,-0.7071068 scale = 0.5,0.5000002,0.5000002 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.0163,0.1288,-0.662 rotation = 0.7071068,0,0,0.7071068 scale = 0.32,0.1000001,0.95 } PROP { name = MAS_swRotary_3pos_XPtrScale position = 0.0163,0.1247,-0.6562 rotation = -0.7071068,0,0,-0.7071068 scale = 0.4,0.4000032,0.4000032 } PROP { name = MAS_swRotary_3pos_XPtrMode position = 0.0163,0.09449998,-0.6562 rotation = -0.7071068,0,0,-0.7071068 scale = 0.4,0.4000032,0.4000032 } PROP { name = MAS_tggl_XPtrPower_T1_G1_S position = 0.0163,0.1563,-0.65705 rotation = -0.7071068,0,0,-0.7071068 scale = 0.35,0.3500009,0.3500008 } PROP { name = MAS_RB_Undock position = -0.1118,0.1979,-0.66169 rotation = -0.7071068,0,0,-0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_FI_DockReady position = -0.092,0.1896,-0.6603 rotation = -0.7071068,0,0,-0.7071068 scale = 0.9,0.9,0.9 } PROP { name = MAS_FI_Docked position = -0.092,0.2031,-0.6603 rotation = -0.7071068,0,0,-0.7071068 scale = 0.9,0.9000179,0.9000179 } PROP { name = MAS_DigitalIndicator_5char_Target position = 0.10262,0.1322,-0.66091 rotation = 0.7071068,0,0,0.7071068 scale = 0.75,0.75,0.75 } PROP { name = MAS_RB_TargetVessel position = 0.10262,0.1105601,-0.6610062 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } PROP { name = MAS_RB_TargetMoon position = 0.12012,0.1105601,-0.6610062 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999993,0.7000052,0.7000052 } PROP { name = MAS_RB_TargetClear position = 0.08512003,0.1105601,-0.6610062 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999993,0.7000052,0.7000052 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.1353,0.1625,-0.66524 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.1000001,0.3000003 } PROP { name = MAS_RB_ChattererTalk position = -0.1154,0.1616,-0.66175 rotation = 0.7071068,0,0,0.7071068 scale = 0.6999999,0.7000026,0.700002 } PROP { name = MAS_tggl_Antenna_T1_G1_S position = -0.1517,0.1616,-0.66028 rotation = 0.7071068,0,0,0.7071068 scale = 0.3499999,0.350001,0.350001 } PROP { name = MAS_SignalLamp_CommnetScience position = -0.1371,0.16628,-0.65993 rotation = 0.7071068,0,0,0.7071068 scale = 0.4999999,0.5000023,0.5000018 } PROP { name = MAS_SignalLamp_CommnetCommunicate position = -0.1371,0.1562,-0.65993 rotation = 0.7071068,0,0,0.7071068 scale = 0.4999999,0.5000023,0.5000018 } PROP { name = MAS_SignalLamp_ChattererRx position = -0.1285,0.16628,-0.65993 rotation = 0.7071068,0,0,0.7071068 scale = 0.4999999,0.5000023,0.5000018 } PROP { name = MAS_SignalLamp_ChattererTx position = -0.1285,0.1562,-0.65993 rotation = 0.7071068,0,0,0.7071068 scale = 0.4999999,0.5000023,0.5000018 } PROP { name = MAS_ThrottleCtrl position = 0.2282,0.0608,-0.5547 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = MAS_toggle_Engine position = 0.0503,0.1322,-0.66109 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.35,0.35 } PROP { name = genericClusterSwitches04 position = 0.4414,0.1855,-0.6612 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.4612,0.2147,-0.6612 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.4234,0.2147,-0.6623 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.3856,0.2147,-0.6633 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.3856,0.2438,-0.6633 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.4234,0.2438,-0.6623 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.3856,0.2751,-0.6633 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1,1 } PROP { name = directionalKnob position = 0.3873,0.3266,-0.6622 rotation = -0.5604286,-0.4565326,-0.4504158,-0.5240453 scale = 1.500001,1.500003,1.500003 } PROP { name = MAS_RCS_Stick_ADV position = -0.1348,0.1128,-0.6528 rotation = 0.7071068,0,0,0.7071068 scale = 0.3,0.3,0.3 } PROP { name = MAS_RB_NodeClear position = 0.12194,0.1736,-0.66189 rotation = 0.7071068,0,0,0.7071068 scale = 0.7,0.7,0.7 } MODEL { model = FreeIva/Squad/Spaces/mk1-3pod } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask Cut { target = Mk1_3_IvaProps type = Mesh tool = cutout } } MODULE { name = HandRail transformName = Mk1_3_IvaProps Collider { shape = Box center = 0, 0.63, -0.43 dimensions = 0.41, 0.02, 0.05 } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -1.13293576 rotation = -0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = Mk1_3_IvaShell } } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.84537065, -0.299179852 rotation = -0.972833574, -0, -0, -0.231505692 MODULE { name = HatchConfig airlockName = Airlock } } PROP { name = HarnessBuckleButton position = 0.00300167897, -0.0835653916, -0.250477761 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } PROP { name = HarnessBuckleButton position = 0.637799859, -0.0836592764, -0.0655016378 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } PROP { name = HarnessBuckleButton position = -0.632213235, -0.0836592764, -0.0655016378 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } } } UrlConfig { parentUrl = MOARdV/FlightSystems/MAS_mk1LanderCan_Internal.cfg INTERNAL { name = MAS_LanderCabinSmall_ASETinternal MODEL { model = Squad/Spaces/landerCabinSmallInternal/model } MODULE { name = InternalSeat seatTransformName = pilot portraitCameraName = camera_pilot } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_upper cameraTransformName = transform_window_upper } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_lower cameraTransformName = transform_window_lower } PROP { name = MAS_ASET_RadarAltimeter position = 0.1877,-0.6512,0.1168 rotation = 0,0,0.3304176,0.9438349 scale = 0.468,0.468,0.468 } PROP { name = MAS_ASET_DSKY position = 0.2783923,-0.6012005,0.1275 rotation = 0,0,0.197812,0.98024 scale = 0.9539949,0.9539939,0.9539945 } PROP { name = MAS_ASET_FDAI-01 position = 0,-0.6178,0.0155 rotation = 0.07699448,0,0,0.9970315 scale = 0.8805363,0.8805361,0.8805361 } PROP { name = MAS_PhaseAngleIndicator position = -0.4195,-0.4961,0.2254 rotation = 0.2702457,-0.2702458,0.6534272,-0.6534275 scale = 0.391804,0.391804,0.391804 } PROP { name = MAS_X-pointer position = -0.2705468,-0.5851035,0.004 rotation = 0,0,-0.3370638,0.9414818 scale = 1,1,1 } PROP { name = MAS_ASET_FDAIGMCP-01 position = -0.0323,-0.5509,-0.0752 rotation = 0.2631771,0,0,0.9647475 scale = 1.366251,1.366251,1.366251 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S # position = -0.1376,-0.5877,-0.0174 # position = -0.1376,-0.5654,-0.0535 # position = -0.1376,-0.5431,-0.0896 position = -0.1376,-0.5208,-0.1257 rotation = 0.2727396,0,0,0.9620879 scale = 0.383,0.383,0.383 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = -0.1376,-0.5654,-0.0535 rotation = 0.2727396,0,0,0.9620879 scale = 0.383,0.383,0.383 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = -0.1376,-0.5431,-0.0896 rotation = 0.2727396,0,0,0.9620879 scale = 0.383,0.383,0.383 } PROP { name = MAS_tggl_XPtrPower_T1_G1_S position = -0.259,-0.6066,-0.0581 rotation = 0,0,-0.1962672,0.9805504 scale = 0.356,0.356,0.356 } PROP { name = MAS_NASA_Gauge_Ablator position = 0.5285,-0.4198,-0.0952 rotation = 0,0,0.7071068,0.7071068 scale = 1.448372,1.448372,1.448372 } PROP { name = MAS_NASA_Gauge_Oxidizer position = 0.5285,-0.4712,-0.0952 rotation = 0,0,0.7071068,0.7071068 scale = 1.448372,1.448372,1.448372 } PROP { name = MAS_NASA_Gauge_Power position = 0.5285,-0.3918,0.018 rotation = 0,0,0.7071068,0.7071068 scale = 1.448372,1.448372,1.448372 } PROP { name = MAS_NASA_Gauge_Monopropellant position = 0.5285,-0.3639,-0.0952 rotation = 0,0,0.7071068,0.7071068 scale = 1.448372,1.448372,1.448372 } PROP { name = MAS_PSU position = 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MAS_RB_SAS_AntiTarget position = 0.0933,-0.5664796,-0.05286775 rotation = 0.2727396,0,0,0.9620879 scale = 0.750,0.750,0.750 } PROP { name = MAS_RB_SAS_ManeuverNode position = 0.0744,-0.5664796,-0.05286775 rotation = 0.2727396,0,0,0.9620879 scale = 0.750,0.750,0.750 } PROP { name = MAS_RB_SAS_Normal position = 0.1117,-0.5582241,-0.06625813 rotation = 0.2727396,0,0,0.9620879 scale = 0.750,0.750,0.750 } PROP { name = MAS_RB_SAS_RadialIn position = 0.1276,-0.5582241,-0.06625813 rotation = 0.2727396,0,0,0.9620879 scale = 0.750,0.750,0.750 } PROP { name = MAS_RB_SAS_RadialOut position = 0.1276,-0.5664796,-0.05286775 rotation = 0.2727396,0,0,0.9620879 scale = 0.750,0.750,0.750 } PROP { name = MAS_RB_SAS_StabAssist position = 0.0744,-0.5582241,-0.06625813 rotation = 0.2727396,0,0,0.9620879 scale = 0.750,0.750,0.750 } PROP { name = MAS_RB_SAS_Target position = 0.0933,-0.5582241,-0.06625813 rotation = 0.2727396,0,0,0.9620879 scale = 0.750,0.750,0.750 } PROP { name = SwitchFlatPanelShortClear position = -0.2815212,-0.6085825,0.08840781 rotation = -0.5888826,-0.3914298,-0.5888826,0.3914298 scale = 2.130271,2.130271,2.130271 } PROP { name = SwitchFlatPanelShortClear position = -0.320223,-0.3632,0.3748 rotation = -0.9824533,0,0,0.1865091 scale = 0.964142,0.9641421,0.9641431 } PROP { name = SwitchFlatPanelShortClear position = -0.320223,-0.4167,0.3537 rotation = -0.9824533,0,0,0.1865091 scale = 0.964142,0.9641421,0.9641431 } PROP { name = SwitchFlatPanelShortClear position = 0.539605,-0.343,0.0304 rotation = -0.5,-0.5,0.5,0.5 scale = 2.03281,2.286851,2.032811 } PROP { name = SwitchFlatPanelShortClear position = -0.320223,-0.4705,0.3325 rotation = -0.9824533,0,0,0.1865091 scale = 0.964142,0.9641421,0.9641431 } PROP { name = SwitchFlatPanelShortClear position = -0.3202229,-0.5235772,0.3116202 rotation = -0.9824533,0,0,0.1865093 scale = 0.9641419,0.9641417,0.9641421 } PROP { name = SwitchFlatPanelShortClear position = 0.539605,-0.343,-0.09679963 rotation = -0.5,-0.5,0.5,0.5 scale = 2.03281,2.03281,2.03281 } PROP { name = SwitchFlatPanelShortClear position = 0,-0.5477242,-0.1033562 rotation = -0.4881018,0,0,0.8727867 scale = 2.285392,2.285392,2.285392 } PROP { name = SwitchFlatPanelShortClear position = -0.1978,-0.6497915,0.1779 rotation = -0.3061876,0.6379315,0.3068824,0.6364871 scale = 1.069026,1.069024,1.069027 } PROP { name = SwitchFlatPanelShortClear position = -0.1919,-0.6925983,0.177 rotation = 0.220455,0.6725411,-0.2209557,0.6710192 scale = 1.069034,1.069024,1.069027 } PROP { name = SwitchFlatPanelShortClear position = 0.1944,-0.6582,0.1834 rotation = 0.306535,0.6372098,0.3065357,-0.6372095 scale = 1.276869,1.276865,1.276869 } PROP { name = SwitchFlatPanelShortClear position = 0.1896,-0.7083,0.1816 rotation = -0.2316962,0.6680703,-0.2316963,-0.6680688 scale = 1.286704,1.2867,1.286704 } PROP { name = SwitchFlatPanelShortClear position = 0.2234,-0.6907,0.0768 rotation = 0.4322814,0.9017388,-1.889562E-08,-3.941626E-08 scale = 0.5593381,1.276869,0.9835049 } PROP { name = SwitchFlatPanelShortClear position = 0.2817118,-0.6079979,0.0365 rotation = 0.1389252,-0.6933252,-0.6933252,0.1389252 scale = 0.7779998,0.7779991,1.078656 } PROP { name = SwitchFlatPanelShortClear position = 0.281712,-0.607998,-0.009645689 rotation = 0.1389251,-0.6933252,-0.6933252,0.1389251 scale = 0.7779998,0.7779987,1.078656 } PROP { name = SwitchFlatPanelShortClear position = 0.281712,-0.607998,-0.05541959 rotation = 0.1389251,-0.6933252,-0.6933252,0.1389251 scale = 0.7779998,0.7779987,1.078656 } PROP { name = MAS_tggl_ARRTPower_T1_G1_S position = -0.0917,-0.6334,0.0671 rotation = 0,0,0,1 scale = 0.330005,0.330005,0.3300051 } PROP { name = MAS_tggl_ARRTMode_T1_G1_S position = -0.1178,-0.6334,0.0671 rotation = 0,0,0,1 scale = 0.330005,0.330005,0.3300051 } PROP { name = MAS_swRotary_3pos_XPtrMode position = -0.2424,-0.6133,0.1014 rotation = 0,0,-0.1981304,0.9801757 scale = 0.5467331,0.5467329,0.5467329 } PROP { name = MAS_FI_RCS position = 0.0569,-0.5256,-0.1167 rotation = 0.2727396,0,0,0.9620879 scale = 1.204142,1.204142,1.204142 } PROP { name = MAS_FI_SAS position = 0.0856,-0.5256,-0.1167 rotation = 0.2727396,0,0,0.9620879 scale = 1.204142,1.204142,1.204142 } PROP { name = MAS_tggl_Brake_T1_G1_S position = -0.1822,-0.6557,0.1859 rotation = 0,0,-0.3420201,0.9396927 scale = 0.402,0.402,0.402 } PROP { name = MAS_tggl_Light_T1_G1_S position = -0.1822,-0.6557,0.1209 rotation = 0,0,-0.3420201,0.9396927 scale = 0.402,0.402,0.402 } PROP { name = MAS_tggl_Gear_T1_G1_S position = -0.1822,-0.6557,0.1534 rotation = 0,0,-0.3420201,0.9396927 scale = 0.402,0.402,0.402 } PROP { name = SwitchFlatPanelShortClear position = 0.3204,-0.3859,0.3659 rotation = -0.9824533,0,0,0.1865093 scale = 0.9641419,0.9641429,0.9641432 } PROP { name = SwitchFlatPanelLongClear position = 0.3188,-0.5372,0.3062 rotation = -0.9824533,0,0,0.1865093 scale = 0.4724297,0.4724299,0.9641427 } PROP { name = SwitchFlatPanelLongClear position = 0.3188,-0.5115,0.3163 rotation = -0.9824533,0,0,0.1865093 scale = 0.4724297,0.4724302,0.9641432 } PROP { name = SwitchFlatPanelLongClear position = 0.3188,-0.4296,0.3487 rotation = -0.9824533,0,0,0.1865093 scale = 0.4724297,0.6336647,0.9641438 } PROP { name = MAS_NASA_G_Units_Indicator position = 0.1904,-0.6413,0.2051 rotation = 0,0,0.3304176,0.9438349 scale = 0.526,0.526,0.526 } PROP { name = SwitchFlatPanelShortClear position = 0.5043,-0.258,0.1486 rotation = -0.6534274,-0.6534274,0.2702456,0.2702456 scale = 1.854869,1.592683,2.784137 } PROP { name = SwitchFlatPanelShortClear position = 0.4383,-0.258,0.2145 rotation = -0.6534274,-0.6534274,0.2702456,0.2702456 scale = 1.85487,1.592683,2.784139 } PROP { name = MAS_toggle_Stage position = 0.4898,-0.3415,0.1403 rotation = -0.2703357,-0.2703357,0.6533902,0.65339 scale = 0.536,0.536,0.536 } PROP { name = Primitive_TRIANGLE_LightGray position = 0,-0.7064,-0.0076 rotation = -0.4468914,0,0,0.8945882 scale = 3.77885,1,1.329916 } PROP { name = Primitive_BOX_Beveled_LightGray position = 0.1946,-0.6598,0.1077 rotation = 0,0,0.3304176,0.9438349 scale = 0.7396344,0.1839868,0.6268618 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.4793,-0.4751,0.213 rotation = -0.6534274,-0.6534274,0.2702456,0.2702456 scale = 1.238313,1.600765,0.6796519 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = 0.3060,-0.5906,-0.0170 rotation = 0,0,0.1978043,0.9802415 scale = 0.532,0.532,0.532 } PROP { name = MAS_NASA_Gauge_Stage_Propellant position = 0.2635,-0.6085,-0.0152 rotation = 0,0,0.1978043,0.9802415 scale = 0.845,0.845,0.845 } PROP { name = MAS_ASET_VSI position = -0.1926,-0.6429,0.2313 rotation = 0,0,-0.3420201,0.9396927 scale = 0.400,0.400,0.400 } PROP { name = MAS_NASA_Elec_Output position = 0.4489,-0.4972,0.1951 rotation = -0.2703357,-0.2703357,0.6533902,0.65339 scale = 0.3734924,0.3734924,0.3734925 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.5526,-0.4751,0.1399 rotation = -0.6534274,-0.6534274,0.2702456,0.2702456 scale = 1.238313,0.4879268,0.6796519 } PROP { name = MAS_FI_Lights position = -0.2074,-0.6332,0.1209 rotation = 0,0,-0.3420201,0.9396927 scale = 1.340894,1.340894,1.340894 } PROP { name = MAS_FI_Brakes position = -0.2074,-0.6332,0.1859 rotation = 0,0,-0.3420201,0.9396927 scale = 1.340894,1.340894,1.340894 } PROP { name = MAS_FI_Gear position = -0.2074,-0.6332,0.1534 rotation = 0,0,-0.3420201,0.9396927 scale = 1.340894,1.340894,1.340894 } PROP { name = MAS_tggl_AG1_T1_G1_S position = 0.3798,-0.5316,0.3033 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG2_T1_G1_S position = 0.3492,-0.5316,0.3033 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG3_T1_G1_S position = 0.3192,-0.5316,0.3033 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG4_T1_G1_S position = 0.2887,-0.5316,0.3033 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG5_T1_G1_S position = 0.2580,-0.5316,0.3033 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG6_T1_G1_S position = 0.3798,-0.5058,0.3133 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG7_T1_G1_S position = 0.3491,-0.5058,0.3133 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG8_T1_G1_S position = 0.3190,-0.5058,0.3133 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG9_T1_G1_S position = 0.2884,-0.5058,0.3133 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_tggl_AG0_T1_G1_S position = 0.2580,-0.5058,0.3133 rotation = -0.5631813,0,0,0.8263334 scale = 0.395,0.395,0.395 } PROP { name = MAS_ASET_IMP position = -0.4598,-0.4538,0.1207 rotation = -0.06162843,0.06162842,-0.7044161,0.704416 scale = 1.406182,1.406182,1.406182 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.4958,-0.5551,0.0941 rotation = -0.4545195,-0.4545195,0.5416753,0.5416752 scale = 0.6501606,2.480968,0.6796522 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.4958,-0.5653,0.1977 rotation = -0.2709504,-0.2709503,0.6531355,0.6531354 scale = 0.8771653,2.088583,0.6796521 } PROP { name = Primitive_BOX_Beveled_DarkGray position = -0.5045,-0.4565,0.0957 rotation = -0.4545195,-0.4545195,0.5416753,0.5416752 scale = 1.432061,2.480968,0.8533145 } PROP { name = MAS_tggl_IMP_T1_G1_S position = -0.4451,-0.4546,0.1878 rotation = -0.06162843,0.06162842,-0.7044161,0.704416 scale = 0.430,0.430,0.430 } PROP { name = MAS_swRotary_3pos_IMPMode position = -0.4447,-0.41,0.1865 rotation = -0.06162843,0.06162842,-0.7044161,0.704416 scale = 0.5467329,0.5467327,0.5467329 } PROP { name = Primitive_BOX_Beveled_DarkGray position = -0.4953,-0.4536,0.1982 rotation = -0.2709504,-0.2709503,0.6531355,0.6531354 scale = 1.43206,2.088583,0.6796521 } PROP { name = MAS_ASET_IMP_LAT-LONG_GAUGE position = -0.4696,-0.4738,0.0487 rotation = -0.06162843,0.06162842,-0.7044161,0.704416 scale = 1.147904,1.147904,1.147904 } PROP { name = Primitive_BOX_Beveled_DarkGray position = -0.2234,-0.6718,0.0914 rotation = 0.330606,0.9437444,0.0003918872,-0.006781561 scale = 0.806504,0.7282557,0.08600848 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0,-0.5648,-0.105 rotation = -0.4881018,0,0,0.8727867 scale = 3.794047,1.503121,0.3404769 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.4956,-0.3471,0.1979 rotation = -0.2709504,-0.2709503,0.6531355,0.6531354 scale = 0.7949135,2.088584,0.6796521 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.3186,-0.4736,0.3336 rotation = -0.9824533,0,0,0.1865093 scale = 1.567593,0.5483301,0.1290008 } PROP { name = MAS_CrewManual_FlightPlan position = 0.3066,-0.6034,0.2772 rotation = 0.4875735,0.5115749,-0.5230021,-0.4764786 scale = 0.5920711,0.5920709,0.5920712 } PROP { name = MAS_CrewManual_SystemsDataBook position = 0.301,-0.6031,0.2958 rotation = 0.500245,0.4996369,-0.5076886,-0.4923112 scale = 0.5920711,0.5920712,0.5920712 } PROP { name = BeveragePackage_OrangeJuice position = -0.4529,-0.3377,0.1848 rotation = -0.2427784,-0.2964571,0.5852259,0.7146205 scale = 0.652852,0.6528522,0.6528522 } PROP { name = MAS_CrewManual_MaintenanceBook position = 0.525,-0.2645,0.0267 rotation = -0.4779619,0.4779617,0.521107,0.521107 scale = 0.6,0.6,0.6 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.14,-0.7429,0.349 rotation = -0.2283395,0,0,0.9735816 scale = 1.010841,0.4772474,0.7700633 } PROP { name = MAS_tggl_Radar_T1_G1_S position = -0.2817,-0.5971,0.1319 rotation = 0,0,-0.1962672,0.9805504 scale = 0.428,0.428,0.428 } PROP { name = MAS_NASA_RadarSignalIndicator position = -0.2707,-0.5850,0.1919 rotation = 0,0,-0.1962672,0.9805504 scale = 0.713,0.713,0.713 } PROP { name = SwitchFlatPanel_MissionTime position = -0.4787,-0.4561,-0.0028 rotation = 0.5416752,-0.5416754,0.4545196,-0.4545192 scale = 0.787299,0.7872987,0.7872987 } PROP { name = MAS_rheo_InstrumentLight position = -0.271,-0.5158,0.3092 rotation = -0.5631813,0,0,0.8263334 scale = 0.54,0.54,0.54 } PROP { name = Primitive_BOX_Beveled_DarkGray position = -0.1247,-0.6544,0.0376 rotation = 0,0,0,1 scale = 1.016698,0.4253224,0.8764438 } PROP { name = MAS_tggl_SAS_T1_G1_S position = 0.0855,-0.5441,-0.0891 rotation = 0.2727396,0,0,0.9620879 scale = 0.4,0.4,0.4 } PROP { name = MAS_tggl_RCS_T1_G1_S position = 0.0573,-0.5438,-0.089 rotation = 0.2727396,0,0,0.9620879 scale = 0.4,0.4,0.4 } PROP { name = MAS_swRotary_3pos_SpeedMode position = 0.1357,-0.5448,-0.0873 rotation = 0.2727396,0,0,0.9620879 scale = 0.5467329,0.5467329,0.5467329 } PROP { name = MAS_swRotary_3pos_XPtrScale position = -0.2827,-0.5963,0.0997 rotation = 0,0,-0.1981304,0.9801757 scale = 0.4,0.4,0.4 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.5211,-0.5732,-0.0193 rotation = -0.2706011,-0.6532802,0.6532803,0.2706009 scale = 0.940673,1.716187,0.7068383 } PROP { name = MAS_RWL_Docked position = -0.2429,-0.6132,0.1336 rotation = 0,0,-0.1962672,0.9805504 scale = 0.6795949,0.6795949,0.6795949 } PROP { name = MAS_RWL_DockReady position = -0.2429,-0.6132,0.1243 rotation = 0,0,-0.1962672,0.9805504 scale = 0.6795949,0.6795949,0.6795949 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.171544,-0.6877185,0.1457 rotation = 0,0,-0.2745586,0.9615704 scale = 0.2951591,0.2817516,0.5805933 } PROP { name = MAS_PSU position = -0.2311,-0.6784,0.114 rotation = 0.4807632,-0.5041558,0.5191959,-0.4951054 scale = 0.1625489,0.1625495,0.1625495 } PROP { name = Primitive_BOX_Beveled_DarkGray position = -0.2234,-0.6734,0.264 rotation = 0.330606,0.9437444,0.0003918872,-0.006781561 scale = 0.8065041,0.7282557,0.0860085 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0.2217,-0.6909,0.2623 rotation = 0.4322814,0.9017388,-1.889562E-08,-3.941626E-08 scale = 0.894071,0.7743549,0.3878049 } PROP { name = SwitchFlatPanelShortClear position = 0,-0.6221,0.0098 rotation = -0.4739097,0,0,0.8805735 scale = 2.285392,2.285393,2.285392 } PROP { name = MAS_tggl_EngineEnable_T1_G1_C1_S position = 0.0804,-0.5889,-0.0108 rotation = 0.2858687,0,0,0.9582689 scale = 0.292,0.292,0.292 } PROP { name = MAS_RWL_MasterCaution position = 0.1488,-0.5804,-0.0339 rotation = 0.2858687,0,0,0.9582689 scale = 0.679595,0.6796004,0.679598 } PROP { name = MAS_RWL_MasterAlarm position = 0.1151,-0.5804,-0.0343 rotation = 0.2858687,0,0,0.9582689 scale = 0.679595,0.6796004,0.679598 } PROP { name = MAS_RWL_EngineFlameOut position = 0.08140005,-0.580401,-0.03430426 rotation = 0.2858687,0,0,0.9582689 scale = 0.679595,0.6796004,0.679598 } PROP { name = MAS_tggl_GimbalLock_T1_G1_S position = 0.08950003,-0.6164042,0.0214999 rotation = 0.2858687,0,0,0.9582689 scale = 0.4000008,0.4000039,0.4000028 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = 0.1287,-0.6075,0.0234 rotation = 0.2684582,0,0,0.9632913 scale = 1.413,1.413,1.413 } PROP { name = MAS_TWR_Indicator position = -0.1497,-0.6099814,0.01234875 rotation = 0.2875549,0,0,0.9577642 scale = 1.05399,1.053995,1.053993 } PROP { name = MAS_ARRT position = -0.1005115,-0.6099855,0.01554975 rotation = 0.2875549,0,0,0.9577642 scale = 0.6510987,0.6511014,0.6510988 } PROP { name = MAS_SignalLamp_ARRT_Error position = -0.1033,-0.5824,-0.0328 rotation = 0.2949498,0,0,0.9555128 scale = 0.984,0.984,0.984 } PROP { name = MAS_tggl_Undock_T1_G1_C1_S position = 0.3245,-0.4687,0.3288 rotation = -0.5631813,0,0,0.8263334 scale = 0.42,0.42,0.42 } PROP { name = MAS_toggle_Abort position = 0.2767,-0.46864,0.32874 rotation = -0.5631813,0,0,0.8263334 scale = 0.42,0.4199999,0.42 } PROP { name = Primitive_BOX_Beveled_MidGray position = 0.3204,-0.3309,0.3898 rotation = -0.9824533,0,0,0.1865093 scale = 1.607118,0.6439894,0.1290001 } PROP { name = MAS_NASA_CommNetSignalIndicator position = 0.4290,-0.3747,0.2041 rotation = -0.2703357,-0.2703357,0.6533902,0.65339 scale = 0.280,0.280,0.280 } PROP { name = MAS_SignalLamp_CommnetCommunicate position = 0.4025,-0.3742,0.2314 rotation = -0.2703357,-0.2703357,0.6533902,0.65339 scale = 1.569534,1.569534,1.569534 } PROP { name = MAS_tggl_FuelCell_T1_G1_S position = 0.4141,-0.4422,0.2306 rotation = -0.2703357,-0.2703357,0.6533902,0.65339 scale = 0.4,0.4,0.4 } PROP { name = MAS_tggl_SolarPanel_T1_G1_S position = 0.4635,-0.4423,0.1813 rotation = -0.2703357,-0.2703357,0.6533902,0.65339 scale = 0.4,0.4,0.4 } PROP { name = MAS_tggl_PrecisionMode_T1_G1_S position = -0.3185,-0.5813,0.0993 rotation = 0,0,-0.1981304,0.9801757 scale = 0.4,0.4,0.4 } MODEL { model = FreeIva/Squad/Spaces/landerCabinSmall } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Size1LanderMask } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.409360766 rotation = 3.09086232e-08, -0.707106829, -0.707106829, -3.09086161e-08 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = obj_base } } PROP { name = FreeIva_Hatch_Square position = 0, 0.589272678, 0 rotation = -1, -4.37113883e-08, -4.37113883e-08, -1.91068547e-15 MODULE { name = HatchConfig attachNodeId = airlock airlockName = node_airlock cutoutTargetTransformName = obj_base HideWhenOpen { name = obj_pipes position = 0, 0, 0 } } } PROP { name = HarnessBuckleButton position = 0.0030628168, -0.348752439, 0.312618226 rotation = 0.974839032, -3.18748388e-19, -1.43778115e-18, -0.222909987 scale = 1, 1, 1 } PROP { name = HandRailInvisible position = 0.361000001,-0.542900026,0.0776000023 rotation = 0,0.70710665,0,0.707107008 scale = 0.244742274,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = -0.359800011,-0.540000021,0.0776000023 rotation = 0,0.70710665,0,0.707107008 scale = 0.244742274,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = -0.170300007,-0.586799979,-0.0834000036 rotation = 0.270598143,0.653281331,0.270598233,0.653281629 scale = 0.0927524269,0.0150000006,0.0149999997 } PROP { name = HandRailInvisible position = 0.170300007,-0.586799979,-0.0834000036 rotation = 0.270598143,0.653281331,0.270598233,0.653281629 scale = 0.0927524269,0.0150000006,0.0149999997 } } } UrlConfig { parentUrl = MOARdV/FlightSystems/MAS_mk1PodCockpit.cfg INTERNAL { name = MAS_mk1PodCockpit MODULE { name = InternalSeat seatTransformName = pilotSeat allowCrewHelmet = false displayseatName = Pilot Seat } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } PROP { name = Primitive_BOX_DarkGray position = -0.00016,0.21208,-0.25775 rotation = 0.5199637,-0.01674701,0.01263165,0.8539308 scale = 1.36,0.1000005,0.17 } PROP { name = MAS_RWL_MasterCaution position = -0.04587408,0.2137074,-0.2561701 rotation = 0.5199637,-0.01674701,0.01263164,0.8539308 scale = 0.9999959,1.000014,1.000009 } PROP { name = MAS_RWL_MasterAlarm position = -0.0009136807,0.2138944,-0.2542919 rotation = 0.5199637,-0.01674701,0.01263164,0.8539308 scale = 0.9999886,1.000041,1.000024 } PROP { name = MAS_RWL_EngineFlameOut position = 0.04404673,0.2140815,-0.2524137 rotation = 0.5199637,-0.01674701,0.01263164,0.8539308 scale = 0.9999886,1.000041,1.000024 } PROP { name = MAS_rheo_InstrumentLight position = 0.1945,0.1488,-0.1856 rotation = 0.4995919,-0.112852,0.2101921,0.8327615 scale = 0.4,0.4,0.4 } PROP { name = MAS_rheo_GenericIntLight position = 0.173232,0.1431043,-0.1951515 rotation = 0.4995919,-0.112852,0.2101921,0.8327615 scale = 0.4000002,0.4000002,0.4 } PROP { name = MAS_ASET_FDAI-01 position = 0.0348,0.0649,-0.1881 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 1,1,1 } PROP { name = MAS_ASET_FDAIGMCP-01 position = -0.0887,0.0337,-0.1624 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 1,1,1 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = -0.047,0.0767,-0.1842 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = -0.06798153,0.07661277,-0.1850763 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.3499956,0.3500006,0.35 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = -0.08896305,0.07652554,-0.1859527 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.3499956,0.3500006,0.35 } PROP { name = MAS_tggl_AG1_T1_G1_S position = 0.2585,0.2103,-0.181 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_AG2_T1_G1_S position = 0.239885,0.2058771,-0.1896556 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500043,0.3500041 } PROP { name = MAS_tggl_AG3_T1_G1_S position = 0.22127,0.2014542,-0.1983112 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500043,0.3500041 } PROP { name = MAS_tggl_AG4_T1_G1_S position = 0.202655,0.1970313,-0.2069668 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500043,0.3500041 } PROP { name = MAS_tggl_AG5_T1_G1_S position = 0.18404,0.1926084,-0.2156223 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500043,0.3500041 } PROP { name = MAS_tggl_AG6_T1_G1_S position = 0.2584004,0.1916877,-0.1712751 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500025,0.3500023 } PROP { name = MAS_tggl_AG7_T1_G1_S position = 0.2397853,0.1872649,-0.1799307 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500043,0.3500041 } PROP { name = MAS_tggl_AG8_T1_G1_S position = 0.2211703,0.182842,-0.1885862 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500043,0.3500041 } PROP { name = MAS_tggl_AG9_T1_G1_S position = 0.2025553,0.1784191,-0.1972418 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500043,0.3500041 } PROP { name = MAS_tggl_AG0_T1_G1_S position = 0.1839403,0.1739962,-0.2058974 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500043,0.3500041 } PROP { name = MAS_tggl_Brake_T1_G1_S position = 0.2582509,0.1637694,-0.1566877 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500025,0.3500023 } PROP { name = MAS_tggl_Gear_T1_G1_S position = 0.2396359,0.1593465,-0.1653433 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500025,0.3500023 } PROP { name = MAS_tggl_Light_T1_G1_S position = 0.2210208,0.1549236,-0.1739988 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500025,0.3500023 } PROP { name = MAS_tggl_ParachuteArm_T1_G1_S position = 0.2581014,0.135851,-0.1421003 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.3500025,0.3500023 } PROP { name = MAS_swRotary_3pos_SpeedMode position = -0.12069,0.07669,-0.18721 rotation = 0.5199637,-0.01674701,0.01263165,0.8539308 scale = 0.4,0.4000022,0.400001 } PROP { name = MAS_ASET_ALTIMETER_Adv position = -0.111,0.1684,-0.2298 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.4,0.4,0.4 } PROP { name = MAS_ASET_VSI position = -0.0454,0.1686,-0.227 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.4,0.4,0.4 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = 0.0222,0.1664,-0.2271 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.6,0.6,0.6 } PROP { name = MAS_toggle_Abort position = -0.1293,0.1101,-0.2051 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.35,0.35,0.35 } PROP { name = MAS_toggle_Stage position = -0.0935,0.1102,-0.2036 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.35,0.35,0.35 } PROP { name = MAS_RB_SAS_StabAssist position = -0.25,0.2083,-0.2114 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000038,0.7000014 } PROP { name = MAS_RB_SAS_ManeuverNode position = -0.266096,0.2115448,-0.2053469 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000161,0.7000062 } PROP { name = MAS_RB_SAS_Prograde position = -0.2501349,0.1927299,-0.2034122 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000161,0.7000062 } PROP { name = MAS_RB_SAS_Retrograde position = -0.2662309,0.1959747,-0.1973592 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000161,0.7000062 } PROP { name = MAS_RB_SAS_Normal position = -0.2502699,0.1771598,-0.1954245 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000151,0.7000062 } PROP { name = MAS_RB_SAS_AntiNormal position = -0.2663659,0.1804046,-0.1893714 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000151,0.7000062 } PROP { name = MAS_RB_SAS_RadialOut position = -0.2504048,0.1615897,-0.1874367 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000151,0.7000062 } PROP { name = MAS_RB_SAS_RadialIn position = -0.2665008,0.1648345,-0.1813836 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000151,0.7000062 } PROP { name = MAS_RB_SAS_Target position = -0.2505397,0.1460195,-0.1794489 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000151,0.7000062 } PROP { name = MAS_RB_SAS_AntiTarget position = -0.2666357,0.1492644,-0.1733959 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.7,0.7000151,0.7000062 } PROP { name = MAS_tggl_RCS_T1_G1_S position = -0.0464,0.1103,-0.2016 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_SAS_T1_G1_S position = -0.06738152,0.1102128,-0.2024763 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 0.3499993,0.3500005,0.35 } PROP { name = MAS_FI_AG0 position = 0.208,0.1283,-0.1676 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9,0.9 } PROP { name = MAS_FI_AG1 position = 0.2079359,0.1163349,-0.1613482 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_AG2 position = 0.2078719,0.10437,-0.1550966 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_AG3 position = 0.2078078,0.0924048,-0.1488447 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_AG4 position = 0.2077437,0.08043979,-0.142593 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_AG5 position = 0.1920443,0.1245089,-0.1750191 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_AG6 position = 0.1919802,0.1125438,-0.1687673 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_AG7 position = 0.1919162,0.1005789,-0.1625157 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_AG8 position = 0.1918521,0.08861371,-0.1562638 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_AG9 position = 0.191788,0.07664862,-0.1500121 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_Brakes position = 0.1760886,0.1207179,-0.1824382 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_Gear position = 0.1760245,0.1087527,-0.1761863 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_Lights position = 0.1759604,0.09678794,-0.1699347 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_RCS position = 0.1758964,0.08482265,-0.1636829 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_FI_SAS position = 0.1758323,0.07285753,-0.1574311 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.9,0.9000065,0.9000071 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = 0.1183,0.1574,-0.2183 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Stage_Propellant position = 0.0862,0.1573,-0.2196 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Power position = 0.124,0.1004,-0.1886 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Monopropellant position = 0.123,0.0434,-0.1591 rotation = 0.5199609,-0.01674504,0.01262825,0.8539326 scale = 1,1,1 } PROP { name = Primitive_BOX_DarkGray position = -0.21305,0.22801,-0.244 rotation = 0.5087481,0.08253935,-0.181131,0.8375884 scale = 0.8,0.1,0.25 } PROP { name = MAS_RetroAltitudeDisplay position = -0.2097944,0.231508,-0.2369783 rotation = 0.5087481,0.08253935,-0.181131,0.8375884 scale = 0.6000001,0.6000001,0.6000001 } PROP { name = MAS_ASET_RadarAltimeter position = -0.1867,0.0712,-0.1664 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.4,0.4,0.4 } PROP { name = MAS_ASET_DSKY position = -0.1961,0.1762,-0.2139 rotation = 0.5114127,0.1011704,-0.1728552,0.835669 scale = 0.68,0.68,0.68 } PROP { name = MAS_NASA_G_Units_Indicator position = 0.2328,0.125,-0.1512 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.3,0.3,0.3 } PROP { name = MAS_toggle_Recover position = 0.1751,0.0531,-0.1476 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.35,0.35,0.35 } MODEL { model = Squad/Spaces/mk1PodCockpit/model } } } UrlConfig { parentUrl = MOARdV/FlightSystems/MAS_mk1podv2_Internal.cfg INTERNAL { name = MAS_mk1pod_IVA FreeIva_InternalModel = mk1pod_IVA MODEL { model = Squad/Spaces/mk1pod_IVA/mk1pod_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } PROP { name = Primitive_BOX_DarkGray position = 0,0.3683,-0.1416 rotation = 0.8194473,4.611916E-08,4.611916E-08,0.5731546 scale = 1.36,0.1000005,0.17 } PROP { name = MAS_RWL_MasterCaution position = -0.04560114,0.3669648,-0.1379021 rotation = 0.8194473,4.978494E-08,3.673601E-08,0.5731546 scale = 0.9999955,1.000018,1.000013 } PROP { name = MAS_RWL_MasterAlarm position = -0.0006011407,0.3669647,-0.1379021 rotation = 0.8194473,4.978494E-08,3.673601E-08,0.5731546 scale = 0.9999883,1.000045,1.000028 } PROP { name = MAS_RWL_EngineFlameOut position = 0.04439887,0.3669647,-0.1379021 rotation = 0.8194473,4.978494E-08,3.673601E-08,0.5731546 scale = 0.9999883,1.000045,1.000028 } PROP { name = MAS_rheo_InstrumentLight position = 0.2193,0.1614,-0.1367 rotation = 0.6234707,-0.1787718,0.2141982,0.7303726 scale = 0.4,0.4,0.4 } PROP { name = MAS_LabelText_FDAI1 position = -0.113,0.2683888,-0.1665729 rotation = 0.6424621,0,0,0.7663175 scale = 0.25,0.25,0.25 } PROP { name = MAS_ASET_FDAIGMCP-01 position = -0.132,0.1998,-0.1532 rotation = 0.6424621,0,0,0.7663175 scale = 1,1,1 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = -0.09106779,0.2476826,-0.1629441 rotation = 0.6424621,0,0,0.7663175 scale = 0.3499999,0.3500017,0.3500017 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = -0.1120678,0.2476825,-0.162944 rotation = 0.6424621,0,0,0.7663175 scale = 0.3499956,0.3500021,0.3500017 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = -0.1330678,0.2476825,-0.1629441 rotation = 0.6424621,0,0,0.7663175 scale = 0.3499956,0.3500021,0.3500017 } PROP { name = MAS_ASET_FDAI-01 position = 0,0.2249,-0.1744 rotation = 0.64246,0,0,0.7663193 scale = 0.9,0.9,0.9 } PROP { name = MAS_tggl_AG1_T1_G1_S position = 0.1604,0.2051,-0.1554 rotation = 0.64246,0,0,0.7663193 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_AG2_T1_G1_S position = 0.1394,0.2051,-0.1554 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500054,0.3500054 } PROP { name = MAS_tggl_AG3_T1_G1_S position = 0.1184,0.2051,-0.1554 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500054,0.3500054 } PROP { name = MAS_tggl_AG4_T1_G1_S position = 0.09740002,0.2051,-0.1554 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500054,0.3500054 } PROP { name = MAS_tggl_AG5_T1_G1_S position = 0.07640013,0.2051,-0.1554 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500054,0.3500054 } PROP { name = MAS_tggl_AG6_T1_G1_S position = 0.1604,0.1844221,-0.1517357 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500014,0.3500014 } PROP { name = MAS_tggl_AG7_T1_G1_S position = 0.1394,0.1844222,-0.1517357 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500054,0.3500054 } PROP { name = MAS_tggl_AG8_T1_G1_S position = 0.1184,0.1844222,-0.1517357 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500054,0.3500054 } PROP { name = MAS_tggl_AG9_T1_G1_S position = 0.09740001,0.1844222,-0.1517357 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500054,0.3500054 } PROP { name = MAS_tggl_AG0_T1_G1_S position = 0.07640009,0.1844222,-0.1517357 rotation = 0.64246,0,0,0.7663193 scale = 0.3499998,0.3500054,0.3500054 } PROP { name = MAS_swRotary_3pos_SpeedMode position = 0.0804,0.2303,-0.1592 rotation = 0.64246,0,0,0.7663193 scale = 0.3999994,0.4000034,0.4000022 } PROP { name = MAS_tggl_Brake_T1_G1_S position = 0.24605,0.20436,-0.12561 rotation = 0.6234707,-0.1787718,0.2141982,0.7303726 scale = 0.35,0.3500025,0.3500023 } PROP { name = MAS_tggl_Gear_T1_G1_S position = 0.2283193,0.2024706,-0.1367029 rotation = 0.6234707,-0.1787718,0.2141982,0.7303726 scale = 0.3499999,0.3500031,0.3500031 } PROP { name = MAS_tggl_Light_T1_G1_S position = 0.2105886,0.2005812,-0.1477958 rotation = 0.6234707,-0.1787718,0.2141982,0.7303726 scale = 0.3499999,0.3500031,0.3500031 } PROP { name = MAS_tggl_ParachuteArm_T1_G1_S position = 0.2462375,0.1732595,-0.1206125 rotation = 0.6234707,-0.1787718,0.2141982,0.7303726 scale = 0.3499999,0.3500031,0.3500031 } PROP { name = MAS_toggle_Abort position = 0.08014,0.26727,-0.16666 rotation = 0.64246,0,0,0.7663193 scale = 0.3499999,0.3500004,0.3500001 } PROP { name = MAS_ASET_VSI position = 0.0097,0.3262,-0.1511 rotation = 0.8194489,0,0,0.5731522 scale = 0.4,0.4,0.4 } PROP { name = MAS_ASET_ALTIMETER_Adv position = -0.05595995,0.3262934,-0.1510871 rotation = 0.8194489,0,0,0.5731522 scale = 0.3999999,0.4000005,0.4000002 } PROP { name = MAS_ASET_RadarAltimeter position = -0.1215,0.3262,-0.1511 rotation = 0.8194489,0,0,0.5731522 scale = 0.4,0.4,0.4 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = 0.07722721,0.3266698,-0.1549032 rotation = 0.8194489,0,0,0.5731522 scale = 0.6,0.6000009,0.6000006 } PROP { name = MAS_toggle_Stage position = 0.11332,0.23392,-0.16039 rotation = 0.64246,0,0,0.7663193 scale = 0.35,0.35,0.35 } PROP { name = MAS_tggl_RCS_T1_G1_S position = 0.1604624,0.2338188,-0.1603872 rotation = 0.64246,0,0,0.7663193 scale = 0.3499996,0.3500014,0.3500014 } PROP { name = MAS_tggl_SAS_T1_G1_S position = 0.1394624,0.2338188,-0.1603871 rotation = 0.64246,0,0,0.7663193 scale = 0.3499996,0.3500014,0.3500014 } PROP { name = MAS_RB_SAS_StabAssist position = -0.1998,0.2468,-0.163 rotation = 0.64246,0,0,0.7663193 scale = 0.7,0.7000038,0.7000014 } PROP { name = MAS_RB_SAS_ManeuverNode position = -0.2173,0.2468,-0.163 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000195,0.700004 } PROP { name = MAS_RB_SAS_Prograde position = -0.1998,0.2295685,-0.1599464 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000195,0.700004 } PROP { name = MAS_RB_SAS_Retrograde position = -0.2172999,0.2295684,-0.1599464 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000195,0.700004 } PROP { name = MAS_RB_SAS_Normal position = -0.1998,0.2123369,-0.1568928 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000188,0.700004 } PROP { name = MAS_RB_SAS_AntiNormal position = -0.2173,0.2123369,-0.1568928 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000188,0.700004 } PROP { name = MAS_RB_SAS_RadialOut position = -0.1998,0.1951053,-0.1538392 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000188,0.700004 } PROP { name = MAS_RB_SAS_RadialIn position = -0.2173,0.1951053,-0.1538392 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000188,0.700004 } PROP { name = MAS_RB_SAS_Target position = -0.1998,0.1778737,-0.1507856 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000188,0.700004 } PROP { name = MAS_RB_SAS_AntiTarget position = -0.2172999,0.1778738,-0.1507856 rotation = 0.64246,0,0,0.7663193 scale = 0.6999996,0.7000188,0.700004 } PROP { name = MAS_toggle_Recover position = 0.11317,0.26729,-0.16537 rotation = 0.64246,0,0,0.7663193 scale = 0.3500001,0.3500003,0.3500003 } PROP { name = MAS_FI_AG0 position = 0.24235,0.28549,-0.13884 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.9,0.9,0.9 } PROP { name = MAS_FI_AG1 position = 0.2424304,0.2721611,-0.1366982 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_AG2 position = 0.2425107,0.2588325,-0.1345565 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_AG3 position = 0.2425911,0.2455035,-0.1324147 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_AG4 position = 0.2426715,0.2321748,-0.1302729 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_AG5 position = 0.2271522,0.2838705,-0.1483482 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_AG6 position = 0.2272326,0.2705416,-0.1462064 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_AG7 position = 0.227313,0.257213,-0.1440646 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_AG8 position = 0.2273933,0.243884,-0.1419228 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_AG9 position = 0.2274736,0.2305551,-0.1397811 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_Brakes position = 0.2119545,0.282251,-0.1578563 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_Gear position = 0.2120349,0.268922,-0.1557145 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_Lights position = 0.2121152,0.2555935,-0.1535728 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_RCS position = 0.2121956,0.2422645,-0.151431 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_FI_SAS position = 0.2122759,0.2289356,-0.1492892 rotation = 0.623471,-0.1787712,0.2141979,0.7303725 scale = 0.8999995,0.9000022,0.8999989 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = 0.1619,0.323,-0.1566 rotation = 0.8194473,4.611916E-08,4.611916E-08,0.5731546 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Stage_Propellant position = 0.1297736,0.3229927,-0.1565478 rotation = 0.8194473,4.611917E-08,4.611916E-08,0.5731546 scale = 0.9999998,1.000005,1.000005 } PROP { name = MAS_RetroAltitudeDisplay position = -0.1931,0.2742,-0.1612 rotation = 0.64246,2.847946E-09,-3.396999E-09,0.7663193 scale = 0.6000002,0.6000021,0.6000003 } PROP { name = MAS_ASET_DSKY position = -0.1869,0.1218,-0.1329 rotation = 0.64246,0,0,0.7663193 scale = 0.68,0.68,0.68 } PROP { name = MAS_NASA_Gauge_Power position = -0.247,0.252,-0.1626 rotation = 0.64246,0,0,0.7663193 scale = 1,1,1 } PROP { name = MAS_NASA_Gauge_Monopropellant position = -0.247,0.1859294,-0.1508917 rotation = 0.64246,8.975068E-10,-1.070536E-09,0.7663193 scale = 1,1.000004,1.000004 } PROP { name = MAS_NASA_G_Units_Indicator position = 0.14867,0.26634,-0.1652 rotation = 0.64246,0,0,0.7663193 scale = 0.3,0.3,0.3 } PROP { name = Primitive_BOX_Beveled_MidGray position = -0.0105,0.0625,-0.1439 rotation = 0.5512711,0,0,0.8343262 scale = 2,0.2,1.68 } PROP { name = MAS_ASET_IMP position = -0.0426,0.0773,-0.1432 rotation = 0.5512711,0,0,0.8343262 scale = 1.8,1.8,1.8 } PROP { name = MAS_ASET_IMP_LAT-LONG_GAUGE position = 0.0481,0.1239,-0.1599 rotation = 0.5512711,0,0,0.8343262 scale = 0.9,0.9,0.9 } PROP { name = MAS_tggl_IMP_T1_G1_S position = 0.069,0.0937,-0.1463 rotation = 0.5512711,0,0,0.8343262 scale = 0.35,0.35,0.35 } PROP { name = MAS_swRotary_3pos_IMPMode position = 0.0399,0.0931,-0.1459 rotation = 0.5512711,0,0,0.8343262 scale = 0.4,0.4,0.4 } MODEL { model = FreeIva/Squad/Spaces/mk1pod_v2 } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.463986129, 0 rotation = -0.989350617, -0, -0, -0.145552009 MODULE { name = HatchConfig airlockName = airlock } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.62243706 rotation = -0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = mk1pod_shell } } PROP { name = HarnessBuckleButton position = 0.00258999993,0.00288999989,0.0966499969 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Props.cfg MAS_LUA { name = ASET_Props Scripts script = MOARdV/MAS_ASET/MAS_ASET_Props.lua script = MOARdV/MAS_ASET/ASET_DSKY/DSKY.lua script = MOARdV/MAS_ASET/FDAI/FDAI.lua } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LUA_Scripts.cfg MAS_LUA { name = Avionics_Modern_Classic_Scripts script = MOARdV/MAS_ASET/ASET_COMM_Radio/ASET_COMM_Radio.lua script = MOARdV/MAS_ASET/swRotary/MAS_swRotary_V2.lua script = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_AVAS_ON-OFF-FT-B5.lua script = MOARdV/MAS_ASET/ASET_NAV_1_Radio/ASET_NAV_Radio.lua script = MOARdV/MAS_ASET/ASET_DME_Display/ASET_DME_Display.lua script = MOARdV/MAS_ASET/ASET_RMI_2_Needle/ASET_RMI_2_Needle.lua script = MOARdV/MAS_ASET/ASET_SpoilersLever/ASET_SpoilersLever.lua } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ABORTbutton/ABORTbutton.cfg PROP { name = MAS_ABORTbutton MODEL { model = ASET/ASET_Props/Control/ABORTbutton/ABORTbutton } MODULE { name = MASComponent COLLIDER_EVENT { name = Button collider = ABORTbuttonCollider onClick = fc.Abort() } ANIMATION_PLAYER { name = Abort Animation animation = ABORTbuttonAnim variable = fc.GetAbort() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ABORTButtonV2/ABORTbuttonV2.cfg PROP { name = MAS_ABORTbuttonV2 MODEL { model = ASET/ASET_Props/Control/ABORTButtonV2/ABORTButtonV2 } MODULE { name = MASComponent COLLIDER_EVENT { name = SwitchCover collider = ButtonCoverObj onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/button-30 volume = 1 } ANIMATION_PLAYER { name = Cover Animation animation = AbortButtonV2OpenCoverAnim variable = fc.GetPersistentAsNumber("%AUTOID%") } COLLIDER_EVENT { name = Abort Button collider = AbortButtonObj onClick = fc.Abort() sound = ASET/ASET_Props/Sounds/ABORT volume = 0.01 } ANIMATION_PLAYER { name = Abort Animation animation = AbortButtonV2PushAnim variable = fc.GetAbort() } ANIMATION { name = BackLight animation = AbortButtonV2BackLightAnim variable = fc.GetPersistentAsNumber("Backlight") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORFoodStation/ALCORFoodStation.cfg PROP { name = MAS_ALCORFoodStation MODEL { model = ASET/ASET_Props/SpaceFoodPack/ALCORFoodStation/ALCORFoodStation } MODULE { name = MASComponent COLLIDER_EVENT { name = Table / Door collider collider = TableCollider onClick = fc.TogglePersistent("%AUTOID%-Table") } COLLIDER_EVENT { name = Oven Door collider collider = OvenDoorCollider onClick = fc.TogglePersistent("%AUTOID%-Oven") } ANIMATION_PLAYER { name = Table / Door animator animation = MainDoorOpenAim variable = fc.GetPersistentAsNumber("%AUTOID%-Table") } ANIMATION_PLAYER { name = Oven Door animator animation = OvenDoorOpenAnim variable = fc.GetPersistentAsNumber("%AUTOID%-Oven") } TEXTURE_REPLACEMENT { name = Flag transform = MissionLableObj texture = %FLAG% } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORinternalHatch/AlcorInternalHatch.cfg PROP { name = MAS_ALCORinternalHatch MODEL { model = ASET/ASET_Props/Misc/ALCORinternalHatch/ALCORinternalHatch } MODULE { name = MASComponent COLLIDER_EVENT { name = Handle collider = IntHatchValve onClick = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_ALCOR_MFD1.cfg PROP { name = MAS_ALCOR_MFD1 MODEL { model = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORMFD40X20 } MODULE { name = MASMonitor screenTransform = FlatMon40x10Screen layer = _Emissive screenSize = 512, 512 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% startupScript = MAS_AlcorMfdInit("%AUTOID%") page = MAS_ALCOR_MFD_Standby page = MAS_ALCOR_MFD_A_Launch page = MAS_ALCOR_MFD_A_Land page = MAS_ALCOR_MFD_B_Orbit page = MAS_ALCOR_MFD_C_Maneuver page = MAS_ALCOR_MFD_D_Rendezvous page = MAS_ALCOR_MFD_E_Dock page = MAS_ALCOR_MFD_R1_Resource page = MAS_ALCOR_MFD_R2_Engine page = MAS_ALCOR_MFD_R3_PFD page = MAS_ALCOR_MFD_R4_VesselViewer page = MAS_ALCOR_MFD_R5_DPAI page = MAS_ALCOR_MFD_R6_SCANsat page = MAS_ALCOR_MFD_R7_Camera page = MAS_ALCOR_MFD_Dummy } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = FlatMon40x10Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Buttons backlight transform = MFD_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLLIDER_EVENT { name = A button collider = button_A onClick = fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = B button collider = button_B onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_B_Orbit") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = C button collider = button_C onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_C_Maneuver") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = D button collider = button_D onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_D_Rendezvous") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = E button collider = button_E onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_E_Dock") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R1 button collider = buttonR1 onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R1_Resource") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R2 button collider = buttonR2 onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R2_Engine") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R3 button collider = buttonR3 onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R3_PFD") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R4 button collider = buttonR4 onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R4_VesselViewer") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R5 button collider = buttonR5 onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R5_DPAI") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R6 button collider = buttonR6 onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R6_SCANsat") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R7 button collider = buttonR7 onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R7_Camera") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = LEFT button collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 6) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = RIGHT button collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = NEXT button collider = buttonR9 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = PREV button collider = buttonR10 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = STBY button collider = button_STBY onClick = fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_Standby") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = UP button collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 0) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = DOWN button collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ESC button collider = button_ESC onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = Home button collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 0.6 } } MODULE { name = JSISCANsatRPM buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonR9 = 7 buttonR10 = 8 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2.0 iconPixelSize = 16 iconShadowShift = 2,2 scaleBarPosition = 16,144 scaleBar = ASET/ASET_Props/MFDs/scalebar scaleLabels = ASET/ASET_Props/MFDs/scaleLabels } MODULE { name = DPAI_RPM buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonNext = 7 buttonPrev = 8 } MODULE { name = InternalVesselView buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_ALCOR_MFD1.cfg MAS_PAGE { name = MAS_ALCOR_MFD_Standby TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } TEXT { name = Title position = 0,8 oneshot = true text = MAS ALCOR MFD1$$$Powered by$$$MOARdV's Avionics Systems$$$v<=0=> $&$ fc.MASVersion() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_ALCOR_MFD1.cfg MAS_PAGE { name = MAS_ALCOR_MFD_Dummy TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } TEXT { name = debug stuff position = 0,1 text = This is the dummy page. } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_ALCOR_MFD40x20.cfg PROP { name = MAS_ALCOR_MFD40x20 MODEL { model = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORMFD40X20 } MODULE { name = MASMonitor screenTransform = FlatMon40x10Screen layer = _Emissive screenSize = 640, 640 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 255, 255, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% startupScript = MAS_Alcor_40x20_Init("%AUTOID%") page = ALCOR_MFD40x20_Standby page = ALCOR_MFD40x20_Attitude page = ALCOR_MFD40x20_Target page = ALCOR_MFD40x20_Target_Celestials page = ALCOR_MFD40x20_Target_Vessels page = ALCOR_MFD40x20_Target_Filters page = ALCOR_MFD40x20_Target_ReferencePart page = ALCOR_MFD40x20_DPAI page = ALCOR_MFD40x20_Nav1 page = ALCOR_MFD40x20_Nav2 page = ALCOR_MFD40x20_MechJeb page = ALCOR_MFD40x20_MechJeb_Circularize page = ALCOR_MFD40x20_MechJeb_Orbit page = ALCOR_MFD40x20_MechJeb_Surface page = ALCOR_MFD40x20_MechJeb_Target page = ALCOR_MFD40x20_Astrogator page = ALCOR_MFD40x20_Graphs1 page = ALCOR_MFD40x20_Graphs2 page = ALCOR_MFD40x20_VesselView page = ALCOR_MFD40x20_RsrcStage page = ALCOR_MFD40x20_RsrcTotal page = ALCOR_MFD40x20_Flight page = ALCOR_MFD40x20_Landing page = ALCOR_MFD40x20_Orbit page = ALCOR_MFD40x20_OrbitDisp page = ALCOR_MFD40x20_Dock page = ALCOR_MFD40x20_DockPlus page = ALCOR_MFD40x20_ShipInfo page = ALCOR_MFD40x20_CrewInfo page = ALCOR_MFD40x20_PodCams page = ALCOR_MFD40x20_ExtraCams } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = FlatMon40x10Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Buttons backlight transform = MFD_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TRIGGER_EVENT { name = ALCOR Final Approach event = fc.SetPersistent("ALCOR_FINALAPPROACH", 1) exitEvent = fc.SetPersistent("ALCOR_FINALAPPROACH", 0) variable = fc.TargetType() == 2 and fc.Abs(fc.YawDockingAlignment()) < 1 and fc.Abs(fc.PitchDockingAlignment()) < 1 and fc.Abs(fc.TargetDistanceX()) < 0.1 and fc.Abs(fc.TargetDistanceY()) < 0.1 and fc.Between(fc.TargetDistanceZ(), 0, 10) } COLLIDER_EVENT { name = A button collider = button_A onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Attitude") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = B button collider = button_B onClick = fc.SendSoftkey("%AUTOID%", 9) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = C button collider = button_C onClick = fc.SendSoftkey("%AUTOID%", 10) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = D button collider = button_D onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = E button collider = button_E onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = F button collider = button_F onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_VesselView") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = G button collider = button_G onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R1 button collider = buttonR1 onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R2 button collider = buttonR2 onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R3 button collider = buttonR3 onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R4 button collider = buttonR4 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_ShipInfo") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R5 button collider = buttonR5 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_CrewInfo") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R6 button collider = buttonR6 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_PodCams") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R7 button collider = buttonR7 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_ExtraCams") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = RIGHT button collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = LEFT button collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 6) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = NEXT button collider = buttonR9 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = PREV button collider = buttonR10 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = STBY button collider = button_STBY onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Standby") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = UP button collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 0) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = DOWN button collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ESC button collider = button_ESC onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = Home button collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 0.6 } } MODULE { name = JSISCANsatRPM buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonR9 = 7 buttonR10 = 8 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2.0 iconPixelSize = 16 iconShadowShift = 2,2 scaleBarPosition = 16,144 scaleBar = ASET/ASET_Props/MFDs/scalebar scaleLabels = ASET/ASET_Props/MFDs/scaleLabels } MODULE { name = DPAI_RPM buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonNext = 7 buttonPrev = 8 } MODULE { name = InternalVesselView buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 } MODULE { name = AstrogatorMenu buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_ALCOR_MFD40x20.cfg MAS_SUB_PAGE { name = ALCOR40x20 Top Menu TEXT { position = 5, 0 text = | / | | / | | | } TEXT { position = 1, 0 textColor = 119, 255, 119, 255 text = [hw]ATTITUDE variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 1 } TEXT { position = 1, 0 textColor = 206, 227, 246, 255 text = [hw]ATTITUDE variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 1 } TEXT { position = 6, 0 textColor = 119, 255, 119, 255 text = [hw]TARGET variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 2 } TEXT { position = 6, 0 textColor = 206, 227, 246, 255 text = [hw]TARGET variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 2 } TEXT { position = 10, 0 textColor = 119, 255, 119, 255 text = [hw]DPAI variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 3 } TEXT { position = 10, 0 textColor = 206, 227, 246, 255 text = [hw]DPAI variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 3 } TEXT { position = 13, 0 textColor = 119, 255, 119, 255 text = [hw]NAV variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 4 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } TEXT { position = 13, 0 textColor = 206, 227, 246, 255 text = [hw]NAV variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 4 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 5) == false } TEXT { position = 15, 0 textColor = 119, 255, 119, 255 text = [hw]1 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 4 } TEXT { position = 15, 0 textColor = 206, 227, 246, 255 text = [hw]1 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 4 } TEXT { position = 16, 0 textColor = 119, 255, 119, 255 text = [hw]2 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } TEXT { position = 16, 0 textColor = 206, 227, 246, 255 text = [hw]2 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 5 } TEXT { position = 18, 0 textColor = 119, 255, 119, 255 text = [hw]MJ variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 6 } TEXT { position = 18, 0 textColor = 206, 227, 246, 255 text = [hw]MJ variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 6 } TEXT { position = 20, 0 textColor = 119, 255, 119, 255 text = [hw]ASTR variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 7 } TEXT { position = 20, 0 textColor = 206, 227, 246, 255 text = [hw]ASTR variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 7 } TEXT { position = 23, 0 textColor = 119, 255, 119, 255 text = [hw]GRAPHS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 8 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 9 } TEXT { position = 23, 0 textColor = 206, 227, 246, 255 text = [hw]GRAPHS variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 8 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 9) == false } TEXT { position = 26.5, 0 textColor = 119, 255, 119, 255 text = [hw]1 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 8 } TEXT { position = 26.5, 0 textColor = 206, 227, 246, 255 text = [hw]1 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 8 } TEXT { position = 27.5, 0 textColor = 119, 255, 119, 255 text = [hw]2 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 9 } TEXT { position = 27.5, 0 textColor = 206, 227, 246, 255 text = [hw]2 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 9 } TEXT { position = 29, 0 textColor = 119, 255, 119, 255 text = [hw]VESL VIEW variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 10 } TEXT { position = 29, 0 textColor = 206, 227, 246, 255 text = [hw]VESL VIEW variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 10 } TEXT { position = 34, 0 textColor = 119, 255, 119, 255 text = [hw]RSRC variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 11 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 12 } TEXT { position = 34, 0 textColor = 206, 227, 246, 255 text = [hw]RSRC variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 11 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 12) == false } TEXT { position = 36.5, 0 textColor = 119, 255, 119, 255 text = [hw]ST variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 11 } TEXT { position = 36.5, 0 textColor = 206, 227, 246, 255 text = [hw]ST variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 11 } TEXT { position = 38, 0 textColor = 119, 255, 119, 255 text = [hw]TOT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 12 } TEXT { position = 38, 0 textColor = 206, 227, 246, 255 text = [hw]TOT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 12 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_ALCOR_MFD40x20.cfg MAS_SUB_PAGE { name = ALCOR40x20 Bottom Menu TEXT { position = 3, 0 text = / | | | | | | } TEXT { position = 0, 0 textColor = 119, 255, 119, 255 text = [hw]FLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 13 } TEXT { position = 0, 0 textColor = 206, 227, 246, 255 text = [hw]FLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 13 } TEXT { position = 4, 0 textColor = 119, 255, 119, 255 text = [hw]LNDG variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 14 } TEXT { position = 4, 0 textColor = 206, 227, 246, 255 text = [hw]LNDG variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 14 } TEXT { position = 7, 0 textColor = 119, 255, 119, 255 text = [hw]ORBIT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 15 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 16 } TEXT { position = 7, 0 textColor = 206, 227, 246, 255 text = [hw]ORBIT variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 15 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 16) == false } TEXT { position = 9.5, 0 textColor = 119, 255, 119, 255 text = [hw]+DISP variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 16 } TEXT { position = 9.5, 0 textColor = 206, 227, 246, 255 text = [hw]+DISP variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 16 } TEXT { position = 13, 0 textColor = 119, 255, 119, 255 text = [hw]DOCKING variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 17 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 18 } TEXT { position = 13, 0 textColor = 206, 227, 246, 255 text = [hw]DOCKING variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 17 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 18) == false } TEXT { position = 16.5, 0 textColor = 119, 255, 119, 255 text = [hw]+ variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 18 } TEXT { position = 16.5, 0 textColor = 206, 227, 246, 255 text = [hw]+ variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 18 } TEXT { position = 19, 0 textColor = 119, 255, 119, 255 text = [hw]SHIP variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 19 } TEXT { position = 19, 0 textColor = 206, 227, 246, 255 text = [hw]SHIP variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 19 } TEXT { position = 24, 0 textColor = 119, 255, 119, 255 text = [hw]CREW variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 20 } TEXT { position = 24, 0 textColor = 206, 227, 246, 255 text = [hw]CREW variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 20 } TEXT { position = 28.5, 0 textColor = 119, 255, 119, 255 text = [hw]POD CAMS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 21 } TEXT { position = 28.5, 0 textColor = 206, 227, 246, 255 text = [hw]POD CAMS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 21 } TEXT { position = 34, 0 textColor = 119, 255, 119, 255 text = [hw]EXTRA CAMS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 22 } TEXT { position = 34, 0 textColor = 206, 227, 246, 255 text = [hw]EXTRA CAMS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 22 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_APEx_MFD40x20.cfg PROP { name = MAS_APEx_MFD40x20 MODEL { model = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORMFD40X20 } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider rotation = 90, 180 , 0 position = 0, 0, 0.009 scale = 6.28, 0.01, 6.28 } MODULE { name = MASMonitor screenTransform = FlatMon40x10Screen layer = _Emissive screenSize = 640, 640 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 255, 255, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% startupScript = MAS_APEx_MFD40x20_Init("%AUTOID%") page = MAS_APEx_MFD40x20_PG_Standby page = MAS_APEx_MFD40x20_PG_Attitude page = MAS_APEx_MFD40x20_PG_Target page = MAS_APEx_MFD40x20_PG_Target_Celestials page = MAS_APEx_MFD40x20_PG_Target_Vessels page = MAS_APEx_MFD40x20_PG_Target_Filters page = MAS_APEx_MFD40x20_PG_Target_ReferencePart page = MAS_APEx_MFD40x20_PG_Target_Waypoints page = MAS_APEx_MFD40x20_PG_DPAI page = MAS_APEx_MFD40x20_PG_Nav1 page = MAS_APEx_MFD40x20_PG_Nav2 page = MAS_APEx_MFD40x20_PG_Nav3 page = MAS_APEx_MFD40x20_PG_MechJeb page = MAS_APEx_MFD40x20_PG_MechJeb_Circularize page = MAS_APEx_MFD40x20_PG_MechJeb_Orbit page = MAS_APEx_MFD40x20_PG_MechJeb_Surface page = MAS_APEx_MFD40x20_PG_MechJeb_Target page = MAS_APEx_MFD40x20_PG_Astrogator page = MAS_APEx_MFD40x20_PG_Graphs1 page = MAS_APEx_MFD40x20_PG_Graphs2 page = MAS_APEx_MFD40x20_PG_VesselView page = MAS_APEx_MFD40x20_PG_Resources_Stage page = MAS_APEx_MFD40x20_PG_Resources_Total page = MAS_APEx_MFD40x20_PG_Flight page = MAS_APEx_MFD40x20_PG_Landing page = MAS_APEx_MFD40x20_PG_Orbit page = MAS_APEx_MFD40x20_PG_OrbitDisp_V2 page = MAS_APEx_MFD40x20_PG_Dock page = MAS_APEx_MFD40x20_PG_DockPlus page = MAS_APEx_MFD40x20_PG_NavOptions page = MAS_APEx_MFD40x20_PG_NavOptions_2 page = MAS_APEx_MFD40x20_PG_CrewInfo page = MAS_APEx_MFD40x20_PG_PodCams page = MAS_APEx_MFD40x20_PG_ExtraCams } SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } MODULE { name = MASComponent COLLIDER_ADVANCED { name = TouchScreen Collider collider = pb_Collider monitorID = %AUTOID% clickX = %X% * 640 clickY = %Z% * 640 sound = MOARdV/Sounds/ScreenTap volume = 1 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Monitor power-off transform = FlatMon40x10Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Buttons backlight transform = MFD_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TRIGGER_EVENT { name = ALCOR Final Approach event = fc.SetPersistent("ALCOR_FINALAPPROACH", 1) exitEvent = fc.SetPersistent("ALCOR_FINALAPPROACH", 0) variable = fc.TargetType() == 2 and fc.Abs(fc.YawDockingAlignment()) < 1 and fc.Abs(fc.PitchDockingAlignment()) < 1 and fc.Abs(fc.TargetDistanceX()) < 0.1 and fc.Abs(fc.TargetDistanceY()) < 0.1 and fc.Between(fc.TargetDistanceZ(), 0, 10) } COLLIDER_EVENT { name = A button collider = button_A onClick = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Attitude") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = B button collider = button_B onClick = fc.SendSoftkey("%AUTOID%", 9) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = C button collider = button_C onClick = fc.SendSoftkey("%AUTOID%", 10) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = D button collider = button_D onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = E button collider = button_E onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = F button collider = button_F onClick = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_VesselView") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = G button collider = button_G onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R1 button collider = buttonR1 onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R2 button collider = buttonR2 onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R3 button collider = buttonR3 onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R4 button collider = buttonR4 onClick = fc.SendSoftkey("%AUTOID%", 18) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R5 button collider = buttonR5 onClick = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_CrewInfo") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R6 button collider = buttonR6 onClick = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_PodCams") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R7 button collider = buttonR7 onClick = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ExtraCams") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = RIGHT button collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = LEFT button collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 6) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = NEXT button collider = buttonR9 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = PREV button collider = buttonR10 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = STBY button collider = button_STBY onClick = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Standby") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = UP button collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 0) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = DOWN button collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("%AUTOID%", 22) } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("%AUTOID%", 23) } COLLIDER_EVENT { name = ESC button collider = button_ESC onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = Home button collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 0.6 } TRIGGER_EVENT { name = CLR Hold Timer Action event = fc.AddPersistentClamped("%AUTOID%_CLR_Timer", 0.02, 0, 1) variable = fc.GetPersistentAsNumber("%AUTOID%_Button_CLR") == 1 autoRepeat = true } TRIGGER_EVENT { name = CLR Hold Action event = MAS_NAV_WP_FULL_CLR("%AUTOID%") variable = fc.GetPersistentAsNumber("%AUTOID%_CLR_Timer") == 1 } } MODULE { name = JSISCANsatRPM buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonR9 = 7 buttonR10 = 8 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2.0 iconPixelSize = 32 iconShadowShift = 2,2 scaleBarPosition = 16,144 scaleBar = ASET/ASET_Props/MFDs/scalebar scaleLabels = ASET/ASET_Props/MFDs/scaleLabels } MODULE { name = DPAI_RPM buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonNext = 7 buttonPrev = 8 } MODULE { name = InternalVesselView buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 } MODULE { name = AstrogatorMenu buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_APEx_MFD40x20_kOS.cfg PROP { name = MAS_APEx_MFD40x20_kOS MODEL { model = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORMFD40X20 texture = bg01, ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 texture = bg02, ASET/ASET_Props/MFDs/ALCORMFD40x20/bg02 texture = screen-emissive, ASET/ASET_Props/MFDs/ALCORMFD40x20/screen-emissive texture = screen, ASET/ASET_Props/MFDs/ALCORMFD40x20/screen } MODULE { name = MASMonitor screenTransform = FlatMon40x10Screen layer = _Emissive screenSize = 640, 640 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 255, 255, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% page = MAS_APEx_MFD40x20_PG_kOSPropMonitor } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = FlatMon40x10Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Buttons backlight transform = MFD_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLLIDER_EVENT { name = A button collider = button_A onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = B button collider = button_B onClick = fc.SendSoftkey("%AUTOID%", 18) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = C button collider = button_C onClick = fc.SendSoftkey("%AUTOID%", 19) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = D button collider = button_D onClick = fc.SendSoftkey("%AUTOID%", 20) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = E button collider = button_E onClick = fc.SendSoftkey("%AUTOID%", 21) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = F button collider = button_F onClick = fc.SendSoftkey("%AUTOID%", 22) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = G button collider = button_G onClick = fc.SendSoftkey("%AUTOID%", 23) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R1 button collider = buttonR1 onClick = fc.SendSoftkey("%AUTOID%", 10) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R2 button collider = buttonR2 onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R3 button collider = buttonR3 onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R4 button collider = buttonR4 onClick = fc.SendSoftkey("%AUTOID%", 13) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R5 button collider = buttonR5 onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R6 button collider = buttonR6 onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R7 button collider = buttonR7 onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = UP button collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 0) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = DOWN button collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ESC button collider = button_ESC onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = HOME button collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = RIGHT button collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = LEFT button collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 6) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = NEXT button collider = buttonR9 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = PREV button collider = buttonR10 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = STBY button collider = button_STBY onClick = fc.SendSoftkey("%AUTOID%", 9) sound = Squad/Sounds/sound_click_tick volume = 0.6 } } MODULE { name = kOSMonitor template = kPM/Library/Terminals/terminal40x20.txt buttonEmptyLabel = LABEL flagEmptyLabel = FLAG consoleWidth = 80 consoleHeight = 19 textTint = [#00ff00ff] coloredTextTint = [#00ff00] textTintColored = [#08ff08] textTintUnpowered = [#ffffff3e] keyboardInactiveTint = [#002D4A00] } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MAS_APEx_MFD40x20_Science.cfg PROP { name = MAS_APEx_MFD40x20_Science MODEL { model = ASET/ASET_Props/MFDs/ALCORMFD40x20/ALCORMFD40X20 texture = bg01, ASET/ASET_Props/MFDs/ALCORMFD40x20/bg01 texture = bg02, ASET/ASET_Props/MFDs/ALCORMFD40x20/bg02 texture = screen-emissive, ASET/ASET_Props/MFDs/ALCORMFD40x20/screen-emissive texture = screen, ASET/ASET_Props/MFDs/ALCORMFD40x20/screen } MODULE { name = MASMonitor screenTransform = FlatMon40x10Screen layer = _Emissive screenSize = 640, 640 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 255, 255, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% startupScript = fc.SetPersistent("%AUTOID%_ScienceType", 0) page = MAS_APEx_MFD40x20_PG_ScienceRoot page = MAS_APEx_MFD40x20_PG_ScienceRun page = MAS_APEx_MFD40x20_PG_ScienceTransmit page = MAS_APEx_MFD40x20_PG_ScienceDump page = MAS_APEx_MFD40x20_PG_ScienceContainer page = MAS_APEx_MFD40x20_PG_ScienceContainerOptions } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = FlatMon40x10Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Buttons backlight transform = MFD_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLLIDER_EVENT { name = A button collider = button_A onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = B button collider = button_B onClick = fc.SendSoftkey("%AUTOID%", 18) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = C button collider = button_C onClick = fc.SendSoftkey("%AUTOID%", 19) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = D button collider = button_D onClick = fc.SendSoftkey("%AUTOID%", 20) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = E button collider = button_E onClick = fc.SendSoftkey("%AUTOID%", 21) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = F button collider = button_F onClick = fc.SendSoftkey("%AUTOID%", 22) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = G button collider = button_G onClick = fc.SendSoftkey("%AUTOID%", 23) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R1 button collider = buttonR1 onClick = fc.SendSoftkey("%AUTOID%", 10) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R2 button collider = buttonR2 onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R3 button collider = buttonR3 onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R4 button collider = buttonR4 onClick = fc.SendSoftkey("%AUTOID%", 13) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R5 button collider = buttonR5 onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R6 button collider = buttonR6 onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = R7 button collider = buttonR7 onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = UP button collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 0) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = DOWN button collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ESC button collider = button_ESC onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = HOME button collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = RIGHT button collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = LEFT button collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 6) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = NEXT button collider = buttonR9 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = PREV button collider = buttonR10 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = STBY button collider = button_STBY onClick = fc.SendSoftkey("%AUTOID%", 9) sound = Squad/Sounds/sound_click_tick volume = 0.6 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Astrogator.cfg MAS_PAGE { name = ALCOR_MFD40x20_Astrogator onEntry = fc.SetPersistent("%AUTOID%-Page", 7) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "ALCOR_MFD40x20_MechJeb")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) RPM_MODULE { name = Legacy Astrogator display moduleName = AstrogatorMenu method = ShowMenu buttonClickMethod = ButtonClick pageActiveMethod = PageActive buttonReleaseMethod = ButtonRelease position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("Astrogator") } TEXT { name = No Astrogator position = 9, 9 textColor = 255, 255, 0, 255 text = Astrogator not$$$installed variable = 1 - fc.AssemblyLoaded("Astrogator") } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Attitude.cfg MAS_PAGE { name = ALCOR_MFD40x20_Attitude onEntry = fc.SetPersistent("%AUTOID%-Page", 1) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.ToggleSASSpeedMode() NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 size = 440, 440 iconScale = 1.0 position = 320, 332 } IMAGE { texture = ASET/ASET_Props/MFDs/ALCORPFD/StaticMask position = 0, 0 size = 640, 640 } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = Altitude position = 1.5,1.3125 textColor = 255,255,0,255 text = <=0,6:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = SurfSpeed position = 31,1.3125 textColor = 255,255,0,255 text = <=0,4:SIP##0=>m/s $#$ fc.SurfaceSpeed() } TEXT { name = Heading position = 17,2.6875 textColor = 0,255,0,255 text = <=0:000.0=>° $#$ fc.Heading() } TEXT { name = Orbit Speed position = 1.5,4 textColor = 255,255,0,255 text = <=0,6:SIP##0.0=>m $#$ fc.OrbitSpeed() } TEXT { name = Accel position = 31,4 textColor = 255,255,0,255 text = <=0,4:SIP##0=>m/s $#$ fc.Acceleration() } TEXT { name = SpeedMode caption position = 0,5.25 textColor = 255,255,255,255 text = [hw]SPEEDMODE: } TEXT { name = SpeedMode position = 5.5,5.25 text = <=0=> $#$ fc.Select(fc.SpeedDisplayMode(), "[#ff00ff]TGT", "[#ffff00]SRF", "[#1111FF]ORB") } TEXT { name = Roll position = 0.75,8 textColor = 0,255,0,255 text = <=0,6:000.0=>° $#$ fc.Roll() } TEXT { name = Pitch position = 32.25,8 textColor = 0,255,0,255 text = <=0,6:000.0=>° $#$ fc.Pitch() } POLYGON { name = TWR fill position = (8 * 16), (11.3125 * 32) color = 192, 192, 192, 153 vertex = 0, 0 vertex = 0, 32 vertex = (8*16), 32 vertex = (8*16), 0 variable = fc.CurrentTWR() > 0 } TEXT { name = TWR position = 8, 11.3125 textColor = 0,0,0,255 text = TWR:<=0:0.00=> $#$ fc.Min(fc.CurrentTWR(), 9.99) variable = fc.CurrentTWR() > 0 } POLYGON { name = SAS Mode fill position = (23 * 16), (11.3125 * 32) color = 0, 127, 0, 153 vertex = 0, 0 vertex = 0, 32 vertex = (12*16), 32 vertex = (12*16), 0 variable = fc.GetSAS() } TEXT { name = SAS Mode position = 23, 11.3125 textColor = 255,255,255,200 text = <=0=> $#$ fc.ScrollingMarquee(fc.GetSASModeName(fc.GetSASMode()), 12, 0.5) variable = fc.GetSAS() } TEXT { name = SpeedMode Toggle caption 1 position = 35.5,13 text = [hw]SPEED[/hw][@y8]- } TEXT { name = SpeedMode Toggle caption 2 position = 36,14 text = [hw]MODE } TEXT { name = Maneuver Node caption1 position = 0, 16 textColor = 255, 255, 255, 200 text = -Node in T---ΔV:--- Est.Burn T--THRTL--- variable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Node caption2 position = 10, 17 textColor = 255, 255, 255, 255 text = | | | variable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Countdown position = 0, 17 textColor = 255, 255, 0, 255 text = <=0:MET+h:mm:ss.f=> $#$ fc.ManeuverNodeTime() variable = fc.ManeuverNodeExists() > 0 and fc.ManeuverNodeTime() < 21600 } TEXT { name = Maneuver Countdown position = 0.5, 17 textColor = 255, 255, 0, 255 text = <=0,4:0=>d <=1,2:0=>h $#$ fc.Min(9999, fc.TimeInDays(fc.ManeuverNodeTime())); fc.HourOfDay(fc.ManeuverNodeTime()) variable = fc.ManeuverNodeExists() > 0 and fc.ManeuverNodeTime() >= 21600 } TEXT { name = Maneuver Delta-V position = 11, 17 textColor = 255, 255, 0, 255 text = <=0,9:0.0=> $#$ fc.ManeuverNodeDV() variable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Burn Time position = 23, 17 textColor = 255, 255, 0, 255 text = <=0:KDTmm:ss.f=> $#$ fc.Min(fc.ManeuverNodeBurnTime(), 3599) variable = fc.ManeuverNodeExists() } TEXT { name = Throttle position = 35, 17 textColor = 254, 154, 46, 255 text = <=0:P0=> $#$ fc.GetThrottle() variable = fc.ManeuverNodeExists() } TEXT { name = Bottom Row Caption 1 position = 0, 18 text = [hw]R.ALT: } TEXT { name = Radar Altitude position = 3,18 textColor = 255,255,0,255 text = <=0,6:SIP##0.0=>m $#$ fc.AltitudeTerrain(false) } TEXT { name = Bottom Row Caption 2 position = 13, 18 text = [hw]H.SPD: } TEXT { name = Horizontal Speed position = 16,18 textColor = 255,255,0,255 text = <=0,6:SIP##0.0=>m/s $#$ fc.HorizontalSpeed() } TEXT { name = Bottom Row Caption 2 position = 28, 18 text = [hw]V.SPD: } TEXT { name = Vertical Speed position = 31,18 textColor = 0, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() variable = fc.VerticalSpeed() > 1 } TEXT { name = Vertical Speed position = 31,18 textColor = 255, 0, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() variable = fc.VerticalSpeed() < -1 } TEXT { name = Vertical Speed position = 31,18 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() variable = (fc.VerticalSpeed() > 1 or fc.VerticalSpeed() < -1) == false } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_CrewInfo.cfg MAS_PAGE { name = ALCOR_MFD40x20_CrewInfo onEntry = fc.SetPersistent("%AUTOID%-Page", 20) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = title position = 0, 1 oneShot = true text = <=0=> CREW:$#$ fc.VesselName() } TEXT { name = name 0 position = 0,2 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(0); fc.CrewTitle(0) variable = fc.SeatOccupied(0) } LINE_GRAPH { name = Whee Chart 0 position = 224, 96 size = 416, 64 source = fc.CrewWhee(0) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(0) } LINE_GRAPH { name = Panic Chart 0 position = 224, 160 size = 416, 64 source = fc.CrewPanic(0) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(0) } TEXT { name = captions 0 position = 14,3 textColor = 129, 190, 247, 255 text = [hw] WHEE:$$$$$$[hw]PANIC: variable = fc.SeatOccupied(0) } TEXT { name = values 0 position = 14, 4 text = <=0:P0=>$#$ fc.CrewWhee(0)$$$$$$<=0:P0=>$#$ fc.CrewPanic(0) variable = fc.SeatOccupied(0) } TEXT { name = stats 0 position = 1,4 textColor = 129, 190, 247, 255 text = [hw]STUPIDITY:$$$[hw] COURAGE:$$$[hw] BAD-S: variable = fc.SeatOccupied(0) } TEXT { name = stupid 0 position = 6,4 text = <=0,5:P0=> $#$ fc.CrewStupidity(0)$$$<=0,5:P0=> $#$ fc.CrewCourage(0)$$$<=0,5:P0=> $#$ fc.CrewBadS(0) variable = fc.SeatOccupied(0) } TEXT { name = name 1 position = 0,8 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(1); fc.CrewTitle(1) variable = fc.SeatOccupied(1) } LINE_GRAPH { name = Whee Chart 1 position = 224, 96+192 size = 416, 64 source = fc.CrewWhee(1) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(1) } LINE_GRAPH { name = Panic Chart 1 position = 224, 160+192 size = 416, 64 source = fc.CrewPanic(1) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(1) } TEXT { name = captions 1 position = 14,9 textColor = 129, 190, 247, 255 text = [hw] WHEE:$$$$$$[hw]PANIC: variable = fc.SeatOccupied(1) } TEXT { name = values 1 position = 14, 10 text = <=0:P0=>$#$ fc.CrewWhee(1)$$$$$$<=0:P0=>$#$ fc.CrewPanic(1) variable = fc.SeatOccupied(1) } TEXT { name = stats 1 position = 1,10 textColor = 129, 190, 247, 255 text = [hw]STUPIDITY:$$$[hw] COURAGE:$$$[hw] BAD-S: variable = fc.SeatOccupied(1) } TEXT { name = stupid 1 position = 6,10 text = <=0,5:P0=> $#$ fc.CrewStupidity(1)$$$<=0,5:P0=> $#$ fc.CrewCourage(1)$$$<=0,5:P0=> $#$ fc.CrewBadS(1) variable = fc.SeatOccupied(1) } TEXT { name = name 2 position = 0,14 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(2); fc.CrewTitle(2) variable = fc.SeatOccupied(2) } LINE_GRAPH { name = Whee Chart 2 position = 224, 96+384 size = 416, 64 source = fc.CrewWhee(2) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(2) } LINE_GRAPH { name = Panic Chart 2 position = 224, 160+384 size = 416, 64 source = fc.CrewPanic(2) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(2) } TEXT { name = captions 2 position = 14,15 textColor = 129, 190, 247, 255 text = [hw] WHEE:$$$$$$[hw]PANIC: variable = fc.SeatOccupied(2) } TEXT { name = values 2 position = 14, 16 text = <=0:P0=>$#$ fc.CrewWhee(2)$$$$$$<=0:P0=>$#$ fc.CrewPanic(2) variable = fc.SeatOccupied(2) } TEXT { name = stats 2 position = 1,16 textColor = 129, 190, 247, 255 text = [hw]STUPIDITY:$$$[hw] COURAGE:$$$[hw] BAD-S: variable = fc.SeatOccupied(2) } TEXT { name = stupid 2 position = 6,16 text = <=0,5:P0=> $#$ fc.CrewStupidity(2)$$$<=0,5:P0=> $#$ fc.CrewCourage(2)$$$<=0,5:P0=> $#$ fc.CrewBadS(2) variable = fc.SeatOccupied(2) } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Dock.cfg MAS_PAGE { name = ALCOR_MFD40x20_Dock onEntry = fc.SetPersistent("%AUTOID%-Page", 17) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R3", "ALCOR_MFD40x20_DockPlus")) CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.ActiveDockingPortCamera() } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = target info position = 0,1 text = TARGET<=0=>: [#FFFF00FF]<=1=> $#$ fc.Select(fc.TargetType() == 3, " BODY", ""); fc.TargetName() variable = fc.TargetType() } TEXT { name = dock camera caption position = 28, 1 textColor = 255, 255, 0, 255 text = DOCKPORT CAM variable = fc.ActiveDockingPortCameraIndex() >= 0 } TEXT { name = upper captions position = 0,2 text = APPR.:$$$ DIST:$$$R.VEL:$$$R.INC: variable = fc.TargetType() } TEXT { name = upper values position = 7, 2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.ApproachSpeed()$$$<=0,7:SIP##0.0=>m $#$ fc.TargetDistance()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed()$$$<=0,7:0.000=>° $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = docking alignment position = 26, 2 text = R.ANGLES$$$<=0=>X:$#$ fc.Select(fc.Abs(fc.YawDockingAlignment()) < 1, "", "[#ff0000]")$$$<=0=>Y:$#$fc.Select(fc.Abs(fc.PitchDockingAlignment()) < 1, "", "[#ff0000]") variable = fc.TargetType() == 2 } TEXT { name = docking alignment position = 29, 3 textColor = 255, 255, 0, 255 text = <=0,6:0.0=>°$#$fc.YawDockingAlignment()$$$<=0,6:0.0=>°$#$fc.PitchDockingAlignment() variable = fc.TargetType() == 2 } TEXT { name = Reference Dock position = 4, 6 text = Please select a docking port as variable = 1 - fc.GetDockIsReference() } TEXT { name = Reference Dock position = 7, 7 text = reference part in target variable = 1 - fc.GetDockIsReference() } TEXT { name = docking ready position = 1, 6 textColor = 0, 255, 0, 255 text = READY FOR$$$DOCKING variable = fc.GetPersistentAsNumber("ALCOR_FINALAPPROACH") } TEXT { name = Reference Dock position = 10, 8 text = management menu. variable = 1 - fc.GetDockIsReference() } TEXT { name = appr angle position = 1, 9 textColor = 255, 0, 0, 255 text = WRONG ANGLE variable = fc.Abs(fc.YawDockingAlignment()) > 1 or fc.Abs(fc.PitchDockingAlignment()) > 1 } TEXT { name = no target position = 16, 10 textColor = 255, 255, 255, 85 text = NO TARGET variable = fc.TargetType() == 0 } TEXT { name = appr speed position = 1, 10 textColor = 255, 0, 0, 255 text = TOO FAST variable = fc.TargetType() > 0 and fc.TargetSpeed() > 2.5 and fc.TargetDistance() < 15 } TEXT { name = docking markers a position = 17.5, 8.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y-<=0:0=>]┘ [@x<=0=>][@y-<=0=>]└ $#$ fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = docking markers b position = 17.5, 10.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y<=0:0=>]┐ [@x<=0:0=>][@y<=0:0=>]┌ $#$ fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = target track fixed texts a position = 0,13 textColor = 255, 255, 255, 255 text = REL.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target track fixed texts b position = 26,13 textColor = 255, 255, 255, 255 text = REL.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target displacement position = 28,14 textColor = 255, 255, 0, 255 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target speed position = 2,14 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = lower row position = 0, 17 text = ________________________________________$$$SAS:<=0,6=>[#ffffff]| RCS:<=1,6=>[#ffffff]| $#$ fc.Select(fc.GetSAS(), "[#00ff00]ACTIVE", "[#ff0000]OFF "); fc.Select(fc.GetRCS(), "[#00ff00]ACTIVE", "[#ff0000]OFF ") } TEXT { name = monoprop position = 24,18 text = <=0:###0.00=> $#$ fc.ResourceStageCurrent("MonoPropellant") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_DockPlus.cfg MAS_PAGE { name = ALCOR_MFD40x20_DockPlus onEntry = fc.SetPersistent("%AUTOID%-Page", 18) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R3", "ALCOR_MFD40x20_Dock")) CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.ActiveDockingPortCamera() } IMAGE { texture = ASET/ASET_Props/MFDs/ALCORMFD40x20/cross position = 0, 0 size = 640, 640 } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = target info position = 0,1 text = TARGET<=0=>: [#FFFF00FF]<=1=> $#$ fc.Select(fc.TargetType() == 3, " BODY", ""); fc.TargetName() variable = fc.TargetType() } TEXT { name = dock camera caption position = 28, 1 textColor = 255, 255, 0, 255 text = DOCKPORT CAM variable = fc.ActiveDockingPortCameraIndex() >= 0 } TEXT { name = upper captions position = 0,2 text = APPR.:$$$ DIST:$$$R.VEL:$$$R.INC: variable = fc.TargetType() } TEXT { name = upper values position = 7, 2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.ApproachSpeed()$$$<=0,7:SIP##0.0=>m $#$ fc.TargetDistance()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed()$$$<=0,7:0.000=>° $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = docking alignment position = 26, 2 text = R.ANGLES$$$<=0=>X:$#$ fc.Select(fc.Abs(fc.YawDockingAlignment()) < 1, "", "[#ff0000]")$$$<=0=>Y:$#$fc.Select(fc.Abs(fc.PitchDockingAlignment()) < 1, "", "[#ff0000]") variable = fc.TargetType() == 2 } TEXT { name = docking alignment position = 29, 3 textColor = 255, 255, 0, 255 text = <=0,6:0.0=>°$#$fc.YawDockingAlignment()$$$<=0,6:0.0=>°$#$fc.PitchDockingAlignment() variable = fc.TargetType() == 2 } TEXT { name = Reference Dock position = 4, 6 text = Please select a docking port as variable = 1 - fc.GetDockIsReference() } TEXT { name = Reference Dock position = 7, 7 text = reference part in target variable = 1 - fc.GetDockIsReference() } TEXT { name = docking ready position = 1, 6 textColor = 0, 255, 0, 255 text = READY FOR$$$DOCKING variable = fc.GetPersistentAsNumber("ALCOR_FINALAPPROACH") } TEXT { name = Reference Dock position = 10, 8 text = management menu. variable = 1 - fc.GetDockIsReference() } TEXT { name = appr angle position = 1, 9 textColor = 255, 0, 0, 255 text = WRONG ANGLE variable = fc.Abs(fc.YawDockingAlignment()) > 1 or fc.Abs(fc.PitchDockingAlignment()) > 1 } TEXT { name = no target position = 16, 10 textColor = 255, 255, 255, 85 text = NO TARGET variable = fc.TargetType() == 0 } TEXT { name = appr speed position = 1, 10 textColor = 255, 0, 0, 255 text = TOO FAST variable = fc.TargetType() > 0 and fc.TargetSpeed() > 2.5 and fc.TargetDistance() < 15 } TEXT { name = docking markers a position = 17.5, 8.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y-<=0:0=>]┘ [@x<=0=>][@y-<=0=>]└ $#$ fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = docking markers b position = 17.5, 10.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y<=0:0=>]┐ [@x<=0:0=>][@y<=0:0=>]┌ $#$ fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = target track fixed texts a position = 0,13 textColor = 255, 255, 255, 255 text = REL.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target track fixed texts b position = 26,13 textColor = 255, 255, 255, 255 text = REL.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target displacement position = 28,14 textColor = 255, 255, 0, 255 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target speed position = 2,14 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = lower row position = 0, 17 text = ________________________________________$$$SAS:<=0,6=>[#ffffff]| RCS:<=1,6=>[#ffffff]| $#$ fc.Select(fc.GetSAS(), "[#00ff00]ACTIVE", "[#ff0000]OFF "); fc.Select(fc.GetRCS(), "[#00ff00]ACTIVE", "[#ff0000]OFF ") } TEXT { name = monoprop position = 24,18 text = <=0:###0.00=> $#$ fc.ResourceStageCurrent("MonoPropellant") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_DPAI.cfg MAS_PAGE { name = ALCOR_MFD40x20_DPAI onEntry = fc.SetPersistent("%AUTOID%-Page", 3) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "ALCOR_MFD40x20_Target")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) RPM_MODULE { name = Legacy DPAI display moduleName = DPAI_RPM renderMethod = DrawDPAI buttonClickMethod = ButtonProcessor pageActiveMethod = pageActiveMethod position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = DPAI Text textmethod = DPAI_RPM:getPageText variable = fc.AssemblyLoaded("DPAI_RPM") } SUB_PAGE { name = ALCOR40x20 Top Menu variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Docking Port position = 14,8 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Alignment position = 15.5,9 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Indicator position = 15.5,10 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Not Detected position = 14,11 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_ExtraCams.cfg MAS_PAGE { name = ALCOR_MFD40x20_ExtraCams onEntry = fc.SetPersistent("%AUTOID%-Page", 22) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 0, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 1, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 2, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 3, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 4, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) softkey = 5, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 6, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 7, fc.AddPersistentWrapped("%AUTOID%-PodCam", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-PodCam", -1, 0, fc.CameraCount()) CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-ExtCam")) } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = Camera names position = 10,1 textColor = 0, 255, 0, 85 text = <=0=> CCTV B <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-ExtCam")) } TEXT { name = Blinkenlichten position = 8, 1 textColor = 255, 0, 0, 102 text = ● variable = fc.PeriodStep(1) } TEXT { name = pan caption position = 0, 1.3125 textColor = 255, 255, 0, 102 text = ┐[n1.5]P[n]A[n]N[n1.5]┘ } TEXT { name = tilt caption position = 39, 1.3125 textColor = 255, 255, 0, 102 text = ┌[n]T[n]I[n]L[n]T[n]└ } TEXT { name = select caption position = 0, 9 textColor = 255, 255, 0, 102 text = ┐[n1.5]S[n]E[n]L[n1.5]┘ } TEXT { name = zoom caption position = 39, 9 textColor = 255, 255, 0, 102 text = ┌[n]Z[n]O[n]O[n]M[n]└ } TEXT { name = reset caption position = 37, 16.75 textColor = 255, 255, 0, 102 text = [hw]RESET } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Flight.cfg MAS_PAGE { name = ALCOR_MFD40x20_Flight onEntry = fc.SetPersistent("%AUTOID%-Page", 13) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R1", "ALCOR_MFD40x20_Landing")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 0, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 1, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 2, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 3, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 4, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) softkey = 5, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 6, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 7, fc.AddPersistentWrapped("%AUTOID%-FlightCam", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-FlightCam", -1, 0, fc.CameraCount()) CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = upper fixed texts a position = 0,1 text = R.ALT$$$V.SPD$$$H.SPD$$$TWR: } TEXT { name = upper fixed texts b position = 22,1 text = ROLL$$$PITCH$$$HDG } TEXT { name = RAlt position = 6,1 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m $#$ fc.AltitudeTerrain(false) } TEXT { name = Roll position = 27,1 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Roll() } TEXT { name = VSpd position = 6,2 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() } TEXT { name = Pitch position = 27,2 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Pitch() } TEXT { name = HSpd position = 6,3 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.HorizontalSpeed() } TEXT { name = Hdg position = 27,3 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Heading() } TEXT { name = TWR position = 6,4 textColor = 255, 255, 0, 255 text = <=0,4:0.00=>/<=1,4:0.0=> $#$ fc.CurrentTWR(); fc.MaxTWR(false) } TEXT { name = slope position = 22,4 text = SLOPE:[#ffff00]<=0,6:0.00=>° $#$ fc.SlopeAngle() variable = fc.SlopeAngle() > 0 } TEXT { name = target track fixed texts a position = 0,10 textColor = 255, 255, 255, 136 text = TRGT.R.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() } TEXT { name = target track fixed texts b position = 26,10 textColor = 255, 255, 255, 136 text = TRGT.R.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() } TEXT { name = target displacement position = 2,11 textColor = 255, 255, 0, 136 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() } TEXT { name = target speed position = 28,11 textColor = 255, 255, 0, 136 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() } TEXT { name = Camera names position = 0,14 textColor = 0, 255, 0, 85 text = <=0=> CCTV F <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) } TEXT { name = lat/lon caption position = 0, 15 textColor = 255,255,255, 255 text = LAT:$$$LON: } TEXT { name = lat/lon caption position = 20, 15 textColor = 255,255,255, 136 text = T.LAT:$$$T.LON: variable = fc.TargetLatLonValid() } TEXT { name = vsl Lat position = 4,15 textColor = 255, 255, 0, 255 text = <=0,14:LATdd+mm+ss+@=> $#$ fc.Latitude() } TEXT { name = tgt Lat position = 26,15 textColor = 255, 255, 0, 136 text = <=0,14:LATdd+mm+ss+@=> $#$ 80; fc.TargetLatitude() variable = fc.TargetLatLonValid() } TEXT { name = vsl Lon position = 4,16 textColor = 255, 255, 0, 255 text = <=0,14:LONddd+mm+ss+@=> $#$ fc.Longitude() } TEXT { name = tgt Lon position = 26,16 textColor = 255, 255, 0, 136 text = <=0,14:LONddd+mm+ss+@=> $#$ 179; fc.TargetLongitude() variable = fc.TargetLatLonValid() } TEXT { name = Ascent position = 0, 17 textColor = 0,255,0, 255 text = ASCENT variable = fc.VerticalSpeed() > 0.5 } POLYGON { name = Descent caption fill position = 0, 544 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 0, 17 textColor = 0,0,0, 255 text = !DESCENT! [#ffffff]Est.TI: variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 18, 17 textColor = 255,127,0, 255 text = <=0,10:METM:ss.f=>$#$ fc.TimeToLanding() variable = fc.VerticalSpeed() < -0.5 } TEXT { name = lower caption position = 0, 18 text = SAS:<=0=>[#ffffff] RCS:<=1=>[#ffffff]/ LF: $#$ fc.Select(fc.GetSAS(), "[#00FF00]On ", "[#FF0000]Off"); fc.Select(fc.GetRCS(), "[#00FF00]On ", "[#FF0000]Off") } TEXT { name = monoprop position = 18, 18 textColor = 255, 255, 0, 255 text = <=0,7:###0.00=> $#$ fc.ResourceStageCurrent("MonoPropellant") } TEXT { name = lf position = 30, 18 textColor = 255, 255, 0, 255 text = <=0,7:###0.00=> $#$ fc.ResourceStageCurrent("LiquidFuel") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Graphs1.cfg MAS_PAGE { name = ALCOR_MFD40x20_Graphs1 onEntry = fc.SetPersistent("%AUTOID%-Page", 8) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-E", "ALCOR_MFD40x20_Graphs2")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) LINE_GRAPH { name = Graphs 1.6 position = 48, 48 size = 512, 552 source = fc.SurfaceSpeed() sourceRange = 0, 2500 sourceColor = 255,255,0,255 sampleRate = 1 variable = fc.ResourceMax("Ablator") > 0 } LINE_GRAPH { name = Graphs 1.5 position = 48, 48 size = 512, 552 source = fc.HeatShieldTemperature(true) sourceRange = 0, 2500 sourceColor = 255,0,255,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.4 position = 48, 48 size = 512, 552 source = fc.DynamicPressure() sourceRange = 0, 125 sourceColor = 0,255,0,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.3 position = 48, 48 size = 512, 552 source = fc.Altitude() sourceRange = 0, 125000 sourceColor = 0,255,0,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.2 position = 48, 48 size = 512, 552 source = fc.Periapsis() sourceRange = 0, 125000 sourceColor = 255,128,0,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.1 position = 48, 48 size = 512, 552 source = fc.Apoapsis() sourceRange = 0, 125000 sourceColor = 0,255,255,255 sampleRate = 1 borderWidth = 3 borderColor = 255, 255, 255, 255 } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = captions 1 position = 36, 1 text = [hw]ALT(ASL) } TEXT { name = values 1 position = 36, 2 textColor = 0, 255, 0, 255 text = [hw]<=0,7:SIP##0.0=>m $&$ fc.Altitude() } TEXT { name = captions 2 position = 36, 4 text = [hw]ApA: } TEXT { name = values 1 position = 36, 5 textColor = 0, 255, 255, 255 text = [hw]<=0,7:SIP##0.0=>m $&$ fc.Apoapsis() } TEXT { name = captions 3 position = 36, 7 text = [hw]PeA: } TEXT { name = values 3 position = 36, 8 textColor = 255, 128, 0, 255 text = [hw]<=0,7:SIP##0.0=>m $&$ fc.Periapsis() } TEXT { name = captions 4 position = 36, 10 text = [hw]Srf.Spd } TEXT { name = values 4 position = 36, 11 textColor = 255, 255, 0, 255 text = [hw]<=0,7:SIP##0.0=>m/s $&$ fc.SurfaceSpeed() } TEXT { name = captions 5 position = 36, 13 text = [hw]DynPres: } TEXT { name = values 5 position = 36, 14 textColor = 255, 0, 0, 255 text = [hw]<=0,7:##0.0=>kPa $&$ fc.DynamicPressure() } TEXT { name = captions 6 position = 36, 16 text = [hw]Shield variable = fc.ResourceMax("Ablator") > 0 } TEXT { name = values 6 position = 36, 17 textColor = 255, 255, 0, 255 text = [hw]<=0,7:0=>°C $&$ fc.HeatShieldTemperature(false) variable = fc.ResourceMax("Ablator") > 0 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Graphs2.cfg MAS_PAGE { name = ALCOR_MFD40x20_Graphs2 onEntry = fc.SetPersistent("%AUTOID%-Page", 9) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-E", "ALCOR_MFD40x20_Graphs1")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) LINE_GRAPH { name = Graphs 1.3 position = 50, 448 size = 540, 96 source = fc.SlopeAngle() sourceRange = 0, 48 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 255, 255, 255, 255 } LINE_GRAPH { name = Graphs 1.2 position = 50, 50 size = 540, 398 source = fc.Remap(fc.PseudoLog10(fc.Altitude()), 3, 6.5, 0, 398) sourceRange = 0, 398 sourceColor = 0,255,255,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.1 position = 50, 50 size = 540, 398 source = fc.Remap(fc.PseudoLog10(fc.TerrainHeight()), 3, 6.5, 0, 398) sourceRange = 0, 398 sourceColor = 255,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 255, 255, 255, 255 } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = fixed text 1 position = 4, 1.5 textColor = 255, 255, 255, 255 text = [hw]TERRAIN PROFILE: FLIGHT PROFILE: } TEXT { name = Terrain height position = 3, 2.5 textColor = 255, 255, 0, 255 text = <=0,8:SIP0=>m $#$ fc.TerrainHeight() } TEXT { name = Altitude bottom position = 18, 2.5 textColor = 0, 255, 255, 255 text = <=0,8:SIP0=>m $#$ fc.AltitudeBottom() } TEXT { name = fixed text 2 position = 4, 14 textColor = 255, 255, 255, 255 text = [hw]SLOPE ANGLE: } TEXT { name = slopeangle position = 4, 15 textColor = 255, 0, 0, 255 text = <=0,5:0.00=>° $#$ fc.SlopeAngle() } TEXT { name = HVel position = 3,17 textColor = 0, 255, 0, 255 variable = fc.HorizontalSpeed() < 50 text = <=0,6:SIP##0.0=> $#$ fc.HorizontalSpeed() } TEXT { name = HVel 50 position = 10,17 textColor = 0, 255, 0, 255 variable = fc.HorizontalSpeed() < 50 text = <=0:BAR,= ,30=> $#$ fc.HorizontalSpeed() * 0.02 } TEXT { name = HV 50 position = 37, 17 textColor = 0, 255, 0, 255 variable = fc.HorizontalSpeed() < 50 text = [hw] 50m/s } TEXT { name = HVel 500 position = 10,17 textColor = 255, 102, 0, 255 variable = fc.HorizontalSpeed() >= 50 and fc.HorizontalSpeed() < 500 text = <=0:BAR,= ,30=> $#$ fc.HorizontalSpeed() * 0.002 } TEXT { name = HV 500 position = 37, 17 textColor = 255, 102, 0, 255 variable = fc.HorizontalSpeed() >= 50 and fc.HorizontalSpeed() < 500 text = [hw]500m/s } TEXT { name = HVel 5000 position = 10,17 textColor = 255, 102, 0, 255 variable = fc.HorizontalSpeed() >= 500 and fc.HorizontalSpeed() < 5000 text = <=0:BAR,= ,30=> $#$ fc.HorizontalSpeed() * 0.0002 } TEXT { name = HV 5000 position = 37, 17 textColor = 255, 102, 0, 255 variable = fc.HorizontalSpeed() >= 500 and fc.HorizontalSpeed() < 5000 text = [hw] 5km/s } TEXT { name = fixed text 3 position = 18, 17 textColor = 255, 255, 255, 255 text = [hw]HORIZONTAL SPEED variable = fc.HorizontalSpeed() < 5000 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Landing.cfg MAS_PAGE { name = ALCOR_MFD40x20_Landing onEntry = fc.SetPersistent("%AUTOID%-Page", 14) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R1", "ALCOR_MFD40x20_Flight")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 0, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 1, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 2, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 3, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 4, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) softkey = 5, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 6, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 7, fc.AddPersistentWrapped("%AUTOID%-FlightCam", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-FlightCam", -1, 0, fc.CameraCount()) CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = Camera names position = 0,1 textColor = 0, 255, 0, 85 text = <=0=> CCTV F <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) } POLYGON { name = gear alarm fill position = 0, 64 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 80, 32 vertex = 80, 0 variable = fc.GetGear() == 0 and fc.AltitudeBottom() < 100 and fc.VesselLanded() == 0 } TEXT { name = gear alarm text position = 0, 2 textColor = 0, 0, 0, 255 text = GEAR! variable = fc.GetGear() == 0 and fc.AltitudeBottom() < 100 and fc.VesselLanded() == 0 } POLYGON { name = tumble alarm fill position = 0, 96 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 112, 32 vertex = 112, 0 variable = fc.VerticalSpeed() < -1.0 and fc.AltitudeBottom() < 100 and fc.HorizontalSpeed() > 5 } TEXT { name = tumble alarm text position = 0, 3 textColor = 0, 0, 0, 255 text = TUMBLE! variable = fc.VerticalSpeed() < -1.0 and fc.AltitudeBottom() < 100 and fc.HorizontalSpeed() > 5 } POLYGON { name = slope alarm fill position = 0, 128 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 160, 32 vertex = 160, 0 variable = fc.VerticalSpeed() < -1.0 and fc.AltitudeBottom() < 100 and fc.SlopeAngle() > 15 } TEXT { name = slope alarm text position = 0, 4 textColor = 0, 0, 0, 255 text = HIGH SLOPE variable = fc.VerticalSpeed() < -1.0 and fc.AltitudeBottom() < 100 and fc.SlopeAngle() > 15 } POLYGON { name = CONTACT fill position = 248, 192 color = 129, 190, 247, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.VesselLanded() } TEXT { name = CONTACT text position = 16.5, 6 textColor = 0, 0, 0, 255 text = CONTACT variable = fc.VesselLanded() } TEXT { name = TWR text position = 0, 7 text = TWR: } TEXT { name = TWR value position = 4, 7 textColor = 255, 255, 0, 255 text = <=0,5:0.00=> $#$ fc.CurrentTWR() } TEXT { name = landing markers a position = 17.5, 8.5 textColor = 255, 0, 0, 255 text = [@x-<=0:0=>][@y-<=0:0=>]┘ [@x<=0=>][@y-<=0=>]└ $#$ fc.Min(fc.AltitudeBottom(), 100) variable = 1 - fc.VesselLanded() } TEXT { name = landing guidons a position = 18, 9 textColor = 255, 255, 0, 119 text = ╔ ╗ } TEXT { name = landing guidons b position = 18, 10 textColor = 255, 255, 0, 119 text = ╚ ╝ } TEXT { name = landing markers b position = 17.5, 10.5 textColor = 255, 0, 0, 255 text = [@x-<=0:0=>][@y<=0:0=>]┐ [@x<=0:0=>][@y<=0:0=>]┌ $#$ fc.Min(fc.AltitudeBottom(), 100) variable = 1 - fc.VesselLanded() } TEXT { name = Ascent position = 1, 12 textColor = 0,255,0, 255 text = ASCENT variable = fc.VerticalSpeed() > 0.5 } POLYGON { name = Descent caption fill position = 16, 384 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 1, 12 textColor = 0,0,0, 255 text = !DESCENT! [#ffffff]Est.TI: variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 19, 12 textColor = 255,127,0, 255 text = <=0,10:METM:ss.f=>$#$ fc.TimeToLanding() variable = fc.VerticalSpeed() < -0.5 } TEXT { name = lower statics position = 0, 15 text = R.ALT:$$$V.SPD:$$$H.SPD:$$$SLOPE: } TEXT { name = RALT position = 7, 15 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.AltitudeBottom() } TEXT { name = VSpd position = 7, 16 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.VerticalSpeed() } TEXT { name = HSpd position = 7, 17 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.HorizontalSpeed() } TEXT { name = Angle position = 7, 18 textColor = 255, 0, 0, 255 text = <=0,6:0.0=> $#$ fc.SlopeAngle() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_MechJeb.cfg MAS_PAGE { name = ALCOR_MFD40x20_MechJeb onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "ALCOR_MFD40x20_Astrogator")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Root Menu variable = mechjeb.Available() } TEXT { position = 0, 2 text = -- MechJeb Not Installed variable = 1 - mechjeb.Available() } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebRoot cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 variable = mechjeb.Available() ITEM { activeText = S.A.S.S. Off activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 0 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(0) } ITEM { activeText = S.A.S.S. Kill Rotation activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 1 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(1) } ITEM { activeText = S.A.S.S. Node + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 2 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(2) disabledText = S.A.S.S. Node + disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() } ITEM { activeText = S.A.S.S. Orbit... selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb_Orbit") } ITEM { activeText = S.A.S.S. Surface... selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb_Surface") } ITEM { activeText = S.A.S.S. Target... selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb_Target") disabledText = S.A.S.S. Target... disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() } ITEM { activeText = Force Roll: <=0=> $&$ 0 activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSForceRollEnabled() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleSASSForceRoll() } ITEM { activeText = Execute Next Node activeColor = 0, 255, 0, 255 activeVariable = mechjeb.ManeuverNodeExecutorActive() passiveColor = 255, 255, 255, 255 disabledText = Execute Next Node disabledColor = 127, 127, 127, 255 enabledVariable = fc.ManeuverNodeExists() selectEvent = mechjeb.ToggleManeuverNodeExecutor() } ITEM { activeText = Ascent Guidance activeColor = 0, 255, 0, 255 activeVariable = mechjeb.AscentAutopilotActive() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleAscentAutopilot() } ITEM { activeText = Land Somewhere activeColor = 0, 255, 0, 255 activeVariable = mechjeb.LandingAutopilotActive() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleLandingAutopilot() } ITEM { activeText = Docking Guidance activeColor = 0, 255, 0, 255 activeVariable = mechjeb.DockingAutopilotActive() passiveColor = 255, 255, 255, 255 disabledText = Docking Guidance disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() > 0 or mechjeb.DockingAutopilotActive() > 0 selectEvent = mechjeb.ToggleDockingAutopilot() } ITEM { activeText = Circularize... selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb_Circularize") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_MechJeb_Circularize.cfg MAS_PAGE { name = ALCOR_MFD40x20_MechJeb_Circularize onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb") softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb") SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Circularize Menu } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebCircularize cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Circularize at Next Ap selectEvent = mechjeb.CircularizeAt(fc.Apoapsis() - 10) } ITEM { activeText = Circularize at Next Pe selectEvent = mechjeb.CircularizeAt(fc.Periapsis() + 10) } ITEM { activeText = Circularize in 15s selectEvent = mechjeb.CircularizeAt(fc.Altitude()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_MechJeb_Orbit.cfg MAS_PAGE { name = ALCOR_MFD40x20_MechJeb_Orbit onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb") softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb") SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Orbit Menu } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebOrbit cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Prograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 4 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(4) } ITEM { activeText = Retrograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 5 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(5) } ITEM { activeText = Normal + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 6 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(6) } ITEM { activeText = Normal - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 7 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(7) } ITEM { activeText = Radial + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 8 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(8) } ITEM { activeText = Radial - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 9 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(9) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_MechJeb_Surface.cfg MAS_PAGE { name = ALCOR_MFD40x20_MechJeb_Surface onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb") softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb") SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Surface Menu } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebSurface cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Surface Prograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 18 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(18) } ITEM { activeText = Surface Retrograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 19 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(19) } ITEM { activeText = Surface Horizontal + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 20 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(20) } ITEM { activeText = Surface Horizontal - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 21 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(21) } ITEM { activeText = Up activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 22 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(22) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_MechJeb_Target.cfg MAS_PAGE { name = ALCOR_MFD40x20_MechJeb_Target onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb") softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_MechJeb") SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Target Menu } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebTarget cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Target + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 12 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(12) } ITEM { activeText = Target - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 13 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(13) } ITEM { activeText = Relative Vel + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 10 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(10) } ITEM { activeText = Relative Vel - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 11 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(11) } ITEM { activeText = Parallel + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 14 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(14) } ITEM { activeText = Parallel - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 15 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(15) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Nav1.cfg MAS_PAGE { name = ALCOR_MFD40x20_Nav1 onEntry = fc.SetPersistent("%AUTOID%-Page", 4) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-C", "ALCOR_MFD40x20_Nav2")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) RPM_MODULE { name = Legacy SCANsat display moduleName = JSISCANsatRPM renderMethod = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive texture = ASET/ASET_Props/MFDs/ScreenPlates/noscansat position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("SCANsat") } TEXT { name = No SCANsat position = 9, 9 textColor = 255, 255, 0, 255 text = SCANsat not installed:$$$Map disabled variable = 1 - fc.AssemblyLoaded("SCANsat") } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = row1 position = 0, 1 text = BODY: [#ffff00]<=0=>$#$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = row2 static position = 0, 2 text = VEL: ALT: } TEXT { name = row2 vel position = 9, 2 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.OrbitSpeed() } TEXT { name = row2 alt position = 25, 2 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = row3456 static position = 0, 3 text = ApA:$$$PeA:$$$INC:$$$ECC: variable = 1 - fc.VesselLanded() } TEXT { name = row3 Ap position = 6, 3 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row4 Pe position = 6, 4 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row5 Inc position = 7, 5 textColor = 255, 255, 0, 255 text = <=0,7:0.000=>° $#$ fc.Inclination() variable = 1 - fc.VesselLanded() } TEXT { name = row6 Ecc position = 7, 6 textColor = 255, 255, 0, 255 text = <=0,7:0.000=> $#$ fc.Eccentricity() variable = 1 - fc.VesselLanded() } TEXT { name = Bottom static a position = 1, 16 text = ApT:$$$PeT:$$$ OP: variable = 1 - fc.VesselLanded() } TEXT { name = ApT position = 5,16 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToAp() variable = 1 - fc.VesselLanded() } TEXT { name = AN position = 24,16 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToANEq() variable = 1 - fc.VesselLanded() } TEXT { name = Bottom static b position = 21, 16 text = AN:$$$DN: variable = 1 - fc.VesselLanded() } TEXT { name = PeT position = 5,17 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToPe() variable = 1 - fc.VesselLanded() } TEXT { name = DN position = 24,17 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToDNEq() variable = 1 - fc.VesselLanded() } TEXT { name = OP position = 5,18 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.OrbitPeriod() variable = 1 - fc.VesselLanded() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Nav2.cfg MAS_PAGE { name = ALCOR_MFD40x20_Nav2 onEntry = fc.SetPersistent("%AUTOID%-Page", 5) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-C", "ALCOR_MFD40x20_Nav1")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) RPM_MODULE { name = Legacy SCANsat display moduleName = JSISCANsatRPM renderMethod = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive texture = ASET/ASET_Props/MFDs/ScreenPlates/noscansat position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("SCANsat") } TEXT { name = No SCANsat position = 9, 9 textColor = 255, 255, 0, 255 text = SCANsat not installed:$$$Map disabled variable = 1 - fc.AssemblyLoaded("SCANsat") } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = upper fixed texts a position = 0,1 text = R.ALT$$$V.SPD$$$H.SPD$$$TWR: } TEXT { name = upper fixed texts b position = 22,1 text = ROLL$$$PITCH$$$HDG } TEXT { name = RAlt position = 6,1 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m $#$ fc.AltitudeTerrain(false) } TEXT { name = Roll position = 27,1 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Roll() } POLYGON { name = RHS caption fill a position = 608, 74 color = 255, 255, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 } TEXT { name = RHS captions text a position = 38, 2.3125 textColor = 0, 0, 0, 255 text = - } TEXT { name = VSpd position = 6,2 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() } TEXT { name = Pitch position = 27,2 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Pitch() } TEXT { name = HSpd position = 6,3 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.HorizontalSpeed() } TEXT { name = Hdg position = 27,3 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Heading() } TEXT { name = TWR position = 6,4 textColor = 255, 255, 0, 255 text = <=0,4:0.00=>/<=1,4:0.0=> $#$ fc.CurrentTWR(); fc.MaxTWR(false) } TEXT { name = slope position = 22,4 text = SLOPE:[#ffff00]<=0,6:0.00=>° $#$ fc.SlopeAngle() variable = fc.SlopeAngle() > 0 } POLYGON { name = RHS caption fill b position = 608, 192 color = 255, 255, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 } TEXT { name = RHS captions text b position = 38, 6 textColor = 0, 0, 0, 255 text = + } POLYGON { name = RHS caption fill c position = 608, 306 color = 255, 255, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 } TEXT { name = RHS captions text c position = 38, 9.5625 textColor = 0, 0, 0, 255 text = [hw]MODE } POLYGON { name = RHS caption fill c position = 608, 422 color = 255, 255, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 } TEXT { name = RHS captions text c position = 38, 13.1875 textColor = 0, 0, 0, 255 text = [hw]TGGL } TEXT { name = target track fixed texts a position = 0,12 textColor = 255, 255, 255, 136 text = TRGT.R.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() } TEXT { name = target track fixed texts b position = 26,12 textColor = 255, 255, 255, 136 text = TRGT.R.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() } TEXT { name = target displacement position = 2,13 textColor = 255, 255, 0, 136 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() } TEXT { name = target speed position = 28,13 textColor = 255, 255, 0, 136 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() } TEXT { name = lat/lon caption position = 0, 16 textColor = 255,255,255, 136 text = LAT:$$$LON: } TEXT { name = lat/lon caption position = 20, 16 textColor = 255,255,255, 136 text = T.LAT:$$$T.LON: variable = fc.TargetLatLonValid() } TEXT { name = vsl Lat position = 4,16 textColor = 255, 255, 0, 136 text = <=0,14:LATdd+mm+ss+@=> $#$ fc.Latitude() } TEXT { name = tgt Lat position = 26,16 textColor = 255, 255, 0, 136 text = <=0,14:LATdd+mm+ss+@=> $#$ 80; fc.TargetLatitude() variable = fc.TargetLatLonValid() } TEXT { name = vsl Lon position = 4,17 textColor = 255, 255, 0, 136 text = <=0,14:LONddd+mm+ss+@=> $#$ fc.Longitude() } TEXT { name = tgt Lon position = 26,17 textColor = 255, 255, 0, 136 text = <=0,14:LONddd+mm+ss+@=> $#$ 179; fc.TargetLongitude() variable = fc.TargetLatLonValid() } TEXT { name = Ascent position = 0, 18 textColor = 0,255,0, 255 text = ASCENT variable = fc.VerticalSpeed() > 0.5 } POLYGON { name = Descent caption fill position = 0, 576 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 0, 18 textColor = 0,0,0, 255 text = !DESCENT! [#ffffff]Est.TI: variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 18, 18 textColor = 255,127,0, 255 text = <=0,10:METM:ss.f=>$#$ fc.TimeToLanding() variable = fc.VerticalSpeed() < -0.5 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Orbit.cfg MAS_PAGE { name = ALCOR_MFD40x20_Orbit onEntry = fc.SetPersistent("%AUTOID%-Page", 15) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R2","ALCOR_MFD40x20_OrbitDisp")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = header position = 3,1 text = BODY: [#ffff00]<=0=>[#ffffff] <=1=> $#$ fc.BodyName(fc.CurrentBodyIndex()); fc.VesselSituationName() } TEXT { name = static upper 1 position = 3, 2 text = ALT: } TEXT { name = static upper 2 position = 23, 2 text = VEL: } TEXT { name = alt position = 8,2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = o.spd position = 28,2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.OrbitSpeed() } TEXT { name = Orbit Stats static 1 position = 3,3 text = ApA:$$$PeA:$$$ApT:$$$PeT:$$$ OP:$$$AnT:$$$DnT: variable = 1 - fc.VesselLanded() } TEXT { name = Orbit Stats 2 position = 23,3 text = ECC: [#ffff00]<=0,7:0.000=> $#$ fc.Eccentricity() variable = 1 - fc.VesselLanded() } LINE_STRING { name = nextNode 1 position = 128, 96 + fc.Select(fc.VerticalSpeed() < 0, 32, 0) startColor = 255, 0, 255, 255 startWidth = 3 loop = true vertex = 0, 0 vertex = 128, 0 vertex = 128, 32 vertex = 0, 32 variable = 1 - fc.VesselLanded() } TEXT { name = Ap position = 8,3 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = 1 - fc.VesselLanded() } TEXT { name = Pe position = 8,4 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = 1 - fc.VesselLanded() } LINE_STRING { name = nextNode 2 position = 128, 160+ fc.Select(fc.VerticalSpeed() < 0, 32, 0) startColor = 255, 0, 255, 255 startWidth = 3 loop = true vertex = 0, 0 vertex = 176, 0 vertex = 176, 32 vertex = 0, 32 variable = 1 - fc.VesselLanded() } TEXT { name = ApT position = 8,5 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.TimeToAp() variable = 1 - fc.VesselLanded() } TEXT { name = PeT position = 8,6 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.TimeToPe() variable = 1 - fc.VesselLanded() } TEXT { name = OT position = 8,7 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.OrbitPeriod() variable = 1 - fc.VesselLanded() } TEXT { name = AnT position = 8,8 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.TimeToANEq() variable = 1 - fc.VesselLanded() } TEXT { name = DnT position = 8,9 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.TimeToDNEq() variable = 1 - fc.VesselLanded() } LINE_STRING { name = dividers position = -5, 320 startColor = 255,255,255,255 startWidth = 3 vertex = 0, 0 vertex = 650, 0 vertex = 650, 64 vertex = 0, 64 } TEXT { name = no maneuver position = 14.5, 10.5 textColor = 132, 132, 132, 255 text = NO MANEUVER variable = 1 - fc.ManeuverNodeExists() } TEXT { name = maneuver static position = 2, 10 textColor = 132, 132, 132, 255 text = [hw]Node in T [/hw] | ΔV: | [hw]Est.Burn T[/hw] | [hw]THROTTLE[/hw] variable = fc.ManeuverNodeExists() } TEXT { name = maneuver static 2 position = 10, 11 textColor = 132, 132, 132, 255 text = | | | variable = fc.ManeuverNodeExists() } TEXT { name = timer position = 0,11 textColor = 255, 255, 0, 255 text = <=0,9:MET+h:mm:ss=> <=1,9:0.0=> [#81BEF7]<=2:METmm:ss=> [#FE9A2E]<=3,5:P0=> $#$ fc.ManeuverNodeTime(); fc.ManeuverNodeDV(); fc.ManeuverNodeBurnTime(); fc.GetThrottle() variable = fc.ManeuverNodeExists() } TEXT { name = stage / deltaV static position = 0, 12 text = ST.[#ff1111]<=0:00=>[#ffffff]|[#ffff00]ΔV[hw](St.) [/hw]: [#ffffff]| |[#ffff00]ΔV[hw](Tot.)[/hw] $#$ fc.CurrentStage() } TEXT { name = stage deltaV position = 12,12 textColor = 255, 255, 0, 255 text = <=0,6:0.0=> [hw]<=1:BAR,= ,10=>[/hw] <=2,6:0.0=> $#$ fc.DeltaVStage(); fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()); fc.DeltaV() } TEXT { name = SoI change info position = 0,13 text = <=0=> [#ffff00]<=1=> [#ffffff]AT [#ffff00]<=2:METy:ddd:hh:mm:ss=>$#$ fc.Select(fc.NextSoI() > 0, "TRANSFER", " ESCAPE"); fc.NextBodyName(); fc.TimeToNextSoI() variable = fc.NextSoI() ~= 0 } TEXT { name = phase angle statics position = 0,14 text = PHASE ANGLE:$$$ AT: variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = phase angle position = 12, 14 textColor = 255, 255, 0, 255 text = <=0:0.00=>° $#$ transfer.RelativePhaseAngle()$$$<=0:MET-y:ddd:hh:mm:ss=> $#$ transfer.TimeUntilPhaseAngle() variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = ejection angle statics position = 0,16 text = EJECT ANGLE:$$$ AT: variable = transfer.TimeUntilEjection() ~= 0 } TEXT { name = ejection angle position = 12, 16 textColor = 255, 255, 0, 255 text = <=0:0.00=>° $#$ transfer.RelativeEjectionAngle() $$$<=0:MET-y:ddd:hh:mm:ss=> $#$ transfer.TimeUntilEjection() variable = transfer.TimeUntilEjection() ~= 0 } TEXT { position = 5, 18 text = ΔV:[#ffff00]<=0,7:SIP##0.0=>m/s (<=1,6:SIP##0.0=>m/s) $#$ transfer.DeltaVInitial(); fc.DeltaV() variable = transfer.TimeUntilPhaseAngle() ~= 0 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_OrbitDisp.cfg MAS_PAGE { name = ALCOR_MFD40x20_OrbitDisp onEntry = fc.SetPersistent("%AUTOID%-Page", 16) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R2","ALCOR_MFD40x20_Orbit")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) ORBIT_DISPLAY { name = Orbital Schematic position = 40, 40 size = 560, 560 vertexCount = 32 orbitWidth = 3 bodyWidth = 5 vesselStartColor = COLOR_XKCD_KSPUNNAMEDCYAN vesselEndColor = 95, 189, 185, 127 targetStartColor = 255, 0, 255, 255 targetEndColor = 255, 0, 255, 127 maneuverStartColor = COLOR_XKCD_KSPNOTSOGOODORANGE maneuverEndColor = 255, 176, 0, 127 } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = body position = 0, 1 textColor = 0, 255, 255, 136 text = [hw]BODY:[#ffff0088]<=0=> $#$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = target statics position = 20, 1 text = [hw][#00ffff88]TARGET: [#ffff0088]<=0=> $#$ fc.TargetName() $$$[hw][#00ffff88]VEL:$$$[hw][#00ffff88]ALT: variable = fc.TargetType() } TEXT { name = vel/alt static position = 0, 2 textColor = 255, 255, 255, 136 text = [hw]VEL:$$$[hw]ALT: } TEXT { name = vel/alt dynamic position = 2,2 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.OrbitSpeed() $$$[hw]<=0,7:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = tgt vel/alt dynamic position = 22,2 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.TargetOrbitSpeed() $$$[hw]<=0,7:SIP##0.0=>m $#$ fc.TargetAltitude() variable = fc.TargetType() } TEXT { name = row4567 static position = 0, 4 textColor = 255, 255, 255, 136 text = [hw]ApA:$$$[hw]PeA:$$$[hw]INC:$$$[hw]ECC: variable = 1 - fc.VesselLanded() } TEXT { name = row4 Ap position = 2, 4 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row5 Pe position = 2, 5 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row6 Inc position = 2, 6 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.Inclination() variable = 1 - fc.VesselLanded() } TEXT { name = row7 Ecc position = 2, 7 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=> $#$ fc.Eccentricity() variable = 1 - fc.VesselLanded() } TEXT { name = tgt row4567 static position = 20, 4 textColor = 255, 255, 255, 136 text = [hw]ApA:$$$[hw]PeA:$$$[hw]INC:$$$[hw]ECC: variable = fc.TargetType() } TEXT { name = tgt row4 Ap position = 22, 4 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = fc.TargetType() } TEXT { name = tgt row5 Pe position = 22, 5 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = fc.TargetType() } TEXT { name = tgt row6 Inc position = 22, 6 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.Inclination() variable = fc.TargetType() } TEXT { name = tgt row7 Ecc position = 22, 7 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=> $#$ fc.Eccentricity() variable = fc.TargetType() } TEXT { name = tgt angle statics position = 17.5,8 textColor = 255, 255, 255, 136 text = [hw] R.VEL:$$$[hw] R.INC:$$$[hw] T.AN:$$$[hw] T.DN:$$$[hw]ClstAprt:$$$[hw] ClstApr: variable = fc.TargetType() } TEXT { name = rvel position = 22,8 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed() variable = fc.TargetType() } TEXT { name = rinc position = 22,9 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = t.an position = 22,10 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TimeToANTarget() variable = fc.TargetType() } TEXT { name = t.dn position = 22,11 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TimeToDNTarget() variable = fc.TargetType() } TEXT { name = t.closest position = 22,12 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TargetClosestApproachTime() variable = fc.TargetType() } TEXT { name = closest dist position = 22,13 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.TargetClosestApproachDistance() variable = fc.TargetType() } TEXT { name = phase angle statics position = 0,14 textColor = 255, 255, 255, 136 text = [hw]PHASE ANGLE: variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = phase angle position = 6, 14 textColor = 255, 255, 0, 136 text = [hw]<=0:0.00=>° $#$ transfer.RelativePhaseAngle() variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = maneuver position = 7, 15 textColor = 255, 255, 0, 136 text = [hw]NodeT:[#FFFF0088]<=0,14:MET+dd:hh:mm:ss=>[#FFFFFF88] ΔV:[#FFFF0088]<=1,8:0.0=>[#FFFFFF88] BurnT:[#81BEF788]<=2:METhh:mm:ss=> $#$ fc.ManeuverNodeTime(); fc.ManeuverNodeDV(); fc.ManeuverNodeBurnTime() variable = fc.ManeuverNodeExists() } TEXT { name = Bottom static a position = 1, 16 textColor = 255, 255, 255, 136 text = [hw]ApT:$$$[hw]PeT:$$$[hw] OP: variable = 1 - fc.VesselLanded() } TEXT { name = ApT position = 3,16 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToAp() variable = 1 - fc.VesselLanded() } TEXT { name = AN position = 23,16 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToANEq() variable = 1 - fc.VesselLanded() } TEXT { name = Bottom static b position = 21, 16 text = [hw]ApT:$$$[hw]PeT:$$$[hw] OP: text = [hw]AN:$$$[hw]DN: variable = 1 - fc.VesselLanded() } TEXT { name = PeT position = 3,17 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToPe() variable = 1 - fc.VesselLanded() } TEXT { name = DN position = 23,17 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToDNEq() variable = 1 - fc.VesselLanded() } TEXT { name = OP position = 3,18 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.OrbitPeriod() variable = 1 - fc.VesselLanded() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_PodCams.cfg MAS_PAGE { name = ALCOR_MFD40x20_PodCams onEntry = fc.SetPersistent("%AUTOID%-Page", 21) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 0, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 1, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 2, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 3, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 4, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) softkey = 5, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 6, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 7, fc.AddPersistentWrapped("%AUTOID%-PodCam", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-PodCam", -1, 0, fc.CameraCount()) CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) } SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = Camera names position = 10,1 textColor = 0, 255, 0, 85 text = <=0=> CCTV A <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) } TEXT { name = Blinkenlichten position = 8, 1 textColor = 255, 0, 0, 102 text = ● variable = fc.PeriodStep(1) } TEXT { name = pan caption position = 0, 1.3125 textColor = 255, 255, 0, 102 text = ┐[n1.5]P[n]A[n]N[n1.5]┘ } TEXT { name = tilt caption position = 39, 1.3125 textColor = 255, 255, 0, 102 text = ┌[n]T[n]I[n]L[n]T[n]└ } TEXT { name = select caption position = 0, 9 textColor = 255, 255, 0, 102 text = ┐[n1.5]S[n]E[n]L[n1.5]┘ } TEXT { name = zoom caption position = 39, 9 textColor = 255, 255, 0, 102 text = ┌[n]Z[n]O[n]O[n]M[n]└ } TEXT { name = reset caption position = 37, 16.75 textColor = 255, 255, 0, 102 text = [hw]RESET } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_RsrcStage.cfg MAS_PAGE { name = ALCOR_MFD40x20_RsrcStage onEntry = fc.SetPersistent("%AUTOID%-Page", 11) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-G", "ALCOR_MFD40x20_RsrcTotal")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } POLYGON { name = caption fill position = 160, 32 color = 255, 0, 255, 255 vertex = 0, 0 vertex = 0, 32 vertex = 96, 32 vertex = 96, 0 } TEXT { name = static header position = 0, 1 textColor = 0, 255, 0, 255 text = RESOURCES [#000000]STAGE: } TEXT { name = rsrc 0 position = 0, 2 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(0), 18, 0.5) ; fc.ResourceStageMax(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 0a position = 19, 2 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 1 position = 0, 3 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(1), 18, 0.5) ; fc.ResourceStageMax(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 1a position = 19, 3 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 2 position = 0, 4 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(2), 18, 0.5) ; fc.ResourceStageMax(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 2a position = 19, 4 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 3 position = 0, 5 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(3), 18, 0.5) ; fc.ResourceStageMax(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 3a position = 19, 5 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 4 position = 0, 6 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(4), 18, 0.5) ; fc.ResourceStageMax(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 4a position = 19, 6 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 5 position = 0, 7 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(5), 18, 0.5) ; fc.ResourceStageMax(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 5a position = 19, 7 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 6 position = 0, 8 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(6), 18, 0.5) ; fc.ResourceStageMax(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 6a position = 19, 8 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 7 position = 0, 9 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(7), 18, 0.5) ; fc.ResourceStageMax(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 7a position = 19, 9 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 8 position = 0, 10 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(8), 18, 0.5) ; fc.ResourceStageMax(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 8a position = 19, 10 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 9 position = 0, 11 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(9), 18, 0.5) ; fc.ResourceStageMax(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 9a position = 19, 11 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 10 position = 0, 12 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(10), 18, 0.5) ; fc.ResourceStageMax(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 10a position = 19, 12 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 11 position = 0, 13 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(11), 18, 0.5) ; fc.ResourceStageMax(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 11a position = 19, 13 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 12 position = 0, 14 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(12), 18, 0.5) ; fc.ResourceStageMax(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 12a position = 19, 14 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 13 position = 0, 15 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(13), 18, 0.5) ; fc.ResourceStageMax(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 13a position = 19, 15 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 14 position = 0, 16 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(14), 18, 0.5) ; fc.ResourceStageMax(14) variable = fc.ResourceCount() > 14 } TEXT { name = rsrc 14a position = 19, 16 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(14) variable = fc.ResourceCount() > 14 } TEXT { name = static footer position = 0, 17 text = ________________________________________$$$TOTAL MASS: ΔV: } TEXT { name = mass position = 11,18 textColor = 255, 255, 0, 255 text = <=0,9:0.000=> t. $#$ fc.Mass(true) } TEXT { name = mass position = 28,18 textColor = 255, 255, 0, 255 text = <=0,8:0.0=> m/s $#$ fc.DeltaVStage() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_RsrcTotal.cfg MAS_PAGE { name = ALCOR_MFD40x20_RsrcTotal onEntry = fc.SetPersistent("%AUTOID%-Page", 12) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-G", "ALCOR_MFD40x20_RsrcStage")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } POLYGON { name = caption fill position = 160, 32 color = 255, 255, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 96, 32 vertex = 96, 0 } TEXT { name = static header position = 0, 1 textColor = 0, 255, 0, 255 text = RESOURCES [#000000]TOTAL: } TEXT { name = rsrc 0 position = 0, 2 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(0), 18, 0.5) ; fc.ResourceMax(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 0a position = 19, 2 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 1 position = 0, 3 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(1), 18, 0.5) ; fc.ResourceMax(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 1a position = 19, 3 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 2 position = 0, 4 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(2), 18, 0.5) ; fc.ResourceMax(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 2a position = 19, 4 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 3 position = 0, 5 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(3), 18, 0.5) ; fc.ResourceMax(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 3a position = 19, 5 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 4 position = 0, 6 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(4), 18, 0.5) ; fc.ResourceMax(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 4a position = 19, 6 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 5 position = 0, 7 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(5), 18, 0.5) ; fc.ResourceMax(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 5a position = 19, 7 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 6 position = 0, 8 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(6), 18, 0.5) ; fc.ResourceMax(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 6a position = 19, 8 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 7 position = 0, 9 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(7), 18, 0.5) ; fc.ResourceMax(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 7a position = 19, 9 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 8 position = 0, 10 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(8), 18, 0.5) ; fc.ResourceMax(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 8a position = 19, 10 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 9 position = 0, 11 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(9), 18, 0.5) ; fc.ResourceMax(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 9a position = 19, 11 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 10 position = 0, 12 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(10), 18, 0.5) ; fc.ResourceMax(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 10a position = 19, 12 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 11 position = 0, 13 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(11), 18, 0.5) ; fc.ResourceMax(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 11a position = 19, 13 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 12 position = 0, 14 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(12), 18, 0.5) ; fc.ResourceMax(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 12a position = 19, 14 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 13 position = 0, 15 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(13), 18, 0.5) ; fc.ResourceMax(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 13a position = 19, 15 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 14 position = 0, 16 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(14), 18, 0.5) ; fc.ResourceMax(14) variable = fc.ResourceCount() > 14 } TEXT { name = rsrc 14a position = 19, 16 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(14) variable = fc.ResourceCount() > 14 } TEXT { name = static footer position = 0, 17 text = ________________________________________$$$TOTAL MASS: ΔV: } TEXT { name = mass position = 11,18 textColor = 255, 255, 0, 255 text = <=0,9:0.000=> t. $#$ fc.Mass(true) } TEXT { name = mass position = 28,18 textColor = 255, 255, 0, 255 text = <=0,8:0.0=> m/s $#$ fc.DeltaV() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_ShipInfo.cfg MAS_PAGE { name = ALCOR_MFD40x20_ShipInfo onEntry = fc.SetPersistent("%AUTOID%-Page", 19) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { name = title position = 0, 1 textColor = 255, 255, 0, 255 oneShot = true text = <=0=>[#ffffff] INFO $#$ fc.VesselName() } TEXT { name = srfc/status position = 0,3 text = SRFC: STATUS: } TEXT { name = body position = 6,3 textColor = 255, 255, 0, 255 text = <=0=> $#$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = status position = 27,3 textColor = 255, 255, 0, 255 text = <=0=> $#$ fc.VesselSituationName() } TEXT { name = commander position = 0, 5 text = Commander: [#ffff00]<=0=> $#$ fc.VesselCrewName(0) } TEXT { name = ut/met caption position = 0, 7 text = UT :$$$MET: } TEXT { name = ut/met position = 5, 7 textColor = 255, 255, 0, 255 text = <=0:KDTyy:ddd:hh:mm:ss=>$#$ fc.UT()$$$<=0:METyy:ddd:hh:mm:ss=> $#$ fc.MET() } TEXT { name = lat/lon caption position = 0, 10 text = LAT: LON: } TEXT { name = lat position = 4,10 textColor = 129, 190, 247, 255 text = <=0,13:LATDD+MM+SS+@=> $#$ fc.Latitude() } TEXT { name = lon position = 24,10 textColor = 129, 190, 247, 255 text = <=0,14:LONDDD+MM+SS+@=> $#$ fc.Longitude() } TEXT { name = mass captions position = 0,11 text = Mass(D): Mass(W): } TEXT { name = dry mass position = 8, 11 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>t $#$ fc.Mass(false) } TEXT { name = wet mass position = 28, 11 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>t $#$ fc.Mass(true) } TEXT { name = g/accel position = 0,12 text = G: [#ffff00]<=0,5:0.00=> [#ffffff]ACCL: [#ffff00]<=1,4:0.0=>/<=2,4:0.0=> $#$ fc.GForce(); fc.Acceleration(); fc.MaxTWR(true) * 9.82 } TEXT { name = science position = 0, 15 text = Science: [#81BEF7]<=0=> Mits $#$ fc.ScienceDataTotal() } TEXT { name = biome position = 0, 16 text = Biome: [#81BEF7]<=0=> $#$ fc.BodyBiome(fc.CurrentBodyIndex(), fc.Latitude(), fc.Longitude()) } TEXT { name = bottom stats position = 0, 18 text = SAS:<=0=> [#ffffff]LIGHT:<=1=> [#ffffff]L.LEG:<=2=> $#$ fc.Select(fc.GetSAS(), "[#00ff00]ACTIVE", "[#ffff00] OFF "); fc.Select(fc.GetLights(), "[#00ff00] ON", "[#ffff00]OFF"); fc.Select(fc.GetGear(), "[#00ff00]Deployed", "[#ffff00]Retracted") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Standby.cfg MAS_PAGE { name = ALCOR_MFD40x20_Standby onEntry = fc.SetPersistent("%AUTOID%-Page", 0) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } LINE_STRING { name = top text border position = 176, 192 startColor = 129, 190, 247, 255 startWidth = 3.5 vertex = 0, 0 vertex = 288, 0 } LINE_STRING { name = top text border position = 176, 224 startColor = 129, 190, 247, 255 startWidth = 3.5 vertex = 0, 0 vertex = 288, 0 } TEXT { position = 10.5, 9 text = <=1=> <=0=> $#$ fc.GetPersistent("storedStrings1"); fc.GetPersistent("storedStrings7") } TEXT { position = 15, 6 text = <=0=> $#$ fc.GetPersistent("storedStrings2") } TEXT { position = 15, 7 textColor = 129, 190, 247, 255 text = <=0=> $#$ fc.GetPersistent("storedStrings0") } TEXT { position = 2, 11 text = Powered by MOARdV's Avionics Systems } TEXT { position = 13.5, 12 textColor = 129, 190, 247, 255 text = v <=0=>$#$ fc.MASVersion() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Target.cfg MAS_PAGE { name = ALCOR_MFD40x20_Target onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "ALCOR_MFD40x20_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Root menu variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuTargeting cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Celestials selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Target_Celestials") } ITEM { activeText = Vessels / Space Objects disabledText = Vessels / Space Objects disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetVesselCount() > 0 selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Target_Vessels") } ITEM { activeText = Target Filters selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Target_Filters") } ITEM { activeText = Clear Target disabledText = Clear Target disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() > 0 selectEvent = fc.ClearTarget() } ITEM { activeText = Reference Part selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Target_ReferencePart") } ITEM { activeText = Undock disabledText = Not Docked disabledColor = 127, 127, 127, 255 enabledVariable = fc.Docked() selectEvent = fc.Undock() } ITEM { activeText = Disarm Grapple passiveText = Arm Grapple activeVariable = fc.GrappleArmed() selectEvent = fc.ToggleGrappleArmed() disabledText = No Grapple disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasGrapple() } ITEM { activeText = Crew EVA selectEvent = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Target_Celestials.cfg MAS_PAGE { name = ALCOR_MFD40x20_Target_Celestials onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "ALCOR_MFD40x20_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Target") SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Celestial Bodies variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuCelestials cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.BodyCount() ITEM { activeText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.BodyName(%ITEMID%); fc.BodyDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.BodyTargetIndex() == %ITEMID% passiveColor = 255, 255,255, 255 disabledText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.BodyName(%ITEMID%); fc.BodyDistance(%ITEMID%) disabledColor = 127, 127, 127, 255 enabledVariable = fc.CurrentBodyIndex() ~= %ITEMID% selectEvent = fc.SetBodyTarget(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Target_Filters.cfg MAS_PAGE { name = ALCOR_MFD40x20_Target_Filters onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "ALCOR_MFD40x20_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Target") SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Target Filters variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuFilters cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Ship activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(1) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(1) } ITEM { activeText = Plane activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(2) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(2) } ITEM { activeText = Probe activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(3) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(3) } ITEM { activeText = Lander activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(4) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(4) } ITEM { activeText = Station activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(5) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(5) } ITEM { activeText = Relay activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(6) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(6) } ITEM { activeText = Rover activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(7) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(7) } ITEM { activeText = Base activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(8) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(8) } ITEM { activeText = EVA activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(9) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(9) } ITEM { activeText = Flag activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(10) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(10) } ITEM { activeText = Debris activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(11) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(11) } ITEM { activeText = Space Object activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(12) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(12) } ITEM { activeText = Unknown activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(13) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(13) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Target_ReferencePart.cfg MAS_PAGE { name = ALCOR_MFD40x20_Target_ReferencePart onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "ALCOR_MFD40x20_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Target") SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Select Reference } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuReference cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Pod activeColor = 0, 255, 0, 255 activeVariable = fc.GetPodIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPodToReference() } ITEM { activeText = Dock activeColor = 0, 255, 0, 255 activeVariable = fc.GetDockIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetDockToReference() disabledText = No Dock disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasDock() } ITEM { activeText = Grapple activeColor = 0, 255, 0, 255 activeVariable = fc.GetGrappleIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetGrappleToReference() disabledText = No Grapple disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasGrapple() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_Target_Vessels.cfg MAS_PAGE { name = ALCOR_MFD40x20_Target_Vessels onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "ALCOR_MFD40x20_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 3, fc.SetPersistent("%AUTOID%", "ALCOR_MFD40x20_Target") SUB_PAGE { name = ALCOR40x20 Top Menu } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Target Vessels variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuVessels cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.TargetVesselCount() ITEM { activeText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.TargetVesselName(%ITEMID%); fc.TargetVesselDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.TargetVesselIndex() == %ITEMID% passiveColor = 255, 255,255, 255 selectEvent = fc.SetTargetVessel(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/ALCOR_MFD40x20_VesselView.cfg MAS_PAGE { name = ALCOR_MFD40x20_VesselView onEntry = fc.SetPersistent("%AUTOID%-Page", 10) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) RPM_MODULE { name = Vessel Viewer moduleName = InternalVesselView renderMethod = RenderViewer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Vessel Viewer Text textmethod = InternalVesselView:ShowMenu variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Missing VesselViewerRPM textColor = 255, 255, 0, 255 text = Vessel Viewer$$$Not Detected position = 9,9 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } SUB_PAGE { name = ALCOR40x20 Top Menu variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } SUB_PAGE { name = ALCOR40x20 Bottom Menu position = 0, 608 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_40x20_Bottom_Menu.cfg MAS_SUB_PAGE { name = APEx_40x20 Bottom Menu TEXT { position = 3, 0 text = / | | | | | | } TEXT { position = 0, 0 textColor = 119, 255, 119, 255 text = [hw]FLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 13 } TEXT { position = 0, 0 textColor = 206, 227, 246, 255 text = [hw]FLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 13 } TEXT { position = 4, 0 textColor = 119, 255, 119, 255 text = [hw]LNDG variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 14 } TEXT { position = 4, 0 textColor = 206, 227, 246, 255 text = [hw]LNDG variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 14 } TEXT { position = 7, 0 textColor = 119, 255, 119, 255 text = [hw]ORBIT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 15 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 16 } TEXT { position = 7, 0 textColor = 206, 227, 246, 255 text = [hw]ORBIT variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 15 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 16) == false } TEXT { position = 9.5, 0 textColor = 119, 255, 119, 255 text = [hw]+DISP variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 16 } TEXT { position = 9.5, 0 textColor = 206, 227, 246, 255 text = [hw]+DISP variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 16 } TEXT { position = 13, 0 textColor = 119, 255, 119, 255 text = [hw]DOCKING variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 17 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 18 } TEXT { position = 13, 0 textColor = 206, 227, 246, 255 text = [hw]DOCKING variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 17 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 18) == false } TEXT { position = 16.5, 0 textColor = 119, 255, 119, 255 text = [hw]+ variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 18 } TEXT { position = 16.5, 0 textColor = 206, 227, 246, 255 text = [hw]+ variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 18 } TEXT { position = 19, 0 textColor = 119, 255, 119, 255 text = [hw]IN+RA variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 19 } TEXT { position = 19, 0 textColor = 206, 227, 246, 255 text = [hw]IN+RA variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 19 } TEXT { position = 24, 0 textColor = 119, 255, 119, 255 text = [hw]CREW variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 20 } TEXT { position = 24, 0 textColor = 206, 227, 246, 255 text = [hw]CREW variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 20 } TEXT { position = 28.5, 0 textColor = 119, 255, 119, 255 text = [hw]POD CAMS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 21 } TEXT { position = 28.5, 0 textColor = 206, 227, 246, 255 text = [hw]POD CAMS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 21 } TEXT { position = 34, 0 textColor = 119, 255, 119, 255 text = [hw]EXTRA CAMS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 22 } TEXT { position = 34, 0 textColor = 206, 227, 246, 255 text = [hw]EXTRA CAMS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 22 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_40x20_Top_Menu.cfg MAS_SUB_PAGE { name = APEx_40x20 Top Menu TEXT { position = 5, 0 text = | / | | / | | | } TEXT { position = 1, 0 textColor = 119, 255, 119, 255 text = [hw]ATTITUDE variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 1 } TEXT { position = 1, 0 textColor = 206, 227, 246, 255 text = [hw]ATTITUDE variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 1 } TEXT { position = 6, 0 textColor = 119, 255, 119, 255 text = [hw]TARGET variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 2 } TEXT { position = 6, 0 textColor = 206, 227, 246, 255 text = [hw]TARGET variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 2 } TEXT { position = 10, 0 textColor = 119, 255, 119, 255 text = [hw]DPAI variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 3 } TEXT { position = 10, 0 textColor = 206, 227, 246, 255 text = [hw]DPAI variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 3 } TEXT { position = 13, 0 textColor = 119, 255, 119, 255 text = [hw]NAV variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 4 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } TEXT { position = 13, 0 textColor = 206, 227, 246, 255 text = [hw]NAV variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 4 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 5) == false } TEXT { position = 15, 0 textColor = 119, 255, 119, 255 text = [hw]1 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 4 } TEXT { position = 15, 0 textColor = 206, 227, 246, 255 text = [hw]1 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 4 } TEXT { position = 16, 0 textColor = 119, 255, 119, 255 text = [hw]2 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } TEXT { position = 16, 0 textColor = 206, 227, 246, 255 text = [hw]2 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 5 } TEXT { position = 18, 0 textColor = 119, 255, 119, 255 text = [hw]MJ variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 6 } TEXT { position = 18, 0 textColor = 206, 227, 246, 255 text = [hw]MJ variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 6 } TEXT { position = 20, 0 textColor = 119, 255, 119, 255 text = [hw]ASTR variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 7 } TEXT { position = 20, 0 textColor = 206, 227, 246, 255 text = [hw]ASTR variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 7 } TEXT { position = 23, 0 textColor = 119, 255, 119, 255 text = [hw]GRAPHS variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 8 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 9 } TEXT { position = 23, 0 textColor = 206, 227, 246, 255 text = [hw]GRAPHS variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 8 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 9) == false } TEXT { position = 26.5, 0 textColor = 119, 255, 119, 255 text = [hw]1 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 8 } TEXT { position = 26.5, 0 textColor = 206, 227, 246, 255 text = [hw]1 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 8 } TEXT { position = 27.5, 0 textColor = 119, 255, 119, 255 text = [hw]2 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 9 } TEXT { position = 27.5, 0 textColor = 206, 227, 246, 255 text = [hw]2 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 9 } TEXT { position = 29, 0 textColor = 119, 255, 119, 255 text = [hw]VESL VIEW variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 10 } TEXT { position = 29, 0 textColor = 206, 227, 246, 255 text = [hw]VESL VIEW variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 10 } TEXT { position = 34, 0 textColor = 119, 255, 119, 255 text = [hw]RSRC variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 11 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 12 } TEXT { position = 34, 0 textColor = 206, 227, 246, 255 text = [hw]RSRC variable = (fc.GetPersistentAsNumber("%AUTOID%-Page") == 11 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 12) == false } TEXT { position = 36.5, 0 textColor = 119, 255, 119, 255 text = [hw]ST variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 11 } TEXT { position = 36.5, 0 textColor = 206, 227, 246, 255 text = [hw]ST variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 11 } TEXT { position = 38, 0 textColor = 119, 255, 119, 255 text = [hw]TOT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 12 } TEXT { position = 38, 0 textColor = 206, 227, 246, 255 text = [hw]TOT variable = fc.GetPersistentAsNumber("%AUTOID%-Page") ~= 12 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Astrogator.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Astrogator onEntry = fc.SetPersistent("%AUTOID%-Page", 7) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "MAS_APEx_MFD40x20_PG_MechJeb")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } RPM_MODULE { name = Legacy Astrogator display moduleName = AstrogatorMenu method = ShowMenu buttonClickMethod = ButtonClick pageActiveMethod = PageActive buttonReleaseMethod = ButtonRelease position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("Astrogator") } TEXT { name = No Astrogator position = 9, 9 textColor = 255, 255, 0, 255 text = Astrogator not$$$installed variable = 1 - fc.AssemblyLoaded("Astrogator") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Attitude.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Attitude onEntry = fc.SetPersistent("%AUTOID%-Page", 1) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.ToggleSASSpeedMode() SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 size = 440, 440 iconScale = 1.0 position = 320, 332 } IMAGE { texture = ASET/ASET_Props/MFDs/ALCORPFD/StaticMask position = 0, 0 size = 640, 640 } TEXT { name = Altitude position = 1.5,1.3125 textColor = 255,255,0,255 text = <=0,6:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = SurfSpeed position = 31,1.3125 textColor = 255,255,0,255 text = <=0,4:SIP##0=>m/s $#$ fc.SurfaceSpeed() } TEXT { name = Heading position = 17,2.6875 textColor = 0,255,0,255 text = <=0:000.0=>° $#$ fc.Heading() } TEXT { name = Orbit Speed position = 1.5,4 textColor = 255,255,0,255 text = <=0,6:SIP##0.0=>m $#$ fc.OrbitSpeed() } TEXT { name = Accel position = 31,4 textColor = 255,255,0,255 text = <=0,4:SIP##0=>m/s $#$ fc.Acceleration() } TEXT { name = SpeedMode caption position = 0,5.25 textColor = 255,255,255,255 text = [hw]SPEEDMODE: } TEXT { name = SpeedMode position = 5.5,5.25 text = <=0=> $#$ fc.Select(fc.SpeedDisplayMode(), "[#ff00ff]TGT", "[#ffff00]SRF", "[#1111FF]ORB") } TEXT { name = Roll position = 0.75,8 textColor = 0,255,0,255 text = <=0,6:000.0=>° $#$ fc.Roll() } TEXT { name = Pitch position = 32.25,8 textColor = 0,255,0,255 text = <=0,6:000.0=>° $#$ fc.Pitch() } POLYGON { name = TWR fill position = (8 * 16), (11.3125 * 32) color = 192, 192, 192, 153 vertex = 0, 0 vertex = 0, 32 vertex = (8*16), 32 vertex = (8*16), 0 variable = fc.CurrentTWR() > 0 } TEXT { name = TWR position = 8, 11.3125 textColor = 0,0,0,255 text = TWR:<=0:0.00=> $#$ fc.Min(fc.CurrentTWR(), 9.99) variable = fc.CurrentTWR() > 0 } POLYGON { name = SAS Mode fill position = (23 * 16), (11.3125 * 32) color = 0, 127, 0, 153 vertex = 0, 0 vertex = 0, 32 vertex = (12*16), 32 vertex = (12*16), 0 variable = fc.GetSAS() } TEXT { name = SAS Mode position = 23, 11.3125 textColor = 255,255,255,200 text = <=0=> $#$ fc.ScrollingMarquee(fc.GetSASModeName(fc.GetSASMode()), 12, 0.5) variable = fc.GetSAS() } TEXT { name = SpeedMode Toggle caption 1 position = 35.5,13 text = [hw]SPEED[/hw][@y8]- } TEXT { name = SpeedMode Toggle caption 2 position = 36,14 text = [hw]MODE } TEXT { name = Maneuver Node caption1 position = 0, 16 textColor = 255, 255, 255, 200 text = -Node in T---ΔV:--- Est.Burn T--THRTL--- variable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Node caption2 position = 10, 17 textColor = 255, 255, 255, 255 text = | | | variable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Countdown position = 0, 17 textColor = 255, 255, 0, 255 text = <=0:MET+h:mm:ss.f=> $#$ fc.ManeuverNodeTime() variable = fc.ManeuverNodeExists() > 0 and fc.ManeuverNodeTime() < 21600 } TEXT { name = Maneuver Countdown position = 0.5, 17 textColor = 255, 255, 0, 255 text = <=0,4:0=>d <=1,2:0=>h $#$ fc.Min(9999, fc.TimeInDays(fc.ManeuverNodeTime())); fc.HourOfDay(fc.ManeuverNodeTime()) variable = fc.ManeuverNodeExists() > 0 and fc.ManeuverNodeTime() >= 21600 } TEXT { name = Maneuver Delta-V position = 11, 17 textColor = 255, 255, 0, 255 text = <=0,9:0.0=> $#$ fc.ManeuverNodeDV() variable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Burn Time position = 23, 17 textColor = 255, 255, 0, 255 text = <=0:KDTmm:ss.f=> $#$ fc.Min(fc.ManeuverNodeBurnTime(), 3599) variable = fc.ManeuverNodeExists() } TEXT { name = Throttle position = 35, 17 textColor = 254, 154, 46, 255 text = <=0:P0=> $#$ fc.GetThrottle() variable = fc.ManeuverNodeExists() } TEXT { name = Bottom Row Caption 1 position = 0, 18 text = [hw]R.ALT: } TEXT { name = Radar Altitude position = 3,18 textColor = 255,255,0,255 text = <=0,6:SIP##0.0=>m $#$ fc.AltitudeTerrain(false) } TEXT { name = Bottom Row Caption 2 position = 13, 18 text = [hw]H.SPD: } TEXT { name = Horizontal Speed position = 16,18 textColor = 255,255,0,255 text = <=0,6:SIP##0.0=>m/s $#$ fc.HorizontalSpeed() } TEXT { name = Bottom Row Caption 2 position = 28, 18 text = [hw]V.SPD: } TEXT { name = Vertical Speed position = 31,18 textColor = 0, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() variable = fc.VerticalSpeed() > 1 } TEXT { name = Vertical Speed position = 31,18 textColor = 255, 0, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() variable = fc.VerticalSpeed() < -1 } TEXT { name = Vertical Speed position = 31,18 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() variable = (fc.VerticalSpeed() > 1 or fc.VerticalSpeed() < -1) == false } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_CrewInfo.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_CrewInfo onEntry = fc.SetPersistent("%AUTOID%-Page", 20) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { name = title position = 0, 1 oneShot = true text = <=0=> CREW:$#$ fc.VesselName() } TEXT { name = name 0 position = 0,2 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(0); fc.CrewTitle(0) variable = fc.SeatOccupied(0) } LINE_GRAPH { name = Whee Chart 0 position = 224, 96 size = 416, 64 source = fc.CrewWhee(0) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(0) } LINE_GRAPH { name = Panic Chart 0 position = 224, 160 size = 416, 64 source = fc.CrewPanic(0) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(0) } TEXT { name = captions 0 position = 14,3 textColor = 129, 190, 247, 255 text = [hw] WHEE:$$$$$$[hw]PANIC: variable = fc.SeatOccupied(0) } TEXT { name = values 0 position = 14, 4 text = <=0:P0=>$#$ fc.CrewWhee(0)$$$$$$<=0:P0=>$#$ fc.CrewPanic(0) variable = fc.SeatOccupied(0) } TEXT { name = stats 0 position = 1,4 textColor = 129, 190, 247, 255 text = [hw]STUPIDITY:$$$[hw] COURAGE:$$$[hw] BAD-S: variable = fc.SeatOccupied(0) } TEXT { name = stupid 0 position = 6,4 text = <=0,5:P0=> $#$ fc.CrewStupidity(0)$$$<=0,5:P0=> $#$ fc.CrewCourage(0)$$$<=0,5:P0=> $#$ fc.CrewBadS(0) variable = fc.SeatOccupied(0) } TEXT { name = name 1 position = 0,8 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(1); fc.CrewTitle(1) variable = fc.SeatOccupied(1) } LINE_GRAPH { name = Whee Chart 1 position = 224, 96+192 size = 416, 64 source = fc.CrewWhee(1) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(1) } LINE_GRAPH { name = Panic Chart 1 position = 224, 160+192 size = 416, 64 source = fc.CrewPanic(1) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(1) } TEXT { name = captions 1 position = 14,9 textColor = 129, 190, 247, 255 text = [hw] WHEE:$$$$$$[hw]PANIC: variable = fc.SeatOccupied(1) } TEXT { name = values 1 position = 14, 10 text = <=0:P0=>$#$ fc.CrewWhee(1)$$$$$$<=0:P0=>$#$ fc.CrewPanic(1) variable = fc.SeatOccupied(1) } TEXT { name = stats 1 position = 1,10 textColor = 129, 190, 247, 255 text = [hw]STUPIDITY:$$$[hw] COURAGE:$$$[hw] BAD-S: variable = fc.SeatOccupied(1) } TEXT { name = stupid 1 position = 6,10 text = <=0,5:P0=> $#$ fc.CrewStupidity(1)$$$<=0,5:P0=> $#$ fc.CrewCourage(1)$$$<=0,5:P0=> $#$ fc.CrewBadS(1) variable = fc.SeatOccupied(1) } TEXT { name = name 2 position = 0,14 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(2); fc.CrewTitle(2) variable = fc.SeatOccupied(2) } LINE_GRAPH { name = Whee Chart 2 position = 224, 96+384 size = 416, 64 source = fc.CrewWhee(2) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(2) } LINE_GRAPH { name = Panic Chart 2 position = 224, 160+384 size = 416, 64 source = fc.CrewPanic(2) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(2) } TEXT { name = captions 2 position = 14,15 textColor = 129, 190, 247, 255 text = [hw] WHEE:$$$$$$[hw]PANIC: variable = fc.SeatOccupied(2) } TEXT { name = values 2 position = 14, 16 text = <=0:P0=>$#$ fc.CrewWhee(2)$$$$$$<=0:P0=>$#$ fc.CrewPanic(2) variable = fc.SeatOccupied(2) } TEXT { name = stats 2 position = 1,16 textColor = 129, 190, 247, 255 text = [hw]STUPIDITY:$$$[hw] COURAGE:$$$[hw] BAD-S: variable = fc.SeatOccupied(2) } TEXT { name = stupid 2 position = 6,16 text = <=0,5:P0=> $#$ fc.CrewStupidity(2)$$$<=0,5:P0=> $#$ fc.CrewCourage(2)$$$<=0,5:P0=> $#$ fc.CrewBadS(2) variable = fc.SeatOccupied(2) } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Dock.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Dock onEntry = fc.SetPersistent("%AUTOID%-Page", 17) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R3", "MAS_APEx_MFD40x20_PG_DockPlus")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.ActiveDockingPortCamera() } TEXT { name = target info position = 0,1 text = TARGET<=0=>: [#FFFF00FF]<=1=> $#$ fc.Select(fc.TargetType() == 3, " BODY", ""); fc.TargetName() variable = fc.TargetType() } TEXT { name = dock camera caption position = 28, 1 textColor = 255, 255, 0, 255 text = DOCKPORT CAM variable = fc.ActiveDockingPortCameraIndex() >= 0 } TEXT { name = upper captions position = 0,2 text = APPR.:$$$ DIST:$$$R.VEL:$$$R.INC: variable = fc.TargetType() } TEXT { name = upper values position = 7, 2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.ApproachSpeed()$$$<=0,7:SIP##0.0=>m $#$ fc.TargetDistance()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed()$$$<=0,7:0.000=>° $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = docking alignment position = 26, 2 text = R.ANGLES$$$<=0=>X:$#$ fc.Select(fc.Abs(fc.YawDockingAlignment()) < 1, "", "[#ff0000]")$$$<=0=>Y:$#$fc.Select(fc.Abs(fc.PitchDockingAlignment()) < 1, "", "[#ff0000]") variable = fc.TargetType() == 2 } TEXT { name = docking alignment position = 29, 3 textColor = 255, 255, 0, 255 text = <=0,6:0.0=>°$#$fc.YawDockingAlignment()$$$<=0,6:0.0=>°$#$fc.PitchDockingAlignment() variable = fc.TargetType() == 2 } TEXT { name = Reference Dock position = 4, 6 text = Please select a docking port as variable = 1 - fc.GetDockIsReference() } TEXT { name = Reference Dock position = 7, 7 text = reference part in target variable = 1 - fc.GetDockIsReference() } TEXT { name = docking ready position = 1, 6 textColor = 0, 255, 0, 255 text = READY FOR$$$DOCKING variable = fc.GetPersistentAsNumber("ALCOR_FINALAPPROACH") } TEXT { name = Reference Dock position = 10, 8 text = management menu. variable = 1 - fc.GetDockIsReference() } TEXT { name = appr angle position = 1, 9 textColor = 255, 0, 0, 255 text = WRONG ANGLE variable = fc.Abs(fc.YawDockingAlignment()) > 1 or fc.Abs(fc.PitchDockingAlignment()) > 1 } TEXT { name = no target position = 16, 10 textColor = 255, 255, 255, 85 text = NO TARGET variable = fc.TargetType() == 0 } TEXT { name = appr speed position = 1, 10 textColor = 255, 0, 0, 255 text = TOO FAST variable = fc.TargetType() > 0 and fc.TargetSpeed() > 2.5 and fc.TargetDistance() < 15 } TEXT { name = docking markers a position = 17.5, 8.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y-<=0:0=>]┘ [@x<=0=>][@y-<=0=>]└ $#$ fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = docking markers b position = 17.5, 10.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y<=0:0=>]┐ [@x<=0:0=>][@y<=0:0=>]┌ $#$ fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = target track fixed texts a position = 0,13 textColor = 255, 255, 255, 255 text = REL.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target track fixed texts b position = 26,13 textColor = 255, 255, 255, 255 text = REL.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target displacement position = 28,14 textColor = 255, 255, 0, 255 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target speed position = 2,14 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = lower row position = 0, 17 text = ________________________________________$$$SAS:<=0,6=>[#ffffff]| RCS:<=1,6=>[#ffffff]| $#$ fc.Select(fc.GetSAS(), "[#00ff00]ACTIVE", "[#ff0000]OFF "); fc.Select(fc.GetRCS(), "[#00ff00]ACTIVE", "[#ff0000]OFF ") } TEXT { name = monoprop position = 24,18 text = <=0:###0.00=> $#$ fc.ResourceStageCurrent("MonoPropellant") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_DockPlus.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_DockPlus onEntry = fc.SetPersistent("%AUTOID%-Page", 18) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R3", "MAS_APEx_MFD40x20_PG_Dock")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.ActiveDockingPortCamera() } IMAGE { texture = ASET/ASET_Props/MFDs/ALCORMFD40x20/cross position = 0, 0 size = 640, 640 } TEXT { name = target info position = 0,1 text = TARGET<=0=>: [#FFFF00FF]<=1=> $#$ fc.Select(fc.TargetType() == 3, " BODY", ""); fc.TargetName() variable = fc.TargetType() } TEXT { name = dock camera caption position = 28, 1 textColor = 255, 255, 0, 255 text = DOCKPORT CAM variable = fc.ActiveDockingPortCameraIndex() >= 0 } TEXT { name = upper captions position = 0,2 text = APPR.:$$$ DIST:$$$R.VEL:$$$R.INC: variable = fc.TargetType() } TEXT { name = upper values position = 7, 2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.ApproachSpeed()$$$<=0,7:SIP##0.0=>m $#$ fc.TargetDistance()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed()$$$<=0,7:0.000=>� $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = docking alignment position = 26, 2 text = R.ANGLES$$$<=0=>X:$#$ fc.Select(fc.Abs(fc.YawDockingAlignment()) < 1, "", "[#ff0000]")$$$<=0=>Y:$#$fc.Select(fc.Abs(fc.PitchDockingAlignment()) < 1, "", "[#ff0000]") variable = fc.TargetType() == 2 } TEXT { name = docking alignment position = 29, 3 textColor = 255, 255, 0, 255 text = <=0,6:0.0=>�$#$fc.YawDockingAlignment()$$$<=0,6:0.0=>�$#$fc.PitchDockingAlignment() variable = fc.TargetType() == 2 } TEXT { name = Reference Dock position = 4, 6 text = Please select a docking port as variable = 1 - fc.GetDockIsReference() } TEXT { name = Reference Dock position = 7, 7 text = reference part in target variable = 1 - fc.GetDockIsReference() } TEXT { name = docking ready position = 1, 6 textColor = 0, 255, 0, 255 text = READY FOR$$$DOCKING variable = fc.GetPersistentAsNumber("ALCOR_FINALAPPROACH") } TEXT { name = Reference Dock position = 10, 8 text = management menu. variable = 1 - fc.GetDockIsReference() } TEXT { name = appr angle position = 1, 9 textColor = 255, 0, 0, 255 text = WRONG ANGLE variable = fc.Abs(fc.YawDockingAlignment()) > 1 or fc.Abs(fc.PitchDockingAlignment()) > 1 } TEXT { name = no target position = 16, 10 textColor = 255, 255, 255, 85 text = NO TARGET variable = fc.TargetType() == 0 } TEXT { name = appr speed position = 1, 10 textColor = 255, 0, 0, 255 text = TOO FAST variable = fc.TargetType() > 0 and fc.TargetSpeed() > 2.5 and fc.TargetDistance() < 15 } TEXT { name = docking markers a position = 17.5, 8.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y-<=0:0=>]+ [@x<=0=>][@y-<=0=>]+ $#$ fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = docking markers b position = 17.5, 10.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y<=0:0=>]+ [@x<=0:0=>][@y<=0:0=>]+ $#$ fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = target track fixed texts a position = 0,13 textColor = 255, 255, 255, 255 text = REL.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target track fixed texts b position = 26,13 textColor = 255, 255, 255, 255 text = REL.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target displacement position = 28,14 textColor = 255, 255, 0, 255 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target speed position = 2,14 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = lower row position = 0, 17 text = ________________________________________$$$SAS:<=0,6=>[#ffffff]| RCS:<=1,6=>[#ffffff]| $#$ fc.Select(fc.GetSAS(), "[#00ff00]ACTIVE", "[#ff0000]OFF "); fc.Select(fc.GetRCS(), "[#00ff00]ACTIVE", "[#ff0000]OFF ") } TEXT { name = monoprop position = 24,18 text = <=0:###0.00=> $#$ fc.ResourceStageCurrent("MonoPropellant") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_DPAI.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_DPAI onEntry = fc.SetPersistent("%AUTOID%-Page", 3) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "MAS_APEx_MFD40x20_PG_Target")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } RPM_MODULE { name = Legacy DPAI display moduleName = DPAI_RPM renderMethod = DrawDPAI buttonClickMethod = ButtonProcessor pageActiveMethod = pageActiveMethod position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = DPAI Text textmethod = DPAI_RPM:getPageText variable = fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Docking Port position = 14,8 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Alignment position = 15.5,9 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Indicator position = 15.5,10 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Not Detected position = 14,11 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_ExtraCams.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_ExtraCams onEntry = fc.SetPersistent("%AUTOID%-Page", 22) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 0, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 1, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 2, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 3, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 4, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) softkey = 5, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 6, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 7, fc.AddPersistentWrapped("%AUTOID%-PodCam", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-PodCam", -1, 0, fc.CameraCount()) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-ExtCam")) } TEXT { name = Camera names position = 10,1 textColor = 0, 255, 0, 85 text = <=0=> CCTV B <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-ExtCam")) } TEXT { name = Blinkenlichten position = 8, 1 textColor = 255, 0, 0, 102 text = ● variable = fc.PeriodStep(1) } TEXT { name = pan caption position = 0, 1.3125 textColor = 255, 255, 0, 102 text = ┐[n1.5]P[n]A[n]N[n1.5]┘ } TEXT { name = tilt caption position = 39, 1.3125 textColor = 255, 255, 0, 102 text = ┌[n]T[n]I[n]L[n]T[n]└ } TEXT { name = select caption position = 0, 9 textColor = 255, 255, 0, 102 text = ┐[n1.5]S[n]E[n]L[n1.5]┘ } TEXT { name = zoom caption position = 39, 9 textColor = 255, 255, 0, 102 text = ┌[n]Z[n]O[n]O[n]M[n]└ } TEXT { name = reset caption position = 37, 16.75 textColor = 255, 255, 0, 102 text = [hw]RESET } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Flight.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Flight onEntry = fc.SetPersistent("%AUTOID%-Page", 13) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R1", "MAS_APEx_MFD40x20_PG_Landing")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 0, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 1, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 2, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 3, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 4, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) softkey = 5, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 6, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 7, fc.AddPersistentWrapped("%AUTOID%-FlightCam", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-FlightCam", -1, 0, fc.CameraCount()) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) } TEXT { name = upper fixed texts a position = 0,1 text = R.ALT$$$V.SPD$$$H.SPD$$$TWR: } TEXT { name = upper fixed texts b position = 22,1 text = ROLL$$$PITCH$$$HDG } TEXT { name = RAlt position = 6,1 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m $#$ fc.AltitudeTerrain(false) } TEXT { name = Roll position = 27,1 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Roll() } TEXT { name = VSpd position = 6,2 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() } TEXT { name = Pitch position = 27,2 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Pitch() } TEXT { name = HSpd position = 6,3 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.HorizontalSpeed() } TEXT { name = Hdg position = 27,3 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Heading() } TEXT { name = TWR position = 6,4 textColor = 255, 255, 0, 255 text = <=0,4:0.00=>/<=1,4:0.0=> $#$ fc.CurrentTWR(); fc.MaxTWR(false) } TEXT { name = slope position = 22,4 text = SLOPE:[#ffff00]<=0,6:0.00=>° $#$ fc.SlopeAngle() variable = fc.SlopeAngle() > 0 } TEXT { name = target track fixed texts a position = 0,10 textColor = 255, 255, 255, 136 text = TRGT.R.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() } TEXT { name = target track fixed texts b position = 26,10 textColor = 255, 255, 255, 136 text = TRGT.R.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() } TEXT { name = target displacement position = 2,11 textColor = 255, 255, 0, 136 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() } TEXT { name = target speed position = 28,11 textColor = 255, 255, 0, 136 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() } TEXT { name = Camera names position = 0,14 textColor = 0, 255, 0, 85 text = <=0=> CCTV F <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) } TEXT { name = lat/lon caption position = 0, 15 textColor = 255,255,255, 255 text = LAT:$$$LON: } TEXT { name = lat/lon caption position = 20, 15 textColor = 255,255,255, 136 text = T.LAT:$$$T.LON: variable = fc.TargetLatLonValid() } TEXT { name = vsl Lat position = 4,15 textColor = 255, 255, 0, 255 text = <=0,14:LATdd+mm+ss+@=> $#$ fc.Latitude() } TEXT { name = tgt Lat position = 26,15 textColor = 255, 255, 0, 136 text = <=0,14:LATdd+mm+ss+@=> $#$ 80; fc.TargetLatitude() variable = fc.TargetLatLonValid() } TEXT { name = vsl Lon position = 4,16 textColor = 255, 255, 0, 255 text = <=0,14:LONddd+mm+ss+@=> $#$ fc.Longitude() } TEXT { name = tgt Lon position = 26,16 textColor = 255, 255, 0, 136 text = <=0,14:LONddd+mm+ss+@=> $#$ 179; fc.TargetLongitude() variable = fc.TargetLatLonValid() } TEXT { name = Ascent position = 0, 17 textColor = 0,255,0, 255 text = ASCENT variable = fc.VerticalSpeed() > 0.5 } POLYGON { name = Descent caption fill position = 0, 544 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 0, 17 textColor = 0,0,0, 255 text = !DESCENT! [#ffffff]Est.TI: variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 18, 17 textColor = 255,127,0, 255 text = <=0,10:METM:ss.f=>$#$ fc.TimeToLanding() variable = fc.VerticalSpeed() < -0.5 } TEXT { name = lower caption position = 0, 18 text = SAS:<=0=>[#ffffff] RCS:<=1=>[#ffffff]/ LF: $#$ fc.Select(fc.GetSAS(), "[#00FF00]On ", "[#FF0000]Off"); fc.Select(fc.GetRCS(), "[#00FF00]On ", "[#FF0000]Off") } TEXT { name = monoprop position = 18, 18 textColor = 255, 255, 0, 255 text = <=0,7:###0.00=> $#$ fc.ResourceStageCurrent("MonoPropellant") } TEXT { name = lf position = 30, 18 textColor = 255, 255, 0, 255 text = <=0,7:###0.00=> $#$ fc.ResourceStageCurrent("LiquidFuel") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Graphs1.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Graphs1 onEntry = fc.SetPersistent("%AUTOID%-Page", 8) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-E", "MAS_APEx_MFD40x20_PG_Graphs2")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } LINE_GRAPH { name = Graphs 1.6 position = 48, 48 size = 512, 552 source = fc.SurfaceSpeed() sourceRange = 0, 2500 sourceColor = 255,255,0,255 sampleRate = 1 variable = fc.ResourceMax("Ablator") > 0 } LINE_GRAPH { name = Graphs 1.5 position = 48, 48 size = 512, 552 source = fc.HeatShieldTemperature(true) sourceRange = 0, 2500 sourceColor = 255,0,255,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.4 position = 48, 48 size = 512, 552 source = fc.DynamicPressure() sourceRange = 0, 125 sourceColor = 0,255,0,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.3 position = 48, 48 size = 512, 552 source = fc.Altitude() sourceRange = 0, 125000 sourceColor = 0,255,0,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.2 position = 48, 48 size = 512, 552 source = fc.Periapsis() sourceRange = 0, 125000 sourceColor = 255,128,0,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.1 position = 48, 48 size = 512, 552 source = fc.Apoapsis() sourceRange = 0, 125000 sourceColor = 0,255,255,255 sampleRate = 1 borderWidth = 3 borderColor = 255, 255, 255, 255 } TEXT { name = captions 1 position = 36, 1 text = [hw]ALT(ASL) } TEXT { name = values 1 position = 36, 2 textColor = 0, 255, 0, 255 text = [hw]<=0,7:SIP##0.0=>m $&$ fc.Altitude() } TEXT { name = captions 2 position = 36, 4 text = [hw]ApA: } TEXT { name = values 1 position = 36, 5 textColor = 0, 255, 255, 255 text = [hw]<=0,7:SIP##0.0=>m $&$ fc.Apoapsis() } TEXT { name = captions 3 position = 36, 7 text = [hw]PeA: } TEXT { name = values 3 position = 36, 8 textColor = 255, 128, 0, 255 text = [hw]<=0,7:SIP##0.0=>m $&$ fc.Periapsis() } TEXT { name = captions 4 position = 36, 10 text = [hw]Srf.Spd } TEXT { name = values 4 position = 36, 11 textColor = 255, 255, 0, 255 text = [hw]<=0,7:SIP##0.0=>m/s $&$ fc.SurfaceSpeed() } TEXT { name = captions 5 position = 36, 13 text = [hw]DynPres: } TEXT { name = values 5 position = 36, 14 textColor = 255, 0, 0, 255 text = [hw]<=0,7:##0.0=>kPa $&$ fc.DynamicPressure() } TEXT { name = captions 6 position = 36, 16 text = [hw]Shield variable = fc.ResourceMax("Ablator") > 0 } TEXT { name = values 6 position = 36, 17 textColor = 255, 255, 0, 255 text = [hw]<=0,7:0=>°C $&$ fc.HeatShieldTemperature(false) variable = fc.ResourceMax("Ablator") > 0 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Graphs2.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Graphs2 onEntry = fc.SetPersistent("%AUTOID%-Page", 9) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-E", "MAS_APEx_MFD40x20_PG_Graphs1")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } LINE_GRAPH { name = Graphs 1.3 position = 50, 448 size = 540, 96 source = fc.SlopeAngle() sourceRange = 0, 48 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 255, 255, 255, 255 } LINE_GRAPH { name = Graphs 1.2 position = 50, 50 size = 540, 398 source = fc.Remap(fc.PseudoLog10(fc.Altitude()), 3, 6.5, 0, 398) sourceRange = 0, 398 sourceColor = 0,255,255,255 sampleRate = 1 } LINE_GRAPH { name = Graphs 1.1 position = 50, 50 size = 540, 398 source = fc.Remap(fc.PseudoLog10(fc.TerrainHeight()), 3, 6.5, 0, 398) sourceRange = 0, 398 sourceColor = 255,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 255, 255, 255, 255 } TEXT { name = fixed text 1 position = 4, 1.5 textColor = 255, 255, 255, 255 text = [hw]TERRAIN PROFILE: FLIGHT PROFILE: } TEXT { name = Terrain height position = 3, 2.5 textColor = 255, 255, 0, 255 text = <=0,8:SIP0=>m $#$ fc.TerrainHeight() } TEXT { name = Altitude bottom position = 18, 2.5 textColor = 0, 255, 255, 255 text = <=0,8:SIP0=>m $#$ fc.AltitudeBottom() } TEXT { name = fixed text 2 position = 4, 14 textColor = 255, 255, 255, 255 text = [hw]SLOPE ANGLE: } TEXT { name = slopeangle position = 4, 15 textColor = 255, 0, 0, 255 text = <=0,5:0.00=>° $#$ fc.SlopeAngle() } TEXT { name = HVel position = 3,17 textColor = 0, 255, 0, 255 variable = fc.HorizontalSpeed() < 50 text = <=0,6:SIP##0.0=> $#$ fc.HorizontalSpeed() } TEXT { name = HVel 50 position = 10,17 textColor = 0, 255, 0, 255 variable = fc.HorizontalSpeed() < 50 text = <=0:BAR,= ,30=> $#$ fc.HorizontalSpeed() * 0.02 } TEXT { name = HV 50 position = 37, 17 textColor = 0, 255, 0, 255 variable = fc.HorizontalSpeed() < 50 text = [hw] 50m/s } TEXT { name = HVel 500 position = 10,17 textColor = 255, 102, 0, 255 variable = fc.HorizontalSpeed() >= 50 and fc.HorizontalSpeed() < 500 text = <=0:BAR,= ,30=> $#$ fc.HorizontalSpeed() * 0.002 } TEXT { name = HV 500 position = 37, 17 textColor = 255, 102, 0, 255 variable = fc.HorizontalSpeed() >= 50 and fc.HorizontalSpeed() < 500 text = [hw]500m/s } TEXT { name = HVel 5000 position = 10,17 textColor = 255, 102, 0, 255 variable = fc.HorizontalSpeed() >= 500 and fc.HorizontalSpeed() < 5000 text = <=0:BAR,= ,30=> $#$ fc.HorizontalSpeed() * 0.0002 } TEXT { name = HV 5000 position = 37, 17 textColor = 255, 102, 0, 255 variable = fc.HorizontalSpeed() >= 500 and fc.HorizontalSpeed() < 5000 text = [hw] 5km/s } TEXT { name = fixed text 3 position = 18, 17 textColor = 255, 255, 255, 255 text = [hw]HORIZONTAL SPEED variable = fc.HorizontalSpeed() < 5000 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_kOSPropMonitor.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_kOSPropMonitor RPM_MODULE { name = kOS Prop Monitor moduleName = kOSMonitor buttonClickMethod = ButtonProcessor position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("kOSPropMonitor") } TEXT { name = kOS Prop Monitor Content textmethod = kOSMonitor:ContentProcessor } TEXT { name = Missing Assembly textColor = 255, 255, 0, 255 text = kOS Prop Monitor$$$Not Detected position = 9,9 variable = 1 - fc.AssemblyLoaded("kOSPropMonitor") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Landing.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Landing onEntry = fc.SetPersistent("%AUTOID%-Page", 14) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R1", "MAS_APEx_MFD40x20_PG_Flight")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 0, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 1, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 2, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 3, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 4, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) softkey = 5, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), -5) softkey = 6, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-FlightCam"), 5) softkey = 7, fc.AddPersistentWrapped("%AUTOID%-FlightCam", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-FlightCam", -1, 0, fc.CameraCount()) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) } TEXT { name = Camera names position = 0,1 textColor = 0, 255, 0, 85 text = <=0=> CCTV F <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-FlightCam")) } POLYGON { name = gear alarm fill position = 0, 64 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 80, 32 vertex = 80, 0 variable = fc.GetGear() == 0 and fc.AltitudeBottom() < 100 and fc.VesselLanded() == 0 } TEXT { name = gear alarm text position = 0, 2 textColor = 0, 0, 0, 255 text = GEAR! variable = fc.GetGear() == 0 and fc.AltitudeBottom() < 100 and fc.VesselLanded() == 0 } POLYGON { name = tumble alarm fill position = 0, 96 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 112, 32 vertex = 112, 0 variable = fc.VerticalSpeed() < -1.0 and fc.AltitudeBottom() < 100 and fc.HorizontalSpeed() > 5 } TEXT { name = tumble alarm text position = 0, 3 textColor = 0, 0, 0, 255 text = TUMBLE! variable = fc.VerticalSpeed() < -1.0 and fc.AltitudeBottom() < 100 and fc.HorizontalSpeed() > 5 } POLYGON { name = slope alarm fill position = 0, 128 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 160, 32 vertex = 160, 0 variable = fc.VerticalSpeed() < -1.0 and fc.AltitudeBottom() < 100 and fc.SlopeAngle() > 15 } TEXT { name = slope alarm text position = 0, 4 textColor = 0, 0, 0, 255 text = HIGH SLOPE variable = fc.VerticalSpeed() < -1.0 and fc.AltitudeBottom() < 100 and fc.SlopeAngle() > 15 } POLYGON { name = CONTACT fill position = 248, 192 color = 129, 190, 247, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.VesselLanded() } TEXT { name = CONTACT text position = 16.5, 6 textColor = 0, 0, 0, 255 text = CONTACT variable = fc.VesselLanded() } TEXT { name = TWR text position = 0, 7 text = TWR: } TEXT { name = TWR value position = 4, 7 textColor = 255, 255, 0, 255 text = <=0,5:0.00=> $#$ fc.CurrentTWR() } TEXT { name = landing markers a position = 17.5, 8.5 textColor = 255, 0, 0, 255 text = [@x-<=0:0=>][@y-<=0:0=>]┘ [@x<=0=>][@y-<=0=>]└ $#$ fc.Min(fc.AltitudeBottom(), 100) variable = 1 - fc.VesselLanded() } TEXT { name = landing guidons a position = 18, 9 textColor = 255, 255, 0, 119 text = ╔ ╗ } TEXT { name = landing guidons b position = 18, 10 textColor = 255, 255, 0, 119 text = ╚ ╝ } TEXT { name = landing markers b position = 17.5, 10.5 textColor = 255, 0, 0, 255 text = [@x-<=0:0=>][@y<=0:0=>]┐ [@x<=0:0=>][@y<=0:0=>]┌ $#$ fc.Min(fc.AltitudeBottom(), 100) variable = 1 - fc.VesselLanded() } TEXT { name = Ascent position = 1, 12 textColor = 0,255,0, 255 text = ASCENT variable = fc.VerticalSpeed() > 0.5 } POLYGON { name = Descent caption fill position = 16, 384 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 1, 12 textColor = 0,0,0, 255 text = !DESCENT! [#ffffff]Est.TI: variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 19, 12 textColor = 255,127,0, 255 text = <=0,10:METM:ss.f=>$#$ fc.TimeToLanding() variable = fc.VerticalSpeed() < -0.5 } TEXT { name = lower statics position = 0, 14 text = R.ALT:$$$V.SPD:$$$H.SPD:$$$SLOPE:$$$SB: } TEXT { name = RALT position = 7, 14 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.AltitudeBottom() } TEXT { name = VSpd position = 7, 15 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.VerticalSpeed() } TEXT { name = HSpd position = 7, 16 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.HorizontalSpeed() } TEXT { name = Angle position = 7, 17 textColor = 255, 0, 0, 255 text = <=0,6:0.0=> $#$ fc.SlopeAngle() } TEXT { name = SB position = 7, 18 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>s $#$ fc.SuicideBurnTime() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_MechJeb.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_MechJeb onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "MAS_APEx_MFD40x20_PG_Astrogator")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Root Menu variable = mechjeb.Available() } TEXT { position = 0, 2 text = -- MechJeb Not Installed variable = 1 - mechjeb.Available() } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebRoot cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 variable = mechjeb.Available() ITEM { activeText = S.A.S.S. Off activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 0 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(0) } ITEM { activeText = S.A.S.S. Kill Rotation activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 1 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(1) } ITEM { activeText = S.A.S.S. Node + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 2 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(2) disabledText = S.A.S.S. Node + disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() } ITEM { activeText = S.A.S.S. Orbit... selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb_Orbit") } ITEM { activeText = S.A.S.S. Surface... selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb_Surface") } ITEM { activeText = S.A.S.S. Target... selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb_Target") disabledText = S.A.S.S. Target... disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() } ITEM { activeText = Force Roll: <=0=> $&$ 0 activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSForceRollEnabled() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleSASSForceRoll() } ITEM { activeText = Execute Next Node activeColor = 0, 255, 0, 255 activeVariable = mechjeb.ManeuverNodeExecutorActive() passiveColor = 255, 255, 255, 255 disabledText = Execute Next Node disabledColor = 127, 127, 127, 255 enabledVariable = fc.ManeuverNodeExists() selectEvent = mechjeb.ToggleManeuverNodeExecutor() } ITEM { activeText = Ascent Guidance activeColor = 0, 255, 0, 255 activeVariable = mechjeb.AscentAutopilotActive() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleAscentAutopilot() } ITEM { activeText = Land Somewhere activeColor = 0, 255, 0, 255 activeVariable = mechjeb.LandingAutopilotActive() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleLandingAutopilot() } ITEM { activeText = Docking Guidance activeColor = 0, 255, 0, 255 activeVariable = mechjeb.DockingAutopilotActive() passiveColor = 255, 255, 255, 255 disabledText = Docking Guidance disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() > 0 or mechjeb.DockingAutopilotActive() > 0 selectEvent = mechjeb.ToggleDockingAutopilot() } ITEM { activeText = Circularize... selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb_Circularize") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_MechJeb_Circularize.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_MechJeb_Circularize onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb") softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb") SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Circularize Menu } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebCircularize cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Circularize at Next Ap selectEvent = mechjeb.CircularizeAt(fc.Apoapsis() - 10) } ITEM { activeText = Circularize at Next Pe selectEvent = mechjeb.CircularizeAt(fc.Periapsis() + 10) } ITEM { activeText = Circularize in 15s selectEvent = mechjeb.CircularizeAt(fc.Altitude()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_MechJeb_Orbit.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_MechJeb_Orbit onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb") softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb") SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Orbit Menu } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebOrbit cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Prograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 4 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(4) } ITEM { activeText = Retrograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 5 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(5) } ITEM { activeText = Normal + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 6 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(6) } ITEM { activeText = Normal - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 7 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(7) } ITEM { activeText = Radial + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 8 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(8) } ITEM { activeText = Radial - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 9 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(9) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_MechJeb_Surface.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_MechJeb_Surface onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb") softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb") SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Surface Menu } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebSurface cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Surface Prograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 18 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(18) } ITEM { activeText = Surface Retrograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 19 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(19) } ITEM { activeText = Surface Horizontal + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 20 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(20) } ITEM { activeText = Surface Horizontal - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 21 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(21) } ITEM { activeText = Up activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 22 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(22) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_MechJeb_Target.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_MechJeb_Target onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb") softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_MechJeb") SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ----------- SASS/MJ control ----------- } TEXT { position = 0, 2 text = -- MechJeb Target Menu } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebTarget cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Target + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 12 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(12) } ITEM { activeText = Target - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 13 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(13) } ITEM { activeText = Relative Vel + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 10 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(10) } ITEM { activeText = Relative Vel - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 11 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(11) } ITEM { activeText = Parallel + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 14 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(14) } ITEM { activeText = Parallel - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 15 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(15) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Nav1.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Nav1 onEntry = fc.SetPersistent("%AUTOID%-Page", 4) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-C", "MAS_APEx_MFD40x20_PG_Nav2")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } RPM_MODULE { name = Legacy SCANsat display moduleName = JSISCANsatRPM renderMethod = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive texture = ASET/ASET_Props/MFDs/ScreenPlates/noscansat position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("SCANsat") } TEXT { name = No SCANsat position = 9, 9 textColor = 255, 255, 0, 255 text = SCANsat not installed:$$$Map disabled variable = 1 - fc.AssemblyLoaded("SCANsat") } TEXT { name = row1 position = 0, 1 text = BODY: [#ffff00]<=0=>$#$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = row2 static position = 0, 2 text = VEL: ALT: } TEXT { name = row2 vel position = 9, 2 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.OrbitSpeed() } TEXT { name = row2 alt position = 25, 2 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = row3456 static position = 0, 3 text = ApA:$$$PeA:$$$INC:$$$ECC: variable = 1 - fc.VesselLanded() } TEXT { name = row3 Ap position = 6, 3 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row4 Pe position = 6, 4 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row5 Inc position = 7, 5 textColor = 255, 255, 0, 255 text = <=0,7:0.000=>° $#$ fc.Inclination() variable = 1 - fc.VesselLanded() } TEXT { name = row6 Ecc position = 7, 6 textColor = 255, 255, 0, 255 text = <=0,7:0.000=> $#$ fc.Eccentricity() variable = 1 - fc.VesselLanded() } TEXT { name = Bottom static a position = 1, 16 text = ApT:$$$PeT:$$$ OP: variable = 1 - fc.VesselLanded() } TEXT { name = ApT position = 5,16 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToAp() variable = 1 - fc.VesselLanded() } TEXT { name = AN position = 24,16 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToANEq() variable = 1 - fc.VesselLanded() } TEXT { name = Bottom static b position = 21, 16 text = AN:$$$DN: variable = 1 - fc.VesselLanded() } TEXT { name = PeT position = 5,17 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToPe() variable = 1 - fc.VesselLanded() } TEXT { name = DN position = 24,17 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToDNEq() variable = 1 - fc.VesselLanded() } TEXT { name = OP position = 5,18 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss.f=> $#$ fc.OrbitPeriod() variable = 1 - fc.VesselLanded() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Nav2.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Nav2 onEntry = fc.SetPersistent("%AUTOID%-Page", 5) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-C", "MAS_APEx_MFD40x20_PG_Nav3")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } RPM_MODULE { name = Legacy SCANsat display moduleName = JSISCANsatRPM renderMethod = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive texture = ASET/ASET_Props/MFDs/ScreenPlates/noscansat position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("SCANsat") } TEXT { name = No SCANsat position = 9, 9 textColor = 255, 255, 0, 255 text = SCANsat not installed:$$$Map disabled variable = 1 - fc.AssemblyLoaded("SCANsat") } TEXT { name = upper fixed texts a position = 0,1 text = R.ALT$$$V.SPD$$$H.SPD$$$TWR: } TEXT { name = upper fixed texts b position = 22,1 text = ROLL$$$PITCH$$$HDG } TEXT { name = RAlt position = 6,1 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m $#$ fc.AltitudeTerrain(false) } TEXT { name = Roll position = 27,1 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Roll() } POLYGON { name = RHS caption fill a position = 608, 74 color = 255, 255, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 } TEXT { name = RHS captions text a position = 38, 2.3125 textColor = 0, 0, 0, 255 text = - } TEXT { name = VSpd position = 6,2 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.VerticalSpeed() } TEXT { name = Pitch position = 27,2 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Pitch() } TEXT { name = HSpd position = 6,3 textColor = 255, 255, 0, 255 text = <=0,6:SIP##0.0=>m/s $#$ fc.HorizontalSpeed() } TEXT { name = Hdg position = 27,3 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>° $#$ fc.Heading() } TEXT { name = TWR position = 6,4 textColor = 255, 255, 0, 255 text = <=0,4:0.00=>/<=1,4:0.0=> $#$ fc.CurrentTWR(); fc.MaxTWR(false) } TEXT { name = slope position = 22,4 text = SLOPE:[#ffff00]<=0,6:0.00=>° $#$ fc.SlopeAngle() variable = fc.SlopeAngle() > 0 } POLYGON { name = RHS caption fill b position = 608, 192 color = 255, 255, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 } TEXT { name = RHS captions text b position = 38, 6 textColor = 0, 0, 0, 255 text = + } POLYGON { name = RHS caption fill c position = 608, 306 color = 255, 255, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 } TEXT { name = RHS captions text c position = 38, 9.5625 textColor = 0, 0, 0, 255 text = [hw]MODE } POLYGON { name = RHS caption fill c position = 608, 422 color = 255, 255, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 } TEXT { name = RHS captions text c position = 38, 13.1875 textColor = 0, 0, 0, 255 text = [hw]TGGL } TEXT { name = target track fixed texts a position = 0,12 textColor = 255, 255, 255, 136 text = TRGT.R.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() } TEXT { name = target track fixed texts b position = 26,12 textColor = 255, 255, 255, 136 text = TRGT.R.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() } TEXT { name = target displacement position = 2,13 textColor = 255, 255, 0, 136 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() } TEXT { name = target speed position = 28,13 textColor = 255, 255, 0, 136 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() } TEXT { name = lat/lon caption position = 0, 16 textColor = 255,255,255, 136 text = LAT:$$$LON: } TEXT { name = lat/lon caption position = 20, 16 textColor = 255,255,255, 136 text = T.LAT:$$$T.LON: variable = fc.TargetLatLonValid() } TEXT { name = vsl Lat position = 4,16 textColor = 255, 255, 0, 136 text = <=0,14:LATdd+mm+ss+@=> $#$ fc.Latitude() } TEXT { name = tgt Lat position = 26,16 textColor = 255, 255, 0, 136 text = <=0,14:LATdd+mm+ss+@=> $#$ 80; fc.TargetLatitude() variable = fc.TargetLatLonValid() } TEXT { name = vsl Lon position = 4,17 textColor = 255, 255, 0, 136 text = <=0,14:LONddd+mm+ss+@=> $#$ fc.Longitude() } TEXT { name = tgt Lon position = 26,17 textColor = 255, 255, 0, 136 text = <=0,14:LONddd+mm+ss+@=> $#$ 179; fc.TargetLongitude() variable = fc.TargetLatLonValid() } TEXT { name = Ascent position = 0, 18 textColor = 0,255,0, 255 text = ASCENT variable = fc.VerticalSpeed() > 0.5 } POLYGON { name = Descent caption fill position = 0, 576 color = 255, 0, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 0, 18 textColor = 0,0,0, 255 text = !DESCENT! [#ffffff]Est.TI: variable = fc.VerticalSpeed() < -0.5 } TEXT { name = Descent position = 18, 18 textColor = 255,127,0, 255 text = <=0,10:METM:ss.f=>$#$ fc.TimeToLanding() variable = fc.VerticalSpeed() < -0.5 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Nav3.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Nav3 onEntry = fc.SetPersistent("%AUTOID%-Page", 5) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-C", "MAS_APEx_MFD40x20_PG_Nav1")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 0, fc.AddPersistentClamped("%AUTOID%_Scale", 0.05, 0.2, 2.5) softkey = 1, fc.AddPersistentClamped("%AUTOID%_Scale", -0.05, 0.2, 2.5) softkey = 5, fc.AddPersistentClamped("%AUTOID%_GS_Angle", 1, 1, 9) softkey = 6, fc.AddPersistentClamped("%AUTOID%_GS_Angle", -1, 1, 9) hitbox { name = CRS Minus position = 200, 32 size = 40, 64 onDrag = fc.AddPersistentWrapped("MAS_CRS_INPUT", fc.Remap(%X%, 0, 40, 40, 0) * -0.05, 0, 360) } hitbox { name = CRS Plus position = 240, 32 size = 40, 64 onDrag = fc.AddPersistentWrapped("MAS_CRS_INPUT", %X% * 0.05, 0, 360) } hitbox { name = BRG Select hitbox position = 360, 32 size = 80, 64 onClick = fc.AddPersistentWrapped("%AUTOID%_BRG_Select", 1, 0, 4) } hitbox { name = WPMinus hitbox position = 0, 576 size = 64, 32 onClick = fc.SetPersistent("%AUTOID%_Button_WPMinus", 1 + fc.AddPersistentWrapped("%AUTOID%_WP_Select", -1, -1, 10)) onRelease = fc.SetPersistent("%AUTOID%_Button_WPMinus", 0) } hitbox { name = WPPlus hitbox position = 592, 576 size = 64, 32 onClick = fc.SetPersistent("%AUTOID%_Button_WPPlus", 1 + fc.AddPersistentWrapped("%AUTOID%_WP_Select", 1, -1, 10)) onRelease = fc.SetPersistent("%AUTOID%_Button_WPPlus", 0) } hitbox { name = Set WP position = 0, 0 size = 640, 640 onClick = MAS_NAV_WP_SET(%X%, %Y%, "%AUTOID%") } SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } IMAGE { name = Kerbin Map texture = MOARdV/Maps/Kerbin_biome_8192x4096_Vec uvShift = fc.Remap(fc.Longitude(), -180, 180, 0, 1) - (320 + (320 * fc.GetPersistentAsNumber("%AUTOID%_Scale")) / 8192), fc.Remap(fc.Latitude(), -90, 90, 0, 1) + (380 + (380 * fc.Remap(fc.GetPersistentAsNumber("%AUTOID%_Scale"), 0.2, 2.5, 8.82, -13.68)) / 4096) tiling = 1 * fc.GetPersistentAsNumber("%AUTOID%_Scale"), 1 * fc.GetPersistentAsNumber("%AUTOID%_Scale") wrap = true variable = fc.CurrentBodyIndex() == fc.BodyIndex("Kerbin") and fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } IMAGE { name = Mun Map texture = MOARdV/Maps/Mun_biome_8192x4096_Vec uvShift = fc.Remap(fc.Longitude(), -180, 180, 0, 1) - (320 + (320 * fc.GetPersistentAsNumber("%AUTOID%_Scale")) / 8192), fc.Remap(fc.Latitude(), -90, 90, 0, 1) + (380 + (380 * fc.Remap(fc.GetPersistentAsNumber("%AUTOID%_Scale"), 0.2, 2.5, 8.82, -13.68)) / 4096) tiling = 1 * fc.GetPersistentAsNumber("%AUTOID%_Scale"), 1 * fc.GetPersistentAsNumber("%AUTOID%_Scale") wrap = true variable = fc.CurrentBodyIndex() == fc.BodyIndex("Mun") and fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } IMAGE { name = Minmus Map texture = MOARdV/Maps/Minmus_biome_8192x4096_Vec uvShift = fc.Remap(fc.Longitude(), -180, 180, 0, 1) - (320 + (320 * fc.GetPersistentAsNumber("%AUTOID%_Scale")) / 8192), fc.Remap(fc.Latitude(), -90, 90, 0, 1) + (380 + (380 * fc.Remap(fc.GetPersistentAsNumber("%AUTOID%_Scale"), 0.2, 2.5, 8.82, -13.68)) / 4096) tiling = 1 * fc.GetPersistentAsNumber("%AUTOID%_Scale"), 1 * fc.GetPersistentAsNumber("%AUTOID%_Scale") wrap = true variable = fc.CurrentBodyIndex() == fc.BodyIndex("Minmus") and fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } IMAGE { name = Duna Map texture = MOARdV/Maps/Duna_biome_8192x4096_Vec uvShift = fc.Remap(fc.Longitude(), -180, 180, 0, 1) - (320 + (320 * fc.GetPersistentAsNumber("%AUTOID%_Scale")) / 8192), fc.Remap(fc.Latitude(), -90, 90, 0, 1) + (380 + (380 * fc.Remap(fc.GetPersistentAsNumber("%AUTOID%_Scale"), 0.2, 2.5, 8.82, -13.68)) / 4096) tiling = 1 * fc.GetPersistentAsNumber("%AUTOID%_Scale"), 1 * fc.GetPersistentAsNumber("%AUTOID%_Scale") wrap = true variable = fc.CurrentBodyIndex() == fc.BodyIndex("Duna") and fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } POLYGON { name = Angles BG poly position = 320, 96 color = 0, 0, 10, 255 vertex = -104, 0 vertex = 104, 0 vertex = 104, -64 vertex = -104, -64 } ELLIPSE { name = Inner Mark position = 320, 380 startColor = 10, 255, 10, 200 startWidth = 2.5 vertexCount = 32 radiusX = 90.0 } ELLIPSE { name = Middle Mark position = 320, 380 startColor = 10, 255, 10, 150 startWidth = 2.5 vertexCount = 32 radiusX = 180.0 } ELLIPSE { name = Outer Mark position = 320, 380 startColor = 10, 255, 10, 100 startWidth = 2.5 vertexCount = 32 radiusX = 270.0 } POLYGON { name = Red Mark Heading poly position = 320, 380 rotation = -1 * fc.Heading() color = 255, 10, 10, 255 vertex = 0, -250 vertex = 2, -250 vertex = 2, -290 vertex = -2, -290 vertex = -2, -250 } POLYGON { name = Green Mark NAV 1 Bearing poly position = 320, 380 rotation = -1 * nav.GetNavAidBearing(1, false) color = 10, 255, 10, 255 vertex = 0, -250 vertex = 2, -250 vertex = 2, -290 vertex = -2, -290 vertex = -2, -250 variable = nav.GetNavAidType(1) > 0 } POLYGON { name = Cyan Mark NAV 2 Bearing poly position = 320, 380 rotation = -1 * nav.GetNavAidBearing(2, false) color = 10, 255, 255, 255 vertex = 0, -250 vertex = 2, -250 vertex = 2, -290 vertex = -2, -290 vertex = -2, -250 variable = nav.GetNavAidType(2) > 0 } POLYGON { name = Magenta Mark GPS Bearing poly position = 320, 380 rotation = -1 * nav.WaypointBearing(-1) color = 255, 10, 255, 255 vertex = 0, -250 vertex = 2, -250 vertex = 2, -290 vertex = -2, -290 vertex = -2, -250 variable = nav.WaypointActive() } POLYGON { name = Yellow Mark Custom Bearing poly position = 320, 380 rotation = -1 * nav.BearingFromVessel(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 1)) color = 255, 255, 10, 255 vertex = 0, -250 vertex = 2, -250 vertex = 2, -290 vertex = -2, -290 vertex = -2, -250 variable = fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), -90, 90) == 1 and fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 1), -180, 180) == 1 and fc.GetPersistentAsNumber("%AUTOID%_WP_Select") > -1 } POLYGON { name = NAV 1 poly position = 320, 380 color = 10, 255, 10, 200 rotation = -1 * nav.GetNavAidBearing(1, false) vertex = 0, 0 vertex = 2, 0 vertex = 2, fc.InverseLerp(nav.GroundDistanceFromVessel(nav.GetNavAidLatitude(1), nav.GetNavAidLongitude(1)), 0, fc.GetPersistentAsNumber("%AUTOID%_Scale") * 262500) * -556.5 vertex = -2, fc.InverseLerp(nav.GroundDistanceFromVessel(nav.GetNavAidLatitude(1), nav.GetNavAidLongitude(1)), 0, fc.GetPersistentAsNumber("%AUTOID%_Scale") * 262500) * -556.5 vertex = -2, 0 variable = nav.GetNavAidType(1) > 0 } POLYGON { name = NAV 2 poly position = 320, 380 color = 10, 255, 255, 150 rotation = -1 * nav.GetNavAidBearing(2, false) vertex = 0, 0 vertex = 2, 0 vertex = 2, fc.InverseLerp(nav.GroundDistanceFromVessel(nav.GetNavAidLatitude(2), nav.GetNavAidLongitude(2)), 0, fc.GetPersistentAsNumber("%AUTOID%_Scale") * 262500) * -556.5 vertex = -2, fc.InverseLerp(nav.GroundDistanceFromVessel(nav.GetNavAidLatitude(2), nav.GetNavAidLongitude(2)), 0, fc.GetPersistentAsNumber("%AUTOID%_Scale") * 262500) * -556.5 vertex = -2, 0 variable = nav.GetNavAidType(2) > 0 } POLYGON { name = Waypoint poly position = 320, 380 color = 255, 10, 255, 150 rotation = -1 * nav.WaypointBearing(-1) vertex = 0, 0 vertex = 2, 0 vertex = 2, fc.InverseLerp(nav.WaypointGroundDistance(-1), 0, fc.GetPersistentAsNumber("%AUTOID%_Scale") * 262500) * -556.5 vertex = -2, fc.InverseLerp(nav.WaypointGroundDistance(-1), 0, fc.GetPersistentAsNumber("%AUTOID%_Scale") * 262500) * -556.5 vertex = -2, 0 variable = nav.WaypointActive() } POLYGON { name = Custom poly position = 320, 380 color = 255, 255, 10, 150 rotation = -1 * nav.BearingFromVessel(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 1)) vertex = 0, 0 vertex = 2, 0 vertex = 2, fc.InverseLerp(nav.GroundDistanceFromVessel(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 1)), 0, fc.GetPersistentAsNumber("%AUTOID%_Scale") * 262500) * -556.5 vertex = -2, fc.InverseLerp(nav.GroundDistanceFromVessel(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 1)), 0, fc.GetPersistentAsNumber("%AUTOID%_Scale") * 262500) * -556.5 vertex = -2, 0 variable = fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), -90, 90) == 1 and fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 1), -180, 180) == 1 and fc.GetPersistentAsNumber("%AUTOID%_WP_Select") > -1 } POLYGON { name = WP0 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("0_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("0_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 0, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 0, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 0, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 0, 0) variable = fc.Between(fc.GetPersistentAsNumber("0_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("0_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP1 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("1_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("1_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 1, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 1, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 1, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 1, 0) variable = fc.Between(fc.GetPersistentAsNumber("1_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("1_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP2 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("2_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("2_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 2, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 2, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 2, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 2, 0) variable = fc.Between(fc.GetPersistentAsNumber("2_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("2_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP3 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("3_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("3_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 3, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 3, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 3, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 3, 0) variable = fc.Between(fc.GetPersistentAsNumber("3_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("3_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP4 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("4_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("4_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 4, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 4, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 4, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 4, 0) variable = fc.Between(fc.GetPersistentAsNumber("4_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("4_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP5 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("5_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("5_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 5, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 5, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 5, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 5, 0) variable = fc.Between(fc.GetPersistentAsNumber("5_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("5_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP6 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("6_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("6_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 6, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 6, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 6, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 6, 0) variable = fc.Between(fc.GetPersistentAsNumber("6_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("6_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP7 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("7_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("7_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 7, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 7, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 7, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 7, 0) variable = fc.Between(fc.GetPersistentAsNumber("7_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("7_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP8 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("8_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("8_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 8, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 8, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 8, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 8, 0) variable = fc.Between(fc.GetPersistentAsNumber("8_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("8_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = WP9 position = 320, 380 color = 255, 255, 255, 240 rotation = -1 * nav.BearingFromVessel(fc.GetPersistentAsNumber("9_Global_LATNAVValue_WP"), fc.GetPersistentAsNumber("9_Global_LONNAVValue_WP")) vertex = -3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 9, 0) vertex = 3, 3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 9, 0) vertex = 3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 9, 0) vertex = -3, -3 + MAS_APEx_NAV_WP_POLY("%AUTOID%", 9, 0) variable = fc.Between(fc.GetPersistentAsNumber("9_Global_LATNAVValue_WP"), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("9_Global_LONNAVValue_WP"), -180, 180) == 1 } POLYGON { name = Course Line poly position = 320, 380 color = 255, 255, 255, 250 rotation = -1 * fc.GetPersistentAsNumber("MAS_CRS_INPUT") vertex = -2.5 * fc.Clamp(nav.GetVORDeviation(1, fc.GetPersistentAsNumber("MAS_CRS_INPUT")), -60, 60) - 2, 40 vertex = -2.5 * fc.Clamp(nav.GetVORDeviation(1, fc.GetPersistentAsNumber("MAS_CRS_INPUT")), -60, 60) + 2, 40 vertex = -2.5 * fc.Clamp(nav.GetVORDeviation(1, fc.GetPersistentAsNumber("MAS_CRS_INPUT")), -60, 60) + 2, -40 vertex = -2.5 * fc.Clamp(nav.GetVORDeviation(1, fc.GetPersistentAsNumber("MAS_CRS_INPUT")), -60, 60) - 2, -40 variable = nav.GetNavAidType(1) == 2 and nav.GetILSLocalizerValid(1) == 0 } POLYGON { name = ILS Error Line poly position = 320, 380 color = 255, 255, 255, 250 rotation = -1 * fc.NormalizeAngle(fc.GetPersistentAsNumber("MAS_CRS_INPUT") - fc.Heading()) vertex = -2.5 * fc.Clamp(nav.GetILSLocalizerError(1), -60, 60) - 2, 40 vertex = -2.5 * fc.Clamp(nav.GetILSLocalizerError(1), -60, 60) + 2, 40 vertex = -2.5 * fc.Clamp(nav.GetILSLocalizerError(1), -60, 60) + 2, -40 vertex = -2.5 * fc.Clamp(nav.GetILSLocalizerError(1), -60, 60) - 2, -40 variable = nav.GetILSLocalizerValid(1) == 1 } POLYGON { name = GS Error Arrow Left poly position = 0, 380 color = 255, 255, 255, 250 vertex = 0, 60 * fc.Clamp(nav.GetILSGlideSlopeError(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")), -60, 60) vertex = 0, 60 * fc.Clamp(nav.GetILSGlideSlopeError(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")), -60, 60) + 15 vertex = 15, 60 * fc.Clamp(nav.GetILSGlideSlopeError(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")), -60, 60) vertex = 0, 60 * fc.Clamp(nav.GetILSGlideSlopeError(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")), -60, 60) - 15 variable = nav.GetILSLocalizerValid(1) == 1 and nav.GetILSGlideSlopeValid(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")) == 1 } POLYGON { name = GS Error Line Left poly position = 20, 380 color = 255, 255, 255, 250 vertex = 0, 0 vertex = 0, 2 vertex = 30, 2 vertex = 30, -2 vertex = 0, -2 variable = nav.GetILSLocalizerValid(1) == 1 and nav.GetILSGlideSlopeValid(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")) == 1 } POLYGON { name = GS Error Arrow Right poly position = 640, 380 color = 255, 255, 255, 250 vertex = 0, 60 * fc.Clamp(nav.GetILSGlideSlopeError(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")), -60, 60) vertex = 0, 60 * fc.Clamp(nav.GetILSGlideSlopeError(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")), -60, 60) - 15 vertex = -15, 60 * fc.Clamp(nav.GetILSGlideSlopeError(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")), -60, 60) vertex = 0, 60 * fc.Clamp(nav.GetILSGlideSlopeError(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")), -60, 60) + 15 variable = nav.GetILSLocalizerValid(1) == 1 and nav.GetILSGlideSlopeValid(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")) == 1 } POLYGON { name = GS Error Line Right poly position = 620, 380 color = 255, 255, 255, 250 vertex = 0, 0 vertex = 0, -2 vertex = -30, -2 vertex = -30, 2 vertex = 0, 2 variable = nav.GetILSLocalizerValid(1) == 1 and nav.GetILSGlideSlopeValid(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")) == 1 } POLYGON { name = To poly position = 320, 300 color = 255, 255, 255, 200 vertex = 0, 0 vertex = 15, 0 vertex = 0, -15 vertex = -15, 0 variable = nav.GetVORApproach(1, fc.GetPersistentAsNumber("MAS_CRS_INPUT")) == -1 } POLYGON { name = From poly position = 320, 460 color = 255, 255, 255, 200 vertex = 0, 0 vertex = -15, 0 vertex = 0, 15 vertex = 15, 0 variable = nav.GetVORApproach(1, fc.GetPersistentAsNumber("MAS_CRS_INPUT")) == 1 } POLYGON { name = Center Plane Mark poly position = 320, 380 rotation = -1 * fc.Heading() color = 255, 15, 15, 200 vertex = 0, 12 vertex = 10, 12 vertex = 0, -12 vertex = -10, 12 variable = nav.GetILSLocalizerValid(1) == 0 } POLYGON { name = Center Plane Mark poly ILS position = 320, 380 color = 255, 15, 15, 200 vertex = 0, 12 vertex = 10, 12 vertex = 0, -12 vertex = -10, 12 variable = nav.GetILSLocalizerValid(1) == 1 } TEXT { name = Scale position = 0, 1 textColor = 10, 255, 10, 200 text = <=0:#00=>% $#$ fc.GetPersistentAsNumber("%AUTOID%_Scale") * 100 } TEXT { name = DME Ground Distance position = 0, 2 textColor = 10, 255, 10, 200 text = <=0:SIP000.0=> $#$ nav.GroundDistanceFromVessel(nav.GetNavAidLatitude(1), nav.GetNavAidLongitude(1)) variable = nav.GetNavAidType(1) > 0 } TEXT { name = DME position = 0, 3 textColor = 10, 255, 10, 200 oneShot = true text = DME oneShot = true variable = nav.GetNavAidDME(1) } TEXT { name = GPS Ground Distance position = 0, 4 textColor = 10, 255, 10, 200 text = <=0:SIP000.0=> $#$ nav.WaypointGroundDistance(-1) variable = nav.WaypointActive() } TEXT { name = GPS position = 0, 5 textColor = 10, 255, 10, 200 oneShot = true text = GPS oneShot = true variable = nav.WaypointActive() } TEXT { name = Custom Ground Distance position = 0, 6 textColor = 10, 255, 10, 200 text = <=0:SIP000.0=> $#$ nav.GroundDistanceFromVessel(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 1)) variable = fc.GetPersistentAsNumber("%AUTOID%_WP_Select") > -1 and fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), -90, 90) == 1 } TEXT { name = WP position = 0, 7 textColor = 10, 255, 10, 200 text = WP<=0=> $#$ fc.GetPersistentAsNumber("%AUTOID%_WP_Select") variable = fc.GetPersistentAsNumber("%AUTOID%_WP_Select") > -1 } TEXT { name = No Data position = 33, 1 textColor = 10, 255, 10, 200 oneShot = true text = NO DATA variable = nav.WaypointActive() == 0 and nav.GetNavAidType(1) == 0 and nav.GetNavAidType(2) == 0 and fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), -90, 90) == 0 } TEXT { name = GPS position = 37, 1 textColor = 255, 10, 255, 200 oneShot = true text = GPS variable = nav.WaypointActive() } TEXT { name = N2 position = 38, 3 textColor = 10, 255, 255, 200 oneShot = true text = N2 variable = nav.GetNavAidType(2) > 0 } TEXT { name = N1 position = 38, 2 textColor = 10, 255, 10, 200 oneShot = true text = N1 variable = nav.GetNavAidType(1) > 0 } TEXT { name = LOC position = 37, 4 textColor = 10, 255, 10, 200 oneShot = true text = LOC variable = nav.GetILSLocalizerValid(1) == 1 } TEXT { name = GS position = 38, 5 textColor = 10, 255, 10, 200 oneShot = true text = GS variable = nav.GetILSGlideSlopeValid(1, fc.GetPersistentAsNumber("%AUTOID%_GS_Angle")) == 1 } TEXT { name = HDG position = 18.5, 1 textColor = 10, 255, 10, 255 oneShot = true text = HDG } TEXT { name = HDG Value position = 18.5, 2 textColor = 10, 255, 10, 255 text = <=0:000=> $#$ fc.Heading() } TEXT { name = CRS position = 13.5, 1 textColor = 10, 255, 10, 255 oneShot = true text = CRS } TEXT { name = CRS Value position = 13.5, 2 textColor = 10, 255, 10, 255 text = <=0:000=> $#$ fc.GetPersistentAsNumber("MAS_CRS_INPUT") } TEXT { name = BRG NAV 1 position = 23.5, 1 textColor = 10, 255, 10, 255 oneShot = true text = BRG variable = fc.GetPersistentAsNumber("%AUTOID%_BRG_Select") == 0 } TEXT { name = BRG NAV 2 position = 23.5, 1 textColor = 10, 255, 255, 255 oneShot = true text = BRG variable = fc.GetPersistentAsNumber("%AUTOID%_BRG_Select") == 1 } TEXT { name = BRG GPS position = 23.5, 1 textColor = 255, 10, 255, 255 oneShot = true text = BRG variable = fc.GetPersistentAsNumber("%AUTOID%_BRG_Select") == 2 } TEXT { name = BRG Custom position = 23.5, 1 textColor = 255, 255, 10, 255 oneShot = true text = BRG variable = fc.GetPersistentAsNumber("%AUTOID%_BRG_Select") == 3 } TEXT { name = Brg Value NAV 1 position = 23.5, 2 textColor = 10, 255, 10, 255 text = <=0:000=> $#$ nav.GetNavAidBearing(1, false) variable = fc.GetPersistentAsNumber("%AUTOID%_BRG_Select") == 0 } TEXT { name = Brg Value NAV 2 position = 23.5, 2 textColor = 10, 255, 10, 255 text = <=0:000=> $#$ nav.GetNavAidBearing(2, false) variable = fc.GetPersistentAsNumber("%AUTOID%_BRG_Select") == 1 } TEXT { name = Brg Value GPS position = 23.5, 2 textColor = 10, 255, 10, 255 text = <=0:000=> $#$ nav.WaypointBearing(-1) variable = fc.GetPersistentAsNumber("%AUTOID%_BRG_Select") == 2 } TEXT { name = Brg Value WP position = 23.5, 2 textColor = 10, 255, 10, 255 text = <=0:000=> $#$ nav.BearingFromVessel(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 1)) variable = fc.GetPersistentAsNumber("%AUTOID%_BRG_Select") == 3 and fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_WP_Select"), 0), -90, 90) == 1 } TEXT { name = GS Angle position = 1, 13.5 textColor = 255, 255, 255, 200 text = <=0:0=>° $#$ fc.GetPersistentAsNumber("%AUTOID%_GS_Angle") variable = nav.GetILSLocalizerValid(1) == 1 } POLYGON { name = WP minus hit Poly position = 0, 576 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 32 vertex = 48, 32 vertex = 48, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WPMinus") } POLYGON { name = WP plus hit Poly position = 592, 576 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 32 vertex = 48, 32 vertex = 48, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WPPlus") } TEXT { name = WP Minus position = 0, 18 textColor = 10, 255, 10, 200 oneShot = true text = WP- } TEXT { name = WP Plus position = 37, 18 textColor = 10, 255, 10, 200 oneShot = true text = WP+ } IMAGE { name = Compass texture = MOARdV/MAS_ASET/ALCORMFD40x20/Compass_No_Marks passiveColor = 10, 255, 10, 200 position = 0, 60 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_NavOptions.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_NavOptions onEntry = fc.SetPersistent("%AUTOID%-Page", 19) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R4", "MAS_APEx_MFD40x20_PG_NavOptions_2")) hitbox { name = 7 position = 80, 160 size = 160, 128 onClick = MAS_APEx_NAV_Display(7, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_7", 0) } POLYGON { name = 7 poly position = 80, 160 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_7") } hitbox { name = 8 position = 240, 160 size = 160, 128 onClick = MAS_APEx_NAV_Display(8, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_8", 0) } POLYGON { name = 8 poly position = 240, 160 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_8") } hitbox { name = 9 position = 400, 160 size = 160, 128 onClick = MAS_APEx_NAV_Display(9, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_9", 0) } POLYGON { name = 9 poly position = 400, 160 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_9") } hitbox { name = 4 position = 80, 288 size = 160, 128 onClick = MAS_APEx_NAV_Display(4, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_4", 0) } POLYGON { name = 4 poly position = 80, 288 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_4") } hitbox { name = 5 position = 240, 288 size = 160, 128 onClick = MAS_APEx_NAV_Display(5, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_5", 0) } POLYGON { name = 5 poly position = 240, 288 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_5") } hitbox { name = 6 position = 400, 288 size = 160, 128 onClick = MAS_APEx_NAV_Display(6, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_6", 0) } POLYGON { name = 6 poly position = 400, 288 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_6") } hitbox { name = 1 position = 80, 416 size = 160, 128 onClick = MAS_APEx_NAV_Display(1, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_1", 0) } POLYGON { name = 1 poly position = 80, 416 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_1") } hitbox { name = 2 position = 240, 416 size = 160, 128 onClick = MAS_APEx_NAV_Display(2, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_2", 0) } POLYGON { name = 2 poly position = 240, 416 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_2") } hitbox { name = 3 position = 400, 416 size = 160, 128 onClick = MAS_APEx_NAV_Display(3, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_3", 0) } POLYGON { name = 3 poly position = 400, 416 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_3") } hitbox { name = 0 position = 80, 543 size = 160, 41 onClick = MAS_APEx_NAV_Display(0, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_0", 0) } POLYGON { name = 0 poly position = 80, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 160, 41 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_0") } hitbox { name = CLR position = 240, 543 size = 160, 41 onClick = fc.SetPersistent("%AUTOID%_Button_CLR", 1 + fc.SetPersistent("%AUTOID%_NumberBuffer", 0)) onRelease = fc.SetPersistent("%AUTOID%_Button_CLR", 0) } POLYGON { name = CLR poly position = 240, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 160, 41 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_CLR") } hitbox { name = XFER Left position = 400, 543 size = 80, 41 onClick = MAS_APEx_NAV_XFER(1, fc.GetPersistentAsNumber("%AUTOID%_NumberBuffer"), "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_XFER_Left", 0 + fc.SetPersistent("%AUTOID%_Button_XFER_Left_Error", 0)) } POLYGON { name = XFER Left poly position = 400, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_XFER_Left") } POLYGON { name = XFER Left poly error position = 400, 543 color = 255, 10, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_XFER_Left_Error") } hitbox { name = XFER Right position = 480, 543 size = 80, 41 onClick = MAS_APEx_NAV_XFER(2, fc.GetPersistentAsNumber("%AUTOID%_NumberBuffer"), "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_XFER_Right", 0 + fc.SetPersistent("%AUTOID%_Button_XFER_Right_Error", 0)) } POLYGON { name = XFER Right poly position = 480, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_XFER_Right") } POLYGON { name = XFER Right poly error position = 480, 543 color = 255, 10, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_XFER_Right_Error") } hitbox { name = NAV 1 PWR position = 80, 120 size = 240, 41 onClick = MAS_APEx_NAV_Radio_Init(1) } POLYGON { name = NAV 1 PWR poly position = 80, 120 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 240, 41 vertex = 240, 0 variable = fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON") } hitbox { name = NAV 2 PWR position = 320, 120 size = 240, 41 onClick = MAS_APEx_NAV_Radio_Init(2) } POLYGON { name = NAV 2 PWR poly position = 320, 120 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 240, 41 vertex = 240, 0 variable = fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON") } SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } IMAGE { name = BG texture = MOARdV/MAS_ASET/ALCORMFD40X20/NavPageBG } TEXT { name = title position = 0, 1 textColor = 10, 230, 10, 255 oneShot = true text = NAV1 } TEXT { name = title position = 5, 1 textColor = 10, 230, 10, 255 text = - <=0:000.00=> $&$ nav.GetRadioFrequency(1) } TEXT { name = title position = 36, 1 textColor = 10, 230, 10, 255 oneShot = true text = NAV2 } TEXT { name = title position = 18, 2.5 textColor = 10, 230, 10, 255 oneShot = true text = STBY } TEXT { name = title position = 26, 1 textColor = 10, 230, 10, 255 text = <=0:000.00=> - $&$ nav.GetRadioFrequency(2) } TEXT { name = title position = 17.5, 1.5 textColor = 10, 230, 10, 255 text = <=0:00000=> $&$ fc.GetPersistentAsNumber("%AUTOID%_NumberBuffer") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_NavOptions_2.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_NavOptions_2 onEntry = fc.SetPersistent("%AUTOID%-Page", 19) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R4", "MAS_APEx_MFD40x20_PG_NavOptions")) hitbox { name = WP0 position = 57, 160 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP0", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 0)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP0", 0) } POLYGON { name = WP0 Poly position = 57, 160 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP0") } POLYGON { name = WP0 Poly position = 57, 160 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_0_Button_WP_Set") } POLYGON { name = WP0 Poly position = 57, 160 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 0 } hitbox { name = WP1 position = 57, 244 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP1", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 1)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP1", 0) } POLYGON { name = WP1 Poly position = 57, 244 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP1") } POLYGON { name = WP1 Poly position = 57, 244 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_1_Button_WP_Set") } POLYGON { name = WP1 Poly position = 57, 244 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 1 } hitbox { name = WP2 position = 57, 328 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP2", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 2)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP2", 0) } POLYGON { name = WP2 Poly position = 57, 328 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP2") } POLYGON { name = WP2 Poly position = 57, 328 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_2_Button_WP_Set") } POLYGON { name = WP2 Poly position = 57, 328 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 2 } hitbox { name = WP3 position = 57, 412 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP3", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 3)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP3", 0) } POLYGON { name = WP3 Poly position = 57, 412 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP3") } POLYGON { name = WP3 Poly position = 57, 412 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_3_Button_WP_Set") } POLYGON { name = WP3 Poly position = 57, 412 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 3 } hitbox { name = WP4 position = 57, 496 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP4", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 4)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP4", 0) } POLYGON { name = WP4 Poly position = 57, 496 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP4") } POLYGON { name = WP4 Poly position = 57, 496 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_4_Button_WP_Set") } POLYGON { name = WP4 Poly position = 57, 496 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 4 } hitbox { name = WP5 position = 559, 160 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP5", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 5)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP5", 0) } POLYGON { name = WP5 Poly position = 559, 160 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP5") } POLYGON { name = WP5 Poly position = 559, 160 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_5_Button_WP_Set") } POLYGON { name = WP5 Poly position = 559, 160 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 5 } hitbox { name = WP6 position = 559, 244 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP6", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 6)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP6", 0) } POLYGON { name = WP6 Poly position = 559, 244 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP6") } POLYGON { name = WP6 Poly position = 559, 244 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_6_Button_WP_Set") } POLYGON { name = WP6 Poly position = 559, 244 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 6 } hitbox { name = WP7 position = 559, 328 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP7", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 7)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP7", 0) } POLYGON { name = WP7 Poly position = 559, 328 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP7") } POLYGON { name = WP7 Poly position = 559, 328 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_7_Button_WP_Set") } POLYGON { name = WP7 Poly position = 559, 328 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 7 } hitbox { name = WP8 position = 559, 412 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP8", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 8)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP8", 0) } POLYGON { name = WP8 Poly position = 559, 412 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP8") } POLYGON { name = WP8 Poly position = 559, 412 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_8_Button_WP_Set") } POLYGON { name = WP8 Poly position = 559, 412 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 8 } hitbox { name = WP9 position = 559, 496 size = 23, 85 onClick = fc.SetPersistent("%AUTOID%_Button_WP9", 1 + fc.SetPersistent("%AUTOID%_Button_WP_Toggle", 9)) onRelease = fc.SetPersistent("%AUTOID%_Button_WP9", 0) } POLYGON { name = WP9 Poly position = 559, 496 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP9") } POLYGON { name = WP9 Poly position = 559, 496 color = 100, 10, 150, 150 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_9_Button_WP_Set") } POLYGON { name = WP9 Poly position = 559, 496 color = 10, 150, 10, 100 vertex = 0, 0 vertex = 0, 85 vertex = 23, 85 vertex = 23, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle") == 9 } hitbox { name = LATSelect position = 0, 32 size = 80, 32 onClick = fc.SetPersistent("%AUTOID%_Button_LATSelect", 1 + fc.SetPersistent("%AUTOID%_Button_ModeToggle", 0)) onRelease = fc.SetPersistent("%AUTOID%_Button_LATSelect", 0) } hitbox { name = LONSelect position = 0, 64 size = 80, 32 onClick = fc.SetPersistent("%AUTOID%_Button_LONSelect", 1 + fc.SetPersistent("%AUTOID%_Button_ModeToggle", 1)) onRelease = fc.SetPersistent("%AUTOID%_Button_LONSelect", 0) } hitbox { name = 7 position = 80, 160 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(7, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_7", 0) } POLYGON { name = 7 poly position = 80, 160 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_7") } hitbox { name = 8 position = 240, 160 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(8, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_8", 0) } POLYGON { name = 8 poly position = 240, 160 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_8") } hitbox { name = 9 position = 400, 160 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(9, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_9", 0) } POLYGON { name = 9 poly position = 400, 160 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_9") } hitbox { name = 4 position = 80, 288 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(4, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_4", 0) } POLYGON { name = 4 poly position = 80, 288 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_4") } hitbox { name = 5 position = 240, 288 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(5, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_5", 0) } POLYGON { name = 5 poly position = 240, 288 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_5") } hitbox { name = 6 position = 400, 288 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(6, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_6", 0) } POLYGON { name = 6 poly position = 400, 288 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_6") } hitbox { name = 1 position = 80, 416 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(1, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_1", 0) } POLYGON { name = 1 poly position = 80, 416 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_1") } hitbox { name = 2 position = 240, 416 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(2, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_2", 0) } POLYGON { name = 2 poly position = 240, 416 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_2") } hitbox { name = 3 position = 400, 416 size = 160, 128 onClick = MAS_APEx_NAV_WP_INPUT(3, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_3", 0) } POLYGON { name = 3 poly position = 400, 416 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 128 vertex = 160, 128 vertex = 160, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_3") } hitbox { name = 0 position = 80, 543 size = 80, 41 onClick = MAS_APEx_NAV_WP_INPUT(0, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_0", 0) } POLYGON { name = 0 poly position = 80, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_0") } hitbox { name = Dot position = 160, 543 size = 80, 41 onClick = MAS_APEx_NAV_WP_INPUT(11, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_11", 0) } POLYGON { name = Dot poly position = 160, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_11") } hitbox { name = PlusMinus position = 240, 543 size = 80, 41 onClick = MAS_APEx_NAV_WP_INPUT(10, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_10", 0) } POLYGON { name = PlusMinus poly position = 240, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_10") } hitbox { name = CLR position = 320, 543 size = 80, 41 onClick = MAS_APEx_NAV_WP_CLR("%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%_Button_CLR", 0 + fc.SetPersistent("%AUTOID%_CLR_Timer", 0)) } POLYGON { name = CLR poly position = 320, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_CLR") } hitbox { name = DEL position = 401, 543 size = 80, 41 onClick = MAS_APEx_NAV_WP_DEL("%AUTOID%", fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle")) onRelease = fc.SetPersistent("%AUTOID%_Button_DEL", 0) } POLYGON { name = DEL poly position = 401, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_DEL") } hitbox { name = OK position = 480, 543 size = 80, 41 onClick = MAS_APEx_NAV_WP_OK("%AUTOID%", fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle")) onRelease = fc.SetPersistent("%AUTOID%_Button_OK", 0 + fc.SetPersistent("%AUTOID%_Button_OK_Error", 0)) } POLYGON { name = OK poly position = 480, 543 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_OK") } POLYGON { name = OK poly error position = 480, 543 color = 255, 10, 10, 100 vertex = 0, 0 vertex = 0, 41 vertex = 80, 41 vertex = 80, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_Button_OK_Error") } SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } IMAGE { name = BG texture = MOARdV/MAS_ASET/ALCORMFD40X20/LatLonInputBG } TEXT { name = Selector position = 0, 1 textColor = 10, 230, 10, 255 text = > variable = fc.GetPersistent("%AUTOID%_Button_ModeToggle") == 0 } TEXT { name = Selector position = 0, 2 textColor = 10, 230, 10, 255 text = > variable = fc.GetPersistent("%AUTOID%_Button_ModeToggle") == 1 } TEXT { name = LAT position = 1, 1 textColor = 10, 230, 10, 255 text = LAT: oneShot = true } TEXT { name = LON position = 1, 2 textColor = 10, 230, 10, 255 text = LON: oneShot = true } TEXT { name = LAT Display position = 6, 1 textColor = 10, 230, 10, 255 text = <=0=> $&$ fc.GetPersistent("Global_NumberBuffer_WP_LAT") } TEXT { name = LON Display position = 6, 2 textColor = 10, 230, 10, 255 text = <=0=> $&$ fc.GetPersistent("Global_NumberBuffer_WP_LON") } TEXT { name = LAT Selected Display position = 13.5, 3 textColor = 10, 230, 10, 255 text = <=0:LAT0=> $&$ MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 0) variable = fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 0), -90, 90) == 1 and fc.Between(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 0, 9) == 1 } TEXT { name = LON Selected Display position = 13, 4 textColor = 10, 230, 10, 255 text = <=0:LON0=> $&$ MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 1) variable = fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 1), -180, 180) == 1 and fc.Between(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 0, 9) == 1 } POLYGON { name = LATLONSet poly position = 0, 96 color = 10, 255, 10, 100 vertex = 0, 0 vertex = 0, 64 vertex = 640, 64 vertex = 640, 0 variable = fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 0), -90, 90) == 1 and fc.Between(MAS_APEx_NAV_WP_DATA_SEL(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 1), -180, 180) == 1 and fc.Between(fc.GetPersistentAsNumber("%AUTOID%_Button_WP_Toggle"), 0, 9) == 1 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Orbit.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Orbit onEntry = fc.SetPersistent("%AUTOID%-Page", 15) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R2","MAS_APEx_MFD40x20_PG_OrbitDisp_V2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { name = header position = 3,1 text = BODY: [#ffff00]<=0=>[#ffffff] <=1=> $#$ fc.BodyName(fc.CurrentBodyIndex()); fc.VesselSituationName() } TEXT { name = static upper 1 position = 3, 2 text = ALT: } TEXT { name = static upper 2 position = 23, 2 text = VEL: } TEXT { name = alt position = 8,2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = o.spd position = 28,2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.OrbitSpeed() } TEXT { name = Orbit Stats static 1 position = 3,3 text = ApA:$$$PeA:$$$ApT:$$$PeT:$$$ OP:$$$AnT:$$$DnT: variable = 1 - fc.VesselLanded() } TEXT { name = Orbit Stats 2 position = 23,3 text = ECC: [#ffff00]<=0,7:0.000=> $#$ fc.Eccentricity() variable = 1 - fc.VesselLanded() } LINE_STRING { name = nextNode 1 position = 128, 96 + fc.Select(fc.VerticalSpeed() < 0, 32, 0) startColor = 255, 0, 255, 255 startWidth = 3 loop = true vertex = 0, 0 vertex = 128, 0 vertex = 128, 32 vertex = 0, 32 variable = 1 - fc.VesselLanded() } TEXT { name = Ap position = 8,3 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = 1 - fc.VesselLanded() } TEXT { name = Pe position = 8,4 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = 1 - fc.VesselLanded() } LINE_STRING { name = nextNode 2 position = 128, 160+ fc.Select(fc.VerticalSpeed() < 0, 32, 0) startColor = 255, 0, 255, 255 startWidth = 3 loop = true vertex = 0, 0 vertex = 176, 0 vertex = 176, 32 vertex = 0, 32 variable = 1 - fc.VesselLanded() } TEXT { name = ApT position = 8,5 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.TimeToAp() variable = 1 - fc.VesselLanded() } TEXT { name = PeT position = 8,6 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.TimeToPe() variable = 1 - fc.VesselLanded() } TEXT { name = OT position = 8,7 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.OrbitPeriod() variable = 1 - fc.VesselLanded() } TEXT { name = AnT position = 8,8 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.TimeToANEq() variable = 1 - fc.VesselLanded() } TEXT { name = DnT position = 8,9 textColor = 255, 255, 0, 255 text = <=0:MET-dd:hh:mm:ss=> $#$ fc.TimeToDNEq() variable = 1 - fc.VesselLanded() } LINE_STRING { name = dividers position = -5, 320 startColor = 255,255,255,255 startWidth = 3 vertex = 0, 0 vertex = 650, 0 vertex = 650, 64 vertex = 0, 64 } TEXT { name = no maneuver position = 14.5, 10.5 textColor = 132, 132, 132, 255 text = NO MANEUVER variable = 1 - fc.ManeuverNodeExists() } TEXT { name = maneuver static position = 2, 10 textColor = 132, 132, 132, 255 text = [hw]Node in T [/hw] | ΔV: | [hw]Est.Burn T[/hw] | [hw]THROTTLE[/hw] variable = fc.ManeuverNodeExists() } TEXT { name = maneuver static 2 position = 10, 11 textColor = 132, 132, 132, 255 text = | | | variable = fc.ManeuverNodeExists() } TEXT { name = timer position = 0,11 textColor = 255, 255, 0, 255 text = <=0,9:MET+h:mm:ss=> <=1,9:0.0=> [#81BEF7]<=2:METmm:ss=> [#FE9A2E]<=3,5:P0=> $#$ fc.ManeuverNodeTime(); fc.ManeuverNodeDV(); fc.ManeuverNodeBurnTime(); fc.GetThrottle() variable = fc.ManeuverNodeExists() } TEXT { name = stage / deltaV static position = 0, 12 text = ST.[#ff1111]<=0:00=>[#ffffff]|[#ffff00]ΔV[hw](St.) [/hw]: [#ffffff]| |[#ffff00]ΔV[hw](Tot.)[/hw] $#$ fc.CurrentStage() } TEXT { name = stage deltaV position = 12,12 textColor = 255, 255, 0, 255 text = <=0,6:0.0=> [hw]<=1:BAR,= ,10=>[/hw] <=2,6:0.0=> $#$ fc.DeltaVStage(); fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()); fc.DeltaV() } TEXT { name = SoI change info position = 0,13 text = <=0=> [#ffff00]<=1=> [#ffffff]AT [#ffff00]<=2:METy:ddd:hh:mm:ss=>$#$ fc.Select(fc.NextSoI() > 0, "TRANSFER", " ESCAPE"); fc.NextBodyName(); fc.TimeToNextSoI() variable = fc.NextSoI() ~= 0 } TEXT { name = phase angle statics position = 0,14 text = PHASE ANGLE:$$$ AT: variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = phase angle position = 12, 14 textColor = 255, 255, 0, 255 text = <=0:0.00=>° $#$ transfer.RelativePhaseAngle()$$$<=0:MET-y:ddd:hh:mm:ss=> $#$ transfer.TimeUntilPhaseAngle() variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = ejection angle statics position = 0,16 text = EJECT ANGLE:$$$ AT: variable = transfer.TimeUntilEjection() ~= 0 } TEXT { name = ejection angle position = 12, 16 textColor = 255, 255, 0, 255 text = <=0:0.00=>° $#$ transfer.RelativeEjectionAngle() $$$<=0:MET-y:ddd:hh:mm:ss=> $#$ transfer.TimeUntilEjection() variable = transfer.TimeUntilEjection() ~= 0 } TEXT { position = 5, 18 text = ΔV:[#ffff00]<=0,7:SIP##0.0=>m/s (<=1,6:SIP##0.0=>m/s) $#$ transfer.DeltaVInitial(); fc.DeltaV() variable = transfer.TimeUntilPhaseAngle() ~= 0 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_OrbitDisp.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_OrbitDisp onEntry = fc.SetPersistent("%AUTOID%-Page", 16) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R2","MAS_APEx_MFD40x20_PG_Orbit")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } ORBIT_DISPLAY { name = Orbital Schematic position = 40, 40 size = 560, 560 vertexCount = 32 orbitWidth = 3 bodyWidth = 5 vesselStartColor = COLOR_XKCD_KSPUNNAMEDCYAN vesselEndColor = 95, 189, 185, 127 targetStartColor = 255, 0, 255, 255 targetEndColor = 255, 0, 255, 127 maneuverStartColor = COLOR_XKCD_KSPNOTSOGOODORANGE maneuverEndColor = 255, 176, 0, 127 } TEXT { name = body position = 0, 1 textColor = 0, 255, 255, 136 text = [hw]BODY:[#ffff0088]<=0=> $#$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = target statics position = 30, 1 text = [hw][#00ffff88]TARGET: [#ffff0088]<=0=> $#$ fc.TargetName() $$$[hw][#00ffff88]VEL:$$$[hw][#00ffff88]ALT: variable = fc.TargetType() } TEXT { name = vel/alt static position = 0, 2 textColor = 255, 255, 255, 136 text = [hw]VEL:$$$[hw]ALT: } TEXT { name = vel/alt dynamic position = 2,2 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.OrbitSpeed() $$$[hw]<=0,7:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = tgt vel/alt dynamic position = 32,2 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.TargetOrbitSpeed() $$$[hw]<=0,7:SIP##0.0=>m $#$ fc.TargetAltitude() variable = fc.TargetType() } TEXT { name = row4567 static position = 0, 4 textColor = 255, 255, 255, 136 text = [hw]ApA:$$$[hw]PeA:$$$[hw]INC:$$$[hw]ECC: variable = 1 - fc.VesselLanded() } TEXT { name = row4 Ap position = 2, 4 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row5 Pe position = 2, 5 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row6 Inc position = 2, 6 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.Inclination() variable = 1 - fc.VesselLanded() } TEXT { name = row7 Ecc position = 2, 7 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=> $#$ fc.Eccentricity() variable = 1 - fc.VesselLanded() } TEXT { name = tgt row4567 static position = 30, 4 textColor = 255, 255, 255, 136 text = [hw]ApA:$$$[hw]PeA:$$$[hw]INC:$$$[hw]ECC: variable = fc.TargetType() } TEXT { name = tgt row4 Ap position = 32, 4 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = fc.TargetType() } TEXT { name = tgt row5 Pe position = 32, 5 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = fc.TargetType() } TEXT { name = tgt row6 Inc position = 32, 6 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.Inclination() variable = fc.TargetType() } TEXT { name = tgt row7 Ecc position = 32, 7 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=> $#$ fc.Eccentricity() variable = fc.TargetType() } TEXT { name = tgt angle statics position = 27.5,8 textColor = 255, 255, 255, 136 text = [hw] R.VEL:$$$[hw] R.INC:$$$[hw] T.AN:$$$[hw] T.DN:$$$[hw]ClstAprt:$$$[hw] ClstApr:$$$[hw] M.ClApr:$$$[hw] M.ClstTim: variable = fc.TargetType() } TEXT { name = rvel position = 32,8 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed() variable = fc.TargetType() } TEXT { name = rinc position = 32,9 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = t.an position = 32,10 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TimeToANTarget() variable = fc.TargetType() } TEXT { name = t.dn position = 32,11 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TimeToDNTarget() variable = fc.TargetType() } TEXT { name = t.closest position = 32,12 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TargetClosestApproachTime() variable = fc.TargetType() } TEXT { name = closest dist position = 32,13 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.TargetClosestApproachDistance() variable = fc.TargetType() } TEXT { name = Maneuver closest dist position = 32,14 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.ManeuverNodeTargetClosestApproachDistance() variable = fc.TargetType() } TEXT { name = Maneuver closest time position = 32,15 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.ManeuverNodeTargetClosestApproachTime() variable = fc.TargetType() } TEXT { name = phase angle statics position = 0,8 textColor = 255, 255, 255, 136 text = [hw]PHASE ANGLE: variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = phase angle position = 6, 8 textColor = 255, 255, 0, 136 text = [hw]<=0:0.00=>° $#$ transfer.RelativePhaseAngle() variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = maneuver position = 0, 10 textColor = 255, 255, 0, 136 text = [hw]NodeT:[#FFFF0088]<=0,14:MET+dd:hh:mm:ss=>[#FFFFFF88] $#$ fc.ManeuverNodeTime() $$$ [hw]ΔV:[#FFFF0088]<=0,8:0.0=>[#FFFFFF88] $#$ fc.ManeuverNodeDV() $$$ [hw]BurnT:[#81BEF788]<=0:METhh:mm:ss=> $#$ fc.ManeuverNodeBurnTime() variable = fc.ManeuverNodeExists() } TEXT { name = Bottom static a position = 1, 16 textColor = 255, 255, 255, 136 text = [hw]ApT:$$$[hw]PeT:$$$[hw] OP: variable = 1 - fc.VesselLanded() } TEXT { name = ApT position = 3,16 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToAp() variable = 1 - fc.VesselLanded() } TEXT { name = AN position = 33,16 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToANEq() variable = 1 - fc.VesselLanded() } TEXT { name = Bottom static b position = 31, 16 text = [hw]ApT:$$$[hw]PeT:$$$[hw] OP: text = [hw]AN:$$$[hw]DN: variable = 1 - fc.VesselLanded() } TEXT { name = PeT position = 3,17 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToPe() variable = 1 - fc.VesselLanded() } TEXT { name = DN position = 33,17 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToDNEq() variable = 1 - fc.VesselLanded() } TEXT { name = OP position = 3,18 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.OrbitPeriod() variable = 1 - fc.VesselLanded() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_OrbitDisp_V2.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_OrbitDisp_V2 onEntry = fc.SetPersistent("%AUTOID%-Page", 16) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R2","MAS_APEx_MFD40x20_PG_Orbit")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } ORBIT_DISPLAY { name = Orbital Schematic position = 40, 40 size = 560, 560 vertexCount = 32 orbitWidth = 3 bodyWidth = 5 vesselStartColor = COLOR_XKCD_KSPUNNAMEDCYAN vesselEndColor = 95, 189, 185, 127 targetStartColor = 255, 0, 255, 255 targetEndColor = 255, 0, 255, 127 maneuverStartColor = COLOR_XKCD_KSPNOTSOGOODORANGE maneuverEndColor = 255, 176, 0, 127 } TEXT { name = body position = 0, 1 textColor = 0, 255, 255, 136 text = [hw]BODY:[#ffff0088]<=0=> $#$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = target statics position = 20, 1 text = [hw][#00ffff88]TARGET: [#ffff0088]<=0=> $#$ fc.TargetName() $$$[hw][#00ffff88]VEL:$$$[hw][#00ffff88]ALT: variable = fc.TargetType() } TEXT { name = vel/alt static position = 0, 2 textColor = 255, 255, 255, 136 text = [hw]VEL:$$$[hw]ALT: } TEXT { name = vel/alt dynamic position = 2,2 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.OrbitSpeed() $$$[hw]<=0,7:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = tgt vel/alt dynamic position = 22,2 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.TargetOrbitSpeed() $$$[hw]<=0,7:SIP##0.0=>m $#$ fc.TargetAltitude() variable = fc.TargetType() } TEXT { name = row4567 static position = 0, 4 textColor = 255, 255, 255, 136 text = [hw]ApA:$$$[hw]PeA:$$$[hw]INC:$$$[hw]ECC: variable = 1 - fc.VesselLanded() } TEXT { name = row4 Ap position = 2, 4 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row5 Pe position = 2, 5 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row6 Inc position = 2, 6 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.Inclination() variable = 1 - fc.VesselLanded() } TEXT { name = row7 Ecc position = 2, 7 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=> $#$ fc.Eccentricity() variable = 1 - fc.VesselLanded() } TEXT { name = tgt row4567 static position = 20, 4 textColor = 255, 255, 255, 136 text = [hw]ApA:$$$[hw]PeA:$$$[hw]INC:$$$[hw]ECC: variable = fc.TargetType() } TEXT { name = tgt row4 Ap position = 22, 4 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = fc.TargetType() } TEXT { name = tgt row5 Pe position = 22, 5 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = fc.TargetType() } TEXT { name = tgt row6 Inc position = 22, 6 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.Inclination() variable = fc.TargetType() } TEXT { name = tgt row7 Ecc position = 22, 7 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=> $#$ fc.Eccentricity() variable = fc.TargetType() } TEXT { name = tgt angle statics position = 17.5,8 textColor = 255, 255, 255, 136 text = [hw] R.VEL:$$$[hw] R.INC:$$$[hw] T.AN:$$$[hw] T.DN:$$$[hw]ClstAprt:$$$[hw] ClstApr: variable = fc.TargetType() } TEXT { name = rvel position = 22,8 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed() variable = fc.TargetType() } TEXT { name = rinc position = 22,9 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = t.an position = 22,10 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TimeToANTarget() variable = fc.TargetType() } TEXT { name = t.dn position = 22,11 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TimeToDNTarget() variable = fc.TargetType() } TEXT { name = t.closest position = 22,12 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TargetClosestApproachTime() variable = fc.TargetType() } TEXT { name = closest dist position = 22,13 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.TargetClosestApproachDistance() variable = fc.TargetType() } TEXT { name = phase angle statics position = 0,14 textColor = 255, 255, 255, 136 text = [hw]PHASE ANGLE: variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = phase angle position = 6, 14 textColor = 255, 255, 0, 136 text = [hw]<=0:0.00=>° $#$ transfer.RelativePhaseAngle() variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = maneuver position = 7, 15 textColor = 255, 255, 0, 136 text = [hw]NodeT:[#FFFF0088]<=0,14:MET+dd:hh:mm:ss=>[#FFFFFF88] ΔV:[#FFFF0088]<=1,8:0.0=>[#FFFFFF88] BurnT:[#81BEF788]<=2:METhh:mm:ss=> $#$ fc.ManeuverNodeTime(); fc.ManeuverNodeDV(); fc.ManeuverNodeBurnTime() variable = fc.ManeuverNodeExists() } TEXT { name = Bottom static a position = 1, 16 textColor = 255, 255, 255, 136 text = [hw]ApT:$$$[hw]PeT:$$$[hw] OP: variable = 1 - fc.VesselLanded() } TEXT { name = ApT position = 3,16 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToAp() variable = 1 - fc.VesselLanded() } TEXT { name = AN position = 23,16 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToANEq() variable = 1 - fc.VesselLanded() } TEXT { name = Bottom static b position = 21, 16 text = [hw]ApT:$$$[hw]PeT:$$$[hw] OP: text = [hw]AN:$$$[hw]DN: variable = 1 - fc.VesselLanded() } TEXT { name = PeT position = 3,17 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToPe() variable = 1 - fc.VesselLanded() } TEXT { name = DN position = 23,17 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToDNEq() variable = 1 - fc.VesselLanded() } TEXT { name = OP position = 3,18 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.OrbitPeriod() variable = 1 - fc.VesselLanded() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_PodCams.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_PodCams onEntry = fc.SetPersistent("%AUTOID%-Page", 21) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 0, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 1, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 2, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 3, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 4, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) softkey = 5, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 6, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 7, fc.AddPersistentWrapped("%AUTOID%-PodCam", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-PodCam", -1, 0, fc.CameraCount()) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } CAMERA { name = Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) } TEXT { name = Camera names position = 10,1 textColor = 0, 255, 0, 85 text = <=0=> CCTV A <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) } TEXT { name = Blinkenlichten position = 8, 1 textColor = 255, 0, 0, 102 text = ● variable = fc.PeriodStep(1) } TEXT { name = pan caption position = 0, 1.3125 textColor = 255, 255, 0, 102 text = ┐[n1.5]P[n]A[n]N[n1.5]┘ } TEXT { name = tilt caption position = 39, 1.3125 textColor = 255, 255, 0, 102 text = ┌[n]T[n]I[n]L[n]T[n]└ } TEXT { name = select caption position = 0, 9 textColor = 255, 255, 0, 102 text = ┐[n1.5]S[n]E[n]L[n1.5]┘ } TEXT { name = zoom caption position = 39, 9 textColor = 255, 255, 0, 102 text = ┌[n]Z[n]O[n]O[n]M[n]└ } TEXT { name = reset caption position = 37, 16.75 textColor = 255, 255, 0, 102 text = [hw]RESET } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Resources_Stage.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Resources_Stage onEntry = fc.SetPersistent("%AUTOID%-Page", 11) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-G", "MAS_APEx_MFD40x20_PG_Resources_Total")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } POLYGON { name = caption fill position = 160, 32 color = 255, 0, 255, 255 vertex = 0, 0 vertex = 0, 32 vertex = 96, 32 vertex = 96, 0 } TEXT { name = static header position = 0, 1 textColor = 0, 255, 0, 255 text = RESOURCES [#000000]STAGE: } TEXT { name = rsrc 0 position = 0, 2 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(0), 18, 0.5) ; fc.ResourceStageMax(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 0a position = 19, 2 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 1 position = 0, 3 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(1), 18, 0.5) ; fc.ResourceStageMax(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 1a position = 19, 3 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 2 position = 0, 4 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(2), 18, 0.5) ; fc.ResourceStageMax(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 2a position = 19, 4 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 3 position = 0, 5 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(3), 18, 0.5) ; fc.ResourceStageMax(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 3a position = 19, 5 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 4 position = 0, 6 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(4), 18, 0.5) ; fc.ResourceStageMax(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 4a position = 19, 6 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 5 position = 0, 7 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(5), 18, 0.5) ; fc.ResourceStageMax(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 5a position = 19, 7 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 6 position = 0, 8 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(6), 18, 0.5) ; fc.ResourceStageMax(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 6a position = 19, 8 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 7 position = 0, 9 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(7), 18, 0.5) ; fc.ResourceStageMax(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 7a position = 19, 9 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 8 position = 0, 10 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(8), 18, 0.5) ; fc.ResourceStageMax(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 8a position = 19, 10 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 9 position = 0, 11 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(9), 18, 0.5) ; fc.ResourceStageMax(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 9a position = 19, 11 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 10 position = 0, 12 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(10), 18, 0.5) ; fc.ResourceStageMax(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 10a position = 19, 12 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 11 position = 0, 13 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(11), 18, 0.5) ; fc.ResourceStageMax(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 11a position = 19, 13 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 12 position = 0, 14 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(12), 18, 0.5) ; fc.ResourceStageMax(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 12a position = 19, 14 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 13 position = 0, 15 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(13), 18, 0.5) ; fc.ResourceStageMax(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 13a position = 19, 15 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 14 position = 0, 16 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(14), 18, 0.5) ; fc.ResourceStageMax(14) variable = fc.ResourceCount() > 14 } TEXT { name = rsrc 14a position = 19, 16 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceStageCurrent(14) variable = fc.ResourceCount() > 14 } TEXT { name = static footer position = 0, 17 text = ________________________________________$$$TOTAL MASS: ΔV: } TEXT { name = mass position = 11,18 textColor = 255, 255, 0, 255 text = <=0,9:0.000=> t. $#$ fc.Mass(true) } TEXT { name = mass position = 28,18 textColor = 255, 255, 0, 255 text = <=0,8:0.0=> m/s $#$ fc.DeltaVStage() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Resources_Total.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Resources_Total onEntry = fc.SetPersistent("%AUTOID%-Page", 12) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-G", "MAS_APEx_MFD40x20_PG_Resources_Stage")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } POLYGON { name = caption fill position = 160, 32 color = 255, 255, 0, 255 vertex = 0, 0 vertex = 0, 32 vertex = 96, 32 vertex = 96, 0 } TEXT { name = static header position = 0, 1 textColor = 0, 255, 0, 255 text = RESOURCES [#000000]TOTAL: } TEXT { name = rsrc 0 position = 0, 2 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(0), 18, 0.5) ; fc.ResourceMax(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 0a position = 19, 2 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 1 position = 0, 3 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(1), 18, 0.5) ; fc.ResourceMax(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 1a position = 19, 3 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 2 position = 0, 4 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(2), 18, 0.5) ; fc.ResourceMax(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 2a position = 19, 4 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 3 position = 0, 5 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(3), 18, 0.5) ; fc.ResourceMax(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 3a position = 19, 5 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 4 position = 0, 6 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(4), 18, 0.5) ; fc.ResourceMax(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 4a position = 19, 6 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 5 position = 0, 7 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(5), 18, 0.5) ; fc.ResourceMax(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 5a position = 19, 7 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 6 position = 0, 8 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(6), 18, 0.5) ; fc.ResourceMax(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 6a position = 19, 8 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 7 position = 0, 9 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(7), 18, 0.5) ; fc.ResourceMax(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 7a position = 19, 9 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 8 position = 0, 10 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(8), 18, 0.5) ; fc.ResourceMax(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 8a position = 19, 10 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 9 position = 0, 11 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(9), 18, 0.5) ; fc.ResourceMax(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 9a position = 19, 11 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 10 position = 0, 12 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(10), 18, 0.5) ; fc.ResourceMax(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 10a position = 19, 12 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 11 position = 0, 13 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(11), 18, 0.5) ; fc.ResourceMax(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 11a position = 19, 13 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 12 position = 0, 14 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(12), 18, 0.5) ; fc.ResourceMax(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 12a position = 19, 14 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 13 position = 0, 15 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(13), 18, 0.5) ; fc.ResourceMax(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 13a position = 19, 15 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 14 position = 0, 16 text = <=0,18=>: |<=1,8:0.00=>$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(14), 18, 0.5) ; fc.ResourceMax(14) variable = fc.ResourceCount() > 14 } TEXT { name = rsrc 14a position = 19, 16 textColor = 0, 255, 0, 255 text = <=0,8:0.00=>$#$ fc.ResourceCurrent(14) variable = fc.ResourceCount() > 14 } TEXT { name = static footer position = 0, 17 text = ________________________________________$$$TOTAL MASS: ΔV: } TEXT { name = mass position = 11,18 textColor = 255, 255, 0, 255 text = <=0,9:0.000=> t. $#$ fc.Mass(true) } TEXT { name = mass position = 28,18 textColor = 255, 255, 0, 255 text = <=0,8:0.0=> m/s $#$ fc.DeltaV() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_ScienceContainer.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_ScienceContainer onEntry = fc.SetPersistent("%AUTOID%-Page", 4) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceRoot") TEXT { position = 0.5, 1 text = -------- Container Selection ---------- } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuScienceContainer cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.ScienceContainerCount() ITEM { activeText = <=0,-30:0=> $&$ fc.ScienceContainerName(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.GetPersistentAsNumber("%AUTOID%_Selected_Container") == %ITEMID% passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPersistent("%AUTOID%_Selected_Container", %ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_ScienceContainerOptions.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_ScienceContainerOptions onEntry = fc.SetPersistent("%AUTOID%-Page", 5) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceRoot") softkey = 5, fc.SetPersistent("%AUTOID%_Selected_Container", fc.Clamp(fc.GetPersistentAsNumber("%AUTOID%_Selected_Container") + 1, 0, fc.ScienceContainerCount())) softkey = 6, fc.SetPersistent("%AUTOID%_Selected_Container", fc.Clamp(fc.GetPersistentAsNumber("%AUTOID%_Selected_Container") - 1, 0, fc.ScienceContainerCount())) softkey = 7, fc.SetPersistent("%AUTOID%_SelectedAntenna", fc.Clamp(fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna") + 1, 0, fc.DataTransmitterCount())) softkey = 8, fc.SetPersistent("%AUTOID%_SelectedAntenna", fc.Clamp(fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna") - 1, 0, fc.DataTransmitterCount())) TEXT { position = 0.5, 1 text = --------- Container Options ----------- } TEXT { position = 0.5, 2 text = [hw]<=0=> $&$ fc.ScienceContainerName(fc.GetPersistentAsNumber("%AUTOID%_Selected_Container")) } TEXT { position = 0.5, 3 text = Data Size: <=0=> $&$ fc.ScienceContainerDataSize(fc.GetPersistentAsNumber("%AUTOID%_Selected_Container")) } TEXT { position = 0.5, 4 text = Experiments Stored: <=0=> $&$ fc.ScienceContainerDataCount(fc.GetPersistentAsNumber("%AUTOID%_Selected_Container")) } TEXT { position = 0.5, 5 text = Using Antenna: <=0=> $&$ fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna") } TEXT { position = 28, 5 text = [hw]-=BUSY=- textColor = 255, 0, 0, 255 variable = fc.DataTransmitterAvailable(fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna")) == 0 } TEXT { position = 0.5, 6 text = Signal Strength: [#55ccccff][<=0:BAR,=-,20=>] <=1:##0=>% $&$ fc.CommNetSignalStrength(); fc.CommNetSignalStrength() * 100 } TEXT { position = 0.5, 19 text = [hw]< / Prev. Cont. | > / Next Cont. | PREV / Prev. Ante. | NEXT / Next Ante. } IMAGE { name = Background texture = Squad/PartList/SimpleIcons/cargo_part position = 480,480 size = 128,128 passiveColor = 240, 200, 20, 128 } MENU { position = 0, 8 maxLines = 14 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuScienceContainerOptions cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Collect Experiments passiveColor = 255, 255, 255, 255 selectEvent = fc.CollectExperiments(fc.GetPersistentAsNumber("%AUTOID%_Selected_Container")) } ITEM { activeText = Transmit Experiments passiveColor = 255, 255, 255, 255 selectEvent = fc.TransmitScienceContainer(fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna"), fc.GetPersistentAsNumber("%AUTOID%_Selected_Container")) disabledText = No Antenna Available disabledColor = 128, 128, 128, 255 enabledVariable = fc.DataTransmitterCount() } ITEM { activeText = Dump Experiments passiveColor = 255, 255, 255, 255 selectEvent = fc.DumpScienceContainer(fc.GetPersistentAsNumber("%AUTOID%_Selected_Container")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_ScienceDump.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_ScienceDump onEntry = fc.SetPersistent("%AUTOID%-Page", 3) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceRoot") TEXT { position = 0.5, 1 text = ------- Dump/Reset Experiment --------- } IMAGE { name = Background texture = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech position = 480,480 size = 128,128 passiveColor = 20, 255, 20, 128 } MENU { position = 0, 3 maxLines = 14 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuScienceDump cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.ScienceTypeTotal() ITEM { activeText = [hw]<=0=> / <=1,7:SIP##0.0=> Mits. $&$ fc.ScienceType(%ITEMID%); fc.ExperimentDataSize(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.ExperimentStatus(%ITEMID%) passiveColor = 255, 255, 255, 255 selectEvent = fc.ResetExperiment(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_ScienceRoot.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_ScienceRoot onEntry = fc.SetPersistent("%AUTOID%-Page", 0) TEXT { position = 0.5, 1 text = -------- Experiment Management -------- } IMAGE { name = Background texture = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech position = 480,480 size = 128,128 passiveColor = 20, 255, 20, 128 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuScienceRoot cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Run Experiments... passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceRun") } ITEM { activeText = Trasmit Experiments... passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceTransmit") } ITEM { activeText = Dump/Reset Experiments... passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceDump") } ITEM { activeText = Science Container Options... passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceContainerOptions") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_ScienceRun.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_ScienceRun onEntry = fc.SetPersistent("%AUTOID%-Page", 1) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceRoot") TEXT { position = 0.5, 1 text = --------- Perform Experiment ---------- } TEXT { position = 0.5, 2 text = [hw][#ffff00ff]<=0=> $#$ fc.ScrollingMarquee(fc.ExperimentResults(fc.GetPersistentAsNumber("%AUTOID%-MenuScienceRun")), 80, 0.1) } IMAGE { name = Background texture = Squad/PartList/SimpleIcons/R&D_node_icon_nuclearpropulsion position = 480,480 size = 128,128 passiveColor = 255, 20, 20, 128 } MENU { position = 0, 4 maxLines = 14 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuScienceRun cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.ScienceTypeTotal() ITEM { activeText = [hw]<=0=> [#ff0000ff]<=1:"-=DUPE=-";" ";" "=> $&$ fc.ExperimentType(%ITEMID%); fc.DuplicateExperiment(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.ExperimentStatus(%ITEMID%) passiveColor = 255, 255, 255, 255 selectEvent = fc.RunExperiment(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_ScienceTransmit.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_ScienceTransmit onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_ScienceRoot") softkey = 7, fc.SetPersistent("%AUTOID%_SelectedAntenna", fc.Clamp(fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna") + 1, 0, fc.DataTransmitterCount())) softkey = 8, fc.SetPersistent("%AUTOID%_SelectedAntenna", fc.Clamp(fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna") - 1, 0, fc.DataTransmitterCount())) TEXT { position = 0.5, 1 text = -------- Transmit Experiment ---------- } TEXT { position = 0.5, 2 text = Using Antenna } TEXT { position = 15, 2 text = <=0=> $&$ fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna") } TEXT { position = 18, 2 text = -=BUSY=- textColor = 255, 0, 0, 255 variable = fc.DataTransmitterAvailable(fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna")) == 0 } TEXT { position = 0.5, 3 text = Signal Strength: [#55ccccff][<=0:BAR,=-,20=>] <=1:##0=>% $&$ fc.CommNetSignalStrength(); fc.CommNetSignalStrength() * 100 } IMAGE { name = Background texture = Squad/PartList/SimpleIcons/deployable_antenna position = 480,480 size = 128,128 passiveColor = 240, 20, 200, 128 } MENU { position = 0, 4 maxLines = 14 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuScienceTransmit cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.ScienceTypeTotal() ITEM { activeText = [hw]<=0=> / <=1,7:SIP##0.0=> Sci. $&$ fc.ScienceType(%ITEMID%); fc.ExperimentScienceValue(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.ExperimentStatus(%ITEMID%) passiveColor = 255, 255, 255, 255 disabledText = No Antenna Available disabledColor = 128, 128, 128, 255 enabledVariable = fc.DataTransmitterCount() > 0 selectEvent = fc.TransmitExperiment(fc.GetPersistentAsNumber("%AUTOID%_SelectedAntenna"), %ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_ShipInfo.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_ShipInfo onEntry = fc.SetPersistent("%AUTOID%-Page", 19) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R4", "MAS_APEx_MFD40x20_PG_NavOptions")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { name = title position = 0, 1 textColor = 255, 255, 0, 255 oneShot = true text = <=0=>[#ffffff] INFO $#$ fc.VesselName() } TEXT { name = srfc/status position = 0,3 text = SRFC: STATUS: } TEXT { name = body position = 6,3 textColor = 255, 255, 0, 255 text = <=0=> $#$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = status position = 27,3 textColor = 255, 255, 0, 255 text = <=0=> $#$ fc.VesselSituationName() } TEXT { name = commander position = 0, 5 text = Commander: [#ffff00]<=0=> $#$ fc.VesselCrewName(0) } TEXT { name = ut/met caption position = 0, 7 text = UT :$$$MET: } TEXT { name = ut/met position = 5, 7 textColor = 255, 255, 0, 255 text = <=0:KDTyy:ddd:hh:mm:ss=>$#$ fc.UT()$$$<=0:METyy:ddd:hh:mm:ss=> $#$ fc.MET() } TEXT { name = lat/lon caption position = 0, 10 text = LAT: LON: } TEXT { name = lat position = 4,10 textColor = 129, 190, 247, 255 text = <=0,13:LATDD+MM+SS+@=> $#$ fc.Latitude() } TEXT { name = lon position = 24,10 textColor = 129, 190, 247, 255 text = <=0,14:LONDDD+MM+SS+@=> $#$ fc.Longitude() } TEXT { name = mass captions position = 0,11 text = Mass(D): Mass(W): } TEXT { name = dry mass position = 8, 11 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>t $#$ fc.Mass(false) } TEXT { name = wet mass position = 28, 11 textColor = 255, 255, 0, 255 text = <=0,7:0.00=>t $#$ fc.Mass(true) } TEXT { name = g/accel position = 0,12 text = G: [#ffff00]<=0,5:0.00=> [#ffffff]ACCL: [#ffff00]<=1,4:0.0=>/<=2,4:0.0=> $#$ fc.GForce(); fc.Acceleration(); fc.MaxTWR(true) * 9.82 } TEXT { name = science position = 0, 15 text = Science: [#81BEF7]<=0=> Mits $#$ fc.ScienceDataTotal() } TEXT { name = biome position = 0, 16 text = Biome: [#81BEF7]<=0=> $#$ fc.BodyBiome(fc.CurrentBodyIndex(), fc.Latitude(), fc.Longitude()) } TEXT { name = bottom stats position = 0, 18 text = SAS:<=0=> [#ffffff]LIGHT:<=1=> [#ffffff]L.LEG:<=2=> $#$ fc.Select(fc.GetSAS(), "[#00ff00]ACTIVE", "[#ffff00] OFF "); fc.Select(fc.GetLights(), "[#00ff00] ON", "[#ffff00]OFF"); fc.Select(fc.GetGear(), "[#00ff00]Deployed", "[#ffff00]Retracted") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Standby.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Standby onEntry = fc.SetPersistent("%AUTOID%-Page", 0) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } LINE_STRING { name = top text border position = 176, 192 startColor = 129, 190, 247, 255 startWidth = 3.5 vertex = 0, 0 vertex = 288, 0 } LINE_STRING { name = top text border position = 176, 224 startColor = 129, 190, 247, 255 startWidth = 3.5 vertex = 0, 0 vertex = 288, 0 } TEXT { position = 10.5, 9 text = <=1=> <=0=> $#$ fc.GetPersistent("storedStrings1"); fc.GetPersistent("storedStrings7") } TEXT { position = 10.5, 6 text = <=0=> $#$ fc.GetPersistent("storedStrings2") } TEXT { position = 15, 7 textColor = 129, 190, 247, 255 text = <=0=> $#$ fc.GetPersistent("storedStrings0") } TEXT { position = 2, 11 text = Powered by MOARdV's Avionics Systems } TEXT { position = 13.5, 12 textColor = 129, 190, 247, 255 text = v <=0=>$#$ fc.MASVersion() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Target.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Target onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "MAS_APEx_MFD40x20_PG_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Root menu variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuTargeting cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Celestials selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target_Celestials") } ITEM { activeText = Vessels / Space Objects disabledText = Vessels / Space Objects disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetVesselCount() > 0 selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target_Vessels") } ITEM { activeText = Waypoints disabledText = Waypoints disabledColor = 127, 127, 127, 255 enabledVariable = nav.WaypointCount() > 0 selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target_Waypoints") } ITEM { activeText = Target Filters selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target_Filters") } ITEM { activeText = Clear Target disabledText = Clear Target disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() > 0 selectEvent = fc.ClearTarget() } ITEM { activeText = Reference Part selectEvent = fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target_ReferencePart") } ITEM { activeText = Undock disabledText = Not Docked disabledColor = 127, 127, 127, 255 enabledVariable = fc.Docked() selectEvent = fc.Undock() } ITEM { activeText = Disarm Grapple passiveText = Arm Grapple activeVariable = fc.GrappleArmed() selectEvent = fc.ToggleGrappleArmed() disabledText = No Grapple disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasGrapple() } ITEM { activeText = Crew EVA selectEvent = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Target_Celestials.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Target_Celestials onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "MAS_APEx_MFD40x20_PG_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target") SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Celestial Bodies variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuCelestials cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.BodyCount() ITEM { activeText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.BodyName(%ITEMID%); fc.BodyDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.BodyTargetIndex() == %ITEMID% passiveColor = 255, 255,255, 255 disabledText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.BodyName(%ITEMID%); fc.BodyDistance(%ITEMID%) disabledColor = 127, 127, 127, 255 enabledVariable = fc.CurrentBodyIndex() ~= %ITEMID% selectEvent = fc.SetBodyTarget(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Target_Filters.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Target_Filters onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "MAS_APEx_MFD40x20_PG_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target") SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Target Filters variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuFilters cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Ship activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(1) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(1) } ITEM { activeText = Plane activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(2) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(2) } ITEM { activeText = Probe activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(3) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(3) } ITEM { activeText = Lander activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(4) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(4) } ITEM { activeText = Station activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(5) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(5) } ITEM { activeText = Relay activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(6) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(6) } ITEM { activeText = Rover activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(7) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(7) } ITEM { activeText = Base activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(8) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(8) } ITEM { activeText = EVA activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(9) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(9) } ITEM { activeText = Flag activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(10) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(10) } ITEM { activeText = Debris activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(11) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(11) } ITEM { activeText = Space Object activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(12) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(12) } ITEM { activeText = Unknown activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(13) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(13) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Target_ReferencePart.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Target_ReferencePart onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "MAS_APEx_MFD40x20_PG_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target") SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Select Reference } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuReference cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Pod activeColor = 0, 255, 0, 255 activeVariable = fc.GetPodIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPodToReference() } ITEM { activeText = Dock activeColor = 0, 255, 0, 255 activeVariable = fc.GetDockIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetDockToReference() disabledText = No Dock disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasDock() } ITEM { activeText = Grapple activeColor = 0, 255, 0, 255 activeVariable = fc.GetGrappleIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetGrappleToReference() disabledText = No Grapple disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasGrapple() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Target_Vessels.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Target_Vessels onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "MAS_APEx_MFD40x20_PG_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target") SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Target Vessels variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 16 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuVessels cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.TargetVesselCount() ITEM { activeText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.TargetVesselName(%ITEMID%); fc.TargetVesselDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.TargetVesselIndex() == %ITEMID% passiveColor = 255, 255,255, 255 selectEvent = fc.SetTargetVessel(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_Target_Waypoints.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_Target_Waypoints onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-B", "MAS_APEx_MFD40x20_PG_DPAI")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_APEx_MFD40x20_PG_Target") softkey = 4, nav.SetWaypoint(-1) SUB_PAGE { name = APEx_40x20 Top Menu } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 } TEXT { position = 0.5, 1 text = ---------- Target Management ---------- } TEXT { position = 0, 2 text = == Waypoints variable = nav.WaypointActive() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ nav.WaypointName(nav.GetWaypointIndex()) variable = nav.WaypointActive() ~= 0 } TEXT { position = 0, 18 text = BRG: <=0:0.0=> / ALT: <=1:SIP###0=>m $#$ nav.WaypointBearing(-1); nav.WaypointAltitude(-1) variable = nav.WaypointActive() == 1 } MENU { position = 0, 3 maxLines = 14 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuWaypoints cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = nav.WaypointCount() ITEM { activeText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ nav.WaypointName(%ITEMID%); nav.WaypointDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = nav.GetWaypointIndex() == %ITEMID% passiveColor = 255, 255,255, 255 disabledText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ nav.WaypointName(%ITEMID%); nav.WaypointDistance(%ITEMID%) disabledColor = 127, 127, 127, 255 enabledVariable = nav.GetWaypointIndex() ~= %ITEMID% selectEvent = nav.SetWaypoint(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_VesselView.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_VesselView onEntry = fc.SetPersistent("%AUTOID%-Page", 10) softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-B")) softkey = 10, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-C")) softkey = 11, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-E")) softkey = 14, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-G")) softkey = 15, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 16, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R2")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R3")) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R4")) SUB_PAGE { name = APEx_40x20 Top Menu variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } SUB_PAGE { name = APEx_40x20 Bottom Menu position = 0, 608 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } RPM_MODULE { name = Vessel Viewer moduleName = InternalVesselView renderMethod = RenderViewer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Vessel Viewer Text textmethod = InternalVesselView:ShowMenu variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Missing VesselViewerRPM textColor = 255, 255, 0, 255 text = Vessel Viewer$$$Not Detected position = 9,9 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_VesselView_Holo.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_VesselView_Holo onEntry = fc.SetPersistent("MAS_APEx_MFD40x20_PG_VesselView_Holo-Page", 1) RPM_MODULE { name = Vessel Viewer moduleName = InternalVesselView renderMethod = RenderViewer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Vessel Viewer Text textmethod = InternalVesselView:ShowMenu variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Missing VesselViewerRPM textColor = 255, 255, 0, 255 text = Vessel Viewer$$$Not Detected position = 9,9 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD40x20/MFD40x20/MAS_APEx_MFD40x20_PG_VR_LandingCam.cfg MAS_PAGE { name = MAS_APEx_MFD40x20_PG_VR_LandingCam onEntry = fc.SetPersistent("MAS_APEx_MFD40x20_PG_VR_LandingCam-Page", 1) CAMERA { name = Camera position = 0,0 size = 1280, 1280 shader = MOARdV/ColorNoise properties = _Gain:1;_Blend:0.9;_NoiseOffset:0.4;_Opacity:0.9 camera = "Landing Cam" variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VRLandingCamEnabled")) texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MAS_ALCOR_MFD2.cfg PROP { name = MAS_ALCOR_MFD2 MODEL { model = ASET/ASET_Props/MFDs/ALCORMFD60x30/MFD60x30 } MODULE { name = MASMonitor screenTransform = MFD60x30Screen layer = _Emissive screenSize = 1024, 1024 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = COLOR_MFD2_TEXT backgroundColor = 4, 4, 8, 255 monitorID = %AUTOID% startupScript = MAS_Mfd2_Init("%AUTOID%") page = MAS_MFD2_Standby page = MAS_MFD2_PreLaunch page = MAS_MFD2_Launch page = MAS_MFD2_Orbit page = MAS_MFD2_Land page = MAS_MFD2_LandFinal page = MAS_MFD2_Target page = MAS_MFD2_Plan page = MAS_MFD2_ManualPlan page = MAS_MFD2_Maneuver page = MAS_MFD2_Navigation page = MAS_MFD2_Dock page = MAS_MFD2_Rendezvous page = MAS_MFD2_Resource page = MAS_MFD2_Attitude page = MAS_MFD2_Camera page = MAS_MFD2_Info page = MAS_MFD2_Flight page = MAS_MFD2_VtolManager } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = MFD60x30Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Buttons backlight transform = MFD60x40_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLLIDER_EVENT { name = button_STBY collider = button_STBY onClick = fc.SetPersistent("%AUTOID%", "MAS_MFD2_Standby") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR1 collider = buttonR1 onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR2 collider = buttonR2 onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR3 collider = buttonR3 onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR4 collider = buttonR4 onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR5 collider = buttonR5 onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR6 collider = buttonR6 onClick = fc.SendSoftkey("%AUTOID%", 6) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR7 collider = buttonR7 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR8 collider = buttonR8 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR9 collider = buttonR9 onClick = fc.SendSoftkey("%AUTOID%", 9) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR10 collider = buttonR10 onClick = fc.SendSoftkey("%AUTOID%", 10) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_PREV collider = button_PREV onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_NEXT collider = button_NEXT onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_UP collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 13) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_DOWN collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_LEFT collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_RIGHT collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_ZoomIn collider = button_ZoomIn onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_ZoomOut collider = button_ZoomOut onClick = fc.SendSoftkey("%AUTOID%", 18) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_HOME collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 19) sound = Squad/Sounds/sound_click_tick volume = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MAS_ALCOR_MFD60x30.cfg PROP { name = MAS_ALCOR_MFD60x30 MODEL { model = ASET/ASET_Props/MFDs/ALCORMFD60x30/MFD60x30 } MODULE { name = MASMonitor screenTransform = MFD60x30Screen layer = _Emissive screenSize = 960, 1024 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 255, 255, 255, 255 backgroundColor = 4, 4, 8, 255 monitorID = %AUTOID% startupScript = MAS_Alcor_60x30_Init("%AUTOID%") page = ALCOR_MFD60x30_Standby page = ALCOR_MFD60x30_ResourceStage page = ALCOR_MFD60x30_ResourceTotal page = ALCOR_MFD60x30_Target page = ALCOR_MFD60x30_TargetCelestials page = ALCOR_MFD60x30_TargetVessels page = ALCOR_MFD60x30_TargetFilters page = ALCOR_MFD60x30_TargetReference page = ALCOR_MFD60x30_Landing page = ALCOR_MFD60x30_CrewInfo page = ALCOR_MFD60x30_PodCameras page = ALCOR_MFD60x30_ExtCameras page = ALCOR_MFD60x30_Orbit page = ALCOR_MFD60x30_OrbitDisplay page = ALCOR_MFD60x30_SCANsat page = ALCOR_MFD60x30_SCANsat2 page = ALCOR_MFD60x30_Docking page = ALCOR_MFD60x30_VesselView } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = MFD60x30Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Buttons backlight transform = MFD60x40_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLLIDER_EVENT { name = button_STBY collider = button_STBY onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_Standby") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR1 collider = buttonR1 onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR2 collider = buttonR2 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_Target") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR3 collider = buttonR3 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_Landing") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR4 collider = buttonR4 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_CrewInfo") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR5 collider = buttonR5 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_PodCameras") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR6 collider = buttonR6 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_ExtCameras") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR7 collider = buttonR7 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR8 collider = buttonR8 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR9 collider = buttonR9 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_Docking") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = buttonR10 collider = buttonR10 onClick = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_VesselView") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_PREV collider = button_PREV onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_NEXT collider = button_NEXT onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_UP collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 13) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_DOWN collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_LEFT collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_RIGHT collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_ZoomIn collider = button_ZoomIn onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_ZoomOut collider = button_ZoomOut onClick = fc.SendSoftkey("%AUTOID%", 18) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = button_HOME collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 19) sound = Squad/Sounds/sound_click_tick volume = 0.6 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MAS_ALCOR_MFD60x30.cfg MAS_SUB_PAGE { name = ALCOR60x30 Menu IMAGE { name = mask position = 0, 0 size = 960, 1024 texture = ASET/ASET_Props/MFDs/ALCORMFD60x30/BG62x30 } POLYGON { name = rsrc poly position = 0, 0 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 96 , 32 vertex = 96 , 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 1 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 2 } POLYGON { name = rsrc poly position = 96, 0 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 24, 32 vertex = 24, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 1 } POLYGON { name = rsrc poly position = 112, 0 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 32, 32 vertex = 32, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 2 } TEXT { name = rsrc position = 1, 0 text = [hw]<=0=>RESOURCES ST/TOT $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 1 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 2, "[#000000]", "[#c4c8ca]") } POLYGON { name = tgt poly position = 160, 0 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 128, 32 vertex = 128, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 3 } TEXT { name = tgt position = 11, 0 text = [hw]<=0=>TARGET MENU $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 3, "[#000000]", "[#c4c8ca]") } POLYGON { name = ldg poly position = 304, 0 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 112, 32 vertex = 112, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 4 } TEXT { name = ldg position = 19, 0 text = [hw]<=0=>LANDING MODE $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 4, "[#000000]", "[#c4c8ca]") } POLYGON { name = crew poly position = 432, 0 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 112, 32 vertex = 112, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 5 } TEXT { name = crew position = 29, 0 text = [hw]<=0=>CREW $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 5, "[#000000]", "[#c4c8ca]") } POLYGON { name = cams1 poly position = 560, 0 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 112, 32 vertex = 112, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 6 } TEXT { name = cams1 position = 36, 0 text = [hw]<=0=>POD CAMS $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 6, "[#000000]", "[#c4c8ca]") } POLYGON { name = cams2 poly position = 688, 0 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 112, 32 vertex = 112, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 7 } TEXT { name = cams2 position = 44, 0 text = [hw]<=0=>EXTRA CAMS $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 7, "[#000000]", "[#c4c8ca]") } POLYGON { name = stby poly position = 816, 0 color = 196, 200, 202, 255 vertex = 0, 0 vertex = 0, 32 vertex = 144, 32 vertex = 144, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 0 } TEXT { name = stby position = 52, 0 text = [hw]<=0=>STANDBY $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 0, "[#000000]", "[#c4c8ca]") } TEXT { name = upper dividers position = 9, 0 textColor = 206, 227, 246, 255 text = | | | | | | } POLYGON { name = orbit poly position = 0, 992 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 72, 32 vertex = 72, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 8 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 9 } POLYGON { name = orbit poly position = 72, 992 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 72, 32 vertex = 72, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 9 } TEXT { name = orbit position = 2, 31 text = [hw]<=0=>ORBIT+DISPLAY $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 8 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 9, "[#000000]", "[#c4c8ca]") } POLYGON { name = orbit/map poly position = 160, 992 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 72, 32 vertex = 72, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 10 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 11 } POLYGON { name = orbit/map poly position = 232, 992 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 56, 32 vertex = 56, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 11 } TEXT { name = orbit/map position = 12, 31 text = [hw]<=0=>ORBIT+MAP $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 10 or fc.GetPersistentAsNumber("%AUTOID%-Page") == 11, "[#000000]", "[#c4c8ca]") } POLYGON { name = docking poly position = 304, 992 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 112, 32 vertex = 112, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 12 } TEXT { name = docking position = 20.5, 31 text = [hw]<=0=>DOCKING $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 12, "[#000000]", "[#c4c8ca]") } POLYGON { name = VView poly position = 432, 992 color = 152, 205, 249, 255 vertex = 0, 0 vertex = 0, 32 vertex = 112, 32 vertex = 112, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-Page") == 13 } TEXT { name = VView position = 28, 31 text = [hw]<=0=>VESSEL VIEW $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Page") == 13, "[#000000]", "[#c4c8ca]") } TEXT { name = lower dividers position = 9, 31 textColor = 206, 227, 246, 255 text = | | | | } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_CrewInfo.cfg MAS_PAGE { name = ALCOR_MFD60x30_CrewInfo onEntry = fc.SetPersistent("%AUTOID%-Page", 5) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) SUB_PAGE { name = ALCOR60x30 Menu } TEXT { name = title position = 0, 1 oneShot = true text = <=0=> CREW:$#$ fc.VesselName() } TEXT { name = name 0 position = 0,2 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(0); fc.CrewTitle(0) variable = fc.SeatOccupied(0) } LINE_GRAPH { name = Whee Chart 0 position = 304, 96 size = 416, 64 source = fc.CrewWhee(0) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(0) } LINE_GRAPH { name = Panic Chart 0 position = 304, 160 size = 416, 64 source = fc.CrewPanic(0) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(0) } TEXT { name = captions 0 position = 19,3 textColor = 129, 190, 247, 255 text = WHEE:$$$$$$PANIC: variable = fc.SeatOccupied(0) } TEXT { name = values 0 position = 19, 4 text = <=0:P0=>$#$ fc.CrewWhee(0)$$$$$$<=0:P0=>$#$ fc.CrewPanic(0) variable = fc.SeatOccupied(0) } TEXT { name = stats 0 position = 1,4 textColor = 129, 190, 247, 255 text = STUPIDITY:$$$ COURAGE:$$$ BAD-S: variable = fc.SeatOccupied(0) } TEXT { name = stupid 0 position = 11,4 text = <=0,5:P0=> $#$ fc.CrewStupidity(0)$$$<=0,5:P0=> $#$ fc.CrewCourage(0)$$$<=0,5:P0=> $#$ fc.CrewBadS(0) variable = fc.SeatOccupied(0) } TEXT { name = name 1 position = 0,8 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(1); fc.CrewTitle(1) variable = fc.SeatOccupied(1) } LINE_GRAPH { name = Whee Chart 1 position = 304, 96+192 size = 416, 64 source = fc.CrewWhee(1) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(1) } LINE_GRAPH { name = Panic Chart 1 position = 304, 160+192 size = 416, 64 source = fc.CrewPanic(1) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(1) } TEXT { name = captions 1 position = 19,9 textColor = 129, 190, 247, 255 text = WHEE:$$$$$$PANIC: variable = fc.SeatOccupied(1) } TEXT { name = values 1 position = 19, 10 text = <=0:P0=>$#$ fc.CrewWhee(1)$$$$$$<=0:P0=>$#$ fc.CrewPanic(1) variable = fc.SeatOccupied(1) } TEXT { name = stats 1 position = 1,10 textColor = 129, 190, 247, 255 text = STUPIDITY:$$$ COURAGE:$$$ BAD-S: variable = fc.SeatOccupied(1) } TEXT { name = stupid 1 position = 11,10 text = <=0,5:P0=> $#$ fc.CrewStupidity(1)$$$<=0,5:P0=> $#$ fc.CrewCourage(1)$$$<=0,5:P0=> $#$ fc.CrewBadS(1) variable = fc.SeatOccupied(1) } TEXT { name = name 2 position = 0,14 textColor = 0, 255, 0, 255 text = <=1=> <=0=> $#$ fc.CrewName(2); fc.CrewTitle(2) variable = fc.SeatOccupied(2) } LINE_GRAPH { name = Whee Chart 2 position = 304, 96+384 size = 416, 64 source = fc.CrewWhee(2) sourceRange = 0, 1 sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(2) } LINE_GRAPH { name = Panic Chart 2 position = 304, 160+384 size = 416, 64 source = fc.CrewPanic(2) sourceRange = 0, 1 sourceColor = 255,0,0,255 sampleRate = 1 borderWidth = 3 borderColor = 48, 48, 48,255 variable = fc.SeatOccupied(2) } TEXT { name = captions 2 position = 19,15 textColor = 129, 190, 247, 255 text = WHEE:$$$$$$PANIC: variable = fc.SeatOccupied(2) } TEXT { name = values 2 position = 19, 16 text = <=0:P0=>$#$ fc.CrewWhee(2)$$$$$$<=0:P0=>$#$ fc.CrewPanic(2) variable = fc.SeatOccupied(2) } TEXT { name = stats 2 position = 1,16 textColor = 129, 190, 247, 255 text = STUPIDITY:$$$ COURAGE:$$$ BAD-S: variable = fc.SeatOccupied(2) } TEXT { name = stupid 2 position = 11,16 text = <=0,5:P0=> $#$ fc.CrewStupidity(2)$$$<=0,5:P0=> $#$ fc.CrewCourage(2)$$$<=0,5:P0=> $#$ fc.CrewBadS(2) variable = fc.SeatOccupied(2) } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_Docking.cfg MAS_PAGE { name = ALCOR_MFD60x30_Docking onEntry = fc.SetPersistent("%AUTOID%-Page", 12) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) softkey = 17, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 18, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) CAMERA { name = Camera position = 0,32 size = 960, 960 camera = fc.ActiveDockingPortCamera() } IMAGE { texture = ASET/ASET_Props/MFDs/ALCORMFD40x20/cross position = 0, 32 size = 960, 960 } SUB_PAGE { name = ALCOR60x30 Menu } TEXT { name = target info position = 0,1 text = TARGET<=0=>: [#FFFF00FF]<=1=> $#$ fc.Select(fc.TargetType() == 3, " BODY", ""); fc.TargetName() variable = fc.TargetType() } TEXT { name = dock camera caption position = 48, 1 textColor = 255, 255, 0, 255 text = DOCKPORT CAM variable = fc.ActiveDockingPortCameraIndex() >= 0 } TEXT { name = upper captions position = 0,2 text = APPR.:$$$ DIST:$$$R.VEL:$$$R.INC: variable = fc.TargetType() } TEXT { name = upper values position = 7, 2 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.ApproachSpeed()$$$<=0,7:SIP##0.0=>m $#$ fc.TargetDistance()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed()$$$<=0,7:0.000=>° $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = docking alignment position = 46, 2 text = R.ANGLES$$$<=0=>X:$#$ fc.Select(fc.Abs(fc.YawDockingAlignment()) < 1, "", "[#ff0000]")$$$<=0=>Y:$#$fc.Select(fc.Abs(fc.PitchDockingAlignment()) < 1, "", "[#ff0000]") variable = fc.TargetType() == 2 } TEXT { name = docking alignment position = 49, 3 textColor = 255, 255, 0, 255 text = <=0,6:0.0=>°$#$fc.YawDockingAlignment()$$$<=0,6:0.0=>°$#$fc.PitchDockingAlignment() variable = fc.TargetType() == 2 } TEXT { name = Reference Dock position = 14, 11 text = Please select a docking port as variable = 1 - fc.GetDockIsReference() } TEXT { name = Reference Dock position = 17, 12 text = reference part in target variable = 1 - fc.GetDockIsReference() } TEXT { name = docking ready position = 1, 11 textColor = 0, 255, 0, 255 text = READY FOR$$$DOCKING variable = fc.GetPersistentAsNumber("ALCOR_FINALAPPROACH") } TEXT { name = Reference Dock position = 20, 13 text = management menu. variable = 1 - fc.GetDockIsReference() } TEXT { name = appr angle position = 1, 9 textColor = 255, 0, 0, 255 text = WRONG ANGLE variable = fc.Abs(fc.YawDockingAlignment()) > 1 or fc.Abs(fc.PitchDockingAlignment()) > 1 } TEXT { name = no target position = 26, 1 textColor = 255, 255, 0, 255 text = NO TARGET variable = fc.TargetType() == 0 } TEXT { name = appr speed position = 1, 10 textColor = 255, 0, 0, 255 text = TOO FAST variable = fc.TargetType() > 0 and fc.TargetSpeed() > 2.5 and fc.TargetDistance() < 15 } TEXT { name = docking markers a position = 27.5, 19.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y-<=0:0=>]┘ [@x<=0=>][@y-<=0=>]└ $#$ 0 ; fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = docking markers b position = 27.5, 21.5 textColor = 255, 0, 0, 120 text = [@x-<=0:0=>][@y<=0:0=>]┐ [@x<=0:0=>][@y<=0:0=>]┌ $#$ 0 ; fc.Min(fc.TargetAngle(), 100) variable = fc.TargetType() } TEXT { name = target track fixed texts a position = 0,25 textColor = 255, 255, 255, 255 text = REL.VEL$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target track fixed texts b position = 46,25 textColor = 255, 255, 255, 255 text = REL.DIST$$$X:$$$Y:$$$Z: variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target displacement position = 48,26 textColor = 255, 255, 0, 255 text = <=0,8:SIP##0.0=>m $#$ fc.TargetDistanceX() $$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceY()$$$<=0,8:SIP##0.0=>m $#$ fc.TargetDistanceZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = target speed position = 2,26 textColor = 255, 255, 0, 255 text = <=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityX() $$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityY()$$$<=0,7:SIP##0.0=>m/s $#$ fc.TargetVelocityZ() variable = fc.TargetType() == 1 or fc.TargetType() == 2 or fc.TargetType() == 5 } TEXT { name = lower row position = 0, 29 text = ____________________________________________________________$$$SAS:<=0,6=>[#ffffff]| RCS:<=1,6=>[#ffffff]| $#$ fc.Select(fc.GetSAS(), "[#00ff00]ACTIVE", "[#ff0000]OFF "); fc.Select(fc.GetRCS(), "[#00ff00]ACTIVE", "[#ff0000]OFF ") } TEXT { name = monoprop position = 24,30 text = <=0:###0.00=> $#$ fc.ResourceStageCurrent("MonoPropellant") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_ExtCameras.cfg MAS_PAGE { name = ALCOR_MFD60x30_ExtCameras onEntry = fc.SetPersistent("%AUTOID%-Page", 7) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) softkey = 11, fc.AddPersistentWrapped("%AUTOID%-ExtCam", -1, 0, fc.CameraCount()) softkey = 12, fc.AddPersistentWrapped("%AUTOID%-ExtCam", 1, 0, fc.CameraCount()) softkey = 13, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-ExtCam"), 5) softkey = 14, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-ExtCam"), -5) softkey = 15, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-ExtCam"), -5) softkey = 16, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-ExtCam"), 5) softkey = 17, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-ExtCam"), -5) softkey = 18, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-ExtCam"), 5) softkey = 19, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-ExtCam")) CAMERA { name = Camera position = 0,32 size = 960, 960 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-ExtCam")) } SUB_PAGE { name = ALCOR60x30 Menu } SUB_PAGE { name = MFD60x30 Camera Footer } POLYGON { name = names background position = 0, 32 color = 0, 0, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 960, 32 vertex = 960, 0 } TEXT { name = Camera names position = 4,1 textColor = 0, 255, 0, 255 text = <=0=> CCTV B <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-ExtCam")) } TEXT { name = Blinkenlichten position = 2, 1 textColor = 255, 0, 0, 255 text = ● variable = fc.PeriodStep(1) } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_Landing.cfg MAS_PAGE { name = ALCOR_MFD60x30_Landing onEntry = fc.SetPersistent("%AUTOID%-Page", 4) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) SUB_PAGE { name = ALCOR60x30 Menu } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_Orbit.cfg MAS_PAGE { name = ALCOR_MFD60x30_Orbit onEntry = fc.SetPersistent("%AUTOID%-Page", 8) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R7", "ALCOR_MFD60x30_OrbitDisplay")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) SUB_PAGE { name = ALCOR60x30 Menu } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_OrbitDisplay.cfg MAS_PAGE { name = ALCOR_MFD60x30_OrbitDisplay onEntry = fc.SetPersistent("%AUTOID%-Page", 9) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R7", "ALCOR_MFD60x30_Orbit")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) SUB_PAGE { name = ALCOR60x30 Menu } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_PodCameras.cfg MAS_PAGE { name = ALCOR_MFD60x30_PodCameras onEntry = fc.SetPersistent("%AUTOID%-Page", 6) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) softkey = 11, fc.AddPersistentWrapped("%AUTOID%-PodCam", -1, 0, fc.CameraCount()) softkey = 12, fc.AddPersistentWrapped("%AUTOID%-PodCam", 1, 0, fc.CameraCount()) softkey = 13, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 14, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 15, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 16, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 17, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), -5) softkey = 18, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-PodCam"), 5) softkey = 19, fc.SeekCameraHome(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) CAMERA { name = Camera position = 0,32 size = 960, 960 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) } SUB_PAGE { name = ALCOR60x30 Menu } SUB_PAGE { name = MFD60x30 Camera Footer } POLYGON { name = names background position = 0, 32 color = 0, 0, 0, 64 vertex = 0, 0 vertex = 0, 32 vertex = 960, 32 vertex = 960, 0 } TEXT { name = Camera names position = 4,1 textColor = 0, 255, 0, 255 text = <=0=> CCTV A <=1=> $#$ fc.GetPersistent("storedStrings6") ;fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-PodCam")) } TEXT { name = Blinkenlichten position = 2, 1 textColor = 255, 0, 0, 255 text = ● variable = fc.PeriodStep(1) } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_PodCameras.cfg MAS_SUB_PAGE { name = MFD60x30 Camera Footer TEXT { name = MFD60x30 Camera Footer position = 35, 31 text = [hw][#FFFF00FF]RESET CAM.POS [#CEE3F6FF]| | [#FFFF00FF]PAN / TILT / SWITCH [#CEE3F6FF]| [#FFFF00FF]ZOOM } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_ResourceStage.cfg MAS_PAGE { name = ALCOR_MFD60x30_ResourceStage onEntry = fc.SetPersistent("%AUTOID%-Page", 1) softkey = 1, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R1", "ALCOR_MFD60x30_ResourceTotal")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) SUB_PAGE { name = ALCOR60x30 Menu } TEXT { name = rsrc static position = 23, 1 text = RESOURCES INFO } POLYGON { name = static fill position = 816, 32 color = #ff00ff vertex = 0, 0 vertex = 0, 32 vertex = 80, 32 vertex = 80, 0 } TEXT { name = stage static position = 51, 1 textColor = #000000 text = STAGE } TEXT { name = static footer position = 0, 1.5 text = ____________________________________________________________ } HORIZONTAL_BAR { name = rsrc 0 bar position = 736, 6 + (32 * 4) size = 160, 26 source = fc.ResourcePercent(0) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 0 position = 0, 4 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(0), 18, 0.5) ; fc.ResourceStageMax(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 0a position = 19, 4 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(0); fc.ResourceStagePercent(0) variable = fc.ResourceCount() > 0 } HORIZONTAL_BAR { name = rsrc 1 bar position = 736, 6 + (32 * 5) size = 160, 26 source = fc.ResourceStagePercent(1) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 1 position = 0, 5 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(1), 18, 0.5) ; fc.ResourceStageMax(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 1a position = 19, 5 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(1); fc.ResourceStagePercent(1) variable = fc.ResourceCount() > 1 } HORIZONTAL_BAR { name = rsrc 2 bar position = 736, 6 + (32 * 6) size = 160, 26 source = fc.ResourceStagePercent(2) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 2 position = 0, 6 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(2), 18, 0.5) ; fc.ResourceStageMax(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 2a position = 19, 6 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(2); fc.ResourceStagePercent(2) variable = fc.ResourceCount() > 2 } HORIZONTAL_BAR { name = rsrc 3 bar position = 736, 6 + (32 * 7) size = 160, 26 source = fc.ResourceStagePercent(3) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 3 position = 0, 7 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(3), 18, 0.5) ; fc.ResourceStageMax(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 3a position = 19, 7 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(3); fc.ResourceStagePercent(3) variable = fc.ResourceCount() > 3 } HORIZONTAL_BAR { name = rsrc 4 bar position = 736, 6 + (32 * 8) size = 160, 26 source = fc.ResourceStagePercent(4) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 4 position = 0, 8 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(4), 18, 0.5) ; fc.ResourceStageMax(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 4a position = 19, 8 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(4); fc.ResourceStagePercent(4) variable = fc.ResourceCount() > 4 } HORIZONTAL_BAR { name = rsrc 5 bar position = 736, 6 + (32 * 9) size = 160, 26 source = fc.ResourceStagePercent(5) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 5 position = 0, 9 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(5), 18, 0.5) ; fc.ResourceStageMax(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 5a position = 19, 9 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(5); fc.ResourceStagePercent(5) variable = fc.ResourceCount() > 5 } HORIZONTAL_BAR { name = rsrc 6 bar position = 736, 6 + (32 * 10) size = 160, 26 source = fc.ResourceStagePercent(6) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 6 position = 0, 10 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(6), 18, 0.5) ; fc.ResourceStageMax(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 6a position = 19, 10 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(6); fc.ResourceStagePercent(6) variable = fc.ResourceCount() > 6 } HORIZONTAL_BAR { name = rsrc 7 bar position = 736, 6 + (32 * 11) size = 160, 26 source = fc.ResourceStagePercent(7) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 7 position = 0, 11 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(7), 18, 0.5) ; fc.ResourceStageMax(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 7a position = 19, 11 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(7); fc.ResourceStagePercent(7) variable = fc.ResourceCount() > 7 } HORIZONTAL_BAR { name = rsrc 8 bar position = 736, 6 + (32 * 12) size = 160, 26 source = fc.ResourceStagePercent(8) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 8 position = 0, 12 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(8), 18, 0.5) ; fc.ResourceStageMax(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 8a position = 19, 12 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(8); fc.ResourceStagePercent(8) variable = fc.ResourceCount() > 8 } HORIZONTAL_BAR { name = rsrc 9 bar position = 736, 6 + (32 * 13) size = 160, 26 source = fc.ResourceStagePercent(9) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 9 position = 0, 13 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(9), 18, 0.5) ; fc.ResourceStageMax(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 9a position = 19, 13 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(9); fc.ResourceStagePercent(9) variable = fc.ResourceCount() > 9 } HORIZONTAL_BAR { name = rsrc 10 bar position = 736, 6 + (32 * 14) size = 160, 26 source = fc.ResourceStagePercent(10) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 10 position = 0, 14 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(10), 18, 0.5) ; fc.ResourceStageMax(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 10a position = 19, 14 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(10); fc.ResourceStagePercent(10) variable = fc.ResourceCount() > 10 } HORIZONTAL_BAR { name = rsrc 11 bar position = 736, 6 + (32 * 15) size = 160, 26 source = fc.ResourceStagePercent(11) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 11 position = 0, 15 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(11), 18, 0.5) ; fc.ResourceStageMax(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 11a position = 19, 15 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(11); fc.ResourceStagePercent(11) variable = fc.ResourceCount() > 11 } HORIZONTAL_BAR { name = rsrc 12 bar position = 736, 6 + (32 * 16) size = 160, 26 source = fc.ResourceStagePercent(12) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 12 position = 0, 16 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(12), 18, 0.5) ; fc.ResourceStageMax(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 12a position = 19, 16 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(12); fc.ResourceStagePercent(12) variable = fc.ResourceCount() > 12 } HORIZONTAL_BAR { name = rsrc 13 bar position = 736, 6 + (32 * 17) size = 160, 26 source = fc.ResourceStagePercent(13) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 13 position = 0, 17 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(13), 18, 0.5) ; fc.ResourceStageMax(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 13a position = 19, 17 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(13); fc.ResourceStagePercent(13) variable = fc.ResourceCount() > 13 } HORIZONTAL_BAR { name = rsrc 14 bar position = 736, 6 + (32 * 18) size = 160, 26 source = fc.ResourceStagePercent(14) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 14 } TEXT { name = rsrc 14 position = 0, 18 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(14), 18, 0.5) ; fc.ResourceStageMax(14) variable = fc.ResourceCount() > 14 } TEXT { name = rsrc 14a position = 19, 18 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceStageCurrent(14); fc.ResourceStagePercent(14) variable = fc.ResourceCount() > 14 } TEXT { name = static footer position = 0, 28 text = ____________________________________________________________$$$TOTAL MASS: ΔV: } TEXT { name = mass position = 11,29 textColor = 255, 255, 0, 255 text = <=0,9:0.000=> t. $#$ fc.Mass(true) } TEXT { name = dV position = 28,29 textColor = 255, 255, 0, 255 text = <=0,8:0.0=> m/s $#$ fc.DeltaV() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_ResourceTotal.cfg MAS_PAGE { name = ALCOR_MFD60x30_ResourceTotal onEntry = fc.SetPersistent("%AUTOID%-Page", 2) softkey = 1, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R1", "ALCOR_MFD60x30_ResourceStage")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) SUB_PAGE { name = ALCOR60x30 Menu } TEXT { name = rsrc static position = 23, 1 text = RESOURCES INFO } POLYGON { name = static fill position = 816, 32 color = #ffff00 vertex = 0, 0 vertex = 0, 32 vertex = 80, 32 vertex = 80, 0 } TEXT { name = total static position = 51, 1 textColor = #000000 text = TOTAL } TEXT { name = static footer position = 0, 1.5 text = ____________________________________________________________ } HORIZONTAL_BAR { name = rsrc 0 bar position = 736, 6 + (32 * 4) size = 160, 26 source = fc.ResourcePercent(0) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 0 position = 0, 4 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(0), 18, 0.5) ; fc.ResourceMax(0) variable = fc.ResourceCount() > 0 } TEXT { name = rsrc 0a position = 19, 4 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(0); fc.ResourcePercent(0) variable = fc.ResourceCount() > 0 } HORIZONTAL_BAR { name = rsrc 1 bar position = 736, 6 + (32 * 5) size = 160, 26 source = fc.ResourcePercent(1) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 1 position = 0, 5 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(1), 18, 0.5) ; fc.ResourceMax(1) variable = fc.ResourceCount() > 1 } TEXT { name = rsrc 1a position = 19, 5 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(1); fc.ResourcePercent(1) variable = fc.ResourceCount() > 1 } HORIZONTAL_BAR { name = rsrc 2 bar position = 736, 6 + (32 * 6) size = 160, 26 source = fc.ResourcePercent(2) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 2 position = 0, 6 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(2), 18, 0.5) ; fc.ResourceMax(2) variable = fc.ResourceCount() > 2 } TEXT { name = rsrc 2a position = 19, 6 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(2); fc.ResourcePercent(2) variable = fc.ResourceCount() > 2 } HORIZONTAL_BAR { name = rsrc 3 bar position = 736, 6 + (32 * 7) size = 160, 26 source = fc.ResourcePercent(3) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 3 position = 0, 7 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(3), 18, 0.5) ; fc.ResourceMax(3) variable = fc.ResourceCount() > 3 } TEXT { name = rsrc 3a position = 19, 7 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(3); fc.ResourcePercent(3) variable = fc.ResourceCount() > 3 } HORIZONTAL_BAR { name = rsrc 4 bar position = 736, 6 + (32 * 8) size = 160, 26 source = fc.ResourcePercent(4) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 4 position = 0, 8 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(4), 18, 0.5) ; fc.ResourceMax(4) variable = fc.ResourceCount() > 4 } TEXT { name = rsrc 4a position = 19, 8 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(4); fc.ResourcePercent(4) variable = fc.ResourceCount() > 4 } HORIZONTAL_BAR { name = rsrc 5 bar position = 736, 6 + (32 * 9) size = 160, 26 source = fc.ResourcePercent(5) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 5 position = 0, 9 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(5), 18, 0.5) ; fc.ResourceMax(5) variable = fc.ResourceCount() > 5 } TEXT { name = rsrc 5a position = 19, 9 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(5); fc.ResourcePercent(5) variable = fc.ResourceCount() > 5 } HORIZONTAL_BAR { name = rsrc 6 bar position = 736, 6 + (32 * 10) size = 160, 26 source = fc.ResourcePercent(6) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 6 position = 0, 10 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(6), 18, 0.5) ; fc.ResourceMax(6) variable = fc.ResourceCount() > 6 } TEXT { name = rsrc 6a position = 19, 10 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(6); fc.ResourcePercent(6) variable = fc.ResourceCount() > 6 } HORIZONTAL_BAR { name = rsrc 7 bar position = 736, 6 + (32 * 11) size = 160, 26 source = fc.ResourcePercent(7) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 7 position = 0, 11 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(7), 18, 0.5) ; fc.ResourceMax(7) variable = fc.ResourceCount() > 7 } TEXT { name = rsrc 7a position = 19, 11 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(7); fc.ResourcePercent(7) variable = fc.ResourceCount() > 7 } HORIZONTAL_BAR { name = rsrc 8 bar position = 736, 6 + (32 * 12) size = 160, 26 source = fc.ResourcePercent(8) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 8 position = 0, 12 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(8), 18, 0.5) ; fc.ResourceMax(8) variable = fc.ResourceCount() > 8 } TEXT { name = rsrc 8a position = 19, 12 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(8); fc.ResourcePercent(8) variable = fc.ResourceCount() > 8 } HORIZONTAL_BAR { name = rsrc 9 bar position = 736, 6 + (32 * 13) size = 160, 26 source = fc.ResourcePercent(9) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 9 position = 0, 13 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(9), 18, 0.5) ; fc.ResourceMax(9) variable = fc.ResourceCount() > 9 } TEXT { name = rsrc 9a position = 19, 13 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(9); fc.ResourcePercent(9) variable = fc.ResourceCount() > 9 } HORIZONTAL_BAR { name = rsrc 10 bar position = 736, 6 + (32 * 14) size = 160, 26 source = fc.ResourcePercent(10) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 10 position = 0, 14 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(10), 18, 0.5) ; fc.ResourceMax(10) variable = fc.ResourceCount() > 10 } TEXT { name = rsrc 10a position = 19, 14 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(10); fc.ResourcePercent(10) variable = fc.ResourceCount() > 10 } HORIZONTAL_BAR { name = rsrc 11 bar position = 736, 6 + (32 * 15) size = 160, 26 source = fc.ResourcePercent(11) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 11 position = 0, 15 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(11), 18, 0.5) ; fc.ResourceMax(11) variable = fc.ResourceCount() > 11 } TEXT { name = rsrc 11a position = 19, 15 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(11); fc.ResourcePercent(11) variable = fc.ResourceCount() > 11 } HORIZONTAL_BAR { name = rsrc 12 bar position = 736, 6 + (32 * 16) size = 160, 26 source = fc.ResourcePercent(12) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 12 position = 0, 16 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(12), 18, 0.5) ; fc.ResourceMax(12) variable = fc.ResourceCount() > 12 } TEXT { name = rsrc 12a position = 19, 16 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(12); fc.ResourcePercent(12) variable = fc.ResourceCount() > 12 } HORIZONTAL_BAR { name = rsrc 13 bar position = 736, 6 + (32 * 17) size = 160, 26 source = fc.ResourcePercent(13) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 13 position = 0, 17 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(13), 18, 0.5) ; fc.ResourceMax(13) variable = fc.ResourceCount() > 13 } TEXT { name = rsrc 13a position = 19, 17 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(13); fc.ResourcePercent(13) variable = fc.ResourceCount() > 13 } HORIZONTAL_BAR { name = rsrc 14 bar position = 736, 6 + (32 * 18) size = 160, 26 source = fc.ResourcePercent(14) sourceRange = 0, 1 sourceColor = #00AA00 anchor = Left borderWidth = 2 borderColor = #ffffff variable = fc.ResourceCount() > 14 } TEXT { name = rsrc 14 position = 0, 18 text = <=0,18=>: | <=1,8:0.00=> |$#$ fc.ScrollingMarquee(fc.ResourceDisplayName(14), 18, 0.5) ; fc.ResourceMax(14) variable = fc.ResourceCount() > 14 } TEXT { name = rsrc 14a position = 19, 18 textColor = 0, 255, 0, 255 text = <=0,8:0.00=> <=1,5:P0=>$#$ fc.ResourceCurrent(14); fc.ResourcePercent(14) variable = fc.ResourceCount() > 14 } TEXT { name = static footer position = 0, 28 text = ____________________________________________________________$$$TOTAL MASS: ΔV: } TEXT { name = mass position = 11,29 textColor = 255, 255, 0, 255 text = <=0,9:0.000=> t. $#$ fc.Mass(true) } TEXT { name = dV position = 28,29 textColor = 255, 255, 0, 255 text = <=0,8:0.0=> m/s $#$ fc.DeltaV() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_SCANsat.cfg MAS_PAGE { name = ALCOR_MFD60x30_SCANsat onEntry = fc.SetPersistent("%AUTOID%-Page", 10) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R8", "ALCOR_MFD60x30_SCANsat2")) SUB_PAGE { name = ALCOR60x30 Menu } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_SCANsat2.cfg MAS_PAGE { name = ALCOR_MFD60x30_SCANsat2 onEntry = fc.SetPersistent("%AUTOID%-Page", 11) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-R8", "ALCOR_MFD60x30_SCANsat")) SUB_PAGE { name = ALCOR60x30 Menu } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_Standby.cfg MAS_PAGE { name = ALCOR_MFD60x30_Standby onEntry = fc.SetPersistent("%AUTOID%-Page", 0) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) SUB_PAGE { name = ALCOR60x30 Menu } LINE_STRING { name = top text border position = 328, 352 startColor = 129, 190, 247, 255 startWidth = 3.5 vertex = 0, 0 vertex = 288, 0 } LINE_STRING { name = top text border position = 328, 384 startColor = 129, 190, 247, 255 startWidth = 3.5 vertex = 0, 0 vertex = 288, 0 } TEXT { position = 20.5, 14 text = <=1=> <=0=> $#$ fc.GetPersistent("storedStrings1"); fc.GetPersistent("storedStrings7") } TEXT { position = 25, 11 text = <=0=> $#$ fc.GetPersistent("storedStrings2") } TEXT { position = 25, 12 textColor = 129, 190, 247, 255 text = <=0=> $#$ fc.GetPersistent("storedStrings0") } TEXT { position = 12, 16 text = Powered by MOARdV's Avionics Systems } TEXT { position = 23.5, 17 textColor = 129, 190, 247, 255 text = v <=0=>$#$ fc.MASVersion() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_Target.cfg MAS_PAGE { name = ALCOR_MFD60x30_Target onEntry = fc.SetPersistent("%AUTOID%-Page", 3) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) SUB_PAGE { name = ALCOR60x30 Menu } SUB_PAGE { name = ALCOR60x30 Target Footer } TEXT { position = 0.5, 1 text = -------------------- Target Management -------------------- } TEXT { position = 0, 2 text = == Root menu variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 28 upSoftkey = 13 downSoftkey = 14 enterSoftkey = 17 cursorPersistentName = %AUTOID%-MenuTargeting cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Celestials selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_TargetCelestials") } ITEM { activeText = Vessels / Space Objects disabledText = Vessels / Space Objects disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetVesselCount() > 0 selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_TargetVessels") } ITEM { activeText = Target Filters selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_TargetFilters") } ITEM { activeText = Clear Target disabledText = Clear Target disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() > 0 selectEvent = fc.ClearTarget() } ITEM { activeText = Reference Part selectEvent = fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_TargetReference") } ITEM { activeText = Undock disabledText = Not Docked disabledColor = 127, 127, 127, 255 enabledVariable = fc.Docked() selectEvent = fc.Undock() } ITEM { activeText = Disarm Grapple passiveText = Arm Grapple activeVariable = fc.GrappleArmed() selectEvent = fc.ToggleGrappleArmed() disabledText = No Grapple disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasGrapple() } ITEM { activeText = Crew EVA selectEvent = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_Target.cfg MAS_SUB_PAGE { name = ALCOR60x30 Target Footer TEXT { name = Target Menu Footer position = 42, 31 text = |[hw] [#FFFF00FF]UP/DOWN [#CEE3F6FF]-NAVIGATE/ [#FFFF00FF]+[#CEE3F6FF]ENTER/[#FFFF00FF]-[#CEE3F6FF]BACK } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_TargetCelestials.cfg MAS_PAGE { name = ALCOR_MFD60x30_TargetCelestials onEntry = fc.SetPersistent("%AUTOID%-Page", 3) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) softkey = 18, fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_Target") SUB_PAGE { name = ALCOR60x30 Menu } SUB_PAGE { name = ALCOR60x30 Target Footer } TEXT { position = 0.5, 1 text = -------------------- Target Management -------------------- } TEXT { position = 0, 2 text = == Celestial Bodies variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 28 upSoftkey = 13 downSoftkey = 14 enterSoftkey = 17 cursorPersistentName = %AUTOID%-MenuCelestials cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.BodyCount() ITEM { activeText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.BodyName(%ITEMID%); fc.BodyDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.BodyTargetIndex() == %ITEMID% passiveColor = 255, 255,255, 255 disabledText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.BodyName(%ITEMID%); fc.BodyDistance(%ITEMID%) disabledColor = 127, 127, 127, 255 enabledVariable = fc.CurrentBodyIndex() ~= %ITEMID% selectEvent = fc.SetBodyTarget(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_TargetFilters.cfg MAS_PAGE { name = ALCOR_MFD60x30_TargetFilters onEntry = fc.SetPersistent("%AUTOID%-Page", 3) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) softkey = 18, fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_Target") SUB_PAGE { name = ALCOR60x30 Menu } SUB_PAGE { name = ALCOR60x30 Target Footer } TEXT { position = 0.5, 1 text = -------------------- Target Management -------------------- } TEXT { position = 0, 2 text = == Target Filters variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 28 upSoftkey = 13 downSoftkey = 14 enterSoftkey = 17 cursorPersistentName = %AUTOID%-MenuFilters cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Ship activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(1) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(1) } ITEM { activeText = Plane activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(2) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(2) } ITEM { activeText = Probe activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(3) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(3) } ITEM { activeText = Lander activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(4) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(4) } ITEM { activeText = Station activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(5) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(5) } ITEM { activeText = Relay activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(6) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(6) } ITEM { activeText = Rover activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(7) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(7) } ITEM { activeText = Base activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(8) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(8) } ITEM { activeText = EVA activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(9) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(9) } ITEM { activeText = Flag activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(10) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(10) } ITEM { activeText = Debris activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(11) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(11) } ITEM { activeText = Space Object activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(12) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(12) } ITEM { activeText = Unknown activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(13) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(13) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_TargetReference.cfg MAS_PAGE { name = ALCOR_MFD60x30_TargetReference onEntry = fc.SetPersistent("%AUTOID%-Page", 3) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) softkey = 18, fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_Target") SUB_PAGE { name = ALCOR60x30 Menu } SUB_PAGE { name = ALCOR60x30 Target Footer } TEXT { position = 0.5, 1 text = -------------------- Target Management -------------------- } TEXT { position = 0, 2 text = == Select Reference } MENU { position = 0, 3 maxLines = 28 upSoftkey = 13 downSoftkey = 14 enterSoftkey = 17 cursorPersistentName = %AUTOID%-MenuReference cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Pod activeColor = 0, 255, 0, 255 activeVariable = fc.GetPodIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPodToReference() } ITEM { activeText = Dock activeColor = 0, 255, 0, 255 activeVariable = fc.GetDockIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetDockToReference() disabledText = No Dock disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasDock() } ITEM { activeText = Grapple activeColor = 0, 255, 0, 255 activeVariable = fc.GetGrappleIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetGrappleToReference() disabledText = No Grapple disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasGrapple() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_TargetVessels.cfg MAS_PAGE { name = ALCOR_MFD60x30_TargetVessels onEntry = fc.SetPersistent("%AUTOID%-Page", 3) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) softkey = 18, fc.SetPersistent("%AUTOID%", "ALCOR_MFD60x30_Target") SUB_PAGE { name = ALCOR60x30 Menu } SUB_PAGE { name = ALCOR60x30 Target Footer } TEXT { position = 0.5, 1 text = -------------------- Target Management -------------------- } TEXT { position = 0, 2 text = == Target Vessels variable = fc.TargetType() == 0 } TEXT { position = 0, 2 text = == Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 3 maxLines = 28 upSoftkey = 13 downSoftkey = 14 enterSoftkey = 17 cursorPersistentName = %AUTOID%-MenuVessels cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.TargetVesselCount() ITEM { activeText = <=0,-40:0=> <=1,4:SIP###0=>m $&$ fc.TargetVesselName(%ITEMID%); fc.TargetVesselDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.TargetVesselIndex() == %ITEMID% passiveColor = 255, 255,255, 255 selectEvent = fc.SetTargetVessel(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORMFD60x30/MFD60x30/ALCOR_MFD60x30_VesselView.cfg MAS_PAGE { name = ALCOR_MFD60x30_VesselView onEntry = fc.SetPersistent("%AUTOID%-Page", 13) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R1")) softkey = 7, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R7")) softkey = 8, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-R8")) RPM_MODULE { name = Vessel Viewer moduleName = InternalVesselView renderMethod = RenderViewer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive position = 0, 32 size = 960, 960 renderSize = 640, 640 variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Vessel Viewer Text textmethod = InternalVesselView:ShowMenu variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Missing VesselViewerRPM textColor = 255, 255, 0, 255 text = Vessel Viewer$$$Not Detected position = 24, 15 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } SUB_PAGE { name = ALCOR60x30 Menu } TEXT { name = VV footer position = 43, 31 textColor = #FFFF00 text = [hw]UP/DOWN [#CEE3F6FF]-NAVIGATE/ [#FFFF00FF]+[#CEE3F6FF]ENTER/[#FFFF00FF]-[#CEE3F6FF]BACK } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORVentilator/ALCORVentilator01_Animated.cfg PROP { name = MAS_ALCORVentilator01_Animated MODEL { model = ASET/ASET_Props/Misc/ALCORVentilator/ALCORVentilator } MODULE { name = MASComponent ANIMATION_PLAYER { name = Ventilator Animation animation = ALCORVentilatorAnim animationSpeed = fc.GetPersistentAsNumber("ASET_Ventilator_Speed") loop = true variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_Ventilator_Toggle")) } AUDIO_PLAYER { name = Ventilator Sound sound = MOARdV/Sounds/Ventilator volume = 0.3 trigger = LOOP variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_Ventilator_Toggle")) pitch = fc.GetPersistentAsNumber("ASET_Ventilator_Speed") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ALCORVentilator/MAS_ALCORVentilator01.cfg PROP { name = MAS_ALCORVentilator01 MODEL { model = ASET/ASET_Props/Misc/ALCORVentilator/ALCORVentilator } MODULE { name = MASComponent ANIMATION_PLAYER { name = Vent animation = ALCORVentilatorAnim animationSpeed = 1 variable = fc.Conditioned(1) loop = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ARRT/MAS_ARRT.cfg PROP { name = MAS_ARRT MODEL { model = ASET/ASET_Props/Instruments/ARRT/ARRT } MODULE { name = MASComponent TRIGGER_EVENT { name = ARRT Altimeter Validation event = fc.SetBits("MAS_ARRT_Mode_Validation", 1) exitEvent = fc.ClearBits("MAS_ARRT_Mode_Validation", 1) variable = fc.GetPersistentAsNumber("MAS_ARRT_On") and (fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 0) and (fc.AltitudeBottom() <= 5000) } TRIGGER_EVENT { name = ARRT Range Validation event = fc.SetBits("MAS_ARRT_Mode_Validation", 2) exitEvent = fc.ClearBits("MAS_ARRT_Mode_Validation", 2) variable = fc.GetPersistentAsNumber("MAS_ARRT_On") and (fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 1) and (fc.TargetType() > 0) } TRIGGER_EVENT { name = ARRT Validation event = fc.SetPersistent("MAS_ARRT_Enable", 1) exitEvent = fc.SetPersistent("MAS_ARRT_Enable", 0) variable = fc.GetPersistentAsNumber("MAS_ARRT_Mode_Validation") > 0 } ANIMATION { name = ALT/RANGE tape animation animation = AltRangeScaleAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_ARRT_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_ARRT_Mode") > 0, fc.TargetDistance(), fc.AltitudeBottom()) * 0.0002) speed = 1 } ANIMATION { name = ALT/RANGE RATE tape animation animation = AltRangeRateScaleAnim variable = fc.Conditioned(fc.InverseLerp(fc.GetPersistentAsNumber("MAS_ARRT_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_ARRT_Mode") > 0, fc.TargetSpeed(), fc.VerticalSpeed()), -300, 300), 0.5) speed = 1 } COLOR_SHIFT { name = ALTtablo color transform = ALTtablo passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_ARRT_On"))) } TEXTURE_SHIFT { name = ALTtablo shift transform = ALTtablo layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.123, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_ARRT_On"))) } COLOR_SHIFT { name = RANGEtablo color transform = RANGEtablo passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_ARRT_On"))) } TEXTURE_SHIFT { name = RANGEtablo shift transform = RANGEtablo layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.123, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_ARRT_On"))) } COLOR_SHIFT { name = MarkObj light transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") * fc.GetPersistentAsNumber("MAS_ARRT_Enable")) blend = true } COLOR_SHIFT { name = ALTscaleObj transform = ALTscaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") * fc.GetPersistentAsNumber("MAS_ARRT_Enable")) blend = true } COLOR_SHIFT { name = RATEscaleObj transform = RATEscaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") * fc.GetPersistentAsNumber("MAS_ARRT_Enable")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_AHI/ASET_AHI.cfg PROP { name = MAS_ASET_AHI MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_AHI/ASET_AHI } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = FD_Knob sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ANIMATION_PLAYER { name = swToggle animation = FD_KnobAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } ROTATION { name = Pitch transform = PitchSphere startRotation = -45,0,0 endRotation = 45,0,0 variable = fc.Pitch() range = -60, 60 blend = true speed = 1.0 } ROTATION { name = Roll transform = RollLoc startRotation = 0,90,0 endRotation = 0,-90,0 variable = fc.Roll() range = -90, 90 blend = true longPath = true speed = 1.0 } ANIMATION_PLAYER { name = flighdirON animation = FD_TurnONanim variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ROTATION { name = AngleOfAttack transform = FD_AoA startRotation = -30,0,0 endRotation = 30,0,0 variable = fc.Conditioned(fc.AngleOfAttack()) range = -30, 30 blend = true } ROTATION { name = Sideslip transform = FD_SSlip startRotation = -30,0,0 endRotation = 30,0,0 variable = fc.Conditioned(fc.Sideslip()) range = -30, 30 blend = true } COLOR_SHIFT { name = Sphere Backlight transform = PitchSphere, RollCircleScale passiveColor = COLOR_ASET_AHI_BACKLIGHT_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_ACTIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } COLOR_SHIFT { name = Indicators Backlight transform = RollPointer, PlaneMark, RollMarks, FD_AoA, FD_SSlip passiveColor = COLOR_ASET_AHI_BACKLIGHT_MARK_PASSIVECOLOR activeColor = COLOR_ASET_AHI_BACKLIGHT_MARK_ACTIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Air_Fuel_FLOW/ASET_Air_Fuel_FLOW.cfg PROP { name = MAS_ASET_AirFuelFLOW MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_Air_Fuel_FLOW/ASET_Air_Fuel_FLOW } MODULE { name = MASComponent ANIMATION { name = Airflow arrow animation = AirFlowAinm variable = fc.Conditioned(fc.Remap(fc.ResourceCurrent("IntakeAir"), 0.0, 6.0, 0.0, 1.0)) speed = 1 } ROTATION { name = Fuelflow arrow transform = Fuel_arrow startRotation = 0,45,0 endRotation = 0,-45,0 variable = fc.Conditioned(fc.ResourceDelta("LiquidFuel")) range = 0.0, 2.0 blend = true speed = 2.0 } COLOR_SHIFT { name = Arrows Backlight transform = Air_arrow, Fuel_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge Backlight transform = EngineGauge_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_ALTIMETER/ASET_ALTIMETER.cfg PROP { name = MAS_ASET_ALTIMETER MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_ALTIMETER texture = ASET_Altimeter_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_Altimeter_Diffuse } MODULE { name = MASComponent ROTATION { name = x100 needle transform = ALT10_arrow startRotation = 0,0,0 endRotation = 0,360,0 range = 0, 1000 blend = true cycleRate = 1 longPath = true variable = fc.Min(fc.Altitude(), fc.AtmosphereTop()) % 1000 } ROTATION { name = x1000 needle transform = ALT100_arrow startRotation = 0,0,0 endRotation = 0,360,0 range = 0, 10000 blend = true cycleRate = 1 longPath = true variable = fc.Min(fc.Altitude(), fc.AtmosphereTop()) % 10000 } ROTATION { name = x10000 needle transform = ALT1000_arrow startRotation = 0,0,0 endRotation = 0,360,0 range = 0, 100000 blend = true cycleRate = 1 longPath = true variable = fc.Min(fc.Altitude(), fc.AtmosphereTop()) % 100000 } COLOR_SHIFT { name = Panel Backlight transform = ALT_Scale variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Backlight transform = ALT10_arrow, ALT100_arrow, ALT1000_arrow variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_ALTIMETER/ASET_ALTIMETER_Adv.cfg PROP { name = MAS_ASET_ALTIMETER_Adv MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_ALTIMETER_Adv texture = ASET_Altimeter_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/ASET_Altimeter_Diffuse texture = altimetr_Pressure,ASET/ASET_Avionics/ClassicPack/ASET_ALTIMETER/altimetr_Pressure } MODULE { name = MASComponent ROTATION { name = x100 needle transform = ALT10_arrow startRotation = 0,0,0 endRotation = 0,360,0 range = 0, 1000 blend = true cycleRate = 1 longPath = true variable = fc.Min(fc.Altitude(), fc.AtmosphereTop()) % 1000 } ROTATION { name = x1000 needle transform = ALT100_arrow startRotation = 0,0,0 endRotation = 0,360,0 range = 0, 10000 blend = true cycleRate = 1 longPath = true variable = fc.Min(fc.Altitude(), fc.AtmosphereTop()) % 10000 } ROTATION { name = x10000 needle transform = ALT1000_arrow startRotation = 0,0,0 endRotation = 0,360,0 range = 0, 100000 blend = true cycleRate = 1 longPath = true variable = fc.Min(fc.Altitude(), fc.AtmosphereTop()) % 100000 } ROTATION { name = Atmo pressure gauge transform = ALT_Pressure_Scale startRotation = 0,-36,0 endRotation = 0,288,0 range = -0.5, 4 blend = true cycleRate = 1 longPath = true variable = fc.Select(fc.StaticPressureAtm() > 0, fc.StaticPressureAtm(), -0.5) } COLOR_SHIFT { name = Panel Backlight transform = ALT_Scale variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Backlight transform = ALT_Pressure_Scale, ALT10_arrow, ALT100_arrow, ALT1000_arrow variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_AMB-SURF_TempGauge/ASET_AMB-SURF_TempGauge.cfg PROP { name = MAS_ASET_AIRCRAFT_AMB-SURF_TempGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_AMB-SURF_TempGauge/ASET_AMB-SURF_TempGauge } MODULE { name = MASComponent variableName = ORBITBODYSURFACETEMP ROTATION { name = Ambient Temperature transform = AmbientTempHandObj startRotation = 0,-165,0 endRotation = 0,165,0 variable = fc.AmbientTemperature(false) range = -300,300 blend = true longPath = true } ROTATION { name = Ambient Temperature transform = SurfaceTempHandObj startRotation = 0,-165,0 endRotation = 0,165,0 variable = fc.BodySurfaceTemp(fc.CurrentBodyIndex(), false) range = -300,300 blend = true longPath = true } COLOR_SHIFT { name = Hands backlight transform = AmbientTempHandObj, SurfaceTempHandObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge backlight transform = Temp_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_AnalogSpeedIndicator/MAS_ASET_AnalogSpeedIndicator.cfg PROP { name = MAS_ASET_AnalogSpeedIndicator MODEL { model = ASET/ASET_Props/Instruments/ASET_AnalogSpeedIndicator/ASET_AnalogSpeedIndicator } MODULE { name = MASComponent ROTATION { name = OuterArrowLoc position transform = OuterArrowLoc variable = fc.Select(fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") == 0, fc.CurrentSpeedModeSpeed(), fc.Select(fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") - 2, fc.SurfaceSpeed(), fc.OrbitSpeed(), fc.TargetSpeed())) startRotation = 0,0,0 endRotation = 0,360,0 longPath = true range = 0, 9000 modulo = 1000 blend = true speed = 2.0 } ROTATION { name = InnerArrowLoc position transform = InnerArrowLoc variable = fc.Select(fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") == 0, fc.CurrentSpeedModeSpeed(), fc.Select(fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") - 2, fc.SurfaceSpeed(), fc.OrbitSpeed(), fc.TargetSpeed())) startRotation = 0,0,0 endRotation = 0,324,0 longPath = true range = 0, 9000 blend = true speed = 2.0 } ROTATION { name = OutOfRangeLoc position transform = OutOfRangeLoc variable = fc.Select(fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") == 0, fc.CurrentSpeedModeSpeed(), fc.Select(fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") - 2, fc.SurfaceSpeed(), fc.OrbitSpeed(), fc.TargetSpeed())) > 9000 startRotation = 0,0,0 endRotation = 0,18,0 range = 0, 1 blend = true speed = 1.0 } ROTATION { name = GrndSpeedFlagObj position transform = GrndSpeedFlagObj variable = fc.Select(fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") == 0, fc.SpeedDisplayMode() == 0, fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") == 1) startRotation = 0,0,0 endRotation = 0,50,0 range = 0, 1 blend = true speed = 6.0 } ROTATION { name = RelSpeedFlagObj position transform = RelSpeedFlagObj variable = fc.Select(fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") == 0, fc.SpeedDisplayMode() == -1, fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") == 3) startRotation = 0,0,0 endRotation = 0,-50,0 range = 0, 1 blend = true speed = 6.0 } COLOR_SHIFT { name = Lighting transform = InnerScaleObj, OuterScaleObj, Arrow02Obj, GrndSpeedFlagObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = RelSpeedFlagObj Light transform = RelSpeedFlagObj passiveColor = 0,0,0,255 activeColor = 174,169,138,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_AoA/ASET_AoA_Indicator.cfg PROP { name = MAS_ASET_AoA_Indicator MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_AoA/ASET_AoA_Indicator } MODULE { name = MASComponent ROTATION { name = Angle of Attack transform = AoA_arrow startRotation = 0,-30,0 endRotation = 0,70,0 variable = fc.AngleOfAttack() range = -15,35 blend = true speed = 2 } COLOR_SHIFT { name = Arrow backlight transform = AoA_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Scale backlight transform = AoA_Indicator_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_ASI/ASET_ASI.cfg PROP { name = MAS_ASET_ASI MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_ASI/ASET_ASI } MODULE { name = MASComponent ROTATION { name = Indicated Airspeed transform = ASI_arrow startRotation = 0,0,0 endRotation = 0,320,0 variable = fc.IndicatedAirspeed() range = 0,400 blend = true longPath = true } ROTATION { name = Equivalent Airspeed transform = TV_arrow startRotation = 0,0,0 endRotation = 0,320,0 variable = fc.Conditioned(fc.EquivalentAirspeed()) range = 0,400 blend = true longPath = true } COLOR_SHIFT { name = arrows backlight transform = ASI_arrow, TV_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge backlight transform = ASI_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-2pos-APU.cfg PROP { name = MAS_ASET_B-Knob-2pos-APU MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = b_KnobCollider onClick = fc.ToggleFuelCellActive() sound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob } TEXT_LABEL { name = Knob Description transform = TopNameTextObj fontSize = 5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR blend = true text = APU } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 oneshot = true font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR blend = true text = STOP } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 oneshot = true font = Liberation Sans transformOffset = -0.0016,0.0032 style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR blend = true text = START } ROTATION { name = Knob Animator transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 variable = fc.GetFuelCellActive() range = 0, 1 blend = true longPath = true speed = 10.0 } COLOR_SHIFT { name = Backlights transform = MarksObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlights transform = MarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-2pos-AutoSpeedBrake.cfg PROP { name = MAS_ASET_B-AutoSpeedBrake MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = b_KnobCollider onClick = fc.TogglePersistent("%AUTOID%_TOGGLE") sound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob } TEXT_LABEL { name = Knob Description transform = TopNameTextObj fontSize = 5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR blend = true text = AUTO$$$SPEED BRAKE } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 oneshot = true font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR blend = true text = "OFF } TEXT_LABEL { name = Center Label transform = LeftTextObj fontSize = 3.5 oneshot = true font = Liberation Sans transformOffset = -0.0016,0.0032 style = Bold alignment = Left anchor = MiddleLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR blend = true text = ┌────┐$$$└────┘ } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 oneshot = true font = Liberation Sans transformOffset = -0.0016,0.0032 style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR blend = true text = " ARM } ROTATION { name = Knob Animator transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") range = 0, 1 blend = true longPath = true speed = 10.0 } COLOR_SHIFT { name = Backlights transform = MarksObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlights transform = MarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TRIGGER_EVENT { name = Auto Speedbrake Logic event = fc.SetAirBrakes(true) exitEvent = fc.SetAirBrakes(false) variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") and fc.GetThrottle() < 0.2 and fc.GetGear() and fc.SurfaceSpeed() > 65) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-2pos-Backlight.cfg PROP { name = MAS_ASET_B-Knob-2pos-Backlight MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = MAS_swRotary_V2("Backlight", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("Backlight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INSTRUMENT$$$LIGHTS } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-2pos-EngineModeTggl.cfg PROP { name = MAS_ASET_B-EngineModeTggl MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider sound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob volume = 1 onClick = fc.ToggleMultiModeEngineMode() } ROTATION { name = Knob position transform = KnobGrp startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetMultiModeEngineMode() } TEXT_LABEL { name = Left Mark transform = LeftTextObj fontSize = 3.8 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = "▌1▐ } TEXT_LABEL { name = Right Mark transform = RightTextObj fontSize = 3.8 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ▌2▐ } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINE MODE } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-2pos-Ventilator.cfg PROP { name = MAS_ASET_B-Knob-2pos-Ventilator MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = MASComponent startupScript = fc.InitializePersistent("ASET_Ventilator_Speed", 1) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = fc.AddPersistentClamped("ASET_Ventilator_Speed", %DRAG%, 1, 3) dragSensitivity = 0.5 } TEXT_LABEL { name = Knob Description transform = TopNameTextObj fontSize = 3.2 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = VENTILATOR$$$SPEED } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = LO } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = HI } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 variable = fc.GetPersistentAsNumber("ASET_Ventilator_Speed") range = 1, 3 blend = true speed = 10.0 longPath = true } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0, 0, 0 ,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 20, 20, 20 ,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-4pos-GPS_NAV_SYS.cfg PROP { name = MAS_ASET_B-Knob-4pos-GPS_NAV_SYS MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_4_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = KnobColliderMinus sound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob volume = 1 onClick = fc.AddPersistentClamped("ASET_GPS_NAV_MODE_SELECTOR", -1, 0, 3) } COLLIDER_EVENT { name = Collider + collider = KnobColliderPlus sound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob volume = 1 onClick = fc.AddPersistentClamped("ASET_GPS_NAV_MODE_SELECTOR", 1, 0, 3) } ROTATION { name = Knob position transform = KnobGrp startRotation = 0,-67.5,0 endRotation = 0,67.5,0 longPath = true range = 0, 3 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("ASET_GPS_NAV_MODE_SELECTOR") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) style = bold blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } TEXT_LABEL { name = 2 Mark transform = CenterLeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) style = bold blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = POS } TEXT_LABEL { name = 3 Mark transform = CenterRightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) style = bold blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TGT } TEXT_LABEL { name = 4 Mark transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) style = bold blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = WPT } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 4.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GPS NAV.$$$DISPLAY } COLOR_SHIFT { name = Marks Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Mark Backlight transform = MarkObj passiveColor = 20,20,20,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-5pos-BrakeForce_Selector.cfg PROP { name = MAS_ASET_B-Knob-5pos-BrakeForce_Selector MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_5_Marks } MODULE { name = MASComponent startupScript = fc.InitializePersistent("MAS_Brake_Force_Value", fc.GetBrakeForce()) COLLIDER_EVENT { name = ColliderPlus collider = KnobColliderPlus onDragX = fc.SetBrakeForce(fc.AddPersistentClamped("MAS_Brake_Force_Value", %DRAG%, 0, 2)) dragSensitivity = 0.2 } COLLIDER_EVENT { name = ColliderMinus collider = KnobColliderMinus onDragX = fc.SetBrakeForce(fc.AddPersistentClamped("MAS_Brake_Force_Value", %DRAG%, 0, 2)) dragSensitivity = 0.2 } TEXT_LABEL { name = Switch Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BRAKE FORCE } TEXT_LABEL { name = OFF transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = OFF } TEXT_LABEL { name = 50 transform = CenterLeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 50 } TEXT_LABEL { name = 100 transform = CenterTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 100 } TEXT_LABEL { name = 150 transform = CenterRightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 150 } TEXT_LABEL { name = MAX transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = MAX } ROTATION { name = Switch Animation transform = KnobGrp startRotation = 0, -80, 0 endRotation = 0, 80, 0 variable = fc.GetBrakeForce() * 100 range = 0, 200 blend = true longPath = true speed = 10 } COLOR_SHIFT { name = Mark Backlight transform = MarksObj, MarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-5pos-ElecOutput_Selector.cfg PROP { name = MAS_ASET_B-Knob-5pos-ElecOutput_Selector MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_5_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider L collider = KnobColliderMinus sound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob volume = 1 onClick = fc.AddPersistentClamped("ASET_ELEC_POWER_SOURCE_SELECT", -1, 0, 4) } COLLIDER_EVENT { name = Knob Collider R collider = KnobColliderPlus sound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob volume = 1 onClick = fc.AddPersistentClamped("ASET_ELEC_POWER_SOURCE_SELECT", 1, 0, 4) } ROTATION { name = Knob position transform = KnobGrp startRotation = 0,-80,0 endRotation = 0,80,0 longPath = true range = 0, 4 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("ASET_ELEC_POWER_SOURCE_SELECT") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ELEC POWER$$$SOURCE } TEXT_LABEL { name = 0-Total transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " TOTAL } TEXT_LABEL { name = 1-Alternator transform = CenterLeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = ALTERNATOR } TEXT_LABEL { name = 2-APU transform = CenterTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = APU } TEXT_LABEL { name = 3-Solar transform = CenterRightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = SOLAR ARRAY } TEXT_LABEL { name = 4-Generator transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = GENERATOR } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob-6pos-THRUST_LIMIT.cfg PROP { name = MAS_ASET_B-Knob-THRUST_LIMIT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6_Marks } MODULE { name = MASComponent startupScript = fc.SetPersistent("MAS_Throttle_Limit", fc.GetThrottleLimit()) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = fc.SetThrottleLimit(fc.AddPersistentClamped("MAS_Throttle_Limit", %DRAG%, 0, 1)) dragSensitivity = 0.2 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0,-100,0 endRotation = 0,100,0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetThrottleLimit() } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = THRUST LIMIT (%) } TEXT_LABEL { name = Position 1 transform = Pos_1_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 0 } TEXT_LABEL { name = Position 2 transform = Pos_2_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "20 } TEXT_LABEL { name = Position 3 transform = Pos_3_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "40 } TEXT_LABEL { name = Position 4 transform = Pos_4_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 60 } TEXT_LABEL { name = Position 5 transform = Pos_5_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 80 } TEXT_LABEL { name = Position 6 transform = Pos_6_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 100 } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-COCKPIT.cfg PROP { name = MAS_ASET_B-Knob_LD_COCKPIT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_CP-01Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_CP-01Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_CP-01Input") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-CP_CMD.cfg PROP { name = MAS_ASET_B-Knob_LD_CP-CMD MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_CP-01Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_CP-01Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_CP-01Input") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CMD } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-CP_FO.cfg PROP { name = MAS_ASET_B-Knob_LD_CP-FO MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_CP-02Input") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FO } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-CP_LEFT.cfg PROP { name = MAS_ASET_B-Knob_LD_CP-LEFT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_CP-02Input") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LEFT } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-CP_PORT.cfg PROP { name = MAS_ASET_B-Knob_LD_CP-PORT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_CP-02Input") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PORT } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-CP_RIGHT.cfg PROP { name = MAS_ASET_B-Knob_LD_CP-RIGHT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_CP-02Input") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RIGHT } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-CP_STARBOARD.cfg PROP { name = MAS_ASET_B-Knob_LD_CP-STARBOARD MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_CP-02Input", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_CP-02Input") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STARBOARD } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-Generic.cfg PROP { name = MAS_ASET_B-Knob_LD-Generic MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = MAS_swRotary_V2("MAS_Generic_IntLight", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -145, 0 endRotation = 0, 90, 0 variable = fc.GetPersistentAsNumber("MAS_Generic_IntLight") range = 0, 1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT$$$LIGHTS } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } INT_LIGHT { name = Main Light intensity = fc.GetPersistentAsNumber("MAS_Generic_IntLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-SQUAD_mk1CockpitLights.cfg PROP { name = MAS_ASET_B-Knob_LD-SQUAD_mk1CockpitLights MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = MAS_swRotary_V2("SquadIntLights", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -145, 0 endRotation = 0, 90, 0 variable = fc.GetPersistentAsNumber("SquadIntLights") range = 0, 1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT$$$LIGHTS } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } INT_LIGHT { name = Main Light lightName = Main light intensity = fc.GetPersistentAsNumber("SquadIntLights") variable = fc.Conditioned(fc.GetPersistentAsNumber("SquadIntLights")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD-SQUAD_mk1CockpitPanelLights.cfg PROP { name = MAS_ASET_B-Knob_LD-SQUAD_mk1CockpitPanelLights MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = MAS_swRotary_V2("SquadPanelLights", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -145, 0 endRotation = 0, 90, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("SquadPanelLights")) range = 0, 1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MAIN PANEL$$$LIGHTS } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } INT_LIGHT { name = Instrument Panel Light lightName = Sec light intensity = fc.GetPersistentAsNumber("SquadPanelLights") variable = fc.Conditioned(fc.GetPersistentAsNumber("SquadPanelLights")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD_Backlight.cfg PROP { name = MAS_ASET_B-Knob-LD_Backlight MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = MAS_swRotary_V2("Backlight", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -145, 0 endRotation = 0, 90, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) range = 0, 1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans lineSpacing = 0.9 alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INSTRUMENT$$$LIGHTS } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD_DOME.cfg PROP { name = MAS_ASET_B-Knob_LD_DOME MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_FLOODInput", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_FLOODInput", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_FLOODInput") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOME LIGHT } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD_ENGINEER.cfg PROP { name = MAS_ASET_B-Knob_LD_ENGINEER MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_ENGINEERInput", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_ENGINEERInput", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_ENGINEERInput") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LIGHT } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD_FLOOD.cfg PROP { name = MAS_ASET_B-Knob_LD_FLOOD MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_FLOODInput", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_FLOODInput", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_FLOODInput") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FLOOD LIGHT } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/ASET_B-Knob_LD_UTILITY.cfg PROP { name = MAS_ASET_B-Knob_LD_UTILITY MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("LD_UTILITYInput", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("LD_UTILITYInput", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("LD_UTILITYInput") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UTILITY LIGHT } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "OFF } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " ON } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-2pos-HUD_NB_BRIGHT.cfg PROP { name = MAS_ASET_B-Knob-2pos-HUD_NB_BRIGHT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = MASComponent startupScript = fc.InitializePersistent("Global_NB_HUD_Bright", 1) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = fc.AddPersistentClamped("Global_NB_HUD_Bright", %DRAG%, 0, 1) dragSensitivity = 0.1 } TEXT_LABEL { name = Knob Description transform = TopNameTextObj fontSize = 5.0 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HUD$$$BRIGHT/CONT. } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = LO } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = HI } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") range = 0, 1 blend = true speed = 10.0 longPath = true } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0, 0, 0 ,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 20, 20, 20 ,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } INT_LIGHT { name = HUD Glow lightName = HUDLight intensity = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") * 0.1 variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-NB-HudEnabled")) } INT_LIGHT { name = HUD Glow 2 lightName = HUDGlowLight intensity = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") * 0.4 variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-NB-HudEnabled")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-2pos-HUD_NB_POS.cfg PROP { name = MAS_ASET_B-Knob-2pos-HUD_NB_POS MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = MASComponent startupScript = fc.InitializePersistent("Global_NB_HUD_Pos", 0.5) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = fc.AddPersistentClamped("Global_NB_HUD_Pos", %DRAG%, 0, 1) dragSensitivity = 0.1 } TEXT_LABEL { name = Knob Description transform = TopNameTextObj fontSize = 5.0 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HUD$$$POS } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = LO } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = HI } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Pos") range = 0, 1 blend = true speed = 10.0 longPath = true } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0, 0, 0 ,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 20, 20, 20 ,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-2pos-HUD_NB_SIZE.cfg PROP { name = MAS_ASET_B-Knob-2pos-HUD_NB_SIZE MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_2_Marks } MODULE { name = MASComponent startupScript = fc.InitializePersistent("Global_NB_HUD_Size", 0.5) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = fc.AddPersistentClamped("Global_NB_HUD_Size", %DRAG%, 0, 1) dragSensitivity = 0.1 } TEXT_LABEL { name = Knob Description transform = TopNameTextObj fontSize = 5.0 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HUD$$$SIZE } TEXT_LABEL { name = Left Label transform = LeftTextObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = LO } TEXT_LABEL { name = Right Label transform = RightTextObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = HI } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -45, 0 endRotation = 0, 45, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Size") range = 0, 1 blend = true speed = 10.0 longPath = true } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0, 0, 0 ,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 20, 20, 20 ,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-5pos-Selector_BrakeForce_TXT.cfg PROP { name = MAS_ASET_B-Knob-5pos-Selector_BrakeForce_TXT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_5_Marks } MODULE { name = MASComponent startupScript = fc.InitializePersistent("MAS_Brake_Force_Value", fc.GetBrakeForce()) COLLIDER_EVENT { name = ColliderPlus collider = KnobColliderPlus onDragX = fc.SetBrakeForce(fc.AddPersistentClamped("MAS_Brake_Force_Value", %DRAG%, 0, 2)) dragSensitivity = 0.2 } COLLIDER_EVENT { name = ColliderMinus collider = KnobColliderMinus onDragX = fc.SetBrakeForce(fc.AddPersistentClamped("MAS_Brake_Force_Value", %DRAG%, 0, 2)) dragSensitivity = 0.2 } TEXT_LABEL { name = Switch Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BRAKE$$$FORCE } TEXT_LABEL { name = OFF transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = OFF } TEXT_LABEL { name = 50 transform = CenterLeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 50 } TEXT_LABEL { name = 100 transform = CenterTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 100 } TEXT_LABEL { name = 150 transform = CenterRightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 150 } TEXT_LABEL { name = MAX transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = MAX } ROTATION { name = Switch Animation transform = KnobGrp startRotation = 0, -80, 0 endRotation = 0, 80, 0 variable = fc.GetBrakeForce() * 100 range = 0, 200 blend = true longPath = true speed = 10 } COLOR_SHIFT { name = Mark Backlight transform = MarksObj, MarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-5pos-Selector_WheelAuthority.cfg PROP { name = MAS_ASET_B-Knob-5pos-Selector_WheelAuthority MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_5_Marks } MODULE { name = MASComponent startupScript = fc.InitializePersistent("MAS_Wheel_Authority_Value", fc.GetReactionWheelAuthority()) COLLIDER_EVENT { name = ColliderPlus collider = KnobColliderPlus onDragX = fc.SetReactionWheelAuthority(fc.AddPersistentClamped("MAS_Wheel_Authority_Value", %DRAG%, 0, 1)) dragSensitivity = 0.2 } COLLIDER_EVENT { name = ColliderMinus collider = KnobColliderMinus onDragX = fc.SetReactionWheelAuthority(fc.AddPersistentClamped("MAS_Wheel_Authority_Value", %DRAG%, 0, 1)) dragSensitivity = 0.2 } TEXT_LABEL { name = Switch Label transform = TopNameTextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = R. WHEEL$$$AUTHORITY } TEXT_LABEL { name = OFF transform = LeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = OFF } TEXT_LABEL { name = 50 transform = CenterLeftTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 25 } TEXT_LABEL { name = 100 transform = CenterTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 50 } TEXT_LABEL { name = 150 transform = CenterRightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 75 } TEXT_LABEL { name = MAX transform = RightTextObj fontSize = 3.5 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = MAX } ROTATION { name = Switch Animation transform = KnobGrp startRotation = 0, -80, 0 endRotation = 0, 80, 0 variable = fc.GetReactionWheelAuthority() range = 0, 1 blend = true longPath = true speed = 10 } COLOR_SHIFT { name = Mark Backlight transform = MarksObj, MarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-6pos-THRUST_LIMIT_Eng_1.cfg PROP { name = MAS_ASET_B-Knob-6pos-THRUST_LIMIT_Eng_1 MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6_Marks } MODULE { name = MASComponent startupScript = fc.SetPersistent("MAS_Throttle_Limit_Eng_1", engine.GetThrottleLimit(1)) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = engine.SetThrottleLimit(1, fc.AddPersistentClamped("MAS_Throttle_Limit", %DRAG%, 0, 1)) dragSensitivity = 0.2 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0,-100,0 endRotation = 0,100,0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = engine.GetThrottleLimit(1) } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG #1 THR LIM (%) } TEXT_LABEL { name = Position 1 transform = Pos_1_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 0 } TEXT_LABEL { name = Position 2 transform = Pos_2_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "20 } TEXT_LABEL { name = Position 3 transform = Pos_3_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "40 } TEXT_LABEL { name = Position 4 transform = Pos_4_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 60 } TEXT_LABEL { name = Position 5 transform = Pos_5_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 80 } TEXT_LABEL { name = Position 6 transform = Pos_6_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 100 } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-6pos-THRUST_LIMIT_Eng_2.cfg PROP { name = MAS_ASET_B-Knob-6pos-THRUST_LIMIT_Eng_2 MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6_Marks } MODULE { name = MASComponent startupScript = fc.SetPersistent("MAS_Throttle_Limit_Eng_2", engine.GetThrottleLimit(2)) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = engine.SetThrottleLimit(2, fc.AddPersistentClamped("MAS_Throttle_Limit_Eng_2", %DRAG%, 0, 1)) dragSensitivity = 0.2 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0,-100,0 endRotation = 0,100,0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = engine.GetThrottleLimit(2) } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG #2 THR LIM (%) } TEXT_LABEL { name = Position 1 transform = Pos_1_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 0 } TEXT_LABEL { name = Position 2 transform = Pos_2_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "20 } TEXT_LABEL { name = Position 3 transform = Pos_3_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "40 } TEXT_LABEL { name = Position 4 transform = Pos_4_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 60 } TEXT_LABEL { name = Position 5 transform = Pos_5_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 80 } TEXT_LABEL { name = Position 6 transform = Pos_6_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 100 } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-6pos-THRUST_LIMIT_Eng_3.cfg PROP { name = MAS_ASET_B-Knob-6pos-THRUST_LIMIT_Eng_3 MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6_Marks } MODULE { name = MASComponent startupScript = fc.SetPersistent("MAS_Throttle_Limit_Eng_3", engine.GetThrottleLimit(3)) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = engine.SetThrottleLimit(3, fc.AddPersistentClamped("MAS_Throttle_Limit", %DRAG%, 0, 1)) dragSensitivity = 0.2 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0,-100,0 endRotation = 0,100,0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = engine.GetThrottleLimit(3) } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG #3 THR LIM (%) } TEXT_LABEL { name = Position 1 transform = Pos_1_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 0 } TEXT_LABEL { name = Position 2 transform = Pos_2_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "20 } TEXT_LABEL { name = Position 3 transform = Pos_3_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "40 } TEXT_LABEL { name = Position 4 transform = Pos_4_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 60 } TEXT_LABEL { name = Position 5 transform = Pos_5_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 80 } TEXT_LABEL { name = Position 6 transform = Pos_6_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 100 } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob-6pos-THRUST_LIMIT_TXT.cfg PROP { name = MAS_ASET_B-Knob-6pos-THRUST_LIMIT_TXT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_6_Marks } MODULE { name = MASComponent startupScript = fc.SetPersistent("MAS_Throttle_Limit", fc.GetThrottleLimit()) COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = fc.SetThrottleLimit(fc.AddPersistentClamped("MAS_Throttle_Limit", %DRAG%, 0, 1)) dragSensitivity = 0.2 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0,-100,0 endRotation = 0,100,0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetThrottleLimit() } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 font = Liberation Sans alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = THRUST$$$LIMIT (%) } TEXT_LABEL { name = Position 1 transform = Pos_1_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 0 } TEXT_LABEL { name = Position 2 transform = Pos_2_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "20 } TEXT_LABEL { name = Position 3 transform = Pos_3_TextObj fontSize = 3.5 font = Liberation Sans alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = "40 } TEXT_LABEL { name = Position 4 transform = Pos_4_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 60 } TEXT_LABEL { name = Position 5 transform = Pos_5_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = " 80 } TEXT_LABEL { name = Position 6 transform = Pos_6_TextObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = 100 } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob_LD_Dash_M2X.cfg PROP { name = MAS_ASET_B-Knob_LD_Dash_M2X MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = MAS_swRotary_V2("Dash_Lights", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -145, 0 endRotation = 0, 90, 0 variable = fc.GetPersistentAsNumber("Dash_Lights") range = 0, 1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans lineSpacing = 0.9 alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DASH$$$LIGHT } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } INT_LIGHT { name = Dash Light lightName = ConsoleLight intensity = fc.GetPersistentAsNumber("Dash_Lights") variable = fc.Conditioned(fc.GetPersistentAsNumber("Dash_Lights")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob_LD_UTILITY_TXT.cfg PROP { name = MAS_ASET_B-Knob_LD_UTILITY_TXT MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_DoubleCollider_L-R } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider Plus collider = KnobColliderPlus onDragX = MAS_swRotary_V2("Utility_Light", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = Knob Collider Minus collider = KnobColliderMinus onDragX = MAS_swRotary_V2("Utility_Light", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = KnobGrp startRotation = 0, -145, 0 endRotation = 0, 90, 0 longPath = true range = 0, 1 blend = true speed = 10.0 variable = fc.GetPersistentAsNumber("Utility_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UTILITY$$$LIGHT } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-Knob/MAS_ASET_B-Knob_LD_Window_Filter.cfg PROP { name = MAS_ASET_B-Knob_LD_Window_Filter MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Model texture = ASET_B-KnobDiffuse,ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-KnobDiffuse } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_SingleCollider } MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-Knob/ASET_B-Knob_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Knob Collider collider = b_KnobCollider onDragX = MAS_swRotary_V2("MAS_Window_Filter", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob Animation transform = KnobGrp startRotation = 0, -145, 0 endRotation = 0, 90, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Window_Filter")) range = 0, 1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.0 font = Liberation Sans lineSpacing = 0.9 alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = WINDOW$$$FILTER } COLOR_SHIFT { name = Backlight transform = MarksObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Backlight transform = MarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B-ThrottleQuadrant/ASET_B-TQ.cfg PROP { name = MAS_ASET_B-ThrottleQuadrant MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B-ThrottleQuadrant/ASET_B-ThrottleQuadrant } MODULE { name = InternalLeverThrottle } MODULE { name = MASComponent COLLIDER_EVENT { name = Flap Down Collider collider = FlapUP_Collider sound = ASET/ASET_Avionics/ModernPack/Sounds/FlapLeverMove onClick = far.DecreaseFlapSetting() } COLLIDER_EVENT { name = Flap Up Collider collider = FlapDOWN_Collider sound = ASET/ASET_Avionics/ModernPack/Sounds/FlapLeverMove onClick = far.IncreaseFlapSetting() } COLLIDER_EVENT { name = Speed Brake Collider collider = SpeedBrakeHandleObj sound = ASET/ASET_Avionics/ModernPack/Sounds/SpeedBrakeLeverUP variable = fc.GetPersistentAsNumber("%AUTOID%_SpeedBrakeArmed") onClick = fc.ToggleAirBrakes() } COLLIDER_EVENT { name = Speed Brake Arm Collider collider = SpeedBrakeArmCollider sound = ASET/ASET_Avionics/ModernPack/Sounds/SpeedBrakeLeverUP variable = fc.GetAirBrakes() == 0 onClick = fc.TogglePersistent("%AUTOID%_SpeedBrakeArmed") } ANIMATION { name = Speed Brake Arm Animation animation = SpeedBrakeLeverPullAnim variable = fc.GetPersistentAsNumber("%AUTOID%_SpeedBrakeArmed") speed = 5.0 } COLLIDER_EVENT { name = Parking Brake Handle Collider collider = ParkingBrakeHandleObj sound = ASET/ASET_Avionics/ModernPack/Sounds/ParkingBrakeHandleUP onClick = fc.ToggleBrakes() } ANIMATION { name = Parking Brake Handle Animation animation = ParkingBrakeHandleAnim variable = fc.GetBrakes() speed = 5.0 } COLLIDER_EVENT { name = Left TO/GA Button Collider collider = FullThrustButtonObj01 onClick = fc.SetThrottle(1) } COLLIDER_EVENT { name = Right TO/GA Button Collider collider = FullThrustButtonObj02 onClick = fc.SetThrottle(1) } COLLIDER_EVENT { name = Reverse Throttle Lever Collider collider = ReverseLeversCollider onClick = engine.ToggleThrustReverser() } ANIMATION { name = Reverse Throttle Lever Animation animation = ReverseLeversAnim variable = engine.ThrustReverserPosition() speed = 5.0 } COLLIDER_EVENT { name = Fuel Cutoff Lever Collider collider = FuelCutOffCollider sound = ASET/ASET_Avionics/ModernPack/Sounds/FuelCutoff onClick = fc.ToggleResourceLock("LiquidFuel") } ANIMATION { name = Fuel Cutoff Lever Animation animation = FuelCutOffHandlesAnim variable = fc.ResourceLocked("LiquidFuel") speed = 5.0 } ROTATION { name = Throttle Lever Animator transform = MainThrottleLoc startRotation = 0, 0, 0 endRotation = -48, 0 ,0 variable = fc.GetThrottle() range = 0, 1 blend = true speed = 2.0 } ROTATION { name = Throttle Compensation transform = ThrottleColliderRotateBackLoc startRotation = 0, 0, 0 endRotation = 42, 0, 0 variable = fc.GetThrottle() range = 0, 1 longPath = true blend = true speed = 2.0 } ROTATION { name = Trim Wheels Animator transform = TrimWheelsMainLoc startRotation = -3600, 0, 0 endRotation = 3600, 0, 0 variable = fc.GetPitchTrim() range = -1, 1 longPath = true blend = true speed = 2.0 } ROTATION { name = Pitch Trim Indicator transform = TrimIndicatorMainLoc startRotation = -14.7, 0, 0 endRotation = 14.7, 0, 0 variable = fc.GetPitchTrim() range = -1, 1 longPath = true blend = true speed = 2.0 } ROTATION { name = Flap lever Rotation transform = FlapMainLoc startRotation = 0, 0, 0 endRotation = 54.6, 0, 0 variable = far.GetFlapSetting() range = 0, 3 longPath = true blend = true speed = 0.7 } ROTATION { name = Speed Brake Rotation transform = SpeedBrakeArmedMainLoc startRotation = 0, 0, 0 endRotation = 14, 0 , 0 variable = fc.GetPersistentAsNumber("%AUTOID%_SpeedBrakeArmed") range = 0, 1 longPath = true blend = true speed = 2.5 } ROTATION { name = Speed Brake Spoiler Rotation transform = SpeedBrakeLoc startRotation = 0, 0, 0 endRotation = 42, 0 ,0 variable = fc.GetAirBrakes() range = 0, 1 longPath = true blend = true speed = 1.5 } COLOR_SHIFT { name = Trim Scale Backlight transform = TrimScaleObj passiveColor = 0, 0, 0, 255 activeColor = 75, 75, 75, 255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Scale Backlights transform = FlapScaleObj, SpeedBrakeScaleObj passiveColor = 0, 0, 0, 255 activeColor = 100, 100, 100, 255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_BatteryGauge/ASET_BatteryGauge.cfg PROP { name = MAS_ASET_BatteryGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_BatteryGauge/ASET_BatteryGauge } MODULE { name = MASComponent ROTATION { name = Power Percent transform = ChargeTotal_arrow startRotation = 0,-45,0 endRotation = 0,45,0 variable = fc.Conditioned(fc.PowerPercent()) range = 0,1 blend = true longPath = true } ROTATION { name = Power Flow transform = ChargeFlow_arrow startRotation = 0,-45,0 endRotation = 0,45,0 variable = fc.Conditioned(fc.PowerDelta()) range = -2,2 blend = true longPath = true } COLOR_SHIFT { name = arrows backlight transform = ChargeTotal_arrow, ChargeFlow_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge backlight transform = EngineGauge_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_BrakeForceGauge/ASET_BrakeForceGauge.cfg PROP { name = MAS_ASET_BrakeForceGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_Elec_Output texture = ASET_BrakeForcet_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_BrakeForcet_Diffuse } MODULE { name = MASComponent ROTATION { name = Hand Animator transform = Elec_Output_handObj startRotation = 0, -45, 0 endRotation = 0, 225, 0 variable = fc.Conditioned(fc.GetBrakeForce()) range = 0, 2 blend = true longPath = true } COLOR_SHIFT { name = Backlight transform = Elec_Output_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = Elec_Output_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_B_Compass/ASET_B_Compass.cfg PROP { name = MAS_ASET_B_Compass MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_B_Compass/ASET_B_Compass } MODULE { name = MASComponent ROTATION { name = Compass Scale transform = ASET_B_Compass_Scale_obj startRotation = 0, 0, 0 endRotation = 0, -360, 0 variable = fc.Heading() range = 0, 360 blend = true longPath = true modulo = 360 speed = 0.2 } ROTATION { name = Roll Indicator transform = ASET_B_Compass_Roll_Loc startRotation = 0, 0, 4 endRotation = 0, 0, -4 variable = fc.Roll() range = -20, 20 blend = true longPath = true speed = 0.3 } COLOR_SHIFT { name = Scale Backlight transform = ASET_B_Compass_Scale_obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Scale Backlight transform = ASET_B_Compass_Mark_obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_ClockTimer/ASET_ClockTimer.cfg PROP { name = MAS_ASET_ClockTimer MODEL { model = ASET/ASET_Props/Instruments/ASET_ClockTimer/ASET_ClockTimer } MODULE { name = MASComponent TRANSLATION { name = Earth time transform = EarthScaleObj startTranslation = 0,0,0 endTranslation = 0,-0.003,0 variable = fc.KerbinTime() } TRANSLATION { name = Kerbin time transform = KerbinClockScaleObj startTranslation = 0,-0.003,0 endTranslation = 0,0,0 variable = fc.KerbinTime() } COLOR_SHIFT { name = Instrument Lighting transform = MainScaleObj, EarthScaleObj, KerbinClockScaleObj, Labels_and_TimerScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Component Lighting transform = TimerButtonLabelObj, Hours_arrowObj, Minutes_arrowObj, Seconds_arrowObj, TimerArrowSecObj, TimerArrowMinObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } ROTATION { name = Second hand transform = Seconds_arrowObj startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.SecondsOfMinute(fc.UT()) range = 0, 60 blend = true speed = 1.0 longPath = true } ROTATION { name = Minute hand transform = Minutes_arrowObj startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.MinutesOfHour(fc.UT()) range = 0, 60 blend = true speed = 1.0 longPath = true } ROTATION { name = Hour hand transform = Hours_arrowObj startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.HourOfDay(fc.UT()) range = 0, fc.HoursPerDay() blend = true speed = 1.0 longPath = true } ROTATION { name = Timer Second hand transform = TimerArrowSecObj startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.SecondsOfMinute(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) range = 0, 60 blend = true speed = 1.0 longPath = true } ROTATION { name = Timer Minute hand transform = TimerArrowMinObj startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.MinutesOfHour(fc.GetPersistentAsNumber("%AUTOID%-TimerValue")) range = 0, 60 blend = true speed = 1.0 longPath = true } COLLIDER_EVENT { name = Timer button collider = StartColl onClick = fc.AddPersistentWrapped("%AUTOID%-TimerMode", 1, 0, 3) sound = ASET/ASET_Props/Sounds/AnalogTimerButton volume = 0.5 } TRANSLATION { name = Timer flag transform = TimerON_flagObj startTranslation = 0,0,0 endTranslation = 0,0,-0.005 variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 1 } TRIGGER_EVENT { name = Timer Initialize event = fc.SetPersistent("%AUTOID%-TimerValue", 0) exitEvent = fc.SetPersistent("%AUTOID%-TimerStart", fc.UT()) variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 0 } TRIGGER_EVENT { name = Timer Update event = fc.SetPersistent("%AUTOID%-TimerValue", fc.UT() - fc.GetPersistentAsNumber("%AUTOID%-TimerStart")) variable = fc.GetPersistentAsNumber("%AUTOID%-TimerMode") == 1 autoRepeat = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_COMM_Radio/ASET_COMM_Radio.cfg PROP { name = MAS_ASET_COMM_Radio MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_Comm_Radio/ASET_Comm_Radio } MODULE { name = MASComponent COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_SLOW sound = ASET/ASET_Props/Sounds/NID01 dragSensitivity = 0.2 volume = 1 onDragY = fc.AddPersistentClamped("ASET_COMM_RADIO_STBY_FREQ", %DRAG% * 10, 110, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_SLOW sound = ASET/ASET_Props/Sounds/NID01 dragSensitivity = 0.2 volume = 1 onDragY = fc.AddPersistentClamped("ASET_COMM_RADIO_STBY_FREQ", %DRAG% * 10, 110, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_SLOW sound = ASET/ASET_Props/Sounds/NID01 dragSensitivity = 0.2 volume = 1 onDragY = fc.AddPersistentClamped("ASET_COMM_RADIO_STBY_FREQ", %DRAG%, 110, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_SLOW sound = ASET/ASET_Props/Sounds/NID01 dragSensitivity = 0.2 volume = 1 onDragY = fc.AddPersistentClamped("ASET_COMM_RADIO_STBY_FREQ", %DRAG%, 110, 250) } COLLIDER_EVENT { name = Volume Knob collider = ASET_COMM_Radio_VOL_Dial_Obj sound = ASET/ASET_Props/Sounds/beep-22 dragSensitivity = 0.2 volume = 1 onDragY = fc.AddPersistentClamped("ASET_COMM_RADIO_VOLUME", %DRAG%, 0, 1) } COLLIDER_EVENT { name = Radio Power Button collider = ASET_NAV_Radio_Button_ON_Obj sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = MAS_ASET_COMM_Radio_Init() } COLLIDER_EVENT { name = Transfer frequency button collider = ASET_NAV_Radio_Button_TGGL_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 onClick = MAS_ASET_COMM_Radio_XFER() } COLLIDER_EVENT { name = PTT Button collider = ASET_COMM_PTT_ColliderObj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 onClick = MAS_ASET_COMM_PTT_In() onRelease = MAS_ASET_COMM_PTT_Out() } TEXT_LABEL { name = Radio Label transform = NAV_NameObj fontSize = 2.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COMM } TEXT_LABEL { name = Radio Model transform = NAV_RADIO_MODEL_TextObj fontSize = 2.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = never passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ASCT121/RC-03 } TEXT_LABEL { name = NAV Mode Display transform = NAV_MODE_TextObj fontSize = 2.4 lineSpacing = 0.9 font = Liberation Sans variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) alignment = Left anchor = UpperLeft emissive = active blend = true activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=3:"ATIS";"";" "=> <=0:"ATC RCV";"";""=> <=2:"XMT";" ";""=> <=1:"RCVRY";"";""=> $&$ fc.GetPersistentAsNumber("ASET_COMM_RADIO_ATC_ONLINE") ; fc.GetPersistentAsNumber("ASET_COMM_RADIO_RECOVERYTEAM_ONLINE") ; fc.GetPersistentAsNumber("ASET_COMM_RADIO_PTT_PRESS") ; fc.GetPersistentAsNumber("ASET_COMM_RADIO_ATIS_AVAILABLE") } TEXT_LABEL { name = Frequency Display transform = NAV_FREQ_TextObj fontSize = 11.4 lineSpacing = 0.9 font = Digital-7 Mono style = Italic variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) alignment = Right anchor = LowerRight emissive = active blend = true activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=0:000.00;"---.00"=> <=1:000.00;"---.00"=> $&$ fc.GetPersistentAsNumber("ASET_COMM_RADIO_ACTIVE_FREQ") ; fc.GetPersistentAsNumber("ASET_COMM_RADIO_STBY_FREQ") } MODEL_SCALE { name = PTT Button Scaler transform = ASET_COMM_PTT_ColliderObj startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetPersistent("ASET_COMM_RADIO_TURN_ON") } MODEL_SCALE { name = PTT Recovery Collider Button Scaler transform = ASET_COMM_RECOVERY_ColliderObj startScale = -1, -1, -1 endScale = -1, -1, -1 variable = fc.GetPersistent("ASET_COMM_RADIO_TURN_ON") } ROTATION { name = Volume Knob Animation transform = ASET_COMM_Radio_VOL_Loc startRotation = 0, 0, 0 endRotation = 0, 220, 0 variable = fc.GetPersistentAsNumber("ASET_COMM_RADIO_VOLUME") range = 0.0, 1.0 blend = true longPath = true } TRANSLATION { name = PTT Button Push transform = ASET_COMM_Radio_Button_PTT_Loc startTranslation = 0,0,0.0 endTranslation = 0,-0.001,0 variable = fc.GetPersistentAsNumber("ASET_COMM_RADIO_PTT_PRESS") } TRIGGER_EVENT { name = ATC Sounds event = MAS_ASET_COMM_Select_ATC_Sound() variable = fc.GetPersistent("ASET_COMM_RADIO_TWR_ONLINE") and fc.Random() > 0.998 autoRepeat = true } COLOR_SHIFT { name = Screen Backlight Diffuse transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) blend = true colorName = _Color } COLOR_SHIFT { name = Screen Backlight Emissive transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Radio XFER Button transform = ASET_NAV_Radio_Button_TGGL_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Radio Power Button transform = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Radio Knob Emissive transform = ASET_COMM_Radio_VOL_Dial_MARK_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = PTT Button Push transform = ASET_COMM_Radio_Button_PTT_Label_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.GetPersistentAsNumber("ASET_COMM_RADIO_PTT_PRESS") colorName = _EmissiveColor } COLOR_SHIFT { name = Backlights transform = LabelObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_COMM_RADIO_TURN_ON")) blend = true colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_CRT_Display/ASET_CRT_Display.cfg PROP { name = MAS_ASET_CRT_Display MODEL { model = ASET/ASET_Props/Instruments/ASET_CRT_Display/ASET_CRT_Display } MODULE { name = MASMonitor screenTransform = ASET_CRT_Screen_Obj layer = _Emissive screenSize = 512, 340 fontSize = 16, 32 font = Press Start K textColor = COLOR_CRT_GREEN backgroundColor = 0, 8, 0, 255 monitorID = %AUTOID% page = MAS_CRT_MainMenu page = MAS_CRT_VesselTargetMenu page = MAS_CRT_MoonTargetMenu page = MAS_CRT_DockTargetMenu page = MAS_CRT_Camera } MODULE { name = MASComponent COLLIDER_EVENT { name = Power Switch collider = ASET_CRT_PRW_SwitchColiderObj onClick = fc.TogglePersistent("%AUTOID%-Power") sound = Squad/Sounds/sound_click_tick volume = 0.6 } ANIMATION_PLAYER { name = Power Switch Animation animation = ASET_CRT_PWR_ON_Anim variable = fc.GetPersistentAsNumber("%AUTOID%-Power") } COLOR_SHIFT { name = Monitor on transform = ASET_CRT_Screen_Obj passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Power")) blend = true } COLLIDER_EVENT { name = Mode Button collider = ASET_CRT_Button_MODE_TGGL_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 0.6 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Power")) } COLLIDER_EVENT { name = Previous Button collider = ASET_CRT_Button_PREV_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 0.6 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Power")) } COLLIDER_EVENT { name = Next Button collider = ASET_CRT_Button_NEXT_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 0.6 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Power")) } COLLIDER_EVENT { name = Enter Button collider = ASET_CRT_Button_ENTER_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 0.6 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Power")) } COLLIDER_EVENT { name = Back Button collider = ASET_CRT_Button_BACK_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 0.6 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Power")) } COLOR_SHIFT { name = Buttons backlight transform = ASET_CRT_Labels_Obj, ASET_CRT_MODE_TGGL_KeyObj, ASET_CRT_ENTER_KeyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Tumbler backlight transform = SwitcherTumblerMark, ASET_CRT_PREV_KeyObj, ASET_CRT_NEXT_KeyObj, ASET_CRT_BACK_KeyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_DME_Display/ASET_DME_Display.cfg PROP { name = MAS_ASET_DME_Display MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_DME_Display/ASET_DME_Display } MODULE { name = MASComponent startupScript = MAS_DME_Init("%AUTOID%") COLLIDER_EVENT { name = ON Button collider = ASET_NAV_Radio_Button_ON_Obj onClick = fc.TogglePersistent("%AUTOID%_TURN_ON") sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 } COLLIDER_EVENT { name = DME Source Knob collider = DME_Source_Selectorr_ColliderObj onClick = MAS_DME_Source_Selector("%AUTOID%") sound = ASET/ASET_Props/Sounds/NID01 volume = 1 } COLLIDER_EVENT { name = HSI Selector Switch collider = HSI_DME_Source_Selector_ColliderObj onClick = fc.TogglePersistent("DME_1_HSI_SOURCE_SELECTOR") sound = ASET/ASET_Props/Sounds/AnalogTimerButton volume = 1 } TRANSLATION { name = HSI Selector Switch Animation transform = HSI_DME_Source_Selector_Loc startTranslation = 0, 0, 0.0064 endTranslation = 0, 0, 0 variable = fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR") blend = true speed = 5 } ROTATION { name = DME Source Knob Animation transform = DME_Source_Selector_Mark_Loc startRotation = 0, 0, 0 endRotation = 0, 84, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") range = -1, 1 blend = true speed = 5 longPath = true } TEXT_LABEL { name = Model Label transform = DME_MODEL_TextObj fontSize = 2.0 oneshot = true font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = never passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ASDD102/DST-01 } TEXT_LABEL { name = Upper Readout transform = DME_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and (fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") == -1 or fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") == 1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = N1 } TEXT_LABEL { name = Upper Readout transform = DME_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") > -1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " N2 } TEXT_LABEL { name = Upper Readout transform = DME_MODE_TextObj fontSize = 1.6 font = Liberation Sans alignment = Left anchor = UpperLeft transformOffset = 0,-0.0045 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") < 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = "$$$$$$$$$$$$ DIST M/S (GRND) ETA HDG } TEXT_LABEL { name = Upper Readout transform = DME_MODE_TextObj fontSize = 1.6 font = Liberation Sans alignment = Left anchor = UpperLeft transformOffset = 0,-0.0045 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = "$$$$$$$$$$$$ DIST DIST HDG } TEXT_LABEL { name = Lower Readout Left (Under 999m) transform = DME_READOUT_TextObj fontSize = 10 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) <= 999 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-185]<=0:SIP###0;"----";"----"=>$&$nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) } TEXT_LABEL { name = Lower Readout Left (Above 999m/Under 9999m) transform = DME_READOUT_TextObj fontSize = 10 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) >= 1000 and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) <= 9999 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-185]<=0:SIP0.0;"----";"----"=>$&$nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) } TEXT_LABEL { name = Lower Readout Left (Above 10000m) transform = DME_READOUT_TextObj fontSize = 10 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) >= 10000 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-185]<=0:SIP###0;"----";"----"=>$&$nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) } TEXT_LABEL { name = Lower Readout Right (Under 999m) transform = DME_READOUT_TextObj fontSize = 10 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and nav.GetDMESlantDistance(2) <= 999 and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-60]<=0:SIP###0;"----";"----"=>$&$nav.GetDMESlantDistance(2) } TEXT_LABEL { name = Lower Readout Right (Above 999m/Under 9999m) transform = DME_READOUT_TextObj fontSize = 10 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and nav.GetDMESlantDistance(2) >= 1000 and nav.GetDMESlantDistance(2) <= 9999 and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-60]<=0:SIP0.0;"----";"----"=>$&$nav.GetDMESlantDistance(2) } TEXT_LABEL { name = Lower Readout Right (Above 10000m) transform = DME_READOUT_TextObj fontSize = 10 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and nav.GetDMESlantDistance(2) >= 10000 and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-60]<=0:SIP###0;"----";"----"=>$&$nav.GetDMESlantDistance(2) } TEXT_LABEL { name = Lower Readout (Surface speed) transform = DME_READOUT_TextObj fontSize = 9.0 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") < 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-120]<=0:000;"---";"---"=>$&$fc.HorizontalSpeed() } TEXT_LABEL { name = Lower Readout (Time to beacon) transform = DME_READOUT_TextObj fontSize = 9.0 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") < 1 and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) / (fc.HorizontalSpeed() + 0.0000001) <= 59940 and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) / (fc.HorizontalSpeed() + 0.0000001) > 60 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-55]<=0:METMMM=>$&$nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) / (fc.HorizontalSpeed() + 0.0000001) } TEXT_LABEL { name = Lower Readout (Time to beacon) transform = DME_READOUT_TextObj fontSize = 9.0 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") < 1 and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) / (fc.HorizontalSpeed() + 0.0000001) <= 60 and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) / (fc.HorizontalSpeed() + 0.0000001) >= 0.01 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-55]<=0:METSS=>"$&$nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) / (fc.HorizontalSpeed() + 0.0000001) } TEXT_LABEL { name = Lower Readout (Time to beacon) transform = DME_READOUT_TextObj fontSize = 9.0 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") < 1 and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) / (fc.HorizontalSpeed() + 0.0000001) < 0 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-55]--- } TEXT_LABEL { name = Lower Readout (Time to beacon) transform = DME_READOUT_TextObj fontSize = 9.0 font = Digital-7 Mono alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) and fc.GetPersistentAsNumber("%AUTOID%_DME_SOURCE_SELECTOR") < 1 and nav.GetDMESlantDistance(fc.GetPersistentAsNumber("DME_NAV_Source")) / (fc.HorizontalSpeed() + 0.0000001) > 59940 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = [@x-55]--- } TEXT_LABEL { name = Heading Readout transform = DME_HEADING_Readout fontSize = 6.0 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=0:000=> $&$ fc.Heading() } COLOR_SHIFT { name = Backlights transform = LabelObj, DME_Source_Selector_Mark_Obj, HSI_DME_Source_Selector_Mark_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = On Button transform = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _Color } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_DSKY/ASET_DSKY.cfg PROP { name = MAS_ASET_DSKY MODEL { model = ASET/ASET_Props/Instruments/ASET_DSKY/ASET_DSKY } MODULE { name = MASMonitor screenTransform = ScreenObj textureLayerID = _Emissive screenSize = 128, 160 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = 0, 255, 0, 255 backgroundColor = 4, 8, 4, 255 monitorID = %AUTOID% page = MAS_DSKY } MODULE { name = MASComponent COLLIDER_EVENT { name = Orbit Source collider = Key_Orbit onClick = fc.SetPersistent("%AUTOID%-DSKY_SourceSelect", 0) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = Tgt Source collider = Key_TGT onClick = fc.SetPersistent("%AUTOID%-DSKY_SourceSelect", 1) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = Approach Source collider = Key_APPR onClick = fc.SetPersistent("%AUTOID%-DSKY_SourceSelect", 2) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = Maneuver Source collider = Key_OrbitMNVR onClick = fc.SetPersistent("%AUTOID%-DSKY_SourceSelect", 3) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = AP Timer collider = Key_AP onClick = fc.SetPersistent("%AUTOID%-DSKY_Timer_Mode", 0) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = PE Timer collider = Key_PE onClick = fc.SetPersistent("%AUTOID%-DSKY_Timer_Mode", 1) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = AN Timer collider = Key_AN onClick = fc.SetPersistent("%AUTOID%-DSKY_Timer_Mode", 2) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = DN Timer collider = Key_DN onClick = fc.SetPersistent("%AUTOID%-DSKY_Timer_Mode", 3) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = MNVR Timer collider = Key_TimerMNVR onClick = fc.SetPersistent("%AUTOID%-DSKY_Timer_Mode", 4) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = Launch Timer collider = Key_LNCH onClick = fc.SetPersistent("%AUTOID%-DSKY_Timer_Mode", 5) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = Total DeltaV collider = Key_TOTAL onClick = fc.SetPersistent("%AUTOID%-DSKY_DeltaVmode", 1) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = Stage DeltaV collider = Key_STAGE onClick = fc.SetPersistent("%AUTOID%-DSKY_DeltaVmode", 0) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = Maneuver DeltaV collider = Key_DeltaMNVR onClick = fc.SetPersistent("%AUTOID%-DSKY_DeltaVmode", 2) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLLIDER_EVENT { name = Transfer DeltaV collider = Key_TRNSF onClick = fc.SetPersistent("%AUTOID%-DSKY_DeltaVmode", 3) sound = ASET/ASET_Props/Sounds/button-50 volume = 0.5 } COLOR_SHIFT { name = APLightsObj Color transform = APLightsObj passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyCaptionsValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } TEXTURE_SHIFT { name = APLightsObj Texture transform = APLightsObj layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyCaptionsValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } COLOR_SHIFT { name = PELightsObj Color transform = PELightsObj passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyCaptionsValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } TEXTURE_SHIFT { name = PELightsObj Texture transform = PELightsObj layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyCaptionsValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } COLOR_SHIFT { name = INCLightsObj Color transform = INCLightsObj passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyCaptionsValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or dskyModeRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } TEXTURE_SHIFT { name = INCLightsObj Texture transform = INCLightsObj layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyCaptionsValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or dskyModeRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } COLOR_SHIFT { name = TGTLightsObj Color transform = TGTLightsObj passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyModeRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or dskyModeManeuverRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or dskyModeTarget(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } TEXTURE_SHIFT { name = TGTLightsObj Texture transform = TGTLightsObj layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyModeRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or dskyModeManeuverRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or dskyModeTarget(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } COLOR_SHIFT { name = APPRLightsObj Color transform = APPRLightsObj passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyModeRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or dskyModeManeuverRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } TEXTURE_SHIFT { name = APPRLightsObj Texture transform = APPRLightsObj layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyModeRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or dskyModeManeuverRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"))) } COLOR_SHIFT { name = MNVR_LightsObj Color transform = MNVR_LightsObj passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyModeManeuver(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or (dskyModeManeuverRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) and fc.PeriodStep(1))) } TEXTURE_SHIFT { name = MNVR_LightsObj Texture transform = MNVR_LightsObj layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyModeManeuver(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) or (dskyModeManeuverRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) and fc.PeriodStep(1))) } COLOR_SHIFT { name = TIMELightsObj Color transform = TIMELightsObj passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyModeRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) < 1) } TEXTURE_SHIFT { name = TIMELightsObj Texture transform = TIMELightsObj layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyModeRendezvous(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) < 1) } COLOR_SHIFT { name = TimerLights_AP Color transform = TimerLights_AP passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyTimerModeAp(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode"))) } TEXTURE_SHIFT { name = TimerLights_AP Texture transform = TimerLights_AP layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyTimerModeAp(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode"))) } COLOR_SHIFT { name = TimerLights_PE Color transform = TimerLights_PE passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyTimerModePe(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode"))) } TEXTURE_SHIFT { name = TimerLights_PE Texture transform = TimerLights_PE layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyTimerModePe(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode"))) } COLOR_SHIFT { name = TimerLights_AN Color transform = TimerLights_AN passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyTimerModeAn(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode")) and fc.Select(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect") == 1, fc.PeriodStep(2), 1)) } TEXTURE_SHIFT { name = TimerLights_AN Texture transform = TimerLights_AN layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyTimerModeAn(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode")) and fc.Select(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect") == 1, fc.PeriodStep(2), 1)) } COLOR_SHIFT { name = TimerLights_DN Color transform = TimerLights_DN passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyTimerModeDn(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode")) and fc.Select(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect") == 1, fc.PeriodStep(2), 1)) } TEXTURE_SHIFT { name = TimerLights_DN Texture transform = TimerLights_DN layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyTimerModeDn(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode")) and fc.Select(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect") == 1, fc.PeriodStep(2), 1)) } COLOR_SHIFT { name = TimerLights_MNVR Color transform = TimerLights_MNVR passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyTimerModeMnvr(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode"))) } TEXTURE_SHIFT { name = TimerLights_MNVR Texture transform = TimerLights_MNVR layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyTimerModeMnvr(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode"))) } COLOR_SHIFT { name = TimerLights_LNCH Color transform = TimerLights_LNCH passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(dskyTimerModeLaunch(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode"))) } TEXTURE_SHIFT { name = TimerLights_LNCH Texture transform = TimerLights_LNCH layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(dskyTimerModeLaunch(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode"))) } COLOR_SHIFT { name = DVLightsObj Color transform = DVLightsObj passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = DVLightsObj Texture transform = DVLightsObj layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = DVlights_TOTAL Color transform = DVlights_TOTAL passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned((fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode") == 1) and (fc.DeltaV() > 0)) } TEXTURE_SHIFT { name = DVlights_TOTAL Texture transform = DVlights_TOTAL layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode") == 1) and (fc.DeltaV() > 0)) } COLOR_SHIFT { name = DVlights_STAGE Color transform = DVlights_STAGE passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned((fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode") == 0) and (fc.DeltaVStage() > 0)) } TEXTURE_SHIFT { name = DVlights_STAGE Texture transform = DVlights_STAGE layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode") == 0) and (fc.DeltaVStage() > 0)) } COLOR_SHIFT { name = DVlights_MNVR Color transform = DVlights_MNVR passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned((fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode") == 2) and (fc.ManeuverNodeDV() > 0)) } TEXTURE_SHIFT { name = DVlights_MNVR Texture transform = DVlights_MNVR layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode") == 2) and (fc.ManeuverNodeDV() > 0)) } COLOR_SHIFT { name = DVlights_TRNSFR Color transform = DVlights_TRNSFR passiveColor = 0, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned((fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode") == 3) and (fc.Abs(transfer.DeltaVInitial()) > 0)) } TEXTURE_SHIFT { name = DVlights_TRNSFR Texture transform = DVlights_TRNSFR layers = _MainTex _Emissive endUV = 0, 0.15 startUV = 0, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode") == 3) and (fc.Abs(transfer.DeltaVInitial()) > 0)) } TEXT_LABEL { name = Label Warning Light 1 transform = SCD_WarningLights01Obj fontSize = 2.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0020 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ERROR } COLOR_SHIFT { name = Warning Light 1 transform = SCD_WL_001 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.Conditioned(dksyError(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode"))) } TEXT_LABEL { name = Label Warning Light 2 transform = SCD_WarningLights01Obj fontSize = 2.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0105 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ORBIT } COLOR_SHIFT { name = Warning Light 2 transform = SCD_WL_002 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.Periapsis() > fc.AtmosphereTop()) } TEXT_LABEL { name = Label Warning Light 3 transform = SCD_WarningLights01Obj fontSize = 2.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0191 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = CIRCULAR } COLOR_SHIFT { name = Warning Light 3 transform = SCD_WL_003 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.Eccentricity() < 0.001) } TEXT_LABEL { name = Label Warning Light 4 transform = SCD_WarningLights01Obj fontSize = 2.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0276 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ESCAPE } COLOR_SHIFT { name = Warnng Light 4 transform = SCD_WL_004 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.NextSoI() ~= 0) } TEXT_LABEL { name = Label Warning Light 5 transform = SCD_WarningLights01Obj fontSize = 2.7 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0363 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = REENTRY } COLOR_SHIFT { name = Warning Light 5 transform = SCD_WL_005 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.Periapsis() < fc.AtmosphereTop() and fc.Apoapsis() > fc.AtmosphereTop() and fc.VerticalSpeed() < -1 and fc.HasAtmosphere() > 0) } TEXT_LABEL { name = Label Warning Light 6 transform = SCD_WarningLights01Obj fontSize = 2.6 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0449 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = AERO$$$BRAKE } COLOR_SHIFT { name = Warning Light 6 transform = SCD_WL_006 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.DynamicPressure() > 1) } TEXT_LABEL { name = Label Warning Light 7 transform = SCD_WarningLights01Obj fontSize = 2.7 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0536 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = LANDING } COLOR_SHIFT { name = Warning Light 7 transform = SCD_WL_007 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.Periapsis() < fc.AtmosphereTop() and fc.VesselLanded() < 1 and fc.VerticalSpeed() < -0.1) } TEXT_LABEL { name = Label Warning Light 8 transform = SCD_WarningLights01Obj fontSize = 2.6 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0622 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = RNDZ$$$RADAR } COLOR_SHIFT { name = Warning Light 8 transform = SCD_WL_008 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.RadarActive()) } TEXT_LABEL { name = Label Warning Light 9 transform = SCD_WarningLights01Obj fontSize = 2.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0708 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = TGT TRACK } COLOR_SHIFT { name = Warning Light 9 transform = SCD_WL_009 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.TargetType()) } TEXT_LABEL { name = Label Warning Light 10 transform = SCD_WarningLights01Obj fontSize = 2.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0794 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = APPROACH } COLOR_SHIFT { name = Warning Light 10 transform = SCD_WL_010 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.TargetType() and fc.TargetVelocityZ() < -0.01) } TEXT_LABEL { name = Label Warning Light 11 transform = SCD_WarningLights01Obj fontSize = 2.7 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0880 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = DEPART } COLOR_SHIFT { name = Warning Light 11 transform = SCD_WL_011 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.TargetType() and fc.TargetVelocityZ() > 0.01) } TEXT_LABEL { name = Label Warning Light 12 transform = SCD_WarningLights01Obj fontSize = 2.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.0967 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MANEUVER } COLOR_SHIFT { name = Warning Light 12 transform = SCD_WL_012 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(fc.ManeuverNodeExists()) } TEXT_LABEL { name = Label Warning Light 13 transform = SCD_WarningLights01Obj fontSize = 2.6 lineSpacing = 0.79 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0119, -0.1053 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ATTITUDE$$$ERROR } COLOR_SHIFT { name = Warning Light 13 transform = SCD_WL_013 passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned((fc.Abs(fdaiPitchError(1)) > 6.0 or fc.Abs(fdaiYawError(1)) > 6.0) and fc.CurrentThrust(true) > 0.01) } TEXT_LABEL { name = Line 1a transform = SCD_ScreenLine01Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0105, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = APOAPSIS } TEXT_LABEL { name = Line 1b transform = SCD_ScreenLine01Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0219, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = TGT } TEXT_LABEL { name = Line 1c transform = SCD_ScreenLine01Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0300, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MNVR } TEXT_LABEL { name = Line 1d transform = SCD_ScreenLine01Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0590, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MIN DIST } TEXT_LABEL { name = Line 2a transform = SCD_ScreenLine02Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0110, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = PERIAPSIS } TEXT_LABEL { name = Line 2b transform = SCD_ScreenLine02Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0219, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = TGT } TEXT_LABEL { name = Line 2c transform = SCD_ScreenLine02Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0300, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MNVR } TEXT_LABEL { name = Line 2d transform = SCD_ScreenLine02Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0590, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = APPR SPD } TEXT_LABEL { name = Line 3a transform = SCD_ScreenLine03Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0085, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = INCLINATION } TEXT_LABEL { name = Line 3b transform = SCD_ScreenLine03Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0219, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = REL } TEXT_LABEL { name = Line 3c transform = SCD_ScreenLine03Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0300, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MNVR } TEXT_LABEL { name = Line 4a transform = SCD_ScreenLine04Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0030, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = TIME } TEXT_LABEL { name = Line 4b transform = SCD_ScreenLine04Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0103, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = AP } TEXT_LABEL { name = Line 4c transform = SCD_ScreenLine04Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0160, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = PE } TEXT_LABEL { name = Line 4d transform = SCD_ScreenLine04Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0215, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = AN } TEXT_LABEL { name = Line 4e transform = SCD_ScreenLine04Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0270, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = DN } TEXT_LABEL { name = Line 4f transform = SCD_ScreenLine04Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0348, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MNVR } TEXT_LABEL { name = Line 4g transform = SCD_ScreenLine04Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0442, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = LNCH } TEXT_LABEL { name = Line 4h transform = SCD_ScreenLine04Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0590, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = APPR TIME } TEXT_LABEL { name = Line 5a transform = SCD_ScreenLine05Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0015, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = dV } TEXT_LABEL { name = Line 5b transform = SCD_ScreenLine05Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0118, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = TOTAL } TEXT_LABEL { name = Line 5c transform = SCD_ScreenLine05Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0226, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = STAGE } TEXT_LABEL { name = Line 5d transform = SCD_ScreenLine05Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0332, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MNVR } TEXT_LABEL { name = Line 5e transform = SCD_ScreenLine05Obj fontSize = 1.65 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0469, 0.000 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = TRANSFER } COLOR_SHIFT { name = Keyboard backlight transform = KeyboardObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Display Lines transform = YellowLinesObj passiveColor = 255, 255, 255, 255 } TEXTURE_SHIFT { name = Display Lines Texture transform = YellowLinesObj layers = _MainTex _Emissive startUV = -0.08, 0 endUV = 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = PowerOff backlight transform = ScreenObj passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_DSKY/ASET_DSKY.cfg MAS_PAGE { name = MAS_DSKY TEXT { position = 0, 0 text = 88888888$$$88888888$$$88888888$$$88888888$$$88888888 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR } TEXT { position = 0, 0 text = --------$$$--------$$$-------- variable = (dskyOrbitValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) == 0) } TEXT { name = Orbital Data (vessel, target, or maneuver) position = 0, 0 text = <=0,8:00=>[@x-24].$&$dskyApValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) * 0.01$$$<=0,8:00=>[@x-24].$&$dskyPeValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) * 0.01$$$<=0,8:000=>[@x-40].$&$dskyIncValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) * 100 variable = (dskyOrbitValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) == 1) } TEXT { name = Rendezvous data (no maneuver node) position = 0, 0 text = <=0,8:0=>$&$dskyApValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) $$$<=0,8:00=>[@x-24].$&$dskyPeValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) * 10 $$$<=0,8:000=>[@x-40].$&$dskyIncValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) * 100 variable = (dskyOrbitValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) == 3) } TEXT { name = Rendezvous data (with maneuver node) position = 0, 0 text = <=0,8:0=>$&$dskyApValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) $$$<=0,8:00=>[@x-24].$&$dskyPeValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) * 10 $$$<=0,8:000=>[@x-40].$&$dskyIncValue(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) * 100 variable = (dskyOrbitValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect")) == 2) } TEXT { position = 0, 3 text = -------- variable = (dskyTimerValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode")) < 1) } TEXT { position = 0, 3 text = <=0,8:METDhhmmss=>[@x-104]. . .$&$dskyTime(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode")) variable = (dskyTimerValid(fc.GetPersistentAsNumber("%AUTOID%-DSKY_SourceSelect"), fc.GetPersistentAsNumber("%AUTOID%-DSKY_Timer_Mode")) > 0) } TEXT { position = 0, 4 text = <=0,8:00=>[@x-24].$&$dskyDeltaV(fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode")) * 10 variable = (dskyDeltaV(fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode")) > 0) } TEXT { position = 0, 4 text = -------- variable = (dskyDeltaV(fc.GetPersistentAsNumber("%AUTOID%-DSKY_DeltaVmode")) <= 0) } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_DynamicPressure/ASET_DynamicPressure.cfg PROP { name = MAS_ASET_DynamicPressure MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_DynamicPressure/ASET_DynamicPressure } MODULE { name = MASComponent ROTATION { name = Dynamic Pressure transform = DynPres_arrow startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.DynamicPressure() range = 0,100 blend = true longPath = true } COLOR_SHIFT { name = DynPres_arrow transform = ASI_arrow, TV_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge backlight transform = DynPres_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Elec_Output/ASET_Elec_Output.cfg PROP { name = MAS_ASET_Elec_Output MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_Elec_Output texture = ASET_BrakeForcet_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_Elec_Output/ASET_Elec_Output_Diffuse } MODULE { name = MASComponent ROTATION { name = Needle Animator transform = Elec_Output_handObj startRotation = 0, 0, 0 endRotation = 0, 270, 0 variable = fc.Conditioned(fc.PowerDelta()) range = 0, -60 blend = true longPath = true speed = 1.0 } COLOR_SHIFT { name = Backlight transform = Elec_Output_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = Elec_Output_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_EngineGauge/ASET_EngineGauge.cfg PROP { name = MAS_ASET_EngineGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_EngineGauge/ASET_EngineGauge } MODULE { name = MASComponent ROTATION { name = Rated Thrust (%) transform = THRUST_arrow startRotation = 0,-45,0 endRotation = 0,67.5,0 variable = fc.Conditioned(fc.CurrentRatedThrust()) range = 0.0, 1.25 blend = true } ROTATION { name = Throttle Setting (%) transform = THROTTLE_arrow startRotation = 0,45,0 endRotation = 0,-45,0 variable = fc.Conditioned(fc.GetThrottle()) range = 0.0, 1.0 blend = true } COLOR_SHIFT { name = Arrows Backlights transform = THRUST_arrow, THROTTLE_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge Backlight transform = EngineGauge_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_FlapsCtrl/ASET_FlapsCtrl.cfg PROP { name = MAS_ASET_FlapsCtrl MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_FlapsCtrl/ASET_FlapsCtrl } MODULE { name = MASComponent COLLIDER_EVENT { name = Flaps Up Collider collider = FlapsLeverUP_collObj onClick = far.IncreaseFlapSetting() sound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 } COLLIDER_EVENT { name = Flaps Down Collider collider = FlapsLeverDown_collObj onClick = far.DecreaseFlapSetting() sound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 } ROTATION { name = Lever Animation transform = FlapsLeverLoc startRotation = 0, 0, 0 endRotation = 21, 0, 0 variable = far.GetFlapSetting() range = 0, 3 blend = true longPath = true speed = 1.0 } COLOR_SHIFT { name = Backlight transform = FlapsPosMark_Obj, FlapsCtrlTxtObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_FlapsIndicator/ASET_FlapsIndicator.cfg PROP { name = MAS_ASET_FlapsIndicator MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_FlapsIndicator/ASET_FlapsIndicator } MODULE { name = MASComponent ROTATION { name = Flap setting transform = FlapsIndicator_arrow startRotation = 0,0,0 endRotation = 0,64,0 variable = fc.Conditioned(far.GetFlapSetting()) range = 0.0, 3 blend = true } COLOR_SHIFT { name = Arrow Backlight transform = FlapsIndicator_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge Backlight transform = FlapsIndicator_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_FuelFlow/ASET_FuelFlow.cfg PROP { name = MAS_ASET_FuelFlow MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_FuelFlow/ASET_FuelFlow } MODULE { name = MASComponent ROTATION { name = ones arrow transform = FuelFlow_X1_handObj startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.Conditioned(fc.ResourceDelta("LiquidFuel")*fc.ResourceDensity("LiquidFuel") % 100) range = 0, 100 blend = true cycleRate = 1 longPath = true speed = 4 } ROTATION { name = hundreds arrow transform = FuelFlow_X100_handObj startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.Conditioned(fc.ResourceDelta("LiquidFuel")*fc.ResourceDensity("LiquidFuel") % 1000) range = 0, 1000 blend = true cycleRate = 1 longPath = true speed = 3 } COLOR_SHIFT { name = Arrows Backlight transform = FuelFlow_X1_handObj, FuelFlow_X100_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge Backlight transform = FuelFlow_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_FuelQTY_Digital/ASET_FuelQTY_Digital.cfg PROP { name = MAS_ASET_FuelQTY_Digital MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_FuelQTY_Digital/ASET_FuelQTY_Digital } MODULE { name = MASComponent ROTATION { name = Percentage arrow transform = FuelPercent_arrow startRotation = 0,-120,0 endRotation = 0,90,0 variable = fc.Conditioned(fc.ResourcePercent("LiquidFuel")) range = 0, 1 blend = true cycleRate = 1 longPath = true speed = 3.0 } ANIMATION { name = Numerical fuel Quantity animation = ASET_FuelQTYGauge variable = fc.Min((fc.ResourceCurrent("LiquidFuel") / 6000),1) speed = 1 } COLOR_SHIFT { name = Arrow and Digits Backlight transform = FuelPercent_arrow, Digits1, Digits2, Digits3, Digits4, Digits5 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge Backlight transform = Fuel_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_G-METER/ASET_G-METER.cfg PROP { name = MAS_ASET_G-METER MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_G-METER/ASET_G-METER } MODULE { name = MASComponent ROTATION { name = Gmeter arrow transform = Gmeter_arrow startRotation = 0,-36,0 endRotation = 0,36,0 variable = fc.GForce() range = 0, 10 blend = true cycleRate = 1 } COLOR_SHIFT { name = Arrow Backlight transform = Gmeter_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge Backlight transform = Gmeter_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_GroundSpeed/ASET_GroundSpeed.cfg PROP { name = MAS_ASET_GroundSpeed MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_GroundSpeed/ASET_GroundSpeed } MODULE { name = MASComponent ROTATION { name = Ground Speed arrow transform = GSI_arrow startRotation = 0,0,0 endRotation = 0,360,0 variable = fc.Conditioned(fc.HorizontalSpeed() % 1000) range = 0, 1000 blend = true cycleRate = 1 longPath = true speed = 3.0 } ROTATION { name = Ground Speed x1000 arrow transform = GSI1000_arrow startRotation = 0,0,0 endRotation = 0,180,0 variable = fc.Conditioned(fc.min(fc.HorizontalSpeed(), 2500) range = 0, 2500 blend = true cycleRate = 1 longPath = true speed = 2 } COLOR_SHIFT { name = Arrows Backlight transform = GSI_arrow, GSI1000_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge Backlight transform = GSI_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Heading/ASET_Heading.cfg PROP { name = MAS_ASET_Heading MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_Heading/ASET_Heading } MODULE { name = MASComponent ROTATION { name = Heading Scale transform = Heading_Scale range = 0, 360 startRotation = 0,0,0 endRotation = 0,-360,0 blend = true longPath = true modulo = 360 variable = fc.Conditioned(fc.Heading()) } ROTATION { name = Power Flag transform = ASET_HEading_OFF_flag_obj range = 1, 0 startRotation = 0,0,0 endRotation = 0,44.48,0 blend = true variable = fc.Conditioned(1) } COLOR_SHIFT { name = Heading Scale transform = Heading_Scale variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Plane Icon transform = PlaneIcon variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_HSI/ASET_HSI.cfg PROP { name = MAS_ASET_HSI MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI } MODULE { name = MASComponent COLLIDER_EVENT { name = Course Dial Slow Plus collider = HSI_CRS_INC_SLOW_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_CRS_INPUT", %DRAG% * 10, 0, 360) } COLLIDER_EVENT { name = Course Dial Fast Plus collider = HSI_CRS_INC_FAST_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_CRS_INPUT", %DRAG% * 50, 0, 360) } COLLIDER_EVENT { name = Course Dial Slow Minus collider = HSI_CRS_DEC_SLOW_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_CRS_INPUT", %DRAG% * 10, 0, 360) } COLLIDER_EVENT { name = Course Dial Fast Minus collider = HSI_CRS_DEC_FAST_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_CRS_INPUT", %DRAG% * 50, 0, 360) } COLLIDER_EVENT { name = Heading Bug Slow Plus collider = HSI_HDG_INC_SLOW_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_HDG_INPUT", %DRAG% * 10, 0, 360) } COLLIDER_EVENT { name = Heading Bug Fast Plus collider = HSI_HDG_INC_FAST_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_HDG_INPUT", %DRAG% * 50, 0, 360) } COLLIDER_EVENT { name = Heading Bug Slow Minus collider = HSI_HDG_DEC_SLOW_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_HDG_INPUT", %DRAG% * 10, 0, 360) } COLLIDER_EVENT { name = Heading Bug Fast Minus collider = HSI_HDG_DEC_FAST_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_HDG_INPUT", %DRAG% * 50, 0, 360) } TRANSLATION { name = Glideslope Flag transform = ASET_HSI_GS_Flag_Obj startTranslation = 0,0,-0.01 endTranslation = 0,0,0.0 variable = fc.Conditioned(nav.GetILSGlideSlopeValid(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5)) blend = true speed = 10.0 } ROTATION { name = NAV Flag transform = ASET_HSI_NAV_ErrorFlag_Obj startRotation = 0, 0, 0 endRotation = 0, -30, 0 variable = fc.Conditioned(nav.GetNavAidType(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"))) range = 0, 1 blend = true speed = 10.0 } ROTATION { name = Off Flag transform = ASET_HSI_OFF_Flag_Obj startRotation = 0, 0, 0 endRotation = 0, 30, 0 variable = fc.Conditioned(1) range = 0, 1 blend = true speed = 10.0 } ROTATION { name = Heading Bug Animator transform = ASET_HSI_Heading_Bug_loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_HDG_INPUT")) longPath = true range = 0, 360 modulo = 360 blend = true speed = 0.5 } ROTATION { name = Course Select Animator transform = ASET_HSI_COURSE_Assembly_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_CRS_INPUT")) longPath = true range = 0, 360 modulo = 360 blend = true speed = 10.0 } ROTATION { name = Main Assembly Animator transform = ASEY_HSI_MainRotation_Loc startRotation = 0, 0, 0 endRotation = 0, -360, 0 variable = fc.Conditioned(fc.Heading()) longPath = true range = 0, 360 modulo = 360 blend = true } ROTATION { name = CDI Offset Animator transform = ASET_HSI_CDI_Rot_Loc startRotation = 0, 0, 10 endRotation = 0, 0, -10 variable = fc.Conditioned(nav.GetILSLocalizerError(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"))) range = -10, 10 blend = true speed = 0.5 } TRANSLATION { name = Glideslope Needle Animator transform = ASET_HSI_GS_Pointer_Obj startTranslation = 0, 0, -0.0203 endTranslation = 0, 0, 0.0203 variable = fc.Conditioned(nav.GetILSGlideSlopeError(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5))) blend = true speed = 0.2 } ROTATION { name = Course Knob Animator transform = ASET_HSI_CRS_Mode_Knob_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_CRS_INPUT") longPath = true range = 0, 360 blend = true modulo = 360 speed = 0.5 } ROTATION { name = Heading Knob Animator transform = ASET_HSI_HDG_Mode_Knob_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_HDG_INPUT") longPath = true range = 0, 360 blend = true modulo = 360 speed = 0.5 } TRANSLATION { name = TO/FROM Indicator Animator transform = ASET_HSI_FR_TO_Flag_Obj startTranslation = 0, 0, 0 endTranslation = 0, 0, -0.0137 variable = fc.Conditioned(nav.GetVORApproach(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), fc.GetPersistentAsNumber("%AUTOID%_CRS_INPUT"))) blend = true speed = 1.5 } TEXT_LABEL { name = Digital Heading/Course Readout transform = HSI_Course_readout fontSize = 11.4 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR text = <=1:SIP00;"---";"---"=> <=0:000=> $&$ fc.GetPersistentAsNumber("%AUTOID%_CRS_INPUT");nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) } COLOR_SHIFT { name = Backlight transform = ASET_HSI_ReadoutScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true colorName = _Color } COLOR_SHIFT { name = Backlight transform = ASET_HSI_ReadoutScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Backlight transform = ASET_HSI_HDG_Card_Obj, ASET_HSI_Labels_Obj, ASET_HSI_FR_TO_Flag_Obj, ASET_HSI_GS_Flag_Obj, ASET_HSI_NAV_ErrorFlag_Obj, ASET_ADF_HDG_Mode_Knob_Obj, ASET_HSI_GS_Pointer_Obj, ASET_HSI_CRS_KnobPict_Obj, ASET_HSI_HDG_KnobPict_Obj, ASET_HSI_HEADING_Bug_Obj, HSI_CoursePointerObj, HSI_CDI_NeedleObj, ASET_HSI_CDI_ScaleMarks_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_HSI/MAS_ASET_HSI_APEx.cfg PROP { name = MAS_ASET_HSI_APEx MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_HSI/ASET_HSI } MODULE { name = MASComponent COLLIDER_EVENT { name = Course Dial Slow Plus collider = HSI_CRS_INC_SLOW_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("MAS_CRS_INPUT", %DRAG% * 10, 0, 360) } COLLIDER_EVENT { name = Course Dial Fast Plus collider = HSI_CRS_INC_FAST_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("MAS_CRS_INPUT", %DRAG% * 50, 0, 360) } COLLIDER_EVENT { name = Course Dial Slow Minus collider = HSI_CRS_DEC_SLOW_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("MAS_CRS_INPUT", %DRAG% * 10, 0, 360) } COLLIDER_EVENT { name = Course Dial Fast Minus collider = HSI_CRS_DEC_FAST_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("MAS_CRS_INPUT", %DRAG% * 50, 0, 360) } COLLIDER_EVENT { name = Heading Bug Slow Plus collider = HSI_HDG_INC_SLOW_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_HDG_INPUT", %DRAG% * 10, 0, 360) } COLLIDER_EVENT { name = Heading Bug Fast Plus collider = HSI_HDG_INC_FAST_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_HDG_INPUT", %DRAG% * 50, 0, 360) } COLLIDER_EVENT { name = Heading Bug Slow Minus collider = HSI_HDG_DEC_SLOW_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_HDG_INPUT", %DRAG% * 10, 0, 360) } COLLIDER_EVENT { name = Heading Bug Fast Minus collider = HSI_HDG_DEC_FAST_Collider_Obj dragSensitivity = 0.3 onDragX = fc.AddPersistentWrapped("%AUTOID%_HDG_INPUT", %DRAG% * 50, 0, 360) } TRANSLATION { name = Glideslope Flag transform = ASET_HSI_GS_Flag_Obj startTranslation = 0,0,-0.01 endTranslation = 0,0,0.0 variable = fc.Conditioned(nav.GetILSGlideSlopeValid(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5)) blend = true speed = 10.0 } ROTATION { name = NAV Flag transform = ASET_HSI_NAV_ErrorFlag_Obj startRotation = 0, 0, 0 endRotation = 0, -30, 0 variable = fc.Conditioned(nav.GetNavAidType(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"))) range = 0, 1 blend = true speed = 10.0 } ROTATION { name = Off Flag transform = ASET_HSI_OFF_Flag_Obj startRotation = 0, 0, 0 endRotation = 0, 30, 0 variable = fc.Conditioned(1) range = 0, 1 blend = true speed = 10.0 } ROTATION { name = Heading Bug Animator transform = ASET_HSI_Heading_Bug_loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_HDG_INPUT")) longPath = true range = 0, 360 modulo = 360 blend = true speed = 0.5 } ROTATION { name = Course Select Animator transform = ASET_HSI_COURSE_Assembly_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_CRS_INPUT")) longPath = true range = 0, 360 modulo = 360 blend = true speed = 10.0 } ROTATION { name = Main Assembly Animator transform = ASEY_HSI_MainRotation_Loc startRotation = 0, 0, 0 endRotation = 0, -360, 0 variable = fc.Conditioned(fc.Heading()) longPath = true range = 0, 360 modulo = 360 blend = true } ROTATION { name = CDI Offset Animator transform = ASET_HSI_CDI_Rot_Loc startRotation = 0, 0, 10 endRotation = 0, 0, -10 variable = MAS_APEx_HSI_Select_CDI_Source(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) range = -10, 10 blend = true speed = 0.5 } TRANSLATION { name = Glideslope Needle Animator transform = ASET_HSI_GS_Pointer_Obj startTranslation = 0, 0, -0.0203 endTranslation = 0, 0, 0.0203 variable = fc.Conditioned(nav.GetILSGlideSlopeError(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5))) blend = true speed = 0.2 } ROTATION { name = Course Knob Animator transform = ASET_HSI_CRS_Mode_Knob_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.GetPersistentAsNumber("MAS_CRS_INPUT") longPath = true range = 0, 360 blend = true modulo = 360 speed = 0.5 } ROTATION { name = Heading Knob Animator transform = ASET_HSI_HDG_Mode_Knob_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_HDG_INPUT") longPath = true range = 0, 360 blend = true modulo = 360 speed = 0.5 } TRANSLATION { name = TO/FROM Indicator Animator transform = ASET_HSI_FR_TO_Flag_Obj startTranslation = 0, 0.001, 0 endTranslation = 0, 0.001, -0.0137 variable = fc.Conditioned(fc.InverseLerp(nav.GetVORApproach(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), fc.GetPersistentAsNumber("MAS_CRS_INPUT")), -1, 1)) blend = true speed = 1.5 } TEXT_LABEL { name = Digital Heading/Course Readout transform = HSI_Course_readout fontSize = 11.4 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR text = <=1:SIP00;"---";"---"=> <=0:000=> $&$ fc.GetPersistentAsNumber("MAS_CRS_INPUT");nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) } COLOR_SHIFT { name = Backlight transform = ASET_HSI_ReadoutScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true colorName = _Color } COLOR_SHIFT { name = Backlight transform = ASET_HSI_ReadoutScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Backlight transform = ASET_HSI_HDG_Card_Obj, ASET_HSI_Labels_Obj, ASET_HSI_FR_TO_Flag_Obj, ASET_HSI_GS_Flag_Obj, ASET_HSI_NAV_ErrorFlag_Obj, ASET_ADF_HDG_Mode_Knob_Obj, ASET_HSI_GS_Pointer_Obj, ASET_HSI_CRS_KnobPict_Obj, ASET_HSI_HDG_KnobPict_Obj, ASET_HSI_HEADING_Bug_Obj, HSI_CoursePointerObj, HSI_CDI_NeedleObj, ASET_HSI_CDI_ScaleMarks_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_HUD/ASET_HUD.cfg PROP { name = MAS_ASET_HUD MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_HUD/ASET_HUD } MODULE { name = MASComponent COLLIDER_EVENT { name = Elevate Switch collider collider = HUD_GlassUP_Collider onClick = fc.SetPersistent("%AUTOID%-HudEnabled", fc.GetPersistentAsNumber("%AUTOID%-HudOn") * fc.TogglePersistent("%AUTOID%-GlassUp")) sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-servo volume = 1 } ANIMATION_PLAYER { name = Elevate Switch animation animation = jetHUD variable = fc.GetPersistentAsNumber("%AUTOID%-GlassUp") } ANIMATION_PLAYER { name = Elevate Switch switch animation = ASET_HUD_TumblerGlassUpAnim variable = fc.GetPersistentAsNumber("%AUTOID%-GlassUp") } COLLIDER_EVENT { name = Power Switch collider collider = HUD_ON_Collider onClick = fc.SetPersistent("%AUTOID%-HudEnabled", fc.GetPersistentAsNumber("%AUTOID%-GlassUp") * fc.TogglePersistent("%AUTOID%-HudOn")) sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-tumble volume = 1 } ANIMATION_PLAYER { name = Power Switch animation animation = ASET_HUD_TumblerTurnOnAnim variable = fc.GetPersistentAsNumber("%AUTOID%-HudOn") } COLLIDER_EVENT { name = Warning Button collider collider = ButtonBody03 onClick = fc.TogglePersistent("%AUTOID%-WarningsOn") sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-buttonclick volume = 1 } ANIMATION_PLAYER { name = Warning Button animation animation = ASET_HUD_Button03PressAnim variable = fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") } COLOR_SHIFT { name = Warning Button light transform = HUD_Button_ONlamp03 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-WarningsOn")) passiveColor = 0,0,0,255 activeColor = 10,180,10,255 } COLLIDER_EVENT { name = Mode 1 Collider collider = HUD_Rotary01_C01 onClick = fc.SetPersistent("%AUTOID%-Mode", 0) sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 volume = 1 } COLLIDER_EVENT { name = Mode 2 Collider collider = HUD_Rotary01_C02 onClick = fc.SetPersistent("%AUTOID%-Mode", 1) sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 volume = 1 } COLLIDER_EVENT { name = Mode 3 Collider collider = HUD_Rotary01_C03 onClick = fc.SetPersistent("%AUTOID%-Mode", 2) sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 volume = 1 } ANIMATION { name = Rotary1 animation animation = HUD_Rotary01Anim variable = fc.GetPersistentAsNumber("%AUTOID%-Mode") * 0.5 } COLLIDER_EVENT { name = Filter Mode 1 Collider collider = HUD_Rotary02_C01 onClick = fc.SetPersistent("%AUTOID%-Filter", 0) sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 volume = 1 } COLLIDER_EVENT { name = Filter Mode 2 Collider collider = HUD_Rotary02_C02 onClick = fc.SetPersistent("%AUTOID%-Filter", 1) sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 volume = 1 } COLLIDER_EVENT { name = Filter Mode 3 Collider collider = HUD_Rotary02_C03 onClick = fc.SetPersistent("%AUTOID%-Filter", 2) sound = ASET/ASET_Avionics/ModernPack/Sounds/hud-rotaryclick02 volume = 1 } ANIMATION { name = Rotary2 animation animation = HUD_Rotary02Anim variable = fc.GetPersistentAsNumber("%AUTOID%-Filter") * 0.5 } ANIMATION { name = Filter animation animation = ASET_HUD_GlassFilterAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Filter")) * 0.33333 } COLOR_SHIFT { name = Backlight transform = SwitcherTxtObj, HUD_TumblerLight, HUD_TumblerLight2, ButtonBorder01, ButtonBorder02, ButtonBorder03, RotaryLightMark01, RotaryLightMark02 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0, 0, 0, 255 activeColor = 100, 100, 100, 255 blend = true } ROTATION { name = Roll transform = RollLoc startRotation = 0, 0, 179 endRotation = 0, 0, -179 variable = fc.Roll() range = -179, 179 blend = true longPath = true } ANIMATION { name = Ladder pitch animation animation = ASET_HUD_PitchLadderAnim variable = fc.InverseLerp(fc.Pitch(), -60, 60) } ANIMATION { name = Bottom altitude marker animation animation = ASET_HUD_LowAltAltimeter variable = fc.AltitudeBottom() * 0.0033333 } TEXT_LABEL { name = Gear caption transform = GEARTxtObj fontSize = 10 font = InconsolataGo style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0216, 0.004 emissive = always passiveColor = 60, 255, 96, 255 text = GEAR } TEXT_LABEL { name = Brake caption transform = BRAKETxtObj fontSize = 10 font = InconsolataGo style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0217, 0.004 emissive = always passiveColor = 60, 255, 96, 255 text = BRAKE } TEXT_LABEL { name = Spoiler caption transform = SPOILERTxtObj fontSize = 7.5 font = InconsolataGo style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0215, 0.004 emissive = always passiveColor = 60, 255, 96, 255 text = SPOILER } TRANSLATION { name = Angle of Attack transform = AoALoc startTranslation = 0, 0.09, 0 endTranslation = 0, -0.09, 0 variable = fc.InverseLerp(fc.AngleOfAttack(), -15, 15) blend = true } TRANSLATION { name = Sideslip transform = SideSlipLoc startTranslation = 0.09, 0, 0 endTranslation = -0.09, 0, 0 variable = fc.InverseLerp(fc.Sideslip(), -15, 15) blend = true } ANIMATION { name = VSI animation animation = ASET_HUD_VertSpeedAnim variable = fc.InverseLerp(fc.VerticalSpeed(), -200, 200) } TRANSLATION { name = Thrust Mark transform = ThrustMark startTranslation = 0, 0, 0 endTranslation = 0, 0.0688, 0 variable = fc.CurrentThrust(true) blend = true } TRANSLATION { name = Throttle Mark transform = ThrottleMark startTranslation = 0, 0, 0 endTranslation = 0, 0.0688, 0 variable = fc.GetThrottle() blend = true } TRANSLATION { name = Target Yaw transform = TGToffsetXloc startTranslation = 0.086,0,0 endTranslation = -0.086,0,0 variable = fc.InverseLerp(fc.YawTarget(), -25, 25) blend = true } TRANSLATION { name = Target Pitch transform = TGToffsetYloc startTranslation = 0,0.086,0 endTranslation = 0,-0.086,0 variable = fc.InverseLerp(fc.PitchTarget(), -25, 25) blend = true } TEXT_LABEL { name = Target Ground distance caption transform = TargetGroundDistanceReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 60, 255, 96, 255 text = G <=0=> $&$ fc.SIFormatValue(nav.GroundDistanceFromVessel(fc.TargetLatitude(), fc.TargetLongitude()), 6, 1, "", false, true) } TEXT_LABEL { name = Target distance caption transform = TargetDistanceReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 60, 255, 96, 255 text = D <=0=> $&$ fc.SIFormatValue(fc.TargetDistance(), 6, 1, "", false, true) } TEXT_LABEL { name = Gear Warning caption transform = GearAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.01, 0.00 emissive = always passiveColor = 255, 0, 0, 255 text = <=0:"G E A R !";"";""=> $&$ (fc.VerticalSpeed() < -0.1) * (1 - fc.GetGear()) * (fc.AltitudeBottom() < 1000) * (fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = Engine Failure caption transform = EngineAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.00, 0.00 emissive = always passiveColor = 255, 0, 0, 255 text = <=0:"E N G I N E";"";""=> $&$ (fc.EngineFlameout() * (fc.GetThrottle() > 0)) * (fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = Engine Failure caption 2 transform = EngineAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.02, -0.03 emissive = always passiveColor = 255, 0, 0, 255 text = <=0:FAILURE!;"";""=> $&$ (fc.EngineFlameout() * (fc.GetThrottle() > 0)) * (fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = Overspeed caption transform = OVERSPEEDAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.00, 0.00 emissive = always passiveColor = 255, 0, 0, 255 text = <=0:"O V E R S P E E D !";"";""=> $&$ (fc.SurfaceSpeed() > fc.Max(0.5, fc.TerminalVelocity())) * fc.AltitudeAtmospheric() * (fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = Stall caption transform = OVERSPEEDAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.045, 0.00 emissive = always passiveColor = 255, 0, 0, 255 text = <=0:"S T A L L !";"";""=> $&$ (far.StallFraction() > 0.2) * (fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = VSpd caption transform = VertSpeedReadoutObj fontSize = 12 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.002, 0.004 emissive = always passiveColor = 60, 255, 96, 255 text = <=0,5:0=> $&$ fc.Clamp(fc.VerticalSpeed(), -9999, 9999) } TEXT_LABEL { name = Equivalent airspeed caption transform = EASPEEDReadoutObj fontSize = 15 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.010, 0.002 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:000=> $&$ fc.Min(999, fc.EquivalentAirspeed()) } TEXT_LABEL { name = Radar Altitude caption transform = RadAltReadoutObj fontSize = 8 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 60, 255, 96, 255 text = R <=0:00000=> $&$ fc.Min(99999, fc.AltitudeTerrain(false)) } TEXT_LABEL { name = Roll caption transform = RollReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:0.0=> $&$ fc.Roll() } TEXT_LABEL { name = Pitch caption transform = PitchReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:0.0=> $&$ fc.Pitch() } TEXT_LABEL { name = Ground Speed caption transform = GroundSpeedReadoutObj fontSize = 8 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 60, 255, 96, 255 text = G/S<=0,6:0.0=> $&$ fc.Min(9999.9, fc.SurfaceSpeed()) } TEXT_LABEL { name = Altitude caption transform = ALTITUDEReadoutObj fontSize = 13 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.0075, 0 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:00000=> $&$ fc.Min(99999, fc.Altitude()) } TEXT_LABEL { name = Heading caption transform = HEADINGReadoutObj fontSize = 11.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.005, 0.001 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:000=> $&$ fc.Heading() } TEXT_LABEL { name = Terminal Velocity caption transform = TerminalVelocityReadoutObj fontSize = 11 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 60, 255, 96, 255 text = T <=0:0=> $&$ fc.TerminalVelocity() } TEXT_LABEL { name = Atmosphere Depth caption transform = AtmoReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 60, 255, 96, 255 text = ATM <=0,5:P0=>$&$ fc.AtmosphereDepth() } TEXT_LABEL { name = SAS caption transform = SASTxtObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = SAS <=0:"ON";"OFF"=>$&$ fc.GetSAS() - 0.5 } TEXT_LABEL { name = MET caption transform = FlightTimerTxtObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = T:<=0:METd:hh:mm=> $&$ fc.MET() } TEXT_LABEL { name = Mach number caption transform = MachNumberReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = M <=0:0.000=>$&$ fc.MachNumber() } TEXT_LABEL { name = Thrust caption transform = ThrustReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:P0=> $&$ fc.CurrentThrust(true) } TEXT_LABEL { name = Acceleration caption transform = ACCELReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = <=0,5:0.0;"";""=> $&$ fc.Acceleration() } TEXT_LABEL { name = G-Force caption transform = GForceReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.005, 0 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:0.00=> $&$ fc.GForce() } TEXT_LABEL { name = Fuel caption transform = FUELTxtObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = F <=0,3:0=>% $&$ fc.PropellantPercent() * 100 } TEXT_LABEL { name = Flaps caption transform = FlapsReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = FLAPS $$$ <=0=> $&$ far.GetFlapSetting() } TEXT_LABEL { name = VSpeed Scale Label transform = VertSpeedTXTObj fontSize = 4 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.002, 0.0068 emissive = always passiveColor = 60, 255, 96, 255 text = C$$$L$$$I$$$M$$$B$$$$$$0m/s$$$$$$D$$$E$$$S$$$C$$$E$$$N$$$D } TEXT_LABEL { name = HUD Warnings Off caption 1 transform = WarningOFFxtObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:"";"---"=>$&$ fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") - 0.5 } TEXT_LABEL { name = HUD Warnings Off caption 2 transform = WarningOFFxtObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 60, 255, 96, 255 text = <=0:"";"(W)"=>$&$ fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") - 0.5 } TEXT_LABEL { name = Ladder +10 L transform = PitchTxt10Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 10 } TEXT_LABEL { name = Ladder +10 R transform = PitchTxt10Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 10 } TEXT_LABEL { name = Ladder +20 L transform = PitchTxt20Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 20 } TEXT_LABEL { name = Ladder +20 R transform = PitchTxt20Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 20 } TEXT_LABEL { name = Ladder +30 L transform = PitchTxt30Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 30 } TEXT_LABEL { name = Ladder +30 R transform = PitchTxt30Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 30 } TEXT_LABEL { name = Ladder +40 L transform = PitchTxt40Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 40 } TEXT_LABEL { name = Ladder +40 R transform = PitchTxt40Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 40 } TEXT_LABEL { name = Ladder +50 L transform = PitchTxt50Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 50 } TEXT_LABEL { name = Ladder +50 R transform = PitchTxt50Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 50 } TEXT_LABEL { name = Ladder +60 L transform = PitchTxt60Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 60 } TEXT_LABEL { name = Ladder +60 R transform = PitchTxt60Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 60 } TEXT_LABEL { name = Ladder -10 L transform = PitchTxtM10Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 10 } TEXT_LABEL { name = Ladder -10 R transform = PitchTxtM10Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 10 } TEXT_LABEL { name = Ladder -20 L transform = PitchTxtM20Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 20 } TEXT_LABEL { name = Ladder -20 R transform = PitchTxtM20Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 20 } TEXT_LABEL { name = Ladder -30 L transform = PitchTxtM30Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 30 } TEXT_LABEL { name = Ladder -30 R transform = PitchTxtM30Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 30 } TEXT_LABEL { name = Ladder -40 L transform = PitchTxtM40Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 40 } TEXT_LABEL { name = Ladder -40 R transform = PitchTxtM40Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 40 } TEXT_LABEL { name = Ladder -50 L transform = PitchTxtM50Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 50 } TEXT_LABEL { name = Ladder -50 R transform = PitchTxtM50Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 50 } TEXT_LABEL { name = Ladder -60 L transform = PitchTxtM60Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 60 } TEXT_LABEL { name = Ladder -60 R transform = PitchTxtM60Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 60, 255, 96, 255 text = 60 } MODEL_SCALE { name = Gear Warning transform = GearBorder startScale = 0, 0, 0 endScale = -1, -1, -1 variable = (fc.VerticalSpeed() > 5) * (fc.EquivalentAirspeed() > 210) * fc.GetGear() * (fc.AltitudeBottom() > 200) * (fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") * fc.PeriodStep(2)) } MODEL_SCALE { name = ASI border flash transform = ASIborder startScale = 0, 0, 0 endScale = -1, -1, -1 variable = (fc.SurfaceSpeed() > fc.Max(0.5, fc.TerminalVelocity())) * fc.AltitudeAtmospheric() * (fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") * fc.PeriodStep(2)) } MODEL_SCALE { name = Spoiler border flash transform = SPOILERBorder startScale = 0, 0, 0 endScale = -1, -1, -1 variable = (fc.VerticalSpeed() > 10) * far.GetSpoilerSetting() * (fc.GetPersistentAsNumber("%AUTOID%-WarningsOn") * fc.PeriodStep(2)) } MODEL_SCALE { name = Spoiler border on transform = SPOILEREBorderGrp startScale = -1, -1, -1 endScale = 0, 0, 0 variable = far.GetSpoilerSetting() } MODEL_SCALE { name = Brake border on transform = BRAKEBorderGrp startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetBrakes() } MODEL_SCALE { name = Flaps border on transform = FlapsReadoutObj startScale = -1, -1, -1 endScale = 0, 0, 0 variable = far.GetFlapSetting() } MODEL_SCALE { name = Bottom altitude marker on transform = LowAltScaleGrp startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.AltitudeBottom() > 300 } MODEL_SCALE { name = Gear border on transform = GearBorderGrp startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetGear() } MODEL_SCALE { name = Target Marker on transform = TGTIcon startScale = -1, -1, -1 endScale = 0, 0, 0 variable = (fc.TargetDistanceZ() > 0) + ((fc.TargetDistanceZ() < 0) * fc.PeriodStep(2)) } MODEL_SCALE { name = Target selected on transform = TGTgroupLoc startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.TargetIsVessel() } MODEL_SCALE { name = HUD Power on transform = PowerOFFloc startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-HudEnabled")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_IMP/MAS_ASET_IMP.cfg PROP { name = MAS_ASET_IMP MODEL { model = ASET/ASET_Props/Instruments/ASET_IMP/ASET_IMP } MODULE { name = MASComponent TRIGGER_EVENT { name = IMP Mode 0 Self Validation event = fc.SetBits("MAS_IMP_Validation", 1) exitEvent = fc.ClearBits("MAS_IMP_Validation", 1) variable = fc.GetPersistentAsNumber("MAS_IMP_On") and fc.GetPersistentAsNumber("MAS_IMP_Mode") == 0 } TRIGGER_EVENT { name = IMP Mode 1 Landing Validation event = fc.SetBits("MAS_IMP_Validation", 2) exitEvent = fc.ClearBits("MAS_IMP_Validation", 2) variable = fc.GetPersistentAsNumber("MAS_IMP_On") and fc.GetPersistentAsNumber("MAS_IMP_Mode") > 0 and (fc.LandingPredictorActive() > 0) } TRIGGER_EVENT { name = IMP Mode -1 Target Validation event = fc.SetBits("MAS_IMP_Validation", 4) exitEvent = fc.ClearBits("MAS_IMP_Validation", 4) variable = fc.GetPersistentAsNumber("MAS_IMP_On") and fc.GetPersistentAsNumber("MAS_IMP_Mode") < 0 and fc.TargetLatLonValid() > 0 and fc.TargetSameSoI() > 0 } TRIGGER_EVENT { name = IMP Validation event = fc.SetPersistent("MAS_IMP_Enable", 1) exitEvent = fc.SetPersistent("MAS_IMP_Enable", 0) variable = fc.GetPersistentAsNumber("MAS_IMP_Validation") > 0 } ROTATION { name = Latitude rotation transform = ASET_IMP_LONG_Loc variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_IMP_Mode"), fc.TargetLatitude(), fc.Latitude(), fc.LandingLatitude())) startRotation = -90,0,0 endRotation = 90,0,0 range = -90, 90 blend = true speed = 0.2 } ROTATION { name = Longitude rotation transform = ASET_IMP_Globe_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_IMP_Mode"), fc.TargetLongitude(), fc.Longitude(), fc.LandingLongitude())) startRotation = 0,0,180 endRotation = 0,0,-180 range = -180, 180 blend = true modulo = 360 longPath = true speed = 0.1 } COLOR_SHIFT { name = Globe Backlight transform = ASET_IMP_Globe_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_Enable") * fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_IMP/MAS_ASET_IMP_LAT-LONG_GAUGE.cfg PROP { name = MAS_ASET_IMP_LAT-LONG_GAUGE MODEL { model = ASET/ASET_Props/Instruments/ASET_IMP_LAT-LONG_GAUGE/ASET_IMP_LAT-LONG_GAUGE } MODULE { name = MASComponent TEXTURE_SHIFT { name = Latitude gauge position transform = ASET_IMP_LLG_LAT_Scale_Obj layers = _MainTex _Emissive startUV = 0.25, 0 endUV = -0.25,0 variable = fc.SetPersistentBlended("%AUTOID%-lat", fc.InverseLerp(fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_IMP_Mode"), fc.TargetLatitude(), fc.Latitude(), fc.LandingLatitude())), -90, 90), 0.5) blend = true } TEXTURE_SHIFT { name = Longitude gauge position transform = ASET_IMP_LLG_LONG_Scale_Obj layers = _MainTex _Emissive startUV = -0.5, 0 endUV = 0.5,0 variable = fc.SetPersistentBlended("%AUTOID%-lon", fc.InverseLerp(fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_IMP_Mode"), fc.TargetLongitude(), fc.Longitude(), fc.LandingLongitude())), -180, 180), 0.5) blend = true } COLOR_SHIFT { name = Latitude gauge Backlight transform = ASET_IMP_LLG_LAT_Scale_Obj, ASET_IMP_LLG_LONG_Scale_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_Enable") * fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Latitude gauge Backlight transform = ASET_IMP_LLG_Body_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Mark Backlight transform = ASET_IMP_LLG_MARK_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_IntakeAir/ASET_IntakeAir.cfg PROP { name = MAS_ASET_IntakeAir MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_IntakeAir/ASET_IntakeAir } MODULE { name = MASComponent ROTATION { name = Long Hand Animator transform = Intake_X1_handObj startRotation = 0, 0, 0 endRotation = 0, 350, 0 variable = fc.Conditioned(fc.ResourcePercent("IntakeAir")) range = 0, 1 blend = true longPath = true speed = 1.0 } COLOR_SHIFT { name = Backlight transform = IntakeAir_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = Intake_X1_handObj, Intake_X1000_handObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_InternalHatch/ASET_Internal_EVA_Hatch.cfg PROP { name = MAS_ASET_Internal_EVA_Hatch MODEL { model = ASET/ASET_Props/Misc/ASET_InternalHatch/ASET_InternalHatch } MODULE { name = MASComponent COLLIDER_EVENT { name = Handle collider = polySurface94 onClick = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_LG_Lever/ASET_LG_Lever.cfg PROP { name = MAS_ASET_LG_Lever MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_LG_Lever/ASET_LG_Lever } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = Lever_Knob sound = ASET/ASET_Props/Sounds/tumbleClick02 volume = 1 onClick = fc.ToggleGear() } ANIMATION_PLAYER { name = Lever Animation animation = GearLever animationSpeed = 1.0 variable = fc.GetGear() } COLOR_SHIFT { name = Knob Warning Light transform = Lever_Knob passiveColor = 0,0,0,255 activeColor = 180,10,10,255 flashRate = 0.5 variable = fc.Conditioned(fc.GearPosition() > 0.01 and fc.GearPosition() < 0.99) colorName = _EmissiveColor } TEXT_LABEL { name = Caption transform = GearLimitTextObj fontSize = 2.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = [b]LANDING GEAR$$$LIMIT (EAS)$$$ 210 m/s [/b] } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MachNumber/ASET_MachNumber.cfg PROP { name = MAS_ASET_MachNumber MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_MachNumber/ASET_MachNumber } MODULE { name = MASComponent ROTATION { name = Hand Animator transform = MachNumber_arrow startRotation = 0, 40, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(fc.MachNumber()) range = 0.4, 2 blend = true longPath = true } ANIMATION { name = Number Tumblers animation = ASET_MachNumber variable = fc.Conditioned(fc.Min((fc.MachNumber() / 3),1)) speed = 1 } COLOR_SHIFT { name = Backlight transform = MachNumber_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = MachNumber_arrow, Digits1, Digits2, Digits3, Digits4 passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/ASET_MIP_Display.cfg PROP { name = MAS_ASET_MIP_Display MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display } MODULE { name = MASMonitor screenTransform = ScreenObj screenSize = 640, 640 font = InconsolataGo style = Bold fontSize = 16, 32 textColor = 240, 240, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% page = ALCOR_MFD40x20_Standby } MODULE { name = MASComponent COLOR_SHIFT { name = Screen Light transform = ScreenObj passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/ASET_MIP_Display_PFD.cfg PROP { name = MAS_ASET_MIP_Display_PFD MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display } MODULE { name = MASMonitor screenTransform = ScreenObj screenSize = 640, 640 font = InconsolataGo style = Bold fontSize = 16, 32 textColor = 240, 240, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% page = ALCOR_MFD40x20_Attitude } MODULE { name = MASComponent COLOR_SHIFT { name = Screen Light transform = ScreenObj passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/MAS_ASET_MIP_Display_APEx.cfg PROP { name = MAS_ASET_MIP_Display_APEx MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display } MODULE { name = MASMonitor screenTransform = ScreenObj screenSize = 640, 640 font = InconsolataGo style = Bold fontSize = 16, 32 textColor = 240, 240, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% page = MAS_ASET_MIP_Display_PG_Standby } MODULE { name = MASComponent COLOR_SHIFT { name = Screen Light transform = ScreenObj passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/MAS_ASET_MIP_Display_EG_APEx.cfg PROP { name = MAS_ASET_MIP_Display_EG_APEx MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display } MODULE { name = MASMonitor screenTransform = ScreenObj screenSize = 320, 320 font = InconsolataGo style = Bold fontSize = 16, 32 textColor = 240, 240, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% page = MAS_ASET_MIP_Display_PG_EG } MODULE { name = MASComponent COLOR_SHIFT { name = Screen Light transform = ScreenObj passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/MAS_ASET_MIP_Display_Orbit_APEx.cfg PROP { name = MAS_ASET_MIP_Display_Orbit_APEx MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display } MODULE { name = MASMonitor screenTransform = ScreenObj screenSize = 640, 640 font = InconsolataGo style = Bold fontSize = 16, 32 textColor = 240, 240, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% page = MAS_ASET_MIP_Display_PG_Standby page = MAS_ASET_MIP_Display_PG_OrbitDisp } MODULE { name = MASComponent COLOR_SHIFT { name = Screen Light transform = ScreenObj passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/MAS_ASET_MIP_Display_Orbit_Display_APEx.cfg PROP { name = MAS_ASET_MIP_Display_Orbit_Display_APEx MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider scale = 4, 0.2, 4 position = 0, 0, 0 rotation = 90, 0, 0 } MODULE { name = MASMonitor screenTransform = ScreenObj layer = _Emissive screenSize = 640, 640 font = InconsolataGo style = Bold fontSize = 16, 32 textColor = 240, 240, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% page = MAS_ASET_MIP_Display_PG_Standby page = MAS_ASET_MIP_Display_PG_OrbitDisp } MODULE { name = MASComponent COLLIDER_EVENT { name = Screen Button collider = pb_Collider onClick = fc.SendSoftkey("%AUTOID%", 0) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLOR_SHIFT { name = Screen Light transform = ScreenObj passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/MAS_ASET_MIP_Display_PFD_APEx.cfg PROP { name = MAS_ASET_MIP_Display_PFD_APEx MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_MIP_Display/ASET_MIP_Display } MODULE { name = MASMonitor screenTransform = ScreenObj screenSize = 640, 640 font = InconsolataGo style = Bold fontSize = 16, 32 textColor = 240, 240, 255, 255 backgroundColor = 0, 0, 8, 255 monitorID = %AUTOID% page = ALCOR_MFD40x20_Attitude } MODULE { name = MASComponent COLOR_SHIFT { name = Screen Light transform = ScreenObj passiveColor = 0, 0, 0, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/APEx_MIP_Display_Pages/MAS_ASET_MIP_Display_PG_EG.cfg MAS_PAGE { name = MAS_ASET_MIP_Display_PG_EG onEntry = fc.SetPersistent("%AUTOID%-Page", 0) TEXT { position = 1, 1 text = <=0=> <=1=> $#$ fc.GetPersistent("storedStrings1"); fc.GetPersistent("storedStrings7") } TEXT { position = 1, 2 text = <=0=> $#$ fc.GetPersistent("storedStrings2") } TEXT { position = 1, 3 textColor = 129, 190, 247, 255 text = <=0=> $#$ fc.GetPersistent("storedStrings0") } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/APEx_MIP_Display_Pages/MAS_ASET_MIP_Display_PG_OrbitDisp.cfg MAS_PAGE { name = MAS_ASET_MIP_Display_PG_OrbitDisp onEntry = fc.SetPersistent("%AUTOID%-Page", 1) softkey = 0, fc.SetPersistent("%AUTOID%", fc.GetPersistent("MAS_ASET_MIP_Display_PG_Standby")) ORBIT_DISPLAY { name = Orbital Schematic position = 40, 40 size = 560, 560 vertexCount = 64 orbitWidth = 2 bodyWidth = 3 vesselStartColor = COLOR_XKCD_KSPUNNAMEDCYAN vesselEndColor = 95, 189, 185, 127 targetStartColor = 255, 0, 255, 255 targetEndColor = 255, 0, 255, 127 maneuverStartColor = COLOR_XKCD_KSPNOTSOGOODORANGE maneuverEndColor = 255, 176, 0, 127 } TEXT { name = body position = 0, 1 textColor = 0, 255, 255, 136 text = [hw]BODY:[#ffff0088]<=0=> $#$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = target statics position = 30, 1 text = [hw][#00ffff88]TARGET: [#ffff0088]<=0=> $#$ fc.TargetName() $$$[hw][#00ffff88]VEL:$$$[hw][#00ffff88]ALT: variable = fc.TargetType() } TEXT { name = vel/alt static position = 0, 2 textColor = 255, 255, 255, 136 text = [hw]VEL:$$$[hw]ALT: } TEXT { name = vel/alt dynamic position = 2,2 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.OrbitSpeed() $$$[hw]<=0,7:SIP##0.0=>m $#$ fc.Altitude() } TEXT { name = tgt vel/alt dynamic position = 32,2 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.TargetOrbitSpeed() $$$[hw]<=0,7:SIP##0.0=>m $#$ fc.TargetAltitude() variable = fc.TargetType() } TEXT { name = row4567 static position = 0, 4 textColor = 255, 255, 255, 136 text = [hw]ApA:$$$[hw]PeA:$$$[hw]INC:$$$[hw]ECC: variable = 1 - fc.VesselLanded() } TEXT { name = row4 Ap position = 2, 4 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Apoapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row5 Pe position = 2, 5 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.Periapsis() variable = 1 - fc.VesselLanded() } TEXT { name = row6 Inc position = 2, 6 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.Inclination() variable = 1 - fc.VesselLanded() } TEXT { name = row7 Ecc position = 2, 7 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=> $#$ fc.Eccentricity() variable = 1 - fc.VesselLanded() } TEXT { name = tgt row4567 static position = 30, 4 textColor = 255, 255, 255, 136 text = [hw]ApA:$$$[hw]PeA:$$$[hw]INC:$$$[hw]ECC: variable = fc.TargetType() } TEXT { name = tgt row4 Ap position = 32, 4 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.TargetApoapsis() variable = fc.TargetType() } TEXT { name = tgt row5 Pe position = 32, 5 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.TargetPeriapsis() variable = fc.TargetType() } TEXT { name = tgt row6 Inc position = 32, 6 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.TargetInclination() variable = fc.TargetType() } TEXT { name = tgt row7 Ecc position = 32, 7 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=> $#$ fc.TargetEccentricity() variable = fc.TargetType() } TEXT { name = tgt angle statics position = 27.5,8 textColor = 255, 255, 255, 136 text = [hw] R.VEL:$$$[hw] R.INC:$$$[hw] T.AN:$$$[hw] T.DN:$$$[hw]ClstAprt:$$$[hw] ClstApr:$$$[hw] M.ClApr:$$$[hw] M.ClstTim: variable = fc.TargetType() } TEXT { name = rvel position = 32,8 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m/s $#$ fc.TargetSpeed() variable = fc.TargetType() } TEXT { name = rinc position = 32,9 textColor = 255, 255, 0, 136 text = [hw]<=0,7:0.000=>° $#$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = t.an position = 32,10 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TimeToANTarget() variable = fc.TargetType() } TEXT { name = t.dn position = 32,11 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TimeToDNTarget() variable = fc.TargetType() } TEXT { name = t.closest position = 32,12 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.TargetClosestApproachTime() variable = fc.TargetType() } TEXT { name = closest dist position = 32,13 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.TargetClosestApproachDistance() variable = fc.TargetType() } TEXT { name = Maneuver closest dist position = 32,14 textColor = 255, 255, 0, 136 text = [hw]<=0,7:SIP##0.0=>m $#$ fc.ManeuverNodeTargetClosestApproachDistance() variable = fc.TargetType() } TEXT { name = Maneuver closest time position = 32,15 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-h:mm:ss=> $#$ fc.ManeuverNodeTargetClosestApproachTime() variable = fc.TargetType() } TEXT { name = phase angle statics position = 0,8 textColor = 255, 255, 255, 136 text = [hw]PHASE ANGLE: variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = phase angle position = 6, 8 textColor = 255, 255, 0, 136 text = [hw]<=0:0.00=>° $#$ transfer.RelativePhaseAngle() variable = transfer.TimeUntilPhaseAngle() ~= 0 } TEXT { name = maneuver inc position = 9, 13 textColor = 255, 255, 0, 136 text = [hw]NoINC:<=0:0.00=>° $#$ fc.ManeuverNodeInc() variable = fc.ManeuverNodeExists() } TEXT { name = maneuver position = 0, 9 textColor = 255, 255, 0, 136 text = [hw]NodeT:[#FFFF0088]<=0,14:MET+dd:hh:mm:ss=>[#FFFFFF88] $#$ fc.ManeuverNodeTime() $$$ [hw]ΔV:[#FFFF0088]<=0,8:0.0=>[#FFFFFF88] $#$ fc.ManeuverNodeDV() $$$ [hw]NoAP:[#FFFF0088]<=0,7:SIP##0.0=>m $#$ fc.ManeuverNodeAp() $$$ [hw]NoPE:[#FFFF0088]<=0,7:SIP##0.0=>m $#$ fc.ManeuverNodePe() $$$ [hw]NoRINC:<=0:0.00=>° $#$ fc.ManeuverNodeRelativeInclination() $$$ [hw]NoRVEL:<=0,7:SIP##0.0=>m/s $#$ fc.ManeuverNodeTargetClosestApproachSpeed() $$$ [hw]BurnT:[#81BEF788]<=0:METhh:mm:ss=> $#$ fc.ManeuverNodeBurnTime() variable = fc.ManeuverNodeExists() } TEXT { name = Bottom static a position = 1, 16 textColor = 255, 255, 255, 136 text = [hw]ApT:$$$[hw]PeT:$$$[hw] OP: variable = 1 - fc.VesselLanded() } TEXT { name = ApT position = 3,16 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToAp() variable = 1 - fc.VesselLanded() } TEXT { name = AN position = 33,16 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToANEq() variable = 1 - fc.VesselLanded() } TEXT { name = Bottom static b position = 31, 16 text = [hw]ApT:$$$[hw]PeT:$$$[hw] OP: text = [hw]AN:$$$[hw]DN: variable = 1 - fc.VesselLanded() } TEXT { name = PeT position = 3,17 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToPe() variable = 1 - fc.VesselLanded() } TEXT { name = DN position = 33,17 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.TimeToDNEq() variable = 1 - fc.VesselLanded() } TEXT { name = OP position = 3,18 textColor = 255, 255, 0, 136 text = [hw]<=0:MET-dd:hh:mm:ss.f=> $#$ fc.OrbitPeriod() variable = 1 - fc.VesselLanded() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_MIP_Display/APEx_MIP_Display_Pages/MAS_ASET_MIP_Display_PG_Standby.cfg MAS_PAGE { name = MAS_ASET_MIP_Display_PG_Standby onEntry = fc.SetPersistent("%AUTOID%-Page", 0) softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ASET_MIP_Display_PG_OrbitDisp") LINE_STRING { name = top text border position = 176, 192 startColor = 129, 190, 247, 255 startWidth = 3.5 vertex = 0, 0 vertex = 288, 0 } LINE_STRING { name = top text border position = 176, 224 startColor = 129, 190, 247, 255 startWidth = 3.5 vertex = 0, 0 vertex = 288, 0 } TEXT { position = 10.5, 9 text = <=1=> <=0=> $#$ fc.GetPersistent("storedStrings1"); fc.GetPersistent("storedStrings7") } TEXT { position = 15, 6 text = <=0=> $#$ fc.GetPersistent("storedStrings2") } TEXT { position = 15, 7 textColor = 129, 190, 247, 255 text = <=0=> $#$ fc.GetPersistent("storedStrings0") } TEXT { position = 2, 11 text = Powered by MOARdV's Avionics Systems } TEXT { position = 13.5, 12 textColor = 129, 190, 247, 255 text = v <=0=>$#$ fc.MASVersion() } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_NAV_1_Radio/ASET_NAV_1_Radio.cfg PROP { name = MAS_ASET_NAV_1_Radio MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV_Radio } MODULE { name = MASComponent COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Radio Power Button collider = ASET_NAV_Radio_Button_ON_Obj sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = MAS_NAV_Radio_Init(1, "%AUTOID%") } COLLIDER_EVENT { name = Transfer frequency button collider = ASET_NAV_Radio_Button_TGGL_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) onClick = MAS_NAV_Radio_XFER_Button(1, "%AUTOID%", fc.GetPersistentAsNumber("%AUTOID%_STBY_FREQ")) onRelease = fc.SetPersistent("%AUTOID%_XFER_ON", 0) } COLLIDER_EVENT { name = Freq Step Button collider = ASET_NAV_Radio_Button_STEP_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) onClick = fc.TogglePersistent("%AUTOID%_STEP") } COLLIDER_EVENT { name = IDENT Button collider = ASET_NAV_Radio_Button_SND_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) onClick = fc.TogglePersistent("%AUTOID%_IDENT") } MODEL_SCALE { name = Freq Step Knob Collider Fast Toggle transform = FreqInput_ColliderSet_FAST startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_STEP") } MODEL_SCALE { name = Freq Step Knob Collider Slow Toggle transform = FreqInput_ColliderSet_SLOW startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.GetPersistentAsNumber("%AUTOID%_STEP") } COLOR_SHIFT { name = On Button transform = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = IDENT Button transform = ASET_NAV_Radio_Button_SND_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_IDENT")) and fc.GetPersistentAsNumber("%AUTOID%_TURN_ON") blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = XFER Button transform = ASET_NAV_Radio_Button_TGGL_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = ASET_NAV_Radio_Button_STEP_Obj transform = ASET_NAV_Radio_Button_STEP_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_STEP")) and fc.GetPersistentAsNumber("%AUTOID%_TURN_ON") blend = true colorName = _EmissiveColor } TEXT_LABEL { name = NAV 1 transform = NAV_NameObj fontSize = 2.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) text = NAV 1 } TEXT_LABEL { name = Model Label transform = NAV_RADIO_MODEL_TextObj fontSize = 2.0 oneshot = true font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = never passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ASC249/NVDI-01 } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("%AUTOID%_TURN_ON") == 1 and nav.GetNavAidType(1) == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " NDB } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("%AUTOID%_TURN_ON") and nav.GetNavAidType(1) == 2 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " VOR } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " <=0:"LOC";" ";" "=> <=1:"GS";" ";" "=> <=2:"DME";" ";" "=> <=3:"TGT";" ";" "=> $&$ nav.GetILSLocalizerValid(1);nav.GetILSGlideSlopeValid(1, 5);nav.GetNavAidDME(1);nav.WaypointActive() } TEXT_LABEL { name = Lower Readout transform = NAV_FREQ_TextObj fontSize = 11.4 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=1:000.00;"---.00";"---.00"=> <=0:000.00=> $&$ fc.GetPersistentAsNumber("%AUTOID%_STBY_FREQ") ; nav.GetRadioFrequency(1) } COLOR_SHIFT { name = Backlights transform = LabelObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _Color } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } TRIGGER_EVENT { name = IDENT Player event = nav.PlayNavAidIdentifier(1, 1.0, false) variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_IDENT")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_NAV_1_Radio/MAS_ASET_NAV_1_Radio_APEx.cfg PROP { name = MAS_ASET_NAV_1_Radio_APEx MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_NAV_1_Radio/ASET_NAV_Radio } MODULE { name = MASComponent COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_1_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_1_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_1_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_1_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_1_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_1_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_1_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_1_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Radio Power Button collider = ASET_NAV_Radio_Button_ON_Obj sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = MAS_APEx_NAV_Radio_Init(1, "GLOBAL_RADIO_1") } COLLIDER_EVENT { name = Transfer frequency button collider = ASET_NAV_Radio_Button_TGGL_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) onClick = MAS_APEx_NAV_Radio_XFER_Button(1, "%AUTOID%", fc.GetPersistentAsNumber("GLOBAL_RADIO_1_STBY_FREQ")) onRelease = fc.SetPersistent("%AUTOID%_XFER_ON", 0) } COLLIDER_EVENT { name = Freq Step Button collider = ASET_NAV_Radio_Button_STEP_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) onClick = fc.TogglePersistent("%AUTOID%_STEP") } COLLIDER_EVENT { name = IDENT Button collider = ASET_NAV_Radio_Button_SND_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) onClick = fc.TogglePersistent("%AUTOID%_IDENT") } MODEL_SCALE { name = Freq Step Knob Collider Fast Toggle transform = FreqInput_ColliderSet_FAST startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_STEP") } MODEL_SCALE { name = Freq Step Knob Collider Slow Toggle transform = FreqInput_ColliderSet_SLOW startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.GetPersistentAsNumber("%AUTOID%_STEP") } COLOR_SHIFT { name = On Button transform = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = IDENT Button transform = ASET_NAV_Radio_Button_SND_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_IDENT")) and fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON") blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = XFER Button transform = ASET_NAV_Radio_Button_TGGL_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = ASET_NAV_Radio_Button_STEP_Obj transform = ASET_NAV_Radio_Button_STEP_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_STEP")) and fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON") blend = true colorName = _EmissiveColor } TEXT_LABEL { name = NAV 1 transform = NAV_NameObj fontSize = 2.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) text = NAV 1 } TEXT_LABEL { name = Model Label transform = NAV_RADIO_MODEL_TextObj fontSize = 2.0 oneshot = true font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = never passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ASC249/NVDI-01 } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON") == 1 and nav.GetNavAidType(1) == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " NDB } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON") and nav.GetNavAidType(1) == 2 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " VOR } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " <=0:"LOC";" ";" "=> <=1:"GS";" ";" "=> <=2:"DME";" ";" "=> <=3:"TGT";" ";" "=> $&$ nav.GetILSLocalizerValid(1);nav.GetILSGlideSlopeValid(1, 5);nav.GetNavAidDME(1);nav.WaypointActive() } TEXT_LABEL { name = Lower Readout transform = NAV_FREQ_TextObj fontSize = 11.4 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=1:000.00;"---.00";"---.00"=> <=0:000.00=> $&$ fc.GetPersistentAsNumber("GLOBAL_RADIO_1_STBY_FREQ") ; nav.GetRadioFrequency(1) } COLOR_SHIFT { name = Backlights transform = LabelObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) blend = true colorName = _Color } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_1_TURN_ON")) blend = true colorName = _EmissiveColor } TRIGGER_EVENT { name = IDENT Player event = nav.PlayNavAidIdentifier(1, 1.0, false) variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_IDENT")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_NAV_2_Radio/ASET_NAV_2_Radio.cfg PROP { name = MAS_ASET_NAV_2_Radio MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/ASET_NAV_Radio } MODULE { name = MASComponent COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("%AUTOID%_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Radio Power Button collider = ASET_NAV_Radio_Button_ON_Obj sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = MAS_NAV_Radio_Init(2, "%AUTOID%") } COLLIDER_EVENT { name = Transfer frequency button collider = ASET_NAV_Radio_Button_TGGL_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) onClick = MAS_NAV_Radio_XFER_Button(2, "%AUTOID%", fc.GetPersistentAsNumber("%AUTOID%_STBY_FREQ")) onRelease = fc.SetPersistent("%AUTOID%_XFER_ON", 0) } COLLIDER_EVENT { name = Freq Step Button collider = ASET_NAV_Radio_Button_STEP_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) onClick = fc.TogglePersistent("%AUTOID%_STEP") } COLLIDER_EVENT { name = IDENT Button collider = ASET_NAV_Radio_Button_SND_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) onClick = fc.TogglePersistent("%AUTOID%_IDENT") } MODEL_SCALE { name = Freq Step Knob Collider Fast Toggle transform = FreqInput_ColliderSet_FAST startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_STEP") } MODEL_SCALE { name = Freq Step Knob Collider Slow Toggle transform = FreqInput_ColliderSet_SLOW startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.GetPersistentAsNumber("%AUTOID%_STEP") } COLOR_SHIFT { name = On Button transform = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = IDENT Button transform = ASET_NAV_Radio_Button_SND_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_IDENT")) and fc.GetPersistentAsNumber("%AUTOID%_TURN_ON") blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = XFER Button transform = ASET_NAV_Radio_Button_TGGL_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = ASET_NAV_Radio_Button_STEP_Obj transform = ASET_NAV_Radio_Button_STEP_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_STEP")) and fc.GetPersistentAsNumber("%AUTOID%_TURN_ON") blend = true colorName = _EmissiveColor } TEXT_LABEL { name = NAV 2 transform = NAV_NameObj fontSize = 2.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) text = NAV 2 } TEXT_LABEL { name = Model Label transform = NAV_RADIO_MODEL_TextObj fontSize = 2.0 oneshot = true font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = never passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ASC216/ND-02 ● ADF AND DME ONLY ● } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("%AUTOID%_TURN_ON") == 1 and nav.GetNavAidType(2) == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " NDB } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("%AUTOID%_TURN_ON") and nav.GetNavAidType(2) == 3 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " ILS } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " <=0:"LOC";" ";" "=> <=1:"GS";" ";" "=> <=2:"DME";" ";" "=> <=3:"TGT";" ";" "=> $&$ nav.GetILSLocalizerValid(2);nav.GetILSGlideSlopeValid(2, 5);nav.GetNavAidDME(2);nav.WaypointActive() } TEXT_LABEL { name = Lower Readout transform = NAV_FREQ_TextObj fontSize = 11.4 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=1:000.00;"---.00";"---.00"=> <=0:000.00=> $&$ fc.GetPersistentAsNumber("%AUTOID%_STBY_FREQ") ; nav.GetRadioFrequency(2) } COLOR_SHIFT { name = Backlights transform = LabelObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _Color } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_TURN_ON")) blend = true colorName = _EmissiveColor } TRIGGER_EVENT { name = IDENT Player event = nav.PlayNavAidIdentifier(2, 1.0, false) variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_IDENT")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_NAV_2_Radio/MAS_ASET_NAV_2_Radio_APEx.cfg PROP { name = MAS_ASET_NAV_2_Radio_APEx MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_NAV_2_Radio/ASET_NAV_Radio } MODULE { name = MASComponent COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_2_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_2_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_2_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_SLOW dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_2_STBY_FREQ", %DRAG%, 0, 250) } COLLIDER_EVENT { name = Big Dial Plus collider = BigDialColliderPlus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_2_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Big Dial Minus collider = BigDialColliderMinus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_2_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Small Dial Plus collider = SmallDialColliderPlus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_2_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Small Dial Minus collider = SmallDialColliderMinus_FAST dragSensitivity = 0.3 onDragY = fc.AddPersistentClamped("GLOBAL_RADIO_2_STBY_FREQ", %DRAG% * 50, 0, 250) } COLLIDER_EVENT { name = Radio Power Button collider = ASET_NAV_Radio_Button_ON_Obj sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = MAS_APEx_NAV_Radio_Init(2) } COLLIDER_EVENT { name = Transfer frequency button collider = ASET_NAV_Radio_Button_TGGL_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) onClick = MAS_APEx_NAV_Radio_XFER_Button(2, "%AUTOID%", fc.GetPersistentAsNumber("GLOBAL_RADIO_2_STBY_FREQ")) onRelease = fc.SetPersistent("%AUTOID%_XFER_ON", 0) } COLLIDER_EVENT { name = Freq Step Button collider = ASET_NAV_Radio_Button_STEP_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) onClick = fc.TogglePersistent("%AUTOID%_STEP") } COLLIDER_EVENT { name = IDENT Button collider = ASET_NAV_Radio_Button_SND_Obj sound = ASET/ASET_Props/Sounds/beep-22 volume = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) onClick = fc.TogglePersistent("%AUTOID%_IDENT") } MODEL_SCALE { name = Freq Step Knob Collider Fast Toggle transform = FreqInput_ColliderSet_FAST startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_STEP") } MODEL_SCALE { name = Freq Step Knob Collider Slow Toggle transform = FreqInput_ColliderSet_SLOW startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.GetPersistentAsNumber("%AUTOID%_STEP") } COLOR_SHIFT { name = On Button transform = ASET_NAV_Radio_Button_ON_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = IDENT Button transform = ASET_NAV_Radio_Button_SND_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_IDENT")) and fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON") blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = XFER Button transform = ASET_NAV_Radio_Button_TGGL_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = ASET_NAV_Radio_Button_STEP_Obj transform = ASET_NAV_Radio_Button_STEP_Obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_STEP")) and fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON") blend = true colorName = _EmissiveColor } TEXT_LABEL { name = NAV 2 transform = NAV_NameObj fontSize = 2.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) text = NAV 2 } TEXT_LABEL { name = Model Label transform = NAV_RADIO_MODEL_TextObj fontSize = 2.0 oneshot = true font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = never passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ASC216/ND-02 ● ADF AND DME ONLY ● } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON") == 1 and nav.GetNavAidType(2) == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " NDB } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON") and nav.GetNavAidType(2) == 3 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " ILS } TEXT_LABEL { name = Upper Readout transform = NAV_MODE_TextObj fontSize = 2.4 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = " <=0:"LOC";" ";" "=> <=1:"GS";" ";" "=> <=2:"DME";" ";" "=> <=3:"TGT";" ";" "=> $&$ nav.GetILSLocalizerValid(2);nav.GetILSGlideSlopeValid(2, 5);nav.GetNavAidDME(2);nav.WaypointActive() } TEXT_LABEL { name = Lower Readout transform = NAV_FREQ_TextObj fontSize = 11.4 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=1:000.00;"---.00";"---.00"=> <=0:000.00=> $&$ fc.GetPersistentAsNumber("GLOBAL_RADIO_2_STBY_FREQ") ; nav.GetRadioFrequency(2) } COLOR_SHIFT { name = Backlights transform = LabelObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) blend = true colorName = _EmissiveColor } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) blend = true colorName = _Color } COLOR_SHIFT { name = Screen Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("GLOBAL_RADIO_2_TURN_ON")) blend = true colorName = _EmissiveColor } TRIGGER_EVENT { name = IDENT Player event = nav.PlayNavAidIdentifier(2, 1.0, false) variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_IDENT")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_RadarAltimeter/ASET_RadarAltimeter.cfg PROP { name = MAS_ASET_RadarAltimeter MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_RadarAltimeter/ASET_RadarAltimeter } MODULE { name = MASComponent ANIMATION { name = Radar Altimeter animation = RadarAltimeterArrowAnim variable = fc.Conditioned(fc.AltitudeBottom() * 0.0006666667) speed = 1 } ANIMATION_PLAYER { name = Out of Range flag animation = RadarAltimeterOFF speed = 1 variable = fc.AltitudeBottom() > 1500 } ANIMATION { name = Warning Altitude Marker animation = ASET_RadarAltimeter variable = fc.GetPersistentAsNumber("%AUTOID%-Warn") * 0.0025 speed = 1 } COLLIDER_EVENT { name = Increase Warning Alt collider = RadarAltimeter_ALT_Inc_Col onClick = fc.AddPersistentClamped("%AUTOID%-Warn", 20, 0, 400) autoRepeat = 0.1 sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 } COLLIDER_EVENT { name = Decrease Warning Alt collider = RadarAltimeter_ALT_Dec_Col onClick = fc.AddPersistentClamped("%AUTOID%-Warn", -20, 0, 400) autoRepeat = 0.1 sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 } COLOR_SHIFT { name = Marker backlight transform = radarAlt_arrow, AltitudeMark, AltitudeSelectorMark passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Scale backlight transform = Mach_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Altitude Warning transform = pSphere1 passiveColor = 0,0,0,255 activeColor = 255,160,0,255 flashRate = 0.5 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Warn") > fc.AltitudeBottom() and fc.VerticalSpeed() < -0.1 and fc.VesselFlying() > 0) } AUDIO_PLAYER { name = Altitude Warning Audio sound = ASET/ASET_Props/Sounds/LOWALT volume = 1 trigger = ON variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%-Warn") > fc.AltitudeBottom() and fc.VerticalSpeed() < -0.1 and fc.VesselFlying() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_RMI_2_Needle/ASET_RMI_2_Needle.cfg PROP { name = MAS_ASET_RMI_2_Needle MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_RMI_2_Needle/ASET_ADF } MODULE { name = MASComponent COLLIDER_EVENT { name = Mode Switch collider = ASET_ADF_HDG_Mode_Knob_Obj onClick = fc.TogglePersistent("ASET_RMI2N_1_HDG_MODE") sound = ASET/ASET_Props/Sounds/Tumbler3 volume = 1.0 } ROTATION { name = Switch Animation transform = ASET_ADF_HDG_Mode_Knob_Loc startRotation = 0, 0, 0 endRotation = 0, -135, 0 variable = fc.GetPersistentAsNumber("ASET_RMI2N_1_HDG_MODE") range = 0, 1 blend = true longPath = true speed = 10.0 } TRANSLATION { name = ADF Flag transform = ASET_ADF_ADF_Flag_Obj startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.0057 variable = fc.Conditioned(nav.GetNavAidType(2) == 1) blend = true speed = 10.0 } ROTATION { name = Error Flag transform = ASET_ADF_ErrorFlag_Obj startRotation = 0, 30, 0 endRotation = 0, 0, 0 variable = fc.Conditioned(1) range = 1, 0 blend = true longPath = true speed = 10.0 } ROTATION { name = Heading Card transform = ASET_ADF_HDG_Card_Loc startRotation = 0, 0, 0 endRotation = 0, -360, 0 variable = fc.Conditioned(RMI_2_Needle_Select_Heading()) range = 0, 359 modulo = 360 longPath = true blend = true speed = 0.5 } ROTATION { name = Yellow Needle transform = ASET_ADF_Yellow_Needle_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(RMI_2_Needle_Select_Yellow_Green(1)) range = 0, 359 modulo = 360 longPath = true blend = true speed = 0.3 } ROTATION { name = Green Needle transform = ASET_ADF_Green_Needle_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(RMI_2_Needle_Select_Yellow_Green(2)) range = 0, 359 modulo = 360 longPath = true blend = true speed = 0.3 } TRANSLATION { name = Yellow Flag transform = ASET_ADF_HDG_Flag_Obj startTranslation = 0, 0 ,0 endTranslation = 0, 0, 0.0114 variable = fc.Conditioned(nav.GetNavAidType(1)) blend = true speed = 2.0 } COLOR_SHIFT { name = Backlight transform = ASET_ADF_HDG_Card_Obj, ASET_ADF_ADF_Flag_Obj, ASET_ADF_HDG_Flag_Obj, ASET_ADF_TGT_Flag_Obj, ADF_Mark_Obj, ASET_ADF_HDG_Mode_Knob_Obj, ASET_ADF_Yellow_Needle_Obj, ASET_ADF_GreenNeedle_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_RMI_2_Needle/MAS_ASET_RMI_2_Needle_GPS.cfg PROP { name = MAS_ASET_RMI_2_Needle_GPS MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_RMI_2_Needle/ASET_ADF } MODULE { name = MASComponent COLLIDER_EVENT { name = Mode Switch collider = ASET_ADF_HDG_Mode_Knob_Obj onClick = fc.TogglePersistent("ASET_RMI2N_1_HDG_MODE") sound = ASET/ASET_Props/Sounds/Tumbler3 volume = 1.0 } ROTATION { name = Switch Animation transform = ASET_ADF_HDG_Mode_Knob_Loc startRotation = 0, 0, 0 endRotation = 0, -135, 0 variable = fc.GetPersistentAsNumber("ASET_RMI2N_1_HDG_MODE") range = 0, 1 blend = true longPath = true speed = 10.0 } TRANSLATION { name = ADF Flag transform = ASET_ADF_ADF_Flag_Obj startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.0057 variable = fc.Conditioned(nav.GetNavAidType(2) == 1 and fc.GetPersistentAsNumber("MAS_RMI_Mode") == 0) blend = true speed = 10.0 } TRANSLATION { name = GPS Flag transform = ASET_ADF_TGT_Flag_Obj startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.0057 variable = fc.Conditioned(nav.WaypointActive() * fc.GetPersistentAsNumber("MAS_RMI_Mode")) blend = true speed = 10.0 } ROTATION { name = Error Flag transform = ASET_ADF_ErrorFlag_Obj startRotation = 0, 30, 0 endRotation = 0, 0, 0 variable = fc.Conditioned(1) range = 1, 0 blend = true longPath = true speed = 10.0 } ROTATION { name = Heading Card transform = ASET_ADF_HDG_Card_Loc startRotation = 0, 0, 0 endRotation = 0, -360, 0 variable = fc.Conditioned(MAS_APEx_RMI_2_Needle_Select_Heading()) range = 0, 359 modulo = 360 longPath = true blend = true speed = 0.5 } ROTATION { name = Yellow Needle transform = ASET_ADF_Yellow_Needle_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(MAS_APEx_RMI_2_Needle_Select_Yellow_Green(1)) range = 0, 359 modulo = 360 longPath = true blend = true speed = 0.3 } ROTATION { name = Green Needle transform = ASET_ADF_Green_Needle_Loc startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(MAS_APEx_RMI_2_Needle_Select_Yellow_Green(2)) range = 0, 359 modulo = 360 longPath = true blend = true speed = 0.3 } TRANSLATION { name = Yellow Flag transform = ASET_ADF_HDG_Flag_Obj startTranslation = 0, 0 ,0 endTranslation = 0, 0, 0.0114 variable = fc.Conditioned(nav.GetNavAidType(1) == 2 and fc.GetPersistentAsNumber("MAS_RMI_Mode") == 0) blend = true speed = 2.0 } COLOR_SHIFT { name = Backlight transform = ASET_ADF_HDG_Card_Obj, ASET_ADF_ADF_Flag_Obj, ASET_ADF_HDG_Flag_Obj, ASET_ADF_TGT_Flag_Obj, ADF_Mark_Obj, ASET_ADF_HDG_Mode_Knob_Obj, ASET_ADF_Yellow_Needle_Obj, ASET_ADF_GreenNeedle_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/ASET_SignalLamp_NAV_LIM.cfg PROP { name = MAS_ASET_SignalLamp_NAV_LIM MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent COLOR_SHIFT { name = Lamp Flash Animator transform = LampObj passiveColor = 5, 5, 5, 255 activeColor = 255, 255, 255, 255 variable = fc.Conditioned(1) and nav.GetILSGlideSlopeValid(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5) and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) > 0 and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) < 300 blend = true flashRate = 0.4 } AUDIO_PLAYER { name = LIM Alarm sound = ASET/ASET_Props/Sounds/LIM_Beacon trigger = ON variable = fc.Conditioned(1) and nav.GetILSGlideSlopeValid(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5) and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) > 0 and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) < 300 mustPlayOnce = true } MODEL_SCALE { name = Power Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) blend = true } MODEL_SCALE { name = Power On transform = LampObj startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(1) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/ASET_SignalLamp_NAV_LMM.cfg PROP { name = MAS_ASET_SignalLamp_NAV_LMM MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent COLOR_SHIFT { name = Lamp Flash Animator transform = LampObj passiveColor = 30, 30, 0, 255 activeColor = 255, 255, 20, 255 variable = fc.Conditioned(1) and nav.GetILSGlideSlopeValid(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5) and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) > 300 and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) < 1200 blend = true flashRate = 0.4 } AUDIO_PLAYER { name = LMM Alarm sound = ASET/ASET_Props/Sounds/LMM_Beacon trigger = ON variable = fc.Conditioned(1) and nav.GetILSGlideSlopeValid(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5) and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) > 300 and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) < 1200 mustPlayOnce = true } MODEL_SCALE { name = Power Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) blend = true } MODEL_SCALE { name = Power On transform = LampObj startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(1) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/ASET_SignalLamp_NAV_LOM.cfg PROP { name = MAS_ASET_SignalLamp_NAV_LOM MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent COLOR_SHIFT { name = Lamp Flash Animator transform = LampObj passiveColor = 0, 0, 30, 255 activeColor = 10, 10, 255, 255 variable = fc.Conditioned(1) and nav.GetILSGlideSlopeValid(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5) and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) > 1200 and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) < 2100 blend = true flashRate = 0.4 } AUDIO_PLAYER { name = LOM Alarm sound = ASET/ASET_Props/Sounds/LOM_Beacon trigger = ON variable = fc.Conditioned(1) and nav.GetILSGlideSlopeValid(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR"), 5) and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) > 1200 and nav.GetDMESlantDistance(1 + fc.GetPersistentAsNumber("DME_1_HSI_SOURCE_SELECTOR")) < 2100 mustPlayOnce = true } MODEL_SCALE { name = Power Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) blend = true } MODEL_SCALE { name = Power On transform = LampObj startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(1) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_ARRT_Error.cfg PROP { name = MAS_SignalLamp_ARRT_Error MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampRed variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_ARRT_On") and not fc.GetPersistentAsNumber("MAS_ARRT_Enable")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_Battery.cfg PROP { name = MAS_SignalLamp_Battery MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.GetPersistentAsNumber("MAS_Battery_State") } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.GetPersistentAsNumber("MAS_Battery_State") } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.GetPersistentAsNumber("MAS_Battery_State") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_ChattererRx.cfg PROP { name = MAS_SignalLamp_ChattererRx MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(chatterer.Receiving()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_ChattererTx.cfg PROP { name = MAS_SignalLamp_ChattererTx MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(chatterer.Transmitting()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_CommnetCommunicate.cfg PROP { name = MAS_SignalLamp_CommnetCommunicate MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.CommNetCanCommunicate()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_CommnetScience.cfg PROP { name = MAS_SignalLamp_CommnetScience MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.CommNetCanScience()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_Docked.cfg PROP { name = MAS_SignalLamp_Docked MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.Docked()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_Flying.cfg PROP { name = MAS_SignalLamp_Flying MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampRed variable = fc.Conditioned(fc.VesselFlying()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_IMP_Error.cfg PROP { name = MAS_SignalLamp_IMP_Error MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampRed variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IMP_On") and not fc.GetPersistentAsNumber("MAS_IMP_Enable")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_Landed.cfg PROP { name = MAS_SignalLamp_Landed MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.VesselLanded()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_MainBus.cfg PROP { name = MAS_SignalLamp_MainBus MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color On transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.GetPersistentAsNumber("MAS_MainBus_State") and fc.GetPersistentAsNumber("MAS_Battery_State") } COLOR_SHIFT { name = Lamp Color StandBy transform = LampOFFObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampAmber flashRate = 0.5 variable = fc.GetPersistentAsNumber("MAS_MainBus_State") == 0 and fc.GetPersistentAsNumber("MAS_Battery_State") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_NotDocked.cfg PROP { name = MAS_SignalLamp_NotDocked MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampRed variable = fc.Conditioned(1 - fc.Docked()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SignalLamp/MAS_SignalLamp_Xpointer_Error.cfg PROP { name = MAS_SignalLamp_Xpointer_Error MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampRed variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Xpointer_Power") and not fc.GetPersistentAsNumber("MAS_Xpointer_Enable")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_SpoilersLever/ASET_SpoilersLever.cfg PROP { name = MAS_ASET_SpoilersLever MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_SpoilersLever/ASET_SpoilersLever } MODULE { name = MASComponent COLLIDER_EVENT { name = Spoiler Lever Collider collider = SpoilerLever_collObj onClick = Toggle_Spoilers() sound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 } ANIMATION { name = Spoiler Lever Animation animation = SpoilersLeverAnim variable = far.GetSpoilerSetting() speed = 3 } COLOR_SHIFT { name = Backlight transform = SpoilerLeverTxtObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Talkback_Indicator/MAS_TB2_RCS.cfg PROP { name = MAS_TB2_RCS MODEL { model = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/Talkback_2pos } MODULE { name = MASComponent ANIMATION { name = TB animation animation = TB_2POS speed = 2 variable = fc.Conditioned(1 - fc.GetRCS()) } COLOR_SHIFT { name = Talkback Backlight transform = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = TextTopObj fontSize = 6.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0, -0.020 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = RCS } TEXTURE_SHIFT { name = Talkback values transform = WarningPlate layers = _MainTex _Emissive startUV = -0.5, 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Talkback_Indicator/MAS_TB3_AntennaMoving.cfg PROP { name = MAS_TB3_AntennaMoving MODEL { model = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/Talkback_3pos } MODULE { name = MASComponent ANIMATION { name = TB animation animation = TB_3POS speed = 2 variable = fc.Conditioned(0.5 * (1 + fc.AntennaMoving()), 0.5) } COLOR_SHIFT { name = Talkback Backlight transform = WarningPlate1 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = TextTopObj fontSize = 6.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0, -0.020 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = ANTENNA } TEXTURE_SHIFT { name = Talkback values transform = WarningPlate1 layers = _MainTex _Emissive startUV = 0, 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Talkback_Indicator/MAS_TB3_LandingGear.cfg PROP { name = MAS_TB3_LandingGear MODEL { model = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/Talkback_3pos } MODULE { name = MASComponent ANIMATION { name = TB animation animation = TB_3POS speed = 2 variable = fc.Conditioned(1 - fc.GearPosition(), 0.5) } COLOR_SHIFT { name = Talkback Backlight transform = WarningPlate1 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = TextTopObj fontSize = 6.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0, -0.020 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = GEAR } TEXTURE_SHIFT { name = Talkback values transform = WarningPlate1 layers = _MainTex _Emissive startUV = -0.5, 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Talkback_Indicator/MAS_TB3_SolarMoving.cfg PROP { name = MAS_TB3_SolarMoving MODEL { model = ASET/ASET_Props/Instruments/ASET_Talkback_Indicator/Talkback_3pos } MODULE { name = MASComponent ANIMATION { name = TB animation animation = TB_3POS speed = 2 variable = fc.Conditioned(0.5 * (1 + fc.SolarPanelMoving()), 0.5) } COLOR_SHIFT { name = Talkback Backlight transform = WarningPlate1 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = TextTopObj fontSize = 6.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0, -0.020 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = SOLAR$$$PANEL } TEXTURE_SHIFT { name = Talkback values transform = WarningPlate1 layers = _MainTex _Emissive startUV = 0, 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_TemperatureGauge/MAS_ASET_Aircraft_Engine_TempGauge.cfg PROP { name = MAS_ASET_Aircraft_Engine_TempGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_TemperatureGauge texture = ASET_SKIN_TemperatureGauge_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_EGINE_TemperatureGauge_Diffuse } MODULE { name = MASComponent ROTATION { name = LargeTempHand range = 0,2450 variable = fc.HottestEngineTemperature(true) transform = Temp_arrow startRotation = 0,0,0 endRotation = 0,352.8,0 longPath = true blend = true speed = 2.0 } ROTATION { name = SmallTempHand modulo = 100 range = 0,3000 variable = fc.HottestEngineTemperature(true) transform = Temp100_arrow startRotation = 0,0,0 endRotation = 0,360,0 longPath = true blend = true speed = 2.0 } ROTATION { name = MaxTempMarker range = 0,2450 variable = fc.HottestEngineMaxTemperature(true) transform = MaxTempMarkObj startRotation = 0,0,0 endRotation = 0,352.8,0 longPath = true blend = true } COLOR_SHIFT { name = GaugeBacklight transform = Temp_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = HandLighting transform = Temp_arrow, Temp100_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_TemperatureGauge/MAS_ASET_Aircraft_Int_TempGauge.cfg PROP { name = MAS_ASET_Aircraft_Int_TempGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_TemperatureGauge texture = ASET_SKIN_TemperatureGauge_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_INTERNAL_TemperatureGauge_Diffuse } MODULE { name = MASComponent ROTATION { name = LargeTempHand range = 0,1450 variable = fc.InternalTemperature(true) transform = Temp_arrow startRotation = 0,0,0 endRotation = 0,348,0 longPath = true blend = true speed = 2.0 } ROTATION { name = SmallTempHand modulo = 100 range = 0,2000 variable = fc.InternalTemperature(true) transform = Temp100_arrow startRotation = 0,0,0 endRotation = 0,360,0 longPath = true blend = true speed = 2.0 } ROTATION { name = MaxTempMarker range = 0,1450 variable = fc.InternalMaxTemperature(true) transform = MaxTempMarkObj startRotation = 0,0,0 endRotation = 0,348,0 longPath = true blend = true } COLOR_SHIFT { name = GaugeBacklight transform = Temp_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = HandLighting transform = Temp_arrow, Temp100_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_TemperatureGauge/MAS_ASET_Aircraft_Skin_TempGauge.cfg PROP { name = MAS_ASET_Aircraft_Skin_TempGauge MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_TemperatureGauge texture = ASET_SKIN_TemperatureGauge_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_TemperatureGauge/ASET_SKIN_TemperatureGauge_Diffuse } MODULE { name = MASComponent ROTATION { name = LargeTempHand range = 0,2700 variable = fc.PodTemperature(true) transform = Temp_arrow startRotation = 0,0,0 endRotation = 0,324,0 longPath = true blend = true speed = 2.0 } ROTATION { name = SmallTempHand modulo = 100 range = 0,3000 variable = fc.PodTemperature(true) transform = Temp100_arrow startRotation = 0,0,0 endRotation = 0,360,0 longPath = true blend = true speed = 2.0 } ROTATION { name = MaxTempMarker range = 0,2700 variable = fc.PodMaxTemperature(true) transform = MaxTempMarkObj startRotation = 0,0,0 endRotation = 0,324,0 longPath = true blend = true } COLOR_SHIFT { name = GaugeBacklight transform = Temp_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = HandLighting transform = Temp_arrow, Temp100_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Thrust_kN/ASET_Thrust_kN.cfg PROP { name = MAS_ASET_Thrust_kN MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_Thrust_kN/ASET_Thrust_kN } MODULE { name = MASComponent ROTATION { name = Big Hand transform = GSI_arrow startRotation = 0, 0, 0 endRotation = 0, 360, 0 variable = fc.Conditioned(fc.CurrentThrustkN()) range = 0, 2500 blend = true longPath = true modulo = 1000 } ROTATION { name = Small Hand transform = GSI1000_arrow startRotation = 0, 0, 0 endRotation = 0, 180, 0 variable = fc.Conditioned(fc.CurrentThrustkN()) range = 0, 2500 blend = true longPath = true } COLOR_SHIFT { name = Backlight transform = GSI_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = GSI_arrow, GSI1000_arrow passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Thrust_Throttle/ASET_Thrust_Throttle.cfg PROP { name = MAS_ASET_Thrust_Throttle MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_Thrust_Throttle/ASET_Thrust_Throttle } MODULE { name = MASComponent ROTATION { name = Thrust transform = Thrust_Hand_Obj startRotation = 0,0,0 endRotation = 0,324,0 variable = fc.Conditioned(fc.CurrentThrust(true)) range = 0, 1.25 longPath = true blend = true speed = 1 } ROTATION { name = Throttle transform = Throttle_Hand_Obj startRotation = 0,0,0 endRotation = 0,270,0 variable = fc.Conditioned(fc.GetThrottle()) range = 0, 1 blend = true longPath = true speed = 1 } COLOR_SHIFT { name = Thrust Hand Backlight transform = Thrust_Hand_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Throttle Hand Backlight transform = Throttle_Hand_Obj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge Backlight transform = Throttle_Thrust_Scale passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_TrimIndicator/ASET_TrimIndicator.cfg PROP { name = MAS_ASET_TrimIndicator MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TrimIndicator/ASET_TrimIndicator } MODULE { name = MASComponent ROTATION { name = Roll Arrow transform = RollTrimArrowLoc startRotation = 0, -40, 0 endRotation = 0, 40, 0 variable = fc.Conditioned(fc.GetRollTrim()) range = -1, 1 blend = true speed = 0.2 } ROTATION { name = Yaw Arrow transform = YawTrimArrowLoc startRotation = 0, 50, 0 endRotation = 0, -50, 0 variable = fc.Conditioned(fc.GetYawTrim()) range = -1, 1 blend = true speed = 0.2 } TRANSLATION { name = Pitch Arrow transform = PitchTrimArrowLoc startTranslation = 0, 0, 0.04 endTranslation = 0, 0, -0.04 variable = fc.Conditioned(fc.InverseLerp(fc.GetPitchTrim(), -1, 1)) blend = true speed = 0.2 } COLOR_SHIFT { name = Backlight transform = TrimIndicatorMarks, PitchTrimArrow, RollTrimArrow, YawTrimArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_TrimIndicator/MAS_ASET_TrimIndicator.cfg PROP { name = MAS_ASET_TrimIndicator MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TrimIndicator/ASET_TrimIndicator } MODULE { name = MASComponent ROTATION { name = Roll Arrow transform = RollTrimArrowLoc startRotation = 0, -40, 0 endRotation = 0, 40, 0 variable = fc.Conditioned(fc.GetRollTrim()) range = -1, 1 blend = true speed = 0.2 } ROTATION { name = Yaw Arrow transform = YawTrimArrowLoc startRotation = 0, 50, 0 endRotation = 0, -50, 0 variable = fc.Conditioned(fc.GetYawTrim()) range = -1, 1 blend = true speed = 0.2 } TRANSLATION { name = Pitch Arrow transform = PitchTrimArrowLoc startTranslation = 0, 0, 0.04 endTranslation = 0, 0, -0.04 variable = fc.Conditioned(fc.InverseLerp(fc.GetPitchTrim(), -1, 1)) blend = true speed = 0.2 } COLOR_SHIFT { name = Backlight transform = TrimIndicatorMarks, PitchTrimArrow, RollTrimArrow, YawTrimArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_TurnCoordinator/ASET_TurnCoordinator.cfg PROP { name = MAS_ASET_TurnCoordinator MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_TurnCoordinator/ASET_TurnCoordinator texture = ASET_TurnCoordinator_Diffuse,ASET/ASET_Avionics/ClassicPack/ASET_TurnCoordinator/ASET_TurnCoordinator_Diffuse } MODULE { name = MASComponent ROTATION { name = Coordinator transform = PlaneMark startRotation = 0,-60,0 endRotation = 0,60,0 variable = fc.Conditioned(fc.Roll()) range = -60, 60 blend = true cycleRate = 1 } ROTATION { name = Ball transform = BallLoc startRotation = 0,12,0 endRotation = 0,-12,0 variable = fc.Conditioned(fc.SurfaceLateralSpeed()) range = -50, 50 blend = true cycleRate = 1 } COLOR_SHIFT { name = Backlight transform = EmissiveMarks passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Plane light transform = PlaneMark passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VPG/ASET_VPG_SSc_Ablative.cfg PROP { name = MAS_ASET_VPG_SSc_Ablative MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SingleScale } MODULE { name = MASComponent TRANSLATION { name = Amount Bar transform = VPGAmountLoc startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.08768 variable = fc.Conditioned(fc.ResourcePercent("Ablator")) blend = true } ROTATION { name = No Data Flag transform = VPGNoDataFlagLoc startRotation = 0, 0, 0 endRotation = 0, -38, 0 variable = fc.Conditioned(fc.ResourceExists("Ablator")) range = 1, 0 blend = true longPath = true speed = 3.0 } TEXT_LABEL { name = Percent Label transform = GaugeBottomNameObj fontSize = 3.5 oneshot = true font = Liberation Sans style = bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = % } TEXT_LABEL { name = Side Label transform = GaugeSideNameObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = MiddleLeft transformOffset = 0.0001,-0.03272 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = A$$$B$$$L$$$A$$$T$$$I$$$V$$$E } COLOR_SHIFT { name = Bar transform = VPGScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = VPGAmountArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = pCube1 passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VPG/ASET_VPG_SSc_ATM_DEPTH.cfg PROP { name = MAS_ASET_VPG_SSc_ATM_DEPTH MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SingleScale } MODULE { name = MASComponent TRANSLATION { name = Amount Bar transform = VPGAmountLoc startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.08768 variable = fc.Conditioned(fc.AtmosphereDepth()) blend = true } ROTATION { name = No Data Flag transform = VPGNoDataFlagLoc startRotation = 0, 0, 0 endRotation = 0, -38, 0 variable = fc.Conditioned(fc.AtmosphereDepth()) == 0 range = 0, 1 blend = true longPath = true speed = 3.0 } TEXT_LABEL { name = Percent Label transform = GaugeBottomNameObj fontSize = 3.5 oneshot = true font = Liberation Sans style = bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = % } TEXT_LABEL { name = Side Label transform = GaugeSideNameObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = MiddleLeft transformOffset = 0.0001,-0.03272 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = A$$$T$$$M$$$O$$$S$$$P$$$H$$$E$$$R$$$E } COLOR_SHIFT { name = Bar transform = VPGScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = VPGAmountArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = pCube1 passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VPG/ASET_VPG_SSc_Elec.cfg PROP { name = MAS_ASET_VPG_SSc_Elec MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SingleScale } MODULE { name = MASComponent TRANSLATION { name = Amount Bar transform = VPGAmountLoc startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.08768 variable = fc.Conditioned(fc.ResourcePercent("ElectricCharge")) blend = true } ROTATION { name = No Data Flag transform = VPGNoDataFlagLoc startRotation = 0, 0, 0 endRotation = 0, -38, 0 variable = fc.Conditioned(fc.ResourceExists("ElectricCharge")) range = 1, 0 longPath = true blend = true speed = 3.0 } TEXT_LABEL { name = Percent Label transform = GaugeBottomNameObj fontSize = 3.5 oneshot = true font = Liberation Sans style = bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = % } TEXT_LABEL { name = Side Label transform = GaugeSideNameObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = MiddleLeft transformOffset = 0.0001,-0.03272 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = E$$$L$$$E$$$C$$$T$$$R$$$I$$$C$$$ $$$C$$$H$$$A$$$R$$$G$$$E } COLOR_SHIFT { name = Bar transform = VPGScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = VPGAmountArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = pCube1 passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VPG/ASET_VPG_SSc_Fuel.cfg PROP { name = MAS_ASET_VPG_SSc_Fuel MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SingleScale } MODULE { name = MASComponent TRANSLATION { name = Amount Bar transform = VPGAmountLoc startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.08768 variable = fc.Conditioned(fc.ResourcePercent("LiquidFuel")) blend = true } ROTATION { name = No Data Flag transform = VPGNoDataFlagLoc startRotation = 0, 0, 0 endRotation = 0, -38, 0 variable = fc.Conditioned(fc.ResourceExists("LiquidFuel")) range = 1, 0 blend = true longPath = true speed = 3.0 } TEXT_LABEL { name = Percent Label transform = GaugeBottomNameObj fontSize = 3.5 oneshot = true font = Liberation Sans style = bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = % } TEXT_LABEL { name = Side Label transform = GaugeSideNameObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = MiddleLeft transformOffset = 0.0001,-0.03272 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = "L$$$I$$$Q$$$U$$$I$$$D$$$ $$$F$$$U$$$E$$$L } COLOR_SHIFT { name = Bar transform = VPGScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = VPGAmountArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = pCube1 passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VPG/ASET_VPG_SSc_MONO.cfg PROP { name = MAS_ASET_VPG_SSc_Mono MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SingleScale } MODULE { name = MASComponent TRANSLATION { name = Amount Bar transform = VPGAmountLoc startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.08768 variable = fc.Conditioned(fc.ResourcePercent("Monopropellant")) blend = true } ROTATION { name = No Data Flag transform = VPGNoDataFlagLoc startRotation = 0, 0, 0 endRotation = 0, -38, 0 variable = fc.Conditioned(fc.ResourceExists("Monopropellant")) range = 1, 0 longPath = true blend = true speed = 3.0 } TEXT_LABEL { name = Percent Label transform = GaugeBottomNameObj fontSize = 3.5 oneshot = true font = Liberation Sans style = bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = % } TEXT_LABEL { name = Side Label transform = GaugeSideNameObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = MiddleLeft transformOffset = 0.0001,-0.03272 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = M$$$O$$$N$$$O$$$P$$$R$$$O$$$P$$$E$$$L$$$L$$$A$$$N$$$T } COLOR_SHIFT { name = Bar transform = VPGScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = VPGAmountArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = pCube1 passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VPG/ASET_VPG_SSc_OXID.cfg PROP { name = MAS_ASET_VPG_SSc_Oxid MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SingleScale } MODULE { name = MASComponent TRANSLATION { name = Amount Bar transform = VPGAmountLoc startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.08768 variable = fc.Conditioned(fc.ResourcePercent("Oxidizer")) blend = true } ROTATION { name = No Data Flag transform = VPGNoDataFlagLoc startRotation = 0, 0, 0 endRotation = 0, -38, 0 variable = fc.Conditioned(fc.ResourcePercent("Oxidizer")) range = 1, 0 longPath = true blend = true speed = 3.0 } TEXT_LABEL { name = Percent Label transform = GaugeBottomNameObj fontSize = 3.5 oneshot = true font = Liberation Sans style = bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = % } TEXT_LABEL { name = Side Label transform = GaugeSideNameObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = MiddleLeft transformOffset = 0.0001,-0.03272 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = O$$$X$$$I$$$D$$$I$$$Z$$$E$$$R } COLOR_SHIFT { name = Bar transform = VPGScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = VPGAmountArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = pCube1 passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VPG/ASET_VPG_SSc_SRB.cfg PROP { name = MAS_ASET_VPG_SSc_SRB MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SingleScale } MODULE { name = MASComponent TRANSLATION { name = Amount Bar transform = VPGAmountLoc startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.08768 variable = fc.Conditioned(fc.ResourcePercent("SolidFuel")) blend = true } ROTATION { name = No Data Flag transform = VPGNoDataFlagLoc startRotation = 0, 0, 0 endRotation = 0, -38, 0 variable = fc.Conditioned(fc.ResourcePercent("SolidFuel")) range = 1, 0 longPath = true blend = true speed = 3.0 } TEXT_LABEL { name = Percent Label transform = GaugeBottomNameObj fontSize = 3.5 oneshot = true font = Liberation Sans style = bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = % } TEXT_LABEL { name = Side Label transform = GaugeSideNameObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = MiddleLeft transformOffset = 0.0001,-0.03272 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = S$$$O$$$L$$$I$$$D$$$ $$$F$$$U$$$E$$$L } COLOR_SHIFT { name = Bar transform = VPGScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = VPGAmountArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = pCube1 passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VPG/ASET_VPG_SSc_Xenon.cfg PROP { name = MAS_ASET_VPG_SSc_Xenon MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VPG/ASET_VPG_SingleScale } MODULE { name = MASComponent TRANSLATION { name = Amount Bar transform = VPGAmountLoc startTranslation = 0, 0 ,0 endTranslation = 0, 0, -0.08768 variable = fc.Conditioned(fc.ResourcePercent("XenonGas")) blend = true } ROTATION { name = No Data Flag transform = VPGNoDataFlagLoc startRotation = 0, 0, 0 endRotation = 0, -38, 0 variable = fc.Conditioned(fc.ResourceExists("XenonGas")) range = 1, 0 blend = true longPath = true speed = 3.0 } TEXT_LABEL { name = Percent Label transform = GaugeBottomNameObj fontSize = 3.5 oneshot = true font = Liberation Sans style = bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = % } TEXT_LABEL { name = Side Label transform = GaugeSideNameObj fontSize = 3.5 oneshot = true font = Liberation Sans alignment = Left anchor = MiddleLeft transformOffset = 0.0001,-0.03272 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_VPG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = X$$$E$$$N$$$O$$$N } COLOR_SHIFT { name = Bar transform = VPGScaleObj passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = VPGAmountArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow transform = pCube1 passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_VSI/ASET_VSI.cfg PROP { name = MAS_ASET_VSI MODEL { model = ASET/ASET_Avionics/ClassicPack/ASET_VSI/ASET_VSI } MODULE { name = MASComponent ROTATION { name = VSI needle transform = VSI_arrow startRotation = 0,-172,0 endRotation = 0,172,0 range = -100, 100 blend = true cycleRate = 2 longPath = true speed = 1 variable = fc.Select(fc.StaticPressureAtm() > 0, fc.VerticalSpeed(), 0) } COLOR_SHIFT { name = Panel Backlight transform = VSI_Scale variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Backlight transform = VSI_arrow variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_AIRCRAFTGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Yaw_Damper/ASET_Yaw_Damper.cfg PROP { name = MAS_ASET_Yaw_Damper MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_Yaw_Dumper/ASET_Yaw_Dumper } MODULE { name = MASComponent ROTATION { name = Yaw Rate Mark Rotation transform = YawMarkRotLoc startRotation = 0, 0, -20 endRotation = 0, 0, 20 variable = fc.Conditioned(fc.YawRate()) range = -25, 25 blend = true longPath = true speed = 0.5 } COLOR_SHIFT { name = Backlight transform = YawZeroMarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = YawMarkObj, YawMarkBKGobj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ASET_Yoke_V01/ASET_Yoke_V01.cfg PROP { name = MAS_ASET_Yoke_V01 MODEL { model = ASET/ASET_Avionics/ModernPack/ASET_Yoke_V01/ASET_Yoke_V01 } MODULE { name = MASComponent COLLIDER_EVENT { name = SAS Button collider = SASbuttonBodyObj onClick = fc.toggleSAS() sound = ASET/ASET_Props/Sounds/buttonbeep variable = fc.Conditioned(1) } ROTATION { name = Roll Animator transform = RollGrp startRotation = 0, 0, -30 endRotation = 0, 0, 30 variable = fc.StickRoll() range = -1, 1 blend = true speed = 10.0 } ROTATION { name = Pitch Animator transform = PitchLoc startRotation = -6, 0, 0 endRotation = 9, 0, 0 variable = fc.StickPitch() range = -1, 1 blend = true speed = 10.0 } COLOR_SHIFT { name = Backlight transform = SAStxtObj, RollMarks, YokeRollMark passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = TrimTXTobj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = SAS Backlight transform = SAS_On_txtObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetSAS()) blend = true } TEXT_LABEL { name = Checklist Header transform = CheckListHeaderTxtxObj fontSize = 0.0035 oneshot = true font = Liberation Sans emissive = never passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " BEFORE TAKEOFF } TEXT_LABEL { name = Checklist transform = CheckListTxtxObj fontSize = 0.0018 oneshot = true font = Liberation Sans emissive = never passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FLAPS . . . . . . . . . . . . SET, GREENLIGHT$$$ FLIGHT CONTROLS . . . . . .CHECKED$$$$$$ . . . . . . CLEAR FOR TAKEOFF . . . . . . $$$$$$ LIGHTS . . . . . . . . . . . . . . . . ON$$$ THROTTLE . . . . . . . . . . . . .FULL$$$ PARKING BRAKE . . . . . . . . . OFF$$$$$$ . . . . . . . . AFTER TAKEOFF . . . . . . . . .$$$ FLAPS . . . . . . . . . . . . UP, NO LIGHTS$$$ LANDING GEAR . . . . . . . . . . UP $$$ LIGHTS . . . . . . . . . . . . . OFF$$$$$$ . . . . . . . . . . D E S C E N T . . . . . . . . . .$$$$$$ LIGHTS . . . . . . . . . . . . . ON$$$ RECALL . . . . . . . . CHECKED$$$ FLAPS . . . . . . . . . . . .FULL$$$$$$ . . . . . . . . . . L A N D I N G . . . . . . . . . . $$$$$$ RECALL. . . . . . . CHECKED$$$ SPOILERS . . . . DEPLOYED$$$ LDG GEAR ........ DOWN, 3GR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchButtonClearNodes.cfg PROP { name = MAS_APswitchButtonClearNodes MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ClearManeuverNode() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.ManeuverNodeExists()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.ManeuverNodeExists() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchButtonClearTarget.cfg PROP { name = MAS_APswitchButtonClearTarget MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ClearTarget() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.TargetType() > 0) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.TargetType() == 0 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchHVELminus.cfg PROP { name = MAS_APswitchHVELminus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(21) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(21)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(21) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchHVELplus.cfg PROP { name = MAS_APswitchHVELplus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(20) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(20)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(20) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchKILLROT.cfg PROP { name = MAS_APswitchKILLROT MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(1)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchNEXTNODE.cfg PROP { name = MAS_APswitchNEXTNODE MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.ToggleManeuverNodeExecutor() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.ManeuverNodeExecutorActive()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.ManeuverNodeExecutorActive() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchNMLminus.cfg PROP { name = MAS_APswitchNMLminus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(7) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(7)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(7) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchNMLplus.cfg PROP { name = MAS_APswitchNMLplus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(6) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(6)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(6) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchNODE.cfg PROP { name = MAS_APswitchNODE MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(2) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(2)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(2) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchOFF.cfg PROP { name = MAS_APswitchOFF MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(0) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(0)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(0) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchPARminus.cfg PROP { name = MAS_APswitchPARminus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(15) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(15)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(15) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchPARplus.cfg PROP { name = MAS_APswitchPARplus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(14) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(14)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(14) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchPROGRADE.cfg PROP { name = MAS_APswitchPROGRADE MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(4) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(4)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(4) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRADminus.cfg PROP { name = MAS_APswitchRADminus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(9) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(9)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(9) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRADplus.cfg PROP { name = MAS_APswitchRADplus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(8) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(8)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(8) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRETROGRADE.cfg PROP { name = MAS_APswitchRETROGRADE MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(5) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(5)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(5) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRoll0.cfg PROP { name = MAS_APswitchRoll0 MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSForceRoll(mechjeb.SetSASSRollAngle(0) == 1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSForceRollEnabled() == 1 and fc.Abs(mechjeb.GetSASSRollAngle()) < 0.5) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.Abs(mechjeb.GetSASSRollAngle()) < 0.5 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRoll180.cfg PROP { name = MAS_APswitchRoll180 MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSForceRoll(mechjeb.SetSASSRollAngle(180) == 1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSForceRollEnabled() == 1 and fc.Abs(fc.Abs(mechjeb.GetSASSRollAngle()) - 180) < 0.5) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.Abs(fc.Abs(mechjeb.GetSASSRollAngle()) - 180) < 0.5 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRoll270.cfg PROP { name = MAS_APswitchRoll270 MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSForceRoll(mechjeb.SetSASSRollAngle(-90) == 1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSForceRollEnabled() == 1 and fc.Abs(mechjeb.GetSASSRollAngle() + 90) < 0.5) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.Abs(mechjeb.GetSASSRollAngle() + 90) < 0.5 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRoll90.cfg PROP { name = MAS_APswitchRoll90 MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSForceRoll(mechjeb.SetSASSRollAngle(90) == 1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSForceRollEnabled() == 1 and fc.Abs(mechjeb.GetSASSRollAngle() - 90) < 0.5) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.Abs(mechjeb.GetSASSRollAngle() - 90) < 0.5 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRollOFF.cfg PROP { name = MAS_APswitchRollOFF MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSForceRoll(false) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSForceRollEnabled() == 0) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSForceRollEnabled() == 0 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRVELminus.cfg PROP { name = MAS_APswitchRVELminus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(11) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(11)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(11) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchRVELplus.cfg PROP { name = MAS_APswitchRVELplus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(10) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(10)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(10) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchSURFPROGRADE.cfg PROP { name = MAS_APswitchSURFPROGRADE MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(18) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(18)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(18) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchSURFRETROGRADE.cfg PROP { name = MAS_APswitchSURFRETROGRADE MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(19) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(19)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(19) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchTGTminus.cfg PROP { name = MAS_APswitchTGTminus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(13) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(13)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(13) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchTGTplus.cfg PROP { name = MAS_APswitchTGTplus MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(12) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(12)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(12) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_APswitchUP.cfg PROP { name = MAS_APswitchUP MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = mechjeb.SetSASSMode(22) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(mechjeb.GetSASSModeActive(22)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = mechjeb.GetSASSModeActive(22) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/AutoPilotSwitch/MAS_swPush_PRECISION_MODE.cfg PROP { name = MAS_swPush_PRECISION_MODE MODEL { model = ASET/ASET_Props/Control/AutoPilotSwitch2/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePrecisionMode() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_MJ_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPrecisionMode()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPrecisionMode() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_AppleCider.cfg PROP { name = MAS_Beverage_AppleCider MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.125 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.00, 0.000 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_AppleJuice.cfg PROP { name = MAS_Beverage_AppleJuice MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.000 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.50, 0.000 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_CherryDrink.cfg PROP { name = MAS_Beverage_CherryDrink MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.00, 0.125 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.00, 0.125 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_Chocolate.cfg PROP { name = MAS_Beverage_Chocolate MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.875 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.50, 0.875 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_Cocoa.cfg PROP { name = MAS_Beverage_Cocoa MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.00, 0.250 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.00, 0.250 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_CranRaspJuice.cfg PROP { name = MAS_Beverage_CranRaspJuice MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.625 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.50, 0.625 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_GrapeDrink.cfg PROP { name = MAS_Beverage_GrapeDrink MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.00, 0.375 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.00, 0.375 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_GrapefruitJuice.cfg PROP { name = MAS_Beverage_GrapefruitJuice MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.125 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.50, 0.125 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_Lemonade.cfg PROP { name = MAS_Beverage_Lemonade MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.250 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.50, 0.250 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_OrangeDrink.cfg PROP { name = MAS_Beverage_OrangeDrink MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.00, 0.500 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.00, 0.500 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_OrangeJuice.cfg PROP { name = MAS_Beverage_OrangeJuice MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.375 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.50, 0.375 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_OrangeMangoDrink.cfg PROP { name = MAS_Beverage_OrangeMangoDrink MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.00, 0.625 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.00, 0.625 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_OrangePineappleDrink.cfg PROP { name = MAS_Beverage_OrangePineappleDrink MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.00, 0.750 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.00, 0.750 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_PineGrapeJuice.cfg PROP { name = MAS_Beverage_PineGrapeJuice MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.500 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.50, 0.500 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_TomatoJuice.cfg PROP { name = MAS_Beverage_TomatoJuice MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.50, 0.750 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.50, 0.750 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BeveragePackage/MAS_Beverage_TropicalPunch.cfg PROP { name = MAS_Beverage_TropicalPunch MODEL { model = ASET/ASET_Props/SpaceFoodPack/beveragePackage/Food_BeveragePackage } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = FoodPackLable01Obj startUV = 0.00, 0.875 } TEXTURE_SHIFT { name = Label transform = FoodPackLable02Obj startUV = 0.00, 0.875 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag.cfg PROP { name = MAS_BigBag MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.0, 0.0 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.0, 0.0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBagExtraWater.cfg PROP { name = MAS_BigBagExtraWater MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.50, 0.50 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.50, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Beverages.cfg PROP { name = MAS_BigBag_Beverages MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.5, 0.375 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.5, 0.375 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_EVAsupply01.cfg PROP { name = MAS_BigBag_EVAsupply01 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.75, 0.0 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.75, 0.0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_EVAsupply02.cfg PROP { name = MAS_BigBag_EVAsupply02 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.75, 0.125 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.75, 0.125 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_EVAsupply03.cfg PROP { name = MAS_BigBag_EVAsupply03 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.75, 0.25 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.75, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_EVAsupply04.cfg PROP { name = MAS_BigBag_EVAsupply04 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.75, 0.375 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.75, 0.375 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_EVAsupply05.cfg PROP { name = MAS_BigBag_EVAsupply05 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.75, 0.5 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_ExperimentSamples.cfg PROP { name = MAS_BigBag_ExperimentSamples MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.75, 0.75 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.75, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Food01.cfg PROP { name = MAS_BigBag_Food01 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0, 0 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0, 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Food02.cfg PROP { name = MAS_BigBag_Food02 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0, 0.125 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0, 0.125 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Food03.cfg PROP { name = MAS_BigBag_Food03 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0, 0.250 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0, 0.250 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Food04.cfg PROP { name = MAS_BigBag_Food04 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0, 0.375 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0, 0.375 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Food13.cfg PROP { name = MAS_BigBag_Food13 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0, 0.625 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0, 0.625 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_MedKit.cfg PROP { name = MAS_BigBag_MedKit MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.75, 0.875 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.75, 0.875 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Science01.cfg PROP { name = MAS_BigBag_Science01 MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.75, 0.625 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.75, 0.625 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Snacks.cfg PROP { name = MAS_BigBag_Snacks MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.50, 0.125 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.50, 0.125 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_SpareParts.cfg PROP { name = MAS_BigBag_SpareParts MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.50, 0.750 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.50, 0.750 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Supplies.cfg PROP { name = MAS_BigBag_Supplies MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.50, 0.875 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.50, 0.875 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Utensils.cfg PROP { name = MAS_BigBag_Utensils MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.50, 0.250 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.50, 0.250 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/BigBag/MAS_BigBag_Vitamins.cfg PROP { name = MAS_BigBag_Vitamins MODEL { model = ASET/ASET_Props/Misc/BigBag/BigBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label 1 transform = BigBagPlateObj startUV = 0.50, 0 } TEXTURE_SHIFT { name = Label 1 transform = BigBagPlate2Obj startUV = 0.50, 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerB0.cfg PROP { name = MAS_CircuitBreakerB0 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.667 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.000, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerB10.cfg PROP { name = MAS_CircuitBreakerB10 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.667 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.000 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerB3.cfg PROP { name = MAS_CircuitBreakerB3 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.667 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerB5.cfg PROP { name = MAS_CircuitBreakerB5 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.667 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.333 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerB7.cfg PROP { name = MAS_CircuitBreakerB7 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.667 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.667, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerR0.cfg PROP { name = MAS_CircuitBreakerR0 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.000, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerR10.cfg PROP { name = MAS_CircuitBreakerR10 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.000 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerR3.cfg PROP { name = MAS_CircuitBreakerR3 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerR5.cfg PROP { name = MAS_CircuitBreakerR5 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.333 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerR7.cfg PROP { name = MAS_CircuitBreakerR7 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.667, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerY0.cfg PROP { name = MAS_CircuitBreakerY0 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.333 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.000, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerY10.cfg PROP { name = MAS_CircuitBreakerY10 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.333 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.000 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerY3.cfg PROP { name = MAS_CircuitBreakerY3 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.333 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerY5.cfg PROP { name = MAS_CircuitBreakerY5 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.333 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.333, 0.333 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CircuitBreaker/MAS_CircuitBreakerY7.cfg PROP { name = MAS_CircuitBreakerY7 MODEL { model = ASET/ASET_Props/Control/CircuitBreaker/CircuitBreaker } MODULE { name = MASComponent TEXTURE_SHIFT { name = Handle transform = CB_HandleObj layers = _MainTex startUV = 0, 0.333 } TEXTURE_SHIFT { name = Label transform = CB_LableObj layers = _MainTex startUV = 0.667, 0.667 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ClimateScreen/ALCORClimateScreen.cfg PROP { name = MAS_ALCOR_ClimateScreen MODEL { model = ASET/ASET_Props/Misc/ClimatScreen/ClimatScreen } MODULE { name = MASComponent TRANSLATION { name = PowerOFFLoc transform = PowerOFFLoc endTranslation = 0,0,0 startTranslation = 0,-0.002,0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = ClimatDisplayButtonsObj transform = ClimatDisplayButtonsObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } COLOR_SHIFT { name = Body transform = Body passiveColor = 0,0,0,255 colorName = _EmissiveColor } COLOR_SHIFT { name = Seat 0 occupancy transform = Seat01Indicator passiveColor = 240,0,0,255 activeColor = 0,220,0,255 variable = fc.SeatOccupied(0) } COLOR_SHIFT { name = Seat 1 occupancy transform = Seat02Indicator passiveColor = 240,0,0,255 activeColor = 0,220,0,255 variable = fc.SeatOccupied(1) } COLOR_SHIFT { name = Seat 2 occupancy transform = Seat03Indicator passiveColor = 240,0,0,255 activeColor = 0,220,0,255 variable = fc.SeatOccupied(2) } COLOR_SHIFT { name = PODSKINTEMPERATURE transform = CabinOutlineObj passiveColor = 0,250,0,255 activeColor = 240,0,0,255 blend = true variable = fc.InverseLerp(fc.PodTemperature(false), 300, 400) } TRANSLATION { name = Strelka01 transform = Strelka01 endTranslation = 0,0,-0.020 startTranslation = 0,0,-0.0205 variable = fc.Random() } TRANSLATION { name = Strelka02 transform = Strelka02 endTranslation = 0,0,0.001 startTranslation = 0,0,-0.001 variable = fc.Random() } TRANSLATION { name = Strelka03 transform = Strelka03 endTranslation = 0,0,0.010 startTranslation = 0,0,0.0102 variable = fc.Random() } TRANSLATION { name = Strelka04 transform = Strelka04 endTranslation = 0,0,0.0005 startTranslation = 0,0,-0.0005 variable = fc.Random() } TRANSLATION { name = Strelka05 transform = Strelka05 endTranslation = 0,0,-0.005 startTranslation = 0,0,-0.00505 variable = fc.Random() } TRANSLATION { name = Strelka06 transform = Strelka06 endTranslation = 0,0,0.001 startTranslation = 0,0,-0.001 variable = fc.Random() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_AscentChklist.cfg PROP { name = MAS_CrewManual_AscentChklist MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.25, 0 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Ascent Checklist } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Ascent Checklist } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_DataProcessing.cfg PROP { name = MAS_CrewManual_DataProcessing MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0, 0 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Data Processing$$$System Dictionary } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Data Processing System Dictionary } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_DeorbitPreparationBook.cfg PROP { name = MAS_CrewManual_DeorbitPreparationBook MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.5, 0.5 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Deorbit Preparation } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Deorbit Preparation } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_EVAChklist.cfg PROP { name = MAS_CrewManual_EVAChklist MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.5, 0 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.5, 0 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.5, 0 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.5, 0 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = EVA Checklist } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = EVA Checklist } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_FlightPlan.cfg PROP { name = MAS_CrewManual_FlightPlan MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0, 0 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = FLIGHT PLAN } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = FLIGHT PLAN } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=>$&$fc.GetPersistent("storedStrings3")$$$<=0=>fc.GetPersistent("storedStrings4")$$$[b]<=0=>[/b]$&$fc.GetPersistent("storedStrings2")$$$[b]<=0=>[/b]$&$fc.GetPersistent("storedStrings0") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_MaintenanceBook.cfg PROP { name = MAS_CrewManual_MaintenanceBook MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.25, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.25, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.25, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.25, 0.5 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = In-Flight Maintenance } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = In-Flight Maintenance } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_MalfunctionChklist.cfg PROP { name = MAS_CrewManual_MalfunctionChklist MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.25, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.25, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.25, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.25, 0.5 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Malfunction$$$Checklist } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Malfunction Checklist } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_MalfunctionProceduresBook.cfg PROP { name = MAS_CrewManual_MalfunctionProceduresBook MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0, 0.5 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Malfunction$$$Procedures } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Malfunction Procedures } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_OrbChklist.cfg PROP { name = MAS_CrewManual_OrbChklist MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.5, 0 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Orbit Operations$$$Checklist } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Orbit Operations Checklist } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_Photo-TVChklist.cfg PROP { name = MAS_CrewManual_Photo-TVChklist MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0, 0 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0, 0 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Photo/TV Checklist } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Photo/TV Checklist } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_PostInsertionBook.cfg PROP { name = MAS_CrewManual_PostInsertionBook MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.5, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.5, 0.5 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Post Insertion } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Post Insertion } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_ReferenceDataBook.cfg PROP { name = MAS_CrewManual_ReferenceDataBook MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.75, 0.5 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Reference Data } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Reference Data } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_RendezvousChecklist.cfg PROP { name = MAS_CrewManual_RendezvousChecklist MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.75, 0 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.75, 0 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.75, 0 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.75, 0 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Rendezvous$$$Checklist } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Rendezvous Checklist } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_SystemsDataBook.cfg PROP { name = MAS_CrewManual_SystemsDataBook MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.75, 0.5 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.75, 0.5 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Systems Data } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Systems Data } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ADVANCED LANDING CAPSULE$$$FOR ORBITAL RENDEZVOUS$$$ALCOR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/CrewManual01/MAS_CrewManual_TakeOffChecklist.cfg PROP { name = MAS_CrewManual_TakeOffChecklist MODEL { model = ASET/ASET_Props/Misc/CrewManual01/CrewManual01 } MODULE { name = MASComponent TEXTURE_SHIFT { name = Manual Ring 01 transform = ManualRing01 startUV = 0.5, 0 } TEXTURE_SHIFT { name = Manual Ring 02 transform = ManualRing02 startUV = 0.5, 0 } TEXTURE_SHIFT { name = Manual Ring 03 transform = ManualRing03 startUV = 0.5, 0 } TEXTURE_SHIFT { name = Manual Side Label transform = ManualSideLabel startUV = 0.5, 0 } IMAGE { name = Mission Flag texture = %FLAG% transform = MissonLogoObj } TEXT_LABEL { name = Manual name transform = ManualNameObj fontSize = 9 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Take-Off Checklist } TEXT_LABEL { name = Spine title transform = SideManualNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Take-Off Checklist } TEXT_LABEL { name = Serial Number transform = SerialNumberObj fontSize = 3 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ALC00236-A2, REV A } TEXT_LABEL { name = Misc Text 1 transform = MiscTextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Mission Operations Directorate$$$Operations Division } TEXT_LABEL { name = Misc Text 2 transform = Misc2TextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = Kerbal Space Center } TEXT_LABEL { name = Vessel Name transform = VesselNameObj fontSize = 7 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never oneshot = true passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=> $&$ fc.VesselName() } TEXT_LABEL { name = ALCORtextObj transform = ALCORtextObj fontSize = 4 lineSpacing = 1.0 font = Liberation Sans alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = <=0=>$&$fc.GetPersistent("storedStrings3")$$$<=0=>fc.GetPersistent("storedStrings4")$$$[b]<=0=>[/b]$&$fc.GetPersistent("storedStrings2")$$$[b]<=0=>[/b]$&$fc.GetPersistent("storedStrings0") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_AMB_Temp.cfg PROP { name = MAS_DigitalIndicator_AMB_Temp MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0=> $#$ fc.AmbientTemperature(false) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = AMBIENT TEMPERATURE........C° variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_AtmDen.cfg PROP { name = MAS_DigitalIndicator_AtmDen MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.000=> $#$ fc.AtmosphericDensity() variable = fc.AtmosphericDensity() > 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = ATMOSPHERE DENSITY variable = fc.AtmosphericDensity() > 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_ATMPRESS.cfg PROP { name = MAS_DigitalIndicator_ATMPRESS MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.000=> $#$ fc.StaticPressureAtm() variable = fc.StaticPressureAtm() > 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = ATMOSPHERE PRESSURE variable = fc.StaticPressureAtm() > 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Chatterer_Recv.cfg PROP { name = MAS_DigitalIndicator_Chatterer_Recv MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Bar transform = DigitIndicatorNameObj fontSize = 3 lineSpacing = 1.3 transformOffset = 0.0, -0.016 font = Liberation Sans alignment = Left anchor = MiddleLeft emissive = always passiveColor = COLOR_ASET_DI_CHATTERER_LEVEL_COLOR text = <=0:BAR,║ ,26,0,1=>$#$ chatterer.Receiving() * fc.CommNetSignalStrength() $$$<=0:BAR,║ ,26,0,1=>$#$ chatterer.Receiving() * fc.CommNetSignalStrength() } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = LEVEL: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Chatterer_Xmit.cfg PROP { name = MAS_DigitalIndicator_Chatterer_Xmit MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Bar transform = DigitIndicatorNameObj fontSize = 3 lineSpacing = 1.3 transformOffset = 0.0, -0.016 font = Liberation Sans alignment = Left anchor = MiddleLeft emissive = always passiveColor = COLOR_ASET_DI_CHATTERER_LEVEL_COLOR text = <=0:BAR,║ ,26,0,1=>$#$ chatterer.Transmitting() * fc.CommNetSignalStrength() $$$<=0:BAR,║ ,26,0,1=>$#$ chatterer.Transmitting() * fc.CommNetSignalStrength() } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = LEVEL: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Clock_Apsis.cfg PROP { name = MAS_DigitalIndicator_Clock_Apsis MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = Power Off animation animation = DigitalIndicatorPowerOffAnim animationSpeed = 1.0 variable = 1 - fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) } TEXT_LABEL { name = Ghost Value transform = DigitIndicatorNameObj transformOffset = 0.080,-0.002 fontSize = 15 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = always passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR text = 888[@x8]88[@x16]88 } TEXT_LABEL { name = Value transform = DigitIndicatorNameObj transformOffset = 0.080,-0.002 fontSize = 15 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = fc.OrbitPeriod() > 0 text = <=0:METHHH[@x8]mm[@x16]ss=> $#$ MAS_Clock_Apsis() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Clock_OrbitPeriod.cfg PROP { name = MAS_DigitalIndicator_Clock_OrbitPeriod MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = Power Off animation animation = DigitalIndicatorPowerOffAnim animationSpeed = 1.0 variable = 1 - fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) } TEXT_LABEL { name = Ghost Value transform = DigitIndicatorNameObj transformOffset = 0.080,-0.002 fontSize = 15 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = always passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR text = 888[@x8]88[@x16]88 } TEXT_LABEL { name = Value transform = DigitIndicatorNameObj transformOffset = 0.080,-0.002 fontSize = 15 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = fc.OrbitPeriod() > 0 text = <=0:METHHH[@x8]mm[@x16]ss=> $#$ fc.OrbitPeriod() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Clock_Stopwatch.cfg PROP { name = MAS_DigitalIndicator_Clock_Stopwatch MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = Power Off animation animation = DigitalIndicatorPowerOffAnim animationSpeed = 1.0 variable = 1 - fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) } TEXT_LABEL { name = Ghost Value transform = DigitIndicatorNameObj transformOffset = 0.080,-0.002 fontSize = 15 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = always passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR text = 888[@x8]88[@x16]88 } TEXT_LABEL { name = Value transform = DigitIndicatorNameObj transformOffset = 0.080,-0.002 fontSize = 15 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = MAS_Clock_Stopwatch() > 0 text = <=0:METHHH[@x8]mm[@x16]ss=> $#$ MAS_Clock_Stopwatch() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Clock_Time.cfg PROP { name = MAS_DigitalIndicator_Clock_Time MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = Power Off animation animation = DigitalIndicatorPowerOffAnim animationSpeed = 1.0 variable = 1 - fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) } TEXT_LABEL { name = Ghost Value transform = DigitIndicatorNameObj transformOffset = 0.080,-0.002 fontSize = 15 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = always passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR text = 888[@x8]88[@x16]88 } TEXT_LABEL { name = Value transform = DigitIndicatorNameObj transformOffset = 0.080,-0.002 fontSize = 15 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = MAS_Clock_Time() > 0 text = <=0:METHHH[@x8]mm[@x16]ss=> $#$ MAS_Clock_Time() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_CURRENT_WARP.cfg PROP { name = MAS_DigitalIndicator_CURRENT_WARP MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 20 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = 0,255,0,255 passiveColor = 0,0,0,0 text = x<=0:SIP###0=> $#$ fc.WarpRate() variable = fc.WarpRate() > 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_DELTAV.cfg PROP { name = MAS_DigitalIndicator_DELTAV MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP##0.00=> $#$ fc.DeltaVStage() variable = fc.DeltaVStage() >= 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DeltaV (STAGE)...........m/s variable = fc.DeltaVStage() >= 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_DELTAVTOTAL.cfg PROP { name = MAS_DigitalIndicator_DELTAVTOTAL MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP##0.00=> $#$ fc.DeltaV() variable = fc.DeltaV() >= 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DeltaV (TOTAL)............m/s variable = fc.DeltaV() >= 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_DockingMulti01.cfg PROP { name = MAS_DigitalIndicator_DockingMulti01 MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 14 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP###0.00=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, fc.ApproachSpeed(), fc.TargetSpeed(), fc.TargetDistance()) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = <=0=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, "APPROACH SPEED ........m/s", "RELATIVE SPEED .........m/s", "DISTANCE TO TARGET .....m") variable = 1 } COLLIDER_EVENT { name = Screen Collider collider = DigitalIndicator sound = ASET/ASET_Props/Sounds/beep-21 volume = 0.5 onClick = fc.AddPersistentWrapped("%AUTOID%", 1, 0, 3) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_DragAccel.cfg PROP { name = MAS_DigitalIndicator_DragAccel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP###0.0 $#$ fc.DragAccel() variable = fc.DragAccel() >= 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DRAG ACCELERATION........m/s² variable = fc.DragAccel() >= 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_DragForce.cfg PROP { name = MAS_DigitalIndicator_DragForce MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.0;"";"-------"=> $#$ fc.Drag() variable = fc.Drag() >= 0.01 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DRAG FORCE.................kN variable = fc.Drag() >= 0.01 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Drag_Accel_TXT.cfg PROP { name = MAS_DigitalIndicator_Drag_Accel_TXT MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.0;"";"-------"=> $#$ fc.DragAccel() variable = fc.DragAccel() >= 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DRAG ACCELERATION........m/s² variable = fc.DragAccel() >= 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Drill_Active_APEx.cfg PROP { name = MAS_DigitalIndicator_Drill_Active_APEx MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = 0, 0, 0, 0 text = <=0:0=> $#$ fc.DrillActiveCount() variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = ACTIVE DRILL COUNT.... variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Drill_Deployed_APEx.cfg PROP { name = MAS_DigitalIndicator_Drill_Deployed_APEx MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = 0, 0, 0, 0 text = <=0:0=> $#$ fc.DrillDeployedCount() variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DEPLOYED DRILL COUNT.... variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Drill_Efficiency_APEx.cfg PROP { name = MAS_DigitalIndicator_Drill_Efficiency_APEx MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = 0, 0, 0, 0 text = <=0:0=> $#$ fc.DrillThermalEfficiency() variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DRILL THERMAL EFFICIENCY.... variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Drill_Temp_APEx.cfg PROP { name = MAS_DigitalIndicator_Drill_Temp_APEx MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = 0, 0, 0, 0 text = <=0:0=> $#$ fc.DrillTemperature(false) variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DRILL AVG. TEMPERATURE...C° variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_DYNAMICPRESSURE.cfg PROP { name = MAS_DigitalIndicator_DYNAMICPRESSURE MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP###0.00;"";"-------"=> $#$ fc.DynamicPressure() variable = fc.DynamicPressure() >= 0.01 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = DYNAMIC PRESSURE..........kPa variable = fc.DynamicPressure() >= 0.01 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_EASPEED.cfg PROP { name = MAS_DigitalIndicator_EASPEED MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.0;"";"-------"=> $#$ fc.EquivalentAirspeed() variable = fc.EquivalentAirspeed() >= 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = SPEED (EAS)...............m/s variable = fc.EquivalentAirspeed() >= 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_EFFECTIVEACCEL.cfg PROP { name = MAS_DigitalIndicator_EFFECTIVEACCEL MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP###0.00=> $#$ fc.Acceleration() variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.8 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = EFFECTIVE ACCELERATION....m/s² variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Elec_Output.cfg PROP { name = MAS_DigitalIndicator_Elec_Output MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 18 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR text = <=0:0.0;"---";"0.0"=> $#$ SelectElectricOutput(fc.GetPersistentAsNumber("ASET_ELEC_POWER_SOURCE_SELECT")) variable = 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = ELEC$$$OUTPUT: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_EngineTemp.cfg PROP { name = MAS_DigitalIndicator_EngineTemp MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0=> $#$ fc.HottestEngineTemperature(false) variable = fc.EngineCountTotal() > 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = ENGINE TEMPERATURE.........C° variable = fc.EngineCountTotal() > 0 } TEXT_LABEL { name = DigitIndicatorNameObj Warning transform = DigitIndicatorNameObj fontSize = 13 lineSpacing = 0.9 transformOffset = 0, -0.005 font = Repetition Scrolling alignment = Left anchor = UpperLeft emissive = always passiveColor = 255,0,0,255 text = <=0:0=> $#$ fc.Select(fc.EngineCountTotal() > 0 and fc.HottestEngineTemperature(true) > fc.HottestEngineMaxTemperature(true) * 0.9 and fc.PeriodStep(4) > 0, "██", " ") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_EXTTemp.cfg PROP { name = MAS_DigitalIndicator_EXTTemp MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.0=> $#$ fc.ExternalTemperature(false) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.8 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = EXTERNAL TEMPERATURE.......C° variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_GFORCE.cfg PROP { name = MAS_DigitalIndicator_GFORCE MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR text = <=0:0.00=> $#$ fc.GForce() variable = fc.GForce() >= 3 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = G-FORCE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Heading.cfg PROP { name = MAS_DigitalIndicator_Heading MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR text = <=0:0.0=> $#$ fc.Heading() variable = 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = HEADING: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_HottestPart_MaxTemp.cfg PROP { name = MAS_DigitalIndicator_HottestPart_MaxTemp MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0=> $#$ fc.HottestPartMaxTemperature(false) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = HOTTEST MAX TEMPERATURE....C° variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_HottestPart_Temp.cfg PROP { name = MAS_DigitalIndicator_HottestPart_Temp MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0=> $#$ fc.HottestPartTemperature(false) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = HOTTEST PART TEMPERATURE...C° variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_ImpactSPEED.cfg PROP { name = MAS_DigitalIndicator_ImpactSPEED MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 14 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, 255, 255, 0), fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, 0, 255, 255), 0 text = <=0:SIP###0.0=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, fc.LandingSpeed(), fc.VerticalSpeed(), fc.HorizontalSpeed()) variable = 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = <=0=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, "EST.SPEED AT IMPACT.....m/s", "VERT.SPEED..............m/s", "HOR.SPEED ..............m/s") variable = 1 } COLLIDER_EVENT { name = Screen Collider collider = DigitalIndicator sound = ASET/ASET_Props/Sounds/beep-21 volume = 0.5 onClick = fc.AddPersistentWrapped("%AUTOID%", 1, 0, 3) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_IntTemp.cfg PROP { name = MAS_DigitalIndicator_IntTemp MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.0=> $#$ fc.PodTemperature(false) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = POD INT. TEMPERATURE.......C° variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_ISP.cfg PROP { name = MAS_DigitalIndicator_ISP MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR text = <=0:SIP###0=> $#$ fc.CurrentIsp() variable = 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = ISP } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_MachNumber.cfg PROP { name = MAS_DigitalIndicator_MachNumber MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.0=> $#$ fc.MachNumber() variable = fc.MachNumber() > 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = MACH NUMBER variable = fc.MachNumber() > 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Multi01.cfg PROP { name = MAS_DigitalIndicator_Multi01 MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 14 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP###0.0=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 3, fc.Apoapsis(), fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, fc.OrbitSpeed(), fc.SurfaceSpeed(), fc.TargetSpeed())) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = <=0=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 3, "APOAPSIS ...............m", fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, "ORBITAL VELOCITY .......m/s", "SURFACE SPEED ..........m/s", "RELATIVE SPEED .........m/s")) variable = 1 } COLLIDER_EVENT { name = Screen Collider collider = DigitalIndicator sound = ASET/ASET_Props/Sounds/beep-21 volume = 0.5 onClick = fc.AddPersistentWrapped("%AUTOID%", 1, 0, 4) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Multi02.cfg PROP { name = MAS_DigitalIndicator_Multi02 MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 14 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP###0.0=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 3, fc.Periapsis(), fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, fc.Acceleration(), fc.Heading(), fc.Inclination())) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = <=0=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 3, "PERIAPSIS ..............m", fc.Select(fc.GetPersistentAsNumber("%AUTOID%") - 1, "EFFECTIVE ACCEL. .......m/s²", "HEADING ................deg", "INCLINATION ............deg")) variable = 1 } COLLIDER_EVENT { name = Screen Collider collider = DigitalIndicator sound = ASET/ASET_Props/Sounds/beep-21 volume = 0.5 onClick = fc.AddPersistentWrapped("%AUTOID%", 1, 0, 4) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Node_Normal_APEx.cfg PROP { name = MAS_DigitalIndicator_Node_Normal_APEx MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 1.8, 0.3, 0.45 } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 14 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = 0, 0, 0, 0 text = <=0:0.00=> $#$ fc.ManeuverNodeDVNormal() variable = fc.GetPersistentAsNumber("MAS_Clock_On") } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = NODE NORMAL .... m/s variable = fc.GetPersistentAsNumber("MAS_Clock_On") } COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal() + fc.GetPersistentAsNumber("MAS_Node_Value"), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime())) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal() - fc.GetPersistentAsNumber("MAS_Node_Value"), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime())) } COLLIDER_EVENT { name = Screen Collider collider = DigitalIndicator sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), 0, fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime())) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Node_Prograde_APEx.cfg PROP { name = MAS_DigitalIndicator_Node_Prograde_APEx MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 1.8, 0.3, 0.45 } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 14 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = 0, 0, 0, 0 text = <=0:0.00=> $#$ fc.ManeuverNodeDVPrograde() variable = fc.GetPersistentAsNumber("MAS_Clock_On") } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = NODE PROGRADE .... m/s variable = fc.GetPersistentAsNumber("MAS_Clock_On") } COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde() + fc.GetPersistentAsNumber("MAS_Node_Value"), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime())) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde() - fc.GetPersistentAsNumber("MAS_Node_Value"), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime())) } COLLIDER_EVENT { name = Screen Collider collider = DigitalIndicator sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(0, fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime())) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Node_Radial_APEx.cfg PROP { name = MAS_DigitalIndicator_Node_Radial_APEx MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 1.8, 0.3, 0.45 } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 14 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = 0, 0, 0, 0 text = <=0:0.00=> $#$ fc.ManeuverNodeDVRadial() variable = fc.GetPersistentAsNumber("MAS_Clock_On") } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = NODE RADIAL .... m/s variable = fc.GetPersistentAsNumber("MAS_Clock_On") } COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial() + fc.GetPersistentAsNumber("MAS_Node_Value"), fc.UT() + (-1 * fc.ManeuverNodeTime())) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial() - fc.GetPersistentAsNumber("MAS_Node_Value"), fc.UT() + (-1 * fc.ManeuverNodeTime())) } COLLIDER_EVENT { name = Screen Collider collider = DigitalIndicator sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), 0, fc.UT() + (-1 * fc.ManeuverNodeTime())) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Pitch.cfg PROP { name = MAS_DigitalIndicator_Pitch MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR text = <=0:0.0=> $#$ fc.Pitch() variable = 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = PITCH: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Roll.cfg PROP { name = MAS_DigitalIndicator_Roll MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR text = <=0:0.0=> $#$ fc.Roll() variable = 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = ROLL: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_SASMode.cfg PROP { name = MAS_DigitalIndicator_SASMode MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0=> $#$ fc.ScrollingMarquee(fc.GetSASModeName(fc.GetSASMode()), 7, 1) variable = fc.GetSAS() } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = SAS MODE: variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Scanner_Ore.cfg PROP { name = MAS_DigitalIndicator_Scanner_Ore MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = 0, 0, 0, 0 text = <=0:0=> $#$ fc.ResourceAbundance("Ore") variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = ORE ABUNDANCE.... variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_SignalStrength.cfg PROP { name = MAS_DigitalIndicator_SignalStrength MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 11 lineSpacing = 0.9 transformOffset = 0.095,-0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0=> $#$ fc.Select(fc.CommNetSignalStrength() > 0, fc.FormatString("<=0:P0=>", fc.CommNetSignalStrength()), "NO SIGNAL") variable = fc.CommNetSignalStrength() > 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = SIGNAL$$$STRENGTH: variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Bar graph transform = DigitIndicatorNameObj fontSize = 6 lineSpacing = 0.6 transformOffset = 0.0,-0.0145 font = Liberation Sans alignment = Left anchor = MiddleLeft emissive = always passiveColor = fc.Select(fc.CommNetSignalStrength() * 3 - 1, 255, 255, 0), fc.Select(fc.CommNetSignalStrength() * 3 - 1, 0, 102, 255), 0 text = <=0:BAR,■ ,8=>$#$ fc.CommNetSignalStrength() $$$<=0:BAR,■ ,8=>$#$ fc.CommNetSignalStrength() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Slope.cfg PROP { name = MAS_DigitalIndicator_Slope MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR text = <=0:0.00=> $#$ fc.SlopeAngle() variable = fc.SlopeAngle() > 15 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = SLOPE: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_SurfSpeed.cfg PROP { name = MAS_DigitalIndicator_SurfSpeed MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:SIP###0=> $#$ fc.SurfaceSpeed() variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = SURFACE SPEED.............m/s variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_SURF_Temp.cfg PROP { name = MAS_DigitalIndicator_SURF_Temp MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0=> $#$ fc.BodySurfaceTemp(fc.CurrentBodyIndex(), false) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = SURFACE TEMPERATURE........C° variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Temp.cfg PROP { name = MAS_DigitalIndicator_Temp MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0=> $#$ fc.PodTemperature(false) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = POD SKIN TEMPERATURE.......C° variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Warning transform = DigitIndicatorNameObj fontSize = 13 lineSpacing = 0.9 transformOffset = 0, -0.005 font = Repetition Scrolling alignment = Left anchor = UpperLeft emissive = always passiveColor = 255,0,0,255 text = <=0:0=> $#$ fc.Select(fc.PodTemperature(true) > fc.PodMaxTemperature(true) * 0.7 and fc.PeriodStep(4) > 0, "██", " ") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_TerminalVel.cfg PROP { name = MAS_DigitalIndicator_TerminalVel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0=> $#$ fc.Select(fc.TerminalVelocity() > 0.1, fc.FormatString("<=0:0.0=>", fc.TerminalVelocity()), "-------") variable = fc.TerminalVelocity() > 0.1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = TERMINAL VELOCITY.........m/s variable = fc.TerminalVelocity() > 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_Throttle.cfg PROP { name = MAS_DigitalIndicator_Throttle MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = 255,50,50,255 passiveColor = 50,255,50,255 text = <=0=> $#$ fc.Select(fc.GetThrottle() > 0, fc.FormatString("<=0:P0=>", fc.GetThrottle()), "------") variable = fc.CurrentTWR() > 0 and fc.CurrentTWR() < 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_THRUST.cfg PROP { name = MAS_DigitalIndicator_THRUST MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:###00=> $#$ fc.CurrentThrustkN() variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.8 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = THRUST.....................kN variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_THRUSTLIMIT.cfg PROP { name = MAS_DigitalIndicator_THRUSTLIMIT MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 18 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0,5:P0=> $#$ fc.GetThrottleLimit() variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.8 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = THRUST$$$LIMIT variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_THRUSTMAX.cfg PROP { name = MAS_DigitalIndicator_THRUSTMAX MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:###00=> $#$ fc.MaxThrustkN(false) variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.8 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = MAX.THRUST.................kN variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_TWR.cfg PROP { name = MAS_DigitalIndicator_TWR MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = 255,255,0,255 passiveColor = 0,255,0,255 text = <=0:0.00=> $#$ fc.CurrentTWR() variable = fc.CurrentTWR() > 0 and fc.CurrentTWR() < 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = TWR: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_TWRMAX.cfg PROP { name = MAS_DigitalIndicator_TWRMAX MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 17 lineSpacing = 0.9 transformOffset = 0.095, 0 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_WARNING_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR text = <=0:0.00=> $#$ fc.MaxTWR(false) variable = 0 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 4 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR text = MAX$$$TWR: } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator/MAS_DigitalIndicator_VertSPEED.cfg PROP { name = MAS_DigitalIndicator_VertSPEED MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator/DigitalIndicator } MODULE { name = MASComponent ANIMATION_PLAYER { name = DigitalIndicatorPowerOffAnim animation = DigitalIndicatorPowerOffAnim variable = 1 - fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorNameObj Amount transform = DigitIndicatorNameObj fontSize = 15 lineSpacing = 0.9 transformOffset = 0.095, -0.004 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_STBY_COLOR text = <=0:0.0=> $#$ fc.VerticalSpeed() variable = 1 } TEXT_LABEL { name = DigitIndicatorNameObj Name transform = DigitIndicatorNameObj fontSize = 3.6 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always activeColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_NORMAL_COLOR passiveColor = COLOR_ASET_DIGITALINDICATOR_LEGEND_STBY_COLOR text = VERTICAL SPEED: variable = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_ClockTimer.cfg PROP { name = MAS_DigitalIndicator_12char_ClockTimer MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_12char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0.0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 8 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TIMER } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = -0.001, -0.000 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,255 text = <=0,12:METddd:hh:mm:ss=> $&$ MAS_Clock_Stopwatch_Long() } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_MET.cfg PROP { name = MAS_DigitalIndicator_12char_MET MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_12char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0.0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 8 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MET / UT } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = -0.001, -0.000 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,255 text = <=0,12:METddd:hh:mm:ss=> $&$ MAS_Clock_Time_Long() } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_MET_2.cfg PROP { name = MAS_DigitalIndicator_12char_MET_2 MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_12char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0.0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 8 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ┌─── MISSION TIME ───┐ } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = -0.001, -0.000 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,255 text = <=0,12:METddd:hh:mm:ss=> $&$ fc.MET() } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_MissionTimer.cfg PROP { name = MAS_DigitalIndicator_12char_MissionTimer MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_12char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "888:88:88:88", " : : : "), fc.FormatString("<=0:METddd:hh:mm:ss=>", fc.MET()), fc.FormatString("<=0:KDTddd:hh:mm:ss=>", fc.UT())) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = "888:88:88:88" } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 4.5 transformOffset = 0,0.0055 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MISSION TIME } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 3.5 transformOffset = 0.01,-0.0006 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = $$$DAY HR MIN SEC } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_12char_OrbitNumInput.cfg PROP { name = MAS_DigitalIndicator_12char_OrbitNumInput MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_12char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:########0.00=>$#$ 0 } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 888888888.88 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_2char_MissionTimer_Hours.cfg PROP { name = MAS_DigitalIndicator_2char_MissionTimer_Hours MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "88", " "), fc.FormatString("<=0:METhh=>", fc.MET()), fc.FormatString("<=0:KDThh=>", fc.UT())) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = "88" } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 3.5 transformOffset = 0,-0.0006 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_2char_MissionTimer_Minutes.cfg PROP { name = MAS_DigitalIndicator_2char_MissionTimer_Minutes MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "88", " "), fc.FormatString("<=0:METmm=>", fc.MET()), fc.FormatString("<=0:KDTmm=>", fc.UT())) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = "88" } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 3.5 transformOffset = 0,-0.0006 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MIN } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_2char_MissionTimer_Seconds.cfg PROP { name = MAS_DigitalIndicator_2char_MissionTimer_Seconds MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "88", " "), fc.FormatString("<=0:METss=>", fc.MET()), fc.FormatString("<=0:KDTss=>", fc.UT())) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = "88" } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 3.5 transformOffset = 0,-0.0006 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SEC } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_2char_MissionTimer_Years.cfg PROP { name = MAS_DigitalIndicator_2char_MissionTimer_Years MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "88", " "), fc.FormatString("<=0:METyy=>", fc.MET()), fc.FormatString("<=0:KDTyy=>", fc.UT())) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = "88" } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 3.5 transformOffset = 0,-0.0006 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = YEAR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_2char_Stage.cfg PROP { name = MAS_DigitalIndicator_2char_Stage MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0.0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 4 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 14 transformOffset = -0.001, -0.0025 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,0 text = <=0,2:0=> $&$ fc.CurrentStage() } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_2char_Stage_Num.cfg PROP { name = MAS_DigitalIndicator_2char_Stage_Num MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_2char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:00=> $#$ fc.CurrentStage() } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 88 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 3.5 transformOffset = 0,-0.0006 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CURR.STAGE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_3char_Brake_Force.cfg PROP { name = MAS_DigitalIndicator_3char_Brake_Force MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:0;"";"OFF"=> $#$ fc.GetBrakeForce() * 100 } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_3char_DriveSpeed_WARN.cfg PROP { name = MAS_DigitalIndicator_3char_DriveSpeed_WARN MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:0;"";"OFF"=> $#$ fc.GetPersistentAsNumber("ASET_Drive_SPD_WARN_INPUT") } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_3char_MissionTimer_Days.cfg PROP { name = MAS_DigitalIndicator_3char_MissionTimer_Days MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("STS_MISSION_TIMER") - 1, fc.Select(fc.PeriodStep(2) > 0, "888", " "), fc.FormatString("<=0:METddd=>", fc.MET()), fc.FormatString("<=0:KDTddd=>", fc.UT())) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = "888" } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 3.5 transformOffset = 0,-0.0006 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DAY } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_CommNet.cfg PROP { name = MAS_DigitalIndicator_5char_CommNet MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0.0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 4 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GROUND STATION } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 6.05 transformOffset = -0.001, -0.0025 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,255 text = <=0,-14=> $&$ fc.ScrollingMarquee(fc.CommNetEndpoint(), 14, 0.75) $$$Str [<=0:BAR,█-,8=>]$&$ (2 - fc.PseudoLog10(10 - 10*fc.CommNetSignalStrength())) * 0.5 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_ElectricCharge.cfg PROP { name = MAS_DigitalIndicator_5char_ElectricCharge MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ELEC. CHARGE } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0,5:0=> $#$ fc.Min(fc.ResourceCurrent("ElectricCharge"), 99999) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 88888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_EventTimer.cfg PROP { name = MAS_DigitalIndicator_5char_EventTimer MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = EVENT TIMER transformOffset = 0,0.0055 } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:KDTmm ss;" ";"00:00"=>$#$ 0 } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 88888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 3.5 transformOffset = 0,-0.0006 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.GetPersistentAsNumber("Backlight") blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = $$$MIN SEC } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_LiquidFuel.cfg PROP { name = MAS_DigitalIndicator_5char_LiquidFuel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LQD. FUEL } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0,5:0=> $#$ fc.Min(fc.ResourceCurrent("LiquidFuel"), 99999) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 88888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_MCP_Altitude.cfg PROP { name = MAS_DigitalIndicator_5char_MCP_Altitude MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ALTITUDE } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:0=>$#$ fc.GetPersistentAsNumber("MCP_AltDialInput") } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 88888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_Monopropellant.cfg PROP { name = MAS_DigitalIndicator_5char_Monopropellant MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MONOPROP. } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0,5:0=> $#$ fc.Min(fc.ResourceCurrent("MonoPropellant"), 99999) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 88888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_Oxidizer.cfg PROP { name = MAS_DigitalIndicator_5char_Oxidizer MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OXIDIZER } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0,5:0=> $#$ fc.Min(fc.ResourceCurrent("Oxidizer"), 99999) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 88888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_Target.cfg PROP { name = MAS_DigitalIndicator_5char_Target MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0.0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 4 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TARGET } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 6.05 transformOffset = -0.001, -0.0025 font = Repetition Scrolling alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(fc.TargetType()) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,255 text = <=0,-14=> $&$ fc.ScrollingMarquee(fc.TargetName(), 14, 0.75)$$$<=0,6:SIP0.0=>m $&$ fc.TargetDistance() } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_5char_Throttle.cfg PROP { name = MAS_DigitalIndicator_5char_Throttle MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 6 oneshot = true lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = D.NAME } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 oneshot = true lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR text = 88888 } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR text = <=0,5:0=> $&$ fc.GetThrottle() * 100 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_6char_ALT_WARN.cfg PROP { name = MAS_DigitalIndicator_6char_ALT_WARN MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmissiveScreen texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:0;"";"OFF"=> $#$ fc.GetPersistentAsNumber("ASET_ALTITUDE_WARN_INPUT") } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 888888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_EM_6char_ALT_WARN.cfg PROP { name = MAS_DigitalIndicator_EM_6char_ALT_WARN MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmissiveScreen texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent MODEL_SCALE { name = Remove Screen transform = DigitalIndicator_EmisiiveScreen startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE") == 0 } TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:0;"";"OFF"=> $#$ fc.GetPersistentAsNumber("ASET_ALTITUDE_WARN_INPUT") } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 888888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_EM_6char_AUTO_GEAR.cfg PROP { name = MAS_DigitalIndicator_EM_6char_AUTO_GEAR MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmissiveScreen texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent MODEL_SCALE { name = Remove Screen transform = DigitalIndicator_EmisiiveScreen startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE") == 1 } TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 255 text = <=0:0;"";"OFF"=> $#$ fc.GetPersistentAsNumber("ASET_ALTITUDE_AUTO_GEAR") } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 transformOffset = 0.093,0 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 888888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_FuelLabel.cfg PROP { name = MAS_DigitalIndicator_FuelLabel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,-0.004,0 } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_MOARdV_BlackPrintedText colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR flashRate = 0.5 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FuelMonitor_Power") * ((fc.PropellantStageMax() > 0) * (fc.PropellantStagePercent() < 0.1))) colorName = _EmissiveColor } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 7.5 font = InconsolataGo alignment = Center anchor = MiddleCenter transformOffset = -0.023, -0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FuelMonitor_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_GimbalLimit.cfg PROP { name = MAS_DigitalIndicator_GimbalLimit MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 5.8 oneshot = true lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GIMBAL LIM } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,255 text = <=0,3:0=> $&$ fc.GetGimbalLimit() * 100 } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 oneshot = true lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0,0,0,255 text = 888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_Monoprop.cfg PROP { name = MAS_DigitalIndicator_Monoprop MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 6 oneshot = true lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MONOPROPELLANT } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR text = <=0,5:0=> $&$ fc.Min(fc.ResourceStageCurrent("MonoPropellant"), 99999) } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 oneshot = true lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR text = 88888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_PowerLabel.cfg PROP { name = MAS_DigitalIndicator_PowerLabel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,-0.004,0 } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_MOARdV_BlackPrintedText colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR flashRate = 0.5 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FuelMonitor_Power") * (fc.PowerPercent() < 0.1)) colorName = _EmissiveColor } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 7.5 font = InconsolataGo alignment = Center anchor = MiddleCenter transformOffset = -0.023, -0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FuelMonitor_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = POWER } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_RateLabel.cfg PROP { name = MAS_DigitalIndicator_RateLabel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,-0.004,0 } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_MOARdV_BlackPrintedText colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 7.5 font = InconsolataGo alignment = Center anchor = MiddleCenter transformOffset = -0.023, -0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FuelMonitor_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RATE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_RcsLabel.cfg PROP { name = MAS_DigitalIndicator_RcsLabel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,-0.004,0 } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_MOARdV_BlackPrintedText colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR flashRate = 0.5 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FuelMonitor_Power") * ((fc.RcsStageMax() > 0) * (fc.RcsStagePercent() < 0.1))) colorName = _EmissiveColor } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 7.5 font = InconsolataGo alignment = Center anchor = MiddleCenter transformOffset = -0.023, -0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FuelMonitor_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RCS } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_SignalLabel.cfg PROP { name = MAS_DigitalIndicator_SignalLabel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,-0.004,0 } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_MOARdV_BlackPrintedText colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR flashRate = 0.5 variable = fc.Conditioned(fc.CommNetSignalStrength() < 0.1) colorName = _EmissiveColor } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 7.5 font = InconsolataGo alignment = Center anchor = MiddleCenter transformOffset = -0.023, -0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SIGNAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_ThrottleLabel.cfg PROP { name = MAS_DigitalIndicator_ThrottleLabel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,-0.004,0 } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_MOARdV_BlackPrintedText colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 7.5 font = InconsolataGo alignment = Center anchor = MiddleCenter transformOffset = -0.023, -0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = THROTTLE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_ThrottleLimit.cfg PROP { name = MAS_DigitalIndicator_ThrottleLimit MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = 1 - fc.Conditioned(1) } TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,0.0,0 endTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 5.8 oneshot = true lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINE LIM } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 20 lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,255 text = <=0,3:0=> $&$ fc.GetThrottleLimit() * 100 } TEXT_LABEL { name = DigitIndicatorText2Obj transform = DigitIndicatorText2Obj fontSize = 20 oneshot = true lineSpacing = 0.9 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0,0,0,255 text = 888 } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DigitalIndicator_EmissiveScreen/MAS_DigitalIndicator_ThrustLabel.cfg PROP { name = MAS_DigitalIndicator_ThrustLabel MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_3char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj startTranslation = 0,-0.004,0 } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_MOARdV_BlackPrintedText colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 7.5 font = InconsolataGo alignment = Center anchor = MiddleCenter transformOffset = -0.023, -0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = THR, kN } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/DL_SmallButton/DL_SmallButton_EVA.cfg PROP { name = MAS_DL_SmallButton_EVA MODEL { model = ASET/ASET_Avionics/ModernPack/DL_SmallButton/DL_SmallButton } MODULE { name = MASComponent COLLIDER_EVENT { name = EVA Button Collider collider = ButtonColliderObj onClick = fc.CrewEva(-1) sound = ASET/ASET_Props/Sounds/buttonbeep variable = fc.Conditioned(1) } TEXT_LABEL { name = Button Description transform = ButtonNameObj font = Liberation Sans fontSize = 1.5 oneshot = true style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OPEN HATCH } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FDAI/MAS_ASET_FDAI-01.cfg PROP { name = MAS_ASET_FDAI-01 MODEL { model = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI } MODULE { name = MASComponent startupScript = fdaiInitialize(1) ROTATION { name = Roll Rate Arrow rotation transform = RollRateArrowLoc variable = fc.Conditioned(fc.RollRate() * (fc.GetPersistentAsNumber("MAS_FDAI1_RateScalar") * fc.GetPersistentAsNumber("MAS_FDAI1_Power"))) startRotation = 0, -9.2, 0 endRotation = 0, 9.2, 0 range = -10.0, 10.0 blend = true speed = 2.0 } ROTATION { name = Pitch Rate Arrow rotation transform = PitchlRateArrowLoc variable = fc.Conditioned(fc.PitchRate() * (fc.GetPersistentAsNumber("MAS_FDAI1_RateScalar") * fc.GetPersistentAsNumber("MAS_FDAI1_Power"))) startRotation = 0, -9.2, 0 endRotation = 0, 9.2, 0 range = -10.0, 10.0 blend = true speed = 2.0 } ROTATION { name = Yaw Rate Arrow rotation transform = YawRateArrowLoc variable = fc.Conditioned(fc.YawRate() * (fc.GetPersistentAsNumber("MAS_FDAI1_RateScalar") * fc.GetPersistentAsNumber("MAS_FDAI1_Power"))) startRotation = 0, -9.2, 0 endRotation = 0, 9.2, 0 range = -10.0, 10.0 blend = true speed = 2.0 } ROTATION { name = Roll Marker rotation transform = RollMarkerLoc variable = fc.Conditioned(fc.Roll() * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) startRotation = 0, 0, 180 endRotation = 0, 0, -180 range = -180, 180 blend = true speed = 1.0 longPath = true modulo = 360 } TRANSLATION { name = Pitch Error Needle translation transform = PitchErrorNeedleObj startTranslation = 0, -0.0159, 0 endTranslation = 0, 0.0159, 0 variable = fc.Conditioned(fc.InverseLerp(fdaiPitchError(1) * (fc.GetPersistentAsNumber("MAS_FDAI1_ErrorScalar") * fc.GetPersistentAsNumber("MAS_FDAI1_Power")), 12, -12)) blend = true speed = 1.0 } TRANSLATION { name = Yaw Error Needle translation transform = YawErrorNeedleObj startTranslation = 0, -0.0159, 0 endTranslation = 0, 0.0159, 0 variable = fc.Conditioned(fc.InverseLerp(fdaiYawError(1) * (fc.GetPersistentAsNumber("MAS_FDAI1_ErrorScalar") * fc.GetPersistentAsNumber("MAS_FDAI1_Power")), -12, 12)) blend = true speed = 1.0 } TRANSLATION { name = Roll Error Needle translation transform = RollErrorNeedleObj startTranslation = 0, -0.0159, 0 endTranslation = 0, 0.0159, 0 variable = fc.Conditioned(fc.InverseLerp(fdaiRollError(1) * (fc.GetPersistentAsNumber("MAS_FDAI1_ErrorScalar") * fc.GetPersistentAsNumber("MAS_FDAI1_Power")), -12, 12)) blend = true speed = 1.0 } ANIMATION_PLAYER { name = Error Flag anim animation = ErrorFlagAnim speed = 2.0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI1_ErrorFlag") * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) } ANIMATION_PLAYER { name = Off Flag anim animation = OFFflagAnim speed = 2.0 variable = fdaiOffFlag(1) } ANIMATION_PLAYER { name = DP Align Flag anim animation = PortFlagAnim speed = 2.0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI1_PortFlag") * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) } COLOR_SHIFT { name = Gauge scale-color backlight transform = FDAI_NavSphere, RateScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge hand-color backlight transform = ErrorScaleObj, RollScaleRingObj, RollMarkerObj, CrossObj, VehicleMarker, ERROR_FlagObj, PORT_FlagObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Error needle backlight transform = RollErrorNeedleObj, PitchErrorNeedleObj, YawErrorNeedleObj passiveColor = 0,0,0,255 activeColor = 230,230,230,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Device ID Label transform = panelNumberObj alignment = Center anchor = LowerCenter transformOffset = 0.003, -0.006 font = Liberation Sans style = Bold fontSize = 4 lineSpacing = 0.9 emissive = never passiveColor = 8, 8, 8, 255 text = 1 } } MODULE { name = MASNavBall navBallName = NavSphereRotGO maxAngleChange = 180 variable = fdaiOffFlag(1) < 1 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FDAI/MAS_ASET_FDAI-02.cfg PROP { name = MAS_ASET_FDAI-02 MODEL { model = ASET/ASET_Props/Instruments/FDAI/ASET_FDAI } MODULE { name = MASComponent startupScript = fdaiInitialize(2) ROTATION { name = Roll Rate Arrow rotation transform = RollRateArrowLoc variable = fc.Conditioned(fc.RollRate() * (fc.GetPersistentAsNumber("MAS_FDAI2_RateScalar") * fc.GetPersistentAsNumber("MAS_FDAI2_Power"))) startRotation = 0, -9.2, 0 endRotation = 0, 9.2, 0 range = -10.0, 10.0 blend = true speed = 2.0 } ROTATION { name = Pitch Rate Arrow rotation transform = PitchlRateArrowLoc variable = fc.Conditioned(fc.PitchRate() * (fc.GetPersistentAsNumber("MAS_FDAI2_RateScalar") * fc.GetPersistentAsNumber("MAS_FDAI2_Power"))) startRotation = 0, -9.2, 0 endRotation = 0, 9.2, 0 range = -10.0, 10.0 blend = true speed = 2.0 } ROTATION { name = Yaw Rate Arrow rotation transform = YawRateArrowLoc variable = fc.Conditioned(fc.YawRate() * (fc.GetPersistentAsNumber("MAS_FDAI2_RateScalar") * fc.GetPersistentAsNumber("MAS_FDAI2_Power"))) startRotation = 0, -9.2, 0 endRotation = 0, 9.2, 0 range = -10.0, 10.0 blend = true speed = 2.0 } ROTATION { name = Roll Marker rotation transform = RollMarkerLoc variable = fc.Conditioned(fc.Roll() * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) startRotation = 0, 0, 180 endRotation = 0, 0, -180 range = -180, 180 blend = true speed = 1.0 longPath = true modulo = 360 } TRANSLATION { name = Pitch Error Needle translation transform = PitchErrorNeedleObj startTranslation = 0, -0.0159, 0 endTranslation = 0, 0.0159, 0 variable = fc.Conditioned(fc.InverseLerp(fdaiPitchError(2) * (fc.GetPersistentAsNumber("MAS_FDAI2_ErrorScalar") * fc.GetPersistentAsNumber("MAS_FDAI2_Power")), 12, -12)) blend = true speed = 1.0 } TRANSLATION { name = Yaw Error Needle translation transform = YawErrorNeedleObj startTranslation = 0, -0.0159, 0 endTranslation = 0, 0.0159, 0 variable = fc.Conditioned(fc.InverseLerp(fdaiYawError(2) * (fc.GetPersistentAsNumber("MAS_FDAI2_ErrorScalar") * fc.GetPersistentAsNumber("MAS_FDAI2_Power")), -12, 12)) blend = true speed = 1.0 } TRANSLATION { name = Roll Error Needle translation transform = RollErrorNeedleObj startTranslation = 0, -0.0159, 0 endTranslation = 0, 0.0159, 0 variable = fc.Conditioned(fc.InverseLerp(fdaiRollError(2) * (fc.GetPersistentAsNumber("MAS_FDAI2_ErrorScalar") * fc.GetPersistentAsNumber("MAS_FDAI2_Power")), -12, 12)) blend = true speed = 1.0 } ANIMATION_PLAYER { name = Error Flag anim animation = ErrorFlagAnim speed = 2.0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI2_ErrorFlag") * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) } ANIMATION_PLAYER { name = Off Flag anim animation = OFFflagAnim speed = 2.0 variable = fdaiOffFlag(2) } ANIMATION_PLAYER { name = DP Align Flag anim animation = PortFlagAnim speed = 2.0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI2_PortFlag") * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) } COLOR_SHIFT { name = Gauge scale-color backlight transform = FDAI_NavSphere, RateScaleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Gauge hand-color backlight transform = ErrorScaleObj, RollScaleRingObj, RollMarkerObj, CrossObj, VehicleMarker, ERROR_FlagObj, PORT_FlagObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Error needle backlight transform = RollErrorNeedleObj, PitchErrorNeedleObj, YawErrorNeedleObj passiveColor = 0,0,0,255 activeColor = 230,230,230,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Device ID Label transform = panelNumberObj alignment = Center anchor = LowerCenter transformOffset = 0.003, -0.006 font = Liberation Sans style = Bold fontSize = 4 lineSpacing = 0.9 emissive = never passiveColor = 8, 8, 8, 255 text = 2 } } MODULE { name = MASNavBall navBallName = NavSphereRotGO maxAngleChange = 180 variable = fdaiOffFlag(2) < 1 } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FDAI/MAS_ASET_FDAIGMCP-01.cfg PROP { name = MAS_ASET_FDAIGMCP-01 MODEL { model = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP } MODULE { name = MASComponent COLLIDER_EVENT { name = SelectorColliderPlus Action collider = SelectorColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fdaiNextMode(1) } COLLIDER_EVENT { name = SelectorColliderMinus Action collider = SelectorColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fdaiPrevMode(1) } COLLIDER_EVENT { name = Direction Switch Action collider = DirectionSwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fdaiTogglePositive(1) } ANIMATION_PLAYER { name = Direction Switch Animation animation = FDAIGMCPDirSwAnim variable = fc.GetPersistentAsNumber("MAS_FDAI1_Positive") } COLLIDER_EVENT { name = Sync SAS Switch Action collider = SyncSwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fdaiToggleSyncSAS(1) } ANIMATION_PLAYER { name = Sync SAS Switch Animation animation = FDAIGMCPSyncSwAnim variable = fc.GetPersistentAsNumber("MAS_FDAI1_SyncSAS") } ANIMATION { name = Error Warning anim animation = FDAIGMCPErrorWarnAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI1_ErrorFlag") * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) } ANIMATION { name = Sync anim animation = FDAIGMCPSyncWarnAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI1_SyncSAS") * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) } ANIMATION { name = Selector Switch anim animation = FDAIGMCPSelectorAnim variable = fc.InverseLerp(fc.GetPersistentAsNumber("MAS_FDAI1_Mode"), 1, 7) } COLOR_SHIFT { name = Name-color backlight transform = SignsObj, SyncWarningPlate, ErrorWarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Mark-color backlight transform = SelectorPointerObj, DirectionSwitcherTumblerMark, SyncSwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Device ID Label transform = panelNumberObj alignment = Center anchor = LowerCenter transformOffset = 0.0013, -0.0035 font = Liberation Sans style = Bold fontSize = 2.5 lineSpacing = 0.9 emissive = never passiveColor = 8, 8, 8, 255 text = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FDAI/MAS_ASET_FDAIGMCP-02.cfg PROP { name = MAS_ASET_FDAIGMCP-02 MODEL { model = ASET/ASET_Props/Instruments/FDAI_GMCP/FDAI_GMCP } MODULE { name = MASComponent COLLIDER_EVENT { name = SelectorColliderPlus Action collider = SelectorColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fdaiNextMode(2) } COLLIDER_EVENT { name = SelectorColliderMinus Action collider = SelectorColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fdaiPrevMode(2) } COLLIDER_EVENT { name = Direction Switch Action collider = DirectionSwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fdaiTogglePositive(2) } ANIMATION_PLAYER { name = Direction Switch Animation animation = FDAIGMCPDirSwAnim variable = fc.GetPersistentAsNumber("MAS_FDAI2_Positive") } COLLIDER_EVENT { name = Sync SAS Switch Action collider = SyncSwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fdaiToggleSyncSAS(2) } ANIMATION_PLAYER { name = Sync SAS Switch Animation animation = FDAIGMCPSyncSwAnim variable = fc.GetPersistentAsNumber("MAS_FDAI2_SyncSAS") } ANIMATION { name = Error Warning anim animation = FDAIGMCPErrorWarnAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI2_ErrorFlag") * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) } ANIMATION { name = Sync anim animation = FDAIGMCPSyncWarnAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI2_SyncSAS") * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) } ANIMATION { name = Selector Switch anim animation = FDAIGMCPSelectorAnim variable = fc.InverseLerp(fc.GetPersistentAsNumber("MAS_FDAI2_Mode"), 1, 7) } COLOR_SHIFT { name = Name-color backlight transform = SignsObj, SyncWarningPlate, ErrorWarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Mark-color backlight transform = SelectorPointerObj, DirectionSwitcherTumblerMark, SyncSwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Device ID Label transform = panelNumberObj alignment = Center anchor = LowerCenter transformOffset = 0.0013, -0.0035 font = Liberation Sans style = Bold fontSize = 2.5 lineSpacing = 0.9 emissive = never passiveColor = 8, 8, 8, 255 text = 2 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG0.cfg PROP { name = MAS_FI_AG0 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG0 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(0)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG1.cfg PROP { name = MAS_FI_AG1 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG1 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(1)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG2.cfg PROP { name = MAS_FI_AG2 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG2 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(2)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG3.cfg PROP { name = MAS_FI_AG3 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG3 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(3)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG4.cfg PROP { name = MAS_FI_AG4 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG4 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(4)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG5.cfg PROP { name = MAS_FI_AG5 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG5 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(5)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG6.cfg PROP { name = MAS_FI_AG6 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG6 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(6)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG7.cfg PROP { name = MAS_FI_AG7 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG7 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(7)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG8.cfg PROP { name = MAS_FI_AG8 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG8 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(8)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_AG9.cfg PROP { name = MAS_FI_AG9 MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AG9 } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetActionGroup(9)) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_ARRTError.cfg PROP { name = MAS_FI_ARRTError MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ARRT ERR } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_ARRT_On") and not fc.GetPersistentAsNumber("MAS_ARRT_Enable")) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.6 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Brakes.cfg PROP { name = MAS_FI_Brakes MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BRAKE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetBrakes()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Commnet.cfg PROP { name = MAS_FI_Commnet MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COMMNET } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.CommNetCanCommunicate()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Contact.cfg PROP { name = MAS_FI_Contact MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CONTACT } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.VesselLanded()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Docked.cfg PROP { name = MAS_FI_Docked MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCKED } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.Docked()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_DockReady.cfg PROP { name = MAS_FI_DockReady MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = READY } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.DockReady()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_FDAI1_Error.cfg PROP { name = MAS_FI_FDAI1_Error MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 1.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ERROR } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI1_ErrorFlag") * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.6 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_FDAI2_Error.cfg PROP { name = MAS_FI_FDAI2_Error MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 1.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ERROR } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FDAI2_ErrorFlag") * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.6 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Gear.cfg PROP { name = MAS_FI_Gear MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GEAR } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetGear()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Landed.cfg PROP { name = MAS_FI_Landed MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LANDED } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.VesselLanded()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Lights.cfg PROP { name = MAS_FI_Lights MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LIGHT } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetLights()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_ManeuverNode.cfg PROP { name = MAS_FI_ManeuverNode MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = NODE } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.ManeuverNodeExists()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_ParachuteArmed.cfg PROP { name = MAS_FI_ParachuteArmed MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ARMED } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(parachute.GetParachuteArmedOrDeployed()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_ParachuteDanger.cfg PROP { name = MAS_FI_ParachuteDanger MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DANGER } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(1 - parachute.DeploymentSafe()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.2 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_ParachuteDeployed.cfg PROP { name = MAS_FI_ParachuteDeployed MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEPLOYED } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(parachute.GetParachuteDeployed()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_RCS.cfg PROP { name = MAS_FI_RCS MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RCS } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetRCS()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_SAS.cfg PROP { name = MAS_FI_SAS MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SAS } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetSAS()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Target.cfg PROP { name = MAS_FI_Target MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TARGET } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.TargetType()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_Waypoint.cfg PROP { name = MAS_FI_Waypoint MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = WAYPT } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(nav.WaypointActive()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FlagIndicator/MAS_FI_XPtrError.cfg PROP { name = MAS_FI_XPtrError MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = X-PTR ERR } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Xpointer_Power") and not fc.GetPersistentAsNumber("MAS_Xpointer_Enable")) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.6 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FuelMonitor/MAS_FuelMonitor.cfg PROP { name = MAS_FuelMonitor MODEL { model = ASET/ASET_Props/Instruments/FuelMonitor/FuelMonitor } MODULE { name = MASComponent TEXT_LABEL { name = Resource Names transform = fmFuelNameObj fontSize = 8 oneshot = true transformOffset = 0.035,-0.000 text = LIQUID FUEL OXIDIZER MONOPROP lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_TEXT_ZEROCOLOR } TEXT_LABEL { name = Flow Rate transform = fmFuelFlowAmountObj fontSize = 5.5 transformOffset = -0.00048, 0.0001 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_FLOW_ZEROCOLOR text = <=0,5:##0.0;"";" --- "=> <=1,5:##0.0;"";" --- "=> <=2,5:##0.00;"";" --- "=> $&$ fc.ResourceDelta("LiquidFuel"); fc.ResourceDelta("Oxidizer"); fc.ResourceDelta("MonoPropellant") } TEXT_LABEL { name = Fuel / Stage Amount transform = fmFuelStageAmountObj fontSize = 9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:##000.0=> <=1,7:##000.0;"";" EMPTY "=> <=2,7:##000.0=> <=3,7:##000.0;"";" EMPTY "=> <=4,7:##000.0;"";" EMPTY "=> $&$ fc.ResourceStageCurrent("LiquidFuel"); fc.ResourceCurrent("LiquidFuel"); fc.ResourceStageCurrent("Oxidizer"); fc.ResourceCurrent("Oxidizer"); fc.ResourceCurrent("MonoPropellant") } TEXT_LABEL { name = DeltaV Label transform = DeltaVstageNameObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_TEXT_ZEROCOLOR text = DeltaV DeltaV$$$(STAGE) (TOTAL) } TEXT_LABEL { name = DeltaV Amount transform = DeltaVstageAmountObj fontSize = 11 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:###00.0=>m/s <=1,7:###00.0=>m/s$&$ fc.DeltaVStage(); fc.DeltaV() } COLOR_SHIFT { name = FuelMonitorMaskObj transform = FuelMonitorMaskObj passiveColor = COLOR_ASET_FM_GRAPH_ACTIVECOLOR } COLOR_SHIFT { name = fmFuelStageScaleObj transform = fmFuelStageScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_FUELST_ACTIVECOLOR } COLOR_SHIFT { name = fmFuelTotalScaleObj transform = fmFuelTotalScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_FUELTOT_ACTIVECOLOR } COLOR_SHIFT { name = fmOxStageScaleObj transform = fmOxStageScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_OXST_ACTIVECOLOR } COLOR_SHIFT { name = fmOxTotalScaleObj transform = fmOxTotalScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_OXTOT_ACTIVECOLOR } COLOR_SHIFT { name = fmMonoScaleObj transform = fmMonoScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_MP_ACTIVECOLOR } TRANSLATION { name = fmFuelFlowIndicatorObj transform = fmFuelFlowIndicatorObj startTranslation = 0, 0.039 ,0 endTranslation = 0, -0.039, 0 variable = fc.InverseLerp(fc.ResourceDelta("LiquidFuel"), -20, 20) blend = true } TRANSLATION { name = fmOxFlowIndicatorObj transform = fmOxFlowIndicatorObj startTranslation = 0, 0.039 ,0 endTranslation = 0, -0.039, 0 variable = fc.InverseLerp(fc.ResourceDelta("Oxidizer"), -20, 20) blend = true } TRANSLATION { name = fmMonoFlowIndicatorObj transform = fmMonoFlowIndicatorObj startTranslation = 0, 0.039 ,0 endTranslation = 0, -0.039, 0 variable = fc.InverseLerp(fc.ResourceDelta("MonoPropellant"), -7, 7) blend = true } TRANSLATION { name = fmFuelValveCloseObj transform = fmFuelValveCloseObj endTranslation = 0, 0, 0.0015 startTranslation = 0, 0, 0.00 variable = fc.Between(fc.ResourceDelta("LiquidFuel"), -0.001, 0.001) } TRANSLATION { name = fmOxValveCloseObj transform = fmOxValveCloseObj endTranslation = 0, 0, 0.0015 startTranslation = 0, 0, 0.00 variable = fc.Between(fc.ResourceDelta("Oxidizer"), -0.001, 0.001) } TRANSLATION { name = fmMonoValveCloseObj transform = fmMonoValveCloseObj endTranslation = 0, 0, 0.0015 startTranslation = 0, 0, 0.00 variable = fc.Between(fc.ResourceDelta("MonoPropellant"), -0.001, 0.001) } TEXTURE_SHIFT { name = fmFuelStageScaleObj shift transform = fmFuelStageScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourceStagePercent("LiquidFuel") blend = true } TEXTURE_SHIFT { name = fmFuelTotalScaleObj shift transform = fmFuelTotalScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourcePercent("LiquidFuel") blend = true } TEXTURE_SHIFT { name = fmOxStageScaleObj shift transform = fmOxStageScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourceStagePercent("Oxidizer") blend = true } TEXTURE_SHIFT { name = fmOxTotalScaleObj shift transform = fmOxTotalScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourcePercent("Oxidizer") blend = true } TEXTURE_SHIFT { name = fmMonoScaleObj shift transform = fmMonoScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourcePercent("MonoPropellant") blend = true } TRANSLATION { name = FuelMonitorMaskPowerOFF transform = FuelMonitorMaskPowerOFF startTranslation = 0.0,0.0,0.015 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/FuelMonitor/MAS_FuelMonitor_APEx.cfg PROP { name = MAS_FuelMonitor_APEx MODEL { model = ASET/ASET_Props/Instruments/FuelMonitor/FuelMonitor } MODULE { name = MASComponent TEXT_LABEL { name = Resource Names transform = fmFuelNameObj fontSize = 8 oneshot = true transformOffset = 0.035,-0.000 text = LIQUID FUEL OXIDIZER MONOPROP lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_TEXT_ZEROCOLOR } TEXT_LABEL { name = Fuel Flow Rate transform = fmFuelFlowAmountObj fontSize = 5.5 transformOffset = -0.00048, 0.0001 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_FLOW_ZEROCOLOR text = <=0,5:##0.0;"";" --- "=> $&$ fc.ResourceDelta("LiquidFuel") } TEXT_LABEL { name = Ox Rate transform = fmOxFlowAmountObj fontSize = 5.5 transformOffset = -0.00048, 0.0001 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_FLOW_ZEROCOLOR text = <=0,5:##0.0;"";" --- "=> $&$ fc.ResourceDelta("Oxidizer") } TEXT_LABEL { name = Monoprop Flow Rate transform = fmMonoFlowAmountObj fontSize = 5.5 transformOffset = -0.00048, 0.0001 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_FLOW_ZEROCOLOR text = <=0,5:##0.00;"";" --- "=> $&$ fc.ResourceDelta("MonoPropellant") } TEXT_LABEL { name = Fuel / Stage Amount transform = fmFuelStageAmountObj fontSize = 9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:##000.0=> $&$ fc.ResourceStageCurrent("LiquidFuel") } TEXT_LABEL { name = Fuel / Total Amount transform = fmFuelTotalAmountObj fontSize = 9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:##000.0;"";" EMPTY "=> $&$ fc.ResourceCurrent("LiquidFuel") } TEXT_LABEL { name = Ox / Stage Amount transform = fmOxSatgeAmountObj fontSize = 9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:##000.0=> $&$ fc.ResourceStageCurrent("Oxidizer") } TEXT_LABEL { name = Ox / Total Amount transform = fmOxTotalAmountObj fontSize = 9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:##000.0;"";" EMPTY "=> $&$ fc.ResourceCurrent("Oxidizer") } TEXT_LABEL { name = Monoprop / Amount transform = fmMonoTotalAmountObj fontSize = 9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:##000.0;"";" EMPTY "=> $&$ fc.ResourceCurrent("MonoPropellant") } TEXT_LABEL { name = DeltaV Stage Label transform = DeltaVstageNameObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_TEXT_ZEROCOLOR text = DeltaV$$$(STAGE) } TEXT_LABEL { name = DeltaV Stage Amount transform = DeltaVstageAmountObj fontSize = 11 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:###00.0=>m/s $&$ fc.DeltaVStage() } TEXT_LABEL { name = DeltaV Total Label transform = DeltaVtotalNameObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_TEXT_ZEROCOLOR text = DeltaV$$$(TOTAL) } TEXT_LABEL { name = DeltaV Total Amount transform = DeltaVtotalAmountObj fontSize = 11 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_FM_VALUE_ZEROCOLOR text = <=0,7:###00.0=>m/s $&$ fc.DeltaV() } COLOR_SHIFT { name = FuelMonitorMaskObj transform = FuelMonitorMaskObj passiveColor = COLOR_ASET_FM_GRAPH_ACTIVECOLOR } COLOR_SHIFT { name = fmFuelStageScaleObj transform = fmFuelStageScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_FUELST_ACTIVECOLOR } COLOR_SHIFT { name = fmFuelTotalScaleObj transform = fmFuelTotalScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_FUELTOT_ACTIVECOLOR } COLOR_SHIFT { name = fmOxStageScaleObj transform = fmOxStageScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_OXST_ACTIVECOLOR } COLOR_SHIFT { name = fmOxTotalScaleObj transform = fmOxTotalScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_OXTOT_ACTIVECOLOR } COLOR_SHIFT { name = fmMonoScaleObj transform = fmMonoScaleObj passiveColor = COLOR_ASET_FM_VERTBAR_MP_ACTIVECOLOR } TRANSLATION { name = fmFuelFlowIndicatorObj transform = fmFuelFlowIndicatorObj startTranslation = 0, 0.039 ,0 endTranslation = 0, -0.039, 0 variable = fc.InverseLerp(fc.ResourceDelta("LiquidFuel"), -20, 20) blend = true } TRANSLATION { name = fmOxFlowIndicatorObj transform = fmOxFlowIndicatorObj startTranslation = 0, 0.039 ,0 endTranslation = 0, -0.039, 0 variable = fc.InverseLerp(fc.ResourceDelta("Oxidizer"), -20, 20) blend = true } TRANSLATION { name = fmMonoFlowIndicatorObj transform = fmMonoFlowIndicatorObj startTranslation = 0, 0.039 ,0 endTranslation = 0, -0.039, 0 variable = fc.InverseLerp(fc.ResourceDelta("MonoPropellant"), -7, 7) blend = true } TRANSLATION { name = fmFuelValveCloseObj transform = fmFuelValveCloseObj endTranslation = 0, 0, 0.0015 startTranslation = 0, 0, 0.00 variable = fc.Between(fc.ResourceDelta("LiquidFuel"), -0.001, 0.001) } TRANSLATION { name = fmOxValveCloseObj transform = fmOxValveCloseObj endTranslation = 0, 0, 0.0015 startTranslation = 0, 0, 0.00 variable = fc.Between(fc.ResourceDelta("Oxidizer"), -0.001, 0.001) } TRANSLATION { name = fmMonoValveCloseObj transform = fmMonoValveCloseObj endTranslation = 0, 0, 0.0015 startTranslation = 0, 0, 0.00 variable = fc.Between(fc.ResourceDelta("MonoPropellant"), -0.001, 0.001) } TEXTURE_SHIFT { name = fmFuelStageScaleObj shift transform = fmFuelStageScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourceStagePercent("LiquidFuel") blend = true } TEXTURE_SHIFT { name = fmFuelTotalScaleObj shift transform = fmFuelTotalScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourcePercent("LiquidFuel") blend = true } TEXTURE_SHIFT { name = fmOxStageScaleObj shift transform = fmOxStageScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourceStagePercent("Oxidizer") blend = true } TEXTURE_SHIFT { name = fmOxTotalScaleObj shift transform = fmOxTotalScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourcePercent("Oxidizer") blend = true } TEXTURE_SHIFT { name = fmMonoScaleObj shift transform = fmMonoScaleObj layers = _MainTex _Emissive startUV = 0, 0 endUV = -0.5, 0 variable = fc.ResourcePercent("MonoPropellant") blend = true } TRANSLATION { name = FuelMonitorMaskPowerOFF transform = FuelMonitorMaskPowerOFF startTranslation = 0.0,0.0,0.015 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/GforceDisplay/GforceDisplay.cfg PROP { name = MAS_GforceDisplay MODEL { model = ASET/ASET_Props/Instruments/GforceDisplay/GforceDisplay } MODULE { name = MASComponent TRANSLATION { name = PowerOffLoc transform = PowerOffLoc startTranslation = 0, 0, -0.004 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TRANSLATION { name = Mark_X_translateLoc transform = Mark_X_translateLoc startTranslation = 0.0944,0,0 endTranslation = -0.0944,0,0 blend = true variable = fc.InverseLerp(fc.AccelRight(), -30, 30) } TRANSLATION { name = Mark_Y_translateLoc transform = Mark_Y_translateLoc startTranslation = 0,-0.0944,0 endTranslation = 0,0.0944,0 blend = true variable = fc.InverseLerp(fc.AccelTop(), -30, 30) } MODEL_SCALE { name = ACCL_RIGHT_BAR_Obj transform = ACCL_RIGHT_BAR_Obj startScale = -1, 0, 0 endScale = 0, 0, 0 blend = true variable = fc.InverseLerp(fc.AccelRight(), 0, 30) } MODEL_SCALE { name = ACCL_LEFT_BAR_Obj transform = ACCL_LEFT_BAR_Obj startScale = 0, 0, 0 endScale = -1, 0, 0 blend = true variable = fc.InverseLerp(fc.AccelRight(), -30, 0) } MODEL_SCALE { name = ACCL_UP_BAR_Obj transform = ACCL_UP_BAR_Obj startScale = 0, -1, 0 endScale = 0, 0, 0 blend = true variable = fc.InverseLerp(fc.AccelTop(), 0, 30) } MODEL_SCALE { name = ACCL_DWN_BAR_Obj transform = ACCL_DWN_BAR_Obj startScale = 0, 0, 0 endScale = 0, -1, 0 blend = true variable = fc.InverseLerp(fc.AccelTop(), -30, 0) } MODEL_SCALE { name = ACCL_FWD_BAR_Obj transform = ACCL_FWD_BAR_Obj startScale = 0, -1, 0 endScale = 0, 0, 0 blend = true variable = fc.InverseLerp(fc.AccelForward(), 0, 30) } MODEL_SCALE { name = ACCL_BCKWRD_BAR_Obj transform = ACCL_BCKWRD_BAR_Obj startScale = 0, 0, 0 endScale = 0, -1, 0 blend = true variable = fc.InverseLerp(fc.AccelForward(), -30, 0) } TEXT_LABEL { name = GforceVertTextObj transform = GforceVertTextObj fontSize = 8 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_UnlitText text = <=0,5:00.0=>$&$ fc.Clamp(fc.AccelForward(), -99.9, 99.9) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndADV_Touch_Throttle.cfg PROP { name = MAS_IndADV_Touch_Throttle MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider scale = 0.8, 1, 2.7 position = 0, 0, -0.009 } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.GetThrottle() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variable = fc.Clamp((fc.GetThrottle() - 0.5) * 3, 0, 1) blend = true } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variable = fc.Clamp((fc.GetThrottle() - 0.5) * 3, 0, 1) blend = true } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.EngineCountActive() activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR text = <=0,3:0=>$#$fc.GetThrottle() * 100 } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.25 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = THROTTLE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } COLLIDER_ADVANCED { name = IndicatorADV Touch Collider collider = pb_Collider clickX = 0 clickY = 1 - %Z% onClick = fc.SetThrottle(fc.Floor(%Y% * 20 + 0.5) * 0.05) onDrag = fc.SetThrottle(fc.Floor(%Y% * 20 + 0.5) * 0.05) onRelease = fc.SetThrottle(fc.Floor(%Y% * 20 + 0.5) * 0.05) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Ablator.cfg PROP { name = MAS_IndicatorADV_Ablator MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("Ablator", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("Ablator", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("Ablator") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("Ablator", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("Ablator", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("Ablator", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("Ablator")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("Ablator") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_AtmPress.cfg PROP { name = MAS_IndicatorADV_AtmPress MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.StaticPressureAtm() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = 190,190,190,255 activeColor = 100,120,190,255 variable = fc.StaticPressureAtm() } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = 10,180,50,255 activeColor = 190,033,033,255 variable = fc.StaticPressureAtm() } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = 0 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = 255,246,0,255 text = <=0,5:P0=>$#$fc.Min(9.9, fc.StaticPressureAtm()) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ATM PRESS } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Capacitor_Charge_APEx.cfg PROP { name = MAS_IndicatorADV_Capacitor_Charge_APEx MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent MODEL_SCALE { name = Hide Body transform = Indicator_Body startScale = -1 ,-1 ,-1 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Hide Body transform = IndicatorNamePlate startScale = -1 ,-1 ,-1 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Hide Body transform = IndicatorNamePlateActive startScale = -1 ,-1 ,-1 endScale = -1, -1, -1 variable = fc.Conditioned(1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.GetPersistentAsNumber("Global_Capacitor_State") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = 240, 0, 0, 255 activeColor = 0, 240, 0, 255 variable = fc.GetPersistentAsNumber("Global_Capacitor_State") blend = true } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount passiveColor = 240, 0, 0, 255 activeColor = 0, 240, 0, 255 variable = fc.ResourceThreshold("Ablator", 0.0, 0.1) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Converter_LiquidFuel_APEx.cfg PROP { name = MAS_IndicatorADV_Converter_LiquidFuel_APEx MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceConverterOutput(1) > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceConverterOutput(1) > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On")) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceConverterOutput(1) * (1/3) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceConverterOutput(1) > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceConverterOutput(1) > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceConverterOutput(1) > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0.00=>$#$fc.Clamp(fc.ResourceConverterOutput(1), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("LiquidFuel") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Converter_Monopropellant_APEx.cfg PROP { name = MAS_IndicatorADV_Converter_Monopropellant_APEx MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceConverterOutput(3) > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceConverterOutput(3) > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On")) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceConverterOutput(3) * (1/3) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceConverterOutput(3) > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceConverterOutput(3) > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceConverterOutput(3) > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0.00=>$#$fc.Clamp(fc.ResourceConverterOutput(3), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("MonoPropellant") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Converter_Ore_APEx.cfg PROP { name = MAS_IndicatorADV_Converter_Ore_APEx MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("Ore", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("Ore", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On")) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("Ore") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("Ore", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("Ore", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("Ore", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("Ore")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("Ore") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Converter_Oxidizer_APEx.cfg PROP { name = MAS_IndicatorADV_Converter_Oxidizer_APEx MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceConverterOutput(2) > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceConverterOutput(2) > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On")) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceConverterOutput(2) * (1/3) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceConverterOutput(2) > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceConverterOutput(2) > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceConverterOutput(2) > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0.00=>$#$fc.Clamp(fc.ResourceConverterOutput(2), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("Oxidizer") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Converter_Xenon_APEx.cfg PROP { name = MAS_IndicatorADV_Converter_Xenon_APEx MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceConverterOutput(4) > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceConverterOutput(4) > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On")) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceConverterOutput(4) * (1/3) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceConverterOutput(4) > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceConverterOutput(4) > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceConverterOutput(4) > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0.00=>$#$fc.Clamp(fc.ResourceConverterOutput(4), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("XenonGas") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_DynamicPressure.cfg PROP { name = MAS_IndicatorADV_DynamicPressure MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.DynamicPressure() * (1/60) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.DynamicPressure() > 40 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.DynamicPressure() > 40 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = 0 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.DynamicPressure()) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = Q, KPa } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_ElectricCharge.cfg PROP { name = MAS_IndicatorADV_ElectricCharge MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("ElectricCharge", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("ElectricCharge", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("ElectricCharge") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("ElectricCharge", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("ElectricCharge", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("ElectricCharge", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("ElectricCharge")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("ElectricCharge") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_ElectricCharge_Rate.cfg PROP { name = MAS_IndicatorADV_ElectricCharge_Rate MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceDelta("ElectricCharge") > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceDelta("ElectricCharge") > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceDelta("ElectricCharge") * (1/30) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("ElectricCharge") > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("ElectricCharge") > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceDelta("ElectricCharge") > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Clamp(fc.ResourceDelta("ElectricCharge"), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("ElectricCharge")$$$RATE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_EngineTemperature.cfg PROP { name = MAS_IndicatorADV_EngineTemperature MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.SafeDivide(fc.HottestEngineTemperature(true), fc.HottestEngineMaxTemperature(true)) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variable = fc.HottestEngineTemperature(true) > 0.85 * fc.HottestEngineMaxTemperature(true) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variable = fc.HottestEngineTemperature(true) > 0.85 * fc.HottestEngineMaxTemperature(true) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = 0 activeColor = COLOR_ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_ZEROCOLOR text = <=0,4:0=>$#$fc.Min(9999, fc.HottestEngineTemperature(false)) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ENGINE$$$TEMP °C } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_GForces.cfg PROP { name = MAS_IndicatorADV_GForces MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.GForce() * 0.1 } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.GForce() > 9 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.GForce() > 9 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = 0 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,4:0.0=>$#$fc.Min(99.9, fc.GForce()) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = G-FORCE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_HeatshieldTemperature.cfg PROP { name = MAS_IndicatorADV_HeatshieldTemperature MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.SafeDivide(fc.HeatShieldTemperature(true), fc.HeatShieldMaxTemperature(true)) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variable = fc.HeatShieldTemperature(true) > 0.85 * fc.HeatShieldMaxTemperature(true) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variable = fc.HeatShieldTemperature(true) > 0.85 * fc.HeatShieldMaxTemperature(true) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = 0 activeColor = COLOR_ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_ZEROCOLOR text = <=0,4:0=>$#$fc.Min(9999, fc.HeatShieldTemperature(false)) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = SHIELD$$$TEMP °C } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_IntakeAir.cfg PROP { name = MAS_IndicatorADV_IntakeAir MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("IntakeAir", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("IntakeAir", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("IntakeAir") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("IntakeAir", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("IntakeAir", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("IntakeAir", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("IntakeAir")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("IntakeAir") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_LiquidFuel.cfg PROP { name = MAS_IndicatorADV_LiquidFuel MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("LiquidFuel", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("LiquidFuel", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("LiquidFuel") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("LiquidFuel", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("LiquidFuel", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("LiquidFuel", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("LiquidFuel")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("LiquidFuel") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_LiquidFuel_Rate.cfg PROP { name = MAS_IndicatorADV_LiquidFuel_Rate MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceDelta("LiquidFuel") > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceDelta("LiquidFuel") > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceDelta("LiquidFuel") * (1/30) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("LiquidFuel") > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("LiquidFuel") > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceDelta("LiquidFuel") > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Clamp(fc.ResourceDelta("LiquidFuel"), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("LiquidFuel")$$$RATE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_LiquidFuel_Stage.cfg PROP { name = MAS_IndicatorADV_LiquidFuel_Stage MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceStageThreshold("LiquidFuel", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceStageThreshold("LiquidFuel", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceStagePercent("LiquidFuel") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceStageThreshold("LiquidFuel", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceStageThreshold("LiquidFuel", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceStageThreshold("LiquidFuel", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceStageCurrent("LiquidFuel")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = STAGE$$$<=0=>$#$fc.ResourceAbbreviatedName("LiquidFuel") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Monopropellant.cfg PROP { name = MAS_IndicatorADV_Monopropellant MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("MonoPropellant", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("MonoPropellant", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("MonoPropellant") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("MonoPropellant", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("MonoPropellant", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("MonoPropellant", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("MonoPropellant")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("MonoPropellant") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Monopropellant_Rate.cfg PROP { name = MAS_IndicatorADV_Monopropellant_Rate MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceDelta("MonoPropellant") > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceDelta("MonoPropellant") > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceDelta("MonoPropellant") * (1/30) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("MonoPropellant") > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("MonoPropellant") > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceDelta("MonoPropellant") > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Clamp(fc.ResourceDelta("MonoPropellant"), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("MonoPropellant")$$$RATE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Oxidizer.cfg PROP { name = MAS_IndicatorADV_Oxidizer MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("Oxidizer", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("Oxidizer", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("Oxidizer") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("Oxidizer", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("Oxidizer", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("Oxidizer", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("Oxidizer")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("Oxidizer") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Oxidizer_Rate.cfg PROP { name = MAS_IndicatorADV_Oxidizer_Rate MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceDelta("Oxidizer") > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceDelta("Oxidizer") > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceDelta("Oxidizer") * (1/30) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("Oxidizer") > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("Oxidizer") > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceDelta("Oxidizer") > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Clamp(fc.ResourceDelta("Oxidizer"), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("Oxidizer")$$$RATE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Oxidizer_Stage.cfg PROP { name = MAS_IndicatorADV_Oxidizer_Stage MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceStageThreshold("Oxidizer", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceStageThreshold("Oxidizer", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceStagePercent("Oxidizer") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceStageThreshold("Oxidizer", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceStageThreshold("Oxidizer", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceStageThreshold("Oxidizer", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceStageCurrent("Oxidizer")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = STAGE$$$<=0=>$#$fc.ResourceAbbreviatedName("Oxidizer") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_PodInternalTemperature.cfg PROP { name = MAS_IndicatorADV_PodInternalTemperature MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.SafeDivide(fc.InternalTemperature(true), fc.InternalMaxTemperature(true)) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variable = fc.InternalTemperature(true) > 0.85 * fc.InternalMaxTemperature(true) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variable = fc.InternalTemperature(true) > 0.85 * fc.InternalMaxTemperature(true) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = 0 activeColor = COLOR_ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_ZEROCOLOR text = <=0,4:0=>$#$fc.Min(9999, fc.InternalTemperature(false)) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = CABIN$$$TEMP °C } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_PodTemperature.cfg PROP { name = MAS_IndicatorADV_PodTemperature MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.SafeDivide(fc.PodTemperature(true), fc.PodMaxTemperature(true)) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variable = fc.PodTemperature(true) > 0.85 * fc.PodMaxTemperature(true) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_TEMP_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_TEMP_SCALE_ACTIVECOLOR variable = fc.PodTemperature(true) > 0.85 * fc.PodMaxTemperature(true) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = 0 activeColor = COLOR_ASET_IND_ADV_TEMP_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_TEMP_READOUT_ZEROCOLOR text = <=0,4:0=>$#$fc.Min(9999, fc.PodTemperature(false)) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = POD$$$TEMP °C } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Power.cfg PROP { name = MAS_IndicatorADV_Power MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.PowerPercent() < 0.1 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.PowerPercent() < 0.1 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.PowerPercent() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.PowerPercent() < 0.1 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.PowerPercent() < 0.1 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.PowerPercent() < 0.1 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.PowerCurrent()) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = POWER } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Propellant.cfg PROP { name = MAS_IndicatorADV_Propellant MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.PropellantStageThreshold(0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.PropellantStageThreshold(0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.PropellantStagePercent() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.PropellantStageThreshold(0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.PropellantStageThreshold(0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.PropellantStageThreshold(0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.PropellantStageCurrent()) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = STAGE$$$FUEL } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Rcs.cfg PROP { name = MAS_IndicatorADV_Rcs MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.RcsStageThreshold(0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.RcsStageThreshold(0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.RcsStagePercent() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.RcsStageThreshold(0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.RcsStageThreshold(0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.RcsStageThreshold(0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.RcsStageCurrent()) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = RCS } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_SignalStrength.cfg PROP { name = MAS_IndicatorADV_SignalStrength MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.CommNetSignalStrength() < 0.1 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.CommNetSignalStrength() < 0.1 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.CommNetSignalStrength() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.CommNetSignalStrength() < 0.1 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.CommNetSignalStrength() < 0.1 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.CommNetSignalStrength() < 0.1 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,3:0=>$#$fc.CommNetSignalStrength() * 100 } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = SIGNAL$$$STRENGTH } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_SolidFuel.cfg PROP { name = MAS_IndicatorADV_SolidFuel MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("SolidFuel", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("SolidFuel", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("SolidFuel") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("SolidFuel", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("SolidFuel", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("SolidFuel", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("SolidFuel")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("SolidFuel") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_SolidFuel_Stage.cfg PROP { name = MAS_IndicatorADV_SolidFuel_Stage MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceStageThreshold("SolidFuel", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceStageThreshold("SolidFuel", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceStagePercent("SolidFuel") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceStageThreshold("SolidFuel", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceStageThreshold("SolidFuel", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceStageThreshold("SolidFuel", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceStageCurrent("SolidFuel")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = STAGE$$$<=0=>$#$fc.ResourceAbbreviatedName("SolidFuel") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Stage_DeltaV.cfg PROP { name = MAS_IndicatorADV_Stage_DeltaV MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.DeltaVStageMax() > 0 and fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()) < 0.1 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.DeltaVStageMax() > 0 and fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()) < 0.1 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.DeltaVStageMax() > 0 and fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()) < 0.1 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.DeltaVStageMax() > 0 and fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()) < 0.1 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.DeltaVStageMax() > 0 and fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()) < 0.1 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.DeltaVStage()) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = STAGE$$$ΔV, m/s } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Throttle.cfg PROP { name = MAS_IndicatorADV_Throttle MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.GetThrottle() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variable = fc.Clamp((fc.GetThrottle() - 0.5) * 3, 0, 1) blend = true } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variable = fc.Clamp((fc.GetThrottle() - 0.5) * 3, 0, 1) blend = true } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.EngineCountActive() activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR text = <=0,3:0=>$#$fc.GetThrottle() * 100 } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.25 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = THROTTLE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_ThrottleLimit.cfg PROP { name = MAS_IndicatorADV_ThrottleLimit MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.GetThrottleLimit() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variable = fc.GetThrottleLimit() < 0.99 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variable = fc.GetThrottleLimit() < 0.99 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = 1 activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR text = <=0:P0=>$#$fc.GetThrottleLimit() } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = THROTTLE$$$LIMIT } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Thrust.cfg PROP { name = MAS_IndicatorADV_Thrust MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.CurrentThrust(false) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variable = fc.InverseLerp(fc.CurrentThrustkN(), 0, fc.MaxRatedThrustkN()) blend = true } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR variable = fc.InverseLerp(fc.CurrentThrustkN(), 0, fc.MaxRatedThrustkN()) blend = true } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.EngineCountActive() activeColor = COLOR_ASET_IND_ADV_ENG_SCALE_ACTIVECOLOR passiveColor = COLOR_ASET_IND_ADV_ENG_SCALE_PASSIVECOLOR text = <=0,5:0=>$#$fc.Clamp(fc.CurrentThrustkN(), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = THRUST } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_WheelStress.cfg PROP { name = MAS_IndicatorADV_WheelStress MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.GearStress() > 0.85 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.GearStress() > 0.85 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.GearStress() } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.GearStress() > 0.85 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.GearStress() > 0.85 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.GearStress() > 0.85 activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:P0=>$#$fc.GearStress() } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = STRESS } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Xenon.cfg PROP { name = MAS_IndicatorADV_Xenon MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceThreshold("XenonGas", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceThreshold("XenonGas", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourcePercent("XenonGas") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceThreshold("XenonGas", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceThreshold("XenonGas", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceThreshold("XenonGas", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceCurrent("XenonGas")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("XenonGas") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Xenon_Rate.cfg PROP { name = MAS_IndicatorADV_Xenon_Rate MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceDelta("XenonGas") > 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceDelta("XenonGas") > 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceDelta("XenonGas") * (1/30) } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("XenonGas") > 0 } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount passiveColor = 100,100,100,255 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR variable = fc.ResourceDelta("XenonGas") > 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceDelta("XenonGas") > 0 activeColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Clamp(fc.ResourceDelta("XenonGas"), 0, 99999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("XenonGas")$$$RATE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV/MAS_IndicatorADV_Xenon_Stage.cfg PROP { name = MAS_IndicatorADV_Xenon_Stage MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV/IndcatorADV texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.ResourceStageThreshold("XenonGas", 0.0, 0.1) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = fc.ResourceStageThreshold("XenonGas", 0.0, 0.1) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } TRANSLATION { name = Old power off transform = IndicatorADVBlackPlateObj startTranslation = 0,-0.006,0 } ANIMATION { name = Scale animation animation = IndicatorADVanim variable = fc.ResourceStagePercent("XenonGas") } COLOR_SHIFT { name = Scale color transform = Indicator_Scale passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = fc.ResourceStageThreshold("XenonGas", 0.0, 0.1) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = fc.ResourceStageThreshold("XenonGas", 0.0, 0.1) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = fc.ResourceStageThreshold("XenonGas", 0.0, 0.1) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Min(99999, fc.ResourceStageCurrent("XenonGas")) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 4 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = STAGE$$$<=0=>$#$fc.ResourceAbbreviatedName("XenonGas") } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV_2Scales/MAS_IndADV_2Scale_ElectricCharge_Rate.cfg PROP { name = MAS_IndADV_2Scale_ElectricCharge_Rate MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV_2Scales/IndicatorADV_2Scales texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } ANIMATION { name = Up Scale animation animation = IndicatorScaleUPanim variable = -(fc.ResourceDelta("ElectricCharge") * (1/15)) } ANIMATION { name = Down Scale animation animation = IndicatorScaleDOWNanim variable = fc.ResourceDelta("ElectricCharge") * (1/15) } ANIMATION { name = Old power off animation = IndicatorPowerOFFanim variable = 1 } COLOR_SHIFT { name = Up Scale color transform = Indicator_ScaleUP passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_PASSIVECOLOR } COLOR_SHIFT { name = Down Scale color transform = Indicator_ScaleDOWN passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR text = <=0,5:0.0=>$#$fc.Clamp(-fc.ResourceDelta("ElectricCharge"), -99.9, 999.9) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$fc.ResourceAbbreviatedName("ElectricCharge")$$$RATE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV_2Scales/MAS_IndADV_2Scale_ExternalTemp.cfg PROP { name = MAS_IndADV_2Scale_ExternalTemp MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV_2Scales/IndicatorADV_2Scales texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } ANIMATION { name = Up Scale animation animation = IndicatorScaleUPanim variable = fc.ExternalTemperature(false) * 0.005 } ANIMATION { name = Down Scale animation animation = IndicatorScaleDOWNanim variable = -(fc.ExternalTemperature(false) * 0.005) } ANIMATION { name = Old power off animation = IndicatorPowerOFFanim variable = 1 } COLOR_SHIFT { name = Up Scale color transform = Indicator_ScaleUP passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_PASSIVECOLOR } COLOR_SHIFT { name = Down Scale color transform = Indicator_ScaleDOWN passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR text = <=0,4:0=>$#$fc.Clamp(fc.ExternalTemperature(false), -999, 9999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = EXTERNAL$$$TEMP °C } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV_2Scales/MAS_IndADV_2Scale_PowerRate.cfg PROP { name = MAS_IndADV_2Scale_PowerRate MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV_2Scales/IndicatorADV_2Scales texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = 0 } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = 0 } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } ANIMATION { name = Up Scale animation animation = IndicatorScaleUPanim variable = -(fc.PowerDelta() * 0.1) } ANIMATION { name = Down Scale animation animation = IndicatorScaleDOWNanim variable = fc.PowerDelta() * 0.1 } ANIMATION { name = Old power off animation = IndicatorPowerOFFanim variable = 1 } COLOR_SHIFT { name = Up Scale color transform = Indicator_ScaleUP passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_PASSIVECOLOR } COLOR_SHIFT { name = Down Scale color transform = Indicator_ScaleDOWN passiveColor = COLOR_ASET_IND_ADV_RESRC_CONS_SCALE_ACTIVECOLOR } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = 0 } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR text = <=0,5:0.0=>$#$fc.Clamp(-fc.PowerDelta(), -99.9, 999.9) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = CHARGE$$$RATE } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorADV_2Scales/MAS_IndADV_2Scale_VertSpeed.cfg PROP { name = MAS_IndADV_2Scale_VertSpeed MODEL { model = ASET/ASET_Props/Instruments/IndicatorADV_2Scales/IndicatorADV_2Scales texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODEL { model = MOARdV/Props/IndicatorADV/IndicatorADV_MAS_Upgrade texture = Indicator_Single_DIFFUSE,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_DIFFUSE texture = Indicator_Single_Emissive,ASET/ASET_Props/Instruments/IndicatorADV/Indicator_Single_Emissive texture = IndicatorAdvICON,MOARdV/Props/IndicatorADV/IndicatorAdvBlank } MODULE { name = MASComponent TRANSLATION { name = Hide normal plate transform = IndicatorNamePlate startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = (fc.AltitudeTerrain(true) < 5000) and (fc.VerticalSpeed() < -fc.MaxImpactSpeed()) } TRANSLATION { name = Show active plate transform = IndicatorNamePlateActive startTranslation = 0,0,0 endTranslation = 0,0.001,0 variable = (fc.AltitudeTerrain(true) < 5000) and (fc.VerticalSpeed() < -fc.MaxImpactSpeed()) } TRANSLATION { name = New power off transform = PowerOFF_Rect startTranslation = 0,0,0 endTranslation = 0,-0.005,0 variable = fc.Conditioned(1) } ANIMATION { name = Up Scale animation animation = IndicatorScaleUPanim variable = fc.PseudoLog10(fc.VerticalSpeed() * 0.01) * 0.5 } ANIMATION { name = Down Scale animation animation = IndicatorScaleDOWNanim variable = -(fc.PseudoLog10(fc.VerticalSpeed() * 0.01) * 0.5) } ANIMATION { name = Old power off animation = IndicatorPowerOFFanim variable = 1 } COLOR_SHIFT { name = Up Scale color transform = Indicator_ScaleUP passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = 0 } COLOR_SHIFT { name = Down Scale color transform = Indicator_ScaleDOWN passiveColor = COLOR_ASET_IND_ADV_RESRC_SCALE_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_SCALE_ACTIVECOLOR variable = (fc.AltitudeTerrain(true) < 5000) and (fc.VerticalSpeed() < -fc.MaxImpactSpeed()) } COLOR_SHIFT { name = Amount border color transform = IndicatorAmount flashRate = 0.5 passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_PASSIVECOLOR activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_BORD_ACTIVECOLOR variable = ((fc.AltitudeTerrain(true) < 5000) and (fc.VerticalSpeed() < -fc.MaxImpactSpeed())) or (fc.Abs(fc.VerticalSpeed()) > 9999) } COLOR_SHIFT { name = Active plate backlight transform = IndicatorNamePlateActive passiveColor = 255,255,255,255 } COLOR_SHIFT { name = Passive plate backlight transform = IndicatorNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_ActiveBacklightText variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Readout transform = DigitTransformObj fontSize = 6 font = Digital-7 Mono style = Italic alignment = Center anchor = MiddleCenter transformOffset = 0.0121,-0.004 emissive = always variable = (fc.AltitudeTerrain(true) < 5000) and (fc.VerticalSpeed() < -fc.MaxImpactSpeed()) activeColor = COLOR_ASET_IND_ADV_RESRC_READOUT_POSITIVECOLOR passiveColor = COLOR_ASET_IND_ADV_RESRC_READOUT_ZEROCOLOR text = <=0,5:0=>$#$fc.Clamp(fc.VerticalSpeed(), -9999, 9999) } TEXT_LABEL { name = Plate Text transform = PlateText fontSize = 3.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = VERT.$$$SPD, m/s } TEXTURE_SHIFT { name = Active Plate color transform = IndicatorNamePlateActive startUV = 0.5,0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Indicator Plate color transform = IndicatorNamePlate startUV = 0.25,0.625 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_Ablator_APEx.cfg PROP { name = MAS_IndicatorCircular_Ablator_APEx MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = fc.ResourcePercent("Ablator") } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Ablator: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0=> $#$ fc.ResourcePercent("Ablator") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_Charge.cfg PROP { name = MAS_IndicatorCircular_Charge MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = fc.PowerPercent() } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Power: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0=> $#$ fc.PowerCurrent() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_ChargeRate.cfg PROP { name = MAS_IndicatorCircular_ChargeRate MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = -fc.PowerDelta() * 0.04 } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Chg Rate: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0.0=> $#$ fc.Clamp(-fc.PowerDelta(), -999.9, 999.9) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_ChargeRate_Warning.cfg PROP { name = MAS_IndicatorCircular_ChargeRate_Warning MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = -fc.PowerDelta() * 0.04 } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Chg Rate: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0.0=> $#$ fc.Clamp(-fc.PowerDelta(), -999.9, 999.9) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_CommNet_Strength.cfg PROP { name = MAS_IndicatorCircular_CommNet_Strength MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = fc.CommNetSignalStrength() } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Signal$$$Strength: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:P0=> $#$ fc.CommNetSignalStrength() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_GForce.cfg PROP { name = MAS_IndicatorCircular_GForce MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = 0.25 * (4 - fc.GForce()) + 0.01 } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = G-Force: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0.00=> $#$ fc.GForce() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_Propellant.cfg PROP { name = MAS_IndicatorCircular_Propellant MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = fc.PropellantStagePercent() } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Propellant: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0=> $#$ fc.PropellantStageCurrent() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_Rcs.cfg PROP { name = MAS_IndicatorCircular_Rcs MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = fc.RcsPercent() } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = RCS Fuel: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0=> $#$ fc.RcsCurrent() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_StageDeltaV.cfg PROP { name = MAS_IndicatorCircular_StageDeltaV MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = fc.SafeDivide(fc.DeltaVStage(), fc.DeltaVStageMax()) } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Stage$$$ΔV, m/s: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0.0=> $#$ fc.DeltaVStage() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_Throttle.cfg PROP { name = MAS_IndicatorCircular_Throttle MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = fc.GetThrottle() } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Throttle: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:P0=> $#$ fc.GetThrottle() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorCircular/MAS_IndicatorCircular_Thrust.cfg PROP { name = MAS_IndicatorCircular_Thrust MODEL { model = ASET/ASET_Props/Instruments/IndicatorCircular/IndicatorCircular } MODULE { name = MASComponent ANIMATION { name = Gauge Animation animation = IndicatorCircularAnim variable = fc.CurrentRatedThrust() } TRANSLATION { name = Power Off Transformation transform = PowerOFFloc startTranslation = 0, -0.003, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TEXT_LABEL { name = Readout Caption transform = ResourceNameObj fontSize = 3.5 font = Liberation Sans alignment = Left anchor = LowerLeft emissive = always transformOffset = 0, -0.008 passiveColor = 255, 255, 255, 255 text = Thrust, kN: } TEXT_LABEL { name = Readout Value transform = ResourceAmountObj fontSize = 5.4 font = Liberation Sans style = Bold alignment = Right anchor = UpperRight emissive = always transformOffset = 0.030, 0 passiveColor = 255, 246, 0, 255 text = <=0,6:0.0=> $#$ fc.CurrentThrustkN() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorPanel5x3/MAS_IP5x3_Blank.cfg PROP { name = MAS_IP5x3_Blank MODEL { model = ASET/ASET_Props/Instruments/IndicatorPanel5x3/IndicatorPanel5x3 } MODULE { name = MASComponent TRANSLATION { name = Power OFF Translation transform = IndicatorPanel5x3PowerOFF startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = TextObj001 Text transform = TextObj001 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 01 - } COLOR_SHIFT { name = TextObj001 Color transform = lamp1 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj002 Text transform = TextObj002 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 02 - } COLOR_SHIFT { name = TextObj002 Color transform = lamp2 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj003 Text transform = TextObj003 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 03 - } COLOR_SHIFT { name = TextObj003 Color transform = lamp3 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj004 Text transform = TextObj004 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 04 - } COLOR_SHIFT { name = TextObj004 Color transform = lamp4 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj005 Text transform = TextObj005 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 05 - } COLOR_SHIFT { name = TextObj005 Color transform = lamp5 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj006 Text transform = TextObj006 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 06 - } COLOR_SHIFT { name = TextObj006 Color transform = lamp6 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj007 Text transform = TextObj007 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 07 - } COLOR_SHIFT { name = TextObj007 Color transform = lamp7 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj008 Text transform = TextObj008 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 08 - } COLOR_SHIFT { name = TextObj008 Color transform = lamp8 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj009 Text transform = TextObj009 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 09 - } COLOR_SHIFT { name = TextObj009 Color transform = lamp9 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj010 Text transform = TextObj010 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 10 - } COLOR_SHIFT { name = TextObj010 Color transform = lamp10 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj011 Text transform = TextObj011 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 11 - } COLOR_SHIFT { name = TextObj011 Color transform = lamp11 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj012 Text transform = TextObj012 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 12 - } COLOR_SHIFT { name = TextObj012 Color transform = lamp12 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj013 Text transform = TextObj013 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 13 - } COLOR_SHIFT { name = TextObj013 Color transform = lamp13 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj014 Text transform = TextObj014 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 14 - } COLOR_SHIFT { name = TextObj014 Color transform = lamp14 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj015 Text transform = TextObj015 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 15 - } COLOR_SHIFT { name = TextObj015 Color transform = lamp15 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorPanel5x3/MAS_IP5x3_Mods.cfg PROP { name = MAS_IP5x3_Mods MODEL { model = ASET/ASET_Props/Instruments/IndicatorPanel5x3/IndicatorPanel5x3 } MODULE { name = MASComponent TRANSLATION { name = Power OFF Translation transform = IndicatorPanel5x3PowerOFF startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = TextObj001 Text transform = TextObj001 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = MECHJEB } COLOR_SHIFT { name = TextObj001 Color transform = lamp1 variable = mechjeb.Available() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj002 Text transform = TextObj002 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 02 - } COLOR_SHIFT { name = TextObj002 Color transform = lamp2 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj003 Text transform = TextObj003 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = KAC } COLOR_SHIFT { name = TextObj003 Color transform = lamp3 variable = kac.Available() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj004 Text transform = TextObj004 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = CHATTERER } COLOR_SHIFT { name = TextObj004 Color transform = lamp4 variable = chatterer.Available() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj005 Text transform = TextObj005 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = REALCHUTE } COLOR_SHIFT { name = TextObj005 Color transform = lamp5 variable = parachute.RealChuteAvailable() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj006 Text transform = TextObj006 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = ACTIVE } COLOR_SHIFT { name = TextObj006 Color transform = lamp6 variable = mechjeb.ComputerActive() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj007 Text transform = TextObj007 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = L.COMP } COLOR_SHIFT { name = TextObj007 Color transform = lamp7 variable = mechjeb.LandingComputerActive() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj008 Text transform = TextObj008 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = SASS } COLOR_SHIFT { name = TextObj008 Color transform = lamp8 variable = mechjeb.GetSASSMode() ~= 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj009 Text transform = TextObj009 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 09 - } COLOR_SHIFT { name = TextObj009 Color transform = lamp9 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj010 Text transform = TextObj010 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 10 - } COLOR_SHIFT { name = TextObj010 Color transform = lamp10 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj011 Text transform = TextObj011 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = PILOT } COLOR_SHIFT { name = TextObj011 Color transform = lamp11 variable = mechjeb.AutopilotActive() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj012 Text transform = TextObj012 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = MNVR } COLOR_SHIFT { name = TextObj012 Color transform = lamp12 variable = mechjeb.ManeuverNodeExecutorActive() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj013 Text transform = TextObj013 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = RNDZ } COLOR_SHIFT { name = TextObj013 Color transform = lamp13 variable = mechjeb.RendezvousAutopilotActive() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj014 Text transform = TextObj014 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = ASC } COLOR_SHIFT { name = TextObj014 Color transform = lamp14 variable = mechjeb.AscentAutopilotActive() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj015 Text transform = TextObj015 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = LAND } COLOR_SHIFT { name = TextObj015 Color transform = lamp15 variable = mechjeb.LandingAutopilotActive() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/IndicatorPanel5x3/MAS_IP5x3_Status.cfg PROP { name = MAS_IP5x3_Status MODEL { model = ASET/ASET_Props/Instruments/IndicatorPanel5x3/IndicatorPanel5x3 } MODULE { name = MASComponent TRANSLATION { name = Power OFF Translation transform = IndicatorPanel5x3PowerOFF startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = TextObj001 Text transform = TextObj001 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = RCS } COLOR_SHIFT { name = TextObj001 Color transform = lamp1 variable = fc.GetRCS() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj002 Text transform = TextObj002 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = SAS } COLOR_SHIFT { name = TextObj002 Color transform = lamp2 variable = fc.GetSAS() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj003 Text transform = TextObj003 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = EXT.LIGHT } COLOR_SHIFT { name = TextObj003 Color transform = lamp3 variable = fc.GetLights() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj004 Text transform = TextObj004 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = BRAKE } COLOR_SHIFT { name = TextObj004 Color transform = lamp4 variable = fc.GetBrakes() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj005 Text transform = TextObj005 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = LDG.GEAR } COLOR_SHIFT { name = TextObj005 Color transform = lamp5 variable = fc.GetGear() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj006 Text transform = TextObj006 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = WARP } COLOR_SHIFT { name = TextObj006 Color transform = lamp6 variable = fc.WarpRate() > 1 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj007 Text transform = TextObj007 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = SOI } COLOR_SHIFT { name = TextObj007 Color transform = lamp7 variable = fc.TimeToSoI() > 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj008 Text transform = TextObj008 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = DOCK } COLOR_SHIFT { name = TextObj008 Color transform = lamp8 variable = fc.Docked() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj009 Text transform = TextObj009 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = NODE } COLOR_SHIFT { name = TextObj009 Color transform = lamp9 variable = fc.ManeuverNodeExists() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj010 Text transform = TextObj010 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = TARGET } COLOR_SHIFT { name = TextObj010 Color transform = lamp10 variable = fc.TargetType() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj011 Text transform = TextObj011 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = LINK } COLOR_SHIFT { name = TextObj011 Color transform = lamp11 variable = fc.CommNetConnectedHome() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj012 Text transform = TextObj012 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = ORBIT } COLOR_SHIFT { name = TextObj012 Color transform = lamp12 variable = fc.Periapsis() > fc.AtmosphereTop() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj013 Text transform = TextObj013 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 13 - } COLOR_SHIFT { name = TextObj013 Color transform = lamp13 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj014 Text transform = TextObj014 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 14 - } COLOR_SHIFT { name = TextObj014 Color transform = lamp14 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj015 Text transform = TextObj015 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD 15 - } COLOR_SHIFT { name = TextObj015 Color transform = lamp15 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_CP01.cfg PROP { name = MAS_InternalOmniLight_1m_CP01 MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("CP01_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_CP02.cfg PROP { name = MAS_InternalOmniLight_1m_CP02 MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("CP02_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_Engineer.cfg PROP { name = MAS_InternalOmniLight_1m_Engineer MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Engineer_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_Flood.cfg PROP { name = MAS_InternalOmniLight_1m_Flood MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Flood_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_LeftCabin.cfg PROP { name = MAS_InternalOmniLight_1m_LeftCabin MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("LeftCabin_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_RightCabin.cfg PROP { name = MAS_InternalOmniLight_1m_RightCabin MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("RightCabin_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_Tunnel.cfg PROP { name = MAS_InternalOmniLight_1m_Tunnel MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Tunnel_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_UpperCabin.cfg PROP { name = MAS_InternalOmniLight_1m_UpperCabin MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("UpperCabin_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_1m_Utility.cfg PROP { name = MAS_InternalOmniLight_1m_Utility MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_1m/InternalOmniLight_1m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Utility_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_2m_CP01.cfg PROP { name = MAS_InternalOmniLight_2m_CP01 MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("CP01_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_2m_CP02.cfg PROP { name = MAS_InternalOmniLight_2m_CP02 MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("CP02_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_2m_Engineer.cfg PROP { name = MAS_InternalOmniLight_2m_Engineer MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Engineer_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_2m_Flood.cfg PROP { name = MAS_InternalOmniLight_2m_Flood MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Flood_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_2m_Utility.cfg PROP { name = MAS_InternalOmniLight_2m_Utility MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_2m/InternalOmniLight_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Utility_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_3m_CP01.cfg PROP { name = MAS_InternalOmniLight_3m_CP01 MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("CP01_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_3m_CP02.cfg PROP { name = MAS_InternalOmniLight_3m_CP02 MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("CP02_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_3m_Engineer.cfg PROP { name = MAS_InternalOmniLight_3m_Engineer MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Engineer_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_3m_Flood.cfg PROP { name = MAS_InternalOmniLight_3m_Flood MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Flood_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalOmniLight_3m_Utility.cfg PROP { name = MAS_InternalOmniLight_3m_Utility MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalOmniLight_3m/InternalOmniLight_3m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Utility_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalSpotLight60_2m_CP01.cfg PROP { name = MAS_InternalSpotLight_2m_CP01 MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("CP01_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalSpotLight60_2m_CP02.cfg PROP { name = MAS_InternalSpotLight_2m_CP02 MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("CP02_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalSpotLight60_2m_Engineer.cfg PROP { name = MAS_InternalSpotLight_2m_Engineer MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Engineer_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalSpotLight60_2m_Flood.cfg PROP { name = MAS_InternalSpotLight_2m_Flood MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Flood_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternaLights/MAS_InternalSpotLight60_2m_Utility.cfg PROP { name = MAS_InternalSpotLight_2m_Utility MODEL { model = ASET/ASET_Props/Misc/InternaLights/InternalSpotLight60_2m/InternalSpotLight60_2m } MODULE { name = MASComponent ANIMATION { name = Light output animation = InternalOmniLightAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Utility_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternalLightBox01/MAS_LightBox_Cockpit.cfg PROP { name = MAS_LightBox_Cockpit MODEL { model = ASET/ASET_Props/Misc/InternalLightBox01/InternalLightBox01 } MODULE { name = MASComponent ANIMATION { name = Light output animation = IntLightBoxAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Cockpit_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternalLightBox01/MAS_LightBox_Engineer.cfg PROP { name = MAS_LightBox_Engineer MODEL { model = ASET/ASET_Props/Misc/InternalLightBox01/InternalLightBox01 } MODULE { name = MASComponent ANIMATION { name = Light output animation = IntLightBoxAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Engineer_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/InternalLightBox01/MAS_LightBox_Flood.cfg PROP { name = MAS_LightBox_Flood MODEL { model = ASET/ASET_Props/Misc/InternalLightBox01/InternalLightBox01 } MODULE { name = MASComponent ANIMATION { name = Light output animation = IntLightBoxAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Flood_Light")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/JSIMainCompUnit/MAS_JSIMainCompUnit.cfg PROP { name = MAS_JSIMainCompUnit MODEL { model = ASET/ASET_Props/Misc/JSIMainCompUnit/JSIMainCompUnit } MODULE { name = MASComponent COLOR_SHIFT { name = JSI Label backlight + Unit B Backlight transform = pCube30, pCube8 passiveColor = 0, 0, 0, 255 activeColor = 255,255,255,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } COLOR_SHIFT { name = Unit A Backlight transform = pCube4 passiveColor = 0, 0, 0, 255 activeColor = 180,180,180,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") * mechjeb.Available()) } COLOR_SHIFT { name = Master lamp transform = LED01Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(1) } COLOR_SHIFT { name = LED02Obj transform = LED02Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(mechjeb.AutopilotActive() + fc.GetPilotActive()) } COLOR_SHIFT { name = LED03Obj transform = LED03Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(1) } COLOR_SHIFT { name = LED04Obj transform = LED04Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampRed variable = fc.Conditioned(1 - mechjeb.Available()) } COLOR_SHIFT { name = LED05Obj transform = LED05Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = 255,255,50,255 variable = fc.Conditioned(mechjeb.Available()) } COLOR_SHIFT { name = LED06Obj transform = LED06Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = 255,255,50,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = LED07Obj transform = LED07Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = 255,255,50,255 variable = fc.Conditioned(fc.PeriodCount(0.5, 8) > 0) } TEXT_LABEL { name = Display Name transform = JSIDisplayNameObj fontSize = 3 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = MAS JSI Processor } TEXT_LABEL { name = Display Text 1 transform = JSIDisplayTextObj fontSize = 2 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = [#00ff00]DATA PROCESSING SYSTEM$$$ $$$[#ffff00] GPC01 [#ffffff]|[#ffff00] GPC02 [#ffffff]|[#ffff00] GPS03$$$[#00ff00] RUN RUN RUN$$$ $$$[#ffffff]MDM#1:[#00ff00]OK [#ffffff]MDM#2:[#00ff00]OK[#ffffff] Temp:[#00ff00]OK } TEXT_LABEL { name = Display Text 2 transform = JSIDisplayTextObj02 fontSize = 2 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = [#ffffff]INSTR./PCMMU BUS:[#00ff00] <=0:"MJ";"";""=> <=1:"KE";"";""=>$&$ mechjeb.Available(); ke.Available() $$$[#ffffff]PWR:[#00ff00]NOMINAL [#ffffff] AC BUS:[#00ff00]A $$$[#ffffff]IPL SOURCE:[#00ff00]1 [#ffffff] DK BUS:[#00ff00]A$$$ $$$[#ffffff]MET:[#00ff00]<=0:KDTy:ddd:hh:mm:ss=>$&$ fc.MET() } TEXT_LABEL { name = Display Text 3 transform = JSIDisplayTextObj03 fontSize = 2 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = [#ffffff]PILOT UNIT A: [#00ff00]<=0:"INSTALLED";"NOT INSTALLED";"NOT INSTALLED"=> $&$mechjeb.Available() } TRANSLATION { name = Display Power transform = JSIDisplayObjLoc startTranslation = 0, 0, -0.015 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/kOSTerminal/MAS_kOSTerminal.cfg PROP { name = MAS_kOSTerminal MODEL { model = ASET/ASET_Props/MFDs/kOSTerminal/kOSterminal } MODULE { name = MASMonitor screenTransform = kOSTerminalScreenTransform textureLayerID = _Emissive screenSize = 1024, 672 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = COLOR_MFD2_TEXT backgroundColor = 4, 4, 8, 255 monitorID = %AUTOID% page = MAS_kOS_Standby page = MAS_kOS_Action page = MAS_kOS_Pilot page = MAS_kOS_Resource page = MAS_kOS_Status } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = kOSTerminalScreenTransform passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Buttons backlight transform = kOSterminalBodyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLLIDER_EVENT { name = F01 function key collider = button_F01 onClick = fc.SetPersistent("%AUTOID%", "MAS_kOS_Pilot") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F02 function key collider = button_F02 onClick = fc.SetPersistent("%AUTOID%", "MAS_kOS_Status") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F03 function key collider = button_F03 onClick = fc.SetPersistent("%AUTOID%", "MAS_kOS_Resource") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F04 function key collider = button_F04 onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F05 function key collider = button_F05 onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F06 function key collider = button_F06 onClick = fc.SetPersistent("%AUTOID%", "MAS_kOS_Action") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F07 function key collider = button_F07 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F08 function key collider = button_F08 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F09 function key collider = button_F09 onClick = fc.SendSoftkey("%AUTOID%", 9) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F10 function key collider = button_F10 onClick = fc.SendSoftkey("%AUTOID%", 10) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F11 function key collider = button_F11 onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F12 function key collider = button_F12 onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Center D-pad key collider = Button_CENTER onClick = fc.SendSoftkey("%AUTOID%", 22) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Left D-pad key collider = Button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 23) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Right D-pad key collider = Button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 24) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Up D-pad key collider = Button_UP onClick = fc.SendSoftkey("%AUTOID%", 25) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Down D-pad key collider = Button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 26) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Prev D-pad key collider = button_PREV onClick = fc.SendSoftkey("%AUTOID%", 27) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Next D-pad key collider = button_NEXT onClick = fc.SendSoftkey("%AUTOID%", 28) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Zoom Out / Back D-pad key collider = button_ZoomOUT onClick = fc.SendSoftkey("%AUTOID%", 29) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Zoom In / Enter D-pad key collider = button_ZoomIN onClick = fc.SendSoftkey("%AUTOID%", 30) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Standby / help key collider = button_STBY onClick = MAS_kOS_Stby("%AUTOID%", "%AUTOID%-Timer", fc.GetPersistentAsNumber("%AUTOID%-Timer"), "MAS_kOS_Standby") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R01 soft key collider = buttonR01 onClick = fc.SendSoftkey("%AUTOID%", 13) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R02 soft key collider = buttonR02 onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R03 soft key collider = buttonR03 onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R04 soft key collider = buttonR04 onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R05 soft key collider = buttonR05 onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R06 soft key collider = buttonR06 onClick = fc.SendSoftkey("%AUTOID%", 18) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R07 soft key collider = buttonR07 onClick = fc.SendSoftkey("%AUTOID%", 19) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R08 soft key collider = buttonR08 onClick = fc.SendSoftkey("%AUTOID%", 20) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY001 - 1 = 49 collider = KEY001 onClick = fc.SendSoftkey("%AUTOID%", 49) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY002 - 2 = 50 collider = KEY002 onClick = fc.SendSoftkey("%AUTOID%", 50) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY003 - 3 = 51 collider = KEY003 onClick = fc.SendSoftkey("%AUTOID%", 51) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY004 - 4 = 52 collider = KEY004 onClick = fc.SendSoftkey("%AUTOID%", 52) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY005 - 5 = 53 collider = KEY005 onClick = fc.SendSoftkey("%AUTOID%", 53) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY006 - 6 = 54 collider = KEY006 onClick = fc.SendSoftkey("%AUTOID%", 54) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY007 - 7 = 55 collider = KEY007 onClick = fc.SendSoftkey("%AUTOID%", 55) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY008 - 8 = 56 collider = KEY008 onClick = fc.SendSoftkey("%AUTOID%", 56) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY009 - 9 = 57 collider = KEY009 onClick = fc.SendSoftkey("%AUTOID%", 57) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY010 - 0 = 48 collider = KEY010 onClick = fc.SendSoftkey("%AUTOID%", 48) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY011 - - (dash / minus) = 45 collider = KEY011 onClick = fc.SendSoftkey("%AUTOID%", 45) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY012 - Q = 81 collider = KEY012 onClick = fc.SendSoftkey("%AUTOID%", 81) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY013 - W = 87 collider = KEY013 onClick = fc.SendSoftkey("%AUTOID%", 87) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY014 - E = 69 collider = KEY014 onClick = fc.SendSoftkey("%AUTOID%", 69) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY015 - R = 82 collider = KEY015 onClick = fc.SendSoftkey("%AUTOID%", 82) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY016 - T = 84 collider = KEY016 onClick = fc.SendSoftkey("%AUTOID%", 84) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY017 - Y = 89 collider = KEY017 onClick = fc.SendSoftkey("%AUTOID%", 89) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY018 - U = 85 collider = KEY018 onClick = fc.SendSoftkey("%AUTOID%", 85) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY019 - I = 73 collider = KEY019 onClick = fc.SendSoftkey("%AUTOID%", 73) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY020 - O = 79 collider = KEY020 onClick = fc.SendSoftkey("%AUTOID%", 79) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY021 - P = 80 collider = KEY021 onClick = fc.SendSoftkey("%AUTOID%", 80) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY022 - + = 43 collider = KEY022 onClick = fc.SendSoftkey("%AUTOID%", 43) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY023 - A = 65 collider = KEY023 onClick = fc.SendSoftkey("%AUTOID%", 65) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY024 - S = 83 collider = KEY024 onClick = fc.SendSoftkey("%AUTOID%", 83) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY025 - D = 68 collider = KEY025 onClick = fc.SendSoftkey("%AUTOID%", 68) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY026 - F = 70 collider = KEY026 onClick = fc.SendSoftkey("%AUTOID%", 70) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY027 - G = 71 collider = KEY027 onClick = fc.SendSoftkey("%AUTOID%", 71) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY028 - H = 72 collider = KEY028 onClick = fc.SendSoftkey("%AUTOID%", 72) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY029 - J = 74 collider = KEY029 onClick = fc.SendSoftkey("%AUTOID%", 74) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY030 - K = 75 collider = KEY030 onClick = fc.SendSoftkey("%AUTOID%", 75) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY031 - L = 76 collider = KEY031 onClick = fc.SendSoftkey("%AUTOID%", 76) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY032 - [ = 91 collider = KEY032 onClick = fc.SendSoftkey("%AUTOID%", 91) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY033 - ] = 93 collider = KEY033 onClick = fc.SendSoftkey("%AUTOID%", 93) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY034 - Z = 90 collider = KEY034 onClick = fc.SendSoftkey("%AUTOID%", 90) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY035 - X = 88 collider = KEY035 onClick = fc.SendSoftkey("%AUTOID%", 88) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY036 - C = 67 collider = KEY036 onClick = fc.SendSoftkey("%AUTOID%", 67) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY037 - V = 86 collider = KEY037 onClick = fc.SendSoftkey("%AUTOID%", 86) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY038 - B = 66 collider = KEY038 onClick = fc.SendSoftkey("%AUTOID%", 66) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY039 - N = 78 collider = KEY039 onClick = fc.SendSoftkey("%AUTOID%", 78) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY040 - M = 77 collider = KEY040 onClick = fc.SendSoftkey("%AUTOID%", 77) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY041 - , = 44 collider = KEY041 onClick = fc.SendSoftkey("%AUTOID%", 44) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY042 - . = 46 collider = KEY042 onClick = fc.SendSoftkey("%AUTOID%", 46) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY043 - ; = 59 collider = KEY043 onClick = fc.SendSoftkey("%AUTOID%", 59) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY044 - Enter = 97 collider = KEY044 onClick = fc.SendSoftkey("%AUTOID%", 97) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY045 - ` = 96 collider = KEY045 onClick = fc.SendSoftkey("%AUTOID%", 96) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY046 - \ = 92 collider = KEY046 onClick = fc.SendSoftkey("%AUTOID%", 92) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY047 - Shift (capsLock) collider = KEY047 onClick = fc.TogglePersistent("%AUTOID%-CapsLock") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY048 - (space) = 32 collider = KEY048 onClick = fc.SendSoftkey("%AUTOID%", 32) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY049 - / = 47 collider = KEY049 onClick = fc.SendSoftkey("%AUTOID%", 47) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY050 - ' = 39 collider = KEY050 onClick = fc.SendSoftkey("%AUTOID%", 39) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY051 - Bksp = 98 collider = KEY051 onClick = fc.SendSoftkey("%AUTOID%", 98) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY052 - Del = 99 collider = KEY052 onClick = fc.SendSoftkey("%AUTOID%", 99) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY053 - Break = 100 collider = KEY053 onClick = fc.SendSoftkey("%AUTOID%", 100) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY054 - Home = 101 collider = KEY054 onClick = fc.SendSoftkey("%AUTOID%", 101) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY055 - End = 102 collider = KEY055 onClick = fc.SendSoftkey("%AUTOID%", 102) sound = Squad/Sounds/sound_click_tick volume = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_Abort.cfg PROP { name = MAS_LabelText_Abort MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌───────────────── ABORT ────────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_ActionGroup.cfg PROP { name = MAS_LabelText_ActionGroup MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌───────────── ACTION GROUP ─────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_Backlight_APEx.cfg PROP { name = MAS_LabelText_Backlight_APEx MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 4.5 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ►$$$B$$$A$$$C$$$K$$$L$$$I$$$G$$$H$$$T$$$► } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_Dock.cfg PROP { name = MAS_LabelText_Dock MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌───────────────── DOCK ─────────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_ExtLights.cfg PROP { name = MAS_LabelText_ExtLights MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌──────────── EXTERIOR LIGHT ────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_FDAI1.cfg PROP { name = MAS_LabelText_FDAI1 MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌──────────────── FDAI 1 ────────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_FDAI2.cfg PROP { name = MAS_LabelText_FDAI2 MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌──────────────── FDAI 2 ────────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_IntLights.cfg PROP { name = MAS_LabelText_IntLights MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌──────────── INTERIOR LIGHT ────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_RCS.cfg PROP { name = MAS_LabelText_RCS MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌─────────── REACTION CONTROL ───────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_RMI_GPS_APEx.cfg PROP { name = MAS_LabelText_RMI_GPS_APEx MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 12.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = GPS } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_RMI_Radio_APEx.cfg PROP { name = MAS_LabelText_RMI_Radio_APEx MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 12.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ADF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_SAS.cfg PROP { name = MAS_LabelText_SAS MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌───────── STABILIZATION CONTROL ─────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_Stage.cfg PROP { name = MAS_LabelText_Stage MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌── STAGE ──┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LabelText/MAS_LabelText_Storage_APEx.cfg PROP { name = MAS_LabelText_Storage_APEx MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = 5, 5, 5, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌───────── STORAGE ─────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LifeSupportMonitor/LifeSupportMonitor.cfg PROP { name = MAS_LifeSupportMonitor MODEL { model = ASET/ASET_Props/Misc/LifeSupportMonitor/LifeSupportMonitor } MODULE { name = MASComponent TRANSLATION { name = POWER_OFF_Loc transform = POWER_OFF_Loc endTranslation = 0,0,0 startTranslation = 0,0,-0.005 variable = fc.Conditioned(1) } TEXT_LABEL { name = VesselNameObj transform = VesselNameObj fontSize = 8 oneshot = true font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = always passiveColor = 255,255,0,255 text = <=0=>$#$ fc.VesselName() } TEXT_LABEL { name = ClockObj transform = ClockObj fontSize = 8 font = InconsolataGo style = Bold alignment = Left anchor = LowerLeft emissive = never passiveColor = 0,0,0,255 text = <=0:METy:ddd:hh:mm=> $#$ fc.MET() } TEXT_LABEL { name = LifeSupport_CompanyNameObj transform = LifeSupport_CompanyNameObj fontSize = 8 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = always passiveColor = 0,255,255,255 text = Thunder Aerospace Corporation Life Support System } TEXT_LABEL { name = ResNameObj01 transform = ResNameObj01 fontSize = 6.5 font = InconsolataGo style = Bold alignment = Left anchor = MiddleCenter transformOffset = 0, 0.02 emissive = never passiveColor = 0,0,0,255 text = OXYGEN WATER FOOD } TEXT_LABEL { name = ResNameObj03 transform = ResNameObj03 fontSize = 6.5 font = InconsolataGo style = Bold alignment = Left anchor = MiddleCenter transformOffset = 0.02, 0.02 emissive = never passiveColor = 0,0,0,255 text = " CO2 W/WATER WASTE } TEXT_LABEL { name = FlowOxygenObj transform = FlowOxygenObj fontSize = 6.8 font = InconsolataGo style = Bold alignment = Left anchor = MiddleCenter emissive = always passiveColor = 255,255,0,255 text = <=0:SIP6.3=> <=1:SIP6.3=> <=2:SIP6.3=>$&$ fc.ResourceDelta("Oxygen") ; fc.ResourceDelta("Water") ; fc.ResourceDelta("Food") } TEXT_LABEL { name = AmountOxygenObj transform = AmountOxygenObj fontSize = 5 font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter emissive = always passiveColor = 255,255,0,255 text = <=0,6:SIP##0.0=> $&$ fc.ResourceCurrent("Oxygen") } TEXT_LABEL { name = AmountWaterObj transform = AmountWaterObj fontSize = 5 font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter emissive = always passiveColor = 255,255,0,255 text = <=0,6:SIP##0.0=> $&$ fc.ResourceCurrent("Water") } TEXT_LABEL { name = AmountFoodObj transform = AmountFoodObj fontSize = 5 font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter emissive = always passiveColor = 255,255,0,255 text = <=0,6:SIP##0.0=> $&$ fc.ResourceCurrent("Food") } TEXT_LABEL { name = AmountCO2Obj transform = AmountCO2Obj fontSize = 5 font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter emissive = always passiveColor = 255,255,0,255 text = <=0,6:SIP##0.0=> $&$ fc.ResourceCurrent("CarbonDioxide") } TEXT_LABEL { name = AmountWasteWaterObj transform = AmountWasteWaterObj fontSize = 5 font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter emissive = always passiveColor = 255,255,0,255 text = <=0,6:SIP##0.0=> $&$ fc.ResourceCurrent("WasteWater") } TEXT_LABEL { name = AmountWasteObj transform = AmountWasteObj fontSize = 5 font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter emissive = always passiveColor = 255,255,0,255 text = <=0,6:SIP##0.0=> $&$ fc.ResourceCurrent("Waste") } MODEL_SCALE { name = BarObj_Oxygen transform = BarObj_Oxygen startScale = 0, -1, 0 endScale = 0, 0, 0 variable = fc.ResourcePercent("Oxygen") blend = true } COLOR_SHIFT { name = BarObj_Oxygen transform = BarObj_Oxygen passiveColor = 250,0,0,255 activeColor = 0,250,0,255 variable = fc.InverseLerp(fc.ResourcePercent("Oxygen"), 0.1, 0.5) blend = true } MODEL_SCALE { name = BarObj_Water transform = BarObj_Water startScale = 0, -1, 0 endScale = 0, 0, 0 variable = fc.ResourcePercent("Water") blend = true } COLOR_SHIFT { name = BarObj_Water transform = BarObj_Water passiveColor = 250,0,0,255 activeColor = 0,250,0,255 variable = fc.InverseLerp(fc.ResourcePercent("Water"), 0.1, 0.5) blend = true } MODEL_SCALE { name = BarObj_Food transform = BarObj_Food startScale = 0, -1, 0 endScale = 0, 0, 0 variable = fc.ResourcePercent("Food") blend = true } COLOR_SHIFT { name = BarObj_Food transform = BarObj_Food passiveColor = 250,0,0,255 activeColor = 0,250,0,255 variable = fc.InverseLerp(fc.ResourcePercent("Food"), 0.1, 0.5) blend = true } MODEL_SCALE { name = BarObj_CO2 transform = BarObj_CO2 startScale = 0, -1, 0 endScale = 0, 0, 0 variable = fc.ResourcePercent("CarbonDioxide") blend = true } COLOR_SHIFT { name = BarObj_CO2 transform = BarObj_CO2 passiveColor = 153,153,102,255 activeColor = 190,033,033,255 variable = fc.InverseLerp(fc.ResourcePercent("CarbonDioxide"), 0.9, 1.0) blend = true } MODEL_SCALE { name = BarObj_WasteWater transform = BarObj_WasteWater startScale = 0, -1, 0 endScale = 0, 0, 0 variable = fc.ResourcePercent("WasteWater") blend = true } COLOR_SHIFT { name = BarObj_WasteWater transform = BarObj_WasteWater passiveColor = 153,153,102,255 activeColor = 190,033,033,255 variable = fc.InverseLerp(fc.ResourcePercent("WasteWater"), 0.9, 1.0) blend = true } MODEL_SCALE { name = BarObj_Waste transform = BarObj_Waste startScale = 0, -1, 0 endScale = 0, 0, 0 variable = fc.ResourcePercent("Waste") blend = true } COLOR_SHIFT { name = BarObj_Waste transform = BarObj_Waste passiveColor = 153,153,102,255 activeColor = 190,033,033,255 variable = fc.InverseLerp(fc.ResourcePercent("Waste"), 0.9, 1.0) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_AirLockLightSwitch.cfg PROP { name = MAS_AirLockLightSwitch MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("AirLockLights") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = 130,60,20,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("AirLockLights")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("AirLockLights") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.50 } ANIMATION_PLAYER { name = External Airlock Lights externalAnimation = AirLockLightsAnim variable = fc.GetPersistentAsNumber("AirLockLights") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_CockpitBackLightSwitch.cfg PROP { name = MAS_CockpitBackLightSwitch MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("Backlight") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(1) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 10,10,10,255 activeColor = 130,130,150,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Backlight") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.0, 0.5 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_CockpitLightSwitch.cfg PROP { name = MAS_CockpitLightSwitch MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("TurnInternalCockpitLights") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 10,10,10,255 activeColor = 60,90,180,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("TurnInternalCockpitLights")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("TurnInternalCockpitLights") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.00 } INT_LIGHT { lightName = CockpitLight variable = fc.Conditioned(fc.GetPersistentAsNumber("TurnInternalCockpitLights")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_DockportSpotlightSwitch.cfg PROP { name = MAS_DockportSpotlightSwitch MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("DockingSpotlight") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = 130,60,20,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("DockingSpotlight")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("DockingSpotlight") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.25 } ANIMATION_PLAYER { name = External Docking Port Lights externalAnimation = DockingSpotlightAnim variable = fc.GetPersistentAsNumber("DockingSpotlight") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_EngineerDeckLightSwitch.cfg PROP { name = MAS_EngineerDeckLightSwitch MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("TurnEngineerDeckLight") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 10,10,10,255 activeColor = 60,90,180,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("TurnEngineerDeckLight")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("TurnEngineerDeckLight") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.75 } INT_LIGHT { lightName = EngineerDeckLight variable = fc.Conditioned(fc.GetPersistentAsNumber("TurnEngineerDeckLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_FloodLightSwitch.cfg PROP { name = MAS_FloodLightSwitch MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("FloodLight") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 10,10,10,255 activeColor = 130,60,20,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("FloodLight")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("FloodLight") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.25 } INT_LIGHT { lightName = FloodLight variable = fc.Conditioned(fc.GetPersistentAsNumber("FloodLight")) } ANIMATION_PLAYER { externalAnimation = WindowsEmissveAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("FloodLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch01.cfg PROP { name = MAS_NothingSwitch01 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch02.cfg PROP { name = MAS_NothingSwitch02 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch03.cfg PROP { name = MAS_NothingSwitch03 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch04.cfg PROP { name = MAS_NothingSwitch04 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch05.cfg PROP { name = MAS_NothingSwitch05 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch06.cfg PROP { name = MAS_NothingSwitch06 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch07.cfg PROP { name = MAS_NothingSwitch07 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch08.cfg PROP { name = MAS_NothingSwitch08 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch09.cfg PROP { name = MAS_NothingSwitch09 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch10.cfg PROP { name = MAS_NothingSwitch10 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch11.cfg PROP { name = MAS_NothingSwitch11 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch12.cfg PROP { name = MAS_NothingSwitch12 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_NothingSwitch13.cfg PROP { name = MAS_NothingSwitch13 MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("%AUTOID%") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/LightSwitch/MAS_StrobeLightSwitch.cfg PROP { name = MAS_StrobeLightSwitch MODEL { model = ASET/ASET_Props/Control/LightSwitch/SwitchLightButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.TogglePersistent("StrobeLights") } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = 130,60,20,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("StrobeLights")) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("StrobeLights") } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.75 } ANIMATION_PLAYER { externalAnimation = NavLightsAnim variable = fc.GetPersistentAsNumber("StrobeLights") loop = true animationSpeed = 0.125 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/MediumBag/MAS_MediumBag_FirstAid.cfg PROP { name = MAS_MediumBag_FirstAid MODEL { model = ASET/ASET_Props/Misc/MediumBag/MediumBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = MediumBagLableObj1 startUV = 0, 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/MediumBag/MAS_MediumBag_PersonalStuff.cfg PROP { name = MAS_MediumBag_PersonalStuff MODEL { model = ASET/ASET_Props/Misc/MediumBag/MediumBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = MediumBagLableObj1 startUV = 0, 0.5 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/MediumBag/MAS_MediumBag_Supplies.cfg PROP { name = MAS_MediumBag_Supplies MODEL { model = ASET/ASET_Props/Misc/MediumBag/MediumBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = MediumBagLableObj1 startUV = 0, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/MediumBag/MAS_MediumBag_SurvivalGear.cfg PROP { name = MAS_MediumBag_SurvivalGear MODEL { model = ASET/ASET_Props/Misc/MediumBag/MediumBag } MODULE { name = MASComponent TEXTURE_SHIFT { name = Label transform = MediumBagLableObj1 startUV = 0, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Elec_Output/MAS_NASA_Elec_Output.cfg PROP { name = MAS_NASA_Elec_Output MODEL { model = ASET/ASET_Props/Instruments/NASA_Elec_Output/NASA_Elec_Output } MODULE { name = MASComponent ANIMATION { name = hand animation animation = NASA_Elec_Output_Anim speed = 1 variable = fc.Select(fc.GetPersistentAsNumber("MAS_ElecOutput_Scale") > 0, 0.25, 0.025) * fc.PowerDelta() } COLOR_SHIFT { name = Scale Backlight transform = ScaleObj passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Elec_Output/MAS_NASA_FuelCell_Output.cfg PROP { name = MAS_NASA_FuelCell_Output MODEL { model = ASET/ASET_Props/Instruments/NASA_Elec_Output/NASA_Elec_Output } MODULE { name = MASComponent ANIMATION { name = hand animation animation = NASA_Elec_Output_Anim speed = 1 variable = fc.Select(fc.GetPersistentAsNumber("MAS_ElecOutput_Scale") > 0, 0.25, 0.025) * fc.FuelCellOutput() } COLOR_SHIFT { name = Scale Backlight transform = ScaleObj passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_GaugeDblPerc/MAS_NASA_GaugeDbl_Throttle.cfg PROP { name = MAS_NASA_GaugeDbl_Throttle MODEL { model = ASET/ASET_Props/Instruments/NASA_GaugeDblPerc/NASA_GaugeDblPerc } MODULE { name = MASComponent COLOR_SHIFT { name = Lighting transform = GaugeScaleMarks, ArrowLeftObj, ArrowRightObj, LabelObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Label Plate Diffuse transform = GaugeLabelPlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color } COLOR_SHIFT { name = Label Plate Emissive transform = GaugeLabelPlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor } TEXTURE_SHIFT { name = Label Shift transform = LabelObj startUV = 0.0, 0.4 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Black Scales transform = GaugeScaleObj startUV = -0.05, 0.0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Throttle Pointer yellow transform = ArrowLeftObj startUV = 0.25, 0.0 layers = _MainTex _Emissive } TEXTURE_SHIFT { name = Thrust Pointer Yellow transform = ArrowRightObj startUV = 0.25, 0.0 layers = _MainTex _Emissive } TEXT_LABEL { name = Upper Label transform = NameTextObj alignment = Center anchor = MiddleCenter transformOffset = 0.0109,-0.0014 font = Liberation Sans style = Bold fontSize = 3.0 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINE } ROTATION { name = Left Arrow transform = ArrowLeftLoc variable = fc.Conditioned(fc.GetThrottle()) startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0.0, 1.0 blend = true speed = 2.0 } ROTATION { name = Right Arrow transform = ArrowRightLoc variable = fc.Conditioned(fc.CurrentThrust(true)) startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0.0, 1.0 blend = true speed = 2.0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_Ablator.cfg PROP { name = MAS_NASA_Gauge_Ablator MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.ResourcePercent("Ablator")) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ABLATOR } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, -0.1 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_CommNet_Strength.cfg PROP { name = MAS_NASA_Gauge_CommNet_Strength MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.CommNetSignalStrength()) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = SIGNAL } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, -0.1 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_LiquidFuel.cfg PROP { name = MAS_NASA_Gauge_LiquidFuel MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.ResourcePercent("LiquidFuel")) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = FUEL } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_LiquidHydrogen.cfg PROP { name = MAS_NASA_Gauge_LiquidHydrogen MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.ResourcePercent("LqdHydrogen")) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = LH2 } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_Monopropellant.cfg PROP { name = MAS_NASA_Gauge_Monopropellant MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.ResourcePercent("MonoPropellant")) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MONOPROP } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_Oxidizer.cfg PROP { name = MAS_NASA_Gauge_Oxidizer MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.ResourcePercent("Oxidizer")) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = OXIDIZER } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_Power.cfg PROP { name = MAS_NASA_Gauge_Power MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.PowerPercent()) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = POWER } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_RcsFuel.cfg PROP { name = MAS_NASA_Gauge_RcsFuel MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.RcsPercent()) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = RCS } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_Gauge_Temperature/MAS_NASA_Gauge_Stage_Propellant.cfg PROP { name = MAS_NASA_Gauge_Stage_Propellant MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.PropellantStagePercent()) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = STG. PROP. } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = 0, 0 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0% } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 20% } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 40% } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 60% } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 80% } TEXT_LABEL { name = 100% Label transform = Value_MAX_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100% } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_CommNetSignalIndicator.cfg PROP { name = MAS_NASA_CommNetSignalIndicator MODEL { model = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_G_Units_Indicator texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/CommNet_Indicator texture = G_Units_Indicator,ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/CommNet_Indicator } MODULE { name = MASComponent TEXTURE_SHIFT { name = Scale tex transform = ScaleObj layers = _MainTex _Emissive startUV = 0.0, 0.5 } TEXTURE_SHIFT { name = Arrow tex transform = ArrowObj layers = _MainTex _Emissive startUV = 0.0, 0.0 } COLOR_SHIFT { name = Scale Backlight transform = ScaleObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Arrow Backlight transform = ArrowObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR blend = true } ROTATION { name = Arrow position transform = Arrow01Loc variable = fc.Conditioned(fc.CommNetSignalStrength()) startRotation = 0,0,0 endRotation = 0,270,0 range = 0, 1 blend = true longPath = true speed = 2.0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NASA_G_Units_Indicator/MAS_NASA_G_Units_Indicator.cfg PROP { name = MAS_NASA_G_Units_Indicator MODEL { model = ASET/ASET_Props/Instruments/NASA_G_Units_Indicator/NASA_G_Units_Indicator } MODULE { name = MASComponent TEXTURE_SHIFT { name = Scale tex transform = ScaleObj layers = _MainTex _Emissive startUV = 0.0, 0.5 } TEXTURE_SHIFT { name = Arrow tex transform = ArrowObj layers = _MainTex _Emissive startUV = 0.0, 0.0 } COLOR_SHIFT { name = Scale Backlight transform = ScaleObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Arrow Backlight transform = ArrowObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR blend = true } ROTATION { name = Arrow position transform = Arrow01Loc variable = fc.GForce() startRotation = 0,0,0 endRotation = 0,270,0 range = 0.0, 10.0 blend = true longPath = true speed = 2.0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NumInputDial/MAS_NID_nb_ALT_WARN.cfg PROP { name = MAS_NID_nb_ALT_WARN MODEL { model = ASET/ASET_Props/Control/NumInputDial_NoButton/NumInputDial_NoButton } MODULE { name = MASComponent startupScript = fc.InitializePersistent("ASET_ALTITUDE_WARN_INPUT", 150) COLOR_SHIFT { name = BackLight On/Off transform = Point_pict, HDG_pict, Arrow_pict, Course_pict, Dash_pict, Point_pict, WideArrow_pict variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = NameTopTextObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.03592, -0.0151 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ALTITUDE WARNING } COLLIDER_EVENT { name = Decrease collider = DialColliderMinus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("ASET_ALTITUDE_WARN_INPUT", -50, 0, 5000) } COLLIDER_EVENT { name = Increase collider = DialColliderPlus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("ASET_ALTITUDE_WARN_INPUT", 50, 0, 5000) } ROTATION { name = Knob rotation transform = KnobGrp startRotation = 0,0,0 endRotation = 0,0,360 longPath = true blend = true variable = fc.GetPersistentAsNumber("ASET_ALTITUDE_WARN_INPUT") range = 0,5000 modulo = 1000 } ANIMATION { name = Pictogram animation = NID_nb_PictSwitchAnim variable = 5/7 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NumInputDial/MAS_NID_nb_ALT_WARN_AUTO_GEAR_APEx.cfg PROP { name = MAS_NID_nb_ALT_WARN_AUTO_GEAR_APEx MODEL { model = ASET/ASET_Props/Control/NumInputDial_NoButton/NumInputDial_NoButton } MODULE { name = MASComponent startupScript = fc.InitializePersistent("ASET_ALTITUDE_WARN_INPUT", 150) COLOR_SHIFT { name = BackLight On/Off transform = Point_pict, HDG_pict, Arrow_pict, Course_pict, Dash_pict, Point_pict, WideArrow_pict variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = NameTopTextObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.03592, -0.0151 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ALT WARN/AUTO GEAR } COLLIDER_EVENT { name = Decrease collider = DialColliderMinus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("%AUTOID%", -10, 0, 5000) } COLLIDER_EVENT { name = Increase collider = DialColliderPlus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("%AUTOID%", 10, 0, 5000) } COLLIDER_EVENT { name = Decrease collider = DialColliderMinus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("ASET_ALTITUDE_WARN_INPUT", -50, 0, 5000) variable = fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE") == 0 } COLLIDER_EVENT { name = Increase collider = DialColliderPlus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("ASET_ALTITUDE_WARN_INPUT", 50, 0, 5000) variable = fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE") == 0 } COLLIDER_EVENT { name = Decrease collider = DialColliderMinus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("ASET_ALTITUDE_AUTO_GEAR", -10, 0, 300) variable = fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE") == 1 } COLLIDER_EVENT { name = Increase collider = DialColliderPlus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("ASET_ALTITUDE_AUTO_GEAR", 10, 0, 300) variable = fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE") == 1 } ROTATION { name = Knob rotation transform = KnobGrp startRotation = 0,0,0 endRotation = 0,0,360 longPath = true blend = true variable = fc.GetPersistentAsNumber("%AUTOID%") range = 0,5000 modulo = 1000 } ANIMATION { name = Pictogram animation = NID_nb_PictSwitchAnim variable = 5/7 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NumInputDial/MAS_NID_nb_Brake_Force.cfg PROP { name = MAS_NID_nb_Brake_Force MODEL { model = ASET/ASET_Props/Control/NumInputDial_NoButton/NumInputDial_NoButton } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = Point_pict, HDG_pict, Arrow_pict, Course_pict, Dash_pict, Point_pict, WideArrow_pict variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = NameTopTextObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.03592, -0.0151 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BRAKE FORCE } COLLIDER_EVENT { name = Decrease collider = DialColliderMinus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.SetBrakeForce(fc.Max(0, fc.GetBrakeForce() - 0.25) } COLLIDER_EVENT { name = Increase collider = DialColliderPlus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.SetBrakeForce(fc.Min(2, fc.GetBrakeForce() + 0.25) } ROTATION { name = Knob rotation transform = KnobGrp startRotation = 0,0,0 endRotation = 0,0,360 longPath = true blend = true variable = fc.GetBrakeForce() range = 0,2 speed = 1 } ANIMATION { name = Pictogram animation = NID_nb_PictSwitchAnim variable = 3/7 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/NumInputDial/MAS_NID_nb_DriveSpeed_WARN.cfg PROP { name = MAS_NID_nb_DriveSpeed_WARN MODEL { model = ASET/ASET_Props/Control/NumInputDial_NoButton/NumInputDial_NoButton } MODULE { name = MASComponent startupScript = fc.InitializePersistent("ASET_Drive_SPD_WARN_INPUT", 25) COLOR_SHIFT { name = BackLight On/Off transform = Point_pict, HDG_pict, Arrow_pict, Course_pict, Dash_pict, Point_pict, WideArrow_pict variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = NameTopTextObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.03592, -0.0151 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SPEED WARNING$$$(m/s) } COLLIDER_EVENT { name = Decrease collider = DialColliderMinus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("ASET_Drive_SPD_WARN_INPUT", -1, 0, 100) } COLLIDER_EVENT { name = Increase collider = DialColliderPlus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 autoRepeat = 0.25 onClick = fc.AddPersistentClamped("ASET_Drive_SPD_WARN_INPUT", 1, 0, 100) } ROTATION { name = Knob rotation transform = KnobGrp startRotation = 0,0,0 endRotation = 0,0,360 longPath = true blend = true variable = fc.GetPersistentAsNumber("ASET_Drive_SPD_WARN_INPUT") range = 0,100 speed = 1 } ANIMATION { name = Pictogram animation = NID_nb_PictSwitchAnim variable = 5/7 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider.cfg PROP { name = MAS_PanelDivider MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = PanelDivider variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PANELDIVIDER_PRIMARY_BACKLIGHTCOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDividerBLUE.cfg PROP { name = MAS_PanelDividerBLUE MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = PanelDivider variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = 15,65,255,255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDividerGREEN.cfg PROP { name = MAS_PanelDividerGREEN MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = PanelDivider variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = 95,175,0,255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDividerORANGE.cfg PROP { name = MAS_PanelDividerORANGE MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = PanelDivider variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = 220,90,10,255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDividerRED.cfg PROP { name = MAS_PanelDividerRED MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = PanelDivider variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = 210,0,0,255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Alert_SuicideBurn.cfg PROP { name = MAS_PanelDivider_Alert_SuicideBurn MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 255,0,0,255 } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.SuicideBurnTime() < 10 and fc.SuicideBurnTime() > 5) } AUDIO_PLAYER { name = Clicker sound = ASET/ASET_Props/Sounds/beep_C_short_x1 volume = 0.3 trigger = ON variable = fc.Conditioned(fc.SuicideBurnTime() < 10 and fc.SuicideBurnTime() > 5) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Danger_SuicideBurn.cfg PROP { name = MAS_PanelDivider_Danger_SuicideBurn MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 255,0,0,255 } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.SuicideBurnTime() < 5 and fc.SuicideBurnTime() > 0 and fc.VesselSituation() > 2 and fc.VerticalSpeed() > 12 and fc.PeriodStep(3) == 1) } AUDIO_PLAYER { name = Clicker sound = ASET/ASET_Props/Sounds/beep_C_short_x1 volume = 0.3 trigger = LOOP variable = fc.Conditioned(fc.SuicideBurnTime() < 5 and fc.SuicideBurnTime() > 0 and fc.VesselSituation() > 2 and fc.VerticalSpeed() > 12) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Target_Angle_Align_APEx.cfg PROP { name = MAS_PanelDivider_Target_Angle_Align_APEx MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 0,0,255,255 } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.TargetIsVessel() == 1 and fc.TargetAngle() < 1 and fc.PeriodStep(3) == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Target_Angle_APEx.cfg PROP { name = MAS_PanelDivider_Target_Angle_APEx MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 0,255,0,255 activeColor = COLOR_ASET_PANELDIVIDER_PRIMARY_BACKLIGHTCOLOR variable = fc.Conditioned(fc.InverseLerp(fc.TargetAngle(), 0, 180)) blend = true } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.TargetIsVessel() == 1 and fc.TargetAngle() > 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Target_Distance_APEx.cfg PROP { name = MAS_PanelDivider_Target_Distance_APEx MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 0,255,0,255 activeColor = 255,0,0,255 variable = fc.Conditioned(fc.InverseLerp(fc.TargetDistance(), 0, 200)) blend = true } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.TargetIsVessel() == 1 and fc.TargetDistance() < 200) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Warning_Capacitor_Charged.cfg PROP { name = MAS_PanelDivider_Warning_Capacitor_Charged MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 0, 255, 0, 255 } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_Capacitor_State") == 1 and fc.GetResourceConverterActive(5) == 0 and fc.PeriodStep(1.5) == 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Warning_Capacitor_Charging.cfg PROP { name = MAS_PanelDivider_Warning_Capacitor_Charging MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 255, 255, 0, 255 } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_Capacitor_State") > 0 and fc.GetPersistentAsNumber("Global_Capacitor_State") < 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Warning_SolarPanel.cfg PROP { name = MAS_PanelDivider_Warning_SolarPanel MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 255,0,0,255 } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.HasAtmosphere() == 1 and fc.VesselSituation() == 4 and fc.SolarPanelPosition() == 1 and fc.PeriodStep(1.5) == 1) } AUDIO_PLAYER { name = Clicker sound = ASET/ASET_Props/Sounds/beep_C_short_x1 volume = 0.3 trigger = LOOP variable = fc.Conditioned(fc.HasAtmosphere() == 1 and fc.VesselSituation() == 4 and fc.SolarPanelPosition() == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PanelDivider/MAS_PanelDivider_Warning_SuicideBurn.cfg PROP { name = MAS_PanelDivider_Warning_SuicideBurn MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = PanelDivider passiveColor = 255,255,0,255 } MODEL_SCALE { name = Warnings transform = PanelDivider startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.SuicideBurnTime() > 10 and fc.SuicideBurnTime() < 30) } AUDIO_PLAYER { name = Clicker sound = ASET/ASET_Props/Sounds/beep_C_short_x1 volume = 0.3 trigger = ON variable = fc.Conditioned(fc.SuicideBurnTime() > 10 and fc.SuicideBurnTime() < 30) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PhaseAngleIndicator/MAS_PhaseAngleIndicator.cfg PROP { name = MAS_PhaseAngleIndicator MODEL { model = ASET/ASET_Props/Instruments/PhaseAngleIndicator/PhaseAngleIndicator } MODULE { name = MASComponent ROTATION { name = Arrow 1 transform = Arrow01Loc variable = fc.Conditioned(transfer.RelativePhaseAngle()) startRotation = 0,0,0 endRotation = 0,360,0 longPath = true range = 0, 360 modulo = 360 blend = true speed = 1.0 } ROTATION { name = Arrow 2 transform = Arrow02Loc variable = fc.Conditioned(transfer.RelativePhaseAngle()) startRotation = 0,0,0 endRotation = 0,360,0 longPath = true range = 0, 360 modulo = 10 blend = true speed = 1.0 } ANIMATION { name = Unit Off Anim animation = PhaseAngleIndicatorOFFanim variable = fc.Conditioned(fc.TargetType()) speed = 4 } COLOR_SHIFT { name = ScaleObj transform = ScaleObj, ZeroSignObj, OFF_SignObj activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR passiveColor = 0,0,0,255 variable = fc.Conditioned((fc.TargetType() > 0) * fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Arrow Obj transform = Arrow01Obj, Arrow02Obj, NamePlateObj activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR passiveColor = 0,0,0,255 variable = fc.Conditioned((fc.TargetType() > 0) * fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PortableTimer/PortableTimer.cfg PROP { name = MAS_PortableTimer MODEL { model = ASET/ASET_Props/Instruments/PortableTimer/PortableTimer } MODULE { name = MASComponent COLLIDER_EVENT { name = ButtonON collider = ButtonON sound = ASET/ASET_Props/Sounds/beep-21 volume = 1 onClick = fc.TogglePersistent("%AUTOID%-On") } ANIMATION_PLAYER { name = ButtonOn animation animation = PortableTimerTurnOnAnim variable = fc.GetPersistentAsNumber("%AUTOID%-On") } COLLIDER_EVENT { name = ButtonMODE collider = ButtonMODE sound = ASET/ASET_Props/Sounds/beep-21 volume = 0.5 onClick = fc.AddPersistentWrapped("%AUTOID%-Mode", 1, 0, 7) variable = fc.GetPersistentAsNumber("%AUTOID%-On") } TEXT_LABEL { name = TimerModeObj transform = TimerModeObj font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = "<=0=> <=1=> <=2=> <=3=><=4=> <=5=> <=6=> $#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 0, "[MET]", " MET "); fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 1, "[UT]", " UT "); fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 2, "[ApT]", " ApT "); fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 3, "[PeT]", " PeT "); fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 4, "[NODE]", " NODE "); fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 5, "[WARP]", " WARP "); fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 6, "[KAC]", " KAC") fontSize = 3.5 } TEXT_LABEL { name = TimerDigitsObj transform = TimerDigitsObj font = Digital-7 Mono style = Normal alignment = Right anchor = UpperRight transformOffset = 0.105,0.0003 emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 5, fc.FormatString("x<=0=>", fc.WarpRate()), fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Mode") == 1, fc.FormatString("<=0:KDTD:hh:mm:ss=>", fc.UT()), fc.FormatString("<=0:METD:hh:mm:ss=>", GetPortableTimerValue(fc.GetPersistentAsNumber("%AUTOID%-Mode"))))) fontSize = 13 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/PSU/PSU.cfg PROP { name = MAS_PSU MODEL { model = ASET/ASET_Props/Misc/PSU/PowerSupplyUnit } MODULE { name = MASComponent COLOR_SHIFT { name = LED 01 transform = LED01Obj variable = fc.Conditioned(fc.PowerPercent() > 0.1 and fc.PeriodCount(0.65, 3) > 0) passiveColor = 0, 0, 0, 255 activeColor = 20, 255, 33, 255 } COLOR_SHIFT { name = LED 02 transform = LED01Obj1 variable = fc.Conditioned((fc.PowerPercent() < 0.25) and (fc.PeriodStep(2) > 0)) passiveColor = 0, 0, 0, 255 activeColor = 190, 33, 33, 255 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG0.cfg PROP { name = MAS_pb_AG0 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(0) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(0) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG0 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(0) * fc.ActionGroupHasActions(0)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG1.cfg PROP { name = MAS_pb_AG1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(1) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(1) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG1 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(1) * fc.ActionGroupHasActions(1)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG2.cfg PROP { name = MAS_pb_AG2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(2) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(2) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(2) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG2 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(2) * fc.ActionGroupHasActions(2)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG3.cfg PROP { name = MAS_pb_AG3 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(3) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(3) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(3) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG3 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(3) * fc.ActionGroupHasActions(3)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG4.cfg PROP { name = MAS_pb_AG4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(4) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(4) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(4) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG4 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(4) * fc.ActionGroupHasActions(4)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG5.cfg PROP { name = MAS_pb_AG5 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(5) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(5) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(5) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG5 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(5) * fc.ActionGroupHasActions(5)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG6.cfg PROP { name = MAS_pb_AG6 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(6) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(6) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(6) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG6 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(6) * fc.ActionGroupHasActions(6)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG7.cfg PROP { name = MAS_pb_AG7 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(7) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(7) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(7) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG7 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(7) * fc.ActionGroupHasActions(7)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG8.cfg PROP { name = MAS_pb_AG8 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(8) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(8) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(8) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG8 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(8) * fc.ActionGroupHasActions(8)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AG9.cfg PROP { name = MAS_pb_AG9 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(9) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(9) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(9) * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AG9 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● variable = fc.Conditioned(fc.GetActionGroup(9) * fc.ActionGroupHasActions(9)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Antenna.cfg PROP { name = MAS_pb_Antenna MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleAntenna() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.AntennaMoving() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ANTENNA$$$DEPLOY } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.AntennaPosition() < 0.05) * fc.AntennaCount()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = IN } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.AntennaPosition() < 0.05) * fc.AntennaCount()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.AntennaPosition() > 0.95) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OUT } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.AntennaPosition() > 0.95) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AntennaState.cfg PROP { name = MAS_pb_AntennaState MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.AntennaMoving()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = MOVE } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.AntennaMoving()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.AntennaDamaged()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = DMG } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.AntennaDamaged()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ARRT_Mode.cfg PROP { name = MAS_pb_ARRT_Mode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_ARRT_Mode") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_ARRT_Mode") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ARRT$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 1)) * (fc.GetPersistentAsNumber("Backlight") * fc.GetPersistentAsNumber("MAS_ARRT_On"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = RNG } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 1) * fc.GetPersistentAsNumber("MAS_ARRT_On")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 0)) * (fc.GetPersistentAsNumber("Backlight") * fc.GetPersistentAsNumber("MAS_ARRT_On"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ALT } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_ARRT_Mode") == 0) * fc.GetPersistentAsNumber("MAS_ARRT_On")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_AVAS_ON-OFF-FT-B5.cfg PROP { name = MAS_pb_AVAS_ON-OFF-FT-B5 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.TogglePersistent("AVAS_ON") sound = ASET/ASET_Props/Sounds/pb_Push01 volume = 1 } ANIMATION { name = Button Animation animation = pb_PushAnim variable = fc.GetPersistentAsNumber("AVAS_ON") speed = 5 } TEXT_LABEL { name = Top Label transform = PanelTextTop_cover fontSize = 5.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0, -0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAS } TEXT_LABEL { name = Button Top Label transform = Legend_Upper fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON")) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Button Bottom Label transform = Legend_Lower fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold emissive = active alignment = Center anchor = MiddleCenter variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } AUDIO_PLAYER { name = 2 sound = ASET/ASET_Props/Sounds/gpws/gpws2 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 1, 3) mustPlayOnce = true } AUDIO_PLAYER { name = 5 sound = ASET/ASET_Props/Sounds/gpws/gpws5 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 4, 6) mustPlayOnce = true } AUDIO_PLAYER { name = 10 sound = ASET/ASET_Props/Sounds/gpws/gpws10 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 9, 11) mustPlayOnce = true } AUDIO_PLAYER { name = 20 sound = ASET/ASET_Props/Sounds/gpws/gpws20 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 19, 21) mustPlayOnce = true } AUDIO_PLAYER { name = 25 sound = ASET/ASET_Props/Sounds/gpws/gpws25 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 24, 26) mustPlayOnce = true } AUDIO_PLAYER { name = 50 sound = ASET/ASET_Props/Sounds/gpws/gpws50 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 49, 51) mustPlayOnce = true } AUDIO_PLAYER { name = 100 sound = ASET/ASET_Props/Sounds/gpws/gpws100 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 99, 101) mustPlayOnce = true } AUDIO_PLAYER { name = 200 sound = ASET/ASET_Props/Sounds/gpws/gpws200 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 199, 201) mustPlayOnce = true } AUDIO_PLAYER { name = 300 sound = ASET/ASET_Props/Sounds/gpws/gpws300 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 299, 301) mustPlayOnce = true } AUDIO_PLAYER { name = 400 sound = ASET/ASET_Props/Sounds/gpws/gpws400 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 399, 401) mustPlayOnce = true } AUDIO_PLAYER { name = 500 sound = ASET/ASET_Props/Sounds/gpws/gpws500 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 499, 501) mustPlayOnce = true } AUDIO_PLAYER { name = 1000 sound = ASET/ASET_Props/Sounds/gpws/gpws1000 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 999, 1001) mustPlayOnce = true } AUDIO_PLAYER { name = 1500 sound = ASET/ASET_Props/Sounds/gpws/gpws1500 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 1499, 1501) mustPlayOnce = true } AUDIO_PLAYER { name = 2000 sound = ASET/ASET_Props/Sounds/gpws/gpws2000 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 1999, 2001) mustPlayOnce = true } AUDIO_PLAYER { name = 2500 sound = ASET/ASET_Props/Sounds/gpws/gpws2500 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 2499, 2501) mustPlayOnce = true } AUDIO_PLAYER { name = 3000 sound = ASET/ASET_Props/Sounds/gpws/gpws3000 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 2999, 3001) mustPlayOnce = true } AUDIO_PLAYER { name = 4000 sound = ASET/ASET_Props/Sounds/gpws/gpws4000 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 3999, 4001) mustPlayOnce = true } AUDIO_PLAYER { name = 5000 sound = ASET/ASET_Props/Sounds/gpws/gpws5000 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 4999, 5001) mustPlayOnce = true } AUDIO_PLAYER { name = 10000 sound = ASET/ASET_Props/Sounds/gpws/gpws10000 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 9999, 10001) mustPlayOnce = true } AUDIO_PLAYER { name = 20000 sound = ASET/ASET_Props/Sounds/gpws/gpws20000 volume = 1.0 trigger = ON variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("AVAS_ON") == 1 and fc.Between(fc.AltitudeBottom(), 19999, 20001) mustPlayOnce = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Brakes.cfg PROP { name = MAS_pb_Brakes MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleBrakes() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetBrakes() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BRAKES } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.BrakesHasActions() * (1 - fc.GetBrakes())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.BrakesHasActions() * (1 - fc.GetBrakes())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.BrakesHasActions() * fc.GetBrakes()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.BrakesHasActions() * fc.GetBrakes()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Capacitor_Charge_APEx.cfg PROP { name = MAS_pb_Capacitor_Charge_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent ANIMATION { name = Cover Animation animation = pb_Cover_Anim variable = fc.GetPersistent("%AUTOID%-Cover") speed = 5 } COLLIDER_EVENT { name = Cover Collider collider = pb_Cover_Collider onClick = fc.TogglePersistent("%AUTOID%-Cover") sound = ASET/ASET_Props/Sounds/pb_Cover02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global_Capacitor_Enable") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_Capacitor_Enable") } TEXT_LABEL { name = Caption transform = PanelTextTop_cover fontSize = 4.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CHARGE$$$CAPACITOR } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_Capacitor_Enable")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_Capacitor_Enable")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Capacitor_Enable")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Capacitor_Enable")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Chatterer.cfg PROP { name = MAS_pb_Chatterer MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("%AUTOID%", chatterer.StartTalking()) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PTT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(chatterer.Available() * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = RX } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(chatterer.Receiving()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(chatterer.Available() * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = TX } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(chatterer.Transmitting()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ChattererTalk.cfg PROP { name = MAS_pb_ChattererTalk MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", chatterer.StartTalking()) onRelease = fc.SetPersistent("%AUTOID%", 0) variable = chatterer.Available() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = PTT } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.GetPersistentAsNumber("%AUTOID%"))) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.GetPersistentAsNumber("%AUTOID%")), 227 + 28 * (fc.GetPersistentAsNumber("%AUTOID%")), 246 * (1 - (fc.GetPersistentAsNumber("%AUTOID%"))), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClearNode.cfg PROP { name = MAS_pb_ClearNode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + fc.ClearManeuverNode()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CLEAR$$$NODE } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * fc.ManeuverNodeExists()) * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = CLR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ManeuverNodeExists()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClearTarget.cfg PROP { name = MAS_pb_ClearTarget MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + fc.ClearTarget()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CLEAR$$$TGT } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.TargetType() > 0)) * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = CLR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.TargetType() > 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockCancel_Node_KACAlarm.cfg PROP { name = MAS_pb_ClockCancel_Node_KACAlarm MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + kac.DeleteAlarm(fc.GetPersistent("MAS_KAC_Alarm"))) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CANCEL$$$ALARM } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * kac.AlarmExists(fc.GetPersistent("MAS_KAC_Alarm")))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = OK } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockMode_Node_Apsis.cfg PROP { name = MAS_pb_ClockMode_Node_Apsis MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.TimeToAp())) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.TimeToPe())) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AP } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = PE } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockMode_Node_Ellip.cfg PROP { name = MAS_pb_ClockMode_Node_Ellip MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.TimeToANEq())) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.TimeToDNEq())) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AN } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = DN } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockMode_Node_Phase.cfg PROP { name = MAS_pb_ClockMode_Node_Phase MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + transfer.TimeUntilPhaseAngle())) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + transfer.TimeUntilEjection())) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = PHASE } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = EJECT } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockMode_Node_Target_Ellip.cfg PROP { name = MAS_pb_ClockMode_Node_Target_Ellip MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.TimeToANTarget())) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.TimeToDNTarget())) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = tAN } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = tDN } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockMode_Node_Transfer.cfg PROP { name = MAS_pb_ClockMode_Node_Transfer MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.TimeToNextSoI())) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = NEXT$$$SOI } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockReset_Timer.cfg PROP { name = MAS_pb_ClockReset_Timer MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("MAS_Time_Node_Mode", fc.SetPersistent("MAS_Timer_AlarmTime", fc.SetPersistent("MAS_Clock_TimerHours", fc.SetPersistent("MAS_Clock_TimerMins", fc.SetPersistent("MAS_Clock_TimerSecs", 0)))))) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RESET } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = OK } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockReset_Timer_Node.cfg PROP { name = MAS_pb_ClockReset_Timer_Node MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("MAS_Clock_Node_Time", 0)) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RESET } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = OK } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockSet_Days.cfg PROP { name = MAS_pb_ClockSet_Days MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -216000, 216000))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -21600, 21600))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -216000, 216000))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 1 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -21600, 21600))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DAYS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = 10 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = 1 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockSet_Hours.cfg PROP { name = MAS_pb_ClockSet_Hours MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -36000, 36000))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -3600, 3600))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -36000, 36000))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 1 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -3600, 3600))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HOURS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = 10 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = 1 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockSet_Minutes.cfg PROP { name = MAS_pb_ClockSet_Minutes MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -600, 600))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -60, 60))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -600, 600))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 1 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -60, 60))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MINUTES } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = 10 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = 1 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockSet_Node_Alarm.cfg PROP { name = MAS_pb_ClockSet_Node_Alarm MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_KAC_Alarm", kac.CreateAlarm("MAS_Alarm", fc.UT() + fc.GetPersistentAsNumber("MAS_Clock_Node_Time"))) variable = kac.AlarmExists(fc.GetPersistent("MAS_KAC_Alarm")) == 0 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SET$$$ALARM } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * kac.Available())) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = SET } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockSet_OP.cfg PROP { name = MAS_pb_ClockSet_OP MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -10 * fc.OrbitPeriod(), 10 * fc.OrbitPeriod()))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -1 * fc.OrbitPeriod(), fc.OrbitPeriod()))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -10 * fc.OrbitPeriod(), 10 * fc.OrbitPeriod()))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 1 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -1 * fc.OrbitPeriod(), fc.OrbitPeriod()))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OP } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = 10 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = 1 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ClockSet_Seconds.cfg PROP { name = MAS_pb_ClockSet_Seconds MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -10, 10))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddPersistent("MAS_Clock_Node_Time", fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -1, 1))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 0 } COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_UP", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -10, 10))) onRelease = fc.SetPersistent("%AUTOID%_UP", 0) variable = fc.ManeuverNodeExists() == 1 } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_DOWN", 1 + fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + (-1 * fc.ManeuverNodeTime()) + fc.Select(fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus"), -1, 1))) onRelease = fc.SetPersistent("%AUTOID%_DOWN", 0) variable = fc.ManeuverNodeExists() == 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_UP") or fc.GetPersistentAsNumber("%AUTOID%_DOWN") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SECONDS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = 10 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_UP")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = 1 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%_DOWN")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Clock_ApsisMode.cfg PROP { name = MAS_pb_Clock_ApsisMode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Clock_ApsisMode") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Clock_ApsisMode") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * fc.GetPersistentAsNumber("MAS_Clock_ApsisMode"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AP } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Clock_ApsisMode")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * (1 - fc.GetPersistentAsNumber("MAS_Clock_ApsisMode")))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = PE } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Clock_ApsisMode")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Clock_CancelAlarm.cfg PROP { name = MAS_pb_Clock_CancelAlarm MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", kac.DeleteAlarm(fc.GetPersistent("MAS_Clock_AlarmId"))) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CLEAR$$$ALARM } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * kac.AlarmExists(fc.GetPersistent("MAS_Clock_AlarmId")))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = CLR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Clock_KacMode.cfg PROP { name = MAS_pb_Clock_KacMode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (kac.TimeToAlarm() > 0)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = KAC } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (kac.TimeToAlarm() > 0)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (kac.TimeToAlarm() == 0)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = TIMER } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (kac.TimeToAlarm() == 0)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Clock_PlusOrMinus_APEx.cfg PROP { name = MAS_pb_Clock_PlusOrMinus_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL scale = 0.6, 0.6, 0.6 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("MAS_Clock_PlusOrMinus", 0)) onRelease = fc.SetPersistent("%AUTOID%", 0) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", 2 + fc.SetPersistent("MAS_Clock_PlusOrMinus", 1)) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = + / - } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = +++ } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") and fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = --- } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Clock_PlusOrMinus") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Clock_SetAlarm.cfg PROP { name = MAS_pb_Clock_SetAlarm MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", MAS_Clock_SetAlarm()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SET$$$ALARM } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * kac.Available())) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = SET } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Clock_StopwatchMode.cfg PROP { name = MAS_pb_Clock_StopwatchMode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = MAS_Clock_NextMode("%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_Clock_StopwatchMode") == 1))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = START } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (fc.GetPersistentAsNumber("MAS_Clock_StopwatchMode") == 1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_Clock_StopwatchMode") == 2))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = STOP } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (fc.GetPersistentAsNumber("MAS_Clock_StopwatchMode") == 2)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Clock_TimeMode.cfg PROP { name = MAS_pb_Clock_TimeMode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Clock_ClockMode") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Clock_ClockMode") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * fc.GetPersistentAsNumber("MAS_Clock_ClockMode"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = MET } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Clock_ClockMode")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight") * (0.25 + 0.75 * (1 - fc.GetPersistentAsNumber("MAS_Clock_ClockMode")))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = UT } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (1-fc.GetPersistentAsNumber("MAS_Clock_ClockMode"))) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Clock_Warp.cfg PROP { name = MAS_pb_Clock_Warp MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.WarpRate() > 1) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = WARP } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.WarpRate() > 1) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_CommNetState.cfg PROP { name = MAS_pb_CommNetState MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CommNetConnectedHome()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = VOICE } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CommNetConnectedHome()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CommNetCanScience()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = DATA } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CommNetCanScience()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = LINK } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Comm_Active.cfg PROP { name = MAS_pb_Comm_Active MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CommNetConnectedHome()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = COMM } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CommNetConnectedHome() * fc.CommNetSignalStrength()) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = LINK } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Engine.cfg PROP { name = MAS_pb_Engine MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleEnginesEnabled() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetEnginesEnabled() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetEnginesEnabled()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetEnginesEnabled()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetEnginesEnabled()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ARM } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetEnginesEnabled()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Engine_Active.cfg PROP { name = MAS_pb_Engine_Active MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.EngineCountActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ENGINE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CurrentThrust(false)) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ACTIVE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_1_Fuel_Pump.cfg PROP { name = MAS_pb_Eng_1_Fuel_Pump MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent ANIMATION { name = Cover Animation animation = pb_Cover_Anim variable = fc.GetPersistent("Global_Fuel_Cover_1") * (fc.GetPersistentAsNumber("Global_FuelDoor_State") == 0) speed = 5 } COLLIDER_EVENT { name = Cover Collider collider = pb_Cover_Collider onClick = fc.TogglePersistent("Global_Fuel_Cover_1") sound = ASET/ASET_Props/Sounds/pb_Cover02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") onClick = fc.TogglePersistent("Global_FuelPumpState_Eng_1") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1") } TEXT_LABEL { name = Caption transform = PanelTextTop_cover fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL$$$PUMP#1 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_1_Ignite.cfg PROP { name = MAS_pb_Eng_1_Ignite MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = engine.SetEnginesEnabled(1, true) variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") == 1 and fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_1") == 1 and engine.GetEngineGroupActive(1) == 0 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = engine.SetEnginesEnabled(1, false) variable = fc.Conditioned(1) == 1 and engine.GetEngineGroupActive(1) == 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.ChangePowerDraw(10) onRelease = fc.ChangePowerDraw(-10) variable = fc.Conditioned(1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = engine.GetEngineGroupActive(1) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG$$$ST#1 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - engine.GetEngineGroupActive(1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - engine.GetEngineGroupActive(1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(engine.GetEngineGroupActive(1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = READY } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(engine.GetEngineGroupActive(1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_1_Start.cfg PROP { name = MAS_pb_Eng_1_Start MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global_StarterState_Eng_1") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_StarterState_Eng_1") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG$$$CRANK#1 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_StarterState_Eng_1")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_StarterState_Eng_1")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_StarterState_Eng_1")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_StarterState_Eng_1")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_2_Fuel_Pump.cfg PROP { name = MAS_pb_Eng_2_Fuel_Pump MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent ANIMATION { name = Cover Animation animation = pb_Cover_Anim variable = fc.GetPersistent("Global_Fuel_Cover_2") * (fc.GetPersistentAsNumber("Global_FuelDoor_State") == 0) speed = 5 } COLLIDER_EVENT { name = Cover Collider collider = pb_Cover_Collider onClick = fc.TogglePersistent("Global_Fuel_Cover_2") sound = ASET/ASET_Props/Sounds/pb_Cover02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") onClick = fc.TogglePersistent("Global_FuelPumpState_Eng_2") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2") } TEXT_LABEL { name = Caption transform = PanelTextTop_cover fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL$$$PUMP#2 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_2_Ignite.cfg PROP { name = MAS_pb_Eng_2_Ignite MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = engine.SetEnginesEnabled(2, true) variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") == 1 and fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_2") == 1 and engine.GetEngineGroupActive(2) == 0 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = engine.SetEnginesEnabled(2, false) variable = fc.Conditioned(1) == 1 and engine.GetEngineGroupActive(2) == 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.ChangePowerDraw(10) onRelease = fc.ChangePowerDraw(-10) variable = fc.Conditioned(1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = engine.GetEngineGroupActive(2) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG$$$ST#2 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - engine.GetEngineGroupActive(2)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - engine.GetEngineGroupActive(2)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(engine.GetEngineGroupActive(2)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = READY } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(engine.GetEngineGroupActive(2)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_2_Start.cfg PROP { name = MAS_pb_Eng_2_Start MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global_StarterState_Eng_2") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_StarterState_Eng_2") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG$$$CRANK#2 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_StarterState_Eng_2")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_StarterState_Eng_2")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_StarterState_Eng_2")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_StarterState_Eng_2")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_3_Fuel_Pump.cfg PROP { name = MAS_pb_Eng_3_Fuel_Pump MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent ANIMATION { name = Cover Animation animation = pb_Cover_Anim variable = fc.GetPersistent("Global_Fuel_Cover_3") * (fc.GetPersistentAsNumber("Global_FuelDoor_State") == 0) speed = 5 } COLLIDER_EVENT { name = Cover Collider collider = pb_Cover_Collider onClick = fc.TogglePersistent("Global_Fuel_Cover_3") sound = ASET/ASET_Props/Sounds/pb_Cover02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") onClick = fc.TogglePersistent("Global_FuelPumpState_Eng_3") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3") } TEXT_LABEL { name = Caption transform = PanelTextTop_cover fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL$$$PUMP#3 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_3_Ignite.cfg PROP { name = MAS_pb_Eng_3_Ignite MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = engine.SetEnginesEnabled(3, true) variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") == 1 and fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_3") == 1 and engine.GetEngineGroupActive(3) == 0 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = engine.SetEnginesEnabled(3, false) variable = fc.Conditioned(1) == 1 and engine.GetEngineGroupActive(3) == 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.ChangePowerDraw(10) onRelease = fc.ChangePowerDraw(-10) variable = fc.Conditioned(1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = engine.GetEngineGroupActive(3) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG$$$ST#3 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - engine.GetEngineGroupActive(3)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - engine.GetEngineGroupActive(3)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(engine.GetEngineGroupActive(3)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = READY } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(engine.GetEngineGroupActive(3)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Eng_3_Start.cfg PROP { name = MAS_pb_Eng_3_Start MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global_StarterState_Eng_3") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_StarterState_Eng_3") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG$$$CRANK#3 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_StarterState_Eng_3")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("Global_StarterState_Eng_3")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_StarterState_Eng_3")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_StarterState_Eng_3")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FDAI1_ErrorScale.cfg PROP { name = MAS_pb_FDAI1_ErrorScale MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fdaiNextErrorWrapped(1)) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ERROR$$$SCALE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI1_Error") == 0)) * (fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI1_Error") == 0) * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI1_Error") == 2)) * (fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/12 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI1_Error") == 2) * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI1_Error") == 1)) * (fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/6 } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI1_Error") == 1) * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FDAI1_RateScale.cfg PROP { name = MAS_pb_FDAI1_RateScale MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fdaiNextRateWrapped(1)) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ERROR$$$SCALE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI1_Rate") == 0)) * (fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI1_Rate") == 0) * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI1_Rate") == 2)) * (fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/12 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI1_Rate") == 2) * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI1_Rate") == 1)) * (fc.GetPersistentAsNumber("MAS_FDAI1_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/6 } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI1_Rate") == 1) * fc.GetPersistentAsNumber("MAS_FDAI1_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FDAI2_ErrorScale.cfg PROP { name = MAS_pb_FDAI2_ErrorScale MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fdaiNextErrorWrapped(2)) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ERROR$$$SCALE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI2_Error") == 0)) * (fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI2_Error") == 0) * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI2_Error") == 2)) * (fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/12 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI2_Error") == 2) * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI2_Error") == 1)) * (fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/6 } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI2_Error") == 1) * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FDAI2_RateScale.cfg PROP { name = MAS_pb_FDAI2_RateScale MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fdaiNextRateWrapped(2)) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ERROR$$$SCALE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI2_Rate") == 0)) * (fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI2_Rate") == 0) * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI2_Rate") == 2)) * (fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/12 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI2_Rate") == 2) * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_FDAI2_Rate") == 1)) * (fc.GetPersistentAsNumber("MAS_FDAI2_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/6 } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_FDAI2_Rate") == 1) * fc.GetPersistentAsNumber("MAS_FDAI2_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_FuelCell.cfg PROP { name = MAS_pb_FuelCell MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleFuelCellActive() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetFuelCellActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL$$$CELL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((1 - fc.GetFuelCellActive()) * fc.FuelCellCount()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((1 - fc.GetFuelCellActive()) * fc.FuelCellCount()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetFuelCellActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetFuelCellActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Fuel_Door_APEx.cfg PROP { name = MAS_pb_Fuel_Door_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.SetPersistent("Global_FuelDoor_State", 1) COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global_FuelDoor_State") variable = fc.Conditioned(fc.GetPersistent("Global_FuelLeverState_Eng_1") == 0) } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("Global_Fuel_Cover_1", 0 + fc.SetPersistent("Global_Fuel_Cover_2", 0 + fc.SetPersistent("Global_Fuel_Cover_3", 0))) variable = fc.Conditioned(fc.GetPersistent("Global_FuelLeverState_Eng_1") == 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_FuelDoor_State") == 0 } AUDIO_PLAYER { name = Door Sound sound = MOARdV/Sounds/Rotator volume = 0.8 trigger = BOTH variable = fc.GetPersistentAsNumber("Global_FuelDoor_State") mustPlayOnce = true } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENG$$$CTRL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("Global_FuelDoor_State") == 1))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = <=0:"CTRL ";"CLOSE";"CLOSE"=>$&$fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("Global_FuelDoor_State") == 1)) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("Global_FuelDoor_State") == 0))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = <=0:"DSBLD";"OPEN ";"OPEN "=>$&$fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("Global_FuelDoor_State") == 0)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Lens Status transform = pb_Full_Lens_Obj passiveColor = 0, 85, 0, 255 activeColor = 85, 0, 0, 255 variable = fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") } TEXTURE_SHIFT { name = Lens Status transform = pb_Full_Lens_Obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(1) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Gear.cfg PROP { name = MAS_pb_Gear MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleGear() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetGear() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GEAR } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GearHasActions() * (1 - fc.GetGear())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = UP } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GearHasActions() * (1 - fc.GetGear())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ▲ ▲ } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GearHasActions() * fc.GetGear()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = DOWN } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GearHasActions() * fc.GetGear()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ▼ ▼ } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Gear_Auto_500.cfg PROP { name = MAS_pb_Gear_Auto_500 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 4.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO GEAR$$$500m } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TRIGGER_EVENT { name = Auto Gear event = fc.SetGear(true) exitEvent = fc.SetGear(false) variable = fc.GetPersistentAsNumber("%AUTOID%") and fc.AltitudeTerrain(false) < 500 and fc.SurfaceSpeed() < 150 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Gear_Auto_Select.cfg PROP { name = MAS_pb_Gear_Auto_Select MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.InitializePersistent("ASET_ALTITUDE_AUTO_GEAR", 150) COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 4.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO GEAR$$$SELECT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TRIGGER_EVENT { name = Auto Gear event = fc.SetGear(true) exitEvent = fc.SetGear(false) variable = fc.GetPersistentAsNumber("%AUTOID%") and fc.AltitudeTerrain(false) < fc.GetPersistentAsNumber("ASET_ALTITUDE_AUTO_GEAR") and fc.SurfaceSpeed() < 150 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Gear_Warn_Alt_Auto_Select.cfg PROP { name = MAS_pb_Gear_Warn_Alt_Auto_Select MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.InitializePersistent("MAS_ALT_DIAL_MODE", 0) COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_ALT_DIAL_MODE") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 4.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DIAL$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ALT.W } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE")) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = GEAR } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_ALT_DIAL_MODE")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Generic_IntLight.cfg PROP { name = MAS_pb_Generic_IntLight MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Generic_IntLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Generic_IntLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Generic_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Generic_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Point light variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_GimbalLock.cfg PROP { name = MAS_pb_GimbalLock MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleGimbalLock() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetGimbalsLocked() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GIMBAL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetGimbalsLocked()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = LOCK } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetGimbalsLocked()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetGimbalsLocked()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = FREE } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetGimbalsLocked()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Gimbal_Active.cfg PROP { name = MAS_pb_Gimbal_Active MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetGimbalsActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = GIMBAL } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CurrentGimbalDeflection() * fc.GetGimbalsActive()) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ACTIVE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Grapple_Arm_APEx.cfg PROP { name = MAS_pb_Grapple_Arm_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleGrappleArmed() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GrappleMoving() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GRAPPLE$$$ARM } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GrappleArmed() < 1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = SAFE } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GrappleArmed() < 1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GrappleArmed() > 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ARM } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GrappleArmed() > 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Grapple_Release_APEx.cfg PROP { name = MAS_pb_Grapple_Release_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.GrappleRelease() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.HasGrapple() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GRAPPLE$$$REL. } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.Grappled() < 1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = N/A } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.Grappled() < 1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.Grappled() > 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = REL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.Grappled() > 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_HUD_Drive_Power.cfg PROP { name = MAS_pb_HUD_Drive_Power MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global_Hud_Type") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_Hud_Type") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DRIVE$$$DISPLAY } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_IndicatorLampAmber text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_IndicatorLampAmber text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_IndicatorLampAmber text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_IndicatorLampAmber text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_HUD_Mode_Fly-Drive.cfg PROP { name = MAS_pb_HUD_Mode_Fly-Drive MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.TogglePersistent("Global_Hud_Type") sound = ASET/ASET_Props/Sounds/pb_Push01 volume = 1 } ANIMATION { name = Button Animation animation = pb_PushAnim variable = fc.GetPersistent("Global_Hud_Type") speed = 5 } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HUD$$$MODE } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Upper Legend transform = Legend_Upper font = Liberation Sans fontSize = 4.5 oneshot = true style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_UnlitBlackText passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") < 1) text = FLY } TEXT_LABEL { name = Lower Legend transform = Legend_Lower font = Liberation Sans font = InconsolataGo-Bold fontSize = 4.5 oneshot = true style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_MOARdV_UnlitBlackText passiveColor = 0,0,0,255 blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") < 0) text = DRIVE } COLOR_SHIFT { name = Lower Legend transform = Legend_Lower emissive = active passiveColor = 0, 0, 0, 255 activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") < 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_HUD_NB_Power.cfg PROP { name = MAS_pb_HUD_NB_Power MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global-NB-HudEnabled") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global-NB-HudEnabled") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HUD$$$TGGL } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("Global-NB-HudEnabled") == 1))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("Global-NB-HudEnabled") == 1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("Global-NB-HudEnabled") == 0))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("Global-NB-HudEnabled") == 0)) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_HUD_PitchRoll_Compass.cfg PROP { name = MAS_pb_HUD_PitchRoll_Compass MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("ERSHUD_Compass") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("ERSHUD_Compass") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DRIVE HUD$$$COMPASS } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("ERSHUD_Compass") == 1))) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("ERSHUD_Compass") == 1))) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("ERSHUD_Compass") == 0))) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("ERSHUD_Compass") == 0))) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Lower Legend transform = Legend_Lower variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR } COLOR_SHIFT { name = Upper Legend transform = Legend_Upper variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_HUD_PitchRoll_Orientation.cfg PROP { name = MAS_pb_HUD_PitchRoll_Orientation MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("ERSHUD_Orientation") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("ERSHUD_Orientation") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DRIVE HUD$$$ORIENT. } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("ERSHUD_Orientation") == 1))) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("ERSHUD_Orientation") == 1))) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("ERSHUD_Orientation") == 0))) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("ERSHUD_Orientation") == 0))) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Lower Legend transform = Legend_Lower variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR } COLOR_SHIFT { name = Upper Legend transform = Legend_Upper variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_HUD_PitchRoll_Power.cfg PROP { name = MAS_pb_HUD_PitchRoll_Power MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global_Hud_Type") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("PitchRoll_Display") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HUD$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_IndicatorLampAmber text = FLY } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_IndicatorLampAmber text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_IndicatorLampAmber text = DRIVE } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_IndicatorLampAmber text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_HUD_Warnings_APEx.cfg PROP { name = MAS_pb_HUD_Warnings_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global-NF-WarningsOn") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global-NF-WarningsOn") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HUD$$$WARN } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-NF-WarningsOn") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-NF-WarningsOn") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-NF-WarningsOn") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-NF-WarningsOn") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_IMP_Mode.cfg PROP { name = MAS_pb_IMP_Mode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.AddPersistentWrapped("MAS_IMP_Mode", 1, 0, 3) + 1) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = IMP$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_IMP_Mode") == 0)) * (fc.GetPersistentAsNumber("MAS_IMP_On") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = VSSL } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_IMP_Mode") == 0) * fc.GetPersistentAsNumber("MAS_IMP_On")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_IMP_Mode") == 2)) * (fc.GetPersistentAsNumber("MAS_IMP_On") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = LAND } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_IMP_Mode") == 2) * fc.GetPersistentAsNumber("MAS_IMP_On")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_IMP_Mode") == 1)) * (fc.GetPersistentAsNumber("MAS_IMP_On") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = TGT } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_IMP_Mode") == 1) * fc.GetPersistentAsNumber("MAS_IMP_On")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Intakes_Air.cfg PROP { name = MAS_pb_Intakes_Air MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = engine.ToggleIntakes() variable = fc.Conditioned(1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = engine.GetIntakesOpen() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 4.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TGGL AIR$$$INTAKES } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - engine.GetIntakesOpen()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - engine.GetIntakesOpen()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(engine.GetIntakesOpen()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(engine.GetIntakesOpen()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_KP0110_IntLight_Back.cfg PROP { name = MAS_pb_KP0110_IntLight_Back MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_KP0110_BackLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_KP0110_BackLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AFT$$$CABIN } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_KP0110_BackLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_KP0110_BackLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_BackLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_BackLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Light_back variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_BackLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_KP0110_IntLight_Top.cfg PROP { name = MAS_pb_KP0110_IntLight_Top MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_KP0110_TopLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_KP0110_TopLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UPPER$$$CABIN } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_KP0110_TopLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_KP0110_TopLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_TopLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_TopLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Light_top variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_TopLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_KP0110_IntLight_Tunnel.cfg PROP { name = MAS_pb_KP0110_IntLight_Tunnel MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_KP0110_TunnelLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TUNNEL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Light_tunnel variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Lights.cfg PROP { name = MAS_pb_Lights MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleLights() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetLights() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LIGHTS$$$EXT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.LightsHasActions() * (1 - fc.GetLights())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.LightsHasActions() * (1 - fc.GetLights())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.LightsHasActions() * fc.GetLights()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.LightsHasActions() * fc.GetLights()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Light_Storage.cfg PROP { name = MAS_pb_Light_Storage MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.SetPersistent("MAS_StorageLight_Toggle", 1) COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_StorageLight_Toggle") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_StorageLight_Toggle") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STORAGE$$$LIGHT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_StorageLight_Toggle")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_StorageLight_Toggle")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_StorageLight_Toggle")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_StorageLight_Toggle")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Storage Light lightName = StorageLight intensity = fc.GetPersistentAsNumber("MAS_StorageLight_Toggle") * 0.85 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_StorageLight_Toggle")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MechJeb_Active.cfg PROP { name = MAS_pb_MechJeb_Active MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.ComputerActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = COMP } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.AutopilotActive()) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = PILOT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MFD40x20_VesselView_Holo.cfg PROP { name = MAS_pb_MFD40x20_VesselView_Holo MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global-VVEnabled") } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_APEx_MFD40x20_VV_Holo", "MAS_APEx_MFD40x20_PG_VesselView_Holo") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global-VVEnabled") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = VV HOLO$$$TGGL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VVEnabled") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VVEnabled") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VVEnabled") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VVEnabled") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_0.cfg PROP { name = MAS_pb_MJComp_0 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 0 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("0", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_1.cfg PROP { name = MAS_pb_MJComp_1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("1", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_2.cfg PROP { name = MAS_pb_MJComp_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 2 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("2", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_3.cfg PROP { name = MAS_pb_MJComp_3 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 3 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("3", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_4.cfg PROP { name = MAS_pb_MJComp_4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 4 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("4", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_5.cfg PROP { name = MAS_pb_MJComp_5 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 5 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("5", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_6.cfg PROP { name = MAS_pb_MJComp_6 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 6 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("6", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_7.cfg PROP { name = MAS_pb_MJComp_7 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 7 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("7", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_8.cfg PROP { name = MAS_pb_MJComp_8 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 8 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("8", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_9.cfg PROP { name = MAS_pb_MJComp_9 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 9 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_NumKey("9", "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Clr.cfg PROP { name = MAS_pb_MJComp_Clr MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 7 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = CLR } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_Clear("%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Del.cfg PROP { name = MAS_pb_MJComp_Del MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 7 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = DEL } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_Delete("%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Enter.cfg PROP { name = MAS_pb_MJComp_Enter MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_Enter() onRelease = fc.SetPersistent("MAS_MJComp_Exec", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MJComp_Exec") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = EXEC } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 2)) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ERR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 2)) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_Exec") * (fc.GetPersistentAsNumber("MAS_MJComp_Status") == 1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Minus.cfg PROP { name = MAS_pb_MJComp_Minus MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = - } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_AddKey(-1, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Mode0_Off.cfg PROP { name = MAS_pb_MJComp_Mode0_Off MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_MJComp_Mode", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 0 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = OFF } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 0)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 0)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Mode1_LaunchAlt.cfg PROP { name = MAS_pb_MJComp_Mode1_LaunchAlt MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_MJComp_Mode", 1) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 1 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = LAUNCH } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ALT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Mode2_LaunchInc.cfg PROP { name = MAS_pb_MJComp_Mode2_LaunchInc MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_MJComp_Mode", 2) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 2 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = LAUNCH } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 2)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 2)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = INC } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Mode3_Alt.cfg PROP { name = MAS_pb_MJComp_Mode3_Alt MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_MJComp_Mode", 3) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 3 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ALT } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 3)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 3)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Mode4_Ap.cfg PROP { name = MAS_pb_MJComp_Mode4_Ap MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_MJComp_Mode", 4) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 4 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = AP } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 4)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 4)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Mode5_Pe.cfg PROP { name = MAS_pb_MJComp_Mode5_Pe MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_MJComp_Mode", 5) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 5 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = PE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 5)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (fc.GetPersistentAsNumber("MAS_MJComp_Mode") == 5)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_On.cfg PROP { name = MAS_pb_MJComp_On MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (mechjeb.Available() > 0)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = READY } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (mechjeb.Available() < 1)) blend = true activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = FAULT } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_Plus.cfg PROP { name = MAS_pb_MJComp_Plus MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 10 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = + } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = MAS_MJComp_AddKey(1, "%AUTOID%") onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJComp_ReadWrite.cfg PROP { name = MAS_pb_MJComp_ReadWrite MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_MJComp_WriteEnable") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MJComp_WriteEnable") } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) * (0.25 + 0.75 * (1 - fc.GetPersistentAsNumber("MAS_MJComp_WriteEnable")))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = READ } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * (1 - fc.GetPersistentAsNumber("MAS_MJComp_WriteEnable"))) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) * (0.25 + 0.75 * fc.GetPersistentAsNumber("MAS_MJComp_WriteEnable"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = WRITE } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("MAS_MJComp_WriteEnable")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_AP_ChangeAlt.cfg PROP { name = MAS_pb_MJ_AP_ChangeAlt MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + mechjeb.CircularizeAt(fc.GetPersistentAsNumber("MAS_MJComp_Buffer") * 1000)) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SET$$$ALT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = EXEC } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ERR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_AP_ChangeAp.cfg PROP { name = MAS_pb_MJ_AP_ChangeAp MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + mechjeb.ChangeApoapsis(fc.GetPersistentAsNumber("MAS_MJComp_Buffer") * 1000)) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SET$$$AP } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = EXEC } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ERR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_AP_ChangePe.cfg PROP { name = MAS_pb_MJ_AP_ChangePe MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + mechjeb.ChangePeriapsis(fc.GetPersistentAsNumber("MAS_MJComp_Buffer") * 1000)) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SET$$$PE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = EXEC } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ERR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_AP_MatchVel.cfg PROP { name = MAS_pb_MJ_AP_MatchVel MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + mechjeb.MatchVelocities()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MATCH$$$VEL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = EXEC } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ERR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_AP_PlotXfer.cfg PROP { name = MAS_pb_MJ_AP_PlotXfer MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + mechjeb.PlotTransfer()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PLOT$$$XFR } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = EXEC } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ERR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%") == 2) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_SeqAscent.cfg PROP { name = MAS_pb_MJ_SeqAscent MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = mechjeb.ToggleAscentAutopilot() sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = mechjeb.AscentAutopilotActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ASCENT$$$SEQ } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ENGAGE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.AscentAutopilotActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.AscentAutopilotActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_SeqLanding.cfg PROP { name = MAS_pb_MJ_SeqLanding MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = mechjeb.ToggleLandingAutopilot() sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = mechjeb.LandingAutopilotActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LANDING$$$SEQ } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ENGAGE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.LandingAutopilotActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.LandingAutopilotActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_SeqLandingComp.cfg PROP { name = MAS_pb_MJ_SeqLandingComp MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = mechjeb.ToggleLandingComputer() sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = mechjeb.LandingComputerActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LANDING$$$COMP } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ENGAGE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.LandingComputerActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.LandingComputerActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_SeqManeuver.cfg PROP { name = MAS_pb_MJ_SeqManeuver MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = mechjeb.ToggleManeuverNodeExecutor() sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = mechjeb.ManeuverNodeExecutorActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MNVR$$$SEQ } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ENGAGE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.ManeuverNodeExecutorActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.ManeuverNodeExecutorActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MJ_SeqRendezvous.cfg PROP { name = MAS_pb_MJ_SeqRendezvous MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = mechjeb.ToggleRendezvousAutopilot() sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = mechjeb.RendezvousAutopilotActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RNDZ$$$SEQ } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ENGAGE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.RendezvousAutopilotActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(mechjeb.RendezvousAutopilotActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Mk3-9LeftCabin.cfg PROP { name = MAS_pb_Mk3-9LeftCabin MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Mk3-9LeftCockpitLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Mk3-9LeftCockpitLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Mk3-9LeftCockpitLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Mk3-9LeftCockpitLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9LeftCockpitLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9LeftCockpitLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Light01 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9LeftCockpitLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Mk3-9LeftInstrument.cfg PROP { name = MAS_pb_Mk3-9LeftInstrument MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Mk3-9LeftInstrumentLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Mk3-9LeftInstrumentLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INST$$$LIGHT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Mk3-9LeftInstrumentLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Mk3-9LeftInstrumentLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9LeftInstrumentLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9LeftInstrumentLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Light_LeftInstrument variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9LeftInstrumentLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Mk3-9RightCabin.cfg PROP { name = MAS_pb_Mk3-9RightCabin MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Mk3-9RightCabinLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Mk3-9RightCabinLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Mk3-9RightCabinLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Mk3-9RightCabinLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9RightCabinLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9RightCabinLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Light02 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9RightCabinLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Mk3-9RightInstrument.cfg PROP { name = MAS_pb_Mk3-9RightInstrument MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Mk3-9RightInstrumentLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Mk3-9RightInstrumentLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INST$$$LIGHT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Mk3-9RightInstrumentLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Mk3-9RightInstrumentLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9RightInstrumentLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9RightInstrumentLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Light_RightInstrument variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk3-9RightInstrumentLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_MRK_IntLight.cfg PROP { name = MAS_pb_MRK_IntLight MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_MRK_IntLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_MRK_IntLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UPPER$$$CABIN } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_MRK_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_MRK_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MRK_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MRK_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Point light (1) variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MRK_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Active.cfg PROP { name = MAS_pb_Node_Active MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ManeuverNodeExists()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = MNVR } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ManeuverNodeExists() * fc.PeriodStep(2) * (fc.Abs(fc.ManeuverNodeTime()) < 60)) blend = true activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = 1 MIN } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Clear.cfg PROP { name = MAS_pb_Node_Clear MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1 + fc.ClearManeuverNode()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CLEAR$$$NODE } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * fc.ManeuverNodeExists()) * fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = CLR } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Create.cfg PROP { name = MAS_pb_Node_Create MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.AddManeuverNode(fc.ManeuverNodeDVPrograde(), fc.ManeuverNodeDVNormal(), fc.ManeuverNodeDVRadial(), fc.UT() + fc.GetPersistentAsNumber("MAS_Clock_Node_Time")) variable = fc.GetPersistentAsNumber("MAS_Clock_Node_Time") > 0 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = NEW$$$NODE } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ADD } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.ManeuverNodeExists()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Mode_001_APEx.cfg PROP { name = MAS_pb_Node_Mode_001_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Mode", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Value", .001) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Node_Mode") == 0 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = .001 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") == 1 and fc.GetPersistentAsNumber("MAS_Node_Mode") == 0)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") == 1 and fc.GetPersistentAsNumber("MAS_Node_Mode") == 0)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Mode_01_APEx.cfg PROP { name = MAS_pb_Node_Mode_01_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Mode", 1) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Value", .01) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Node_Mode") == 1 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = .01 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Mode_100_APEx.cfg PROP { name = MAS_pb_Node_Mode_100_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Mode", 5) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Value", 100) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Node_Mode") == 5 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 100 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 5)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 5)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Mode_10_APEx.cfg PROP { name = MAS_pb_Node_Mode_10_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Mode", 4) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Value", 10) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Node_Mode") == 4 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 10 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 4)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 4)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Mode_11_APEx.cfg PROP { name = MAS_pb_Node_Mode_11_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Mode", 2) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Value", 0.1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Node_Mode") == 2 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 0.1 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 2)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 2)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Mode_1_APEx.cfg PROP { name = MAS_pb_Node_Mode_1_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Mode", 3) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("MAS_Node_Value", 1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Node_Mode") == 3 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = 1 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 3)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = SEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Node_Mode") == 3)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Node_Sync_Displays_APEx.cfg PROP { name = MAS_pb_Node_Sync_Displays_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", 1) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SYNC$$$DATA } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = SYNC } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("%AUTOID%")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ParachuteArm.cfg PROP { name = MAS_pb_ParachuteArm MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = parachute.ToggleParachuteArmed() sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = parachute.GetParachuteArmed() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CHUTE$$$ARM } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.GetParachuteArmed()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ARM } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.GetParachuteArmed()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ParachuteCut.cfg PROP { name = MAS_pb_ParachuteCut MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", parachute.CutParachute()) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CHUTE$$$CUT } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.GetParachuteDeployed()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = CUT } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.GetParachuteDeployed()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ParachuteDeploy.cfg PROP { name = MAS_pb_ParachuteDeploy MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = parachute.DeployParachute() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = parachute.GetParachuteDeployed() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CHUTE$$$DEPLOY } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.DeploymentSafe() < 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = DNGR } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.DeploymentSafe() < 1) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.GetParachuteDeployed()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.GetParachuteDeployed()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_PitchRoll_Display.cfg PROP { name = MAS_pb_PitchRoll_Display MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global_Hud_Type") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global_Hud_Type") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HUD$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = FLY } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = DRIVE } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_Hud_Type") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_PowerState.cfg PROP { name = MAS_pb_PowerState MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GeneratorOutput() > 0.01) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = GEN } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GeneratorOutput() > 0.01) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.AlternatorOutput() > 0.01) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ALT } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.AlternatorOutput() > 0.01) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Precision.cfg PROP { name = MAS_pb_Precision MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePrecisionMode() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPrecisionMode() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PRECISION$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (1 - fc.GetPrecisionMode())) * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = NORM } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((1 - fc.GetPrecisionMode())) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * fc.GetPrecisionMode()) * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = PREC } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPrecisionMode()) activeColor = COLOR_MOARdV_IndicatorLampBlue passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Radar.cfg PROP { name = MAS_pb_Radar MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRadar() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.RadarActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RADAR } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((1 - fc.RadarActive()) * fc.RadarCount()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = STBY } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((1 - fc.RadarActive()) * fc.RadarCount()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadarActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = SCAN } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadarActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Radiator.cfg PROP { name = MAS_pb_Radiator MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRadiator() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.RadiatorMoving() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 4.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RADIATOR$$$DEPLOY } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.RadiatorPosition() < 0.05) * fc.RadiatorDeployable()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = IN } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.RadiatorPosition() < 0.05) * fc.RadiatorDeployable()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadiatorPosition() > 0.95) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OUT } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadiatorPosition() > 0.95) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RadiatorState.cfg PROP { name = MAS_pb_RadiatorState MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadiatorMoving()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = MOVE } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadiatorMoving()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadiatorDamaged()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = DMG } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadiatorDamaged()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Radiator_Active.cfg PROP { name = MAS_pb_Radiator_Active MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadiatorActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = RAD } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.RadiatorUtilization()) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ACTIVE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_rb_ClearNode.cfg PROP { name = MAS_pb_rb_ClearNode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.ClearManeuverNode()) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = CLEAR$$$MNVR } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.ManeuverNodeExists())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.ManeuverNodeExists()), 227 + 28 * (fc.ManeuverNodeExists()), 246 * (1 - (fc.ManeuverNodeExists())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_rb_ClearTarget.cfg PROP { name = MAS_pb_rb_ClearTarget MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.ClearTarget()) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = CLEAR$$$TGT } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.TargetType() > 0)) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.TargetType() > 0), 227 + 28 * (fc.TargetType() > 0), 246 * (1 - (fc.TargetType() > 0)), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RCS.cfg PROP { name = MAS_pb_RCS MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRCS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetRCS() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RCS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * (1 - fc.GetRCS())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * (1 - fc.GetRCS())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * fc.GetRCS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * fc.GetRCS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RcsTranslateX.cfg PROP { name = MAS_pb_RcsTranslateX MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitVertical_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Left Legend transform = Legend_Left fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetRCSActive() * fc.StickTranslationX()) < 0 activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = L blend = true } TEXT_LABEL { name = Right Legend transform = Legend_Right fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetRCSActive() * fc.StickTranslationX()) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = R } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RcsTranslateY.cfg PROP { name = MAS_pb_RcsTranslateY MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetRCSActive() * fc.StickTranslationY()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = UP blend = true } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetRCSActive() * fc.StickTranslationY() < 0) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = DN } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RcsTranslateZ.cfg PROP { name = MAS_pb_RcsTranslateZ MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetRCSActive() * fc.StickTranslationZ()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = FWD blend = true } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetRCSActive() * fc.StickTranslationZ() < 0) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = AFT } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Rcs_Active.cfg PROP { name = MAS_pb_Rcs_Active MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * fc.GetRCS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = RCS } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.CurrentRCSThrust()) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ACTIVE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RCS_rotate.cfg PROP { name = MAS_pb_RCS_rotate MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRCSRotate() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetRCSRotate() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ROTATE$$$RCS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * (1 - fc.GetRCSRotate())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * (1 - fc.GetRCSRotate())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * fc.GetRCSRotate()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * fc.GetRCSRotate()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RCS_translate.cfg PROP { name = MAS_pb_RCS_translate MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRCSTranslate() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetRCSTranslate() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = XLATE$$$RCS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * (1 - fc.GetRCSTranslate())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * (1 - fc.GetRCSTranslate())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * fc.GetRCSTranslate()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.HasRCS() * fc.GetRCSTranslate()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ReactionWheel_Active.cfg PROP { name = MAS_pb_ReactionWheel_Active MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetReactionWheelActive()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = GYRO } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ReactionWheelTorque() * fc.GetReactionWheelActive()) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ACTIVE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RecoverVessel.cfg PROP { name = MAS_pb_RecoverVessel MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.RecoverVessel() + 1) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RECOVER$$$VESSEL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.VesselRecoverable()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = WAIT } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.VesselRecoverable()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.VesselRecoverable()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.VesselRecoverable()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_RecoverVessel2.cfg PROP { name = MAS_pb_RecoverVessel2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent ANIMATION_PLAYER { name = Cover animation animation = pb_Cover_Anim animationSpeed = 1.0 variable = fc.VesselRecoverable() } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", fc.RecoverVessel() + 1) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_cover fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RECOVER$$$VESSEL } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = CALL } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.VesselRecoverable()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ReferenceDock.cfg PROP { name = MAS_pb_ReferenceDock MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetDockToReference() sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetDockIsReference() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = REF.$$$DOCK } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetDockIsReference()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = REF } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetDockIsReference()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_ReferencePod.cfg PROP { name = MAS_pb_ReferencePod MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPodToReference() sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPodIsReference() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = REF.$$$POD } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPodIsReference()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = REF } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPodIsReference()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Resource_Converter_1_APEx.cfg PROP { name = MAS_pb_Resource_Converter_1_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.TrackResourceConverter(1, "LiquidFuel") COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleResourceConverterActive(1) variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetResourceConverterActive(1) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TGGL$$$CVRT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * 1 - fc.GetResourceConverterActive(1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * 1 - fc.GetResourceConverterActive(1)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetResourceConverterActive(1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ARM } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetResourceConverterActive(1)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Resource_Converter_2_APEx.cfg PROP { name = MAS_pb_Resource_Converter_2_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.TrackResourceConverter(2, "Oxidizer") COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleResourceConverterActive(2) variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetResourceConverterActive(2) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TGGL$$$CVRT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * 1 - fc.GetResourceConverterActive(2)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * 1 - fc.GetResourceConverterActive(2)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetResourceConverterActive(2)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ARM } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetResourceConverterActive(2)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Resource_Converter_3_APEx.cfg PROP { name = MAS_pb_Resource_Converter_3_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.TrackResourceConverter(3, "MonoPropellant") COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleResourceConverterActive(3) variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetResourceConverterActive(3) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TGGL$$$CVRT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * 1 - fc.GetResourceConverterActive(3)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * 1 - fc.GetResourceConverterActive(3)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetResourceConverterActive(3)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ARM } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetResourceConverterActive(3)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Resource_Converter_4_APEx.cfg PROP { name = MAS_pb_Resource_Converter_4_APEx MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.TrackResourceConverter(4, "XenonGas") COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleResourceConverterActive(4) variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetResourceConverterActive(4) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TGGL$$$CVRT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * 1 - fc.GetResourceConverterActive(4)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * 1 - fc.GetResourceConverterActive(4)) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetResourceConverterActive(4)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ARM } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetResourceConverterActive(4)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Drill_Converter_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS.cfg PROP { name = MAS_pb_SAS MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSAS() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SAS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_AntiNormal.cfg PROP { name = MAS_pb_SAS_AntiNormal MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(4) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 4 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ANTI } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = NORMAL } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 4) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 4) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_AntiNormal_2.cfg PROP { name = MAS_pb_SAS_AntiNormal_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(4) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 4 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ANTI$$$NRML } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 4) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 4) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 4) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 4) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_AntiTarget.cfg PROP { name = MAS_pb_SAS_AntiTarget MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(8) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 8 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ANTI } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = TARGET } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 8) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 8) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_AntiTarget_2.cfg PROP { name = MAS_pb_SAS_AntiTarget_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(8) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 8 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ANTI$$$TARGET } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 8) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 8) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 8) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 8) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_ManeuverNode.cfg PROP { name = MAS_pb_SAS_ManeuverNode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(9) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 9 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = MNVR } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = NODE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 9) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 9) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_ManeuverNode_2.cfg PROP { name = MAS_pb_SAS_ManeuverNode_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(9) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 9 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = MNVR$$$NODE } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 9) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 9) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 9) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 9) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_Normal.cfg PROP { name = MAS_pb_SAS_Normal MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(3) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 3 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = NORMAL } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 3) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 3) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_Normal_2.cfg PROP { name = MAS_pb_SAS_Normal_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(3) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 3 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = NRML } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 3) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 3) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 3) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 3) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_Prograde.cfg PROP { name = MAS_pb_SAS_Prograde MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(1) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 1 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = PRO } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = GRADE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 1) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 1) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_Prograde_2.cfg PROP { name = MAS_pb_SAS_Prograde_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(1) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 1 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = PRO$$$GRADE } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 1) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 1) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 1) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 1) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_RadialIn.cfg PROP { name = MAS_pb_SAS_RadialIn MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(5) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 5 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = RADIAL } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = IN } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 5) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 5) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_RadialIn_2.cfg PROP { name = MAS_pb_SAS_RadialIn_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(5) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 5 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = RADIAL$$$IN } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 5) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 5) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 5) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 5) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_RadialOut.cfg PROP { name = MAS_pb_SAS_RadialOut MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(6) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 6 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = RADIAL } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = OUT } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 6) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 6) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_RadialOut_2.cfg PROP { name = MAS_pb_SAS_RadialOut_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(6) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 6 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = RADIAL$$$OUT } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 6) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 6) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 6) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 6) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_Retrograde.cfg PROP { name = MAS_pb_SAS_Retrograde MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(2) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 2 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = RETRO } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = GRADE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 2) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 2) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_Retrograde_2.cfg PROP { name = MAS_pb_SAS_Retrograde_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(2) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 2 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = RETRO$$$GRADE } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 2) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 2) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 2) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 2) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_StabilityAssist.cfg PROP { name = MAS_pb_SAS_StabilityAssist MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 0 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = STAB } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = ASSIST } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 0) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 0) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_StabilityAssist_2.cfg PROP { name = MAS_pb_SAS_StabilityAssist_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(0) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 0 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = STAB$$$ASSIST } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 0) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 0) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 0) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 0) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_Target.cfg PROP { name = MAS_pb_SAS_Target MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetSASMode(7) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 7 } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = TARGET } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 7) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetSASMode() == 7) * fc.GetSAS()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SAS_Target_2.cfg PROP { name = MAS_pb_SAS_Target_2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetSASMode(7) variable = fc.GetSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 7 } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = TARGET } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetSASMode() == 7) and fc.GetSAS())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetSASMode() == 7) and fc.GetSAS()), 227 + 28 * ((fc.GetSASMode() == 7) and fc.GetSAS()), 246 * (1 - ((fc.GetSASMode() == 7) and fc.GetSAS())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Seat_Rotation.cfg PROP { name = MAS_pb_Seat_Rotation MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/motor volume = 1 onClick = fc.TogglePersistent("COCKPIT_SEAT_ROTATION") variable = fc.Conditioned(1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_ROTATION") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 4.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SEAT$$$ROTATION } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("COCKPIT_SEAT_ROTATION") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = FWD } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("COCKPIT_SEAT_ROTATION") == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("COCKPIT_SEAT_ROTATION")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = BCK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("COCKPIT_SEAT_ROTATION")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG0.cfg PROP { name = MAS_pb_SH02_AG0 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(0) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 0 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 0 variable = fc.Conditioned(fc.ActionGroupHasActions(0) and not fc.GetActionGroup(0)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(0) and fc.GetActionGroup(0)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(0) and fc.GetActionGroup(0)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG1.cfg PROP { name = MAS_pb_SH02_AG1 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(1) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(1) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 1 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 1 variable = fc.Conditioned(fc.ActionGroupHasActions(1) and not fc.GetActionGroup(1)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(1) and fc.GetActionGroup(1)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(1) and fc.GetActionGroup(1)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG2.cfg PROP { name = MAS_pb_SH02_AG2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(2) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(2) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 2 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 2 variable = fc.Conditioned(fc.ActionGroupHasActions(2) and not fc.GetActionGroup(2)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(2) and fc.GetActionGroup(2)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(2) and fc.GetActionGroup(2)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG3.cfg PROP { name = MAS_pb_SH02_AG3 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(3) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(3) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 3 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 3 variable = fc.Conditioned(fc.ActionGroupHasActions(3) and not fc.GetActionGroup(3)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(3) and fc.GetActionGroup(3)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(3) and fc.GetActionGroup(3)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG4.cfg PROP { name = MAS_pb_SH02_AG4 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(4) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(4) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 4 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 4 variable = fc.Conditioned(fc.ActionGroupHasActions(4) and not fc.GetActionGroup(4)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(4) and fc.GetActionGroup(4)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(4) and fc.GetActionGroup(4)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG5.cfg PROP { name = MAS_pb_SH02_AG5 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(5) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(5) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 5 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 5 variable = fc.Conditioned(fc.ActionGroupHasActions(5) and not fc.GetActionGroup(5)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(5) and fc.GetActionGroup(5)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(5) and fc.GetActionGroup(5)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG6.cfg PROP { name = MAS_pb_SH02_AG6 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(6) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(6) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 6 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 6 variable = fc.Conditioned(fc.ActionGroupHasActions(6) and not fc.GetActionGroup(6)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(6) and fc.GetActionGroup(6)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(6) and fc.GetActionGroup(6)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG7.cfg PROP { name = MAS_pb_SH02_AG7 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(7) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(7) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 7 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 7 variable = fc.Conditioned(fc.ActionGroupHasActions(7) and not fc.GetActionGroup(7)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(7) and fc.GetActionGroup(7)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(7) and fc.GetActionGroup(7)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG8.cfg PROP { name = MAS_pb_SH02_AG8 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(8) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(8) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 8 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 8 variable = fc.Conditioned(fc.ActionGroupHasActions(8) and not fc.GetActionGroup(8)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(8) and fc.GetActionGroup(8)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(8) and fc.GetActionGroup(8)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_AG9.cfg PROP { name = MAS_pb_SH02_AG9 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(9) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(9) } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = AG 9 } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = AG 9 variable = fc.Conditioned(fc.ActionGroupHasActions(9) and not fc.GetActionGroup(9)) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.ActionGroupHasActions(9) and fc.GetActionGroup(9)) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.ActionGroupHasActions(9) and fc.GetActionGroup(9)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_Antenna.cfg PROP { name = MAS_pb_SH02_B2_Antenna MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleAntenna() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.AntennaPosition() == 1 or fc.AntennaMoving() == 1 } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ANTENNA } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = DEPLOY } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = IN variable = fc.Conditioned((fc.AntennaCount() > 0) and (fc.AntennaPosition() == 0 or fc.AntennaMoving() == -1)) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.AntennaPosition() == 1 or fc.AntennaMoving() == 1) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.AntennaPosition() == 1 or fc.AntennaMoving() == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_C3R_Undock.cfg PROP { name = MAS_pb_SH02_B2_C3R_Undock MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover03_RED texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.Undock() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = 1 - fc.Docked() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNDOCK } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = READY } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = UNDOCK variable = fc.Conditioned(fc.Docked()) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.DockReady()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.DockReady()) } COLLIDER_EVENT { collider = pb_Cover_Collider sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 onClick = fc.TogglePersistent("%AUTOID%-cover") } ANIMATION_PLAYER { name = Button press animation animation = pb_Cover_Anim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_Cabin_NightMode.cfg PROP { name = MAS_pb_SH02_B2_Cabin_NightMode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Cabin_NightMode") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Cabin_NightMode") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = NORM } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = NIGHT variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Cabin_NightMode")) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Cabin_NightMode")) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Cabin_NightMode")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_FuelCell.cfg PROP { name = MAS_pb_SH02_B2_FuelCell MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleFuelCellActive() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetFuelCellActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL CELL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ON } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = OFF variable = fc.Conditioned((fc.FuelCellCount() > 0) and not fc.GetFuelCellActive()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetFuelCellActive()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetFuelCellActive()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_Gear.cfg PROP { name = MAS_pb_SH02_B2_Gear MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleGear() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetGear() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LDG. GEAR } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = UP } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = DOWN variable = fc.Conditioned(fc.GearHasActions() and fc.GetGear()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GearHasActions() and not fc.GetGear()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GearHasActions() and not fc.GetGear()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_Lights.cfg PROP { name = MAS_pb_SH02_B2_Lights MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleLights() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetLights() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = EXT. LIGHT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ON } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = OFF variable = fc.Conditioned(fc.LightsHasActions() and not fc.GetLights()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.LightsHasActions() and fc.GetLights()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.LightsHasActions() and fc.GetLights()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_Parachute.cfg PROP { name = MAS_pb_SH02_B2_Parachute MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = parachute.ToggleParachuteArmed() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = parachute.GetParachuteArmedOrDeployed() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PARACHUTE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ARMED } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = STBY variable = fc.Conditioned((parachute.ParachuteCount() > 0) and not parachute.GetParachuteArmedOrDeployed()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(parachute.GetParachuteArmedOrDeployed()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(parachute.GetParachuteArmedOrDeployed()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_Precision.cfg PROP { name = MAS_pb_SH02_B2_Precision MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePrecisionMode() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPrecisionMode() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PRECISION$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = PREC } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = NORM variable = fc.Conditioned(1 - fc.GetPrecisionMode()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPrecisionMode()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPrecisionMode()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_Radar.cfg PROP { name = MAS_pb_SH02_B2_Radar MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRadar() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.RadarActive() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RADAR } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ACTIVE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = STBY variable = fc.Conditioned((fc.RadarCount() > 0) and not fc.RadarActive()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.RadarActive()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.RadarActive()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_RCS.cfg PROP { name = MAS_pb_SH02_B2_RCS MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRCS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetRCS() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RCS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ON } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = OFF variable = fc.Conditioned(1 - fc.GetRCS()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetRCS()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetRCS()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_RCS_Rotation.cfg PROP { name = MAS_pb_SH02_B2_RCS_Rotation MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRCSRotate() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetRCSRotate() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ROTATE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ENABLE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = DISABLE variable = fc.Conditioned(1 - fc.GetRCSRotate()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetRCSRotate()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetRCSRotate()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_RCS_Translation.cfg PROP { name = MAS_pb_SH02_B2_RCS_Translation MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleRCSTranslate() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetRCSTranslate() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = XLATE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ENABLE } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = DISABLE variable = fc.Conditioned(1 - fc.GetRCSTranslate()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetRCSTranslate()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetRCSTranslate()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_SAS.cfg PROP { name = MAS_pb_SH02_B2_SAS MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleSAS() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetSAS() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SAS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ON } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = OFF variable = fc.Conditioned(1 - fc.GetSAS()) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetSAS()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetSAS()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH02_B2_SolarPanel.cfg PROP { name = MAS_pb_SH02_B2_SolarPanel MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleSolarPanel() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.SolarPanelPosition() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SOLAR$$$PANEL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = DEPLOY } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = IN variable = fc.Conditioned(fc.SolarPanelCount() > 0 and (fc.SolarPanelPosition() == 0 or fc.SolarPanelMoving() == -1)) } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.SolarPanelPosition() == 1 or fc.SolarPanelMoving() == 1) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.SolarPanelPosition() == 1 or fc.SolarPanelMoving() == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH03_B2_Cabin_Fans.cfg PROP { name = MAS_pb_SH03_B2_Cabin_Fans MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = onClick = fc.AddPersistentClamped("CabinFanSpeed", fc.SetPersistent("%AUTOID%", 0.25), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = onClick = fc.AddPersistentClamped("CabinFanSpeed", fc.SetPersistent("%AUTOID%", -0.25), 0, 1) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$FAN SPD } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = INC } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = DEC } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("CabinFanSpeed") < 1) } COLOR_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("CabinFanSpeed") > 0) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("CabinFanSpeed") < 1) } TEXTURE_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("CabinFanSpeed") > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH03_B2_InstBacklight_Dimmer.cfg PROP { name = MAS_pb_SH03_B2_InstBacklight_Dimmer MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Backlight", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Backlight", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INST.$$$PANEL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = BRIGHT } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = DIM } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") < 1) } COLOR_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") > 0) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") < 1) } TEXTURE_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SH03_B2_ReferencePart.cfg PROP { name = MAS_pb_SH03_B2_ReferencePart MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = 0.1 onClick = fc.SetPodToReference() } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = 0.1 onClick = fc.SetDockToReference() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = REF.$$$PART } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = POD } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = DOCK } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPodIsReference()) } COLOR_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetDockIsReference()) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPodIsReference()) } TEXTURE_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetDockIsReference()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Shield_Engage.cfg PROP { name = MAS_pb_Shield_Engage MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent startupScript = fc.TrackResourceConverter(5, "ShieldCharge") ANIMATION { name = Cover Animation animation = pb_Cover_Anim variable = fc.GetPersistent("%AUTOID%-Cover") speed = 5 } COLLIDER_EVENT { name = Cover Collider collider = pb_Cover_Collider onClick = fc.TogglePersistent("%AUTOID%-Cover") sound = ASET/ASET_Props/Sounds/pb_Cover02 volume = 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetResourceConverterActive(5, true) variable = fc.GetPersistentAsNumber("Global_Capacitor_Enable") == 1 } COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetResourceConverterActive(5, false) variable = fc.GetPersistentAsNumber("Global_Capacitor_Enable") == 0 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetResourceConverterActive(5) } TEXT_LABEL { name = Caption transform = PanelTextTop_cover fontSize = 4.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGAGE$$$SHIELD } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetResourceConverterActive(5)) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetResourceConverterActive(5)) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetResourceConverterActive(5)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetResourceConverterActive(5)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } AUDIO_PLAYER { name = Capacitor Discharge sound = Waterfall/Sounds/NFT/sound_ion_flameout volume = 1 trigger = ON variable = fc.Conditioned(fc.GetResourceConverterActive(5)) } AUDIO_PLAYER { name = Shield Raised sound = Waterfall/Sounds/NFT/sound_ion_on volume = 1 trigger = ON variable = fc.Conditioned(fc.GetResourceConverterActive(5)) } AUDIO_PLAYER { name = Shield Lowered sound = Waterfall/Sounds/NFT/sound_ion_flameout volume = 1 trigger = ON variable = fc.Conditioned(1 - fc.GetResourceConverterActive(5)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SolarPanel.cfg PROP { name = MAS_pb_SolarPanel MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleSolarPanel() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.SolarPanelMoving() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SOLAR$$$PANEL } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.SolarPanelPosition() < 0.05) * fc.SolarPanelCount()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = IN } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.SolarPanelPosition() < 0.05) * fc.SolarPanelCount()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.SolarPanelPosition() > 0.95) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = OUT } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.SolarPanelPosition() > 0.95) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SolarPanelState.cfg PROP { name = MAS_pb_SolarPanelState MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.SolarPanelMoving()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = MOVE } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.SolarPanelMoving()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.SolarPanelDamaged()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = DMG } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.SolarPanelDamaged()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_SpeedMode.cfg PROP { name = MAS_pb_SpeedMode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", 2 + fc.ToggleSASSpeedMode()) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SPEED$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetSASSpeedMode() == 1)) * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = OBT } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetSASSpeedMode() == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetSASSpeedMode() == -1)) * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = TGT } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetSASSpeedMode() == -1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetSASSpeedMode() == 0)) * fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = SRF } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetSASSpeedMode() == 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_StageState.cfg PROP { name = MAS_pb_StageState MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = PanelTextTop fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((1 - fc.StageReady()) * (1 - fc.GetStageLocked())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = WAIT } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((1 - fc.StageReady()) * (1 - fc.GetStageLocked())) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetStageLocked()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = LOCK } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetStageLocked()) activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_TargetMoon.cfg PROP { name = MAS_pb_TargetMoon MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", fc.TargetNextMoon() + 1) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TARGET$$$MOON } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.BodyMoonCount(fc.CurrentBodyIndex()) > 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = NEXT } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.BodyMoonCount(fc.CurrentBodyIndex()) > 0) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_TargetVessel.cfg PROP { name = MAS_pb_TargetVessel MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%", fc.TargetNextVessel() + 1) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TARGET$$$VESSEL } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.TargetVesselCount()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = NEXT } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.TargetVesselCount()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Thrust_Limiter_Off.cfg PROP { name = MAS_pb_Thrust_Limiter_Off MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetThrottleLimit( 1.0 ) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetThrottleLimit() } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = THRUST $$$ LIMITER } TEXT_LABEL { name = Upper Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetThrottleLimit() < 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = CLEAR } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetThrottleLimit() < 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetThrottleLimit() == 1) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetThrottleLimit() == 1) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Undock.cfg PROP { name = MAS_pb_Undock MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.Undock() + 1) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCK } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.Docked()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = UNDOCK } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.Docked()) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.DockReady()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = READY } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.DockReady()) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Ventilator.cfg PROP { name = MAS_pb_Ventilator MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("%AUTOID%_FIRE") onRelease = fc.TogglePersistent("%AUTOID%_FIRE") } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.TogglePersistent("ASET_Ventilator_Toggle") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_FIRE") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 4.0 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = VENTILATOR$$$START } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_Ventilator_Toggle")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_Ventilator_Toggle")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_Ventilator_Toggle") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_Ventilator_Toggle") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_VR_LandingCam.cfg PROP { name = MAS_pb_VR_LandingCam MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Global-VRLandingCamEnabled") } COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("40x20VRLandingCam", "40x20VRLandingCam") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Global-VRLandingCamEnabled") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LAND$$$CAM } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VRLandingCamEnabled") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VRLandingCamEnabled") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VRLandingCamEnabled") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VRLandingCamEnabled") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Window_Filter.cfg PROP { name = MAS_pb_Window_Filter MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("Window-Filter-Enabled") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("Window-Filter-Enabled") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = WINDOW$$$FILTER } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Window-Filter-Enabled") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Window-Filter-Enabled") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Window-Filter-Enabled") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Window-Filter-Enabled") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Xpointer_Mode.cfg PROP { name = MAS_pb_Xpointer_Mode MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.AddPersistentWrapped("MAS_Xpointer_Mode", 1, 0, 3)) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = XPTR$$$MODE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0)) * (fc.GetPersistentAsNumber("MAS_Xpointer_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = GRND } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) * fc.GetPersistentAsNumber("MAS_Xpointer_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2)) * (fc.GetPersistentAsNumber("MAS_Xpointer_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = VEL } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) * fc.GetPersistentAsNumber("MAS_Xpointer_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1)) * (fc.GetPersistentAsNumber("MAS_Xpointer_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = DIST } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) * fc.GetPersistentAsNumber("MAS_Xpointer_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Xpointer_Scale.cfg PROP { name = MAS_pb_Xpointer_Scale MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.AddPersistentWrapped("MAS_Xpointer_Scale", -1, -1, 2)) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = XPTR$$$SCALE } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == 1)) * (fc.GetPersistentAsNumber("MAS_Xpointer_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1/10 } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == 1) * fc.GetPersistentAsNumber("MAS_Xpointer_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == -1)) * (fc.GetPersistentAsNumber("MAS_Xpointer_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 10 } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == -1) * fc.GetPersistentAsNumber("MAS_Xpointer_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true variable = fc.Conditioned((0.25 + 0.75 * (fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == 0)) * (fc.GetPersistentAsNumber("MAS_Xpointer_Power") * fc.GetPersistentAsNumber("Backlight"))) activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = x 1 } TEXT_LABEL { name = Center Legend Bullets transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == 0) * fc.GetPersistentAsNumber("MAS_Xpointer_Power")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/MAS_pb_Yarbrough_IntLight.cfg PROP { name = MAS_pb_Yarbrough_IntLight MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("MAS_Generic_IntLight") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_Generic_IntLight") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Generic_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Upper Legend Bullets transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_Generic_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Lower Legend Bullets transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ● } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Interior Lights lightName = Point light variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_AVAS_ON-OFF-FT-B5.cfg PROP { name = MAS_pb_AVAS_ON-OFF-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.TogglePersistent("AVAS_ON") sound = ASET/ASET_Props/Sounds/pb_Push01 volume = 1 } ANIMATION { name = Button Animation animation = pb_PushAnim variable = fc.GetPersistentAsNumber("AVAS_ON") speed = 5 } TEXT_LABEL { name = Top Label transform = PanelTextTop_cover fontSize = 5.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0, -0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AVAS } TEXT_LABEL { name = Button Top Label transform = Legend_Upper fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON")) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Button Bottom Label transform = Legend_Lower fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold emissive = active alignment = Center anchor = MiddleCenter variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TRIGGER_EVENT { name = AVAS Call event = MAS_AVAS_Call(fc.Floor(fc.AltitudeBottom())) variable = fc.GetPersistentAsNumber("AVAS_ON") and fc.Conditioned(fc.Floor(fc.AltitudeBottom()) == 2 or fc.Floor(fc.AltitudeBottom()) == 5 or fc.Floor(fc.AltitudeBottom()) == 10 or fc.Floor(fc.AltitudeBottom()) == 20 or fc.Floor(fc.AltitudeBottom()) == 25 or fc.Floor(fc.AltitudeBottom()) == 50 or fc.Floor(fc.AltitudeBottom()) == 100 or fc.Floor(fc.AltitudeBottom()) == 200 or fc.Floor(fc.AltitudeBottom()) == 300 or fc.Floor(fc.AltitudeBottom()) == 400 or fc.Floor(fc.AltitudeBottom()) == 500 or fc.Floor(fc.AltitudeBottom()) == 1000 or fc.Floor(fc.AltitudeBottom()) == 1500 or fc.Floor(fc.AltitudeBottom()) == 2000 or fc.Floor(fc.AltitudeBottom()) == 2500 or fc.Floor(fc.AltitudeBottom()) == 3000 or fc.Floor(fc.AltitudeBottom()) == 4000 or fc.Floor(fc.AltitudeBottom()) == 5000 or fc.Floor(fc.AltitudeBottom()) == 10000 or fc.Floor(fc.AltitudeBottom()) == 20000) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_CHUTE_CUT-F02-C3R.cfg PROP { name = MAS_pb_CHUTE_CUT-F02-C3R MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover03_RED texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Cage Collider collider = pb_Cover_Collider onClick = fc.TogglePersistent("%AUTOID%_COVER") sound = ASET/ASET_Props/Sounds/pb_Cover02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = parachute.CutParachute() variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } ANIMATION { name = Cover Animator animation = pb_Cover_Anim variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Center fontSize = 5.0 font = Liberation Sans alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_mpb_WHITE text = <=0:"CUT";"";""=>$&$parachute.GetParachuteDeployed() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_CHUTE_DEPLOY-FD2-C3R.cfg PROP { name = MAS_pb_CHUTE_DEPLOY-FD2-C3R MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover03_RED texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Cage Collider collider = pb_Cover_Collider onClick = fc.TogglePersistent("%AUTOID%_COVER") sound = ASET/ASET_Props/Sounds/pb_Cover02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = parachute.DeployParachute() variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } ANIMATION { name = Cover Animator animation = pb_Cover_Anim variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 font = Liberation Sans alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_mpb_WHITE text = DEPLOY$$$CHUTE } TEXT_LABEL { name = Button Description transform = Legend_Lower fontSize = 2.5 transformOffset = 0.0,-0.001 font = Liberation Sans alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(parachute.GetParachuteArmedOrDeployed()) blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10, 10, 10, 255 text = ▓▓▓▓▓▓▓ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_GIMBAL_LOCK-FD1-B2.cfg PROP { name = MAS_pb_GIMBAL_LOCK-FD1-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.ToggleGimbalLock() sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetGimbalsLocked() speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GIMBAL } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetGimbalsLocked()) blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ┌───┐$$$└───┘ } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 4.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetGimbalsLocked()) blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = LOCK } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_GPWS_ON-OFF-SH01-B6-C2.cfg PROP { name = MAS_pb_GPWS_ON-OFF-SH01-B6-C2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_6 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover02 texture = pb_Glass_Diffuse,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Glass_Diffuse texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.TogglePersistent("GPWS_ON") sound = ASET/ASET_Props/Sounds/pb_Push01 volume = 1 } ANIMATION { name = Button Animation animation = pb_PushAnim variable = fc.GetPersistent("GPWS_ON") speed = 5 } ANIMATION { name = Cover Animation animation = pb_Cover_Anim variable = fc.GetPersistent("%AUTOID%-Cover") speed = 5 } COLLIDER_EVENT { name = Cover Collider collider = pb_Cover_Collider onClick = fc.TogglePersistent("%AUTOID%-Cover") sound = ASET/ASET_Props/Sounds/pb_Cover02 volume = 1 } TEXT_LABEL { name = Top Label transform = PanelTextTop_cover fontSize = 5.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GPWS } TEXT_LABEL { name = Button Top Label transform = Legend_Upper fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON")) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Button Bottom Label transform = Legend_Lower fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON")) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF blend = true } COLOR_SHIFT { name = Bottom Lens transform = pb_SH_BottomLens_obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_mpb_ORANGE variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON") == 0) } TEXTURE_SHIFT { name = Bottom Lens transform = pb_SH_BottomLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON") == 0) blend = true } COLOR_SHIFT { name = Top Lens transform = pb_SH_TopLens_obj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_mpb_GREEN variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON")) } TEXTURE_SHIFT { name = Top Lens transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON")) blend = true } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_PITCH_INDICATOR-SHI01.cfg PROP { name = MAS_pb_PITCH_INDICATOR-SVI01 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = UP transform = Legend_Upper fontSize = 5 lineSpacing = 0.9 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.StickPitch()) > 0 activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = U blend = true } TEXT_LABEL { name = DOWN transform = Legend_Lower fontSize = 5 lineSpacing = 0.9 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.StickPitch()) < 0 activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = D blend = true } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_PRECISE_CTRL-FD2-B2.cfg PROP { name = MAS_pb_PRECISE_CTRL-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.TogglePrecisionMode() sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPrecisionMode() speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PRECISE$$$CTRL } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 transformOffset = 0.0,-0.001 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPrecisionMode()) blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_ROLL_INDICATOR-SVI01.cfg PROP { name = MAS_pb_ROLL_INDICATOR-SVI01 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitVertical_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = LEFT transform = Legend_Left fontSize = 5 lineSpacing = 0.9 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.StickRoll()) < 0 activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = L blend = true } TEXT_LABEL { name = RIGHT transform = Legend_Right fontSize = 5 lineSpacing = 0.9 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.StickRoll()) > 0 activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = R blend = true } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_ANTINORMAL-FD2-B2.cfg PROP { name = MAS_pb_sas_ANTINORMAL-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(4) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ANTI$$$NORMAL } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 4 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_ANTITARGET-FD2-B2.cfg PROP { name = MAS_pb_sas_ANTITARGET-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(8) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ANTI$$$TARGET } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 8 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_MANEUVER-FD2-B2.cfg PROP { name = MAS_pb_sas_MANEUVER-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(9) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MNVR } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 9 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_NORMAL-FD2-B2.cfg PROP { name = MAS_pb_sas_NORMAL-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(3) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = NORMAL } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 3 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_SAS_ON-FD1-B2.cfg PROP { name = MAS_pb_SAS_ON-FD1-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.ToggleSAS() sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SAS } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetSAS()) blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ┌───┐$$$└───┘ } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 4.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetSAS()) blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ON } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_PROGRADE-FD2-B2.cfg PROP { name = MAS_pb_sas_PROGRADE-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(1) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PRO$$$GRADE } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 1 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_RADIALIN-FD2-B2.cfg PROP { name = MAS_pb_sas_RADIALIN-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(5) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RADIAL$$$IN } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 5 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_RADIALOUT-FD2-B2.cfg PROP { name = MAS_pb_sas_RADIALOUT-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(6) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RADIAL$$$OUT } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 6 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_RETROGRADE-FD2-B2.cfg PROP { name = MAS_pb_sas_RETROGRADE-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(2) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RETRO$$$GRADE } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 2 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_STAB-FD2-B2.cfg PROP { name = MAS_pb_sas_STAB-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(0) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAB$$$ASSIST } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 0 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_sas_TARGET-FD2-B2.cfg PROP { name = MAS_pb_sas_TARGET-FD2-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 } COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.SetSASMode(7) sound = ASET/ASET_Props/Sounds/pb_Push02 } ANIMATION { name = Button Animator animation = pb_PushAnim variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") speed = 10.0 } TEXT_LABEL { name = Button Description transform = Legend_Upper fontSize = 4.0 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.003 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TARGET } TEXT_LABEL { name = Status transform = Legend_Lower fontSize = 2.5 oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.0,-0.001 emissive = active variable = fc.Conditioned(fc.GetSASMode()) == 7 blend = true activeColor = COLOR_ASET_mpb_FD1_StatusLight passiveColor = 10,10,10,255 text = ▓▓▓▓▓▓▓ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_WARN_HIGH_G_ON-OFF-FT-B2.cfg PROP { name = MAS_pb_WARN_HIGH_G_ON-OFF-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.TogglePersistent("ASET_WARN_HIGH_G_ON") sound = ASET/ASET_Props/Sounds/pb_Push01 volume = 1 } ANIMATION { name = Button Animation animation = pb_PushAnim variable = fc.GetPersistent("ASET_WARN_HIGH_G_ON") speed = 5 } TEXT_LABEL { name = Top Label transform = PanelTextTop_cover fontSize = 5.0 oneshot = true font = Liberation Sans style = Bold transformOffset = 0, -0.009 alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HIGH G } TEXT_LABEL { name = Button Top Label transform = Legend_Upper fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_HIGH_G_ON")) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Button Bottom Label transform = Legend_Lower fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold emissive = active activeColor = COLOR_MOARdV_IndicatorLampAmber variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_HIGH_G_ON") == 0) alignment = Center anchor = MiddleCenter passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Full Lens transform = pb_Full_Lens_Obj passiveColor = 0, 0, 0, 255 activeColor = 100, 0, 0, 255 flashRate = 0.25 variable = fc.Conditioned(fc.GForce() > 3) } TEXTURE_SHIFT { name = Top Lens transform = pb_Full_Lens_Obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GForce() > 3) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_WARN_SLOPE_ON-OFF-FT-B2.cfg PROP { name = MAS_pb_WARN_SLOPE_ON-OFF-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.TogglePersistent("ASET_WARN_SLOPE_ON") sound = ASET/ASET_Props/Sounds/pb_Push01 volume = 1 } ANIMATION { name = Button Animation animation = pb_PushAnim variable = fc.GetPersistent("ASET_WARN_SLOPE_ON") speed = 5 } TEXT_LABEL { name = Top Label transform = PanelTextTop_cover fontSize = 5.0 oneshot = true font = Liberation Sans transformOffset = 0, -0.009 style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SLOPE } TEXT_LABEL { name = Button Top Label transform = Legend_Upper fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_SLOPE_ON")) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Button Bottom Label transform = Legend_Lower fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold emissive = active activeColor = COLOR_MOARdV_IndicatorLampAmber variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_SLOPE_ON") == 0) alignment = Center anchor = MiddleCenter passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Full Lens transform = pb_Full_Lens_Obj passiveColor = 0, 0, 0, 255 activeColor = 100, 0, 0, 255 flashRate = 0.25 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON")) } TEXTURE_SHIFT { name = Top Lens transform = pb_Full_Lens_Obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_WARN_TUMBLE_ON-OFF-FT-B2.cfg PROP { name = MAS_pb_WARN_TUMBLE_ON-OFF-FT-B2 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Button Collider collider = pb_Collider onClick = fc.TogglePersistent("ASET_WARN_TUMBLE_ON") sound = ASET/ASET_Props/Sounds/pb_Push01 volume = 1 } ANIMATION { name = Button Animation animation = pb_PushAnim variable = fc.GetPersistent("ASET_WARN_TUMBLE_ON") speed = 5 } TEXT_LABEL { name = Top Label transform = PanelTextTop_cover fontSize = 5.0 oneshot = true font = Liberation Sans transformOffset = 0, -0.009 style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TUMBLE } TEXT_LABEL { name = Button Top Label transform = Legend_Upper fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_TUMBLE_ON")) blend = true activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } TEXT_LABEL { name = Button Bottom Label transform = Legend_Lower fontSize = 4.5 oneshot = true font = Liberation Sans style = Bold alignment = Center emissive = active activeColor = COLOR_MOARdV_IndicatorLampAmber variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_TUMBLE_ON") == 0) anchor = MiddleCenter passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Full Lens transform = pb_Full_Lens_Obj passiveColor = 0, 0, 0, 255 activeColor = 100, 0, 0, 255 flashRate = 0.25 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) } TEXTURE_SHIFT { name = Top Lens transform = pb_Full_Lens_Obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Push_Button_Modular/ManualButtons/pb_YAW_INDICATOR-SVI01.cfg PROP { name = MAS_pb_YAW_INDICATOR-SVI01 MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitVertical_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent TEXT_LABEL { name = LEFT transform = Legend_Left fontSize = 5 lineSpacing = 0.9 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.StickYaw()) < 0 activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = L blend = true } TEXT_LABEL { name = RIGHT transform = Legend_Right fontSize = 5 lineSpacing = 0.9 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.StickYaw()) > 0 activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = R blend = true } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RCS_Stick_ADV/RCS_Stick_ADV.cfg PROP { name = MAS_RCS_Stick_ADV MODEL { model = ASET/ASET_Props/Control/RCS_Stick_ADV/RCS_Stick_ADV } MODULE { name = MASComponent ANIMATION { name = Stick Emissive 1 animation = RCSStickHandleEmissiveAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } ANIMATION { name = Stick Emissive 2 animation = RCSStickHandle2EmissiveAnim variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } ROTATION { name = STICKRCSX transform = Stick_TransformZ variable = fc.StickTranslationY() startRotation = 15,0,0 endRotation = -15,0,0 range = -1, 1 blend = true speed = 4 } ROTATION { name = STICKRCSY transform = Stick_TransformX variable = fc.StickTranslationX() startRotation = 0,0,15 endRotation = 0,0,-15 range = -1, 1 blend = true speed = 4 } ROTATION { name = STICKRCSZ transform = ForwardStickLocator variable = fc.StickTranslationZ() startRotation = -10,0,0 endRotation = 10,0,0 range = -1, 1 blend = true speed = 4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RecoveryBeacon/ASET_RecoveryBeacon.cfg PROP { name = MAS_RecoveryBeacon MODEL { model = ASET/ASET_Props/Misc/RecoveryBeacon/RecoveryBeacon } MODULE { name = MASComponent COLLIDER_EVENT { name = Call Recovery collider = PTT_ButtonObj onClick = fc.RecoverVessel() sound = ASET/ASET_Props/Sounds/chat003 volume = 1 variable = fc.VesselRecoverable() } COLLIDER_EVENT { name = Volume control collider = pCylinder3 onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/AnalogTimerButton volume = 1 } ANIMATION_PLAYER { name = Volume Control anim animation = VolumeOFF animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Recover Button Text transform = PTT_Button_textObj fontSize = 2.5 lineSpacing = 0.9 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = 255,255,0,180 text = CALL$$$RECOVERY$$$TEAM } TEXT_LABEL { name = READY Light Text transform = READY_Light_textObj fontSize = 2 lineSpacing = 1 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = 200,200,200,180 text = READY } TEXT_LABEL { name = Dial Labels transform = Dial_LabelObj fontSize = 2 lineSpacing = 1 oneshot = true font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = never passiveColor = 200,200,200,180 text = " - VOL + - FREQ + } TEXT_LABEL { name = Screen Text, row 1 transform = ScreenTextObj fontSize = 2.3 lineSpacing = 1 oneshot = true font = Repetition Scrolling style = Normal alignment = Left anchor = UpperLeft emissive = never activeColor = 0, 0, 0, 220 passiveColor = 0, 0, 0, 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) > 0 and fc.Apoapsis() < fc.AtmosphereTop() text = BATT|SAT| <=0:LATddd+ mm+ ss+ @=>$&$fc.Latitude() } TEXT_LABEL { name = Screen Text, row 2 transform = ScreenTextObj fontSize = 2.3 lineSpacing = 1 oneshot = true font = Repetition Scrolling style = Normal alignment = Left anchor = UpperLeft transformOffset = 0,-0.0035 emissive = never activeColor = 0, 0, 0, 220 passiveColor = 0, 0, 0, 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) > 0 and fc.Apoapsis() < fc.AtmosphereTop() text = ███]| <=1:0=> | <=0:LONdd+ mm+ ss+ @=>$&$ fc.Longitude(); fc.PeriodRandom(0.004) * 5 + 4 } TEXT_LABEL { name = Screen Text, row 3 transform = ScreenTextObj fontSize = 2.2 lineSpacing = 1 oneshot = true font = Repetition Scrolling style = Normal alignment = Left anchor = UpperLeft transformOffset = 0,-0.0073 emissive = never activeColor = 0, 0, 0, 220 passiveColor = 0, 0, 0, 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) > 0 and fc.Apoapsis() < fc.AtmosphereTop() text = SPEAKER <=0=> ALT(ASL) <=1,6:SIP##0.0=>m $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%"), "ON ", "OFF") ; fc.Altitude() } TEXT_LABEL { name = Screen Text, row 4 transform = ScreenTextObj fontSize = 2.2 lineSpacing = 1 oneshot = true font = Repetition Scrolling style = Normal alignment = Left anchor = UpperLeft transformOffset = 0,-0.0073 emissive = never activeColor = 0, 0, 0, 220 passiveColor = 0, 0, 0, 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) > 0 and fc.Apoapsis() < fc.AtmosphereTop() text = SIG: <=0:BAR█ ,14=>| <=1=>$&$ fc.InverseLerp(5000 - fc.Altitude(), 0, 0.8) + fc.PeriodRandom(0.004) * 0.3 ; fc.Select(fc.VesselRecoverable(), "Tx/Rx", "STBY") } COLOR_SHIFT { name = Screen lighting transform = ScreenObj variable = fc.BodyIsHome(fc.CurrentBodyIndex()) > 0 and fc.Apoapsis() < fc.AtmosphereTop() passiveColor = 0,0,0,255 activeColor = 255,130,0,255 } COLOR_SHIFT { name = Ready LED transform = ReadyLightObj variable = fc.VesselRecoverable() * fc.PeriodStep(0.5) passiveColor = 0,0,0,255 activeColor = 30,255,30,255 } AUDIO_PLAYER { name = Recovery beacon sound = ASET/ASET_Props/Sounds/beacon volume = 0.5 trigger = LOOP variable = fc.GetPersistentAsNumber("%AUTOID%") * fc.VesselRecoverable() } AUDIO_PLAYER { name = Contact sound = ASET/ASET_Props/Sounds/chat010 volume = 0.5 trigger = ON variable = (1 - fc.GetPersistentAsNumber("%AUTOID%")) * fc.VesselRecoverable() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroAltitudeDisplay/Est_FlightTimeAndRange_Display.cfg PROP { name = MAS_Est_FlightTimeAndRange_Display MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = MASComponent startupScript = fc.SetPersistent("Est_TimeAndRange_SelectedMode", 1) COLLIDER_EVENT { name = Switch Collider collider = ALT_SwitchColider onClick = fc.AddPersistentWrapped("Est_TimeAndRange_SelectedMode", 1, 0, 3) sound = ASET/ASET_Props/Sounds/tumbleClick01 } ROTATION { name = Switch Animator transform = ALT_SwitcherTumbler startRotation = 0, 0, 0 endRotation = 70, 0, 0 variable = fc.GetPersistentAsNumber("Est_TimeAndRange_SelectedMode") range = 0, 2 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Switch Upper Label transform = SwitcherUpLegendTextObj fontSize = 2.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENDURANCE } TEXT_LABEL { name = Switch Lower Label transform = SwitcherDownLegendTextObj fontSize = 2.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = EST.RANGE } TEXT_LABEL { name = Display Ghost transform = DispReadoutTextObj2 fontSize = 11.40 oneshot = true font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 255 text = 88888888 } TEXT_LABEL { name = Display Readout (Off) transform = DispReadoutTextObj fontSize = 11.40 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("Est_TimeAndRange_SelectedMode") == 1 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = -------- } TEXT_LABEL { name = Display Readout (Estimated Time Of Flight) transform = DispReadoutTextObj fontSize = 11.40 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("Est_TimeAndRange_SelectedMode") == 0 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=0:METHH:mm:ss=>$&$ fc.Min(fc.ResourceMass("LiquidFuel") * 1000 / fc.CurrentFuelFlow() + 0.000001, 356400) } TEXT_LABEL { name = Display Readout (Estimated Range) transform = DispReadoutTextObj fontSize = 11.40 font = Digital-7 Mono alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(1) and fc.GetPersistentAsNumber("Est_TimeAndRange_SelectedMode") == 2 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = <=0:000000.0=>$&$ fc.Min(fc.ResourceMass("LiquidFuel") * 1000 / fc.CurrentFuelFlow() + 0.000001 * fc.SurfaceSpeed() * 1000, 999999) } COLOR_SHIFT { name = Backlight transform = ALT_SwitcherTumblerMark passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true colorName = _Color } COLOR_SHIFT { name = Backlight transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroAltitudeDisplay/MAS_GPS_Nav_LCD_Display.cfg PROP { name = MAS_GPS_Nav_LCD_Display MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/NavLCDDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = MASComponent TEXT_LABEL { name = Top transform = NavDispNameTextObj fontSize = 2.2 font = Liberation Sans oneshot = true style = Bold alignment = Center anchor = LowerCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LATITUDE } TEXT_LABEL { name = Bottom transform = NavDispNameTextObj2 fontSize = 2.2 font = Liberation Sans oneshot = true style = Bold alignment = Center anchor = LowerCenter emissive = active transformOffset = 0, -0.004 blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LONGITUDE } TEXT_LABEL { name = Ghost Text transform = NavDispReadoutTextObj2 fontSize = 7.2 font = Digital-7 Mono style = Italic alignment = Right oneshot = true anchor = LowerRight emissive = never lineSpacing = 2.4 passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR text = 88888888888888$$$88888888888888 } TEXT_LABEL { name = Readout LAT/LON transform = NavDispReadoutTextObj fontSize = 7.2 font = Digital-7 Mono style = Italic alignment = Right anchor = LowerRight emissive = active lineSpacing = 2.4 blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_GPS_NAV_MODE_SELECTOR") > 0) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,0 text = <=0:LAT0=> $&$ Get4PosGPSNAVLat(fc.GetPersistentAsNumber("ASET_GPS_NAV_MODE_SELECTOR")) $$$ <=0:LON0=> $&$ Get4PosGPSNAVLon(fc.GetPersistentAsNumber("ASET_GPS_NAV_MODE_SELECTOR")) } COLOR_SHIFT { name = Screen transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) colorName = _Color blend = true } COLOR_SHIFT { name = Screen transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) colorName = _EmissiveColor blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroAltitudeDisplay/MAS_GPS_Nav_LCD_Display_Multi.cfg PROP { name = MAS_GPS_Nav_LCD_Display_Multi MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/NavLCDDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = MASComponent TEXT_LABEL { name = Top transform = NavDispNameTextObj fontSize = 2.2 font = Liberation Sans oneshot = true style = Bold alignment = Center anchor = LowerCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LATITUDE } TEXT_LABEL { name = Bottom transform = NavDispNameTextObj2 fontSize = 2.2 font = Liberation Sans oneshot = true style = Bold alignment = Center anchor = LowerCenter emissive = active transformOffset = 0, -0.004 blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LONGITUDE } TEXT_LABEL { name = Ghost Text transform = NavDispReadoutTextObj2 fontSize = 7.2 font = Digital-7 Mono style = Italic alignment = Right oneshot = true anchor = LowerRight emissive = never lineSpacing = 2.4 passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR text = 88888888888888$$$88888888888888 } TEXT_LABEL { name = Readout LAT/LON transform = NavDispReadoutTextObj fontSize = 7.2 font = Digital-7 Mono style = Italic alignment = Right anchor = LowerRight emissive = active lineSpacing = 2.4 blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_GPS_NAV_MODE_SELECTOR") == 1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,0 text = <=0:LAT0=> $&$ fc.Latitude() $$$ <=0:LON0=> $&$ fc.Longitude() } TEXT_LABEL { name = Target LAT/LON transform = NavDispReadoutTextObj fontSize = 7.2 font = Digital-7 Mono style = Italic alignment = Right anchor = LowerRight emissive = active lineSpacing = 2.4 blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_GPS_NAV_MODE_SELECTOR") == 2) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,0 text = <=0:LAT0=> $&$ fc.TargetLatitude() $$$ <=0:LON0=> $&$ fc.TargetLongitude() } TEXT_LABEL { name = Waypoint LAT/LON transform = NavDispReadoutTextObj fontSize = 7.2 font = Digital-7 Mono style = Italic alignment = Right anchor = LowerRight emissive = active lineSpacing = 2.4 blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_GPS_NAV_MODE_SELECTOR") == 3) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = 0,0,0,0 text = <=0:LAT0=> $&$ nav.WaypointLatitude(-1) $$$ <=0:LON0=> $&$ nav.WaypointLongitude(-1) } COLOR_SHIFT { name = Screen transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) colorName = _Color blend = true } COLOR_SHIFT { name = Screen transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) colorName = _EmissiveColor blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroAltitudeDisplay/MAS_RetroAltitudeDisplay.cfg PROP { name = MAS_RetroAltitudeDisplay MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = MASComponent TEXT_LABEL { name = Top Switch Legend transform = SwitcherUpLegendTextObj fontSize = 3.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ASL } TEXT_LABEL { name = Bottom Switch Legend transform = SwitcherDownLegendTextObj fontSize = 3.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TERRAIN } TEXT_LABEL { name = Display Ghost Text transform = DispReadoutTextObj2 fontSize = 11.4 oneshot = true alignment = Right anchor = LowerRight font = Digital-7 Mono style = Italic emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 0 text = 88888888 } TEXT_LABEL { name = Digital Display transform = DispReadoutTextObj fontSize = 11.4 alignment = Right anchor = LowerRight font = Digital-7 Mono style = Italic emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR text = <=0:######00=> $&$ 0.01 * fc.Select(fc.GetPersistentAsNumber("%AUTOID%") > 0, fc.AltitudeBottom(), fc.Altitude()) } TEXT_LABEL { name = Decimal Display transform = DispReadoutPointTextObj fontSize = 11.4 alignment = Right anchor = LowerRight font = Digital-7 Mono style = Italic emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR text = . } COLLIDER_EVENT { name = Toggle switch collider = ALT_SwitchColider onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 } ROTATION { name = Switch position transform = ALT_SwitcherTumbler variable = fc.GetPersistentAsNumber("%AUTOID%") startRotation = 0,0,0 endRotation = 70,0,0 blend = true speed = 8.0 } COLOR_SHIFT { name = Switch tumbler mark transform = ALT_SwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Diffuse screen mark transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color variable = fc.Conditioned(1) } COLOR_SHIFT { name = Emissive Screen transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroAltitudeDisplay/MAS_RetroDeltaVDisplay.cfg PROP { name = MAS_RetroDeltaVDisplay MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = MASComponent TEXT_LABEL { name = Top Switch Legend transform = SwitcherUpLegendTextObj fontSize = 3.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } TEXT_LABEL { name = Bottom Switch Legend transform = SwitcherDownLegendTextObj fontSize = 3.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TOTAL } TEXT_LABEL { name = Display Ghost Text transform = DispReadoutTextObj2 fontSize = 11.4 oneshot = true alignment = Right anchor = LowerRight font = Digital-7 Mono style = Italic emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR passiveColor = 0, 0, 0, 0 text = 88888888 } TEXT_LABEL { name = Digital Display transform = DispReadoutTextObj fontSize = 11.4 alignment = Right anchor = LowerRight font = Digital-7 Mono style = Italic emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR text = <=0:######00=> $&$ 10 * fc.Select(fc.GetPersistentAsNumber("%AUTOID%") > 0, fc.DeltaV(), fc.DeltaVStage()) } TEXT_LABEL { name = Decimal Display transform = DispReadoutPointTextObj fontSize = 11.4 alignment = Right anchor = LowerRight font = Digital-7 Mono style = Italic emissive = active variable = fc.Conditioned(1) activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR text = . } COLLIDER_EVENT { name = Toggle switch collider = ALT_SwitchColider onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 } ROTATION { name = Switch position transform = ALT_SwitcherTumbler variable = fc.GetPersistentAsNumber("%AUTOID%") startRotation = 0,0,0 endRotation = 70,0,0 blend = true speed = 8.0 } COLOR_SHIFT { name = Switch tumbler mark transform = ALT_SwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Diffuse screen mark transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color variable = fc.Conditioned(1) } COLOR_SHIFT { name = Emissive Screen transform = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_ChattererTalk.cfg PROP { name = MAS_RB_ChattererTalk MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetPersistent("%AUTOID%", chatterer.StartTalking()) onRelease = fc.SetPersistent("%AUTOID%", 0) variable = chatterer.Available() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(chatterer.Available() and fc.CommNetCanCommunicate(), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = PTT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_Dummy_BusA.cfg PROP { name = MAS_RB_Dummy_BusA MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.GetPersistentAsNumber("%AUTOID%") * 2 + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MAIN$$$BUS A } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_Dummy_BusB.cfg PROP { name = MAS_RB_Dummy_BusB MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.GetPersistentAsNumber("%AUTOID%") * 2 + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MAIN$$$BUS B } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_NodeClear.cfg PROP { name = MAS_RB_NodeClear MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.ClearManeuverNode() variable = fc.ManeuverNodeExists() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = not fc.ManeuverNodeExists() } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.ManeuverNodeExists() > 0, 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = CLEAR$$$NODE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_AntiNormal.cfg PROP { name = MAS_RB_SAS_AntiNormal MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(4) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 4 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 4), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ANTI$$$NORMAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_AntiTarget.cfg PROP { name = MAS_RB_SAS_AntiTarget MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(8) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 8 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 8), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = ANTI$$$TARGET } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_ManeuverNode.cfg PROP { name = MAS_RB_SAS_ManeuverNode MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(9) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 9 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 9), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = MNVR } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_Normal.cfg PROP { name = MAS_RB_SAS_Normal MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(3) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 3 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 3), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = NORMAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_Prograde.cfg PROP { name = MAS_RB_SAS_Prograde MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(1) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 1 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 1), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = PRO$$$GRADE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_RadialIn.cfg PROP { name = MAS_RB_SAS_RadialIn MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(5) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 5 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 5), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = RADIAL$$$IN } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_RadialOut.cfg PROP { name = MAS_RB_SAS_RadialOut MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(6) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 6 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 6), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = RADIAL$$$OUT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_Retrograde.cfg PROP { name = MAS_RB_SAS_Retrograde MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(2) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 2 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 2), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = RETRO$$$GRADE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_StabAssist.cfg PROP { name = MAS_RB_SAS_StabAssist MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(0) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 0 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 0), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = STAB$$$ASSIST } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_SAS_Target.cfg PROP { name = MAS_RB_SAS_Target MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.SetSASMode(7) variable = fc.GetSAS() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = fc.GetSASMode() == 7 } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.GetSAS() and (fc.GetSASMode() == 7), 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = TARGET } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_TargetClear.cfg PROP { name = MAS_RB_TargetClear MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.ClearTarget() variable = fc.TargetType() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = not fc.TargetType() } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.TargetType() > 0, 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = CLEAR$$$TGT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_TargetMoon.cfg PROP { name = MAS_RB_TargetMoon MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.TargetNextMoon() variable = fc.BodyMoonCount(fc.CurrentBodyIndex()) } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = not fc.BodyMoonCount(fc.CurrentBodyIndex()) } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.BodyMoonCount(fc.CurrentBodyIndex()) > 0, 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = NEXT$$$MOON } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_TargetVessel.cfg PROP { name = MAS_RB_TargetVessel MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.TargetNextVessel() variable = fc.TargetVesselCount() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = not fc.TargetVesselCount() } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (fc.Select(fc.TargetVesselCount() > 0, 2, 0) + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = NEXT$$$VESSEL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroButton/MAS_RB_Undock.cfg PROP { name = MAS_RB_Undock MODEL { model = ASET/ASET_Props/Control/RetroButton/RetroButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = ButtonTopObj sound = ASET/ASET_Props/Sounds/buttonbeep volume = 1 onClick = fc.Undock() variable = fc.Docked() } TRANSLATION { name = Button press translation transform = ButtonGrp startTranslation = 0, 0, 0 endTranslation = 0, -0.0025, 0 blend = true speed = 8.0 variable = not fc.Docked() } ANIMATION { name = Button lighting animation = RetroButtonLightAnim variable = 0.333 * (2 * fc.Docked() + fc.GetPersistentAsNumber("Backlight")) } TEXT_LABEL { name = Label transform = ButtonNameTextObj fontSize = 2.50 lineSpacing = 1.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0077, -0.0045 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = UNDOCK } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_Chatterer_Recv.cfg PROP { name = MAS_RWL_Chatterer_Recv MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = RECV } COLOR_SHIFT { name = Lamp transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Green variable = fc.Conditioned(chatterer.Receiving()) } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.8 variable = fc.Conditioned(chatterer.Receiving()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_Chatterer_Xmit.cfg PROP { name = MAS_RWL_Chatterer_Xmit MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = XMIT } COLOR_SHIFT { name = Lamp transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Green variable = fc.Conditioned(chatterer.Transmitting()) } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.8 variable = fc.Conditioned(chatterer.Transmitting()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_Docked.cfg PROP { name = MAS_RWL_Docked MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = DOCKED } COLOR_SHIFT { name = Lamp transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Green variable = fc.Conditioned(fc.Docked()) } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.8 variable = fc.Conditioned(fc.Docked()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_DockReady.cfg PROP { name = MAS_RWL_DockReady MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = READY } COLOR_SHIFT { name = Lamp transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Green variable = fc.Conditioned(fc.DockReady()) } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.8 variable = fc.Conditioned(fc.DockReady()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_EngineFlameout.cfg PROP { name = MAS_RWL_EngineFlameOut MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 3 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ENGINE$$$FLAMEOUT } AUDIO_PLAYER { name = alert sound = ASET/ASET_Props/Sounds/AlarmBeep02 trigger = ON variable = fc.Conditioned(fc.EngineFlameout()) } COLOR_SHIFT { name = Alarm lights transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Red variable = fc.Conditioned(fc.EngineFlameout()) flashRate = 0.5 } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.6 variable = fc.Conditioned(fc.EngineFlameout()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_MasterAlarm.cfg PROP { name = MAS_RWL_MasterAlarm MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 3 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ALARM } AUDIO_PLAYER { name = alert sound = ASET/ASET_Props/Sounds/AlarmBeep02 trigger = ON variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MasterAlarm")) } COLOR_SHIFT { name = Alarm lights transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Red variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MasterAlarm")) } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.6 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MasterAlarm")) } TRIGGER_EVENT { variable = fc.EngineFlameout() event = fc.SetBits("MAS_MasterAlarm", 1) exitEvent = fc.ClearBits("MAS_MasterAlarm", 1) } TRIGGER_EVENT { variable = fc.SolarPanelDamaged() event = fc.SetBits("MAS_MasterAlarm", 2) exitEvent = fc.ClearBits("MAS_MasterAlarm", 2) } TRIGGER_EVENT { variable = fc.AntennaDamaged() event = fc.SetBits("MAS_MasterAlarm", 4) exitEvent = fc.ClearBits("MAS_MasterAlarm", 4) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_MasterCaution.cfg PROP { name = MAS_RWL_MasterCaution MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 3 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = CAUTION } AUDIO_PLAYER { name = alert sound = ASET/ASET_Props/Sounds/apollospec trigger = ON volume = 0.5 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MasterCaution")) } COLOR_SHIFT { name = Alarm lights transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Amber variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MasterCaution")) } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.4 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MasterCaution")) } TRIGGER_EVENT { variable = fc.PropellantStageThreshold(0.0, 0.1) event = fc.SetBits("MAS_MasterCaution", 1) exitEvent = fc.ClearBits("MAS_MasterCaution", 1) } TRIGGER_EVENT { variable = fc.PowerThreshold(0.0, 0.1) event = fc.SetBits("MAS_MasterCaution", 2) exitEvent = fc.ClearBits("MAS_MasterCaution", 2) } TRIGGER_EVENT { variable = (parachute.ParachuteCount() > 0) and (fc.AtmosphereDepth() > 0) and (parachute.GetParachuteArmedOrDeployed() < 0) and (fc.MaxImpactSpeed() + fc.VerticalSpeed() > 0) event = fc.SetBits("MAS_MasterCaution", 4) exitEvent = fc.ClearBits("MAS_MasterCaution", 4) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_StageLocked.cfg PROP { name = MAS_RWL_StageLocked MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = LOCKED } COLOR_SHIFT { name = Lamp transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Red variable = fc.Conditioned(fc.GetStageLocked()) } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.6 variable = fc.Conditioned(fc.GetStageLocked()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RetroWarningLight/MAS_RWL_StageReady.cfg PROP { name = MAS_RWL_StageReady MODEL { model = ASET/ASET_Props/Instruments/RetroWarningLight/RetroWarningLight } MODULE { name = MASComponent TEXT_LABEL { name = Warning Text transform = WarningTextCenter fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = READY } COLOR_SHIFT { name = Lamp transform = RetroWarningLights passiveColor = COLOR_MOARdV_RWL_Off colorName = _EmissiveColor activeColor = COLOR_MOARdV_RWL_Green variable = fc.Conditioned(fc.StageReady()) } TEXTURE_SHIFT { name = Light shift transform = RetroWarningLights startUV = 0.0, 0.0 layers = _MainTex _Emissive endUV = 0.0, 0.8 variable = fc.Conditioned(fc.StageReady()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RNDZ_RadarSignalIndicator/MAS_NASA_ChargeRateIndicator.cfg PROP { name = MAS_NASA_ChargeRateIndicator MODEL { model = ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/ChargeRateIndicator texture = ChageRateIndicator,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/ChageRateIndicator texture = ChageRateIndicator,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/ChageRateIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Scale Backlight transform = ScaleObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Nameplate Backlight transform = NamePlateObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_NASAGAUGEHAND_PASSIVECOLOR activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR blend = true } ROTATION { name = Arrow position transform = Arrow01Loc variable = fc.PowerDelta() startRotation = 0,0,0 endRotation = 0,270,0 range = 5.0, -5.0 blend = true longPath = true speed = 2.0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RNDZ_RadarSignalIndicator/MAS_NASA_RadarSignalIndicator.cfg PROP { name = MAS_NASA_RadarSignalIndicator MODEL { model = ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/RNDZ_RadarSignalIndicator texture = SinalStrenghtScale,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/SinalStrenghtScale texture = SinalStrenghtScale,ASET/ASET_Props/Instruments/RNDZ_RadarSignalIndicator/SinalStrenghtScale } MODULE { name = MASComponent COLOR_SHIFT { name = Scale Backlight transform = ScaleObj variable = fc.Conditioned(fc.TargetIsVessel() * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR } ROTATION { name = Arrow position transform = Arrow01Loc variable = fc.Conditioned(fc.TargetIsVessel() * (180 - fc.TargetAngle())) startRotation = 0,0,0 endRotation = 0,270,0 range = 0.0, 180.0 blend = true longPath = true speed = 2.0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RotationCtrl/RotationCtrl.cfg PROP { name = MAS_RotationCtrl MODEL { model = ASET/ASET_Props/Control/RotationCtrl/RotationCtrl } MODULE { name = MASComponent COLOR_SHIFT { name = Stick illumination transform = StickLightObj,ThrottleBoxLight,pCube1 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } ROTATION { name = Pitch transform = PitchObj variable = fc.StickPitch() startRotation = 15,0,0 endRotation = -15,0,0 range = -1, 1 blend = true speed = 2 } ROTATION { name = Yaw transform = RollObj variable = fc.StickYaw() startRotation = 0,0,15 endRotation = 0,0,-15 range = -1, 1 blend = true speed = 2 } ROTATION { name = Roll transform = YawObj variable = fc.StickRoll() startRotation = 0,-10,0 endRotation = 0,10,0 range = -1, 1 blend = true speed = 2 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/RotationCtrl_V2/RotationCtrl_V2.cfg PROP { name = MAS_ASET_RotationCtrl_V2 MODEL { model = ASET/ASET_Props/Control/RotationCtrl_V2/RotationCtrl_V2 } MODULE { name = MASComponent COLOR_SHIFT { name = Stick illumination transform = StickLightObj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } ROTATION { name = Pitch transform = PitchObj variable = fc.StickPitch() startRotation = 15,0,0 endRotation = -15,0,0 range = -1, 1 blend = true speed = 2 } ROTATION { name = Yaw transform = RollObj variable = fc.StickYaw() startRotation = 0,0,15 endRotation = 0,0,-15 range = -1, 1 blend = true speed = 2 } ROTATION { name = Roll transform = YawObj variable = fc.StickRoll() startRotation = 0,-10,0 endRotation = 0,10,0 range = -1, 1 blend = true speed = 2 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_CHUT_ARM.cfg PROP { name = MAS_swPush_CHUT_ARM MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = parachute.ToggleParachuteArmed() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(parachute.GetParachuteArmedOrDeployed()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = parachute.GetParachuteArmedOrDeployed() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_CHUT_CUT.cfg PROP { name = MAS_swPush_CHUT_CUT MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = parachute.CutParachute() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(parachute.GetParachuteDeployed()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = parachute.GetParachuteDeployed() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_CHUT_DEPLOY.cfg PROP { name = MAS_swPush_CHUT_DEPLOY MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = parachute.DeployParachute() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(parachute.GetParachuteDeployed()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = parachute.GetParachuteDeployed() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_GIMBAL_LOCK.cfg PROP { name = MAS_swPush_GIMBAL_LOCK MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleGimbalLock() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetGimbalsLocked()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetGimbalsLocked() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_AntiNormal.cfg PROP { name = MAS_swPush_SAS_AntiNormal MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(4) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 4) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 4 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_AntiTarget.cfg PROP { name = MAS_swPush_SAS_AntiTarget MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(8) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 8) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 8 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_Maneuver.cfg PROP { name = MAS_swPush_SAS_Maneuver MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(9) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 9) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 9 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_Normal.cfg PROP { name = MAS_swPush_SAS_Normal MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(3) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 3) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 3 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_Prograde.cfg PROP { name = MAS_swPush_SAS_Prograde MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 1) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 1 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_RadialIn.cfg PROP { name = MAS_swPush_SAS_RadialIn MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(5) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 5) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 5 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_RadialOut.cfg PROP { name = MAS_swPush_SAS_RadialOut MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(6) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 6) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 6 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_Retrograde.cfg PROP { name = MAS_swPush_SAS_Retrograde MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(2) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 2) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 2 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_Stab.cfg PROP { name = MAS_swPush_SAS_Stab MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(0) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 0) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 0 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_SAS_Target.cfg PROP { name = MAS_swPush_SAS_Target MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetSASMode(7) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSASMode() == 7) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetSASMode() == 7 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_THRTL_CUT.cfg PROP { name = MAS_swPush_THRTL_CUT MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetThrottle(0) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetThrottle() < 0.01) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetThrottle() < 0.01 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SAS_Switch/MAS_swPush_THRTL_FULL.cfg PROP { name = MAS_swPush_THRTL_FULL MODEL { model = ASET/ASET_Props/Control/SAS_Switch/AP_ButtonSwitch } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.SetThrottle(1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SAS_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetThrottle() > 0.99) } ANIMATION_PLAYER { name = Switch animation animation = SwitchLightAnim animationSpeed = 1.0 variable = fc.GetThrottle() > 0.99 } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SeatV2/SeatV2.cfg PROP { name = MAS_SeatV2 MODEL { model = ASET/ASET_Props/Misc/SeatV2/SeatV2 } MODULE { name = MASComponent TRANSLATION { name = Seat Height transform = SeatTransform startTranslation = 0, 0, 0 endTranslation = 0, 0.065, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_POSITION") blend = true speed = 0.7 } TRANSLATION { name = Seat Position transform = SeatTransform startTranslation = 0, 0, 0 endTranslation = 0, 0, -0.13 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_TRAVERSAL") blend = true speed = 0.7 } ROTATION { name = Seat Rotation transform = SeatTransform startRotation = 0, 0, 0 endRotation = 0, 180, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_ROTATION") range = 0, 1 blend = true speed = 0.7 } AUDIO_PLAYER { name = Motor Sound sound = ASET/ASET_Props/Sounds/motor trigger = BOTH variable = fc.Conditioned(fc.GetPersistentAsNumber("COCKPIT_SEAT_POSITION")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate00.cfg PROP { name = MAS_ActionGroupPlate00 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(0, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate01.cfg PROP { name = MAS_ActionGroupPlate01 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(1, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate02.cfg PROP { name = MAS_ActionGroupPlate02 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(2, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate03.cfg PROP { name = MAS_ActionGroupPlate03 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(3, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate04.cfg PROP { name = MAS_ActionGroupPlate04 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(4, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate05.cfg PROP { name = MAS_ActionGroupPlate05 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(5, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate06.cfg PROP { name = MAS_ActionGroupPlate06 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(6, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate07.cfg PROP { name = MAS_ActionGroupPlate07 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(7, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate08.cfg PROP { name = MAS_ActionGroupPlate08 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(8, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_ActionGroupPlate09.cfg PROP { name = MAS_ActionGroupPlate09 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = <=0=> $#$ fc.ActionGroupMemo(9, false) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_ActionGroup.cfg PROP { name = MAS_SmallPlate_ActionGroup MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ACTION GROUP } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Actions.cfg PROP { name = MAS_SmallPlate_Actions MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ACTIONS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_AFC_MechJeb.cfg PROP { name = MAS_SmallPlate_AFC_MechJeb MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 3.6 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.008 emissive = never passiveColor = 0,0,0,255 text = AUTOMATED FLIGHT CONTROL$$$UNIT (MECHJEB) } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = 0,0,0,255 activeColor = 10,180,50,255 colorName = _EmissiveColor variable = fc.Conditioned(mechjeb.Available()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_ARRT.cfg PROP { name = MAS_SmallPlate_ARRT MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ARRT } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_AscentSeq.cfg PROP { name = MAS_SmallPlate_AscentSeq MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ASCENT SEQ } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Atmosphere.cfg PROP { name = MAS_SmallPlate_Atmosphere MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ATMOSPHERE } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Attitude.cfg PROP { name = MAS_SmallPlate_Attitude MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ATTITUDE } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Autopilot.cfg PROP { name = MAS_SmallPlate_Autopilot MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = AUTOPILOT } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_AuxLight.cfg PROP { name = MAS_SmallPlate_AuxLight MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = AUX LIGHTS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_AVAS_CTRL.cfg PROP { name = MAS_SmallPlate_AVAS_CTRL MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = AVAS CTRL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Brakes.cfg PROP { name = MAS_SmallPlate_Brakes MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = BRAKES } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_CautionsAndWarnings.cfg PROP { name = MAS_SmallPlate_CautionsAndWarnings MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = CAUTION AND WARNING SYSTEM } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Clock.cfg PROP { name = MAS_SmallPlate_Clock MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = CLOCK } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_CommNet.cfg PROP { name = MAS_SmallPlate_CommNet MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = COMM NET } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Contact.cfg PROP { name = MAS_SmallPlate_Contact MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = CONTACT } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Docking.cfg PROP { name = MAS_SmallPlate_Docking MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = DOCKING } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_DockingSeq.cfg PROP { name = MAS_SmallPlate_DockingSeq MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = DOCKING SEQ } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_EngineControl.cfg PROP { name = MAS_SmallPlate_EngineControl MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ENGINE CTRL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_EngineStatus.cfg PROP { name = MAS_SmallPlate_EngineStatus MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ENGINE STATUS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Eng_1.cfg PROP { name = MAS_SmallPlate_Eng_1 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 5.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ENG. GROUP #1 } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Eng_2.cfg PROP { name = MAS_SmallPlate_Eng_2 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 5.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ENG. GROUP #2 } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Eng_3.cfg PROP { name = MAS_SmallPlate_Eng_3 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 5.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ENG. GROUP #3 } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Environment.cfg PROP { name = MAS_SmallPlate_Environment MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ENVIRONMENT } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Environmental_Ctrl.cfg PROP { name = MAS_SmallPlate_Environmental_Ctrl MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ENVIR. CONTROL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_EPG.cfg PROP { name = MAS_SmallPlate_EPG MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 10.6 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 emissive = always passiveColor = COLOR_ASET_PLATETEXT_ZEROCOLOR text = ▌▌EPG▐▐ } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate activeColor = 200,200,200,255 passiveColor = 255,0,0,255 colorName = _Color variable = fc.Conditioned(1) } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate activeColor = 0,0,0,255 passiveColor = 255,0,0,255 colorName = _EmissiveColor variable = fc.Conditioned(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Exterior_Light.cfg PROP { name = MAS_SmallPlate_Exterior_Light MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = EXTERIOR LTG } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_GearStatus.cfg PROP { name = MAS_SmallPlate_GearStatus MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = GEAR STATUS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_GPWS_CTRL.cfg PROP { name = MAS_SmallPlate_GPWS_CTRL MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = GPWS CTRL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Horizontal.cfg PROP { name = MAS_SmallPlate_Horizontal MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = HORIZONTAL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_IMP.cfg PROP { name = MAS_SmallPlate_IMP MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = IMP / Глобус } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Int_Lights.cfg PROP { name = MAS_SmallPlate_Int_Lights MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = INT. LIGHTS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_LandingSeq.cfg PROP { name = MAS_SmallPlate_LandingSeq MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = LANDING SEQ } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Lights.cfg PROP { name = MAS_SmallPlate_Lights MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = LIGHTS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_LiquidFuel.cfg PROP { name = MAS_SmallPlate_LiquidFuel MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = LIQUID FUEL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_LSS_Status.cfg PROP { name = MAS_SmallPlate_LSS_Status MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = LSS STATUS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Maneuver.cfg PROP { name = MAS_SmallPlate_Maneuver MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = MANEUVER } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_MASTER_APEx.cfg PROP { name = MAS_SmallPlate_MASTER_APEx MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 5.0 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = MASTER } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_MechJeb.cfg PROP { name = MAS_SmallPlate_MechJeb MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = MECHJEB } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_OMS_Status.cfg PROP { name = MAS_SmallPlate_OMS_Status MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = OMS STATUS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Orbit.cfg PROP { name = MAS_SmallPlate_Orbit MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ORBIT } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Oxidizer.cfg PROP { name = MAS_SmallPlate_Oxidizer MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = OXIDIZER } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Parachute.cfg PROP { name = MAS_SmallPlate_Parachute MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = PARACHUTE } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Period.cfg PROP { name = MAS_SmallPlate_Period MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ORB. PERIOD } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Power.cfg PROP { name = MAS_SmallPlate_Power MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = POWER } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_PowerSupply.cfg PROP { name = MAS_SmallPlate_PowerSupply MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = POWER SUPPLY } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Propellants.cfg PROP { name = MAS_SmallPlate_Propellants MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = PROPELLANTS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Propulsion.cfg PROP { name = MAS_SmallPlate_Propulsion MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = PROPULSION } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Protection.cfg PROP { name = MAS_SmallPlate_Protection MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = PROTECTION } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Radiator.cfg PROP { name = MAS_SmallPlate_Radiator MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = RADIATOR } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_RCS.cfg PROP { name = MAS_SmallPlate_RCS MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = RCS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_RCSFuel.cfg PROP { name = MAS_SmallPlate_RCSFuel MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = RCS FUEL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Reserves.cfg PROP { name = MAS_SmallPlate_Reserves MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = RESERVES } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Roll.cfg PROP { name = MAS_SmallPlate_Roll MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ROLL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_SAS.cfg PROP { name = MAS_SmallPlate_SAS MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = SAS / ATT CTRL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_SAS2.cfg PROP { name = MAS_SmallPlate_SAS2 MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = SAS } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_SASMode.cfg PROP { name = MAS_SmallPlate_SASMode MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = SAS MODE } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_SASOnOff.cfg PROP { name = MAS_SmallPlate_SASOnOff MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = SAS ON/OFF } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_SolidFuel.cfg PROP { name = MAS_SmallPlate_SolidFuel MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = SOLID FUEL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_StabCtrl.cfg PROP { name = MAS_SmallPlate_StabCtrl MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = STAB. CTRL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Staging.cfg PROP { name = MAS_SmallPlate_Staging MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = STAGING } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Surface.cfg PROP { name = MAS_SmallPlate_Surface MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = SURFACE } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Target.cfg PROP { name = MAS_SmallPlate_Target MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = TARGET } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Temperature.cfg PROP { name = MAS_SmallPlate_Temperature MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = TEMPERATURE } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Thermal.cfg PROP { name = MAS_SmallPlate_Thermal MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = THERMAL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_ThrustCtrl.cfg PROP { name = MAS_SmallPlate_ThrustCtrl MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = THRUST CTRL } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_WheelsBrakes.cfg PROP { name = MAS_SmallPlate_WheelsBrakes MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = WHEELS/BRAKES } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SmallLabelPlate/MAS_SmallPlate_Xenon.cfg PROP { name = MAS_SmallPlate_Xenon MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = XENON } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/StageSwitch/StageSwitch.cfg PROP { name = MAS_StageSwitch MODEL { model = ASET/ASET_Props/Control/StageSwitch/StageSwitch } MODULE { name = MASComponent TRANSLATION { name = StageNumPlate transform = StageNumPlate startTranslation = 0, -0.004, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) } TRANSLATION { name = StageNumPlateOFF transform = StageNumPlateOFF startTranslation = 0, 0, 0 endTranslation = 0, -0.004, 0 variable = fc.Conditioned(1) } COLLIDER_EVENT { name = StageCollider collider = StageCollider onClick = fc.Stage() sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 } COLOR_SHIFT { name = StageNumPlate Diffuse transform = StageNumPlate passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = StageNumPlate Emissive transform = StageNumPlate passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } COLOR_SHIFT { name = StageNumPlateOFF Diffuse transform = StageNumPlateOFF passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = StageNumPlateOFF Emissive transform = StageNumPlateOFF passiveColor = 0, 0, 0, 0 colorName = _EmissiveColor } TEXT_LABEL { name = Stage Number transform = StageNumObj fontSize = 16 font = Digital-7 Mono style = Italic alignment = Left anchor = UpperLeft transformOffset = 0.002,0.004 emissive = always variable = fc.StageReady() flashRate = 1.0 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_ZEROCOLOR text = <=0:00=>$&$fc.CurrentStage() } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/STS_EventTimer_Indicator/EventTimer_Indicator.cfg PROP { name = MAS_STS_EventTimer_Indicator MODEL { model = ASET/ASET_Props/Instruments/STS_EventTimer_Indicator/EventTimer_Indicator } MODULE { name = MASComponent startupScript = fc.SetPersistent("STS_SkipTW", 0) TEXT_LABEL { name = Clock Description transform = TextTopObj font = Liberation Sans fontSize = 5.0 oneshot = true alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ┌─── EVENT TIME ───┐ } TEXT_LABEL { name = MIN/SEC Label transform = TextTopObj2 font = Liberation Sans fontSize = 4.5 oneshot = true style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MIN SEC } TEXT_LABEL { name = Clock Readout Event Fired / Started transform = TimeTextObj font = Digital-7 Mono fontSize = 25.0 alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_StartTimer") == 1 and fc.GetPersistentAsNumber("STS_ModeTimer") > 0) activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = 0, 0, 0 ,0 text = <=0:KDTmm:ss=> $&$ fc.GetPersistentAsNumber("STS_ElapsedTime") } TEXT_LABEL { name = Clock Readout Event Fired / Paused transform = TimeTextObj font = Digital-7 Mono fontSize = 25.0 alignment = Right anchor = LowerRight emissive = flash variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_StartTimer") == 2 and fc.GetPersistentAsNumber("STS_ModeTimer") > 0) activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = 0, 0, 0 ,0 flashRate = 0.5 text = <=0:KDTmm:ss=> $&$ fc.GetPersistentAsNumber("STS_ElapsedTime") } TEXT_LABEL { name = Clock Readout Test Mode transform = TimeTextObj font = Digital-7 Mono fontSize = 25.0 alignment = Right anchor = LowerRight emissive = flash variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_ModeTimer") == 0) activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = 0, 0, 0 ,0 flashRate = 0.5 text = 88:88 } TEXT_LABEL { name = Clock Readout No Event transform = TimeTextObj font = Digital-7 Mono fontSize = 25.0 alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_StartTimer") == 0 and fc.GetPersistentAsNumber("STS_ModeTimer") > 0) activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = 0, 0, 0 ,0 text = 00:00 } COLOR_SHIFT { name = Timer Light transform = EventTimerLightObj passiveColor = 0, 0, 0, 255 activeColor = 255, 60, 0, 255 variable = fc.Conditioned(fc.GetPersistentAsNumber("STS_StartTimer")) flashRate = 0.5 } TRIGGER_EVENT { name = Timer Counter event = fc.SetPersistent("STS_ElapsedTime", fc.GetPersistentAsNumber("STS_StartTime") - fc.UT()) variable = fc.GetPersistentAsNumber("STS_StartTimer") == 1 and fc.GetPersistentAsNumber("STS_ModeTimer") == 1 and fc.GetPersistentAsNumber("STS_SkipTW") == 0 and fc.GetPersistentAsNumber("STS_ElapsedTime") >= 0 autoRepeat = True } TRIGGER_EVENT { name = Timer Counter event = fc.SetPersistent("STS_ElapsedTime", fc.UT() - fc.GetPersistentAsNumber("STS_StartTime")) variable = fc.GetPersistentAsNumber("STS_StartTimer") == 1 and fc.GetPersistentAsNumber("STS_ModeTimer") == 2 and fc.GetPersistentAsNumber("STS_SkipTW") == 0 and fc.GetPersistentAsNumber("STS_ElapsedTime") < fc.GetPersistentAsNumber("STS_TargetTime") autoRepeat = True } TRIGGER_EVENT { name = Timer Counter event = fc.SetPersistent("STS_ElapsedTime", fc.UT() - fc.GetPersistentAsNumber("STS_StartTime")) variable = fc.GetPersistentAsNumber("STS_StartTimer") == 1 and fc.GetPersistentAsNumber("STS_ModeTimer") == 2 and fc.GetPersistentAsNumber("STS_SkipTW") == 1 autoRepeat = True } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/STS_Thumbwheels_Assembly/MAS_STS_EventTimer_TWs.cfg PROP { name = MAS_STS_EventTimer_TWs MODEL { model = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_Thumbwheels_Assembly_4W } MODULE { name = MASComponent TEXT_LABEL { name = Bottom Caption transform = TextTopObj2 fontSize = 9 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ┌── MIN ──┐┌── SEC ──┐ } COLOR_SHIFT { name = Border transform = TW_W1_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Border transform = TW_W2_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Border transform = TW_W3_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Border transform = TW_W4_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLLIDER_EVENT { name = Seconds + collider = TW_W4_Collider_UP onClick = fc.AddPersistentWrapped("MAS_STS_TimerSecs", 1, 0, 60) sound = ASET/ASET_Props/Sounds/click-027 volume = 1 } COLLIDER_EVENT { name = Seconds - collider = TW_W4_Collider_DOWN onClick = fc.AddPersistentWrapped("MAS_STS_TimerSecs", -1, 0, 60) sound = ASET/ASET_Props/Sounds/click-027 volume = 1 } ROTATION { name = Seconds thumbwheel transform = TW_W4_Grp variable = fc.GetPersistentAsNumber("MAS_STS_TimerSecs") startRotation = 0,0,0 endRotation = -360,0,0 range = 0, 60 blend = true longPath = true speed = 1.0 modulo = 10 } COLLIDER_EVENT { name = 10 Seconds + collider = TW_W3_Collider_UP onClick = fc.AddPersistentWrapped("MAS_STS_TimerSecs", 10, 0, 60) sound = ASET/ASET_Props/Sounds/click-027 volume = 1 } COLLIDER_EVENT { name = 10 Seconds - collider = TW_W3_Collider_DOWN onClick = fc.AddPersistentWrapped("MAS_STS_TimerSecs", -10, 0, 60) sound = ASET/ASET_Props/Sounds/click-027 volume = 1 } ROTATION { name = 10s Seconds thumbwheel transform = TW_W3_Grp variable = fc.Floor(fc.GetPersistentAsNumber("MAS_STS_TimerSecs") * 0.1) startRotation = 0,0,0 endRotation = -360,0,0 range = 0, 10 blend = true longPath = true speed = 1 } COLLIDER_EVENT { name = Minutes + collider = TW_W2_Collider_UP onClick = fc.AddPersistentWrapped("MAS_STS_TimerMins", 1, 0, 60) sound = ASET/ASET_Props/Sounds/click-027 volume = 1 } COLLIDER_EVENT { name = Minutes - collider = TW_W2_Collider_DOWN onClick = fc.AddPersistentWrapped("MAS_STS_TimerMins", -1, 0, 60) sound = ASET/ASET_Props/Sounds/click-027 volume = 1 } ROTATION { name = Minutes thumbwheel transform = TW_W2_Grp variable = fc.GetPersistentAsNumber("MAS_STS_TimerMins") startRotation = 0,0,0 endRotation = -360,0,0 range = 0, 60 blend = true longPath = true speed = 1 modulo = 10 } COLLIDER_EVENT { name = 10 Minutes + collider = TW_W1_Collider_UP onClick = fc.AddPersistentWrapped("MAS_STS_TimerMins", 10, 0, 60) sound = ASET/ASET_Props/Sounds/click-027 volume = 1 } COLLIDER_EVENT { name = 10 Minutes - collider = TW_W1_Collider_DOWN onClick = fc.AddPersistentWrapped("MAS_STS_TimerMins", -10, 0, 60) sound = ASET/ASET_Props/Sounds/click-027 volume = 1 } ROTATION { name = 10s Minutes thumbwheel transform = TW_W1_Grp variable = fc.Floor(fc.GetPersistentAsNumber("MAS_STS_TimerMins") * 0.1) startRotation = 0,0,0 endRotation = -360,0,0 range = 0, 10 blend = true longPath = true speed = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitcherCover/SwitcherCover_Battery.cfg PROP { name = MAS_SwitcherCover_Battery MODEL { model = ASET/ASET_Props/Control/SwitcherCover/SwitcherCover } MODULE { name = MASComponent ANIMATION { name = Cover Animation animation = CoverOpenAnim variable = fc.GetPersistent("%AUTOID%") speed = 5 } COLLIDER_EVENT { name = Cover Collider collider = CoverObj onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } TEXT_LABEL { name = Cover Label transform = CoverTextObj fontSize = 1.5 oneshot = true font = Liberation Sans alignment = Center anchor = UpperCenter emissive = always passiveColor = 200,180,50,255 text = B$$$A$$$T$$$T$$$ $$$▼ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitcherCover/SwitcherCover_EPG.cfg PROP { name = MAS_SwitcherCover_EPG MODEL { model = ASET/ASET_Props/Control/SwitcherCover/SwitcherCover } MODULE { name = MASComponent ANIMATION { name = Cover Animation animation = CoverOpenAnim variable = fc.GetPersistent("%AUTOID%") speed = 3 } COLLIDER_EVENT { name = Cover Collider collider = CoverObj onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } TEXT_LABEL { name = Cover Label transform = CoverTextObj fontSize = 1.5 lineSpacing = 1.16 oneshot = true font = Liberation Sans transformOffset = 0.0015,-0.0003 alignment = Center anchor = UpperCenter emissive = always passiveColor = 200,180,50,255 text = ▌E▐$$$▌P▐$$$▌G▐$$$ $$$▼ } TEXT_LABEL { name = Switch Label transform = TextBottomObj fontSize = 1.6 oneshot = true font = Liberation Sans transformOffset = 0.0106,0.001 alignment = Center style = Bold anchor = UpperCenter emissive = active blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = EMERGENCY$$$POWER GEN } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitcherCover/SwitcherCover_MainBus.cfg PROP { name = MAS_SwitcherCover_MainBus MODEL { model = ASET/ASET_Props/Control/SwitcherCover/SwitcherCover } MODULE { name = MASComponent ANIMATION { name = Cover Animation animation = CoverOpenAnim variable = fc.GetPersistent("%AUTOID%") speed = 5 } COLLIDER_EVENT { name = Cover Collider collider = CoverObj onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } TEXT_LABEL { name = Cover Label transform = CoverTextObj fontSize = 1.5 oneshot = true font = Liberation Sans alignment = Center anchor = UpperCenter emissive = always passiveColor = 200,180,50,255 text = B$$$U$$$S$$$1$$$ $$$▼ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelFlatShort/MAS_SwitchFlatPanelShort_ASET01.cfg PROP { name = MAS_SwitchFlatPanelShort_ASET01 MODEL { model = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanelShort } MODULE { name = MASComponent TEXT_LABEL { name = Top Captions transform = SwitchFlatShortPanelNameObj lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " KU BAND CONTROL LOW DATA RATE HIGH DATA RATE fontSize = 2.4 } TEXT_LABEL { name = Bottom Captions transform = ShortFlatPanelSwitchersNamesObj lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " GPC AUTO COMMAND PL ANLG PL INTRG PL DIGITAL PL MAX fontSize = 1.8 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelFlatShort/MAS_SwitchFlatPanelShort_ASET02.cfg PROP { name = MAS_SwitchFlatPanelShort_ASET02 MODEL { model = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanelShort } MODULE { name = MASComponent TEXT_LABEL { name = Bottom Captions transform = ShortFlatPanelSwitchersNamesObj lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " S-BAND PM $$$ $$$ $$$ $$$ $$$ $$$ $$$ S-BAND PL fontSize = 2.4 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelFlatShort/MAS_SwitchFlatPanelShort_CommNet.cfg PROP { name = MAS_SwitchFlatPanelShort_CommNet MODEL { model = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanelShort } MODULE { name = MASComponent TEXT_LABEL { name = Top Captions transform = SwitchFlatShortPanelNameObj lineSpacing = 0.8 fontSize = 3 font = Liberation Sans style = Normal alignment = Center anchor = UpperCenter transformOffset = 0.072637,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ┌─────────────── COMMNET ───────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelFlatShort/MAS_SwitchFlatPanelShort_MissionTime.cfg PROP { name = MAS_SwitchFlatPanelShort_MissionTime MODEL { model = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanelShort } MODULE { name = MASComponent TEXT_LABEL { name = Top Captions transform = SwitchFlatShortPanelNameObj lineSpacing = 0.8 fontSize = 3 font = Liberation Sans style = Normal alignment = Center anchor = UpperCenter transformOffset = 0.072637,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ┌──────────── MISSION TIME ────────────┐ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelFlatShort/MAS_SwitchFlatPanelShort_VoiceComm.cfg PROP { name = MAS_SwitchFlatPanelShort_VoiceComm MODEL { model = ASET/ASET_Props/Misc/SwitchFlatPanelShort/SwitchFlatPanelShort } MODULE { name = MASComponent TEXT_LABEL { name = Top Captions transform = SwitchFlatShortPanelNameObj lineSpacing = 0.8 fontSize = 3 font = Liberation Sans style = Normal alignment = Center anchor = UpperCenter transformOffset = 0.072637,0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ┌─────────────── VOICE COMM ───────────────┐$$$(CHATTERER) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET01.cfg PROP { name = MAS_SwitchPanelLong_ASET01 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ------SIG CONDR---- MDM -----RJDA 2B----- -----RJDF 2A----- -----RJDF 2B----- R OMS ------ASA------ ACCEL RJD MANF $$$ OM3 OF 2/3 OF 3/4 L3/R3/R5- MANF F3 MANF F4/F5 - MANF ENG VLV 3 4 3 L5/F5/R5 } TEXT_LABEL { name = Bottom Captions transform = LongPanelSwitchersNamesObj fontSize = 2.409 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ON ON ON ---------ON--------- ---------ON--------- ---------ON--------- ON ---------ON--------- ON ON $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ OFF OFF OFF ---------OFF--------- ---------OFF--------- ---------OFF--------- OFF ---------OFF--------- OFF OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET02.cfg PROP { name = MAS_SwitchPanelLong_ASET02 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " APU FU TK -----HYD CIRC PUMP----- -------PNEUMATICS------ -----APU CNTRL PWR----- $$$ VLV ENA 1 2 3 ENG XOVR - He ISOL 1 2 3 } TEXT_LABEL { name = Bottom Captions transform = LongPanelSwitchersNamesObj fontSize = 2.409 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " A----------1----------B --------------------- ON ---------------------- OPEN OPEN --------------------- ON ---------------------- $$$ $$$ $$$ $$$ $$$ $$$ $$$ ---------OFF--------- ----------------------OFF----------------------- CLOSE CLOSE ----------------------OFF---------------------- } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET03.cfg PROP { name = MAS_SwitchPanelLong_ASET03 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " --GAS GEN/FUEL PUMP-- -------LUBE OIL LINE-------- ----------------TANK / FUEL LINE / H2O SYS --------------- $$$ 1 2 3 1 2 3 1A 1B 2A 2B 3A 3B } TEXT_LABEL { name = Bottom Captions transform = LongPanelSwitchersNamesObj fontSize = 2.409 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ---------------------------------------------- A AUTO ---------------------------------------------- ---------------------------------------- A AUTO ---------------------------------------- $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ ---------------------------------------------- B AUTO ---------------------------------------------- ---------------------------------------- B AUTO ---------------------------------------- } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET04.cfg PROP { name = MAS_SwitchPanelLong_ASET04 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " -MDM- -INTEGRATED DISPLAY PROCESSOR- --------------------FLT CRIT AFT------------------------ ------IPL SOURCE----- $$$ PL1 1 2 3 4 PL2 FA1 FA2 FA3 FA4 MMU1 MMU2 } TEXT_LABEL { name = Bottom Captions transform = LongPanelSwitchersNamesObj fontSize = 2.409 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ON --------------------------- LOAD----------------------------- ----------------------------------- ON ----------------------------------- --------------- LOAD --------------- $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ ----------------------------------------------------------------------------------- OFF ---------------------------------------------------------------------------------- ------------ OFF ------------ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET05.cfg PROP { name = MAS_SwitchPanelLong_ASET05 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " -------------------- ATVC -------------------- -------------- IEU -------------- ----- SIGNAL CONDITIONER ----- MDM $$$ 1 2 3 4 L-C C-R R-L --- FREON --- OL 1/2 OR 1/2 OA1/2/3 } TEXT_LABEL { name = Bottom Captions transform = LongPanelSwitchersNamesObj fontSize = 2.409 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ------------------------ ON ------------------------ ------------------ ON ------------------ -------- AC2 -------- ON ON ON $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ ----------------------- OFF ------------------------ ----------------- OFF ------------------ -------- AC2 -------- OFF OFF OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET06.cfg PROP { name = MAS_SwitchPanelLong_ASET06 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ---------------------------------------- GPS --------------------------------------- SPKR PWR ------- A/C ------- ----- I COM -------$$$ PRE AMP LC ----- POWER ------ ------ MODE ------- MIC PWR 1 2 A/A A B } TEXT_LABEL { name = Bottom Captions transform = LongPanelSwitchersNamesObj fontSize = 2.409 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " MN A MN C 1 ---- ON ---- 2 1 ---- RUN ---- 2 ON ---------------------------------- T/R ---------------------------------$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ MN C MN A -------- OFF -------- -------- OFF -------- OFF --------------------------------- OFF --------------------------------- } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET07.cfg PROP { name = MAS_SwitchPanelLong_ASET07 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " Action Groups } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET08.cfg PROP { name = MAS_SwitchPanelLong_ASET08 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ------------- AC1 ------------- ------------- AC2 ------------- ------------- AC3 ------------- ------------------ UTILITY POWER ------------------ $$$ ------------------------------------------ LOOP PUMP ------------------------------------------ ---- F1/MO52J ---- -------- A15/MO13Q --------- } TEXT_LABEL { name = Bottom Captions transform = LongPanelSwitchersNamesObj fontSize = 2.409 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ----------------- 1A/2 ----------------- ------------------ 1B ------------------ ------------------ 2 ------------------ AC1 AC2 AC3 AC4 AC5 $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ (CB1) (CB2) (CB3) (CB4) (CB5) (CB6) (CB7) (CB8) (CB9) (CB10) (CB11) (CB12) (CB28) (CB29) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_ASET09.cfg PROP { name = MAS_SwitchPanelLong_ASET09 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchPanelLongNameObj fontSize = 3.055 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ------ EXTERNAL AIRLOCK HEATER ------ CONTROL ------- KU --------$$$ --------- LINE --------- STRUCT VEST ADC --------- MDU --------- BUS KU ANT CABLE } TEXT_LABEL { name = Bottom Captions transform = LongPanelSwitchersNamesObj fontSize = 2.409 lineSpacing = 1.1 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ZONE 1 ZONE 2 Z1/2/3 Z1/2/3 1B/2B MFD 1 CDR 2 CA1/2/3 SIG PROC HTR HTR L5 R5 F5 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsLong/MAS_SwitchPanelLong_Clear.cfg PROP { name = MAS_SwitchPanelLong_Clear MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsLong/SwitchPanelsLong } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = LongPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsShort/MAS_SwitchPanelShort_ASET01.cfg PROP { name = MAS_SwitchPanelShort_ASET01 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelsShort } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = ShortPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchShortPanelNameObj fontSize = 3 font = Liberation Sans style = Bold alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " LIGHTS CONTROL$$$ $$$ ┌─ MAIN ─┐$$$ $$$ $$$ $$$ $$$ $$$ $$$ └─ OFF ─┘ } TEXT_LABEL { name = Bottom Captions transform = ShortPanelSwitchersNamesObj fontSize = 3 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ┌─────────── AUX ───────────┐ $$$ $$$ $$$ $$$ $$$ $$$ $$$ └───────────────────────────┘ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsShort/MAS_SwitchPanelShort_ASET02.cfg PROP { name = MAS_SwitchPanelShort_ASET02 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelsShort } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = ShortPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchShortPanelNameObj fontSize = 3 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = "[b] CCTV CAMERAS TILT CONTROL IMAGE[/b]$$$ AIRLOCK LANDING RIGHT LEFT [b]GAIN[/b] } TEXT_LABEL { name = Bottom Captions transform = ShortPanelSwitchersNamesObj fontSize = 3 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ┌───────────── UP ────────────┐ ┌ HI ┐$$$ $$$ $$$ $$$ $$$ $$$ $$$ └───────────── DOWN ────────────┘ NORMAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsShort/MAS_SwitchPanelShort_ASET03.cfg PROP { name = MAS_SwitchPanelShort_ASET03 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelsShort } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = ShortPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchShortPanelNameObj fontSize = 2.4 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " --------- POWER --------- -------- DATA RATE -------- UPLINK $$$ SYSTEM SELECT XMIT RCV DATA lineSpacing = 1.1 } TEXT_LABEL { name = Bottom Captions transform = ShortPanelSwitchersNamesObj fontSize = 2.4 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " 1 INTRG ------------ HIGH ------------ S-BD $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ 2 PSP ------------- LOW ------------- KU lineSpacing = 1.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsShort/MAS_SwitchPanelShort_ASET04.cfg PROP { name = MAS_SwitchPanelShort_ASET04 MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelsShort } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = ShortPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Captions transform = SwitchShortPanelNameObj fontSize = 2.4 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " ANT SW ------- PWR AMPL ------- ANT $$$ ELEC PRE AMPL STANDBY OPERATE POLAR lineSpacing = 1.1 } TEXT_LABEL { name = Bottom Captions transform = ShortPanelSwitchersNamesObj fontSize = 2.4 font = Liberation Sans style = Normal alignment = Left anchor = UpperLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = " 1 1 1 1 L CIRC $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ 2 2 2 2 R CIRC lineSpacing = 1.1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPanelsShort/MAS_SwitchPanelShort_Clear.cfg PROP { name = MAS_SwitchPanelShort_Clear MODEL { model = ASET/ASET_Props/Misc/SwitchPanelsShort/SwitchPanelsShort } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = ShortPanelRecessObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG0.cfg PROP { name = MAS_swPush_AG0 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(0) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(0)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(0) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG1.cfg PROP { name = MAS_swPush_AG1 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(1)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG2.cfg PROP { name = MAS_swPush_AG2 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(2) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(2)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(2) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG3.cfg PROP { name = MAS_swPush_AG3 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(3) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(3)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(3) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG4.cfg PROP { name = MAS_swPush_AG4 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(4) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(4)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(4) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG5.cfg PROP { name = MAS_swPush_AG5 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(5) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(5)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(5) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG6.cfg PROP { name = MAS_swPush_AG6 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(6) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(6)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(6) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG7.cfg PROP { name = MAS_swPush_AG7 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(7) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(7)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(7) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG8.cfg PROP { name = MAS_swPush_AG8 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(8) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(8)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(8) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_AG9.cfg PROP { name = MAS_swPush_AG9 MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleActionGroup(9) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetActionGroup(9)) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetActionGroup(9) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_Brakes.cfg PROP { name = MAS_swPush_Brakes MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleBrakes() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetBrakes()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetBrakes() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_Gear.cfg PROP { name = MAS_swPush_Gear MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleGear() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetGear()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetGear() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_Lights.cfg PROP { name = MAS_swPush_Lights MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleLights() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetLights()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetLights() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_RCS.cfg PROP { name = MAS_swPush_RCS MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleRCS() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetRCS()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetRCS() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchPUSH/MAS_swPush_SAS.cfg PROP { name = MAS_swPush_SAS MODEL { model = ASET/ASET_Props/Control/SwitchPUSH/SwitchPushButton } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchPUSHcollider sound = ASET/ASET_Props/Sounds/buttonbeep volume = 0.5 onClick = fc.ToggleSAS() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Border Illumination transform = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_AG_PUSHBUTTON_ACTIVECOLOR variable = fc.Conditioned(fc.GetSAS()) } ANIMATION_PLAYER { name = Switch animation animation = SwitchPUSHanim animationSpeed = 1.0 variable = fc.GetSAS() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_CP01Light.cfg PROP { name = MAS_rheo_CP01Light MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("CP01_Light", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("CP01_Light", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("CP01_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT$$$1 } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_CP02Light.cfg PROP { name = MAS_rheo_CP02Light MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("CP02_Light", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("CP02_Light", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("CP02_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT$$$2 } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_EngineerLight.cfg PROP { name = MAS_rheo_EngineerLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Engineer_Light", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Engineer_Light", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("Engineer_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINEER$$$DECK } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_FlapjackCockpitLight.cfg PROP { name = MAS_rheo_FlapjackCockpitLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_FlapjackCockpit_IntLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_FlapjackCockpit_IntLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_FlapjackCockpit_IntLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = CabinLight intensity = fc.GetPersistentAsNumber("MAS_FlapjackCockpit_IntLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FlapjackCockpit_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_FlightDeckLight.cfg PROP { name = MAS_rheo_FlightDeckLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_FlightDeckLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_FlightDeckLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_FlightDeckLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FLIGHT DECK$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = CockpitLight intensity = fc.GetPersistentAsNumber("MAS_FlightDeckLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FlightDeckLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_FloodLight.cfg PROP { name = MAS_rheo_FloodLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_FloodLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_FloodLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_FloodLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN FLOOD$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = FloodLight intensity = fc.GetPersistentAsNumber("MAS_FloodLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_FloodLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_GenericIntLight.cfg PROP { name = MAS_rheo_GenericIntLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Generic_IntLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights intensity = fc.GetPersistentAsNumber("MAS_Generic_IntLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_GenericSpotLight.cfg PROP { name = MAS_rheo_GenericSpotLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_SpotLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_SpotLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Generic_SpotLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SPOT$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = Spotlight intensity = fc.GetPersistentAsNumber("MAS_Generic_SpotLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_SpotLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_InstrumentLight.cfg PROP { name = MAS_rheo_InstrumentLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Backlight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Backlight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("Backlight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INST.$$$PANEL } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_KP0110_IntLight_Back.cfg PROP { name = MAS_rheo_KP0110_IntLight_Back MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_KP0110_BackLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_KP0110_BackLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_KP0110_BackLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AFT$$$CABIN } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = Light_back intensity = fc.GetPersistentAsNumber("MAS_KP0110_BackLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_BackLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_KP0110_IntLight_Top.cfg PROP { name = MAS_rheo_KP0110_IntLight_Top MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_KP0110_TopLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_KP0110_TopLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_KP0110_TopLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UPPER$$$CABIN } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = Light_top intensity = fc.GetPersistentAsNumber("MAS_KP0110_TopLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_TopLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_KP0110_IntLight_Tunnel.cfg PROP { name = MAS_rheo_KP0110_IntLight_Tunnel MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_KP0110_TunnelLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_KP0110_TunnelLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TUNNEL } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = Light_tunnel intensity = fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_KP0110_TunnelLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_LanderCanLight.cfg PROP { name = MAS_rheo_LanderCanLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Generic_IntLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = light_center intensity = fc.GetPersistentAsNumber("MAS_Generic_IntLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_LeftCabinLight.cfg PROP { name = MAS_rheo_LeftCabinLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("LeftCabin_Light", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("LeftCabin_Light", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("LeftCabin_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LEFT$$$CABIN } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_Mk13CabinLight.cfg PROP { name = MAS_rheo_Mk13CabinLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Generic_IntLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = light_1 intensity = fc.GetPersistentAsNumber("MAS_Generic_IntLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_Mk13DockLight.cfg PROP { name = MAS_rheo_Mk13DockLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Mk13_TunnelLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Mk13_TunnelLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Mk13_TunnelLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TUNNEL$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = light_hatch intensity = fc.GetPersistentAsNumber("MAS_Mk13_TunnelLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Mk13_TunnelLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_MRK_IntLight.cfg PROP { name = MAS_rheo_MRK_IntLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_MRK_IntLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_MRK_IntLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_MRK_IntLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UPPER$$$CABIN } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = Point light (1) intensity = fc.GetPersistentAsNumber("MAS_MRK_IntLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MRK_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_PointLight_IntLight.cfg PROP { name = MAS_rheo_PointLight_IntLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Generic_IntLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights lightName = Point light intensity = fc.GetPersistentAsNumber("MAS_Generic_IntLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_RightCabinLight.cfg PROP { name = MAS_rheo_RightCabinLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("RightCabin_Light", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("RightCabin_Light", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("RightCabin_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RIGHT$$$CABIN } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_TunnelLight.cfg PROP { name = MAS_rheo_TunnelLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Tunnel_Light", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Tunnel_Light", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("Tunnel_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TUNNEL } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_UpperCabinLight.cfg PROP { name = MAS_rheo_UpperCabinLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("UpperCabin_Light", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("UpperCabin_Light", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("UpperCabin_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UPPER$$$CABIN } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_rheo_UtilityLight.cfg PROP { name = MAS_rheo_UtilityLight MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Utility_Light", 0.05, 0, 1) } COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Utility_Light", -0.05, 0, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("Utility_Light") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UTILITY$$$LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_2pos_Dummy.cfg PROP { name = MAS_swRotary_2pos_Dummy MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Left Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO } TEXT_LABEL { name = Right Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MANUAL } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CONTROL } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_2pos_DummyClear.cfg PROP { name = MAS_swRotary_2pos_DummyClear MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_2pos_GimbalLock.cfg PROP { name = MAS_swRotary_2pos_GimbalLock MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.ToggleGimbalLock() } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.ToggleGimbalLock() } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = 1 - fc.GetGimbalsLocked() } TEXT_LABEL { name = Left Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LOCK } TEXT_LABEL { name = Right Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNLOCK } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GIMBAL } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_2pos_MFDtoDrive.cfg PROP { name = MAS_swRotary_2pos_MFDtoDrive MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("SwitchMFDtoDriveScreen", 0) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("SwitchMFDtoDriveScreen", 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("SwitchMFDtoDriveScreen") } TEXT_LABEL { name = Left Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MFD } TEXT_LABEL { name = Right Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DRIVE } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DISPLAY MODE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_2pos_PrecisionCtrl.cfg PROP { name = MAS_swRotary_2pos_PrecisionCtrl MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.TogglePrecisionMode() } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.TogglePrecisionMode() } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPrecisionMode() } TEXT_LABEL { name = Left Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } TEXT_LABEL { name = Right Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PREC CTRL } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_2pos_ResourceLock.cfg PROP { name = MAS_swRotary_2pos_ResourceLock MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetAllResourcesUnlocked() } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetAllResourcesUnlocked() } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = 1 - fc.ResourceLocked(-1) } TEXT_LABEL { name = Left Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LOCK } TEXT_LABEL { name = Right Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNLOCK } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RESERVES } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_2pos_StageLock.cfg PROP { name = MAS_swRotary_2pos_StageLock MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.ToggleStageLocked() } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.ToggleStageLocked() } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = 1 - fc.GetStageLocked() } TEXT_LABEL { name = Left Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LOCK } TEXT_LABEL { name = Right Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNLOCK } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI1_ErrorScale.cfg PROP { name = MAS_swRotary_3pos_FDAI1_ErrorScale MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_FDAI1_Error", -1, 0, 2) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_FDAI1_Error", 1, 0, 2) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = 0, 2 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_FDAI1_Error") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 12 } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 60 } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 120 } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FDAI 1$$$ERR. SCALE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI1_RateScale.cfg PROP { name = MAS_swRotary_3pos_FDAI1_RateScale MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fdaiRateClamped(1, -1) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fdaiRateClamped(1, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = 0, 2 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_FDAI1_Rate") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 10 } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 50 } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 100 } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FDAI 1$$$RATE SCALE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI2_ErrorScale.cfg PROP { name = MAS_swRotary_3pos_FDAI2_ErrorScale MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_FDAI2_Error", -1, 0, 2) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_FDAI2_Error", 1, 0, 2) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = 0, 2 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_FDAI2_Error") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 12 } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 60 } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 120 } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FDAI 2$$$ERR. SCALE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_FDAI2_RateScale.cfg PROP { name = MAS_swRotary_3pos_FDAI2_RateScale MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fdaiRateClamped(2, -1) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fdaiRateClamped(2, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = 0, 2 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_FDAI2_Rate") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 10 } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 50 } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = +/- 100 } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FDAI 2$$$RATE SCALE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_IMPMode.cfg PROP { name = MAS_swRotary_3pos_IMPMode MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_IMP_Mode", 1, -1, 1) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_IMP_Mode", -1, -1, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = -1, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_IMP_Mode") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TGT } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = VESSEL } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LANDING } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_RCSMode.cfg PROP { name = MAS_swRotary_3pos_RCSMode MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = RCSModeSelect(fc.AddPersistentClamped("MAS_RCS_Mode", 1, -1, 1)) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = RCSModeSelect(fc.AddPersistentClamped("MAS_RCS_Mode", -1, -1, 1)) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = -1, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_RCS_Mode") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = XLATE } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = XLATE$$$+ ROT } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ROT } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RCS MODE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_SpeedMode.cfg PROP { name = MAS_swRotary_3pos_SpeedMode MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.ToggleSASSpeedMode() } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.ToggleSASSpeedMode() } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = -1, 1 blend = true speed = 6.0 variable = fc.GetSASSpeedMode() } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TARGET } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SURFACE } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ORBIT } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SPEED MODE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_XPtrMode.cfg PROP { name = MAS_swRotary_3pos_XPtrMode MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_Xpointer_Mode", -1, 0, 2) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_Xpointer_Mode", 1, 0, 2) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = 2, 0 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Xpointer_Mode") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = VEL } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DIST } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GRND } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = X-POINTER$$$MODE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_3pos_XPtrScale.cfg PROP { name = MAS_swRotary_3pos_XPtrScale MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_Xpointer_Scale", -1, -1, 1) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("MAS_Xpointer_Scale", 1, -1, 1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-55,0 endRotation = 0,55,0 longPath = true range = 1, -1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Xpointer_Scale") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1/10 } TEXT_LABEL { name = 2 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1 } TEXT_LABEL { name = 3 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 10 } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = X-POINTER$$$SCALE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_AltitudeWarning.cfg PROP { name = MAS_swRotary_4pos_AltitudeWarning MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("ALCOR_ALT_WARN_INPUT", -100, 0, 300) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("ALCOR_ALT_WARN_INPUT", 100, 0, 300) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-65,0 endRotation = 0,65,0 longPath = true range = 0, 300 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("ALCOR_ALT_WARN_INPUT") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } TEXT_LABEL { name = 2 Mark transform = CenterLeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 100 } TEXT_LABEL { name = 3 Mark transform = CenterRightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 200 } TEXT_LABEL { name = 4 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 300 } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ALT WARNING } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_IMPMode.cfg PROP { name = MAS_swRotary_4pos_IMPMode MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = Set4posIMP(-1) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = Set4posIMP(1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-65,0 endRotation = 0,65,0 longPath = true range = 0, 3 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_IMP_On") * (fc.GetPersistentAsNumber("MAS_IMP_Mode") + 2) } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } TEXT_LABEL { name = 2 Mark transform = CenterLeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = VSSL } TEXT_LABEL { name = 3 Mark transform = CenterRightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TGT } TEXT_LABEL { name = 4 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LNDG } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = IMP MODE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_SpeedMode.cfg PROP { name = MAS_swRotary_4pos_SpeedMode MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("ASET_SpeedIndicatorMode", -1, 0, 3) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("ASET_SpeedIndicatorMode", 1, 0, 3) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-65,0 endRotation = 0,65,0 longPath = true range = 0, 3 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("ASET_SpeedIndicatorMode") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO } TEXT_LABEL { name = 2 Mark transform = CenterLeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SRF } TEXT_LABEL { name = 3 Mark transform = CenterRightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ORB } TEXT_LABEL { name = 4 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = REL } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SPEED$$$INDICATOR } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_4pos_XPtrMode.cfg PROP { name = MAS_swRotary_4pos_XPtrMode MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = Set4posXPtr(-1) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = Set4posXPtr(1) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-65,0 endRotation = 0,65,0 longPath = true range = 0, 3 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") * (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") + 1)) } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } TEXT_LABEL { name = 2 Mark transform = CenterLeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LNDG } TEXT_LABEL { name = 3 Mark transform = CenterRightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCK/DIST } TEXT_LABEL { name = 4 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCK/VEL } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = X-PTR MODE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_5pos_ElectricOutput.cfg PROP { name = MAS_swRotary_5pos_ElectricOutput MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_5_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("ASET_ELEC_POWER_SOURCE_SELECT", -1, 0, 4) } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.AddPersistentClamped("ASET_ELEC_POWER_SOURCE_SELECT", 1, 0, 4) } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-80,0 endRotation = 0,80,0 longPath = true range = 0, 4 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("ASET_ELEC_POWER_SOURCE_SELECT") } TEXT_LABEL { name = 1 Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TOTAL } TEXT_LABEL { name = 2 Mark transform = CenterLeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ALTERNATOR } TEXT_LABEL { name = 3 Mark transform = CenterTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL CELL } TEXT_LABEL { name = 4 Mark transform = CenterRightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SOLAR ARRAY } TEXT_LABEL { name = 5 Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GENERATOR } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ELEC POWER$$$SOURCE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/switchRotary/MAS_swRotary_6pos_ThrottleLimit.cfg PROP { name = MAS_swRotary_6pos_ThrottleLimit MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetThrottleLimit(fc.GetThrottleLimit() - 0.05) autoRepeat = 0.2 } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetThrottleLimit(fc.GetThrottleLimit() + 0.05) autoRepeat = 0.2 } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-100,0 endRotation = 0,100,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetThrottleLimit() } TEXT_LABEL { name = 1 Mark transform = Pos_1_TextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = MiddleRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 0 } TEXT_LABEL { name = 2 Mark transform = Pos_2_TextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 20 } TEXT_LABEL { name = 3 Mark transform = Pos_3_TextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 40 } TEXT_LABEL { name = 4 Mark transform = Pos_4_TextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 60 } TEXT_LABEL { name = 5 Mark transform = Pos_5_TextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 80 } TEXT_LABEL { name = 6 Mark transform = Pos_6_TextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 100 } TEXT_LABEL { name = Caption transform = TopNameTextObj fontSize = 5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = THRUST LIMIT (%) } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG0.cfg PROP { name = MAS_switchWCover_AG0 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(0) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(0) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG1.cfg PROP { name = MAS_switchWCover_AG1 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(1) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(1) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG2.cfg PROP { name = MAS_switchWCover_AG2 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(2) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(2) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG3.cfg PROP { name = MAS_switchWCover_AG3 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(3) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(3) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG4.cfg PROP { name = MAS_switchWCover_AG4 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(4) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(4) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG5.cfg PROP { name = MAS_switchWCover_AG5 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(5) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(5) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG6.cfg PROP { name = MAS_switchWCover_AG6 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(6) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(6) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG7.cfg PROP { name = MAS_switchWCover_AG7 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(7) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(7) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.50, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG8.cfg PROP { name = MAS_switchWCover_AG8 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(8) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(8) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_AG9.cfg PROP { name = MAS_switchWCover_AG9 MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleActionGroup(9) } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetActionGroup(9) } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_BRAKE.cfg PROP { name = MAS_switchWCover_BRAKE MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleBrakes() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetBrakes() } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_GEAR.cfg PROP { name = MAS_switchWCover_GEAR MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleGear() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetGear() } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_LIGHT.cfg PROP { name = MAS_switchWCover_LIGHT MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleLights() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetLights() } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_RCS.cfg PROP { name = MAS_switchWCover_RCS MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleRCS() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetRCS() } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_SAS.cfg PROP { name = MAS_switchWCover_SAS MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleSAS() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetSAS() } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/SwitchWCover/MAS_switchWCover_ToggleEngines.cfg PROP { name = MAS_switchWCover_ToggleEngines MODEL { model = ASET/ASET_Props/Control/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider sound = ASET/ASET_Props/Sounds/tumbleClick02 onClick = fc.ToggleEnginesEnabled() } COLOR_SHIFT { name = Label Illumination transform = SwitchNamePlate variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR blend = true } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetEnginesEnabled() } TRANSLATION { name = Power off animation transform = SwitchIndicator startTranslation = 0,-0.001,0 endTranslation = 0,0,0 variable = fc.Conditioned(1) } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.75, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG0.cfg PROP { name = MAS_Switch_v1_AG0 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(0) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(0, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG1.cfg PROP { name = MAS_Switch_v1_AG1 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(1) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(1, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG2.cfg PROP { name = MAS_Switch_v1_AG2 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(2) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(2) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(2, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG3.cfg PROP { name = MAS_Switch_v1_AG3 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(3) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(3) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(3, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG4.cfg PROP { name = MAS_Switch_v1_AG4 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(4) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(4) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(4, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG5.cfg PROP { name = MAS_Switch_v1_AG5 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(5) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(5) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(5, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG6.cfg PROP { name = MAS_Switch_v1_AG6 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(6) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(6) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(6, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG7.cfg PROP { name = MAS_Switch_v1_AG7 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(7) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(7) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(7, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG8.cfg PROP { name = MAS_Switch_v1_AG8 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(8) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(8) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(8, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AG9.cfg PROP { name = MAS_Switch_v1_AG9 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleActionGroup(9) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetActionGroup(9) } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(9, false) } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ALCOR_CamATilt.cfg PROP { name = MAS_Switch_v1_ALCOR_CamATilt MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ALCOR_CamATilt") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ALCOR_CamATilt") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } ANIMATION_PLAYER { name = Camera A tilt externalAnimation = ALCORCamAanim variable = fc.GetPersistentAsNumber("ALCOR_CamATilt") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ALCOR_CamBTilt.cfg PROP { name = MAS_Switch_v1_ALCOR_CamBTilt MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ALCOR_CamBTilt") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ALCOR_CamBTilt") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } ANIMATION_PLAYER { name = Camera B tilt externalAnimation = ALCORCamBanim variable = fc.GetPersistentAsNumber("ALCOR_CamBTilt") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ALCOR_CamCTilt.cfg PROP { name = MAS_Switch_v1_ALCOR_CamCTilt MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ALCOR_CamCTilt") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ALCOR_CamCTilt") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } ANIMATION_PLAYER { name = Camera C tilt externalAnimation = ALCORCamCanim variable = fc.GetPersistentAsNumber("ALCOR_CamCTilt") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ALCOR_CamDTilt.cfg PROP { name = MAS_Switch_v1_ALCOR_CamDTilt MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ALCOR_CamDTilt") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ALCOR_CamDTilt") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } ANIMATION_PLAYER { name = Camera D tilt externalAnimation = ALCORCamDanim variable = fc.GetPersistentAsNumber("ALCOR_CamDTilt") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ALCOR_CameraGain.cfg PROP { name = MAS_Switch_v1_ALCOR_CameraGain MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ALCOR_Camera_HighGain") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ALCOR_Camera_HighGain") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = IMAGE GAIN } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HI } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = NORMAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ALCOR_DockingShutter.cfg PROP { name = MAS_Switch_v1_ALCOR_DockingShutter MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ALCOR_DockingShutter") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ALCOR_DockingShutter") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SHUTTER } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OPEN } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CLOSE } ANIMATION_PLAYER { name = Docking shutter externalAnimation = DockingWindowOpenAnim variable = fc.GetPersistentAsNumber("ALCOR_DockingShutter") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ARRT_Mode.cfg PROP { name = MAS_Switch_v1_ARRT_Mode MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("MAS_ARRT_Mode") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_ARRT_Mode") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ARRT MODE } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RNG/RNG RT } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ALT/ALT RT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ARRT_Power.cfg PROP { name = MAS_Switch_v1_ARRT_Power MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("MAS_ARRT_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_ARRT_On") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ARRT } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_AVAS_Power.cfg PROP { name = MAS_Switch_v1_AVAS_Power MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("AVAS_ON") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("AVAS_ON") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 3.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ALTITUDE VOICE$$$ANNUNCIATION SYSTEM } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Backlight.cfg PROP { name = MAS_Switch_v1_Backlight MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("Backlight") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("Backlight") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INSTRUMENT$$$LIGHT } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Brakes.cfg PROP { name = MAS_Switch_v1_Brakes MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleBrakes() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetBrakes() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BRAKES } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_CabinLights.cfg PROP { name = MAS_Switch_v1_CabinLights MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("Cockpit_Light") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("Cockpit_Light") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHTS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } INT_LIGHT { name = Internal light lightName = Main light variable = fc.GetPersistentAsNumber("Cockpit_Light") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_CabinLights_LanderCan.cfg PROP { name = MAS_Switch_v1_CabinLights_LanderCan MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("Center_Light") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("Center_Light") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$LIGHTS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } INT_LIGHT { name = Internal light lightName = light_center variable = fc.GetPersistentAsNumber("Center_Light") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_CockpitLights.cfg PROP { name = MAS_Switch_v1_CockpitLights MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("Cockpit_Light") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("Cockpit_Light") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT$$$LIGHTS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } INT_LIGHT { name = Internal light lightName = Main light variable = fc.GetPersistentAsNumber("Cockpit_Light") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_CockpitLights_Kossack.cfg PROP { name = MAS_Switch_v1_CockpitLights_Kossack MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("Kossack_Light") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("Kossack_Light") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT$$$LIGHTS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } INT_LIGHT { name = Internal light lightName = lightSpott variable = fc.GetPersistentAsNumber("Kossack_Light") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Dummy.cfg PROP { name = MAS_Switch_v1_Dummy MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_EPG.cfg PROP { name = MAS_Switch_v1_EPG MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ALCOR_EPG_FAKE") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ALCOR_EPG_FAKE") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STOP } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ERSHUD_Compass.cfg PROP { name = MAS_Switch_v1_ERSHUD_Compass MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ERSHUD_Compass") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ERSHUD_Compass") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.GetPersistentAsNumber("Backlight") * fc.GetGear() blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COMPASS } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ERSHUD_Orientation.cfg PROP { name = MAS_Switch_v1_ERSHUD_Orientation MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("ERSHUD_Orientation") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("ERSHUD_Orientation") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.GetPersistentAsNumber("Backlight") * fc.GetGear() blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ORIENTATION } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Fake1.cfg PROP { name = MAS_Switch_v1_Fake1 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MODE SEL } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MANUAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Fake2.cfg PROP { name = MAS_Switch_v1_Fake2 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AC BUS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ┌ 1 ┐ } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = └ 2 ┘ } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Fake3.cfg PROP { name = MAS_Switch_v1_Fake3 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PRES. MODE } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MANUAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Fake4.cfg PROP { name = MAS_Switch_v1_Fake4 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CAB. MODE } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Fake5.cfg PROP { name = MAS_Switch_v1_Fake5 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AIR CTRL } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MANUAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Fake6.cfg PROP { name = MAS_Switch_v1_Fake6 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COND. MODE } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MANUAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Fake7.cfg PROP { name = MAS_Switch_v1_Fake7 MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TEST/DIAG } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MANUAL } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_FuelCell.cfg PROP { name = MAS_Switch_v1_FuelCell MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleFuelCellActive() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetFuelCellActive() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL CELL } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = START } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STOP } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Gear.cfg PROP { name = MAS_Switch_v1_Gear MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleGear() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetGear() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GEAR } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEPLOY } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RETRACT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_GimbalLock.cfg PROP { name = MAS_Switch_v1_GimbalLock MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleGimbalLock() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetGimbalsLocked() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GIMBAL } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LOCK } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNLOCK } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_GPWS_Power.cfg PROP { name = MAS_Switch_v1_GPWS_Power MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("GPWS_ON") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("GPWS_ON") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 3.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GROUND PROXIMITY$$$WARNING SYSTEM } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_Lights.cfg PROP { name = MAS_Switch_v1_Lights MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleLights() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetLights() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MAIN LIGHTS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_MainPanelLights_Mk1Cockpit.cfg PROP { name = MAS_Switch_v1_MainPanelLights_Mk1Cockpit MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("MainPanel_Light") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MainPanel_Light") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MAIN PANEL$$$LIGHTS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } INT_LIGHT { name = Internal light lightName = Sec light variable = fc.GetPersistentAsNumber("MainPanel_Light") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_MJ_AscentAP.cfg PROP { name = MAS_Switch_v1_MJ_AscentAP MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = mechjeb.ToggleAscentAutopilot() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = mechjeb.AscentAutopilotActive() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO ASCENT } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DISABLE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_MJ_DockingAP.cfg PROP { name = MAS_Switch_v1_MJ_DockingAP MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = mechjeb.ToggleDockingAutopilot() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = mechjeb.DockingAutopilotActive() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO DOCK } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_MJ_LandingAP.cfg PROP { name = MAS_Switch_v1_MJ_LandingAP MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = mechjeb.ToggleLandingAutopilot() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = mechjeb.LandingAutopilotActive() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = AUTO LANDING } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DISABLE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_MJ_LandingPrediction.cfg PROP { name = MAS_Switch_v1_MJ_LandingPrediction MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = mechjeb.ToggleLandingComputer() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = mechjeb.LandingComputerActive() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LANDING$$$PREDICTION } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENABLE } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DISABLE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_PrecisionCtrl.cfg PROP { name = MAS_Switch_v1_PrecisionCtrl MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePrecisionMode() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPrecisionMode() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PRECISION$$$CONTROL } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_RCS.cfg PROP { name = MAS_Switch_v1_RCS MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleRCS() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetRCS() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RCS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_ResourceMonitorMode.cfg PROP { name = MAS_Switch_v1_ResourceMonitorMode MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("GAUGE_RES_MODE") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("GAUGE_RES_MODE") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RESOURCE$$$DISPLAY } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TOTAL } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_SAS.cfg PROP { name = MAS_Switch_v1_SAS MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleSAS() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetSAS() } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SAS } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_SolarPanel.cfg PROP { name = MAS_Switch_v1_SolarPanel MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.ToggleSolarPanel() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.SolarPanelMoving() > 0 or fc.SolarPanelPosition() > 0.5 } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SOLAR ARRAY } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEPLOY } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RETRACT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_Switch_v1_TWRIndicatorMode.cfg PROP { name = MAS_Switch_v1_TWRIndicatorMode MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/tumbleClick01 volume = 1 onClick = fc.TogglePersistent("TWR_MODE") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("TWR_MODE") } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.009 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TWR MODE } TEXT_LABEL { name = On Label transform = TextTopObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MAX } TEXT_LABEL { name = Off Label transform = TextBottomObj fontSize = 4.6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CURRENT } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG0_T1_G1_S.cfg PROP { name = MAS_tggl_AG0_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(0) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(0) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(0, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG1_T1_G1_S.cfg PROP { name = MAS_tggl_AG1_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(1) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(1, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG2_T1_G1_S.cfg PROP { name = MAS_tggl_AG2_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(2) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(2) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(2, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG3_T1_G1_S.cfg PROP { name = MAS_tggl_AG3_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(3) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(3) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(3, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG4_T1_G1_S.cfg PROP { name = MAS_tggl_AG4_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(4) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(4) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(4, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG5_T1_G1_S.cfg PROP { name = MAS_tggl_AG5_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(5) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(5) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(5, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG6_T1_G1_S.cfg PROP { name = MAS_tggl_AG6_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(6) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(6) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(6, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG7_T1_G1_S.cfg PROP { name = MAS_tggl_AG7_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(7) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(7) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(7, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG8_T1_G1_S.cfg PROP { name = MAS_tggl_AG8_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(8) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(8) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(8, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_AG9_T1_G1_S.cfg PROP { name = MAS_tggl_AG9_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(9) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(9) } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$#$fc.ActionGroupMemo(9, false) } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_Antenna_T1_G1_S.cfg PROP { name = MAS_tggl_Antenna_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleAntenna() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.AntennaPosition() > 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ANTENNA } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEPLOY } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RETRACT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_ARRTMode_T1_G1_S.cfg PROP { name = MAS_tggl_ARRTMode_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_ARRT_Mode") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_ARRT_Mode") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MODE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RANGE } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ALT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_ARRTPower_T1_G1_S.cfg PROP { name = MAS_tggl_ARRTPower_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_ARRT_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_ARRT_On") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ARRT } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_Brake_T1_G1_S.cfg PROP { name = MAS_tggl_Brake_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleBrakes() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetBrakes() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BRAKES } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_Drill_Converter_Power-T5M-B13-S_APEx.cfg PROP { name = MAS_tggl_Drill_Converter_Power-T5M-B13-S_APEx MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_Drill_Converter_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_Drill_Converter_On") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_ElecOutput_Scale_T1_G1_S.cfg PROP { name = MAS_tggl_ElecOutput_Scale_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_ElecOutput_Scale") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_ElecOutput_Scale") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ELEC$$$SCALE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 10 } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1 } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_EnableRCS_T1_G1_C1_S.cfg PROP { name = MAS_tggl_EnableRCS_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.EnableAllRCS() variable = fc.AnyRCSDisabled() } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = 1 - fc.AnyRCSDisabled() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CAPSULE RCS } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CAPSULE RCS } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_EngineEnable_T1_G1_C1_S.cfg PROP { name = MAS_tggl_EngineEnable_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleEnginesEnabled() } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetEnginesEnabled() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINE$$$ARM } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DISABLE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_FDAI1ErrScale_T1_G1_S.cfg PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiNextErrorWrapped(1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 2 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FDAI1_Error") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ERR } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 12 } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1 } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_FDAI1Power_T1_G1_S.cfg PROP { name = MAS_tggl_FDAI1Power_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiTogglePower(1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FDAI1_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = POWER } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_FDAI1RateScale_T1_G1_S.cfg PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiNextRateWrapped(1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 2 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FDAI1_Rate") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RATE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1/12 } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1 } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_FDAI2ErrScale_T1_G1_S.cfg PROP { name = MAS_tggl_FDAI2ErrScale_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiNextErrorWrapped(2) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 2 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FDAI2_Error") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ERR } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 12 } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1 } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_FDAI2Power_T1_G1_S.cfg PROP { name = MAS_tggl_FDAI2Power_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiTogglePower(2) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FDAI2_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = POWER } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_FDAI2RateScale_T1_G1_S.cfg PROP { name = MAS_tggl_FDAI2RateScale_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiNextRateWrapped(2) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 2 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FDAI2_Rate") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RATE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1/12 } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = x 1 } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_FuelCell_T1_G1_S.cfg PROP { name = MAS_tggl_FuelCell_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleFuelCellActive() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetFuelCellActive() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FUEL CELL } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_Gear_T1_G1_S.cfg PROP { name = MAS_tggl_Gear_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleGear() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetGear() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GEAR } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEPLOY } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RETRACT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_GimbalLock_T1_G1_S.cfg PROP { name = MAS_tggl_GimbalLock_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleGimbalLock() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetGimbalsLocked() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = GIMBAL } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LOCK } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FREE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_IMP_T1_G1_S.cfg PROP { name = MAS_tggl_IMP_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_IMP_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_IMP_On") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = IMP } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_Light_T1_G1_S.cfg PROP { name = MAS_tggl_Light_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleLights() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetLights() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = EXT.$$$LIGHTS } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_ParachuteArm_T1_G1_S.cfg PROP { name = MAS_tggl_ParachuteArm_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = parachute.ToggleParachuteArmed() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = parachute.GetParachuteArmedOrDeployed() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PARACHUTE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ARM } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STBY } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_PrecisionMode_T1_G1_S.cfg PROP { name = MAS_tggl_PrecisionMode_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePrecisionMode() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPrecisionMode() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CONTROL } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = PRECISE } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = NORMAL } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_Radar_T1_G1_S.cfg PROP { name = MAS_tggl_Radar_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleRadar() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.RadarActive() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RADAR } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ACTIVE } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STBY } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_RCS_Rotate_T1_G1_S.cfg PROP { name = MAS_tggl_RCS_Rotate_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleRCSRotate() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetRCSRotate() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ROTATE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENABLE } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DISABLE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_RCS_T1_G1_S.cfg PROP { name = MAS_tggl_RCS_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleRCS() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetRCS() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RCS } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_RCS_Translate_T1_G1_S.cfg PROP { name = MAS_tggl_RCS_Translate_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleRCSTranslate() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetRCSTranslate() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = XLATE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENABLE } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DISABLE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_RecoverVessel_T1_G1_C1_S.cfg PROP { name = MAS_tggl_RecoverVessel_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.RecoverVessel() variable = fc.VesselRecoverable() } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = 0 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RECOVER$$$VESSEL } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RECOVER } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_ReferencePart_T1_G1_D.cfg PROP { name = MAS_tggl_ReferencePart_T1_G1_D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetDockToReference() } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPodToReference() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetDockIsReference() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = REFERENCE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCK } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = POD } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_SAS_T1_G1_S.cfg PROP { name = MAS_tggl_SAS_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleSAS() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetSAS() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SAS } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_SolarPanel_T1_G1_S.cfg PROP { name = MAS_tggl_SolarPanel_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleSolarPanel() } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.SolarPanelPosition() > 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SOLAR } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEPLOY } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RETRACT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_STAGE_T1-G3-B15-C1Y-S_APEx.cfg PROP { name = MAS_tggl_STAGE_T1-G3-B15-C1Y-S_APEx MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Cover Collider collider = CoverCollider sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 onClick = fc.TogglePersistent("%AUTOID%_COVER") } ANIMATION_PLAYER { name = Cover Animation animation = TgglCover_ANIM variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") speed = 3 } ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetPersistent("%AUTOID%") speed = 10.0 } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.SetPersistent("%AUTOID%", fc.Stage()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/tumbleClick01 } TEXT_LABEL { name = Switch Name transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.008 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } TEXT_LABEL { name = ON / OFF transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = FIRE$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SAFE } COLOR_SHIFT { name = Border Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } COLOR_SHIFT { name = Tumbler Backlight transform = TumblerMarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_TRIM_RESET_T5M-B14-S.cfg PROP { name = MAS_tggl_TRIM_RESET_T5M-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.TogglePersistent("%AUTOID%_Reset_Trim") onRelease = fc.TogglePersistent("%AUTOID%_Reset_Trim") sound = ASET/ASET_Props/Sounds/Tumbler3 } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.SetTrim(0, 0, 0) onRelease = fc.SetPersistent("MAS_Pitch_Trim", 0 + fc.SetPersistent("MAS_Yaw_Trim", 0)) } ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetPersistentAsNumber("%AUTOID%_Reset_Trim") speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.018 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▲$$$[RESET] } TEXT_LABEL { name = Switch Description transform = TextBottomObj fontSize = 4.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,0.017 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = RESET TRIM } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_TunnelLight_T1_G1_S.cfg PROP { name = MAS_tggl_TunnelLight_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("Tunnel_Light") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("Tunnel_Light") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TUNNEL$$$LIGHT } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_Undock_T1_G1_C1_S.cfg PROP { name = MAS_tggl_Undock_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.Undock() + 1) onRelease = fc.SetPersistent("%AUTOID%", 0) variable = fc.Docked() } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.5 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCK RELEASE } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCK RELEASE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_tggl_XPtrPower_T1_G1_S.cfg PROP { name = MAS_tggl_XPtrPower_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_Xpointer_Power") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = X-PTR } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Abort.cfg PROP { name = MAS_toggle_Abort MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Cover Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.SetPersistent("%AUTOID%", fc.Abort()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } ANIMATION_PLAYER { name = Switch animation animation = SwitchTumbleAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Panel Legend transform = TextTopObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026, -0.008 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ABORT } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Switch mark transform = TumblerMarkObj activeColor = COLOR_MOARdV_IndicatorLampRed passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_ARRT_Power.cfg PROP { name = MAS.toggle_ARRT_Power MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_ARRT_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_ARRT_On") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Clock_Power-T5M-B13-S.cfg PROP { name = MAS.toggle_Clock_Power-T5M-B13-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_Clock_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_Clock_On") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_CP01_Dimmer.cfg PROP { name = MAS_toggle_CP01_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("CP01_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("CP01_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT$$$LAMP 1 } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_CP02_Dimmer.cfg PROP { name = MAS_toggle_CP02_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("CP02_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("CP02_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COCKPIT$$$LAMP 2 } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Engine.cfg PROP { name = MAS_toggle_Engine MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Cover Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleEnginesEnabled() } ANIMATION_PLAYER { name = Switch animation animation = SwitchTumbleAnim animationSpeed = 1.0 variable = fc.GetEnginesEnabled() } TEXT_LABEL { name = Panel Legend transform = TextPlateTopObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526, 0.000 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINE } TEXT_LABEL { name = Panel Legend transform = TextBottomObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526, 0.000 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINE } COLOR_SHIFT { name = Switch mark transform = TumblerMarkObj activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Engineer_Dimmer.cfg PROP { name = MAS_toggle_Engineer_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Engineer_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Engineer_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINEER$$$LAMP } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_FDAI1_Power-T5M-B13-S.cfg PROP { name = MAS.toggle_FDAI1_Power-T5M-B13-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiTogglePower(1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FDAI1_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_FDAI1_Power_T2_G2_B2_S.cfg PROP { name = MAS_toggle_FDAI1_Power_T2_G2_B2_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_2_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiTogglePower(1) } ANIMATION_PLAYER { name = Switch animation animation = SwitchTumbleAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_FDAI1_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FDAI } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_FDAI2_Power.cfg PROP { name = MAS.toggle_FDAI2_Power MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fdaiTogglePower(2) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FDAI2_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Flood_Dimmer.cfg PROP { name = MAS_toggle_Flood_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Flood_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Flood_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FLOOD$$$LAMP } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_FuelMonitor_Power.cfg PROP { name = MAS.toggle_FuelMonitor_Power MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_FuelMonitor_Power") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_FuelMonitor_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_GimbalLimitValue.cfg PROP { name = MAS_toggle_GimbalLimitValue MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.SetGimbalLimit(fc.GetGimbalLimit() + fc.SetPersistent("%AUTOID%", 0.05)) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.SetGimbalLimit(fc.GetGimbalLimit() + fc.SetPersistent("%AUTOID%", -0.05)) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INC } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Bottom Label transform = TextBottomObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.026, 0.013 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEC } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_IMP_Power-T5M-B13-S.cfg PROP { name = MAS.toggle_IMP_Power-T5M-B13-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_IMP_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_IMP_On") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_IMP_Power.cfg PROP { name = MAS_toggle_IMP_Power MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_IMP_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_IMP_On") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_InstBacklight_Dimmer.cfg PROP { name = MAS_toggle_InstBacklight_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Backlight", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Backlight", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INST.$$$BACKLIGHT } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_LeftCabin_Dimmer.cfg PROP { name = MAS_toggle_LeftCabin_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("LeftCabin_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("LeftCabin_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = LEFT CABIN$$$LAMP } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_MJComp_Power-T5M-B13-S.cfg PROP { name = MAS.toggle_MJComp_Power-T5M-B13-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_MJComp_On") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_MJComp_On") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Recover.cfg PROP { name = MAS_toggle_Recover MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.VesselRecoverable() } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.RecoverVessel() } TEXT_LABEL { name = Panel Legend transform = TextPlateTopObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526, 0.000 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RECOVER } TEXT_LABEL { name = Panel Legend transform = TextBottomObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526, 0.000 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RECOVER } COLOR_SHIFT { name = Switch mark transform = TumblerMarkObj activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_RightCabin_Dimmer.cfg PROP { name = MAS_toggle_RightCabin_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("RightCabin_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("RightCabin_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RIGHT CABIN$$$LAMP } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Stage.cfg PROP { name = MAS_toggle_Stage MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Cover Collider collider = CoverCollider onClick = fc.ToggleStageLocked() sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = 1 - fc.GetStageLocked() } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.Stage() + 1) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Switch animation animation = SwitchTumbleAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Panel Legend transform = TextPlateTopObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526, 0.000 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } TEXT_LABEL { name = Panel Legend transform = TextBottomObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526, 0.000 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } COLOR_SHIFT { name = Switch mark transform = TumblerMarkObj activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_ThrottleLimitValue.cfg PROP { name = MAS_toggle_ThrottleLimitValue MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.SetThrottleLimit(fc.GetThrottleLimit() + fc.SetPersistent("%AUTOID%", 0.05)) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.SetThrottleLimit(fc.GetThrottleLimit() + fc.SetPersistent("%AUTOID%", -0.05)) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INC } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } TEXT_LABEL { name = Bottom Label transform = TextBottomObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.026, 0.013 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEC } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Tunnel_Dimmer.cfg PROP { name = MAS_toggle_Tunnel_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Tunnel_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Tunnel_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TUNNEL$$$LAMP } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_UpperCabin_Dimmer.cfg PROP { name = MAS_toggle_UpperCabin_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("UpperCabin_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("UpperCabin_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UPPER CABIN$$$LAMP } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Utility_Dimmer.cfg PROP { name = MAS_toggle_Utility_Dimmer MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Utility_Light", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("Utility_Light", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 variable = fc.GetPersistentAsNumber("%AUTOID%") range = -0.05, 0.05 blend = true cycleRate = 0.5 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UTILITY$$$LAMP } COLOR_SHIFT { name = Border transform = GlowBorder, TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/MAS_toggle_Xpointer_Power.cfg PROP { name = MAS_toggle_Xpointer_Power MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_12 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_Xpointer_Power") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } COLOR_SHIFT { name = Border transform = GlowBorder, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/tggl_STS_EventTimer_MODE_T1-G1-B2-D.cfg PROP { name = MAS_tggl_STS_EventTimer_MODE_T1-G1-B2-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent startupScript = fc.InitializePersistent("STS_ModeTimer", 1) COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.AddPersistentClamped("STS_ModeTimer", -1, 0, 2) sound = ASET/ASET_Props/Sounds/Tumbler3 variable = fc.GetPersistentAsNumber("STS_StartTimer") == 0 } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.AddPersistentClamped("STS_ModeTimer", 1, 0, 2) sound = ASET/ASET_Props/Sounds/Tumbler3 variable = fc.GetPersistentAsNumber("STS_StartTimer") == 0 } ROTATION { name = Switch Animation transform = SwitchGrp startRotation = -33, 0, 0 endRotation = 33, 0, 0 variable = fc.GetPersistentAsNumber("STS_ModeTimer") range = 2, 0 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MODE } TEXT_LABEL { name = Start Stop Label transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = UP$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$TEST } TEXT_LABEL { name = Start Stop Label transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = -0.01,-0.050 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = D$$$O$$$W$$$N } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = TumblerMarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/tggl_STS_EventTimer_SET_RESET_T1-G1-B2-D.cfg PROP { name = MAS_tggl_STS_EventTimer_SET_RESET_T1-G1-B2-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("%AUTOID%_TOGGLE", -1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/Tumbler3 } COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("STS_StartTime", 0) } COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("STS_StartTimer", 0) } COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("STS_SkipTW", 0) } COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("STS_TargetTime", 0) } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/Tumbler3 } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.SetPersistent("STS_StartTimer", 1) } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.SetPersistent("STS_StartTime", fc.UT() + (fc.GetPersistentAsNumber("MAS_STS_TimerMins") * 60 + fc.GetPersistentAsNumber("MAS_STS_TimerSecs"))) variable = fc.GetPersistentAsNumber("STS_ModeTimer") == 1 } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.SetPersistent("STS_StartTime", fc.UT()) variable = fc.GetPersistentAsNumber("STS_ModeTimer") == 2 } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.SetPersistent("STS_TargetTime", fc.GetPersistentAsNumber("MAS_STS_TimerMins") * 60 + fc.GetPersistentAsNumber("MAS_STS_TimerSecs")) variable = fc.GetPersistentAsNumber("STS_ModeTimer") == 2 } ROTATION { name = Switch Animation transform = SwitchGrp startRotation = -33, 0, 0 endRotation = 33, 0, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") range = 1, -1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TIMER } TEXT_LABEL { name = Start Stop Label transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = SET ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$RESET ▲ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = TumblerMarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/tggl_STS_EventTimer_START_STOP_T1-G1-B2-D.cfg PROP { name = MAS_tggl_STS_EventTimer_START_STOP_T1-G1-B2-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("%AUTOID%_TOGGLE", -1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/Tumbler3 } COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("STS_PauseTime", fc.UT()) variable = fc.GetPersistentAsNumber("STS_StartTimer") == 1 } COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("STS_StartTimer", 2) variable = fc.GetPersistentAsNumber("STS_StartTimer") == 1 } COLLIDER_EVENT { name = Collider Down collider = SwitchColliderDOWN onClick = fc.SetPersistent("STS_StartTime", fc.UT() - fc.GetPersistentAsNumber("STS_StartTime")) variable = fc.GetPersistentAsNumber("STS_StartTimer") == 1 } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.SetPersistent("STS_StartTimer", 1) variable = fc.GetPersistentAsNumber("STS_StartTimer") == 2 } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.SetPersistent("STS_StartTime", fc.UT() - fc.GetPersistentAsNumber("STS_StartTime")) variable = fc.GetPersistentAsNumber("STS_StartTimer") == 2 } COLLIDER_EVENT { name = Collider Up collider = SwitchColliderUP onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/Tumbler3 } ROTATION { name = Switch Animation transform = SwitchGrp startRotation = -33, 0, 0 endRotation = 33, 0, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") range = 1, -1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.007 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CONTROL } TEXT_LABEL { name = Start Stop Label transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = START ▼$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STOP ▲ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = TumblerMarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TRIGGER_EVENT { name = Timer Pause Keeper event = fc.SetPersistent("STS_PauseTimeDifference", fc.UT() - fc.GetPersistentAsNumber("STS_Pausetime")) variable = fc.GetPersistent("STS_StartTimer") == 2 autoRepeat = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_ABORT_T1-G3-B15-C1Y-S.cfg PROP { name = MAS_tggl_ABORT_T1-G3-B15-C1Y-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Cover Collider collider = CoverCollider sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 onClick = fc.TogglePersistent("%AUTOID%_COVER") } ANIMATION_PLAYER { name = Cover Animation animation = TgglCover_ANIM variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") speed = 5 } ANIMATION_PLAYER { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetPersistentAsNumber("%AUTOID%_FIRE") speed = 5 } COLLIDER_EVENT { name = Switch Event collider = SwitchCollider sound = ASET/ASET_Props/Sounds/Tumbler3 volume = 1 onClick = fc.TogglePersistent("%AUTOID%_FIRE") onRelease = fc.TogglePersistent("%AUTOID%_FIRE") } COLLIDER_EVENT { name = Switch Event collider = SwitchCollider onClick = fc.Abort() } COLLIDER_EVENT { name = Switch Event collider = SwitchCollider onClick = fc.SetPersistent("STS_StartTime", fc.UT()) } COLLIDER_EVENT { name = Switch Event collider = SwitchCollider onClick = fc.SetPersistent("STS_StartTimer", 1) } COLLIDER_EVENT { name = Switch Event collider = SwitchCollider onClick = fc.SetPersistent("STS_SkipTW", 1) } COLLIDER_EVENT { name = Switch Event collider = SwitchCollider onClick = fc.SetPersistent("STS_ModeTimer", 2) } TEXT_LABEL { name = Top Name Label transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.022, -0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ABORT } TEXT_LABEL { name = On/Off Label transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.021, -0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF } TEXT_LABEL { name = Abort LEDs transform = TextTopObj fontSize = 5.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.021, -0.0055 emissive = active variable = fc.Conditioned(fc.GetAbort()) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = 0, 0, 0, 0 text = ▒▒ ▒▒ } COLOR_SHIFT { name = Border Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Tumbler Mark Backlight transform = TumblerMarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } AUDIO_PLAYER { name = Alarm Sound sound = ASET/ASET_Props/Sounds/ABORT volume = 1.0 trigger = ON variable = fc.GetPersistentAsNumber("%AUTOID%") mustPlayOnce = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG01_T4W-S.cfg PROP { name = MAS_tggl_AG01_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(1) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(1) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(1, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(1)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG02_T4W-S.cfg PROP { name = MAS_tggl_AG02_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(2) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(2) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(2, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(2)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG03_T4W-S.cfg PROP { name = MAS_tggl_AG03_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(3) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(3) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(3, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(3)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG04_T4W-S.cfg PROP { name = MAS_tggl_AG04_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(4) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(4) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(4, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(4)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG05_T4W-S.cfg PROP { name = MAS_tggl_AG05_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(5) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(5) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(5, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(5)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG06_T4W-S.cfg PROP { name = MAS_tggl_AG06_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(6) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(6) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(6, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(6)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG07_T4W-S.cfg PROP { name = MAS_tggl_AG07_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(7) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(7) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(7, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(7)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG08_T4W-S.cfg PROP { name = MAS_tggl_AG08_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(8) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(8) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(8, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(8)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG09_T4W-S.cfg PROP { name = MAS_tggl_AG09_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(9) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(9) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(9, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(9)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_AG10_T4W-S.cfg PROP { name = MAS_tggl_AG10_T4W-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleActionGroup(0) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetActionGroup(0) speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 7 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0145 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = <=0=>$&$fc.ActionGroupMemo(0, false) } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$▼$$$OFF } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.0235 emissive = active variable = fc.Conditioned(fc.GetActionGroup(0)) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▒▒▒ ▒▒▒ } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_BRAKES_T4R-B13-S.cfg PROP { name = MAS_tggl_BRAKES_T4R-B13-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_13 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleBrakes() sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animator animation = SwitchTumbleAnim variable = fc.GetBrakes() speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = BRAKES } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = SET$$$▲$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$▼$$$RELEASE } TEXT_LABEL { name = LEDs transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.016 emissive = active variable = fc.Conditioned(fc.GetBrakes()) blend = true activeColor = COLOR_ASET_SWITCHER_LEDS_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_LEDS_ZEROCOLOR text = ■ ■ ■ ■$$$ } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_GEAR_CTRL_T5W-B14-S.cfg PROP { name = MAS_tggl_GEAR_CTRL_T5W-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetPersistentAsNumber("%AUTOID%") speed = 3 } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/Tumbler3 volume = 1 } TRIGGER_EVENT { name = Auto Gear event = fc.SetGear(true) exitEvent = fc.SetGear(false) variable = fc.GetPersistentAsNumber("%AUTOID%") and fc.AltitudeTerrain(false) < 500 and fc.SurfaceSpeed() < 210 } TEXT_LABEL { name = Name Label transform = TextTopObj fontSize = 4.5 oneshot = true font = Liberation Sans transformOffset = 0.02526,-0.008 alignment = Center anchor = LowerCenter emissive = active activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) text = GEAR$$$CONTROL } TEXT_LABEL { name = Legend transform = TextTopObj fontSize = 3.6 oneshot = true font = Liberation Sans transformOffset = 0.02526,-0.047 style = Bold alignment = Center anchor = MiddleCenter emissive = active blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) text = AUTO$$$< 1000 M$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$MANUAL } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_LIGHTS_T4M-S.cfg PROP { name = MAS_tggl_LIGHTS_T4M-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleLights() sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetLights() speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MAIN LIGHTS } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 lineSpacing = 0.95 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = ON$$$▲$$$ $$$ $$$ $$$ $$$ ▼$$$OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_NOSE_TRIM_T4M-D.cfg PROP { name = MAS_tggl_NOSE_TRIM_T4M-D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Down Collider collider = SwitchColliderDOWN onClick = fc.SetPersistent("%AUTOID%_TOGGLE", -1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/NID02 } COLLIDER_EVENT { name = Switch Down Collider collider = SwitchColliderDOWN onClick = fc.Conditioned(fc.SetPitchTrim(fc.AddPersistentClamped("MAS_Pitch_Trim", -0.02, -1, 1))) } COLLIDER_EVENT { name = Switch Up Collider collider = SwitchColliderUP onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/NID02 } COLLIDER_EVENT { name = Switch Down Collider collider = SwitchColliderUP onClick = fc.Conditioned(fc.SetPitchTrim(fc.AddPersistentClamped("MAS_Pitch_Trim", 0.02, -1, 1))) } ROTATION { name = Switch Animator transform = SwitchGrp startRotation = -30, 0, 0 endRotation = 30, 0, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") range = 1, -1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = NOSE TRIM } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = [UP]$$$▲$$$ $$$ $$$ $$$ $$$ ▼$$$[DOWN] } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_RESERVES_LOCK_T4W-B13-S.cfg PROP { name = MAS_tggl_RESERVES_LOCK_T4W-B13-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_13 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleResourceLock("LiquidFuel") sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.ResourceLocked("LiquidFuel") speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,0.0 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RESERVES } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 lineSpacing = 0.95 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = LOCK$$$▲$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$▼$$$UNLOCK } COLOR_SHIFT { name = Backlights transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlights transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_RESET_TRIM_T5M-B14-S.cfg PROP { name = MAS_tggl_RESET_TRIM_T5M-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.TogglePersistent("%AUTOID%_Reset_Trim") onRelease = fc.TogglePersistent("%AUTOID%_Reset_Trim") sound = ASET/ASET_Props/Sounds/Tumbler3 } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.SetTrim(0, 0, 0) } ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetPersistentAsNumber("%AUTOID%_Reset_Trim") speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.018 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ▲$$$[RESET] } TEXT_LABEL { name = Switch Description transform = TextBottomObj fontSize = 4.0 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,0.017 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = RESET TRIM } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_SAS_SPD_MODE_T4W-B14-S.cfg PROP { name = MAS_tggl_SAS_SPD_MODE_T4W-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleSASSpeedMode() sound = ASET/ASET_Props/Sounds/Tumbler3 } ROTATION { name = Switch Animator transform = SwitchGrp startRotation = -33, 0, 0 endRotation = 33, 0 , 0 variable = fc.GetSASSpeedMode() range = 1, -1 blend = true longPath = true speed = 10.0 } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SAS SPEED$$$MODE } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = ORBIT$$$▲$$$ $$$ $$$ $$$ $$$ $$$ $$$▼$$$TARGET } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 style = Bold oneshot = true font = Liberation Sans alignment = Center anchor = MiddleCenter transformOffset = 0.052,-0.050 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = ►SRF } COLOR_SHIFT { name = Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_SEAT_POSITION_T4M-S.cfg PROP { name = MAS_tggl_SEAT_POSITION_T4M-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.TogglePersistent("COCKPIT_SEAT_POSITION") sound = ASET/ASET_Props/Sounds/Tumbler3 } ROTATION { name = Switch Animation transform = SwitchGrp startRotation = 30, 0, 0 endRotation = -30, 0, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_POSITION") range = 0, 1 longPath = true blend = true speed = 10.0 } TEXT_LABEL { name = Switch Name transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SEAT POS. } TEXT_LABEL { name = Up / Down transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = UP$$$▲$$$ $$$ $$$ $$$ $$$ ▼$$$DOWN } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_STAGE_LOCK_T4W-B14-S.cfg PROP { name = MAS_tggl_STAGE_LOCK_T4W-B14-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_White } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_14 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetStageLocked() speed = 3 } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.ToggleStageLocked() sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } TEXT_LABEL { name = Name Label transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 emissive = active activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) text = STAGE } TEXT_LABEL { name = Legend transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans transformOffset = 0.02526,-0.047 style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) text = LOCK$$$▲$$$ $$$ $$$ $$$ $$$ $$$ $$$▼$$$UNLOCK } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } COLOR_SHIFT { name = Cap Glow transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_STAGE_T1-G3-B15-S.cfg PROP { name = MAS_tggl_STAGE_T1-G3-B15-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetPersistent("%AUTOID%") speed = 10.0 } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.SetPersistent("%AUTOID%", fc.Stage()) onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/tumbleClick01 } TEXT_LABEL { name = Switch Name transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.008 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = STAGE } TEXT_LABEL { name = ON / OFF transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.02526,-0.010 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = FIRE$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SAFE } COLOR_SHIFT { name = Border Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } COLOR_SHIFT { name = Tumbler Backlight transform = TumblerMarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_THRUST_REVERSER_T4W-G15-S.cfg PROP { name = MAS_tggl_THRUST_REVERSER_T4W-G15-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_4_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = fc.Conditioned(engine.ToggleThrustReverser()) sound = ASET/ASET_Props/Sounds/RPB01 } ANIMATION { name = Switch Animation animation = SwitchTumbleAnim variable = fc.Conditioned(engine.ThrustReverserPosition()) == 0 speed = 10.0 } TEXT_LABEL { name = Switch Label transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = THRUST } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = FORWARD$$$▲$$$ $$$ $$$ $$$ $$$ ▼$$$REVERSE } COLOR_SHIFT { name = Border Glow transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } COLOR_SHIFT { name = Cap Glow transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_CAP_POSITIVECOLOR blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Toggle_Modular/Manual/tggl_UNDOCK_T1-G3-B4-C1Y-S.cfg PROP { name = MAS_tggl_UNDOCK_T1-G3-B4-C1Y-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_15 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Cover Collider collider = CoverCollider sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 onClick = fc.TogglePersistent("%AUTOID%_COVER") } ANIMATION_PLAYER { name = Cover Animation animation = TgglCover_ANIM variable = fc.GetPersistentAsNumber("%AUTOID%_COVER") speed = 3 } COLLIDER_EVENT { name = Switch Event collider = SwitchCollider sound = ASET/ASET_Props/Sounds/Tumbler3 volume = 1 onClick = fc.TogglePersistent("%AUTOID%_FIRE") onRelease = fc.TogglePersistent("%AUTOID%_FIRE") } COLLIDER_EVENT { name = Switch Event collider = SwitchCollider onClick = fc.Undock() } ANIMATION_PLAYER { name = Switch Animation animation = SwitchTumbleAnim variable = fc.GetPersistentAsNumber("%AUTOID%_FIRE") speed = 10.0 } TEXT_LABEL { name = Top Name Label transform = TextTopObj fontSize = 6.5 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.022, -0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNDOCK } TEXT_LABEL { name = On/Off Label transform = TextTopObj fontSize = 4.6 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.021, -0.0055 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SAFE } COLOR_SHIFT { name = Border Backlight transform = GlowBorder passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Tumbler Mark Backlight transform = TumblerMarkObj passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Tumbler_V2/MAS_swTumbler_V2_MainBus_APEx.cfg PROP { name = MAS_swTumbler_V2_MainBus_APEx MODEL { model = ASET/ASET_Props/Control/Switch_Tumbler_V2/Switch_Tumbler_Simple } MODULE { name = MASComponent ANIMATION { name = Switch Animation animation = TumblerAnim speed = 3 variable = fc.GetPersistent("MAS_MainBus_State") } COLLIDER_EVENT { name = Switch Collider collider = TumblerBase onClick = fc.TogglePersistent("MAS_MainBus_State") sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } TEXT_LABEL { name = Switch Text transform = TextBottomObj fontSize = 1.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = OFF } AUDIO_PLAYER { name = Bus Start On sound = MOARdV/Sounds/CockpitIntStart trigger = ON variable = fc.GetPersistentAsNumber("MAS_MainBus_State") and fc.GetPersistentAsNumber("MAS_Battery_State") volume = 0.8 } AUDIO_PLAYER { name = Bus Start Off sound = MOARdV/Sounds/CockpitIntEnd trigger = OFF variable = fc.GetPersistentAsNumber("MAS_MainBus_State") and fc.GetPersistentAsNumber("MAS_Battery_State") volume = 0.8 } AUDIO_PLAYER { name = Bus Start Loop sound = MOARdV/Sounds/CockpitIntLoop trigger = LOOP variable = fc.GetPersistentAsNumber("MAS_MainBus_State") and fc.GetPersistentAsNumber("MAS_Battery_State") volume = 0.8 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Tumbler_V2/MAS_swTumbler_V2_RMI_Mode_APEx.cfg PROP { name = MAS_swTumbler_V2_RMI_Mode_APEx MODEL { model = ASET/ASET_Props/Control/Switch_Tumbler_V2/Switch_Tumbler_Simple } MODULE { name = MASComponent ANIMATION { name = Switch Animation animation = TumblerAnim speed = 10.0 variable = fc.GetPersistent("MAS_RMI_Mode") } COLLIDER_EVENT { name = Switch Collider collider = TumblerBase onClick = fc.TogglePersistent("MAS_RMI_Mode") sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Tumbler_V2/swTumbler_ASET_NOSE_UP_TRIM_ADJ.cfg PROP { name = MAS_swTumbler_ASET_NOSE_UP_TRIM_ADJ MODEL { model = ASET/ASET_Props/Control/Switch_Tumbler_3Pos/Switch_Tumbler_3Pos } MODULE { name = MASComponent COLLIDER_EVENT { name = Switch Up collider = SwitchCollider_UP onClick = fc.SetPersistent("%AUTOID%_TOGGLE", -1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/NID02 } COLLIDER_EVENT { name = Switch Up collider = SwitchCollider_UP onClick = fc.Conditioned(fc.SetPitchTrim(fc.AddPersistentClamped("MAS_Pitch_Trim", -0.02, -1, 1))) } COLLIDER_EVENT { name = Switch Down collider = SwitchCollider_DOWN onClick = fc.SetPersistent("%AUTOID%_TOGGLE", 1) onRelease = fc.SetPersistent("%AUTOID%_TOGGLE", 0) sound = ASET/ASET_Props/Sounds/NID02 } COLLIDER_EVENT { name = Switch Down collider = SwitchCollider_DOWN onClick = fc.Conditioned(fc.SetPitchTrim(fc.AddPersistentClamped("MAS_Pitch_Trim", 0.02, -1, 1))) } ROTATION { name = Switch Animator transform = TumbleGrp startRotation = -30, 0, 0 endRotation = 30, 0, 0 variable = fc.GetPersistentAsNumber("%AUTOID%_TOGGLE") range = -1, 1 blend = true longPath = true speed = 10.0 } COLOR_SHIFT { name = Backlights transform = switchCapObj passiveColor = 0, 0, 0, 255 activeColor = 70, 65, 55, 255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Switch Description transform = TextTopObj fontSize = 1.5 oneshot = true font = Liberation Sans alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.0027 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true lineSpacing = 0.9 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = NOSE TRIM } TEXT_LABEL { name = Top Label transform = TextTop2Obj fontSize = 1.3 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.006 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true lineSpacing = 0.9 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = UP$$$▲ } TEXT_LABEL { name = Top Label transform = TextBottomObj fontSize = 1.3 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0092,0.001 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true lineSpacing = 0.9 activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = ▼$$$DOWN } TEXTURE_SHIFT { name = Cap Texture Shift transform = switchCapObj startUV = 0.0, 0.5 layers = _MainTex _Emissive blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Tumbler_V2/swTumbler_V2_Battery.cfg PROP { name = MAS_swTumbler_V2_Battery MODEL { model = ASET/ASET_Props/Control/Switch_Tumbler_V2/Switch_Tumbler_Simple } MODULE { name = MASComponent ANIMATION { name = Switch Animation animation = TumblerAnim speed = 5 variable = fc.GetPersistentAsNumber("MAS_Battery_State") } COLLIDER_EVENT { name = Switch Collider collider = TumblerBase onClick = fc.TogglePersistent("MAS_Battery_State") sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } TEXT_LABEL { name = Switch Text transform = TextBottomObj fontSize = 1.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Tumbler_V2/swTumbler_V2_EPG.cfg PROP { name = MAS_swTumbler_V2_EPG MODEL { model = ASET/ASET_Props/Control/Switch_Tumbler_V2/Switch_Tumbler_Simple } MODULE { name = MASComponent ANIMATION { name = Switch Animation animation = TumblerAnim speed = 3 variable = fc.GetPersistent("ALCOR_EPG_FAKE") } COLLIDER_EVENT { name = Switch Collider collider = TumblerBase onClick = fc.TogglePersistent("ALCOR_EPG_FAKE") sound = ASET/ASET_Props/Sounds/AlarmBeep03 volume = 1 } TEXT_LABEL { name = Switch Text transform = TextBottomObj fontSize = 1.2 oneshot = true font = Liberation Sans style = Bold transformOffset = 0.0092, 0.0009 alignment = Center anchor = UpperCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = OFF } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Switch_Tumbler_V2/swTumbler_V2_MainBus.cfg PROP { name = MAS_swTumbler_V2_MainBus MODEL { model = ASET/ASET_Props/Control/Switch_Tumbler_V2/Switch_Tumbler_Simple } MODULE { name = MASComponent ANIMATION { name = Switch Animation animation = TumblerAnim speed = 3 variable = fc.GetPersistent("MAS_MainBus_State") } COLLIDER_EVENT { name = Switch Collider collider = TumblerBase onClick = fc.TogglePersistent("MAS_MainBus_State") sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } TEXT_LABEL { name = Switch Text transform = TextBottomObj fontSize = 1.2 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR text = OFF } AUDIO_PLAYER { name = Bus Start On sound = AdvancedCockpit/Sounds/CockpitIntStart trigger = ON variable = fc.GetPersistentAsNumber("MAS_MainBus_State") and fc.GetPersistentAsNumber("MAS_Battery_State") volume = 0.8 } AUDIO_PLAYER { name = Bus Start Off sound = AdvancedCockpit/Sounds/Sounds/CockpitIntEnd trigger = OFF variable = fc.GetPersistentAsNumber("MAS_MainBus_State") and fc.GetPersistentAsNumber("MAS_Battery_State") volume = 0.8 } AUDIO_PLAYER { name = Bus Start Loop sound = AdvancedCockpit/Sounds/CockpitIntLoop trigger = LOOP variable = fc.GetPersistentAsNumber("MAS_MainBus_State") and fc.GetPersistentAsNumber("MAS_Battery_State") volume = 0.8 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/swRotary/MAS_swRotary_EngineMode.cfg PROP { name = MAS_swRotary_2pos_EngineMode MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_2_Marks } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider - collider = ColliderMinus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.ToggleMultiModeEngineMode() } COLLIDER_EVENT { name = Collider + collider = ColliderPlus sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.ToggleMultiModeEngineMode() } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-45,0 endRotation = 0,45,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetMultiModeEngineMode() } TEXT_LABEL { name = Left Mark transform = LeftTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Right anchor = LowerRight emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 1 } TEXT_LABEL { name = Right Mark transform = RightTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Left anchor = LowerLeft emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = 2 } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ENGINE MODE } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/swRotary/MAS_swRotary_GenericIntLight_V2.cfg PROP { name = MAS_swRotary_GenericIntLight_V2 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = ColliderPlus collider = ColliderPlus onDragX = MAS_swRotary_V2("MAS_Generic_IntLight", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = ColliderMinus collider = ColliderMinus onDragX = MAS_swRotary_V2("MAS_Generic_IntLight", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("MAS_Generic_IntLight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 4.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN LIGHT } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } INT_LIGHT { name = Interior Lights intensity = fc.GetPersistentAsNumber("MAS_Generic_IntLight") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/swRotary/MAS_swRotary_InstrumentLight_V2.cfg PROP { name = MAS_swRotary_InstrumentLight_V2 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = ColliderPlus collider = ColliderPlus onDragX = MAS_swRotary_V2("Backlight", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } COLLIDER_EVENT { name = ColliderMinus collider = ColliderMinus onDragX = MAS_swRotary_V2("Backlight", %DRAG%, "MOARdV/Sounds/Rotary_Ratchet") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("Backlight") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.7 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = INST.$$$PANEL } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.Max(0.25, fc.GetPersistentAsNumber("Backlight"))) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/swRotary/MAS_swRotary_Seat_Height.cfg PROP { name = MAS_swRotary_Seat_Height MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = ColliderPlus collider = ColliderPlus onDragX = MAS_swRotary_V2("COCKPIT_SEAT_POSITION", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.4 } COLLIDER_EVENT { name = ColliderMinus collider = ColliderMinus onDragX = MAS_swRotary_V2("COCKPIT_SEAT_POSITION", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_POSITION") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.7 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SEAT HEIGHT. } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/swRotary/MAS_swRotary_Seat_Position.cfg PROP { name = MAS_swRotary_Seat_Position MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = ColliderPlus collider = ColliderPlus onDragX = MAS_swRotary_V2("COCKPIT_SEAT_TRAVERSAL", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.4 } COLLIDER_EVENT { name = ColliderMinus collider = ColliderMinus onDragX = MAS_swRotary_V2("COCKPIT_SEAT_TRAVERSAL", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.4 } ROTATION { name = Knob position transform = swRotaryLoc startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_TRAVERSAL") } TEXT_LABEL { name = Top Label transform = TopNameTextObj fontSize = 5.7 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SEAT POS. } COLOR_SHIFT { name = Pointer Backlight transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Circle Mark and Rotary Circle Backlight transform = swRotaryCircleMarkObj, swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Ablation.cfg PROP { name = MAS_Tablo_Alarm_Ablation MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = ABLATION variable = fc.Conditioned(fc.ResourceDelta("Ablator") > 0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.ResourceDelta("Ablator") > 0.1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.ResourceDelta("Ablator") > 0.1) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_AeroBraking.cfg PROP { name = MAS_Tablo_Alarm_AeroBraking MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = AIR$$$BRAKING variable = fc.Conditioned(fc.DynamicPressure() > 0.01) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.DynamicPressure() > 0.01) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.DynamicPressure() > 0.01) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_AVAS_OFF.cfg PROP { name = MAS_Tablo_Alarm_AVAS_OFF MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = OFF variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON") == 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON") == 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = 0 layers = _MainTex _Emissive } AUDIO_PLAYER { name = Alarm sound = ASET/ASET_Props/Sounds/AlarmBeep02 volume = 1 trigger = ON variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON") == 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Brakes.cfg PROP { name = MAS_Tablo_Alarm_Brakes MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = BRAKES variable = fc.Conditioned(fc.GetBrakes()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetBrakes()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.GetBrakes()) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_DockingAngle.cfg PROP { name = MAS_Tablo_Alarm_DockingAngle MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = ANGLE variable = fc.Conditioned(fc.TargetDistance() < 10 and (fc.PitchTarget() > 1.5 or fc.YawTarget() > 1.5)) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.TargetDistance() < 10 and (fc.PitchTarget() > 1.5 or fc.YawTarget() > 1.5)) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.6 variable = fc.Conditioned(fc.TargetDistance() < 10 and (fc.PitchTarget() > 1.5 or fc.YawTarget() > 1.5)) layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_DOCKINGANGLEALARM_ON", 1) exitEvent = fc.SetPersistent("ALCOR_DOCKINGANGLEALARM_ON", 0) variable = fc.Conditioned(fc.TargetDistance() < 10 and (fc.PitchTarget() > 1.5 or fc.YawTarget() > 1.5)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_DockingSpeed.cfg PROP { name = MAS_Tablo_Alarm_DockingSpeed MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = SPEED variable = fc.Conditioned(fc.TargetDistance() < 10 and fc.TargetSpeed() > 2.5) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.TargetDistance() < 10 and fc.TargetSpeed() > 2.5) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.6 variable = fc.Conditioned(fc.TargetDistance() < 10 and fc.TargetSpeed() > 2.5) layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_DOCKINGSPEEDALARM_ON", 1) exitEvent = fc.SetPersistent("ALCOR_DOCKINGSPEEDALARM_ON", 0) variable = fc.Conditioned(fc.TargetDistance() < 10 and fc.TargetSpeed() > 2.5) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineFailure.cfg PROP { name = MAS_Tablo_Alarm_EngineFailure MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = ENGINE$$$FLAME OUT variable = fc.Conditioned(fc.EngineFlameout()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.EngineFlameout()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.EngineFlameout()) layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_ENGFAILURE_ON", 1) exitEvent = fc.SetPersistent("ALCOR_ENGFAILURE_ON", 0) variable = fc.Conditioned(fc.EngineFlameout()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineFlameOut.cfg PROP { name = MAS_Tablo_Alarm_EngineFlameOut MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = ENGINE$$$FLAME OUT variable = fc.Conditioned(fc.EngineFlameout()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.EngineFlameout()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.EngineFlameout()) layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_ENGFAILURE_ON", 1) exitEvent = fc.SetPersistent("ALCOR_ENGFAILURE_ON", 0) variable = fc.Conditioned(fc.EngineFlameout()) } AUDIO_PLAYER { name = Alarm Sound sound = ASET/ASET_Props/Sounds/AlarmBeep02 trigger = ON variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_ENGFAILURE_ON")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_EngineOverheat.cfg PROP { name = MAS_Tablo_Alarm_EngineOverheat MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = ENGINE$$$OVERHEAT variable = fc.Conditioned(fc.HottestEngineTemperature(true) > 0.85 * fc.HottestEngineMaxTemperature(true)) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.HottestEngineTemperature(true) > 0.85 * fc.HottestEngineMaxTemperature(true)) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.HottestEngineTemperature(true) > 0.85 * fc.HottestEngineMaxTemperature(true)) layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_ENGINEOVERHEATALARM_ON", 1) exitEvent = fc.SetPersistent("ALCOR_ENGINEOVERHEATALARM_ON", 0) variable = fc.Conditioned(fc.HottestEngineTemperature(true) > 0.85 * fc.HottestEngineMaxTemperature(true)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_ERS_MasterAlarm.cfg PROP { name = MAS_Tablo_Alarm_ERS_MasterAlarm MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = MASTER$$$ALARM variable = fc.Conditioned(0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0.4 endUV = 0.5, 0.4 variable = fc.Conditioned(0) layers = _MainTex _Emissive } comment { } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GearBroken.cfg PROP { name = MAS_Tablo_Alarm_GearBroken MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LANDING$$$GEAR BROKEN variable = fc.Conditioned(fc.GearBrokenCount()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearBrokenCount()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.6 variable = fc.Conditioned(fc.GearBrokenCount()) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GPWS.cfg PROP { name = MAS_Tablo_Alarm_GPWS MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GPWS_OFF.cfg PROP { name = MAS_Tablo_Alarm_GPWS_OFF MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 6.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = OFF variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON") == 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON") == 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = 0 layers = _MainTex _Emissive } AUDIO_PLAYER { name = Alarm sound = ASET/ASET_Props/Sounds/AlarmBeep02 volume = 1 trigger = ON variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON") == 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_GroundProximity.cfg PROP { name = MAS_Tablo_Alarm_GroundProximity MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = GROUND$$$PROX variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = 0 layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_GROUNDPROXIMITYALARM_ON", 1) exitEvent = fc.SetPersistent("ALCOR_GROUNDPROXIMITYALARM_ON", 0) variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON") > 0 and fc.VerticalSpeed() < -1 and fc.AltitudeBottom() < 15) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HeatshieldOverheat.cfg PROP { name = MAS_Tablo_Alarm_HeatshieldOverheat MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = SHIELD$$$OVERHEAT variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.6 variable = fc.Conditioned(fc.HeatShieldMaxTemperature(true) - fc.HeatShieldTemperature(true) < 700) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighG.cfg PROP { name = MAS_Tablo_Alarm_HighG MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = HIGH G variable = fc.Conditioned(fc.GForce() > 3) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GForce() > 3) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.GForce() > 3) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighQ.cfg PROP { name = MAS_Tablo_Alarm_HighQ MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = HIGH Q variable = fc.Conditioned(fc.DynamicPressure() > 40) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.DynamicPressure() > 40) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.DynamicPressure() > 40) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_HighSlope.cfg PROP { name = MAS_Tablo_Alarm_HighSlope MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = HIGH$$$SLOPE variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON")) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON")) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON")) layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_SLOPEALARM_ON", 1) exitEvent = fc.SetPersistent("ALCOR_SLOPEALARM_ON", 0) variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_SLOPE_ON") > 0 and fc.AltitudeBottom() < 15 and fc.SlopeAngle() > 15) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear.cfg PROP { name = MAS_Tablo_Alarm_LandingGear MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LANDING$$$GEAR variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON")) layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_GEARALARM_ON_LANDING", 1) exitEvent = fc.SetPersistent("ALCOR_GEARALARM_ON_LANDING", 0) variable = fc.Conditioned(fc.VerticalSpeed() < 1 and fc.AltitudeBottom() < 1000 and fc.GetGear() == 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LandingGear_Broken.cfg PROP { name = MAS_Tablo_Alarm_LandingGear_Broken MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LANDING GEAR$$$BROKEN variable = fc.Conditioned(fc.GearBrokenCount() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearBrokenCount() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.GearBrokenCount() > 0) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowAltitude.cfg PROP { name = MAS_Tablo_Alarm_LowAltitude MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = ALTITUDE variable = fc.Conditioned(0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(0) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowFuel.cfg PROP { name = MAS_Tablo_Alarm_LowFuel MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LIQUID$$$FUEL variable = fc.Conditioned(fc.ResourceExists("LiquidFuel") > 0 and fc.ResourcePercent("LiquidFuel") < 0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.ResourceExists("LiquidFuel") > 0 and fc.ResourcePercent("LiquidFuel") < 0.1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.ResourceExists("LiquidFuel") > 0 and fc.ResourcePercent("LiquidFuel") < 0.1) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowMonopropellant.cfg PROP { name = MAS_Tablo_Alarm_LowMonopropellant MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = MONO$$$PROPELLANT variable = fc.Conditioned(fc.ResourceExists("MonoPropellant") > 0 and fc.ResourcePercent("MonoPropellant") < 0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.ResourceExists("MonoPropellant") > 0 and fc.ResourcePercent("MonoPropellant") < 0.1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.ResourceExists("MonoPropellant") > 0 and fc.ResourcePercent("MonoPropellant") < 0.1) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowOxidizer.cfg PROP { name = MAS_Tablo_Alarm_LowOxidizer MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = OXIDIZER variable = fc.Conditioned(fc.ResourceExists("Oxidizer") > 0 and fc.ResourcePercent("Oxidizer") < 0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.ResourceExists("Oxidizer") > 0 and fc.ResourcePercent("Oxidizer") < 0.1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.ResourceExists("Oxidizer") > 0 and fc.ResourcePercent("Oxidizer") < 0.1) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowPower.cfg PROP { name = MAS_Tablo_Alarm_LowPower MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LOW CHARGE variable = fc.Conditioned(fc.PowerPercent() < 0.2) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.PowerPercent() < 0.2) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.PowerPercent() < 0.2) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowTWR.cfg PROP { name = MAS_Tablo_Alarm_LowTWR MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LOW TWR variable = fc.Conditioned(fc.CurrentTWR() > 0.01 and fc.CurrentTWR() < 0.99) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.CurrentTWR() > 0.01 and fc.CurrentTWR() < 0.99) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.CurrentTWR() > 0.01 and fc.CurrentTWR() < 0.99) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_LowXenon.cfg PROP { name = MAS_Tablo_Alarm_LowXenon MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = XENON variable = fc.Conditioned(fc.ResourceExists("XenonGas") > 0 and fc.ResourcePercent("XenonGas") < 0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.ResourceExists("XenonGas") > 0 and fc.ResourcePercent("XenonGas") < 0.1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.ResourceExists("XenonGas") > 0 and fc.ResourcePercent("XenonGas") < 0.1) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Master.cfg PROP { name = MAS_Tablo_Alarm_Master MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = MASTER$$$ALARM variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_PODTEMPERATUREALARM_ON") + fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON") + fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON") + fc.GetPersistentAsNumber("ALCOR_ENGINEOVERHEATALARM_ON") + fc.GetPersistentAsNumber("ALCOR_ENGFAILURE_ON") + fc.GetPersistentAsNumber("ALCOR_DOCKINGANGLEALARM_ON") + fc.GetPersistentAsNumber("ALCOR_DOCKINGSPEEDALARM_ON") + fc.GetPersistentAsNumber("ALCOR_GEARALARM_ON_LANDING") + fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_PODTEMPERATUREALARM_ON") + fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON") + fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON") + fc.GetPersistentAsNumber("ALCOR_ENGINEOVERHEATALARM_ON") + fc.GetPersistentAsNumber("ALCOR_ENGFAILURE_ON") + fc.GetPersistentAsNumber("ALCOR_DOCKINGANGLEALARM_ON") + fc.GetPersistentAsNumber("ALCOR_DOCKINGSPEEDALARM_ON") + fc.GetPersistentAsNumber("ALCOR_GEARALARM_ON_LANDING") + fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0.4 endUV = 0.5, 0.4 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_PODTEMPERATUREALARM_ON") + fc.GetPersistentAsNumber("ALCOR_GROUNDPROXIMITYALARM_ON") + fc.GetPersistentAsNumber("ALCOR_SLOPEALARM_ON") + fc.GetPersistentAsNumber("ALCOR_ENGINEOVERHEATALARM_ON") + fc.GetPersistentAsNumber("ALCOR_ENGFAILURE_ON") + fc.GetPersistentAsNumber("ALCOR_DOCKINGANGLEALARM_ON") + fc.GetPersistentAsNumber("ALCOR_DOCKINGSPEEDALARM_ON") + fc.GetPersistentAsNumber("ALCOR_GEARALARM_ON_LANDING") + fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Overspeed.cfg PROP { name = MAS_Tablo_Alarm_Overspeed MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = OVERSPEED variable = fc.Conditioned(fc.TerminalVelocity() > 0 and fc.SurfaceSpeed() > fc.TerminalVelocity()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.TerminalVelocity() > 0 and fc.SurfaceSpeed() > fc.TerminalVelocity()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.TerminalVelocity() > 0 and fc.SurfaceSpeed() > fc.TerminalVelocity()) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_PodHeat.cfg PROP { name = MAS_Tablo_Alarm_PodHeat MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = CABIN$$$OVERHEAT variable = fc.Conditioned(fc.PodTemperature(true) > 0.7 * fc.PodMaxTemperature(true)) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.PodTemperature(true) > 0.7 * fc.PodMaxTemperature(true)) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = 0 layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_PODTEMPERATUREALARM_ON", 1) exitEvent = fc.SetPersistent("ALCOR_PODTEMPERATUREALARM_ON", 0) variable = fc.Conditioned(fc.PodTemperature(true) > 0.7 * fc.PodMaxTemperature(true)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_SolarArray_Broken.cfg PROP { name = MAS_Tablo_Alarm_SolarArray_Broken MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = SOLAR ARRAY$$$BROKEN variable = fc.Conditioned(fc.SolarPanelDamaged() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SolarPanelDamaged() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.SolarPanelDamaged() > 0) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_StageLocked.cfg PROP { name = MAS_Tablo_Alarm_StageLocked MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = STAGE$$$LOCKED variable = fc.Conditioned(fc.GetStageLocked()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetStageLocked()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.GetStageLocked()) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Stall.cfg PROP { name = MAS_Tablo_Alarm_Stall MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = STALL variable = fc.Conditioned(far.StallFraction() > 0.02 and fc.VesselFlying() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(far.StallFraction() > 0.02 and fc.VesselFlying() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(far.StallFraction() > 0.02 and fc.VesselFlying() > 0) layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Alarm_Tumble.cfg PROP { name = MAS_Tablo_Alarm_Tumble MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = TUMBLE variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = fc.Conditioned(fc.GetPersistentAsNumber("ALCOR_TUMBLEALARM_ON")) layers = _MainTex _Emissive } TRIGGER_EVENT { name = trigger event = fc.SetPersistent("ALCOR_TUMBLEALARM_ON", 1) exitEvent = fc.SetPersistent("ALCOR_TUMBLEALARM_ON", 0) variable = fc.Conditioned(fc.GetPersistentAsNumber("ASET_WARN_TUMBLE_ON") > 0 and fc.AltitudeBottom() < 15 and fc.HorizontalSpeed() > 5) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmEPG.cfg PROP { name = MAS_Tablo_Fake_AlarmEPG MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 3.9 lineSpacing = 0.8 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = EMERGENCY$$$POWER$$$GENERATOR variable = fc.GetPersistentAsNumber("ALCOR_EPG_FAKE") } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.GetPersistentAsNumber("ALCOR_EPG_FAKE") } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmExCabinWater.cfg PROP { name = MAS_Tablo_Fake_AlarmExCabinWater MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = EXCESS CABIN$$$WATER variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.005) + (%PROPID%/%PROPCOUNT%), 1) < 0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.005) + (%PROPID%/%PROPCOUNT%), 1) < 0.1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmExSuitWater.cfg PROP { name = MAS_Tablo_Fake_AlarmExSuitWater MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = EXCESS SUIT$$$WATER variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.005) + (%PROPID%/%PROPCOUNT%), 1) < 0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.005) + (%PROPID%/%PROPCOUNT%), 1) < 0.1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmMaster.cfg PROP { name = MAS_Tablo_Fake_AlarmMaster MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = MASTER$$$ALARM variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.01) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.01) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.0, 0.6 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmOxFlow.cfg PROP { name = MAS_Tablo_Fake_AlarmOxFlow MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = EXCESS SUIT$$$WATER variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.01) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.01) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmRadiator.cfg PROP { name = MAS_Tablo_Fake_AlarmRadiator MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = RADIATORS variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.02) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.02) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_AlarmValve.cfg PROP { name = MAS_Tablo_Fake_AlarmValve MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = VALVE$$$CLOSE variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.05) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.05) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_GoodCabinFans.cfg PROP { name = MAS_Tablo_Fake_GoodCabinFans MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = CABIN FANS variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.05) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.004) + (%PROPID%/%PROPCOUNT%), 1) < 0.05) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_GoodCabinPressAuto.cfg PROP { name = MAS_Tablo_Fake_GoodCabinPressAuto MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = CABIN PRESS$$$AUTO variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.003) + (%PROPID%/%PROPCOUNT%), 1) < 0.45) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.003) + (%PROPID%/%PROPCOUNT%), 1) < 0.45) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_GoodCabinTempAuto.cfg PROP { name = MAS_Tablo_Fake_GoodCabinTempAuto MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = CABIN TEMP$$$AUTO variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.003) + (%PROPID%/%PROPCOUNT%), 1) < 0.55) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.003) + (%PROPID%/%PROPCOUNT%), 1) < 0.55) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_GoodHeaters.cfg PROP { name = MAS_Tablo_Fake_GoodHeaters MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = HEATERS variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.007) + (%PROPID%/%PROPCOUNT%), 1) < 0.35) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.007) + (%PROPID%/%PROPCOUNT%), 1) < 0.35) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_GoodManual.cfg PROP { name = MAS_Tablo_Fake_GoodManual MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = MANUAL variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.007) + (%PROPID%/%PROPCOUNT%), 1) < 0.05) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.007) + (%PROPID%/%PROPCOUNT%), 1) < 0.05) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_GoodSuitFans.cfg PROP { name = MAS_Tablo_Fake_GoodSuitFans MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = SUIT FANS variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.005) + (%PROPID%/%PROPCOUNT%), 1) < 0.35) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.005) + (%PROPID%/%PROPCOUNT%), 1) < 0.35) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Fake_GoodTestOK.cfg PROP { name = MAS_Tablo_Fake_GoodTestOK MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = TEST OK variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.007) + (%PROPID%/%PROPCOUNT%), 1) < 0.05) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SafeModulo(fc.PeriodRandom(0.007) + (%PROPID%/%PROPCOUNT%), 1) < 0.05) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_AircraftLimitedThrust.cfg PROP { name = MAS_Tablo_Status_AircraftLimitedThrust MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = LIMITED$$$THRUST variable = fc.Conditioned(fc.GetThrottleLimit() > 0.001 and fc.GetThrottleLimit() < 0.99) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,100,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetThrottleLimit() > 0.001 and fc.GetThrottleLimit() < 0.99) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Alternator_Active.cfg PROP { name = MAS_Tablo_Status_Alternator_Active MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = ALTERNATOR$$$ACTIVE variable = fc.Conditioned(fc.AlternatorOutput() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.AlternatorOutput() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.AlternatorOutput() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Alternator_Available.cfg PROP { name = MAS_Tablo_Status_Alternator_Available MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = ALTERNATOR$$$AVAILABLE variable = fc.Conditioned(fc.AlternatorCount() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.AlternatorCount() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.AlternatorCount() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_APU_On.cfg PROP { name = MAS_Tablo_Status_APU_On MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = APU GEN variable = fc.Conditioned(fc.GetFuelCellActive()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetFuelCellActive()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0.6 endUV = layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Ascent.cfg PROP { name = MAS_Tablo_Status_Ascent MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = ASCENT variable = fc.Conditioned(fc.VerticalSpeed() > 0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.VerticalSpeed() > 0.1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.VerticalSpeed() > 0.1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Auto_Speedbrake.cfg PROP { name = MAS_Tablo_Status_Auto_Speedbrake MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = AUTO$$$SPEED BRAKE variable = fc.Conditioned(fc.GetPersistentAsNumber("AUTOSPEEDBRAKE_ARM") * fc.GetGear() * fc.VesselFlying()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("AUTOSPEEDBRAKE_ARM") * fc.GetGear() * fc.VesselFlying()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("AUTOSPEEDBRAKE_ARM") * fc.GetGear() * fc.VesselFlying()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_AVAS_On.cfg PROP { name = MAS_Tablo_Status_AVAS_On MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = ON variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON")) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON")) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("AVAS_ON")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Battery_Charging.cfg PROP { name = MAS_Tablo_Status_Battery_Charging MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = BATTERY$$$CHARGING variable = fc.Conditioned(fc.PowerDelta() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.PowerDelta() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.PowerDelta() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Brakes.cfg PROP { name = MAS_Tablo_Status_Brakes MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = BRAKES variable = fc.Conditioned(fc.GetBrakes()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetBrakes()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetBrakes()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Chatterer_Available.cfg PROP { name = MAS_Tablo_Status_Chatterer_Available MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = ON variable = fc.Conditioned(chatterer.Available()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(chatterer.Available()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(chatterer.Available()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Chatterer_Recv.cfg PROP { name = MAS_Tablo_Status_Chatterer_Recv MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = RECV variable = fc.Conditioned(chatterer.Receiving()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(chatterer.Receiving()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(chatterer.Receiving()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Chatterer_Standby.cfg PROP { name = MAS_Tablo_Status_Chatterer_Standby MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = STBY variable = fc.Conditioned(chatterer.Available() - (chatterer.Transmitting() + chatterer.Receiving())) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(chatterer.Available() - (chatterer.Transmitting() + chatterer.Receiving())) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(chatterer.Available() - (chatterer.Transmitting() + chatterer.Receiving())) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Chatterer_Xmit.cfg PROP { name = MAS_Tablo_Status_Chatterer_Xmit MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = XMIT variable = fc.Conditioned(chatterer.Transmitting()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(chatterer.Transmitting()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(chatterer.Transmitting()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_CommnetConnected.cfg PROP { name = MAS_Tablo_Status_CommnetConnected MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = COMMNET$$$CONNECTED variable = fc.Conditioned(fc.CommNetConnected()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.CommNetConnected()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_CommnetNoSignal.cfg PROP { name = MAS_Tablo_Status_CommnetNoSignal MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 255,190,150,255 passiveColor = 145,80,80,255 text = NO SIGNAL variable = fc.Conditioned(1 - fc.CommNetConnected()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,180,180,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(1 - fc.CommNetConnected()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0 endUV = 0, 0.2 variable = 0 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Contact.cfg PROP { name = MAS_Tablo_Status_Contact MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = CONTACT variable = fc.Conditioned(fc.VesselLanded()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.VesselLanded()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.VesselLanded()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Descent.cfg PROP { name = MAS_Tablo_Status_Descent MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = DESCENT variable = fc.Conditioned(fc.VerticalSpeed() < -0.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.VerticalSpeed() < -0.1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.VerticalSpeed() < -0.1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Docked.cfg PROP { name = MAS_Tablo_Status_Docked MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = VESSEL$$$DOCKED variable = fc.Conditioned(fc.Docked()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.Docked()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.Docked()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Docking_On_APEx.cfg PROP { name = MAS_Tablo_Status_Docking_On_APEx MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = DOCKING variable = fc.Conditioned(fc.FlightUIMode() == 1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.FlightUIMode() == 1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.FlightUIMode() == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_DockIsReference.cfg PROP { name = MAS_Tablo_Status_DockIsReference MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = DOCK PORT$$$IS REFERENCE variable = fc.Conditioned(fc.GetDockIsReference()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetDockIsReference()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetDockIsReference()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Dock_Targeted.cfg PROP { name = MAS_Tablo_Status_Dock_Targeted MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = TARGET D/P$$$SELECTED variable = fc.Conditioned(fc.TargetType() == 2) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.TargetType() == 2) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.TargetType() == 2) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_EngineMode1.cfg PROP { name = MAS_Tablo_Status_EngineMode1 MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 50,255,30,255 passiveColor = 80,175,80,255 text = MODE 1 variable = fc.Conditioned(1 - fc.GetMultiModeEngineMode()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 50,255,100,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(1 - fc.GetMultiModeEngineMode()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_EngineMode2.cfg PROP { name = MAS_Tablo_Status_EngineMode2 MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = MODE 2 variable = fc.Conditioned(fc.GetMultiModeEngineMode()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,100,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetMultiModeEngineMode()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_FlapsExtended.cfg PROP { name = MAS_Tablo_Status_FlapsExtended MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = FLAPS$$$EXTENDED variable = fc.Conditioned(far.GetFlapSetting() > 0 and ((fc.GetPersistentAsNumber("ASET_FLAPS_GOOD") + fc.PeriodStep(2)) > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(far.GetFlapSetting() > 0 and ((fc.GetPersistentAsNumber("ASET_FLAPS_GOOD") + fc.PeriodStep(2)) > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(far.GetFlapSetting() > 0 and ((fc.GetPersistentAsNumber("ASET_FLAPS_GOOD") + fc.PeriodStep(2)) > 0) } TRIGGER_EVENT { name = Flaps Good Status event = fc.SetPersistent("ASET_FLAPS_GOOD", 1) exitEvent = fc.SetPersistent("ASET_FLAPS_GOOD", 0) variable = fc.Abs(fc.VerticalSpeed()) < 30 and fc.EquivalentAirspeed() < 250 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_FuelCell_Active.cfg PROP { name = MAS_Tablo_Status_FuelCell_Active MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = FUEL CELL$$$ACTIVE variable = fc.Conditioned(fc.FuelCellOutput() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.FuelCellOutput() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.FuelCellOutput() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_FuelCell_Available.cfg PROP { name = MAS_Tablo_Status_FuelCell_Available MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = FUEL CELL$$$AVAILABLE variable = fc.Conditioned(fc.FuelCellCount() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.FuelCellCount() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.FuelCellCount() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_FuelCell_Enabled.cfg PROP { name = MAS_Tablo_Status_FuelCell_Enabled MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = FUEL$$$CELL variable = fc.Conditioned(fc.GetFuelCellActive()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetFuelCellActive()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetFuelCellActive()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Gear.cfg PROP { name = MAS_Tablo_Status_Gear MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = LANDING$$$GEAR variable = fc.Conditioned(fc.GetGear()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetGear()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetGear()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Generator_Active.cfg PROP { name = MAS_Tablo_Status_Generator_Active MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = GENERATOR$$$ACTIVE variable = fc.Conditioned(fc.GeneratorOutput() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GeneratorOutput() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GeneratorOutput() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Generator_Available.cfg PROP { name = MAS_Tablo_Status_Generator_Available MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = GENERATOR$$$AVAILABLE variable = fc.Conditioned(fc.GeneratorCount() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GeneratorCount() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GeneratorCount() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_GimbalLocked.cfg PROP { name = MAS_Tablo_Status_GimbalLocked MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = GIMBAL$$$LOCKED variable = fc.Conditioned(fc.GetGimbalsLocked()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetGimbalsLocked()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetGimbalsLocked()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_GPWS_On.cfg PROP { name = MAS_Tablo_Status_GPWS_On MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 6 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = ON variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON")) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON")) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("GPWS_ON")) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Grapple_Grappled_APEx.cfg PROP { name = MAS_Tablo_Status_Grapple_Grappled_APEx MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = GRAPPLE$$$CAPTURE variable = fc.Conditioned(fc.Grappled() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.Grappled() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.Grappled() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Grapple_Status_APEx.cfg PROP { name = MAS_Tablo_Status_Grapple_Status_APEx MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = GRAPPLE$$$READY variable = fc.Conditioned(fc.HasGrapple() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.HasGrapple() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.HasGrapple() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_LandingGear_Deployed.cfg PROP { name = MAS_Tablo_Status_LandingGear_Deployed MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = LANDING GEAR$$$DEPLOYED variable = fc.Conditioned(fc.GearPosition() > 0.5) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearPosition() > 0.5) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GearPosition() > 0.5) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_LandingGear_Deploying.cfg PROP { name = MAS_Tablo_Status_LandingGear_Deploying MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = LANDING GEAR$$$DEPLOYING variable = fc.Conditioned(fc.GearMoving() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearMoving() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GearMoving() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_LandingGear_Retracted.cfg PROP { name = MAS_Tablo_Status_LandingGear_Retracted MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = LANDING GEAR$$$RETRACTED variable = fc.Conditioned(fc.GearCount() > 0 and fc.GearPosition() == 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearCount() > 0 and fc.GearPosition() == 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GearCount() > 0 and fc.GearPosition() == 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_LandingGear_Retracting.cfg PROP { name = MAS_Tablo_Status_LandingGear_Retracting MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = LANDING GEAR$$$RETRACTING variable = fc.Conditioned(fc.GearMoving() < 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearMoving() < 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GearMoving() < 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_LeftGear.cfg PROP { name = MAS_Tablo_Status_LeftGear MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = LEFT$$$GEAR variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Lights.cfg PROP { name = MAS_Tablo_Status_Lights MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = LIGHTS variable = fc.Conditioned(fc.GetLights()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetLights()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetLights()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_MECO.cfg PROP { name = MAS_Tablo_Status_MECO MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = MECO variable = fc.Conditioned(fc.CurrentThrustkN() < 0.0001) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.CurrentThrustkN() < 0.0001) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.CurrentThrustkN() < 0.0001) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_NoseGear.cfg PROP { name = MAS_Tablo_Status_NoseGear MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = NOSE$$$GEAR variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Parachute_Safe.cfg PROP { name = MAS_Tablo_Status_Parachute_Safe MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = SAFE$$$TO DEPLOY variable = fc.Conditioned(parachute.DeploymentSafe()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(parachute.DeploymentSafe()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(parachute.DeploymentSafe()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_PrecisionCtrl.cfg PROP { name = MAS_Tablo_Status_PrecisionCtrl MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = PRECISION$$$CONTROL variable = fc.Conditioned(fc.GetPrecisionMode()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPrecisionMode()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetPrecisionMode()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_RCSActive.cfg PROP { name = MAS_Tablo_Status_RCSActive MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = RCS$$$ACTIVE variable = fc.Conditioned(fc.GetRCS()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetRCS()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetRCS()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_RCSEnabled.cfg PROP { name = MAS_Tablo_Status_RCSEnabled MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = RCS variable = fc.Conditioned(fc.GetRCS()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetRCS()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetRCS()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Resources_Locked_APEx.cfg PROP { name = MAS_Tablo_Status_Resources_Locked_APEx MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = RESOURCES$$$LOCKED variable = fc.Conditioned(fc.ResourceLocked(-1)) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.ResourceLocked(-1)) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.ResourceLocked(-1)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_RightGear.cfg PROP { name = MAS_Tablo_Status_RightGear MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = RIGHT$$$GEAR variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GearMoving() > 0 or fc.GearPosition() == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_SAS.cfg PROP { name = MAS_Tablo_Status_SAS MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = SAS variable = fc.Conditioned(fc.GetSAS()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetSAS()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.GetSAS()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_SolarArray_Active.cfg PROP { name = MAS_Tablo_Status_SolarArray_Active MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = SOLAR ARRAY$$$ACTIVE variable = fc.Conditioned(fc.SolarPanelOutput() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SolarPanelOutput() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.SolarPanelOutput() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_SolarArray_Available.cfg PROP { name = MAS_Tablo_Status_SolarArray_Available MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = SOLAR ARRAY$$$AVAILABLE variable = fc.Conditioned(fc.SolarPanelCount() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SolarPanelCount() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.SolarPanelCount() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_SolarArray_Deployed.cfg PROP { name = MAS_Tablo_Status_SolarArray_Deployed MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = SOLAR ARRAY$$$DEPLOYED variable = fc.Conditioned(fc.SolarPanelPosition() > 0.5) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SolarPanelPosition() > 0.5) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.SolarPanelPosition() > 0.5) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_SolarArray_Retracted.cfg PROP { name = MAS_Tablo_Status_SolarArray_Retracted MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = SOLAR ARRAY$$$RETRACTED variable = fc.Conditioned(fc.SolarPanelCount() > 0 and fc.SolarPanelPosition() < 0.5) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.SolarPanelCount() > 0 and fc.SolarPanelPosition() < 0.5) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.SolarPanelCount() > 0 and fc.SolarPanelPosition() < 0.5) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_SpoilerExtended.cfg PROP { name = MAS_Tablo_Status_SpoilerExtended MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = SPOILERS$$$EXTENDED variable = fc.Conditioned(far.GetSpoilerSetting() > 0 and (fc.VerticalSpeed() < 10 or fc.PeriodStep(2) > 0)) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(far.GetSpoilerSetting() > 0 and (fc.VerticalSpeed() < 10 or fc.PeriodStep(2) > 0)) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(far.GetSpoilerSetting() > 0 and (fc.VerticalSpeed() < 10 or fc.PeriodStep(2) > 0)) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_StageReady.cfg PROP { name = MAS_Tablo_Status_StageReady MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = STAGE$$$READY variable = fc.Conditioned(fc.StageReady()) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.StageReady()) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.StageReady()) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Staging_On_APEx.cfg PROP { name = MAS_Tablo_Status_Staging_On_APEx MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = STAGING variable = fc.Conditioned(fc.FlightUIMode() == 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.FlightUIMode() == 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.FlightUIMode() == 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_TargetApproach.cfg PROP { name = MAS_Tablo_Status_TargetApproach MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = APPROACH variable = fc.Conditioned(fc.TargetSpeed() > 0.01) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.TargetSpeed() > 0.01) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.TargetSpeed() > 0.01) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_TargetDepart.cfg PROP { name = MAS_Tablo_Status_TargetDepart MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = DEPART variable = fc.Conditioned(fc.TargetSpeed() < -0.01) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.TargetSpeed() < -0.01) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.TargetSpeed() < -0.01) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_ThrustReverser.cfg PROP { name = MAS_Tablo_Status_ThrustReverser MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = REVERSE variable = fc.Conditioned(engine.ThrustReverserPosition() > 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(engine.ThrustReverserPosition() > 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(engine.ThrustReverserPosition() > 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_TrimEnabled.cfg PROP { name = MAS_Tablo_Status_TrimEnabled MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = TRIM variable = fc.Conditioned(fc.Abs(fc.GetPitchTrim()) > 0.01 or fc.Abs(fc.GetRollTrim()) > 0.01 or fc.Abs(fc.GetYawTrim()) > 0.01) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.Abs(fc.GetPitchTrim()) > 0.01 or fc.Abs(fc.GetRollTrim()) > 0.01 or fc.Abs(fc.GetYawTrim()) > 0.01) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.Abs(fc.GetPitchTrim()) > 0.01 or fc.Abs(fc.GetRollTrim()) > 0.01 or fc.Abs(fc.GetYawTrim()) > 0.01) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_UIDockingMode.cfg PROP { name = MAS_Tablo_Status_UIDockingMode MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = DOCKING$$$MODE variable = fc.Conditioned(fc.FlightUIMode() == 1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.FlightUIMode() == 1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.FlightUIMode() == 1) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_UIStagingMode.cfg PROP { name = MAS_Tablo_Status_UIStagingMode MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = STAGING$$$MODE variable = fc.Conditioned(fc.FlightUIMode() == 0) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.FlightUIMode() == 0) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0.5, 0 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = fc.Conditioned(fc.FlightUIMode() == 0) } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TabloIndicator/MAS_Tablo_Status_Warp.cfg PROP { name = MAS_Tablo_Status_Warp MODEL { model = ASET/ASET_Props/Instruments/TabloIndicator/TabloIndicator } MODULE { name = MASComponent TEXT_LABEL { name = Caption transform = TextObj fontSize = 4.2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active activeColor = 150,255,100,255 passiveColor = 80,175,80,255 text = WARP variable = fc.Conditioned(fc.WarpRate() > 1.1) } COLOR_SHIFT { name = Panel Color transform = TabloColorPlate activeColor = 255,255,255,255 passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.WarpRate() > 1.1) } TEXTURE_SHIFT { name = Panel Color transform = TabloColorPlate startUV = 0, 0.8 endUV = 0.5, 0.2 layers = _MainTex _Emissive variable = 0 } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/ThrottleCtrl/MAS_ThrottleCtrl.cfg PROP { name = MAS_ThrottleCtrl MODEL { model = ASET/ASET_Props/Control/ThrottleCtrl/ThrottleCtrl } MODULE { name = MASComponent ROTATION { name = throttleLever_001 transform = throttleLever_001 variable = fc.GetThrottle() startRotation = 0,0,0 endRotation = 75,0,0 range = 0, 1 blend = true speed = 2 } COLOR_SHIFT { name = HandleLightsObj Backlight transform = HandleLightsObj, ThrottleBoxLight variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/TWR_Indicator/MAS_TWR_Indicator.cfg PROP { name = MAS_TWR_Indicator MODEL { model = ASET/ASET_Props/Instruments/TWR_Indicator/TWR_Indicator } MODULE { name = MASComponent TRANSLATION { name = Arrow Translation transform = ArrowObj startTranslation = 0,0,0 endTranslation = 0,0,-0.0536 variable = fc.Select(fc.GetPersistentAsNumber("TWR_MODE"), fc.MaxTWR(false), fc.CurrentTWR()) * 0.16667 blend = true speed = 1.0 } COLOR_SHIFT { name = Arrow Light transform = ArrowObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Scale Sign transform = ScaleSignObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_ASET/Xpointer/MAS_X-pointer.cfg PROP { name = MAS_X-pointer MODEL { model = ASET/ASET_Props/Instruments/Xpointer/Xpointer } MODULE { name = MASComponent TRIGGER_EVENT { name = XPtr Mode 0 Validation event = fc.SetBits("MAS_Xpointer_Validation", 1) exitEvent = fc.ClearBits("MAS_Xpointer_Validation", 1) variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") and (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.AltitudeBottom() <= 5000) } TRIGGER_EVENT { name = XPtr Mode 1-2 Validation event = fc.SetBits("MAS_Xpointer_Validation", 2) exitEvent = fc.ClearBits("MAS_Xpointer_Validation", 2) variable = fc.GetPersistentAsNumber("MAS_Xpointer_Power") and (fc.GetPersistentAsNumber("MAS_Xpointer_Mode") > 0) and (fc.TargetIsVessel() > 0) } TRIGGER_EVENT { name = XPtr Validation event = fc.SetPersistent("MAS_Xpointer_Enable", 1) exitEvent = fc.SetPersistent("MAS_Xpointer_Enable", 0) variable = fc.GetPersistentAsNumber("MAS_Xpointer_Validation") > 0 } ROTATION { name = Vertical Needle position transform = XpointerVerticalNeedle variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Scale"), 0.1, 1, 10)) * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Mode") - 1, fc.SurfaceLateralSpeed(), fc.TargetDistanceX(), fc.TargetVelocityX())) startRotation = -11.8,0,0 endRotation = 11.8,0,0 range = -20, 20 blend = true speed = 2.0 } ROTATION { name = Horizontal Needle position transform = XpointerHorizontalNeedle variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Enable") * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Scale"), 0.1, 1, 10)) * fc.Select(fc.GetPersistentAsNumber("MAS_Xpointer_Mode") - 1, fc.SurfaceForwardSpeed(), fc.TargetDistanceY(), fc.TargetVelocityY())) startRotation = 11.8,0,0 endRotation = -11.8,0,0 range = -20, 20 blend = true speed = 2.0 } COLOR_SHIFT { name = XpointerBorder backlight transform = XpointerBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") * fc.GetPersistentAsNumber("MAS_Xpointer_Enable")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = XpointerScreen Backlight transform = XpointerScreen variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") * fc.GetPersistentAsNumber("MAS_Xpointer_Enable")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR blend = true } COLOR_SHIFT { name = Xpointer_IND_ScaleX01 color transform = Xpointer_IND_ScaleX01 passiveColor = 0,0,0,255 activeColor = 180,10,10,255 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_ScaleX01 shift transform = Xpointer_IND_ScaleX01 layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { name = Xpointer_IND_ScaleX1 color transform = Xpointer_IND_ScaleX1 passiveColor = 0,0,0,255 activeColor = 180,10,10,255 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_ScaleX1 shift transform = Xpointer_IND_ScaleX1 layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { name = Xpointer_IND_ScaleX10 color transform = Xpointer_IND_ScaleX10 passiveColor = 0,0,0,255 activeColor = 180,10,10,255 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == -1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_ScaleX10 shift transform = Xpointer_IND_ScaleX10 layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Scale") == -1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { name = Xpointer_IND_FWD color transform = Xpointer_IND_FWD passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_FWD shift transform = Xpointer_IND_FWD layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { name = Xpointer_IND_LATVEL color transform = Xpointer_IND_LATVEL passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_LATVEL shift transform = Xpointer_IND_LATVEL layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 0) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { name = Xpointer_IND_DISTX color transform = Xpointer_IND_DISTX passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_DISTX shift transform = Xpointer_IND_DISTX layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { name = Xpointer_IND_DISTY color transform = Xpointer_IND_DISTY passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_DISTY shift transform = Xpointer_IND_DISTY layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 1) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { name = Xpointer_IND_VELX color transform = Xpointer_IND_VELX passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_VELX shift transform = Xpointer_IND_VELX layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } COLOR_SHIFT { name = Xpointer_IND_VELY color transform = Xpointer_IND_VELY passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGEHAND_ACTIVECOLOR variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } TEXTURE_SHIFT { name = Xpointer_IND_VELY shift transform = Xpointer_IND_VELY layers = _MainTex _Emissive startUV = 0, 0 endUV = 0.09, 0 variable = fc.Conditioned((fc.GetPersistentAsNumber("MAS_Xpointer_Mode") == 2) and (fc.GetPersistentAsNumber("MAS_Xpointer_Power"))) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSIswitch_BRAKE.cfg PROP { name = MAS_JSIswitch_BRAKE MODEL { model = JSI/RasterPropMonitor/Library/Props/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider onClick = fc.ToggleBrakes() } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetBrakes() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSIswitch_GEAR.cfg PROP { name = MAS_JSIswitch_GEAR MODEL { model = JSI/RasterPropMonitor/Library/Props/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider onClick = fc.Gear() } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetGear() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.75 } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSIswitch_LIGHTS.cfg PROP { name = MAS_JSIswitch_LIGHTS MODEL { model = JSI/RasterPropMonitor/Library/Props/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider onClick = fc.ToggleLights() } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetLights() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSIswitch_RCS.cfg PROP { name = MAS_JSIswitch_RCS MODEL { model = JSI/RasterPropMonitor/Library/Props/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider onClick = fc.ToggleRCS() } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetRCS() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.50 } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSIswitch_SAS.cfg PROP { name = MAS_JSIswitch_SAS MODEL { model = JSI/RasterPropMonitor/Library/Props/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider onClick = fc.ToggleSAS() } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetSAS() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.00, 0.00 } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSIswitch_StageLock.cfg PROP { name = MAS_JSIswitch_StageLock MODEL { model = JSI/RasterPropMonitor/Library/Props/SwitchWCover/SwitchWCover } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColider onClick = fc.ToggleStageLocked() } ANIMATION_PLAYER { name = Switch animation animation = SwitchWCoverAnim animationSpeed = 1.0 variable = fc.GetStageLocked() } TEXTURE_SHIFT { name = Label transform = SwitchNamePlate layers = _MainTex _Emissive startUV = 0.25, 0.25 } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSI_BasicHUD.cfg PROP { name = MAS_JSI_BasicHUD MODEL { model = JSI/RasterPropMonitor/Library/Components/HUD/model texture = planeHUDdiffuse,JSI/RasterPropMonitor/Library/Components/HUD/planeHUDdiffuse texture = screen,JSI/RasterPropMonitor/Library/Components/HUD/screen } MODULE { name = MASMonitor screenTransform = HUDScreenObj layer = _MainTex screenSize = 640, 640 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 0, 255, 0, 255 backgroundColor = 0, 255, 0, 0 monitorID = %AUTOID% page = MAS_JSI_BasicHUD_Default } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSI_BasicHUD.cfg MAS_PAGE { name = MAS_JSI_BasicHUD_Default IMAGE { name = Horizon texture = JSI/RasterPropMonitor/Library/Components/HUD/ladder size = 320, 320 position = 160, 160 rotation = fc.Roll() tiling = 1, 0.25 uvShift = 0, fc.Remap(fc.Pitch(), -90, 90, 0, 0.75) } IMAGE { name = HUD overlay texture = JSI/RasterPropMonitor/Library/Components/HUD/hud-overlay position = 160, 160 size = 320, 320 } HORIZONTAL_STRIP { name = Heading texture = JSI/RasterPropMonitor/Library/Components/HUD/heading position = 160, 122 size = 320, 37 input = fc.Heading() inputRange = 0, 360 displayRange = 0,2048 displayWidth = 256 wrap = true } VERTICAL_STRIP { name = VSI texture = JSI/RasterPropMonitor/Library/Components/HUD/leftscale position = 96, 160 size = 64, 320 input = fc.PseudoLog10(fc.VerticalSpeed()) inputRange = -5, 5 displayRange = 1845,208 displayHeight = 640 } VERTICAL_STRIP { name = Altimeter texture = JSI/RasterPropMonitor/Library/Components/HUD/rightscale position = 480, 160 size = 64, 320 input = fc.PseudoLog10(fc.Altitude()) inputRange = 0, 5 displayRange = 855, 170 displayHeight = 640 } TEXT { name = Dynamic Pressure text = PRS: <=0,7:0.000=>kPa $&$ fc.DynamicPressure() position = 1,1 } TEXT { name = ASL text = ASL: <=0,6:SIP####0.0=>m $&$ fc.Altitude() position = 26,1 } TEXT { name = ATM text = ATM: <=0,5:P1=> $&$ fc.AtmosphereDepth() position = 1,2 } TEXT { name = TER text = TER: <=0,6:SIP####0.0=>m $&$ fc.Max(0, fc.TerrainHeight()) position = 26,2 } TEXT { name = Heading text = [@y-3][@x2]<=0,6:000.0=>° $&$ fc.Heading() position = 16,3 } TEXT { name = VSpd text = [hw]<=0,6:SIP####0.0=>m/s $&$ fc.VerticalSpeed() position = 6,4.125 } TEXT { name = AGL text = [hw]<=0,6:SIP####0.0=>m $&$ fc.AltitudeTerrain(false) position = 31.5,4.125 } TEXT { name = SAS text = SAS variable = fc.GetSAS() position = 4,5 } TEXT { name = Overheat text = HEAT! variable = fc.HottestEngineTemperature(true) > fc.HottestEngineMaxTemperature(true) * 0.85 position = 33,5 } TEXT { name = Gear text = GEAR variable = fc.GetGear() position = 3,6 } TEXT { name = Gear Warning text = GEAR! variable = fc.GetGear() == 0 and fc.AltitudeBottom() < 100 position = 33,6 } TEXT { name = Brakes text = BRAKE variable = fc.GetBrakes() position = 2,7 } TEXT { name = Slope Warning text = SLOPE! variable = fc.AltitudeBottom() < 100 and fc.SlopeAngle() > 15 position = 33,7 } TEXT { name = Lights text = LIGHT variable = fc.GetLights() position = 2,8 } TEXT { name = Pitch/roll text = [hw]P: <=0,6:000.0=>° R: <=1,6:000.0=>°$&$ fc.Pitch(); fc.Roll() position = 15,15.09375 } TEXT { name = Surface speed text = SPD: <=0,6:SIP#####0=> $&$ fc.SurfaceSpeed() position = 1,16 } TEXT { name = Equivalent air speed text = EAS: <=0,6:SIP#####0=> $&$ fc.EquivalentAirspeed() position = 1,17 } TEXT { name = Horizontal speed text = HRZ: <=0,6:SIP#####0=> $&$ fc.HorizontalSpeed() position = 1,18 } TEXT { name = Throttle text = THR: <=0,6:00.0%=> (<=1,6:00.0%=>) $&$ fc.GetThrottle(); fc.CurrentRatedThrust() position = 1,19 } TEXT { name = Trim Caption text = TRIM position = 31,16 } TEXT { name = Pitch Trim text = P:<=0,6:00.0%=> $&$ fc.GetPitchTrim() position = 31,17 } TEXT { name = Roll Trim text = R:<=0,6:00.0%=> $&$ fc.GetRollTrim() position = 31,18 } TEXT { name = Yaw Trim text = Y:<=0,6:00.0%=> $&$ fc.GetYawTrim() position = 31,19 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSI_BasicMFD.cfg PROP { name = MAS_JSI_BasicMFD MODEL { model = JSI/RasterPropMonitor/Library/Components/MFD40x20v2/model texture = MFD40x15v2-Diffuse,JSI/RasterPropMonitor/Library/Components/MFD40x20v2/MFD40x15v2-Diffuse texture = MFD40x15v2-Emissive,JSI/RasterPropMonitor/Library/Components/MFD40x20v2/MFD40x15v2-Emissive texture = screen,JSI/RasterPropMonitor/Library/Components/MFD40x20v2/screen texture = screen-emissive,JSI/RasterPropMonitor/Library/Components/MFD40x20v2/screen-emissive } MODULE { name = MASMonitor screenTransform = FlatMon40x10Screen layer = _Emissive screenSize = 640, 640 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 255, 255, 255, 255 backgroundColor = 0, 0, 0, 255 monitorID = %AUTOID% startupScript = MAS_JSI_MFD_Init("%AUTOID%") page = MAS_JSI_BasicMFD_Home page = MAS_JSI_BasicMFD_A_NavBall page = MAS_JSI_BasicMFD_A_HUD page = MAS_JSI_BasicMFD_B_Graphs page = MAS_JSI_BasicMFD_C_Targeting page = MAS_JSI_BasicMFD_C_Celestials page = MAS_JSI_BasicMFD_C_Vessels page = MAS_JSI_BasicMFD_C_Filters page = MAS_JSI_BasicMFD_C_ReferencePart page = MAS_JSI_BasicMFD_D_MechJeb page = MAS_JSI_BasicMFD_D_MechJebOrbit page = MAS_JSI_BasicMFD_D_MechJebSurface page = MAS_JSI_BasicMFD_D_MechJebTarget page = MAS_JSI_BasicMFD_D_MechJebCircularize page = MAS_JSI_BasicMFD_D_SAS page = MAS_JSI_BasicMFD_E_VesselView page = MAS_JSI_BasicMFD_F_EngineIgnitor page = MAS_JSI_BasicMFD_G_DPAI page = MAS_JSI_BasicMFD_1_Landing page = MAS_JSI_BasicMFD_2_Orbit page = MAS_JSI_BasicMFD_2_OrbitGraphical page = MAS_JSI_BasicMFD_3_Docking page = MAS_JSI_BasicMFD_4_ShipInfo page = MAS_JSI_BasicMFD_5_CrewInfo page = MAS_JSI_BasicMFD_6_Resources page = MAS_JSI_BasicMFD_7_Cameras } MODULE { name = MASComponent COLLIDER_EVENT { name = A button collider = button_A onClick = fc.SendSoftkey("%AUTOID%", 9) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = B button collider = button_B onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_Graphs") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = C button collider = button_C onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_Targeting") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = D button collider = button_D onClick = fc.SendSoftkey("%AUTOID%", 12) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = E button collider = button_E onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_E_VesselView") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = F button collider = button_F onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_F_EngineIgnitor") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = G button collider = button_G onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_G_DPAI") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = R1 button collider = buttonR1 onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_1_Landing") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = R2 button collider = buttonR2 onClick = fc.SendSoftkey("%AUTOID%", 17) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = R3 button collider = buttonR3 onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_3_Docking") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = R4 button collider = buttonR4 onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_4_ShipInfo") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = R5 button collider = buttonR5 onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_5_CrewInfo") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = R6 button collider = buttonR6 onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_6_Resources") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = R7 button collider = buttonR7 onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_7_Cameras") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = LEFT button collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 6) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = RIGHT button collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 5) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = NEXT button collider = buttonR9 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = PREV button collider = buttonR10 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = STBY button collider = button_STBY onClick = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_Home") sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = UP button collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 0) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = DOWN button collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 1) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("%AUTOID%", 2) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = ESC button collider = button_ESC onClick = fc.SendSoftkey("%AUTOID%", 3) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } COLLIDER_EVENT { name = Home button collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 4) sound = JSI/RasterPropMonitor/Library/Sounds/buttonbeep volume = 1 } } MODULE { name = InternalVesselView buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 } MODULE { name = DPAI_RPM buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonNext = 7 buttonPrev = 8 } MODULE { name = JSISCANsatRPM buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 4 buttonRight = 5 buttonLeft = 6 buttonR9 = 7 buttonR10 = 8 mapDivider = 2 resourceInterpolation = 4 zoomModifier = 2.0 iconPixelSize = 16 iconShadowShift = 2,2 scaleBarPosition = 16,144 scaleBar = JSI/RasterPropMonitor/Library/Textures/scalebar scaleLabels = JSI/RasterPropMonitor/Library/Textures/scaleLabels } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSI_EVA_CockpitHandle.cfg PROP { name = MAS_JSI_EVA_CockpitHandle MODEL { model = JSI/RasterPropMonitor/Library/Props/CockpitHandle/OpenHandle } MODULE { name = MASComponent COLLIDER_EVENT { name = Handle collider = HandleCollider onClick = fc.CrewEva(-1) } } MODULE { name = FreeIvaHatch handleTransformName = HandleCollider isEvaHatch = true } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSI_EVA_Hatch.cfg PROP { name = MAS_JSI_EVA_Hatch MODEL { model = JSI/RasterPropMonitor/Library/Props/InternalHatch/CubeCollider } MODULE { name = MASComponent COLLIDER_EVENT { name = Handle collider = generalPurposeCollider onClick = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSI_IndicatorPanel.cfg PROP { name = MAS_JSI_IndicatorPanel MODEL { model = Squad/Props/IndicatorPanel/model texture = model000,JSI/RasterPropMonitor/Library/Props/IndicatorPanelReplacement/model000 texture = model001,JSI/RasterPropMonitor/Library/Props/IndicatorPanelReplacement/model001 } MODULE { name = MASComponent COLOR_SHIFT { name = indicator01 transform = indicator01 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variable = fc.GetRCS() } COLOR_SHIFT { name = indicator02 transform = indicator02 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variable = fc.GetSAS() } COLOR_SHIFT { name = indicator03 transform = indicator03 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variable = fc.GetGear() } COLOR_SHIFT { name = indicator04 transform = indicator04 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variable = fc.GetLights() } COLOR_SHIFT { name = indicator05 transform = indicator05 passiveColor = 0,0,0,255 activeColor = 0,255,150,255 variable = fc.AltitudeBottom() < 0.1676 } COLOR_SHIFT { name = indicator06 transform = indicator06 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variable = fc.CurrentThrustkN() < 0.01 } COLOR_SHIFT { name = indicator07 transform = indicator07 passiveColor = 0,0,0,255 activeColor = 0,255,58,255 variable = fc.StageReady() } COLOR_SHIFT { name = indicator08 transform = indicator08 passiveColor = 0,0,0,255 activeColor = 255,140,0,255 variable = fc.CurrentTWR() < 0.8 } COLOR_SHIFT { name = indicator09 transform = indicator09 passiveColor = 0,255,0,255 activeColor = 255,0,0,255 variable = fc.Abs(fc.VerticalSpeed()) > 5 } COLOR_SHIFT { name = indicator10 transform = indicator10 passiveColor = 0,0,0,255 activeColor = 255,0,0,255 variable = fc.PodTemperature(true) > 1445 } COLOR_SHIFT { name = indicator11 transform = indicator11 passiveColor = 0,0,0,255 activeColor = 255,0,0,255 variable = fc.PropellantStagePercent() > 0.05 } COLOR_SHIFT { name = indicator12 transform = indicator12 passiveColor = 0,0,0,255 activeColor = 255,0,0,255 variable = fc.GForce() > 5 flashRate = 0.3 } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSI_InternalAirlock.cfg PROP { name = MAS_JSI_InternalAirlock MODEL { model = JSI/RasterPropMonitor/Library/Props/InternalAirlock/InternalAirLock } MODULE { name = MASComponent COLLIDER_EVENT { name = Handle collider = AirLockCollider onClick = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MAS_JSI_InternalFlagPlate.cfg PROP { name = MAS_JSI_InternalFlagPlate MODEL { model = JSI/RasterPropMonitor/Library/Props/InternalFlagPlate/FlagPlate } MODULE { name = MASComponent TEXTURE_REPLACEMENT { name = Flag transform = FlagPlateObj texture = %FLAG% } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/CUSTOMs/RPM_APEx_HUDs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ROVER_ZEROPITCH operator = AND SOURCE_VARIABLE { name = STICKPITCH range = -0.001,0.001 } SOURCE_VARIABLE { name = BRAKES range = 0, 0.1 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/CUSTOMs/RPM_APEx_HUDs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ROVER_PITCHFORWARD operator = AND SOURCE_VARIABLE { name = STICKPITCH range = -0.001,-1 } SOURCE_VARIABLE { name = BRAKES range = 0, 0.1 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/CUSTOMs/RPM_APEx_HUDs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ROVER_PITCHBACKWARD operator = AND SOURCE_VARIABLE { name = STICKPITCH range = 1,0.001 } SOURCE_VARIABLE { name = BRAKES range = 0, 0.1 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/CUSTOMs/RPM_APEx_HUDs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ROVER_SPEEDINDICATION operator = AND SOURCE_VARIABLE { name = SURFSPEED range = 0.01,99 } SOURCE_VARIABLE { name = RADARALT range = -0.1, 50 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/CUSTOMs/RPM_APEx_HUDs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ROVER_OVERSPEED operator = AND SOURCE_VARIABLE { name = PERSISTENT_ASET_Drive_SPD_WARN_INPUT range = 1,10000 } SOURCE_VARIABLE { name = SURFSPEED range = PERSISTENT_ASET_Drive_SPD_WARN_INPUT,10000 } SOURCE_VARIABLE { name = RADARALT range = -0.1, 50 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/CUSTOMs/RPM_APEx_HUDs_CUSTOMs.cfg RPM_CUSTOM_VARIABLE { name = ERS_MASTER_ALARM operator = OR SOURCE_VARIABLE { name = SYSR_ELECTRICCHARGE range = 0.01, 5 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_DOCKINGANGLEALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_DOCKINGSPEEDALARM_ON range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ROVER_OVERSPEED range = 0.1, 1.1 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_PODTEMPERATUREALARM_ON range = 0.1, 1.1 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_1_Landing.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_1_Landing softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) RPM_MODULE { name = Legacy SCANsat display moduleName = JSISCANsatRPM renderMethod = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive texture = ASET/ASET_Props/MFDs/ScreenPlates/noscansat position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("SCANsat") } IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { name = top line position = 3, 0 text = Asc/Des Mode Body: <=0=> $&$ fc.BodyName(fc.CurrentBodyIndex()) } TEXT { position = 0, 1 text = R.Alt Roll: } TEXT { position = 6, 1 textColor = 0, 255, 255, 255 text = <=0,6:SIP##0.0=>m $&$ fc.AltitudeTerrain(false) } TEXT { position = 31, 1 textColor = 0, 255, 255, 255 text = <=0,7:0.00=>° $&$ fc.Roll() } TEXT { position = 0, 2 text = V.Spd m/s Pitch: } TEXT { name = VSpd position = 6, 2 textColor = 0, 255, 255, 255 text = <=0,6:SIP##0.0=>m/s $&$ fc.VerticalSpeed() } TEXT { name = pitch position = 31, 2 textColor = 0, 255, 255, 255 text = <=0,7:0.00=>° $&$ fc.Pitch() } TEXT { position = 0, 3 text = H.Spd m/s Hdg: } TEXT { name = HSpd position = 6, 3 textColor = 0, 255, 255, 255 text = <=0,6:SIP##0.0=>m/s $&$ fc.HorizontalSpeed() } TEXT { name = Heading position = 31, 3 textColor = 0, 255, 255, 255 text = <=0,7:0.00=>° $&$ fc.Heading() } TEXT { name = TWR position = 0, 4 text = TWR:[#00ffffff]<=0,4:0.00=>[#ffffffff]/[#0099ffff]<=1,4:0.0=> [#ffffffff]Thr:[#00ffffff]<=2,6:0.00=>[#ffffffff]/[#0099ffff]<=3,6:0.0=>kN $&$ fc.CurrentTWR(); fc.MaxTWR(true); fc.CurrentThrustkN() ; fc.MaxThrustkN(true) } TEXT { name = Slope Angle position = 17, 15 text = Slope: <=0:0.0=>° $&$ fc.SlopeAngle() variable = fc.SlopeAngle() > 0.5 } TEXT { name = Lat/Lon position = 2, 16 textColor = 255, 255, 255, 112 text = Lat:[#ffffffff]<=0,13:LATDD+MM+SS+@=> [#ffffff70]Lon:[#ffffffff]<=1,14:LONDDD+MM+SS+@=>$&$ fc.Latitude(); fc.Longitude() } TEXT { name = Tgt Lat/Lon position = 0, 17 textColor = 255, 255, 255, 112 text = T.Lat:[#ffffffff]<=0,13:LATDD+MM+SS+@=>[#ffffff70]T.Lon:[#ffffffff]<=1,14:LONDDD+MM+SS+@=>$&$ fc.TargetLatitude(); fc.TargetLongitude() variable = fc.TargetLatLonValid() } TEXT { position = 0, 18 variable = fc.VerticalSpeed() > 1 text = Ascent } TEXT { position = 0, 18 variable = fc.VerticalSpeed() < -1 textColor = 255, 153, 153, 255 text = !Descent! } TEXT { name = Landing Time position = 12, 18 variable = fc.LandingTime() > 0 text = Est. <=0:METMM:ss.f=>s $&$ fc.LandingTime() } TEXT { position = 0, 19 text = SAS: | RCS: / | LF: } TEXT { name = Rcs fuel position = 17,19 text = <=0:####.##=> $&$ fc.RcsCurrent() variable = fc.RcsCurrent() > 0 } TEXT { position = 17,19 textColor = 255, 0, 0, 255 text = !Empty! variable = fc.RcsCurrent() == 0 } TEXT { name = Propellant position = 29,19 text = <=0:####.##=> $&$ fc.PropellantCurrent() variable = fc.PropellantCurrent() > 0 } TEXT { position = 29,19 textColor = 255, 0, 0, 255 text = !Empty! variable = fc.PropellantCurrent() == 0 } TEXT { position = 4, 19 text = On textColor = 0, 255, 0, 255 variable = fc.GetSAS() } TEXT { position = 4, 19 text = Off variable = 1 - fc.GetSAS() } TEXT { position = 13, 19 text = On textColor = 0, 255, 0, 255 variable = fc.GetRCS() } TEXT { position = 13, 19 text = Off variable = 1 - fc.GetRCS() } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_2_Orbit.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_2_Orbit softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-2", "MAS_JSI_BasicMFD_2_OrbitGraphical")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { name = text row 0 position = 0, 0 text = ----Orbit: <=1,-16=> Stage <=0:00=>---- $&$ fc.CurrentStage(); fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = text row 1 position = 0, 1 text = Vel: <=0,10:SIP###0.0=>m/s Alt: <=1,8:SIP###0.0=>m $&$ fc.OrbitSpeed(); fc.Altitude() } TEXT { name = text row 2 position = 0, 2 text = ------Node in T-----------ΔV:---THROTTLE--------------------------- $$$ $$$---------------------------------------------- } TEXT { name = text row 3a position = 31, 3 text = | <=0,5:P0=> $&$ fc.GetThrottle() } TEXT { name = text row 3b position = 0, 3 text = <=0,18:MET+yy:ddd:hh:mm:ss.f=> |<=1,9:0.0=>$&$ fc.ManeuverNodeTime(); fc.ManeuverNodeDV() variable = fc.ManeuverNodeExists() } TEXT { name = text row 3b1 position = 2, 3 text = No Maneuver Node | -N/A- variable = 1 - fc.ManeuverNodeExists() } TEXT { name = text row 5 position = 1, 5 text = ApA: <=0,7:SIP###0.0=>m INC: <=1,7:0.000=>° $&$ fc.Apoapsis(); fc.Inclination() } TEXT { name = text row 6 position = 1, 6 text = PeA: <=0,7:SIP###0.0=>m ECC: <=1,7:0.000=> $&$ fc.Periapsis(); fc.Eccentricity() } TEXT { name = text row 7 position = 1, 7 text = ApT: <=0:METyy:ddd:hh:mm:ss.f=> $&$ fc.TimeToAp() } TEXT { name = text row 8 position = 1, 8 text = PeT: <=0:MET-yy:ddd:hh:mm:ss.f=> $&$ fc.TimeToPe() } TEXT { name = text row 9 position = 2, 9 text = OP: <=0:METyy:ddd:hh:mm:ss.f=> $&$ fc.OrbitPeriod() } TEXT { name = text row 11 position = 0, 11 text = Target: <=0=> $&$ fc.TargetName() variable = fc.TargetType() } TEXT { name = text row 12 position = 0, 12 text = Relative inclination: <=0:0.000=>° $&$ fc.TargetRelativeInclination() variable = fc.TargetType() } TEXT { name = text row 13 position = 6, 13 text = To ☋: <=0:MET-yy:ddd:hh:mm:ss.f=> $&$ fc.TimeToANTarget() variable = fc.TargetType() } TEXT { name = text row 14 position = 6, 14 text = To ☊: <=0:MET-yy:ddd:hh:mm:ss.f=> $&$ fc.TimeToDNTarget() variable = fc.TargetType() } TEXT { name = text row 15 position = 5, 15 text = T. OP: <=0:METyy:ddd:hh:mm:ss.f=> $&$ fc.TargetOrbitPeriod() variable = fc.TargetType() } TEXT { name = text row 16 position = 0, 16 text = Time to AP: <=0:METyy:ddd:hh:mm:ss.f=> $&$ fc.TargetTimeToAp() variable = fc.TargetType() } TEXT { name = text row 17 position = 0, 17 text = Time to PE: <=0:MET-yy:ddd:hh:mm:ss.f=> $&$ fc.TargetTimeToPe() variable = fc.TargetType() } TEXT { name = text row 18 position = 0, 18 text = Target AP: <=0,8:SIP##0=>m PE: <=1,8:SIP##0=>m$&$ fc.TargetApoapsis(); fc.TargetPeriapsis() variable = fc.TargetType() } TEXT { name = text row 19 position = 6, 19 text = ECC: <=0:0.000=> Vel: <=1,8:SIP##0=>m/s$&$ fc.TargetEccentricity(); fc.TargetOrbitSpeed() variable = fc.TargetType() } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_2_OrbitGraphical.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_2_OrbitGraphical softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-2", "MAS_JSI_BasicMFD_2_Orbit")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { name = text row 0 position = 0, 0 text = ----Orbit: <=1,-16=> Stage <=0:00=>---- $&$ fc.CurrentStage(); fc.BodyName(fc.CurrentBodyIndex()) } TEXT { name = text row 1 position = 0, 1 text = Vel: <=0,10:SIP##0.0=>m/s Alt: <=1,8:SIP##0.0=>m $&$ fc.OrbitSpeed(); fc.Altitude() } TEXT { name = text row 2 position = 1, 2 text = ApA: <=0,7:SIP###0.0=>m INC: <=1,7:0.000=>° $&$ fc.Apoapsis(); fc.Inclination() } TEXT { name = text row 3 position = 1, 3 text = PeA: <=0,7:SIP###0.0=>m ECC: <=1,7:0.000=> $&$ fc.Periapsis(); fc.Eccentricity() } TEXT { name = text row 4 position = 1, 4 text = ApT: <=0:METyy:ddd:hh:mm:ss.f=> $&$ fc.TimeToAp() } TEXT { name = text row 5 position = 1, 5 text = PeT: <=0:MET-yy:ddd:hh:mm:ss.f=> $&$ fc.TimeToPe() } TEXT { name = text row 6 position = 2, 6 text = OP: <=0:METyy:ddd:hh:mm:ss.f=>$&$ fc.OrbitPeriod() } ORBIT_DISPLAY { name = Orbital Schematic position = 5, 224 size = 630, 410 vertexCount = 32 orbitWidth = 3 bodyWidth = 5 vesselStartColor = COLOR_XKCD_KSPUNNAMEDCYAN vesselEndColor = 95, 189, 185, 127 targetStartColor = 255, 0, 255, 255 targetEndColor = 255, 0, 255, 127 maneuverStartColor = COLOR_XKCD_KSPNOTSOGOODORANGE maneuverEndColor = 255, 176, 0, 127 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_3_Docking.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_3_Docking softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-2", "MAS_JSI_BasicMFD_2_OrbitGraphical")) softkey = 0, fc.SetFoV(fc.ActiveDockingPortCameraIndex(), fc.GetFoV(fc.ActiveDockingPortCameraIndex()) - 2.5) softkey = 1, fc.SetFoV(fc.ActiveDockingPortCameraIndex(), fc.GetFoV(fc.ActiveDockingPortCameraIndex()) + 2.5) CAMERA { name = Docking Camera position = 0,0 size = 640, 640 camera = fc.GetCameraName(fc.ActiveDockingPortCameraIndex()) } TEXT { name = text row 0 position = 0, 0 text = Target: } TEXT { name = text row 0a position = 8, 0 text = <=0=> $&$ fc.TargetName() variable = fc.TargetType() } TEXT { name = text row 0 position = 8, 0 textColor = 255, 255, 255, 48 text = NO TARGET variable = fc.TargetType() == 0 } TEXT { name = text row 1 position = 0, 1 text = Dist: <=0,8:SIP###0.00=>m Vel: <=1,7:SIP###0.0=>m/s $&$ fc.TargetDistance(); fc.ApproachSpeed() variable = fc.TargetType() } TEXT { name = text row 2 position = 0, 2 text = R.Ang X: <=0,6:0.00=>° Y:<=1,6:0.00=>° Z: <=2,6:0.00=>° $&$ fc.YawDockingAlignment(); fc.PitchDockingAlignment(); fc.RollDockingAlignment() variable = fc.TargetType() } TEXT { name = text row 3 position = 4, 3 text = Please select a reference part variable = 1 - fc.GetDockIsReference() } TEXT { name = text row 4 position = 6, 4 text = in target management menu. variable = 1 - fc.GetDockIsReference() } TEXT { name = test position = 0,5 text = No Camera detected on Active Docking Port variable = fc.GetDockIsReference() > 0 and fc.ActiveDockingPortCameraIndex() < 0 } TEXT { name = text row 8 position = 16, 8 text = [#ffffff77][@x-<=0:0.0=>][@y-<=0:0.0=>]¢ [@x<=0:0.0=>][@y-<=0:0.0=>]¡ $&$ fc.TargetAxialAngle() variable = fc.TargetType() } TEXT { name = text row 11 position = 16, 11 text = [#ffffff77][@x-<=0:0.0=>][@y<=0:0.0=>]¤ [@x<=0:0.0=>][@y<=0:0.0=>]£ $&$ fc.TargetAxialAngle() variable = fc.TargetType() } TEXT { name = text row 14 position = 1, 14 text = R.Velocity R.Distance variable = fc.TargetType() } TEXT { name = text row 15 position = 1, 15 text = X:<=0,8:SIP###0.00=>m/s X:<=1,7:SIP###0.0=>m $&$fc.TargetVelocityX(); 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position = 31.5,4.125 textColor = 0, 128, 0, 255 } TEXT { name = SAS text = SAS variable = fc.GetSAS() position = 4,5 textColor = 0, 128, 0, 255 } TEXT { name = Overheat text = HEAT! variable = fc.HottestEngineTemperature(true) > fc.HottestEngineMaxTemperature(true) * 0.85 position = 33,5 textColor = 0, 128, 0, 255 } TEXT { name = Gear text = GEAR variable = fc.GetGear() position = 3,6 textColor = 0, 128, 0, 255 } TEXT { name = Gear Warning text = GEAR! variable = fc.GetGear() == 0 and fc.AltitudeBottom() < 100 position = 33,6 textColor = 0, 128, 0, 255 } TEXT { name = Brakes text = BRAKE variable = fc.GetBrakes() position = 2,7 textColor = 0, 128, 0, 255 } TEXT { name = Slope Warning text = SLOPE! variable = fc.AltitudeBottom() < 100 and fc.SlopeAngle() > 15 position = 33,7 textColor = 0, 128, 0, 255 } TEXT { name = Lights text = LIGHT variable = fc.GetLights() position = 2,8 textColor = 0, 128, 0, 255 } TEXT { name = Pitch/roll text = [hw]P: <=0,6:000.0=>° R: <=1,6:000.0=>°$&$ fc.Pitch(); fc.Roll() position = 15,15.09375 textColor = 0, 128, 0, 255 } TEXT { name = Surface speed text = SPD: <=0,6:SIP#####0=> $&$ fc.SurfaceSpeed() position = 1,16 textColor = 0, 128, 0, 255 } TEXT { name = Equivalent air speed text = EAS: <=0,6:SIP#####0=> $&$ fc.EquivalentAirspeed() position = 1,17 textColor = 0, 128, 0, 255 } TEXT { name = Horizontal speed text = HRZ: <=0,6:SIP#####0=> $&$ fc.HorizontalSpeed() position = 1,18 textColor = 0, 128, 0, 255 } TEXT { name = Throttle text = THR: <=0,6:00.0%=> (<=1,6:00.0%=>) $&$ fc.GetThrottle(); fc.CurrentRatedThrust() position = 1,19 textColor = 0, 128, 0, 255 } TEXT { name = Trim Caption text = TRIM position = 31,16 textColor = 0, 128, 0, 255 } TEXT { name = Pitch Trim text = P:<=0,6:00.0%=> $&$ fc.GetPitchTrim() position = 31,17 textColor = 0, 128, 0, 255 } TEXT { name = Roll Trim text = R:<=0,6:00.0%=> $&$ fc.GetRollTrim() position = 31,18 textColor = 0, 128, 0, 255 } TEXT { name = Yaw Trim text = Y:<=0,6:00.0%=> $&$ fc.GetYawTrim() position = 31,19 textColor = 0, 128, 0, 255 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_A_NavBall.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_A_NavBall softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-A", "MAS_JSI_BasicMFD_A_HUD")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) NAVBALL { name = PFD navball model = JSI/RasterPropMonitor/Library/Components/NavBall/NavBall texture = JSI/RasterPropMonitor/Library/Components/NavBall/NavBall000 size = 430, 430 iconScale = 1.0 position = 320, 302 } IMAGE { texture = JSI/RasterPropMonitor/Library/Components/NavBall/StaticMask position = 0, 0 size = 640, 640 } TEXT { position = 1, 0.15625 text = <=0,6:SIP###0.0=>m $&$ fc.Altitude() } TEXT { position = 31, 0.15625 text = <=0,4:SIP###0=>m/s $&$ fc.SurfaceSpeed() } TEXT { position = 16, 2.0625 text = <=0,6:000.0=>° $&$ fc.Heading() } TEXT { position = 1, 3 text = <=0,6:SIP###0.0=>m$&$ fc.OrbitSpeed() } TEXT { position = 31, 3 text = <=0,4:SIP###0=>m/s $&$ fc.Acceleration() } TEXT { position = 2, 5 text = <=0:ORB;TGT;SRF=> $&$ fc.GetSASSpeedMode() } TEXT { position = 0.8125, 7 text = <=0,6:000.0=>° $&$ fc.Roll() } TEXT { position = 32.125, 7 text = <=0,6:000.0=>° $&$ fc.Pitch() } TEXT { position = 1, 8.25 text = SAS: } TEXT { position = 35.5, 8.25 text = [hw]Gear: } TEXT { position = 1, 9 text = On textColor = 0, 255, 0, 255 variable = fc.GetSAS() } TEXT { position = 1, 9 text = Off variable = 1 - fc.GetSAS() } TEXT { position = 35.5, 9 text = Down textColor = 0, 255, 0, 255 variable = fc.GetGear() } TEXT { position = 35.5, 9 text = Up variable = 1 - fc.GetGear() } TEXT { position = 1, 10.25 text = RCS: } TEXT { position = 35.5, 10.25 text = [hw]Brakes: } TEXT { position = 1, 11 text = On textColor = 0, 255, 0, 255 variable = fc.GetRCS() } TEXT { position = 1, 11 text = Off variable = 1 - fc.GetRCS() } TEXT { position = 35.5, 11 text = On textColor = 0, 255, 0, 255 variable = fc.GetBrakes() } TEXT { position = 35.5, 11 text = Off variable = 1 - fc.GetBrakes() } TEXT { position = 1, 12.25 text = [hw]Throttle: } TEXT { position = 35.5, 12.25 text = [hw]Lights: } TEXT { position = 1, 13 text = <=0,5:P0=> $&$ fc.GetThrottle() } TEXT { position = 35.5, 13 text = On textColor = 0, 255, 0, 255 variable = fc.GetLights() } TEXT { position = 35.5, 13 text = Off variable = 1 - fc.GetLights() } TEXT { position = 1, 14 text = Burn T: variable = fc.ManeuverNodeExists() } TEXT { position = 1, 15 text = <=0:METS.f=>s $&$ fc.ManeuverNodeBurnTime() variable = fc.ManeuverNodeExists() } TEXT { position = 1, 16 text = Node in T ΔV variable = fc.ManeuverNodeExists() } TEXT { position = 0, 17 text = <=0,17:MET+yy:ddd:hh:mm:ss.f=>$&$ fc.ManeuverNodeTime() variable = fc.ManeuverNodeExists() } TEXT { position = 28, 17 text = <=0,6:SIP##0.000=>m/s $&$ fc.ManeuverNodeDV() variable = fc.ManeuverNodeExists() } TEXT { position = 2, 19 text = <=0,6:SIP##0.00=>m $&$ fc.AltitudeTerrain(false) } TEXT { position = 16, 19 text = <=0,6:SIP##0.00=>m/s $&$ fc.HorizontalSpeed() } TEXT { position = 29, 19 text = <=0,6:SIP##0.00=>m/s $&$ fc.VerticalSpeed() } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_B_Graphs.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_B_Graphs softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) LINE_GRAPH { name = ASL Altitude position = 64, 64 size = 512, 512 source = fc.Altitude() sourceRange = 0, fc.AtmosphereTop() sourceColor = 255,0,0,255 sampleRate = 1 } LINE_GRAPH { name = AGL Altitude position = 64, 64 size = 512, 512 source = fc.AltitudeTerrain(false) sourceRange = 0, fc.AtmosphereTop() sourceColor = 0,255,0,255 sampleRate = 1 borderWidth = 4 borderColor = 255, 255, 255, 255 } TEXT { position = 26, 0 textColor = 0, 255, 0, 255 text = Radar altitude } TEXT { position = 28, 1 textColor = 255, 0, 0, 255 text = ASL altitude } TEXT { position = 2, 1 text = [hw]<=0:0=>km[/hw] $&$ fc.AtmosphereTop() * 0.001 } TEXT { position = 3, 17 text = [hw]0 } TEXT { position = 1, 19 text = MET: <=0:METyy:ddd:hh:mm:ss.f=> $&$ fc.MET() } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_C_Celestials.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_C_Celestials softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_Targeting") softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Target Management ---------- } TEXT { position = 0, 1 text = -- Celestial Bodies variable = fc.TargetType() ~= 3 } TEXT { position = 0, 1 text = -- Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() == 3 } MENU { position = 0, 2 maxLines = 18 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuCelestials cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.BodyCount() ITEM { activeText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.BodyName(%ITEMID%); fc.BodyDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.BodyTargetIndex() == %ITEMID% passiveColor = 255, 255,255, 255 disabledText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.BodyName(%ITEMID%); fc.BodyDistance(%ITEMID%) disabledColor = 127, 127, 127, 255 enabledVariable = fc.CurrentBodyIndex() ~= %ITEMID% selectEvent = fc.SetBodyTarget(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_C_Filters.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_C_Filters softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_Targeting") softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Target Management ---------- } TEXT { position = 0, 1 text = -- Target Filtering } MENU { position = 0, 2 maxLines = 18 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuFilters cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Ship activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(1) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(1) } ITEM { activeText = Plane activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(2) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(2) } ITEM { activeText = Probe activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(3) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(3) } ITEM { activeText = Lander activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(4) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(4) } ITEM { activeText = Station activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(5) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(5) } ITEM { activeText = Relay activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(6) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(6) } ITEM { activeText = Rover activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(7) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(7) } ITEM { activeText = Base activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(8) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(8) } ITEM { activeText = EVA activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(9) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(9) } ITEM { activeText = Flag activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(10) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(10) } ITEM { activeText = Debris activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(11) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(11) } ITEM { activeText = Space Object activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(12) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(12) } ITEM { activeText = Unknown activeColor = 0, 255, 0, 255 activeVariable = fc.GetTargetFilter(13) passiveColor = 255, 255, 255, 255 selectEvent = fc.ToggleTargetFilter(13) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_C_ReferencePart.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_C_ReferencePart softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_Targeting") softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Target Management ---------- } TEXT { position = 0, 1 text = -- Select Reference } MENU { position = 0, 2 maxLines = 18 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuReference cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Pod activeColor = 0, 255, 0, 255 activeVariable = fc.GetPodIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetPodToReference() } ITEM { activeText = Dock activeColor = 0, 255, 0, 255 activeVariable = fc.GetDockIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetDockToReference() disabledText = No Dock disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasDock() } ITEM { activeText = Grapple activeColor = 0, 255, 0, 255 activeVariable = fc.GetGrappleIsReference() passiveColor = 255, 255, 255, 255 selectEvent = fc.SetGrappleToReference() disabledText = No Grapple disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasGrapple() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_C_Targeting.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_C_Targeting softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Target Management ---------- } TEXT { position = 0, 1 text = -- Root menu variable = fc.TargetType() == 0 } TEXT { position = 0, 1 text = -- Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() ~= 0 } MENU { position = 0, 2 maxLines = 18 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 homeSoftkey = 3 endSoftkey = 4 cursorPersistentName = %AUTOID%-MenuTargeting cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Celestials selectEvent = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_Celestials") } ITEM { activeText = Vessels / Space Objects disabledText = Vessels / Space Objects disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetVesselCount() > 0 selectEvent = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_Vessels") } ITEM { activeText = Target Filters selectEvent = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_Filters") } ITEM { activeText = Clear Target disabledText = Clear Target disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() > 0 selectEvent = fc.ClearTarget() } ITEM { activeText = Reference Part selectEvent = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_ReferencePart") } ITEM { activeText = Undock disabledText = Not Docked disabledColor = 127, 127, 127, 255 enabledVariable = fc.Docked() selectEvent = fc.Undock() } ITEM { activeText = Disarm Grapple passiveText = Arm Grapple activeVariable = fc.GrappleArmed() selectEvent = fc.ToggleGrappleArmed() disabledText = No Grapple disabledColor = 127, 127, 127, 255 enabledVariable = fc.HasGrapple() } ITEM { activeText = Crew EVA selectEvent = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_C_Vessels.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_C_Vessels softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_C_Targeting") softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Target Management ---------- } TEXT { position = 0, 1 text = -- Vessels variable = fc.TargetType() ~= 1 } TEXT { position = 0, 1 text = -- Current: <=0=> $#$ fc.TargetName() variable = fc.TargetType() == 1 } MENU { position = 0, 2 maxLines = 18 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuVessels cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = fc.TargetVesselCount() ITEM { activeText = <=0,-30:0=> <=1,4:SIP###0=>m $&$ fc.TargetVesselName(%ITEMID%); fc.TargetVesselDistance(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.TargetVesselIndex() == %ITEMID% passiveColor = 255, 255,255, 255 selectEvent = fc.SetTargetVessel(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_D_MechJeb.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_D_MechJeb softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "MAS_JSI_BasicMFD_D_SAS")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Autopilot Control ---------- } TEXT { position = 0, 1 text = -- MechJeb Root Menu$$$-- (press again to switch to SAS) variable = mechjeb.Available() } TEXT { position = 0, 1 text = -- MechJeb Not Installed$$$-- (press again to switch to SAS) variable = 1 - mechjeb.Available() } MENU { position = 0, 3 maxLines = 17 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebRoot cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 variable = mechjeb.Available() ITEM { activeText = S.A.S.S. Off activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 0 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(0) } ITEM { activeText = S.A.S.S. Kill Rotation activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 1 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(1) } ITEM { activeText = S.A.S.S. Node + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 2 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(2) disabledText = S.A.S.S. Node + disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() } ITEM { activeText = S.A.S.S. Orbit... selectEvent = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_D_MechJebOrbit") } ITEM { activeText = S.A.S.S. Surface... selectEvent = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_D_MechJebSurface") } ITEM { activeText = S.A.S.S. Target... selectEvent = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_D_MechJebTarget") disabledText = S.A.S.S. Target... disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() } ITEM { activeText = Force Roll: <=0=> $&$ 0 activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSForceRollEnabled() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleSASSForceRoll() } ITEM { activeText = Execute Next Node activeColor = 0, 255, 0, 255 activeVariable = mechjeb.ManeuverNodeExecutorActive() passiveColor = 255, 255, 255, 255 disabledText = Execute Next Node disabledColor = 127, 127, 127, 255 enabledVariable = fc.ManeuverNodeExists() selectEvent = mechjeb.ToggleManeuverNodeExecutor() } ITEM { activeText = Ascent Guidance activeColor = 0, 255, 0, 255 activeVariable = mechjeb.AscentAutopilotActive() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleAscentAutopilot() } ITEM { activeText = Land Somewhere activeColor = 0, 255, 0, 255 activeVariable = mechjeb.LandingAutopilotActive() passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.ToggleLandingAutopilot() } ITEM { activeText = Docking Guidance activeColor = 0, 255, 0, 255 activeVariable = mechjeb.DockingAutopilotActive() passiveColor = 255, 255, 255, 255 disabledText = Docking Guidance disabledColor = 127, 127, 127, 255 enabledVariable = fc.TargetType() > 0 or mechjeb.DockingAutopilotActive() > 0 selectEvent = mechjeb.ToggleDockingAutopilot() } ITEM { activeText = Circularize... selectEvent = fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_D_MechJebCircularize") } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_D_MechJebCircularize.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_D_MechJebCircularize softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_D_MechJeb") softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "MAS_JSI_BasicMFD_D_SAS")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Autopilot Control ---------- } TEXT { position = 0, 1 text = -- MechJeb Circularize Menu } MENU { position = 0, 3 maxLines = 17 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebCircularize cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Circularize at Next Ap selectEvent = mechjeb.CircularizeAt(fc.Apoapsis() - 10) } ITEM { activeText = Circularize at Next Pe selectEvent = mechjeb.CircularizeAt(fc.Periapsis() + 10) } ITEM { activeText = Circularize in 15s selectEvent = mechjeb.CircularizeAt(fc.Altitude()) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_D_MechJebOrbit.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_D_MechJebOrbit softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_D_MechJeb") softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "MAS_JSI_BasicMFD_D_SAS")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Autopilot Control ---------- } TEXT { position = 0, 1 text = -- MechJeb Orbit Menu } MENU { position = 0, 3 maxLines = 17 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebOrbit cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Prograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 4 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(4) } ITEM { activeText = Retrograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 5 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(5) } ITEM { activeText = Normal + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 6 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(6) } ITEM { activeText = Normal - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 7 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(7) } ITEM { activeText = Radial + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 8 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(8) } ITEM { activeText = Radial - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 9 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(9) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_D_MechJebSurface.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_D_MechJebSurface softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_D_MechJeb") softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "MAS_JSI_BasicMFD_D_SAS")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Autopilot Control ---------- } TEXT { position = 0, 1 text = -- MechJeb Surface Menu } MENU { position = 0, 3 maxLines = 17 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebSurface cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Surface Prograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 18 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(18) } ITEM { activeText = Surface Retrograde activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 19 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(19) } ITEM { activeText = Surface Horizontal + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 20 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(20) } ITEM { activeText = Surface Horizontal - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 21 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(21) } ITEM { activeText = Up activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 22 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(22) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_D_MechJebTarget.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_D_MechJebTarget softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_JSI_BasicMFD_D_MechJeb") softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "MAS_JSI_BasicMFD_D_SAS")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Autopilot Control ---------- } TEXT { position = 0, 1 text = -- MechJeb Target Menu } MENU { position = 0, 3 maxLines = 17 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuMechJebTarget cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 ITEM { activeText = Target + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 12 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(12) } ITEM { activeText = Target - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 13 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(13) } ITEM { activeText = Relative Vel + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 10 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(10) } ITEM { activeText = Relative Vel - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 11 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(11) } ITEM { activeText = Parallel + activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 14 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(14) } ITEM { activeText = Parallel - activeColor = 0, 255, 0, 255 activeVariable = mechjeb.GetSASSMode() == 15 passiveColor = 255, 255, 255, 255 selectEvent = mechjeb.SetSASSMode(15) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_D_SAS.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_D_SAS softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-D", "MAS_JSI_BasicMFD_D_MechJeb")) softkey = 4, fc.ToggleSAS() softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0.5, 0 text = ---------- Autopilot Control ---------- } TEXT { position = 0, 1 text = -- SAS Menu (<=0=>) $&$ fc.Select(fc.GetSAS(), fc.GetSASModeName(fc.GetSASMode()), "SAS Off")$$$-- (press again to switch to MechJeb) } TEXT { position = 28, 16.875 text = TOGGLE SAS - } MENU { position = 0, 3 maxLines = 17 upSoftkey = 0 downSoftkey = 1 enterSoftkey = 2 cursorPersistentName = %AUTOID%-MenuSAS cursor = > cursorColor = 255, 255, 255, 255 itemPositionShift = 2 itemCount = 10 ITEM { activeText = <=0=> $&$ fc.GetSASModeName(%ITEMID%) activeColor = 0, 255, 0, 255 activeVariable = fc.GetSASMode() == %ITEMID% passiveColor = 255, 255, 255, 255 selectEvent = fc.SetSASMode(%ITEMID%) disabledText = <=0=> $&$ fc.GetSASModeName(%ITEMID%) disabledColor = 127, 127, 127, 255 enabledVariable = fc.CanSetSASMode(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_E_VesselView.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_E_VesselView softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } TEXT { position = 0.5, 0 text = ------------ Vessel Viewer ------------ variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } RPM_MODULE { name = Vessel Viewer moduleName = InternalVesselView renderMethod = RenderViewer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Vessel Viewer Text textmethod = InternalVesselView:ShowMenu variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Missing VesselViewerRPM text = Vessel Viewer$$$Not Detected position = 8,5 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_F_EngineIgnitor.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_F_EngineIgnitor softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 } TEXT { position = 0, 0 text = ------------ Engine Ignitor ------------ } TEXT { name = Missing VesselViewerRPM text = Engine Ignitor$$$Not Supported position = 8,5 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_G_DPAI.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_G_DPAI softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { texture = JSI/RasterPropMonitor/Library/Textures/bg01 position = 0, 0 size = 640, 640 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { position = 0, 0 text = -------- Docking Port Alignment -------- variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } RPM_MODULE { name = Legacy DPAI display moduleName = DPAI_RPM renderMethod = DrawDPAI buttonClickMethod = ButtonProcessor pageActiveMethod = pageActiveMethod position = 0, 0 size = 640, 640 variable = fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = DPAI Text textmethod = DPAI_RPM:getPageText variable = fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Docking Port$$$-Alignment -$$$-Indicator -$$$Not Detected position = 8,5 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_Home.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_Home softkey = 9, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-A")) softkey = 12, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-D")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) TEXT { name = Top Softkeys position = 0, 0 text = [hw] ATT | GRAPH | TRGT | AUTO | VESSEL | IGNITOR | DPAI } TEXT { position = 11, 8 text = Junk Systems Inc. } TEXT { position = 6, 9 text = Advanced flight instruments } TEXT { position = 5, 10 text = for every conceivable occasion } TEXT { position = 1.5, 12 text = powered by MOARdV's Avionics Systems } TEXT { name = Version position = 4, 17 text = MAS v<=0=>$&$ fc.MASVersion() } TEXT { name = Home caption position = 0, 17 text = -[hw] HOME[/hw] } TEXT { name = Bottom Softkeys position = 0, 19 text = [hw] NAV | ORB | DOCK | DATA | CREW | RSRC | EXT } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_HUD.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_HUD softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-A", "MAS_JSI_BasicMFD_NavBall")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) IMAGE { name = Horizon texture = JSI/RasterPropMonitor/Library/Components/HUD/ladder size = 320, 320 position = 160, 160 rotation = fc.Roll() tiling = 1, 0.25 uvShift = 0, fc.Remap(fc.Pitch(), -90, 90, 0, 0.75) } IMAGE { name = HUD overlay texture = JSI/RasterPropMonitor/Library/Components/HUD/hud-overlay position = 160, 160 size = 320, 320 } HORIZONTAL_STRIP { name = Heading texture = JSI/RasterPropMonitor/Library/Components/HUD/heading position = 160, 122 size = 320, 37 input = fc.Heading() inputRange = 0, 360 displayRange = 0,2048 displayWidth = 256 wrap = true } VERTICAL_STRIP { name = VSI texture = JSI/RasterPropMonitor/Library/Components/HUD/leftscale position = 96, 160 size = 64, 320 input = fc.PseudoLog10(fc.VerticalSpeed()) inputRange = -5, 5 displayRange = 1845,208 displayHeight = 640 } VERTICAL_STRIP { name = Altimeter texture = JSI/RasterPropMonitor/Library/Components/HUD/rightscale position = 480, 160 size = 64, 320 input = fc.PseudoLog10(fc.Altitude()) inputRange = 0, 5 displayRange = 855, 170 displayHeight = 640 } TEXT { name = Dynamic Pressure text = PRS: <=0,7:0.000=>kPa $&$ fc.DynamicPressure() position = 1,1 textColor = 0, 128, 0, 255 } TEXT { name = ASL text = ASL: <=0,6:SIP####0.0=>m $&$ fc.Altitude() position = 26,1 textColor = 0, 128, 0, 255 } TEXT { name = ATM text = ATM: <=0,5:P1=> $&$ fc.AtmosphereDepth() position = 1,2 textColor = 0, 128, 0, 255 } TEXT { name = TER text = TER: <=0,6:SIP####0.0=>m $&$ fc.Max(0, fc.TerrainHeight()) position = 26,2 textColor = 0, 128, 0, 255 } TEXT { name = Heading text = [@y-3][@x2]<=0,6:000.0=>° $&$ fc.Heading() position = 16,3 textColor = 0, 128, 0, 255 } TEXT { name = VSpd text = [hw]<=0,6:SIP####0.0=>m/s $&$ fc.VerticalSpeed() position = 6,4.125 textColor = 0, 128, 0, 255 } TEXT { name = AGL text = [hw]<=0,6:SIP####0.0=>m $&$ fc.AltitudeTerrain(false) position = 31.5,4.125 textColor = 0, 128, 0, 255 } TEXT { name = SAS text = SAS variable = fc.GetSAS() position = 4,5 textColor = 0, 128, 0, 255 } TEXT { name = Overheat text = HEAT! variable = fc.HottestEngineTemperature(true) > fc.HottestEngineMaxTemperature(true) * 0.85 position = 33,5 textColor = 0, 128, 0, 255 } TEXT { name = Gear text = GEAR variable = fc.GetGear() position = 3,6 textColor = 0, 128, 0, 255 } TEXT { name = Gear Warning text = GEAR! variable = fc.GetGear() == 0 and fc.AltitudeBottom() < 100 position = 33,6 textColor = 0, 128, 0, 255 } TEXT { name = Brakes text = BRAKE variable = fc.GetBrakes() position = 2,7 textColor = 0, 128, 0, 255 } TEXT { name = Slope Warning text = SLOPE! variable = fc.AltitudeBottom() < 100 and fc.SlopeAngle() > 15 position = 33,7 textColor = 0, 128, 0, 255 } TEXT { name = Lights text = LIGHT variable = fc.GetLights() position = 2,8 textColor = 0, 128, 0, 255 } TEXT { name = Pitch/roll text = [hw]P: <=0,6:000.0=>° R: <=1,6:000.0=>°$&$ fc.Pitch(); fc.Roll() position = 15,15.09375 textColor = 0, 128, 0, 255 } TEXT { name = Surface speed text = SPD: <=0,6:SIP#####0=> $&$ fc.SurfaceSpeed() position = 1,16 textColor = 0, 128, 0, 255 } TEXT { name = Equivalent air speed text = EAS: <=0,6:SIP#####0=> $&$ fc.EquivalentAirspeed() position = 1,17 textColor = 0, 128, 0, 255 } TEXT { name = Horizontal speed text = HRZ: <=0,6:SIP#####0=> $&$ fc.HorizontalSpeed() position = 1,18 textColor = 0, 128, 0, 255 } TEXT { name = Throttle text = THR: <=0,6:00.0%=> (<=1,6:00.0%=>) $&$ fc.GetThrottle(); fc.CurrentRatedThrust() position = 1,19 textColor = 0, 128, 0, 255 } TEXT { name = Trim Caption text = TRIM position = 31,16 textColor = 0, 128, 0, 255 } TEXT { name = Pitch Trim text = P:<=0,6:00.0%=> $&$ fc.GetPitchTrim() position = 31,17 textColor = 0, 128, 0, 255 } TEXT { name = Roll Trim text = R:<=0,6:00.0%=> $&$ fc.GetRollTrim() position = 31,18 textColor = 0, 128, 0, 255 } TEXT { name = Yaw Trim text = Y:<=0,6:00.0%=> $&$ fc.GetYawTrim() position = 31,19 textColor = 0, 128, 0, 255 } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_NavBall.cfg MAS_PAGE { name = MAS_JSI_BasicMFD_NavBall softkey = 9, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-A", "MAS_JSI_BasicMFD_HUD")) softkey = 17, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-2")) NAVBALL { name = PFD navball model = JSI/RasterPropMonitor/Library/Components/NavBall/NavBall texture = JSI/RasterPropMonitor/Library/Components/NavBall/NavBall000 size = 430, 430 iconScale = 1.0 position = 320, 302 } IMAGE { texture = JSI/RasterPropMonitor/Library/Components/NavBall/StaticMask position = 0, 0 size = 640, 640 } TEXT { position = 1, 0.15625 text = <=0,6:SIP###0.0=>m $&$ fc.Altitude() } TEXT { position = 31, 0.15625 text = <=0,4:SIP###0=>m/s $&$ fc.SurfaceSpeed() } TEXT { position = 16, 2.0625 text = <=0,6:000.0=>° $&$ fc.Heading() } TEXT { position = 1, 3 text = <=0,6:SIP###0.0=>m$&$ fc.OrbitSpeed() } TEXT { position = 31, 3 text = <=0,4:SIP###0=>m/s $&$ fc.Acceleration() } TEXT { position = 2, 5 text = <=0:ORB;TGT;SRF=> $&$ fc.GetSASSpeedMode() } TEXT { position = 0.8125, 7 text = <=0,6:000.0=>° $&$ fc.Roll() } TEXT { position = 32.125, 7 text = <=0,6:000.0=>° $&$ fc.Pitch() } TEXT { position = 1, 8.25 text = SAS: } TEXT { position = 35.5, 8.25 text = [hw]Gear: } TEXT { position = 1, 9 text = On textColor = 0, 255, 0, 255 variable = fc.GetSAS() } TEXT { position = 1, 9 text = Off variable = 1 - fc.GetSAS() } TEXT { position = 35.5, 9 text = Down textColor = 0, 255, 0, 255 variable = fc.GetGear() } TEXT { position = 35.5, 9 text = Up variable = 1 - fc.GetGear() } TEXT { position = 1, 10.25 text = RCS: } TEXT { position = 35.5, 10.25 text = [hw]Brakes: } TEXT { position = 1, 11 text = On textColor = 0, 255, 0, 255 variable = fc.GetRCS() } TEXT { position = 1, 11 text = Off variable = 1 - fc.GetRCS() } TEXT { position = 35.5, 11 text = On textColor = 0, 255, 0, 255 variable = fc.GetBrakes() } TEXT { position = 35.5, 11 text = Off variable = 1 - fc.GetBrakes() } TEXT { position = 1, 12.25 text = [hw]Throttle: } TEXT { position = 35.5, 12.25 text = [hw]Lights: } TEXT { position = 1, 13 text = <=0,5:P0=> $&$ fc.GetThrottle() } TEXT { position = 35.5, 13 text = On textColor = 0, 255, 0, 255 variable = fc.GetLights() } TEXT { position = 35.5, 13 text = Off variable = 1 - fc.GetLights() } TEXT { position = 1, 14 text = Burn T: variable = fc.ManeuverNodeExists() } TEXT { position = 1, 15 text = <=0:METS.f=>s $&$ fc.ManeuverNodeBurnTime() variable = fc.ManeuverNodeExists() } TEXT { position = 1, 16 text = Node in T ΔV variable = fc.ManeuverNodeExists() } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_NavBall.cfg TEXT { position = 0, 17 text = <=0,17:MET+yy:ddd:hh:mm:ss.f=>$&$ fc.ManeuverNodeTime() variable = fc.ManeuverNodeExists() } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_NavBall.cfg TEXT { position = 28, 17 text = <=0,6:SIP##0.000=>m/s $&$ fc.ManeuverNodeDV() variable = fc.ManeuverNodeExists() } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_NavBall.cfg TEXT { position = 2, 19 text = <=0,6:SIP##0.000=>m $&$ fc.AltitudeTerrain(false) } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_NavBall.cfg TEXT { position = 16, 19 text = <=0,6:SIP##0.000=>m/s $&$ fc.HorizontalSpeed() } } UrlConfig { parentUrl = MOARdV/MAS_JSI/MFDPages/MAS_JSI_BasicMFD_NavBall.cfg TEXT { position = 29, 19 text = <=0,6:SIP##0.00=>m/s $&$ fc.VerticalSpeed() } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_AI_Throttle.cfg PROP { name = MAS_JSI_AI_Throttle MODEL { model = Squad/Props/AxisIndicator/model } MODULE { name = MASComponent TRANSLATION { name = Collider transform = BarIndicator startTranslation = 0, 0.001, 0.066 endTranslation = 0, 0.001, 0 blend = true variable = fc.GetThrottle() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG0.cfg PROP { name = MAS_JSI_LEDPanel_AG0 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(0) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(0) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(0) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG1.cfg PROP { name = MAS_JSI_LEDPanel_AG1 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(1) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(1) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(1) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG2.cfg PROP { name = MAS_JSI_LEDPanel_AG2 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(2) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(2) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(2) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG3.cfg PROP { name = MAS_JSI_LEDPanel_AG3 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(3) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(3) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(3) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG4.cfg PROP { name = MAS_JSI_LEDPanel_AG4 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(4) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(4) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(4) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG5.cfg PROP { name = MAS_JSI_LEDPanel_AG5 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(5) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(5) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(5) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG6.cfg PROP { name = MAS_JSI_LEDPanel_AG6 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(6) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(6) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(6) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG7.cfg PROP { name = MAS_JSI_LEDPanel_AG7 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(7) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(7) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(7) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG8.cfg PROP { name = MAS_JSI_LEDPanel_AG8 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(8) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(8) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(8) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_AG9.cfg PROP { name = MAS_JSI_LEDPanel_AG9 MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,0,255,255 variable = fc.GetActionGroup(9) } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.ToggleActionGroup(9) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=>$#$fc.ActionGroupActiveMemo(9) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_Altimeter.cfg PROP { name = MAS_JSI_LEDPanel_Altimeter MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,255,255 activeColor = 0,255,128,255 variable = fc.GetPersistentAsNumber("%AUTOID%") } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = <=0=> <=1:SIP####0.0=>$#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 0, "ASL:", "AGL:"); fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 0, fc.Altitude(), fc.AltitudeTerrain(false)) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_Fuel.cfg PROP { name = MAS_JSI_LEDPanel_Fuel MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 255,0,0,255 activeColor = 0,255,58,255 variable = fc.PropellantPercent() > 0.1 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = FUEL: <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 0, fc.FormatString("<=0,6:0=>", fc.PropellantCurrent()), fc.FormatString("<=0,6:P0=>", fc.PropellantPercent())) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_Monoprop.cfg PROP { name = MAS_JSI_LEDPanel_Monoprop MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 255,0,0,255 activeColor = 0,255,58,255 variable = fc.ResourcePercent("MonoPropellant") > 0.1 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = MONO: <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 0, fc.FormatString("<=0,6:0=>", fc.ResourceCurrent("MonoPropellant")), fc.FormatString("<=0,6:P0=>", fc.ResourcePercent("MonoPropellant"))) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_Power.cfg PROP { name = MAS_JSI_LEDPanel_Power MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 255,0,0,255 activeColor = 0,255,58,255 variable = fc.PowerPercent() > 0.1 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = ELEC: <=0=>$#$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%") == 0, fc.FormatString("<=0,6:0=>", fc.PowerCurrent()), fc.FormatString("<=0,6:P0=>", fc.PowerPercent())) } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_NodePlus.cfg PROP { name = MAS_JSI_LEDPanel_SAS_NodePlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 9 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(9) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Node Plus } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_NormalMinus.cfg PROP { name = MAS_JSI_LEDPanel_SAS_NormalMinus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 4 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(4) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Normal - } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_NormalPlus.cfg PROP { name = MAS_JSI_LEDPanel_SAS_NormalPlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 3 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(3) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Normal + } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_Prograde.cfg PROP { name = MAS_JSI_LEDPanel_SAS_Prograde MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 1 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(1) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Prograde } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_RadialMinus.cfg PROP { name = MAS_JSI_LEDPanel_SAS_RadialMinus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 5 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(5) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Radial - } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_RadialPlus.cfg PROP { name = MAS_JSI_LEDPanel_SAS_RadialPlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 6 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(6) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Radial + } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_Retrograde.cfg PROP { name = MAS_JSI_LEDPanel_SAS_Retrograde MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 2 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(2) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Retrograde } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_StabilityAssist.cfg PROP { name = MAS_JSI_LEDPanel_SAS_StabilityAssist MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 0 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(0) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Stab. Assist } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_TargetMinus.cfg PROP { name = MAS_JSI_LEDPanel_SAS_TargetMinus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 8 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(8) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Target - } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_LEDPanel_SAS_TargetPlus.cfg PROP { name = MAS_JSI_LEDPanel_SAS_TargetPlus MODEL { model = Squad/Props/ledPanelSpeed/model } MODULE { name = MASComponent COLOR_SHIFT { name = toggleButton color transform = toggleButton passiveColor = 0,0,0,255 activeColor = 0,255,0,255 variable = fc.GetSASMode() == 7 } COLLIDER_EVENT { name = toggleButton collider collider = toggleButton sound = Squad/Sounds/sound_click_tock volume = 1 onClick = fc.SetSASMode(7) } INTERNAL_TEXT { name = Caption transform = textLabel passiveColor = 255,255,255,255 text = Target + } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_StockSquare_Blinkenlichten.cfg PROP { name = MAS_JSI_StockSquare_Blinkenlichten MODEL { model = Squad/Props/squareButton/model } MODULE { name = MASComponent COLOR_SHIFT { name = button transform = button passiveColor = 0,0,0,255 variable = fc.SafeModulo(fc.PeriodRandom(0.8) + 3.13 * (%PROPID%/%PROPCOUNT%), 1) activeColor = 255,238,147,255 blend = true } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_StockSquare_Brakes.cfg PROP { name = MAS_JSI_StockSquare_Brakes MODEL { model = Squad/Props/squareButton/model } MODULE { name = MASComponent COLOR_SHIFT { name = button transform = button passiveColor = 0,0,0,255 variable = fc.GetBrakes() activeColor = 250,0,0,255 } COLLIDER_EVENT { name = Button collider collider = button sound = Squad/Sounds/sound_click_latch volume = 1 onClick = fc.ToggleBrakes() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_StockSquare_Fake.cfg PROP { name = MAS_JSI_StockSquare_Fake MODEL { model = Squad/Props/squareButton/model } MODULE { name = MASComponent COLOR_SHIFT { name = button transform = button passiveColor = 0,0,0,255 variable = fc.GetPersistentAsNumber("%AUTOID%") activeColor = 0,255,0,255 } COLLIDER_EVENT { name = Button collider collider = button sound = Squad/Sounds/sound_click_latch volume = 1 onClick = fc.TogglePersistent("%AUTOID%") } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_StockSquare_Gear.cfg PROP { name = MAS_JSI_StockSquare_Gear MODEL { model = Squad/Props/squareButton/model } MODULE { name = MASComponent COLOR_SHIFT { name = button transform = button passiveColor = 0,0,0,255 variable = fc.GetGear() activeColor = 54,9,235,255 } COLLIDER_EVENT { name = Button collider collider = button sound = Squad/Sounds/sound_click_latch volume = 1 onClick = fc.ToggleGear() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_StockSquare_Lights.cfg PROP { name = MAS_JSI_StockSquare_Lights MODEL { model = Squad/Props/squareButton/model } MODULE { name = MASComponent COLOR_SHIFT { name = button transform = button passiveColor = 0,0,0,255 variable = fc.GetLights() activeColor = 250,250,12,255 } COLLIDER_EVENT { name = Button collider collider = button sound = Squad/Sounds/sound_click_latch volume = 1 onClick = fc.ToggleLights() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_StockSquare_RCS.cfg PROP { name = MAS_JSI_StockSquare_RCS MODEL { model = Squad/Props/squareButton/model } MODULE { name = MASComponent COLOR_SHIFT { name = button transform = button passiveColor = 0,0,0,255 variable = fc.GetRCS() activeColor = 255,145,0,255 } COLLIDER_EVENT { name = Button collider collider = button sound = Squad/Sounds/sound_click_latch volume = 1 onClick = fc.ToggleRCS() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_StockSquare_SAS.cfg PROP { name = MAS_JSI_StockSquare_SAS MODEL { model = Squad/Props/squareButton/model } MODULE { name = MASComponent COLOR_SHIFT { name = button transform = button passiveColor = 0,0,0,255 variable = fc.GetSAS() activeColor = 250,250,12,255 } COLLIDER_EVENT { name = Button collider collider = button sound = Squad/Sounds/sound_click_latch volume = 1 onClick = fc.ToggleSAS() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_StockSquare_Stage.cfg PROP { name = MAS_JSI_StockSquare_Stage MODEL { model = Squad/Props/squareButton/model } MODULE { name = MASComponent COLOR_SHIFT { name = button transform = button passiveColor = 64,0,0,255 variable = fc.StageReady() activeColor = 250,0,0,255 } COLLIDER_EVENT { name = Button collider collider = button sound = Squad/Sounds/sound_click_latch volume = 1 onClick = fc.Stage() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_TrimKnob_PitchTrim.cfg PROP { name = MAS_JSI_TrimKnob_PitchTrim MODEL { model = Squad/Props/directionalKnob/model } MODULE { name = MASComponent ROTATION { name = Knob transform = Knob startRotation = 0,0,157 endRotation = 0,0,-157 blend = true longPath = true range = -1, 1 variable = fc.GetPitchTrim() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_TrimKnob_RollTrim.cfg PROP { name = MAS_JSI_TrimKnob_RollTrim MODEL { model = Squad/Props/directionalKnob/model } MODULE { name = MASComponent ROTATION { name = Knob transform = Knob startRotation = 0,0,157 endRotation = 0,0,-157 blend = true longPath = true range = -1, 1 variable = fc.GetRollTrim() } } } } UrlConfig { parentUrl = MOARdV/MAS_JSI/SimpleProps/MAS_JSI_TrimKnob_YawTrim.cfg PROP { name = MAS_JSI_TrimKnob_YawTrim MODEL { model = Squad/Props/directionalKnob/model } MODULE { name = MASComponent ROTATION { name = Knob transform = Knob startRotation = 0,0,157 endRotation = 0,0,-157 blend = true longPath = true range = -1, 1 variable = fc.GetYawTrim() } } } } UrlConfig { parentUrl = MOARdV/MFD/CRT_Menu.cfg MAS_PAGE { name = MAS_CRT_MainMenu onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_CRT_MainMenu") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_CRT_Camera") TEXT { name = Main Menu Caption position = 0, 0 text = MAIN MENU } MENU { name = Main MENU position = 0, 1 maxLines = 3 upSoftkey = 2 downSoftkey = 3 enterSoftkey = 4 cursorPersistentName = %AUTOID%-MainMenuCursor cursor = > itemPositionShift = 1 ITEM { name = Vessel Menu activeText = SELECT TARGET VESSEL enabledVariable = fc.TargetVesselCount() disabledText = SELECT TARGET VESSEL disabledColor = COLOR_CRT_DIM_GREEN selectEvent = fc.SetPersistent("%AUTOID%", "MAS_CRT_VesselTargetMenu") } ITEM { name = Dock Menu activeText = SELECT TARGET DOCK enabledVariable = fc.TargetDockCount() disabledText = SELECT TARGET DOCK disabledColor = COLOR_CRT_DIM_GREEN selectEvent = fc.SetPersistent("%AUTOID%", "MAS_CRT_DockTargetMenu") } ITEM { name = Moon Menu activeText = SELECT TARGET MOON enabledVariable = fc.BodyMoonCount(fc.CurrentBodyIndex()) disabledText = SELECT TARGET MOON disabledColor = COLOR_CRT_DIM_GREEN selectEvent = fc.SetPersistent("%AUTOID%", "MAS_CRT_MoonTargetMenu") } } TEXT { name = Target Caption position = 0, 5 text = CURRENT TARGET: } TEXT { name = No Target Caption position = 0, 6 text = NO TARGET variable = fc.TargetType() == 0 } TEXT { name = Active Target Caption position = 0, 6 text = <=0=> $&$ string.upper(fc.TargetName()) variable = fc.TargetType() > 0 } } } UrlConfig { parentUrl = MOARdV/MFD/CRT_Menu.cfg MAS_PAGE { name = MAS_CRT_VesselTargetMenu onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_CRT_VesselTargetMenu") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_CRT_Camera") softkey = 5, fc.SetPersistent("%AUTOID%", "MAS_CRT_MainMenu") TEXT { name = Target Vessel Menu Caption position = 0, 0 text = VESSEL TARGET MENU } MENU { name = Target Vessel MENU position = 0, 1 maxLines = 8 upSoftkey = 2 downSoftkey = 3 enterSoftkey = 4 cursorPersistentName = %AUTOID%-VesselMenuCursor cursor = > itemPositionShift = 1 itemCount = fc.TargetVesselCount() ITEM { name = Vessel item activeText = <=0=>$&$string.upper(fc.TargetVesselName(%ITEMID%)) selectEvent = fc.SetTargetVessel(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MFD/CRT_Menu.cfg MAS_PAGE { name = MAS_CRT_DockTargetMenu onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_CRT_DockTargetMenu") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_CRT_Camera") softkey = 5, fc.SetPersistent("%AUTOID%", "MAS_CRT_MainMenu") TEXT { name = Target Dock Menu Caption position = 0, 0 text = DOCK TARGET MENU } MENU { name = Target Dock MENU position = 0, 1 maxLines = 8 upSoftkey = 2 downSoftkey = 3 enterSoftkey = 4 cursorPersistentName = %AUTOID%-DockMenuCursor cursor = > itemPositionShift = 1 itemCount = fc.TargetDockCount() ITEM { name = Dock item activeText = <=0=>$&$string.upper(fc.TargetDockName(%ITEMID%)) selectEvent = fc.SetTargetDock(%ITEMID%) } } } } UrlConfig { parentUrl = MOARdV/MFD/CRT_Menu.cfg MAS_PAGE { name = MAS_CRT_MoonTargetMenu onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_CRT_MoonTargetMenu") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_CRT_Camera") softkey = 5, fc.SetPersistent("%AUTOID%", "MAS_CRT_MainMenu") TEXT { name = Target Moon Menu Caption position = 0, 0 text = MOON TARGET MENU } MENU { name = Target Moon MENU position = 0, 1 maxLines = 8 upSoftkey = 2 downSoftkey = 3 enterSoftkey = 4 cursorPersistentName = %AUTOID%-MoonMenuCursor cursor = > itemPositionShift = 1 itemCount = fc.BodyMoonCount(fc.CurrentBodyIndex()) ITEM { name = Body item activeText = <=0=>$&$string.upper(fc.BodyName(fc.BodyMoonId(fc.CurrentBodyIndex(), %ITEMID%))) selectEvent = fc.SetBodyTarget(fc.BodyMoonId(fc.CurrentBodyIndex(), %ITEMID%)) } } } } UrlConfig { parentUrl = MOARdV/MFD/CRT_Menu.cfg MAS_PAGE { name = MAS_CRT_Camera onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_CRT_Camera") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_CRT_MainMenu") softkey = 2, fc.AddPersistentWrapped("%AUTOID%-Camera", -1, 0, fc.CameraCount()) softkey = 3, fc.AddPersistentWrapped("%AUTOID%-Camera", 1, 0, fc.CameraCount()) CAMERA { name = Camera View position = 0, -86 size = 512, 512 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-Camera")) variable = fc.CameraCount() shader = MOARdV/MonochromeNoise properties = _Gain:1.1;_NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - fc.Random() * 0.10;_ChannelG:1;_ChannelR:0.118;_ChannelB:0.118 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } TEXT { name = Camera caption position = 0, 0 text = CAMERA <=0=>$&$string.upper(fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-Camera"))) variable = fc.CameraCount() } TEXT { name = No Camera caption position = 0, 0 text = NO EXTERNAL CAMERAS variable = fc.CameraCount() == 0 } } } UrlConfig { parentUrl = MOARdV/MFD/kOS_Action.cfg MAS_PAGE { name = MAS_kOS_Action onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) softkey = 48, fc.SetPersistent("%AUTOID%-StandbyMenu", 9) softkey = 49, fc.SetPersistent("%AUTOID%-StandbyMenu", 0) softkey = 50, fc.SetPersistent("%AUTOID%-StandbyMenu", 1) softkey = 51, fc.SetPersistent("%AUTOID%-StandbyMenu", 2) softkey = 52, fc.SetPersistent("%AUTOID%-StandbyMenu", 3) softkey = 53, fc.SetPersistent("%AUTOID%-StandbyMenu", 4) softkey = 54, fc.SetPersistent("%AUTOID%-StandbyMenu", 5) softkey = 55, fc.SetPersistent("%AUTOID%-StandbyMenu", 6) softkey = 56, fc.SetPersistent("%AUTOID%-StandbyMenu", 7) softkey = 57, fc.SetPersistent("%AUTOID%-StandbyMenu", 8) SUB_PAGE { name = SAS Announcer position = 904, 352 } TEXT { name = Title Card position = 2, 3.5 text = Action Groups } MENU { name = Action Group menu position = 0, 5 maxLines = 10 upSoftkey = 25 downSoftkey = 26 enterSoftkey = 22 homeSoftkey = 101 endSoftkey = 102 cursorPersistentName = %AUTOID%-StandbyMenu cursor = > cursorColor = COLOR_MFD2_TEXT_HIGHLIGHT itemPositionShift = 2 itemCount = 10 ITEM { name = AG item passiveText = <=1=><=0=> $&$ fc.ActionGroupActiveMemo((%ITEMID% + 1) % 10); fc.Select(fc.GetActionGroup((%ITEMID% + 1) % 10) > 0, "[#afd3ff]", "[#839ebf]") passiveColor = COLOR_MFD2_TEXT activeText = <=0=> $&$ fc.ActionGroupActiveMemo((%ITEMID% + 1) % 10) activeColor = COLOR_MFD2_TEXT_HIGHLIGHT activeVariable = fc.GetPersistentAsNumber("%AUTOID%-StandbyMenu") == %ITEMID% disabledText = No Action Group <=0=> $&$ (%ITEMID% + 1) % 10 disabledColor = 128, 128, 128, 255 enabledVariable = fc.ActionGroupHasActions((%ITEMID% + 1) % 10) selectEvent = fc.ToggleActionGroup((%ITEMID% + 1) % 10) } } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = kOS F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/kOS_Pilot.cfg MAS_PAGE { name = MAS_kOS_Pilot onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) softkey = 17, MAS_kOS_PilotToggle("%AUTOID%-SetHeading", "%AUTOID%-SetPitch", "%AUTOID%-SetRoll") softkey = 22, fc.SetPersistent("%AUTOID%-InputBuffer", 0) softkey = 23, MAS_kOS_Pilot_AdjustSetting(-1, fc.GetPersistentAsNumber("%AUTOID%-PilotRow"), "%AUTOID%-SetHeading", "%AUTOID%-SetPitch", "%AUTOID%-SetRoll") softkey = 24, MAS_kOS_Pilot_AdjustSetting(1, fc.GetPersistentAsNumber("%AUTOID%-PilotRow"), "%AUTOID%-SetHeading", "%AUTOID%-SetPitch", "%AUTOID%-SetRoll") softkey = 25, MAS_kOS_Pilot_AdjustSetting(1, fc.GetPersistentAsNumber("%AUTOID%-PilotRow"), "%AUTOID%-SetHeading", "%AUTOID%-SetPitch", "%AUTOID%-SetRoll") softkey = 26, MAS_kOS_Pilot_AdjustSetting(-1, fc.GetPersistentAsNumber("%AUTOID%-PilotRow"), "%AUTOID%-SetHeading", "%AUTOID%-SetPitch", "%AUTOID%-SetRoll") softkey = 27, fc.AddPersistentWrapped("%AUTOID%-PilotRow", -1, 0, 4) softkey = 28, fc.AddPersistentWrapped("%AUTOID%-PilotRow", 1, 0, 4) softkey = 48, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 0) softkey = 49, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 1) softkey = 50, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 2) softkey = 51, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 3) softkey = 52, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 4) softkey = 53, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 5) softkey = 54, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 6) softkey = 55, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 7) softkey = 56, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 8) softkey = 57, MAS_kOS_Pilot_EnterDigit("%AUTOID%-InputBuffer", 9) softkey = 45, fc.SetPersistent("%AUTOID%-InputBuffer", -fc.GetPersistentAsNumber("%AUTOID%-InputBuffer")) softkey = 97, MAS_kOS_Pilot_UpdateHPR(fc.GetPersistentAsNumber("%AUTOID%-InputBuffer"), fc.GetPersistentAsNumber("%AUTOID%-PilotRow"), "%AUTOID%-SetHeading", "%AUTOID%-SetPitch", "%AUTOID%-SetRoll") softkey = 98, fc.SetPersistent("%AUTOID%-InputBuffer", fc.RoundZero(fc.GetPersistentAsNumber("%AUTOID%-InputBuffer") * 0.1)) softkey = 99, fc.SetPersistent("%AUTOID%-InputBuffer", 0) SUB_PAGE { name = AHI Panel position = 0, 80 } IMAGE { name = R05 border texture = MOARdV/MFD/frame6ch112x48 position = 536, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetAttitudePilotActive() } TEXT { name = R05 Caption position = 34.5, 0 text = PILOT } TEXT { name = Heading Caption text = Heading position = 35, 2.5 } IMAGE { name = Heading Select texture = MOARdV/MFD/frame4ch80x48 position = 544, 112 size = 160, 96 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PilotRow") == 1 } TEXT { name = Heading Lock text = <=0,3:0=>° $&$ fc.GetPersistentAsNumber("%AUTOID%-SetHeading") position = 35, 4 fontSize = 32, 64 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetAttitudePilotActive() } TEXT { name = Heading Current text = <=0,3:0=>[#afd3ff]° $&$ fc.Heading() position = 45, 4.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Pitch Caption text = Pitch position = 35, 7.5 } IMAGE { name = Pitch Select texture = MOARdV/MFD/frame4ch80x48 position = 544, 272 size = 160, 96 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PilotRow") == 2 } TEXT { name = Pitch Lock text = <=0,3:0=>° $&$ fc.GetPersistentAsNumber("%AUTOID%-SetPitch") position = 35, 9 fontSize = 32, 64 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetAttitudePilotActive() } TEXT { name = Pitch Current text = <=0,3:0=>[#afd3ff]° $&$ fc.Pitch() position = 45, 9.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Roll Caption text = Roll position = 35, 12.5 } IMAGE { name = Roll Select texture = MOARdV/MFD/frame4ch80x48 position = 544, 432 size = 160, 96 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PilotRow") == 3 } TEXT { name = Roll Lock text = <=0,3:0=>° $&$ fc.GetPersistentAsNumber("%AUTOID%-SetRoll") position = 35, 14 fontSize = 32, 64 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetAttitudePilotActive() } TEXT { name = Roll Current text = <=0,3:0=>[#afd3ff]° $&$ fc.Roll() position = 45, 14.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Input texture = MOARdV/MFD/frame4ch80x48 position = 864, 560 size = 160, 96 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT activeColor = COLOR_MFD2_TEXT_RED colorVariable = MAS_kOS_Pilot_BufferError(fc.GetPersistentAsNumber("%AUTOID%-InputBuffer"), fc.GetPersistentAsNumber("%AUTOID%-PilotRow")) } TEXT { name = Input Prompt text = <=0,4:0=> $&$ fc.GetPersistentAsNumber("%AUTOID%-InputBuffer") position = 55, 18 fontSize = 32, 64 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } SUB_PAGE { name = SAS Announcer position = 600, 576 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = kOS F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/kOS_Resource.cfg MAS_PAGE { name = MAS_kOS_Resource onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) softkey = 23, MAS_kOS_Resource_AdjustAlarm(-0.05, fc.GetPersistentAsNumber("%AUTOID%-Rsrc"), "%AUTOID%-RsrcWarn") softkey = 24, MAS_kOS_Resource_AdjustAlarm(0.05, fc.GetPersistentAsNumber("%AUTOID%-Rsrc"), "%AUTOID%-RsrcWarn") softkey = 25, MAS_kOS_Resource_ChangeResource(1, fc.GetPersistentAsNumber("%AUTOID%-Rsrc"), "%AUTOID%-Rsrc") softkey = 26, MAS_kOS_Resource_ChangeResource(-1, fc.GetPersistentAsNumber("%AUTOID%-Rsrc"), "%AUTOID%-Rsrc") softkey = 27, fc.AddPersistentWrapped("%AUTOID%-Rsrc", -1, 0, 10) softkey = 28, fc.AddPersistentWrapped("%AUTOID%-Rsrc", 1, 0, 10) HORIZONTAL_BAR { name = Resource Bar 1 position = 16, 192 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc1")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 255 } IMAGE { name = Resource Gauge 1 texture = MOARdV/MFD/bottomTickmark32x256 position = 16, 176 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc1")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn1")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 1 position = 1, 2 text = [#<=0=>]Resource 1 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 1, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 1 position = 1, 3 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc1")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 1 position = 1, 4 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc1")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 1 position = 14, 4 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc1")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn1")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 1 position = 0.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn1"), 5 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } HORIZONTAL_BAR { name = Resource Bar 2 position = 368, 192 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc2")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 255 } IMAGE { name = Resource Gauge 2 texture = MOARdV/MFD/bottomTickmark32x256 position = 368, 176 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc2")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn2")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 2 position = 23, 2 text = [#<=0=>]Resource 2 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 2, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 2 position = 23, 3 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc2")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 2 position = 23, 4 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc2")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 2 position = 36, 4 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc2")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn2")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 2 position = 22.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn2"), 5 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } HORIZONTAL_BAR { name = Resource Bar 3 position = 752, 192 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc3")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 255 } IMAGE { name = Resource Gauge 3 texture = MOARdV/MFD/bottomTickmark32x256 position = 752, 176 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc3")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn3")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 3 position = 47, 2 text = [#<=0=>]Resource 3 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 3, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 3 position = 47, 3 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc3")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 3 position = 47, 4 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc3")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 3 position = 60, 4 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc3")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn3")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 3 position = 46.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn3"), 5 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } HORIZONTAL_BAR { name = Resource Bar 4 position = 16, 384 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc4")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 255 } IMAGE { name = Resource Gauge 4 texture = MOARdV/MFD/bottomTickmark32x256 position = 16, 368 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc4")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn4")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 4 position = 1, 8 text = [#<=0=>]Resource 4 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 4, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 4 position = 1, 9 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc4")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 4 position = 1, 10 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc4")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 4 position = 14, 10 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc4")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn4")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 4 position = 0.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn4"), 11 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } HORIZONTAL_BAR { name = Resource Bar 5 position = 368, 384 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc5")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 255 } IMAGE { name = Resource Gauge 5 texture = MOARdV/MFD/bottomTickmark32x256 position = 368, 368 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc5")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn5")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 5 position = 23, 8 text = [#<=0=>]Resource 5 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 5, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 5 position = 23, 9 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc5")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 5 position = 23, 10 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc5")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 5 position = 36, 10 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc5")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn5")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 5 position = 22.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn5"), 11 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } HORIZONTAL_BAR { name = Resource Bar 6 position = 752, 384 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc6")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 855 } IMAGE { name = Resource Gauge 6 texture = MOARdV/MFD/bottomTickmark32x256 position = 752, 368 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc6")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn6")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 6 position = 47, 8 text = [#<=0=>]Resource 6 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 6, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 6 position = 47, 9 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc6")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 6 position = 47, 10 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc6")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 6 position = 60, 10 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc6")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn6")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 6 position = 46.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn6"), 11 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } TEXT { name = Resource Caption 7 position = 1, 14 text = [#<=0=>]Resource 7 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 7, "ffff9b" , "afd3ff") } HORIZONTAL_BAR { name = Resource Bar 7 position = 16, 576 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc7")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 255 } IMAGE { name = Resource Gauge 7 texture = MOARdV/MFD/bottomTickmark32x256 position = 16, 560 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc7")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn7")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 7 position = 1, 14 text = [#<=0=>]Resource 7 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 7, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 7 position = 1, 15 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc7")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 7 position = 1, 16 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc7")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 7 position = 14, 16 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc7")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn7")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 7 position = 0.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn7"), 17 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } HORIZONTAL_BAR { name = Resource Bar 8 position = 368, 576 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc8")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 255 } IMAGE { name = Resource Gauge 8 texture = MOARdV/MFD/bottomTickmark32x256 position = 368, 560 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc8")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn8")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 8 position = 23, 14 text = [#<=0=>]Resource 8 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 8, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 8 position = 23, 15 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc8")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 8 position = 23, 16 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc8")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 8 position = 36, 16 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc8")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn8")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 8 position = 22.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn8"), 17 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } HORIZONTAL_BAR { name = Resource Bar 9 position = 752, 576 size = 256, 16 source = fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc9")) sourceRange = 0, 1 sourceColor = 0, 128, 0, 1455 } IMAGE { name = Resource Gauge 9 texture = MOARdV/MFD/bottomTickmark32x256 position = 752, 560 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = (fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc9")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn9")) and fc.PeriodStep(0.5) } TEXT { name = Resource Caption 9 position = 47, 14 text = [#<=0=>]Resource 9 $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-Rsrc") == 9, "ffff9b" , "afd3ff") } TEXT { name = Resource Label 9 position = 47, 15 text = <=0=> $&$ fc.ScrollingMarquee(fc.ResourceDisplayName(fc.GetPersistentAsNumber("%AUTOID%-Rsrc9")), 16, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Data 9 position = 47, 16 text = <=0,3:0=>[#afd3ff]%$&$ fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc9")) * 100 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Resource Warning 9 position = 60, 16 text = [#<=0=>]LOW $&$ fc.Select((fc.ResourcePercent(fc.GetPersistentAsNumber("%AUTOID%-Rsrc9")) < fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn9")) and fc.PeriodStep(0.5), "ffff00", "7f7f7f") } TEXT { name = Resource Value 9 position = 46.5 + 16 * fc.GetPersistentAsNumber("%AUTOID%-RsrcWarn9"), 17 text = ▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_YELLOW } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = kOS F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/kOS_Standby.cfg MAS_PAGE { name = MAS_kOS_Standby onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) IMAGE { name = R01 border texture = MOARdV/MFD/frame6ch112x48 position = 32, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R01 Caption position = 2.5, 0 text = R01XXX variable = 0 } IMAGE { name = R02 border texture = MOARdV/MFD/frame6ch112x48 position = 160, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R02 Caption position = 10.5, 0 text = R02XXX variable = 0 } IMAGE { name = R03 border texture = MOARdV/MFD/frame6ch112x48 position = 280, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R03 Caption position = 18, 0 text = R03XXX variable = 0 } IMAGE { name = R04 border texture = MOARdV/MFD/frame6ch112x48 position = 408, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R04 Caption position = 26, 0 text = R04XXX variable = 0 } IMAGE { name = R05 border texture = MOARdV/MFD/frame6ch112x48 position = 536, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R05 Caption position = 34, 0 text = R05XXX variable = 0 } IMAGE { name = R06 border texture = MOARdV/MFD/frame6ch112x48 position = 656, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R06 Caption position = 41.5, 0 text = R06XXX variable = 0 } IMAGE { name = R07 border texture = MOARdV/MFD/frame6ch112x48 position = 776, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R07 Caption position = 49, 0 text = R07XXX variable = 0 } IMAGE { name = R08 border texture = MOARdV/MFD/frame6ch112x48 position = 904, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R08 Caption position = 57, 0 text = R08XXX variable = 0 } TEXT { name = Title Card position = 0, 6.5 text = MAS kOS Terminal$$$Powered by$$$MOARdV's Avionics Systems$$$v<=0=> $&$ fc.MASVersion() oneshot = true fontSize = 32,64 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = kOS F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/kOS_Status.cfg MAS_PAGE { name = MAS_kOS_Status onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) SUB_PAGE { name = Master Caution Announcer position = 24, 72 } SUB_PAGE { name = Light Announcer position = 24, 264 } SUB_PAGE { name = Brake Announcer position = 24, 328 } SUB_PAGE { name = Gear Announcer position = 24, 392 } SUB_PAGE { name = RCS Announcer position = 24, 456 } SUB_PAGE { name = RCS Thrust Announcer position = 24, 520 } SUB_PAGE { name = Master Alarm Announcer position = 152, 72 } SUB_PAGE { name = SAS Announcer position = 152, 200 } SUB_PAGE { name = Gyro Announcer position = 152, 264 } SUB_PAGE { name = CommNet Announcer position = 152, 328 } SUB_PAGE { name = Waypoint Announcer position = 152, 392 } SUB_PAGE { name = Target Announcer position = 152, 456 } SUB_PAGE { name = Dock Announcer position = 152, 520 } SUB_PAGE { name = Stage Announcer position = 152, 584 } SUB_PAGE { name = Warp Announcer position = 280, 200 } SUB_PAGE { name = Maneuver Announcer position = 280, 264 } SUB_PAGE { name = Atmospheric Pressure Announcer position = 280, 328 } SUB_PAGE { name = Impact Announcer position = 280, 392 } SUB_PAGE { name = Parachute Announcer position = 280, 456 } SUB_PAGE { name = Aerobrake Announcer position = 280, 520 } SUB_PAGE { name = Contact Announcer position = 280, 584 } SUB_PAGE { name = Thermal Announcer position = 408, 72 } SUB_PAGE { name = Blank Announcer position = 408, 136 } SUB_PAGE { name = Blank Announcer position = 408, 200 } SUB_PAGE { name = SoI Announcer position = 408, 264 } SUB_PAGE { name = Blank Announcer position = 536, 72 } SUB_PAGE { name = Blank Announcer position = 664, 72 } SUB_PAGE { name = Blank Announcer position = 792, 72 } SUB_PAGE { name = Engine Announcer position = 920, 72 } SUB_PAGE { name = Fuel Announcer position = 920, 136 } HORIZONTAL_BAR { name = Temperature bar position = 768, 600 size = 256, 16 source = fc.HottestPartTemperature(false) sourceRange = fc.HottestPartMaxTemperature(false) - 1000, fc.HottestPartMaxTemperature(false) sourceColor = 0, 160, 0, 255 anchor = Left } IMAGE { name = Temperature gauge texture = MOARdV/MFD/bottomTickmark32x256 position = 768, 586 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = MAS_OverheatWarning() and fc.PeriodStep(0.5) } TEXT { name = Temperature Caption text = Hottest Part position = 50, 17.25 } IMAGE { name = R01 border texture = MOARdV/MFD/frame6ch112x48 position = 32, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R01 Caption position = 2.5, 0 text = R01XXX variable = 0 } IMAGE { name = R02 border texture = MOARdV/MFD/frame6ch112x48 position = 160, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R02 Caption position = 10.5, 0 text = R02XXX variable = 0 } IMAGE { name = R03 border texture = MOARdV/MFD/frame6ch112x48 position = 280, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R03 Caption position = 18, 0 text = R03XXX variable = 0 } IMAGE { name = R04 border texture = MOARdV/MFD/frame6ch112x48 position = 408, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R04 Caption position = 26, 0 text = R04XXX variable = 0 } IMAGE { name = R05 border texture = MOARdV/MFD/frame6ch112x48 position = 536, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R05 Caption position = 34, 0 text = R05XXX variable = 0 } IMAGE { name = R06 border texture = MOARdV/MFD/frame6ch112x48 position = 656, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R06 Caption position = 41.5, 0 text = R06XXX variable = 0 } IMAGE { name = R07 border texture = MOARdV/MFD/frame6ch112x48 position = 776, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R07 Caption position = 49, 0 text = R07XXX variable = 0 } IMAGE { name = R08 border texture = MOARdV/MFD/frame6ch112x48 position = 904, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 0 } TEXT { name = R08 Caption position = 57, 0 text = R08XXX variable = 0 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = kOS F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_A_Launch softkey = 7, MAS_AlcorMfdPageA("%AUTOID%", "MAS_ALCOR_MFD_A_Land", " LAND ") softkey = 8, MAS_AlcorMfdPageA("%AUTOID%", "MAS_ALCOR_MFD_A_Land", " LAND ") TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } LINE_STRING { name = Srf Prograde yaw line position = 448, 96 startColor = 155, 255, 155, 255 startWidth = 3.5 vertex = fc.Remap(fc.YawSurfacePrograde(), -8, 8, -62, 62), -62 vertex = fc.Remap(fc.YawSurfacePrograde(), -8, 8, -62, 62), 62 variable = fc.GetSASSpeedMode() == 0 } LINE_STRING { name = Srf Prograde pitch line position = 448, 96 startColor = 155, 255, 155, 255 startWidth = 3.5 vertex = -62, fc.Remap(fc.PitchSurfacePrograde(), -8, 8, -62, 62) vertex = 62, fc.Remap(fc.PitchSurfacePrograde(), -8, 8, -62, 62) variable = fc.GetSASSpeedMode() == 0 } LINE_STRING { name = Obt Prograde yaw line position = 448, 96 startColor = 155, 155, 255, 255 startWidth = 3.5 vertex = fc.Remap(fc.YawPrograde(), -8, 8, -62, 62), -62 vertex = fc.Remap(fc.YawPrograde(), -8, 8, -62, 62), 62 variable = fc.GetSASSpeedMode() == 1 } LINE_STRING { name = Obt Prograde pitch line position = 448, 96 startColor = 155, 155, 255, 255 startWidth = 3.5 vertex = -62, fc.Remap(fc.PitchPrograde(), -8, 8, -62, 62) vertex = 62, fc.Remap(fc.PitchPrograde(), -8, 8, -62, 62) variable = fc.GetSASSpeedMode() == 1 } IMAGE { name = Prograde Error Graph texture = MOARdV/MFD/crosshair128x128 position = 384, 32 passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR } IMAGE { name = G Forces graph texture = MOARdV/MFD/HalfBottomTickmark position = 0, 424 } TEXT { name = G Forces Tick position = 0, 12.25 font = Liberation Sans style = Bold textColor = 155, 255, 155, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.GForce(), -1, 3, -8, 241) } TEXT { name = Srf Prograde ball position = 27.5, 2.5 font = Liberation Sans style = Bold textColor = 155, 255, 155, 255 text = [@x<=0=>][@y<=1=>]● $&$ fc.Remap(fc.YawSurfacePrograde(), -8, 8, -62, 62); fc.Remap(fc.PitchSurfacePrograde(), -8, 8, -62, 62) variable = fc.GetSASSpeedMode() == 0 } TEXT { name = Obt Prograde ball position = 27.5, 2.5 font = Liberation Sans style = Bold textColor = 155, 155, 255, 255 text = [@x<=0=>][@y<=1=>]● $&$ fc.Remap(fc.YawPrograde(), -8, 8, -62, 62); fc.Remap(fc.PitchPrograde(), -8, 8, -62, 62) variable = fc.GetSASSpeedMode() == 1 } TEXT { name = Launch Page captions position = 0,1 textfile = MOARdV/MFD/MFD1_A_Launch.txt } TEXT { name = Launch Page data position = 4,1 textfile = MOARdV/MFD/MFD1_A_LaunchData.txt } TEXT { name = G Forces value position = 18,12 textColor = 155, 255, 155, 255 text = <=0,5:0.0=> $&$ fc.GForce() } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_A_Land softkey = 7, MAS_AlcorMfdPageA("%AUTOID%", "MAS_ALCOR_MFD_A_Launch", "LAUNCH") softkey = 8, MAS_AlcorMfdPageA("%AUTOID%", "MAS_ALCOR_MFD_A_Launch", "LAUNCH") TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } IMAGE { name = G Forces graph texture = MOARdV/MFD/HalfBottomTickmark position = 0, 424 } TEXT { name = G Forces Tick position = 0, 12.25 font = Liberation Sans style = Bold textColor = 155, 255, 155, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.GForce(), -1, 3, -8, 241) } IMAGE { name = Altimeter graph texture = MOARdV/MFD/RightTickmark variable = fc.AltitudeTerrain(false) < 400 position = 488, 64 } TEXT { name = Altimeter Tick position = 29.5, 1.5 font = Liberation Sans style = Bold variable = fc.AltitudeTerrain(false) < 400 textColor = 155, 255, 155, 255 text = [@y<=0=>]► $&$ fc.Remap(fc.AltitudeTerrain(false), 400, 0, -6, 247) } TEXT { name = Radar altimeter position = 0,4 variable = fc.AltitudeTerrain(false) < 400 text = RAlt[#9bff9b]<=0,7:0=>[#ffff9b]m $&$ fc.AltitudeTerrain(false) } TEXT { name = Landing Page captions position = 0,1 textfile = MOARdV/MFD/MFD1_A_Land.txt } TEXT { name = Landing Page data position = 4,1 textfile = MOARdV/MFD/MFD1_A_LandData.txt } TEXT { name = G Forces value position = 18,12 textColor = 155, 255, 155, 255 text = <=0,5:0.0=> $&$ fc.GForce() } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_B_Orbit TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } TEXT { name = Orbit Caption position = 0,1 textfile = MOARdV/MFD/MFD1_B_Orbit.txt } TEXT { name = Orbit Data position = 4,1 textColor = 155, 255, 255, 255 textfile = MOARdV/MFD/MFD1_B_OrbitData.txt } TEXT { name = Deorbit Text position = 0,13 variable = fc.NextSoI() == 0 text = Reserve ΔV for deorbit (40km):$$$ΔV :[#9bffff]<=0,8:0.0=>[#ffff9b]m/s $&$ transfer.DeltaVInitial(40000) } TEXT { name = Next SoI Text position = 0,13 variable = fc.NextSoI() ~= 0 text = Next SoI: [#9bffff]<=0=> $&$ fc.ScrollingMarquee(fc.NextBodyName(), 20, 0.75) $$$ [#9bffff]<=0:METddd/hh:mm:ss=> $&$ fc.TimeToNextSoI() } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_C_Maneuver TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } LINE_STRING { name = Orbit yaw line position = 448, 96 startColor = 155, 255, 255, 255 startWidth = 3.5 vertex = fc.Remap(fc.YawManeuver(), -8, 8, -62, 62), -62 vertex = fc.Remap(fc.YawManeuver(), -8, 8, -62, 62), 62 variable = fc.ManeuverNodeExists() * fc.VesselFlying() } LINE_STRING { name = Orbit pitch line position = 448, 96 startColor = 155, 255, 255, 255 startWidth = 3.5 vertex = -62, fc.Remap(fc.PitchManeuver(), -8, 8, -62, 62) vertex = 62, fc.Remap(fc.PitchManeuver(), -8, 8, -62, 62) variable = fc.ManeuverNodeExists() * fc.VesselFlying() } IMAGE { name = Maneuver Error texture = MOARdV/MFD/crosshair128x128 position = 384, 32 passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR } TEXT { name = Maneuver Error ball position = 27.5, 2.5 font = Liberation Sans style = Bold textColor = 155, 255, 255, 255 text = [@x<=0=>][@y<=1=>]● $&$ fc.Remap(fc.YawManeuver(), -8, 8, -62, 62); fc.Remap(fc.PitchManeuver(), -8, 8, -62, 62) variable = fc.ManeuverNodeExists() * fc.VesselFlying() } TEXT { name = Maneuver Caption position = 0,1 textfile = MOARdV/MFD/MFD1_C_Maneuver.txt } TEXT { name = Maneuver Data position = 4,1 textColor = 155, 255, 255, 255 textfile = MOARdV/MFD/MFD1_C_ManeuverData.txt } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_D_Rendezvous TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } TEXT { name = Rendezvous Caption position = 0, 1 textfile = MOARdV/MFD/MFD1_D_Rendezvous.txt } TEXT { name = Rendezvous Data position = 4, 1 textColor = 155, 255, 255, 255 textfile = MOARdV/MFD/MFD1_D_RendezvousData.txt } TEXT { name = Rendezvous Data position = 8, 1 variable = fc.TargetType() < 1 textColor = 255, 155, 255, 255 text = NO TARGET } TEXT { name = Target SoI position = 0, 14 variable = fc.TargetType() * (1 - fc.TargetSameSoI()) textColor = 255, 155, 255, 255 text = <=0=> $&$ fc.ScrollingMarquee("Orbits " .. fc.TargetBodyName(), 16, 0.75) } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_E_Dock CAMERA { name = Docking port camera position = 0, 0 size = 512,512 camera = "DockCam" variable = fc.TargetType() == 2 shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - fc.Random() * 0.10 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } IMAGE { name = Docking port alignment texture = MOARdV/MFD/DockingMarkers position = 0,0 size = 512,512 } TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } TEXT { name = Dock Caption position = 1,1 textfile = MOARdV/MFD/MFD1_E_Dock.txt } TEXT { name = Dock Data position = 3,1 textColor = 155, 255, 155, 255 textfile = MOARdV/MFD/MFD1_E_DockData.txt } TEXT { name = Maneuver Warning text = MNVR: <=0,6:0.0=>m/s <=1:METhh:mm:ss=> $&$ fc.ManeuverNodeDV(); fc.Min(fc.ManeuverNodeTime(), 359999) position = 0,14 variable = fc.ManeuverNodeExists() * fc.VesselFlying() } TEXT { name = No Target Warning text = NO TARGET textColor = 255, 155, 255, 255 position = 11.5,5 variable = (fc.TargetType() ~= 2) * fc.PeriodStep(1) } TEXT { name = Approach Prompt text = APPROACH textColor = 155, 255, 255, 255 position = 12, 5 variable = (fc.TargetType() == 2) * (fc.TargetVelocityZ() > 0) } TEXT { name = Depart Prompt text = DEPART textColor = 255, 155, 255, 255 position = 13, 5 variable = (fc.TargetType() == 2) * (fc.TargetVelocityZ() < 0) } TEXT { name = Approach Rate text = SPEED textColor = 255, 205, 205, 255 position = 13.5, 6 variable = (fc.TargetType() == 2) * ((fc.TargetVelocityZ()*10) > fc.TargetDistanceZ()) * fc.Between(fc.TargetDistanceZ(), 0, 10) * fc.PeriodStep(1) } TEXT { name = Velocity Marker font = Liberation Sans style = Bold text = [@x<=0=>][@y<=1=>]● $&$ fc.Remap(fc.TargetVelocityX(), -1.0, 1.0, 0, 496); fc.Remap(fc.TargetVelocityY(), -1.0, 1.0, 0, 480) variable = fc.TargetType() == 2 textColor = 255, 0, 128, 192 } TEXT { name = Displacement Marker font = Liberation Sans style = Bold text = [@x<=0=>][@y<=1=>]►◄ $&$ fc.Remap(fc.TargetDistanceX(), -2.5, 2.5, 0, 480); fc.Remap(fc.TargetDistanceY(), 2.5, -2.5, 0, 480) variable = fc.TargetType() == 2 textColor = 0, 255, 128, 192 } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_R1_Resource TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } IMAGE { name = Propellant graph texture = MOARdV/MFD/HalfBottomTickmark position = 248, 96 } TEXT { name = Propellant Tick position = 15, 2 font = Liberation Sans style = Bold textColor = 155, 255, 155, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.PropellantStagePercent(), 0, 1, -1, 252) } TEXT { name = Rcs Tick position = 15, 7 font = Liberation Sans style = Bold textColor = 155, 255, 155, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.RcsStagePercent(), 0, 1, -1, 252) } TEXT { name = Power Tick position = 15, 12 font = Liberation Sans style = Bold textColor = 155, 255, 155, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.PowerPercent(), 0, 1, -1, 252) } IMAGE { name = RCS graph texture = MOARdV/MFD/HalfBottomTickmark position = 248, 256 } IMAGE { name = Power graph texture = MOARdV/MFD/HalfBottomTickmark position = 248, 416 } TEXT { name = Resource Page captions position = 0,1 textfile = MOARdV/MFD/MFD1_R1_Resource.txt } TEXT { name = Resource Page data position = 4,2 textColor = 155, 255, 155, 255 textfile = MOARdV/MFD/MFD1_R1_ResourceData.txt } TEXT { name = Propellant Low position = 7,1 textColor = 255, 155, 155, 255 variable = fc.PropellantStageThreshold(0.0, 0.1) * fc.PeriodStep(0.5) text = LOW } TEXT { name = RCS Low position = 7,6 textColor = 255, 155, 155, 255 variable = fc.RcsStageThreshold(0.0, 0.1) * fc.PeriodStep(0.5) text = LOW } TEXT { name = Power Low position = 7,11 textColor = 255, 155, 155, 255 variable = (fc.PowerPercent() < 0.1) * fc.PeriodStep(0.5) text = LOW } TEXT { name = Propellant Time position = 4,4 textColor = 155, 255, 255, 255 variable = fc.PropellantDelta() text = <=0:METHH:mm:ss=> $&$ fc.Min(359999, fc.SafeDivide(fc.PropellantStageCurrent(), fc.PropellantDelta())) } TEXT { name = RCS Time position = 4,9 textColor = 155, 255, 255, 255 variable = fc.RcsDelta() text = <=0:METHH:mm:ss=> $&$ fc.Min(359999, fc.SafeDivide(fc.RcsStageCurrent(), fc.RcsDelta())) } TEXT { name = Power Time position = 4,14 textColor = 155, 255, 255, 255 variable = fc.PowerDelta() text = <=0:METHH:mm:ss=> $&$ fc.Min(359999, fc.SafeDivide(fc.PowerCurrent(), fc.PowerDelta())) } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_R2_Engine TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } IMAGE { name = Thrust/Throttle Gauge texture = MOARdV/MFD/HalfBottomTickmark position = 248, 96 } TEXT { name = Thrust Tick position = 15, 2 font = Liberation Sans style = Bold textColor = 155, 255, 255, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.CurrentThrust(false), 0, 1, -1, 252) } TEXT { name = Throttle Tick position = 15, 2 font = Liberation Sans style = Bold textColor = 155, 255, 155, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.GetThrottle(), 0, 1, -1, 252) } IMAGE { name = Temperature Gauge texture = MOARdV/MFD/HalfBottomTickmark position = 248, 192 } TEXT { name = Temperature Tick position = 15, 5 font = Liberation Sans style = Bold textColor = 155, 255, 255, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.HottestEngineTemperature(false), 0, fc.HottestEngineMaxTemperature(false), -1, 252) } IMAGE { name = Gimbal Deflection Gauge texture = MOARdV/MFD/HalfBottomTickmark variable = fc.GetGimbalsActive() position = 248, 416 } IMAGE { name = Fuel Gauge texture = MOARdV/MFD/BottomTickmark position = 0, 256 } TEXT { name = Fuel Tick position = 0, 7.0625 font = Liberation Sans style = Bold textColor = 155, 255, 155, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.PropellantStagePercent(), 0, 1, 2, 486) } TEXT { name = Engine captions position = 0,1 textfile = MOARdV/MFD/MFD1_R2_Engine.txt } TEXT { name = Fuel Low warning position = 7,7 textColor = 255, 155, 155, 255 variable = fc.PropellantStageThreshold(0.0, 0.1) * fc.PeriodStep(0.5) text = LOW } TEXT { name = Alternator data position = 0,10 variable = fc.AlternatorCount() text = ALT:[#9bff9b]<=0,6:0.0=>[#ffff9b]EC/s $&$ fc.AlternatorOutput() } TEXT { name = Gimbal data position = 0,12 variable = fc.GetGimbalsActive() text = GIMBAL <=0:"[#ff9b9b]LOCK";"[#9bff9b]FREE";"[#9bff9b]FREE"=>$&$fc.GetGimbalsLocked()$$$Deflect: [#9bffff]<=0,3:0=>[#ffff9b]% $&$ fc.CurrentGimbalDeflection() * 100 } TEXT { name = Gimbal Tick position = 15, 12 font = Liberation Sans style = Bold variable = fc.GetGimbalsActive() textColor = 155, 255, 255, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.CurrentGimbalDeflection(), 0, 1, -1, 252) } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_R3_PFD NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 256, 256 size = 512, 512 opacity = 1.0 } TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_R4_VesselViewer RPM_MODULE { name = Vessel Viewer moduleName = InternalVesselView renderMethod = RenderViewer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive position = 0, 0 size = 512, 512 } TEXT { name = Vessel Viewer Text textmethod = InternalVesselView:ShowMenu fontSize = 12, 16 variable = fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Missing VesselViewerRPM text = Vessel Viewer$$$Not Detected position = 8,5 variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt variable = 1 - fc.AssemblyLoaded("VesselViewRPM") } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_R5_DPAI RPM_MODULE { name = Legacy DPAI display moduleName = DPAI_RPM renderMethod = DrawDPAI buttonClickMethod = ButtonProcessor pageActiveMethod = pageActiveMethod position = 0, 0 size = 512, 512 } TEXT { name = DPAI Text textmethod = DPAI_RPM:getPageText fontSize = 12, 25 textColor = 255, 255, 255, 255 variable = fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Missing DPAI text = Docking Port$$$-Alignment -$$$-Indicator -$$$Not Detected position = 8,5 variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt variable = 1 - fc.AssemblyLoaded("DPAI_RPM") } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_R6_SCANsat RPM_MODULE { name = Legacy SCANsat display moduleName = JSISCANsatRPM renderMethod = MapRenderer buttonClickMethod = ButtonProcessor pageActiveMethod = PageActive texture = ASET/ASET_Props/MFDs/ScreenPlates/noscansat position = 0, 0 size = 512, 512 } TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Missing SCANsat text = SCANsat Datalink$$$- Not Detected - position = 8,7 variable = 1 - fc.AssemblyLoaded("SCANsat") } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD1_Pages.cfg MAS_PAGE { name = MAS_ALCOR_MFD_R7_Camera softkey = 7, fc.AddPersistentWrapped("%AUTOID%-CameraSelect", 1, 0, fc.CameraCount()) softkey = 8, fc.AddPersistentWrapped("%AUTOID%-CameraSelect", -1, 0, fc.CameraCount()) CAMERA { name = Camera Display position = 0, 0 size = 512, 512 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) variable = fc.CameraCount() shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - fc.Random() * 0.10 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } TEXT { name = Top Button Label textfile = MOARdV/MFD/MFD1_TopLabel.txt } TEXT { name = Bottom Button Label position = 0,15 textfile = MOARdV/MFD/MFD1_BottomLabel.txt } TEXT { name = Camera Name text = <=0=> $&$ fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) variable = fc.CameraCount() position = 0,1 } TEXT { name = No Cameras text = NO CAMERAS INSTALLED variable = fc.CameraCount() == 0 position = 6,7 } TEXT { name = MET position = 17,14 textfile = MOARdV/MFD/MFD1_MET.txt } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Attitude.cfg MAS_PAGE { name = MAS_MFD2_Attitude onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Attitude") softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 8, fc.TogglePersistent("%AUTOID%-Att-Auto") softkey = 9, fc.ToggleSAS() softkey = 15, MAS_Mfd2_NextManualMode("%AUTOID%-Att-ManualMode", "%AUTOID%-Att-ManualCaption", -1) softkey = 16, MAS_Mfd2_NextManualMode("%AUTOID%-Att-ManualMode", "%AUTOID%-Att-ManualCaption", 1) IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = Border R8 texture = MOARdV/MFD/frame6ch112x48 position = 176, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPersistentAsNumber("%AUTOID%-Att-Auto") } TEXT { name = Caption R8 text = SYNC position = 12.5, 31 } IMAGE { name = SAS Enable Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetSAS() } TEXT { name = SAS Enable Caption R9 text = SAS position = 22, 31 } NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 512, 640 size = 512, 512 iconScale = 1.50 } LINE_STRING { name = SAS yaw line position = 256, 384 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.YawSAS(), -16, 16, 128, 384), 262 vertex = fc.Remap(fc.YawSAS(), -16, 16, 128, 384), 509 variable = fc.GetSAS() * fc.GetPersistentAsNumber("%AUTOID%-Att-Auto") } LINE_STRING { name = SAS pitch line position = 256, 384 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 262, fc.Remap(fc.PitchSAS(), -16, 16, 128, 384) vertex = 509, fc.Remap(fc.PitchSAS(), -16, 16, 128, 384) variable = fc.GetSAS() * fc.GetPersistentAsNumber("%AUTOID%-Att-Auto") } LINE_STRING { name = Manual yaw line position = 256, 384 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(MAS_Mfd2_Att_Yaw("%AUTOID%"), -16, 16, 128, 384), 262 vertex = fc.Remap(MAS_Mfd2_Att_Yaw("%AUTOID%"), -16, 16, 128, 384), 509 variable = 1 - fc.GetPersistentAsNumber("%AUTOID%-Att-Auto") } LINE_STRING { name = Manual pitch line position = 256, 384 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 262, fc.Remap(fc.GetPersistentAsNumber("%AUTOID%-Att-Pitch"), -16, 16, 128, 384) vertex = 509, fc.Remap(fc.GetPersistentAsNumber("%AUTOID%-Att-Pitch"), -16, 16, 128, 384) variable = 1 - fc.GetPersistentAsNumber("%AUTOID%-Att-Auto") } IMAGE { name = Navball Mask texture = MOARdV/MFD/navBallMask512x512 position = 256, 384 } SUB_PAGE { name = Target Announcer position = 904, 96 } SUB_PAGE { name = Radar Announcer position = 776, 96 } SUB_PAGE { name = Waypoint Announcer position = 904, 160 } SUB_PAGE { name = Maneuver Announcer position = 776, 160 } SUB_PAGE { name = Pilot Announcer position = 904, 224 } SUB_PAGE { name = RCS Announcer position = 776, 224 } SUB_PAGE { name = SAS Announcer position = 904, 288 } SUB_PAGE { name = Stage Announcer position = 904, 352 } HORIZONTAL_BAR { name = Yaw Rate Bar position = 384, 904 size = 256, 16 source = fc.YawRate() sourceRange = -6, 6 sourceColor = COLOR_MFD2_TEXT_GREEN anchor = Middle borderWidth = 6 borderColor = COLOR_MFD2_TEXT } TEXT { name = Yaw Rate Caption position = 28, 29 text = YAW RATE } HORIZONTAL_BAR { name = Roll Rate Bar position = 384, 360 size = 256, 16 source = fc.RollRate() sourceRange = 6, -6 sourceColor = COLOR_MFD2_TEXT_GREEN anchor = Middle borderWidth = 6 borderColor = COLOR_MFD2_TEXT } TEXT { name = Roll Rate Caption position = 27.5, 10 text = ROLL RATE } VERTICAL_BAR { name = Pitch Rate Bar position = 776, 512 size = 16, 256 source = fc.PitchRate() sourceRange = -6, 6 sourceColor = COLOR_MFD2_TEXT_GREEN anchor = Middle borderWidth = 6 borderColor = COLOR_MFD2_TEXT } TEXT { name = Roll Rate Caption position = 50, 19 text = PITCH$$$RATE } SUB_PAGE { name = Orbital Data Display position = 0, 64 } TEXT { name = Orbital data caption text = Alt: km$$$Ap : km in Inc: °$$$Pe : km in position = 0,2 variable = 0 } TEXT { name = Orbital data values text = <=0,9:#,#0.0=>$&$ fc.Altitude() * 0.001$$$<=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=> <=2,6:0.0=>$&$ fc.Apoapsis() * 0.001; fc.TimeToAp();fc.Inclination()$$$<=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$fc.Periapsis() * 0.001; fc.TimeToPe() position = 4,2 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = 0 } TEXT { name = Basic target info position = 0, 6 text = Target: [#ffff9b]<=0=> $&$ fc.TargetName() variable = fc.TargetType() } TEXT { name = Target Orbital Data position = 0, 7 text = Orbit: [#ffff9b]<=0:#,#0=>[#afd3ff]km x [#ffff9b]<=1:#,#0=>[#afd3ff]km @[#ffff9b]<=2:0=>[#afd3ff]°$&$fc.TargetApoapsis() * 0.001; fc.TargetPeriapsis() * 0.001; fc.TargetInclination() variable = fc.TargetType() } TEXT { name = Waypoint data position = 0,9 text = Waypoint: [#ffff9b]<=0=> $&$ nav.WaypointName(-1)$$$Distance: km variable = nav.WaypointActive() } TEXT { name = Waypoint distance position = 9,10 textColor = COLOR_MFD2_TEXT_HIGHLIGHT text = <=0,9:#,#0.0=>$&$nav.WaypointDistance(-1) * 0.001 variable = nav.WaypointActive() } IMAGE { name = Mode Invalid Border texture = MOARdV/MFD/frameFill6ch112x48 position = 8, 712 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = 128, 128, 128, 255 colorVariable = fc.GetPersistentAsNumber("%AUTOID%-Att-ManualError") } TEXT { name = Mode Invalid Status text = [#<=0:"ffff00";"7f7f7f"=>]ERR $&$fc.GetPersistentAsNumber("%AUTOID%-Att-ManualError") - 0.5 position = 2.5, 22.5 } TEXT { name = Manual Mode Caption text = MANUAL FDAI MODE position = 0, 25 } TEXT { name = Manual Mode 1 hint text = ◄ ► font = Liberation Sans position = 2.5, 24 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Manual Mode Selected Caption text = <=0=> $&$ fc.GetPersistent("%AUTOID%-Att-ManualCaption") position = 0, 26 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Camera.cfg MAS_PAGE { name = MAS_MFD2_Camera onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Camera") softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 10, MAS_Mfd2_NextCameraMode(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) softkey = 11, fc.AddPersistentWrapped("%AUTOID%-CameraSelect", 1, 0, fc.CameraCount()) softkey = 12, fc.AddPersistentWrapped("%AUTOID%-CameraSelect", -1, 0, fc.CameraCount()) softkey = 13, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), 5) softkey = 14, fc.AddTilt(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), -5) softkey = 15, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), -5) softkey = 16, fc.AddPan(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), 5) softkey = 17, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), -5) softkey = 18, fc.AddFoV(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), 5) softkey = 19, fc.SetPan(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), fc.SetTilt(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), 0)) CAMERA { name = Camera Display position = 0, 0 size = 1024, 1024 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) variable = fc.CameraCount() } IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = Mode Border R10 texture = MOARdV/MFD/frame6ch112x48 position = 456, 984 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetCameraModeCount(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) > 1 } TEXT { name = Mode Caption R10 text = MODE position = 30, 31 variable = fc.GetCameraModeCount(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) > 1 } IMAGE { name = Border HOME texture = MOARdV/MFD/frame6ch112x48 position = 592, 984 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Caption HOME text = HOME position = 38.5, 31 } TEXT { name = Camera Caption text = <=0,27=> $&$ fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) position = 32, 29 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Next Icon texture = ASET/ASET_Props/MFDs/ALCORMFD60x30/MFD60x30Emissive size = 64, 64 position = 960, 872 uvShift = 0.707, 0.449 tiling = 0.16, 0.16 variable = (fc.CameraCount() > 1) } IMAGE { name = Prev Icon texture = ASET/ASET_Props/MFDs/ALCORMFD60x30/MFD60x30Emissive size = 64, 64 position = 960, 952 uvShift = 0.398, 0.449 tiling = 0.16, 0.16 variable = (fc.CameraCount() > 1) } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Dock.cfg MAS_PAGE { name = MAS_MFD2_Dock onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Dock") softkey = 4, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Rendezvous") softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 9, fc.TogglePrecisionMode() softkey = 10, fc.ToggleRCS() IMAGE { name = Rendezvous Border R4 texture = MOARdV/MFD/frame6ch112x48 position = 456, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Rendezvous Caption R4 text = RNDZ position = 30.0, 0 } IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = Mode Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPrecisionMode() } TEXT { name = Mode Caption R9 text = PREC position = 21.5, 31 } IMAGE { name = RCS Border R10 texture = MOARdV/MFD/frame6ch112x48 position = 456, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetRCS() } TEXT { name = RCS Caption R10 text = RCS position = 30.5, 31 } NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 256, 704 size = 512, 512 iconScale = 1.25 } LINE_STRING { name = Target yaw line position = 0, 448 startColor = COLOR_MFD2_TEXT_GREEN startWidth = 6 vertex = fc.Remap(fc.YawTarget(), -16, 16, 128, 384), 0 vertex = fc.Remap(fc.YawTarget(), -16, 16, 128, 384), 250 variable = fc.TargetType() } LINE_STRING { name = Target pitch line position = 0, 448 startColor = COLOR_MFD2_TEXT_GREEN startWidth = 6 vertex = 0, fc.Remap(fc.PitchTarget(), -16, 16, 128, 384) vertex = 250, fc.Remap(fc.PitchTarget(), -16, 16, 128, 384) variable = fc.TargetType() } LINE_STRING { name = Target Prograde yaw line position = 0, 448 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.YawTargetPrograde(), -16, 16, 128, 384), 256 vertex = fc.Remap(fc.YawTargetPrograde(), -16, 16, 128, 384), 509 variable = fc.TargetType() } LINE_STRING { name = Target Prograde pitch line position = 0, 448 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 256, fc.Remap(fc.PitchTargetPrograde(), -16, 16, 128, 384) vertex = 509, fc.Remap(fc.PitchTargetPrograde(), -16, 16, 128, 384) variable = fc.TargetType() } IMAGE { name = Navball Mask texture = MOARdV/MFD/navBallMask512x512 position = 0, 448 } TEXT { name = Target Captions position = 1,13 text = TARGET DIR [#ffb000]TARGET PROGRADE textColor = COLOR_MFD2_TEXT_GREEN variable = fc.TargetType() } TEXT { name = Distance Data position = 32, 9 text = Close: [#ffff9b]<=0,8:0.0=>[#afd3ff]m in [#ffff9b]<=1:METddd/hh:mm:ss=>$&$ fc.Min(fc.TargetClosestApproachDistance(), 999999.9); fc.TargetClosestApproachTime() variable = fc.TargetType() } TEXT { name = Approach Data position = 32,11 text = X:[#ffff9b]<=0,7:0.00=>[#afd3ff]m [#ffff9b]<=1,7:0.00=>[#afd3ff]m/s$&$ fc.Clamp(fc.TargetDistanceX(), -999.99, 999.99); fc.Clamp(fc.TargetVelocityX(), -999.99, 999.99)$$$Y:[#ffff9b]<=0,7:0.00=>[#afd3ff]m [#ffff9b]<=1,7:0.00=>[#afd3ff]m/s$&$ fc.Clamp(fc.TargetDistanceY(), -999.99, 999.99); fc.Clamp(fc.TargetVelocityY(), -999.99, 999.99)$$$Z:[#ffff9b]<=0,7:0.00=>[#afd3ff]m [#ffff9b]<=1,7:0.00=>[#afd3ff]m/s$&$fc.Clamp(fc.TargetDistanceZ(), -999.99, 999.99); fc.Clamp(fc.TargetVelocityZ(), -999.99, 999.99) variable = fc.TargetType() } CAMERA { name = Docking port camera position = 512, 448 size = 512,512 camera = fc.ActiveDockingPortCamera() variable = fc.TargetType() == 2 shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - fc.Random() * 0.10 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } IMAGE { name = Camera Mask texture = MOARdV/MFD/frame512x512 position = 512, 448 passiveColor = COLOR_MFD2_TEXT } IMAGE { name = Target Locator texture = Squad/Props/IVANavBall/ManeuverNode_vectors tiling = 0.333333, 0.333333 uvShift = 0.666667, 0.666667 size = 64, 64 position = 736 + fc.Remap(fc.TargetDistanceX() / fc.Max(1, fc.Abs(fc.TargetDistanceZ())), -1.0, 1.0, -192, 192), 672 + fc.Remap(fc.TargetDistanceY() / fc.Max(1, fc.Abs(fc.TargetDistanceZ())), -1.0, 1.0, 192, -192) passiveColor = 255, 255 * fc.Max(0, fc.PeriodSine(0.5)), 255, 255 variable = fc.TargetType() } TEXT { name = No Target Warning text = NO TARGET textColor = 255, 0, 255, 255 fontSize = 24,48 position = 41.0,17 variable = (fc.TargetType() ~= 2) * fc.PeriodStep(1) } TEXT { name = Approach Prompt text = APPROACH textColor = 64, 255, 64, 255 fontSize = 24,48 position = 42, 17 variable = (fc.TargetType() == 2) * ((fc.TargetVelocityZ() * fc.TargetDistanceZ()) > 0) } TEXT { name = Depart Prompt text = DEPART textColor = 255, 64, 64, 255 fontSize = 24,48 position = 43.5, 17 variable = (fc.TargetType() == 2) * ((fc.TargetVelocityZ() * fc.TargetDistanceZ()) < 0) } TEXT { name = Target Behind Prompt text = BEHIND textColor = 255, 64, 64, 255 fontSize = 24,48 position = 43.5, 25 variable = (fc.TargetType() == 2) * (fc.TargetDistanceZ() < 0) } IMAGE { name = Dock Yaw Gauge texture = MOARdV/MFD/gauge128x64 position = 704, 896 passiveColor = COLOR_MFD2_TEXT } IMAGE { name = Dock Yaw Needle texture = MOARdV/MFD/needle64x8 position = 704, 956 rotationOffset = 32, 0 rotation = -90 - 45*fc.Clamp(fc.PseudoLog10(fc.YawDockingAlignment()/10), -2, 2) passiveColor = 255, 255, 255, 255 } IMAGE { name = Dock Pitch Gauge texture = MOARdV/MFD/gauge128x64 position = 928, 672 rotation = 90 passiveColor = COLOR_MFD2_TEXT } IMAGE { name = Dock Pitch Needle texture = MOARdV/MFD/needle64x8 position = 960, 704 rotationOffset = 32, 0 rotation = - 45*fc.Clamp(fc.PseudoLog10(fc.PitchDockingAlignment()/10), -2, 2) passiveColor = 255, 255, 255, 255 } IMAGE { name = Dock Roll Gauge texture = MOARdV/MFD/gauge128x64 position = 704, 448 rotation = 180 passiveColor = COLOR_MFD2_TEXT } IMAGE { name = Dock Roll Needle texture = MOARdV/MFD/needle64x8 position = 704, 448 rotationOffset = 32, 0 rotation = 90 - 45*fc.Clamp(fc.PseudoLog10(fc.RollDockingAlignment()/10), -2, 2) passiveColor = 255, 255, 255, 255 } TEXT { name = Precision mode Caption text = Att. Ctrl Mode: [#ffff9b]<=0:"Precise";"Normal"=> $&$ fc.GetPrecisionMode() - 0.5 position = 38 , 30.5 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 30.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Flight.cfg MAS_PAGE { name = MAS_MFD2_Flight onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Flight") softkey = 1, fc.ToggleSASSpeedMode() softkey = 4, fc.ToggleSASSpeedMode() softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 7, MAS_Mfd2_Flight_R7Softkey(fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4")) softkey = 9, MAS_Mfd2_Flight_R9Softkey(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect"), fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5")) softkey = 10, MAS_Mfd2_Flight_R10Softkey("%AUTOID%", fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5")) softkey = 13, MAS_Mfd2_Flight_Select_Instrument("%AUTOID%", fc.GetPersistentAsNumber("%AUTOID%-FlightConfig"), 1) softkey = 14, MAS_Mfd2_Flight_Select_Instrument("%AUTOID%", fc.GetPersistentAsNumber("%AUTOID%-FlightConfig"), -1) softkey = 15, fc.AddPersistentWrapped("%AUTOID%-FlightConfig", -1, 0, 7) softkey = 16, fc.AddPersistentWrapped("%AUTOID%-FlightConfig", 1, 0, 7) softkey = 19, MAS_Mfd2_Flight_HomeSoftkey("%AUTOID%", fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6")) IMAGE { name = Nav Panel Heading texture = MOARdV/MFD/heading512x512 position = 640, 640 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1 rotation = fc.Heading() } ELLIPSE { name = Nav Panel Heading rate position = 896, 896 startColor = COLOR_XKCD_MAGENTA startWidth = 16 radiusX = 238 vertexCount = 8 startAngle = fc.Clamp(90 - (fc.HeadingRate() * 10), 92.5, 135) endAngle = fc.Clamp(90 - (fc.HeadingRate() * 10), 45, 87.5) variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1 } IMAGE { name = Nav Panel Waypoint Bearing texture = MOARdV/MFD/headingArrow16x256 position = 880, 640 size = 32, 512 passiveColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1) and (nav.WaypointActive() > 0) rotation = fc.NormalizeAngle(fc.Heading() - nav.WaypointBearing(-1)) } IMAGE { name = Nav Panel Target Bearing texture = MOARdV/MFD/headingArrow16x256 position = 880, 640 size = 32, 512 passiveColor = COLOR_XKCD_MAGENTA variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1) and (fc.TargetType() > 0) rotation = -nav.TargetBearing(true) } IMAGE { name = Nav Panel Mask texture = MOARdV/MFD/headingMask512x512 position = 640, 640 passiveColor = COLOR_XKCD_KSPUNNAMEDCYAN variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1 } SUB_PAGE { name = AHI Panel position = 256, 96 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel2") == 0 } IMAGE { name = ASI panel texture = MOARdV/MFD/speedIndicator256x256 position = 0, 96 size = 256, 256 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") < 2 } IMAGE { name = ASI IAS Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 5, 216 rotationOffset = 59, 0 rotation = 270 - 0.72 * fc.Min(fc.IndicatedAirspeed(), 450) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 0 } IMAGE { name = ASI EAS Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 5, 216 rotationOffset = 59, 0 rotation = 270 - 0.72 * fc.Min(fc.EquivalentAirspeed(), 450) passiveColor = COLOR_XKCD_KSPNOTSOGOODORANGE variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 0 } IMAGE { name = ASI IAS border texture = MOARdV/MFD/frame4ch80x48 position = 96, 368 size = 160, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") < 3 } TEXT { name = ASI IAS value position = 7, 12 fontSize = 32,64 text = <=0,4:0=>$&$fc.Min(fc.IndicatedAirspeed(), 9999) variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = ASI IAS caption position = 1, 12.5 text = IAS: variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 0 } IMAGE { name = ASI EAS border texture = MOARdV/MFD/frame4ch80x48 position = 96, 496 size = 160, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 0 } TEXT { name = ASI EAS value position = 7, 16 fontSize = 32,64 text = <=0,4:0=>$&$fc.Min(fc.EquivalentAirspeed(), 9999) variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 0 textColor = COLOR_XKCD_KSPNOTSOGOODORANGE } TEXT { name = ASI EAS caption position = 1, 16.5 text = EAS: variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 0 } IMAGE { name = Ground Speed Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 5, 216 rotationOffset = 59, 0 rotation = 270 - 0.72 * fc.Min(fc.SurfaceSpeed(), 450) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 1 } TEXT { name = Ground Speed value position = 7, 12 fontSize = 32,64 text = <=0,4:0=>$&$fc.Min(fc.SurfaceSpeed(), 9999) variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 1 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Ground Speed caption position = 1, 12.5 text = Grnd: variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 1 } IMAGE { name = Mach number panel texture = MOARdV/MFD/machNumber256x256 position = 0, 96 size = 256, 256 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 2 } IMAGE { name = Mach number Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 5, 216 rotationOffset = 59, 0 rotation = 270 - 72 * fc.Min(fc.MachNumber(), 4.5) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 2 } TEXT { name = Mach Number value position = 7, 12 fontSize = 32,64 text = <=0,4:0.0=>$&$fc.Min(fc.MachNumber(), 99.9) variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 2 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Mach caption position = 1, 12.5 text = Mach variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 2 } VERTICAL_BAR { name = Speed Trend Bar position = 112, 96 size = 16, 512 source = 10 * fc.AccelSurfaceForward() sourceRange = 200, -200 sourceColor = COLOR_XKCD_MAGENTA anchor = Middle variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } IMAGE { name = Speed strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 112, 96 size = 32, 512 tiling = 1, 2 uvShift = 0, -fc.CurrentSpeedModeSpeed() * 0.005 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Speed + 200 position = 9.5, 2.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() + 200) * 0.02) * 50 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Speed + 150 position = 9.5, 4.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() + 150) * 0.02) * 50 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Speed + 100 position = 9.5, 6.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() + 100) * 0.02) * 50 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Speed + 50 position = 9.5, 8.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() + 50) * 0.02) * 50 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Speed + 0 position = 9.5, 10.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor(fc.CurrentSpeedModeSpeed() * 0.02) * 50 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Speed - 50 position = 9.5, 12.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() - 50) * 0.02) * 50 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3) and (fc.Floor((fc.CurrentSpeedModeSpeed() - 50) * 0.02) >= 0) } TEXT { name = Speed - 100 position = 9.5, 14.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() - 100) * 0.02) * 50 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3) and (fc.Floor((fc.CurrentSpeedModeSpeed() - 100) * 0.02) >= 0) } TEXT { name = Speed - 150 position = 9.5, 16.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() - 150) * 0.02) * 50 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3) and (fc.Floor((fc.CurrentSpeedModeSpeed() - 150) * 0.02) >= 0) } IMAGE { name = Mode Border texture = MOARdV/MFD/frame4ch80x48 position = 0, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Mode text = <=0,3:"OBT";"TGT";"SRF"=> $&$ fc.GetSASSpeedMode() position = 1, 3.25 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } IMAGE { name = Speed readout texture = MOARdV/MFD/frame6ch128x48 position = 128, 328 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Speed value position = 9.5, 10.5 text = <=0,6:0=>$&$fc.Min(fc.CurrentSpeedModeSpeed(), 999999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Terminal Velocity Value position = 8.5, 10.5 + 0.04 * fc.Clamp(fc.SurfaceSpeed() - fc.TerminalVelocity(), -200, 200) text = ◄ font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3) and (fc.TerminalVelocity() > 0) } TEXT { name = Dynamic Pressure caption position = 0, 13.75 text = Q variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3) and (fc.StaticPressureAtm() > 0) } IMAGE { name = Dynamic Pressure strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 0, 480 size = 16, 128 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3) and (fc.StaticPressureAtm() > 0) } TEXT { name = Dynamic Pressure Value position = 0.5, 18.5 - 0.1 * fc.Min(fc.DynamicPressure(), 40) text = ◄ font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3) and (fc.StaticPressureAtm() > 0) } NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 512, 352 size = 512, 512 iconScale = 1.50 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel2") == 1 } IMAGE { name = Navball Mask texture = MOARdV/MFD/navBallMask512x512 position = 256, 96 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel2") == 1 } IMAGE { name = Altimeter gauge texture = MOARdV/MFD/Altimeter256x256 position = 768, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 0 } IMAGE { name = Altimeter Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 773, 216 rotationOffset = 59, 0 rotation = 270 - 360 * ((fc.Altitude()*0.001) % 10) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 0 } IMAGE { name = Altimeter Needle texture = MOARdV/MFD/needle64x8 position = 834, 216 rotationOffset = 30, 0 rotation = 270 - 360 * ((fc.Altitude()*0.0001) % 10) passiveColor = COLOR_XKCD_KSPNOTSOGOODORANGE variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 0 } IMAGE { name = Altimeter border texture = MOARdV/MFD/frame6ch112x48 position = 784, 368 size = 224, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 0 } TEXT { name = Altimeter value 1 position = 50, 12 fontSize = 32,64 text = <=0,6:0=>$&$fc.Min(fc.Altitude(), 999999) variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Radar Altimeter caption position = 50, 15 text = RADAR ALT. variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 0 } IMAGE { name = Radar Altimeter border texture = MOARdV/MFD/frame6ch112x48 position = 784, 512 size = 224, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 0 } TEXT { name = Radar Altimeter value position = 50, 16.5 fontSize = 32,64 text = <=0,6:0=>$&$fc.Min(fc.AltitudeBottom(), 999999) variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } VERTICAL_BAR { name = VSI Bar position = 1008, 96 size = 16, 256 source = fc.PseudoLog10(fc.VerticalSpeed()*0.1) sourceRange = -2, 2 sourceColor = 0, 160, 0, 255 anchor = Middle variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } IMAGE { name = VSI strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 992, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } VERTICAL_BAR { name = Altitude Trend Bar position = 896, 96 size = 16, 512 source = fc.VerticalSpeed() * 10 sourceRange = -4000, 4000 sourceColor = COLOR_XKCD_MAGENTA anchor = Middle variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } IMAGE { name = Altimeter strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 880, 96 size = 32, 512 tiling = 1, 2 uvShift = 0, fc.Altitude() * 0.00025 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } TEXT { name = Altitude + 4000 position = 48.5, 2.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() + 4000) * 0.001) * 1000 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } TEXT { name = Altitude + 3000 position = 48.5, 4.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() + 3000) * 0.001) * 1000 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } TEXT { name = Altitude + 2000 position = 48.5, 6.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() + 2000) * 0.001) * 1000 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } TEXT { name = Altitude + 1000 position = 48.5, 8.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() + 1000) * 0.001) * 1000 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } TEXT { name = Altitude + 0 position = 48.5, 10.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor(fc.Altitude() * 0.001) * 1000 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } TEXT { name = Altitude - 1000 position = 48.5, 12.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() - 1000) * 0.001) * 1000 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1) and (fc.Floor((fc.Altitude() - 1000) * 0.001) >= 0) } TEXT { name = Altitude - 2000 position = 48.5, 14.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() - 2000) * 0.001) * 1000 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1) and (fc.Floor((fc.Altitude() - 2000) * 0.001) >= 0) } TEXT { name = Altitude - 3000 position = 48.5, 16.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() - 3000) * 0.001) * 1000 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1) and (fc.Floor((fc.Altitude() - 3000) * 0.001) >= 0) } IMAGE { name = Altimeter readout texture = MOARdV/MFD/frame6ch2scroll128x80 position = 768, 312 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } ROLLING_DIGIT { name = Altimeter value position = 48.5, 10.5 maxDigits = 6 numRolling = 2 value = fc.Min(fc.Altitude(), 999999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } TEXT { name = Radar Altimeter Value position = 54.5, 10.5 + 0.002 * fc.Clamp(fc.Altitude() - fc.AltitudeBottom(), -4000, 4000) text = ► font = Liberation Sans textColor = 0, 255, 0, 255 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } IMAGE { name = VSI readout texture = MOARdV/MFD/frame4ch96x48 position = 912, 200 - 64 * fc.Clamp(fc.PseudoLog10(fc.VerticalSpeed()*0.1), -2, 2) passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1 } TEXT { name = VSI value 1 position = 57.5, 6.5 - 2 * fc.Clamp(fc.PseudoLog10(fc.VerticalSpeed()*0.1), -2, 2) text = <=0,4:0=>$&$ fc.Clamp(fc.VerticalSpeed(), -999, 999) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1) and ((fc.Abs(fc.VerticalSpeed()) <= 999) or (fc.PeriodStep(0.5) > 0)) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Static Pressure caption position = 61, 13.75 text = ATM variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1) and (fc.StaticPressureAtm() > 0) } IMAGE { name = Static Pressure strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 1008, 480 size = 16, 128 passiveColor = COLOR_MFD2_TEXT variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1) and (fc.StaticPressureAtm() > 0) } TEXT { name = Static Pressure Value position = 62.5, 18.5 - 4 * fc.Min(fc.StaticPressureAtm(), 1) text = ► font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel3") == 1) and (fc.StaticPressureAtm() > 0) } IMAGE { name = Throttle Gauge texture = MOARdV/MFD/rightTickmark32x256 position = 0, 640 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0 } IMAGE { name = Throttle border texture = MOARdV/MFD/frame4ch96x48 rotation = 180 position = 16, 872 - 256 * fc.GetThrottle() passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0 } TEXT { name = Throttle value position = 2.5, 27.5 - 8 * fc.GetThrottle() text = <=0,3:0=>%$&$fc.GetThrottle() * 100 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Thrust value position = 1, 27.5 - 8 * fc.CurrentThrust(false) text = ◄ font = Liberation Sans textColor = 0, 255, 0, 255 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0 } SUB_PAGE { name = Fuel Announcer position = 144, 720 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0 } SUB_PAGE { name = Engine Announcer position = 144, 656 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0 } TEXT { name = Fwd Thrust Caption text = ►► font = Liberation Sans position = 8, 27.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (vtol.GetThrustMode() == 1) and ((vtol.HasThrustVector()) and (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0)) } TEXT { name = Rev Thrust Caption text = ◄◄ font = Liberation Sans position = 8, 27.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (vtol.GetThrustMode() == -1) and ((vtol.HasThrustVector()) and (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0)) } TEXT { name = VTOL Thrust Caption text = ▲▲ font = Liberation Sans position = 8, 27.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (vtol.GetThrustMode() == 0) and ((vtol.HasThrustVector()) and (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0)) } SUB_PAGE { name = Gear Announcer position = 152, 648 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 1 } SUB_PAGE { name = Brake Announcer position = 152, 712 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 1 } SUB_PAGE { name = RCS Announcer position = 152, 776 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 1 } SUB_PAGE { name = SAS Announcer position = 152, 840 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 1 } IMAGE { name = Kerbin Map texture = ASET/ASET_Props/Instruments/ASET_IMP/map_Kerbin_sat position = 256, 640 size = 512, 256 tiling = 0.0879, 0.0879 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.04395, 0.95605), fc.Remap(fc.Latitude(), -88, 88, 0.04395, 0.86815) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.BodyIsHome(fc.CurrentBodyIndex())) } IMAGE { name = Laythe Map texture = MOARdV/MFD/map_Laythe_sat position = 256, 640 size = 512, 256 tiling = 0.0879, 0.0879 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.04395, 0.95605), fc.Remap(fc.Latitude(), -88, 88, 0.04395, 0.86815) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.CurrentBodyIndex() == fc.BodyIndex("Laythe")) } IMAGE { name = Eve Map texture = MOARdV/MFD/map_Eve_sat position = 256, 640 size = 512, 256 tiling = 0.0879, 0.0879 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.04395, 0.95605), fc.Remap(fc.Latitude(), -88, 88, 0.04395, 0.86815) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.CurrentBodyIndex() == fc.BodyIndex("Eve")) } IMAGE { name = Minmus Map texture = MOARdV/MFD/map_Minmus_sat position = 256, 640 size = 512, 256 tiling = 0.0879, 0.0879 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.04395, 0.95605), fc.Remap(fc.Latitude(), -88, 88, 0.04395, 0.86815) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.CurrentBodyIndex() == fc.BodyIndex("Minmus")) } IMAGE { name = Mun Map texture = MOARdV/MFD/map_Mun_sat position = 256, 640 size = 512, 256 tiling = 0.0879, 0.0879 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.04395, 0.95605), fc.Remap(fc.Latitude(), -88, 88, 0.04395, 0.86815) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.CurrentBodyIndex() == fc.BodyIndex("Mun")) } IMAGE { name = Duna Map texture = MOARdV/MFD/map_Duna_sat position = 256, 640 size = 512, 256 tiling = 0.0879, 0.0879 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.04395, 0.95605), fc.Remap(fc.Latitude(), -88, 88, 0.04395, 0.86815) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.CurrentBodyIndex() == fc.BodyIndex("Duna")) } IMAGE { name = Dres Map texture = MOARdV/MFD/map_Dres_sat position = 256, 640 size = 512, 256 tiling = 0.0879, 0.0879 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.04395, 0.95605), fc.Remap(fc.Latitude(), -88, 88, 0.04395, 0.86815) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.CurrentBodyIndex() == fc.BodyIndex("Dres")) } IMAGE { name = Eeloo Map texture = MOARdV/MFD/map_Eeloo_sat position = 256, 640 size = 512, 256 tiling = 0.0879, 0.0879 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.04395, 0.95605), fc.Remap(fc.Latitude(), -88, 88, 0.04395, 0.86815) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.CurrentBodyIndex() == fc.BodyIndex("Eeloo")) } IMAGE { name = VSI Needle texture = MOARdV/MFD/needle64x8 position = 451, 764 rotationOffset = 29, 0 rotation = 270 - fc.Heading() passiveColor = COLOR_XKCD_KSPNOTSOGOODORANGE variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0 } TEXT { name = Waypoint Position position = 31.5 + fc.Clamp(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -16, 16), 23.5 - 0.5 * fc.Clamp(fc.NormalizeLongitude(nav.WaypointLatitude(-1) - fc.Latitude()), -8, 8) text = ♦ font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (nav.WaypointActive() > 0) } TEXT { name = Target Position position = 31.5 + fc.Clamp(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -16, 16), 23.5 - 0.5 * fc.Clamp(fc.NormalizeLongitude(fc.TargetLatitude() - fc.Latitude()), -8, 8) text = ♦ font = Liberation Sans textColor = COLOR_XKCD_MAGENTA variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) and (fc.TargetLatLonValid() > 0) } IMAGE { name = Heading border texture = MOARdV/MFD/frame4ch80x48 position = 680, 648 passiveColor = COLOR_MFD2_TEXT variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) or (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 2) } TEXT { name = Heading value position = 43, 20.5 text = <=0,3:0=>°$&$fc.Heading() variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 0) or (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 2) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } CAMERA { name = Camera Display position = 384, 640 size = 256, 256 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 1) and (fc.CameraCount() > 0) } IMAGE { name = camera centerline texture = MOARdV/MFD/frame512x512 position = 384, 640 size = 256, 256 passiveColor = COLOR_MFD2_TEXT variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 1) } TEXT { name = Camera captions position = 25, 29.5 text = CAMERA variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 1) } TEXT { name = HOT caption position = 16, 20 text = Height Over Terrain,$$$4km forward range variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 2) } TEXT { name = Ownship marker position = 16, 23.5 text = ► font = Liberation Sans textColor = COLOR_XKCD_GRASSGREEN variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 2) } LINE_STRING { name = Forward Vector position = 256, 768 startColor = COLOR_XKCD_GRASSGREEN startWidth = 3 vertex = 0, 0 vertex = 512, 0 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 2) } LINE_STRING { name = Terrain Height position = 256, 768 startColor = 0, 255, 0, 255 startWidth = 3 vertex = 0, 0.127 * fc.Min(fc.AltitudeTerrain(false), 1000) vertex = 32, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 1, fc.Heading())), -1000, 1000) vertex = 64, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 2, fc.Heading())), -1000, 1000) vertex = 96, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 3, fc.Heading())), -1000, 1000) vertex = 128, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 4, fc.Heading())), -1000, 1000) vertex = 160, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 5, fc.Heading())), -1000, 1000) vertex = 192, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 6, fc.Heading())), -1000, 1000) vertex = 214, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 7, fc.Heading())), -1000, 1000) vertex = 256, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 8, fc.Heading())), -1000, 1000) vertex = 288, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 9, fc.Heading())), -1000, 1000) vertex = 320, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 10, fc.Heading())), -1000, 1000) vertex = 352, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 11, fc.Heading())), -1000, 1000) vertex = 384, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 12, fc.Heading())), -1000, 1000) vertex = 416, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 13, fc.Heading())), -1000, 1000) vertex = 448, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 14, fc.Heading())), -1000, 1000) vertex = 480, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 15, fc.Heading())), -1000, 1000) vertex = 512, 0.127 * fc.Clamp(fc.Altitude() - fc.Max(0, nav.TerrainHeight(250 * 16, fc.Heading())), -1000, 1000) variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 2) } IMAGE { name = VSI Gauge texture = MOARdV/MFD/gauge128x64 position = 832, 704 size = 256,128 rotation = 90 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 0 } IMAGE { name = VSI Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 901, 760 rotationOffset = 59, 0 rotation = -45 * fc.Clamp(fc.PseudoLog10(fc.VerticalSpeed()*0.1), -2, 2) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 0 } TEXT { name = VSI caption position = 49, 20 text = V. Spd$$$$$$$$$ m/s variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 0 } IMAGE { name = VSI frame texture = MOARdV/MFD/frame6ch112x48 position = 776, 680 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 0 } TEXT { name = VSI report 1 position = 49, 21.5 text = <=0,6:0.0=>$&$fc.VerticalSpeed() variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 0) and (fc.VerticalSpeed() <= 999.9 and fc.VerticalSpeed() >= -999.9) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = VSI report 2 position = 49, 21.5 text = <=0,6:0=>$&$fc.VerticalSpeed() variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 0) and not (fc.VerticalSpeed() <= 999.9 and fc.VerticalSpeed() >= -999.9) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Waypoint Name text = <=0=>$&$fc.ScrollingMarquee(nav.WaypointName(-1), 16, 0.5)$$$<=0:#,##0.0=>[#afd3ff]km$&$nav.WaypointGroundDistance(-1) * 0.001 textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 48, 26 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1) and (nav.WaypointActive() > 0) } TEXT { name = Target Left position = 48, 24 text = ◄ font = Liberation Sans textColor = COLOR_XKCD_MAGENTA variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1) and (fc.TargetType() > 0) and fc.Between(nav.TargetBearing(true), 180, 335) } TEXT { name = Target Right position = 63, 24 text = ► font = Liberation Sans textColor = COLOR_XKCD_MAGENTA variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1) and (fc.TargetType() > 0) and fc.Between(nav.TargetBearing(true), 25, 180) } TEXT { name = Waypoint Left position = 48, 25 text = ◄ font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1) and (nav.WaypointActive() > 0) and fc.Between(fc.NormalizeAngle(fc.Heading() - nav.WaypointBearing(-1)), 25, 180) } TEXT { name = Waypoint Right position = 63, 25 text = ► font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1) and (nav.WaypointActive() > 0) and fc.Between(fc.NormalizeAngle(fc.Heading() - nav.WaypointBearing(-1)), 180, 335) } TEXT { name = Waypoint Bearing text = <=0,3:0=>[#afd3ff]°$&$nav.WaypointBearing(-1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 60, 27 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1) and (nav.WaypointActive() > 0) } SUB_PAGE { name = Master Caution Announcer position = 264, 56 } SUB_PAGE { name = Master Alarm Announcer position = 664, 56 } TEXT { name = Hint position = 44, 28.5 text = to select panel$$$to select instrument } TEXT { name = Hint Arrows position = 41, 28.5 text = ◄►$$$▲▼ font = Liberation Sans textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Mode Border R1 texture = MOARdV/MFD/frame6ch112x48 position = 40, -8 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } TEXT { name = Mode Caption R1 text = MODE position = 4, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel1") == 3 } IMAGE { name = Mode border R4 texture = MOARdV/MFD/frame6ch112x48 position = 456, -8 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel2") == 1 } TEXT { name = Mode scalar text = MODE position = 30, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel2") == 1 } IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = VTOL Mode Border R7 texture = MOARdV/MFD/frame6ch112x48 position = 40, 984 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = ((vtol.HasThrustVector()) and (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0)) } TEXT { name = VTOL Mode Caption R7 text = MODE position = 4, 31 variable = ((vtol.HasThrustVector()) and (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel4") == 0)) } IMAGE { name = Camera Mode Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 1) and (fc.GetCameraModeCount(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) > 1) } TEXT { name = Camera Mode Caption R9 text = MODE position = 21.5, 31 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 1) and (fc.GetCameraModeCount(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) > 1) } IMAGE { name = Systems Border R10 texture = MOARdV/MFD/frame6ch112x48 position = 456, 984 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 1) and (fc.CameraCount() > 1) } TEXT { name = Systems Caption R10 text = NEXT position = 30, 31 variable = (fc.GetPersistentAsNumber("%AUTOID%-FlightPanel5") == 1) and (fc.CameraCount() > 1) } IMAGE { name = Next Waypoint HOME texture = MOARdV/MFD/frame6ch112x48 position = 592, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = nav.WaypointCount() variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1 } TEXT { name = Next Waypoint HOME text = WAYPT position = 38, 31 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightPanel6") == 1 } LINE_STRING { name = ASI border position = 0, 96 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 3 loop = true vertex = 0, 0 vertex = 0, 511 vertex = 255, 511 vertex = 255, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightConfig") == 1 } LINE_STRING { name = FDAI border position = 256, 96 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 3 loop = true vertex = 0, 0 vertex = 0, 511 vertex = 511, 511 vertex = 511, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightConfig") == 2 } LINE_STRING { name = Alt border position = 768, 96 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 3 loop = true vertex = 0, 0 vertex = 0, 511 vertex = 255, 511 vertex = 255, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightConfig") == 3 } LINE_STRING { name = tc border position = 0, 640 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 3 loop = true vertex = 0, 0 vertex = 0, 255 vertex = 255, 255 vertex = 255, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightConfig") == 4 } LINE_STRING { name = heading border position = 256, 640 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 3 loop = true vertex = 0, 0 vertex = 0, 255 vertex = 511, 255 vertex = 511, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightConfig") == 5 } LINE_STRING { name = vsi border position = 768, 640 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 3 loop = true vertex = 0, 0 vertex = 0, 255 vertex = 255, 255 vertex = 255, 0 variable = fc.GetPersistentAsNumber("%AUTOID%-FlightConfig") == 6 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Info.cfg MAS_PAGE { name = MAS_MFD2_Info onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Info") softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-Back")) IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = Back Border ESC texture = MOARdV/MFD/frame6ch112x48 position = 912, 984 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Back Select text = BACK position = 58.5, 31 } TEXT { name = Help text textfile = MOARdV/MFD/MFD2_Info.txt position = 0,2 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Land.cfg MAS_PAGE { name = MAS_MFD2_Land onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Land") softkey = 5, fc.SetPersistent("%AUTOID%", "MAS_MFD2_LandFinal") softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 7, parachute.ToggleParachuteArmed() softkey = 8, parachute.DeployParachute() softkey = 9, fc.ToggleGear() softkey = 10, fc.ToggleSASSpeedMode() IMAGE { name = Final landing Page Select R5 texture = MOARdV/MFD/frame6ch112x48 position = 592, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Final landing Page Selector text = FINAL position = 38.0, 0 } IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = Arm Parachute border R7 texture = MOARdV/MFD/frame6ch112x48 position = 40, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = parachute.GetParachuteArmedOrDeployed() } TEXT { name = Arm Parachute caption R7 text = ARM position = 4.5, 31 } IMAGE { name = Deploy Parachute Danger border R8 texture = MOARdV/MFD/frame6ch112x48 position = 176, 984 passiveColor = COLOR_MFD2_TEXT_RED } IMAGE { name = Deploy Parachute border R8 texture = MOARdV/MFD/frame6ch112x48 position = 176, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = parachute.GetParachuteDeployed() variable = parachute.DeploymentSafe() } TEXT { name = Deploy Parachute caption text = DEPLOY position = 11.5, 31 } IMAGE { name = Gear Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetGear() } TEXT { name = Gear Caption R9 text = GEAR position = 21.5, 31 } IMAGE { name = Mode border R10 texture = MOARdV/MFD/frame6ch112x48 position = 456, 984 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Mode caption R10 text = MODE position = 30, 31 } TEXT { name = Altitude / Speed Info text = AGL :[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]km$&$fc.Min(fc.AltitudeTerrain(false) * 0.001, 999999.9) $$$ASL :[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]km$&$fc.Min(fc.Altitude() * 0.001, 999999.9) $$$DPr :[#ffff9b]<=0,10:#,#0.000=>[#afd3ff]kPa$&$fc.DynamicPressure() $$$SPr :[#ffff9b]<=0,10:#,#0.000=>[#afd3ff]kPa$&$fc.StaticPressureKPa() $$$HSpd:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.HorizontalSpeed() $$$VSpd:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.VerticalSpeed() position = 0,1 } TEXT { name = Atmosphere boundary position = 0, 7 text = Atmo:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]km [#ffff9b]<=1:METddd/hh:mm:ss=> $&$ fc.AtmosphereTop() * 0.001; fc.TimeToAtmosphere() variable = (fc.TimeToAtmosphere() * (fc.Altitude() > fc.AtmosphereTop())) } TEXT { name = Landing Point Caption text = PROJECTED LANDING LOCATION: position = 0,8 } TEXT { name = Landing Point value text = [#ffff9b]<=0:LAT=>[#afd3ff], [#ffff9b]<=1:LON=>$&$ fc.LandingLatitude(); fc.LandingLongitude()$$$[#ffff9b]<=0:METddd/hh:mm:ss=>[#afd3ff] Loc: [#ffff9b]<=1=>$&$ fc.TimeToLanding(); fc.BodyBiome(fc.CurrentBodyIndex(), fc.LandingLatitude(), fc.LandingLongitude())$$$Distance: [#ffff9b]<=0:#,#0.0=>[#afd3ff]km$&$nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()) * 0.001 position = 0,9 variable = fc.LandingPredictorActive() } TEXT { name = Ablator Caption text = Ablator position = 4.5, 13 } IMAGE { name = Ablator Gauge texture = MOARdV/MFD/gauge128x64 position = 0, 448 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = Ablator Fill position = 128, 576 startColor = 255, 255 * fc.ResourcePercent("Ablator"), 155 * fc.ResourcePercent("Ablator"), 255 startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 180 * fc.ResourcePercent("Ablator") } IMAGE { name = Ablator Needle texture = MOARdV/MFD/needle64x8 position = 0, 568 size = 128,16 rotationOffset = 64, 0 rotation = -180 * fc.ResourcePercent("Ablator") passiveColor = 255, 255, 255, 255 } IMAGE { name = Ablator Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 88, 560 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Ablator remaining percent text = <=0,3:0=> $&$ fc.ResourcePercent("Ablator") * 100 position = 5.75, 17.5 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Ablator remaining values text = <=0,6:#,#0=>[#afd3ff]kg $&$ fc.Min(999999, fc.ResourceMass("Ablator"))$$$<=0,8:#,#0.0=>[#afd3ff]kg/s $&$ fc.ResourceDelta("Ablator") textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0, 19.5 } TEXT { name = G-Forces Caption text = Accel (G) position = 3.5, 22 } IMAGE { name = G-Forces Gauge texture = MOARdV/MFD/gauge128x64 position = 0, 736 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = G-Forces Fill position = 128, 864 startColor = 255 * fc.Between(fc.GForce(), 3, 100), 255, 0, 255 startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 45 * fc.Clamp(fc.GForce(), 0.0, 4.0) } IMAGE { name = G-Forces Needle texture = MOARdV/MFD/needle64x8 position = 0, 856 size = 128,16 rotationOffset = 64, 0 rotation = -45 * fc.Clamp(fc.GForce(), 0.0, 4.0) passiveColor = 255, 255, 255, 255 } IMAGE { name = G-Forces Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 88, 848 passiveColor = COLOR_MFD2_TEXT } TEXT { name = G-Forces Amount text = <=0,3:0.0=> $&$ fc.Min(fc.Abs(fc.GForce()), 9.9) position = 5.75, 26.5 fontSize = 24, 44 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Kerbin Map texture = ASET/ASET_Props/Instruments/ASET_IMP/map_Kerbin_sat position = 512, 64 size = 512, 256 uvShift = fc.Remap(fc.LandingLongitude(), -180, 180, -0.5, 0.5), 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) } IMAGE { name = Mun Map texture = MOARdV/MFD/map_Mun_sat position = 512, 64 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Mun") } IMAGE { name = Minmus Map texture = MOARdV/MFD/map_Minmus_sat position = 512, 64 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Minmus") } IMAGE { name = Laythe Map texture = MOARdV/MFD/map_Laythe_sat position = 512, 64 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Laythe") } IMAGE { name = Eve Map texture = MOARdV/MFD/map_Eve_sat position = 512, 64 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Eve") } IMAGE { name = Duna Map texture = MOARdV/MFD/map_Duna_sat position = 512, 64 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Duna") } IMAGE { name = Dres Map texture = MOARdV/MFD/map_Dres_sat position = 512, 64 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Dres") } IMAGE { name = Eeloo Map texture = MOARdV/MFD/map_Eeloo_sat position = 512, 64 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Eeloo") } LINE_STRING { name = Landing Latitude position = 512, 64 startColor = 255, 0, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 255) vertex = 511, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 255) variable = fc.LandingPredictorActive() } LINE_STRING { name = Landing Longitude position = 512, 64 startColor = 255, 0, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 255, 0 vertex = 255, 255 variable = fc.LandingPredictorActive() } LINE_STRING { name = Vessel Latitude position = 512, 64 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.Latitude(), 90, -90, 0, 255) vertex = 511, fc.Remap(fc.Latitude(), 90, -90, 0, 255) } LINE_STRING { name = Vessel Longitude position = 512, 64 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.Longitude() - fc.LandingLongitude()), -180, 180, 0, 511), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.Longitude() - fc.LandingLongitude()), -180, 180, 0, 511), 255 } NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 512, 704 size = 512, 512 iconScale = 1.50 } LINE_STRING { name = Prograde yaw line position = 256, 448 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.NormalizeLongitude(fc.YawActivePrograde() - 180), -16, 16, 128, 384), 256 vertex = fc.Remap(fc.NormalizeLongitude(fc.YawActivePrograde() - 180), -16, 16, 128, 384), 509 } LINE_STRING { name = Prograde pitch line position = 256, 448 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 256, fc.Remap(fc.PitchActivePrograde(), 16, -16, 128, 384) vertex = 509, fc.Remap(fc.PitchActivePrograde(), 16, -16, 128, 384) } IMAGE { name = Navball Mask texture = MOARdV/MFD/navBallMask512x512 position = 256, 448 } TEXT { name = Heading Caption text = Heading position = 28.5, 11.625 } IMAGE { name = Heading Border texture = MOARdV/MFD/frame4ch80x48 position = 452, 404 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Heading text = <=0,3:0=>$&$ fc.Heading() position = 30, 13.0 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Pitch Caption text = Pitch position = 48.0, 19.875 } IMAGE { name = Pitch Border texture = MOARdV/MFD/frame4ch80x48 position = 748, 668 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Pitch text = <=0,3:0=>$&$ fc.Pitch() position = 48.5, 21.25 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Roll Caption text = Roll position = 48.5, 15.875 } IMAGE { name = Roll Border texture = MOARdV/MFD/frame4ch80x48 position = 748, 540 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Roll text = <=0,4:0=>$&$ fc.Roll() position = 47.75, 17.25 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Mode Border texture = MOARdV/MFD/frame4ch80x48 position = 452, 908 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Mode text = <=0,3:"OBT";"TGT";"SRF"=> $&$ fc.GetSASSpeedMode() position = 30, 28.75 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } VERTICAL_BAR { name = RadarAlt Bar position = 992, 448 size = 32, 256 source = fc.AltitudeBottom() sourceRange = 0, 400 sourceColor = 0, 160, 0, 255 anchor = Bottom variable = fc.AltitudeTerrain(false) < 400 } IMAGE { name = RadarAlt gauge texture = MOARdV/MFD/rightTickmark32x256 position = 992, 448 passiveColor = COLOR_MFD2_TEXT variable = fc.AltitudeTerrain(false) < 400 } IMAGE { name = RadarAlt readout texture = MOARdV/MFD/frame4ch80x48 position = 904, 424 + fc.Remap(fc.AltitudeBottom(), 0, 400, 256, 0) passiveColor = COLOR_MFD2_TEXT variable = fc.AltitudeTerrain(false) < 400 } TEXT { name = RadarAlt Value text = [@y<=1=>]<=0,3:0=>m$&$ fc.AltitudeBottom(); fc.Remap(fc.AltitudeBottom(), 0, 400, 256, 0) textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 57, 13.5 variable = fc.AltitudeTerrain(false) < 400 } TEXT { name = Parachute Actions text = PARACHUTE position = 5.75, 29.5 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 28.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_LandFinal.cfg MAS_PAGE { name = MAS_MFD2_LandFinal onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_LandFinal") softkey = 5, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Land") softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 7, parachute.ToggleParachuteArmed() softkey = 8, parachute.DeployParachute() softkey = 9, fc.ToggleGear() IMAGE { name = Final landing Page Select R5 texture = MOARdV/MFD/frame6ch112x48 position = 592, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Final landing Page Selector text = DESCENT fontSize = 14, 32 position = 37.500, 0 } IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = Arm Parachute border R7 texture = MOARdV/MFD/frame6ch112x48 position = 40, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = parachute.GetParachuteArmedOrDeployed() } TEXT { name = Arm Parachute caption R7 text = ARM position = 4.5, 31 } IMAGE { name = Deploy Parachute Danger border R8 texture = MOARdV/MFD/frame6ch112x48 position = 176, 984 passiveColor = COLOR_MFD2_TEXT_RED } IMAGE { name = Deploy Parachute border R8 texture = MOARdV/MFD/frame6ch112x48 position = 176, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = parachute.GetParachuteDeployed() variable = parachute.DeploymentSafe() } TEXT { name = Deploy Parachute caption text = DEPLOY position = 11.5, 31 } IMAGE { name = Gear Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetGear() } TEXT { name = Gear Caption R9 text = GEAR position = 21.5, 31 } TEXT { name = Altitude / Speed Info text = AGL :[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]km$&$fc.Min(fc.AltitudeTerrain(false) * 0.001, 999999.9) $$$ASL :[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]km$&$fc.Min(fc.Altitude() * 0.001, 999999.9) $$$DPr :[#ffff9b]<=0,10:#,#0.000=>[#afd3ff]kPa$&$fc.DynamicPressure() $$$SPr :[#ffff9b]<=0,10:#,#0.000=>[#afd3ff]kPa$&$fc.StaticPressureKPa() $$$HSpd:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.HorizontalSpeed() $$$VSpd:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.VerticalSpeed() position = 0,1 } TEXT { name = Atmosphere boundary position = 0, 7 text = Atmo:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]km [#ffff9b]<=1:METddd/hh:mm:ss=> $&$ fc.AtmosphereTop() * 0.001; fc.TimeToAtmosphere() variable = (fc.TimeToAtmosphere() * (fc.Altitude() > fc.AtmosphereTop())) } TEXT { name = Landing Point Caption text = PROJECTED LANDING LOCATION: position = 0,8 } TEXT { name = Landing Point value text = [#ffff9b]<=0:LAT=>[#afd3ff], [#ffff9b]<=1:LON=>$&$ fc.LandingLatitude(); fc.LandingLongitude()$$$[#ffff9b]<=0:METddd/hh:mm:ss=>[#afd3ff] Loc: [#ffff9b]<=1=>$&$ fc.TimeToLanding(); fc.BodyBiome(fc.CurrentBodyIndex(), fc.LandingLatitude(), fc.LandingLongitude())$$$Distance: [#ffff9b]<=0:#,#0.0=>[#afd3ff]km$&$nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()) * 0.001 position = 0,9 variable = fc.LandingPredictorActive() } TEXT { name = Ablator Caption text = Ablator position = 4.5, 13 } IMAGE { name = Ablator Gauge texture = MOARdV/MFD/gauge128x64 position = 0, 448 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = Ablator Fill position = 128, 576 startColor = 255, 255 * fc.ResourcePercent("Ablator"), 155 * fc.ResourcePercent("Ablator"), 255 startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 180 * fc.ResourcePercent("Ablator") } IMAGE { name = Ablator Needle texture = MOARdV/MFD/needle64x8 position = 0, 568 size = 128,16 rotationOffset = 64, 0 rotation = -180 * fc.ResourcePercent("Ablator") passiveColor = 255, 255, 255, 255 } IMAGE { name = Ablator Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 88, 560 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Ablator remaining percent text = <=0,3:0=> $&$ fc.ResourcePercent("Ablator") * 100 position = 5.75, 17.5 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Ablator remaining values text = <=0,6:#,#0=>[#afd3ff]kg $&$ fc.Min(999999, fc.ResourceMass("Ablator"))$$$<=0,8:#,#0.0=>[#afd3ff]kg/s $&$ fc.ResourceDelta("Ablator") textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0, 19.5 } TEXT { name = G-Forces Caption text = Accel (G) position = 3.5, 22 } IMAGE { name = G-Forces Gauge texture = MOARdV/MFD/gauge128x64 position = 0, 736 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = G-Forces Fill position = 128, 864 startColor = 255 * fc.Between(fc.GForce(), 3, 100), 255, 0, 255 startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 45 * fc.Clamp(fc.GForce(), 0.0, 4.0) } IMAGE { name = G-Forces Needle texture = MOARdV/MFD/needle64x8 position = 0, 856 size = 128,16 rotationOffset = 64, 0 rotation = -45 * fc.Clamp(fc.GForce(), 0.0, 4.0) passiveColor = 255, 255, 255, 255 } IMAGE { name = G-Forces Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 88, 848 passiveColor = COLOR_MFD2_TEXT } TEXT { name = G-Forces Amount text = <=0,3:0.0=> $&$ fc.Min(fc.Abs(fc.GForce()), 9.9) position = 5.75, 26.5 fontSize = 24, 44 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Gear Idle Border texture = MOARdV/MFD/frameFill6ch112x48 position = 888, 168 passiveColor = 128, 128, 128, 255 } TEXT { name = Gear Caution Status text = GEAR textColor = 128, 128, 128, 255 position = 57.0, 5.5 } IMAGE { name = Gear Caution Border texture = MOARdV/MFD/frameFill6ch112x48 position = 888, 168 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_MFD2_TEXT_YELLOW colorVariable = fc.GetGear() variable = fc.GearHasActions() } TEXT { name = Gear Caution Status text = [#<=0:"00ff00";"ffff00"=>]GEAR $&$ fc.GetGear() - 0.5 position = 57.0, 5.5 variable = fc.GearHasActions() } TEXT { name = RadarAlt caption text = Radar Alt. position = 54, 7.5 } VERTICAL_BAR { name = RadarAlt Bar position = 944, 288 size = 32, 512 source = fc.AltitudeBottom() sourceRange = 0, 1000 sourceColor = 0, 160, 0, 255 anchor = Bottom } IMAGE { name = RadarAlt gauge texture = MOARdV/MFD/rightTickmark32x256 position = 912, 288 size = 64, 512 passiveColor = COLOR_MFD2_TEXT } IMAGE { name = RadarAlt readout texture = MOARdV/MFD/frame4ch80x48 position = 864, 832 size = 160, 96 passiveColor = COLOR_MFD2_TEXT } TEXT { name = RadarAlt Value text = <=0,3:0=>m$&$ fc.Min(999, fc.AltitudeBottom()) textColor = COLOR_MFD2_TEXT_HIGHLIGHT fontSize = 32, 64 position = 55, 26.5 } IMAGE { name = VSpd Caution Border texture = MOARdV/MFD/frameFill6ch112x48 position = 712, 168 passiveColor = COLOR_MFD2_TEXT_YELLOW activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.MaxImpactSpeed() + fc.VerticalSpeed() } TEXT { name = VSpd Caution Status text = [#<=0:"00ff00";"ffff00"=>]V. SPD $&$ fc.MaxImpactSpeed() + fc.VerticalSpeed() position = 45.0, 5.5 } TEXT { name = VSpd caption text = Vert Spd. position = 43.5, 7.5 } VERTICAL_BAR { name = VSpd Bar position = 768, 288 size = 32, 512 source = fc.VerticalSpeed() sourceRange = 0, -40 sourceColor = fc.Select(fc.MaxImpactSpeed() + fc.VerticalSpeed() > 0, 0, 160), 160, 0, 255 anchor = Top } IMAGE { name = VSpd gauge texture = MOARdV/MFD/rightTickmark32x256 position = 736, 288 size = 64, 512 passiveColor = COLOR_MFD2_TEXT } IMAGE { name = VSpd readout texture = MOARdV/MFD/frame4ch80x48 position = 688, 832 size = 160, 96 passiveColor = COLOR_MFD2_TEXT } TEXT { name = VSpd Value text = <=0,4:0=>$&$ fc.Clamp(fc.VerticalSpeed(), -999, 9999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT fontSize = 32, 64 position = 44, 26.5 } IMAGE { name = HSpd Caution Border texture = MOARdV/MFD/frameFill6ch112x48 position = 536, 168 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_MFD2_TEXT_YELLOW colorVariable = fc.HorizontalSpeed() < 0.5 * fc.Min(-fc.VerticalSpeed(), fc.MaxImpactSpeed()) } TEXT { name = HSpd Caution Status text = [#<=0:"00ff00";"ffff00"=>]H. SPD $&$ (0.5 * fc.Min(-fc.VerticalSpeed(), fc.MaxImpactSpeed())) - fc.HorizontalSpeed() position = 34.0, 5.5 } TEXT { name = HSpd caption text = Horiz Spd. position = 32, 7.5 } VERTICAL_BAR { name = HSpd Bar position = 592, 288 size = 32, 512 source = fc.HorizontalSpeed() sourceRange = 0, 40 sourceColor = fc.Select(fc.HorizontalSpeed() < 0.5 * fc.Min(-fc.VerticalSpeed(), fc.MaxImpactSpeed()), 0, 160), 160, 0, 255 anchor = Bottom } IMAGE { name = HSpd gauge texture = MOARdV/MFD/rightTickmark32x256 position = 560, 288 size = 64, 512 passiveColor = COLOR_MFD2_TEXT } IMAGE { name = HSpd readout texture = MOARdV/MFD/frame4ch80x48 position = 512, 832 size = 160, 96 passiveColor = COLOR_MFD2_TEXT } TEXT { name = HSpd Value text = <=0,4:0=>$&$ fc.Clamp(fc.HorizontalSpeed(), -999, 9999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT fontSize = 32, 64 position = 33, 26.5 } TEXT { name = Parachute Actions text = PARACHUTE position = 5.75, 29.5 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 28.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Launch.cfg MAS_PAGE { name = MAS_MFD2_Launch onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Launch") softkey = 2, mechjeb.ToggleAscentAutopilot() softkey = 5, fc.SetPersistent("%AUTOID%", "MAS_MFD2_PreLaunch") softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 10, fc.ToggleSASSpeedMode() IMAGE { name = Autopilot engage R2 texture = MOARdV/MFD/frame6ch112x48 position = 176, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = mechjeb.AscentAutopilotActive() } TEXT { name = Pilot Engage text = AUTO position = 12.5, 0 } IMAGE { name = Pre-launch Page Select R5 texture = MOARdV/MFD/frame6ch112x48 position = 592, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Pre-launch Page Selector text = PRE- position = 38.5, 0 } IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } TEXT { name = Mechjeb Caption text = MECHJEB position = 56, 1.5 } IMAGE { name = Mechjeb Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 88 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = mechjeb.Available() } TEXT { name = Mechjeb Ready Status text = [#<=0:"00ff00";"7f7f7f"=>]READY$&$mechjeb.Available() - 0.5 position = 57, 3 } TEXT { name = Launch Sequence Caption text = [@x24]ASCENT$$$AUTOPILOT position = 55.0, 4.5 } IMAGE { name = Launch Sequence Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 216 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = mechjeb.AscentAutopilotActive() } TEXT { name = Launch Seq Status text = [#<=0:"00ff00";"7f7f7f"=>]ACTIVE $&$ mechjeb.AscentAutopilotActive() - 0.5 position = 56.5, 7 textColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = MJ Launch Data text = Stage ΔV: [#ffff9b]<=0,8:#,#.0=>[#afd3ff]m/s$&$fc.DeltaVStage() $$$Launch Alt.[#ffff9b]<=0,6:#,#0=>[#afd3ff]km$&$fc.Min(999999, mechjeb.GetDesiredLaunchAltitude() * 0.001)$$$Launch Inc. [#ffff9b]<=0,6:0=>[#afd3ff]°$&$mechjeb.GetDesiredLaunchInclination() position = 33, 2 variable = mechjeb.Available() } IMAGE { name = Mode border R10 texture = MOARdV/MFD/frame6ch112x48 position = 456, 984 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Mode scalar text = MODE position = 30, 31 } IMAGE { name = Fuel Caution Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 312 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.PropellantStageMax() } TEXT { name = Fuel Caution Status text = [#<=0:"00ff00";"7f7f7f"=>]FUEL $&$ fc.PropellantStageMax() - 0.5 position = 57.5, 10 } IMAGE { name = Fuel Caution Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 312 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_MFD2_TEXT_RED colorVariable = fc.PropellantStageThreshold(0.1, 0.2) variable = fc.PropellantStageThreshold(0, 0.2) } TEXT { name = Fuel Caution Status text = [#<=0:"ffff00";"ff0000"=>]FUEL $&$ fc.PropellantStageThreshold(0.1, 0.2) - 0.5 variable = fc.PropellantStageThreshold(0, 0.2) position = 57.5, 10 } IMAGE { name = Engine Warning Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 376 activeColor = COLOR_MFD2_TEXT_RED passiveColor = 128, 128, 128, 255 colorVariable = fc.EngineFlameout() } TEXT { name = Engine Warning Status text = [#<=0:"ff0000";"7f7f7f"=>]ENGINE$&$ fc.EngineFlameout() - 0.5 position = 56.5, 12 } IMAGE { name = Stage Ready Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 440 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.StageReady() } TEXT { name = Stage Ready Status text = [#<=0:"00ff00";"7f7f7f"=>]STAGE$&$ fc.StageReady() - 0.5 position = 57, 14 } IMAGE { name = Stage Locked Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 440 passiveColor = COLOR_MFD2_TEXT_RED variable = fc.GetStageLocked() } TEXT { name = Stage Locked Status text = STAGE position = 57, 14 textColor = COLOR_MFD2_TEXT_RED variable = fc.GetStageLocked() } TEXT { name = target captions text = Target : [#ffff9b]<=0=>$&$fc.TargetName()$$$Closest: km in$$$Rel Inc: ° position = 21,8 variable = fc.TargetType() } TEXT { name = target data text = <=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$ fc.Min(fc.TargetClosestApproachDistance() * 0.001, 999999.9); fc.TargetClosestApproachTime()$$$<=0,9:0.0=>$&$fc.TargetRelativeInclination() position = 28,9 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.TargetType() } TEXT { name = Launch data captions textfile = MOARdV/MFD/MFD2_Launch.txt position = 0, 2 } TEXT { name = Launch data textfile = MOARdV/MFD/MFD2_LaunchData.txt position = 5, 2 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Atmosphere boundary position = 0, 6 text = Atmo:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]km [#ffff9b]<=1:METddd/hh:mm:ss=> $&$ fc.AtmosphereTop() * 0.001; fc.TimeToAtmosphere() variable = (fc.TimeToAtmosphere() * (fc.Altitude() < fc.AtmosphereTop())) } TEXT { name = Throttle Caption text = Throttle position = 4,13 } IMAGE { name = Throttle Gauge texture = MOARdV/MFD/gauge128x64 position = 0, 448 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = Throttle Fill position = 128, 576 startColor = COLOR_MFD2_TEXT_RED endColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 180 * fc.GetThrottle() } IMAGE { name = Throttle Needle texture = MOARdV/MFD/needle64x8 position = 0, 568 size = 128,16 rotationOffset = 64, 0 rotation = -180 * fc.GetThrottle() passiveColor = 255, 255, 255, 255 } IMAGE { name = Throttle Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 88, 560 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Throttle Setting text = <=0,3:0=> $&$ fc.GetThrottle() * 100 position = 5.75, 17.5 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Fuel Caption text = Fuel position = 6, 20 } IMAGE { name = Fuel Gauge texture = MOARdV/MFD/gauge128x64 position = 0, 672 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = Fuel Fill position = 128, 800 startColor = 255, 255 * fc.PropellantStagePercent(), 155 * fc.PropellantStagePercent(), 255 startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 180 * fc.PropellantStagePercent() } IMAGE { name = Fuel Needle texture = MOARdV/MFD/needle64x8 position = 0, 792 size = 128,16 rotationOffset = 64, 0 rotation = -180 * fc.PropellantStagePercent() passiveColor = 255, 255, 255, 255 } IMAGE { name = Fuel Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 88, 784 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Fuel remaining percent text = <=0,3:0=> $&$ fc.PropellantStagePercent() * 100 position = 5.75, 24.5 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Fuel remaining values text = <=0,7:#,#0=>[#afd3ff]U $&$ fc.Min(999999, fc.PropellantStageCurrent())$$$<=0,8:0.0=>[#afd3ff]U/s $&$ fc.PropellantDelta() textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0, 26.5 } TEXT { name = G-Forces Caption text = Accel (G) position = 51.5, 24 } IMAGE { name = G-Forces Gauge texture = MOARdV/MFD/gauge128x64 position = 768, 800 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = G-Forces Fill position = 896, 928 startColor = 255 * fc.Between(fc.GForce(), 3, 100), 255, 0, 255 startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 45 * fc.Clamp(fc.GForce(), 0.0, 4.0) } IMAGE { name = G-Forces Needle texture = MOARdV/MFD/needle64x8 position = 768, 920 size = 128,16 rotationOffset = 64, 0 rotation = -45 * fc.Clamp(fc.GForce(), 0.0, 4.0) passiveColor = 255, 255, 255, 255 } IMAGE { name = G-Forces Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 856, 912 passiveColor = COLOR_MFD2_TEXT } TEXT { name = G-Forces Amount text = <=0,3:0.0=> $&$ fc.Min(fc.Abs(fc.GForce()), 9.9) position = 53.75, 28.5 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 512, 704 size = 512, 512 iconScale = 1.50 } LINE_STRING { name = Prograde yaw line position = 256, 448 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.YawActivePrograde(), -16, 16, 128, 384), 256 vertex = fc.Remap(fc.YawActivePrograde(), -16, 16, 128, 384), 509 } LINE_STRING { name = Prograde pitch line position = 256, 448 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 256, fc.Remap(fc.PitchActivePrograde(), -16, 16, 128, 384) vertex = 509, fc.Remap(fc.PitchActivePrograde(), -16, 16, 128, 384) } IMAGE { name = Navball Mask texture = MOARdV/MFD/navBallMask512x512 position = 256, 448 } TEXT { name = Heading Caption text = Heading position = 28.5, 11.625 } IMAGE { name = Heading Border texture = MOARdV/MFD/frame4ch80x48 position = 452, 404 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Heading text = <=0,3:0=>$&$ fc.Heading() position = 30, 13.0 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Sideslip Caption text = Sideslip$$$[#ffff9b]<=0,5:0=>[#afd3ff]° $&$ fc.Sideslip() position = 37, 12.75 } TEXT { name = Pitch Caption text = Pitch position = 48.0, 19.875 } IMAGE { name = Pitch Border texture = MOARdV/MFD/frame4ch80x48 position = 748, 668 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Pitch text = <=0,3:0=>$&$ fc.Pitch() position = 48.5, 21.25 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = AoA Caption text = AoA$$$[#ffff9b]<=0,3:0=>[#afd3ff]° $&$ fc.AngleOfAttack() position = 55.5, 20.75 } TEXT { name = Roll Caption text = Roll position = 48.5, 15.875 } IMAGE { name = Roll Border texture = MOARdV/MFD/frame4ch80x48 position = 748, 540 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Roll text = <=0,4:0=>$&$ fc.Roll() position = 47.75, 17.25 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Mode Border texture = MOARdV/MFD/frame4ch80x48 position = 452, 908 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Mode text = <=0,3:"OBT";"TGT";"SRF"=> $&$ fc.GetSASSpeedMode() position = 30, 28.75 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Maneuver.cfg MAS_PAGE { name = MAS_MFD2_Maneuver onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Maneuver") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Plan") softkey = 3, fc.ClearManeuverNode() softkey = 4, MAS_Mfd2_WarpToManeuver() softkey = 5, fc.ToggleManeuverPilot() softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") IMAGE { name = Border R1 texture = MOARdV/MFD/frame6ch112x48 position = 40, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Caption R1 text = PLAN position = 4.0, 0 } IMAGE { name = Clear Node border R3 texture = MOARdV/MFD/frame6ch112x48 position = 320, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.ManeuverNodeExists() } TEXT { name = Clear Node caption text = CLEAR position = 21.0, 0 } IMAGE { name = Warp Select R4 texture = MOARdV/MFD/frame6ch112x48 position = 456, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.ManeuverNodeExists() } TEXT { name = Warp Selector text = WARP position = 30, 0 } IMAGE { name = Autopilot engage R5 texture = MOARdV/MFD/frame6ch112x48 position = 592, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetManeuverPilotActive() } TEXT { name = Pilot Engage R5 text = AUTO position = 38.5, 0 } IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } TEXT { name = Mechjeb Caption text = MECHJEB position = 56, 1.5 } IMAGE { name = Mechjeb Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 88 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = mechjeb.Available() } TEXT { name = Mechjeb Ready Status text = [#<=0:"00ff00";"7f7f7f"=>]READY$&$mechjeb.Available() - 0.5 position = 57, 3 } TEXT { name = Autopilot Caption text = [@x8]MANEUVER$$$AUTOPILOT position = 55.0, 4.5 } IMAGE { name = Maneuver Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 216 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.GetManeuverPilotActive() } TEXT { name = Maneuver Seq Status text = [#<=0:"00ff00";"7f7f7f"=>]ACTIVE $&$fc.GetManeuverPilotActive() - 0.5 position = 56.5, 7 textColor = COLOR_MFD2_TEXT_GREEN } IMAGE { name = Target Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 312 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.TargetType() } TEXT { name = Target Status text = [#<=0:"00ff00";"7f7f7f"=>]TARGET $&$ fc.TargetType() - 0.5 position = 56.5, 10 textColor = COLOR_MFD2_TEXT_GREEN } IMAGE { name = Maneuver Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 376 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Status text = [#<=0:"00ff00";"7f7f7f"=>]NODE $&$ fc.ManeuverNodeExists() - 0.5 position = 57.5, 12 textColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Throttle Caption text = Throttle position = 4,13 } IMAGE { name = Throttle Gauge texture = MOARdV/MFD/gauge128x64 position = 0, 448 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = Throttle Fill position = 128, 576 startColor = COLOR_MFD2_TEXT_RED endColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 180 * fc.GetThrottle() } IMAGE { name = Throttle Needle texture = MOARdV/MFD/needle64x8 position = 0, 568 size = 128,16 rotationOffset = 64, 0 rotation = -180 * fc.GetThrottle() passiveColor = 255, 255, 255, 255 } IMAGE { name = Throttle Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 88, 560 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Throttle Setting text = <=0,3:0=> $&$ fc.GetThrottle() * 100 position = 5.75, 17.5 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Fuel Caption text = Fuel position = 6, 20 } IMAGE { name = Fuel Gauge texture = MOARdV/MFD/gauge128x64 position = 0, 672 size = 256,128 passiveColor = COLOR_MFD2_TEXT } ELLIPSE { name = Fuel Fill position = 128, 800 startColor = 255, 255 * fc.PropellantStagePercent(), 155 * fc.PropellantStagePercent(), 255 startWidth = 8 vertexCount = 16 radiusX = 100 startAngle = 180 endAngle = 180 - 180 * fc.PropellantStagePercent() } IMAGE { name = Fuel Needle texture = MOARdV/MFD/needle64x8 position = 0, 792 size = 128,16 rotationOffset = 64, 0 rotation = -180 * fc.PropellantStagePercent() passiveColor = 255, 255, 255, 255 } IMAGE { name = Fuel Status Border texture = MOARdV/MFD/frameFill4ch80x48 position = 88, 784 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Fuel remaining percent text = <=0,3:0=> $&$ fc.PropellantStagePercent() * 100 position = 5.75, 24.5 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Fuel remaining values text = <=0,7:#,#0=>[#afd3ff]U $&$ fc.Min(999999, fc.PropellantStageCurrent())$$$<=0,8:0.0=>[#afd3ff]U/s $&$ fc.PropellantDelta() textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0, 26.5 } TEXT { name = Stage DeltaV Caption position = 33, 2 text = Stage ΔV: [#ffff9b]<=0,8:#,#.0=>[#afd3ff]m/s$&$fc.DeltaVStage() variable = fc.DeltaVStage()\t> 0 } TEXT { name = No node position = 0, 3 fontSize = 24,48 text = No Maneuver Node variable = 1 - fc.ManeuverNodeExists() } TEXT { name = Node timing metrics text = Node in [#ffff9b]<=0:METddd/hh:mm:ss=> $&$ fc.ManeuverNodeTime()$$$Est Burn [#ffff9b]<=0:METddd/hh:mm:ss=> $&$ fc.ManeuverNodeBurnTime() position = 0, 2 variable = fc.ManeuverNodeExists() } TEXT { name = delta-V node metrics text = Orbit: [#ffff9b]<=0:#,#0=>[#afd3ff]km x [#ffff9b]<=1:#,#0=>[#afd3ff]km @[#ffff9b]<=2:0=>[#afd3ff]°$&$fc.ManeuverNodeAp() * 0.001; fc.ManeuverNodePe() * 0.001; fc.ManeuverNodeInc()$$$ΔV :[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.ManeuverNodeDV()$$$ $$$ΔVP:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.ManeuverNodeDVPrograde()$$$ΔVN:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.ManeuverNodeDVNormal()$$$ΔVR:[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.ManeuverNodeDVRadial() position = 0, 4 variable = fc.ManeuverNodeExists() } NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 512, 704 size = 512, 512 iconScale = 1.50 } LINE_STRING { name = Prograde yaw line position = 256, 448 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.YawManeuver(), -16, 16, 128, 384), 256 vertex = fc.Remap(fc.YawManeuver(), -16, 16, 128, 384), 509 } LINE_STRING { name = Prograde pitch line position = 256, 448 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 256, fc.Remap(fc.PitchManeuver(), -16, 16, 128, 384) vertex = 509, fc.Remap(fc.PitchManeuver(), -16, 16, 128, 384) } IMAGE { name = Navball Mask texture = MOARdV/MFD/navBallMask512x512 position = 256, 448 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_ManualPlan.cfg MAS_PAGE { name = MAS_MFD2_ManualPlan onEnter = MAS_Mfd2_Plan_Init("%AUTOID%") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Maneuver") softkey = 2, MAS_Mfd2_Manual_Plan_Create("%AUTOID%") softkey = 3, fc.ClearManeuverNode() softkey = 4, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Plan") softkey = 5, fc.ToggleManeuverPilot() softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 7, fc.SetPersistent("%AUTOID%-Scalar", 1000) softkey = 8, fc.SetPersistent("%AUTOID%-Scalar", 100) softkey = 9, fc.SetPersistent("%AUTOID%-Scalar", 10) softkey = 10, fc.SetPersistent("%AUTOID%-Scalar", 1) softkey = 13, MAS_Mfd2_Manual_Plan_Change("%AUTOID%", 1, fc.GetPersistentAsNumber("%AUTOID%-Scalar"), fc.GetPersistentAsNumber("%AUTOID%-ManualPlanSelect")) softkey = 14, MAS_Mfd2_Manual_Plan_Change("%AUTOID%", -1, fc.GetPersistentAsNumber("%AUTOID%-Scalar"), fc.GetPersistentAsNumber("%AUTOID%-ManualPlanSelect")) softkey = 15, fc.AddPersistentWrapped("%AUTOID%-ManualPlanSelect", -1, 0, 4) softkey = 16, 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Cross-Track:[#ffff9b]<=2,8:#,#0.0=>[#afd3ff]km$&$nav.WaypointBearing(-1); nav.WaypointGroundDistance(-1) * 0.001; nav.WaypointCrossTrackDistance(-1) * 0.001 $$$Slant Distance:[#ffff9b]<=0,8:0.0=>[#afd3ff]km$&$nav.WaypointDistance(-1)*0.001 position = 0,6 variable = nav.WaypointActive() } TEXT { name = Select Waypoint title text = SELECT WAYPOINT position = 0,9 variable = nav.WaypointCount() } TEXT { name = Select Waypoint hint text = ◄ ► font = Liberation Sans position = 16, 9 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = nav.WaypointCount() } TEXT { name = Select Waypoint static data text = Name: [#ffff9b]<=0=>$&$nav.WaypointName(fc.GetPersistentAsNumber("%AUTOID%-NavWaypoint"))$$$Location: [#ffff9b]<=0,13:LAT=>[#afd3ff], [#ffff9b]<=1,14:LON=>[#afd3ff] @ [#ffff9b]<=2:0=>[#afd3ff]m$&$nav.WaypointLatitude(fc.GetPersistentAsNumber("%AUTOID%-NavWaypoint")); nav.WaypointLongitude(fc.GetPersistentAsNumber("%AUTOID%-NavWaypoint")); 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fc.SetPersistent("%AUTOID%-Back", "MAS_MFD2_Orbit") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Attitude") softkey = 2, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Navigation") softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Plan") softkey = 4, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Maneuver") softkey = 5, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Launch") softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Land") softkey = 7, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Target") softkey = 8, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Resource") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Rendezvous") softkey = 15, fc.TogglePersistent("%AUTOID%-OrbitDisplayMode") softkey = 16, fc.TogglePersistent("%AUTOID%-OrbitDisplayMode") softkey = 19, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Camera") IMAGE { name = Attitude Select R1 texture = MOARdV/MFD/frame6ch112x48 position = 40, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Attitude Selector text = NAVBALL fontSize = 14,32 position = 3, 0 } IMAGE { name = Navigation Select R2 texture = MOARdV/MFD/frame6ch112x48 position = 176, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Navigation Selector text = NAV position = 13, 0 } IMAGE { name = Maneuver Plan Select R3 texture = MOARdV/MFD/frame6ch112x48 position = 320, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Maneuver Plan Selector text = PLAN position = 21.5, 0 } IMAGE { name = Maneuver Page Select R4 texture = MOARdV/MFD/frame6ch112x48 position = 456, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Maneuver Page Selector text = MNVR position = 30, 0 } IMAGE { name = Launch Page Select R5 texture = MOARdV/MFD/frame6ch112x48 position = 592, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Launch Page Selector text = LAUNCH position = 37.5, 0 } IMAGE { name = Landing Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Landing Page Selector text = LAND position = 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TEXT { name = Waypoint 2 text = NAV: Dist:[#ffff9b]<=0,9:#,#0.0=>[#afd3ff]km Cross-Track:[#ffff9b]<=1,9:#,#0.0=>[#afd3ff]km$&$nav.WaypointDistance(-1) * 0.001; nav.WaypointCrossTrackDistance(-1) * 0.001 variable = nav.WaypointActive() } } ORBIT_DISPLAY { name = Orbit Display position = 0, 432 size = 1024, 512 vertexCount = 48 orbitWidth = 5 bodyWidth = 4 vesselStartColor = COLOR_XKCD_KSPUNNAMEDCYAN vesselEndColor = 95, 189, 185, 127 targetStartColor = 255, 0, 255, 255 targetEndColor = 255, 0, 255, 127 maneuverStartColor = COLOR_XKCD_KSPNOTSOGOODORANGE maneuverEndColor = 255, 176, 0, 127 variable = fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } IMAGE { name = Kerbin Map texture = ASET/ASET_Props/Instruments/ASET_IMP/map_Kerbin_sat position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } IMAGE { name = Mun Map texture = MOARdV/MFD/map_Mun_sat position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Mun"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Minmus Map texture = MOARdV/MFD/map_Minmus_sat position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Minmus"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Laythe Map texture = MOARdV/MFD/map_Laythe_sat position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Laythe"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Eve Map texture = MOARdV/MFD/map_Eve_sat position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Eve"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Duna Map texture = MOARdV/MFD/map_Duna_sat position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Duna"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Dres Map texture = MOARdV/MFD/map_Dres_sat position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Dres"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Eeloo Map texture = MOARdV/MFD/map_Eeloo_sat position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Eeloo"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Generic Terminator texture = MOARdV/MFD/dayNight128x128 position = 0, 432 size = 1024, 512 uvShift = fc.Remap(fc.NormalizeLongitude(fc.BodySunLongitude(fc.CurrentBodyIndex()) - fc.Longitude()), 180, -180, -0.5, 0.5), 0 variable = 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } GROUND_TRACK { name = Ground track position = 0, 432 size = 1024 lineWidth = 5 vertexCount = 32 vesselColor = COLOR_XKCD_KSPUNNAMEDCYAN targetColor = 255, 0, 255, 255 maneuverColor = COLOR_XKCD_KSPNOTSOGOODORANGE startLongitude = fc.Longitude() - 180 variable = 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } LINE_STRING { name = CommNet Latitude position = 0, 432 startColor = 255, 255, 55, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 511) vertex = 1023, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 511) variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = CommNet Longitude position = 0, 432 startColor = 255, 255, 55, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude() - fc.Longitude()), -180, 180, 0, 1023), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude() - fc.Longitude()), -180, 180, 0, 1023), 512 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Target Latitude position = 0, 432 startColor = 255, 0, 255, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.TargetLatitude(), 90, -90, 0, 511) vertex = 1023, fc.Remap(fc.TargetLatitude(), 90, -90, 0, 511) variable = fc.TargetLatLonValid() * fc.TargetSameSoI() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Target Longitude position = 0, 432 startColor = 255, 0, 255, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -180, 180, 0, 1023), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -180, 180, 0, 1023), 512 variable = fc.TargetLatLonValid() * fc.TargetSameSoI() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Landing Latitude position = 0, 432 startColor = 255, 0, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 511) vertex = 1023, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 511) variable = fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Landing Longitude position = 0, 432 startColor = 255, 0, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.LandingLongitude() - fc.Longitude()), -180, 180, 0, 1023), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.LandingLongitude() - fc.Longitude()), -180, 180, 0, 1023), 512 variable = fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Waypoint Latitude position = 0, 432 startColor = 0, 255, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(nav.WaypointLatitude(-1), 90, -90, 0, 511) vertex = 1023, fc.Remap(nav.WaypointLatitude(-1), 90, -90, 0, 511) variable = nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Waypoint Longitude position = 0, 432 startColor = 0, 255, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -180, 180, 0, 1023), 0 vertex = fc.Remap(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -180, 180, 0, 1023), 512 variable = nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Vessel Latitude position = 0, 432 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.Latitude(), 90, -90, 0, 512) vertex = 1023, fc.Remap(fc.Latitude(), 90, -90, 0, 512) variable = 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } LINE_STRING { name = Vessel Longitude position = 0, 432 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 511, 0 vertex = 511, 511 variable = 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } TEXT { name = Map Legend text = OWNSHIP textColor = COLOR_XKCD_KSPUNNAMEDCYAN position = 0, 12.5 } TEXT { name = Target Legend text = [#<=0:"ff00ff";"7f7f7f"=>]TARGET $&$ fc.TargetType() - 0.5 position = 9, 12.5 } TEXT { name = Waypoint Legend text = [#<=0:"00ff00";"7f7f7f"=>]WAYPOINT $&$ (nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 17, 12.5 } TEXT { name = Maneuver Legend text = [#<=0:"ffb000";"7f7f7f"=>]MANEUVER $&$ fc.ManeuverNodeExists() - 0.5 position = 27, 12.5 } TEXT { name = Landing Legend text = [#<=0:"ff0000";"7f7f7f"=>]LANDING $&$ (fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 37, 12.5 } TEXT { name = Ground Station Legend text = [#<=0:"ffff37";"7f7f7f"=>]COMMNET $&$ (fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 46, 12.5 } TEXT { name = Display Mode Hint text = ◄ ► textColor = COLOR_MFD2_TEXT_HIGHLIGHT font = Liberation Sans position = 56.5, 29.5 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/MFD2_Plan.cfg MAS_PAGE { name = MAS_MFD2_Plan onEntry = MAS_Mfd2_Plan_Init("%AUTOID%") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Maneuver") softkey = 2, MAS_Mfd2_Plan_Create("%AUTOID%-PlanFunction", "%AUTOID%-PlanAltitude") softkey = 3, fc.ClearManeuverNode() softkey = 4, fc.SetPersistent("%AUTOID%", "MAS_MFD2_ManualPlan") softkey = 5, fc.ToggleManeuverPilot() softkey = 6, fc.SetPersistent("%AUTOID%", "MAS_MFD2_Orbit") softkey = 7, fc.SetPersistent("%AUTOID%-Scalar", 1000) softkey = 8, fc.SetPersistent("%AUTOID%-Scalar", 100) softkey = 9, fc.SetPersistent("%AUTOID%-Scalar", 10) softkey = 10, fc.SetPersistent("%AUTOID%-Scalar", 1) softkey = 13, fc.AddPersistentClamped("%AUTOID%-PlanAltitude", fc.GetPersistentAsNumber("%AUTOID%-Scalar"), 0, 999999) softkey = 14, fc.AddPersistentClamped("%AUTOID%-PlanAltitude", -fc.GetPersistentAsNumber("%AUTOID%-Scalar"), 0, 999999) softkey = 15, MAS_Mfd2_Plan_Mode("%AUTOID%-PlanFunction", "%AUTOID%-PlanCaption", -1) softkey = 16, MAS_Mfd2_Plan_Mode("%AUTOID%-PlanFunction", "%AUTOID%-PlanCaption", 1) softkey = 18, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-Back")) softkey = 19, fc.SetPersistent("%AUTOID%-PlanAltitude", 0) IMAGE { name = Border R1 texture = MOARdV/MFD/frame6ch112x48 position = 40, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Caption R1 text = MNVR position = 4.0, 0 } IMAGE { name = Create Node border R2 texture = MOARdV/MFD/frame6ch112x48 position = 176, -8 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Create Node caption text = CREATE position = 11.5, 0 } IMAGE { name = Clear Node border R3 texture = MOARdV/MFD/frame6ch112x48 position = 320, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.ManeuverNodeExists() } TEXT { name = Clear Node caption text = CLEAR position = 21.0, 0 } IMAGE { name = Manual Toggle Border R4 texture = MOARdV/MFD/frame6ch112x48 position = 456, -8 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Manual Toggle Caption R4 text = MANUAL position = 29.0, 0 } IMAGE { name = Autopilot engage R5 texture = MOARdV/MFD/frame6ch112x48 position = 592, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetManeuverPilotActive() } TEXT { name = Pilot Engage R5 text = AUTO position = 38.5, 0 } IMAGE { name = Orbit Page Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Page Selector text = ORBIT position = 47, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = x1000 border R7 texture = MOARdV/MFD/frame6ch112x48 position = 40, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPersistentAsNumber("%AUTOID%-Scalar") == 1000 } IMAGE { name = x100 border R8 texture = MOARdV/MFD/frame6ch112x48 position = 176, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPersistentAsNumber("%AUTOID%-Scalar") == 100 } IMAGE { name = x10 border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPersistentAsNumber("%AUTOID%-Scalar") == 10 } IMAGE { name = x1 border R10 texture = MOARdV/MFD/frame6ch112x48 position = 456, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetPersistentAsNumber("%AUTOID%-Scalar") == 1 } IMAGE { name = Clear border HOME texture = MOARdV/MFD/frame6ch112x48 position = 592, 984 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = x1000 scalar text = x1000 position = 3.5, 31 } TEXT { name = x100 scalar text = x 100 position = 12, 31 } TEXT { name = x10 scalar text = x10 position = 22, 31 } TEXT { name = x1 scalar text = x 1 position = 30.5, 31 } TEXT { name = Clear caption text = CLEAR position = 38, 31 } IMAGE { name = Back Border ESC texture = MOARdV/MFD/frame6ch112x48 position = 912, 984 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Back Select text = BACK position = 58.5, 31 } TEXT { name = Mechjeb Caption text = MECHJEB position = 56, 1.5 } IMAGE { name = Mechjeb Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 88 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = mechjeb.Available() } TEXT { name = Mechjeb Ready Status text = [#<=0:"00ff00";"7f7f7f"=>]READY$&$mechjeb.Available() - 0.5 position = 57, 3 } TEXT { name = Autopilot Caption text = [@x8]MANEUVER$$$AUTOPILOT position = 55.0, 4.5 } IMAGE { name = Maneuver Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 216 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.GetManeuverPilotActive() } TEXT { name = Maneuver Seq Status text = [#<=0:"00ff00";"7f7f7f"=>]ACTIVE $&$fc.GetManeuverPilotActive() - 0.5 position = 56.5, 7 textColor = COLOR_MFD2_TEXT_GREEN } IMAGE { name = Target Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 312 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.TargetType() } TEXT { name = Target Status text = [#<=0:"00ff00";"7f7f7f"=>]TARGET $&$ fc.TargetType() - 0.5 position = 56.5, 10 textColor = COLOR_MFD2_TEXT_GREEN } IMAGE { name = Maneuver Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = 896, 376 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Status text = [#<=0:"00ff00";"7f7f7f"=>]NODE $&$ fc.ManeuverNodeExists() - 0.5 position = 57.5, 12 textColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Stage DeltaV Caption position = 33, 2 text = Stage ΔV: [#ffff9b]<=0,8:#,#.0=>[#afd3ff]m/s$&$fc.DeltaVStage() variable = fc.DeltaVStage()\t> 0 } TEXT { name = Mode Info Caption text = Maneuver Planning Mode: position = 0, 2 } TEXT { name = Mode hint text = ◄ ► font = Liberation Sans position = 24, 2 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Mode Info Descriptor text = <=0=>$&$fc.GetPersistent("%AUTOID%-PlanCaption") position = 0, 3 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Mode Info Value1 text = <=0:0=> [#afd3ff]km$&$ fc.GetPersistentAsNumber("%AUTOID%-PlanAltitude") position = 23, 3 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-PlanFunction") < 4 } TEXT { name = Mode Info Value2 text = <=0=> $&$fc.TargetName() position = 23, 3 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("%AUTOID%-PlanFunction") > 3 } TEXT { name = Altitude Caption text = Altitude position = 10.5,5.5 } TEXT { name = Altitude hint text = ▲$$$▼ font = Liberation Sans position = 5, 7 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Altitude Select texture = MOARdV/MFD/frame6ch112x48 position = 112, 208 size = 224, 96 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = 1 } TEXT { name = Altitude Value text = <=0,6:0=> [#afd3ff]km$&$ fc.GetPersistentAsNumber("%AUTOID%-PlanAltitude") position = 8,7 fontSize = 32, 64 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Node timing metrics text = Node in [#ffff9b]<=0:METddd/hh:mm:ss=> $&$ fc.ManeuverNodeTime()$$$Est Burn [#ffff9b]<=0:METddd/hh:mm:ss=> $&$ fc.ManeuverNodeBurnTime() position = 0, 11 variable = fc.ManeuverNodeExists() } TEXT { name = delta-V node metrics text = Orbit: [#ffff9b]<=0:#,#0=>[#afd3ff]km x [#ffff9b]<=1:#,#0=>[#afd3ff]km @[#ffff9b]<=2:0=>[#afd3ff]°$&$fc.ManeuverNodeAp() * 0.001; fc.ManeuverNodePe() * 0.001; fc.ManeuverNodeInc()$$$ΔV :[#ffff9b]<=0,8:#,#0.0=>[#afd3ff]m/s$&$fc.ManeuverNodeDV()$$$ 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vtol.HasHover() } IMAGE { name = Hover Mode Select R4 texture = MOARdV/MFD/frame6ch112x48 position = 456, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = vtol.GetHover() variable = vtol.HasHover() } TEXT { name = Hover Mode Selector text = HOVER position = 29.5, 0 variable = vtol.HasHover() } IMAGE { name = Air Park Select R5 texture = MOARdV/MFD/frame6ch112x48 position = 592, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = vtol.GetParked() variable = vtol.HasAirPark() } TEXT { name = Air Park Selector text = PARK position = 38.5, 0 variable = vtol.HasAirPark() } IMAGE { name = Zero V-Spd Select R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = vtol.HasHover() } TEXT { name = Zero V-Spd Selector R6 text = 0 VSpd position = 46.5, 0 variable = vtol.HasHover() } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Standby Page Selector text = STBY position = 56, 0 } IMAGE { name = Reverse Border R7 texture = MOARdV/MFD/frame6ch112x48 position = 40, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = vtol.GetThrustMode() == -1 variable = vtol.HasThrustVector() } TEXT { name = Reverse Caption R7 text = REV position = 4.5, 31 variable = vtol.HasThrustVector() } IMAGE { name = VTOL Border R8 texture = MOARdV/MFD/frame6ch112x48 position = 176, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = vtol.GetThrustMode() == 0 variable = vtol.HasThrustVector() } TEXT { name = VTOL Caption R8 text = VTOL position = 12.5, 31 variable = vtol.HasThrustVector() } IMAGE { name = Forward Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = vtol.GetThrustMode() == 1 variable = vtol.HasThrustVector() } TEXT { name = Forward Caption R9 text = FWD position = 22.0, 31 variable = vtol.HasThrustVector() } IMAGE { name = Camera Mode Border HOME texture = MOARdV/MFD/frame6ch112x48 position = 592, 984 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetCameraModeCount(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) > 1 } TEXT { name = Camera Mode Caption HOME text = MODE position = 38.5, 31 variable = fc.GetCameraModeCount(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) > 1 } TEXT { name = Throttle Caption text = THROTTLE [#ffff9b]<=0,3:0=>[#afd3ff]% $&$ fc.GetThrottle() * 100 position = 6, 26.5 } TEXT { name = Fwd Thrust Caption text = ►► font = Liberation Sans position = 15, 26.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (vtol.GetThrustMode() == 1) and (vtol.HasThrustVector()) } TEXT { name = Rev Thrust Caption text = ◄◄ font = Liberation Sans position = 3, 26.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (vtol.GetThrustMode() == -1) and (vtol.HasThrustVector()) } TEXT { name = VTOL Thrust Caption text = ▲ ▲ font = Liberation Sans position = 8.5, 25.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (vtol.GetThrustMode() == 0) and (vtol.HasThrustVector()) } HORIZONTAL_BAR { name = Throttle bar position = 32, 912 size = 256, 16 source = fc.GetThrottle() sourceRange = 0, 1 sourceColor = 0, 160, 0, 255 anchor = Left } IMAGE { name = Throttle gauge texture = MOARdV/MFD/rightTickmark32x256 position = 144, 784 size = 32, 256 rotation = -90 passiveColor = COLOR_MFD2_TEXT } SUB_PAGE { name = Engine Announcer position = 320, 896 } IMAGE { name = Next Icon texture = ASET/ASET_Props/MFDs/ALCORMFD60x30/MFD60x30Emissive size = 64, 64 position = 960, 872 uvShift = 0.707, 0.449 tiling = 0.16, 0.16 variable = (fc.CameraCount() > 1) } IMAGE { name = Prev Icon texture = ASET/ASET_Props/MFDs/ALCORMFD60x30/MFD60x30Emissive size = 64, 64 position = 960, 952 uvShift = 0.398, 0.449 tiling = 0.16, 0.16 variable = (fc.CameraCount() > 1) } CAMERA { name = Camera Display position = 512, 544 size = 256, 256 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) variable = fc.CameraCount() } IMAGE { name = camera centerline texture = MOARdV/MFD/frame512x512 position = 512, 544 size = 256, 256 passiveColor = COLOR_MFD2_TEXT variable = (vtol.GetThrustMode() == 0) or (fc.CameraCount() > 0) } LINE_STRING { name = VTOL roll position = 640, 672 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 3 vertex = -128, 0 vertex = 128, 0 rotation = fc.Roll() variable = vtol.GetThrustMode() == 0 } LINE_STRING { name = VTOL pitch position = 640, 672 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 4 vertex = 3, fc.Remap(fc.Pitch(), -30, 30, -127, 127) vertex = 128, fc.Remap(fc.Pitch(), -30, 30, -127, 127) variable = vtol.GetThrustMode() == 0 } TEXT { name = Camera Name Caption text = <=0=> $&$ fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) position = 32, 25 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.CameraCount() } SUB_PAGE { name = RCS Announcer position = 336, 384 variable = vtol.GetThrustMode() == 0 } TEXT { name = Speed readout text = Ground Speed$$$Fwd: [#ffff9b]<=0,5:0.0=>[#afd3ff]m/s $&$ fc.Clamp(fc.SurfaceForwardSpeed(), -99, 99) $$$Lat: [#ffff9b]<=0,5:0.0=>[#afd3ff]m/s $&$ fc.Clamp(fc.SurfaceLateralSpeed(), -99, 99) position = 17, 14 variable = vtol.GetThrustMode() == 0 } IMAGE { name = VTOL movement gauge texture = MOARdV/MFD/crosshair128x128 position = 256, 544 size = 256, 256 passiveColor = COLOR_MFD2_TEXT variable = vtol.GetThrustMode() == 0 } LINE_STRING { name = VTOL forward speed position = 256, 544 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 5 vertex = 4, fc.Remap(fc.SurfaceForwardSpeed(), 10, -10, 0, 255) vertex = 252, fc.Remap(fc.SurfaceForwardSpeed(), 10, -10, 0, 255) variable = vtol.GetThrustMode() == 0 } LINE_STRING { name = VTOL lateral speed position = 256, 544 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 5 vertex = fc.Remap(fc.SurfaceLateralSpeed(), -10, 10, 0, 255), 4 vertex = fc.Remap(fc.SurfaceLateralSpeed(), -10, 10, 0, 255), 252 variable = vtol.GetThrustMode() == 0 } SUB_PAGE { name = Gear Announcer position = 832, 112 } SUB_PAGE { name = Contact Announcer position = 832, 176 } TEXT { name = VSpd caption text = Vert Spd. position = fc.Select(vtol.GetHover() == 1, 51, 54), 7 } TEXT { name = Command caption text = Command position = 47.5, 8 variable = vtol.GetHover() } VERTICAL_BAR { name = VSpd Bar position = 848, 288 size = 32, 512 source = vtol.GetVerticalSpeed() sourceRange = -20, 20 sourceColor = 0, 160, 0, 255 anchor = Middle variable = vtol.GetHover() } IMAGE { name = VSpd gauge texture = MOARdV/MFD/rightTickmark32x256 position = 816, 288 size = 64, 512 passiveColor = COLOR_MFD2_TEXT variable = vtol.GetHover() } IMAGE { name = VSpd readout texture = MOARdV/MFD/frame4ch96x48 position = 760, 520 - fc.Clamp(vtol.GetVerticalSpeed(), -20, 20) * 12.8 passiveColor = COLOR_MFD2_TEXT variable = vtol.GetHover() } TEXT { name = VSpd Value text = <=0,4:0=>$&$ fc.Clamp(vtol.GetVerticalSpeed(), -999, 9999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 48, 16.5 - fc.Clamp(vtol.GetVerticalSpeed(), -20, 20) * 0.4 variable = vtol.GetHover() } TEXT { name = Actual vspd caption text = Actual position = 55.5, 8 } VERTICAL_BAR { name = VSpd Bar position = 880, 288 size = 32, 512 source = fc.VerticalSpeed() sourceRange = -20, 20 sourceColor = fc.Select(fc.MaxImpactSpeed() + fc.VerticalSpeed() > 0, 0, 160), 160, 0, 255 anchor = Middle } IMAGE { name = VSpd gauge texture = MOARdV/MFD/rightTickmark32x256 position = 880, 288 size = 64, 512 rotation = 180 passiveColor = COLOR_MFD2_TEXT } IMAGE { name = VSpd readout texture = MOARdV/MFD/frame4ch96x48 rotation = 180 position = 904, 520 - fc.Clamp(fc.VerticalSpeed(), -20, 20) * 12.8 passiveColor = COLOR_MFD2_TEXT } TEXT { name = VSpd Value text = <=0,4:0=>$&$ fc.Clamp(fc.VerticalSpeed(), -999, 999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 58, 16.5 - fc.Clamp(fc.VerticalSpeed(), -20, 20) * 0.4 variable = (fc.Abs(fc.VerticalSpeed()) <= 999) or (fc.PeriodStep(0.5) > 0) } TEXT { name = Altitude caption text = Altitude position = 0, 8 variable = fc.AltitudeTerrain(false) < 300 } VERTICAL_BAR { name = Altitude Bar position = 0, 288 size = 32, 512 source = fc.AltitudeBottom() sourceRange = 0, 200 sourceColor = 0, 160, 0, 255 anchor = Bottom variable = fc.AltitudeTerrain(false) < 300 } IMAGE { name = Altitude gauge texture = MOARdV/MFD/rightTickmark32x256 position = 0, 288 size = 64, 512 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = fc.AltitudeTerrain(false) < 300 } IMAGE { name = Altitude readout texture = MOARdV/MFD/frame4ch96x48 rotation = 180 position = 40, 776 - fc.Clamp(fc.AltitudeBottom(), 0, 200) * 2.56 passiveColor = COLOR_MFD2_TEXT variable = fc.AltitudeTerrain(false) < 300 } TEXT { name = Altitude Value text = <=0,3:0=>m$&$ fc.Clamp(fc.AltitudeBottom(), 0, 999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 4, 24.5 - fc.Clamp(fc.AltitudeBottom(), 0, 200) * 0.08 variable = fc.AltitudeTerrain(false) < 300 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Aerobrake Announcer IMAGE { name = Atmo Warning Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.VesselFlying() and (fc.Periapsis() < fc.AtmosphereTop()) and fc.HasAtmosphere() } TEXT { name = Atmo Warning Status text = [#<=0=>]AEROBR $&$ fc.Select(fc.VesselFlying() and (fc.Periapsis() < fc.AtmosphereTop()) and fc.HasAtmosphere(), "ffff00", "7d7f7c") } IMAGE { name = Atmo Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.VesselFlying() and (fc.Apoapsis() < fc.AtmosphereTop()) and fc.HasAtmosphere() } TEXT { name = Atmo Status text = AEROBR textColor = COLOR_MFD2_TEXT_GREEN variable = fc.VesselFlying() and (fc.Apoapsis() < fc.AtmosphereTop()) and fc.HasAtmosphere() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Ascent Autopilot Active Announcer IMAGE { name = Ascent Autopilot Active Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_XKCD_MEDIUMGREY activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = mechjeb.AscentAutopilotActive() or fc.GetAscentPilotActive() } TEXT { text = [#<=0=>]ASCENT$&$ fc.Select(mechjeb.AscentAutopilotActive() or fc.GetAscentPilotActive(), "00ff00", "7d7f7c") } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Atmospheric Pressure Announcer IMAGE { name = Atm Pressure Bad Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_RED passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.StaticPressureKPa() } TEXT { name = Atm Pressure Bad Status text = [#<=0=>]ATM PR $&$ fc.Select(fc.StaticPressureKPa() > 0, "ff0000", "7d7f7c") } IMAGE { name = Atm Pressure Better Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_MFD2_TEXT_YELLOW colorVariable = fc.StaticPressureKPa() > 65 variable = fc.StaticPressureKPa() > 35 } TEXT { name = Atm Pressure Better Status text = [#<=0=>]ATM PR $&$ fc.Select(fc.StaticPressureKPa() > 65, "00ff00", "ffff00") variable = fc.StaticPressureKPa() > 35 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Brake Announcer IMAGE { name = BRAKE Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetBrakes() } TEXT { name = BRAKE Status text = [#<=0=>]BRAKE $&$ fc.Select(fc.GetBrakes() > 0, "00ff00", "7d7f7c") position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Blank Announcer IMAGE { name = Blank Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_XKCD_MEDIUMGREY } TEXT { name = Blank Status text = ------ textColor = 128, 128, 128, 255 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = CommNet Announcer IMAGE { name = CommNet Communicate Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.CommNetSignalQuality() } TEXT { name = CommNet Communicate Status text = [#<=0:"00ff00";"7d7f7c"=>]COMM $&$ fc.CommNetSignalQuality() - 0.5 position = 1, 0 } IMAGE { name = CommNet Warning Communicate Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_MFD2_TEXT_RED colorVariable = fc.Between(fc.CommNetSignalQuality(), 2, 3) variable = fc.Between(fc.CommNetSignalQuality(), 1, 3) } TEXT { name = CommNet Warning Communicate Status text = [#<=0:"ffff00";"ff0000"=>]COMM $&$ fc.Between(fc.CommNetSignalQuality(), 2, 3) - 0.5 position = 1, 0 variable = fc.Between(fc.CommNetSignalQuality(), 1, 3) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Contact Announcer IMAGE { name = Contact Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.VesselLanded() } TEXT { name = Contact Status text = [#<=0:"00ff00";"7d7f7c"=>]CONTACT $&$ fc.VesselLanded() - 0.5 fontSize = 14, 32 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Dock Announcer IMAGE { name = Dock Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_GREEN activeColor = 128, 128, 128, 255 colorVariable = fc.Docked() } TEXT { name = Dock Status text = [#<=0:"7d7f7c";"00ff00"=>]DOCK $&$ fc.Docked() - 0.5 position = 1, 0 } IMAGE { name = Dock Unready Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_YELLOW variable = 1 - fc.DockReady() } TEXT { name = Dock Unready Status text = DOCK textColor = COLOR_MFD2_TEXT_YELLOW position = 1, 0 variable = 1 - fc.DockReady() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Engine Announcer IMAGE { name = Engine Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetEnginesEnabled() } TEXT { name = Engine Status text = [#<=0:"00ff00";"7d7f7c"=>]ENGINE $&$ fc.GetEnginesEnabled() - 0.5 } IMAGE { name = Engine Warning Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_RED variable = fc.EngineFlameout() } TEXT { name = Engine Warning Status text = ENGINE textColor = COLOR_MFD2_TEXT_RED variable = fc.EngineFlameout() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Fuel Announcer IMAGE { name = Fuel Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.PropellantStageMax() } TEXT { name = Fuel Status text = [#<=0:"00ff00";"7d7f7c"=>]FUEL $&$ fc.PropellantStageMax() - 0.5 position = 1, 0 } IMAGE { name = Fuel Warning Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_MFD2_TEXT_RED colorVariable = fc.PropellantStageThreshold(0.001, 0.1) variable = fc.PropellantStageThreshold(0, 0.1) } TEXT { name = Fuel Warning Status text = [#<=0:"ff0000";"ffff00"=>]FUEL $&$ fc.PropellantStageThreshold(0, 0.001) - 0.5 position = 1, 0 variable = fc.PropellantStageThreshold(0, 0.1) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Gear Announcer IMAGE { name = GEAR Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetGear() } TEXT { name = GEAR Status text = [#<=0:"00ff00";"7d7f7c"=>]GEAR $&$ fc.GetGear() - 0.5 position = 1, 0 } IMAGE { name = GEAR Caution Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_YELLOW variable = (MAS_GearDownCaution() > 0) and (fc.PeriodStep(2) > 0) } TEXT { name = GEAR Caution Status text = GEAR textColor = COLOR_MFD2_TEXT_YELLOW position = 1, 0 variable = (MAS_GearDownCaution() > 0) and (fc.PeriodStep(2) > 0) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Gear Movement Announcer IMAGE { name = Gear Movement Tablo texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT passiveColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GearPosition() < 0.001 } TEXT { name = Gear Movement Status 1 text = <=0=>▲▲ $&$ fc.Select(fc.GearMoving() ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT_HIGHLIGHT")) variable = ((fc.GearMoving() < 0 and fc.PeriodStep(2)) or fc.GearPosition() < 0.001) } TEXT { name = Gear Movement Status 2 text = ▼▼ textColor = COLOR_MFD2_TEXT_GREEN variable = ((fc.GearMoving() > 0 and fc.PeriodStep(2)) or fc.GearPosition() > 0.999) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Gyro Announcer IMAGE { name = Gyro Active Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.ReactionWheelTorque() colorRange = 0, 1 colorBlend = true } TEXT { name = Gyro Active Status text = <=0=>GYRO $&$ fc.ColorTag(127 * (1 - fc.ReactionWheelTorque()), 127 + (128 * fc.ReactionWheelTorque()), 127 * (1 - fc.ReactionWheelTorque())) position = 1, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Impact Announcer IMAGE { name = Impact Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.VesselFlying() and (fc.Periapsis() < 0) } TEXT { name = Impact Status text = [#<=0=>]IMPACT $&$ fc.Select(fc.VesselFlying() and (fc.Periapsis() < 0), "ffff00", "7d7f7c") } IMAGE { name = Impact Danger Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_RED variable = (fc.LandingTime() > 1) and (fc.VerticalSpeed() < 0) and (fc.SurfaceSpeed() > fc.MaxImpactSpeed()) and (fc.LandingTime() < 30) and (fc.PeriodStep(0.5) > 0) } TEXT { name = Impact Danger Status text = IMPACT textColor = COLOR_MFD2_TEXT_RED variable = (fc.LandingTime() > 1) and (fc.VerticalSpeed() < 0) and (fc.SurfaceSpeed() > fc.MaxImpactSpeed()) and (fc.LandingTime() < 30) and (fc.PeriodStep(0.5) > 0) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Light Announcer IMAGE { name = LIGHT Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetLights() } TEXT { name = LIGHT Status text = [#<=0=>]LIGHT $&$ fc.Select(fc.GetLights() > 0, "00ff00", "7d7f7c") position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Maneuver Announcer IMAGE { name = Maneuver Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.ManeuverNodeExists() } TEXT { name = Maneuver Status text = [#<=0:"00ff00";"7d7f7c"=>]NODE $&$ fc.ManeuverNodeExists() - 0.5 position = 1, 0 } IMAGE { name = Maneuver Warning Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_YELLOW variable = fc.Between(fc.Abs(fc.ManeuverNodeTime()), 0.05, 60) and fc.PeriodStep(2) } TEXT { name = Maneuver Warning Status text = NODE textColor = COLOR_MFD2_TEXT_YELLOW position = 1, 0 variable = fc.Between(fc.Abs(fc.ManeuverNodeTime()), 0.05, 60) and fc.PeriodStep(2) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Maneuver Autopilot Announcer IMAGE { name = Maneuver Autopilot Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = mechjeb.ManeuverNodeExecutorActive() or fc.GetManeuverPilotActive() } TEXT { name = Maneuver Autopilot Status text = [#<=0:"00ff00";"7d7f7c"=>]MNVR $&$ fc.Select(mechjeb.ManeuverNodeExecutorActive() or fc.GetManeuverPilotActive(), "00ff00", "7d7f7c") position = 1, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Master Alarm Announcer IMAGE { name = Master Alarm Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_XKCD_MEDIUMGREY activeColor = COLOR_MFD2_TEXT_RED colorVariable = fc.GetPersistentAsNumber("MAS_MasterAlarm") and fc.PeriodStep(2) } TEXT { name = Master Alarm Caption text = [#<=0=>]ALARM$&$ fc.Select(fc.GetPersistentAsNumber("MAS_MasterAlarm") and fc.PeriodStep(2), "ff0000", "7d7f7c") position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Master Caution Announcer IMAGE { name = Master Caution Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_XKCD_MEDIUMGREY activeColor = COLOR_MFD2_TEXT_YELLOW colorVariable = fc.GetPersistentAsNumber("MAS_MasterCaution") and fc.PeriodStep(2) } TEXT { name = Master Caution Caption text = [#<=0=>]CAUTION$&$ fc.Select(fc.GetPersistentAsNumber("MAS_MasterCaution") and fc.PeriodStep(2), "ffff00", "7d7f7c") fontSize = 14, 32 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = MechJeb Active Announcer IMAGE { name = MechJeb Active Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_XKCD_MEDIUMGREY activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = mechjeb.AutopilotActive() } TEXT { text = [#<=0=>]MECHJEB$&$ fc.Select(mechjeb.AutopilotActive() > 0, "00ff00", "7d7f7c") fontSize = 14, 32 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Parachute Announcer IMAGE { name = Parachute Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = parachute.GetParachuteArmedOrDeployed() } TEXT { name = Parachute Status text = [#<=0:"00ff00";"7d7f7c"=>]CHUTE $&$ parachute.GetParachuteArmedOrDeployed() - 0.5 position = 0.5, 0 } IMAGE { name = Parachute Danger Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_RED variable = parachute.DeploymentSafe() < 1 } TEXT { name = Parachute Danger Status text = CHUTE textColor = COLOR_MFD2_TEXT_RED position = 0.5, 0 variable = parachute.DeploymentSafe() < 1 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Pilot Announcer IMAGE { name = Pilot Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetPilotActive() } TEXT { name = Pilot Status text = [#<=0:"00ff00";"7d7f7c"=>]PILOT $&$ fc.GetPilotActive() - 0.5 position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Power Announcer IMAGE { name = Power Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.PowerMax() } TEXT { name = Power Status text = [#<=0:"00ff00";"7d7f7c"=>]POWER $&$ fc.PowerMax() - 0.5 position = 0.5, 0 } IMAGE { name = Power Warning Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_MFD2_TEXT_RED colorVariable = fc.PowerThreshold(0.001, 0.1) variable = fc.PowerThreshold(0, 0.1) } TEXT { name = Power Warning Status text = [#<=0:"ff0000";"ffff00"=>]POWER $&$ fc.PowerThreshold(0, 0.001) - 0.5 position = 0.5, 0 variable = fc.PowerThreshold(0, 0.1) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Precision Announcer IMAGE { name = Precision Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetPrecisionMode() } TEXT { name = Precision Status text = [#<=0:"00ff00";"7d7f7c"=>]PRECISE $&$ fc.GetPrecisionMode() - 0.5 fontSize = 14, 32 position = 0, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Radar Announcer IMAGE { name = Radar Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.RadarActive() } TEXT { name = Radar Status text = [#<=0:"00ff00";"7d7f7c"=>]RADAR $&$ fc.RadarActive() - 0.5 position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = RCS Announcer IMAGE { name = RCS Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetRCS() } TEXT { name = RCS Status text = [#<=0:"00ff00";"7d7f7c"=>]RCS $&$ fc.GetRCS() - 0.5 position = 1.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = RCS Thrust Announcer IMAGE { name = RCS Thrust Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.CurrentRCSThrust() colorRange = 0, 1 colorBlend = true } TEXT { name = RCS Thrust Status text = <=0=>RCS THR$&$ fc.ColorTag(127 * (1 - fc.CurrentRCSThrust()), 127 + (128 * fc.CurrentRCSThrust()), 127 * (1 - fc.CurrentRCSThrust())) fontSize = 14, 32 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = SAS Announcer IMAGE { name = SAS Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetSAS() } TEXT { name = SAS Status text = [#<=0:"00ff00";"7d7f7c"=>]SAS $&$ fc.GetSAS() - 0.5 position = 1.5, 0 } IMAGE { name = SAS Status Icon texture = ASET/ASET_Props/Control/SAS_Switch/Switch_PUSH_Icons position = -80, -16 size = 64, 64 tiling = 0.25, 0.25 uvShift = MAS_Mfd2_SAS_ShiftU(), fc.GetPersistentAsNumber("MFD2-SAS-ShiftV") activeColor = 255, 255, 255, 255 passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetSAS() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Solar Panel Announcer IMAGE { name = Solar Panel Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.SolarPanelEfficiency() colorRange = 0, 1 colorBlend = true } TEXT { name = Solar Panel Status text = <=0=>SOLAR $&$ fc.ColorTag(127 * (1 - fc.SolarPanelEfficiency()), 127 + 128*fc.SolarPanelEfficiency(), 127 * (1 - fc.SolarPanelEfficiency())) position = 0.5, 0 } IMAGE { name = Solar Panel Moving Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_YELLOW activeColor = COLOR_MFD2_TEXT_RED colorVariable = fc.SolarPanelDamaged() variable = fc.SolarPanelMoving() or fc.SolarPanelDamaged() } TEXT { name = Solar Panel Moving Status text = [#<=0=>]SOLAR$&$fc.Select(fc.SolarPanelDamaged() > 0, "ff0000", "ffff00") position = 0.5, 0 variable = fc.SolarPanelMoving() or fc.SolarPanelDamaged() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = SoI Announcer IMAGE { name = SoI Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.Abs(fc.NextSoI()) } TEXT { name = SoI Status text = [#<=0:"00ff00";"7d7f7c"=>]SoI $&$ fc.Abs(fc.NextSoI()) - 0.5 position = 1.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Stage Announcer IMAGE { name = Stage Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.StageReady() } TEXT { name = Stage Status text = [#<=0:"00ff00";"7d7f7c"=>]STAGE $&$ fc.StageReady() - 0.5 position = 0.5, 0 } IMAGE { name = Stage Locked Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_RED variable = fc.GetStageLocked() } TEXT { name = Stage Locked Status text = STAGE textColor = COLOR_MFD2_TEXT_RED position = 0.5, 0 variable = fc.GetStageLocked() } TEXT { name = Stage number text = [#<=0:"00ff00";"7d7f7c"=>]St<=1,2=> $&$ fc.StageReady() - 0.5; fc.CurrentStage() fontSize = 24,48 position = -7, -0.25 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Target Announcer IMAGE { name = Target Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.TargetType() } TEXT { name = Target Status text = [#<=0:"00ff00";"7d7f7c"=>]TARGET $&$ fc.TargetType() - 0.5 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Thermal Announcer IMAGE { name = Thermal Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Thermal Status text = TEMP textColor = COLOR_MFD2_TEXT_GREEN position = 1, 0 } IMAGE { name = Thermal Status Warning Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_YELLOW activeColor = COLOR_MFD2_TEXT_RED variable = MAS_OverheatWarning() } TEXT { name = Thermal Warning Status text = [#<=0:"ffff00";"00ff00"=>]TEMP $&$ MAS_OverheatAlarm() - 0.5 position = 1, 0 variable = MAS_OverheatWarning() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Warp Announcer IMAGE { name = Warp Status Border texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.WarpRate() - 1.5 } TEXT { name = Warp Status text = [#<=0:"00ff00";"7d7f7c"=>]WARP $&$ fc.WarpRate() - 1.5 position = 1, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Announcer.cfg MAS_SUB_PAGE { name = Waypoint Announcer IMAGE { name = Waypoint Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = nav.WaypointActive() } TEXT { name = Waypoint Status text = [#<=0:"00ff00";"7d7f7c"=>]WAYPT $&$ nav.WaypointActive() - 0.5 position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = Orbital Data Display TEXT { name = Orbital data caption text = Alt : km$$$Ap : km in Inc: °$$$Pe : km in$$$OSpd: m/s Period: } TEXT { name = Orbital data values text = <=0,9:#,#0.0=>$&$ fc.Altitude() * 0.001$$$<=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=> <=2,6:0.0=>$&$ fc.Apoapsis() * 0.001; fc.TimeToAp();fc.Inclination()$$$<=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$fc.Periapsis() * 0.001; fc.TimeToPe()$$$<=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$fc.OrbitSpeed(); fc.OrbitPeriod() position = 5, 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = Orbit Map 512x256 IMAGE { name = Kerbin Map texture = ASET/ASET_Props/Instruments/ASET_IMP/map_Kerbin_sat position = 0, 0 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } IMAGE { name = Mun Map texture = MOARdV/MFD/map_Mun_sat position = 0, 0 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Mun"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Minmus Map texture = MOARdV/MFD/map_Minmus_sat position = 0, 0 size = 512, 256 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Minmus"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Generic Terminator texture = MOARdV/MFD/dayNight128x128 position = 0, 0 size = 512, 256 uvShift = fc.Remap(fc.NormalizeLongitude(fc.BodySunLongitude(fc.CurrentBodyIndex()) - fc.Longitude()), 180, -180, -0.5, 0.5), 0 } GROUND_TRACK { name = Ground track position = 0, 0 size = 512 lineWidth = 4 vertexCount = 32 vesselColor = COLOR_XKCD_KSPUNNAMEDCYAN targetColor = 255, 0, 255, 255 maneuverColor = COLOR_XKCD_KSPNOTSOGOODORANGE startLongitude = fc.Longitude() - 180 } LINE_STRING { name = CommNet Latitude position = 0, 0 startColor = 255, 255, 55, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 255) vertex = 511, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 255) variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = CommNet Longitude position = 0, 0 startColor = 255, 255, 55, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude() - fc.Longitude()), -180, 180, 0, 511), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude() - fc.Longitude()), -180, 180, 0, 511), 256 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Target Latitude position = 0, 0 startColor = 255, 0, 255, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.TargetLatitude(), 90, -90, 0, 255) vertex = 511, fc.Remap(fc.TargetLatitude(), 90, -90, 0, 255) variable = fc.TargetLatLonValid() * fc.TargetSameSoI() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Target Longitude position = 0, 0 startColor = 255, 0, 255, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -180, 180, 0, 511), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -180, 180, 0, 511), 256 variable = fc.TargetLatLonValid() * fc.TargetSameSoI() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Landing Latitude position = 0, 0 startColor = 255, 0, 0, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 255) vertex = 511, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 255) variable = fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Landing Longitude position = 0, 0 startColor = 255, 0, 0, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.LandingLongitude() - fc.Longitude()), -180, 180, 0, 511), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.LandingLongitude() - fc.Longitude()), -180, 180, 0, 511), 256 variable = fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Waypoint Latitude position = 0, 0 startColor = 0, 255, 0, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(nav.WaypointLatitude(-1), 90, -90, 0, 255) vertex = 511, fc.Remap(nav.WaypointLatitude(-1), 90, -90, 0, 255) variable = nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Waypoint Longitude position = 0, 0 startColor = 0, 255, 0, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -180, 180, 0, 511), 0 vertex = fc.Remap(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -180, 180, 0, 511), 256 variable = nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Vessel Latitude position = 0, 0 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.Latitude(), 90, -90, 0, 255) vertex = 511, fc.Remap(fc.Latitude(), 90, -90, 0, 255) variable = 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } LINE_STRING { name = Vessel Longitude position = 0, 0 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 255, 0 vertex = 255, 255 variable = 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } TEXT { name = Map Legend position = 0, -1 text = SHIP textColor = COLOR_XKCD_KSPUNNAMEDCYAN } TEXT { name = Target Legend position = 5.6 + 0.5, -1 text = [#<=0:"ff00ff";"7f7f7f"=>]TGT $&$ fc.TargetType() - 0.5 } TEXT { name = Waypoint Legend position = 11.2 - 0.5, -1 text = [#<=0:"00ff00";"7f7f7f"=>]WAYPT $&$ (nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 } TEXT { name = Maneuver Legend position = 16.8, -1 text = [#<=0:"ffb000";"7f7f7f"=>]MNVR $&$ fc.ManeuverNodeExists() - 0.5 } TEXT { name = Landing Legend position = 22.4, -1 text = [#<=0:"ff0000";"7f7f7f"=>]LNDG $&$ (fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 } TEXT { name = Ground Station Legend position = 28, -1 text = [#<=0:"ffff37";"7f7f7f"=>]COMM $&$ (fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = Orbit Map 640x320 IMAGE { name = Kerbin Map texture = ASET/ASET_Props/Instruments/ASET_IMP/map_Kerbin_sat position = 0, 0 size = 640, 320 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } IMAGE { name = Mun Map texture = MOARdV/MFD/map_Mun_sat position = 0, 0 size = 640, 320 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Mun"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Minmus Map texture = MOARdV/MFD/map_Minmus_sat position = 0, 0 size = 640, 320 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.Select(fc.CurrentBodyIndex() == fc.BodyIndex("Minmus"), 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"), 0) } IMAGE { name = Generic Terminator texture = MOARdV/MFD/dayNight128x128 position = 0, 0 size = 640, 320 uvShift = fc.Remap(fc.NormalizeLongitude(fc.BodySunLongitude(fc.CurrentBodyIndex()) - fc.Longitude()), 180, -180, -0.5, 0.5), 0 } GROUND_TRACK { name = Ground track position = 0, 0 size = 640 lineWidth = 4 vertexCount = 32 vesselColor = COLOR_XKCD_KSPUNNAMEDCYAN targetColor = 255, 0, 255, 255 maneuverColor = COLOR_XKCD_KSPNOTSOGOODORANGE startLongitude = fc.Longitude() - 180 } LINE_STRING { name = CommNet Latitude position = 0, 0 startColor = 255, 255, 55, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 319) vertex = 639, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 319) variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = CommNet Longitude position = 0, 0 startColor = 255, 255, 55, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude() - fc.Longitude()), -180, 180, 0, 639), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude() - fc.Longitude()), -180, 180, 0, 639), 320 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Target Latitude position = 0, 0 startColor = 255, 0, 255, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.TargetLatitude(), 90, -90, 0, 319) vertex = 639, fc.Remap(fc.TargetLatitude(), 90, -90, 0, 319) variable = fc.TargetLatLonValid() * fc.TargetSameSoI() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Target Longitude position = 0, 0 startColor = 255, 0, 255, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -180, 180, 0, 639), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -180, 180, 0, 639), 320 variable = fc.TargetLatLonValid() * fc.TargetSameSoI() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Landing Latitude position = 0, 0 startColor = 255, 0, 0, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 319) vertex = 639, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 319) variable = fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Landing Longitude position = 0, 0 startColor = 255, 0, 0, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.LandingLongitude() - fc.Longitude()), -180, 180, 0, 639), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.LandingLongitude() - fc.Longitude()), -180, 180, 0, 639), 320 variable = fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Waypoint Latitude position = 0, 0 startColor = 0, 255, 0, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(nav.WaypointLatitude(-1), 90, -90, 0, 319) vertex = 639, fc.Remap(nav.WaypointLatitude(-1), 90, -90, 0, 319) variable = nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Waypoint Longitude position = 0, 0 startColor = 0, 255, 0, 255 startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -180, 180, 0, 639), 0 vertex = fc.Remap(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -180, 180, 0, 639), 320 variable = nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode")) } LINE_STRING { name = Vessel Latitude position = 0, 0 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.Latitude(), 90, -90, 0, 319) vertex = 639, fc.Remap(fc.Latitude(), 90, -90, 0, 319) variable = 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } LINE_STRING { name = Vessel Longitude position = 0, 0 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 4 texture = MOARdV/MFD/dashedLine32x4 vertex = 319, 0 vertex = 319, 319 variable = 1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode") } TEXT { name = Map Legend text = OWNSHIP textColor = COLOR_XKCD_KSPUNNAMEDCYAN position = 0, -1 } TEXT { name = Target Legend text = [#<=0:"ff00ff";"7f7f7f"=>]TARGET $&$ fc.TargetType() - 0.5 position = 17, -2 } TEXT { name = Waypoint Legend text = [#<=0:"00ff00";"7f7f7f"=>]WAYPOINT $&$ (nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 32, -2 } TEXT { name = Maneuver Legend text = [#<=0:"ffb000";"7f7f7f"=>]MANEUVER $&$ fc.ManeuverNodeExists() - 0.5 position = 0, -2 } TEXT { name = Landing Legend text = [#<=0:"ff0000";"7f7f7f"=>]LANDING $&$ (fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 16.5, -1 } TEXT { name = Ground Station Legend text = [#<=0:"ffff37";"7f7f7f"=>]COMMNET $&$ (fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 33, -1 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = Orbit Map 1024x512 IMAGE { name = Kerbin Map texture = ASET/ASET_Props/Instruments/ASET_IMP/map_Kerbin_sat position = 0, 0 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) } IMAGE { name = Mun Map texture = MOARdV/MFD/map_Mun_sat position = 0, 0 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Mun") } IMAGE { name = Minmus Map texture = MOARdV/MFD/map_Minmus_sat position = 0, 0 size = 1024, 512 uvShift = fc.Remap(fc.Longitude(), -180, 180, -0.5, 0.5), 0 variable = fc.CurrentBodyIndex() == fc.BodyIndex("Minmus") } IMAGE { name = Generic Terminator texture = MOARdV/MFD/dayNight128x128 position = 0, 0 size = 1024, 512 uvShift = fc.Remap(fc.NormalizeLongitude(fc.BodySunLongitude(fc.CurrentBodyIndex()) - fc.Longitude()), 180, -180, -0.5, 0.5), 0 } GROUND_TRACK { name = Ground track position = 0, 0 size = 1024 lineWidth = 5 vertexCount = 32 vesselColor = COLOR_XKCD_KSPUNNAMEDCYAN targetColor = 255, 0, 255, 255 maneuverColor = COLOR_XKCD_KSPNOTSOGOODORANGE startLongitude = fc.Longitude() - 180 } LINE_STRING { name = CommNet Latitude position = 0, 0 startColor = 255, 255, 55, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 511) vertex = 1023, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 511) variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() } LINE_STRING { name = CommNet Longitude position = 0, 0 startColor = 255, 255, 55, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude() - fc.Longitude()), -180, 180, 0, 1023), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude() - fc.Longitude()), -180, 180, 0, 1023), 512 variable = fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() } LINE_STRING { name = Target Latitude position = 0, 0 startColor = 255, 0, 255, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.TargetLatitude(), 90, -90, 0, 511) vertex = 1023, fc.Remap(fc.TargetLatitude(), 90, -90, 0, 511) variable = fc.TargetLatLonValid() and fc.TargetSameSoI() } LINE_STRING { name = Target Longitude position = 0, 0 startColor = 255, 0, 255, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -180, 180, 0, 1023), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.TargetLongitude() - fc.Longitude()), -180, 180, 0, 1023), 512 variable = fc.TargetLatLonValid() and fc.TargetSameSoI() } LINE_STRING { name = Landing Latitude position = 0, 0 startColor = 255, 0, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 511) vertex = 1023, fc.Remap(fc.LandingLatitude(), 90, -90, 0, 511) variable = fc.LandingPredictorActive() and fc.VesselFlying() } LINE_STRING { name = Landing Longitude position = 0, 0 startColor = 255, 0, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.LandingLongitude() - fc.Longitude()), -180, 180, 0, 1023), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.LandingLongitude() - fc.Longitude()), -180, 180, 0, 1023), 512 variable = fc.LandingPredictorActive() and fc.VesselFlying() } LINE_STRING { name = Waypoint Latitude position = 0, 0 startColor = 0, 255, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(nav.WaypointLatitude(-1), 90, -90, 0, 511) vertex = 1023, fc.Remap(nav.WaypointLatitude(-1), 90, -90, 0, 511) variable = nav.WaypointActive() } LINE_STRING { name = Waypoint Longitude position = 0, 0 startColor = 0, 255, 0, 255 startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -180, 180, 0, 1023), 0 vertex = fc.Remap(fc.NormalizeLongitude(nav.WaypointLongitude(-1) - fc.Longitude()), -180, 180, 0, 1023), 512 variable = nav.WaypointActive() } LINE_STRING { name = Vessel Latitude position = 0, 0 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.Latitude(), 90, -90, 0, 512) vertex = 1023, fc.Remap(fc.Latitude(), 90, -90, 0, 512) } LINE_STRING { name = Vessel Longitude position = 0, 0 startColor = COLOR_XKCD_KSPUNNAMEDCYAN startWidth = 5 texture = MOARdV/MFD/dashedLine32x4 vertex = 511, 0 vertex = 511, 511 } TEXT { name = Map Legend text = OWNSHIP textColor = COLOR_XKCD_KSPUNNAMEDCYAN position = 0, -1 } TEXT { name = Target Legend text = [#<=0:"ff00ff";"7f7f7f"=>]TARGET $&$ fc.TargetType() - 0.5 position = 9, -1 } TEXT { name = Waypoint Legend text = [#<=0:"00ff00";"7f7f7f"=>]WAYPOINT $&$ (nav.WaypointActive() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 17, -1 } TEXT { name = Maneuver Legend text = [#<=0:"ffb000";"7f7f7f"=>]MANEUVER $&$ fc.ManeuverNodeExists() - 0.5 position = 27, -1 } TEXT { name = Landing Legend text = [#<=0:"ff0000";"7f7f7f"=>]LANDING $&$ (fc.LandingPredictorActive() * fc.VesselFlying() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 37, -1 } TEXT { name = Ground Station Legend text = [#<=0:"ffff37";"7f7f7f"=>]COMMNET $&$ (fc.BodyIsHome(fc.CurrentBodyIndex()) * fc.CommNetSignalQuality() * (1.0 - fc.GetPersistentAsNumber("%AUTOID%-OrbitDisplayMode"))) - 0.5 position = 46, -1 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = FDAI Maneuver Node IMAGE { name = Maneuver Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = -56, -160 passiveColor = COLOR_MFD2_TEXT_RED variable = fc.ManeuverNodeExists() == 0 } TEXT { name = Maneuver Status text = NODE textColor = COLOR_MFD2_TEXT_RED position = -2, -4.75 variable = fc.ManeuverNodeExists() == 0 } LINE_STRING { name = Node yaw line position = 0, 0 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.YawManeuver(), -16, 16, -128, 128), 0 vertex = fc.Remap(fc.YawManeuver(), -16, 16, -128, 128), 256 variable = fc.ManeuverNodeExists() } LINE_STRING { name = Node pitch line position = 0, 0 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 0, fc.Remap(fc.PitchManeuver(), -16, 16, -128, 128) vertex = 256, fc.Remap(fc.PitchManeuver(), -16, 16, -128, 128) variable = fc.ManeuverNodeExists() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = FDAI Prograde LINE_STRING { name = Prograde yaw line position = 0, 0 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.YawActivePrograde(), -16, 16, -128, 128), 0 vertex = fc.Remap(fc.YawActivePrograde(), -16, 16, -128, 128), 256 } LINE_STRING { name = Prograde pitch line position = 0, 0 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 0, fc.Remap(fc.PitchActivePrograde(), -16, 16, -128, 128) vertex = 256, fc.Remap(fc.PitchActivePrograde(), -16, 16, -128, 128) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = FDAI Mask IMAGE { name = Navball Mask texture = MOARdV/MFD/navBallMask512x512 position = -256, -256 } IMAGE { name = Roll Rate Border texture = MOARdV/MFD/frame6ch112x48 position = -56, -256 passiveColor = COLOR_MFD2_TEXT } HORIZONTAL_BAR { name = Roll Input position = -52, -232 size = 104, 16 source = fc.StickRoll() sourceRange = -1, 1 sourceColor = COLOR_XKCD_MAGENTA anchor = Middle } IMAGE { name = Roll Rate Scale texture = MOARdV/MFD/bottomTickmark32x256 position = -56, -224 size = 112, 16 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Roll Rate Chevron text = ▼ position = -0.5 - fc.Clamp(fc.RollRate() * 0.25, -2.75, 2.75), -8 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Pitch Rate Border texture = MOARdV/MFD/frame6ch112x48 position = 208, 56 rotationOffset = -56, -24 rotation = 90 passiveColor = COLOR_MFD2_TEXT } VERTICAL_BAR { name = Pitch Input position = 216, -52 size = 16, 104 source = fc.StickPitch() sourceRange = -1, 1 sourceColor = COLOR_XKCD_MAGENTA anchor = Middle } IMAGE { name = Pitch Rate Scale texture = MOARdV/MFD/bottomTickmark32x256 position = 208, -72 rotationOffset = -56, 8 rotation = -90 size = 112, 16 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Pitch Rate Chevron text = ◄ position = 14, -0.5 - fc.Clamp(fc.PitchRate() * 0.125, -1.5, 1.5) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Yaw Rate Border texture = MOARdV/MFD/frame6ch112x48 position = -56, 192 passiveColor = COLOR_MFD2_TEXT } HORIZONTAL_BAR { name = Yaw Input position = -52, 200 size = 104, 16 source = fc.StickYaw() sourceRange = -1, 1 sourceColor = COLOR_XKCD_MAGENTA anchor = Middle } IMAGE { name = Yaw Rate Scale texture = MOARdV/MFD/bottomTickmark32x256 position = -56, 192 rotation = 180 size = 112, 16 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Yaw Rate Chevron text = ▲ position = -0.5 + fc.Clamp(fc.YawRate() * 0.25, -2.75, 2.75), 6.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Mode Border texture = MOARdV/MFD/frame4ch80x48 position = -60, 240 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Mode text = <=0=> $&$ fc.Select(fc.GetSASSpeedMode(), "TGT","SRF","OBT") position = -2, 7.875 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = 3/4 Circle Gauge ELLIPSE { name = Outer Band position = 0, 0 startColor = COLOR_MFD2_TEXT startWidth = 3 vertexCount = 24 radiusX = 64 startAngle = 0 endAngle = 270 } ELLIPSE { name = Inner Band position = 0, 0 startColor = COLOR_MFD2_TEXT startWidth = 3 vertexCount = 24 radiusX = 48 startAngle = 0 endAngle = 270 } LINE_STRING { name = Band endcap 1 position = 0, 0 startColor = COLOR_MFD2_TEXT startWidth = 3 vertex = 0, 48 vertex = 0, 64 } LINE_STRING { name = Band endcap 2 position = 0, 0 startColor = COLOR_MFD2_TEXT startWidth = 3 vertex = 48, 0 vertex = 64, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = 3/4 Gauge Ablator SUB_PAGE { name = 3/4 Circle Gauge } ELLIPSE { name = Data Display Band position = 0, 0 startColor = COLOR_MFD2_TEXT_HIGHLIGHT endColor = COLOR_MFD2_TEXT_DIMMED startWidth = 12 vertexCount = 24 radiusX = 56 startAngle = 270 * (1 - fc.ResourcePercent("Ablator")) endAngle = 270 } IMAGE { texture = MOARdV/MFD/frameFill6ch112x48 position = -56, -24 passiveColor = COLOR_MFD2_TEXT } TEXT { position = -3, -0.5 text = <=0,6:0=> $&$ fc.Min(999999, fc.ResourceCurrent("Ablator")) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { position = -4, 2 text = Ablator } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = 3/4 Gauge Altitude SUB_PAGE { name = 3/4 Circle Gauge } ELLIPSE { name = Altitude Ring position = 0, 0 startColor = COLOR_MFD2_TEXT_HIGHLIGHT endColor = COLOR_MFD2_TEXT_DIMMED startWidth = 12 vertexCount = 24 radiusX = 56 startAngle = 270 * fc.Max(0, (1 - fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop()))) endAngle = 270 } IMAGE { texture = MOARdV/MFD/frameFill6ch112x48 position = -56, -24 passiveColor = COLOR_MFD2_TEXT } TEXT { position = -3, -0.5 text = <=0,6:0.0=> $&$ fc.Min(9999.9, fc.Altitude() * 0.001) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { position = -3.5, 2 text = Alt, km } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = 3/4 Gauge Orbital Speed SUB_PAGE { name = 3/4 Circle Gauge } ELLIPSE { name = Altitude Ring position = 0, 0 startColor = COLOR_MFD2_TEXT_HIGHLIGHT endColor = COLOR_MFD2_TEXT_DIMMED startWidth = 12 vertexCount = 24 radiusX = 56 startAngle = 270 * fc.Max(0, (1 - fc.SafeDivide(fc.OrbitSpeed(), fc.CircularOrbitSpeed(fc.Apoapsis())))) endAngle = 270 } IMAGE { texture = MOARdV/MFD/frameFill6ch112x48 position = -56, -24 passiveColor = COLOR_MFD2_TEXT } TEXT { position = -3, -0.5 text = <=0,6:0=> $&$ fc.Min(999999, fc.OrbitSpeed()) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { position = -4, 2 text = Obt. m/s } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = 3/4 Gauge Pod Skin Temp SUB_PAGE { name = 3/4 Circle Gauge } ELLIPSE { name = Data Display Band position = 0, 0 startColor = COLOR_MFD2_TEXT_HIGHLIGHT endColor = COLOR_MFD2_TEXT_DIMMED startWidth = 12 vertexCount = 24 radiusX = 56 startAngle = fc.Remap(fc.PodTemperature(false), fc.PodMaxTemperature(false) - 800, fc.PodMaxTemperature(false), 270, 0) endAngle = 270 } IMAGE { texture = MOARdV/MFD/frameFill6ch112x48 position = -56, -24 passiveColor = COLOR_MFD2_TEXT } TEXT { position = -3, -0.5 text = <=0,6:0=> $&$ fc.Min(999999, fc.PodTemperature(false)) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { position = -4, 2 text = Hull Temp } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = 3/4 Gauge Stage Propellant SUB_PAGE { name = 3/4 Circle Gauge } ELLIPSE { name = Data Display Band position = 0, 0 startColor = COLOR_MFD2_TEXT_HIGHLIGHT endColor = COLOR_MFD2_TEXT_DIMMED startWidth = 12 vertexCount = 24 radiusX = 56 startAngle = 270 * (1 - fc.PropellantStagePercent()) endAngle = 270 } IMAGE { texture = MOARdV/MFD/frameFill6ch112x48 position = -56, -24 passiveColor = COLOR_MFD2_TEXT } TEXT { position = -3, -0.5 text = <=0,6:0=> $&$ fc.Min(999999, fc.PropellantStageCurrent()) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { position = -3.5, 2 text = Stg Fuel } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = 3/4 Gauge Throttle SUB_PAGE { name = 3/4 Circle Gauge } ELLIPSE { name = Data Display Band position = 0, 0 startColor = COLOR_MFD2_TEXT_HIGHLIGHT endColor = COLOR_MFD2_TEXT_DIMMED startWidth = 12 vertexCount = 24 radiusX = 56 startAngle = 270 * (1 - fc.GetThrottle()) endAngle = 270 } IMAGE { texture = MOARdV/MFD/frameFill6ch112x48 position = -56, -24 passiveColor = COLOR_MFD2_TEXT } TEXT { position = -2.5, -0.5 text = <=0,5:P0=> $&$ fc.GetThrottle() textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { position = -4, 2 text = Throttle } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = 3/4 Gauge Thrust SUB_PAGE { name = 3/4 Circle Gauge } ELLIPSE { name = Data Display Band position = 0, 0 startColor = COLOR_MFD2_TEXT_HIGHLIGHT endColor = COLOR_MFD2_TEXT_DIMMED startWidth = 12 vertexCount = 24 radiusX = 56 startAngle = 270 * (1 - fc.CurrentRatedThrust()) endAngle = 270 } IMAGE { texture = MOARdV/MFD/frameFill6ch112x48 position = -56, -24 passiveColor = COLOR_MFD2_TEXT } TEXT { position = -3, -0.5 text = <=0,6:0.0=> $&$ fc.Min(9999.9, fc.CurrentThrustkN()) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { position = -3.5, 2 text = Thr, kN } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_Common.cfg MAS_SUB_PAGE { name = Mission Timer Strip IMAGE { name = Time strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 112, 0 size = 32, 512 tiling = 1, 2 uvShift = 0, -0.025 * (fc.MET() % 10) rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Time + 70 position = 1, -0.5 + 0.2 * (fc.MET() % 10) textColor = COLOR_MFD2_TEXT text = <=0,5:METmm:ss=> $&$ fc.Floor((fc.MET() + 70) * 0.1) * 10 } TEXT { name = Time + 60 position = 1, 1.5 + 0.2 * (fc.MET() % 10) textColor = COLOR_MFD2_TEXT text = <=0,5:METmm:ss=> $&$ fc.Floor((fc.MET() + 60) * 0.1) * 10 } TEXT { name = Time + 50 position = 1, 3.5 + 0.2 * (fc.MET() % 10) textColor = COLOR_MFD2_TEXT text = <=0,5:METmm:ss=> $&$ fc.Floor((fc.MET() + 50) * 0.1) * 10 } TEXT { name = Time + 40 position = 1, 5.5 + 0.2 * (fc.MET() % 10) textColor = COLOR_MFD2_TEXT text = <=0,5:METmm:ss=> $&$ fc.Floor((fc.MET() + 40) * 0.1) * 10 } TEXT { name = Time + 30 position = 1, 7.5 + 0.2 * (fc.MET() % 10) textColor = COLOR_MFD2_TEXT text = <=0,5:METmm:ss=> $&$ fc.Floor((fc.MET() + 30) * 0.1) * 10 } TEXT { name = Time + 20 position = 1, 9.5 + 0.2 * (fc.MET() % 10) textColor = COLOR_MFD2_TEXT text = <=0,5:METmm:ss=> $&$ fc.Floor((fc.MET() + 20) * 0.1) * 10 } TEXT { name = Time + 10 position = 1, 11.5 + 0.2 * (fc.MET() % 10) textColor = COLOR_MFD2_TEXT text = <=0,5:METmm:ss=> $&$ fc.Floor((fc.MET() + 10) * 0.1) * 10 } TEXT { name = Time + 0 position = 1, 13.5 + 0.2 * (fc.MET() % 10) textColor = COLOR_MFD2_TEXT text = <=0,5:METmm:ss=> $&$ fc.Floor((fc.MET()) * 0.1) * 10 } IMAGE { name = Target Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Min(fc.TargetClosestApproachTime(), 70) passiveColor = COLOR_MFD2_TEXT variable = fc.TargetClosestApproachTime() > 0 } TEXT { name = Target Caption text = TGT textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 2, 13.5 - 0.2 * fc.Min(fc.TargetClosestApproachTime(), 70) variable = fc.TargetClosestApproachTime() > 0 } IMAGE { name = Pe Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Min(fc.TimeToPe(), 70) passiveColor = COLOR_MFD2_TEXT variable = fc.TimeToPe() > 0 and fc.TimeToAp() > fc.TimeToPe() and fc.Periapsis() > 0 } TEXT { name = Pe Caption text = Pe textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 2.5, 13.5 - 0.2 * fc.Min(fc.TimeToPe(), 70) variable = fc.TimeToPe() > 0 and fc.TimeToAp() > fc.TimeToPe() and fc.Periapsis() > 0 } IMAGE { name = Landing Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Min(fc.TimeToLanding(), 70) passiveColor = COLOR_MFD2_TEXT variable = fc.TimeToLanding() > 0 } TEXT { name = Landing Caption text = LAND textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 1.5, 13.5 - 0.2 * fc.Min(fc.TimeToLanding(), 70) variable = fc.TimeToLanding() > 0 } IMAGE { name = Ap Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Min(fc.TimeToAp(), 70) passiveColor = COLOR_MFD2_TEXT variable = fc.TimeToAp() > 0 and fc.TimeToAp() < fc.TimeToPe() } TEXT { name = Ap Caption text = Ap textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 2.5, 13.5 - 0.2 * fc.Min(fc.TimeToAp(), 70) variable = fc.TimeToAp() > 0 and fc.TimeToAp() < fc.TimeToPe() } IMAGE { name = Atmo Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Min(fc.TimeToAtmosphere(), 70) passiveColor = COLOR_MFD2_TEXT variable = fc.TimeToAtmosphere() > 0 } TEXT { name = Atmo Caption text = ATMO textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 1.5, 13.5 - 0.2 * fc.Min(fc.TimeToAtmosphere(), 70) variable = fc.TimeToAtmosphere() > 0 } IMAGE { name = SoI Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Min(fc.TimeToSoI(), 70) passiveColor = COLOR_MFD2_TEXT variable = fc.TimeToSoI() > 0 } TEXT { name = SoI Caption text = SoI textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 2, 13.5 - 0.2 * fc.Min(fc.TimeToSoI(), 70) variable = fc.TimeToSoI() > 0 } IMAGE { name = Maneuver Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Min(-fc.ManeuverNodeTime(), 70) passiveColor = COLOR_MFD2_TEXT variable = fc.ManeuverNodeTime() < 0 } TEXT { name = Maneuver Caption text = NODE textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 1.5, 13.5 - 0.2 * fc.Min(-fc.ManeuverNodeTime(), 70) variable = fc.ManeuverNodeTime() < 0 } IMAGE { name = KAC Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Min(kac.TimeToAlarm(), 70) passiveColor = COLOR_MFD2_TEXT variable = kac.TimeToAlarm() > 0 } TEXT { name = KAC Caption text = KAC textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 2, 13.5 - 0.2 * fc.Min(kac.TimeToAlarm(), 70) variable = kac.TimeToAlarm() > 0 } IMAGE { name = Burn Tablo texture = MOARdV/MFD/frame4ch96x48 position = 16, 424 - 6.4 * fc.Clamp(-fc.ManeuverNodeTime() - 0.5 * fc.ManeuverNodeBurnTime(), 0, 70) passiveColor = COLOR_MFD2_TEXT variable = fc.ManeuverNodeBurnTime() > 0 } TEXT { name = Burn Caption text = BURN textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 1.5, 13.5 - 0.2 * fc.Clamp(-fc.ManeuverNodeTime() - 0.5 * fc.ManeuverNodeBurnTime(), 0, 70) variable = fc.ManeuverNodeBurnTime() > 0 } IMAGE { name = Time +15 readout texture = MOARdV/MFD/frame4ch96x48 position = 128, 424 - 6.4 * 15 rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Time +15s value position = 9.5, 13.5 - 0.2 * 15 text = +15s textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Time +30 readout texture = MOARdV/MFD/frame4ch96x48 position = 128, 424 - 6.4 * 30 rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Time +30s value position = 9.5, 13.5 - 0.2 * 30 text = +30s textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Time +45 readout texture = MOARdV/MFD/frame4ch96x48 position = 128, 424 - 6.4 * 45 rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Time +45s value position = 9.5, 13.5 - 0.2 * 45 text = +45s textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Time +60 readout texture = MOARdV/MFD/frame4ch96x48 position = 128, 424 - 6.4 * 60 rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Time +60s value position = 9.5, 13.5 - 0.2 * 60 text = +60s textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Time +0 readout texture = MOARdV/MFD/frame4ch96x48 position = 128, 424 rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Time value position = 9.5, 13.5 text = + 0s textColor = COLOR_MFD2_TEXT_HIGHLIGHT } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_HUD.cfg MAS_SUB_PAGE { name = AHI Panel IMAGE { name = AHI ladder texture = MOARdV/MFD/ahi512x1024 size = 512, 512 rotation = fc.Roll() tiling = 1, 0.25 uvShift = 0, fc.Remap(fc.Pitch(), -90, 90, 0, 0.75) } IMAGE { name = AHI ladder mask texture = MOARdV/MFD/circlemask256x256 size = 512, 512 rotation = fc.Roll() } IMAGE { name = Target marker texture = %NAVBALL_ICON% position = 224 + 8.556 * fc.Clamp(fc.YawTarget(), -18, 18), 224 + 8.556 * fc.Clamp(fc.PitchTarget(), -24, 24) size = 64, 64 tiling = 0.3333, 0.3333 uvShift = fc.NavballU(7), fc.NavballV(7) passiveColor = fc.NavballR(7), fc.NavballG(7), fc.NavballB(7) variable = fc.TargetType() > 0 } IMAGE { name = Prograde marker texture = %NAVBALL_ICON% position = 224 + 8.556 * fc.Clamp(fc.Sideslip(), -18, 18), 224 + 8.556 * fc.Clamp(fc.AngleOfAttack(), -24, 24) size = 64, 64 tiling = 0.3333, 0.3333 uvShift = fc.NavballU(0), fc.NavballV(0) passiveColor = COLOR_XKCD_BRIGHTGREEN } IMAGE { name = AHI panel mask texture = MOARdV/MFD/AHImask256x256 size = 512, 512 } IMAGE { name = Heading border texture = MOARdV/MFD/frame4ch80x48 position = 196, 0 size = 120, 72 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Heading value position = 13, 0.375 fontSize = 24, 48 text = <=0,3:0=>°$&$fc.Heading() textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Sideslip Caption position = 1, 4.75 text = Slip } IMAGE { name = Sideslip border texture = MOARdV/MFD/frame4ch80x48 position = 8, 184 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Sideslip value position = 1, 6 text = <=0,4:0=>$&$fc.Sideslip() textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = AoA Caption position = 27.5, 4.75 text = AoA } IMAGE { name = AoA border texture = MOARdV/MFD/frame4ch80x48 position = 424, 184 passiveColor = COLOR_MFD2_TEXT } TEXT { name = AoA value position = 27, 6 text = <=0,3:0=>°$&$fc.AngleOfAttack() textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Roll Caption position = 1, 8.25 text = Roll } IMAGE { name = Roll border texture = MOARdV/MFD/frame4ch80x48 position = 8, 296 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Roll value position = 1, 9.5 text = <=0,4:0=>$&$fc.Roll() textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Pitch Caption position = 26.5, 8.25 text = Pitch } IMAGE { name = Pitch border texture = MOARdV/MFD/frame4ch80x48 position = 424, 296 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Pitch value position = 27, 9.5 text = <=0,3:0=>°$&$fc.Pitch() textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Pitch Activity texture = MOARdV/MFD/bar40x136 position = 424, 360 passiveColor = COLOR_MFD2_TEXT } VERTICAL_BAR { name = Pitch Gyro position = 428, 364 size = 16, 128 source = fc.ReactionWheelPitch() sourceRange = -1, 1 sourceColor = COLOR_XKCD_KSPNOTSOGOODORANGE anchor = Middle } VERTICAL_BAR { name = Pitch Input position = 444, 364 size = 16, 128 source = fc.StickPitch() sourceRange = -1, 1 sourceColor = COLOR_XKCD_KSPUNNAMEDCYAN anchor = Middle } IMAGE { name = Roll Activity texture = MOARdV/MFD/bar40x136 position = 44, 360 passiveColor = COLOR_MFD2_TEXT } VERTICAL_BAR { name = Roll Gyro position = 64, 364 size = 16, 128 source = fc.ReactionWheelRoll() sourceRange = -1, 1 sourceColor = COLOR_XKCD_KSPNOTSOGOODORANGE anchor = Middle } VERTICAL_BAR { name = Roll Input position = 48, 364 size = 16, 128 source = fc.StickRoll() sourceRange = -1, 1 sourceColor = COLOR_XKCD_KSPUNNAMEDCYAN anchor = Middle } IMAGE { name = Yaw Activity texture = MOARdV/MFD/bar40x136 position = 44, 8 passiveColor = COLOR_MFD2_TEXT } VERTICAL_BAR { name = Yaw Gyro position = 64, 12 size = 16, 128 source = fc.ReactionWheelYaw() sourceRange = -1, 1 sourceColor = COLOR_XKCD_KSPNOTSOGOODORANGE anchor = Middle } VERTICAL_BAR { name = Yaw Input position = 48, 12 size = 16, 128 source = fc.StickYaw() sourceRange = -1, 1 sourceColor = COLOR_XKCD_KSPUNNAMEDCYAN anchor = Middle } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_HUD.cfg MAS_SUB_PAGE { name = HUD Dynamic Pressure TEXT { name = Dynamic Pressure caption position = 0, -1.25 text = Q variable = (fc.StaticPressureAtm() > 0) } IMAGE { name = Dynamic Pressure strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 0, 0 size = 16, 128 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = (fc.StaticPressureAtm() > 0) } TEXT { name = Dynamic Pressure Value position = 0.5, 3.5 - fc.Min(fc.DynamicPressure() * 0.1, 4) text = ◄ font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.StaticPressureAtm() > 0) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_HUD.cfg MAS_SUB_PAGE { name = HUD Static Pressure TEXT { name = Static Pressure caption position = -2, -1.25 text = ATM variable = (fc.StaticPressureAtm() > 0) } IMAGE { name = Static Pressure strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 0, 0 size = 16, 128 passiveColor = COLOR_MFD2_TEXT variable = (fc.StaticPressureAtm() > 0) } TEXT { name = Static Pressure Value position = -0.5, 3.5 - fc.Min(fc.StaticPressureAtm() * 4, 4) text = ► font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.StaticPressureAtm() > 0) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_HUD.cfg MAS_SUB_PAGE { name = HUD Radar Alt TEXT { name = Radar Alt caption position = -4, -1.25 text = R.ALT variable = (fc.AltitudeBottom() <= 1000) } IMAGE { name = Radar Alt strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 0, 0 size = 16, 128 passiveColor = COLOR_MFD2_TEXT variable = (fc.AltitudeBottom() <= 1000) } TEXT { name = Radar Alt Icon position = -0.5, 3.5 - fc.Min(fc.AltitudeBottom() * 0.004, 4) text = ► font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.AltitudeBottom() <= 1000) } TEXT { name = Radar Alt Value position = -4, 4.25 text = <=0,4:0=>[#afd3ff]m$&$fc.AltitudeBottom() textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.AltitudeBottom() <= 1000) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_HUD.cfg MAS_SUB_PAGE { name = HUD AGL TEXT { name = Radar Alt caption position = -1, -1.25 text = AGL variable = (fc.AltitudeBottom() < 999) } IMAGE { name = Radar Alt strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 0, 0 size = 16, 128 passiveColor = COLOR_MFD2_TEXT variable = (fc.AltitudeBottom() < 999) } TEXT { name = Radar Alt Icon position = -0.5, 3.5 - fc.Min(fc.AltitudeBottom() * 0.004, 4) text = ► font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.AltitudeBottom() < 999) } TEXT { name = Radar Alt Value position = -1.5, 4.25 text = <=0,3:0=>[#afd3ff]m$&$fc.AltitudeBottom() textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.AltitudeBottom() < 999) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_kOS.cfg MAS_SUB_PAGE { name = kOS F-key Hint IMAGE { name = F01 border texture = MOARdV/MFD/frame6ch112x48 position = -8, 32 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F01 position = 0.5, 1.25 text = PILOT variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F02 border texture = MOARdV/MFD/frame6ch112x48 position = -8, 144 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F02 position = 0, 4.75 text = STATUS variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F03 border texture = MOARdV/MFD/frame6ch112x48 position = -8, 256 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F03 position = 1, 8.25 text = RSRC variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F04 border texture = MOARdV/MFD/frame6ch112x48 position = -8, 368 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F04 position = 0, 11.75 text = F04--- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F05 border texture = MOARdV/MFD/frame6ch112x48 position = -8, 488 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F05 position = 0, 15.5 text = F05--- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F06 border texture = MOARdV/MFD/frame6ch112x48 position = -8, 592 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F06 position = 0, 18.75 text = ACTION variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F07 border texture = MOARdV/MFD/frame6ch112x48 position = 920, 32 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F07 position = 58, 1.25 text = F07--- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F08 border texture = MOARdV/MFD/frame6ch112x48 position = 920, 144 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F08 position = 58, 4.75 text = F08--- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F09 border texture = MOARdV/MFD/frame6ch112x48 position = 920, 256 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F09 position = 58, 8.25 text = F09--- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F10 border texture = MOARdV/MFD/frame6ch112x48 position = 920, 368 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F10 position = 58, 11.75 text = F10--- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F11 border texture = MOARdV/MFD/frame6ch112x48 position = 920, 488 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F11 position = 58, 15.5 text = F11--- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = F12 border texture = MOARdV/MFD/frame6ch112x48 position = 920, 592 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = F12 position = 58, 18.75 text = F12--- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = Up Arrow Button IMAGE { name = Arrow Tablo texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Arrow Char text = ▲ textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = Down Arrow Button IMAGE { name = Arrow Tablo texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Arrow Char text = ▼ textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = Left Arrow Button IMAGE { name = Arrow Tablo texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Arrow Char text = ◄ textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = Right Arrow Button IMAGE { name = Arrow Tablo texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Arrow Char text = ► textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = Home Button IMAGE { name = Arrow Tablo texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Arrow Char text = ● textColor = COLOR_MFD2_TEXT_HIGHLIGHT position = 0.5, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG1 Button IMAGE { name = AG1 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(1) variable = fc.ActionGroupHasActions(1) } IMAGE { name = AG1 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(1) } TEXT { name = AG1, active position = 0.5, 0 text = 1 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(1) * fc.ActionGroupHasActions(1) } TEXT { name = AG1, enabled position = 0.5, 0 text = 1 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(1)) * fc.ActionGroupHasActions(1) } TEXT { name = AG1, disabled position = 0.5, 0 text = 1 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(1) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG2 Button IMAGE { name = AG2 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(2) variable = fc.ActionGroupHasActions(2) } IMAGE { name = AG2 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(2) } TEXT { name = AG2, active position = 0.5, 0 text = 2 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(2) * fc.ActionGroupHasActions(2) } TEXT { name = AG2, enabled position = 0.5, 0 text = 2 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(2)) * fc.ActionGroupHasActions(2) } TEXT { name = AG2, disabled position = 0.5, 0 text = 2 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(2) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG3 Button IMAGE { name = AG3 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(3) variable = fc.ActionGroupHasActions(3) } IMAGE { name = AG3 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(3) } TEXT { name = AG3, active position = 0.5, 0 text = 3 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(3) * fc.ActionGroupHasActions(3) } TEXT { name = AG3, enabled position = 0.5, 0 text = 3 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(3)) * fc.ActionGroupHasActions(3) } TEXT { name = AG3, disabled position = 0.5, 0 text = 3 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(3) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG4 Button IMAGE { name = AG4 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(4) variable = fc.ActionGroupHasActions(4) } IMAGE { name = AG4 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(4) } TEXT { name = AG4, active position = 0.5, 0 text = 4 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(4) * fc.ActionGroupHasActions(4) } TEXT { name = AG4, enabled position = 0.5, 0 text = 4 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(4)) * fc.ActionGroupHasActions(4) } TEXT { name = AG4, disabled position = 0.5, 0 text = 4 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(4) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG5 Button IMAGE { name = AG5 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(5) variable = fc.ActionGroupHasActions(5) } IMAGE { name = AG5 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(5) } TEXT { name = AG5, active position = 0.5, 0 text = 5 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(5) * fc.ActionGroupHasActions(5) } TEXT { name = AG5, enabled position = 0.5, 0 text = 5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(5)) * fc.ActionGroupHasActions(5) } TEXT { name = AG5, disabled position = 0.5, 0 text = 5 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(5) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG6 Button IMAGE { name = AG6 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(6) variable = fc.ActionGroupHasActions(6) } IMAGE { name = AG6 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(6) } TEXT { name = AG6, active position = 0.5, 0 text = 6 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(6) * fc.ActionGroupHasActions(6) } TEXT { name = AG6, enabled position = 0.5, 0 text = 6 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(6)) * fc.ActionGroupHasActions(6) } TEXT { name = AG6, disabled position = 0.5, 0 text = 6 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(6) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG7 Button IMAGE { name = AG7 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(7) variable = fc.ActionGroupHasActions(7) } IMAGE { name = AG7 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(7) } TEXT { name = AG7, active position = 0.5, 0 text = 7 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(7) * fc.ActionGroupHasActions(7) } TEXT { name = AG7, enabled position = 0.5, 0 text = 7 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(7)) * fc.ActionGroupHasActions(7) } TEXT { name = AG7, disabled position = 0.5, 0 text = 7 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(7) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG8 Button IMAGE { name = AG8 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(8) variable = fc.ActionGroupHasActions(8) } IMAGE { name = AG8 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(8) } TEXT { name = AG8, active position = 0.5, 0 text = 8 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(8) * fc.ActionGroupHasActions(8) } TEXT { name = AG8, enabled position = 0.5, 0 text = 8 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(8)) * fc.ActionGroupHasActions(8) } TEXT { name = AG8, disabled position = 0.5, 0 text = 8 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(8) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG9 Button IMAGE { name = AG9 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(9) variable = fc.ActionGroupHasActions(9) } IMAGE { name = AG9 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(9) } TEXT { name = AG9, active position = 0.5, 0 text = 9 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(9) * fc.ActionGroupHasActions(9) } TEXT { name = AG9, enabled position = 0.5, 0 text = 9 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(9)) * fc.ActionGroupHasActions(9) } TEXT { name = AG9, disabled position = 0.5, 0 text = 9 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(9) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS AG0 Button IMAGE { name = AG0 Button texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetActionGroup(0) variable = fc.ActionGroupHasActions(0) } IMAGE { name = AG0 Button texture = MOARdV/MFD/frame2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(0) } TEXT { name = AG0, active position = 0.5, 0 text = 0 textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetActionGroup(0) * fc.ActionGroupHasActions(0) } TEXT { name = AG0, enabled position = 0.5, 0 text = 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (1 - fc.GetActionGroup(0)) * fc.ActionGroupHasActions(0) } TEXT { name = AG0, disabled position = 0.5, 0 text = 0 textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.ActionGroupHasActions(0) } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS Brakes Button IMAGE { name = Brakes Button texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetBrakes() } TEXT { name = Brakes Text, enabled position = 0, 0 text = BRAKES textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = 1 - fc.GetBrakes() } TEXT { name = Brakes Text, active position = 0, 0 text = BRAKES textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetBrakes() } IMAGE { name = Disabled Brakes Button texture = MOARdV/MFD/frame6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.BrakesHasActions() } TEXT { name = Brakes Text, disabled position = 0, 0 text = BRAKES textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.BrakesHasActions() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS Gear Button IMAGE { name = Gear Button texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetGear() } TEXT { name = Gear Text, enabled position = 1, 0 text = GEAR textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = 1 - fc.GetGear() } TEXT { name = Gear Text, active position = 1, 0 text = GEAR textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetGear() } IMAGE { name = Disabled Gear Button texture = MOARdV/MFD/frame6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.GearHasActions() } TEXT { name = Gear Text, disabled position = 1, 0 text = GEAR textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.GearHasActions() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS Gear Status IMAGE { name = Gear Status border texture = MOARdV/MFD/frameFill2ch48x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_RED colorVariable = fc.GearBrokenCount() } TEXT { name = Gear Damage status position = 1, 0 fontSize = 10, 32 text = DMG textColor = COLOR_MFD2_TEXT_RED variable = fc.GearBrokenCount() } TEXT { name = Gear Up status position = 0, 0 text = UP textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.GearBrokenCount() == 0 and fc.GearMoving() == 0) and fc.GearPosition() == 0 } TEXT { name = Gear Retracting status position = 0, 0 text = ▲▲ textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.GearBrokenCount() == 0 and fc.PeriodStep(3) > 0) and fc.GearMoving() < 0 } TEXT { name = Gear Extending status position = 0, 0 text = ▼▼ textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.GearBrokenCount() == 0 and fc.PeriodStep(3) > 0) and fc.GearMoving() > 0 } TEXT { name = Gear Down status position = 0, 0 text = DN textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.GearBrokenCount() == 0 and fc.GearMoving() == 0) and fc.GearPosition() == 1 } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS Lights Button IMAGE { name = Lights Button texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetLights() } TEXT { name = Lights Text, enabled position = 0, 0 text = LIGHTS textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = 1 - fc.GetLights() } TEXT { name = Lights Text, active position = 0, 0 text = LIGHTS textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetLights() } IMAGE { name = Disabled Lights Button texture = MOARdV/MFD/frame6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.LightsHasActions() } TEXT { name = Lights Text, disabled position = 0, 0 text = LIGHTS textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.LightsHasActions() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS RCS Button IMAGE { name = RCS Button texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetRCS() } TEXT { name = RCS Text, enabled position = 1.5, 0 text = RCS textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = 1 - fc.GetRCS() } TEXT { name = RCS Text, active position = 1.5, 0 text = RCS textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetRCS() } IMAGE { name = Disabled RCS Button texture = MOARdV/MFD/frame6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.RCSHasActions() } TEXT { name = RCS Text, disabled position = 1.5, 0 text = RCS textColor = COLOR_MFD2_TEXT_DIMMED variable = 1 - fc.RCSHasActions() } } } UrlConfig { parentUrl = MOARdV/MFD/SubPage_TouchScreen.cfg MAS_SUB_PAGE { name = TS SAS Button IMAGE { name = SAS Button texture = MOARdV/MFD/frameFill6ch112x48 position = -8, -8 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_GREEN colorVariable = fc.GetSAS() } TEXT { name = SAS Text, enabled position = 1.5, 0 text = SAS textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = 1 - fc.GetSAS() } TEXT { name = SAS Text, active position = 1.5, 0 text = SAS textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetSAS() } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MAS_IFMS_MainCompUnit.cfg MAS_LUA { name = MAS IFMS scripts script = MOARdV/MFD/IFMS/IFMS_Scripts.lua } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MAS_IFMS_MainCompUnit.cfg PROP { name = MAS_IFMS_MainCompUnit MODEL { model = ASET/ASET_Props/Misc/JSIMainCompUnit/JSIMainCompUnit } MODULE { name = MASComponent startupScript = IFMS_MCU_Init("%AUTOID%") COLOR_SHIFT { name = JSI Label backlight transform = pCube30 passiveColor = 0, 0, 0, 255 activeColor = 255,255,255,255 blend = true variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) } COLOR_SHIFT { name = Unit A (MAS) Backlight transform = pCube4 passiveColor = 0, 0, 0, 255 } COLOR_SHIFT { name = Unit B (MechJeb) Backlight transform = pCube8 passiveColor = 0, 0, 0, 255 } COLOR_SHIFT { name = Master lamp transform = LED01Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } COLOR_SHIFT { name = LED02Obj transform = LED02Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(mechjeb.AutopilotActive() + fc.GetPilotActive()) } COLOR_SHIFT { name = LED03Obj transform = LED03Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.CommNetSignalStrength() - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } COLOR_SHIFT { name = LED04Obj transform = LED04Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampRed variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } COLOR_SHIFT { name = LED05Obj transform = LED05Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = 255,255,50,255 variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } COLOR_SHIFT { name = LED06Obj transform = LED06Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = 255,255,50,255 variable = fc.Conditioned(mechjeb.Available() - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } COLOR_SHIFT { name = LED07Obj transform = LED07Obj passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = 255,255,50,255 variable = fc.Conditioned((fc.PeriodCount(0.5, 8) > 0) * (1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset"))) } TEXT_LABEL { name = Display Name transform = JSIDisplayNameObj fontSize = 3 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = MAS IFMS Processor } TEXT_LABEL { name = Display Text 1 transform = JSIDisplayTextObj fontSize = 2 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = [#00ff00]FLIGHT CONTROL SYSTEM$$$ $$$[#ffff00] GPC01 [#ffffff]|[#ffff00] GPC02 [#ffffff]|[#ffff00] GPC03$$$[#00ff00] RUN RUN RUN$$$ $$$[#ffffff]MDM#1:[#00ff00]OK [#ffffff]MDM#2:[#00ff00]OK[#ffffff] Temp:[#00ff00]OK } TEXT_LABEL { name = Display Text 2 transform = JSIDisplayTextObj02 fontSize = 2 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = [#ffffff]EXTENSIONS:[#00ff00] <=0=> <=1=>$&$ fc.Select(mechjeb.Available() > 0, "MJ ", ""); fc.Select(ke.Available() > 0, "KER ", "") $$$[#ffffff]PWR:[#00ff00]NOMINAL [#ffffff] AC BUS:[#00ff00]<=0=>$&$ fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0, "A", "B") $$$[#ffffff]IPL SOURCE:[#00ff00]1 [#ffffff] DK BUS:[#00ff00]<=0=>$&$ fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0, "A", "B") $$$ $$$[#ffffff]MET:[#00ff00]<=0:METddd/hh:mm:ss=>$&$ fc.MET() } TEXT_LABEL { name = Display Text 3 transform = JSIDisplayTextObj03 fontSize = 2 lineSpacing = 0.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft emissive = always passiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = [#ffffff]UNIT A: [#00ff00]<=0=> $&$fc.Select(fc.GetPilotActive(), "ACTIVE", "STANDBY")$$$[#ffffff]UNIT B: <=0=> $&$ fc.Select(1 - mechjeb.Available() - mechjeb.ComputerActive(), "[#00ff00]ACTIVE", "[#00ff00]STANDBY", "[#7f7f7f]DISABLED") } TRANSLATION { name = Display Power transform = JSIDisplayObjLoc startTranslation = 0, 0, -0.015 endTranslation = 0, 0, 0 variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } TRIGGER_EVENT { name = IFMS FDAI Auto Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchSAS()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 0 } TRIGGER_EVENT { name = IFMS FDAI Auto Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawSAS()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 0 } TRIGGER_EVENT { name = IFMS FDAI SRF+ Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchSurfacePrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 1 } TRIGGER_EVENT { name = IFMS FDAI SRF+ Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawSurfacePrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 1 } TRIGGER_EVENT { name = IFMS FDAI SRF- Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchSurfaceRetrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 2 } TRIGGER_EVENT { name = IFMS FDAI SRF- Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawSurfaceRetrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 2 } TRIGGER_EVENT { name = IFMS FDAI OBT+ Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchPrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 3 } TRIGGER_EVENT { name = IFMS FDAI OBT+ Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawPrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 3 } TRIGGER_EVENT { name = IFMS FDAI OBT- Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchSurfaceRetrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 4 } TRIGGER_EVENT { name = IFMS FDAI OBT- Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawSurfaceRetrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 4 } TRIGGER_EVENT { name = IFMS FDAI Rad+ Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchRadialOut()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 5 } TRIGGER_EVENT { name = IFMS FDAI Rad+ Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawRadialOut()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 5 } TRIGGER_EVENT { name = IFMS FDAI Rad- Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchRadialIn()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 6 } TRIGGER_EVENT { name = IFMS FDAI Rad- Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawRadialIn()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 6 } TRIGGER_EVENT { name = IFMS FDAI Nml+ Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchNormal()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 7 } TRIGGER_EVENT { name = IFMS FDAI Nml+ Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawNormal()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 7 } TRIGGER_EVENT { name = IFMS FDAI Nml- Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchAntiNormal()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 8 } TRIGGER_EVENT { name = IFMS FDAI Nml- Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawAntiNormal()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 8 } TRIGGER_EVENT { name = IFMS FDAI NODE+ Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchManeuver()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 9 } TRIGGER_EVENT { name = IFMS FDAI NODE+ Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawManeuver()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 9 } TRIGGER_EVENT { name = IFMS FDAI TGT+ Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchTarget()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 10 } TRIGGER_EVENT { name = IFMS FDAI TGT+ Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawTarget()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 10 } TRIGGER_EVENT { name = IFMS FDAI R.Vel+ Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchTargetPrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 11 } TRIGGER_EVENT { name = IFMS FDAI R.Vel+ Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawTargetPrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 11 } TRIGGER_EVENT { name = IFMS FDAI R.Vel- Pitch event = fc.SetPersistent("IFMS_FDAI_PitchError", fc.PitchTargetRetrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 12 } TRIGGER_EVENT { name = IFMS FDAI R.Vel- Yaw event = fc.SetPersistent("IFMS_FDAI_YawError", fc.YawTargetRetrograde()) autoRepeat = true variable = fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 12 } } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MAS_IFMS_MFD.cfg PROP { name = MAS_IFMS_MFD MODEL { model = ASET/ASET_Props/MFDs/ALCORMFD60x30/MFD60x30 } MODULE { name = MASMonitor screenTransform = MFD60x30Screen layer = _Emissive screenSize = 1024, 1024 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = COLOR_MFD2_TEXT backgroundColor = 4, 4, 8, 255 monitorID = %AUTOID% startupScript = IFMS_MFD_Init("%AUTOID%") page = MAS_IFMS_MFD_Standby page = MAS_IFMS_MFD_Launch0 page = MAS_IFMS_MFD_Launch1 page = MAS_IFMS_MFD_Flight0 page = MAS_IFMS_MFD_Flight1 page = MAS_IFMS_MFD_Maneuver0 page = MAS_IFMS_MFD_Land0 page = MAS_IFMS_MFD_Land1 page = MAS_IFMS_MFD_Debug0 } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = MFD60x30Screen passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } COLOR_SHIFT { name = Buttons backlight transform = MFD60x40_Buttons_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") * (1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset"))) blend = true } COLLIDER_EVENT { name = button_STBY collider = button_STBY onClick = fc.SetPersistent("%AUTOID%", "MAS_IFMS_MFD_Standby") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR1 collider = buttonR1 onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR2 collider = buttonR2 onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR3 collider = buttonR3 onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR4 collider = buttonR4 onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR5 collider = buttonR5 onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR6 collider = buttonR6 onClick = fc.SendSoftkey("%AUTOID%", 6) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR7 collider = buttonR7 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR8 collider = buttonR8 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR9 collider = buttonR9 onClick = fc.SendSoftkey("%AUTOID%", 9) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = buttonR10 collider = buttonR10 onClick = fc.SendSoftkey("%AUTOID%", 10) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_PREV collider = button_PREV onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_NEXT collider = button_NEXT onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_UP collider = button_UP onClick = fc.SendSoftkey("%AUTOID%", 13) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_DOWN collider = button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_LEFT collider = button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_RIGHT collider = button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_ZoomIn collider = button_ZoomIn onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_ZoomOut collider = button_ZoomOut onClick = fc.SendSoftkey("%AUTOID%", 18) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = button_HOME collider = button_HOME onClick = fc.SendSoftkey("%AUTOID%", 19) sound = Squad/Sounds/sound_click_tick volume = 1 } } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MAS_IFMS_pb_F03_MAS_Select.cfg PROP { name = MAS_IFMS_pb_F03_MAS_Select MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("IFMS_MechJeb_Select", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0 } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = MAS } COLOR_SHIFT { name = Panel transform = pb_Full_Lens_Obj passiveColor = 255,255,255,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = (fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0) and (1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } TEXTURE_SHIFT { name = Panel transform = pb_Full_Lens_Obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = (fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0) and (1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MAS_IFMS_pb_F03_MechJeb_Select.cfg PROP { name = MAS_IFMS_pb_F03_MechJeb_Select MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("IFMS_MechJeb_Select", 1) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 1 } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = MECH$$$JEB } COLOR_SHIFT { name = Panel transform = pb_Full_Lens_Obj passiveColor = 255,255,255,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = (fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 1) and (1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } TEXTURE_SHIFT { name = Panel transform = pb_Full_Lens_Obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = (fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 1) and (1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MAS_IFMS_pb_F03_Reset.cfg PROP { name = MAS_IFMS_pb_F03_MAS_Reset MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = IFMS_Reset() onRelease = fc.SetPersistent("MAS_IFMS_Reset", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_IFMS_Reset") } TEXT_LABEL { name = Center Legend transform = Legend_Center fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = RESET } COLOR_SHIFT { name = Panel transform = pb_Full_Lens_Obj passiveColor = COLOR_MOARdV_IndicatorLampRed activeColor = 255,255,255,255 variable = fc.GetPersistentAsNumber("MAS_IFMS_Reset") } TEXTURE_SHIFT { name = Panel transform = pb_Full_Lens_Obj startUV = 0, -0.5 endUV = 0, 0 layers = _Emissive variable = fc.GetPersistentAsNumber("MAS_IFMS_Reset") } } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MAS_IFMS_Terminal.cfg PROP { name = MAS_IFMS_Terminal MODEL { model = ASET/ASET_Props/MFDs/kOSTerminal/kOSterminal } MODULE { name = MASMonitor screenTransform = kOSTerminalScreenTransform layer = _Emissive screenSize = 1024, 672 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = COLOR_MFD2_TEXT backgroundColor = 4, 4, 8, 255 monitorID = %AUTOID% startupScript = IFMS_Term_Init("%AUTOID%") page = MAS_IFMS_Term_Standby page = MAS_IFMS_Term_Program0 page = MAS_IFMS_Term_Program1 page = MAS_IFMS_Term_FDAI } MODULE { name = MASComponent COLOR_SHIFT { name = Monitor power-off transform = kOSTerminalScreenTransform passiveColor = 0,0,0,255 activeColor = 255,255,255,255 variable = fc.Conditioned(1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset")) } COLOR_SHIFT { name = Buttons backlight transform = kOSterminalBodyObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") * (1 - fc.GetPersistentAsNumber("MAS_IFMS_Reset"))) blend = true } COLLIDER_EVENT { name = F01 function key collider = button_F01 onClick = fc.SendSoftkey("%AUTOID%", 1) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F02 function key collider = button_F02 onClick = fc.SendSoftkey("%AUTOID%", 2) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F03 function key collider = button_F03 onClick = fc.SendSoftkey("%AUTOID%", 3) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F04 function key collider = button_F04 onClick = fc.SendSoftkey("%AUTOID%", 4) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F05 function key collider = button_F05 onClick = fc.SendSoftkey("%AUTOID%", 5) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F06 function key collider = button_F06 onClick = fc.SendSoftkey("%AUTOID%", 6) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F07 function key collider = button_F07 onClick = fc.SendSoftkey("%AUTOID%", 7) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F08 function key collider = button_F08 onClick = fc.SendSoftkey("%AUTOID%", 8) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F09 function key collider = button_F09 onClick = fc.SendSoftkey("%AUTOID%", 9) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F10 function key collider = button_F10 onClick = fc.SendSoftkey("%AUTOID%", 10) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F11 function key collider = button_F11 onClick = fc.SendSoftkey("%AUTOID%", 11) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = F12 function key collider = button_F12 onClick = fc.SendSoftkey("%AUTOID%", 12) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Center D-pad key collider = Button_CENTER onClick = fc.SendSoftkey("%AUTOID%", 22) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Left D-pad key collider = Button_LEFT onClick = fc.SendSoftkey("%AUTOID%", 23) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Right D-pad key collider = Button_RIGHT onClick = fc.SendSoftkey("%AUTOID%", 24) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Up D-pad key collider = Button_UP onClick = fc.SendSoftkey("%AUTOID%", 25) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Down D-pad key collider = Button_DOWN onClick = fc.SendSoftkey("%AUTOID%", 26) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Prev D-pad key collider = button_PREV onClick = fc.SendSoftkey("%AUTOID%", 27) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Next D-pad key collider = button_NEXT onClick = fc.SendSoftkey("%AUTOID%", 28) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Zoom Out / Back D-pad key collider = button_ZoomOUT onClick = fc.SendSoftkey("%AUTOID%", 29) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Zoom In / Enter D-pad key collider = button_ZoomIN onClick = fc.SendSoftkey("%AUTOID%", 30) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = Standby / help key collider = button_STBY onClick = MAS_kOS_Stby("%AUTOID%", "%AUTOID%-Timer", fc.GetPersistentAsNumber("%AUTOID%-Timer"), "MAS_IFMS_Term_Standby") sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R01 soft key collider = buttonR01 onClick = fc.SendSoftkey("%AUTOID%", 13) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R02 soft key collider = buttonR02 onClick = fc.SendSoftkey("%AUTOID%", 14) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R03 soft key collider = buttonR03 onClick = fc.SendSoftkey("%AUTOID%", 15) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R04 soft key collider = buttonR04 onClick = fc.SendSoftkey("%AUTOID%", 16) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R05 soft key collider = buttonR05 onClick = fc.SendSoftkey("%AUTOID%", 17) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R06 soft key collider = buttonR06 onClick = fc.SendSoftkey("%AUTOID%", 18) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R07 soft key collider = buttonR07 onClick = fc.SendSoftkey("%AUTOID%", 19) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = R08 soft key collider = buttonR08 onClick = fc.SendSoftkey("%AUTOID%", 20) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY001 - 1 = 49 collider = KEY001 onClick = fc.SendSoftkey("%AUTOID%", 49) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY002 - 2 = 50 collider = KEY002 onClick = fc.SendSoftkey("%AUTOID%", 50) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY003 - 3 = 51 collider = KEY003 onClick = fc.SendSoftkey("%AUTOID%", 51) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY004 - 4 = 52 collider = KEY004 onClick = fc.SendSoftkey("%AUTOID%", 52) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY005 - 5 = 53 collider = KEY005 onClick = fc.SendSoftkey("%AUTOID%", 53) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY006 - 6 = 54 collider = KEY006 onClick = fc.SendSoftkey("%AUTOID%", 54) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY007 - 7 = 55 collider = KEY007 onClick = fc.SendSoftkey("%AUTOID%", 55) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY008 - 8 = 56 collider = KEY008 onClick = fc.SendSoftkey("%AUTOID%", 56) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY009 - 9 = 57 collider = KEY009 onClick = fc.SendSoftkey("%AUTOID%", 57) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY010 - 0 = 48 collider = KEY010 onClick = fc.SendSoftkey("%AUTOID%", 48) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY011 - - (dash / minus) = 45 collider = KEY011 onClick = fc.SendSoftkey("%AUTOID%", 45) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY012 - Q = 81 collider = KEY012 onClick = fc.SendSoftkey("%AUTOID%", 81) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY013 - W = 87 collider = KEY013 onClick = fc.SendSoftkey("%AUTOID%", 87) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY014 - E = 69 collider = KEY014 onClick = fc.SendSoftkey("%AUTOID%", 69) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY015 - R = 82 collider = KEY015 onClick = fc.SendSoftkey("%AUTOID%", 82) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY016 - T = 84 collider = KEY016 onClick = fc.SendSoftkey("%AUTOID%", 84) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY017 - Y = 89 collider = KEY017 onClick = fc.SendSoftkey("%AUTOID%", 89) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY018 - U = 85 collider = KEY018 onClick = fc.SendSoftkey("%AUTOID%", 85) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY019 - I = 73 collider = KEY019 onClick = fc.SendSoftkey("%AUTOID%", 73) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY020 - O = 79 collider = KEY020 onClick = fc.SendSoftkey("%AUTOID%", 79) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY021 - P = 80 collider = KEY021 onClick = fc.SendSoftkey("%AUTOID%", 80) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY022 - + = 43 collider = KEY022 onClick = fc.SendSoftkey("%AUTOID%", 43) sound = Squad/Sounds/sound_click_tick volume = 1 } COLLIDER_EVENT { name = KEY023 - A = 65 collider = KEY023 onClick = fc.SendSoftkey("%AUTOID%", 65) sound = Squad/Sounds/sound_click_tick 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texture = MOARdV/MFD/gradient8x128 passiveColor = COLOR_XKCD_SKYBLUE } IMAGE { name = ground background position = 0, 832 size = 640, 48 rotation = 180 texture = MOARdV/MFD/gradient8x128 passiveColor = COLOR_XKCD_GREEN } TEXT { name = Landing side view caption position = 0, 17.75 textColor = COLOR_MFD2_TEXT text = Altitude / Distance to Landing } LINE_STRING { name = altitude / downrange lines position = 624, 832 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 3 vertex = 0, 0 vertex = -208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()), fc.AtmosphereTop())), 0 vertex = -208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()), fc.AtmosphereTop())), -208 * fc.Min(1, fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop())) } TEXT { name = Landing Site icon position = 38.5, 25.5 textColor = COLOR_MFD2_TEXT_RED text = X } IMAGE { name = downrange icon texture = MOARdV/MFD/frame6ch112x48 position = 568 - 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()), fc.AtmosphereTop())), 840 rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = downrange text position = (576 - 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()), fc.AtmosphereTop()))) * (1/16), 848 * (1/32) text = <=0,5:0.0=>k $&$ fc.Min(999.9, nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()) * 0.001) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = altimeter icon texture = MOARdV/MFD/frame6ch128x48 position = 640 - 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()), fc.AtmosphereTop())), 808 - 208 * fc.Min(1, fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop())) rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = altimeter text position = (664 - 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()), fc.AtmosphereTop()))) * (1/16), (816 - 208 * fc.Min(1, fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop()))) * (1/32) text = <=0,5:0.0=>k $&$ fc.Min(999.9, fc.Altitude() * 0.001) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } POLYGON { name = Vessel Position position = 624 - 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(fc.LandingLatitude(), fc.LandingLongitude()), fc.AtmosphereTop())), 832 - 208 * fc.Min(1, fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop())) color = COLOR_MFD2_TEXT_HIGHLIGHT rotation = fc.Select(fc.GetPersistentAsNumber("%AUTOID%-FDAI") > 0, 180 - fc.Pitch(), fc.Pitch()) vertex = 16, 0 vertex = -16, -8 vertex = -16, 8 } SUB_PAGE { name = Orbit Map 640x320 position = 0, 224 } SUB_PAGE { name = 3/4 Gauge Altitude position = 816, 128 variable = fc.Altitude() < fc.AtmosphereTop() } SUB_PAGE { name = 3/4 Gauge Ablator position = 960, 128 } SUB_PAGE { name = Master Caution Announcer position = 16, 96 } SUB_PAGE { name = Master Alarm Announcer position = 144, 96 } SUB_PAGE { name = Impact Announcer position = 784, 720 } SUB_PAGE { name = Aerobrake Announcer position = 912, 720 } SUB_PAGE { name = SAS Announcer position = 912, 786 } SUB_PAGE { name = Stage Announcer position = 912, 848 } SUB_PAGE { name = HUD Static Pressure position = 1008, 288 } SUB_PAGE { name = HUD Dynamic Pressure position = 768, 288 } SUB_PAGE { name = HUD Radar Alt position = 888, 288 } TEXT { name = FDAI Aux Caption R9 text = <=0=> $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-FDAI") > 0, "RETRO", "PROGRADE") position = 21 - fc.Select(fc.GetPersistentAsNumber("%AUTOID%-FDAI") > 0, 0, 1.5), 29.5 } IMAGE { name = FDAI Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT } TEXT { name = FDAI Caption R9 text = MODE position = 21.5, 31 } TEXT { name = Parachute Aux Caption R10 text = <=0=>ARM$&$ fc.Select(parachute.GetParachuteArmedOrDeployed() > 0, fc.ColorTag("COLOR_MFD2_TEXT_HIGHLIGHT"), fc.ColorTag("COLOR_MFD2_TEXT")) position = 30.5, 29.5 } IMAGE { name = Parachute Border R10 texture = MOARdV/MFD/frame6ch112x48 position = 456, 984 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = parachute.GetParachuteArmedOrDeployed() } TEXT { name = Parachute Caption R10 text = CHUTE position = 29.5, 31 } SUB_PAGE { name = IFMS MFD Page Softkeys } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_Launch0.cfg MAS_PAGE { name = MAS_IFMS_MFD_Launch0 onEntry = fc.SetPersistent("%AUTOID%-PageNum", 1) softkey = 1, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-LaunchPage", "MAS_IFMS_MFD_Launch1")) softkey = 2, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-FlightPage")) softkey = 3, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-ManeuverPage")) softkey = 6, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-LandingPage")) softkey = 7, fc.ReleaseLaunchClamps() softkey = 9, IFMS_ToggleLaunchPilot() softkey = 19, fc.ToggleSASSpeedMode() NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 768, 480 size = 512, 512 iconScale = 1 } SUB_PAGE { name = FDAI Prograde position = 768, 480 } SUB_PAGE { name = FDAI Mask position = 768, 480 } SUB_PAGE { name = 3/4 Gauge Throttle position = 624, 876 } SUB_PAGE { name = 3/4 Gauge Thrust position = 768, 876 } SUB_PAGE { name = 3/4 Gauge Stage Propellant position = 912, 876 } IMAGE { name = Temperature Tablo texture = MOARdV/MFD/frame4ch80x64 position = 8 + (400/384) * fc.InverseLerp(fc.HottestEngineTemperature(false), fc.HottestEngineMaxTemperature(false) - 400, fc.HottestEngineMaxTemperature(false)), 780 passiveColor = COLOR_MFD2_TEXT variable = fc.EngineCountTotal() } TEXT { name = Temperature Value text = <=0,4:0=> $&$ fc.Min(9999, fc.HottestEngineTemperature(false)) position = (16 + (400/384) * fc.InverseLerp(fc.HottestEngineTemperature(false), fc.HottestEngineMaxTemperature(false) - 400, fc.HottestEngineMaxTemperature(false)))* (1/16), 788 * (1/32) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.EngineCountTotal() } IMAGE { name = Temperature Gauge texture = MOARdV/MFD/bottomTickmark32x256 position = 48, 840 size = 384, 24 passiveColor = COLOR_MFD2_TEXT variable = fc.EngineCountTotal() } TEXT { name = Temperature Caption text = Engine Temperature, °C position = 48 * (1/16), 864 * (1/32) textColor = COLOR_MFD2_TEXT variable = fc.EngineCountTotal() } SUB_PAGE { name = Orbital Data Display position = 0, 64 } TEXT { name = Surface speed display position = 0, 6 text = SSpd:[#ffff9b]<=0,9:#,#0.0=>[#afd3ff]m/s$&$ fc.SurfaceSpeed() } TEXT { name = Atmo data display position = 0, 7 text = Atmo [#ffff9b]<=0,9:#,#0.0=>[#afd3ff]km$&$ fc.AtmosphereTop() * 0.001 $$$St. Pr:[#ffff9b]<=0,9:#,#0.000=>[#afd3ff]kPa$&$ fc.StaticPressureKPa()$$$Dyn Pr:[#ffff9b]<=0,9:#,#0.000=>[#afd3ff]kPa$&$ fc.DynamicPressure() } TEXT { name = Atmo transition time position = 17, 7 text = in [#ffff9b]<=0:METddd/hh:mm:ss=> $&$ fc.TimeToAtmosphere() variable = fc.TimeToAtmosphere() > 0 } SUB_PAGE { name = IFMS Launch Parameters Display position = 0, 336 } SUB_PAGE { name = Master Caution Announcer position = 16, 464 } SUB_PAGE { name = Master Alarm Announcer position = 144, 464 } SUB_PAGE { name = Engine Announcer position = 272, 464 } SUB_PAGE { name = MechJeb Active Announcer position = 16, 528 } SUB_PAGE { name = Ascent Autopilot Active Announcer position = 144, 528 } SUB_PAGE { name = Impact Announcer position = 272, 528 } SUB_PAGE { name = Maneuver Announcer position = 16, 592 } SUB_PAGE { name = Maneuver Autopilot Announcer position = 144, 592 } SUB_PAGE { name = Aerobrake Announcer position = 272, 592 } SUB_PAGE { name = SAS Announcer position = 144, 656 } SUB_PAGE { name = Fuel Announcer position = 272, 656 } SUB_PAGE { name = Stage Announcer position = 144, 720 } SUB_PAGE { name = Power Announcer position = 272, 720 } IMAGE { name = Launch Clamp Border R7 texture = MOARdV/MFD/frame6ch112x48 position = 40, 984 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = fc.GetLaunchClampCount() } IMAGE { name = Launch Clamp Border R7 texture = MOARdV/MFD/frame6ch112x48 position = 40, 984 passiveColor = COLOR_MFD2_TEXT_RED variable = fc.GetLaunchClampCount() > 0 and fc.EngineCountActive() > 0 and fc.PeriodStep(1) } TEXT { name = Launch Clamp Caption R7 text = CLAMP position = 3.5, 31 } TEXT { name = Pilot Aux Caption R9 text = ENGAGE position = 20.5, 29.5 variable = mechjeb.Available() } IMAGE { name = Pilot Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = mechjeb.AscentAutopilotActive() variable = mechjeb.Available() } TEXT { name = Pilot Caption R9 text = PILOT position = 21, 31 variable = mechjeb.Available() } IMAGE { name = Mode Border HOME texture = MOARdV/MFD/frame6ch112x48 position = 592, 984 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Mode Caption HOME text = MODE position = 38.5, 31 } SUB_PAGE { name = IFMS MFD Page Softkeys } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_Launch1.cfg MAS_PAGE { name = MAS_IFMS_MFD_Launch1 onEntry = fc.SetPersistent("%AUTOID%-PageNum", 1) softkey = 1, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-LaunchPage", "MAS_IFMS_MFD_Launch0")) softkey = 2, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-FlightPage")) softkey = 3, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-ManeuverPage")) softkey = 6, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-LandingPage")) IMAGE { name = sky background position = 0, 600 size = 640, 232 texture = MOARdV/MFD/gradient8x128 passiveColor = COLOR_XKCD_SKYBLUE } IMAGE { name = ground background position = 0, 832 size = 640, 48 rotation = 180 texture = MOARdV/MFD/gradient8x128 passiveColor = COLOR_XKCD_GREEN } TEXT { name = Launch side view caption position = 0, 17.75 textColor = COLOR_MFD2_TEXT text = Altitude / Downrange Distance } TEXT { name = Launch Site name position = 0, 28 textColor = COLOR_MFD2_TEXT_GREEN text = <=0=> $&$ nav.LaunchSiteName() } LINE_STRING { name = altitude / downrange lines position = 16, 832 startColor = COLOR_MFD2_TEXT_HIGHLIGHT startWidth = 3 vertex = 0, 0 vertex = 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(nav.LaunchSiteLatitude(), nav.LaunchSiteLongitude()), fc.AtmosphereTop())), 0 vertex = 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(nav.LaunchSiteLatitude(), nav.LaunchSiteLongitude()), fc.AtmosphereTop())), - 208 * fc.Min(1, fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop())) } TEXT { name = Launch Site icon position = 0.5, 25.5 textColor = COLOR_XKCD_LIMEGREEN text = X } IMAGE { name = downrange icon texture = MOARdV/MFD/frame6ch112x48 position = -40 + 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(nav.LaunchSiteLatitude(), nav.LaunchSiteLongitude()), fc.AtmosphereTop())), 840 rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = downrange text position = (-32 + 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(nav.LaunchSiteLatitude(), nav.LaunchSiteLongitude()), fc.AtmosphereTop()))) * (1/16), 848 * (1/32) text = <=0,5:0.0=>k $&$ fc.Min(999.9, nav.GroundDistanceFromVessel(nav.LaunchSiteLatitude(), nav.LaunchSiteLongitude()) * 0.001) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = altimeter icon texture = MOARdV/MFD/frame6ch128x48 position = 32 + 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(nav.LaunchSiteLatitude(), nav.LaunchSiteLongitude()), fc.AtmosphereTop())), 808 - 208 * fc.Min(1, fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop())) rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = altimeter text position = (56 + 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(nav.LaunchSiteLatitude(), nav.LaunchSiteLongitude()), fc.AtmosphereTop()))) * (1/16), (816 - 208 * fc.Min(1, fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop()))) * (1/32) text = <=0,5:0.0=>k $&$ fc.Min(999.9, fc.Altitude() * 0.001) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } POLYGON { name = Vessel Position position = 16 + 208 * fc.Min(2.3, fc.SafeDivide(nav.GroundDistanceFromVessel(nav.LaunchSiteLatitude(), nav.LaunchSiteLongitude()), fc.AtmosphereTop())), 832 - 208 * fc.Min(1, fc.SafeDivide(fc.Altitude(), fc.AtmosphereTop())) color = COLOR_MFD2_TEXT_HIGHLIGHT rotation = fc.Pitch() vertex = 16, 0 vertex = -16, -8 vertex = -16, 8 } SUB_PAGE { name = Orbit Map 640x320 position = 0, 224 } SUB_PAGE { name = HUD Static Pressure position = 1008, 288 } SUB_PAGE { name = HUD Dynamic Pressure position = 768, 288 } SUB_PAGE { name = HUD Radar Alt position = 888, 288 } SUB_PAGE { name = IFMS Launch Parameters Display position = 688, 464 } SUB_PAGE { name = Master Caution Announcer position = 16, 96 } SUB_PAGE { name = Master Alarm Announcer position = 144, 96 } SUB_PAGE { name = Engine Announcer position = 272, 96 } SUB_PAGE { name = Impact Announcer position = 784, 592 } SUB_PAGE { name = Aerobrake Announcer position = 912, 592 } SUB_PAGE { name = MechJeb Active Announcer position = 784, 656 } SUB_PAGE { name = Ascent Autopilot Active Announcer position = 912, 656 } SUB_PAGE { name = Maneuver Announcer position = 784, 720 } SUB_PAGE { name = Maneuver Autopilot Announcer position = 912, 720 } SUB_PAGE { name = SAS Announcer position = 912, 786 } SUB_PAGE { name = Stage Announcer position = 912, 848 } SUB_PAGE { name = 3/4 Gauge Altitude position = 816, 128 variable = fc.Altitude() < fc.AtmosphereTop() } SUB_PAGE { name = 3/4 Gauge Orbital Speed position = 960, 128 } SUB_PAGE { name = IFMS MFD Page Softkeys } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_Maneuver0.cfg MAS_PAGE { name = MAS_IFMS_MFD_Maneuver0 onEntry = fc.SetPersistent("%AUTOID%-PageNum", 3) softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-LaunchPage")) softkey = 2, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-FlightPage")) softkey = 6, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-LandingPage")) softkey = 9, IFMS_ToggleManeuverPilot() softkey = 19, fc.ToggleSASSpeedMode() NAVBALL { name = FDAI navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 512, 352 size = 512, 512 iconScale = 1 } SUB_PAGE { name = FDAI Maneuver Node position = 512, 352 } SUB_PAGE { name = FDAI Mask position = 512, 352 } SUB_PAGE { name = 3/4 Gauge Throttle position = 544, 876 } SUB_PAGE { name = 3/4 Gauge Thrust position = 688, 876 } SUB_PAGE { name = Mission Timer Strip position = 0, 96 } VERTICAL_BAR { name = dV Trend Bar position = 896, 96 size = 16, 448 source = fc.AccelEngines() sourceRange = 0, 14 sourceColor = COLOR_XKCD_MAGENTA anchor = Bottom variable = fc.ManeuverNodeExists() } IMAGE { name = dV strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 880, 96 size = 32, 512 tiling = 1, 2 uvShift = 0, fc.ManeuverNodeDV() * -0.025 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT colorVariable = fc.ManeuverNodeExists() } TEXT { name = dV - 60 position = 48.5, 4.5 - 2 * ((fc.ManeuverNodeDV() % 10) * 0.1) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>$&$ fc.Floor(fc.ManeuverNodeDV() * 0.1 - 6) * 10 variable = fc.ManeuverNodeDV() >= 60 and fc.ManeuverNodeDV() < 9999.9 } TEXT { name = dV - 50 position = 48.5, 6.5 - 2 * ((fc.ManeuverNodeDV() % 10) * 0.1) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>$&$ fc.Floor(fc.ManeuverNodeDV() * 0.1 - 5) * 10 variable = fc.ManeuverNodeDV() >= 50 and fc.ManeuverNodeDV() < 9999.9 } TEXT { name = dV - 40 position = 48.5, 8.5 - 2 * ((fc.ManeuverNodeDV() % 10) * 0.1) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>$&$ fc.Floor(fc.ManeuverNodeDV() * 0.1 - 4) * 10 variable = fc.ManeuverNodeDV() >= 40 and fc.ManeuverNodeDV() < 9999.9 } TEXT { name = dV - 30 position = 48.5, 10.5 - 2 * ((fc.ManeuverNodeDV() % 10) * 0.1) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>$&$ fc.Floor(fc.ManeuverNodeDV() * 0.1 - 3) * 10 variable = fc.ManeuverNodeDV() >= 30 and fc.ManeuverNodeDV() < 9999.9 } TEXT { name = dV - 20 position = 48.5, 12.5 - 2 * ((fc.ManeuverNodeDV() % 10) * 0.1) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>$&$ fc.Floor(fc.ManeuverNodeDV() * 0.1 - 2) * 10 variable = fc.ManeuverNodeDV() >= 20 and fc.ManeuverNodeDV() < 9999.9 } TEXT { name = dV - 10 position = 48.5, 14.5 - 2 * ((fc.ManeuverNodeDV() % 10) * 0.1) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>$&$ fc.Floor(fc.ManeuverNodeDV() * 0.1 - 1) * 10 variable = fc.ManeuverNodeDV() >= 10 and fc.ManeuverNodeDV() < 9999.9 } TEXT { name = dV + 0 position = 48.5, 16.5 - 2 * ((fc.ManeuverNodeDV() % 10) * 0.1) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>$&$ fc.Floor(fc.ManeuverNodeDV() * 0.1) * 10 variable = fc.ManeuverNodeExists() and fc.ManeuverNodeDV() < 9999.9 } TEXT { name = dV + 10 position = 48.5, 18.5 - 2 * ((fc.ManeuverNodeDV() % 10) * 0.1) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>$&$ fc.Floor(fc.ManeuverNodeDV() * 0.1 + 1) * 10 variable = fc.ManeuverNodeExists() and fc.ManeuverNodeDV() < 9989.9 } IMAGE { name = Remaining dV readout texture = MOARdV/MFD/frame6ch128x48 position = 768, 520 passiveColor = COLOR_MFD2_TEXT_DIMMED activeColor = COLOR_MFD2_TEXT colorVariable = fc.ManeuverNodeExists() } TEXT { name = Remaining dV value position = 48.5, 16.5 text = <=0,6:0.0=> m/s$&$ fc.Min(9999.9, fc.ManeuverNodeDV()) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.ManeuverNodeExists() > 0 and (fc.ManeuverNodeDV() < 9999.9 or fc.PeriodStep(0.5)) } TEXT { name = Remaining dV value no maneuver position = 51.5, 16.5 text = 0.0 m/s textColor = COLOR_MFD2_TEXT_DIMMED variable = fc.ManeuverNodeExists() == 0 } TEXT { name = Orbital data caption position = 0, 22 text = Orbit: km x km$$$Inc : °$$$ΔV : m/s in$$$Burn : } TEXT { name = Maneuver data values text = <=0,9:#,#0.0=> <=1,9:#,#0.0=>$&$ fc.ManeuverNodeAp() * 0.001; fc.ManeuverNodePe() * 0.001 $$$<=0,9:0.0=>$&$fc.ManeuverNodeInc()$$$<=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$ fc.ManeuverNodeDV(); fc.ManeuverNodeTime()$$$ <=0:METddd/hh:mm:ss=>$&$ fc.ManeuverNodeBurnTime() position = 6, 22 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.ManeuverNodeExists() } TEXT { name = Target data caption position = 0, 26 text = Tgt : km in variable = fc.TargetType() > 0 } TEXT { name = Target maneuver data values text = <=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$ fc.ManeuverNodeTargetClosestApproachDistance() * 0.001; fc.ManeuverNodeTargetClosestApproachTime() position = 6, 26 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.TargetType() > 0) and (fc.ManeuverNodeExists()) } SUB_PAGE { name = SAS Announcer position = 912, 640 } SUB_PAGE { name = Stage Announcer position = 912, 704 } SUB_PAGE { name = Fuel Announcer position = 912, 768 } SUB_PAGE { name = Maneuver Announcer position = 784, 768 } SUB_PAGE { name = Power Announcer position = 912, 832 } SUB_PAGE { name = Maneuver Autopilot Announcer position = 784, 832 } SUB_PAGE { name = Engine Announcer position = 912, 896 } SUB_PAGE { name = Master Caution Announcer position = 264, 64 } SUB_PAGE { name = Master Alarm Announcer position = 664, 64 } TEXT { name = Pilot Aux Caption R9 text = ENGAGE position = 20.5, 29.5 } IMAGE { name = Pilot Border R9 texture = MOARdV/MFD/frame6ch112x48 position = 320, 984 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_HIGHLIGHT colorVariable = mechjeb.ManeuverNodeExecutorActive() or fc.GetManeuverPilotActive() } TEXT { name = Pilot Caption R9 text = PILOT position = 21, 31 variable = mechjeb.Available() } IMAGE { name = Mode Border HOME texture = MOARdV/MFD/frame6ch112x48 position = 592, 984 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Mode Caption HOME text = MODE position = 38.5, 31 } SUB_PAGE { name = IFMS MFD Page Softkeys } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_Standby.cfg MAS_PAGE { name = MAS_IFMS_MFD_Standby onEntry = fc.SetPersistent("%AUTOID%-PageNum", 0) onExit = fc.SetPersistent("%AUTOID%-Back", "MAS_IFMS_MFD_Standby") softkey = 1, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-LaunchPage")) softkey = 2, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-FlightPage")) softkey = 3, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-ManeuverPage")) softkey = 6, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-LandingPage")) softkey = 19, fc.SetPersistent("%AUTOID%", "MAS_IFMS_MFD_Debug0") TEXT { name = Title position = 0,14 oneshot = true text = MAS IFMS MFD$$$Powered by$$$MOARdV's Avionics Systems$$$v<=0=> $&$ fc.MASVersion() fontSize = 32,64 } SUB_PAGE { name = IFMS MFD Page Softkeys } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 29.5 } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_SubPages.cfg MAS_SUB_PAGE { name = IFMS FDAI Error LINE_STRING { name = Yaw error line position = 0, 0 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.GetPersistentAsNumber("IFMS_FDAI_YawError"), -16, 16, -128, 128), 0 vertex = fc.Remap(fc.GetPersistentAsNumber("IFMS_FDAI_YawError"), -16, 16, -128, 128), 256 } LINE_STRING { name = Pitch error line position = 0, 0 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 0, fc.Remap(fc.GetPersistentAsNumber("IFMS_FDAI_PitchError"), -16, 16, -128, 128) vertex = 256, fc.Remap(fc.GetPersistentAsNumber("IFMS_FDAI_PitchError"), -16, 16, -128, 128) } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_SubPages.cfg MAS_SUB_PAGE { name = FDAI Pro-retrograde LINE_STRING { name = Prograde yaw line position = 0, 0 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = fc.Remap(fc.Select(fc.GetPersistentAsNumber("%AUTOID%-FDAI") > 0, fc.NormalizeLongitude(180 + fc.YawActivePrograde()), fc.YawActivePrograde()), -16, 16, -128, 128), 0 vertex = fc.Remap(fc.Select(fc.GetPersistentAsNumber("%AUTOID%-FDAI") > 0, fc.NormalizeLongitude(180 + fc.YawActivePrograde()), fc.YawActivePrograde()), -16, 16, -128, 128), 256 } LINE_STRING { name = Prograde pitch line position = 0, 0 startColor = COLOR_XKCD_KSPNOTSOGOODORANGE startWidth = 6 vertex = 0, fc.Remap(fc.Select(fc.GetPersistentAsNumber("%AUTOID%-FDAI") > 0, -fc.PitchActivePrograde() , fc.PitchActivePrograde()), -16, 16, -128, 128) vertex = 256, fc.Remap(fc.Select(fc.GetPersistentAsNumber("%AUTOID%-FDAI") > 0, -fc.PitchActivePrograde() , fc.PitchActivePrograde()), -16, 16, -128, 128) } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_SubPages.cfg MAS_SUB_PAGE { name = IFMS MFD Page Softkeys IMAGE { name = Launch Border R1 texture = MOARdV/MFD/frame6ch112x48 position = 40, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 0, 128, 0, 255 colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 1 } IMAGE { name = Launch Border R1 texture = MOARdV/MFD/frameFill6ch112x48 position = 40, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 1 } TEXT { name = Launch Caption R1 text = <=0=>LAUNCH $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 1, fc.ColorTag("COLOR_MFD2_TEXT_HIGHLIGHT"), fc.ColorTag("COLOR_MFD2_TEXT_DIMMED")) position = 3, 0 } IMAGE { name = Orbit Border R2 texture = MOARdV/MFD/frame6ch112x48 position = 176, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 0, 128, 0, 255 colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 2 } IMAGE { name = Launch Border R1 texture = MOARdV/MFD/frameFill6ch112x48 position = 176, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 2 } TEXT { name = Orbit Caption R2 text = <=0=>ORBIT $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 2, "[#D1E5FF]", fc.ColorTag("COLOR_MFD2_TEXT_DIMMED")) position = 12, 0 } IMAGE { name = Maneuver Border R3 texture = MOARdV/MFD/frame6ch112x48 position = 320, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 0, 128, 0, 255 colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 3 } IMAGE { name = Launch Border R1 texture = MOARdV/MFD/frameFill6ch112x48 position = 320, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 3 } TEXT { name = Maneuver Caption R3 text = <=0=>MNVR $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 3, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT_DIMMED")) position = 21.5, 0 } IMAGE { name = Rendezvous Border R4 texture = MOARdV/MFD/frame6ch112x48 position = 456, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 0, 128, 0, 255 colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 4 } TEXT { name = Rendezvous Caption R4 text = <=0=>RNDZ $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 4, fc.ColorTag("COLOR_MFD2_TEXT"), "[#808080]") position = 30, 0 } IMAGE { name = Dock Border R5 texture = MOARdV/MFD/frame6ch112x48 position = 592, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 0, 128, 0, 255 colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 5 } TEXT { name = Dock Caption R5 text = <=0=>DOCK $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 5, fc.ColorTag("COLOR_MFD2_TEXT"), "[#808080]") position = 38.5, 0 } IMAGE { name = Landing Border R6 texture = MOARdV/MFD/frame6ch112x48 position = 736, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 0, 128, 0, 255 colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 6 } TEXT { name = Landing Caption R6 text = <=0=>LAND $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 6, fc.ColorTag("COLOR_MFD2_TEXT"), fc.ColorTag("COLOR_MFD2_TEXT_DIMMED")) position = 47.5, 0 } IMAGE { name = Standby Page Select STBY texture = MOARdV/MFD/frame6ch112x48 position = 872, -8 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 0, 128, 0, 255 colorVariable = fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 0 } TEXT { name = Standby Page Selector text = [#<=0=>]STBY $&$ fc.Select(fc.GetPersistentAsNumber("%AUTOID%-PageNum") == 0, "afd3ff", "839ebf") position = 56, 0 } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_SubPages.cfg MAS_SUB_PAGE { name = IFMS Terminal F-key Hint IMAGE { name = R01 border texture = MOARdV/MFD/frame6ch112x48 position = 32, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = R01 Caption position = 3.5, 0 text = PLAN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = R02 border texture = MOARdV/MFD/frame6ch112x48 position = 160, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = R02 Caption position = 11.5, 0 text = FDAI variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = R03 border texture = MOARdV/MFD/frame6ch112x48 position = 280, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = R03 Caption position = 19, 0 text = R03- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = R04 border texture = MOARdV/MFD/frame6ch112x48 position = 408, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = R04 Caption position = 27, 0 text = R04- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = R05 border texture = MOARdV/MFD/frame6ch112x48 position = 536, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = R05 Caption position = 35, 0 text = R05- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = R06 border texture = MOARdV/MFD/frame6ch112x48 position = 656, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = R06 Caption position = 42.5, 0 text = R06- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = R07 border texture = MOARdV/MFD/frame6ch112x48 position = 776, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = R07 Caption position = 50, 0 text = R07- variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } IMAGE { name = R08 border texture = MOARdV/MFD/frame6ch112x48 position = 904, -8 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } TEXT { name = R08 Caption position = 57, 0 text = MANAGE variable = fc.GetPersistentAsNumber("%AUTOID%-Timer") > fc.UT() } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_SubPages.cfg MAS_SUB_PAGE { name = IFMS Terminal F-key Hint -- old, don't use TEXT { name = F01 position = 0, 1.25 text = - F01--- } TEXT { name = F02 position = 0, 4.75 text = - F02--- } TEXT { name = F03 position = 0, 8.25 text = - F03--- } TEXT { name = F04 position = 0, 11.75 text = - F04--- } TEXT { name = F05 position = 0, 15.25 text = - F05--- } TEXT { name = F06 position = 0, 18.75 text = - F06--- } TEXT { name = F07 position = 56, 1.25 text = F07--- - } TEXT { name = F08 position = 56, 4.75 text = F08--- - } TEXT { name = F09 position = 56, 8.25 text = F09--- - } TEXT { name = F10 position = 56, 11.75 text = F10--- - } TEXT { name = F11 position = 56, 15.25 text = F11--- - } TEXT { name = F12 position = 56, 18.75 text = F12--- - } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/MFD_SubPages.cfg MAS_SUB_PAGE { name = IFMS Launch Parameters Display TEXT { name = Launch Params position = 0, 0 text = Launch Parameters:$$$Orbit:[#ffff9b]<=0,5:0=>[#afd3ff] x [#ffff9b]<=1,5:0=>[#afd3ff]km $&$ fc.GetPersistentAsNumber("IFMS_Launch_Ap"); fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0, fc.GetPersistentAsNumber("IFMS_Launch_Pe"), fc.GetPersistentAsNumber("IFMS_Launch_Ap")) $$$Inc : [#ffff9b]<=0,4=>[#afd3ff]° $&$ fc.GetPersistentAsNumber("IFMS_Launch_Inc") } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/Term_FDAI.cfg MAS_PAGE { name = MAS_IFMS_Term_FDAI onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) softkey = 1, fc.SetPersistent("IFMS_FDAI_Mode", 0) softkey = 2, fc.SetPersistent("IFMS_FDAI_Mode", fc.Select(fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 1, 2, 1)) softkey = 3, fc.SetPersistent("IFMS_FDAI_Mode", fc.Select(fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 3, 4, 3)) softkey = 4, fc.SetPersistent("IFMS_FDAI_Mode", fc.Select(fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 5, 6, 5)) softkey = 5, fc.SetPersistent("IFMS_FDAI_Mode", fc.Select(fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 7, 8, 7)) softkey = 6, fc.SetPersistent("IFMS_FDAI_Mode", 9) softkey = 11, fc.SetPersistent("IFMS_FDAI_Mode", 10) softkey = 12, fc.SetPersistent("IFMS_FDAI_Mode", fc.Select(fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 11, 12, 11)) softkey = 13, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-ProgramPage")) TEXT { name = Title Card position = 20, 1.5 text = FDAI Config fontSize = 24,48 } TEXT { name = F01 position = 0, 1.25 text = - [#<=0=>]AUTO [#afd3ff]/ [#<=1=>]SAS $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 0, "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 0) and (fc.GetSAS() > 0), "ffff9b", "afd3ff") } TEXT { name = F02 position = 0, 4.75 text = - [#<=0=>]SURFACE [#<=1=>]+ [#afd3ff]/ [#<=2=>]- $&$ fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 1) or (fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 2), "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 1), "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 2), "ffff9b", "afd3ff") } TEXT { name = F03 position = 0, 8.25 text = - [#<=0=>]PROGRADE [#afd3ff]/ [#<=1=>]RETROGRADE $&$ fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 3), "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 4), "ffff9b", "afd3ff") } TEXT { name = F04 position = 0, 11.75 text = - [#<=0=>]RADIAL [#<=1=>]OUT [#afd3ff]/ [#<=2=>]IN $&$ fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 5) or (fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 6), "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 5), "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 6), "ffff9b", "afd3ff") } TEXT { name = F05 position = 0, 15.25 text = - [#<=0=>]NORMAL [#afd3ff]/ [#<=1=>]ANTI-NORMAL $&$ fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 7), "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 8), "ffff9b", "afd3ff") } TEXT { name = F06 position = 0, 18.75 text = - [#<=0=>]NODE $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 9, "ffff9b", "afd3ff") } TEXT { name = F07 position = 56, 1.25 text = F07--- - } TEXT { name = F08 position = 56, 4.75 text = F08--- - } TEXT { name = F09 position = 56, 8.25 text = F09--- - } TEXT { name = F10 position = 56, 11.75 text = F10--- - } TEXT { name = F11 position = 56, 15.25 text = [#<=0=>]TARGET [#afd3ff]- $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 10, "ffff9b", "afd3ff") } TEXT { name = F12 position = 50, 18.75 text = [#<=0=>]R. VEL [#<=1=>]+ [#afd3ff]/ [#<=2=>]- [#afd3ff]- $&$ fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 11) or (fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 12), "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 11), "ffff9b", "afd3ff") ; fc.Select((fc.GetPersistentAsNumber("IFMS_FDAI_Mode") == 12), "ffff9b", "afd3ff") } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = IFMS Terminal F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/Term_Program0.cfg MAS_PAGE { name = MAS_IFMS_Term_Program0 onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) softkey = 2, IFMS_SetLaunchApoapsis(fc.GetPersistentAsNumber("MAS_IFMS_Launch_Buffer") * 1000) softkey = 3, IFMS_SetLaunchPeriapsis(fc.GetPersistentAsNumber("MAS_IFMS_Launch_Buffer") * 1000) softkey = 4, IFMS_SetLaunchInclination(fc.GetPersistentAsNumber("MAS_IFMS_Launch_Buffer")) softkey = 5, IFMS_ToggleLaunchPilot() softkey = 6, fc.TogglePersistent("IFMS_MechJeb_Select") softkey = 8, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-ProgramPage", "MAS_IFMS_Term_Program1")) softkey = 13, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-ProgramPage", "MAS_IFMS_Term_Program1")) softkey = 14, fc.SetPersistent("%AUTOID%", "MAS_IFMS_Term_FDAI") softkey = 48, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 0, 6) softkey = 49, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 1, 6) softkey = 50, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 2, 6) softkey = 51, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 3, 6) softkey = 52, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 4, 6) softkey = 53, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 5, 6) softkey = 54, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 6, 6) softkey = 55, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 7, 6) softkey = 56, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 8, 6) softkey = 57, fc.AppendPersistentDigit("MAS_IFMS_Launch_Buffer", 9, 6) softkey = 98, fc.SetPersistent("MAS_IFMS_Launch_Buffer", fc.Floor(fc.GetPersistentAsNumber("MAS_IFMS_Launch_Buffer") * 0.1)) softkey = 99, fc.SetPersistent("MAS_IFMS_Launch_Buffer", fc.Floor(fc.GetPersistentAsNumber("MAS_IFMS_Launch_Buffer") * 0.1)) softkey = 100, fc.SetPersistent("MAS_IFMS_Launch_Buffer", fc.SetPersistent("MAS_IFMS_Error", 0)) TEXT { name = Title Card position = 19.25, 1.5 text = Launch Parameters fontSize = 24,48 } IMAGE { name = input buffer border texture = MOARdV/MFD/frame6ch112x48 size = 224, 96 position = 416, 448 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT activeColor = COLOR_MFD2_TEXT_RED colorVariable = (fc.GetPersistentAsNumber("MAS_IFMS_Error") > fc.UT()) and (fc.PeriodStep(2)) } TEXT { name = input buffer value fontSize = 32,64 position = 27, 14.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT text = <=0,6=> $&$ fc.GetPersistentAsNumber("MAS_IFMS_Launch_Buffer") } SUB_PAGE { name = MechJeb Active Announcer position = 512, 152 } SUB_PAGE { name = Ascent Autopilot Active Announcer position = 640, 152 } TEXT { name = Launch Ap data position = 14, 4.75 textColor = COLOR_MFD2_TEXT_HIGHLIGHT text = <=0,6=>[#afd3ff]km $&$ fc.GetPersistentAsNumber("IFMS_Launch_Ap") } TEXT { name = Launch Pe data position = 14, 8.25 textColor = COLOR_MFD2_TEXT_HIGHLIGHT text = <=0,6=>[#afd3ff]km $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0, fc.GetPersistentAsNumber("IFMS_Launch_Pe"), fc.GetPersistentAsNumber("IFMS_Launch_Ap")) } TEXT { name = Launch Inc data position = 16, 11.75 textColor = COLOR_MFD2_TEXT_HIGHLIGHT text = <=0,4=>[#afd3ff]° $&$ fc.GetPersistentAsNumber("IFMS_Launch_Inc") } TEXT { name = F02 position = 0, 4.75 text = - [#<=0=>]Apoapsis $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_Launch_Ap_OK") > fc.UT(), "00ff00", "ffff9b") } TEXT { name = F03 position = 0, 8.25 text = - [#<=0=>]Periapsis $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_Launch_Pe_OK") > fc.UT(), "00ff00", fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0, "ffff9b", "839ebf")) } TEXT { name = F04 position = 0, 11.75 text = - [#<=0=>]Inclination $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_Launch_Inc_OK") > fc.UT(), "00ff00", "ffff9b") } TEXT { name = F05 position = 0, 15.25 text = - [#<=0=>]Engage Autopilot $&$ fc.Select(mechjeb.AscentAutopilotActive() or fc.GetAscentPilotActive(), "00ff00", "ffff9b") } TEXT { name = F06 position = 0, 18.75 text = - [#ffff9b]Pilot Select: [#<=0=>]MAS [#ffff9b]/ [#<=1=>]MechJeb $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0, "00ff00", "afd3ff"); fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select"), fc.Select(mechjeb.Available(), "00ff00", "ff0000"), "afd3ff") } TEXT { name = F07 position = 56, 1.25 textColor = COLOR_MFD2_TEXT_HIGHLIGHT text = LAUNCH [#afd3ff]- } TEXT { name = F08 position = 54, 4.75 text = MANEUVER - } TEXT { name = F09 position = 56, 8.25 text = F09--- - } TEXT { name = F10 position = 56, 11.75 text = F10--- - } TEXT { name = F11 position = 56, 15.25 text = F11--- - } TEXT { name = F12 position = 56, 18.75 text = F12--- - } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = IFMS Terminal F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/Term_Program1.cfg MAS_PAGE { name = MAS_IFMS_Term_Program1 onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) softkey = 1, IFMS_ChangeApoapsis(fc.GetPersistentAsNumber("MAS_IFMS_Plan_Buffer") * 1000) softkey = 2, IFMS_CircularizeOrbit(fc.GetPersistentAsNumber("MAS_IFMS_Plan_Buffer") * 1000) softkey = 3, IFMS_ChangePeriapsis(fc.GetPersistentAsNumber("MAS_IFMS_Plan_Buffer") * 1000) softkey = 4, IFMS_PlotTransfer() softkey = 5, IFMS_MatchVelocity() softkey = 6, IFMS_ClearNode() softkey = 7, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-ProgramPage", "MAS_IFMS_Term_Program0")) softkey = 11, fc.TogglePersistent("IFMS_MechJeb_Select") softkey = 12, IFMS_ToggleManeuverPilot() softkey = 13, fc.SetPersistent("%AUTOID%", fc.SetPersistent("%AUTOID%-ProgramPage", "MAS_IFMS_Term_Program0")) softkey = 14, fc.SetPersistent("%AUTOID%", "MAS_IFMS_Term_FDAI") softkey = 48, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 0, 6) softkey = 49, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 1, 6) softkey = 50, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 2, 6) softkey = 51, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 3, 6) softkey = 52, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 4, 6) softkey = 53, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 5, 6) softkey = 54, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 6, 6) softkey = 55, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 7, 6) softkey = 56, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 8, 6) softkey = 57, fc.AppendPersistentDigit("MAS_IFMS_Plan_Buffer", 9, 6) softkey = 98, fc.SetPersistent("MAS_IFMS_Plan_Buffer", fc.Floor(fc.GetPersistentAsNumber("MAS_IFMS_Plan_Buffer") * 0.1)) softkey = 99, fc.SetPersistent("MAS_IFMS_Plan_Buffer", fc.Floor(fc.GetPersistentAsNumber("MAS_IFMS_Plan_Buffer") * 0.1)) softkey = 100, fc.SetPersistent("MAS_IFMS_Plan_Buffer", fc.SetPersistent("MAS_IFMS_Error", 0)) TEXT { name = Title Card position = 20, 1.5 text = Maneuver Planner fontSize = 24,48 } IMAGE { name = input buffer border texture = MOARdV/MFD/frame6ch112x48 size = 224, 96 position = 320, 576 passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT activeColor = COLOR_MFD2_TEXT_RED colorVariable = (fc.GetPersistentAsNumber("MAS_IFMS_Error") > fc.UT()) and (fc.PeriodStep(2)) } TEXT { name = input buffer value fontSize = 32,64 position = 21, 18.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT text = <=0,6=> $&$ fc.GetPersistentAsNumber("MAS_IFMS_Plan_Buffer") } TEXT { name = Orbital data caption position = 17, 4 text = Ap : km in$$$Pe : km in$$$Inc : °$$$dV : m/s in } TEXT { name = Orbital data values text = <=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$ fc.Apoapsis() * 0.001; fc.TimeToAp()$$$<=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$fc.Periapsis() * 0.001; fc.TimeToPe()$$$<=0,9:0.0=>$&$fc.Inclination() position = 22, 4 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.ManeuverNodeExists() == 0 } TEXT { name = Maneuver data values text = <=0,9:#,#0.0=>$&$ fc.ManeuverNodeAp() * 0.001$$$<=0,9:#,#0.0=>$&$fc.ManeuverNodePe() * 0.001 $$$<=0,9:0.0=>$&$fc.ManeuverNodeInc()$$$<=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=> $&$ fc.ManeuverNodeDV(); fc.ManeuverNodeTime() position = 22, 4 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.ManeuverNodeExists() } TEXT { name = Target data caption position = 17, 9 text = Tgt : km in$$$Inc : ° variable = fc.TargetType() > 0 } TEXT { name = Target data values text = <=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$ fc.TargetClosestApproachDistance() * 0.001; fc.TargetClosestApproachTime()$$$<=0,9:0.0=>$&$fc.TargetRelativeInclination() position = 22, 9 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.TargetType() > 0) and (fc.ManeuverNodeExists() == 0) } TEXT { name = Target maneuver data values text = <=0,9:#,#0.0=> <=1:METddd/hh:mm:ss=>$&$ fc.ManeuverNodeTargetClosestApproachDistance() * 0.001; fc.ManeuverNodeTargetClosestApproachTime()$$$<=0,9:0.0=>$&$fc.ManeuverNodeRelativeInclination() position = 22, 9 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.TargetType() > 0) and (fc.ManeuverNodeExists()) } TEXT { name = F01 position = 0, 1.25 text = - [#<=0=>]Change Ap $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_Mnvr_Ap_OK") > fc.UT(), "00ff00", "ffff9b") } TEXT { name = F02 position = 0, 4.75 text = - [#<=0=>]Circularize $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_Mnvr_Circ_OK") > fc.UT(), "00ff00", "ffff9b") } TEXT { name = F03 position = 0, 8.25 text = - [#<=0=>]Change Pe $&$ fc.Select(fc.GetPersistentAsNumber("IFMS_Mnvr_Pe_OK") > fc.UT(), "00ff00", "ffff9b") } TEXT { name = F04 position = 0, 11.75 text = - Plot Transfer } TEXT { name = F05 position = 0, 15.25 text = - Match Velocity } TEXT { name = F06 position = 0, 18.75 text = - [#<=0=>]Clear Node $&$ fc.Select(fc.ManeuverNodeExists(), "ffff9b", "afd3ff") } TEXT { name = F07 position = 56, 1.25 text = LAUNCH - } TEXT { name = F08 position = 54, 4.75 textColor = COLOR_MFD2_TEXT_HIGHLIGHT text = MANEUVER [#afd3ff]- } TEXT { name = F09 position = 56, 8.25 text = F09--- - } TEXT { name = F10 position = 56, 11.75 text = F10--- - } TEXT { name = F11 position = 36, 15.25 text = [#<=0=>]MAS [#ffff9b]/ [#<=1=>]MechJeb [#ffff9b]Pilot Select [#afd3ff]-$&$ fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select") == 0, "00ff00", "afd3ff"); fc.Select(fc.GetPersistentAsNumber("IFMS_MechJeb_Select"), fc.Select(mechjeb.Available(), "00ff00", "ff0000"), "afd3ff") } TEXT { name = F12 position = 46, 18.75 text = [#<=0=>]Engage Autopilot [#afd3ff]- $&$ fc.Select(2 * (mechjeb.ManeuverNodeExecutorActive() + fc.GetManeuverPilotActive()) - fc.ManeuverNodeExists(), "ffff9b", "afd3ff", "00ff00") } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = IFMS Terminal F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/IFMS/Term_Standby.cfg MAS_PAGE { name = MAS_IFMS_Term_Standby onEntry = fc.SetPersistent("%AUTOID%-Timer", 0) softkey = 13, fc.SetPersistent("%AUTOID%", fc.GetPersistent("%AUTOID%-ProgramPage")) softkey = 14, fc.SetPersistent("%AUTOID%", "MAS_IFMS_Term_FDAI") TEXT { name = Title Card position = 0, 6.5 text = MAS IFMS Terminal$$$Powered by$$$MOARdV's Avionics Systems$$$v<=0=> $&$ fc.MASVersion() oneshot = true fontSize = 32,64 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 0, 20 } SUB_PAGE { name = IFMS Terminal F-key Hint } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_MFD_Touch1.cfg PROP { name = MAS_MFD_Touch1 MODEL { model = MOARdV/Props/SquareMonitorTypeA/SquareMonitorTypeB } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider scale = 2.880, 0.5, 2.880 } MODULE { name = MASComponent COLLIDER_ADVANCED { name = TouchScreen Collider collider = pb_Collider monitorID = MFD_TS_%PROPID% clickX = 1024 - (%X% * 1024) clickY = %Z% * 1024 sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } } MODULE { name = MASMonitor screenTransform = MonitorScreen02 textureLayerID = _Emissive screenSize = 1024, 1024 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = COLOR_MFD2_TEXT backgroundColor = 4, 4, 8, 255 monitorID = MFD_TS_%PROPID% page = MAS_TS1_Standby page = MAS_TS1_Display page = MAS_TS1_Config page = MAS_TS1_FlightDisplay page = MAS_TS1_FlightConfig page = MAS_TS1_OrbitDisplay } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_Config.cfg MAS_PAGE { name = MAS_TS1_Config hitbox { name = rewind button position = 8, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Standby") } hitbox { name = back button position = 72, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Standby") } hitbox { name = mode button position = 392, 976 size = 112, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Display") } hitbox { name = flight position = 56, 312 size = 112, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_FlightConfig") } SUB_PAGE { name = Touchscreen Status Header } SUB_PAGE { name = TouchScreen Nav Footer } TEXT { name = page ID position = 8.5, 30.5 text = CONFIG SELECT } TEXT { name = page ID position = 25, 30.5 fontSize = 14,32 text = DISPLAY textColor = COLOR_MFD2_TEXT_HIGHLIGHT } SUB_PAGE { name = TouchScreen Footer } SUB_PAGE { name = TouchScreen Page Select } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_Display.cfg MAS_PAGE { name = MAS_TS1_Display hitbox { name = rewind button position = 8, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Standby") } hitbox { name = back button position = 72, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Standby") } hitbox { name = mode button position = 392, 976 size = 112, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Config") } hitbox { name = flight position = 56, 312 size = 112, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_FlightDisplay") } hitbox { name = orbit position = 56, 504 size = 112, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_OrbitDisplay") } SUB_PAGE { name = Touchscreen Status Header } SUB_PAGE { name = TouchScreen Nav Footer } TEXT { name = page ID position = 8.5, 30.5 text = DISPLAY SELECT } TEXT { name = page ID position = 25, 30.5 text = CONFIG textColor = COLOR_MFD2_TEXT_HIGHLIGHT } SUB_PAGE { name = TouchScreen Footer } SUB_PAGE { name = TouchScreen Page Select } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_FlightConfig.cfg MAS_PAGE { name = MAS_TS1_FlightConfig hitbox { name = rewind button position = 8, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Standby") } hitbox { name = back button position = 72, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Config") } hitbox { name = mode button position = 392, 976 size = 112, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_FlightDisplay") } TEXT { name = Air Speed select caption text = Air Speed Mode position = 2, 5 } hitbox { name = Air Speed hit 1 position = 8, 216 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-AirSpeed-Select", 0) } IMAGE { name = Air Speed checkbox 1 position = 8, 216 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Air Speed check 1 text = X position = 1.5, 7 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 0 } TEXT { name = Air Speed caption 1 text = IAS/EAS Gauges position = 4, 7 } hitbox { name = Air Speed hit 2 position = 8, 280 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-AirSpeed-Select", 1) } IMAGE { name = Air Speed checkbox 2 position = 8, 280 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Air Speed check 2 text = X position = 1.5, 9 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 1 } TEXT { name = Air Speed caption 2 text = Ground Speed Gauge position = 4, 9 } hitbox { name = Air Speed hit 3 position = 8, 344 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-AirSpeed-Select", 2) } IMAGE { name = Air Speed checkbox 3 position = 8, 344 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Air Speed check 3 text = X position = 1.5, 11 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 2 } TEXT { name = Air Speed caption 3 text = Mach Number position = 4, 11 } hitbox { name = Air Speed hit 4 position = 8, 408 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-AirSpeed-Select", 3) } IMAGE { name = Air Speed checkbox 4 position = 8, 408 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Air Speed check 4 text = X position = 1.5, 13 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Air Speed caption 4 text = Ladder position = 4, 13 } TEXT { name = FDAI/AHI select caption text = Attitude Indicator Mode position = 2, 16 } hitbox { name = FDAI/AHI hit 1 position = 8, 568 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-AHI-Select", 0) } IMAGE { name = FDAI/AHI checkbox 1 position = 8, 568 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = FDAI/AHI check 1 text = X position = 1.5, 18 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AHI-Select") == 0 } TEXT { name = FDAI/AHI caption 1 text = (AHI) Artificial Horizon position = 4, 18 } hitbox { name = FDAI/AHI hit 2 position = 8, 632 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-AHI-Select", 1) } IMAGE { name = FDAI/AHI checkbox 2 position = 8, 632 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = FDAI/AHI check 2 text = X position = 1.5, 20 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AHI-Select") == 1 } TEXT { name = FDAI/AHI caption 2 text = (FDAI) Navball position = 4, 20 } TEXT { name = Altimeter select caption text = Altimeter Mode position = 2, 23 } hitbox { name = Altimeter hit 1 position = 8, 792 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-Altitude-Select", 0) } IMAGE { name = Altimeter checkbox 1 position = 8, 792 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Altimeter check 1 text = X position = 1.5, 25 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 } TEXT { name = Altimeter caption 1 text = Digital Gauges position = 4, 25 } hitbox { name = Altimeter hit 2 position = 8, 856 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-Altitude-Select", 1) } IMAGE { name = Altimeter checkbox 2 position = 8, 856 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Altimeter check 2 text = X position = 1.5, 27 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = Altimeter caption 2 text = Ladder position = 4, 27 } TEXT { name = Heading/HSI select caption text = Heading Indicator Mode position = 34, 16 } hitbox { name = Heading/HSI hit 1 position = 520, 568 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-HSI-Select", 0) } IMAGE { name = Heading/HSI checkbox 1 position = 520, 568 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Heading/HSI check 1 text = X position = 33.5, 18 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-HSI-Select") == 0 } TEXT { name = Heading/HSI caption 1 text = Heading Indicator position = 36, 18 } hitbox { name = Heading/HSI hit 2 position = 520, 632 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-HSI-Select", 1) } IMAGE { name = Heading/HSI checkbox 2 position = 520, 632 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Heading/HSI check 2 text = X position = 33.5, 20 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-HSI-Select") == 1 } TEXT { name = Heading/HSI caption 2 text = (HSI) Horizontal Situation position = 36, 20 } TEXT { name = VSI/NAV select caption text = VSI / Navigation Mode position = 34, 23 } hitbox { name = VSI/NAV hit 1 position = 520, 792 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-VSI-Nav-Select", 0) } IMAGE { name = VSI/NAV checkbox 1 position = 520, 792 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = VSI/NAV check 1 text = X position = 33.5, 25 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 0 } TEXT { name = VSI/NAV caption 1 text = (VSI) Vertical Speed position = 36, 25 } hitbox { name = VSI/NAV hit 2 position = 520, 856 size = 48, 48 onClick = fc.SetPersistent("MAS_TS1-Flight-VSI-Nav-Select", 1) } IMAGE { name = VSI/NAV checkbox 2 position = 520, 856 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = VSI/NAV check 2 text = X position = 33.5, 27 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 1 } TEXT { name = VSI/NAV caption 2 text = Navigation Info position = 36, 27 } SUB_PAGE { name = Touchscreen Status Header } SUB_PAGE { name = TouchScreen Nav Footer } TEXT { name = page ID position = 8.5, 30.5 text = FLIGHT CONFIG } TEXT { name = page ID position = 25, 30.5 fontSize = 14,32 text = DISPLAY textColor = COLOR_MFD2_TEXT_HIGHLIGHT } SUB_PAGE { name = TouchScreen Footer } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_FlightDisplay.cfg MAS_PAGE { name = MAS_TS1_FlightDisplay hitbox { name = rewind button position = 8, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Standby") } hitbox { name = back button position = 72, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Display") } hitbox { name = mode button position = 392, 976 size = 112, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_FlightConfig") } SUB_PAGE { name = AHI Panel position = 256, 96 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AHI-Select") == 0 } NAVBALL { name = FDAI navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 512, 352 size = 512, 512 iconScale = 1 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AHI-Select") == 1 } SUB_PAGE { name = IFMS FDAI Error position = 512, 352 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AHI-Select") == 1 } SUB_PAGE { name = FDAI Mask position = 512, 352 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AHI-Select") == 1 } IMAGE { name = Nav Panel Heading texture = MOARdV/MFD/heading512x512 position = 369, 674 size = 286, 286 passiveColor = COLOR_MFD2_TEXT rotation = fc.Heading() } ELLIPSE { name = Nav Panel Heading rate position = 512, 817 startColor = COLOR_XKCD_MAGENTA startWidth = 8 radiusX = 130 vertexCount = 8 startAngle = fc.Clamp(90 - (fc.HeadingRate() * 10), 92.5, 135) endAngle = fc.Clamp(90 - (fc.HeadingRate() * 10), 45, 87.5) } IMAGE { name = Nav Panel Waypoint Bearing texture = MOARdV/MFD/headingArrow16x256 position = 503, 674 size = 18, 286 passiveColor = 0, 255, 0, 255 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-HSI-Select") == 0 and nav.WaypointActive() > 0 rotation = fc.NormalizeAngle(fc.Heading() - nav.WaypointBearing(-1)) } IMAGE { name = Nav Panel Target Bearing texture = MOARdV/MFD/headingArrow16x256 position = 503, 674 size = 18, 286 passiveColor = COLOR_XKCD_MAGENTA variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-HSI-Select") == 0 and fc.TargetType() > 0 rotation = -nav.TargetBearing(true) } IMAGE { name = Nav Panel Mask texture = MOARdV/MFD/hsiMask512x512 position = 369, 674 size = 286,286 passiveColor = COLOR_XKCD_KSPNOTSOGOODORANGE } IMAGE { name = Heading Border texture = MOARdV/MFD/frame4ch80x48 position = 368, 674 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Heading value position = 23.5, 21.25 text = <=0,3:0=>°$&$fc.Heading() textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = ASI panel texture = MOARdV/MFD/speedIndicator256x256 position = 0, 96 size = 256, 256 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") < 2 } IMAGE { name = ASI IAS Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 5, 216 rotationOffset = 59, 0 rotation = 270 - 0.72 * fc.Min(fc.IndicatedAirspeed(), 450) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 0 } IMAGE { name = ASI EAS Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 5, 216 rotationOffset = 59, 0 rotation = 270 - 0.72 * fc.Min(fc.EquivalentAirspeed(), 450) passiveColor = COLOR_XKCD_KSPNOTSOGOODORANGE variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 0 } IMAGE { name = ASI IAS border texture = MOARdV/MFD/frame4ch80x48 position = 96, 368 size = 160, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") < 3 } TEXT { name = ASI IAS value position = 7, 12 fontSize = 32,64 text = <=0,4:0=>$&$fc.Min(fc.IndicatedAirspeed(), 9999) variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = ASI IAS caption position = 1, 12.5 text = IAS: variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 0 } IMAGE { name = ASI EAS border texture = MOARdV/MFD/frame4ch80x48 position = 96, 496 size = 160, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 0 } TEXT { name = ASI EAS value position = 7, 16 fontSize = 32,64 text = <=0,4:0=>$&$fc.Min(fc.EquivalentAirspeed(), 9999) variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 0 textColor = COLOR_XKCD_KSPNOTSOGOODORANGE } TEXT { name = ASI EAS caption position = 1, 16.5 text = EAS: variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 0 } IMAGE { name = Ground Speed Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 5, 216 rotationOffset = 59, 0 rotation = 270 - 0.72 * fc.Min(fc.SurfaceSpeed(), 450) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 1 } TEXT { name = Ground Speed value position = 7, 12 fontSize = 32,64 text = <=0,4:0=>$&$fc.Min(fc.SurfaceSpeed(), 9999) variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 1 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Ground Speed caption position = 1, 12.5 text = Grnd: variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 1 } IMAGE { name = Mach number panel texture = MOARdV/MFD/machNumber256x256 position = 0, 96 size = 256, 256 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 2 } IMAGE { name = Mach number Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 5, 216 rotationOffset = 59, 0 rotation = 270 - 72 * fc.Min(fc.MachNumber(), 4.5) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 2 } TEXT { name = Mach Number value position = 7, 12 fontSize = 32,64 text = <=0,4:0.0=>$&$fc.Min(fc.MachNumber(), 99.9) variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 2 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Mach caption position = 1, 12.5 text = Mach variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 2 } VERTICAL_BAR { name = Speed Trend Bar position = 112, 96 size = 16, 512 source = 10 * fc.AccelSurfaceForward() sourceRange = 200, -200 sourceColor = COLOR_XKCD_MAGENTA anchor = Middle variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } IMAGE { name = Speed strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 112, 96 size = 32, 512 tiling = 1, 2 uvShift = 0, -fc.CurrentSpeedModeSpeed() * 0.005 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Speed + 200 position = 9.5, 2.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() + 200) * 0.02) * 50 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Speed + 150 position = 9.5, 4.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() + 150) * 0.02) * 50 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Speed + 100 position = 9.5, 6.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() + 100) * 0.02) * 50 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Speed + 50 position = 9.5, 8.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() + 50) * 0.02) * 50 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Speed + 0 position = 9.5, 10.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor(fc.CurrentSpeedModeSpeed() * 0.02) * 50 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Speed - 50 position = 9.5, 12.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() - 50) * 0.02) * 50 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.Floor((fc.CurrentSpeedModeSpeed() - 50) * 0.02) >= 0) } TEXT { name = Speed - 100 position = 9.5, 14.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() - 100) * 0.02) * 50 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.Floor((fc.CurrentSpeedModeSpeed() - 100) * 0.02) >= 0) } TEXT { name = Speed - 150 position = 9.5, 16.5 + 2 * ((fc.CurrentSpeedModeSpeed() % 50) * 0.02) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.CurrentSpeedModeSpeed() - 150) * 0.02) * 50 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.Floor((fc.CurrentSpeedModeSpeed() - 150) * 0.02) >= 0) } hitbox { name = Mode Select position = 0, 96 size = 80, 48 onClick = fc.ToggleSASSpeedMode() variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } IMAGE { name = Mode Border texture = MOARdV/MFD/framefill4ch80x48 position = 0, 96 passiveColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Mode text = <=0,3:"OBT";"TGT";"SRF"=> $&$ fc.GetSASSpeedMode() position = 1, 3.25 textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } IMAGE { name = Speed readout texture = MOARdV/MFD/frame6ch128x48 position = 128, 328 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Speed value position = 9.5, 10.5 text = <=0,6:0=>$&$fc.Min(fc.CurrentSpeedModeSpeed(), 999999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3 } TEXT { name = Mach # caption position = 1, 10.5 text = <=0,4:0.0=>$&$fc.MachNumber() textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.StaticPressureAtm() > 0) } TEXT { name = Mach # caption position = 0, 10.5 text = M variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.StaticPressureAtm() > 0) } TEXT { name = Terminal Velocity Value position = 8.5, 10.5 + 0.04 * fc.Clamp(fc.SurfaceSpeed() - fc.TerminalVelocity(), -200, 200) text = ◄ font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.TerminalVelocity() > 0) } TEXT { name = Dynamic Pressure caption position = 0, 13.75 text = Q variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.StaticPressureAtm() > 0) } IMAGE { name = Dynamic Pressure strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 0, 480 size = 16, 128 rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.StaticPressureAtm() > 0) } TEXT { name = Dynamic Pressure Value position = 0.5, 18.5 - 0.1 * fc.Min(fc.DynamicPressure(), 40) text = ◄ font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-AirSpeed-Select") == 3) and (fc.StaticPressureAtm() > 0) } IMAGE { name = Altimeter gauge texture = MOARdV/MFD/Altimeter256x256 position = 768, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 } IMAGE { name = Altimeter Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 773, 216 rotationOffset = 59, 0 rotation = 270 - 360 * ((fc.Altitude()*0.001) % 10) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 } IMAGE { name = Altimeter Needle texture = MOARdV/MFD/needle64x8 position = 834, 216 rotationOffset = 30, 0 rotation = 270 - 360 * ((fc.Altitude()*0.0001) % 10) passiveColor = COLOR_XKCD_KSPNOTSOGOODORANGE variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 } IMAGE { name = Altimeter border texture = MOARdV/MFD/frame6ch112x48 position = 784, 368 size = 224, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 } TEXT { name = Altimeter value 1 position = 50, 12 fontSize = 32,64 text = <=0,6:0=>$&$fc.Min(fc.Altitude(), 999999) variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Radar Altimeter caption position = 50, 15 text = RADAR ALT. variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 } IMAGE { name = Radar Altimeter border texture = MOARdV/MFD/frame6ch112x48 position = 784, 512 size = 224, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 } TEXT { name = Radar Altimeter value position = 50, 16.5 fontSize = 32,64 text = <=0,6:0=>$&$fc.Min(fc.AltitudeBottom(), 999999) variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 0 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } VERTICAL_BAR { name = VSI Bar position = 1008, 96 size = 16, 256 source = fc.PseudoLog10(fc.VerticalSpeed()*0.1) sourceRange = -2, 2 sourceColor = 0, 160, 0, 255 anchor = Middle variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } IMAGE { name = VSI strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 992, 96 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } VERTICAL_BAR { name = Altitude Trend Bar position = 896, 96 size = 16, 512 source = fc.VerticalSpeed() * 10 sourceRange = -4000, 4000 sourceColor = COLOR_XKCD_MAGENTA anchor = Middle variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } IMAGE { name = Altimeter strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 880, 96 size = 32, 512 tiling = 1, 2 uvShift = 0, fc.Altitude() * 0.00025 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = Altitude + 4000 position = 48.5, 2.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() + 4000) * 0.001) * 1000 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = Altitude + 3000 position = 48.5, 4.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() + 3000) * 0.001) * 1000 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = Altitude + 2000 position = 48.5, 6.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() + 2000) * 0.001) * 1000 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = Altitude + 1000 position = 48.5, 8.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() + 1000) * 0.001) * 1000 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = Altitude + 0 position = 48.5, 10.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor(fc.Altitude() * 0.001) * 1000 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = Altitude - 1000 position = 48.5, 12.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() - 1000) * 0.001) * 1000 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1) and (fc.Floor((fc.Altitude() - 1000) * 0.001) >= 0) } TEXT { name = Altitude - 2000 position = 48.5, 14.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() - 2000) * 0.001) * 1000 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1) and (fc.Floor((fc.Altitude() - 2000) * 0.001) >= 0) } TEXT { name = Altitude - 3000 position = 48.5, 16.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,6:0=>$&$ fc.Floor((fc.Altitude() - 3000) * 0.001) * 1000 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1) and (fc.Floor((fc.Altitude() - 3000) * 0.001) >= 0) } IMAGE { name = Altimeter readout texture = MOARdV/MFD/frame6ch2scroll128x80 position = 768, 312 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } ROLLING_DIGIT { name = Altimeter value position = 48.5, 10.5 maxDigits = 6 numRolling = 2 value = fc.Min(fc.Altitude(), 999999) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = Radar Altimeter Value position = 54.5, 10.5 + 0.002 * fc.Clamp(fc.Altitude() - fc.AltitudeBottom(), -4000, 4000) text = ► font = Liberation Sans textColor = 0, 255, 0, 255 variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } IMAGE { name = VSI readout texture = MOARdV/MFD/frame4ch96x48 position = 912, 200 - 64 * fc.Clamp(fc.PseudoLog10(fc.VerticalSpeed()*0.1), -2, 2) passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1 } TEXT { name = VSI value 1 position = 57.5, 6.5 - 2 * fc.Clamp(fc.PseudoLog10(fc.VerticalSpeed()*0.1), -2, 2) text = <=0,4:0=>$&$ fc.Clamp(fc.VerticalSpeed(), -999, 999) variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1) and ((fc.Abs(fc.VerticalSpeed()) <= 999) or (fc.PeriodStep(0.5) > 0)) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = Static Pressure caption position = 61, 13.75 text = ATM variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1) and (fc.StaticPressureAtm() > 0) } IMAGE { name = Static Pressure strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 1008, 480 size = 16, 128 passiveColor = COLOR_MFD2_TEXT variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1) and (fc.StaticPressureAtm() > 0) } TEXT { name = Static Pressure Value position = 62.5, 18.5 - 4 * fc.Min(fc.StaticPressureAtm(), 1) text = ► font = Liberation Sans textColor = 0, 255, 0, 255 variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-Altitude-Select") == 1) and (fc.StaticPressureAtm() > 0) } TEXT { position = 2, 24.5 text = This Space$$$for Rent } IMAGE { name = VSI Gauge texture = MOARdV/MFD/gauge128x64 position = 832, 736 size = 256,128 rotation = 90 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 0 } IMAGE { name = VSI Needle texture = MOARdV/MFD/needle64x8 size = 128, 16 position = 901, 792 rotationOffset = 59, 0 rotation = -45 * fc.Clamp(fc.PseudoLog10(fc.VerticalSpeed()*0.1), -2, 2) passiveColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 0 } TEXT { name = VSI caption position = 49, 21 text = V. Spd$$$$$$$$$ m/s variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 0 } IMAGE { name = VSI frame texture = MOARdV/MFD/frame6ch112x48 position = 776, 712 passiveColor = COLOR_MFD2_TEXT variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 0 } TEXT { name = VSI report 1 position = 49, 22.5 text = <=0,6:0.0=>$&$fc.VerticalSpeed() variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 0) and (fc.VerticalSpeed() <= 999.9 and fc.VerticalSpeed() >= -999.9) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = VSI report 2 position = 49, 22.5 text = <=0,6:0=>$&$fc.VerticalSpeed() variable = (fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 0) and not (fc.VerticalSpeed() <= 999.9 and fc.VerticalSpeed() >= -999.9) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { position = 49, 23 text = Navigation Info$$$Panel variable = fc.GetPersistentAsNumber("MAS_TS1-Flight-VSI-Nav-Select") == 1 } SUB_PAGE { name = Touchscreen Status Header } SUB_PAGE { name = TouchScreen Nav Footer } TEXT { name = page ID position = 8.5, 30.5 text = FLIGHT DISPLAY } TEXT { name = page ID position = 25, 30.5 text = CONFIG textColor = COLOR_MFD2_TEXT_HIGHLIGHT } SUB_PAGE { name = TouchScreen Footer } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_OrbitDisplay.cfg MAS_PAGE { name = MAS_TS1_OrbitDisplay NAVBALL { name = FDAI navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 512, 352 size = 512, 512 iconScale = 1 } SUB_PAGE { name = IFMS FDAI Error position = 512, 352 } SUB_PAGE { name = FDAI Mask position = 512, 352 } hitbox { name = mode button position = 452, 592 size = 120, 72 onClick = fc.ToggleSASSpeedMode() } IMAGE { name = Mode Border texture = MOARdV/MFD/framefill4ch80x48 position = 452, 592 size = 120, 72 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Mode text = <=0=> $&$ fc.Select(fc.GetSASSpeedMode(), "TGT","SRF","OBT") position = 30, 18.875 fontSize = 24, 48 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } VERTICAL_BAR { name = Altitude Trend Bar position = 896, 96 size = 16, 512 source = fc.VerticalSpeed() * 10 sourceRange = -4000, 4000 sourceColor = COLOR_XKCD_MAGENTA anchor = Middle } IMAGE { name = Altimeter strip gauge texture = MOARdV/MFD/rightTickmark32x256 position = 880, 96 size = 32, 512 tiling = 1, 2 uvShift = 0, fc.Altitude() * 0.00025 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Altitude + 4000 position = 48.5, 2.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>km$&$ fc.Floor((fc.Altitude() + 4000) * 0.001) variable = (fc.Altitude() <= 9995000) } TEXT { name = Altitude + 3000 position = 48.5, 4.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>km$&$ fc.Floor((fc.Altitude() + 3000) * 0.001) variable = (fc.Altitude() <= 9996000) } TEXT { name = Altitude + 2000 position = 48.5, 6.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>km$&$ fc.Floor((fc.Altitude() + 2000) * 0.001) variable = (fc.Altitude() < 9997000) } TEXT { name = Altitude + 1000 position = 48.5, 8.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>km$&$ fc.Floor((fc.Altitude() + 1000) * 0.001) variable = fc.Altitude() < 9998000) } TEXT { name = Altitude + 0 position = 48.5, 10.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>km$&$ fc.Floor(fc.Altitude() * 0.001) variable = (fc.Altitude() < 9999000) } TEXT { name = Altitude - 1000 position = 48.5, 12.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>km$&$ fc.Floor((fc.Altitude() - 1000) * 0.001) variable = (fc.Floor((fc.Altitude() - 1000) * 0.001) >= 0) and (fc.Altitude() < 9999000) } TEXT { name = Altitude - 2000 position = 48.5, 14.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>km$&$ fc.Floor((fc.Altitude() - 2000) * 0.001) variable = (fc.Floor((fc.Altitude() - 2000) * 0.001) >= 0) and (fc.Altitude() < 9999000) } TEXT { name = Altitude - 3000 position = 48.5, 16.5 + 2 * ((fc.Altitude() % 1000) * 0.001) textColor = COLOR_MFD2_TEXT text = <=0,4:0=>km$&$ fc.Floor((fc.Altitude() - 3000) * 0.001) variable = (fc.Floor((fc.Altitude() - 3000) * 0.001) >= 0) and (fc.Altitude() < 9999000) } IMAGE { name = Altimeter readout texture = MOARdV/MFD/frame6ch128x48 position = 768, 328 passiveColor = COLOR_MFD2_TEXT activeColor = COLOR_MFD2_TEXT_RED colorVariable = fc.Altitude() > 9999000 and fc.PeriodStep(2) } TEXT { name = Altimeter value position = 48.5, 10.5 text = <=0,6:0.0=> $&$ fc.Min(9999, fc.Altitude() * 0.001) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.Altitude() < 9999000 or fc.PeriodStep(2)) } TEXT { name = Radar Altimeter Value position = 54.5, 10.5 + 0.002 * fc.Clamp(fc.Altitude() - fc.AltitudeBottom(), -4000, 4000) text = ► font = Liberation Sans textColor = 0, 255, 0, 255 } SUB_PAGE { name = HUD Static Pressure position = 1008, 480 } IMAGE { name = Pe readout texture = MOARdV/MFD/frame6ch128x48 position = 912, 328 + 0.064 * fc.Clamp(fc.Altitude() - fc.Periapsis(), -4000, 4000) rotation = 180 passiveColor = COLOR_MFD2_TEXT variable = fc.Periapsis() > 0 } TEXT { name = Pe value position = 58, (336 + 0.064 * fc.Clamp(fc.Altitude() - fc.Periapsis(), -4000, 4000)) * (1/32) text = <=0,5:0=>k $&$ fc.Min(99999, fc.Floor(fc.Periapsis() * 0.001)) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = fc.Periapsis() > 0 and (fc.Periapsis() < 99999000 or fc.PeriodStep(2)) } IMAGE { name = Ap readout texture = MOARdV/MFD/frame6ch128x48 position = 912, 328 + 0.064 * fc.Clamp(fc.Altitude() - fc.Apoapsis(), -4000, 4000) rotation = 180 passiveColor = COLOR_MFD2_TEXT } TEXT { name = Ap value position = 58, (336 + 0.064 * fc.Clamp(fc.Altitude() - fc.Apoapsis(), -4000, 4000)) * (1/32) text = <=0,5:0=>k $&$ fc.Min(99999, fc.Floor(fc.Apoapsis() * 0.001)) textColor = COLOR_MFD2_TEXT_HIGHLIGHT variable = (fc.Apoapsis() < 99999000 or fc.PeriodStep(0.5)) } SUB_PAGE { name = HUD Dynamic Pressure position = 768, 480 } SUB_PAGE { name = Mission Timer Strip position = 0, 96 } SUB_PAGE { name = Orbit Map 512x256 position = 512, 712 } hitbox { name = rewind button position = 8, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Standby") } hitbox { name = back button position = 72, 976 size = 48, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Display") } ihitbox { name = mode button position = 392, 976 size = 112, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_OrbitConfig") } SUB_PAGE { name = Touchscreen Status Header } SUB_PAGE { name = TouchScreen Nav Footer } TEXT { name = page ID position = 8.5, 30.5 text = ORBIT DISPLAY } TEXT { name = page ID position = 25, 30.5 text = CONFIG textColor = COLOR_MFD2_TEXT_HIGHLIGHT } SUB_PAGE { name = TouchScreen Footer } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_Standby.cfg MAS_PAGE { name = MAS_TS1_Standby hitbox { position = 0, 120 size = 104, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Display") } IMAGE { name = border1 position = -8, 120 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = button1 text = DISPLAY position = 0, 4 fontSize = 14, 32 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = button1 help text = - In-flight$$$- mission displays position = 7, 3.5 } hitbox { position = 920, 120 size = 104, 48 onClick = fc.SetPersistent("MFD_TS_%PROPID%", "MAS_TS1_Config") } IMAGE { name = border2 position = 920, 120 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = button1 text = CONFIG position = 58, 4 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } TEXT { name = button1 help text = Configure and Plan - position = 37, 4 } TEXT { name = Title position = 6, 12 fontSize = 32, 64 oneshot = true text = MAS Touchscreen MFD$$$Powered by$$$MOARdV's Avionics Systems$$$v<=0=> $&$ fc.MASVersion() } SUB_PAGE { name = TouchScreen Footer } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_SubPage.cfg MAS_SUB_PAGE { name = Touchscreen Status Header TEXT { position = 1, 0 text = SAS textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetSAS() } TEXT { position = 1, 0 text = SAS variable = 1 - fc.GetSAS() } IMAGE { name = SAS Status Icon texture = ASET/ASET_Props/Control/SAS_Switch/Switch_PUSH_Icons position = 72, 0 size = 32, 32 tiling = 0.25, 0.25 uvShift = MAS_Mfd2_SAS_ShiftU(), fc.GetPersistentAsNumber("MFD2-SAS-ShiftV") activeColor = 255, 255, 255, 255 passiveColor = COLOR_XKCD_MEDIUMGREY colorVariable = fc.GetSAS() } TEXT { position = 0, 1 text = SASS textColor = COLOR_MFD2_TEXT_GREEN variable = mechjeb.GetSASSMode() ~= 0 } TEXT { position = 0, 1 text = SASS variable = mechjeb.GetSASSMode() == 0 } TEXT { position = 16, 0 text = GEAR textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetGear() } TEXT { position = 16, 0 text = GEAR variable = 1 - fc.GetGear() } TEXT { position = 21, 0 name = Gear Movement Status 1 text = <=0=>▲▲ $&$ fc.Select(fc.GearMoving() ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT_HIGHLIGHT")) variable = ((fc.GearMoving() < 0 and fc.PeriodStep(2)) or fc.GearPosition() < 0.001) } TEXT { position = 21, 0 name = Gear Movement Status 2 text = <=0=>▼▼ $&$ fc.Select(fc.GearMoving() ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT_HIGHLIGHT")) textColor = COLOR_MFD2_TEXT_GREEN variable = ((fc.GearMoving() > 0 and fc.PeriodStep(2)) or fc.GearPosition() > 0.999) } TEXT { position = 16, 1 text = BRAKE textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetBrakes() } TEXT { position = 16, 1 text = BRAKE variable = 1 - fc.GetBrakes() } TEXT { position = 32, 0 text = RCS textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetRCS() } TEXT { position = 32, 0 text = RCS variable = 1 - fc.GetRCS() } TEXT { position = 36, 0 name = RCS firing status text = ♦♦ textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetRCSActive() } qTEXT { position = 32, 1 text = LIGHT textColor = COLOR_MFD2_TEXT_GREEN variable = fc.GetLights() } qTEXT { position = 32, 1 text = LIGHT variable = 1 - fc.GetLights() } TEXT { name = Lights Announcer position = 32, 1 text = <=0=>LIGHT $&$ fc.Select(fc.GetLights() ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")) } TEXT { name = Action Group Announcer 1 position = 45, 0 text = <=0=>AG1 <=1=>AG2 <=2=>AG3 <=3=>AG4 <=4=>AG5 $&$ fc.Select(fc.GetActionGroup(1) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")); fc.Select(fc.GetActionGroup(2) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")); fc.Select(fc.GetActionGroup(3) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")); fc.Select(fc.GetActionGroup(4) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")); fc.Select(fc.GetActionGroup(5) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")) } TEXT { name = Action Group Announcer 2 position = 45, 1 text = <=0=>AG6 <=1=>AG7 <=2=>AG8 <=3=>AG9 <=4=>AG0 $&$ fc.Select(fc.GetActionGroup(6) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")); fc.Select(fc.GetActionGroup(7) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")); fc.Select(fc.GetActionGroup(8) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")); fc.Select(fc.GetActionGroup(9) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")); fc.Select(fc.GetActionGroup(0) ~= 0, fc.ColorTag("COLOR_MFD2_TEXT_GREEN"), fc.ColorTag("COLOR_MFD2_TEXT")) } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_SubPage.cfg MAS_SUB_PAGE { name = TouchScreen Nav Footer IMAGE { name = Home Border position = 0, 968 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Home Text position = 0.5, 30.5 text = ◄◄ textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Back Border position = 64, 968 texture = MOARdV/MFD/framefill2ch48x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Back Text text = ◄ position = 5, 30.5 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = mode select border position = 392, 968 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_GREEN } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_SubPage.cfg MAS_SUB_PAGE { name = TouchScreen Footer IMAGE { texture = MOARdV/MFD/commNet160x32 position = 560, 968 size = 48, 48 tiling = 0.2, 1 uvShift = 0.2 * fc.CommNetSignalQuality(), 0 } TEXT { name = MET display text = <=1,4=>:[#ffff9b]<=0:METddd/hh:mm:ss=> $&$ MAS_Mfd2_Time(); fc.GetPersistent("MFD2-TimeMode") position = 38, 30.5 } } } UrlConfig { parentUrl = MOARdV/MFD/TouchScreen1/MAS_TS1_SubPage.cfg MAS_SUB_PAGE { name = TouchScreen Page Select IMAGE { name = Border position = 56, 312 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Flight Text text = FLIGHT position = 4,10 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Border position = 56, 408 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Launch Text text = LAUNCH position = 4,13 } IMAGE { name = Border position = 56, 504 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_GREEN } TEXT { name = Orbit Text text = ORBIT position = 4.5,16 textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = Border position = 56, 600 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Map Text text = MAP position = 5.5,19 } IMAGE { name = Border position = 56, 696 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Maneuver Text text = MNVR position = 5,22 } IMAGE { name = Border position = 56, 792 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Dock Text text = DOCK position = 5,25 } IMAGE { name = Border position = 56, 888 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Land Text text = LAND position = 5,28 } IMAGE { name = Border position = 456, 312 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Target Text text = TARGET position = 29,10 } IMAGE { name = Border position = 456, 408 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Rendezvous Text text = RNDZ position = 30,13 } IMAGE { name = Border position = 456, 504 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = SAS Text text = SAS position = 30.5,16 } IMAGE { name = Border position = 456, 600 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Camera Text text = CAMERA position = 29,19 } IMAGE { name = Border position = 456, 696 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Navigation Text text = NAV position = 30.5,22 } IMAGE { name = Border position = 456, 792 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Engine Text text = ENGINE position = 29,25 } IMAGE { name = Border position = 456, 888 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Action Text text = ACTION position = 29,28 } IMAGE { name = Border position = 872, 312 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Rover Text text = ROVER position = 55.5,10 } IMAGE { name = Border position = 872, 408 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Power Text text = POWER position = 55.5,13 } IMAGE { name = Border position = 872, 504 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Resource Text text = RSRC position = 56,16 } IMAGE { name = Border position = 872, 600 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = Science Text text = SCIENCE position = 55,19 fontSize = 14,32 } IMAGE { name = Border position = 872, 696 texture = MOARdV/MFD/framefill6ch112x48 passiveColor = COLOR_MFD2_TEXT_DIMMED } TEXT { name = WBI Text text = WBI position = 56.5,22 } } } UrlConfig { parentUrl = MOARdV/MFD/VesselView_Holo/MAS_APEx_MFD40x20_VV_Holo.cfg PROP { name = MAS_APEx_MFD40x20_VV_Holo MODEL { model = MOARdV/MFD/VesselView_Holo/MAS_APEx_MFD40x20_VV_Holo } MODULE { name = MASMonitor screenTransform = FlatMon40x10Screen layer = _MainTex screenSize = 640, 640 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 240, 240, 240, 255 backgroundColor = 255, 255, 255, 0 monitorID = MAS_APEx_MFD40x20_VV_Holo page = MAS_APEx_MFD40x20_PG_Standby page = MAS_APEx_MFD40x20_PG_VesselView_Holo } MODULE { name = MASComponent MODEL_SCALE { name = Power On transform = MFD40x15 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VVEnabled")) } COLLIDER_EVENT { name = UP button collider = button_UP onClick = fc.SendSoftkey("MAS_APEx_MFD40x20_VV_Holo", 0) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = DOWN button collider = button_DOWN onClick = fc.SendSoftkey("MAS_APEx_MFD40x20_VV_Holo", 1) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = ENTER button collider = button_ENTER onClick = fc.SendSoftkey("MAS_APEx_MFD40x20_VV_Holo", 2) sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = RIGHT button collider = button_RIGHT onClick = fc.SetPersistent("MAS_APEx_MFD40x20_VV_Holo", "MAS_APEx_MFD40x20_PG_VesselView_Holo") sound = Squad/Sounds/sound_click_tick volume = 0.6 } COLLIDER_EVENT { name = LEFT button collider = button_LEFT onClick = fc.SendSoftkey("MAS_APEx_MFD40x20_VV_Holo", 6) sound = Squad/Sounds/sound_click_tick volume = 0.6 } } MODULE { name = InternalVesselView buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 6 buttonHome = 7 } } } UrlConfig { parentUrl = MOARdV/MFD/VesselView_Holo/MAS_APEx_MFD40x20_VV_Holo_Light.cfg PROP { name = MAS_APEx_MFD40x20_VV_Holo_Light MODEL { model = MOARdV/MFD/VesselView_Holo/MAS_APEx_MFD40x20_VV_Holo_Light } } } UrlConfig { parentUrl = MOARdV/MFD/VR_LandingCam/MAS_APEx_VR_LandingCam.cfg PROP { name = MAS_APEx_VR_LandingCam MODEL { model = MOARdV/MFD/VR_LandingCam/MAS_APEx_VR_LandingCam texture = screen-emissive, ASET/ASET_Props/MFDs/ALCORMFD40x20/screen-emissive texture = screen, ASET/ASET_Props/MFDs/ALCORMFD40x20/screen } MODULE { name = MASMonitor monitorID = MAS_APEx_VR_LandingCam screenTransform = VRLandingCamObject layer = _Emissive screenSize = 1280, 1280 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 240, 240, 240, 255 backgroundColor = 255, 255, 255, 0 page = MAS_APEx_MFD40x20_PG_Standby page = MAS_APEx_MFD40x20_PG_VR_LandingCam } MODULE { name = MASComponent MODEL_SCALE { name = Power On transform = VRLandingCamObject startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-VRLandingCamEnabled")) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_ColorTable.cfg RPM_GLOBALCOLORSETUP { COLORDEFINITION { name = MOARdV_IndicatorLampOff color = 0, 0, 0, 255 } COLORDEFINITION { name = MOARdV_IndicatorLampGreen color = 0, 255, 58, 255 } COLORDEFINITION { name = MOARdV_IndicatorPanelGreen color = 0, 230, 52, 255 } COLORDEFINITION { name = MOARdV_IndicatorLampBlue color = 13,144,227,255 } COLORDEFINITION { name = MOARdV_IndicatorLampRed color = 255, 0, 0, 255 } COLORDEFINITION { name = MOARdV_IndicatorLampAmber color = 213,160,0,255 } COLORDEFINITION { name = MOARdV_IndicatorLampYellow color = 213,213,0,255 } COLORDEFINITION { name = MOARdV_RWL_Amber color = 180,180,130,255 } COLORDEFINITION { name = MOARdV_RWL_Green color = 30,180,30,255 } COLORDEFINITION { name = MOARdV_RWL_Off color = 0,0,0,255 } COLORDEFINITION { name = MOARdV_RWL_Red color = 180,30,30,255 } COLORDEFINITION { name = MOARdV_RWL_White color = 180,180,180,255 } COLORDEFINITION { name = MOARdV_UnlitBlackText color = 8, 8, 8, 248 } COLORDEFINITION { name = MOARdV_ActiveBacklightText color = 255, 255, 155, 255 } COLORDEFINITION { name = MOARdV_PassiveBacklightText color = 128, 128, 128, 255 } COLORDEFINITION { name = MOARdV_UnlitText color = 213, 213, 213, 255 } COLORDEFINITION { name = MOARdV_BlackPrintedText color = 8, 8, 8, 255 } COLORDEFINITION { name = CRT_GREEN color = 30,255,30,255 } COLORDEFINITION { name = CRT_DIM_GREEN color = 15,127,15,255 } COLORDEFINITION { name = MFD2_TEXT color = 175,211,255,255 } COLORDEFINITION { name = MFD2_TEXT_DIMMED color = 131,158,191,255 } COLORDEFINITION { name = MFD2_TEXT_HIGHLIGHT color = 255, 255, 155, 255 } COLORDEFINITION { name = MFD2_TEXT_GREEN color = 0, 255, 0, 255 } COLORDEFINITION { name = MFD2_TEXT_YELLOW color = 255, 255, 0, 255 } COLORDEFINITION { name = MFD2_TEXT_RED color = 255, 0, 0, 255 } } } UrlConfig { parentUrl = MOARdV/Props/Clipboard/MAS_Clipboard_AeroCharts.cfg PROP { name = MAS_Clipboard_AeroCharts MODEL { model = MOARdV/Props/Clipboard/MAS_Clipboard } MODULE { name = MASComponent ANIMATION_PLAYER { name = Animation animation = Clipboard_Animation variable = fc.GetPersistentAsNumber("%AUTOID%") speed = 1 } COLLIDER_EVENT { name = Collider collider = Move_Collider onClick = fc.TogglePersistent("%AUTOID%") } COLLIDER_EVENT { name = Collider collider = Prev_Collider onClick = fc.AddPersistentClamped("%AUTOID%_Page", -0.25, 0, 0.75) sound = MOARdV/Sounds/PageFlip volume = 0.7 } COLLIDER_EVENT { name = Collider collider = Next_Collider onClick = fc.AddPersistentClamped("%AUTOID%_Page", 0.25, 0, 0.75) sound = MOARdV/Sounds/PageFlip + volume = 0.7 } TEXTURE_SHIFT { name = Page transform = Paper startUV = 0.0, 0.0 endUV = 0.0, -1.0 layers = _MainTex blend = true variable = fc.GetPersistent("%AUTOID%_Page") } } } } UrlConfig { parentUrl = MOARdV/Props/D-Pad/MAS_D-Pad_VesselView_Holo.cfg PROP { name = MAS_D-Pad_VesselView_Holo MODEL { model = MOARdV/Props/D-Pad/MAS_D-Pad } MODULE { name = MASComponent ROTATION { name = Up transform = DPadTransform startRotation = 0,0,0 endRotation = -3,0,0 variable = fc.GetPersistent("%AUTOID%_ToggleUp") } ROTATION { name = Down transform = DPadTransform startRotation = 0,0,0 endRotation = 3,0,0 variable = fc.GetPersistent("%AUTOID%_ToggleDown") } ROTATION { name = Left transform = DPadTransform startRotation = 0,0,0 endRotation = 0,3,0 variable = fc.GetPersistent("%AUTOID%_ToggleLeft") } ROTATION { name = Right transform = DPadTransform startRotation = 0,0,0 endRotation = 0,-3,0 variable = fc.GetPersistent("%AUTOID%_ToggleRight") } TRANSLATION { name = Down transform = DPadTransform startTranslation = 0,0,0 endTranslation = 0,0,-0.0022 variable = fc.GetPersistent("%AUTOID%_ToggleCenter") } COLLIDER_EVENT { name = UpCollider collider = UpCollider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_ToggleUp", 1 + fc.SendSoftkey("MAS_MFD40x20_VesselView_Holo", 0)) onRelease = fc.SetPersistent("%AUTOID%_ToggleUp", 0) } COLLIDER_EVENT { name = DownCollider collider = DownCollider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_ToggleDown", 1 + fc.SendSoftkey("MAS_MFD40x20_VesselView_Holo", 1)) onRelease = fc.SetPersistent("%AUTOID%_ToggleDown", 0) } COLLIDER_EVENT { name = LeftCollider collider = LeftCollider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_ToggleLeft", 1 + fc.SendSoftkey("MAS_MFD40x20_VesselView_Holo", 6)) onRelease = fc.SetPersistent("%AUTOID%_ToggleLeft", 0) } COLLIDER_EVENT { name = RightCollider collider = RightCollider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_ToggleRight", 1) onRelease = fc.SetPersistent("%AUTOID%_ToggleRight", 0) } COLLIDER_EVENT { name = CenterCollider collider = CenterCollider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%_ToggleCenter", 1 + fc.SendSoftkey("MAS_MFD40x20_VesselView_Holo", 2)) onRelease = fc.SetPersistent("%AUTOID%_ToggleCenter", 0) } COLOR_SHIFT { name = Emissive transform = DPadEmissive variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Door_Storage/MAS_Door_Storage_M2X.cfg PROP { name = MAS_Door_Storage_M2X MODEL { model = MOARdV/Props/Door_Storage/MAS_Door_Storage_M2X } MODULE { name = MASComponent ANIMATION_PLAYER { name = Animation animation = Door_Animation variable = fc.GetPersistentAsNumber("%AUTOID%") speed = 1 } COLLIDER_EVENT { name = Collider collider = Handle onClick = fc.TogglePersistent("%AUTOID%") sound = MOARdV/Sounds/SlideDoor volume = 1 } COLLIDER_EVENT { name = Collider collider = LeftWallDoor onClick = fc.TogglePersistent("%AUTOID%_Dummy") } } } } UrlConfig { parentUrl = MOARdV/Props/Glow_Border/MAS_Glow_Border_pb.cfg PROP { name = MAS_Glow_Border_pb MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/HUD_Drive_Display/MAS_HUD_Drive_Display.cfg PROP { name = MAS_HUD_Drive_Display MODEL { model = MOARdV/Props/HUD_Drive_Display/MAS_HUD_Drive_Display } MODULE { name = MASComponent MODEL_SCALE { name = Power on transform = ERSTripMonitor startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("DriveDsiplay") == 1 } ANIMATION { name = Speed Anim animation = ERSSpeedScaleAnim variable = fc.InverseLerp(fc.SurfaceForwardSpeed(), 0, 18) } ROTATION { name = Pitch transform = PitchStrelkaObj startRotation = 0, 90, 0 endRotation = 0, -90, 0 variable = fc.Pitch() range = -90, 90 blend = true longPath = true } ROTATION { name = Roll transform = RollStrelkaObj startRotation = 0, 90, 0 endRotation = 0, -90, 0 variable = fc.Pitch() range = -90, 90 blend = true longPath = true } ROTATION { name = Slope transform = SlopeStrelkaObj startRotation = 0, 0, 0 endRotation = 0, -90, 0 variable = fc.SlopeAngle() range = 0, 90 blend = true longPath = true } ROTATION { name = Acceleration transform = AccellerationObj startRotation = 0, 0, 0 endRotation = 0, 45, 0 variable = fc.Acceleration() range = 0, 17 blend = true longPath = true } ROTATION { name = Heading transform = DirectionScale startRotation = 0, 0, 0 endRotation = 0, -359, 0 variable = fc.Heading() range = 0, 359 blend = true longPath = true } MODEL_SCALE { name = Target Beacon transform = TARGETANGLEDEVScaleObj startScale = -1, 0, 0 endScale = 0, 0, 0 variable = fc.InverseLerp(fc.TargetAngle(), 0, 180) blend = true } TRANSLATION { name = Forward Arrow transform = ForwardLamp startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.Pitch() > 0.001 blend = true } TRANSLATION { name = Backward Arrow transform = BackwardLamp startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.Pitch() < -0.001 blend = true } TRANSLATION { name = Neutral transform = NeutralLamp startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.Pitch() > -0.001 and fc.Pitch() < 0.001 blend = true } TRANSLATION { name = Reverse transform = RLamp startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -0.01 blend = true } TRANSLATION { name = Brake transform = BrakesLamp startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.GetBrakes() blend = true } TRANSLATION { name = SpeedIndicator transform = SpeedTabloPlate startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) blend = true } TRANSLATION { name = SpeedIndicator transform = SpeedScaleGrp startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.Conditioned(1) blend = true } TRANSLATION { name = Overspeed Indicator transform = SPEEDLamp startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 18 blend = true } TRANSLATION { name = Skid Indicator transform = SKIDmarker startTranslation = 0.06, 0, 0 endTranslation = -0.06, 0, 0 variable = fc.InverseLerp(fc.Sideslip(), -3, 3) blend = true } TRANSLATION { name = Contact Indicator transform = GRNDContactLamp startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.VesselLanded() blend = true } TRANSLATION { name = Target Indicator transform = TargetScreenPlate startTranslation = 0, -0.01, 0 endTranslation = 0, 0, 0 variable = fc.TargetIsVessel() blend = true } TEXT_LABEL { name = Speed Text transform = TabloSpeedText fontSize = 28.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, -0.01 emissive = always passiveColor = 240, 255, 240, 255 text = <=0:00.0=>$&$fc.SurfaceForwardSpeed() } TEXT_LABEL { name = Roll Text transform = RollText fontSize = 8.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 240, 255, 240, 255 text = <=0:00.0=>$&$fc.Roll() } TEXT_LABEL { name = Pitch Text transform = PitchText fontSize = 8.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 240, 255, 240, 255 text = <=0:00.0=>$&$fc.Pitch() } TEXT_LABEL { name = Heading Text transform = HEADINGText fontSize = 14.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 240, 255, 240, 255 text = <=0:00.0=>$&$fc.Heading() } TEXT_LABEL { name = Slope Text transform = SlopeText fontSize = 8.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 240, 255, 240, 255 text = <=0:00.0=>$&$fc.SlopeAngle() } TEXT_LABEL { name = Acceleration Text transform = ACCLText fontSize = 8.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 240, 255, 240, 255 text = <=0:00.0=>$&$fc.Acceleration() } TEXT_LABEL { name = Distance Text transform = DistanceText fontSize = 8.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 240, 255, 240, 255 text = <=0:SIP6.1=>m$&$fc.TargetDistance() } } } } UrlConfig { parentUrl = MOARdV/Props/HUD_Drive_Display/RPM_HUD_Drive_Display.cfg PROP { name = RPM_HUD_Drive_Display MODEL { model = MOARdV/Props/HUD_Drive_Display/MAS_HUD_Drive_Display } MODULE { name = JSIVariableAnimator refreshRate = 3 VARIABLESET { animationName = ERSTripMonitorOFFAnim variableName = PERSISTENT_SwitchMFDtoDriveScreen scale = 1,0 threshold = 0.1,1.1 } VARIABLESET { animationName = ERSSpeedScaleAnim variableName = SURFSPEED scale = 0, PERSISTENT_ASET_Drive_SPD_WARN_INPUT } VARIABLESET { scale = -90,90 variableName = PITCH controlledTransform = PitchStrelkaObj localRotationStart = 0,90,0 localRotationEnd = 0,-90,0 } VARIABLESET { scale = -90,90 variableName = ROLL controlledTransform = RollStrelkaObj localRotationStart = 0,90,0 localRotationEnd = 0,-90,0 } VARIABLESET { scale = 0,90 variableName = SLOPEANGLE controlledTransform = SlopeStrelkaObj localRotationStart = 0,0,0 localRotationEnd = 0,-90,0 } VARIABLESET { scale = 0,17 variableName = EFFECTIVEACCEL controlledTransform = AccellerationObj localRotationStart = 0,0,0 localRotationEnd = 0,45,0 } VARIABLESET { scale = 0,359 variableName = HEADING controlledTransform = DirectionScale localRotationStart = 0,0,0 localRotationEnd = 0,-359,0 longPath = yes } VARIABLESET { scale = 180,0 variableName = TARGETANGLEDEV controlledTransform = TARGETANGLEDEVScaleObj localScaleStart = -1,0,0 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0.001,1 variableName = CUSTOM_ROVER_PITCHFORWARD controlledTransform = ForwardLamp localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = 0.001,1 variableName = CUSTOM_ROVER_PITCHBACKWARD controlledTransform = BackwardLamp localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ROVER_ZEROPITCH controlledTransform = NeutralLamp localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = -0.001,-0.01 variableName = HORZVELOCITYFORWARD controlledTransform = RLamp localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = 0,1 variableName = BRAKES controlledTransform = BrakesLamp localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ROVER_SPEEDINDICATION controlledTransform = SpeedTabloPlate localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ROVER_SPEEDINDICATION controlledTransform = SpeedScaleGrp localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = 0.0,1.0 variableName = CUSTOM_ROVER_OVERSPEED controlledTransform = SPEEDLamp localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = -3,3 variableName = HORZVELOCITYRIGHT controlledTransform = SKIDmarker localTranslationStart = 0.06,0,0 localTranslationEnd = -0.06,0,0 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_CONTACT_ON controlledTransform = GRNDContactLamp localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } VARIABLESET { scale = 0.1,1 variableName = TARGETEXISTS controlledTransform = TargetScreenPlate localTranslationStart = 0,-0.01,0 localTranslationEnd = 0,0,0 } } MODULE { name = JSIVariableLabel transformName = TabloSpeedText fontSize = 0.050 refreshRate = 5 labelText = <=0:00.0=>$&$SURFSPEED } MODULE { name = JSIVariableLabel transformName = RollText fontSize = 0.012 refreshRate = 5 labelText = <=0:00.0=>$&$ROLL } MODULE { name = JSIVariableLabel transformName = PitchText fontSize = 0.012 refreshRate = 5 labelText = <=0:00.0=>$&$PITCH } MODULE { name = JSIVariableLabel transformName = HEADINGText fontSize = 0.020 refreshRate = 5 labelText = <=0:00.0=>$&$HEADING } MODULE { name = JSIVariableLabel transformName = SlopeText fontSize = 0.012 refreshRate = 5 labelText = <=0:00.0=>$&$SLOPEANGLE } MODULE { name = JSIVariableLabel transformName = ACCLText fontSize = 0.012 refreshRate = 5 labelText = <=0:00.0=>$&$EFFECTIVEACCEL } MODULE { name = JSIVariableLabel transformName = DistanceText fontSize = 0.011 refreshRate = 5 labelText = <=0:SIP_6.1=>m $&$TARGETDISTANCE } } } UrlConfig { parentUrl = MOARdV/Props/HUD_No_Body/MAS_HUD_No_Body.cfg PROP { name = MAS_HUD_No_Body MODEL { model = MOARdV/Props/HUD_No_Body/MAS_HUD_No_Body texture = ASET_HUD01, ASET/ASET_Avionics/ModernPack/ASET_HUD/ASET_HUD01 texture = ASET_HUD01, ASET/ASET_Avionics/ModernPack/ASET_HUD/ASET_HUD02 } MODULE { name = MASComponent ROTATION { name = Roll transform = RollLoc startRotation = 0, 0, 179 endRotation = 0, 0, -179 variable = fc.Roll() range = -179, 179 blend = true longPath = true } ANIMATION { name = Ladder pitch animation animation = ASET_HUD_PitchLadderAnim variable = fc.InverseLerp(fc.Pitch(), -60, 60) } ANIMATION { name = Bottom altitude marker animation animation = ASET_HUD_LowAltAltimeter variable = fc.AltitudeBottom() * 0.0033333 } TEXT_LABEL { name = Gear caption transform = GEARTxtObj fontSize = 10 font = InconsolataGo style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0216, 0.004 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = GEAR } TEXT_LABEL { name = Brake caption transform = BRAKETxtObj fontSize = 10 font = InconsolataGo style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0217, 0.004 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = BRAKE } TEXT_LABEL { name = Spoiler caption transform = SPOILERTxtObj fontSize = 7.5 font = InconsolataGo style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0215, 0.004 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = SPOILER } TRANSLATION { name = Angle of Attack transform = AoALoc startTranslation = 0, 0.09, 0 endTranslation = 0, -0.09, 0 variable = fc.InverseLerp(fc.AngleOfAttack(), -15, 15) blend = true } TRANSLATION { name = Sideslip transform = SideSlipLoc startTranslation = 0.09, 0, 0 endTranslation = -0.09, 0, 0 variable = fc.InverseLerp(fc.Sideslip(), -15, 15) blend = true } ANIMATION { name = VSI animation animation = ASET_HUD_VertSpeedAnim variable = fc.InverseLerp(fc.VerticalSpeed(), -200, 200) } TRANSLATION { name = Thrust Mark transform = ThrustMark startTranslation = 0, 0, 0 endTranslation = 0, 0.0688, 0 variable = fc.CurrentThrust(true) blend = true } TRANSLATION { name = Throttle Mark transform = ThrottleMark startTranslation = 0, 0, 0 endTranslation = 0, 0.0688, 0 variable = fc.GetThrottle() blend = true } TRANSLATION { name = Target Yaw transform = TGToffsetXloc startTranslation = 0.086,0,0 endTranslation = -0.086,0,0 variable = fc.InverseLerp(fc.YawTarget(), -25, 25) blend = true } TRANSLATION { name = Target Pitch transform = TGToffsetYloc startTranslation = 0,0.086,0 endTranslation = 0,-0.086,0 variable = fc.InverseLerp(fc.PitchTarget(), -25, 25) blend = true } TEXT_LABEL { name = Target Ground distance caption transform = TargetGroundDistanceReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = G <=0=> $&$ fc.SIFormatValue(nav.GroundDistanceFromVessel(fc.TargetLatitude(), fc.TargetLongitude()), 6, 1, "", false, true) } TEXT_LABEL { name = Target distance caption transform = TargetDistanceReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = D <=0=> $&$ fc.SIFormatValue(fc.TargetDistance(), 6, 1, "", false, true) } TEXT_LABEL { name = Gear Warning caption transform = GearAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.01, 0.00 emissive = always passiveColor = 15, 0, 0, 255 activeColor = 255, 0, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:"G E A R !";"";""=> $&$ (fc.VerticalSpeed() < -0.1) * (1 - fc.GetGear()) * (fc.AltitudeBottom() < 1000) * (fc.GetPersistentAsNumber("Global-NB-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = Engine Failure caption transform = EngineAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.00, 0.00 emissive = always passiveColor = 15, 0, 0, 255 activeColor = 255, 0, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:"E N G I N E";"";""=> $&$ (fc.EngineFlameout() * (fc.GetThrottle() > 0)) * (fc.GetPersistentAsNumber("Global-NB-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = Engine Failure caption 2 transform = EngineAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.02, -0.03 emissive = always passiveColor = 15, 0, 0, 255 activeColor = 255, 0, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:FAILURE!;"";""=> $&$ (fc.EngineFlameout() * (fc.GetThrottle() > 0)) * (fc.GetPersistentAsNumber("Global-NB-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = Overspeed caption transform = OVERSPEEDAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.00, 0.00 emissive = always passiveColor = 15, 0, 0, 255 activeColor = 255, 0, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:"O V E R S P E E D !";"";""=> $&$ (fc.SurfaceSpeed() > fc.Max(0.5, fc.TerminalVelocity())) * fc.AltitudeAtmospheric() * (fc.GetPersistentAsNumber("Global-NB-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = Stall caption transform = OVERSPEEDAlarmTxtObj fontSize = 13.75 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.045, 0.00 emissive = always passiveColor = 15, 0, 0, 255 activeColor = 255, 0, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:"S T A L L !";"";""=> $&$ (far.StallFraction() > 0.2) * (fc.GetPersistentAsNumber("Global-NB-WarningsOn") * fc.PeriodStep(2)) } TEXT_LABEL { name = VSpd caption transform = VertSpeedReadoutObj fontSize = 12 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.002, 0.004 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:0.0=> $&$ fc.Clamp(fc.VerticalSpeed(), -9999, 9999) } TEXT_LABEL { name = Equivalent airspeed caption transform = EASPEEDReadoutObj fontSize = 15 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.010, 0.002 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:000=> $&$ fc.Min(999, fc.EquivalentAirspeed()) } TEXT_LABEL { name = Radar Altitude caption transform = RadAltReadoutObj fontSize = 8 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = R <=0:00000=> $&$ fc.Min(99999, fc.AltitudeTerrain(false)) } TEXT_LABEL { name = Roll caption transform = RollReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:0.0=> $&$ fc.Roll() } TEXT_LABEL { name = Pitch caption transform = PitchReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:0.0=> $&$ fc.Pitch() } TEXT_LABEL { name = Ground Speed caption transform = GroundSpeedReadoutObj fontSize = 8 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = G/S<=0,6:0.0=> $&$ fc.Min(9999.9, fc.SurfaceSpeed()) } TEXT_LABEL { name = Altitude caption transform = ALTITUDEReadoutObj fontSize = 13 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.0075, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:00000=> $&$ fc.Min(99999, fc.Altitude()) } TEXT_LABEL { name = Heading caption transform = HEADINGReadoutObj fontSize = 11.9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.005, 0.001 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:000=> $#$ fc.Heading() $$$ <=0:000;"---";"---"=> $#$ nav.WaypointBearing(-1) } TEXT_LABEL { name = Terminal Velocity caption transform = TerminalVelocityReadoutObj fontSize = 11 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = T <=0:0=> $&$ fc.TerminalVelocity() } TEXT_LABEL { name = Atmosphere Depth caption transform = AtmoReadoutObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.000, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = ATM <=0,5:P0=>$&$ fc.AtmosphereDepth() } TEXT_LABEL { name = SAS caption transform = SASTxtObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = SAS <=0:"ON";"OFF"=>$&$ fc.GetSAS() - 0.5 } TEXT_LABEL { name = MET caption transform = FlightTimerTxtObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = T:<=0:METd:hh:mm=> $#$ fc.MET() $$$ D:<=0:SIP###0;"-----";"-----"=> $#$ nav.WaypointGroundDistance(-1) } TEXT_LABEL { name = Mach number caption transform = MachNumberReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = M <=0:0.000=>$&$ fc.MachNumber() } TEXT_LABEL { name = Thrust caption transform = ThrustReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:P0=> $&$ fc.CurrentThrust(true) } TEXT_LABEL { name = Acceleration caption transform = ACCELReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0,5:0.0;"";""=> $&$ fc.Acceleration() } TEXT_LABEL { name = G-Force caption transform = GForceReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.005, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:0.00=> $&$ fc.GForce() } TEXT_LABEL { name = Fuel caption transform = FUELTxtObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = F <=0,3:0=>% $&$ fc.PropellantPercent() * 100 } TEXT_LABEL { name = Flaps caption transform = FlapsReadoutObj fontSize = 10 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = FLAPS $$$ <=0=> $&$ far.GetFlapSetting() } TEXT_LABEL { name = VSpeed Scale Label transform = VertSpeedTXTObj fontSize = 4 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.002, 0.0068 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = C$$$L$$$I$$$M$$$B$$$$$$0m/s$$$$$$D$$$E$$$S$$$C$$$E$$$N$$$D } TEXT_LABEL { name = HUD Warnings Off caption 1 transform = WarningOFFxtObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:"";"---"=>$&$ fc.GetPersistentAsNumber("Global-NB-WarningsOn") - 0.5 } TEXT_LABEL { name = HUD Warnings Off caption 2 transform = WarningOFFxtObj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:"";"(W)"=>$&$ fc.GetPersistentAsNumber("Global-NB-WarningsOn") - 0.5 } TEXT_LABEL { name = Ladder +10 L transform = PitchTxt10Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 10 } TEXT_LABEL { name = Ladder +10 R transform = PitchTxt10Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 10 } TEXT_LABEL { name = Ladder +20 L transform = PitchTxt20Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 20 } TEXT_LABEL { name = Ladder +20 R transform = PitchTxt20Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 20 } TEXT_LABEL { name = Ladder +30 L transform = PitchTxt30Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 30 } TEXT_LABEL { name = Ladder +30 R transform = PitchTxt30Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 30 } TEXT_LABEL { name = Ladder +40 L transform = PitchTxt40Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 40 } TEXT_LABEL { name = Ladder +40 R transform = PitchTxt40Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 40 } TEXT_LABEL { name = Ladder +50 L transform = PitchTxt50Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 50 } TEXT_LABEL { name = Ladder +50 R transform = PitchTxt50Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 50 } TEXT_LABEL { name = Ladder +60 L transform = PitchTxt60Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 60 } TEXT_LABEL { name = Ladder +60 R transform = PitchTxt60Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 60 } TEXT_LABEL { name = Ladder -10 L transform = PitchTxtM10Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 10 } TEXT_LABEL { name = Ladder -10 R transform = PitchTxtM10Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 10 } TEXT_LABEL { name = Ladder -20 L transform = PitchTxtM20Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 20 } TEXT_LABEL { name = Ladder -20 R transform = PitchTxtM20Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 20 } TEXT_LABEL { name = Ladder -30 L transform = PitchTxtM30Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 30 } TEXT_LABEL { name = Ladder -30 R transform = PitchTxtM30Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 30 } TEXT_LABEL { name = Ladder -40 L transform = PitchTxtM40Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 40 } TEXT_LABEL { name = Ladder -40 R transform = PitchTxtM40Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 40 } TEXT_LABEL { name = Ladder -50 L transform = PitchTxtM50Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 50 } TEXT_LABEL { name = Ladder -50 R transform = PitchTxtM50Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 50 } TEXT_LABEL { name = Ladder -60 L transform = PitchTxtM60Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = -0.0025, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 60 } TEXT_LABEL { name = Ladder -60 R transform = PitchTxtM60Obj fontSize = 9 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.1375, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = 60 } MODEL_SCALE { name = Gear Warning transform = GearBorder startScale = 0, 0, 0 endScale = -1, -1, -1 variable = (fc.VerticalSpeed() > 5) * (fc.EquivalentAirspeed() > 210) * fc.GetGear() * (fc.AltitudeBottom() > 200) * (fc.GetPersistentAsNumber("Global-NB-WarningsOn") * fc.PeriodStep(2)) } MODEL_SCALE { name = ASI border flash transform = ASIborder startScale = 0, 0, 0 endScale = -1, -1, -1 variable = (fc.SurfaceSpeed() > fc.Max(0.5, fc.TerminalVelocity())) * fc.AltitudeAtmospheric() * (fc.GetPersistentAsNumber("Global-NB-WarningsOn") * fc.PeriodStep(2)) } MODEL_SCALE { name = Spoiler border flash transform = SPOILERBorder startScale = 0, 0, 0 endScale = -1, -1, -1 variable = (fc.VerticalSpeed() > 10) * far.GetSpoilerSetting() * (fc.GetPersistentAsNumber("Global-NB-WarningsOn") * fc.PeriodStep(2)) } MODEL_SCALE { name = Spoiler border on transform = SPOILEREBorderGrp startScale = -1, -1, -1 endScale = 0, 0, 0 variable = far.GetSpoilerSetting() } MODEL_SCALE { name = Brake border on transform = BRAKEBorderGrp startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetBrakes() } MODEL_SCALE { name = Flaps border on transform = FlapsReadoutObj startScale = -1, -1, -1 endScale = 0, 0, 0 variable = far.GetFlapSetting() } MODEL_SCALE { name = Bottom altitude marker on transform = LowAltScaleGrp startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.AltitudeBottom() > 300 } MODEL_SCALE { name = Gear border on transform = GearBorderGrp startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.GetGear() } MODEL_SCALE { name = Target Marker on transform = TGTIcon startScale = -1, -1, -1 endScale = 0, 0, 0 variable = (fc.TargetDistanceZ() > 0) + ((fc.TargetDistanceZ() < 0) * fc.PeriodStep(2)) } MODEL_SCALE { name = Target selected on transform = TGTgroupLoc startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.TargetIsVessel() } COLOR_SHIFT { name = HUD Brightness transform = ASIborder, PlaneSymbol, ALTITUDEborder, RollArcScale, BRAKEBorder, pPlane7, ThrottleMark, ThrustMark, GearBorder, GForceBorder, GroundSpeedLine, HeadingBorder, polySurface17, polySurface30, AIRBorder, FUELBorder, RadarAltLine, RollArcScale, PitchLine00, PitchLine05, PitchLine10, PitchLine15, PitchLine20, PitchLine25, PitchLine30, PitchLine35, PitchLine40, PitchLine45, PitchLine50, PitchLine60, PitchLineM05, PitchLineM10, PitchLineM15, PitchLineM20, PitchLineM25, PitchLineM30, PitchLineM35, PitchLineM40, PitchLineM45, PitchLineM50, PitchLineM55, PitchLineM60, pPlane5, ProgradeSymbol, SPOILERBorder, TGTIcon, pPlane4, VertSpeedBorder passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true } TRANSLATION { name = HUD Position transform = PowerOFFloc startTranslation = 0, -0.3, 0 endTranslation = 0, 0.1, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Pos") blend = true } MODEL_SCALE { name = HUD Size transform = PowerOFFloc startScale = -0.4, -0.4, -0.4 endScale = 0.4, 0.4, 0.4 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Size") blend = true } MODEL_SCALE { name = HUD Power on transform = ASET_HUD startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_Hud_Type") == 0 and fc.GetPersistentAsNumber("Global-NB-HudEnabled") == 1 } } } } UrlConfig { parentUrl = MOARdV/Props/HUD_No_Body/MAS_HUD_No_Body_Glow.cfg PROP { name = MAS_HUD_No_Body_Glow MODEL { model = MOARdV/Props/HUD_No_Body/MAS_HUD_No_Body_Glow } MODULE { name = MASComponent TRANSLATION { name = HUD Position transform = HUDGlowTransform startTranslation = 0, -0.15, 0 endTranslation = 0, 0.08, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Pos") blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/HUD_PitchRoll_Display/MAS_HUD_PitchRoll_Display.cfg PROP { name = MAS_HUD_PitchRoll_Display MODEL { model = MOARdV/Props/HUD_PitchRoll_Display/MAS_HUD_PitchRoll_Display } MODULE { name = MASComponent ANIMATION_PLAYER { name = Power On animation = HUDOrientationTurnONanim variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_Hud_Type") == 1 and fc.GetPersistentAsNumber("Global-NB-HudEnabled") == 1 } ANIMATION_PLAYER { name = Power On animation = HUDCompassTurnONanim variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_Hud_Type") == 1 and fc.GetPersistentAsNumber("Global-NB-HudEnabled") == 1 } TRANSLATION { name = HUD Position transform = ERSOrientationHUD startTranslation = 0, -0.6, 0 endTranslation = 0, 0.3, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Pos") blend = true } TRANSLATION { name = HUD Position transform = HUDKompas startTranslation = 0, -0.6, 0 endTranslation = 0, 0.3, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Pos") blend = true } MODEL_SCALE { name = HUD Size transform = ERSOrientationHUD startScale = -1, -1, -1 endScale = 0.4, 0.4, 0.4 variable = fc.GetPersistentAsNumber("Global_Hud_Type") * fc.GetPersistentAsNumber("Global_NB_HUD_Size") blend = true } MODEL_SCALE { name = HUD Size transform = HUDKompas startScale = -1, -1, -1 endScale = 0.4, 0.4, 0.4 variable = fc.GetPersistentAsNumber("Global_Hud_Type") * fc.GetPersistentAsNumber("Global_NB_HUD_Size") blend = true } TRANSLATION { name = Pitch transform = PitchGrp startTranslation = 0, -0.124, 0 endTranslation = 0, 0.124, 0 variable = fc.InverseLerp(fc.Pitch(), -89, 89) blend = true } MODEL_SCALE { name = Pitch Arrow transform = RedArrowObj startScale = 0, 0, -1 endScale = 0, 0, 1 variable = fc.InverseLerp(fc.Pitch(), -89, 89) blend = true } TRANSLATION { name = Pitch Scale transform = RoverPitchScale startTranslation = 0, 0.24, 0 endTranslation = 0, -0.24, 0 variable = fc.InverseLerp(fc.Pitch(), -45, 45) blend = true } ROTATION { name = Roll transform = ERS_PFD-model startRotation = 0, 0, 45 endRotation = 0, 0, -45 variable = fc.Roll() range = -45, 45 blend = true longPath = true } ROTATION { name = Roll Scale transform = RoverRollScale startRotation = 0, 0, 45 endRotation = 0, 0, -45 variable = fc.Roll() range = -45, 45 blend = true longPath = true } ROTATION { name = Heading transform = HeadingScaleGrp startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } MODEL_SCALE { name = Right Arrow transform = StickR01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() > 1 } MODEL_SCALE { name = Right Arrow transform = StickR02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() > 12 } MODEL_SCALE { name = Right Arrow transform = StickR03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() > 24 } MODEL_SCALE { name = Left Arrow transform = StickL01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() < 1 } MODEL_SCALE { name = Left Arrow transform = StickL02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() < -12 } MODEL_SCALE { name = Left Arrow transform = StickL03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() < -24 } MODEL_SCALE { name = Up Arrow transform = StickF01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 1 } MODEL_SCALE { name = Up Arrow transform = StickF02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 8 } MODEL_SCALE { name = Up Arrow transform = StickF03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 17 } MODEL_SCALE { name = Down Arrow transform = StickB01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -1 } MODEL_SCALE { name = Down Arrow transform = StickB02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -8 } MODEL_SCALE { name = Down Arrow transform = StickB03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -17 } MODEL_SCALE { name = Brake transform = BrakeSimbolObj startScale = -0.6980929, -0.6980929, -0.6980929 endScale = 0, 0, 0 variable = fc.GetBrakes() } TEXT_LABEL { name = Roll Text transform = RollTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 136, 255, 0, 255 text = <=0:000.0=>$&$fc.Roll() } TEXT_LABEL { name = Roll Label transform = RollTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0.010 emissive = always passiveColor = 136, 255, 0, 255 oneshot = true text = ROLL: } TEXT_LABEL { name = Pitch Text transform = PitchTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 136, 255, 0, 255 text = <=0:000.0=>$&$fc.Pitch() } TEXT_LABEL { name = Pitch Label transform = PitchTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0.010 emissive = always passiveColor = 136, 255, 0, 255 oneshot = true text = PITCH: } TEXT_LABEL { name = Speed Text transform = SpeedTextObj fontSize = 90.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 136, 255, 0, 255 text = <=0:00.00=>$&$fc.SurfaceSpeed() } TEXT_LABEL { name = Speed Label transform = SpeedTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.022, 0.044 emissive = always passiveColor = 136, 255, 0, 255 oneshot = true text = SPEED: } TEXT_LABEL { name = Slope Text transform = SlopeTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 136, 255, 0, 255 text = <=0:000.0=>$&$fc.SlopeAngle() } TEXT_LABEL { name = Slope Label transform = SlopeTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0.010 emissive = always passiveColor = 136, 255, 0, 255 oneshot = true text = SLOPE: } TEXT_LABEL { name = Heading Text transform = HDGTextObj fontSize = 90.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 136, 255, 0, 255 text = <=0:000.00=>$&$fc.Heading() } TEXT_LABEL { name = Heading Label transform = HDGTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.022, 0.066 emissive = always passiveColor = 136, 255, 0, 255 oneshot = true text = HDG: } TEXT_LABEL { name = North Label transform = NorthTextObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 255, 68, 0, 255 oneshot = true text = N } TEXT_LABEL { name = East Label transform = EastTextObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 255, 68, 0, 255 oneshot = true text = E } TEXT_LABEL { name = North Label transform = WestTextObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 255, 68, 0, 255 oneshot = true text = W } TEXT_LABEL { name = South Label transform = SouthTextObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 255, 68, 0, 255 oneshot = true text = S } ROTATION { name = Heading Label transform = NorthLabelAxis startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } ROTATION { name = Heading Label transform = EastLabelAxis startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } ROTATION { name = Heading Label transform = WestLabelAxis startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } ROTATION { name = Heading Label transform = SouthLabelAxis startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } ROTATION { name = Target Angle transform = TGTAngleObj01 startRotation = 0, 0, 0 endRotation = 0, 0, 180 variable = fc.TargetAngle() range = 0, 180 blend = true longPath = true } ROTATION { name = Target Angle transform = TGTAngleObj02 startRotation = 0, 0, 0 endRotation = 0, 0, -180 variable = fc.TargetAngle() range = 0, 180 blend = true longPath = true } } } } UrlConfig { parentUrl = MOARdV/Props/HUD_PitchRoll_Display/MAS_HUD_PitchRoll_Display_NB.cfg PROP { name = MAS_HUD_PitchRoll_Display_NB MODEL { model = MOARdV/Props/HUD_PitchRoll_Display/MAS_HUD_PitchRoll_Display } MODULE { name = MASComponent ANIMATION_PLAYER { name = Power On animation = HUDOrientationTurnONanim variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_Hud_Type") == 1 and fc.GetPersistentAsNumber("ERSHUD_Orientation") == 1 } ANIMATION_PLAYER { name = Power On animation = HUDCompassTurnONanim variable = fc.Conditioned(1) == 1 and fc.GetPersistentAsNumber("Global_Hud_Type") == 1 and fc.GetPersistentAsNumber("ERSHUD_Compass") == 1 } TRANSLATION { name = HUD Position transform = ERSOrientationHUD startTranslation = 0, -0.6, 0 endTranslation = 0, 0.3, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Pos") blend = true } TRANSLATION { name = HUD Position transform = HUDKompas startTranslation = 0, -0.6, 0 endTranslation = 0, 0.3, 0 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Pos") blend = true } MODEL_SCALE { name = HUD Size transform = ERSOrientationHUD startScale = -1, -1, -1 endScale = 0.4, 0.4, 0.4 variable = fc.GetPersistentAsNumber("Global_Hud_Type") * fc.GetPersistentAsNumber("Global_NB_HUD_Size") blend = true } MODEL_SCALE { name = HUD Size transform = HUDKompas startScale = -1, -1, -1 endScale = 0.4, 0.4, 0.4 variable = fc.GetPersistentAsNumber("Global_Hud_Type") * fc.GetPersistentAsNumber("Global_NB_HUD_Size") blend = true } TRANSLATION { name = Pitch transform = PitchGrp startTranslation = 0, -0.124, 0 endTranslation = 0, 0.124, 0 variable = fc.InverseLerp(fc.Pitch(), -89, 89) blend = true } MODEL_SCALE { name = Pitch Arrow transform = RedArrowObj startScale = 0, 0, -1 endScale = 0, 0, 1 variable = fc.InverseLerp(fc.Pitch(), -89, 89) blend = true } TRANSLATION { name = Pitch Scale transform = RoverPitchScale startTranslation = 0, 0.24, 0 endTranslation = 0, -0.24, 0 variable = fc.InverseLerp(fc.Pitch(), -45, 45) blend = true } ROTATION { name = Roll transform = ERS_PFD-model startRotation = 0, 0, 45 endRotation = 0, 0, -45 variable = fc.Roll() range = -45, 45 blend = true longPath = true } ROTATION { name = Roll Scale transform = RoverRollScale startRotation = 0, 0, 45 endRotation = 0, 0, -45 variable = fc.Roll() range = -45, 45 blend = true longPath = true } ROTATION { name = Heading transform = HeadingScaleGrp startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } MODEL_SCALE { name = Right Arrow transform = StickR01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() > 1 } MODEL_SCALE { name = Right Arrow transform = StickR02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() > 12 } MODEL_SCALE { name = Right Arrow transform = StickR03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() > 24 } MODEL_SCALE { name = Left Arrow transform = StickL01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() < 1 } MODEL_SCALE { name = Left Arrow transform = StickL02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() < -12 } MODEL_SCALE { name = Left Arrow transform = StickL03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.YawRate() < -24 } MODEL_SCALE { name = Up Arrow transform = StickF01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 1 } MODEL_SCALE { name = Up Arrow transform = StickF02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 8 } MODEL_SCALE { name = Up Arrow transform = StickF03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 17 } MODEL_SCALE { name = Down Arrow transform = StickB01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -1 } MODEL_SCALE { name = Down Arrow transform = StickB02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -8 } MODEL_SCALE { name = Down Arrow transform = StickB03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -17 } MODEL_SCALE { name = Brake transform = BrakeSimbolObj startScale = -0.6980929, -0.6980929, -0.6980929 endScale = 0, 0, 0 variable = fc.GetBrakes() } TEXT_LABEL { name = Roll Text transform = RollTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:000.0=>$&$fc.Roll() } TEXT_LABEL { name = Roll Label transform = RollTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0.010 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = ROLL: } TEXT_LABEL { name = Pitch Text transform = PitchTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:000.0=>$&$fc.Pitch() } TEXT_LABEL { name = Pitch Label transform = PitchTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0.010 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = PITCH: } TEXT_LABEL { name = Speed Text transform = SpeedTextObj fontSize = 90.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:00.00=>$&$fc.SurfaceSpeed() } TEXT_LABEL { name = Speed Label transform = SpeedTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.022, 0.044 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = SPEED: } TEXT_LABEL { name = Slope Text transform = SlopeTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:000.0=>$&$fc.SlopeAngle() } TEXT_LABEL { name = Slope Label transform = SlopeTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0.010 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = SLOPE: } TEXT_LABEL { name = Heading Text transform = HDGTextObj fontSize = 90.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:000.00=>$&$fc.Heading() } TEXT_LABEL { name = Heading Label transform = HDGTextNameObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0.022, 0.066 emissive = always passiveColor = 36, 36, 0, 255 activeColor = 255, 255, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = HDG: } TEXT_LABEL { name = North Label transform = NorthTextObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 37, 10, 0, 255 activeColor = 255, 68, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = N } TEXT_LABEL { name = East Label transform = EastTextObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 37, 10, 0, 255 activeColor = 255, 68, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = E } TEXT_LABEL { name = North Label transform = WestTextObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 37, 10, 0, 255 activeColor = 255, 68, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = W } TEXT_LABEL { name = South Label transform = SouthTextObj fontSize = 50.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 37, 10, 0, 255 activeColor = 255, 68, 0, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true oneshot = true text = S } ROTATION { name = Heading Label transform = NorthLabelAxis startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } ROTATION { name = Heading Label transform = EastLabelAxis startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } ROTATION { name = Heading Label transform = WestLabelAxis startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } ROTATION { name = Heading Label transform = SouthLabelAxis startRotation = 0, 0, 0 endRotation = 0, 0, -359 variable = fc.Heading() range = 0, 359 blend = true longPath = true } ROTATION { name = Target Angle transform = TGTAngleObj01 startRotation = 0, 0, 0 endRotation = 0, 0, 180 variable = fc.TargetAngle() range = 0, 180 blend = true longPath = true } ROTATION { name = Target Angle transform = TGTAngleObj02 startRotation = 0, 0, 0 endRotation = 0, 0, -180 variable = fc.TargetAngle() range = 0, 180 blend = true longPath = true } } } } UrlConfig { parentUrl = MOARdV/Props/HUD_PitchRoll_Display/RPM_HUD_PitchRoll_Display.cfg PROP { name = RPM_HUD_PitchRoll_Display MODEL { model = MOARdV/Props/HUD_PitchRoll_Display/MAS_HUD_PitchRoll_Display } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { animationName = HUDOrientationTurnONanim variableName = PERSISTENT_TurnERSHUD01 scale = 0, 1 threshold = 0.1,1.1 } VARIABLESET { animationName = HUDCompassTurnONanim variableName = PERSISTENT_TurnERSHUD02 scale = 0, 1 threshold = 0.1,1.1 } VARIABLESET { scale = -89,89 variableName = PITCH controlledTransform = PitchGrp localTranslationStart = 0,-0.124,0 localTranslationEnd = 0,0.124,0 } VARIABLESET { scale = -89,89 variableName = PITCH controlledTransform = RedArrowObj localScaleStart = 0,0,-1 localScaleEnd = 0,0,1 } VARIABLESET { scale = -45,45 variableName = PITCH controlledTransform = RoverPitchScale localTranslationStart = 0,0.24,0 localTranslationEnd = 0,-0.24,0 } VARIABLESET { scale = -45,45 variableName = ROLL controlledTransform = ERS_PFD-model localRotationStart = 0,0,45 localRotationEnd = 0,0,-45 } VARIABLESET { scale = -45,45 variableName = ROLL controlledTransform = RoverRollScale localRotationStart = 0,0,45 localRotationEnd = 0,0,-45 } VARIABLESET { scale = 0,359 variableName = HEADING controlledTransform = HeadingScaleGrp localRotationStart = 0,0,0 localRotationEnd = 0,0,-359 longPath = yes } VARIABLESET { scale = 0,0.3 variableName = STICKYAW controlledTransform = StickR01 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0.3,0.6 variableName = STICKYAW controlledTransform = StickR02 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0.6,1.0 variableName = STICKYAW controlledTransform = StickR03 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0,-0.3 variableName = STICKYAW controlledTransform = StickL01 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = -0.3,-0.6 variableName = STICKYAW controlledTransform = StickL02 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = -0.6,-1.0 variableName = STICKYAW controlledTransform = StickL03 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0,-0.3 variableName = STICKPITCH controlledTransform = StickF01 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = -0.3,-0.6 variableName = STICKPITCH controlledTransform = StickF02 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = -0.6,-1.0 variableName = STICKPITCH controlledTransform = StickF03 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0,0.3 variableName = STICKPITCH controlledTransform = StickB01 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0.3,0.6 variableName = STICKPITCH controlledTransform = StickB02 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0.6,1.0 variableName = STICKPITCH controlledTransform = StickB03 localScaleStart = -1,-1,-1 localScaleEnd = 0,0,0 } VARIABLESET { scale = 0,1 variableName = BRAKES controlledTransform = BrakeSimbolObj localScaleStart = -0.6980929,-0.6980929,-0.6980929 localScaleEnd = 0,0,0 } } MODULE { name = JSIVariableLabel transformName = RollTextObj fontSize = 0.095 refreshRate = 5 labelText = <=0:000.0=>$&$ROLL } MODULE { name = JSIVariableLabel transformName = RollTextNameObj fontSize = 0.045 refreshRate = 5 labelText = ROLL: oneshot = true } MODULE { name = JSIVariableLabel transformName = PitchTextObj fontSize = 0.095 refreshRate = 5 labelText = <=0:000.0=>$&$PITCH } MODULE { name = JSIVariableLabel transformName = PitchTextNameObj fontSize = 0.045 refreshRate = 5 labelText = PITCH: oneshot = true } MODULE { name = JSIVariableLabel transformName = SpeedTextObj fontSize = 0.145 refreshRate = 5 labelText = <=0:00.00=>$&$SURFSPEED } MODULE { name = JSIVariableLabel transformName = SpeedTextNameObj fontSize = 0.045 refreshRate = 5 labelText = SPEED: oneshot = true } MODULE { name = JSIVariableLabel transformName = SlopeTextObj fontSize = 0.095 refreshRate = 5 labelText = <=0:000.0=>$&$SLOPEANGLE } MODULE { name = JSIVariableLabel transformName = SlopeTextNameObj fontSize = 0.045 refreshRate = 5 labelText = SLOPE ANGLE: oneshot = true } MODULE { name = JSIVariableLabel transformName = HDGTextObj fontSize = 0.145 refreshRate = 5 labelText = <=0:000.00=>$&$HEADING } MODULE { name = JSIVariableLabel transformName = HDGTextNameObj fontSize = 0.045 refreshRate = 5 labelText = HDG: oneshot = true } MODULE { name = JSIVariableLabel transformName = NorthTextObj fontSize = 0.095 refreshRate = 5 labelText = N oneshot = true } MODULE { name = JSIVariableLabel transformName = EastTextObj fontSize = 0.095 refreshRate = 5 labelText = E oneshot = true } MODULE { name = JSIVariableLabel transformName = WestTextObj fontSize = 0.095 refreshRate = 5 labelText = W oneshot = true } MODULE { name = JSIVariableLabel transformName = SouthTextObj fontSize = 0.095 refreshRate = 5 labelText = S oneshot = true } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { scale = 0,359 variableName = HEADING controlledTransform = NorthLabelAxis localRotationStart = 0,0,0 localRotationEnd = 0,0,-359 longPath = yes } VARIABLESET { scale = 0,359 variableName = HEADING controlledTransform = EastLabelAxis localRotationStart = 0,0,0 localRotationEnd = 0,0,-359 longPath = yes } VARIABLESET { scale = 0,359 variableName = HEADING controlledTransform = SouthLabelAxis localRotationStart = 0,0,0 localRotationEnd = 0,0,-359 longPath = yes } VARIABLESET { scale = 0,359 variableName = HEADING controlledTransform = WestLabelAxis localRotationStart = 0,0,0 localRotationEnd = 0,0,-359 longPath = yes } VARIABLESET { scale = 0,180 variableName = TARGETANGLEDEV controlledTransform = TGTAngleObj01 localRotationStart = 0,0,0 localRotationEnd = 0,0,180 longPath = yes } VARIABLESET { scale = 0,180 variableName = TARGETANGLEDEV controlledTransform = TGTAngleObj02 localRotationStart = 0,0,0 localRotationEnd = 0,0,-180 longPath = yes } } } } UrlConfig { parentUrl = MOARdV/Props/HUD_VTOL_Speed/MAS_HUD_VTOL_Speed_NB.cfg PROP { name = MAS_HUD_VTOL_Speed_NB MODEL { model = MOARdV/Props/HUD_VTOL_Speed/MAS_HUD_VTOL_Speed } MODULE { name = MASComponent ANIMATION_PLAYER { name = Power On animation = HUDOrientationTurnONanim variable = fc.Conditioned(fc.GetPersistentAsNumber("Global-NB-HudEnabled") == 1 and fc.SurfaceForwardSpeed() < 100 and fc.AltitudeBottom() < 1000) } MODEL_SCALE { name = Right Arrow transform = StickR01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceLateralSpeed() > 1 } MODEL_SCALE { name = Right Arrow transform = StickR02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceLateralSpeed() > 25 } MODEL_SCALE { name = Right Arrow transform = StickR03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceLateralSpeed() > 50 } MODEL_SCALE { name = Left Arrow transform = StickL01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceLateralSpeed() < -1 } MODEL_SCALE { name = Left Arrow transform = StickL02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceLateralSpeed() < -25 } MODEL_SCALE { name = Left Arrow transform = StickL03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceLateralSpeed() < -50 } MODEL_SCALE { name = Up Arrow transform = StickF01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 1 } MODEL_SCALE { name = Up Arrow transform = StickF02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 25 } MODEL_SCALE { name = Up Arrow transform = StickF03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() > 50 } MODEL_SCALE { name = Down Arrow transform = StickB01 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -1 } MODEL_SCALE { name = Down Arrow transform = StickB02 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -25 } MODEL_SCALE { name = Down Arrow transform = StickB03 startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.SurfaceForwardSpeed() < -50 } TEXT_LABEL { name = Forward Speed Text transform = ForwardSpeedTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:000.0;"-----";"-----"=>$&$fc.SurfaceForwardSpeed() } TEXT_LABEL { name = Backward Speed Text transform = BackwardSpeedTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:"-----";000.0;"-----"=>$&$fc.SurfaceForwardSpeed() } TEXT_LABEL { name = Left Speed Text transform = LeftSpeedTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:"-----";000.0;"-----"=>$&$fc.SurfaceLateralSpeed() } TEXT_LABEL { name = Right Speed Text transform = RightSpeedTextObj fontSize = 55.0 font = InconsolataGo style = Bold alignment = Left anchor = UpperLeft transformOffset = 0, 0 emissive = always passiveColor = 0, 15, 0, 255 activeColor = 60, 255, 96, 255 variable = fc.GetPersistentAsNumber("Global_NB_HUD_Bright") blend = true text = <=0:000.0;"-----";"-----"=>$&$fc.SurfaceLateralSpeed() } } } } UrlConfig { parentUrl = MOARdV/Props/Indicator_Trim/MAS_Indicator_Trim_Pitch.cfg PROP { name = MAS_Indicator_Trim_Pitch MODEL { model = MOARdV/Props/Indicator_Trim/MAS_Indicator_Trim_Pitch } MODULE { name = MASComponent TRANSLATION { name = Pitch Arrow transform = PitchTrimArrowLoc startTranslation = 0, 0.04, 0 endTranslation = 0, -0.04, 0 variable = fc.Conditioned(fc.InverseLerp(fc.GetPitchTrim(), -1, 1)) blend = true speed = 0.2 } COLOR_SHIFT { name = Backlight transform = TrimIndicatorMarks, PitchTrimArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Indicator_Trim/MAS_Indicator_Trim_Yaw.cfg PROP { name = MAS_Indicator_Trim_Yaw MODEL { model = MOARdV/Props/Indicator_Trim/MAS_Indicator_Trim_Yaw } MODULE { name = MASComponent ROTATION { name = Yaw Arrow transform = YawTrimArrowLoc startRotation = 0, 0, 50 endRotation = 0, 0, -50 variable = fc.Conditioned(fc.GetYawTrim()) range = -1, 1 blend = true speed = 0.2 } COLOR_SHIFT { name = Backlight transform = TrimIndicatorMarks, YawTrimArrow passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/InternalHatch_Handle/MAS_InternalHatch_Handle.cfg PROP { name = MAS_InternalHatch_Handle MODEL { model = MOARdV/Props/InternalHatch_Handle/MAS_InternalHatch_Handle } MODULE { name = MASComponent COLLIDER_EVENT { name = Handle collider = polySurface94 onClick = fc.CrewEva(-1) } } } } UrlConfig { parentUrl = MOARdV/Props/Lever/MAS_Lever_AirBrakes_Horiz.cfg PROP { name = MAS_Lever_AirBrakes_Horiz MODEL { model = MOARdV/Props/Lever/MAS_Lever_AirBrakes } MODULE { name = MASComponent COLLIDER_EVENT { name = Spoiler Lever Collider collider = SpoilersLeverKnobObj onClick = fc.ToggleAirBrakes() sound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 } ANIMATION { name = Spoiler Lever Animation animation = SpoilersLeverAnim variable = fc.GetAirBrakes() speed = 3 } COLOR_SHIFT { name = Backlight transform = SpoilerLeverTxtObj, KnobGlow passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Lever/MAS_Lever_Flaps_Horiz.cfg PROP { name = MAS_Lever_Flaps_Horiz MODEL { model = MOARdV/Props/Lever/MAS_Lever_Flaps } MODULE { name = MASComponent COLLIDER_EVENT { name = Flaps Up Collider collider = FlapsLeverUP_collObj onClick = far.IncreaseFlapSetting() sound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 } COLLIDER_EVENT { name = Flaps Down Collider collider = FlapsLeverDown_collObj onClick = far.DecreaseFlapSetting() sound = ASET/ASET_Avionics/ModernPack/Sounds/FlapsClick01 } ROTATION { name = Lever Animation transform = FlapsLeverLoc startRotation = 0, 0, 0 endRotation = 21, 0, 0 variable = far.GetFlapSetting() range = 0, 3 blend = true longPath = true speed = 1.0 } COLOR_SHIFT { name = Backlight transform = FlapsPosMark_Obj, FlapsCtrlTxtObj, KnobGlow passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Lever/MAS_Lever_FuelCutoff_Eng_1.cfg PROP { name = MAS_Lever_FuelCutoff_Eng_1 MODEL { model = MOARdV/Props/Lever/MAS_Lever_FuelCutoff } MODULE { name = MASComponent ANIMATION { name = Fuel Cutoff Lever Door Animation animation = FuelCutoffHideAnimation variable = fc.GetPersistentAsNumber("Global_FuelDoor_State") speed = 0.8 } ROTATION { name = Fuel Cutoff Lever Rotator transform = FuelCutOffRotator startRotation = 0,0,0 endRotation = -40.5,0,0 variable = fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") range = 0.0, 1.0 blend = true speed = 10.0 } COLLIDER_EVENT { name = Fuel Cutoff Lever Collider Event collider = FuelCutoffCollider sound = ASET/ASET_Avionics/ModernPack/Sounds/FuelCutoff onClick = fc.SetPersistent("Global_FuelLeverState_Eng_1", 1) variable = fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") == 0 } COLLIDER_EVENT { name = Fuel Cutoff Lever Collider Event collider = FuelCutoffCollider sound = ASET/ASET_Avionics/ModernPack/Sounds/FuelCutoff onClick = fc.SetPersistent("Global_FuelLeverState_Eng_1", 0) variable = fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") == 1 } COLLIDER_EVENT { name = Fuel Cutoff Lever Collider Event collider = FuelCutoffCollider onClick = fc.SetEnginesEnabled(false) variable = fc.GetPersistentAsNumber("Global_FuelLeverState_Eng_1") == 1 } COLOR_SHIFT { name = Border transform = pCube12, pCube12 1, pPipe7 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Light_Bloom/MAS_Light_Bloom2_M2X.cfg PROP { name = MAS_Light_Bloom2_M2X MODEL { model = MOARdV/Props/Light_Bloom/MAS_Light_Bloom2_M2X } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = LightLeft, LightRight, WindowMesh variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 255, 255, 255, 0 activeColor = 255, 255, 255, 190 blend = true colorName = _TintColor } } } } UrlConfig { parentUrl = MOARdV/Props/Light_Bloom/MAS_Light_Bloom_M2X.cfg PROP { name = MAS_Light_Bloom_M2X MODEL { model = MOARdV/Props/Light_Bloom/MAS_Light_Bloom_M2X } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = Light variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 255, 255, 255, 0 activeColor = 255, 255, 255, 190 blend = true colorName = _TintColor } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_DigInd_Emissive_12char_Timer.cfg PROP { name = MAS_Timer_DigInd_Emissive_12char_Timer MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_12char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 8 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = ┌────── TIMER ──────┐ } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 18 transformOffset = -0.005, -0.001 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active passiveColor = 0,0,0,0 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR variable = fc.Conditioned(1) text = <=0,12:METHHH:mm:ss=>$#$fc.Select(fc.GetPersistentAsNumber("MAS_Timer_AlarmMode") > 0, 3600 * fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + 60 * fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds"), fc.Max(0, fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") - fc.UT())) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_FI_Active.cfg PROP { name = MAS_Timer_FI_Active MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator } MODULE { name = MASComponent COLOR_SHIFT { name = Nameplate Diffuse color transform = namePlate colorName = _Color passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR } COLOR_SHIFT { name = Nameplate Emissive color transform = namePlate colorName = _EmissiveColor passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR } COLOR_SHIFT { name = Warning plate Emissive color transform = WarningPlate colorName = _EmissiveColor passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Caption transform = IndicatorNameObj fontSize = 2 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0087, -0.0015 emissive = active variable = fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TIMER } MODEL_SCALE { name = WarningPlate Cover transform = CoverLoc startScale = 0, 0, 0 endScale = 0, 0, -0.9 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") > fc.UT()) } TEXTURE_SHIFT { name = Flag color transform = WarningPlate layers = _MainTex _Emissive startUV = 0.0, 0.4 } AUDIO_PLAYER { sound = ASET/ASET_Props/Sounds/ABORT trigger = ON variable = (fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") - fc.UT()) > 0 and (fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") - fc.UT()) < 60 } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_pb_rb_AlarmClosest.cfg PROP { name = MAS_Timer_pb_rb_AlarmClosest MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetPersistent("MAS_Timer_AlarmTime", fc.UT() + fc.TargetClosestApproachTime())) onRelease = fc.SetPersistent("%AUTOID%", 0) variable = fc.TargetType() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = CLOSEST$$$APPR } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.TargetType() > 0)) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.TargetType() > 0), 227 + 28 * (fc.TargetType() > 0), 246 * (1 - (fc.TargetType() > 0)), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_pb_rb_AlarmKAC.cfg PROP { name = MAS_Timer_pb_rb_AlarmKAC MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetPersistent("MAS_Timer_AlarmTime", fc.UT() + kac.TimeToAlarm())) onRelease = fc.SetPersistent("%AUTOID%", 0) variable = kac.TimeToAlarm() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = KAC$$$ALARM } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (kac.TimeToAlarm() > 0)) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (kac.TimeToAlarm() > 0), 227 + 28 * (kac.TimeToAlarm() > 0), 246 * (1 - (kac.TimeToAlarm() > 0)), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_pb_rb_AlarmNextAp.cfg PROP { name = MAS_Timer_pb_rb_AlarmNextAp MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetPersistent("MAS_Timer_AlarmTime", fc.UT() + fc.TimeToAp())) onRelease = fc.SetPersistent("%AUTOID%", 0) variable = fc.VesselFlying() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = NEXT$$$AP } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.VesselFlying())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.VesselFlying()), 227 + 28 * (fc.VesselFlying()), 246 * (1 - (fc.VesselFlying())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_pb_rb_AlarmNextMnvr.cfg PROP { name = MAS_Timer_pb_rb_AlarmNextMnvr MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetPersistent("MAS_Timer_AlarmTime", fc.UT() + fc.ManeuverNodeTime())) onRelease = fc.SetPersistent("%AUTOID%", 0) variable = fc.ManeuverNodeExists() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = NEXT$$$MNVR } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.ManeuverNodeExists())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.ManeuverNodeExists()), 227 + 28 * (fc.ManeuverNodeExists()), 246 * (1 - (fc.ManeuverNodeExists())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_pb_rb_AlarmNextPe.cfg PROP { name = MAS_Timer_pb_rb_AlarmNextPe MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetPersistent("MAS_Timer_AlarmTime", fc.UT() + fc.TimeToPe())) onRelease = fc.SetPersistent("%AUTOID%", 0) variable = fc.VesselFlying() } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = NEXT$$$PE } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.VesselFlying())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.VesselFlying()), 227 + 28 * (fc.VesselFlying()), 246 * (1 - (fc.VesselFlying())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_pb_rb_ResetAlarm.cfg PROP { name = MAS_Timer_pb_rb_ResetAlarm MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", 1 + fc.SetPersistent("MAS_Timer_AlarmTime", fc.SetPersistent("MAS_Timer_AlarmTime_Hours", fc.SetPersistent("MAS_Timer_AlarmTime_Minutes", fc.SetPersistent("MAS_Timer_AlarmTime_Seconds", 0))))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = RESET$$$ALARM } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds")) > 0)) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds")) > 0), 227 + 28 * ((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds")) > 0), 246 * (1 - ((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds")) > 0)), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_pb_rb_SetAlarm.cfg PROP { name = MAS_Timer_pb_rb_SetAlarm MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetPersistent("MAS_Timer_AlarmTime", fc.UT() + 3600 * fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + 60 * fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds"))) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = MANUAL$$$ALARM } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + ((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds")) > 0)) passiveColor = 0,0,0,255 activeColor = 206 + 49 * ((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds")) > 0), 227 + 28 * ((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds")) > 0), 246 * (1 - ((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Hours") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Minutes") + fc.GetPersistentAsNumber("MAS_Timer_AlarmTime_Seconds")) > 0)), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_SignalLamp_Timer_1min.cfg PROP { name = MAS_Timer_SignalLamp_Timer_1min MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") - fc.UT()) > 0 and (fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") - fc.UT()) < 60) and (((fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") - fc.UT()) > 15) or (fc.PeriodStep(1) > 0))) } AUDIO_PLAYER { sound = ASET/ASET_Props/Sounds/AlarmBeep01 trigger = BOTH variable = (fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") - fc.UT()) > 0 and (fc.GetPersistentAsNumber("MAS_Timer_AlarmTime") - fc.UT()) < 15 } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_tggl_ModeSelect_T1_G1_S.cfg PROP { name = MAS_Timer_tggl_ModeSelect_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_Timer_AlarmMode") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_Timer_AlarmMode") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MODE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SET } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TIMER } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_tggl_SelectHours_T1_G1_D.cfg PROP { name = MAS_Timer_tggl_SelectHours_T1_G1_D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.25 onClick = fc.SetPersistent("%AUTOID%", 1 + fc.AddPersistentWrapped("MAS_Timer_AlarmTime_Hours", 10, 0, 360)) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.25 onClick = fc.SetPersistent("%AUTOID%", -(1 + fc.AddPersistentWrapped("MAS_Timer_AlarmTime_Hours", 1, 0, 360))) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = -1, 1 variable = fc.GetPersistentAsNumber("%AUTOID%") blend = true cycleRate = 1 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = HOURS } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TENS } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNITS } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_tggl_SelectMinutes_T1_G1_D.cfg PROP { name = MAS_Timer_tggl_SelectMinutes_T1_G1_D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.25 onClick = fc.SetPersistent("%AUTOID%", 1 + fc.AddPersistentWrapped("MAS_Timer_AlarmTime_Minutes", 10, 0, 60)) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.25 onClick = fc.SetPersistent("%AUTOID%", -(1 + fc.AddPersistentWrapped("MAS_Timer_AlarmTime_Minutes", 1, 0, 60))) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = -1, 1 variable = fc.GetPersistentAsNumber("%AUTOID%") blend = true cycleRate = 1 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MINUTES } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TENS } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNITS } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_Timer/MAS_Timer_tggl_SelectSeconds_T1_G1_D.cfg PROP { name = MAS_Timer_tggl_SelectSeconds_T1_G1_D MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.25 onClick = fc.SetPersistent("%AUTOID%", 1 + fc.AddPersistentWrapped("MAS_Timer_AlarmTime_Seconds", 10, 0, 60)) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN onRelease = fc.SetPersistent("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 autoRepeat = 0.25 onClick = fc.SetPersistent("%AUTOID%", -(1 + fc.AddPersistentWrapped("MAS_Timer_AlarmTime_Seconds", 1, 0, 60))) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = -1, 1 variable = fc.GetPersistentAsNumber("%AUTOID%") blend = true cycleRate = 1 } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SECONDS } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TENS } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = UNITS } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_DigInd_Emissive_4char_Inclination.cfg PROP { name = MAS_VAP_DigInd_Emissive_4char_Inclination MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_4char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = ┌─ INCLINATION ° ─┐ } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 18 transformOffset = -0.005, -0.001 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active passiveColor = 0,0,0,0 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR variable = fc.Conditioned(1) text = <=0,4:+000;-000=>$#$fc.Floor(fc.GetPersistentAsNumber("MAS_VAP_Inclination_Input")) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_DigInd_Emissive_5char_Altitude.cfg PROP { name = MAS_VAP_DigInd_Emissive_5char_Altitude MODEL { model = ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_EmisiiveScreen_5char texture = DigitalIndicator_Diffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/DigitalIndicator_Diffuse texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/DigitalIndicator_EmissiveScreen/SmallLablePlateEmissive } MODULE { name = MASComponent TRANSLATION { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj endTranslation = 0,0,0 startTranslation = 0,-0.004,0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenOFFObj transform = DigitalIndicatorScreenOFFObj passiveColor = 0,0,0,0 colorName = _EmissiveColor } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = DigitalIndicatorScreenObj transform = DigitalIndicatorScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } TEXT_LABEL { name = DisplayNameTextObj transform = DisplayNameTextObj fontSize = 4 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = ┌── ALTITUDE, KM ──┐ } TEXT_LABEL { name = DigitIndicatorTextObj transform = DigitIndicatorTextObj fontSize = 18 transformOffset = -0.005, -0.001 font = Digital-7 Mono style = Italic alignment = Right anchor = UpperRight emissive = active passiveColor = 0,0,0,0 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR variable = fc.Conditioned(1) text = <=0,5:00000=>$#$fc.Floor(fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input")) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_NID_Altitude.cfg PROP { name = MAS_VAP_NID_Altitude MODEL { model = ASET/ASET_Props/Control/NumInputDial_NoButton/NumInputDial_NoButton } MODULE { name = MASComponent TEXT_LABEL { name = Top Caption transform = NameTopTextObj fontSize = 7 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.0359,-0.015 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = + } TEXT_LABEL { name = Bottom Caption transform = NameBottomTextObj fontSize = 7 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0359,0 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = - } TEXT_LABEL { name = Right Caption transform = TextRightObj fontSize = 7 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0,-0.01 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = ALT } COLLIDER_EVENT { name = Knob Top collider = DialColliderPlus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 onDragX = fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input", 10 * %DRAG%, 0, 100000) onDragY = fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input", 1000 * %DRAG%, 0, 100000) dragSensitivity = 5 singleAxisDrag = true } COLLIDER_EVENT { name = Knob Bottom collider = DialColliderMinus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 onDragX = fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input", -10 * %DRAG%, 0, 100000) onDragY = fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input", -1000 * %DRAG%, 0, 100000) dragSensitivity = 5 singleAxisDrag = true } COLOR_SHIFT { name = Knob lighting transform = Dash_pict, HDG_pict, Arrow_pict, Course_pict, Dash_pict, Point_pict, WideArrow_pict passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } ROTATION { name = Knob rotation transform = KnobGrp variable = fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input") % 250 startRotation = 0, 0, 0 endRotation = 0, 0, 360 range = 0, 250 modulo = 250 blend = true speed = 1 longPath = true } ANIMATION { name = Knob cover animation = NID_nb_PictSwitchAnim variable = 0 / 7 } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_NID_Inclination.cfg PROP { name = MAS_VAP_NID_Inclination MODEL { model = ASET/ASET_Props/Control/NumInputDial_NoButton/NumInputDial_NoButton } MODULE { name = MASComponent TEXT_LABEL { name = Top Caption transform = NameTopTextObj fontSize = 7 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.0359,-0.015 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = + } TEXT_LABEL { name = Bottom Caption transform = NameBottomTextObj fontSize = 7 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.0359,0 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = - } TEXT_LABEL { name = Right Caption transform = TextRightObj fontSize = 7 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0,-0.01 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = INC } COLLIDER_EVENT { name = Knob Top collider = DialColliderPlus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 onDragX = fc.AddPersistentWrapped("MAS_VAP_Inclination_Input", 8 * %DRAG%, -180, 180) dragSensitivity = 5 } COLLIDER_EVENT { name = Knob Bottom collider = DialColliderMinus sound = ASET/ASET_Props/Sounds/NID02 volume = 0.5 onDragX = fc.AddPersistentWrapped("MAS_VAP_Inclination_Input", -8 * %DRAG%, -180, 180) dragSensitivity = 5 } COLOR_SHIFT { name = Knob lighting transform = Dash_pict, HDG_pict, Arrow_pict, Course_pict, Dash_pict, Point_pict, WideArrow_pict passiveColor = 0, 0, 0, 255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } ROTATION { name = Knob rotation transform = KnobGrp variable = fc.GetPersistentAsNumber("MAS_VAP_Inclination_Input") startRotation = 0, 0, 0 endRotation = 0, 0, 360 range = -360, 360 modulo = 360 blend = true speed = 1 longPath = true } ANIMATION { name = Knob cover animation = NID_nb_PictSwitchAnim variable = 1 / 7 } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_pb_AscentSeq.cfg PROP { name = MAS_VAP_pb_AscentSeq MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = ToggleAscentAutopilot(fc.GetPersistentAsNumber("MAS_VAP_CompSelect"), mechjeb.AscentAutopilotActive(), 0, 1000 * fc.Floor(fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input")), fc.Floor(fc.GetPersistentAsNumber("MAS_VAP_Inclination_Input"))) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = mechjeb.AscentAutopilotActive() } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ASCENT$$$SEQ } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (mechjeb.AscentAutopilotActive())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (mechjeb.AscentAutopilotActive()), 227 + 28 * (mechjeb.AscentAutopilotActive()), 246 * (1 - (mechjeb.AscentAutopilotActive())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_pb_ChangeAp.cfg PROP { name = MAS_VAP_pb_ChangeAp MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", ChangeAp(fc.GetPersistentAsNumber("MAS_VAP_CompSelect"), 1000 * fc.Floor(fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input")), fc.Periapsis())) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = CHANGE$$$AP } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.GetPersistentAsNumber("%AUTOID%"))) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.GetPersistentAsNumber("%AUTOID%")), 227 + 28 * (fc.GetPersistentAsNumber("%AUTOID%")), 246 * (1 - (fc.GetPersistentAsNumber("%AUTOID%"))), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_pb_ChangePe.cfg PROP { name = MAS_VAP_pb_ChangePe MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", ChangePe(fc.GetPersistentAsNumber("MAS_VAP_CompSelect"), 1000 * fc.Floor(fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input")), fc.Apoapsis())) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = CHANGE$$$PE } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.GetPersistentAsNumber("%AUTOID%"))) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.GetPersistentAsNumber("%AUTOID%")), 227 + 28 * (fc.GetPersistentAsNumber("%AUTOID%")), 246 * (1 - (fc.GetPersistentAsNumber("%AUTOID%"))), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_pb_HohmannXfer.cfg PROP { name = MAS_VAP_pb_HohmannXfer MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", 1) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = PLOT$$$XFER } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.GetPersistentAsNumber("%AUTOID%"))) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.GetPersistentAsNumber("%AUTOID%")), 227 + 28 * (fc.GetPersistentAsNumber("%AUTOID%")), 246 * (1 - (fc.GetPersistentAsNumber("%AUTOID%"))), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_pb_ManeuverSeq.cfg PROP { name = MAS_VAP_pb_ManeuverSeq MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = ToggleManeuverAutopilot(fc.GetPersistentAsNumber("MAS_VAP_CompSelect"), mechjeb.ManeuverNodeExecutorActive(), fc.GetManeuverPilotActive(), fc.ManeuverNodeExists()) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = mechjeb.ManeuverNodeExecutorActive() or fc.GetManeuverPilotActive() } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = MNVR$$$SEQ } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (mechjeb.ManeuverNodeExecutorActive() or fc.GetManeuverPilotActive())) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (mechjeb.ManeuverNodeExecutorActive() or fc.GetManeuverPilotActive()), 227 + 28 * (mechjeb.ManeuverNodeExecutorActive() or fc.GetManeuverPilotActive()), 246 * (1 - (mechjeb.ManeuverNodeExecutorActive() or fc.GetManeuverPilotActive())), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_pb_MatchVelocity.cfg PROP { name = MAS_VAP_pb_MatchVelocity MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_White texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.SetPersistent("%AUTOID%", 1) onRelease = fc.SetPersistent("%AUTOID%", 0) } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Button Text transform = Legend_Center fontSize = 3.85 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = MATCH$$$VEL } COLOR_SHIFT { name = Button Color transform = pb_Full_Lens_Obj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight") + (fc.GetPersistentAsNumber("%AUTOID%"))) passiveColor = 0,0,0,255 activeColor = 206 + 49 * (fc.GetPersistentAsNumber("%AUTOID%")), 227 + 28 * (fc.GetPersistentAsNumber("%AUTOID%")), 246 * (1 - (fc.GetPersistentAsNumber("%AUTOID%"))), 255 blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_Script.cfg MAS_LUA { name = MAS_VAP Scripts script = MOARdV/Props/MAS_VAP/MAS_VAP.lua } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_SignalLamp_AscSeqValid.cfg PROP { name = MAS_VAP_SignalLamp_AscSeqValid MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_VAP_CompSelect") and mechjeb.Available()) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_SignalLamp_ChangeApValid.cfg PROP { name = MAS_VAP_SignalLamp_ChangeApValid MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned((1000 * fc.Floor(fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input")) > fc.Periapsis()) and (mechjeb.Available() or (fc.GetPersistentAsNumber("MAS_VAP_CompSelect") == 0))) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_SignalLamp_ChangePeValid.cfg PROP { name = MAS_VAP_SignalLamp_ChangePeValid MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned((1000 * fc.Floor(fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input")) < fc.Apoapsis()) and (mechjeb.Available() or (fc.GetPersistentAsNumber("MAS_VAP_CompSelect") == 0))) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_SignalLamp_HohmannXferValid.cfg PROP { name = MAS_VAP_SignalLamp_HohmannXferValid MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned((fc.TargetType() > 0) and (mechjeb.Available() or (fc.GetPersistentAsNumber("MAS_VAP_CompSelect") == 0))) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_SignalLamp_MatchVelValid.cfg PROP { name = MAS_VAP_SignalLamp_MatchVelValid MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned((fc.TargetType() > 0) and (mechjeb.Available() or (fc.GetPersistentAsNumber("MAS_VAP_CompSelect") == 0))) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_SignalLamp_MnvrSeqValid.cfg PROP { name = MAS_VAP_SignalLamp_MnvrSeqValid MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.ManeuverNodeExists() and (mechjeb.Available() or (fc.GetPersistentAsNumber("MAS_VAP_CompSelect") == 0))) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_STS_TW_Altitude.cfg PROP { name = MAS_VAP_STS_TW_Altitude MODEL { model = ASET/ASET_Props/Instruments/STS_Thumbwheels_Assembly/STS_Thumbwheels_Assembly_4W } MODULE { name = MASComponent COLOR_SHIFT { name = Backlight transform = TW_W1_Drum_Obj, TW_W2_Drum_Obj, TW_W3_Drum_Obj, TW_W4_Drum_Obj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXT_LABEL { name = Lower Caption transform = TextTopObj2 fontSize = 8 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0, -0.005 emissive = active passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true text = ┌── ALTITUDE, KM ──┐ } ROTATION { name = Units transform = TW_W4_Grp variable = fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_U") startRotation = 0, 0, 0 endRotation = -360, 0, 0 range = 0, 10 modulo = 10 blend = true speed = 1 longPath = true } COLLIDER_EVENT { name = Units+ collider = TW_W4_Collider_UP sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("MAS_VAP_Altitiude_Input", fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input_U", 1, 0, 10) + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_T") * 10 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_H") * 100 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_Th") * 1000) } COLLIDER_EVENT { name = Units- collider = TW_W4_Collider_DOWN sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("MAS_VAP_Altitiude_Input", fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input_U", -1, 0, 10) + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_T") * 10 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_H") * 100 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_Th") * 1000) } ROTATION { name = Tens transform = TW_W3_Grp variable = fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_T") startRotation = 0, 0, 0 endRotation = -360, 0, 0 range = 0, 10 modulo = 10 blend = true speed = 1 longPath = true } COLLIDER_EVENT { name = Tens+ collider = TW_W3_Collider_UP sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("MAS_VAP_Altitiude_Input", fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_U") + fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input_T", 1, 0, 10) * 10 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_H") * 100 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_Th") * 1000) } COLLIDER_EVENT { name = Tens- collider = TW_W3_Collider_DOWN sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("MAS_VAP_Altitiude_Input", fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_U") + fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input_T", -1, 0, 10) * 10 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_H") * 100 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_Th") * 1000) } ROTATION { name = Hundreds transform = TW_W2_Grp variable = fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_H") startRotation = 0, 0, 0 endRotation = -360, 0, 0 range = 0, 10 modulo = 10 blend = true speed = 1 longPath = true } COLLIDER_EVENT { name = Hundreds+ collider = TW_W2_Collider_UP sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("MAS_VAP_Altitiude_Input", fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_U") + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_T") * 10 + fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input_H", 1, 0, 10) * 100 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_Th") * 1000) } COLLIDER_EVENT { name = Hundreds- collider = TW_W2_Collider_DOWN sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("MAS_VAP_Altitiude_Input", fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_U") + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_T") * 10 + fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input_H", -1, 0, 10) * 100 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_Th") * 1000) } ROTATION { name = Thousands transform = TW_W1_Grp variable = fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_Th") startRotation = 0, 0, 0 endRotation = -360, 0, 0 range = 0, 10 modulo = 10 blend = true speed = 1 longPath = true } COLLIDER_EVENT { name = Thousands+ collider = TW_W1_Collider_UP sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("MAS_VAP_Altitiude_Input", fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_U") + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_T") * 10 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_H") * 100 + fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input_Th", 1, 0, 10) * 1000) } COLLIDER_EVENT { name = Thousands- collider = TW_W1_Collider_DOWN sound = ASET/ASET_Props/Sounds/click-027 volume = 1 onClick = fc.SetPersistent("MAS_VAP_Altitiude_Input", fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_U") + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_T") * 10 + fc.GetPersistentAsNumber("MAS_VAP_Altitiude_Input_H") * 100 + fc.AddPersistentWrapped("MAS_VAP_Altitiude_Input_Th", -1, 0, 10) * 1000) } } } } UrlConfig { parentUrl = MOARdV/Props/MAS_VAP/MAS_VAP_tggl_CompSelect_T1_G1_S.cfg PROP { name = MAS_VAP_tggl_CompSelect_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.TogglePersistent("MAS_VAP_CompSelect") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("MAS_VAP_CompSelect") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COMPUTER$$$SELECT } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MECHJEB } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MAS } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MCP_RotaryWheel/MAS_MCP_RotaryWheel_LR.cfg PROP { name = MAS_MCP_RotaryWheel_LR MODEL { model = MOARdV/Props/MCP_RotaryWheel/MAS_MCP_RotaryWheel_LR } MODULE { name = MASComponent ROTATION { name = Wheel Animator transform = RotaryWheelGrp startRotation = 180, 0, 0 endRotation = -180, 0, 0 variable = fc.Conditioned(fc.GetYawTrim()) range = -1, 1 blend = true speed = 5 longPath = true } COLLIDER_EVENT { name = Collider collider = VSpeedColliderMinus onClick = fc.Conditioned(fc.SetYawTrim(fc.AddPersistentClamped("MAS_Yaw_Trim", -0.02, -1, 1))) } COLLIDER_EVENT { name = Collider collider = VSpeedColliderPlus onClick = fc.Conditioned(fc.SetYawTrim(fc.AddPersistentClamped("MAS_Yaw_Trim", 0.02, -1, 1))) } COLOR_SHIFT { name = Backlight transform = TextObj, WheelWhiteMarksObj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/MCP_RotaryWheel/MAS_MCP_RotaryWheel_UD.cfg PROP { name = MAS_MCP_RotaryWheel_UD MODEL { model = MOARdV/Props/MCP_RotaryWheel/MAS_MCP_RotaryWheel_UD } MODULE { name = MASComponent ROTATION { name = Wheel Animator transform = RotaryWheelGrp startRotation = 180, 0, 0 endRotation = -180, 0, 0 variable = fc.Conditioned(fc.GetPitchTrim()) range = -1, 1 blend = true speed = 5 longPath = true } COLLIDER_EVENT { name = Collider collider = VSpeedColliderMinus onClick = fc.Conditioned(fc.SetPitchTrim(fc.AddPersistentClamped("MAS_Pitch_Trim", -0.02, -1, 1))) } COLLIDER_EVENT { name = Collider collider = VSpeedColliderPlus onClick = fc.Conditioned(fc.SetPitchTrim(fc.AddPersistentClamped("MAS_Pitch_Trim", 0.02, -1, 1))) } COLOR_SHIFT { name = Backlight transform = TextObj, WheelWhiteMarksObj passiveColor = COLOR_ASET_AIRCRAFTGAUGESCALE_PASSIVECOLOR activeColor = COLOR_ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_6char_DataLoadPanel.cfg PROP { name = MAS.6char_DataLoadPanel MODEL { model = MOARdV/Props/Monitor_8char/Monitor_8char } MODULE { name = MASMonitor screenTransform = MonitorScreen03 layer = _Emissive screenSize = 128, 32 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS-MdV-DataLoadPanel6 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_6char_DataLoadPanel.cfg MAS_PAGE { name = MAS-MdV-DataLoadPanel6 TEXT { text = 888888 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR position = 1,-0.16 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On")* (mechjeb.Available() > 0)) } TEXT { text = <=0,6=> $&$ fc.GetPersistentAsNumber("MAS_MJComp_Buffer") position = 1,-0.16 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On")* (mechjeb.Available() > 0)) } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_6char_DataLoadPanel_APEx.cfg PROP { name = MAS_6char_DataLoadPanel_APEx MODEL { model = MOARdV/Props/Monitor_8char/Monitor_8char } MODULE { name = MASMonitor screenTransform = MonitorScreen03 layer = _Emissive screenSize = 128, 32 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS_6char_PG_DataLoadPanel_APEx } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_6char_DataLoadPanel_APEx.cfg MAS_PAGE { name = MAS_6char_PG_DataLoadPanel_APEx TEXT { text = 888888 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR position = 1,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On")* (mechjeb.Available() > 0)) } TEXT { text = <=0,6=> $&$ fc.GetPersistentAsNumber("MAS_MJComp_Buffer") position = 1,0 variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_MJComp_On")* (mechjeb.Available() > 0)) } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_Clock_Apsis.cfg PROP { name = MAS_7char_Clock_Apsis MODEL { model = MOARdV/Props/Monitor_8char/Monitor_8char } MODULE { name = MASMonitor screenTransform = MonitorScreen03 layer = _Emissive screenSize = 128, 32 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS-MdV-OrbitApsis7 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_Clock_Apsis.cfg MAS_PAGE { name = MAS-MdV-OrbitApsis7 TEXT { text = 888[@x8]88[@x16]88 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) position = 0,-0.16 } TEXT { text = <=0:METHHH[@x8]mm[@x16]ss=> $&$ MAS_Clock_Apsis() variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (fc.OrbitPeriod() > 0)) position = 0,-0.16 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_Clock_Node_Timer.cfg PROP { name = MAS_7char_Clock_Node_Timer MODEL { model = MOARdV/Props/Monitor_8char/Monitor_8char } MODULE { name = MASMonitor screenTransform = MonitorScreen03 layer = _Emissive screenSize = 128, 32 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS_7char_PG_Clock_Node_Timer } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_Clock_Node_Timer.cfg MAS_PAGE { name = MAS_7char_PG_Clock_Node_Timer TEXT { text = 888[@x8]88[@x16]88 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) position = 0,-0.04 } TEXT { text = <=0:METHHH[@x8]mm[@x16]ss=> $&$ fc.GetPersistentAsNumber("MAS_Clock_Node_Time") variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * fc.GetPersistentAsNumber("MAS_Clock_Node_Time")) > 0 position = 0,-0.04 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_Clock_Stopwatch.cfg PROP { name = MAS.7char_Clock_Stopwatch MODEL { model = MOARdV/Props/Monitor_8char/Monitor_8char } MODULE { name = MASMonitor screenTransform = MonitorScreen03 layer = _Emissive screenSize = 128, 32 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS-MdV-Stopwatch7 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_Clock_Stopwatch.cfg MAS_PAGE { name = MAS-MdV-Stopwatch7 TEXT { text = 888[@x8]88[@x16]88 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) position = 0,-0.16 } TEXT { text = <=0:METHHH[@x8]mm[@x16]ss=> $&$ MAS_Clock_Stopwatch() variable = fc.Conditioned(MAS_Clock_Stopwatch() > 0) position = 0,-0.16 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_Clock_Time.cfg PROP { name = MAS.7char_Clock_Time MODEL { model = MOARdV/Props/Monitor_8char/Monitor_8char } MODULE { name = MASMonitor screenTransform = MonitorScreen03 layer = _Emissive screenSize = 128, 32 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS-MdV-Time7 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_Clock_Time.cfg MAS_PAGE { name = MAS-MdV-Time7 TEXT { text = 888[@x8]88[@x16]88 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) position = 0,-0.16 } TEXT { text = <=0:METHHH[@x8]mm[@x16]ss=> $&$ MAS_Clock_Time() variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) position = 0,-0.16 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_OrbitPeriod.cfg PROP { name = MAS.7char_OrbitPeriod MODEL { model = MOARdV/Props/Monitor_8char/Monitor_8char } MODULE { name = MASMonitor screenTransform = MonitorScreen03 layer = _Emissive screenSize = 128, 32 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS-MdV-OrbitPeriod7 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_7char_OrbitPeriod.cfg MAS_PAGE { name = MAS-MdV-OrbitPeriod7 TEXT { text = 888[@x8]88[@x16]88 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On")) position = 0,-0.16 } TEXT { text = <=0:METHHH[@x8]mm[@x16]ss=> $&$ fc.OrbitPeriod() variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Clock_On") * (fc.OrbitPeriod() > 0)) position = 0,-0.16 } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_8char_PSU_APEx.cfg PROP { name = MAS_8char_PSU_APEx MODEL { model = MOARdV/Props/Monitor_8char/Monitor_8char } MODULE { name = MASMonitor screenTransform = MonitorScreen03 layer = _Emissive screenSize = 128, 32 fontSize = 16, 32 font = Digital-7 Mono style = Italic textColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS_8char_PG_PSU } } } UrlConfig { parentUrl = MOARdV/Props/Monitor_8char/MAS_8char_PSU_APEx.cfg MAS_PAGE { name = MAS_8char_PG_PSU TEXT { text = 88888888 textColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR variable = fc.Conditioned(1) position = 0,0.16 } TEXT { text = *24V/12V variable = fc.Conditioned(1) position = 0,0.16 } } } UrlConfig { parentUrl = MOARdV/Props/Rail_Bloom/MAS_Rail_Bloom_M2X.cfg PROP { name = MAS_Rail_Bloom_M2X MODEL { model = MOARdV/Props/Rail_Bloom/MAS_Rail_Bloom_M2X } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = SideRailBloom, RingBloom variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 255, 255, 255, 0 activeColor = 255, 255, 255, 190 blend = true colorName = _TintColor } } } } UrlConfig { parentUrl = MOARdV/Props/Rail_Emissive/MAS_Rail_Emissive_M2X.cfg PROP { name = MAS_Rail_Emissive_M2X MODEL { model = MOARdV/Props/Rail_Emissive/MAS_Rail_Emissive_M2X } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = SideRailEmissive, FrontRingEmissive variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PANELDIVIDER_PRIMARY_BACKLIGHTCOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Rail_Emissive/MAS_Rail_Emissive_Target_Angle_Align_M2X.cfg PROP { name = MAS_Rail_Emissive_Target_Angle_Align_M2X MODEL { model = MOARdV/Props/Rail_Emissive/MAS_Rail_Emissive_Ring_M2X } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = RingEmissive passiveColor = 30,30,255,255 } MODEL_SCALE { name = Warnings transform = RingEmissive startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.TargetIsVessel() == 1 and fc.TargetAngle() < 1 and fc.PeriodStep(3) == 1) } } } } UrlConfig { parentUrl = MOARdV/Props/Rail_Emissive/MAS_Rail_Emissive_Target_Angle_M2X.cfg PROP { name = MAS_Rail_Emissive_Target_Angle_M2X MODEL { model = MOARdV/Props/Rail_Emissive/MAS_Rail_Emissive_Ring_M2X } MODULE { name = MASComponent COLOR_SHIFT { name = Warnings transform = RingEmissive passiveColor = 0,255,0,255 activeColor = COLOR_ASET_PANELDIVIDER_PRIMARY_BACKLIGHTCOLOR variable = fc.Conditioned(fc.InverseLerp(fc.TargetAngle(), 0, 180)) blend = true } MODEL_SCALE { name = Warnings transform = RingEmissive startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.TargetIsVessel() == 1 and fc.TargetAngle() > 1) } } } } UrlConfig { parentUrl = MOARdV/Props/Rudder_Pedals/MAS_Rudder_Pedals_APEX.cfg PROP { name = MAS_Rudder_Pedals_APEX MODEL { model = MOARdV/Props/Rudder_Pedals/MAS_Rudder_Pedals_APEX } MODULE { name = MASComponent ANIMATION { name = Rudder Animation animation = RudderAnimation variable = fc.InverseLerp(fc.StickYaw(), -1, 1) speed = 1 } COLOR_SHIFT { name = Border transform = PedalEmissive1, PedalEmissive2, PedalEmissive3, PedalEmissive4 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Seat/MAS_Seat_Fighter.cfg PROP { name = MAS_Seat_Fighter MODEL { model = MOARdV/Props/Seat/MAS_Seat_Fighter } MODULE { name = MASComponent startupScript = MAS_Seat_Fighter() COLLIDER_EVENT { name = Collider collider = pb_Full_Cap_Grp sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.TogglePersistent("%AUTOID%_Enable") variable = fc.Conditioned(1) } ANIMATION_PLAYER { name = Button press animation animation = pb_Animation animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%_Enable") } ANIMATION_PLAYER { name = Screen animation animation = Screen_Animation animationSpeed = 1.0 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_Enable")) } COLOR_SHIFT { name = Button Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Projector Emissive transform = ProjectorLens variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_Enable")) passiveColor = 10,10,10,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } INT_LIGHT { name = Projector Light lightName = ProjectorLight color = 255, 255, 255, 255 intensity = 1 variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_Enable")) } COLLIDER_EVENT { name = Move X_L collider = button_MoveLeft onDragX = MAS_swRotary_V2("COCKPIT_SEAT_TRAVERSAL_X", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.3 } COLLIDER_EVENT { name = Move X_R collider = button_MoveRight onDragX = MAS_swRotary_V2("COCKPIT_SEAT_TRAVERSAL_X", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.3 } COLLIDER_EVENT { name = Move Z_B collider = button_MoveBck onDragY = MAS_swRotary_V2("COCKPIT_SEAT_TRAVERSAL_Y", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.3 } COLLIDER_EVENT { name = Move Z_F collider = button_MoveFwd onDragY = MAS_swRotary_V2("COCKPIT_SEAT_TRAVERSAL_Y", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.3 } COLLIDER_EVENT { name = Height Collider collider = button_MoveAlt onDragY = MAS_swRotary_V2("COCKPIT_SEAT_POSITION", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.3 } COLLIDER_EVENT { name = Rotation Collider collider = button_Rotate onDragX = MAS_swRotary_V2("COCKPIT_SEAT_ROTATION", %DRAG%, "MOARdV/Sounds/Motor_Loop") dragSensitivity = 0.3 } COLLIDER_EVENT { name = Reset Collider collider = button_Reset onClick = MAS_Seat_Fighter() } TRANSLATION { name = Seat Height transform = SeatTransformZ startTranslation = 0, 0, 0 endTranslation = 0, 0.065, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_POSITION") blend = true speed = 0.7 } TRANSLATION { name = Seat Position LR transform = SeatTransformX startTranslation = 0.13, 0, 0 endTranslation = -0.13, 0, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_TRAVERSAL_X") blend = true speed = 0.7 } TRANSLATION { name = Seat Position FB transform = SeatTransformY startTranslation = 0, 0, 0.13 endTranslation = 0, 0, -0.13 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_TRAVERSAL_Y") blend = true speed = 0.7 } ROTATION { name = Seat Rotation transform = SeatTransformZ startRotation = 0, -100, 0 endRotation = 0, 100, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_ROTATION") range = 0, 1 longPath = true blend = true speed = 0.5 } TRANSLATION { name = Rotate Mark transform = RotationMark startTranslation = 0.1116, 0, 0 endTranslation = -0.1116, 0, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_ROTATION") blend = true } TRANSLATION { name = Height Mark transform = HeightMark startTranslation = 0, -0.115, 0 endTranslation = 0, 0.115, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_POSITION") blend = true } TRANSLATION { name = Position Mark X transform = PositionTranslationX startTranslation = 0.09655, 0, 0 endTranslation = -0.09655, 0, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_TRAVERSAL_X") blend = true } TRANSLATION { name = Position Mark Y transform = PositionTranslationY startTranslation = 0, -0.09655, 0 endTranslation = 0, 0.09655, 0 variable = fc.GetPersistentAsNumber("COCKPIT_SEAT_TRAVERSAL_Y") blend = true } TEXT_LABEL { name = Button Caption transform = PanelTextTop_bklt fontSize = 5.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SHOW$$$CTRL } TEXT_LABEL { name = Upper Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_Enable") == 0) activeColor = COLOR_MOARdV_IndicatorLampAmber passiveColor = COLOR_MOARdV_PassiveBacklightText text = OFF } TEXT_LABEL { name = Lower Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("%AUTOID%_Enable") == 1) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ON } } MODULE { name = MASMonitor monitorID = MAS_Seat_Fighter_Display screenTransform = FlatMon40x10Screen layer = _MainTex screenSize = 640, 640 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = 240, 240, 240, 255 backgroundColor = 255, 255, 255, 0 page = MAS_Seat_Fighter_PG } } } UrlConfig { parentUrl = MOARdV/Props/Seat/MAS_Seat_Fighter.cfg MAS_PAGE { name = MAS_Seat_Fighter_PG IMAGE { name = Display texture = MOARdV/Props/Seat/ScreenBG } } } UrlConfig { parentUrl = MOARdV/Props/Seat/RPM_Seat_V3_Adv.cfg PROP { name = RPM_Seat_V3_Adv MODEL { model = MOARdV/Props/Seat/MAS_Seat_V3_Adv } MODULE { name = JSIActionGroupSwitch switchTransform = Button_Rotate_L.collider animationName = SeatRotate_L switchSound = ASET/ASET_Props/Sounds/motor2 actionName = dummy } MODULE { name = JSIActionGroupSwitch switchTransform = Button_Rotate_R.collider animationName = SeatRotate_R switchSound = ASET/ASET_Props/Sounds/motor2 actionName = dummy } MODULE { name = JSIActionGroupSwitch switchTransform = Button_Height.collider animationName = SeatHeight switchSound = ASET/ASET_Props/Sounds/motor2 actionName = dummy } MODULE { name = JSIActionGroupSwitch switchTransform = Button_Tilt.collider animationName = SeatTilt switchSound = ASET/ASET_Props/Sounds/motor2 actionName = dummy } MODULE { name = JSILabel transformName = CMDname alignment = Center anchor = MiddleCenter transformOffset = 0.078,-0.009 fontName = Arial fontSize = 11 emissive = active zeroColor = 0,0,0,255 labelText = <=0=> $&$CREWLOCAL_0_FULL oneshot = true } } } UrlConfig { parentUrl = MOARdV/Props/Seat/RPM_Seat_V3_Adv.cfg MODULE { name = JSICallbackAnimator variableName = PERSISTENT_COCKPIT_SEAT_POSITION VARIABLESET { controlledTransform = Rotate_L localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/motor alarmSoundVolume = 0.5 } } } UrlConfig { parentUrl = MOARdV/Props/Seat/RPM_Seat_V3_Adv.cfg MODULE { name = JSICallbackAnimator variableName = PERSISTENT_COCKPIT_SEAT_POSITION VARIABLESET { controlledTransform = Rotate_R localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = 0.5,1.1 alarmSound = ASET/ASET_Props/Sounds/motor alarmSoundVolume = 0.5 } } } UrlConfig { parentUrl = MOARdV/Props/Seat/RPM_Seat_V3_Adv.cfg MODULE { name = JSICallbackAnimator variableName = PERSISTENT_COCKPIT_SEAT_POSITION VARIABLESET { controlledTransform = Height localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = -0.5,0.5 alarmSound = ASET/ASET_Props/Sounds/motor alarmSoundVolume = 0.5 } } } UrlConfig { parentUrl = MOARdV/Props/Seat/RPM_Seat_V3_Adv.cfg MODULE { name = JSICallbackAnimator variableName = PERSISTENT_COCKPIT_SEAT_POSITION VARIABLESET { controlledTransform = Tilt localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = -0.5,0.5 alarmSound = ASET/ASET_Props/Sounds/motor alarmSoundVolume = 0.5 } } } UrlConfig { parentUrl = MOARdV/Props/Seat/RPM_Seat_V3_Adv.cfg MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SEATV3_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = MOARdV/Props/Seat/RPM_Seat_V3_Adv.cfg MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = SwitchNamePlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } } UrlConfig { parentUrl = MOARdV/Props/Seat/RPM_Seat_V3_Basic.cfg PROP { name = RPM_Seat_V3_Basic MODEL { model = MOARdV/Props/Seat/MAS_Seat_V3_Basic } MODULE { name = JSIActionGroupSwitch switchTransform = Button_Height.collider animationName = SeatHeight switchSound = ASET/ASET_Props/Sounds/motor2 actionName = dummy } MODULE { name = JSIActionGroupSwitch switchTransform = Button_Tilt.collider animationName = SeatTilt switchSound = ASET/ASET_Props/Sounds/motor2 actionName = dummy } MODULE { name = JSILabel transformName = CMDname alignment = Center anchor = MiddleCenter transformOffset = 0.078,-0.009 fontName = Arial fontSize = 11 emissive = active zeroColor = 0,0,0,255 labelText = <=0=> $&$CREWLOCAL_0_FULL oneshot = true } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_COCKPIT_SEAT_POSITION VARIABLESET { controlledTransform = Height localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = -0.5,0.5 alarmSound = ASET/ASET_Props/Sounds/motor alarmSoundVolume = 0.5 } } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_COCKPIT_SEAT_POSITION VARIABLESET { controlledTransform = Tilt localTranslationStart = 0,0,0 localTranslationEnd = 0,0,0 scale = -0.5,0.5 alarmSound = ASET/ASET_Props/Sounds/motor alarmSoundVolume = 0.5 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SEATV3_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,0 activeColor = COLOR_ASET_STANDART_PUSHBUTTON_ACTIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = buttonBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = MOARdV/Props/Shield/MAS_Shield_2m_Cone.cfg PROP { name = MAS_Shield_2m_Cone MODEL { model = MOARdV/Props/Shield/MAS_Shield_2m_Cone } MODULE { name = MASComponent ANIMATION_PLAYER { name = Shield Animation animation = Shield_Animation variable = fc.Conditioned(fc.GetResourceConverterActive(5)) speed = 2 } TEXTURE_SHIFT { name = Back Texture Animation transform = Icosphere startUV = 0.0, 0.0 endUV = fc.GetPersistentAsNumber("%AUTOID%_Animation") * 100, 0.0 layers = _BackTex variable = fc.Conditioned(fc.GetResourceConverterActive(5)) blend = true } TRIGGER_EVENT { name = Texture Animation event = fc.AddPersistentWrapped("%AUTOID%_Animation", 0.001, 0, 1) variable = fc.Conditioned(fc.GetResourceConverterActive(5)) autoRepeat = true } } } } UrlConfig { parentUrl = MOARdV/Props/Shield_Indicator/MAS_Shield_Indicator.cfg PROP { name = MAS_Shield_Indicator MODEL { model = MOARdV/Props/Shield_Indicator/MAS_Shield_Indicator } MODULE { name = MASComponent MODEL_SCALE { name = Power on transform = Shield_Indicator_Transform startScale = -1, -1, -1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.GetResourceConverterActive(5)) } ANIMATION { name = Shield Bar Animation animation = Shield_Bar_Animation variable = fc.Conditioned(fc.ResourcePercent("ShieldCharge")) speed = 1 } COLOR_SHIFT { name = Bar Color transform = Shield_Bar passiveColor = 255, 0, 0, 255 activeColor = 0, 255, 0, 255 variable = fc.Conditioned(fc.ResourcePercent("ShieldCharge")) blend = true colorName = _EmissiveColor } } } } UrlConfig { parentUrl = MOARdV/Props/SignalLamp/MAS_SignalLamp_Eng_1_Fuel_Pump.cfg PROP { name = MAS_SignalLamp_Eng_1_Fuel_Pump MODEL { model = MOARdV/Props/SignalLamp/MAS_SignalLamp_Double } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color On transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampRed colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1") } } } } UrlConfig { parentUrl = MOARdV/Props/SignalLamp/MAS_SignalLamp_Eng_1_Ready.cfg PROP { name = MAS_SignalLamp_Eng_1_Ready MODEL { model = MOARdV/Props/SignalLamp/MAS_SignalLamp_Double } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_1") or engine.GetEngineGroupActive(1) == 1) } MODEL_SCALE { name = Lamp On transform = LampObj2 startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color On transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampRed colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_1") or engine.GetEngineGroupActive(1) == 1 } COLOR_SHIFT { name = Lamp Color On transform = LampObj2 passiveColor = 0, 0, 0, 0 colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampAmber variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_1") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_1") == 0 flashRate = 0.5 } } } } UrlConfig { parentUrl = MOARdV/Props/SignalLamp/MAS_SignalLamp_Eng_2_Fuel_Pump.cfg PROP { name = MAS_SignalLamp_Eng_2_Fuel_Pump MODEL { model = MOARdV/Props/SignalLamp/MAS_SignalLamp_Double } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color On transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampRed colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2") } } } } UrlConfig { parentUrl = MOARdV/Props/SignalLamp/MAS_SignalLamp_Eng_2_Ready.cfg PROP { name = MAS_SignalLamp_Eng_2_Ready MODEL { model = MOARdV/Props/SignalLamp/MAS_SignalLamp_Double } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_2") or engine.GetEngineGroupActive(2) == 1) } MODEL_SCALE { name = Lamp On transform = LampObj2 startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color On transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampRed colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_2") or engine.GetEngineGroupActive(2) == 1 } COLOR_SHIFT { name = Lamp Color On transform = LampObj2 passiveColor = 0, 0, 0, 0 colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampAmber variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_2") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_2") == 0 flashRate = 0.5 } } } } UrlConfig { parentUrl = MOARdV/Props/SignalLamp/MAS_SignalLamp_Eng_3_Fuel_Pump.cfg PROP { name = MAS_SignalLamp_Eng_3_Fuel_Pump MODEL { model = MOARdV/Props/SignalLamp/MAS_SignalLamp_Double } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color On transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampRed colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3") } } } } UrlConfig { parentUrl = MOARdV/Props/SignalLamp/MAS_SignalLamp_Eng_3_Ready.cfg PROP { name = MAS_SignalLamp_Eng_3_Ready MODEL { model = MOARdV/Props/SignalLamp/MAS_SignalLamp_Double } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_3") or engine.GetEngineGroupActive(3) == 1) } MODEL_SCALE { name = Lamp On transform = LampObj2 startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color On transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampRed colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_3") or engine.GetEngineGroupActive(3) == 1 } COLOR_SHIFT { name = Lamp Color On transform = LampObj2 passiveColor = 0, 0, 0, 0 colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampAmber variable = fc.GetPersistentAsNumber("Global_FuelPumpState_Eng_3") == 1 and fc.GetPersistentAsNumber("Global_StarterState_Eng_3") == 0 flashRate = 0.5 } } } } UrlConfig { parentUrl = MOARdV/Props/SignalLamp/MAS_SignalLamp_Timer_KAC_1min.cfg PROP { name = MAS_SignalLamp_Timer_KAC_1min MODEL { model = MOARdV/Props/SignalLamp/MAS_SignalLamp_Double } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(kac.TimeToAlarm() > 0 and (kac.TimeToAlarm() < 60)) } AUDIO_PLAYER { sound = ASET/ASET_Props/Sounds/AlarmBeep01 trigger = BOTH variable = fc.Conditioned(kac.TimeToAlarm() > 0 and kac.TimeToAlarm() < 15) } } } } UrlConfig { parentUrl = MOARdV/Props/SignalLamp/MAS_SignalLamp_VesselView_Holo.cfg PROP { name = MAS_SignalLamp_VesselView_Holo MODEL { model = MOARdV/Props/SignalLamp/MAS_SignalLamp_Double } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.GetPersistentAsNumber("Global-VVEnabled") } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.GetPersistentAsNumber("Global-VVEnabled") } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = 255,255,240,255 variable = fc.GetPersistentAsNumber("Global-VVEnabled") } } } } UrlConfig { parentUrl = MOARdV/Props/SquareMonitorTypeA/MAS_DataMonitor.cfg PROP { name = MAS_DataMonitor MODEL { model = MOARdV/Props/SquareMonitorTypeA/SquareMonitorTypeA } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider scale = 2.5, 1.0, 2.5 } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = fc.SetPersistent("%AUTOID%_DM", "MAS_DM_" .. fc.AddPersistentWrapped("%AUTOID%_Page", 1, 0, 3)) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } } MODULE { name = MASMonitor screenTransform = MonitorScreen01 textureLayerID = _Emissive screenSize = 512, 512 fontSize = 16, 32 font = InconsolataGo style = Bold textColor = COLOR_MFD2_TEXT backgroundColor = 4, 4, 8, 255 monitorID = %AUTOID%_DM page = MAS_DM_Init page = MAS_DM_1 page = MAS_DM_2 page = MAS_DM_0 } } } UrlConfig { parentUrl = MOARdV/Props/SquareMonitorTypeA/MAS_DataMonitor.cfg MAS_PAGE { name = MAS_DM_Init TEXT { name = What to do position = 3.5, 7.5 text = Tap screen to change page } } } UrlConfig { parentUrl = MOARdV/Props/SquareMonitorTypeA/MAS_DataMonitor.cfg MAS_PAGE { name = MAS_DM_1 NAVBALL { name = PFD navball model = ASET/ASET_Props/MFDs/ALCORPFD/NavBall texture = ASET/ASET_Props/MFDs/ALCORPFD/NavBall000 position = 256, 256 size = 512, 512 iconScale = 1.25 } IMAGE { name = Navball Mask texture = MOARdV/MFD/navBallMask512x512 position = 0, 0 } TEXT { name = Caption text = Attitude Indicator } } } UrlConfig { parentUrl = MOARdV/Props/SquareMonitorTypeA/MAS_DataMonitor.cfg MAS_PAGE { name = MAS_DM_2 IMAGE { texture = MOARdV/MFD/commNet160x32 position = 8, 8 size = 48, 48 tiling = 0.2, 1 uvShift = 0.2 * fc.CommNetSignalQuality(), 0 } TEXT { name = Ground Station Caption position = 0, 3 text = GROUND STATION: } TEXT { name = Ground Station Name position = 0, 4 text = <=0=> $&$ fc.ScrollingMarquee(fc.CommNetEndpoint(), 24, 1) textColor = COLOR_MFD2_TEXT_HIGHLIGHT } IMAGE { name = CommNet Communicate Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 400, 24 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.CommNetCanCommunicate() } TEXT { name = CommNet Communicate Status text = [#<=0:"00ff00";"7f7f7f"=>]VOICE $&$ fc.CommNetCanCommunicate() - 0.5 position = 26, 1 } IMAGE { name = CommNet Science Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 400, 88 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.CommNetCanScience() } TEXT { name = CommNet Science Status text = [#<=0:"00ff00";"7f7f7f"=>]DATA $&$ fc.CommNetCanScience() - 0.5 position = 26.5, 3 } IMAGE { name = CommNet Connected Home Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 400, 152 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.CommNetConnectedHome() } TEXT { name = CommNet Connected Home Status text = [#<=0:"00ff00";"7f7f7f"=>]KSC $&$ fc.CommNetConnectedHome() - 0.5 position = 27.0, 5 } IMAGE { name = Antenna Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 400, 216 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.AntennaPosition() - 3.5 } TEXT { name = Antenna Status text = [#<=0:"00ff00";"7f7f7f"=>]ANTENNA $&$ fc.AntennaPosition() - 3.5 fontSize = 14,32 position = 25.5, 7 } IMAGE { name = Antenna Moving Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 400, 216 passiveColor = COLOR_MFD2_TEXT_YELLOW variable = fc.AntennaMoving() } TEXT { name = Antenna Moving Status text = ANTENNA fontSize = 14,32 position = 25.5, 7 textColor = COLOR_MFD2_TEXT_YELLOW variable = fc.AntennaMoving() } IMAGE { name = Chatterer Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 400, 280 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = chatterer.Available() } TEXT { name = Chatterer Status text = [#<=0:"00ff00";"7f7f7f"=>]CHATTER $&$ chatterer.Available() - 0.5 fontSize = 14,32 position = 25.5, 9 } IMAGE { name = Tx Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 400, 344 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = chatterer.Transmitting() } TEXT { name = Tx Status text = [#<=0:"00ff00";"7f7f7f"=>]XMIT $&$ chatterer.Transmitting() - 0.5 position = 26.5, 11 } IMAGE { name = Rx Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 400, 408 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = chatterer.Receiving() } TEXT { name = Rx Status text = [#<=0:"00ff00";"7f7f7f"=>]RECV $&$ chatterer.Receiving() - 0.5 position = 26.5, 13 } IMAGE { name = Kerbin Map texture = ASET/ASET_Props/Instruments/ASET_IMP/map_Kerbin_sat position = 0, 320 size = 384, 192 } LINE_STRING { name = CommNet Latitude position = 0, 320 startColor = 255, 255, 55, 255 startWidth = 3 texture = MOARdV/MFD/dashedLine32x4 vertex = 0, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 191) vertex = 383, fc.Remap(fc.CommNetLatitude(), 90, -90, 0, 191) variable = fc.CommNetSignalQuality() } LINE_STRING { name = CommNet Longitude position = 0, 320 startColor = 255, 255, 55, 255 startWidth = 3 texture = MOARdV/MFD/dashedLine32x4 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude()), -180, 180, 0, 383), 0 vertex = fc.Remap(fc.NormalizeLongitude(fc.CommNetLongitude()), -180, 180, 0, 383), 192 variable = fc.CommNetSignalQuality() } } } UrlConfig { parentUrl = MOARdV/Props/SquareMonitorTypeA/MAS_DataMonitor.cfg MAS_PAGE { name = MAS_DM_0 SUB_PAGE { name = RCS Announcer position = 16, 48 } SUB_PAGE { name = Brake Announcer position = 16, 176 } SUB_PAGE { name = Gear Announcer position = 16, 240 } SUB_PAGE { name = Light Announcer position = 16, 304 } SUB_PAGE { name = SoI Announcer position = 16, 368 } SUB_PAGE { name = RCS Thrust Announcer position = 144, 48 } SUB_PAGE { name = SAS Announcer position = 144, 112 } SUB_PAGE { name = Dock Announcer position = 144, 176 } SUB_PAGE { name = Target Announcer position = 144, 240 } SUB_PAGE { name = Maneuver Announcer position = 144, 304 } SUB_PAGE { name = Waypoint Announcer position = 144, 368 } SUB_PAGE { name = Stage Announcer position = 144, 432 } SUB_PAGE { name = CommNet Announcer position = 272, 48 } SUB_PAGE { name = Engine Announcer position = 272, 112 } SUB_PAGE { name = Gyro Announcer position = 272, 176 } SUB_PAGE { name = Warp Announcer position = 272, 240 } SUB_PAGE { name = Radar Announcer position = 272, 304 } SUB_PAGE { name = Solar Panel Announcer position = 272, 368 } SUB_PAGE { name = Parachute Announcer position = 272, 432 } SUB_PAGE { name = Fuel Announcer position = 400, 48 } IMAGE { name = Monoprop Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 392, 104 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.RcsStageMax() } TEXT { name = Monoprop Status text = [#<=0:"00ff00";"7f7f7f"=>]MONO $&$ fc.RcsStageMax() - 0.5 position = 26.0, 3.5 } IMAGE { name = Monoprop Warning Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 392, 104 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_MFD2_TEXT_RED colorVariable = fc.RcsStageThreshold(0.1, 0.2) variable = fc.RcsStageThreshold(0, 0.2) } TEXT { name = Monoprop Warning Status text = [#<=0:"ffff00";"ff0000"=>]MONO $&$ fc.RcsStageThreshold(0.1, 0.2) - 0.5 position = 26.0, 3.5 variable = fc.RcsStageThreshold(0, 0.2) } IMAGE { name = Power Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 392, 168 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.PowerMax() } TEXT { name = Power Status text = [#<=0:"00ff00";"7f7f7f"=>]POWER $&$ fc.PowerMax() - 0.5 position = 25.5, 5.5 } IMAGE { name = Power Warning Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 392, 168 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_MFD2_TEXT_RED colorVariable = fc.PowerThreshold(0.1, 0.2) variable = fc.PowerThreshold(0, 0.2) } TEXT { name = Power Warning Status text = [#<=0:"ffff00";"ff0000"=>]POWER $&$ fc.PowerThreshold(0.1, 0.2) - 0.5 position = 25.5, 5.5 variable = fc.PowerThreshold(0, 0.2) } IMAGE { name = Ablator Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 392, 232 activeColor = COLOR_MFD2_TEXT_GREEN passiveColor = 128, 128, 128, 255 colorVariable = fc.ResourcePercent("Ablator") } TEXT { name = Ablator Status text = [#<=0:"00ff00";"7f7f7f"=>]ABLATOR $&$ fc.ResourcePercent("Ablator") - 0.01 fontSize = 14, 32 position = 25.0, 7.5 } IMAGE { name = Ablator Warning Tablo texture = MOARdV/MFD/frameFill6ch112x48 position = 392, 232 activeColor = COLOR_MFD2_TEXT_YELLOW passiveColor = COLOR_MFD2_TEXT_RED colorVariable = fc.ResourceThreshold("Ablator", 0.1, 0.2) variable = fc.ResourceThreshold("Ablator", 0, 0.2) } TEXT { name = Ablator Warning Status text = [#<=0:"ffff00";"ff0000"=>]ABLATOR $&$ fc.ResourceThreshold("Ablator", 0.1, 0.2) - 0.5 fontSize = 14, 32 position = 25.0, 7.5 variable = fc.ResourceThreshold("Ablator", 0, 0.2) } SUB_PAGE { name = Impact Announcer position = 400, 240 } SUB_PAGE { name = Aerobrake Announcer position = 400, 304 } SUB_PAGE { name = Contact Announcer position = 400, 368 } SUB_PAGE { name = Atmospheric Pressure Announcer position = 400, 432 } } } UrlConfig { parentUrl = MOARdV/Props/Stick_Fighter/MAS_Stick_Fighter.cfg PROP { name = MAS_Stick_Fighter MODEL { model = MOARdV/Props/Stick_Fighter/MAS_Stick_Fighter } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse scale = 0.8157, 1, 1 position = 0.0233, -0.0437, 0.001 } MODULE { name = MASComponent ROTATION { name = Roll transform = StickRotateX variable = fc.StickRoll() startRotation = 0, 0, -15 endRotation = 0, 0, 15 range = -1, 1 blend = true speed = 0.4 } ROTATION { name = Pitch transform = StickRotateY variable = fc.StickPitch() startRotation = -15, 0, 0 endRotation = 15, 0, 0 range = -1, 1 blend = true speed = 0.4 } COLOR_SHIFT { name = Button Illumination transform = Button1, Button2, Button3, Trigger passiveColor = 50, 0, 0, 150 activeColor = 240, 10, 10, 240 colorName = _EmissiveColor variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR colorName = _EmissiveColor blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Throttle_Fighter/MAS_Throttle_Fighter.cfg PROP { name = MAS_Throttle_Fighter MODEL { model = MOARdV/Props/Throttle_Fighter/MAS_Throttle_Fighter } MODULE { name = MASComponent TRANSLATION { name = Throttle Lever Translation transform = ArmSwivelTransform startTranslation = 0, 0.512, 0 endTranslation = 0, -0.512, 0 variable = fc.GetThrottle() blend = true speed = 0.4 } ROTATION { name = Throttle Lever Rotation transform = ArmConnectorTransform variable = fc.GetThrottle() startRotation = -10, 0, 0 endRotation = 10, 0, 0 range = 0, 1 blend = true speed = 0.4 } ROTATION { name = STICKRCSX transform = ThumbStickTransformX variable = fc.StickTranslationY() startRotation = 20, 0, 0 endRotation = -20, 0, 0 range = -1, 1 blend = true speed = 4 } ROTATION { name = STICKRCSY transform = ThumbStickTransformY variable = fc.StickTranslationX() startRotation = 0, 20, 0 endRotation = 0, -20, 0 range = -1, 1 blend = true speed = 4 } ROTATION { name = STICKRCSZ transform = RockerSwitchTransform variable = fc.StickTranslationZ() startRotation = 15,0,0 endRotation = -15,0,0 range = -1, 1 blend = true speed = 4 } COLOR_SHIFT { name = Button Illumination transform = Button1, Button2 passiveColor = 50, 0, 0, 150 activeColor = 240, 10, 10, 240 colorName = _EmissiveColor variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } COLOR_SHIFT { name = Backlight transform = ThrottleBodyEmissive, ThrottleBaseEmissive, ThumbstickEmissive variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) colorName = _EmissiveColor passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Throttle_Fighter/MAS_Throttle_Fighter_Support.cfg PROP { name = MAS_Throttle_Fighter_Support MODEL { model = MOARdV/Props/Throttle_Fighter/MAS_Throttle_Fighter_Support } } } UrlConfig { parentUrl = MOARdV/Props/Throttle_RCS_Combo/MAS_Throttle_RCS_Combo_APEx.cfg PROP { name = MAS_Throttle_RCS_Combo_APEx MODEL { model = MOARdV/Props/Throttle_RCS_Combo/MAS_Throttle_RCS_Combo } MODULE { name = MASComponent ROTATION { name = throttleLever_001 transform = throttleLever_001 variable = fc.GetThrottle() startRotation = 0,0,0 endRotation = -75,0,0 range = 0, 1 blend = true speed = 2 } ROTATION { name = STICKRCSX transform = Stick_TransformZ variable = fc.StickTranslationY() startRotation = 15,0,0 endRotation = -15,0,0 range = -1, 1 blend = true speed = 4 } ROTATION { name = STICKRCSY transform = Stick_TransformX variable = fc.StickTranslationX() startRotation = 0,15,0 endRotation = 0,-15,0 range = -1, 1 blend = true speed = 4 } ROTATION { name = STICKRCSZ transform = ForwardStickLocator variable = fc.StickTranslationZ() startRotation = 10,0,0 endRotation = -10,0,0 range = -1, 1 blend = true speed = 4 } ROTATION { name = Switch Anim transform = TumbleGrp variable = fc.GetPersistentAsNumber("MAS_Throttle_Switch") range = 0, 1 startRotation = 0,0,0 endRotation = 70,0,0 blend = true speed = 4 } ANIMATION_PLAYER { name = Switch Animation animation = ThrottleSwitchAnimation variable = fc.GetPersistentAsNumber("MAS_Throttle_Switch") } COLLIDER_EVENT { name = Switch Collider collider = switchCapObj onClick = fc.TogglePersistent("MAS_Throttle_Switch") sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } AUDIO_PLAYER { name = Sound sound = MOARdV/Sounds/Rotator volume = 1.0 trigger = BOTH variable = fc.GetPersistentAsNumber("MAS_Throttle_Switch") mustPlayOnce = true } COLOR_SHIFT { name = Backlight transform = HandleLightsObj, ThrottleBoxLight, RCS_Light, StickHandle, StickHandle1, switchCapObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdV/Props/Window_Filter/MAS_Window_Filter_MX2.cfg PROP { name = MAS_Window_Filter_MX2 MODEL { model = MOARdV/Props/Window_Filter/MAS_Window_Filter_MX2 } MODULE { name = MASComponent COLOR_SHIFT { name = BackLight On/Off transform = FrontWindowTint, LeftWindowTint, LowerLeftWindowTint, LowerRightWindowTint, RightWindowTint, UpperWindowTint variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Window_Filter")) passiveColor = 0, 0, 0, 0 activeColor = 0, 0, 0, 255 blend = true colorName = _Color } } } } UrlConfig { parentUrl = MOARdV/Scripts/MAS_APEx_Angler_Scripts.cfg MAS_LUA { name = MAS_APEx_Angler_Scripts script = MOARdV/Scripts/MAS_APEx_Clock_Stopwatch.lua script = MOARdV/Scripts/MAS_APEx_HSI_Select_CDI_Source.lua script = MOARdV/Scripts/MAS_APEx_MFD40x20_Init.lua script = MOARdV/Scripts/MAS_APEx_NAV_Display.lua script = MOARdV/Scripts/MAS_APEx_NAV_Radio.lua script = MOARdV/Scripts/MAS_APEx_NAV_WP.lua script = MOARdV/Scripts/MAS_APEx_RMI_2_Needle.lua script = MOARdV/Scripts/MAS_APEx_Science_Options.lua script = MOARdV/Scripts/MAS_Seat_Fighter.lua } } UrlConfig { parentUrl = MOARdV/Scripts/MAS_Scripts.cfg MAS_LUA { name = MAS_Scripts script = MOARdV/Scripts/MAS_ALCOR_MFD2.lua script = MOARdV/Scripts/MAS_Alarms.lua script = MOARdV/Scripts/MAS_AlcorMfd.lua script = MOARdV/Scripts/MAS_Clock.lua script = MOARdV/Scripts/MAS_JSI_MFD.lua script = MOARdV/Scripts/MAS_kOSTerminal.lua script = MOARdV/Scripts/MAS_MJComp.lua } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/ModernProps/MAS_FASA_pb_SH02_C3R_ApolloCM_RCS.cfg PROP { name = MAS_FASA_pb_SH02_C3R_ApolloCM_RCS MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Cover03_RED texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODULE { name = MASComponent COLLIDER_EVENT { collider = pb_Collider sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 onClick = fc.ToggleActionGroup(13) } COLLIDER_EVENT { collider = pb_Cover_Collider sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 onClick = fc.TogglePersistent("%AUTOID%-cover") } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = fc.GetActionGroup(13) } ANIMATION_PLAYER { name = Button press animation animation = pb_Cover_Anim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CM$$$RCS } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = ON } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active passiveColor = COLOR_MOARdV_PassiveBacklightText activeColor = COLOR_MOARdV_IndicatorLampAmber text = OFF variable = 1 - fc.GetActionGroup(13) } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.GetActionGroup(13) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.GetActionGroup(13) } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/ModernProps/MAS_FASA_pb_SH03_B2_Cabin_Dimmer.cfg PROP { name = MAS_FASA_pb_SH03_B2_Cabin_Dimmer MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Generic_IntLight", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$WORK } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = BRIGHT } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = DIM } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight") < 1) } COLOR_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight") > 0) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight") < 1) } TEXTURE_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight") > 0) } INT_LIGHT { name = Interior Lights lightName = Point light, PointLight intensity = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) color = 255, fc.Select(fc.GetPersistentAsNumber("MAS_Cabin_NightMode") > 0, 0, 230), fc.Select(fc.GetPersistentAsNumber("MAS_Cabin_NightMode") > 0, 0, 215) variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Generic_IntLight")) } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/ModernProps/MAS_FASA_pb_SH03_B2_Cabin_Spot_Dimmer.cfg PROP { name = MAS_FASA_pb_SH03_B2_Cabin_Spot_Dimmer MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_SplitHorizontal_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_DBL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchColliderUP sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Cabin_Spotlight", fc.SetPersistent("%AUTOID%", 0.05), 0, 1) } COLLIDER_EVENT { name = Collider collider = SwitchColliderDOWN sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 autoRepeat = 0.1 onClick = fc.AddPersistentClamped("MAS_Cabin_Spotlight", fc.SetPersistent("%AUTOID%", -0.05), 0, 1) } TEXT_LABEL { name = Caption transform = PanelTextTop_bklt fontSize = 5.8 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CABIN$$$SPOT } TEXT_LABEL { name = Upper Legend transform = Legend_Upper fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = BRIGHT } TEXT_LABEL { name = Lower Legend transform = Legend_Lower fontSize = 3.9 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = never passiveColor = COLOR_MOARdV_UnlitBlackText text = DIM } COLOR_SHIFT { name = Border transform = GlowBorder variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } COLOR_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Cabin_Spotlight") < 1) } COLOR_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj passiveColor = 0,0,0,255 activeColor = COLOR_MOARdV_IndicatorPanelGreen variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Cabin_Spotlight") > 0) } TEXTURE_SHIFT { name = Upper Panel transform = pb_SH_TopLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Cabin_Spotlight") < 1) } TEXTURE_SHIFT { name = Lower Panel transform = pb_SH_BottomLens_obj startUV = 0, 0 endUV = 0, -0.5 layers = _Emissive variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Cabin_Spotlight") > 0) } INT_LIGHT { name = Interior Lights lightName = Spotlight intensity = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Cabin_Spotlight")) color = 255, fc.Select(fc.GetPersistentAsNumber("MAS_Cabin_NightMode") > 0, 0, 230), fc.Select(fc.GetPersistentAsNumber("MAS_Cabin_NightMode") > 0, 0, 215) variable = fc.Conditioned(fc.GetPersistentAsNumber("MAS_Cabin_Spotlight")) } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/Parts/FASA_Apollo_CM.cfg PART { name = MdV_FASAApollo_CM module = Part author = DennyTX,Frizzank rescaleFactor = 1 node_stack_top = 0.0, 0.763, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = commandModules entryCost = 5000 cost = 9600 category = Pods subcategory = 0 title = MAS FASA RA-01 CM manufacturer = FASA description = The MAS FASA Retro Apollo Command Module is a Bluedog Design Bureau compatible CM using Apollo-era controls. Use the MAS FASA Heat Shield, parachutes, and parachute cover to complete the CM. Use BDB for all other components (docking port, SM decoupler, BPC). attachRules = 1,0,1,1,0 stageOffset = 1 childStageOffset = 1 mass = 3.0 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 24 maxTemp = 1400 skinMaxTemp = 2400 CenterOfBuoyancy = 0.0, -0.35, 0.0 CenterOfDisplacement = 0.0, -0.2, 0.0 buoyancy = 1.22 buoyancyUseSine = False bulkheadProfiles = size2 CoPOffset = 0.0, 0.25, 0.0 CoLOffset = 0.0, -0.35, 0.0 bodyLiftMultiplier = 1.05 vesselType = Ship CrewCapacity = 3 MODEL { model = MOARdVPlus/MAS_FASA_Apollo/Parts/FASAApollo_CM scale = 0.63, 0.63, 0.63 rotation = 0, 0, 0 } INTERNAL { name = FASA_Apollo_CM_Int } MODULE { name = ModuleDragModifier dragCubeName = DRAG_CUBE dragModifier = 2.75 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleAnimateGeneric animationName = Apollo_CM_Emis startEventGUIName = Lights On endEventGUIName = Lights Off actionGUIName = Toggle Lights defaultActionGroup = Light } MODULE { name = ModuleCommand minimumCrew = 1 RESOURCE { name = ElectricCharge rate = 0.025 } } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 1.2 } } RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } RESOURCE { name = MonoPropellant amount = 40 maxAmount = 40 } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 0.7 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running rcsEnabled = False enableX = False enableY = False enableZ = False enableRoll = True enablePitch = True enableYaw = True plumeToKeep = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } EFFECTS { running { AUDIO_MULTI { channel = Ship transformName = RCSthruster clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Crew Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 allowRepeatedSubjects = true } MODULE { name = ModuleProbeControlPoint minimumCrew = 2 multiHop = False } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 rate = 0.025 RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_GHOSTCOLOR color = 0, 255, 0, 31 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_POSITIVECOLOR color = 0, 255, 0, 255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR color = 0, 0, 0, 0 } } MAS_ACTION_GROUP { name = Kane-11-LIB EVA Floodlight AG id = 10 ACTION { name = Light part = bluedog_Apollo_Block2_DockingLight module = ModuleLight action = toggle } } MAS_ACTION_GROUP { name = Kane-11-DPM6 0.625m Active Docking Mechanism AG id = 11 ACTION { name = Docking Probe part = bluedog_Apollo_Block2_ActiveDockingMechanism module = ModuleAnimateGeneric action = toggle } } MAS_ACTION_GROUP { name = Kane-11-FBL Docking Floodlight AG id = 12 ACTION { name = Light part = bluedog_Apollo_Block2_DockingLight2 module = ModuleLight action = toggle } } MAS_ACTION_GROUP { name = MdV_FASAApollo_CM RCS AG id = 13 ACTION { name = RCS part = MdV_FASAApollo_CM module = ModuleRCS action = toggle } ACTION { name = RCS part = MdV_FASAApollo_CM_Glass module = ModuleRCS action = toggle } } MAS_ACTION_GROUP { name = Tower Jettison AG id = 14 ACTION { name = jettison part = bluedog_Apollo_Block2_LES module = ModuleBdbLesController.DoJettison action = toggle } } MAS_ACTION_GROUP { name = SLA AG id = 15 ACTION { name = SLA 1 part = bluedog_Saturn_S4B_SLA module = ModuleBdbDecouplerAnimation.Decouple action = on } ACTION { name = SLA 2 part = bluedog_Saturn_S4B_SLAbase module = ModuleBdbSLAHelper.Decouple action = on } ACTION { name = SLA MM part = bluedog_Saturn_VFB_MissionModule module = ModuleDecouple action = on } } MAS_ACTION_GROUP { name = LEM release AG id = 16 ACTION { name = SLA 1 part = bluedog_Saturn_S4B_SLA module = ModuleDecouple action = on } ACTION { name = SLA 2 part = bluedog_Saturn_S4B_SLAbase module = ModuleDecouple action = on } } MAS_ACTION_GROUP { name = Parachute Cover AG id = 17 ACTION { name = Jettison Cover part = MdV_FASAApollo_CM_Top module = ModuleDecouple action = on } } MAS_ACTION_GROUP { name = CM/SM Decouple AG id = 18 ACTION { name = SM Separation part = bluedog_Apollo_Block2_Decoupler module = ModuleBdbDecouplerAnimation.Decouple action = on } } MAS_ACTION_GROUP { name = SM Cargo Bays AG id = 19 ACTION { name = SM Cargo Bay part = bluedog_Apollo_Block2_ServiceModule module = ModuleAnimateGeneric action = toggle } } } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 3.291 maxAmount = 3.291 } RESOURCE { name = Water amount = 2.175 maxAmount = 2.175 } RESOURCE { name = Oxygen amount = 333.114 maxAmount = 333.114 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 287.739 } RESOURCE { name = Waste amount = 0 maxAmount = 0.3 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2.772 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = MdV_FASAApollo_CM } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/Parts/FASA_Apollo_CM.cfg PART { name = MdV_FASAApollo_CM_Glass module = Part author = DennyTX,Frizzank rescaleFactor = 1 node_stack_top = 0.0, 0.763, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = commandModules entryCost = 5000 cost = 9600 category = Pods subcategory = 0 title = MAS FASA GA-02 CM (testing) manufacturer = FASA description = CAUTION: This command module is under development. Expect the controls to change. The MAS FASA Glass Apollo Command Module is a Bluedog Design Bureau compatible MAS-enabled CM using modern instrumentation. Use the MAS FASA Heat Shield, parachutes, and parachute cover to complete the CM. Use BDB for all other components (docking port, SM decoupler, BPC). attachRules = 1,0,1,1,0 stageOffset = 1 childStageOffset = 1 mass = 3.0 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 24 maxTemp = 1400 skinMaxTemp = 2400 CenterOfBuoyancy = 0.0, -0.35, 0.0 CenterOfDisplacement = 0.0, -0.2, 0.0 buoyancy = 1.22 buoyancyUseSine = False bulkheadProfiles = size2 CoPOffset = 0.0, 0.25, 0.0 CoLOffset = 0.0, -0.35, 0.0 bodyLiftMultiplier = 1.05 vesselType = Ship CrewCapacity = 3 MODEL { model = MOARdVPlus/MAS_FASA_Apollo/Parts/FASAApollo_CM scale = 0.63, 0.63, 0.63 rotation = 0, 0, 0 } INTERNAL { name = FASA_Apollo_CM_Glass } MODULE { name = ModuleDragModifier dragCubeName = DRAG_CUBE dragModifier = 2.75 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleAnimateGeneric animationName = Apollo_CM_Emis startEventGUIName = Lights On endEventGUIName = Lights Off actionGUIName = Toggle Lights defaultActionGroup = Light } MODULE { name = ModuleCommand minimumCrew = 1 RESOURCE { name = ElectricCharge rate = 0.025 } } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 1.2 } } RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } RESOURCE { name = MonoPropellant amount = 40 maxAmount = 40 } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 0.7 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running rcsEnabled = False enableX = False enableY = False enableZ = False enableRoll = True enablePitch = True enableYaw = True plumeToKeep = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } EFFECTS { running { AUDIO_MULTI { channel = Ship transformName = RCSthruster clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.025 volume = 1.0 0.1 pitch = 0.0 0.75 pitch = 1.0 1.5 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_small transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Crew Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 allowRepeatedSubjects = true } MODULE { name = ModuleProbeControlPoint minimumCrew = 2 multiHop = False } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 rate = 0.025 RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_GHOSTCOLOR color = 0, 255, 0, 31 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_POSITIVECOLOR color = 0, 255, 0, 255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR color = 0, 0, 0, 0 } } MAS_ACTION_GROUP { name = Kane-11-LIB EVA Floodlight AG id = 10 ACTION { name = Light part = bluedog_Apollo_Block2_DockingLight module = ModuleLight action = toggle } } MAS_ACTION_GROUP { name = Kane-11-DPM6 0.625m Active Docking Mechanism AG id = 11 ACTION { name = Docking Probe part = bluedog_Apollo_Block2_ActiveDockingMechanism module = ModuleAnimateGeneric action = toggle } } MAS_ACTION_GROUP { name = Kane-11-FBL Docking Floodlight AG id = 12 ACTION { name = Light part = bluedog_Apollo_Block2_DockingLight2 module = ModuleLight action = toggle } } MAS_ACTION_GROUP { name = MdV_FASAApollo_CM RCS AG id = 13 ACTION { name = RCS part = MdV_FASAApollo_CM module = ModuleRCS action = toggle } ACTION { name = RCS part = MdV_FASAApollo_CM_Glass module = ModuleRCS action = toggle } } MAS_ACTION_GROUP { name = Tower Jettison AG id = 14 ACTION { name = jettison part = bluedog_Apollo_Block2_LES module = ModuleBdbLesController.DoJettison action = toggle } } MAS_ACTION_GROUP { name = SLA AG id = 15 ACTION { name = SLA 1 part = bluedog_Saturn_S4B_SLA module = ModuleBdbDecouplerAnimation.Decouple action = on } ACTION { name = SLA 2 part = bluedog_Saturn_S4B_SLAbase module = ModuleBdbSLAHelper.Decouple action = on } ACTION { name = SLA MM part = bluedog_Saturn_VFB_MissionModule module = ModuleDecouple action = on } } MAS_ACTION_GROUP { name = LEM release AG id = 16 ACTION { name = SLA 1 part = bluedog_Saturn_S4B_SLA module = ModuleDecouple action = on } ACTION { name = SLA 2 part = bluedog_Saturn_S4B_SLAbase module = ModuleDecouple action = on } } MAS_ACTION_GROUP { name = Parachute Cover AG id = 17 ACTION { name = Jettison Cover part = MdV_FASAApollo_CM_Top module = ModuleDecouple action = on } } MAS_ACTION_GROUP { name = CM/SM Decouple AG id = 18 ACTION { name = SM Separation part = bluedog_Apollo_Block2_Decoupler module = ModuleBdbDecouplerAnimation.Decouple action = on } } MAS_ACTION_GROUP { name = SM Cargo Bays AG id = 19 ACTION { name = SM Cargo Bay part = bluedog_Apollo_Block2_ServiceModule module = ModuleAnimateGeneric action = toggle } } } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 3.291 maxAmount = 3.291 } RESOURCE { name = Water amount = 2.175 maxAmount = 2.175 } RESOURCE { name = Oxygen amount = 333.114 maxAmount = 333.114 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 287.739 } RESOURCE { name = Waste amount = 0 maxAmount = 0.3 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2.772 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = MdV_FASAApollo_CM_Glass } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/Parts/FASA_Apollo_CM_HeatShield.cfg PART { name = MdV_FASAApollo_CM_HeatShield module = Part author = DennyTX/Frizzank rescaleFactor = 1 scale = 1 rescaleFactor = 1.0 node_stack_top = 0.0, 0.258, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, 0.22, 0.0, 0.0, -1.0, 0.0, 2 cost = 500 category = Thermal subcategory = 0 TechRequired = commandModules entryCost = 7800 title = MAS FASA Apollo CM Heat Shield manufacturer = FASA description = The heat shield protects the Apollo CM (Command Module) from burning up during re-entry. attachRules = 1,0,1,1,1 childStageOffset = 1 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 3600 breakingForce = 200 breakingTorque = 200 thermalMassModifier = 2.5 CoPOffset = 0.0, 1.1, 0.0 CoLOffset = 0.0, -0.36, 0.0 CoMOffset = 0.0, -0.25, 0.0 bulkheadProfiles = size2 bodyLiftMultiplier = 1.0 PhysicsSignificance = 0 heatConductivity = 0.1 MODEL { model = MOARdVPlus/MAS_FASA_Apollo/Parts/FASAApollo_Heatshield scale = 0.63, 0.63, 0.63 } MODULE { name = ModuleDragModifier dragCubeName = DRAG_CUBE dragModifier = 4.30 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } RESOURCE { name = Ablator amount = 800 maxAmount = 800 } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0.25 key = 1 1 } greenCurve { key = 0 0.25 key = 1 1 } blueCurve { key = 0 0.25 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = MdV_FASAApollo_CM_HeatShield } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/Parts/FASA_Apollo_CM_parachutes.cfg PART { name = MdV_FASAApollo_CM_parachutes module = Part author = DennyTX/Frizzank rescaleFactor = 1 node_stack_top = 0.0, 0.28, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.28, 0.0, 0.0, -1.0, 0.0, 1 sound_parachute_open = activate sound_parachute_single = deploy TechRequired = landing entryCost = 4600 cost = 1200 category = Utility subcategory = 0 manufacturer = FASA title = MAS FASA Apollo CM Parachutes description = Apollo CM triple parachutes. Place the parachutes, top cover, then the docking port. attachRules = 1,0,1,0,0 mass = 0.25 dragModelType = default angularDrag = 2 crashTolerance = 12 maxTemp = 2500 breakingForce = 100 breakingTorque = 50 stageOffset = -1 ActivatesEvenIfDisconnected = true bodyLiftMultiplier = 0 bulkheadProfiles = size2 stagingIcon = PARACHUTES MODEL { model = MOARdVPlus/MAS_FASA_Apollo/Parts/FASAApollo_Parachutes scale = 0.64, 0.64, 0.64 rotation = 0, 0, 0 } MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.2 capName = Cap canopyName = Canopy semiDeployedAnimation = Apollo_Chute_Semi fullyDeployedAnimation = Apollo_Chute_Full stowedDrag = 0.22 semiDeployedDrag = 3 fullyDeployedDrag = 600 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1200 deploymentSpeed = 0.12 semiDeploymentSpeed = 0.5 chuteMaxTemp = 1200 } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 0.67 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 25 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 338 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = MdV_FASAApollo_CM_parachutes } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/Parts/FASA_Apollo_CM_Top.cfg PART { name = MdV_FASAApollo_CM_Top module = Part author = DennyTX rescaleFactor = 1 node_stack_top = 0.0, 0.225, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, 0.225, 0.0, 0.0, -1.0, 0.0 attachRules = 1,0,1,1,1 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = commandModules entryCost = 7800 cost = 300 category = Structural subcategory = 0 title = MAS FASA Apollo CM Parachute Cover manufacturer = FASA description = This is the parachute cover for the CM. Place the parachutes, top cover, then the docking port. mass = 0.02 dragModelType = default maximum_drag = 0.23 minimum_drag = 0.20 angularDrag = 2 crashTolerance = 6 breakingForce = 125 breakingTorque = 125 maxTemp = 2800 fuelCrossFeed = False bodyLiftMultiplier = 1.15 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 MODEL { model = MOARdVPlus/MAS_FASA_Apollo/Parts/FASAApollo_CM_Top scale = 0.63, 0.63, 0.63 rotation = 0, 0, 0 } MODULE { name = ModuleDragModifier dragCubeName = DRAG_CUBE dragModifier = 2.75 } MODULE { name = ModuleDecouple ejectionForce = 10 explosiveNodeID = bottom } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 765 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = MdV_FASAApollo_CM_Top } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_Gauge_LiquidFuelPressure.cfg PROP { name = MAS_FASA_Gauge_LiquidFuelPressure MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.ResourcePercent("LiquidFuel") / (fc.ResourcePercent("LiquidFuel") + 0.5)) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = FUEL } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0 } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100 } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 200 } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 300 } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 400 } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_Gauge_LiquidHydrogenPressure.cfg PROP { name = MAS_FASA_Gauge_LiquidHydrogenPressure MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.ResourcePercent("LqdHydrogen") / (fc.ResourcePercent("LqdHydrogen") + 0.5)) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = LH2 } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0 } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100 } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 200 } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 300 } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 400 } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_Gauge_OxidizerPressure.cfg PROP { name = MAS_FASA_Gauge_OxidizerPressure MODEL { model = ASET/ASET_Props/Instruments/NASA_Gauge_Temperature/NASA_Gauge_Temperature } MODULE { name = MASComponent ROTATION { name = Arrow Movement transform = ArrowRightLoc startRotation = 0,0,0 endRotation = -43.57964,0,0 range = 0, 1 blend = true cycleRate = 4 variable = fc.Conditioned(fc.ResourcePercent("Oxidizer") / (fc.ResourcePercent("Oxidizer") + 0.5)) } TEXT_LABEL { name = Label transform = GaugeNameTextObj fontSize = 1.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0085, -0.0025 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = OXIDIZER } COLOR_SHIFT { name = Instrument Backlight transform = ArrowRightObj, GaugeScaleObj, LabelObj, ScaleSeg_0_10, ScaleSeg_10_50, ScaleSeg_50_90, ScaleSeg_90_100 passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NASAGAUGESCALE_ACTIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true } TEXTURE_SHIFT { name = Label Color transform = LabelObj layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 0% - 10% color transform = ScaleSeg_0_10 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = 10% - 50% color transform = ScaleSeg_10_50 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 50% - 90% color transform = ScaleSeg_50_90 layers = _MainTex _Emissive startUV = 0, 0 } TEXTURE_SHIFT { name = 90% - 100% color transform = ScaleSeg_90_100 layers = _MainTex _Emissive startUV = -0.2, -0.1 } TEXTURE_SHIFT { name = Blank Label transform = LabelObj layers = _MainTex _Emissive startUV = 0.5, 0.6 } TEXTURE_SHIFT { name = Arrow color transform = ArrowRightObj layers = _MainTex _Emissive startUV = 0.0, 0.1 } TEXT_LABEL { name = 0% Label transform = ZeroTextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 0 } TEXT_LABEL { name = 20% Label transform = Value_2_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 100 } TEXT_LABEL { name = 40% Label transform = Value_4_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 200 } TEXT_LABEL { name = 60% Label transform = Value_6_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 300 } TEXT_LABEL { name = 80% Label transform = Value_8_TextObj fontSize = 2.25 font = Liberation Sans style = Bold alignment = Left anchor = MiddleLeft transformOffset = 0.0007, -0.002 emissive = never passiveColor = COLOR_MOARdV_BlackPrintedText text = 400 } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_LabelText_HGA.cfg PROP { name = MAS_FASA_LabelText_HGA MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌────────── HIGH-GAIN ANTENNA ──────────┐ } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_LabelText_Pressure.cfg PROP { name = MAS_FASA_LabelText_Pressure MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌── PRESSURE ──┐ } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_LabelText_Quantity.cfg PROP { name = MAS_FASA_LabelText_Quantity MODEL { model = ASET/ASET_Props/Misc/LabelText/LabelText } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = ┌── QUANTITY ──┐ } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_SignalLamp_1Engine.cfg PROP { name = MAS_FASA_SignalLamp_1Engine MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.EngineCountActive() > 0) } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_SignalLamp_2Engine.cfg PROP { name = MAS_FASA_SignalLamp_2Engine MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.EngineCountActive() > 1) } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_SignalLamp_3Engine.cfg PROP { name = MAS_FASA_SignalLamp_3Engine MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.EngineCountActive() > 2) } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_SignalLamp_4Engine.cfg PROP { name = MAS_FASA_SignalLamp_4Engine MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.EngineCountActive() > 3) } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_SignalLamp_5Engine.cfg PROP { name = MAS_FASA_SignalLamp_5Engine MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp } MODULE { name = MASComponent MODEL_SCALE { name = Lamp Off transform = LampOFFObj startScale = 0, 0, 0 endScale = -1, -1, -1 variable = fc.Conditioned(1) } MODEL_SCALE { name = Lamp On transform = LampObj startScale = -1,-1,-1 endScale = 0, 0, 0 variable = fc.Conditioned(1) } COLOR_SHIFT { name = Lamp Color transform = LampObj passiveColor = COLOR_MOARdV_IndicatorLampOff colorName = _EmissiveColor activeColor = COLOR_MOARdV_IndicatorLampGreen variable = fc.Conditioned(fc.EngineCountActive() > 4) } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_Abort_T1_G1_C1_S.cfg PROP { name = MAS_FASA_tggl_Abort_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Diffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.Abort() } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetAbort() } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = MANUAL$$$ABORT } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ABORT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_CM_RCS_T1_G1_C1_S.cfg PROP { name = MAS_FASA_tggl_CM_RCS_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(13) } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(13) } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CM$$$RCS } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DISABLE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_DockingLight_T1_G1_S.cfg PROP { name = MAS_FASA_tggl_DockingLight_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(12) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(12) } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCKING$$$SPOT } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_DockingProbe_T1_G1_S.cfg PROP { name = MAS_FASA_tggl_DockingProbe_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(11) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(11) } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DOCKING$$$PROBE } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = RETRACT } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = EXTEND } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_EVALight_T1_G1_S.cfg PROP { name = MAS_FASA_tggl_EVALight_T1_G1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(10) } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(10) } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = EVA$$$LIGHT } TEXT_LABEL { name = Plate Top Label transform = TextPlateTopObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.01947,-0.012 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = ON } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = OFF } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_JettisonChuteCover_T1_G1_C1_S.cfg PROP { name = MAS_FASA_tggl_JettisonChuteCover_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetActionGroup(17, true)) variable = fc.GetPersistentAsNumber("%AUTOID%") == 0 } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = COVER$$$JETT } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = JETTISON } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_JettisonLEM_T1_G1_C1_S.cfg PROP { name = MAS_FASA_tggl_JettisonLEM_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetActionGroup(16, true)) variable = fc.GetPersistentAsNumber("%AUTOID%") == 0 } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SIVB LEM$$$DEPLOY } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = DEPLOY } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_JettisonSLA_T1_G1_C1_S.cfg PROP { name = MAS_FASA_tggl_JettisonSLA_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetActionGroup(15, true)) variable = fc.GetPersistentAsNumber("%AUTOID%") == 0 } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SLA SEP } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SLA SEP } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_JettisonSM_T1_G1_C1_S.cfg PROP { name = MAS_FASA_tggl_JettisonSM_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetActionGroup(18, true)) variable = fc.GetPersistentAsNumber("%AUTOID%") == 0 } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SM SEP } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = SM SEP } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_JettisonTower_T1_G1_C1_S.cfg PROP { name = MAS_FASA_tggl_JettisonTower_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.SetPersistent("%AUTOID%", fc.SetActionGroup(14, true)) variable = fc.GetPersistentAsNumber("%AUTOID%") == 0 } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetPersistentAsNumber("%AUTOID%") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TWR JETT } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = TWR JETT } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/RetroProps/MAS_FASA_tggl_SMCargoBay_T1_G1_C1_S.cfg PROP { name = MAS_FASA_tggl_SMCargoBay_T1_G1_C1_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 onClick = fc.ToggleActionGroup(19) } COLLIDER_EVENT { name = Collider collider = CoverCollider onClick = fc.TogglePersistent("%AUTOID%-cover") sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("%AUTOID%-cover") } ROTATION { name = Lever Movement transform = SwitchGrp startRotation = 30,0,0 endRotation = -30,0,0 range = 0, 1 blend = true cycleRate = 1 variable = fc.GetActionGroup(19) } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CARGO BAY } TEXT_LABEL { name = Plate Bottom Label transform = TextPlateBottomObj fontSize = 5.5 lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = UpperCenter transformOffset = 0.01947, 0.005 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = CLOSE } COLOR_SHIFT { name = Switch Mark Glow transform = TumblerMarkObj variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR blend = true } } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/Spaces/internal.cfg INTERNAL { name = FASA_Apollo_CM_Int MODULE { name = InternalSeat seatTransformName = Seat_Left portraitCameraName = Camera_Left allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_Right portraitCameraName = Camera_Right allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_Center portraitCameraName = Camera_Center allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyRight cameraTransformName = Camera_FocusRight } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyCenter cameraTransformName = Camera_FocusCenter } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyLeft cameraTransformName = Camera_FocusLeft } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyLeftFAR cameraTransformName = Camera_FocusLeftFAR } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyRightFAR cameraTransformName = Camera_FocusRightFAR } PROP { name = switchWithGuards position = 0.3391,0.1907,0.0017 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1907,0.0017 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1643,0.0112 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3391,0.1643,0.0112 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1372,0.0211 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = MAS_ASET_FDAI-01 position = 0.3426,0.336,-0.0683 rotation = 0.5735762,0,0,0.8191522 scale = 0.8,0.8,0.8 } PROP { name = MAS_ASET_FDAIGMCP-01 position = 0.4526,0.3755,-0.0654 rotation = 0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = SwitchFlatPanelShortClear position = 0.4477,0.3277,-0.0479 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_FDAI1 position = 0.4477,0.3422,-0.05 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_FI_FDAI1_Error position = 0.4798,0.32399,-0.04353 rotation = 0.5735763,0,0,0.8191521 scale = 0.9999998,1.000007,1.000007 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = 0.4375,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = 0.4173,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000021,0.3000021 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = 0.4579,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000021,0.3000021 } PROP { name = MAS_NASA_G_Units_Indicator position = 0.5343,0.37556,-0.06524 rotation = 0.5735762,0,0,0.8191522 scale = 0.35,0.35,0.35 } PROP { name = MAS_RWL_MasterAlarm position = 0.4526,0.4403,-0.0887 rotation = 0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = MAS_RWL_EngineFlameOut position = 0.4526,0.4558049,-0.09434333 rotation = 0.5735762,0,0,0.8191522 scale = 1,0.999989,0.999989 } PROP { name = MAS_RWL_MasterCaution position = 0.4526,0.4247951,-0.08305666 rotation = 0.5735762,0,0,0.8191522 scale = 1,0.999989,0.999989 } PROP { name = MAS_ASET_DSKY position = 0.2033,0.3744,-0.0607 rotation = 0.5735762,0,0,0.8191522 scale = 0.7,0.7,0.7 } PROP { name = MAS_ASET_FDAI-02 position = 0.2033,0.4726,-0.118 rotation = 0.5735762,0,0,0.8191522 scale = 0.8,0.8,0.8 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_ExtLights position = 0.0975,0.4643,-0.0944 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_tggl_TunnelLight_T1_G1_S position = 0.1072,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_EVALight_T1_G1_S position = 0.0868,0.446295,-0.0878956 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_DockingLight_T1_G1_S position = 0.12736,0.4462877,-0.08789293 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_tggl_Light_T1_G1_S position = 0.06664,0.446295,-0.0878956 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_ASET_FDAIGMCP-02 position = 0.0926,0.498,-0.11 rotation = 0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = SwitchFlatPanelShortClear position = -0.0153,0.487,-0.1059 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_FDAI2 position = -0.01480001,0.5015,-0.108 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_FI_FDAI2_Error position = 0.0168,0.483325,-0.1014337 rotation = 0.5735763,0,0,0.8191521 scale = 0.9999998,1.000008,1.000008 } PROP { name = MAS_tggl_FDAI2Power_T1_G1_S position = -0.04569997,0.4834655,-0.1014849 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.2999999,0.2999999 } PROP { name = MAS_tggl_FDAI2RateScale_T1_G1_S position = -0.005099999,0.4834655,-0.1014849 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.2999999,0.2999999 } PROP { name = MAS_tggl_FDAI2ErrScale_T1_G1_S position = -0.0255,0.4834655,-0.1014849 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = SwitchFlatPanelShortClear position = 0.5479,0.3277,-0.0479 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_rheo_InstrumentLight position = 0.5197001,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_LabelText_IntLights position = 0.5479,0.3422,-0.05 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_rheo_GenericSpotLight position = 0.5675001,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_rheo_PointLight_IntLight position = 0.5451,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = 0.5479,0.2919,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_tggl_CM_RCS_T1_G1_C1_S position = 0.5805001,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000022,0.3000022 } PROP { name = MAS_tggl_RCS_T1_G1_S position = 0.5175001,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000022,0.3000022 } PROP { name = MAS_tggl_RCS_Translate_T1_G1_S position = 0.5595,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000022,0.3000022 } PROP { name = MAS_LabelText_RCS position = 0.5479,0.3064,-0.037 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_RCS_Rotate_T1_G1_S position = 0.5385001,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = SwitchFlatPanelLongClear position = 0.4979,0.256,-0.0218 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_SAS position = 0.4979,0.2705627,-0.02413772 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000005,0.3000005 } PROP { name = MAS_pb_SAS_StabilityAssist_2 position = 0.5789,0.2550019,-0.01859535 rotation = 0.5735763,0,0,0.8191521 scale = 0.3599999,0.3600002,0.3600002 } PROP { name = MAS_pb_SAS_ManeuverNode_2 position = 0.5609,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_Prograde_2 position = 0.5429,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_Retrograde_2 position = 0.5249,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_Normal_2 position = 0.5069001,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_AntiNormal_2 position = 0.4889,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_RadialIn_2 position = 0.4709,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_RadialOut_2 position = 0.4529001,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_Target_2 position = 0.4349,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_AntiTarget_2 position = 0.4169,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599987,0.3600005,0.3600005 } PROP { name = SwitchFlatPanelShortClear position = 0.4477,0.2919,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_SAS position = 0.4477,0.3064,-0.037 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_SAS_T1_G1_S position = 0.45892,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_PrecisionMode_T1_G1_S position = 0.47992,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000018,0.3000018 } PROP { name = MAS_swRotary_3pos_SpeedMode position = 0.41692,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000018,0.3000018 } PROP { name = SwitchFlatPanelShortClear position = 0.3426,0.4129,-0.0789 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_tggl_AG1_T1_G1_S position = 0.37914,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_AG2_T1_G1_S position = 0.36114,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG3_T1_G1_S position = 0.34314,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG4_T1_G1_S position = 0.32514,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG5_T1_G1_S position = 0.30714,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG6_T1_G1_S position = 0.37914,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG7_T1_G1_S position = 0.36114,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG8_T1_G1_S position = 0.34314,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG9_T1_G1_S position = 0.32514,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG0_T1_G1_S position = 0.30714,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_LabelText_ActionGroup position = 0.3426,0.43495,-0.08687 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000005,0.3000005 } PROP { name = MAS_RetroAltitudeDisplay position = 0.2033,0.2772,-0.0253 rotation = 0.5735762,0,0,0.8191522 scale = 0.7,0.7,0.7 } PROP { name = ASET_Internal_EVA_Hatch position = 0,-0.05,-0.3218 rotation = -0.5,0.5,-0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = MAS_SignalLamp_Docked position = -0.2116,-0.0273,-0.2746 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_SignalLamp_NotDocked position = -0.2116,-0.0083,-0.2746 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0,0.8754,0.0878 rotation = 0,0.2774211,0.9607484,0 scale = 0.5,0.1,0.3 } PROP { name = MAS_InternalOmniLight_1m_Tunnel position = 0,0.3115,-0.1823 rotation = 1,0,0,0 scale = 0.7,0.7,0.7 } PROP { name = MAS_SignalLamp_Landed position = -0.00977,0.87083,0.09068 rotation = 0,0.2774211,0.9607484,0 scale = 1,1,1 } PROP { name = MAS_SignalLamp_Flying position = 0.00977,0.87083,0.09068 rotation = 0,0.2774211,0.9607484,0 scale = 1,1,1 } PROP { name = SwitchFlatPanelShortClear position = -0.004,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_Dock position = -0.003500007,0.4643,-0.0944 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_FASA_tggl_DockingProbe_T1_G1_S position = 0.00794,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_tggl_Undock_T1_G1_C1_S position = 0.02809994,0.4462922,-0.08789458 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_tggl_ReferencePart_T1_G1_D position = -0.01246,0.4462922,-0.08789458 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_RWL_Docked position = -0.03453989,0.4438,-0.0872 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999999,0.5000007,0.5000007 } PROP { name = MAS_RWL_DockReady position = -0.03453989,0.4529499,-0.09053029 rotation = 0.5735764,0,0,0.8191521 scale = 0.4999977,0.5000028,0.5000028 } PROP { name = SwitchFlatPanelShortClear position = 0.269,0.3381,-0.0516 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.6,0.6,0.6 } PROP { name = MAS_toggle_Stage position = 0.269,0.3118325,-0.03891072 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3000042,0.2999956,0.3000016 } PROP { name = MAS_RWL_StageReady position = 0.269,0.341,-0.0494 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.5000064,0.499991,0.5000012 } PROP { name = MAS_RWL_StageLocked position = 0.269,0.3496,-0.0525 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.5000064,0.499991,0.5000012 } PROP { name = MAS_LabelText_Stage position = 0.269,0.37898,-0.06349 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3000042,0.2999943,0.3000006 } PROP { name = MAS_DigitalIndicator_2char_Stage position = 0.269,0.3631,-0.0578 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3500043,0.3499947,0.3500008 } PROP { name = HandRailMedium position = -0.2278,0.8218,0.0561 rotation = -0.1213121,0.8622581,0.4868894,-0.06879738 scale = 1,1,1 } PROP { name = MAS_DigitalIndicator_12char_MET_2 position = -0.1055,0.4767,-0.1017 rotation = 0.5735764,0,0,0.8191521 scale = 0.35,0.35,0.35 } PROP { name = MAS_NASA_Gauge_Stage_Propellant position = 0.2773,0.4598,-0.095 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8,0.8 } PROP { name = MAS_NASA_Gauge_LiquidFuel position = -0.3818,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8,0.8 } PROP { name = MAS_NASA_Gauge_Oxidizer position = -0.3626,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_NASA_Gauge_LiquidHydrogen position = -0.3434,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_FASA_Gauge_LiquidFuelPressure position = -0.3242,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_FASA_Gauge_OxidizerPressure position = -0.305,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_FASA_Gauge_LiquidHydrogenPressure position = -0.2858,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_FASA_LabelText_Quantity position = -0.36273,0.48258,-0.10421 rotation = 0.5735764,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_FASA_LabelText_Pressure position = -0.30533,0.48258,-0.10421 rotation = 0.5735764,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_NASA_Gauge_Monopropellant position = 0.2773,0.4121,-0.0778 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8,0.8 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.3428,-0.0534 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_tggl_JettisonTower_T1_G1_C1_S position = 0.1072,0.339254,-0.04910837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_Abort_T1_G1_C1_S position = 0.12736,0.3392894,-0.04899355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_LabelText_Abort position = 0.0975,0.3573,-0.0555 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = 0.2752,0.2585,-0.0214 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8,0.8 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.379,-0.0666 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_tggl_JettisonSLA_T1_G1_C1_S position = 0.12736,0.3754894,-0.06219355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_JettisonLEM_T1_G1_C1_S position = 0.1072,0.375454,-0.06230837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_JettisonSM_T1_G1_C1_S position = 0.0868,0.375454,-0.06230837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = SwitchFlatPanelShortClear position = 0.3426,0.2559,-0.0218 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_tggl_EngineEnable_T1_G1_C1_S position = 0.37296,0.2523894,-0.01739355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_tggl_GimbalLock_T1_G1_S position = 0.35382,0.25236,-0.0174 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_FASA_SignalLamp_1Engine position = 0.31974,0.2569055,-0.0190373 rotation = 0.5735763,0,0,0.8191521 scale = 0.5999999,0.6000001,0.6000001 } PROP { name = MAS_FASA_SignalLamp_2Engine position = 0.32724,0.2498578,-0.01647209 rotation = 0.5735764,0,0,0.8191521 scale = 0.5999998,0.6000007,0.6000007 } PROP { name = MAS_FASA_SignalLamp_3Engine position = 0.31224,0.2639532,-0.02160252 rotation = 0.5735764,0,0,0.8191521 scale = 0.5999998,0.6000007,0.6000007 } PROP { name = MAS_FASA_SignalLamp_4Engine position = 0.32724,0.2639532,-0.02160252 rotation = 0.5735764,0,0,0.8191521 scale = 0.5999998,0.6000007,0.6000007 } PROP { name = MAS_FASA_SignalLamp_5Engine position = 0.31224,0.2498578,-0.01647209 rotation = 0.5735764,0,0,0.8191521 scale = 0.5999998,0.6000007,0.6000007 } PROP { name = MAS_NASA_CommNetSignalIndicator position = -0.22035,0.2528,-0.0203 rotation = 0.5735764,0,0,0.8191521 scale = 0.35,0.35,0.35 } PROP { name = SwitchFlatPanelShortClear position = -0.2069,0.292,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_LabelText_HGA position = -0.2064,0.3065,-0.037 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_tggl_Antenna_T1_G1_S position = -0.17654,0.2884894,-0.03049355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_RWL_Chatterer_Xmit position = -0.23744,0.286,-0.0298 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999999,0.5000007,0.5000007 } PROP { name = MAS_RWL_Chatterer_Recv position = -0.23744,0.2951499,-0.03313032 rotation = 0.5735764,0,0,0.8191521 scale = 0.4999977,0.5000028,0.5000028 } PROP { name = MAS_pb_ChattererTalk position = -0.1967,0.2884971,-0.03048997 rotation = 0.5735763,0,0,0.8191521 scale = 0.3599999,0.3600002,0.3600002 } PROP { name = SwitchFlatPanelShortClear position = -0.335,0.328,-0.0478 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_VAP_DigInd_Emissive_5char_Altitude position = -0.3247,0.328,-0.0448 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999997,0.5000042,0.5000042 } PROP { name = MAS_VAP_NID_Altitude position = -0.35982,0.32818,-0.04426 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.1500001,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = -0.4357,0.328,-0.0478 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_VAP_DigInd_Emissive_4char_Inclination position = -0.42942,0.32828,-0.04496 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999999,0.5000042,0.5000042 } PROP { name = MAS_VAP_NID_Inclination position = -0.46052,0.32818,-0.04426 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.1500001,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = -0.335,0.292,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_VAP_tggl_CompSelect_T1_G1_S position = -0.30782,0.29092,-0.03149 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_VAP_pb_ManeuverSeq position = -0.3622,0.2888486,-0.03075202 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600004,0.3600004 } PROP { name = MAS_VAP_pb_AscentSeq position = -0.335,0.2888486,-0.03075202 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_SignalLamp_AscSeqValid position = -0.335,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_VAP_SignalLamp_MnvrSeqValid position = -0.36218,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = SwitchFlatPanelShortClear position = -0.4357,0.292,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_VAP_pb_ChangeAp position = -0.4033,0.2888494,-0.03074999 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_pb_ChangePe position = -0.4249,0.2888494,-0.03074999 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_pb_HohmannXfer position = -0.4465,0.2888494,-0.03074999 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_pb_MatchVelocity position = -0.4681,0.2888494,-0.03074999 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_SignalLamp_ChangeApValid position = -0.4033,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_VAP_SignalLamp_ChangePeValid position = -0.4249,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_VAP_SignalLamp_HohmannXferValid position = -0.4465,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_VAP_SignalLamp_MatchVelValid position = -0.4681,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_NASA_Gauge_Power position = -0.18975,0.4895,-0.1048 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000004,0.8000004 } PROP { name = MAS_NASA_Gauge_Ablator position = -0.1704,0.4895,-0.1048 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000004,0.8000004 } PROP { name = SwitchFlatPanelShortClear position = -0.207,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_tggl_FuelCell_T1_G1_S position = -0.1764,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_tggl_ElecOutput_Scale_T1_G1_S position = -0.2376,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP 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-0.07524,0.446254,-0.08790837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = 0.37245,0.46112,-0.09563 rotation = 0.5735762,0,0,0.8191522 scale = 0.4,0.4,0.4 } PROP { name = MAS_ASET_CRT_Display position = -0.207,0.369,-0.0646 rotation = 0.5735764,0,0,0.8191521 scale = 0.7,0.7,0.7 } PROP { name = MAS_JSIMainCompUnit position = -0.386,0.2512,-0.0364 rotation = -0.1736483,0,0,0.9848078 scale = 0.69,0.69,0.69 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.4143,-0.0795 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_FASA_tggl_SMCargoBay_T1_G1_C1_S position = 0.12736,0.4107894,-0.07509355 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_X-pointer position = -0.0532,0.3606,-0.0596 rotation = 0.5735762,0,0,0.8191522 scale = 0.75,0.75,0.75 } PROP { name = MAS_ARRT position = 0.0223,0.3531,-0.0533 rotation = 0.5735762,0,0,0.8191522 scale = 0.6,0.6,0.6 } PROP { name = SwitchFlatPanelShortClear position = -0.004,0.4143,-0.0795 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_tggl_ARRTPower_T1_G1_S position = 0.02635998,0.4107894,-0.07509355 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_tggl_ARRTMode_T1_G1_S position = 0.0062,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_FI_XPtrError position = -0.03436,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = MAS_FI_ARRTError position = -0.0142,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = SwitchFlatPanelShortClear position = -0.1078,0.3558,-0.0582 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.5,0.5,0.5 } PROP { name = MAS_swRotary_3pos_XPtrMode position = -0.1078,0.3568986,-0.0551817 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600039,0.3600096,0.3600115 } PROP { name = MAS_swRotary_3pos_XPtrScale position = -0.1078,0.3312409,-0.04585583 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600039,0.3600096,0.3600115 } PROP { name = MAS_tggl_XPtrPower_T1_G1_S position = -0.1078,0.3797,-0.0638 rotation = 0.5735766,-6.332994E-08,-9.313226E-08,0.8191521 scale = 0.3000019,0.3000061,0.3000094 } PROP { name = SwitchFlatPanelShortClear position = -0.1056,0.4143,-0.0794 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_FASA_tggl_CM_RCS_T1_G1_C1_S position = -0.07299989,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = MAS_tggl_RCS_T1_G1_S position = -0.1359999,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = MAS_tggl_RCS_Translate_T1_G1_S position = -0.09400004,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = MAS_LabelText_RCS position = -0.1056,0.4288,-0.0815 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_tggl_RCS_Rotate_T1_G1_S position = -0.1149999,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = -0.1404,0.3558,-0.0582 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.5000004,0.5000002,0.5 } PROP { name = MAS_tggl_Radar_T1_G1_S position = -0.1404,0.3797,-0.06380001 rotation = 0.5735766,-6.332994E-08,-9.313226E-08,0.8191521 scale = 0.3000028,0.3000061,0.3000102 } PROP { name = MAS_pb_rb_ClearTarget position = -0.1404,0.3568986,-0.0551817 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600049,0.3600096,0.3600123 } PROP { name = MAS_pb_rb_ClearNode position = -0.1404,0.3312408,-0.04585582 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600049,0.3600096,0.3600123 } PROP { name = SeatV2 position = 0.0824,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,0.9999999 } PROP { name = SeatV2 position = 0.4522,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = SeatV2 position = -0.295,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = MAS_ASET_RotationCtrl_V2 position = 0.182,0.074,0.166 rotation = 0,1,0,0 scale = 1,1,0.9999999 } PROP { name = MAS_ThrottleCtrl position = 0.5511,0.0724,0.0986 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_Black position = 0.5478,0.0659,-0.0139 rotation = 0,0,0,1 scale = 0.3,0.7,0.3 } PROP { name = MAS_Timer_DigInd_Emissive_12char_Timer position = -0.19632,0.4172,-0.08 rotation = 0.5735764,0,0,0.8191521 scale = 0.35,0.35,0.35 } PROP { name = SwitchFlatPanelShortClear position = -0.335,0.3643,-0.061 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_Timer_tggl_SelectSeconds_T1_G1_D position = -0.36536,0.360795,-0.0565956 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_Timer_tggl_SelectMinutes_T1_G1_D position = -0.3452,0.360795,-0.0565956 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_Timer_tggl_SelectHours_T1_G1_D position = -0.3248,0.3607922,-0.05659458 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_Timer_tggl_ModeSelect_T1_G1_S position = -0.30464,0.3607877,-0.05659294 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = SwitchFlatPanelLongClear position = -0.3825,0.4009,-0.0743 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_Timer_pb_rb_ResetAlarm position = -0.3015,0.3999019,-0.07109535 rotation = 0.5735763,0,0,0.8191521 scale = 0.3599999,0.3600003,0.3600003 } PROP { name = MAS_Timer_pb_rb_AlarmNextAp position = -0.3374999,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600012,0.3600012 } PROP { name = MAS_Timer_pb_rb_AlarmNextPe position = -0.3555,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600012,0.3600012 } PROP { name = MAS_Timer_pb_rb_AlarmNextMnvr position = -0.3734999,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600012,0.3600012 } PROP { name = MAS_Timer_pb_rb_AlarmClosest position = -0.3914999,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600012,0.3600012 } PROP { name = MAS_Timer_pb_rb_SetAlarm position = -0.3195,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600012,0.3600012 } PROP { name = MAS_Timer_pb_rb_AlarmKAC position = -0.4094999,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600012,0.3600012 } PROP { name = MAS_Timer_FI_Active position = -0.2399,0.41708,-0.08034 rotation = 0.5735764,0,0,0.8191521 scale = 0.7,0.7,0.7 } PROP { name = MAS_Timer_SignalLamp_Timer_1min position = -0.25333,0.4170085,-0.080314 rotation = 0.5735764,0,0,0.8191521 scale = 0.6,0.6000006,0.6000006 } PROP { name = MAS_Timer_FI_Active position = 0.38234,0.2802,-0.0305 rotation = 0.5735764,0,0,0.8191521 scale = 0.7,0.7000001,0.7000001 } PROP { name = MAS_Timer_SignalLamp_Timer_1min position = 0.36891,0.2801286,-0.030474 rotation = 0.5735764,0,0,0.8191521 scale = 0.6,0.6000006,0.6000006 } PROP { name = FireEqupStorage position = 0.5469,0.1682,0.0074 rotation = 0.5735762,0,0,0.8191522 scale = 0.79885,0.7988498,0.7988498 } PROP { name = FireEqupStorage position = -0.5469,0.1682,0.0074 rotation = 0.5735762,0,0,0.8191522 scale = 0.79885,0.7988498,0.7988498 } PROP { name = MAS_ASET_ClockTimer position = 0.3179,0.4641,-0.0967 rotation = 0.5735762,0,0,0.8191522 scale = 0.35,0.35,0.35 } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/Spaces/internal.cfg INTERNAL { name = MAS_FASA_Apollo_CM_Int MODULE { name = InternalSeat seatTransformName = Seat_Left portraitCameraName = Camera_Left allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_Right portraitCameraName = Camera_Right allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_Center portraitCameraName = Camera_Center allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyRight cameraTransformName = Camera_FocusRight } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyCenter cameraTransformName = Camera_FocusCenter } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyLeft cameraTransformName = Camera_FocusLeft } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyLeftFAR cameraTransformName = Camera_FocusLeftFAR } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyRightFAR cameraTransformName = Camera_FocusRightFAR } PROP { name = IndicatorPanel position = 0.6841,0.1852,0.0153 rotation = 0.5689537,1.067602E-07,5.087811E-08,0.8223696 scale = 1,0.9999991,1.000001 } PROP { name = switchWithGuards position = 0.3391,0.2174,-0.008 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.2174,-0.008 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3391,0.1907,0.0017 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1907,0.0017 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1643,0.0112 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3391,0.1643,0.0112 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1372,0.0211 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = MAS_ASET_FDAI-01 position = 0.3426,0.336,-0.0683 rotation = 0.5735762,0,0,0.8191522 scale = 0.8,0.8,0.8 } PROP { name = MAS_ASET_FDAIGMCP-01 position = 0.4526,0.3755,-0.0654 rotation = 0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = SwitchFlatPanelShortClear position = 0.4477,0.3277,-0.0479 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_FDAI1 position = 0.4477,0.3422,-0.05 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_FI_FDAI1_Error position = 0.4798,0.32399,-0.04353 rotation = 0.5735763,0,0,0.8191521 scale = 0.9999998,1.000007,1.000007 } PROP { name = MAS_tggl_FDAI1ErrScale_T1_G1_S position = 0.4375,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_FDAI1Power_T1_G1_S position = 0.4173,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000021,0.3000021 } PROP { name = MAS_tggl_FDAI1RateScale_T1_G1_S position = 0.4579,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000021,0.3000021 } PROP { name = MAS_NASA_G_Units_Indicator position = 0.5343,0.37556,-0.06524 rotation = 0.5735762,0,0,0.8191522 scale = 0.35,0.35,0.35 } PROP { name = MAS_RWL_MasterAlarm position = 0.4526,0.4403,-0.0887 rotation = 0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = MAS_RWL_EngineFlameOut position = 0.4526,0.4558049,-0.09434333 rotation = 0.5735762,0,0,0.8191522 scale = 1,0.999989,0.999989 } PROP { name = MAS_RWL_MasterCaution position = 0.4526,0.4247951,-0.08305666 rotation = 0.5735762,0,0,0.8191522 scale = 1,0.999989,0.999989 } PROP { name = MAS_ASET_DSKY position = 0.2033,0.3744,-0.0607 rotation = 0.5735762,0,0,0.8191522 scale = 0.7,0.7,0.7 } PROP { name = MAS_ASET_FDAI-02 position = 0.2033,0.4726,-0.118 rotation = 0.5735762,0,0,0.8191522 scale = 0.8,0.8,0.8 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_ExtLights position = 0.0975,0.4643,-0.0944 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_tggl_TunnelLight_T1_G1_S position = 0.1072,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_EVALight_T1_G1_S position = 0.0868,0.446295,-0.0878956 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_DockingLight_T1_G1_S position = 0.12736,0.4462877,-0.08789293 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_tggl_Light_T1_G1_S position = 0.06664,0.446295,-0.0878956 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_ASET_FDAIGMCP-02 position = 0.0926,0.498,-0.11 rotation = 0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = SwitchFlatPanelShortClear position = -0.0153,0.487,-0.1059 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_FDAI2 position = -0.01480001,0.5015,-0.108 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_FI_FDAI2_Error position = 0.0168,0.483325,-0.1014337 rotation = 0.5735763,0,0,0.8191521 scale = 0.9999998,1.000008,1.000008 } PROP { name = MAS_tggl_FDAI2Power_T1_G1_S position = -0.04569997,0.4834655,-0.1014849 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.2999999,0.2999999 } PROP { name = MAS_tggl_FDAI2RateScale_T1_G1_S position = -0.005099999,0.4834655,-0.1014849 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.2999999,0.2999999 } PROP { name = MAS_tggl_FDAI2ErrScale_T1_G1_S position = -0.0255,0.4834655,-0.1014849 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = SwitchFlatPanelShortClear position = 0.5479,0.3277,-0.0479 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_rheo_InstrumentLight position = 0.5197001,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_LabelText_IntLights position = 0.5479,0.3422,-0.05 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_rheo_GenericIntLight position = 0.5451,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_rheo_GenericSpotLight position = 0.5675001,0.32416,-0.0435 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = 0.5479,0.2919,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_tggl_CM_RCS_T1_G1_C1_S position = 0.5805001,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000022,0.3000022 } PROP { name = MAS_tggl_RCS_T1_G1_S position = 0.5175001,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000022,0.3000022 } PROP { name = MAS_tggl_RCS_Translate_T1_G1_S position = 0.5595,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000022,0.3000022 } PROP { name = MAS_LabelText_RCS position = 0.5479,0.3064,-0.037 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_RCS_Rotate_T1_G1_S position = 0.5385001,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = SwitchFlatPanelLongClear position = 0.4979,0.256,-0.0218 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_SAS position = 0.4979,0.2705627,-0.02413772 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000005,0.3000005 } PROP { name = MAS_pb_SAS_StabilityAssist_2 position = 0.5789,0.2550019,-0.01859535 rotation = 0.5735763,0,0,0.8191521 scale = 0.3599999,0.3600002,0.3600002 } PROP { name = MAS_pb_SAS_ManeuverNode_2 position = 0.5609,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_Prograde_2 position = 0.5429,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_Retrograde_2 position = 0.5249,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_Normal_2 position = 0.5069001,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_AntiNormal_2 position = 0.4889,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_RadialIn_2 position = 0.4709,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_RadialOut_2 position = 0.4529001,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_Target_2 position = 0.4349,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = MAS_pb_SAS_AntiTarget_2 position = 0.4169,0.2550019,-0.01859535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599991,0.3600005,0.3600005 } PROP { name = SwitchFlatPanelShortClear position = 0.4477,0.2919,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_SAS position = 0.4477,0.3064,-0.037 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_SAS_T1_G1_S position = 0.45892,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_PrecisionMode_T1_G1_S position = 0.47992,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000018,0.3000018 } PROP { name = MAS_swRotary_3pos_SpeedMode position = 0.41692,0.28836,-0.0305 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000018,0.3000018 } PROP { name = SwitchFlatPanelShortClear position = 0.3426,0.4129,-0.0789 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_tggl_AG1_T1_G1_S position = 0.37914,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_tggl_AG2_T1_G1_S position = 0.36114,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG3_T1_G1_S position = 0.34314,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG4_T1_G1_S position = 0.32514,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG5_T1_G1_S position = 0.30714,0.421517,-0.07890767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG6_T1_G1_S position = 0.37914,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG7_T1_G1_S position = 0.36114,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG8_T1_G1_S position = 0.34314,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG9_T1_G1_S position = 0.32514,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_tggl_AG0_T1_G1_S position = 0.30714,0.4037569,-0.07244349 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_LabelText_ActionGroup position = 0.3426,0.43495,-0.08687 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000005,0.3000005 } PROP { name = MAS_RetroAltitudeDisplay position = 0.2033,0.2772,-0.0253 rotation = 0.5735762,0,0,0.8191522 scale = 0.7,0.7,0.7 } PROP { name = ASET_Internal_EVA_Hatch position = 0,-0.05,-0.3218 rotation = -0.5,0.5,-0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0,0.8754,0.0878 rotation = 0,0.2774211,0.9607484,0 scale = 0.5,0.1,0.3 } PROP { name = MAS_InternalOmniLight_1m_Tunnel position = 0,0.3115,-0.1823 rotation = 1,0,0,0 scale = 0.7,0.7,0.7 } PROP { name = MAS_SignalLamp_Landed position = -0.00977,0.87083,0.09068 rotation = 0,0.2774211,0.9607484,0 scale = 1,1,1 } PROP { name = MAS_SignalLamp_Flying position = 0.00977,0.87083,0.09068 rotation = 0,0.2774211,0.9607484,0 scale = 1,1,1 } PROP { name = SwitchFlatPanelShortClear position = -0.004,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_Dock position = -0.003500007,0.4643,-0.0944 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_FASA_tggl_DockingProbe_T1_G1_S position = 0.00794,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_tggl_Undock_T1_G1_C1_S position = 0.02809994,0.4462922,-0.08789458 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_tggl_ReferencePart_T1_G1_D position = -0.01246,0.4462922,-0.08789458 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_RWL_Docked position = -0.03453994,0.4438,-0.0872 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999999,0.5000007,0.5000007 } PROP { name = MAS_RWL_DockReady position = -0.03453994,0.4529499,-0.09053029 rotation = 0.5735764,0,0,0.8191521 scale = 0.4999981,0.5000028,0.5000028 } PROP { name = SwitchFlatPanelShortClear position = 0.269,0.3381,-0.0516 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.6,0.6,0.6 } PROP { name = MAS_toggle_Stage position = 0.269,0.3118325,-0.03891072 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3000033,0.2999968,0.3000016 } PROP { name = MAS_RWL_StageReady position = 0.269,0.341,-0.0494 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.5000051,0.4999928,0.5000012 } PROP { name = MAS_RWL_StageLocked position = 0.269,0.3496,-0.0525 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.5000051,0.4999928,0.5000012 } PROP { name = MAS_LabelText_Stage position = 0.269,0.37898,-0.06349 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3000034,0.2999955,0.3000006 } PROP { name = MAS_DigitalIndicator_2char_Stage position = 0.269,0.3631,-0.0578 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3500034,0.349996,0.3500008 } PROP { name = HandRailMedium position = -0.2278,0.8218,0.0561 rotation = -0.1213121,0.8622581,0.4868894,-0.06879738 scale = 1,1,1 } PROP { name = MAS_DigitalIndicator_12char_MET_2 position = -0.1055,0.4767,-0.1017 rotation = 0.5735764,0,0,0.8191521 scale = 0.35,0.35,0.35 } PROP { name = MAS_NASA_Gauge_Stage_Propellant position = 0.2706,0.2584,-0.0218 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8,0.8 } PROP { name = MAS_NASA_Gauge_LiquidFuel position = -0.3818,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8,0.8 } PROP { name = MAS_NASA_Gauge_Oxidizer position = -0.3626,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_NASA_Gauge_LiquidHydrogen position = -0.3434,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_FASA_Gauge_LiquidFuelPressure position = -0.3242,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_FASA_Gauge_OxidizerPressure position = -0.305,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_FASA_Gauge_LiquidHydrogenPressure position = -0.2858,0.4548,-0.0922 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000056,0.8000056 } PROP { name = MAS_FASA_LabelText_Quantity position = -0.36273,0.48258,-0.10421 rotation = 0.5735764,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_FASA_LabelText_Pressure position = -0.30533,0.48258,-0.10421 rotation = 0.5735764,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_NASA_Gauge_Monopropellant position = 0.2773,0.4121,-0.0778 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8,0.8 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.3428,-0.0534 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_tggl_JettisonTower_T1_G1_C1_S position = 0.1072,0.339254,-0.04910837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_Abort_T1_G1_C1_S position = 0.12736,0.3392894,-0.04899355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_LabelText_Abort position = 0.0975,0.3573,-0.0555 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_NASA_GaugeDbl_Throttle position = 0.2983,0.20584,-0.00218 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8,0.8 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.379,-0.0666 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_tggl_JettisonSLA_T1_G1_C1_S position = 0.12736,0.3754894,-0.06219355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_JettisonLEM_T1_G1_C1_S position = 0.1072,0.375454,-0.06230837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_JettisonSM_T1_G1_C1_S position = 0.0868,0.375454,-0.06230837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = SwitchFlatPanelShortClear position = 0.3426,0.2559,-0.0218 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_tggl_EngineEnable_T1_G1_C1_S position = 0.37296,0.2523894,-0.01739355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_tggl_GimbalLock_T1_G1_S position = 0.35382,0.25236,-0.0174 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_FASA_SignalLamp_1Engine position = 0.31974,0.2569055,-0.0190373 rotation = 0.5735763,0,0,0.8191521 scale = 0.5999999,0.6000001,0.6000001 } PROP { name = MAS_FASA_SignalLamp_2Engine position = 0.32724,0.2498578,-0.01647212 rotation = 0.5735764,0,0,0.8191521 scale = 0.5999998,0.6000007,0.6000007 } PROP { name = MAS_FASA_SignalLamp_3Engine position = 0.31224,0.2639532,-0.02160249 rotation = 0.5735764,0,0,0.8191521 scale = 0.5999998,0.6000007,0.6000007 } PROP { name = MAS_FASA_SignalLamp_4Engine position = 0.32724,0.2639532,-0.02160249 rotation = 0.5735764,0,0,0.8191521 scale = 0.5999998,0.6000007,0.6000007 } PROP { name = MAS_FASA_SignalLamp_5Engine position = 0.31224,0.2498578,-0.01647212 rotation = 0.5735764,0,0,0.8191521 scale = 0.5999998,0.6000007,0.6000007 } PROP { name = MAS_NASA_CommNetSignalIndicator position = 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position = -0.335,0.328,-0.0478 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_VAP_DigInd_Emissive_5char_Altitude position = -0.3247,0.328,-0.0448 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999997,0.5000042,0.5000042 } PROP { name = MAS_VAP_NID_Altitude position = -0.35982,0.32818,-0.04426 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.1500001,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = -0.4357,0.328,-0.0478 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_VAP_DigInd_Emissive_4char_Inclination position = -0.42942,0.32828,-0.04496 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999999,0.5000042,0.5000042 } PROP { name = MAS_VAP_NID_Inclination position = -0.46052,0.32818,-0.04426 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.1500001,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = -0.335,0.292,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_VAP_tggl_CompSelect_T1_G1_S position = -0.30782,0.29092,-0.03149 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_VAP_pb_ManeuverSeq position = -0.3622,0.2888486,-0.03075202 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600004,0.3600004 } PROP { name = MAS_VAP_pb_AscentSeq position = -0.335,0.2888486,-0.03075202 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_SignalLamp_AscSeqValid position = -0.335,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_VAP_SignalLamp_MnvrSeqValid position = -0.36218,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = SwitchFlatPanelShortClear position = -0.4357,0.292,-0.0349 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_VAP_pb_ChangeAp position = -0.4033,0.2888494,-0.03074999 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_pb_ChangePe position = -0.4249,0.2888494,-0.03074999 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_pb_HohmannXfer position = -0.4465,0.2888494,-0.03074999 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_pb_MatchVelocity position = -0.4681,0.2888494,-0.03074999 rotation = 0.5735763,0,0,0.8191521 scale = 0.36,0.3600002,0.3600002 } PROP { name = MAS_VAP_SignalLamp_ChangeApValid position = -0.4033,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_VAP_SignalLamp_ChangePeValid position = -0.4249,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_VAP_SignalLamp_HohmannXferValid position = -0.4465,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_VAP_SignalLamp_MatchVelValid position = -0.4681,0.3026057,-0.0357592 rotation = 0.5735763,0,0,0.8191521 scale = 0.6,0.6000002,0.6000002 } PROP { name = MAS_NASA_Gauge_Power position = -0.1704,0.4895,-0.1048 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000004,0.8000004 } PROP { name = SwitchFlatPanelShortClear position = -0.207,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_tggl_FuelCell_T1_G1_S position = -0.1764,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_tggl_ElecOutput_Scale_T1_G1_S position = -0.2376,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_NASA_FuelCell_Output position = -0.207,0.4509082,-0.08925539 rotation = 0.5735763,0,0,0.8191521 scale = 0.27,0.2700002,0.2700002 } PROP { name = MAS_NASA_ChargeRateIndicator position = -0.237,0.4825988,-0.1041101 rotation = 0.5735763,0,0,0.8191521 scale = 0.27,0.2700002,0.2700002 } PROP { name = SwitchFlatPanelShortClear position = -0.1056,0.4498,-0.0922 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_tggl_RecoverVessel_T1_G1_C1_S position = -0.09540001,0.4462877,-0.08779294 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_tggl_ParachuteArm_T1_G1_S position = -0.11556,0.4462922,-0.08779459 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000018,0.3000018 } PROP { name = MAS_FASA_tggl_JettisonChuteCover_T1_G1_C1_S position = -0.13596,0.4462655,-0.08778487 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000018,0.3000018 } PROP { name = MAS_FI_Contact position = -0.07524,0.446254,-0.08790837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = 0.37245,0.46112,-0.09563 rotation = 0.5735762,0,0,0.8191522 scale = 0.35,0.35,0.35 } PROP { name = MAS_ASET_CRT_Display position = -0.207,0.369,-0.0646 rotation = 0.5735764,0,0,0.8191521 scale = 0.7,0.7,0.7 } PROP { name = MAS_JSIMainCompUnit position = -0.386,0.2512,-0.0364 rotation = -0.1736483,0,0,0.9848078 scale = 0.69,0.69,0.69 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.4143,-0.0795 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_FASA_tggl_SMCargoBay_T1_G1_C1_S position = 0.12736,0.4107894,-0.07509355 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_X-pointer position = -0.0532,0.3606,-0.0596 rotation = 0.5735762,0,0,0.8191522 scale = 0.75,0.75,0.75 } PROP { name = MAS_ARRT position = 0.0223,0.3531,-0.0533 rotation = 0.5735762,0,0,0.8191522 scale = 0.6,0.6,0.6 } PROP { name = SwitchFlatPanelShortClear position = -0.004,0.4143,-0.0795 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_tggl_ARRTPower_T1_G1_S position = 0.02635998,0.4107894,-0.07509355 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_tggl_ARRTMode_T1_G1_S position = 0.0062,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_FI_XPtrError position = -0.03436,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = MAS_FI_ARRTError position = -0.0142,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = SwitchFlatPanelShortClear position = -0.1078,0.3558,-0.0582 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.5,0.5,0.5 } PROP { name = MAS_swRotary_3pos_XPtrMode position = -0.1078,0.3568986,-0.0551817 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600022,0.3600052,0.3600065 } PROP { name = MAS_swRotary_3pos_XPtrScale position = -0.1078,0.3312409,-0.04585583 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600022,0.3600052,0.3600065 } PROP { name = MAS_tggl_XPtrPower_T1_G1_S position = -0.1078,0.3797,-0.0638 rotation = 0.5735766,-6.332994E-08,-9.313226E-08,0.8191521 scale = 0.300001,0.3000032,0.300005 } PROP { name = SwitchFlatPanelShortClear position = -0.1056,0.4143,-0.0794 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_FASA_tggl_CM_RCS_T1_G1_C1_S position = -0.07299989,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = MAS_tggl_RCS_T1_G1_S position = -0.1359999,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = MAS_tggl_RCS_Translate_T1_G1_S position = -0.09400004,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = MAS_LabelText_RCS position = -0.1056,0.4288,-0.0815 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_tggl_RCS_Rotate_T1_G1_S position = -0.1149999,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = -0.1404,0.3558,-0.0582 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.5000004,0.5000002,0.5 } PROP { name = MAS_tggl_Radar_T1_G1_S position = -0.1404,0.3797,-0.06380001 rotation = 0.5735766,-6.332994E-08,-9.313226E-08,0.8191521 scale = 0.3000016,0.3000032,0.3000056 } PROP { name = MAS_pb_rb_ClearTarget position = -0.1404,0.3568986,-0.0551817 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600028,0.3600052,0.3600069 } PROP { name = MAS_pb_rb_ClearNode position = -0.1404,0.3312408,-0.04585582 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600028,0.3600052,0.3600069 } PROP { name = SeatV2 position = 0.0824,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,0.9999999 } PROP { name = SeatV2 position = 0.4522,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = SeatV2 position = -0.295,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = MAS_ASET_RotationCtrl_V2 position = 0.182,0.074,0.166 rotation = 0,1,0,0 scale = 1,1,0.9999999 } PROP { name = MAS_ThrottleCtrl position = 0.5511,0.0724,0.0986 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_Black position = 0.5478,0.0659,-0.0139 rotation = 0,0,0,1 scale = 0.3,0.7,0.3 } PROP { name = MAS_Timer_DigInd_Emissive_12char_Timer position = -0.2062,0.4172,-0.08 rotation = 0.5735764,0,0,0.8191521 scale = 0.35,0.35,0.35 } PROP { name = SwitchFlatPanelShortClear position = -0.335,0.3643,-0.061 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_Timer_tggl_SelectSeconds_T1_G1_D position = -0.36536,0.360795,-0.0565956 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_Timer_tggl_SelectMinutes_T1_G1_D position = -0.3452,0.360795,-0.0565956 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_Timer_tggl_SelectHours_T1_G1_D position = -0.3248,0.3607922,-0.05659458 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_Timer_tggl_ModeSelect_T1_G1_S position = -0.30464,0.3607877,-0.05659294 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = SwitchFlatPanelLongClear position = -0.3825,0.4009,-0.0743 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_Timer_pb_rb_SetAlarm position = -0.3015,0.3999019,-0.07109535 rotation = 0.5735763,0,0,0.8191521 scale = 0.3599999,0.3600003,0.3600003 } PROP { name = MAS_Timer_pb_rb_ResetAlarm position = -0.3195,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600003,0.3600003 } PROP { name = MAS_Timer_pb_rb_AlarmNextAp position = -0.3374999,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600003,0.3600003 } PROP { name = MAS_Timer_pb_rb_AlarmNextPe position = -0.3555,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600003,0.3600003 } PROP { name = MAS_Timer_pb_rb_AlarmNextMnvr position = -0.3734999,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600003,0.3600003 } PROP { name = MAS_Timer_pb_rb_AlarmClosest position = -0.3914999,0.3999019,-0.07109535 rotation = 0.5735764,0,0,0.8191521 scale = 0.3599999,0.3600003,0.3600003 } PROP { name = MAS_Timer_FI_Active position = -0.25334,0.41708,-0.08034 rotation = 0.5735764,0,0,0.8191521 scale = 0.7,0.7,0.7 } } } UrlConfig { parentUrl = MOARdVPlus/MAS_FASA_Apollo/Spaces/internalGlass.cfg INTERNAL { name = FASA_Apollo_CM_Glass MODULE { name = InternalSeat seatTransformName = Seat_Left portraitCameraName = Camera_Left allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_Right portraitCameraName = Camera_Right allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_Center portraitCameraName = Camera_Center allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyRight cameraTransformName = Camera_FocusRight } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyCenter cameraTransformName = Camera_FocusCenter } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyLeft cameraTransformName = Camera_FocusLeft } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyLeftFAR cameraTransformName = Camera_FocusLeftFAR } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusCanopyRightFAR cameraTransformName = Camera_FocusRightFAR } PROP { name = switchWithGuards position = 0.3391,0.1907,0.0017 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1907,0.0017 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1643,0.0112 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3391,0.1643,0.0112 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = switchWithGuards position = 0.3716,0.1372,0.0211 rotation = 0.5735762,0,0,0.8191522 scale = 0.798851,0.7988508,0.798851 } PROP { name = MAS_RWL_MasterAlarm position = 0.4526,0.4226,-0.0823 rotation = 0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = MAS_RWL_EngineFlameOut position = 0.4526,0.4381049,-0.08794334 rotation = 0.5735762,0,0,0.8191522 scale = 1,0.9999841,0.9999841 } PROP { name = MAS_RWL_MasterCaution position = 0.4526,0.4070951,-0.07665667 rotation = 0.5735762,0,0,0.8191522 scale = 1,0.9999841,0.9999841 } PROP { name = MAS_ASET_DSKY position = 0.2204,0.4841,-0.1006 rotation = 0.5735762,0,0,0.8191522 scale = 0.7,0.7,0.7 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_ExtLights position = 0.0975,0.4643,-0.0944 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_tggl_TunnelLight_T1_G1_S position = 0.1072,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_EVALight_T1_G1_S position = 0.0868,0.446295,-0.0878956 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_DockingLight_T1_G1_S position = 0.12736,0.4462877,-0.08789293 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_tggl_Light_T1_G1_S position = 0.06664,0.446295,-0.0878956 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = SwitchFlatPanelShortClear position = 0.3694,0.4163,-0.0801 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_ActionGroup position = 0.3694,0.43835,-0.08807 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000005,0.3000005 } PROP { name = MAS_pb_SH02_AG1 position = 0.40594,0.424917,-0.08010767 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000005,0.3000005 } PROP { name = MAS_pb_SH02_AG2 position = 0.38794,0.424917,-0.08010767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_pb_SH02_AG3 position = 0.36994,0.424917,-0.08010767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_pb_SH02_AG4 position = 0.35194,0.424917,-0.08010767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_pb_SH02_AG5 position = 0.33394,0.424917,-0.08010767 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_pb_SH02_AG6 position = 0.40594,0.409694,-0.07456694 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_pb_SH02_AG7 position = 0.38794,0.409694,-0.07456694 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_pb_SH02_AG8 position = 0.36994,0.409694,-0.07456694 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_pb_SH02_AG9 position = 0.35194,0.409694,-0.07456694 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = MAS_pb_SH02_AG0 position = 0.33394,0.409694,-0.07456694 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000015,0.3000015 } PROP { name = ASET_Internal_EVA_Hatch position = 0,-0.05,-0.3218 rotation = -0.5,0.5,-0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = MAS_SignalLamp_Docked position = -0.2116,-0.0273,-0.2746 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_SignalLamp_NotDocked position = -0.2116,-0.0083,-0.2746 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0,0.8754,0.0878 rotation = 0,0.2774211,0.9607484,0 scale = 0.5,0.1,0.3 } PROP { name = MAS_InternalOmniLight_1m_Tunnel position = 0,0.3115,-0.1823 rotation = 1,0,0,0 scale = 0.7,0.7,0.7 } PROP { name = MAS_SignalLamp_Landed position = -0.00977,0.87083,0.09068 rotation = 0,0.2774211,0.9607484,0 scale = 1,1,1 } PROP { name = MAS_SignalLamp_Flying position = 0.00977,0.87083,0.09068 rotation = 0,0.2774211,0.9607484,0 scale = 1,1,1 } PROP { name = SwitchFlatPanelShortClear position = -0.004,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_Dock position = -0.003500007,0.4643,-0.0944 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_FASA_tggl_DockingProbe_T1_G1_S position = 0.00794,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_tggl_Undock_T1_G1_C1_S position = 0.02809994,0.4462922,-0.08789458 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_tggl_ReferencePart_T1_G1_D position = -0.01246,0.4462922,-0.08789458 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_RWL_Docked position = -0.03453974,0.4438,-0.0872 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999999,0.5000007,0.5000007 } PROP { name = MAS_RWL_DockReady position = -0.03453974,0.4529499,-0.09053029 rotation = 0.5735764,0,0,0.8191521 scale = 0.4999965,0.5000028,0.5000028 } PROP { name = SwitchFlatPanelShortClear position = 0.5723,0.3381,-0.0516 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.6,0.6,0.6 } PROP { name = MAS_toggle_Stage position = 0.5723,0.3118325,-0.03891072 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3000066,0.2999919,0.3000016 } PROP { name = MAS_RWL_StageReady position = 0.5723,0.341,-0.0494 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.50001,0.4999858,0.5000012 } PROP { name = MAS_RWL_StageLocked position = 0.5723,0.3496,-0.0525 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.50001,0.4999858,0.5000012 } PROP { name = MAS_LabelText_Stage position = 0.5723,0.37898,-0.06349 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3000067,0.2999907,0.3000006 } PROP { name = MAS_DigitalIndicator_2char_Stage position = 0.5723,0.3631,-0.0578 rotation = 0.5735763,-1.117587E-08,7.45058E-09,0.8191521 scale = 0.3500067,0.3499917,0.3500008 } PROP { name = HandRailMedium position = -0.2278,0.8218,0.0561 rotation = -0.1213121,0.8622581,0.4868894,-0.06879738 scale = 1,1,1 } PROP { name = MAS_DigitalIndicator_12char_MET_2 position = -0.1055,0.4767,-0.1017 rotation = 0.5735764,0,0,0.8191521 scale = 0.35,0.35,0.35 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.3428,-0.0534 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_tggl_JettisonTower_T1_G1_C1_S position = 0.1072,0.339254,-0.04910837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_Abort_T1_G1_C1_S position = 0.12736,0.3392894,-0.04899355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_LabelText_Abort position = 0.0975,0.3573,-0.0555 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.379,-0.0666 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_tggl_JettisonSLA_T1_G1_C1_S position = 0.12736,0.3754894,-0.06219355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_JettisonLEM_T1_G1_C1_S position = 0.1072,0.375454,-0.06230837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_FASA_tggl_JettisonSM_T1_G1_C1_S position = 0.0868,0.375454,-0.06230837 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = SwitchFlatPanelShortClear position = -0.207,0.4143,-0.0793 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_FASA_LabelText_HGA position = -0.2065,0.4288,-0.08140001 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000023,0.3000023 } PROP { name = MAS_tggl_Antenna_T1_G1_S position = -0.17664,0.4107894,-0.07489355 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_RWL_Chatterer_Xmit position = -0.23754,0.4083,-0.0742 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999999,0.5000007,0.5000007 } PROP { name = MAS_RWL_Chatterer_Recv position = -0.23754,0.4174499,-0.07753032 rotation = 0.5735764,0,0,0.8191521 scale = 0.4999965,0.5000028,0.5000028 } PROP { name = MAS_pb_ChattererTalk position = -0.1968,0.4107971,-0.07488997 rotation = 0.5735763,0,0,0.8191521 scale = 0.3599999,0.3600002,0.3600002 } PROP { name = MAS_IndicatorCircular_CommNet_Strength position = -0.2748,0.4144105,-0.07899646 rotation = 0.5735763,0,0,0.8191521 scale = 0.4999999,0.5000004,0.5000004 } PROP { name = MAS_NASA_Gauge_Power position = -0.18975,0.4895,-0.1048 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000004,0.8000004 } PROP { name = MAS_NASA_Gauge_Ablator position = -0.1704,0.4895,-0.1048 rotation = 0.5735764,0,0,0.8191521 scale = 0.8,0.8000004,0.8000004 } PROP { name = SwitchFlatPanelShortClear position = -0.207,0.4498,-0.0923 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_tggl_FuelCell_T1_G1_S position = -0.1764,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_tggl_ElecOutput_Scale_T1_G1_S position = -0.2376,0.4462922,-0.08789458 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_NASA_FuelCell_Output position = -0.207,0.4509082,-0.08925539 rotation = 0.5735763,0,0,0.8191521 scale = 0.27,0.2700002,0.2700002 } PROP { name = MAS_NASA_ChargeRateIndicator position = -0.237,0.4825988,-0.1041101 rotation = 0.5735763,0,0,0.8191521 scale = 0.27,0.2700002,0.2700002 } PROP { name = SwitchFlatPanelShortClear position = -0.1056,0.4498,-0.0922 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_tggl_RecoverVessel_T1_G1_C1_S position = -0.09540001,0.4462877,-0.08779294 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_tggl_ParachuteArm_T1_G1_S position = -0.11556,0.4462922,-0.08779459 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000063,0.3000063 } PROP { name = MAS_FASA_tggl_JettisonChuteCover_T1_G1_C1_S position = -0.13596,0.4462655,-0.08778487 rotation = 0.5735764,0,0,0.8191521 scale = 0.2999999,0.3000063,0.3000063 } PROP { name = MAS_FI_Contact position = -0.07524,0.446254,-0.08790837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = MAS_ASET_AnalogSpeedIndicator position = 0.4,0.4636,-0.0965 rotation = 0.5735762,0,0,0.8191522 scale = 0.4,0.4,0.4 } PROP { name = SwitchFlatPanelShortClear position = 0.097,0.4143,-0.0795 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_FASA_tggl_SMCargoBay_T1_G1_C1_S position = 0.12736,0.4107894,-0.07509355 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_X-pointer position = -0.0532,0.3606,-0.0596 rotation = 0.5735762,0,0,0.8191522 scale = 0.75,0.75,0.75 } PROP { name = MAS_ARRT position = 0.0223,0.3531,-0.0533 rotation = 0.5735762,0,0,0.8191522 scale = 0.6,0.6,0.6 } PROP { name = SwitchFlatPanelShortClear position = -0.004,0.4143,-0.0795 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_tggl_ARRTPower_T1_G1_S position = 0.02635998,0.4107894,-0.07509355 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_tggl_ARRTMode_T1_G1_S position = 0.0062,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000001,0.3000001 } PROP { name = MAS_FI_XPtrError position = -0.03436,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = MAS_FI_ARRTError position = -0.0142,0.410754,-0.07520837 rotation = 0.5735763,0,0,0.8191521 scale = 1.000007,1.000008,1.000008 } PROP { name = SwitchFlatPanelShortClear position = -0.1078,0.3558,-0.0582 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.5,0.5,0.5 } PROP { name = MAS_swRotary_3pos_XPtrMode position = -0.1078,0.3568986,-0.0551817 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600088,0.3600226,0.3600263 } PROP { name = MAS_swRotary_3pos_XPtrScale position = -0.1078,0.3312409,-0.04585583 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.3600088,0.3600226,0.3600263 } PROP { name = MAS_tggl_XPtrPower_T1_G1_S position = -0.1078,0.3797,-0.0638 rotation = 0.5735766,-6.332994E-08,-9.313226E-08,0.8191521 scale = 0.3000043,0.3000146,0.300022 } PROP { name = SwitchFlatPanelShortClear position = -0.1056,0.4143,-0.0794 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6000001,0.6000001 } PROP { name = MAS_LabelText_RCS position = -0.1056,0.4288,-0.0815 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_pb_SH02_B2_RCS position = -0.1359999,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = MAS_pb_SH02_B2_RCS_Rotation position = -0.1149999,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999999,0.3000004,0.3000004 } PROP { name = MAS_pb_SH02_B2_RCS_Translation position = -0.09400004,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = MAS_FASA_pb_SH02_C3R_ApolloCM_RCS position = -0.07299989,0.41076,-0.075 rotation = 0.5735763,0,0,0.8191521 scale = 0.2999998,0.3000022,0.3000022 } PROP { name = SwitchFlatPanelShortClear position = -0.1404,0.3558,-0.0582 rotation = -0.1227879,0.1227879,0.6963643,0.6963643 scale = 0.5000004,0.5000002,0.5 } PROP { name = MAS_tggl_Radar_T1_G1_S position = -0.1404,0.3797,-0.06380001 rotation = 0.5735766,-6.332994E-08,-9.313226E-08,0.8191521 scale = 0.3000065,0.3000146,0.3000234 } PROP { name = MAS_pb_rb_ClearTarget position = -0.1404,0.3568986,-0.0551817 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.360011,0.3600226,0.3600279 } PROP { name = MAS_pb_rb_ClearNode position = -0.1404,0.3312408,-0.04585582 rotation = 0.5735766,-5.960464E-08,-6.332994E-08,0.8191521 scale = 0.360011,0.3600226,0.3600279 } PROP { name = SeatV2 position = 0.0824,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,0.9999999 } PROP { name = SeatV2 position = 0.4522,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = SeatV2 position = -0.295,0.164,0.4362 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = MAS_ASET_RotationCtrl_V2 position = 0.182,0.074,0.166 rotation = 0,1,0,0 scale = 1,1,0.9999999 } PROP { name = MAS_ThrottleCtrl position = 0.5511,0.0724,0.0986 rotation = 0,1,0,0 scale = 1,1,1 } PROP { name = Primitive_BOX_Beveled_Black position = 0.5478,0.0659,-0.0139 rotation = 0,0,0,1 scale = 0.3,0.7,0.3 } PROP { name = FireEqupStorage position = 0.5469,0.1682,0.0074 rotation = 0.5735762,0,0,0.8191522 scale = 0.79885,0.7988498,0.7988498 } PROP { name = FireEqupStorage position = -0.5469,0.1682,0.0074 rotation = 0.5735762,0,0,0.8191522 scale = 0.79885,0.7988498,0.7988498 } PROP { name = MAS_IndicatorCircular_Charge position = 0.4934,0.4137,-0.0786 rotation = 0.5735762,0,0,0.8191522 scale = 0.5,0.5,0.5 } PROP { name = MAS_IndicatorCircular_Rcs position = 0.5259,0.4137,-0.0786 rotation = 0.5735762,0,0,0.8191522 scale = 0.5,0.4999921,0.4999921 } PROP { name = MAS_IndicatorCircular_Propellant position = 0.4934,0.44424,-0.08971567 rotation = 0.5735762,0,0,0.8191522 scale = 0.5,0.4999921,0.4999921 } PROP { name = MAS_IndicatorCircular_GForce position = 0.5259,0.44424,-0.08971567 rotation = 0.5735762,0,0,0.8191522 scale = 0.5,0.4999921,0.4999921 } PROP { name = MAS_ALCOR_MFD2 position = 0.6109,0.3459,0.0194 rotation = -0.1434171,-0.5552427,0.09790432,0.8133584 scale = 0.4,0.4,0.4 } PROP { name = MAS_IndicatorCircular_Throttle position = 0.2907,0.4136,-0.0786 rotation = 0.5735762,0,0,0.8191522 scale = 0.5,0.5,0.5 } PROP { name = MAS_IndicatorCircular_StageDeltaV position = 0.2907,0.44414,-0.08971567 rotation = 0.5735762,0,0,0.8191522 scale = 0.5,0.4999929,0.4999929 } PROP { name = SwitchFlatPanelShortClear position = 0.5195,0.258,-0.0225 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_pb_SAS_Prograde position = 0.5375,0.2677654,-0.02215941 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_ManeuverNode position = 0.5555,0.2508509,-0.01600302 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_StabilityAssist position = 0.5555,0.2677654,-0.02215939 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_Retrograde position = 0.5375,0.2508509,-0.01600306 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_AntiNormal position = 0.5195,0.2508509,-0.01600304 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_RadialOut position = 0.5016999,0.2508509,-0.01600303 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_AntiTarget position = 0.4834999,0.2508509,-0.01600303 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_Normal position = 0.5195,0.2677654,-0.02215941 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_RadialIn position = 0.5015,0.2677654,-0.02215939 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SAS_Target position = 0.4834999,0.2677654,-0.02215939 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SH02_B2_SAS position = 0.4595,0.2499273,-0.01924252 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SH02_B2_Precision position = 0.43922,0.2499273,-0.01924252 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = 0.37905,0.25135,-0.02009 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_IntLights position = 0.37905,0.26585,-0.02219 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000039,0.3000039 } PROP { name = MAS_FASA_pb_SH03_B2_Cabin_Dimmer position = 0.36885,0.24781,-0.01569 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_FASA_pb_SH03_B2_Cabin_Spot_Dimmer position = 0.38925,0.24781,-0.01569 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SH03_B2_InstBacklight_Dimmer position = 0.34845,0.2479014,-0.01570613 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SH02_B2_Cabin_NightMode position = 0.40965,0.2480705,-0.01576769 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = SwitchFlatPanelShortClear position = 0.2543,0.25135,-0.02009 rotation = -0.1736483,0,0,0.9848078 scale = 0.6,0.6,0.6 } PROP { name = MAS_LabelText_RCS position = 0.2543,0.26585,-0.02219 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SH02_B2_RCS position = 0.2239001,0.24781,-0.01569 rotation = 0.5735765,0,0,0.8191521 scale = 0.2999999,0.3000037,0.3000037 } PROP { name = MAS_pb_SH02_B2_RCS_Rotation position = 0.2449,0.24781,-0.01569 rotation = 0.5735765,0,0,0.8191521 scale = 0.3,0.3000004,0.3000004 } PROP { name = MAS_pb_SH02_B2_RCS_Translation position = 0.2659,0.24781,-0.01569 rotation = 0.5735765,0,0,0.8191521 scale = 0.2999999,0.3000037,0.3000037 } PROP { name = MAS_FASA_pb_SH02_C3R_ApolloCM_RCS position = 0.2869001,0.24781,-0.01569 rotation = 0.5735765,0,0,0.8191521 scale = 0.2999999,0.3000037,0.3000037 } PROP { name = MAS_ASET_ClockTimer position = 0.3414,0.468,-0.0956 rotation = 0.5735762,0,0,0.8191522 scale = 0.35,0.35,0.35 } PROP { name = MAS_IFMS_Terminal position = 0.241,0.3345,-0.0475 rotation = 0.5735764,0,0,0.8191521 scale = 0.76,0.76,0.76 } PROP { name = MAS_IFMS_MFD position = 0.3694,0.3221,-0.0458 rotation = -0.1736483,0,0,0.9848078 scale = 0.4,0.4,0.4 } PROP { name = MAS_IFMS_MFD position = 0.4922,0.3221,-0.0458 rotation = -0.1736483,0,0,0.9848078 scale = 0.4,0.4,0.4 } PROP { name = MAS_IFMS_Terminal position = -0.241,0.3345,-0.0475 rotation = 0.5735764,0,0,0.8191521 scale = 0.76,0.76,0.76 } PROP { name = MAS_IFMS_MFD position = -0.3694,0.3221,-0.0458 rotation = -0.1736483,0,0,0.9848078 scale = 0.4,0.4,0.4 } PROP { name = MAS_IFMS_MainCompUnit position = -0.3561,0.2398,-0.0377 rotation = -0.1736483,0,0,0.9848078 scale = 0.92,0.92,0.92 } PROP { name = MAS_IFMS_pb_F03_MAS_Select position = -0.42165,0.24506,-0.01598 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000002,0.3000002 } PROP { name = MAS_IFMS_pb_F03_MechJeb_Select position = -0.42165,0.23338,-0.01171 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000002,0.3000002 } PROP { name = MAS_IFMS_pb_F03_MAS_Reset position = -0.42165,0.26101,-0.02177 rotation = 0.5735763,0,0,0.8191521 scale = 0.3,0.3000001,0.3000001 } PROP { name = MAS_IFMS_MFD position = -0.4922,0.3221,-0.0458 rotation = -0.1736483,0,0,0.9848078 scale = 0.4,0.4,0.4 } } } UrlConfig { parentUrl = NavInstruments/ModuleManagerCfgs/glideslopes.cfg Glideslope { glideslope = 3 } } UrlConfig { parentUrl = NavInstruments/ModuleManagerCfgs/glideslopes.cfg Glideslope { glideslope = 5 } } UrlConfig { parentUrl = NavInstruments/ModuleManagerCfgs/glideslopes.cfg Glideslope { glideslope = 7.5 } } UrlConfig { parentUrl = NavInstruments/ModuleManagerCfgs/glideslopes.cfg Glideslope { glideslope = 10 } } UrlConfig { parentUrl = NavInstruments/ModuleManagerCfgs/glideslopes.cfg Glideslope { glideslope = 15 } } UrlConfig { parentUrl = NavInstruments/ModuleManagerCfgs/glideslopes.cfg Glideslope { glideslope = 20 } } UrlConfig { parentUrl = NavInstruments/ModuleManagerCfgs/glideslopes.cfg Glideslope { glideslope = 25 } } UrlConfig { parentUrl = NavInstruments/Props/prop.cfg PROP { name = analogHSI MODULE { name = AnalogHSI locNeedleObject = locNeedleObject locMinDevMM = -81 locMaxDevMM = 81 locMMpDeg = 46.3 gsNeedleObject = gsNeedleObject gsMinDevMM = -80 gsMaxDevMM = 80 gsMMpDeg = 30 } MODULE { name = InternalLabel textSize = .04 transformName = runwayID text = Error } } } UrlConfig { parentUrl = PatchManager/Lang/de-de.cfg Localization { de-de { pm_gameSaved = [<<1>>] Spiel gespeichert pm_cantSave = [<<1>>] Spiel konnte nicht gespeichert werden pm_exitIn = Schließt in <<1>>s pm_abort = Drücke auf <<1>> um den Vorgang abzubrechen pm_exitIng = Wird beendet, tschüss! pm_in = in <<1>>s pm_now = jetzt pm_overrideinfo = Überschreibt die Funktion des ausgeblendeten Knopfes, wenn es durch Abhängigkeiten keine Patches gibt pm_doesNot = (De)aktiviert den Mod nicht! Das kann man in den Standardeinstellungen machen: pm_alwaysShow = Toolbarknopf immer anzeigen pm_disablethis = Deaktivieren um die aktiven Patches im Parent-Mod-Ordner zu speichern pm_storeactive = Aktive Patches im PachManager-Ordner speicern pm_ok = OK pm_changesmade1 = Die Änderungen die durch (De)Installation einer oder mehrerer pm_changesmade2 = Patches gemacht wurden, werden erst nach dem Neustart des Spiels aktiv. pm_changesmade3 = Benutze den zweiten Knopf (unten) um das Spiel zu beenden, pm_changesmade4 = das aktuelle Spiel wird vor dem Schließen gespeichert. pm_ack = Bestätigt pm_shutdown = KSP beenden pm_applyall = Alle anwenden pm_cancel = Abbrechen pm_settings = Einstellungen pm_patchmanager = PatchManager pm_restart = Nachricht neustarten pm_settingstitle = PatchManager Einstellungen } } } UrlConfig { parentUrl = PatchManager/Lang/en-us.cfg Localization { en-us { pm_gameSaved = [<<1>>] Game saved pm_cantSave = [<<1>>] Can't save game pm_exitIn = Exit in <<1>>s pm_abort = Push on <<1>> to abort the operation pm_exitIng = Exiting, bye pm_in = in <<1>>s pm_now = now pm_overrideinfo = This overrides the function of the button being hidden if there are no patches due to dependencies pm_doesNot = This does not disble/enable the mod, that you can do in the standard settings: pm_alwaysShow = Always show toolbar button pm_disablethis = Disable this to store the active patches in the patch's parent mod folder pm_storeactive = Store active patches in PatchManager folder pm_ok = OK pm_changesmade1 = The changes you just made by installing/uninstalling one or pm_changesmade2 = more patches will not take effect until the game is restarted pm_changesmade3 = You can now shut down the game by using the second button below, pm_changesmade4 = the current game will be saved before the shutdown. pm_ack = Acknowledged pm_shutdown = Shut Down KSP pm_applyall = Apply All pm_cancel = Cancel pm_settings = Settings pm_patchmanager = Patch Manager pm_restart = Restart Message pm_settingstitle = Patch Manager Settings } } } UrlConfig { parentUrl = PatchManager/Lang/es-es.cfg Localization { es-es { pm_gameSaved = Partida guardada pm_cantSave = No se puede guardar la partida pm_exitIn = Cerrando en <<1>>s pm_abort = Pulsa <<1>> para parar el cierre pm_exitIng = Cerrando... pm_in = en <<1>>s pm_now = ahora pm_overrideinfo = Esto contramanda el que el botón se esconda cuando no hay parches para gestionar pm_doesNot = Esto solo afecta la visibilidad del botón; (des)habilitar el gestor de parches se hace en los Ajustes del juego pm_alwaysShow = Siempre mostrar el botón en la barra de herramientas pm_disablethis = Deshabilita esto para guardar los parches activos en la carpeta del mod de origen pm_storeactive = Guarda los parches activos en la carpeta del gestor de parches pm_ok = OK pm_changesmade1 = Los cambios que acabas de hacer al (des)instalar uno o más pm_changesmade2 = parches no tendrán efecto hasta que el juego se reinicie. pm_changesmade3 = Puedes cerrar el juego ahora usando el segundo botón de abajo; pm_changesmade4 = la partida corriente será guardada antes de cerrar. pm_ack = Entendido pm_shutdown = Cerrar KSP pm_applyall = Aplicar cambios pm_cancel = Cancelar pm_settings = Ajustes pm_patchmanager = Gestor de parches pm_restart = Mensaje de reinicio pm_settingstitle = Ajustes del gestor de parches } } } UrlConfig { parentUrl = PatchManager/Lang/fr-fr.cfg Localization { fr-fr { pm_gameSaved = [<<1>>] Partie sauvegardée pm_cantSave = [<<1>>] La partie ne peut pas être sauvegardée pm_exitIn = Sortie dans <<1>>s pm_abort = Appuyez sur <<1>> pour annuler l'action pm_exitIng = On quitte, au revoir ! pm_in = dans <<1>>s pm_now = maintenant pm_overrideinfo = Remplace la fonction du bouton caché s'il n'y a pas de correctifs, à cause des dépendances pm_doesNot = Ceci ne permet pas de (dés)activer le mod. Vous pouvez le faire dans les paramètres standards : pm_alwaysShow = Toujours afficher le bouton dans la barre d'outils pm_disablethis = Désactiver ceci pour stocker les correctifs actifs dans le dossier parent du patch pm_storeactive = Enregistrer les correctifs actifs dans le dossier PatchManager pm_ok = OK pm_changesmade1 = Les modifications que vous venez de faire en (dés)installant un ou pm_changesmade2 = plusieurs correctifs ne prendront effet qu'après le redémarrage du jeu pm_changesmade3 = Vous pouvez maintenant arrêter le jeu en utilisant le deuxième bouton ci-dessous, pm_changesmade4 = la partie actuelle sera sauvegardée avant l'arrêt. pm_ack = Compris pm_shutdown = Fermer KSP pm_applyall = Appliquer tout pm_cancel = Annuler pm_settings = Paramètres pm_patchmanager = Patch Manager pm_restart = Redémarrer les messages pm_settingstitle = Paramètres du gestionnaire de correctifs } } } UrlConfig { parentUrl = PatchManager/Lang/pt-br.cfg Localization { pt-br { pm_gameSaved = [<<1>>] Jogo salvo pm_cantSave = [<<1>>] Não é possível salvar jogo pm_exitIn = Sair em <<1>>s pm_abort = Aperte <<1>> para abortar a operação pm_exitIng = Saindo, até mais pm_in = em <<1>>s pm_now = agora pm_overrideinfo = Sobrescreve a função do botão sendo oculto se não há patches por causa de dependências pm_doesNot = Isso não habilita/desabilita o mod, que você pode fazer nas configurações padrão: pm_alwaysShow = Sempre mostrar botão na barra de ferramentas pm_disablethis = Desabilite para armazenar os patches ativos nos diretórios dos seus mods pm_storeactive = Armazenar patches ativos no diretório do PatchManager pm_ok = OK pm_changesmade1 = As alterações feitas ao instalar/desinstalar um ou mais patches pm_changesmade2 = não terão efeito até que o jogo seja reiniciado. pm_changesmade3 = Você pode sair do jogo agora usando o segundo botão abaixo, pm_changesmade4 = o jogo atual será salvo antes de fechar. pm_ack = Entendido pm_shutdown = Fechar KSP pm_applyall = Aplicar tudo pm_cancel = Cancelar pm_settings = Configurações pm_patchmanager = Patch Manager pm_restart = Reiniciar Mensagem pm_settingstitle = Configurações do Patch Manager } } } UrlConfig { parentUrl = PatchManager/Lang/ru.cfg Localization { ru { pm_gameSaved = [<< 1 >>] Игра сохранена pm_cantSave = [<< 1 >>] Не удалось сохранить игру pm_exitIn = Выход через << 1 >> сек pm_abort = Нажмите на << 1 >>, чтобы прервать операцию pm_exitIng = Выключаю. Пока! pm_in = через << 1 >> сек pm_now = сейчас pm_overrideinfo = Отключает скрытие кнопки при отсутствии патчей из-за зависимостей pm_doesNot = Эта опция не включает / выключает мод. Это делается в стандартном меню настроек: pm_alwaysShow = Не скрывать кнопку в панели инструментов pm_disablethis = Отключите опцию, чтобы хранить патчи в папках их родительских модов pm_storeactive = Хранить активные патчи в папке PatchManager pm_ok = ОК pm_changesmade1 = Изменения, которые вы сейчас внесли установкой/удалением одного pm_changesmade2 = или более патчей, вступят в силу только после перезапуска игры pm_changesmade3 = Теперь можно закрыть игру, нажав вторую кнопку ниже, pm_changesmade4 = текущая игра перед выходом будет сохранена. pm_ack = Понятно pm_shutdown = Выйти из KSP pm_applyall = Применить pm_cancel = Отмена pm_settings = Настройки pm_patchmanager = Патч-менеджер pm_restart = Уведомление о перезагрузке pm_settingstitle = Настройки менеджера патчей } } } UrlConfig { parentUrl = PatchManager/Lang/NotValidated/es-es.cfg Localization { es-es { pm_gameSaved = [<< 1 >>] Juego guardado pm_cantSave = [<< 1 >>] No se puede guardar el juego pm_exitIn = Salir en << 1 >> s pm_abort = Pulse << 1 >> para anular la operación pm_exitIng = Saliendo, adiós pm_in = en << 1 >> s pm_now = ahora pm_overrideinfo = Esto anula la función del botón que se oculta si no hay parches debido a las dependencias pm_doesNot = Esto no deshabilita / activa el mod, que puedes hacer en la configuración estándar: pm_alwaysShow = Mostrar siempre el botón de la barra de herramientas pm_disablethis = Deshabilitar esto para almacenar los parches activos pm_storeactive = Almacenar parches activos en la carpeta PatchManager pm_ok = Aceptar pm_changesmade1 = Los cambios que acaba de hacer instalando / desinstalando un oro pm_changesmade2 = más parches no se tomarán hasta que se reinicie el juego pm_changesmade3 = Ahora puedes cerrar el juego usando el segundo botón de abajo, pm_changesmade4 = el juego actual se guardará antes del cierre. pm_ack = Reconocido pm_shutdown = Cerrar KSP pm_applyall = Aplicar todo pm_cancel = Cancelar pm_settings = Ajustes pm_patchmanager = Administrador de parches pm_restart = Reiniciar mensaje pm_settingstitle = Configuración del administrador de parches } } } UrlConfig { parentUrl = PatchManager/Lang/NotValidated/ja.cfg Localization { ja { pm_gameSaved = [<< 1 >>]ゲームを保存しました pm_cantSave = [<< 1 >>]ゲームを保存できません pm_exitIn = << 1 >> sで終了する pm_abort = << 1 >>を押して操作を中止します。 pm_exitIng = 終了、bye pm_in = << 1 >> s pm_now = now pm_overrideinfo = これは、依存関係のためにパッチが存在しない場合に隠されているボタンの機能をオーバーライドします pm_doesNot = 標準設定で行うことができるmodを無効/有効にしません: pm_alwaysShow = ツールバーボタンを常に表示する pm_disablethis = これを無効にしてアクティブなパッチを保存します pm_storeactive = アクティブなパッチをPatchManagerフォルダに保存する pm_ok = OK pm_changesmade1 = 1つの金をインストール/アンインストールしたばかりの変更 pm_changesmade2 = ゲームが再開されるまで、より多くのパッチが適用されない pm_changesmade3 = 下の2番目のボタンを使ってゲームをシャットダウンすることができます。 pm_changesmade4 = 現在のゲームはシャットダウンの前に保存されます。 pm_ack = Acknowledged pm_shutdown = KSPをシャットダウンする pm_applyall = すべてを適用 pm_cancel = キャンセル pm_settings = 設定 pm_patchmanager = パッチマネージャー pm_restart = メッセージを再起動する pm_settingstitle = パッチマネージャの設定 } } } UrlConfig { parentUrl = PatchManager/Lang/NotValidated/ru.cfg Localization { ru { pm_gameSaved = [<< 1 >>] Игра сохранена pm_cantSave = [<< 1 >>] Не удается сохранить игру pm_exitIn = Выход в << 1 >> s pm_abort = Нажмите на << 1 >>, чтобы прервать операцию pm_exitIng = Выход, пока pm_in = in << 1 >> s pm_now = сейчас pm_overrideinfo = Это переопределяет функцию скрытой кнопки, если нет патчей из-за зависимостей pm_doesNot = Это не отключает / не разрешает мод, что вы можете сделать в стандартных настройках: pm_alwaysShow = Всегда показывать кнопку панели инструментов pm_disablethis = Отключить это для хранения активных патчей pm_storeactive = Хранить активные патчи в папке PatchManager pm_ok = ОК pm_changesmade1 = Изменения, которые вы только что сделали, установив / удалив одно золото pm_changesmade2 = больше патчей не потребуется, пока игра не будет перезапущена pm_changesmade3 = Теперь вы можете закрыть игру, используя вторую кнопку ниже, pm_changesmade4 = текущая игра будет сохранена до выключения. pm_ack = Признано pm_shutdown = Shut Down KSP pm_applyall = Применить все pm_cancel = Отменить pm_settings = Настройки pm_patchmanager = Патч-менеджер pm_restart = Сообщение перезагрузки pm_settingstitle = Настройки диспетчера патча } } } UrlConfig { parentUrl = PersistentRotation/Localization/de-de.cfg Localization { de-de { #LOC_PR_MainGUI = PersistentRotation #LOC_PR_BodyGUI = Himmelskörper wählen #LOC_PR_ConfigGUI = Konfigurieren #LOC_PR_Button1 = Rotation #LOC_PR_Button2 = Impuls #LOC_PR_MODE1_Button = Relative Rotation #LOC_PR_MODE1_Label = Referenz: Dynamisch ( #LOC_PR_MODE1_Label1 = Referenz: #LOC_PR_MODE1_Label2 = Referenz: Keine #LOC_PR_MODE1_text = Aktivieren #LOC_PR_MODE1_text1 = Deaktivieren #LOC_PR_MODE2_GUILabel1 = U/Min überschreiben: #LOC_PR_MODE2_GUILabel2 = U/Min #LOC_PR_MODE2_text1 = Aktivieren #LOC_PR_MODE2_text2 = Deaktivieren #LOC_PR_MODE2_GUILabel3 = Gefährt nicht kontrollierbar. #LOC_PR_BodyGUI_GUILabel = Ziel auf Karte\nals Referenz wählen #LOC_PR_BodyGUI_Button = Setzen #LOC_PR_BodyGUI_Button1 = Zurücksetzen #LOC_PR_BodyGUI_Button2 = Dynamisch #LOC_PR_ConfigGUI_GUILabel = Sichtbarkeitsmodus der Benutzeroberfläche #LOC_PR_ConfigGUI_Button1 = Immer sichtbar #LOC_PR_ConfigGUI_Button2 = Toolbar #LOC_PR_ConfigGUI_Button3 = Blizzy's Toolbar #LOC_PR_ConfigGUI_GUILabel2 = Standard Referenzkörper #LOC_PR_ConfigGUI_Button4 = Keiner #LOC_PR_ConfigGUI_Button5 = Dynamisch } } } UrlConfig { parentUrl = PersistentRotation/Localization/en-us.cfg Localization { en-us { #LOC_PR_MainGUI = PersistentRotation #LOC_PR_BodyGUI = Select Body #LOC_PR_ConfigGUI = Configure #LOC_PR_Button1 = Rotation #LOC_PR_Button2 = Momentum #LOC_PR_MODE1_Button = Relative Rotation #LOC_PR_MODE1_Label = Reference: Dynamic ( #LOC_PR_MODE1_Label1 = Reference: #LOC_PR_MODE1_Label2 = Reference: None #LOC_PR_MODE1_text = Activate #LOC_PR_MODE1_text1 = Deactivate #LOC_PR_MODE2_GUILabel1 = Overwrite RPM: #LOC_PR_MODE2_GUILabel2 = RPM #LOC_PR_MODE2_text1 = Activate #LOC_PR_MODE2_text2 = Deactivate #LOC_PR_MODE2_GUILabel3 = Vessel is not controllable. #LOC_PR_BodyGUI_GUILabel = Select target in map \nto set as reference #LOC_PR_BodyGUI_Button = Set #LOC_PR_BodyGUI_Button1 = Unset #LOC_PR_BodyGUI_Button2 = Dynamic #LOC_PR_ConfigGUI_GUILabel = GUI Visibility Mode #LOC_PR_ConfigGUI_Button1 = Always Visible #LOC_PR_ConfigGUI_Button2 = Toolbar #LOC_PR_ConfigGUI_Button3 = Blizzy's Toolbar #LOC_PR_ConfigGUI_GUILabel2 = Default Reference Body #LOC_PR_ConfigGUI_Button4 = None #LOC_PR_ConfigGUI_Button5 = Dynamic } } } UrlConfig { parentUrl = PersistentRotation/Localization/es-es.cfg Localization { es-es { #LOC_PR_MainGUI = PersistentRotation #LOC_PR_BodyGUI = Selecciona Cuerpo #LOC_PR_ConfigGUI = Configuración #LOC_PR_Button1 = Rotación #LOC_PR_Button2 = Momento #LOC_PR_MODE1_Button = Rotación Relativa #LOC_PR_MODE1_Label = Referencia: Dinámica ( #LOC_PR_MODE1_Label1 = Referencia: #LOC_PR_MODE1_Label2 = Referencia: Ninguna #LOC_PR_MODE1_text = Activar #LOC_PR_MODE1_text1 = Desactivar #LOC_PR_MODE2_GUILabel1 = Sobreescribir RPM: #LOC_PR_MODE2_GUILabel2 = RPM #LOC_PR_MODE2_text1 = Activar #LOC_PR_MODE2_text2 = Desactivar #LOC_PR_MODE2_GUILabel3 = La nave no se puede controlar. #LOC_PR_BodyGUI_GUILabel = Seleccionar objetivo en el mapa \nto utilizar como referencia #LOC_PR_BodyGUI_Button = Seleccionar #LOC_PR_BodyGUI_Button1 = Deseleccionar #LOC_PR_BodyGUI_Button2 = Dinámica #LOC_PR_ConfigGUI_GUILabel = Modo del interfaz #LOC_PR_ConfigGUI_Button1 = Siempre Visible #LOC_PR_ConfigGUI_Button2 = Barra de Herramientas Stock #LOC_PR_ConfigGUI_Button3 = Barra de Herramientas de Blizzy #LOC_PR_ConfigGUI_GUILabel2 = Cuerpo de Referencia por Defecto #LOC_PR_ConfigGUI_Button4 = Ninguna #LOC_PR_ConfigGUI_Button5 = Dinámica } } } UrlConfig { parentUrl = PersistentRotation/Localization/fr-fr.cfg Localization { fr-fr { #LOC_PR_MainGUI = Rotation persistante #LOC_PR_BodyGUI = Sélectionner le corps #LOC_PR_ConfigGUI = Configurer #LOC_PR_Button1 = Rotation #LOC_PR_Button2 = Momentum #LOC_PR_MODE1_Button = Rotation relative #LOC_PR_MODE1_Label = Reference: Dynamique ( #LOC_PR_MODE1_Label1 = Reference: #LOC_PR_MODE1_Label2 = Reference: Aucun #LOC_PR_MODE1_text = Activer #LOC_PR_MODE1_text1 = Désactiver #LOC_PR_MODE2_GUILabel1 = Écraser RPM: #LOC_PR_MODE2_GUILabel2 = RPM #LOC_PR_MODE2_text1 = Activer #LOC_PR_MODE2_text2 = Désactiver #LOC_PR_MODE2_GUILabel3 = Vaisseau non contrôlable. #LOC_PR_BodyGUI_GUILabel = Sélectionner la cible sur la carte \nto définir comme référence #LOC_PR_BodyGUI_Button = Définit #LOC_PR_BodyGUI_Button1 = Non définit #LOC_PR_BodyGUI_Button2 = Dynamique #LOC_PR_ConfigGUI_GUILabel = Visibilité de l'interface #LOC_PR_ConfigGUI_Button1 = Toujours visible #LOC_PR_ConfigGUI_Button2 = Barre d'outils #LOC_PR_ConfigGUI_Button3 = Blizzy's Toolbar #LOC_PR_ConfigGUI_GUILabel2 = Corps de référence par défaut #LOC_PR_ConfigGUI_Button4 = Aucun #LOC_PR_ConfigGUI_Button5 = Dynamique } } } UrlConfig { parentUrl = PersistentRotation/Localization/zh-cn.cfg Localization { zh-cn { #LOC_PR_MainGUI = 旋转维持 #LOC_PR_BodyGUI = 选择界面 #LOC_PR_ConfigGUI = 配置 #LOC_PR_Button1 = 旋转 #LOC_PR_Button2 = 动力 #LOC_PR_MODE1_Button = 相对旋转 #LOC_PR_MODE1_Label = 参考: 自动 ( #LOC_PR_MODE1_Label1 = 参考: #LOC_PR_MODE1_Label2 = 参考: 无 #LOC_PR_MODE1_text = 激活 #LOC_PR_MODE1_text1 = 取消激活 #LOC_PR_MODE2_GUILabel1 = 覆盖RPM: #LOC_PR_MODE2_GUILabel2 = RPM #LOC_PR_MODE2_text1 = 激活 #LOC_PR_MODE2_text2 = 取消激活 #LOC_PR_MODE2_GUILabel3 = 载具是不被控制的 #LOC_PR_BodyGUI_GUILabel = 在地图中选中目标 \n作为你的参考 #LOC_PR_BodyGUI_Button = 选择 #LOC_PR_BodyGUI_Button1 = 取消选择 #LOC_PR_BodyGUI_Button2 = 自动 #LOC_PR_ConfigGUI_GUILabel = GUI的可见性模式 #LOC_PR_ConfigGUI_Button1 = 总是可见的 #LOC_PR_ConfigGUI_Button2 = Toolbar #LOC_PR_ConfigGUI_Button3 = Blizzy's 工具栏 #LOC_PR_ConfigGUI_GUILabel2 = 默认的参考体 #LOC_PR_ConfigGUI_Button4 = 无 #LOC_PR_ConfigGUI_Button5 = 自动 } } } UrlConfig { parentUrl = PlanetaryBaseInc/KPBS_config.cfg KPBSConfig { showModCategory = true separateFunctionFilter = false } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Agencies/Agents.cfg AGENT { name = K&K Advanced Orbit and Surface Structures title = K&K Advanced Orbit and Surface Structures description = A newcomer in the space business. After spinning of the caravan branch this agency now completely focuses on space travel and extra planetary habitats. Their young CEOs wants Kerman & Kerman to strive for the position as market leader. This sometimes encourages their engineers to be a bit hasty and occasionally cause accidents. Still they are trying to have a good reputation for morality and safety. logoURL = PlanetaryBaseInc/BaseSystem/Agencies/KermanAndKerman logoScaledURL = PlanetaryBaseInc/BaseSystem/Agencies/KermanAndKerman_scaled mentality = Commercial mentality = Pioneer mentality = Hasty 0.3 mentality = Moral 0.7 mentality = Kerbalminded 0.2 } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Cargo/container_Inv.cfg PART { name = KKAOSS_INV_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 4000 cost = 600 category = Cargo subcategory = 0 title = K&K Container for Parts manufacturer = K&K Advanced Orbit and Surface Structures description = A small container to store parts that can be useful on EVA. Now also with lock to prevent theft. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 tags = inventory base planetary container IVA usage container bulkheadProfiles = PlanetaryBase MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Cargo/tank_Inv } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleInventoryPart InventorySlots = 6 packedVolumeLimit = 1500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_INV_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Cargo/container_Inv_big.cfg PART { name = KKAOSS_INV_Tank_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 7000 cost = 1200 category = Cargo subcategory = 0 title = K&K Container for big Parts manufacturer = K&K Advanced Orbit and Surface Structures description = A bigger container to store parts that can be useful on EVA. This one can store bigger parts. attachRules = 1,0,1,1,0 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 tags = inventory base planetary container IVA usage container bulkheadProfiles = PlanetaryBase MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Cargo/tank_Inv_big } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 8 packedVolumeLimit = 3000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_INV_Tank_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Cargo/storage_Inv.cfg PART { name = KKAOSS_INV_FuelTank_small_2 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.78125, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.78125, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = spaceExploration entryCost = 12300 cost = 3000 category = Cargo subcategory = 0 title = K&K Storage (small) manufacturer = K&K Advanced Orbit and Surface Structures description = A small storage for parts in the Base profile. attachRules = 1,0,1,1,0 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 tags = inventory base planetary container IVA usage container bulkheadProfiles = PlanetaryBase MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Cargo/storage_Inv_small } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 12 packedVolumeLimit = 4500 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_INV_FuelTank_small_2 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Cargo/storage_Inv_big.cfg PART { name = KKAOSS_INV_FuelTank_2 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = advExploration entryCost = 8000 cost = 6000 category = Cargo subcategory = 0 title = K&K Storage manufacturer = K&K Advanced Orbit and Surface Structures description = A big storage for even the biggest parts. attachRules = 1,0,1,1,0 mass = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 tags = inventory base planetary container IVA usage container bulkheadProfiles = PlanetaryBase MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Cargo/storage_Inv } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 16 packedVolumeLimit = 9000 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_INV_FuelTank_2 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Cargo/_storage_Inv_big_legacy.cfg PART { name = KKAOSS_INV_FuelTank_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.78125, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.78125, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = unavailable entryCost = 8000 cost = 6000 category = none subcategory = 0 title = K&K Storage manufacturer = none description = A big storage for even the biggest parts. attachRules = 1,0,1,1,0 mass = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 tags = inventory base planetary container IVA usage container bulkheadProfiles = zDEPRECATED MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Cargo/storage_Inv_small } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 16 packedVolumeLimit = 9000 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_INV_FuelTank_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Cargo/_storage_Inv_legacy.cfg PART { name = KKAOSS_INV_FuelTank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = unavailable entryCost = 12300 cost = 3000 category = none subcategory = 0 title = K&K Storage (small) manufacturer = none description = A small storage for parts in the Base profile. attachRules = 1,0,1,1,0 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 tags = inventory base planetary container IVA usage container bulkheadProfiles = zDEPRECATED MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Cargo/storage_Inv } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 12 packedVolumeLimit = 4500 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_INV_FuelTank } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Command/CentralHub/Central_Hub.cfg PART { name = KKAOSS_Central_Hub module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 2.04687, 0, 0, 1, 0, 2 node_stack_bottom = 0, -0.85847, 0, 0, -1, 0, 2 node_stack_left = 1.833, -0.24308, 0, 1, 0, 0, 1 node_stack_right = -1.833, -0.24308, 0, -1, 0, 0, 1 node_stack_front = 0, -0.24308, 1.833, 0, 0, 1, 1 node_stack_back = 0, -0.24308, -1.833, 0, 0, -1, 1 TechRequired = metaMaterials entryCost = 25000 cost = 14200 category = Pods subcategory = 0 title = K&K Planetary Central Hub manufacturer = K&K Advanced Orbit and Surface Structures description = This massive central hub features all you need for a big base on other planets. Enough place for 6 Kerbals, a control center, a laboratory and a basic life support system. attachRules = 1,0,1,1,1 mass = 7.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 CrewCapacity = 6 vesselType = Base maxTemp = 2200 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = control ?eva gyro ?iva moment react steer torque laboratory research science planetary base center ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Command/CentralHub/Central_Hub } INTERNAL { name = KKAOSS_Central_Hub_internal } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 3.5 allowRepeatedSubjects = True } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 300 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.25 scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 4 scienceCap = 250 powerRequirement = 4 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = ModuleCommand minimumCrew = 1 } MODULE { name = ModuleReactionWheel PitchTorque = 0.4 YawTorque = 0.4 RollTorque = 0.4 RESOURCE { name = ElectricCharge rate = 0.12 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Turn Light On eventOffName = Turn Light Off defaultActionGroup = None toggleAction = True redCurve { key = 0 0 key = 1 0.87 } greenCurve { key = 0 0 key = 1 0.81 } blueCurve { key = 0 0 key = 1 0.65 } alphaCurve { key = 0 1 } } MODULE { name = FlagDecal textureQuadName = Flag } RESOURCE { name = ElectricCharge amount = 900 maxAmount = 900 } MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = False } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain Mode = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } } MODULE { name = ModuleExperienceManagement costPerKerbal = 0 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 60 maxAmount = 300 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = RasterPropMonitorComputer } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 9.873 maxAmount = 9.873 } RESOURCE { name = Water amount = 5.8 maxAmount = 5.8 } RESOURCE { name = Oxygen amount = 888.304 maxAmount = 888.304 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 767.304 } RESOURCE { name = Waste amount = 0 maxAmount = 0.8 } RESOURCE { name = WasteWater amount = 0 maxAmount = 7.392 } MODULE { name = ModuleKPBSConverter ConverterName = Oxygen Regenerator tag = oxygen regeneration StartActionName = Start Regenerator StopActionName = Stop Regenerator changeRateString = Change regeneration rate converterRateName = Regeneration rate UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.00340642 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.16 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.003427076 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001814 DumpExcess = true } } MODULE { name = ModuleKPBSConverter ConverterName = Water Purifier tag = Water Purifier StartActionName = Start Purifier StopActionName = Stop Purifier changeRateString = Change filter rate converterRateName = Filter rate UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.000028495 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.035 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.000025646 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.0000039894 DumpExcess = true } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 12 packedVolumeLimit = 1500 } MODULE { name = KSPPartVolumeModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Central_Hub } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Automatic_Control_g.cfg PART { name = KKAOSS_Automatic_Control_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.06, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.06, 0, 0, -1, 0, 1 TechRequired = automation entryCost = 22000 cost = 2600 category = Pods subcategory = 0 title = K&K Planetary Automated Control "HAL" manufacturer = K&K Advanced Orbit and Surface Structures description = The Hybrid Automated Logic (HAL) control unit allows autonomous control for live-support and base administration when all Kerbals are absent or want to sleep. Although very handy, some Kerbals mentioned a slight feeling of discomfort while working in its vicinity. attachRules = 1,0,1,1,1 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 vesselType = Base maxTemp = 2200 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Automatic_Control_g } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.05 } } RESOURCE { name = ElectricCharge amount = 250 maxAmount = 250 } MODULE { name = ModuleReactionWheel PitchTorque = 0.7 YawTorque = 0.7 RollTorque = 0.7 RESOURCE { name = ElectricCharge rate = 0.2 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = False } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0.12 DISPLAY_MODES { Mode = Terrain } } MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = True } MODULE { name = ModuleCargoPart packedVolume = 800 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleReactionWheelReliability MTBF = 175200 LifeTime = 87600 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||K&K Planetary Automated Control "HAL"|||||K&K Advanced Orbit and Surface Structures triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Automatic_Control_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Control_g.cfg PART { name = KKAOSS_Control_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.78125, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.78125, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = commandModules entryCost = 16000 cost = 3800 category = Pods subcategory = 0 title = K&K Planetary Command Module manufacturer = K&K Advanced Orbit and Surface Structures description = This command module perfectly fits in the "Planetary" Product-Line. To reduce the costs, scientist at K&K decided to omit the reaction-wheels. A stationary base on the ground doesn't need reaction-wheels, right? attachRules = 1,0,1,1,1 mass = 2.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 CrewCapacity = 2 vesselType = Base maxTemp = 2200 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = capsule cmg control ?eva gyro ?iva moment react torque command planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Control_g } MODULE { name = ModuleCommand minimumCrew = 1 } INTERNAL { name = KKAOSS_Control_g_internal } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleAnimateGeneric animationName = Control_Light actionGUIName = Toggle Lights startEventGUIName = Turn Light On endEventGUIName = Turn Light Off } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = False } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = RasterPropMonitorComputer } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.076 maxAmount = 222.076 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 3 packedVolumeLimit = 200 } MODULE { name = KSPPartVolumeModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Control_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Cupola_g.cfg PART { name = KKAOSS_Cupola_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_bottom = 0, -0.78125, 0, 0, -1, 0, 1 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = commandModules entryCost = 13000 cost = 4000 category = Pods subcategory = 0 title = K&K Planetary Cupola manufacturer = K&K Advanced Orbit and Surface Structures description = The Planetary Cupola was developed to provide a nice view for Kerbals on other planets. Here a Kerbal could think about the purpose of life and why he/she is stranded on another planet. attachRules = 1,0,1,1,1 mass = 1.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 CrewCapacity = 1 vesselType = Base maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = base capsule cmg command control ?eva gyro ?iva moment outpost pod react torque view planet base panorama ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Cupola_g } MODULE { name = ModuleCommand minimumCrew = 1 } INTERNAL { name = KKAOSS_Cupola_g_internal } MODULE { name = ModuleReactionWheel PitchTorque = 0.1 YawTorque = 0.1 RollTorque = 0.1 RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = ModuleAnimateGeneric animationName = Cupola_Light actionGUIName = Toggle Lights startEventGUIName = Turn Light On endEventGUIName = Turn Light Off } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = ElectricCharge amount = 400 maxAmount = 400 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = RasterPropMonitorComputer } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 3 packedVolumeLimit = 200 } MODULE { name = KSPPartVolumeModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Cupola_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Landing_Control_g.cfg PART { name = KKAOSS_Landing_Control_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.065, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.025, 0, 0, -1, 0, 0 node_attach = 0, -0.03, 0, 0, -1, 0, 0 TechRequired = automation entryCost = 5000 cost = 670 category = Pods subcategory = 0 title = K&K Planetary Landing Control "MAL" manufacturer = K&K Advanced Orbit and Surface Structures description = The Mediocre Advanced Logic (MAL) Landing Control Unit was invented by an engineer at K&K who though it was necessary to have a control unit to land things horizontally. He now can either be found in the asylum, or teaching new recruits. MAL is sometimes referred to as the "not so bright" cousin of HAL because it is made out of parts that did not pass the QA for HAL. attachRules = 1,1,1,1,1 mass = 0.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 vesselType = Base maxTemp = 2200 fuelCrossFeed = True bulkheadProfiles = srf tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base ?nofreeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Landing_Control_g } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.020 } } RESOURCE { name = ElectricCharge amount = 35 maxAmount = 35 } MODULE { name = ModuleReactionWheel PitchTorque = 0.05 YawTorque = 0.05 RollTorque = 0.05 RESOURCE { name = ElectricCharge rate = 0.04 } } MODULE { name = ModuleSAS SASServiceLevel = 1 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0.12 DISPLAY_MODES { Mode = Terrain } } MODULE { name = ModuleCargoPart packedVolume = 280 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleReactionWheelReliability MTBF = 175200 LifeTime = 87600 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||K&K Planetary Landing Control "MAL"|||||K&K Advanced Orbit and Surface Structures triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Landing_Control_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Service_g.cfg PART { name = KKAOSS_Service_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.78125, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.78125, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 node_stack_top2 = 0, 0.688, 0, 0, -1, 0, 0 node_stack_bottom2 = 0, -0.688, 0, 0, 1, 0, 0 node_stack_innerbottom = 0, 0, 0.53282, 0, 0, -1, 0 node_stack_innertop = 0, 0, -0.47918, 0, 0, 1, 0 TechRequired = fieldScience entryCost = 1100 cost = 2650 category = Payload subcategory = 0 title = K&K Planetary Service Bay manufacturer = K&K Advanced Orbit and Surface Structures description = A heat-resistant service bay, ideal for protecting delicate instruments or stowing small service components, such as RCS tanks, batteries, etc. This one is perfectly fitted for the K&K Planetary product line. attachRules = 1,0,1,1,1 mass = 0.35 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 2900 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = bus contain heat hollow protect (stor therm planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Command/Control/Service_g } MODULE { name = ModuleAnimateGeneric animationName = Service_Open actionGUIName = Toggle Doors startEventGUIName = Open Doors endEventGUIName = Close Doors allowAnimationWhileShielded = False } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.8 } MODULE { name = ModuleSeeThroughObject transformName = Service_Base shaderName = KSP/Emissive/Specular screenRadius = 2.0 leadModuleIndex = 0 leadModuleTgtValue = 0 } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.001 convectionFluxThreshold = 500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Service_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Electrical/Centrifuge.cfg PART { name = KKAOSS_Centrifuge module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.9766, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.9766, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = advScienceTech entryCost = 270000 cost = 240000 category = Utility subcategory = 0 title = K&K Centrifuge manufacturer = K&K Advanced Orbit and Surface Structures description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from ore. It can also produce xenon as a byproduct. It needs a lot of energy to run. attachRules = 1,1,1,1,0 mass = 5.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 1800 bulkheadProfiles = PlanetaryBase tags = conver isru mine )mining (ore process resource uranium refine reprocess nuclear nuke nearfuture planetary base MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Electrical/Centrifuge } RESOURCE { name = EnrichedUranium amount = 0 maxAmount = 190 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 190 } MODULE { name = ModuleResourceConverter ConverterName = Uranium Reprocessor StartActionName = Start Reprocessing StopActionName = Stop Reprocessing ToggleActionName = Toggle Reprocessing AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.06 FlowMode = NO_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 120 } OUTPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.03 DumpExcess = false FlowMode = NO_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = Xenon Extractor StartActionName = Start Xenon Extractor StopActionName = Stop Xenon Extractor ToggleActionName = AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.006 FlowMode = NO_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 60 } OUTPUT_RESOURCE { ResourceName = XenonGas Ratio = 0.15 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = Uranium Extractor StartActionName = Start Uranium Extractor StopActionName = Stop Uranium Extractor ToggleActionName = Toggle Uranium Extractor AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.6 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 120 } OUTPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.0006 DumpExcess = false FlowMode = NO_FLOW } } MODULE { name = ModuleKPBSNuclearStorage fuelResource = EnrichedUranium wasteResource = DepletedFuel } MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4000 MaxCoolant = 500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 7321 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Centrifuge } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Electrical/NuclearFuel.cfg PART { name = KKAOSS_Nuclear_Fuel module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.9766, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.9766, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = nuclearPropulsion entryCost = 180000 cost = 1000000 category = FuelTank subcategory = 0 title = K&K Nuclear Fuel Storage manufacturer = K&K Advanced Orbit and Surface Structures description = A storage for nuclear and depleted fuel. The radiation levels are safe (when measured from 1km distance) attachRules = 1,1,1,1,0 mass = 3.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = PlanetaryBase tags = reactor nuclear fuel storage planetary base uran MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Electrical/NuclearFuel } MODULE { name = ModuleKPBSNuclearStorage fuelResource = EnrichedUranium wasteResource = DepletedFuel } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 1000 } RESOURCE { name = EnrichedUranium amount = 1000 maxAmount = 1000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Nuclear_Fuel } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Electrical/Reactor.cfg PART { name = KKAOSS_Nuclear_Reactor module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = veryHeavyRocketry entryCost = 1400000 cost = 430000 category = Electrical subcategory = 0 title = K&K Nuclear Reactor manufacturer = K&K Advanced Orbit and Surface Structures description = A relatively small nuclear fission reactor for your base. Efficient but very expensive. One scientist insisted that is is spelled 'nucular', the reactor is considered save nontheless. attachRules = 1,0,1,1,0 mass = 0.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = PlanetaryBase tags = planetary base ec reactor nuclear nucular uran generate MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Electrical/Reactor } MODULE { name = ModuleResourceConverter ConverterName = Nuclear Reactor StartActionName = Start reactor StopActionName = Shut down reactor ToggleActionName = Toggle reactor FillAmount = 1.0 AutoShutdown = false GeneratesHeat = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.04 SpecialistBonusBase = 1.0 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 650 50000 key = 1000 10000 key = 1250 30000 key = 2000 50000 key = 4000 100000 } ThermalEfficiency { key = 0 0.1 0 0 key = 497.5962 0.1961538 0.0005212121 0.0007155553 key = 997.5961 0.8760684 0.0007922692 0.0007922692 key = 1250 1 0 0 key = 1750 0.2 -0.0008363629 -0.0007265703 key = 2250 0 0 0 } INPUT_RESOURCE { ResourceName = EnrichedUranium Ratio = 0.00000240 FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = DepletedFuel Ratio = 0.00000240 DumpExcess = false FlowMode = NO_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1350 DumpExcess = true } } MODULE { name = ModuleCoreHeat CoreTempGoal = 850 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 6000 MaxCoolant = 3500 } MODULE { name = ModuleKPBSNuclearStorage fuelResource = EnrichedUranium wasteResource = DepletedFuel } RESOURCE { name = ElectricCharge amount = 800 maxAmount = 800 } RESOURCE { name = EnrichedUranium amount = 250 maxAmount = 250 } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 250 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Nuclear_Reactor } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/FuelTank/FuelTank_g.cfg PART { name = KKAOSS_Fuel_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = fuelSystems entryCost = 8300 cost = 2000 category = FuelTank subcategory = 0 title = K&K X720 Fuel Tank manufacturer = K&K Advanced Orbit and Surface Structures description = A huge fuel tank for the base profile. Just don't ask why you need so much fuel on a stationary base. attachRules = 1,0,1,1,0 mass = 1.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = PlanetaryBase tags = fueltank ?lfo liquid oxidizer propellant planetary base MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/FuelTank/FuelTank_g } RESOURCE { name = LiquidFuel amount = 720 maxAmount = 720 } RESOURCE { name = Oxidizer amount = 880 maxAmount = 880 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Fuel_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/FuelTank/FuelTank_small_g.cfg PART { name = KKAOSS_Fuel_Tank_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.78125, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.78125, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = fuelSystems entryCost = 4150 cost = 1000 category = FuelTank subcategory = 0 title = K&K X360 Small Fuel Tank manufacturer = K&K Advanced Orbit and Surface Structures description = A smaller fuel tank for the base profile. Can also double as a structural part. attachRules = 1,0,1,1,0 mass = 0.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = PlanetaryBase tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/FuelTank/FuelTank_small_g } MODULE { name = ModuleCargoPart packedVolume = -1 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Fuel_Tank_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Resources/Drill_g.cfg PART { name = KKAOSS_drill module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_back = 0, -0.439, 0, 0, -1, 0, 1 node_stack_front = 0, 0.401, 0, 0, 1, 0, 1 TechRequired = advScienceTech entryCost = 14000 cost = 4600 category = Utility subcategory = 0 title = K&K Inline Drill manufacturer = K&K Advanced Orbit and Surface Structures description = A handy drill for long-term operations on other planets. Runs best when supervised by a skilled engineer. Radiators can be used to help manage excessive heat. attachRules = 1,0,1,0,1 mass = 0.9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = PlanetaryBase tags = drill extractor harvest isru mine )mining (ore resource planetary base MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Resources/Drill_g } MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.75 ResourceName = Ore ConverterName = Surface Harvester StartActionName = Start Surface Harvester StopActionName = Stop Surface Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 7.5 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleAsteroidDrill DirectAttach = false StartActionName = Start Asteroid Harvester StopActionName = Stop Asteroid Harvester PowerConsumption = 0.75 Efficiency = 2.5 ImpactRange = 5 ImpactTransform = ImpactTransform UseSpecialistBonus = true AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 500 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleAnimationGroup deployAnimationName = Drill_Deploy activeAnimationName = Drill_Run moduleType = Drill } MODULE { name = ModuleCoreHeat CoreTempGoal = 500 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.25 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.05 MaxCalculationWarp = 1000 CoreShutdownTemp = 1000 MaxCoolant = 60 } MODULE { name = ModuleKPBSCorridorNodes nodeNames = front transormNames = Base_Front showAllWithNoAttachment = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 3153 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_drill } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Resources/ISRU_g.cfg PART { name = KKAOSS_ISRU_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = advScienceTech entryCost = 20100 cost = 6500 category = Utility subcategory = 0 title = K&K Planetary ISRU manufacturer = K&K Advanced Orbit and Surface Structures description = The Planetary ISRU allows processing of raw materials into useful things like oxygen, liquid fuel and monopropellant. This version is a bit smaller than the original ISRU to fit with the planetary line of K&K. More engineers will result in a higher efficiency. attachRules = 1,1,1,0,1 mass = 3.56 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = resources fuel isru convert planetary base MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Resources/ISRU_g } MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = Lf+Ox StartActionName = Start ISRU [Lf+Ox] StopActionName = Stop ISRU [Lf+Ox] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.4 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.36 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.44 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = Monoprop StartActionName = Start ISRU [Monoprop] StopActionName = Stop ISRU [Monoprop] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.4 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } OUTPUT_RESOURCE { ResourceName = MonoPropellant Ratio = 0.8 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = LiquidFuel StartActionName = Start ISRU [LqdFuel] StopActionName = Stop ISRU [LqdFuel] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.36 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.72 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = Oxidizer StartActionName = Start ISRU [Ox] StopActionName = Stop ISRU [Ox] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.44 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.88 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = ISRU_work moduleType = Converter autoDeploy = true } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.01 MaxCalculationWarp = 1000 CoreShutdownTemp = 4000 MaxCoolant = 500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleResourceConverter ConverterName = XenonGas StartActionName = Start ISRU [Xe] StopActionName = Stop ISRU [Xe] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.55 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = XenonGas Ratio = 1.1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11223 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_ISRU_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Science/ScienceLab_g.cfg PART { name = KKAOSS_Science_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 1.87, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.87, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = advExploration entryCost = 11000 cost = 5600 category = Science subcategory = 0 title = K&K Planetary Laboratory manufacturer = K&K Advanced Orbit and Surface Structures description = With this newly developed Planetary Lab it is now possible to enjoy the benefits of the Mobile Processing Lab together with the benefit to know where up and down is. For those who do not find it exiting enough to be on another planet it also provides a variant of the Bubble Space Telescope to observe the stars. attachRules = 1,0,1,1,1 mass = 3.55 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 vesselType = Base CrewCapacity = 2 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = experiment laboratory research science planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Science/ScienceLab_g } INTERNAL { name = KKAOSS_Science_g_internal } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 750 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 scienceCap = 500 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain Mode = Biome } REQUIRED_EFFECTS { Effect = ScienceSkill } } MODULE { name = ModuleExperienceManagement costPerKerbal = 0 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = PlanetaryModule animationName = Science_Deploy startEventGUIName = Deploy endEventGUIName = Retract crewCapacityDeployed = 2 crewCapcityRetracted = 0 } MODULE { name = ModuleKPBSDependentLight animationName = Science_Light startEventGUIName = Turn Light On endEventGUIName = Turn Light Off } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = RasterPropMonitorComputer } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 3 packedVolumeLimit = 200 } MODULE { name = KSPPartVolumeModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Science_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/AdapterBaseToMK2.cfg PART { name = KKAOSS_adapter_base_to_MK2_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.5, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.5, 0, 0, -1, 0, 1 TechRequired = advConstruction entryCost = 7500 cost = 1500 category = Structural subcategory = 0 title = K&K MK2 Adapter manufacturer = K&K Advanced Orbit and Surface Structures description = This adapter is used to couple between the base and the MK2 parts. attachRules = 1,0,1,1,0 mass = 0.14 dragModelType = default heatConductivity = 0.06 thermalMassModifier = 2 breakingForce = 200 breakingTorque = 200 maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase, mk2 tags = cone adapter mk2 planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/AdapterBaseToMK2 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_adapter_base_to_MK2_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/AdapterBaseToSize1.cfg PART { name = KKAOSS_adapter_base_to_Size1_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.35, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.35, 0, 0, -1, 0, 1 TechRequired = advConstruction entryCost = 7500 cost = 1500 category = Structural subcategory = 0 title = K&K Small Size Adapter manufacturer = K&K Advanced Orbit and Surface Structures description = This adapter is used to connect the base and the FL-T sized parts. attachRules = 1,0,1,1,0 heatConductivity = 0.06 thermalMassModifier = 2 mass = 0.1 dragModelType = default heatConductivity = 0.06 thermalMassModifier = 2 breakingForce = 200 breakingTorque = 200 maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1, PlanetaryBase tags = cone adapter mk2 planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/AdapterBaseToSize1 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_adapter_base_to_Size1_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/BaseBiCupler.cfg PART { name = KKAOSS_base_bicupler module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.2, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.2, 0, 0, -1, 0, 2 node_stack_top01 = 0.0, 0.2, 0.695, 0.0, 1.0, 0.0, 1 node_stack_top02 = 0.0, 0.2, -0.695, 0.0, 1.0, 0.0, 1 stackSymmetry = 1 TechRequired = composites entryCost = 7900 cost = 430 category = Structural subcategory = 0 title = K&K Base Bi-Coupler manufacturer = K&K Advanced Orbit and Surface Structures description = Because our engineers think that more is always better, they created this Bi-Coupler to combine more modules into a more aerodynamic rocket. They guess it's also more stable. attachRules = 1,0,1,1,0 mass = 0.11 dragModelType = default heatConductivity = 0.06 thermalMassModifier = 2 maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 fuelCrossFeed = true bulkheadProfiles = size2, PlanetaryBase tags = ?2 adapter two multi (quad planetary base MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/BaseBiCupler } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 3114 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_base_bicupler } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/BaseSeparator.cfg PART { name = KKAOSS_base_separator module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.07, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.07, 0, 0, -1, 0, 1 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = advMetalworks entryCost = 8000 cost = 750 category = Coupling subcategory = 0 title = K&K Base Separator manufacturer = K&K Advanced Orbit and Surface Structures description = The separator was developed to separate parts of the planetary surface structures when the engineers created nonsensical part combinations. Its development name was "planned sudden explosive decomposition manifold". It was later changed because the pilots didn't seem to trust a part with that name. fx_gasBurst_white = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, decouple sound_vent_large = decouple attachRules = 1,0,1,0,0 mass = 0.35 dragModelType = default breakingForce = 200 breakingTorque = 200 heatConductivity = 0.06 thermalMassModifier = 2 maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 9 maxTemp = 2000 fuelCrossFeed = False stageOffset = 1 childStageOffset = 1 bulkheadProfiles = PlanetaryBase tags = break decouple explo separat split planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/BaseSeparator } MODULE { name = ModuleDecouple isOmniDecoupler = true ejectionForce = 350 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } MODULE { name = ModuleCargoPart packedVolume = 1500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_base_separator } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/BaseTriCupler.cfg PART { name = KKAOSS_base_tricupler module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.278, 0, 0, 1, 0, 0 node_stack_bottom = 0, -0.173, 0, 0, -1, 0, 2 node_stack_top01 = -0.00043, 0.31, 1.14856, 0.0, 1.0, 0.0, 1 node_stack_top02 = 0.99860254, 0.31, -0.57428, 0.0, 1.0, 0.0, 1 node_stack_top03 = -0.99860254, 0.31, -0.57428, 0.0, 1.0, 0.0, 1 stackSymmetry = 2 TechRequired = metaMaterials entryCost = 12400 cost = 750 category = Structural subcategory = 0 title = K&K Base Tri-Coupler manufacturer = K&K Advanced Orbit and Surface Structures description = After the great success of the Base Bi-Coupler the engineers thought: Why not bigger? The result is this Tri-Coupler that is able to transport three base-parts at once. attachRules = 1,0,1,0,0 mass = 0.3 dragModelType = default heatConductivity = 0.06 thermalMassModifier = 2 maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 fuelCrossFeed = true bulkheadProfiles = size2, PlanetaryBase tags = ?3 adapter three multi (quad planetary base MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/BaseTriCupler } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 9057 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_base_tricupler } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/Heatshield_g.cfg PART { name = KKAOSS_base_heatshield module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, -0.089, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.25, 0, 0, -1, 0, 1 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = advLanding entryCost = 8000 cost = 750 category = Thermal subcategory = 0 title = K&K Base Heat Shield manufacturer = K&K Advanced Orbit and Surface Structures description = A heat-shield for the planetary base line. It was developed after some Kerbonauts complained about the coffee boiling while they entered the atmosphere. attachRules = 1,0,1,0,0 mass = 0.35 dragModelType = default breakingForce = 200 breakingTorque = 200 maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 20 maxTemp = 2000 fuelCrossFeed = False stageOffset = 1 childStageOffset = 1 bulkheadProfiles = PlanetaryBase tags = ablat drag entry insulate protect re- therm planetary base MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/AdapterAndHeatShield/Heatshield_g } MODULE { name = ModuleJettison jettisonName = Fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleCargoPart packedVolume = -1 } RESOURCE { name = Ablator amount = 600 maxAmount = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_base_heatshield } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_2end_adapter.cfg PART { name = KKAOSS_gangway_2_adapter module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.6875, 0, 0, 1, 0, 1 node_stack_bottom = 0,-0.6875, 0, 0, -1, 0, 1 node_attach = 0, 0.64, 0, 0, 1, 0, 1 TechRequired = composites entryCost = 1900 cost = 400 category = Structural subcategory = 0 title = K&K Two-End Corridor with landingleg mount manufacturer = K&K Advanced Orbit and Surface Structures description = A short corridor with two mounts for landing legs or landing gear. attachRules = 1,1,1,1,1 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1 tags = base build center central connect construct hub nexus outpost statio planetary legs adapter ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_2end_adapter } NODE { name = leg1 transform = node_leg1 size = 0 method = FIXED_JOINT } NODE { name = leg2 transform = node_leg2 size = 0 method = FIXED_JOINT } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_gangway_2_adapter } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_4end.cfg PART { name = KKAOSS_corridor_4 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.6875, 0, 0,1, 0, 1 node_stack_left = -0.6875, 0, 0, -1, 0, 0, 1 node_stack_right = 0.6875, 0, 0, 1, 0, 0, 1 node_stack_bottom = 0, -0.6875, 0, 0, -1, 0, 1 node_attach = 0, 0.63, 0, 0,1, 0, 1 TechRequired = composites entryCost = 1700 cost = 300 category = Structural subcategory = 0 title = K&K 4-ended modular Corridor manufacturer = K&K Advanced Orbit and Surface Structures description = This four-ended corridor can be used to build nearly everything! attachRules = 1,0,1,1,1 mass = 0.17 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = size1 tags = base build center central connect construct hub nexus outpost statio planetary ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_4end } MODULE { name = ModuleKPBSCorridorNodes nodeNames = top,bottom,left,right transormNames = Top,Bottom,Left,Right allowSurfaceAttach = false surfaceAttachNode = top } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_corridor_4end_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = KKAOSS_corridor_4 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_6end.cfg PART { name = KKAOSS_corridor_6 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.6875, 0, 0, 1, 0, 1 node_stack_left = -0.6875, 0, 0, -1, 0, 0, 1 node_stack_right = 0.6875, 0, 0, 1, 0, 0, 1 node_stack_front = 0, 0, -0.6875, 0, 0, -1, 1 node_stack_back = 0, 0, 0.6875, 0, 0, 1, 1 node_stack_bottom = 0, -0.6875, 0, 0, -1, 0, 1 node_attach = 0, 0.63, 0, 0,1, 0, 1 TechRequired = metaMaterials entryCost = 2300 cost = 400 category = Structural subcategory = 0 title = K&K 6-ended modular Corridor manufacturer = K&K Advanced Orbit and Surface Structures description = The masterpiece of Kerman Corridors & Sewer-Pipes Inc. It offers up to six(!) fully functional attachment points for all your needs. The best part when you want to build labyrinths in space. attachRules = 1,0,1,1,1 mass = 0.17 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = size1 tags = base build center central connect construct hub nexus outpost statio planetary ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_6end } MODULE { name = ModuleKPBSCorridorNodes nodeNames = top,bottom,left,right,front,back transormNames = Top,Bottom,Left,Right,Front,Back allowSurfaceAttach = false surfaceAttachNode = top } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_corridor_6end_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = KKAOSS_corridor_6 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_airlock.cfg PART { name = KKAOSS_gangway_airlock module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_bottom = 0, -0.34375, 0, 0, -1, 0, 1 node_stack_top = 0, 0.34375, 0, 0, 1, 0, 1 node_attach = 0, -0.30, 0, 0, -1, 0, 1 TechRequired = composites entryCost = 2000 cost = 1100 category = Structural subcategory = 0 title = K&K Corridor Airlock manufacturer = K&K Advanced Orbit and Surface Structures description = Finally after years of constant nagging about not finding an exit Kerman Corridors & Sewer-Pipes Inc. now introduces the Corridor Airlock. attachRules = 1,1,1,1,1 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 CrewCapacity = 1 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = size1 tags = base build center central connect construct hub nexus outpost statio planetary airlock ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_airlock } INTERNAL { name = KKAOSS_Gangway_Airlock_internal } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleInventoryPart InventorySlots = 3 packedVolumeLimit = 200 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = RasterPropMonitorComputer } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_gangway_airlock } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_end.cfg PART { name = KKAOSS_gangway_end module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_bottom = 0, 0, 0, 0, -1, 0, 1 TechRequired = composites entryCost = 600 cost = 100 category = Structural subcategory = 0 title = K&K Corridor ending manufacturer = K&K Advanced Orbit and Surface Structures description = A special present from Kerman Corridors & Sewer-Pipes Inc. attachRules = 1,0,1,1,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 3000 fuelCrossFeed = True bulkheadProfiles = size1 tags = base build center central connect construct hub nexus outpost statio planetary end MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/Corridors/corridor_end } MODULE { name = ModuleCargoPart packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_gangway_end } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/CrossSection/CrossSection_g.cfg PART { name = KKAOSS_CrossSection_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 1.32, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.32, 0, 0, -1, 0, 1 node_stack_left = -1.32, 0, 0, -1, 0, 0, 1 node_stack_right = 1.32, 0, 0, 1, 0, 0, 1 node_stack_front = 0, 0, -0.779, 0, 0, -1, 2 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = composites entryCost = 4100 cost = 700 category = Structural subcategory = 0 title = K&K Cross-Way manufacturer = K&K Advanced Orbit and Surface Structures description = A cross-way to create big labyrinths in space. Now also with a connector on the top to build towers. attachRules = 1,0,1,0,1 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 vesselType = Base maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = base build center central connect construct hub nexus outpost statio planetary ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/CrossSection/CrossSection_g } MODULE { name = ModuleKPBSCorridorNodes nodeNames = top,bottom,left,right,front transormNames = Top,Bottom,Left,Right,Front replaceNodeNames = bottom|left,bottom|right,top|left,top|right replaceTransformNames = Base_Bottom_Left,Base_Bottom_Right,Base_Top_Left,Base_Top_Right } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_CrossSection_g_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModuleCargoPart packedVolume = 10911 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_CrossSection_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/dock_gangway.cfg PART { name = KKAOSS_dock_gangway module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.113, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.07, 0, 0, -1, 0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = advMetalworks entryCost = 6500 cost = 300 category = Coupling subcategory = 0 title = K&K Corridor Docking-Port manufacturer = K&K Advanced Orbit and Surface Structures description = Due to compatibility issues (spontaneous combustion) with the Clamp-O-Tron K&K developed the all new "nudge and connect" Corridor-Dock. It can be connected to the standard K&K Docking port and fits on all corridors! attachRules = 1,1,1,1,0 mass = 0.06 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 heatConductivity = 0.06 thermalMassModifier = 2 angularDrag = 1 crashTolerance = 20 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = size1 stagingIcon = DECOUPLER_VERT tags = berth capture connect couple dock fasten join moor socket planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/dock_gangway } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 stagingEnabled = False stagingToggleEnabledEditor = True } MODULE { name = ModuleCargoPart packedVolume = 800 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODEL { model = FreeIva/Parts/Airlock position = 0, 0.2, 0 } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_KKAOSS_dock_gangway_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_dock_gangway } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/dock_habitat.cfg PART { name = KKAOSS_dock_habitat module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.113, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.07, 0, 0, -1, 0, 1 TechRequired = unmannedTech entryCost = 7800 cost = 780 category = Coupling subcategory = 0 title = K&K Docking-Port manufacturer = K&K Advanced Orbit and Surface Structures description = A Docking Port especially designed for the use with the K&K Habitat Modules. All rights reserved. Beware: Not compatible with the Clamp-O-Tron due to safety concerns! attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 heatConductivity = 0.06 thermalMassModifier = 2 angularDrag = 1 crashTolerance = 20 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = size1 stagingIcon = DECOUPLER_VERT tags = berth capture connect couple dock fasten join moor socket planetary base ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/dock_habitat } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 stagingEnabled = False stagingToggleEnabledEditor = True } MODULE { name = ModuleCargoPart packedVolume = 1200 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODEL { model = FreeIva/Parts/Airlock position = 0, 0.3, 0 } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_KKAOSS_dock_habitat_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_dock_habitat } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/engine_g.cfg PART { name = KKAOSS_engine_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_front = 0, 0.3125, 0, 0, 1, 0, 1 node_stack_back = 0, -0.3125, 0, 0, -1, 0, 1 node_stack_top = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_bottom = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = advLanding entryCost = 8900 cost = 970 category = Propulsion subcategory = 0 title = K&K LV25 "Meerkat" Landing Assist manufacturer = K&K Advanced Orbit and Surface Structures description = This module for assisted landing is a successor of the K&K Planetary Adapter. It was developed together with Rockomax who managed to fit two supercharged 48-7S "Spark" engines into the structure. Engineers were able to double the performance of the engines be replacing the turbopump with the one they "borrowed" from the LT-T30. They say that the chances for a critical overheating just slightly increased. Plume configured by RealPlume. attachRules = 1,0,1,1,0 mass = 0.3 dragModelType = default heatConductivity = 0.06 thermalMassModifier = 0.5 breakingForce = 200 breakingTorque = 200 maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 fuelCrossFeed = True stagingIcon = LIQUID_ENGINE bulkheadProfiles = PlanetaryBase tags = propuls engine (spider thruster structure planetary base adapter legs landing ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/engine_g } NODE { name = node_stack_leg1 transform = node_leg1 size = 0 method = FIXED_JOINT } NODE { name = node_stack_leg2 transform = node_leg2 size = 0 method = FIXED_JOINT } MODULE { name = ModuleEnginesFX thrustVectorTransformName = ThrustPoint exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 75 heatProduction = 750 EngineType = LiquidFuel powerEffectName = Hypergolic-OMS-White PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 320 key = 1 280 key = 6 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = Nozzle gimbalRange = 2 } MODULE { name = ModuleCargoPart packedVolume = -1 } RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 jitterMultiplier = 0.1 lightFadeCoefficient = 0.8 lightPower = 1.0 lightRange = 9.0 multiplierOnIva = 0.5 exhaustRed = 1 exhaustGreen = 0.88 exhaustBlue = 0.68 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 emissiveOffsetZ = 0.0 exhaustOffsetZ = 1.0 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } PLUME { name = Hypergolic-OMS-White transformName = ThrustPoint localRotation = 0,0,0 flarePosition = 0,0,-0.85 plumePosition = 0,0,0 fixedScale = 0.1 energy = 1.1 speed = 1.5 localPosition = 0,0,0 emissionMult = 0.5 saturationMult = 1 alphaMult = 1 blazeScale = 0.1 coreScale = 0.1 exhaustScale = 0.1 flareScale = 0.1 fumeScale = 0.1 lampScale = 0.1 plumeScale = 0.1 plume2Scale = 0.1 plume3Scale = 0.1 smokeScale = 0.1 shockScale = 0.1 shockconeScale = 0.1 slagScale = 0.1 streamScale = 0.1 blazePosition = 0,0,0 corePosition = 0,0,0 exhaustPosition = 0,0,0 fumePosition = 0,0,0 lampPosition = 0,0,0 plume2Position = 0,0,0 plume3Position = 0,0,0 smokePosition = 0,0,0 shockPosition = 0,0,0 shockconePosition = 0,0,0 slagPosition = 0,0,0 streamPosition = 0,0,0 plumeIdentifier = Hypergolic-OMS-White processed = true } EFFECTS { Hypergolic-OMS-White { plumeIdentifier = Hypergolic-OMS-White MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustPoint localRotation = 0,0,0 localPosition = 0,0,-0.85 fixedScale = 0.1 energy = 1.1 speed = 1.5 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Hypergolic-OMS-White-flare modelName = RealPlume/MP_Nazari_FX/ssmeflame2 emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 5 speed = 1.0 5 offset = -1 energy = 0.0 0.5 energy = 1.0 0.5 size = 0.0 2 size = 1.0 2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 linGrow { power = 1 15 power = 0 15 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = ThrustPoint localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.1 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Hypergolic-OMS-White-plumeboundary modelName = RealPlume/Hoojiwana_FX/MPmed fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0 randConeEmit { density = 1 0.2 density = 0.3 0.4 density = 0 0.7 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0 density = 0.46 0 density = 0.2 2 density = 0.1 3 density = 0.0 3 } linGrow { density = 1.0 0 density = 0.46 0.0 density = 0.2 5 density = 0.05 7 density = 0.0 8 } grow { density = 1 -0.99 density = 0.8 0 density = 0.0 20 } speed { density = 1.0 0.7 density = 0.46 1 density = 0.2 1.5 density = 0.05 1.8 density = 0.0 1.9 } emission { density = 1.0 1.5 density = 0.8 1.5 density = 0.2 1.7 density = 0.1 1.7 density = 0.05 2 density = 0.0 2.5 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 1.7 density = 0.05 0.8 density = 0.0 0.7 } size { density = 1.0 0.85 density = 0.8 0.80 density = 0.2 0.65 density = 0.0 0.75 } } AUDIO { name = Hypergolic-OMS-White-audio channel = Ship clip = RealPlume/KW_Sounds/sound_spsloop volume = 0.0 0.0 volume = 1.0 1 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_sps volume = 0.1 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = KKAOSS_engine_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/structural_g.cfg PART { name = KKAOSS_adapter_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.3125, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.3125, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = advConstruction entryCost = 5400 cost = 320 category = Structural subcategory = 0 title = K&K Planetary Adapter manufacturer = K&K Advanced Orbit and Surface Structures description = The adapter was developed after several failed attempts to land a base on another planet. Engineers at K&K found out that the missing ability to add landing legs on many of the planetary modules led to a too hard impact. This adapter allows to add this components to a base. It also has a limited capability for rocket fuel as a bonus. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default breakingForce = 200 breakingTorque = 200 maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = structure planetary base adapter legs landing ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/DockingPorts/structural_g } NODE { name = node_stack_leg1 transform = node_leg1 size = 0 method = FIXED_JOINT } NODE { name = node_stack_leg2 transform = node_leg2 size = 0 method = FIXED_JOINT } MODULE { name = ModuleCargoPart packedVolume = -1 } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 0 maxAmount = 55 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_adapter_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Structural/Flatbed/Flatbed.cfg PART { name = KKAOSS_Flatbed module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = 0, 0, 0.55 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 node_stack_left1 = -0.61633, 1, 0.508, 0, 0, -1, 0 node_stack_left2 = -0.61633, 0, 0.508, 0, 0, -1, 0 node_stack_left3 = -0.61633, -1, 0.508, 0, 0, -1, 0 node_stack_right1 = 0.61633, 1, 0.508, 0, 0, -1, 0 node_stack_right2 = 0.61633, 0, 0.508, 0, 0, -1, 0 node_stack_right3 = 0.61633, -1, 0.508, 0, 0, -1, 0 TechRequired = advConstruction entryCost = 600 cost = 200 category = Structural subcategory = 0 title = K&K Flatbed manufacturer = K&K Advanced Orbit and Surface Structures description = A flatbed to place multiple usable things on the bases attachRules = 1,0,1,1,0 mass = 1.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = PlanetaryBase tags = planetary base store cargo flat MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Structural/Flatbed/Flatbed } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 5389 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Flatbed } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Airlocks/airlock_end_g.cfg PART { name = KKAOSS_airlock_end_g module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_bottom = 0, 0.3908, 0, 0, 1, 0, 1 TechRequired = advConstruction entryCost = 2000 cost = 1150 category = Utility subcategory = 0 title = K&K Airlock manufacturer = K&K Advanced Orbit and Surface Structures description = An airlock that can be put at the end of a base. attachRules = 1,0,1,1,1 mass = 0.13 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 CrewCapacity = 1 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base airlock end ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Airlocks/airlock_end_g } NODE { name = node_stack_leg1 transform = node_leg1 size = 0 method = FIXED_JOINT } NODE { name = node_stack_leg2 transform = node_leg2 size = 0 method = FIXED_JOINT } INTERNAL { name = KKAOSS_Airlock_end_internal } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off defaultActionGroup = None toggleAction = True redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = ModuleKISInventory maxVolume = 900 externalAccess = true internalAccess = true slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 4 packedVolumeLimit = 400 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_airlock_end_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Airlocks/airlock_mid_g.cfg PART { name = KKAOSS_airlock_mid_g module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.3908, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.3908, 0, 0, -1, 0, 1 TechRequired = advConstruction entryCost = 2000 cost = 1150 category = Utility subcategory = 0 title = K&K Airlock Mid-Section manufacturer = K&K Advanced Orbit and Surface Structures description = The airlock all Kerbals have waited for. You can now enter and leave on both sides! attachRules = 1,0,1,1,1 mass = 0.13 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 CrewCapacity = 1 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base airlock end adapter ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Airlocks/airlock_mid_g } INTERNAL { name = KKAOSS_Airlock_Mid_internal } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off defaultActionGroup = None toggleAction = True redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = ModuleKISInventory maxVolume = 900 externalAccess = true internalAccess = true slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 4 packedVolumeLimit = 400 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_airlock_mid_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_adapter_g.cfg PART { name = KKAOSS_garage_adapter_g_2 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.462, 0, 0, 1, 0, 2 node_stack_bottom = 0, -0.462, -0.31532, 0, -1, 0, 2 node_stack_cover = 0, 0, 0.62218, 0, 0, 1, 0 TechRequired = composites entryCost = 2000 cost = 1150 category = Payload subcategory = 0 title = K&K Garage Adapter manufacturer = K&K Advanced Orbit and Surface Structures description = An adapter to connect the garages with the rest of the base. attachRules = 1,0,1,1,1 mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 1500 CrewCapacity = 1 fuelCrossFeed = True bulkheadProfiles = mk3, PlanetaryBase tags = planetary base garage rover payload bay adapter ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_adapter_g } INTERNAL { name = KKAOSS_garage_adapter_internal } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = ModuleKISInventory maxVolume = 900 externalAccess = true internalAccess = true slotsX = 4 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 4 packedVolumeLimit = 400 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = KKAOSS_garage_adapter_g_2 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_cover_g.cfg PART { name = KKAOSS_garage_cover_g_2 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 0, 0, -1, 0 TechRequired = composites entryCost = 2000 cost = 200 category = Payload subcategory = 0 title = K&K Garage Cover manufacturer = K&K Advanced Orbit and Surface Structures description = A cover for the bottom of the garages to be more streamlined for takeoff. fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, decouple sound_vent_large = decouple attachRules = 1,0,1,1,1 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = mk3 tags = planetary base garage rover payload bay adapter cover protect MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_cover_g } MODULE { name = ModuleDecouple ejectionForce = 100 explosiveNodeID = top } MODULE { name = ModuleKPBSModelSwitch transformNames = CoverSmall,CoverBig,CoverAdapter transformVisibleNames = Small, Big, Adapter } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 9857 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_garage_cover_g_2 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_decoupler_g.cfg PART { name = KKAOSS_garage_decoupler_g module = Part author = Nils277 sound_vent_large = decouple fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.175, 0, 0, 1, 0, 2 node_stack_bottom = 0, -0.175, 0, 0, -1, 0, 2 TechRequired = composites entryCost = 2000 cost = 650 category = Payload subcategory = 0 title = K&K Garage Decoupler manufacturer = K&K Advanced Orbit and Surface Structures description = An handy decoupler the separate your garage from the rocket attachRules = 1,0,1,1,1 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = mk3, PlanetaryBase tags = planetary base garage payload bay decoupler separator ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_decoupler_g } MODULE { name = ModuleDecouple ejectionForce = 400 explosiveNodeID = top } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleKPBSMeshToggle transformNames = Cover showMeshString = Show Cover hideMeshString = Hide Cover availableInFlight = false } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 4665 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_garage_decoupler_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_front_g.cfg PART { name = KKAOSS_garage_front_g_2 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.349, 0, 0, 1, 0, 2 node_stack_bottom = 0, -0.349, 0, 0, -1, 0, 2 node_stack_cover = 0, 0, 0.9375, 0, 0, 1, 0 node_stack_top2 = 0, 0.349, 0, 0, -1, 0, 2 node_stack_bottom2 = 0, -0.349, 0, 0, 1, 0, 2 TechRequired = composites entryCost = 2000 cost = 2550 category = Payload subcategory = 0 title = K&K Garage Front manufacturer = K&K Advanced Orbit and Surface Structures description = A front-end for the garage with a integrated ramp. It also features attachement points for landing-legs. attachRules = 1,0,1,1,1 mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = mk3 tags = planetary base garage rover payload bay adapter door open MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_front_g } NODE { name = leg1 transform = node_leg1 size = 0 method = FIXED_JOINT } NODE { name = leg2 transform = node_leg2 size = 0 method = FIXED_JOINT } MODULE { name = ModuleAnimateGeneric animationName = Open_Front startEventGUIName = Open Ramp endEventGUIName = Close Ramp actionGUIName = Toggle Ramp allowDeployLimit = true revClampDirection = true revClampSpeed = false revClampPercent = false } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 5.0 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 8359 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_garage_front_g_2 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_side_g.cfg PART { name = KKAOSS_garage_side_g_2 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 1.734, 0, 0, 1, 0, 2 node_stack_bottom = 0, -1.734, 0, 0, -1, 0, 2 node_stack_top2 = 0, 1.734, 0, 0, -1, 0, 2 node_stack_bottom2 = 0, -1.734, 0, 0, 1, 0, 2 node_stack_cover = 0, 0, 0.9375, 0, 0, 1, 0 TechRequired = composites entryCost = 2000 cost = 2550 category = Payload subcategory = 0 title = K&K Garage with Side-Door manufacturer = K&K Advanced Orbit and Surface Structures description = A big garage with doors on the side that double as a ramp. attachRules = 1,0,1,1,1 mass = 4.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = mk3 tags = planetary base garage rover payload bay adapter door open ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_side_g } MODULE { name = ModuleAnimateGeneric animationName = Garage_Side_Left startEventGUIName = Open Right Ramp endEventGUIName = Close Right Ramp actionGUIName = Toggle Right Ramp allowDeployLimit = true revClampDirection = true revClampSpeed = false revClampPercent = false layer = 1 } MODULE { name = ModuleAnimateGeneric animationName = Garage_Side_Right startEventGUIName = Open Left Ramp endEventGUIName = Close Left Ramp actionGUIName = Toggle Left Ramp allowDeployLimit = true revClampDirection = true revClampSpeed = false revClampPercent = false layer = 2 } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 5.0 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 36520 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_garage_side_g_2 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_struct_g.cfg PART { name = KKAOSS_garage_struct_g_2 module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.349, 0, 0, 1, 0, 2 node_stack_bottom = 0, -0.349, 0, 0, -1, 0, 2 node_stack_cover = 0, 0, 0.9375, 0, 0, 1, 0 node_stack_top2 = 0, 0.349, 0, 0, -1, 0, 2 node_stack_bottom2 = 0, -0.349, 0, 0, 1, 0, 2 TechRequired = composites entryCost = 2000 cost = 450 category = Payload subcategory = 0 title = K&K Garage Structure manufacturer = K&K Advanced Orbit and Surface Structures description = A structural part for the garages. It also provides two places to attach landing legs. attachRules = 1,0,1,1,1 mass = 1.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = mk3 tags = planetary base garage rover payload bay legs adapter ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_struct_g } NODE { name = leg1 transform = node_leg1 size = 0 method = FIXED_JOINT } NODE { name = leg2 transform = node_leg2 size = 0 method = FIXED_JOINT } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 8359 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_garage_struct_g_2 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_to_size3.cfg PART { name = KKAOSS_garage_adapter_size3_g module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.35, 0, 0, 1, 0, 2 node_stack_bottom = 0, -.346, 0, 0, -1, 0, 2 TechRequired = composites entryCost = 4000 cost = 1000 category = Payload subcategory = 0 title = K&K Garage MK3 and 3.75m Adapter manufacturer = K&K Advanced Orbit and Surface Structures description = An adapter to connect the garages with the MK3 or 3.75 profile parts. fx_gasBurst_white = 0.0, 0.35, 0.0, 0.0, -1.0, 0.0, decouple sound_vent_large = decouple attachRules = 1,0,1,1,1 mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 1500 fuelCrossFeed = True bulkheadProfiles = mk3, size3, PlanetaryBase tags = planetary base garage rover payload bay adapter MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_to_size3 } MODULE { name = ModuleDecouple ejectionForce = 100 explosiveNodeID = top } MODULE { name = ModuleKPBSModelSwitch transformNames = Garage_To_Size3,Garage_To_MK3 transformVisibleNames = Size 3,MK3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 10671 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_garage_adapter_size3_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Greenhouse/Greenhouse_g.cfg PART { name = KKAOSS_Greenhouse_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 2.1853, 0, 0, 1, 0, 1 node_stack_bottom = 0, -2.1853, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.765, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = scienceTech entryCost = 5600 cost = 7500 category = Utility subcategory = 0 title = K&K Planetary Greenhouse manufacturer = K&K Advanced Orbit and Surface Structures description = K&K developed this Greenhouse to provide food and oxygen for Kerbals on long time missions. Still, when K&K presented this glorious piece of engineering many Kerbals were disappointed because it wasn't actually green! attachRules = 1,0,1,1,1 mass = 3.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 vesselType = Base CrewCapacity = 2 maxTemp = 1600 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = cck-lifesupport ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Greenhouse/Greenhouse_g } INTERNAL { name = KKAOSS_Greenhouse_g_internal } MODULE { name = PlanetaryModule animationName = Greenhouse_Deploy startEventGUIName = Deploy endEventGUIName = Retract additionalInternalName = Greenhouse_g_internal_jsiatp crewCapacityDeployed = 2 crewCapcityRetracted = 0 } MODULE { name = ModuleKPBSDependentLight animationName = Greenhouse_Light startEventGUIName = Turn Light On endEventGUIName = Turn Light Off } MODULE { name = ModuleScienceExperiment experimentID = KPBS_plantgrowthstudy experimentActionName = Make plant growth study resetActionName = Discard Plant Samples reviewActionName = Review Plant Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.4 FxModules = 0 dataIsCollectable = True collectActionName = Collect Plant Samples interactionRange = 1.2 usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = PlanetaryGreenhouse ConverterName = Greenhouse StartActionName = Start farming StopActionName = Stop farming AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.001480128 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000011188078 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.0000166 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.58 } OUTPUT_RESOURCE { ResourceName = Food Ratio = 0.0001015625 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.0017135376 DumpExcess = true } } RESOURCE { name = Fertilizer amount = 150 maxAmount = 150 } RESOURCE { name = Waste amount = 0 maxAmount = 35 } MODULE { name = RasterPropMonitorComputer } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 4 packedVolumeLimit = 400 } MODULE { name = KSPPartVolumeModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Greenhouse_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Habitats/Habitat_MK1_g.cfg PART { name = KKAOSS_Habitat_MK1_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = advExploration entryCost = 4600 cost = 2940 category = Utility subcategory = 0 title = K&K Planetary Habitat MK1 manufacturer = K&K Advanced Orbit and Surface Structures description = K&Ks first habitat module. It provides space for three Kerbals. It is not as comfortable as the MK2 version but sufficient for smaller bases. attachRules = 1,0,1,1,1 mass = 1.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 CrewCapacity = 3 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base life habitat home living crew bed ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Habitats/Habitat_MK1_g } INTERNAL { name = KKAOSS_Habitat_MK1_internal } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleAnimateGeneric animationName = Habitat_MK1_Light actionGUIName = Toggle Lights startEventGUIName = Turn Light On endEventGUIName = Turn Light Off } RESOURCE { name = ElectricCharge amount = 150 maxAmount = 150 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = RasterPropMonitorComputer } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4.388 maxAmount = 4.388 } RESOURCE { name = Water amount = 2.9 maxAmount = 2.9 } RESOURCE { name = Oxygen amount = 444.152 maxAmount = 444.152 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 383.652 } RESOURCE { name = Waste amount = 0 maxAmount = 0.4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 3.696 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 12 packedVolumeLimit = 1200 } MODULE { name = KSPPartVolumeModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Habitat_MK1_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Habitats/Habitat_MK2_g.cfg PART { name = KKAOSS_Habitat_MK2_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = fieldScience entryCost = 5600 cost = 4000 category = Utility subcategory = 0 title = K&K Planetary Habitat MK2 manufacturer = K&K Advanced Orbit and Surface Structures description = K&K proudly presents: The all new expandable Habitat MK2. When deployed it offers space for up to four Kerbals for a comfortable stay. Warranty void when Jeb spills his coffee! attachRules = 1,0,1,1,1 mass = 2.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 CrewCapacity = 4 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base life habitat home living crew bed ?freeiva MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Habitats/Habitat_MK2_g } INTERNAL { name = KKAOSS_Habitat_MK2_internal } MODULE { name = PlanetaryModule animationName = Habitat_MK2_deploy startEventGUIName = Deploy endEventGUIName = Retract crewCapacityDeployed = 4 crewCapcityRetracted = 0 } MODULE { name = ModuleKPBSDependentLight animationName = Habitat_MK2_Light startEventGUIName = Turn Light On endEventGUIName = Turn Light Off } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 40 maxAmount = 200 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODULE { name = KOSNameTag } MODULE { name = RasterPropMonitorComputer } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 6.582 maxAmount = 6.582 } RESOURCE { name = Water amount = 4.35 maxAmount = 4.35 } RESOURCE { name = Oxygen amount = 666.228 maxAmount = 666.228 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 575.478 } RESOURCE { name = Waste amount = 0 maxAmount = 0.6 } RESOURCE { name = WasteWater amount = 0 maxAmount = 5.544 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 12 packedVolumeLimit = 1200 } MODULE { name = KSPPartVolumeModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Habitat_MK2_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingGear.cfg PART { name = KKAOSS_Landing_Gear2_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = -0.16506, 0.05, 0, 1, 0, 0, 0 node_attach = -0.16506, 0.05, 0, 1, 0, 0, 0 TechRequired = advancedMotors entryCost = 6200 cost = 650 category = Ground subcategory = 0 title = K&K Attachable Landing Gear manufacturer = K&K Advanced Orbit and Surface Structures description = A very handy landing support unit. It allows to move a base around after it is landed. They can be discarded when no longer needed. These wheels are not intended for racing purposes! fx_gasBurst_white = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, decouple sound_vent_large = decouple attachRules = 1,0,1,1,1 mass = 0.09 thermalMassModifier = 3.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 50 breakingForce = 80 breakingTorque = 80 maxTemp = 2300 fuelCrossFeed = True bulkheadProfiles = srf tags = ground retract roll taxi wheel drive planetary base landing MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingGear } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelTransformName = wheel wheelType = MOTORIZED FitWheelColliderToMesh = False radius = 0.18 center = 0,0,0 mass = 0.1 groundHeightOffset = 0.9 TooltipTitle = Retractable Landing Gear TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = suspension suspensionDistance = 0.20 suspensionOffset = -0.05 targetPosition = 1 springRatio = 5 damperRatio = 1 } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = steering steeringResponse = 2 steeringCurve { key = 0 12.0 key = 10 7.0 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 wheelSpeedMax = 15 driveResponse = 2 idleDrain = 0.0 torqueCurve { key = 0 1.7 0 0 key = 5 0.9 0 0 key = 15 0 0 0 } RESOURCE { name = ElectricCharge rate = 2.5 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 3 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 damagedTransformName = bustedwheel undamagedTransformName = wheel stressTolerance = 2000 impactTolerance = 1000 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = landing_leg_3 animationStateName = LandingGear2_deploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 } MODULE { name = ModuleDecouple ejectionForce = 40 explosiveNodeID = top stagingEnabled = False stagingToggleEnabledEditor = True stagingToggleEnabledFlight = True } MODULE { name = ModuleCargoPart packedVolume = 300 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Landing_Gear2_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg.cfg PART { name = KKAOSS_Landing_Leg_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0, 0, 1, 0, 0, 0 node_stack_bottom = -0.1838, 0.05, 0 , -1, 0, 0, 0 node_attach = 0, 0, 0, 1, 0, 0, 0 TechRequired = landing entryCost = 4700 cost = 400 category = Ground subcategory = 0 title = K&K "Bigfoot" Low Profile Landing-Leg manufacturer = K&K Advanced Orbit and Surface Structures description = A special piece from K&K to have a firm foot on the ground on other planets. This part is slightly more common than the real bigfoot. attachRules = 1,1,1,1,1 mass = 0.08 thermalMassModifier = 3.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 30 breakingForce = 80 breakingTorque = 80 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = srf tags = ground land leg support planetary base landing leg MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelType = LEG FitWheelColliderToMesh = False radius = 0.15 center = 0,0,0 mass = 0.07 autoFrictionAvailable = False TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 0.5 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = Pneuma suspensionDistance = 0.20 suspensionOffset = -0.375 targetPosition = 0.5 springRatio = 7 damperRatio = 1.5 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = landing_leg animationStateName = Landing_Leg_Deploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 0.9 } MODULE { name = ModuleWheelLock maxTorque = 500 } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 bogeyTransformName = Foot deployModuleIndex = 2 maxPitch = 160 minPitch = -160 restPitch = 0 pitchResponse = 100 bogeyAxis = 0, 1, 0 bogeyUpAxis = 0, 0, -1 } MODULE { name = ModuleCargoPart packedVolume = 300 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Landing_Leg_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg2.cfg PART { name = KKAOSS_Landing_Leg2_g module = Part author = Nils277 rescaleFactor = 1.0 node_attach = 0, -0.245, 0, 0, 1, 0, 0 TechRequired = advLanding entryCost = 4600 cost = 450 category = Ground subcategory = 0 title = K&K "Little Bigfoot" Underside Landing-Leg manufacturer = K&K Advanced Orbit and Surface Structures description = A very special piece from K&K. This part has an even lower profile. It can be attached to the bottom of parts that have no other place for a landing-leg. attachRules = 0,1,0,1,1 mass = 0.075 thermalMassModifier = 3.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 30 breakingForce = 80 breakingTorque = 80 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = srf tags = ground land leg support planetary base landing leg MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg2 } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider wheelType = LEG FitWheelColliderToMesh = False radius = 0.05 center = 0,0,0 mass = 0.07 autoFrictionAvailable = False TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 0.5 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = Pneuma suspensionDistance = 0.22 suspensionOffset = -0.22 targetPosition = 0.6 springRatio = 7 damperRatio = 1.5 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = landing_leg_u animationStateName = Leg_U_Deploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 0.8 } MODULE { name = ModuleWheelLock maxTorque = 500 } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 bogeyTransformName = Foot deployModuleIndex = 2 maxPitch = 160 minPitch = -160 restPitch = 0 pitchResponse = 100 bogeyAxis = 0, 1, 0 bogeyUpAxis = 0, 0, -1 } MODULE { name = ModuleCargoPart packedVolume = 200 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Landing_Leg2_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Resources/KPBS_ScienceDefs.cfg EXPERIMENT_DEFINITION { id = KPBS_plantgrowthstudy title = Plant Growth Study baseValue = 10 scienceCap = 15 dataScale = 2 requireAtmosphere = False situationMask = 3 biomeMask = 3 RESULTS { default = You planted some seeds and watched the plants grow...for hours. default = The plants are swaying in the wind. Wait...wind? MohoSrfLanded = It is a bit hotter here. The plants need more water. MohoSrfLanded = The volcanic material from Mohos surface seems to be a good fertilizer for the plants. MohoSrfLanded = Moho's lower gravity lets the plants grow a bit bigger than usual. EveSrfLanded = Even the plants seem to get a purple tint here. EveSrfLanded = The high gravity impedes the growth of the plants. They grow wider instead. EveSrfSplashed = You watered the plants with the fluid from Eve. It was not a good idea! EveSrfSplashed = You don't think that the fluid from Eve is good for the plants. GillySrfLanded = It is very hard to keep the soil in the planters due to the low gravity of Gilly. GillySrfLanded = You wonder if the plants enjoy the view on Eve from here as much as you do. KerbinSrfLanded = You investigate the plants. They seem the be growing normally. KerbinSrfLandedGrasslands = The plants look strong and healthy. KerbinSrfLandedMountains = The slightly less denser atmosphere in the mountains seem to be good for the plants. KerbinSrfLandedDeserts = You begin to wonder where you could get water for the plants. They start to get crispy. KerbinSrfLandedIceCaps = Even the plants seem to be frozen here. KerbinSrfLandedShores = The sand of the shores seems to be too salty for the plants to be strong and healthy. KerbinSrfLandedWater = The moisture seems to be a bit too much for the plants KerbinSrfSplashedWater = The plants sway equally with the waves. You begin to feel a bit seasick. KerbinSrfSplashedShores = The waves splash occasionally against the windows. The plants don't seem to care. KerbinSrfLandedLaunchPad = The plants don't show any different behaviour. This may be because you are only a few meters from where you started. KerbinSrfLandedRunway = The plants don't show any different behaviour. This may be because you are only a few meters from where you started. KerbinSrfLandedKSC = The plants don't show any different behaviour. This may be because you are only a few meters from where you started. MunSrfLanded = The plants seem to be a bit taller here. MunSrfLanded = The plants seem to need a more water than normally. MunSrfLandedMidlands = The plants grow healthy and strong. MunSrfLandedNorthernBasin = Some of the plants seem be better growing here than others. MunSrfLandedPolarCrater = Something in the dirt seems to be poisonous for the plants. They die! MunSrfLandedPoles = There seems to be a little bit of water in the dirt. The plants like it! MinmusSrfLanded = The crystalline soil gathered from the surrounding does not affect the plants. MinmusSrfLanded = You would swear that some of the plants are a bit more turquoise than normally. MinmusSrfLanded = The plants seem to be growing normally. The food however tastes a bit like icecream. MinmusSrfLandedFlats = The soil from Minmus' Flats seems to have a bit more water than usually. MinmusSrfLandedLesserFlats = The soil from Minmus' Lesser Flats seems to have a bit more water than usually. MinmusSrfLandedGreatFlats = The soil from Minmus' Great Flats seems to have some sort of salty water. MinmusSrfLandedGreaterFlats = The water from the soil from Minmus' Greater Flats is slight glowing. DunaSrfLanded = The soil from Duna has only a few minerals and nutrients. The plants grow slower. DunaSrfLanded = The plants turn slightly red due to the red soil of Duna. DunaSrfLandedLowlands = The soil from Dunas lowlands seem to be good for cultivating plants. DunaSrfLandedMidlands = The plants have a metallic taste. DunaSrfLandedPoles = The icy water of the poles does not seem the influence the plants. DunaSrfLandedPoles = You wonder if the plants feel as cold as you do when you look outside. IkeSrfLanded = There is definitely no water in the soil of Ike. You have to water the plants more often. IkeSrfLanded = The plants seem to lose some of their color. IkeSrfLandedLowlands = The plants do not show any sign of influence by the soil of Ikes lowlands. DresSrfLanded = The soil of Dres seems to be mostly Regolith. The plants don't seem to care about that. DresSrfLanded = You could swear there has been some kind of insect in the soil. LaytheSrfLanded = The soil seems to be very salty like the water. LaytheSrfLanded = You don't know why but the soil from Laythe you used to grow plants seems to dissappear sometimes. LaytheSrfSplashed = The water from Laythe is too salty for the plants. LaytheSrfSplashed = The plants sway equally with the waves. You begin to feel a bit seasick. VallSrfLanded = Once melted, the permafrost from Val make a good growth medium for the plants. VallSrfLanded = You have to melt all the dirt and soil before it can be used to grow plants. TyloSrfLanded = The plants grow normally here. They are about as big as on Kerbin. TyloSrfLanded = The fruits from the plants grown from Tylos soil taste awful. BopSrfLanded = You grow the first plant on this planet. You call it Bob. BopSrfLanded = The plants grow bigger here. PolSrfLanded = It is very hard to keep the soil in the plant pots due to the low gravity of Pol. PolSrfLanded = The fruits from the plants are abnormally big. But they somehow only taste like water. EelooSrfLanded = It is very cold out here. Some of the leaves seem to be frozen. EelooSrfLanded = The lower intensity of the light seems to be influencing the plants growth. } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_end_g_internal.cfg INTERNAL { name = KKAOSS_Airlock_end_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_end_g_internal } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODEL { model = FreeIva/KPBS/Spaces/airlock_end_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = htProps_HatchDoor position = 0, -0.029, 0.25 rotation = 0.707106829, 0, 0, -0.707106709 scale = 0.75, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = Base airlockName = airlock_1 } } PROP { name = htProps_HatchDoor position = 0, -0.029, -0.35 rotation = 3.09086197e-08, -0.707106829, -0.707106829, -3.09086161e-08 scale = 0.75, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = Base attachNodeId = bottom } } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_garage_g_internal.cfg INTERNAL { name = KKAOSS_garage_adapter_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_garage_g_internal } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODEL { model = FreeIva/KPBS/Spaces/garage_adapter_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = htProps_HatchDoor position = 0, -0.0289999992, 0.372541 rotation = 0.707106829, 0, 0, -0.707106709 scale = 0.75, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = Base attachNodeId = bottom airlockName = Airlock } } PROP { name = htProps_HatchDoor position = 0, -0.0289999992, -0.35 rotation = 3.09086197e-08, -0.707106829, -0.707106829, -3.09086161e-08 scale = 0.75, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = Base attachNodeId = top } } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_mid_g_internal.cfg INTERNAL { name = KKAOSS_Airlock_Mid_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_mid_g_internal } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODEL { model = FreeIva/KPBS/Spaces/airlock_mid_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = htProps_HatchDoor position = 0, -0.029, 0.330000013 rotation = 0.707106829, 0, 0, -0.707106709 scale = 0.75, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = model,1 attachNodeId = bottom } } PROP { name = htProps_HatchDoor position = 0, -0.029, -0.371653408 rotation = 3.09086197e-08, -0.707106829, -0.707106829, -3.09086161e-08 scale = 0.75, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = model,1 attachNodeId = top } } PROP { name = htProps_HatchDoor position = -0.86500001, -0.158609852, -0.0196759701 rotation = 0.5, 0.5, 0.5, -0.5 scale = 0.75, 0.75, 0.75 MODULE { name = HatchConfig cutoutTargetTransformName = model,1 airlockName = airlock1 } } PROP { name = htProps_HatchDoor position = 0.86500001, -0.158609852, -0.0196759701 rotation = 0.5, -0.5, -0.5, -0.5 scale = 0.75, 0.75, 0.75 MODULE { name = HatchConfig cutoutTargetTransformName = model,1 airlockName = airlock2 } } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Central_Hub_internal/internal.cfg INTERNAL { name = KKAOSS_Central_Hub_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Central_Hub_internal/central_hub_internal } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat3 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat4 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat5 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat6 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera1_c cameraTransformName = Camera1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera2_c cameraTransformName = Camera2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera3_c cameraTransformName = Camera3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera4_c cameraTransformName = Camera4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera5_c cameraTransformName = Camera5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera6_c cameraTransformName = Camera6 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera1_c cameraTransformName = Camera1 } MODEL { model = FreeIva/KPBS/Spaces/Central_Hub } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = MAS_JSI_IndicatorPanel position = -0.1688554,-0.4850985,0.3548645 rotation = 0.003291449,-0.3939236,0.9191052,0.007679712 scale = 0.8899863,1,1.123613 } PROP { name = MAS_JSI_AI_Throttle position = -0.06537955,-0.4814708,0.3619179 rotation = 0.6484594,0.2819582,-0.6484594,-0.2819582 scale = 1.179964,1.118282,1.249392 } PROP { name = MAS_JSI_EVA_Hatch position = 0.5711428,0.7724172,-1.248401 rotation = 0.6532815,0.2705981,-0.2705981,-0.6532815 scale = 0.220996,0.9476969,0.5333192 } PROP { name = MAS_JSI_LEDPanel_SAS_StabilityAssist position = 0.01179144,-0.5021619,0.38925 rotation = -0.6531016,0.2710321,-0.6534612,0.2701638 scale = 0.9999989,1.000001,0.9999995 } PROP { name = MAS_JSIswitch_GEAR position = 0.1772161,-0.5075151,0.3905152 rotation = -0.0002525351,-0.3801438,0.9249272,0.0006145319 scale = 0.9999999,1,0.9999998 } PROP { name = MAS_JSI_BasicMFD position = 0.6137631,-0.5630358,0.2818228 rotation = -0.0005642862,-0.8493477,0.5278336,0.00035072 scale = 1.155857,1.08521,1.155857 } PROP { name = MAS_JSI_BasicMFD position = -0.4481022,-0.5616251,0.2818232 rotation = -0.0005642713,-0.8493478,0.5278333,0.000350725 scale = 1.155858,1.08521,1.155857 } PROP { name = MAS_JSI_BasicMFD position = -0.4480092,-0.4918934,-0.02961686 rotation = 0.0004698221,0.7071066,-0.7071066,-0.0004698221 scale = 1.155858,1.08521,1.155857 } PROP { name = MAS_JSI_BasicMFD position = 0.6152387,-0.4933051,-0.02961694 rotation = 0.0004695188,0.7071066,-0.7071066,-0.0004695188 scale = 1.155858,1.08521,1.155857 } PROP { name = AltimeterThreeHands position = 0.3068856,-0.4677697,0.3375339 rotation = -0.0002454946,-0.3673698,0.9300747,0.000614087 scale = 0.9999997,1,1 } PROP { name = AxisIndicatorRoll position = -0.06403169,-0.5127568,0.4066179 rotation = -0.6531016,0.2710321,-0.6534612,0.2701638 scale = 1.237278,1.23728,1.237279 } PROP { name = circularButton position = 0.4614381,-0.6194042,0.3847175 rotation = -0.0001466257,-0.2208681,0.9753035,0.0006478948 scale = 0.6991038,0.6991035,0.6991034 } PROP { name = circularButton position = -0.3016663,-0.6155224,0.3826151 rotation = -0.0001466962,-0.2208677,0.9753036,0.000647901 scale = 0.6991032,0.6991041,0.6991029 } PROP { name = circularButton position = 0.4656976,-0.4992273,0.08831041 rotation = 5.381543E-08,0,0.9999998,0.0006645429 scale = 0.6991032,0.6991043,0.6991032 } PROP { name = circularButton position = -0.2977734,-0.4983578,0.09020278 rotation = 5.381543E-08,0,0.9999998,0.0006645429 scale = 0.6991032,0.6991043,0.6991031 } PROP { name = Compass position = -0.03798639,-0.4418713,0.3363116 rotation = -0.6497636,0.2789399,-0.6501335,0.2780763 scale = 0.6667996,0.6667995,0.7492247 } PROP { name = directionalKnob position = 0.7940728,-1.516852,0.4259583 rotation = 0,-5.381543E-08,-0.0006645429,0.9999998 scale = 1.337476,1.337476,1.337475 } PROP { name = directionalKnob position = 0.7406325,-1.516781,0.4259583 rotation = 0,-5.381543E-08,-0.0006645429,0.9999998 scale = 1.337476,1.337476,1.337475 } PROP { name = ledPanelSpeed position = 0.203421,-0.4402544,0.328376 rotation = -0.0002525351,-0.3801438,0.9249272,0.0006145319 scale = 1.192361,1.192361,1.192362 } PROP { name = NavBall position = 0.09539717,-0.4590963,0.3752138 rotation = -8.676933E-05,-0.1305258,0.9914447,0.0006589159 scale = 1.857108,1.857107,1.857107 } PROP { name = RadarAltimeter position = -0.6845604,-1.406411,0.1520644 rotation = 0.00979872,0.02705438,-0.3407888,0.9396994 scale = 1,1,1.000001 } PROP { name = RadarAltimeter position = 0.306768,-0.5136509,0.3952976 rotation = -0.0002454946,-0.3673698,0.9300747,0.000614087 scale = 0.9999997,1,1 } PROP { name = squareButton position = -0.06963042,-0.4461275,-0.3000974 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 1.774266,1.774266,1.774264 } PROP { name = squareButton position = -0.01008839,-0.4462064,-0.3000976 rotation = 0.000202708,0.3050261,0.9523438,0.0006325691 scale = 1.774265,1.774266,1.774264 } PROP { name = squareButton position = -0.1287676,-0.4460488,-0.3000976 rotation = 0.000202708,0.3050261,0.9523438,0.0006325691 scale = 1.774265,1.774266,1.774264 } PROP { name = squareButton position = -0.1288059,-0.4748116,-0.3403926 rotation = 0.000202708,0.3050261,0.9523438,0.0006325691 scale = 1.774266,1.774267,1.774265 } PROP { name = squareButton position = -0.01012672,-0.474969,-0.3403926 rotation = 0.000202708,0.3050261,0.9523438,0.0006325691 scale = 1.774266,1.774267,1.774265 } PROP { name = squareButton position = -0.06966851,-0.4748903,-0.3403926 rotation = 0.000202708,0.3050261,0.9523438,0.0006325691 scale = 1.774265,1.774266,1.774264 } PROP { name = standingSwitch position = 0.2986788,-0.4460306,-0.2992757 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 1.683147,1.683148,1.683147 } PROP { name = standingSwitch position = -1.328631,-0.7686411,0.4086761 rotation = -4.214685E-08,-6.322027E-08,-0.3771316,0.9261597 scale = 1.22129,1.22129,1.22129 } PROP { name = standingSwitch position = 0.05692544,-0.4755132,-0.3410296 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 2.245905,2.245907,2.245904 } PROP { name = standingSwitch position = 0.1277669,-0.4474239,-0.3015464 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 1.683147,1.683148,1.683147 } PROP { name = standingSwitch position = 0.05961331,-0.4469876,-0.3010614 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 2.245905,2.245907,2.245904 } PROP { name = standingSwitch position = -1.364816,-0.7333148,0.4086761 rotation = -4.214685E-08,-6.322027E-08,-0.3771316,0.9261597 scale = 1.22129,1.22129,1.22129 } PROP { name = standingSwitch position = 0.2141705,-0.4467959,-0.300505 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 1.683147,1.683148,1.683147 } PROP { name = standingSwitch position = -1.401793,-0.6972146,0.4086761 rotation = -4.214685E-08,-6.322027E-08,-0.3771316,0.9261597 scale = 1.22129,1.22129,1.22129 } PROP { name = standingSwitch position = 0.8583243,-1.520888,0.2453146 rotation = 0,-5.381543E-08,-0.0006645429,0.9999998 scale = 1.54966,1.549661,1.54966 } PROP { name = standingSwitch position = 0.2449312,-0.4627782,0.3451934 rotation = -0.0002525351,-0.3801438,0.9249272,0.0006145319 scale = 1,1,1 } PROP { name = standingSwitch position = 0.2444971,-0.4785968,0.3611873 rotation = -0.0002525351,-0.3801438,0.9249272,0.0006145319 scale = 1,1,1 } PROP { name = standingSwitch position = 0.8214491,-1.516783,0.2441089 rotation = 0,-5.381543E-08,-0.0006645429,0.9999998 scale = 1.54966,1.549661,1.54966 } PROP { name = standingSwitch position = 0.6516234,-1.520042,0.5855234 rotation = 0,-5.381543E-08,-0.0006645429,0.9999998 scale = 1.54966,1.549661,1.54966 } PROP { name = switch position = 0.6234503,-1.516119,0.1512616 rotation = 0,-5.381543E-08,-0.0006645429,0.9999998 scale = 1.338414,1.338415,1.338414 } PROP { name = switch position = -1.329601,-0.7676938,0.3648868 rotation = -4.214685E-08,-6.322027E-08,-0.3771316,0.9261597 scale = 1.160645,1.160645,1.160645 } PROP { name = switch position = -1.401793,-0.6972146,0.3648867 rotation = -4.214685E-08,-6.322027E-08,-0.3771316,0.9261597 scale = 1.160645,1.160645,1.160645 } PROP { name = switch position = 0.215653,-0.4692387,0.3517645 rotation = -0.0002525351,-0.3801438,0.9249272,0.0006145319 scale = 1,1,1 } PROP { name = switch position = 0.1713844,-0.468931,0.3520105 rotation = -0.0002525351,-0.3801438,0.9249272,0.0006145319 scale = 1,1,1 } PROP { name = switch position = -1.365924,-0.7322345,0.3648867 rotation = -4.214685E-08,-6.322027E-08,-0.3771316,0.9261597 scale = 1.160645,1.160645,1.160645 } PROP { name = switch position = -0.7479897,-1.350854,0.4294054 rotation = -8.42937E-08,-4.214685E-08,-0.4121087,0.9111347 scale = 1.160645,1.160645,1.160645 } PROP { name = switch position = 0.19441,-0.4691968,0.3517514 rotation = -0.0002525071,-0.3801436,0.9249274,0.0006145547 scale = 0.9999997,0.9999998,1 } PROP { name = switch position = 0.651136,-1.516119,0.1512613 rotation = 0,0,-0.0006646801,0.9999998 scale = 1.338414,1.338415,1.338414 } PROP { name = switchWithGuards position = -1.427227,-0.6731173,0.09378744 rotation = -0.2670794,-0.6542804,0.2673922,-0.6550476 scale = 0.954859,0.9548578,0.9548573 } PROP { name = switchWithGuards position = -0.1967364,-0.4608587,-0.3209718 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 1.796676,1.796676,1.796675 } PROP { name = switchWithGuards position = 0.2093738,-0.4739647,-0.3385759 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 1.796676,1.796676,1.796675 } PROP { name = switchWithGuards position = 0.2935561,-0.474866,-0.3396818 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 1.796676,1.796676,1.796675 } PROP { name = switchWithGuards position = 0.1251657,-0.474614,-0.3396421 rotation = 0.0002026407,0.3050258,0.9523439,0.0006330571 scale = 1.796676,1.796676,1.796675 } PROP { name = switchWithGuards position = -0.7658341,-1.335891,0.1419113 rotation = -0.2670792,-0.6542804,0.2673925,-0.6550475 scale = 0.954859,0.9548578,0.954857 } PROP { name = throttle position = 0.06615832,-0.7977446,0.5568668 rotation = 5.381543E-08,0,0.9999998,0.0006645429 scale = 1,1,1 } PROP { name = VSI position = 0.2285061,-0.5135274,0.3952972 rotation = -0.0002454946,-0.3673698,0.9300747,0.000614087 scale = 0.9999997,1,1 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Control_g_internal/internal.cfg INTERNAL { name = KKAOSS_Control_g_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Control_g_internal/control_g_internal } MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Control_g_internal/control_g_internal_cutoff } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera1_c cameraTransformName = Camera1 } MODEL { model = FreeIva/KPBS/Spaces/Control_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = directionalKnob2 position = -0.8364743,-0.2128256,0.133832 rotation = 0,0,-0.3826835,0.9238796 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_JSI_IndicatorPanel position = -0.8281638,-0.2106502,-0.2380753 rotation = 0.2705981,0.6532815,-0.2705981,0.6532815 scale = 1.115413,0.6258815,1.115413 } PROP { name = AltimeterThreeHands position = -0.849425,-0.1858943,0.23313 rotation = 0.2813552,0.6487213,-0.2813499,0.6487235 scale = 0.9999994,0.9999999,0.9999999 } PROP { name = AxisIndicatorPitch position = -0.818637,-0.2336697,-0.05842721 rotation = -0.266026,-0.6551566,0.2740821,-0.6518275 scale = 1.224143,1.224142,1.085273 } PROP { name = AxisIndicatorRoll position = -0.8039455,-0.2549775,-0.1377269 rotation = 0,0,0.3826835,-0.9238795 scale = 1.237278,1.23728,1.237279 } PROP { name = AxisIndicatorYaw position = -0.8368974,-0.2153533,-0.1372049 rotation = 0,0,0.3826835,-0.9238795 scale = 1.230434,1.230437,1.230435 } PROP { name = circularButton position = -0.6992938,-0.2657991,0.4037774 rotation = 0.3772176,0.598086,-0.3772176,0.598086 scale = 0.6991033,0.6991035,0.6991032 } PROP { name = circularButton position = -0.6997885,-0.2647618,-0.4089331 rotation = 0.377218,0.5980858,-0.377218,0.5980858 scale = 0.699103,0.699104,0.6991026 } PROP { name = circularButton position = -0.830604,0.02082423,-0.408933 rotation = 0.5,0.5,-0.5,0.5 scale = 0.699103,0.699104,0.6991029 } PROP { name = circularButton position = -0.830604,0.0230941,0.396719 rotation = 0.5,0.5,-0.5,0.5 scale = 0.699103,0.699104,0.699103 } PROP { name = circularButton position = -0.9427668,-0.102937,-0.2376802 rotation = 0.5,0.5,-0.5,0.5 scale = 0.5588315,0.5588325,0.5588315 } PROP { name = Compass position = -0.8748651,-0.1846715,-0.1117756 rotation = 0,0,0.3714403,-0.9284568 scale = 0.6667994,0.6667995,0.7492246 } PROP { name = directionalKnob position = 0.521205,-0.346795,0.6399507 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.337476,1.337475,1.337475 } PROP { name = directionalKnob position = 0.521205,-0.346795,0.5865111 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.337476,1.337475,1.337475 } PROP { name = MAS_JSI_EVA_Hatch position = 0.5506955,-0.1680802,-0.02244394 rotation = 0.5,-0.5,0.5,0.5 scale = 0.496997,0.1670538,0.7528037 } PROP { name = MAS_JSI_StockSquare_Brakes position = -0.8367068,-0.213058,0.182077 rotation = 0,0,-0.3826835,0.9238796 scale = 0.7,0.7,0.7 } PROP { name = MAS_JSI_StockSquare_Gear position = -0.8527249,-0.1970399,0.1597217 rotation = 0,0,-0.3826835,0.9238796 scale = 0.7,0.7,0.7 } PROP { name = MAS_JSI_StockSquare_Lights position = -0.8527249,-0.1970399,0.1825364 rotation = 0,0,-0.3826835,0.9238796 scale = 0.7,0.7,0.7 } PROP { name = MAS_JSI_StockSquare_RCS position = -0.8527249,-0.1970399,0.1341812 rotation = 0,0,-0.3826835,0.9238796 scale = 0.7,0.7,0.7 } PROP { name = MAS_JSI_StockSquare_SAS position = -0.8367068,-0.213058,0.1584704 rotation = 0,0,-0.3826835,0.9238796 scale = 0.7,0.7,0.7 } PROP { name = MAS_JSI_StockSquare_Stage position = -0.7962734,-0.2534914,0.1023762 rotation = 0,0,-0.3826835,0.9238796 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_JSIswitch_StageLock position = -0.8361471,-0.211603,0.100564 rotation = 0.2748665,0.6514971,-0.2748666,0.6514971 scale = 1,1,0.9999999 } PROP { name = MAS_JSI_TrimKnob_PitchTrim position = -0.8696332,0.4481847,0.07714802 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 1.75,1.75,1.75 } PROP { name = MAS_JSI_TrimKnob_RollTrim position = -0.8696331,0.4481846,0.2486324 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 1.75,1.75,1.75 } PROP { name = MAS_JSI_TrimKnob_YawTrim position = -0.8696331,0.4481847,0.1613347 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 1.75,1.75,1.75 } PROP { name = ledPanelSpeed position = -0.8768023,-0.1767359,0.1296288 rotation = 0.2723917,0.6525357,-0.2723917,0.6525357 scale = 1.192361,1.192361,1.192361 } PROP { name = NavBall position = -0.8578172,-0.2235738,0.0216302 rotation = 0.4304594,0.5609855,-0.4304594,0.5609855 scale = 1.857107,1.857107,1.857107 } PROP { name = RadarAltimeter position = 0.5167084,-0.3700259,0.3738259 rotation = -0.5,0.5,-0.5,-0.5 scale = 1,1,1 } PROP { name = RadarAltimeter position = -0.8035445,-0.2436571,0.2330735 rotation = 0.2813552,0.6487213,-0.2813499,0.6487235 scale = 0.9999993,0.9999999,0.9999999 } PROP { name = MAS_JSI_BasicMFD position = -0.8189166,0.1820101,-0.5287133 rotation = 0,0.7071068,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_JSI_BasicMFD position = -0.7530582,-0.115947,0.5288011 rotation = -0.1563345,0.6896083,0.1563345,0.6896083 scale = 1.118326,1,0.9999999 } PROP { name = MAS_JSI_BasicMFD position = -0.7530582,-0.1159469,-0.5299482 rotation = -0.1563345,0.6896083,0.1563345,0.6896083 scale = 1.028867,1,0.9999999 } PROP { name = MAS_JSI_BasicMFD position = -0.8189166,0.1820101,0.5280322 rotation = 0,0.7071068,0,0.7071068 scale = 1.118326,1,1 } PROP { name = squareButton position = -0.8705668,0.4517368,-0.1168693 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 1.774265,1.774265,1.774264 } PROP { name = squareButton position = -0.870567,0.451737,-0.05732684 rotation = 0.6286851,0.323659,-0.6286851,0.323659 scale = 1.774265,1.774265,1.774264 } PROP { name = squareButton position = -0.870567,0.451737,-0.176006 rotation = 0.6286851,0.323659,-0.6286851,0.323659 scale = 1.774265,1.774265,1.774264 } PROP { name = squareButton position = -0.8418043,0.4920319,-0.176006 rotation = 0.6286851,0.323659,-0.6286851,0.323659 scale = 1.774266,1.774266,1.774265 } PROP { name = squareButton position = -0.8418043,0.4920319,-0.05732699 rotation = 0.6286851,0.323659,-0.6286851,0.323659 scale = 1.774266,1.774266,1.774265 } PROP { name = squareButton position = -0.8418043,0.4920319,-0.116869 rotation = 0.6286851,0.323659,-0.6286851,0.323659 scale = 1.774265,1.774265,1.774264 } PROP { name = standingSwitch position = 0.5336828,-0.2692594,-0.3755915 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.22129,1.22129,1.22129 } PROP { name = standingSwitch position = -0.8413493,0.4926689,0.009725234 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 2.245904,2.245906,2.245904 } PROP { name = standingSwitch position = -0.8698786,0.4527008,0.01237543 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 2.245904,2.245906,2.245904 } PROP { name = standingSwitch position = 0.5336828,-0.2692594,-0.4261615 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.22129,1.22129,1.22129 } PROP { name = standingSwitch position = 0.5336828,-0.2692594,-0.4778385 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.22129,1.22129,1.22129 } PROP { name = standingSwitch position = 0.5213726,-0.1386162,0.6234401 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.54966,1.54966,1.54966 } PROP { name = standingSwitch position = 0.5173168,-0.1374106,0.5865595 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.54966,1.54966,1.54966 } PROP { name = standingSwitch position = 0.525068,-0.4537988,0.5335259 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.54966,1.54966,1.54966 } PROP { name = switch position = 0.5250676,0.0720752,0.5734488 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.338414,1.338414,1.338414 } PROP { name = switch position = 0.5336828,-0.2254701,-0.3769467 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.160645,1.160645,1.160645 } PROP { name = switch position = 0.5336828,-0.2254701,-0.4778385 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.160645,1.160645,1.160645 } PROP { name = switch position = 0.5336828,-0.2254701,-0.4277083 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.160645,1.160645,1.160645 } PROP { name = switch position = 0.5366265,-0.4650642,-0.376947 rotation = -0.5,0.5,-0.5,-0.5 scale = 1.160645,1.160645,1.160645 } PROP { name = switchWithGuards position = 0.5423576,-0.3877828,-0.56397 rotation = 0.0004141783,-0.0004141783,0.7071066,0.7071066 scale = 0.9548588,0.9548578,0.9548572 } PROP { name = switchWithGuards position = -0.8556668,0.4726111,-0.2439557 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 1.796675,1.796675,1.796675 } PROP { name = switchWithGuards position = -0.8431005,0.4902153,0.1621714 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 1.796675,1.796675,1.796675 } PROP { name = switchWithGuards position = -0.8423111,0.4913212,0.2463548 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 1.796675,1.796675,1.796675 } PROP { name = switchWithGuards position = -0.8423395,0.4912815,0.07796429 rotation = 0.6286848,0.3236594,-0.6286851,0.3236589 scale = 1.796675,1.796675,1.796675 } PROP { name = throttle position = -0.5191306,-0.4052268,0.01938653 rotation = 0.5,0.5,-0.5,0.5 scale = 1,1,1 } PROP { name = VSI position = -0.8035638,-0.2436567,0.1548114 rotation = 0.2813552,0.6487213,-0.2813499,0.6487235 scale = 0.9999991,0.9999999,1 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Cupola_g_internal/internal.cfg INTERNAL { name = KKAOSS_Cupola_g_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Cupola_g_internal/cupola_g_internal } MODULE { name = InternalSeat seatTransformName = Seat allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera1_c cameraTransformName = Camera1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera2_c cameraTransformName = Camera2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera3_c cameraTransformName = Camera3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera4_c cameraTransformName = Camera4 } MODEL { model = FreeIva/KPBS/Spaces/Cupola_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = AtmosphereDepth position = -0.6990712,-0.09171879,0.2808619 rotation = -0.5020416,-0.5020418,0.4979499,0.49795 scale = 1.1,1,1.3 } PROP { name = ButtonSquare position = -0.5174628,0.1133479,0.6009362 rotation = -0.002420042,0.003056957,0.707103,-0.7070999 scale = 0.9,1,1 } PROP { name = ButtonSquare position = -0.5161681,-0.1363673,0.4337958 rotation = -0.002420042,0.003056957,0.707103,-0.7070999 scale = 0.9,1,1 } PROP { name = ButtonSquare position = -0.5174627,0.08139081,0.6009653 rotation = -0.00241988,0.003056975,0.7071028,-0.7071001 scale = 0.9,0.9999989,1 } PROP { name = ButtonSquare position = -0.0360125,0.5497669,-0.02669972 rotation = -0.6764669,0.1784457,0.6928794,-0.1745508 scale = 1.376843,1.376845,1.376841 } PROP { name = ButtonSquare position = -0.8003074,0.2578381,0.2806298 rotation = -0.4977137,0.4977137,-0.502276,0.5022759 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.08436441,0.549897,-0.03005206 rotation = -0.6764669,0.1784457,0.6928794,-0.1745508 scale = 1.376843,1.376845,1.376841 } PROP { name = ButtonSquare position = -0.7636285,0.2578381,0.280965 rotation = -0.4977137,0.4977137,-0.502276,0.5022759 scale = 1,1,1 } PROP { name = ButtonSquare position = -0.7260749,0.2578381,0.2813077 rotation = -0.4977137,0.4977137,-0.502276,0.5022759 scale = 1,1,1 } PROP { name = ButtonSquare position = -0.03699363,0.5298842,-0.06270114 rotation = -0.6764669,0.1784457,0.6928794,-0.1745508 scale = 1.376843,1.376845,1.376841 } PROP { name = ButtonSquare position = 0.1257217,0.5295429,-0.06694701 rotation = -0.6764669,0.1784457,0.6928794,-0.1745508 scale = 1.376843,1.376845,1.376841 } PROP { name = ButtonSquare position = 0.08338321,0.5300145,-0.06605332 rotation = -0.6764669,0.1784457,0.6928794,-0.1745508 scale = 1.376843,1.376845,1.376841 } PROP { name = ButtonSquare position = -0.5174622,0.1443959,0.6009082 rotation = -0.00241988,0.003056975,0.7071028,-0.7071001 scale = 0.9,0.9999989,1 } PROP { name = ButtonSquare position = 0.1267029,0.5494258,-0.03094543 rotation = -0.6764669,0.1784457,0.6928794,-0.1745508 scale = 1.376843,1.376845,1.376841 } PROP { name = circularButton position = 0.1676154,0.5350896,-0.04737848 rotation = -0.6764669,0.1784457,0.6928794,-0.1745508 scale = 1.376843,1.376845,1.376841 } PROP { name = Compass position = -0.09264423,-0.2086113,-0.08894218 rotation = 0.3179724,0.6197983,0.3313119,0.6363774 scale = 0.5775737,0.5775736,0.5775732 } PROP { name = directionalKnob position = -0.08356202,0.5526074,-0.02639737 rotation = 0,0.2383565,0.9711778,0 scale = 1.34,1.34,1.34 } PROP { name = directionalKnob position = -0.08487175,0.522458,-0.06916993 rotation = 0,0.2383565,0.9711778,0 scale = 1.34,1.34,1.34 } PROP { name = directionalKnob position = -0.7510014,-0.1731336,0.2818877 rotation = 0.00463831,-0.7070916,0.7070915,0.004638382 scale = 1,1,1 } PROP { name = directionalKnob position = -0.8205815,-0.1731338,0.2828006 rotation = 0.00463831,-0.7070916,0.7070915,0.004638382 scale = 1,1,1 } PROP { name = directionalKnob position = -0.1067913,-0.2728026,-0.04388805 rotation = 0.4617487,0,0,0.8870109 scale = 1,1,1 } PROP { name = directionalKnob position = -0.06905955,-0.2728026,-0.04388805 rotation = 0.4617487,0,0,0.8870109 scale = 1,1,1 } PROP { name = MAS_JSI_IndicatorPanel position = 0.2512229,-0.2139149,-0.07901184 rotation = 0.4517634,0,0,0.8921379 scale = 1,0.9999998,1 } PROP { name = MAS_JSI_EVA_Hatch position = 0.8118919,-0.162498,0.4478796 rotation = 5.960464E-08,0,0,1 scale = 0.1144122,0.6474541,0.4393992 } PROP { name = MAS_JSI_LEDPanel_Altimeter position = -0.2391583,-0.2191254,-0.09560011 rotation = 0.5000001,0,0,0.8660254 scale = 1,1,1 } PROP { name = MAS_JSI_LEDPanel_Power position = -0.2391583,-0.1899301,-0.1176265 rotation = 0.5000001,0,0,0.8660254 scale = 1,1,1 } PROP { name = MAS_JSI_StockSquare_Brakes position = 0.1895224,-0.2649651,-0.05728902 rotation = 0.4517634,0,0,0.8921379 scale = 1,0.9999998,1 } PROP { name = MAS_JSI_StockSquare_Gear position = 0.1895224,-0.1964555,-0.1072215 rotation = 0.4517634,0,0,0.8921379 scale = 1,0.9999998,1 } PROP { name = MAS_JSI_StockSquare_Lights position = 0.1895224,-0.1747199,-0.1243122 rotation = 0.4517634,0,0,0.8921379 scale = 1,0.9999998,1 } PROP { name = MAS_JSI_StockSquare_RCS position = 0.1895224,-0.2182729,-0.09111373 rotation = 0.4517634,0,0,0.8921379 scale = 1,0.9999998,1 } PROP { name = MAS_JSI_StockSquare_SAS position = 0.1895224,-0.2420473,-0.07579905 rotation = 0.4517634,0,0,0.8921379 scale = 1,0.9999998,1 } PROP { name = MAS_JSI_StockSquare_Stage position = -0.1882128,-0.1695561,-0.1304675 rotation = 0.4517634,0,0,0.8921379 scale = 1,0.9999998,1 } PROP { name = MAS_JSIswitch_StageLock position = -0.1849423,-0.2130749,-0.0892216 rotation = 0.5000001,0,0,0.8660254 scale = 1,1,1 } PROP { name = MAS_JSI_TrimKnob_PitchTrim position = -0.2159557,-0.2472332,-0.06701998 rotation = 0.5000001,0,0,0.8660254 scale = 1,1,1 } PROP { name = MAS_JSI_TrimKnob_RollTrim position = -0.2773518,-0.2472332,-0.06701998 rotation = 0.5000001,0,0,0.8660254 scale = 1,1,1 } PROP { name = MAS_JSI_TrimKnob_YawTrim position = -0.2452086,-0.2472332,-0.06701998 rotation = 0.5000001,0,0,0.8660254 scale = 1,1,1 } PROP { name = ledPanelSpeed position = -0.08618205,-0.2437797,-0.06421004 rotation = 0.4617487,0,0,0.8870109 scale = 1,1,1 } PROP { name = NavBall position = 0.01734544,-0.2424267,-0.09793469 rotation = -0.6968185,-0.004070691,0.001877883,-0.7172335 scale = 1.60887,1.60887,1.60887 } PROP { name = pullSwitch position = -0.157397,0.5431547,-0.04434473 rotation = 4.106838E-08,0.3424529,0.939535,-1.49691E-08 scale = 1.776634,1.776634,1.776634 } PROP { name = pullSwitch position = -0.2044112,0.5431547,-0.04434473 rotation = 4.106838E-08,0.3424529,0.939535,-1.49691E-08 scale = 1.776634,1.776634,1.776634 } PROP { name = pullSwitch position = -0.2514002,0.5431547,-0.04434473 rotation = 4.106838E-08,0.3424529,0.939535,-1.49691E-08 scale = 1.776634,1.776634,1.776634 } PROP { name = MAS_JSI_BasicMFD position = -0.08029924,-0.11651,-0.14304 rotation = -0.3007059,0,0,0.9537169 scale = 0.556063,0.5560629,0.5560629 } PROP { name = MAS_JSI_BasicMFD position = 0.08352114,-0.1165098,-0.14304 rotation = -0.3007058,0,0,0.953717 scale = 0.5560625,0.5560625,0.5560625 } PROP { name = standingSwitch position = 0.2592037,0.5520869,-0.0302479 rotation = 0.9659204,0,0,0.2588392 scale = 1.96519,1.965193,1.965191 } PROP { name = standingSwitch position = 0.2130703,0.5520869,-0.0302479 rotation = 0.9659204,0,0,0.2588392 scale = 1.96519,1.965193,1.965191 } PROP { name = standingSwitch position = 0.02902262,0.5279932,-0.06347215 rotation = 0.9625817,0,0,0.2709919 scale = 1.96519,1.96519,1.965189 } PROP { name = standingSwitch position = 0.2130703,0.5310878,-0.06661558 rotation = 0.9659204,0,0,0.2588392 scale = 1.96519,1.965193,1.965191 } PROP { name = standingSwitch position = 0.02902262,0.551492,-0.02504574 rotation = 0.9625817,0,0,0.2709919 scale = 1.96519,1.96519,1.965189 } PROP { name = standingSwitch position = -0.7037889,0.08120511,0.2821273 rotation = -0.005293207,-0.707087,0.7070869,-0.00529321 scale = 1,1,1 } PROP { name = standingSwitch position = -0.6544714,0.08120511,0.2828654 rotation = -0.005293207,-0.707087,0.7070869,-0.00529321 scale = 1,1,1 } PROP { name = standingSwitch position = -0.7501128,0.08120511,0.2814339 rotation = -0.005293207,-0.707087,0.7070869,-0.00529321 scale = 1,1,1 } PROP { name = standingSwitch position = -0.5148271,-0.007459809,0.4155171 rotation = -0.499753,-0.5002471,0.5002469,-0.4997528 scale = 1.127437,1.274694,1.274694 } PROP { name = standingSwitch position = -0.5147787,-0.007459815,0.4648398 rotation = -0.499753,-0.5002471,0.5002469,-0.4997528 scale = 1.127437,1.274694,1.274694 } PROP { name = standingSwitch position = -0.5148736,-0.007459685,0.3691874 rotation = -0.499753,-0.5002471,0.5002469,-0.4997528 scale = 1.127437,1.274694,1.274694 } PROP { name = switch position = -0.5149654,0.03464295,0.4657225 rotation = 0.4979839,0.5020079,0.502008,-0.497984 scale = 1,1,1 } PROP { name = standingSwitch position = 0.2592037,0.5310888,-0.06661545 rotation = 0.9659204,0,0,0.2588392 scale = 1.96519,1.965193,1.965191 } PROP { name = switch position = -0.6942455,0.1653496,0.2806955 rotation = -0.7070073,-0.01186342,-0.01186333,0.7070073 scale = 1,1,1 } PROP { name = switch position = -0.7374068,-0.05986076,0.2799992 rotation = -0.7071009,-0.002893192,-0.002893187,0.7071009 scale = 1,0.9999989,1 } PROP { name = switch position = -0.5141742,0.034206,0.3674638 rotation = 0.4979838,0.5020082,0.5020081,-0.4979838 scale = 1,1,1 } PROP { name = switch position = -0.5145731,0.03464321,0.4169681 rotation = 0.4979838,0.5020082,0.5020081,-0.4979838 scale = 1,1,1 } PROP { name = switch position = -0.6994444,-0.05986057,0.2803103 rotation = -0.7071009,-0.002893192,-0.002893187,0.7071009 scale = 1,0.9999989,1 } PROP { name = switch position = -0.6612862,-0.05986057,0.2806225 rotation = -0.7071009,-0.002893192,-0.002893187,0.7071009 scale = 1,0.9999989,1 } PROP { name = switchGuard position = -0.1809231,0.5431547,-0.04434473 rotation = 4.106838E-08,0.3424529,0.939535,-1.49691E-08 scale = 1.776634,1.776634,1.776634 } PROP { name = switchGuard position = -0.2749233,0.5431547,-0.04434473 rotation = 4.106838E-08,0.3424529,0.939535,-1.49691E-08 scale = 1.776634,1.776634,1.776634 } PROP { name = switchGuard position = -0.2279232,0.5431547,-0.04434473 rotation = 4.106838E-08,0.3424529,0.939535,-1.49691E-08 scale = 1.776634,1.776634,1.776634 } PROP { name = switchGuard position = -0.1339232,0.5431547,-0.04434473 rotation = 4.106838E-08,0.3424529,0.939535,-1.49691E-08 scale = 1.776634,1.776634,1.776634 } PROP { name = throttle position = 0.116679,-0.237506,-0.07858887 rotation = 0.461474,0,0,0.8871538 scale = 0.5013414,0.5013411,0.5013415 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Gangway_Hatch_internal/internal.cfg INTERNAL { name = KKAOSS_Gangway_Airlock_internal MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Gangway_Hatch_internal/Gangway_Airlock_internal } MODEL { model = FreeIva/KPBS/Spaces/corridor_airlock } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = htProps_HatchDoor position = 0, -0.0289999992, 0.247952163 rotation = 0.707106829, 0, 0, -0.707106709 scale = 0.75, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = Model attachNodeId = bottom } } PROP { name = htProps_HatchDoor position = 0, -0.0289999992, -0.347499311 rotation = 3.09086197e-08, -0.707106829, -0.707106829, -3.09086161e-08 scale = 0.750000179, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = Model attachNodeId = top airlockName = airlock } } PROP { name = MAS_JSI_EVA_Hatch position = 0,-0.0265,0.27 rotation = 0,0,0,1 scale = 0.3502069,0.6509261,0.08475798 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Greenhouse_g_internal/internal.cfg INTERNAL { name = KKAOSS_Greenhouse_g_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Greenhouse_g_internal/Greenhouse_g_internal } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera1_c cameraTransformName = Camera1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera2_c cameraTransformName = Camera2 } MODEL { model = FreeIva/KPBS/Spaces/Greenhouse_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskName = Depthmask } PROP { name = htProps_HatchDoor position = 0, -0.0289999992, 2.15713763 rotation = 0.707106829, 0, 0, -0.707106709 scale = 0.75, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = Main attachNodeId = bottom requireDeploy = true } } PROP { name = htProps_HatchDoor position = 0, -0.0289999992, -2.15690279 rotation = 3.09086197e-08, -0.707106829, -0.707106829, -3.09086161e-08 scale = 0.750000179, 0.750000119, 0.750000119 MODULE { name = HatchConfig cutoutTargetTransformName = Main attachNodeId = top requireDeploy = true } } PROP { name = FreeIva_Hatch_Invisible position = -1.42512095, -0.162851125, -1.81450844 rotation = 3.09086232e-08, -0.707106829, -0.707106829, -3.09086161e-08 MODULE { name = HatchConfig airlockName = airlock_side } } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.56, 1.046 MODULE { name = HatchConfig airlockName = airlock_top } } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK1_g_internal/internal.cfg INTERNAL { name = KKAOSS_Habitat_MK1_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK1_g_internal/Habitat_MK2_g_internal } MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK1_g_internal/Habitat_MK2_g_internal_cutoff } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat3 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera1_c cameraTransformName = Camera1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera2_c cameraTransformName = Camera2 } MODEL { model = FreeIva/KPBS/Spaces/Habitat_MK1_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider } PROP { name = htProps_HatchDoor position = 0,-0.029,-1.492 rotation = 0, -0.707106829, -0.707106829, 0 scale = 0.75,0.7500001,0.7500001 MODULE { name = HatchConfig attachNodeId = top cutoutTargetTransformName = Interior } } PROP { name = htProps_HatchDoor position = 0,-0.029,1.4606 rotation = 0,0.7071068,-0.7071068,0 scale = 0.75,0.7500001,0.7500001 MODULE { name = HatchConfig attachNodeId = bottom cutoutTargetTransformName = Interior } } PROP { name = FreeIva_Hatch_Invisible position = -0.778, -0.105, -1.0979 MODULE { name = HatchConfig airlockName = airlock_top } } PROP { name = FreeIva_Bed_Invisible position = 0.7819,0.1597,0.8615 rotation = 0,0,0,1 scale = 0.50494,0.04,0.95438 } PROP { name = FreeIva_Bed_Invisible position = 0.7819,-0.3629,0.8615 rotation = 0,0,0,1 scale = 0.50494,0.04,0.95438 } PROP { name = FreeIva_Bed_Invisible position = -0.8058,-0.3629,0.8615 rotation = 0,0,0,1 scale = 0.50494,0.04,0.95438 } PROP { name = HandRailInvisible position = 0.46,-0.2343,1.2157 rotation = 0,0,0.7068949,0.7073187 scale = 0.6604447,0.03,0.17036 } PROP { name = MAS_JSI_EVA_Hatch position = -0.7793838,-0.08380049,-1.10402 rotation = 0,0,0,1 scale = 0.1472175,0.8430483,0.5439021 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK2_g_internal/internal.cfg INTERNAL { name = KKAOSS_Habitat_MK2_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK2_g_internal/Habitat_MK2_g_internal } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat3 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat4 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera1_c cameraTransformName = Camera1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera2_c cameraTransformName = Camera2 } MODEL { model = FreeIva/KPBS/Spaces/Habitat_MK2_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskName = Depthmask } PROP { name = htProps_HatchDoor position = 0,-0.029,1.5328 rotation = -0.7071068,0,0,0.7071068 scale = 0.75,0.7500001,0.7500001 MODULE { name = HatchConfig attachNodeId = bottom cutoutTargetTransformName = Interior requireDeploy = true } } PROP { name = htProps_HatchDoor position = 0,-0.029,-1.5182 rotation = 0, -0.707106829, -0.707106829, 0 scale = 0.7500001,0.7500001,0.7500001 MODULE { name = HatchConfig attachNodeId = top cutoutTargetTransformName = Interior requireDeploy = true } } PROP { name = FreeIva_Hatch_Invisible position = -0.03, 0.63, 0.67 MODULE { name = HatchConfig airlockName = airlock_top } } PROP { name = FreeIva_Bed_Invisible position = 1.0738,-0.3389,0.8702 rotation = 0,-0.7064328,0,0.7077801 scale = 0.4001901,0.1,0.9658101 } } } UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Spaces/Science_g_internal/internal.cfg INTERNAL { name = KKAOSS_Science_g_internal MODEL { model = PlanetaryBaseInc/BaseSystem/Spaces/Science_g_internal/Science_g_internal } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera1_c cameraTransformName = Camera1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera2_c cameraTransformName = Camera2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Camera3_c cameraTransformName = Camera3 } PROP { name = AtmosphereDepth position = 0.4741292,-0.1690116,0.1359149 rotation = -0.4080575,0.9129487,0.003389671,0.001515022 scale = 1,1,0.9999998 } PROP { name = circularButton position = 0.4609962,-0.1769592,-0.002649027 rotation = -0.2885501,0.6455531,0.28855,0.6455532 scale = 0.6452129,0.645213,0.6452131 } PROP { name = circularButton position = 0.4735099,-0.1629793,-0.002649027 rotation = -0.2885501,0.6455531,0.28855,0.6455532 scale = 0.6452129,0.645213,0.6452131 } PROP { name = standingSwitch position = 0.4537052,-0.1797056,0.136266 rotation = -0.2885501,0.6455531,0.28855,0.6455532 scale = 1,1,1 } PROP { name = standingSwitch position = 0.4568716,-0.1761682,0.02610255 rotation = -0.2885501,0.6455531,0.28855,0.6455532 scale = 1,1,1 } PROP { name = standingSwitch position = 0.4568716,-0.1761682,0.05656674 rotation = -0.2885501,0.6455531,0.28855,0.6455532 scale = 1,1,1 } PROP { name = standingSwitch position = 0.4526897,-0.1808401,0.1121023 rotation = -0.2885501,0.6455531,0.28855,0.6455532 scale = 1,1,1 } PROP { name = standingSwitch position = 0.4533472,-0.1801055,0.1616628 rotation = -0.2885501,0.6455531,0.28855,0.6455532 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.469877,-0.1616391,0.02703512 rotation = -0.2885501,0.6455531,0.28855,0.6455532 scale = 0.5922358,0.5922359,0.592236 } PROP { name = switchWithGuards position = 0.469877,-0.1616391,0.05656674 rotation = -0.28855,0.6455532,0.28855,0.6455532 scale = 0.5922358,0.5922359,0.592236 } MODEL { model = FreeIva/KPBS/Spaces/ScienceLab_g } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskName = Depthmask windowName = AB_Windows } PROP { name = htProps_HatchDoor position = 0,-0.029,1.81298 rotation = -0.7071068,0,0,0.7071068 scale = 0.75,0.7500001,0.7500001 MODULE { name = HatchConfig attachNodeId = bottom cutoutTargetTransformName = Internal_1 requireDeploy = true } } PROP { name = htProps_HatchDoor position = 0,-0.029,-1.81298 rotation = 0, -0.707106829, -0.707106829, 0 scale = 0.7500001,0.7500001,0.7500001 MODULE { name = HatchConfig attachNodeId = top cutoutTargetTransformName = Internal_1 requireDeploy = true } } PROP { name = FreeIva_Hatch_Invisible position = 0.132, 0.635, 1.087 MODULE { name = HatchConfig airlockName = airlock_top } } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/End_cap.cfg PART { name = KKAOSS_Storage_End_Cap_Storage module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.391, 0, 0, 1, 0, 1 node_stack_back = 0, -0.22241, 0.6266, 0, 0, 1, 0 node_stack_bottom = 0, 0.1915, -0.11917, 0, -1, 0, 0 TechRequired = advConstruction entryCost = 2000 cost = 250 category = Payload subcategory = 0 title = K&K Modular Storage End manufacturer = K&K Advanced Orbit and Surface Structures description = This end cap is a good solution to store that one container you don't know where to put. attachRules = 1,0,1,1,1 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base container rack storage system MODEL { model = PlanetaryBaseInc/ContainerSystem/End_cap } NODE { name = node_stack_leg1 transform = node_leg1 size = 0 method = FIXED_JOINT } NODE { name = node_stack_leg2 transform = node_leg2 size = 0 method = FIXED_JOINT } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 4951 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Storage_End_Cap_Storage } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/Storage_g.cfg PART { name = KKAOSS_Storage_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 1.558, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.558, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 node_stack_left1 = -0.12728, 0.9, -0.11917, -1, 0, 0, 1 node_stack_left2 = -0.12728, 0.0, -0.11917, -1, 0, 0, 1 node_stack_left3 = -0.12728, -0.9, -0.11917, -1, 0, 0, 1 node_stack_right1 = 0.12728, 0.9, -0.11917, 1, 0, 0, 1 node_stack_right2 = 0.12728, 0.0, -0.11917, 1, 0, 0, 1 node_stack_right3 = 0.12728, -0.9, -0.11917, 1, 0, 0, 1 TechRequired = largeVolumeContainment entryCost = 5600 cost = 900 category = Payload subcategory = 0 title = K&K Modular 6X Storage manufacturer = K&K Advanced Orbit and Surface Structures description = This module provides a convenient way to store up to six different resources. It now comes with a manual that describes how to connect the pipes so no one has to puzzle about whether it was a good idea to connect the Oxidizer-Vent with the Life-Support or not. attachRules = 1,0,1,1,1 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base container rack storage system MODEL { model = PlanetaryBaseInc/ContainerSystem/Storage_g } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11689 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Storage_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/Storage_mid_g.cfg PART { name = KKAOSS_Storage_mid_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 1.049, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.049, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 node_stack_left1 = -0.12728, 0.45, -0.11917, -1, 0, 0, 1 node_stack_left2 = -0.12728, -0.45, -0.11917, -1, 0, 0, 1 node_stack_right1 = 0.12728, 0.45, -0.11917, 1, 0, 0, 1 node_stack_right2 = 0.12728, -0.45, -0.11917, 1, 0, 0, 1 TechRequired = specializedConstruction entryCost = 4500 cost = 600 category = Payload subcategory = 0 title = K&K Modular 4X Storage manufacturer = K&K Advanced Orbit and Surface Structures description = The perfect solution for all those who don't know whether they have too many or too few resources. This modular storage provides space for up to four containers. attachRules = 1,0,1,1,1 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base container rack storage system MODEL { model = PlanetaryBaseInc/ContainerSystem/Storage_mid_g } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 7942 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Storage_mid_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/Storage_mini_g.cfg PART { name = KKAOSS_Storage_mini_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.624, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.624, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 node_stack_left = -0.12728, 0.0, -0.11917, -1, 0, 0, 1 node_stack_right = 0.12728, 0.0, -0.11917, 1, 0, 0, 1 TechRequired = advConstruction entryCost = 2600 cost = 300 category = Payload subcategory = 0 title = K&K Modular 2X Storage manufacturer = K&K Advanced Orbit and Surface Structures description = This module provides a convenient way to store up to two different resources. This is designed for very frugal Kerbals. attachRules = 1,0,1,1,1 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base container rack storage system MODEL { model = PlanetaryBaseInc/ContainerSystem/Storage_mini_g } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 4695 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Storage_mini_g } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/Storage_Size2_m.cfg PART { name = KKAOSS_Storage_size2_m module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 1.074, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.074, 0, 0, -1, 0, 1 node_stack_left1 = 0.128, 0.45, -0.615, 1, 0, 0, 1 node_stack_left2 = 0.128, 0.45, 0.615, 1, 0, 0, 1 node_stack_left3 = 0.128, -0.45, -0.615, 1, 0, 0, 1 node_stack_left4 = 0.128, -0.45, 0.615, 1, 0, 0, 1 node_stack_right1 = -0.128, 0.45, -0.615, -1, 0, 0, 1 node_stack_right2 = -0.128, 0.45, 0.615, -1, 0, 0, 1 node_stack_right3 = -0.128, -0.45, -0.615, -1, 0, 0, 1 node_stack_right4 = -0.128, -0.45, 0.615, -1, 0, 0, 1 TechRequired = largeVolumeContainment entryCost = 4500 cost = 600 category = Payload subcategory = 0 title = K&K Modular Inline 8X Storage manufacturer = K&K Advanced Orbit and Surface Structures description = The new inline version for the popular modular storage system. This big version has up to 8 slots for containers. attachRules = 1,0,1,1,1 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 1400 fuelCrossFeed = True bulkheadProfiles = size2 tags = planetary base container rack storage system MODEL { model = PlanetaryBaseInc/ContainerSystem/Storage_Size2_m } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 14792 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Storage_size2_m } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/Storage_Size2_s.cfg PART { name = KKAOSS_Storage_size2_s module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 0.62, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.62, 0, 0, -1, 0, 1 node_stack_left1 = 0.128, 0, -0.615, 1, 0, 0, 1 node_stack_left2 = 0.128, 0, 0.615, 1, 0, 0, 1 node_stack_right1 = -0.128, 0, -0.615, -1, 0, 0, 1 node_stack_right2 = -0.128, 0, 0.615, -1, 0, 0, 1 TechRequired = advConstruction entryCost = 4500 cost = 600 category = Payload subcategory = 0 title = K&K Modular Inline 4X Storage manufacturer = K&K Advanced Orbit and Surface Structures description = The perfect solution for all those who don't know whether they have too many or too few resources. This modular storage provides space for up to four containers. attachRules = 1,0,1,1,1 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2100 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = planetary base container rack storage system MODEL { model = PlanetaryBaseInc/ContainerSystem/Storage_Size2_s } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 8546 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Storage_size2_s } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_Battery.cfg PART { name = KKAOSS_Battery_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = largeElectrics entryCost = 10500 cost = 3900 category = Electrical subcategory = 0 title = K&K Z-3K Battery Container manufacturer = K&K Advanced Orbit and Surface Structures description = This Z-3K battery container can be used to power a station with electricity and also provides enough energy for really big subwoofers. Guarantee void when used on a Spacecraft! attachRules = 1,0,1,1,0 mass = 0.35 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = capacitor cell charge e/c elect pack power volt watt planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_Battery } RESOURCE { name = ElectricCharge amount = 3500 maxAmount = 3500 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Battery_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_fuelcell.cfg PART { name = KKAOSS_Fuelcell_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 CoMOffset = -0.45, 0, 0 TechRequired = largeElectrics entryCost = 14000 cost = 4500 category = Electrical subcategory = 0 title = K&K Fuelcell Container manufacturer = K&K Advanced Orbit and Surface Structures description = A container consisting of an array of fuelcells to power your station. It converts fuel into energy. attachRules = 1,0,1,1,0 mass = 0.35 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = array bank charge convert e/c elect energ pack power volt watt planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_fuelcell } MODULE { name = ModuleKPBSConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.02025 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.02475 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 18 DumpExcess = false } } RESOURCE { name = ElectricCharge amount = 250 maxAmount = 250 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Fuelcell_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_liquidFuel.cfg PART { name = KKAOSS_Liquid_Fuel_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = fuelSystems entryCost = 7000 cost = 2500 category = FuelTank subcategory = 0 title = K&K Liquid Fuel Container manufacturer = K&K Advanced Orbit and Surface Structures description = A container for Liquid-Fuel. Sadly this one is not intended to be used in a plane. This does not seem to bother the engineers at KSC though. attachRules = 1,0,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = fueltank ?lf only propellant tank planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_liquidFuel } RESOURCE { name = LiquidFuel amount = 200 maxAmount = 200 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Liquid_Fuel_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_ore.cfg PART { name = KKAOSS_Ore_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 CoMOffset = -0.45, -0.45, 0.0 TechRequired = experimentalScience entryCost = 7000 cost = 2500 category = FuelTank subcategory = 0 title = K&K Ore Container manufacturer = K&K Advanced Orbit and Surface Structures description = A large modular tank that can be used for storing raw materials. This one may actually be used as a bouncy castle. attachRules = 1,0,1,1,0 mass = 0.55 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = black isru mine )mining (ore resource store planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_ore } RESOURCE { name = Ore amount = 0 maxAmount = 400 } MODULE { name = ModuleFuelJettison } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Ore_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_ore_small.cfg PART { name = KKAOSS_Small_Ore_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 CoMOffset = -0.45, 0, 0 TechRequired = advScienceTech entryCost = 4500 cost = 1300 category = FuelTank subcategory = 0 title = K&K Small Ore Container manufacturer = K&K Advanced Orbit and Surface Structures description = A small modular tank that can be used for storing raw materials. attachRules = 1,0,1,1,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = black isru mine )mining (ore resource store planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_ore_small } RESOURCE { name = Ore amount = 0 maxAmount = 200 } MODULE { name = ModuleFuelJettison } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Small_Ore_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_RCS.cfg PART { name = KKAOSS_RCS_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advFuelSystems entryCost = 7000 cost = 840 category = FuelTank subcategory = 0 title = K&K RCS-Fuel Container manufacturer = K&K Advanced Orbit and Surface Structures description = A RCS-Tank perfectly fitted to be used with the K&K modular Storage. The reason one might need that much RCS-Fuel on a stationary base is still a riddle to be solved by its inventors. attachRules = 1,0,1,1,0 mass = 0.26 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = fueltank mono monopropellant propellant planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_RCS } RESOURCE { name = MonoPropellant amount = 350 maxAmount = 350 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_RCS_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_rocketFuel.cfg PART { name = KKAOSS_Rocket_Fuel_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = fuelSystems entryCost = 4000 cost = 550 category = FuelTank subcategory = 0 title = K&K T400 Fuel Container manufacturer = K&K Advanced Orbit and Surface Structures description = The big brother of the "K&K T200 Fuel Container". It also is not really accepted by the engineers because of its unusual shape, although they say it has more "BOOM" than it's little brother. attachRules = 1,0,1,1,0 mass = 0.38 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_rocketFuel } RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Rocket_Fuel_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_rocketFuel_small.cfg PART { name = KKAOSS_small_Rocket_Fuel_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 CoMOffset = -0.45, 0, 0 TechRequired = advFuelSystems entryCost = 4000 cost = 300 category = FuelTank subcategory = 0 title = K&K T200 Fuel Container manufacturer = K&K Advanced Orbit and Surface Structures description = Like the original T200 this small, tiny tank had a hard time being accepted by the rocket engineers. Especially because it also is not able to be used in a normal way on a spacecraft. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_rocketFuel_small } RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_small_Rocket_Fuel_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_science_jr.cfg PART { name = KKAOSS_ScienceJr_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 CoMOffset = -0.45, 0, 0 TechRequired = spaceExploration entryCost = 2000 cost = 1000 category = Science subcategory = 0 title = K&K Science Container manufacturer = K&K Advanced Orbit and Surface Structures description = The new self contained laboratory in a container format. Whan something happens in zero G or even under water you can make it an experiment. Small parts inside make it not suitable for small children. Ages 7-4 attachRules = 1,0,1,1,0 mass = 0.24 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = bay experiment lab material research planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_science_jr } MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Open Doors endEventGUIName = Close Doors actionGUIName = Toggle Doors evaDistance = 1.85 } MODULE { name = ModuleScienceExperiment experimentID = mobileMaterialsLab experimentActionName = Conduct Materials Study resetActionName = Reset Materials Study useStaging = False useActionGroups = True hideUIwhenUnavailable = True hideFxModuleUI = False xmitDataScalar = 0.35 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.85 usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_ScienceJr_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ContainerSystem/tank_xenon.cfg PART { name = KKAOSS_Xenon_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 CoMOffset = -0.45, 0, 0 TechRequired = ionPropulsion entryCost = 8900 cost = 23000 category = FuelTank subcategory = 0 title = K&K Xenon Container manufacturer = K&K Advanced Orbit and Surface Structures description = For those who can't get enough Xenon. Such a great a mount of this noble gas is really expensive, but who cares about that at a space agency? attachRules = 1,0,1,1,0 mass = 0.24 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = fueltank (ion propellant tank planetary base container MODEL { model = PlanetaryBaseInc/ContainerSystem/tank_xenon } RESOURCE { name = XenonGas amount = 5250 maxAmount = 5250 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Xenon_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/KSPedia/localization.cfg KSPediaLocalization { path = GameData/PlanetaryBaseInc/KSPedia/ filename = planetarybaseinc default = en-us } } UrlConfig { parentUrl = PlanetaryBaseInc/Localization/de-de.cfg Localization { de-de { #LOC_KPBS.agency = K&K Erweiterte Orbit- und Oberflächenstrukturen #LOC_KPBS.agency.desc = Ein Neuling im Raumfahrtbusiness. Nach dem Verkauf des Unternehmenszweig für Wohnmobile fokussiert sich K&K nun ganz auf extraplanetare Habitate. Der noch junge Geschäftleiter von K&K möchte das Unternehmen zum Weltmarktführer machen, was die Ingenieure gelegendlich dazu veranlasst, etwas hastig zu arbeiten und Unfälle zu verursachen. Trotzdem hat das Unternehmen einen guten Ruf, was Moral und Sicherheit angeht. #LOC_KPBS.nuclearfuel.transferstate = Transferstatus #LOC_KPBS.nuclearfuel.fuel.transfer = Transferiere <<1>> #LOC_KPBS.nuclearfuel.error.skill = Es muss mindestens ein Level <<1>> <<2>> an Bord sein, um <<3>> zu transferieren. #LOC_KPBS.nuclearfuel.error.running = Nukleare Ressourcen können nicht transferiert werden, wenn das Bauteil in Betrieb ist. #LOC_KPBS.nuclearfuel.error.noFuel = Diese Bauteil hat kein <<1>>. #LOC_KPBS.nuclearfuel.error.noTarget = Es gibt kein Bauteil, zu dem <<1>> transferiert werden kann. #LOC_KPBS.nuclearfuel.status.selecting = Suche Ziel für <<1>> #LOC_KPBS.nuclearfuel.target.next = Nächstes Ziel #LOC_KPBS.nuclearfuel.target.prev = Vorheriges Ziel #LOC_KPBS.nuclearfuel.startTransfer = Starte Transfer #LOC_KPBS.nuclearfuel.stopTransfer = Stoppe Transfer #LOC_KPBS.nuclearfuel.cancelTransfer = Transfer abbrechen #LOC_KPBS.nuclearfuel.status.transfering = Transferiere <<1>> #LOC_KPBS.filtersettings.name = Filter Einstellungen #LOC_KPBS.filtersettings.section = Planetares Basen System #LOC_KPBS.filtersettings.desc = Gruppieren alle Bauteile im Funktionsfilter #LOC_KPBS.filtersettings.tooltip = Gruppieren alle Bauteile in einer Kategorie im Funktionsfilter #LOC_KPBS.resourceconverter.name = Ressourcen Konverter #LOC_KPBS.resourceconverter.speed = Konvertierunsgeschwindigkeit #LOC_KPBS.resourceconverter.dumpoxygen = Entlasse überflüssigen Sauerstoff #LOC_KPBS.corridornode.name = Adaptives Bauteil #LOC_KPBS.corridornode.info = Diese Bauteil verändert sein Aussehen, je nachdem wo es mit anderen Bauteilen verbunden ist. #LOC_KPBS.dependendlight.action.on = Schalte Licht ein #LOC_KPBS.dependendlight.action.off = Schalte Licht aus #LOC_KPBS.dependendlight.status.on = An #LOC_KPBS.dependendlight.status.off = Aus #LOC_KPBS.dependendlight.status.turningon = Schalte ein.. #LOC_KPBS.dependendlight.status.turningoff = Schalte aus.. #LOC_KPBS.meshtoggle.show = Zeige Modell #LOC_KPBS.meshtoggle.hide = Verstecke Modell #LOC_KPBS.meshtoggle.toggle = Welchsle Modell #LOC_KPBS.modelswitch.name = Modellwechsler #LOC_KPBS.modelswitch.model = Modell #LOC_KPBS.modelswitch.models = Wechselbare Modelle: #LOC_KPBS.greenhousemodule.name = Gewächshaus #LOC_KPBS.greenhousemodule.status = Gewächshaus Status #LOC_KPBS.greenhousemodule.nocrew = Keine Besatzung! #LOC_KPBS.greenhousemodule.operational = Betriebsbereit #LOC_KPBS.greenhousemodule.speed = Produktionsgeschw. #LOC_KPBS.greenhousemodule.info.min = "Minimale Besatzung:" #LOC_KPBS.greenhousemodule.info.at = bei #LOC_KPBS.greenhousemodule.info.efficiency = Effizienz #LOC_KPBS.greenhousemodule.info.max = Maximale Effizienz bei: #LOC_KPBS.greenhousemodule.info.kerbals = Kerbals #LOC_KPBS.planetarymodule.name = Ausfahrbares Bauteil #LOC_KPBS.planetarymodule.deploy = Ausfahren #LOC_KPBS.planetarymodule.retract = Einfahren #LOC_KPBS.planetarymodule.status = Status #LOC_KPBS.planetarymodule.action.toggle = Wechsle Verwendung #LOC_KPBS.planetarymodule.action.retract = Einfahren #LOC_KPBS.planetarymodule.action.deploy = Ausfahren #LOC_KPBS.planetarymodule.status.retracted = Eingefahren #LOC_KPBS.planetarymodule.status.deployed = Ausgefahren #LOC_KPBS.planetarymodule.status.deploying = Fahre aus.. #LOC_KPBS.planetarymodule.status.retracting = Fahre ein.. #LOC_KPBS.planetarymodule.info1 = \nBesatzungskapazität\n Ausgefahren:\t #LOC_KPBS.planetarymodule.info2 = \n Eingefahren:\t #LOC_KPBS.categoryfilter.function.name = Planetare Oberflächenstrukturen #LOC_KPBS.categoryfilter.category.lifesupport = Lebenserhaltung #LOC_KPBS.greenhouseexperiment.title = Pflanzenwachstumsstudie #LOC_KPBS.greenhouseexperiment.conduct = Führe Wachstumsstudie durch #LOC_KPBS.greenhouseexperiment.discard = Verwerfe Pflanzenprobe #LOC_KPBS.greenhouseexperiment.review = Überprüfe Pflanzenprobe #LOC_KPBS.greenhouseexperiment.collect = Sammle Pflanzenprobe #LOC_KPBS.greenhouseexperiment.default1 = Du hast ein paar Samen eingepflanzt und beobachtest die Pflanzen beim Wachsen...für Stunden. #LOC_KPBS.greenhouseexperiment.default2 = Die Pflanzen wiegen sich im Wind. Warte!...Wind? #LOC_KPBS.greenhouseexperiment.MohoSrfLanded1 = Es ist heiß hier. Die Pflanzen brauchen mehr Wasser. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded2 = Das vulkanische Material von Mohos Oberfläche scheint ein guter Dünger für die Pflanzen zu sein. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded3 = Durch Mohos geringere Gravitation werden die Pflanzen größer als normal. #LOC_KPBS.greenhouseexperiment.EveSrfLanded1 = Selbst die Pflanzen scheine hier einen violetten Farbton anzunehmen. #LOC_KPBS.greenhouseexperiment.EveSrfLanded2 = Die hohe Gravitation beeinträchtigt das Wachstum der Pflanzen. Sie werden stattdessen breiter. #LOC_KPBS.greenhouseexperiment.EveSrfSplashed1 = Du hast du Planzen mit 'Wasser' von Eve gegossen. Das war keine gute Idee! #LOC_KPBS.greenhouseexperiment.EveSrfSplashed2 = Die Flüssigkeit von Eve ist scheint weniger gut für die Pflanzen zu sein. #LOC_KPBS.greenhouseexperiment.GillySrfLanded1 = Bei der geringen Gravitation ist es sehr schwer, die Erde in den Töpfen zu behalten. #LOC_KPBS.greenhouseexperiment.GillySrfLanded2 = Du fragst dich, ob die Pflanzen den Blick auf Eve genauso genießen wie du. #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded = Du untersuchst die Pflanzen, sie scheinen normal zu wachsen. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedGrasslands = Die Pflanzen sehen stark und gesund aus. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedMountains = Die etwas dünnere Luft aus den Bergen scheint den Pflanzen gut zu tun. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedDeserts = Du beginnst, dich zu fragen, wo es hier Wasser für die Pflanzen geben soll. Das ist ein verdammt trockener Ort. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedIceCaps = Selbst die Pflanzen scheinen hier gefroren zu sein. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedShores = Der Sand von der Küste ist wohl etwas zu salzig für die Pflanzen. Sie sehen etwas klein und schwächlich aus. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedWater = Die Feuchtigkeit scheint etwas zu viel für die Pflanzen zu sein. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedWater = Die Pflanzen wiegen sich gleichmäßig mit den Wellen. Du wirst langsam seekrank. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedShores = Die Wellen reichen gelegentlich bis an die Fenster. Die Pflanzen scheint das nicht zu stören. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedLaunchPad = Die Pflanzen sehen nicht anders aus als sonst. Das mag daran liegen, dass Du nur ein paar Meter von deinem Startpunkt entfernt bist. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedRunway = Die Pflanzen sehen aus wie immer. Das liegt wohl daran, dass Du noch immer auf der Rollbahn bist. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedKSC = Die Pflanzen sehen aus wie immer. Du bist ja noch nicht einmal aus dem KSC raus. #LOC_KPBS.greenhouseexperiment.MunSrfLanded1 = Die Pflanzen werden auf dem Mun etwas größer als sonst. #LOC_KPBS.greenhouseexperiment.MunSrfLanded2 = Die Pflanzen brauchen etwas mehr Wasser als auf Kerbin. #LOC_KPBS.greenhouseexperiment.MunSrfLandedMidlands = Die Pflanzen werden groß und stark. #LOC_KPBS.greenhouseexperiment.MunSrfLandedNorthernBasin = Einige Pflanzen scheinen hier besser zu wachsen als andere. #LOC_KPBS.greenhouseexperiment.MunSrfLandedPolarCrater = Etwas in dem Erdboden scheint die Pflanzen zu vergiften. Sie sterben! #LOC_KPBS.greenhouseexperiment.MunSrfLandedPoles = Es scheint etwas Wasser im Erdboden zu sein. Die Pflanzen mögen das! #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded1 = Der kristalline Boden aus der Umgebung scheint den Pflanzen Nichts auszumachen. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded2 = Du könntest schwören, dass einige der Pflanzen etwas türkiser als normal sind. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded3 = Die Pflanzen scheinen normal zu wachsen. Das Essen schmeckt aber nach Eiscreme. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedFlats = Der Boden hier scheint etwas mehr Wasser zu haben als normal. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedLesserFlats = Der Boden hier scheint viel mehr Wasser zu haben als normal. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreatFlats = Das Wasser, das in diesem Boden enthalten ist schmeckt salzig. Das bekommt den Pflanzen nicht so gut. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreaterFlats = Die Probe vom Erdboden scheint ein Bisschen zu glimmen. Die Pflanzen stört das nicht. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded1 = Der Erdboden von Duna hat nur wenige Mineralien und Nährstoffe. Die Pflanzen wachsen langsamer. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded2 = Die Pflanzer färben sich durch den Erdboden etwas rötlich. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedLowlands = Die Erde aus der Tiefebene eignet sich gut, um Pflanzen wachsen zu lassen. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedMidlands = Die Pflanzen schmecken metallisch. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles1 = Das eisige Wasser von den Polen macht den Pflanzen nichts aus. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles2 = Du fragst dich, ob die Pflanzen genauso frieren wie du. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded1 = Da ist nicht ein bisschen Wasser in der Kruste von Ike. Die Pflanzen müssen öfter gegossen werden. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded2 = Die Pflanzen verlieren etwas an Farbe. #LOC_KPBS.greenhouseexperiment.IkeSrfLandedLowlands = Es gibt keine Anzeichen, dass die Erde aus der Tiefebene die Pflanzen beeinflusst. #LOC_KPBS.greenhouseexperiment.DresSrfLanded1 = Der Erdboden von Dres scheint hauptsächlich aus Regolith zu bestehen. Die Pflanzen stört das nicht. #LOC_KPBS.greenhouseexperiment.DresSrfLanded2 = Du könntest schwören ein kleines Insekt im Erdboden gesehen zu haben. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded1 = Der Erdboden ist genau so salzig wie das Wasser. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded2 = Du weißt nicht warum, aber der Erdboden von Laythe, der für die Pflanzen genutzt wird verschwinded ab und zu. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed1 = Das Wasser von Laythe ist zu salzig für die Pflanzen. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed2 = Die Pflanzen wiegen sich gleichmäßig mit den Wellen. Du wirst dabei aber Seekrank. #LOC_KPBS.greenhouseexperiment.VallSrfLanded1 = Wenn er geschmolzen wurde, ist der Erdboden von Val gut für die Pflanzenzucht geeignet. #LOC_KPBS.greenhouseexperiment.VallSrfLanded2 = Du musst den Erdboden auftauen, bevor er für die Pflanzen verwendet werden kann. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded1 = Die Pflanzen wachsen hier normal. Die werden etwa so groß wie auf Kerbin. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded2 = Die Früchte von den Pflanzen, die auf Tylos angebaut werden schmecken grauenhaft. #LOC_KPBS.greenhouseexperiment.BopSrfLanded1 = Du baust deine erste Pflanze auf diesem Planeten an. Du nennst sie Bob. #LOC_KPBS.greenhouseexperiment.BopSrfLanded2 = Die Pflanzen werden hier größer. #LOC_KPBS.greenhouseexperiment.PolSrfLanded1 = Wegen der geringen Schwerkraft ist es ziemlich schwer, die Erde in den Blumentöpfen zu behalten. #LOC_KPBS.greenhouseexperiment.PolSrfLanded2 = Die Früchte von den Pflanzer werden ungewöhnlich groß. Sie schmecken aber alle nur nach Wasser. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded1 = Es ist hier ziemlich kalt. Einige der Blätter scheinen gefrohren zu sein. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded2 = Die geringere Sonneneinstrahlung beeinflusst das Wachstum der Pflanzen. #LOC_KPBS.centralhub.title = K&K planetares Zentralhub #LOC_KPBS.centralhub.description = Das massive Zentralhub bietet Alles, was man für eine große Basis auf anderen Planeten benötigt: Genug Platz für 6 Kerbals, einen Kontrollraum, ein Labor und elementare Lebenserhaltungssysteme. #LOC_KPBS.centralhub.tags = control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque laboratory research science planetary base kontrolle flieg rakete weltraum dreh wissenschaft forschung planetar basis #LOC_KPBS.hal.title = K&K planetare automatisierte Kontrolleinheit "HAL" #LOC_KPBS.hal.description = Diese hybride automatisierte Logikeinheit (HAL) erlaubt die autonome Kontrolle der Lebenserhaltung und Verwaltung der Basis, wenn kein Kerbal diese Aufgabe übernimmt oder gerade alle schlafen. Obschon der Nützlichkeit, haben einige Kerbals ein gewisses Unbehagen geäußert, wenn sie sich in der Nähe von HAL aufhalten. #LOC_KPBS.hal.tags = cmg command control fly gyro kerbnet moment plane probe react sas satellite space stab steer torque planetary base kommando fliegen kontrolle dreh drohne sonde weltraum planetar basis automatisch #LOC_KPBS.command.title = K&K planetarer Kontrollraum #LOC_KPBS.command.description = Der Kontrollraum passt perfekt in die "Planetar"-Produktreihe von K&K. Um Kosten zu sparen haben die Ingenieure beschlossen, keine Reaktionsräder einzubauen. Eine stationäre Basis auf der Planetenoberfläche braucht doch keine Reaktionsräder, oder? #LOC_KPBS.command.tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque command planetary base kapsel kontrolle rakete weltraum drehmoment planetar basis kommando #LOC_KPBS.cupola.title = K&K planetare Kuppel #LOC_KPBS.cupola.description = Die planetare Kuppel wurde entworfen, um den Kerbals einen schönen Ausblick auf den Planeten zu gewähren. Hier kann ein Kerbal über den Sinn des Lebens nachdenken, oder warum er/sie auf diesem verlassenen Planeten gestrandet ist. #LOC_KPBS.cupola.tags = base capsule cmg command control ?eva fly gyro ?iva moment outpost pilot pod react rocket space stab statio steer torque view planet base basis kapsel kommando kontolle drehmoment außenposten rakete planetar basis #LOC_KPBS.mal.title = K&K planetare Landekontrolleinheit "MAL" #LOC_KPBS.mal.description = Die mittelmäßige automatisierte Logik (MAL) Landekontrolleinheit wurde von Ingenieuren von K&K entwickelt, die dachten, dass es notwendig sei, eine Einheit zu haben, um die Basen horizontal zu landen. Diese Ingenieure sind nun entweder in der Nervenheilanstalt oder Ausbilder neuer Rekruten. MAL wird manchmal als der nicht so kluge kleine Vetter von HAL bezeichnet, weil er aus Komponenten hergestellt wurden, die bei der Qualitätskontrolle von HAL durchgefallen sind. #LOC_KPBS.mal.tags = cmg command control fly gyro kerbnet moment plane probe react sas satellite space stab steer torque planetary base kommando fliegen kontrolle dreh drohne sonde weltraum planetar basis automatisch #LOC_KPBS.service.title = K&K planetare Servicebucht #LOC_KPBS.service.description = Die hitzebeständige Servicebucht ist ideal um kleine und empfindliche Geräte zu vestauen. Zum beispiel RCS Tanks oder Batterien. Diese Servicebucht passt perfekt zu dem Formfaktor der anderen Bauteile von K&K. #LOC_KPBS.service.tags = bus contain heat hollow protect (stor therm planetary base service bucht schutz lagern verstauen hitze basis planetar #LOC_KPBS.fueltank.title = K&K X720 Treibstofftank #LOC_KPBS.fueltank.description = Ein großer Treibstofftank im Basisprofil. Frag bloß nicht, warum man so viel Treibstoff in einer Basis benötigen sollte. #LOC_KPBS.fueltank.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base flüssig treibstoff rakete basis planetar #LOC_KPBS.fueltanksmall.title = K&K X360 kleiner Treibstofftank #LOC_KPBS.fueltanksmall.description = Ein kleiner Treibstofftank im Basisprofil. Kann auch als rein strukturelles Bauteil verwendet werden. #LOC_KPBS.fueltanksmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base flüssig treibstoff rakete basis planetar #LOC_KPBS.drill.title = K&K Inline-Bohrer #LOC_KPBS.drill.description = Ein Bohrer für Langzeitoperationen auf anderen Planeten. Der Bohrer läuft am besten, wenn er von einem erfahrenen Ingenieur gesteuert wird. Um überschüssige Hitze los zu werden sollten Radiatoren genutzt werden. #LOC_KPBS.drill.tags = drill extractor harvest isru mine )mining (ore resource planetary base erz bohren abbauen extrahieren basis planetar #LOC_KPBS.isru.title = K&K planetare ISRU #LOC_KPBS.isru.description = Die planetare ISRU erlaubt das Verarbeiten von Rohmaterialien in Raketentreibstoff und Monotreibstoff. Diese Version ist etwas kleiner als das Original um in die "Planetar"-Produktreihe zu passen. Die ISRU ist effizienter wenn mehr Ingenieure vorhanden sind. #LOC_KPBS.isru.tags = resources fuel isru convert planetary base ressource verarbeiten basis planetar #LOC_KPBS.lab.title = K&K planetares Labor #LOC_KPBS.lab.description = Mit dem neu entwickelten planetaren Labor kann man die die Vorteile eine mobilen Labors mit dem Wissen, wo denn Oben und Unten ist verbinden. Für diejenigen, die es noch nicht aufregend genug finden, auf einem fremden Planeten zu sein gibt es noch das 'Bubble' Weltraumteleskop zum Beobachten der Sterne. #LOC_KPBS.lab.tags = experiment laboratory research science planetary base wissenschaft labor forschung basis planetar #LOC_KPBS.adapterMK2.title = K&K zu MK2 Adapter #LOC_KPBS.adapterMK2.description = Dieser Adapter kann genutzt werden, um die Basis mit MK2 Bauteilen zu verbinden. #LOC_KPBS.adapterMK2.tags = cone adapter mk2 planetary base basis planetar #LOC_KPBS.adaptersize1.title = K&K kleiner Adapter #LOC_KPBS.adaptersize1.description = Dieser Adapter wird genutzt, um die Basis mit Bauteilen der FL-T Reihe zu verbinden. #LOC_KPBS.adaptersize1.tags = cone adapter mk2 planetary base basis planetar #LOC_KPBS.bicoupler.title = K&K Basis Zweifachadapter #LOC_KPBS.bicoupler.description = Weil unsere Ingenieure finden, dass mehr immer auch besser bedeutet haben sie diesen Zweifachadapter entwickelt, um noch mehr Module in einer aerodynamischen Rakete zu vereinen. Kann sein, dass die Rakete auch stabiler ist. #LOC_KPBS.bicoupler.tags = ?2 adapter two multi (quad planetary base zwei basis planetar #LOC_KPBS.separator.title = K&K Basis Separator #LOC_KPBS.separator.description = Der Separator wurde entwickelt um Bauteile wieder voneinander zu trennen, wenn die Ingenieure wieder einmal Mist gemacht haben. In der Entwicklung wurde dieses Bauteil "Brücke mit geplanter plötzlicher Zerstörungsfunktion" genannt. Das Produkt wurde aber bei der Markteinführung umbenannt, da es vielen Plioten Angst einjagte. #LOC_KPBS.separator.tags = break decouple explo kerbodyne separat split planetary base teilen abtrennen basis planetar #LOC_KPBS.tricpoupler.title = K&K Basis Dreifachadapter #LOC_KPBS.tricpoupler.description = Nach dem großen Erfolge des Zweifachadapter haben sich die Ingenieure gedacht: Warum nicht noch größer? Das Ergebnis ist der Dreifachadapter, der gleich drei Basen-Abschnitte transportieren kann. #LOC_KPBS.tricpoupler.tags = ?3 adapter three multi (quad planetary base drei basis planetar #LOC_KPBS.heatshield.title = K&K Basis Hitzeschild #LOC_KPBS.heatshield.description = Ein Hitzeschild für die "Planetar"-Produktreihe. Es wurde entwickelt, nachdem die Kerbonauten sich darüber beschwert haben, dass der Kaffee beim Wiedereintritt in die Atmosphäre zu heiß zum Trinken wurde. #LOC_KPBS.heatshield.tags = ablat drag entry insulate protect re- rocket therm planetary base eintritt hitze basis planetar temp schutz #LOC_KPBS.twoendcorridorleg.title = K&K 2-endiger Korridor mit Fassung für Landebeine #LOC_KPBS.twoendcorridorleg.description = Ein kurzer Korridor mit zwei Befestigungspunkten für Landebeine oder Fahrwerke. #LOC_KPBS.twoendcorridorleg.tags = base build center central connect construct hub nexus outpost statio planetary legs adapter basis planetar posten außen konstruieren #LOC_KPBS.fourendcorridor.title = K&K 4-endiger modularer Korridor #LOC_KPBS.fourendcorridor.description = Mit diesem 4-endigen Korridor kann man fast alles bauen. #LOC_KPBS.fourendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary basis planetar verbinden bauen zentrum #LOC_KPBS.sixendcorridor.title = K&K 6-endiger modularer Korridor #LOC_KPBS.sixendcorridor.description = Das Meisterwerk der Kerman Korridor & Kanalrohr GmbH. Es bieten gleich sechs(!) voll funktionsfähige Befestigungspunkte. Die beste Wahl, wenn man ein Labyrinth im Weltraum bauen möchte. #LOC_KPBS.sixendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary basis planetar verbinden bauen zentrum #LOC_KPBS.corridorairlock.title = K&K Korridor Luftschleuse #LOC_KPBS.corridorairlock.description = Endlich nach jahrelangem Nörgeln, dass man keinen Ausgang findet, hat die Kerman Korridor & Kanalrohr GmbH die Korridor Luftschleuse eingeführt. #LOC_KPBS.corridorairlock.tags = base build center central connect construct hub nexus outpost statio planetary airlock basis planetar verbinden bauen zentrum #LOC_KPBS.corridorend.title = K&K Korridor Ende #LOC_KPBS.corridorend.description = Ein spezielles Geschenk der Kerman Korridor & Kanalrohr GmbH. #LOC_KPBS.corridorend.tags = base build center central connect construct hub nexus outpost statio planetary end ende abschluss basis planetar verbinden bauen zentrum #LOC_KPBS.crosssection.title = K&K Kreuzung #LOC_KPBS.crosssection.description = Eine Kreuzung, um Labyrinthe im Weltall zu bauen. Jetzt auch mit vertikalem Befestigungspunkt für noch mehr Spaß! #LOC_KPBS.crosssection.tags = base build center central connect construct hub nexus outpost statio planetary basis planetar verbinden bauen zentrum #LOC_KPBS.corridordock.title = K&K Korridor Andockluke #LOC_KPBS.corridordock.description = Wegen Problemen mit der Kompatibilität (Spontane Ungeplante Demontage) mit dem Clamp-O-Tron hat K&K eine neue "anstupsen und verbinden" Korridor Andockluke entwickelt. Er kann mit der standard K&K Andockluke verbunden werden und passt an jeden Korridor. #LOC_KPBS.corridordock.tags = berth capture connect couple dock fasten join moor socket planetary base verbinden planetar basis #LOC_KPBS.basedock.title = K&K Andockluke #LOC_KPBS.basedock.description = Eine Andockluke die speziell für die K&K Habitate entwickelt wurde. Alle Rechte vorbehalten. #LOC_KPBS.basedock.tags = berth capture connect couple dock fasten join moor socket planetary base verbinden planetar basis #LOC_KPBS.landingengine.title = K&K LV25 "Erdmännchen" Landeeinheit #LOC_KPBS.landingengine.description = Dieses Landehilfsmodul ist eine Weiterentwicklung des K&K Planetaren Adapters. Es wurde zusammen mit Rockomax entwickelt, die es schafften, zwei 48-7S "Spark" Raketentriebwerke in die Struktur zu pressen. Den Ingenieuren ist es gelungen, die Performance der Raketentriebwerke durch eine "ausgeliehene" Turbopumpe vom LT-T30 zu verdoppeln. Sie sagen, dass die Möglichkeit eine kritischen Überhitzung nur leicht gestiegen ist. #LOC_KPBS.landingengine.tags = propuls rocket (spider thruster vernier structure planetary base adapter legs landing landen rakete motor planetar basis #LOC_KPBS.structural.title = K&K planetarer Adapter #LOC_KPBS.structural.description = Der Adapter wurde nach einer Reihe missglückter Landeversuche auf anderen Planeten entwickelt. Ingenieure von K&K fanden heraus, dass die fehlende Möglichkeit Landebeine zu nutzen zu harten Aufschlägen geführt hat. Der Adapter bietet nun diese Möglichkeit. Außerdem ist noch etwas Raketentreibstoff enthalten. #LOC_KPBS.structural.tags = structure planetary base adapter legs landing bein landen planetar basis #LOC_KPBS.airlockend.title = K&K Luftschleuse #LOC_KPBS.airlockend.description = Eine Luftschleuse, die an die Enden einer Basis angebracht werden können. #LOC_KPBS.airlockend.tags = planetary base airlock end luft schleuse planetar basis #LOC_KPBS.airlockmid.title = K&K Inline-Luftschleuse #LOC_KPBS.airlockmid.description = Die Luftschleuse, auf die alle Kerbals gewartet haben. Man kann jetzt an beiden Seiten ein- und aussteigen. #LOC_KPBS.airlockmid.tags = planetary base airlock adapter luft schleuse planetar basis #LOC_KPBS.garageadapter.title = K&K Garagen Adapter #LOC_KPBS.garageadapter.description = Ein Adapter um die Garage mit dem Rest der Basis zu verbinden. #LOC_KPBS.garageadapter.tags = planetary base garage rover payload bay adapter planetar basis #LOC_KPBS.garagecover.title = K&K Garagen Abdeckung #LOC_KPBS.garagecover.description = Eine Abdeckung für die Unterseite der Garagen um beim Start der Rakete weniger Luftwiderstand zu bieten. #LOC_KPBS.garagecover.tags = planetary base garage rover payload bay adapter cover protect schutz abdeckung planetar basis #LOC_KPBS.garagecover.transforms = Small, Big, Adapter #LOC_KPBS.garagedecoupler.title = K&K Garagen Entkoppler #LOC_KPBS.garagedecoupler.description = Ein nützlicher Entkoppler um die Garage von der Rakete zu trennen. #LOC_KPBS.garagedecoupler.tags = planetary base garage payload bay decoupler separator trennen separieren planetar basis #LOC_KPBS.garagedecoupler.show = Zeige Abdeckung #LOC_KPBS.garagedecoupler.hide = Verstecke Abdeckung #LOC_KPBS.garagefront.title = K&K Garage Vorderseite #LOC_KPBS.garagefront.description = Die Vorderseite der Garage mit eingebauter Rampe. Es sind ebenfalls Befestigungspunkte für Landebeine verfügbar. #LOC_KPBS.garagefront.tags = planetary base garage rover payload bay adapter door open tor öffnen planetar basis rampe #LOC_KPBS.garagefront.ramp.toggle = Schalte Rampe um #LOC_KPBS.garagefront.ramp.open = Öffne Rampe #LOC_KPBS.garagefront.ramp.close = Schließe Rampe #LOC_KPBS.garageside.title = K&K Garage mit seitlichen Türen #LOC_KPBS.garageside.description = Eine große Garage mit seitlichen Toren, die auch als Rampe fungieren. #LOC_KPBS.garageside.tags = planetary base garage rover payload bay adapter door open tor öffnen planetar basis rampe #LOC_KPBS.garageside.right.toggle = Schalte rechte Rampe um #LOC_KPBS.garageside.right.open = Öffne rechte Rampe #LOC_KPBS.garageside.right.close = Schließe rechte Rampe #LOC_KPBS.garageside.left.toggle = Schalte linke Rampe um #LOC_KPBS.garageside.left.open = Öffne linke Rampe #LOC_KPBS.garageside.left.close = Schließe linke Rampe #LOC_KPBS.garagestruct.title = K&K Garagenstruktur #LOC_KPBS.garagestruct.description = Ein strukturelles Bauteil für Garagen. Es sind zwei Befestigungspunkte für Landebeine verfügbar. #LOC_KPBS.garagestruct.tags = planetary base garage rover payload bay legs adapter beine planetar basis #LOC_KPBS.garagesize3.title = K&K Garagen Adapter auf MK3 und 3.75m #LOC_KPBS.garagesize3.description = Ein Adapter, um Garagen mit dem MK3 oder 3.75m Profil zu verbinden. #LOC_KPBS.garagesize3.tags = planetary base garage rover payload bay adapter planetar basis #LOC_KPBS.garagesize3.sizes = Size 3,MK3 #LOC_KPBS.greenhouse.title = K&K planetares Gewächshaus #LOC_KPBS.greenhouse.description = K&K hat das Gewächshaus entwickelt um Nahrung und Sauerstoff für Langzeitmissionen bereitzustellen. Also des Gewächshaus der Öffentlichkeit vorgestellt wurde kamen jedoch enttäuschte Stimmen auf, warum es denn nicht grün sei. #LOC_KPBS.greenhouse.tags = planetary base greenhouse food supplies life support snack essen leben erhaltung verdorgung sauerstoff planetar basis #LOC_KPBS.habitatmk1.title = K&K planetares Habitat MK1 #LOC_KPBS.habitatmk1.description = K&K's erstes Habitat-Modul. Es hat Platz für drei Kerbals. Nicht so groß wie die komfortablere MK2 Version, aber ausreichend für kleinere Basen. #LOC_KPBS.habitatmk1.tags = planetary base life habitat home living zuhause leben planetar basis #LOC_KPBS.habitatmk2.title = K&K planetares Habitat MK2 #LOC_KPBS.habitatmk2.description = K&K stellt vor: Das total neue ausfahrbare MK2 Habitat. Wenn aus ausgefahren ist, bietet es bis zu vier Kerbals einen komfortablen Aufenthalt. Die Garantie erlischt, wenn Jeb seinen Kaffee verschüttet. #LOC_KPBS.habitatmk2.tags = planetary base life habitat home living zuhause leben planetar basis #LOC_KPBS.landinggear.title = K&K ansteckbares Fahrwerk #LOC_KPBS.landinggear.description = Ein sehr nützliches Bauteil für eine Landung auf fremden Planeten. Es erlaubt eine gelandete Basis noch auf dem Boden zu bewegen. Das Fahrwerk kann abgeworfen werden, wenn es nicht mehr gebraucht wird. Nicht geeignet um Rennen zu fahren! #LOC_KPBS.landinggear.tags = ground plane retract roll takeoff taxi wheel drive planetary base landing leg landen bein fahren rad drehen planetar basis #LOC_KPBS.landinggear.tooltip = Retractable Landing Gear #LOC_KPBS.bigfoot.title = K&K "Bigfoot" Landebeine #LOC_KPBS.bigfoot.description = Ein besonderes Bauteil von K&K um einen festen Fuß auf anderen Planeten zu haben. Diese Bauteil ist etwas weniger selten als der echte Bigfoot. #LOC_KPBS.bigfoot.tags = ground land leg support planetary base landing leg landen bein planetar basis #LOC_KPBS.littlefoot.title = K&K "Kleiner Bigfoot" Landebein für die Unterseite #LOC_KPBS.littlefoot.description = Eine sehr besonderes Bauteil. Dieses Landebein kann an der Unterseite von anderen Bauteilen angebracht werden, wenn sonst kein Platz vorhanden ist. #LOC_KPBS.littlefoot.tags = ground land leg support planetary base landing leg landen bein planetar basis #LOC_KPBS.reactor.title = K&K Nuklearer Reaktor #LOC_KPBS.reactor.description = Ein relativ kleiner nuklearer Reaktor für die Basis. Effizient aber teuer. Obwohl ein Wissenschaftler darauf bestand, dass es 'Nukular' heißt, wird der Reaktor als sicher eingestuft. #LOC_KPBS.reactor.tags = planetary base ec reactor nuclear nucular uran generate raktor nuklear strom planetar basis #LOC_KPBS.reactor.converter.name = Nuklearer Reaktor #LOC_KPBS.reactor.converter.start = Starte Reaktor #LOC_KPBS.reactor.converter.stop = Fahre Reaktor runter #LOC_KPBS.reactor.converter.toggle = Schalte Reaktor um #LOC_KPBS.nuclearfuel.title = K&K Tank für nuklearen Treibstoff #LOC_KPBS.nuclearfuel.description = Ein Tank für nuklearen Treibstoff und ausgebrannten nuklearen Treibstoff. Die Strahlungslevel sind sicher (gemessen aus 1km Entfernung) #LOC_KPBS.nuclearfuel.tags = reactor nuclear fuel storage planetary base uran raktor nuklear strom planetar basis #LOC_KPBS.centrifuge.title = K&K Zentrifuge #LOC_KPBS.centrifuge.description = Die Zentrifuge kann ausgebrannten nuklearen Treibstoff wieder aufbereiten oder nuklearen Treibstoff aus Erz extrahieren. Zusätzlich kann Xenon als Nebenprodukt produziert werden. Es wird sehr viel Energie benötigt. #LOC_KPBS.centrifuge.tags = conver isru mine )mining (ore process resource uranium refine reprocess nuclear nuke nearfuture planetary base planetar basis aufbereiten planetar basis #LOC_KPBS.centrifuge.reprocessor.name = Uran Wiederaufbereitung #LOC_KPBS.centrifuge.reprocessor.start = Starte Wiederaufbereitung #LOC_KPBS.centrifuge.reprocessor.stop = Stoppe Wiederaufbereitung #LOC_KPBS.centrifuge.reprocessor.toggle = Schalte Wiederaufbereitung um #LOC_KPBS.centrifuge.xenonextractor.name = Xenon Extraktor #LOC_KPBS.centrifuge.xenonextractor.start = Starte Xenon Extraktion #LOC_KPBS.centrifuge.xenonextractor.stop = Stoppe Xenon Extraktion #LOC_KPBS.centrifuge.xenonextractor.toggle = Schalte Xenon Extraktion um #LOC_KPBS.centrifuge.uraniumextractor.name = Uran Extraktor #LOC_KPBS.centrifuge.uraniumextractor.start = Starte Uran Extraktion #LOC_KPBS.centrifuge.uraniumextractor.stop = Stoppe Uran Extraktion #LOC_KPBS.centrifuge.uraniumextractor.toggle = Schalte Uran Extraktion um #LOC_KPBS.flatbed.title = K&K Flachbett #LOC_KPBS.flatbed.description = Ein Flachbett, um viele nützliche Dinge mit der Basis zu verbinden. #LOC_KPBS.flatbed.tags = planetary base store cargo flat flach bett planetar basis #LOC_KPBS.storageend.title = K&K modulares Lager Endstück #LOC_KPBS.storageend.description = Dieses Endstück ist eine gute Lösung, um Container zu verstauen, bei denen man nicht weiß, wo sie sonst hin sollen. #LOC_KPBS.storageend.tags = planetary base container rack storage system planetar basis Container #LOC_KPBS.storagebig.title = K&K modulares 6-Fach Lager #LOC_KPBS.storagebig.description = Dieses Modul bietet Platz für bis zu sechs Container. Im Lieferumfang enthalten ist auch ein Handbuch, das beschreibt, wie man die Container an die Versorgung der Basis anschließen soll und ob es eine gute Idee ist, den Treibstoff in die Lebenserhaltung zu leiten. #LOC_KPBS.storagebig.tags = planetary base container rack storage system planetar basis Container #LOC_KPBS.storagemedium.title = K&K modulares 4-Fach Lager #LOC_KPBS.storagemedium.description = Die perfekte Lösung für alle, die nicht wissen, ob sie zu viel oder zu wenig dabei haben. Dieses Modul bietet Platz für bis zu vier Container. #LOC_KPBS.storagemedium.tags = planetary base container rack storage system planetar basis Container #LOC_KPBS.storagesmall.title = K&K modulares 2-Fach Lager #LOC_KPBS.storagesmall.description = Dieses Modul ermöglicht es, zwei Container zu verstauen. Entwickelt für besonders genügsame Kerbals. #LOC_KPBS.storagesmall.tags = planetary base container rack storage system planetar basis Container #LOC_KPBS.storagesize2big.title = K&K modulares inline 8-Fach Lager #LOC_KPBS.storagesize2big.description = Dies ist die inline Version des modularen Fracht-Systems. Es kann bis zu acht Container fassen. #LOC_KPBS.storagesize2big.tags = planetary base container rack storage system planetar basis Container #LOC_KPBS.storagesize2small.title = K&K modulares inline 4-Fach Lager #LOC_KPBS.storagesize2small.description = Die perfekt inline Lösung für alle, die nicht wissen, ob sie zu viel oder zu wenig dabei haben. Dieses Modul bietet Platz für bis zu vier Container. #LOC_KPBS.storagesize2small.tags = planetary base container rack storage system planetar basis Container #LOC_KPBS.containerbattery.title = K&K Z-3K Batterie Container #LOC_KPBS.containerbattery.description = Der Z-3K Batterie Container ist gedacht, um die Basis mit Strom zu versorgen oder auch sehr große Subwoofer zu betreiben. #LOC_KPBS.containerbattery.tags = capacitor cell charge e/c elect pack power volt watt planetary base container strom elek planetar basis #LOC_KPBS.containerfuelcell.title = K&K Container mit Brennstoffzellen #LOC_KPBS.containerfuelcell.description = Ein Behälter, der eine Reihe von Brennstoffzellen enthält. Es wandelt Treibstoff in Strom um. #LOC_KPBS.containerfuelcell.tags = array bank charge convert e/c elect energ pack power volt watt planetary base container planetar basis strom erzeugen #LOC_KPBS.containerliquidfuel.title = K&K Container für Treibstoff #LOC_KPBS.containerliquidfuel.description = Ein Behälter für flüssigen Treibstoff. Der Behälter wurde nicht dafür entworfen in einem Flugzeug genutzt zu werden, das hält aber scheinbar niemanden davon ab, es trotzdem zu tun. #LOC_KPBS.containerliquidfuel.tags = fueltank jet ?lf only propellant tank planetary base container planetar basis treibstoff #LOC_KPBS.containerore.title = K&K Container für Erz #LOC_KPBS.containerore.description = Ein großer Behälter um Erz zu lagern. Dieses Modell kann sogar als Hüpfburg verwendet werden. #LOC_KPBS.containerore.tags = black isru mine )mining (ore resource store planetary base container basis planetar erz lagern #LOC_KPBS.containeroresmall.title = K&K kleiner Container für Erz #LOC_KPBS.containeroresmall.description = Ein kleiner Behälter für Erz. #LOC_KPBS.containeroresmall.tags = black isru mine )mining (ore resource store planetary base container basis planetar erz lagern #LOC_KPBS.containerRCS.title = K&K Container für RCS-Treibstoff #LOC_KPBS.containerRCS.description = Ein RCS-Treibstofftank der in das modulare Lagersystem passt. Warum man so viel RCS-Treibstoff auf einer Basis brauchen könnte ist noch nicht abschließend geklärt. #LOC_KPBS.containerRCS.tags = fueltank mono monopropellant propellant planetary base container planetar basis treibstoff fest #LOC_KPBS.containerrocktfuelbig.title = K&K T400 Treibstoffbehälter #LOC_KPBS.containerrocktfuelbig.description = Der große Bruder des "K&K T200 Treibstoffbehälters". Auch er wird bei den Ingenieuren aufgrund seiner Form nicht wirklich akzeptiert. Es wurde jedoch auch schon erwähnt, dass er mehr WUMMS als sein kleiner Bruder hat. #LOC_KPBS.containerrocktfuelbig.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container planetar basis treibstoff flüssig #LOC_KPBS.containerrocktfuelsmall.title = K&K T200 Treibstoffbehälter #LOC_KPBS.containerrocktfuelsmall.description = Genau wie der originale T200 hat dieser kleine - besser winzige - Treibstoffbehälter Probleme von den Ingenieuren ernst genommen zu werden. Dazu kommt noch, dass seine Form einem normalen Einsatz in einer Rakete nicht dienlich ist. #LOC_KPBS.containerrocktfuelsmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container planetar basis treibstoff flüssig #LOC_KPBS.containerscience.title = K&K Behälter mit Forschungsmaterial #LOC_KPBS.containerscience.description = Ein neues selbstständiges Labor im Container-Format. Wenn etwas in Schwerelosigkeit oder sogar unter Wasser passiert, hier gibt es bestimmt ein Experiment dafür. Kleinteile im Inneren könnten für Kerbals unter drei Jahren nicht geeignet sein. #LOC_KPBS.containerscience.tags = bay experiment lab material research planetary base container forschung Container labor planetar basis #LOC_KPBS.containerxenon.title = K&K Behälter für Xenon #LOC_KPBS.containerxenon.description = Für diejenigen, die nie genug Xenon haben können. Eine so enorme Menge diese Edelgases ist ziemlich teuer, aber wen interessiert das schon in einer Weltraumbehörde? #LOC_KPBS.containerxenon.tags = fueltank (ion propellant tank planetary base container Container planetar basis #LOC_KPBS.containerinventory.title = K&K Container für Werkzeuge #LOC_KPBS.containerinventory.description = Ein kleiner Container für Werkzeuge, die beim EVA nützlich sind. Seit neuestem auch mit Schloss, um Diebstahl zu verhindern. #LOC_KPBS.containerinventory.tags = inventory base planetary container IVA usage container Container planetar basis inventar EVA #LOC_KPBS.containerinventorybig.title = K&K Container für große Werkzeuge #LOC_KPBS.containerinventorybig.description = Ein kleiner Container für Dinge, die beim EVA nützlich sind. Dieser Container kann auch größer Teile enthalten. #LOC_KPBS.containerinventorybig.tags = inventory base planetary container IVA usage container planetar basis #LOC_KPBS.inventorystorage.title = K&K Lager #LOC_KPBS.inventorystorage.description = Ein sehr großes Lager für sehr große Bauteile oder sehr große Werkzeuge #LOC_KPBS.inventorystoragesmall.title = K&K Lager (klein) #LOC_KPBS.inventorystoragesmall.description = Ein kleines Lager für kleine Bauteile oder kleine Werkzeuge, passt zur "Planetar"-Reihe. #LOC_KPBS.greenhouseconverter.name = Gewächshaus #LOC_KPBS.greenhouseconverter.start = Starte Bewirtschaftung #LOC_KPBS.greenhouseconverter.stop = Stoppe Bewirtschaftung #LOC_KPBS.carbonextractor.name = CO2 Recycler #LOC_KPBS.carbonextractor.start = Starte Recycler #LOC_KPBS.carbonextractor.stop = Stoppe Recycler #LOC_KPBS.carbonextractor.rate = Recycle-Geschwindigkeit #LOC_KPBS.carbonextractor.rate.change = Ändere Recycle-Geschwindigkeit #LOC_KPBS.carbonextractor.tag = oxygen regeneration Kohlenstoffdioxid CO2 Kohlendioxid Absonderer Recycler #LOC_KPBS.waterfilter.name = Wasser-Reiniger #LOC_KPBS.waterfilter.start = Starte Reiniger #LOC_KPBS.waterfilter.stop = Stoppe Reiniger #LOC_KPBS.waterfilter.rate = Filterrate #LOC_KPBS.waterfilter.rate.change = Ändere Filterrate #LOC_KPBS.waterfilter.tag = Water Purifier Wasser Reiniger Filter #LOC_KPBS.lifesupport.name = Lebenserhaltung #LOC_KPBS.lifesupport.start = Starte Lebenserhaltung #LOC_KPBS.lifesupport.stop = Stoppe Lebenserhaltung #LOC_KPBS.lifesupport.tag = Life Support Lebenserhaltung #LOC_KPBS.habitat.name = Habitat #LOC_KPBS.habitat.start = Starte Habitat #LOC_KPBS.habitat.stop = Stoppe Habitat #LOC_KPBS.kerbalism.comfort.desc1 = Es fühlt sich wirklich gut an wenn man in einem größeren Wohnbereich die Beine ausstrecken kann. #LOC_KPBS.kerbalism.comfort.desc2 = In diesem Bauteil gibt es einen Fernseher mit dem man nach Hause telefonieren kann. Sehr nützlich, wenn man weit weg ist. #LOC_KPBS.kerbalism.comfort.desc3 = Die Kuppel bietet eine entspannende Sicht auf die Leere das Raumes. #LOC_KPBS.kerbalism.comfort.desc4 = Diese Sonde kommt mit der H.A.L Benutzerschnittstelle, welche entworfen wurde, um Schach zu spielen und philosophische Themen mit der Besatzung zu diskutieren. Das innovative OVER-REACT Interface täuscht den Nutzer so gut, dass er zunehmend Empathie für H.A.L empfindet. #LOC_KPBS.kerbalism.converter = Konverter #LOC_KPBS.kerbalism.scrubber = Nassabscheider #LOC_KPBS.kerbalism.harvester = Ressourcensammler #LOC_KPBS.kerbalism.supply = Vorratscontainer´ #LOC_KPBS.kerbalism.setup.balanced.name = Vorräte #LOC_KPBS.kerbalism.setup.balanced.desc = Lagere einen ausbalancierten Vorrat von Nahrung und Wasser an. #LOC_KPBS.kerbalism.setup.water.name = Wasser #LOC_KPBS.kerbalism.setup.food.name = Nahrung #LOC_KPBS.kerbalism.power = Energieerzeugung #LOC_KPBS.kerbalism.sabatier.title = K&K Lebenserhaltungs-Recycler #LOC_KPBS.kerbalism.sabatier.process = Sabatierprozess #LOC_KPBS.kerbalism.sabatier.chem = Chemische Anlage #LOC_KPBS.kerbalism.airfilter.desc = Ein multifunktionaler Luftfilter. Er kann mehrere Ressourcen wie Sauerstoff oder Stickstoff aus der Atmosphäre sammeln. #LOC_KPBS.kerbalism.airfilter.co2 = CO2 Sammler #LOC_KPBS.kerbalism.airfilter.co2.desc = Sammle CO2 aus der Atmosphäre. #LOC_KPBS.kerbalism.airfilter.ox = Sauerstoff Sammler #LOC_KPBS.kerbalism.airfilter.ox.desc = Sammle Sauerstoff aus der Atmosphäre. #LOC_KPBS.kerbalism.airfilter.ni = Stickstoff Sammler #LOC_KPBS.kerbalism.airfilter.ni.desc = Sammle Stickstoff aus der Atmosphäre. #LOC_KPBS.kerbalism.airfilter.atmo = Atmosphärenfilter #LOC_KPBS.kerbalism.drill.title = Bohrer #LOC_KPBS.kerbalism.drill.harvester.title = Erzförderung #LOC_KPBS.kerbalism.drill.harvester.desc = Extrahieren Erz aus der Oberfläche. #LOC_KPBS.kerbalism.waterdrill.title = Wasserextraktion #LOC_KPBS.kerbalism.waterdrill.desc = Extrahiere Wasser aus der Oberfläche. #LOC_KPBS.kerbalism.waterdrill.drill.title = Bohrer #LOC_KPBS.kerbalism.isru.water = Wasser-Elektrolyse #LOC_KPBS.kerbalism.isru.haber = Haber-Bosch-Verfahren #LOC_KPBS.kerbalism.isru.anth = Anthrachinon-Verfahren #LOC_KPBS.kerbalism.isru.hydra = Raschig-Synthese #LOC_KPBS.kerbalism.isru.mre = GRE #LOC_KPBS.kerbalism.isru.mre.full = geschmolzene Regolith-Elektrolyse #LOC_KPBS.kerbalism.isru.mre.desc = Extrahiere Sauerstoff aus Erz. #LOC_KPBS.kerbalism.isru.soe = FOE #LOC_KPBS.kerbalism.isru.soe.full = Festoxid-Elektrolyse #LOC_KPBS.kerbalism.isru.soe.desc = Wandle Kohlenstoffdioxid unter hohem Energieaufwand in Sauerstoff um. #LOC_KPBS.kerbalism.isru.waste.incinerator = Müllverbrennungsanlage #LOC_KPBS.kerbalism.isru.waste.compressor = Müllverdichter #LOC_KPBS.kerbalism.isru.sco = Selektive katalytische Oxidation #LOC_KPBS.kerbalism.centrifge.processs = Nukleare Zentrifuge #LOC_KPBS.MKS.centrifuge.description = Die Zentrifuge kann ausgebrannten nuklearen Treibstoff wieder aufbereiten oder nuklearen Treibstoff aus Uraninite extrahieren. Zusätzlich kann Xenon als Nebenprodukt produziert werden. Es wird sehr viel Energie benötigt. #LOC_KPBS.MKS.tcredits.converter = Transport Credits #LOC_KPBS.MKS.tcredits.start = Starte T-Credits #LOC_KPBS.MKS.tcredits.stop = Stoppe T-Credits #LOC_KPBS.epl.cupola.desc = Die planetare Kuppel wurde entwickelt um den Kerbals einen schönen Blick auf den Planeten zu gestatten. Sie kann aber auch als Aussichtspunkt für eine Abschussrampe dienen. #LOC_KPBS.epl.centralhub.desc = Das massive Zentralhub bietet alles, was man für eine große Basis auf anderen Planeten benötigt: Genug Platz für 6 Kerbals, einen Kontrollraum, ein Labor und elementare Lebenserhaltungssysteme. Zudem kann es als Aussichtspunkt für eine Abschussrampe genutzt werden. #LOC_KPBS.contract.centralhub = Zentralhub #LOC_KPBS.contract.habitat = Wohnmodul #LOC_KPBS.contract.greenhouse = Gewächshaus #LOC_KPBS.deepfreeze.manufacturer = REPOSoftTech #LOC_KPBS.cry5000.title = CRY-5000 planetarer Tiefkühler #LOC_KPBS.cry5000.description = Designt für eine Langzeit-Lagerung von bis zu vier Kerbals. Das CRY-5000 nutzt Glykerol und Elektrizität, um die Kerbals einzufrieren oder aufzutauen. Bitte stell sicher, dass genügend Energie vorhanden ist. Das CRY-5000 wird mit 50 Einheiten Glykerol geliefert. ACHTUNG: Das CRY-5000 benötigt durchgehend Elektrizität, um die Überwachungssysteme am Laufen zu halten. Ist es dazu nicht in der Lange besteht die Gefahr, dass ein eingefrorener Kerbal nicht mehr aufwachen kann. #LOC_KPBS.cry5000.tags = deep freeze life support cold ice planetary base cck-lifesupport planetar basis kalt eis leben erhalten #LOC_KPBS.clykerolcontainer.title = X200 Glykerol Container #LOC_KPBS.clykerolcontainer.description = Wenn viele Snacks eingefroren werden müssen. Mit 200 Einheiten sollte dieser Tanks genug Glykerol für eine ganze Basis haben. #LOC_KPBS.clykerolcontainer.tags = deep freeze life support cold ice container cryo cck-lifesupport kalt eis leben erhalten #LOC_KPBS.metaldrill.title = K&K Bohrer für Metallerz #LOC_KPBS.metaldrill.description = Ein Bohrer um Metallerz aus der Kruste von anderen Planeten zu fördern. #LOC_KPBS.metaldrill.tags = drill extractor harvest metal ore isru mine )mining (ore resource planetary base fördern metall eisen bohren planetar basis #LOC_KPBS.dirtdrill.title = K&K Bohrer für Erde #LOC_KPBS.dirtdrill.description = Ein Bohrer um Erde aus der Kruste von Planeten zu fördern #LOC_KPBS.dirtdrill.tags = drill extractor harvest dirt isru mine )mining (ore resource planetary base fördern schutt bohren planetar basis #LOC_KPBS.metalstorage.title = K&K X1000 Lager für Metall #LOC_KPBS.metalstorage.description = Ein Lager für Metall. Kann genutzt werden um Bauteile für Raketen herzustellen. #LOC_KPBS.metalstorage.tags = fueltank metal parts rocket launchpad planetary base lager metall rakete planetar basis #LOC_KPBS.metalorestorage.title = K&K X1000 Lager für Metallerz #LOC_KPBS.metalorestorage.description = Ein Lager für Metallerz. Metallerz kann in einem Schmelzofen zu Metall weiterverarbeitet werden. #LOC_KPBS.metalorestorage.tags = fueltank metal ore parts launchpad planetary base lager metall erz planetar basis #LOC_KPBS.rocketpartsstorage.title = K&K X1000 Lager für Raketenbauteile #LOC_KPBS.rocketpartsstorage.description = Ein Lager für Raketenbauteile. Die Raketenbauteile können genutzt werden, um schöne, neue Raketen zu bauen. #LOC_KPBS.rocketpartsstorage.tags = fueltank rocket parts launchpad planetary base lager rakete bauteil planetar basis #LOC_KPBS.launchpad.title = K&K Abschussrampe #LOC_KPBS.launchpad.description = Eine kleine Abschussrampe um Raketen von anderen Planeten zu starten. #LOC_KPBS.launchpad.tags = rocket start launchpad planetary base basis planetar rakete rampe abschuss #LOC_KPBS.launchpad.open = Öffnen #LOC_KPBS.launchpad.close = Schließen #LOC_KPBS.partrecycler.title = K&K Recycler #LOC_KPBS.partrecycler.description = Der Recycler "verwandelt" jedes Fahrzeug in Metallschrott. #LOC_KPBS.partrecycler.tags = smelter metal ore launchpad planetary base metall erz schrott planetar basis #LOC_KPBS.smelter.title = K&K Schmelzofen #LOC_KPBS.smelter.description = Der Schmelzofen kann genutzt werden, um Metallerz und Metallschrott in nutzbares Metall zu verarbeiten. Nicht berühren! HEISS! #LOC_KPBS.smelter.tags = smelter metal ore launchpad planetary base ofen schmelzen metall erz planetar basis #LOC_KPBS.smelter.metal.start = Starte Metall-Schmelze #LOC_KPBS.smelter.metal.stop = Stoppe Metall-Schmelze #LOC_KPBS.smelter.scrap.start = Starte Metallschrott Recycler #LOC_KPBS.smelter.scrap.stop = Stoppe Metallschrott Recycler #LOC_KPBS.workshop.title = K&K Werkstatt #LOC_KPBS.workshop.description = Eine Werkstatt um Bauteile für Raketen zu fertigen. #LOC_KPBS.workshop.tags = workshop metal rocket parts launchpad planetary base #LOC_KPBS.workshop.start = Starte Produktion #LOC_KPBS.workshop.stop = Stoppe Produktion #LOC_KPBS.scrapmetal.title = K&K Lager für Metallschrott #LOC_KPBS.scrapmetal.description = Eines kleines Lager um Metallschrott von recycelten Raketen zu lagern. #LOC_KPBS.scrapmetal.tags = fueltank rocket metal scrap launchpad planetary base planetar basis metall schrott #LOC_KPBS.materialkits.title = K&K Lager für Material-Bausätze #LOC_KPBS.materialkits.description = Ein Lager für Material-Bausätze. Nützlich um Bauteile herzustellen, die man vergessen hat. #LOC_KPBS.materialkits.tags = Material OSE kits build workshop planetary base basis bauen planetar bausatz #LOC_KPBS.oseconverter.title = K&K OSE Mineral Extraktor #LOC_KPBS.oseconverter.description = Ein Extraktor der Material-Bausätze herstellt #LOC_KPBS.oseconverter.tags = Material OSE kits convert extract workshop planetary base wandeln extrahieren planetar basis #LOC_KPBS.oseconverter.materialkits.name = Material-Bausätze #LOC_KPBS.oseconverter.materialkits.start = Starte Produktion #LOC_KPBS.oseconverter.materialkits.stop = Stoppe Produktion #LOC_KPBS.oseconverter.prospector.name = Schürfer #LOC_KPBS.oseconverter.prospector.start = Starte Schürfer #LOC_KPBS.oseconverter.prospector.stop = Stoppe Schürfer #LOC_KPBS.oseresources.title = K&K OSE Ressourcen Lager #LOC_KPBS.oseresources.description = Eine kleine Einheit, die Ressource für den OSE Workshop lagert. #LOC_KPBS.oseresources.tags = Material OSE kits resources metal rare build workshop planetary base excotic minerals #LOC_KPBS.oseworkshop.title = K&K OSE Workshop #LOC_KPBS.oseworkshop.description = Ein Workshop um kleine Bauteile direkt bei der Basis herzustellen. #LOC_KPBS.oseworkshop.tags = Material OSE kits build workshop planetary base basis planetar bauen bausatz #LOC_KPBS.flexiblecorridor.title = K&K flexibler Korridor #LOC_KPBS.flexiblecorridor.connector = Korridor #LOC_KPBS.flexiblecorridor.description = Ein flexibler Korridor für Kerbonauten, die beim Start der Rakete noch keine Ahnung haben, wie sie die Basis aufbauen wollen. #LOC_KPBS.flexiblecorridor.tags = KAS base corridor connect flexible flexibel korridor verbinden basis #LOC_KPBS.groundplate.title = K&K Bodenplatte [KIS] #LOC_KPBS.groundplate.description = Eine große Bodenplatte aus Beton für Basen. Dieses Bauteil muss mit einem Schraubenzieher oder Schraubenschlüssel am Boden befestigt werden. #LOC_KPBS.groundplate.tags = KIS inventory base planetary base plate cck-eva-items basis inventar planetar platte #LOC_KPBS.kisstorage.title = K&K Container für Werkzeuge [KIS] #LOC_KPBS.kisstorage.description = Ein kleiner Container für Werkzeuge, die beim EVA nützlich sind. Seit neuestem auch mit Schloss, um Diebstahl zu verhindern. #LOC_KPBS.kisstorage.tags = KIS inventory base planetary container IVA usage container cck-containers Container planetar basis inventar EVA #LOC_KPBS.kisstoragebig.title = K&K Container für große Werkzeuge [KIS] #LOC_KPBS.kisstoragebig.description = Ein kleiner Container für Dinge, die beim EVA nützlich sind. Dieser Container kann auch größer Teile enthalten. #LOC_KPBS.kisstoragebig.tags = KIS inventory base planetary container IVA usage container cck-containers planetar basis #LOC_KPBS.kisbasestorage.title = K&K Lager [KIS] #LOC_KPBS.kisbasestorage.description = Ein sehr großes Lager für sehr große Bauteile oder sehr große Werkzeuge #LOC_KPBS.kisbasestoragesmall.title = K&K Lager (klein) [KIS] #LOC_KPBS.kisbasestoragesmall.description = Ein kleines Lager für kleine Bauteile oder kleine Werkzeuge, passt zur "Planetar"-Reihe. #LOC_KPBS.sepstation.title = K&K SEP Steuerpult #LOC_KPBS.sepstation.description = Ein Container mit dem Steuerpult für das "Surface experiment package". Enthält vier AKI Steckdosen. #LOC_KPBS.sepstation.tags = kis kas surface experiment inventory attachment science eva research scientist engineer sensor container experiment oberfläche wissen #LOC_KPBS.sepstation.start = Aktivieren #LOC_KPBS.sepstation.stop = Ausschalten #LOC_KPBS.sepstation.conduct = Starte alle Experimente #LOC_KPBS.airfilter.title = K&K Container mit Luftfilter #LOC_KPBS.airfilter.description = Dieser Container für die Lebenserhaltung filtert die Luft aus den Lufteinlässen um wichtige Rohstoffe zu gewinnen. Sicherheitshinweis: Nicht direkt vor dem Lufteinlass stehen, wenn der Filter mit voller Leistung betrieben wird. Dies ist nur eine Sicherheitsmaßnahme und hat nicht mit etwaigen geschehenen Ereignissen zu tun! #LOC_KPBS.airfilter.tags = life support carbon dioxide co2 filter o2 oxygen container cck-lifesupport kohlenstoff dioxid leben erhaltung #LOC_KPBS.airfilter.activate = Aktivieren #LOC_KPBS.airfilter.deactivate = Deaktivieren #LOC_KPBS.airfilter.filter.oxygen.name = Sauerstoff Filter #LOC_KPBS.airfilter.filter.oxygen.start = Starte Sauerstoff Filter #LOC_KPBS.airfilter.filter.oxygen.stop = Stoppe Sauerstoff Filter #LOC_KPBS.airfilter.filter.hydrogen.name = Wasserstoff Filter #LOC_KPBS.airfilter.filter.hydrogen.start = Starte Wasserstoff Filter #LOC_KPBS.airfilter.filter.hydrogen.stop = Stoppe Wasserstoff Filter #LOC_KPBS.airfilter.filter.co2.name = CO2 Filter #LOC_KPBS.airfilter.filter.co2.start = Starte CO2 Filter #LOC_KPBS.airfilter.filter.co2.stop = Stoppe CO2 Filter #LOC_KPBS.airfilter.intake = Lufteinlass #LOC_KPBS.airfilter.ioncross.desc = Dieser Container für die Lebenserhaltung filtert die Luft aus den Lufteinlässen um Sauerstoff und CO2 zu sammeln. Sicherheitshinweis: Nicht direkt vor dem Lufteinlass stehen, wenn der Filter mit voller Leistung betrieben wird. Dies ist nur eine Sicherheitsmaßnahme und hat nicht mit etwaigen geschehenen Ereignissen zu tun! #LOC_KPBS.algaefarm.title = K&K Algenfarm #LOC_KPBS.algaefarm.description = Eine kleine Algenfarm. #LOC_KPBS.algaefarm.description.tacls = Eine kleine Algenfarm um Dünger zum Anbau von Nahrung herzustellen. Nicht den Dünger essen! Er schmeckt schrecklich! #LOC_KPBS.algaefarm.description.usils = Eine kleine Algenfarm um Dünger zum Anbau von Nahrung herzustellen. Nicht den Dünger essen! Er schmeckt schrecklich! #LOC_KPBS.algaefarm.tags = life support algae fertilizer container cck-lifesupport leben erhaltung alge dünger Container behälter #LOC_KPBS.algaefarm.bayname = Konverter #LOC_KPBS.algaefarm.typename = Filter #LOC_KPBS.algaefarm.converter.name = Algenfarm #LOC_KPBS.algaefarm.converter.tag = algae farm Algenfarm #LOC_KPBS.algaefarm.converter.start = Starte Bewirtschaftung #LOC_KPBS.algaefarm.converter.stop = Stoppe Bewirtschaftung #LOC_KPBS.algaefarm.converter.dry.name = Algenfarm - Trocken #LOC_KPBS.algaefarm.converter.dry.tag = Algenfarm - Trocken #LOC_KPBS.algaefarm.converter.wet.name = Algenfarm - Nass #LOC_KPBS.algaefarm.converter.wet.tag = Algenfarm - Nass #LOC_KPBS.algaefarm.converter.green.name = Grünes Soylent #LOC_KPBS.algaefarm.converter.green.tag = Grünes Soylent #LOC_KPBS.algaefarm.converter.green.start = Starte Grünes Soylent #LOC_KPBS.algaefarm.converter.green.stop = Stoppe Grünes Green #LOC_KPBS.algaefarm.converter.red.name = Rotes Soylent #LOC_KPBS.algaefarm.converter.red.tag = Rotes Soylent #LOC_KPBS.algaefarm.converter.red.start = Starte Rotes Soylent #LOC_KPBS.algaefarm.converter.red.stop = Stoppe Rotes Soylent #LOC_KPBS.carbonextractorcontainer.title = K&K CO2-Aufbereitungs-Container #LOC_KPBS.carbonextractorcontainer.description = Dieser Container für die Lebenserhaltung filtert CO2 aus der Luft, um über einen komplizierten Prozess Sauerstoff zu gewinnen. Nicht geeignet für Kerbals mit einem sensiblen Geruchssinn. #LOC_KPBS.carbonextractorcontainer.tags = life support TAC converter recycl carbon co2 oxygen o2 cck-lifesupport sauerstoff dioxid leben erhaltung #LOC_KPBS.co2containerbig.title = K&K Container für Kohlenstoffdioxid (groß) #LOC_KPBS.co2containerbig.description = Dieser Behälter kann große Mengen an Kohlenstoffdioxid lagern. #LOC_KPBS.co2containerbig.tags = life support carbon dioxide co2 container cck-lifesupport dioxid leben erhaltung #LOC_KPBS.co2containersmall.title = K&K Container für Kohlenstoffdioxid(klein) #LOC_KPBS.co2containersmall.description = Dieser Behälter kann Kohlenstoffdioxid lagern, welches von den Kerbals produziert wird. #LOC_KPBS.co2containersmall.tags = life support carbon dioxide co2 container cck-lifesupport dioxid leben erhaltung #LOC_KPBS.eclsscontainerbig.title = K&K Container für Lebenserhaltung (groß) #LOC_KPBS.eclsscontainerbig.description = Ein kombinierter Behälter für Sauerstoff und Kohlenstoffdioxid. Die beste Lösung für Kerbals, die ihren Aufenthalt im Weltraum so angenehm wie möglich gestalten wollen. #LOC_KPBS.eclsscontainerbig.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport dioxid leben erhaltung sauerstoff #LOC_KPBS.eclsscontainersmall.title = K&K Container für Lebenserhaltung (klein) #LOC_KPBS.eclsscontainersmall.description = Dieser Behälter von K&K ist voll von dem wunderbaren Sauerstoff, der neuerdings so begehrt ist. #LOC_KPBS.eclsscontainersmall.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport dioxid leben erhaltung sauerstoff #LOC_KPBS.elektroncontainer.title = K&K Elektron Container #LOC_KPBS.elektroncontainer.description = Der Elektron kann Wasser in Wasserstoff und Sauerstoff aufspalten. Er kann bis zu sechs Kerbals mit Sauerstoff versorgen. Achte darauf, nicht das ganze Wasser zu verbrauchen, sonst werden die Kerbals sauer. #LOC_KPBS.elektroncontainer.tags = life support TAC converter recycle electrolyse water hydrogen oxygen o2 cck-lifesupport wasser spalten sauerstoff leben erhaltung #LOC_KPBS.elektroncontainer.converter.name = Elektron #LOC_KPBS.elektroncontainer.converter.start = Starte Elektron #LOC_KPBS.elektroncontainer.converter.stop = Stoppe Elektron #LOC_KPBS.fertilizercontainer.title = K&K Container für Dünger (groß) #LOC_KPBS.fertilizercontainer.description = Ein noch größerer Container für Dünger, um die leckeren NOMS herzustellen. Die NOMS sind sogar noch leckerer, wenn sie mit dem Dünger aus diesem Container hergestellt werden. #LOC_KPBS.fertilizercontainer.description.tacls = An even bigger container full of fertilizer to grow food. The food is even more delicious when the fertilizer came from this container. #LOC_KPBS.fertilizercontainer.tags = life support USI fertilizer supplies cck-lifesupport leben erhaltung dünger #LOC_KPBS.fertilizercontainersmall.title = K&K Container für Dünger (klein) #LOC_KPBS.fertilizercontainersmall.description = Ein Container für Dünger, um die leckeren NOMS herzustellen. #LOC_KPBS.fertilizercontainersmall.description.tacls = Ein Container voll mit Dünger, um im Gewächshaus Essen anzubauen. #LOC_KPBS.fertilizercontainersmall.tags = life support USI fertilizer supplies cck-lifesupport leben erhaltung dünger #LOC_KPBS.foodcontainerbig.title = K&K Container für Nahrung (groß) #LOC_KPBS.foodcontainerbig.description = Ein großer Container voll mit Nahrung. Erst gestern abgelaufen. #LOC_KPBS.foodcontainerbig.tags = life support TAC kerbalism food supplies cck-lifesupport essen nahrung leben erhaltung #LOC_KPBS.foodcontainersmall.title = K&K Container für Nahrung (klein) #LOC_KPBS.foodcontainersmall.description = Ein kleiner Container für Nahrung. Unbedingt absperren, um ihn vor den Heißhungerattacken der Kerbonauten zu schützen. #LOC_KPBS.foodcontainersmall.tags = life support TAC kerbalism food supplies cck-lifesupport #LOC_KPBS.greenhousecontainer.title = K&K Gewächshaus-Container #LOC_KPBS.greenhousecontainer.description = Ein kleines Gewächshaus, um Nahrungspflanzen zu züchten. Diese kleine Container-Version ist zwar vollautomatisiert, ist aber zugleich weniger effizient als der große Bruder. #LOC_KPBS.greenhousecontainer.tags = life support food produce greenhouse cck-lifesupport leben erhaltung produktion gewächshaus #LOC_KPBS.greenhousecontainer.usils.desc = Ein kleines Gewächshaus, um NOMS heranzuziehen. Diese kleine Container-Version ist zwar vollautomatisiert, ist aber zugleich weniger effizient als der große Bruder. #LOC_KPBS.greenhousecontainer.tacls.desc = Ein kleines Gewächshaus, dass Nahrung aus Abfällen und Dünger wchsen lässt. #LOC_KPBS.greenhousecontainer.tag = Greenhouse Gewächshaus #LOC_KPBS.hydrogencontainer.title = K&K Container für Wasserstoff #LOC_KPBS.hydrogencontainer.description = Ein Container um Wasserstoff zu speichern. Wasserstoff kann zu Wasser weiterverarbeitet werden oder in Brennstoffzellen zu Energie verbrannt werden. Nicht für Raketen geeignet! #LOC_KPBS.hydrogencontainer.tags = life support TAC hydrogen cck-lifesupport wasserstoff leben erhaltung #LOC_KPBS.IFILSbig.title = K&K Container für Lebenserhaltung (groß) #LOC_KPBS.IFILSbig.description = Ein großer Container für die Lebenserhaltung. Dem Erfinder dieses praktischen Teils wurde der "Preis für Raumreisen" verliehen. #LOC_KPBS.IFILSbig.tags = life support IFI container cck-lifesupport leben erhaltung #LOC_KPBS.IFILSsmall.title = K&K Container für Lebenserhaltung (klein) #LOC_KPBS.IFILSsmall.description = Voll mit allem, was fürs Leben notwendig ist: Teddybären, Brettspiele und irgendwo auch ein paar Snacks! #LOC_KPBS.IFILSsmall.tags = life support IFI container cck-lifesupport leben erhaltung #LOC_KPBS.ioncrossbig.title = K&K Container für Lebenserhaltung (groß) #LOC_KPBS.ioncrossbig.description = Speichert CO2 und O2. Die beste Lösung für alle, die aus ihrer Reise einen Traumurlaub machen wollen! #LOC_KPBS.ioncrossbig.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport #LOC_KPBS.ioncrosssmall.title = K&K Container für Lebenserhaltung (klein) #LOC_KPBS.ioncrosssmall.description = Dieser Container ist voll von diesem Sauerstoff, das seit kurzem alle haben wollen. #LOC_KPBS.ioncrosssmall.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport #LOC_KPBS.kerbalismcontainerbig.title = K&K Behälter für Lebenserhaltung (groß) #LOC_KPBS.kerbalismcontainerbig.description = Eine Kombination aus Lager für Sauerstoff und Nahrung. Die beste Lösung für alle Kerbals, die das Meiste aus ihrem Aufenthalt im All holen wollen. #LOC_KPBS.kerbalismcontainerbig.tags = leben erhaltung kerbalism essen nahrung sauerstoff o2 container cck-lifesupport #LOC_KPBS.kerbalismcontainersmall.title = K&K Container für Lebenserhaltung (klein) #LOC_KPBS.kerbalismcontainersmall.description = Dieser Behälter ist voll mit dem wundervollen Sauerstoff und Nahrung, auf den die Kerbals in letzter Zeit so scharf sind. #LOC_KPBS.kerbalismcontainersmall.tags = leben erhaltung kerbalism essen nahrung sauerstoff o2 container cck-lifesupport #LOC_KPBS.mulchcontainerbig.title = K&K Container für Mulch (groß) #LOC_KPBS.mulchcontainerbig.description = Ein großer Container für den Mulch, den Kerbals produzieren. NICHT(!) mit NOMS verwechseln. #LOC_KPBS.mulchcontainerbig.tags = leben erhaltung USI mulch abfall container cck-lifesupport #LOC_KPBS.mulchcontainersmall.title = K&K Container für Mulch (klein) #LOC_KPBS.mulchcontainersmall.description = Dieser Container kann alles lagern, was mal NOMS war. #LOC_KPBS.mulchcontainersmall.tags = leben erhaltung USI mulch abfall container cck-lifesupport #LOC_KPBS.nitrogencontainer.title = K&K Container für Stickstoff #LOC_KPBS.nitrogencontainer.description = Ein Container der für den Druckausgleich notwendigen Stickstoff enthält. #LOC_KPBS.nitrogencontainer.tags = leben erhaltung kerbalism stickstoff cck-lifesupport #LOC_KPBS.nomscontainerbig.title = K&K Container für Nahrung (groß) #LOC_KPBS.nomscontainerbig.description = Jetzt mit mehr NOMS als jemals zuvor! #LOC_KPBS.nomscontainerbig.tags = leben erhaltung USI proviant essen Container cck-lifesupport #LOC_KPBS.nomscontainersmall.title = K&K Container für Nahrung (klein) #LOC_KPBS.nomscontainersmall.description = Ein Container voll mit leckeren NOMS! Bitte nicht in die Mausefallen fassen. #LOC_KPBS.nomscontainersmall.tags = leben erhaltung USI proviant essen Container cck-lifesupport #LOC_KPBS.oxygencontainerbig.title = K&K Container für Sauerstoff (groß) #LOC_KPBS.oxygencontainerbig.description = Um die Marktlücke für große Sauerstofftanks zu füllen wurde von K&K dieser Behälter entwickelt. #LOC_KPBS.oxygencontainerbig.tags = eben erhaltung sauerstoff o2 Container cck-lifesupport #LOC_KPBS.oxygencontainersmall.title = K&K Container für Sauerstoff (klein) #LOC_KPBS.oxygencontainersmall.description = Dieser Behälter von K&K ist randvoll mit dem Sauerstoff, der in letzte Zeit so beliebt ist. #LOC_KPBS.oxygencontainersmall.tags = leben erhaltung sauerstoff o2 Container cck-lifesupport #LOC_KPBS.sabatiercontainer.title = K&K Container mit Sabatier Reaktor #LOC_KPBS.sabatiercontainer.description = Der Sabatier Reaktor nutzt CO2 und Wasserstoff, um Wasser zu erzeugen. Die Garantie verfällt, wenn CO statt CO2 verwendet wird. #LOC_KPBS.sabatiercontainer.tags = leben erhalten TAC Konverter sabatier wasserstoff co2 Container cck-lifesupport #LOC_KPBS.sabatiercontainer.converter.name = Sabatier Reaktor #LOC_KPBS.sabatiercontainer.converter.start = Starte Sabatier-Prozess #LOC_KPBS.sabatiercontainer.converter.stop = Stoppe Sabatier-Prozess #LOC_KPBS.sabatiercontainer.converter.tag = Lebenserhaltung #LOC_KPBS.snackscontainerbig.title = K&K Container für Snacks (groß) #LOC_KPBS.snackscontainerbig.description = Der größte und beliebtest Behälter für Snacks. K&K ist stolz, nun die verbesserte Variante mit integrierter Kühlung zu präsentieren, die verhindert, dass die Snacks nach einiger Zeit seltsam schmecken. #LOC_KPBS.snackscontainerbig.tags = leben erhaltung essen snack Container cck-lifesupport #LOC_KPBS.snackscontainersmall.title = K&K Container für Snacks (klein) #LOC_KPBS.snackscontainersmall.description = Voll gepackt mit allem, was ein Kerbal zum Überleben braucht, hauptsächlich aber Snacks. Bitte Verfallsdatum beachten. #LOC_KPBS.snackscontainersmall.tags = leben erhaltung essen snack Container cck-lifesupport #LOC_KPBS.taclscontainerbig.title = K&K Container für Lebenserhaltung (groß) #LOC_KPBS.taclscontainerbig.description = Der größte Container, der Alles für die Lebenserhaltung enthält: Wasser, Proviant und Sauerstoff. Voll ausgestattet mit Allem, was ein Kerbal braucht. #LOC_KPBS.taclscontainerbig.tags = leben erhaltung essen wasser sauerstoff o2 TAC Container cck-lifesupport #LOC_KPBS.taclscontainersmall.title = K&K Container für Lebenserhaltung (klein) #LOC_KPBS.taclscontainersmall.description = Eine kleinere Version des All-In-One Behälters für Proviant, Wasser und Sauerstoff von K&K. #LOC_KPBS.taclscontainersmall.tags = leben erhaltung essen wasser sauerstoff o2 TAC Container cck-lifesupport #LOC_KPBS.taclswasteproductcontainerbig.title = K&K Container für Abfallprodukte (groß) #LOC_KPBS.taclswasteproductcontainerbig.description = Ein großer All-In-One Behälter für Abfallprodukte. #LOC_KPBS.taclswasteproductcontainerbig.tags = leben erhaltung abfall abwasser TAC Container cck-lifesupport #LOC_KPBS.taclswasteproductcontainersmall.title = K&K Container für Abfallprodukte (klein) #LOC_KPBS.taclswasteproductcontainersmall.description = Ein kleiner Behälter für Abfallprodukte. #LOC_KPBS.taclswasteproductcontainersmall.tags = leben erhaltung abfall abwasser TAC Container cck-lifesupport #LOC_KPBS.airscrubbercontainer.title = K&K Luftreiniger #LOC_KPBS.airscrubbercontainer.description = Diese Modul für die Lebenserhaltung bereitet die Luft wieder auf, was den Bedarf an mitgeführtem Sauerstoff reduziert. Wenn auch nicht wirklich effizient, wird sehr viel Luft aufbereitet. Wernher von Kerman besteht darauf, dass er nicht nur Duftbäumchen und Raumsprays besteht. #LOC_KPBS.airscrubbercontainer.tags = leben erhaltung filter luft cck-lifesupport #LOC_KPBS.usilscontainerbig.title = K&K Container für Lebenserhaltung (groß) #LOC_KPBS.usilscontainerbig.description = Dieser Behälter enthält Alles, was man bei einem längeren Aufenthalt auf einem anderen Planeten benötigt...das sagen zumindest die Ingenieure. #LOC_KPBS.usilscontainerbig.tags = leben erhaltung USI mulch dünger proviant Container cck-lifesupport #LOC_KPBS.usilscontainersmall.title = K&K Container für Lebenserhaltung (klein) #LOC_KPBS.usilscontainersmall.description = Dieser Behälter enthält eine kleine Menge von den Dingen, die man bei einem längeren Aufenthalt auf einem anderen Planeten benötigt. Nicht vergessen, zusätzliche NOMS zum Knabbern mitzunehmen! #LOC_KPBS.usilscontainersmall.tags = leben erhaltung USI mulch dünger proviant Container cck-lifesupport #LOC_KPBS.usilsrecyclercontainer.title = K&K Container mit Recycler #LOC_KPBS.usilsrecyclercontainer.description = Ein kleiner Behälter, der es erlaubt einige Ressource für die Lebenserhaltung zu recyceln. #LOC_KPBS.usilsrecyclercontainer.tags = leben erhaltung recycler proviant mulch Container cck-lifesupport #LOC_KPBS.wastecontainerbig.title = K&K Container für Abfall (groß) #LOC_KPBS.wastecontainerbig.description = Dieser große Behälter kann mit Abfall gefüllt werden. Der Behälter ist hermetisch abgeriegelt, um schlechte Gerüche zu vermeiden. #LOC_KPBS.wastecontainerbig.tags = abfall leben erhaltung Container TAC kerbalism cck-lifesupport #LOC_KPBS.wastecontainersmall.title = K&K Container für Abfall (klein) #LOC_KPBS.wastecontainersmall.description = Ein kleiner Behälter für den Abfall, den ein normaler Kerbal produziert. Nicht geeignet für Elektroschrott! #LOC_KPBS.wastecontainersmall.tags = abfall leben erhaltung Container TAC kerbalism cck-lifesupport #LOC_KPBS.wastewatercontainerbig.title = K&K Container für Abwasser (groß) #LOC_KPBS.wastewatercontainerbig.description = Ein großer Behälter für Abwasser. Bitte vorsichtig behandeln, um keine Lecks zu verursachen! #LOC_KPBS.wastewatercontainerbig.tags = abfall abwasser leben erhaltung dreck Container TAC cck-lifesupport #LOC_KPBS.wastewatercontainersmall.title = K&K Container für Abwasser (klein) #LOC_KPBS.wastewatercontainersmall.description = Ein kleiner Behälter für Abwasser. NICHT TRINKEN! #LOC_KPBS.wastewatercontainersmall.tags = abfall abwasser leben erhaltung dreck Container TAC cck-lifesupport #LOC_KPBS.watercontainerbig.title = K&K Container für Wasser (groß) #LOC_KPBS.watercontainerbig.description = Dieser Behälter für Wasser ist für Langzeitmissionen entwickelt worden. Nicht als Pool oder zum Tauchen benutzen! #LOC_KPBS.watercontainerbig.tags = wasser leben erhaltung Container USI TAC cck-lifesupport #LOC_KPBS.watercontainersmall.title = K&K Container für Wasser (klein) #LOC_KPBS.watercontainersmall.description = Ein kleiner Container für Wasser. Das Wasser kann zum Duschen, Trinken oder Wasserrutschen genutzt werden. #LOC_KPBS.watercontainersmall.tags = wasser leben erhaltung Container USI TAC cck-lifesupport #LOC_KPBS.waterpurifiercontainer.title = K&K Behälter mit Wasserfilter #LOC_KPBS.waterpurifiercontainer.description = Mit der Hilfe von Aktivkohlefiltern, Zentrifugen und hochgeheimen Komponenten, ist dieser Container in der Lage, dreckiges Wasser zu reinigen. Nur geeignet für Kerbonauten. #LOC_KPBS.waterpurifiercontainer.tags = wasser filter reinig leben erhaltung Container TAC cck-lifesupport #LOC_KPBS.waterdrill.title = K&K Inline Bohrer für Wasser #LOC_KPBS.waterdrill.description = Eine modifizierte Variante des Inline Bohrers. Statt Erz wird aber Wasser gefördert. Warnung! Das Wasser nicht trinken, bevor es gefiltert wurde! #LOC_KPBS.waterdrill.tags = leben erhaltung borhrer wasser cck-lifesupport #LOC_KPBS.waterdrill.drill.name = Bohrer für Wasser #LOC_KPBS.waterdrill.drill.start = Starte Bohrer #LOC_KPBS.waterdrill.drill.stop = Stoppe Bohrer #LOC_KPBS.orbitalscanner.title = K&K M335 Schmalband Wasser Scanner #LOC_KPBS.orbitalscanner.description = Ideal um potentielle Landezonen auszukunschaften. Dieser Scanner stellt detaillierte Information über die Wasservorkommen eines Planeten oder eines Mondes aus dem Orbit bereit. Die Daten sind auf den Punkt direkt unter dem Scanner beschränkt. #LOC_KPBS.orbitalscanner.tags = isru )abbau (wasser finden erkungen ressourcesn scanner sensor #LOC_KPBS.surfacescanner.title = K&K Wasserscanner für die Oberfläche #LOC_KPBS.surfacescanner.description = Ein kleiner Scanner, mit dem Wasser auf der Oberfläche eines Planeten gefunden werden kann. Wenn der Scanner genutzt wird, während man auf dem Planeten (oder Mond) gelandet ist, kann mit den gesammelten Daten die Genauigkeit der Scanner im Orbit verbessert werden. #LOC_KPBS.surfacescanner.tags = isru )abbau (wasser finden erkungen ressourcesn scanner sensor #LOC_KPBS.usirecycler.title = K&K Recycler #LOC_KPBS.usirecycler.description = Ein Recycler, der die benötigten Ressourcen für die Lebenserhaltung reduziert. #LOC_KPBS.usirecycler.tags = leben erhaltung mulch essen nahrung trinken wasser cck-lifesupport planetae basis recycler #LOC_KPBS.MKS.wolfterminal.title = K&K WOLF Terminal #LOC_KPBS.MKS.wolfterminal.description = Kerbals kommen her um vom WOLF transportiert zu werden. #LOC_KPBS.MKS.wolfterminal.tags = cck-usi-wolf #LOC_KPBS.MKS.workshop.title = K&K Werkstatt #LOC_KPBS.MKS.workshop.description = Endlich mal ein Platz wo man Bill verstecken kann. Hält die Maschinen der Siedlung auf dem Laufenden (wie von Bill selbst bestätigt). Kann auch kleine Werkzeuge fertigen. #LOC_KPBS.MKS.workshop.tags = cck-usi-manufacturing\tusi mks werkstatt reparatur #LOC_KPBS.MKS.workshop.mkit.name = Material-Bausätze #LOC_KPBS.MKS.workshop.mkit.start = Starte Material-Bausätze #LOC_KPBS.MKS.workshop.mkit.stop = Stoppe Material-Bausätze #LOC_KPBS.MKS.workshop.machinery.name = Maschienen #LOC_KPBS.MKS.workshop.machinery.start = Starte Maschienen #LOC_KPBS.MKS.workshop.machinery.stop = Stoppe Maschienen #LOC_KPBS.MKS.workshop.shop.name = Maschinenwerkstatt #LOC_KPBS.MKS.workshop.shop.start = Starte Maschinenwerkstatt #LOC_KPBS.MKS.workshop.shop.stop = Stoppe Maschinenwerkstatt } } } UrlConfig { parentUrl = PlanetaryBaseInc/Localization/en-us.cfg Localization { en-us { #LOC_KPBS.agency = K&K Advanced Orbit and Surface Structures #LOC_KPBS.agency.desc = A newcomer in the space business. After spinning of the caravan branch this agency now completely focuses on space travel and extra planetary habitats. Their young CEOs wants Kerman & Kerman to strive for the position as market leader. This sometimes encourages their engineers to be a bit hasty and occasionally cause accidents. Still they are trying to have a good reputation for morality and safety. #LOC_KPBS.nuclearfuel.transferstate = Transfer Status #LOC_KPBS.nuclearfuel.fuel.transfer = Transfer <<1>> #LOC_KPBS.nuclearfuel.error.skill = There needs to be at least a Level <<1>> <<2>> on board to transfer <<3>>. #LOC_KPBS.nuclearfuel.error.running = Cannot transfer nuclear resources when the parts is running. #LOC_KPBS.nuclearfuel.error.noFuel = The part does not have any <<1>>. #LOC_KPBS.nuclearfuel.error.noTarget = There is no target to transfer <<1>> to. #LOC_KPBS.nuclearfuel.status.selecting = Select Target for <<1>> #LOC_KPBS.nuclearfuel.target.next = Select next target #LOC_KPBS.nuclearfuel.target.prev = Select prev. target #LOC_KPBS.nuclearfuel.startTransfer = Start transfer #LOC_KPBS.nuclearfuel.stopTransfer = Stop transfer #LOC_KPBS.nuclearfuel.cancelTransfer = Cancel transfer #LOC_KPBS.nuclearfuel.status.transfering = Transfering <<1>> #LOC_KPBS.filtersettings.name = Filter Settings #LOC_KPBS.filtersettings.section = Planetary Base System #LOC_KPBS.filtersettings.desc = Group all Parts in Function Filter #LOC_KPBS.filtersettings.tooltip = Group all parts in one category in the function filter #LOC_KPBS.resourceconverter.name = Resource Converter #LOC_KPBS.resourceconverter.speed = Conversion Speed #LOC_KPBS.resourceconverter.dumpoxygen = Dump Excess Oxygen #LOC_KPBS.corridornode.name = Adaptive Part #LOC_KPBS.corridornode.info = This part changes its appearance depending on where other parts are attached to it #LOC_KPBS.dependendlight.action.on = Turn lights on #LOC_KPBS.dependendlight.action.off = Turn lights off #LOC_KPBS.dependendlight.status.on = On #LOC_KPBS.dependendlight.status.off = Off #LOC_KPBS.dependendlight.status.turningon = Turning on.. #LOC_KPBS.dependendlight.status.turningoff = Turning off.. #LOC_KPBS.meshtoggle.show = Show Mesh #LOC_KPBS.meshtoggle.hide = Hide Mesh #LOC_KPBS.meshtoggle.toggle = Toggle Mesh #LOC_KPBS.modelswitch.name = Model Switch #LOC_KPBS.modelswitch.model = Model #LOC_KPBS.modelswitch.models = Switchable Models: #LOC_KPBS.greenhousemodule.name = Greenhouse #LOC_KPBS.greenhousemodule.status = Greenhouse Status #LOC_KPBS.greenhousemodule.nocrew = No Crew! #LOC_KPBS.greenhousemodule.operational = operational #LOC_KPBS.greenhousemodule.speed = Production Speed #LOC_KPBS.greenhousemodule.info.min = "Minimum Crew to Operate:" #LOC_KPBS.greenhousemodule.info.at = at #LOC_KPBS.greenhousemodule.info.efficiency = Efficiency #LOC_KPBS.greenhousemodule.info.max = Maximal Efficieny with: #LOC_KPBS.greenhousemodule.info.kerbals = Kerbals #LOC_KPBS.planetarymodule.name = Deployable Part #LOC_KPBS.planetarymodule.deploy = Deploy #LOC_KPBS.planetarymodule.retract = Retract #LOC_KPBS.planetarymodule.status = Status #LOC_KPBS.planetarymodule.action.toggle = Toggle deployment #LOC_KPBS.planetarymodule.action.retract = Retract #LOC_KPBS.planetarymodule.action.deploy = Deploy #LOC_KPBS.planetarymodule.status.retracted = Retracted #LOC_KPBS.planetarymodule.status.deployed = Deployed #LOC_KPBS.planetarymodule.status.deploying = Deploying.. #LOC_KPBS.planetarymodule.status.retracting = Retracting.. #LOC_KPBS.planetarymodule.info1 = \nCrew Capacity\n Retracted:\t #LOC_KPBS.planetarymodule.info2 = \n Deployed:\t #LOC_KPBS.categoryfilter.function.name = Planetary Surface Structures #LOC_KPBS.categoryfilter.category.lifesupport = Life Support #LOC_KPBS.greenhouseexperiment.title = Plant Growth Study #LOC_KPBS.greenhouseexperiment.conduct = Make plant growth study #LOC_KPBS.greenhouseexperiment.discard = Discard Plant Samples #LOC_KPBS.greenhouseexperiment.review = Review Plant Samples #LOC_KPBS.greenhouseexperiment.collect = Collect Plant Samples #LOC_KPBS.greenhouseexperiment.default1 = You planted some seeds and watched the plants grow...for hours. #LOC_KPBS.greenhouseexperiment.default2 = The plants are swaying in the wind. Wait...wind? #LOC_KPBS.greenhouseexperiment.MohoSrfLanded1 = It is a bit hotter here. The plants need more water. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded2 = The volcanic material from Mohos surface seems to be a good fertilizer for the plants. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded3 = Moho's lower gravity lets the plants grow a bit bigger than usual. #LOC_KPBS.greenhouseexperiment.EveSrfLanded1 = Even the plants seem to get a purple tint here. #LOC_KPBS.greenhouseexperiment.EveSrfLanded2 = The high gravity impedes the growth of the plants. They grow wider instead. #LOC_KPBS.greenhouseexperiment.EveSrfSplashed1 = You watered the plants with the fluid from Eve. It was not a good idea! #LOC_KPBS.greenhouseexperiment.EveSrfSplashed2 = You don't think that the fluid from Eve is good for the plants. #LOC_KPBS.greenhouseexperiment.GillySrfLanded1 = It is very hard to keep the soil in the planters due to the low gravity of Gilly. #LOC_KPBS.greenhouseexperiment.GillySrfLanded2 = You wonder if the plants enjoy the view on Eve from here as much as you do. #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded = You investigate the plants. They seem the be growing normally. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedGrasslands = The plants look strong and healthy. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedMountains = The slightly less denser atmosphere in the mountains seem to be good for the plants. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedDeserts = You begin to wonder where you could get water for the plants. They start to get crispy. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedIceCaps = Even the plants seem to be frozen here. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedShores = The sand of the shores seems to be too salty for the plants to be strong and healthy. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedWater = The moisture seems to be a bit too much for the plants #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedWater = The plants sway equally with the waves. You begin to feel a bit seasick. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedShores = The waves splash occasionally against the windows. The plants don't seem to care. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedLaunchPad = The plants don't show any different behaviour. This may be because you are only a few meters from where you started. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedRunway = The plants don't show any different behaviour. This may be because you are only a few meters from where you started. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedKSC = The plants don't show any different behaviour. This may be because you are only a few meters from where you started. #LOC_KPBS.greenhouseexperiment.MunSrfLanded1 = The plants seem to be a bit taller here. #LOC_KPBS.greenhouseexperiment.MunSrfLanded2 = The plants seem to need a more water than normally. #LOC_KPBS.greenhouseexperiment.MunSrfLandedMidlands = The plants grow healthy and strong. #LOC_KPBS.greenhouseexperiment.MunSrfLandedNorthernBasin = Some of the plants seem be better growing here than others. #LOC_KPBS.greenhouseexperiment.MunSrfLandedPolarCrater = Something in the dirt seems to be poisonous for the plants. They die! #LOC_KPBS.greenhouseexperiment.MunSrfLandedPoles = There seems to be a little bit of water in the dirt. The plants like it! #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded1 = The crystalline soil gathered from the surrounding does not affect the plants. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded2 = You would swear that some of the plants are a bit more turquoise than normally. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded3 = The plants seem to be growing normally. The food however tastes a bit like icecream. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedFlats = The soil from Minmus' Flats seems to have a bit more water than usually. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedLesserFlats = The soil from Minmus' Lesser Flats seems to have a bit more water than usually. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreatFlats = The soil from Minmus' Great Flats seems to have some sort of salty water. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreaterFlats = The water from the soil from Minmus' Greater Flats is slight glowing. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded1 = The soil from Duna has only a few minerals and nutrients. The plants grow slower. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded2 = The plants turn slightly red due to the red soil of Duna. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedLowlands = The soil from Dunas lowlands seem to be good for cultivating plants. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedMidlands = The plants have a metallic taste. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles1 = The icy water of the poles does not seem the influence the plants. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles2 = You wonder if the plants feel as cold as you do when you look outside. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded1 = There is definitely no water in the soil of Ike. You have to water the plants more often. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded2 = The plants seem to lose some of their color. #LOC_KPBS.greenhouseexperiment.IkeSrfLandedLowlands = The plants do not show any sign of influence by the soil of Ikes lowlands. #LOC_KPBS.greenhouseexperiment.DresSrfLanded1 = The soil of Dres seems to be mostly Regolith. The plants don't seem to care about that. #LOC_KPBS.greenhouseexperiment.DresSrfLanded2 = You could swear there has been some kind of insect in the soil. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded1 = The soil seems to be very salty like the water. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded2 = You don't know why but the soil from Laythe you used to grow plants seems to dissappear sometimes. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed1 = The water from Laythe is too salty for the plants. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed2 = The plants sway equally with the waves. You begin to feel a bit seasick. #LOC_KPBS.greenhouseexperiment.VallSrfLanded1 = Once melted, the permafrost from Val make a good growth medium for the plants. #LOC_KPBS.greenhouseexperiment.VallSrfLanded2 = You have to melt all the dirt and soil before it can be used to grow plants. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded1 = The plants grow normally here. They are about as big as on Kerbin. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded2 = The fruits from the plants grown from Tylos soil taste awful. #LOC_KPBS.greenhouseexperiment.BopSrfLanded1 = You grow the first plant on this planet. You call it Bob. #LOC_KPBS.greenhouseexperiment.BopSrfLanded2 = The plants grow bigger here. #LOC_KPBS.greenhouseexperiment.PolSrfLanded1 = It is very hard to keep the soil in the plant pots due to the low gravity of Pol. #LOC_KPBS.greenhouseexperiment.PolSrfLanded2 = The fruits from the plants are abnormally big. But they somehow only taste like water. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded1 = It is very cold out here. Some of the leaves seem to be frozen. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded2 = The lower intensity of the light seems to be influencing the plants growth. #LOC_KPBS.centralhub.title = K&K Planetary Central Hub #LOC_KPBS.centralhub.description = This massive central hub features all you need for a big base on other planets. Enough place for 6 Kerbals, a control center, a laboratory and a basic life support system. #LOC_KPBS.centralhub.tags = control ?eva gyro ?iva moment react steer torque laboratory research science planetary base center #LOC_KPBS.hal.title = K&K Planetary Automated Control "HAL" #LOC_KPBS.hal.description = The Hybrid Automated Logic (HAL) control unit allows autonomous control for live-support and base administration when all Kerbals are absent or want to sleep. Although very handy, some Kerbals mentioned a slight feeling of discomfort while working in its vicinity. #LOC_KPBS.hal.tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base #LOC_KPBS.command.title = K&K Planetary Command Module #LOC_KPBS.command.description = This command module perfectly fits in the "Planetary" Product-Line. To reduce the costs, scientist at K&K decided to omit the reaction-wheels. A stationary base on the ground doesn't need reaction-wheels, right? #LOC_KPBS.command.tags = capsule cmg control ?eva gyro ?iva moment react torque command planetary base #LOC_KPBS.cupola.title = K&K Planetary Cupola #LOC_KPBS.cupola.description = The Planetary Cupola was developed to provide a nice view for Kerbals on other planets. Here a Kerbal could think about the purpose of life and why he/she is stranded on another planet. #LOC_KPBS.cupola.tags = base capsule cmg command control ?eva gyro ?iva moment outpost pod react torque view planet base panorama #LOC_KPBS.mal.title = K&K Planetary Landing Control "MAL" #LOC_KPBS.mal.description = The Mediocre Advanced Logic (MAL) Landing Control Unit was invented by an engineer at K&K who though it was necessary to have a control unit to land things horizontally. He now can either be found in the asylum, or teaching new recruits. MAL is sometimes referred to as the "not so bright" cousin of HAL because it is made out of parts that did not pass the QA for HAL. #LOC_KPBS.mal.tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base #LOC_KPBS.service.title = K&K Planetary Service Bay #LOC_KPBS.service.description = A heat-resistant service bay, ideal for protecting delicate instruments or stowing small service components, such as RCS tanks, batteries, etc. This one is perfectly fitted for the K&K Planetary product line. #LOC_KPBS.service.tags = bus contain heat hollow protect (stor therm planetary base #LOC_KPBS.fueltank.title = K&K X720 Fuel Tank #LOC_KPBS.fueltank.description = A huge fuel tank for the base profile. Just don't ask why you need so much fuel on a stationary base. #LOC_KPBS.fueltank.tags = fueltank ?lfo liquid oxidizer propellant planetary base #LOC_KPBS.fueltanksmall.title = K&K X360 Small Fuel Tank #LOC_KPBS.fueltanksmall.description = A smaller fuel tank for the base profile. Can also double as a structural part. #LOC_KPBS.fueltanksmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base #LOC_KPBS.drill.title = K&K Inline Drill #LOC_KPBS.drill.description = A handy drill for long-term operations on other planets. Runs best when supervised by a skilled engineer. Radiators can be used to help manage excessive heat. #LOC_KPBS.drill.tags = drill extractor harvest isru mine )mining (ore resource planetary base #LOC_KPBS.isru.title = K&K Planetary ISRU #LOC_KPBS.isru.description = The Planetary ISRU allows processing of raw materials into useful things like oxygen, liquid fuel and monopropellant. This version is a bit smaller than the original ISRU to fit with the planetary line of K&K. More engineers will result in a higher efficiency. #LOC_KPBS.isru.tags = resources fuel isru convert planetary base #LOC_KPBS.lab.title = K&K Planetary Laboratory #LOC_KPBS.lab.description = With this newly developed Planetary Lab it is now possible to enjoy the benefits of the Mobile Processing Lab together with the benefit to know where up and down is. For those who do not find it exiting enough to be on another planet it also provides a variant of the Bubble Space Telescope to observe the stars. #LOC_KPBS.lab.tags = experiment laboratory research science planetary base #LOC_KPBS.adapterMK2.title = K&K MK2 Adapter #LOC_KPBS.adapterMK2.description = This adapter is used to couple between the base and the MK2 parts. #LOC_KPBS.adapterMK2.tags = cone adapter mk2 planetary base #LOC_KPBS.adaptersize1.title = K&K Small Size Adapter #LOC_KPBS.adaptersize1.description = This adapter is used to connect the base and the FL-T sized parts. #LOC_KPBS.adaptersize1.tags = cone adapter mk2 planetary base #LOC_KPBS.bicoupler.title = K&K Base Bi-Coupler #LOC_KPBS.bicoupler.description = Because our engineers think that more is always better, they created this Bi-Coupler to combine more modules into a more aerodynamic rocket. They guess it's also more stable. #LOC_KPBS.bicoupler.tags = ?2 adapter two multi (quad planetary base #LOC_KPBS.separator.title = K&K Base Separator #LOC_KPBS.separator.description = The separator was developed to separate parts of the planetary surface structures when the engineers created nonsensical part combinations. Its development name was "planned sudden explosive decomposition manifold". It was later changed because the pilots didn't seem to trust a part with that name. #LOC_KPBS.separator.tags = break decouple explo separat split planetary base #LOC_KPBS.tricpoupler.title = K&K Base Tri-Coupler #LOC_KPBS.tricpoupler.description = After the great success of the Base Bi-Coupler the engineers thought: Why not bigger? The result is this Tri-Coupler that is able to transport three base-parts at once. #LOC_KPBS.tricpoupler.tags = ?3 adapter three multi (quad planetary base #LOC_KPBS.heatshield.title = K&K Base Heat Shield #LOC_KPBS.heatshield.description = A heat-shield for the planetary base line. It was developed after some Kerbonauts complained about the coffee boiling while they entered the atmosphere. #LOC_KPBS.heatshield.tags = ablat drag entry insulate protect re- therm planetary base #LOC_KPBS.twoendcorridorleg.title = K&K Two-End Corridor with landingleg mount #LOC_KPBS.twoendcorridorleg.description = A short corridor with two mounts for landing legs or landing gear. #LOC_KPBS.twoendcorridorleg.tags = base build center central connect construct hub nexus outpost statio planetary legs adapter #LOC_KPBS.fourendcorridor.title = K&K 4-ended modular Corridor #LOC_KPBS.fourendcorridor.description = This four-ended corridor can be used to build nearly everything! #LOC_KPBS.fourendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary #LOC_KPBS.sixendcorridor.title = K&K 6-ended modular Corridor #LOC_KPBS.sixendcorridor.description = The masterpiece of Kerman Corridors & Sewer-Pipes Inc. It offers up to six(!) fully functional attachment points for all your needs. The best part when you want to build labyrinths in space. #LOC_KPBS.sixendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary #LOC_KPBS.corridorairlock.title = K&K Corridor Airlock #LOC_KPBS.corridorairlock.description = Finally after years of constant nagging about not finding an exit Kerman Corridors & Sewer-Pipes Inc. now introduces the Corridor Airlock. #LOC_KPBS.corridorairlock.tags = base build center central connect construct hub nexus outpost statio planetary airlock #LOC_KPBS.corridorend.title = K&K Corridor ending #LOC_KPBS.corridorend.description = A special present from Kerman Corridors & Sewer-Pipes Inc. #LOC_KPBS.corridorend.tags = base build center central connect construct hub nexus outpost statio planetary end #LOC_KPBS.crosssection.title = K&K Cross-Way #LOC_KPBS.crosssection.description = A cross-way to create big labyrinths in space. Now also with a connector on the top to build towers. #LOC_KPBS.crosssection.tags = base build center central connect construct hub nexus outpost statio planetary #LOC_KPBS.corridordock.title = K&K Corridor Docking-Port #LOC_KPBS.corridordock.description = Due to compatibility issues (spontaneous combustion) with the Clamp-O-Tron K&K developed the all new "nudge and connect" Corridor-Dock. It can be connected to the standard K&K Docking port and fits on all corridors! #LOC_KPBS.corridordock.tags = berth capture connect couple dock fasten join moor socket planetary base #LOC_KPBS.basedock.title = K&K Docking-Port #LOC_KPBS.basedock.description = A Docking Port especially designed for the use with the K&K Habitat Modules. All rights reserved. Beware: Not compatible with the Clamp-O-Tron due to safety concerns! #LOC_KPBS.basedock.tags = berth capture connect couple dock fasten join moor socket planetary base #LOC_KPBS.landingengine.title = K&K LV25 "Meerkat" Landing Assist #LOC_KPBS.landingengine.description = This module for assisted landing is a successor of the K&K Planetary Adapter. It was developed together with Rockomax who managed to fit two supercharged 48-7S "Spark" engines into the structure. Engineers were able to double the performance of the engines be replacing the turbopump with the one they "borrowed" from the LT-T30. They say that the chances for a critical overheating just slightly increased. #LOC_KPBS.landingengine.tags = propuls engine (spider thruster structure planetary base adapter legs landing #LOC_KPBS.structural.title = K&K Planetary Adapter #LOC_KPBS.structural.description = The adapter was developed after several failed attempts to land a base on another planet. Engineers at K&K found out that the missing ability to add landing legs on many of the planetary modules led to a too hard impact. This adapter allows to add this components to a base. It also has a limited capability for rocket fuel as a bonus. #LOC_KPBS.structural.tags = structure planetary base adapter legs landing #LOC_KPBS.airlockend.title = K&K Airlock #LOC_KPBS.airlockend.description = An airlock that can be put at the end of a base. #LOC_KPBS.airlockend.tags = planetary base airlock end #LOC_KPBS.airlockmid.title = K&K Airlock Mid-Section #LOC_KPBS.airlockmid.description = The airlock all Kerbals have waited for. You can now enter and leave on both sides! #LOC_KPBS.airlockmid.tags = planetary base airlock end adapter #LOC_KPBS.garageadapter.title = K&K Garage Adapter #LOC_KPBS.garageadapter.description = An adapter to connect the garages with the rest of the base. #LOC_KPBS.garageadapter.tags = planetary base garage rover payload bay adapter #LOC_KPBS.garagecover.title = K&K Garage Cover #LOC_KPBS.garagecover.description = A cover for the bottom of the garages to be more streamlined for takeoff. #LOC_KPBS.garagecover.tags = planetary base garage rover payload bay adapter cover protect #LOC_KPBS.garagecover.transforms = Small, Big, Adapter #LOC_KPBS.garagedecoupler.title = K&K Garage Decoupler #LOC_KPBS.garagedecoupler.description = An handy decoupler the separate your garage from the rocket #LOC_KPBS.garagedecoupler.tags = planetary base garage payload bay decoupler separator #LOC_KPBS.garagedecoupler.show = Show Cover #LOC_KPBS.garagedecoupler.hide = Hide Cover #LOC_KPBS.garagefront.title = K&K Garage Front #LOC_KPBS.garagefront.description = A front-end for the garage with a integrated ramp. It also features attachement points for landing-legs. #LOC_KPBS.garagefront.tags = planetary base garage rover payload bay adapter door open #LOC_KPBS.garagefront.ramp.toggle = Toggle Ramp #LOC_KPBS.garagefront.ramp.open = Open Ramp #LOC_KPBS.garagefront.ramp.close = Close Ramp #LOC_KPBS.garageside.title = K&K Garage with Side-Door #LOC_KPBS.garageside.description = A big garage with doors on the side that double as a ramp. #LOC_KPBS.garageside.tags = planetary base garage rover payload bay adapter door open #LOC_KPBS.garageside.right.toggle = Toggle Right Ramp #LOC_KPBS.garageside.right.open = Open Right Ramp #LOC_KPBS.garageside.right.close = Close Right Ramp #LOC_KPBS.garageside.left.toggle = Toggle Left Ramp #LOC_KPBS.garageside.left.open = Open Left Ramp #LOC_KPBS.garageside.left.close = Close Left Ramp #LOC_KPBS.garagestruct.title = K&K Garage Structure #LOC_KPBS.garagestruct.description = A structural part for the garages. It also provides two places to attach landing legs. #LOC_KPBS.garagestruct.tags = planetary base garage rover payload bay legs adapter #LOC_KPBS.garagesize3.title = K&K Garage MK3 and 3.75m Adapter #LOC_KPBS.garagesize3.description = An adapter to connect the garages with the MK3 or 3.75 profile parts. #LOC_KPBS.garagesize3.tags = planetary base garage rover payload bay adapter #LOC_KPBS.garagesize3.sizes = Size 3,MK3 #LOC_KPBS.greenhouse.title = K&K Planetary Greenhouse #LOC_KPBS.greenhouse.description = K&K developed this Greenhouse to provide food and oxygen for Kerbals on long time missions. Still, when K&K presented this glorious piece of engineering many Kerbals were disappointed because it wasn't actually green! #LOC_KPBS.greenhouse.tags = planetary base greenhouse food supplies life support snack #LOC_KPBS.habitatmk1.title = K&K Planetary Habitat MK1 #LOC_KPBS.habitatmk1.description = K&Ks first habitat module. It provides space for three Kerbals. It is not as comfortable as the MK2 version but sufficient for smaller bases. #LOC_KPBS.habitatmk1.tags = planetary base life habitat home living crew bed #LOC_KPBS.habitatmk2.title = K&K Planetary Habitat MK2 #LOC_KPBS.habitatmk2.description = K&K proudly presents: The all new expandable Habitat MK2. When deployed it offers space for up to four Kerbals for a comfortable stay. Warranty void when Jeb spills his coffee! #LOC_KPBS.habitatmk2.tags = planetary base life habitat home living crew bed #LOC_KPBS.landinggear.title = K&K Attachable Landing Gear #LOC_KPBS.landinggear.description = A very handy landing support unit. It allows to move a base around after it is landed. They can be discarded when no longer needed. These wheels are not intended for racing purposes! #LOC_KPBS.landinggear.tags = ground retract roll taxi wheel drive planetary base landing #LOC_KPBS.landinggear.tooltip = Retractable Landing Gear #LOC_KPBS.bigfoot.title = K&K "Bigfoot" Low Profile Landing-Leg #LOC_KPBS.bigfoot.description = A special piece from K&K to have a firm foot on the ground on other planets. This part is slightly more common than the real bigfoot. #LOC_KPBS.bigfoot.tags = ground land leg support planetary base landing leg #LOC_KPBS.littlefoot.title = K&K "Little Bigfoot" Underside Landing-Leg #LOC_KPBS.littlefoot.description = A very special piece from K&K. This part has an even lower profile. It can be attached to the bottom of parts that have no other place for a landing-leg. #LOC_KPBS.littlefoot.tags = ground land leg support planetary base landing leg #LOC_KPBS.reactor.title = K&K Nuclear Reactor #LOC_KPBS.reactor.description = A relatively small nuclear fission reactor for your base. Efficient but very expensive. One scientist insisted that is is spelled 'nucular', the reactor is considered save nontheless. #LOC_KPBS.reactor.tags = planetary base ec reactor nuclear nucular uran generate #LOC_KPBS.reactor.converter.name = Nuclear Reactor #LOC_KPBS.reactor.converter.start = Start reactor #LOC_KPBS.reactor.converter.stop = Shut down reactor #LOC_KPBS.reactor.converter.toggle = Toggle reactor #LOC_KPBS.nuclearfuel.title = K&K Nuclear Fuel Storage #LOC_KPBS.nuclearfuel.description = A storage for nuclear and depleted fuel. The radiation levels are safe (when measured from 1km distance) #LOC_KPBS.nuclearfuel.tags = reactor nuclear fuel storage planetary base uran #LOC_KPBS.centrifuge.title = K&K Centrifuge #LOC_KPBS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from ore. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.centrifuge.tags = conver isru mine )mining (ore process resource uranium refine reprocess nuclear nuke nearfuture planetary base #LOC_KPBS.centrifuge.reprocessor.name = Uranium Reprocessor #LOC_KPBS.centrifuge.reprocessor.start = Start Reprocessing #LOC_KPBS.centrifuge.reprocessor.stop = Stop Reprocessing #LOC_KPBS.centrifuge.reprocessor.toggle = Toggle Reprocessing #LOC_KPBS.centrifuge.xenonextractor.name = Xenon Extractor #LOC_KPBS.centrifuge.xenonextractor.start = Start Xenon Extractor #LOC_KPBS.centrifuge.xenonextractor.stop = Stop Xenon Extractor #LOC_KPBS.centrifuge.xenonextractor.toggle = Toggle Xenon Extractor #LOC_KPBS.centrifuge.uraniumextractor.name = Uranium Extractor #LOC_KPBS.centrifuge.uraniumextractor.start = Start Uranium Extractor #LOC_KPBS.centrifuge.uraniumextractor.stop = Stop Uranium Extractor #LOC_KPBS.centrifuge.uraniumextractor.toggle = Toggle Uranium Extractor #LOC_KPBS.flatbed.title = K&K Flatbed #LOC_KPBS.flatbed.description = A flatbed to place multiple usable things on the bases #LOC_KPBS.flatbed.tags = planetary base store cargo flat #LOC_KPBS.storageend.title = K&K Modular Storage End #LOC_KPBS.storageend.description = This end cap is a good solution to store that one container you don't know where to put. #LOC_KPBS.storageend.tags = planetary base container rack storage system #LOC_KPBS.storagebig.title = K&K Modular 6X Storage #LOC_KPBS.storagebig.description = This module provides a convenient way to store up to six different resources. It now comes with a manual that describes how to connect the pipes so no one has to puzzle about whether it was a good idea to connect the Oxidizer-Vent with the Life-Support or not. #LOC_KPBS.storagebig.tags = planetary base container rack storage system #LOC_KPBS.storagemedium.title = K&K Modular 4X Storage #LOC_KPBS.storagemedium.description = The perfect solution for all those who don't know whether they have too many or too few resources. This modular storage provides space for up to four containers. #LOC_KPBS.storagemedium.tags = planetary base container rack storage system #LOC_KPBS.storagesmall.title = K&K Modular 2X Storage #LOC_KPBS.storagesmall.description = This module provides a convenient way to store up to two different resources. This is designed for very frugal Kerbals. #LOC_KPBS.storagesmall.tags = planetary base container rack storage system #LOC_KPBS.storagesize2big.title = K&K Modular Inline 8X Storage #LOC_KPBS.storagesize2big.description = The new inline version for the popular modular storage system. This big version has up to 8 slots for containers. #LOC_KPBS.storagesize2big.tags = planetary base container rack storage system #LOC_KPBS.storagesize2small.title = K&K Modular Inline 4X Storage #LOC_KPBS.storagesize2small.description = The perfect solution for all those who don't know whether they have too many or too few resources. This modular storage provides space for up to four containers. #LOC_KPBS.storagesize2small.tags = planetary base container rack storage system #LOC_KPBS.containerbattery.title = K&K Z-3K Battery Container #LOC_KPBS.containerbattery.description = This Z-3K battery container can be used to power a station with electricity and also provides enough energy for really big subwoofers. Guarantee void when used on a Spacecraft! #LOC_KPBS.containerbattery.tags = capacitor cell charge e/c elect pack power volt watt planetary base container #LOC_KPBS.containerfuelcell.title = K&K Fuelcell Container #LOC_KPBS.containerfuelcell.description = A container consisting of an array of fuelcells to power your station. It converts fuel into energy. #LOC_KPBS.containerfuelcell.tags = array bank charge convert e/c elect energ pack power volt watt planetary base container #LOC_KPBS.containerliquidfuel.title = K&K Liquid Fuel Container #LOC_KPBS.containerliquidfuel.description = A container for Liquid-Fuel. Sadly this one is not intended to be used in a plane. This does not seem to bother the engineers at KSC though. #LOC_KPBS.containerliquidfuel.tags = fueltank ?lf only propellant tank planetary base container #LOC_KPBS.containerore.title = K&K Ore Container #LOC_KPBS.containerore.description = A large modular tank that can be used for storing raw materials. This one may actually be used as a bouncy castle. #LOC_KPBS.containerore.tags = black isru mine )mining (ore resource store planetary base container #LOC_KPBS.containeroresmall.title = K&K Small Ore Container #LOC_KPBS.containeroresmall.description = A small modular tank that can be used for storing raw materials. #LOC_KPBS.containeroresmall.tags = black isru mine )mining (ore resource store planetary base container #LOC_KPBS.containerRCS.title = K&K RCS-Fuel Container #LOC_KPBS.containerRCS.description = A RCS-Tank perfectly fitted to be used with the K&K modular Storage. The reason one might need that much RCS-Fuel on a stationary base is still a riddle to be solved by its inventors. #LOC_KPBS.containerRCS.tags = fueltank mono monopropellant propellant planetary base container #LOC_KPBS.containerrocktfuelbig.title = K&K T400 Fuel Container #LOC_KPBS.containerrocktfuelbig.description = The big brother of the "K&K T200 Fuel Container". It also is not really accepted by the engineers because of its unusual shape, although they say it has more "BOOM" than it's little brother. #LOC_KPBS.containerrocktfuelbig.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container #LOC_KPBS.containerrocktfuelsmall.title = K&K T200 Fuel Container #LOC_KPBS.containerrocktfuelsmall.description = Like the original T200 this small, tiny tank had a hard time being accepted by the rocket engineers. Especially because it also is not able to be used in a normal way on a spacecraft. #LOC_KPBS.containerrocktfuelsmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container #LOC_KPBS.containerscience.title = K&K Science Container #LOC_KPBS.containerscience.description = The new self contained laboratory in a container format. Whan something happens in zero G or even under water you can make it an experiment. Small parts inside make it not suitable for small children. Ages 7-4 #LOC_KPBS.containerscience.tags = bay experiment lab material research planetary base container #LOC_KPBS.containerxenon.title = K&K Xenon Container #LOC_KPBS.containerxenon.description = For those who can't get enough Xenon. Such a great a mount of this noble gas is really expensive, but who cares about that at a space agency? #LOC_KPBS.containerxenon.tags = fueltank (ion propellant tank planetary base container #LOC_KPBS.containerinventory.title = K&K Container for Parts #LOC_KPBS.containerinventory.description = A small container to store parts that can be useful on EVA. Now also with lock to prevent theft. #LOC_KPBS.containerinventory.tags = inventory base planetary container IVA usage container #LOC_KPBS.containerinventorybig.title = K&K Container for big Parts #LOC_KPBS.containerinventorybig.description = A bigger container to store parts that can be useful on EVA. This one can store bigger parts. #LOC_KPBS.containerinventorybig.tags = inventory base planetary container IVA usage container #LOC_KPBS.inventorystorage.title = K&K Storage #LOC_KPBS.inventorystorage.description = A big storage for even the biggest parts. #LOC_KPBS.inventorystoragesmall.title = K&K Storage (small) #LOC_KPBS.inventorystoragesmall.description = A small storage for parts in the Base profile. #LOC_KPBS.greenhouseconverter.name = Greenhouse #LOC_KPBS.greenhouseconverter.start = Start farming #LOC_KPBS.greenhouseconverter.stop = Stop farming #LOC_KPBS.carbonextractor.name = Oxygen Regenerator #LOC_KPBS.carbonextractor.start = Start Regenerator #LOC_KPBS.carbonextractor.stop = Stop Regenerator #LOC_KPBS.carbonextractor.rate = Regeneration rate #LOC_KPBS.carbonextractor.rate.change = Change regeneration rate #LOC_KPBS.carbonextractor.tag = oxygen regeneration #LOC_KPBS.waterfilter.name = Water Purifier #LOC_KPBS.waterfilter.start = Start Purifier #LOC_KPBS.waterfilter.stop = Stop Purifier #LOC_KPBS.waterfilter.rate = Filter rate #LOC_KPBS.waterfilter.rate.change = Change filter rate #LOC_KPBS.waterfilter.tag = Water Purifier #LOC_KPBS.lifesupport.name = Life Support #LOC_KPBS.lifesupport.start = Start Life Support #LOC_KPBS.lifesupport.stop = Stop Life Support #LOC_KPBS.lifesupport.tag = Life Support #LOC_KPBS.habitat.name = Habitat #LOC_KPBS.habitat.start = Start Habitat #LOC_KPBS.habitat.stop = Stop Habitat #LOC_KPBS.kerbalism.comfort.desc1 = It really feels comforting being in a bigger part on the surface to strech your legs #LOC_KPBS.kerbalism.comfort.desc2 = This part has an included television with the ability to phone home. Very handy when you are far away. #LOC_KPBS.kerbalism.comfort.desc3 = The cupola offers a relaxing panoramic view of the planet. #LOC_KPBS.kerbalism.comfort.desc4 = This probe comes with the H.A.L. User Interface Software, designed to play chess and disgress about philosophical matters with the crew. The innovative OVER-REACT interface trick the user into feeling empathy for the software. #LOC_KPBS.kerbalism.converter = Converter #LOC_KPBS.kerbalism.scrubber = Scrubber #LOC_KPBS.kerbalism.harvester = Harvester #LOC_KPBS.kerbalism.supply = Supply Container #LOC_KPBS.kerbalism.setup.balanced.name = Supplies #LOC_KPBS.kerbalism.setup.balanced.desc = Store a balanced supply of Food and Water. #LOC_KPBS.kerbalism.setup.water.name = Water #LOC_KPBS.kerbalism.setup.food.name = Food #LOC_KPBS.kerbalism.power = Power Generation #LOC_KPBS.kerbalism.sabatier.title = K&K Life Support Recycler #LOC_KPBS.kerbalism.sabatier.process = Sabatier process #LOC_KPBS.kerbalism.sabatier.chem = Chemical Production Unit #LOC_KPBS.kerbalism.airfilter.desc = A multi purpose airfilter. It is able to gather multiples resources like oxygen or nitrogen from the atmosphere. #LOC_KPBS.kerbalism.airfilter.co2 = CO2 Filter #LOC_KPBS.kerbalism.airfilter.co2.desc = Extract CO2 from the atmosphere. #LOC_KPBS.kerbalism.airfilter.ox = Oxygen Filter #LOC_KPBS.kerbalism.airfilter.ox.desc = Extract Oxygen from the atmosphere. #LOC_KPBS.kerbalism.airfilter.ni = Nitrogen Filter #LOC_KPBS.kerbalism.airfilter.ni.desc = Extract Nitrogen from the atmosphere. #LOC_KPBS.kerbalism.airfilter.atmo = Atmospheric Filter #LOC_KPBS.kerbalism.drill.title = Drill #LOC_KPBS.kerbalism.drill.harvester.title = Ore Excavation #LOC_KPBS.kerbalism.drill.harvester.desc = Extract Ore from the surface. #LOC_KPBS.kerbalism.waterdrill.title = Water Excavation #LOC_KPBS.kerbalism.waterdrill.desc = Extract Water from the surface. #LOC_KPBS.kerbalism.waterdrill.drill.title = Drill #LOC_KPBS.kerbalism.isru.water = Water Electrolysis #LOC_KPBS.kerbalism.isru.haber = Haber process #LOC_KPBS.kerbalism.isru.anth = Anthraquinone process #LOC_KPBS.kerbalism.isru.hydra = Hydrazine production #LOC_KPBS.kerbalism.isru.hydra.n2 = Hydrazine Production (N2 Injection) #LOC_KPBS.kerbalism.isru.hydra.n2.desc = Oxidizer and Ammonia with Nitrogen injection react to produce MonoPropellant and Oxygen. #LOC_KPBS.kerbalism.isru.mre = MRE #LOC_KPBS.kerbalism.isru.mre.full = Molten Regolith Electrolysis #LOC_KPBS.kerbalism.isru.mre.desc = Extract Oxygen out of Ore. #LOC_KPBS.kerbalism.isru.soe = SOE #LOC_KPBS.kerbalism.isru.soe.full = Solid Oxide Electrolysis #LOC_KPBS.kerbalism.isru.soe.desc = Convert CarbonDioxide into Oxygen, using vast amounts of ElectricCharge in the process. #LOC_KPBS.kerbalism.isru.waste.incinerator = Waste Incinerator #LOC_KPBS.kerbalism.isru.waste.compressor = Waste Compressor #LOC_KPBS.kerbalism.isru.sco = Selective Catalytic Oxidation #LOC_KPBS.kerbalism.centrifge.processs = Nuclear Centrifuge #LOC_KPBS.MKS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from uraninite. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.MKS.tcredits.converter = Transport Credits #LOC_KPBS.MKS.tcredits.start = Start T-Credits #LOC_KPBS.MKS.tcredits.stop = Stop T-Credits #LOC_KPBS.epl.cupola.desc = The Planetary Cupola was developed to provide a nice view for Kerbals on other planets. I can be used as a SurveyStation for landing and launching sites. #LOC_KPBS.epl.centralhub.desc = This massive central hub features all you need for a big base on other planets. Enough place for 6 Kerbals, a control center, a laboratory and a basic life support system. It can also be used as a Survey Station for launching sites. #LOC_KPBS.contract.centralhub = Central Hub #LOC_KPBS.contract.habitat = Habitat module #LOC_KPBS.contract.greenhouse = Greenhouse #LOC_KPBS.deepfreeze.manufacturer = REPOSoftTech #LOC_KPBS.cry5000.title = CRY-5000 Planetary DeepFreezer #LOC_KPBS.cry5000.description = Designed for long term storage of up to 4 Kerbals. The CRY-5000 uses Glykerol and ElectricCharge to freeze or thaw one Kerbal. Please ensure you have enough ElectricCharge capacity on your base. The CRY-5000 comes stocked with 50 units of Glykerol. CAUTION: The CRY-5000 also requires ElectricCharge per minute per Kerbal to keep it's Monitoring Systems Functioning. If it cannot get this ElectricCharge there is a risk of frozen Kerbals dying. #LOC_KPBS.cry5000.tags = deep freeze life support cold ice planetary base cck-lifesupport #LOC_KPBS.clykerolcontainer.title = X200 Glykerol Container #LOC_KPBS.clykerolcontainer.description = For those who need to do a lot of Freezing. 200 Unit storage capacity, this tank should contain all your bases Glykerol DeepFreeze needs. #LOC_KPBS.clykerolcontainer.tags = deep freeze life support cold ice container cryo cck-lifesupport #LOC_KPBS.metaldrill.title = K&K Metal Ore Drill #LOC_KPBS.metaldrill.description = A handy drill to mine metal ore on other planets. #LOC_KPBS.metaldrill.tags = drill extractor harvest metal ore isru mine )mining (ore resource planetary base #LOC_KPBS.dirtdrill.title = K&K Dirt Drill #LOC_KPBS.dirtdrill.description = A handy drill to mine dirt on other planets. #LOC_KPBS.dirtdrill.tags = drill extractor harvest dirt isru mine )mining (ore resource planetary base #LOC_KPBS.metalstorage.title = K&K X1000 Metal Storage #LOC_KPBS.metalstorage.description = A storage for metal. Can be used the create Rocket Parts. #LOC_KPBS.metalstorage.tags = fueltank metal parts launchpad planetary base #LOC_KPBS.metalorestorage.title = K&K X1000 MetalOre Storage #LOC_KPBS.metalorestorage.description = A storage for metal-ore. You can process the metal-ore in a smealter into metal. #LOC_KPBS.metalorestorage.tags = fueltank metal ore parts launchpad planetary base #LOC_KPBS.rocketpartsstorage.title = K&K X1000 Rocket Part Storage #LOC_KPBS.rocketpartsstorage.description = A storage for rocket parts. You can use the rocket parts to create new nifty rockets. #LOC_KPBS.rocketpartsstorage.tags = fueltank rocket parts launchpad planetary base #LOC_KPBS.launchpad.title = K&K Launchpad #LOC_KPBS.launchpad.description = A small launchpad to build rockets off-planet! #LOC_KPBS.launchpad.tags = rocket start launchpad planetary base #LOC_KPBS.launchpad.open = Open #LOC_KPBS.launchpad.close = Close #LOC_KPBS.partrecycler.title = K&K Recycler #LOC_KPBS.partrecycler.description = The recycler can convert any vessel into scrap metal! #LOC_KPBS.partrecycler.tags = smelter metal ore launchpad planetary base #LOC_KPBS.smelter.title = K&K Smelter #LOC_KPBS.smelter.description = The smelter can be used to process scrap metal or metal-ore into useful metal. To not touch! HOT! #LOC_KPBS.smelter.tags = smelter metal ore launchpad planetary base #LOC_KPBS.smelter.metal.start = Start Metal Conversion #LOC_KPBS.smelter.metal.stop = Stop Metal Conversion #LOC_KPBS.smelter.scrap.start = Start Scrap Metal Recycler #LOC_KPBS.smelter.scrap.stop = Stop Scrap Metal Recycler #LOC_KPBS.workshop.title = K&K Workshop #LOC_KPBS.workshop.description = A workshop to produce rocket parts. #LOC_KPBS.workshop.tags = workshop metal rocket parts launchpad planetary base #LOC_KPBS.workshop.start = Start Part Production #LOC_KPBS.workshop.stop = Stop Part Production #LOC_KPBS.scrapmetal.title = K&K Scrap Metal Storage #LOC_KPBS.scrapmetal.description = A small unit to store scrap metal from recycled rockets #LOC_KPBS.scrapmetal.tags = fueltank rocket metal scrap launchpad planetary base #LOC_KPBS.materialkits.title = K&K Material Kits Storage #LOC_KPBS.materialkits.description = A storage for material kits, so you can build all the parts you forgot. #LOC_KPBS.materialkits.tags = Material OSE kits build workshop planetary base #LOC_KPBS.oseconverter.title = K&K OSE Mineral Extractor #LOC_KPBS.oseconverter.description = An extractor for all the resources needed in the workshop #LOC_KPBS.oseconverter.tags = Material OSE kits convert extract workshop planetary base #LOC_KPBS.oseconverter.materialkits.name = Material Kits #LOC_KPBS.oseconverter.materialkits.start = Start production #LOC_KPBS.oseconverter.materialkits.stop = Stop production #LOC_KPBS.oseconverter.prospector.name = Prospector #LOC_KPBS.oseconverter.prospector.start = Start Prospecting #LOC_KPBS.oseconverter.prospector.stop = Stop Prospecting #LOC_KPBS.oseresources.title = K&K OSE Resource Storage #LOC_KPBS.oseresources.description = A small unit to store resources neeeded by the OSE workshop #LOC_KPBS.oseresources.tags = Material OSE kits resources metal rare build workshop planetary base excotic minerals #LOC_KPBS.oseworkshop.title = K&K OSE Workshop #LOC_KPBS.oseworkshop.description = A workshop to produce small part on site for your base #LOC_KPBS.oseworkshop.tags = Material OSE kits build workshop planetary base #LOC_KPBS.flexiblecorridor.title = K&K Flexible Corridor #LOC_KPBS.flexiblecorridor.connector = Corridor #LOC_KPBS.flexiblecorridor.description = A flexible corridor for Kerbobauts that don't know what they want to build when they launch a rocket. #LOC_KPBS.flexiblecorridor.tags = KAS base corridor connect flexible #LOC_KPBS.groundplate.title = K&K Ground Base [KIS] #LOC_KPBS.groundplate.description = A big concrete base for bases or other parts. This part need to be attached on the ground with a wrench or a screwdriver. #LOC_KPBS.groundplate.tags = KIS inventory base planetary base plate cck-eva-items #LOC_KPBS.kisstorage.title = K&K Container for Parts [KIS] #LOC_KPBS.kisstorage.description = A small container to store parts that can be useful on EVA. Now also with lock to prevent theft. #LOC_KPBS.kisstorage.tags = KIS inventory base planetary container IVA usage container cck-containers #LOC_KPBS.kisstoragebig.title = K&K Container for big Parts [KIS] #LOC_KPBS.kisstoragebig.description = A bigger container to store parts that can be useful on EVA. This one can store bigger parts. #LOC_KPBS.kisstoragebig.tags = KIS inventory base planetary container IVA usage container cck-containers #LOC_KPBS.kisbasestorage.title = K&K Storage [KIS] #LOC_KPBS.kisbasestorage.description = A big storage for even the biggest parts. #LOC_KPBS.kisbasestoragesmall.title = K&K Storage (small) [KIS] #LOC_KPBS.kisbasestoragesmall.description = A small storage for parts in the Base profile. #LOC_KPBS.sepstation.title = K&K SEP Central Station #LOC_KPBS.sepstation.description = A container for a Central station for your surface experiment package. Includes four AKI power ports. #LOC_KPBS.sepstation.tags = kis kas surface experiment inventory attachment science eva research scientist engineer sensor container #LOC_KPBS.sepstation.start = Activate #LOC_KPBS.sepstation.stop = Shut Down #LOC_KPBS.sepstation.conduct = Begin All Experiments #LOC_KPBS.airfilter.title = K&K Airfilter Container #LOC_KPBS.airfilter.description = This life-support container filters the air from an integrated air intake to gather useful resources. Note to safety: Do not stand in front of the air intake if the filter is set to full power. This is just a security procedure and is really not connected to any actual event! #LOC_KPBS.airfilter.tags = life support carbon dioxide co2 filter o2 oxygen container cck-lifesupport #LOC_KPBS.airfilter.activate = Activate #LOC_KPBS.airfilter.deactivate = Deactivate #LOC_KPBS.airfilter.filter.oxygen.name = Oxygen Filter #LOC_KPBS.airfilter.filter.oxygen.start = Start Oxygen Filter #LOC_KPBS.airfilter.filter.oxygen.stop = Stop Oxygen Filter #LOC_KPBS.airfilter.filter.hydrogen.name = Hydrogen Filter #LOC_KPBS.airfilter.filter.hydrogen.start = Start Hydrogen Filter #LOC_KPBS.airfilter.filter.hydrogen.stop = Stop Hydrogen Filter #LOC_KPBS.airfilter.filter.co2.name = CO2 Filter #LOC_KPBS.airfilter.filter.co2.start = Start CO2 Filter #LOC_KPBS.airfilter.filter.co2.stop = Stop CO2 Filter #LOC_KPBS.airfilter.intake = Air Intake #LOC_KPBS.airfilter.ioncross.desc = This life support container filters the air from an integrated air intake to gather oxygen and carbon dioxide. Note to savety: Do not stand in front of the air intake if the filter is set to full power. This is just a security procedure and is really not connected to any actual event! #LOC_KPBS.algaefarm.title = K&K Algae Farm #LOC_KPBS.algaefarm.description = A small algae farm. #LOC_KPBS.algaefarm.description.tacls = A small algae farm to produce fertilizer that is needed to grow food. Do not eat the fertilizer, it tastes aweful. #LOC_KPBS.algaefarm.description.usils = A small algae farm to produce fertilizer. This can then be used to increase the performance of the greenhouse. Don't eat the fertilizer! Now with added operational modes from UberDyne Astronautics - These you can eat. (Though there is still discussion on whether you'd want to.) #LOC_KPBS.algaefarm.tags = life support algae fertilizer container cck-lifesupport #LOC_KPBS.algaefarm.bayname = Converter #LOC_KPBS.algaefarm.typename = Filter #LOC_KPBS.algaefarm.converter.name = Algae Farm #LOC_KPBS.algaefarm.converter.tag = Algae Farm #LOC_KPBS.algaefarm.converter.start = Start cultivation #LOC_KPBS.algaefarm.converter.stop = Stop cultivation #LOC_KPBS.algaefarm.converter.dry.name = Algae Farm - Dry #LOC_KPBS.algaefarm.converter.dry.tag = Algae Farm - Dry #LOC_KPBS.algaefarm.converter.wet.name = Algae Farm - Wet #LOC_KPBS.algaefarm.converter.wet.tag = Algae Farm - Wet #LOC_KPBS.algaefarm.converter.green.name = Green Soylent #LOC_KPBS.algaefarm.converter.green.tag = Green Soylent #LOC_KPBS.algaefarm.converter.green.start = Start Soylent Green #LOC_KPBS.algaefarm.converter.green.stop = Stop Soylent Green #LOC_KPBS.algaefarm.converter.red.name = Red Soylent #LOC_KPBS.algaefarm.converter.red.tag = Red Soylent #LOC_KPBS.algaefarm.converter.red.start = Start Soylent Red #LOC_KPBS.algaefarm.converter.red.stop = Stop Soylent Red #LOC_KPBS.carbonextractorcontainer.title = K&K Carbon Extractor Container #LOC_KPBS.carbonextractorcontainer.description = This life support container allows the recycling of carbon dioxide into oxygen. Not suited for Kerbals with a sensitive nose. #LOC_KPBS.carbonextractorcontainer.tags = life support TAC converter recycl water carbin co2 oxygen o2 cck-lifesupport #LOC_KPBS.co2containerbig.title = K&K Carbon Dioxide Container (big) #LOC_KPBS.co2containerbig.description = This container can store a big amount of carbon dioxide that is produced by kerbals. #LOC_KPBS.co2containerbig.tags = life support carbon dioxide co2 container cck-lifesupport #LOC_KPBS.co2containersmall.title = K&K Carbon Dioxide Container (small) #LOC_KPBS.co2containersmall.description = This container can store carbon dioxide that is produced by kerbals. #LOC_KPBS.co2containersmall.tags = life support carbon dioxide co2 container cck-lifesupport #LOC_KPBS.eclsscontainerbig.title = K&K Life-Support Container (big) #LOC_KPBS.eclsscontainerbig.description = A combination of a storage for carbon dioxide and oxygen. This is the best solution for all Kerbals that want to get the most of their stay in space. #LOC_KPBS.eclsscontainerbig.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport #LOC_KPBS.eclsscontainersmall.title = K&K Life-Support Container (small) #LOC_KPBS.eclsscontainersmall.description = This container from K&K is full of that wonderful oxygen all Kerbals seem to demand as of late. #LOC_KPBS.eclsscontainersmall.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport #LOC_KPBS.elektroncontainer.title = K&K Elektron Container #LOC_KPBS.elektroncontainer.description = The Elektron can be used to split water into hydrogen and oxygen. It can support up to eight Kerbals. Make sure to not use all water as it makes the Kerbals angry. #LOC_KPBS.elektroncontainer.tags = life support TAC converter recycl water hydrogen oxygen o2 cck-lifesupport #LOC_KPBS.elektroncontainer.converter.name = Water Splitter #LOC_KPBS.elektroncontainer.converter.start = Start Elektron #LOC_KPBS.elektroncontainer.converter.stop = Stop Elektron #LOC_KPBS.fertilizercontainer.title = K&K Fertilizer Container (big) #LOC_KPBS.fertilizercontainer.description = An even bigger container full of fertilizer to grow NOMS. They are even more delicious when the fertilizer came from this container. #LOC_KPBS.fertilizercontainer.description.tacls = An even bigger container full of fertilizer to grow food. The food is even more delicious when the fertilizer came from this container. #LOC_KPBS.fertilizercontainer.tags = life support USI fertilizer supplies cck-lifesupport #LOC_KPBS.fertilizercontainersmall.title = K&K Fertilizer Container (small) #LOC_KPBS.fertilizercontainersmall.description = A container full of fertilizer to grow those delicious NOMS! #LOC_KPBS.fertilizercontainersmall.description.tacls = A container full of fertilizer to grow food in the greenhouses! #LOC_KPBS.fertilizercontainersmall.tags = life support USI fertilizer supplies cck-lifesupport #LOC_KPBS.foodcontainerbig.title = K&K Food Container (big) #LOC_KPBS.foodcontainerbig.description = This big container is full of food. Best before yesterday! #LOC_KPBS.foodcontainerbig.tags = life support TAC kerbalism food supplies cck-lifesupport #LOC_KPBS.foodcontainersmall.title = K&K Food Container (small) #LOC_KPBS.foodcontainersmall.description = A small container for food. Keep in mind to lock the storage to lock out Kerbals which have the munchies. #LOC_KPBS.foodcontainersmall.tags = life support TAC kerbalism food supplies cck-lifesupport #LOC_KPBS.greenhousecontainer.title = K&K Greenhouse Container #LOC_KPBS.greenhousecontainer.description = A small greenhouse the grow the supplies your Kerbals need. This small container version is fully automated but has a lower efficiency than its big brother. #LOC_KPBS.greenhousecontainer.tags = life support food produce greenhouse cck-lifesupport #LOC_KPBS.greenhousecontainer.usils.desc = A small greenhouse the grow more NOMS. This small container version is fully automated but has a lower efficiency than its big brother. #LOC_KPBS.greenhousecontainer.tacls.desc = A small greenhouse that can grow food from waste and fertilizer. #LOC_KPBS.greenhousecontainer.tag = Greenhouse #LOC_KPBS.hydrogencontainer.title = K&K Hydrogen Container #LOC_KPBS.hydrogencontainer.description = A container to store hydrogen that can be converted into Water and be used in a Fuel-Cell. Caution do not use in rockets! #LOC_KPBS.hydrogencontainer.tags = life support TAC hydrogen cck-lifesupport #LOC_KPBS.IFILSbig.title = K&K Life Support Container (big) #LOC_KPBS.IFILSbig.description = A big container to store that glorious life support. The inventor of this part was awarded the Kerman Price for space travel. #LOC_KPBS.IFILSbig.tags = life support IFI container cck-lifesupport #LOC_KPBS.IFILSsmall.title = K&K Life Support Container (small) #LOC_KPBS.IFILSsmall.description = Fully packed with everything a Kerbal needs for life-support: Teddy bears, Boardgames and also some food! #LOC_KPBS.IFILSsmall.tags = life support IFI container cck-lifesupport #LOC_KPBS.ioncrossbig.title = K&K Life Support Container (big) #LOC_KPBS.ioncrossbig.description = A combination of a storage for carbon dioxide and oxygen. This is the best solution for all Kerbals that want to get the most of their stay in space. #LOC_KPBS.ioncrossbig.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport #LOC_KPBS.ioncrosssmall.title = K&K Life Support Container (small) #LOC_KPBS.ioncrosssmall.description = This container from K&K is full of that wonderful oxygen all Kerbals seem to be demand as of late. #LOC_KPBS.ioncrosssmall.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport #LOC_KPBS.kerbalismcontainerbig.title = K&K Life Support Container (big) #LOC_KPBS.kerbalismcontainerbig.description = A combination of a storage for oxygen and food. This is the best solution for all Kerbals that want to get the most of their stay in space. #LOC_KPBS.kerbalismcontainerbig.tags = life support kerbalism food oxygen o2 container cck-lifesupport #LOC_KPBS.kerbalismcontainersmall.title = K&K Life Support Container (small) #LOC_KPBS.kerbalismcontainersmall.description = This container from K&K is full of that wonderful oxygen and food all Kerbals seem to demand as of late. #LOC_KPBS.kerbalismcontainersmall.tags = life support kerbalism food oxygen o2 container cck-lifesupport #LOC_KPBS.mulchcontainerbig.title = K&K Mulch Container (big) #LOC_KPBS.mulchcontainerbig.description = A big container to store Mulch. Do NOT(!) mistake this with NOMS. #LOC_KPBS.mulchcontainerbig.tags = life support USI mulch waste container cck-lifesupport #LOC_KPBS.mulchcontainersmall.title = K&K Mulch Container (small) #LOC_KPBS.mulchcontainersmall.description = This container can store all those things that once were NOMS. #LOC_KPBS.mulchcontainersmall.tags = life support USI mulch waste container cck-lifesupport #LOC_KPBS.nitrogencontainer.title = K&K Nitrogen Container #LOC_KPBS.nitrogencontainer.description = A container to store nitrogen that can be used the regulate the pressure in your craft. #LOC_KPBS.nitrogencontainer.tags = life support kerbalism nitrogen cck-lifesupport #LOC_KPBS.nomscontainerbig.title = K&K Supplies Container (big) #LOC_KPBS.nomscontainerbig.description = Now with more NOMS than ever! #LOC_KPBS.nomscontainerbig.tags = life support USI supplies food container cck-lifesupport #LOC_KPBS.nomscontainersmall.title = K&K Supplies Container (small) #LOC_KPBS.nomscontainersmall.description = A container full of delicious NOMS! Stay away from the mousetraps. #LOC_KPBS.nomscontainersmall.tags = life support USI supplies food container cck-lifesupport #LOC_KPBS.oxygencontainerbig.title = K&K Oxygen Container (big) #LOC_KPBS.oxygencontainerbig.description = To fill the market gap for big oxgyen storage capabilities K&K developed this beautiful piece of art. #LOC_KPBS.oxygencontainerbig.tags = life support oxygen o2 container cck-lifesupport #LOC_KPBS.oxygencontainersmall.title = K&K Oxygen Container (small) #LOC_KPBS.oxygencontainersmall.description = This container from K&K is full of that wonderful oxygen all Kerbals seem to be demand as of late. #LOC_KPBS.oxygencontainersmall.tags = life support oxygen o2 container cck-lifesupport #LOC_KPBS.sabatiercontainer.title = K&K Sabatier Reactor Container #LOC_KPBS.sabatiercontainer.description = This container uses CO2 and Hydrogen to generate Water. Warranty void when used with CO instead of CO2. #LOC_KPBS.sabatiercontainer.tags = life support TAC converter sabatier hydrogen container cck-lifesupport #LOC_KPBS.sabatiercontainer.converter.name = Sabatier Reactor #LOC_KPBS.sabatiercontainer.converter.start = Start Sabatier #LOC_KPBS.sabatiercontainer.converter.stop = Stop Sabatier #LOC_KPBS.sabatiercontainer.converter.tag = Life Support #LOC_KPBS.snackscontainerbig.title = K&K Snacks Container (big) #LOC_KPBS.snackscontainerbig.description = The biggest and most popular snack container. K&K is proud to also present the new cooling mechanism to avoid strange tastes after long journeys. #LOC_KPBS.snackscontainerbig.tags = life support food snack container cck-lifesupport #LOC_KPBS.snackscontainersmall.title = K&K Snacks Container (small) #LOC_KPBS.snackscontainersmall.description = Fully packed with everything a Kerbal needs for life-support but mainly with snacks. Be sure to take account for the date of expire. #LOC_KPBS.snackscontainersmall.tags = life support food snack container cck-lifesupport #LOC_KPBS.taclscontainerbig.title = K&K Life Support Container (big) #LOC_KPBS.taclscontainerbig.description = The biggest container for all your life supply needs. Fully equipped with all a Kerbal may ever need! #LOC_KPBS.taclscontainerbig.tags = life support food water oxygen o2 TAC container cck-lifesupport #LOC_KPBS.taclscontainersmall.title = K&K Life Support Container (small) #LOC_KPBS.taclscontainersmall.description = A smaller version of the all-around life-support solution from K&K. #LOC_KPBS.taclscontainersmall.tags = life support food water oxygen o2 TAC container cck-lifesupport #LOC_KPBS.taclswasteproductcontainerbig.title = K&K Waste-Products Container (big) #LOC_KPBS.taclswasteproductcontainerbig.description = The huge all-around container for the waste products. #LOC_KPBS.taclswasteproductcontainerbig.tags = life support waste wastewater TAC container cck-lifesupport #LOC_KPBS.taclswasteproductcontainersmall.title = K&K Waste-Products Container (small) #LOC_KPBS.taclswasteproductcontainersmall.description = A smaller container for all the waste products. #LOC_KPBS.taclswasteproductcontainersmall.tags = life support waste wastewater TAC container cck-lifesupport #LOC_KPBS.airscrubbercontainer.title = K&K Oxygen Regenerator #LOC_KPBS.airscrubbercontainer.description = This life support container regenerates air, reducing the need to rely on supplies. Though not very efficient, it does process a lot of air. Wernher von Kerman insists that it is not just a bunch of car air fresheners in a can. #LOC_KPBS.airscrubbercontainer.tags = life support converter recycl cck-lifesupport air #LOC_KPBS.usilscontainerbig.title = K&K Life-Support Container (big) #LOC_KPBS.usilscontainerbig.description = This container provides all you need for a long turn stay on another planet. Or at least the engineers say so. #LOC_KPBS.usilscontainerbig.tags = life support USI mulch fertilizer supplies container cck-lifesupport #LOC_KPBS.usilscontainersmall.title = K&K Life-Support Container (small) #LOC_KPBS.usilscontainersmall.description = This container provides a small amount of all the things you need for a long stay on another planet. Don't forget to pack spare NOMS. #LOC_KPBS.usilscontainersmall.tags = life support USI mulch fertilizer supplies container cck-lifesupport #LOC_KPBS.usilsrecyclercontainer.title = K&K Recycling Container #LOC_KPBS.usilsrecyclercontainer.description = A small container that allows you to recycle a part of your supplies. #LOC_KPBS.usilsrecyclercontainer.tags = life support recycler supplies mulch container cck-lifesupport #LOC_KPBS.wastecontainerbig.title = K&K Waste Container (big) #LOC_KPBS.wastecontainerbig.description = This big container can be filled with the waste a Kerbal produces over the day. This big container is hermetically sealed to prevent stench. #LOC_KPBS.wastecontainerbig.tags = waste life support container TAC kerbalism cck-lifesupport #LOC_KPBS.wastecontainersmall.title = K&K Waste Container (small) #LOC_KPBS.wastecontainersmall.description = A small container for the waste the normal Kerbal produces. Do not use for electronic scrap! #LOC_KPBS.wastecontainersmall.tags = waste life support container TAC kerbalism cck-lifesupport #LOC_KPBS.wastewatercontainerbig.title = K&K Waste-Water Container (big) #LOC_KPBS.wastewatercontainerbig.description = A large container for Waste-Water. Take care to not cause any leaks. #LOC_KPBS.wastewatercontainerbig.tags = waste water life support container TAC cck-lifesupport #LOC_KPBS.wastewatercontainersmall.title = K&K Waste-Water Container (small) #LOC_KPBS.wastewatercontainersmall.description = A small container for the wasted water. DO NOT DRINK! #LOC_KPBS.wastewatercontainersmall.tags = waste water life support container TAC cck-lifesupport #LOC_KPBS.watercontainerbig.title = K&K Water Container (big) #LOC_KPBS.watercontainerbig.description = This is intended for a long supply of drinkable water. Do not use this as a pool or for diving! #LOC_KPBS.watercontainerbig.tags = Water life support container USI TAC cck-lifesupport #LOC_KPBS.watercontainersmall.title = K&K Water Container (small) #LOC_KPBS.watercontainersmall.description = A small container for water. It can be used to shower, drink, wash or for a water slide. #LOC_KPBS.watercontainersmall.tags = Water life support container USI TAC cck-lifesupport #LOC_KPBS.waterpurifiercontainer.title = K&K Water Purifier Container #LOC_KPBS.waterpurifiercontainer.description = With the help of two activated carbon filters, centrifuge and other highly secret parts this containers able to purify the dirty water into nearly clean water. Only suited for Kerbonauts! #LOC_KPBS.waterpurifiercontainer.tags = Water Purifier life support container TAC cck-lifesupport #LOC_KPBS.waterdrill.title = K&K Inline Water Drill #LOC_KPBS.waterdrill.description = A modified version of the inline drill. Instead of Ore it is able to get water. Do not drink the water before it has been filtered. #LOC_KPBS.waterdrill.tags = life support drill water cck-lifesupport #LOC_KPBS.waterdrill.drill.name = Water Drill #LOC_KPBS.waterdrill.drill.start = Start Water Drill #LOC_KPBS.waterdrill.drill.stop = Stop Water Drill #LOC_KPBS.orbitalscanner.title = K&K M335 Narrow-Band Water Scanner #LOC_KPBS.orbitalscanner.description = Ideal for surveying potential landing sites, this scanner provides detailed information about the water resources on the planet or moon it orbits. This data is limited to the spot directly below the scanner. #LOC_KPBS.orbitalscanner.tags = isru mine )mining (ore prospect resource sensor scanner water #LOC_KPBS.surfacescanner.title = K&K Surface Water Scanning Module #LOC_KPBS.surfacescanner.description = A small module to scan for water on the surface of a planet. When used while landed on a planet or moon, the sample data gathered can be used to increase the accuracy of orbital survey scanners. #LOC_KPBS.surfacescanner.tags = isru mine )mining (water prospect resource scanner sensor #LOC_KPBS.usirecycler.title = K&K Recycler #LOC_KPBS.usirecycler.description = A recycler that can be used to reduce all your life support needs. #LOC_KPBS.usirecycler.tags = life support usi mulch supplies cck-lifesupport planetary base recycler #LOC_KPBS.MKS.wolfterminal.title = K&K WOLF Terminal #LOC_KPBS.MKS.wolfterminal.description = Where Kerbals go when they want to hitch a ride on a WOLF transport route. #LOC_KPBS.MKS.wolfterminal.tags = usi planetary base terminal wolf cck-usi-wolf #LOC_KPBS.MKS.workshop.title = K&K Workshop #LOC_KPBS.MKS.workshop.description = Finally a place for hiding Bill. Keeps the colony machinery running at peak performance (as certified by Bill). Also includes a miniature machine shop. #LOC_KPBS.MKS.workshop.tags = cck-usi-manufacturing\tusi mks workshop repair #LOC_KPBS.MKS.workshop.mkit.name = MaterialKits #LOC_KPBS.MKS.workshop.mkit.start = Start MaterialKits #LOC_KPBS.MKS.workshop.mkit.stop = Stop MaterialKits #LOC_KPBS.MKS.workshop.machinery.name = Machinery #LOC_KPBS.MKS.workshop.machinery.start = Start Machinery #LOC_KPBS.MKS.workshop.machinery.stop = Stop Machinery #LOC_KPBS.MKS.workshop.shop.name = Machine Shop #LOC_KPBS.MKS.workshop.shop.start = Start Machine Shop #LOC_KPBS.MKS.workshop.shop.stop = Stop Machine Shop } } } UrlConfig { parentUrl = PlanetaryBaseInc/Localization/es-es.cfg Localization { es-es { #LOC_KPBS.agency = K&K Órbita Avanzada y Estructuras Superficiales #LOC_KPBS.agency.desc = Un recién llegado en el negocio espacial. Después de girar la rama de la caravana de esta agencia ahora se centra completamente en los viajes espaciales y los hábitats planetarios adicionales. Sus jóvenes CEO quieren que Kerman y Kerman se esfuercen por el puesto de líder del mercado. Esto a veces anima a sus ingenieros a ser un poco precipitados y ocasionalmente causar accidentes. Todavía están intentando tener una buena reputación para la moralidad y la seguridad. #LOC_KPBS.nuclearfuel.transferstate = Estado de Transferencia #LOC_KPBS.nuclearfuel.fuel.transfer = Transferir <<1>> #LOC_KPBS.nuclearfuel.error.skill = Debe haber al menos un <<2>> de nivel <<1>> a bordo para transferir <<3>>. #LOC_KPBS.nuclearfuel.error.running = No puede transferir material nuclear cuando las partes están activas. #LOC_KPBS.nuclearfuel.error.noFuel = La parte no contiene nada de <<1>>. #LOC_KPBS.nuclearfuel.error.noTarget = No hay destino para transferir <<1>>. #LOC_KPBS.nuclearfuel.status.selecting = Seleccione destino para <<1>> #LOC_KPBS.nuclearfuel.target.next = Seleccione siguiente destino #LOC_KPBS.nuclearfuel.target.prev = Seleccione destino previo #LOC_KPBS.nuclearfuel.startTransfer = Comenzar transferencia #LOC_KPBS.nuclearfuel.stopTransfer = Detener transferencia #LOC_KPBS.nuclearfuel.cancelTransfer = Cancelar transferencia #LOC_KPBS.nuclearfuel.status.transfering = Transfiriendo <<1>> #LOC_KPBS.filtersettings.name = Configuración del filtro #LOC_KPBS.filtersettings.section = Sistema Base Planetario #LOC_KPBS.filtersettings.desc = Agrupar todas las partes del filtro de funciones #LOC_KPBS.filtersettings.tooltip = Agrupe todas las partes de una categoría en el filtro de función #LOC_KPBS.resourceconverter.name = Convertidor de recursos #LOC_KPBS.resourceconverter.speed = Velocidad de conversión #LOC_KPBS.resourceconverter.dumpoxygen = Vaciar exceso de oxígeno #LOC_KPBS.corridornode.name = Parte adaptable #LOC_KPBS.corridornode.info = Esta parte cambia su apariencia dependiendo de donde estén conectadas otras partes #LOC_KPBS.dependendlight.action.on = Encender luces #LOC_KPBS.dependendlight.action.off = Apagar luces #LOC_KPBS.dependendlight.status.on = Encender #LOC_KPBS.dependendlight.status.off = Apagar #LOC_KPBS.dependendlight.status.turningon = Encendiendo.. #LOC_KPBS.dependendlight.status.turningoff = Apagando.. #LOC_KPBS.meshtoggle.show = Mostrar Malla #LOC_KPBS.meshtoggle.hide = Ocultar Malla #LOC_KPBS.meshtoggle.toggle = Alternar Malla #LOC_KPBS.modelswitch.name = Modelo de Interruptor #LOC_KPBS.modelswitch.model = Modelo #LOC_KPBS.modelswitch.models = Modelos Conmutables: #LOC_KPBS.greenhousemodule.name = Invernadero #LOC_KPBS.greenhousemodule.status = Estado de Invernadero #LOC_KPBS.greenhousemodule.nocrew = ¡Sin tripulación! #LOC_KPBS.greenhousemodule.operational = operacional #LOC_KPBS.greenhousemodule.speed = Velocidad de producción #LOC_KPBS.greenhousemodule.info.min = "Tripulación mínima para operar:" #LOC_KPBS.greenhousemodule.info.at = en #LOC_KPBS.greenhousemodule.info.efficiency = Eficiencia #LOC_KPBS.greenhousemodule.info.max = Máxima eficiencia con: #LOC_KPBS.greenhousemodule.info.kerbals = Kerbals #LOC_KPBS.planetarymodule.name = Parte desplegable #LOC_KPBS.planetarymodule.deploy = Desplegar #LOC_KPBS.planetarymodule.retract = Retraer #LOC_KPBS.planetarymodule.status = Estado #LOC_KPBS.planetarymodule.action.toggle = Alternar Despliegue #LOC_KPBS.planetarymodule.action.retract = Retraer #LOC_KPBS.planetarymodule.action.deploy = Retraer #LOC_KPBS.planetarymodule.status.retracted = Retraído #LOC_KPBS.planetarymodule.status.deployed = Desplegado #LOC_KPBS.planetarymodule.status.deploying = Desplegando.. #LOC_KPBS.planetarymodule.status.retracting = Retrayendo.. #LOC_KPBS.planetarymodule.info1 = \nCapacidad Tripulación\n Retraído:\t #LOC_KPBS.planetarymodule.info2 = \n Desplegado:\t #LOC_KPBS.categoryfilter.function.name = Estructuras Superficiales Planetarias #LOC_KPBS.categoryfilter.category.lifesupport = Soporte Vital #LOC_KPBS.greenhouseexperiment.title = Estudio de Crecimiento de Plantas #LOC_KPBS.greenhouseexperiment.conduct = Hacer estudio crecimiento de plantas #LOC_KPBS.greenhouseexperiment.discard = Desechar muestras de plantas #LOC_KPBS.greenhouseexperiment.review = Revisión muestras de plantas #LOC_KPBS.greenhouseexperiment.collect = Recoger muestras de plantas #LOC_KPBS.greenhouseexperiment.default1 = Plantó algunas semillas y observó cómo las plantas crecían...durante horas. #LOC_KPBS.greenhouseexperiment.default2 = Las plantas se balancean en el viento. Espera...¿viento? #LOC_KPBS.greenhouseexperiment.MohoSrfLanded1 = Está un poco más caliente aquí. Las plantas necesitan más agua. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded2 = El material volcánico de la superficie de Moho parece ser un buen fertilizante para las plantas. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded3 = La gravedad baja de Moho permite que las plantas crezcan un poco más de lo normal. #LOC_KPBS.greenhouseexperiment.EveSrfLanded1 = Incluso las plantas parecen obtener un tinte púrpura aquí. #LOC_KPBS.greenhouseexperiment.EveSrfLanded2 = La alta gravedad impide el crecimiento de las plantas. En cambio, crecen más anchas. #LOC_KPBS.greenhouseexperiment.EveSrfSplashed1 = Usted regó las plantas con el líquido de Eve. ¡No era una buena idea! #LOC_KPBS.greenhouseexperiment.EveSrfSplashed2 = Usted no piensa que el líquido de Eve es bueno para las plantas. #LOC_KPBS.greenhouseexperiment.GillySrfLanded1 = Es muy difícil mantener el suelo en las macetas debido a la baja gravedad de Gilly. #LOC_KPBS.greenhouseexperiment.GillySrfLanded2 = Usted se pregunta si las plantas disfrutan de la vista en Eve de aquí tanto como usted. #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded = Usted investiga las plantas. Parecen estar creciendo normalmente. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedGrasslands = Las plantas parecen fuertes y saludables. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedMountains = La atmósfera ligeramente menos densa en las montañas parece ser buena para las plantas. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedDeserts = Usted comienza a preguntarse dónde podría obtener agua para las plantas. Parecen un poco secas. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedIceCaps = Incluso las plantas parecen estar congeladas aquí. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedShores = La arena de las playas parece ser demasiado salada para que la planta sea fuerte y saludable. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedWater = Parece que la humedad es demasiada para las plantas #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedWater = Las plantas se balancean igualmente con las olas. Comienzas a sentirse un poco mareado. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedShores = Las olas salpican ocasionalmente contra las ventanas. A las plantas no parecen importarle. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedLaunchPad = Las plantas no muestran un comportamiento diferente. Esto puede ser porque estás a sólo unos metros de donde comenzó. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedRunway = Las plantas no muestran un comportamiento diferente. Esto puede ser porque estás a sólo unos metros de donde comenzó. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedKSC = Las plantas no muestran un comportamiento diferente. Esto puede ser porque estás a sólo unos metros de donde comenzó. #LOC_KPBS.greenhouseexperiment.MunSrfLanded1 = Las plantas parecen ser más altas aquí en Mun. #LOC_KPBS.greenhouseexperiment.MunSrfLanded2 = Las plantas parecen necesitar un poco más de agua de lo normal. #LOC_KPBS.greenhouseexperiment.MunSrfLandedMidlands = Las plantas crecen sanas y fuertes. #LOC_KPBS.greenhouseexperiment.MunSrfLandedNorthernBasin = Algunas de las plantas parecen estar mejor aquí que otras. #LOC_KPBS.greenhouseexperiment.MunSrfLandedPolarCrater = Algo en la tierra parece ser venenoso para las plantas. ¡Se mueren! #LOC_KPBS.greenhouseexperiment.MunSrfLandedPoles = Parece que hay un poco de agua en la tierra. ¡Les gusta a las plantas! #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded1 = El suelo cristalino recogido de los alrededores no afecta a las plantas. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded2 = Se podría jurar que algunas de las plantas son un poco más turquesa de lo normal. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded3 = Las plantas parecen estar creciendo normalmente. La comida sin embargo sabe a helado. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedFlats = El suelo de Minmus parece tener un poco más de agua de lo habitual. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedLesserFlats = El suelo de los pisos menores de Minmus parece tener un poco más de agua de lo normal. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreatFlats = El suelo de los pisos grandes de Minmus parece tener algún tipo de agua salada. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreaterFlats = El agua de la tierra de los grandes pisos de Minmus es ligeramente brillante. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded1 = El suelo de Duna tiene sólo unos pocos minerales y nutrientes. Las plantas crecen más lentamente. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded2 = Las plantas se vuelven ligeramente rojas debido al suelo rojo de Duna. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedLowlands = El suelo de las tierras bajas de Dunas parece ser bueno para cultivar plantas. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedMidlands = Las plantas tienen un sabor metálico. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles1 = El agua helada de los polos no parece influir en las plantas. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles2 = Se pregunta si las plantas se sienten tan frías como cuando mira hacia afuera. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded1 = Definitivamente no hay agua en el suelo de Ike. Tienes que regar las plantas más a menudo. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded2 = Las plantas parecen perder parte de su color. #LOC_KPBS.greenhouseexperiment.IkeSrfLandedLowlands = Las plantas no muestran ningún signo de influencia por el suelo de las tierras bajas de Ike. #LOC_KPBS.greenhouseexperiment.DresSrfLanded1 = El suelo del Dres parece ser la mayoría regolito. Las plantas no parecen preocuparse por eso. #LOC_KPBS.greenhouseexperiment.DresSrfLanded2 = Se podría jurar que ha habido algún tipo de insecto en el suelo. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded1 = El suelo parece ser muy salado como el agua. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded2 = No sabes por qué, pero el suelo de Laythe que solías plantar parece desaparecer a veces. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed1 = El agua de Laythe es demasiado salada para las plantas. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed2 = Las plantas se balancean igualmente con las olas. Comienzas a sentirse un poco mareado. #LOC_KPBS.greenhouseexperiment.VallSrfLanded1 = Una vez fundido el suelo y el hielo de Val hacen un buen medio de crecimiento para las plantas. #LOC_KPBS.greenhouseexperiment.VallSrfLanded2 = Tienes que derretir toda la suciedad del suelo antes de que pueda ser utilizado para cultivar plantas. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded1 = Las plantas crecen normalmente aquí. Son casi tan grandes como en Kerbin. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded2 = Los frutos de las plantas cultivadas en suelo de Tylo tienen un sabor terrible. #LOC_KPBS.greenhouseexperiment.BopSrfLanded1 = Crece la primera planta en este planeta. Lo llamas Bob. #LOC_KPBS.greenhouseexperiment.BopSrfLanded2 = Las plantas crecen más grandes aquí. #LOC_KPBS.greenhouseexperiment.PolSrfLanded1 = Es muy difícil mantener el suelo en las macetas debido a la baja gravedad de Pol. #LOC_KPBS.greenhouseexperiment.PolSrfLanded2 = Los frutos de las plantas son anormalmente grandes. Pero de alguna manera sólo saben como el agua. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded1 = Hace mucho frío aquí afuera. Algunas de las hojas parecen estar congeladas. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded2 = La menor intensidad de la luz parece estar influyendo en el crecimiento de las plantas. #LOC_KPBS.centralhub.title = K&K Eje Central planetario #LOC_KPBS.centralhub.description = Este eje central masivo cuenta con todo lo necesario para una gran base sobre otros planetas. Suficiente lugar para 6 Kerbals, un centro de control, un laboratorio y un sistema básico de soporte de vida. #LOC_KPBS.centralhub.tags = control ?aev vuelo giro ?aiv momento piloto reacción cohete espacio punzada dirigir torsión laboratorio investigación ciencia base planetaria #LOC_KPBS.hal.title = K&K Control Planetario Automatizado "HAL" #LOC_KPBS.hal.description = La unidad de control Híbrida de Lógica Automatizada (HAL) permite un control autónomo para el soporte en vivo y la administración base cuando todos los Kerbals están ausentes o quieren dormir. Aunque muy útil, algunos Kerbals mencionaron una ligera sensación de incomodidad mientras trabajaban cerca de esta unidad. #LOC_KPBS.hal.tags = aero cmg avión control comandos vuela sonda giroscopio kerbnet momento avión reacción satélite espacial punzada par dirigir base planetaria sas #LOC_KPBS.command.title = K&K Módulo de Comando Planetario #LOC_KPBS.command.description = Este módulo de mando encaja perfectamente en la línea de productos "Planetario". Para reducir los costos, los científicos de K&K decidieron omitir las ruedas de reacción. Una base fija en el suelo no necesita ruedas de reacción, ¿verdad? #LOC_KPBS.command.tags = control cmg cápsula ?aev vuelo giro ?aiv momento piloto reacción cohete espacio punzada dirigir torsión comando base planetaria #LOC_KPBS.cupola.title = K&K Cúpula Planetaria #LOC_KPBS.cupola.description = La cúpula planetaria fue desarrollada para proporcionar una vista agradable para los Kerbals en otros planetas. Aquí un Kerbal podría pensar en el propósito de la vida y por qué él/ella está varado en otro planeta. #LOC_KPBS.cupola.tags = base capsule cmg command control ?aev vuelo giro ?aiv momento puesto avanzado piloto cápsula reacción cohete espacio punzada estación dirigir torsión vista base planetaria #LOC_KPBS.mal.title = K&K Control de Aterrizaje Planetario "MAL" #LOC_KPBS.mal.description = La Unidad de Control de Aterrizaje de Lógica Avanzada Mediocre (MAL) fue inventada por un ingeniero de K&K ya que era necesario tener una unidad de control para aterrizar las cosas horizontalmente. Ahora puede encontrarse en el asilo, o enseñar nuevos reclutas. MAL se refiere a veces como el primo "no tan brillante" de HAL ya que está hecho de partes que no pasaron el control de calidad. #LOC_KPBS.mal.tags = aero aeronave cmg comando control vuelo giro kerbnet momento avión sonda reacción sas satélite espacio punzada dirigir torsión base planetaria #LOC_KPBS.service.title = K&K Bahía de Servicios Planetarios #LOC_KPBS.service.description = Una bahía de servicio resistente al calor, Ideal para la protección de instrumentos delicados o la estiba de pequeños componentes de servicio, tales como tanques RCS, baterías, etc. Éste está perfectamente preparado para la línea de productos K&K Planetarios. #LOC_KPBS.service.tags = bus contener calor hueco proteger (stor termia base planetaria #LOC_KPBS.fueltank.title = K&K X720 Tanque de combustible #LOC_KPBS.fueltank.description = Un tanque de combustible enorme para el perfil base. Simplemente no pregunte por qué necesita tanto combustible en una base estacionaria. #LOC_KPBS.fueltank.tags = depósito ?lfo líquido oxidante propergol cohete base planetaria #LOC_KPBS.fueltanksmall.title = K&K X360 Tanque de combustible pequeño #LOC_KPBS.fueltanksmall.description = Un depósito de combustible más pequeño para el perfil de base. También puede funcionar como una parte estructural. #LOC_KPBS.fueltanksmall.tags = depósito ?lfo líquido oxidante propergol cohete base planetaria #LOC_KPBS.drill.title = K&K Broca en Línea #LOC_KPBS.drill.description = Un taladro de mano para operaciones a largo plazo en otros planetas. Funciona mejor cuando es supervisado por un ingeniero experto. Los radiadores se pueden utilizar para ayudar a manejar el calor excesivo. #LOC_KPBS.drill.tags = taladro extractor cosechar isru mina )minería (mineral recurso base planetaria #LOC_KPBS.isru.title = K&K ISRU Planetario #LOC_KPBS.isru.description = El ISRU Planetario permite procesar materias primas en combustibles útiles como oxígeno, hidrógeno y monopropelente. Su versión es un poco más pequeña que la ISRU original para encajar con la línea planetaria de K&K. Más ingenieros darán como resultado una mayor eficiencia. #LOC_KPBS.isru.tags = recurso combustible isru convertir base planetaria #LOC_KPBS.lab.title = K&K Laboratorio Planetario #LOC_KPBS.lab.description = Con este laboratorio planetario recientemente desarrollado, ahora es posible disfrutar de los beneficios del Laboratorio de Procesamiento Móvil junto con el beneficio de saber dónde es arriba y abajo. Para los que no les resulta suficiente para salir de estar en otro planeta sino que también proporciona una variante de la Burbuja Telescopio Espacial para observar las estrellas. #LOC_KPBS.lab.tags = experimento laboratorio investigación ciencia base planetaria #LOC_KPBS.adapterMK2.title = K&K Adaptador MK2 #LOC_KPBS.adapterMK2.description = Este adaptador se utiliza para acoplar entre la base y las piezas MK2. #LOC_KPBS.adapterMK2.tags = cono adaptador mk2 base planetaria #LOC_KPBS.adaptersize1.title = K&K Adaptador de tamaño pequeño #LOC_KPBS.adaptersize1.description = Este adaptador se utiliza para conectar la base y las piezas de tamaño FL-T. #LOC_KPBS.adaptersize1.tags = cono adaptador mk2 base planetaria #LOC_KPBS.bicoupler.title = K&K Base Bi-acoplador #LOC_KPBS.bicoupler.description = Debido a que nuestros ingenieros piensan que más es siempre mejor, crearon este Bi-acoplador para combinar más módulos en un cohete más aerodinámico. Suponen que también es más estable. #LOC_KPBS.bicoupler.tags = ?2 adaptador dos multi (quad base planetaria #LOC_KPBS.separator.title = K&K Separador de Base #LOC_KPBS.separator.description = El separador fue desarrollado para separar partes de las estructuras superficiales planetarias cuando los ingenieros crearon combinaciones de partes sin sentido. Su nombre de desarrollo era "Plan explosivo súbito de decomposición múltiple". Fue cambiado más tarde porque los pilotos no parecían confiar en una parte con ese nombre. #LOC_KPBS.separator.tags = romper desacoplar explo kerbodyne separar partir base planetaria #LOC_KPBS.tricpoupler.title = K&K Base Tri-acoplador #LOC_KPBS.tricpoupler.description = Después del gran éxito de la Base Bi-acoplador los ingenieros pensaron: ¿Por qué no incluso más grande? El resultado es este Tri-acoplador que es capaz de transportar tres partes de base a la vez. #LOC_KPBS.tricpoupler.tags = ?3 adaptador tres multi (quad base planetaria #LOC_KPBS.heatshield.title = K&K Escudo Térmico Base #LOC_KPBS.heatshield.description = Un escudo térmico para la línea de base planetaria. Fue desarrollado después de que algunos Kerbonautas se quejaron del café que hierve mientras que entraban en la atmósfera. #LOC_KPBS.heatshield.tags = ablat arrastrar entrada aislar proteger re- cohete termia base planetaria #LOC_KPBS.twoendcorridorleg.title = K&K Corredor de dos extremos con soporte de aterrizaje #LOC_KPBS.twoendcorridorleg.description = Un corto pasillo con dos soportes para el aterrizaje de patas o el tren de aterrizaje. #LOC_KPBS.twoendcorridorleg.tags = base construir centro central conectar construcción eje nexo puesto avanzado estación planetaria patas adaptador #LOC_KPBS.fourendcorridor.title = K&K Corredor modular de 4 terminaciones #LOC_KPBS.fourendcorridor.description = ¡Este corredor de cuatro terminales se puede utilizar para construir casi todo! #LOC_KPBS.fourendcorridor.tags = base construir centro central conectar construcción eje nexo puesto avanzado estación planetaria #LOC_KPBS.sixendcorridor.title = K&K Corredor modular de 6 terminaciones #LOC_KPBS.sixendcorridor.description = La obra maestra de Kerman Corridors & Sewer-Pipes Inc. Ofrece hasta seis(!) puntos de fijación completamente funcionales para todas sus necesidades. La mejor parte cuando se quiere construir laberintos en el espacio. #LOC_KPBS.sixendcorridor.tags = base construir centro central conectar construcción eje nexo puesto avanzado estación planetaria #LOC_KPBS.corridorairlock.title = K&K Escotilla del Corredor #LOC_KPBS.corridorairlock.description = Finalmente, después de años de constante molestia por no encontrar una salida Kerman Corridors & Sewer-Pipes Inc. ahora presenta el pasillo del corredor. #LOC_KPBS.corridorairlock.tags = base construir centro central conectar construcción eje nexo puesto avanzado estación planetaria esclusa #LOC_KPBS.corridorend.title = K&K Final del corredor #LOC_KPBS.corridorend.description = Un regalo especial de Kerman Corridors & Sewer-Pipes Inc. #LOC_KPBS.corridorend.tags = base construir centro central conectar construcción eje nexo puesto avanzado estación planetaria final #LOC_KPBS.crosssection.title = K&K Camino transversal #LOC_KPBS.crosssection.description = Un cruce para crear grandes laberintos en el espacio. Ahora también con un conector en la parte superior para construir torres. #LOC_KPBS.crosssection.tags = base construir centro central conectar construcción eje nexo puesto avanzado estación planetaria #LOC_KPBS.corridordock.title = K&K Corredor Puerto de Acoplamiento #LOC_KPBS.corridordock.description = Debido a los problemas de compatibilidad (combustión espontánea) con el Clamp-O-Tron, K&K desarrolló el nuevo pasillo muelle "empujar y conectar". Se puede conectar al puerto de acoplamiento estándar de K&K y se adapta a todos los corredores. #LOC_KPBS.corridordock.tags = atracar capturar conectar acoplar sujetar unir amarrar enchufe base planetaria #LOC_KPBS.basedock.title = K&K Puerto de acoplamiento #LOC_KPBS.basedock.description = Un puerto de acoplamiento especialmente diseñado para el uso con los módulos Habitables de K&K. Todos los derechos reservados. Cuidado: ¡No es compatible con el Clamp-O-Tron debido a preocupaciones de seguridad! #LOC_KPBS.basedock.tags = atracar capturar conectar acoplar sujetar unir amarrar enchufe base planetaria #LOC_KPBS.landingengine.title = K&K LV25 "Meerkat" Asistente de aterrizaje #LOC_KPBS.landingengine.description = Este módulo de aterrizaje asistido es un sucesor del Adaptador Planetario K&K. Fue desarrollado junto con Rockomax que logró encajar dos motores Spark 48-7S sobrealimentados en la estructura. Los Ingenieros fueron capaces de duplicar el rendimiento de los motores con la sustitución de la turbo-bomba con el que "tomaron prestado" el LT-T30. Dicen que las posibilidades de un sobrecalentamiento crítico sólo aumentaron ligeramente. #LOC_KPBS.landingengine.tags = Propulsos cohete (araña Propulsor vernier estructura base planetaria adaptador patas aterrizaje #LOC_KPBS.structural.title = K&K Adaptador Planetario #LOC_KPBS.structural.description = El adaptador fue desarrollado después de varios intentos fallidos de aterrizar una base en otro planeta. Los ingenieros de K&K descubrieron que la falta de capacidad para añadir patas de aterrizaje en muchos de los módulos planetarios causó un impacto demasiado fuerte. Este adaptador permite agregar estos componentes a una base. También tiene una capacidad limitada para combustible de cohetes como un bono. #LOC_KPBS.structural.tags = estructura base planetaria adaptador patas aterrizaje #LOC_KPBS.airlockend.title = K&K Escotilla #LOC_KPBS.airlockend.description = Una esclusa que se puede colocar al final de una base. #LOC_KPBS.airlockend.tags = base planetaria esclusa final #LOC_KPBS.airlockmid.title = K&K Esclusa Sección Media #LOC_KPBS.airlockmid.description = La esclusa de aire que todos los Kerbals han esperado. ¡Ahora puede entrar y salir en ambos lados! #LOC_KPBS.airlockmid.tags = base planetaria esclusa final adaptador #LOC_KPBS.garageadapter.title = K&K Adaptador de Garaje #LOC_KPBS.garageadapter.description = Un adaptador para conectar los garajes con el resto de la base. #LOC_KPBS.garageadapter.tags = base planetaria garaje rover carga útil bahía adaptador #LOC_KPBS.garagecover.title = K&K Cubierta de Garaje #LOC_KPBS.garagecover.description = Una cubierta para la parte inferior de los garajes para ser más aerodinámica para el despegue. #LOC_KPBS.garagecover.tags = base planetaria garaje rover carga útil bahía adaptador cubrir proteger #LOC_KPBS.garagecover.transforms = Pequeño, grande, adaptador #LOC_KPBS.garagedecoupler.title = K&K Desacoplador de Garaje #LOC_KPBS.garagedecoupler.description = Un desacoplador práctico separa tu garaje del cohete #LOC_KPBS.garagedecoupler.tags = base planetaria garaje rover carga útil bahía separador desacoplador #LOC_KPBS.garagedecoupler.show = Mostrar Cubierta #LOC_KPBS.garagedecoupler.hide = Ocultar Cubierta #LOC_KPBS.garagefront.title = K&K Frontal de Garaje #LOC_KPBS.garagefront.description = Un frente-final para el garaje con una rampa integrada. También cuenta con puntos de fijación para patas de aterrizaje. #LOC_KPBS.garagefront.tags = base planetaria garaje rover carga útil bahía adaptador puerta abrir #LOC_KPBS.garagefront.ramp.toggle = Alternar Rampa #LOC_KPBS.garagefront.ramp.open = Abrir Rampa #LOC_KPBS.garagefront.ramp.close = Cerrar Rampa #LOC_KPBS.garageside.title = K&K Garaje con puerta lateral #LOC_KPBS.garageside.description = Un gran garaje con puertas en el lado que también funcionan como una rampa. #LOC_KPBS.garageside.tags = base planetaria garaje rover carga útil bahía adaptador puerta abrir #LOC_KPBS.garageside.right.toggle = Alternar Rampa derecha #LOC_KPBS.garageside.right.open = Abrir Rampa derecha #LOC_KPBS.garageside.right.close = Cerrar Rampa derecha #LOC_KPBS.garageside.left.toggle = Alternar Rampa izquierda #LOC_KPBS.garageside.left.open = Abrir Rampa izquierda #LOC_KPBS.garageside.left.close = Cerrar Rampa izquierda #LOC_KPBS.garagestruct.title = K&K Estructura Garaje #LOC_KPBS.garagestruct.description = Una pieza estructural para los garajes. También proporciona dos lugares para sujetar las patas de aterrizaje. #LOC_KPBS.garagestruct.tags = base planetaria garaje rover carga útil bahía adaptador patas #LOC_KPBS.garagesize3.title = K&K Garaje MK3 y adaptador 3.75m #LOC_KPBS.garagesize3.description = Un adaptador para conectar los garajes con las piezas de perfil MK3 o 3.75. #LOC_KPBS.garagesize3.tags = base planetaria garaje rover carga útil bahía adaptador #LOC_KPBS.garagesize3.sizes = Tamaño 3,MK3 #LOC_KPBS.greenhouse.title = K&K Invernadero Planetario #LOC_KPBS.greenhouse.description = K&K Desarrolló este invernadero para proporcionar alimento y oxígeno a Kerbals en misiones de largo tiempo. Sin embargo, cuando K&K presentó esta gloriosa pieza de ingeniería muchos Kerbals ¡se decepcionaron porque no era realmente verde! #LOC_KPBS.greenhouse.tags = base planetaria invernadero comida suministros vital soporte aperitivos #LOC_KPBS.habitatmk1.title = K&K Habitat Planetario MK1 #LOC_KPBS.habitatmk1.description = K&Ks primer módulo de hábitat. Proporciona espacio para tres Kerbals. No es tan cómodo como la versión MK2, pero suficiente para bases más pequeñas. #LOC_KPBS.habitatmk1.tags = base planetaria vital habitat casa sustento #LOC_KPBS.habitatmk2.title = K&K Habitat Planetario MK2 #LOC_KPBS.habitatmk2.description = K&K orgullosamente presenta: El nuevo y extensible Habitat MK2. Cuando está desplegado ofrece espacio para hasta cuatro Kerbals para una estancia cómoda. ¡Garantía nula cuando Jeb derrama su café! #LOC_KPBS.habitatmk2.tags = base planetaria vital habitat casa sustento #LOC_KPBS.landinggear.title = K&K Equipo de Aterrizaje Acoplable #LOC_KPBS.landinggear.description = Una unidad muy práctica de apoyo de aterrizaje. Permite mover una base alrededor después de que sea aterrizada. Pueden ser desechadas cuando ya no son necesarias. ¡Estas ruedas no están pensadas para carreras! #LOC_KPBS.landinggear.tags = tierra avión retraer rodar quitarse taxi rueda conducir base planetaria pata aterrizar #LOC_KPBS.landinggear.tooltip = Tren de Aterrizaje Retráctil #LOC_KPBS.bigfoot.title = K&K "PieGrande" Pata de aterrizaje de perfil bajo #LOC_KPBS.bigfoot.description = Una pieza especial de K&K para tener un pie firme en el suelo en otros planetas. Esta parte es ligeramente más común que el "PieGrande" real. #LOC_KPBS.bigfoot.tags = tierra soporte base planetaria pata aterrizar #LOC_KPBS.littlefoot.title = K&K "Pequeño PieGrande" Pata de Aterrizaje Inferior #LOC_KPBS.littlefoot.description = Una pieza muy especial de K&K de esta parte tiene un perfil aún más bajo. Se puede añadir en la parte inferior de las piezas que no tienen otro lugar para una pata de aterrizaje. #LOC_KPBS.littlefoot.tags = tierra soporte base planetaria pata aterrizar #LOC_KPBS.reactor.title = K&K Reactor nuclear #LOC_KPBS.reactor.description = Un reactor de fisión nuclear relativamente pequeño para su base. Eficiente pero muy caro. Un científico insistió en que es se deletrea 'nucelar', El reactor se considera seguro no obstante. #LOC_KPBS.reactor.tags = planetario base ce reactor nuclear nucelar uranio generar #LOC_KPBS.reactor.converter.name = Reactor Nuclear #LOC_KPBS.reactor.converter.start = Iniciar Reactor #LOC_KPBS.reactor.converter.stop = Apagar Reactor #LOC_KPBS.reactor.converter.toggle = Alternar Reactor #LOC_KPBS.nuclearfuel.title = K&K Almacenamiento de combustible nuclear #LOC_KPBS.nuclearfuel.description = Un almacenamiento para el combustible nuclear y agotado. Los niveles de radiación son seguros (cuando se miden desde una distancia de 1km) #LOC_KPBS.nuclearfuel.tags = reactor nuclear combustible almacenar planetario base uranio #LOC_KPBS.centrifuge.title = K&K Centrifugadora #LOC_KPBS.centrifuge.description = La centrífugadora puede reprocesar el combustible agotado en uranio utilizable o extraer el uranio del mineral. También puede producir xenón como un subproducto. Necesita mucha energía para funcionar. #LOC_KPBS.centrifuge.tags = convertir isru mina )minería (mineral procesar recurso uranio refinar reprocesar nuclear nuke nearfuture planetaria base #LOC_KPBS.centrifuge.reprocessor.name = Reprocesador Uranio #LOC_KPBS.centrifuge.reprocessor.start = Iniciar Reproceso #LOC_KPBS.centrifuge.reprocessor.stop = Parar Reproceso #LOC_KPBS.centrifuge.reprocessor.toggle = Alternar Reproceso #LOC_KPBS.centrifuge.xenonextractor.name = Extractor Xenón #LOC_KPBS.centrifuge.xenonextractor.start = Iniciar Extractor Xenón #LOC_KPBS.centrifuge.xenonextractor.stop = Parar Extractor Xenón #LOC_KPBS.centrifuge.xenonextractor.toggle = Alternar Extractor Xenón #LOC_KPBS.centrifuge.uraniumextractor.name = Extractor Uranio #LOC_KPBS.centrifuge.uraniumextractor.start = Iniciar Extractor Uranio #LOC_KPBS.centrifuge.uraniumextractor.stop = Parar Extractor Uranio #LOC_KPBS.centrifuge.uraniumextractor.toggle = Alternar Extractor Uranio #LOC_KPBS.flatbed.title = K&K Base Plana #LOC_KPBS.flatbed.description = Una plataforma para colocar múltiples cosas utilizables en las bases #LOC_KPBS.flatbed.tags = planetaria base almacenar carga suelo #LOC_KPBS.storageend.title = K&K Final de Almacenamiento Modular #LOC_KPBS.storageend.description = Esta tapa final es una buena solución para almacenar ese contenedor que no sabes dónde colocarlo. #LOC_KPBS.storageend.tags = base planetaria contenedor roca almacenamiento sistema #LOC_KPBS.storagebig.title = K&K Almacenamiento Modular 6X #LOC_KPBS.storagebig.description = Este módulo proporciona una manera conveniente de almacenar hasta seis recursos diferentes. Ahora viene con un manual que describe cómo conectar las tuberías para que nadie tenga que romper acerca de si era una buena idea conectar el respiradero oxidante con el soporte de vida o no. #LOC_KPBS.storagebig.tags = base planetaria contenedor roca almacenamiento sistema #LOC_KPBS.storagemedium.title = K&K Almacenamiento Modular 4X #LOC_KPBS.storagemedium.description = La solución perfecta para todos aquellos que no saben si tienen demasiados o muy pocos recursos. Este almacenamiento modular proporciona espacio para hasta cuatro contenedores. #LOC_KPBS.storagemedium.tags = base planetaria contenedor roca almacenamiento sistema #LOC_KPBS.storagesmall.title = K&K Almacenamiento Modular 2X #LOC_KPBS.storagesmall.description = Este módulo proporciona una manera conveniente de almacenar hasta dos recursos diferentes. Esto está diseñado para Kerbals muy austeros. #LOC_KPBS.storagesmall.tags = base planetaria contenedor roca almacenamiento sistema #LOC_KPBS.storagesize2big.title = K&K Almacenamiento modular en línea 8X #LOC_KPBS.storagesize2big.description = La nueva versión en línea para el popular sistema de almacenamiento modular. Esta versión grande tiene hasta 8 ranuras para contenedores. #LOC_KPBS.storagesize2big.tags = base planetaria contenedor roca almacenamiento sistema #LOC_KPBS.storagesize2small.title = K&K Almacenamiento modular en línea 4X #LOC_KPBS.storagesize2small.description = La solución perfecta para todos aquellos que no saben si tienen demasiados o muy pocos recursos. Este almacenamiento modular proporciona espacio para hasta cuatro contenedores. #LOC_KPBS.storagesize2small.tags = base planetaria contenedor roca almacenamiento sistema #LOC_KPBS.containerbattery.title = K&K Z-3K Contenedor de la batería #LOC_KPBS.containerbattery.description = Este contenedor de la batería Z-3K puede utilizarse para alimentar una estación con electricidad y también proporciona suficiente energía para subwoofers realmente grandes. ¡Garantía nula cuando se utiliza en una nave espacial! #LOC_KPBS.containerbattery.tags = condensador celda carga c/e elegir pack poder voltio vatio base planetaria contenedor #LOC_KPBS.containerfuelcell.title = K&K Contenedor de Celda de Combustible #LOC_KPBS.containerfuelcell.description = Un contenedor que consiste en una matriz de celdas de combustible para alimentar su estación. Convierte combustible en energía. #LOC_KPBS.containerfuelcell.tags = matriz banco carga convertir c/e elegir pack poder voltio vatio base planetaria contenedor #LOC_KPBS.containerliquidfuel.title = K&K Contenedor de Combustible Líquido #LOC_KPBS.containerliquidfuel.description = Un contenedor para combustible líquido. Lamentablemente este no está destinado a ser utilizado en un avión. Esto no parece molestar a los ingenieros en KSC sin embargo. #LOC_KPBS.containerliquidfuel.tags = depósito combustible jet ?cl solo propelente tanque base planetaria contenedor #LOC_KPBS.containerore.title = K&K Contenedor de Mineral #LOC_KPBS.containerore.description = Un tanque modular grande que se puede utilizar para almacenar materias primas. Éste se puede utilizar realmente como castillo hinchable. #LOC_KPBS.containerore.tags = negro isru mina )minería (mineral recurso almacenar base planetaria contenedor #LOC_KPBS.containeroresmall.title = K&K Contenedor de Mineral Pequeño #LOC_KPBS.containeroresmall.description = Un pequeño depósito modular que se puede utilizar para almacenar materias primas. #LOC_KPBS.containeroresmall.tags = negro isru mina )minería (mineral recurso almacenar base planetaria contenedor #LOC_KPBS.containerRCS.title = K&K RCS-Contenedor de combustible #LOC_KPBS.containerRCS.description = Un tanque RCS perfectamente adaptado para ser utilizado con el almacenamiento modular K&K. La razón por la que uno podría necesitar tanto RCS-Fuel en una base estacionaria sigue siendo un enigma para ser resuelto por sus inventores. #LOC_KPBS.containerRCS.tags = depósito combustible mono monopropelente propergol base planetaria contenedor #LOC_KPBS.containerrocktfuelbig.title = K&K Contenedor de combustible T400 #LOC_KPBS.containerrocktfuelbig.description = El hermano mayor del "contenedor de combustible K&K T200". No es realmente aceptado por los ingenieros debido a su forma inusual, aunque dicen que tiene más "BOOM" que su hermano pequeño. #LOC_KPBS.containerrocktfuelbig.tags = depósito combustible ?clo líquido oxidante propergol cohete base planetaria contenedor #LOC_KPBS.containerrocktfuelsmall.title = K&K Contenedor de Combustible T200 #LOC_KPBS.containerrocktfuelsmall.description = Al igual que el T200 original, este tanque pequeño tuvo dificultades para ser aceptado por los ingenieros de cohetes. Especialmente porque tampoco es capaz de ser utilizado de una manera normal en una nave espacial. #LOC_KPBS.containerrocktfuelsmall.tags = depósito combustible ?lfo líquido oxidante propergol cohete base planetaria contenedor #LOC_KPBS.containerscience.title = K&K Contenedor de Ciencia #LOC_KPBS.containerscience.description = El nuevo laboratorio autónomo en formato contenedor. Cuando algo sucede en cero G o incluso bajo el agua usted puede hacer que sea un experimento. Las piezas pequeñas dentro no lo hacen conveniente para los niños pequeños. Edades 7-4 #LOC_KPBS.containerscience.tags = bahía experimento laboratorio material investigación base planetaria contenedor #LOC_KPBS.containerxenon.title = K&K Contenedor de Xenón #LOC_KPBS.containerxenon.description = Para aquellos que no pueden obtener suficiente Xenon. Un gran montaje de este gas noble es realmente caro, pero ¿a quién le importa eso en una agencia espacial? #LOC_KPBS.containerxenon.tags = depósito combustible (ion propergol tanque base planetaria contenedor #LOC_KPBS.containerinventory.title = K&K Contenedor para piezas #LOC_KPBS.containerinventory.description = Un pequeño recipiente para almacenar piezas que pueden ser útiles en EVA. Ahora también con cerradura para evitar el robo. #LOC_KPBS.containerinventory.tags = inventario base planetaria contenedor AIV uso contenedor #LOC_KPBS.containerinventorybig.title = K&K Contenedor para piezas grandes #LOC_KPBS.containerinventorybig.description = Un recipiente más grande para almacenar las piezas que pueden ser útiles en EVA. Este puede almacenar partes más grandes. #LOC_KPBS.containerinventorybig.tags = inventario base planetaria contenedor AIV uso contenedor #LOC_KPBS.inventorystorage.title = K&K Storage #LOC_KPBS.inventorystorage.description = A big storage for even the biggest parts. #LOC_KPBS.inventorystoragesmall.title = K&K Storage (small) #LOC_KPBS.inventorystoragesmall.description = A small storage for parts in the Base profile. #LOC_KPBS.greenhouseconverter.name = Invernadero #LOC_KPBS.greenhouseconverter.start = Activar cultivo #LOC_KPBS.greenhouseconverter.stop = Parar cultivo #LOC_KPBS.carbonextractor.name = Extractor de Carbono #LOC_KPBS.carbonextractor.start = Activar Extractor #LOC_KPBS.carbonextractor.stop = Parar Extractor #LOC_KPBS.carbonextractor.rate = Velocidad Extractor #LOC_KPBS.carbonextractor.rate.change = Cambiar Velocidad Extractor #LOC_KPBS.carbonextractor.tag = carbono extractor #LOC_KPBS.waterfilter.name = Purificador Agua #LOC_KPBS.waterfilter.start = Activar Purificador #LOC_KPBS.waterfilter.stop = Parar Purificador #LOC_KPBS.waterfilter.rate = Velocidad Filtro #LOC_KPBS.waterfilter.rate.change = Cambiar Tasa Filtro #LOC_KPBS.waterfilter.tag = purificador agua #LOC_KPBS.lifesupport.name = Soporte Vital #LOC_KPBS.lifesupport.start = Activar Soporte Vital #LOC_KPBS.lifesupport.stop = Parar Soporte Vital #LOC_KPBS.lifesupport.tag = soporte vital #LOC_KPBS.habitat.name = Habitat #LOC_KPBS.habitat.start = Activar Habitat #LOC_KPBS.habitat.stop = Parar Habitat #LOC_KPBS.kerbalism.comfort.desc1 = Realmente se siente reconfortante estar en una parte más grande en la superficie para estirar las piernas #LOC_KPBS.kerbalism.comfort.desc2 = Esta parte tiene un televisor incluido con la capacidad de llamar a casa. Muy útil cuando estás lejos. #LOC_KPBS.kerbalism.comfort.desc3 = La cúpula ofrece una relajante vista panorámica del vacío del espacio. #LOC_KPBS.kerbalism.comfort.desc4 = Esta sonda viene con el H.A.L. Software de interfaz de usuario, diseñado para jugar ajedrez y disgreso sobre asuntos filosóficos con la tripulación. La innovadora interfaz OVER-REACT engaña al usuario para que sienta empatía por el software. #LOC_KPBS.kerbalism.converter = Convertidor #LOC_KPBS.kerbalism.scrubber = Depurador #LOC_KPBS.kerbalism.harvester = Cosechador #LOC_KPBS.kerbalism.supply = Contenedor de suministro #LOC_KPBS.kerbalism.setup.balanced.name = Suministros #LOC_KPBS.kerbalism.setup.balanced.desc = Almacenar un suministro equilibrado de Comida y Agua. #LOC_KPBS.kerbalism.setup.water.name = Agua #LOC_KPBS.kerbalism.setup.food.name = Comida #LOC_KPBS.kerbalism.power = Generador Energético #LOC_KPBS.kerbalism.sabatier.title = K&K Reciclador de soporte vital #LOC_KPBS.kerbalism.sabatier.process = Proceso Sabatier #LOC_KPBS.kerbalism.sabatier.chem = Planta Química #LOC_KPBS.kerbalism.airfilter.desc = Un filtro de aire multiusos. Es capaz de reunir múltiples recursos como oxígeno o nitrógeno de la atmósfera. #LOC_KPBS.kerbalism.airfilter.co2 = Filtro de CO2 #LOC_KPBS.kerbalism.airfilter.co2.desc = Extraer CO2 de la atmósfera. #LOC_KPBS.kerbalism.airfilter.ox = Filtro de oxígeno #LOC_KPBS.kerbalism.airfilter.ox.desc = Extraer Oxígeno de la atmósfera. #LOC_KPBS.kerbalism.airfilter.ni = Filtro de nitrógeno #LOC_KPBS.kerbalism.airfilter.ni.desc = Extraer Nitrógeno de la atmósfera. #LOC_KPBS.kerbalism.airfilter.atmo = Filtro Atmosférico #LOC_KPBS.kerbalism.drill.title = Perforar #LOC_KPBS.kerbalism.drill.harvester.title = Extracción de Mineral #LOC_KPBS.kerbalism.drill.harvester.desc = Extraer Mineral de la superficie. #LOC_KPBS.kerbalism.waterdrill.title = Extracción de agua #LOC_KPBS.kerbalism.waterdrill.desc = Extraer Agua de la superficie. #LOC_KPBS.kerbalism.waterdrill.drill.title = Perforar #LOC_KPBS.kerbalism.isru.water = Electrólisis del agua #LOC_KPBS.kerbalism.isru.haber = Proceso Haber #LOC_KPBS.kerbalism.isru.anth = Proceso de antraquinona #LOC_KPBS.kerbalism.isru.hydra = Producción de hidrazina #LOC_KPBS.kerbalism.isru.mre = ERM #LOC_KPBS.kerbalism.isru.mre.full = Electrolisis de Regolito Molido #LOC_KPBS.kerbalism.isru.mre.desc = Extract Oxígeno de Mineral. #LOC_KPBS.kerbalism.isru.soe = EOS #LOC_KPBS.kerbalism.isru.soe.full = Electrólisis de Óxido Sólido #LOC_KPBS.kerbalism.isru.soe.desc = Convertir Dióxido de carbono en Oxígeno, utilizando grandes cantidades de Carga eléctrica en el proceso. #LOC_KPBS.kerbalism.isru.waste.incinerator = Incinerador de residuos #LOC_KPBS.kerbalism.isru.waste.compressor = Compresor de residuos #LOC_KPBS.kerbalism.isru.sco = Oxidación catalítica selectiva #LOC_KPBS.kerbalism.centrifge.processs = Centrífuga nuclear #LOC_KPBS.MKS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from uraninite. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.MKS.tcredits.converter = Transport Credits #LOC_KPBS.MKS.tcredits.start = Start T-Credits #LOC_KPBS.MKS.tcredits.stop = Stop T-Credits #LOC_KPBS.epl.cupola.desc = La cúpula planetaria fue desarrollada para proporcionar una vista agradable para Kerbals en otros planetas. Puede ser utilizado como una estación de sondeo para aterrizar y lanzar sitios. #LOC_KPBS.epl.centralhub.desc = Este centro central masivo ofrece todo lo que necesita para una gran base en otros planetas. Suficiente lugar para 6 Kerbals, un centro de control, un laboratorio y un sistema básico de soporte de vida. También puede utilizarse como una estación de inspección para el lanzamiento de sitios. #LOC_KPBS.contract.centralhub = Eje Central #LOC_KPBS.contract.habitat = Módulo Hábitat #LOC_KPBS.contract.greenhouse = Invernadero #LOC_KPBS.deepfreeze.manufacturer = REPOSoftTech #LOC_KPBS.cry5000.title = CongeladorProfundo Planetario CRY-5000 #LOC_KPBS.cry5000.description = Diseñado para el almacenamiento a largo plazo de hasta 4 Kerbals. El CRY-5000 utiliza Glykerol y carga eléctrica para congelar o descongelar un Kerbal. Asegúrese de que tiene suficiente capacidad de carga eléctrica en su base. El CRY-5000 viene abastecido con 50 unidades de Glykerol. PRECAUCIÓN: El CRY-5000 también requiere carga eléctrica por minuto por Kerbal para mantener su funcionamiento de sistemas de supervisión. Si no puede obtener esta carga eléctrica hay un riesgo que los Kerbals mueran congelados. #LOC_KPBS.cry5000.tags = profundo congelar soporte vital frio hielo base planetaria cck-lifesupport #LOC_KPBS.clykerolcontainer.title = X200 Glykerol Contenedor #LOC_KPBS.clykerolcontainer.description = Para aquellos que necesitan hacer un montón de congelación. 200 unidades de capacidad de almacenamiento, este tanque debe contener todas las bases Glykerol necesidades de congelación profunda. #LOC_KPBS.clykerolcontainer.tags = deep freeze life support cold ice container cryo cck-lifesupport #LOC_KPBS.metaldrill.title = K&K Taladro de mineral de metal #LOC_KPBS.metaldrill.description = Un práctico taladro para extraer mineral de metal en otros planetas. #LOC_KPBS.metaldrill.tags = perforar extractor cosecha metal mineral isru mina )minería (mineral recurso base planetaria #LOC_KPBS.dirtdrill.title = K&K Taladro de mugre #LOC_KPBS.dirtdrill.description = Un práctico taladro para extraer mugre en otros planetas. #LOC_KPBS.dirtdrill.tags = perforar extractor cosecha metal mineral isru mina )minería (mineral recurso base planetaria #LOC_KPBS.metalstorage.title = K&K X1000 Almacenaje de metales #LOC_KPBS.metalstorage.description = Un almacenaje para el metal. Se puede utilizar el crear piezas de cohetes. #LOC_KPBS.metalstorage.tags = depósito combustible metal partes cohete plataforma lanzamiento base planetaria #LOC_KPBS.metalorestorage.title = K&K X1000 Almacenamiento de mineral de metal #LOC_KPBS.metalorestorage.description = Un depósito para el metal-mineral. Puede procesar el metal-mineral en una fundición en metal. #LOC_KPBS.metalorestorage.tags = depósito combustible metal partes plataforma lanzamiento base planetaria #LOC_KPBS.rocketpartsstorage.title = K&K X1000 Almacenamiento de piezas de cohetes #LOC_KPBS.rocketpartsstorage.description = Un almacenaje para las piezas del cohete. Puede utilizar las piezas del cohete para crear nuevos cohetes ingeniosos. #LOC_KPBS.rocketpartsstorage.tags = depósito combustible cohete partes plataforma lanzamiento base planetaria #LOC_KPBS.launchpad.title = K&K Plataforma Lanzamiento #LOC_KPBS.launchpad.description = ¡Una pequeña lanzadera para construir cohetes fuera del planeta! #LOC_KPBS.launchpad.tags = cohete comienzo plataforma lanzamiento base planetaria #LOC_KPBS.launchpad.open = Abrir #LOC_KPBS.launchpad.close = Cerrar #LOC_KPBS.partrecycler.title = K&K Reciclador #LOC_KPBS.partrecycler.description = ¡El reciclador puede convertir cualquier recipiente en chatarra! #LOC_KPBS.partrecycler.tags = horno de fundición metal mineral plataforma lanzamiento base planetaria #LOC_KPBS.smelter.title = K&K Horno de fundición #LOC_KPBS.smelter.description = La fundición se puede utilizar para procesar chatarra o metal-mineral en metal útil. ¡Para no tocar! ¡CALIENTE! #LOC_KPBS.smelter.tags = horno de fundición metal mineral plataforma lanzamiento base planetaria #LOC_KPBS.smelter.metal.start = Iniciar conversión de metales #LOC_KPBS.smelter.metal.stop = Detener conversión de metales #LOC_KPBS.smelter.scrap.start = Inicio Reciclador #LOC_KPBS.smelter.scrap.stop = Stop Reciclador #LOC_KPBS.workshop.title = K&K Taller #LOC_KPBS.workshop.description = Un taller para producir piezas de cohetes. #LOC_KPBS.workshop.tags = taller metal cohete partes plataforma lanzamiento base planetaria #LOC_KPBS.workshop.start = Iniciar producción #LOC_KPBS.workshop.stop = Detener producción #LOC_KPBS.scrapmetal.title = K&K Almacenamiento de Chatarra #LOC_KPBS.scrapmetal.description = Una pequeña unidad para almacenar chatarra de cohetes reciclados #LOC_KPBS.scrapmetal.tags = depósito combustible cohete metal chatarra plataforma de lanzamiento planetaria base #LOC_KPBS.materialkits.title = K&K Almacenamiento de Kits de Material #LOC_KPBS.materialkits.description = Un almacén para los kits materiales, así que usted puede construir todas las piezas que usted olvidó. #LOC_KPBS.materialkits.tags = Material OSE kits construir taller planetaria base #LOC_KPBS.oseconverter.title = K&K OSE Extractor de Minerales #LOC_KPBS.oseconverter.description = Un extractor para todos los recursos necesarios en el taller #LOC_KPBS.oseconverter.tags = Material OSE kits convertir extraer taller planetaria base #LOC_KPBS.oseconverter.materialkits.name = Kits de Material #LOC_KPBS.oseconverter.materialkits.start = Iniciar producción #LOC_KPBS.oseconverter.materialkits.stop = Parar producción #LOC_KPBS.oseconverter.prospector.name = Prospector #LOC_KPBS.oseconverter.prospector.start = Iniciar Prospección #LOC_KPBS.oseconverter.prospector.stop = Parar Prospección #LOC_KPBS.oseresources.title = K&K OSE Almacenamiento de recursos #LOC_KPBS.oseresources.description = Una pequeña unidad para almacenar los recursos necesarios para el taller OSE #LOC_KPBS.oseresources.tags = Material OSE kits recursos metal raro construir taller planetaria base exótico minerales #LOC_KPBS.oseworkshop.title = K&K Taller OSE #LOC_KPBS.oseworkshop.description = Un taller para producir una pequeña parte en el sitio para su base #LOC_KPBS.oseworkshop.tags = Material OSE kits construir taller planetaria base #LOC_KPBS.flexiblecorridor.title = K&K Corredor Flexible #LOC_KPBS.flexiblecorridor.connector = Corredor #LOC_KPBS.flexiblecorridor.description = Un corredor flexible para Kerbobautas que no saben lo que quieren construir cuando lanzan un cohete. #LOC_KPBS.flexiblecorridor.tags = KAS base corredor conectar flexible #LOC_KPBS.groundplate.title = K&K Base de tierra [KIS] #LOC_KPBS.groundplate.description = Una gran base de hormigón para bases u otras partes. Esta parte se debe fijar en el suelo con una llave o un destornillador. #LOC_KPBS.groundplate.tags = KIS inventario base planetaria base plato cck-eva-items #LOC_KPBS.kisstorage.title = K&K Contenedor para piezas [KIS] #LOC_KPBS.kisstorage.description = Un pequeño recipiente para almacenar piezas que pueden ser útiles en EVA. Ahora también con cerradura para evitar el robo. #LOC_KPBS.kisstorage.tags = KIS inventario base planetaria contenedor AIV uso contenedor cck-containers #LOC_KPBS.kisstoragebig.title = K&K Contenedor para piezas grandes [KIS] #LOC_KPBS.kisstoragebig.description = Un recipiente más grande para almacenar las piezas que pueden ser útiles en EVA. Este puede almacenar partes más grandes. #LOC_KPBS.kisstoragebig.tags = KIS inventario base planetaria contenedor AIV uso contenedor cck-containers #LOC_KPBS.kisbasestorage.title = K&K Storage [KIS] #LOC_KPBS.kisbasestorage.description = A big storage for even the biggest parts. #LOC_KPBS.kisbasestoragesmall.title = K&K Storage (small) [KIS] #LOC_KPBS.kisbasestoragesmall.description = A small storage for parts in the Base profile. #LOC_KPBS.sepstation.title = K&K SEP Estacion Central #LOC_KPBS.sepstation.description = Un contenedor para una estación central para su paquete de experimentos de superficie. Incluye cuatro puertos de alimentación AKI. #LOC_KPBS.sepstation.tags = kis kas superficie experimento inventario fijación ciencia aev investigación científico ingeniero sensor contenedor #LOC_KPBS.sepstation.start = Activar #LOC_KPBS.sepstation.stop = Apagar #LOC_KPBS.sepstation.conduct = Comenzar todos los experimentos #LOC_KPBS.airfilter.title = K&K Contenedor Filtro de Aire #LOC_KPBS.airfilter.description = Este contenedor de soporte de vida filtra el aire de una toma de aire integrada para recolectar recursos útiles. Nota para la seguridad: No se pare delante de la toma de aire si el filtro está ajustado a plena potencia. Esto es sólo un procedimiento de seguridad y realmente no está conectado a ningún evento real! #LOC_KPBS.airfilter.tags = soporte vital carbón dióxido co2 filtrar o2 oxígeno contenedor cck-lifesupport #LOC_KPBS.airfilter.activate = Activar #LOC_KPBS.airfilter.deactivate = Desactivar #LOC_KPBS.airfilter.filter.oxygen.name = Filtro de oxígeno #LOC_KPBS.airfilter.filter.oxygen.start = Activar Filtro #LOC_KPBS.airfilter.filter.oxygen.stop = Detener Filtro #LOC_KPBS.airfilter.filter.hydrogen.name = Filtro de Hidrógeno #LOC_KPBS.airfilter.filter.hydrogen.start = Activar filtro hidrógeno #LOC_KPBS.airfilter.filter.hydrogen.stop = Detener filtro hidrógeno #LOC_KPBS.airfilter.filter.co2.name = Filtro CO2 #LOC_KPBS.airfilter.filter.co2.start = Activar filtro CO2 #LOC_KPBS.airfilter.filter.co2.stop = Detener filtro CO2 #LOC_KPBS.airfilter.intake = Toma de Aire #LOC_KPBS.airfilter.ioncross.desc = Este contenedor de soporte vital filtra el aire de una toma de aire integrada para recoger el oxígeno y el dióxido de carbono. Nota para salvaguardar: No se pare delante de la toma de aire si el filtro está ajustado a plena potencia. Esto es sólo un procedimiento de seguridad y realmente no está conectado a ningún evento real! #LOC_KPBS.algaefarm.title = K&K Granja de Algas #LOC_KPBS.algaefarm.description = Una pequeña granja de algas. #LOC_KPBS.algaefarm.description.tacls = Una pequeña granja de algas para producir fertilizantes que se necesita para cultivar alimentos. No coma el fertilizante, sabe fatal. #LOC_KPBS.algaefarm.description.usils = Una pequeña granja de algas para producir fertilizantes. Esto puede utilizarse para aumentar el rendimiento del invernadero. ¡No coma el fertilizante! Ahora con modos operativos añadidos de UberDyne Astronautics - Estas se pueden comer. (Aunque todavía se debate sobre si se quiere.) #LOC_KPBS.algaefarm.tags = soporte vital algas fertilizante contenedor cck-lifesupport #LOC_KPBS.algaefarm.bayname = Convertidor #LOC_KPBS.algaefarm.typename = Filtrar #LOC_KPBS.algaefarm.converter.name = Granja de Algas #LOC_KPBS.algaefarm.converter.tag = Granja de Algas #LOC_KPBS.algaefarm.converter.start = Iniciar cultivo #LOC_KPBS.algaefarm.converter.stop = Detener cultivo #LOC_KPBS.algaefarm.converter.dry.name = Granja de Algas - Seco #LOC_KPBS.algaefarm.converter.dry.tag = Granja de Algas - Seco #LOC_KPBS.algaefarm.converter.wet.name = Granja de Algas - Mojado #LOC_KPBS.algaefarm.converter.wet.tag = Granja de Algas - Mojado #LOC_KPBS.algaefarm.converter.green.name = Soylent Verde #LOC_KPBS.algaefarm.converter.green.tag = Soylent Verde #LOC_KPBS.algaefarm.converter.green.start = Inicio Soylent G #LOC_KPBS.algaefarm.converter.green.stop = Detener Soylent G #LOC_KPBS.algaefarm.converter.red.name = Soylent Rojo #LOC_KPBS.algaefarm.converter.red.tag = Soylent Rojo #LOC_KPBS.algaefarm.converter.red.start = Inicio Soylent R #LOC_KPBS.algaefarm.converter.red.stop = Detener Soylent R #LOC_KPBS.carbonextractorcontainer.title = K&K Contenedor Extractor de Carbono #LOC_KPBS.carbonextractorcontainer.description = Este contenedor de soporte de vida permite el reciclaje de dióxido de carbono en oxígeno. No es adecuado para Kerbals con una nariz sensible. #LOC_KPBS.carbonextractorcontainer.tags = soporte vital TAC convertidor reciclaje agua carbón co2 oxígeno o2 cck-lifesupport #LOC_KPBS.co2containerbig.title = K&K Contenedor Dióxido de carbono (grande) #LOC_KPBS.co2containerbig.description = Este contenedor puede almacenar una gran cantidad de dióxido de carbono que se produce por los kerbals. #LOC_KPBS.co2containerbig.tags = soporte vital carbón dióxido co2 contenedor cck-lifesupport #LOC_KPBS.co2containersmall.title = K&K Contenedor Dióxido de carbono (pequeño) #LOC_KPBS.co2containersmall.description = Este contenedor puede almacenar dióxido de carbono que es producido por los kerbals. #LOC_KPBS.co2containersmall.tags = soporte vital carbón dióxido co2 contenedor cck-lifesupport #LOC_KPBS.eclsscontainerbig.title = K&K Contenedor Soporte Vital (grande) #LOC_KPBS.eclsscontainerbig.description = Combinación de almacenamiento de dióxido de carbono y oxígeno. Esta es la mejor solución para todos los Kerbals que quieren aprovechar al máximo su estancia en el espacio. #LOC_KPBS.eclsscontainerbig.tags = soporte vital carbón dióxido co2 oxígeno o2 contenedor cck-lifesupport #LOC_KPBS.eclsscontainersmall.title = K&K Contenedor Soporte Vital (pequeño) #LOC_KPBS.eclsscontainersmall.description = Este envase de K&K está lleno de ese maravilloso oxígeno que todos los Kerbals parecen exigir de los últimos tiempos. #LOC_KPBS.eclsscontainersmall.tags = life support carbon dioxide co2 oxígeno o2 contenedor cck-lifesupport #LOC_KPBS.elektroncontainer.title = K&K Contenedor Elektron #LOC_KPBS.elektroncontainer.description = El Elektron se puede utilizar para dividir el agua en hidrógeno y oxígeno. Puede soportar hasta ocho Kerbals. Asegúrese de no utilizar todo el agua ya que hace que los Kerbals se enojen. #LOC_KPBS.elektroncontainer.tags = soporte vital TAC convertidor reciclaje agua hidrógeno oxígeno o2 cck-lifesupport #LOC_KPBS.elektroncontainer.converter.name = Divisor acuático #LOC_KPBS.elektroncontainer.converter.start = Inicio Elektron #LOC_KPBS.elektroncontainer.converter.stop = Detener Elektron #LOC_KPBS.fertilizercontainer.title = K&K Contenedor De Fertilizantes (grande) #LOC_KPBS.fertilizercontainer.description = Un recipiente aún más grande lleno de fertilizante para crecer NOMS. Son aún más deliciosos cuando el fertilizante vino de este envase. #LOC_KPBS.fertilizercontainer.description.tacls = Un recipiente aún más grande lleno de fertilizantes para cultivar alimentos. La comida es aún más deliciosa cuando el fertilizante viene de este contenedor. #LOC_KPBS.fertilizercontainer.tags = soporte vital USI fertilizante suministros cck-lifesupport #LOC_KPBS.fertilizercontainersmall.title = K&K Contenedor De Fertilizantes (pequeño) #LOC_KPBS.fertilizercontainersmall.description = Un recipiente lleno de fertilizante para cultivar esos deliciosos NOMS! #LOC_KPBS.fertilizercontainersmall.description.tacls = ¡Un recipiente lleno de fertilizante para cultivar alimentos en los invernaderos! #LOC_KPBS.fertilizercontainersmall.tags = soporte vital USI fertilizante suministros cck-lifesupport #LOC_KPBS.foodcontainerbig.title = K&K Contenedor de Comida (grande) #LOC_KPBS.foodcontainerbig.description = Este gran recipiente está lleno de comida. ¡Lo mejor antes de ayer! #LOC_KPBS.foodcontainerbig.tags = soporte vital TAC kerbalism comida suministros cck-lifesupport #LOC_KPBS.foodcontainersmall.title = K&K Contenedor de Comida (pequeño) #LOC_KPBS.foodcontainersmall.description = Un pequeño contenedor para la comida. Tenga presente cerrar con llave el almacenaje para bloquear Kerbals que tienen apetito. #LOC_KPBS.foodcontainersmall.tags = soporte vital TAC kerbalism comida suministros cck-lifesupport #LOC_KPBS.greenhousecontainer.title = K&K Contenedor de Invernadero #LOC_KPBS.greenhousecontainer.description = Un pequeño invernadero que hace crecer los suministros que necesitan sus Kerbals. Esta versión pequeña del envase es totalmente automatizada pero tiene una eficacia más baja que su hermano mayor. #LOC_KPBS.greenhousecontainer.tags = soporte vital comida producto invernadero cck-lifesupport #LOC_KPBS.greenhousecontainer.usils.desc = Un pequeño invernadero donde crece más NOMS. Esta versión pequeña del envase es totalmente automatizada pero tiene una eficacia más baja que su hermano mayor. #LOC_KPBS.greenhousecontainer.tacls.desc = Un pequeño invernadero que puede producir alimentos a partir de desechos y fertilizantes. #LOC_KPBS.greenhousecontainer.tag = Invernadero #LOC_KPBS.hydrogencontainer.title = K&K Contenedor de Hidrógeno #LOC_KPBS.hydrogencontainer.description = Un contenedor para almacenar hidrógeno que se puede convertir en agua o ser utilizado en una célula de combustible. ¡Cuidado no usar en cohetes! #LOC_KPBS.hydrogencontainer.tags = soporte vital TAC hidrógeno cck-lifesupport #LOC_KPBS.IFILSbig.title = K&K Contenedor de Soporte Vital (grande) #LOC_KPBS.IFILSbig.description = Un gran contenedor para almacenar ese glorioso soporte vital. El inventor de esta parte fue galardonado con el Precio-Kerbal por viajes espaciales. #LOC_KPBS.IFILSbig.tags = soporte vital IFI contenedor cck-lifesupport #LOC_KPBS.IFILSsmall.title = K&K Contenedor de Soporte Vital (pequeño) #LOC_KPBS.IFILSsmall.description = Totalmente repleto de todo lo que un Kerbal necesita para mantener la vida: osos de peluche, juegos de mesa y también algo de comida. #LOC_KPBS.IFILSsmall.tags = soporte vital IFI contenedor cck-lifesupport #LOC_KPBS.ioncrossbig.title = K&K Contenedor de Soporte Vital (grande) #LOC_KPBS.ioncrossbig.description = Combinación de almacenamiento de dióxido de carbono y oxígeno. Esta es la mejor solución para todos los Kerbals que quieren aprovechar al máximo su estancia en el espacio. #LOC_KPBS.ioncrossbig.tags = soporte vital ioncross oxígeno o2 carbón dióxido co2 contenedor cck-lifesupport #LOC_KPBS.ioncrosssmall.title = K&K Contenedor de Soporte Vital (pequeño) #LOC_KPBS.ioncrosssmall.description = Este contenedor de K&K está lleno de ese maravilloso oxígeno el cual parece que todos Kerbals demandan últimamente. #LOC_KPBS.ioncrosssmall.tags = soporte vital ioncross oxígeno o2 carbón dióxido co2 contenedor cck-lifesupport #LOC_KPBS.kerbalismcontainerbig.title = K&K Contenedor de Soporte Vital (grande) #LOC_KPBS.kerbalismcontainerbig.description = Una combinación de un almacenamiento para el oxígeno y los alimentos. Esta es la mejor solución para todos los Kerbals que quieren aprovechar al máximo su estancia en el espacio. #LOC_KPBS.kerbalismcontainerbig.tags = soporte vital kerbalism comida oxígeno o2 contenedor cck-lifesupport #LOC_KPBS.kerbalismcontainersmall.title = K&K Contenedor de Soporte Vital (pequeño) #LOC_KPBS.kerbalismcontainersmall.description = Este contenedor de K&K está lleno de ese maravilloso oxígeno y comida el cual parece que todos Kerbals demandan últimamente. #LOC_KPBS.kerbalismcontainersmall.tags = soporte vital kerbalism comida oxígeno o2 contenedor cck-lifesupport #LOC_KPBS.mulchcontainerbig.title = K&K Contenedor de Mantillo (grande) #LOC_KPBS.mulchcontainerbig.description = Un gran contenedor para almacenar productos de mantillo para Kerbals. NO(!) confundir esto con NOMS. #LOC_KPBS.mulchcontainerbig.tags = soporte vital USI mantillo residuos contenedor cck-lifesupport #LOC_KPBS.mulchcontainersmall.title = K&K Contenedor de Mantillo (pequeño) #LOC_KPBS.mulchcontainersmall.description = Este contenedor puede almacenar todas aquellas cosas que una vez fueron NOMS. #LOC_KPBS.mulchcontainersmall.tags = soporte vital USI mantillo residuos contenedor cck-lifesupport #LOC_KPBS.nitrogencontainer.title = K&K Contenedor de Nitrógeno #LOC_KPBS.nitrogencontainer.description = Un recipiente para almacenar el nitrógeno que se puede utilizar para regular la presión en su embarcación. #LOC_KPBS.nitrogencontainer.tags = soporte vital kerbalism nitrógeno contenedor cck-lifesupport #LOC_KPBS.nomscontainerbig.title = K&K Contenedor de Suministros (grande) #LOC_KPBS.nomscontainerbig.description = ¡Ahora con más NOMS que nunca! #LOC_KPBS.nomscontainerbig.tags = soporte vital USI suministros comida contenedor cck-lifesupport #LOC_KPBS.nomscontainersmall.title = K&K Contenedor de Suministros (pequeño) #LOC_KPBS.nomscontainersmall.description = Un recipiente lleno de delicioso ¡NOMS! Manténgase alejado de las ratoneras. #LOC_KPBS.nomscontainersmall.tags = soporte vital USI suministros comida contenedor cck-lifesupport #LOC_KPBS.oxygencontainerbig.title = K&K Contenedor de Oxígeno (grande) #LOC_KPBS.oxygencontainerbig.description = Para llenar la brecha de mercado para grandes capacidades de almacenamiento de oxígeno K&K desarrolló esta hermosa pieza de arte. #LOC_KPBS.oxygencontainerbig.tags = soporte vital oxígeno o2 contenedor cck-lifesupport #LOC_KPBS.oxygencontainersmall.title = K&K Contenedor de Oxígeno (pequeño) #LOC_KPBS.oxygencontainersmall.description = Este envase de K&K está lleno de ese oxígeno maravilloso que todos los Kerbals parecen demandar últimamente. #LOC_KPBS.oxygencontainersmall.tags = soporte vital oxígeno o2 contenedor cck-lifesupport #LOC_KPBS.sabatiercontainer.title = K&K Contenedor Reactor Sabatier #LOC_KPBS.sabatiercontainer.description = Este contenedor utiliza CO2 e hidrógeno para generar agua. La garantía nula cuando se utiliza con CO en lugar de CO2. #LOC_KPBS.sabatiercontainer.tags = soporte vital TAC convertidor sabatier hidrógeno contenedor cck-lifesupport #LOC_KPBS.sabatiercontainer.converter.name = Reactor Sabatier #LOC_KPBS.sabatiercontainer.converter.start = Iniciar Sabatier #LOC_KPBS.sabatiercontainer.converter.stop = Detener Sabatier #LOC_KPBS.sabatiercontainer.converter.tag = soporte vital #LOC_KPBS.snackscontainerbig.title = K&K Contenedor de Aperitivos (grande) #LOC_KPBS.snackscontainerbig.description = El recipiente más grande y más popular del bocado. K&K se enorgullece de presentar también el nuevo mecanismo de refrigeración para evitar gustos extraños después de largos viajes. #LOC_KPBS.snackscontainerbig.tags = soporte vital comida aperitivos contenedor cck-lifesupport #LOC_KPBS.snackscontainersmall.title = K&K Contenedor de Aperitivos (pequeño) #LOC_KPBS.snackscontainersmall.description = Totalmente repleto de todo lo que un Kerbal necesita para el soporte de vida, pero principalmente con aperitivos. Asegúrese de tener en cuenta la fecha de caducidad. #LOC_KPBS.snackscontainersmall.tags = soporte vital comida aperitivos contenedor cck-lifesupport #LOC_KPBS.taclscontainerbig.title = K&K Contenedor de Soporte Vital (grande) #LOC_KPBS.taclscontainerbig.description = El contenedor más grande para todas sus necesidades de suministro de vida. Totalmente equipado con todo lo que Kerbal puede necesitar. #LOC_KPBS.taclscontainerbig.tags = soporte vital comida agua oxígeno o2 TAC contenedor cck-lifesupport #LOC_KPBS.taclscontainersmall.title = K&K Contenedor de Soporte Vital (pequeño) #LOC_KPBS.taclscontainersmall.description = Una versión más pequeña de la solución de soporte de vida de todo tipo de K&K. #LOC_KPBS.taclscontainersmall.tags = soporte vital comida agua oxígeno o2 TAC contenedor cck-lifesupport #LOC_KPBS.taclswasteproductcontainerbig.title = K&K Contenedor de Residuos (grande) #LOC_KPBS.taclswasteproductcontainerbig.description = El envase enorme para todos los productos de desecho. #LOC_KPBS.taclswasteproductcontainerbig.tags = soporte vital residuos aguas residuales TAC contenedor cck-lifesupport #LOC_KPBS.taclswasteproductcontainersmall.title = K&K Contenedor de Residuos (pequeño) #LOC_KPBS.taclswasteproductcontainersmall.description = Un recipiente más pequeño para todos los desechos. #LOC_KPBS.taclswasteproductcontainersmall.tags = soporte vital residuos aguas residuales TAC contenedor cck-lifesupport #LOC_KPBS.airscrubbercontainer.title = K&K Purificador de Aire #LOC_KPBS.airscrubbercontainer.description = Este contenedor de soporte de vida recicla el aire, reduciendo la necesidad de depender de los suministros. Aunque no es muy eficiente, procesa mucho aire. Wernher von Kerman insiste en que no es sólo un puñado de ambientadores de coches en una lata. #LOC_KPBS.airscrubbercontainer.tags = soporte vital convertidor reciclaje cck-lifesupport aire #LOC_KPBS.usilscontainerbig.title = K&K Contenedor de Soporte Vital (grande) #LOC_KPBS.usilscontainerbig.description = Este contenedor proporciona todo lo que necesita para una larga estancia en otro planeta. O por lo menos los ingenieros lo dicen. #LOC_KPBS.usilscontainerbig.tags = soporte vital USI mantillo fertilizante suministros contenedor cck-lifesupport #LOC_KPBS.usilscontainersmall.title = K&K Life-Support Container (pequeño) #LOC_KPBS.usilscontainersmall.description = Este contenedor proporciona una pequeña cantidad de todas las cosas que necesita para una larga estancia en otro planeta. No olvide empaquetar NOMS de repuesto. #LOC_KPBS.usilscontainersmall.tags = soporte vital USI mantillo fertilizante suministros contenedor cck-lifesupport #LOC_KPBS.usilsrecyclercontainer.title = K&K Contenedor de Reciclaje #LOC_KPBS.usilsrecyclercontainer.description = Un pequeño recipiente que le permite reciclar una parte de sus suministros. #LOC_KPBS.usilsrecyclercontainer.tags = soporte vital reciclador suministros mantillo contenedor cck-lifesupport #LOC_KPBS.wastecontainerbig.title = K&K Contenedor de Basura (grande) #LOC_KPBS.wastecontainerbig.description = Este contenedor grande puede ser llenado con los desechos que un Kerbal produce durante el día. Este contenedor grande está sellado herméticamente para evitar el hedor. #LOC_KPBS.wastecontainerbig.tags = residuos soporte vital contenedor TAC kerbalism cck-lifesupport #LOC_KPBS.wastecontainersmall.title = K&K Contenedor de Basura (pequeño) #LOC_KPBS.wastecontainersmall.description = Un pequeño contenedor para los residuos que el Kerbal normal produce. ¡No lo use para chatarra electrónica! #LOC_KPBS.wastecontainersmall.tags = residuos soporte vital contenedor TAC kerbalism cck-lifesupport #LOC_KPBS.wastewatercontainerbig.title = K&K Contenedor de Agua Residuales (grande) #LOC_KPBS.wastewatercontainerbig.description = Un recipiente grande para aguas residuales. Tenga cuidado de no causar fugas. #LOC_KPBS.wastewatercontainerbig.tags = residuos agua soporte vital contenedor TAC cck-lifesupport #LOC_KPBS.wastewatercontainersmall.title = K&K Contenedor de Agua Residuales (pequeño) #LOC_KPBS.wastewatercontainersmall.description = Un pequeño recipiente para el agua desperdiciada. ¡NO BEBAS! #LOC_KPBS.wastewatercontainersmall.tags = residuos agua soporte vital contenedor TAC cck-lifesupport #LOC_KPBS.watercontainerbig.title = K&K Contenedor de Agua (grande) #LOC_KPBS.watercontainerbig.description = Esto está pensado para un largo suministro de agua potable. ¡No lo utilice como piscina o para bucear! #LOC_KPBS.watercontainerbig.tags = agua soporte vital contenedor USI TAC cck-lifesupport #LOC_KPBS.watercontainersmall.title = K&K Contenedor de Agua (pequeño) #LOC_KPBS.watercontainersmall.description = Un recipiente pequeño para el agua. Se puede utilizar para ducharse, beber, lavar o para un tobogán de agua. #LOC_KPBS.watercontainersmall.tags = agua soporte vital contenedor USI TAC cck-lifesupport #LOC_KPBS.waterpurifiercontainer.title = K&K Contenedor Purificador de Agua #LOC_KPBS.waterpurifiercontainer.description = Con la ayuda de dos filtros de carbón activado, centrífuga y otras partes muy secretas, estos contenedores pueden purificar el agua sucia en agua casi limpia. ¡Sólo para Kerbonauts! #LOC_KPBS.waterpurifiercontainer.tags = agua purificador soporte vital contenedor TAC cck-lifesupport #LOC_KPBS.waterdrill.title = K&K Taladro de Agua en línea #LOC_KPBS.waterdrill.description = Una versión modificada del taladro en línea. En lugar de mineral, es capaz de obtener agua. No beba el agua antes de que se haya filtrado. #LOC_KPBS.waterdrill.tags = soporte vital perforar agua cck-lifesupport #LOC_KPBS.waterdrill.drill.name = Taladro de Agua #LOC_KPBS.waterdrill.drill.start = Iniciar Taladro #LOC_KPBS.waterdrill.drill.stop = Parar Taladro #LOC_KPBS.orbitalscanner.title = K&K Escáner de Agua de Banda Estrecha M335 #LOC_KPBS.orbitalscanner.description = Ideal para la topografía de posibles sitios de aterrizaje, este escáner proporciona información detallada sobre los recursos hídricos en el planeta o la luna que orbita. Estos datos están limitados al punto directamente debajo del escáner. #LOC_KPBS.orbitalscanner.tags = isru mina )minería (mineral perspectiva recurso sensor escáner agua #LOC_KPBS.surfacescanner.title = K&K Módulo Exploración de Agua Superficial #LOC_KPBS.surfacescanner.description = Un pequeño módulo para buscar agua en la superficie de un planeta. Cuando se usa durante el aterrizaje en un planeta o en la luna, los datos de la muestra recolectados pueden usarse para aumentar la precisión de los escáneres orbitales. #LOC_KPBS.surfacescanner.tags = isru mina )minería (mineral perspectiva recurso sensor escáner agua #LOC_KPBS.usirecycler.title = K&K Reciclador #LOC_KPBS.usirecycler.description = Un reciclador que se puede utilizar para reducir todas sus necesidades de soporte de vida. #LOC_KPBS.usirecycler.tags = soporte vital usi mantillo suministros cck-lifesupport base planetaria reciclador #LOC_KPBS.MKS.wolfterminal.title = K&K WOLF Terminal #LOC_KPBS.MKS.wolfterminal.description = Where Kerbals go when they want to hitch a ride on a WOLF transport route. #LOC_KPBS.MKS.wolfterminal.tags = usi planetary base terminal wolf cck-usi-wolf #LOC_KPBS.MKS.workshop.title = K&K Workshop #LOC_KPBS.MKS.workshop.description = Finally a place for hiding Bill. Keeps the colony machinery running at peak performance (as certified by Bill). Also includes a miniature machine shop. #LOC_KPBS.MKS.workshop.tags = cck-usi-manufacturing\tusi mks workshop repair #LOC_KPBS.MKS.workshop.mkit.name = MaterialKits #LOC_KPBS.MKS.workshop.mkit.start = Start MaterialKits #LOC_KPBS.MKS.workshop.mkit.stop = Stop MaterialKits #LOC_KPBS.MKS.workshop.machinery.name = Machinery #LOC_KPBS.MKS.workshop.machinery.start = Start Machinery #LOC_KPBS.MKS.workshop.machinery.stop = Stop Machinery #LOC_KPBS.MKS.workshop.shop.name = Machine Shop #LOC_KPBS.MKS.workshop.shop.start = Start Machine Shop #LOC_KPBS.MKS.workshop.shop.stop = Stop Machine Shop } } } UrlConfig { parentUrl = PlanetaryBaseInc/Localization/fr-fr.cfg Localization { fr-fr { #LOC_KPBS.agency = Structures avancées d'orbite et de surface K&K #LOC_KPBS.agency.desc = Un nouveau venu dans l'industrie spatiale. Après la scission de la branche caravane, cette agence se concentre désormais entièrement sur les voyages dans l'espace et les habitats extraplanétaires. Leurs jeunes PDG veulent que Kerman & Kerman s'efforce d'atteindre la position de leader du marché. Cela encourage parfois leurs ingénieurs à se hâter un peu et à causer des accidents à l'occasion. Pourtant, ils essaient d'avoir une bonne réputation en matière de moralité et de sécurité. #LOC_KPBS.nuclearfuel.transferstate = Statut du transfert #LOC_KPBS.nuclearfuel.fuel.transfer = Transfert <<1>> #LOC_KPBS.nuclearfuel.error.skill = Il doit y avoir au moins un niveau <<1>> <<2>> à bord pour transférer <<3>>. #LOC_KPBS.nuclearfuel.error.running = Impossible de transférer des ressources nucléaires lorsque les pièces sont en marche. #LOC_KPBS.nuclearfuel.error.noFuel = La pièce n'a pas de <<1>>. #LOC_KPBS.nuclearfuel.error.noTarget = Il n'y a pas de cible vers laquelle transférer <<1>>. #LOC_KPBS.nuclearfuel.status.selecting = Sélectionner la cible pour <<1>> #LOC_KPBS.nuclearfuel.target.next = Sélectionner la cible suivante #LOC_KPBS.nuclearfuel.target.prev = Sélectionner la cible précédente #LOC_KPBS.nuclearfuel.startTransfer = Démarrer le transfert #LOC_KPBS.nuclearfuel.stopTransfer = Arrêter le transfert #LOC_KPBS.nuclearfuel.cancelTransfer = Annuler le transfert #LOC_KPBS.nuclearfuel.status.transfering = Transfert de <<1>> #LOC_KPBS.filtersettings.name = Paramètres du filtre #LOC_KPBS.filtersettings.section = Système de base planétaire #LOC_KPBS.filtersettings.desc = Regrouper toutes les pièces dans le filtre de fonction #LOC_KPBS.filtersettings.tooltip = Regrouper toutes les pièces dans une catégorie dans le filtre de fonction #LOC_KPBS.resourceconverter.name = Convertisseur de ressources #LOC_KPBS.resourceconverter.speed = Vitesse de conversion #LOC_KPBS.resourceconverter.dumpoxygen = Vidange de l'excès d'oxygène #LOC_KPBS.corridornode.name = Pièce adaptative #LOC_KPBS.corridornode.info = Cette pièce change d'apparence en fonction de l'endroit où d'autres pièces lui sont attachées. #LOC_KPBS.dependendlight.action.on = Allumer les lumières #LOC_KPBS.dependendlight.action.off = Éteindre les lumières #LOC_KPBS.dependendlight.status.on = Allumé #LOC_KPBS.dependendlight.status.off = Éteint #LOC_KPBS.dependendlight.status.turningon = Allumage... #LOC_KPBS.dependendlight.status.turningoff = Extinction.. #LOC_KPBS.meshtoggle.show = Afficher le maillage #LOC_KPBS.meshtoggle.hide = Cacher le maillage #LOC_KPBS.meshtoggle.toggle = Basculer le maillage #LOC_KPBS.modelswitch.name = Changement de modèle #LOC_KPBS.modelswitch.model = Modèle #LOC_KPBS.modelswitch.models = Modèles : #LOC_KPBS.greenhousemodule.name = Serre #LOC_KPBS.greenhousemodule.status = Statut de la serre #LOC_KPBS.greenhousemodule.nocrew = Pas d'équipage ! #LOC_KPBS.greenhousemodule.operational = opérationnel #LOC_KPBS.greenhousemodule.speed = Vitesse de production #LOC_KPBS.greenhousemodule.info.min = "Équipage minimum requis :" #LOC_KPBS.greenhousemodule.info.at = à #LOC_KPBS.greenhousemodule.info.efficiency = d'efficacité #LOC_KPBS.greenhousemodule.info.max = Efficacité maximale avec : #LOC_KPBS.greenhousemodule.info.kerbals = Kerbals #LOC_KPBS.planetarymodule.name = Pièce déployable #LOC_KPBS.planetarymodule.deploy = Déployer #LOC_KPBS.planetarymodule.retract = Rétracter #LOC_KPBS.planetarymodule.status = Statut #LOC_KPBS.planetarymodule.action.toggle = Basculer le déploiement #LOC_KPBS.planetarymodule.action.retract = Rétracter #LOC_KPBS.planetarymodule.action.deploy = Déployer #LOC_KPBS.planetarymodule.status.retracted = Rétracté #LOC_KPBS.planetarymodule.status.deployed = Déployé #LOC_KPBS.planetarymodule.status.deploying = Déploiement... #LOC_KPBS.planetarymodule.status.retracting = Rétraction... #LOC_KPBS.planetarymodule.info1 = \nCapacité de l'équipage\n Rétracté:\t #LOC_KPBS.planetarymodule.info2 = \n Déployé:\t #LOC_KPBS.categoryfilter.function.name = Structures de surface planétaires #LOC_KPBS.categoryfilter.category.lifesupport = Système de survie #LOC_KPBS.greenhouseexperiment.title = Étude sur la croissance des plantes #LOC_KPBS.greenhouseexperiment.conduct = Faire une étude sur la croissance des plantes #LOC_KPBS.greenhouseexperiment.discard = Jeter les échantillons de plantes #LOC_KPBS.greenhouseexperiment.review = Examiner les échantillons de plantes #LOC_KPBS.greenhouseexperiment.collect = Prélever des échantillons de plantes #LOC_KPBS.greenhouseexperiment.default1 = Vous avez planté des graines et regardé les plantes pousser... pendant des heures. #LOC_KPBS.greenhouseexperiment.default2 = Les plantes se balancent au gré du vent. Attendez... le vent ? #LOC_KPBS.greenhouseexperiment.MohoSrfLanded1 = Il fait un peu plus chaud ici. Les plantes ont besoin de plus d'eau. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded2 = La matière volcanique provenant de la surface de Moho semble être un bon engrais pour les plantes. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded3 = La gravité plus faible de Moho permet aux plantes de pousser un peu plus que d'habitude. #LOC_KPBS.greenhouseexperiment.EveSrfLanded1 = Même les plantes semblent prendre une teinte violette ici. #LOC_KPBS.greenhouseexperiment.EveSrfLanded2 = La gravité élevée empêche la croissance des plantes. Elles s'élargissent au contraire. #LOC_KPBS.greenhouseexperiment.EveSrfSplashed1 = Vous avez arrosé les plantes avec le liquide d'Eve. Ce n'était pas une bonne idée ! #LOC_KPBS.greenhouseexperiment.EveSrfSplashed2 = Vous ne pensez pas que le fluide d'Eve est bon pour les plantes. #LOC_KPBS.greenhouseexperiment.GillySrfLanded1 = Il est très difficile de garder le sol dans les jardinières en raison de la faible gravité de Gilly. #LOC_KPBS.greenhouseexperiment.GillySrfLanded2 = Vous vous demandez si les plantes apprécient la vue sur Eve d'ici autant que vous. #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded = Vous enquêtez sur les plantes. Elles semblent grandir normalement. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedGrasslands = Les plantes ont l'air vigoureuses et en bonne santé. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedMountains = L'atmosphère légèrement moins dense des montagnes semble être bonne pour les plantes. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedDeserts = Vous commencez à vous demander où vous pouvez trouver de l'eau pour les plantes. Elles commencent à devenir croustillantes. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedIceCaps = Même les plantes semblent être gelées ici. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedShores = Le sable des rives semble trop salé pour que les plantes soient vigoureuses et en bonne santé. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedWater = L'humidité semble être un peu trop élevée pour les plantes. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedWater = Les plantes se balancent au même rythme que les vagues. Vous commencez à avoir le mal de mer. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedShores = Les vagues éclaboussent de temps en temps contre les fenêtres. Les plantes ne semblent pas s'en soucier. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedLaunchPad = Les plantes ne présentent pas de comportement différent. C'est peut-être parce que vous n'êtes qu'à quelques mètres de votre point de départ. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedRunway = Les plantes ne présentent pas de comportement différent. C'est peut-être parce que vous n'êtes qu'à quelques mètres de votre point de départ. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedKSC = Les plantes ne présentent pas de comportement différent. C'est peut-être parce que vous n'êtes qu'à quelques mètres de votre point de départ. #LOC_KPBS.greenhouseexperiment.MunSrfLanded1 = Les plantes semblent un peu plus grandes ici. #LOC_KPBS.greenhouseexperiment.MunSrfLanded2 = Les plantes semblent avoir besoin de plus d'eau que d'habitude. #LOC_KPBS.greenhouseexperiment.MunSrfLandedMidlands = Les plantes poussent vigoureusement et sont en bonne santé. #LOC_KPBS.greenhouseexperiment.MunSrfLandedNorthernBasin = Certaines plantes semblent mieux pousser ici que d'autres. #LOC_KPBS.greenhouseexperiment.MunSrfLandedPolarCrater = Quelque chose dans la poussière semble être toxique pour les plantes. Elles meurent ! #LOC_KPBS.greenhouseexperiment.MunSrfLandedPoles = Il semble y avoir un peu d'eau dans la terre. Les plantes aiment ça ! #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded1 = Le sol cristallin recueilli dans l'environnement n'affecte pas les plantes. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded2 = On jurerait que certaines plantes sont un peu plus turquoises que d'habitude. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded3 = Les plantes semblent pousser normalement. La nourriture a cependant un goût de crème glacée. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedFlats = Le sol des plaines de Minmus semble avoir un peu plus d'eau que d'habitude. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedLesserFlats = Le sol des petites plaines de Minmus semble avoir un peu plus d'eau que d'habitude. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreatFlats = Le sol des grandes plaines de Minmus semble avoir une sorte d'eau salée. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreaterFlats = L'eau du sol des grandes plaines de Minmus est légèrement rougeoyante. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded1 = Le sol de Duna ne contient que peu de minéraux et de nutriments. Les plantes poussent plus lentement. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded2 = Les plantes deviennent légèrement rouges à cause du sol rouge de Duna. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedLowlands = Le sol des basses terres de Duna semble propice à la culture des plantes. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedMidlands = Les plantes ont un goût métallique. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles1 = L'eau glacée des pôles ne semble pas influencer les plantes. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles2 = Vous vous demandez si les plantes sont aussi froides que lorsque vous regardez dehors. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded1 = Il n'y a vraiment pas d'eau dans le sol d'Ike. Il faut arroser les plantes plus souvent. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded2 = Les plantes semblent perdre un peu de leur couleur. #LOC_KPBS.greenhouseexperiment.IkeSrfLandedLowlands = Les plantes ne montrent aucun signe d'influence du sol des basses terres d'Ike. #LOC_KPBS.greenhouseexperiment.DresSrfLanded1 = Le sol de Dres semble être principalement régolithique. Les plantes ne semblent pas s'en soucier. #LOC_KPBS.greenhouseexperiment.DresSrfLanded2 = On pourrait jurer qu'il y a eu un insecte dans le sol. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded1 = Le sol semble être très salé comme l'eau. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded2 = Vous ne savez pas pourquoi, mais la terre de Laythe que vous cultiviez semble parfois disparaître. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed1 = L'eau de Laythe est trop salée pour les plantes. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed2 = Les plantes se balancent au même rythme que les vagues. Vous commencez à avoir le mal de mer. #LOC_KPBS.greenhouseexperiment.VallSrfLanded1 = Une fois fondu, le pergélisol de Val constitue un bon milieu de croissance pour les plantes. #LOC_KPBS.greenhouseexperiment.VallSrfLanded2 = Vous devez faire fondre toute la poussière et la terre avant de pouvoir l'utiliser pour faire pousser des plantes. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded1 = Les plantes poussent normalement ici. Elles sont à peu près aussi grosses que sur Kerbin. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded2 = Les fruits des plantes cultivées sur le sol de Tylos ont un goût affreux. #LOC_KPBS.greenhouseexperiment.BopSrfLanded1 = Vous cultivez la première plante sur cette planète. Vous l'appellez Bob. #LOC_KPBS.greenhouseexperiment.BopSrfLanded2 = Les plantes poussent plus grandes ici. #LOC_KPBS.greenhouseexperiment.PolSrfLanded1 = Il est très difficile de garder le sol dans les pots à cause de la faible gravité de Pol. #LOC_KPBS.greenhouseexperiment.PolSrfLanded2 = Les fruits des plantes sont anormalement gros. Mais ils n'ont qu'un goût d'eau. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded1 = Il fait très froid ici. Certaines feuilles semblent gelées. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded2 = L'intensité plus faible de la lumière semble influencer la croissance des plantes. #LOC_KPBS.centralhub.title = Hub central planétaire K&K #LOC_KPBS.centralhub.description = Ce hub central massif offre tout ce dont vous avez besoin pour une grande base sur d'autres planètes. Assez de place pour 6 Kerbals, un centre de contrôle, un laboratoire et un système de survie de base. #LOC_KPBS.centralhub.tags = control ?eva gyro ?iva moment react steer torque laboratory research science planetary base center laboratoire recherche planétaire #LOC_KPBS.hal.title = Contrôle planétaire automatisé K&K "HAL" #LOC_KPBS.hal.description = L'unité de commande Logique Automatisée Hybride (HAL) permet un contrôle autonome pour le soutien en direct et l'administration de la base lorsque toutes les Kerbals sont absentes ou veulent dormir. Bien que très pratique, certains Kerbals ont mentionné une légère sensation d'inconfort en travaillant à proximité. #LOC_KPBS.hal.tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base sonde planétaire #LOC_KPBS.command.title = Module de commande planétaire K&K #LOC_KPBS.command.description = Ce module de commande s'intègre parfaitement dans la ligne de produits "Planétaire". Pour réduire les coûts, les scientifiques de K&K ont décidé d'omettre les roues de réaction. Une base stationnaire au sol n'a pas besoin de roues de réaction, n'est-ce pas ? #LOC_KPBS.command.tags = capsule cmg control ?eva gyro ?iva moment react torque command planetary base planétaire #LOC_KPBS.cupola.title = Coupole planétaire K&K #LOC_KPBS.cupola.description = La coupole planétaire a été développée pour offrir une belle vue pour les Kerbals sur d'autres planètes. Ici, un Kerbal pourrait penser au but de la vie et pourquoi il est bloqué sur une autre planète. #LOC_KPBS.cupola.tags = base capsule cmg command control ?eva gyro ?iva moment outpost pod react torque view planet base panorama #LOC_KPBS.mal.title = Contrôle d'atterrissage planétaire K&K "MAL" #LOC_KPBS.mal.description = L'unité de contrôle d'atterrissage Logique Avancée Médiocre (MAL) a été inventée par un ingénieur de K&K qui pensait qu'il était nécessaire d'avoir une unité de contrôle pour faire atterrir les choses horizontalement. Il peut maintenant être trouvé à l'asile ou enseigner à de nouvelles recrues. MAL est parfois appelé le cousin "moins brillant" de HAL parce qu'il est composé de pièces qui n'ont pas passé l'AQ pour HAL. #LOC_KPBS.mal.tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base planétaire #LOC_KPBS.service.title = Baie de service planétaire K&K #LOC_KPBS.service.description = Une baie de service résistante à la chaleur, idéale pour protéger les instruments délicats ou ranger les petits composants de service, tels que les réservoirs RCS, les batteries, etc. Celui-ci est parfaitement adapté à la gamme de produits planétaires K&K. #LOC_KPBS.service.tags = bus contain heat hollow protect (stor therm planetary base planétaire #LOC_KPBS.fueltank.title = Réservoir de carburant X720 K&K #LOC_KPBS.fueltank.description = Un énorme réservoir de carburant pour le profil de base. Ne demandez pas pourquoi vous avez besoin d'autant de carburant sur une base stationnaire. #LOC_KPBS.fueltank.tags = fueltank ?lfo liquid oxidizer propellant planetary base planétaire carburant réservoir #LOC_KPBS.fueltanksmall.title = Réservoir de carburant X360 K&K #LOC_KPBS.fueltanksmall.description = Un réservoir de carburant plus petit pour le profil de base. Peut également servir de pièce structurelle. #LOC_KPBS.fueltanksmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base planétaire carburant réservoir #LOC_KPBS.drill.title = Foreuse intégrée K&K #LOC_KPBS.drill.description = Une foreuse pratique pour les opérations à long terme sur d'autres planètes. Fonctionne mieux lorsqu'elle est supervisée par un ingénieur qualifié. Les radiateurs peuvent être utilisés pour aider à gérer la chaleur excessive. #LOC_KPBS.drill.tags = drill extractor harvest isru mine )mining (ore resource planetary base foreuse planétaire minage minerai extracteur #LOC_KPBS.isru.title = ISRU planétaire K&K #LOC_KPBS.isru.description = L'ISRU planétaire permet de transformer les matières premières en éléments utiles tels que l'oxygène, l'ergol liquide et le monergol. Cette version est un peu plus petite que l'ISRU originale pour s'adapter à la ligne planétaire de K&K. Plus il y aura d'ingénieurs, plus l'efficacité sera élevée. #LOC_KPBS.isru.tags = resources fuel isru convert planetary base carburant planétaire #LOC_KPBS.lab.title = Laboratoire planétaire K&K #LOC_KPBS.lab.description = Avec ce laboratoire planétaire nouvellement développé, il est maintenant possible de profiter des avantages du laboratoire de traitement mobile et de savoir où se trouvent le haut et le bas. Pour ceux qui ne le trouvent pas assez excitant pour être sur une autre planète, il fournit également une variante du télescope spatial Bubble pour observer les étoiles. #LOC_KPBS.lab.tags = experiment laboratory research science planetary base laboratoire recherche planétaire #LOC_KPBS.adapterMK2.title = Adaptateur MK2 K&K #LOC_KPBS.adapterMK2.description = Cet adaptateur est utilisé pour coupler entre la base et les pièces MK2. #LOC_KPBS.adapterMK2.tags = cone adapter mk2 planetary base planétaire #LOC_KPBS.adaptersize1.title = Adaptateur de petite taille K&K #LOC_KPBS.adaptersize1.description = Cet adaptateur est utilisé pour connecter la base et les pièces de taille FL-T. #LOC_KPBS.adaptersize1.tags = cone adapter mk2 planetary base planétaire #LOC_KPBS.bicoupler.title = Bi-coupleur de base K&K #LOC_KPBS.bicoupler.description = Parce que nos ingénieurs pensent que plus c'est toujours mieux, ils ont créé ce bi-coupleur pour combiner plus de modules dans une fusée plus aérodynamique. Ils pensent que c'est aussi plus stable. #LOC_KPBS.bicoupler.tags = ?2 adapter two multi (quad planetary base planétaire #LOC_KPBS.separator.title = Séparateur de base K&K #LOC_KPBS.separator.description = Le séparateur a été développé pour séparer des pièces des structures de surface planétaires lorsque les ingénieurs ont créé des combinaisons de pièces insensées. Son nom de développement était "collecteur de décomposition explosive soudaine planifiée". Elle a été changée par la suite parce que les pilotes ne semblaient pas faire confiance à une pièce portant ce nom. #LOC_KPBS.separator.tags = break decouple explo separat split planetary base planétaire #LOC_KPBS.tricpoupler.title = Tri-coupleur de base K&K #LOC_KPBS.tricpoupler.description = Après le grand succès du bi-coupleur de base, les ingénieurs ont pensé : pourquoi pas plus gros ? Le résultat est ce tri-coupleur qui est capable de transporter trois pièces de base à la fois. #LOC_KPBS.tricpoupler.tags = ?3 adapter three multi (quad planetary base planétaire #LOC_KPBS.heatshield.title = Bouclier thermique de base K&K #LOC_KPBS.heatshield.description = Un bouclier thermique pour la ligne de base planétaire. Il a été développé après que des Kerbonautes se soient plaints de l'ébullition du café pendant qu'ils pénétraient dans l'atmosphère. #LOC_KPBS.heatshield.tags = ablat drag entry insulate protect re- therm planetary base planétaire #LOC_KPBS.twoendcorridorleg.title = Couloir à deux bouts avec support de jambe d'atterrissage K&K #LOC_KPBS.twoendcorridorleg.description = Un couloir court avec deux supports pour les jambes d'atterrissage ou le train d'atterrissage. #LOC_KPBS.twoendcorridorleg.tags = base build center central connect construct hub nexus outpost statio planetary legs adapter planétaire #LOC_KPBS.fourendcorridor.title = Couloir modulaire à 4 bouts K&K #LOC_KPBS.fourendcorridor.description = Ce couloir à quatre extrémités peut être utilisé pour construire presque tout ! #LOC_KPBS.fourendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary planétaire #LOC_KPBS.sixendcorridor.title = Couloir modulaire à 6 bouts K&K #LOC_KPBS.sixendcorridor.description = Le chef-d'œuvre de Kerman Couloirs & Conduites d'égout. Il offre jusqu'à six (!) points d'attache entièrement fonctionnels pour tous vos besoins. Le meilleur quand on veut construire des labyrinthes dans l'espace. #LOC_KPBS.sixendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary planétaire #LOC_KPBS.corridorairlock.title = Couloir du sas K&K #LOC_KPBS.corridorairlock.description = Finalement, après des années d'acharnement constant à ne pas trouver de sortie, Kerman Couloirs & Conduites d'égout présente maintenant le couloir du sas. #LOC_KPBS.corridorairlock.tags = base build center central connect construct hub nexus outpost statio planetary airlock planétaire sas #LOC_KPBS.corridorend.title = Fin de couloir K&K #LOC_KPBS.corridorend.description = Un cadeau spécial de Kerman Couloirs & Conduites d'égout. #LOC_KPBS.corridorend.tags = base build center central connect construct hub nexus outpost statio planetary end planétaire #LOC_KPBS.crosssection.title = Croisement K&K #LOC_KPBS.crosssection.description = Un croisement pour créer de grands labyrinthes dans l'espace. Maintenant aussi avec un connecteur sur le dessus pour construire des tours. #LOC_KPBS.crosssection.tags = base build center central connect construct hub nexus outpost statio planetary planétaire #LOC_KPBS.corridordock.title = Port d'amarrage de couloir K&K #LOC_KPBS.corridordock.description = En raison de problèmes de compatibilité (combustion spontanée) avec le Chop-O-Tron, K&K a développé le tout nouveau port d'amarrage de couloir "Poussez et connectez". Il peut être connecté au port standard d'amarrage K&K et s'adapte sur tous les couloirs ! #LOC_KPBS.corridordock.tags = berth capture connect couple dock fasten join moor socket planetary base planétaire amarrage #LOC_KPBS.basedock.title = Port d'amarrage K&K #LOC_KPBS.basedock.description = Un port d'amarrage spécialement conçu pour l'utilisation avec les modules d'habitat K&K. Tous droits réservés. Méfiez-vous : Non compatible avec le Chop-O-Tron pour des raisons de sécurité ! #LOC_KPBS.basedock.tags = berth capture connect couple dock fasten join moor socket planetary base planétaire #LOC_KPBS.landingengine.title = Assistance à l'atterrissage LV25 "Meerkat" K&K #LOC_KPBS.landingengine.description = Ce module d'atterrissage assisté est le successeur de l'adaptateur planétaire K&K. Il a été développé en collaboration avec Rockomax qui a réussi à installer deux moteurs 48-7S "Spark" suralimentés dans la structure. Les ingénieurs ont pu doubler les performances des moteurs en remplaçant la turbopompe par celle qu'ils ont "empruntée" au LT-T30. Ils disent que les chances d'une surchauffe critique ont légèrement augmenté. #LOC_KPBS.landingengine.tags = propuls engine (spider thruster structure planetary base adapter legs landing atterrissage planétaire #LOC_KPBS.structural.title = Adaptateur planétaire K&K #LOC_KPBS.structural.description = L'adaptateur a été développé après plusieurs tentatives infructueuses d'atterrissage d'une base sur une autre planète. Les ingénieurs de K&K ont découvert que la capacité manquante d'ajouter des jambes d'atterrissage sur de nombreux modules planétaires a conduit à un impact trop dur. Cet adaptateur permet d'ajouter ces composants à une base. Il a également une capacité limitée pour le carburant de fusée en prime. #LOC_KPBS.structural.tags = structure planetary base adapter legs landing atterrissage planétaire #LOC_KPBS.airlockend.title = Sas K&K #LOC_KPBS.airlockend.description = Un sas qui peut être placé à l'extrémité d'une base. #LOC_KPBS.airlockend.tags = planetary base airlock end planétaire sas #LOC_KPBS.airlockmid.title = Section médiane du sas K&K #LOC_KPBS.airlockmid.description = Le sas que tous les Kerbals ont attendu. Vous pouvez maintenant entrer et sortir des deux côtés ! #LOC_KPBS.airlockmid.tags = planetary base airlock end adapter planétaire sas #LOC_KPBS.garageadapter.title = Adaptateur de garage K&K #LOC_KPBS.garageadapter.description = Un adaptateur pour relier les garages au reste de la base. #LOC_KPBS.garageadapter.tags = planetary base garage rover payload bay adapter planétaire #LOC_KPBS.garagecover.title = Capot de garage K&K #LOC_KPBS.garagecover.description = Un capot pour le fond des garages afin d'être plus aérodynamique au décollage. #LOC_KPBS.garagecover.tags = planetary base garage rover payload bay adapter cover protect planétaire #LOC_KPBS.garagecover.transforms = Petit, Gros, Adaptateur #LOC_KPBS.garagedecoupler.title = Découpleur de garage K&K #LOC_KPBS.garagedecoupler.description = Un découpleur pratique pour séparer votre garage de la fusée. #LOC_KPBS.garagedecoupler.tags = planetary base garage payload bay decoupler separator planétaire #LOC_KPBS.garagedecoupler.show = Afficher le capot #LOC_KPBS.garagedecoupler.hide = Masquer le capot #LOC_KPBS.garagefront.title = Face avant de garage K&K #LOC_KPBS.garagefront.description = Une face avant pour le garage avec rampe intégrée. Elle comporte également des points d'attache pour les jambes d'atterrissage. #LOC_KPBS.garagefront.tags = planetary base garage rover payload bay adapter door open planétaire #LOC_KPBS.garagefront.ramp.toggle = Basculer la rampe #LOC_KPBS.garagefront.ramp.open = Ouvrir la rampe #LOC_KPBS.garagefront.ramp.close = Fermer la rampe #LOC_KPBS.garageside.title = Garage avec porte latérale K&K #LOC_KPBS.garageside.description = Un grand garage avec des portes sur le côté qui servent de rampe. #LOC_KPBS.garageside.tags = planetary base garage rover payload bay adapter door open planétaire #LOC_KPBS.garageside.right.toggle = Basculer la rampe droite #LOC_KPBS.garageside.right.open = Ouvrir la rampe droite #LOC_KPBS.garageside.right.close = Fermer la rampe droite #LOC_KPBS.garageside.left.toggle = Basculer la rampe gauche #LOC_KPBS.garageside.left.open = Ouvrir la rampe gauche #LOC_KPBS.garageside.left.close = Fermer la rampe gauche #LOC_KPBS.garagestruct.title = Structure de garage K&K #LOC_KPBS.garagestruct.description = Une pièce de structure pour les garages. Elle fournit également deux endroits pour attacher les jambes d'atterrissage. #LOC_KPBS.garagestruct.tags = planetary base garage rover payload bay legs adapter planétaire #LOC_KPBS.garagesize3.title = Adaptateur de garage MK3 et 3.75m K&K #LOC_KPBS.garagesize3.description = Un adaptateur pour connecter les garages avec les pièces profilées MK3 ou 3.75. #LOC_KPBS.garagesize3.tags = planetary base garage rover payload bay adapter planétaire #LOC_KPBS.garagesize3.sizes = Taille 3,MK3 #LOC_KPBS.greenhouse.title = Serre planétaire K&K #LOC_KPBS.greenhouse.description = K&K a développé cette serre pour fournir de la nourriture et de l'oxygène aux Kerbals lors de missions de longue durée. Pourtant, lorsque K&K a présenté cette glorieuse pièce d'ingénierie, beaucoup de Kerbals ont été déçus parce qu'elle n'était pas vraiment verte ! #LOC_KPBS.greenhouse.tags = planetary base greenhouse food supplies life support snack planétaire #LOC_KPBS.habitatmk1.title = Habitat planétaire K&K MK1 #LOC_KPBS.habitatmk1.description = Premier module habitat de K&K. Il offre de la place pour trois Kerbals. Il n'est pas aussi confortable que la version MK2 mais suffisant pour les bases plus petites. #LOC_KPBS.habitatmk1.tags = planetary base life habitat home living crew bed planétaire équipage #LOC_KPBS.habitatmk2.title = Habitat planétaire K&K MK2 #LOC_KPBS.habitatmk2.description = K&K est fier de vous présenter : le tout nouvel Habitat MK2 extensible. Lorsqu'il est déployé, il peut accueillir jusqu'à quatre Kerbals pour un séjour confortable. La garantie est annulée lorsque Jeb renverse son café ! #LOC_KPBS.habitatmk2.tags = planetary base life habitat home living crew bed planétaire équipage #LOC_KPBS.landinggear.title = Train d'atterrissage attelable K&K #LOC_KPBS.landinggear.description = Une unité d'aide à l'atterrissage très pratique. Elle permet de déplacer une base après son atterrissage, et peut être jetée lorsqu'elle n'est plus nécessaire. Ces roues ne sont pas destinées à la compétition ! #LOC_KPBS.landinggear.tags = ground retract roll taxi wheel drive planetary base landing planétaire atterrissage #LOC_KPBS.landinggear.tooltip = Train d'atterrissage rétractable #LOC_KPBS.bigfoot.title = Jambe d'atterrissage surbaissée K&K "Bigfoot" #LOC_KPBS.bigfoot.description = Une pièce spéciale de K&K pour avoir un pied ferme au sol sur d'autres planètes. Cette partie est légèrement plus commune que le vrai bigfoot. #LOC_KPBS.bigfoot.tags = ground land leg support planetary base landing leg planétaire #LOC_KPBS.littlefoot.title = Jambe d'atterrissage inférieure K&K "Little Bigfoot" #LOC_KPBS.littlefoot.description = Une pièce très spéciale de K&K. Cette partie a un profil encore plus bas. Elle peut être fixée au fond de pièces qui n'ont pas d'autre place pour une jambe d'atterrissage. #LOC_KPBS.littlefoot.tags = ground land leg support planetary base landing leg planétaire #LOC_KPBS.reactor.title = Réacteur nucléaire K&K #LOC_KPBS.reactor.description = Un réacteur à fission nucléaire relativement petit pour votre base. Efficace mais très cher. Un scientifique a insisté sur le fait que cela s'écrit "nuculaire", le réacteur est tout de même considéré comme sûr. #LOC_KPBS.reactor.tags = planetary base ec reactor nuclear nucular uran generate planétaire nucléaire #LOC_KPBS.reactor.converter.name = Réacteur nucléaire #LOC_KPBS.reactor.converter.start = Démarrer le réacteur #LOC_KPBS.reactor.converter.stop = Arrêter le réacteur #LOC_KPBS.reactor.converter.toggle = Basculer le réacteur #LOC_KPBS.nuclearfuel.title = Stockage du combustible nucléaire K&K #LOC_KPBS.nuclearfuel.description = Un stockage pour le combustible nucléaire et le combustible usé. Les niveaux de radiations sont sûrs (lorsqu'ils sont mesurés à une distance de 1 km) #LOC_KPBS.nuclearfuel.tags = reactor nuclear fuel storage planetary base uran planétaire nucléaire #LOC_KPBS.centrifuge.title = Centrifugeuse K&K #LOC_KPBS.centrifuge.description = La centrifugeuse peut retraiter le combustible usé en uranium utilisable ou extraire l'uranium du minerai. Il peut également produire du xénon comme sous-produit. Il a besoin de beaucoup d'énergie pour fonctionner. #LOC_KPBS.centrifuge.tags = conver isru mine )mining (ore process resource uranium refine reprocess nuclear nuke nearfuture planetary base planétaire nucléaire #LOC_KPBS.centrifuge.reprocessor.name = Appareil de retraitement de l'uranium #LOC_KPBS.centrifuge.reprocessor.start = Démarrer le retraitement #LOC_KPBS.centrifuge.reprocessor.stop = Arrêter le retraitement #LOC_KPBS.centrifuge.reprocessor.toggle = Basculer le retraitement #LOC_KPBS.centrifuge.xenonextractor.name = Extracteur de xénon #LOC_KPBS.centrifuge.xenonextractor.start = Démarrer l'extracteur de xénon #LOC_KPBS.centrifuge.xenonextractor.stop = Arrêter l'extracteur de xénon #LOC_KPBS.centrifuge.xenonextractor.toggle = Basculer l'extracteur de xénon #LOC_KPBS.centrifuge.uraniumextractor.name = Extracteur d'uranium #LOC_KPBS.centrifuge.uraniumextractor.start = Démarrer l'extracteur d'uranium #LOC_KPBS.centrifuge.uraniumextractor.stop = Arrêter l'extracteur d'uranium #LOC_KPBS.centrifuge.uraniumextractor.toggle = Basculer l'extracteur d'uranium #LOC_KPBS.flatbed.title = Plateau K&K #LOC_KPBS.flatbed.description = Un plateau pour placer de multiples objets utilisables sur les bases #LOC_KPBS.flatbed.tags = planetary base store cargo flat planétaire #LOC_KPBS.storageend.title = Extrémité de stockage modulaire K&K #LOC_KPBS.storageend.description = Cet embout est une bonne solution pour ranger ce conteneur que vous ne savez pas où mettre. #LOC_KPBS.storageend.tags = planetary base container rack storage system planétaire #LOC_KPBS.storagebig.title = Stockage modulaire K&K 6X #LOC_KPBS.storagebig.description = Ce module offre un moyen pratique de stocker jusqu'à six ressources différentes. Il est maintenant livré avec un manuel qui décrit comment connecter les tuyaux afin que personne n'ait à se demander si c'était une bonne idée de connecter le ventilateur d'oxydation avec le système de survie ou non. #LOC_KPBS.storagebig.tags = planetary base container rack storage system planétaire #LOC_KPBS.storagemedium.title = Stockage modulaire K&K 4X #LOC_KPBS.storagemedium.description = La solution parfaite pour tous ceux qui ne savent pas s'ils ont trop ou pas assez de ressources. Ce stockage modulaire peut contenir jusqu'à quatre conteneurs. #LOC_KPBS.storagemedium.tags = planetary base container rack storage system planétaire #LOC_KPBS.storagesmall.title = Stockage modulaire K&K 2X #LOC_KPBS.storagesmall.description = Ce module offre un moyen pratique de stocker jusqu'à deux ressources différentes. Ceci est conçu pour les Kerbals très frugaux. #LOC_KPBS.storagesmall.tags = planetary base container rack storage system planétaire #LOC_KPBS.storagesize2big.title = Stockage modulaire intégré K&K 8X #LOC_KPBS.storagesize2big.description = La nouvelle version intégrée pour le célèbre système de stockage modulaire. Cette grande version a jusqu'à 8 emplacements pour conteneurs. #LOC_KPBS.storagesize2big.tags = planetary base container rack storage system planétaire #LOC_KPBS.storagesize2small.title = Stockage modulaire intégré K&K 4X #LOC_KPBS.storagesize2small.description = La solution parfaite pour tous ceux qui ne savent pas s'ils ont trop ou pas assez de ressources. Ce stockage modulaire peut contenir jusqu'à quatre conteneurs. #LOC_KPBS.storagesize2small.tags = planetary base container rack storage system planétaire #LOC_KPBS.containerbattery.title = Conteneur de batteries K&K Z-3K #LOC_KPBS.containerbattery.description = Ce conteneur de batteries Z-3K peut être utilisé pour alimenter une station en électricité et fournit également assez d'énergie pour de très grands caissons de basses. Garantie nulle en cas d'utilisation à bord d'un vaisseau spatial ! #LOC_KPBS.containerbattery.tags = capacitor cell charge e/c elect pack power volt watt planetary base container planétaire #LOC_KPBS.containerfuelcell.title = Conteneur de piles à combustible K&K #LOC_KPBS.containerfuelcell.description = Un conteneur composé d'un ensemble de piles à combustible pour alimenter votre station. Il convertit le carburant en énergie. #LOC_KPBS.containerfuelcell.tags = array bank charge convert e/c elect energ pack power volt watt planetary base container planétaire #LOC_KPBS.containerliquidfuel.title = Conteneur d'ergol liquide K&K #LOC_KPBS.containerliquidfuel.description = Un conteneur d'ergol liquide. Malheureusement, celui-ci n'est pas destiné à être utilisé dans un avion. Cela ne semble pas déranger les ingénieurs de KSC. #LOC_KPBS.containerliquidfuel.tags = fueltank ?lf only propellant tank planetary base container planétaire #LOC_KPBS.containerore.title = Conteneur de minerai K&K #LOC_KPBS.containerore.description = Un grand réservoir modulaire qui peut être utilisé pour le stockage des matières premières. Celui-ci peut en fait servir de château gonflable. #LOC_KPBS.containerore.tags = black isru mine )mining (ore resource store planetary base container planétaire #LOC_KPBS.containeroresmall.title = Petit conteneur de minerai K&K #LOC_KPBS.containeroresmall.description = Un petit réservoir modulaire qui peut être utilisé pour le stockage des matières premières. #LOC_KPBS.containeroresmall.tags = black isru mine )mining (ore resource store planetary base container planétaire #LOC_KPBS.containerRCS.title = Réservoir RCS K&K #LOC_KPBS.containerRCS.description = Un réservoir RCS parfaitement adapté pour être utilisé avec le système modulaire de stockage K&K. La raison pour laquelle on pourrait avoir besoin d'une telle quantité de carburant RCS sur une base stationnaire est encore une énigme à résoudre par ses inventeurs. #LOC_KPBS.containerRCS.tags = fueltank mono monopropellant propellant planetary base container planétaire #LOC_KPBS.containerrocktfuelbig.title = Réservoir K&K T400 #LOC_KPBS.containerrocktfuelbig.description = Le grand frère du réservoir K&K T200. Il n'est pas non plus vraiment accepté par les ingénieurs à cause de sa forme inhabituelle, bien qu'ils disent qu'il a plus de "BOUM" que son petit frère. #LOC_KPBS.containerrocktfuelbig.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container planétaire #LOC_KPBS.containerrocktfuelsmall.title = Réservoir K&K T200 #LOC_KPBS.containerrocktfuelsmall.description = Comme le T200 original, ce petit et minuscule réservoir a eu du mal à être accepté par les ingénieurs de la fusée. D'autant plus qu'il ne peut pas non plus être utilisé de manière normale sur un vaisseau spatial. #LOC_KPBS.containerrocktfuelsmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container planétaire #LOC_KPBS.containerscience.title = Conteneur scientifique K&K #LOC_KPBS.containerscience.description = Le nouveau laboratoire autonome en format conteneur. Quand quelque chose se passe à zéro G ou même sous l'eau, vous pouvez en faire une expérience. Les petites pièces à l'intérieur ne conviennent pas aux enfants en bas âge. #LOC_KPBS.containerscience.tags = bay experiment lab material research planetary base container planétaire #LOC_KPBS.containerxenon.title = Réservoir de xénon K&K #LOC_KPBS.containerxenon.description = Pour ceux qui n'ont pas assez de xénon. Une si grande quantité de ce gaz noble est vraiment chère, mais qui s'en soucie dans une agence spatiale ? #LOC_KPBS.containerxenon.tags = fueltank (ion propellant tank planetary base container planétaire #LOC_KPBS.containerinventory.title = Conteneur pour pièces K&K #LOC_KPBS.containerinventory.description = Un petit contenant pour ranger les pièces qui peuvent être utiles en EVA. Maintenant aussi avec une serrure pour éviter le vol. #LOC_KPBS.containerinventory.tags = inventory base planetary container IVA usage container planétaire #LOC_KPBS.containerinventorybig.title = Conteneur pour grandes pièces K&K #LOC_KPBS.containerinventorybig.description = Un contenant plus grand pour ranger les pièces qui peuvent être utiles en EVA. Celui-ci peut stocker de plus grandes pièces. #LOC_KPBS.containerinventorybig.tags = inventory base planetary container IVA usage container planétaire #LOC_KPBS.inventorystorage.title = Stockage K&K #LOC_KPBS.inventorystorage.description = Un grand stockage, même pour les pièces les plus grandes. #LOC_KPBS.inventorystoragesmall.title = Petit stockage K&K #LOC_KPBS.inventorystoragesmall.description = Un petit stockage pour les pièces du profil de base. #LOC_KPBS.greenhouseconverter.name = Serre #LOC_KPBS.greenhouseconverter.start = Démarrer la culture #LOC_KPBS.greenhouseconverter.stop = Arrêter la culture #LOC_KPBS.carbonextractor.name = Régénérateur d'oxygène #LOC_KPBS.carbonextractor.start = Démarrer le régénérateur #LOC_KPBS.carbonextractor.stop = Arrêter le régénérateur #LOC_KPBS.carbonextractor.rate = Taux de régénération #LOC_KPBS.carbonextractor.rate.change = Modifier le taux de régénération #LOC_KPBS.carbonextractor.tag = oxygen regeneration #LOC_KPBS.waterfilter.name = Purificateur d'eau #LOC_KPBS.waterfilter.start = Démarrer le purificateur #LOC_KPBS.waterfilter.stop = Arrêter le purificateur #LOC_KPBS.waterfilter.rate = Taux de filtrage #LOC_KPBS.waterfilter.rate.change = Modifier le taux de filtrage #LOC_KPBS.waterfilter.tag = Water Purifier eau #LOC_KPBS.lifesupport.name = Système de survie #LOC_KPBS.lifesupport.start = Démarrer le système de survie #LOC_KPBS.lifesupport.stop = Arrêter le système de survie #LOC_KPBS.lifesupport.tag = Life Support survie #LOC_KPBS.habitat.name = Habitat #LOC_KPBS.habitat.start = Démarrer l'habitat #LOC_KPBS.habitat.stop = Arrêter l'habitat #LOC_KPBS.kerbalism.comfort.desc1 = C'est vraiment réconfortant d'être dans une plus grande partie de la surface pour étirer vos jambes. #LOC_KPBS.kerbalism.comfort.desc2 = Cette partie dispose d'un téléviseur inclus avec la possibilité de téléphoner à la maison. Très pratique lorsque vous êtes loin. #LOC_KPBS.kerbalism.comfort.desc3 = La coupole offre une vue panoramique relaxante sur la planète. #LOC_KPBS.kerbalism.comfort.desc4 = Cette sonde est livrée avec le logiciel d'interface utilisateur H.A.L., conçu pour jouer aux échecs et discuter de questions philosophiques avec l'équipage. L'interface innovante OVER-REACT permet à l'utilisateur de ressentir de l'empathie pour le logiciel. #LOC_KPBS.kerbalism.converter = Convertisseur #LOC_KPBS.kerbalism.scrubber = Laveuse #LOC_KPBS.kerbalism.harvester = Extracteur #LOC_KPBS.kerbalism.supply = Conteneur d'approvisionnement #LOC_KPBS.kerbalism.setup.balanced.name = Approvisionnement #LOC_KPBS.kerbalism.setup.balanced.desc = Conserver un approvisionnement équilibré de nourriture et d'eau. #LOC_KPBS.kerbalism.setup.water.name = Eau #LOC_KPBS.kerbalism.setup.food.name = Nourriture #LOC_KPBS.kerbalism.power = Production d'électricité #LOC_KPBS.kerbalism.sabatier.title = Recycleur du système de survie K&K #LOC_KPBS.kerbalism.sabatier.process = Processus Sabatier #LOC_KPBS.kerbalism.sabatier.chem = Unité de production chimique #LOC_KPBS.kerbalism.airfilter.desc = Un filtre à air polyvalent. Il est capable de recueillir de multiples ressources comme l'oxygène ou l'azote de l'atmosphère. #LOC_KPBS.kerbalism.airfilter.co2 = Filtre CO2 #LOC_KPBS.kerbalism.airfilter.co2.desc = Extrait le CO2 de l'atmosphère. #LOC_KPBS.kerbalism.airfilter.ox = Filtre à oxygène #LOC_KPBS.kerbalism.airfilter.ox.desc = Extrait l'oxygène de l'atmosphère. #LOC_KPBS.kerbalism.airfilter.ni = Filtre à azote #LOC_KPBS.kerbalism.airfilter.ni.desc = Extrait l'azote de l'atmosphère. #LOC_KPBS.kerbalism.airfilter.atmo = Filtre atmosphérique #LOC_KPBS.kerbalism.drill.title = Foreuse #LOC_KPBS.kerbalism.drill.harvester.title = Extraction de minerai #LOC_KPBS.kerbalism.drill.harvester.desc = Extrait le minerai de la surface. #LOC_KPBS.kerbalism.waterdrill.title = Extraction d'eau #LOC_KPBS.kerbalism.waterdrill.desc = Extrait l'eau de la surface. #LOC_KPBS.kerbalism.waterdrill.drill.title = Foreuse #LOC_KPBS.kerbalism.isru.water = Électrolyse de l'eau #LOC_KPBS.kerbalism.isru.haber = Processus Haber #LOC_KPBS.kerbalism.isru.anth = Anthraquinone #LOC_KPBS.kerbalism.isru.hydra = Produciton d'hydrazine #LOC_KPBS.kerbalism.isru.mre = MRE #LOC_KPBS.kerbalism.isru.mre.full = Électrolyse par régolithe fondue #LOC_KPBS.kerbalism.isru.mre.desc = Extrait l'oxygène depuis le minerai. #LOC_KPBS.kerbalism.isru.soe = SOE #LOC_KPBS.kerbalism.isru.soe.full = Électrolyse à l'oxyde solide #LOC_KPBS.kerbalism.isru.soe.desc = Convertit le CO2 en oxygène, en utilisant de grandes quantités d'électricité dans le processus. #LOC_KPBS.kerbalism.isru.waste.incinerator = Incinérateur de déchets #LOC_KPBS.kerbalism.isru.waste.compressor = Compresseur de déchets #LOC_KPBS.kerbalism.isru.sco = Oxydation catalytique sélective #LOC_KPBS.MKS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from uraninite. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.MKS.tcredits.converter = Transport Credits #LOC_KPBS.MKS.tcredits.start = Start T-Credits #LOC_KPBS.MKS.tcredits.stop = Stop T-Credits #LOC_KPBS.epl.cupola.desc = La coupole planétaire a été développée pour offrir une belle vue pour les Kerbals sur d'autres planètes. Peut être utilisée comme station de relevé pour les sites d'atterrissage et de mise à l'eau. #LOC_KPBS.epl.centralhub.desc = Ce hub central massif offre tout ce dont vous avez besoin pour une grande base sur d'autres planètes. Assez de place pour 6 Kerbals, un centre de contrôle, un laboratoire et un système de survie de base. Il peut également être utilisé comme station de relevé pour les sites de lancement. #LOC_KPBS.contract.centralhub = Hub central #LOC_KPBS.contract.habitat = Module d'habitat #LOC_KPBS.contract.greenhouse = Serre #LOC_KPBS.deepfreeze.manufacturer = REPOSoftTech #LOC_KPBS.cry5000.title = Congélateur planétaire CRY-5000 #LOC_KPBS.cry5000.description = Conçu pour le stockage à long terme de jusqu'à 4 Kerbals. Le CRY-5000 utilise du Glykerol et de l'électricité pour congeler ou décongeler un Kerbal. Veuillez vous assurer d'avoir une capacité de charge électrique suffisante sur votre base. Le CRY-5000 est livré avec 50 unités de Glykerol. ATTENTION : Le CRY-5000 nécessite également une charge électrique par minute par Kerbal pour maintenir son système de surveillance en état de fonctionnement. S'il ne peut pas obtenir cette charge électrique, il y a un risque de mort des Kerbals gelés. #LOC_KPBS.cry5000.tags = deep freeze life support cold ice planetary base cck-lifesupport planétaire #LOC_KPBS.clykerolcontainer.title = Réservoir de Glykerol X200 #LOC_KPBS.clykerolcontainer.description = Pour ceux qui ont besoin de faire beaucoup de congélation. Avec une capacité de stockage de 200 unités, ce réservoir devrait contenir toutes les bases dont vous avez besoin pour le congélateur planétaire. #LOC_KPBS.clykerolcontainer.tags = deep freeze life support cold ice container cryo cck-lifesupport #LOC_KPBS.metaldrill.title = Foreuse de minerai métallique K&K #LOC_KPBS.metaldrill.description = Une foreuse pratique pour extraire du minerai métallique sur d'autres planètes. #LOC_KPBS.metaldrill.tags = drill extractor harvest metal ore isru mine )mining (ore resource planetary base planétaire #LOC_KPBS.dirtdrill.title = Foreuse de terre K&K #LOC_KPBS.dirtdrill.description = Une perceuse pratique pour extraire la terre sur d'autres planètes. #LOC_KPBS.dirtdrill.tags = drill extractor harvest dirt isru mine )mining (ore resource planetary base planétaire #LOC_KPBS.metalstorage.title = Stockage de métal K&K X1000 #LOC_KPBS.metalstorage.description = Un stockage pour le métal. Peut être utilisé pour créer des pièces de fusée. #LOC_KPBS.metalstorage.tags = fueltank metal parts launchpad planetary base planétaire #LOC_KPBS.metalorestorage.title = Stockage de minerai métallique K&K X1000 #LOC_KPBS.metalorestorage.description = Un stockage pour le minerai métallique. Vous pouvez transformer le minerai métallique dans un malaxeur en métal. #LOC_KPBS.metalorestorage.tags = fueltank metal ore parts launchpad planetary base planétaire #LOC_KPBS.rocketpartsstorage.title = Stockage de pièces de fusée K&K X1000 #LOC_KPBS.rocketpartsstorage.description = Un stockage pour les pièces de fusée. Vous pouvez utiliser les pièces de la fusée pour créer d'astucieuses nouvelles fusées. #LOC_KPBS.rocketpartsstorage.tags = fueltank rocket parts launchpad planetary base planétaire #LOC_KPBS.launchpad.title = Rampe de lancement K&K #LOC_KPBS.launchpad.description = Une petite rampe de lancement pour construire des fusées hors de la planète ! #LOC_KPBS.launchpad.tags = rocket start launchpad planetary base planétaire #LOC_KPBS.launchpad.open = Ouvrir #LOC_KPBS.launchpad.close = Fermer #LOC_KPBS.partrecycler.title = Recycleur K&K #LOC_KPBS.partrecycler.description = Le recycleur peut transformer n'importe quel vaisseau en ferraille ! #LOC_KPBS.partrecycler.tags = smelter metal ore launchpad planetary base planétaire #LOC_KPBS.smelter.title = Fonderie K&K #LOC_KPBS.smelter.description = La fonderie peut être utilisée pour transformer la ferraille ou le minerai en métal utile. Ne pas toucher ! CHAUD ! #LOC_KPBS.smelter.tags = smelter metal ore launchpad planetary base planétaire #LOC_KPBS.smelter.metal.start = Démarrer la conversion du métal #LOC_KPBS.smelter.metal.stop = Arrêter la conversion du métal #LOC_KPBS.smelter.scrap.start = Démarrer le recycleur de ferraille #LOC_KPBS.smelter.scrap.stop = Arrêter le recycleur de ferraille #LOC_KPBS.workshop.title = Atelier K&K #LOC_KPBS.workshop.description = Un atelier de fabrication de pièces de fusée. #LOC_KPBS.workshop.tags = workshop metal rocket parts launchpad planetary base planétaire #LOC_KPBS.workshop.start = Démarrer la production de pièces #LOC_KPBS.workshop.stop = Arrêter la production de pièces #LOC_KPBS.scrapmetal.title = Stockage de ferraille K&K #LOC_KPBS.scrapmetal.description = Une petite unité pour stocker la ferraille de fusées recyclées #LOC_KPBS.scrapmetal.tags = fueltank rocket metal scrap launchpad planetary base planétaire #LOC_KPBS.materialkits.title = Stockage des kits de matériel K&K #LOC_KPBS.materialkits.description = Un stockage pour les kits de matériel, afin que vous puissiez construire toutes les pièces que vous avez oubliées. #LOC_KPBS.materialkits.tags = Material OSE kits build workshop planetary base planétaire #LOC_KPBS.oseconverter.title = Extracteur de minéri K&K OSE #LOC_KPBS.oseconverter.description = Un extracteur pour toutes les ressources nécessaires à l'atelier #LOC_KPBS.oseconverter.tags = Material OSE kits convert extract workshop planetary base planétaire #LOC_KPBS.oseconverter.materialkits.name = Kits de matériel #LOC_KPBS.oseconverter.materialkits.start = Démarrer la production #LOC_KPBS.oseconverter.materialkits.stop = Arrêter la production #LOC_KPBS.oseconverter.prospector.name = Prospecteur #LOC_KPBS.oseconverter.prospector.start = Démarrer la prospection #LOC_KPBS.oseconverter.prospector.stop = Arrêter la prospection #LOC_KPBS.oseresources.title = Stockage des ressources K&K OSE #LOC_KPBS.oseresources.description = Une petite unité pour stocker les ressources nécessaires à l'atelier OSE #LOC_KPBS.oseresources.tags = Material OSE kits resources metal rare build workshop planetary base excotic minerals planétaire #LOC_KPBS.oseworkshop.title = Atelier K&K OSE #LOC_KPBS.oseworkshop.description = Un atelier de fabrication de petites pièces sur site pour votre base #LOC_KPBS.oseworkshop.tags = Material OSE kits build workshop planetary base planétaire #LOC_KPBS.flexiblecorridor.title = Couloir flexible K&K #LOC_KPBS.flexiblecorridor.description = Un couloir flexible pour les Kerbobautes qui ne savent pas ce qu'ils veulent construire quand ils lancent une fusée. #LOC_KPBS.flexiblecorridor.tags = KAS base corridor connect flexible #LOC_KPBS.groundplate.title = Base au sol K&K [KIS] #LOC_KPBS.groundplate.description = Une grande base en béton pour les bases ou d'autres parties. Cette pièce doit être fixée au sol à l'aide d'une clé ou d'un tournevis. #LOC_KPBS.groundplate.tags = KIS inventory base planetary base plate cck-eva-items planétaire #LOC_KPBS.kisstorage.title = Conteneur pour pièces K&K [KIS] #LOC_KPBS.kisstorage.description = Un petit contenant pour ranger les pièces qui peuvent être utiles en EVA. Maintenant aussi avec une serrure pour éviter le vol. #LOC_KPBS.kisstorage.tags = KIS inventory base planetary container IVA usage container cck-containers planétaire #LOC_KPBS.kisstoragebig.title = Conteneur pour grandes pièces K&K [KIS] #LOC_KPBS.kisstoragebig.description = Un contenant plus grand pour ranger les pièces qui peuvent être utiles en EVA. Celui-ci peut stocker de plus grandes pièces. #LOC_KPBS.kisstoragebig.tags = KIS inventory base planetary container IVA usage container cck-containers planétaire #LOC_KPBS.kisbasestorage.title = Stockage K&K [KIS] #LOC_KPBS.kisbasestorage.description = Un grand stockage, même pour les pièces les plus grandes. #LOC_KPBS.kisbasestoragesmall.title = Petit stockage K&K [KIS] #LOC_KPBS.kisbasestoragesmall.description = Un petit stockage pour les pièces du profil de base. #LOC_KPBS.sepstation.title = Station centrale K&K SEP #LOC_KPBS.sepstation.description = Un conteneur pour une station centrale pour votre paquet d'expériences de surface. Comprend quatre ports d'alimentation AKI. #LOC_KPBS.sepstation.tags = kis kas surface experiment inventory attachment science eva research scientist engineer sensor container #LOC_KPBS.sepstation.start = Activer #LOC_KPBS.sepstation.stop = Arrêter #LOC_KPBS.sepstation.conduct = Commencer toutes les expériences #LOC_KPBS.airfilter.title = Conteneur à filtre à air K&K #LOC_KPBS.airfilter.description = Ce conteneur de survie filtre l'air à partir d'une prise d'air intégrée pour recueillir les ressources utiles. Attention à la sécurité : Ne vous tenez pas devant l'entrée d'air si le filtre est réglé à pleine puissance. Ce n'est qu'une procédure de sécurité et n'est vraiment pas lié à un événement réel ! #LOC_KPBS.airfilter.tags = life support carbon dioxide co2 filter o2 oxygen container cck-lifesupport survie #LOC_KPBS.airfilter.activate = Activer #LOC_KPBS.airfilter.deactivate = Désactiver #LOC_KPBS.airfilter.filter.oxygen.name = Filtrage de l'oxygène #LOC_KPBS.airfilter.filter.oxygen.start = Démarrer le filtrage de l'oxygène #LOC_KPBS.airfilter.filter.oxygen.stop = Arrêter le filtrage de l'oxygène #LOC_KPBS.airfilter.filter.hydrogen.name = Filtrage de l'hydrogène #LOC_KPBS.airfilter.filter.hydrogen.start = Démarrer le filtrage de l'hydrogène #LOC_KPBS.airfilter.filter.hydrogen.stop = Arrêter le filtrage de l'hydrogène #LOC_KPBS.airfilter.filter.co2.name = Filtrage du CO2 #LOC_KPBS.airfilter.filter.co2.start = Démarrer le filtrage du CO2 #LOC_KPBS.airfilter.filter.co2.stop = Arrêter le filtrage du CO2 #LOC_KPBS.airfilter.intake = Prise d'air #LOC_KPBS.airfilter.ioncross.desc = Ce conteneur de survie filtre l'air à partir d'une entrée d'air intégrée pour recueillir l'oxygène et le dioxyde de carbone. Attention à la sécurité : Ne vous tenez pas devant l'entrée d'air si le filtre est réglé à pleine puissance. Ce n'est qu'une procédure de sécurité et n'est vraiment pas lié à un événement réel ! #LOC_KPBS.algaefarm.title = Ferme d'algues K&K #LOC_KPBS.algaefarm.description = Une petite ferme d'algues. #LOC_KPBS.algaefarm.description.tacls = Une petite ferme d'algues pour produire l'engrais nécessaire à la culture des aliments. Ne mangez pas l'engrais, il a mauvais goût. #LOC_KPBS.algaefarm.description.usils = Une petite ferme d'algues pour produire de l'engrais. Ceci peut alors être utilisé pour augmenter la performance de la serre. Ne mange pas l'engrais ! Maintenant avec l'ajout des modes opérationnels d'UberDyne Astronautics - Vous pouvez les manger. (Bien qu'il y ait toujours une discussion pour savoir si vous le voudriez.) #LOC_KPBS.algaefarm.tags = life support algae fertilizer container cck-lifesupport survie #LOC_KPBS.algaefarm.bayname = Convertisseur #LOC_KPBS.algaefarm.typename = Filtre #LOC_KPBS.algaefarm.converter.name = Ferme d'algues #LOC_KPBS.algaefarm.converter.tag = Ferme d'algues #LOC_KPBS.algaefarm.converter.start = Démarrer la culture #LOC_KPBS.algaefarm.converter.stop = Arrêter la culture #LOC_KPBS.algaefarm.converter.dry.name = Ferme d'algues - Sec #LOC_KPBS.algaefarm.converter.dry.tag = Ferme d'algues - Sec #LOC_KPBS.algaefarm.converter.wet.name = Ferme d'algues - Humide #LOC_KPBS.algaefarm.converter.wet.tag = Ferme d'algues - Humide #LOC_KPBS.algaefarm.converter.green.name = Soylent vert #LOC_KPBS.algaefarm.converter.green.tag = Soylent vert #LOC_KPBS.algaefarm.converter.green.start = Démarrer le Soylent vert #LOC_KPBS.algaefarm.converter.green.stop = Arrêter le Soylent vert #LOC_KPBS.algaefarm.converter.red.name = Soylent rouge #LOC_KPBS.algaefarm.converter.red.tag = Soylent rouge #LOC_KPBS.algaefarm.converter.red.start = Démarrer le Soylent rouge #LOC_KPBS.algaefarm.converter.red.stop = Arrêter le Soylent rouge #LOC_KPBS.carbonextractorcontainer.title = Conteneur de l'extracteur de carbone K&K #LOC_KPBS.carbonextractorcontainer.description = Ce conteneur de survie permet le recyclage du dioxyde de carbone en oxygène. Ne convient pas aux Kerbals au nez sensible. #LOC_KPBS.carbonextractorcontainer.tags = life support TAC converter recycl water carbin co2 oxygen o2 cck-lifesupport survie #LOC_KPBS.co2containerbig.title = Conteneur de dioxyde de carbone K&K (grand) #LOC_KPBS.co2containerbig.description = Ce conteneur peut stocker une grande quantité de dioxyde de carbone produit par les kerbals. #LOC_KPBS.co2containerbig.tags = life support carbon dioxide co2 container cck-lifesupport survie #LOC_KPBS.co2containersmall.title = Conteneur de dioxyde de carbone K&K (petit) #LOC_KPBS.co2containersmall.description = Ce conteneur peut stocker le dioxyde de carbone produit par les kerbals. #LOC_KPBS.co2containersmall.tags = life support carbon dioxide co2 container cck-lifesupport survie #LOC_KPBS.eclsscontainerbig.title = Conteneur de survie K&K (grand) #LOC_KPBS.eclsscontainerbig.description = Combinaison d'un stockage de dioxyde de carbone et d'oxygène. C'est la meilleure solution pour tous les Kerbals qui veulent profiter au maximum de leur séjour dans l'espace. #LOC_KPBS.eclsscontainerbig.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport survie #LOC_KPBS.eclsscontainersmall.title = Conteneur de survie K&K (petit) #LOC_KPBS.eclsscontainersmall.description = Ce conteneur de K&K est rempli de cet oxygène merveilleux que tous les Kerbals semblent exiger ces derniers temps. #LOC_KPBS.eclsscontainersmall.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport survie #LOC_KPBS.elektroncontainer.title = Conteneur Elektron K&K #LOC_KPBS.elektroncontainer.description = L'Elektron peut être utilisé pour diviser l'eau en hydrogène et oxygène. Il peut supporter jusqu'à huit Kerbals. Veillez à ne pas utiliser toute l'eau car cela met les Kerbals en colère. #LOC_KPBS.elektroncontainer.tags = life support TAC converter recycl water hydrogen oxygen o2 cck-lifesupport eau survie #LOC_KPBS.elektroncontainer.converter.name = Séparateur d'eau #LOC_KPBS.elektroncontainer.converter.start = Démarrer l'Elektron #LOC_KPBS.elektroncontainer.converter.stop = Arrêter l'Elektron #LOC_KPBS.fertilizercontainer.title = Conteneur d'engrais K&K (grand) #LOC_KPBS.fertilizercontainer.description = Un conteneur encore plus grand rempli d'engrais pour produire des NOMS. Ils sont encore plus délicieux lorsque l'engrais provient de ce conteneur. #LOC_KPBS.fertilizercontainer.description.tacls = Un conteneur encore plus grand rempli d'engrais pour produire de la nourriture. La nourriture est encore plus délicieuse lorsque l'engrais provient de ce conteneur. #LOC_KPBS.fertilizercontainer.tags = life support USI fertilizer supplies cck-lifesupport engrais survie #LOC_KPBS.fertilizercontainersmall.title = Conteneur d'engrais K&K (petit) #LOC_KPBS.fertilizercontainersmall.description = Un conteneur rempli d'engrais pour cultiver ces délicieux NOMS ! #LOC_KPBS.fertilizercontainersmall.description.tacls = Un conteneur plein d'engrais pour cultiver de la nourriture dans les serres ! #LOC_KPBS.fertilizercontainersmall.tags = life support USI fertilizer supplies cck-lifesupport engrais survie #LOC_KPBS.foodcontainerbig.title = Conteneur de nourriture K&K (grand) #LOC_KPBS.foodcontainerbig.description = Ce grand conteneur est plein de nourriture. A consommer de préférence avant hier ! #LOC_KPBS.foodcontainerbig.tags = life support TAC kerbalism food supplies cck-lifesupport nourriture survie #LOC_KPBS.foodcontainersmall.title = Conteneur de nourriture K&K (petit) #LOC_KPBS.foodcontainersmall.description = Un petit conteneur pour la nourriture. Gardez à l'esprit de verrouiller le stockage pour tenir à distance les Kerbals qui ont un petit creux. #LOC_KPBS.foodcontainersmall.tags = life support TAC kerbalism food supplies cck-lifesupport nourriture survie #LOC_KPBS.greenhousecontainer.title = Conteneur de serre K&K #LOC_KPBS.greenhousecontainer.description = Une petite serre permet de faire pousser les plantes dont vos Kerbals ont besoin. Cette version petit conteneur est entièrement automatisée mais a un rendement inférieur à celui de son grand frère. #LOC_KPBS.greenhousecontainer.tags = life support food produce greenhouse cck-lifesupport survie #LOC_KPBS.greenhousecontainer.usils.desc = Une petite serre où poussent plus de NOMS. Cette version petit conteneur est entièrement automatisée mais a un rendement inférieur à celui de son grand frère. #LOC_KPBS.greenhousecontainer.tacls.desc = Une petite serre qui peut produire de la nourriture à partir de déchets et d'engrais. #LOC_KPBS.greenhousecontainer.tag = Greenhouse serre #LOC_KPBS.hydrogencontainer.title = Conteneur d'hydrogène K&K #LOC_KPBS.hydrogencontainer.description = Un récipient pour stocker l'hydrogène qui peut être converti en eau et être utilisé dans une pile à combustible. Attention ne pas utiliser dans les fusées ! #LOC_KPBS.hydrogencontainer.tags = life support TAC hydrogen cck-lifesupport survie #LOC_KPBS.IFILSbig.title = Conteneur de survie K&K (grand) #LOC_KPBS.IFILSbig.description = Un grand conteneur pour ranger ce merveilleux système de survie. L'inventeur de cette pièce a reçu le prix Kerman pour le voyage spatial. #LOC_KPBS.IFILSbig.tags = life support IFI container cck-lifesupport survie #LOC_KPBS.IFILSsmall.title = Conteneur de survie K&K (petit) #LOC_KPBS.IFILSsmall.description = Entièrement rempli de tout ce dont un Kerbal a besoin pour son système de survie : Des ours en peluche, des jeux de société et aussi de la nourriture ! #LOC_KPBS.IFILSsmall.tags = life support IFI container cck-lifesupport survie #LOC_KPBS.ioncrossbig.title = Conteneur de survie K&K (grand) #LOC_KPBS.ioncrossbig.description = Combinaison d'un stockage de dioxyde de carbone et d'oxygène. C'est la meilleure solution pour tous les Kerbals qui veulent profiter au maximum de leur séjour dans l'espace. #LOC_KPBS.ioncrossbig.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport survie #LOC_KPBS.ioncrosssmall.title = Conteneur de survie K&K (petit) #LOC_KPBS.ioncrosssmall.description = Ce conteneur de K&K est rempli de cet oxygène merveilleux que tous les Kerbals semblent exiger ces derniers temps. #LOC_KPBS.ioncrosssmall.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport survie #LOC_KPBS.kerbalismcontainerbig.title = Conteneur de survie K&K (grand) #LOC_KPBS.kerbalismcontainerbig.description = Combinaison d'un stockage d'oxygène et de nourriture. C'est la meilleure solution pour tous les Kerbals qui veulent profiter au maximum de leur séjour dans l'espace. #LOC_KPBS.kerbalismcontainerbig.tags = life support kerbalism food oxygen o2 container cck-lifesupport survie #LOC_KPBS.kerbalismcontainersmall.title = Conteneur de survie K&K (petit) #LOC_KPBS.kerbalismcontainersmall.description = Ce conteneur de K&K est rempli de cette merveilleuse nourriture et de cet oxygène que tous les Kerbals semblent exiger ces derniers temps. #LOC_KPBS.kerbalismcontainersmall.tags = life support kerbalism food oxygen o2 container cck-lifesupport survie #LOC_KPBS.mulchcontainerbig.title = Conteneur de Mulch K&K (grand) #LOC_KPBS.mulchcontainerbig.description = Un grand conteneur pour stocker des Mulch. NE PAS (!) confondre ça avec des NOMS. #LOC_KPBS.mulchcontainerbig.tags = life support USI mulch waste container cck-lifesupport survie #LOC_KPBS.mulchcontainersmall.title = Conteneur de Mulch K&K (petit) #LOC_KPBS.mulchcontainersmall.description = Ce conteneur peut stocker toutes ces choses qui étaient autrefois des NOMS. #LOC_KPBS.mulchcontainersmall.tags = life support USI mulch waste container cck-lifesupport survie #LOC_KPBS.nitrogencontainer.title = Conteneur d'azote K&K #LOC_KPBS.nitrogencontainer.description = Un conteneur pour stocker l'azote qui peut être utilisée pour réguler la pression dans votre vaisseau. #LOC_KPBS.nitrogencontainer.tags = life support kerbalism nitrogen cck-lifesupport survie #LOC_KPBS.nomscontainerbig.title = Conteneur d'approvisionnement K&K (grand) #LOC_KPBS.nomscontainerbig.description = Maintenant avec plus de NOMS que jamais ! #LOC_KPBS.nomscontainerbig.tags = life support USI supplies food container cck-lifesupport survie #LOC_KPBS.nomscontainersmall.title = Conteneur d'approvisionnement K&K (petit) #LOC_KPBS.nomscontainersmall.description = Un contenant rempli de délicieux NOMS ! Ne vous approchez pas des pièges à souris. #LOC_KPBS.nomscontainersmall.tags = life support USI supplies food container cck-lifesupport survie #LOC_KPBS.oxygencontainerbig.title = Conteneur d'oxygène K&K (grand) #LOC_KPBS.oxygencontainerbig.description = Pour combler les lacunes du marché en matière de stockage d'oxygène, K&K a développé cette belle œuvre d'art. #LOC_KPBS.oxygencontainerbig.tags = life support oxygen o2 container cck-lifesupport survie #LOC_KPBS.oxygencontainersmall.title = Conteneur d'oxygène K&K (petit) #LOC_KPBS.oxygencontainersmall.description = Ce conteneur de K&K est rempli de cet oxygène merveilleux que tous les Kerbals semblent exiger ces derniers temps. #LOC_KPBS.oxygencontainersmall.tags = life support oxygen o2 container cck-lifesupport survie #LOC_KPBS.sabatiercontainer.title = Conteneur de réacteur Sabatier K&K #LOC_KPBS.sabatiercontainer.description = Ce conteneur utilise du CO2 et de l'hydrogène pour produire de l'eau. La garantie est annulée en cas d'utilisation avec du CO au lieu de CO2. #LOC_KPBS.sabatiercontainer.tags = life support TAC converter sabatier hydrogen container cck-lifesupport survie #LOC_KPBS.sabatiercontainer.converter.name = Réacteur Sabatier #LOC_KPBS.sabatiercontainer.converter.start = Démarrer le réacteur Sabatier #LOC_KPBS.sabatiercontainer.converter.stop = Arrêter le réacteur Sabatier #LOC_KPBS.sabatiercontainer.converter.tag = Life Support survie #LOC_KPBS.snackscontainerbig.title = Conteneur de chips K&K (grand) #LOC_KPBS.snackscontainerbig.description = Le plus grand et le plus populaire des conteneurs de chips. K&K est fier de présenter également le nouveau mécanisme de refroidissement pour éviter les goûts étranges après de longs voyages. #LOC_KPBS.snackscontainerbig.tags = life support food snack container cck-lifesupport survie chips #LOC_KPBS.snackscontainersmall.title = Conteneur de chips K&K (petit) #LOC_KPBS.snackscontainersmall.description = Entièrement emballé avec tout ce dont un Kerbal a besoin pour le maintien des fonctions vitales, mais surtout avec des chips. Assurez-vous de tenir compte de la date d'expiration. #LOC_KPBS.snackscontainersmall.tags = life support food snack container cck-lifesupport survie chips #LOC_KPBS.taclscontainerbig.title = Conteneur de survie K&K (grand) #LOC_KPBS.taclscontainerbig.description = Le plus grand conteneur pour tous vos besoins de survie. Entièrement équipé avec tout ce dont un Kerbal peut avoir besoin ! #LOC_KPBS.taclscontainerbig.tags = life support food water oxygen o2 TAC container cck-lifesupport survie #LOC_KPBS.taclscontainersmall.title = Conteneur de survie K&K (petit) #LOC_KPBS.taclscontainersmall.description = Une version plus petite de la solution de survie complète de K&K. #LOC_KPBS.taclscontainersmall.tags = life support food water oxygen o2 TAC container cck-lifesupport survie #LOC_KPBS.taclswasteproductcontainerbig.title = Conteneur de déchets K&K (grand) #LOC_KPBS.taclswasteproductcontainerbig.description = Le grand conteneur polyvalent pour les déchets. #LOC_KPBS.taclswasteproductcontainerbig.tags = life support waste wastewater TAC container cck-lifesupport survie #LOC_KPBS.taclswasteproductcontainersmall.title = Conteneur de déchets K&K (petit) #LOC_KPBS.taclswasteproductcontainersmall.description = Un conteneur plus petit pour tous les déchets. #LOC_KPBS.taclswasteproductcontainersmall.tags = life support waste wastewater TAC container cck-lifesupport survie #LOC_KPBS.airscrubbercontainer.title = Régénérateur d'oxygène K&K #LOC_KPBS.airscrubbercontainer.description = Ce conteneur de survie régénère l'air, ce qui réduit le besoin de recourir à l'approvisionnement. Bien que peu efficace, il traite beaucoup d'air. Wernher von Kerman insiste sur le fait qu'il ne s'agit pas seulement d'un tas de désodorisants de voiture dans une boîte. #LOC_KPBS.airscrubbercontainer.tags = life support converter recycl cck-lifesupport air survie #LOC_KPBS.usilscontainerbig.title = Conteneur de survie K&K (grand) #LOC_KPBS.usilscontainerbig.description = Ce conteneur fournit tout ce dont vous avez besoin pour un long séjour sur une autre planète. Ou du moins les ingénieurs le disent. #LOC_KPBS.usilscontainerbig.tags = life support USI mulch fertilizer supplies container cck-lifesupport survie #LOC_KPBS.usilscontainersmall.title = Conteneur de survie K&K (petit) #LOC_KPBS.usilscontainersmall.description = Ce conteneur fournit une petite quantité de tout ce dont vous avez besoin pour un long séjour sur une autre planète. N'oubliez pas d'emporter des NOMS de rechange. #LOC_KPBS.usilscontainersmall.tags = life support USI mulch fertilizer supplies container cck-lifesupport survie #LOC_KPBS.usilsrecyclercontainer.title = Conteneur de recyclage K&K #LOC_KPBS.usilsrecyclercontainer.description = Un petit conteneur qui vous permet de recycler une partie de vos fournitures. #LOC_KPBS.usilsrecyclercontainer.tags = life support recycler supplies mulch container cck-lifesupport survie #LOC_KPBS.wastecontainerbig.title = Conteneur de déchets K&K (grand) #LOC_KPBS.wastecontainerbig.description = Ce grand conteneur peut être rempli avec les déchets qu'un Kerbal produit pendant la journée. Ce grand contenant est hermétiquement scellé pour éviter toute odeur nauséabonde. #LOC_KPBS.wastecontainerbig.tags = waste life support container TAC kerbalism cck-lifesupport survie #LOC_KPBS.wastecontainersmall.title = Conteneur de déchets K&K (petit) #LOC_KPBS.wastecontainersmall.description = Un petit conteneur pour les déchets produits par le Kerbal normal. Ne pas utiliser pour les déchets électroniques ! #LOC_KPBS.wastecontainersmall.tags = waste life support container TAC kerbalism cck-lifesupport survie #LOC_KPBS.wastewatercontainerbig.title = Conteneur d'eaux usées K&K (grand) #LOC_KPBS.wastewatercontainerbig.description = Un grand conteneur pour les eaux usées. Veillez à ne pas provoquer de fuites. #LOC_KPBS.wastewatercontainerbig.tags = waste water life support container TAC cck-lifesupport survie #LOC_KPBS.wastewatercontainersmall.title = Conteneur d'eaux usées K&K (petit) #LOC_KPBS.wastewatercontainersmall.description = Un petit conteneur pour l'eau usée. NE PAS BOIRE ! #LOC_KPBS.wastewatercontainersmall.tags = waste water life support container TAC cck-lifesupport survie #LOC_KPBS.watercontainerbig.title = Réservoir d'eau K&K (grand) #LOC_KPBS.watercontainerbig.description = Il s'agit d'un approvisionnement prolongé en eau potable. Ne l'utilisez pas comme piscine ou pour la plongée ! #LOC_KPBS.watercontainerbig.tags = Water life support container USI TAC cck-lifesupport survie eau #LOC_KPBS.watercontainersmall.title = Réservoir d'eau K&K (petit) #LOC_KPBS.watercontainersmall.description = Un petit conteneur pour l'eau. Il peut être utilisé pour prendre une douche, boire, se laver ou faire un toboggan aquatique. #LOC_KPBS.watercontainersmall.tags = Water life support container USI TAC cck-lifesupport survie eau #LOC_KPBS.waterpurifiercontainer.title = Conteneur pour purificateur d'eau K&K #LOC_KPBS.waterpurifiercontainer.description = A l'aide de deux filtres à charbon actif, d'une centrifugeuse et d'autres pièces hautement secrètes, ces conteneurs peuvent purifier l'eau sale en eau presque propre. Convient uniquement aux Kerbonautes ! #LOC_KPBS.waterpurifiercontainer.tags = Water Purifier life support container TAC cck-lifesupport survie eau #LOC_KPBS.waterdrill.title = Foreuse à eau intégrée K&K #LOC_KPBS.waterdrill.description = Une version modifiée de la foreuse intégrée. Au lieu de minerai, elle est capable d'obtenir de l'eau. Ne buvez pas l'eau avant qu'elle n'ait été filtrée. #LOC_KPBS.waterdrill.tags = life support drill water cck-lifesupport survie eau #LOC_KPBS.waterdrill.drill.name = Foreuse à eau #LOC_KPBS.waterdrill.drill.start = Démarrer le forage de l'eau #LOC_KPBS.waterdrill.drill.stop = Arrêter le forage de l'eau #LOC_KPBS.orbitalscanner.title = Scanner à eau à bande étroite K&K M335 #LOC_KPBS.orbitalscanner.description = Idéal pour le relevé des sites d'atterrissage potentiels, ce scanner fournit des informations détaillées sur les ressources en eau de la planète ou de la lune autour de laquelle il gravite. Ces données sont limitées à l'endroit situé directement sous le scanner. #LOC_KPBS.orbitalscanner.tags = isru mine )mining (ore prospect resource sensor scanner water #LOC_KPBS.surfacescanner.title = Module de scan des eaux de surface K&K #LOC_KPBS.surfacescanner.description = Un petit module pour scanner l'eau à la surface d'une planète. Lorsqu'elles sont utilisées à l'atterrissage sur une planète ou une lune, les données d'échantillonnage recueillies peuvent être utilisées pour accroître la précision des scanners de relevés orbitaux. #LOC_KPBS.surfacescanner.tags = isru mine )mining (water prospect resource scanner sensor #LOC_KPBS.usirecycler.title = Recycleur K&K #LOC_KPBS.usirecycler.description = Un recycleur qui peut être utilisé pour réduire tous vos besoins en survie. #LOC_KPBS.usirecycler.tags = life support usi mulch supplies cck-lifesupport planetary base recycler #LOC_KPBS.MKS.wolfterminal.title = K&K WOLF Terminal #LOC_KPBS.MKS.wolfterminal.description = Where Kerbals go when they want to hitch a ride on a WOLF transport route. #LOC_KPBS.MKS.wolfterminal.tags = usi planetary base terminal wolf cck-usi-wolf #LOC_KPBS.MKS.workshop.title = K&K Workshop #LOC_KPBS.MKS.workshop.description = Finally a place for hiding Bill. Keeps the colony machinery running at peak performance (as certified by Bill). Also includes a miniature machine shop. #LOC_KPBS.MKS.workshop.tags = cck-usi-manufacturing\tusi mks workshop repair #LOC_KPBS.MKS.workshop.mkit.name = MaterialKits #LOC_KPBS.MKS.workshop.mkit.start = Start MaterialKits #LOC_KPBS.MKS.workshop.mkit.stop = Stop MaterialKits #LOC_KPBS.MKS.workshop.machinery.name = Machinery #LOC_KPBS.MKS.workshop.machinery.start = Start Machinery #LOC_KPBS.MKS.workshop.machinery.stop = Stop Machinery #LOC_KPBS.MKS.workshop.shop.name = Machine Shop #LOC_KPBS.MKS.workshop.shop.start = Start Machine Shop #LOC_KPBS.MKS.workshop.shop.stop = Stop Machine Shop } } } UrlConfig { parentUrl = PlanetaryBaseInc/Localization/it-it.cfg Localization { it-it { #LOC_KPBS.agency = K&K Advanced Orbit and Surface Structures #LOC_KPBS.agency.desc = Un nuovo arrivato nel settore spaziale. Dopo la rotazione del ramo caravan questa agenzia ora si concentra completamente sui viaggi spaziali e sugli habitat extra-planetari. I loro giovani amministratori delegati vogliono che la Kerman & Kerman si batta per la posizione di leader del mercato. Questo a volte incoraggia i loro ingegneri a essere un po frettolosi e, occasionalmente, causare incidenti. Tuttavia stanno cercando di ottenere una buona reputazione per la moralità e la sicurezza. #LOC_KPBS.nuclearfuel.transferstate = Stato trasferimento #LOC_KPBS.nuclearfuel.fuel.transfer = Trasferimento <<1>> #LOC_KPBS.nuclearfuel.error.skill = Ci deve essere almeno un livello <<1>> <<2>> a bordo per trasferire <<3>>. #LOC_KPBS.nuclearfuel.error.running = Impossibile trasferire risorse nucleari quando le parti sono in funzione. #LOC_KPBS.nuclearfuel.error.noFuel = La parte non ne ha <<1>>. #LOC_KPBS.nuclearfuel.error.noTarget = Non ci sono Target su cui trasferire <<1>>. #LOC_KPBS.nuclearfuel.status.selecting = Seleziona un Target per <<1>> #LOC_KPBS.nuclearfuel.target.next = Seleziona pros. target #LOC_KPBS.nuclearfuel.target.prev = Seleziona target prec. #LOC_KPBS.nuclearfuel.startTransfer = Inizia Trasferimento #LOC_KPBS.nuclearfuel.stopTransfer = Ferma Trasferimento #LOC_KPBS.nuclearfuel.cancelTransfer = Annulla Trasferimento #LOC_KPBS.nuclearfuel.status.transfering = Trasferimento <<1>> #LOC_KPBS.filtersettings.name = Settaggi Filtro #LOC_KPBS.filtersettings.section = Planetary Base System #LOC_KPBS.filtersettings.desc = Raggruppa tutte le parti nel filtro funzione #LOC_KPBS.filtersettings.tooltip = Raggruppa tutte le parti in una categoria nel filtro funzione #LOC_KPBS.resourceconverter.name = Convertitore di Risorse #LOC_KPBS.resourceconverter.speed = Velocità di Conversione #LOC_KPBS.resourceconverter.dumpoxygen = Scarica l'ossigeno in eccesso #LOC_KPBS.corridornode.name = Parte adattiva #LOC_KPBS.corridornode.info = Questa parte cambia aspetto a seconda di dove sono collegate le altre parti #LOC_KPBS.dependendlight.action.on = Luci on #LOC_KPBS.dependendlight.action.off = Luci off #LOC_KPBS.dependendlight.status.on = On #LOC_KPBS.dependendlight.status.off = Off #LOC_KPBS.dependendlight.status.turningon = Accensione.. #LOC_KPBS.dependendlight.status.turningoff = Spegnimento.. #LOC_KPBS.meshtoggle.show = Mostra Maglia #LOC_KPBS.meshtoggle.hide = Nascondi Maglia #LOC_KPBS.meshtoggle.toggle = Aziona Maglia #LOC_KPBS.modelswitch.name = Cambia Modello #LOC_KPBS.modelswitch.model = Modello #LOC_KPBS.modelswitch.models = Modelli Commutabili: #LOC_KPBS.greenhousemodule.name = Serra #LOC_KPBS.greenhousemodule.status = Stato Serra #LOC_KPBS.greenhousemodule.nocrew = Nessun Equipaggio! #LOC_KPBS.greenhousemodule.operational = operativa #LOC_KPBS.greenhousemodule.speed = Velocità di produzione #LOC_KPBS.greenhousemodule.info.min = "Equipaggio minimo per funzionare:" #LOC_KPBS.greenhousemodule.info.at = a #LOC_KPBS.greenhousemodule.info.efficiency = Efficienza #LOC_KPBS.greenhousemodule.info.max = Massima efficienza con: #LOC_KPBS.greenhousemodule.info.kerbals = Kerbal #LOC_KPBS.planetarymodule.name = Parti Dispiegabili #LOC_KPBS.planetarymodule.deploy = Dispiega #LOC_KPBS.planetarymodule.retract = Ritrattare #LOC_KPBS.planetarymodule.status = Stato #LOC_KPBS.planetarymodule.action.toggle = Aziona Dispiegamento #LOC_KPBS.planetarymodule.action.retract = Ritrattare #LOC_KPBS.planetarymodule.action.deploy = Dispiega #LOC_KPBS.planetarymodule.status.retracted = Retratto #LOC_KPBS.planetarymodule.status.deployed = Dispiegato #LOC_KPBS.planetarymodule.status.deploying = Dispiegamento.. #LOC_KPBS.planetarymodule.status.retracting = ritraendo.. #LOC_KPBS.planetarymodule.info1 = \nCapacità Equipaggio\n Retratto:\t #LOC_KPBS.planetarymodule.info2 = \n Dispiegato:\t #LOC_KPBS.categoryfilter.function.name = Strutture Planetarie di Superficie #LOC_KPBS.categoryfilter.category.lifesupport = Supporto Vitale #LOC_KPBS.greenhouseexperiment.title = Studio di crescita delle piante #LOC_KPBS.greenhouseexperiment.conduct = Fai uno studio sulla crescita delle piante #LOC_KPBS.greenhouseexperiment.discard = Scarta i campioni vegetali #LOC_KPBS.greenhouseexperiment.review = Esamina i campioni vegetali #LOC_KPBS.greenhouseexperiment.collect = Raccogli campioni di piante #LOC_KPBS.greenhouseexperiment.default1 = Hai piantato dei semi e hai visto crescere le piante ... per ore. #LOC_KPBS.greenhouseexperiment.default2 = Le piante ondeggiano al vento. Aspetta... Vento? #LOC_KPBS.greenhouseexperiment.MohoSrfLanded1 = Fa un po caldo qui. Le piante hanno bisogno di più acqua. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded2 = Il materiale vulcanico della superficie di Moho sembra essere un buon fertilizzante per le piante. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded3 = La bassa gravità di Moho consente alle piante di crescere un po più del solito. #LOC_KPBS.greenhouseexperiment.EveSrfLanded1 = Anche le piante sembrano avere una tinta viola, qui. #LOC_KPBS.greenhouseexperiment.EveSrfLanded2 = L'alta gravità impedisce la crescita delle piante, che invece si allargano. #LOC_KPBS.greenhouseexperiment.EveSrfSplashed1 = Avete innaffiato le piante con il fluido di Eva. Non è stata una buona idea! #LOC_KPBS.greenhouseexperiment.EveSrfSplashed2 = Non pensiamo che il fluido di Eva sia buono per le piante. #LOC_KPBS.greenhouseexperiment.GillySrfLanded1 = È molto difficile mantenere il terreno nelle fioriere a causa della bassa gravità di Gilly. #LOC_KPBS.greenhouseexperiment.GillySrfLanded2 = Ci chiediamo se le piante godono la vista su Eve tanto quanto noi. #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded = Indagine sulle piante. Sembra che crescano normalmente. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedGrasslands = Le piante sembrano forti e in salute. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedMountains = L'atmosfera leggermente meno densa delle montagne sembra essere buona per le piante. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedDeserts = Iniziamo a chiederci dove poter ottenere l'acqua per le piante. Iniziano a diventare croccanti. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedIceCaps = Anche le piante sembrano essere congelate, qui. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedShores = La sabbia delle rive sembra essere troppo salata perché le piante crescano forti e sane. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedWater = L'umidità sembra essere un po troppa per le piante #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedWater = Le piante ondeggiano ugualmente con le onde. Inizi a sentire un po 'di mal di mare. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedShores = Le onde schizzano di tanto in tanto contro le finestre. Le piante non sembrano interessarsene. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedLaunchPad = Le piante non mostrano alcuna differenza nel comportamento. Questo potrebbe essere perché sei a pochi metri da dove hai iniziato. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedRunway = Le piante non mostrano alcuna differenza nel comportamento. Questo potrebbe essere perché sei a pochi metri da dove hai iniziato. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedKSC = Le piante non mostrano alcuna differenza nel comportamento. Questo potrebbe essere perché sei a pochi metri da dove hai iniziato. #LOC_KPBS.greenhouseexperiment.MunSrfLanded1 = Le piante sembrano essere un po 'più alte qui. #LOC_KPBS.greenhouseexperiment.MunSrfLanded2 = Le piante sembrano aver bisogno di più acqua del normale. #LOC_KPBS.greenhouseexperiment.MunSrfLandedMidlands = Le piante crescono sane e forti. #LOC_KPBS.greenhouseexperiment.MunSrfLandedNorthernBasin = Alcune piante sembrano crescere meglio qui di altre. #LOC_KPBS.greenhouseexperiment.MunSrfLandedPolarCrater = Qualcosa nella sporcizia sembra essere velenoso per le piante. Muoiono! #LOC_KPBS.greenhouseexperiment.MunSrfLandedPoles = Sembra che ci sia un po 'di acqua nella terra. Allee piante piace! #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded1 = Il terreno cristallino raccolto dall'ambiente circostante non influisce sulle piante. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded2 = Giurerei che alcune piante sono un po più turchesi del solito. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded3 = Le piante sembrano crescere normalmente. Il cibo però ha un sapore simile al gelato. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedFlats = Il terreno delle Flats di Minmus sembra avere un po più di acqua del solito. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedLesserFlats = Il terreno delle Lesser Flats di Minmus sembra avere un po 'più di acqua del solito. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreatFlats = Il terreno delle Great Flats di Minmus sembra avere una sorta di acqua salata. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreaterFlats = L'acqua del suolo delle Greater Flats di Minmus è leggermente incandescente. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded1 = Il terreno di Duna ha solo pochi minerali e sostanze nutritive. Le piante crescono più lentamente. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded2 = Le piante diventano leggermente rosse a causa del terreno rosso di Duna. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedLowlands = Il terreno delle Pianure di Duna sembra essere buono per coltivare le piante. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedMidlands = Le piante hanno un sapore metallico. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles1 = L'acqua ghiacciata dei poli non sembra influenzare le piante. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles2 = Ti chiedi se le piante si sentono infreddolite come noi quando guardiamo fuori. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded1 = Non c'è assolutamente acqua nel terreno di Ike. Devi irrigare le piante più spesso. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded2 = Le piante sembrano perdere parte del loro colore. #LOC_KPBS.greenhouseexperiment.IkeSrfLandedLowlands = Le piante non mostrano alcun segno di influenza da parte del suolo delle pianure di Ikes. #LOC_KPBS.greenhouseexperiment.DresSrfLanded1 = Il terreno di Dres sembra essere per lo più Regolite. Le piante non sembrano preoccuparsene. #LOC_KPBS.greenhouseexperiment.DresSrfLanded2 = Potremmo giurare che ci fosse una specie di insetto nel terreno. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded1 = Il terreno sembra essere molto salato, come l'acqua. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded2 = Non sappiamo perché, ma il terreno di Laythe che abbiamo usato per coltivare le piante sembra scomparire, a volte. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed1 = L'acqua di Laythe è troppo salata per le piante. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed2 = Le piante ondeggiano altrettanto con le onde. Inizi a sentire un po 'di mal di mare. #LOC_KPBS.greenhouseexperiment.VallSrfLanded1 = Una volta sciolto, il permafrost di Val è un buon terreno per la crescita delle piante. #LOC_KPBS.greenhouseexperiment.VallSrfLanded2 = Devi fondere tutto lo sporco ed il terreno prima che possa essere usato per coltivare le piante. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded1 = Le piante crescono normalmente qui. Sono grandi come su Kerbin. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded2 = I frutti delle piante coltivate nel terreno di Tylo sono orribili. #LOC_KPBS.greenhouseexperiment.BopSrfLanded1 = Sta crescendo la prima pianta su questo pianeta. La chiameremo Bob. #LOC_KPBS.greenhouseexperiment.BopSrfLanded2 = Le piante crescono più grandi qui. #LOC_KPBS.greenhouseexperiment.PolSrfLanded1 = È molto difficile trattenere il terreno nei vasi a causa della bassa gravità di Pol. #LOC_KPBS.greenhouseexperiment.PolSrfLanded2 = I frutti delle piante sono anormalmente grandi. Ma in qualche modo sanno solo d'acqua. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded1 = Fa molto freddo qui fuori. Alcune foglie sembrano congelate. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded2 = La minore intensità della luce sembra influenzare la crescita delle piante. #LOC_KPBS.centralhub.title = K&K Hub Centrale Planetario #LOC_KPBS.centralhub.description = Questo enorme Hub Centrale offre tutto il necessario per una grande base su altri pianeti. C'è abbastanza spazio per 6 Kerbal, un centro di controllo, un laboratorio e un sistema di supporto vitale di base. #LOC_KPBS.centralhub.tags = control ?eva gyro ?iva moment react steer torque laboratory research science planetary base center hub centrale #LOC_KPBS.hal.title = K&K Controllo Automatizzato Planetario "HAL" #LOC_KPBS.hal.description = L'unità di controllo Hybrid Automated Logic (HAL) consente il controllo autonomo e l'amministrazione della base quando tutti i Kerbal sono assenti o vogliono dormire. Anche se molto utile, alcuni Kerbals hanno menzionato una leggera sensazione di disagio mentre lavoravano nelle sue vicinanze. #LOC_KPBS.hal.tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base #LOC_KPBS.command.title = K&K Modulo di Comando Planetario #LOC_KPBS.command.description = Questo modulo di comando si adatta perfettamente alla linea di prodotti "Planetario". Per ridurre i costi, gli scienziati della K&K hanno deciso di non montare le ruote di reazione. Una base fissa sul terreno non ne ha bisogno, giusto? #LOC_KPBS.command.tags = capsule cmg control ?eva gyro ?iva moment react torque command planetary base #LOC_KPBS.cupola.title = K&K Cupola Planetario #LOC_KPBS.cupola.description = La Cupola Planetario è stata sviluppata per fornire una bella vista ai Kerbal su altri pianeti. Qui un Kerbal potrebbe pensare allo scopo della vita e al perché è bloccato su un altro pianeta. #LOC_KPBS.cupola.tags = base capsule cmg command control ?eva gyro ?iva moment outpost pod react torque view planet base panorama #LOC_KPBS.mal.title = K&K Controllo d'Atterraggio Planetario "MAL" #LOC_KPBS.mal.description = La Logica Mediocre Avanzata "MAL" dell'Unità di Controllo d'Atterraggio è stata inventata da un ingegnere della K&K che, sebbene fosse necessario avere un'unità in grado di far atterrare le cose in orizzontale, ora lui può essere trovato in manicomio o ad insegnare a nuove reclute. Il MAL è a volte indicato come il cugino "non così brillante" di HAL perché è composto da parti che non hanno superato il CQ per HAL. #LOC_KPBS.mal.tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base #LOC_KPBS.service.title = K&K Vano di Servizio Planetario #LOC_KPBS.service.description = Un vano di servizio resistente al calore, ideale per proteggere strumenti delicati o per riporre piccoli componenti di servizio, come serbatoi RCS, batterie, ecc. Questo è perfettamente adattato alla linea di prodotti K&K Planetario. #LOC_KPBS.service.tags = bus contain heat hollow protect (stor therm planetary base #LOC_KPBS.fueltank.title = K&K X720 - Serbatoio Carburante #LOC_KPBS.fueltank.description = Un enorme serbatoio di carburante per il profilo di base. Basta non chiedere perché hai bisogno di così tanto carburante su una base fissa. #LOC_KPBS.fueltank.tags = fueltank ?lfo liquid oxidizer propellant planetary base #LOC_KPBS.fueltanksmall.title = K&K X360 - Serbatoio Carburante Piccolo #LOC_KPBS.fueltanksmall.description = Un serbatoio del carburante più piccolo per il profilo di base. Può anche essere raddoppiato come parte strutturale. #LOC_KPBS.fueltanksmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base #LOC_KPBS.drill.title = K&K Trivella In Linea #LOC_KPBS.drill.description = Una pratica trivella per operazioni a lungo termine su altri pianeti. Funziona meglio se supervisionato da un ingegnere esperto. I radiatori possono essere utilizzati per aiutare a gestire il calore eccessivo. #LOC_KPBS.drill.tags = drill extractor harvest isru mine )mining (ore resource planetary base #LOC_KPBS.isru.title = K&K ISRU Planetario #LOC_KPBS.isru.description = la ISRU Planetario consente di trasformare le materie prime in cose utili come ossigeno, carburante liquido e monopropellente. Questa versione è un po 'più piccola dell'ISRU originale per adattarsi alla linea Planetario di K&K. Più ingegneri a bordo si tradurrà in una maggiore efficienza. #LOC_KPBS.isru.tags = resources fuel isru convert planetary base #LOC_KPBS.lab.title = K&K Laboratorio Planetario #LOC_KPBS.lab.description = Con questo Lab di recente sviluppo è ora possibile godere dei vantaggi del Laboratorio di Elaborazione Mobile insieme al vantaggio di sapere dove è il su e dole il giù. Per coloro che non lo trovano abbastanza entusiasmante da trovarsi su un altro pianeta, fornisce anche una variante del telescopio spaziale Bubble per osservare le stelle. #LOC_KPBS.lab.tags = experiment laboratory research science planetary base #LOC_KPBS.adapterMK2.title = K&K Adattatore MK2 #LOC_KPBS.adapterMK2.description = Questo adattatore viene utilizzato per agganciare la base alle parti MK2. #LOC_KPBS.adapterMK2.tags = cone adapter mk2 planetary base adattatore #LOC_KPBS.adaptersize1.title = K&K Adattatore di piccole dimensioni #LOC_KPBS.adaptersize1.description = Questo adattatore viene utilizzato per collegare la base alle parti di dimensioni FL-T. #LOC_KPBS.adaptersize1.tags = cone adapter mk2 planetary base #LOC_KPBS.bicoupler.title = K&K Bi-Accoppiatore Basi #LOC_KPBS.bicoupler.description = Poiché i nostri ingegneri pensano che sia sempre meglio, hanno creato questo Bi-Accoppiatore per combinare più moduli in un razzo più aerodinamico. Immaginano che sia anche più stabile. #LOC_KPBS.bicoupler.tags = ?2 adapter two multi (quad planetary base #LOC_KPBS.separator.title = K&K Separatore Base #LOC_KPBS.separator.description = Il separatore è stato sviluppato per separare parti delle strutture di superficie Planetario, quando gli ingegneri hanno creato combinazioni di parti prive di senso. Il suo nome di sviluppo era "prevedibile varietà di decomposizione esplosiva improvvisa". In seguito è stato cambiato perché i piloti non sembrano fidarsi di una parte con quel nome. #LOC_KPBS.separator.tags = break decouple explo separat split planetary base #LOC_KPBS.tricpoupler.title = K&K Base Tri-Accoppiatore Basi #LOC_KPBS.tricpoupler.description = Dopo il grande successo del Base Bi-Accoppiatore, gli ingegneri hanno pensato: Perché non più grande? Il risultato è questo Tri-Accoppiatore in grado di trasportare tre parti di Base contemporaneamente. #LOC_KPBS.tricpoupler.tags = ?3 adapter three multi (quad planetary base #LOC_KPBS.heatshield.title = K&K Scudo Termico Basi #LOC_KPBS.heatshield.description = Uno scudo termico per la linea di Basi Planetario. È stato sviluppato dopo che alcuni Kerbonauti si sono lamentati del caffè troppo bollente mentre entravano nell'atmosfera. #LOC_KPBS.heatshield.tags = ablat drag entry insulate protect re- therm planetary base #LOC_KPBS.twoendcorridorleg.title = K&K Corridoio a due estremità con attacco per dispositivo di atterraggio #LOC_KPBS.twoendcorridorleg.description = Un breve corridoio con due supporti per gambe o carrello di atterraggio. #LOC_KPBS.twoendcorridorleg.tags = base build center central connect construct hub nexus outpost statio planetary legs adapter adattatore #LOC_KPBS.fourendcorridor.title = K&K Corridoio Modulare a 4 estremità #LOC_KPBS.fourendcorridor.description = Questo corridoio a 4 estremità può essere utilizzato per costruire quasi tutto! #LOC_KPBS.fourendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary corridoio #LOC_KPBS.sixendcorridor.title = K&K Corridoio modulare a 6 estremità #LOC_KPBS.sixendcorridor.description = Il capolavoro di Kerman Corridors & Sewer-Pipes Inc. Offre fino a sei (!) Punti di attacco completamente funzionali per tutte le esigenze. La parte migliore quando vuoi costruire labirinti nello spazio. #LOC_KPBS.sixendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary corridoio #LOC_KPBS.corridorairlock.title = K&K Corridoio Airlock #LOC_KPBS.corridorairlock.description = Finalmente dopo anni di costante tormento per non aver trovato un'uscita Kerman Corridors & Sewer-Pipes Inc. ora introduce il Corridoio con Airlock. #LOC_KPBS.corridorairlock.tags = base build center central connect construct hub nexus outpost statio planetary airlock #LOC_KPBS.corridorend.title = K&K Corridoio Sez. Finale #LOC_KPBS.corridorend.description = Un regalo speciale di Kerman Corridors & Sewer-Pipes Inc. #LOC_KPBS.corridorend.tags = base build center central connect construct hub nexus outpost statio planetary end corridoio #LOC_KPBS.crosssection.title = K&K Cross-Way #LOC_KPBS.crosssection.description = Un Cross-Way per creare grandi labirinti nello spazio. Ora anche con un connettore in cima per costruire torri. #LOC_KPBS.crosssection.tags = base build center central connect construct hub nexus outpost statio planetary #LOC_KPBS.corridordock.title = K&K Corridoio con Porta d'Attracco #LOC_KPBS.corridordock.description = A causa di problemi di compatibilità (combustione spontanea) con il Clamp-O-Tron, K&K ha sviluppato il nuovo corridoio con Porta d'Attracco "Spingi e Connetti". Può essere collegato alla porta di aggancio standard K & K e si adatta a tutti i corridoi! #LOC_KPBS.corridordock.tags = berth capture connect couple dock fasten join moor socket planetary base #LOC_KPBS.basedock.title = K&K Porta d'attracco #LOC_KPBS.basedock.description = Una porta d'attracco progettata appositamente per l'uso con i moduli K&K Habitat. Tutti i diritti riservati. Attenzione: non compatibile con Clamp-O-Tron a causa di problemi di sicurezza! #LOC_KPBS.basedock.tags = berth capture connect couple dock fasten join moor socket planetary base #LOC_KPBS.landingengine.title = K&K LV25 "Meerkat" Assistente Atterraggio #LOC_KPBS.landingengine.description = Questo modulo d'atterraggio assistito è il successore dell'adattatore Planetario K&K. È stato sviluppato in collaborazione con a Rockomax che è riuscita a montare due motori "Spark" 48-7S sovralimentati nella struttura. Gli ingegneri sono stati in grado di raddoppiare le prestazioni dei motori sostituendo il turbocompressore con quello "preso in prestito" dalla LT-T30. Dicono che le probabilità di un surriscaldamento critico sono leggermente aumentate. #LOC_KPBS.landingengine.tags = propuls engine (spider thruster structure planetary base adapter legs landing #LOC_KPBS.structural.title = K&K Adattatore Planetario #LOC_KPBS.structural.description = L'adattatore è stato sviluppato dopo diversi tentativi falliti di far atterrare una base su un altro pianeta. Gli ingegneri di K&K hanno scoperto che l'impossibilità di montare gambe d'atterraggio su molti dei moduli Planetario ha portato a un impatto troppo duro. Questo adattatore consente di aggiungere questi componenti alla base. Contiene anche un Serbatoio per carburante per razzi con una limitata capacità come bonus. #LOC_KPBS.structural.tags = structure planetary base adapter legs landing #LOC_KPBS.airlockend.title = K&K Airlock #LOC_KPBS.airlockend.description = Una Camera d'Equilibrio che può essere messa alla fine di una base. #LOC_KPBS.airlockend.tags = planetary base airlock end #LOC_KPBS.airlockmid.title = K&K Airlock Sezione intermedia #LOC_KPBS.airlockmid.description = La Camera d'Equilibrio che tutti i Kerbal aspettavano. Ora puoi entrare ed uscire da entrambi i lati! #LOC_KPBS.airlockmid.tags = planetary base airlock end adapter #LOC_KPBS.garageadapter.title = K&K Adattatore Garage #LOC_KPBS.garageadapter.description = Un adattatore per collegare i garage con il resto della base. #LOC_KPBS.garageadapter.tags = planetary base garage rover payload bay adapter #LOC_KPBS.garagecover.title = K&K Copertura Garage #LOC_KPBS.garagecover.description = Una copertura per il fondo dei garage deve essere molto snella per il decollo. #LOC_KPBS.garagecover.tags = planetary base garage rover payload bay adapter cover protect #LOC_KPBS.garagecover.transforms = Piccola, Grande, Adattatore #LOC_KPBS.garagedecoupler.title = K&K Disaccoppiatore per Garage #LOC_KPBS.garagedecoupler.description = Un pratico disaccoppiatore per separare il tuo garage dal razzo #LOC_KPBS.garagedecoupler.tags = planetary base garage payload bay decoupler separator #LOC_KPBS.garagedecoupler.show = Mostra Copertura #LOC_KPBS.garagedecoupler.hide = Nascondi Copertura #LOC_KPBS.garagefront.title = K&K garage sez. anteriore #LOC_KPBS.garagefront.description = Una sezione anteriore per il garage con una rampa integrata. Dispone inoltre di punti di attacco per gambe di atterraggio. #LOC_KPBS.garagefront.tags = planetary base garage rover payload bay adapter door open #LOC_KPBS.garagefront.ramp.toggle = Aziona Rampa #LOC_KPBS.garagefront.ramp.open = Apri Rampa #LOC_KPBS.garagefront.ramp.close = Chiudi Rampa #LOC_KPBS.garageside.title = K&K Garage con Porte Laterali #LOC_KPBS.garageside.description = Un grande garage con porte sui lati che raddoppiano le rampe. #LOC_KPBS.garageside.tags = planetary base garage rover payload bay adapter door open carico garage #LOC_KPBS.garageside.right.toggle = Aziona Rampa Destra #LOC_KPBS.garageside.right.open = Apri Rampa Destra #LOC_KPBS.garageside.right.close = Chiudi Rampa Destra #LOC_KPBS.garageside.left.toggle = Aziona Rampa Sinistra #LOC_KPBS.garageside.left.open = Apri Rampa Sinistra #LOC_KPBS.garageside.left.close = Chiudi Rampa Sinistra #LOC_KPBS.garagestruct.title = K&K Garage Struttura #LOC_KPBS.garagestruct.description = Una parte strutturale per i garage. Fornisce anche due punti per attaccare i dispositivi d'atterraggio. #LOC_KPBS.garagestruct.tags = planetary base garage rover payload bay legs adapter #LOC_KPBS.garagesize3.title = K&K Garage MK3 e Adattatore 3.75m #LOC_KPBS.garagesize3.description = Un adattatore per collegare i garage con le parti del profilo MK3 o da 3.75m. #LOC_KPBS.garagesize3.tags = planetary base garage rover payload bay adapter #LOC_KPBS.garagesize3.sizes = Size 3,MK3 #LOC_KPBS.greenhouse.title = K&K Serra Planetario #LOC_KPBS.greenhouse.description = K&K ha sviluppato questa serra per fornire cibo e ossigeno ai Kerbal in missioni a lungo termine. Tuttavia, quando K&K ha presentato questo glorioso pezzo di ingegneria, molti Kerbal sono rimasti delusi perché non era effettivamente verde! #LOC_KPBS.greenhouse.tags = planetary base greenhouse food supplies life support snack #LOC_KPBS.habitatmk1.title = K&K Habitat MK1 Planetario #LOC_KPBS.habitatmk1.description = Il primo modulo Habitat di K&K. Fornisce spazio per tre Kerbals. Non è comodo come la versione MK2 ma ottimo per basi più piccole. #LOC_KPBS.habitatmk1.tags = planetary base life habitat home living crew bed #LOC_KPBS.habitatmk2.title = K&K Habitat MK2 Planetario #LOC_KPBS.habitatmk2.description = K&K presenta con orgoglio: il nuovissimo Habitat MK2 espandibile. Quando è dispiegato offre spazio per un massimo di quattro Kerbal per un soggiorno confortevole. La garanzia è nulla quando Jeb versa il suo caffè! #LOC_KPBS.habitatmk2.tags = planetary base life habitat home living crew bed #LOC_KPBS.landinggear.title = K&K Carrello d'Atterraggio Attaccabile #LOC_KPBS.landinggear.description = Una pratica unità di supporto per l'atterraggio. Permette di muovere una base dopo che è atterrata. Possono essere scartate quando non sono più necessarie. Queste ruote non sono destinate alle corse! #LOC_KPBS.landinggear.tags = ground retract roll taxi wheel drive planetary base landing #LOC_KPBS.landinggear.tooltip = Retractable Landing Gear #LOC_KPBS.bigfoot.title = K&K "Bigfoot" Gamba d'Atterraggio a Basso Profilo #LOC_KPBS.bigfoot.description = Un pezzo speciale della K&K, per avere un piede fermo sul terreno di altri pianeti. Questa parte è leggermente più comune del vero bigfoot. #LOC_KPBS.bigfoot.tags = ground land leg support planetary base landing leg #LOC_KPBS.littlefoot.title = K&K "Piccolo Bigfoot" Gamba d'Atterraggio per sottoscocca #LOC_KPBS.littlefoot.description = Un pezzo molto speciale della K&K. Questa parte ha un profilo ridotto. Può essere attaccato sul fondo di parti che non hanno altro posto per una gamba di atterraggio. #LOC_KPBS.littlefoot.tags = ground land leg support planetary base landing leg #LOC_KPBS.reactor.title = K&K Reattore Nucleare #LOC_KPBS.reactor.description = Un reattore di fissione nucleare relativamente piccolo per la tua base. Efficiente ma molto costoso. Uno scienziato ha insistito sul fatto che è scritto "nuculare", il reattore è considerato comunque sicuro. #LOC_KPBS.reactor.tags = planetary base ec reactor nuclear nucular uran generate corrente reattore #LOC_KPBS.reactor.converter.name = Reattore Nucleare #LOC_KPBS.reactor.converter.start = Avvia Reattore #LOC_KPBS.reactor.converter.stop = Spegni Reattore #LOC_KPBS.reactor.converter.toggle = Aziona Reattore #LOC_KPBS.nuclearfuel.title = K&K Stoccaggio Combustibile Nucleare #LOC_KPBS.nuclearfuel.description = Un deposito per il combustibile nucleare esausto. I livelli di radiazione sono sicuri (quando misurati da 1 km di distanza) #LOC_KPBS.nuclearfuel.tags = reactor nuclear fuel storage planetary base uran #LOC_KPBS.centrifuge.title = K&K Centrifuga #LOC_KPBS.centrifuge.description = La centrifuga può rielaborare il combustibile esausto in uranio utilizzabile o estrarre l'uranio dai minerali. Può anche produrre Xenon come sottoprodotto. Ha bisogno di molta energia per funzionare. #LOC_KPBS.centrifuge.tags = conver isru mine )mining (ore process resource uranium refine reprocess nuclear nuke nearfuture planetary base #LOC_KPBS.centrifuge.reprocessor.name = Reprocessore uranio #LOC_KPBS.centrifuge.reprocessor.start = Inizia rielaborazione #LOC_KPBS.centrifuge.reprocessor.stop = Ferma rielaborazione #LOC_KPBS.centrifuge.reprocessor.toggle = Aziona rielaborazione #LOC_KPBS.centrifuge.xenonextractor.name = Estrattore Xenon #LOC_KPBS.centrifuge.xenonextractor.start = Avvia Estrattore Xenon #LOC_KPBS.centrifuge.xenonextractor.stop = Ferma Estrattore Xenon #LOC_KPBS.centrifuge.xenonextractor.toggle = Aziona Estrattore Xenon #LOC_KPBS.centrifuge.uraniumextractor.name = Estrattore Uranio #LOC_KPBS.centrifuge.uraniumextractor.start = Avvia Estrattore Uranio #LOC_KPBS.centrifuge.uraniumextractor.stop = Ferma Estrattore Uranio #LOC_KPBS.centrifuge.uraniumextractor.toggle = Aziona Estrattore Uranio #LOC_KPBS.flatbed.title = K&K Pianale #LOC_KPBS.flatbed.description = Un Pianale per depositare più cose utilizzabili sulle basi #LOC_KPBS.flatbed.tags = planetary base store cargo flat #LOC_KPBS.storageend.title = K&K Estremità del Unità di Stoccaggio Modulare #LOC_KPBS.storageend.description = Questa sezione Terminale è una buona soluzione per immagazzinare quel contenitore che non sai dove mettere. #LOC_KPBS.storageend.tags = planetary base container rack storage system #LOC_KPBS.storagebig.title = K&K Unità di Stoccaggio Modulare 6X #LOC_KPBS.storagebig.description = Questo modulo fornisce un modo conveniente per immagazzinare fino a sei diverse risorse. Ora viene fornito con un manuale che descrive come collegare i tubi in modo che nessuno debba chiedersi se sia stata una buona idea collegare lo Sviato dell'Ossidante con il Supporto Vitale o no. #LOC_KPBS.storagebig.tags = planetary base container rack storage system #LOC_KPBS.storagemedium.title = K&K Unità di Stoccaggio Modulare 4X #LOC_KPBS.storagemedium.description = La soluzione perfetta per tutti coloro che non sanno se hanno troppe o poche risorse. Questa nità di Stoccaggio Modulare offre spazio per un massimo di quattro contenitori. #LOC_KPBS.storagemedium.tags = planetary base container rack storage system #LOC_KPBS.storagesmall.title = K&K Unità di Stoccaggio Modulare 2X #LOC_KPBS.storagesmall.description = Questo modulo fornisce un modo conveniente per immagazzinare fino a due risorse diverse. Questo è progettato per Kerbal molto frugali. #LOC_KPBS.storagesmall.tags = planetary base container rack storage system #LOC_KPBS.storagesize2big.title = K&K Unità di Stoccaggio Modulare in linea 8X #LOC_KPBS.storagesize2big.description = La nuova versione in linea per il popolare sistema di Stoccaggio Modulare. Questa versione grande ha fino a 8 slot per contenitori. #LOC_KPBS.storagesize2big.tags = planetary base container rack storage system #LOC_KPBS.storagesize2small.title = K&K Unità di Stoccaggio Modulare in linea 4X #LOC_KPBS.storagesize2small.description = La soluzione perfetta per tutti coloro che non sanno se hanno troppe o poche risorse. Questa Unità di Stoccaggio Modulare offre spazio per un massimo di quattro contenitori. #LOC_KPBS.storagesize2small.tags = planetary base container rack storage system #LOC_KPBS.containerbattery.title = K&K Z-3K Gruppo Batterie #LOC_KPBS.containerbattery.description = Questo Gruppo Batterie può essere utilizzato per alimentare una stazione e fornisce anche abbastanza energia per subwoofer molto grandi. Garanzia è nulla quando usato su un veicolo spaziale! #LOC_KPBS.containerbattery.tags = capacitor cell charge e/c elect pack power volt watt planetary base container #LOC_KPBS.containerfuelcell.title = K&K Container Cella a Combustibile #LOC_KPBS.containerfuelcell.description = Un Container costituito da una serie di celle a combustibile per alimentare la tua stazione. Converte il carburante in energia. #LOC_KPBS.containerfuelcell.tags = array bank charge convert e/c elect energ pack power volt watt planetary base container #LOC_KPBS.containerliquidfuel.title = K&K Contaner Carburante Liquido #LOC_KPBS.containerliquidfuel.description = Un container per per Carburante Liquido. Purtroppo questo non è progettato per essere usato in un aereo. Tuttavia, questo non sembra infastidire gli ingegneri del KSC. #LOC_KPBS.containerliquidfuel.tags = fueltank ?lf only propellant tank planetary base container #LOC_KPBS.containerore.title = K&K Container per Minerali #LOC_KPBS.containerore.description = Un grande serbatoio modulare che può essere utilizzato per lo stoccaggio di materie prime. Questo in realtà potrebbe essere usato come castello gonfiabile. #LOC_KPBS.containerore.tags = black isru mine )mining (ore resource store planetary base container #LOC_KPBS.containeroresmall.title = K&K Piccolo Container per Minerali #LOC_KPBS.containeroresmall.description = Un piccolo serbatoio modulare che può essere utilizzato per lo stoccaggio di materie prime. #LOC_KPBS.containeroresmall.tags = black isru mine )mining (ore resource store planetary base container #LOC_KPBS.containerRCS.title = K&K Contaner per propellente #LOC_KPBS.containerRCS.description = Un serbatoio RCS perfettamente adattato per l'utilizzo in abbinamento con le Unità di Stoccaggio Modulare K&K. La ragione per cui si potrebbe aver bisogno di tanto propellente su una base fissa è ancora un enigma da risolvere dai suoi inventori. #LOC_KPBS.containerRCS.tags = fueltank mono monopropellant propellant planetary base container #LOC_KPBS.containerrocktfuelbig.title = K&K T400 Container per Carburante #LOC_KPBS.containerrocktfuelbig.description = Il fratello maggiore del "K&K T200 Container per Carburante". Inoltre, non è ben accetto dagli ingegneri per la sua forma insolita, anche se dicono che ha più "BOOM" di quanto non abbia il fratellino. #LOC_KPBS.containerrocktfuelbig.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container #LOC_KPBS.containerrocktfuelsmall.title = K&K T200 Container per Carburante #LOC_KPBS.containerrocktfuelsmall.description = Come il T200 originale, questo piccolo serbatoio minuscolo ha avuto difficoltà ad essere accettato dagli ingegneri missilistici. Soprattutto perché non è nemmeno possibile utilizzarlo in modo standard su un veicolo spaziale. #LOC_KPBS.containerrocktfuelsmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container #LOC_KPBS.containerscience.title = K&K Container Scienza #LOC_KPBS.containerscience.description = Il nuovo laboratorio autonomo in formato Container. Quando qualcosa accade a zero G o addirittura sott'acqua, puoi fare un esperimento. Piccole parti interne non lo rendono adatto ai bambini piccoli. Età 4-7 #LOC_KPBS.containerscience.tags = bay experiment lab material research planetary base container #LOC_KPBS.containerxenon.title = K&K Container Xenon #LOC_KPBS.containerxenon.description = Per coloro che non riescono ad avere abbastanza Xenon. Una tale quantità di questo gas nobile è molto costosa, ma a chi importa in un'agenzia spaziale? #LOC_KPBS.containerxenon.tags = fueltank (ion propellant tank planetary base container #LOC_KPBS.containerinventory.title = K&K Container per Parti #LOC_KPBS.containerinventory.description = Un piccolo contenitore per conservare le parti che possono essere utili in EVA. Ora anche con blocco per prevenire i furti. #LOC_KPBS.containerinventory.tags = inventory base planetary container IVA usage container #LOC_KPBS.containerinventorybig.title = K&K Container per Parti Grandi #LOC_KPBS.containerinventorybig.description = Un contenitore più grande per conservare le parti che possono essere utili in EVA. Questo può immagazzinare parti più grandi. #LOC_KPBS.containerinventorybig.tags = inventory base planetary container IVA usage container #LOC_KPBS.inventorystorage.title = K&K Magazzino #LOC_KPBS.inventorystorage.description = Un grande magazzino anche per le parti più grandi. #LOC_KPBS.inventorystoragesmall.title = K&K Magazzino (Piccolo) #LOC_KPBS.inventorystoragesmall.description = Un piccolo Magazzino per le parti nel profilo Base. #LOC_KPBS.greenhouseconverter.name = Serra #LOC_KPBS.greenhouseconverter.start = Avvia Coltivazione #LOC_KPBS.greenhouseconverter.stop = Ferma Coltivazione #LOC_KPBS.carbonextractor.name = Rigeneratore Ossigeno #LOC_KPBS.carbonextractor.start = Avvia Rigeneratore #LOC_KPBS.carbonextractor.stop = Ferma Rigeneratore #LOC_KPBS.carbonextractor.rate = Rateo Rigenerazione #LOC_KPBS.carbonextractor.rate.change = Cambia Rateo di Rigenerazione #LOC_KPBS.carbonextractor.tag = Rigenerazione Ossigeno #LOC_KPBS.waterfilter.name = Purificatore dell'acqua #LOC_KPBS.waterfilter.start = Avvia Purificatore #LOC_KPBS.waterfilter.stop = Ferma Purificatore #LOC_KPBS.waterfilter.rate = Rateo Filtro #LOC_KPBS.waterfilter.rate.change = Cambia Rateo Filtro #LOC_KPBS.waterfilter.tag = Water Purifier Purificatore acqua #LOC_KPBS.lifesupport.name = Supporto Vitale #LOC_KPBS.lifesupport.start = Avvia Supporto Vitale #LOC_KPBS.lifesupport.stop = Ferma Supporto Vitale #LOC_KPBS.lifesupport.tag = Life Support Supporto Vitale #LOC_KPBS.habitat.name = Habitat #LOC_KPBS.habitat.start = Avvia Habitat #LOC_KPBS.habitat.stop = Ferma Habitat #LOC_KPBS.kerbalism.comfort.desc1 = È davvero confortante trovarsi nella parte più grande sulla superficie per allungare le gambe #LOC_KPBS.kerbalism.comfort.desc2 = Questa parte ha una televisione integrata con la possibilità di telefonare a casa. Molto utile quando si è lontani. #LOC_KPBS.kerbalism.comfort.desc3 = La cupola offre una rilassante vista panoramica del pianeta. #LOC_KPBS.kerbalism.comfort.desc4 = Questa sonda viene fornita con H.A.L. Software di interfaccia utente, progettato per giocare a scacchi e fare digressioni su questioni filosofiche con l'equipaggio. L'innovativa interfaccia OVER-REACT induce l'utente a provare empatia per il software. #LOC_KPBS.kerbalism.converter = Convertitore #LOC_KPBS.kerbalism.scrubber = Scrubber #LOC_KPBS.kerbalism.harvester = mietitore #LOC_KPBS.kerbalism.supply = Contenitore di Provviste #LOC_KPBS.kerbalism.setup.balanced.name = Provviste #LOC_KPBS.kerbalism.setup.balanced.desc = Conservare una fornitura equilibrata di Cibo e Acqua. #LOC_KPBS.kerbalism.setup.water.name = Acqua #LOC_KPBS.kerbalism.setup.food.name = Cibo #LOC_KPBS.kerbalism.power = Produzione di energia #LOC_KPBS.kerbalism.sabatier.title = K&K Supporto Vitale Riciclatore #LOC_KPBS.kerbalism.sabatier.process = Processo Sabatier #LOC_KPBS.kerbalism.sabatier.chem = Unità di produzione chimica #LOC_KPBS.kerbalism.airfilter.desc = Un filtro aria multiuso. È in grado di raccogliere risorse multiple come l'ossigeno o l'azoto dall'atmosfera. #LOC_KPBS.kerbalism.airfilter.co2 = Filtro CO2 #LOC_KPBS.kerbalism.airfilter.co2.desc = Estrai CO2 dall'atmosfera. #LOC_KPBS.kerbalism.airfilter.ox = Filtro Ossigeno #LOC_KPBS.kerbalism.airfilter.ox.desc = Estrai Ossigeno dall'atmosfera. #LOC_KPBS.kerbalism.airfilter.ni = Filter Azoto #LOC_KPBS.kerbalism.airfilter.ni.desc = Filter Azoto dall'atmosfera. #LOC_KPBS.kerbalism.airfilter.atmo = Filtro Atmosferico #LOC_KPBS.kerbalism.drill.title = Trivella #LOC_KPBS.kerbalism.drill.harvester.title = Estrazione del minerale #LOC_KPBS.kerbalism.drill.harvester.desc = Estrai Minerale dalla superficie. #LOC_KPBS.kerbalism.waterdrill.title = Estrazione Acqua #LOC_KPBS.kerbalism.waterdrill.desc = Estrai Acqua dalla superficie. #LOC_KPBS.kerbalism.waterdrill.drill.title = Trivella #LOC_KPBS.kerbalism.isru.water = Water Elettrolisi #LOC_KPBS.kerbalism.isru.haber = Processo Haber #LOC_KPBS.kerbalism.isru.anth = Processo di Antrachinone #LOC_KPBS.kerbalism.isru.hydra = Produzione Idrazina #LOC_KPBS.kerbalism.isru.mre = ERF #LOC_KPBS.kerbalism.isru.mre.full = Elettrolisi del Regolito fuso #LOC_KPBS.kerbalism.isru.mre.desc = Estrai Ossigeno dal Minerale. #LOC_KPBS.kerbalism.isru.soe = EOS #LOC_KPBS.kerbalism.isru.soe.full = Elettrolisi ad Ossidi Solidi #LOC_KPBS.kerbalism.isru.soe.desc = Converti Diossido di Carbonio in Ossigeno, usando grandi quantità di Carica Elettrica nel processo. #LOC_KPBS.kerbalism.isru.waste.incinerator = Inceneritore di rifiuti #LOC_KPBS.kerbalism.isru.waste.compressor = Compressore rifiuti #LOC_KPBS.kerbalism.isru.sco = Ossidazione catalitica selettiva #LOC_KPBS.kerbalism.centrifge.processs = Centrifuga nucleare #LOC_KPBS.MKS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from uraninite. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.MKS.tcredits.converter = Transport Credits #LOC_KPBS.MKS.tcredits.start = Start T-Credits #LOC_KPBS.MKS.tcredits.stop = Stop T-Credits #LOC_KPBS.epl.cupola.desc = La Cupola Planetario è stata sviluppata per fornire una bella vista degli altri Pianeti ai Kerbal. Può essere utilizzata come Postazione di Controllo per l'atterraggio e nei Siti di Lancio. #LOC_KPBS.epl.centralhub.desc = Questo enorme Hub Centrale offre tutto il necessario per una grande base su altri pianeti. C'è abbastanza spazio per 6 Kerbal, un centro di controllo, un laboratorio e un sistema di supporto vitale di base. Può anche essere usato come Postazione di Controllo nei siti di lancio. #LOC_KPBS.contract.centralhub = Hub Centrale #LOC_KPBS.contract.habitat = Modulo Habitat #LOC_KPBS.contract.greenhouse = Serra #LOC_KPBS.deepfreeze.manufacturer = REPOSoftTech #LOC_KPBS.cry5000.title = CRY-5000 Planetario DeepFreezer #LOC_KPBS.cry5000.description = Progettato per lo stoccaggio a lungo termine di un massimo di 4 Kerbal. Il CRY-5000 utilizza Glykerol e Carica Elettrica per congelare o scongelare un Kerbal. Assicurati di avere abbastanza Carica Elettrica sulla tua base. Il CRY-5000 viene fornito con 50 unità di Glykerol. ATTENZIONE: CRY-5000 richiede anche una carica elettrica al minuto per Kerbal per mantenere il funzionamento dei sistemi di monitoraggio. Se non può ottenere questo Carica Elettrica, c'è il rischio che i Kerbal congelati muoiano. #LOC_KPBS.cry5000.tags = deep freeze life support cold ice planetary base cck-lifesupport #LOC_KPBS.clykerolcontainer.title = X200 Contenitore per Glykerol #LOC_KPBS.clykerolcontainer.description = Per coloro che hanno bisogno di fare un sacco di congelamenti. Capacità di stoccaggio di 200 unità, questo serbatoio deve contenere tutte le basi necessarie per il Glykerol DeepFreeze. Glicerina #LOC_KPBS.clykerolcontainer.tags = deep freeze life support cold ice container cryo cck-lifesupport #LOC_KPBS.metaldrill.title = K&K Trivella Minerale Metallico #LOC_KPBS.metaldrill.description = Una pratica trivella per estrarre minerali metallici su altri pianeti. #LOC_KPBS.metaldrill.tags = drill extractor harvest metal ore isru mine )mining (ore resource planetary base #LOC_KPBS.dirtdrill.title = K&K Trivella Sporco #LOC_KPBS.dirtdrill.description = Una pratica Trivella per estrarre lo sporco su altri pianeti. #LOC_KPBS.dirtdrill.tags = drill extractor harvest dirt isru mine )mining (ore resource planetary base #LOC_KPBS.metalstorage.title = K&K X1000 Deposito Metallo #LOC_KPBS.metalstorage.description = Un deposito per metallo. Può essere usato per creare Rocket Part. #LOC_KPBS.metalstorage.tags = fueltank metal parts launchpad planetary base #LOC_KPBS.metalorestorage.title = K&K X1000 Deposito Minerale Metallico #LOC_KPBS.metalorestorage.description = Un deposito per minerale metallico. Puoi trasformare il minerale metallico in metallo in una fonderia. #LOC_KPBS.metalorestorage.tags = fueltank metal ore parts launchpad planetary base #LOC_KPBS.rocketpartsstorage.title = K&K X1000 Deposito di Rocket Parts #LOC_KPBS.rocketpartsstorage.description = Un deposito per Rocket Parts. Puoi usare le parti del razzo per creare nuovi eleganti razzi. #LOC_KPBS.rocketpartsstorage.tags = fueltank rocket parts launchpad planetary base #LOC_KPBS.launchpad.title = K&K Pad di Lancio #LOC_KPBS.launchpad.description = Un piccolo Pad di Lancio per costruire razzi fuori dal pianeta! #LOC_KPBS.launchpad.tags = rocket start launchpad planetary base #LOC_KPBS.launchpad.open = Apri #LOC_KPBS.launchpad.close = Chiudi #LOC_KPBS.partrecycler.title = K&K Riciclatore #LOC_KPBS.partrecycler.description = Il riciclatore può convertire qualsiasi navicella in rottami metallici! #LOC_KPBS.partrecycler.tags = smelter metal ore launchpad planetary base #LOC_KPBS.smelter.title = K&K Fonderia #LOC_KPBS.smelter.description = La fonderia può essere utilizzata per lavorare rottami metallici o minerali metallici in metallo utile. Non toccare! CALDO! #LOC_KPBS.smelter.tags = smelter metal ore launchpad planetary base #LOC_KPBS.smelter.metal.start = Avvia Conversione Metalli #LOC_KPBS.smelter.metal.stop = Ferma Conversione Metalli #LOC_KPBS.smelter.scrap.start = Avvia Rottamazione Metalli #LOC_KPBS.smelter.scrap.stop = Ferma Rottamazione Metalli #LOC_KPBS.workshop.title = K&K Officina #LOC_KPBS.workshop.description = Un Officina per produrre parti di razzi. #LOC_KPBS.workshop.tags = workshop metal rocket parts launchpad planetary base #LOC_KPBS.workshop.start = Avvia Produzione Parti #LOC_KPBS.workshop.stop = Ferma Produzione Parti #LOC_KPBS.scrapmetal.title = K&K Deposito di Rottami Metallici #LOC_KPBS.scrapmetal.description = Una piccola unità per conservare i rottami di metallo dei razzi riciclati #LOC_KPBS.scrapmetal.tags = fueltank rocket metal scrap launchpad planetary base #LOC_KPBS.materialkits.title = K&K Deposito di Material Kits #LOC_KPBS.materialkits.description = Un deposito per i kit di materiali, così puoi costruire tutte le parti che hai dimenticato. #LOC_KPBS.materialkits.tags = Material OSE kits build workshop planetary base #LOC_KPBS.oseconverter.title = K&K OSE Estrattore di Minerali #LOC_KPBS.oseconverter.description = Un estrattore per tutte le risorse necessarie all'Officina #LOC_KPBS.oseconverter.tags = Material OSE kits convert extract workshop planetary base #LOC_KPBS.oseconverter.materialkits.name = Material Kits #LOC_KPBS.oseconverter.materialkits.start = Avvia Produzione #LOC_KPBS.oseconverter.materialkits.stop = Ferma Produzione #LOC_KPBS.oseconverter.prospector.name = Cercatore #LOC_KPBS.oseconverter.prospector.start = Avvia Ricerca #LOC_KPBS.oseconverter.prospector.stop = Ferma Ricerca #LOC_KPBS.oseresources.title = K&K OSE Deposito Risorse #LOC_KPBS.oseresources.description = Una piccola unità per immagazzinare le risorse necessarie al'Officina di OSE #LOC_KPBS.oseresources.tags = Material OSE kits resources metal rare build workshop planetary base excotic minerals #LOC_KPBS.oseworkshop.title = K&K OSE Officina #LOC_KPBS.oseworkshop.description = Un Officina per produrre piccole parti in loco per la tua base #LOC_KPBS.oseworkshop.tags = Material OSE kits build workshop planetary base #LOC_KPBS.flexiblecorridor.title = K&K Corridoio Flessibile #LOC_KPBS.flexiblecorridor.connector = Corridoio #LOC_KPBS.flexiblecorridor.description = Un corridoio flessibile per Kerbonauti che non sanno cosa vogliono costruire quando lanciano un razzo. #LOC_KPBS.flexiblecorridor.tags = KAS base corridor connect flexible #LOC_KPBS.groundplate.title = K&K Base di Terra [KIS] #LOC_KPBS.groundplate.description = Una grande basamento di cemento per basi o altre parti. Questa parte deve essere attaccata a terra con una chiave o un cacciavite. #LOC_KPBS.groundplate.tags = KIS inventory base planetary base plate cck-eva-items #LOC_KPBS.kisstorage.title = K&K Container per Parti [KIS] #LOC_KPBS.kisstorage.description = Un piccolo contenitore per conservare le parti che possono essere utili in EVA. Ora anche con blocco per prevenire i furti. #LOC_KPBS.kisstorage.tags = KIS inventory base planetary container IVA usage container cck-containers #LOC_KPBS.kisstoragebig.title = K&K Container per Parti Grandi [KIS] #LOC_KPBS.kisstoragebig.description = Un contenitore più grande per conservare le parti che possono essere utili in EVA. Questo può immagazzinare parti più grandi. #LOC_KPBS.kisstoragebig.tags = KIS inventory base planetary container IVA usage container cck-containers #LOC_KPBS.kisbasestorage.title = K&K Magazzino [KIS] #LOC_KPBS.kisbasestorage.description = Un grande magazzino anche per le parti più grandi. #LOC_KPBS.kisbasestoragesmall.title = K&K Magazzino (Piccolo) [KIS] #LOC_KPBS.kisbasestoragesmall.description = Un piccolo Magazzino per le parti nel profilo Base. #LOC_KPBS.sepstation.title = K&K SEP Stazione Centrale #LOC_KPBS.sepstation.description = Un contenitore per una stazione centrale per il tuo pacchetto di esperimenti di superficie. Include quattro porte di alimentazione AKI. #LOC_KPBS.sepstation.tags = kis kas surface experiment inventory attachment science eva research scientist engineer sensor container #LOC_KPBS.sepstation.start = Attiva #LOC_KPBS.sepstation.stop = Spegni #LOC_KPBS.sepstation.conduct = Inizia tutti gli esperimenti #LOC_KPBS.airfilter.title = K&K Contenitore dei filtro dell'Aria #LOC_KPBS.airfilter.description = Questo contenitore per il Supporto Vitale filtra l'aria da una presa integrata per raccogliere risorse utili. Nota per la sicurezza: non stare davanti alla presa d'aria se il filtro è impostato alla massima potenza. Questa è solo una procedura di sicurezza e non è realmente collegata a nessun evento reale! #LOC_KPBS.airfilter.tags = life support carbon dioxide co2 filter o2 oxygen supporto Vitale ossigeno aria container cck-lifesupport #LOC_KPBS.airfilter.activate = Attiva #LOC_KPBS.airfilter.deactivate = Disattiva #LOC_KPBS.airfilter.filter.oxygen.name = Filtro Ossigeno #LOC_KPBS.airfilter.filter.oxygen.start = Avvia Filtraggio Ossigeno #LOC_KPBS.airfilter.filter.oxygen.stop = Ferma Filtraggio Ossigeno #LOC_KPBS.airfilter.filter.hydrogen.name = Filtro Idrogeno #LOC_KPBS.airfilter.filter.hydrogen.start = Avvia Filtraggio Idrogeno #LOC_KPBS.airfilter.filter.hydrogen.stop = Ferma Filtraggio Idrogeno #LOC_KPBS.airfilter.filter.co2.name = Filtro CO2 #LOC_KPBS.airfilter.filter.co2.start = Avvia Filtraggio CO2 #LOC_KPBS.airfilter.filter.co2.stop = Ferma Filtraggio CO2 #LOC_KPBS.airfilter.intake = Presa d'Aria #LOC_KPBS.airfilter.ioncross.desc = Questo contenitore di supporto vitale filtra l'aria da una presa d'aria integrata per raccogliere ossigeno e anidride carbonica. Nota per essere prudente: non stare davanti alla presa d'aria se il filtro è impostato alla massima potenza. Questa è solo una procedura di sicurezza e non è realmente collegata a nessun evento reale! #LOC_KPBS.algaefarm.title = K&K Fattoria d'Alghe #LOC_KPBS.algaefarm.description = Una piccola Coltivazione d'Alghe. #LOC_KPBS.algaefarm.description.tacls = Una piccola fattoria di alghe per produrre fertilizzanti necessari alla crescita del cibo. Non mangiare il fertilizzante, ha un sapore orribile. #LOC_KPBS.algaefarm.description.usils = Una piccola fattoria di alghe per produrre fertilizzanti. Questo può, quindi, essere utilizzato per aumentare le prestazioni della Serra. Non mangiare il fertilizzante! Ora con le modalità operative aggiunte da UberDyne Astronautics: è possibile farlo. (Anche se ci sono ancora dubbi sul perchè volerlo fare.) #LOC_KPBS.algaefarm.tags = life support algae fertilizer container cck-lifesupport alghe fetilizzante fattoria #LOC_KPBS.algaefarm.bayname = Convertitore #LOC_KPBS.algaefarm.typename = Filtro #LOC_KPBS.algaefarm.converter.name = Fattoria d'Alghe #LOC_KPBS.algaefarm.converter.tag = Algae Farm Fattoria d'Alghe #LOC_KPBS.algaefarm.converter.start = Avvia Coltivazione #LOC_KPBS.algaefarm.converter.stop = Ferma Coltivazione #LOC_KPBS.algaefarm.converter.dry.name = Fattoria d'Alghe - Asciutta #LOC_KPBS.algaefarm.converter.dry.tag = Algae Farm - Dry Fattoria d'Alghe asciutta #LOC_KPBS.algaefarm.converter.wet.name = Fattoria d'Alghe - Bagnata #LOC_KPBS.algaefarm.converter.wet.tag = Algae Farm - Wet Fattoria d'Alghe bagnata #LOC_KPBS.algaefarm.converter.green.name = Soylent Verde #LOC_KPBS.algaefarm.converter.green.tag = Green Soylent verde #LOC_KPBS.algaefarm.converter.green.start = Avvia Soylent Verde #LOC_KPBS.algaefarm.converter.green.stop = Ferma Soylent Verde #LOC_KPBS.algaefarm.converter.red.name = Soylent Rosso #LOC_KPBS.algaefarm.converter.red.tag = Red Soylent Rosso #LOC_KPBS.algaefarm.converter.red.start = Avvia Soylent Rosso #LOC_KPBS.algaefarm.converter.red.stop = Ferma Soylent Rosso #LOC_KPBS.carbonextractorcontainer.title = K&K Contenitore per Estrattori di Carbonio #LOC_KPBS.carbonextractorcontainer.description = Questo contenitore di supporto vitale consente il riciclo del diossido di carbonio in ossigeno. Non adatto ai Kerbal con un naso sensibile. #LOC_KPBS.carbonextractorcontainer.tags = life support TAC converter recycl water carbin co2 oxygen o2 cck-lifesupport ossigeno supporto vitale riciclatore #LOC_KPBS.co2containerbig.title = K&K Contenitore per Anidride Carbonica (Grosso) #LOC_KPBS.co2containerbig.description = Questo contenitore può immagazzinare una grande quantità di anidride carbonica prodotta dai kerbal. #LOC_KPBS.co2containerbig.tags = life support carbon dioxide co2 container supporto vitale cck-lifesupport #LOC_KPBS.co2containersmall.title = K&K Contenitore per Anidride Carbonica (piccolo) #LOC_KPBS.co2containersmall.description = Questo contenitore può immagazzinare l'anidride carbonica prodotta dai kerbal. #LOC_KPBS.co2containersmall.tags = life support carbon dioxide co2 container cck-lifesupport supporto vitale #LOC_KPBS.eclsscontainerbig.title = K&K Container Supporto Vitale (Grande) #LOC_KPBS.eclsscontainerbig.description = Una combinazione di depositi per l'anidride carbonica e l'ossigeno. Questa è la soluzione migliore per tutti i Kerbal che vogliono ottenere il massimo dal loro soggiorno nello spazio. #LOC_KPBS.eclsscontainerbig.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport ossigeno supporto vitale #LOC_KPBS.eclsscontainersmall.title = K&K Container Supporto Vitale (Piccolo) #LOC_KPBS.eclsscontainersmall.description = Questo contenitore di K&K è pieno di quel meraviglioso ossigeno che tutti i Kerbal sembrano esigere ultimamente. #LOC_KPBS.eclsscontainersmall.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport ossigeno supporto vitale #LOC_KPBS.elektroncontainer.title = K&K Container Elektron #LOC_KPBS.elektroncontainer.description = il Container Elektron può essere usato per dividere l'acqua in idrogeno e ossigeno. Può supportare fino a otto Kerbal. Assicurati di non usare tutta l'acqua perché fa arrabbiare i Kerbal. #LOC_KPBS.elektroncontainer.tags = life support TAC converter recycle electrolyse water hydrogen oxygen o2 cck-lifesupport supporto vitale ossigeno acqua idrogeno #LOC_KPBS.elektroncontainer.converter.name = Separatore d'acqua #LOC_KPBS.elektroncontainer.converter.start = Avvia Elektron #LOC_KPBS.elektroncontainer.converter.stop = Ferma Elektron #LOC_KPBS.fertilizercontainer.title = K&K Container Fertilizzante (Grande) #LOC_KPBS.fertilizercontainer.description = Un contenitore ancora più grande pieno di fertilizzanti per far crescere NOMS. Sono ancora più deliziosi quando il fertilizzante proviene da questo contenitore. #LOC_KPBS.fertilizercontainer.description.tacls = Un contenitore ancora più grande pieno di fertilizzanti per far crescere il cibo. Il cibo è ancora più delizioso quando il fertilizzante proviene da questo contenitore. #LOC_KPBS.fertilizercontainer.tags = life support USI fertilizer supplies cck-lifesupport fertilizzante #LOC_KPBS.fertilizercontainersmall.title = K&K Container Fertilizzante (Piccolo) #LOC_KPBS.fertilizercontainersmall.description = Un contenitore pieno di fertilizzanti per far crescere quei deliziosi NOMS! #LOC_KPBS.fertilizercontainersmall.description.tacls = Un contenitore pieno di fertilizzanti per far crescere il cibo nelle serre! #LOC_KPBS.fertilizercontainersmall.tags = life support USI fertilizer supplies cck-lifesupport fertilizzante supporto vitale serra #LOC_KPBS.foodcontainerbig.title = K&K Container Cibo (Grande) #LOC_KPBS.foodcontainerbig.description = Questo grande contenitore è pieno di cibo. Più di ieri! #LOC_KPBS.foodcontainerbig.tags = life support TAC kerbalism food supplies cck-lifesupport cibo supporto vitale #LOC_KPBS.foodcontainersmall.title = K&K Container Cibo (Piccolo) #LOC_KPBS.foodcontainersmall.description = Un piccolo contenitore per il cibo. Tieni a mente di bloccare lo spazio di stoccaggio per bloccare i Kerbal che vogliono i munchies. #LOC_KPBS.foodcontainersmall.tags = life support TAC kerbalism food supplies cck-lifesupport cibo supporto vitale #LOC_KPBS.greenhousecontainer.title = K&K Container Serra #LOC_KPBS.greenhousecontainer.description = Una piccola serra che aumenta le forniture di cui i tuoi Kerbals hanno bisogno. Questa versione più piccola del container è completamente automatizzata ma ha un'efficienza inferiore rispetto al fratello maggiore. #LOC_KPBS.greenhousecontainer.tags = life support food produce greenhouse cck-lifesupport serra cibo supporto vitale #LOC_KPBS.greenhousecontainer.usils.desc = Una piccola serra per avere più NOMS. Questa piccola versione del container è completamente automatizzata ma ha un'efficienza inferiore rispetto al fratello maggiore. #LOC_KPBS.greenhousecontainer.tacls.desc = A small greenhouse that can grow food from waste and fertilizer. serra cibo supporto vitale #LOC_KPBS.greenhousecontainer.tag = Greenhouse serra #LOC_KPBS.hydrogencontainer.title = K&K Container Idrogeno #LOC_KPBS.hydrogencontainer.description = Un contenitore per immagazzinare idrogeno che può essere convertito in acqua o utilizzato da una Cella a Combustibile. Attenzione non usare nei razzi! #LOC_KPBS.hydrogencontainer.tags = life support TAC hydrogen cck-lifesupport idrogeno supporto vitale #LOC_KPBS.IFILSbig.title = K&K Container Supporto Vitale (Grande) #LOC_KPBS.IFILSbig.description = Un grande contenitore per conservare quel glorioso supporto vitale. L'inventore di questa parte ha ricevuto il premio Kerman per i viaggi nello spazio. #LOC_KPBS.IFILSbig.tags = life support IFI container cck-lifesupport supporto vitale #LOC_KPBS.IFILSsmall.title = K&K Container Supporto Vitale (Piccolo) #LOC_KPBS.IFILSsmall.description = Completamente pieno di tutto ciò di cui Kerbal ha bisogno per il supporto vitale: orsacchiotti, giochi da tavolo e anche del cibo! #LOC_KPBS.IFILSsmall.tags = life support IFI container cck-lifesupport #LOC_KPBS.ioncrossbig.title = K&K Container Supporto Vitale (Grande) #LOC_KPBS.ioncrossbig.description = Un grande contenitore per conservare quel glorioso supporto vitale. L'inventore di questa parte ha ricevuto il premio Kerman per i viaggi nello spazio.. #LOC_KPBS.ioncrossbig.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport supporto vitale #LOC_KPBS.ioncrosssmall.title = K&K Container Supporto Vitale (Piccolo) #LOC_KPBS.ioncrosssmall.description = This container from K&K is full of that wonderful oxygen all Kerbals seem to be demand as of late. #LOC_KPBS.ioncrosssmall.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport supporto vitale #LOC_KPBS.kerbalismcontainerbig.title = K&K Container Supporto Vitale (Grande) #LOC_KPBS.kerbalismcontainerbig.description = Una combinazione di un deposito per l'ossigeno e il cibo. Questa è la soluzione migliore per tutti i Kerbal che vogliono ottenere il massimo dal loro soggiorno nello spazio. #LOC_KPBS.kerbalismcontainerbig.tags = life support kerbalism food oxygen o2 container cck-lifesupport supporto vitale #LOC_KPBS.kerbalismcontainersmall.title = K&K Container Supporto Vitale (Piccolo) #LOC_KPBS.kerbalismcontainersmall.description = Questo contenitore di K & K è pieno di quel meraviglioso ossigeno e cibo che tutti i Kerbal sembrano esigere ultimamente. #LOC_KPBS.kerbalismcontainersmall.tags = life support kerbalism food oxygen o2 container cck-lifesupport supporto vitale #LOC_KPBS.mulchcontainerbig.title = K&K Container Mulch (Grande) #LOC_KPBS.mulchcontainerbig.description = Un grande contenitore per riporre il Mulch. NON (!) Scambiare questo con i NOMS. #LOC_KPBS.mulchcontainerbig.tags = life support USI mulch waste container cck-lifesupport supporto vitale #LOC_KPBS.mulchcontainersmall.title = K&K Container Mulch (Piccolo) #LOC_KPBS.mulchcontainersmall.description = Questo contenitore può immagazzinare tutte quelle cose che una volta erano NOMS. #LOC_KPBS.mulchcontainersmall.tags = life support USI mulch waste container cck-lifesupport supporto vitale #LOC_KPBS.nitrogencontainer.title = K&K Container Azoto #LOC_KPBS.nitrogencontainer.description = Un contenitore per conservare l'azoto che può essere utilizzato per regolare la pressione nella navicella. #LOC_KPBS.nitrogencontainer.tags = life support kerbalism nitrogen cck-lifesupport supporto vitale supporto vitale #LOC_KPBS.nomscontainerbig.title = K&K Container Rifornimenti (Grande) #LOC_KPBS.nomscontainerbig.description = Ora con più NOMS che mai! #LOC_KPBS.nomscontainerbig.tags = life support USI supplies food container cck-lifesupport supporto vitale #LOC_KPBS.nomscontainersmall.title = K&K Container Rifornimenti (Piccolo) #LOC_KPBS.nomscontainersmall.description = Un contenitore pieno di deliziosi NOMS!Stay away from the mousetraps. #LOC_KPBS.nomscontainersmall.tags = life support USI supplies food container cck-lifesupport supporto vitale #LOC_KPBS.oxygencontainerbig.title = K&K Container Ossigeno (Grande) #LOC_KPBS.oxygencontainerbig.description = Per colmare le lacune del mercato sulle grandi capacità di stoccaggio dell'ossigeno, K&K ha sviluppato questa bellissima opera d'arte. #LOC_KPBS.oxygencontainerbig.tags = life support oxygen o2 container cck-lifesupport ossigeno supporto vitale #LOC_KPBS.oxygencontainersmall.title = K&K Container Ossigeno (Piccolo) #LOC_KPBS.oxygencontainersmall.description = Questo contenitore di K&K è pieno di quel meraviglioso ossigeno che tutti i Kerbal sembrano esigere ultimamente. #LOC_KPBS.oxygencontainersmall.tags = life support oxygen o2 container cck-lifesupport Ossigeno supporto vitale #LOC_KPBS.sabatiercontainer.title = K&K Container Reattore Sabatier #LOC_KPBS.sabatiercontainer.description = Questo container utilizza CO2 e idrogeno per generare acqua. La garanzia è nulla se utilizzata con CO anziché CO2. #LOC_KPBS.sabatiercontainer.tags = life support TAC converter sabatier hydrogen container cck-lifesupport supporto vitale ossigeno #LOC_KPBS.sabatiercontainer.converter.name = Reattore Sabatier #LOC_KPBS.sabatiercontainer.converter.start = Avvia Sabatier #LOC_KPBS.sabatiercontainer.converter.stop = Ferma Sabatier #LOC_KPBS.sabatiercontainer.converter.tag = Life Support supporto vitale #LOC_KPBS.snackscontainerbig.title = K&K Container Snacks (Grande) #LOC_KPBS.snackscontainerbig.description = Il più grande e più popolare contenitore per snack. K&K è orgogliosa di presentare anche il nuovo meccanismo di raffreddamento per evitare strani sapori dopo lunghi viaggi. #LOC_KPBS.snackscontainerbig.tags = life support food snack container cck-lifesupport supporto vitale #LOC_KPBS.snackscontainersmall.title = K&K Container Snacks (Piccolo) #LOC_KPBS.snackscontainersmall.description = Completamente pieno di tutto ciò di cui Kerbal ha bisogno per il supporto vitale, ma principalmente di snack. Assicurati di tenere conto della data di scadenza. #LOC_KPBS.snackscontainersmall.tags = life support food snack container cck-lifesupport supporto vitale #LOC_KPBS.taclscontainerbig.title = K&K Container Supporto Vitale (Grande) #LOC_KPBS.taclscontainerbig.description = Il più grande contenitore per tutte le esigenze di approvvigionamento. Completamente equipaggiato con tutto ciò che un Kerbal potrebbe mai avere bisogno! #LOC_KPBS.taclscontainerbig.tags = life support food water oxygen o2 TAC container cck-lifesupport supporto vitale #LOC_KPBS.taclscontainersmall.title = K&K Container Supporto Vitale (Piccolo) #LOC_KPBS.taclscontainersmall.description = Una versione più piccola della soluzione di supporto vitale completa K&K. #LOC_KPBS.taclscontainersmall.tags = life support food water oxygen o2 TAC container cck-lifesupport supporto vitale #LOC_KPBS.taclswasteproductcontainerbig.title = K&K Contenitore per rifiuti (Grande) #LOC_KPBS.taclswasteproductcontainerbig.description = L'enorme contenitore a tutto tondo per i prodotti di scarto. #LOC_KPBS.taclswasteproductcontainerbig.tags = life support waste wastewater TAC container cck-lifesupport supporto vitale #LOC_KPBS.taclswasteproductcontainersmall.title = K&K Contenitore per rifiuti (piccolo) #LOC_KPBS.taclswasteproductcontainersmall.description = Un contenitore più piccolo per tutti i prodotti di scarto. #LOC_KPBS.taclswasteproductcontainersmall.tags = life support waste wastewater TAC container cck-lifesupport supporto vitale #LOC_KPBS.airscrubbercontainer.title = K&K Rigeneratore d'Ossigeno #LOC_KPBS.airscrubbercontainer.description = Questo contenitore di supporto vitale rigenera l'aria, riducendo la necessità di affidarsi alle forniture. Sebbene non sia molto efficiente, processa molta aria. Wernher von Kerman insiste sul fatto che non è solo un mucchio di deodoranti per auto in lattina. #LOC_KPBS.airscrubbercontainer.tags = life support converter recycl cck-lifesupport air supporto vitale #LOC_KPBS.usilscontainerbig.title = K&K LContainer Supporto Vitale (Grande) #LOC_KPBS.usilscontainerbig.description = Questo contenitore fornisce tutto il necessario per una lunga svolta su un altro pianeta. O almeno gli ingegneri lo dicono. #LOC_KPBS.usilscontainerbig.tags = life support USI mulch fertilizer supplies container cck-lifesupport supporto vitale #LOC_KPBS.usilscontainersmall.title = K&K Container Supporto Vitale (Piccolo) #LOC_KPBS.usilscontainersmall.description = Questo contenitore fornisce una piccola quantità di tutto ciò di cui hai bisogno per una lunga permanenza su un altro pianeta. Non dimenticare di imballare NOMS di riserva. #LOC_KPBS.usilscontainersmall.tags = life support USI mulch fertilizer supplies container cck-lifesupport supporto vitale #LOC_KPBS.usilsrecyclercontainer.title = K&K Container Riciclaggio #LOC_KPBS.usilsrecyclercontainer.description = Un piccolo contenitore che consente di riciclare una parte dei rifornimenti. #LOC_KPBS.usilsrecyclercontainer.tags = life support recycler supplies mulch container cck-lifesupport supporto vitale #LOC_KPBS.wastecontainerbig.title = K&K Container Rifiuti (Grande) #LOC_KPBS.wastecontainerbig.description = Questo grande contenitore può essere riempito con i rifiuti che i Kerbal producono durante il giorno. Questo grande contenitore è sigillato ermeticamente per prevenire l'odore. #LOC_KPBS.wastecontainerbig.tags = waste life support container TAC kerbalism cck-lifesupport supporto vitale #LOC_KPBS.wastecontainersmall.title = K&K Container Rifiuti (Piccolo) #LOC_KPBS.wastecontainersmall.description = Un piccolo contenitore per i rifiuti prodotti da un normale Kerbal. Non usare per scarti elettronici! #LOC_KPBS.wastecontainersmall.tags = waste life support container TAC kerbalism cck-lifesupport supporto vitale #LOC_KPBS.wastewatercontainerbig.title = K&K Container per acque reflue (Grande) #LOC_KPBS.wastewatercontainerbig.description = Un grande contenitore per acque reflue. Fare attenzione a non causare perdite. #LOC_KPBS.wastewatercontainerbig.tags = waste water life support container TAC cck-lifesupport supporto vitale #LOC_KPBS.wastewatercontainersmall.title = K&K Container per acque reflue (Piccole) #LOC_KPBS.wastewatercontainersmall.description = Un piccolo contenitore per l'acque reflue. NON BERE! #LOC_KPBS.wastewatercontainersmall.tags = waste water life support container TAC cck-lifesupport supporto vitale #LOC_KPBS.watercontainerbig.title = K&K Container Acqua (Grande) #LOC_KPBS.watercontainerbig.description = Questo è inteso per una lunga scorta di acqua potabile. Non usarlo come piscina o per le immersioni! #LOC_KPBS.watercontainerbig.tags = Water life support container USI TAC cck-lifesupport supporto vitale #LOC_KPBS.watercontainersmall.title = K&K Container Acqua (Piccolo) #LOC_KPBS.watercontainersmall.description = Un piccolo contenitore per l'acqua Può essere usato per la doccia, per bere, per lavare o con uno scivolo d'acqua. #LOC_KPBS.watercontainersmall.tags = Water life support container USI TAC cck-lifesupport supporto vitale #LOC_KPBS.waterpurifiercontainer.title = K&K Container Purificatore dell'Acqua #LOC_KPBS.waterpurifiercontainer.description = Con l'aiuto di due filtri a carboni attivi, centrifughe e altre parti altamente segrete, questi container sono in grado di purificare l'acqua sporca in acqua quasi pulita. Solo per Kerbonauti! #LOC_KPBS.waterpurifiercontainer.tags = Water Purifier life support container TAC cck-lifesupport supporto vitale #LOC_KPBS.waterdrill.title = K&K Trivella per Acqua In Linea #LOC_KPBS.waterdrill.description = Una versione modificata della trivella in linea. Invece del minerale è in grado di ottenere acqua. Non bere l'acqua prima che sia stata filtrata. #LOC_KPBS.waterdrill.tags = life support drill water cck-lifesupport acqua trivella supporto vitale #LOC_KPBS.waterdrill.drill.name = Trivella per Acqua #LOC_KPBS.waterdrill.drill.start = Avvia Trivella #LOC_KPBS.waterdrill.drill.stop = Ferma Trivella #LOC_KPBS.orbitalscanner.title = K&K M335 Scanner per acqua a banda stretta #LOC_KPBS.orbitalscanner.description = Ideale per il rilevamento di potenziali siti di atterraggio, questo scanner fornisce informazioni dettagliate sulle risorse idriche del pianeta o sulle sue lune in orbita. Questi dati sono limitati allo spot direttamente sotto lo scanner. #LOC_KPBS.orbitalscanner.tags = isru mine )mining (ore prospect resource sensor scanner water acqua #LOC_KPBS.surfacescanner.title = K&K Modulo Scansione di superficie per acqua #LOC_KPBS.surfacescanner.description = Un piccolo modulo per scansionare la presenza dell'acqua dalla superficie di un pianeta. I dati raccolti possono essere combinati con quelli degli scanner di rilevamento orbitale per aumentarne la precisione. #LOC_KPBS.surfacescanner.tags = isru mine )mining (water prospect resource scanner sensor sensore acqua #LOC_KPBS.usirecycler.title = K&K Riciclatore #LOC_KPBS.usirecycler.description = Un riciclatore che può essere utilizzato per ridurre tutte le esigenze di supporto vitale. #LOC_KPBS.usirecycler.tags = life support usi mulch supplies cck-lifesupport planetary base recycler riciclatore #LOC_KPBS.MKS.wolfterminal.title = K&K WOLF Terminal #LOC_KPBS.MKS.wolfterminal.description = Where Kerbals go when they want to hitch a ride on a WOLF transport route. #LOC_KPBS.MKS.wolfterminal.tags = usi planetary base terminal wolf cck-usi-wolf #LOC_KPBS.MKS.workshop.title = K&K Workshop #LOC_KPBS.MKS.workshop.description = Finally a place for hiding Bill. Keeps the colony machinery running at peak performance (as certified by Bill). Also includes a miniature machine shop. #LOC_KPBS.MKS.workshop.tags = cck-usi-manufacturing\tusi mks workshop repair #LOC_KPBS.MKS.workshop.mkit.name = MaterialKits #LOC_KPBS.MKS.workshop.mkit.start = Start MaterialKits #LOC_KPBS.MKS.workshop.mkit.stop = Stop MaterialKits #LOC_KPBS.MKS.workshop.machinery.name = Machinery #LOC_KPBS.MKS.workshop.machinery.start = Start Machinery #LOC_KPBS.MKS.workshop.machinery.stop = Stop Machinery #LOC_KPBS.MKS.workshop.shop.name = Machine Shop #LOC_KPBS.MKS.workshop.shop.start = Start Machine Shop #LOC_KPBS.MKS.workshop.shop.stop = Stop Machine Shop } } } UrlConfig { parentUrl = PlanetaryBaseInc/Localization/pt-br.cfg Localization { pt-br { #LOC_KPBS.agency = Estruturas de superficie e de orbita avançadas K&K #LOC_KPBS.agency.desc = Um recém-chegado no negócio espacial. Depois de girar o ramo da caravana, esta agência agora se concentra completamente em viagens espaciais e habitats planetários extras. Seus jovens CEOs querem que a Kerman & Kerman se empenhe pela posição de líder de mercado. Isso às vezes incentiva os engenheiros a serem um pouco precipitados e, ocasionalmente, causar acidentes. Ainda assim, eles estão tentando ter uma boa reputação de moralidade e segurança. #LOC_KPBS.nuclearfuel.transferstate = Status de transferência #LOC_KPBS.nuclearfuel.fuel.transfer = Transferência << 1 >> #LOC_KPBS.nuclearfuel.error.skill = É necessário haver pelo menos um Nível << 1 >> << 2 >> a bordo para transferir << 3 >>. #LOC_KPBS.nuclearfuel.error.running = Não é possível transferir recursos nucleares quando as peças estão em execução. #LOC_KPBS.nuclearfuel.error.noFuel = A peça não possui nenhum << 1 >>. #LOC_KPBS.nuclearfuel.error.noTarget = Não há alvo para transferir << 1 >> para. #LOC_KPBS.nuclearfuel.status.selecting = Selecione Alvo para << 1 >> #LOC_KPBS.nuclearfuel.target.next = Selecione o proximo alvo #LOC_KPBS.nuclearfuel.target.prev = Selecione o alvo anterior #LOC_KPBS.nuclearfuel.startTransfer = Começar Transferência #LOC_KPBS.nuclearfuel.stopTransfer = Parar Transferência #LOC_KPBS.nuclearfuel.cancelTransfer = Cancelar Transferência #LOC_KPBS.nuclearfuel.status.transfering = Transferindo <<1>> #LOC_KPBS.filtersettings.name = Configurações de filtro #LOC_KPBS.filtersettings.section = Sistema de base Planetária #LOC_KPBS.filtersettings.desc = Agrupar todas as partes no filtro de funções #LOC_KPBS.filtersettings.tooltip = Agrupar todas as partes em uma categoria no filtro de função #LOC_KPBS.resourceconverter.name = Conversor de Recursos #LOC_KPBS.resourceconverter.speed = Velocidade de conversão #LOC_KPBS.resourceconverter.dumpoxygen = Despejar excesso de oxigênio #LOC_KPBS.corridornode.name = Peça Adaptativa #LOC_KPBS.corridornode.info = Esta parte muda sua aparência dependendo de onde outras partes estão anexadas #LOC_KPBS.dependendlight.action.on = Ligar as Luzes #LOC_KPBS.dependendlight.action.off = Desligar as Luzes #LOC_KPBS.dependendlight.status.on = Ligado #LOC_KPBS.dependendlight.status.off = Desligado #LOC_KPBS.dependendlight.status.turningon = Ligando.. #LOC_KPBS.dependendlight.status.turningoff = Desligando.. #LOC_KPBS.meshtoggle.show = Mostrar Malha #LOC_KPBS.meshtoggle.hide = Esconder Malha #LOC_KPBS.meshtoggle.toggle = Alternar Malhas #LOC_KPBS.modelswitch.name = Alternar entre modelos #LOC_KPBS.modelswitch.model = Modelo #LOC_KPBS.modelswitch.models = Modelos Alternaveis: #LOC_KPBS.greenhousemodule.name = Estufa #LOC_KPBS.greenhousemodule.status = Status da Estufa #LOC_KPBS.greenhousemodule.nocrew = Sem Equipe! #LOC_KPBS.greenhousemodule.operational = Operacional #LOC_KPBS.greenhousemodule.speed = Velocidade de Produção #LOC_KPBS.greenhousemodule.info.min = "Equipe Minima Para Operar:" #LOC_KPBS.greenhousemodule.info.at = Está #LOC_KPBS.greenhousemodule.info.efficiency = eficiência #LOC_KPBS.greenhousemodule.info.max = eficiência Maxima Com: #LOC_KPBS.greenhousemodule.info.kerbals = Kerbals #LOC_KPBS.planetarymodule.name = Peça Implantável #LOC_KPBS.planetarymodule.deploy = Implantar #LOC_KPBS.planetarymodule.retract = Retrair #LOC_KPBS.planetarymodule.status = Status #LOC_KPBS.planetarymodule.action.toggle = Alternar implantação #LOC_KPBS.planetarymodule.action.retract = Retrair #LOC_KPBS.planetarymodule.action.deploy = Implantar #LOC_KPBS.planetarymodule.status.retracted = Retrair #LOC_KPBS.planetarymodule.status.deployed = Implantada #LOC_KPBS.planetarymodule.status.deploying = Implantando.. #LOC_KPBS.planetarymodule.status.retracting = Retraindo.. #LOC_KPBS.planetarymodule.info1 = \nCapacidade de equipe\n Retraida:\t #LOC_KPBS.planetarymodule.info2 = \n Implantada:\t #LOC_KPBS.categoryfilter.function.name = Estruturas de Superfície Planetária #LOC_KPBS.categoryfilter.category.lifesupport = Suporte De Vida #LOC_KPBS.greenhouseexperiment.title = Estudo de crescimento de plantas #LOC_KPBS.greenhouseexperiment.conduct = Fazer estudo de crescimento de planta #LOC_KPBS.greenhouseexperiment.discard = Descartar amostras de plantas #LOC_KPBS.greenhouseexperiment.review = Revisar Amostras de Plantas #LOC_KPBS.greenhouseexperiment.collect = Coletar Amostras de Plantas #LOC_KPBS.greenhouseexperiment.default1 = Você plantou algumas sementes e observou as plantas crescerem ... por horas. #LOC_KPBS.greenhouseexperiment.default2 = As plantas estão balançando ao vento. Espere ... vento? #LOC_KPBS.greenhouseexperiment.MohoSrfLanded1 = Está um pouco mais quente aqui. As plantas precisam de mais água. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded2 = O material vulcânico da superfície de Mohos parece ser um bom fertilizante para as plantas. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded3 = A baixa gravidade de Moho permite que as plantas cresçam um pouco mais que o normal. #LOC_KPBS.greenhouseexperiment.EveSrfLanded1 = Até as plantas parecem ter uma tonalidade roxa aqui. #LOC_KPBS.greenhouseexperiment.EveSrfLanded2 = The high gravity impedes the growth of the plants. They grow wider instead. #LOC_KPBS.greenhouseexperiment.EveSrfSplashed1 = Você regou as plantas com o fluido de Eve. Não foi uma boa ideia! #LOC_KPBS.greenhouseexperiment.EveSrfSplashed2 = Você não acha que o fluido de Eve é bom para as plantas. #LOC_KPBS.greenhouseexperiment.GillySrfLanded1 = É muito difícil manter o solo nos plantadores devido à baixa gravidade de Gilly. #LOC_KPBS.greenhouseexperiment.GillySrfLanded2 = Você se pergunta se as plantas apreciam a vista de Eve daqui, tanto quanto você. #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded = Você investiga as plantas. Eles parecem estar crescendo normalmente. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedGrasslands = As plantas parecem fortes e saudáveis. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedMountains = A atmosfera um pouco menos densa nas montanhas parece ser boa para as plantas. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedDeserts = Você começa a se perguntar onde você pode obter água para as plantas. Eles começam a ficar crocantes. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedIceCaps = Até as plantas parecem estar congeladas aqui. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedShores = A areia das margens parece ser muito salgada para as plantas serem fortes e saudáveis. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedWater = A umidade parece ser um pouco demais para as plantas #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedWater = As plantas balançam igualmente com as ondas. Você começa a se sentir um pouco enjoado. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedShores = As ondas espirram ocasionalmente contra as janelas. As plantas não parecem se importar. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedLaunchPad = As plantas não mostram nenhum comportamento diferente. Isso pode ser porque você está a poucos metros de onde você começou. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedRunway = As plantas não mostram nenhum comportamento diferente. Isso pode ser porque você está a poucos metros de onde você começou. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedKSC = As plantas não mostram nenhum comportamento diferente. Isso pode ser porque você está a poucos metros de onde você começou. #LOC_KPBS.greenhouseexperiment.MunSrfLanded1 = The plants seem to be a bit taller here. #LOC_KPBS.greenhouseexperiment.MunSrfLanded2 = The plants seem to need a more water than normally. #LOC_KPBS.greenhouseexperiment.MunSrfLandedMidlands = The plants grow healthy and strong. #LOC_KPBS.greenhouseexperiment.MunSrfLandedNorthernBasin = Some of the plants seem be better growing here than others. #LOC_KPBS.greenhouseexperiment.MunSrfLandedPolarCrater = Something in the dirt seems to be poisonous for the plants. They die! #LOC_KPBS.greenhouseexperiment.MunSrfLandedPoles = There seems to be a little bit of water in the dirt. The plants like it! #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded1 = The crystalline soil gathered from the surrounding does not affect the plants. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded2 = You would swear that some of the plants are a bit more turquoise than normally. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded3 = The plants seem to be growing normally. The food however tastes a bit like icecream. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedFlats = The soil from Minmus' Flats seems to have a bit more water than usually. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedLesserFlats = The soil from Minmus' Lesser Flats seems to have a bit more water than usually. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreatFlats = The soil from Minmus' Great Flats seems to have some sort of salty water. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreaterFlats = The water from the soil from Minmus' Greater Flats is slight glowing. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded1 = The soil from Duna has only a few minerals and nutrients. The plants grow slower. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded2 = The plants turn slightly red due to the red soil of Duna. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedLowlands = The soil from Dunas lowlands seem to be good for cultivating plants. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedMidlands = The plants have a metallic taste. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles1 = The icy water of the poles does not seem the influence the plants. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles2 = You wonder if the plants feel as cold as you do when you look outside. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded1 = There is definitely no water in the soil of Ike. You have to water the plants more often. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded2 = The plants seem to lose some of their color. #LOC_KPBS.greenhouseexperiment.IkeSrfLandedLowlands = The plants do not show any sign of influence by the soil of Ikes lowlands. #LOC_KPBS.greenhouseexperiment.DresSrfLanded1 = The soil of Dres seems to be mostly Regolith. The plants don't seem to care about that. #LOC_KPBS.greenhouseexperiment.DresSrfLanded2 = You could swear there has been some kind of insect in the soil. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded1 = The soil seems to be very salty like the water. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded2 = You don't know why but the soil from Laythe you used to grow plants seems to dissappear sometimes. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed1 = The water from Laythe is too salty for the plants. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed2 = The plants sway equally with the waves. You begin to feel a bit seasick. #LOC_KPBS.greenhouseexperiment.VallSrfLanded1 = Once melted, the permafrost from Val make a good growth medium for the plants. #LOC_KPBS.greenhouseexperiment.VallSrfLanded2 = You have to melt all the dirt and soil before it can be used to grow plants. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded1 = The plants grow normally here. They are about as big as on Kerbin. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded2 = The fruits from the plants grown from Tylos soil taste awful. #LOC_KPBS.greenhouseexperiment.BopSrfLanded1 = You grow the first plant on this planet. You call it Bob. #LOC_KPBS.greenhouseexperiment.BopSrfLanded2 = The plants grow bigger here. #LOC_KPBS.greenhouseexperiment.PolSrfLanded1 = It is very hard to keep the soil in the plant pots due to the low gravity of Pol. #LOC_KPBS.greenhouseexperiment.PolSrfLanded2 = The fruits from the plants are abnormally big. But they somehow only taste like water. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded1 = It is very cold out here. Some of the leaves seem to be frozen. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded2 = The lower intensity of the light seems to be influencing the plants growth. #LOC_KPBS.centralhub.title = K&K Planetary Central Hub #LOC_KPBS.centralhub.description = This massive central hub features all you need for a big base on other planets. Enough place for 6 Kerbals, a control center, a laboratory and a basic life support system. #LOC_KPBS.centralhub.tags = control ?eva gyro ?iva moment react steer torque laboratory research science planetary base center #LOC_KPBS.hal.title = K&K Planetary Automated Control "HAL" #LOC_KPBS.hal.description = The Hybrid Automated Logic (HAL) control unit allows autonomous control for live-support and base administration when all Kerbals are absent or want to sleep. Although very handy, some Kerbals mentioned a slight feeling of discomfort while working in its vicinity. #LOC_KPBS.hal.tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base #LOC_KPBS.command.title = K&K Planetary Command Module #LOC_KPBS.command.description = This command module perfectly fits in the "Planetary" Product-Line. To reduce the costs, scientist at K&K decided to omit the reaction-wheels. A stationary base on the ground doesn't need reaction-wheels, right? #LOC_KPBS.command.tags = capsule cmg control ?eva gyro ?iva moment react torque command planetary base #LOC_KPBS.cupola.title = K&K Planetary Cupola #LOC_KPBS.cupola.description = The Planetary Cupola was developed to provide a nice view for Kerbals on other planets. Here a Kerbal could think about the purpose of life and why he/she is stranded on another planet. #LOC_KPBS.cupola.tags = base capsule cmg command control ?eva gyro ?iva moment outpost pod react torque view planet base panorama #LOC_KPBS.mal.title = K&K Planetary Landing Control "MAL" #LOC_KPBS.mal.description = The Mediocre Advanced Logic (MAL) Landing Control Unit was invented by an engineer at K&K who though it was necessary to have a control unit to land things horizontally. He now can either be found in the asylum, or teaching new recruits. MAL is sometimes referred to as the "not so bright" cousin of HAL because it is made out of parts that did not pass the QA for HAL. #LOC_KPBS.mal.tags = cmg command control gyro kerbnet moment probe react sas steer torque planetary base #LOC_KPBS.service.title = K&K Planetary Service Bay #LOC_KPBS.service.description = A heat-resistant service bay, ideal for protecting delicate instruments or stowing small service components, such as RCS tanks, batteries, etc. This one is perfectly fitted for the K&K Planetary product line. #LOC_KPBS.service.tags = bus contain heat hollow protect (stor therm planetary base #LOC_KPBS.fueltank.title = K&K X720 Fuel Tank #LOC_KPBS.fueltank.description = A huge fuel tank for the base profile. Just don't ask why you need so much fuel on a stationary base. #LOC_KPBS.fueltank.tags = fueltank ?lfo liquid oxidizer propellant planetary base #LOC_KPBS.fueltanksmall.title = K&K X360 Small Fuel Tank #LOC_KPBS.fueltanksmall.description = A smaller fuel tank for the base profile. Can also double as a structural part. #LOC_KPBS.fueltanksmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base #LOC_KPBS.drill.title = K&K Inline Drill #LOC_KPBS.drill.description = A handy drill for long-term operations on other planets. Runs best when supervised by a skilled engineer. Radiators can be used to help manage excessive heat. #LOC_KPBS.drill.tags = drill extractor harvest isru mine )mining (ore resource planetary base #LOC_KPBS.isru.title = K&K Planetary ISRU #LOC_KPBS.isru.description = The Planetary ISRU allows processing of raw materials into useful things like oxygen, liquid fuel and monopropellant. This version is a bit smaller than the original ISRU to fit with the planetary line of K&K. More engineers will result in a higher efficiency. #LOC_KPBS.isru.tags = resources fuel isru convert planetary base #LOC_KPBS.lab.title = K&K Planetary Laboratory #LOC_KPBS.lab.description = With this newly developed Planetary Lab it is now possible to enjoy the benefits of the Mobile Processing Lab together with the benefit to know where up and down is. For those who do not find it exiting enough to be on another planet it also provides a variant of the Bubble Space Telescope to observe the stars. #LOC_KPBS.lab.tags = experiment laboratory research science planetary base #LOC_KPBS.adapterMK2.title = K&K MK2 Adapter #LOC_KPBS.adapterMK2.description = This adapter is used to couple between the base and the MK2 parts. #LOC_KPBS.adapterMK2.tags = cone adapter mk2 planetary base #LOC_KPBS.adaptersize1.title = K&K Small Size Adapter #LOC_KPBS.adaptersize1.description = This adapter is used to connect the base and the FL-T sized parts. #LOC_KPBS.adaptersize1.tags = cone adapter mk2 planetary base #LOC_KPBS.bicoupler.title = K&K Base Bi-Coupler #LOC_KPBS.bicoupler.description = Because our engineers think that more is always better, they created this Bi-Coupler to combine more modules into a more aerodynamic rocket. They guess it's also more stable. #LOC_KPBS.bicoupler.tags = ?2 adapter two multi (quad planetary base #LOC_KPBS.separator.title = K&K Base Separator #LOC_KPBS.separator.description = The separator was developed to separate parts of the planetary surface structures when the engineers created nonsensical part combinations. Its development name was "planned sudden explosive decomposition manifold". It was later changed because the pilots didn't seem to trust a part with that name. #LOC_KPBS.separator.tags = break decouple explo separat split planetary base #LOC_KPBS.tricpoupler.title = K&K Base Tri-Coupler #LOC_KPBS.tricpoupler.description = After the great success of the Base Bi-Coupler the engineers thought: Why not bigger? The result is this Tri-Coupler that is able to transport three base-parts at once. #LOC_KPBS.tricpoupler.tags = ?3 adapter three multi (quad planetary base #LOC_KPBS.heatshield.title = K&K Base Heat Shield #LOC_KPBS.heatshield.description = A heat-shield for the planetary base line. It was developed after some Kerbonauts complained about the coffee boiling while they entered the atmosphere. #LOC_KPBS.heatshield.tags = ablat drag entry insulate protect re- therm planetary base #LOC_KPBS.twoendcorridorleg.title = K&K Two-End Corridor with landingleg mount #LOC_KPBS.twoendcorridorleg.description = A short corridor with two mounts for landing legs or landing gear. #LOC_KPBS.twoendcorridorleg.tags = base build center central connect construct hub nexus outpost statio planetary legs adapter #LOC_KPBS.fourendcorridor.title = K&K 4-ended modular Corridor #LOC_KPBS.fourendcorridor.description = This four-ended corridor can be used to build nearly everything! #LOC_KPBS.fourendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary #LOC_KPBS.sixendcorridor.title = K&K 6-ended modular Corridor #LOC_KPBS.sixendcorridor.description = The masterpiece of Kerman Corridors & Sewer-Pipes Inc. It offers up to six(!) fully functional attachment points for all your needs. The best part when you want to build labyrinths in space. #LOC_KPBS.sixendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary #LOC_KPBS.corridorairlock.title = K&K Corridor Airlock #LOC_KPBS.corridorairlock.description = Finally after years of constant nagging about not finding an exit Kerman Corridors & Sewer-Pipes Inc. now introduces the Corridor Airlock. #LOC_KPBS.corridorairlock.tags = base build center central connect construct hub nexus outpost statio planetary airlock #LOC_KPBS.corridorend.title = K&K Corridor ending #LOC_KPBS.corridorend.description = A special present from Kerman Corridors & Sewer-Pipes Inc. #LOC_KPBS.corridorend.tags = base build center central connect construct hub nexus outpost statio planetary end #LOC_KPBS.crosssection.title = K&K Cross-Way #LOC_KPBS.crosssection.description = A cross-way to create big labyrinths in space. Now also with a connector on the top to build towers. #LOC_KPBS.crosssection.tags = base build center central connect construct hub nexus outpost statio planetary #LOC_KPBS.corridordock.title = K&K Corridor Docking-Port #LOC_KPBS.corridordock.description = Due to compatibility issues (spontaneous combustion) with the Clamp-O-Tron K&K developed the all new "nudge and connect" Corridor-Dock. It can be connected to the standard K&K Docking port and fits on all corridors! #LOC_KPBS.corridordock.tags = berth capture connect couple dock fasten join moor socket planetary base #LOC_KPBS.basedock.title = K&K Docking-Port #LOC_KPBS.basedock.description = A Docking Port especially designed for the use with the K&K Habitat Modules. All rights reserved. Beware: Not compatible with the Clamp-O-Tron due to safety concerns! #LOC_KPBS.basedock.tags = berth capture connect couple dock fasten join moor socket planetary base #LOC_KPBS.landingengine.title = K&K LV25 "Meerkat" Landing Assist #LOC_KPBS.landingengine.description = This module for assisted landing is a successor of the K&K Planetary Adapter. It was developed together with Rockomax who managed to fit two supercharged 48-7S "Spark" engines into the structure. Engineers were able to double the performance of the engines be replacing the turbopump with the one they "borrowed" from the LT-T30. They say that the chances for a critical overheating just slightly increased. #LOC_KPBS.landingengine.tags = propuls engine (spider thruster structure planetary base adapter legs landing #LOC_KPBS.structural.title = K&K Planetary Adapter #LOC_KPBS.structural.description = The adapter was developed after several failed attempts to land a base on another planet. Engineers at K&K found out that the missing ability to add landing legs on many of the planetary modules led to a too hard impact. This adapter allows to add this components to a base. It also has a limited capability for rocket fuel as a bonus. #LOC_KPBS.structural.tags = structure planetary base adapter legs landing #LOC_KPBS.airlockend.title = K&K Airlock #LOC_KPBS.airlockend.description = An airlock that can be put at the end of a base. #LOC_KPBS.airlockend.tags = planetary base airlock end #LOC_KPBS.airlockmid.title = K&K Airlock Mid-Section #LOC_KPBS.airlockmid.description = The airlock all Kerbals have waited for. You can now enter and leave on both sides! #LOC_KPBS.airlockmid.tags = planetary base airlock end adapter #LOC_KPBS.garageadapter.title = K&K Garage Adapter #LOC_KPBS.garageadapter.description = An adapter to connect the garages with the rest of the base. #LOC_KPBS.garageadapter.tags = planetary base garage rover payload bay adapter #LOC_KPBS.garagecover.title = K&K Garage Cover #LOC_KPBS.garagecover.description = A cover for the bottom of the garages to be more streamlined for takeoff. #LOC_KPBS.garagecover.tags = planetary base garage rover payload bay adapter cover protect #LOC_KPBS.garagecover.transforms = Small, Big, Adapter #LOC_KPBS.garagedecoupler.title = K&K Garage Decoupler #LOC_KPBS.garagedecoupler.description = An handy decoupler the separate your garage from the rocket #LOC_KPBS.garagedecoupler.tags = planetary base garage payload bay decoupler separator #LOC_KPBS.garagedecoupler.show = Show Cover #LOC_KPBS.garagedecoupler.hide = Hide Cover #LOC_KPBS.garagefront.title = K&K Garage Front #LOC_KPBS.garagefront.description = A front-end for the garage with a integrated ramp. It also features attachement points for landing-legs. #LOC_KPBS.garagefront.tags = planetary base garage rover payload bay adapter door open #LOC_KPBS.garagefront.ramp.toggle = Toggle Ramp #LOC_KPBS.garagefront.ramp.open = Open Ramp #LOC_KPBS.garagefront.ramp.close = Close Ramp #LOC_KPBS.garageside.title = K&K Garage with Side-Door #LOC_KPBS.garageside.description = A big garage with doors on the side that double as a ramp. #LOC_KPBS.garageside.tags = planetary base garage rover payload bay adapter door open #LOC_KPBS.garageside.right.toggle = Toggle Right Ramp #LOC_KPBS.garageside.right.open = Open Right Ramp #LOC_KPBS.garageside.right.close = Close Right Ramp #LOC_KPBS.garageside.left.toggle = Toggle Left Ramp #LOC_KPBS.garageside.left.open = Open Left Ramp #LOC_KPBS.garageside.left.close = Close Left Ramp #LOC_KPBS.garagestruct.title = K&K Garage Structure #LOC_KPBS.garagestruct.description = A structural part for the garages. It also provides two places to attach landing legs. #LOC_KPBS.garagestruct.tags = planetary base garage rover payload bay legs adapter #LOC_KPBS.garagesize3.title = K&K Garage MK3 and 3.75m Adapter #LOC_KPBS.garagesize3.description = An adapter to connect the garages with the MK3 or 3.75 profile parts. #LOC_KPBS.garagesize3.tags = planetary base garage rover payload bay adapter #LOC_KPBS.garagesize3.sizes = Size 3,MK3 #LOC_KPBS.greenhouse.title = K&K Planetary Greenhouse #LOC_KPBS.greenhouse.description = K&K developed this Greenhouse to provide food and oxygen for Kerbals on long time missions. Still, when K&K presented this glorious piece of engineering many Kerbals were disappointed because it wasn't actually green! #LOC_KPBS.greenhouse.tags = planetary base greenhouse food supplies life support snack #LOC_KPBS.habitatmk1.title = K&K Planetary Habitat MK1 #LOC_KPBS.habitatmk1.description = K&Ks first habitat module. It provides space for three Kerbals. It is not as comfortable as the MK2 version but sufficient for smaller bases. #LOC_KPBS.habitatmk1.tags = planetary base life habitat home living crew bed #LOC_KPBS.habitatmk2.title = K&K Planetary Habitat MK2 #LOC_KPBS.habitatmk2.description = K&K proudly presents: The all new expandable Habitat MK2. When deployed it offers space for up to four Kerbals for a comfortable stay. Warranty void when Jeb spills his coffee! #LOC_KPBS.habitatmk2.tags = planetary base life habitat home living crew bed #LOC_KPBS.landinggear.title = K&K Attachable Landing Gear #LOC_KPBS.landinggear.description = A very handy landing support unit. It allows to move a base around after it is landed. They can be discarded when no longer needed. These wheels are not intended for racing purposes! #LOC_KPBS.landinggear.tags = ground retract roll taxi wheel drive planetary base landing #LOC_KPBS.landinggear.tooltip = Retractable Landing Gear #LOC_KPBS.bigfoot.title = K&K "Bigfoot" Low Profile Landing-Leg #LOC_KPBS.bigfoot.description = A special piece from K&K to have a firm foot on the ground on other planets. This part is slightly more common than the real bigfoot. #LOC_KPBS.bigfoot.tags = ground land leg support planetary base landing leg #LOC_KPBS.littlefoot.title = K&K "Little Bigfoot" Underside Landing-Leg #LOC_KPBS.littlefoot.description = A very special piece from K&K. This part has an even lower profile. It can be attached to the bottom of parts that have no other place for a landing-leg. #LOC_KPBS.littlefoot.tags = ground land leg support planetary base landing leg #LOC_KPBS.reactor.title = K&K Nuclear Reactor #LOC_KPBS.reactor.description = A relatively small nuclear fission reactor for your base. Efficient but very expensive. One scientist insisted that is is spelled 'nucular', the reactor is considered save nontheless. #LOC_KPBS.reactor.tags = planetary base ec reactor nuclear nucular uran generate #LOC_KPBS.reactor.converter.name = Nuclear Reactor #LOC_KPBS.reactor.converter.start = Start reactor #LOC_KPBS.reactor.converter.stop = Shut down reactor #LOC_KPBS.reactor.converter.toggle = Toggle reactor #LOC_KPBS.nuclearfuel.title = K&K Nuclear Fuel Storage #LOC_KPBS.nuclearfuel.description = A storage for nuclear and depleted fuel. The radiation levels are save (when measured from 1km distance) #LOC_KPBS.nuclearfuel.tags = reactor nuclear fuel storage planetary base uran #LOC_KPBS.centrifuge.title = K&K Centrifuge #LOC_KPBS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from ore. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.centrifuge.tags = conver isru mine )mining (ore process resource uranium refine reprocess nuclear nuke nearfuture planetary base #LOC_KPBS.centrifuge.reprocessor.name = Uranium Reprocessor #LOC_KPBS.centrifuge.reprocessor.start = Start Reprocessing #LOC_KPBS.centrifuge.reprocessor.stop = Stop Reprocessing #LOC_KPBS.centrifuge.reprocessor.toggle = Toggle Reprocessing #LOC_KPBS.centrifuge.xenonextractor.name = Xenon Extractor #LOC_KPBS.centrifuge.xenonextractor.start = Start Xenon Extractor #LOC_KPBS.centrifuge.xenonextractor.stop = Stop Xenon Extractor #LOC_KPBS.centrifuge.xenonextractor.toggle = Toggle Xenon Extractor #LOC_KPBS.centrifuge.uraniumextractor.name = Uranium Extractor #LOC_KPBS.centrifuge.uraniumextractor.start = Start Uranium Extractor #LOC_KPBS.centrifuge.uraniumextractor.stop = Stop Uranium Extractor #LOC_KPBS.centrifuge.uraniumextractor.toggle = Toggle Uranium Extractor #LOC_KPBS.flatbed.title = K&K Flatbed #LOC_KPBS.flatbed.description = A flatbed to place multiple usable things on the bases #LOC_KPBS.flatbed.tags = planetary base store cargo flat #LOC_KPBS.storageend.title = K&K Modular Storage End #LOC_KPBS.storageend.description = This end cap is a good solution to store that one container you don't know where to put. #LOC_KPBS.storageend.tags = planetary base container rack storage system #LOC_KPBS.storagebig.title = K&K Modular 6X Storage #LOC_KPBS.storagebig.description = This module provides a convenient way to store up to six different resources. It now comes with a manual that describes how to connect the pipes so no one has to puzzle about whether it was a good idea to connect the Oxidizer-Vent with the Life-Support or not. #LOC_KPBS.storagebig.tags = planetary base container rack storage system #LOC_KPBS.storagemedium.title = K&K Modular 4X Storage #LOC_KPBS.storagemedium.description = The perfect solution for all those who don't know whether they have too many or too few resources. This modular storage provides space for up to four containers. #LOC_KPBS.storagemedium.tags = planetary base container rack storage system #LOC_KPBS.storagesmall.title = K&K Modular 2X Storage #LOC_KPBS.storagesmall.description = This module provides a convenient way to store up to two different resources. This is designed for very frugal Kerbals. #LOC_KPBS.storagesmall.tags = planetary base container rack storage system #LOC_KPBS.storagesize2big.title = K&K Modular Inline 8X Storage #LOC_KPBS.storagesize2big.description = The new inline version for the popular modular storage system. This big version has up to 8 slots for containers. #LOC_KPBS.storagesize2big.tags = planetary base container rack storage system #LOC_KPBS.storagesize2small.title = K&K Modular Inline 4X Storage #LOC_KPBS.storagesize2small.description = The perfect solution for all those who don't know whether they have too many or too few resources. This modular storage provides space for up to four containers. #LOC_KPBS.storagesize2small.tags = planetary base container rack storage system #LOC_KPBS.containerbattery.title = K&K Z-3K Battery Container #LOC_KPBS.containerbattery.description = This Z-3K battery container can be used to power a station with electricity and also provides enough energy for really big subwoofers. Guarantee void when used on a Spacecraft! #LOC_KPBS.containerbattery.tags = capacitor cell charge e/c elect pack power volt watt planetary base container #LOC_KPBS.containerfuelcell.title = K&K Fuelcell Container #LOC_KPBS.containerfuelcell.description = A container consisting of an array of fuelcells to power your station. It converts fuel into energy. #LOC_KPBS.containerfuelcell.tags = array bank charge convert e/c elect energ pack power volt watt planetary base container #LOC_KPBS.containerliquidfuel.title = K&K Liquid Fuel Container #LOC_KPBS.containerliquidfuel.description = A container for Liquid-Fuel. Sadly this one is not intended to be used in a plane. This does not seem to bother the engineers at KSC though. #LOC_KPBS.containerliquidfuel.tags = fueltank ?lf only propellant tank planetary base container #LOC_KPBS.containerore.title = K&K Ore Container #LOC_KPBS.containerore.description = A large modular tank that can be used for storing raw materials. This one may actually be used as a bouncy castle. #LOC_KPBS.containerore.tags = black isru mine )mining (ore resource store planetary base container #LOC_KPBS.containeroresmall.title = K&K Small Ore Container #LOC_KPBS.containeroresmall.description = A small modular tank that can be used for storing raw materials. #LOC_KPBS.containeroresmall.tags = black isru mine )mining (ore resource store planetary base container #LOC_KPBS.containerRCS.title = K&K RCS-Fuel Container #LOC_KPBS.containerRCS.description = A RCS-Tank perfectly fitted to be used with the K&K modular Storage. The reason one might need that much RCS-Fuel on a stationary base is still a riddle to be solved by its inventors. #LOC_KPBS.containerRCS.tags = fueltank mono monopropellant propellant planetary base container #LOC_KPBS.containerrocktfuelbig.title = K&K T400 Fuel Container #LOC_KPBS.containerrocktfuelbig.description = The big brother of the "K&K T200 Fuel Container". It also is not really accepted by the engineers because of its unusual shape, although they say it has more "BOOM" than it's little brother. #LOC_KPBS.containerrocktfuelbig.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container #LOC_KPBS.containerrocktfuelsmall.title = K&K T200 Fuel Container #LOC_KPBS.containerrocktfuelsmall.description = Like the original T200 this small, tiny tank had a hard time being accepted by the rocket engineers. Especially because it also is not able to be used in a normal way on a spacecraft. #LOC_KPBS.containerrocktfuelsmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base container #LOC_KPBS.containerscience.title = K&K Science Container #LOC_KPBS.containerscience.description = The new self contained laboratory in a container format. Whan something happens in zero G or even under water you can make it an experiment. Small parts inside make it not suitable for small children. Ages 7-4 #LOC_KPBS.containerscience.tags = bay experiment lab material research planetary base container #LOC_KPBS.containerxenon.title = K&K Xenon Container #LOC_KPBS.containerxenon.description = For those who can't get enough Xenon. Such a great a mount of this noble gas is really expensive, but who cares about that at a space agency? #LOC_KPBS.containerxenon.tags = fueltank (ion propellant tank planetary base container #LOC_KPBS.containerinventory.title = K&K Container for Parts #LOC_KPBS.containerinventory.description = A small container to store parts that can be useful on EVA. Now also with lock to prevent theft. #LOC_KPBS.containerinventory.tags = KIS inventory base planetary container IVA usage container #LOC_KPBS.containerinventorybig.title = K&K Container for big Parts #LOC_KPBS.containerinventorybig.description = A bigger container to store parts that can be useful on EVA. This one can store bigger parts. #LOC_KPBS.containerinventorybig.tags = inventory base planetary container IVA usage container #LOC_KPBS.inventorystorage.title = K&K Storage #LOC_KPBS.inventorystorage.description = A big storage for even the biggest parts. #LOC_KPBS.inventorystoragesmall.title = K&K Storage (small) #LOC_KPBS.inventorystoragesmall.description = A small storage for parts in the Base profile. #LOC_KPBS.greenhouseconverter.name = Greenhouse #LOC_KPBS.greenhouseconverter.start = Start farming #LOC_KPBS.greenhouseconverter.stop = Stop farming #LOC_KPBS.carbonextractor.name = Oxygen Regenerator #LOC_KPBS.carbonextractor.start = Start Regenerator #LOC_KPBS.carbonextractor.stop = Stop Regenerator #LOC_KPBS.carbonextractor.rate = Regeneration rate #LOC_KPBS.carbonextractor.rate.change = Change regeneration rate #LOC_KPBS.carbonextractor.tag = oxygen regeneration #LOC_KPBS.waterfilter.name = Water Purifier #LOC_KPBS.waterfilter.start = Start Purifier #LOC_KPBS.waterfilter.stop = Stop Purifier #LOC_KPBS.waterfilter.rate = Filter rate #LOC_KPBS.waterfilter.rate.change = Change filter rate #LOC_KPBS.waterfilter.tag = Water Purifier #LOC_KPBS.lifesupport.name = Life Support #LOC_KPBS.lifesupport.start = Start Life Support #LOC_KPBS.lifesupport.stop = Stop Life Support #LOC_KPBS.lifesupport.tag = Life Support #LOC_KPBS.habitat.name = Habitat #LOC_KPBS.habitat.start = Start Habitat #LOC_KPBS.habitat.stop = Stop Habitat #LOC_KPBS.kerbalism.comfort.desc1 = It really feels comforting being in a bigger part on the surface to strech your legs #LOC_KPBS.kerbalism.comfort.desc2 = This part has an included television with the ability to phone home. Very handy when you are far away. #LOC_KPBS.kerbalism.comfort.desc3 = The cupola offers a relaxing panoramic view of the planet. #LOC_KPBS.kerbalism.comfort.desc4 = This probe comes with the H.A.L. User Interface Software, designed to play chess and disgress about philosophical matters with the crew. The innovative OVER-REACT interface trick the user into feeling empathy for the software. #LOC_KPBS.kerbalism.converter = Converter #LOC_KPBS.kerbalism.scrubber = Scrubber #LOC_KPBS.kerbalism.harvester = Harvester #LOC_KPBS.kerbalism.supply = Supply Container #LOC_KPBS.kerbalism.setup.balanced.name = Supplies #LOC_KPBS.kerbalism.setup.balanced.desc = Store a balanced supply of Food and Water. #LOC_KPBS.kerbalism.setup.water.name = Water #LOC_KPBS.kerbalism.setup.food.name = Food #LOC_KPBS.kerbalism.power = Power Generation #LOC_KPBS.kerbalism.sabatier.title = K&K Life Support Recycler #LOC_KPBS.kerbalism.sabatier.process = Sabatier process #LOC_KPBS.kerbalism.sabatier.chem = Chemical Production Unit #LOC_KPBS.kerbalism.airfilter.desc = A multi purpose airfilter. It is able to gather multiples resources like oxygen or nitrogen from the atmosphere. #LOC_KPBS.kerbalism.airfilter.co2 = CO2 Filter #LOC_KPBS.kerbalism.airfilter.co2.desc = Extract CO2 from the atmosphere. #LOC_KPBS.kerbalism.airfilter.ox = Oxygen Filter #LOC_KPBS.kerbalism.airfilter.ox.desc = Extract Oxygen from the atmosphere. #LOC_KPBS.kerbalism.airfilter.ni = Nitrogen Filter #LOC_KPBS.kerbalism.airfilter.ni.desc = Extract Nitrogen from the atmosphere. #LOC_KPBS.kerbalism.airfilter.atmo = Atmospheric Filter #LOC_KPBS.kerbalism.drill.title = Drill #LOC_KPBS.kerbalism.drill.harvester.title = Ore Extraction #LOC_KPBS.kerbalism.drill.harvester.desc = Extract Ore from the surface. #LOC_KPBS.kerbalism.waterdrill.title = Water Extraction #LOC_KPBS.kerbalism.waterdrill.desc = Extract Water from the surface. #LOC_KPBS.kerbalism.waterdrill.drill.title = Drill #LOC_KPBS.kerbalism.isru.water = Water Electrolysis #LOC_KPBS.kerbalism.isru.haber = Haber process #LOC_KPBS.kerbalism.isru.anth = Anthraquinone process #LOC_KPBS.kerbalism.isru.hydra = Hydrazine production #LOC_KPBS.kerbalism.isru.mre = MRE #LOC_KPBS.kerbalism.isru.mre.full = Molten Regolith Electrolysis #LOC_KPBS.kerbalism.isru.mre.desc = Extract Oxygen out of Ore. #LOC_KPBS.kerbalism.isru.soe = SOE #LOC_KPBS.kerbalism.isru.soe.full = Solid Oxide Electrolysis #LOC_KPBS.kerbalism.isru.soe.desc = Convert CarbonDioxide into Oxygen, using vast amounts of ElectricCharge in the process. #LOC_KPBS.kerbalism.isru.waste.incinerator = Waste Incinerator #LOC_KPBS.kerbalism.isru.waste.compressor = Waste Compressor #LOC_KPBS.kerbalism.isru.sco = Selective Catalytic Oxidation #LOC_KPBS.MKS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from uraninite. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.MKS.tcredits.converter = Transport Credits #LOC_KPBS.MKS.tcredits.start = Start T-Credits #LOC_KPBS.MKS.tcredits.stop = Stop T-Credits #LOC_KPBS.epl.cupola.desc = The Planetary Cupola was developed to provide a nice view for Kerbals on other planets. I can be used as a SurveyStation for landing and launching sites. #LOC_KPBS.epl.centralhub.desc = This massive central hub features all you need for a big base on other planets. Enough place for 6 Kerbals, a control center, a laboratory and a basic life support system. It can also be used as a Survey Station for launching sites. #LOC_KPBS.contract.centralhub = Central Hub #LOC_KPBS.contract.habitat = Habitat module #LOC_KPBS.contract.greenhouse = Greenhouse #LOC_KPBS.deepfreeze.manufacturer = REPOSoftTech #LOC_KPBS.cry5000.title = CRY-5000 Planetary DeepFreezer #LOC_KPBS.cry5000.description = Designed for long term storage of up to 4 Kerbals. The CRY-5000 uses Glykerol and ElectricCharge to freeze or thaw one Kerbal. Please ensure you have enough ElectricCharge capacity on your base. The CRY-5000 comes stocked with 50 units of Glykerol. CAUTION: The CRY-5000 also requires ElectricCharge per minute per Kerbal to keep it's Monitoring Systems Functioning. If it cannot get this ElectricCharge there is a risk of frozen Kerbals dying. #LOC_KPBS.cry5000.tags = deep freeze life support cold ice planetary base cck-lifesupport #LOC_KPBS.clykerolcontainer.title = X200 Glykerol Container #LOC_KPBS.clykerolcontainer.description = For those who need to do a lot of Freezing. 200 Unit storage capacity, this tank should contain all your bases Glykerol DeepFreeze needs. #LOC_KPBS.clykerolcontainer.tags = deep freeze life support cold ice container cryo cck-lifesupport #LOC_KPBS.metaldrill.title = K&K Metal Ore Drill #LOC_KPBS.metaldrill.description = A handy drill to mine metal ore on other planets. #LOC_KPBS.metaldrill.tags = drill extractor harvest metal ore isru mine )mining (ore resource planetary base #LOC_KPBS.dirtdrill.title = K&K Dirt Drill #LOC_KPBS.dirtdrill.description = A handy drill to mine dirt on other planets. #LOC_KPBS.dirtdrill.tags = drill extractor harvest dirt isru mine )mining (ore resource planetary base #LOC_KPBS.metalstorage.title = K&K X1000 Metal Storage #LOC_KPBS.metalstorage.description = A storage for metal. Can be used the create Rocket Parts. #LOC_KPBS.metalstorage.tags = fueltank metal parts launchpad planetary base #LOC_KPBS.metalorestorage.title = K&K X1000 MetalOre Storage #LOC_KPBS.metalorestorage.description = A storage for metal-ore. You can process the metal-ore in a smealter into metal. #LOC_KPBS.metalorestorage.tags = fueltank metal ore parts launchpad planetary base #LOC_KPBS.rocketpartsstorage.title = K&K X1000 Rocket Part Storage #LOC_KPBS.rocketpartsstorage.description = A storage for rocket parts. You can use the rocket parts to create new nifty rockets. #LOC_KPBS.rocketpartsstorage.tags = fueltank rocket parts launchpad planetary base #LOC_KPBS.launchpad.title = K&K Launchpad #LOC_KPBS.launchpad.description = A small launchpad to build rockets off-planet! #LOC_KPBS.launchpad.tags = rocket start launchpad planetary base #LOC_KPBS.launchpad.open = Open #LOC_KPBS.launchpad.close = Close #LOC_KPBS.partrecycler.title = K&K Recycler #LOC_KPBS.partrecycler.description = The recycler can convert any vessel into scrap metal! #LOC_KPBS.partrecycler.tags = smelter metal ore launchpad planetary base #LOC_KPBS.smelter.title = K&K Smelter #LOC_KPBS.smelter.description = The smelter can be used to process scrap metal or metal-ore into useful metal. To not touch! HOT! #LOC_KPBS.smelter.tags = smelter metal ore launchpad planetary base #LOC_KPBS.smelter.metal.start = Start Metal Conversion #LOC_KPBS.smelter.metal.stop = Stop Metal Conversion #LOC_KPBS.smelter.scrap.start = Start Scrap Metal Recycler #LOC_KPBS.smelter.scrap.stop = Stop Scrap Metal Recycler #LOC_KPBS.workshop.title = K&K Workshop #LOC_KPBS.workshop.description = A workshop to produce rocket parts. #LOC_KPBS.workshop.tags = workshop metal rocket parts launchpad planetary base #LOC_KPBS.workshop.start = Start Part Production #LOC_KPBS.workshop.stop = Stop Part Production #LOC_KPBS.scrapmetal.title = K&K Scrap Metal Storage #LOC_KPBS.scrapmetal.description = A small unit to store scrap metal from recycled rockets #LOC_KPBS.scrapmetal.tags = fueltank rocket metal scrap launchpad planetary base #LOC_KPBS.materialkits.title = K&K Material Kits Storage #LOC_KPBS.materialkits.description = A storage for material kits, so you can build all the parts you forgot. #LOC_KPBS.materialkits.tags = Material OSE kits build workshop planetary base #LOC_KPBS.oseconverter.title = K&K OSE Mineral Extractor #LOC_KPBS.oseconverter.description = An extractor for all the resources needed in the workshop #LOC_KPBS.oseconverter.tags = Material OSE kits convert extract workshop planetary base #LOC_KPBS.oseconverter.materialkits.name = Material Kits #LOC_KPBS.oseconverter.materialkits.start = Start production #LOC_KPBS.oseconverter.materialkits.stop = Stop production #LOC_KPBS.oseconverter.prospector.name = Prospector #LOC_KPBS.oseconverter.prospector.start = Start Prospecting #LOC_KPBS.oseconverter.prospector.stop = Stop Prospecting #LOC_KPBS.oseresources.title = K&K OSE Resource Storage #LOC_KPBS.oseresources.description = A small unit to store resources neeeded by the OSE workshop #LOC_KPBS.oseresources.tags = Material OSE kits resources metal rare build workshop planetary base excotic minerals #LOC_KPBS.oseworkshop.title = K&K OSE Workshop #LOC_KPBS.oseworkshop.description = A workshop to produce small part on site for your base #LOC_KPBS.oseworkshop.tags = Material OSE kits build workshop planetary base #LOC_KPBS.flexiblecorridor.title = K&K Flexible Corridor #LOC_KPBS.flexiblecorridor.description = A flexible corridor for Kerbobauts that don't know what they want to build when they launch a rocket. #LOC_KPBS.flexiblecorridor.tags = KAS base corridor connect flexible #LOC_KPBS.groundplate.title = K&K Ground Base [KIS] #LOC_KPBS.groundplate.description = A big concrete base for bases or other parts. This part need to be attached on the ground with a wrench or a screwdriver. #LOC_KPBS.groundplate.tags = KIS inventory base planetary base plate cck-eva-items #LOC_KPBS.kisstorage.title = K&K Container for Parts [KIS] #LOC_KPBS.kisstorage.description = A small container to store parts that can be useful on EVA. Now also with lock to prevent theft. #LOC_KPBS.kisstorage.tags = KIS inventory base planetary container IVA usage container cck-containers #LOC_KPBS.kisstoragebig.title = K&K Container for big Parts [KIS] #LOC_KPBS.kisstoragebig.description = A bigger container to store parts that can be useful on EVA. This one can store bigger parts. #LOC_KPBS.kisstoragebig.tags = KIS inventory base planetary container IVA usage container cck-containers #LOC_KPBS.kisbasestorage.title = K&K Storage [KIS] #LOC_KPBS.kisbasestorage.description = A big storage for even the biggest parts. #LOC_KPBS.kisbasestoragesmall.title = K&K Storage (small) [KIS] #LOC_KPBS.kisbasestoragesmall.description = A small storage for parts in the Base profile. #LOC_KPBS.sepstation.title = K&K SEP Central Station #LOC_KPBS.sepstation.description = A container for a Central station for your surface experiment package. Includes four AKI power ports. #LOC_KPBS.sepstation.tags = kis kas surface experiment inventory attachment science eva research scientist engineer sensor container #LOC_KPBS.sepstation.start = Activate #LOC_KPBS.sepstation.stop = Shut Down #LOC_KPBS.sepstation.conduct = Begin All Experiments #LOC_KPBS.airfilter.title = K&K Airfilter Container #LOC_KPBS.airfilter.description = This life-support container filters the air from an integrated air intake to gather useful resources. Note to safety: Do not stand in front of the air intake if the filter is set to full power. This is just a security procedure and is really not connected to any actual event! #LOC_KPBS.airfilter.tags = life support carbon dioxide co2 filter o2 oxygen container cck-lifesupport #LOC_KPBS.airfilter.activate = Activate #LOC_KPBS.airfilter.deactivate = Deactivate #LOC_KPBS.airfilter.filter.oxygen.name = Oxygen Filter #LOC_KPBS.airfilter.filter.oxygen.start = Start Oxygen Filter #LOC_KPBS.airfilter.filter.oxygen.stop = Stop Oxygen Filter #LOC_KPBS.airfilter.filter.hydrogen.name = Hydrogen Filter #LOC_KPBS.airfilter.filter.hydrogen.start = Start Hydrogen Filter #LOC_KPBS.airfilter.filter.hydrogen.stop = Stop Hydrogen Filter #LOC_KPBS.airfilter.filter.co2.name = CO2 Filter #LOC_KPBS.airfilter.filter.co2.start = Start CO2 Filter #LOC_KPBS.airfilter.filter.co2.stop = Stop CO2 Filter #LOC_KPBS.airfilter.intake = Air Intake #LOC_KPBS.airfilter.ioncross.desc = This life support container filters the air from an integrated air intake to gather oxygen and carbon dioxide. Note to savety: Do not stand in front of the air intake if the filter is set to full power. This is just a security procedure and is really not connected to any actual event! #LOC_KPBS.algaefarm.title = K&K Algae Farm #LOC_KPBS.algaefarm.description = A small algae farm. #LOC_KPBS.algaefarm.description.tacls = A small algae farm to produce fertilizer that is needed to grow food. Do not eat the fertilizer, it tastes aweful. #LOC_KPBS.algaefarm.description.usils = A small algae farm to produce fertilizer. This can then be used to increase the performance of the greenhouse. Don't eat the fertilizer! Now with added operational modes from UberDyne Astronautics - These you can eat. (Though there is still discussion on whether you'd want to.) #LOC_KPBS.algaefarm.tags = life support algae fertilizer container cck-lifesupport #LOC_KPBS.algaefarm.bayname = Converter #LOC_KPBS.algaefarm.typename = Filter #LOC_KPBS.algaefarm.converter.name = Algae Farm #LOC_KPBS.algaefarm.converter.tag = Algae Farm #LOC_KPBS.algaefarm.converter.start = Start cultivation #LOC_KPBS.algaefarm.converter.stop = Stop cultivation #LOC_KPBS.algaefarm.converter.dry.name = Algae Farm - Dry #LOC_KPBS.algaefarm.converter.dry.tag = Algae Farm - Dry #LOC_KPBS.algaefarm.converter.wet.name = Algae Farm - Wet #LOC_KPBS.algaefarm.converter.wet.tag = Algae Farm - Wet #LOC_KPBS.algaefarm.converter.green.name = Green Soylent #LOC_KPBS.algaefarm.converter.green.tag = Green Soylent #LOC_KPBS.algaefarm.converter.green.start = Start Soylent Green #LOC_KPBS.algaefarm.converter.green.stop = Stop Soylent Green #LOC_KPBS.algaefarm.converter.red.name = Red Soylent #LOC_KPBS.algaefarm.converter.red.tag = Red Soylent #LOC_KPBS.algaefarm.converter.red.start = Start Soylent Red #LOC_KPBS.algaefarm.converter.red.stop = Stop Soylent Red #LOC_KPBS.carbonextractorcontainer.title = K&K Carbon Extractor Container #LOC_KPBS.carbonextractorcontainer.description = This life support container allows the recycling of carbon dioxide into oxygen. Not suited for Kerbals with a sensitive nose. #LOC_KPBS.carbonextractorcontainer.tags = life support TAC converter recycl water carbin co2 oxygen o2 cck-lifesupport #LOC_KPBS.co2containerbig.title = K&K Carbon Dioxide Container (big) #LOC_KPBS.co2containerbig.description = This container can store a big amount of carbon dioxide that is produced by kerbals. #LOC_KPBS.co2containerbig.tags = life support carbon dioxide co2 container cck-lifesupport #LOC_KPBS.co2containersmall.title = K&K Carbon Dioxide Container (small) #LOC_KPBS.co2containersmall.description = This container can store carbon dioxide that is produced by kerbals. #LOC_KPBS.co2containersmall.tags = life support carbon dioxide co2 container cck-lifesupport #LOC_KPBS.eclsscontainerbig.title = K&K Life-Support Container (big) #LOC_KPBS.eclsscontainerbig.description = A combination of a storage for carbon dioxide and oxygen. This is the best solution for all Kerbals that want to get the most of their stay in space. #LOC_KPBS.eclsscontainerbig.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport #LOC_KPBS.eclsscontainersmall.title = K&K Life-Support Container (small) #LOC_KPBS.eclsscontainersmall.description = This container from K&K is full of that wonderful oxygen all Kerbals seem to demand as of late. #LOC_KPBS.eclsscontainersmall.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport #LOC_KPBS.elektroncontainer.title = K&K Elektron Container #LOC_KPBS.elektroncontainer.description = The Elektron can be used to split water into hydrogen and oxygen. It can support up to eight Kerbals. Make sure to not use all water as it makes the Kerbals angry. #LOC_KPBS.elektroncontainer.tags = life support TAC converter recycl water hydrogen oxygen o2 cck-lifesupport #LOC_KPBS.elektroncontainer.converter.name = Water Splitter #LOC_KPBS.elektroncontainer.converter.start = Start Elektron #LOC_KPBS.elektroncontainer.converter.stop = Stop Elektron #LOC_KPBS.fertilizercontainer.title = K&K Fertilizer Container (big) #LOC_KPBS.fertilizercontainer.description = An even bigger container full of fertilizer to grow NOMS. They are even more delicious when the fertilizer came from this container. #LOC_KPBS.fertilizercontainer.description.tacls = An even bigger container full of fertilizer to grow food. The food is even more delicious when the fertilizer came from this container. #LOC_KPBS.fertilizercontainer.tags = life support USI fertilizer supplies cck-lifesupport #LOC_KPBS.fertilizercontainersmall.title = K&K Fertilizer Container (small) #LOC_KPBS.fertilizercontainersmall.description = A container full of fertilizer to grow those delicious NOMS! #LOC_KPBS.fertilizercontainersmall.description.tacls = A container full of fertilizer to grow food in the greenhouses! #LOC_KPBS.fertilizercontainersmall.tags = life support USI fertilizer supplies cck-lifesupport #LOC_KPBS.foodcontainerbig.title = K&K Food Container (big) #LOC_KPBS.foodcontainerbig.description = This big container is full of food. Best before yesterday! #LOC_KPBS.foodcontainerbig.tags = life support TAC kerbalism food supplies cck-lifesupport #LOC_KPBS.foodcontainersmall.title = K&K Food Container (small) #LOC_KPBS.foodcontainersmall.description = A small container for food. Keep in mind to lock the storage to lock out Kerbals which have the munchies. #LOC_KPBS.foodcontainersmall.tags = life support TAC kerbalism food supplies cck-lifesupport #LOC_KPBS.greenhousecontainer.title = K&K Greenhouse Container #LOC_KPBS.greenhousecontainer.description = A small greenhouse the grow the supplies your Kerbals need. This small container version is fully automated but has a lower efficiency than its big brother. #LOC_KPBS.greenhousecontainer.tags = life support food produce greenhouse cck-lifesupport #LOC_KPBS.greenhousecontainer.usils.desc = A small greenhouse the grow more NOMS. This small container version is fully automated but has a lower efficiency than its big brother. #LOC_KPBS.greenhousecontainer.tacls.desc = A small greenhouse that can grow food from waste and fertilizer. #LOC_KPBS.greenhousecontainer.tag = Greenhouse #LOC_KPBS.hydrogencontainer.title = K&K Hydrogen Container #LOC_KPBS.hydrogencontainer.description = A container to store hydrogen that can be converted into Water and be used in a Fuel-Cell. Caution do not use in rockets! #LOC_KPBS.hydrogencontainer.tags = life support TAC hydrogen cck-lifesupport #LOC_KPBS.IFILSbig.title = K&K Life Support Container (big) #LOC_KPBS.IFILSbig.description = A big container to store that glorious life support. The inventor of this part was awarded the Kerman Price for space travel. #LOC_KPBS.IFILSbig.tags = life support IFI container cck-lifesupport #LOC_KPBS.IFILSsmall.title = K&K Life Support Container (small) #LOC_KPBS.IFILSsmall.description = Fully packed with everything a Kerbal needs for life-support: Teddy bears, Boardgames and also some food! #LOC_KPBS.IFILSsmall.tags = life support IFI container cck-lifesupport #LOC_KPBS.ioncrossbig.title = K&K Life Support Container (big) #LOC_KPBS.ioncrossbig.description = A combination of a storage for carbon dioxide and oxygen. This is the best solution for all Kerbals that want to get the most of their stay in space. #LOC_KPBS.ioncrossbig.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport #LOC_KPBS.ioncrosssmall.title = K&K Life Support Container (small) #LOC_KPBS.ioncrosssmall.description = This container from K&K is full of that wonderful oxygen all Kerbals seem to be demand as of late. #LOC_KPBS.ioncrosssmall.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport #LOC_KPBS.kerbalismcontainerbig.title = K&K Life Support Container (big) #LOC_KPBS.kerbalismcontainerbig.description = A combination of a storage for oxygen and food. This is the best solution for all Kerbals that want to get the most of their stay in space. #LOC_KPBS.kerbalismcontainerbig.tags = life support kerbalism food oxygen o2 container cck-lifesupport #LOC_KPBS.kerbalismcontainersmall.title = K&K Life Support Container (small) #LOC_KPBS.kerbalismcontainersmall.description = This container from K&K is full of that wonderful oxygen and food all Kerbals seem to demand as of late. #LOC_KPBS.kerbalismcontainersmall.tags = life support kerbalism food oxygen o2 container cck-lifesupport #LOC_KPBS.mulchcontainerbig.title = K&K Mulch Container (big) #LOC_KPBS.mulchcontainerbig.description = A big container to store Mulch. Do NOT(!) mistake this with NOMS. #LOC_KPBS.mulchcontainerbig.tags = life support USI mulch waste container cck-lifesupport #LOC_KPBS.mulchcontainersmall.title = K&K Mulch Container (small) #LOC_KPBS.mulchcontainersmall.description = This container can store all those things that once were NOMS. #LOC_KPBS.mulchcontainersmall.tags = life support USI mulch waste container cck-lifesupport #LOC_KPBS.nitrogencontainer.title = K&K Nitrogen Container #LOC_KPBS.nitrogencontainer.description = A container to store nitrogen that can be used the regulate the pressure in your craft. #LOC_KPBS.nitrogencontainer.tags = life support kerbalism nitrogen cck-lifesupport #LOC_KPBS.nomscontainerbig.title = K&K Supplies Container (big) #LOC_KPBS.nomscontainerbig.description = Now with more NOMS than ever! #LOC_KPBS.nomscontainerbig.tags = life support USI supplies food container cck-lifesupport #LOC_KPBS.nomscontainersmall.title = K&K Supplies Container (small) #LOC_KPBS.nomscontainersmall.description = A container full of delicious NOMS! Stay away from the mousetraps. #LOC_KPBS.nomscontainersmall.tags = life support USI supplies food container cck-lifesupport #LOC_KPBS.oxygencontainerbig.title = K&K Oxygen Container (big) #LOC_KPBS.oxygencontainerbig.description = To fill the market gap for big oxgyen storage capabilities K&K developed this beautiful piece of art. #LOC_KPBS.oxygencontainerbig.tags = life support oxygen o2 container cck-lifesupport #LOC_KPBS.oxygencontainersmall.title = K&K Oxygen Container (small) #LOC_KPBS.oxygencontainersmall.description = This container from K&K is full of that wonderful oxygen all Kerbals seem to be demand as of late. #LOC_KPBS.oxygencontainersmall.tags = life support oxygen o2 container cck-lifesupport #LOC_KPBS.sabatiercontainer.title = K&K Sabatier Reactor Container #LOC_KPBS.sabatiercontainer.description = This container uses CO2 and Hydrogen to generate Water. Warranty void when used with CO instead of CO2. #LOC_KPBS.sabatiercontainer.tags = life support TAC converter sabatier hydrogen container cck-lifesupport #LOC_KPBS.sabatiercontainer.converter.name = Sabatier Reactor #LOC_KPBS.sabatiercontainer.converter.start = Start Sabatier #LOC_KPBS.sabatiercontainer.converter.stop = Stop Sabatier #LOC_KPBS.sabatiercontainer.converter.tag = Life Support #LOC_KPBS.snackscontainerbig.title = K&K Snacks Container (big) #LOC_KPBS.snackscontainerbig.description = The biggest and most popular snack container. K&K is proud to also present the new cooling mechanism to avoid strange tastes after long journeys. #LOC_KPBS.snackscontainerbig.tags = life support food snack container cck-lifesupport #LOC_KPBS.snackscontainersmall.title = K&K Snacks Container (small) #LOC_KPBS.snackscontainersmall.description = Fully packed with everything a Kerbal needs for life-support but mainly with snacks. Be sure to take account for the date of expire. #LOC_KPBS.snackscontainersmall.tags = life support food snack container cck-lifesupport #LOC_KPBS.taclscontainerbig.title = K&K Life Support Container (big) #LOC_KPBS.taclscontainerbig.description = The biggest container for all your life supply needs. Fully equipped with all a Kerbal may ever need! #LOC_KPBS.taclscontainerbig.tags = life support food water oxygen o2 TAC container cck-lifesupport #LOC_KPBS.taclscontainersmall.title = K&K Life Support Container (small) #LOC_KPBS.taclscontainersmall.description = A smaller version of the all-around life-support solution from K&K. #LOC_KPBS.taclscontainersmall.tags = life support food water oxygen o2 TAC container cck-lifesupport #LOC_KPBS.taclswasteproductcontainerbig.title = K&K Waste-Products Container (big) #LOC_KPBS.taclswasteproductcontainerbig.description = The huge all-around container for the waste products. #LOC_KPBS.taclswasteproductcontainerbig.tags = life support waste wastewater TAC container cck-lifesupport #LOC_KPBS.taclswasteproductcontainersmall.title = K&K Waste-Products Container (small) #LOC_KPBS.taclswasteproductcontainersmall.description = A smaller container for all the waste products. #LOC_KPBS.taclswasteproductcontainersmall.tags = life support waste wastewater TAC container cck-lifesupport #LOC_KPBS.airscrubbercontainer.title = K&K Oxygen Regenerator #LOC_KPBS.airscrubbercontainer.description = This life support container regenerates air, reducing the need to rely on supplies. Though not very efficient, it does process a lot of air. Wernher von Kerman insists that it is not just a bunch of car air fresheners in a can. #LOC_KPBS.airscrubbercontainer.tags = life support converter recycl cck-lifesupport air #LOC_KPBS.usilscontainerbig.title = K&K Life-Support Container (big) #LOC_KPBS.usilscontainerbig.description = This container provides all you need for a long turn stay on another planet. Or at least the engineers say so. #LOC_KPBS.usilscontainerbig.tags = life support USI mulch fertilizer supplies container cck-lifesupport #LOC_KPBS.usilscontainersmall.title = K&K Life-Support Container (small) #LOC_KPBS.usilscontainersmall.description = This container provides a small amount of all the things you need for a long stay on another planet. Don't forget to pack spare NOMS. #LOC_KPBS.usilscontainersmall.tags = life support USI mulch fertilizer supplies container cck-lifesupport #LOC_KPBS.usilsrecyclercontainer.title = K&K Recycling Container #LOC_KPBS.usilsrecyclercontainer.description = A small container that allows you to recycle a part of your supplies. #LOC_KPBS.usilsrecyclercontainer.tags = life support recycler supplies mulch container cck-lifesupport #LOC_KPBS.wastecontainerbig.title = K&K Waste Container (big) #LOC_KPBS.wastecontainerbig.description = This big container can be filled with the waste a Kerbal produces over the day. This big container is hermetically sealed to prevent stench. #LOC_KPBS.wastecontainerbig.tags = waste life support container TAC kerbalism cck-lifesupport #LOC_KPBS.wastecontainersmall.title = K&K Waste Container (small) #LOC_KPBS.wastecontainersmall.description = A small container for the waste the normal Kerbal produces. Do not use for electronic scrap! #LOC_KPBS.wastecontainersmall.tags = waste life support container TAC kerbalism cck-lifesupport #LOC_KPBS.wastewatercontainerbig.title = K&K Waste-Water Container (big) #LOC_KPBS.wastewatercontainerbig.description = A large container for Waste-Water. Take care to not cause any leaks. #LOC_KPBS.wastewatercontainerbig.tags = waste water life support container TAC cck-lifesupport #LOC_KPBS.wastewatercontainersmall.title = K&K Waste-Water Container (small) #LOC_KPBS.wastewatercontainersmall.description = A small container for the wasted water. DO NOT DRINK! #LOC_KPBS.wastewatercontainersmall.tags = waste water life support container TAC cck-lifesupport #LOC_KPBS.watercontainerbig.title = K&K Water Container (big) #LOC_KPBS.watercontainerbig.description = This is intended for a long supply of drinkable water. Do not use this as a pool or for diving! #LOC_KPBS.watercontainerbig.tags = Water life support container USI TAC cck-lifesupport #LOC_KPBS.watercontainersmall.title = K&K Water Container (small) #LOC_KPBS.watercontainersmall.description = A small container for water. It can be used to shower, drink, wash or for a water slide. #LOC_KPBS.watercontainersmall.tags = Water life support container USI TAC cck-lifesupport #LOC_KPBS.waterpurifiercontainer.title = K&K Water Purifier Container #LOC_KPBS.waterpurifiercontainer.description = With the help of two activated carbon filters, centrifuge and other highly secret parts this containers able to purify the dirty water into nearly clean water. Only suited for Kerbonauts! #LOC_KPBS.waterpurifiercontainer.tags = Water Purifier life support container TAC cck-lifesupport #LOC_KPBS.waterdrill.title = K&K Inline Water Drill #LOC_KPBS.waterdrill.description = A modified version of the inline drill. Instead of Ore it is able to get water. Do not drink the water before it has been filtered. #LOC_KPBS.waterdrill.tags = life support drill water cck-lifesupport #LOC_KPBS.waterdrill.drill.name = Water Drill #LOC_KPBS.waterdrill.drill.start = Start Water Drill #LOC_KPBS.waterdrill.drill.stop = Stop Water Drill #LOC_KPBS.orbitalscanner.title = K&K M335 Narrow-Band Water Scanner #LOC_KPBS.orbitalscanner.description = Ideal for surveying potential landing sites, this scanner provides detailed information about the water resources on the planet or moon it orbits. This data is limited to the spot directly below the scanner. #LOC_KPBS.orbitalscanner.tags = isru mine )mining (ore prospect resource sensor scanner water #LOC_KPBS.surfacescanner.title = K&K Surface Water Scanning Module #LOC_KPBS.surfacescanner.description = A small module to scan for water on the surface of a planet. When used while landed on a planet or moon, the sample data gathered can be used to increase the accuracy of orbital survey scanners. #LOC_KPBS.surfacescanner.tags = isru mine )mining (water prospect resource scanner sensor #LOC_KPBS.usirecycler.title = K&K Recycler #LOC_KPBS.usirecycler.description = A recycler that can be used to reduce all your life support needs. #LOC_KPBS.usirecycler.tags = life support usi mulch supplies cck-lifesupport planetary base recycler #LOC_KPBS.MKS.wolfterminal.title = K&K WOLF Terminal #LOC_KPBS.MKS.wolfterminal.description = Where Kerbals go when they want to hitch a ride on a WOLF transport route. #LOC_KPBS.MKS.wolfterminal.tags = usi planetary base terminal wolf cck-usi-wolf #LOC_KPBS.MKS.workshop.title = K&K Workshop #LOC_KPBS.MKS.workshop.description = Finally a place for hiding Bill. Keeps the colony machinery running at peak performance (as certified by Bill). Also includes a miniature machine shop. #LOC_KPBS.MKS.workshop.tags = cck-usi-manufacturing\tusi mks workshop repair #LOC_KPBS.MKS.workshop.mkit.name = MaterialKits #LOC_KPBS.MKS.workshop.mkit.start = Start MaterialKits #LOC_KPBS.MKS.workshop.mkit.stop = Stop MaterialKits #LOC_KPBS.MKS.workshop.machinery.name = Machinery #LOC_KPBS.MKS.workshop.machinery.start = Start Machinery #LOC_KPBS.MKS.workshop.machinery.stop = Stop Machinery #LOC_KPBS.MKS.workshop.shop.name = Machine Shop #LOC_KPBS.MKS.workshop.shop.start = Start Machine Shop #LOC_KPBS.MKS.workshop.shop.stop = Stop Machine Shop } } } UrlConfig { parentUrl = PlanetaryBaseInc/Localization/ru.cfg Localization { ru { #LOC_KPBS.agency = K&K Улучшенные Орбитальные и Наземные Структуры #LOC_KPBS.agency.desc = Компания-новичок в космическом бизнесе. После раскрутки серии домов-на-колёсах, это агентство полностью посвятило себя космическим путешествиям и планетарным поселениям. Их молодой директор хочет, чтобы Керман & Керман достигла лидирующих позиций на рынке. Это иногда вдохновляет инженеров на излишнюю спешку и приводит к... инцидентам... Тем не менее, они стараются поддерживать хорошую репутацию в вопросах морали и безопасности. #LOC_KPBS.nuclearfuel.transferstate = Статус передачи #LOC_KPBS.nuclearfuel.fuel.transfer = Передаётся <<1>> #LOC_KPBS.nuclearfuel.error.skill = Чтобы передать <<3>> нужен <<2>> хотя бы уровня <<1>> на борту. #LOC_KPBS.nuclearfuel.error.running = Нельзя перемещать ядерные ресурсы во время работы. #LOC_KPBS.nuclearfuel.error.noFuel = Здесь отсутствует <<1>>. #LOC_KPBS.nuclearfuel.error.noTarget = Некуда передавать <<1>> to. #LOC_KPBS.nuclearfuel.status.selecting = Выберите, куда передать <<1>> #LOC_KPBS.nuclearfuel.target.next = Выбрать следующее назначение #LOC_KPBS.nuclearfuel.target.prev = Выбрать предыдущее назначение #LOC_KPBS.nuclearfuel.startTransfer = Начать передачу #LOC_KPBS.nuclearfuel.stopTransfer = Остановить передачу #LOC_KPBS.nuclearfuel.cancelTransfer = Отменить передачу #LOC_KPBS.nuclearfuel.status.transfering = Передаётся <<1>> #LOC_KPBS.filtersettings.name = Настройки фильтра #LOC_KPBS.filtersettings.section = Планетарная Базовая Система #LOC_KPBS.filtersettings.desc = Сгруппировать все детали в фильтре функций #LOC_KPBS.filtersettings.tooltip = Сгруппировать все детали в одной категории в фильтре функций #LOC_KPBS.resourceconverter.name = Переработка ресурсов #LOC_KPBS.resourceconverter.speed = Скорость переработки #LOC_KPBS.resourceconverter.dumpoxygen = Сброс избытка кислорода #LOC_KPBS.corridornode.name = Адаптивный Модуль #LOC_KPBS.corridornode.info = Этот модуль меняет свой внешний вид в зависимости от присоединённых к нему модулей. #LOC_KPBS.dependendlight.action.on = Включить свет #LOC_KPBS.dependendlight.action.off = Выключить свет #LOC_KPBS.dependendlight.status.on = Вкл. #LOC_KPBS.dependendlight.status.off = Выкл. #LOC_KPBS.dependendlight.status.turningon = Включается... #LOC_KPBS.dependendlight.status.turningoff = Выключается... #LOC_KPBS.meshtoggle.show = Показать меш #LOC_KPBS.meshtoggle.hide = Спрятать меш #LOC_KPBS.meshtoggle.toggle = Переключить меш #LOC_KPBS.modelswitch.name = Переключатель модели #LOC_KPBS.modelswitch.model = Модель #LOC_KPBS.modelswitch.models = Переключаемые модели: #LOC_KPBS.greenhousemodule.name = Теплица #LOC_KPBS.greenhousemodule.status = Состояние Теплицы #LOC_KPBS.greenhousemodule.nocrew = Нет Экипажа! #LOC_KPBS.greenhousemodule.operational = работает #LOC_KPBS.greenhousemodule.speed = Скорость Производства #LOC_KPBS.greenhousemodule.info.min = "Минимально членов экипажа для работы:" #LOC_KPBS.greenhousemodule.info.at = при #LOC_KPBS.greenhousemodule.info.efficiency = эффективности. #LOC_KPBS.greenhousemodule.info.max = Максимальная эффективность при: #LOC_KPBS.greenhousemodule.info.kerbals = кербалах #LOC_KPBS.planetarymodule.name = Складной модуль #LOC_KPBS.planetarymodule.deploy = Разложить #LOC_KPBS.planetarymodule.retract = Сложить #LOC_KPBS.planetarymodule.status = Состояние #LOC_KPBS.planetarymodule.action.toggle = Переключить состояние #LOC_KPBS.planetarymodule.action.retract = Сложить #LOC_KPBS.planetarymodule.action.deploy = Разложить #LOC_KPBS.planetarymodule.status.retracted = Сложен #LOC_KPBS.planetarymodule.status.deployed = Разложен #LOC_KPBS.planetarymodule.status.deploying = Раскладывается... #LOC_KPBS.planetarymodule.status.retracting = Складывается... #LOC_KPBS.planetarymodule.info1 = \nМест экипажа\n в сложенном состоянии:\t #LOC_KPBS.planetarymodule.info2 = \n В разложенном:\t #LOC_KPBS.categoryfilter.function.name = Планетарные Поверхностные Структуры #LOC_KPBS.categoryfilter.category.lifesupport = Жизнеобеспечение #LOC_KPBS.greenhouseexperiment.title = Изучение роста растений #LOC_KPBS.greenhouseexperiment.conduct = Провести изучение роста растений #LOC_KPBS.greenhouseexperiment.discard = Выбросить образцы растений #LOC_KPBS.greenhouseexperiment.review = Просмотреть образцы растений #LOC_KPBS.greenhouseexperiment.collect = Собрать образцы растений #LOC_KPBS.greenhouseexperiment.default1 = Вы посадили несколько семян и наблюдаете, как они растут... часами... #LOC_KPBS.greenhouseexperiment.default2 = Растения раскачиваются на ветру. Что?.. Ветер??? #LOC_KPBS.greenhouseexperiment.MohoSrfLanded1 = Тут жарковато. Растения требуют полива. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded2 = Вулканический туф с поверхности Мохо похоже является неплохим удобрением для растений. #LOC_KPBS.greenhouseexperiment.MohoSrfLanded3 = Низкая гравитация Мохо позволяет растениям вырастать выше обычного. #LOC_KPBS.greenhouseexperiment.EveSrfLanded1 = Даже растения приобретают здесь пурпурный окрас. #LOC_KPBS.greenhouseexperiment.EveSrfLanded2 = Высокая гравитация мешает росту растений. Они растут не ввысь, а вширь. #LOC_KPBS.greenhouseexperiment.EveSrfSplashed1 = Вы полили растения жидкостью из океана Евы. Это была плохая идея! #LOC_KPBS.greenhouseexperiment.EveSrfSplashed2 = Вы не думаете, что жидкость из океана Евы подходит для полива растений. #LOC_KPBS.greenhouseexperiment.GillySrfLanded1 = Весьма трудно удержать почву в горшках из-за низкой гравитации Гилли. #LOC_KPBS.greenhouseexperiment.GillySrfLanded2 = Вам интересно, наслаждаются ли растения видом Евы отсюда так же как вы. #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded = Вы осматриваете растения. Похоже, они растут нормально. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedGrasslands = Растения выглядят сильными и здоровыми. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedMountains = Кажется, разреженная атмосфера в горах пошла на пользу растениям. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedDeserts = Вы задумываетесь, где бы взять воду для полива растений. Вокруг сплошная сушь. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedIceCaps = Здесь даже растения мёрзнут. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedShores = Прибрежный песок слишком солёный, чтобы растения росли здоровыми. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedWater = Избыточная влажность не очень хороша для растений. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedWater = Растения раскачиваются в такт волнам. У вас начинается морская болезнь. #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedShores = Всплески волн периодически бьют в окно. Растениям всё равно. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedLaunchPad = Растения ведут себя обычно. Возможно, это потому, что вы всего в нескольких метрах от старта. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedRunway = Растения ведут себя обычно. Возможно, это потому, что вы всего в нескольких метрах от старта. #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedKSC = Растения ведут себя обычно. Возможно, это потому, что вы всего в нескольких метрах от старта. #LOC_KPBS.greenhouseexperiment.MunSrfLanded1 = Похоже, на Муне растения вырастают более высокими. #LOC_KPBS.greenhouseexperiment.MunSrfLanded2 = Растениям требуется чуть больше воды чем обычно. #LOC_KPBS.greenhouseexperiment.MunSrfLandedMidlands = Растения растут сильными и здоровыми. #LOC_KPBS.greenhouseexperiment.MunSrfLandedNorthernBasin = Некоторые из растений растут здесь лучше чем другие. #LOC_KPBS.greenhouseexperiment.MunSrfLandedPolarCrater = Что-то в местном грунте отравляет растения. Они гибнут! #LOC_KPBS.greenhouseexperiment.MunSrfLandedPoles = В грунте, похоже, есть немного воды. Растения одобряют! #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded1 = Собранный в округе кристаллический грунт не влияет на растения. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded2 = Вы можете поклясться, что некоторые растения зеленее чем обычно. #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded3 = Растения, похоже, растут нормально. Однако, приготовленная из них еда имеет привкус мороженого. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedFlats = Почва с Равнин Минмуса, похоже, содержит больше влаги чем обычно. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedLesserFlats = Почва с Малых Равнин Минмуса, похоже, содержит чуть больше влаги чем обычно. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreatFlats = Почва с Великих Равнин Минмуса, похоже, содержит солёную воду. #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreaterFlats = Вода из почвы Величайших Равнин Минмуса слегка фосфересцирует. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded1 = В почве Дюны мало минералов и питательных веществ. Рост растений замедлился. #LOC_KPBS.greenhouseexperiment.DunaSrfLanded2 = Растения приобретают красноватую окраску из-за состава почвы Дюны. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedLowlands = Почва низменностей Дюны хорошо подходит для выращивания растений. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedMidlands = У растений металлический привкус. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles1 = Талая вода с полюсов, похоже, не влияет на растения. #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles2 = Выглянув наружу, вы думаете, мёрзнут ли растения так же как вы. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded1 = В почве Айка определённо нет воды. Растения придётся поливать чаще. #LOC_KPBS.greenhouseexperiment.IkeSrfLanded2 = Похоже, растения постепенно теряют окраску. #LOC_KPBS.greenhouseexperiment.IkeSrfLandedLowlands = Растения не показывают никаких признаков влияния почвы с низменностей Айка. #LOC_KPBS.greenhouseexperiment.DresSrfLanded1 = Почва Дреса - это в основном реголит. Растениям всё равно. #LOC_KPBS.greenhouseexperiment.DresSrfLanded2 = Вы можете поклясться, что видели в почве какое-то насекомое. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded1 = Почва выглядит столь же солёной как и вода. #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded2 = Вы не знаете, почему, но почва с Лейта, в которой вы выращиваете растения, периодически пропадает. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed1 = Вода с Лейта слишком солёная для растений. #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed2 = Растения раскачиваются в такт волнам. У вас начинается морская болезнь. #LOC_KPBS.greenhouseexperiment.VallSrfLanded1 = Растаянная вечная мерзлота Вэл представляет собой удачную среду для посадки растений. #LOC_KPBS.greenhouseexperiment.VallSrfLanded2 = Вам придётся растопить всю эту вечную мерзлоту прежде чем сажать в неё растения. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded1 = Растения растут нормально. Они почти такой же высоты как на Кербине. #LOC_KPBS.greenhouseexperiment.TyloSrfLanded2 = Плоды растений, выращенных в почве Тайло, ужасны на вкус. #LOC_KPBS.greenhouseexperiment.BopSrfLanded1 = Вы вырастили первое растение на этой планете. И назвали его Боб. #LOC_KPBS.greenhouseexperiment.BopSrfLanded2 = Растения вырастают здесь выше обычного. #LOC_KPBS.greenhouseexperiment.PolSrfLanded1 = Весьма трудно удержать почву в горшках из-за низкой гравитации Пола. #LOC_KPBS.greenhouseexperiment.PolSrfLanded2 = Плоды растений необыкновенно большие. Но зачастую водянистые. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded1 = Здесь очень холодно. Некоторые листья обледенели. #LOC_KPBS.greenhouseexperiment.EelooSrfLanded2 = Низкая инсоляция влияет на рост растений. #LOC_KPBS.centralhub.title = K&K Планетарный Центральный Узел #LOC_KPBS.centralhub.description = Этот массивный центральный узел включает всё, что вам нужно для большой базы на других планетах. Достаточно места для 6 кербалов, центр управления, лабораторию и базовую систему жизнеобеcпечения. #LOC_KPBS.centralhub.tags = control ?eva gyro ?iva moment react torque laboratory research science planetary base center планетарный база контроль команда лаборатория исследование крутящий момент gyro #LOC_KPBS.hal.title = K&K Планетарное Автоматическое Управление «ЭАЛ» #LOC_KPBS.hal.description = Эвристический АЛгоритмический компьютер (ЭАЛ) позволяет автоматически управлять жизнеобеспечением и функционированием базы, пока кербалы отсутствуют или спят. Хотя он и полезен, некоторые кербалы отмечали лёгкое чувство дискомфорта при работе рядом с этим устройством. #LOC_KPBS.hal.tags = cmg command control gyro kerbnet moment probe react sas torque planetary base планетарный база контроль команда крутящий момент зонд gyro кербнет #LOC_KPBS.command.title = K&K Планетарный Модуль Управления #LOC_KPBS.command.description = Этот модуль управления прекрасно вписывается в «Планетарную» линию продукции. Для снижения стоимости, учёные K&K предложили не устанавливать гиродины. Для стационарной базы, расположенной на поверхности планеты, гиродины не требуются, верно? #LOC_KPBS.command.tags = capsule cmg control ?eva gyro ?iva moment react torque command planetary base планетарный база контроль команда крутящий момент gyro #LOC_KPBS.cupola.title = K&K Планетарный Купол #LOC_KPBS.cupola.description = Планетарный Купол был разработан чтобы обеспечить роскошный вид из окон для кербалов на других планетах. Здесь кербал может подумать о смысле жизни и почему он/она застрял(а) на другой планете. #LOC_KPBS.cupola.tags = base capsule cmg command control ?eva gyro ?iva moment outpost pod react torque view planet base panorama планетарный база контроль команда крутящий момент gyro #LOC_KPBS.mal.title = K&K Планетарное Управление Посадкой «ПУЛ» #LOC_KPBS.mal.description = Средство управления при посадке с Посредственно Улучшенной Логикой (ПУЛ) было разработано инженером K&K, рассудившим, что необходимо иметь устройство управления для горизонтальной посадки. Его можно найти либо в психушке, либо обучающим новичков. ПУЛ некоторые называют «туповатым кузеном» ЭАЛ, поскольку он собран из запчастей, не прошедших проверку ОТК для ЭАЛ. #LOC_KPBS.mal.tags = cmg command control gyro kerbnet moment probe react sas torque planetary base планетарный база контроль команда крутящий момент кербнет #LOC_KPBS.service.title = K&K Планетарный Технический Отсек #LOC_KPBS.service.description = Термоустойчивый технический отсек, идеальный выбор для защиты хрупких приборов или размещения небольших компонентов, как то баки для РСУ, батареи и т.д. Этот прекрасно вписываетсяв «Планетарную» линию продукции K&K. #LOC_KPBS.service.tags = bus contain heat hollow protect (stor therm planetary base планетарный база содержать пустотелый защищать #LOC_KPBS.fueltank.title = K&K Топливный Бак X720 #LOC_KPBS.fueltank.description = Большой топливный бак в форм-факторе базы. Только не спрашивайте, для чего вам столько топлива на стационарной базе. #LOC_KPBS.fueltank.tags = fueltank ?lfo liquid oxidizer propellant planetary base планетарный база окислитель ракетное топливо #LOC_KPBS.fueltanksmall.title = K&K Малый Топливный Бак X360 #LOC_KPBS.fueltanksmall.description = Уменьшенный топливный бак в форм-факторе базы. Может использоваться как структурный модуль. #LOC_KPBS.fueltanksmall.tags = fueltank ?lfo liquid oxidizer propellant rocket planetary base планетарный база окислитель ракетное топливо rocket #LOC_KPBS.drill.title = K&K Встроенный Бур #LOC_KPBS.drill.description = Полезный бур для долгосрочных операций на других планетах. Лучше всего работает под управлением опытного инженера. Для рассеивания излишков тепла можно использовать радиаторы. #LOC_KPBS.drill.tags = drill extractor harvest isru mine )mining (ore resource planetary base планетарный база бур выемка заготовка производство ресурсов места добыча (руда ресурс конверт #LOC_KPBS.isru.title = K&K Планетарная Установка Переработки #LOC_KPBS.isru.description = Планетарная Установка Переработки позволяет перерабатывать сырьё в полезные продукты, такие как кислород, водород и гидразин. Эта модель чуть меньше стандартной установки переработки, чтобы уместиться в форм-фактор планетарной базы K&K. Чем больше инженеров, тем выше эффективность. #LOC_KPBS.isru.tags = resources fuel isru convert planetary base планетарный база преобраз производство ресурсов места добыча руда переработка ресурс #LOC_KPBS.lab.title = K&K Планетарная Лаборатория #LOC_KPBS.lab.description = В этой недавно разработанной Планетарной Лаборатории можно наслаждаться преимуществами Мобильной Лаборатории и одновременно понимать, где верх, а где низ. Для тех, кто не сочтёт захватывающим нахождение на другой планете, в ней также предустановлена модификация телескопа «Баббл» чтобы наблюдать за звёздами. #LOC_KPBS.lab.tags = experiment laboratory research science planetary base планетарный база эксперимент лаборатория исследования научный #LOC_KPBS.adapterMK2.title = K&K Адаптер Mk2 #LOC_KPBS.adapterMK2.description = Этот адаптер используется для соединения базы с модулями форм-фактора Mk2. #LOC_KPBS.adapterMK2.tags = cone adapter mk2 planetary base планетарный база адаптер Mk2 конус #LOC_KPBS.adaptersize1.title = K&K Малоразмерный Адаптер #LOC_KPBS.adaptersize1.description = Этот адаптер используется для соединения базы с цилиндрическими модулями диаметром 1.25 м. #LOC_KPBS.adaptersize1.tags = cone adapter mk2 planetary base планетарный база адаптер Mk2 конус #LOC_KPBS.bicoupler.title = K&K Базовый Двойник #LOC_KPBS.bicoupler.description = Поскольку наши инженеры свято уверены, что больше - это лучше, они создали этот двойник для объединения модулей в более аэродинамичную сборку для ракеты. Они полагают, что это ещё и стабильность увеличит. #LOC_KPBS.bicoupler.tags = ?2 adapter two multi (quad planetary base планетарный база двойной адаптер (два сдвоенный много #LOC_KPBS.separator.title = K&K Базовый Отделитель #LOC_KPBS.separator.description = Этот отделитель был разработан для отделения частей планетарной базы в тех случаях, когда инженеры перепутали порядок сборки. Рабочим названием проекта было «запланированно-неожиданно-взрывной расщепляющий трубопровод». Название впоследствие заменили, поскольку пилоты не доверяли модулю с таким названием. #LOC_KPBS.separator.tags = break decouple explo separat split planetary base планетарный база разделение разъединение взрыв раздел разбиение #LOC_KPBS.tricpoupler.title = K&K Базовый Тройник #LOC_KPBS.tricpoupler.description = После грандиозного успеха Базового Двойника, инженеры подумали: А почему бы не сделать ещё больше? Результатом стал этот тройник, позволяющий перевозить по три модуля базы за раз. #LOC_KPBS.tricpoupler.tags = ?3 adapter three multi (quad planetary base планетарный база адаптер много три тройной #LOC_KPBS.heatshield.title = K&K Базовый Абляционный Щит #LOC_KPBS.heatshield.description = Абляционный щит в форм-факторе планетарной базы. Он был разработан после того, как некоторые кербалы пожаловались на кофе, вскипающий при вхождениии в атмосферу. #LOC_KPBS.heatshield.tags = ablat drag entry insulate protect re- therm planetary base планетарный база абляционный сопротивление торможение изоляция защита плотные тепловой щит #LOC_KPBS.twoendcorridorleg.title = K&K Прямой коридор с крепежом для посадочных ног #LOC_KPBS.twoendcorridorleg.description = Короткий коридор с двумя пилонами для размещения посадочных ног или колёс. #LOC_KPBS.twoendcorridorleg.tags = base build center central connect construct hub nexus outpost statio planetary legs adapter планетарный база строить соединять хаб застава центр нексус адаптер #LOC_KPBS.fourendcorridor.title = K&K Крестообразный Коридор #LOC_KPBS.fourendcorridor.description = Этот коридор с четырьмя выходами можно использовать для постройки чего угодно! #LOC_KPBS.fourendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary планетарный база строить соединять хаб застава центр нексус #LOC_KPBS.sixendcorridor.title = K&K Шестиконечный Коридор #LOC_KPBS.sixendcorridor.description = Совместный шедевр от Керман Корридорз и Канализация Инкорпорейтед. Имеет до шести(!) полнофункциональных точек крепления для всех ваших нужд. Лучший модуль, когда вам необходимо построить лабиринт в космосе. #LOC_KPBS.sixendcorridor.tags = base build center central connect construct hub nexus outpost statio planetary планетарный база строить соединять хаб застава центр нексус #LOC_KPBS.corridorairlock.title = K&K Коридорный Шлюз #LOC_KPBS.corridorairlock.description = Наконец-то после долгих лет нытья о невозможности найти выход, Керман Корридорз и Канализация Инкорпорейтед представили Коридорный Шлюз. #LOC_KPBS.corridorairlock.tags = base build center central connect construct hub nexus outpost statio planetary airlock планетарный база строить соединять хаб застава центр нексус #LOC_KPBS.corridorend.title = K&K Коридорный Тупик #LOC_KPBS.corridorend.description = Специальный подарок от Керман Корридорз и Канализация Инкорпорейтед. #LOC_KPBS.corridorend.tags = base build center central connect construct hub nexus outpost statio planetary end планетарный база строить соединять хаб застава центр нексус #LOC_KPBS.crosssection.title = K&K Перекрёсток #LOC_KPBS.crosssection.description = Перекрёсток для создания лабиринтов в космосе. Теперь с дополнительной точкой крепления наверху для постройки башен. #LOC_KPBS.crosssection.tags = base build center central connect construct hub nexus outpost statio planetary планетарный база строить соединять хаб застава центр нексус #LOC_KPBS.corridordock.title = K&K Коридорный Стыковочный Узел #LOC_KPBS.corridordock.description = По причине проблем с совместимостью со стыковочным узлом «Хват-О-Трон» (непредсказуемых взрывов) K&K разработала принципиально новый «легкотолчковый» Коридорный Стыковочный Узел. Он может стыковаться со стандартным стыковочным узлом K&K и подходит ко всем коридорам! #LOC_KPBS.corridordock.tags = berth capture connect couple dock fasten join moor socket planetary base планетарный база причал захват соединение сочленение стыковка крепление больше гнездо #LOC_KPBS.basedock.title = K&K Стыковочный Узел #LOC_KPBS.basedock.description = Стыковочный узел, спецально разработанный для использования с обитаемыми модулями K&K. Все права защищены. Осторожно! Не совместимо с «Хват-О-Трон»-ом по соображениям безопасности! #LOC_KPBS.basedock.tags = berth capture connect couple dock fasten join moor socket planetary base планетарный база причал захват соединение сочленение стыковка крепление больше гнездо #LOC_KPBS.landingengine.title = K&K Посадочный Двигатель LV25 «Сурикат» #LOC_KPBS.landingengine.description = Этот посадочный модуль разработан на основе Планетарного Адаптера K&K. Его разрабатывали совместно с Рокомакс, которая умудрилась уместить в конструкцию два форсированных двигателя 48-7S «Искра». Инженерам удалось удвоить тягу двигателей, заменив турбокомпрессор на «одолженный» у LT-T30. По их заявлениям, шансы критического перегрева выросли незначительно. #LOC_KPBS.landingengine.tags = propuls engine (spider thruster structure planetary base adapter legs landing планетарный база посадочный (реакт ракета (искра #LOC_KPBS.structural.title = K&K Планетарный Адаптер #LOC_KPBS.structural.description = Этот адаптер был разработан после нескольких провальных попыток посадить базу на другую планету. Инженеры K&K обнаружили, что отсутствие возможности закрепить посадочные ноги на многих планетарных модулях ведёт к слишком жёсткой посадке. Этот адаптер позволяет закрепить недостающие детали на базе. Также у него есть бонус в виде небольшого встроенного топливного бака. #LOC_KPBS.structural.tags = structure planetary base adapter legs landing планетарный база адаптер состав ноги #LOC_KPBS.airlockend.title = K&K Шлюз #LOC_KPBS.airlockend.description = Шлюз, который можно разместть в торце базы. #LOC_KPBS.airlockend.tags = planetary base airlock end планетарный база воздушная пробка Шлюз конец #LOC_KPBS.airlockmid.title = K&K Шлюзовая Секция #LOC_KPBS.airlockmid.description = Это шлюз, которого давно ждали все кербалы. Теперь можно входить и выходить с любой из двух сторон! #LOC_KPBS.airlockmid.tags = planetary base airlock end adapter планетарный база воздушная Шлюз конец #LOC_KPBS.garageadapter.title = K&K Гаражный Адаптер #LOC_KPBS.garageadapter.description = Адаптер для присоединения гаража к остальной части базы. #LOC_KPBS.garageadapter.tags = planetary base garage rover payload bay adapter планетарный база пират полезная нагрузка адаптер грузовой отсек гараж #LOC_KPBS.garagecover.title = K&K Гаражная Крышка #LOC_KPBS.garagecover.description = Крышка для нижней части гаража, чтобы обеспечить аэродинамику при запуске. #LOC_KPBS.garagecover.tags = planetary base garage rover payload bay adapter cover protect планетарный база пират полезная нагрузка адаптер грузовой отсек гараж #LOC_KPBS.garagecover.transforms = Малый, Большой, Адаптер #LOC_KPBS.garagedecoupler.title = K&K Гаражный Отделитель #LOC_KPBS.garagedecoupler.description = Полезный отделитель для отделения вашего гаража от ракеты. #LOC_KPBS.garagedecoupler.tags = planetary base garage payload bay decoupler separator планетарный база пират полезная нагрузка адаптер грузовой отсек гараж разделитель Развязка #LOC_KPBS.garagedecoupler.show = Показать Крышку #LOC_KPBS.garagedecoupler.hide = Спрятать Крышку #LOC_KPBS.garagefront.title = K&K Гаражный Фасад #LOC_KPBS.garagefront.description = Передняя часть гаража со встроенной аппарелью. Имеет точки крепления для посадочных ног. #LOC_KPBS.garagefront.tags = planetary base garage rover payload bay adapter door open планетарный база пират полезная нагрузка адаптер грузовой отсек гараж аппарель открытый #LOC_KPBS.garagefront.ramp.toggle = Переключить Аппарель #LOC_KPBS.garagefront.ramp.open = Разложить Аппарель #LOC_KPBS.garagefront.ramp.close = Сложить Аппарель #LOC_KPBS.garageside.title = K&K Гараж с боковыми воротами #LOC_KPBS.garageside.description = Большой гараж с боковыми воротами, которые также служат аппарелями. #LOC_KPBS.garageside.tags = planetary base garage rover payload bay adapter door open планетарный база пират полезная нагрузка адаптер грузовой отсек гараж аппарель открытый #LOC_KPBS.garageside.right.toggle = Переключить Правую Аппарель #LOC_KPBS.garageside.right.open = Разложить Правую Аппарель #LOC_KPBS.garageside.right.close = Сложить Правую Аппарель #LOC_KPBS.garageside.left.toggle = Переключить Левую Аппарель #LOC_KPBS.garageside.left.open = Разложить Левую Аппарель #LOC_KPBS.garageside.left.close = Сложить Левую Аппарель #LOC_KPBS.garagestruct.title = K&K Гаражная Структура #LOC_KPBS.garagestruct.description = Структурный модуль гаража. Имеет две точки крепления для посадочных ног. #LOC_KPBS.garagestruct.tags = planetary base garage rover payload bay legs adapter планетарный база пират полезная нагрузка грузовой отсек гараж #LOC_KPBS.garagesize3.title = K&K Гаражный Адаптер Mk3 и 3.75 м #LOC_KPBS.garagesize3.description = Адаптер для соединения гаража с модулями форм-факторов MK3 или 3.75 м. #LOC_KPBS.garagesize3.tags = planetary base garage rover payload bay adapter планетарный база пират полезная нагрузка грузовой отсек гараж #LOC_KPBS.garagesize3.sizes = 3.75 м, Mk3 #LOC_KPBS.greenhouse.title = K&K Планетарная Теплица #LOC_KPBS.greenhouse.description = K&K разработала эту теплицу для обеспечения кербалов пищей и кислородом во время продолжительных миссий. Однако, после презентации K&K этого инженерного чуда, многие кербалы были разочарованы - модуль оказался не таким уж и тёплым! #LOC_KPBS.greenhouse.tags = planetary base greenhouse food supplies life support snack планетарный база Теплица жизнь поддержка vзапас питание #LOC_KPBS.habitatmk1.title = K&K Планетарный Обитаемый Модуль Mk1 #LOC_KPBS.habitatmk1.description = Первый обитаемый модуль производства K&K. Предоставляет жилое пространство для трёх кербалов. Он не так комфортабелен как версия Mk2, но вполне достаточен для небольших баз. #LOC_KPBS.habitatmk1.tags = planetary base life habitat home living crew bed планетарный база Обитаемый Модуль домой жизнь постель экипаж #LOC_KPBS.habitatmk2.title = K&K Планетарный Обитаемый Модуль Mk2 #LOC_KPBS.habitatmk2.description = K&K с гордостью представляет: Новейший расширяемый обитаемый модуль Mk2. В разложенном состоянии он обеспечивает комфортное проживание четырём кербалам. Если Джеб прольёт кофе - гарантия аннулируется! #LOC_KPBS.habitatmk2.tags = planetary base life habitat home living crew bed планетарный база Обитаемый Модуль домой жизнь постель экипаж #LOC_KPBS.landinggear.title = K&K Присоединяемое Шасси #LOC_KPBS.landinggear.description = Очень полезный вспомогательный модуль. Он позволяет перемещать базу после посадки. Его можно отсоединить, когда необходимость в нём пропадёт. Внимание: колёса шасси не расчитаны на участие в гонках! #LOC_KPBS.landinggear.tags = ground retract roll taxi wheel drive planetary base landing планетарный база поверхность втягивать качение рулежка колесо #LOC_KPBS.landinggear.tooltip = Retractable Landing Gear #LOC_KPBS.bigfoot.title = K&K Низкопрофильная Посадочная нога «Бигфут» #LOC_KPBS.bigfoot.description = Специальный модуль производства K&K, позволяющий с уверенностью ступить на грунт иных планет. Этот модуль встречается чуть чаще, чем реальный бигфут. #LOC_KPBS.bigfoot.tags = ground land leg support planetary base landing leg планетарный база поверхность посадка нога опора #LOC_KPBS.littlefoot.title = K&K Нижняя Посадочная Нога «Маленький Бигфут» #LOC_KPBS.littlefoot.description = Очень специальный модуль производства K&K, у него ещё более низкий профиль. Его можно закрепить на днище модулей, у которых нет точек крепления для посадочных ног. #LOC_KPBS.littlefoot.tags = ground land leg support planetary base landing leg планетарный база поверхность посадка нога опора #LOC_KPBS.reactor.title = K&K Ядерный реактор #LOC_KPBS.reactor.description = Сравнительно небольшой ядерный реактор для вашей базы. Эффективный, но очень дорогой. Хотя один учёный настаивал, что правильно писать 'ядрёный', этот реактор считается относительно безопасным. #LOC_KPBS.reactor.tags = planetary base ec reactor nuclear nucular uran generate #LOC_KPBS.reactor.converter.name = Ядерный реактор #LOC_KPBS.reactor.converter.start = Запустить реактор #LOC_KPBS.reactor.converter.stop = Заглушить реактор #LOC_KPBS.reactor.converter.toggle = Переключить реактор #LOC_KPBS.nuclearfuel.title = K&K Хранилище ядерного топлива #LOC_KPBS.nuclearfuel.description = Хранилище для ядерного топлива и ядерных отходов. Уровень радиации безопасный (если измерять с расстояния в 1км) #LOC_KPBS.nuclearfuel.tags = reactor nuclear fuel storage planetary base uran #LOC_KPBS.centrifuge.title = K&K Центрифуга #LOC_KPBS.centrifuge.description = Эта центрифуга позволяет перерабатывать ядерные отходы, обогащая их до стостояния топливного урана, либо извлекать уран из добытой руды. Также может производить Ксенон как побочный продукт. Требует много энергии для работы. #LOC_KPBS.centrifuge.tags = conver isru mine )mining (ore process resource uranium refine reprocess nuclear nuke nearfuture planetary base #LOC_KPBS.centrifuge.reprocessor.name = Обогатитель урана #LOC_KPBS.centrifuge.reprocessor.start = Начать обогащение #LOC_KPBS.centrifuge.reprocessor.stop = Прекратить обогащение #LOC_KPBS.centrifuge.reprocessor.toggle = Переключить обогащение #LOC_KPBS.centrifuge.xenonextractor.name = Извлечение ксенона #LOC_KPBS.centrifuge.xenonextractor.start = Запустить извлечение ксенона #LOC_KPBS.centrifuge.xenonextractor.stop = Прекратить извлечение ксенона #LOC_KPBS.centrifuge.xenonextractor.toggle = Переключить извлечение ксенона #LOC_KPBS.centrifuge.uraniumextractor.name = Извлечение урана #LOC_KPBS.centrifuge.uraniumextractor.start = Начать извлечение урана #LOC_KPBS.centrifuge.uraniumextractor.stop = Прекратить извлечение урана #LOC_KPBS.centrifuge.uraniumextractor.toggle = Переключить извлечение урана #LOC_KPBS.flatbed.title = K&K Площадка #LOC_KPBS.flatbed.description = Площадка для крепления множества полезных вещей на базе. #LOC_KPBS.flatbed.tags = planetary base store cargo flat #LOC_KPBS.storageend.title = K&K Оконечное Модульное Хранилище #LOC_KPBS.storageend.description = Этот оконечный модуль представляет собой удачное решение для размещения одного контейнера, который вы не знаете куда деть. #LOC_KPBS.storageend.tags = planetary base container rack storage system планетарный база Контейнер стеллаж склад #LOC_KPBS.storagebig.title = K&K Шестиячеечное Модульное Хранилище #LOC_KPBS.storagebig.description = Этот модуль предоставляет удобный способ хранения до 6 различных ресурсов. Теперь к нему прилагается руководство, поясняющее, как соединять трубы, так что теперь у вас не возникнет вопросов вида «стоит ли подсоединять ракетный окислитель к системе жизнеобеспечения?». #LOC_KPBS.storagebig.tags = planetary base container rack storage system планетарный база Контейнер стеллаж склад #LOC_KPBS.storagemedium.title = K&K Четырёхячеечное Модульное Хранилище #LOC_KPBS.storagemedium.description = Прекрасное решение для всех тех, кто не уверен, слишком много у него ресурсов или слишком мало. Это модульное хранилище позволяет разместить до 4 контейнеров. #LOC_KPBS.storagemedium.tags = planetary base container rack storage system планетарный база Контейнер стеллаж склад #LOC_KPBS.storagesmall.title = K&K Двухячеечное Модульное Хранилище #LOC_KPBS.storagesmall.description = Этот модуль предоставляет удобный способ хранения до 2 различных ресурсов. Модификация для очень экономных кербалов. #LOC_KPBS.storagesmall.tags = planetary base container rack storage system планетарный база Контейнер стеллаж склад #LOC_KPBS.storagesize2big.title = K&K Восьмиячеечное Встроенное Модульное Хранилище #LOC_KPBS.storagesize2big.description = Новая встроенная модификация популярного модульного хранилища. В этой большой разновидности размещается до 8 контейнеров. #LOC_KPBS.storagesize2big.tags = planetary base container rack storage system планетарный база Контейнер стеллаж склад #LOC_KPBS.storagesize2small.title = K&K Четырёхячеечное Встроенное Модульное Хранилище #LOC_KPBS.storagesize2small.description = Прекрасное решение для всех тех, кто не уверен, слишком много у него ресурсов или слишком мало. Это модульное хранилище позволяет разместить до 4 контейнеров. #LOC_KPBS.storagesize2small.tags = planetary base container rack storage system планетарный база Контейнер стеллаж склад #LOC_KPBS.containerbattery.title = K&K Контейнер Батареи Z-3K #LOC_KPBS.containerbattery.description = Этот контейнер батареи Z-3K может использоваться для для обеспечения станции электричеством и даёт достаточно мощности для больших, реально больших сабвуферов. При использовани на космическом аппарате гарантия аннулируется! #LOC_KPBS.containerbattery.tags = capacitor cell charge e/c elect pack power volt watt planetary base container планетарный база Контейнер конденсатор ячейка заряд элект пакет питание вольт ватт #LOC_KPBS.containerfuelcell.title = K&K Контейнер Топливного Элемента #LOC_KPBS.containerfuelcell.description = Контейнер содержит батарею топливных элементов для обеспечения вашей станции электричеством. Он превращает топливо в энергию. #LOC_KPBS.containerfuelcell.tags = array bank charge convert e/c elect energ pack power volt watt planetary base container планетарный база Контейнер массив батарея заряд преобраз элект энерг пакет питание вольт ватт #LOC_KPBS.containerliquidfuel.title = K&K Контейнер для Жидкого Топлива #LOC_KPBS.containerliquidfuel.description = Контейнер для жидкого топлива. К сожалению, не пригоден для использования в самолёте. Впрочем, инженеров в космическом центре это не волнует. #LOC_KPBS.containerliquidfuel.tags = fueltank ?lf only propellant tank planetary base container планетарный база Контейнер топливный бак реактивный только топливо #LOC_KPBS.containerore.title = K&K Контейнер для Руды #LOC_KPBS.containerore.description = Большой модульный бак, который можно использовать для хранения сырья. Его также можно использовать как надувной батут. #LOC_KPBS.containerore.tags = black isru mine )mining (ore resource store planetary base container планетарный база Контейнер преобраз производство ресурсов места добыча руда переработка ресурс #LOC_KPBS.containeroresmall.title = K&K Малый Контейнер для Руды #LOC_KPBS.containeroresmall.description = Малый модульный бак, который можно использовать для хранения сырья. #LOC_KPBS.containeroresmall.tags = black isru mine )mining (ore resource store planetary base container планетарный база Контейнер преобраз производство ресурсов места добыча руда переработка ресурс #LOC_KPBS.containerRCS.title = K&K Контейнер для Монотоплива #LOC_KPBS.containerRCS.description = Бак монотоплива в форме, специально приспособленной для работы с модульными хранилищами K&K. Причина, по которой кому-то понадобится столько монотоплива на стационарной базе - всё ещё загадка, которую предстоит разгадать его изобретателям. #LOC_KPBS.containerRCS.tags = fueltank mono monopropellant propellant planetary base container планетарный база Контейнер топливный бак однокомпонентное топливо рсу монотопливо #LOC_KPBS.containerrocktfuelbig.title = K&K Контейнер для Топлива Т400 #LOC_KPBS.containerrocktfuelbig.description = Большой брат «Контейнера для Топлива Т200». Инженеры неохотно принимают его из-за необычной формы. К тому же, они утверждают, что он «громче бумкает» чем его меньший брат. #LOC_KPBS.containerrocktfuelbig.tags = fueltank ?lfo liquid oxidizer propellant planetary base container планетарный база Контейнер топливный бак жидкость окислитель #LOC_KPBS.containerrocktfuelsmall.title = K&K Контейнер для Топлива Т200 #LOC_KPBS.containerrocktfuelsmall.description = Столь же компактный, как и исходный бак T200, этот бак с трудом завоевал признание инженеров. Особенно потму, что его нельзя было использовать привычным образом при сборке ракет. #LOC_KPBS.containerrocktfuelsmall.tags = fueltank ?lfo liquid oxidizer propellant planetary base container планетарный база Контейнер топливный бак жидкость окислитель #LOC_KPBS.containerscience.title = K&K Научный Контейнер #LOC_KPBS.containerscience.description = Новая самодостаточная лаборатория в форм-факторе контейнера K&K. Конгда что-то происходит в невесомости или даже под водой, вы можете провести эксперимент. Наличие мелких деталей внутри делает изделие неподходящим для маленьких детей. Допустимый возраст от 4 до 7 лет. #LOC_KPBS.containerscience.tags = bay experiment lab material research planetary base container планетарный база эксперимент исследование Контейнер отсек эксперимент лаборатория материал исследования #LOC_KPBS.containerxenon.title = K&K Контейнер для Ксенона #LOC_KPBS.containerxenon.description = Для тех, кому не хватает Ксенона. Такое количество благородного газа стоит недёшево, но кого это волнует в космическом агентстве? #LOC_KPBS.containerxenon.tags = fueltank (ion propellant tank planetary base container планетарный база Контейнер топливный бак (ион топливо #LOC_KPBS.containerinventory.title = K&K Контейнер для деталей #LOC_KPBS.containerinventory.description = Небольшой контейнер для хранения деталей, которые могут пригодиться при выходе наружу. Теперь - с замком от воров. #LOC_KPBS.containerinventory.tags = inventory base planetary container IVA usage container планетарный база инвентарь контейнер #LOC_KPBS.containerinventorybig.title = K&K Контейнер для больших деталей #LOC_KPBS.containerinventorybig.description = Крупный контейнер для хранения деталей, которые могут пригодиться при выходе наружу. В этом можно хранить более крупные детали. #LOC_KPBS.containerinventorybig.tags = inventory base planetary container IVA usage container планетарный база инвентарь контейнер #LOC_KPBS.inventorystorage.title = K&K Склад деталей #LOC_KPBS.inventorystorage.description = Большой склад для самых больших деталей. #LOC_KPBS.inventorystoragesmall.title = K&K Склад деталей (малый) #LOC_KPBS.inventorystoragesmall.description = Малый склад для деталей, выполненный в профиле базы. #LOC_KPBS.greenhouseconverter.name = Теплица #LOC_KPBS.greenhouseconverter.start = Начать культивацию #LOC_KPBS.greenhouseconverter.stop = Прекратить культивацию #LOC_KPBS.carbonextractor.name = Регенератор Кислорода #LOC_KPBS.carbonextractor.start = Запустить регенерацию #LOC_KPBS.carbonextractor.stop = Остановить регенерацию #LOC_KPBS.carbonextractor.rate = Скорость регенерации #LOC_KPBS.carbonextractor.rate.change = Изменить скорость регенерации #LOC_KPBS.carbonextractor.tag = Carbon Extractor #LOC_KPBS.waterfilter.name = Установка водоочистки #LOC_KPBS.waterfilter.start = Запустить очистку #LOC_KPBS.waterfilter.stop = Остановить очистку #LOC_KPBS.waterfilter.rate = Скорость очистки #LOC_KPBS.waterfilter.rate.change = Изменить скорость очистки #LOC_KPBS.waterfilter.tag = Water Purifier #LOC_KPBS.lifesupport.name = Жизнеобечспечение #LOC_KPBS.lifesupport.start = Включить жизнеобеcпечение #LOC_KPBS.lifesupport.stop = Выключить жизнеобеспечение #LOC_KPBS.lifesupport.tag = Life Support #LOC_KPBS.habitat.name = Обитаемый Модуль #LOC_KPBS.habitat.start = Включить обитаемый модуль #LOC_KPBS.habitat.stop = Выключить обитаемый модуль #LOC_KPBS.kerbalism.comfort.desc1 = Это и впрямь комфортно - находиться в большом наземном модуле, где есть куда вытянуть ноги. #LOC_KPBS.kerbalism.comfort.desc2 = В этом модуле есть встроенный видеофон, чтобы звонить домой. Очень полезно, когда вы далеко от дома. #LOC_KPBS.kerbalism.comfort.desc3 = Купол обеспечивает расслабляющий панорамный вид на красоты планеты. #LOC_KPBS.kerbalism.comfort.desc4 = Этот зонд снабжён пользовательским интерфейсом ЭАЛ, разработанным для игры в шахматы и ведения философских диспутов с экипажем. Инновационный трюк с «эмоциональной» реакцией интерфейса внушает пользователю сопереживание к программному продукту. #LOC_KPBS.kerbalism.converter = Преобразователь #LOC_KPBS.kerbalism.scrubber = Установка очистки воздуха #LOC_KPBS.kerbalism.harvester = Сборщик урожая #LOC_KPBS.kerbalism.supply = Контейнер припасов #LOC_KPBS.kerbalism.setup.balanced.name = Припасы #LOC_KPBS.kerbalism.setup.balanced.desc = Содержит сбалансированный запас Еды и Воды. #LOC_KPBS.kerbalism.setup.water.name = Вода #LOC_KPBS.kerbalism.setup.food.name = Еда #LOC_KPBS.kerbalism.power = Производство Энергии #LOC_KPBS.kerbalism.sabatier.title = K&K Перерабатывающий Модуль Жизнеобеспечения #LOC_KPBS.kerbalism.sabatier.process = Процесс Сабатье #LOC_KPBS.kerbalism.sabatier.chem = Химическая установка #LOC_KPBS.kerbalism.airfilter.desc = Многозадачный воздушный фильтр. Он позволяет собирать различные ресурсы, такие как кислород и азот, прямо из атмосферы. #LOC_KPBS.kerbalism.airfilter.co2 = Фильтр углекислого газа #LOC_KPBS.kerbalism.airfilter.co2.desc = Извлекает Углекислый газ из атмосферы. #LOC_KPBS.kerbalism.airfilter.ox = Фильтр кислорода #LOC_KPBS.kerbalism.airfilter.ox.desc = Извлекает из атмосферы. #LOC_KPBS.kerbalism.airfilter.ni = Фильтр азота #LOC_KPBS.kerbalism.airfilter.ni.desc = Извлекает Азот из атмосферы. #LOC_KPBS.kerbalism.airfilter.atmo = Атмосферный фильтр. #LOC_KPBS.kerbalism.drill.title = Бур #LOC_KPBS.kerbalism.drill.harvester.title = Добыча руды #LOC_KPBS.kerbalism.drill.harvester.desc = Добвает Руду из грунта. #LOC_KPBS.kerbalism.waterdrill.title = Добыча воды #LOC_KPBS.kerbalism.waterdrill.desc = Добывает Воду из грунта. #LOC_KPBS.kerbalism.waterdrill.drill.title = Бур #LOC_KPBS.kerbalism.isru.water = Электролиз воды #LOC_KPBS.kerbalism.isru.haber = Процесс Габера #LOC_KPBS.kerbalism.isru.anth = Производство перекиси водорода #LOC_KPBS.kerbalism.isru.hydra = Производство гидразина #LOC_KPBS.kerbalism.isru.mre = ЭРР #LOC_KPBS.kerbalism.isru.mre.full = Электролиз Расплавленного Реголита #LOC_KPBS.kerbalism.isru.mre.desc = Извлекает Кислород из Руды. #LOC_KPBS.kerbalism.isru.soe = SOE #LOC_KPBS.kerbalism.isru.soe.full = Твердооксидный электролиз #LOC_KPBS.kerbalism.isru.soe.desc = Превращает Углекислый газ в Кислород, затрачивая много Электроэнергии в процессе. #LOC_KPBS.kerbalism.isru.waste.incinerator = Мусоросжигатель #LOC_KPBS.kerbalism.isru.waste.compressor = Мусорный пресс #LOC_KPBS.kerbalism.isru.sco = Селективное Каталитическое Окисление #LOC_KPBS.kerbalism.centrifge.processs = Ядерная центрифуга #LOC_KPBS.MKS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from uraninite. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.MKS.tcredits.converter = Transport Credits #LOC_KPBS.MKS.tcredits.start = Start T-Credits #LOC_KPBS.MKS.tcredits.stop = Stop T-Credits #LOC_KPBS.epl.cupola.desc = Планетарный Купол был разработан чтобы обеспечить роскошный вид из окон для кербалов на других планетах. Его можно также использовать как наблюдательный пункт для взлётно-посадочных площадок. #LOC_KPBS.epl.centralhub.desc = Этот массивный центральный узел включает всё, что вам нужно для большой базы на других планетах. Достаточно места для 6 кербалов, центр управления, лабораторию и базовую систему жизнеобеcпечения. Его можно также использовать как наблюдательный пункт для взлётно-посадочных площадок. #LOC_KPBS.contract.centralhub = Центральный узел #LOC_KPBS.contract.habitat = Обитаемый модуль #LOC_KPBS.contract.greenhouse = Теплица #LOC_KPBS.deepfreeze.manufacturer = РЕПОСофтТэк #LOC_KPBS.cry5000.title = КРИ-5000 Планетарный модуль глубокой заморозки #LOC_KPBS.cry5000.description = Разработан для длительного хранения до 4 Кербалов. КРИ-5000 использует Гликерол and Электроэенергию для заморозки или оттаивания одного кербала. Пожалуйста убедитесь, что на базе достаточно Электроэнергии. КРИ-5000 поставляется с 50 единицами Гликерола. ВНИМАНИЕ: КРИ-5000 также расходует Электроэнергию ежеминутно для отслеживания жизненных показателей каждого размещённого кербала. Если Электроэнергии для этих целей не хватит, есть риск, что кербалы умрут. #LOC_KPBS.cry5000.tags = deep freeze life support cold ice planetary base cck-lifesupport планетарный база замерзать холодно лед #LOC_KPBS.clykerolcontainer.title = X200 Контейнер Гликерола #LOC_KPBS.clykerolcontainer.description = Для тех, кому нужно много заморозки. С объёмом хранилища в 200 единиц, этот бак должен покрыть все ваши потребности в Гликероле для заморозки. #LOC_KPBS.clykerolcontainer.tags = deep freeze life support cold ice container cryo cck-lifesupport planetary base планетарный база замерзать холодно лед контейнер #LOC_KPBS.metaldrill.title = K&K Бур Металлической Руды #LOC_KPBS.metaldrill.description = Полезный бур для добычи металлической руды на других планетах. #LOC_KPBS.metaldrill.tags = drill extractor harvest metal ore isru mine )mining (ore resource planetary base планетарный база металл бур выемка заготовка производство ресурсов места добыча (руда ресурс конверт #LOC_KPBS.dirtdrill.title = K&K Бур грязи #LOC_KPBS.dirtdrill.description = Полезная дрель для добычи грязи на других планетах. #LOC_KPBS.dirtdrill.tags = drill extractor harvest dirt isru mine )mining (ore resource planetary base планетарный база металл бур выемка заготовка производство ресурсов места добыча (руда ресурс конверт #LOC_KPBS.metalstorage.title = K&K Хранилище Металла X1000 #LOC_KPBS.metalstorage.description = Хранилище для металла. Может использоваться для создания Ракетных Запчастей. #LOC_KPBS.metalstorage.tags = fueltank metal parts launchpad planetary base планетарный база Пусковая Площадка #LOC_KPBS.metalorestorage.title = K&K Хранилище мателлической руды X1000 #LOC_KPBS.metalorestorage.description = Хранилище для металлической руды. Вы можете переплавить руду в металл с помощью Плавильни. #LOC_KPBS.metalorestorage.tags = fueltank metal ore parts launchpad planetary base планетарный база Пусковая Площадка ракета части руды металл #LOC_KPBS.rocketpartsstorage.title = K&K Хранилище Ракетных Запчастей X1000 #LOC_KPBS.rocketpartsstorage.description = Хранилище для ракетных запчастей. Вы можете использовать ракетные запчасти, чтобы собрать новые модные ракеты. #LOC_KPBS.rocketpartsstorage.tags = fueltank rocket parts launchpad planetary base планетарный база Пусковая Площадка ракета #LOC_KPBS.launchpad.title = K&K Пусковая Площадка #LOC_KPBS.launchpad.description = Маленькая пусковая площадка для сборки и запуска ракет на других планетах. #LOC_KPBS.launchpad.tags = rocket start launchpad planetary base планетарный база Пусковая Площадка ракета #LOC_KPBS.launchpad.open = Разложить #LOC_KPBS.launchpad.close = Сложить #LOC_KPBS.partrecycler.title = K&K Модуль Переработки #LOC_KPBS.partrecycler.description = Этот модуль переработки может превратить любой аппарат в металлолом! #LOC_KPBS.partrecycler.tags = smelter metal ore launchpad planetary base планетарный база металл #LOC_KPBS.smelter.title = K&K Плавильня #LOC_KPBS.smelter.description = Плавильню можно использовать для переплаки металлолома или металлической руды в полезный металл. Не трогать! ГОРЯЧО! #LOC_KPBS.smelter.tags = smelter metal ore launchpad planetary base планетарный база руды плавильная печь #LOC_KPBS.smelter.metal.start = Начать плавку металла #LOC_KPBS.smelter.metal.stop = Остановить плавку металла #LOC_KPBS.smelter.scrap.start = Начать переплавку металлолома #LOC_KPBS.smelter.scrap.stop = Остановить переплавку металлолома #LOC_KPBS.workshop.title = K&K Мастерская #LOC_KPBS.workshop.description = Мастерская для производства Ракетных Запчастей. #LOC_KPBS.workshop.tags = workshop metal rocket parts launchpad planetary base планетарный база Мастерская металл #LOC_KPBS.workshop.start = Начать производство запчастей #LOC_KPBS.workshop.stop = Остановить производство запчастей #LOC_KPBS.scrapmetal.title = K&K Хранилище металлолома #LOC_KPBS.scrapmetal.description = Небольшой модуль для хранения металлолома из разобранных ракет. #LOC_KPBS.scrapmetal.tags = fueltank rocket metal scrap launchpad planetary base металл планетарный база ракета лом пусковая платформа топливный бак #LOC_KPBS.materialkits.title = K&K Хранилище комплектов материалов #LOC_KPBS.materialkits.description = Хранилище для комплектов материалов, из которых вы можете собрать забытые на Кербине запчасти. #LOC_KPBS.materialkits.tags = Material OSE kits build workshop planetary base материал база планетарный строить мастерская строить #LOC_KPBS.oseconverter.title = K&K OSE Экстрактор минералов #LOC_KPBS.oseconverter.description = Экстрактор для любых ресурсов, которые могут вам понадобиться в мастерской #LOC_KPBS.oseconverter.tags = Material OSE kits convert extract workshop planetary base база планетарный мастерская экстракт конвертировать #LOC_KPBS.oseconverter.materialkits.name = Комплекты материалов #LOC_KPBS.oseconverter.materialkits.start = Начать производство #LOC_KPBS.oseconverter.materialkits.stop = Остановить производство #LOC_KPBS.oseconverter.prospector.name = Добытчик #LOC_KPBS.oseconverter.prospector.start = Начать добычу #LOC_KPBS.oseconverter.prospector.stop = Остановить добычу #LOC_KPBS.oseresources.title = K&K OSE Хранилище ресурсов #LOC_KPBS.oseresources.description = Небольшой модуль для зранения ресурсов, используемых в OSE мастерской #LOC_KPBS.oseresources.tags = Material OSE kits resources metal rare build workshop planetary base excotic minerals база планетарный строить мастерская строить редкий металл #LOC_KPBS.oseworkshop.title = K&K OSE Мастерсткая #LOC_KPBS.oseworkshop.description = Мастерсткая для производства на месте небольших запчастей для вашей базы #LOC_KPBS.oseworkshop.tags = Material OSE kits build workshop planetary base база планетарный строить мастерская строить #LOC_KPBS.flexiblecorridor.title = K&K Гибкий Коридор #LOC_KPBS.flexiblecorridor.connector = Коридор #LOC_KPBS.flexiblecorridor.description = Гибкий коридор для тех кербонавтов, которые ещё не знают, что хотят построить, на момент запуска ракеты. #LOC_KPBS.flexiblecorridor.tags = KAS base corridor connect flexible планетарный база коридор соединять #LOC_KPBS.groundplate.title = K&K Фундамент [KIS] #LOC_KPBS.groundplate.description = Большой бетонный фундамент для баз и других деталей. Этот модуль должен быть прикручен к земле с помощью гаечного ключа или шуруповёрта. #LOC_KPBS.groundplate.tags = KIS inventory base planetary base plate cck-eva-items планетарный база пластина инвентарь #LOC_KPBS.kisstorage.title = K&K Контейнер для деталей [KIS] #LOC_KPBS.kisstorage.description = Небольшой контейнер для хранения деталей, которые могут пригодиться при выходе наружу. Теперь - с замком от воров. #LOC_KPBS.kisstorage.tags = KIS inventory base planetary container IVA usage container cck-containers планетарный база инвентарь контейнер #LOC_KPBS.kisstoragebig.title = K&K Контейнер для больших деталей [KIS] #LOC_KPBS.kisstoragebig.description = Крупный контейнер для хранения деталей, которые могут пригодиться при выходе наружу. В этом можно хранить более крупные детали. #LOC_KPBS.kisstoragebig.tags = KIS inventory base planetary container IVA usage container cck-containers планетарный база инвентарь контейнер #LOC_KPBS.kisbasestorage.title = K&K Склад деталей [KIS] #LOC_KPBS.kisbasestorage.description = Большой склад для самых больших деталей. #LOC_KPBS.kisbasestoragesmall.title = K&K Склад деталей (малый) [KIS] #LOC_KPBS.kisbasestoragesmall.description = Малый склад для деталей, выполненный в профиле базы. #LOC_KPBS.sepstation.title = K&K Центральная Станция ИИП #LOC_KPBS.sepstation.description = Контейнер для центральной станции инструментального исследования поверхности. Имеет четыре гнезда питания форм-фактора AKI. #LOC_KPBS.sepstation.tags = kis kas surface experiment inventory attachment science eva research scientist engineer sensor container планетарный база эксперимент прикрепление наука исследование инженер датчик контейнер #LOC_KPBS.sepstation.start = Включить #LOC_KPBS.sepstation.stop = Выключить #LOC_KPBS.sepstation.conduct = Начать все эксперименты #LOC_KPBS.airfilter.title = K&K Контейнер с воздушным Фильтром #LOC_KPBS.airfilter.description = Этот модуль системы жизнеобеспечения фильтрует атмосферный воздух из встроенного воздухозаборника, чтобы получить ценные ресурсы. Правило безопасности: Не вставать перед воздухозаборником, когда тот включен на полную мощность. Это обычное бюрократическое требование, никоим образом не связанное с реальным происшествием! #LOC_KPBS.airfilter.tags = life support carbon dioxide co2 filter o2 oxygen container cck-lifesupport планетарный база фильтр жизненная поддержка кислород углекислый газ фильтр контейнер #LOC_KPBS.airfilter.activate = Включить #LOC_KPBS.airfilter.deactivate = Выключить #LOC_KPBS.airfilter.filter.oxygen.name = Фильтр Кислорода #LOC_KPBS.airfilter.filter.oxygen.Запустить = Запустить Фильтр Кислорода #LOC_KPBS.airfilter.filter.oxygen.Остановить = Остановить Фильтр Кислорода #LOC_KPBS.airfilter.filter.hydrogen.name = Фильтр Водорода #LOC_KPBS.airfilter.filter.hydrogen.Запустить = Запустить Фильтр Водорода #LOC_KPBS.airfilter.filter.hydrogen.Остановить = Остановить Фильтр Водорода #LOC_KPBS.airfilter.filter.co2.name = Фильтр Углекислого Газа #LOC_KPBS.airfilter.filter.co2.Запустить = Запустить Фильтр Углекислого Газа #LOC_KPBS.airfilter.filter.co2.Остановить = Остановить Фильтр Углекислого Газа #LOC_KPBS.airfilter.intake = Воздухозаборник #LOC_KPBS.airfilter.ioncross.desc = Этот модуль системы жизнеобеспечения фильтрует атмосферный воздух из встроенного воздухозаборника, чтобы получить кислород и углекислый газ. Правило безопасности: Не вставать перед воздухозаборником, когда тот включен на полную мощность. Это обычное бюрократическое требование, никоим образом не связанное с реальным происшествием! #LOC_KPBS.algaefarm.title = K&K Водорослевая Ферма #LOC_KPBS.algaefarm.description = Малая водорослевая ферма. #LOC_KPBS.algaefarm.description.tacls = Малая водорослевая ферма производит удобрения, необходимые для выращивания еды. Не ешьте удобрения, они невкусные. #LOC_KPBS.algaefarm.description.usils = Малая водорослевая ферма производит удобрения, необходимые для выращивания еды. Не ешьте удобрения, они невкусные. #LOC_KPBS.algaefarm.tags = life support algae fertilizer container cck-lifesupport планетарный база жизненная поддержка водоросли удобрение контейнер #LOC_KPBS.algaefarm.bayname = Конвертер #LOC_KPBS.algaefarm.typename = Фильтр #LOC_KPBS.algaefarm.converter.name = Водорослевая Ферма #LOC_KPBS.algaefarm.converter.tag = Algae Farm #LOC_KPBS.algaefarm.converter.start = Начать культивацию #LOC_KPBS.algaefarm.converter.stop = Прекратить культивацию #LOC_KPBS.algaefarm.converter.dry.name = Водорослевая ферма - Сухая #LOC_KPBS.algaefarm.converter.dry.tag = Algae Farm - Dry #LOC_KPBS.algaefarm.converter.wet.name = Водорослевая ферма - Мокрая #LOC_KPBS.algaefarm.converter.wet.tag = Algae Farm - Wet #LOC_KPBS.algaefarm.converter.green.name = Зелёный Сойлент #LOC_KPBS.algaefarm.converter.green.tag = Green Soylent #LOC_KPBS.algaefarm.converter.green.start = Запустить Зелёный Сойлент #LOC_KPBS.algaefarm.converter.green.stop = Остановить Зелёный Сойлент #LOC_KPBS.algaefarm.converter.red.name = Красный Сойлент #LOC_KPBS.algaefarm.converter.red.tag = Red Soylent #LOC_KPBS.algaefarm.converter.red.start = Запустить Красный Сойлент #LOC_KPBS.algaefarm.converter.red.stop = Остановить Красный Сойлент #LOC_KPBS.carbonextractorcontainer.title = K&K Модуль регенерации кислорода #LOC_KPBS.carbonextractorcontainer.description = Этот модуль системы жизнеобеспечения позволяет переработать углекислый газ в кислород. Не подходит для кербалов с обострённым обонянием. #LOC_KPBS.carbonextractorcontainer.tags = life support TAC converter recycl water carbon co2 oxygen o2 cck-lifesupport планетарный база жизненная поддержка кислород конвертер воды перерабатывать #LOC_KPBS.co2containerbig.title = K&K Контейнер для углекислого газа (большой) #LOC_KPBS.co2containerbig.description = Этот контейнер может хранить большое количество углекислого газа, выдыхаемого кербалами. #LOC_KPBS.co2containerbig.tags = life support carbon dioxide co2 container cck-lifesupport планетарный база жизненная поддержка углекислый газ контейнер #LOC_KPBS.co2containersmall.title = K&K Контейнер для углекислого газа (малый) #LOC_KPBS.co2containersmall.description = Этот контейнер может хранить углекислый газ, выдыхаемый кербалами. #LOC_KPBS.co2containersmall.tags = life support carbon dioxide co2 container cck-lifesupport планетарный база жизненная поддержка углекислый газ контейнер #LOC_KPBS.eclsscontainerbig.title = K&K Контейнер Жизнеобеспечения (большой) #LOC_KPBS.eclsscontainerbig.description = Комбинированное хранилище для углекислого газа и кислорода. Это лучшее решение для кербалов, которые хотят получить максимум от своего пребывания в космосе. #LOC_KPBS.eclsscontainerbig.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport планетарный база жизненная поддержка кислород углекислый газ контейнер #LOC_KPBS.eclsscontainersmall.title = K&K Контейнер Жизнеобеспечения (малый) #LOC_KPBS.eclsscontainersmall.description = Этот контейнер от K&K полон чудесного кислорода, спрос на который у кербалов так велик в последнее время. #LOC_KPBS.eclsscontainersmall.tags = life support carbon dioxide co2 oxygen o2 container cck-lifesupport планетарный база жизненная поддержка кислород углекислый газ контейнер #LOC_KPBS.elektroncontainer.title = K&K Модуль «Электрон» #LOC_KPBS.elektroncontainer.description = Эта электролизная установка может разделять воду на водород и кислород. Обеспечивает кислородом до 8 кераблов. Убедитесь, что не потратили ВСЮ воду, а то кербалы разозлятся. #LOC_KPBS.elektroncontainer.tags = life support TAC converter recycl water hydrogen oxygen o2 cck-lifesupport планетарный база жизненная поддержка кислород конвертер воды перерабатывать контейнер водород #LOC_KPBS.elektroncontainer.converter.name = Электролиз воды #LOC_KPBS.elektroncontainer.converter.start = Запустить электролиз #LOC_KPBS.elektroncontainer.converter.stop = Остановить электролиз #LOC_KPBS.fertilizercontainer.title = K&K Контейнер с удобрениями (большой) #LOC_KPBS.fertilizercontainer.description = Ещё больший контейнер удобрений для выращивания Нямки. Нямка вырастает ещё вкуснее, когда удобрения берутся из этого контейнера. #LOC_KPBS.fertilizercontainer.description.tacls = Ещё более крупный контейнер, полный удобрений для выращивания еды. Еда значительно вкуснее, когда удобрения берутся из этого контейнера. #LOC_KPBS.fertilizercontainer.tags = life support USI fertilizer supplies cck-lifesupport планетарный база жизненная поддержка контейнер удобрение #LOC_KPBS.fertilizercontainersmall.title = K&K Контейнер с удобрениями (малый) #LOC_KPBS.fertilizercontainersmall.description = Контейнер удобрений для выращивания вкуснейшей Нямки! #LOC_KPBS.fertilizercontainersmall.description.tacls = Этот контейнер полон удобрений для выращивания еды в теплицах! #LOC_KPBS.fertilizercontainersmall.tags = life support USI fertilizer supplies cck-lifesupport планетарный база жизненная поддержка контейнер удобрение #LOC_KPBS.foodcontainerbig.title = K&K Контейнер с едой (большой) #LOC_KPBS.foodcontainerbig.description = В этом большом контейнере полно еды. Срок годности истёк вчера! #LOC_KPBS.foodcontainerbig.tags = life support TAC kerbalism food supplies cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.foodcontainersmall.title = K&K Контейнер с едой (малый) #LOC_KPBS.foodcontainersmall.description = Маленький контейнер с едой. Не забывайте запирать от кербалов из Ночного Дожора. #LOC_KPBS.foodcontainersmall.tags = life support TAC kerbalism food supplies cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.greenhousecontainer.title = K&K Контейнер с теплицей #LOC_KPBS.greenhousecontainer.description = Маленькая теплица, в которой можно выращивать еду для кербалов. Компактная контейнерная версия полностью автоматизирована, но имеет меньшую эффективность чем полноразмерная теплица. #LOC_KPBS.greenhousecontainer.tags = life support food produce greenhouse cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.greenhousecontainer.usils.desc = Маленькая теплица, чтобы выращивать больше Нямки. Компактная контейнерная версия полностью автоматизирована, но имеет меньшую эффективность чем полноразмерная теплица. #LOC_KPBS.greenhousecontainer.tacls.desc = Маленькая теплица, в которой можно выращивать еду для кербалов. Компактная контейнерная версия полностью автоматизирована, но имеет меньшую эффективность чем полноразмерная теплица. #LOC_KPBS.greenhousecontainer.tag = Greenhouse #LOC_KPBS.hydrogencontainer.title = K&K Контейнер для водорода #LOC_KPBS.hydrogencontainer.description = Контейнер для хранения водорода, который можно использовать для производства воды и электричества в топливной ячейке. Осторожно! Не применять в ракетах! #LOC_KPBS.hydrogencontainer.tags = life support TAC hydrogen cck-lifesupport планетарный база жизненная поддержка контейнер водород #LOC_KPBS.IFILSbig.title = K&K Контейнер Жизнеобеспечения (большой) #LOC_KPBS.IFILSbig.description = большой контейнер для хранения всего этого славного жизнеобеспчения. Изобретатель контейнера был награждён Кермановской премией в области космических путешествий. #LOC_KPBS.IFILSbig.tags = life support IFI container cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.IFILSsmall.title = K&K Контейнер Жизнеобеспечения (малый) #LOC_KPBS.IFILSsmall.description = Заполнен всем жизненно необходимым для кербала: плюшевыми мишками, настольными играми и даже едой! #LOC_KPBS.IFILSsmall.tags = life support IFI container cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.ioncrossbig.title = K&K Контейнер Жизнеобеспечения (большой) #LOC_KPBS.ioncrossbig.description = Комбинированное хранилище для углекислого газа и кислорода. Это лучшее решение для кербалов, которые хотят получить максимум от своего пребывания в космосе. #LOC_KPBS.ioncrossbig.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport планетарный база жизненная поддержка кислород углекислый газ контейнер #LOC_KPBS.ioncrosssmall.title = Контейнер Жизнеобеспечения (малый) #LOC_KPBS.ioncrosssmall.description = Этот контейнер от K&K полон чудесного кислорода, спрос на который у кербалов так велик в последнее время. #LOC_KPBS.ioncrosssmall.tags = life support ioncross oxygen o2 carbon dioxide co2 container cck-lifesupport планетарный база жизненная поддержка кислород углекислый газ контейнер #LOC_KPBS.kerbalismcontainerbig.title = K&K Контейнер Жизнеобеспечения (большой) #LOC_KPBS.kerbalismcontainerbig.description = Комбинированное хранилище для кислорода и еды. Это лучшее решение для кербалов, которые хотят получить максимум от своего пребывания в космосе. #LOC_KPBS.kerbalismcontainerbig.tags = life support kerbalism food oxygen o2 container cck-lifesupport планетарный база жизненная поддержка кислород контейнер #LOC_KPBS.kerbalismcontainersmall.title = K&K Контейнер Жизнеобеспечения (малый) #LOC_KPBS.kerbalismcontainersmall.description = TЭтот контейнер от K&K полон чудесных кислорода и еды, спрос на которые у кербалов так велик в последнее время. #LOC_KPBS.kerbalismcontainersmall.tags = life support kerbalism food oxygen o2 container cck-lifesupport планетарный база жизненная поддержка кислород контейнер #LOC_KPBS.mulchcontainerbig.title = K&K Контейнер для мульчи (большой) #LOC_KPBS.mulchcontainerbig.description = Большой контейнер, чтобы хранить мульчу. Не перепутайте с Нямкой! #LOC_KPBS.mulchcontainerbig.tags = life support USI mulch waste container cck-lifesupport планетарный база жизненная поддержка контейнер отходы #LOC_KPBS.mulchcontainersmall.title = K&K Контейнер для мульчи (малый) #LOC_KPBS.mulchcontainersmall.description = Этот контейнер содержит те вещи, которые когда-то были Нямкой. #LOC_KPBS.mulchcontainersmall.tags = life support USI mulch waste container cck-lifesupport планетарный база жизненная поддержка контейнер отходы #LOC_KPBS.nitrogencontainer.title = K&K Контейнер для азота #LOC_KPBS.nitrogencontainer.description = Контейнер для хранения азота, необходимого для поддержания давления в кабине аппарата. #LOC_KPBS.nitrogencontainer.tags = life support kerbalism nitrogen cck-lifesupport планетарный база жизненная поддержка контейнер азот #LOC_KPBS.nomscontainerbig.title = K&K Контейнер припасов (большой) #LOC_KPBS.nomscontainerbig.description = Теперь ещё больше Нямки! #LOC_KPBS.nomscontainerbig.tags = life support USI supplies food container cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.nomscontainersmall.title = K&K Контейнер припасов (малый) #LOC_KPBS.nomscontainersmall.description = Контейнер, полный вкуснейшей Нямки! Осторожно, не попадите в мышеловки. #LOC_KPBS.nomscontainersmall.tags = life support USI supplies food container cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.oxygencontainerbig.title = K&K Контейнер с кислородом (большой) #LOC_KPBS.oxygencontainerbig.description = Чтобы заполнить рыночную нишу в больших объёмах хранения кислорода, K&K разработала это произведение искусства. #LOC_KPBS.oxygencontainerbig.tags = life support oxygen o2 container cck-lifesupport планетарный база жизненная поддержка кислород контейнер #LOC_KPBS.oxygencontainersmall.title = K&K Контейнер с кислородом (малый) #LOC_KPBS.oxygencontainersmall.description = Этот контейнер от K&K полон чудесного кислорода, спрос на который у кербалов так велик в последнее время. #LOC_KPBS.oxygencontainersmall.tags = life support oxygen o2 container cck-lifesupport планетарный база жизненная поддержка кислород контейнер #LOC_KPBS.sabatiercontainer.title = K&K Контейнер с реактором Сабатье #LOC_KPBS.sabatiercontainer.description = Реактор производит воду из углекислого газа и водорода. При использовании угарного газа гарантия аннулируется. #LOC_KPBS.sabatiercontainer.tags = life support TAC converter sabatier hydrogen container cck-lifesupport планетарный база жизненная поддержка конвертер контейнер водород #LOC_KPBS.sabatiercontainer.converter.name = Реактор Сабатье #LOC_KPBS.sabatiercontainer.converter.start = Запустить реактор #LOC_KPBS.sabatiercontainer.converter.stop = Остановить реактор #LOC_KPBS.sabatiercontainer.converter.tag = Life Support #LOC_KPBS.snackscontainerbig.title = K&K Контейнер с вкусняшками (большой) #LOC_KPBS.snackscontainerbig.description = Самый большй и самый популярный контейнер с вкусняшками. K&K также с гордостью представляет новый механизм охлаждения, позволяющий избежать странного вкуса в долгих путешествиях. #LOC_KPBS.snackscontainerbig.tags = life support food snack container cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.snackscontainersmall.title = K&K Контейнер с вкусняшками (малый) #LOC_KPBS.snackscontainersmall.description = Полностью забит тем, что нужно для жизнеобечпечения кербала, но в основном - вкусняшками. Обратите внимание на метки срока годности. #LOC_KPBS.snackscontainersmall.tags = life support food snack container cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.taclscontainerbig.title = K&K Контейнер Жизнеобеспечения (большой) #LOC_KPBS.taclscontainerbig.description = Самый большой контейнер для всех нужд жизнеобеспечения. Полностью оснашён всем, что может понадобиться кербалу! #LOC_KPBS.taclscontainerbig.tags = life support food water oxygen o2 TAC container cck-lifesupport планетарный база жизненная поддержка кислород воды контейнер #LOC_KPBS.taclscontainersmall.title = K&K Контейнер Жизнеобеспечения (малый) #LOC_KPBS.taclscontainersmall.description = Уменьшенный вариант всестороннего решения вопросов жизнеобеспечения от K&K. #LOC_KPBS.taclscontainersmall.tags = life support food water oxygen o2 TAC container cck-lifesupport планетарный база жизненная поддержка кислород воды контейнер #LOC_KPBS.taclswasteproductcontainerbig.title = K&K Контейнер для отходов (большой) #LOC_KPBS.taclswasteproductcontainerbig.description = Большой универсальный контейнер для отходов. #LOC_KPBS.taclswasteproductcontainerbig.tags = life support waste wastewater TAC container cck-lifesupport планетарный база жизненная поддержка контейнер Сточные Воды отходы #LOC_KPBS.taclswasteproductcontainersmall.title = K&K Контейнер для отходов (малый) #LOC_KPBS.taclswasteproductcontainersmall.description = Уменьшенный контейнер для всех ваших отходов. #LOC_KPBS.taclswasteproductcontainersmall.tags = life support waste wastewater TAC container cck-lifesupport планетарный база жизненная поддержка контейнер Сточные Воды отходы #LOC_KPBS.airscrubbercontainer.title = K&K Регенератор кислорода #LOC_KPBS.airscrubbercontainer.description = В этом контейнере расположена система регенерации кислорода, призванная сократить потребление припасов. Хотя и не очень эффективная, она обрабатывает большие объёмы воздуха. Вернер фон Керман настаивает, что это не просто кучака автомобильных освежителей воздуха в банке. #LOC_KPBS.airscrubbercontainer.tags = life support converter recycl cck-lifesupport air планетарный база жизненная поддержка конвертер перерабатывать контейнер #LOC_KPBS.usilscontainerbig.title = K&K Контейнер жизнеобеспечения (большой) #LOC_KPBS.usilscontainerbig.description = Этот контейнер предоставляет всё, что вам нужно для длительного пребывания на других планетах. Во всяком случае, так утверждают инженеры. #LOC_KPBS.usilscontainerbig.tags = life support USI mulch fertilizer supplies container cck-lifesupport планетарный база жизненная поддержка контейнер удобрение мульча #LOC_KPBS.usilscontainersmall.title = K&K Контейнер жизнеобеспечения (малый) #LOC_KPBS.usilscontainersmall.description = Этот контейнер предоставляет небольшое количество всего, что вам нужно для длительного пребывания на других планетах. Не забудьте упаковать дополнительную Нямку. #LOC_KPBS.usilscontainersmall.tags = life support USI mulch fertilizer supplies container cck-lifesupport планетарный база жизненная поддержка контейнер удобрение мульча #LOC_KPBS.usilsrecyclercontainer.title = K&K Модуль Переработки #LOC_KPBS.usilsrecyclercontainer.description = Устройства в этом контейнере позволяют вам переработать часть припасов. #LOC_KPBS.usilsrecyclercontainer.tags = life support recycler supplies mulch container cck-lifesupport планетарный база жизненная поддержка контейнер мульча #LOC_KPBS.wastecontainerbig.title = K&K Контейнер для отходов (большой) #LOC_KPBS.wastecontainerbig.description = Этот большой контейнер можно заполнить отходами ежедневной жизнедеятельности кербала. Крышка герметически закрывается для предотвращения вони. #LOC_KPBS.wastecontainerbig.tags = waste life support container TAC kerbalism cck-lifesupport планетарный база жизненная поддержка контейнер отходы #LOC_KPBS.wastecontainersmall.title = K&K Контейнер для отходов (малый) #LOC_KPBS.wastecontainersmall.description = Небольшой контейнер для органических отходов, обычно производимых кербалом. Не использовать для сломанной электроники! #LOC_KPBS.wastecontainersmall.tags = waste life support container TAC kerbalism cck-lifesupport планетарный база жизненная поддержка контейнер отходы #LOC_KPBS.wastewatercontainerbig.title = K&K Контейнер для грязной воды (большой) #LOC_KPBS.wastewatercontainerbig.description = Большой контейнер для грязной воды. Соблюдайте осторожность, не допуская протечек. #LOC_KPBS.wastewatercontainerbig.tags = waste water life support container TAC cck-lifesupport планетарный база жизненная поддержка воды контейнер отходы #LOC_KPBS.wastewatercontainersmall.title = K&K Контейнер для грязной воды (малый) #LOC_KPBS.wastewatercontainersmall.description = Небольшой контейнер для грязной воды. НЕ ПИТЬ! #LOC_KPBS.wastewatercontainersmall.tags = waste water life support container TAC cck-lifesupport планетарный база жизненная поддержка воды контейнер отходы #LOC_KPBS.watercontainerbig.title = K&K Контейнер с водой (большой) #LOC_KPBS.watercontainerbig.description = Он расчитан на долговременный запас питьевой воды. Не купаться! Не нырять! #LOC_KPBS.watercontainerbig.tags = Water life support container USI TAC cck-lifesupport планетарный база жизненная поддержка воды контейнер #LOC_KPBS.watercontainersmall.title = K&K Контейнер с водой (малый) #LOC_KPBS.watercontainersmall.description = Небольшой контейнер с водой. Её можно пить, мыться ей, а также устроить стирку или водные горки. #LOC_KPBS.watercontainersmall.tags = Water life support container USI TAC cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.waterpurifiercontainer.title = K&K Модуль Водоочистки #LOC_KPBS.waterpurifiercontainer.description = С помощью двух фильтров из активированного угля, центрифуги и других совершенно секретных деталей, устройство в этом контейнере способно очистить грязную воду до состояния питьевой... ну, почти. Подходит только для кербонавтов! #LOC_KPBS.waterpurifiercontainer.tags = Water Purifier life support container TAC cck-lifesupport планетарный база жизненная поддержка воды контейнер #LOC_KPBS.waterdrill.title = K&K Встроенный Водяной Бур #LOC_KPBS.waterdrill.description = Модификация Встроенного Бура. Вместо руды он будет добывать воду. Не пейте её, пока она не пройдёт очистку. #LOC_KPBS.waterdrill.tags = life support drill water cck-lifesupport планетарный база жизненная поддержка контейнер #LOC_KPBS.waterdrill.drill.name = Водяной Бур #LOC_KPBS.waterdrill.drill.start = Запустить Водяной Бур #LOC_KPBS.waterdrill.drill.stop = Остановить Водяной Бур #LOC_KPBS.orbitalscanner.title = K&K Узкополосный Сканер Воды M335 #LOC_KPBS.orbitalscanner.description = Идеален для гидрологической разведки потенциальных точек посадки. Этот сканер даёт детальную информацию о водных ресурсах планеты или луны, на орбите которой находится. Данные ограничены участком поверхности непосредственно под сканером. #LOC_KPBS.orbitalscanner.tags = isru mine )mining (ore prospect resource sensor scanner water планетарный база жизненная поддержка воды контейнер #LOC_KPBS.surfacescanner.title = K&K Модуль поверхностного поиска воды #LOC_KPBS.surfacescanner.description = Небольшой модуль для поиска следов воды на поверхности планеты. Собранные им данные можно использовать для уточнения данных, полученных при орбитальном сканировании. #LOC_KPBS.surfacescanner.tags = isru mine )mining (water prospect resource scanner sensor планетарный база жизненная поддержка воды контейнер #LOC_KPBS.usirecycler.title = K&K Модуль Переработки #LOC_KPBS.usirecycler.description = Модуль переработки может использоваться для снижения потребления припасов жизнеобеспечения. #LOC_KPBS.usirecycler.tags = life support usi mulch supplies cck-lifesupport planetary base recycler планетарный база жизненная поддержка контейнер #LOC_KPBS.MKS.wolfterminal.title = K&K WOLF Terminal #LOC_KPBS.MKS.wolfterminal.description = Where Kerbals go when they want to hitch a ride on a WOLF transport route. #LOC_KPBS.MKS.wolfterminal.tags = usi planetary base terminal wolf cck-usi-wolf #LOC_KPBS.MKS.workshop.title = K&K Workshop #LOC_KPBS.MKS.workshop.description = Finally a place for hiding Bill. Keeps the colony machinery running at peak performance (as certified by Bill). Also includes a miniature machine shop. #LOC_KPBS.MKS.workshop.tags = cck-usi-manufacturing\tusi mks workshop repair #LOC_KPBS.MKS.workshop.mkit.name = MaterialKits #LOC_KPBS.MKS.workshop.mkit.start = Start MaterialKits #LOC_KPBS.MKS.workshop.mkit.stop = Stop MaterialKits #LOC_KPBS.MKS.workshop.machinery.name = Machinery #LOC_KPBS.MKS.workshop.machinery.start = Start Machinery #LOC_KPBS.MKS.workshop.machinery.stop = Stop Machinery #LOC_KPBS.MKS.workshop.shop.name = Machine Shop #LOC_KPBS.MKS.workshop.shop.start = Start Machine Shop #LOC_KPBS.MKS.workshop.shop.stop = Stop Machine Shop } } } UrlConfig { parentUrl = PlanetaryBaseInc/Localization/zh-cn.cfg Localization { zh-cn { #LOC_KPBS.agency = K&K高级轨道与地面建筑公司 #LOC_KPBS.agency.desc = 这家公司是太空行业的新面孔。在折腾了一段时间的活动板房之后,其主要业务转向了太空旅行和外星球设施方向。他们年轻的CEO希望K&K能成为引领市场潮流的品牌,于是他们家的工程师会有点急于求成而且偶尔会出错,不过他们还是在尽全力保持自己人性化和注重安全的形象。 #LOC_KPBS.nuclearfuel.transferstate = 转移状态 #LOC_KPBS.nuclearfuel.fuel.transfer = 转移 <<1>> #LOC_KPBS.nuclearfuel.error.skill = 需要Kerbal等级 <<1>> <<2>> 在舱内以转移 <<3>>. #LOC_KPBS.nuclearfuel.error.running = 不能在核反应堆运行时转移燃料。 #LOC_KPBS.nuclearfuel.error.noFuel = 这个部件没有任何 <<1>>. #LOC_KPBS.nuclearfuel.error.noTarget = 没有转移目标 <<1>> #LOC_KPBS.nuclearfuel.status.selecting = 选择目标至 <<1>> #LOC_KPBS.nuclearfuel.target.next = 选择下一个目标 #LOC_KPBS.nuclearfuel.target.prev = 选择上一个目标 #LOC_KPBS.nuclearfuel.startTransfer = 开始转移 #LOC_KPBS.nuclearfuel.stopTransfer = 停止转移 #LOC_KPBS.nuclearfuel.cancelTransfer = 取消转移 #LOC_KPBS.nuclearfuel.status.transfering = 正在转移 <<1>> #LOC_KPBS.filtersettings.name = 过滤器设置 #LOC_KPBS.filtersettings.section = 行星基地系统 #LOC_KPBS.filtersettings.desc = 在功能过滤器中编组所有部件 #LOC_KPBS.filtersettings.tooltip = 在功能过滤器中将所有部件放入同一分类 #LOC_KPBS.resourceconverter.name = 资源转换器 #LOC_KPBS.resourceconverter.speed = 转换速度 #LOC_KPBS.resourceconverter.dumpoxygen = Dump Excess Oxygen #LOC_KPBS.corridornode.name = 自适应部件 #LOC_KPBS.corridornode.info = 该部件会根据与其相连的其他部件改变其外观 #LOC_KPBS.dependendlight.action.on = 开灯 #LOC_KPBS.dependendlight.action.off = 关灯 #LOC_KPBS.dependendlight.status.on = 开 #LOC_KPBS.dependendlight.status.off = 关 #LOC_KPBS.dependendlight.status.turningon = 正在开灯… #LOC_KPBS.dependendlight.status.turningoff = 正在关灯… #LOC_KPBS.meshtoggle.show = 显示材质 #LOC_KPBS.meshtoggle.hide = 隐藏材质 #LOC_KPBS.meshtoggle.toggle = 切换材质显示 #LOC_KPBS.modelswitch.name = 切换模型 #LOC_KPBS.modelswitch.model = 模型 #LOC_KPBS.modelswitch.models = 可切换模型: #LOC_KPBS.greenhousemodule.name = 温室 #LOC_KPBS.greenhousemodule.status = 温室状态 #LOC_KPBS.greenhousemodule.nocrew = 没有乘员! #LOC_KPBS.greenhousemodule.operational = 正常运行 #LOC_KPBS.greenhousemodule.speed = 生产速度 #LOC_KPBS.greenhousemodule.info.min = "运转所需最小乘员数:" #LOC_KPBS.greenhousemodule.info.at = 人时有 #LOC_KPBS.greenhousemodule.info.efficiency = 效率 #LOC_KPBS.greenhousemodule.info.max = 达到最大效率需要: #LOC_KPBS.greenhousemodule.info.kerbals = 名坎巴拉人 #LOC_KPBS.planetarymodule.name = 可收放部件 #LOC_KPBS.planetarymodule.deploy = 展开 #LOC_KPBS.planetarymodule.retract = 收回 #LOC_KPBS.planetarymodule.status = 状态 #LOC_KPBS.planetarymodule.action.toggle = 收放设备 #LOC_KPBS.planetarymodule.action.retract = 收回 #LOC_KPBS.planetarymodule.action.deploy = 展开 #LOC_KPBS.planetarymodule.status.retracted = 已收回 #LOC_KPBS.planetarymodule.status.deployed = 已展开 #LOC_KPBS.planetarymodule.status.deploying = 正在展开… #LOC_KPBS.planetarymodule.status.retracting = 正在收回… #LOC_KPBS.planetarymodule.info1 = \n乘员容量\n 收回状态:\t #LOC_KPBS.planetarymodule.info2 = \n 展开状态:\t #LOC_KPBS.categoryfilter.function.name = 行星表面建筑 #LOC_KPBS.categoryfilter.category.lifesupport = 生命维持系统 #LOC_KPBS.greenhouseexperiment.title = 植物生长研究 #LOC_KPBS.greenhouseexperiment.conduct = 进行植物生长研究 #LOC_KPBS.greenhouseexperiment.discard = 抛弃植物样本 #LOC_KPBS.greenhouseexperiment.review = 查看植物样本 #LOC_KPBS.greenhouseexperiment.collect = 收集植物样本 #LOC_KPBS.greenhouseexperiment.default1 = 你种下了一些种子,然后盯着生长中的植物...看了几个小时。 #LOC_KPBS.greenhouseexperiment.default2 = 植物在风中摇晃。等一下...风? #LOC_KPBS.greenhouseexperiment.MohoSrfLanded1 = 这里有点热。需要给植物多浇点水。 #LOC_KPBS.greenhouseexperiment.MohoSrfLanded2 = Moho地表的火山物质看样子是很好的植物肥料。 #LOC_KPBS.greenhouseexperiment.MohoSrfLanded3 = Moho的低重力让植物比平时长得更高了。 #LOC_KPBS.greenhouseexperiment.EveSrfLanded1 = 这里的植物似乎也有紫色的色彩。 #LOC_KPBS.greenhouseexperiment.EveSrfLanded2 = 过高的重力影响了植物的生长. 他们越来越粗。 #LOC_KPBS.greenhouseexperiment.EveSrfSplashed1 = 你用在Eve取得的液体给植物浇水. 这可不是一个好主意! #LOC_KPBS.greenhouseexperiment.EveSrfSplashed2 = 你认为从Eve得来的液体对植物是有害的。 #LOC_KPBS.greenhouseexperiment.GillySrfLanded1 = 由于Gilly较低的重力,你很难将土壤保持在原来的位置上。 #LOC_KPBS.greenhouseexperiment.GillySrfLanded2 = 不知道这些植物是不是和你一样喜欢Eve的风景。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded = 你研究了你的植物. 它们看起来和平常没什么两样。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedGrasslands = 植物看起来健康粗壮。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedMountains = 山中较低的大气密度看起来对植物有好处。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedDeserts = 你开始想知道从哪能给它们找到水。它们快被烤干了。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedIceCaps = 在这里,植物看起来快要被冻住了。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedShores = 海岸上沙土过高的盐分似乎恶化了植物的生长。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedWater = 水分对植物来说有点多了。 #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedWater = 植物像海浪一样摇摆,你开始感觉有点晕船了。 #LOC_KPBS.greenhouseexperiment.KerbinSrfSplashedShores = 海浪偶尔溅到窗户上,不过这些植物并不在意。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLanded发射台 = 植物没有表现出任何变化。 这可能是因为你离起点没有几米远。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedRunway = 植物没有表现出任何变化。这可能是因为你还在坎星的跑道上。 #LOC_KPBS.greenhouseexperiment.KerbinSrfLandedKSC = 植物植物没有表现出任何变化。这可能是因为你才刚出KSC的大门。 #LOC_KPBS.greenhouseexperiment.MunSrfLanded1 = 植物在这里看起来高了一点。 #LOC_KPBS.greenhouseexperiment.MunSrfLanded2 = 植物需要的水看起来比平常更多了。 #LOC_KPBS.greenhouseexperiment.MunSrfLandedMidlands = 植物成长的健康又粗壮。 #LOC_KPBS.greenhouseexperiment.MunSrfLandedNorthernBasin = 一些植物看起来比其他的长得更好了。 #LOC_KPBS.greenhouseexperiment.MunSrfLandedPolarCrater = 灰尘中的一些东西看起来对植物是有毒的。它们要挂了! #LOC_KPBS.greenhouseexperiment.MunSrfLandedPoles = 这里的灰尘中看起来含有一点水分. 植物很喜欢! #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded1 = 周围结晶状的土壤对植物没什么影响。 #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded2 = 你发誓有些植物比平常多了点蓝绿色。 #LOC_KPBS.greenhouseexperiment.MinmusSrfLanded3 = 看起来和平常长得差不多。 为什么食物尝起来有点像冰激凌。 #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedFlats = Minmus的平原的土壤看起来比平常多一点点水分。 #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedLesserFlats = Minmus的小平原的土壤看起来比平常多一点点水分。 #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreatFlats = Minmus大平原的土壤中的水看起来是咸的。 #LOC_KPBS.greenhouseexperiment.MinmusSrfLandedGreaterFlats = Minmus超大平原中土壤中水好像是发光的。 #LOC_KPBS.greenhouseexperiment.DunaSrfLanded1 = Dnua的土壤中只含有少量的矿物和养分。植物长得很慢。 #LOC_KPBS.greenhouseexperiment.DunaSrfLanded2 = 在Duna红色的土壤里,植物变得有点红了。 #LOC_KPBS.greenhouseexperiment.DunaSrfLandedLowlands = Duna的低地的土壤似乎更适合培养植物。 #LOC_KPBS.greenhouseexperiment.DunaSrfLandedMidlands = 有了一些金属味。 #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles1 = 极地的冰水看起来并没有影响到植物。 #LOC_KPBS.greenhouseexperiment.DunaSrfLandedPoles2 = 当然你向外看的时候,你想知道植物是不是比你还冷。 #LOC_KPBS.greenhouseexperiment.IkeSrfLanded1 = 很显然Ike的土壤里没有一点水分。 你不得不给植物多浇点水。 #LOC_KPBS.greenhouseexperiment.IkeSrfLanded2 = 看起来颜色变淡了。 #LOC_KPBS.greenhouseexperiment.IkeSrfLandedLowlands = 植物在Ike的低地的土壤里看起来没有任何被影响迹象。 #LOC_KPBS.greenhouseexperiment.DresSrfLanded1 = Dres的土壤看起来风化的很严重。植物看起来对此并不在意。 #LOC_KPBS.greenhouseexperiment.DresSrfLanded2 = 你发誓这里的土壤里好像是有某种昆虫。 #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded1 = 土壤看起来就和这的水一样咸。 #LOC_KPBS.greenhouseexperiment.LaytheSrfLanded2 = 你不知道为什么有时候你从Laythe拿来种植物的土壤会消失。 #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed1 = Laythe的水对植物来说含盐太多了。 #LOC_KPBS.greenhouseexperiment.LaytheSrfSplashed2 = 植物像海浪一样摇摆。你开始感觉有点晕船了。 #LOC_KPBS.greenhouseexperiment.VallSrfLanded1 = Val的永冻土地可以成为植物很好的生长环境,万一它们能化开的话。 #LOC_KPBS.greenhouseexperiment.VallSrfLanded2 = 你必须等所有的土化开之后才能拿它们种植物。 #LOC_KPBS.greenhouseexperiment.TyloSrfLanded1 = 植物看起来和平常差不多。 它们甚至比在坎星长得更好了。 #LOC_KPBS.greenhouseexperiment.TyloSrfLanded2 = Tylo的土种出来的水果真实太难吃了。 #LOC_KPBS.greenhouseexperiment.BopSrfLanded1 = 在这个星球上长出的第一株植物,被取名叫Bob。 #LOC_KPBS.greenhouseexperiment.BopSrfLanded2 = 植物在这里长得更大了。 #LOC_KPBS.greenhouseexperiment.PolSrfLanded1 = 由于Pol的重力很低,所以很难把土壤保持在原来的位置。 #LOC_KPBS.greenhouseexperiment.PolSrfLanded2 = 植物的果实异常的大。 但是它们尝起来像水一样一点味没有。 #LOC_KPBS.greenhouseexperiment.EelooSrfLanded1 = 这里很冷。 几株植物的叶子看上去都被冻住了。 #LOC_KPBS.greenhouseexperiment.EelooSrfLanded2 = 低强度的光照似乎是影响了植物的生长。 #LOC_KPBS.centralhub.title = K&K行星基地中央控制室 #LOC_KPBS.centralhub.description = 这个大型控制中心可以满足你在其他星球建立基地的一切需要。足够6个小绿人的空间 ,一个控制中心,一个实验室和一个基本的生命维持系统。 #LOC_KPBS.centralhub.tags = control ?eva gyro ?iva moment react steer torque laboratory research science 行星 基地 center #LOC_KPBS.hal.title = K&K行星基地自动控制系统"HAL" #LOC_KPBS.hal.description = 行星基地控制系统 (HAL) 可以自动控制生命维持系统和基本功能,在小绿人打盹的时候。尽管它非常方便, 还是有一部分小绿人反应在它附近工作的时候有不适感。 #LOC_KPBS.hal.tags = cmg command control gyro kerbnet moment probe react sas steer torque 行星 基地 #LOC_KPBS.command.title = K&K行星基地指挥模块 #LOC_KPBS.command.description = 这个指令模块完全符合“行星”产品系列。 为了节约成本, K&K的科学家依然去掉了它的轮子. 很显然固定的基地不需要轮子,不是吗? #LOC_KPBS.command.tags = capsule cmg control ?eva gyro ?iva moment react torque command 行星 基地 #LOC_KPBS.cupola.title = K&K行星基地穹顶舱 #LOC_KPBS.cupola.description = 穹顶舱可以在其他星球给小绿人提供一个非常好的视角。 在这里小绿人可以思考生命的意义以及为什么他/她被困在另一个星球上了。 #LOC_KPBS.cupola.tags = base capsule cmg command control ?eva gyro ?iva moment outpost pod react torque view 行星 基地 全景 #LOC_KPBS.mal.title = K&K行星基地着陆控制系统"MAL" #LOC_KPBS.mal.description = (MAL)着陆器是由一个K&K工程师发明,他认为水平着陆时很有必要的。现在你可以在收容所找到他,或者他正在训练新人。可以把MAL看做是HAL不太灵光的兄弟,因为它有可能是用HAL淘汰下来的零件做的。 #LOC_KPBS.mal.tags = cmg command control gyro kerbnet moment probe react sas steer torque 行星 基地 #LOC_KPBS.service.title = K&K行星基地服务舱 #LOC_KPBS.service.description = 一个隔热抗压的服务舱,是精密仪器理想的保护措施或者可以用来整理细小的部件比如像RCS燃料罐,电池以及其他的。这款也是K&K产品线上完美的作品。 #LOC_KPBS.service.tags = bus contain heat hollow protect (stor therm 行星 基地 #LOC_KPBS.fueltank.title = K&K X720燃料贮箱 #LOC_KPBS.fueltank.description = 一个基地用的巨大的燃料箱。 别问为什么你会在一个固定的基地需要一个大燃料箱。 #LOC_KPBS.fueltank.tags = 燃料箱 ?lfo liquid oxidizer propellant 行星 基地 #LOC_KPBS.fueltanksmall.title = K&K X360小型燃料贮箱 #LOC_KPBS.fueltanksmall.description = 一个基地用小型燃料箱. 同时也可以看做是一个结构件的两倍。 #LOC_KPBS.fueltanksmall.tags = 燃料箱 ?lfo 液体 氧化 推进剂 火箭 行星 基地 #LOC_KPBS.drill.title = K&K堆叠安装钻头 #LOC_KPBS.drill.description = 一个可以长期在其他星球上运作的轻型钻头。在有一个高级工程师的情况下它会工作的更好。可以使用散热器来防止它过热。 #LOC_KPBS.drill.tags = 钻头 采矿 采集 转化炉 矿物 )采矿 (矿石 资源 行星 基地 #LOC_KPBS.isru.title = K&K地表用转化炉 #LOC_KPBS.isru.description = 转化炉可以把原材料加工厂有用的东西比如氧气,液体燃料和单元组推进剂。这个版本比原版更小一点来更好的和K&K产品线配套。更多的工程师可以带来更高的效率。 #LOC_KPBS.isru.tags = 资源 燃料 转化炉 转换 行星 基地 #LOC_KPBS.lab.title = K&K行星基地实验室 #LOC_KPBS.lab.description = 这个新开发的行星基地实验室现在可以享受移动处理实验并且可以知道哪里是上哪里是下。 对于那些觉得无聊的人提供了一个可以观察星星的太空望远镜。 #LOC_KPBS.lab.tags = 试验 实验室 研究 科学 行星 基地 #LOC_KPBS.adapterMK2.title = K&K MK2转接器 #LOC_KPBS.adapterMK2.description = 这个转接器可以用来连接基地和MK2部件。 #LOC_KPBS.adapterMK2.tags = 鼻锥 转接 mk2 行星 基地 #LOC_KPBS.adaptersize1.title = K&K小尺寸转接器 #LOC_KPBS.adaptersize1.description = 这个转接器可以用来连接FL-T尺寸的零件 #LOC_KPBS.adaptersize1.tags = 鼻锥 转接 mk2 行星 基地 #LOC_KPBS.bicoupler.title = K&K基地双转接器 #LOC_KPBS.bicoupler.description = 因为我们的工程师总是认为越多越好, 他们创造了这种双联结器,将更多的模块组合成更符合空气动力学火箭。 他们认为它更稳定。 #LOC_KPBS.bicoupler.tags = ?2 转接 二 多 (四 行星 基地 #LOC_KPBS.separator.title = K&K基地分离器 #LOC_KPBS.separator.description = 当工程师创造了更多没有意义了部件时,分离器发展成为了基地结构一个独立的部件,它的第一个名字叫“计划性爆炸分解器”。后来就不叫这个名字了,因为这个名字使飞行员根本就不相信它。 #LOC_KPBS.separator.tags = 切断 分离 爆破 分段 切分 行星 基地 #LOC_KPBS.tricpoupler.title = K&K基地三转接器 #LOC_KPBS.tricpoupler.description = 在上一个双转接器取得的巨大的成功之后工程师们想:为什么不能更大一些?这一次这个转接器可以一次连接三个基地组件。 #LOC_KPBS.tricpoupler.tags = ?3 转接 三 多 (四 行星 基地 #LOC_KPBS.heatshield.title = K&K基地组件隔热盾 #LOC_KPBS.heatshield.description = 一个行星基地产品线上的热盾。 研发它的原因是一些小绿人投诉说再入大气层的时候咖啡简直都要烧开了。 #LOC_KPBS.heatshield.tags = 防热 减速 进入 散热 防护 再入 热量 行星 基地 #LOC_KPBS.twoendcorridorleg.title = K&K双端口通道(带着陆支架安装位) #LOC_KPBS.twoendcorridorleg.description = 一个双端口和带有着陆支架安装位置的短通道。 #LOC_KPBS.twoendcorridorleg.tags = 基地 建设 中央 中部 连接 结构 节点 联结 前哨 站点 行星基地 支架 转接 #LOC_KPBS.fourendcorridor.title = K&K四端口通道 #LOC_KPBS.fourendcorridor.description = 这个四端口通道差不多可以建造成任何东西!! #LOC_KPBS.fourendcorridor.tags = 基地 建设 中央 中部 连接 结构 节点 联结 前哨 站点 行星基地 #LOC_KPBS.sixendcorridor.title = K&K六端口通道 #LOC_KPBS.sixendcorridor.description = 当你想要建造太空迷宫的时候,它们是最好的选择!这个杰作来自于科曼走廊和下水道公司。它提供了六个功能连接点!,绝对满足你所有的需要。 #LOC_KPBS.sixendcorridor.tags = 基地 建设 中央 中部 连接 结构 节点 联结 前哨 站点 行星 #LOC_KPBS.corridorairlock.title = K&K通道气闸 #LOC_KPBS.corridorairlock.description = 终于,多年来一直不停地遭到投诉抱怨找不到出口的科曼走廊和下水道公司, 正在介绍它们的新产品气闸舱。 #LOC_KPBS.corridorairlock.tags = 基地 建设 中央 中部 连接 结构 节点 联结 前哨 站点 行星基地气闸 #LOC_KPBS.corridorend.title = K&K通道末端 #LOC_KPBS.corridorend.description = 来自科曼走廊和下水道公司的一份特别礼物。 #LOC_KPBS.corridorend.tags = 基地 建设 中央 中部 连接 结构 节点 联结 前哨 站点 行星基地 末端 #LOC_KPBS.crosssection.title = K&K交叉通道 #LOC_KPBS.crosssection.description = 用来在太空中建造迷宫的交叉通道。现在,它的顶部有一个连接点,你可以用来造一个塔。 #LOC_KPBS.crosssection.tags = 基地 建设 中央 中部 连接 结构 节点 联结 前哨 站点 行星 #LOC_KPBS.corridordock.title = K&K通道对接口 #LOC_KPBS.corridordock.description = 由于兼容性问题(自燃)与k&k载具对接口开发了所有新的“轻推连接”通道对接口。它可以连接到标准的k&k通道对接端口,适合所有的走廊! #LOC_KPBS.corridordock.tags = 停泊 捕捉 连接 联结 对接 固定 相连 系留 接口 行星 基地 #LOC_KPBS.basedock.title = K&K基地对接口 #LOC_KPBS.basedock.description = 一款专为K&K居住舱模块专用的对接口。版权所有! 警告:由于安全问题不能与通道对接口兼容。 #LOC_KPBS.basedock.tags = 停泊 捕捉 连接 联结 对接 固定 相连 系留 接口 行星 基地 #LOC_KPBS.landingengine.title = K&K LV-25 "猫鼬" 着陆辅助引擎 #LOC_KPBS.landingengine.description = 这个模块是K&K行星基地转接的一个后续作品。 它是与Rockomax公司联合开发的,它成功地将两个增压的48 - 7s“火花”引擎安装到结构中。工程师们认为把如果能涡轮泵换成T30的仿制品那么发动机的性能能提高一倍, 而且,出现严重过热的几率只是略有增加。 #LOC_KPBS.landingengine.tags = 推进 引擎 (多喷口 推进器 结构 行星 基地 转接 支架 landing #LOC_KPBS.structural.title = K&K行星基地转接 #LOC_KPBS.structural.description = 在经历了几次的研发失败后它们开始尝试将基地降落在其他星球,K&K的攻城狮们发现许多行星基地着陆时因为不能安装着陆器而被撞坏了,这个适配器允许将着陆器安装到基地上,此外它还能存放一点燃料。 #LOC_KPBS.structural.tags = 结构 行星 基地 转接 支架 着陆 #LOC_KPBS.airlockend.title = K&K气闸 #LOC_KPBS.airlockend.description = 可以放在基地末端的气闸。 #LOC_KPBS.airlockend.tags = 行星 基地 气闸 末端 #LOC_KPBS.airlockmid.title = K&K中段气闸 #LOC_KPBS.airlockmid.description = 还在让小绿人在门口等吗,现在你可以在两边同时进入和离开! #LOC_KPBS.airlockmid.tags = 行星 基地 气闸 末端 转接 #LOC_KPBS.garageadapter.title = K&K车库转接器 #LOC_KPBS.garageadapter.description = 几个转接器用来连接车库和基地。 #LOC_KPBS.garageadapter.tags = 行星 基地 车库 车辆 载荷 货舱 转接 #LOC_KPBS.garagecover.title = K&K车库盖子 #LOC_KPBS.garagecover.description = 一个车库底下的盖子让它能更符合流线型。 #LOC_KPBS.garagecover.tags = 行星 基地 车库 车辆 载荷 货舱 转接 cover protect #LOC_KPBS.garagecover.transforms = 形状1,形状2, 形状3 #LOC_KPBS.garagedecoupler.title = K&K车库分离器 #LOC_KPBS.garagedecoupler.description = 一个便捷的分离器用来让你的车库和火箭分离。 #LOC_KPBS.garagedecoupler.tags = 行星 基地 车库 载荷 货舱 分离器 切分器 #LOC_KPBS.garagedecoupler.show = 显示底部外壳 #LOC_KPBS.garagedecoupler.hide = 隐藏底部外壳 #LOC_KPBS.garagefront.title = K&K车库前门 #LOC_KPBS.garagefront.description = 一个带有坡道的车库前门。同时有附加的节点来安装着陆腿。 #LOC_KPBS.garagefront.tags = 行星 基地 车库 车辆 载荷 货舱 转接 门 开门 #LOC_KPBS.garagefront.ramp.toggle = 开关坡道 #LOC_KPBS.garagefront.ramp.open = 展开坡道 #LOC_KPBS.garagefront.ramp.close = 闭合坡道 #LOC_KPBS.garageside.title = K&K带门车库 #LOC_KPBS.garageside.description = 一个带门的大车库,在两侧各有一个坡道。 #LOC_KPBS.garageside.tags = 行星 基地 车库 车辆 载荷 货舱 转接 门 开门 #LOC_KPBS.garageside.right.toggle = 开关右侧坡道 #LOC_KPBS.garageside.right.open = 打开右侧坡道 #LOC_KPBS.garageside.right.close = 关闭右侧坡道 #LOC_KPBS.garageside.left.toggle = 开关左侧坡道 #LOC_KPBS.garageside.left.open = 打开左侧坡道 #LOC_KPBS.garageside.left.close = 关闭左侧坡道 #LOC_KPBS.garagestruct.title = K&K车库结构件 #LOC_KPBS.garagestruct.description = 一个车库的结构部件。 它还提供了两个放置着陆腿的地方。 #LOC_KPBS.garagestruct.tags = 行星 基地 车库 车辆 载荷 货舱 支架 转接 #LOC_KPBS.garagesize3.title = K&K车库MK3转3.75m转接器 #LOC_KPBS.garagesize3.description = 一个连接MK3或者3.75部件的转接器。 #LOC_KPBS.garagesize3.tags = 行星 基地 车库 车辆 载荷 货舱 转接 #LOC_KPBS.garagesize3.sizes = 尺寸 3,MK3 #LOC_KPBS.greenhouse.title = K&K行星基地温室 #LOC_KPBS.greenhouse.description = K&K研发这个温室在长时间的任务中提供给小绿人食物和氧气。 然而,当k&k提出这一辉煌的工程时,许多小绿人感到失望,因为它实际上不是绿色的! #LOC_KPBS.greenhouse.tags = 行星 基地 温室 食物 补给 生命维持 零食 #LOC_KPBS.habitatmk1.title = K&K行星基地生活舱MK1 #LOC_KPBS.habitatmk1.description = K&K的第一个居住仓模块。有三个小绿人的空间。当然它不像MK2版本那么舒适宽敞,但是对于小绿人来说,也够了~ #LOC_KPBS.habitatmk1.tags = 行星 基地 生活 居住 家园 起居 乘员 床 #LOC_KPBS.habitatmk2.title = K&K行星基地生活舱MK2 #LOC_KPBS.habitatmk2.description = K&K骄傲的发布了他们的新产品: 全新的可展开居住仓MK2。 当它展开后可以为四个小绿人提供舒适的居住空间。 但是如果Jebediah Kerman把他的咖啡弄洒,保修就会失效!! #LOC_KPBS.habitatmk2.tags = 行星 基地 生活 居住 家园 起居 乘员 床 #LOC_KPBS.landinggear.title = K&K侧贴起落架 #LOC_KPBS.landinggear.description = 一个非常轻便的着陆支架。 它允许基地在降落之后移动。当你不想要他们以后,可以把它们丢弃(分离) 。 这些轮子不能用来竞速比赛! #LOC_KPBS.landinggear.tags = 地面 收回 轮子 移动 车轮 驾驶 行星 基地 着陆 #LOC_KPBS.landinggear.tooltip = Retractable Landing Gear #LOC_KPBS.bigfoot.title = K&K"大脚"隐藏式着陆支架 #LOC_KPBS.bigfoot.description = 一个来自K&K的特殊部件好像让你有一个坚固的脚来着陆在其他星球。不过这个零件比真的“大脚”看起来正常的多。 #LOC_KPBS.bigfoot.tags = 地面 着陆 支架 支撑 行星 基地 着陆架 #LOC_KPBS.littlefoot.title = K&K"小号大脚"底面着陆支架 #LOC_KPBS.littlefoot.description = 一个来自K&K的特殊部件。 这个比之前的矮一点。它可以附着在没有安装着陆腿位置的部件。 #LOC_KPBS.littlefoot.tags = 地面 着陆 支架 支撑 行星 基地 着陆架 #LOC_KPBS.reactor.title = K&K核反应堆 #LOC_KPBS.reactor.description = 一个较小的核反应堆。 有效但非常昂贵。一位科学家坚持认为是“河反应堆”,因为这个东西用处不大。 #LOC_KPBS.reactor.tags = planetary base ec reactor nuclear nucular uran generate #LOC_KPBS.reactor.converter.name = 核反应堆 #LOC_KPBS.reactor.converter.start = 启动反应堆 #LOC_KPBS.reactor.converter.stop = 关闭反应堆 #LOC_KPBS.reactor.converter.toggle = 切换反应堆 #LOC_KPBS.nuclearfuel.title = K&K核燃料罐 #LOC_KPBS.nuclearfuel.description = 一个存储核燃料和废弃物的罐子. 辐射量还算安全 (在1km外测量) #LOC_KPBS.nuclearfuel.tags = reactor nuclear fuel storage planetary base uran #LOC_KPBS.centrifuge.title = K&K离心机 #LOC_KPBS.centrifuge.description = 这个离心机可以重新加工废弃物变为有用的铀,或从矿石里提取铀。这个离心机还可以产生氙气作为副产品。需要大量电力才可以运行。 #LOC_KPBS.centrifuge.tags = conver isru mine )mining (ore process resource uranium refine reprocess nuclear nuke nearfuture planetary base #LOC_KPBS.centrifuge.reprocessor.name = 铀重新将工器 #LOC_KPBS.centrifuge.reprocessor.start = 开始重新加工 #LOC_KPBS.centrifuge.reprocessor.stop = 停止重新加工 #LOC_KPBS.centrifuge.reprocessor.toggle = 切换重新加工 #LOC_KPBS.centrifuge.xenonextractor.name = 氙气提取器 #LOC_KPBS.centrifuge.xenonextractor.start = 启动氙气提取器 #LOC_KPBS.centrifuge.xenonextractor.stop = 关闭氙气提取器 #LOC_KPBS.centrifuge.xenonextractor.toggle = 切换氙气提取器 #LOC_KPBS.centrifuge.uraniumextractor.name = 铀提取器 #LOC_KPBS.centrifuge.uraniumextractor.start = 启动铀提取器 #LOC_KPBS.centrifuge.uraniumextractor.stop = 关闭铀提取器 #LOC_KPBS.centrifuge.uraniumextractor.toggle = 切换铀提取器 #LOC_KPBS.flatbed.title = K&K平板货车 #LOC_KPBS.flatbed.description = 一个平板货车,可以装多样东西。 #LOC_KPBS.flatbed.tags = planetary base store cargo flat #LOC_KPBS.storageend.title = K&K模块化存储终点 #LOC_KPBS.storageend.description = 在你不知道放什么的情况下,这个“帽子”是个不错的选择 #LOC_KPBS.storageend.tags = 行星 基地 容器 货架 贮存 系统 #LOC_KPBS.storagebig.title = K&K模块化6X贮存设备 #LOC_KPBS.storagebig.description = 这个模块提供了一种方便的方式存储6种不同的资源。 它还提供了一个指南,描述如何连接管道,所以没有人必须弄清楚将氧化剂的通气孔通气孔与生命支持连接是否是一个好主意。 #LOC_KPBS.storagebig.tags = 行星 基地 容器 货架 贮存 系统 #LOC_KPBS.storagemedium.title = K&K模块化4X贮存设备 #LOC_KPBS.storagemedium.description = 对于那些不知道自己是否有太多或太少资源的人来说,这是一个完美的解决方案。这种模块化存储为最多四个容器提供了空间。 #LOC_KPBS.storagemedium.tags = 行星 基地 容器 货架 贮存 系统 #LOC_KPBS.storagesmall.title = K&K模块化2X贮存设备 #LOC_KPBS.storagesmall.description = 这个模块提供了一种方便的方法来存储两个不同的资源。这是专为非常节俭(抠门)的人设计的。 #LOC_KPBS.storagesmall.tags = 行星 基地 容器 货架 贮存 系统 #LOC_KPBS.storagesize2big.title = K&K模块化6X轴向贮存设备 #LOC_KPBS.storagesize2big.description = 流行的模块化存储系统的最新内测版本。这个更大的版本有8个槽的容器。 #LOC_KPBS.storagesize2big.tags = 行星 基地 容器 货架 贮存 系统 #LOC_KPBS.storagesize2small.title = K&K模块化4X轴向贮存设备 #LOC_KPBS.storagesize2small.description = 对于那些不知道自己是否有太多或太少资源的人来说,这是一个完美的解决方案。这种模块化存储为最多四个容器提供了空间。 #LOC_KPBS.storagesize2small.tags = planetary base container rack storage system #LOC_KPBS.containerbattery.title = K&K Z-3K电池 #LOC_KPBS.containerbattery.description = 这Z-3K电池容器设计之初是用于给空间站供电,最好不要让小绿人把它连接到低音炮上。 #LOC_KPBS.containerbattery.tags = 电容 电瓶 充电 电能 电 电池 能量 电压 功耗 行星 基地 容器 #LOC_KPBS.containerfuelcell.title = K&K燃料电池 #LOC_KPBS.containerfuelcell.description = 一种由一系列燃料电池组成的阵列,为你的空间站提供动力。它将可以燃料转换成电量。 #LOC_KPBS.containerfuelcell.tags = 电池组 电容 充电 转化 电能 电 能耗 电池 能量 电压 功耗 行星 基地 容器 #LOC_KPBS.containerliquidfuel.title = K&K液体燃料贮箱 #LOC_KPBS.containerliquidfuel.description = 一个液体燃料贮箱。遗憾的是,并不能用在飞机上,然而这看起来难不住KSC的攻城狮们。 #LOC_KPBS.containerliquidfuel.tags = 燃料箱 ?lf only 推进剂 贮箱 行星 基地 容器 #LOC_KPBS.containerore.title = K&K矿石贮箱 #LOC_KPBS.containerore.description = 一种可用于储存原材料的大型模块化储罐。 实际上它也能做成一个充气城堡。 #LOC_KPBS.containerore.tags = 黑 转化炉 矿物 )采矿 (矿石 资源 贮存 行星 基地 容器 #LOC_KPBS.containeroresmall.title = K&K小型矿石贮箱 #LOC_KPBS.containeroresmall.description = 用于储存原材料的小型模块化罐。 #LOC_KPBS.containeroresmall.tags = 黑 转化炉 矿物 )采矿 (矿石 资源 贮存 行星 基地 容器 #LOC_KPBS.containerRCS.title = K&K RCS燃料贮箱 #LOC_KPBS.containerRCS.description = 一种完全适合k&k模块化存储的RCS燃料罐。对于它的发明者才说为什么要在固定的基地上存放大量的RCS燃料这个问题,简直是一个谜。 #LOC_KPBS.containerRCS.tags = 燃料箱 单组元 单组元推进剂 推进剂 行星 基地 容器 #LOC_KPBS.containerrocktfuelbig.title = K&K T400燃料贮箱 #LOC_KPBS.containerrocktfuelbig.description = 这是"K&KT200燃料储罐"兄弟产品。因为它的形状不寻常,所以它并不被工程师们真正接受,尽管他们说它比它的小弟弟更“安全”。 #LOC_KPBS.containerrocktfuelbig.tags = 燃料箱 ?lfo 液体 氧化 推进剂 火箭 行星 基地 容器 #LOC_KPBS.containerrocktfuelsmall.title = K&K T200燃料贮箱 #LOC_KPBS.containerrocktfuelsmall.description = 和原来的T200一样,这个小的小燃料箱也很难被火箭工程师接受。特别是因为它不能在飞船上正常使用。 #LOC_KPBS.containerrocktfuelsmall.tags = 燃料箱 ?lfo 液体 氧化 推进剂 火箭 行星 基地 容器 #LOC_KPBS.containerscience.title = K&K模块化材料研究舱 #LOC_KPBS.containerscience.description = 新型的一体化科研设备。 你甚至可以尝试在零重力或者在水下做实验。注意:本品含有微小零件,适合三岁以上儿童玩耍! #LOC_KPBS.containerscience.tags = 舱 实验 实验室 材料 研究 行星 基地 容器 #LOC_KPBS.containerxenon.title = K&K氙气贮箱 #LOC_KPBS.containerxenon.description = 很适合那些无法获得足够的氙的人。尽管此类惰性气体非常昂贵,但是谁在乎坎星财政呢? #LOC_KPBS.containerxenon.tags = 燃料箱 (离子 推进剂 贮箱 行星 基地 容器 #LOC_KPBS.containerinventory.title = K&K小型容器 #LOC_KPBS.containerinventory.description = 小型容器存储部分在EVA的时候是非常有用的。 现在也用锁来防止盗窃。 #LOC_KPBS.containerinventory.tags = 库存 基座 行星基地 容器 IVA 搬运 容器 #LOC_KPBS.containerinventorybig.title = K&K大型容器 #LOC_KPBS.containerinventorybig.description = 一个在EVA时非常有用的大箱子。 它可以用来存放较大零件。 #LOC_KPBS.containerinventorybig.tags = 库存 基座 行星基地 容器 IVA 搬运 容器 #LOC_KPBS.inventorystorage.title = K&K储罐 #LOC_KPBS.inventorystorage.description = 一个可以存储甚至最大的部件的储罐。 #LOC_KPBS.inventorystoragesmall.title = K&K储罐(小) #LOC_KPBS.inventorystoragesmall.description = 一个可以存储基地部件的小容器。 #LOC_KPBS.greenhouseconverter.name = 温室 #LOC_KPBS.greenhouseconverter.start = 开始种植 #LOC_KPBS.greenhouseconverter.stop = 停止种植 #LOC_KPBS.carbonextractor.name = 氧气再生系统 #LOC_KPBS.carbonextractor.start = 启动再生系统 #LOC_KPBS.carbonextractor.stop = 关闭再生系统 #LOC_KPBS.carbonextractor.rate = 氧气产生速率 #LOC_KPBS.carbonextractor.rate.change = 调整产生速率 #LOC_KPBS.carbonextractor.tag = 氧气再生 #LOC_KPBS.waterfilter.name = 水净化器 #LOC_KPBS.waterfilter.start = 启动净化器 #LOC_KPBS.waterfilter.stop = 停止净化器 #LOC_KPBS.waterfilter.rate = 过滤速率 #LOC_KPBS.waterfilter.rate.change = 调整过滤速率 #LOC_KPBS.waterfilter.tag = 水净化 #LOC_KPBS.lifesupport.name = 生命维持 #LOC_KPBS.lifesupport.start = 启动生命维持设备 #LOC_KPBS.lifesupport.stop = 停止生命维持设备 #LOC_KPBS.lifesupport.tag = 生命维持 #LOC_KPBS.habitat.name = 生活舱 #LOC_KPBS.habitat.start = 启用生活舱 #LOC_KPBS.habitat.stop = 停用生活舱 #LOC_KPBS.kerbalism.comfort.desc1 = 当你躺在大沙发上,你可以把腿完全伸开,这种感觉很好。 #LOC_KPBS.kerbalism.comfort.desc2 = 你可以看电视,打电话回家,当你飞行了很远的时候,这说不定可以稍微缓解压力。 #LOC_KPBS.kerbalism.comfort.desc3 = 穹顶舱提供了一个令人放松的全景视野。 #LOC_KPBS.kerbalism.comfort.desc4 = 这个探测器是由H.A.LL用户界面软件设计的,设计这个软件的目的是与机组人员下棋并讨论哲学问题。但是创新的过度的反应似乎是让用户对软件产生了感情。 #LOC_KPBS.kerbalism.converter = 转化器 #LOC_KPBS.kerbalism.scrubber = 洗涤器 #LOC_KPBS.kerbalism.harvester = 农场 #LOC_KPBS.kerbalism.supply = 补给品容器 #LOC_KPBS.kerbalism.setup.balanced.name = 补给品 #LOC_KPBS.kerbalism.setup.balanced.desc = 保持 食物和水的供给平衡。 #LOC_KPBS.kerbalism.setup.water.name = 水 #LOC_KPBS.kerbalism.setup.food.name = 食物 #LOC_KPBS.kerbalism.power = 发电机 #LOC_KPBS.kerbalism.sabatier.title = K&K生命维持循环系统 #LOC_KPBS.kerbalism.sabatier.process = 萨巴蒂埃反应 #LOC_KPBS.kerbalism.sabatier.chem = 化工生产装置 #LOC_KPBS.kerbalism.airfilter.desc = 一个多用途的空气过滤装置。 它可以从大气中收集资源比如或者氮气。 #LOC_KPBS.kerbalism.airfilter.co2 = 二氧化碳过滤器 #LOC_KPBS.kerbalism.airfilter.co2.desc = 从大气中提取二氧化碳。 #LOC_KPBS.kerbalism.airfilter.ox = 氧气过滤器 #LOC_KPBS.kerbalism.airfilter.ox.desc = 从大气中提取氧气。 #LOC_KPBS.kerbalism.airfilter.ni = 氮气过滤器 #LOC_KPBS.kerbalism.airfilter.ni.desc = 从大气中提取氮气氮气。 #LOC_KPBS.kerbalism.airfilter.atmo = 大气过滤器 #LOC_KPBS.kerbalism.drill.title = 钻头 #LOC_KPBS.kerbalism.drill.harvester.title = 矿石开采 #LOC_KPBS.kerbalism.drill.harvester.desc = 从地表开采矿石。 #LOC_KPBS.kerbalism.waterdrill.title = 水资源开采器 #LOC_KPBS.kerbalism.waterdrill.desc = 从地表开采水。 #LOC_KPBS.kerbalism.waterdrill.drill.title = 钻头 #LOC_KPBS.kerbalism.isru.water = 电解水 #LOC_KPBS.kerbalism.isru.haber = 哈伯博斯制氨法 #LOC_KPBS.kerbalism.isru.anth = 蒽醌法 #LOC_KPBS.kerbalism.isru.hydra = 联氨生产 #LOC_KPBS.kerbalism.isru.mre = MRE #LOC_KPBS.kerbalism.isru.mre.full = 电解熔融地表风化层 #LOC_KPBS.kerbalism.isru.mre.desc = 从b>矿石中提取氧气。 #LOC_KPBS.kerbalism.isru.soe = SOE #LOC_KPBS.kerbalism.isru.soe.full = 电解固态氧化物 #LOC_KPBS.kerbalism.isru.soe.desc = 使二氧化碳转变成氧气, 在过程中使用大量的ElectricCharge(电荷). #LOC_KPBS.kerbalism.isru.waste.incinerator = 废物焚化炉 #LOC_KPBS.kerbalism.isru.waste.compressor = 废物压缩机 #LOC_KPBS.kerbalism.isru.sco = 选择性催化氧化 #LOC_KPBS.MKS.centrifuge.description = The centrifuge can reprocess depleted fuel into usable uranium or extract the uranium from uraninite. It can also produce xenon as a byproduct. It needs a lot of energy to run. #LOC_KPBS.MKS.tcredits.converter = Transport Credits #LOC_KPBS.MKS.tcredits.start = Start T-Credits #LOC_KPBS.MKS.tcredits.stop = Stop T-Credits #LOC_KPBS.epl.cupola.desc = 行星基地穹顶舱给在其他星球的小绿人提供了非常漂亮的视角。它可以作为登陆和发射地点的测量站。 #LOC_KPBS.epl.centralhub.desc = 这个大型控制中心的特点是满足你在其他星球建立大型基地的所有需求。 足够6个小绿人的空间, 一个控制中心, 一个实验室 和一个基本的生命维持系统。它也可以用作发射场的测量站。 #LOC_KPBS.contract.centralhub = 中心枢纽 #LOC_KPBS.contract.habitat = 居住仓 #LOC_KPBS.contract.greenhouse = 温室 #LOC_KPBS.deepfreeze.manufacturer = REPOSoftTech #LOC_KPBS.cry5000.title = CRY-5000 行星基地低温休眠舱 #LOC_KPBS.cry5000.description = 设计可以让4个小绿人长期休眠。 CRY-5000 使用 Glykerol和电荷来使小绿人休眠和唤醒。请确保你的基地中有足够多的电量。CRY-5000 包含有 50 单位的 Glykerol. 警告:CRY-5000要求每一段时间充电一次充电,以保证它的监测系统功能正常。如果电量不足小绿人有可能有被冻僵的危险。 #LOC_KPBS.cry5000.tags = deep freeze 生命维持 冷冻 冰冻 行星 基地 cck-lifesupport #LOC_KPBS.clykerolcontainer.title = X200 Glykerol 容器 #LOC_KPBS.clykerolcontainer.description = 这个储罐包含了需要休眠的基本资源,对于那些需要休眠的小绿人来说200单元存储容量够用一段时间了。 #LOC_KPBS.clykerolcontainer.tags = deep freeze 生命维持 冷冻 冰冻 容器 cryo cck-lifesupport #LOC_KPBS.metaldrill.title = K&K 金属矿石钻头 #LOC_KPBS.metaldrill.description = 一个可以在其他星球开采金属矿石的轻便钻头。 #LOC_KPBS.metaldrill.tags = drill extractor harvest metal ore 转化炉 矿物 )采矿 (矿石 资源 行星 基地 #LOC_KPBS.dirtdrill.title = K&K 泥土钻头 #LOC_KPBS.dirtdrill.description = 一个方便的钻探,以挖掘其他行星上的污垢。 #LOC_KPBS.dirtdrill.tags = drill extractor harvest dirt 转化炉 矿物 )采矿 (矿石 资源 行星 基地 #LOC_KPBS.metalstorage.title = K&KX1000 金属贮箱 #LOC_KPBS.metalstorage.description = 一个金属容器。 可以用来制造火箭部件。 #LOC_KPBS.metalstorage.tags = 燃料箱 metal parts 发射台 行星 基地 #LOC_KPBS.metalorestorage.title = K&KX1000 金属矿石贮箱 #LOC_KPBS.metalorestorage.description = 一个可以储存金属矿石的罐子。 你可以把金属矿石加工成金属。 #LOC_KPBS.metalorestorage.tags = 燃料箱 metal ore parts 发射台 行星 基地 #LOC_KPBS.rocketpartsstorage.title = K&KX1000 火箭部件储罐 #LOC_KPBS.rocketpartsstorage.description = 一个火箭部件储罐。 你可以使用火箭部件来生产新的火箭! #LOC_KPBS.rocketpartsstorage.tags = 燃料箱 rocket parts 发射台 行星 基地 #LOC_KPBS.launchpad.title = K&K发射平台 #LOC_KPBS.launchpad.description = 一个用来生产和发射的小型平台。 #LOC_KPBS.launchpad.tags = rocket start 发射台 行星 基地 #LOC_KPBS.launchpad.open = 展开 #LOC_KPBS.launchpad.close = 关闭 #LOC_KPBS.partrecycler.title = K&K载具循环设备 #LOC_KPBS.partrecycler.description = 循环设备可以吧任何载具转换成金属垃圾。 #LOC_KPBS.partrecycler.tags = 冶炼炉 metal ore 发射台 行星 基地 #LOC_KPBS.smelter.title = K&K冶炼炉 #LOC_KPBS.smelter.description = The 冶炼炉可以将废弃金属和金属矿石转化成可以利用的金属。不能摸很烫! #LOC_KPBS.smelter.tags = 冶炼炉 metal ore 发射台 行星 基地 #LOC_KPBS.smelter.metal.start = 开始金属冶炼 #LOC_KPBS.smelter.metal.stop = 停止金属冶炼 #LOC_KPBS.smelter.scrap.start = 开始回收金属垃圾 #LOC_KPBS.smelter.scrap.stop = 停止回收金属垃圾 #LOC_KPBS.workshop.title = K&K工作车间 #LOC_KPBS.workshop.description = 火箭部件生产车间 #LOC_KPBS.workshop.tags = workshop metal rocket parts 发射台 行星 基地 #LOC_KPBS.workshop.start = 开始生产部件 #LOC_KPBS.workshop.stop = 停止生产部件 #LOC_KPBS.scrapmetal.title = K&K废金属存储罐 #LOC_KPBS.scrapmetal.description = 一个存储来自火箭的废金属的小单元 #LOC_KPBS.scrapmetal.tags = fueltank rocket metal scrap launchpad planetary base #LOC_KPBS.materialkits.title = K&K材料包存储罐 #LOC_KPBS.materialkits.description = 一个存储餐料包的容器,所以你可以建造所有你忘记的部件。 #LOC_KPBS.materialkits.tags = Material OSE kits build workshop planetary base #LOC_KPBS.oseconverter.title = K&K OSE矿物提取器 #LOC_KPBS.oseconverter.description = 一个可以给所有工作室用的材料的提取器。 #LOC_KPBS.oseconverter.tags = Material OSE kits convert extract workshop planetary base #LOC_KPBS.oseconverter.materialkits.name = 材料包 #LOC_KPBS.oseconverter.materialkits.start = 开始生产 #LOC_KPBS.oseconverter.materialkits.stop = 停止生产 #LOC_KPBS.oseconverter.prospector.name = 探测器 #LOC_KPBS.oseconverter.prospector.start = 开始探测 #LOC_KPBS.oseconverter.prospector.stop = 停止探测 #LOC_KPBS.oseresources.title = K&K OSE资源储罐 #LOC_KPBS.oseresources.description = 一个可以给OSE工作室用的资源储存的小单元。 #LOC_KPBS.oseresources.tags = Material OSE kits resources metal rare build workshop planetary base excotic minerals #LOC_KPBS.oseworkshop.title = K&K OSE工作室 #LOC_KPBS.oseworkshop.description = 一个可以生产所有小部件的工作室 #LOC_KPBS.oseworkshop.tags = Material OSE kits build workshop planetary base #LOC_KPBS.flexiblecorridor.title = K&K柔性走廊 #LOC_KPBS.flexiblecorridor.description = 为小绿人建造一个灵活的柔性走廊,在你不知道做些什么的时候。 #LOC_KPBS.flexiblecorridor.tags = KAS base corridor connect flexible #LOC_KPBS.groundplate.title = K&K地面基座 [KIS] #LOC_KPBS.groundplate.description = 一个大型基地的基座,或者其他部分。 这部分需要用扳手或螺丝刀固定在地面上。 #LOC_KPBS.groundplate.tags = KIS 库存 基座 行星 基地 平台 cck-eva-items #LOC_KPBS.kisstorage.title = K&K小型容器[KIS] #LOC_KPBS.kisstorage.description = 小型容器存储部分在EVA的时候是非常有用的。 现在也用锁来防止盗窃。 #LOC_KPBS.kisstorage.tags = KIS 库存 基座 行星基地 容器 IVA 搬运 容器 cck-containers #LOC_KPBS.kisstoragebig.title = K&K大型容器[KIS] #LOC_KPBS.kisstoragebig.description = 一个在EVA时非常有用的大箱子。 它可以用来存放较大零件。 #LOC_KPBS.kisstoragebig.tags = KIS 库存 基座 行星基地 容器 IVA 搬运 容器 cck-containers #LOC_KPBS.kisbasestorage.title = K&K储罐[KIS] #LOC_KPBS.kisbasestorage.description = 一个可以存储甚至最大的部件的储罐。 #LOC_KPBS.kisbasestoragesmall.title = K&K储罐(小)[KIS] #LOC_KPBS.kisbasestoragesmall.description = 一个可以存储基地部件的小容器。 #LOC_KPBS.sepstation.title = K&KSEP控制中心 #LOC_KPBS.sepstation.description = 包含有一个容器的地面实验控制中心。包含四个AKI电源端口。 #LOC_KPBS.sepstation.tags = kis kas surface experiment inventory attachment science eva research scientist engineer sensor 容器 #LOC_KPBS.sepstation.start = 启动 #LOC_KPBS.sepstation.stop = 停止 #LOC_KPBS.sepstation.conduct = 开始所有实验 #LOC_KPBS.airfilter.title = K&K空气过滤器 #LOC_KPBS.airfilter.description = 这生命维持系统设备从一个集成的进气过滤器的空气收集有用的资源 。注意:当过滤器功率全开的时候不要站在进气道前面 #LOC_KPBS.airfilter.tags = 生命维持 二氧化碳 co2 过滤器 o2 氧气 容器 cck-lifesupport #LOC_KPBS.airfilter.activate = 启动 #LOC_KPBS.airfilter.deactivate = 停止 #LOC_KPBS.airfilter.filter.oxygen.name = 氧气过滤器 #LOC_KPBS.airfilter.filter.oxygen.start = 开始氧气过滤 #LOC_KPBS.airfilter.filter.oxygen.stop = 停止氧气过滤 #LOC_KPBS.airfilter.filter.hydrogen.name = 氢气过滤器 #LOC_KPBS.airfilter.filter.hydrogen.start = 开始氢气过滤 #LOC_KPBS.airfilter.filter.hydrogen.stop = 停止氢气过滤 #LOC_KPBS.airfilter.filter.co2.name = 二氧化碳过滤器 #LOC_KPBS.airfilter.filter.co2.start = 开始二氧化碳过滤 #LOC_KPBS.airfilter.filter.co2.stop = 停止二氧化碳过滤 #LOC_KPBS.airfilter.intake = 进气口 #LOC_KPBS.airfilter.ioncross.desc = 这个生命维持系统设备从一个集成的进气过滤器的空气收集氧气和二氧化碳。注意: 当过滤器功率全开的时候不要站在进气口。 这只是一个安全协定,不代表任何实际情况! #LOC_KPBS.algaefarm.title = K&K海藻培养装置 #LOC_KPBS.algaefarm.description = 小型海藻培养装置. #LOC_KPBS.algaefarm.description.tacls = 一个可以产生种植物须要的肥料的小型海藻培养装置。不要吃肥料,肥料的味道糟透了。 #LOC_KPBS.algaefarm.description.usils = 一个可以生产肥料的小型海藻农场。这个可以提升温室的性能。不要吃肥料!现在添加了新的设置:海藻可以吃 (尽管仍在讨论你是否想) #LOC_KPBS.algaefarm.tags = 生命维持 海藻 肥料 容器 cck-lifesupport #LOC_KPBS.algaefarm.bayname = 转化器 #LOC_KPBS.algaefarm.typename = 过滤器 #LOC_KPBS.algaefarm.converter.name = 海藻培养装置 #LOC_KPBS.algaefarm.converter.tag = 海藻培养装置 #LOC_KPBS.algaefarm.converter.start = 开始种植 #LOC_KPBS.algaefarm.converter.stop = 停止种植 #LOC_KPBS.algaefarm.converter.dry.name = 海藻培养装置 - 干燥 #LOC_KPBS.algaefarm.converter.dry.tag = 海藻培养装置 - 干燥 #LOC_KPBS.algaefarm.converter.wet.name = 海藻培养装置 - 潮湿 #LOC_KPBS.algaefarm.converter.wet.tag = 海藻培养装置 - 潮湿 #LOC_KPBS.algaefarm.converter.green.name = 有机物温室 #LOC_KPBS.algaefarm.converter.green.tag = 有机物温室 #LOC_KPBS.algaefarm.converter.green.start = 开始有机物培育 #LOC_KPBS.algaefarm.converter.green.stop = 停止有机物培育 #LOC_KPBS.algaefarm.converter.red.name = 红色有机物 #LOC_KPBS.algaefarm.converter.red.tag = Red Soylent #LOC_KPBS.algaefarm.converter.red.start = 开始生产红色有机物 #LOC_KPBS.algaefarm.converter.red.stop = 停止生产红色有机物 #LOC_KPBS.carbonextractorcontainer.title = K&K碳分离装置 #LOC_KPBS.carbonextractorcontainer.description = 这个生命维持系统设备可以将二氧化碳转化成氧气。应该不适合鼻子过于敏感的小绿人。 #LOC_KPBS.carbonextractorcontainer.tags = 生命维持 TAC 转换器 循环 水 碳 二氧化碳 co2 氧气 o2 cck-lifesupport #LOC_KPBS.co2containerbig.title = K&K二氧化碳容器(大) #LOC_KPBS.co2containerbig.description = 这个容器可以存储超多的小绿人产生的二氧化碳。 #LOC_KPBS.co2containerbig.tags = 生命维持 二氧化碳 co2 容器 cck-lifesupport #LOC_KPBS.co2containersmall.title = K&K二氧化碳容器(小) #LOC_KPBS.co2containersmall.description = 这个容器可以存储由小绿人产生的二氧化碳。 #LOC_KPBS.co2containersmall.tags = 生命维持 二氧化碳 co2 容器 cck-lifesupport #LOC_KPBS.eclsscontainerbig.title = K&K生命维持系统容器(大) #LOC_KPBS.eclsscontainerbig.description = 一个装有氧气和二氧化碳的罐子。 这是小绿人在太空中生存的更久的最佳方案了。 #LOC_KPBS.eclsscontainerbig.tags = 生命维持 二氧化碳 co2 氧气 o2 容器 cck-lifesupport #LOC_KPBS.eclsscontainersmall.title = K&K生命维持系统容器(小) #LOC_KPBS.eclsscontainersmall.description = 来自K&K产品线的这个容器装满了氧气,来满足所有小绿人的需求。 #LOC_KPBS.eclsscontainersmall.tags = 生命维持 二氧化碳 co2 氧气 o2 容器 cck-lifesupport #LOC_KPBS.elektroncontainer.title = K&K电解水装置 #LOC_KPBS.elektroncontainer.description = 这个装置可以被用来电解水产生氢气和氧气。 它能支持多达8个小绿人。 确保不要把所有的水都用光,他/她们会非常生气! #LOC_KPBS.elektroncontainer.tags = 生命维持 TAC 转化器 循环 water hydrogen 氧气 o2 cck-lifesupport #LOC_KPBS.elektroncontainer.converter.name = 电解水装置 #LOC_KPBS.elektroncontainer.converter.start = 开始电解水 #LOC_KPBS.elektroncontainer.converter.stop = 停止电解水 #LOC_KPBS.fertilizercontainer.title = K&K肥料容器(大) #LOC_KPBS.fertilizercontainer.description = 一个用于培育食物的大型废料罐。 据说用这个罐子里的废料长出的作物会更美味。 #LOC_KPBS.fertilizercontainer.description.tacls = An even bigger container full of fertilizer to grow food. The food is even more delicious when the fertilizer came from this container. #LOC_KPBS.fertilizercontainer.tags = 生命维持 USI 肥料 补给 cck-lifesupport #LOC_KPBS.fertilizercontainersmall.title = K&K肥料容器(小) #LOC_KPBS.fertilizercontainersmall.description = 一个装满废料的容器用于培育美物的食物。 #LOC_KPBS.fertilizercontainersmall.description.tacls = A container full of fertilizer to grow food in the greenhouses! #LOC_KPBS.fertilizercontainersmall.tags = 生命维持 USI 肥料 补给 cck-lifesupport #LOC_KPBS.foodcontainerbig.title = K&K食物容器(大) #LOC_KPBS.foodcontainerbig.description = 这个大罐子装满了更多的食物。 比上一代产品更棒。 #LOC_KPBS.foodcontainerbig.tags = 生命维持 TAC kerbalism 食物 补给 cck-lifesupport #LOC_KPBS.foodcontainersmall.title = K&K食物容器(小) #LOC_KPBS.foodcontainersmall.description = 小型的食物容器。 注意要把那些贪吃的小绿人所在外面。 #LOC_KPBS.foodcontainersmall.tags = 生命维持 TAC kerbalism 食物 补给 cck-lifesupport #LOC_KPBS.greenhousecontainer.title = K&K温室罐头 #LOC_KPBS.greenhousecontainer.description = 一个用来生产小绿人所需补给的温室。 这个版本是完全自动的, 但效率低于它的高级版本。 #LOC_KPBS.greenhousecontainer.tags = 生命维持 食物 生产 温室 cck-lifesupport #LOC_KPBS.greenhousecontainer.usils.desc = 可以获得更多食物的小型温室。 这个版本是完全自动的, 但效率低于它的高级版本。 #LOC_KPBS.greenhousecontainer.tacls.desc = A small greenhouse that can grow food from waste and fertilizer. #LOC_KPBS.greenhousecontainer.tag = 温室 #LOC_KPBS.hydrogencontainer.title = K&K氢气容器 #LOC_KPBS.hydrogencontainer.description = 一个氢气储罐,可以被转化成水或者用在燃料电池。注意!不要当做火箭燃料! #LOC_KPBS.hydrogencontainer.tags = 生命维持 TAC 氢气 cck-lifesupport #LOC_KPBS.IFILSbig.title = K&K生命维持系统容器(大) #LOC_KPBS.IFILSbig.description = 一个生命维持系统用的大型储罐。它的发明者据说获得了坎巴拉星际旅行奖。 #LOC_KPBS.IFILSbig.tags = 生命维持 IFI 容器 cck-lifesupport #LOC_KPBS.IFILSsmall.title = K&K生命维持系统容器(小) #LOC_KPBS.IFILSsmall.description = 装满了小绿人生命支持所需要的所有东西: 泰迪熊, 桌游 和食物! #LOC_KPBS.IFILSsmall.tags = 生命维持 IFI 容器 cck-lifesupport #LOC_KPBS.ioncrossbig.title = K&K生命维持系统容器(大) #LOC_KPBS.ioncrossbig.description = 一个大型的食物和氧气的储罐。 这是小绿人在太空中生存的更久的最佳方案了。 #LOC_KPBS.ioncrossbig.tags = 生命维持 ioncross 氧气 o2 二氧化碳 co2 容器 cck-lifesupport #LOC_KPBS.ioncrosssmall.title = K&K生命维持系统容器(小) #LOC_KPBS.ioncrosssmall.description = 这个容器装满了大量的食物氧气和小绿人看起来需要的东西。 #LOC_KPBS.ioncrosssmall.tags = 生命维持 ioncross 氧气 o2 二氧化碳 co2 容器 cck-lifesupport #LOC_KPBS.kerbalismcontainerbig.title = K&K生命维持系统容器(大) #LOC_KPBS.kerbalismcontainerbig.description = 一个大型的食物和氧气的储罐。 这是小绿人在太空中生存的更久的最佳方案了。 #LOC_KPBS.kerbalismcontainerbig.tags = 生命维持 kerbalism 食物 氧气 o2 容器 cck-lifesupport #LOC_KPBS.kerbalismcontainersmall.title = K&K生命维持系统容器(小) #LOC_KPBS.kerbalismcontainersmall.description = 这个容器装满了大量的食物氧气和小绿人看起来需要的东西。 #LOC_KPBS.kerbalismcontainersmall.tags = 生命维持 kerbalism 食物 氧气 o2 容器 cck-lifesupport #LOC_KPBS.mulchcontainerbig.title = K&K有机基质容器(大) #LOC_KPBS.mulchcontainerbig.description = 一个大型有机废料罐子。 千万不要和食物搞混了! #LOC_KPBS.mulchcontainerbig.tags = 生命维持 USI 有机质 废弃物容器 cck-lifesupport #LOC_KPBS.mulchcontainersmall.title = K&K有机基质容器(小) #LOC_KPBS.mulchcontainersmall.description = 这个罐子可以装各种东西比如曾经的食物。 #LOC_KPBS.mulchcontainersmall.tags = 生命维持 USI 有机质 废弃物容器 cck-lifesupport #LOC_KPBS.nitrogencontainer.title = K&K氮气容器 #LOC_KPBS.nitrogencontainer.description = 一个氮气罐,可以用来调节你飞船的气压。 #LOC_KPBS.nitrogencontainer.tags = 生命维持 kerbalism 氮气 cck-lifesupport #LOC_KPBS.nomscontainerbig.title = K&K补给品容器(大) #LOC_KPBS.nomscontainerbig.description = 现在我们比以前有了更多的食物。 #LOC_KPBS.nomscontainerbig.tags = 生命维持 USI 补给 食物 容器 cck-lifesupport #LOC_KPBS.nomscontainersmall.title = K&K补给品容器(小) #LOC_KPBS.nomscontainersmall.description = 装满了可口的食物。 但是不要把它当做捕鼠器的诱饵。 #LOC_KPBS.nomscontainersmall.tags = 生命维持 USI 补给 食物 容器 cck-lifesupport #LOC_KPBS.oxygencontainerbig.title = K&K氧气容器(大) #LOC_KPBS.oxygencontainerbig.description = 为了填补大型氧气罐的市场空白,K&K研发了这款杰作。 #LOC_KPBS.oxygencontainerbig.tags = 生命维持 氧气 o2 容器 cck-lifesupport #LOC_KPBS.oxygencontainersmall.title = K&K氧气容器(小) #LOC_KPBS.oxygencontainersmall.description = K&K氧气罐装满了大量的氧气来满足小绿人的需求。 #LOC_KPBS.oxygencontainersmall.tags = 生命维持 氧气 o2 容器 cck-lifesupport #LOC_KPBS.sabatiercontainer.title = K&K光合作用反应器 #LOC_KPBS.sabatiercontainer.description = 这个装置可以使用二氧化碳和氢气来生成水。 一氧化碳不能代替二氧化碳。 #LOC_KPBS.sabatiercontainer.tags = 生命维持 TAC 转化器 sabatier hydrogen 容器 cck-lifesupport #LOC_KPBS.sabatiercontainer.converter.name = 萨巴捷反应器 #LOC_KPBS.sabatiercontainer.converter.start = 开始萨巴捷反应 #LOC_KPBS.sabatiercontainer.converter.stop = 停止萨巴捷反应 #LOC_KPBS.sabatiercontainer.converter.tag = 生命维持 #LOC_KPBS.snackscontainerbig.title = K&K零食容器(大) #LOC_KPBS.snackscontainerbig.description = 一个大型的零食容器。 K&K自豪地同时展示了新的冷藏机制,以避免长途旅行后的怪味。 #LOC_KPBS.snackscontainerbig.tags = 生命维持 食物 snack 容器 cck-lifesupport #LOC_KPBS.snackscontainersmall.title = K&K零食容器(小) #LOC_KPBS.snackscontainersmall.description = 装满了小绿人主要的生命维持系统但主要还是零食。 吃之前应该看看是不是过期了~~ #LOC_KPBS.snackscontainersmall.tags = 生命维持 食物 snack 容器 cck-lifesupport #LOC_KPBS.taclscontainerbig.title = K&K生命维持系统容器(大) #LOC_KPBS.taclscontainerbig.description = 这个大型的容器可以提供你所有的补给。 完全可以满足所有小绿人的需求! #LOC_KPBS.taclscontainerbig.tags = 生命维持 食物 水 氧气 o2 TAC 容器 cck-lifesupport #LOC_KPBS.taclscontainersmall.title = K&K生命维持系统容器(小) #LOC_KPBS.taclscontainersmall.description = 来自K&K的小型生命维持系统的全面型方案。 #LOC_KPBS.taclscontainersmall.tags = 生命维持 食物 水 氧气 o2 TAC 容器 cck-lifesupport #LOC_KPBS.taclswasteproductcontainerbig.title = K&K废弃物容器(大) #LOC_KPBS.taclswasteproductcontainerbig.description = 盛放所有废弃物的巨大容器。 #LOC_KPBS.taclswasteproductcontainerbig.tags = 生命维持 废物 污水 TAC 容器 cck-lifesupport #LOC_KPBS.taclswasteproductcontainersmall.title = K&K废弃物容器(小) #LOC_KPBS.taclswasteproductcontainersmall.description = 用来盛放所有废弃物的小型容器。 #LOC_KPBS.taclswasteproductcontainersmall.tags = 生命维持 废物 污水 TAC 容器 cck-lifesupport #LOC_KPBS.airscrubbercontainer.title = K&K氧气产生器 #LOC_KPBS.airscrubbercontainer.description = 这种生命维持系统设备可以产生空气,减少了需要依靠物资。虽然不是非常有效,但它的确处理了大量的空气。 Wernher von Kerman坚持认为,这绝对不仅仅是一堆汽车空气清新剂。 #LOC_KPBS.airscrubbercontainer.tags = 生命维持 转化器 循环 cck-lifesupport 空气 #LOC_KPBS.usilscontainerbig.title = K&K生命维持系统容器(大) #LOC_KPBS.usilscontainerbig.description = 这个容器提供了长期呆在另一个星球的所有你需要。或者至少工程师是这样说的。 #LOC_KPBS.usilscontainerbig.tags = 生命维持 USI 有机质 肥料 补给 容器 cck-lifesupport #LOC_KPBS.usilscontainersmall.title = K&K生命维持系统容器(小) #LOC_KPBS.usilscontainersmall.description = 这个小型容器可以提供你长期在其他星球的一切东西。 不过你最好还是带上一些备用的 。 #LOC_KPBS.usilscontainersmall.tags = 生命维持 USI 有机质 肥料 补给 容器 cck-lifesupport #LOC_KPBS.usilsrecyclercontainer.title = K&K物资循环设备 #LOC_KPBS.usilsrecyclercontainer.description = 这个小设备可以让你的一部分供给循环利用。 #LOC_KPBS.usilsrecyclercontainer.tags = 生命维持 recycler 补给 有机质 容器 cck-lifesupport #LOC_KPBS.wastecontainerbig.title = K&K废弃物容器(大) #LOC_KPBS.wastecontainerbig.description = 这个大罐子可以盛放小绿人一整天的垃圾。而且它是完全密封的来防止它散发出恶臭。 #LOC_KPBS.wastecontainerbig.tags = waste 生命维持 容器 TAC kerbalism cck-lifesupport #LOC_KPBS.wastecontainersmall.title = K&K废弃物容器(小) #LOC_KPBS.wastecontainersmall.description = 盛放常规垃圾的小型容器。不能盛放电子废料! #LOC_KPBS.wastecontainersmall.tags = waste 生命维持 容器 TAC kerbalism cck-lifesupport #LOC_KPBS.wastewatercontainerbig.title = K&K污水容器(大) #LOC_KPBS.wastewatercontainerbig.description = 一个大型污水容器。 使用的时候注意不要漏出去。 #LOC_KPBS.wastewatercontainerbig.tags = waste water 生命维持 容器 TAC cck-lifesupport #LOC_KPBS.wastewatercontainersmall.title = K&K污水容器(小) #LOC_KPBS.wastewatercontainersmall.description = 污水小型容器。 里面的液体并不能喝! #LOC_KPBS.wastewatercontainersmall.tags = waste water 生命维持 容器 TAC cck-lifesupport #LOC_KPBS.watercontainerbig.title = K&K饮用水容器(大) #LOC_KPBS.watercontainerbig.description = 这可以作为长期饮用水供应。 但是不要把它当做游泳池! #LOC_KPBS.watercontainerbig.tags = Water 生命维持系统设备USI TAC cck-lifesupport #LOC_KPBS.watercontainersmall.title = K&K饮用水容器(小) #LOC_KPBS.watercontainersmall.description = 饮用水小型容器。它可用于淋浴、饮水、洗漱或者搞一个水滑梯~。 #LOC_KPBS.watercontainersmall.tags = Water 生命维持系统设备USI TAC cck-lifesupport #LOC_KPBS.waterpurifiercontainer.title = K&K净水器 #LOC_KPBS.waterpurifiercontainer.description = 在两个活性炭过滤器的帮助下,离心机和其他高度机密的部件可以将脏水净化成几乎干净的水。 只适合 Kerbonauts! #LOC_KPBS.waterpurifiercontainer.tags = 水 净化 生命维持 设备 TAC cck-lifesupport #LOC_KPBS.waterdrill.title = K&K内联式水资源钻头 #LOC_KPBS.waterdrill.description = 内联式钻头的改良版。可以开采水不能开采矿石。 开采出来的水在过滤之前是不能喝的~。 #LOC_KPBS.waterdrill.tags = 生命维持 钻头 水 cck-lifesupport #LOC_KPBS.waterdrill.drill.name = 水资源钻头 #LOC_KPBS.waterdrill.drill.start = 开始开采 #LOC_KPBS.waterdrill.drill.stop = 停止水资源开采 #LOC_KPBS.orbitalscanner.title = K&K M335窄带水探测器 #LOC_KPBS.orbitalscanner.description = 一个勘测理想着陆地点的工具,可以在星球环绕上提供关于水资源的详细信息。只能扫描探测器下方的一小点范围之内。 #LOC_KPBS.orbitalscanner.tags = 转化炉 矿物 )采矿 (矿石 prospect resource sensor scanner water #LOC_KPBS.surfacescanner.title = K&K地表水扫描模块 #LOC_KPBS.surfacescanner.description = 可以从星球地表扫描水分的小型扫描器。当在行星或月球上着陆时,收集的样本数据可以用来增加轨道测量扫描仪的准确性。 #LOC_KPBS.surfacescanner.tags = 转化炉 矿物 )采矿 (水 prospect resource scanner sensor #LOC_KPBS.usirecycler.title = K&K循环设备 #LOC_KPBS.usirecycler.description = 一个循环设备用来减少生命维持所需的补给。 #LOC_KPBS.usirecycler.tags = 生命维持 USI 有机质 补给 cck-lifesupport 行星 基地 循环 #LOC_KPBS.MKS.wolfterminal.title = K&K WOLF Terminal #LOC_KPBS.MKS.wolfterminal.description = Where Kerbals go when they want to hitch a ride on a WOLF transport route. #LOC_KPBS.MKS.wolfterminal.tags = usi planetary base terminal wolf cck-usi-wolf #LOC_KPBS.MKS.workshop.title = K&K Workshop #LOC_KPBS.MKS.workshop.description = Finally a place for hiding Bill. Keeps the colony machinery running at peak performance (as certified by Bill). Also includes a miniature machine shop. #LOC_KPBS.MKS.workshop.tags = cck-usi-manufacturing\tusi mks workshop repair #LOC_KPBS.MKS.workshop.mkit.name = MaterialKits #LOC_KPBS.MKS.workshop.mkit.start = Start MaterialKits #LOC_KPBS.MKS.workshop.mkit.stop = Stop MaterialKits #LOC_KPBS.MKS.workshop.machinery.name = Machinery #LOC_KPBS.MKS.workshop.machinery.start = Start Machinery #LOC_KPBS.MKS.workshop.machinery.stop = Stop Machinery #LOC_KPBS.MKS.workshop.shop.name = Machine Shop #LOC_KPBS.MKS.workshop.shop.start = Start Machine Shop #LOC_KPBS.MKS.workshop.shop.stop = Stop Machine Shop } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles/KPBS_MM_Kerbalism_Default.cfg Profile { name = KerbalismSupport modname = KerbalPlanetaryBaseSystem moddir = PlanetaryBaseInc Supply { resource = EnrichedUranium low_message = Enriched Uranium is almost depleted on $VESSEL@Nuclear Reactors will shut down soon empty_message = There is no more Enriched Uranium on $VESSEL@Nuclear Reactors have shut down refill_message = $VESSEL Enriched Uranium storage refilled@Nuclear Reactors back online } Process { name = kpbs_reprocessor centrifuge modifier = _KPBS_reprocessor_Centrifuge input = ElectricCharge@120 input = DepletedFuel@0.06 output = EnrichedUranium@0.03 } Process { name = kpbs_xenonextractor centrifuge modifier = _KPBS_xenonextractor_Centrifuge input = DepletedFuel@0.006 input = ElectricCharge@60 output = XenonGas@0.15 } Process { name = kpbs_uraniumextractor centrifuge modifier = _KPBS_uraniumextractor_Centrifuge input = Ore@0.6 input = ElectricCharge@60 output = EnrichedUranium@0.0006 } Process { name = kpbs_nuclear reactor modifier = _KPBSNukereactor input = EnrichedUranium@0.0000024 output = DepletedFuel@0.0000024 output = ElectricCharge@1350 } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles/KPBS_MM_Kerbalism_Default.cfg RESOURCE_DEFINITION { name = _KPBS_reprocessor_Centrifuge density = 0.0 isVisible = false } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles/KPBS_MM_Kerbalism_Default.cfg RESOURCE_DEFINITION { name = _KPBS_xenonextractor_Centrifuge density = 0.0 isVisible = false } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles/KPBS_MM_Kerbalism_Default.cfg RESOURCE_DEFINITION { name = _KPBS_uraniumextractor_Centrifuge density = 0.0 isVisible = false } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles/KPBS_MM_Kerbalism_Default.cfg RESOURCE_DEFINITION { name = _KPBSNukereactor density = 0.0 isVisible = false } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/KAS/COMP-KKAOSS-Corridor.cfg COMPATIBILITY { name = KKAOSSFix.KKAOSS.KAS.Flexible.Corridor modName = KAS patchCreationTimestamp = 1552532479 TEST { PART { name = KKAOSS.KAS.Flexible.Corridor } MODULE { name = KASLinkResourceConnector } MODULE { name = KASRendererPipe } MODULE { name = KASJointCableBase } } UPGRADE { PART { action = Fix } MODULE { name = ModuleKISItem action = Drop } MODULE { name = KASLinkResourceConnector action = Fix fieldRule = %name = KASLinkSourceInteractive } MODULE { name = KASRendererPipe action = Fix fieldRule = %name = KASRendererBezierPipe } MODULE { name = KASJointCableBase action = Fix fieldRule = %name = KASJointRigid fieldRule = %persistedLinkLength = -1 fieldRule = %coupleWhenLinked = True } } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/KAS/gangway_flexible.cfg PART { name = KKAOSS_KAS_Flexible_Corridor module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.113, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.07, 0, 0, -1, 0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = metaMaterials entryCost = 4000 cost = 1500 category = Structural subcategory = 0 title = K&K Flexible Corridor manufacturer = K&K Advanced Orbit and Surface Structures description = A flexible corridor for Kerbobauts that don't know what they want to build when they launch a rocket. attachRules = 1,1,1,1,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 tags = KAS base corridor connect flexible bulkheadProfiles = size1 MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KAS/gangway_flexible } MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KAS/Connector/connector } MODULE { name = KASLinkSourceInteractive linkType = KPBSCorridor linkTypeDisplayName = Corridor attachNodeName = top allowCoupling = true coupleMode = AlwaysCoupled jointName = corridorJoint linkRendererName = corridorRenderer sndPathDock = KAS/Sounds/plugdocked sndPathUndock = KAS/Sounds/unplugdocked sndPathPlug = KAS/Sounds/plug sndPathUnplug = KAS/Sounds/unplug sndPathBroke = KAS/Sounds/broke startLinkMenu = Attach corridor breakLinkMenu = Detach corridor } MODULE { name = KASRendererBezierPipe materialShininess = 0.2 rendererName = corridorRenderer pipeColliderIsPhysical = true pipeTextureRescaleMode = Stretch pipeDiameter = 1.08 pipeTexturePath = PlanetaryBaseInc/ModSupport/Parts/KAS/flexible_tube_2 pipeTextureSamplesPerMeter = 1 pipeBendResistance = 2.16 pipeMeshSections = 21 pipeShapeSmoothness = 16 reskinTexture = true pipeTextureWraps = 2 targetJoint { model = *Connector*/head modelPartAttachAt = 0.0, 0.0, -0.1125, 0, 0, 0 modelPipeAttachAt = 0.0, 0.0, -0.167, 180, 0, 0 parkAttachAt = 0.0, 0.0, 0.0, 270, 0, 0 } } MODULE { name = KASJointRigid jointName = corridorJoint minLinkLength = 0 maxLinkLength = 5 linkBreakForce = 600 sourceLinkAngleLimit = 100 targetLinkAngleLimit = 100 anchorAtSource = 0, 0, 0 anchorAtTarget = 0, 0, 0 } MODULE { name = KASLinkTargetBase linkType = KPBSCorridor linkTypeDisplayName = Corridor attachNodeName = top allowCoupling = true } MODULE { name = ModuleCargoPart packedVolume = 1500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem stackable = true equipMode = model equipSlot = jetpack equipRemoveHelmet = false equipBoneName = aliasJetpack equipPos = (0, 0.349, -0.26) equipDir = (100, 0, 0) carriable = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_KAS_Flexible_Corridor } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/KAS/gangway_flexible_LEGACY.cfg PART { name = KKAOSS_KAS_Flexible_Gangway module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.113, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.07, 0, 0, -1, 0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = metaMaterials TechHidden = True entryCost = 4000 cost = 1500 category = none subcategory = 0 title = LEGACY KAS Corridor manufacturer = K&K Advanced Orbit and Surface Structures description = A flexible corridor for Kerbobauts that don't know what they want to build when they launch a rocket. attachRules = 1,1,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 tags = KAS base corridor connect flexible bulkheadProfiles = size1 MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KAS/gangway_flexible } MODULE { name = KASModuleStrut nodeTransform = tube_node type = TubeSize1 maxLenght = 20 maxAngle = 100 breakForce = 600 allowDock = true allowPumpFuel = true hasCollider = false tubeScale = 1.15 jointScale = 1.15 textureTiling = 1 tubeSrcType = Joined tubeTgtType = Joined evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (190.0, 0.0, 0.0) tubeTexPath = PlanetaryBaseInc/ModSupport/Parts/KAS/flexible_tube } MODULE { name = ModuleCargoPart packedVolume = 1500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = drop useName = use usableFromEva = true usableFromContainer = true usableFromPod = true usableFromEditor = true stackable = true volumeOverride = 700 editorItemsCategory = false moveSndPath = KIS/Sounds/itemMove equipable = false equipMode = model equipSlot = equipSkill = equipRemoveHelmet = false equipMeshName = helmet equipBoneName = helmet01 equipPos = (0, 0, 0) equipDir = (0, 0, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 2 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_KAS_Flexible_Gangway } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/KIS/FuelTank_g.cfg PART { name = KKAOSS_KIS_FuelTank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 1.5580, 0, 0, 1, 0, 1 node_stack_bottom = 0, -1.5580, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = specializedConstruction entryCost = 12300 cost = 6000 category = Payload subcategory = 0 title = K&K Storage [KIS] manufacturer = K&K Advanced Orbit and Surface Structures description = A big storage for even the biggest parts. attachRules = 1,0,1,1,0 mass = 1.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 tags = KIS inventory base planetary container IVA usage container cck-containers bulkheadProfiles = PlanetaryBase MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KIS/FuelTank_g } MODULE { name = ModuleKISInventory maxVolume = 11000 externalAccess = true internalAccess = true slotsX = 6 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11685 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_KIS_FuelTank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/KIS/FuelTank_small_g.cfg PART { name = KKAOSS_KIS_FuelTank_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.78125, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.78125, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.73494, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = specializedConstruction entryCost = 8000 cost = 3000 category = Payload subcategory = 0 title = K&K Storage (small) [KIS] manufacturer = K&K Advanced Orbit and Surface Structures description = A small storage for parts in the Base profile. attachRules = 1,0,1,1,0 mass = 0.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 tags = KIS inventory base planetary container IVA usage container cck-containers bulkheadProfiles = PlanetaryBase MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KIS/FuelTank_small_g } MODULE { name = ModuleKISInventory maxVolume = 5500 externalAccess = true internalAccess = true slotsX = 4 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 5857 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_KIS_FuelTank_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/KIS/ground_plate.cfg PART { name = KKAOSS_KIS_ground_plate module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.124, 0, 0,1, 0, 2 node_stack_bottom = 0, -0.15, 0, 0,-1, 0, 2 TechRequired = specializedConstruction entryCost = 4000 cost = 600 category = Structural subcategory = 0 title = K&K Ground Base [KIS] manufacturer = K&K Advanced Orbit and Surface Structures description = A big concrete base for bases or other parts. This part need to be attached on the ground with a wrench or a screwdriver. attachRules = 1,0,1,1,1 mass = 0.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 60 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1, srf tags = KIS inventory base planetary base plate cck-eva-items MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KIS/ground_plate } MODULE { name = ModuleKISItem volumeOverride = 200 stackable = true allowPartAttach = 2 allowStaticAttach = 1 staticAttachBreakForce = 50 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 567 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_KIS_ground_plate } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/KIS/tank_KIS.cfg PART { name = KKAOSS_KIS_Tank module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = specializedConstruction entryCost = 4000 cost = 1500 category = Payload subcategory = 0 title = K&K Container for Parts [KIS] manufacturer = K&K Advanced Orbit and Surface Structures description = A small container to store parts that can be useful on EVA. Now also with lock to prevent theft. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 tags = KIS inventory base planetary container IVA usage container cck-containers bulkheadProfiles = PlanetaryBase MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KIS/tank_KIS } MODULE { name = ModuleKISInventory maxVolume = 1200 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_KIS_Tank } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/KIS/tank_KIS_big.cfg PART { name = KKAOSS_KIS_Tank_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = largeVolumeContainment entryCost = 7000 cost = 2800 category = Payload subcategory = 0 title = K&K Container for big Parts [KIS] manufacturer = K&K Advanced Orbit and Surface Structures description = A bigger container to store parts that can be useful on EVA. This one can store bigger parts. attachRules = 1,0,1,1,0 mass = 0.37 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 tags = KIS inventory base planetary container IVA usage container cck-containers bulkheadProfiles = PlanetaryBase MODEL { model = PlanetaryBaseInc/ModSupport/Parts/KIS/tank_KIS_big } MODULE { name = ModuleKISInventory maxVolume = 2500 externalAccess = true internalAccess = true slotsX = 5 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_KIS_Tank_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Airfilter.cfg PART { name = KKAOSS_LS_container_airfilter module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = largeElectrics entryCost = 14000 cost = 3000 category = none subcategory = 0 title = K&K Airfilter Container manufacturer = K&K Advanced Orbit and Surface Structures description = This life-support container filters the air from an integrated air intake to gather useful resources. Note to safety: Do not stand in front of the air intake if the filter is set to full power. This is just a security procedure and is really not connected to any actual event! attachRules = 1,0,1,0,0 mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 tags = life support carbon dioxide co2 filter o2 oxygen container cck-lifesupport bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Airfilter } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = deployActionName = Activate retractActionName = Deactivate moduleType = Air Filter } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModuleResourceHarvester HarvesterType = 2 Efficiency = 0.75 ResourceName = Oxygen ConverterName = Oxygen Filter StartActionName = Start Oxygen Filter StopActionName = Stop Oxygen Filter AutoShutdown = true UseSpecialistBonus = false GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleResourceHarvester HarvesterType = 2 Efficiency = 0.75 ResourceName = Hydrogen ConverterName = Hydrogen Filter StartActionName = Start Hydrogen Filter StopActionName = Stop Hydrogen Filter AutoShutdown = true UseSpecialistBonus = false GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleResourceHarvester HarvesterType = 2 Efficiency = 0.75 ResourceName = CarbonDioxide ConverterName = CO2 Filter StartActionName = Start CO2 Filter StopActionName = Stop CO2 Filter AutoShutdown = true UseSpecialistBonus = false GeneratesHeat = true INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } RESOURCE { name = Oxygen amount = 0 maxAmount = 200 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 200 } RESOURCE { name = Hydrogen amount = 0 maxAmount = 200 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_airfilter } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Algae.cfg PART { name = KKAOSS_LS_container_algae module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = automation entryCost = 16000 cost = 4250 category = none subcategory = 0 title = K&K Algae Farm manufacturer = K&K Advanced Orbit and Surface Structures description = A small algae farm to produce fertilizer that is needed to grow food. Do not eat the fertilizer, it tastes aweful. attachRules = 1,0,1,0,0 tags = life support algae fertilizer container cck-lifesupport mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Algae } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModuleKPBSConverter ConverterName = Algae Farm tag = Algae Farm StartActionName = Start cultivation StopActionName = Stop cultivation UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Waste Ratio = 0.0000045 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.0001 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.5 } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.000008301 DumpExcess = true } } RESOURCE { name = Fertilizer amount = 300 maxAmount = 300 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_algae } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CarbonExtractor.cfg PART { name = KKAOSS_LS_container_carbon_extractor module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advElectrics entryCost = 12000 cost = 7000 category = none subcategory = 0 title = K&K Carbon Extractor Container manufacturer = K&K Advanced Orbit and Surface Structures description = This life support container allows the recycling of carbon dioxide into oxygen. Not suited for Kerbals with a sensitive nose. attachRules = 1,0,1,0,0 tags = life support TAC converter recycl water carbin co2 oxygen o2 cck-lifesupport mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CarbonExtractor } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModuleKPBSConverter ConverterName = Oxygen Regenerator StartActionName = Start Regenerator StopActionName = Stop Regenerator tag = oxygen regeneration UseSpecialistBonus = false allowDumpExcessOxygen = true GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.3246296986908648 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.010219261 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.010281226 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.0000054412493 DumpExcess = true } } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 500 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_carbon_extractor } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big.cfg PART { name = KKAOSS_LS_container_co2_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 9000 cost = 2000 category = none subcategory = 0 title = K&K Carbon Dioxide Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = This container can store a big amount of carbon dioxide that is produced by kerbals. attachRules = 1,0,1,0,0 tags = life support carbon dioxide co2 container cck-lifesupport mass = 0.16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_big } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 127883.136852896 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_co2_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_small.cfg PART { name = KKAOSS_LS_container_co2_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 6500 cost = 1500 category = none subcategory = 0 title = K&K Carbon Dioxide Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = This container can store carbon dioxide that is produced by kerbals. attachRules = 1,0,1,0,0 tags = life support carbon dioxide co2 container cck-lifesupport mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_CO2_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 63941.568426448 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_co2_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Elektron.cfg PART { name = KKAOSS_LS_container_elektron module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advElectrics entryCost = 14000 cost = 5600 category = none subcategory = 0 title = K&K Elektron Container manufacturer = K&K Advanced Orbit and Surface Structures description = The Elektron can be used to split water into hydrogen and oxygen. It can support up to eight Kerbals. Make sure to not use all water as it makes the Kerbals angry. attachRules = 1,0,1,0,0 tags = life support TAC converter recycl water hydrogen oxygen o2 cck-lifesupport mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Elektron } MODULE { name = ModuleKPBSConverter ConverterName = Water Splitter StartActionName = Start Elektron StopActionName = Stop Elektron allowDumpExcessOxygen = true tag = Life Support GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 2.3 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.00001632492 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.010281226 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Hydrogen Ratio = 0.0203380571746385 DumpExcess = true } } MODULE { name = ModuleCargoPart packedVolume = 2000 } RESOURCE { name = Hydrogen amount = 0 maxAmount = 200 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_elektron } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Fertilizer_big.cfg PART { name = KKAOSS_LS_container_fertilizer_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advScienceTech entryCost = 14000 cost = 10800 category = none subcategory = 0 title = K&K Fertilizer Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = An even bigger container full of fertilizer to grow food. The food is even more delicious when the fertilizer came from this container. attachRules = 1,0,1,1,0 tags = life support USI fertilizer supplies cck-lifesupport mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Fertilizer_big } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } RESOURCE { name = Fertilizer amount = 600 maxAmount = 600 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_fertilizer_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Fertilizer_small.cfg PART { name = KKAOSS_LS_container_fertilizer_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = scienceTech entryCost = 4000 cost = 5550 category = none subcategory = 0 title = K&K Fertilizer Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = A container full of fertilizer to grow food in the greenhouses! attachRules = 1,0,1,1,0 tags = life support USI fertilizer supplies cck-lifesupport mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Fertilizer_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } RESOURCE { name = Fertilizer amount = 300 maxAmount = 300 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_fertilizer_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Food_big.cfg PART { name = KKAOSS_LS_container_food_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 14000 cost = 2195 category = none subcategory = 0 title = K&K Food Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = This big container is full of food. Best before yesterday! attachRules = 1,0,1,1,0 tags = life support TAC kerbalism food supplies cck-lifesupport mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Food_big } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } RESOURCE { name = Food amount = 1462.5 maxAmount = 1462.5 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_food_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Food_small.cfg PART { name = KKAOSS_LS_container_food_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 9000 cost = 1397 category = none subcategory = 0 title = K&K Food Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = A small container for food. Keep in mind to lock the storage to lock out Kerbals which have the munchies. attachRules = 1,0,1,1,0 tags = life support TAC kerbalism food supplies cck-lifesupport mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Food_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } RESOURCE { name = Food amount = 731.25 maxAmount = 731.25 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_food_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Greenhouse.cfg PART { name = KKAOSS_LS_container_greenhouse module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = 0.0, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = scienceTech entryCost = 16000 cost = 4750 category = none subcategory = 0 title = K&K Greenhouse Container manufacturer = K&K Advanced Orbit and Surface Structures description = A small greenhouse that can grow food from waste and fertilizer. attachRules = 1,0,1,0,0 tags = life support food produce greenhouse cck-lifesupport mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Greenhouse } MODULE { name = ModuleScienceExperiment experimentID = KPBS_plantgrowthstudy experimentActionName = Make plant growth study resetActionName = Discard Plant Samples reviewActionName = Review Plant Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.4 FxModules = 0 dataIsCollectable = True collectActionName = Collect Plant Samples interactionRange = 1.2 usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKPBSConverter ConverterName = Greenhouse StartActionName = Start farming StopActionName = Stop farming tag = Life Support GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.5 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.000002766 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000001864679 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.00024668815 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.0002855896 DumpExcess = true } OUTPUT_RESOURCE { ResourceName = Food Ratio = 0.0000169271 DumpExcess = false } } RESOURCE { name = Fertilizer amount = 50 maxAmount = 50 } RESOURCE { name = Waste amount = 0 maxAmount = 5 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_greenhouse } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Hydrogen.cfg PART { name = KKAOSS_LS_container_hydrogen module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 9000 cost = 1400 category = none subcategory = 0 title = K&K Hydrogen Container manufacturer = K&K Advanced Orbit and Surface Structures description = A container to store hydrogen that can be converted into Water and be used in a Fuel-Cell. Caution do not use in rockets! attachRules = 1,0,1,1,0 tags = life support TAC hydrogen cck-lifesupport mass = 0.28 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Hydrogen } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } RESOURCE { name = Hydrogen amount = 6000 maxAmount = 6000 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_hydrogen } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Oxygen_big.cfg PART { name = KKAOSS_LS_container_oxygen_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 9000 cost = 2020 category = none subcategory = 0 title = K&K Oxygen Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = To fill the market gap for big oxgyen storage capabilities K&K developed this beautiful piece of art. attachRules = 1,0,1,0,0 tags = life support oxygen o2 container cck-lifesupport mass = 0.16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Oxygen_big } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } RESOURCE { name = Oxygen amount = 148049.6453900708 maxAmount = 148049.6453900708 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_oxygen_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Oxygen_small.cfg PART { name = KKAOSS_LS_container_oxygen_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 6500 cost = 1510 category = none subcategory = 0 title = K&K Oxygen Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = This container from K&K is full of that wonderful oxygen all Kerbals seem to be demand as of late. attachRules = 1,0,1,0,0 tags = life support oxygen o2 container cck-lifesupport mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Oxygen_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } RESOURCE { name = Oxygen amount = 74024.8226950354 maxAmount = 74024.8226950354 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_oxygen_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Sabatier.cfg PART { name = KKAOSS_LS_container_sabatier module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = specializedElectrics entryCost = 14000 cost = 6000 category = none subcategory = 0 title = K&K Sabatier Reactor Container manufacturer = K&K Advanced Orbit and Surface Structures description = This container uses CO2 and Hydrogen to generate Water. Warranty void when used with CO instead of CO2. attachRules = 1,0,1,0,0 tags = life support TAC converter sabatier hydrogen container cck-lifesupport mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Sabatier } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModuleKPBSConverter ConverterName = Sabatier Reactor StartActionName = Start Sabatier StopActionName = Stop Sabatier tag = Life Support GeneratesHeat = false FillAmount = 0.95 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.09996 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.010281226 } INPUT_RESOURCE { ResourceName = Hydrogen Ratio = 0.040676114349271 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00001632492 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.00000966436 DumpExcess = true } } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_sabatier } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_big.cfg PART { name = KKAOSS_LS_container_tacls_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 9000 cost = 2191 category = none subcategory = 0 title = K&K Life Support Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = The biggest container for all your life supply needs. Fully equipped with all a Kerbal may ever need! attachRules = 1,0,1,0,0 tags = life support food water oxygen o2 TAC container cck-lifesupport mass = 0.16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_big } MODULE { name = ModuleCargoPart packedVolume = -1 } RESOURCE { name = Food amount = 487.5 maxAmount = 487.5 } RESOURCE { name = Water amount = 322.2166666667 maxAmount = 322.2166666667 } RESOURCE { name = Oxygen amount = 49349.8818 maxAmount = 49349.8818 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_tacls_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_small.cfg PART { name = KKAOSS_LS_container_tacls_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 6500 cost = 1295 category = none subcategory = 0 title = K&K Life Support Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = A smaller version of the all-around life-support solution from K&K. attachRules = 1,0,1,0,0 tags = life support food water oxygen o2 TAC container cck-lifesupport mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } RESOURCE { name = Food amount = 243.75 maxAmount = 243.75 } RESOURCE { name = Water amount = 161.1083334 maxAmount = 161.1083334 } RESOURCE { name = Oxygen amount = 24674.9409 maxAmount = 24674.9409 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_tacls_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_Waste_big.cfg PART { name = KKAOSS_LS_container_tacls_waste_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 9000 cost = 2100 category = none subcategory = 0 title = K&K Waste-Products Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = The huge all-around container for the waste products. attachRules = 1,0,1,0,0 tags = life support waste wastewater TAC container cck-lifesupport mass = 0.16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_Waste_big } MODULE { name = ModuleCargoPart packedVolume = -1 } RESOURCE { name = Waste amount = 0 maxAmount = 44.33333333 } RESOURCE { name = WasteWater amount = 0 maxAmount = 410.3333333 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 42627.71228 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_tacls_waste_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_Waste_small.cfg PART { name = KKAOSS_LS_container_tacls_waste_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 6500 cost = 1200 category = none subcategory = 0 title = K&K Waste-Products Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = A smaller container for all the waste products. attachRules = 1,0,1,0,0 tags = life support waste wastewater TAC container cck-lifesupport mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 bulkheadProfiles = Container maxTemp = 2000 MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_TACLS_Waste_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } RESOURCE { name = Waste amount = 0 maxAmount = 22.16666666667 } RESOURCE { name = WasteWater amount = 0 maxAmount = 205.1666667 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 21313.85614 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_tacls_waste_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WasteWater_big.cfg PART { name = KKAOSS_LS_container_wastewater_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 14000 cost = 2001 category = none subcategory = 0 title = K&K Waste-Water Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = A large container for Waste-Water. Take care to not cause any leaks. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = waste water life support container TAC cck-lifesupport MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WasteWater_big } MODULE { name = ModuleCargoPart packedVolume = -1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1231 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_wastewater_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WasteWater_Small.cfg PART { name = KKAOSS_LS_container_wastewater_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 9000 cost = 1201 category = none subcategory = 0 title = K&K Waste-Water Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = A small container for the wasted water. DO NOT DRINK! attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = waste water life support container TAC cck-lifesupport MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WasteWater_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } RESOURCE { name = WasteWater amount = 0 maxAmount = 615.5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_wastewater_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Waste_big.cfg PART { name = KKAOSS_LS_container_waste_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 14000 cost = 2000 category = none subcategory = 0 title = K&K Waste Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = waste life support container TAC kerbalism cck-lifesupport attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = waste life support container TAC kerbalism cck-lifesupport MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Waste_big } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } RESOURCE { name = Waste amount = 0 maxAmount = 133 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_waste_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Waste_small.cfg PART { name = KKAOSS_LS_container_waste_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 9000 cost = 1200 category = none subcategory = 0 title = K&K Waste Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = A small container for the waste the normal Kerbal produces. Do not use for electronic scrap! attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = waste life support container TAC kerbalism cck-lifesupport MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Waste_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } RESOURCE { name = Waste amount = 0 maxAmount = 66.5 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_waste_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WaterPurifier.cfg PART { name = KKAOSS_LS_container_waterpurifier module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advElectrics entryCost = 14000 cost = 5200 category = none subcategory = 0 title = K&K Water Purifier Container manufacturer = K&K Advanced Orbit and Surface Structures description = With the help of two activated carbon filters, centrifuge and other highly secret parts this containers able to purify the dirty water into nearly clean water. Only suited for Kerbonauts! attachRules = 1,0,1,0,0 mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = Container tags = Water Purifier life support container TAC cck-lifesupport MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_WaterPurifier } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleKPBSConverter ConverterName = Water Purifier StartActionName = Start Purifier StopActionName = Stop Purifier tag = Life Support GeneratesHeat = false FillAmount = 1.0 UseSpecialistBonus = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.05813055555555888 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.00008548612 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.00007693751 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.0000119681 DumpExcess = true } } RESOURCE { name = WasteWater amount = 0 maxAmount = 5 } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_waterpurifier } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Water_big.cfg PART { name = KKAOSS_LS_container_water_big module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, -0.45, 0.0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = advExploration entryCost = 14000 cost = 2001 category = none subcategory = 0 title = K&K Water Container (big) manufacturer = K&K Advanced Orbit and Surface Structures description = This is intended for a long supply of drinkable water. Do not use this as a pool or for diving! attachRules = 1,0,1,1,0 tags = Water life support container USI TAC cck-lifesupport mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 bulkheadProfiles = Container maxTemp = 2000 MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Water_big } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } RESOURCE { name = Water amount = 966.65 maxAmount = 966.65 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_water_big } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Water_Small.cfg PART { name = KKAOSS_LS_container_water_small module = Part author = Nils277 scale = 1 rescaleFactor = 1 CoMOffset = -0.45, 0, 0 node_stack_top = 0, 0, 0, 1, 0, 0, 1 TechRequired = spaceExploration entryCost = 9000 cost = 1201 category = none subcategory = 0 title = K&K Water Container (small) manufacturer = K&K Advanced Orbit and Surface Structures description = A small container for water. It can be used to shower, drink, wash or for a water slide. attachRules = 1,0,1,1,0 tags = Water life support container USI TAC cck-lifesupport mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 bulkheadProfiles = Container maxTemp = 2000 MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Container_Water_small } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleKISItem shortcutKeyAction = equip useName = place usableFromEva = true usableFromContainer = false usableFromPod = false usableFromEditor = false stackable = true editorItemsCategory = false equipable = true equipMode = model equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0, 0.35, 0) equipDir = (90, -90, 0) carriable = true allowPartAttach = 1 allowStaticAttach = 0 } RESOURCE { name = Water amount = 483.325 maxAmount = 483.325 } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_container_water_small } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Drill_Water_g.cfg PART { name = KKAOSS_LS_drill_water module = Part author = Nils277 scale = 1 rescaleFactor = 1 node_stack_back = 0, -0.439, 0, 0, -1, 0, 1 node_stack_front = 0, 0.401, 0, 0, 1, 0, 1 TechRequired = experimentalScience entryCost = 14000 cost = 4600 category = Utility subcategory = 0 title = K&K Inline Water Drill manufacturer = K&K Advanced Orbit and Surface Structures description = A modified version of the inline drill. Instead of Ore it is able to get water. Do not drink the water before it has been filtered. attachRules = 1,0,1,0,1 mass = 0.9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = PlanetaryBase tags = life support drill water cck-lifesupport MODEL { model = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/Drill_Water_g } MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.75 ResourceName = Water ConverterName = Water Drill StartActionName = Start Water Drill StopActionName = Stop Water Drill ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 GeneratesHeat = true FillAmount = 0.95 HarvestThreshold = 0.01 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } RESOURCE { name = Water amount = 0 maxAmount = 50 } MODULE { name = ModuleAnimationGroup deployAnimationName = Drill_Water_Deploy activeAnimationName = Drill_Water_Run moduleType = Drill } MODULE { name = ModuleCoreHeat CoreTempGoal = 500 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.25 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.05 MaxCalculationWarp = 1000 CoreShutdownTemp = 1000 MaxCoolant = 60 } MODULE { name = ModuleKPBSCorridorNodes nodeNames = front transormNames = Base_Front showAllWithNoAttachment = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 3153 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_LS_drill_water } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/OrbitalScanner.cfg PART { name = KKAOSS_Water_OrbitalScanner module = Part author = RoverDude scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = experimentalScience entryCost = 3000 cost = 1000 category = Science subcategory = 0 title = K&K M335 Narrow-Band Water Scanner manufacturer = K&K Advanced Orbit and Surface Structures description = Ideal for surveying potential landing sites, this scanner provides detailed information about the water resources on the planet or moon it orbits. This data is limited to the spot directly below the scanner. attachRules = 1,1,0,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = isru mine )mining (ore prospect resource sensor scanner water MODEL { model = Squad/Parts/Resources/OrbitalScanner/OrbitalScanner } MODULE { name = ModuleGPS } MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 500000 RequiresUnlock = true ScannerType = 0 ResourceName = Water } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 7 EnhancedMinimumFoV = 175 EnhancedMaximumFoV = 179.5 MinimumFoV = 5 MaximumFoV = 90 AnomalyDetection = 0 RequiresAnimation = True DISPLAY_MODES { Mode = Resources,#autoLOC_900321 } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = miniscanner deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Scanner } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleSCANresourceScanner sensorType = 8192 fov = 3 min_alt = 10000 max_alt = 500000 best_alt = 150000 scanName = Water Scan power = 0.4 } MODULE { name = SCANresourceDisplay sensorType = 8192 ResourceName = Water } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 945 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Water_OrbitalScanner } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Parts/LifeSupport/SurfaceScanner.cfg PART { name = KKAOSS_Water_SurfaceScanner module = Part author = RoverDude scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0.1, 0.0, 0.0, -1, 0 TechRequired = scienceTech entryCost = 2400 cost = 800 category = Science subcategory = 0 title = K&K Surface Water Scanning Module manufacturer = K&K Advanced Orbit and Surface Structures description = A small module to scan for water on the surface of a planet. When used while landed on a planet or moon, the sample data gathered can be used to increase the accuracy of orbital survey scanners. attachRules = 0,1,0,0,0 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = isru mine )mining (water prospect resource scanner sensor MODEL { model = Squad/Parts/Resources/SurfaceScanner/SurfaceScanner } MODULE { name = ModuleGPS } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Water MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleBiomeScanner } MODULE { name = ModuleAsteroidAnalysis } MODULE { name = ModuleAnalysisResource resourceName = Water } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 97 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = KKAOSS_Water_SurfaceScanner } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Resources/KPBS_Resource_Hydrogen.cfg PLANETARY_RESOURCE { ResourceName = Hydrogen ResourceType = 2 PlanetName = Jool Distribution { PresenceChance = 100 MinAbundance = 5 MaxAbundance = 7 Variance = 0 } } } UrlConfig { parentUrl = PlanetaryBaseInc/ModSupport/Resources/KPBS_Resource_Hydrogen.cfg PLANETARY_RESOURCE { ResourceName = Hydrogen ResourceType = 2 PlanetName = Eve Distribution { PresenceChance = 100 MinAbundance = 2 MaxAbundance = 3 Variance = 0 } } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Sun isSun = True color = 255,225,180 intensity = 6 atmosphereAmbient = 0 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Moho color = 124,102,88 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Eve color = 104,76,141 intensity = 1.2 atmosphereAmbient = 1 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Gilly color = 134,119,103 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Kerbin color = 73,99,121 intensity = 1 atmosphereAmbient = 1 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Mun color = 80,82,81 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Minmus color = 187,253,228 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Duna color = 165,72,41 intensity = 1 atmosphereAmbient = 1 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Ike color = 64,64,64 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Dres color = 128,128,128 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Jool color = 117,173,78 intensity = 1 atmosphereAmbient = 1 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Laythe color = 88,92,106 intensity = 1 atmosphereAmbient = 1 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Vall color = 140,158,160 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Tylo color = 188,180,168 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Bop color = 100,86,76 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Pol color = 238,206,152 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PlanetShine/Config/CelestialBodies.cfg PlanetshineCelestialBody { name = Eeloo color = 200,205,201 intensity = 1 atmosphereAmbient = 0.2 groundAmbientOverride = 1 } } UrlConfig { parentUrl = PortraitStats/Localization/en-us.cfg Localization { en-us { #PORTRAIT_STATS_UI_COURAGE = Courage: #PORTRAIT_STATS_UI_STUPIDITY = Stupidity: #PORTRAIT_STATS_UI_VETERAN = Veteran #PORTRAIT_STATS_UI_BADASS = Badass #PORTRAIT_STATS_UI_EXPERIENCE = Experience: #PORTRAIT_STATS_UI_CURRENT_FLIGHT = Current Flight: #PORTRAIT_STATS_UI_ITINERARY = <<1>> itinerary: #PORTRAIT_STATS_UI_GO_HOME = Get thee home! } } } UrlConfig { parentUrl = PortraitStats/Localization/zh-ch.cfg Localization { zh-cn { #PORTRAIT_STATS_UI_COURAGE = 勇气: #PORTRAIT_STATS_UI_STUPIDITY = 愚蠢度: #PORTRAIT_STATS_UI_VETERAN = 老兵 #PORTRAIT_STATS_UI_BADASS = 坏蛋 #PORTRAIT_STATS_UI_EXPERIENCE = 经验: #PORTRAIT_STATS_UI_CURRENT_FLIGHT = 记录: #PORTRAIT_STATS_UI_ITINERARY = <<1>>的行程: #PORTRAIT_STATS_UI_GO_HOME = 送我回家! } } } UrlConfig { parentUrl = Principia/localization/celestial_strings.cfg Localization { en-us { #Principia_MapNode_PeriapsisHeader(Sun).en-us = <<3>> Perihelion:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Earth).en-us = <<3>> Perigee:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Jupiter).en-us = <<3>> Perijove:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Sun).en-us = <<3>> Aphelion:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Earth).en-us = <<3>> Apogee:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Jupiter).en-us = <<3>> Apojove:\n <<4>> m #Principia_OrbitAnalyser_Elements_Periapsis(Sun).en-us = perihelion #Principia_OrbitAnalyser_Elements_Apoapsis(Sun).en-us = aphelion #Principia_OrbitAnalyser_Elements_Periapsis(Earth).en-us = perigee #Principia_OrbitAnalyser_Elements_Apoapsis(Earth).en-us = apogee #Principia_OrbitAnalyser_OrbitDescription(Sun).en-us = <<3>>heliocentric orbit #Principia_OrbitAnalyser_OrbitDescription(Moon).en-us = <<3>>lunar orbit #Principia_OrbitAnalyser_OrbitDescription_Synchronous(Earth).en-us = <<3>>geosynchronous orbit #Principia_OrbitAnalyser_OrbitDescription_Stationary(Earth).en-us = geostationary orbit #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating(Sun).en-us = Heliocentric Inertial #Principia_ReferenceFrameSelector_Abbreviation_BodyCentredNonRotating(Sun).en-us = HCI #Principia_ReferenceFrameSelector_Name_BodyCentredParentDirection(Earth,Sun).en-us = Geocentric Solar Ecliptic #Principia_ReferenceFrameSelector_Abbreviation_BodyCentredParentDirection(Earth,Sun).en-us = GSE #Principia_ReferenceFrameSelector_Description_BodyCentredParentDirection(Earth,Sun).en-us = The centre of <> is fixed.\nThe ecliptic (the plane of its orbit around <>) is horizontal.\nThe reference frame rotates with the orbit, fixing the direction of <>. } fr-fr { #Principia_MapNode_PeriapsisHeader(Sun).fr-fr = Périhélie <<3>> :\n<<4>> m #Principia_MapNode_PeriapsisHeader(Earth).fr-fr = Périgée <<3>> :\n<<4>> m #Principia_MapNode_ApoapsisHeader(Sun).fr-fr = Aphélie <<3>> :\n<<4>> m #Principia_MapNode_ApoapsisHeader(Earth).fr-fr = Apogée <<3>> :\n<<4>> m #Principia_OrbitAnalyser_Elements_Periapsis(Sun).fr-fr = périhélie #Principia_OrbitAnalyser_Elements_Apoapsis(Sun).fr-fr = aphélie #Principia_OrbitAnalyser_Elements_Periapsis(Earth).fr-fr = périgée #Principia_OrbitAnalyser_Elements_Apoapsis(Earth).fr-fr = apogée #Principia_OrbitAnalyser_OrbitDescription(Sun).fr-fr = orbite héliocentrique<<3>> #Principia_OrbitAnalyser_OrbitDescription(Moon).fr-fr = orbite lunaire<<3>> #Principia_OrbitAnalyser_OrbitDescription(Earth).fr-fr = orbite terrestre<<3>> #Principia_OrbitAnalyser_OrbitDescription_Synchronous(Earth).fr-fr = orbite géosynchrone<<3>> #Principia_OrbitAnalyser_OrbitDescription_Stationary(Earth).fr-fr = orbite géostationnaire #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating(Sun).fr-fr = héliocentrique #Principia_ReferenceFrameSelector_NavballName_BodyCentredNonRotating(Sun).fr-fr = Réf. héliocentr. #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating(Earth).fr-fr = géocentrique #Principia_ReferenceFrameSelector_NavballName_BodyCentredNonRotating(Earth).fr-fr = Réf. géocentr. #Principia_ReferenceFrameSelector_Name_BodySurface(Earth).fr-fr = terrestre #Principia_ReferenceFrameSelector_NavballName_BodySurface(Earth).fr-fr = Réf. terrestre #Principia_ReferenceFrameSelector_Name_BodyCentredParentDirection(Earth,Sun).fr-fr = Géocentrique Solaire Écliptique #Principia_ReferenceFrameSelector_NavballName_BodyCentredParentDirection(Earth,Sun).fr-fr = Référentiel GSE #Principia_ReferenceFrameSelector_Description_BodyCentredParentDirection(Earth,Sun).fr-fr = Le centre de <> est fixe.\nLe plan de l’écliptique (le plan de l’orbite de <> autour de <>) est horizontal.\nLe référentiel tourne suivant l’orbite, de manière à garder la direction de <> fixe. } ru { #Principia_MapNode_PeriapsisHeader(Sun).ru = <> перигелий^m>>:\n<<4>> м #Principia_MapNode_PeriapsisHeader(Earth).ru = <> перигей^m>>:\n<<4>> м #Principia_MapNode_ApoapsisHeader(Sun).ru = <> афелий^m>>:\n<<4>> м #Principia_MapNode_ApoapsisHeader(Earth).ru = <> апогей^m>>:\n<<4>> м #Principia_OrbitAnalyser_Elements_Periapsis(Sun).ru = перигелий^m #Principia_OrbitAnalyser_Elements_Apoapsis(Sun).ru = афелий^m #Principia_OrbitAnalyser_Elements_Periapsis(Earth).ru = перигей^m #Principia_OrbitAnalyser_Elements_Apoapsis(Earth).ru = апогей^m #Principia_OrbitAnalyser_OrbitDescription(Sun).ru = <<3>>гелиоцентрическая орбита #Principia_OrbitAnalyser_OrbitDescription(Moon).ru = <<3>>окололунная орбита #Principia_OrbitAnalyser_OrbitDescription(Earth).ru = <<3>>геоцентрическая орбита #Principia_OrbitAnalyser_OrbitDescription_Synchronous(Earth).ru = <<3>>геосинхронная орбита #Principia_OrbitAnalyser_OrbitDescription_Stationary(Earth).ru = геостационарная орбита } zh-cn { #Principia_MapNode_PeriapsisHeader(Sun).zh-cn = <<3>>近日点:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Mercury).zh-cn = <<3>>近水点:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Venus).zh-cn = <<3>>近金点:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Earth).zh-cn = <<3>>近地点:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Moon).zh-cn = <<3>>近月点:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Mars).zh-cn = <<3>>近火点:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Jupiter).zh-cn = <<3>>近木点:\n <<4>> m #Principia_MapNode_PeriapsisHeader(Saturn).zh-cn = <<3>>近土点:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Sun).zh-cn = <<3>>远日点:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Mercury).zh-cn = <<3>>远水点:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Venus).zh-cn = <<3>>远金点:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Earth).zh-cn = <<3>>远地点:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Moon).zh-cn = <<3>>远月点:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Mars).zh-cn = <<3>>远火点:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Jupiter).zh-cn = <<3>>远木点:\n <<4>> m #Principia_MapNode_ApoapsisHeader(Saturn).zh-cn = <<3>>远土点:\n <<4>> m #Principia_OrbitAnalyser_Elements_Periapsis(Sun).zh-cn = 近日点 #Principia_OrbitAnalyser_Elements_Periapsis(Mercury).zh-cn = 近水点 #Principia_OrbitAnalyser_Elements_Periapsis(Venus).zh-cn = 近金点 #Principia_OrbitAnalyser_Elements_Periapsis(Earth).zh-cn = 近地点 #Principia_OrbitAnalyser_Elements_Periapsis(Moon).zh-cn = 近月点 #Principia_OrbitAnalyser_Elements_Periapsis(Mars).zh-cn = 近火点 #Principia_OrbitAnalyser_Elements_Periapsis(Jupiter).zh-cn = 近木点 #Principia_OrbitAnalyser_Elements_Periapsis(Saturn).zh-cn = 近土点 #Principia_OrbitAnalyser_Elements_Apoapsis(Sun).zh-cn = 远日点 #Principia_OrbitAnalyser_Elements_Apoapsis(Mercury).zh-cn = 远水点 #Principia_OrbitAnalyser_Elements_Apoapsis(Venus).zh-cn = 远金点 #Principia_OrbitAnalyser_Elements_Apoapsis(Earth).zh-cn = 远地点 #Principia_OrbitAnalyser_Elements_Apoapsis(Moon).zh-cn = 远月点 #Principia_OrbitAnalyser_Elements_Apoapsis(Mars).zh-cn = 远火点 #Principia_OrbitAnalyser_Elements_Apoapsis(Jupiter).zh-cn = 远木点 #Principia_OrbitAnalyser_Elements_Apoapsis(Saturn).zh-cn = 远土点 #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating(Sun).zh-cn = 日心惯性 #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating(Earth).zh-cn = 地心惯性 #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating(Moon).zh-cn = 月心惯性 #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating(Mars).zh-cn = 火心惯性 #Principia_ReferenceFrameSelector_Name_BodySurface(Earth).zh-cn = 地心地固 #Principia_ReferenceFrameSelector_Name_BodySurface(Moon).zh-cn = 月心月固 #Principia_ReferenceFrameSelector_Name_BodyCentredParentDirection(Earth,Sun).zh-cn = 地心太阳黄道 #Principia_ReferenceFrameSelector_NavballName_BodyCentredParentDirection(Earth,Sun).zh-cn = 地心太阳黄道 #Principia_ReferenceFrameSelector_Description_BodyCentredParentDirection(Earth,Sun).zh-cn = <<1>>的质心已固定,\n水平面为黄道(<<1>>绕<<3>>的轨道面)。\n这个参考系跟随轨道旋转,面向着<<3>>的方位不变。 } } } UrlConfig { parentUrl = Principia/localization/en-us.cfg Localization { en-us { #Principia_UILanguage = en-us #Principia_GrammaticalForm_Standalone = <> #Principia_AlphabeticList = ABCDEFGHIJ #Principia_MainWindow_PluginNotStarted = Plugin is not started #Principia_MainWindow_NewMoonAnnouncementWithKspDeprecation = Announcement: the new moon of lunation number <<1>> has come; please update KSP to version <<3>> and download the latest Principia release, <<2>>. Note that RealismOverhaul and RealSolarSystem now support KSP <<3>>. #Principia_MainWindow_NewMoonAnnouncement = Announcement: the new moon of lunation number <<1>> has come; please download the latest Principia release, <<2>>. #Principia_MainWindow_TargetVessel_Select = Select target vessel... #Principia_MainWindow_TargetVessel_Name = Target: <<1>> #Principia_MainWindow_TargetVessel_Clear = Clear #Principia_MainWindow_TargetVessel_SwitchTo = Switch to #Principia_MainWindow_Declutter = Declutter map #Principia_MainWindow_Declutter_ShowOnly = Show only: #Principia_MainWindow_Declutter_PinnedMarkers = Pinned markers #Principia_MainWindow_Declutter_PinnedCelestials = Pinned celestials #Principia_MainWindow_PredictionSettings = Prediction: #Principia_MainWindow_KspFeatures = KSP Features #Principia_MainWindow_LoggingSettings = Logging Settings #Principia_MainWindow_KspFeature_DisplayPatchedConics = Display patched conics (do not use for flight planning!) #Principia_MainWindow_TargetCelestial_Select = Select target celestial... #Principia_MainWindow_TargetCelestial_Name = Target: <> #Principia_MainWindow_TargetCelestial_Clear = Clear #Principia_MainWindow_LoggingSettings_VerboseLevel = Verbose level: #Principia_MainWindow_LoggingSettings_LogOption = Log #Principia_MainWindow_LoggingSettings_StderrOption = stderr #Principia_MainWindow_LoggingSettings_FlushOption = Flush #Principia_MainWindow_LoggingSettings_RecordJournal = Record journal (starts on load) #Principia_MainWindow_LoggingSettings_RecordJournalResult = Journaling is <<1>> #Principia_MainWindow_LoggingSettings_JournalingStatus_ON = ON #Principia_MainWindow_LoggingSettings_JournalingStatus_OFF = OFF #Principia_PredictionSettings_ToleranceLabel = Tolerance: #Principia_PredictionSettings_Steps = Steps: #Principia_DiscreteSelector_Min = min #Principia_DiscreteSelector_Max = max #Principia_MainWindow_HistoryLength = Max history length #Principia_DLLFailedToLoad = The Principia DLL failed to load.\n<<1>>\n\nWarning: don't load a Principia save before you have fixed this error; it might get damaged. #Principia_PlottingFrame = Plotting frame #Principia_SpeedDisplayModeTarget = Target #Principia_SpeedDisplayText = <<1>> m/s #Principia_ReferenceFrameSelector_Name_Target = Target-<<1>>-Orbit #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating = <<1>>-Centred Inertial #Principia_ReferenceFrameSelector_Name_BodyCentredParentDirection = <<1>>-<<3>>-Orbit #Principia_ReferenceFrameSelector_Name_BodySurface = <<1>>-Centred <<1>>-Fixed #Principia_ReferenceFrameSelector_Abbreviation_Target.en-us = Tgt <<2>>O #Principia_ReferenceFrameSelector_Abbreviation_BodyCentredNonRotating.en-us = <<2>>CI #Principia_ReferenceFrameSelector_Abbreviation_BodyCentredParentDirection.en-us = <<2>><<4>>O #Principia_ReferenceFrameSelector_Abbreviation_BodySurface.en-us = <<2>>C<<2>>F #Principia_ReferenceFrameSelector_Description_Heading = <<1>> (<<2>>) reference frame: #Principia_ReferenceFrameSelector_Description_Target = The target vessel, <<1>>, is fixed.\nThe plane of its orbit around <> is horizontal.\nThe reference frame rotates with the orbit, fixing the direction of <>. #Principia_ReferenceFrameSelector_Description_BodyCentredNonRotating = The centre of <> is fixed.\nIts equator is horizontal.\nThe reference frame does not rotate. #Principia_ReferenceFrameSelector_Description_BodyCentredParentDirection = The centre of <> is fixed.\nThe plane of its orbit around <> is horizontal.\nThe reference frame rotates with the orbit, fixing the direction of <>. #Principia_ReferenceFrameSelector_Description_BodySurface = <> is fixed.\nIts equator is horizontal.\nThe reference frame rotates with <>. #Principia_ReferenceFrameSelector_ReferencePlane_Centred = equator of <> #Principia_ReferenceFrameSelector_ReferencePlane_Secondary_Target = the target #Principia_ReferenceFrameSelector_ReferencePlane = orbit of <> around <> #Principia_ReferenceFrameSelector_ToggleButton = <<1>> selection (<<2>>)... #Principia_ReferenceFrameSelector_Title = <<1>> selection (<<2>>) #Principia_ReferenceFrameSelector_Tooltip_BodyCentredNonRotating = <<1>> reference frame: for perturbed Keplerian trajectories around <>. #Principia_ReferenceFrameSelector_Tooltip_BodySurface = <<1>> reference frame: for operations involving the surface of <>: landings, remote sensing, imaging, ground communications, etc. #Principia_ReferenceFrameSelector_Tooltip_BodyCentredParentDirection = <<1>> reference frame: for flybys of <>, transfers to or from it. #Principia_ReferenceFrameSelector_Tooltip_Target = <<1>> reference frame: for intercepts or rendez-vous with the target vessel. #Principia_ReferenceFrameSelector_Target = Target: <<1>> #Principia_ReferenceFrameSelector_Pin = Pin #Principia_OrbitAnalyser_Precesses = (precesses) #Principia_OrbitAnalyser_Title = Orbit analysis #Principia_OrbitAnalyser_Duration_GroundTrackCycles = \u0020(<<1>> ground track cycles) #Principia_OrbitAnalyser_Duration_Revolutions = <<1>> sidereal revolutions\n<<2>> nodal revolutions<<3>>\n<<4>> anomalistic revolutions #Principia_OrbitAnalyser_Warning_NoElements1 = could not determine elements; mission duration may be shorter than a revolution, or trajectory may not be gravitationally bound. #Principia_OrbitAnalyser_Warning_NoElements2 = could not determine elements; mission duration may be shorter than a revolution, or trajectory may not be gravitationally bound to <>. #Principia_OrbitAnalyser_Warning_NoPrimary = <<1>> is not gravitationally bound over <<2>> #Principia_OrbitAnalyser_AnalysisDescription = Orbit of <<1>> with respect to <> over <<3>>:\n<<4>> #Principia_OrbitAnalyser_OrbitDescription_Circular = circular\u0020 #Principia_OrbitAnalyser_OrbitDescription_HighlyElliptical = highly elliptical\u0020 #Principia_OrbitAnalyser_OrbitDescription_Equatorial = equatorial\u0020 #Principia_OrbitAnalyser_OrbitDescription_Polar = polar\u0020 #Principia_OrbitAnalyser_OrbitDescription_Retrograde = retrograde\u0020 #Principia_OrbitAnalyser_OrbitDescription_Synchronous = synchronous\u0020 #Principia_OrbitAnalyser_OrbitDescription_Stationary = stationary\u0020 #Principia_OrbitAnalyser_OrbitDescription_Semisynchronous = semisynch.\u0020 #Principia_OrbitAnalyser_OrbitDescription_SunSynchronous = sun-synch.\u0020 #Principia_OrbitAnalyser_OrbitDescription = <<3>><<1>> orbit #Principia_OrbitAnalyser_Elements_LowestAltitude = Lowest altitude #Principia_OrbitAnalyser_Warning_Collision = collision #Principia_OrbitAnalyser_Warning_CollisionRisk = collision risk #Principia_OrbitAnalyser_Warning_Reentry = reentry #Principia_OrbitAnalyser_Elements_MeanElements = Mean orbital elements #Principia_OrbitAnalyser_Elements_SiderealPeriod = Sidereal period #Principia_OrbitAnalyser_Elements_NodalPeriod = Nodal period #Principia_OrbitAnalyser_Elements_AnomalisticPeriod = Anomalistic period #Principia_OrbitAnalyser_Elements_SemimajorAxis = Semimajor axis #Principia_OrbitAnalyser_Elements_Eccentricity = Eccentricity #Principia_OrbitAnalyser_Elements_Inclination = Inclination #Principia_OrbitAnalyser_Elements_LongitudeOfAscendingNode = Longitude of ascending node #Principia_OrbitAnalyser_Elements_NodalPrecession = Nodal precession #Principia_OrbitAnalyser_Elements_Periapsis = periapsis #Principia_OrbitAnalyser_Elements_Apoapsis = apoapsis #Principia_OrbitAnalyser_Elements_ArgumentOfPeriapsis = Argument of <<1>> #Principia_OrbitAnalyser_Elements_MeanPeriapsisAltitude = Mean <<1>> altitude #Principia_OrbitAnalyser_Elements_MeanApoapsisAltitude = Mean <<1>> altitude #Principia_OrbitAnalyser_GroundTrack = Ground track #Principia_OrbitAnalyser_MeanSolarTimeOfAscendingNode = Mean local time of ascending node #Principia_OrbitAnalyser_MeanSolarTimeOfDescendingNode = Mean local time of descending node #Principia_OrbitAnalyser_Recurrence_CapderouTriple = Recurrence: <<1>> #Principia_OrbitAnalyser_Recurrence_AutoDetect = Auto-detect #Principia_OrbitAnalyser_Recurrence_Cycle = Cycle #Principia_OrbitAnalyser_Recurrence_Cycle_RevolutionsEquals = revolutions \u003D #Principia_OrbitAnalyser_Recurrence_Cycle_Days = days #Principia_OrbitAnalyser_Recurrence_Subcycle = Subcycle #Principia_OrbitAnalyser_Recurrence_SubcycleLengthInDays = <<1>> days #Principia_OrbitAnalyser_Recurrence_EquatorialShift = Equatorial shift #Principia_OrbitAnalyser_Recurrence_GridInterval = Grid interval #Principia_OrbitAnalyser_GroundTrack_LongitudesOfEquatorialCrossings_Prefix = Longitudes of equatorial crossings of rev. # #Principia_OrbitAnalyser_GroundTrack_LongitudesOfEquatorialCrossings_Suffix = #Principia_OrbitAnalyser_GroundTrack_AscendingPass = Ascending pass #Principia_OrbitAnalyser_GroundTrack_DescendingPass = Descending pass #Principia_OrbitAnalyser_MissionDuration = Duration #Principia_CurrentOrbitAnalyser_ToggleButton = Orbit analysis... #Principia_CurrentOrbitAnalyser_ToggleButtonWithDescription = Analysis: <<1>>... #Principia_CurrentOrbitAnalyser_Analysing = Analysing orbit of <<1>>... #Principia_PlannedOrbitAnalyser_ToggleButton = Analyse final trajectory... #Principia_PlannedOrbitAnalyser_ToggleButtonWithDescription = Final orbit analysis: <<1>>... #Principia_PlannedOrbitAnalyser_Analysing = Analysing final planned orbit of <<1>>... #Principia_FlightPlan_PlanLength = Plan length #Principia_FlightPlan_ToggleButton = Flight plan... #Principia_FlightPlan_Title = Flight plan #Principia_FlightPlan_Create = Create flight plan #Principia_FlightPlan_MaxSteps = Max. steps per segment: #Principia_FlightPlan_TotalΔv = Total Δv : <<1>> m/s #Principia_FlightPlan_Delete = Delete flight plan #Principia_FlightPlan_Rebase = Rebase #Principia_FlightPlan_Duplicate = Duplicate #Principia_FlightPlan_ManœuvreHeader = Manœuvre #<<1>> #Principia_FlightPlan_UpcomingManœuvre = Upcoming manœuvre #<<1>>: #Principia_FlightPlan_IgnitionCountdown = Ignition <<1>> #Principia_FlightPlan_OngoingManœuvre = Ongoing manœuvre #<<1>>: #Principia_FlightPlan_CutoffCountdown = Cutoff <<1>> #Principia_FlightPlan_ShowManœuvreOnNavball = Show on navball #Principia_FlightPlan_WarpToManœuvre = Warp to manœuvre #Principia_FlightPlan_Warning_AllManœuvresInThePast = All manœuvres are in the past #Principia_FlightPlan_Coast = Coast for <<1>> #Principia_FlightPlan_CoastInOrbit = Coast in <<1>> for <<2>> #Principia_FlightPlan_AddManœuvre = Add manœuvre #Principia_FlightPlan_StatusMessage_ChangeFlightPlan = changing the flight plan #Principia_FlightPlan_StatusMessage_FailedError = computation failed with error <<1>> and message "<<2>>" #Principia_FlightPlan_StatusMessage_TimeOut = after <<1>> #Principia_FlightPlan_StatusMessage_MaxSteps = integrator reached the maximum number of steps <<1>> #Principia_FlightPlan_StatusMessage_MaxSegment = increasing 'Max. steps per segment' or avoiding collisions with a celestial #Principia_FlightPlan_StatusMessage_Singularity = integrator encountered a singularity (probably the centre of a celestial) <<1>> #Principia_FlightPlan_StatusMessage_AvoidingCollision = avoiding collisions with a celestial #Principia_FlightPlan_StatusMessage_Infinite = manœuvre #<<1>> would result in an infinite or indeterminate velocity #Principia_FlightPlan_StatusMessage_Adjust = adjusting the duration of manœuvre #<<1>> #Principia_FlightPlan_StatusMessage_OutRange1 = manœuvre #<<1>> overlaps with <<2>> or <<3>> #Principia_FlightPlan_StatusMessage_OutRange2 = the start of the flight plan #Principia_FlightPlan_StatusMessage_OutRange3 = manœuvre #<<1>> #Principia_FlightPlan_StatusMessage_OutRange4 = the end of the flight plan #Principia_FlightPlan_StatusMessage_OutRange5 = manœuvre #<<1>> #Principia_FlightPlan_StatusMessage_OutRange6 = <<1>>adjusting the initial time or reducing the duration of manœuvre #<<2>> #Principia_FlightPlan_StatusMessage_OutRange7 = extending the flight plan or\u0020 #Principia_FlightPlan_StatusMessage_TooShort = flight plan is too short #Principia_FlightPlan_StatusMessage_Increase = increasing the flight plan duration #Principia_FlightPlan_StatusMessage_CantRebase = flight plan cannot be rebased during scheduled manœuvre execution #Principia_FlightPlan_StatusMessage_WaitFinish = moving the manœuvre or waiting for it to finish #Principia_FlightPlan_StatusMessage_Last = The last <<1>> manœuvres could not be drawn because the <<2>>; try <<3>><<4>>. #Principia_FlightPlan_StatusMessage_Last2 = \u0020or adjusting manœuvre #<<1>> #Principia_FlightPlan_StatusMessage_Result = The <<1>>; try <<2>>. #Principia_BurnEditor_SpeedUnit = m/s #Principia_BurnEditor_ΔvTangent = Δv tangent #Principia_BurnEditor_ΔvNormal = Δv normal #Principia_BurnEditor_ΔvBinormal = Δv binormal #Principia_BurnEditor_InitialTime = t initial #Principia_BurnEditor_DecrementRevolution = −1 nodal revolution #Principia_BurnEditor_IncrementRevolution = +1 nodal revolution #Principia_BurnEditor_ManœuvringFrame = Manœuvring frame #Principia_BurnEditor_MinimizedHeader = <<1>> (<<2>> m/s) #Principia_BurnEditor_Info_InconsistentFrames = Manœuvre frame differs from plotting frame #Principia_BurnEditor_Delete = Delete #Principia_BurnEditor_ActiveEngines = Active Engines #Principia_BurnEditor_ActiveRCS = Active RCS #Principia_BurnEditor_InstantImpulse = Instant Impulse #Principia_BurnEditor_InertiallyFixed = Inertially fixed #Principia_BurnEditor_TimeBase_StartOfFlightPlan = Time base: start of flight plan #Principia_BurnEditor_TimeBase_EndOfManœuvre = Time base: end of manœuvre #<<1>> #Principia_BurnEditor_Δv = Manœuvre Δv : <<1>> m/s #Principia_BurnEditor_Duration = Duration : <<1>> s #Principia_BurnEditor_Warning_NoActiveEngines = No active engines, falling back to RCS.\u0020 #Principia_BurnEditor_Warning_NoActiveRCS = No active RCS, modeling as instant burn.\u0020 #Principia_Logging_Info = INFO #Principia_Logging_Warning = WARNING #Principia_Logging_Error = ERROR #Principia_Logging_Fatal = FATAL #Principia_MapNode_Planned = Planned #Principia_MapNode_Predicted = Predicted #Principia_MapNode_PeriapsisHeader = <<3>> <<1>> Periapsis:\n<<4>> m #Principia_MapNode_ApoapsisHeader = <<3>> <<1>> Apoapsis:\n<<4>> m #Principia_MapNode_ApsisCaptionLine2 = <<1>> m/s #Principia_MapNode_AscendingNode = Ascending Node #Principia_MapNode_DescendingNode = Descending Node #Principia_MapNode_NodeHeader = <<1>> <<2>>:\n<<3>> #Principia_MapNode_NodeCaptionLine2 = <<1>> m/s #Principia_MapNode_ApproachHeader = <<1>> Target Approach: <<2>> m #Principia_MapNode_ApproachCaptionLine2 = <<1>> m/s #Principia_MapNode_ImpactHeader = <<1>> <<2>> Impact } } } UrlConfig { parentUrl = Principia/localization/fr-fr.cfg Localization { fr-fr { #Principia_UILanguage = fr-fr #Principia_GrammaticalForm_Standalone = <> #Principia_MainWindow_PluginNotStarted = Plugin non démarré #Principia_MainWindow_NewMoonAnnouncementWithKspDeprecation = Avertissement : la nouvelle lune de la lunaison numéro <<1>> est arrivée ; merci de mettre à jour KSP à la version <<3>> et de télécharger la dernière version de Principia, <<2>>. Notez que RealismOverhaul et RealSolarSystem supportent maintenant KSP <<3>>. #Principia_MainWindow_NewMoonAnnouncement = Avertissement : la nouvelle lune de la lunaison numéro <<1>> est arrivée ; merci de télécharger la dernière version de Principia, <<2>>. #Principia_MainWindow_TargetVessel_Select = Sélectionner le vaisseau cible... #Principia_MainWindow_TargetVessel_Name = Cible : <<1>> #Principia_MainWindow_TargetVessel_Clear = Effacer #Principia_MainWindow_TargetVessel_SwitchTo = Échanger #Principia_MainWindow_Declutter = Alléger la carte #Principia_MainWindow_Declutter_ShowOnly = Afficher seulement : #Principia_MainWindow_Declutter_PinnedMarkers = Marqueurs épinglés #Principia_MainWindow_Declutter_PinnedCelestials = Corps épinglés #Principia_MainWindow_PredictionSettings = Prédiction : #Principia_MainWindow_KspFeatures = Fonctionalités de KSP #Principia_MainWindow_LoggingSettings = Paramètres de logging #Principia_MainWindow_KspFeature_DisplayPatchedConics = Afficher les coniques juxtaposées (ne pas utiliser pour les plans de vol !) #Principia_MainWindow_TargetCelestial_Select = Sélectionner le corps cible... #Principia_MainWindow_TargetCelestial_Name = Cible : <> #Principia_MainWindow_TargetCelestial_Clear = Effacer #Principia_MainWindow_LoggingSettings_VerboseLevel = Niveau de verbosité : #Principia_MainWindow_LoggingSettings_LogOption = Traces #Principia_MainWindow_LoggingSettings_StderrOption = stderr #Principia_MainWindow_LoggingSettings_FlushOption = Immédiat #Principia_MainWindow_LoggingSettings_RecordJournal = Enregistrer un journal (démarre au chargement) #Principia_MainWindow_LoggingSettings_RecordJournalResult = Le journal est <<1>> #Principia_MainWindow_LoggingSettings_JournalingStatus_ON = ACTIF #Principia_MainWindow_LoggingSettings_JournalingStatus_OFF = INACTIF #Principia_PredictionSettings_ToleranceLabel = Tolérance : #Principia_PredictionSettings_Steps = Pas : #Principia_DiscreteSelector_Min = min #Principia_DiscreteSelector_Max = max #Principia_MainWindow_HistoryLength = Long. max. histoire #Principia_DLLFailedToLoad = La DLL de Principia ne s’est pas correctement chargée.\n<<1>>\n\nAttention : ne chargez pas une sauvegarde Principia avant d’avoir résolu cette erreur ; la sauvegarde pourrait se corrompre. #Principia_PlottingFrame = référentiel de dessin #Principia_SpeedDisplayModeTarget = Cible #Principia_SpeedDisplayText = <<1>> m/s #Principia_ReferenceFrameSelector_Name_Target = Cible-<>-Orbite #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating = galiléen centré sur <> #Principia_ReferenceFrameSelector_Name_BodyCentredParentDirection = <>-<>-Orbite #Principia_ReferenceFrameSelector_Name_BodySurface = lié à <> #Principia_ReferenceFrameSelector_NavballName_Target.fr-fr = Réf. Cible-<>-O #Principia_ReferenceFrameSelector_NavballName_BodyCentredNonRotating.fr-fr = Réf. gal. <<1>> #Principia_ReferenceFrameSelector_NavballName_BodyCentredParentDirection.fr-fr = Référentiel <><>O #Principia_ReferenceFrameSelector_NavballName_BodySurface.fr-fr = Réf. lié à <> #Principia_ReferenceFrameSelector_SelectorText_Target = Orbite #Principia_ReferenceFrameSelector_SelectorText_BodyCentredNonRotating = Gal. #Principia_ReferenceFrameSelector_SelectorText_BodyCentredParentDirection = Orbite #Principia_ReferenceFrameSelector_SelectorText_BodySurface = Sol #Principia_ReferenceFrameSelector_Description_Heading = Référentiel <<1>> : #Principia_ReferenceFrameSelector_Description_Target = Le vaisseau cible, <<1>>, est fixe.\nLe plan de son orbite autour de <> est horizontal.\nLe référentiel tourne suivant l’orbite, de manière à garder la direction de <> fixe. #Principia_ReferenceFrameSelector_Description_BodyCentredNonRotating = Le centre de <> est fixe.\nSon équateur est horizontal.\nLe référentiel ne tourne pas. #Principia_ReferenceFrameSelector_Description_BodyCentredParentDirection = Le centre de <> est fixe.\nLe plan de son orbite autour de <> est horizontal.\nLe référentiel tourne suivant l’orbite, de manière à garder la direction de <> fixe. #Principia_ReferenceFrameSelector_Description_BodySurface = <> est fixe.\nSon équateur est horizontal.\nLe réferentiel tourne comme <>. #Principia_ReferenceFrameSelector_ReferencePlane_Centred = équateur de <> #Principia_ReferenceFrameSelector_ReferencePlane_Secondary_Target = la cible #Principia_ReferenceFrameSelector_ReferencePlane = orbite de <> autour de <> #Principia_ReferenceFrameSelector_ToggleButton = Sélection du <<1>> (<<2>>)... #Principia_ReferenceFrameSelector_Title = Sélection du <<1>> (<<2>>) #Principia_ReferenceFrameSelector_Tooltip_BodyCentredNonRotating = Réferentiel <<1>> : pour les trajectoires Keplériennes perturbées autour de <>. #Principia_ReferenceFrameSelector_Tooltip_BodySurface = Référentiel <<1>> : pour les opérations impliquant la surface de <> (atterissages, télédétection, imagerie, télécommunications, etc.). #Principia_ReferenceFrameSelector_Tooltip_BodyCentredParentDirection = Référentiel <<1>> : pour les survols de <>, les transferts de ou vers <>. #Principia_ReferenceFrameSelector_Tooltip_Target = Référentiel <<1>> : pour les interceptions ou les rendez-vous avec le vaisseau cible. #Principia_ReferenceFrameSelector_Target = Cible : <<1>> #Principia_ReferenceFrameSelector_Pin = Épingler #Principia_OrbitAnalyser_Precesses = (précession) #Principia_OrbitAnalyser_Title = Analyse d’orbite #Principia_OrbitAnalyser_Duration_GroundTrackCycles = \u0020(<<1>> cycles de phasage) #Principia_OrbitAnalyser_Duration_Revolutions = <<1>> révolutions sidérales\n<<2>> révolutions nodales<<3>>\n<<4>> révolutions anomalistiques #Principia_OrbitAnalyser_Warning_NoElements1 = impossible de déterminer les élements ; la durée de la mission est inférieure à une révolution, ou la trajectoire n’est pas liée gravitationellement. #Principia_OrbitAnalyser_Warning_NoElements2 = impossible de déterminer les élements ; la durée de la mission est inférieure à une révolution, ou la trajectoire n’est pas liée gravitationellement à <>. #Principia_OrbitAnalyser_Warning_NoPrimary = le vaisseau <<1>> n’est pas gravitationellement lié pendant <<2>> #Principia_OrbitAnalyser_AnalysisDescription = Orbite de <<1>> autour de <> pendant <<3>> :\n<<4>> #Principia_OrbitAnalyser_OrbitDescription_Circular = \u0020circulaire #Principia_OrbitAnalyser_OrbitDescription_HighlyElliptical = \u0020très elliptique #Principia_OrbitAnalyser_OrbitDescription_Equatorial = \u0020équatoriale #Principia_OrbitAnalyser_OrbitDescription_Polar = \u0020polaire #Principia_OrbitAnalyser_OrbitDescription_Retrograde = \u0020rétrograde #Principia_OrbitAnalyser_OrbitDescription_Synchronous = \u0020synchrone #Principia_OrbitAnalyser_OrbitDescription_Stationary = \u0020stationnaire #Principia_OrbitAnalyser_OrbitDescription_Semisynchronous = \u0020semisynchrone #Principia_OrbitAnalyser_OrbitDescription_SunSynchronous = \u0020héliosynchrone #Principia_OrbitAnalyser_OrbitDescription = orbite<<3>> autour de <> #Principia_OrbitAnalyser_Elements_LowestAltitude = Altitude minimale #Principia_OrbitAnalyser_Warning_Collision = collision #Principia_OrbitAnalyser_Warning_CollisionRisk = risque de collision #Principia_OrbitAnalyser_Warning_Reentry = rentrée #Principia_OrbitAnalyser_Elements_MeanElements = Éléments orbitaux moyens #Principia_OrbitAnalyser_Elements_SiderealPeriod = Période sidérale #Principia_OrbitAnalyser_Elements_NodalPeriod = Période nodale #Principia_OrbitAnalyser_Elements_AnomalisticPeriod = Période anomalistique #Principia_OrbitAnalyser_Elements_SemimajorAxis = Demi-grand axe #Principia_OrbitAnalyser_Elements_Eccentricity = Excentricité #Principia_OrbitAnalyser_Elements_Inclination = Inclinaison #Principia_OrbitAnalyser_Elements_LongitudeOfAscendingNode = Longitude du nœud ascendant #Principia_OrbitAnalyser_Elements_NodalPrecession = Précession nodale #Principia_OrbitAnalyser_Elements_Periapsis = périastre #Principia_OrbitAnalyser_Elements_Apoapsis = apoastre #Principia_OrbitAnalyser_Elements_ArgumentOfPeriapsis = Argument du <<1>> #Principia_OrbitAnalyser_Elements_MeanPeriapsisAltitude = Altitude moyenne du <<1>> #Principia_OrbitAnalyser_Elements_MeanApoapsisAltitude = Altitude moyenne de l’<<1>> #Principia_OrbitAnalyser_GroundTrack = Trace au sol #Principia_OrbitAnalyser_MeanSolarTimeOfAscendingNode = Heure locale au nœud ascendant #Principia_OrbitAnalyser_MeanSolarTimeOfDescendingNode = Heure locale au nœud descendant #Principia_OrbitAnalyser_Recurrence_CapderouTriple = Phasage : <<1>> #Principia_OrbitAnalyser_Recurrence_AutoDetect = Détecter automatiquement #Principia_OrbitAnalyser_Recurrence_Cycle = Cycle #Principia_OrbitAnalyser_Recurrence_Cycle_RevolutionsEquals = révolutions \u003D #Principia_OrbitAnalyser_Recurrence_Cycle_Days = jours #Principia_OrbitAnalyser_Recurrence_Subcycle = Sous-cycle #Principia_OrbitAnalyser_Recurrence_SubcycleLengthInDays = <<1>> jours #Principia_OrbitAnalyser_Recurrence_EquatorialShift = Décalage équatorial #Principia_OrbitAnalyser_Recurrence_GridInterval = Intervalle de grille #Principia_OrbitAnalyser_GroundTrack_LongitudesOfEquatorialCrossings_Prefix = Longitudes des passages a l’équateur de la rév. nᵒ #Principia_OrbitAnalyser_GroundTrack_LongitudesOfEquatorialCrossings_Suffix = #Principia_OrbitAnalyser_GroundTrack_AscendingPass = Passe ascendante #Principia_OrbitAnalyser_GroundTrack_DescendingPass = Passe descendante #Principia_OrbitAnalyser_MissionDuration = Durée #Principia_CurrentOrbitAnalyser_ToggleButton = Analyse d’orbite... #Principia_CurrentOrbitAnalyser_ToggleButtonWithDescription = Analyse : <<1>>... #Principia_CurrentOrbitAnalyser_Analysing = Analyse de l’orbite de <<1>>... #Principia_PlannedOrbitAnalyser_ToggleButton = Analyse de la trajectoire finale... #Principia_PlannedOrbitAnalyser_ToggleButtonWithDescription = Analyse de l’orbite finale : <<1>>... #Principia_PlannedOrbitAnalyser_Analysing = Analyse de l’orbite finale planifiée pour <<1>>... #Principia_FlightPlan_PlanLength = Longueur #Principia_FlightPlan_ToggleButton = Plan de vol... #Principia_FlightPlan_Title = Plan de vol #Principia_FlightPlan_Create = Créer un plan de vol #Principia_FlightPlan_MaxSteps = Max. pas par segment : #Principia_FlightPlan_TotalΔv = Δv total : <<1>> m/s #Principia_FlightPlan_Delete = Supprimer le plan de vol #Principia_FlightPlan_Rebase = Reconstruire #Principia_FlightPlan_Duplicate = Dupliquer #Principia_FlightPlan_ManœuvreHeader = Manœuvre nᵒ <<1>> #Principia_FlightPlan_UpcomingManœuvre = Manœuvre nᵒ <<1>> à venir : #Principia_FlightPlan_IgnitionCountdown = Allumage <<1>> #Principia_FlightPlan_OngoingManœuvre = Manœuvre nᵒ <<1>> en cours : #Principia_FlightPlan_CutoffCountdown = Extinction <<1>> #Principia_FlightPlan_ShowManœuvreOnNavball = Montrer sur la navball #Principia_FlightPlan_WarpToManœuvre = Avancer jusqu’à la manœuvre #Principia_FlightPlan_Warning_AllManœuvresInThePast = Toutes les manœuvres sont dans le passé #Principia_FlightPlan_Coast = Vol non propulsé pendant <<1>> #Principia_FlightPlan_CoastInOrbit = Vol en <<1>> pendant <<2>> #Principia_FlightPlan_AddManœuvre = Ins. manœuvre #Principia_FlightPlan_StatusMessage_ChangeFlightPlan = de modifier le plan de vol #Principia_FlightPlan_StatusMessage_FailedError = le calcul a échoué avec l’erreur <<1>> et le message "<<2>>" #Principia_FlightPlan_StatusMessage_TimeOut = au bout de <<1>> #Principia_FlightPlan_StatusMessage_MaxSteps = l’intégrateur a atteint le nombre maximum de pas <<1>> #Principia_FlightPlan_StatusMessage_MaxSegment = d’augmenter « Max. pas par segment » ou d’éviter les collisions avec un corps céleste #Principia_FlightPlan_StatusMessage_Singularity = l’intégrateur a rencontré une singularité (probablement le centre d’un corps céleste) <<1>> #Principia_FlightPlan_StatusMessage_AvoidingCollision = d’éviter les collisions avec un corps céleste #Principia_FlightPlan_StatusMessage_Infinite = la manœuvre nᵒ <<1>> donnerait lieu à une vitesse infinie ou indéterminée #Principia_FlightPlan_StatusMessage_Adjust = d’ajuster la durée de la manœuvre nᵒ <<1>> #Principia_FlightPlan_StatusMessage_OutRange1 = la manœuvre nᵒ <<1>> se recoupe avec <<2>> ou <<3>> #Principia_FlightPlan_StatusMessage_OutRange2 = le début du plan de vol #Principia_FlightPlan_StatusMessage_OutRange3 = la manœuvre nᵒ <<1>> #Principia_FlightPlan_StatusMessage_OutRange4 = la fin du plan de vol #Principia_FlightPlan_StatusMessage_OutRange5 = la manœuvre nᵒ <<1>> #Principia_FlightPlan_StatusMessage_OutRange6 = <<1>>d’ajuster le temps initial ou de réduire la durée de la manœuvre nᵒ <<2>> #Principia_FlightPlan_StatusMessage_OutRange7 = de rallonger le plan de vol ou\u0020 #Principia_FlightPlan_StatusMessage_TooShort = le plan de vol est trop court #Principia_FlightPlan_StatusMessage_Increase = d’augmenter la durée du plan de vol #Principia_FlightPlan_StatusMessage_CantRebase = le plan de vol ne peut pas être reconstruit pendant l’exécution d’une manœuvre planifiée #Principia_FlightPlan_StatusMessage_WaitFinish = de déplacer la manœuvre ou d’attendre qu’elle soit finie #Principia_FlightPlan_StatusMessage_Last = Les <<1>> dernières manœuvres n’ont pas pu être dessinées parce que <<2>> ; essayez <<3>><<4>>. #Principia_FlightPlan_StatusMessage_Last2 = \u0020ou d’ajuster la manœuvre nᵒ <<1>> #Principia_FlightPlan_StatusMessage_Result = <<1>> ; essayez <<2>>. #Principia_BurnEditor_SpeedUnit = m/s #Principia_BurnEditor_ΔvTangent = Δv tangent #Principia_BurnEditor_ΔvNormal = Δv normal #Principia_BurnEditor_ΔvBinormal = Δv binormal #Principia_BurnEditor_InitialTime = Début : H0 + #Principia_BurnEditor_DecrementRevolution = −1 révolution nodale #Principia_BurnEditor_IncrementRevolution = +1 révolution nodale #Principia_BurnEditor_ManœuvringFrame = référentiel de manœuvre #Principia_BurnEditor_MinimizedHeader = <<1>> (<<2>> m/s) #Principia_BurnEditor_Info_InconsistentFrames = Le référentiel de manœuvre diffère de celui de dessin #Principia_BurnEditor_Delete = Suppr. #Principia_BurnEditor_ActiveEngines = Moteurs actifs #Principia_BurnEditor_ActiveRCS = RCS actif #Principia_BurnEditor_InstantImpulse = Impulsion instantanée #Principia_BurnEditor_InertiallyFixed = Inertiellement fixe #Principia_BurnEditor_TimeBase_StartOfFlightPlan = H0 : début du plan de vol #Principia_BurnEditor_TimeBase_EndOfManœuvre = H0 : fin de la manœuvre nᵒ <<1>> #Principia_BurnEditor_Δv = Δv de la manœuvre : <<1>> m/s #Principia_BurnEditor_Duration = Durée : <<1>> s #Principia_BurnEditor_Warning_NoActiveEngines = Pas de moteurs actifs, utilisation du RCS.\u0020 #Principia_BurnEditor_Warning_NoActiveRCS = Pas de RCS actif, modélisation comme impulsion instantanée.\u0020 #Principia_Logging_Info = INFO #Principia_Logging_Warning = WARNING #Principia_Logging_Error = ERROR #Principia_Logging_Fatal = FATAL #Principia_MapNode_Planned = planifié #Principia_MapNode_Predicted = prédit #Principia_MapNode_PeriapsisHeader = Périastre <<3>> :\n<<4>> m au-dessus de <> #Principia_MapNode_ApoapsisHeader = Apoastre <<3>> :\n<<4>> m au-dessus de <> #Principia_MapNode_ApsisCaptionLine2 = <<1>> m/s #Principia_MapNode_AscendingNode = Nœud ascendant #Principia_MapNode_DescendingNode = Nœud descendant #Principia_MapNode_NodeHeader = <<2>> <<1>> :\n<<3>> #Principia_MapNode_NodeCaptionLine2 = <<1>> m/s #Principia_MapNode_ApproachHeader = Rapprochement <<1>> à la cible : <<2>> m #Principia_MapNode_ApproachCaptionLine2 = <<1>> m/s #Principia_MapNode_ImpactHeader = Impact <<1>> sur <> } } } UrlConfig { parentUrl = Principia/localization/ru.cfg Localization { ru { #Principia_UILanguage = ru #Principia_GrammaticalForm_Standalone = <> #Principia_AlphabeticList = АБВГДЕЖИКЛ #Principia_MainWindow_PluginNotStarted = Плагин не запущен #Principia_MainWindow_NewMoonAnnouncementWithKspDeprecation = Сообщение: наступило новолуние лунного месяца номер <<1>>; пожалуйста, обновите KSP до версии <<3>> и загрузите последнюю версию Principia, <<2>>. Обратите внимание, что RealismOverhaul и RealSolarSystem теперь поддерживают версию KSP <<3>>. #Principia_MainWindow_NewMoonAnnouncement = Сообщение: наступило новолуние лунного месяца номер <<1>>; пожалуйста, загрузите последнюю версию Principia, <<2>>. #Principia_MainWindow_TargetVessel_Select = Выбрать цель (аппарат)... #Principia_MainWindow_TargetVessel_Name = Цель: <<1>> #Principia_MainWindow_TargetVessel_Clear = Сброс #Principia_MainWindow_TargetVessel_SwitchTo = Перейти #Principia_MainWindow_Declutter = Declutter map #Principia_MainWindow_Declutter_ShowOnly = Show only: #Principia_MainWindow_Declutter_PinnedMarkers = Pinned markers #Principia_MainWindow_Declutter_PinnedCelestials = Pinned celestials #Principia_MainWindow_PredictionSettings = Прогноз траекторий: #Principia_MainWindow_KspFeatures = Функции KSP #Principia_MainWindow_LoggingSettings = Настройки логирования #Principia_MainWindow_KspFeature_DisplayPatchedConics = Показать сопряжённые конические сечения (не используйте для планирования полётов!) #Principia_MainWindow_TargetCelestial_Select = Выбрать цель (небесное тело)... #Principia_MainWindow_TargetCelestial_Name = Цель: <> #Principia_MainWindow_TargetCelestial_Clear = Сброс #Principia_MainWindow_LoggingSettings_VerboseLevel = Уровень детализации: #Principia_MainWindow_LoggingSettings_LogOption = Log #Principia_MainWindow_LoggingSettings_StderrOption = stderr #Principia_MainWindow_LoggingSettings_FlushOption = Flush #Principia_MainWindow_LoggingSettings_RecordJournal = Записать лог (включается при загрузке) #Principia_MainWindow_LoggingSettings_RecordJournalResult = Логирование <<1>> #Principia_MainWindow_LoggingSettings_JournalingStatus_ON = включено #Principia_MainWindow_LoggingSettings_JournalingStatus_OFF = выключено #Principia_PredictionSettings_ToleranceLabel = Допуск: #Principia_PredictionSettings_Steps = Количество шагов: #Principia_DiscreteSelector_Min = мин. #Principia_DiscreteSelector_Max = макс. #Principia_MainWindow_HistoryLength = Длина истории #Principia_DLLFailedToLoad = Principia DLL не смогла загрузиться.\n<<1>>\n\nВнимание: не загружайте сохраненную игру, которая использует Principia, пока не будет исправлена эта ошибка; сохраненная игра может быть повреждена. #Principia_PlottingFrame = карты #Principia_SpeedDisplayModeTarget = Цель #Principia_SpeedDisplayText = <<1>> м/с #Principia_ReferenceFrameSelector_Name_Target = Орбитальная Система Координат цели #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating = Инерциальная Система Координат <> #Principia_ReferenceFrameSelector_Name_BodyCentredParentDirection = Орбитальная Система Координат <> #Principia_ReferenceFrameSelector_Name_BodySurface = Связанная Система Координат с <> #Principia_ReferenceFrameSelector_NavballName_Target.ru = ОСК цели #Principia_ReferenceFrameSelector_NavballName_BodyCentredNonRotating.ru = ИСК <> #Principia_ReferenceFrameSelector_NavballName_BodyCentredParentDirection.ru = ОСК <> #Principia_ReferenceFrameSelector_NavballName_BodySurface.ru = ССК с <> #Principia_ReferenceFrameSelector_SelectorText_Target = ОСК #Principia_ReferenceFrameSelector_SelectorText_BodyCentredNonRotating = ИСК #Principia_ReferenceFrameSelector_SelectorText_BodyCentredParentDirection = ОСК #Principia_ReferenceFrameSelector_SelectorText_BodySurface = ССК #Principia_ReferenceFrameSelector_Description_Heading = <<1>>: #Principia_ReferenceFrameSelector_Description_Target = Цель, аппарат <<1>>, неподвижна.\nПлоскость орбиты цели вокруг <> горизонтальна.\nСистема координат вращается вместе с орбитой, фиксируя направление на <>. #Principia_ReferenceFrameSelector_Description_BodyCentredNonRotating = Центр <> неподвижен.\nЭкватор <> горизонтален.\nСистема координат не вращается. #Principia_ReferenceFrameSelector_Description_BodyCentredParentDirection = Центр <> неподвижен.\nПлоскость орбиты <> вокруг <> горизонтальна.\nСистема координат вращается вместе с орбитой, фиксируя направление на <>. #Principia_ReferenceFrameSelector_Description_BodySurface = <<1>> <<1「неподвижен/неподвижна/неподвижно」>>.\nЭкватор <> горизонтален.\nСистема координат вращается вместе с <>. #Principia_ReferenceFrameSelector_ReferencePlane_Centred = экватор <> #Principia_ReferenceFrameSelector_ReferencePlane_Secondary_Target = цель #Principia_ReferenceFrameSelector_ReferencePlane = орбита <> вокруг <> #Principia_ReferenceFrameSelector_ToggleButton = Выбрать систему координат <<1>> (<<3>>)... #Principia_ReferenceFrameSelector_Title = Выбор системы координат <<1>> (<<3>>) #Principia_ReferenceFrameSelector_Tooltip_BodyCentredNonRotating = <<1>>: для возмущённых кеплеровских траекторий вокруг <>. #Principia_ReferenceFrameSelector_Tooltip_BodySurface = <<1>>: для операций на поверхности <>: приземление, дистанционное зондирование, фото- и видеосъемка, передача сигнала на поверхность, и т.д. #Principia_ReferenceFrameSelector_Tooltip_BodyCentredParentDirection = <<1>>: для пролёта мимо <>, трансферов с <> или на <>. #Principia_ReferenceFrameSelector_Tooltip_Target = <<1>>: для перехвата цели или сближения с аппаратом-целью. #Principia_ReferenceFrameSelector_Target = Цель: <<1>> #Principia_ReferenceFrameSelector_Pin = Закрепить #Principia_OrbitAnalyser_Precesses = (прецессирует) #Principia_OrbitAnalyser_Title = Анализ орбиты #Principia_OrbitAnalyser_Duration_GroundTrackCycles = \u0020(<<1>> циклов наземной трассы орбиты) #Principia_OrbitAnalyser_Duration_Revolutions = <<1>> сидерических оборотов\n<<2>> драконических оборотов<<3>>\n<<4>> аномалистических оборотов #Principia_OrbitAnalyser_Warning_NoElements1 = не удалось определить элементы орбиты; возможно, длительность миссии менее одного оборота, или траектория гравитационно не привязана. #Principia_OrbitAnalyser_Warning_NoElements2 = не удалось определить элементы орбиты; возможно, длительность миссии менее одного оборота, или траектория гравитационно не привязана к <>. #Principia_OrbitAnalyser_Warning_NoPrimary = <<1>> гравитационно не привязан в течение <<2>> #Principia_OrbitAnalyser_AnalysisDescription = Орбита <> вокруг <> в течение <<3>>:\n<<4>> #Principia_OrbitAnalyser_OrbitDescription_Circular = круговая\u0020 #Principia_OrbitAnalyser_OrbitDescription_HighlyElliptical = высокая эллиптическая\u0020 #Principia_OrbitAnalyser_OrbitDescription_Equatorial = экваториальная\u0020 #Principia_OrbitAnalyser_OrbitDescription_Polar = полярная\u0020 #Principia_OrbitAnalyser_OrbitDescription_Retrograde = ретроградная\u0020 #Principia_OrbitAnalyser_OrbitDescription_Synchronous = синхронная\u0020 #Principia_OrbitAnalyser_OrbitDescription_Stationary = стационарная\u0020 #Principia_OrbitAnalyser_OrbitDescription_Semisynchronous = полусинхронная\u0020 #Principia_OrbitAnalyser_OrbitDescription_SunSynchronous = солнечно-синхронная\u0020 #Principia_OrbitAnalyser_OrbitDescription = <<3>>орбита вокруг <> #Principia_OrbitAnalyser_Elements_LowestAltitude = Наименьшая высота #Principia_OrbitAnalyser_Warning_Collision = столкновение #Principia_OrbitAnalyser_Warning_CollisionRisk = риск столкновения #Principia_OrbitAnalyser_Warning_Reentry = вход в атмосферу #Principia_OrbitAnalyser_Elements_MeanElements = Средние орбитальные элементы #Principia_OrbitAnalyser_Elements_SiderealPeriod = Сидерический период #Principia_OrbitAnalyser_Elements_NodalPeriod = Драконический период #Principia_OrbitAnalyser_Elements_AnomalisticPeriod = Аномалистический период #Principia_OrbitAnalyser_Elements_SemimajorAxis = Большая полуось #Principia_OrbitAnalyser_Elements_Eccentricity = Эксцентриситет #Principia_OrbitAnalyser_Elements_Inclination = Наклонение #Principia_OrbitAnalyser_Elements_LongitudeOfAscendingNode = Долгота восходящего узла #Principia_OrbitAnalyser_Elements_NodalPrecession = Прецессия линии узлов #Principia_OrbitAnalyser_Elements_Periapsis = перицентр^m #Principia_OrbitAnalyser_Elements_Apoapsis = апоцентр^m #Principia_OrbitAnalyser_Elements_ArgumentOfPeriapsis = Аргумент <> #Principia_OrbitAnalyser_Elements_MeanPeriapsisAltitude = Средняя высота <> #Principia_OrbitAnalyser_Elements_MeanApoapsisAltitude = Средняя высота <> #Principia_OrbitAnalyser_GroundTrack = Наземная трасса орбиты #Principia_OrbitAnalyser_MeanSolarTimeOfAscendingNode = Местное солнечное время восходящего узла #Principia_OrbitAnalyser_MeanSolarTimeOfDescendingNode = Местное солнечное время нисходящего узла #Principia_OrbitAnalyser_Recurrence_CapderouTriple = Повторение: <<1>> #Principia_OrbitAnalyser_Recurrence_AutoDetect = Автоопределение #Principia_OrbitAnalyser_Recurrence_Cycle = Цикл #Principia_OrbitAnalyser_Recurrence_Cycle_RevolutionsEquals = оборотов \u003D #Principia_OrbitAnalyser_Recurrence_Cycle_Days = дней #Principia_OrbitAnalyser_Recurrence_Subcycle = Суб-цикл #Principia_OrbitAnalyser_Recurrence_SubcycleLengthInDays = <<1>> дней #Principia_OrbitAnalyser_Recurrence_EquatorialShift = Витковое смещение на экваторе #Principia_OrbitAnalyser_Recurrence_GridInterval = Интервал сетки #Principia_OrbitAnalyser_GroundTrack_LongitudesOfEquatorialCrossings_Prefix = Долготы пересечения экватора на обороте # #Principia_OrbitAnalyser_GroundTrack_LongitudesOfEquatorialCrossings_Suffix = #Principia_OrbitAnalyser_GroundTrack_AscendingPass = Восходящий виток #Principia_OrbitAnalyser_GroundTrack_DescendingPass = Нисходящий виток #Principia_OrbitAnalyser_MissionDuration = Прогноз на #Principia_CurrentOrbitAnalyser_ToggleButton = Анализ орбиты... #Principia_CurrentOrbitAnalyser_ToggleButtonWithDescription = Анализ: <<1>>... #Principia_CurrentOrbitAnalyser_Analysing = Анализируется орбита <>... #Principia_PlannedOrbitAnalyser_ToggleButton = Анализировать окончательную траекторию... #Principia_PlannedOrbitAnalyser_ToggleButtonWithDescription = Анализ окончательной орбиты: <<1>>... #Principia_PlannedOrbitAnalyser_Analysing = Анализируется окончательная планируемая орбита <>... #Principia_FlightPlan_PlanLength = Длина #Principia_FlightPlan_ToggleButton = План полёта... #Principia_FlightPlan_Title = План полёта #Principia_FlightPlan_Create = Создать план полёта #Principia_FlightPlan_MaxSteps = Макс. шагов на сегмент: #Principia_FlightPlan_TotalΔv = Общая Δv : <<1>> м/с #Principia_FlightPlan_Delete = Удалить план полёта #Principia_FlightPlan_Rebase = Перестроить #Principia_FlightPlan_Duplicate = Дублировать #Principia_FlightPlan_ManœuvreHeader = Манёвр #<<1>> #Principia_FlightPlan_UpcomingManœuvre = Предстоящий манёвр #<<1>>: #Principia_FlightPlan_IgnitionCountdown = Зажигание <<1>> #Principia_FlightPlan_OngoingManœuvre = Текущий манёвр #<<1>>: #Principia_FlightPlan_CutoffCountdown = Остановка двигателя <<1>> #Principia_FlightPlan_ShowManœuvreOnNavball = Показывать на нависфере #Principia_FlightPlan_WarpToManœuvre = Ускорение времени до манёвра #Principia_FlightPlan_Warning_AllManœuvresInThePast = Все манёвры находятся в прошлом #Principia_FlightPlan_Coast = Полёт с выключенными двигателями в течение <<1>> #Principia_FlightPlan_CoastInOrbit = Полёт в течение <<2>> (<<1>>) #Principia_FlightPlan_AddManœuvre = Добав. манёвр #Principia_FlightPlan_StatusMessage_ChangeFlightPlan = изменение плана полёта #Principia_FlightPlan_StatusMessage_FailedError = сбой расчёта с ошибкой <<1>> и сообщением "<<2>>" #Principia_FlightPlan_StatusMessage_TimeOut = после <<1>> #Principia_FlightPlan_StatusMessage_MaxSteps = интегратор достиг максимального количества шагов <<1>> #Principia_FlightPlan_StatusMessage_MaxSegment = увеличить 'Макс. шагов на сегмент' или избегать столкновений с небесными телами #Principia_FlightPlan_StatusMessage_Singularity = интегратор встретил сингулярность (вероятно, центр небесного тела) <<1>> #Principia_FlightPlan_StatusMessage_AvoidingCollision = избегать столкновений с небесными телами #Principia_FlightPlan_StatusMessage_Infinite = манёвр #<<1>> привёл бы к бесконечной или неопределенной скорости #Principia_FlightPlan_StatusMessage_Adjust = изменить длительность манёвра #<<1>> #Principia_FlightPlan_StatusMessage_OutRange1 = манёвр #<<1>> пересекается с <<2>> или <<3>> #Principia_FlightPlan_StatusMessage_OutRange2 = началом плана полётов #Principia_FlightPlan_StatusMessage_OutRange3 = манёвр #<<1>> #Principia_FlightPlan_StatusMessage_OutRange4 = концом плана полётов #Principia_FlightPlan_StatusMessage_OutRange5 = манёвр #<<1>> #Principia_FlightPlan_StatusMessage_OutRange6 = <<1>>изменить время начала или уменьшить длительность манёвра #<<2>> #Principia_FlightPlan_StatusMessage_OutRange7 = увеличить длительность плана полёта или\u0020 #Principia_FlightPlan_StatusMessage_TooShort = план полёта слишком короткий #Principia_FlightPlan_StatusMessage_Increase = увеличить длительность плана полёта #Principia_FlightPlan_StatusMessage_CantRebase = план полёта не может быть перестроен во время исполнения запланированного манёвра #Principia_FlightPlan_StatusMessage_WaitFinish = передвинуть манёвр или подождать его завершения #Principia_FlightPlan_StatusMessage_Last = Последние <<1>> манёвров не смогли быть отображены из-за того, что <<2>>; попробуйте <<3>><<4>>. #Principia_FlightPlan_StatusMessage_Last2 = \u0020или изменить манёвр #<<1>> #Principia_FlightPlan_StatusMessage_Result = <<1>>; попробуйте <<2>>. #Principia_BurnEditor_SpeedUnit = м/с #Principia_BurnEditor_ΔvTangent = Δv кас. #Principia_BurnEditor_ΔvNormal = Δv норм. #Principia_BurnEditor_ΔvBinormal = Δv бинорм. #Principia_BurnEditor_InitialTime = t нач. #Principia_BurnEditor_DecrementRevolution = −1 драконический оборот #Principia_BurnEditor_IncrementRevolution = +1 драконический оборот #Principia_BurnEditor_ManœuvringFrame = манёвра #Principia_BurnEditor_MinimizedHeader = <<1>> (<<2>> м/с) #Principia_BurnEditor_Info_InconsistentFrames = Система координат манёвра отличается от системы координат карты #Principia_BurnEditor_Delete = Удал. #Principia_BurnEditor_ActiveEngines = Активные двигатели #Principia_BurnEditor_ActiveRCS = Активная РСУ #Principia_BurnEditor_InstantImpulse = Мгновенный импульс #Principia_BurnEditor_InertiallyFixed = Неподвижен в инерциальном пространстве #Principia_BurnEditor_TimeBase_StartOfFlightPlan = Начало отсчёта: начало плана полёта #Principia_BurnEditor_TimeBase_EndOfManœuvre = Начало отсчёта: конец манёвра #<<1>> #Principia_BurnEditor_Δv = Δv манёвра: <<1>> м/с #Principia_BurnEditor_Duration = Длительность : <<1>> с #Principia_BurnEditor_Warning_NoActiveEngines = Нет активных двигателей, используется РСУ.\u0020 #Principia_BurnEditor_Warning_NoActiveRCS = Нет активной РСУ, моделируется мгновенный импульс.\u0020 #Principia_Logging_Info = INFO #Principia_Logging_Warning = WARNING #Principia_Logging_Error = ERROR #Principia_Logging_Fatal = FATAL #Principia_MapNode_Planned = планируемый #Principia_MapNode_Predicted = прогнозируемый #Principia_MapNode_PeriapsisHeader = <> перицентр^m>> отн. <>:\n<<4>> м #Principia_MapNode_ApoapsisHeader = <> апоцентр^m>> отн. <>:\n<<4>> м #Principia_MapNode_ApsisCaptionLine2 = <<1>> м/с #Principia_MapNode_AscendingNode = восходящий узел^m #Principia_MapNode_DescendingNode = нисходящий узел^m #Principia_MapNode_NodeHeader = <> <>>>:\n<<3>> #Principia_MapNode_NodeCaptionLine2 = <<1>> м/с #Principia_MapNode_ApproachHeader = <> приближение^n>> к цели: <<2>> м #Principia_MapNode_ApproachCaptionLine2 = <<1>> м/с #Principia_MapNode_ImpactHeader = <> столкновение^n>> с <> } } } UrlConfig { parentUrl = Principia/localization/zh-cn.cfg Localization { zh-cn { #Principia_UILanguage = zh-cn #Principia_GrammaticalForm_Standalone = <> #Principia_AlphabeticList = 甲乙丙丁戊己庚辛壬癸 #Principia_MainWindow_PluginNotStarted = Principia没有启动 #Principia_MainWindow_NewMoonAnnouncementWithKspDeprecation = 提示:以Meeus《天文算法》定义的第<<1>>个新月已经来临;请更新KSP至<<3>>并下载最新的Principia版本:<<2>>。请注意RealismOverhaul和RealSolarSystem现已支持KSP<<3>>。 #Principia_MainWindow_NewMoonAnnouncement = 提示:以Meeus《天文算法》定义的第<<1>>个新月已经来临;请下载最新的Principia版本:<<2>>。 #Principia_MainWindow_TargetVessel_Select = 选择目标载具... #Principia_MainWindow_TargetVessel_Name = 当前目标:<<1>> #Principia_MainWindow_TargetVessel_Clear = 清除 #Principia_MainWindow_TargetVessel_SwitchTo = 切换至目标 #Principia_MainWindow_Declutter = 隐藏多余标记 #Principia_MainWindow_Declutter_ShowOnly = 仅显示: #Principia_MainWindow_Declutter_PinnedMarkers = 已固定标志 #Principia_MainWindow_Declutter_PinnedCelestials = 已固定天体 #Principia_MainWindow_PredictionSettings = 轨道预测: #Principia_MainWindow_KspFeatures = KSP功能 #Principia_MainWindow_LoggingSettings = 日志选项 #Principia_MainWindow_KspFeature_DisplayPatchedConics = 显示圆锥曲线拼接轨道(不可用于轨道规划!) #Principia_MainWindow_TargetCelestial_Select = 选择目标天体... #Principia_MainWindow_TargetCelestial_Name = 当前目标:<<1>> #Principia_MainWindow_TargetCelestial_Clear = 清除 #Principia_MainWindow_LoggingSettings_VerboseLevel = 详细级别: #Principia_MainWindow_LoggingSettings_LogOption = 日志 #Principia_MainWindow_LoggingSettings_StderrOption = 错误 #Principia_MainWindow_LoggingSettings_FlushOption = 忽略 #Principia_MainWindow_LoggingSettings_RecordJournal = 记录日志(重启生效) #Principia_MainWindow_LoggingSettings_RecordJournalResult = 日志记录已 <<1>> #Principia_MainWindow_LoggingSettings_JournalingStatus_ON = 打开 #Principia_MainWindow_LoggingSettings_JournalingStatus_OFF = 关闭 #Principia_PredictionSettings_ToleranceLabel = 预测精度: #Principia_PredictionSettings_Steps = 预测步数: #Principia_DiscreteSelector_Min = 已最小 #Principia_DiscreteSelector_Max = 已最大 #Principia_MainWindow_HistoryLength = 最大历史长度 #Principia_DLLFailedToLoad = Principia DLL加载失败。\n<<1>>\n\n警告: 在修复这个错误前不要加载Principia存档,可能会坏档。 #Principia_PlottingFrame = 绘制参考系 #Principia_SpeedDisplayModeTarget = 目标 #Principia_SpeedDisplayText = <<1>> m/s #Principia_ReferenceFrameSelector_Name_Target = 目标<<1>>轨道 #Principia_ReferenceFrameSelector_Name_BodyCentredNonRotating = <<1>>质心惯性 #Principia_ReferenceFrameSelector_Name_BodyCentredParentDirection = <<1>>\u200B<<3>>轨道 #Principia_ReferenceFrameSelector_Name_BodySurface = <<1>>体固 #Principia_ReferenceFrameSelector_NavballName_BodyCentredParentDirection.zh-cn = <<2>><<4>>轨道 #Principia_ReferenceFrameSelector_SelectorText_Target = 轨道系 #Principia_ReferenceFrameSelector_SelectorText_BodyCentredNonRotating = 惯性系 #Principia_ReferenceFrameSelector_SelectorText_BodyCentredParentDirection = 轨道系 #Principia_ReferenceFrameSelector_SelectorText_BodySurface = 体固系 #Principia_ReferenceFrameSelector_Description_Heading = <<1>>参考系: #Principia_ReferenceFrameSelector_Description_Target = 目标载具<<1>>已固定,\n水平面为绕着<<2>>的轨道。\n这个参考系跟随轨道旋转,面向着<<2>>的方位不变。 #Principia_ReferenceFrameSelector_Description_BodyCentredNonRotating = <<1>>的质心已固定,\n水平面为它的赤道。\n这个参考系不旋转。 #Principia_ReferenceFrameSelector_Description_BodyCentredParentDirection = <<1>>的质心已固定,\n水平面为绕着<<3>>的轨道。\n这个参考系跟随轨道旋转,面向着<<3>>的方位不变。 #Principia_ReferenceFrameSelector_Description_BodySurface = <<1>>已固定,\n水平面为它的赤道。\n这个参考系与<<1>>共同旋转。 #Principia_ReferenceFrameSelector_ReferencePlane_Centred = <<1>>的赤道 #Principia_ReferenceFrameSelector_ReferencePlane_Secondary_Target = 目标 #Principia_ReferenceFrameSelector_ReferencePlane = <<1>>绕<<2>>的轨道 #Principia_ReferenceFrameSelector_ToggleButton = <<1>>选择器(<<2>>)... #Principia_ReferenceFrameSelector_Title = <<1>>选择器(<<2>>) #Principia_ReferenceFrameSelector_Tooltip_BodyCentredNonRotating = <<1>>参考系:<<2>>为中心,轨迹画成有摄动的Kepler轨道。 #Principia_ReferenceFrameSelector_Tooltip_BodySurface = <<1>>参考系:用于有关<<2>>表面的活动:着陆、遥感、观测、通讯等等。 #Principia_ReferenceFrameSelector_Tooltip_BodyCentredParentDirection = <<1>>参考系:用于飞略<<2>>和<<2>>为起讫点的轨道转移。 #Principia_ReferenceFrameSelector_Tooltip_Target = <<1>>参考系:用于交会或拦截目标载具。 #Principia_ReferenceFrameSelector_Target = 目标:<<1>> #Principia_ReferenceFrameSelector_Pin = 固定 #Principia_OrbitAnalyser_Precesses = (进动) #Principia_OrbitAnalyser_Title = 轨道分析器 #Principia_OrbitAnalyser_Duration_GroundTrackCycles = (<<1>>个地面周期) #Principia_OrbitAnalyser_Duration_Revolutions = <<1>>个恒星周期\n<<2>>个交点周期<<3>>\n<<4>>个近点周期 #Principia_OrbitAnalyser_Warning_NoElements1 = 无法确定轨道根数;任务持续时间可能小于一个周期,或者轨迹不被引力束缚。 #Principia_OrbitAnalyser_Warning_NoElements2 = 无法确定轨道根数;任务持续时间可能小于一个周期,或者轨迹不被<<1>>的引力束缚。 #Principia_OrbitAnalyser_Warning_NoPrimary = <<1>>在<<2>>之内不被引力束缚 #Principia_OrbitAnalyser_AnalysisDescription = <<1>>在<<3>>之内相对于<<2>>的轨道:\n<<4>> #Principia_OrbitAnalyser_OrbitDescription_Circular = 圆形 #Principia_OrbitAnalyser_OrbitDescription_HighlyElliptical = 大椭圆 #Principia_OrbitAnalyser_OrbitDescription_Equatorial = 赤道 #Principia_OrbitAnalyser_OrbitDescription_Polar = 极地 #Principia_OrbitAnalyser_OrbitDescription_Retrograde = 逆向 #Principia_OrbitAnalyser_OrbitDescription_Synchronous = 同步 #Principia_OrbitAnalyser_OrbitDescription_Stationary = 静止 #Principia_OrbitAnalyser_OrbitDescription_Semisynchronous = 半同步 #Principia_OrbitAnalyser_OrbitDescription_SunSynchronous = 太陽同步 #Principia_OrbitAnalyser_OrbitDescription = <<1>><<3>>轨道 #Principia_OrbitAnalyser_Elements_LowestAltitude = 最低轨道高度 #Principia_OrbitAnalyser_Warning_Collision = 发生撞击 #Principia_OrbitAnalyser_Warning_CollisionRisk = 可能发生撞击 #Principia_OrbitAnalyser_Warning_Reentry = 发生再入 #Principia_OrbitAnalyser_Elements_MeanElements = 平均轨道根数 #Principia_OrbitAnalyser_Elements_SiderealPeriod = 恒星周期 #Principia_OrbitAnalyser_Elements_NodalPeriod = 交点周期 #Principia_OrbitAnalyser_Elements_AnomalisticPeriod = 近点周期 #Principia_OrbitAnalyser_Elements_SemimajorAxis = 半长轴 #Principia_OrbitAnalyser_Elements_Eccentricity = 离心率 #Principia_OrbitAnalyser_Elements_Inclination = 轨道倾角 #Principia_OrbitAnalyser_Elements_LongitudeOfAscendingNode = 升交点赤经 #Principia_OrbitAnalyser_Elements_NodalPrecession = 升交点进动 #Principia_OrbitAnalyser_Elements_Periapsis = 近拱点 #Principia_OrbitAnalyser_Elements_Apoapsis = 远拱点 #Principia_OrbitAnalyser_Elements_ArgumentOfPeriapsis = <<1>>幅角 #Principia_OrbitAnalyser_Elements_MeanPeriapsisAltitude = 平均<<1>>高度 #Principia_OrbitAnalyser_Elements_MeanApoapsisAltitude = 平均<<1>>高度 #Principia_OrbitAnalyser_GroundTrack = 地面轨迹 #Principia_OrbitAnalyser_MeanSolarTimeOfAscendingNode = 升交点地方时 #Principia_OrbitAnalyser_MeanSolarTimeOfDescendingNode = 降交点地方时 #Principia_OrbitAnalyser_Recurrence_CapderouTriple = 轨道回归特性:<<1>> #Principia_OrbitAnalyser_Recurrence_AutoDetect = 自动检测 #Principia_OrbitAnalyser_Recurrence_Cycle = 回归周期 #Principia_OrbitAnalyser_Recurrence_Cycle_RevolutionsEquals = 圈 \u003D #Principia_OrbitAnalyser_Recurrence_Cycle_Days = 天 #Principia_OrbitAnalyser_Recurrence_Subcycle = 子周期 #Principia_OrbitAnalyser_Recurrence_SubcycleLengthInDays = <<1>> 天 #Principia_OrbitAnalyser_Recurrence_EquatorialShift = 相邻的轨迹在赤道上的经度差 #Principia_OrbitAnalyser_Recurrence_GridInterval = 网格间隔 #Principia_OrbitAnalyser_GroundTrack_LongitudesOfEquatorialCrossings_Prefix = 第 #Principia_OrbitAnalyser_GroundTrack_LongitudesOfEquatorialCrossings_Suffix = 圈地面轨迹与赤道交点的经度 #Principia_OrbitAnalyser_GroundTrack_AscendingPass = 升弧段 #Principia_OrbitAnalyser_GroundTrack_DescendingPass = 降弧段 #Principia_OrbitAnalyser_MissionDuration = 分析长度 #Principia_CurrentOrbitAnalyser_ToggleButton = 轨道分析... #Principia_CurrentOrbitAnalyser_ToggleButtonWithDescription = 分析:<<1>>... #Principia_CurrentOrbitAnalyser_Analysing = 正在分析<<1>>的轨道... #Principia_PlannedOrbitAnalyser_ToggleButton = 分析最终轨迹... #Principia_PlannedOrbitAnalyser_ToggleButtonWithDescription = 最终轨道分析:<<1>>... #Principia_PlannedOrbitAnalyser_Analysing = 最终计划轨道分析 <<1>>... #Principia_FlightPlan_PlanLength = 规划长度 #Principia_FlightPlan_ToggleButton = 轨道规划器... #Principia_FlightPlan_Title = 轨道规划器 #Principia_FlightPlan_Create = 创建轨道规划 #Principia_FlightPlan_MaxSteps = 最大迭代步长: #Principia_FlightPlan_TotalΔv = 共计 Δv:<<1>> m/s #Principia_FlightPlan_Delete = 删除当前计划 #Principia_FlightPlan_Rebase = 变基 #Principia_FlightPlan_Duplicate = 重复 #Principia_FlightPlan_ManœuvreHeader = 第<<1>>次轨道机动 #Principia_FlightPlan_UpcomingManœuvre = 即將执行第<<1>>次轨道机动: #Principia_FlightPlan_IgnitionCountdown = 至点火时间 <<1>> #Principia_FlightPlan_OngoingManœuvre = 进行中的第<<1>>次轨道机动: #Principia_FlightPlan_CutoffCountdown = 至关机时间 <<1>> #Principia_FlightPlan_ShowManœuvreOnNavball = 在导航球上显示 #Principia_FlightPlan_WarpToManœuvre = 时间加速至轨道机动开始时刻 #Principia_FlightPlan_Warning_AllManœuvresInThePast = 所有轨道机动已完成 #Principia_FlightPlan_Coast = 停泊等待时间为 <<1>> #Principia_FlightPlan_CoastInOrbit = 停泊于 <<1>> 还需等待 <<2>> #Principia_FlightPlan_AddManœuvre = 新建轨道机动 #Principia_FlightPlan_StatusMessage_ChangeFlightPlan = 请更换轨道规划 #Principia_FlightPlan_StatusMessage_FailedError = 计算失败,出现错误 <<1>> 错误信息 "<<2>>" #Principia_FlightPlan_StatusMessage_TimeOut = <<1>> #Principia_FlightPlan_StatusMessage_MaxSteps = 积分器无法在最大步数以内算出 + <<1>> 时刻 #Principia_FlightPlan_StatusMessage_MaxSegment = 请增加“最大迭代步长”或避免与天体碰撞 #Principia_FlightPlan_StatusMessage_Singularity = 积分器在算 + <<1>> 时刻时遇到了奇点(可能是天体的中心) #Principia_FlightPlan_StatusMessage_AvoidingCollision = 请避免与天体的碰撞 #Principia_FlightPlan_StatusMessage_Infinite = 第<<1>>次轨道机动 会产生无限或不确定的速度 #Principia_FlightPlan_StatusMessage_Adjust = 调整第<<1>>次轨道机动的持续时间 #Principia_FlightPlan_StatusMessage_OutRange1 = 第<<1>>次轨道机动 与 <<2>> 重叠 或者 <<3>> #Principia_FlightPlan_StatusMessage_OutRange2 = 轨道规划的开始 #Principia_FlightPlan_StatusMessage_OutRange3 = 第<<1>>次轨道机动 #Principia_FlightPlan_StatusMessage_OutRange4 = 轨道规划的结尾 #Principia_FlightPlan_StatusMessage_OutRange5 = 第<<1>>次轨道机动 #Principia_FlightPlan_StatusMessage_OutRange6 = <<1>>调整第<<2>>次轨道机动的初始时间或者持续时间 #Principia_FlightPlan_StatusMessage_OutRange7 = 延长轨道规划时间或 #Principia_FlightPlan_StatusMessage_TooShort = 轨道规划时间太短 #Principia_FlightPlan_StatusMessage_Increase = 增加轨道规划步长 #Principia_FlightPlan_StatusMessage_CantRebase = 在执行轨道机动期间无法重置轨道规划 #Principia_FlightPlan_StatusMessage_WaitFinish = 移动轨道机动位置或等待机动完成 #Principia_FlightPlan_StatusMessage_Last = 无法绘制最后一个轨道机动<<1>>,因为<<2>>;请尝试<<3>><<4>>。 #Principia_FlightPlan_StatusMessage_Last2 = 或者调节第<<1>>次轨道机动 #Principia_FlightPlan_StatusMessage_Result = <<1>>;<<2>>。 #Principia_BurnEditor_SpeedUnit = m/s #Principia_BurnEditor_ΔvTangent = 切向Δv #Principia_BurnEditor_ΔvNormal = 法向Δv #Principia_BurnEditor_ΔvBinormal = 副法向Δv #Principia_BurnEditor_InitialTime = 时间 #Principia_BurnEditor_DecrementRevolution = −1个交点周期 #Principia_BurnEditor_IncrementRevolution = +1个交点周期 #Principia_BurnEditor_ManœuvringFrame = 轨道机动参考系 #Principia_BurnEditor_MinimizedHeader = <<1>>(<<2>> m/s) #Principia_BurnEditor_Info_InconsistentFrames = 当前轨道机动参考系与绘制参考系不同 #Principia_BurnEditor_Delete = 删除 #Principia_BurnEditor_ActiveEngines = 引擎推力 #Principia_BurnEditor_ActiveRCS = RCS推力 #Principia_BurnEditor_InstantImpulse = 瞬间冲量 #Principia_BurnEditor_InertiallyFixed = 固定方向(自旋稳定) #Principia_BurnEditor_TimeBase_StartOfFlightPlan = 计时起点:轨道规划开始 #Principia_BurnEditor_TimeBase_EndOfManœuvre = 计时起点:第<<1>>次轨道机动结束时刻 #Principia_BurnEditor_Δv = 轨道机动Δv:<<1>> m/s #Principia_BurnEditor_Duration = 持续时间:<<1>> s #Principia_BurnEditor_Warning_NoActiveEngines = 没用启用的引擎,自动切换为RCS模式。 #Principia_BurnEditor_Warning_NoActiveRCS = 没有启用的RCS,自动切换为瞬间冲量模式。 #Principia_Logging_Info = 信息 #Principia_Logging_Warning = 警告 #Principia_Logging_Error = 错误 #Principia_Logging_Fatal = 严重 #Principia_MapNode_Planned = 计划的 #Principia_MapNode_Predicted = 预测的 #Principia_MapNode_PeriapsisHeader = <<3>><<1>>近拱点:\n<<4>> m #Principia_MapNode_ApoapsisHeader = <<3>><<1>>远拱点:\n<<4>> m #Principia_MapNode_ApsisCaptionLine2 = <<1>> m/s #Principia_MapNode_AscendingNode = 升交点 #Principia_MapNode_DescendingNode = 降交点 #Principia_MapNode_NodeHeader = <<1>><<2>>:\n<<3>> #Principia_MapNode_NodeCaptionLine2 = <<1>> m/s #Principia_MapNode_ApproachHeader = <<1>>目标最近:<<2>> m #Principia_MapNode_ApproachCaptionLine2 = <<1>> m/s #Principia_MapNode_ImpactHeader = <<1>><<2>>撞击 } } } UrlConfig { parentUrl = RealChute/Agencies/Agents.cfg AGENT { name = RealChute title = RealChute description = A division of Wenkel Corporation, RealChutes was the result of an Industry-Government-Academia Joint Research project undertaken in conjunction with the Kerbal Space Administration (KSA) and the University of Kerbin to develop improved spacecraft recovery systems. logoURL = RealChute/Flags/RealChute logoScaledURL = RealChute/Agencies/RealChute_scaled standing = Wenkel Corporation, 2 mentality = Startup mentality = Pioneer mentality = Kerbalminded mentality = Stern 0.5 } } UrlConfig { parentUrl = RealChute/Agencies/Agents.cfg AGENT { name = Wenkel Corporation title = Wenkel Corporation description = Originally founded by Wenkel Kerman in KY 450 to commercialize his vapor-compression refrigeration units for domestic use, the company now develops and manufactures air conditioning and thermal control systems for the aerospace industry. More recently, it has entered the spacecraft recovery systems market through innovative new products by its subsidiary, RealChute Aerodynamic Deacceleration Recovery Systems. logoURL = RealChute/Flags/WenkelCorporation logoScaledURL = RealChute/Agencies/WenkelCorporation_scaled standing = RealChute, 2 mentality = Patient mentality = Commercial mentality = Scientific 0.75 mentality = EasyGoing 0.5 } } UrlConfig { parentUrl = RealChute/Materials/ParachuteMaterials.cfg MATERIAL { name = Silk description = Lightweight, weak, easily ripped, but cheap. Essential for all your deathtrap concepts. areaDensity = 0.000067 dragCoefficient = 0.75 areaCost = 0.05 maxTemp = 423.15 specificHeat = 1380 emissivity = 0.78 } } UrlConfig { parentUrl = RealChute/Materials/ParachuteMaterials.cfg MATERIAL { name = Nylon description = More solid than silk, this should land your tin cans in one piece. areaDensity = 0.0000565 dragCoefficient = 1 areaCost = 0.075 maxTemp = 493.15 specificHeat = 1700 emissivity = 0.72 } } UrlConfig { parentUrl = RealChute/Materials/ParachuteMaterials.cfg MATERIAL { name = Kevlar description = The heaviest of strongest of all. Comes with a free anchor tatoo. areaDensity = 0.000072 dragCoefficient = 1.25 areaCost = 0.08 maxTemp = 773.15 specificHeat = 1420 emissivity = 0.49 } } UrlConfig { parentUrl = RealChute/Materials/TextureLibrary.cfg TEXTURE_LIBRARY { name = RealChute CASE_TEXTURE { name = Main types = Cone, Stack, Radial textureURL = RealChute/Parts/RC_common_main } CASE_TEXTURE { name = Drogue types = Cone, Stack, Radial textureURL = RealChute/Parts/RC_common_drogue } CASE_TEXTURE { name = Drag types = Cone, Stack, Radial textureURL = RealChute/Parts/RC_common_drag } CASE_TEXTURE { name = Combo types = Cone, Stack textureURL = RealChute/Parts/RC_common_dual } CANOPY_TEXTURE { name = Main chute textureURL = RealChute/Parts/RC_canopy_main } CANOPY_TEXTURE { name = Drogue chute textureURL = RealChute/Parts/RC_canopy_drogue } CANOPY_MODEL { name = Single chute diameter = 9.893 count = 1 maxDiam = 70 PARAMETERS { modelURL = RealChute/Parts/model_RC_canopy transformName = RC_canopy preDepAnim = RC_chute_semi_deploy depAnim = RC_chute_full_deploy } PARAMETERS { modelURL = RealChute/Parts/model_RC_canopy2 transformName = RC_canopy2 preDepAnim = RC_chute2_semi_deploy depAnim = RC_chute2_full_deploy } } CANOPY_MODEL { name = Triple chute diameter = 9.893 count = 3 maxDiam = 121 PARAMETERS { modelURL = RealChute/Parts/model_RC_triple_canopy transformName = RC_triple_canopy preDepAnim = RC_triple_chute_semi_deploy depAnim = RC_triple_chute_full_deploy } PARAMETERS { modelURL = RealChute/Parts/model_RC_triple_canopy2 transformName = RC_triple_canopy2 preDepAnim = RC_triple_chute2_semi_deploy depAnim = RC_triple_chute2_full_deploy } } } } UrlConfig { parentUrl = RealChute/ModuleManager/Stock_RealChute_MM.cfg TEXTURE_LIBRARY { name = StockReplacement CANOPY_TEXTURE { name = Main chute textureURL = RealChute/Parts/RC_canopy_main } CANOPY_TEXTURE { name = Drogue chute textureURL = RealChute/Parts/RC_canopy_drogue } CANOPY_MODEL { name = Single chute diameter = 9.893 count = 1 maxDiam = 70 PARAMETERS { modelURL = RealChute/Parts/model_RC_canopy transformName = RC_canopy preDepAnim = RC_chute_semi_deploy depAnim = RC_chute_full_deploy } } CANOPY_MODEL { name = Triple chute diameter = 9.893 count = 3 maxDiam = 121 PARAMETERS { modelURL = RealChute/Parts/model_RC_triple_canopy transformName = RC_triple_canopy preDepAnim = RC_triple_chute_semi_deploy depAnim = RC_triple_chute_full_deploy } } } } UrlConfig { parentUrl = RealChute/Parts/cone_chute.cfg PART { name = RC_cone module = Part author = stupid_chris, sumghai scale = 1 rescaleFactor = 1 node_stack_bottom = 0, -0.023045, 0, 0, -1, 0, 1 TechRequired = start entryCost = 500 cost = 0 category = none subcategory = 0 title = RealChute Cone Chute manufacturer = RealChute description = After Bob almost splattered against the walls of a descending capsule whose instantly-deploying, one-size fits all parachute ripped off, he demanded change. KSC ignored his demand, citing cost, until he returned with a BACC, a lighter, and an empty bottle of Scotch. Terrified, KSC engineers invented the Real Chute, which is highly configurable gradually deploys. attachRules = 1,0,0,1,0 mass = 0.08 maximum_drag = 0.32 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2000 breakingForce = 100 breakingTorque = 50 stageOffset = -1 tags = arrest canopy chute decel descen drag entry fall landing re- return safe slow white RealChute para bulkheadProfiles = size2 MODEL { model = RealChute/Parts/model_RC_case_nose scale = 1, 1, 1 texture = RC_common_main, RealChute/Parts/RC_common_main } MODEL { model = RealChute/Parts/model_RC_triple_canopy scale = 3.03, 2.8, 3.03 rotation = 20, 0, 0 position = 0, 0.025, 0 texture = RC_canopy_main, RealChute/Parts/RC_canopy_main } MODULE { name = RealChuteModule caseMass = 0.08 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon capName = cone parachuteName = RC_triple_canopy preDeploymentAnimation = RC_triple_chute_semi_deploy deploymentAnimation = RC_triple_chute_full_deploy preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false minDeployment = 30000 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 } } MODULE { name = ProceduralChute textureLibrary = RealChute type = Cone currentCase = Main currentCanopies = Main chute SIZE { size = 1, 1, 1 sizeID = 1.25m tank caseMass = 0.08 bottomNode = 0, -0.023045, 0 bottomNodeSize = 1 cost = 400 } SIZE { size = 2, 2, 2 sizeID = 2.5m caseMass = 0.16 bottomNode = 0, -0.04609, 0 bottomNodeSize = 2 cost = 350 } SIZE { size = 0.425, 0.4, 0.425 sizeID = 0.625m caseMass = 0.04 bottomNode = 0, -0.009218, 0 bottomNodeSize = 0 cost = 500 } SIZE { size = 0.5, 0.5, 0.5 sizeID = 0.625m tank caseMass = 0.04 bottomNode = 0, -0.0115225, 0 bottomNodeSize = 0 cost = 500 } SIZE { size = 0.94, 0.9, 0.94 sizeID = 1.25m caseMass = 0.08 bottomNode = 0, -0.0207405, 0 bottomNodeSize = 1 cost = 400 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } nyan { AUDIO { channel = Ship clip = RealChute/Sounds/nyan_cat volume = 0 0 volume = 1 1 loop = True } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2027 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RC_cone } } } UrlConfig { parentUrl = RealChute/Parts/cone_double_chute.cfg PART { name = RC_cone_double module = Part author = stupid_chris, sumghai scale = 1 rescaleFactor = 1 node_stack_bottom = 0, -0.023045, 0, 0, -1, 0, 1 TechRequired = specializedControl entryCost = 12000 cost = 0 category = none subcategory = 0 title = RealChute Cone Double Chute manufacturer = RealChute description = After Bill nearly met fiery doom because his Real Chute could not stop his capsule's screaming descent, he demanded change. KSC ignored his demand, citing cost, until he strapped some spare boosters from Jebediah's Junkyard onto his car and flew into the boardroom one afternoon, terrorizing the already traumatized directors with savage screams and his wafer-thin heatshield. KSC engineers hastily added a drogue chute to their otherwise successful Real Chute design. attachRules = 1,0,0,1,0 mass = 0.1 maximum_drag = 0.32 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2000 breakingForce = 100 breakingTorque = 50 stageOffset = -1 tags = arrest canopy chute decel descen drag entry fall landing re- return safe slow white RealChute para bulkheadProfiles = size2 MODEL { model = RealChute/Parts/model_RC_case_nose scale = 1, 1, 1 texture = RC_common_main, RealChute/Parts/RC_common_dual } MODEL { model = RealChute/Parts/model_RC_case_nose_dual_extras scale = 1, 1, 1 } MODEL { model = RealChute/Parts/model_RC_triple_canopy scale = 3.03, 2.8, 3.03 position = 0, 0.025, 0 texture = RC_canopy_main, RealChute/Parts/RC_canopy_main } MODEL { model = RealChute/Parts/model_RC_canopy2 scale = 0.61, 0.7, 0.61 position = 0, 0.025, 0 texture = RC_canopy_main, RealChute/Parts/RC_canopy_drogue } MODULE { name = RealChuteModule caseMass = 0.1 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 secondaryChute = true PARACHUTE { material = Nylon capName = mains_packing_bag parachuteName = RC_triple_canopy preDeploymentAnimation = RC_triple_chute_semi_deploy deploymentAnimation = RC_triple_chute_full_deploy preDeployedDiameter = 2.5 deployedDiameter = 50 minIsPressure = false minDeployment = 900 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 } PARACHUTE { material = Kevlar capName = cone parachuteName = RC_canopy2 preDeploymentAnimation = RC_chute2_semi_deploy deploymentAnimation = RC_chute2_full_deploy preDeployedDiameter = 3 deployedDiameter = 6 minIsPressure = false minDeployment = 30000 deploymentAlt = 2500 cutAlt = 1000 preDeploymentSpeed = 1 deploymentSpeed = 3 } } MODULE { name = ProceduralChute textureLibrary = RealChute type = Cone currentCase = Combo currentCanopies = Main chute, Drogue chute currentTypes = Main, Drogue SIZE { size = 1, 1, 1 sizeID = 1.25m tank caseMass = 0.1 bottomNode = 0, -0.023045, 0 bottomNodeSize = 1 cost = 500 } SIZE { size = 2, 2, 2 sizeID = 2.5m caseMass = 0.2 bottomNode = 0, -0.04609, 0 bottomNodeSize = 2 cost = 450 } SIZE { size = 0.425, 0.4, 0.425 sizeID = 0.625m caseMass = 0.05 bottomNode = 0, -0.009218, 0 bottomNodeSize = 0 cost = 600 } SIZE { size = 0.5, 0.5, 0.5 sizeID = 0.625m tank caseMass = 0.05 bottomNode = 0, -0.0115225, 0 bottomNodeSize = 0 cost = 600 } SIZE { size = 0.94, 0.9, 0.94 sizeID = 1.25m caseMass = 0.1 bottomNode = 0, -0.0207405, 0 bottomNodeSize = 1 cost = 500 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } nyan { AUDIO { channel = Ship clip = RealChute/Sounds/nyan_cat volume = 0 0 volume = 1 1 loop = True } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2027 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RC_cone_double } } } UrlConfig { parentUrl = RealChute/Parts/radial_chute.cfg PART { name = RC_radial module = Part author = stupid_chris, sumghai scale = 1 rescaleFactor = 1 node_attach = 0, 0, -0.0025, 0, 0, -1 TechRequired = survivability entryCost = 8000 cost = 0 category = none subcategory = 0 title = RealChute Radial Chute manufacturer = RealChute description = After Jebediah rejoiced his new heavy capsule's having only one parachute, KSC engineers foresaw the impending fiasco and immediately invented a radial version of the Real Chute. attachRules = 0,1,0,0,0 mass = 0.08 maximum_drag = 0.2 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2000 breakingForce = 100 breakingTorque = 50 stageOffset = -1 tags = arrest canopy chute decel descen drag entry fall landing re- return safe slow white RealChute para bulkheadProfiles = srf MODEL { model = RealChute/Parts/model_RC_case_radial scale = 0.75, 0.75, 0.75 texture = RC_common_main, RealChute/Parts/RC_common_main } MODEL { model = RealChute/Parts/model_RC_canopy scale = 3.03, 2.8, 3.03 position = 0, 0, -0.0775 texture = RC_canopy_main, RealChute/Parts/RC_canopy_main } MODULE { name = RealChuteModule caseMass = 0.08 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon capName = cap parachuteName = RC_canopy preDeploymentAnimation = RC_chute_semi_deploy deploymentAnimation = RC_chute_full_deploy preDeployedDiameter = 1.25 deployedDiameter = 30 minIsPressure = false minDeployment = 30000 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 } } MODULE { name = ProceduralChute textureLibrary = RealChute type = Radial currentCase = Main currentCanopies = Main chute SIZE { size = 1, 1, 1 sizeID = Radial 2 caseMass = 0.08 cost = 300 } SIZE { size = 1.5, 1.5, 1.5 sizeID = Radial 3 caseMass = 0.16 cost = 250 } SIZE { size = 0.5, 0.5, 0.5 sizeID = Radial 1 caseMass = 0.04 cost = 350 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } nyan { AUDIO { channel = Ship clip = RealChute/Sounds/nyan_cat volume = 0 0 volume = 1 1 loop = True } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 32 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RC_radial } } } UrlConfig { parentUrl = RealChute/Parts/stack_chute.cfg PART { name = RC_stack module = Part author = stupid_chris, sumghai scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.1544, 0, 0, 1, 0, 1 node_stack_bottom = 0, -0.1304, 0, 0, -1, 0, 1 TechRequired = specializedControl entryCost = 12000 cost = 0 category = none subcategory = 0 title = RealChute Stack Chute manufacturer = RealChute description = When Vernher designed a parachute that could be placed under things, administrators with brimming eyes called the nursing home. When Verhner spelled "Institutionalize THIS!" with smoking craters on KSC's lawn, they immediately effected his vision. attachRules = 1,0,1,1,0 mass = 0.1 maximum_drag = 0.32 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2000 breakingForce = 100 breakingTorque = 50 stageOffset = -1 bulkheadProfiles = size2 tags = arrest canopy chute decel descen drag entry fall landing re- return safe slow white RealChute para MODEL { model = RealChute/Parts/model_RC_case_stack scale = 1, 1, 1 texture = RC_common_main, RealChute/Parts/RC_common_main } MODEL { model = RealChute/Parts/model_RC_canopy scale = 3.64, 3.2, 3.64 position = 0, 0, -0.509 texture = RC_canopy_main, RealChute/Parts/RC_canopy_main } MODEL { model = RealChute/Parts/model_RC_canopy2 scale = 3.64, 3.2, 3.64 position = 0, 0, 0.509 texture = RC_canopy_main, RealChute/Parts/RC_canopy_main } MODULE { name = RealChuteModule caseMass = 0.1 timer = 0 mustGoDown = true cutSpeed = 0.5 spareChutes = 5 secondaryChute = true PARACHUTE { material = Nylon capName = cap2 parachuteName = RC_canopy preDeploymentAnimation = RC_chute_semi_deploy deploymentAnimation = RC_chute_full_deploy preDeployedDiameter = 1.5 deployedDiameter = 36 minIsPressure = false minDeployment = 30000 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 forcedOrientation = 20 } PARACHUTE { material = Nylon capName = cap parachuteName = RC_canopy2 preDeploymentAnimation = RC_chute2_semi_deploy deploymentAnimation = RC_chute2_full_deploy preDeployedDiameter = 1.5 deployedDiameter = 36 minIsPressure = false minDeployment = 30000 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 forcedOrientation = 20 } } MODULE { name = ProceduralChute textureLibrary = RealChute type = Stack currentCase = Main currentCanopies = Main chute, Main chute SIZE { size = 1, 1, 1 sizeID = 1.25m tank caseMass = 0.1 topNode = 0, 0.1544, 0 topNodeSize = 1 bottomNode = 0, -0.1304, 0 bottomNodeSize = 1 cost = 500 } SIZE { size = 2, 2, 2 sizeID = 2.5m caseMass = 0.2 topNode = 0, 0.3108, 0 topNodeSize = 2 bottomNode = 0, -0.2608, 0 bottomNodeSize = 2 cost = 450 } SIZE { size = 0.425, 0.4, 0.425 sizeID = 0.625m caseMass = 0.05 topNode = 0, 0.06216, 0 topNodeSize = 0 bottomNode = 0, -0.05216, 0 bottomNodeSize = 0 cost = 600 } SIZE { size = 0.5, 0.5, 0.5 sizeID = 0.625m tank caseMass = 0.05 topNode = 0, 0.0777, 0 topNodeSize = 0 bottomNode = 0, -0.0652, 0 bottomNodeSize = 0 cost = 600 } SIZE { size = 0.94, 0.9, 0.94 sizeID = 1.25m caseMass = 0.1 topNode = 0, 0.13986, 0 topNodeSize = 1 bottomNode = 0, -0.11736, 0 bottomNodeSize = 1 cost = 550 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } nyan { AUDIO { channel = Ship clip = RealChute/Sounds/nyan_cat volume = 0 0 volume = 1 1 loop = True } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 567 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RC_stack } } } UrlConfig { parentUrl = RemoteTech/Default_Settings.cfg RemoteTechSettings { RemoteTechEnabled = True CommNetEnabled = False ConsumptionMultiplier = 1 RangeMultiplier = 1 MissionControlRangeMultiplier = 1 OmniRangeClampFactor = 100 DishRangeClampFactor = 1000 ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2 NoTargetGuid = 00000000-0000-0000-0000-000000000000 SpeedOfLight = 3E+08 MapFilter = Omni, Cone, Path EnableSignalDelay = True RangeModelType = Standard MultipleAntennaMultiplier = 0 ThrottleTimeWarp = True ThrottleZeroOnNoConnection = True StopTimeWrapOnReConnection = False HideGroundStationsBehindBody = True ControlAntennaWithoutConnection = False UpgradeableMissionControlAntennas = True HideGroundStationsOnDistance = True ShowMouseOverInfoGroundStations = True AutoInsertKaCAlerts = True FCLeadTime = 180 FCOffAfterExecute = False DistanceToHideGroundStations = 3E+07 DishConnectionColor = 0.996078372,0.701960802,0.0313725509,1 OmniConnectionColor = 0.552941203,0.517647088,0.407843113,1 ActiveConnectionColor = 0.65882349,1,0.0156862792,1 RemoteStationColorDot = 0.996078014,0,0,1 DirectConnectionColor = 0,0.749,0.952,1 SignalRelayEnabled = False IgnoreLineOfSight = False FCWinPosX = 100 FCWinPosY = 100 FlightTermP = 2.0 FlightTermI = 0.8 FlightTermD = 1.0 GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.13133150339126601 Longitude = -74.594841003417997 Height = 75 Body = 1 MarkColor = 0.996078014,0,0,1 Antennas { ANTENNA { Omni = 75000000 Dish = 0 CosAngle = 1 UpgradeableOmni = 4E+06;3.0E+07;7.5E+07 UpgradeableDish = UpgradeableCosAngle = } } } } PreSets { PRESETS = RemoteTech/Default_Settings/RemoteTechSettings } } } UrlConfig { parentUrl = RemoteTech/RemoteTech_Tech_Node.cfg PART { name = RTPassiveAntennaTech module = Part author = Starstrider42 (config), NovaSilisko (model) TechRequired = unmannedTech entryCost = 0 cost = 0 category = -1 title = Probe Core Upgrade description = Allows RemoteTech probe cores to contact ships within 3 km without the need for a dedicated antenna. bulkheadProfiles = MODEL { model = Squad/Parts/Command/probeStackSphere/model } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = RTPassiveAntennaTech } } } UrlConfig { parentUrl = RemoteTech/Localization/en-us.cfg Localization { en-us { #RemoteTech_Extend = Extend #RemoteTech_Retract = Retract #RemoteTech_Toggle = Toggle Antenna #RT_RTGigaDish1_title = Reflectron GX-128 #RT_RTGigaDish1_manufacturer = Parabolic Industries #RT_RTGigaDish1_desc = A massive medium-interplanetary class dish. Wherever you are in the Kerbol system, you'll be able to stay in contact with this. #RT_GigaDish2_title = CommTech-1 #RT_GigaDish2_manufacturer = AIES Aerospace #RT_GigaDish2_desc = A powerful high-gain fixed dish. It can reach almost anything in the solar system. #RT_LongAntenna2_title = Communotron 32 #RT_LongAntenna2_manufacturer = Ionic Protonic Electronics #RT_LongAntenna2_desc = The Communotron 32 is a longer range version of the last generation, now with even more spying potential. If you don't believe us, ask the Kerbal Security Agency. #RT_LongAntenna3_title = CommTech EXP-VR-2T #RT_LongAntenna3_manufacturer = AIES Aerospace #RT_LongAntenna3_desc = This effective and compact folding antenna is highly recommended for your research missions. #RT_LongDish1_title = Reflectron LL-5 #RT_LongDish1_manufacturer = Parabolic Industries #RT_LongDish1_desc = This dish will carry your signal out as far as Duna. But don't count on it working further out. Warranty void if used as a salad bowl. #RT_LongDish2_title = Reflectron KR-14 #RT_LongDish2_manufacturer = Parabolic Industries #RT_LongDish2_desc = Replacing the LL-5, this dish will carry your signal beyond Duna looking fancier than ever. #RT_ShortAntenna1_title = Reflectron DP-10 #RT_ShortAntenna1_manufacturer = Parabolic Industries #RT_ShortAntenna1_desc = When moving this antenna to a test site, engineers always forgot to turn it on. Frustrated with having to walk back and forth, they had this antenna be active by default. #RT_ShortDish1_title = Reflectron SS-5 #RT_ShortDish1_manufacturer = Parabolic Industries. #RT_ShortDish1_desc = If you want to break the surly bonds of Kerbin, you will need some serious range. What once was considered a mere garbage can lid is now the cornerstone of Münar communication. #RT_ShortDish2_title = Reflectron KR-7 #RT_ShortDish2_manufacturer = Parabolic Industries. #RT_ShortDish2_desc = Locals complained about their missing garbage lids, so our engineers quickly developed an alternative. Matching performance with the SS-5 for only double the cost! #RT_OptionWindow_title = RemoteTech <<1>> Options #RT_OptionWindow_closebutton = Close #RT_OptionWindow_start_Text = Use the small menu buttons above to navigate through the different options. #RT_OptionWindow_start_Text2 = Need some help with RemoteTech? Check out the online manual and tutorials. If you can't find your answer, post in the forum thread.\n(Browser opens on click) #RT_OptionWindow_start_button1 = Online Manual and Tutorials #RT_OptionWindow_start_button2 = KSP Forum #RT_OptionWindow_WorldScale_ConsMulti_head = Consumption Multiplier: (<<1>>) #RT_OptionWindow_WorldScale_ConsMulti_text = If set to a value other than 1, the power consumption of all antennas will be increased or decreased by this factor.\nDoes not affect energy consumption for science transmissions. #RT_OptionWindow_WorldScale_RangeMulti_head = Antennas Range Multiplier: (<<1>>) #RT_OptionWindow_WorldScale_RangeMulti_text = If set to a value other than 1, the range of all antennas will be increased or decreased by this factor.\nDoes not affect Mission Control range. #RT_OptionWindow_WorldScale_MissionControlRangeMulti_head = Mission Control Range Multiplier: (<<1>>) #RT_OptionWindow_WorldScale_MissionControlRangeMulti_text = If set to a value other than 1, the range of all Mission Controls will be increased or decreased by this factor.\nDoes not affect antennas range. #RT_OptionWindow_AlternativeRules_EnableSignalDelay = Signal delay enabled #RT_OptionWindow_AlternativeRules_disabledSignalDelay = Signal delay disabled #RT_OptionWindow_AlternativeRules_SignalDelaydesc = ON: All commands sent to RemoteTech-compatible probe cores are limited by the speed of light and have a delay before executing, based on distance.\nOFF: All commands will be executed immediately, although a working connection to Mission Control is still required. #RT_OptionWindow_AlternativeRules_RangeModelMode_head = Range Model Mode #RT_OptionWindow_AlternativeRules_RangeModelMode_text = This setting controls how the game determines whether two antennas are in range of each other.\nRead more on our online manual about the difference for each rule. #RT_OptionWindow_AlternativeRules_RangeModelMode_Standard = Standard #RT_OptionWindow_AlternativeRules_RangeModelMode_Root = Root #RT_OptionWindow_AlternativeRules_MultipleAntennaMulti_head = Multiple Antenna Multiplier : (<<1>>) #RT_OptionWindow_AlternativeRules_MultipleAntennaMulti_text = Multiple omnidirectional antennas on the same craft work together.\nThe default value of 0 means this is disabled.\nThe largest value of 1.0 sums the range of all omnidirectional antennas to provide a greater effective range.\nThe effective range scales linearly and this option works with both the Standard and Root range models. #RT_OptionWindow_ColorSlider_Red = Red: (<<1>>) #RT_OptionWindow_ColorSlider_Green = Green: (<<1>>) #RT_OptionWindow_ColorSlider_Blue = Blue: (<<1>>) #RT_OptionWindow_VisualStyle_DishColor = Dish Connection Color: #RT_OptionWindow_VisualStyle_OmniColor = Omni Connection Color: #RT_OptionWindow_VisualStyle_ActiveColor = Active Connection Color: #RT_OptionWindow_VisualStyle_RemoteStationColor = Remote Station Color: #RT_OptionWindow_VisualStyle_StationsBehindBodyHide = Ground Stations are hidden behind bodies #RT_OptionWindow_VisualStyle_StationsBehindBodyShow = Ground Stations always shown #RT_OptionWindow_VisualStyle_StationsBehindBodytext = ON: Ground Stations are occluded by the planet or body, and are not visible behind it.\nOFF: Ground Stations are always shown (see range option below). #RT_OptionWindow_VisualStyle_StationsOnDistancehide = Ground Stations are hidden at a defined distance #RT_OptionWindow_VisualStyle_StationsOnDistanceShow = Ground Stations always shown #RT_OptionWindow_VisualStyle_StationsOnDistanceText = ON: Ground Stations will not be shown past a defined distance to the mapview camera.\nOFF: Ground Stations are shown regardless of distance. #RT_OptionWindow_VisualStyle_MouseOverInfoGroundStationsE = Mouseover of Ground Stations enabled #RT_OptionWindow_VisualStyle_MouseOverInfoGroundStationsD = Mouseover of Ground Stations disabled #RT_OptionWindow_VisualStyle_MouseOverInfoGroundStationsDesc = ON: Some useful information is shown when you mouseover a Ground Station on the map view or Tracking Station.\nOFF: Information isn't shown during mouseover. #RT_OptionWindow_Miscellaneous_ThrottleTimeWarp = RemoteTech will throttle time warp #RT_OptionWindow_Miscellaneous_NoThrottleTimeWarp = RemoteTech will not throttle time warp #RT_OptionWindow_Miscellaneous_ThrottleTimeWarp_text = ON: The flight computer will automatically stop time warp a few seconds before executing a queued command.\nOFF: The player is responsible for controlling time warp during scheduled actions. #RT_OptionWindow_Miscellaneous_ThrottleZeroOnNoConnection = Throttle to zero on loss of connection #RT_OptionWindow_Miscellaneous_NoThrottleZeroOnNoConnection = Throttle unaffected by loss of connection #RT_OptionWindow_Miscellaneous_ThrottleZeroOnNoConnection_text = ON: The flight computer cuts the thrust if you lose connection to Mission Control.\nOFF: The throttle is not adjusted automatically. #RT_OptionWindow_Miscellaneous_StopTimeWrapOnReConnection = Stop time wrap on reconnection #RT_OptionWindow_Miscellaneous_NoStopTimeWrapOnReConnection = Time wrap uninterrupted by reconnection #RT_OptionWindow_Miscellaneous_StopTimeWrapOnReConnection_text = ON: The flight computer will automatically stop time warp when a connection is found. \nOFF: The time wrap will not be stopped when a connection is found. #RT_OptionWindow_Miscellaneous_UpgradeableMissionControl = Mission Control antennas are upgradeable #RT_OptionWindow_Miscellaneous_NoUpgradeableMissionControl = Mission Control antennas are not upgradeable #RT_OptionWindow_Miscellaneous_UpgradeableMissionControlText = ON: Mission Control antenna range is upgraded when the Tracking Center is upgraded.\nOFF: Mission Control antenna range isn't upgradeable. #RT_OptionWindow_Miscellaneous_AutoInsertKaCAlerts = Alarms added to Kerbal Alarm Clock #RT_OptionWindow_Miscellaneous_NotAutoInsertKaCAlerts = No alarms added to Kerbal Alarm Clock #RT_OptionWindow_Miscellaneous_AutoInsertKaCAlertsText = ON: The flight computer will automatically add alarms to the Kerbal Alarm Clock mod for burn and maneuver commands. The alarm goes off 3 minutes before the command executes.\nOFF: No alarms are added to Kerbal Alarm Clock #RT_OptionWindow_Presets_HelpText = You can revert your current settings to the starting settings, constructed from installed mods' MM patches. Also, you can reload your current settings with a third-party mod's own RemoteTech settings (the fallback in the event of no MM patch).\n\nHere you can see what presets are available: #RT_OptionWindow_Presets_NotFound = No presets are found #RT_OptionWindow_Presets_Reload = Reload #RT_OptionWindow_Presets_msg1 = Your RemoteTech settings are set to <<1>> #RT_OptionWindow_Cheat_ControlAntennaWithoutConnection = No Connection needed to control antennas #RT_OptionWindow_Cheat_ControlAntennaNeedConnection = Connection is needed to control antennas #RT_OptionWindow_Cheat_ControlAntennaWithoutConnectionText = ON: antennas can be activated, deactivated and targeted without a connection.\nOFF: No control without a working connection. #RT_OptionWindow_Cheat_IgnoreLineOfSight = Planets and moons will not block a signal #RT_OptionWindow_Cheat_NoIgnoreLineOfSight = Planets and moons will block a signal #RT_OptionWindow_Cheat_IgnoreLineOfSightText = ON: Antennas and dishes will not need line-of-sight to maintain a connection, as long as they have adequate range and power.\nOFF: Antennas and dishes need line-of-sight to maintain a connection. #RT_ModuleUI_DishRange = Dish range #RT_ModuleUI_EnergyReq = Energy #RT_ModuleUI_Omnirange = Omni range #RT_ModuleUI_Status = Status #RT_ModuleUI_Status_tolower = status #RT_ModuleUI_Off = Off #RT_ModuleUI_Operational = Operational #RT_ModuleUI_Deactivate = Deactivate #RT_ModuleUI_Activate = Activate #RT_ModuleUI_Toggle = Toggle #RT_ModuleUI_Target = Target #RT_ModuleUI_SetTarget = [EVA] Set Target #RT_ModuleUI_ForceOpen = [EVA] Force Open #RT_ModuleUI_ForceClose = [EVA] Force Close #RT_ModuleUI_Autothreshold = Auto threshold #RT_ModuleUI_Autothreshold_Off = Off #RT_ModuleUI_DeactivateatEC = Deactivate at EC % #RT_ModuleUI_ActivateatEC = Activate at EC % #RT_ModuleUI_Transmit = Transmit all science #RT_ModuleUI_SciencePacketSize = Science packet size #RT_ModuleUI_SciencePacketInterval = Science packet interval #RT_ModuleUI_SciencePacketCost = Science packet cost #RT_ModuleUI_Connected = Connected #RT_ModuleUI_NoResources = Out of power #RT_ModuleUI_Malfunction = Malfunction #RT_ModuleUI_DeployAntenna = Deploy Antenna #RT_ModuleUI_RetractAntenna = Retract Antenna #RT_ModuleUI_Comms = Comms #RT_ModuleUI_Comms_Status = Idle #RT_ModuleUI_Comms_Status2 = Uploading Data... #RT_ModuleUI_TransmitMsg = [<<1>>]: Starting Transmission... #RT_ModuleUI_TransmitMsg2 = [<<1>>]: Uploading Data... <<2>> #RT_ModuleUI_TransmitMsg3 = [<<1>>]: Warning! Not Enough <<2>>! #RT_ModuleUI_TransmitMsg4 = [<<1>>]: Done! #RT_ModuleUI_SPU = SPU #RT_ModuleUI_SPU_Status = Operational. #RT_ModuleUI_SPU_Status2 = No connection. #RT_ModuleUI_SPU_Msg = No connection to send command on. #RT_ModuleUI_ActiveVessel = Active Vessel #RT_ModuleUI_ActiveVessel_Tolower = active vessel #RT_ModuleUI_NoTarget = No Target #RT_ModuleUI_NoTarget_Tolower = no target #RT_ModuleUI_UnknownTarget = Unknown Target #RT_ModuleUI_rippedoff = [<<1>>]: <<2>> was ripped off by strong airflow. #RT_FC_Title = Flight Computer #RT_FC_desc = Switch to Attitude, Rover, Power or PID mode. #RT_ConnectionStatus1 = N/A #RT_ConnectionStatus2 = Local Control #RT_ConnectionStatus3 = D+ <<1>>s #RT_ConnectionStatus4 = Connected #RT_ConnectionStatus5 = No Connection #RT_FC_msg1 = [Flight Computer]: Throttling back time warp... #RT_FC_msg2 = [Flight Computer]: Out of power, cannot run "<<1>>" on schedule. #RT_FC_msg3 = A maneuver burn is required #RT_FC_msg4 = A burn command is required #RT_FC_msg5 = [Flight Computer]: Signal delay is too high to execute this maneuver at the proper time. #RT_MissionControl = Mission Control #RT_Editor_Antenna = Antenna #RT_Editor_Omni = Omni #RT_Editor_range = range #RT_Editor_Dish = Dish #RT_Editor_power = power #RT_Editor_SignalProcessor = Signal Processor #RT_Editor_SignalProcessor_info1 = Remote Command capable (<<1>>+ crew) #RT_Editor_SignalProcessor_info2 = Remote Control capable #RT_Editor_TechnologyPerk = Technology Perk #RT_Editor_TechnologyPerk_info1 = Integrated Omni: <<1>> always-on #RT_Editor_Coneangle = Cone angle:\u0020 #RT_degrees = \u0020degrees #RT_Editor_Activatedbydefault = Activated by default #RT_Editor_Snaps = Snaps under high dynamic pressure #RT_Editor_Notretractable = Antenna is not retractable #RT_Editor_Requires = Requires: #RT_Editor_ElectricCharge = ElectricCharge: #RT_NetworkFB_statusTitle = Status: #RT_NetworkFB_status = ok #RT_NetworkFB_status2 = No line of sight #RT_NetworkFB_status3 = Target not in range #RT_NetworkFB_Currentdistance = Current distance: #RT_NetworkFB_Antennarange = Antenna range: #RT_NetworkFB_Targetinfo = Info:<<1>> beam covers <<2>> targets #RT_NetworkFB_NameButton = Name #RT_NetworkFB_Target = Target:\u0020 #RT_NetworkFB_Omni = Omni: #RT_NetworkFB_Dish = Dish: #RT_DEBUG_title = RemoteTech DebugWindow #RT_DEBUG_LoadedScene = Ground stations are only available in the flight or tracking station. #RT_DEBUG_RTSettings = RemoteTech Settings #RT_DEBUG_APITester = API-Tester #RT_DEBUG_GUIDReader = GUID-Reader #RT_DEBUG_Clearbutton = Clear Logs in <<1>> #RT_DEBUG_Clearbutton_desc = TBD #RT_DEBUG_Onbtton = On #RT_DEBUG_Offbtton = Off #RT_DEBUG_DeactivateKSC = Deactivate KSC:\u0020 #RT_DEBUG_CheatOptions = Cheat Options #RT_DEBUG_SignalThroughBodies = Signal Through Bodies: #RT_DEBUG_InfiniteFuel = Infinite Fuel: #RT_DEBUG_InfiniteRCSFuel = Infinite RCS Fuel: #RT_AttitudeCommand_Off = Mode: Off #RT_AttitudeCommand_Killrotation = Mode: Kill rotation #RT_AttitudeCommand_Hold = Mode: Hold #RT_AttitudeCommand_Prograde = Prograde #RT_AttitudeCommand_Retrograde = Retrograde #RT_AttitudeCommand_RadialMinus = Radial - #RT_AttitudeCommand_RadialPlus = Radial + #RT_AttitudeCommand_NormalMinus = Normal - #RT_AttitudeCommand_NormalPlus = Normal + #RT_AttitudeCommand_Direction = Direction #RT_Command_Signaldelay = Signal delay: #RT_AttitudeCommand_Orbit = OBT #RT_AttitudeCommand_Surface = SRF #RT_AttitudeCommand_TargetVelocity = RVEL #RT_AttitudeCommand_TargetParallel = TGT #RT_AttitudeCommand_North = North #RT_AttitudeCommand_Maneuver = Maneuver #RT_AttitudeCommand_World = World #RT_AttitudeFragment_KILL = KILL #RT_AttitudeFragment_KILL_desc = Kill rotation. #RT_AttitudeFragment_NODE = NODE #RT_AttitudeFragment_NODE_desc = Prograde points in the direction of the first maneuver node. #RT_AttitudeFragment_RVEL = RVEL #RT_AttitudeFragment_RVEL_desc = Prograde relative to target velocity. #RT_AttitudeFragment_ORB = ORB #RT_AttitudeFragment_ORB_desc = Prograde relative to orbital velocity. #RT_AttitudeFragment_SRF = SRF #RT_AttitudeFragment_SRF_desc = Prograde relative to surface velocity. #RT_AttitudeFragment_TGT = TGT #RT_AttitudeFragment_TGT_desc = Prograde points directly at target. #RT_AttitudeFragment_OFF = OFF #RT_AttitudeFragment_OFF_desc = Set Attitude to Off. #RT_AttitudeFragment_CUSTOM = CUSTOM #RT_AttitudeFragment_CUSTOM_desc = Prograde fixed as pitch, heading, roll relative to north pole. #RT_AttitudeFragment_Prograde = GRD\n+ #RT_AttitudeFragment_Prograde_desc = Orient to Prograde. #RT_AttitudeFragment_RadialPlus = RAD\n+ #RT_AttitudeFragment_RadialPlus_desc = Orient to Radial. #RT_AttitudeFragment_NormalPlus = NRM\n+ #RT_AttitudeFragment_NormalPlus_desc = Orient to Normal. #RT_AttitudeFragment_Retrograde = GRD\n- #RT_AttitudeFragment_Retrograde_desc = Orient to Retrograde. #RT_AttitudeFragment_RadialMinus = RAD\n- #RT_AttitudeFragment_RadialMinus_desc = Orient to Anti-radial. #RT_AttitudeFragment_NormalMinus = NRM\n- #RT_AttitudeFragment_NormalMinus_desc = Orient to Anti-normal. #RT_AttitudeFragment_PIT = PIT #RT_AttitudeFragment_PIT_desc = Sets pitch. #RT_AttitudeFragment_HDG = HDG #RT_AttitudeFragment_HDG_desc = Sets heading. #RT_AttitudeFragment_RLL = RLL #RT_AttitudeFragment_RLL_desc = Sets roll. #RT_AttitudeFragment_IgnorePit = IGN\nPIT #RT_AttitudeFragment_IgnorePit_desc = Ignore pitch control. #RT_AttitudeFragment_IgnoreHdr = IGN\nHDR #RT_AttitudeFragment_IgnoreHdr_desc = Ignore heading control. #RT_AttitudeFragment_IgnoreRll = IGN\nRLL #RT_AttitudeFragment_IgnoreRll_desc = Ignore roll control. #RT_AttitudeFragment_Throttle = Throttle: #RT_AttitudeFragment_BURN = BURN #RT_AttitudeFragment_BURN_desc = Example: 125, 125s, 5m20s, 1d6h20m10s, 123m/s. #RT_AttitudeFragment_EXEC = EXEC #RT_AttitudeFragment_EXEC_desc = Executes next and subsequent maneuver nodes. #RT_AttitudeFragment_Queue_desc = Toggles the queue and delay functionality. #RT_RoverFragment_TGT = TGT #RT_RoverFragment_TGT_desc = Drive to the latitude and longitude of a body or towards vessel target. #RT_RoverFragment_HDG = HDG #RT_RoverFragment_HDG_desc = Drive with specific heading and distance. #RT_RoverFragment_FINE = FINE #RT_RoverFragment_FINE_desc = Drive with specific turning or distance. #RT_RoverFragment_DRIVE = DRIVE #RT_RoverFragment_DRIVE_desc = Starts the automatic driving. #RT_RoverFragment_Queue_desc = Toggles the queue and delay functionality. #RT_RoverFragment_FINESteer = Steer: #RT_RoverFragment_FINESteer_desc = How much to turn #RT_RoverFragment_right = right #RT_RoverFragment_left = left #RT_RoverFragment_Turn = Turn #RT_RoverFragment_Turn_desc = How many degrees to turn #RT_RoverFragment_Dist = Dist #RT_RoverFragment_Dist_desc = Distance to drive #RT_RoverFragment_Speed = Speed #RT_RoverFragment_Speed_desc = Speed to maintain, negative for reverse #RT_RoverFragment_HDGSteer = Steer: #RT_RoverFragment_HDGSteer_desc = How sharp to turn at max #RT_RoverFragment_mHdg = Hdg #RT_RoverFragment_mHdg_desc = Heading to maintain #RT_RoverFragment_HDGSpeed_desc = Speed to maintain #RT_RoverFragment_coordinations = Body coordinations #RT_RoverFragment_coordinations_desc = Hold <<1>> and click on ground to input coordinates #RT_RoverFragment_TargetVessel = Designated Vessel #RT_RoverFragment_TargetVessel_desc = Drive to this vessel #RT_RoverFragment_ModeLabel = Mode: <<1>> #RT_RoverFragment_LAT = LAT #RT_RoverFragment_LAT_desc = Latitude to drive to #RT_RoverFragment_LON = LON #RT_RoverFragment_LON_desc = Longitude to drive to #RT_PowerFragment_HBNT = HBNT #RT_PowerFragment_HBNT_desc = Ultra-low power hibernation with all active antennas shut down. #RT_PowerFragment_THLD = THLD #RT_PowerFragment_THLD_desc = Optimally adaptive power-saving threshold control on all antennas #RT_PowerFragment_WAKE = WAKE #RT_PowerFragment_WAKE_desc = Terminate any power-saving state. #RT_PowerFragment_Queue_desc = Toggles the queue and delay functionality. #RT_QueueFragment_statuText = Status: <<1>>. #RT_QueueFragment_statuText_desc = Effects: <<1>>. #RT_QueueFragment_statu1 = Connection Error #RT_QueueFragment_statu1_desc = Cannot queue commands #RT_QueueFragment_statu2 = Out of Power #RT_QueueFragment_statu2_desc = Commands can be missed #RT_QueueFragment_statu2_desc2 = Timers halt #RT_QueueFragment_statu3 = Slave #RT_QueueFragment_statu3_desc = Has no control #RT_QueueFragment_statu4 = Packed #RT_QueueFragment_statu4_desc = Frozen #RT_QueueFragment_statu5 = All systems nominal #RT_QueueFragment_statu5_desc = None #RT_QueueFragment_Setsignaldelay = Set the signal delay right after this - Current: <<1>> #RT_QueueFragment_Signaldelay = Delay (+ signal): <<1>> #RT_QueueFragment_Signaldelay_desc = Total delay including signal delay. #RT_QueueFragment_AddExtraDelay_desc = Add extra signal delay - Example: 125, 125s, 5m20s, 1d6h20m10s #RT_PowerModecmd_Hibernate = Power: Hibernation (<<1>> antennas) #RT_PowerModecmd_Hibernate_deact = deactivating #RT_PowerModecmd_Hibernate_inact = inactive <<1>> #RT_PowerModecmd_AntennaSaver = Power: Automatically de/re-activating antennas on thresholds #RT_PowerModecmd_Wake = Power: Terminating active power state #RT_PowerModecmd_Unknown = Power: Unknown #RT_PIDControllerFragment_Pitch = Pitch #RT_PIDControllerFragment_Roll = Roll #RT_PIDControllerFragment_Yaw = Yaw #RT_PIDControllerFragment_TorqueMoI = Torque-MoI Rate: #RT_PIDControllerFragment_TorqueMoI_desc = Current rate of torque to mass of inertia #RT_PIDControllerFragment_DeviationError = Deviation Error: #RT_PIDControllerFragment_DeviationError_desc = Deviation from the target point #RT_PIDControllerFragment_Output = Output: #RT_PIDControllerFragment_Output_desc = Output of Flight Control State #RT_PIDControllerFragment_PIDHelp = See ni.com/white-paper/3782/en #RT_PIDControllerFragment_Kp = Proportional gain #RT_PIDControllerFragment_Kp_desc = (1) With I and D terms set to 0, increase until the output of the loop oscillates. #RT_PIDControllerFragment_Ki = Integral #RT_PIDControllerFragment_Ki_desc = (2) Increase to stop the oscillations. #RT_PIDControllerFragment_Kd = Derivative #RT_PIDControllerFragment_Kd_desc = (3) Increase until the loop is acceptably quick to its target point. #RT_PIDControllerFragment_button1 = SAVE #RT_PIDControllerFragment_button1_desc = Save all values persistently. #RT_PIDControllerFragment_button2 = APLY #RT_PIDControllerFragment_button2_desc = Interface all values to Flight PID Controller. #RT_PIDControllerFragment_Queue_desc = Toggles the queue and delay functionality. } } } UrlConfig { parentUrl = RemoteTech/Localization/zh-cn.cfg Localization { zh-cn { #RemoteTech_Extend = 激活 #RemoteTech_Retract = 停用 #RemoteTech_Toggle = 开关天线 #RT_RTGigaDish1_title = 中继天线GX-128 #RT_RTGigaDish1_manufacturer = Parabolic Industries #RT_RTGigaDish1_desc = 一个巨大的中型行星际级天线盘。无论你在Kerbol系统中的什么地方,你都可以与之保持连接. #RT_GigaDish2_title = 通讯者-1 #RT_GigaDish2_manufacturer = AIES Aerospace #RT_GigaDish2_desc = 一个强大的高增益固定盘。它几乎可以到达太阳系的任何地方。 #RT_LongAntenna2_title = 通信者32 #RT_LongAntenna2_manufacturer = Ionic Protonic Electronics #RT_LongAntenna2_desc = 通信者32是比上一代的增长了天线范围的版本, 现在有了更大的间谍潜力. 如果你不相信我们,去问问坎巴拉安全局。 #RT_LongAntenna3_title = 通讯者 EXP-VR-2T #RT_LongAntenna3_manufacturer = AIES Aerospace #RT_LongAntenna3_desc = 对于科学研究任务我们强烈推荐使用这种有效又省空间的折叠天线. #RT_LongDish1_title = LL-5中继天线 #RT_LongDish1_manufacturer = Parabolic Industries #RT_LongDish1_desc = 这个天线能把你的信号传到Duna.但不要指望它能进一步发挥作用.如果用来放沙拉,则保修无效. #RT_LongDish2_title = KR-14中继天线 #RT_LongDish2_manufacturer = Parabolic Industries #RT_LongDish2_desc = 取代LL-5,这个天线限制能把你的信号带到比Duna更远的地方,让其看起来比以往任何时候都更华丽. #RT_ShortAntenna1_title = DP-10中继天线 #RT_ShortAntenna1_manufacturer = Parabolic Industries #RT_ShortAntenna1_desc = 当把天线移到测试地点时,工程师们总是忘记提前打开它,他们因此沮丧的走来走去.于是这根天线现在默认处于开启状态. #RT_ShortDish1_title = SS-5中继天线 #RT_ShortDish1_manufacturer = Parabolic Industries. #RT_ShortDish1_desc = 如果你想打破Kerbin的引力束缚,你将需要一些真正的大功率天线。曾经被认为只是个垃圾桶盖子的东西,现在变成了和Münar交流的基石 #RT_ShortDish2_title = KR-7中继天线 #RT_ShortDish2_manufacturer = Parabolic Industries. #RT_ShortDish2_desc = 当地人抱怨他们的垃圾桶盖不见了,所以我们的工程师很快就找到了替代方案.只需双倍的成本就能达到与SS-5匹配的性能! #RT_OptionWindow_title = RemoteTech <<1>> 选项 #RT_OptionWindow_closebutton = 关闭 #RT_OptionWindow_start_Text = 点击上面的小菜单按钮浏览不同的选项。 #RT_OptionWindow_start_Text2 = 需要远程技术方面的帮助吗?查看在线手册和教程。如果找不到答案,请在论坛发布页中发表你的问题。\n(单击将打开浏览器) #RT_OptionWindow_start_button1 = 在线手册和教程 #RT_OptionWindow_start_button2 = KSP官方论坛 #RT_OptionWindow_WorldScale_ConsMulti_head = 功耗倍数: (<<1>>) #RT_OptionWindow_WorldScale_ConsMulti_text = 如果设置为1以外的值,则所有天线的功耗都将按此因数增加或减少。\n不影响科学传输的能耗。 #RT_OptionWindow_WorldScale_RangeMulti_head = 天线距离倍数: (<<1>>) #RT_OptionWindow_WorldScale_RangeMulti_text = 如果设置为1以外的值, 则所有天线范围都将按此因子增大或减小.\n不影响任务控制范围. #RT_OptionWindow_WorldScale_MissionControlRangeMulti_head = 任务控制距离倍数: (<<1>>) #RT_OptionWindow_WorldScale_MissionControlRangeMulti_text = 如果设置为1以外的值, 所有任务控制中心的控制范围都将按此因素增大或减小.\n不影响天线范围. #RT_OptionWindow_AlternativeRules_EnableSignalDelay = 启用信号延迟 #RT_OptionWindow_AlternativeRules_disabledSignalDelay = 禁用信号延迟 #RT_OptionWindow_AlternativeRules_SignalDelaydesc = 打开:发送到兼容RemoteTech探测器核心的所有的指令都受光速限制,并且在执行之前会根据距离有一个延迟。\n关闭:所有指令都将立即执行,不过仍然需要与任务控制中心建立连接. #RT_OptionWindow_AlternativeRules_RangeModelMode_head = 天线通讯模式 #RT_OptionWindow_AlternativeRules_RangeModelMode_text = 此设置控制游戏如何确定两个天线是否在彼此的范围内。\n有关每个规则的差异的详细信息,请参阅我们的在线手册。 #RT_OptionWindow_AlternativeRules_RangeModelMode_Standard = 标准 #RT_OptionWindow_AlternativeRules_RangeModelMode_Root = Root #RT_OptionWindow_AlternativeRules_MultipleAntennaMulti_head = 天线叠加倍数 : (<<1>>) #RT_OptionWindow_AlternativeRules_MultipleAntennaMulti_text = 同一飞行器上的多个全向天线将进行协同工作。\n默认值0表示禁用。\n最大值1.0将所有全向天线的范围相加,以提供更大的有效范围。\n有效范围线性叠加,此选项适用于标准和Root模式. #RT_OptionWindow_ColorSlider_Red = 红: (<<1>>) #RT_OptionWindow_ColorSlider_Green = 绿: (<<1>>) #RT_OptionWindow_ColorSlider_Blue = 蓝: (<<1>>) #RT_OptionWindow_VisualStyle_DishColor = 定向天线连接颜色: #RT_OptionWindow_VisualStyle_OmniColor = 全向天线连接颜色: #RT_OptionWindow_VisualStyle_ActiveColor = 连通连接颜色: #RT_OptionWindow_VisualStyle_RemoteStationColor = 远程站颜色: #RT_OptionWindow_VisualStyle_StationsBehindBodyHide = 地面站在天体后面隐藏 #RT_OptionWindow_VisualStyle_StationsBehindBodyShow = 始终显示地面站 #RT_OptionWindow_VisualStyle_StationsBehindBodytext = 打开:地面站被行星或天体遮挡,在其后面将不可见。\n关闭:地面站始终显示(见下面的范围选项)。 #RT_OptionWindow_VisualStyle_StationsOnDistancehide = 地面站在规定的距离内隐藏 #RT_OptionWindow_VisualStyle_StationsOnDistanceShow = 始终显示地面站 #RT_OptionWindow_VisualStyle_StationsOnDistanceText = 打开:地面站将不会显示超过地图视图相机的定义距离。\n关闭:无论距离如何,都会显示地面站。 #RT_OptionWindow_VisualStyle_MouseOverInfoGroundStationsE = 鼠标悬停显示地面站 #RT_OptionWindow_VisualStyle_MouseOverInfoGroundStationsD = 鼠标悬停禁用地面站 #RT_OptionWindow_VisualStyle_MouseOverInfoGroundStationsDesc = 打开:当您在地图视图或跟踪站上鼠标悬停地面站时,会显示一些有用的信息。\n关闭:鼠标悬停期间不会显示信息。 #RT_OptionWindow_Miscellaneous_ThrottleTimeWarp = RemoteTech将限制时间加速 #RT_OptionWindow_Miscellaneous_NoThrottleTimeWarp = RemoteTech不会阻止时间加速 #RT_OptionWindow_Miscellaneous_ThrottleTimeWarp_text = 打开:飞行计算机将在执行排队命令前几秒自动停止时间扭曲。\n关闭:播放机负责在预定操作期间控制时间扭曲。 #RT_OptionWindow_Miscellaneous_ThrottleZeroOnNoConnection = 连接断开时节流阀降至零 #RT_OptionWindow_Miscellaneous_NoThrottleZeroOnNoConnection = 节流阀不受连接断开的影响 #RT_OptionWindow_Miscellaneous_ThrottleZeroOnNoConnection_text = 开:如果失去与任务控制中心的连接,飞行计算机会切断飞船的推力。\n关:节流阀不会自动调整. #RT_OptionWindow_Miscellaneous_StopTimeWrapOnReConnection = Stop time wrap on reconnection #RT_OptionWindow_Miscellaneous_NoStopTimeWrapOnReConnection = Time wrap uninterrupted by reconnection #RT_OptionWindow_Miscellaneous_StopTimeWrapOnReConnection_text = ON: The flight computer will automatically stop time warp when a connection is found. \nOFF: The time wrap will not be stopped when a connection is found. #RT_OptionWindow_Miscellaneous_UpgradeableMissionControl = 任务控制中心天线可升级 #RT_OptionWindow_Miscellaneous_NoUpgradeableMissionControl = 任务控制中心天线不可升级 #RT_OptionWindow_Miscellaneous_UpgradeableMissionControlText = 打开:任务控制中心天线范围在升级跟踪中心时升级。\n关闭:任务控制天线范围不可升级。 #RT_OptionWindow_Miscellaneous_AutoInsertKaCAlerts = 警报添加到Kerbal Alarm Clock中 #RT_OptionWindow_Miscellaneous_NotAutoInsertKaCAlerts = 不添加到Kerbal Alarm Clock #RT_OptionWindow_Miscellaneous_AutoInsertKaCAlertsText = 开启:飞行人工智能将自动向Kerbal Alarm Clock mod添加用于点火和机动命令的警报。警报在命令执行前3分钟关闭。\n关闭:没有警报会添加到Kerbal Alarm Clock #RT_OptionWindow_Presets_HelpText = 您可以将当前设置还原为起始设置,由已安装的mods的MM补丁程序构造。此外,您还可以使用第三方mod来配置自己的RemoteTech设置(没有MM补丁时的回退)并加载到当前设置。\n\n您可以查看当前可用的预设配置: #RT_OptionWindow_Presets_NotFound = 找不到预设 #RT_OptionWindow_Presets_Reload = 重新加载 #RT_OptionWindow_Presets_msg1 = 您的RemoteTech配置设置为 <<1>> #RT_OptionWindow_Cheat_ControlAntennaWithoutConnection = 不需要连接信号就能控制天线 #RT_OptionWindow_Cheat_ControlAntennaNeedConnection = 控制天线需要连接信号 #RT_OptionWindow_Cheat_ControlAntennaWithoutConnectionText = 开:天线可以在没有连接的情况下被激活、停用和锁定。\n关:在没有有效连接链路的情况下不能进行控制. #RT_OptionWindow_Cheat_IgnoreLineOfSight = 行星和卫星不会阻挡信号 #RT_OptionWindow_Cheat_NoIgnoreLineOfSight = 行星和卫星会阻挡信号 #RT_OptionWindow_Cheat_IgnoreLineOfSightText = 开:全向天线和定向天线不需要视线就能保持连接,确保它们在合适的范围和有相应的电力。\n关:全向天线和定向天线需要视线来保持连接. #RT_ModuleUI_DishRange = 定向天线范围 #RT_ModuleUI_EnergyReq = 耗电量 #RT_ModuleUI_Omnirange = 全向天线范围 #RT_ModuleUI_Status = 状态 #RT_ModuleUI_Status_tolower = 状态 #RT_ModuleUI_Off = 关闭 #RT_ModuleUI_Operational = 可操作 #RT_ModuleUI_Deactivate = 停用 #RT_ModuleUI_Activate = 激活 #RT_ModuleUI_Toggle = 收放天线 #RT_ModuleUI_Target = 目标 #RT_ModuleUI_SetTarget = [EVA] 设置目标 #RT_ModuleUI_ForceOpen = [EVA] 强制开启 #RT_ModuleUI_ForceClose = [EVA] 强制关闭 #RT_ModuleUI_Autothreshold = 自动开关 #RT_ModuleUI_Autothreshold_Off = 关闭 #RT_ModuleUI_DeactivateatEC = 当EC达到 %停用 #RT_ModuleUI_ActivateatEC = 当EC达到 %激活 #RT_ModuleUI_Transmit = 传输科学点数 #RT_ModuleUI_SciencePacketSize = 数据包大小 #RT_ModuleUI_SciencePacketInterval = 数据包传输间隔 #RT_ModuleUI_SciencePacketCost = 数据包成本 #RT_ModuleUI_Connected = 连接 #RT_ModuleUI_NoResources = 电力耗尽 #RT_ModuleUI_Malfunction = 故障 #RT_ModuleUI_DeployAntenna = 激活天线 #RT_ModuleUI_RetractAntenna = 停用天线 #RT_ModuleUI_Comms = 通讯 #RT_ModuleUI_Comms_Status = 闲置 #RT_ModuleUI_Comms_Status2 = 上传数据中... #RT_ModuleUI_TransmitMsg = [<<1>>]: 开始发送数据... #RT_ModuleUI_TransmitMsg2 = [<<1>>]: 上传数据... <<2>> #RT_ModuleUI_TransmitMsg3 = [<<1>>]: 警告! 无足够的 <<2>>! #RT_ModuleUI_TransmitMsg4 = [<<1>>]: 完成! #RT_ModuleUI_SPU = SPU #RT_ModuleUI_SPU_Status = 可操作. #RT_ModuleUI_SPU_Status2 = 无连接. #RT_ModuleUI_SPU_Msg = 没有可用链路能发送指令. #RT_ModuleUI_ActiveVessel = 任意载具 #RT_ModuleUI_ActiveVessel_Tolower = 任意载具 #RT_ModuleUI_NoTarget = 无目标 #RT_ModuleUI_NoTarget_Tolower = 无目标 #RT_ModuleUI_UnknownTarget = 未知物体 #RT_ModuleUI_rippedoff = [<<1>>]: <<2>> 被强烈的气流扯掉了. #RT_FC_Title = 飞行人工智能 #RT_FC_desc = 切换到高度、车辆、电源或PID控制模式 #RT_ConnectionStatus1 = N/A(不可用) #RT_ConnectionStatus2 = 本地控制 #RT_ConnectionStatus3 = 时延 <<1>>s #RT_ConnectionStatus4 = 连接 #RT_ConnectionStatus5 = 无连接 #RT_FC_msg1 = [飞行人工智能]: 停止时间加速... #RT_FC_msg2 = [飞行人工智能]: 失去电力,无法按计划执行"<<1>>". #RT_FC_msg3 = 需要机动燃烧 #RT_FC_msg4 = 需要点火指令 #RT_FC_msg5 = [飞行人工智能]: 信号延迟过高,无法在适当的时间执行此操作。 #RT_MissionControl = 任务控制中心 #RT_Editor_Antenna = 天线 #RT_Editor_Omni = 全向 #RT_Editor_range = 范围 #RT_Editor_Dish = 定向 #RT_Editor_power = 电力 #RT_Editor_SignalProcessor = 信号处理器 #RT_Editor_SignalProcessor_info1 = 远程指令支持 (<<1>>+ 乘员) #RT_Editor_SignalProcessor_info2 = 远程控制支持 #RT_Editor_TechnologyPerk = 科技特性 #RT_Editor_TechnologyPerk_info1 = 内置全向天线:范围 <<1>> 总是开启 #RT_Editor_Coneangle = 发射范围:\u0020 #RT_degrees = \u0020度 #RT_Editor_Activatedbydefault = 默认激活 #RT_Editor_Snaps = 在高大气压力下损坏 #RT_Editor_Notretractable = 天线不可收回 #RT_Editor_Requires = 需要: #RT_Editor_ElectricCharge = 电力: #RT_NetworkFB_statusTitle = 状态: #RT_NetworkFB_status = OK #RT_NetworkFB_status2 = 没有视线 #RT_NetworkFB_status3 = 目标不在范围内 #RT_NetworkFB_Currentdistance = 当前距离: #RT_NetworkFB_Antennarange = 天线范围: #RT_NetworkFB_Targetinfo = 摘要:<<1>> 波束覆盖 <<2>> 目标 #RT_NetworkFB_NameButton = 命名 #RT_NetworkFB_Target = 目标:\u0020 #RT_NetworkFB_Omni = 全向距离: #RT_NetworkFB_Dish = 定向距离: #RT_DEBUG_title = RemoteTech Debug窗口 #RT_DEBUG_LoadedScene = 地面站仅在飞行界面或跟踪站界面可用. #RT_DEBUG_RTSettings = RemoteTech设置 #RT_DEBUG_APITester = API-测试 #RT_DEBUG_GUIDReader = GUID-读取 #RT_DEBUG_Clearbutton = 清除在 <<1>> 的日志 #RT_DEBUG_Onbtton = 开 #RT_DEBUG_Offbtton = 关 #RT_DEBUG_DeactivateKSC = 停用KSC:\u0020 #RT_DEBUG_CheatOptions = 作弊选项 #RT_DEBUG_SignalThroughBodies = 信号穿越天体: #RT_DEBUG_InfiniteFuel = 无限燃料: #RT_DEBUG_InfiniteRCSFuel = 无限RCS燃料: #RT_AttitudeCommand_Off = 模式: 关闭 #RT_AttitudeCommand_Killrotation = 模式: 停止旋转 #RT_AttitudeCommand_Hold = 模式: 保持 #RT_AttitudeCommand_Prograde = 顺向 #RT_AttitudeCommand_Retrograde = 逆向 #RT_AttitudeCommand_RadialMinus = 径向 - #RT_AttitudeCommand_RadialPlus = 径向 + #RT_AttitudeCommand_NormalMinus = 法线 - #RT_AttitudeCommand_NormalPlus = 法线 + #RT_AttitudeCommand_Direction = 方向 #RT_Command_Signaldelay = 信号延迟: #RT_AttitudeCommand_Orbit = 轨道 #RT_AttitudeCommand_Surface = 地面 #RT_AttitudeCommand_TargetVelocity = RVEL #RT_AttitudeCommand_TargetParallel = 目标平面 #RT_AttitudeCommand_North = 北面 #RT_AttitudeCommand_Maneuver = 机动 #RT_AttitudeCommand_World = 世界 #RT_AttitudeFragment_KILL = 稳定 #RT_AttitudeFragment_KILL_desc = 稳定航天器. #RT_AttitudeFragment_NODE = NODE #RT_AttitudeFragment_NODE_desc = 沿顺向指向第一个机动节点的方向。 #RT_AttitudeFragment_RVEL = RVEL #RT_AttitudeFragment_RVEL_desc = 朝向所设定目标相对顺向方向. #RT_AttitudeFragment_ORB = ORB #RT_AttitudeFragment_ORB_desc = 朝向相对轨道顺向方向. #RT_AttitudeFragment_SRF = SRF #RT_AttitudeFragment_SRF_desc = 朝向相对地面顺向方向. #RT_AttitudeFragment_TGT = TGT #RT_AttitudeFragment_TGT_desc = 朝向目标所在位置. #RT_AttitudeFragment_OFF = 关闭 #RT_AttitudeFragment_OFF_desc = 关闭功能. #RT_AttitudeFragment_CUSTOM = 自定义 #RT_AttitudeFragment_CUSTOM_desc = 相对北面固定朝向为所设置的俯仰角、偏航角和滚转角. #RT_AttitudeFragment_Prograde = 顺向 #RT_AttitudeFragment_Prograde_desc = 朝向顺向. #RT_AttitudeFragment_RadialPlus = 径上 #RT_AttitudeFragment_RadialPlus_desc = 朝向径向向上. #RT_AttitudeFragment_NormalPlus = 法向 #RT_AttitudeFragment_NormalPlus_desc = 朝向法线方向. #RT_AttitudeFragment_Retrograde = 逆向 #RT_AttitudeFragment_Retrograde_desc = 朝向逆向方向. #RT_AttitudeFragment_RadialMinus = 径下 #RT_AttitudeFragment_RadialMinus_desc = 朝向径向向下. #RT_AttitudeFragment_NormalMinus = 反法向 #RT_AttitudeFragment_NormalMinus_desc = 朝向反法线方向. #RT_AttitudeFragment_PIT = PIT #RT_AttitudeFragment_PIT_desc = 设定俯仰角. #RT_AttitudeFragment_HDG = HDG #RT_AttitudeFragment_HDG_desc = 设定偏航角. #RT_AttitudeFragment_RLL = RLL #RT_AttitudeFragment_RLL_desc = 设定滚转角. #RT_AttitudeFragment_IgnorePit = IGN\nPIT #RT_AttitudeFragment_IgnorePit_desc = Ignore pitch control. #RT_AttitudeFragment_IgnoreHdr = IGN\nHDR #RT_AttitudeFragment_IgnoreHdr_desc = Ignore heading control. #RT_AttitudeFragment_IgnoreRll = IGN\nRLL #RT_AttitudeFragment_IgnoreRll_desc = Ignore roll control. #RT_AttitudeFragment_Throttle = 节流阀: #RT_AttitudeFragment_BURN = 点火 #RT_AttitudeFragment_BURN_desc = 例如: 125, 125s, 5m20s, 1d6h20m10s, 123m/s. #RT_AttitudeFragment_EXEC = 执行 #RT_AttitudeFragment_EXEC_desc = 执行下一个和后续的机动节点。 #RT_AttitudeFragment_Queue_desc = 切换到指令队列和延时功能. #RT_RoverFragment_TGT = TGT #RT_RoverFragment_TGT_desc = 驶向物体的经纬度或船只目标. #RT_RoverFragment_HDG = HDG #RT_RoverFragment_HDG_desc = 驾驶在特定航向和特定距离. #RT_RoverFragment_FINE = FINE #RT_RoverFragment_FINE_desc = 以特定的滚转或距离行驶。. #RT_RoverFragment_DRIVE = 行驶 #RT_RoverFragment_DRIVE_desc = 启动自动驾驶. #RT_RoverFragment_Queue_desc = 切换到指令队列和延时功能. #RT_RoverFragment_FINESteer = 转向: #RT_RoverFragment_FINESteer_desc = 转多少 #RT_RoverFragment_right = 右 #RT_RoverFragment_left = 左 #RT_RoverFragment_Turn = 转 #RT_RoverFragment_Turn_desc = 转几度 #RT_RoverFragment_Dist = 距 #RT_RoverFragment_Dist_desc = 行驶距离 #RT_RoverFragment_Speed = 速度 #RT_RoverFragment_Speed_desc = 保持多少速度,反向为负 #RT_RoverFragment_HDGSteer = 转向: #RT_RoverFragment_HDGSteer_desc = 最大转弯速度有多快 #RT_RoverFragment_mHdg = Hdg #RT_RoverFragment_mHdg_desc = 航向保持 #RT_RoverFragment_HDGSpeed_desc = 速度保持 #RT_RoverFragment_coordinations = 天体坐标 #RT_RoverFragment_coordinations_desc = 按住<<1>>并单击天体地表输入坐标 #RT_RoverFragment_TargetVessel = 指定飞船 #RT_RoverFragment_TargetVessel_desc = 开往这艘飞船 #RT_RoverFragment_ModeLabel = 模式: <<1>> #RT_RoverFragment_LAT = 纬 #RT_RoverFragment_LAT_desc = 开往的纬度 #RT_RoverFragment_LON = 经 #RT_RoverFragment_LON_desc = 开往的经度 #RT_PowerFragment_HBNT = 节能 #RT_PowerFragment_HBNT_desc = 超低功耗休眠,关闭所有开启的天线. #RT_PowerFragment_THLD = 平衡 #RT_PowerFragment_THLD_desc = 自动节能 #RT_PowerFragment_WAKE = 高性能 #RT_PowerFragment_WAKE_desc = 关闭任何省电方案. #RT_PowerFragment_Queue_desc = 调整指令队列和信号延迟功能. #RT_QueueFragment_statuText = 状态: <<1>>. #RT_QueueFragment_statuText_desc = 影响: <<1>>. #RT_QueueFragment_statu1 = 连接错误 #RT_QueueFragment_statu1_desc = 无法添加指令到队列 #RT_QueueFragment_statu2 = 电量耗尽 #RT_QueueFragment_statu2_desc = 指令可能会丢失 #RT_QueueFragment_statu2_desc2 = 计时器内容 #RT_QueueFragment_statu3 = 待机 #RT_QueueFragment_statu3_desc = 无法控制 #RT_QueueFragment_statu4 = 堵塞 #RT_QueueFragment_statu4_desc = 冻结 #RT_QueueFragment_statu5 = 所有系统类别 #RT_QueueFragment_statu5_desc = 无 #RT_QueueFragment_Setsignaldelay = 设置信号延迟在此之后-当前:<<1>> #RT_QueueFragment_Signaldelay = 延迟(+信号): <<1>> #RT_QueueFragment_Signaldelay_desc = 包括信号延迟在内的总延迟。 #RT_QueueFragment_AddExtraDelay_desc = 添加额外的信号延迟 - 例如:125,125s,5m20s,1d6h20m10s #RT_PowerModecmd_Hibernate = 电源: 休眠 (<<1>> 天线) #RT_PowerModecmd_Hibernate_deact = 停用 #RT_PowerModecmd_Hibernate_inact = 停止工作 <<1>> #RT_PowerModecmd_AntennaSaver = 电源:在阈值时自动取消/重新激活天线 #RT_PowerModecmd_Wake = 电源:终止任何活动用电状态 #RT_PowerModecmd_Unknown = 电源: 未知 #RT_PIDControllerFragment_Pitch = 俯仰 #RT_PIDControllerFragment_Roll = 滚转 #RT_PIDControllerFragment_Yaw = 偏航 #RT_PIDControllerFragment_TorqueMoI = 惯性扭矩速率: #RT_PIDControllerFragment_TorqueMoI_desc = 当前转矩对质量惯性的速率 #RT_PIDControllerFragment_DeviationError = 偏差: #RT_PIDControllerFragment_DeviationError_desc = 目标点偏差 #RT_PIDControllerFragment_Output = 输出: #RT_PIDControllerFragment_Output_desc = 飞行控制状态输出 #RT_PIDControllerFragment_PIDHelp = 请查看 ni.com/white-paper/3782/en #RT_PIDControllerFragment_Kp = 比例增益 #RT_PIDControllerFragment_Kp_desc = (1) 当I和D项设置为0时,增加,直到循环的输出振荡为止 #RT_PIDControllerFragment_Ki = 积分 #RT_PIDControllerFragment_Ki_desc = (2) 增加以停止振荡. #RT_PIDControllerFragment_Kd = 微分 #RT_PIDControllerFragment_Kd_desc = (3) 增加,直到循环可以接受地快速到达其目标点. #RT_PIDControllerFragment_button1 = 保存 #RT_PIDControllerFragment_button1_desc = 永久保存所有值。 #RT_PIDControllerFragment_button2 = 接受 #RT_PIDControllerFragment_button2_desc = 将所有值连接到飞行PID控制器。 #RT_PIDControllerFragment_Queue_desc = 切换队列和延迟功能。 } } } UrlConfig { parentUrl = RemoteTech/Parts/GigaDish1/part.cfg PART { name = RTGigaDish1 module = Part author = JDP mesh = model.mu scale = 0.1 node_stack_bottom = 0, 0, 0, 0.0, -1.0, 0.0 node_attach = 0, 0, 0, 0.0, -1.0, 0.0, 1 entryCost = 38500 cost = 11000 category = Communication subcategory = 0 title = Reflectron GX-128 manufacturer = Parabolic Industries description = A massive medium-interplanetary class dish. Wherever you are in the Kerbol system, you'll be able to stay in contact with this. attachRules = 1,1,1,0,0 mass = 0.24 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2900 bulkheadProfiles = size1,srf TechRequired = advScienceTech MODULE { name = ModuleAnimateGeneric animationName = Default Take isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 400000000000 EnergyCost = 2.80 MaxQ = 6000 DishAngle = 0.005 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModuleCargoPart packedVolume = 105904 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RTGigaDish1 } } } UrlConfig { parentUrl = RemoteTech/Parts/GigaDish2/part.cfg PART { name = RTGigaDish2 module = Part author = Carmics mesh = model.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_stack_bottom = 0, 0, 0, 0.0, -1.0, 0.0 node_attach = 0, 0, 0, 0.0, -1.0, 0.0, 1 entryCost = 33000 cost = 9500 category = Communication subcategory = 0 title = CommTech-1 manufacturer = AIES Aerospace description = A powerful high-gain fixed dish. It can reach almost anything in the solar system. attachRules = 1,1,1,0,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2900 bulkheadProfiles = size3,srf TechRequired = specializedElectrics MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 350000000000 EnergyCost = 2.60 DishAngle = 0.006 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModuleCargoPart packedVolume = 16759 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RTGigaDish2 } } } UrlConfig { parentUrl = RemoteTech/Parts/LongAntenna2/part.cfg PART { name = RTLongAntenna2 module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 entryCost = 1500 cost = 600 category = Communication subcategory = 0 title = Communotron 32 manufacturer = Ionic Protonic Electronics description = The Communotron 32 is a longer range version of the last generation, now with even more spying potential. If you don't believe us, ask the Kerbal Security Agency. attachRules = 1,1,0,0,1 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = size0,srf tags = aerial antenna radio signal transmi TechRequired = largeElectrics MODEL { model = Squad/Parts/Utility/commsDish16/model position = 0.0, 0.0, 0.0 scale = 1.0, 2.0, 1.0 rotation = 0.0, 0.0, 0.0 } MODULE { name = ModuleAnimateGeneric animationName = antenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 5000000 MaxQ = 3000 EnergyCost = 0.6 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = RTLongAntenna2 } } } UrlConfig { parentUrl = RemoteTech/Parts/LongAntenna3/part.cfg PART { name = RTLongAntenna3 module = Part author = Carmics mesh = model.mu scale = 1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 entryCost = 1000 cost = 400 category = Communication subcategory = 0 title = CommTech EXP-VR-2T manufacturer = AIES Aerospace description = This effective and compact folding antenna is highly recommended for your research missions. attachRules = 0,1,0,0,1 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = size0,srf tags = aerial antenna radio signal transmi TechRequired = specializedElectrics MODULE { name = ModuleAnimateGeneric animationName = EXTantenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 3000000 MaxQ = 6000 EnergyCost = 0.18 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = RTLongAntenna3 } } } UrlConfig { parentUrl = RemoteTech/Parts/LongDish1/part.cfg PART { name = RTLongDish1 module = Part author = JDP | rkman mesh = model.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0 entryCost = 6000 cost = 2000 category = -1 subcategory = 0 title = Reflectron LL-5 manufacturer = Parabolic Industries description = This dish will carry your signal out as far as Duna. But don't count on it working further out. Warranty void if used as a salad bowl. attachRules = 1,1,0,0,1 mass = 1.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = size1,srf MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 60000000000 EnergyCost = 0.93 DishAngle = 0.04 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModuleCargoPart packedVolume = 5242 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RTLongDish1 } } } UrlConfig { parentUrl = RemoteTech/Parts/LongDish2/part.cfg PART { name = RTLongDish2 module = Part author = kommit mesh = newll5.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0 entryCost = 6000 cost = 2000 category = Communication subcategory = 0 title = Reflectron KR-14 manufacturer = Parabolic Industries description = Replacing the LL-5, this dish will carry your signal beyond Duna looking fancier than ever. attachRules = 1,1,0,0,1 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = size2,srf TechRequired = largeElectrics MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 60000000000 EnergyCost = 0.93 DishAngle = 0.04 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModuleCargoPart packedVolume = 7997 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RTLongDish2 } } } UrlConfig { parentUrl = RemoteTech/Parts/ShortAntenna1/part.cfg PART { name = RTShortAntenna1 module = Part author = JDP | rkman mesh = model.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_attach = 0.21, 0.0, 0.0, 1.0, 0.0, 0.0 entryCost = 200 cost = 60 category = Communication subcategory = 0 title = Reflectron DP-10 manufacturer = Parabolic Industries description = When moving this antenna to a test site, engineers always forgot to turn it on. Frustrated with having to walk back and forth, they had this antenna be active by default. attachRules = 0,1,0,0,0 mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = size0,srf tags = aerial antenna radio signal transmi TechRequired = start MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna IsRTActive = true Mode0OmniRange = 0 Mode1OmniRange = 500000 EnergyCost = 0.01 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = RTShortAntenna1 } } } UrlConfig { parentUrl = RemoteTech/Parts/ShortDish1/part.cfg PART { name = RTShortDish1 module = Part author = JDP mesh = model.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 entryCost = 2000 cost = 800 category = -1 subcategory = 0 title = Reflectron SS-5 manufacturer = Parabolic Industries. description = If you want to break the surly bonds of Kerbin, you will need some serious range. What once was considered a mere garbage can lid is now the cornerstone of Münar communication. attachRules = 1,1,0,0,1 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = size1,srf MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 90000000 EnergyCost = 0.82 DishAngle = 25.0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModuleCargoPart packedVolume = 482 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = RTShortDish1 } } } UrlConfig { parentUrl = RemoteTech/Parts/ShortDish2/part.cfg PART { name = RTShortDish2 module = Part author = kommit mesh = newss5.mu scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.5 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.225, 0.0, 0.0, -1.0, 0.0 entryCost = 2000 cost = 800 category = Communication subcategory = 0 title = Reflectron KR-7 manufacturer = Parabolic Industries. description = Locals complained about their missing garbage lids, so our engineers quickly developed an alternative. Matching performance with the SS-5 for only double the cost! attachRules = 1,1,0,0,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = size1,srf TechRequired = electrics MODULE { name = ModuleCargoPart packedVolume = 650 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 90000000 EnergyCost = 0.82 DishAngle = 25.0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = RTShortDish2 } } } UrlConfig { parentUrl = SCANsat/Flags/Agents.cfg AGENT { name = SCAN title = SCAN: Scientific Committee on Advanced Navigation description = The SCAN agency is dedicated to mapping and surveying every planet in the solar system. logoURL = SCANsat/Flags/SCANsat_Flag logoScaledURL = SCANsat/Flags/SCANsat_Flag_Scaled mentality = Scientific mentality = Pioneer } } UrlConfig { parentUrl = SCANsat/Parts/BTDT/BTDT.cfg PART { name = SCANsat_Scanner32 module = Part author = damny attachRules = 0,1,0,0,0 node_attach = 0.0, 0.05, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = Unresearcheable entryCost = 25000 cost = 13000 category = none subcategory = 0 title = SCAN Been There Done That® manufacturer = SCAN: Scientific Committee on Advanced Navigation description = This small sensor can automatically identify nearby anomalies. Since it only works over very short distances and at very low altitudes, it's primarily useful to track identified anomalies that have been visited. mass = 0.03 dragModelType = default angularDrag = 1 bulkheadProfiles = srf crashTolerance = 12 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 MODEL { model = SCANsat/Parts/BTDT/BTDT scale = 0.5, 0.5, 0.5 } MODULE { name = SCANsat sensorType = 32 fov = 1 min_alt = 0 max_alt = 2000 best_alt = 0 scanName = BTDT RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 45 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SCANsat_Scanner32 } } } UrlConfig { parentUrl = SCANsat/Parts/MapTraq/MapTraq.cfg PART { name = SCANsat_Tracker module = Part author = damny scale = 1 rescaleFactor = 1 attachRules = 0,1,0,0,0 node_attach = 0.0, 0.05, 0.0, 0.0, -1.0, 0.0, 0 TechHidden = True TechRequired = Unresearcheable entryCost = 0 cost = 2500 category = none subcategory = 0 title = SCAN MapTraq® manufacturer = SCAN: Scientific Committee on Advanced Navigation description = Originally intended for the consumer market, this small device can communicate with a mapping satellite network and display a map and your position on it. Since nobody has actually built such a satellite network, these devices can currently be acquired very cheaply in bulk. mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 MODEL { model = SCANsat/Parts/MapTraq/MapTraq texture = SCANsat, SCANsat/Parts/BTDT/SCANsat position = 0, 0, 0 rotation = 0, 0, 0 scale = 1, 1, 1 } MODULE { name = SCANsat sensorType = 0 fov = 0 min_alt = 0 max_alt = 0 best_alt = 0 scanName = Eyeball Scan RESOURCE { name = ElectricCharge rate = 0.05 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 184 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SCANsat_Tracker } } } UrlConfig { parentUrl = SCANsat/Parts/MULTI/MULTI.cfg PART { name = SCANsat_Scanner24 module = Part author = damny attachRules = 0,1,0,0,0 node_attach = 0.0, -0.018, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = Unresearcheable entryCost = 20000 cost = 9000 category = none subcategory = 0 title = SCAN Multispectral Sensor manufacturer = SCAN: Scientific Committee on Advanced Navigation description = This multichannel sensor detects radiation across several infrared, visible light, and RADAR bands. This gives it the capability to differentiate between terrain types and biomes. It can also detect anomalies such as structures on the ground. mass = 0.03 dragModelType = default angularDrag = 2 bulkheadProfiles = srf crashTolerance = 7 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 MODEL { model = SCANsat/Parts/MULTI/MULTI scale = 0.2, 0.2, 0.2 } MODULE { name = SCANsat sensorType = 24 fov = 4 min_alt = 5000 max_alt = 500000 best_alt = 250000 scanName = Multispectral animationName = Multi_Antenna requireLight = True RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = SCANexperiment experimentType = SCANsatBiomeAnomaly } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 80 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SCANsat_Scanner24 } } } UrlConfig { parentUrl = SCANsat/Parts/RADAR/RADAR.cfg PART { name = SCANsat_Scanner module = Part author = damny attachRules = 0,1,0,0,0 node_attach = 0.0, -0.11, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = Unresearcheable entryCost = 10000 cost = 3500 category = none subcategory = 0 title = SCAN RADAR Altimetry Sensor manufacturer = SCAN: Scientific Committee on Advanced Navigation description = SCAN brings you this high performance RADAR altimetry sensor. This is the entry-level model in this sensor family, and commonly sold in a bundle with toy rockets and remote-controlled model planes. After focus group testing revealed that 95% of the target audience tried to duct tape it to the exhaust pipe of their rocket engines, this new and improved model has been made even easier to use. mass = 0.03 dragModelType = default angularDrag = 2 bulkheadProfiles = srf crashTolerance = 7 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 MODEL { model = SCANsat/Parts/RADAR/RADAR scale = 2, 2, 2 } MODULE { name = SCANsat sensorType = 1 fov = 5 min_alt = 5000 max_alt = 500000 best_alt = 5000 scanName = RADAR animationName = Collapse_Antenna requireLight = False RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = SCANexperiment experimentType = SCANsatAltimetryLoRes } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 149 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SCANsat_Scanner } } } UrlConfig { parentUrl = SCANsat/Parts/SAR/SAR.cfg PART { name = SCANsat_Scanner2 module = Part author = damny attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0 TechRequired = Unresearcheable entryCost = 45000 cost = 25000 category = none subcategory = 0 title = SCAN SCAN SAR Altimetry Sensor manufacturer = SCAN: Scientific Committee on Advanced Navigation description = This Synthetic Aperture RADAR sensor uses its flight path to simulate a much larger antenna. This makes it possible to detect terrain elevation at much higher resolution. The downside is that its field of view is comparatively small, and it works better at higher altitudes. mass = 0.03 dragModelType = default angularDrag = 2 bulkheadProfiles = srf crashTolerance = 7 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 MODEL { model = SCANsat/Parts/SAR/SAR scale = 1.5, 1.5, 1.5 } MODULE { name = SCANsat sensorType = 2 fov = 2 min_alt = 5000 max_alt = 800000 best_alt = 750000 scanName = SAR animationName = Antenna requireLight = False RESOURCE { name = ElectricCharge rate = 1.5 } } MODULE { name = SCANexperiment experimentType = SCANsatAltimetryHiRes } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 461 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = SCANsat_Scanner2 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-btdt/scansat-exomars-1.cfg PART { name = scansat-exomars-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 0,1,0,0,0 node_attach = 0.0,-0.1,0.075,0.0,-1.0,0.0,0 TechRequired = fieldScience entryCost = 25000 cost = 13000 category = Science subcategory = 0 title = SCAN Been There Done That® manufacturer = SCAN: Scientific Committee on Advanced Navigation description = This model of scanning device contains a set of passive and active sensors designed to quickly hone in on interesting features located nearby. mass = 0.02 dragModelType = default angularDrag = 1 crashTolerance = 12 maxTemp = 1200 emissiveConstant = 0.95 thermalMassModifier = 4.0 bulkheadProfiles = srf tags = scansat exomars payload image anomaly map scan MODEL { model = SCANsat/Parts/scansat-btdt/scansat-exomars-1 scale = 0.5, 0.5, 0.5 } MODULE { name = SCANsat sensorType = 32 fov = 1 min_alt = 0 max_alt = 2000 best_alt = 0 scanName = BTDT requireLight = False animationName = Deploy RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = Shroud VARIANT { name = Bare displayName = Bare primaryColor = #999999 GAMEOBJECTS { EMCameraMLIBare = true EMCameraMLI = false EMBasePitch = false EMBasePitchBare = true EMBaseBare = true EMBase = false EMCameraBare = true EMCamera = false EMDoor = false } } VARIANT { name = Shroud displayName = Shrouded primaryColor = #ffffff GAMEOBJECTS { EMCameraMLIBare = false EMCameraMLI = true EMBasePitch = true EMBasePitchBare = false EMBaseBare = false EMBase = true EMCameraBare = false EMCamera = true EMDoor = true } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-exomars-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-multi/scansat-multi-abi-1.cfg PART { name = scansat-multi-abi-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 0.75 attachRules = 0,1,0,1,1 node_attach = -0.1,-0.1,0.25,0.0,0.0,-1.0,1 TechRequired = spaceExploration entryCost = 13000 cost = 10000 category = Science subcategory = 0 title = MS-R Enhanced Multispectral Scanner manufacturer = SCAN: Scientific Committee on Advanced Navigation description = The enhanced multispectral scanner is a real jack of all trades, observing light reflected off a planet's surface and delivering low-detail colour images and biome maps. It can even detect surface resources. Improved optics and electronics allow effective operation at higher orbits compared to entry-level products, but only in a narrow swathe. Uses a small amount of power, and only operates in daylight. mass = 0.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat abi goes satellite payload image map multi biome scan visual color image low resource MODEL { model = SCANsat/Parts/scansat-multi/scansat-multi-abi-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 140 fov = 1.5 min_alt = 70000 max_alt = 400000 best_alt = 300000 requireLight = True scanName = Multispectral animationName = Deploy RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = SCANexperiment experimentType = SCANsatBiomeAnomaly } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = Gold VARIANT { name = Bare displayName = Bare primaryColor = #999999 GAMEOBJECTS { ABIMetal = true ABIFoil = false ABIFoil_Silver = false } } VARIANT { name = Gold displayName = Gold Insulation primaryColor = #ffd700 GAMEOBJECTS { ABIMetal = false ABIFoil = true ABIFoil_Silver = false } } VARIANT { name = Silver displayName = Silver Insulation primaryColor = #888888 GAMEOBJECTS { ABIMetal = false ABIFoil = false ABIFoil_Silver = true } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 358 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-multi-abi-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-multi/scansat-multi-modis-1.cfg PART { name = scansat-multi-modis-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 0.5 attachRules = 0,1,0,1,1 node_attach = -0.022,0.031,0.314,-0.0,0.0,-1.0,1 TechRequired = basicScience entryCost = 7500 cost = 3000 category = Science subcategory = 0 title = MS-1 Multispectral Scanner manufacturer = SCAN: Scientific Committee on Advanced Navigation description = This lower resolution multispectral scanner observes light reflected off a target's surface to deliver low-detail color and biome maps. Because of the entry-level components in this scanner model, it must be placed in lower orbits to operate effectively, and cannot be detect resources. Uses a small amount of power, and only operates in daylight. mass = 0.075 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat terra aqua modis satellite payload image map multi biome scan visual color image low MODEL { model = SCANsat/Parts/scansat-multi/scansat-multi-modis-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 12 fov = 3 min_alt = 20000 max_alt = 250000 best_alt = 70000 requireLight = True scanName = Multispectral animationName = Deploy RESOURCE { name = ElectricCharge rate = 0.75 } } MODULE { name = SCANexperiment experimentType = SCANsatBiomeAnomaly } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = Gold VARIANT { name = Bare displayName = Bare primaryColor = #999999 GAMEOBJECTS { MODIS_Metal = true MODIS_Foil = false MODIS_Foil_Silver = false } } VARIANT { name = Gold displayName = Gold Insulation primaryColor = #ffd700 GAMEOBJECTS { MODIS_Metal = false MODIS_Foil = true MODIS_Foil_Silver = false } } VARIANT { name = Silver displayName = Silver Insulation primaryColor = #888888 GAMEOBJECTS { MODIS_Metal = false MODIS_Foil = false MODIS_Foil_Silver = true } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 105 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-multi-modis-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-multi/scansat-multi-msi-1.cfg PART { name = scansat-multi-msi-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 0.9 attachRules = 0,1,0,1,1 node_attach = 0.0,0.054,0.512,0.0,0.0,-1.0,1 TechRequired = advUnmanned entryCost = 35000 cost = 15000 category = Science subcategory = 0 title = MS-2A Advanced Multispectral Scanner manufacturer = SCAN: Scientific Committee on Advanced Navigation description = Examining the optical wavelengths in a number of spectral channels, the advanced scanner model produces low-detail colour images, biome maps and resource distributions. Uses a small amount of power, and only operates in daylight. mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat sentinel msi satellite payload image map multi biome scan visual color image low resource MODEL { model = SCANsat/Parts/scansat-multi/scansat-multi-msi-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 140 fov = 4 min_alt = 100000 max_alt = 750000 best_alt = 500000 requireLight = True scanName = Multispectral animationName = Deploy RESOURCE { name = ElectricCharge rate = 1.5 } } MODULE { name = SCANexperiment experimentType = SCANsatBiomeAnomaly } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = Gold VARIANT { name = Bare displayName = Bare primaryColor = #999999 GAMEOBJECTS { MSI_Metal = true MSI_Foil = false MSI_Foil_Silver = false } } VARIANT { name = Gold displayName = Gold Insulation primaryColor = #ffd700 GAMEOBJECTS { MSI_Metal = false MSI_Foil = true MSI_Foil_Silver = false } } VARIANT { name = Silver displayName = Silver Insulation primaryColor = #888888 GAMEOBJECTS { MSI_Metal = false MSI_Foil = false MSI_Foil_Silver = true } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1809 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-multi-msi-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-radar/scansat-radar-poseidon-3b-1.cfg PART { name = scansat-radar-poseidon-3b-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 0.9 attachRules = 0,1,0,1,1 node_attach = 0.0,-0.166,0,0.0,-1.0,0.0,1 TechRequired = basicScience entryCost = 5500 cost = 3300 category = Science subcategory = 0 title = R-3B Radar Altimeter manufacturer = SCAN: Scientific Committee on Advanced Navigation description = The high precision radar altimeter allows collection of basic elevation data in a very narrow swath below the satellite. Uses a moderate amount of power and functions in lit and unlit situations. mass = 0.075 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat scan jason poseidon satellite payload image map elevation dem radar altimeter radar MODEL { model = SCANsat/Parts/scansat-radar/scansat-radar-poseidon-3b-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 1 fov = 1.5 min_alt = 5000 max_alt = 250000 best_alt = 70000 requireLight = False scanName = RADAR RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = SCANexperiment experimentType = SCANsatAltimetryLoRes } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 405 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-radar-poseidon-3b-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-radar/scansat-radar-seasat-1.cfg PART { name = scansat-radar-seasat-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 0.75 attachRules = 0,1,0,0,1 node_attach = 0.043,-0.14,0.0,0.0,0.0,-1.0,1 TechRequired = electrics entryCost = 6500 cost = 5500 category = Science subcategory = 0 title = R-EO-1 Radar Antenna manufacturer = SCAN: Scientific Committee on Advanced Navigation description = This entry-level L-band radar altimeter collects low resolution elevation data at a medium swath from lower orbits. Uses a moderate amount of power and functions in lit and unlit situations. mass = 0.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat scan seasat satellite payload image map elevation dem radar MODEL { model = SCANsat/Parts/scansat-radar/scansat-radar-seasat-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 1 fov = 3.5 min_alt = 50000 max_alt = 500000 best_alt = 100000 requireLight = False scanName = RADAR animationName = Deploy RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = SCANexperiment experimentType = SCANsatAltimetryLoRes } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1820 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-radar-seasat-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-recon/scansat-recon-ikonos-1.cfg PART { name = scansat-recon-ikonos-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 1,1,0,1,1 node_attach = 0.0,-0.213,0,0.0,-1.0,0.0,0 node_stack_bottom = 0.0,-0.213,0,0.0,-1.0,0.0,0 TechRequired = precisionEngineering entryCost = 12500 cost = 7500 category = Science subcategory = 0 title = VS-1 High Resolution Imager manufacturer = SCAN: Scientific Committee on Advanced Navigation description = This entry-level observation telescope produces beautiful high detail colour images - from a low orbit only. Uses a small amount of power and functions only in lit situations. mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf, size0 tags = scansat scan ikonos optic high resolution visual satellite observation spy satellite payload image map MODEL { model = SCANsat/Parts/scansat-recon/scansat-recon-ikonos-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 64 fov = 1.5 min_alt = 20000 max_alt = 250000 best_alt = 70000 requireLight = True scanName = Visual animationName = Deploy RESOURCE { name = ElectricCharge rate = 0.75 } } MODULE { name = SCANexperiment experimentType = SCANsatVisual } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 154 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-recon-ikonos-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-recon/scansat-recon-kh11-1.cfg PART { name = scansat-recon-kh11-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 0.98 attachRules = 1,1,0,1,1 node_attach = 0.0,-1.571,0,0.0,-1.0,0.0,1 node_stack_bottom = 0.0,-1.571,0,0.0,-1.0,0.0,1 TechRequired = largeUnmanned entryCost = 35500 cost = 25000 category = Science subcategory = 0 title = VS-11 Classified Reconnaissance Imager manufacturer = SCAN: Scientific Committee on Advanced Navigation description = The *REDACTED* can observe *REDACTED* targets every *REDACTED* from altitudes of *REDACTED* to *REDACTED*. Such amazing *REDACTED* have led *REDACTED* to speculate that *REDACTED* *REDACTED*. Uses a medium amount of power and functions only in lit situations. mass = 1.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf, size1p5 tags = scansat scan kennan kh keyhole big bird optic high resolution visual satellite observation spy satellite payload image map anomaly MODEL { model = SCANsat/Parts/scansat-recon/scansat-recon-kh11-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 80 fov = 4 min_alt = 100000 max_alt = 1000000 best_alt = 200000 requireLight = True scanName = Visual animationName = Deploy RESOURCE { name = ElectricCharge rate = 2 } } MODULE { name = SCANexperiment experimentType = SCANsatVisual } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 8320 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-recon-kh11-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-recon/scansat-recon-worldview-3-1.cfg PART { name = scansat-recon-worldview-3-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 1,1,0,1,1 node_attach = 0.0,-0.849,0,0.0,-1.0,0.0,1 node_stack_bottom = 0.0,-0.849,0,0.0,-1.0,0.0,1 TechRequired = unmannedTech entryCost = 25500 cost = 18400 category = Science subcategory = 0 title = VS-3 Advanced High Resolution Imager manufacturer = SCAN: Scientific Committee on Advanced Navigation description = The pinnacle of Kerbal non-government high-resolution observation, this large and expensive imager produces high detail colour images and can identify unique surface features. Uses a small amount of power and functions only in lit situations. mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1, srf tags = scansat scan worldview optic high resolution visual satellite observation spy satellite payload image map anomaly MODEL { model = SCANsat/Parts/scansat-recon/scansat-recon-worldview-3-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 80 fov = 2.5 min_alt = 70000 max_alt = 500000 best_alt = 350000 requireLight = True scanName = Visual animationName = Deploy RESOURCE { name = ElectricCharge rate = 1.5 } } MODULE { name = SCANexperiment experimentType = SCANsatVisual } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2894 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-recon-worldview-3-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-resources/scansat-resources-crism-1.cfg PART { name = scansat-resources-crism-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 0,1,0,1,1 node_attach = 0.0,-0.085,0,0.0,-1.0,0.0,1 TechRequired = advExploration entryCost = 5500 cost = 15000 category = Science subcategory = 0 title = SCAN-R Resource Mapper manufacturer = SCAN: Scientific Committee on Advanced Navigation description = An entry-level resource mapping instrument that works well at low orbital altitudes, though only scans over a very narrow width. Uses a moderate amount of power and functions only in lit situations. mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat crism compact mro satellite payload image map resource scan ore MODEL { model = SCANsat/Parts/scansat-resources/scansat-resources-crism-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 256 fov = 1 min_alt = 20000 max_alt = 250000 best_alt = 70000 requireLight = True scanName = Resource animationName = Deploy RESOURCE { name = ElectricCharge rate = 1.75 } } MODULE { name = SCANresourceDisplay ResourceName = Ore } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 7 EnhancedMinimumFoV = 160 EnhancedMaximumFoV = 179.5 MinimumFoV = 25 MaximumFoV = 45 AnomalyDetection = 0 RequiresAnimation = False DISPLAY_MODES { Mode = Resources,#autoLOC_900321 } } MODULE { name = SCANexperiment experimentType = SCANsatResources } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 62 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-resources-crism-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-resources/scansat-resources-hyperion-1.cfg PART { name = scansat-resources-hyperion-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 0,1,0,1,1 node_attach = 0.0,-0.512,0,0.0,-1.0,0.0,1 TechRequired = experimentalScience entryCost = 45500 cost = 17500 category = Science subcategory = 0 title = SCAN-RX Hyperspectral Resource Mapper manufacturer = SCAN: Scientific Committee on Advanced Navigation description = A high-tech resource imager that captures hundreds of channels of data, to evaluate useful resource distributions from higher orbits. Uses a small amount of power and functions only in lit situations. mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat hyperion eo1 satellite payload image map resource scan ore MODEL { model = SCANsat/Parts/scansat-resources/scansat-resources-hyperion-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 256 fov = 3 min_alt = 100000 max_alt = 750000 best_alt = 500000 requireLight = True scanName = Resource animationName = Deploy RESOURCE { name = ElectricCharge rate = 1.25 } } MODULE { name = SCANresourceDisplay ResourceName = Ore } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 7 EnhancedMinimumFoV = 160 EnhancedMaximumFoV = 179.5 MinimumFoV = 5 MaximumFoV = 90 AnomalyDetection = 0 RequiresAnimation = False DISPLAY_MODES { Mode = Resources,#autoLOC_900321 } } MODULE { name = SCANexperiment experimentType = SCANsatResources } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 433 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-resources-hyperion-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-resources/scansat-resources-mise-1.cfg PART { name = scansat-resources-mise-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 0,1,0,1,1 node_attach = 0.0,-0.20,0,0.0,-1.0,0.0,1 TechRequired = scienceTech entryCost = 15500 cost = 15000 category = Science subcategory = 0 title = SCAN-R2 Advanced Resource Mapper manufacturer = SCAN: Scientific Committee on Advanced Navigation description = A medium-tech resource imager that can evaluate useful resources from higher orbits. Uses a moderate amount of power and functions only in lit situations. mass = 0.275 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat mise clipper europa satellite payload image map resource scan ore MODEL { model = SCANsat/Parts/scansat-resources/scansat-resources-mise-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 256 fov = 2.5 min_alt = 70000 max_alt = 500000 best_alt = 250000 requireLight = True scanName = Resource animationName = Deploy RESOURCE { name = ElectricCharge rate = 1.5 } } MODULE { name = SCANresourceDisplay ResourceName = Ore } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 7 EnhancedMinimumFoV = 160 EnhancedMaximumFoV = 179.5 MinimumFoV = 15 MaximumFoV = 70 AnomalyDetection = 0 RequiresAnimation = False DISPLAY_MODES { Mode = Resources,#autoLOC_900321 } } MODULE { name = SCANexperiment experimentType = SCANsatResources } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 182 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-resources-mise-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-sar/scansat-sar-paz-1.cfg PART { name = scansat-sar-paz-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 0,1,0,1,1 node_attach = 0,0.035,0,0.0,1.0,0.0,1 TechRequired = advElectrics entryCost = 6500 cost = 8000 category = Science subcategory = 0 title = SAR-X Antenna manufacturer = SCAN: Scientific Committee on Advanced Navigation description = A basic synthetic aperture radar instrument, which sends out radar signals and uses the movement of the satellite during the ping to synthesize recieving them with a much larger dish. Effectively captures high resolution elevation data over a very narraw width from low orbits. Uses a large amount of power but functions in lit and unlit situations. mass = 0.18 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat scan paz x satellite payload image map elevation dem radar sar synthetic radar MODEL { model = SCANsat/Parts/scansat-sar/scansat-sar-paz-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 2 fov = 1.5 min_alt = 70000 max_alt = 500000 best_alt = 250000 requireLight = False scanName = SAR RESOURCE { name = ElectricCharge rate = 2 } } MODULE { name = SCANexperiment experimentType = SCANsatAltimetryHiRes } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 111 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-sar-paz-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-sar/scansat-sar-radarsat-2-1.cfg PART { name = scansat-sar-radarsat-2-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 0,1,0,0,1 node_attach = 0,0.024,0,0.0,1.0,0.0,1 TechRequired = largeElectrics entryCost = 25500 cost = 9800 category = Science subcategory = 0 title = SAR-C Antenna manufacturer = SCAN: Scientific Committee on Advanced Navigation description = An advanced synthetic aperture radar instrument, which uses more power to operate at larger swaths and from higher altitudes. Effectively captures high resolution elevation data from medium orbits, but is restricted to a very narrow range of operation. Uses a large amount of power and functions in lit and unlit situations. mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat scan radarsat c satellite payload image map elevation dem radar sar synthetic radar MODEL { model = SCANsat/Parts/scansat-sar/scansat-sar-radarsat-2-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 2 fov = 3 min_alt = 500000 max_alt = 750000 best_alt = 700000 requireLight = False scanName = SAR animationName = Deploy RESOURCE { name = ElectricCharge rate = 2.5 } } MODULE { name = SCANexperiment experimentType = SCANsatAltimetryHiRes } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 3843 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-sar-radarsat-2-1 } } } UrlConfig { parentUrl = SCANsat/Parts/scansat-sar/scansat-sar-tandem-l-1.cfg PART { name = scansat-sar-tandem-l-1 module = Part author = Nertea (Chris Adderley) rescaleFactor = 1.0 attachRules = 0,1,0,0,1 node_attach = 0.329,0.026,0,0.0,-1.0,0.0,1 TechRequired = experimentalElectrics entryCost = 55000 cost = 54000 category = Science subcategory = 0 title = SAR-L Antenna manufacturer = SCAN: Scientific Committee on Advanced Navigation description = The most advanced synthetic aperture radar instrument, which uses a massive antenna to transmit and recieve multiple polarizations of radar energy. Can map large swaths of terrain from higher orbits, and due to the rich nature of the recieved data also map biomes. Uses a very large amount of power and functions in lit and unlit situations. mass = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = scansat scan tandem l satellite payload image map elevation dem radar sar synthetic radar MODEL { model = SCANsat/Parts/scansat-sar/scansat-sar-tandem-l-1 scale = 1.0, 1.0, 1.0 } MODULE { name = SCANsat sensorType = 10 fov = 4 min_alt = 250000 max_alt = 1000000 best_alt = 500000 requireLight = False scanName = SAR animationName = Deploy RESOURCE { name = ElectricCharge rate = 4.5 } } MODULE { name = SCANexperiment experimentType = SCANsatAltimetryHiRes } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 2112 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = scansat-sar-tandem-l-1 } } } UrlConfig { parentUrl = SCANsat/Resources/SCANatm.cfg ACTIVE_TEXTURE_MANAGER_CONFIG { folder = SCANsat enabled = true OVERRIDES { SCANsat/Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } } } UrlConfig { parentUrl = SCANsat/Resources/SCANcolors.cfg SCAN_Color_Config { defaultMinHeightRange = -1000 defaultMaxHeightRange = 8000 rangeAboveMaxHeight = 10000 rangeBelowMinHeight = 10000 defaultPalette = Default SCANsat_Altimetry { Item { name = Kerbin index = 1 minHeightRange = -1500 maxHeightRange = 6500 clampHeight = 0 maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = Default paletteSize = 7 paletteReverse = False paletteDiscrete = False } Item { name = Sun index = 0 minHeightRange = 0 maxHeightRange = 1000 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = Default paletteSize = 7 paletteReverse = False paletteDiscrete = False } Item { name = Mun index = 2 minHeightRange = -500 maxHeightRange = 7000 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = RdGy paletteSize = 11 paletteReverse = True paletteDiscrete = False } Item { name = Minmus index = 3 minHeightRange = -500 maxHeightRange = 5500 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = Paired paletteSize = 9 paletteReverse = False paletteDiscrete = False } Item { name = Moho index = 4 minHeightRange = -300 maxHeightRange = 6500 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = mercury paletteSize = 6 paletteReverse = False paletteDiscrete = False } Item { name = Eve index = 5 minHeightRange = -2000 maxHeightRange = 7000 clampHeight = 0 maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = BuPu paletteSize = 7 paletteReverse = True paletteDiscrete = False } Item { name = Duna index = 6 minHeightRange = 0 maxHeightRange = 7000 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = mars paletteSize = 9 paletteReverse = False paletteDiscrete = False } Item { name = Ike index = 7 minHeightRange = 0 maxHeightRange = 12000 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = BrBG paletteSize = 8 paletteReverse = False paletteDiscrete = False } Item { name = Jool index = 8 minHeightRange = 0 maxHeightRange = 1000 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = Default paletteSize = 7 paletteReverse = False paletteDiscrete = False } Item { name = Laythe index = 9 minHeightRange = -3000 maxHeightRange = 6000 clampHeight = 0 maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = YlGnBu paletteSize = 8 paletteReverse = True paletteDiscrete = False } Item { name = Vall index = 10 minHeightRange = -500 maxHeightRange = 7500 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = Set1 paletteSize = 9 paletteReverse = False paletteDiscrete = False } Item { name = Bop index = 11 minHeightRange = 2000 maxHeightRange = 21500 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = PuOr paletteSize = 7 paletteReverse = False paletteDiscrete = False } Item { name = Tylo index = 12 minHeightRange = 0 maxHeightRange = 11000 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = YlGn paletteSize = 9 paletteReverse = True paletteDiscrete = False } Item { name = Gilly index = 13 minHeightRange = 1500 maxHeightRange = 6000 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = Accent paletteSize = 7 paletteReverse = False paletteDiscrete = False } Item { name = Pol index = 14 minHeightRange = 500 maxHeightRange = 5500 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = Spectral paletteSize = 8 paletteReverse = True paletteDiscrete = False } Item { name = Dres index = 15 minHeightRange = -200 maxHeightRange = 5500 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = northRhine paletteSize = 9 paletteReverse = False paletteDiscrete = False } Item { name = Eeloo index = 16 minHeightRange = -500 maxHeightRange = 3500 clampHeight = Null maxHeightMultiplier = 1 minHeightMultiplier = 1 clampHeightMultiplier = 1 paletteName = blackForest paletteSize = 10 paletteReverse = False paletteDiscrete = False } } SCANsat_Resources { Item { name = Ore lowResourceColor = 0.241454497,0.120727301,0.829999983,1 highResourceColor = 0.788862824,0,0.939999998,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 15 Resource_Planetary_Config { Item { resourceName = Ore bodyName = Sun index = 0 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Kerbin index = 1 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Mun index = 2 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Minmus index = 3 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Moho index = 4 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Eve index = 5 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Duna index = 6 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Ike index = 7 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Jool index = 8 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Laythe index = 9 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Vall index = 10 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Bop index = 11 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Tylo index = 12 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Gilly index = 13 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Pol index = 14 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Dres index = 15 lowResourceCutoff = 2.5 highResourceCutoff = 14 } Item { resourceName = Ore bodyName = Eeloo index = 16 lowResourceCutoff = 2.5 highResourceCutoff = 14 } } } Item { name = Karbonite lowResourceColor = 0,0.319215685,0.74000001,1 highResourceColor = 0.75,0.382352889,0,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = Karbonite bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Kerbin index = 1 lowResourceCutoff = 1.79999995 highResourceCutoff = 2.20000005 } Item { resourceName = Karbonite bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Karbonite bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = Minerals lowResourceColor = 0.4762353,0.0432941206,0.920000017,1 highResourceColor = 0,0.576470971,0.0745100006,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = Minerals bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Minerals bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = Substrate lowResourceColor = 0.64188242,0.0138039198,0.879999995,1 highResourceColor = 0.742823482,0.819999993,0,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = Substrate bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Substrate bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = Uraninite lowResourceColor = 0,0.839215994,0.76078397,1 highResourceColor = 1,0.235294104,0.0313725509,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = Uraninite bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Uraninite bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = Water lowResourceColor = 0.75999999,0,0.572235286,1 highResourceColor = 0,0.568784416,0.980000019,1 resourceTransparency = 20 defaultMinValue = 0.5 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = Water bodyName = Sun index = 0 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Kerbin index = 1 lowResourceCutoff = 5 highResourceCutoff = 45 } Item { resourceName = Water bodyName = Mun index = 2 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Minmus index = 3 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Moho index = 4 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Eve index = 5 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Duna index = 6 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Ike index = 7 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Jool index = 8 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Laythe index = 9 lowResourceCutoff = 5 highResourceCutoff = 40 } Item { resourceName = Water bodyName = Vall index = 10 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Bop index = 11 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Tylo index = 12 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Gilly index = 13 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Pol index = 14 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Dres index = 15 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } Item { resourceName = Water bodyName = Eeloo index = 16 lowResourceCutoff = 0.5 highResourceCutoff = 6.5 } } } Item { name = MetallicOre lowResourceColor = 0.720000029,0.505411804,0,1 highResourceColor = 0,0.630274475,0.980000019,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = MetallicOre bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = MetallicOre bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = MetalOre lowResourceColor = 0.182784304,0.589999974,0,1 highResourceColor = 0.0865882412,0.894745111,0.920000017,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 7.5 Resource_Planetary_Config { Item { resourceName = MetalOre bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = MetalOre bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 7.5 } } } Item { name = Dirt lowResourceColor = 1,0.2196078,0.772548974,1 highResourceColor = 0.322196096,0.790000021,0,1 resourceTransparency = 20 defaultMinValue = 15 defaultMaxValue = 35 Resource_Planetary_Config { Item { resourceName = Dirt bodyName = Sun index = 0 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Kerbin index = 1 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Mun index = 2 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Minmus index = 3 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Moho index = 4 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Eve index = 5 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Duna index = 6 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Ike index = 7 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Jool index = 8 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Laythe index = 9 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Vall index = 10 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Bop index = 11 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Tylo index = 12 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Gilly index = 13 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Pol index = 14 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Dres index = 15 lowResourceCutoff = 15 highResourceCutoff = 35 } Item { resourceName = Dirt bodyName = Eeloo index = 16 lowResourceCutoff = 15 highResourceCutoff = 35 } } } Item { name = ExoticMinerals lowResourceColor = 0.939568579,0.970000029,0,1 highResourceColor = 0.467882395,0,0.970000029,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = ExoticMinerals bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = ExoticMinerals bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = Gypsum lowResourceColor = 0.779999971,0.2905882,0,1 highResourceColor = 0,1,0.807843089,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = Gypsum bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Gypsum bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = Hydrates lowResourceColor = 0.172117695,0.769999981,0.39858821,1 highResourceColor = 0.930000007,0.452235311,0,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = Hydrates bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = Hydrates bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = RareMetals lowResourceColor = 0,0.49000001,0.351647109,1 highResourceColor = 1,0,0.223529398,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = RareMetals bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = RareMetals bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 6.5 } } } Item { name = GeoEnergy lowResourceColor = 0,0.790000021,0.492588311,1 highResourceColor = 1,0.725490212,0,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 6.5 Resource_Planetary_Config { Item { resourceName = GeoEnergy bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Kerbin index = 1 lowResourceCutoff = 10 highResourceCutoff = 35 } Item { resourceName = GeoEnergy bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 35 } Item { resourceName = GeoEnergy bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 35 } Item { resourceName = GeoEnergy bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 35 } Item { resourceName = GeoEnergy bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 6.5 } Item { resourceName = GeoEnergy bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 35 } } } Item { name = Alumina lowResourceColor = 0.446470588,0,0.689999998,1 highResourceColor = 0.0705882385,1,0,1 resourceTransparency = 20 defaultMinValue = 0.699999988 defaultMaxValue = 10 Resource_Planetary_Config { Item { resourceName = Alumina bodyName = Sun index = 0 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Kerbin index = 1 lowResourceCutoff = 0.699999988 highResourceCutoff = 14 } Item { resourceName = Alumina bodyName = Mun index = 2 lowResourceCutoff = 2.5 highResourceCutoff = 35 } Item { resourceName = Alumina bodyName = Minmus index = 3 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Moho index = 4 lowResourceCutoff = 2.5 highResourceCutoff = 35 } Item { resourceName = Alumina bodyName = Eve index = 5 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Duna index = 6 lowResourceCutoff = 5 highResourceCutoff = 55 } Item { resourceName = Alumina bodyName = Ike index = 7 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Jool index = 8 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Laythe index = 9 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Vall index = 10 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Bop index = 11 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Tylo index = 12 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Gilly index = 13 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Pol index = 14 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } Item { resourceName = Alumina bodyName = Dres index = 15 lowResourceCutoff = 0.699999988 highResourceCutoff = 90 } Item { resourceName = Alumina bodyName = Eeloo index = 16 lowResourceCutoff = 0.699999988 highResourceCutoff = 10 } } } Item { name = Borate lowResourceColor = 0.0170588307,0.863176525,0.870000005,1 highResourceColor = 1,0,0,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 7.5 Resource_Planetary_Config { Item { resourceName = Borate bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Borate bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 7.5 } } } Item { name = Monazite lowResourceColor = 0.146117598,0.0432941206,0.689999998,1 highResourceColor = 0,1,0.678431392,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 7.5 Resource_Planetary_Config { Item { resourceName = Monazite bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 15 } Item { resourceName = Monazite bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 20 } Item { resourceName = Monazite bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Monazite bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 7.5 } } } Item { name = SaltWater lowResourceColor = 0,0.779999971,0.333411813,1 highResourceColor = 0.388235301,0.921568573,1,1 resourceTransparency = 20 defaultMinValue = 0.100000001 defaultMaxValue = 1 Resource_Planetary_Config { Item { resourceName = SaltWater bodyName = Sun index = 0 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Kerbin index = 1 lowResourceCutoff = 0.100000001 highResourceCutoff = 40 } Item { resourceName = SaltWater bodyName = Mun index = 2 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Minmus index = 3 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Moho index = 4 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Eve index = 5 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Duna index = 6 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Ike index = 7 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Jool index = 8 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Laythe index = 9 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Vall index = 10 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Bop index = 11 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Tylo index = 12 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Gilly index = 13 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Pol index = 14 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Dres index = 15 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SaltWater bodyName = Eeloo index = 16 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } } } Item { name = Silicates lowResourceColor = 0.769999981,0.721686184,0.262705892,1 highResourceColor = 0.882352889,0.458823502,1,1 resourceTransparency = 20 defaultMinValue = 1 defaultMaxValue = 7.5 Resource_Planetary_Config { Item { resourceName = Silicates bodyName = Sun index = 0 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Kerbin index = 1 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Mun index = 2 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Minmus index = 3 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Moho index = 4 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Eve index = 5 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Duna index = 6 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Ike index = 7 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Jool index = 8 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Laythe index = 9 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Vall index = 10 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Bop index = 11 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Tylo index = 12 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Gilly index = 13 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Pol index = 14 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Dres index = 15 lowResourceCutoff = 1 highResourceCutoff = 7.5 } Item { resourceName = Silicates bodyName = Eeloo index = 16 lowResourceCutoff = 1 highResourceCutoff = 7.5 } } } Item { name = SolarWind lowResourceColor = 0.129882395,0.350117713,0.720000029,1 highResourceColor = 1,1,0,1 resourceTransparency = 20 defaultMinValue = 0.100000001 defaultMaxValue = 1 Resource_Planetary_Config { Item { resourceName = SolarWind bodyName = Sun index = 0 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Kerbin index = 1 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Mun index = 2 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Minmus index = 3 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Moho index = 4 lowResourceCutoff = 0.5 highResourceCutoff = 10 } Item { resourceName = SolarWind bodyName = Eve index = 5 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Duna index = 6 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Ike index = 7 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Jool index = 8 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Laythe index = 9 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Vall index = 10 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Bop index = 11 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Tylo index = 12 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Gilly index = 13 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Pol index = 14 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Dres index = 15 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } Item { resourceName = SolarWind bodyName = Eeloo index = 16 lowResourceCutoff = 0.100000001 highResourceCutoff = 1 } } } } } } UrlConfig { parentUrl = SCANsat/Resources/SCANpalettes.cfg SCAN_Palette_Config { PaletteTypes { Item { name = Fixed PaletteGroups { Item { name = blackForest Palettes { Item { Colors = 176,243,190,255|224,251,178,255|184,222,118,255|39,165,42,255|52,136,60,255|156,164,41,255|248,176,4,255|192,74,2,255|135,8,0,255|116,24,5,255|108,42,10,255|125,74,43,255|156,129,112,255|181,181,181,255|218,216,218,255 } } } Item { name = mars Palettes { Item { Colors = 120,65,20,255|141,84,43,255|164,114,66,255|188,144,89,255|211,174,112,255|235,205,136,255|219,185,120,255|204,165,105,255|189,145,90,255|174,125,75,255|159,110,70,255|160,120,80,255|174,134,100,255|189,163,140,255|204,191,180,255|220,212,205,255|240,232,225,255|255,255,255,255 } } } Item { name = departure Palettes { Item { Colors = 68,34,0,255|102,51,0,255|160,108,60,255|218,166,120,255|238,212,188,255|255,255,255,255|200,255,200,255|100,255,100,255|0,255,0,255|0,192,0,255|0,128,0,255 } } } Item { name = northRhine Palettes { Item { Colors = 5,6,3,255|55,55,36,255|24,62,41,255|52,105,69,255|62,138,89,255|108,163,99,255|165,186,111,255|231,213,122,255|199,167,92,255|176,120,58,255 } } } Item { name = wiki2 Palettes { Item { Colors = 113,171,216,255|216,242,254,255|148,191,139,255|239,235,192,255|170,135,83,255|245,244,242,255 } } } Item { name = plumbago Palettes { Item { Colors = 151,0,176,255|23,0,151,255|203,254,254,255|0,168,0,255|254,254,126,255|87,36,36,255|203,101,203,255|228,190,228,255 } } } Item { name = cw1_013 Palettes { Item { Colors = 97,65,78,255|226,87,68,255|252,255,67,255|86,118,157,255|167,214,255,255 } } } Item { name = arctic Palettes { Item { Colors = 44,53,99,255|197,197,206,255|150,210,131,255|174,223,135,255|195,230,138,255|218,237,142,255|226,233,137,255|232,217,119,255|238,200,102,255|231,183,89,255|196,167,89,255|174,158,89,255 } } } Item { name = mercury Palettes { Item { Colors = 22,22,22,255|195,130,185,255|170,120,156,255|160,120,200,255|141,96,179,255|62,30,121,255|20,0,193,255|30,50,194,255|58,102,219,255|78,135,215,255|113,196,255,255|95,210,220,255|125,213,226,255|105,188,206,255|140,185,205,255|170,181,201,255|195,203,192,255|180,205,157,255|105,195,101,255|114,171,79,255|128,156,106,255|104,106,74,255|79,46,36,255|110,71,60,255|140,94,55,255|175,137,65,255|202,166,59,255|226,211,62,255|215,136,35,255|191,75,42,255|206,20,20,255|236,75,79,255|236,178,157,255|255,255,255,255 } } } Item { name = venus Palettes { Item { Colors = 93,61,126,255|52,52,152,255|81,164,168,255|54,156,51,255|197,199,94,255|153,95,66,255|166,69,69,255|183,88,154,255 } } } Item { name = Default Palettes { Item { Colors = 52,5,62,255|4,133,209,255|75,93,22,255|255,255,20,255|229,0,0,255|194,0,119,255|255,255,255,255 } } } } } Item { name = Sequential PaletteGroups { Item { name = OrRd Palettes { Item { Colors = 255,247,236,255|254,232,200,255|253,212,158,255|253,187,132,255|252,141,89,255|239,101,72,255|215,48,31,255|179,0,0,255|127,0,0,255 } Item { Colors = 255,247,236,255|254,232,200,255|253,212,158,255|253,187,132,255|252,141,89,255|239,101,72,255|215,48,31,255|153,0,0,255 } Item { Colors = 254,240,217,255|253,212,158,255|253,187,132,255|252,141,89,255|239,101,72,255|215,48,31,255|153,0,0,255 } Item { Colors = 254,240,217,255|253,212,158,255|253,187,132,255|252,141,89,255|227,74,51,255|179,0,0,255 } Item { Colors = 254,240,217,255|253,204,138,255|252,141,89,255|227,74,51,255|179,0,0,255 } Item { Colors = 254,240,217,255|253,204,138,255|252,141,89,255|215,48,31,255 } Item { Colors = 254,232,200,255|253,187,132,255|227,74,51,255 } } } Item { name = BuPu Palettes { Item { Colors = 247,252,253,255|224,236,244,255|191,211,230,255|158,188,218,255|140,150,198,255|140,107,177,255|136,65,157,255|129,15,124,255|77,0,75,255 } Item { Colors = 247,252,253,255|224,236,244,255|191,211,230,255|158,188,218,255|140,150,198,255|140,107,177,255|136,65,157,255|110,1,107,255 } Item { Colors = 237,248,251,255|191,211,230,255|158,188,218,255|140,150,198,255|140,107,177,255|136,65,157,255|110,1,107,255 } Item { Colors = 237,248,251,255|191,211,230,255|158,188,218,255|140,150,198,255|136,86,167,255|129,15,124,255 } Item { Colors = 237,248,251,255|179,205,227,255|140,150,198,255|136,86,167,255|129,15,124,255 } Item { Colors = 237,248,251,255|179,205,227,255|140,150,198,255|136,65,157,255 } Item { Colors = 224,236,244,255|158,188,218,255|136,86,167,255 } } } Item { name = BuGn Palettes { Item { Colors = 247,252,253,255|229,245,249,255|204,236,230,255|153,216,201,255|102,194,164,255|65,174,118,255|35,139,69,255|0,109,44,255|0,68,27,255 } Item { Colors = 247,252,253,255|229,245,249,255|204,236,230,255|153,216,201,255|102,194,164,255|65,174,118,255|35,139,69,255|0,88,36,255 } Item { Colors = 237,248,251,255|204,236,230,255|153,216,201,255|102,194,164,255|65,174,118,255|35,139,69,255|0,88,36,255 } Item { Colors = 237,248,251,255|204,236,230,255|153,216,201,255|102,194,164,255|44,162,95,255|0,109,44,255 } Item { Colors = 237,248,251,255|178,226,226,255|102,194,164,255|44,162,95,255|0,109,44,255 } Item { Colors = 237,248,251,255|178,226,226,255|102,194,164,255|35,139,69,255 } Item { Colors = 229,245,249,255|153,216,201,255|44,162,95,255 } } } Item { name = YlOrBr Palettes { Item { Colors = 255,255,229,255|255,247,188,255|254,227,145,255|254,196,79,255|254,153,41,255|236,112,20,255|204,76,2,255|153,52,4,255|102,37,6,255 } Item { Colors = 255,255,229,255|255,247,188,255|254,227,145,255|254,196,79,255|254,153,41,255|236,112,20,255|204,76,2,255|140,45,4,255 } Item { Colors = 255,255,212,255|254,227,145,255|254,196,79,255|254,153,41,255|236,112,20,255|204,76,2,255|140,45,4,255 } Item { Colors = 255,255,212,255|254,227,145,255|254,196,79,255|254,153,41,255|217,95,14,255|153,52,4,255 } Item { Colors = 255,255,212,255|254,217,142,255|254,153,41,255|217,95,14,255|153,52,4,255 } Item { Colors = 255,255,212,255|254,217,142,255|254,153,41,255|204,76,2,255 } Item { Colors = 255,247,188,255|254,196,79,255|217,95,14,255 } } } Item { name = YlGn Palettes { Item { Colors = 255,255,229,255|247,252,185,255|217,240,163,255|173,221,142,255|120,198,121,255|65,171,93,255|35,132,67,255|0,104,55,255|0,69,41,255 } Item { Colors = 255,255,229,255|247,252,185,255|217,240,163,255|173,221,142,255|120,198,121,255|65,171,93,255|35,132,67,255|0,90,50,255 } Item { Colors = 255,255,204,255|217,240,163,255|173,221,142,255|120,198,121,255|65,171,93,255|35,132,67,255|0,90,50,255 } Item { Colors = 255,255,204,255|217,240,163,255|173,221,142,255|120,198,121,255|49,163,84,255|0,104,55,255 } Item { Colors = 255,255,204,255|194,230,153,255|120,198,121,255|49,163,84,255|0,104,55,255 } Item { Colors = 255,255,204,255|194,230,153,255|120,198,121,255|35,132,67,255 } Item { Colors = 247,252,185,255|173,221,142,255|49,163,84,255 } } } Item { name = Reds Palettes { Item { Colors = 255,245,240,255|254,224,210,255|252,187,161,255|252,146,114,255|251,106,74,255|239,59,44,255|203,24,29,255|165,15,21,255|103,0,13,255 } Item { Colors = 255,245,240,255|254,224,210,255|252,187,161,255|252,146,114,255|251,106,74,255|239,59,44,255|203,24,29,255|153,0,13,255 } Item { Colors = 254,229,217,255|252,187,161,255|252,146,114,255|251,106,74,255|239,59,44,255|203,24,29,255|153,0,13,255 } Item { Colors = 254,229,217,255|252,187,161,255|252,146,114,255|251,106,74,255|222,45,38,255|165,15,21,255 } Item { Colors = 254,229,217,255|252,174,145,255|251,106,74,255|222,45,38,255|165,15,21,255 } Item { Colors = 254,229,217,255|252,174,145,255|251,106,74,255|203,24,29,255 } Item { Colors = 254,224,210,255|252,146,114,255|222,45,38,255 } } } Item { name = RdPu Palettes { Item { Colors = 255,247,243,255|253,224,221,255|252,197,192,255|250,159,181,255|247,104,161,255|221,52,151,255|174,1,126,255|122,1,119,255|73,0,106,255 } Item { Colors = 255,247,243,255|253,224,221,255|252,197,192,255|250,159,181,255|247,104,161,255|221,52,151,255|174,1,126,255|122,1,119,255 } Item { Colors = 254,235,226,255|252,197,192,255|250,159,181,255|247,104,161,255|221,52,151,255|174,1,126,255|122,1,119,255 } Item { Colors = 254,235,226,255|252,197,192,255|250,159,181,255|247,104,161,255|197,27,138,255|122,1,119,255 } Item { Colors = 254,235,226,255|251,180,185,255|247,104,161,255|197,27,138,255|122,1,119,255 } Item { Colors = 254,235,226,255|251,180,185,255|247,104,161,255|174,1,126,255 } Item { Colors = 253,224,221,255|250,159,181,255|197,27,138,255 } } } Item { name = YlGnBu Palettes { Item { Colors = 255,255,217,255|237,248,177,255|199,233,180,255|127,205,187,255|65,182,196,255|29,145,192,255|34,94,168,255|37,52,148,255|8,29,88,255 } Item { Colors = 255,255,217,255|237,248,177,255|199,233,180,255|127,205,187,255|65,182,196,255|29,145,192,255|34,94,168,255|12,44,132,255 } Item { Colors = 255,255,204,255|199,233,180,255|127,205,187,255|65,182,196,255|29,145,192,255|34,94,168,255|12,44,132,255 } Item { Colors = 255,255,204,255|199,233,180,255|127,205,187,255|65,182,196,255|44,127,184,255|37,52,148,255 } Item { Colors = 255,255,204,255|161,218,180,255|65,182,196,255|44,127,184,255|37,52,148,255 } Item { Colors = 255,255,204,255|161,218,180,255|65,182,196,255|34,94,168,255 } Item { Colors = 237,248,177,255|127,205,187,255|44,127,184,255 } } } Item { name = YlOrRd Palettes { Item { Colors = 255,255,204,255|255,237,160,255|254,217,118,255|254,178,76,255|253,141,60,255|252,78,42,255|227,26,28,255|189,0,38,255|128,0,38,255 } Item { Colors = 255,255,204,255|255,237,160,255|254,217,118,255|254,178,76,255|253,141,60,255|252,78,42,255|227,26,28,255|177,0,38,255 } Item { Colors = 255,255,178,255|254,217,118,255|254,178,76,255|253,141,60,255|252,78,42,255|227,26,28,255|177,0,38,255 } Item { Colors = 255,255,178,255|254,217,118,255|254,178,76,255|253,141,60,255|240,59,32,255|189,0,38,255 } Item { Colors = 255,255,178,255|254,204,92,255|253,141,60,255|240,59,32,255|189,0,38,255 } Item { Colors = 255,255,178,255|254,204,92,255|253,141,60,255|227,26,28,255 } Item { Colors = 255,237,160,255|254,178,76,255|240,59,32,255 } } } Item { name = PuRd Palettes { Item { Colors = 247,244,249,255|231,225,239,255|212,185,218,255|201,148,199,255|223,101,176,255|231,41,138,255|206,18,86,255|152,0,67,255|103,0,31,255 } Item { Colors = 247,244,249,255|231,225,239,255|212,185,218,255|201,148,199,255|223,101,176,255|231,41,138,255|206,18,86,255|145,0,63,255 } Item { Colors = 241,238,246,255|212,185,218,255|201,148,199,255|223,101,176,255|231,41,138,255|206,18,86,255|145,0,63,255 } Item { Colors = 241,238,246,255|212,185,218,255|201,148,199,255|223,101,176,255|221,28,119,255|152,0,67,255 } Item { Colors = 241,238,246,255|215,181,216,255|223,101,176,255|221,28,119,255|152,0,67,255 } Item { Colors = 241,238,246,255|215,181,216,255|223,101,176,255|206,18,86,255 } Item { Colors = 231,225,239,255|201,148,199,255|221,28,119,255 } } } Item { name = Blues Palettes { Item { Colors = 247,251,255,255|222,235,247,255|198,219,239,255|158,202,225,255|107,174,214,255|66,146,198,255|33,113,181,255|8,81,156,255|8,48,107,255 } Item { Colors = 247,251,255,255|222,235,247,255|198,219,239,255|158,202,225,255|107,174,214,255|66,146,198,255|33,113,181,255|8,69,148,255 } Item { Colors = 239,243,255,255|198,219,239,255|158,202,225,255|107,174,214,255|66,146,198,255|33,113,181,255|8,69,148,255 } Item { Colors = 239,243,255,255|198,219,239,255|158,202,225,255|107,174,214,255|49,130,189,255|8,81,156,255 } Item { Colors = 239,243,255,255|189,215,231,255|107,174,214,255|49,130,189,255|8,81,156,255 } Item { Colors = 239,243,255,255|189,215,231,255|107,174,214,255|33,113,181,255 } Item { Colors = 222,235,247,255|158,202,225,255|49,130,189,255 } } } Item { name = PuBuGn Palettes { Item { Colors = 255,247,251,255|236,226,240,255|208,209,230,255|166,189,219,255|103,169,207,255|54,144,192,255|2,129,138,255|1,108,89,255|1,70,54,255 } Item { Colors = 255,247,251,255|236,226,240,255|208,209,230,255|166,189,219,255|103,169,207,255|54,144,192,255|2,129,138,255|1,100,80,255 } Item { Colors = 246,239,247,255|208,209,230,255|166,189,219,255|103,169,207,255|54,144,192,255|2,129,138,255|1,100,80,255 } Item { Colors = 246,239,247,255|208,209,230,255|166,189,219,255|103,169,207,255|28,144,153,255|1,108,89,255 } Item { Colors = 246,239,247,255|189,201,225,255|103,169,207,255|28,144,153,255|1,108,89,255 } Item { Colors = 246,239,247,255|189,201,225,255|103,169,207,255|2,129,138,255 } Item { Colors = 236,226,240,255|166,189,219,255|28,144,153,255 } } } } } Item { name = Qualitative PaletteGroups { Item { name = Set2 Palettes { Item { Colors = 102,194,165,255|252,141,98,255|141,160,203,255|231,138,195,255|166,216,84,255|255,217,47,255|229,196,148,255|179,179,179,255 } Item { Colors = 102,194,165,255|252,141,98,255|141,160,203,255|231,138,195,255|166,216,84,255|255,217,47,255|229,196,148,255 } Item { Colors = 102,194,165,255|252,141,98,255|141,160,203,255|231,138,195,255|166,216,84,255|255,217,47,255 } Item { Colors = 102,194,165,255|252,141,98,255|141,160,203,255|231,138,195,255|166,216,84,255 } Item { Colors = 102,194,165,255|252,141,98,255|141,160,203,255|231,138,195,255 } Item { Colors = 102,194,165,255|252,141,98,255|141,160,203,255 } } } Item { name = Accent Palettes { Item { Colors = 127,201,127,255|190,174,212,255|253,192,134,255|255,255,153,255|56,108,176,255|240,2,127,255|191,91,23,255|102,102,102,255 } Item { Colors = 127,201,127,255|190,174,212,255|253,192,134,255|255,255,153,255|56,108,176,255|240,2,127,255|191,91,23,255 } Item { Colors = 127,201,127,255|190,174,212,255|253,192,134,255|255,255,153,255|56,108,176,255|240,2,127,255 } Item { Colors = 127,201,127,255|190,174,212,255|253,192,134,255|255,255,153,255|56,108,176,255 } Item { Colors = 127,201,127,255|190,174,212,255|253,192,134,255|255,255,153,255 } Item { Colors = 127,201,127,255|190,174,212,255|253,192,134,255 } } } Item { name = Set1 Palettes { Item { Colors = 228,26,28,255|55,126,184,255|77,175,74,255|152,78,163,255|255,127,0,255|255,255,51,255|166,86,40,255|247,129,191,255|153,153,153,255 } Item { Colors = 228,26,28,255|55,126,184,255|77,175,74,255|152,78,163,255|255,127,0,255|255,255,51,255|166,86,40,255|247,129,191,255 } Item { Colors = 228,26,28,255|55,126,184,255|77,175,74,255|152,78,163,255|255,127,0,255|255,255,51,255|166,86,40,255 } Item { Colors = 228,26,28,255|55,126,184,255|77,175,74,255|152,78,163,255|255,127,0,255|255,255,51,255 } Item { Colors = 228,26,28,255|55,126,184,255|77,175,74,255|152,78,163,255|255,127,0,255 } Item { Colors = 228,26,28,255|55,126,184,255|77,175,74,255|152,78,163,255 } Item { Colors = 228,26,28,255|55,126,184,255|77,175,74,255 } } } Item { name = Set3 Palettes { Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255|128,177,211,255|253,180,98,255|179,222,105,255|252,205,229,255|217,217,217,255|188,128,189,255|204,235,197,255|255,237,111,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255|128,177,211,255|253,180,98,255|179,222,105,255|252,205,229,255|217,217,217,255|188,128,189,255|204,235,197,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255|128,177,211,255|253,180,98,255|179,222,105,255|252,205,229,255|217,217,217,255|188,128,189,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255|128,177,211,255|253,180,98,255|179,222,105,255|252,205,229,255|217,217,217,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255|128,177,211,255|253,180,98,255|179,222,105,255|252,205,229,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255|128,177,211,255|253,180,98,255|179,222,105,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255|128,177,211,255|253,180,98,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255|128,177,211,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255|251,128,114,255 } Item { Colors = 141,211,199,255|255,255,179,255|190,186,218,255 } } } Item { name = Dark2 Palettes { Item { Colors = 27,158,119,255|217,95,2,255|117,112,179,255|231,41,138,255|102,166,30,255|230,171,2,255|166,118,29,255|102,102,102,255 } Item { Colors = 27,158,119,255|217,95,2,255|117,112,179,255|231,41,138,255|102,166,30,255|230,171,2,255|166,118,29,255 } Item { Colors = 27,158,119,255|217,95,2,255|117,112,179,255|231,41,138,255|102,166,30,255|230,171,2,255 } Item { Colors = 27,158,119,255|217,95,2,255|117,112,179,255|231,41,138,255|102,166,30,255 } Item { Colors = 27,158,119,255|217,95,2,255|117,112,179,255|231,41,138,255 } Item { Colors = 27,158,119,255|217,95,2,255|117,112,179,255 } } } Item { name = Paired Palettes { Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255|251,154,153,255|227,26,28,255|253,191,111,255|255,127,0,255|202,178,214,255|106,61,154,255|255,255,153,255|177,89,40,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255|251,154,153,255|227,26,28,255|253,191,111,255|255,127,0,255|202,178,214,255|106,61,154,255|255,255,153,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255|251,154,153,255|227,26,28,255|253,191,111,255|255,127,0,255|202,178,214,255|106,61,154,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255|251,154,153,255|227,26,28,255|253,191,111,255|255,127,0,255|202,178,214,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255|251,154,153,255|227,26,28,255|253,191,111,255|255,127,0,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255|251,154,153,255|227,26,28,255|253,191,111,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255|251,154,153,255|227,26,28,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255|251,154,153,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255|51,160,44,255 } Item { Colors = 166,206,227,255|31,120,180,255|178,223,138,255 } } } Item { name = Pastel2 Palettes { Item { Colors = 179,226,205,255|253,205,172,255|203,213,232,255|244,202,228,255|230,245,201,255|255,242,174,255|241,226,204,255|204,204,204,255 } Item { Colors = 179,226,205,255|253,205,172,255|203,213,232,255|244,202,228,255|230,245,201,255|255,242,174,255|241,226,204,255 } Item { Colors = 179,226,205,255|253,205,172,255|203,213,232,255|244,202,228,255|230,245,201,255|255,242,174,255 } Item { Colors = 179,226,205,255|253,205,172,255|203,213,232,255|244,202,228,255|230,245,201,255 } Item { Colors = 179,226,205,255|253,205,172,255|203,213,232,255|244,202,228,255 } Item { Colors = 179,226,205,255|253,205,172,255|203,213,232,255 } } } Item { name = Pastel1 Palettes { Item { Colors = 251,180,174,255|179,205,227,255|204,235,197,255|222,203,228,255|254,217,166,255|255,255,204,255|229,216,189,255|253,218,236,255|242,242,242,255 } Item { Colors = 251,180,174,255|179,205,227,255|204,235,197,255|222,203,228,255|254,217,166,255|255,255,204,255|229,216,189,255|253,218,236,255 } Item { Colors = 251,180,174,255|179,205,227,255|204,235,197,255|222,203,228,255|254,217,166,255|255,255,204,255|229,216,189,255 } Item { Colors = 251,180,174,255|179,205,227,255|204,235,197,255|222,203,228,255|254,217,166,255|255,255,204,255 } Item { Colors = 251,180,174,255|179,205,227,255|204,235,197,255|222,203,228,255|254,217,166,255 } Item { Colors = 251,180,174,255|179,205,227,255|204,235,197,255|222,203,228,255 } Item { Colors = 251,180,174,255|179,205,227,255|204,235,197,255 } } } } } Item { name = Diverging PaletteGroups { Item { name = Spectral Palettes { Item { Colors = 158,1,66,255|213,62,79,255|244,109,67,255|253,174,97,255|254,224,139,255|255,255,191,255|230,245,152,255|171,221,164,255|102,194,165,255|50,136,189,255|94,79,162,255 } Item { Colors = 158,1,66,255|213,62,79,255|244,109,67,255|253,174,97,255|254,224,139,255|230,245,152,255|171,221,164,255|102,194,165,255|50,136,189,255|94,79,162,255 } Item { Colors = 213,62,79,255|244,109,67,255|253,174,97,255|254,224,139,255|255,255,191,255|230,245,152,255|171,221,164,255|102,194,165,255|50,136,189,255 } Item { Colors = 213,62,79,255|244,109,67,255|253,174,97,255|254,224,139,255|230,245,152,255|171,221,164,255|102,194,165,255|50,136,189,255 } Item { Colors = 213,62,79,255|252,141,89,255|254,224,139,255|255,255,191,255|230,245,152,255|153,213,148,255|50,136,189,255 } Item { Colors = 213,62,79,255|252,141,89,255|254,224,139,255|230,245,152,255|153,213,148,255|50,136,189,255 } Item { Colors = 215,25,28,255|253,174,97,255|255,255,191,255|171,221,164,255|43,131,186,255 } Item { Colors = 215,25,28,255|253,174,97,255|171,221,164,255|43,131,186,255 } Item { Colors = 252,141,89,255|255,255,191,255|153,213,148,255 } } } Item { name = RdYlGn Palettes { Item { Colors = 165,0,38,255|215,48,39,255|244,109,67,255|253,174,97,255|254,224,139,255|255,255,191,255|217,239,139,255|166,217,106,255|102,189,99,255|26,152,80,255|0,104,55,255 } Item { Colors = 165,0,38,255|215,48,39,255|244,109,67,255|253,174,97,255|254,224,139,255|217,239,139,255|166,217,106,255|102,189,99,255|26,152,80,255|0,104,55,255 } Item { Colors = 215,48,39,255|244,109,67,255|253,174,97,255|254,224,139,255|255,255,191,255|217,239,139,255|166,217,106,255|102,189,99,255|26,152,80,255 } Item { Colors = 215,48,39,255|244,109,67,255|253,174,97,255|254,224,139,255|217,239,139,255|166,217,106,255|102,189,99,255|26,152,80,255 } Item { Colors = 215,48,39,255|252,141,89,255|254,224,139,255|255,255,191,255|217,239,139,255|145,207,96,255|26,152,80,255 } Item { Colors = 215,48,39,255|252,141,89,255|254,224,139,255|217,239,139,255|145,207,96,255|26,152,80,255 } Item { Colors = 215,25,28,255|253,174,97,255|255,255,191,255|166,217,106,255|26,150,65,255 } Item { Colors = 215,25,28,255|253,174,97,255|166,217,106,255|26,150,65,255 } Item { Colors = 252,141,89,255|255,255,191,255|145,207,96,255 } } } Item { name = RdBu Palettes { Item { Colors = 103,0,31,255|178,24,43,255|214,96,77,255|244,165,130,255|253,219,199,255|247,247,247,255|209,229,240,255|146,197,222,255|67,147,195,255|33,102,172,255|5,48,97,255 } Item { Colors = 103,0,31,255|178,24,43,255|214,96,77,255|244,165,130,255|253,219,199,255|209,229,240,255|146,197,222,255|67,147,195,255|33,102,172,255|5,48,97,255 } Item { Colors = 178,24,43,255|214,96,77,255|244,165,130,255|253,219,199,255|247,247,247,255|209,229,240,255|146,197,222,255|67,147,195,255|33,102,172,255 } Item { Colors = 178,24,43,255|214,96,77,255|244,165,130,255|253,219,199,255|209,229,240,255|146,197,222,255|67,147,195,255|33,102,172,255 } Item { Colors = 178,24,43,255|239,138,98,255|253,219,199,255|247,247,247,255|209,229,240,255|103,169,207,255|33,102,172,255 } Item { Colors = 178,24,43,255|239,138,98,255|253,219,199,255|209,229,240,255|103,169,207,255|33,102,172,255 } Item { Colors = 202,0,32,255|244,165,130,255|247,247,247,255|146,197,222,255|5,113,176,255 } Item { Colors = 202,0,32,255|244,165,130,255|146,197,222,255|5,113,176,255 } Item { Colors = 239,138,98,255|247,247,247,255|103,169,207,255 } } } Item { name = PiYG Palettes { Item { Colors = 142,1,82,255|197,27,125,255|222,119,174,255|241,182,218,255|253,224,239,255|247,247,247,255|230,245,208,255|184,225,134,255|127,188,65,255|77,146,33,255|39,100,25,255 } Item { Colors = 142,1,82,255|197,27,125,255|222,119,174,255|241,182,218,255|253,224,239,255|230,245,208,255|184,225,134,255|127,188,65,255|77,146,33,255|39,100,25,255 } Item { Colors = 197,27,125,255|222,119,174,255|241,182,218,255|253,224,239,255|247,247,247,255|230,245,208,255|184,225,134,255|127,188,65,255|77,146,33,255 } Item { Colors = 197,27,125,255|222,119,174,255|241,182,218,255|253,224,239,255|230,245,208,255|184,225,134,255|127,188,65,255|77,146,33,255 } Item { Colors = 197,27,125,255|233,163,201,255|253,224,239,255|247,247,247,255|230,245,208,255|161,215,106,255|77,146,33,255 } Item { Colors = 197,27,125,255|233,163,201,255|253,224,239,255|230,245,208,255|161,215,106,255|77,146,33,255 } Item { Colors = 208,28,139,255|241,182,218,255|247,247,247,255|184,225,134,255|77,172,38,255 } Item { Colors = 208,28,139,255|241,182,218,255|184,225,134,255|77,172,38,255 } Item { Colors = 233,163,201,255|247,247,247,255|161,215,106,255 } } } Item { name = PRGn Palettes { Item { Colors = 64,0,75,255|118,42,131,255|153,112,171,255|194,165,207,255|231,212,232,255|247,247,247,255|217,240,211,255|166,219,160,255|90,174,97,255|27,120,55,255|0,68,27,255 } Item { Colors = 64,0,75,255|118,42,131,255|153,112,171,255|194,165,207,255|231,212,232,255|217,240,211,255|166,219,160,255|90,174,97,255|27,120,55,255|0,68,27,255 } Item { Colors = 118,42,131,255|153,112,171,255|194,165,207,255|231,212,232,255|247,247,247,255|217,240,211,255|166,219,160,255|90,174,97,255|27,120,55,255 } Item { Colors = 118,42,131,255|153,112,171,255|194,165,207,255|231,212,232,255|217,240,211,255|166,219,160,255|90,174,97,255|27,120,55,255 } Item { Colors = 118,42,131,255|175,141,195,255|231,212,232,255|247,247,247,255|217,240,211,255|127,191,123,255|27,120,55,255 } Item { Colors = 118,42,131,255|175,141,195,255|231,212,232,255|217,240,211,255|127,191,123,255|27,120,55,255 } Item { Colors = 123,50,148,255|194,165,207,255|247,247,247,255|166,219,160,255|0,136,55,255 } Item { Colors = 123,50,148,255|194,165,207,255|166,219,160,255|0,136,55,255 } Item { Colors = 175,141,195,255|247,247,247,255|127,191,123,255 } } } Item { name = RdYlBu Palettes { Item { Colors = 165,0,38,255|215,48,39,255|244,109,67,255|253,174,97,255|254,224,144,255|255,255,191,255|224,243,248,255|171,217,233,255|116,173,209,255|69,117,180,255|49,54,149,255 } Item { Colors = 165,0,38,255|215,48,39,255|244,109,67,255|253,174,97,255|254,224,144,255|224,243,248,255|171,217,233,255|116,173,209,255|69,117,180,255|49,54,149,255 } Item { Colors = 215,48,39,255|244,109,67,255|253,174,97,255|254,224,144,255|255,255,191,255|224,243,248,255|171,217,233,255|116,173,209,255|69,117,180,255 } Item { Colors = 215,48,39,255|244,109,67,255|253,174,97,255|254,224,144,255|224,243,248,255|171,217,233,255|116,173,209,255|69,117,180,255 } Item { Colors = 215,48,39,255|252,141,89,255|254,224,144,255|255,255,191,255|224,243,248,255|145,191,219,255|69,117,180,255 } Item { Colors = 215,48,39,255|252,141,89,255|254,224,144,255|224,243,248,255|145,191,219,255|69,117,180,255 } Item { Colors = 215,25,28,255|253,174,97,255|255,255,191,255|171,217,233,255|44,123,182,255 } Item { Colors = 215,25,28,255|253,174,97,255|171,217,233,255|44,123,182,255 } Item { Colors = 252,141,89,255|255,255,191,255|145,191,219,255 } } } Item { name = BrBG Palettes { Item { Colors = 84,48,5,255|140,81,10,255|191,129,45,255|223,194,125,255|246,232,195,255|245,245,245,255|199,234,229,255|128,205,193,255|53,151,143,255|1,102,94,255|0,60,48,255 } Item { Colors = 84,48,5,255|140,81,10,255|191,129,45,255|223,194,125,255|246,232,195,255|199,234,229,255|128,205,193,255|53,151,143,255|1,102,94,255|0,60,48,255 } Item { Colors = 140,81,10,255|191,129,45,255|223,194,125,255|246,232,195,255|245,245,245,255|199,234,229,255|128,205,193,255|53,151,143,255|1,102,94,255 } Item { Colors = 140,81,10,255|191,129,45,255|223,194,125,255|246,232,195,255|199,234,229,255|128,205,193,255|53,151,143,255|1,102,94,255 } Item { Colors = 140,81,10,255|216,179,101,255|246,232,195,255|245,245,245,255|199,234,229,255|90,180,172,255|1,102,94,255 } Item { Colors = 140,81,10,255|216,179,101,255|246,232,195,255|199,234,229,255|90,180,172,255|1,102,94,255 } Item { Colors = 166,97,26,255|223,194,125,255|245,245,245,255|128,205,193,255|1,133,113,255 } Item { Colors = 166,97,26,255|223,194,125,255|128,205,193,255|1,133,113,255 } Item { Colors = 216,179,101,255|245,245,245,255|90,180,172,255 } } } Item { name = RdGy Palettes { Item { Colors = 103,0,31,255|178,24,43,255|214,96,77,255|244,165,130,255|253,219,199,255|255,255,255,255|224,224,224,255|186,186,186,255|135,135,135,255|77,77,77,255|26,26,26,255 } Item { Colors = 103,0,31,255|178,24,43,255|214,96,77,255|244,165,130,255|253,219,199,255|224,224,224,255|186,186,186,255|135,135,135,255|77,77,77,255|26,26,26,255 } Item { Colors = 178,24,43,255|214,96,77,255|244,165,130,255|253,219,199,255|255,255,255,255|224,224,224,255|186,186,186,255|135,135,135,255|77,77,77,255 } Item { Colors = 178,24,43,255|214,96,77,255|244,165,130,255|253,219,199,255|224,224,224,255|186,186,186,255|135,135,135,255|77,77,77,255 } Item { Colors = 178,24,43,255|239,138,98,255|253,219,199,255|255,255,255,255|224,224,224,255|153,153,153,255|77,77,77,255 } Item { Colors = 178,24,43,255|239,138,98,255|253,219,199,255|224,224,224,255|153,153,153,255|77,77,77,255 } Item { Colors = 202,0,32,255|244,165,130,255|255,255,255,255|186,186,186,255|64,64,64,255 } Item { Colors = 202,0,32,255|244,165,130,255|186,186,186,255|64,64,64,255 } Item { Colors = 239,138,98,255|255,255,255,255|153,153,153,255 } } } Item { name = PuOr Palettes { Item { Colors = 127,59,8,255|179,88,6,255|224,130,20,255|253,184,99,255|254,224,182,255|247,247,247,255|216,218,235,255|178,171,210,255|128,115,172,255|84,39,136,255|45,0,75,255 } Item { Colors = 127,59,8,255|179,88,6,255|224,130,20,255|253,184,99,255|254,224,182,255|216,218,235,255|178,171,210,255|128,115,172,255|84,39,136,255|45,0,75,255 } Item { Colors = 179,88,6,255|224,130,20,255|253,184,99,255|254,224,182,255|247,247,247,255|216,218,235,255|178,171,210,255|128,115,172,255|84,39,136,255 } Item { Colors = 179,88,6,255|224,130,20,255|253,184,99,255|254,224,182,255|216,218,235,255|178,171,210,255|128,115,172,255|84,39,136,255 } Item { Colors = 179,88,6,255|241,163,64,255|254,224,182,255|247,247,247,255|216,218,235,255|153,142,195,255|84,39,136,255 } Item { Colors = 179,88,6,255|241,163,64,255|254,224,182,255|216,218,235,255|153,142,195,255|84,39,136,255 } Item { Colors = 230,97,1,255|253,184,99,255|247,247,247,255|178,171,210,255|94,60,153,255 } Item { Colors = 230,97,1,255|253,184,99,255|178,171,210,255|94,60,153,255 } Item { Colors = 241,163,64,255|247,247,247,255|153,142,195,255 } } } } } } } } UrlConfig { parentUrl = SCANsat/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = SCANsatAltimetryLoRes title = Low Resolution Altimetry Scan baseValue = 10 scienceCap = 10 dataScale = 2 requireAtmosphere = False situationMask = 0 biomeMask = 0 RESULTS { default = Analyzed low resolution altimetry data. default = "RADAR Altimetry Sensor is reporting in. I don't know how, but we have a strong signal and are getting data. This calls for a celebratory round of snacks!" Sun = You wonder if the sensor is malfunctioning. Moho = Well, at least this low resolution data makes Moho look kind of cool. Not quite giant lakes of lava, but still cool. Eve = You contemplate the grainy, rough altitude estimates returned by the scanner and wish that you had sent the high resolution scanner instead. Oh well, it's a great reason to launch more rockets! (As if we really needed a reason anyway.) Gilly = Your low resolution scanning confirms what you already knew: Gilly is just a lumpy rock floating in space. At least you don't have to strain your eyes looking at the report. Kerbin = Even this low resolution data of the planets surface is amazingly useful. You can't wait to deploy this technology on the Mun or beyond. Mun = The data shows broad, sweeping strokes of the landscape below. A high resolution scan would be more helpful, but you can probably find a suitable landing site using this data. Minmus = You grudgingly acknowledge that the guys over at the Kerbal Astronomical Society were right: Minmus really is a moon. You wouldn't have believed it if you hadn't seen the altimetry scan with your own eyes. Duna = This low resolution data is a bit grainy and distorted, but it will still be invaluable in searching for a proper landing site on Duna. Suddenly a long-term Duna mission just became a real prospect. Ike = As you pore over the data you are struck by how similar Ike appears to the Mun. You wonder about their comparative surface geology. Dres = Even with the low resolution scanner it is quite apparent that Dres has some prominent mountains. You can't wait for the resource scan results because you're sure "there's gold in them their hills". Jool = Altimetry, what altimetry? It's a gas giant for Kerbal's sake. Let's just pick a number at random and call it good. Laythe = The sensor seems unable to penetrate the water. Vall = Well, here it is: "The data you Vall been waiting for! Hahahahaha! Hahaha. Ha. Ha? What, SOMEONE has to find that funny." Tylo = You're still not sure what the view from the surface with Laythe, Vall, and Jool overhead would be like, but this data will sure help you find a landing site so that you can find out. Bop = Well, the low resolution altimetry data is in, and you decide to package it up and send it back to KSC. You just hope that there is enough juice left in the batteries to get it all sent and keep basic systems running at the same time. Pol = The low resolution scan confirms that Pol does indeed look like a giant pollen grain. Until you upgrade to a high resolution scan, and advance the field of electron microscopy, you will still be left with the question of how strong this resemblance truly is. Eeloo = The scientists back on Kerbin have been waiting for this data for a long time. No doubt there will be celebrations and snacks for all when it gets there. } } } UrlConfig { parentUrl = SCANsat/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = SCANsatAltimetryHiRes title = High Resolution Altimetry Scan baseValue = 20 scienceCap = 20 dataScale = 4 requireAtmosphere = False situationMask = 0 biomeMask = 0 RESULTS { default = Analyzed high resolution altimetry data. default = "The High Resolution Altimetry Scan definitely is better then the low resolution one. SCAN has once again proven their scanning skills." Sun = You realize that you could have saved some money if you had trusted the low resolution sensor in the first place. Moho = Finally, the awesomeness has returned to Moho! It may not be giant flowing rivers of lava, but this data is spectacular! Eve = The high resolution sensor cut through the hazy purple atmosphere well, and you are able to distinguish minute details on the surface. The scientists back at KSC will be relieved. Gilly = Even in super-high resolution Gilly somehow seems to be in low resolution. That is one seriously lumpy surface. Kerbin = You become mesmerised by all the colors in the data that the new high resolution technology provides. Suddenly Mission Control awakes you from your stupor, and you quickly wipe the drool from the corner of your mouth. Mun = "Hah! No more boring grey moon. Just look at all the colors in that scan! Now we can really pinpoint a prime landing site." Minmus = Wow, not only is Minmus real, it has some amazing topography! You can't wait to land in one of those flat areas. Duna = This high resolution data is amazing. You begin analyzing the hills and valleys, searching for the perfect landing spot. Ike = The data confirms the presence of large sloping hills and craters. Hopefully the analysts back at KSC can use this to find a suitable landing place. Dres = Those... are some serious mountains. You are glad to be analysing this data, rather than trying to climb up some of those hills. Jool = Even in high resolution there does not appear to be a surface on Jool. So much for that theory. At least we still have the grant money! Laythe = The map shows mostly negative heights. You consider draining Laythe just so you can climb its mountains. Vall = The data from the high resolution scanner confirms that the surface of Vall is, indeed, "crinkly". Guess Gene owes you fifty funds. Tylo = Tylo may have been the first of Jool's moons to be discovered, but this data makes it feel like you are discovering the moon for the first time. Bop = Wow, look at all those colors. You have no idea what all that data means, but you're sure that this high resolution data will impress everyone back at KSC. Pol = Even with this amount of high-quality data it is still difficult to find a suitable landing site. How the heck was this moon made, anyway? Eeloo = The cracks and fissures on the surface stand out in striking detail as you examine the data from the SAR Altimetry Sensor. Just look at all those potential landing sites. } } } UrlConfig { parentUrl = SCANsat/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = SCANsatBiomeAnomaly title = Multispectral Analysis baseValue = 15 scienceCap = 15 dataScale = 3 requireAtmosphere = False situationMask = 0 biomeMask = 0 RESULTS { default = Analyzed multispectral sensor data. default = "Wow, how are we even receiving this data right now? Those SCAN engineers really know what they are doing. Either that or they have not the slightest idea what they are doing. Either way, it's time for some snacks!" Sun = You are surprised by the lack of biometric data. Sun = you wonder why there are no poles visible on the biome map. Moho = As you pore through the data you wonder if you will find the elusive lava lake biome that so many scientists had speculated about. Eve = The intricately swirled lines of Eve's biome map remind you of lava lamps and tie dyed shirts. Man those were the days. Next spacecraft to Eve will have a mandatory disco ball! Gilly = Even with all that squinting those astronomers couldn't see the biomes here. Hah! Dumb astronomers! That's 1 point for science and 0 points for uhhhh... science. Kerbin = This biome data is truly astounding. You just hope that it is crumb-resistant, as you remember eating a particularly messy box of snacks the day that the sensor was installed. Mun = Huh, never knew the moon had biomes. Wonder which one the cheese is in. And if there are any other snacks there as well. Minmus = You contemplate how fitting the name "Greater Flats" is as you pore over the data. Whoever thinks up these names is one smart Kerbal, unlike the engineers we have around here. Duna = You comb through the biome data looking for just the right spot to gather all that sweet, sweet science data from. Mmmmm, science... and snacks. Ike = As you pore over the data coming back from Ike you are surprised at the biome diversity. After all it's just a moon. You can't wait to get your hands on some of the scientific data locked up down there. Dres = Poles, check. Highlands, check. Midlands, check. Lowlands, check. Ridges, check. Impact Ejecta, check. Impact Craters, check. Canyons, check. I think we got it all. Time to shut down the scanner and have some snacks! Jool = You are surprised by the lack of biometric data. Jool = You wonder why there are no poles visible on the biome map. Laythe = You want to throw a party every time the sensor detects a land biome. Vall = Pretty straightforward data: Poles, Highlands, Midlands, and Lowlands. That's a wrap. Now let's have some snacks! Tylo = You are struck by the diversity of the biomes in the report. Not only is Tylo cool to look up from, it's cool to look down at too. Bop = This detailed analysis of Bop's biomes will advance our understanding of the little moon beyond anything we could have hoped. It's been a great day. Snacks all around! Pol = As you take in the biome data coming from Pol you begin to contemplate the possibility that pollen grains have biomes too. Then you quickly squash the thought, knowing what the activists would be like if they got a hold of that idea. Eeloo = It is astounding to have such detailed biome data on a planet so far from Kerbin. You gaze in awe at the report as the data comes in. } } } UrlConfig { parentUrl = SCANsat/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = SCANsatResources title = Resources Scan baseValue = 10 scienceCap = 10 dataScale = 2 requireAtmosphere = False situationMask = 0 biomeMask = 0 RESULTS { default = Analyzed low resolution resource data. default = "We are receiving resource sensor data now; this information looks way better than what we were getting from that other group..." Sun = Perhaps the sun is not the best place to find surface resources. Moho = We finally have some information about resources on Moho's surface, now we just need to figure out why anyone would want to land there. Eve = We're getting lots of good data on Eve's surface resources, this will be great when we need to figure out how to get off of the planet. Gilly = Initial resource scans of Gilly look interesting; it's almost like asteroid mining. Kerbin = We finally have some data about resources on Kerbin, because, as everyone knows, if you want basic information about your own planet nothing beats sending an expensive, complicated satellite into orbit. Mun = This resource data gives us our first good look at how suitable the Mun may be for mining purposes. Minmus = At last, we have some resource data on Minmus, every Kerbonaut's first choice for a starter mining facility. Duna = This resource data brings us one step closer to reliving all of our favorite lines from that recent hit Kerbal movie. Ike = Ike may not be the solar system's most interesting celestial body, but that doesn't make this resource data any less useful. Dres = We might as well just search some of the nearby asteroids for resources; who would ever want to bother with Dres. Jool = Hmm, maybe a gas giant isn't the best place to go looking for surface resources... Laythe = Well, there's lots of good data here, but precious little area on the surface where we might actually be able to land and take advantage of the resources. Vall = Resource scans of icy Vall provide lots of interesting data. Tylo = We'll take any resource information we can get on scary looking Tylo. Bop = Bop may not be anyone's first choice for deciding where to look for resources, but this data may still come in handy some day. Pol = In addition to pollen grains and strange lumpy things, Pol appears to have some interesting resource deposits. Eeloo = Now that we've made it all the way out to Eeloo, we might as strip mine the place and move on to whatever is beyond. } } } UrlConfig { parentUrl = SCANsat/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = SCANsatVisual title = Visual Scan baseValue = 12 scienceCap = 12 dataScale = 4 requireAtmosphere = False situationMask = 0 biomeMask = 0 RESULTS { default = Analyzed high resolution visual data. default = "The SCAN team has done it again. They've found even more for us to look at on each celestial body." Sun = On second thought, pointing our delicate telescopes directly at the sun maybe isn't the best idea. Moho = This high quality visual data scan of Moho reveals an enormous amount of... dirt... and maybe some lava. Eve = We're not quite sure what makes Eve so purple, but it certainly makes for some pretty maps. Gilly = This high quality visual scan of Gilly looks a lot like a low quality visual scan of Gilly. Apparently there isn't much to see here. Kerbin = At last we can get a good map of the surface of our home planet, though it will be of suprisingly little use, as there don't seem to be any Kerbals on the surface. Mun = It's like craters within craters withing craters. Minmus = Well, it could be ice cream... the surface looks a lot like ice cream... the only way we can know for sure is to get down there and start tasting! Duna = This visual map confirms that the red planet is indeed very red. Ike = Duna's lonely moon Ike looks a lot like the Mun, if only the Mun had no craters and was really boring. Dres = This visual scan data set proves once and for all that Dres is really a thing... who knew? Jool = All those pretty green swirls must be hiding something really interesting. Laythe = You could have that island to yourself, or that island... or that island, or maybe that island over there. Oh wait maybe that island, or.... Vall = This map kind of makes you want to go ice skating. Tylo = This new visual data set reveals all kinds of interesting... well, actually, Tylo looks a little bit boring from orbit. Bop = Well that all looks quite terrifying. Maybe we should just stick to making maps from orbit, no need to get too close. Pol = New visual scanning data shows that Pol really does look like pollen. Eeloo = All those streaks and cracks on the surface of Eeloo make for a really interesting map. } } } UrlConfig { parentUrl = SCANsat/Resources/Contracts/ContractPackScanSatOfficial.cfg CONTRACT_GROUP { name = ScanSatOfficial displayName = ScanSat Official agent = SCAN minVersion = 1.15.0 maxSimultaneous = 10 DATA { type = List requiredValue = false homeBodies = AllBodies().Where(cb => ((cb.IsHomeWorld() || cb.Parent().IsHomeWorld()) && cb.HasSurface())) nonHomeBodies = AllBodies().Where(cb => cb.HasSurface() && cb != HomeWorld() && cb.Parent() != HomeWorld()) p2Bodies = OrbitedBodies().Where(cb => cb.HasSurface()) p3Bodies = ReachedBodies().Where(cb => cb.HasSurface() && cb != HomeWorld() && cb.Parent() != HomeWorld()) p4Bodies = NextUnreachedBodies(2).Where(cb => (cb.HasSurface() && cb != HomeWorld() && cb.Parent() != HomeWorld())) } } } UrlConfig { parentUrl = SCANsat/Resources/Contracts/Exceptional.cfg CONTRACT_TYPE { name = SCAN_Exceptional title = Do a group of high resolution SCANsat surveys of @/targetBodyValid3. genericTitle = Do a group of high resolution SCANsat surveys of @/targetBodyValid3. group = ScanSatOfficial topic = Science subject = Kerbal agent = SCAN notes = Scanning can take place while the vessel is not loaded. synopsis = Perform several high resolution scans of @/targetBodyValid3 completedMessage = We now have a detailed map and survey for the surface of @/targetBodyValid3 minExpiry = 1 maxExpiry = 7 deadline = Random(300, 500) * @/targetBodyValid3.Multiplier() cancellable = true declinable = true autoAccept = false targetBody = @/targetBodyValid3 rewardScience = 0 rewardReputation = 1 rewardFunds = Random(60000, 80000.0) failureReputation = 1 failureFunds = Random(1000, 10000.0) advanceFunds = Random(10000, 20000.0) prestige = Exceptional DATA_EXPAND { type = CelestialBody targetBody3 = @ScanSatOfficial:nonHomeBodies } DATA { type = CelestialBody requiredValue = true uniquenessCheck = CONTRACT_ALL targetBodyValid3 = @/targetBody3 } DATA { type = List requiredValue = false targetBodyList3 = @ScanSatOfficial:p3Bodies targetBodyList4 = @ScanSatOfficial:p4Bodies } PARAMETER { name = SCANsatCoverage_1 type = SCANsatCoverage targetBody = @/targetBodyValid3 coverage = 95 scanType = AltimetryHiRes } PARAMETER { name = SCANsatCoverage_2 type = SCANsatCoverage targetBody = @/targetBodyValid3 coverage = 95 scanType = ResourceHiRes } PARAMETER { name = SCANsatCoverage_3 type = SCANsatCoverage targetBody = @/targetBodyValid3 coverage = 95 scanType = VisualHiRes } REQUIREMENT { name = AnyCoverage type = Any REQUIREMENT { name = SCANsatCoverage_1 type = SCANsatCoverage targetBody = @/targetBodyValid3 minCoverage = 0.0 maxCoverage = 90 scanType = AltimetryHiRes title = Must have less than a 90% high resolution altimetry scan of the target body. } REQUIREMENT { name = SCANsatCoverage_2 type = SCANsatCoverage targetBody = @/targetBodyValid3 minCoverage = 0.0 maxCoverage = 90 scanType = ResourceHiRes title = Must have less than a 90% high resolution resources scan of the target body. } REQUIREMENT { name = SCANsatCoverage_3 type = SCANsatCoverage targetBody = @/targetBodyValid3 minCoverage = 0.0 maxCoverage = 90 scanType = VisualHiRes title = Must have less than a 90% high resolution visual scan of the target body. } } REQUIREMENT { name = Expression_1 type = Expression title = Must have orbited the target body, or the target body must be next on the list. expression = (@/targetBodyList3.Contains(@/targetBodyValid3) || @/targetBodyList4.Contains(@/targetBodyValid3))\t\t\t== true } REQUIREMENT { name = Orbit type = Orbit targetBody = HomeWorld() } REQUIREMENT { name = PartUnlocked_1 type = PartUnlocked part = scansat-sar-paz-1 } REQUIREMENT { name = PartUnlocked_2 type = PartUnlocked part = scansat-resources-crism-1 } REQUIREMENT { name = PartUnlocked_3 type = PartUnlocked part = scansat-recon-ikonos-1 } } } UrlConfig { parentUrl = SCANsat/Resources/Contracts/Significant.cfg CONTRACT_TYPE { name = SCAN_Significant title = Do a group of SCANsat surveys of @/targetBodyValid2. genericTitle = Do a group of SCANsat surveys of @/targetBodyValid2. group = ScanSatOfficial topic = Science subject = Kerbal agent = SCAN notes = Scanning can take place while the vessel is not loaded. synopsis = Perform several low resolution scans of @/targetBodyValid2 completedMessage = Excellent work, these scans will provide much valuable data for our survey teams. minExpiry = 1 maxExpiry = 7 deadline = Random(300, 500) * @/targetBodyValid2.Multiplier() cancellable = true declinable = true autoAccept = false targetBody = @/targetBodyValid2 rewardScience = 0 rewardReputation = 1 rewardFunds = Random(50000, 70000.0) failureReputation = 1 failureFunds = Random(1000, 10000.0) advanceFunds = Random(5000, 15000.0) prestige = Significant DATA_EXPAND { type = CelestialBody targetBody2 = @ScanSatOfficial:nonHomeBodies } DATA { type = CelestialBody requiredValue = true uniquenessCheck = CONTRACT_ALL targetBodyValid2 = @/targetBody2 } DATA { type = List requiredValue = false targetBodyList2 = @ScanSatOfficial:p2Bodies } PARAMETER { name = SCANsatCoverage_1 type = SCANsatCoverage targetBody = @/targetBodyValid2 coverage = 85 scanType = AltimetryLoRes } PARAMETER { name = SCANsatCoverage_2 type = SCANsatCoverage targetBody = @/targetBodyValid2 coverage = 85 scanType = VisualLoRes } PARAMETER { name = SCANsatCoverage_3 type = SCANsatCoverage targetBody = @/targetBodyValid2 coverage = 85 scanType = ResourceLoRes } REQUIREMENT { name = AnyCoverage type = Any REQUIREMENT { name = SCANsatCoverage_1 type = SCANsatCoverage targetBody = @/targetBodyValid2 minCoverage = 0.0 maxCoverage = 80 scanType = AltimetryLoRes title = Must have less than an 80% low resolution altimetry scan of the target body. } REQUIREMENT { name = SCANsatCoverage_2 type = SCANsatCoverage targetBody = @/targetBodyValid2 minCoverage = 0.0 maxCoverage = 80 scanType = VisualLoRes title = Must have less than an 80% low resolution visual scan of the target body. } REQUIREMENT { name = SCANsatCoverage_3 type = SCANsatCoverage targetBody = @/targetBodyValid2 minCoverage = 0.0 maxCoverage = 80 scanType = ResourceLoRes title = Must have less than an 80% low resolution resources scan of the target body. } } REQUIREMENT { name = Expression_1 type = Expression title = Must have orbited the target body. expression = @/targetBodyList2.Contains(@/targetBodyValid2)\t\t\t== true } REQUIREMENT { name = Orbit type = Orbit targetBody = HomeWorld() } REQUIREMENT { name = PartUnlocked_1 type = PartUnlocked part = scansat-radar-poseidon-3b-1 } REQUIREMENT { name = PartUnlocked_2 type = PartUnlocked part = scansat-multi-modis-1 } REQUIREMENT { name = PartUnlocked_3 type = PartUnlocked part = scansat-multi-abi-1 } } } UrlConfig { parentUrl = SCANsat/Resources/Contracts/Trivial.cfg CONTRACT_TYPE { name = SCAN_Trivial title = Conduct @/scanReadString1 SCANsat survey of @/targetBodyValid1. genericTitle = Conduct @/scanReadString1 SCANsat survey of @/targetBodyValid1. group = ScanSatOfficial topic = Science subject = Kerbal agent = SCAN notes = Scanning can take place while the vessel is not loaded. synopsis = Perform a simple scan of @/targetBodyValid1 completedMessage = Excellent work, this simple survey will give our experts much to study. minExpiry = 1 maxExpiry = 7 deadline = Random(300, 500) * @/targetBodyValid1.Multiplier() cancellable = true declinable = true autoAccept = false targetBody = @/targetBodyValid1 rewardScience = 0 rewardReputation = 1 rewardFunds = Random(40000, 60000.0) failureReputation = 1 failureFunds = Random(1000, 10000.0) advanceFunds = Random(2000, 10000.0) prestige = Trivial DATA_EXPAND { type = CelestialBody targetBody1 = @ScanSatOfficial:homeBodies } DATA_EXPAND { type = string scanString1 = [ "AltimetryLoRes", "Biome", "AltimetryHiRes", "ResourceLoRes", "ResourceHiRes","VisualHiRes" ] } DATA { type = string uniquenessCheck = CONTRACT_ALL scanReadString1 = @/scanString1 == "AltimetryLoRes" ? "a Low Resolution Altimetry" : @/scanString1 == "Biome" ? "a Multispectral" : @/scanString1 == "AltimetryHiRes" ? "a High Resolution Altimetry" : @/scanString1 == "ResourceLoRes" ? "a Low Resolution Resource" : @/scanString1\t== "ResourceHiRes" ? "a High Resolution Resource" : "a High Resolution Visual" } DATA { type = CelestialBody requiredValue = true title = Target is part of home system. uniquenessCheck = CONTRACT_ALL targetBodyValid1 = @/targetBody1 } PARAMETER { name = SCANsatCoverage type = SCANsatCoverage targetBody = @/targetBodyValid1 coverage = 75 scanType = @/scanString1 } REQUIREMENT { name = SCANsatCoverage type = SCANsatCoverage targetBody = @/targetBodyValid1 minCoverage = 0.0 maxCoverage = 70 scanType = @/scanString1 title = Must have scanned less than 70% of the target body. } REQUIREMENT { name = Orbit type = Orbit targetBody = HomeWorld() } REQUIREMENT { name = PartUnlocked type = PartUnlocked part = @/scanString1\t\t== "AltimetryLoRes" ? scansat-radar-poseidon-3b-1 : @/scanString1 == "Biome" ? scansat-multi-modis-1 : @/scanString1 == "AltimetryHiRes" ? scansat-sar-paz-1 : @/scanString1 == "ResourceLoRes" ? scansat-multi-abi-1 : @/scanString1\t== "ResourceHiRes" ? scansat-resources-crism-1 : scansat-recon-ikonos-1 } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/de/Contracts.cfg Localization { de-de { #autoLOC_SCANsat_exceptional0001 = Do a group of high resolution SCANsat surveys of @/targetBodyValid3. #autoLOC_SCANsat_exceptional0002 = Do a group of high resolution SCANsat surveys of @/targetBodyValid3. #autoLOC_SCANsat_exceptional0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_exceptional0004 = Perform several high resolution scans of @/targetBodyValid3 #autoLOC_SCANsat_exceptional0005 = We now have a detailed map and survey for the surface of @/targetBodyValid3 #autoLOC_SCANsat_exceptional0006 = Must have less than a 90% high resolution altimetry scan of the target body. #autoLOC_SCANsat_exceptional0007 = Must have less than a 90% ore scan of the target body. #autoLOC_SCANsat_exceptional0008 = Must have orbited the target body, or the target body must be next on the list. #autoLOC_SCANsat_significant_0001 = Do a group of SCANsat surveys of @/targetBodyValid2. #autoLOC_SCANsat_significant_0002 = Do a group of SCANsat surveys of @/targetBodyValid2. #autoLOC_SCANsat_significant_0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_significant_0004 = Perform several scans of @/targetBodyValid2 #autoLOC_SCANsat_significant_0005 = Excellent work, these scans will provide much valuable data for our survey teams. #autoLOC_SCANsat_significant_0006 = Must have less than an 80% low resolution altimetry scan of the target body. #autoLOC_SCANsat_significant_0007 = Must have less than an 80% biome scan of the target body. #autoLOC_SCANsat_significant_0008 = Must have less than an 80% M700 resources scan of the target body. #autoLOC_SCANsat_significant_0009 = Must have orbited the target body. #autoLOC_SCANsat_trivial_0001 = Conduct @/scanReadString1 SCANsat survey of @/targetBodyValid1. #autoLOC_SCANsat_trivial_0002 = Conduct @/scanReadString1 SCANsat survey of @/targetBodyValid1. #autoLOC_SCANsat_trivial_0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_trivial_0004 = Perform a simple scan of @/targetBodyValid1 #autoLOC_SCANsat_trivial_0005 = Excellent work, this simple survey will give our experts much to study. #autoLOC_SCANsat_trivial_0006 = Target is part of home system. #autoLOC_SCANsat_trivial_0007 = Must have scanned less than 70% of the target body. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/de/Flags.cfg Localization { de-de { #autoLOC_SCANsat_Agents_Name = SCAN #autoLOC_SCANsat_Agents_Title = SCAN: Scientific Committee on Advanced Navigation #autoLOC_SCANsat_Agents_Description = The SCAN agency is dedicated to mapping and surveying every planet in the solar system. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/de/Helptips.cfg Localization { de-de { #autoLOC_SCANsat_settingsHelpScanningToggle = Gesamtes SCANsat-Scanning umschalten. #autoLOC_SCANsat_settingsHelpBackground = Hintergrund-Scanning auf gewählten\nHimmelskörpern umschalten. #autoLOC_SCANsat_settingsHelpTimeWarp = Einstellung der Scan-Frequenz während Zeitbeschleunigung.\nHöhere Werte reduzieren das Auftreten von Lücken im Scan, können jedoch die Performance bei\nhoher Zeitbeschleunigung beeinträchtigen. #autoLOC_SCANsat_settingsHelpGroundTracks = Zeigt in der Kartenansicht den Scan-Bereich. #autoLOC_SCANsat_settingsHelpGroundTracksActive = Der Scan-Bereich kann nur auf das\nAktive Vehikel oder alle angewandt werden. #autoLOC_SCANsat_settingsHelpStockUIStyle = Schaltet das UI zwischen\nStandard-KSP-Style und Unity-Style um. #autoLOC_SCANsat_settingsHelpOverlayTooltips = Zeigt Tooltips zur Mausposition auf der Overlay-Karte an.\nDiese Tooltips beinhalten Cursor-Koordinaten, Geländehöhe, Geländeneigung, Biomname und Ressourcen-Verfügbarkeit. #autoLOC_SCANsat_settingsHelpWindowTooltips = Zeigt Tooltips zu Fensterkarten-Buttons an.\nDiese dienen hauptsächlich dem Identifizieren von Buttons mit Icons. #autoLOC_SCANsat_settingsHelpLegendTooltips = Zeigt Tooltips zur Kartenlegende.\nAusschalten deaktiviert ebenso die Biomkartenlegende. #autoLOC_SCANsat_settingsHelpStockToolbar = Nutze die Standard-Toolbar.\nKann gleichzeitig mit Blizzy78's Toolbar angewandt werden. #autoLOC_SCANsat_settingsHelpToolbarMenu = Nutze ein Pop-Out-Menü, an Stelle der Standard-Toolbar um alle verfügbaren Fenster an zu zeigen. #autoLOC_SCANsat_settingsHelpMechJeb = Die SCANsat Zoom-Karte nutzen, um Wegpunkte zu wählen und MechJeb-Landeplätze aus zu suchen. #autoLOC_SCANsat_settingsHelpMechJebLoad = Lädt einen gespeicherten MechJeb-Landeplatz.\nDies funktioniert nur in aktiven Vehikeln mit einem gültigen MechJeb-Modul. #autoLOC_SCANsat_settingsHelpMapGenSpeed = Einstellung der Kartengenerierungsgeschwindigkeit aller SCANsat-Karten.\nNiedrigere Werte reduzieren CPU-Auslastung und möglicherweise Leistungseinbrüche beim Generieren von Karten. #autoLOC_SCANsat_settingsHelpResetWindows = Zurücksetzen aller Fensterpositionen und deren Skalierung.\nNutze dies, falls etwaige Fenster aus dem sichtbaren Bereich verschoben wurden oder gänzlich fehlen. #autoLOC_SCANsat_settingsHelpResetPlanetData = Zurücksetzen der gewählten SCANsat-Daten des aktuellen Himmelskörper.\nEin Bestätigungsfenster wird sich vor Durchführung öffnen.\nKann nicht rückgängig gemacht werden! #autoLOC_SCANsat_settingsHelpResetAllData = Zurücksetzen der gewählten SCANsat-Daten ALLER Himmelskörper.\nEin Bestätigungsfenster wird sich vor Durchführung öffnen.\nKann nicht rückgängig gemacht werden! #autoLOC_SCANsat_settingsHelpVesselsSensorsPasses = Informationen über momentan aktive SCANsat-Sensoren.\n'Vehikel' zeigt die Anzahl aller Vehikel mit aktiven Sensoren.\n'Sensoren' zeigt die Gesamtzahl aller Sensoren;\nInstrumente mit mehreren Sensoren werden als individuelle Sensoren gezählt.\n'Durchgänge' zeigt die Anzahl an Sensor-Auffrischungen pro sekunde.\nDieser Wert wird vom Zeitbeschleunigungsfaktor beeinflusst. #autoLOC_SCANsat_settingsHelpGreyScale = Nutze ein echtes Graustufenfarbspektrum an Stelle der schwarz/weiß SCANsat-Karten.\nPixel auf der Höhenkarte werden zwischen schwarz und weiß interpoliert;\n die min/max Geländehöhe für jeden einzelnen Himmelkörper definieren das Limit. #autoLOC_SCANsat_settingsHelpExportCSV = Exportiert eine .CSV-Datei, zusammen mit einer Kartentextur, falls die Exportfunktion auf der großen Karte verwendet wird.\nDie Datei enthält Koordinaten und die Geländehöhe für jedes Pixel.\nPixel werden von links nach rechts und von oben nach unten beschrieben. #autoLOC_SCANsat_settingsHelpSetMapWidth = Gebe einen exakten Wert für die Breite der großen SCANsat-Kartentextur an.\nWerte sind auf 550 - 8192 pixel beschränkt.\nKlicke den 'Setzen'-Button um die Werte an zu wenden. #autoLOC_SCANsat_settingsHelpWindowScale = Stellt alle SCANsat Fensterskalierungen ein. #autoLOC_SCANsat_settingsHelpFillPlanet = Füllt die gewälten SCANsat-Daten des momentan Himmelskörpers auf. #autoLOC_SCANsat_settingsHelpFillAll = Füllt die gewälten SCANsat-Daten ALLER Himmelskörpers auf. #autoLOC_SCANsat_resourceSettingsHelpBiomeLock = Umgeht die Notwendigkeit vorhergehender Standard-Oberflächen-Biom-Scans.\nDie SCANsat-Anzeigen werden die Ressourcen mit voller Präzision anzeigen, ohne vorhergehende Biom-Scans. #autoLOC_SCANsat_resourceSettingsHelpInstant = Als Standard füllt der M700-Scanner die gesamte Ressourcenkarte.\nDies kann deaktiviert werden. In diesem Falle werden SCANsat-Scanner für alle Ressourcen-Scans benötigt.\nWird automatisch deaktiviert, sollte das Standard-Ressourcen-Scan-System deaktiviert sein. #autoLOC_SCANsat_resourceSettingsHelpNarrowBand = Viele SCANsat-Funktionen benötigen einen Schmalband-Ressourcen-Scanner an Bord\ndes momentanen Vehikels oder innerhalb des Orbit eines Himmelskörper, für maximale Genauigkeit der Ressourcen-Daten.\nDeaktiviere dies um diese Einschränkungen zu umgehen. #autoLOC_SCANsat_resourceSettingsHelpDisableStock = Deaktiviert alle Standard-Resourcen-Scan-Funktionen.\nSCANsat-Scan-Methoden werden für alle Resourcen-Scans benötigt.\nErsetzt mehrere Standardfunktionen mit SCANsat-funktionen.\nDies schließt ebenso das Rechtsklickmenü und alle Overlay-Karten mit ein. #autoLOC_SCANsat_resourceSettingsHelpResetStockResource = Setzt die Standard-Resourcen-Abdeckung für den momentanen Himmelskörper zurück.\nNeuladen oder ein Szenenwechsel könnten nötig sein um die Änderungen zu übernehmen.\nEin Bestätigungsfenster wird sich vor Durchführung öffnen.\nKann nicht rückgängig gemacht werden! #autoLOC_SCANsat_resourceSettingsHelpResetAllStockResource = Setzt die Standard-Resourcen-Abdeckung für ALLE Himmelskörper zurück.\nNeuladen oder ein Szenenwechsel könnten nötig sein um die Änderungen zu übernehmen.\nEin Bestätigungsfenster wird sich vor Durchführung öffnen.\nKann nicht rückgängig gemacht werden! #autoLOC_SCANsat_resourceSettingsHelpOverlayInterpolation = Ändert die Anzahl an Resourcen-Messungen welche beim generieren\n des planetaren Overlays und der großen Resourcenkarte verwendet werden.\nVerringere den Wert um die Genauigkeit der Karte zu erhöhen.\nNiedrigere Werte verringern die Geschwindigkeit der Kartengenerierung. #autoLOC_SCANsat_resourceSettingsHelpOverlayHeight = Ändert die Texturgröße (Kartenbreite = 2x Höhe) welche beim konstruieren\n des planetaren Overlays und der großen Ressourcenkarte verwendet wird.\nHöhere Werte verringern die Geschwindigkeit der Kartengenerierung. #autoLOC_SCANsat_resourceSettingsHelpOverlayBiomeHeight = Ändert die Texturgröße (Kartenbreite = 2x Höhe) welche beim konstruieren\n des planetaren Overlays und der großen Biomkarte verwendet wird.\nHöhere Werte erhöhen die Genauigkeit und Qualität der Karte.\nHöhere Werte verringern die Geschwindigkeit der Kartengenerierung. #autoLOC_SCANsat_resourceSettingsHelpOverlayTransparency = Generiert einen grauen Hintergrund für die planetare Resourcen-Overlay-Karte\nWird verwendet um Bereiche zu verdeutlichen, welche gescannt \nwurden, jedoch keine Resourcen enthalten. #autoLOC_SCANsat_resourceSettingsHelpScanThreshold = Ein Schwellwert, welcher angibt, ab wann das Standard-Ressourcen-Scan-System nach vorherigem SCANsat-scannen angewendet wird. Notwendig bei Verträgen, welche einen Standard-Scan zur Erfüllung benötigen\nSetze einen Wert zwischen 0 und 100 und klicke den 'Setzen'-button.\nAlles Himmelskörper werden sofort überprüft;\nHimmelskörper werden ebenso bei einer Landung oder einem Szenenwechsel geprüft.\nNeuladen könnte notwendig sein, um die Einstellung zu übernehmen. #autoLOC_SCANsat_colorTerrainHelpMin = Definiert die untere Höhenbegrenzung der Geländefarbpalette.\nAlles unterhalb dieser Höhe wird mit dem niedrigsten Farbwert dargestellt. #autoLOC_SCANsat_colorTerrainHelpMax = Definiert die obere Höhenbegrenzung der Geländefarbpalette.\nAlles oberhalb dieser Höhe wird mit dem höchsten Farbwert dargestellt. #autoLOC_SCANsat_colorTerrainHelpClampToggle = Definiert eine Abgranzung zwischen oberer und unterer Höhenbegrenzung.\nDies ist besonders bei Ozeanplaneten nützlich, um den Ozean scharf von den Landmassen ab zu grenzen. #autoLOC_SCANsat_colorTerrainHelpClamp = Definiert die Höhe der Höhenbegrenzung.\n Alles unterhalb diese Begrenzung wird durch die ersten zwei Farben der momentan gewählten Palette dargestellt.\nAlles Oberhalb dieser Grenze wird mit den übrigen Farben dargestellt. #autoLOC_SCANsat_colorTerrainHelpReverse = Invertiert die Reihenfolge der\nmomentan gewählten Palette. #autoLOC_SCANsat_colorTerrainHelpDiscrete = Zeichnet die Karte nur an Hand der Farben der gewählten Palette,\nohne diese weich zu interpolieren. #autoLOC_SCANsat_colorTerrainHelpPaletteSize = Ändert die Anzahl an Farben,\nin der momentan gewählten Palette. #autoLOC_SCANsat_colorBiomeHelpStock = Nutze das Standardfarbschema auf\nSCANsat-Biomkarten. #autoLOC_SCANsat_colorBiomeHelpWhiteBorder = Zeichnet eine weiße Grenzlinie zwischen den Biomen.\nDies gilt jedoch nicht für die planetare Overlay-Biomkarte. #autoLOC_SCANsat_colorBiomeHelpTransparency = Ändert die Transparenz an Biomkarten.\nGeländerhöhungen werden unterhalb der Biomkarte angezeigt.\nSetze auf 0%, um das Zeichnen des Geländes ab zu schalten. #autoLOC_SCANsat_colorPickerHelpLow = Der obere Farbraum zeigt die aktualisierte Auswahl an Farben des unteren Farbspektrums an.\nDer untere Farbraum zeigt die momentan aktive Farbe. #autoLOC_SCANsat_colorPickerHelpHigh = Der obere Farbraum zeigt die aktualisierte Auswahl an Farben des oberen Farbspektrums an.\nDer untere Farbraum zeigt die momentan aktive Farbe. #autoLOC_SCANsat_colorResourceHelpMin = Die Untergrenze der Resourcenkonzentration des momentan gewählten Himmelskörper.\nRessourcen-Lagerstätten auf diesem Level werden mit dem unteren Ende des Farbraumes der Momentan gewählten Farbpalette angezeigt.\nResourcenlagerstätten unterhalb dieses Levels werden nicht angezeigt. #autoLOC_SCANsat_colorResourceHelpMax = Die Obergrenze der Resourcenkonzentration des momentan gewählten Himmelskörper.\nRessourcen-Lagerstätten auf diesem Level werden mit dem oberend ende des Farbraumes der momentan gewählten Farbpalette angezeigt. #autoLOC_SCANsat_colorResourceHelpTransparency = Definiert den Transparenzgrad der Recourcen-Overlays.\nErhöhe diesen Wert um mehr von den Unterlagerten Gelände-/Bodenwinkel- oder Biomkarte darzustellen.\nDies beeinflußt ebenso die Transparenz der Ressourcen-Lagerstätten auf der planetaren Overlay-Karte. #autoLOC_SCANsat_colorResourceHelpApply = Bestätigt die eingegebenen Werte nur für den momentan gewählten Himmelskörper. #autoLOC_SCANsat_colorResourceHelpApplyAll = Bestätigt die eingegebenen Werte der gewählten Resource für alle Himmelskörper. #autoLOC_SCANsat_colorResourceHelpDefault = Setzt nur ausgewählte Resourcen und Himmelskörper auf Standardwerte zurück. #autoLOC_SCANsat_colorResourceHelpDefaultAll = Setzt ausgewählte Resourcen auf ALLEN Himmelskörpern zurück. #autoLOC_SCANsat_colorHelpSaveToConfig = Speichert alle Farbeinstellungen in die config-Datei innerhalb des SCANsat/Resources-Verzeichnis.\nDiese Werte dienen als Standardwerte für neu erstellte Spielstände und alle Rücksetzfunktionen.\nDie Werte müssen nicht in die config-Datei gespeichert werden, um Diese auf diesen Spielstand an zu wenden. #autoLOC_SCANsat_colorSlopeHelpCutoff = Ändert den Grenzwert zwischen den beiden ausgewählten Farbpaaren für Geländeneigung. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/de/OtherText.cfg Localization { de-de { #autoLOC_SCANsat_Analyze = Daten Analysieren #autoLOC_SCANsat_StartScan = Scan Starten #autoLOC_SCANsat_StopScan = Scan Stoppen #autoLOC_SCANsat_ToggleScan = Scan Ein/Aus #autoLOC_SCANsat_Extend = Ausfahren #autoLOC_SCANsat_Retract = Einfahren #autoLOC_SCANsat_Unknown = Unbekannt #autoLOC_SCANsat_All_Disabled = Alle Scans Deaktiviert #autoLOC_SCANsat_Disabled = Scans Deaktiviert #autoLOC_SCANsat_TooLow = Zu Niedrig #autoLOC_SCANsat_SubOptimal = Sub-Optimal #autoLOC_SCANsat_Ideal = Ideal #autoLOC_SCANsat_TooHigh = Zu Hoch #autoLOC_SCANsat_NoData = Keine Daten #autoLOC_SCANsat_Abundance = Ausbeute #autoLOC_SCANsat_Surface = Oberfläche #autoLOC_SCANsat_AltitudeMin = Höhe (min): <<1>>km\n #autoLOC_SCANsat_AltitudeBest = Höhe (ideal): <<1>>km\n #autoLOC_SCANsat_AltitudeMax = Höhe (max): <<1>>km\n #autoLOC_SCANsat_FOV = Sichtwinkel: <<1>> #autoLOC_SCANsat_MapProjection = Projektion #autoLOC_SCANsat_MapType = Kertentyp #autoLOC_SCANsat_MapResource = Ressource #autoLOC_SCANsat_MapBody = Himmelskörper #autoLOC_SCANsat_GeneralSettings = Allgemeine Einstellungen #autoLOC_SCANsat_BackgroundSettings = Hintergrund-Einstellungen #autoLOC_SCANsat_ResourceSettings = Ressourcen-Einstellungen #autoLOC_SCANsat_DataManagement = Daten-Management #autoLOC_SCANsat_ColorManagement = Farb-Management } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/de/Parts.cfg Localization { de-de { #autoLOC_SCANsat_BTDT_Title = SCAN Been There Done That® #autoLOC_SCANsat_BTDT_Description = Dieser kleine Sensor kann automatisch Anomalien in geringer Entfernung identifizieren. Da er nur auf sehr kurzen Reichweiten arbeitet, ist er hauptsächlich zum detaillierten scannen bereits aufgespürter Anomalien nützlich. #autoLOC_SCANsat_Multi_Title = SCAN Multispectral Sensor #autoLOC_SCANsat_Multi_Description = Dieser Multispektrale Mehrkanalsensor detektiert Strahlung über mehrere Infrarot, visuelle und Radar-Frequenzbänder. Dies gibt ihm die Fähigkeit zwischen verschiedenen Biomen und Geländearten zu unterscheiden. Ebenso kann er Anomalien und Strukturen auf dem Boden detektieren. #autoLOC_SCANsat_Radar_Title = SCAN RADAR Altimetry Sensor #autoLOC_SCANsat_Radar_Description = SCAN bringt Euch diesen Hochleistungs-RADAR-altimetrie-Sensor. Dies ist das Einstiegsmodell dieser Sensorfamilie und wird üblicherweise zusammen mit Spielzeugraketen und ferngesteuerten Modellflugzeugen ausgeliefert. Als nach gezieltem Gruppentesten herausgefunden wurde, daß 95% des Zielklientels einfach versuchen das Gerät mit Panzer-Tape an das Auspuffrohr einer Raketenturbopumpe zu befestigen, wurde dieses verbesserte Modell in seiner Handhabung deutlich vereinfacht. #autoLOC_SCANsat_SAR_Title = SCAN SCAN SAR Altimetry Sensor #autoLOC_SCANsat_SAR_Description = Dieses Radar mit synthetischer Apertur (SAR) nutzt seinen Orbit um eine deutlich größere Antenne zu simulieren. Dies ermöglicht es äußerst hoch auflösende Terrain-Elevationsdaten zu erhalten. Die Kehrseite jedoch ist der relativ kleine Sichtwinkel und die Anforderung an größere Orbitale höhen. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/de/Science.cfg Localization { de-de { #autoLOC_SCANsat_Science_Lo_Title = Altimetrie-Scan mir geringer Auflösung #autoLOC_SCANsat_Science_Lo_Default1 = Niedrigauflösende Altimetrie-Daten analysiert. #autoLOC_SCANsat_Science_Lo_Default2 = "RADAR-Altimetrie-Sensor erstattet Bericht. Keine Ahnung warum, aber wir haben ein gutes Signal und bekommen Daten. Das schreit geradezu nach einer ordentlichen Runde Kekse!" #autoLOC_SCANsat_Science_Lo_Sun = Du wunderst Dich, ob der Sensor möglicherweise eine Fehlfunktion hat. #autoLOC_SCANsat_Science_Lo_Moho = Nun, wenigstens lassen diese niedrig auflösenden Daten Moho halbwegs cool aussehen. Nicht gerade gigantische Lavaseen, aber trotzdem irgendwie cool. #autoLOC_SCANsat_Science_Lo_Eve = Du betrachtests die grieseligen und ungenauen Höhendaten, welche vom Scanner angezeigt werden und wünschst insgeheim den hochauflösenden Sensor losgeschickt zu haben. Nur ein weiterer Grund noch mehr Raketen zu starten! (Als ob wir dafür irgendwelche Gründe bräuchten.) #autoLOC_SCANsat_Science_Lo_Gilly = Der niederauflösende Scan bestätigt was bereits bekannt war: Gilly ist nur ein unförmiger Fels der mitten durchs nirgendwo treibt. Wenigstens muss man seine Augen nicht anstrengen, um den Bericht zu lesen. #autoLOC_SCANsat_Science_Lo_Kerbin = Selbst diese niedrig auflösenden Scan-Daten der Planetenoberfläche sind aufregend nützlich. Du kannst es kaum erwarten diese Technologie auf dem Mun oder sogar weiter entfernt anzuwenden. #autoLOC_SCANsat_Science_Lo_Mun = Die daten zeigen breite Streifen der Landschaft darunter. Ein hochauflösender Scan wäre hilfreicher, aber mit diesen Daten kannst Du wahrscheinlich trotzdem einen Landeplatz ausfindig machen. #autoLOC_SCANsat_Science_Lo_Minmus = Widerwillig akzeptierst Du, daß die Jungs an der Kerbal Astronomical Society recht hatten: Minmus ist tatsächlich ein Mond. Du hättest es nicht geglaubt, hättest Du die Altimetriedaten nicht mit Deinen eigenen Augen gesehen. #autoLOC_SCANsat_Science_Lo_Duna = Diese Niedrig Auflösenden Scan-Daten sind etwas verrauscht und verzerrt, sind aber nichts desto trotz unschätzbar beim ausfindigmachen eines Landeplatzes auf Duna. Plötzliche Aussichten auf eine echte Duna-Mission. #autoLOC_SCANsat_Science_Lo_Ike = Beim Grübeln über die Daten fällt Dir schlagartig die Ähnlichkeit zwischen Ike und dem Mun auf. Du wunderst die über eine möglicherweise vergleichbare Geologie. #autoLOC_SCANsat_Science_Lo_Dres = Selbt mit den niedrig auflösenden Daten ist es glasklar, das Dres einige recht prominente Gebirge hat. Du kannst die Ressourcen-Scan-Resultate kaum abwarten, weil Du davon überzeugt bist, daß "Dort seie Gold in den Euren Hügeln!" #autoLOC_SCANsat_Science_Lo_Jool = Altimetrie, welche Altimetrie? Es ist ein Gasriese, Kerbalskinder! Lasst uns einfach irgendeine zufällige nummer auswählen und es gut sein lassen. #autoLOC_SCANsat_Science_Lo_Laythe = Der Sensor scheint nicht in der Lage zu sein das Wasser zu penetrieren. #autoLOC_SCANsat_Science_Lo_Vall = Nun, hier ist er: "Ein Präzedenz-Vall für alle Volgefälle! Hahahahaha! Hahaha. Ha. Ha? Was jetzt, irgendwer muss das doch lustig finden. #autoLOC_SCANsat_Science_Lo_Tylo = Du bist Dir immer noch nicht Sicher, welche eine Aussicht es wäre, von der Oberfläche von Laythe aus Vall und Jool im Hintergrund darüber zu sehen, aber diese Scan-Daten sollten beim finden eines Landeplatzes helfen, um es heraus zu finden. #autoLOC_SCANsat_Science_Lo_Bop = Nun, die niedrig auflösenden Scan-Daten sind drin und Du entscheidest Dich diese zu packen und an das KSC zu senden. Du hoffst daß noch genug Saft in den Batterien ist, um die Daten los zu schicken und gleichzeitig die Hauptsysteme aufrecht zu erhalten. #autoLOC_SCANsat_Science_Lo_Pol = Der niedrig auflösenden Scan zeigt, daß Pol in der Tat wie ein großer Pollen aussieht. Bis zur Modernisierung zu einem hochauflösenden Scan und Fortschritte in Elektronenmikroskopie wirst Du trotzdem mit der Frage zurück gelassen, wie stark die Ähnlichkeiten wirklich sind. #autoLOC_SCANsat_Science_Lo_Eeloo = Die Wissenschaftler auf Kerbin haben lange Zeit auf diese Daten gewartet. Zweifelsohne wird es jede Menge Partys und Kekse für alle geben. #autoLOC_SCANsat_Science_Hi_Title = Hochauflösender Altimetrie-Scan #autoLOC_SCANsat_Science_Hi_Default1 = Hochauflösende Altimetriedaten analysiert. #autoLOC_SCANsat_Science_Hi_Default2 = "Der Hochauflösende Altimetrie-Scan ist definitiv besser als der niedrigauflösende. SCAN hat wieder einmal seine Scan-Künste unter Beweis gestellt." #autoLOC_SCANsat_Science_Hi_Sun = Dir wird klar, daß Du einen Haufen Geld hättest sparen können, wenn Du dem niedrig auflösenden Scanner vertraut hättest. #autoLOC_SCANsat_Science_Hi_Moho = Na Endlich! Die Abgefahrenheit kehrt nach Moho zurück! Es mögen zwar nicht gerade gigantische Lavaflüsse sein, aber diese Daten sind einfach spektakulär! #autoLOC_SCANsat_Science_Hi_Eve = Der hochauflösende Scanner hat die Purpur nebulöse Atmosphäre recht gut durchdrungen und Du bist nun in der Lage winzige Details in der Oberfläche aus zu machen. Die Wissenschaftler am KSC werden erleichtert sein. #autoLOC_SCANsat_Science_Hi_Gilly = Gilly erscheint selbst in hoher Auflösung irgendwie mit geringer Auflösung. Dies ist eine ernsthaft deformierte Oberfläche. #autoLOC_SCANsat_Science_Hi_Kerbin = All die bunten Farben der neuen hochauflösenden Scan-Technologie hypnotisieren Dich geradezu. Die Missionsleitung weckt Dich aus Deiner Benommenheit und Du wischst Dir schnell einigen Sabber aus Deinen Mundwinkeln. #autoLOC_SCANsat_Science_Hi_Mun = "Ha! Kein langweilig grauer Mond mehr. Seht Euch einfach all die bunten Farben des Scans an! Nun können wir wirklich einen Hauptlandeplatz bestimmen. #autoLOC_SCANsat_Science_Hi_Minmus = Wow, Minmus ist nicht nur echt, er hat eine recht aufregende Topographie! Du kannst es kaum erwarten in einer der flachen Gebiete zu landen. #autoLOC_SCANsat_Science_Hi_Duna = Diese hochauflösenden Daten sind atemberaubend. Du beginnst damit, die Hügel und Täler zu analysieren, ausschau haltend nach einem guten Landeplatz. #autoLOC_SCANsat_Science_Hi_Ike = Die Daten bestätigen die Anwesenheit abschüssiger Hügel und Krater. Hoffentlich nutzen die Analysten im KSC diese Daten um einen vernünftigen Landeplatz aus zu machen. #autoLOC_SCANsat_Science_Hi_Dres = Dies... sind einige wirklich ernst zu nehmende Gebirge. Du bist froh darüber diese Daten zu analysieren, an Stelle einen dieser Berge zu erklimmen. #autoLOC_SCANsat_Science_Hi_Jool = Jool scheint trotz hochauflösendem Scan keine Oberfläche zu haben. Soviel zu dieser Theorie. Wenigstens haben wir noch die Zuschussgelder. #autoLOC_SCANsat_Science_Hi_Laythe = Die Karte zeigt hauptsächlich negative höhenangaben. Du ziehst es in Betracht Laythe trocken zu legen, um seine Gebirge erklimmen zu können. #autoLOC_SCANsat_Science_Hi_Vall = Die Daten des hochauflösenden Scanners zeigen, daß die Oberfläche, in der Tat, "knitterig" ist. Ich denke Gene schuldet Dir fünfzig Mäuse. #autoLOC_SCANsat_Science_Hi_Tylo = Tylo mag zwar der erste entdeckte Mond um Jool gewesen sein, aber diese Daten fühlen sich an, als würde man ihn völlig neu entdecken. #autoLOC_SCANsat_Science_Hi_Bop = Wow, schaut Euch all die Farben an. Du hast keine Ahnung was diese Daten bedeuten, Du bist Dir jedoch sicher, daß diese hochauflösenden Daten jeden am KSC beeindrucken werden. #autoLOC_SCANsat_Science_Hi_Pol = Selbst bei dieser Menge an hochauflösenden Daten ist es immer noch schwierig einen brauchbaren Landeplatz aus zu machen. Wie zum Geier ist der Mond überhaupt entstanden? #autoLOC_SCANsat_Science_Hi_Eeloo = Die Risse und Spalten heben sich mit schlagfesten Details von der Oberfläche ab, während Du die daten des SAR Altimetrie-Sensors untersuchst. Sieh Dir all die Landeplätze an! #autoLOC_SCANsat_Science_Multi_Title = Multispektrale Analyse #autoLOC_SCANsat_Science_Multi_Default1 = Multispektrale Sensordaten analysiert. #autoLOC_SCANsat_Science_Multi_Default2 = "Wow, wie empfangen wir diese Daten überhaupt? Diese SCAN-Ingenieure wissen wirklich was sie tun. Entweder das, oder sie haben absolut überhaupt keine Ahnung. Wie auch immer, Zeit für ein paar Kekse!" #autoLOC_SCANsat_Science_Multi_Sun1 = Das abhandensein biometrischer Daten überrascht Dich. #autoLOC_SCANsat_Science_Multi_Sun2 = Du wunderst Dich, warum keine Pole auf der Biomkarte sichbar sind. #autoLOC_SCANsat_Science_Multi_Moho = Beim Grübeln über die Daten wunderst Du Dich, ob das schwer erfassbare und Sagenumwobene Lavaseebiom auffindbar ist. #autoLOC_SCANsat_Science_Multi_Eve = Die kompliziert verwobenen Linien auf Eve's Biomkarte erinnern Dich stark an Lavalampen und Batik-Shirts. Mann das waren Zeiten. Das nächste Raumschiff richtung Eve wird auf jeden Fall eine Diskokugel bekommen! #autoLOC_SCANsat_Science_Multi_Gilly = Selbst bei all dem Geschiele und Geblinzel konnten die Astronomen keine Biome ausmachen. Hah! Dämliche Astronomen! Ein Punkt für die Wissenschaft und null punkte für die, äh... Wissenschaft. #autoLOC_SCANsat_Science_Multi_Kerbin = Diese Biomdaten sind wahrhaftig erstaunlich. Du hoffst nur, daß sie Krümelfest sind, da Du an dem, Tag an welchem der Sensor installiert wurde eine Schachtel extra krümeliger Kekse verspeist hast. #autoLOC_SCANsat_Science_Multi_Mun = Tja, hätte nicht gedacht daß der Mond auch biome hat. Ich wundere mich auf welchem sich all der Käse befindet. Und ob es dort eventuell auch andere Köstlichkeiten gibt. #autoLOC_SCANsat_Science_Multi_Minmus = Du siehst, wie passend die Bezeichnung "Größeres Flachland" ist, während Du Dir die Daten ansiehst. Wer auch immer sich diese Namen ausdenkt muss schon ein sehr schlauer Kerbal sein, im Gegensatz zu den Ingenieuren die wir hier haben. #autoLOC_SCANsat_Science_Multi_Duna = Du durchkämmst die Biomdaten, Ausschau haltend nach genau dem richtigen Plätzchen um all die Wissenschaft zu betreiben. Plätzchen... Klingt wie Kekse, hmmm... #autoLOC_SCANsat_Science_Multi_Ike = Beim stöbern in den Daten, welche uns von Ike erreichen überrascht Dich die hohe diversität an unterschiedlichen Biomen. Immerhin ist es bloß ein Mond. Du kannst es kaum erwarten an die Daten zu kommen, welche dort unten verborgen liegen. #autoLOC_SCANsat_Science_Multi_Dres = Pole, check. Hochland, check. Mittelebene, check. Tiefebene, check. Gebirgsrücken, check. Impaktauswurf, check. Impaktkrater, check. Schluchten, check. Ich denke wir haben alles. Zeit den Scanner herunter zu fahren und sich ein paar Kekse zu gönnen. #autoLOC_SCANsat_Science_Multi_Jool1 = Das Abhandensein biometrischer Daten überrascht Dich. #autoLOC_SCANsat_Science_Multi_Jool2 = Du wunderst Dich, warum auf der Biomkarte keine Pole zu sehen sind. #autoLOC_SCANsat_Science_Multi_Laythe = Du möchtest jedes mal, wenn der Biom-Scanner eine Landmasse entdeckt, eine kleine Party feiern. #autoLOC_SCANsat_Science_Multi_Vall = Recht eindeutige Daten: Pole, Hochland, Mittelebene und Tiefebene. Mal was anderes. Nun lasset uns Kekse verspeisen! #autoLOC_SCANsat_Science_Multi_Tylo = Die Diversität der unterschiedlichen Biome trifft Dich wie der Schlag. Tylo sieht nicht nur nett aus, es ist ebenso nett ihn an zu schauen. #autoLOC_SCANsat_Science_Multi_Bop = Diese detaillierte Analyse von Bop's Biomen wird unser Verständnis über diesen Mond über alles erwartete hinaus erhöhen. Es war ein guter Tag. Kekse für alle! #autoLOC_SCANsat_Science_Multi_Pol = Beim Aufnehmen der Biomdaten von Pol ziehst Du die Möglichkeit in Betracht, daß Pollen ebenso Biome aufweisen. Schnell verdrängst Du diesen Gedanken unter dem Bewusstsein, was all die Aktivisten tun würden, wenn die Wind davon bekommen. #autoLOC_SCANsat_Science_Multi_Eeloo = Es ist erstaunlich auf einem Planet so fern von Kerbin detaillierte Biomdaten zu erhalten. In Ehrfurcht starrst Du auf den Bericht, während die Daten hereinkommen. #autoLOC_SCANsat_Science_Resource_Title = Resourcen-Scan #autoLOC_SCANsat_Science_Resource_Default1 = Niederauflösende Ressourcen-Daten analysiert. #autoLOC_SCANsat_Science_Resource_Default2 = "Wir empfangen nun Resourcen-Daten; diese Informationen sehen deutlich besser aus als die von den Vorgängern..." #autoLOC_SCANsat_Science_Resource_Sun = Die Sonne mag möglicherweise nicht der idealste Ort sein, um nach Ressourcen zu scannen. #autoLOC_SCANsat_Science_Resource_Moho = Endlich haben wir einige Informationen über die Ressource-Verfügbarkeit auf Moho's Oberfläche. Wir müssen nur noch herausfinden, warum dort jemand landen würde. #autoLOC_SCANsat_Science_Resource_Eve = Wir bekommen jede Menge guter Daten über die Oberflächenresourcenverfügbarkeit auf Eve. Dies sollte sich beim wieder Verlassen des Planeten als äußerst nützlich erweisen. #autoLOC_SCANsat_Science_Resource_Gilly = Die ersten Ressourcen-Scans von Gilly sehen interessant aus; es ist beinahe wie Asteroidenbergbau. #autoLOC_SCANsat_Science_Resource_Kerbin = Endlich haben wir einige Ressourcen-Daten über Kerbin, weil, wie jeder weiß, geht nichts darüber hinaus, eine sauteuere und hochkomplizierte Sonde in den Orbit zu befördern, nur um etwas über seinen eigenen Planeten heraus zu finden. #autoLOC_SCANsat_Science_Resource_Mun = Diese Ressourcen-Daten geben uns den ersten guten Blick darauf, wie brauchbar der Mond für Bergbauzwecke sein könnte. #autoLOC_SCANsat_Science_Resource_Minmus = Endlich haben wir ein paar Resourcen-Daten über Minmus, eines jeden Kerbonauten erste Wahl in Sachen Bergbau. #autoLOC_SCANsat_Science_Resource_Duna = This resource data brings us one step closer to reliving all of our favorite lines from that recent hit Kerbal movie. #autoLOC_SCANsat_Science_Resource_Ike = Ike mag zwar nicht gerade der Interessanteste aller planetarer Kandidaten sein, das macht die Ressourcen-Daten allerdings nicht weniger brauchbar. #autoLOC_SCANsat_Science_Resource_Dres = Wir könnten genau so gut einige der näheren Asteroiden auf Ressourcen untersuchen; wer würde sich schon gerne mit Dres abgeben. #autoLOC_SCANsat_Science_Resource_Jool = Hmm, vielleicht ist ja ein Gasriese nicht gerade der idealste Ort um nach Ressourcen zu suchen. #autoLOC_SCANsat_Science_Resource_Laythe = Nun, jede Menge guter Daten, jedoch recht wenig wertvoller Orte auf der Oberfläche wo man halbwegs vernünftig landen und von den Ressourcen gebrauch machen kann. #autoLOC_SCANsat_Science_Resource_Vall = Ressourcen-Scans vom eisigen Vall ergeben jede Menge guter Daten. #autoLOC_SCANsat_Science_Resource_Tylo = Wir wollen beim unheimlich aussehenden Tylo nicht unsere Nase rümpfen, wir nehmen alle Ressourcen-Daten die wir kriegen können. #autoLOC_SCANsat_Science_Resource_Bop = Bop mag zwar nicht gerade die erste wahl in Sachen Ressourcen-Förderung sein, aber die Daten könnten sich eines Tages doch als nützlich erweisen. #autoLOC_SCANsat_Science_Resource_Pol = Zusätzlich zu Pollen und klumpigen Dingen scheint Pol einige recht interessante Ressourcen zu enthalten. #autoLOC_SCANsat_Science_Resource_Eeloo = Nun, da wir es den ganzen Weg raus bis zum Eeloo geschafft haben, können wir das Örtchen getrost Leergraben und dann einfach irgendwo anders weiter machen, mit was auch immer sich dahinter befinden mag. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/de/Tooltips.cfg Localization { de-de { #autoLOC_SCANsat_mainMapToggle = Karte #autoLOC_SCANsat_bigMapToggle = Große Karte #autoLOC_SCANsat_zoomMapToggle = Zoom Karte #autoLOC_SCANsat_overlayToggle = Planetares Overlay #autoLOC_SCANsat_instrumentsToggle = Instrumentenanzeige #autoLOC_SCANsat_settingsToggle = Einstellungen #autoLOC_SCANsat_mainMapColor = Kartenfarbe #autoLOC_SCANsat_mainMapTerminator = Tag/Nacht Terminator #autoLOC_SCANsat_mainMapType = Umschalten Gelände/Biom #autoLOC_SCANsat_mainMapMinimize = Ein-/Ausblenden Fahrzeuginfo #autoLOC_SCANsat_mainMapStatus = Scanner-Statusanzeige #autoLOC_SCANsat_mainMapPercentage = Vollständigkeit des aktuellen Scans #autoLOC_SCANsat_bigMapRefresh = Karte Auffrischen #autoLOC_SCANsat_bigMapColor = Kartenfarbe #autoLOC_SCANsat_bigMapTerminator = Tag/Nacht Terminator #autoLOC_SCANsat_bigMapGrid = Gitternetz Overlay #autoLOC_SCANsat_bigMapOrbit = Orbit Overlay #autoLOC_SCANsat_bigMapWaypoints = Wegpunkte #autoLOC_SCANsat_bigMapAnomaly = Anomalien #autoLOC_SCANsat_bigMapFlags = Flaggen #autoLOC_SCANsat_bigMapLegend = Kartenlegende #autoLOC_SCANsat_bigMapResource = Resourcen-Overlay #autoLOC_SCANsat_bigMapExport = Karte auf Festplatte exportieren #autoLOC_SCANsat_overlayRefresh = Karte Auffrischen #autoLOC_SCANsat_insNextResource = Nächste Resource #autoLOC_SCANsat_insPreviousResource = Vorherige Resource #autoLOC_SCANsat_zoomVesselSync = Auf Vehikel Synchronisieren #autoLOC_SCANsat_zoomVesselLock = Position auf Vehikel Einrasten #autoLOC_SCANsat_zoomMapRefresh = Karte Auffrischen #autoLOC_SCANsat_zoomMapWindowState = Fenstergröße Umschalten #autoLOC_SCANsat_zoomMapIn = Vergrößern #autoLOC_SCANsat_zoomMapOut = Verkleinern #autoLOC_SCANsat_zoomMapLeft = Nach Links Verschieben #autoLOC_SCANsat_zoomMapRight = Nach Rechts Verschieben #autoLOC_SCANsat_zoomMapUp = Nach Oben Verschieben #autoLOC_SCANsat_zoomMapDown = Nach Unten Verschieben #autoLOC_SCANsat_zoomMapIcons = Karten-Icons #autoLOC_SCANsat_waypointToggle = Wegpunkt Auswählen #autoLOC_SCANsat_waypointSet = Wegpunkt Erstellen #autoLOC_SCANsat_waypointCancel = Wegpunkt Abbrechen #autoLOC_SCANsat_waypointMechJeb = MechJeb Landezieleingabe #autoLOC_SCANsat_waypointNameRefresh = Wegpunkt Zurücksetzen } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/de/Warnings.cfg Localization { de-de { #autoLOC_SCANsat_Warning_DataResetCurrent = Lösche die <<1>>-Karte von <<2>>? #autoLOC_SCANsat_Warning_DataResetAll = Lösche <<1>> von ALLEN Himmelskörpern? #autoLOC_SCANsat_Warning_StockResourceResetCurrent = Lösche Standard-Ressourcen-Daten von <<1>>? #autoLOC_SCANsat_Warning_StockResourceResetAll = Lösche Standard-Ressourcen-Daten ALLER Himmelskörper? #autoLOC_SCANsat_Warning_MapFillCurrent = Fülle die <<1>>-Karte von <<2>> auf? #autoLOC_SCANsat_Warning_MapFillAll = Fülle die <<1>>-Karte aller Himmelskörper auf? #autoLOC_SCANsat_Warning_ModuleManagerResource = Warnung!\nModule Manager wird für SCANsat-Funktionalität benötigt. #autoLOC_SCANsat_Warning_SaveToConfig = Bereits existierende Datei überschreiben? } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/en-us/Contracts.cfg Localization { en-us { #autoLOC_SCANsat_exceptional0001 = Do a group of high resolution SCANsat surveys of @/targetBodyValid3. #autoLOC_SCANsat_exceptional0002 = Do a group of high resolution SCANsat surveys of @/targetBodyValid3. #autoLOC_SCANsat_exceptional0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_exceptional0004 = Perform several high resolution scans of @/targetBodyValid3 #autoLOC_SCANsat_exceptional0005 = We now have a detailed map and survey for the surface of @/targetBodyValid3 #autoLOC_SCANsat_exceptional0006 = Must have less than a 90% high resolution altimetry scan of the target body. #autoLOC_SCANsat_exceptional0007 = Must have less than a 90% high resolution resources scan of the target body. #autoLOC_SCANsat_exceptional0008 = Must have orbited the target body, or the target body must be next on the list. #autoLOC_SCANsat_exceptional0009 = Must have less than a 90% high resolution visual scan of the target body. #autoLOC_SCANsat_significant_0001 = Do a group of SCANsat surveys of @/targetBodyValid2. #autoLOC_SCANsat_significant_0002 = Do a group of SCANsat surveys of @/targetBodyValid2. #autoLOC_SCANsat_significant_0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_significant_0004 = Perform several low resolution scans of @/targetBodyValid2 #autoLOC_SCANsat_significant_0005 = Excellent work, these scans will provide much valuable data for our survey teams. #autoLOC_SCANsat_significant_0006 = Must have less than an 80% low resolution altimetry scan of the target body. #autoLOC_SCANsat_significant_0007 = Must have less than an 80% low resolution visual scan of the target body. #autoLOC_SCANsat_significant_0008 = Must have less than an 80% low resolution resources scan of the target body. #autoLOC_SCANsat_significant_0009 = Must have orbited the target body. #autoLOC_SCANsat_trivial_0001 = Conduct @/scanReadString1 SCANsat survey of @/targetBodyValid1. #autoLOC_SCANsat_trivial_0002 = Conduct @/scanReadString1 SCANsat survey of @/targetBodyValid1. #autoLOC_SCANsat_trivial_0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_trivial_0004 = Perform a simple scan of @/targetBodyValid1 #autoLOC_SCANsat_trivial_0005 = Excellent work, this simple survey will give our experts much to study. #autoLOC_SCANsat_trivial_0006 = Target is part of home system. #autoLOC_SCANsat_trivial_0007 = Must have scanned less than 70% of the target body. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/en-us/Flags.cfg Localization { en-us { #autoLOC_SCANsat_Agents_Name = SCAN #autoLOC_SCANsat_Agents_Title = SCAN: Scientific Committee on Advanced Navigation #autoLOC_SCANsat_Agents_Description = The SCAN agency is dedicated to mapping and surveying every planet in the solar system. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/en-us/Helptips.cfg Localization { en-us { #autoLOC_SCANsat_settingsHelpScanningToggle = Toggle all SCANsat scanning. #autoLOC_SCANsat_settingsHelpBackground = Toggle background scanning on\nselected celestial bodies. #autoLOC_SCANsat_settingsHelpTimeWarp = Adjust the scanning frequency during TimeWarp.\nHigher settings result in fewer gaps in the maps\nbut may have a performance impact at high TimeWarp. #autoLOC_SCANsat_settingsHelpGroundTracks = Display a visible indicator of\nscanning activity in map mode. #autoLOC_SCANsat_settingsHelpGroundTracksActive = The ground track indicator can be limited\nto only be displayed for the active vessel. #autoLOC_SCANsat_settingsHelpStockUIStyle = Switch between stock KSP-style UI elements and Unity-style elements. #autoLOC_SCANsat_settingsHelpOverlayTooltips = Displays tooltips for the current mouse position when a planetary overlay map is activated.\nThese tooltips include The cursor coordinates, terrain height, slope, biome name,\nand resource abundance, depending on scanning coverage. #autoLOC_SCANsat_settingsHelpWindowTooltips = Display tooltips on some map window buttons.\nThese are primarily used to identify icon buttons. #autoLOC_SCANsat_settingsHelpLegendTooltips = Display tooltips on the map legend.\nDisabling will also disable biome map legends. #autoLOC_SCANsat_settingsHelpWindowTooltips = Requires the surface be in\ndaylight for certain scanner types. #autoLOC_SCANsat_settingsHelpDaylightCheck = Some scanners will require an\narea to be in daylight to function correctly. #autoLOC_SCANsat_settingsHelpStockToolbar = Use the stock toolbar.\nCan be used concurrently with the Blizzy78 Toolbar. #autoLOC_SCANsat_settingsHelpToolbarMenu = Use a pop-out menu for the stock toolbar to show all available windows. #autoLOC_SCANsat_settingsHelpMechJeb = The SCANsat zoom map and big map waypoint selection modes\ncan be used to select a MechJeb landing site. #autoLOC_SCANsat_settingsHelpMechJebLoad = Load a saved MechJeb landing target.\nThis only works while in the flight scene with a valid MechJeb vessel. #autoLOC_SCANsat_settingsHelpMapGenSpeed = Adjust all SCANsat map generation speeds.\nLower values will save CPU resources and may reduce the\nperformance impact of generating maps. #autoLOC_SCANsat_settingsHelpResetWindows = Reset all window positions and scale.\nUse this in case a window has been dragged completely\noff screen or if any windows are not visible. #autoLOC_SCANsat_settingsHelpResetPlanetData = Resets the selected SCANsat data for the current celestial body.\nA confirmation window will open before activating.\nCannot be reversed. #autoLOC_SCANsat_settingsHelpResetAllData = Resets the selected SCANsat data for all celestial bodies.\nA confirmation window will open before activating.\nCannot be reversed. #autoLOC_SCANsat_settingsHelpVesselsSensorsPasses = Information about the currently active SCANsat sensors.\nVessels indicates the number of vessels with active sensors.\nSensors indicates the total number of sensors;\ninstruments with multiple sensor types count each individual sensor.\nPasses indicates the number of sensor updates performed per second.\nThis value is affected by the TimeWarp Resolution setting. #autoLOC_SCANsat_settingsHelpGreyScale = Use a true grey-scale color spectrum for black-and-white SCANsat maps.\nPixels on the altitude map will interpolate between black and white;\nthe min and max terrain heights for each celestial body define the limits. #autoLOC_SCANsat_settingsHelpExportCSV = Export a .csv file along with map texture when using the Export button on the big map.\nThe file contains coordinates and the terrain height for each pixel.\nPixels are labeled from left to right and from top to bottom. #autoLOC_SCANsat_settingsHelpSetMapWidth = Enter an exact value for the SCANsat big map texture width.\nValues are limited to 550 - 8192 pixels wide.\nPress the Set button to apply the value. #autoLOC_SCANsat_settingsHelpWindowScale = Adjust all SCANsat window scales. #autoLOC_SCANsat_settingsHelpFillPlanet = Fill in the selected SCANsat data for the current celestial body. #autoLOC_SCANsat_settingsHelpOverlayHideZero = Hide resources from the UI when none are present on the current celestial body.\nResources will otherwise be hidden after the Stock Scan Treshold level has been reached. #autoLOC_SCANsat_settingsHelpFillAll = Fill in the selected SCANsat data for all celestial bodies. #autoLOC_SCANsat_resourceSettingsHelpBiomeLock = Circumvents the requirement for stock surface biome scans.\nSCANsat displays will show the full accuracy for resource\nabundance with or without any surface biome scans. #autoLOC_SCANsat_resourceSettingsHelpInstant = By default, the stock M700 resource scanner's orbital survey will fill in all SCANsat resource maps.\nThis can be disabled, requiring standard SCANsat methods for all resource scanning.\nDisabled automatically when stock resource scanning is disabled. #autoLOC_SCANsat_resourceSettingsHelpNarrowBand = Numerous SCANsat functions require a Narrow-Band resource scanner on-board\nthe current vessel or in orbit of a celestial body for fully accurate resource abundance data.\nDisable this to circumvent these restrictions. #autoLOC_SCANsat_resourceSettingsHelpDisableStock = Disables all stock resource scanning functions.\nSCANsat scanning methods will be required for all resource data.\nReplaces several stock resource functions with SCANsat tools.\nThese include The right-click readouts, and the planetary overlay maps. #autoLOC_SCANsat_resourceSettingsHelpResetStockResource = Resets the stock resource scanning coverage for the current celestial body.\nA reload or scene change may be required for all changes to take effect.\nA confirmation window will open before activating.\nCannot be reversed. #autoLOC_SCANsat_resourceSettingsHelpResetAllStockResource = Resets the stock resource scanning coverage for all celestial bodies.\nA reload or scene change may be required for all changes to take effect.\nA confirmation window will open before activating.\nCannot be reversed. #autoLOC_SCANsat_resourceSettingsHelpOverlayInterpolation = Change the number of resource abundance measurements used in constructing\nthe planetary overlay and big map resource overlay.\nDecrease the value to increase the accuracy of the map.\nLower values will result in slower map generation. #autoLOC_SCANsat_resourceSettingsHelpOverlayHeight = Change the texture size (map width is 2XHeight) used in constructing\nthe planetary overlay and big map resource overlay.\nIncrease the value to increase the quality and accuracy of the map.\nHigher values will result in slower map generation. #autoLOC_SCANsat_resourceSettingsHelpOverlayBiomeHeight = Change the texture size (map width is 2XHeight) used in constructing\nthe planetary overlay biome map. Increase the value to increase\nthe quality and accuracy of the map.\nHigher values will result in slower map generation. #autoLOC_SCANsat_resourceSettingsHelpOverlayTransparency = Create a grey background for planetary overlay resource maps.\nUsed to make clear which sections of the celestial body\nhave been scanned but contain no resources. #autoLOC_SCANsat_resourceSettingsHelpScanThreshold = A threshold level used to apply the stock resource scan to a celestial body after scanning with SCANsat sensors.\nThis is useful when contracts or other addons require that a stock resource scan be performed.\nSet a value from 0-100 in the text box and click on the Set button.\nAll celestial bodies will be checked immediately;\ncelestial bodies will also be checked upon loading or a scene change.\nA reload may be required for the changes to take effect. #autoLOC_SCANsat_colorTerrainHelpMin = Defines the low altitude cutoff for the terrain color palette.\nAnything below this altitude will be shown with the lowest color. #autoLOC_SCANsat_colorTerrainHelpMax = Defines the high altitude cutoff for the terrain color palette.\nAnything above this altitude will be shown with the highest color. #autoLOC_SCANsat_colorTerrainHelpClampToggle = Used to define a cutoff between the low and high altitude values.\nThis is particularly useful for ocean planets where it helps to\ndefine a sharp distinction between land and ocean. #autoLOC_SCANsat_colorTerrainHelpClamp = Defines the clamp altitude cutoff.\nAnything below the cutoff will be represented by the first two colors in the selected color palette.\nAnything above the cutoff will be represented with the remaining colors. #autoLOC_SCANsat_colorTerrainHelpReverse = Reverses the order of the currently\nselected color palette. #autoLOC_SCANsat_colorTerrainHelpDiscrete = Draws the map using only the specific colors defined by each palette,\ninstead of smoothly interpolating between them. #autoLOC_SCANsat_colorTerrainHelpPaletteSize = Adjust the number of colors available\nin the currently selected color palette. #autoLOC_SCANsat_colorBiomeHelpStock = Use the stock biome color scheme for\nSCANsat biome maps. #autoLOC_SCANsat_colorBiomeHelpWhiteBorder = Draw a white border between biomes.\nDoes not apply to the planetary overlay biome maps. #autoLOC_SCANsat_colorBiomeHelpTransparency = Adjust the transparency of biome maps.\nTerrain elevation is shown behind the biome maps.\nSet to 0% to disable terrain drawing. #autoLOC_SCANsat_colorPickerHelpLow = The top color swatch shows the updated\ncolor selection for the low end of this color spectrum.\nThe bottom color swatch shows the currently active color. #autoLOC_SCANsat_colorPickerHelpHigh = The top color swatch shows the updated\ncolor selection for the high end of this color spectrum.\nThe bottom color swatch shows the currently active color. #autoLOC_SCANsat_colorResourceHelpMin = The low cutoff for resource concentration on the selected celestial body.\nResource deposits at this level will be displayed\nusing the low end of the current resource overlay color spectrum.\nResource deposits below this value will not be shown. #autoLOC_SCANsat_colorResourceHelpMax = The high cutoff for resource concentration on the selected celestial body.\nResource deposits above this value will be displayed\nusing the high end of the current resource overlay color spectrum. #autoLOC_SCANsat_colorResourceHelpTransparency = Defines the level of transparency for resource overlays.\nIncrease to allow more of the underlying terrain, slope, or biome map to be visible.\nThis also affect the transparency of resource deposits on the planetary overlay resource map. #autoLOC_SCANsat_colorResourceHelpApply = Applies the current values for the\nselected resource and celestial body only. #autoLOC_SCANsat_colorResourceHelpApplyAll = Applies the current values for the\nselected resource for all celestial bodies. #autoLOC_SCANsat_colorResourceHelpDefault = Reverts to the default values for the\nselected resource and celestial body only. #autoLOC_SCANsat_colorResourceHelpDefaultAll = Reverts to the default values for the\nselected resource for all celestial bodies. #autoLOC_SCANsat_colorHelpSaveToConfig = Save all color configuration values to\nthe config file found in your SCANsat/Resources folder.\nThese values serve as the defaults for new saves\nand for all Revert To Default buttons.\nValues do not need to be saved to the config file to be applied for this save file. #autoLOC_SCANsat_colorSlopeHelpCutoff = Adjust the cutoff level between\nthe two selected slope color pairs. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/en-us/OtherText.cfg Localization { en-us { #autoLOC_SCANsat_Analyze = Analyze Data #autoLOC_SCANsat_StartScan = Start Scan #autoLOC_SCANsat_StopScan = Stop Scan #autoLOC_SCANsat_ToggleScan = Toggle Scan #autoLOC_SCANsat_Extend = Extend #autoLOC_SCANsat_Retract = Retract #autoLOC_SCANsat_Unknown = Unknown #autoLOC_SCANsat_All_Disabled = All Scanning Disabled #autoLOC_SCANsat_Disabled = Scanning Disabled #autoLOC_SCANsat_TooLow = Too Low #autoLOC_SCANsat_SubOptimal = Sub-Optimal #autoLOC_SCANsat_Ideal = Ideal #autoLOC_SCANsat_TooHigh = Too High #autoLOC_SCANsat_NoData = No Data #autoLOC_SCANsat_Abundance = Abundance #autoLOC_SCANsat_Surface = Surf #autoLOC_SCANsat_AltitudeMin = Altitude ( min): <<1>>km\n #autoLOC_SCANsat_AltitudeBest = Altitude (best): <<1>>km\n #autoLOC_SCANsat_AltitudeMax = Altitude ( max): <<1>>km\n #autoLOC_SCANsat_Types = SCAN Types: #autoLOC_SCANsat_Daylight = Requires Daylight: <<1>> #autoLOC_SCANsat_FOV = FOV: <<1>> #autoLOC_SCANsat_MapProjection = Projection #autoLOC_SCANsat_MapType = Map Type #autoLOC_SCANsat_MapResource = Resource #autoLOC_SCANsat_MapBody = Celestial Body #autoLOC_SCANsat_GeneralSettings = General Settings #autoLOC_SCANsat_BackgroundSettings = Background Settings #autoLOC_SCANsat_ResourceSettings = Resource Settings #autoLOC_SCANsat_DataManagement = Data Management #autoLOC_SCANsat_ColorManagement = Color Management #autoLOC_SCANsat_ScanInfo = SCAN Sensor #autoLOC_SCANsat_ScanInfoStatus = SCAN Status #autoLOC_SCANsat_ScanInfoAltitude = SCAN Altitude #autoLOC_SCANsat_ScanInfoType = SCAN Type #autoLOC_SCANsat_ScanInfoFOV = SCAN FOV #autoLOC_SCANsat_ScanInfoPower = SCAN Power #autoLOC_SCANsat_ScanInfoDaylight = Surface In Daylight #autoLOC_SCANsat_ScanResourceDisplay = SCAN Resources } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/en-us/Parts.cfg Localization { en-us { #autoLOC_SCANsat_BTDT_Title = SCAN Been There Done That® #autoLOC_SCANsat_BTDT_Description = This small sensor can automatically identify nearby anomalies. Since it only works over very short distances and at very low altitudes, it's primarily useful to track identified anomalies that have been visited. #autoLOC_SCANsat_BTDT_Exo_Description = This model of scanning device contains a set of passive and active sensors designed to quickly hone in on interesting features located nearby. #autoLOC_SCANsat_Multi_Title = SCAN Multispectral Sensor #autoLOC_SCANsat_Multi_Description = This multichannel sensor detects radiation across several infrared, visible light, and RADAR bands. This gives it the capability to differentiate between terrain types and biomes. It can also detect anomalies such as structures on the ground. #autoLOC_SCANsat_Radar_Title = SCAN RADAR Altimetry Sensor #autoLOC_SCANsat_Radar_Description = SCAN brings you this high performance RADAR altimetry sensor. This is the entry-level model in this sensor family, and commonly sold in a bundle with toy rockets and remote-controlled model planes. After focus group testing revealed that 95% of the target audience tried to duct tape it to the exhaust pipe of their rocket engines, this new and improved model has been made even easier to use. #autoLOC_SCANsat_SAR_Title = SCAN SCAN SAR Altimetry Sensor #autoLOC_SCANsat_SAR_Description = This Synthetic Aperture RADAR sensor uses its flight path to simulate a much larger antenna. This makes it possible to detect terrain elevation at much higher resolution. The downside is that its field of view is comparatively small, and it works better at higher altitudes. #autoLOC_SCANsat_Radar3B_Title = R-3B Radar Altimeter #autoLOC_SCANsat_Radar3B_Description = The high precision radar altimeter allows collection of basic elevation data in a very narrow swath below the satellite. Uses a moderate amount of power and functions in lit and unlit situations. #autoLOC_SCANsat_RadarEO_Title = R-EO-1 Radar Antenna #autoLOC_SCANsat_RadarEO_Description = This entry-level L-band radar altimeter collects low resolution elevation data at a medium swath from lower orbits. Uses a moderate amount of power and functions in lit and unlit situations. #autoLOC_SCANsat_SARX_Title = SAR-X Antenna #autoLOC_SCANsat_SARX_Description = A basic synthetic aperture radar instrument, which sends out radar signals and uses the movement of the satellite during the ping to synthesize recieving them with a much larger dish. Effectively captures high resolution elevation data over a very narraw width from low orbits. Uses a large amount of power but functions in lit and unlit situations. #autoLOC_SCANsat_SARC_Title = SAR-C Antenna #autoLOC_SCANsat_SARC_Description = An advanced synthetic aperture radar instrument, which uses more power to operate at larger swaths and from higher altitudes. Effectively captures high resolution elevation data from medium orbits, but is restricted to a very narrow range of operation. Uses a large amount of power and functions in lit and unlit situations. #autoLOC_SCANsat_SARL_Title = SAR-L Antenna #autoLOC_SCANsat_SARL_Description = The most advanced synthetic aperture radar instrument, which uses a massive antenna to transmit and recieve multiple polarizations of radar energy. Can map large swaths of terrain from higher orbits, and due to the rich nature of the recieved data also map biomes. Uses a very large amount of power and functions in lit and unlit situations. #autoLOC_SCANsat_Multi_MS1_Title = MS-1 Multispectral Scanner #autoLOC_SCANsat_Multi_MS1_Description = This lower resolution multispectral scanner observes light reflected off a target's surface to deliver low-detail color and biome maps. Because of the entry-level components in this scanner model, it must be placed in lower orbits to operate effectively, and cannot be detect resources. Uses a small amount of power, and only operates in daylight. #autoLOC_SCANsat_Multi_MSR_Title = MS-R Enhanced Multispectral Scanner #autoLOC_SCANsat_Multi_MSR_Description = The enhanced multispectral scanner is a real jack of all trades, observing light reflected off a planet's surface and delivering low-detail colour images and biome maps. It can even detect surface resources. Improved optics and electronics allow effective operation at higher orbits compared to entry-level products, but only in a narrow swathe. Uses a small amount of power, and only operates in daylight. #autoLOC_SCANsat_Multi_MS2A_Title = MS-2A Advanced Multispectral Scanner #autoLOC_SCANsat_Multi_MS2A_Description = Examining the optical wavelengths in a number of spectral channels, the advanced scanner model produces low-detail colour images, biome maps and resource distributions. Uses a small amount of power, and only operates in daylight. #autoLOC_SCANsat_VS1_Title = VS-1 High Resolution Imager #autoLOC_SCANsat_VS1_Description = This entry-level observation telescope produces beautiful high detail colour images - from a low orbit only. Uses a small amount of power and functions only in lit situations. #autoLOC_SCANsat_VS3_Title = VS-3 Advanced High Resolution Imager #autoLOC_SCANsat_VS3_Description = The pinnacle of Kerbal non-government high-resolution observation, this large and expensive imager produces high detail colour images and can identify unique surface features. Uses a small amount of power and functions only in lit situations. #autoLOC_SCANsat_VS11_Title = VS-11 Classified Reconnaissance Imager #autoLOC_SCANsat_VS11_Description = The *REDACTED* can observe *REDACTED* targets every *REDACTED* from altitudes of *REDACTED* to *REDACTED*. Such amazing *REDACTED* have led *REDACTED* to speculate that *REDACTED* *REDACTED*. Uses a medium amount of power and functions only in lit situations. #autoLOC_SCANsat_R_Title = SCAN-R Resource Mapper #autoLOC_SCANsat_R_Description = An entry-level resource mapping instrument that works well at low orbital altitudes, though only scans over a very narrow width. Uses a moderate amount of power and functions only in lit situations. #autoLOC_SCANsat_R2_Title = SCAN-R2 Advanced Resource Mapper #autoLOC_SCANsat_R2_Description = A medium-tech resource imager that can evaluate useful resources from higher orbits. Uses a moderate amount of power and functions only in lit situations. #autoLOC_SCANsat_RX_Title = SCAN-RX Hyperspectral Resource Mapper #autoLOC_SCANsat_RX_Description = A high-tech resource imager that captures hundreds of channels of data, to evaluate useful resource distributions from higher orbits. Uses a small amount of power and functions only in lit situations. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/en-us/Science.cfg Localization { en-us { #autoLOC_SCANsat_Science_Lo_Title = Low Resolution Altimetry Scan #autoLOC_SCANsat_Science_Lo_Default1 = Analyzed low resolution altimetry data. #autoLOC_SCANsat_Science_Lo_Default2 = "RADAR Altimetry Sensor is reporting in. I don't know how, but we have a strong signal and are getting data. This calls for a celebratory round of snacks!" #autoLOC_SCANsat_Science_Lo_Sun = You wonder if the sensor is malfunctioning. #autoLOC_SCANsat_Science_Lo_Moho = Well, at least this low resolution data makes Moho look kind of cool. Not quite giant lakes of lava, but still cool. #autoLOC_SCANsat_Science_Lo_Eve = You contemplate the grainy, rough altitude estimates returned by the scanner and wish that you had sent the high resolution scanner instead. Oh well, it's a great reason to launch more rockets! (As if we really needed a reason anyway.) #autoLOC_SCANsat_Science_Lo_Gilly = Your low resolution scanning confirms what you already knew: Gilly is just a lumpy rock floating in space. At least you don't have to strain your eyes looking at the report. #autoLOC_SCANsat_Science_Lo_Kerbin = Even this low resolution data of the planets surface is amazingly useful. You can't wait to deploy this technology on the Mun or beyond. #autoLOC_SCANsat_Science_Lo_Mun = The data shows broad, sweeping strokes of the landscape below. A high resolution scan would be more helpful, but you can probably find a suitable landing site using this data. #autoLOC_SCANsat_Science_Lo_Minmus = You grudgingly acknowledge that the guys over at the Kerbal Astronomical Society were right: Minmus really is a moon. You wouldn't have believed it if you hadn't seen the altimetry scan with your own eyes. #autoLOC_SCANsat_Science_Lo_Duna = This low resolution data is a bit grainy and distorted, but it will still be invaluable in searching for a proper landing site on Duna. Suddenly a long-term Duna mission just became a real prospect. #autoLOC_SCANsat_Science_Lo_Ike = As you pore over the data you are struck by how similar Ike appears to the Mun. You wonder about their comparative surface geology. #autoLOC_SCANsat_Science_Lo_Dres = Even with the low resolution scanner it is quite apparent that Dres has some prominent mountains. You can't wait for the resource scan results because you're sure "there's gold in them their hills". #autoLOC_SCANsat_Science_Lo_Jool = Altimetry, what altimetry? It's a gas giant for Kerbal's sake. Let's just pick a number at random and call it good. #autoLOC_SCANsat_Science_Lo_Laythe = The sensor seems unable to penetrate the water. #autoLOC_SCANsat_Science_Lo_Vall = Well, here it is: "The data you Vall been waiting for! Hahahahaha! Hahaha. Ha. Ha? What, SOMEONE has to find that funny." #autoLOC_SCANsat_Science_Lo_Tylo = You're still not sure what the view from the surface with Laythe, Vall, and Jool overhead would be like, but this data will sure help you find a landing site so that you can find out. #autoLOC_SCANsat_Science_Lo_Bop = Well, the low resolution altimetry data is in, and you decide to package it up and send it back to KSC. You just hope that there is enough juice left in the batteries to get it all sent and keep basic systems running at the same time. #autoLOC_SCANsat_Science_Lo_Pol = The low resolution scan confirms that Pol does indeed look like a giant pollen grain. Until you upgrade to a high resolution scan, and advance the field of electron microscopy, you will still be left with the question of how strong this resemblance truly is. #autoLOC_SCANsat_Science_Lo_Eeloo = The scientists back on Kerbin have been waiting for this data for a long time. No doubt there will be celebrations and snacks for all when it gets there. #autoLOC_SCANsat_Science_Hi_Title = High Resolution Altimetry Scan #autoLOC_SCANsat_Science_Hi_Default1 = Analyzed high resolution altimetry data. #autoLOC_SCANsat_Science_Hi_Default2 = "The High Resolution Altimetry Scan definitely is better then the low resolution one. SCAN has once again proven their scanning skills." #autoLOC_SCANsat_Science_Hi_Sun = You realize that you could have saved some money if you had trusted the low resolution sensor in the first place. #autoLOC_SCANsat_Science_Hi_Moho = Finally, the awesomeness has returned to Moho! It may not be giant flowing rivers of lava, but this data is spectacular! #autoLOC_SCANsat_Science_Hi_Eve = The high resolution sensor cut through the hazy purple atmosphere well, and you are able to distinguish minute details on the surface. The scientists back at KSC will be relieved. #autoLOC_SCANsat_Science_Hi_Gilly = Even in super-high resolution Gilly somehow seems to be in low resolution. That is one seriously lumpy surface. #autoLOC_SCANsat_Science_Hi_Kerbin = You become mesmerised by all the colors in the data that the new high resolution technology provides. Suddenly Mission Control awakes you from your stupor, and you quickly wipe the drool from the corner of your mouth. #autoLOC_SCANsat_Science_Hi_Mun = "Hah! No more boring grey moon. Just look at all the colors in that scan! Now we can really pinpoint a prime landing site." #autoLOC_SCANsat_Science_Hi_Minmus = Wow, not only is Minmus real, it has some amazing topography! You can't wait to land in one of those flat areas. #autoLOC_SCANsat_Science_Hi_Duna = This high resolution data is amazing. You begin analyzing the hills and valleys, searching for the perfect landing spot. #autoLOC_SCANsat_Science_Hi_Ike = The data confirms the presence of large sloping hills and craters. Hopefully the analysts back at KSC can use this to find a suitable landing place. #autoLOC_SCANsat_Science_Hi_Dres = Those... are some serious mountains. You are glad to be analysing this data, rather than trying to climb up some of those hills. #autoLOC_SCANsat_Science_Hi_Jool = Even in high resolution there does not appear to be a surface on Jool. So much for that theory. At least we still have the grant money! #autoLOC_SCANsat_Science_Hi_Laythe = The map shows mostly negative heights. You consider draining Laythe just so you can climb its mountains. #autoLOC_SCANsat_Science_Hi_Vall = The data from the high resolution scanner confirms that the surface of Vall is, indeed, "crinkly". Guess Gene owes you fifty funds. #autoLOC_SCANsat_Science_Hi_Tylo = Tylo may have been the first of Jool's moons to be discovered, but this data makes it feel like you are discovering the moon for the first time. #autoLOC_SCANsat_Science_Hi_Bop = Wow, look at all those colors. You have no idea what all that data means, but you're sure that this high resolution data will impress everyone back at KSC. #autoLOC_SCANsat_Science_Hi_Pol = Even with this amount of high-quality data it is still difficult to find a suitable landing site. How the heck was this moon made, anyway? #autoLOC_SCANsat_Science_Hi_Eeloo = The cracks and fissures on the surface stand out in striking detail as you examine the data from the SAR Altimetry Sensor. Just look at all those potential landing sites. #autoLOC_SCANsat_Science_Multi_Title = Multispectral Analysis #autoLOC_SCANsat_Science_Multi_Default1 = Analyzed multispectral sensor data. #autoLOC_SCANsat_Science_Multi_Default2 = "Wow, how are we even receiving this data right now? Those SCAN engineers really know what they are doing. Either that or they have not the slightest idea what they are doing. Either way, it's time for some snacks!" #autoLOC_SCANsat_Science_Multi_Sun1 = You are surprised by the lack of biometric data. #autoLOC_SCANsat_Science_Multi_Sun2 = you wonder why there are no poles visible on the biome map. #autoLOC_SCANsat_Science_Multi_Moho = As you pore through the data you wonder if you will find the elusive lava lake biome that so many scientists had speculated about. #autoLOC_SCANsat_Science_Multi_Eve = The intricately swirled lines of Eve's biome map remind you of lava lamps and tie dyed shirts. Man those were the days. Next spacecraft to Eve will have a mandatory disco ball! #autoLOC_SCANsat_Science_Multi_Gilly = Even with all that squinting those astronomers couldn't see the biomes here. Hah! Dumb astronomers! That's 1 point for science and 0 points for uhhhh... science. #autoLOC_SCANsat_Science_Multi_Kerbin = This biome data is truly astounding. You just hope that it is crumb-resistant, as you remember eating a particularly messy box of snacks the day that the sensor was installed. #autoLOC_SCANsat_Science_Multi_Mun = Huh, never knew the moon had biomes. Wonder which one the cheese is in. And if there are any other snacks there as well. #autoLOC_SCANsat_Science_Multi_Minmus = You contemplate how fitting the name "Greater Flats" is as you pore over the data. Whoever thinks up these names is one smart Kerbal, unlike the engineers we have around here. #autoLOC_SCANsat_Science_Multi_Duna = You comb through the biome data looking for just the right spot to gather all that sweet, sweet science data from. Mmmmm, science... and snacks. #autoLOC_SCANsat_Science_Multi_Ike = As you pore over the data coming back from Ike you are surprised at the biome diversity. After all it's just a moon. You can't wait to get your hands on some of the scientific data locked up down there. #autoLOC_SCANsat_Science_Multi_Dres = Poles, check. Highlands, check. Midlands, check. Lowlands, check. Ridges, check. Impact Ejecta, check. Impact Craters, check. Canyons, check. I think we got it all. Time to shut down the scanner and have some snacks! #autoLOC_SCANsat_Science_Multi_Jool1 = You are surprised by the lack of biometric data. #autoLOC_SCANsat_Science_Multi_Jool2 = You wonder why there are no poles visible on the biome map. #autoLOC_SCANsat_Science_Multi_Laythe = You want to throw a party every time the sensor detects a land biome. #autoLOC_SCANsat_Science_Multi_Vall = Pretty straightforward data: Poles, Highlands, Midlands, and Lowlands. That's a wrap. Now let's have some snacks! #autoLOC_SCANsat_Science_Multi_Tylo = You are struck by the diversity of the biomes in the report. Not only is Tylo cool to look up from, it's cool to look down at too. #autoLOC_SCANsat_Science_Multi_Bop = This detailed analysis of Bop's biomes will advance our understanding of the little moon beyond anything we could have hoped. It's been a great day. Snacks all around! #autoLOC_SCANsat_Science_Multi_Pol = As you take in the biome data coming from Pol you begin to contemplate the possibility that pollen grains have biomes too. Then you quickly squash the thought, knowing what the activists would be like if they got a hold of that idea. #autoLOC_SCANsat_Science_Multi_Eeloo = It is astounding to have such detailed biome data on a planet so far from Kerbin. You gaze in awe at the report as the data comes in. #autoLOC_SCANsat_Science_Resource_Title = Resources Scan #autoLOC_SCANsat_Science_Resource_Default1 = Analyzed low resolution resource data. #autoLOC_SCANsat_Science_Resource_Default2 = "We are receiving resource sensor data now; this information looks way better than what we were getting from that other group..." #autoLOC_SCANsat_Science_Resource_Sun = Perhaps the sun is not the best place to find surface resources. #autoLOC_SCANsat_Science_Resource_Moho = We finally have some information about resources on Moho's surface, now we just need to figure out why anyone would want to land there. #autoLOC_SCANsat_Science_Resource_Eve = We're getting lots of good data on Eve's surface resources, this will be great when we need to figure out how to get off of the planet. #autoLOC_SCANsat_Science_Resource_Gilly = Initial resource scans of Gilly look interesting; it's almost like asteroid mining. #autoLOC_SCANsat_Science_Resource_Kerbin = We finally have some data about resources on Kerbin, because, as everyone knows, if you want basic information about your own planet nothing beats sending an expensive, complicated satellite into orbit. #autoLOC_SCANsat_Science_Resource_Mun = This resource data gives us our first good look at how suitable the Mun may be for mining purposes. #autoLOC_SCANsat_Science_Resource_Minmus = At last, we have some resource data on Minmus, every Kerbonaut's first choice for a starter mining facility. #autoLOC_SCANsat_Science_Resource_Duna = This resource data brings us one step closer to reliving all of our favorite lines from that recent hit Kerbal movie. #autoLOC_SCANsat_Science_Resource_Ike = Ike may not be the solar system's most interesting celestial body, but that doesn't make this resource data any less useful. #autoLOC_SCANsat_Science_Resource_Dres = We might as well just search some of the nearby asteroids for resources; who would ever want to bother with Dres. #autoLOC_SCANsat_Science_Resource_Jool = Hmm, maybe a gas giant isn't the best place to go looking for surface resources... #autoLOC_SCANsat_Science_Resource_Laythe = Well, there's lots of good data here, but precious little area on the surface where we might actually be able to land and take advantage of the resources. #autoLOC_SCANsat_Science_Resource_Vall = Resource scans of icy Vall provide lots of interesting data. #autoLOC_SCANsat_Science_Resource_Tylo = We'll take any resource information we can get on scary looking Tylo. #autoLOC_SCANsat_Science_Resource_Bop = Bop may not be anyone's first choice for deciding where to look for resources, but this data may still come in handy some day. #autoLOC_SCANsat_Science_Resource_Pol = In addition to pollen grains and strange lumpy things, Pol appears to have some interesting resource deposits. #autoLOC_SCANsat_Science_Resource_Eeloo = Now that we've made it all the way out to Eeloo, we might as strip mine the place and move on to whatever is beyond. #autoLOC_SCANsat_Science_Visual_Title = Visual Scan #autoLOC_SCANsat_Science_Visual_Default1 = Analyzed high resolution visual data. #autoLOC_SCANsat_Science_Visual_Default2 = "The SCAN team has done it again. They've found even more for us to look at on each celestial body." #autoLOC_SCANsat_Science_Visual_Sun = On second thought, pointing our delicate telescopes directly at the sun maybe isn't the best idea. #autoLOC_SCANsat_Science_Visual_Moho = This high quality visual data scan of Moho reveals an enormous amount of... dirt... and maybe some lava. #autoLOC_SCANsat_Science_Visual_Eve = We're not quite sure what makes Eve so purple, but it certainly makes for some pretty maps. #autoLOC_SCANsat_Science_Visual_Gilly = This high quality visual scan of Gilly looks a lot like a low quality visual scan of Gilly. Apparently there isn't much to see here. #autoLOC_SCANsat_Science_Visual_Kerbin = At last we can get a good map of the surface of our home planet, though it will be of suprisingly little use, as there don't seem to be any Kerbals on the surface. #autoLOC_SCANsat_Science_Visual_Mun = It's like craters within craters withing craters. #autoLOC_SCANsat_Science_Visual_Minmus = Well, it could be ice cream... the surface looks a lot like ice cream... the only way we can know for sure is to get down there and start tasting! #autoLOC_SCANsat_Science_Visual_Duna = This visual map confirms that the red planet is indeed very red. #autoLOC_SCANsat_Science_Visual_Ike = Duna's lonely moon Ike looks a lot like the Mun, if only the Mun had no craters and was really boring. #autoLOC_SCANsat_Science_Visual_Dres = This visual scan data set proves once and for all that Dres is really a thing... who knew? #autoLOC_SCANsat_Science_Visual_Jool = All those pretty green swirls must be hiding something really interesting. #autoLOC_SCANsat_Science_Visual_Laythe = You could have that island to yourself, or that island... or that island, or maybe that island over there. Oh wait maybe that island, or.... #autoLOC_SCANsat_Science_Visual_Vall = This map kind of makes you want to go ice skating. #autoLOC_SCANsat_Science_Visual_Tylo = This new visual data set reveals all kinds of interesting... well, actually, Tylo looks a little bit boring from orbit. #autoLOC_SCANsat_Science_Visual_Bop = Well that all looks quite terrifying. Maybe we should just stick to making maps from orbit, no need to get too close. #autoLOC_SCANsat_Science_Visual_Pol = New visual scanning data shows that Pol really does look like pollen. #autoLOC_SCANsat_Science_Visual_Eeloo = All those streaks and cracks on the surface of Eeloo make for a really interesting map. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/en-us/Tooltips.cfg Localization { en-us { #autoLOC_SCANsat_mainMapToggle = Main Map #autoLOC_SCANsat_bigMapToggle = Big Map #autoLOC_SCANsat_zoomMapToggle = Zoom Map #autoLOC_SCANsat_overlayToggle = Planetary Overlay #autoLOC_SCANsat_instrumentsToggle = Instruments Readout #autoLOC_SCANsat_settingsToggle = Settings #autoLOC_SCANsat_mainMapColor = Map Color #autoLOC_SCANsat_mainMapTerminator = Map Day/Night Terminator #autoLOC_SCANsat_mainMapType = Terrain/Biome Toggle #autoLOC_SCANsat_mainMapMinimize = Show/Hide Vessel Info #autoLOC_SCANsat_mainMapStatus = Scanner Status Indicators #autoLOC_SCANsat_mainMapPercentage = Active Scanner Completion Percentage #autoLOC_SCANsat_bigMapRefresh = Map Refresh #autoLOC_SCANsat_bigMapColor = Map Color #autoLOC_SCANsat_bigMapTerminator = Map Day/Night Terminator #autoLOC_SCANsat_bigMapGrid = Grid Overlay #autoLOC_SCANsat_bigMapOrbit = Orbit Overlay #autoLOC_SCANsat_bigMapWaypoints = Waypoints #autoLOC_SCANsat_bigMapAnomaly = Anomalies #autoLOC_SCANsat_bigMapFlags = Flags #autoLOC_SCANsat_bigMapLegend = Map Legend #autoLOC_SCANsat_bigMapResource = Resource Overlay #autoLOC_SCANsat_bigMapExport = Export Map To Disk #autoLOC_SCANsat_resourceCutoffMinus = Decrease Resource Cutoff #autoLOC_SCANsat_resourceCutoffPlus = Increase Resource Cutoff #autoLOC_SCANsat_resourceSettings = Open Resource Color Settings #autoLOC_SCANsat_overlayRefresh = Map Refresh #autoLOC_SCANsat_insNextResource = Next Resource #autoLOC_SCANsat_insPreviousResource = Previous Resource #autoLOC_SCANsat_insNextAnomaly = Next Surface Feature #autoLOC_SCANsat_zoomVesselSync = Sync Current Vessel #autoLOC_SCANsat_zoomVesselLock = Lock Position To Vessel #autoLOC_SCANsat_zoomLevelPersist = Remember The Last Zoom Level #autoLOC_SCANsat_zoomAutoRefresh = Auto Refresh #autoLOC_SCANsat_zoomMapRefresh = Map Refresh #autoLOC_SCANsat_zoomMapWindowState = Toggle Window Size #autoLOC_SCANsat_zoomMapIn = Zoom In #autoLOC_SCANsat_zoomMapOut = Zoom Out #autoLOC_SCANsat_zoomMapLeft = Shift Left #autoLOC_SCANsat_zoomMapRight = Shift Right #autoLOC_SCANsat_zoomMapUp = Shift Up #autoLOC_SCANsat_zoomMapDown = Shift Down #autoLOC_SCANsat_zoomMapIcons = Map Icons #autoLOC_SCANsat_waypointToggle = Waypoint Selector #autoLOC_SCANsat_waypointSet = Create Waypoint #autoLOC_SCANsat_waypointCancel = Cancel Waypoint #autoLOC_SCANsat_waypointMechJeb = Set MechJeb Landing Target #autoLOC_SCANsat_waypointNameRefresh = Reset Waypoint } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/en-us/Warnings.cfg Localization { en-us { #autoLOC_SCANsat_Warning_DataResetCurrent = Erase <<1>> map for <<2>>? #autoLOC_SCANsat_Warning_DataResetAll = Erase <<1>> for all celestial bodies? #autoLOC_SCANsat_Warning_StockResourceResetCurrent = Erase stock resource data for <<1>>? #autoLOC_SCANsat_Warning_StockResourceResetAll = Erase stock resource data for all celestial bodies? #autoLOC_SCANsat_Warning_MapFillCurrent = Fill in <<1>> map for <<2>>? #autoLOC_SCANsat_Warning_MapFillAll = Fill in <<1>> for all celestial bodies? #autoLOC_SCANsat_Warning_ModuleManagerResource = Warning\nModule Manager is required for all SCANsat resource scanning functions. #autoLOC_SCANsat_Warning_SaveToConfig = Overwrite existing config file on disk? } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/es-es/Contracts.cfg Localization { es-es { #autoLOC_SCANsat_exceptional0001 = Haz un grupo de estudios SCANsat de alta resolución de @/targetBodyValid3. #autoLOC_SCANsat_exceptional0002 = Haz un grupo de estudios SCANsat de alta resolución de @/targetBodyValid3. #autoLOC_SCANsat_exceptional0003 = El escaneo puede tener lugar mientras la nave no está cargada. #autoLOC_SCANsat_exceptional0004 = Realice varios escaneos de alta resolución de @/targetBodyValid3 #autoLOC_SCANsat_exceptional0005 = Ahora tenemos un mapa detallado y el reconocimiento de la superficie de @/targetBodyValid3 #autoLOC_SCANsat_exceptional0006 = Debe tener un escaneo altimétrico de alta resolución de menos del 90% del cuerpo objetivo. #autoLOC_SCANsat_exceptional0007 = Debe tener menos del 90% de escaneo de mineral del cuerpo objetivo. #autoLOC_SCANsat_exceptional0008 = Debe haber estado en órbita alrededor del cuerpo objetivo, o el cuerpo objetivo debe ser el siguiente en la lista. #autoLOC_SCANsat_significant_0001 = Haz un grupo de estudios SCANsat de @/targetBodyValid2. #autoLOC_SCANsat_significant_0002 = Haz un grupo de estudios SCANsat de @/targetBodyValid2. #autoLOC_SCANsat_significant_0003 = El escaneo puede tener lugar mientras la nave no está cargada. #autoLOC_SCANsat_significant_0004 = Realice varios escaneos de @/targetBodyValid2 #autoLOC_SCANsat_significant_0005 = Excelente trabajo, estos escaneos proporcionarán datos muy valiosos para nuestros equipos de estudios. #autoLOC_SCANsat_significant_0006 = Debe tener menos de un 80% de escaneo altimétrico de baja resolución del cuerpo objetivo. #autoLOC_SCANsat_significant_0007 = Debe tener menos del 80% de exploración del bioma del cuerpo objetivo. #autoLOC_SCANsat_significant_0008 = Debe tener menos de un 80% de exploración de recursos M700 del cuerpo objetivo. #autoLOC_SCANsat_significant_0009 = Debe haber estado en órbita alrededor del cuerpo objetivo. #autoLOC_SCANsat_trivial_0001 = Llevar a cabo un estudio SCANsat @/scanReadString1 de @/targetBodyValid1. #autoLOC_SCANsat_trivial_0002 = Llevar a cabo un estudio SCANsat @/scanReadString1 de @/targetBodyValid1. #autoLOC_SCANsat_trivial_0003 = El escaneo puede tener lugar mientras la nave no está cargada. #autoLOC_SCANsat_trivial_0004 = Realice un escaneo simple de @/targetBodyValid1 #autoLOC_SCANsat_trivial_0005 = Excelente trabajo, esta simple encuesta les dará a nuestros expertos mucho para estudiar. #autoLOC_SCANsat_trivial_0006 = El objativo es parte del sistema hogareño. #autoLOC_SCANsat_trivial_0007 = Debe haber escaneado menos del 70% del cuerpo objetivo. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/es-es/Flags.cfg Localization { es-es { #autoLOC_SCANsat_Agents_Name = SCAN #autoLOC_SCANsat_Agents_Title = SCAN: Comité Científico de Navegación Avanzada #autoLOC_SCANsat_Agents_Description = La agencia de SCAN se dedica a mapear y examinar todos los planetas del sistema solar. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/es-es/Helptips.cfg Localization { es-es { #autoLOC_SCANsat_settingsHelpScanningToggle = Activa/Desactiva todos los escaneos de SCANsat. #autoLOC_SCANsat_settingsHelpBackground = Activa/Desactiva escaneo en segundo plano en\ncuerpos celestes seleccionados. #autoLOC_SCANsat_settingsHelpTimeWarp = Ajustar la frecuencia de escaneo durante acelaración del tiempo.\nMayor valor resulta en menos brechas en el mapa\npero puede impactar la performancia a gmayor acelarión del tiempo. #autoLOC_SCANsat_settingsHelpGroundTracks = Mostrar un indicador visual de\nla actividad de escaneo durante la vista de mapa. #autoLOC_SCANsat_settingsHelpGroundTracksActive = El indicador del seguimiento desde base\npuede ser limitado a solo mostrar la nave activa. #autoLOC_SCANsat_settingsHelpStockUIStyle = Cambiar elementos de la UI entre el estilo de KSP base y el estilo de Unity. #autoLOC_SCANsat_settingsHelpOverlayTooltips = Mostrar tooltips para la posición actual del mouse cuando la sobreposición planetaria está activada.\nEstos tooltips incluyen las coordenadas del cursor, Altura del terreno, pendiente, nombre de bioma,\ny abundancia de recurso, dependiendo de la cobertura del escaneo. #autoLOC_SCANsat_settingsHelpWindowTooltips = Mostrar tooltips en algunos botones de la vista de mapa.\nEstos son principalmente usados para identificar íconos de botones #autoLOC_SCANsat_settingsHelpLegendTooltips = Mostrar tooltips en la leyenda del mapa.\nInhabilitar esto tambien ocultara la leyenda del mapa de bioma. #autoLOC_SCANsat_settingsHelpStockToolbar = Usar la barra de herramientas base.\nPuede usarse al mismo tiempo con la barra de herramientas de Blizzy78. #autoLOC_SCANsat_settingsHelpToolbarMenu = Usa un menú emergente para la barra de herramietnas base para mostrar todas las ventanas disponibles. #autoLOC_SCANsat_settingsHelpMechJeb = El modo de selección de los mapa con zoom de SCANsat y le mapa grande de waypoints\npueden ser usados para seleccionar una zona de aterrizaje para MechJeb. #autoLOC_SCANsat_settingsHelpMechJebLoad = Cargar un punto de aterrizaje guardado de MechJeb.\nEsto solo funciona en la escena de vuelo con una nave válida con Mechjeb. #autoLOC_SCANsat_settingsHelpMapGenSpeed = Ajustar todas las velocidades de generacion de mapa de SCANsat\nReducir valores ahorrara recursos del CPU y quizá reduzca\nla calidad en la generacion de mapa. #autoLOC_SCANsat_settingsHelpResetWindows = Reiniciar la escala y posición de todas las ventanas.\nUsa esto si una ventana se movió fuera\ncompletamente o si no son visibles. #autoLOC_SCANsat_settingsHelpResetPlanetData = Reinicia los datos de SCANsat para el cuerpo celeste actual.\nUna ventana de confirmación se abrira antes de\nactivarse. No puede revertirse. #autoLOC_SCANsat_settingsHelpResetAllData = Reinicia los datos de SCANsat para todos los cuerpos celestes.\nUna ventana de confirmación se abrira antes de activarse.\nNo puede revertirse. #autoLOC_SCANsat_settingsHelpVesselsSensorsPasses = Información acerca del sensor activo de SCANsat.\nNaves indica el número de naves con el sensor activo.\nSensores indica el número total de sensores\nInstrumentos cuenta cada sensor individual.\nPasadas indica el número de actualizaciones por segundo del sensor\nEste valor es afectado por el ajuste de Resolución de acelaración del Tiempo. #autoLOC_SCANsat_settingsHelpGreyScale = Usar una verdadera escala de grises para los mapas de blanco y negro de SCANsat.\nPíxeles en el mapa de altitud se van a sobreponer entre negro y blanco\nla altura mínima y máxima del terreno de cada cuerpo celeste define los límites #autoLOC_SCANsat_settingsHelpExportCSV = Exporta un archivo .csv junto con la textura del mapa cuando se usa el botón de Exportar en el Mapa Grande.\nEl archuvo contiene coordeenas y altura del terreno de cada píxel.\nPixeles están nombrados de izquierda a derecha y de arriba a abajo. #autoLOC_SCANsat_settingsHelpSetMapWidth = Ingresa un valor exacto para el ancho de textura del mapa grande de SCANsat.\nValores están limitados a 550 - 8192 píxeles de ancho.\nPresiona el botón establecer para aplicar el valor. #autoLOC_SCANsat_settingsHelpWindowScale = Ajusta todas las escalas de las ventanas de SCANsat. #autoLOC_SCANsat_settingsHelpFillPlanet = Llena los datos de SCANsat para el cuerpo celeste actual. #autoLOC_SCANsat_settingsHelpFillAll = Llena los datos de SCANsat para todos los cuerpos celestes. #autoLOC_SCANsat_resourceSettingsHelpBiomeLock = Evita el requerimiento para el escaneo base de biomas.\nSCANsat mostrará precisión total para la abundancia\ndel recurso con o sin ningun scaneo de biomas. #autoLOC_SCANsat_resourceSettingsHelpInstant = Por defecto, el escaner de inspección orbital de recursos M700 base llenara todos los mapas de recursos de SCANsat.\nEsto se puede inhabilitar, requiriendo metodos de SCANsat para todos los escaneos de recursos.\nInhabilitado automáticamente cuando el escaneo de recursos base está inactivo. #autoLOC_SCANsat_resourceSettingsHelpNarrowBand = Numerosas funciones de SCANsat requieren un escáner de recursos Narrow-Band a bordo\nde la nave activa o en órbita del cuerpo celestial para informacion de recursos totalmente precisa.\nDesactiva esto para evitar estas restricciones. #autoLOC_SCANsat_resourceSettingsHelpDisableStock = Inhabilita todas las funciones base de escaneo de recursos.\nMétodos de escaneo de SCANsat serán requeridos para toda la informacion de recursos.\nRemplaza varias funciones base de recursos con herramietnas de SCANsat.\nIncluye las lecturas del Click-Derecho, y los mapas de sobreposición. #autoLOC_SCANsat_resourceSettingsHelpResetStockResource = Reinicia la cobertura de escaneo de recursos base para el cuerpo celeste actual.\nVolver a cargar o cambiar de escena quizás sea nescesario para que los cambios tengas efecto.\nUna ventana de confirmación se abrira antes de activarse.\nNo puede revertirse. #autoLOC_SCANsat_resourceSettingsHelpResetAllStockResource = Reinicia la cobertura de escaneo de recursos base para todos los cuerpos celestes.\nVolver a cargar o cambiar de escena quizás sea nescesario para que los cambios tengas efecto.\nUna ventana de confirmación se abrira antes de activarse.\nNo puede revertirse. #autoLOC_SCANsat_resourceSettingsHelpOverlayInterpolation = Cambia el número de la abundancia de recursos medida en la creación del mapa\nde la sobreposición planetaria y del mapa grande.\nDisminuir el valor para aumentar la calidad y precisión del mapa.\nValores bajos resultaran en generacion de mapa relentizada. #autoLOC_SCANsat_resourceSettingsHelpOverlayHeight = Cambia el tamaño de textura (anchura del mapa es 2XAltura) usado en la construcctión\ndel mapa de sobreposición de recursos.\nAumenta el valor para aumentar la calidad y precisión del mapa.\nValores altos resultaran en generacion de mapa relentizada. #autoLOC_SCANsat_resourceSettingsHelpOverlayBiomeHeight = Cambia el tamaño de textura (anchura del mapa es 2XAltura) usado en la construcctión\ndel mapa de sobreposición de bioma. Aumenta el valor para aumentar\nla calidad y precisión del mapa.\nValores altos resultaran en generacion de mapa relentizada. #autoLOC_SCANsat_resourceSettingsHelpOverlayTransparency = Crea un fondo gris para la sobreposición del mapa de recursos.\nUsado para dejar claro que secciones del cuerpo celeste\nhan sido escaneadas pero no tienen recursos. #autoLOC_SCANsat_resourceSettingsHelpScanThreshold = Nivel límite usado para aplicar el escáner base a todos los cuerpos celestes después de escanear con los sensores de SCANsat.\nÚtil cuando contratos u otros requiere que un scáner base de recursos sea realizado.\nEstablece un valor entre 0-100 en la caja de texto y has cñocl en el botón Establecer.\nATodos los cuerpos celestes serán chequeados inmediatamente;\ncuerpos celestes tambien seran chequeados al cargar o al cambiar de escena.\nVolver a cargar quizás sea nescesario para que los cambios tengan efecto. #autoLOC_SCANsat_colorTerrainHelpMin = Define la mínima altitud de corte para la paleta de color del terreno.\nCualquier valor debajo de esta altitud se mostrará con el mínimo color. #autoLOC_SCANsat_colorTerrainHelpMax = Define la máxima altitud de corte para la paleta de color del terreno.\nCualquier valor encima de esta altitud se mostrará con el máximo color. #autoLOC_SCANsat_colorTerrainHelpClampToggle = Used to define a cutoff between the low and high altitude values.\nThis is particularly useful for ocean planets where it helps to\ndefine a sharp distinction between land and ocean. #autoLOC_SCANsat_colorTerrainHelpClamp = Define el límite grupal de corte.\nCualquier cosa menor será representado por los 2 primeros colores en la paleta de colores seleccionada.\nCualquier valor mayor será representado por el resto de colores. #autoLOC_SCANsat_colorTerrainHelpReverse = Revierte el orden de la paleta\nde colores actualmente seleccionada. #autoLOC_SCANsat_colorTerrainHelpDiscrete = Dibuja el mapa usando solo los colores especificados en la paleta,\nen vez de interpolarlos gradualmente. #autoLOC_SCANsat_colorTerrainHelpPaletteSize = Ajusta el número de colores disponible\nen la paleta de colores actuales. #autoLOC_SCANsat_colorBiomeHelpStock = Usa el esquema de colores base para\nlos mapas de bioma de SCANsat. #autoLOC_SCANsat_colorBiomeHelpWhiteBorder = Dibuja una frontera blanca entre biomas.\nNo aplica a la sobreposición de mapas de biomas. #autoLOC_SCANsat_colorBiomeHelpTransparency = Ajusta la transparencia de los mapas de biomas.\nElevacion del terreno se muestra detrás del bioma.\nEstabler a 0% para inhabilitar el trazo del terreno. #autoLOC_SCANsat_colorPickerHelpLow = La muestra de color superior muestra la selección\nactualizada para el mínimo color para este espectro.\nLa muestra de color inferior muestra el color activo. #autoLOC_SCANsat_colorPickerHelpHigh = La muestra de color superior muestra la selección\nactualizada para el máximo color para este espectro.\nLa muestra de color inferior muestra el color activo. #autoLOC_SCANsat_colorResourceHelpMin = El corte mínimo para la concentración de recursos en el cuerpo celeste seleccionado.\nDepósitos de recursos a este nivel seran mostrados\nusando el valor mínimo del espectro de color actual.\nDepósitos de recursos inferior a este valor no serán mostrados. #autoLOC_SCANsat_colorResourceHelpMax = El corte máximo para la concentración de recursos en el cuerpo celeste seleccionado.\nDepósitos de recursos por encima de este nivel seran mostrados\nusando el valor máximo del espectro de color actual. #autoLOC_SCANsat_colorResourceHelpTransparency = Define el nivel de transparencia para la sobreposición de recursos.\nAumentar para permitir ver mas del terreno, pendiente o bioma.\nEsto tambien afecta la transparencia de la sobreposiciñon de recursos en el mapa. #autoLOC_SCANsat_colorResourceHelpApply = Aplica los valores actuales para el\nrecurso y cuerpo celeste seleccionado. #autoLOC_SCANsat_colorResourceHelpApplyAll = Aplica los valores actuales para todos\nlos recursos y cuerpos celestes. #autoLOC_SCANsat_colorResourceHelpDefault = Revierte los valores de fábrica para el\nrecurso y cuerpo celeste seleccionado. #autoLOC_SCANsat_colorResourceHelpDefaultAll = Revierte los valores de fábrica para el\nrecurso seleccionado para todos los cuerpos celestes. #autoLOC_SCANsat_colorHelpSaveToConfig = Guarda toda la configuracion de colores en\nel archivo de configuracion encontrado en el folder SCANsat/Resources.\nEstos valores sirven como base para nuevas partidas\ny para todos los botones de Revertir a Defecto.\nLos valores no necesitan guardarse al archivo de configuración para ser aplicados en esta partida. #autoLOC_SCANsat_colorSlopeHelpCutoff = Ajusta el nivel de corte entre\nentre los 2 pares de colores seleccionados. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/es-es/OtherText.cfg Localization { es-es { #autoLOC_SCANsat_Analyze = Analizar datos #autoLOC_SCANsat_StartScan = Empezar Escaneo #autoLOC_SCANsat_StopScan = Terminar Escaneo #autoLOC_SCANsat_ToggleScan = Cambiar Escaneo #autoLOC_SCANsat_Extend = Extender #autoLOC_SCANsat_Retract = Retractar #autoLOC_SCANsat_Unknown = Desconocido #autoLOC_SCANsat_All_Disabled = Todo el Escaneo Desabilitado #autoLOC_SCANsat_Disabled = Escaneo Desabilitado #autoLOC_SCANsat_TooLow = Muy Bajo #autoLOC_SCANsat_SubOptimal = Sub-Óptimo #autoLOC_SCANsat_Ideal = Ideal #autoLOC_SCANsat_TooHigh = Muy Alto #autoLOC_SCANsat_NoData = Sin datos #autoLOC_SCANsat_Abundance = Abundancia #autoLOC_SCANsat_Surface = Superf #autoLOC_SCANsat_AltitudeMin = Altitud ( mín): <<1>>km\n #autoLOC_SCANsat_AltitudeBest = Altitud (ideal): <<1>>km\n #autoLOC_SCANsat_AltitudeMax = Altitud ( máx): <<1>>km\n #autoLOC_SCANsat_FOV = FOV: <<1>> #autoLOC_SCANsat_MapProjection = Proyección del Mapa #autoLOC_SCANsat_MapType = Tipo de Mapa #autoLOC_SCANsat_MapResource = Recurso #autoLOC_SCANsat_MapBody = Cuerpo celestial #autoLOC_SCANsat_GeneralSettings = Ajustes Generales #autoLOC_SCANsat_BackgroundSettings = Ajustes de Fondo #autoLOC_SCANsat_ResourceSettings = Ajustes de Recurso #autoLOC_SCANsat_DataManagement = Gestión de datos #autoLOC_SCANsat_ColorManagement = Gestión del color } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/es-es/Parts.cfg Localization { es-es { #autoLOC_SCANsat_BTDT_Title = SCAN Estuve Allí e Hice Eso® #autoLOC_SCANsat_BTDT_Description = Este pequeño sensor puede detectar automáticamente anomalias cercanas. Ya que solo trabaja a muy corta distancia y a muy baja altitud, es principalmente útil para tener un historial de las anomalias identificadas que han sido visitadas. #autoLOC_SCANsat_Multi_Title = SCAN Sensor Multispectral #autoLOC_SCANsat_Multi_Description = Este sensor multicanal detecta radiación a través de bandas de infrarojo, luz visible y RADAR. Esto le da la capacidad de diferenciar entre diferentes tipos de terrenos y biomas. También puesde detectar anomalias tales como estructuras en el suelo. #autoLOC_SCANsat_Radar_Title = SCAN RADAR Sensor de altimetría #autoLOC_SCANsat_Radar_Description = SCAN te brinda este sensor de altimetría RADAR de alto rendimiento. Este es el modelo de entrada en esta familia de sensores, y comúnmente vendido en conjunto con cohetes de juguete y modelos de aviones a control remoto. Después de que una prueba grupal revelara que el 95% de la audiencia determinada tratase de pegarlo con cinta adhesiva al tubo de escape de sus motores de cohetes, este nuevo y mejorado modelo ah sido hecho más fácil de usar. #autoLOC_SCANsat_SAR_Title = SCAN SCAN SAR Sensor de altimetría #autoLOC_SCANsat_SAR_Description = Este sensor de Apertura Sintética RADAR usa su trayectoria de vuelo para simular una antena mas larga. Haciendo esto posible detectar la elevacion del terreno a una mayor resolución. El inconveniente es que su campo de vision es comparativamente pequeño, y funciona mejor a mayores altitudes. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/es-es/Science.cfg Localization { es-es { #autoLOC_SCANsat_Science_Lo_Title = Scáner de Altimetría de Baja Resolucion #autoLOC_SCANsat_Science_Lo_Default1 = Se analizaron los datos de altimetría de baja resolución. #autoLOC_SCANsat_Science_Lo_Default2 = "Sensor de altimetría RADAR está reportando. No se como, pero tenemos una señal fuerte y esta obteniendo datos. Esto amerita una ronda de celebracion de Snacks!" #autoLOC_SCANsat_Science_Lo_Sun = Te pregutnas si el sensor está funcionando mal. #autoLOC_SCANsat_Science_Lo_Moho = Bueno, al menos estos datos de baja resolucion hacen parecer genial a Moho. No son lagos gigantes de lava, pero genial sin duda. #autoLOC_SCANsat_Science_Lo_Eve = Contemplas los borrosos, y ásperos estimados de altitud regresados por el scáner y deseas haber enviado el escáner de alta resolucion. Oh bueno, ¡Es una gran razón para lanzar mas cohetes! (Como si necesitaramos una razon de todos modos) #autoLOC_SCANsat_Science_Lo_Gilly = Tu scaneo de baja resolución confirma lo que ya sabías: Gilly solo es una roca grumosa flotando en el espacio. Al menos no tienes que esforzar tus ojos al ver el reporte. #autoLOC_SCANsat_Science_Lo_Kerbin = Incluso estos datos de baja resolución de la superficie del planeta son sorprendentemente útiles. No puedes esperar para desplegar esta tecnología hacia Mun o más allá. #autoLOC_SCANsat_Science_Lo_Mun = Los datos se muestran extensos, recorriendo trazos del terreno debajo. Un scaneo de alta resolucion ayudaria más, pero probablemente puedes usar estos datos para encontrar un punto de aterrizaje adecuado. #autoLOC_SCANsat_Science_Lo_Minmus = Reconoces a regañadientes que los chicos en la Sociedad Astronómica de Kerbal tenian rezón: Minmus es realmente una luna. No lo hubieses creido si no hubieras visto el escáner de altimetría con tus propios ojos. #autoLOC_SCANsat_Science_Lo_Duna = Estos datos de baja resolución son un poco borrosos y distorsionados, pero aun será invaluable en la busqueda de un punto de aterrizaje adecuado en Duna. De repente, una misión de largo plazo a Duna se vuelve una perspectiva real. #autoLOC_SCANsat_Science_Lo_Ike = Mientras revisas los datos te sorprendes por los similar que es Ike con Mun . Te preguntas sobre la comparación entre la geología de sus superficies. #autoLOC_SCANsat_Science_Lo_Dres = Incluso con este escáner de baja resolución es bastante aparente que Dres tiene algunas prominentes montañas. No puedes esperar por los resultados del escáner de recursos por que estás seguro que "¡Hay oro en esas montañas!". #autoLOC_SCANsat_Science_Lo_Jool = ¿Altimetría, que altimetría? Es un gigante gaseoso por el amor de Kerbal. Solo escojamos un número aleatorio y listo. #autoLOC_SCANsat_Science_Lo_Laythe = El sensor parece incapaz de penetrar el agua. #autoLOC_SCANsat_Science_Lo_Vall = Bueno, aquí está: "Los Vall-iosos datos que todos estaban esperando. JAJAJAJA. Jajaja. Ja. Ja? ¿Qué? Al menos ALGUIEN tiene que pensar que fue chistoso." #autoLOC_SCANsat_Science_Lo_Tylo = Aún no estás seguro como la vista desde arriba va a ser en Laythe, Vall y Jool; pero estos datos de seguro te van a ayudar a encontrar un punto de aterrizaje para poder averiguarlo. #autoLOC_SCANsat_Science_Lo_Bop = Bueno, los datos de altimetría de baja resolucion están aqui, y decides empacarlo y enviarlo de vuelta al CSK. Solo esperas que haya suficiente jugo en las baterías para enviar todo y matener los sistemas basicos funcionando al mismo tiempo. #autoLOC_SCANsat_Science_Lo_Pol = El scaneo de baja resolución confirma que Pol luce como un grano gigante de polen. Hasta que mejores a un escáner de alta resolución, y avances en el campo de los microscopios de electrones, te quedaras con la duda de que tan fuerte es está similitud realmente. #autoLOC_SCANsat_Science_Lo_Eeloo = Los científicos en Kerbin han estado esperando por estos datos por mucho tiempo. No hay duda de que habra una celebración y muchos snacks para todos cuando lleguen los datos. #autoLOC_SCANsat_Science_Hi_Title = Scáner de Altimetría de Alta Resolución #autoLOC_SCANsat_Science_Hi_Default1 = Se analizaron los datos de altimetría de alta resolución. #autoLOC_SCANsat_Science_Hi_Default2 = "El Scáner de Altimetría de Alta Resolución se definitivamente mejor que el de baja resolución. SCAN una vez mas ah demostrado sus habilidades de escaneo." #autoLOC_SCANsat_Science_Hi_Sun = Te das cuenta que hubieras ahorrado dinero si le hubieses creido al escáner de baja resolución en primer lugar. #autoLOC_SCANsat_Science_Hi_Moho = ¡Finalmente, lo asombroso ah regresado a Moho! Quizás no sean ríos gigantes de lava, pero estos datos son espectaculares! #autoLOC_SCANsat_Science_Hi_Eve = El sensor de alta definición atravesó bien la brumosa atmósfera morada,y eres capaz de distinguir detalles minusiosos en la superficie. Los científicos en el CSK estaran alividados. #autoLOC_SCANsat_Science_Hi_Gilly = Incluso en super alta resolución parece que Gilly estuviera en baja resolución. Esa es una superficie realmente grumosa. #autoLOC_SCANsat_Science_Hi_Kerbin = Te quedas hipnotizado por todos los colores en los datos que la nueva tecnología de alta resolución provee. De rependete,Control de Misión te despierta de tu trance, rapidamente te quitas la baba de la comisura de tu boca. #autoLOC_SCANsat_Science_Hi_Mun = "¡Ajá! No mas aburrida luna gris. ¡Solo mira todos elos colores en el escáner! Ahora podemos escoger un punto de aterrizaje de primera calidad." #autoLOC_SCANsat_Science_Hi_Minmus = Wow, no solo Minmus es real, ¡Tiene una toporafía sorprendente! No puedes esperar para aterrizar en una de esas grandes llanuras. #autoLOC_SCANsat_Science_Hi_Duna = Estos datos de alta resolución son asombrosos. Empiezas a analirzar las colinas y valles, buscando por el punto de aterrizaje perfecto. #autoLOC_SCANsat_Science_Hi_Ike = Los datos confirman la prescencia de crateres y colinas con grandes pendientes. Ojalá los analistas en el CSK pueden encontrar un punto de aterrizaje adecuado. #autoLOC_SCANsat_Science_Hi_Dres = Esas... son unas montañas algo misteriosas. Estás contento de estar analizando estos datos, en vez de tratar de colinas. #autoLOC_SCANsat_Science_Hi_Jool = Incluso en alta definición parece no haber una superficie en Jool. Tanto por esa teoría. ¡Al menos aun tenemos el dinero del contrato! #autoLOC_SCANsat_Science_Hi_Laythe = El mapa muestra mayormente alturas negativas. consideras drenar Laythe para poder escalar una de esas montañas. #autoLOC_SCANsat_Science_Hi_Vall = Los datos del escáner de alta resolucion muestra que la superficie de Vall es, en efecto, "crujiente". Supongo que Gene te debe dinero. #autoLOC_SCANsat_Science_Hi_Tylo = Tylo quizás haya sido una de las priemras lunas de Jool en ser descubiertas, pero estos datos te hacen sentir como si estuvieras descubriendo esta luna por la primera vez. #autoLOC_SCANsat_Science_Hi_Bop = Wow, mira todos esos colores. No tienes idea que significan todos estos datos, pero estás seguro que estos datos de alta resolución impresionaran a todos de regreso en el CSP. #autoLOC_SCANsat_Science_Hi_Pol = Incluso con estos datos de alta resolucion, aun es difícil encontrar un bueno punto de aterrizaje. ¿De todas formas, como rayos se formo esta luna? #autoLOC_SCANsat_Science_Hi_Eeloo = Las gritas y fisuras en la superficie sobresalen con sorprendente definición mientras examinas los datos del sensor. Solo mira todos esos posible puntos de aterrizaje. #autoLOC_SCANsat_Science_Multi_Title = Análisis de Multiespectro #autoLOC_SCANsat_Science_Multi_Default1 = Se analizaron los datos del sensor de Multiespectro. #autoLOC_SCANsat_Science_Multi_Default2 = "¿Wow, como es que siquiera estamos reciviendo estos datos? Esos ingenieros de SCAN realmente saben lo que hacen. O es eso, o no tienen la mas mínima idea de lo que hacen. De cualquier forma. es tiempo de unos Snacks!" #autoLOC_SCANsat_Science_Multi_Sun1 = Te sorprende la falta de datos biométricos. #autoLOC_SCANsat_Science_Multi_Sun2 = Te preguntas por que los polos no son visibles en el mapa. #autoLOC_SCANsat_Science_Multi_Moho = Mientras revisas los datos, te preguntas si encontrarás el elusivo bioma de el "Lago de Lava" el cual muchos científicos han especualado. #autoLOC_SCANsat_Science_Multi_Eve = Las intrincadas lineas curveadas del mapa de biomas de Eve te recuerdan lámparas de lava y camisetas teñidas. ¡Esos eran los días!. ¡La siguiente nave espacial hacia Eve tendra una bola disco obligatoria! #autoLOC_SCANsat_Science_Multi_Gilly = Incluso poniendo los ojos bizcos, los astrónomos no podian ver los biomas. ¡Ja! ¡Astrónomos tontos! 1 punto para la ciencia y 0 puntos para, este.... sciencia. #autoLOC_SCANsat_Science_Multi_Kerbin = Estos datos de bioma son sorprendentes. Solo esperas de que sea resistente a las migajas, ya que recuerdas haber comido una bolsas de Snacks el dia que instalaron los sensores. #autoLOC_SCANsat_Science_Multi_Mun = Ja, nunca supe que la luna Mun tenia biomas. Me pregunto en cual de ellos estará el queso. Y si hay otros Snacks por ahí tambien. #autoLOC_SCANsat_Science_Multi_Minmus = Contemplas que acertado es el nombre "Grandes Planicies" mientras revisas los datos. Quien sea que piensa estos nombres es un Kerbal inteligente, a diferencia de los ingenieros que tenemos por aquí. #autoLOC_SCANsat_Science_Multi_Duna = Peinas todos los datos de bioma solo para encontrar el punto corrector para recolectar todos los dulces, dulces datos científicos. Mmmmm, ciencia... y snacks. #autoLOC_SCANsat_Science_Multi_Ike = Mientras revisas los datos que regresan de Ika, te sorprendes con la diversidad de biomas. Despues de todo, es solo una luna. No puedes esperar por poner tus manos en uno de los datos científicos atrapados ahí abajo. #autoLOC_SCANsat_Science_Multi_Dres = Polos, listo. Tierras altas, listo. Tierras medias, listo. Tierras bajas, listo. Crestas, listo. Impact Ejecta, clisto. Impact Cráteres, listo. Cañones, listo. Creo que los tenemos a todos. Hora de apagar el escáner y tener unos snacks! #autoLOC_SCANsat_Science_Multi_Jool1 = Te sorprende la falta de datos biométricos. #autoLOC_SCANsat_Science_Multi_Jool2 = Te preguntas por que no se ven los polos en el mapa. #autoLOC_SCANsat_Science_Multi_Laythe = Quieres lanzar una fiesta cada vez que el sensor detecta un bioma de tierra. #autoLOC_SCANsat_Science_Multi_Vall = Datos muy sencillos: Polos, Tierras altas, Tierras medias, y Tierras bajas. Listo, ahora vamos a por unos snacks. #autoLOC_SCANsat_Science_Multi_Tylo = Te sorprende la diversidad de biomas en el reporte. No solomente es genial mirar hacia arriba desde Tylo, tambien es genial mirar hacia abajo. #autoLOC_SCANsat_Science_Multi_Bop = Este detalaldo análisis De los biomas de Bob aumentaran nuestro entendimientos más allá de lo que cualquiera hubiera esperado. Ah sido un gran día. Snacks para todos! #autoLOC_SCANsat_Science_Multi_Pol = Mientras recibes los datos de biomas provinientes de Pol empiezas a contemplat la posibilidad de que los granos de polen tambien tengan biomas. Pero inmediatametne destruyes esa ídea, sabiendo lo que los activistas harian si se enterasen de esta. #autoLOC_SCANsat_Science_Multi_Eeloo = Es sorprendente tener datos de biomas de un planeta tan lejos de Kerbin. Te quedas mirando sorprendido al reporte mientras los datos van llegando. #autoLOC_SCANsat_Science_Resource_Title = Scáner de Recursos #autoLOC_SCANsat_Science_Resource_Default1 = Se analizaron los datos de baja resolucion de recursos. #autoLOC_SCANsat_Science_Resource_Default2 = "Estamos recibiendo ahora los datos de recursos; esta informacion luce mucho mejor de lo que estábamos recibiendo del otro grupo..." #autoLOC_SCANsat_Science_Resource_Sun = Quizás el sol no es el mejor lugar para buscar recursos en la superficie. #autoLOC_SCANsat_Science_Resource_Moho = Finalmente tenemos algo de informacion sobre los recursos de la superficie de Moho, ahora solo tenemos que saber por que alguien quisiera aterrizar ahí. #autoLOC_SCANsat_Science_Resource_Eve = Estamos obteniendo montones de excelentes datos sobre los recursos en la superficie de Eve, esto será genial para cuando tengamos que buscar uan manera de dejar el planeta. #autoLOC_SCANsat_Science_Resource_Gilly = El escáner de recursos inicial de Gilly luce bien; es casi como minar asteroides. #autoLOC_SCANsat_Science_Resource_Kerbin = Finalmente tenemos datos sobre los recursos de Kerbin, por que como todo el mundo sabe, si quieres informacionbásica sobre tu propio planeta nada supera mandar un costoso, complicado satélite a orbita. #autoLOC_SCANsat_Science_Resource_Mun = Estos datos de recursos nos dan nuestra primera mirada a que tan apropiada es Mun para minar. #autoLOC_SCANsat_Science_Resource_Minmus = Al menos, tenemos algunos datos de recursos en Minmus, primera opción de todo Kerbonauta para empezar sus instalaciones mineras. #autoLOC_SCANsat_Science_Resource_Duna = Estos datos de recursos nos traen un paso mas cerca a revivir todas nuestras lineas favoritas en la última película Kerbalexitosa del año. #autoLOC_SCANsat_Science_Resource_Ike = Quizas Ike no sea el cuerpo celeste más interesante del sistema solar, pero eso no hace estos datos de recursos menos útiles. #autoLOC_SCANsat_Science_Resource_Dres = Podriamos mejor buscar recursos en los asteroides próximos; quien si quiera se molestaría con Dres. #autoLOC_SCANsat_Science_Resource_Jool = Hmm, quizás un gigante gaseoso no sea el mejor lugar para ir a buscar recursos en la superficie... #autoLOC_SCANsat_Science_Resource_Laythe = Bueno, hay un monton de buenos datos, pero muy poca area de preciada tierra donde podamos aterrizar y tomar ventaja de los recursos. #autoLOC_SCANsat_Science_Resource_Vall = Escáner de recursos de la helada Vall provee datos interesantes. #autoLOC_SCANsat_Science_Resource_Tylo = Tomaremos cualquier informacion de recursos que podamos del aterrador Tylo. #autoLOC_SCANsat_Science_Resource_Bop = Quizas Bob no sea la primera opcion de nadie al decidir donde ir en busca de recursos, pero estos datos quizas sean útiles algún día. #autoLOC_SCANsat_Science_Resource_Pol = Ademas de granos de polen y cosas muy grumosas, parece que Pol tiene unos depósitos de recursos interesantes. #autoLOC_SCANsat_Science_Resource_Eeloo = Ahora que hicimos todo el camino hasta Eeloo, podríamos minar hasta vaciar el lugar y movernos a lo que sea que esté más allá. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/es-es/Tooltips.cfg Localization { es-es { #autoLOC_SCANsat_mainMapToggle = Mapa Principal #autoLOC_SCANsat_bigMapToggle = Mapa Grande #autoLOC_SCANsat_zoomMapToggle = Mapa con Zoom #autoLOC_SCANsat_overlayToggle = Sobreposición Planetaria #autoLOC_SCANsat_instrumentsToggle = Instrumentos de Lectura #autoLOC_SCANsat_settingsToggle = Ajustes #autoLOC_SCANsat_mainMapColor = Color de Mapa #autoLOC_SCANsat_mainMapTerminator = Terminador de Día/Noche del Mapa #autoLOC_SCANsat_mainMapType = Cambiar Terreno/Bioma #autoLOC_SCANsat_mainMapMinimize = Mostrar/ocultar informacion de la nave #autoLOC_SCANsat_mainMapStatus = Indicadores del Estado del Scáner #autoLOC_SCANsat_mainMapPercentage = Porcentaje de Terminación del Escáner Activo #autoLOC_SCANsat_bigMapRefresh = Refrescar Mapa #autoLOC_SCANsat_bigMapColor = Color de Mapa #autoLOC_SCANsat_bigMapTerminator = Terminador de Día/Noche del Mapa #autoLOC_SCANsat_bigMapGrid = Sobreposición de Cuadrícula #autoLOC_SCANsat_bigMapOrbit = Sobreposición de Órbita #autoLOC_SCANsat_bigMapWaypoints = Waypoints #autoLOC_SCANsat_bigMapAnomaly = Anomalias #autoLOC_SCANsat_bigMapFlags = Banderas #autoLOC_SCANsat_bigMapLegend = Map Leyenda #autoLOC_SCANsat_bigMapResource = Sobreposición de Recursos #autoLOC_SCANsat_bigMapExport = Exporta Mapa al Disco #autoLOC_SCANsat_overlayRefresh = Refrescar Mapa #autoLOC_SCANsat_insNextResource = Siguiente Recurso #autoLOC_SCANsat_insPreviousResource = Anterior Recurso #autoLOC_SCANsat_zoomVesselSync = Sincronizar Nave Actual #autoLOC_SCANsat_zoomVesselLock = Mantener Posición en la Nave #autoLOC_SCANsat_zoomMapRefresh = Refrescar Mapa #autoLOC_SCANsat_zoomMapWindowState = Cambiar Camaño de Mapa #autoLOC_SCANsat_zoomMapIn = Aumentar Zoom #autoLOC_SCANsat_zoomMapOut = Reducir Zoom #autoLOC_SCANsat_zoomMapLeft = Cambiar a la Izquierda #autoLOC_SCANsat_zoomMapRight = Cambiar a la Derecha #autoLOC_SCANsat_zoomMapUp = Cambiar Arriba #autoLOC_SCANsat_zoomMapDown = Cambiar Abajo #autoLOC_SCANsat_zoomMapIcons = Íconos del Mapa #autoLOC_SCANsat_waypointToggle = Seleccionador de Waypoints #autoLOC_SCANsat_waypointSet = Crear Waypoint #autoLOC_SCANsat_waypointCancel = Cancelar Waypoint #autoLOC_SCANsat_waypointMechJeb = Establer MechJeb Aterrizaje en Objetivo #autoLOC_SCANsat_waypointNameRefresh = Reiniciar Waypoint } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/es-es/Warnings.cfg Localization { es-es { #autoLOC_SCANsat_Warning_DataResetCurrent = ¿Borrar <<1>> para mapa <<2>>? #autoLOC_SCANsat_Warning_DataResetAll = ¿Borrar <<1>> para todos los cuerpos celestes? #autoLOC_SCANsat_Warning_StockResourceResetCurrent = ¿Borrar datos de recursos del juego base para <<1>>? #autoLOC_SCANsat_Warning_StockResourceResetAll = ¿Borrar datos de recursos del juego base para todos los cuerpos celestes? #autoLOC_SCANsat_Warning_MapFillCurrent = ¿Llenar <<1>> para mapa <<2>>? #autoLOC_SCANsat_Warning_MapFillAll = ¿Llenar <<1>> para todos los cuerpos celestes? #autoLOC_SCANsat_Warning_ModuleManagerResource = Advertencia\nModule Manager es requerido para todas las funciones de escaneo de recursos de SCANsat. #autoLOC_SCANsat_Warning_SaveToConfig = ¿Sobrescribir archivo de configuración existente en el disco? } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/fr-fr/Contracts.cfg Localization { fr-fr { #autoLOC_SCANsat_exceptional0001 = Effectuer un groupe de relevés SCANsat haute résolution de @/targetBodyValid3. #autoLOC_SCANsat_exceptional0002 = Effectuer un groupe de relevés SCANsat haute résolution de @/targetBodyValid3. #autoLOC_SCANsat_exceptional0003 = Le scan peut avoir lieu lorsque le vaisseau n'est pas chargé. #autoLOC_SCANsat_exceptional0004 = Effectuer plusieurs scans haute résolution de @/targetBodyValid3 #autoLOC_SCANsat_exceptional0005 = Nous avons maintenant une carte et un relevé détaillé de la surface de @/targetBodyValid3 #autoLOC_SCANsat_exceptional0006 = Doit avoir moins de 90 % de relevés altimétriques haute résolution du corps cible. #autoLOC_SCANsat_exceptional0007 = Doit avoir moins de 90 % de relevés de minerai du corps cible. #autoLOC_SCANsat_exceptional0008 = Doit avoir orbité autour du corps cible, ou le corps cible doit être le prochain sur la liste. #autoLOC_SCANsat_exceptional0009 = Doit avoir moins de 90% de relevés visuels haute résolution du corps cible. #autoLOC_SCANsat_significant_0001 = Effectuer un groupe de relevés SCANsat de @/targetBodyValid2. #autoLOC_SCANsat_significant_0002 = Effectuer un groupe de relevés SCANsat de @/targetBodyValid2. #autoLOC_SCANsat_significant_0003 = Le scan peut avoir lieu lorsque le vaisseau n'est pas chargé. #autoLOC_SCANsat_significant_0004 = Effectuer plusieurs scans de @/targetBodyValid2 #autoLOC_SCANsat_significant_0005 = Excellent travail, ces scans fourniront des données très précieuses pour nos équipes. #autoLOC_SCANsat_significant_0006 = Doit avoir moins de 80 % de relevés altimétriques basse résolution du corps cible. #autoLOC_SCANsat_significant_0007 = Doit avoir moins de 80 % du biome du corps cible. #autoLOC_SCANsat_significant_0008 = Doit avoir moins de 80 % de relevés des ressources M700 du corps cible. #autoLOC_SCANsat_significant_0009 = Doit avoir orbité autour du corps cible. #autoLOC_SCANsat_trivial_0001 = Effectuer @/scanReadString1 relevé SCANsat de @/targetBodyValid1. #autoLOC_SCANsat_trivial_0002 = Effectuer @/scanReadString1 relevé SCANsat de @/targetBodyValid1. #autoLOC_SCANsat_trivial_0003 = Le scan peut avoir lieu lorsque le vaisseau n'est pas chargé. #autoLOC_SCANsat_trivial_0004 = Effectuer un scan de @/targetBodyValid1 #autoLOC_SCANsat_trivial_0005 = Excellent travail, ce relevé donnera à nos experts beaucoup à étudier. #autoLOC_SCANsat_trivial_0006 = La cible fait partie de notre système. #autoLOC_SCANsat_trivial_0007 = Doit avoir scanné moins de 70 % du corps cible. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/fr-fr/Flags.cfg Localization { fr-fr { #autoLOC_SCANsat_Agents_Name = SCAN #autoLOC_SCANsat_Agents_Title = SCAN: Comité Scientifique de Navigation Avancée #autoLOC_SCANsat_Agents_Description = L'agence SCAN se consacre à la cartographie et à l'étude de toutes les planètes du système solaire. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/fr-fr/Helptips.cfg Localization { fr-fr { #autoLOC_SCANsat_settingsHelpScanningToggle = Basculer tous les scanners SCANsat. #autoLOC_SCANsat_settingsHelpBackground = Basculer le scan en arrière-plan\nsur les corps célestes sélectionnés. #autoLOC_SCANsat_settingsHelpTimeWarp = Ajuster la fréquence de scan pendant l'avance rapide.\nDes réglages plus élevés entraînent moins de lacunes\ndans les cartes, mais peuvent avoir un impact sur les\nperformances en cas d'avance rapide élevée. #autoLOC_SCANsat_settingsHelpGroundTracks = Afficher un indicateur visible de\nl'activité de scan en mode carte. #autoLOC_SCANsat_settingsHelpGroundTracksActive = L'indicateur de suivi au sol peut être limité\npour n'être affiché que pour le vaisseau actif. #autoLOC_SCANsat_settingsHelpStockUIStyle = Basculer entre les éléments UI de type KSP et les éléments de type Unity. #autoLOC_SCANsat_settingsHelpOverlayTooltips = Affiche des infobulles pour la position actuelle de la souris lorsqu'une carte planétaire superposée est activée.\nCes infobulles comprennent les coordonnés du curseur, la hauteur du terrain, la pente, le nom du biome,\net l'abondance des ressources, en fonction de la couverture du scan. #autoLOC_SCANsat_settingsHelpWindowTooltips = Afficher des infobulles sur certains boutons de la fenêtre de carte.\nCelles-ci sont principalement utilisées pour identifier les boutons des icônes. #autoLOC_SCANsat_settingsHelpLegendTooltips = Afficher des infobulles sur la légende de la carte.\nCela activera également les légendes des cartes de biome. #autoLOC_SCANsat_settingsHelpWindowTooltips = Requiert que la surface soit à la lumière\ndu jour pour certains types de scanners. #autoLOC_SCANsat_settingsHelpDaylightCheck = Certains scanners exigent qu'une zone soit\nà la lumière du jour pour fonctionner correctement. #autoLOC_SCANsat_settingsHelpStockToolbar = Utiliser la barre d'outils de base.\nPeut être utilisée en même temps que la barre d'outils Blizzy78. #autoLOC_SCANsat_settingsHelpToolbarMenu = Utiliser un menu contextuel pour la barre d'outils de base pour afficher toutes les fenêtres disponibles. #autoLOC_SCANsat_settingsHelpMechJeb = Les modes de sélection des points de cheminement de la carte SCANsat\npeuvent être utilisés pour sélectionner un site d'atterrissage MechJeb. #autoLOC_SCANsat_settingsHelpMechJebLoad = Charger une cible d'atterrissage MechJeb.\nNe fonctionne que sur la scène de vol avec un vaisseau MechJeb valide. #autoLOC_SCANsat_settingsHelpMapGenSpeed = Ajuster toutes les vitesses de génération des cartes SCANsat.\nDes valeurs plus faibles permettent d'économiser le CPU et peuvent réduire l'impact sur les performances. #autoLOC_SCANsat_settingsHelpResetWindows = Réinitialiser toutes les positions et l'échelle des fenêtres.\nUtile si une fenêtre a été complètement déplacée\nhors de l'écran ou si aucune n'est visible. #autoLOC_SCANsat_settingsHelpResetPlanetData = Réinitialise les données SCANsat sélectionnées pour le corps céleste en cours.\nUne fenêtre de confirmation s'ouvre avant l'activation.\nNe peut pas être annulé. #autoLOC_SCANsat_settingsHelpResetAllData = Réinitialise les données SCANsat sélectionnées pour tous les corps célestes.\nUne fenêtre de confirmation s'ouvre avant l'activation.\nNe peut pas être annulé. #autoLOC_SCANsat_settingsHelpVesselsSensorsPasses = Informations sur les capteurs SCANsat actuellement actifs.\nVaisseaux : nombre de vaisseaux avec des capteurs actifs.\nCapteurs : nombre total de capteurs;\nLes capteurs d'un instrument multi-capteurs sont comptés individuellement.\nPassages : nombre de mises à jour de capteur effectuées par seconde.\nCette valeur est affectée par le réglage de la résolution d'avance rapide. #autoLOC_SCANsat_settingsHelpGreyScale = Utiliser un véritable spectre de couleurs en échelle de gris pour les cartes SCANsat en noir et blanc.\nLes pixels de la carte altimétrique interpoleront entre le noir et le blanc;\nLes hauteurs minimales et maximales du terrain de chaque corps céleste définissent les limites. #autoLOC_SCANsat_settingsHelpExportCSV = Exportez un fichier .csv avec la texture de la carte en utilisant le bouton Exporter sur la grande carte.\nLe fichier contient les coordonnées et la hauteur du terrain pour chaque pixel.\nLes pixels sont étiquetés de gauche à droite et de haut en bas. #autoLOC_SCANsat_settingsHelpSetMapWidth = Entrez une valeur exacte pour la largeur de texture de la grande carte SCANsat.\nLes valeurs sont limitées à 550 - 8192 pixels de large.\nAppuyez sur le bouton Définir pour appliquer la valeur. #autoLOC_SCANsat_settingsHelpWindowScale = Ajuster toutes les échelles des fenêtres SCANsat. #autoLOC_SCANsat_settingsHelpFillPlanet = Remplir les données SCANsat sélectionnées pour le corps céleste actuel. #autoLOC_SCANsat_settingsHelpFillAll = Remplir les données SCANsat sélectionnées pour tous les corps célestes. #autoLOC_SCANsat_resourceSettingsHelpBiomeLock = Contourne l'obligation de scanner les biomes de surface.\nLes écrans SCANsat affichent la pleine précision de\nl'abondance des ressources avec ou sans scan de biome. #autoLOC_SCANsat_resourceSettingsHelpInstant = Par défaut, le relevé orbital du scanner de ressources M700 remplira toutes les cartes de ressources SCANsat.\nCela peut être désactivé, ce qui nécessite des méthodes SCANsat standard pour tous les scans de ressources.\nDésactivé automatiquement lorsque le scan des ressources de base est désactivé. #autoLOC_SCANsat_resourceSettingsHelpNarrowBand = De nombreuses fonctions SCANsat nécessitent un scanner de ressources à bande étroite à bord du vaisseau actuel\n ou en orbite autour d'un corps céleste pour obtenir des données précises sur l'abondance des ressources.\nDésactivez cette fonction pour contourner ces restrictions. #autoLOC_SCANsat_resourceSettingsHelpDisableStock = Désactive toutes les fonctions de scan des ressources de base.\nLes méthodes SCANsat seront nécessaires pour toutes les données de ressources.\nRemplace plusieurs fonctions de ressources de base avec les outils SCANsat.\nEn particulier les affichages par clic droit, et les cartes de superposition planétaire. #autoLOC_SCANsat_resourceSettingsHelpResetStockResource = Réinitialise la couverture de scan des ressources de base pour le corps céleste actuel.\nUn rechargement ou un changement de scène peut être nécessaire pour que tous les changements prennent effet.\nUne fenêtre de confirmation s'ouvre avant l'activation.\nNe peut pas être annulé. #autoLOC_SCANsat_resourceSettingsHelpResetAllStockResource = Réinitialise la couverture de scan des ressources de base pour tous les corps célestes.\nUn rechargement ou un changement de scène peut être nécessaire pour que tous les changements prennent effet.\nUne fenêtre de confirmation s'ouvre avant l'activation.\nNe peut pas être annulé. #autoLOC_SCANsat_resourceSettingsHelpOverlayInterpolation = Modifier le nombre de mesures de l'abondance des ressources utilisées\ndans la construction de la superposition planétaire et de la grande carte de superposition des ressources.\nDiminuer la valeur pour augmenter la précision de la carte.\nDes valeurs plus faibles entraîneront une génération de carte plus lente. #autoLOC_SCANsat_resourceSettingsHelpOverlayHeight = Modifier la taille de la texture (la largeur de la carte est de 2X la hauteur) utilisée\ndans la construction de la superposition planétaire et de la grande carte de superposition des ressources.\nAugmenter la valeur pour améliorer la qualité et la précision de la carte.\nDes valeurs plus élevées entraîneront une génération de carte plus lente. #autoLOC_SCANsat_resourceSettingsHelpOverlayBiomeHeight = Modifier la taille de la texture (la largeur de la carte est de 2X la hauteur)\nutilisée dans la construction de la carte du biome superposée.\nAugmenter la valeur pour améliorer la qualité et la précision de la carte.\nDes valeurs plus élevées entraîneront une génération de carte plus lente. #autoLOC_SCANsat_resourceSettingsHelpOverlayTransparency = Créez un fond gris pour les cartes de ressources de superposition planétaire.\nUtilisé pour indiquer clairement quelles sections du corps céleste ont été scannées\nmais ne contiennent aucune ressource. #autoLOC_SCANsat_resourceSettingsHelpScanThreshold = Un niveau de seuil utilisé pour appliquer le scan des ressources de base à un corps céleste après le scan avec les capteurs SCANsat.\nUtile lorsque des contrats ou d'autres choses exigent qu'un scan des ressources de base soit effectué.\nDéfinir une valeur de 0 à 100 dans la zone de texte et cliquer sur le bouton "Définir".\nTous les corps célestes seront vérifiés immédiatement;\nles corps célestes seront également vérifiés lors du chargement ou d'un changement de scène.\nUn rechargement peut être nécessaire pour que les changements prennent effet. #autoLOC_SCANsat_colorTerrainHelpMin = Définit la limite basse d'altitude pour la palette de couleurs du terrain.\nTout ce qui se trouve en dessous de cette altitude sera affiché avec la couleur la plus basse. #autoLOC_SCANsat_colorTerrainHelpMax = Définit la limite haute d'altitude pour la palette de couleurs du terrain.\nTout ce qui se trouve au-dessus de cette altitude sera affiché avec la couleur la plus élevée. #autoLOC_SCANsat_colorTerrainHelpClampToggle = Utilisé pour définir un seuil entre les valeurs de basse et haute altitude.\nParticulièrement utile pour les planètes océaniques où il permet de définir une distinction nette entre la terre et l'océan. #autoLOC_SCANsat_colorTerrainHelpClamp = Définit la limite d'altitude intermédiaire.\nTout ce qui se trouve en dessous de la limite sera représenté par les deux premières couleurs de la palette de couleurs sélectionnée.\nTout ce qui se trouve au-dessus de la limite sera représenté par les couleurs restantes. #autoLOC_SCANsat_colorTerrainHelpReverse = Inverse l'ordre de la palette de couleurs sélectionnée. #autoLOC_SCANsat_colorTerrainHelpDiscrete = Dessine la carte en utilisant uniquement les couleurs spécifiques définies par chaque palette,\nau lieu de les interpoler entre elles. #autoLOC_SCANsat_colorTerrainHelpPaletteSize = Ajustez le nombre de couleurs disponibles\ndans la palette de couleurs sélectionnée. #autoLOC_SCANsat_colorBiomeHelpStock = Utilisez le schéma de couleurs du biome de base\npour les cartes du biome de SCANsat. #autoLOC_SCANsat_colorBiomeHelpWhiteBorder = Dessiner une bordure blanche entre les biomes.\nNe s'applique pas aux cartes de superposition planétaire des biomes. #autoLOC_SCANsat_colorBiomeHelpTransparency = Ajuster la transparence des cartes du biome.\nL'altitude du terrain est indiquée sous les cartes du biome.\nRégler à 0% pour désactiver le dessin du terrain. #autoLOC_SCANsat_colorPickerHelpLow = La bande de couleur supérieure indique la sélection de couleur\nmise à jour pour la partie inférieure de ce spectre de couleur.\nLa bande de couleur inférieure indique la couleur actuellement active. #autoLOC_SCANsat_colorPickerHelpHigh = La bande de couleur supérieure indique la sélection de couleur\nmise à jour pour la partie supérieure de ce spectre de couleur.\nLa bande de couleur inférieure indique la couleur actuellement active. #autoLOC_SCANsat_colorResourceHelpMin = Le seuil inférieur de la concentration des ressources sur le corps céleste sélectionné.\nLes dépôts de ressources à ce niveau seront affichés en utilisant la limite inférieure\ndu spectre de couleur de la superposition de ressources actuelle.\nLes dépôts de ressources en dessous de cette valeur ne seront pas affichés. #autoLOC_SCANsat_colorResourceHelpMax = Le seuil supérieur de concentration des ressources sur le corps céleste sélectionné.\nLes dépôts de ressources supérieurs à cette valeur seront affichés en utilisant la limite supérieure\ndu spectre de couleur de la superposition de ressources actuelle. #autoLOC_SCANsat_colorResourceHelpTransparency = Définit le niveau de transparence pour les superpositions de ressources.\nAugmenter pour permettre à une plus grande partie de la carte du terrain, de la pente ou du biome sous-jacent d'être visible.\nAffecte également la transparence des gisements de ressources sur la carte de superposition planétaire des ressources. #autoLOC_SCANsat_colorResourceHelpApply = Applique les valeurs actuelles pour\nla ressource et le corps céleste sélectionnés uniquement. #autoLOC_SCANsat_colorResourceHelpApplyAll = Applique les valeurs actuelles pour\nla ressource sélectionnée et tous les corps célestes. #autoLOC_SCANsat_colorResourceHelpDefault = Revient aux valeurs par défaut pour\nla ressource et le corps céleste sélectionnés uniquement. #autoLOC_SCANsat_colorResourceHelpDefaultAll = Revient aux valeurs par défaut pour\nla ressource sélectionnée et tous les corps célestes. #autoLOC_SCANsat_colorHelpSaveToConfig = Enregistrer toutes les valeurs des couleurs dans\nle fichier de configuration qui se trouve dans votre dossier SCANsat/Resources.\nCes valeurs servent de valeurs par défaut pour les nouveaux enregistrements\net pour tous les boutons de retour aux valeurs par défaut.\nLes valeurs n'ont pas besoin d'être enregistrées dans le fichier de configuration\npour être appliquées à cette sauvegarde. #autoLOC_SCANsat_colorSlopeHelpCutoff = Ajustez le niveau de coupure entre\nles deux paires de couleurs de pente sélectionnées. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/fr-fr/OtherText.cfg Localization { fr-fr { #autoLOC_SCANsat_Analyze = Analyser les données #autoLOC_SCANsat_StartScan = Démarrer le scan #autoLOC_SCANsat_StopScan = Arrêter le scan #autoLOC_SCANsat_ToggleScan = Basculer le scan #autoLOC_SCANsat_Extend = Étendre #autoLOC_SCANsat_Retract = Rétracter #autoLOC_SCANsat_Unknown = Inconnu #autoLOC_SCANsat_All_Disabled = Tous les scanners désactivés #autoLOC_SCANsat_Disabled = Scanner désactivé #autoLOC_SCANsat_TooLow = Trop bas #autoLOC_SCANsat_SubOptimal = Sous-optimal #autoLOC_SCANsat_Ideal = Idéal #autoLOC_SCANsat_TooHigh = Trop haut #autoLOC_SCANsat_NoData = Aucune donnée #autoLOC_SCANsat_Abundance = Abondance #autoLOC_SCANsat_Surface = Surf #autoLOC_SCANsat_AltitudeMin = Altitude ( min): <<1>>km\n #autoLOC_SCANsat_AltitudeBest = Altitude (opti): <<1>>km\n #autoLOC_SCANsat_AltitudeMax = Altitude ( max): <<1>>km\n #autoLOC_SCANsat_Types = Types SCAN: #autoLOC_SCANsat_Daylight = Requiert lumière du jour: <<1>> #autoLOC_SCANsat_FOV = FOV: <<1>> #autoLOC_SCANsat_MapProjection = Projection #autoLOC_SCANsat_MapType = Type de carte #autoLOC_SCANsat_MapResource = Ressource #autoLOC_SCANsat_MapBody = Corps céleste #autoLOC_SCANsat_GeneralSettings = Paramètres généraux #autoLOC_SCANsat_BackgroundSettings = Paramètres d'arrière-plan #autoLOC_SCANsat_ResourceSettings = Paramètres de ressources #autoLOC_SCANsat_DataManagement = Gestion des données #autoLOC_SCANsat_ColorManagement = Gestion des couleurs #autoLOC_SCANsat_ScanInfo = Capteur SCAN #autoLOC_SCANsat_ScanInfoStatus = Statut SCAN #autoLOC_SCANsat_ScanInfoAltitude = Altitude SCAN #autoLOC_SCANsat_ScanInfoType = Type SCAN #autoLOC_SCANsat_ScanInfoFOV = FOV SCAN #autoLOC_SCANsat_ScanInfoPower = Énergie SCAN #autoLOC_SCANsat_ScanInfoDaylight = En plein jour } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/fr-fr/Parts.cfg Localization { fr-fr { #autoLOC_SCANsat_BTDT_Title = SCAN Je suis déjà passé par là® #autoLOC_SCANsat_BTDT_Description = Ce petit capteur permet d'identifier automatiquement les anomalies proches. Comme il ne fonctionne que sur de très courtes distances et à très basse altitude, il est surtout utile pour suivre les anomalies identifiées qui ont déjà été visitées. #autoLOC_SCANsat_BTDT_Exo_Description = Ce modèle de scanner contient un ensemble de capteurs passifs et actifs conçus pour repérer rapidement les caractéristiques intéressantes situées à proximité. #autoLOC_SCANsat_Multi_Title = Capteur multispectral SCAN #autoLOC_SCANsat_Multi_Description = Ce capteur multicanaux détecte le rayonnement sur plusieurs bandes infrarouges, de lumière visible et RADAR. Cela lui donne la capacité de différencier les types de terrain et les biomes. Il peut également détecter des anomalies telles que des structures au sol. #autoLOC_SCANsat_Radar_Title = Capteur altimétrique SCAN RADAR #autoLOC_SCANsat_Radar_Description = SCAN vous propose ce capteur altimétrique RADAR de haute performance. Il s'agit du modèle d'entrée de gamme de cette famille de capteurs, vendu en kit avec des fusées jouets et des modèles d'avions télécommandés. Après que des tests de groupes de discussion aient révélé que 95 % du public cible avait essayé de l'attacher au tuyau d'échappement de leurs moteurs de fusée, ce nouveau modèle amélioré a été rendu encore plus facile à utiliser. #autoLOC_SCANsat_SAR_Title = Capteur altimétrique SCAN SCAN SAR #autoLOC_SCANsat_SAR_Description = Ce capteur radar à synthèse d'ouverture utilise sa trajectoire de vol pour simuler une antenne beaucoup plus grande. Cela permet de détecter l'élévation du terrain à une résolution beaucoup plus élevée. L'inconvénient est que son champ de vision est relativement petit et qu'il fonctionne mieux à haute altitude. #autoLOC_SCANsat_Radar3B_Title = Altimètre radar R-3B #autoLOC_SCANsat_Radar3B_Description = L'altimètre radar de haute précision permet de collecter des données altimétriques de base sur une fauchée très étroite sous le satellite. Utilise une quantité modérée d'énergie et fonctionne dans des situations éclairées ou non. #autoLOC_SCANsat_RadarEO_Title = Antenne radar R-EO-1 #autoLOC_SCANsat_RadarEO_Description = Cet altimètre radar d'entrée de gamme en bande L collecte des données altimétriques à faible résolution sur une fauchée moyenne à partir d'orbites basses. Utilise une quantité modérée d'énergie et fonctionne dans des situations éclairées ou non. #autoLOC_SCANsat_SARX_Title = Antenne SAR-X #autoLOC_SCANsat_SARX_Description = Un instrument radar à synthèse d'ouverture basique, qui envoie des signaux radar et utilise le mouvement du satellite pendant le ping pour synthétiser leur réception avec une antenne parabolique beaucoup plus grande. Capture efficacement les données altimétriques à haute résolution sur une fauchée très étroite à partir d'orbites basses. Utilise une grande quantité d'énergie et fonctionne dans des situations éclairées ou non. #autoLOC_SCANsat_SARC_Title = Antenne SAR-C #autoLOC_SCANsat_SARC_Description = Un instrument radar à synthèse d'ouverture avancé, qui utilise plus d'énergie pour fonctionner sur de plus grandes fauchées et à des altitudes plus élevées. Capture efficacement les données altimétriques à haute résolution depuis des orbites moyennes, mais est limité à une gamme d'opération très mince. Utilise une grande quantité d'énergie et fonctionne dans des situations éclairées ou non. #autoLOC_SCANsat_SARL_Title = Antenne SAR-L #autoLOC_SCANsat_SARL_Description = L'instrument radar à synthèse d'ouverture le plus avancé, qui utilise une antenne massive pour émettre et recevoir des polarisations multiples d'énergie radar. Il peut cartographier de grandes étendues de terrain à partir d'orbites plus élevées et, en raison de la richesse des données reçues, peut également cartographier des biomes. Utilise une très grande quantité d'énergie et fonctionne dans des situations éclairées ou non. #autoLOC_SCANsat_Multi_MS1_Title = Scanner multispectral MS-1 #autoLOC_SCANsat_Multi_MS1_Description = Ce scanner multispectral à faible résolution observe la lumière réfléchie par la surface d'une cible pour fournir des cartes couleur et du biome peu détaillées. En raison des composants d'entrée de gamme de ce modèle de scanner, il doit être placé sur des orbites plus basses pour fonctionner efficacement, et ne peut pas détecter les ressources. Utilise une faible quantité d'énergie et ne fonctionne qu'à la lumière du jour. #autoLOC_SCANsat_Multi_MSR_Title = Scanner multispectral amélioré MS-R #autoLOC_SCANsat_Multi_MSR_Description = Le scanner multispectral amélioré est un véritable outil à tout faire, qui observe la lumière réfléchie par la surface d'une planète et fournit des images couleur peu détaillées et des cartes du biome. Il peut même détecter les ressources de surface. L'amélioration de l'optique et de l'électronique permet un fonctionnement efficace sur des orbites plus élevées par rapport aux produits d'entrée de gamme, mais seulement dans une fauchée étroite. Utilise une faible quantité d'énergie et ne fonctionne qu'à la lumière du jour. #autoLOC_SCANsat_Multi_MS2A_Title = Scanner multispectral avancé MS-2A #autoLOC_SCANsat_Multi_MS2A_Description = En examinant les longueurs d'onde optiques dans un certain nombre de canaux spectraux, le modèle de scanner avancé produit des images couleur peu détaillées, des cartes du biome et des distributions de ressources. Utilise une faible quantité d'énergie et ne fonctionne qu'à la lumière du jour. #autoLOC_SCANsat_VS1_Title = Imageur haute résolution VS-1 #autoLOC_SCANsat_VS1_Description = Ce télescope d'observation d'entrée de gamme produit de magnifiques images couleur très détaillées - à partir d'une orbite basse seulement. Utilise une faible quantité d'énergie et ne fonctionne que dans des situations éclairées. #autoLOC_SCANsat_VS3_Title = Imageur haute résolution avancé VS-3 #autoLOC_SCANsat_VS3_Description = Le summum de l'observation non gouvernementale à haute résolution Kerbal, cet imageur grand et coûteux produit des images couleur très détaillées et peut identifier des particularités de surface uniques. Utilise une faible quantité d'énergie et ne fonctionne que dans des situations éclairées. #autoLOC_SCANsat_VS11_Title = Imageur de reconnaissance classifié VS-11 #autoLOC_SCANsat_VS11_Description = Le *RAYÉ* peut observer les cibles *RAYÉ* de chaque *RAYÉ* à partir d'une altitude de *RAYÉ* à *RAYÉ*. De tels *RAYÉ* étonnants ont conduit *RAYÉ* à spéculer que *RAYÉ* *RAYÉ*. Utilise une quantité moyenne d'énergie et ne fonctionne que dans des situations éclairées. #autoLOC_SCANsat_R_Title = Imageur de ressources SCAN-R #autoLOC_SCANsat_R_Description = Un imageur de ressources d'entrée de gamme qui fonctionne bien en orbite basse, bien qu'il ne prenne qu'une très faible fauchée. Utilise une quantité modérée d'énergie et ne fonctionne que dans des situations éclairées. #autoLOC_SCANsat_R2_Title = Imageur de ressources avancé SCAN-R2 #autoLOC_SCANsat_R2_Description = Un imageur de ressources de moyenne gamme qui peut évaluer des ressources utiles à partir d'orbites plus élevées. Utilise une quantité modérée d'énergie et ne fonctionne que dans des situations éclairées. #autoLOC_SCANsat_RX_Title = Imageur de ressources hyperspectral SCAN-RX #autoLOC_SCANsat_RX_Description = Un imageur de ressources haut de gamme qui capture des centaines de canaux de données, pour évaluer la distribution des ressources utiles à partir d'orbites plus élevées. Utilise une faible quantité d'énergie et ne fonctionne que dans des situations éclairées. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/fr-fr/Science.cfg Localization { fr-fr { #autoLOC_SCANsat_Science_Lo_Title = Scan altimétrique basse résolution #autoLOC_SCANsat_Science_Lo_Default1 = Analyse des données altimétriques à basse résolution. #autoLOC_SCANsat_Science_Lo_Default2 = "Le capteur altimétrique du RADAR est en ligne. Je ne sais pas comment, mais nous avons un signal fort et nous recevons des données. Il faut fêter ça avec des chips !" #autoLOC_SCANsat_Science_Lo_Sun = Vous vous demandez si le capteur fonctionne mal. #autoLOC_SCANsat_Science_Lo_Moho = Au moins, ces données à basse résolution rendent Moho plutôt cool. Pas tout à fait des lacs de lave géants, mais toujours cool. #autoLOC_SCANsat_Science_Lo_Eve = Vous contemplez les estimations granuleuses et approximatives de l'altitude renvoyées par le scanner et vous auriez préféré envoyer le scanner haute résolution à la place. Eh bien, c'est une bonne raison pour lancer d'autres fusées ! (Comme si nous avions vraiment besoin d'une raison de toute façon.) #autoLOC_SCANsat_Science_Lo_Gilly = Votre scan à basse résolution confirme ce que vous saviez déjà : Gilly n'est qu'un rocher grumeleux flottant dans l'espace. Au moins, vous n'avez pas à vous fatiguer les yeux en regardant le rapport. #autoLOC_SCANsat_Science_Lo_Kerbin = Même ces données à basse résolution de la surface de la planète sont étonnamment utiles. Vous avez hâte de déployer cette technologie sur la Mune ou au-delà. #autoLOC_SCANsat_Science_Lo_Mun = Les données montrent les grandes lignes du paysage ci-dessous. Un scan à haute résolution serait plus utile, mais vous pouvez probablement trouver un site d'atterrissage approprié avec ça. #autoLOC_SCANsat_Science_Lo_Minmus = Vous reconnaissez à contrecoeur que les gars de la Société Astronomique Kerbal avaient raison : Minmus est vraiment une lune. Vous ne l'auriez pas cru si vous n'aviez pas vu l'altimétrie de vos propres yeux. #autoLOC_SCANsat_Science_Lo_Duna = Ces données de basse résolution sont un peu granuleuses et déformées, mais elles seront tout de même inestimables pour la recherche d'un site d'atterrissage approprié sur Duna. Soudain, une mission Duna à long terme est devenue une véritable perspective. #autoLOC_SCANsat_Science_Lo_Ike = Lorsque vous parcourez les données, vous êtes frappé par la ressemblance entre Ike et la Mune. Vous vous interrogez sur leur géologie de surface comparative. #autoLOC_SCANsat_Science_Lo_Dres = Même avec le scanner à basse résolution, il est tout à fait évident que Dres a quelques montagnes proéminentes. Vous ne pouvez pas attendre les résultats de l'analyse des ressources parce que vous êtes sûr "qu'il y a de l'or dans leurs collines". #autoLOC_SCANsat_Science_Lo_Jool = L'altimétrie, quelle altimétrie ? C'est un géant gazier, nom d'un Kerbal! Choisissons une valeur au hasard et disons que c'est bon. #autoLOC_SCANsat_Science_Lo_Laythe = Le capteur semble incapable de pénétrer dans l'eau. #autoLOC_SCANsat_Science_Lo_Vall = Eh bien, les voilà : "Ces données, ça Vall faire ! Hahahahahahahaha ! Hahahaha. Ha. Ha ? Quoi, QUELQU'UN doit trouver ça drôle." #autoLOC_SCANsat_Science_Lo_Tylo = Vous n'êtes toujours pas sûr de ce que serait la vue de la surface avec Laythe, Vall et Jool, mais ces données vous aideront certainement à trouver un site d'atterrissage pour que vous puissiez le découvrir. #autoLOC_SCANsat_Science_Lo_Bop = Eh bien, les données altimétriques à basse résolution sont disponibles, et vous décidez de les emballer et de les renvoyer à KSC. Vous espérez simplement qu'il reste assez de jus dans les batteries pour que tout soit envoyé et que les systèmes de base fonctionnent en même temps. #autoLOC_SCANsat_Science_Lo_Pol = Le scan à basse résolution confirme que Pol ressemble effectivement à un grain de pollen géant. Jusqu'à ce que vous passiez à un scan à haute résolution et que vous fassiez progresser le domaine de la microscopie électronique, il vous restera encore à vous demander à quel point cette ressemblance est vraiment forte. #autoLOC_SCANsat_Science_Lo_Eeloo = Les scientifiques de retour sur Kerbin attendent ces données depuis longtemps. Il y aura sans aucun doute des célébrations et des chips pour tous lorsqu'elles seront là. #autoLOC_SCANsat_Science_Hi_Title = Scan altimétrique haute résolution #autoLOC_SCANsat_Science_Hi_Default1 = Analyse des données altimétriques à haute résolution. #autoLOC_SCANsat_Science_Hi_Default2 = "Le scan altimétrique à haute résolution est nettement meilleur que celui à basse résolution. SCAN a une fois de plus prouvé ses compétences en matière de reconnaissance." #autoLOC_SCANsat_Science_Hi_Sun = Vous réalisez que vous auriez pu économiser de l'argent si vous aviez fait confiance au capteur basse résolution en premier lieu. #autoLOC_SCANsat_Science_Hi_Moho = Enfin, la génialité est de retour à Moho ! Ce ne sont peut-être pas des rivières géantes de lave, mais ces données sont spectaculaires ! #autoLOC_SCANsat_Science_Hi_Eve = Le capteur haute résolution coupe bien à travers l'atmosphère brumeuse pourpre, et vous êtes en mesure de distinguer les moindres détails sur la surface. Les scientifiques de retour au KSC seront soulagés. #autoLOC_SCANsat_Science_Hi_Gilly = Même en super haute résolution, Gilly semble être en basse résolution. C'est une surface sérieusement grumeleuse. #autoLOC_SCANsat_Science_Hi_Kerbin = Vous devenez hypnotisé par toutes les couleurs dans les données que la nouvelle technologie haute résolution fournit. Soudain, le contrôle de mission vous réveille de votre stupeur, et vous essuyez rapidement la bave du coin de votre bouche. #autoLOC_SCANsat_Science_Hi_Mun = "Ah ! Plus de lune grise ennuyeuse. Regardez toutes les couleurs de ce relevé ! Maintenant, on peut vraiment localiser un site d'atterrissage de choix." #autoLOC_SCANsat_Science_Hi_Minmus = Ouah, non seulement Minmus est réel, mais il a une topographie incroyable ! Vous avez hâte d'atterrir dans une de ces zones plates. #autoLOC_SCANsat_Science_Hi_Duna = Ces données à haute résolution sont étonnantes. Vous commencez à analyser les collines et les vallées à la recherche de l'endroit idéal pour atterrir. #autoLOC_SCANsat_Science_Hi_Ike = Les données confirment la présence de grandes collines en pente et de cratères. Espérons que les analystes de retour au KSC pourront s'en servir pour trouver un lieu d'atterrissage convenable. #autoLOC_SCANsat_Science_Hi_Dres = Ce sont... ce sont de sacrées montagnes. Vous êtes heureux d'analyser ces données, plutôt que d'essayer de gravir certaines de ces collines. #autoLOC_SCANsat_Science_Hi_Jool = Même en haute résolution, il ne semble pas y avoir de surface sur Jool. Voilà pour cette théorie. Au moins, on a encore l'argent de la subvention ! #autoLOC_SCANsat_Science_Hi_Laythe = La carte montre surtout des hauteurs négatives. Vous envisagez de drainer Laythe juste pour pouvoir escalader ses montagnes. #autoLOC_SCANsat_Science_Hi_Vall = Les données du scanner à haute résolution confirment que la surface de Vall est en effet "plissée". Je suppose que Gene vous doit 50 euros. #autoLOC_SCANsat_Science_Hi_Tylo = Tylo a peut-être été la première lune de Jool à être découverte, mais ces données donnent l'impression que vous découvrez la lune pour la première fois. #autoLOC_SCANsat_Science_Hi_Bop = Ouah, regardez toutes ces couleurs. Vous n'avez aucune idée de ce que signifie tout ça, mais vous êtes sûr que ces données à haute résolution impressionneront tout le monde chez KSC. #autoLOC_SCANsat_Science_Hi_Pol = Même avec cette quantité de données de haute qualité, il est encore difficile de trouver un site d'atterrissage convenable. Comment diable cette lune a-t-elle été fabriquée ? #autoLOC_SCANsat_Science_Hi_Eeloo = Les crevasses et les fissures à la surface se détachent de façon saisissante lorsque vous examinez les données du capteur altimétrique SAR. Regardez tous ces sites d'atterrissage potentiels. #autoLOC_SCANsat_Science_Multi_Title = Analyse multispectrale #autoLOC_SCANsat_Science_Multi_Default1 = Analyse des données de capteurs multispectrales. #autoLOC_SCANsat_Science_Multi_Default2 = "Ouah, comment est-ce qu'on reçoit ces données en ce moment même ? Ces ingénieurs SCAN savent vraiment ce qu'ils font. Soit ça, soit ils n'ont pas la moindre idée de ce qu'ils font. Quoi qu'il en soit, c'est l'heure du goûter !" #autoLOC_SCANsat_Science_Multi_Sun1 = Vous êtes surpris par le manque de données biométriques. #autoLOC_SCANsat_Science_Multi_Sun2 = Vous vous demandez pourquoi il n'y a pas de pôles visibles sur la carte du biome. #autoLOC_SCANsat_Science_Multi_Moho = En parcourant les données, vous vous demandez si vous trouverez le biome du lac de lave insaisissable sur lequel tant de scientifiques ont spéculé. #autoLOC_SCANsat_Science_Multi_Eve = Les lignes tourbillonnantes de la carte du biome d'Eve vous rappellent les lampes à lave et les chemises teintes par nouage. C'était le bon vieux temps. Le prochain vaisseau spatial vers Eve aura une boule disco obligatoire ! #autoLOC_SCANsat_Science_Multi_Gilly = Même en louchant, ces astronomes ne pouvaient pas voir les biomes ici. Ah ! Stupides astronomes ! C'est 1 point pour la science et 0 point pour euh.... la science. #autoLOC_SCANsat_Science_Multi_Kerbin = Ces données sur le biome sont vraiment stupéfiantes. Vous espérez simplement qu'il résiste aux miettes, car vous vous souvenez d'avoir mangé une boîte de gâteaux particulièrement salissante le jour où le capteur a été installé. #autoLOC_SCANsat_Science_Multi_Mun = J'ignorais que la Mune avait des biomes. Je me demande dans lequel est le fromage. Et s'il y a d'autres casse-croûtes là-bas aussi. #autoLOC_SCANsat_Science_Multi_Minmus = Vous contemplez à quel point le nom "Hauts plateaux" est approprié lorsque vous parcourez les données. Celui qui trouve ces noms est un Kerbal intelligent, contrairement aux ingénieurs que nous avons ici. #autoLOC_SCANsat_Science_Multi_Duna = Vous passez au peigne fin les données du biome à la recherche de l'endroit idéal pour recueillir toutes ces douces, savoureuses données scientifiques. Mmmmmmm, science... et chips. #autoLOC_SCANsat_Science_Multi_Ike = Lorsque vous examinez les données fournies par Ike, vous êtes surpris de la diversité du biome. Après tout, ce n'est qu'une lune. Vous avez hâte de mettre la main sur les données scientifiques qui y sont enfermées. #autoLOC_SCANsat_Science_Multi_Dres = Poles, OK. Hautes terres, OK. Moyennes terres, OK. Basses terres, OK. Crêtes, OK. Éjecta d'impact, OK. Cratères d'impact, OK. Canyons, OK. Je crois qu'on a tout. Il est temps d'éteindre le scanner et de prendre quelques chips ! #autoLOC_SCANsat_Science_Multi_Jool1 = Vous êtes surpris par le manque de données biométriques. #autoLOC_SCANsat_Science_Multi_Jool2 = Vous vous demandez pourquoi il n'y a pas de pôles visibles sur la carte du biome. #autoLOC_SCANsat_Science_Multi_Laythe = Vous voulez organiser une fête chaque fois que le capteur détecte un biome terrestre. #autoLOC_SCANsat_Science_Multi_Vall = Des données assez simples : Poles, hautes terres, moyennes terres et basses terres. C'est dans la boîte. Maintenant, allons manger quelque chose ! #autoLOC_SCANsat_Science_Multi_Tylo = Vous êtes frappés par la diversité des biomes du rapport. Non seulement c'est cool de regarder Tylo de haut, mais c'est aussi cool de regarder de bas. #autoLOC_SCANsat_Science_Multi_Bop = Cette analyse détaillée des biomes de Bop fera progresser notre compréhension de la petite lune au-delà de tout ce que nous aurions pu espérer. Ça a été une super journée. Chips à gogo ! #autoLOC_SCANsat_Science_Multi_Pol = En tenant compte des données sur les biomes fournies par Pol, vous commencez à envisager la possibilité que les grains de pollen aient aussi des biomes. Ensuite, vous écrasez rapidement l'idée, sachant ce que seraient les activistes s'ils s'emparaient de cette idée. #autoLOC_SCANsat_Science_Multi_Eeloo = Il est étonnant d'avoir des données aussi détaillées sur le biome d'une planète aussi éloignée de Kerbin. Vous êtes émerveillé par le rapport au fur et à mesure que les données arrivent. #autoLOC_SCANsat_Science_Resource_Title = Scan des ressources #autoLOC_SCANsat_Science_Resource_Default1 = Analyse des données sur les ressources à faible résolution. #autoLOC_SCANsat_Science_Resource_Default2 = "Nous recevons des données des capteurs de ressources maintenant ; cette information semble bien meilleure que celle que nous obtenions de cet autre groupe..." #autoLOC_SCANsat_Science_Resource_Sun = Le soleil n'est peut-être pas le meilleur endroit pour trouver des ressources en surface. #autoLOC_SCANsat_Science_Resource_Moho = Nous avons enfin des informations sur les ressources à la surface de Moho, il ne nous reste plus qu'à comprendre pourquoi quelqu'un voudrait s'y poser. #autoLOC_SCANsat_Science_Resource_Eve = Nous obtenons beaucoup de bonnes données sur les ressources de surface d'Eve, ce sera génial quand nous devrons trouver comment quitter la planète. #autoLOC_SCANsat_Science_Resource_Gilly = Les premières analyses des ressources de Gilly semblent intéressantes ; c'est presque comme l'exploitation des astéroïdes. #autoLOC_SCANsat_Science_Resource_Kerbin = Nous avons enfin quelques données sur les ressources de Kerbin, parce que, comme tout le monde le sait, si vous voulez des informations de base sur votre propre planète, rien ne vaut l'envoi en orbite d'un satellite coûteux et complexe. #autoLOC_SCANsat_Science_Resource_Mun = Ces données sur les ressources nous donnent un premier bon aperçu du potentiel de l'exploitation minière de la Mune. #autoLOC_SCANsat_Science_Resource_Minmus = Enfin, nous avons quelques données de ressources sur Minmus, le premier choix de chaque Kerbonaute pour démarrer une installation minière. #autoLOC_SCANsat_Science_Resource_Duna = Ces données de ressources nous rapprochent un peu plus de revivre toutes nos scènes préférées de ce récent film à succès. #autoLOC_SCANsat_Science_Resource_Ike = Ike n'est peut-être pas le corps céleste le plus intéressant du système solaire, mais cela ne rend pas ces données de ressources moins utiles. #autoLOC_SCANsat_Science_Resource_Dres = Autant chercher des ressources dans les astéroïdes voisins ; qui voudrait réellement s'occuper de Dres ? #autoLOC_SCANsat_Science_Resource_Jool = Hmm, peut-être qu'un géant gazier n'est pas le meilleur endroit pour aller à la recherche de ressources de surface.... #autoLOC_SCANsat_Science_Resource_Laythe = Eh bien, il y a beaucoup de bonnes données ici, mais très peu d'endroits en surface où nous pourrions atterrir et tirer profit des ressources. #autoLOC_SCANsat_Science_Resource_Vall = L'analyse des ressources de la glaciale Vall fournit de nombreuses données intéressantes. #autoLOC_SCANsat_Science_Resource_Tylo = Nous prendrons toutes les informations que nous pourrons avoir sur l'effrayant Tylo. #autoLOC_SCANsat_Science_Resource_Bop = Bop n'est peut-être pas le premier choix de quiconque pour décider où chercher des ressources, mais ces données peuvent quand même s'avérer utiles un jour ou l'autre. #autoLOC_SCANsat_Science_Resource_Pol = En plus des grains de pollen et d'étranges grumeaux, Pol semble avoir des dépôts de ressources intéressants. #autoLOC_SCANsat_Science_Resource_Eeloo = Maintenant que nous sommes allés jusqu'à Eeloo, nous pourrions, en tant que mineurs, aller de l'avant avec ce qui se trouve au-delà. #autoLOC_SCANsat_Science_Visual_Title = Scan visuel #autoLOC_SCANsat_Science_Visual_Default1 = Analyse des données visuelles à haute résolution. #autoLOC_SCANsat_Science_Visual_Default2 = "L'équipe SCAN a encore une fois réussi. Ils ont trouvé encore plus de choses à regarder sur chaque corps céleste." #autoLOC_SCANsat_Science_Visual_Sun = À bien y réfléchir, pointer nos délicats télescopes directement vers le soleil n'est peut-être pas la meilleure idée. #autoLOC_SCANsat_Science_Visual_Moho = Ce relevé visuel de haute qualité des données de Moho révèle une énorme quantité de... saleté... et peut-être un peu de lave. #autoLOC_SCANsat_Science_Visual_Eve = Nous ne savons pas exactement ce qui rend Eve si violette, mais cela fait certainement de jolies cartes. #autoLOC_SCANsat_Science_Visual_Gilly = Ce relevé visuel de haute qualité de Gilly ressemble beaucoup à un relevé de basse qualité. Apparemment, il n'y a pas grand-chose à voir ici. #autoLOC_SCANsat_Science_Visual_Kerbin = Nous pouvons enfin obtenir une bonne carte de la surface de notre planète, mais elle sera étonnamment peu utile, car il ne semble pas y avoir de Kerbals à la surface. #autoLOC_SCANsat_Science_Visual_Mun = C'est comme des cratères dans des cratères dans des cratères. #autoLOC_SCANsat_Science_Visual_Minmus = Eh bien, ça pourrait être de la crème glacée... la surface ressemble beaucoup à de la crème glacée... la seule façon d'en être sûr est d'aller là-bas et de commencer à goûter ! #autoLOC_SCANsat_Science_Visual_Duna = Cette carte visuelle confirme que la planète rouge est effectivement très rouge. #autoLOC_SCANsat_Science_Visual_Ike = La lune solitaire de Duna, Ike, ressemble beaucoup à la Mune, seulement si la Mune n'avait pas de cratères et était vraiment ennuyeuse. #autoLOC_SCANsat_Science_Visual_Dres = Cet ensemble de données visuelles prouve une fois pour toutes que Dres est vraiment une chose... qui l'aurait cru ? #autoLOC_SCANsat_Science_Visual_Jool = Tous ces jolis tourbillons verts doivent cacher quelque chose de vraiment intéressant. #autoLOC_SCANsat_Science_Visual_Laythe = Vous pourriez avoir cette île pour vous, ou cette île... ou cette île, ou peut-être cette île là-bas. Oh attendez, peut-être cette île, ou... #autoLOC_SCANsat_Science_Visual_Vall = Cette carte donne en quelque sorte envie de faire du patin à glace. #autoLOC_SCANsat_Science_Visual_Tylo = Ce nouvel ensemble de données visuelles révèle toutes sortes de choses intéressantes... eh bien, en fait, Tylo a l'air un peu ennuyeuse depuis son orbite. #autoLOC_SCANsat_Science_Visual_Bop = Eh bien, tout cela semble assez terrifiant. Peut-être devrions-nous nous contenter de faire des cartes à partir de l'orbite, sans avoir besoin de nous en approcher trop. #autoLOC_SCANsat_Science_Visual_Pol = De nouvelles données visuelles montrent que Pol ressemble vraiment à du pollen. #autoLOC_SCANsat_Science_Visual_Eeloo = Toutes ces stries et fissures à la surface d'Eeloo en font une carte vraiment intéressante. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/fr-fr/Tooltips.cfg Localization { fr-fr { #autoLOC_SCANsat_mainMapToggle = Carte principale #autoLOC_SCANsat_bigMapToggle = Grande carte #autoLOC_SCANsat_zoomMapToggle = Zoom Carte #autoLOC_SCANsat_overlayToggle = Superposition planétaire #autoLOC_SCANsat_instrumentsToggle = Lecture des instruments #autoLOC_SCANsat_settingsToggle = Paramètres #autoLOC_SCANsat_mainMapColor = Couleur de la carte #autoLOC_SCANsat_mainMapTerminator = Terminateur jour/nuit sur la carte #autoLOC_SCANsat_mainMapType = Basculement Terrain/Biome #autoLOC_SCANsat_mainMapMinimize = Afficher/masquer les informations sur le vaisseau #autoLOC_SCANsat_mainMapStatus = Indicateurs d'état du scanner #autoLOC_SCANsat_mainMapPercentage = Pourcentage d'achèvement du scanner actif #autoLOC_SCANsat_bigMapRefresh = Rafraîchissement de la carte #autoLOC_SCANsat_bigMapColor = Couleur de la carte #autoLOC_SCANsat_bigMapTerminator = Terminateur jour/nuit sur la carte #autoLOC_SCANsat_bigMapGrid = Grille superposée #autoLOC_SCANsat_bigMapOrbit = Orbite superposée #autoLOC_SCANsat_bigMapWaypoints = Points de cheminement #autoLOC_SCANsat_bigMapAnomaly = Anomalies #autoLOC_SCANsat_bigMapFlags = Drapeaux #autoLOC_SCANsat_bigMapLegend = Légende de la carte #autoLOC_SCANsat_bigMapResource = Superposition de ressources #autoLOC_SCANsat_bigMapExport = Exporter la carte sur disque #autoLOC_SCANsat_overlayRefresh = Rafraîchissement de la carte #autoLOC_SCANsat_insNextResource = Ressource suivante #autoLOC_SCANsat_insPreviousResource = Ressource précédente #autoLOC_SCANsat_insNextAnomaly = Particularité de surface suivante #autoLOC_SCANsat_zoomVesselSync = Synchroniser le vaisseau courant #autoLOC_SCANsat_zoomVesselLock = Verrouiller la position au vaisseau #autoLOC_SCANsat_zoomAutoRefresh = Rafraîchissement auto #autoLOC_SCANsat_zoomMapRefresh = Rafraîchissement de la carte #autoLOC_SCANsat_zoomMapWindowState = Basculer la taille de la fenêtre #autoLOC_SCANsat_zoomMapIn = Zoom avant #autoLOC_SCANsat_zoomMapOut = Zoom arrière #autoLOC_SCANsat_zoomMapLeft = Shift gauche #autoLOC_SCANsat_zoomMapRight = Shift droit #autoLOC_SCANsat_zoomMapUp = Shift haut #autoLOC_SCANsat_zoomMapDown = Shift bas #autoLOC_SCANsat_zoomMapIcons = Icônes de la carte #autoLOC_SCANsat_waypointToggle = Sélecteur de points de cheminement #autoLOC_SCANsat_waypointSet = Créer un point de cheminement #autoLOC_SCANsat_waypointCancel = Annuler le point de cheminement #autoLOC_SCANsat_waypointMechJeb = Définir la cible d'atterrissage MechJeb #autoLOC_SCANsat_waypointNameRefresh = Réinitialiser le point de cheminement } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/fr-fr/Warnings.cfg Localization { fr-fr { #autoLOC_SCANsat_Warning_DataResetCurrent = Effacer <<1>> carte pour <<2>> ? #autoLOC_SCANsat_Warning_DataResetAll = Effacer <<1>> pour tous les corps célestes ? #autoLOC_SCANsat_Warning_StockResourceResetCurrent = Effacer les données sur les ressources brutes pour <<1>> ? #autoLOC_SCANsat_Warning_StockResourceResetAll = Effacer les données sur les ressources brutes pour tous les corps célestes ? #autoLOC_SCANsat_Warning_MapFillCurrent = Remplir <<1>> carte pour <<2>> ? #autoLOC_SCANsat_Warning_MapFillAll = Remplir <<1>> pour tous les corps célestes ? #autoLOC_SCANsat_Warning_ModuleManagerResource = Avertissement\nModule Manager est requis pour toutes les fonctions d'analyse des ressources de SCANsat. #autoLOC_SCANsat_Warning_SaveToConfig = Écraser le fichier de configuration existant sur le disque ? } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/pt-br/Contracts.cfg Localization { pt-br { #autoLOC_SCANsat_exceptional0001 = Conduza um levantamento de pesquisas SCANsat de alta resolução em @/targetBodyValid3. #autoLOC_SCANsat_exceptional0002 = Conduza um levantamento de pesquisas SCANsat de alta resolução em @/targetBodyValid3. #autoLOC_SCANsat_exceptional0003 = A digitalização pode ocorrer enquanto o nave não estiver carregada. #autoLOC_SCANsat_exceptional0004 = Execute várias varreduras de alta resolução em @/targetBodyValid3 #autoLOC_SCANsat_exceptional0005 = Agora temos um mapa topográfico detalhado para a superfície em @/targetBodyValid3 #autoLOC_SCANsat_exceptional0006 = Necessário menos de 90% de varredura altimétrica de alta resolução do alvo. #autoLOC_SCANsat_exceptional0007 = Necessário menos de 90% de varredura de minério de alta resolução do alvo. #autoLOC_SCANsat_exceptional0008 = Necessário ter orbitado o alvo, ou o alvo deve ser o próximo na lista. #autoLOC_SCANsat_significant_0001 = Conduza um levantamento de pesquisas SCANsat em @/targetBodyValid2. #autoLOC_SCANsat_significant_0002 = Conduza um levantamento de pesquisas SCANsat em @/targetBodyValid2. #autoLOC_SCANsat_significant_0003 = A digitalização pode ocorrer enquanto o nave não estiver carregada. #autoLOC_SCANsat_significant_0004 = Execute várias varreduras em @/targetBodyValid2 #autoLOC_SCANsat_significant_0005 = Excelente trabalho, essas varreduras fornecerão dados valiosos para nossas equipes de pesquisa. #autoLOC_SCANsat_significant_0006 = Necessário menos de 80% de varredura altimétrica de baixa resolução do alvo. #autoLOC_SCANsat_significant_0007 = Necessário menos de 80% de varredura de bioma do alvo. #autoLOC_SCANsat_significant_0008 = Necessário menos de 80% de varredura de recursos M700 do alvo. #autoLOC_SCANsat_significant_0009 = Necessário ter orbitado o alvo. #autoLOC_SCANsat_trivial_0001 = Conduza uma pesquisa SCANsat de @/scanReadString1 em @/targetBodyValid1. #autoLOC_SCANsat_trivial_0002 = Conduza uma pesquisa SCANsat de @/scanReadString1 em @/targetBodyValid1. #autoLOC_SCANsat_trivial_0003 = A digitalização pode ocorrer enquanto o nave não estiver carregada. #autoLOC_SCANsat_trivial_0004 = Conduza uma varredura simples em @/targetBodyValid1 #autoLOC_SCANsat_trivial_0005 = Excelente trabalho, esta simples pesquisa dará muito material de estudo aos nossos especialistas. #autoLOC_SCANsat_trivial_0006 = O alvo é parte do sistema doméstico. #autoLOC_SCANsat_trivial_0007 = Necessário ter escaneado menos de 70% do alvo. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/pt-br/Flags.cfg Localization { pt-br { #autoLOC_SCANsat_Agents_Name = SCAN #autoLOC_SCANsat_Agents_Title = SCAN: Comitê Científico de Navegação Avançada #autoLOC_SCANsat_Agents_Description = A agência SCAN dedica-se a mapear e pesquisar todos os planetas no sistema solar. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/pt-br/Helptips.cfg Localization { pt-br { #autoLOC_SCANsat_settingsHelpScanningToggle = Alternar toda a varredura SCANsat. #autoLOC_SCANsat_settingsHelpBackground = Alternar varredura de fundo em corpos celestes selecionados. #autoLOC_SCANsat_settingsHelpTimeWarp = Ajuste a frequência de varreduras durante o TimeWarp.\nConfigurações mais elevadas resultam em menos lacunas nos mapas,\nmas podem ter um impacto no desempenho em TimeWarp elevado. #autoLOC_SCANsat_settingsHelpGroundTracks = Exibe um indicador visível da atividade de varredura no modo de mapa. #autoLOC_SCANsat_settingsHelpGroundTracksActive = O indicador de aterrissagem pode ser limitado para\nser exibido apenas pela nave ativa. #autoLOC_SCANsat_settingsHelpStockUIStyle = Alternar entre elementos de UI no estilo KSP e elementos no estilo Unity. #autoLOC_SCANsat_settingsHelpOverlayTooltips = Exibe dicas de ferramentas para a posição atual do mouse\nquando um mapa de sobreposição planetária é ativado.\nEssas dicas incluem as coordenadas do cursor,\naltura do terreno, inclinação, nome do bioma e abundância de recursos,\ndependendo da cobertura da varredura. #autoLOC_SCANsat_settingsHelpWindowTooltips = Exibe dicas de ferramentas em alguns botões da janela do mapa.\nEstes são usados principalmente para identificar ícones de botões. #autoLOC_SCANsat_settingsHelpLegendTooltips = Exibe dicas de ferramentas na legenda do mapa.\nTambém desativará as legendas do mapa do bioma. #autoLOC_SCANsat_settingsHelpStockToolbar = Use a barra de ferramentas suspensa.\nPode ser usado simultaneamente com a barra de ferramentas Blizzy78. #autoLOC_SCANsat_settingsHelpToolbarMenu = Use um menu suspenso para que a barra de ferramentas suspensa\nmostre todas as janelas disponíveis. #autoLOC_SCANsat_settingsHelpMechJeb = O mapa de zoom SCANsat e os modos de seleção do Ponto Fixo do mapa grande\npodem ser usados para selecionar um ponto de aterrissagem MechJeb. #autoLOC_SCANsat_settingsHelpMechJebLoad = Carregue um alvo de destino MechJeb salvo.\nSomente funciona durante a cena do voo com uma nave MechJeb válida. #autoLOC_SCANsat_settingsHelpMapGenSpeed = Ajuste todas as velocidades de geração do mapa SCANsat.\nValores menores irão economizar recursos da CPU e podem\nreduzir o impacto no desempenho da geração de mapas. #autoLOC_SCANsat_settingsHelpResetWindows = Redefine todas as posições e escalas das janelas.\nUse no caso de uma janela ter sido arrastada completamente para fora\nda tela ou se qualquer janela não estiver visível. #autoLOC_SCANsat_settingsHelpResetPlanetData = Redefine os dados SCANsat selecionados para o corpo celeste atual.\nUma janela de confirmação será aberta antes de ativar.\nNão pode ser revertida. #autoLOC_SCANsat_settingsHelpResetAllData = Redefine os dados SCANsat selecionados para todos os corpos celestes.\nUma janela de confirmação será aberta antes de ativar.\nNão pode ser revertida. #autoLOC_SCANsat_settingsHelpVesselsSensorsPasses = Informações sobre os sensores SCANsat atualmente ativos.\nAs naves indicam o número de naves com sensores ativos.\nOs sensores indicam o número total de sensores;\nInstrumentos com vários tipos de sensores contam como um sensor individual.\nPasses indica o número de atualizações do sensor executadas por segundo.\nEsse valor é afetado pela configuração TimeWarp Resolution. #autoLOC_SCANsat_settingsHelpGreyScale = Use um espectro real de cores em escala de cinza para mapas SCANsat em preto e branco.\nOs pixels no mapa de altitude interpolam entre preto e branco;\nas altitudes mínimas e máximas definem os limites para cada corpo celeste. #autoLOC_SCANsat_settingsHelpExportCSV = Exporte um arquivo .csv juntamente com a textura do mapa ao usar o botão Exportar no mapa grande.\nO arquivo contém coordenadas e a altura do terreno para cada pixel.\nOs pixels são rotulados da esquerda para a direita e de cima para baixo. #autoLOC_SCANsat_settingsHelpSetMapWidth = Digite um valor exato para a largura da textura do mapa grande do SCANsat.\nOs valores são limitados a 550 - 8192 pixels de largura.\nPressione o botão Set para aplicar o valor. #autoLOC_SCANsat_settingsHelpWindowScale = Ajuste todas as escalas de janela SCANsat. #autoLOC_SCANsat_settingsHelpFillPlanet = Preencha os dados SCANsat selecionados para o corpo celeste atual. #autoLOC_SCANsat_settingsHelpFillAll = Preencha os dados SCANsat selecionados para todos os corpos celestes. #autoLOC_SCANsat_resourceSettingsHelpBiomeLock = Requisito circunstante para as varreduras de biomas da superfície do estoque.\nOs ecrãs da SCANsat mostrarão a precisão total para\nabundância de recursos com ou sem exames de biome de superfície. #autoLOC_SCANsat_resourceSettingsHelpInstant = Por padrão, o levantamento orbital do escâner de recursos do estoque M700\npreencherá todos os mapas de recursos SCANsat.\nIsso pode ser desativado, exigindo métodos SCANsat padrão\npara toda a verificação de recursos.\nDesabilitada automaticamente quando a varredura do\nrecurso de estoque está desabilitada. #autoLOC_SCANsat_resourceSettingsHelpNarrowBand = Numerosas funções de SCANsat requerem um escâner de recursos\nde Banda-Estreita a bordo da nave atual ou em órbita\nde um corpo celestial para dados de abundância de recursos completamente precisos.\nDisponha isso para contornar essas restrições. #autoLOC_SCANsat_resourceSettingsHelpDisableStock = Desabilita todas as funções de varredura de recursos de estoque.\nOs métodos de varredura SCANsat serão necessários para todos os dados do recurso.\nSubstitui várias funções de recursos de estoque com ferramentas SCANsat.\nIncluem as leituras do botão direito e os mapas de sobreposição planetários. #autoLOC_SCANsat_resourceSettingsHelpResetStockResource = Redefine a cobertura de varredura de estoque de recursos para o corpo celeste atual.\nPode ser necessário uma recarga ou\nmudança de cena para que todas as alterações entrem em vigor.\nUma janela de confirmação será aberta antes de ativar.\nNão pode ser revertido. #autoLOC_SCANsat_resourceSettingsHelpResetAllStockResource = Redefine a cobertura de varredura de estoque de recursos para todos os corpos celestes.\nPode ser necessário uma recarga ou\nmudança de cena para que todas as alterações entrem em vigor.\nUma janela de confirmação será aberta antes de ativar.\nNão pode ser revertido. #autoLOC_SCANsat_resourceSettingsHelpOverlayInterpolation = Mude o número de medidas de abundância de recursos usadas na construção\nda sobreposição planetária e da sobreposição de recursos do mapa grande.\nDiminua o valor para aumentar a precisão do mapa.\nValores mais reduzidos resultarão em uma geração de mapa mais lenta. #autoLOC_SCANsat_resourceSettingsHelpOverlayHeight = Altere o tamanho da textura (a largura do mapa é 2XHeight) usada na construção da\nsobreposição planetária e da sobreposição de recursos do mapa grande.\nAumente o valor para aumentar a qualidade e a precisão do mapa.\nValores mais elevados resultarão em geração de mapa mais lenta. #autoLOC_SCANsat_resourceSettingsHelpOverlayBiomeHeight = Altere o tamanho da textura (a largura do mapa é 2XHeight) usada na construção do\nmapa do bioma de sobreposição planetária.\nAumente o valor para aumentar a qualidade e precisão do mapa.\nValores mais elevados resultarão em uma geração de mapa mais lenta. #autoLOC_SCANsat_resourceSettingsHelpOverlayTransparency = Cria um fundo cinza para mapas de recursos de sobreposição planetária.\nUsado para deixar claro quais seções do corpo celeste\nforam digitalizadas, mas não possuem recursos. #autoLOC_SCANsat_resourceSettingsHelpScanThreshold = Um nível limiar usado para aplicar a varredura de recursos de estoque\npara um corpo celeste após a varredura com sensores SCANsat.\nIsso é útil quando os contratos ou outros complementos\nexigem que uma varredura de estoque seja realizada.\nDefina um valor de 0-100 na caixa de texto e clique no botão Definir.\nTodos os corpos celestes serão verificados imediatamente;\nOs corpos celestes também serão verificados\napós o carregamento ou uma mudança de cena.\nPode ser necessário recarregar para que as mudanças entrem em vigor. #autoLOC_SCANsat_colorTerrainHelpMin = Define o menor ponto de corte de altitude para a paleta de cores do terreno.\nQualquer coisa abaixo desta altitude será mostrada com uma cor menor. #autoLOC_SCANsat_colorTerrainHelpMax = Define o maior ponto de corte de altitude para a paleta de cores do terreno.\nQualquer coisa acima desta altitude será mostrada com a cor maior. #autoLOC_SCANsat_colorTerrainHelpClampToggle = Usado para definir um ponto de corte entre os valores de altitude baixa e alta.\nÉ particularmente útil para planetas oceânicos, onde ajuda a definir\numa distinção nítida entre terra e oceano. #autoLOC_SCANsat_colorTerrainHelpClamp = Define o limite de altitude dos montes.\nQualquer coisa abaixo do ponto de corte será representada\npelas duas primeiras cores na paleta de cores selecionada.\nQualquer coisa acima do ponto de corte será representada\ncom as cores restantes. #autoLOC_SCANsat_colorTerrainHelpReverse = Inverte a ordem da paleta de cores atualmente selecionada. #autoLOC_SCANsat_colorTerrainHelpDiscrete = Desenha o mapa usando apenas as cores específicas definidas por cada paleta,\nem vez de interpolar suavemente entre elas. #autoLOC_SCANsat_colorTerrainHelpPaletteSize = Ajuste o número de cores disponíveis\nna paleta de cores atualmente selecionada. #autoLOC_SCANsat_colorBiomeHelpStock = Use o esquema de cores do bioma do estoque para o mapa SCANsat de biomas. #autoLOC_SCANsat_colorBiomeHelpWhiteBorder = Desenhe uma borda branca entre os biomas.\nNão se aplica aos mapas de bioma de sobreposição planetária. #autoLOC_SCANsat_colorBiomeHelpTransparency = Ajuste a transparência do mapa de biomas.\nA elevação do terreno é exibida atrás do mapa de bioma.\nDefina para 0% para desativar o desenho do terreno. #autoLOC_SCANsat_colorPickerHelpLow = A amostra de cores superiores mostra a seleção de cores\natualizadas para a extremidade baixa deste espectro de cores.\nA amostra de cor inferior mostra a cor atualmente ativa. #autoLOC_SCANsat_colorPickerHelpHigh = A amostra de cores superiores mostra a seleção de cores\natualizadas para a extremidade alta deste espectro de cores.\nA amostra de cor inferior mostra a cor atualmente ativa. #autoLOC_SCANsat_colorResourceHelpMin = Diminui o ponto de corte para a concentração de recursos no corpo celeste selecionado.\nOs depósitos de recursos neste nível serão exibidos usando a\nextremidade baixa do espectro atual de cores de sobreposição de recursos.\nOs depósitos de recursos abaixo deste valor não serão exibidos. #autoLOC_SCANsat_colorResourceHelpMax = Aumenta o ponto de corte para a concentração de recursos no corpo celeste selecionado.\nOs depósitos de recursos acima deste valor serão exibidos usando a\nextremidade alta do espectro atual de cores de sobreposição de recursos. #autoLOC_SCANsat_colorResourceHelpTransparency = Define o nível de transparência para as sobreposições de recursos.\nAumente para permitir que mais do mapa subjacente do terreno, inclinação ou bioma seja visível.\nIsso também afeta a transparência dos depósitos de recursos\nno mapa de recursos de sobreposição planetária. #autoLOC_SCANsat_colorResourceHelpApply = Aplica os valores atuais para o recurso selecionado\naplicado apenas ao corpo celeste selecionado. #autoLOC_SCANsat_colorResourceHelpApplyAll = Aplica os valores atuais para o recurso selecionado\naplicado para todos os corpos celestes. #autoLOC_SCANsat_colorResourceHelpDefault = Reverte o recurso selecionado para os valores padrão\naplicado apenas ao corpo celeste selecionado. #autoLOC_SCANsat_colorResourceHelpDefaultAll = Reverte o recurso selecionado para os valores padrão\naplicado para todos os corpos celestes. #autoLOC_SCANsat_colorHelpSaveToConfig = Salva todos os valores de configuração de cores no arquivo de configuração\nencontrado na sua pasta SCANsat/Resources.\nEsses valores servem como padrão para novos arquivos e\npara todos os botões Reverter Para Padrão.\nOs valores não precisam ser salvos no arquivo de configuração a ser\naplicado para este arquivo salvo. #autoLOC_SCANsat_colorSlopeHelpCutoff = Ajusta o nível de corte entre os dois pares de cores de inclinação selecionados. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/pt-br/OtherText.cfg Localization { pt-br { #autoLOC_SCANsat_Analyze = Analisar Dados #autoLOC_SCANsat_StartScan = Iniciar Varredura #autoLOC_SCANsat_StopScan = Finalizar Varredura #autoLOC_SCANsat_ToggleScan = Alterar Varredura #autoLOC_SCANsat_Extend = Estender #autoLOC_SCANsat_Retract = Retrair #autoLOC_SCANsat_Unknown = Desconhecido #autoLOC_SCANsat_All_Disabled = Desabilitar Escâneres #autoLOC_SCANsat_Disabled = Desabilitar Escâner #autoLOC_SCANsat_TooLow = Muito Baixo #autoLOC_SCANsat_SubOptimal = Sub-Optimum #autoLOC_SCANsat_Ideal = Ideal #autoLOC_SCANsat_TooHigh = Muito Alto #autoLOC_SCANsat_NoData = Sem Dados #autoLOC_SCANsat_Abundance = Abundante #autoLOC_SCANsat_Surface = Superfície #autoLOC_SCANsat_AltitudeMin = Altitude ( min ): <<1>>km\n #autoLOC_SCANsat_AltitudeBest = Altitude (ideal): <<1>>km\n #autoLOC_SCANsat_AltitudeMax = Altitude ( max ): <<1>>km\n #autoLOC_SCANsat_FOV = FOV: <<1>> #autoLOC_SCANsat_MapProjection = Projeção #autoLOC_SCANsat_MapType = Mapa #autoLOC_SCANsat_MapResource = Recurso #autoLOC_SCANsat_MapBody = Corpo Celeste #autoLOC_SCANsat_GeneralSettings = Configurações Gerais #autoLOC_SCANsat_BackgroundSettings = Configurações de Fundo #autoLOC_SCANsat_ResourceSettings = Configurações de Recursos #autoLOC_SCANsat_DataManagement = Gestão de Dados #autoLOC_SCANsat_ColorManagement = Gestão de Cores } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/pt-br/Parts.cfg Localization { pt-br { #autoLOC_SCANsat_BTDT_Title = SCAN Já Foi Feito Isso® #autoLOC_SCANsat_BTDT_Description = Este pequeno sensor pode detectar automaticamente anomalias na proximidade. Funcionando apenas em baixa altitude e a pequenas distancias, é muito útil para identificar anomalias que já foram visitadas. #autoLOC_SCANsat_Multi_Title = SCAN Sensor Multispectral #autoLOC_SCANsat_Multi_Description = Este sensor multicanal detecta a radiação através de luzes infravermelhas, visíveis e RADAR. Isso lhe dá a capacidade de diferenciar entre diferentes tipos de terrenos e biomas. Além disso, detecta anomalias como estruturas no solo. #autoLOC_SCANsat_Radar_Title = SCAN RADAR Sensor Altimétrico #autoLOC_SCANsat_Radar_Description = SCAN presenteia este RADAR de altimetria de alto desempenho. Este é o modelo família de sensores, e comumente vendido em conjunto com foguetes de brinquedo e modelos de aeronaves com controle remoto. Após um teste de grupo revelou que 95% do público-alvo estava tentando enfiá-lo no tubo de escape de seus motores de foguete, este novo e melhorado modelo é mais fácil de usar. #autoLOC_SCANsat_SAR_Title = SCAN SAR Sensor Altimétrico #autoLOC_SCANsat_SAR_Description = Este RADAR de Abertura Sintético usa um sensor que simula em seu percurso de vôo uma antena mais longa. Isso torna possível detectar a elevação do terreno com uma resolução maior. A desvantagem é que seu campo de visão é comparativamente pequeno e funciona melhor em altitudes mais elevadas. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/pt-br/Science.cfg Localization { pt-br { #autoLOC_SCANsat_Science_Lo_Title = Varredura de Altimetria de Baixa Resolução #autoLOC_SCANsat_Science_Lo_Default1 = Dados de altimetria de baixa resolução foram analisados. #autoLOC_SCANsat_Science_Lo_Default2 = "O sensor de altimetria RADAR está relatando, eu não sei como, mas temos um sinal forte e está recebendo dados, o que garante uma rodada de Salgadinhos!" #autoLOC_SCANsat_Science_Lo_Sun = Você se pergunta se o sensor está funcionando mal. #autoLOC_SCANsat_Science_Lo_Moho = Bem, pelo menos, esses dados de baixa resolução tornam Moho ótimo. Há lagos gigantes de lava, mas ótimos sem dúvida. #autoLOC_SCANsat_Science_Lo_Eve = Contemple as estimativas de altitude difusas enviadas pelo escaner, você adoraria enviar o escaner de alta resolução. Ah, bem, essa é uma ótima razão para lançar mais foguetes! (Como se precisássemos de algum motivo) #autoLOC_SCANsat_Science_Lo_Gilly = Sua varredura de baixa resolução confirma o que você já sabia: Gilly é apenas uma rocha grumosa flutuando no espaço. Pelo menos você não precisa esticar seus olhos para ver o relatório. #autoLOC_SCANsat_Science_Lo_Kerbin = Mesmo esses dados de baixa resolução na superfície do planeta são surpreendentemente úteis. Você não pode esperar para implantar esta tecnologia para Mun ou além. #autoLOC_SCANsat_Science_Lo_Mun = Os dados são extensos, atravessando os traços do terreno abaixo. Uma varredura de alta resolução ajudaria mais, mas você provavelmente pode usar esses dados para encontrar um ponto de pouso adequado. #autoLOC_SCANsat_Science_Lo_Minmus = Você relutantemente reconhece que os meninos da Sociedade Astronômica Kerbal tiveram uma reputação: Minmus é realmente uma lua. Você não acreditaria se não visse o escaner de altimetria com seus próprios olhos. #autoLOC_SCANsat_Science_Lo_Duna = Estes dados de baixa resolução são um pouco borrados e distorcidos, mas ainda serão inestimáveis ​​ao encontrar um ponto de pouso adequado em Dune. De repente, uma missão de longo prazo para Dune se torna uma perspectiva real. #autoLOC_SCANsat_Science_Lo_Ike = Ao revisar os dados, você se surpreende com as semelhanças entre Ike e Mun. Você se pergunta sobre a comparação entre as geologias de suas superfícies. #autoLOC_SCANsat_Science_Lo_Dres = Mesmo com este escaner de baixa resolução, é bastante evidente que Dres tem algumas montanhas proeminentes. Você não pode aguardar os resultados do escaner de recursos, porque você tem certeza de que "há ouro nessas montanhas!" #autoLOC_SCANsat_Science_Lo_Jool = Altimetria, o que é altimetria? É um gigante gasoso pelo amor de Kerbal. Apenas escolha um número aleatório e é isso mesmo. #autoLOC_SCANsat_Science_Lo_Laythe = O sensor parece incapaz de penetrar na água. #autoLOC_SCANsat_Science_Lo_Vall = Bem, aqui está: "Os dados Vall-liosos que todos estavam esperando". Pelo menos, ALGUÉM poderia achar que foi engraçado." #autoLOC_SCANsat_Science_Lo_Tylo = Você ainda não tem certeza que a vista da superfície é sobrecarregada, como é Laythe, Vall e Jool, mas esses dados podem ajudá-lo a encontrar um bom ponto de pouso, e então você pode ir vê-lo pessoalmente. #autoLOC_SCANsat_Science_Lo_Bop = Bem, os dados de altimetria de baixa resolução estão aqui, e você decide empacotá-lo e enviá-lo de volta ao KSC. Você só espera ter fluido suficiente nas baterias para enviar tudo e manter os sistemas básicos em execução ao mesmo tempo. #autoLOC_SCANsat_Science_Lo_Pol = A varredura de baixa resolução confirma que Pol parece ser um grão de pólen gigante. Até que você utilize um escaner de alta resolução e avançe no campo dos microscópios eletrônicos, ficará com a dúvida de que tão forte é essa semelhança. #autoLOC_SCANsat_Science_Lo_Eeloo = Os cientistas de Kerbin estão aguardando esses dados há muito tempo. Não há dúvida de que haverá uma celebração e muitos lanches para todos quando os dados chegarem. #autoLOC_SCANsat_Science_Hi_Title = Varredura de Altimetria de Alta Resolução #autoLOC_SCANsat_Science_Hi_Default1 = Dados de altimetria de alta resolução analisados. #autoLOC_SCANsat_Science_Hi_Default2 = "A varredura de altimetria de alta resolução é melhor que a de baixa resolução. SCAN já comprovou suas habilidades de digitalização". #autoLOC_SCANsat_Science_Hi_Sun = Você percebe que poderia ter economizado algum dinheiro se tivesse confiado no sensor de baixa resolução em primeiro lugar. #autoLOC_SCANsat_Science_Hi_Moho = Finalmente, a grandeza retornou a Moho! Pode não ser gigantes rios de lava fluindo, mas esses dados são espetaculares! #autoLOC_SCANsat_Science_Hi_Eve = O sensor de alta resolução corta bem a atmosfera púrpura nebulosa e você é capaz de distinguir detalhes minuciosos na superfície. Os cientistas do KSC estarão aliviados. #autoLOC_SCANsat_Science_Hi_Gilly = Mesmo em resolução super-alta, Gilly parece estar com baixa resolução. Essa é uma superfície seriamente grosseira. #autoLOC_SCANsat_Science_Hi_Kerbin = Você está hipnotizado por todas as cores nos dados que a nova tecnologia de alta resolução fornece. De repente, o Controle da Missão o desperta do seu estupor, e você rapidamente limpa a baba do canto da boca. #autoLOC_SCANsat_Science_Hi_Mun = "Hah! Não há mais lua cinza chata. Basta olhar para todas as cores nessa digitalização! Agora, podemos realmente identificar o primeiro campo de pouso". #autoLOC_SCANsat_Science_Hi_Minmus = Uau, não só Minmus é real, tem uma topografia incrível! Você não pode esperar para pousar em uma dessas áreas planas. #autoLOC_SCANsat_Science_Hi_Duna = Este dado de alta resolução é incrível. Você começa a analisar as colinas e os vales, buscando o ponto de pouso perfeito. #autoLOC_SCANsat_Science_Hi_Ike = Os dados confirmam a presença de grandes colinas e crateras inclinadas. Esperemos que os analistas do KSC possam usar isso para encontrar um local de desembarque adequado. #autoLOC_SCANsat_Science_Hi_Dres = Aqueles... são algumas montanhas sérias. Você está contente por analisar esses dados, ao invés de tentar escalar algumas dessas colinas. #autoLOC_SCANsat_Science_Hi_Jool = Mesmo em alta resolução, não parece haver uma superfície em Jool. Tanto para essa teoria. Pelo menos ainda temos o dinheiro da concessão! #autoLOC_SCANsat_Science_Hi_Laythe = O mapa mostra a maioria das alturas negativas. Você considera drenar Laythe apenas para que possa escalar suas montanhas. #autoLOC_SCANsat_Science_Hi_Vall = Os dados do escaner de alta resolução confirmam que a superfície de Vall é, de fato, "enrrugado". Guess Gene deve-lhe cinquenta fundos. #autoLOC_SCANsat_Science_Hi_Tylo = Tylo pode ter sido a primeira das luas de Jool a ser descoberta, mas esta data faz com que sinta que está a descobrir a lua pela primeira vez. #autoLOC_SCANsat_Science_Hi_Bop = Uau, veja todas essas cores. Você não tem idéia do que significa esse dado, mas você tem certeza de que esta alta resolução impressionará todos no KSC. #autoLOC_SCANsat_Science_Hi_Pol = Mesmo com esta quantidade de dados de alta qualidade, ainda é difícil encontrar um local de pouso adequado. Como foi que essa lua foi feita, afinal? #autoLOC_SCANsat_Science_Hi_Eeloo = As fissuras e gargantas na superfície se destacam em detalhes impressionantes enquanto você examina os dados do sensor de altimetria SAR. Basta olhar para todos os potenciais locais de pouso. #autoLOC_SCANsat_Science_Multi_Title = Análise de Multispectrum #autoLOC_SCANsat_Science_Multi_Default1 = Os dados do sensor Multispectrum foram analisados. #autoLOC_SCANsat_Science_Multi_Default2 = "Uau, por que estamos chegando até a obtenção desses dados? "Esses engenheiros do SCAN realmente sabem o que estão fazendo, ou é isso, ou não têm a menor idéia do que estão fazendo. Snacks!" #autoLOC_SCANsat_Science_Multi_Sun1 = Você está surpreso com a falta de dados biométricos. #autoLOC_SCANsat_Science_Multi_Sun2 = Você se pergunta por que os pólos não estão visíveis no mapa. #autoLOC_SCANsat_Science_Multi_Moho = Ao analisar os dados, você se pergunta se encontrará o insólito bioma "Lago de Lava" que muitos cientistas especularam. #autoLOC_SCANsat_Science_Multi_Eve = As intrincadas linhas curvadas do mapa de bioma de Eve lembram as lâmpadas de lava e golas-v. Aqueles foram os dias! A próxima nave espacial para Eve terá uma bola de disco compulsiva! #autoLOC_SCANsat_Science_Multi_Gilly = Mesmo com os olhos cruzados, os astrônomos não conseguiram ver os biomas. Ha! Astrônomos tolos! 1 ponto para a ciência e 0 pontos para, isto... ciência. #autoLOC_SCANsat_Science_Multi_Kerbin = Este dado de bioma é incrível. Apenas espere até que seja resistente às migalhas, como você lembra de ter comido um saco de lanches no dia em que instalaram os sensores. #autoLOC_SCANsat_Science_Multi_Mun = Haha, eu nunca soube que a lua Mun tinha biomas. Pergunto-me onde estará o queijo. E se há outros Salgadinhos lá também. #autoLOC_SCANsat_Science_Multi_Minmus = Você percebe que o nome "Grandes Planícies" está correto enquanto você revisa os dados. Quem pensa que esses nomes fazem um Kerbal inteligente, ao contrário dos engenheiros que temos por aqui. #autoLOC_SCANsat_Science_Multi_Duna = Pebble todos os dados do bioma apenas para encontrar o ponto corrector para coletar todos os dados científicos doces e doces. Mmmmm, ciência... e lanches. #autoLOC_SCANsat_Science_Multi_Ike = Ao analisar dados que retornaram de Ike, você está surpreso com a diversidade de biomas. Afinal, é apenas uma lua. Você não pode esperar para colocar as mãos em um dos dados científicos presos lá. #autoLOC_SCANsat_Science_Multi_Dres = Polos, pronto. Terras Altas, pronto. Terras Medianas, pronto. Terras Baixas, pronto. Cordilheiras, pronto. Ejeção de Impacto, pronto. Crateras de Impacto, pronto. Cânions, pronto. Acho que é tudo. Tempo para desligar o escaner e ter alguns lanches! #autoLOC_SCANsat_Science_Multi_Jool1 = Você está surpreso com a falta de dados biométricos. #autoLOC_SCANsat_Science_Multi_Jool2 = Você se pergunta por que os pólos não estão visíveis no mapa. #autoLOC_SCANsat_Science_Multi_Laythe = Você quer fazer uma festa toda vez que o sensor detecta um bioma terrestre. #autoLOC_SCANsat_Science_Multi_Vall = Dados muito simples: Polos, Terras Altas, Terras Médias e Terras Baixas. Ok, agora vamos pegar alguns lanches. #autoLOC_SCANsat_Science_Multi_Tylo = Você está surpreso com a diversidade de biomas no relatório. Não só é ótimo procurar Tylo, também é ótimo olhar para baixo. #autoLOC_SCANsat_Science_Multi_Bop = Esta análise detalhada dos biomas de Bop aumentará nosso entendimento além do que esperado. Ah, foi um ótimo dia. Salgadinhos para todos! #autoLOC_SCANsat_Science_Multi_Pol = Enquanto você está recebendo dados de pólen de Pol, você começa a contemplar a possibilidade de que os grãos de pólen também tenham biomas. Mas você imediatamente destruirá essa idéia, sabendo o que os ativistas fariam se descobrissem sobre isso. #autoLOC_SCANsat_Science_Multi_Eeloo = É incrível ter dados do bioma de um planeta tão longe de Kerbin. Você olha surpreendido o relatório à medida que os dados chegam. #autoLOC_SCANsat_Science_Resource_Title = Varredura de Recursos #autoLOC_SCANsat_Science_Resource_Default1 = Analisados dados de baixa resolução de recursos. #autoLOC_SCANsat_Science_Resource_Default2 = "Agora estamos recebendo dados de recursos - esta informação parece muito melhor do que o que estávamos recebendo do outro grupo ..." #autoLOC_SCANsat_Science_Resource_Sun = Talvez o sol não seja o melhor lugar para procurar recursos na superfície. #autoLOC_SCANsat_Science_Resource_Moho = Finalmente, temos algumas informações sobre os recursos de superfície do Moho, agora precisamos saber por que alguém queria pousar lá. #autoLOC_SCANsat_Science_Resource_Eve = Estamos recebendo muitos dados excelentes sobre os recursos de superfície de Eve, isso será ótimo para quando encontrarmos uma maneira de deixar o planeta. #autoLOC_SCANsat_Science_Resource_Gilly = O escaner de recursos inicial de Gilly parece ser bom; É quase como os asteróides minerais. #autoLOC_SCANsat_Science_Resource_Kerbin = Finalmente, temos dados sobre os recursos do Kerbin, porque, como todos sabem, se você quer informações básicas sobre seu próprio planeta, nada como transmitir de um caro e complicado satélite em órbita. #autoLOC_SCANsat_Science_Resource_Mun = Estes dados de recursos nos dão nosso primeiro vislumbre de quanto Mun é apropriado para minerar. #autoLOC_SCANsat_Science_Resource_Minmus = Pelo menos temos alguns dados de recursos no Minmus, a primeira escolha de Kerbonauta para começar a mineração. #autoLOC_SCANsat_Science_Resource_Duna = Este dado de recursos nos aproxima um pouco da revitalização de todas as nossas linhas favoritas no último filme Kerbalexitosa do ano. #autoLOC_SCANsat_Science_Resource_Ike = Talvez Ike não seja o corpo celestial mais interessante do sistema solar, mas isso não torna esses dados de recursos menos úteis. #autoLOC_SCANsat_Science_Resource_Dres = Podemos pesquisar melhor os recursos nos asteróides nas proximidades; Quem incomodaria mesmo com os Drs. #autoLOC_SCANsat_Science_Resource_Jool = Hmm, talvez um gigante gasoso não seja o melhor lugar para procurar recursos de superfície ... #autoLOC_SCANsat_Science_Resource_Laythe = Bem, há muitos bons dados, mas muito pouca área de terra preciosa onde podemos pousar e aproveitar os recursos. #autoLOC_SCANsat_Science_Resource_Vall = O escaner de recursos Vall Frost fornece dados interessantes. #autoLOC_SCANsat_Science_Resource_Tylo = Tomaremos qualquer informação de recurso do terrível Tylo. #autoLOC_SCANsat_Science_Resource_Bop = Talvez Bop não seja a primeira escolha de ninguém ao decidir onde ir a procura de recursos, mas esses dados podem ser úteis algum dia. #autoLOC_SCANsat_Science_Resource_Pol = Além dos grãos de pólen e das coisas muito grumosas, parece que a Pol possui alguns depósitos de recursos interessantes. #autoLOC_SCANsat_Science_Resource_Eeloo = Agora que fizemos todo o caminho até Eeloo, poderiamos minerar a esvaziar o lugar e então prosseguir para o que está além. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/pt-br/Tooltips.cfg Localization { pt-br { #autoLOC_SCANsat_mainMapToggle = Mapa Principal #autoLOC_SCANsat_bigMapToggle = Mapa Grande #autoLOC_SCANsat_zoomMapToggle = Mapa Detalhado #autoLOC_SCANsat_overlayToggle = Superposição Planetária #autoLOC_SCANsat_instrumentsToggle = Ferramentas de Leitura #autoLOC_SCANsat_settingsToggle = Configurações #autoLOC_SCANsat_mainMapColor = Cor do Mapa #autoLOC_SCANsat_mainMapTerminator = Mapa de Transição Dia/Noite #autoLOC_SCANsat_mainMapType = Alternar Terreno/Bioma #autoLOC_SCANsat_mainMapMimimize = Mostrar/Ocultar Informações da Nave #autoLOC_SCANsat_mainMapStatus = Indicadores de Estatus dos Escâneres #autoLOC_SCANsat_mainMapPercentage = Porcentagem Escaneada #autoLOC_SCANsat_bigMapRefresh = Atualizar Mapa #autoLOC_SCANsat_bigMapColor = Cores do Mapa #autoLOC_SCANsat_bigMapTerminator = Mapa de Transição Dia/Noite #autoLOC_SCANsat_bigMapGrid = Sobreposição da Grade #autoLOC_SCANsat_bigMapOrbit = Sobreposição de Órbita #autoLOC_SCANsat_bigMapWaypoints = Ponto Fixos #autoLOC_SCANsat_bigMapAnomaly = Anomalias #autoLOC_SCANsat_bigMapFlags = Bandeiras #autoLOC_SCANsat_bigMapLegend = Legenda do Mapa #autoLOC_SCANsat_bigMapResource = Sobreposição de Recursos #autoLOC_SCANsat_bigMapExport = Exportar Mapa #autoLOC_SCANsat_overlayRefresh = Atualizar Mapa #autoLOC_SCANsat_insNextResource = Próximo #autoLOC_SCANsat_insPreviousResource = Anterior #autoLOC_SCANsat_zoomVesselSync = Sincronizar Nave Atual #autoLOC_SCANsat_zoomVesselLock = Travar na Posição da Nave #autoLOC_SCANsat_zoomMapRefresh = Atualizar Mapa #autoLOC_SCANsat_zoomMapWindowState = Alternar Tamanho da Janela #autoLOC_SCANsat_zoomMapIn = Ampliar Zoom #autoLOC_SCANsat_zoomMapOut = Reduzir Zoom #autoLOC_SCANsat_zoomMapLeft = Mover para a Esquerda #autoLOC_SCANsat_zoomMapRight = Mover para a Direita #autoLOC_SCANsat_zoomMapUp = Mover para Cima #autoLOC_SCANsat_zoomMapDown = Mover para Baixo #autoLOC_SCANsat_zoomMapIcons = Ícones do Mapa #autoLOC_SCANsat_waypointToggle = Seletor de Marcadores #autoLOC_SCANsat_waypointSet = Criar Marcador #autoLOC_SCANsat_waypointCancel = Cancelar Marcador #autoLOC_SCANsat_waypointMechJeb = Marcar Alvo de Pouso no MechJeb #autoLOC_SCANsat_waypointNameRefresh = Reiniciar Marcador } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/pt-br/Warnings.cfg Localization { pt-br { #autoLOC_SCANsat_Warning_DataResetCurrent = Eliminar <<1>> para o mapa <<2>>? #autoLOC_SCANsat_Warning_DataResetAll = Eliminar <<1>> para todos os corpos celestes? #autoLOC_SCANsat_Warning_StockResourceResetCurrent = Apagar dados do recurso da base definida para <<1>>? #autoLOC_SCANsat_Warning_StockResourceResetAll = Apagar os estoques de recursos da base de dados para todos os corpos celestes? #autoLOC_SCANsat_Warning_MapFillCurrent = Preencha <<1>> para o mapa <<2>>? #autoLOC_SCANsat_Warning_MapFillAll = Preencha <<1>> para todos os corpos celestes? #autoLOC_SCANsat_Warning_ModuleManagerResource = Aviso\nModule Manager é necessário para todas as funções de digitalização de recurso SCANsat. #autoLOC_SCANsat_Warning_SaveToConfig = Substituir o arquivo de configuração existente no disco? } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/ru/Contracts.cfg Localization { ru { #autoLOC_SCANsat_exceptional0001 = Сделайте группу сканирований высокого разрешения методом SCANsat на @/targetBodyValid3. #autoLOC_SCANsat_exceptional0002 = Сделайте группу сканирований высокого разрешения методом SCANsat на @/targetBodyValid3. #autoLOC_SCANsat_exceptional0003 = Сканирование может происходить только когда судно не управляется игроком явно (не загружено). #autoLOC_SCANsat_exceptional0004 = Выполните несколько сканирований высокого разрешения на @/targetBodyValid3 #autoLOC_SCANsat_exceptional0005 = Мы получили детализированную карту и рельеф поверхности @/targetBodyValid3 #autoLOC_SCANsat_exceptional0006 = Должно быть менее 90% альтиметрического сканирования поверхности цели с высоким разрешением. #autoLOC_SCANsat_exceptional0007 = Должно быть менее 90% сканирования руды на поверхности цели. #autoLOC_SCANsat_exceptional0008 = Должно быть на орбите цели, или цель должна быть следующей в списке. #autoLOC_SCANsat_significant_0001 = Сделайте группу сканирований методом SCANsat на @/targetBodyValid2. #autoLOC_SCANsat_significant_0002 = Сделайте группу сканирований методом SCANsat на @/targetBodyValid2. #autoLOC_SCANsat_significant_0003 = Сканирование может происходить только когда судно не управляется игроком явно (не загружено игроком). #autoLOC_SCANsat_significant_0004 = Выполните несколько сканирований @/targetBodyValid2 #autoLOC_SCANsat_significant_0005 = Отличная работа, эти сканирования предоставят много ценных данных для наших исследовательских групп. #autoLOC_SCANsat_significant_0006 = Должно быть менее 80% альтиметрического сканирования цели с низким разрешением. #autoLOC_SCANsat_significant_0007 = Должно быть менее 80% сканирования биома целевого тела. #autoLOC_SCANsat_significant_0008 = Должно быть менее 80% ресурсов сканирования целевого тела. #autoLOC_SCANsat_significant_0009 = Должно быть на орбите цели. #autoLOC_SCANsat_trivial_0001 = Выполните @/scanReadString1 обзор методом SCANsat @/targetBodyValid1. #autoLOC_SCANsat_trivial_0002 = Выполните @/scanReadString1 обзор методом SCANsat @/targetBodyValid1. #autoLOC_SCANsat_trivial_0003 = Сканирование может происходить только когда судно не управляется игроком явно (не загружено игроком). #autoLOC_SCANsat_trivial_0004 = Выполните простое сканирование @/targetBodyValid1 #autoLOC_SCANsat_trivial_0005 = Отличная работа, этот простой обзор даст нашим специалистам многое для изучения. #autoLOC_SCANsat_trivial_0006 = Цель-часть домашней системы. #autoLOC_SCANsat_trivial_0007 = Должно быть просканировано менее 70% цели. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/ru/Flags.cfg Localization { ru { #autoLOC_SCANsat_Agents_Name = SCAN #autoLOC_SCANsat_Agents_Title = SCAN: Scientific Committee on Advanced Navigation #autoLOC_SCANsat_Agents_Description = The SCAN agency is dedicated to mapping and surveying every planet in the solar system. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/ru/Helptips.cfg Localization { ru { #autoLOC_SCANsat_settingsHelpScanningToggle = Включить/выключить сканирование. #autoLOC_SCANsat_settingsHelpBackground = Включить/выключить фоновое\nсканирование выбранных тел. #autoLOC_SCANsat_settingsHelpTimeWarp = Изменить частоту сканирования при ускорении\nвремени. Большие значения создают меньше пропусков\nна карте, однако могут повлиять на быстродействие. #autoLOC_SCANsat_settingsHelpGroundTracks = Отображать индикатор процесса\nсканирования в режиме карты. #autoLOC_SCANsat_settingsHelpGroundTracksActive = Показывать поверхностную траекторию\nтолько для активного корабля. #autoLOC_SCANsat_settingsHelpStockUIStyle = Переключить вид интерфейса между обычным KSP и стилем Unity. #autoLOC_SCANsat_settingsHelpOverlayTooltips = Отображать подсказки для текущего положения мыши при включенной карте планетарного оверлея.\nЭти подсказки содержат координаты курсора, высоту и наклон поверхности, название биома и количество ресурсов в зависимости от покрытия. #autoLOC_SCANsat_settingsHelpWindowTooltips = Отображать подсказки на некоторых кнопках.\nИспользуется в основном для определения назначения кнопок. #autoLOC_SCANsat_settingsHelpLegendTooltips = Отображать подсказки для легенды\nкарты. Отключаются вместе с легендой карты биомов. #autoLOC_SCANsat_settingsHelpStockToolbar = Использовать панель\nинструментов игры. Также может быть использована панель Blizzy78. #autoLOC_SCANsat_settingsHelpToolbarMenu = Использовать раскрывающееся меню для стоковой панели инструментов, показывающее все доступные окна. #autoLOC_SCANsat_settingsHelpMechJeb = Использовать режим выбора вэйпоинтов Детальной и Большой\nкарт SCANsat для выбора зон посадки MechJeb. #autoLOC_SCANsat_settingsHelpMechJebLoad = Загрузить зону посадки, сохранённую\nиз MechJeb. Работает только для полётной сцены и корабля с MechJeb. #autoLOC_SCANsat_settingsHelpMapGenSpeed = Изменить все скорости генерации карт.\nМеньшие значения экономят ресурсы процессора\nи помогают улучшить производительность. #autoLOC_SCANsat_settingsHelpResetWindows = Восстановить позиции и масштаб всех\nокон. Используйте в случае, если окно было скрыто за\nпределами экрана или какие-то окна не видны. #autoLOC_SCANsat_settingsHelpResetPlanetData = Восстановить по-умолчанию все значения для текущего тела.\nПеред выполнением будет запрошено подтверждение.\nДействие необратимо. #autoLOC_SCANsat_settingsHelpResetAllData = Восстановить по-умолчанию значения для всех тел.\nПеред выполнением будет запрошено подтверждение.\nДействие необратимо. #autoLOC_SCANsat_settingsHelpVesselsSensorsPasses = Информация обо всех активных сенсорах SCANsat.\n"Vessels" - количество кораблей с активными сенсорами.\n"Sensors" - общее количество сенсоров;\nдля инструментов с несколькими сенсорами учитывается каждый отдельный сенсор.\n"Passes" - число обновлений сенсора, производимое за секунду.\nНа это значение влияет настройка "Разрешение ускорения времени". #autoLOC_SCANsat_settingsHelpGreyScale = Использовать спектр оттенков серого для чёрно-белых карт SCANsat.\nПиксели на карте высот будут интерполированы между чёрным и белым;\nПределы определяются минимальными и максимальными значениями высот для каждого тела. #autoLOC_SCANsat_settingsHelpExportCSV = Экспортировать файл .csv вместе с текстурой карты при нажатии на кнопку "Export"\nБольшой карты. Файл будет содержать координаты и высоты для каждого\nпикселя. Пиксели обозначаются слева направо и сверху вниз. #autoLOC_SCANsat_settingsHelpSetMapWidth = Введите точное значение для ширины текстуры Большой карты.\nЗначения ограничены от 550 до 8192 пикселей.\nНажмите кнопку "Set", чтобы применить. #autoLOC_SCANsat_settingsHelpWindowScale = Изменить масштаб всех окон SCANsat. #autoLOC_SCANsat_settingsHelpFillPlanet = Заполнить все данные SCANsat для текущего небесного тела. #autoLOC_SCANsat_settingsHelpFillAll = Заполнить все данные SCANsat для всех небесных тел. #autoLOC_SCANsat_resourceSettingsHelpBiomeLock = Обойти требования поверхностного сканирования биомов в игре.\nSCANsat будет использовать максимальную точность отображения\nдоступности ресурсов независимо от поверхностного сканирования. #autoLOC_SCANsat_resourceSettingsHelpInstant = По-умолчанию орбитальная съёмка стокового сканера M700 будет заполнять все карты ресурсов SCANsat.\nПри отключении, любое сканирование ресурсов потребует использования методов SCANsat.\nОтключается автоматически при отключении сканирования ресурсов в игре. #autoLOC_SCANsat_resourceSettingsHelpNarrowBand = Многие функции SCANsat требуют наличия узкополосного сканера ресурсов\nна борту активного корабля или на орбите тела для максимально точных данных доступности ресурсов.\nОтключите, чтобы обойти это ограничение. #autoLOC_SCANsat_resourceSettingsHelpDisableStock = Выключить все стоковые функции сканирования\nресурсов. Методы сканирования SCANsat потребуются для всех данных\nо ресурсах. Заменяет некоторые стоковые функции для ресурсов,\nвключая показания по нажатию правой кнопки мыши и платенарных оверлеев. #autoLOC_SCANsat_resourceSettingsHelpResetStockResource = Восстановить стоковое покрытие сканирования ресурсов для текущего тела.\nДля применения всех изменений может потребоваться перезагрузка или смена сцены.\nПеред выполнением будет запрошено подтверждение.\nДействие необратимо. #autoLOC_SCANsat_resourceSettingsHelpResetAllStockResource = Resets the stock resource scanning coverage for all celestial bodies.\nA reload or scene change may be required for all changes to take effect.\nA confirmation window will open before activating.\nCannot be reversed. #autoLOC_SCANsat_resourceSettingsHelpOverlayInterpolation = Изменить количество измерений доступности ресурсов, используемых при\nпостроении оверлея ресурсов Большой карты и планетарного.\nУменьшите значение, чтобы повысить точность карты.\nЧем меньше, тем медленнее генерация карты. #autoLOC_SCANsat_resourceSettingsHelpOverlayHeight = Изменить размер текстуры (ширина карты=высотаX2), использумой при\nпостроении оверлея Большой карты и планетарного.\nУвеличьте значение, чтобы повысить качество и точность карты.\nЧем больше, тем медленнее генерация карты. #autoLOC_SCANsat_resourceSettingsHelpOverlayBiomeHeight = Изменить размер текстуры (ширина карты=высотаX2), использумой при\nпостроении планетарного оверлея карты биомов.\nУвеличьте значение, чтобы повысить качество и точность карты.\nЧем больше, тем медленнее генерация карты. #autoLOC_SCANsat_resourceSettingsHelpOverlayTransparency = Использовать серый фон для карт планетарного оверлея ресурсов.\nИспользуется, чтобы определить, какие участки неб. тела\nбыли просканированы, но не содержат ресурсов. #autoLOC_SCANsat_resourceSettingsHelpScanThreshold = Пороговый уровень применения стокового сканирования ресурсов после сканирования небесного тела сенсорами SCANsat.\nПолезно, если контракты или стороние аддоны требуют осуществления стокового сканирования.\nУстановите значение от 0 до 100 и нажмите кнопку "Set".\nБудет немедленно применено для всех небесных тел;\nНебесные тела также будут обновлены при загрузке или смены сцены.\nДля применения всех изменений может протребоваться перезагрузка. #autoLOC_SCANsat_colorTerrainHelpMin = Задать нижний порог высоты для цветой схемы уровней высот.\nВсё, что ниже этого значения, будет показано цветом самой нижней высоты. #autoLOC_SCANsat_colorTerrainHelpMax = Задать верхний порог высоты для цветой схемы уровней высот.\nВсё, что выше этого значения, будет показано цветом максимальной высоты. #autoLOC_SCANsat_colorTerrainHelpClampToggle = Используется для задания порога между значениями малой и большой\nвысоты. В частности, это помогает различить границу между водой\nи сушей на планетах с океанами. #autoLOC_SCANsat_colorTerrainHelpClamp = Задать предельные высоты.\nВсё, что ниже, будет представлено двумя первыми цветами выбранной цветовой схемы.\nВсё, что выше, будет представлено остальными цветами. #autoLOC_SCANsat_colorTerrainHelpReverse = Изменить порядок выбранной цветовой\nсхемы на обратный. #autoLOC_SCANsat_colorTerrainHelpDiscrete = Отобразить карту, используя вместо плавной интерполяции только цвета,\nзаданные заданные цветовой схемой. #autoLOC_SCANsat_colorTerrainHelpPaletteSize = Изменить количество цветов, доступных\nдля выбранной цветовой схемы. #autoLOC_SCANsat_colorBiomeHelpStock = Использовать стоковую цветовую схему\nдля карт биомов SCANsat. #autoLOC_SCANsat_colorBiomeHelpWhiteBorder = Отображать белым границу между биомами.\nНе влияет на карту биомов планетарного оверлея. #autoLOC_SCANsat_colorBiomeHelpTransparency = Изменить прозрачность карт биомов.\nПревышение поверхности показывается под картами биомов.\nЗадайте 0%, чтобы скрыть ландшафт. #autoLOC_SCANsat_colorPickerHelpLow = Верхний образец показывает выбранный\nцвет для нижней границы данного цветового спектра.\nНижний образец показывает текущий цвет. #autoLOC_SCANsat_colorPickerHelpHigh = Верхний образец показывает выбранный\nцвет для верхней границы данного цветового спектра.\nНижний образец показывает текущий цвет. #autoLOC_SCANsat_colorResourceHelpMin = Нижний порог концентрации ресурсов выбранного небесного тела.\nНа этом уровне залежи ресурсов будут показаны с использованием\nнижней границы текущего цветового спектра оверлея ресурсов.\nЗалежи ресурсов ниже этого значения показаны не будут. #autoLOC_SCANsat_colorResourceHelpMax = Верхний порог концентрации ресурсов выбранного небесного тела.\nВыше этого значения залежи ресурсов будут показаны с использованием\nнверхней границы текущего цветового спектра оверлея ресурсов. #autoLOC_SCANsat_colorResourceHelpTransparency = Задаёт прозрачность оверлеев ресурсов.\nУвеличьте, чтобы повысить видимость высоты, наклона поверхности и карты биомов.\nТакже влияет на прозрачность отображения залежей ресурсов на карте планетарного оверлея ресурсов. #autoLOC_SCANsat_colorResourceHelpApply = Применить текущие значения только\nдля выбранных ресурсов и небесных тел. #autoLOC_SCANsat_colorResourceHelpApplyAll = Применить текущие значения для\nвыбранных ресурсов всех небесных тел. #autoLOC_SCANsat_colorResourceHelpDefault = Восстановить значения по-умолчанию\nтолько для выбранных ресурсов и небесных тел. #autoLOC_SCANsat_colorResourceHelpDefaultAll = Восстановить значения по-умолчанию\nдля выбранных ресурсов всех небесных тел. #autoLOC_SCANsat_colorHelpSaveToConfig = Сохранить все значения цветов\nв файл настроек в папке SCANsat/Resources.\nЭти значения будут использованы по-умолчанию при создании новой игры\nи при нажатии кнопок "Восстановление по-умолчанию".\nДля применения в текущей игре сохранение в файл не требуется. #autoLOC_SCANsat_colorSlopeHelpCutoff = Изменить пороговый уровень между\nдвумя выбранными парами цветов наклона поверхности. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/ru/OtherText.cfg Localization { ru { #autoLOC_SCANsat_Analyze = Анализировать данные #autoLOC_SCANsat_StartScan = Запустить сканирование #autoLOC_SCANsat_StopScan = Остановить сканирование #autoLOC_SCANsat_ToggleScan = Переключить сканирование #autoLOC_SCANsat_Extend = Расширить #autoLOC_SCANsat_Retract = Свернуть #autoLOC_SCANsat_Unknown = Неизвестно #autoLOC_SCANsat_All_Disabled = Все сканирование отключено #autoLOC_SCANsat_Disabled = Сканирование отключено #autoLOC_SCANsat_TooLow = Слишком низко #autoLOC_SCANsat_SubOptimal = Полуоптимально #autoLOC_SCANsat_Ideal = Идеально #autoLOC_SCANsat_TooHigh = Слишком высоко #autoLOC_SCANsat_NoData = Нет данных #autoLOC_SCANsat_Abundance = Богатство #autoLOC_SCANsat_Surface = Поверхность #autoLOC_SCANsat_AltitudeMin = Высота (мин): <<1>>km\n #autoLOC_SCANsat_AltitudeBest = Высота (лучшая): <<1>>km\n #autoLOC_SCANsat_AltitudeMax = Высота (макс): <<1>>km\n #autoLOC_SCANsat_FOV = Угол обзора: <<1>> #autoLOC_SCANsat_MapProjection = Проекция #autoLOC_SCANsat_MapType = Тип карты #autoLOC_SCANsat_MapResource = Ресурс(ы) #autoLOC_SCANsat_MapBody = Небесное тело #autoLOC_SCANsat_GeneralSettings = Общие настройки #autoLOC_SCANsat_BackgroundSettings = Настройки фона #autoLOC_SCANsat_ResourceSettings = Настройки ресурсов #autoLOC_SCANsat_DataManagement = Управление данными #autoLOC_SCANsat_ColorManagement = Управление цветом } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/ru/Parts.cfg Localization { ru { #autoLOC_SCANsat_BTDT_Title = SCAN Been There Done That® #autoLOC_SCANsat_BTDT_Description = Этот небольшой датчик может автоматически идентифицировать близлежащие аномалии. Поскольку он работает только на очень коротких расстояниях и на очень малых высотах, в первую очередь рекомендуется распознать уже выявленные аномалии. #autoLOC_SCANsat_Multi_Title = SCAN Multispectral Sensor #autoLOC_SCANsat_Multi_Description = Этот многоканальный датчик детектирует излучение на инфракрасном, световом и радио диапазонах. Это позволяет различать при сканировании типы ландшафтов и биомы небесного тела, а так же обнаруживать аномалии, такие как структуры на поверхности. #autoLOC_SCANsat_Radar_Title = SCAN RADAR Altimetry Sensor #autoLOC_SCANsat_Radar_Description = SCAN представляет высокопроизводительный РАДАРный сенсор высоты! Это модель начального уровня в данном семействе датчиков, и она обычно продается в комплекте с игрушечными ракетами и радиоуправляемыми самолетиками. После того, как тестирование на потребителях показало, что 95% целевой аудитории пытались примотать датчик скотчем к выхлопной трубе своих ракетных двигателей, эта новая и улучшенная модель стала еще проще в использовании! #autoLOC_SCANsat_SAR_Title = SCAN SCAN SAR Altimetry Sensor #autoLOC_SCANsat_SAR_Description = Этот РАДАР с синтезированной апертурой требует своеобразную траекторию полета для имитации гораздо большей антенны. Это позволяет распознавать параметры местности при гораздо большем разрешении. Узким местом является то, что поле зрения датчика сравнительно невелико, и он лучше работает на больших высотах. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/ru/Science.cfg Localization { ru { #autoLOC_SCANsat_Science_Lo_Title = Сканирование высоты низкого разрешения #autoLOC_SCANsat_Science_Lo_Default1 = Обработынные карты высот низкого разрешения #autoLOC_SCANsat_Science_Lo_Default2 = "РАДАРный сканер высоты докладывает. Я не знаю, как, но мы имеем сильный сигнал и получаем данные. Это требует праздничных закусок!" #autoLOC_SCANsat_Science_Lo_Sun = Вы задаетесь вопросом, работает ли датчик? #autoLOC_SCANsat_Science_Lo_Moho = Ну, по крайней мере, данные с низким разрешением заставляют Мохо выглядеть классно. Это не совсем гигантские озера лавы, но все выглядит круто! #autoLOC_SCANsat_Science_Lo_Eve = Вы рассматриваете зернистые, грубые расчеты высоты, возвращаемые сканером, и хотите отправить сканер с высоким разрешением. Ну, это отличная причина для запуска большего количества ракет! (Как будто нам действительно нужна причина) #autoLOC_SCANsat_Science_Lo_Gilly = Сканирование с низким разрешением подтверждает то, что вы уже знали: Джилли - это просто кусок камня, плавающий в космосе. По крайней мере, вам не нужно напрягать глаза, глядя на отчет. #autoLOC_SCANsat_Science_Lo_Kerbin = Даже данные с низким разрешением поверхности планет удивительно полезны. Вы ждете не дождетесь, чтобы применить эту технологию на Мун или за ее пределами. #autoLOC_SCANsat_Science_Lo_Mun = Данные показывают широкие, расчерченные штрихи ландшафта ниже. Сканирование с высоким разрешением было бы более полезным, но даже сейчас вы, вероятно, найдете подходящую площадку для посадки, используя эти данные. #autoLOC_SCANsat_Science_Lo_Minmus = Вы неохотно признаете, что ребята в Кербальском астрономическом обществе были правы: Минмус действительно луна. Вы бы не поверили, если бы не видели сканирование альтиметрии собственными глазами. #autoLOC_SCANsat_Science_Lo_Duna = Данные с низким разрешением немного зернистые и искаженные, но все равно будет иметь неоценимое значение для поиска подходящего посадочного места на Дюне. Внезапно долгосрочная миссия Дюны стала настоящей перспективой. #autoLOC_SCANsat_Science_Lo_Ike = По мере того, как вы порываете данные, вы поражаетесь тому, как подобное Ик проявляется в Муне. Вы интересуетесь их сравнительной поверхностной геологией. #autoLOC_SCANsat_Science_Lo_Dres = Даже с помощью сканера с низким разрешением вполне очевидно, что у Дреса есть некоторые выдающиеся горы. Вы ждете не дождетесь результатов сканирования ресурсов, потому что уверены: «в них есть золото на холмах». #autoLOC_SCANsat_Science_Lo_Jool = Альтиметрия, какая альтиметрия? Это газовый гигант Кербола. Давайте просто выберите номер наугад и назовите это хорошо. #autoLOC_SCANsat_Science_Lo_Laythe = Датчик кажется неспособным проникнуть в воду. #autoLOC_SCANsat_Science_Lo_Vall = Ну, вот он: «Данные, которые вы ожидали, Валл! Ха-ха-ха-ха! Ха-ха-ха. Ха-ха. Что, КТО-ТО нужно найти это смешно». #autoLOC_SCANsat_Science_Lo_Tylo = Вы по-прежнему не уверены в том, что будет выглядеть вид сверху с помощью тотализатора Лейт, шара Дреса и Джула, но эти данные обязательно помогут вам найти место для посадки, чтобы вы могли это выяснить. #autoLOC_SCANsat_Science_Lo_Bop = Ну, данные с низкой разрешающей способностью имеются, и вы решили их упаковать и отправить в ККЦ. Вы просто надеетесь, что в батареях осталось достаточное количество энергии, чтобы получить все это, и одновременно поддерживать базовые системы. #autoLOC_SCANsat_Science_Lo_Pol = Сканирование с низким разрешением подтверждает, что Пол действительно выглядит как гигантское зерно пыльцы. Пока вы не перейдете на сканирование с высоким разрешением и не продвинетесь в область электронной микроскопии, вам все равно останется вопрос о том, насколько сильно это сходство действительно. #autoLOC_SCANsat_Science_Lo_Eeloo = Ученые, вернувшиеся на Кербин, долгое время ждали этих данных. Без сомнения, там будут празднования и закуски для всех, когда данные туда попадут. #autoLOC_SCANsat_Science_Hi_Title = Сканирование высоты Высокого разрешения #autoLOC_SCANsat_Science_Hi_Default1 = Обработанная карта Высокого разрешения. #autoLOC_SCANsat_Science_Hi_Default2 = «Высокое разрешение определенно лучше, чем низкое. СКАН еще раз доказал свои навыки сканирования». #autoLOC_SCANsat_Science_Hi_Sun = Вы понимаете, что могли бы сэкономить деньги, если бы вы доверяли датчику низкого разрешения. #autoLOC_SCANsat_Science_Hi_Moho = Наконец, удивительность вернулась в Мохо! Это могут быть не гигантские текучие реки лавы, но эти данные впечатляют! #autoLOC_SCANsat_Science_Hi_Eve = Датчик высокого разрешения пробивается сквозь туманную фиолетовую атмосферу, и вы можете отличить мельчайшие детали на поверхности. Ученые в ККЦ будут спокойны. #autoLOC_SCANsat_Science_Hi_Gilly = Даже в сверхвысоком разрешении Джилли каким-то образом кажется в низком разрешении. Это одна серьезная кусковая поверхность. #autoLOC_SCANsat_Science_Hi_Kerbin = Вы становитесь загипнотизированными всеми цветами в данных, которые предоставляет новая технология высокого разрешения. Внезапно Звонок на обед пробуждает вас от вашего оцепенения, и вы быстро вытираете слюну из угла рта. #autoLOC_SCANsat_Science_Hi_Mun = «Нет, теперь это не скучная серая луна, просто посмотри на все цвета в этом сканировании! Теперь мы можем точно определить место посадки». #autoLOC_SCANsat_Science_Hi_Minmus = Вау, это не только Минмуские площадки, но и потрясающая топография! Вы не можете дождаться приземления в одной из этих плоских областей. #autoLOC_SCANsat_Science_Hi_Duna = Это данные с высоким разрешением потрясающие. Вы начинаете анализировать холмы и долины, ища идеальное место для посадки. #autoLOC_SCANsat_Science_Hi_Ike = Данные подтверждают наличие больших наклонных холмов и кратеров. Надеюсь, аналитики в ККЦ могут использовать это, чтобы найти подходящее место для посадки. #autoLOC_SCANsat_Science_Hi_Dres = Это ... серьезные горы. Вы думаете как бы обработать эти данные вместо того, чтобы пытаться подняться на некоторые из этих пиков. #autoLOC_SCANsat_Science_Hi_Jool = Даже в высоком разрешении, похоже, нет поверхности на Джул. Так много для этой теории. По крайней мере, у нас все еще есть деньги с гранта! #autoLOC_SCANsat_Science_Hi_Laythe = На карте показаны преимущественно отрицательные высоты. Вы считаете, что вы сглаживаете Лайт, чтобы вы могли подняться на горы. #autoLOC_SCANsat_Science_Hi_Vall = Данные из сканера с высоким разрешением подтверждают, что поверхность Волл, действительно, "измятая". Угадайте, Джин должен вам пятьдесят фондов. #autoLOC_SCANsat_Science_Hi_Tylo = Тило, возможно, был первым из лун Джула, который должен быть обнаружен, но эти данные заставляют чувствовать, что вы впервые открываете луну. #autoLOC_SCANsat_Science_Hi_Bop = Ничего себе, посмотри на все эти цвета. Вы не представляете, что означают все эти данные, но вы уверены, что данные с высоким разрешением поражают всех в ККЦ. #autoLOC_SCANsat_Science_Hi_Pol = Даже при таком количестве высококачественных данных по-прежнему сложно найти подходящую площадку для посадки. Как все-таки эта луна сделалась? #autoLOC_SCANsat_Science_Hi_Eeloo = Трещины и трещины на поверхности выделяются поразительной деталью, когда вы изучаете данные датчика. Просто посмотрите на все эти потенциальные площадки для посадки. #autoLOC_SCANsat_Science_Multi_Title = Мультиспектральный анализ #autoLOC_SCANsat_Science_Multi_Default1 = Обработанные данные датчика мультиспектрального анализа. #autoLOC_SCANsat_Science_Multi_Default2 = «Вау, как мы получаем данные прямо сейчас? Эти инженеры SCAN действительно знают, что они делают. Либо это, либо они не имеют ни малейшего представления о том, что они делают. В любом случае, пришло время для некоторых закусок!» #autoLOC_SCANsat_Science_Multi_Sun1 = Вы удивлены отсутствием биометрических данных. #autoLOC_SCANsat_Science_Multi_Sun2 = Вы удивляетесь, почему на карте биома нет видимых полюсов. #autoLOC_SCANsat_Science_Multi_Moho = По мере того, как вы просматриваете данные, вам интересно, обнаружите ли вы неуловимый биом озера лавы, о котором столько размышляли многие ученые. #autoLOC_SCANsat_Science_Multi_Eve = Затейливо закрученные линии карты биомов Ив напоминают вам о ламповых лампах и галстуках, окрашенных в рубашки. Хорошо было тем временем. На следующем космическом корабле Еве будет обязательный бал. #autoLOC_SCANsat_Science_Multi_Gilly = Даже при том, что эти косички эти астрономы не могли видеть здесь биомы. Хах! Тупые астрономы! Это 1 очко для науки и 0 баллов за уххх ... науку. #autoLOC_SCANsat_Science_Multi_Kerbin = Данные биома действительно поразительны. Вы просто надеетесь, что он устойчив к крошке, поскольку вы помните, что в день, когда был установлен датчик, брали особенно крошашуюся коробку с печеньками. #autoLOC_SCANsat_Science_Multi_Mun = Да, никогда не знал, что у луны есть биомы. Интересно, в какой из них сыр. И есть ли и другие закуски. #autoLOC_SCANsat_Science_Multi_Minmus = Вы размышляете над тем, как подгонять название "Большие плоскости", как вы лениво смотрите данные. Кто бы ни думал об этих именах, тот умный Кербал, в отличие от инженеров, которых мы имеем здесь. #autoLOC_SCANsat_Science_Multi_Duna = Вы расчесываете данные биома, ища только подходящее место, чтобы собрать все эти сладкие, сладкие научные данные. Ммммм, наука ... и закуски. #autoLOC_SCANsat_Science_Multi_Ike = По мере того, как вы перебираете данные, возвращаемые с Айка, вы удивляетесь разнообразию биомов. В конце концов, это просто луна. Вы ждете не дождетесь, когда получите какие-то научные данные. #autoLOC_SCANsat_Science_Multi_Dres = Поляки, проверка. Нагорье, проверьте. Мидлендс, проверьте. Низменность, проверка. Риджес, чек. Воздействие выброса, проверьте. Кратеры воздействия, проверка. Каньоны, проверьте. Думаю, у нас все получилось. Время выключить сканер и взять закуски! #autoLOC_SCANsat_Science_Multi_Jool1 = Вы удивлены отсутствием биометрических данных. #autoLOC_SCANsat_Science_Multi_Jool2 = Вы удивляетесь, почему на карте биома нет видимых полюсов. #autoLOC_SCANsat_Science_Multi_Laythe = Вы хотите бросить вечеринку каждый раз, когда датчик обнаруживает наземный биом. #autoLOC_SCANsat_Science_Multi_Vall = Довольно простые данные: поляки, нагорья, Мидлендс и Низменность. Это обертка. Теперь давай закуски! #autoLOC_SCANsat_Science_Multi_Tylo = Вы поражены разнообразием биомов в отчете. Мало того, что Тило круто смотреть, здорово смотреть вниз. #autoLOC_SCANsat_Science_Multi_Bop = Этот подробный анализ биомов Бопа будет способствовать нашему пониманию маленькой луны за пределами того, что мы могли бы надеяться. Это был отличный день. Закуски вокруг! #autoLOC_SCANsat_Science_Multi_Pol = Когда вы берете данные биома, поступающие от Пол, вы начинаете рассматривать возможность того, что пыльцевые зерна также имеют биомы. Затем вы быстро давите эту мысль, зная, как будут выглядеть активисты зеленых, если они поймут эту идею. #autoLOC_SCANsat_Science_Multi_Eeloo = Удивительно иметь такие подробные данные о биоме на планете, которая находится далеко от Кербина. Вы в восторге смотрите отчет, когда поступают данные. #autoLOC_SCANsat_Science_Resource_Title = Сканирование ресурсов #autoLOC_SCANsat_Science_Resource_Default1 = Обработанные данные о ресурсах низкого разрешения. #autoLOC_SCANsat_Science_Resource_Default2 = «Сейчас мы получаем данные датчика ресурсов, эта информация выглядит лучше, чем то, что мы получали от другой группы ...» #autoLOC_SCANsat_Science_Resource_Sun = Возможно, звезда не лучшее место для поиска ресурсов. #autoLOC_SCANsat_Science_Resource_Moho = Наконец, у нас есть информация о ресурсах на поверхности Мохо, теперь же нам просто нужно выяснить, почему кто-то хочет туда приземляться. #autoLOC_SCANsat_Science_Resource_Eve = Мы получаем много хороших данных о поверхностных ресурсах Ив, это будет здорово, когда нам нужно выяснить, как сойти с планеты. #autoLOC_SCANsat_Science_Resource_Gilly = Первоначальные исследования ресурсов Гилли выглядят интересными; Это почти похоже на добычу астероидов. #autoLOC_SCANsat_Science_Resource_Kerbin = Наконец, у нас есть некоторые данные о ресурсах на Кербине, потому что, как известно, если вы хотите, чтобы основная информация о вашей собственной планете ничего не делала, отправляя на орбиту дорогостоящий сложный спутник. #autoLOC_SCANsat_Science_Resource_Mun = Эти данные о ресурсах дают нам наш первый хороший взгляд на то, насколько подходящим может быть Мун для целей добычи. #autoLOC_SCANsat_Science_Resource_Minmus = Наконец, у нас есть некоторые данные о ресурсах на Минмусе, являющемся каждым первым выбором для начала добычи. #autoLOC_SCANsat_Science_Resource_Duna = Эти данные о ресурсах приближают нас к тому, чтобы пережить все наши любимые строки из недавнего фильма «Кербал». #autoLOC_SCANsat_Science_Resource_Ike = Айк может быть не самым интересным небесным телом Солнечной системы, но это не делает данные ресурса менее полезными. #autoLOC_SCANsat_Science_Resource_Dres = Мы могли бы также просто найти некоторые из близлежащих астероидов для ресурсов; Который когда-нибудь захочет побеспокоиться с Дресом. #autoLOC_SCANsat_Science_Resource_Jool = Хм, может быть, газовый гигант - не лучшее место для поиска поверхностных ресурсов ... #autoLOC_SCANsat_Science_Resource_Laythe = Ну, здесь есть много хороших данных, но здесь очень мало места на поверхности, где мы могли бы реально приземлиться и воспользоваться ресурсами. #autoLOC_SCANsat_Science_Resource_Vall = Сканирование ресурсов ледяного Валл предоставляет множество интересных данных. #autoLOC_SCANsat_Science_Resource_Tylo = Мы возьмем любую информацию о ресурсах, которую мы можем получить от страшного Тило. #autoLOC_SCANsat_Science_Resource_Bop = Bop не может быть первым выбором для решения, где искать ресурсы, но эти данные могут когда-нибудь пригодиться. #autoLOC_SCANsat_Science_Resource_Pol = В дополнение к пыльцевым зернам и странным кусковым вещам у Пола, похоже, есть интересные вклады в ресурсы. #autoLOC_SCANsat_Science_Resource_Eeloo = Теперь, когда мы добрались до Иилу, мы могли бы добыть все что нужно и перейти к тому, что за его пределами. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/ru/Tooltips.cfg Localization { ru { #autoLOC_SCANsat_mainMapToggle = Основная Карта #autoLOC_SCANsat_bigMapToggle = Большая Карта #autoLOC_SCANsat_zoomMapToggle = Детальная Карта #autoLOC_SCANsat_overlayToggle = Планетарный Оверлей #autoLOC_SCANsat_instrumentsToggle = Инструментальные Показания #autoLOC_SCANsat_settingsToggle = Настройки #autoLOC_SCANsat_mainMapColor = Цвета Карты #autoLOC_SCANsat_mainMapTerminator = Терминатор (День/Ночь) #autoLOC_SCANsat_mainMapType = Ландшафт/Биомы #autoLOC_SCANsat_mainMapMinimize = Вкл/Выкл Данные Корабля #autoLOC_SCANsat_mainMapStatus = Индикаторы Статуса Сканера #autoLOC_SCANsat_mainMapPercentage = Процент Завершения Активного Сканирования #autoLOC_SCANsat_bigMapRefresh = Обновить Карту #autoLOC_SCANsat_bigMapColor = Цвета Карты #autoLOC_SCANsat_bigMapTerminator = Терминатор (День/Ночь) #autoLOC_SCANsat_bigMapGrid = Сетка #autoLOC_SCANsat_bigMapOrbit = Орбиты #autoLOC_SCANsat_bigMapWaypoints = Вэйпоинты #autoLOC_SCANsat_bigMapAnomaly = Аномалии #autoLOC_SCANsat_bigMapFlags = Флаги #autoLOC_SCANsat_bigMapLegend = Легенда Карты #autoLOC_SCANsat_bigMapResource = Оверлей Ресурсов #autoLOC_SCANsat_bigMapExport = Экспорт Карты на Диск #autoLOC_SCANsat_overlayRefresh = Обновить Карту #autoLOC_SCANsat_insNextResource = След. Ресурс #autoLOC_SCANsat_insPreviousResource = Пред. Ресурс #autoLOC_SCANsat_zoomVesselSync = Синх. Текущего Корабля #autoLOC_SCANsat_zoomVesselLock = Закрепить Поз. Корабля #autoLOC_SCANsat_zoomMapRefresh = Обновить Карту #autoLOC_SCANsat_zoomMapWindowState = Размер Окна #autoLOC_SCANsat_zoomMapIn = Увеличить #autoLOC_SCANsat_zoomMapOut = Уменьшить #autoLOC_SCANsat_zoomMapLeft = Влево #autoLOC_SCANsat_zoomMapRight = Вправо #autoLOC_SCANsat_zoomMapUp = Вверх #autoLOC_SCANsat_zoomMapDown = Вниз #autoLOC_SCANsat_zoomMapIcons = Символы Карты #autoLOC_SCANsat_waypointToggle = Выбор Вэйпоинта #autoLOC_SCANsat_waypointSet = Создать Вэйпоинт #autoLOC_SCANsat_waypointCancel = Отменить Вэйпоинт #autoLOC_SCANsat_waypointMechJeb = Зона Посадки MechJeb #autoLOC_SCANsat_waypointNameRefresh = Обновить Вэйпоинт } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/ru/Warnings.cfg Localization { ru { #autoLOC_SCANsat_Warning_DataResetCurrent = Удалить карту <<1>> для <<2>>? #autoLOC_SCANsat_Warning_DataResetAll = Удалить <<1>> для всех небесных тел? #autoLOC_SCANsat_Warning_StockResourceResetCurrent = Удалить стоковые данные ресурсов для <<1>>? #autoLOC_SCANsat_Warning_StockResourceResetAll = Удалить стоковые данные ресурсов для всех небесных тел? #autoLOC_SCANsat_Warning_MapFillCurrent = Заполнить карту <<1>> для <<2>>? #autoLOC_SCANsat_Warning_MapFillAll = Заполнить <<1>> для всех небесных тел? #autoLOC_SCANsat_Warning_ModuleManagerResource = Внимание\nДля всех функций сканирования ресурсов SCANsat необходим Module Manager. #autoLOC_SCANsat_Warning_SaveToConfig = Перезаписать существующий файл настроек? } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/zh-cn/Contracts.cfg Localization { zh-cn { #autoLOC_SCANsat_exceptional0001 = Do a group of high resolution SCANsat surveys of @/targetBodyValid3. #autoLOC_SCANsat_exceptional0002 = Do a group of high resolution SCANsat surveys of @/targetBodyValid3. #autoLOC_SCANsat_exceptional0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_exceptional0004 = Perform several high resolution scans of @/targetBodyValid3 #autoLOC_SCANsat_exceptional0005 = We now have a detailed map and survey for the surface of @/targetBodyValid3 #autoLOC_SCANsat_exceptional0006 = Must have less than a 90% high resolution altimetry scan of the target body. #autoLOC_SCANsat_exceptional0007 = Must have less than a 90% ore scan of the target body. #autoLOC_SCANsat_exceptional0008 = Must have orbited the target body, or the target body must be next on the list. #autoLOC_SCANsat_significant_0001 = Do a group of SCANsat surveys of @/targetBodyValid2. #autoLOC_SCANsat_significant_0002 = Do a group of SCANsat surveys of @/targetBodyValid2. #autoLOC_SCANsat_significant_0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_significant_0004 = Perform several scans of @/targetBodyValid2 #autoLOC_SCANsat_significant_0005 = Excellent work, these scans will provide much valuable data for our survey teams. #autoLOC_SCANsat_significant_0006 = Must have less than an 80% low resolution altimetry scan of the target body. #autoLOC_SCANsat_significant_0007 = Must have less than an 80% biome scan of the target body. #autoLOC_SCANsat_significant_0008 = Must have less than an 80% M700 resources scan of the target body. #autoLOC_SCANsat_significant_0009 = Must have orbited the target body. #autoLOC_SCANsat_trivial_0001 = Conduct @/scanReadString1 SCANsat survey of @/targetBodyValid1. #autoLOC_SCANsat_trivial_0002 = Conduct @/scanReadString1 SCANsat survey of @/targetBodyValid1. #autoLOC_SCANsat_trivial_0003 = Scanning can take place while the vessel is not loaded. #autoLOC_SCANsat_trivial_0004 = Perform a simple scan of @/targetBodyValid1 #autoLOC_SCANsat_trivial_0005 = Excellent work, this simple survey will give our experts much to study. #autoLOC_SCANsat_trivial_0006 = Target is part of home system. #autoLOC_SCANsat_trivial_0007 = Must have scanned less than 70% of the target body. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/zh-cn/Flags.cfg Localization { zh-cn { #autoLOC_SCANsat_Agents_Name = SCAN #autoLOC_SCANsat_Agents_Title = SCAN: Scientific Committee on Advanced Navigation #autoLOC_SCANsat_Agents_Description = The SCAN agency is dedicated to mapping and surveying every planet in the solar system. } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/zh-cn/Helptips.cfg Localization { zh-cn { #autoLOC_SCANsat_settingsHelpScanningToggle = 开关所有SCANsat扫描。 #autoLOC_SCANsat_settingsHelpBackground = 开关选中天体的\n后台扫描。 #autoLOC_SCANsat_settingsHelpTimeWarp = 调整时间加速时的扫描频率。\n值越高扫描越精确,\n但在高时间加速倍率下可能导致性能问题。 #autoLOC_SCANsat_settingsHelpGroundTracks = 在星图模式显示一个可见的\n扫描活动标识。 #autoLOC_SCANsat_settingsHelpGroundTracksActive = 地面追踪标识可被限制为\n仅显示活动中的载具。 #autoLOC_SCANsat_settingsHelpStockUIStyle = 在默认KSP风格界面和Unity风格界面之间切换。 #autoLOC_SCANsat_settingsHelpOverlayTooltips = 当星球标识可用时,在鼠标当前位置显示一个提示框,\n内容包括坐标,地形高度,坡度,生物群系名称\n和资源储量。仅对已扫描地区有效。 #autoLOC_SCANsat_settingsHelpWindowTooltips = 显示地图窗口按钮的提示框,\n主要用来识别图标按钮。 #autoLOC_SCANsat_settingsHelpLegendTooltips = 在图例上显示提示框,\n关闭的同时也会关闭生物群系图例。 #autoLOC_SCANsat_settingsHelpStockToolbar = 使用原版工具栏,\n可以和Blizzy78的工具栏一起使用。 #autoLOC_SCANsat_settingsHelpToolbarMenu = 使用原版工具栏的弹出式菜单显示所有可用窗口。 #autoLOC_SCANsat_settingsHelpMechJeb = SCANsat缩放地图和大地图的导航点选择模式\n可以用来选择MJ自动着陆地点。 #autoLOC_SCANsat_settingsHelpMechJebLoad = 载入一个已保存的MJ自动着陆目标,\n这仅在飞行界面且载具MJ有效时可用。 #autoLOC_SCANsat_settingsHelpMapGenSpeed = 调整所有SCANsat地图的生成速度,\n数值调低可以节约CPU资源并减小生成\n地图对性能的影响。 #autoLOC_SCANsat_settingsHelpResetWindows = 重置所有窗口的位置和缩放,\n当窗口完全覆盖屏幕或者\n某些窗口不可见时使用。 #autoLOC_SCANsat_settingsHelpResetPlanetData = 重置当前天体选中的SCANsat数据,\n执行前会弹出一个确认窗口。\n本操作无法撤销。 #autoLOC_SCANsat_settingsHelpResetAllData = 重置所有天体选中的SCANsat数据,\n执行前会弹出一个确认窗口。\n本操作无法撤销。 #autoLOC_SCANsat_settingsHelpVesselsSensorsPasses = 当前激活的SCANsat传感器信息。\n载具表示配备已激活传感器的载具数量;\n传感器表示传感器总数,\n拥有多个传感器的仪器将对每一个传感器分别计数;\n帧率表示每秒钟传感器刷新次数,\n这个数值受时间加速倍率设置的影响。 #autoLOC_SCANsat_settingsHelpGreyScale = 为黑白SCANsat地图启用灰度图模式。\n高度图的每一个像素均介于黑色与白色之间,\n最大和最小值将由天体的最高和最低地形高度定义。 #autoLOC_SCANsat_settingsHelpExportCSV = 大地图模式下使用这个导出按钮将和地图贴图一起导出一个后缀为.csv的文件,\n该文件包含每个像素的坐标和地形高度,\n像素排列方式为先左后右,先上后下。 #autoLOC_SCANsat_settingsHelpSetMapWidth = 为SCANsat大地图贴图指定一个宽度,\n数值必须在550 - 8192之间,\n按设置键应用这个数值。 #autoLOC_SCANsat_settingsHelpWindowScale = 调整所有SCANsat窗口的缩放。 #autoLOC_SCANsat_settingsHelpFillPlanet = 为当前天体填入选中的SCANsat数据。 #autoLOC_SCANsat_settingsHelpFillAll = 为所有天体填入选中的SCANsat数据。 #autoLOC_SCANsat_resourceSettingsHelpBiomeLock = 避免对原版地表生物群系扫描的需求,\nSCANsat视图会显示完整精确的附带或不附带\n地表生物群系的资源储量图。 #autoLOC_SCANsat_resourceSettingsHelpInstant = 默认情况下,原版M700资源扫描仪的轨道观察会填满整个SCANsat资源地图,\n禁用后就需要标准SCANsat方法来扫描资源地图。\n当原版资源扫描仪不可用时自动禁用。 #autoLOC_SCANsat_resourceSettingsHelpNarrowBand = 大量的SCANsat功能需要载具或轨道上有一个\n窄带资源扫描仪,以此获得完整精确的资源储藏数据,\n禁用此项以避免这些制约。 #autoLOC_SCANsat_resourceSettingsHelpDisableStock = 禁用所有原版资源扫描仪的功能。\n所有资源数据必须使用SCANsat扫描方法来扫描,\n用SCANsat的工具替代许多原版的功能,\n包括右键读数以及行星总览资源图。 #autoLOC_SCANsat_resourceSettingsHelpResetStockResource = 重置当前天体原版资源扫描信息,\n需要重新载入或者切换场景才可生效,\n执行前将弹出确认窗口,\n本操作无法撤销。 #autoLOC_SCANsat_resourceSettingsHelpResetAllStockResource = 重置所有天体原版资源扫描信息,\n需要重新载入或者切换场景才可生效,\n执行前将弹出确认窗口,\n本操作无法撤销。 #autoLOC_SCANsat_resourceSettingsHelpOverlayInterpolation = 改变生成行星视图和大地图资源地图时的\n资源储量单位度量范围,\n降低该数值可以提高地图的质量和精度,\n越低的数值生成地图越慢。 #autoLOC_SCANsat_resourceSettingsHelpOverlayHeight = 改变生成行星视图和大地图资源地图\n时的贴图尺寸(地图宽高比2比1),\n提高该数值可以提高地图的质量和精度,\n越高的数值生成地图越慢。 #autoLOC_SCANsat_resourceSettingsHelpOverlayBiomeHeight = 改变生成行星视图生物群系地图\n时的贴图尺寸(地图宽高比2比1),\n提高该数值可以提高地图的质量和精度,\n越高的数值生成地图越慢。 #autoLOC_SCANsat_resourceSettingsHelpOverlayTransparency = 为行星视图资源地图创建一个灰色背景,\n用来辨识天体的哪些部分\n已经被扫描出没有资源储量而不是未扫描。 #autoLOC_SCANsat_resourceSettingsHelpScanThreshold = 当使用SCANsat传感器扫描到一个临界水平时对一个天体启用原版资源扫描,\n这对某些需要原版资源扫描可用的合同或其他mod而言很有用。\n填入一个0-100之间的数值并点击设置按钮。\n所有天体将被立刻检查,\n当载入或场景切换时也会执行检查。\n可能需要重新载入来生效。 #autoLOC_SCANsat_colorTerrainHelpMin = 定义地形图颜色板的高度下限,\n所有低于这一下限的高度都被显示为最低高度的颜色。 #autoLOC_SCANsat_colorTerrainHelpMax = 定义地形图颜色板的高度上限,\n所有低于这一上限的高度都被显示为最高高度的颜色。 #autoLOC_SCANsat_colorTerrainHelpClampToggle = 定义一个最低和最高高度之间的分界线,类似海平面高度线,\n这在明确区分有海洋星球的海洋\n和陆地时尤其有用。 #autoLOC_SCANsat_colorTerrainHelpClamp = 定义高度截止线,\n所有低于这一高度的地方将用地形图颜色板的前两个颜色标识,\n高于这一高度的则使用剩余的颜色。 #autoLOC_SCANsat_colorTerrainHelpReverse = 反转当前颜色板\n的颜色排列顺序。 #autoLOC_SCANsat_colorTerrainHelpDiscrete = 只使用每个颜色版定义的特殊颜色绘制地图,\n而不使用其中的渐变色。 #autoLOC_SCANsat_colorTerrainHelpPaletteSize = 调整当前选中颜色板\n的可用颜色数目。 #autoLOC_SCANsat_colorBiomeHelpStock = 为SCANsat生物群系图使用\n原版生物群系上色模式。 #autoLOC_SCANsat_colorBiomeHelpWhiteBorder = 不同生物群系之间绘制白色边界,\n在行星视图的生物群系图中无效。 #autoLOC_SCANsat_colorBiomeHelpTransparency = 调整生物群系图的透明度,\n地形高度在生物群系图下方显示,\n设为0%可禁用地形图绘制。 #autoLOC_SCANsat_colorPickerHelpLow = 上方颜色表示更新后的\n颜色板最低一端的颜色,\n下方的颜色表示当前使用中的颜色。 #autoLOC_SCANsat_colorPickerHelpHigh = 上方颜色表示更新后的\n颜色板最高一端的颜色,\n下方的颜色表示当前使用中的颜色。 #autoLOC_SCANsat_colorResourceHelpMin = 选中天体的资源丰富度下限,\n这一水平下的资源储量将\n显示为当前资源视图颜色板最低一端的颜色,\n低于此水平的资源储量将不被显示。 #autoLOC_SCANsat_colorResourceHelpMax = 选中天体的资源丰富度上限,\n不低于这一水平的资源储量将\n显示为当前资源视图颜色板最高一端的颜色。 #autoLOC_SCANsat_colorResourceHelpTransparency = 定义资源视图的透明度水平,\n升高数值可使背景的地形、坡度或生物群系图更清晰,\n这一设置同时也影响行星视图的资源地图。 #autoLOC_SCANsat_colorResourceHelpApply = 仅应用当前设定数值到\n选中的资源和天体。 #autoLOC_SCANsat_colorResourceHelpApplyAll = 为所有天体选中的\n资源应用当前设定数值。 #autoLOC_SCANsat_colorResourceHelpDefault = 仅将当前选中的资源和天体\n设定数值恢复为默认值。 #autoLOC_SCANsat_colorResourceHelpDefaultAll = 将所有天体选中的\n资源的设定数值恢复为默认值。 #autoLOC_SCANsat_colorHelpSaveToConfig = 保存所有颜色设置到\nSCANsat/Resources文件夹里的配置文件中,\n这些数值将默认给新存档\n和所有“重置为默认值”按钮使用,\n仅本存档使用的设定不必保存到配置文件。 #autoLOC_SCANsat_colorSlopeHelpCutoff = 调整两个选中坡度\n颜色组的分割线。 } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/zh-cn/OtherText.cfg Localization { zh-cn { #autoLOC_SCANsat_Analyze = 分析数据 #autoLOC_SCANsat_StartScan = 开始扫描 #autoLOC_SCANsat_StopScan = 停止扫描 #autoLOC_SCANsat_ToggleScan = 开关扫描器 #autoLOC_SCANsat_Extend = 展开 #autoLOC_SCANsat_Retract = 收起 #autoLOC_SCANsat_Unknown = 未知 #autoLOC_SCANsat_All_Disabled = 所有扫描器已禁用 #autoLOC_SCANsat_Disabled = 扫描器禁用 #autoLOC_SCANsat_TooLow = 高度过低 #autoLOC_SCANsat_SubOptimal = 欠佳 #autoLOC_SCANsat_Ideal = 理想 #autoLOC_SCANsat_TooHigh = 高度过高 #autoLOC_SCANsat_NoData = 无数据 #autoLOC_SCANsat_Abundance = 丰富 #autoLOC_SCANsat_Surface = 表面 #autoLOC_SCANsat_AltitudeMin = 最低高度: <<1>>km\n #autoLOC_SCANsat_AltitudeBest = 最佳高度: <<1>>km\n #autoLOC_SCANsat_AltitudeMax = 最大高度: <<1>>km\n #autoLOC_SCANsat_FOV = 扫描锥角: <<1>> #autoLOC_SCANsat_MapProjection = 地图设计 #autoLOC_SCANsat_MapType = 地图类型 #autoLOC_SCANsat_MapResource = 资源 #autoLOC_SCANsat_MapBody = 天体 #autoLOC_SCANsat_GeneralSettings = 全局设置 #autoLOC_SCANsat_BackgroundSettings = 后台设置 #autoLOC_SCANsat_ResourceSettings = 资源设置 #autoLOC_SCANsat_DataManagement = 数据管理 #autoLOC_SCANsat_ColorManagement = 颜色管理 } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/zh-cn/Parts.cfg Localization { zh-cn { #autoLOC_SCANsat_BTDT_Title = SCAN Been There Done That® #autoLOC_SCANsat_BTDT_Description = 这个小的传感器能自动识别附近的异常,就算它只在非常短的距离内和非常低的高度上工作,可用于跟踪已识别的异常点,非常有用。 #autoLOC_SCANsat_Multi_Title = SCAN Multispectral Sensor #autoLOC_SCANsat_Multi_Description = 这个多谱段传感器检测到的辐射包括了红外波段,可见光波段与雷达波段,这给了它区分地形类型和生物群系的能力。它也可以用于扫描异常点,比如地表特殊结构。 #autoLOC_SCANsat_Radar_Title = SCAN RADAR Altimetry Sensor #autoLOC_SCANsat_Radar_Description = SCAN给你带来高性能雷达测高传感器。它是这个传感器家族的入门型,通常和玩具火箭、遥控飞机模型捆绑销售。研究小组经研究得知95%的目标受众尝试用胶带把它粘到火箭排气口上,这种改进似乎使之更容易使用。 #autoLOC_SCANsat_SAR_Title = SCAN SCAN SAR Altimetry Sensor #autoLOC_SCANsat_SAR_Description = 这种合成孔径雷达测高传感器使用它的飞行路径来模拟一个更大的天线,这使得其可以使用更高的分辨率扫描地形,缺点是视野比较小,并且它在更高的地方才能获得最佳工作状态。 } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/zh-cn/Science.cfg Localization { zh-cn { #autoLOC_SCANsat_Science_Lo_Title = 低精度高度扫描 #autoLOC_SCANsat_Science_Lo_Default1 = 分析低精度高度数据。 #autoLOC_SCANsat_Science_Lo_Default2 = “雷达高度传感器正在报告数据,我不知道它是怎么做到的,但信号很强,数据也拿到了。是时候摆庆功宴了!” #autoLOC_SCANsat_Science_Lo_Sun = 你想搞清楚传感器是不是出故障了。 #autoLOC_SCANsat_Science_Lo_Moho = 好吧,至少这份低精度高度图让Moho看起来有那么一点酷,虽然并没有什么巨大的熔岩湖。 #autoLOC_SCANsat_Science_Lo_Eve = 你注视着这份扫描仪传回的粗略地图,心想当初送去的是高精度的扫描仪就好了。哦好吧,这或许也是个发射更多火箭的好理由!(说得好像你需要理由一样。) #autoLOC_SCANsat_Science_Lo_Gilly = 这份低精度地图证实了你的想法:Gilly仅仅是一块飘在太空中凹凸不平的石头,你不用盯着这份报告看上老半天了。 #autoLOC_SCANsat_Science_Lo_Kerbin = 即使是这份低精度地图也惊人地有用,你已经迫不及待要把这项科技用在Mun或者更远的地方。 #autoLOC_SCANsat_Science_Lo_Mun = 这份数据显示了Mun表面遭受了重创,一次高精度扫描可能会更有用,不过也许你可以用这份数据寻找合适的登陆点。 #autoLOC_SCANsat_Science_Lo_Minmus = 你很不情愿地承认坎巴拉天文协会那帮家伙是对的:Minmus真的只是一个卫星而不是什么好吃的。如果你没有亲眼看到这份扫描数据的话你根本不会相信他们。 #autoLOC_SCANsat_Science_Lo_Duna = 这份低精度地图有些模糊而扭曲,但它仍然能帮助你在Duna上寻找一个合适的着陆点,长期的Duna任务成为未来可展望的前景。 #autoLOC_SCANsat_Science_Lo_Ike = 当你收到这份数据时,你被Ike和Mun惊人的相似度震惊了,你想比较它们的地表地质。 #autoLOC_SCANsat_Science_Lo_Dres = 即使在这份低精度地图上也能清楚看到Dres上有着高耸的山峰,你等不及要看资源扫描结果了,因为你确信“这些山里有金子!” #autoLOC_SCANsat_Science_Lo_Jool = 高度图,什么是高度图?Jool是个气态行星,随机取些数据放上去就当是弄好了吧。 #autoLOC_SCANsat_Science_Lo_Laythe = 传感器似乎不能穿透水面看到水底。 #autoLOC_SCANsat_Science_Lo_Vall = 喏,这就是数据,“你们希Vall拿到的数据!哈哈哈哈!哈哈哈,哈,蛤?喂,应该有人觉得好笑才对!” #autoLOC_SCANsat_Science_Lo_Tylo = 你仍然不确定在这里抬头看Laythe,Vall和Jool是什么样子,但这份数据能帮你找到合适的着陆点,然后你就可以亲自去看看了。 #autoLOC_SCANsat_Science_Lo_Bop = 低精度数据收到了,你准备打包后发回给KSC,你只希望电池里的电量还足够发送数据和支撑系统运转用。 #autoLOC_SCANsat_Science_Lo_Pol = 低精度扫描证实了Pol的确看起来像一个巨大的花粉粒,在你更新了高精度扫描仪和电子显微镜之前,你永远不会知道它们两个到底有多像。 #autoLOC_SCANsat_Science_Lo_Eeloo = Kerbin上的科学家们已经等着这份数据很久了,当数据传回之后,无疑将会有一个全员的庆祝会。 #autoLOC_SCANsat_Science_Hi_Title = 高精度高度扫描 #autoLOC_SCANsat_Science_Hi_Default1 = 分析高精度高度数据。 #autoLOC_SCANsat_Science_Hi_Default2 = “高精度扫描确实比低精度好多了,SCAN再次证明了他们的扫描技能。” #autoLOC_SCANsat_Science_Hi_Sun = 你现在意识到如果相信低精度扫描结果的话或许能省下这笔钱。 #autoLOC_SCANsat_Science_Hi_Moho = Moho真酷!也许这里没有流动的岩浆河流,但数据真的引人注意! #autoLOC_SCANsat_Science_Hi_Eve = 高精度传感器很好地穿透了浓厚的紫色大气,你能够分析识别表面细节了,KSC的科学家们会收到结果的。 #autoLOC_SCANsat_Science_Hi_Gilly = 即使是超高精度扫描看起来也像是低精度的一样,真是崎岖不平的表面。 #autoLOC_SCANsat_Science_Hi_Kerbin = 你快被高精度扫描提供的各种各样的数据催眠了,突然任务控制中心的人把你从昏睡中叫醒,你赶紧擦去了嘴角的口水。 #autoLOC_SCANsat_Science_Hi_Mun = “啊哈!灰色的卫星不再那么无聊了,赶紧看看扫描仪上那些颜色!现在我们可以定下一个最棒的着陆场了。” #autoLOC_SCANsat_Science_Hi_Minmus = 哇哦!Minmus不仅是真实的,它还有一些惊人的地貌!你迫不及待地想在其中一块平坦的地方着陆了。 #autoLOC_SCANsat_Science_Hi_Duna = 这份高精度数据非常惊人,你开始分析这些山脉和峡谷,并寻找完美的着陆场。 #autoLOC_SCANsat_Science_Hi_Ike = 这份数据证实了陡峭的山峰和火山口的存在,希望KSC的分析员能找到一个合适的地方着陆。 #autoLOC_SCANsat_Science_Hi_Dres = 这里...有一些险峻的山峰,你很高兴能分析这份数据而不用尝试爬这些山。 #autoLOC_SCANsat_Science_Hi_Jool = 即使是高精度也没法扫出Jool的表面,理论意义重大,至少我们还有大笔的拨款! #autoLOC_SCANsat_Science_Hi_Laythe = 地图显示有很多负高度,你想抽干Laythe,这样你就可以爬山了。 #autoLOC_SCANsat_Science_Hi_Vall = 高精度扫描仪的数据证明Vall的确“起伏不平”,猜想基因欠你五十块。 #autoLOC_SCANsat_Science_Hi_Tylo = Tylo或许是第一个被发现的Jool卫星,但这份数据让你感觉你是第一次发现它。 #autoLOC_SCANsat_Science_Hi_Bop = 哇哦!看看这些颜色,你不知道这些数据都是什么意思,但你确信这份高精度数据会给KSC的每个人留下深刻印象。 #autoLOC_SCANsat_Science_Hi_Pol = 即使有这么多高质量的数据也难以找到一个合适的着陆点,这颗卫星TM是怎么做出来的? #autoLOC_SCANsat_Science_Hi_Eeloo = 你在分析高精度扫描仪的数据时,表面的裂隙是最引人注意的细节,那些都可能是潜在的着陆点。 #autoLOC_SCANsat_Science_Multi_Title = 多频段分析 #autoLOC_SCANsat_Science_Multi_Default1 = 分析多频段传感器数据。 #autoLOC_SCANsat_Science_Multi_Default2 = “哇哦!为什么我们现在才收到这份数据?那些SCAN工程师个个都是人才!也许他们并不知道自己在做什么。不管怎样,是时候享用一些零食了!” #autoLOC_SCANsat_Science_Multi_Sun1 = 你惊奇于生物群系数据的匮乏。 #autoLOC_SCANsat_Science_Multi_Sun2 = 你想知道为什么生物群系图上什么都没有。 #autoLOC_SCANsat_Science_Multi_Moho = 你在研究这些数据时想知道能不能找到很多科学家推测存在的隐藏的岩浆湖。 #autoLOC_SCANsat_Science_Multi_Eve = Eve那漩涡纹状的生物群系图让你想到了熔岩灯和扎染衬衫,下一艘去Eve的宇宙飞船可以装一个舞厅迪斯科球灯! #autoLOC_SCANsat_Science_Multi_Gilly = 天文学家们眯着眼睛也看不清这里的生物群系,啊哈!沉默的天文学家们!现在比分是1比0,科学对...嗯...科学。 #autoLOC_SCANsat_Science_Multi_Kerbin = 这份生物群系数据多得令人震惊,你希望这是安装传感器时吃零食留下来的碎屑造成的。 #autoLOC_SCANsat_Science_Multi_Mun = 嗯,从没想到这颗卫星还有生物群系,你想知道奶酪在哪里,以及有没有其他零食碎屑在里面。 #autoLOC_SCANsat_Science_Multi_Minmus = 你注视着这些数据,觉得“大平原”这个名字实在太棒了,想出这个名字的一定是个聪明的坎巴拉人,不像周围的这些工程师。 #autoLOC_SCANsat_Science_Multi_Duna = 你扫视着这份数据,试图寻找收集所有香甜美味的科技点的地方,嗯...科技点...以及零食。 #autoLOC_SCANsat_Science_Multi_Ike = 查看从Ike发回的生物群系数据时,你惊叹于那里的生物群系多样性,别忘了它仅仅是一颗卫星,你等不及要获取一些它表面的科学数据了。 #autoLOC_SCANsat_Science_Multi_Dres = 极地,已检查;高原,已检查;内陆,已检查;低底,已检查;山脊,已检查;撞击喷出物,已检查;陨石坑,已检查;峡谷,已检查。我认为所有数据都得到了,是时候关闭扫描仪并来点零食了! #autoLOC_SCANsat_Science_Multi_Jool1 = 你惊奇于生物群系数据的匮乏。 #autoLOC_SCANsat_Science_Multi_Jool2 = 你想知道为什么生物群系图上什么都没有。 #autoLOC_SCANsat_Science_Multi_Laythe = 每当传感器扫出一块陆地时你都想办一个派对来庆祝一下。 #autoLOC_SCANsat_Science_Multi_Vall = 直接了当的数据:极地,高原,内陆和低地,缠绕在星球上。现在来吃零食吧! #autoLOC_SCANsat_Science_Multi_Tylo = 报告中显示出生物群系惊人的多样性,Tylo不仅在高处看很酷,在表面看也同样地令人赞叹。 #autoLOC_SCANsat_Science_Multi_Bop = 这份Bop生物群系的详细数据使我们对这颗小卫星的理解大大超出了预期,真是美好的一天,来食香香鸡! #autoLOC_SCANsat_Science_Multi_Pol = 当你拿到这份Pol的生物群系数据之后,你开始沉思花粉粒拥有生物群系的可能性,很快你平复思绪,你明白抱有那种思想的人会是什么样。 #autoLOC_SCANsat_Science_Multi_Eeloo = 你对于除了Kerbin之外还能找到生物群系如此丰富的行星感到震惊,你抱着敬畏的心情凝视着数据报告。 #autoLOC_SCANsat_Science_Resource_Title = 资源扫描 #autoLOC_SCANsat_Science_Resource_Default1 = 分析低精度资源数据。 #autoLOC_SCANsat_Science_Resource_Default2 = “我们正在接收资源传感器的数据,这项信息看起来比其他的那些信息好多了...” #autoLOC_SCANsat_Science_Resource_Sun = 也许太阳不是一个寻找地表资源的好地方。 #autoLOC_SCANsat_Science_Resource_Moho = 我们终于获取了一些Moho表面的资源数据,现在我们只需要搞清楚为什么任何人都想在那里着陆。 #autoLOC_SCANsat_Science_Resource_Eve = 我们获取了许多关于Eve表面资源的优质数据,当我们寻找离开这颗星球的办法时这些数据很有用。 #autoLOC_SCANsat_Science_Resource_Gilly = Gilly的初次资源扫描结果很有趣,他几乎就是个小行星矿场。 #autoLOC_SCANsat_Science_Resource_Kerbin = 我们最终拥有了Kerbin的资源数据,众所周知,如果我们想了解自己母星的基本信息,没什么比发射一颗昂贵而又复杂的卫星更好的方法了。 #autoLOC_SCANsat_Science_Resource_Mun = 资源数据告诉我们Mun是多么适合开发资源。 #autoLOC_SCANsat_Science_Resource_Minmus = 最后,我们拥有了Minmus的资源数据,每一个坎巴拉宇航员建立初级采矿建筑的首选地。 #autoLOC_SCANsat_Science_Resource_Duna = 这份资源数据让我们离实现最近风靡坎巴拉的电影里的情节更近了一步。 #autoLOC_SCANsat_Science_Resource_Ike = Ike也许不是星系中最有趣的天体,但这并不会影响其资源数据的实用性。 #autoLOC_SCANsat_Science_Resource_Dres = 也许我们会去搜寻周边小行星上的资源,谁会想去打扰Dres呢? #autoLOC_SCANsat_Science_Resource_Jool = 嗯...也许气态行星不是一个寻找地表资源的好地方... #autoLOC_SCANsat_Science_Resource_Laythe = 很好,这里有很多很棒的数据,但其表面只有很少的地方适合着陆并享受其资源带来的好处。 #autoLOC_SCANsat_Science_Resource_Vall = 对冰冻的Vall进行的资源扫描提供了很多有趣的数据。 #autoLOC_SCANsat_Science_Resource_Tylo = 我们将带走所有在看起来很可怕的Tylo获取的资源数据。 #autoLOC_SCANsat_Science_Resource_Bop = Bop也许不是人们搜寻资源的首选之地,但这份数据早晚会带来方便。 #autoLOC_SCANsat_Science_Resource_Pol = 除了花粉粒和奇怪的块状物之外,Pol还有一些有趣的资源存储。 #autoLOC_SCANsat_Science_Resource_Eeloo = 至此我们已经完全探索了Eeloo,我们也需要开始清除这里的矿产,并探索其外还有什么。 } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/zh-cn/Tooltips.cfg Localization { zh-cn { #autoLOC_SCANsat_mainMapToggle = 主地图 #autoLOC_SCANsat_bigMapToggle = 大地图 #autoLOC_SCANsat_zoomMapToggle = 缩放地图 #autoLOC_SCANsat_overlayToggle = 行星显示 #autoLOC_SCANsat_instrumentsToggle = 仪器读数 #autoLOC_SCANsat_settingsToggle = 设置 #autoLOC_SCANsat_mainMapColor = 地图颜色 #autoLOC_SCANsat_mainMapTerminator = 地图晨昏线 #autoLOC_SCANsat_mainMapType = 开关地形/生物群系 #autoLOC_SCANsat_mainMapMinimize = 显示/隐藏载具信息 #autoLOC_SCANsat_mainMapStatus = 扫描器状态标识 #autoLOC_SCANsat_mainMapPercentage = 显示扫描完成度 #autoLOC_SCANsat_bigMapRefresh = 刷新地图 #autoLOC_SCANsat_bigMapColor = 地图颜色 #autoLOC_SCANsat_bigMapTerminator = 地图晨昏线 #autoLOC_SCANsat_bigMapGrid = 网格显示 #autoLOC_SCANsat_bigMapOrbit = 轨道显示 #autoLOC_SCANsat_bigMapWaypoints = 导航点 #autoLOC_SCANsat_bigMapAnomaly = 异常点 #autoLOC_SCANsat_bigMapFlags = 旗帜 #autoLOC_SCANsat_bigMapLegend = 图例 #autoLOC_SCANsat_bigMapResource = 资源显示 #autoLOC_SCANsat_bigMapExport = 导出地图到硬盘 #autoLOC_SCANsat_overlayRefresh = 刷新地图 #autoLOC_SCANsat_insNextResource = 下一资源 #autoLOC_SCANsat_insPreviousResource = 上一资源 #autoLOC_SCANsat_zoomVesselSync = 同步当前载具 #autoLOC_SCANsat_zoomVesselLock = 锁定视角到载具位置 #autoLOC_SCANsat_zoomMapRefresh = 刷新地图 #autoLOC_SCANsat_zoomMapWindowState = 切换窗口大小 #autoLOC_SCANsat_zoomMapIn = 放大 #autoLOC_SCANsat_zoomMapOut = 缩小 #autoLOC_SCANsat_zoomMapLeft = 左移 #autoLOC_SCANsat_zoomMapRight = 右移 #autoLOC_SCANsat_zoomMapUp = 上移 #autoLOC_SCANsat_zoomMapDown = 下移 #autoLOC_SCANsat_zoomMapIcons = 地图图标 #autoLOC_SCANsat_waypointToggle = 导航点选择器 #autoLOC_SCANsat_waypointSet = 创建导航点 #autoLOC_SCANsat_waypointCancel = 取消导航点 #autoLOC_SCANsat_waypointMechJeb = 设定MJ着陆目标 #autoLOC_SCANsat_waypointNameRefresh = 重置导航点 } } } UrlConfig { parentUrl = SCANsat/Resources/Localization/zh-cn/Warnings.cfg Localization { zh-cn { #autoLOC_SCANsat_Warning_DataResetCurrent = 确认删除<<2>>的<<1>>图? #autoLOC_SCANsat_Warning_DataResetAll = 确认删除所有天体的<<1>>? #autoLOC_SCANsat_Warning_StockResourceResetCurrent = 确认删除<<1>>的资源储藏数据? #autoLOC_SCANsat_Warning_StockResourceResetAll = 确认删除所有天体的资源储藏数据? #autoLOC_SCANsat_Warning_MapFillCurrent = 确认填充<<2>>的<<1>>图? #autoLOC_SCANsat_Warning_MapFillAll = 确认填充所有天体的<<1>>? #autoLOC_SCANsat_Warning_ModuleManagerResource = 警告\nSCANsat所有的资源扫描功能都需要Module Manager。 #autoLOC_SCANsat_Warning_SaveToConfig = 确认覆盖现有的设置文件? } } } UrlConfig { parentUrl = Scatterer/config/config.cfg Scatterer_config { disableAmbientLight = True integrateWithEVEClouds = True overrideNearClipPlane = False nearClipPlane = 0.209999993 useOceanShaders = True oceanFoam = True oceanTransparencyAndRefractions = True shadowsOnOcean = False oceanSkyReflections = True oceanCaustics = True oceanLightRays = False oceanCraftWaveInteractions = True oceanCraftWaveInteractionsOverrideWaterCrashTolerance = True buoyancyCrashToleranceMultOverride = 3.5999999 oceanCraftWaveInteractionsOverrideDrag = True buoyancyWaterDragScalarOverride = 1.5 buoyancyWaterAngularDragScalarOverride = 0.000333300006 oceanCraftWaveInteractionsOverrideRecoveryVelocity = True waterMaxRecoveryVelocity = 5 fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True showMenuOnStart = True useEclipses = True useRingShadows = True d3d11ShadowFix = True useGodrays = False mergeDepthPrePass = False quarterResScattering = True useSubpixelMorphologicalAntialiasing = False smaaQuality = 1 useTemporalAntiAliasing = True taaStationaryBlending = 0.899999976 taaMotionBlending = 0.550000012 taaJitterSpread = 0.899999976 taaSharpness = 0.25 scatteringTonemapper = 2 unifiedCamShadowsDistance = 25000 unifiedCamShadowNormalBiasOverride = 0 unifiedCamShadowBiasOverride = 0 unifiedCamShadowResolutionOverride = 4096 unifiedCamShadowCascadeSplitsOverride = 0.00150000001,0.0149999997,0.150000006 dualCamShadowsDistance = 30000 dualCamShadowNormalBiasOverride = 0.720000029 dualCamShadowBiasOverride = 0.5 dualCamShadowResolutionOverride = 0 dualCamShadowCascadeSplitsOverride = 0.00499999989,0.0250000004,0.125 useDithering = True oceanMeshResolution = 6 autosavePlanetSettingsOnSceneChange = False oceanPixelLights = False terrainShadows = False m_fourierGridSize = 64 } } UrlConfig { parentUrl = Scatterer/config/planetsList.cfg Scatterer_planetsList { scattererCelestialBodies { Item { celestialBodyName = Kerbin transformName = Kerbin loadDistance = 100000000 unloadDistance = 200000000 hasOcean = True flatScaledSpaceModel = True usesCloudIntegration = True cloudIntegrationUsesScattererSunColors = False mainSunCelestialBody = Sun sunColor = 1.0,1.0,1.0 sunsUseIntensityCurves = False eclipseCasters { Item = Mun Item = Minmus } } Item { celestialBodyName = Duna transformName = Duna loadDistance = 100000000 unloadDistance = 200000000 hasOcean = False flatScaledSpaceModel = True usesCloudIntegration = True cloudIntegrationUsesScattererSunColors = False mainSunCelestialBody = Sun sunsUseIntensityCurves = False eclipseCasters { Item = Ike } } Item { celestialBodyName = Laythe transformName = Laythe loadDistance = 300000000 unloadDistance = 500000000 hasOcean = True flatScaledSpaceModel = True usesCloudIntegration = True cloudIntegrationUsesScattererSunColors = False mainSunCelestialBody = Sun sunsUseIntensityCurves = False eclipseCasters { Item = Jool Item = Vall Item = Tylo Item = Bop Item = Pol } } Item { celestialBodyName = Jool transformName = Jool loadDistance = 500000000 unloadDistance = 1E+09 hasOcean = False flatScaledSpaceModel = True usesCloudIntegration = True cloudIntegrationUsesScattererSunColors = False mainSunCelestialBody = Sun sunsUseIntensityCurves = False eclipseCasters { Item = Laythe Item = Vall Item = Tylo Item = Bop Item = Pol } } Item { celestialBodyName = Eve transformName = Eve loadDistance = 300000000 unloadDistance = 500000000 hasOcean = True flatScaledSpaceModel = True usesCloudIntegration = True cloudIntegrationUsesScattererSunColors = False mainSunCelestialBody = Sun sunsUseIntensityCurves = False eclipseCasters { Item = Gilly } } } } } UrlConfig { parentUrl = Scatterer/config/qualityPresets.cfg Scatterer_quality_preset { Quality_preset { name = Integrated useOceanShaders = False fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True useEclipses = False useRingShadows = False useGodrays = False useDepthBufferMode = True quarterResScattering = True useSubpixelMorphologicalAntialiasing = True useTemporalAntiAliasing = False smaaQuality = 0 terrainShadows = False } Quality_preset { name = Very low useOceanShaders = True oceanFoam = False oceanTransparencyAndRefractions = False shadowsOnOcean = False oceanSkyReflections = True oceanCaustics = False oceanLightRays = False oceanPixelLights = False m_fourierGridSize = 64 oceanMeshResolution = 8 fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True useEclipses = False useRingShadows = False useGodrays = False useDepthBufferMode = True quarterResScattering = True useSubpixelMorphologicalAntialiasing = True useTemporalAntiAliasing = False smaaQuality = 0 terrainShadows = False } Quality_preset { name = Low useOceanShaders = True oceanFoam = True oceanTransparencyAndRefractions = True shadowsOnOcean = False oceanSkyReflections = True oceanCaustics = True oceanLightRays = False oceanPixelLights = False m_fourierGridSize = 64 oceanMeshResolution = 6 fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True useEclipses = True useRingShadows = True useGodrays = False useDepthBufferMode = True quarterResScattering = True useSubpixelMorphologicalAntialiasing = False useTemporalAntiAliasing = True terrainShadows = False } Quality_preset { name = Medium useOceanShaders = True oceanFoam = True oceanTransparencyAndRefractions = True shadowsOnOcean = True oceanSkyReflections = True oceanCaustics = True oceanLightRays = True oceanPixelLights = False m_fourierGridSize = 128 oceanMeshResolution = 6 fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True useEclipses = True useRingShadows = True useGodrays = False useDepthBufferMode = True quarterResScattering = True useSubpixelMorphologicalAntialiasing = False useTemporalAntiAliasing = True terrainShadows = False } Quality_preset { name = High useOceanShaders = True oceanFoam = True oceanTransparencyAndRefractions = True shadowsOnOcean = True oceanSkyReflections = True oceanCaustics = True oceanLightRays = True oceanPixelLights = False m_fourierGridSize = 128 oceanMeshResolution = 4 fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True useEclipses = True useRingShadows = True useGodrays = False useDepthBufferMode = True quarterResScattering = True useSubpixelMorphologicalAntialiasing = False useTemporalAntiAliasing = True terrainShadows = True unifiedCamShadowsDistance = 25000 unifiedCamShadowNormalBiasOverride = 0 unifiedCamShadowBiasOverride = 0 unifiedCamShadowResolutionOverride = 4096 unifiedCamShadowCascadeSplitsOverride = 0.00150000001,0.0149999997,0.150000006 dualCamShadowsDistance = 30000 dualCamShadowNormalBiasOverride = 0.720000029 dualCamShadowBiasOverride = 0.5 dualCamShadowResolutionOverride = 0 dualCamShadowCascadeSplitsOverride = 0.00499999989,0.0250000004,0.125 } Quality_preset { name = Very High useOceanShaders = True oceanFoam = True oceanTransparencyAndRefractions = True shadowsOnOcean = True oceanSkyReflections = True oceanCaustics = True oceanLightRays = True oceanPixelLights = False m_fourierGridSize = 256 oceanMeshResolution = 4 fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True useEclipses = True useRingShadows = True useGodrays = True useDepthBufferMode = True quarterResScattering = True useSubpixelMorphologicalAntialiasing = False useTemporalAntiAliasing = True terrainShadows = True unifiedCamShadowsDistance = 50000 unifiedCamShadowNormalBiasOverride = 0 unifiedCamShadowBiasOverride = 0 unifiedCamShadowResolutionOverride = 8192 unifiedCamShadowCascadeSplitsOverride = 0.00150000001,0.0149999997,0.150000006 dualCamShadowsDistance = 50000 dualCamShadowNormalBiasOverride = 0.720000029 dualCamShadowBiasOverride = 0.5 dualCamShadowResolutionOverride = 0 dualCamShadowCascadeSplitsOverride = 0.00499999989,0.0250000004,0.125 } } } UrlConfig { parentUrl = Scatterer/config/Planets/Duna/atmo.cfg Scatterer_atmosphere { Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = Scatterer/config/Planets/Eve/atmo.cfg Scatterer_atmosphere { Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = Scatterer/config/Planets/Eve/ocean.cfg Scatterer_ocean { Ocean { name = Eve m_whiteCapStr = 0 shoreFoam = 0 m_farWhiteCapStr = 0 AMP = 0.0500000007 m_ansio = 2 m_windSpeed = 13 m_omega = 1 maxWaveInteractionShipAltitude = 500 m_oceanUpwellingColor = 0,0.00100000005,0 m_UnderwaterColor = 0.00100000005,0.00999999978,0.00100000005 m_resolution = 4 offScreenVertexStretch = 1.25 alphaRadius = 1000 transparencyDepth = 25 darknessDepth = 100 refractionIndex = 1.75 causticsTexturePath = causticsLayer1Scale = 0,0 causticsLayer1Speed = 0,0 causticsLayer2Scale = 0,0 causticsLayer2Speed = 0,0 causticsMultiply = 0 causticsUnderwaterLightBoost = 0 causticsMinBrightness = 0 causticsBlurDepth = 0 lightRaysStrength = 1 } } } UrlConfig { parentUrl = Scatterer/config/Planets/Jool/atmo.cfg Scatterer_atmosphere { Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = Scatterer/config/Planets/Kerbin/atmo.cfg Scatterer_atmosphere { Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = Scatterer/config/Planets/Kerbin/ocean.cfg Scatterer_ocean { Ocean { name = Kerbin AMP = 1.20000005 m_windSpeed = 7 m_omega = 0.839999974 m_gravity = 9.81000042 maxWaveInteractionShipAltitude = 500 m_whiteCapStr = 0.469999999 shoreFoam = 1 m_farWhiteCapStr = 0.469999999 m_oceanUpwellingColor = 0.00800000038,0.0599999987,0.064000003 m_UnderwaterColor = 0.100000001,0.75,0.800000012 offScreenVertexStretch = 1.25 alphaRadius = 1000 transparencyDepth = 100 darknessDepth = 800 refractionIndex = 1.33000004 skyReflectionStrength = 1 causticsTexturePath = scatterer/config/Planets/Caustics.png causticsLayer1Scale = 0.200000003,0.200000003 causticsLayer1Speed = 0.0612000003,-0.151199996 causticsLayer2Scale = 0.277099997,0.267100006 causticsLayer2Speed = -0.0748699978,0.174869999 causticsMultiply = 1 causticsUnderwaterLightBoost = 2 causticsMinBrightness = 0.5 causticsBlurDepth = 200 lightRaysStrength = 1 } } } UrlConfig { parentUrl = Scatterer/config/Planets/Laythe/atmo.cfg Scatterer_atmosphere { Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = Scatterer/config/Planets/Laythe/ocean.cfg Scatterer_ocean { Ocean { name = Laythe m_whiteCapStr = 0.200000003 shoreFoam = 1.20000005 m_farWhiteCapStr = -0.180000007 AMP = 1 m_windSpeed = 8 m_omega = 0.839999974 m_gravity = 9.81000042 maxWaveInteractionShipAltitude = 500 m_oceanUpwellingColor = 0.00100000005,0.00389999989,0.0187800005 m_UnderwaterColor = 0,0.5,0.600000024 offScreenVertexStretch = 1.25 alphaRadius = 1000 transparencyDepth = 60 darknessDepth = 1000 refractionIndex = 1.33000004 skyReflectionStrength = 1 causticsTexturePath = scatterer/config/Planets/Caustics2.png causticsLayer1Scale = 0.200000003,0.200000003 causticsLayer1Speed = 0.0612000003,-0.151199996 causticsLayer2Scale = 0.277099997,0.267100006 causticsLayer2Speed = -0.0748699978,0.174869999 causticsMultiply = 1 causticsUnderwaterLightBoost = 2 causticsMinBrightness = 0.5 causticsBlurDepth = 200 lightRaysStrength = 1 } } } UrlConfig { parentUrl = Scatterer/config/Sunflares/Sun.cfg Scatterer_sunflare { Sun { assetPath = scatterer/config/Sunflares/Sun flareSettings = 0.6,1,1 spikesSettings = 0.6,1,1 sunGlareFadeDistance = 250000 ghost1SettingsList1 { Item = 0.1,1,20,0.3 Item = 0.08,1,8,0.34 Item = 0.08,1,12,0.49 Item = 0.16,1,18,-0.3 } ghost1SettingsList2 { } ghost2SettingsList1 { Item = 0.02,1,4,0.66 Item = 0.1,1,10,0.44 Item = 0.15,1,4,0.55 Item = 0.15,1,18,0.95 } ghost2SettingsList2 { Item = 0.1,1,8,0.7 Item = 0.1,1,6,0.72 Item = 0.15,1,8,-0.2 } ghost3SettingsList1 { Item = 0.1,1,6,0.4 Item = 0.08,1,11,1.1 Item = 0.04,1,20,1.2 Item = 0.03,1,20,1.22 } ghost3SettingsList2 { } } } } UrlConfig { parentUrl = ScienceCrate/ScienceCrate.cfg PART { name = Science_Crate module = Part author = Enceos model = ScienceCrate.mu rescaleFactor = 1 TechRequired = fieldScience entryCost = 3100 cost = 300 category = Science subcategory = 0 title = Science Crate description = Ever wanted to carry two piles of dust from different biomes in your pocket? Then Science Crate is for you. It has enough space for all those samples and data logs you gather on your science journey. Pack it into your backpack wherever you go. manufacturer = Kerbal Hacks node_stack_bottom = 0.007, -0.178, 0.063, 0, -1, 0, 0 node_attach = 0.007, -0.178, 0.063, 0, -1, 0, 0 CoMOffset = 0.007, 0, 0.063 attachRules = 1,1,1,1,1 mass = 0.05 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1200 crashTolerance = 20 breakingForce = 20 breakingTorque = 20 tags = science crate box MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True allowRepeatedSubjects = True } MODULE { name = ModuleKISItem volumeOverride = 100 editorItemsCategory = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 83 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = Science_Crate } } } UrlConfig { parentUrl = SmartParts/Parts/Fuel-Breakers/B1.cfg PART { name = kb-fuel-breaker1 module = Part author = dtobi mesh = fuel-breaker.mu rescaleFactor = 0.5 scale = 1.0 TechRequired = basicRocketry entryCost = 1000 cost = 200 category = Control subcategory = 0 title = Fuel Flow Breaker 1.25m manufacturer = Orbital Intelligence description = Can stop or enable the fuel flow between two tanks or between a tank and an engine. Control it by action group or context menu. Use this to control your CoM. tags = smart control fuel attachRules = 1,0,1,1,0 node_attach = -1.25, 0.0, 0.0, -1.0, 0.0, 0.0, 1 node_stack_top = 0.0, 0.08038, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.08038, 0.0, 0.0, -1.0, 0.0, 1 fuelCrossFeed = False mass = 0.10 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1 MODULE { name = FuelController flowEnabled = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 139 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = kb-fuel-breaker1 } } } UrlConfig { parentUrl = SmartParts/Parts/Fuel-Breakers/B2.cfg PART { name = kb-fuel-breaker15 module = Part author = dtobi mesh = fuel-breaker.mu rescaleFactor = 0.75 scale = 1.0 TechRequired = heavierRocketry entryCost = 4000 cost = 400 category = Control subcategory = 0 title = Fuel Flow Breaker 1.875m manufacturer = Orbital Intelligence description = Can stop or enable the fuel flow between two tanks or between a tank and an engine. Control it by action group or context menu. Use this to control your CoM. tags = smart control fuel attachRules = 1,0,1,1,0 node_attach = -1.25, 0.0, 0.0, -1.0, 0.0, 0.0, 1 node_stack_top = 0.0, 0.08038, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.08038, 0.0, 0.0, -1.0, 0.0, 1 fuelCrossFeed = False mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 breakingForce = 100 breakingTorque = 100 bulkheadProfiles = size1p5 MODULE { name = FuelController flowEnabled = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 467 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = kb-fuel-breaker15 } } } UrlConfig { parentUrl = SmartParts/Parts/Fuel-Breakers/B3.cfg PART { name = kb-fuel-breaker2 module = Part author = dtobi mesh = fuel-breaker.mu rescaleFactor = 1.0 scale = 1.0 TechRequired = veryHeavyRocketry entryCost = 24000 cost = 800 category = Control subcategory = 0 title = Fuel Flow Breaker 2.5m manufacturer = Orbital Intelligence description = Can stop or enable the fuel flow between two tanks or between a tank and an engine. Control it by action group or context menu. Use this to control your CoM. tags = smart control fuel attachRules = 1,0,1,1,0 node_attach = -1.25, 0.0, 0.0, -1.0, 0.0, 0.0, 1 node_stack_top = 0.0, 0.08038, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.08038, 0.0, 0.0, -1.0, 0.0, 2 fuelCrossFeed = False mass = 0.60 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 breakingForce = 200 breakingTorque = 200 bulkheadProfiles = size2 MODULE { name = FuelController flowEnabled = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1106 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = kb-fuel-breaker2 } } } UrlConfig { parentUrl = SmartParts/Parts/Fuel-Breakers/B4.cfg PART { name = kb-fuel-breaker3 module = Part author = dtobi mesh = fuel-breaker.mu rescaleFactor = 1.5 scale = 1.0 TechRequired = composites entryCost = 5800 cost = 1600 category = Control subcategory = 0 title = Fuel Flow Breaker 3.75m manufacturer = Orbital Intelligence description = Can stop or enable the fuel flow between two tanks or between a tank and an engine. Control it by action group or context menu. Use this to control your CoM. tags = smart control fuel attachRules = 1,0,1,1,0 node_attach = -1.25, 0.0, 0.0, -1.0, 0.0, 0.0, 1 node_stack_top = 0.0, 0.08038, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.08038, 0.0, 0.0, -1.0, 0.0, 2 fuelCrossFeed = False mass = 1.00 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 breakingForce = 400 breakingTorque = 400 bulkheadProfiles = size3 MODULE { name = FuelController flowEnabled = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 3731 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = kb-fuel-breaker3 } } } UrlConfig { parentUrl = SmartParts/Parts/Fuel-Controller/km_fuel_controller.cfg PART { name = FuelController module = Part author = dtobi mesh = km_fuel_controller.mu scale = 1.0 rescaleFactor = 1.2 TechRequired = fuelSystems entryCost = 6200 cost = 500 category = Control subcategory = 0 title = KM Fuel Controller manufacturer = Orbital Intelligence description = Can be used to control the fuel flow of fuel lines. Attach this to the source tank and attach a fuel line to it. Turn it on and off via the right click menu or action groups. Off by default. tags = smart control fuel attachRules = 0,1,0,1,0 node_attach = 0.0, 0.0, 0.028, 0.0, 0.0, -1.0, 1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 0.2 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = srf MODULE { name = FuelController flowEnabled = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 10 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = FuelController } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_altimeter.cfg PART { name = km_smart_alt_low module = Part author = Firov scale = 1.0 rescaleFactor = 1 TechRequired = flightControl entryCost = 7200 cost = 1250 category = Control subcategory = 0 title = ALT-Pro Altimeter and Action Group Trigger manufacturer = Orbital Intelligence description = Fires an event if the vessel reaches the specified height. tags = smart control altitude attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_alt_low } MODULE { name = Altimeter group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_alt_low } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_DPLD.cfg PART { name = km_smart_DPLD module = Part author = Linuxgurugamer scale = 1.0 rescaleFactor = 1 TechRequired = flightControl entryCost = 7200 cost = 1250 category = Control subcategory = 0 title = Comm-Pro Communication Net Action Group Trigger manufacturer = Orbital Intelligence description = Fires an event if the vessel loses or gains Commnet connectivity tags = smart control comm attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/DPLD } MODULE { name = DPLD group = 0 activeLight = light-go } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_DPLD } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_ECFloorDetector.cfg PART { name = km_smart_ECFloorDetector module = Part author = dtobi, Enceos scale = 1.0 rescaleFactor = 1 TechRequired = basicRocketry entryCost = 1600 cost = 750 category = Control subcategory = 0 title = EC Level Detector manufacturer = Orbital Intelligence description = Fires an event if the Electric Charge of the whole craft has drained below or been increased above the defined threshold. tags = smart control tank battery resource attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_fuel texture = smart-controller-complete, SmartParts/Parts/Smart-Controller/smart-resource-meters } MODULE { name = Stager resourceToMonitor = ElectricCharge forceSinglePart = false group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_ECFloorDetector } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_fuel.cfg PART { name = km_smart_fuel module = Part author = dtobi scale = 1.0 rescaleFactor = 1 TechRequired = basicRocketry entryCost = 1600 cost = 750 category = Control subcategory = 0 title = Drainex 1 - Fuel Sensor and Action Group Trigger manufacturer = Orbital Intelligence description = Fires an event if the tank or battery it is attached to has drained. Works with any resource. tags = smart control tank battery resource attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_fuel } MODULE { name = Stager group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_fuel } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_orbit.cfg PART { name = km_smart_orbit module = Part author = Firov scale = 1.0 rescaleFactor = 1 TechRequired = flightControl entryCost = 7200 cost = 1250 category = Control subcategory = 0 title = OBT-Pro Orbit and Action Group Trigger manufacturer = Orbital Intelligence description = Fires an event if the vessel reaches the specified orbital element. tags = smart control orbit attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_alt_low } MODULE { name = SmartOrbit group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_orbit } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_proximity.cfg PART { name = km_prox_sensor module = Part author = Firov scale = 1.0 rescaleFactor = 1 TechRequired = scienceTech entryCost = 9500 cost = 1750 category = Control subcategory = 0 title = PROX-Pro Proximity Sensor manufacturer = Orbital Intelligence description = Fires an event if the sensor detects another craft with a proximity sensor on the same channel tags = smart control proximity attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_radio } MODULE { name = ProxSensor group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 15 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_prox_sensor } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_radio.cfg PART { name = km_smart_radio module = Part author = dtobi scale = 1.0 rescaleFactor = 1 TechRequired = scienceTech entryCost = 4200 cost = 2750 category = Control subcategory = 0 title = Radio-GAGA - A Radio for Action Groups manufacturer = Orbital Intelligence description = Transmits and receives commands between radios on the same channel for all vessels in rendering range (approx 2000m). It can set the heading of receiving vessels to the heading of the active vessel. It can also keep the headings synchronized (Sync. Head.). tags = smart control radio attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_radio } MODULE { name = RadioControl group = 0 rcv_sound = SmartParts/Sounds/buzz } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 15 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_radio } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_ResourceFloorDetector.cfg PART { name = km_smart_ResourceFloorDetector module = Part author = dtobi, Enceos scale = 1.0 rescaleFactor = 1 TechRequired = basicRocketry entryCost = 1600 cost = 750 category = Control subcategory = 0 title = Resource Level Detector manufacturer = Orbital Intelligence description = Fires an event if a specified resource of the whole craft has drained below the defined threshold. Also, this can be set to fire an event if the specified resource of the whole craft has been filled above a defined threshold. tags = smart control tank resource attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_time texture = smart-controller-complete, SmartParts/Parts/Smart-Controller/smart-resource-meters } MODULE { name = Stager forceSinglePart = false group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_ResourceFloorDetector } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_speedometer.cfg PART { name = km_smart_speed module = Part author = Firov,dragonfi,linuxgurugamer,martinezfg11 scale = 1.0 rescaleFactor = 1 TechRequired = scienceTech entryCost = 4200 cost = 750 category = Control subcategory = 0 title = Speed-Pro Speedometer and Action Group Trigger manufacturer = Orbital Intelligence description = Fires an event if the vessel reaches the specified speed. tags = smart control speed stagingIcon = RCS_MODULE attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_speed } MODULE { name = Speedometer group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_speed } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_srb.cfg PART { name = km_smart_srb module = Part author = Firov scale = 1.0 rescaleFactor = 1 TechRequired = flightControl entryCost = 7200 cost = 1250 category = Control subcategory = 0 title = SRB Monitor manufacturer = Orbital Intelligence description = Fires an event when the attached SRB's thrust drops to less than or equal to its mass tags = smart control srb attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_time texture = smart-controller-complete, SmartParts/Parts/Smart-Controller/smart-resource-meters } MODULE { name = SmartSRB group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_srb } } } UrlConfig { parentUrl = SmartParts/Parts/Smart-Controller/km_smart_time.cfg PART { name = km_smart_time module = Part author = dtobi scale = 1.0 rescaleFactor = 1 TechRequired = scienceTech entryCost = 4200 cost = 750 category = Control subcategory = 0 title = AGT-Timer Timed Action Group Trigger manufacturer = Orbital Intelligence description = Fires an event after the specified time has elapsed. Activate this device with an action group. tags = smart control timed stagingIcon = RCS_MODULE attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0\t, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 1200 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Smart-Controller/km_smart_time } MODULE { name = Timer group = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 12 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_smart_time } } } UrlConfig { parentUrl = SmartParts/Parts/Valve/km_valve.cfg PART { name = km_valve module = Part author = dtobi scale = 1.0 rescaleFactor = 1 TechRequired = scienceTech entryCost = 4200 cost = 275 category = Control subcategory = 0 title = V1 Valve manufacturer = Orbital Intelligence description = Use this valve to dump excess fuel before re-entry. The valve dumps the resources contained in the tank it is attached to. tags = smart control fuel dump valve stagingIcon = RCS_MODULE attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 2000 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Valve/valve } MODULE { name = Valve force = 10 facing = 0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 5 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_valve } } } UrlConfig { parentUrl = SmartParts/Parts/Valve/km_valve2.cfg PART { name = km_valve2 module = Part author = dtobi scale = 1.0 rescaleFactor = 1 TechRequired = scienceTech entryCost = 4200 cost = 275 category = Control subcategory = 0 title = V2 Valve Straight manufacturer = Orbital Intelligence description = Use this valve to dump excess fuel before re-entry. Straight fuel dump. The valve dumps the resources contained in the tank it is attached to. tags = smart control fuel dump valve stagingIcon = RCS_MODULE attachRules = 0,1,0,0,0 node_attach = 0.0, 0.0, 0.02, 0.0, 0.0, -1.0 PhysicsSignificance = 1 mass = 0.05 dragModelType = default maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.0005 crashTolerance = 10 maxTemp = 2000 bulkheadProfiles = srf MODEL { model = SmartParts/Parts/Valve/valve2 } MODULE { name = Valve force = 10 facing = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 5 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = km_valve2 } } } UrlConfig { parentUrl = SmartParts/PatchManager/PM_Prox4all.cfg PatchManager { modName = Smart Parts patchName = Proximity srcPath = SmartParts/PatchManager/PluginData/SM_MM_Prox4All.cfg shortDescr = Add proximity sensor longDescr = Add proximity sensor to all command pods. Does not get added to any command pod which also has a built-in decoupler installedWithMod = false author = Linuxgurugamer } } UrlConfig { parentUrl = SmartParts/PatchManager/PM_Radio4all.cfg PatchManager { modName = Smart Parts patchName = RadioControl srcPath = SmartParts/PatchManager/PluginData/SM_MM_Radio4All.cfg shortDescr = Add Radio longDescr = Add radio remote control to all command pods installedWithMod = false author = Linuxgurugamer } } UrlConfig { parentUrl = SmartParts/PatchManager/PM_SmartSRB4all.cfg PatchManager { modName = Smart Parts patchName = SmartSRB srcPath = SmartParts/PatchManager/PluginData/SM_MM_SmartSRB4All.cfg shortDescr = Add Embedded Smart SRB longDescr = Add the embedded SmartSRB sensor to all solid rocket engines pods installedWithMod = false author = Linuxgurugamer } } UrlConfig { parentUrl = SmokeScreen/SmokeScreen.cfg SmokeScreen { maximumActiveParticles = 1000 atmDensityMult = 1 globalCollideDisable = False globalPhysicalDisable = False atmDensityExp = 0.5128 } } UrlConfig { parentUrl = SpaceTuxSA/Agencies/spacetux.cfg AGENT { name = Space Penguins, Inc title = Space Penguins, Inc description = Penguins CAN fly logoURL = SpaceTuxSA/Agencies/spacetux logoScaledURL = SpaceTuxSA/Agencies/spacetux_sm mentality = Pioneer } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = C7 Aerospace Division title = C7 Aerospace Division description = Why go up when you can crash equally well going sideways – that’s the old moto of the C7 Aerospace Division. Emerging from humble beginnings to the powerhouse they are now, C7 were always looking straight ahead towards the horizon. Recently though they have been building parts that can give them a much better view of that spot where the sky meets the ground. This has been met with some grumblings from the old boys in the company but even they can’t deny that there is adventure to be found in whatever direction you choose. logoURL = Squad/Agencies/C7AerospaceDivision logoScaledURL = Squad/Agencies/C7AerospaceDivision_scaled mentality = Pioneer mentality = Commercial } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Dinkelstein Kerman's Construction Emporium title = Dinkelstein Kerman's Construction Emporium description = Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner. logoURL = Squad/Agencies/DinkelsteinKermansConstructionEmporium logoScaledURL = Squad/Agencies/DinkelsteinKermansConstructionEmporium_scaled mentality = Commercial mentality = Economic 0.3 mentality = EasyGoing 0.25 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Experimental Engineering Group title = Experimental Engineering Group description = The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo. logoURL = Squad/Agencies/ExperimentalEngineering logoScaledURL = Squad/Agencies/ExperimentalEngineering_scaled mentality = Commercial mentality = Conglomerate 0.1 mentality = Ecomental mentality = Kerbalminded } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = FLOOYD Dynamics Research Labs title = FLOOYD Dynamics Research Labs description = FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction. logoURL = Squad/Agencies/FlooydResearchLab logoScaledURL = Squad/Agencies/FlooydResearchLab_scaled mentality = Commercial mentality = Ecomental } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Goliath National Products title = Goliath National Products description = Goliath National Products know what’s needed to keep them ahead of the competition – an eye for detail and a good nose for sniffing out what’s needed for our plucky engineers. Many of the great Vessels of our age carry one of Goliaths nose cones and they excel in moving air out of the way of the soft fleshy important bits of any Vessel i.e. our heroes heading off on another adventure. logoURL = Squad/Agencies/GoliathNationalProducts logoScaledURL = Squad/Agencies/GoliathNationalProducts_scaled mentality = Commercial mentality = Scientific } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Integrated Integrals title = Integrated Integrals description = What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image. logoURL = Squad/Agencies/IntegratedIntegrals logoScaledURL = Squad/Agencies/IntegratedIntegrals_scaled mentality = Commercial mentality = Scientific mentality = Conglomerate 0.1 mentality = Moral 0.2 mentality = Perfectionist } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Ionic Symphonic Protonic Electronics title = Ionic Symphonic Protonic Electronics description = One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne. logoURL = Squad/Agencies/IonicSymphonicProtonicElectronics logoScaledURL = Squad/Agencies/IonicSymphonicProtonicElectronics_scaled } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Jebediah Kerman's Junkyard and Spacecraft Parts Co title = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation. logoURL = Squad/Agencies/JebsJunkyard logoScaledURL = Squad/Agencies/JebsJunkyard_scaled mentality = Commercial mentality = EasyGoing 0.2 mentality = Hasty 0.6 mentality = Pioneer mentality = Moral 0.8 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Kerbal Motion LLC title = Kerbal Motion LLC description = Kerbal Motion LLC started in the wheel business with square wheels initially. They began adding sides until they settled on a more spherical configuration. Intensive testing confirmed their suspicions that round wheels really do make for a much smoother ride. Once they had overcome this hurdle the brains at Kerbal Motion LLC then began looking towards what else they could apply their considerable grey matter to. They settled on grabbers, primarily as this would mean they wouldn’t have to reach quite so far for their drinks. logoURL = Squad/Agencies/KerbalMotion logoScaledURL = Squad/Agencies/KerbalMotion_scaled mentality = Scientific } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Kerbin World-Firsts Record-Keeping Society title = Kerbin World-Firsts Record-Keeping Society description = An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic. logoURL = Squad/Agencies/KerbinWorldFirstRecordKeepingSociety logoScaledURL = Squad/Agencies/KerbinWorldFirstRecordKeepingSociety_scaled mentality = NoRandomContractMentality mentality = Record } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Kerbodyne title = Kerbodyne description = Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products. logoURL = Squad/Agencies/Kerbodyne logoScaledURL = Squad/Agencies/Kerbodyne_scaled } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Kerlington Model Rockets and Paper Products Inc title = Kerlington Model Rockets and Paper Products Inc description = Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors. logoURL = Squad/Agencies/Kerlington logoScaledURL = Squad/Agencies/Kerlington_scaled } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Maxo Construction Toys title = Maxo Construction Toys description = The Maxo Construction Toys engineers always enjoyed building things – especially out of little plastic bricks. So when they put their heads together and got a bit of money in the bank they decided to do the same but with bits of lightweight metal. Maxo’s metallic constructions are renowned for their durability and build quality. In fact when sifting through the wreckage of yet another spectacular “landing”, their parts are almost always found intact. logoURL = Squad/Agencies/MaxoConstructionToys logoScaledURL = Squad/Agencies/MaxoConstructionToys_scaled mentality = Perfectionist } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Moving Parts Experts Group title = Moving Parts Experts Group description = The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries. logoURL = Squad/Agencies/MovingPartsExpertsGroup logoScaledURL = Squad/Agencies/MovingPartsExpertsGroup_scaled mentality = Commercial mentality = Pioneer mentality = Conglomerate 0.1 mentality = Hasty 0.3 mentality = Economic 0.2 mentality = EasyGoing 0.4 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = O.M.B. Demolition Enterprises title = O.M.B. Demolition Enterprises description = For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received. logoURL = Squad/Agencies/OMBDemolition logoScaledURL = Squad/Agencies/OMBDemolition_scaled standing = Rockomax Conglomerate, 0.6 mentality = Commercial } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Periapsis Rocket Supplies Co title = Periapsis Rocket Supplies Co description = Periapsis Rocket Supplies are a notoriously private company – the small roster of components they do build does nothing but add to the mystique surrounding them. Many question why they don’t build more parts but Periapsis responds to this by stating “wait and see what we’ll do next!”. However, this has been the standard response for at least 3 generations so many have been waiting a little while for the answer. logoURL = Squad/Agencies/PeriapsisCo logoScaledURL = Squad/Agencies/PeriapsisCo_scaled mentality = Perfectionist } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Probodobodyne Inc title = Probodobodyne Inc description = Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers. logoURL = Squad/Agencies/Probodobodyne logoScaledURL = Squad/Agencies/Probodobodyne_scaled mentality = Pioneer mentality = Perfectionist mentality = Stern 0.8 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Research & Development Department title = Research & Development Department description = The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first. logoURL = Squad/Agencies/R&D logoScaledURL = Squad/Agencies/R&D_scaled mentality = Scientific mentality = Pioneer mentality = Kerbalminded 0.2 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Reaction Systems Ltd title = Reaction Systems Ltd description = Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something. logoURL = Squad/Agencies/ReactionSystemsLtd logoScaledURL = Squad/Agencies/ReactionSystemsLtd_scaled mentality = Commercial mentality = Scientific mentality = Pioneer } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Rockomax Conglomerate title = Rockomax Conglomerate description = Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. logoURL = Squad/Agencies/Rockomax logoScaledURL = Squad/Agencies/Rockomax_scaled standing = C7 Aerospace Division, 1.6 standing = O.M.B. Demolition Enterprises, 0.6 mentality = Commercial mentality = Conglomerate mentality = Hasty 0.65 mentality = Economic 0.3 mentality = Moral 0.4 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Rokea Inc title = Rokea Inc description = Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. logoURL = Squad/Agencies/Rokea logoScaledURL = Squad/Agencies/Rokea_scaled mentality = Commercial mentality = Conglomerate 0.4 mentality = Hasty 0.6 mentality = Economic 0.3 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Sean's Cannery title = Sean's Cannery description = Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Mk2 Lander Can, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission. logoURL = Squad/Agencies/SeansCannery logoScaledURL = Squad/Agencies/SeansCannery_scaled mentality = Commercial mentality = Industrial mentality = Conglomerate 0.3 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = STEADLER Engineering Corps title = STEADLER Engineering Corps description = STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly. logoURL = Squad/Agencies/SteadlerEngineeringCorps logoScaledURL = Squad/Agencies/SteadlerEngineeringCorps_scaled mentality = Commercial mentality = Industrial mentality = Perfectionist mentality = Stern 1.0 mentality = Moral 0.1 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = StrutCo title = StrutCo description = One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets. logoURL = Squad/Agencies/StrutCo logoScaledURL = Squad/Agencies/StrutCo_scaled standing = Kerlington Model Rockets and Paper Products Inc. , -0.8 mentality = Commercial } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Vac-Co Advanced Suction Systems title = Vac-Co Advanced Suction Systems description = Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector. logoURL = Squad/Agencies/Vac-Co logoScaledURL = Squad/Agencies/Vac-Co_scaled mentality = Commercial mentality = Conglomerate 0.1 mentality = Economic 0.3 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = WinterOwl Aircraft Emporium title = WinterOwl Aircraft Emporium description = WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products. logoURL = Squad/Agencies/WinterOwl logoScaledURL = Squad/Agencies/WinterOwl_scaled mentality = Commercial mentality = EasyGoing 0.3 mentality = Hasty 0.25 mentality = Moral 0.65 } } UrlConfig { parentUrl = Squad/Agencies/Agents.cfg AGENT { name = Zaltonic Electronics title = Zaltonic Electronics description = Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered. logoURL = Squad/Agencies/ZaltonicElectronics logoScaledURL = Squad/Agencies/ZaltonicElectronics_scaled mentality = Commercial mentality = EasyGoing 0.5 mentality = Economic 0.1 } } UrlConfig { parentUrl = Squad/Contracts/constructionContractParts.cfg CONTRACT_CONSTRUCTION_PARTS { CONSTRUCTION_PART { name = rcsTankMini contract = OrbitalConstruction } CONSTRUCTION_PART { name = radialRCSTank contract = OrbitalConstruction } CONSTRUCTION_PART { name = rcsTankRadialLong contract = OrbitalConstruction } CONSTRUCTION_PART { name = Mite contract = OrbitalConstruction } CONSTRUCTION_PART { name = sasModule contract = OrbitalConstruction } CONSTRUCTION_PART { name = radPanelSm contract = OrbitalConstruction } CONSTRUCTION_PART { name = radPanelEdge contract = OrbitalConstruction } CONSTRUCTION_PART { name = batteryPack contract = OrbitalConstruction } CONSTRUCTION_PART { name = batteryBankMini contract = OrbitalConstruction } CONSTRUCTION_PART { name = ksp_r_largeBatteryPack contract = OrbitalConstruction } CONSTRUCTION_PART { name = solarPanels4 contract = OrbitalConstruction } CONSTRUCTION_PART { name = solarPanels3 contract = OrbitalConstruction } CONSTRUCTION_PART { name = longAntenna contract = OrbitalConstruction } CONSTRUCTION_PART { name = mediumDishAntenna contract = OrbitalConstruction } CONSTRUCTION_PART { name = HighGainAntenna5_v2 contract = OrbitalConstruction } CONSTRUCTION_PART { name = sensorGravimeter contract = OrbitalConstruction } CONSTRUCTION_PART { name = GooExperiment contract = OrbitalConstruction } } } UrlConfig { parentUrl = Squad/Contracts/Contracts.cfg Contracts { WeightDefault = 30 WeightMinimum = 10 WeightMaximum = 90 WeightAcceptDelta = 12 WeightDeclineDelta = -8 WeightWithdrawReadDelta = -2 WeightWithdrawSeenDelta = -1 DisplayOfferedOrbits = True DisplayOfferedWaypoints = True SurveyNavigationGhosting = False AverageAvailableContracts = 10 FacilityProgressionFactor = 0.2 SolarOrbitHeatTolerance = 800 SunStationaryName = keliostationary HomeStationaryName = keostationary OtherStationaryName = stationary SunSynchronousName = keliosynchronous HomeSynchronousName = keosynchronous OtherSynchronousName = synchronous MolniyaName = Kolniya ARM { MaximumExistent = 9999 SignificantSolarEjectionChance = 10 ExceptionalSolarEjectionChance = 20 HomeLandingChance = 20 AllowSolarEjections = True AllowHomeLandings = True Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2982 } Funds { BaseAdvance = 46000 BaseReward = 120000 BaseFailure = 0 SolarEjectionMultiplier = 1.25 } Science { BaseReward = 16 SolarEjectionMultiplier = 1 } Reputation { BaseReward = 26 BaseFailure = 13 SolarEjectionMultiplier = 1.25 } } Base { MaximumExistent = 9999 ContextualChance = 75 ContextualAssets = 2 TrivialMobileChance = 0 SignificantMobileChance = 10 ExceptionalMobileChance = 30 AllowMobile = True Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2982 } Funds { BaseAdvance = 36000 BaseReward = 91000 BaseFailure = 0 MobileMultiplier = 1.5 } Science { BaseReward = 0 MobileMultiplier = 1.25 } Reputation { BaseReward = 21 BaseFailure = 14 MobileMultiplier = 1.5 } PART_REQUEST { Article = a PartDescription = Mobile Processing Lab MPL-LG-2 VesselDescription = outpost Keyword = Scientific Part = Large_Crewed_Lab Module = ModuleScienceLab MinimumScience = 15 Part = KKAOSS_Science_g Part = KKAOSS_Central_Hub Trivial { Weight = 20 FundsMultiplier = 1.15 ScienceMultiplier = 1.5 ReputationMultiplier = 1 } Significant { Weight = 30 FundsMultiplier = 1.15 ScienceMultiplier = 1.5 ReputationMultiplier = 1 } Exceptional { Weight = 40 FundsMultiplier = 1.15 ScienceMultiplier = 1.5 ReputationMultiplier = 1 } } PART_REQUEST { Article = a PartDescription = viewing cupola VesselDescription = outpost Keyword = Commercial Part = cupola Part = KKAOSS_Cupola_g Trivial { Weight = 20 FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1.25 } Significant { Weight = 30 FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1.25 } Exceptional { Weight = 40 FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1.25 } } PART_REQUEST { Article = an PartDescription = ISRU resource conversion unit VesselDescription = outpost Keyword = Commercial Part = ISRU Part = MiniISRU Part = KKAOSS_ISRU_g Trivial { Weight = 5 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } } RESOURCE_REQUEST { Name = LiquidFuel Title = liquid fuel Keyword = Commercial Part = fuelTankSmallFlat ChanceMultiplier = 1 Trivial { Amount = 2000 Weight = 5 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } Significant { Amount = 4000 Weight = 10 FundsMultiplier = 1.2 ScienceMultiplier = 1.2 ReputationMultiplier = 1.2 } Exceptional { Amount = 6000 Weight = 15 FundsMultiplier = 1.3 ScienceMultiplier = 1.3 ReputationMultiplier = 1.3 } } RESOURCE_REQUEST { Name = Ore Title = ore Keyword = Commercial Module = ModuleResourceHarvester ChanceMultiplier = 1 Trivial { Amount = 1000 Weight = 5 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } Significant { Amount = 2000 Weight = 10 FundsMultiplier = 1.2 ScienceMultiplier = 1.2 ReputationMultiplier = 1.2 } Exceptional { Amount = 5000 Weight = 15 FundsMultiplier = 1.3 ScienceMultiplier = 1.3 ReputationMultiplier = 1.3 } } RESOURCE_REQUEST { Name = ElectricCharge Title = electric charge Keyword = Scientific Part = batteryPack ChanceMultiplier = 1 Trivial { Amount = 2500 Weight = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 5000 Weight = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 7500 Weight = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } RESOURCE_REQUEST { Name = MonoPropellant Title = monopropellant Keyword = Commercial Part = rcsTankMini ChanceMultiplier = 1 Trivial { Amount = 500 Weight = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 1000 Weight = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 1500 Weight = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } RESOURCE_REQUEST { Name = XenonGas Title = xenon gas Keyword = Commercial Part = xenonTank ChanceMultiplier = 1 Trivial { Amount = 500 Weight = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 1000 Weight = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 2000 Weight = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } CREW_REQUEST { Trait = Pilot Keyword = Pioneer Crew = 1 Module = ModuleCommand Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 10 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Weight = 15 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } CREW_REQUEST { Trait = Engineer Keyword = Commercial Crew = 1 Part = ISRU Part = MiniISRU Part = KKAOSS_ISRU_g Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 10 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Weight = 15 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } CREW_REQUEST { Trait = Scientist Keyword = Scientific Crew = 1 Part = Large.Crewed.Lab Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 10 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Weight = 15 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } CREW_REQUEST { Trait = Tourist Keyword = Commercial Crew = 1 Part = cupola Part = KKAOSS_Cupola_g Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 10 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Weight = 15 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } PART_REQUEST { Article = a PartDescription = Central Hub VesselDescription = outpost Keyword = Commercial Part = KKAOSS_Central_Hub Trivial { Chance = 15 FundsMultiplier = 1.5 ScienceMultiplier = 1.2 ReputationMultiplier = 1.5 } Significant { Chance = 20 FundsMultiplier = 1.5 ScienceMultiplier = 1.2 ReputationMultiplier = 1.5 } Exceptional { Chance = 30 FundsMultiplier = 1.5 ScienceMultiplier = 1.2 ReputationMultiplier = 1.5 } } PART_REQUEST { Article = a PartDescription = Habitat module VesselDescription = outpost Keyword = Commercial Part = KKAOSS_Habitat_MK1_g Part = KKAOSS_Habitat_MK2_g Trivial { Chance = 20 FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 1.2 } Significant { Chance = 30 FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 1.2 } Exceptional { Chance = 40 FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 1.2 } } PART_REQUEST { Article = a PartDescription = Greenhouse VesselDescription = outpost Keyword = Commercial Part = KKAOSS_Greenhouse_g Part = KKAOSS_LS_container_greenhouse Trivial { Chance = 10 FundsMultiplier = 1.15 ScienceMultiplier = 1.1 ReputationMultiplier = 1.15 } Significant { Chance = 20 FundsMultiplier = 1.15 ScienceMultiplier = 1.1 ReputationMultiplier = 1.05 } Exceptional { Chance = 30 FundsMultiplier = 1.15 ScienceMultiplier = 1.1 ReputationMultiplier = 1.05 } } } Flag { MaximumExistent = 9999 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { BaseAdvance = 23000 BaseReward = 58000 BaseFailure = 0 } Science { BaseReward = 0 } Reputation { BaseReward = 14 BaseFailure = 7 } } Grand { Rarity = 5 Expiration { MinimumExpireDays = 7 MaximumExpireDays = 28 DeadlineDays = 2982 } Funds { BaseAdvance = 10000 BaseReward = 58000 BaseFailure = 0 } Science { BaseReward = 0 } Reputation { BaseReward = 16 BaseFailure = 8 } } ISRU { MaximumExistent = 9999 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2982 } Funds { BaseAdvance = 31000 BaseReward = 79000 BaseFailure = 0 } Science { BaseReward = 0 } Reputation { BaseReward = 22 BaseFailure = 11 } RESOURCE_REQUEST { Name = Ore Title = ore Keyword = Commercial Module = ModuleResourceHarvester DeliveryMultiplier = 1.8 Forbidden = Sun Forbidden = Jool Trivial { Amount = 500 DeliveryChance = 50 FundsMultiplier = 1 ScienceMultiplier = 1 ReputationMultiplier = 1 } Significant { Amount = 1000 DeliveryChance = 65 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } Exceptional { Amount = 2500 DeliveryChance = 80 FundsMultiplier = 1.3 ScienceMultiplier = 1.3 ReputationMultiplier = 1.3 } } } Progression { DisableTutorialContracts = False DisableProgressionContracts = False MaxDepthRecord = 750 MaxDistanceRecord = 100000 MaxSpeedRecord = 2500 OutlierMilestoneMultiplier = 1.5 PassiveBaseRatio = 0.2 PassiveBodyRatio = 0.3 RecordSplit = 5 Funds { BaseReward = 80000 } Science { BaseReward = 8 } Reputation { BaseReward = 16 } } Recovery { MaximumAvailable = 9999 MaximumActive = 9999 AllowKerbalRescue = True AllowPartRecovery = True AllowCompoundRecovery = True AllowLandedVacuum = True AllowLandedAtmosphere = True HighOrbitDifficulty = 0.3 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { BaseAdvance = 26000 BaseReward = 66000 BaseFailure = 0 } Science { BaseReward = 0 } Reputation { BaseReward = 15 BaseFailure = 15 } } Satellite { MaximumAvailable = 9999 MaximumActive = 9999 AnimationDuration = 8 ContextualChance = 50 ContextualAssets = 2 ContextualHomeAssets = 4 NetworkMinimum = 3 NetworkMaximum = 4 MinimumDeviationWindow = 750 TrivialDeviation = 7 SignificantDeviation = 5 ExceptionalDeviation = 3 TrivialAltitudeDifficulty = 0.2 TrivialInclinationDifficulty = 0.2 SignificantAltitudeDifficulty = 0.4 SignificantInclinationDifficulty = 0.4 ExceptionalAltitudeDifficulty = 0.8 ExceptionalInclinationDifficulty = 0.8 PreferHome = True AllowSolar = True AllowEquatorial = True AllowPolar = True AllowSynchronous = True AllowStationary = True AllowTundra = True AllowKolniya = True Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { BaseAdvance = 16000 BaseReward = 41000 BaseFailure = 0 HomeMultiplier = 2 PolarMultiplier = 1 SynchronousMultiplier = 1.1 StationaryMultiplier = 1.2 TundraMultiplier = 1.2 KolniyaMultiplier = 1.2 } Science { BaseReward = 0 HomeMultiplier = 0.5 PolarMultiplier = 1 SynchronousMultiplier = 1.1 StationaryMultiplier = 1.2 TundraMultiplier = 1.2 KolniyaMultiplier = 1.2 } Reputation { BaseReward = 10 BaseFailure = 5 HomeMultiplier = 1.25 PolarMultiplier = 1 SynchronousMultiplier = 1.1 StationaryMultiplier = 1.2 TundraMultiplier = 1.2 KolniyaMultiplier = 1.2 } PART_REQUEST { Article = a PartDescription = mystery goo unit VesselDescription = satellite Keyword = Scientific Part = GooExperiment MinimumScience = 7 Part = dmRoverGoo Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = thermometer VesselDescription = satellite Keyword = Scientific Part = sensorThermometer MinimumScience = 7 Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = gravioli detector VesselDescription = satellite Keyword = Scientific Part = sensorGravimeter MinimumScience = 7 Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = SC-9001 Science Jr. VesselDescription = satellite Keyword = Scientific Part = science_module MinimumScience = 7 Part = KKAOSS_ScienceJr_Tank Part = dmRoverMat Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = an PartDescription = accelerometer VesselDescription = satellite Keyword = Scientific Part = sensorAccelerometer MinimumScience = 7 Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = resource survey scanner VesselDescription = satellite Keyword = Commercial Part = SurveyScanner Trivial { Weight = 5 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = Magnetometer Boom VesselDescription = satellite Keyword = Scientific Part = Magnetometer MinimumScience = 7 Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = DMagic magnetometer VesselDescription = satellite KeyWord = Scientific Part = dmmagBoom Part = dmUSMagBoom Part = dmUS2MagBoom MinimumScience = 7 Trivial { Weight = 3 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 8 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 12 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = DMagic radio plasma wave antenna VesselDescription = satellite KeyWord = Scientific Part = rpwsAnt Part = USRPWS Part = dmUS2RPWS MinimumScience = 7 Trivial { Weight = 3 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 8 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 12 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = DMagic orbital telescope VesselDescription = satellite KeyWord = Scientific Part = dmscope Part = dmUSScope Part = dmUS2Scope MinimumScience = 7 Trivial { Weight = 3 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 8 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 12 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = DMagic multi-spectral imaging platform VesselDescription = satellite KeyWord = Scientific Part = dmImagingPlatform Part = dmUSImagingPlatform Part = dmUS2ImagingPlatform MinimumScience = 7 Trivial { Weight = 3 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 8 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 12 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = DMagic soil moisture sensor VesselDescription = satellite KeyWord = Scientific Part = dmSoilMoisture Part = dmUSSoilMoisture Part = dmUS2SoilMoisture MinimumScience = 7 Trivial { Weight = 3 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 8 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 12 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = DMagic solar particle collector VesselDescription = satellite KeyWord = Scientific Part = dmSolarCollector Part = dmUSSolarParticles Part = dmUS2SolarParticles MinimumScience = 7 Trivial { Weight = 3 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 8 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 12 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } PART_REQUEST { Article = a PartDescription = DMagic GOREsat sensor VesselDescription = satellite KeyWord = Scientific Part = dmGoreSat Part = dmUSGoreSat Part = dmUS2GoreSat MinimumScience = 7 Trivial { Weight = 3 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Weight = 8 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Weight = 12 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } } Science { MaximumExistent = 9999 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { BaseAdvance = 9000 BaseReward = 22000 BaseFailure = 0 } Science { BaseReward = 3 } Reputation { BaseReward = 6 BaseFailure = 3 } } Sentinel { MaximumActive = 1 MaximumAvailable = 3 ScanTypeBaseMultiplier = 0.25 ScanTypeClassMultiplier = 0.3 ScanTypeInclinationMultiplier = 0.35 ScanTypeEccentricityMultiplier = 0.35 TrivialDeviation = 7 SignificantDeviation = 5 ExceptionalDeviation = 3 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { BaseAdvance = 12000 BaseReward = 18000 BaseFailure = 0 } Science { BaseReward = 3 } Reputation { BaseReward = 6 BaseFailure = 3 } Trivial { FundsMultiplier = 1.7 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 MinAsteroids = 5 MaxAsteroids = 11 } Significant { FundsMultiplier = 1.50 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 MinAsteroids = 10 MaxAsteroids = 16 } Exceptional { FundsMultiplier = 0.85 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 MinAsteroids = 15 MaxAsteroids = 21 } } CometDetection { MaximumAvailable = 1 MaximumActive = 1 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { BaseAdvance = 18000 BaseReward = 26000 BaseFailure = 0 } Science { BaseReward = 6 } Reputation { BaseReward = 10 BaseFailure = 5 } Significant { FundsMultiplier = 2f ScienceMultiplier = 1.5f ReputationMultiplier = 1.5f } Exceptional { FundsMultiplier = 3f ScienceMultiplier = 2f ReputationMultiplier = 2f } } Station { MaximumExistent = 9999 ContextualChance = 75 ContextualAssets = 2 TrivialAsteroidChance = 0 SignificantAsteroidChance = 10 ExceptionalAsteroidChance = 20 AllowAsteroid = True AllowSolar = True Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2982 } Funds { BaseAdvance = 32000 BaseReward = 83000 BaseFailure = 0 AsteroidMultiplier = 1.2 } Science { BaseReward = 0 AsteroidMultiplier = 1.3 } Reputation { BaseReward = 18 BaseFailure = 9 AsteroidMultiplier = 1.3 } PART_REQUEST { Article = a PartDescription = Mobile Processing Lab MPL-LG-2 VesselDescription = station Keyword = Scientific Part = Large_Crewed_Lab Module = ModuleScienceLab MinimumScience = 13 Part = KKAOSS_Science_g Part = KKAOSS_Central_Hub Trivial { Weight = 20 FundsMultiplier = 1.15 ScienceMultiplier = 1.3 ReputationMultiplier = 1 } Significant { Weight = 30 FundsMultiplier = 1.15 ScienceMultiplier = 1.3 ReputationMultiplier = 1 } Exceptional { Weight = 40 FundsMultiplier = 1.15 ScienceMultiplier = 1.3 ReputationMultiplier = 1 } } PART_REQUEST { Article = a PartDescription = viewing cupola VesselDescription = station Keyword = Commercial Part = cupola Part = KKAOSS_Cupola_g Trivial { Weight = 20 FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 1.3 } Significant { Weight = 30 FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 1.3 } Exceptional { Weight = 40 FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 1.3 } } PART_REQUEST { Article = an PartDescription = ISRU resource conversion unit VesselDescription = station Keyword = Commercial Part = ISRU Part = MiniISRU Part = KKAOSS_ISRU_g Trivial { Weight = 5 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 15 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Exceptional { Weight = 25 FundsMultiplier = 1.15 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } } RESOURCE_REQUEST { Name = LiquidFuel Title = liquid fuel Keyword = Commercial Part = fuelTankSmallFlat ChanceMultiplier = 1 Trivial { Amount = 2000 Weight = 5 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } Significant { Amount = 4000 Weight = 10 FundsMultiplier = 1.2 ScienceMultiplier = 1.2 ReputationMultiplier = 1.2 } Exceptional { Amount = 6000 Weight = 15 FundsMultiplier = 1.3 ScienceMultiplier = 1.3 ReputationMultiplier = 1.3 } } RESOURCE_REQUEST { Name = Ore Title = ore Keyword = Commercial Module = ModuleResourceHarvester ChanceMultiplier = 1 Trivial { Amount = 1000 Weight = 5 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } Significant { Amount = 2000 Weight = 10 FundsMultiplier = 1.2 ScienceMultiplier = 1.2 ReputationMultiplier = 1.2 } Exceptional { Amount = 5000 Weight = 15 FundsMultiplier = 1.3 ScienceMultiplier = 1.3 ReputationMultiplier = 1.3 } } RESOURCE_REQUEST { Name = ElectricCharge Title = electric charge Keyword = Scientific Part = batteryPack ChanceMultiplier = 1 Trivial { Amount = 2500 Weight = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 5000 Weight = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 7500 Weight = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } RESOURCE_REQUEST { Name = MonoPropellant Title = monopropellant Keyword = Commercial Part = rcsTankMini ChanceMultiplier = 1 Trivial { Amount = 500 Weight = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 1000 Weight = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 1500 Weight = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } RESOURCE_REQUEST { Name = XenonGas Title = xenon gas Keyword = Commercial Part = xenonTank ChanceMultiplier = 1 Trivial { Amount = 500 Weight = 2 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Amount = 1000 Weight = 4 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Amount = 2000 Weight = 6 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } CREW_REQUEST { Trait = Pilot Keyword = Pioneer Crew = 1 Module = ModuleCommand Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 10 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Weight = 15 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } CREW_REQUEST { Trait = Engineer Keyword = Commercial Crew = 1 Part = ISRU Part = MiniISRU Part = KKAOSS_ISRU_g Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 10 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Weight = 15 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } CREW_REQUEST { Trait = Scientist Keyword = Scientific Crew = 1 Part = Large.Crewed.Lab Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 10 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Weight = 15 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } CREW_REQUEST { Trait = Tourist Keyword = Commercial Crew = 1 Part = cupola Part = KKAOSS_Cupola_g Trivial { Weight = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.05 ReputationMultiplier = 1.05 } Significant { Weight = 10 FundsMultiplier = 1.075 ScienceMultiplier = 1.075 ReputationMultiplier = 1.075 } Exceptional { Weight = 15 FundsMultiplier = 1.1 ScienceMultiplier = 1.1 ReputationMultiplier = 1.1 } } } Survey { MaximumAvailable = 9999 MaximumActive = 9999 ContextualChance = 50 ContextualAssets = 2 TrivialWaypoints = 1 SignificantWaypoints = 2 ExceptionalWaypoints = 3 HomeNearbyProgressCap = 7 TrivialRange = 2000 SignificantRange = 4000 ExceptionalRange = 6000 MinimumTriggerRange = 500 MaximumTriggerRange = 15000 MinimumThreshold = 1400 MaximumThreshold = 30000 ThresholdDeviancy = 10 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { DefaultAdvance = 30000 DefaultReward = 53000 DefaultFailure = 0 WaypointDefaultReward = 8000 } Science { DefaultReward = 0 WaypointDefaultReward = 3 } Reputation { DefaultReward = 9 DefaultFailure = 9 WaypointDefaultReward = 3 } SURVEY_DEFINITION { DataName = observational AnomalyName = inconsistencies ResultName = reports FundsReward = 53000 FundsFailure = 0 ScienceReward = 0 ReputationReward = 9 ReputationFailure = 9 PARAM { Experiment = evaReport Description = Take an EVA report Texture = eva AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True EVARequired = True FundsMultiplier = 0.9 ScienceMultiplier = 1 ReputationMultiplier = 1.1 } PARAM { Experiment = crewReport Description = Take a crew report Texture = report AllowGround = False AllowLow = True AllowHigh = True AllowWater = False AllowVacuum = True CrewRequired = True FundsMultiplier = 1.1 ScienceMultiplier = 0.9 ReputationMultiplier = 1 } PARAM { Experiment = surfaceSample Description = Take a surface sample Texture = sample AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True EVARequired = True FundsMultiplier = 1 ScienceMultiplier = 1.1 ReputationMultiplier = 0.9 } } SURVEY_DEFINITION { DataName = seismic AnomalyName = disturbances ResultName = readings FundsReward = 53000 FundsFailure = 0 ScienceReward = 0 ReputationReward = 9 ReputationFailure = 9 PARAM { Experiment = seismicScan Description = Take seismic readings Texture = seismic Tech = sensorAccelerometer AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 0.9 } } SURVEY_DEFINITION { DataName = temperature AnomalyName = fluctuations ResultName = measurements FundsReward = 53000 FundsFailure = 0 ScienceReward = 0 ReputationReward = 9 ReputationFailure = 9 PARAM { Experiment = temperatureScan Description = Measure the temperature Texture = thermometer Tech = sensorThermometer AllowGround = True AllowLow = True AllowHigh = True AllowWater = False AllowVacuum = True FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 0.9 } } SURVEY_DEFINITION { DataName = atmospheric AnomalyName = abnormalities ResultName = readings FundsReward = 53000 FundsFailure = 0 ScienceReward = 0 ReputationReward = 9 ReputationFailure = 9 PARAM { Experiment = barometerScan Description = Take pressure readings Texture = pressure Tech = sensorBarometer AllowGround = True AllowLow = True AllowHigh = True AllowWater = False AllowVacuum = False FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 0.9 } PARAM { Experiment = atmosphereAnalysis Description = Perform atmospheric analysis Texture = balloon Tech = sensorAtmosphere AllowGround = False AllowLow = True AllowHigh = True AllowWater = False AllowVacuum = False FundsMultiplier = 0.9 ScienceMultiplier = 1 ReputationMultiplier = 1.1 } } SURVEY_DEFINITION { DataName = gravimetric AnomalyName = anomalies ResultName = readings FundsReward = 53000 FundsFailure = 0 ScienceReward = 0 ReputationReward = 9 ReputationFailure = 9 PARAM { Experiment = gravityScan Description = Record gravitational forces Texture = gravity Tech = sensorGravimeter AllowGround = True AllowLow = False AllowHigh = True AllowWater = False AllowVacuum = True FundsMultiplier = 0.9 ScienceMultiplier = 1 ReputationMultiplier = 1.1 } } SURVEY_DEFINITION { DataName = surface AnomalyName = inconsistencies ResultName = readings FundsReward = 60000 FundsPenalty = 0 ScienceReward = 0 ReputationReward = 10 ReputationPenalty = 10 PARAM { Experiment = magScan Description = Take magnetic field readings Texture = dmMagneticIcon Tech = dmmagBoom AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 1 ScienceMultiplier = 1 ReputationMultiplier = 0.8 } PARAM { Experiment = dmlaserblastscan Description = Take laser ablation surface readings Texture = dmLaserIcon Tech = dmsurfacelaser AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 1 ScienceMultiplier = 1.2 ReputationMultiplier = 0.8 } PARAM { Experiment = dmXRayDiffract Description = Perform XRay Diffraction analysis Texture = dmXRayIcon Tech = dmXRay AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 1.1 ScienceMultiplier = 1.3 ReputationMultiplier = 0.9 } PARAM { Experiment = dmNAlbedoScan Description = Perform surface hydrogen analysis Texture = dmNeutronIcon Tech = dmDAN AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 1 ScienceMultiplier = 0.9 ReputationMultiplier = 0.8 } PARAM { Experiment = gravityScan Description = Record gravitational forces Texture = gravity Tech = sensorGravimeter AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 0.9 ScienceMultiplier = 1 ReputationMultiplier = 1.1 } PARAM { Experiment = seismicScan Description = Take seismic readings Texture = seismic Tech = sensorAccelerometer AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 0.9 } } SURVEY_DEFINITION { DataName = biological activity AnomalyName = anomalies ResultName = readings FundsReward = 80000 FundsPenalty = 0 ScienceReward = 0 ReputationReward = 12 ReputationPenalty = 12 PARAM { Experiment = dmImagingPlatform Description = Take multi-spectral images Texture = dmMultiSpecIcon Tech = dmImagingPlatform AllowGround = False AllowLow = False AllowHigh = True AllowWater = False AllowVacuum = True FundsMultiplier = 1 ScienceMultiplier = 1.2 ReputationMultiplier = 0.8 } PARAM { Experiment = dmbiodrillscan Description = Study bio drill core samples for signs of biological activity Texture = dmBiodrillIcon Tech = dmbioDrill AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = False FundsMultiplier = 1.2 ScienceMultiplier = 1.3 ReputationMultiplier = 0.9 } PARAM { Experiment = dmXRayDiffract Description = Perform XRay Diffraction analysis Texture = dmXRayIcon Tech = dmXRay AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 1.1 ScienceMultiplier = 1.3 ReputationMultiplier = 0.9 } PARAM { Experiment = dmlaserblastscan Description = Take laser ablation surface readings Texture = dmLaserIcon Tech = dmsurfacelaser AllowGround = True AllowLow = False AllowHigh = False AllowWater = False AllowVacuum = True FundsMultiplier = 1 ScienceMultiplier = 1.2 ReputationMultiplier = 0.8 } PARAM { Experiment = dmSoilMoisture Description = Take soil moisture measurements Texture = dmSoilMoistureIcon Tech = dmSoilMoisture AllowGround = False AllowLow = False AllowHigh = True AllowWater = False AllowVacuum = True FundsMultiplier = 1.1 ScienceMultiplier = 1 ReputationMultiplier = 0.7 } PARAM { Experiment = atmosphereAnalysis Description = Perform atmospheric analysis Texture = balloon Tech = avionicsNoseCone AllowGround = False AllowLow = True AllowHigh = True AllowWater = True AllowVacuum = False FundsMultiplier = 0.9 ScienceMultiplier = 1 ReputationMultiplier = 1.1 } } } Test { MaximumExistent = 9999 SubjectsToRepeat = 6 AllowHauls = True TrivialHaulChance = 50 SignificantHaulChance = 25 ExceptionalHaulChance = 0 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 3 DeadlineDays = 426 } Funds { BaseAdvance = 18000 BaseReward = 45000 BaseFailure = 18000 } Science { BaseReward = 6 } Reputation { BaseReward = 12 BaseFailure = 9 } } Tour { MaximumAvailable = 9999 MaximumActive = 9999 FailOnInactive = True GeeAdventureChance = 0.15 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { DefaultFare = 13000 } Science { BaseReward = 0 } Reputation { BaseReward = 20 BaseFailure = 10 } } CometSample { MaximumAvailable = 1 MaximumActive = 1 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 7200 } Funds { BaseAdvance = 75000 BaseReward = 100000 BaseFailure = 0 } Science { BaseReward = 25 } Reputation { BaseReward = 25 BaseFailure = 10 } Trivial { FundsMultiplier = 1 ScienceMultiplier = 1 ReputationMultiplier = 1 } Significant { FundsMultiplier = 1 ScienceMultiplier = 1 ReputationMultiplier = 1 } Exceptional { FundsMultiplier = 2 ScienceMultiplier = 1.5 ReputationMultiplier = 1.5 } } RoverConstruction { MaximumAvailable = 1 MaximumActive = 1 TechNodeRequired = advExploration WayPointMinDistance = 900 WayPointMaxDistance = 1100 WayPointTriggerRange = 50 MinimumGeeASL = 0.02 MaximumGeeASL = 0.4 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 852 } Funds { BaseAdvance = 32000 BaseReward = 100000 BaseFailure = 0 } Science { BaseReward = 0 } Reputation { BaseReward = 2 BaseFailure = 1 } Trivial { FundsMultiplier = 1 ScienceMultiplier = 1 ReputationMultiplier = 1 WayPointMultiplier = 1 } Significant { FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1 WayPointMultiplier = 2 } Exceptional { FundsMultiplier = 2 ScienceMultiplier = 1 ReputationMultiplier = 2 WayPointMultiplier = 3 } } VesselRepair { MaximumAvailable = 1 MaximumActive = 1 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 852 } Funds { BaseAdvance = 22000 BaseReward = 40000 BaseFailure = 30000 } Science { BaseReward = 0 } Reputation { BaseReward = 2 BaseFailure = 1 } Trivial { FundsMultiplier = 1 ScienceMultiplier = 1 ReputationMultiplier = 1 MaxOrbitEccentricityFactor = 0.05 OrbitAltitudeFactor = 0.33 OrbitInclinationFactor = 0.25 } Significant { FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1 MaxOrbitEccentricityFactor = 0.05 OrbitAltitudeFactor = 0.5 OrbitInclinationFactor = 1.0 } Exceptional { FundsMultiplier = 2 ScienceMultiplier = 1 ReputationMultiplier = 2 MaxOrbitEccentricityFactor = 0.05 OrbitAltitudeFactor = 0.8 OrbitInclinationFactor = 1.0 } } OrbitalConstruction { MaximumAvailable = 1 MaximumActive = 1 TechNodeRequired = advConstruction Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 852 } Funds { BaseAdvance = 23000 BaseReward = 42000 BaseFailure = 25000 } Science { BaseReward = 0 } Reputation { BaseReward = 2 BaseFailure = 1 } Trivial { FundsMultiplier = 1 ScienceMultiplier = 1 ReputationMultiplier = 1 MaxOrbitEccentricityFactor = 0.05 OrbitAltitudeFactor = 0.33 OrbitInclinationFactor = 0.25 } Significant { FundsMultiplier = 1.25 ScienceMultiplier = 1 ReputationMultiplier = 1 MaxOrbitEccentricityFactor = 0.05 OrbitAltitudeFactor = 0.5 OrbitInclinationFactor = 1.0 } Exceptional { FundsMultiplier = 2 ScienceMultiplier = 1 ReputationMultiplier = 2 MaxOrbitEccentricityFactor = 0.05 OrbitAltitudeFactor = 0.8 OrbitInclinationFactor = 1.0 } } } } UrlConfig { parentUrl = Squad/Contracts/PrebuiltCraft/prebuiltData.cfg CONTRACTCRAFT { PREBUILTPOSITIONS { Body = Mun CenterLatitude = 4.145 CenterLongitude = 173.825 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = -12.816 CenterLongitude = 143.263 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = -17.719 CenterLongitude = 85.531 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = 22.947 CenterLongitude = 19.743 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = -2.825 CenterLongitude = -57.204 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = 40.630 CenterLongitude = 133.015 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = -32.254 CenterLongitude = 0.165 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = 28.199 CenterLongitude = -57.25 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = 10.779 CenterLongitude = -153.365 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = -10.066 CenterLongitude = -83.835 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = 45.417 CenterLongitude = 29.371 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Mun CenterLatitude = 14.067 CenterLongitude = -28.770 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = 8.061 CenterLongitude = -179.014 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = -3.888 CenterLongitude = 164.275 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = 12.477 CenterLongitude = -46.932 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = -25.440 CenterLongitude = 19.850 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = 11.595 CenterLongitude = -97.803 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = 30.290 CenterLongitude = 146.320 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = 58.229 CenterLongitude = -32.742 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = -14.151 CenterLongitude = -8.032 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = 19.303 CenterLongitude = 7.744 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = -2.890 CenterLongitude = -146.891 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = 15.858 CenterLongitude = 59.595 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Minmus CenterLatitude = 16.919 CenterLongitude = -95.741 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Moho CenterLatitude = 27.718 CenterLongitude = -112.667 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Moho CenterLatitude = -26.390 CenterLongitude = -174.43 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Moho CenterLatitude = 13.49 CenterLongitude = -147.51 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Moho CenterLatitude = 13.18 CenterLongitude = -9.94 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Moho CenterLatitude = 11.72 CenterLongitude = 139.48 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Moho CenterLatitude = 76.83 CenterLongitude = -89.25 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Duna CenterLatitude = 14.786 CenterLongitude = -79.045 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Duna CenterLatitude = -35.06 CenterLongitude = -171.435 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Duna CenterLatitude = 12.171 CenterLongitude = -151.675 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Duna CenterLatitude = 10.285 CenterLongitude = -3.699 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Duna CenterLatitude = 13.889 CenterLongitude = 42.879 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Duna CenterLatitude = -0.921 CenterLongitude = 87.385 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Ike CenterLatitude = 14.225 CenterLongitude = -75.279 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Ike CenterLatitude = 5.108 CenterLongitude = -126.296 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Ike CenterLatitude = 28.047 CenterLongitude = 138.271 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Ike CenterLatitude = -23.768 CenterLongitude = 99.027 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Ike CenterLatitude = 10.169 CenterLongitude = 40.356 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Ike CenterLatitude = 4.186 CenterLongitude = 88.141 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Dres CenterLatitude = 16.581 CenterLongitude = -53.682 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Dres CenterLatitude = 11.722 CenterLongitude = 56.999 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Dres CenterLatitude = -6.208 CenterLongitude = -18.609 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Dres CenterLatitude = -35.523 CenterLongitude = 99.802 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Dres CenterLatitude = 42.534 CenterLongitude = 54.003 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Dres CenterLatitude = 26.631 CenterLongitude = 21.682 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Vall CenterLatitude = 8.200 CenterLongitude = -67.416 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Vall CenterLatitude = 50.060 CenterLongitude = 158.566 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Vall CenterLatitude = -34.540 CenterLongitude = 170.066 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Vall CenterLatitude = -6.074 CenterLongitude = -159.249 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Vall CenterLatitude = -4.047 CenterLongitude = 79.275 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Vall CenterLatitude = 44.720 CenterLongitude = -19.768 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Bop CenterLatitude = 27.473 CenterLongitude = -45.696 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Bop CenterLatitude = -8.085 CenterLongitude = 43.933 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Bop CenterLatitude = 23.463 CenterLongitude = -130.010 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Bop CenterLatitude = -0.544 CenterLongitude = 121.453 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Bop CenterLatitude = 57.973 CenterLongitude = -36.372 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Bop CenterLatitude = 19.387 CenterLongitude = 41.786 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Pol CenterLatitude = -4.862 CenterLongitude = -112.382 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Pol CenterLatitude = 23.018 CenterLongitude = 88.005 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Pol CenterLatitude = 26.805 CenterLongitude = -95.117 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Pol CenterLatitude = 47.392 CenterLongitude = 154.580 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Pol CenterLatitude = -8.184 CenterLongitude = -5.031 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Pol CenterLatitude = -4.321 CenterLongitude = 162.433 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Eeloo CenterLatitude = -1.627 CenterLongitude = -124.644 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Eeloo CenterLatitude = 25.705 CenterLongitude = 87.676 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Eeloo CenterLatitude = 26.805 CenterLongitude = -95.117 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Eeloo CenterLatitude = 10.529 CenterLongitude = 164.261 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Eeloo CenterLatitude = 10.776 CenterLongitude = -2.884 SearchRadius = 1000 } PREBUILTPOSITIONS { Body = Eeloo CenterLatitude = 0.863 CenterLongitude = -38.685 SearchRadius = 1000 } } } UrlConfig { parentUrl = Squad/Contracts/PrebuiltCraft/OrbitalConstructionContract/orbitalConstructionContractCraft.cfg CONTRACTCRAFT { PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 1.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 2.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 3.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 4.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 5.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 6.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 7.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 8.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 9.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 10.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/OrbitalConstructionContract/Unfinished Contract Sat 11.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False ContractType = OrbitalConstruction } } } UrlConfig { parentUrl = Squad/Contracts/PrebuiltCraft/RepairContract/repairContractCraft.cfg CONTRACTCRAFT { PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 1.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 2.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 3.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 4.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 5.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 6.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 7.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 8.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 9.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 10.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RepairContract/Repair Contract Sat 11.craft AllowGround = False AllowOrbit = True AllowWater = False UsePreBuiltPos = False brokenParts = true ContractType = VesselRepair } } } UrlConfig { parentUrl = Squad/Contracts/PrebuiltCraft/RoverContract/roverContractCraft.cfg CONTRACTCRAFT { PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 1a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 1b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 1c.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 2a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 2b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 2c.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 3a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 3b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 3c.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 4a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 4b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 4c.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 5a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 5b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 5c.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 6a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 6b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 7a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 7b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 8a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 8b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 8c.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 9a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 9b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 10a.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } PREBUILTCRAFT { url = GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 10b.craft AllowGround = True AllowOrbit = False AllowWater = False UsePreBuiltPos = True ContractType = RoverConstruction } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg KEYBOARD_LAYOUT { name = French AZERTY Keyboard layout = AZERTY } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg PITCH_DOWN { primary = Z secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg PITCH_UP { primary = S secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg YAW_LEFT { primary = Q secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg YAW_RIGHT { primary = D secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg ROLL_LEFT { primary = A secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg ROLL_RIGHT { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg THROTTLE_UP { primary = LeftShift secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg THROTTLE_DOWN { primary = LeftControl secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg SAS_HOLD { primary = F secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg SAS_TOGGLE { primary = T secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg LAUNCH_STAGES { primary = Space secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Docking_toggleRotLin { primary = Space secondary = None group = 0 modeMask = 6 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CAMERA_MODE { primary = C secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CAMERA_NEXT { primary = V secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg PAUSE { primary = Escape secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg PRECISION_CTRL { primary = CapsLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Return secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg ZOOM_IN { primary = KeypadPlus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg ZOOM_OUT { primary = KeypadMinus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg SCROLL_VIEW_UP { primary = PageUp secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg SCROLL_VIEW_DOWN { primary = PageDown secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg SCROLL_ICONS_UP { primary = Home secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg SCROLL_ICONS_DOWN { primary = End secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CAMERA_ORBIT_UP { primary = UpArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CAMERA_ORBIT_DOWN { primary = DownArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CAMERA_ORBIT_LEFT { primary = LeftArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CAMERA_ORBIT_RIGHT { primary = RightArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CAMERA_RESET { primary = Quote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = At secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ² secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CAMERA_MOUSE_TOGGLE { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TIME_WARP_INCREASE { primary = Slash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = : secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TIME_WARP_DECREASE { primary = Period secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = Semicolon secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TIME_WARP_STOP { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 163 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ! secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg MAP_VIEW_TOGGLE { primary = M secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg NAVBALL_TOGGLE { primary = KeypadPeriod secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg UIMODE_STAGING { primary = Insert secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg UIMODE_DOCKING { primary = Delete secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TRANSLATE_DOWN { primary = I secondary = Z group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TRANSLATE_UP { primary = K secondary = S group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TRANSLATE_LEFT { primary = J secondary = Q group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TRANSLATE_RIGHT { primary = L secondary = D group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TRANSLATE_FWD { primary = H secondary = LeftShift group = 0 modeMask = -1 modeMaskSec = 6 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TRANSLATE_BACK { primary = N secondary = LeftControl group = 0 modeMask = -1 modeMaskSec = 6 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg RCS_TOGGLE { primary = R secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg FOCUS_NEXT_VESSEL { primary = Semicolon secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Dollar secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = $ secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg FOCUS_PREV_VESSEL { primary = RightBracket secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Carret secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ^ secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TOGGLE_UI { primary = F2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TOGGLE_STATUS_SCREEN { primary = F3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TAKE_SCREENSHOT { primary = F1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TOGGLE_LABELS { primary = F4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TOGGLE_TEMP_GAUGES { primary = F10 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TOGGLE_TEMP_OVERLAY { primary = F11 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TOGGLE_FLIGHT_FORCES { primary = F12 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg QUICKSAVE { primary = F5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg QUICKLOAD { primary = F9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg THROTTLE_CUTOFF { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg THROTTLE_FULL { primary = W secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg LANDING_GEAR { primary = G secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg HEADLIGHT_TOGGLE { primary = U secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg BRAKES { primary = B secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TOGGLE_SPACENAV_FLIGHT_CONTROL { primary = ScrollLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg TOGGLE_SPACENAV_ROLL_LOCK { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg WHEEL_STEER_LEFT { primary = Q secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg WHEEL_STEER_RIGHT { primary = D secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg WHEEL_THROTTLE_DOWN { primary = S secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg WHEEL_THROTTLE_UP { primary = Z secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_forward { primary = Z secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_back { primary = S secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_left { primary = Q secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_right { primary = D secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_yaw_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_yaw_right { primary = E secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Pack_forward { primary = Z secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Pack_back { primary = S secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Pack_left { primary = Q secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Pack_right { primary = D secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Pack_up { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Pack_down { primary = LeftControl secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Jump { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Run { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_ToggleMovementMode { primary = LeftAlt secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = RightShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_TogglePack { primary = R secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Use { primary = F secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Board { primary = B secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Orient { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_Lights { primary = U secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg EVA_ChuteDeploy { primary = P secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_pitchUp { primary = S secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_pitchDown { primary = Z secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_yawLeft { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_yawRight { primary = D secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_rollLeft { primary = A secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_rollRight { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_resetRotation { primary = Space secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_modePlace { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Ampersand secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = & secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_modeOffset { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 160 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = É secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_modeRotate { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = DoubleQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = " secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_modeRoot { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Quote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ' secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_coordSystem { primary = F secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_toggleSymMethod { primary = R secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_toggleSymMode { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_toggleAngleSnap { primary = C secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_fineTweak { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_partSearch { primary = Quote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = At secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ² secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg Editor_zoomScrollModifier { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = LeftCommand secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg MODIFIER_KEY { primary = LeftAlt secondary = RightAlt group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = RightShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg AbortActionGroup { primary = Backspace secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup1 { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Ampersand secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = & secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup2 { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 160 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = É secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup3 { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = DoubleQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = " secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup4 { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Quote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ' secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup5 { primary = Alpha5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = LeftParen secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ( secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup6 { primary = Alpha6 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 161 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = - secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup7 { primary = Alpha7 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 163 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = È secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup8 { primary = Alpha8 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Exclaim secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = _ secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup9 { primary = Alpha9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 162 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = Ç secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg CustomActionGroup10 { primary = Alpha0 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 164 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = À secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Azerty.cfg KEY_MAP { Quote = ² LeftBracket = ) Equals = = RightBracket = ^ Semicolon = $ BackQuote = Ù Backslash = * Comma = , Minus = - Period = ; Slash = : Less = < Plus = + OSX_VARIANT { 163 = Ù BackQuote = ` Carret = ^ Dollar = $ At = ² Ampersand = Alpha1 160 = Alpha2 DoubleQuote = Alpha3 Quote = Alpha4 LeftParen = Alpha5 161 = Alpha6 163 = Alpha7 Exclaim = Alpha8 162 = Alpha9 164 = Alpha0 RightParen = ) } LINUX_VARIANT { Quote = ' Minus = - Semicolon = ; & = Alpha1 É = Alpha2 " = Alpha3 ' = Alpha4 ( = Alpha5 - = Alpha6 È = Alpha7 _ = Alpha8 Ç = Alpha9 À = Alpha0 } } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg KEYBOARD_LAYOUT { name = US Dvorak Keyboard layout = Dvorak } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg PITCH_DOWN { primary = Comma secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg PITCH_UP { primary = O secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg YAW_LEFT { primary = A secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg YAW_RIGHT { primary = E secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg ROLL_LEFT { primary = Quote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg ROLL_RIGHT { primary = Period secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg THROTTLE_UP { primary = LeftShift secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg THROTTLE_DOWN { primary = LeftControl secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg SAS_HOLD { primary = U secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg SAS_TOGGLE { primary = Y secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg LAUNCH_STAGES { primary = Space secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Docking_toggleRotLin { primary = Space secondary = None group = 0 modeMask = 6 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CAMERA_MODE { primary = J secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CAMERA_NEXT { primary = K secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg PAUSE { primary = Escape secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg PRECISION_CTRL { primary = CapsLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Return secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg ZOOM_IN { primary = KeypadPlus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg ZOOM_OUT { primary = KeypadMinus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg SCROLL_VIEW_UP { primary = PageUp secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg SCROLL_VIEW_DOWN { primary = PageDown secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg SCROLL_ICONS_UP { primary = Home secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg SCROLL_ICONS_DOWN { primary = End secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CAMERA_ORBIT_UP { primary = UpArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CAMERA_ORBIT_DOWN { primary = DownArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CAMERA_ORBIT_LEFT { primary = LeftArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CAMERA_ORBIT_RIGHT { primary = RightArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CAMERA_RESET { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CAMERA_MOUSE_TOGGLE { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TIME_WARP_INCREASE { primary = V secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TIME_WARP_DECREASE { primary = W secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TIME_WARP_STOP { primary = Z secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg MAP_VIEW_TOGGLE { primary = M secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg NAVBALL_TOGGLE { primary = KeypadPeriod secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg UIMODE_STAGING { primary = Insert secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg UIMODE_DOCKING { primary = Delete secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TRANSLATE_DOWN { primary = C secondary = Comma group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TRANSLATE_UP { primary = T secondary = O group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TRANSLATE_LEFT { primary = H secondary = A group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TRANSLATE_RIGHT { primary = N secondary = E group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TRANSLATE_FWD { primary = D secondary = LeftShift group = 0 modeMask = -1 modeMaskSec = 6 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TRANSLATE_BACK { primary = B secondary = LeftControl group = 0 modeMask = -1 modeMaskSec = 6 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg RCS_TOGGLE { primary = P secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg FOCUS_NEXT_VESSEL { primary = Equals secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg FOCUS_PREV_VESSEL { primary = Slash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TOGGLE_UI { primary = F2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TOGGLE_STATUS_SCREEN { primary = F3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TAKE_SCREENSHOT { primary = F1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TOGGLE_LABELS { primary = F4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TOGGLE_TEMP_GAUGES { primary = F10 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TOGGLE_TEMP_OVERLAY { primary = F11 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TOGGLE_FLIGHT_FORCES { primary = F12 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg QUICKSAVE { primary = F5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg QUICKLOAD { primary = F9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg THROTTLE_CUTOFF { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg THROTTLE_FULL { primary = Semicolon secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg LANDING_GEAR { primary = I secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg HEADLIGHT_TOGGLE { primary = G secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg BRAKES { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TOGGLE_SPACENAV_FLIGHT_CONTROL { primary = ScrollLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg TOGGLE_SPACENAV_ROLL_LOCK { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg WHEEL_STEER_LEFT { primary = A secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg WHEEL_STEER_RIGHT { primary = E secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg WHEEL_THROTTLE_DOWN { primary = O secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg WHEEL_THROTTLE_UP { primary = Comma secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_forward { primary = Comma secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_back { primary = O secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_right { primary = E secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_yaw_left { primary = Quote secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_yaw_right { primary = Period secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Pack_forward { primary = Comma secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Pack_back { primary = O secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Pack_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Pack_right { primary = E secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Pack_up { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Pack_down { primary = LeftControl secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Jump { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Run { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_ToggleMovementMode { primary = LeftAlt secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = RightShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_TogglePack { primary = P secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Use { primary = U secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Board { primary = X secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Orient { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_Lights { primary = G secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg EVA_ChuteDeploy { primary = R secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_pitchUp { primary = O secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_pitchDown { primary = Comma secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_yawLeft { primary = A secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_yawRight { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_rollLeft { primary = Quote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_rollRight { primary = Period secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_resetRotation { primary = Space secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_modePlace { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_modeOffset { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_modeRotate { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_modeRoot { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_coordSystem { primary = U secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_toggleSymMethod { primary = P secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_toggleSymMode { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_toggleAngleSnap { primary = J secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_fineTweak { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_partSearch { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg Editor_zoomScrollModifier { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = LeftCommand secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg MODIFIER_KEY { primary = LeftAlt secondary = RightAlt group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = RightShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg AbortActionGroup { primary = Backspace secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup1 { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup2 { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup3 { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup4 { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup5 { primary = Alpha5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup6 { primary = Alpha6 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup7 { primary = Alpha7 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup8 { primary = Alpha8 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup9 { primary = Alpha9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg CustomActionGroup10 { primary = Alpha0 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Dvorak.cfg KEY_MAP { Exclaim = ! DoubleQuote = " Hash = # Dollar = $ Ampersand = & Quote = ' LeftParen = ( RightParen = ) Asterisk = * Plus = + Comma = , Minus = - Period = . Slash = / Colon = : Semicolon = ; Less = < Equals = = Greater = > Question = ? At = @ LeftBracket = [ Backslash = \ RightBracket = ] Caret = ^ Underscore = _ BackQuote = ` } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg KEYBOARD_LAYOUT { name = US Keyboard layout = QWERTY } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg PITCH_DOWN { primary = W secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg PITCH_UP { primary = S secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg YAW_LEFT { primary = A secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg YAW_RIGHT { primary = D secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg ROLL_LEFT { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg ROLL_RIGHT { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg THROTTLE_UP { primary = LeftShift secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg THROTTLE_DOWN { primary = LeftControl secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg SAS_HOLD { primary = F secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg SAS_TOGGLE { primary = T secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg LAUNCH_STAGES { primary = Space secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Docking_toggleRotLin { primary = Space secondary = None group = 0 modeMask = 6 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CAMERA_MODE { primary = C secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CAMERA_NEXT { primary = V secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg PAUSE { primary = Escape secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg PRECISION_CTRL { primary = CapsLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Return secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg ZOOM_IN { primary = KeypadPlus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg ZOOM_OUT { primary = KeypadMinus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg SCROLL_VIEW_UP { primary = PageUp secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg SCROLL_VIEW_DOWN { primary = PageDown secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg SCROLL_ICONS_UP { primary = Home secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg SCROLL_ICONS_DOWN { primary = End secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CAMERA_ORBIT_UP { primary = UpArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CAMERA_ORBIT_DOWN { primary = DownArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CAMERA_ORBIT_LEFT { primary = LeftArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CAMERA_ORBIT_RIGHT { primary = RightArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CAMERA_RESET { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CAMERA_MOUSE_TOGGLE { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TIME_WARP_INCREASE { primary = Period secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TIME_WARP_DECREASE { primary = Comma secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TIME_WARP_STOP { primary = Slash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg MAP_VIEW_TOGGLE { primary = M secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg NAVBALL_TOGGLE { primary = KeypadPeriod secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg UIMODE_STAGING { primary = Insert secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg UIMODE_DOCKING { primary = Delete secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TRANSLATE_DOWN { primary = I secondary = W group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TRANSLATE_UP { primary = K secondary = S group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TRANSLATE_LEFT { primary = J secondary = A group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TRANSLATE_RIGHT { primary = L secondary = D group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TRANSLATE_FWD { primary = H secondary = LeftShift group = 0 modeMask = -1 modeMaskSec = 6 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TRANSLATE_BACK { primary = N secondary = LeftControl group = 0 modeMask = -1 modeMaskSec = 6 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg RCS_TOGGLE { primary = R secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg FOCUS_NEXT_VESSEL { primary = RightBracket secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg FOCUS_PREV_VESSEL { primary = LeftBracket secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TOGGLE_UI { primary = F2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TOGGLE_STATUS_SCREEN { primary = F3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TAKE_SCREENSHOT { primary = F1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TOGGLE_LABELS { primary = F4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TOGGLE_TEMP_GAUGES { primary = F10 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TOGGLE_TEMP_OVERLAY { primary = F11 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TOGGLE_FLIGHT_FORCES { primary = F12 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg QUICKSAVE { primary = F5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg QUICKLOAD { primary = F9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg THROTTLE_CUTOFF { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg THROTTLE_FULL { primary = Z secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg LANDING_GEAR { primary = G secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg HEADLIGHT_TOGGLE { primary = U secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg BRAKES { primary = B secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TOGGLE_SPACENAV_FLIGHT_CONTROL { primary = ScrollLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg TOGGLE_SPACENAV_ROLL_LOCK { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg WHEEL_STEER_LEFT { primary = A secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg WHEEL_STEER_RIGHT { primary = D secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg WHEEL_THROTTLE_DOWN { primary = S secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg WHEEL_THROTTLE_UP { primary = W secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_forward { primary = W secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_back { primary = S secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_right { primary = D secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_yaw_left { primary = Q secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_yaw_right { primary = E secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Pack_forward { primary = W secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Pack_back { primary = S secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Pack_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Pack_right { primary = D secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Pack_up { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Pack_down { primary = LeftControl secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Jump { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Run { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_ToggleMovementMode { primary = LeftAlt secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = RightShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_TogglePack { primary = R secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Use { primary = F secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Board { primary = B secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Orient { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_Lights { primary = U secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg EVA_ChuteDeploy { primary = P secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_pitchUp { primary = S secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_pitchDown { primary = W secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_yawLeft { primary = A secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_yawRight { primary = D secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_rollLeft { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_rollRight { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_resetRotation { primary = Space secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_modePlace { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_modeOffset { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_modeRotate { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_modeRoot { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_coordSystem { primary = F secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_toggleSymMethod { primary = R secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_toggleSymMode { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_toggleAngleSnap { primary = C secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_fineTweak { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_partSearch { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg Editor_zoomScrollModifier { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = LeftCommand secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg MODIFIER_KEY { primary = LeftAlt secondary = RightAlt group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = RightShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg AbortActionGroup { primary = Backspace secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup1 { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup2 { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup3 { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup4 { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup5 { primary = Alpha5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup6 { primary = Alpha6 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup7 { primary = Alpha7 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup8 { primary = Alpha8 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup9 { primary = Alpha9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg CustomActionGroup10 { primary = Alpha0 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty.cfg KEY_MAP { Exclaim = ! DoubleQuote = " Hash = # Dollar = $ Ampersand = & Quote = ' LeftParen = ( RightParen = ) Asterisk = * Plus = + Comma = , Minus = - Period = . Slash = / Colon = : Semicolon = ; Less = < Equals = = Greater = > Question = ? At = @ LeftBracket = [ Backslash = \ RightBracket = ] Caret = ^ Underscore = _ BackQuote = ` } } UrlConfig { parentUrl = Squad/Controls/Qwerty_en-GB.cfg KEYBOARD_LAYOUT { name = UK Keyboard layout = QWERTY dependency = Qwerty.cfg } } UrlConfig { parentUrl = Squad/Controls/Qwerty_en-GB.cfg KEY_MAP { Quote = # BackQuote = ' } } UrlConfig { parentUrl = Squad/Controls/Qwerty_es-LA.cfg KEYBOARD_LAYOUT { name = Latin American Keyboard layout = QWERTY dependency = Qwerty.cfg } } UrlConfig { parentUrl = Squad/Controls/Qwerty_es-LA.cfg CAMERA_MOUSE_TOGGLE { primary = Slash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 164 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = Ç secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_es-LA.cfg TIME_WARP_STOP { primary = Minus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty_es-LA.cfg FOCUS_NEXT_VESSEL { primary = Equals secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = + secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_es-LA.cfg FOCUS_PREV_VESSEL { primary = Semicolon secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = BlackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ` secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_es-LA.cfg CAMERA_RESET { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 160 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = º secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_es-LA.cfg Editor_partSearch { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 160 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = º secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_es-LA.cfg KEY_MAP { Backslash = | LeftBracket = ' RightBracket = ¿ Semicolon = ´ Equals = + Slash = ] Quote = [ BackQuote = Ñ OSX_VARIANT { 160 = | Quote = ' 161 = ¿ BlackQuote = ´ 163 = Ñ 162 = [ 164 = ] } LINUX_VARIANT { Quote = ' } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_it-IT.cfg KEYBOARD_LAYOUT { name = Italian Keyboard 105 layout = QWERTY dependency = Qwerty.cfg } } UrlConfig { parentUrl = Squad/Controls/Qwerty_it-IT.cfg FOCUS_NEXT_VESSEL { primary = Equals secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = + secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_it-IT.cfg FOCUS_PREV_VESSEL { primary = Semicolon secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = È secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_it-IT.cfg CAMERA_MOUSE_TOGGLE { primary = Slash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 164 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = Ù secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_it-IT.cfg TIME_WARP_STOP { primary = Minus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty_it-IT.cfg CAMERA_RESET { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty_it-IT.cfg Editor_partSearch { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty_it-IT.cfg KEY_MAP { LeftBracket = ' RightBracket = Ì Semicolon = È Equals = + BackQuote = Ò Quote = À Slash = Ù OSX_VARIANT { 160 = \ Quote = ' 161 = Ì BackQuote = È 163 = Ò 162 = À 164 = Ù } LINUX_VARIANT { Quote = ' } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_ja-JP.cfg KEYBOARD_LAYOUT { name = Japanese 109 Keyboard layout = QWERTY dependency = Qwerty.cfg } } UrlConfig { parentUrl = Squad/Controls/Qwerty_ja-JP.cfg FOCUS_NEXT_VESSEL { primary = LeftBracket secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_ja-JP.cfg FOCUS_PREV_VESSEL { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = @ secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_ja-JP.cfg PRECISION_CTRL { primary = RightControl secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty_ja-JP.cfg CAMERA_MOUSE_TOGGLE { primary = RightBracket secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Plus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_ja-JP.cfg Editor_partSearch { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = < secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_ja-JP.cfg CAMERA_RESET { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = < secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_ja-JP.cfg KEY_MAP { Quote = ^ BackQuote = @ LeftBracket = [ RightBracket = ] Semicolon = : Equals = ; OSX_VARIANT { 160 = ยง Quote = - 161 = = BackQuote = [ Plus = ] 163 = ; 162 = ' 164 = \ Minus = / Less = ` } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_pt-PT.cfg KEYBOARD_LAYOUT { name = Italian Keyboard 105 layout = QWERTY dependency = Qwerty.cfg } } UrlConfig { parentUrl = Squad/Controls/Qwerty_pt-PT.cfg FOCUS_NEXT_VESSEL { primary = Equals secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = + secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_pt-PT.cfg FOCUS_PREV_VESSEL { primary = Semicolon secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ´ secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_pt-PT.cfg CAMERA_MOUSE_TOGGLE { primary = Slash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 164 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ~ secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwerty_pt-PT.cfg TIME_WARP_STOP { primary = Minus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty_pt-PT.cfg CAMERA_RESET { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty_pt-PT.cfg Editor_partSearch { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwerty_pt-PT.cfg KEY_MAP { BackQuote = Ç Quote = º Slash = ~ LeftBracket = ' RightBracket = « Semicolon = ´ Equals = + OSX_VARIANT { 160 = \ 161 = « 163 = Ç 162 = º 164 = ~ } LINUX_VARIANT { } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg KEYBOARD_LAYOUT { name = German QWERTZ Keyboard layout = QWERTZ } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg PITCH_DOWN { primary = W secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg PITCH_UP { primary = S secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg YAW_LEFT { primary = A secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg YAW_RIGHT { primary = D secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg ROLL_LEFT { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg ROLL_RIGHT { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg THROTTLE_UP { primary = LeftShift secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg THROTTLE_DOWN { primary = LeftControl secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg SAS_HOLD { primary = F secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg SAS_TOGGLE { primary = T secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg LAUNCH_STAGES { primary = Space secondary = None group = 0 modeMask = 1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Docking_toggleRotLin { primary = Space secondary = None group = 0 modeMask = 6 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CAMERA_MODE { primary = C secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CAMERA_NEXT { primary = V secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg PAUSE { primary = Escape secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg PRECISION_CTRL { primary = CapsLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = Return secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg ZOOM_IN { primary = KeypadPlus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg ZOOM_OUT { primary = KeypadMinus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg SCROLL_VIEW_UP { primary = PageUp secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg SCROLL_VIEW_DOWN { primary = PageDown secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg SCROLL_ICONS_UP { primary = Home secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg SCROLL_ICONS_DOWN { primary = End secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CAMERA_ORBIT_UP { primary = UpArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CAMERA_ORBIT_DOWN { primary = DownArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CAMERA_ORBIT_LEFT { primary = LeftArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CAMERA_ORBIT_RIGHT { primary = RightArrow secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CAMERA_RESET { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 160 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ^ secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CAMERA_MOUSE_TOGGLE { primary = Slash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 164 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = # secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TIME_WARP_INCREASE { primary = Period secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TIME_WARP_DECREASE { primary = Comma secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TIME_WARP_STOP { primary = Minus secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg MAP_VIEW_TOGGLE { primary = M secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg NAVBALL_TOGGLE { primary = KeypadPeriod secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg UIMODE_STAGING { primary = Insert secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg UIMODE_DOCKING { primary = Delete secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TRANSLATE_DOWN { primary = I secondary = W group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TRANSLATE_UP { primary = K secondary = S group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TRANSLATE_LEFT { primary = J secondary = A group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TRANSLATE_RIGHT { primary = L secondary = D group = 0 modeMask = -1 modeMaskSec = 2 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TRANSLATE_FWD { primary = H secondary = LeftShift group = 0 modeMask = -1 modeMaskSec = 6 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TRANSLATE_BACK { primary = N secondary = LeftControl group = 0 modeMask = -1 modeMaskSec = 6 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg RCS_TOGGLE { primary = R secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg FOCUS_NEXT_VESSEL { primary = Equals secondary = None group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = + secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg FOCUS_PREV_VESSEL { primary = Semicolon secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = BackQuote secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = Ü secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TOGGLE_UI { primary = F2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TOGGLE_STATUS_SCREEN { primary = F3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TAKE_SCREENSHOT { primary = F1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TOGGLE_LABELS { primary = F4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TOGGLE_TEMP_GAUGES { primary = F10 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TOGGLE_TEMP_OVERLAY { primary = F11 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TOGGLE_FLIGHT_FORCES { primary = F12 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg QUICKSAVE { primary = F5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg QUICKLOAD { primary = F9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg THROTTLE_CUTOFF { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg THROTTLE_FULL { primary = Y secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg LANDING_GEAR { primary = G secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg HEADLIGHT_TOGGLE { primary = U secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg BRAKES { primary = B secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TOGGLE_SPACENAV_FLIGHT_CONTROL { primary = ScrollLock secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg TOGGLE_SPACENAV_ROLL_LOCK { primary = None secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg WHEEL_STEER_LEFT { primary = A secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg WHEEL_STEER_RIGHT { primary = D secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg WHEEL_THROTTLE_DOWN { primary = S secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg WHEEL_THROTTLE_UP { primary = W secondary = None group = 0 modeMask = 5 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_forward { primary = W secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_back { primary = S secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_right { primary = D secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_yaw_left { primary = Q secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_yaw_right { primary = E secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Pack_forward { primary = W secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Pack_back { primary = S secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Pack_left { primary = A secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Pack_right { primary = D secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Pack_up { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Pack_down { primary = LeftControl secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Jump { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Run { primary = LeftShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_ToggleMovementMode { primary = LeftAlt secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = RightShift secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_TogglePack { primary = R secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Use { primary = F secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Board { primary = B secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Orient { primary = Space secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg EVA_Lights { primary = U secondary = None group = 268435456 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_pitchUp { primary = S secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_pitchDown { primary = W secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_yawLeft { primary = A secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_yawRight { primary = D secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_rollLeft { primary = Q secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_rollRight { primary = E secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_resetRotation { primary = Space secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_modePlace { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_modeOffset { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_modeRotate { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_modeRoot { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_coordSystem { primary = F secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_toggleSymMethod { primary = R secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_toggleSymMode { primary = X secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_toggleAngleSnap { primary = C secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_fineTweak { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_partSearch { primary = Backslash secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = 160 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } LINUX_VARIANT { primary = ^ secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg Editor_zoomScrollModifier { primary = LeftShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 OSX_VARIANT { primary = LeftCommand secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg MODIFIER_KEY { primary = LeftAlt secondary = RightAlt group = 0 modeMask = -1 modeMaskSec = -1 LINUX_VARIANT { primary = RightShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg AbortActionGroup { primary = Backspace secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup1 { primary = Alpha1 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup2 { primary = Alpha2 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup3 { primary = Alpha3 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup4 { primary = Alpha4 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup5 { primary = Alpha5 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup6 { primary = Alpha6 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup7 { primary = Alpha7 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup8 { primary = Alpha8 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup9 { primary = Alpha9 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg CustomActionGroup10 { primary = Alpha0 secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } } UrlConfig { parentUrl = Squad/Controls/Qwertz.cfg KEY_MAP { Backslash = ^ LeftBracket = ß RightBracket = ´ Semicolon = Ü Equals = + Slash = # Quote = Ä BackQuote = Ö Comma = , Minus = - Period = . Less = < Plus = + OSX_VARIANT { Quote = ß BackQuote = Ü 164 = # 162 = Ä 163 = Ö 160 = ^ 161 = ' } } } UrlConfig { parentUrl = Squad/Experience/Traits.cfg EXPERIENCE_TRAIT { name = Pilot title = Pilot desc = Pilots provide assistance in flying the vessel. EFFECT { name = AutopilotSkill } EFFECT { name = FullVesselControlSkill } EFFECT { name = GeeForceTolerance modifiers = 1.3, 1.45, 1.6, 1.85, 2.0 } EFFECT { name = EVAChuteSkill level = 0 } } } UrlConfig { parentUrl = Squad/Experience/Traits.cfg EXPERIENCE_TRAIT { name = Engineer title = Engineer desc = Engineers are capable of repairing broken parts, if at all possible. EFFECT { name = RepairSkill } EFFECT { name = ConverterSkill } EFFECT { name = DrillSkill } EFFECT { name = FailureRepairSkill } EFFECT { name = GeeForceTolerance modifiers = 1.1, 1.2, 1.3, 1.4, 1.5 } EFFECT { name = EVAChuteSkill level = 1 } } } UrlConfig { parentUrl = Squad/Experience/Traits.cfg EXPERIENCE_TRAIT { name = Scientist title = Scientist desc = Scientists can boost the value of data from Science experiments. EFFECT { name = VesselScienceReturn modifiers = 1.05, 1.1, 1.15, 1.2, 1.25 } EFFECT { name = PartScienceReturn modifiers = 1.05, 1.1, 1.15, 1.2, 1.25 } EFFECT { name = ScienceSkill } EFFECT { name = ScienceResetSkill } EFFECT { name = SpecialExperimentSkill } EFFECT { name = ExternalExperimentSkill } EFFECT { name = GeeForceTolerance modifiers = 1.1, 1.2, 1.3, 1.4, 1.5 } EFFECT { name = EVAChuteSkill level = 1 } } } UrlConfig { parentUrl = Squad/Experience/Traits.cfg EXPERIENCE_TRAIT { name = Tourist title = Tourist desc = Tourists pay funds to see new and exciting places. EFFECT { name = GeeForceTolerance modifiers = 0.75, 0.75, 0.75, 0.75, 0.75 } } } UrlConfig { parentUrl = Squad/Localization/dictionary.cfg Localization { en-us { #autoLOC_18284 = Stability Assist #autoLOC_18285 = Prograde/Retrograde Hold #autoLOC_18286 = Radial, Normal Attitude Hold #autoLOC_18287 = Maneuver Hold\nTarget Tracking #autoLOC_18401 = Increase Resource Converter Efficiency #autoLOC_18426 = Increase Drill Efficiency #autoLOC_18451 = Engine power <<1>>% #autoLOC_18491 = Run Experiments from EVA #autoLOC_18516 = Fuel usage <<1>>% #autoLOC_18556 = Full Vessel Control Without CommNet Access #autoLOC_18586 = G-Force Tolerance Increase: <<1>>x #autoLOC_18624 = Heat production <<1>>% #autoLOC_18706 = Part Science Return: <<1>>% #autoLOC_18738 = Repack Parachutes #autoLOC_18739 = Repair Landing Legs #autoLOC_18740 = Repair Wheels #autoLOC_18766 = Provides repair skills: #autoLOC_18818 = Reset Experiments #autoLOC_18908 = Vessel Science Return: <<1>>% #autoLOC_20803 = Jebediah Kerman #autoLOC_20811 = Bill Kerman #autoLOC_20819 = Bob Kerman #autoLOC_20827 = Valentina Kerman #autoLOC_21131 = >>[Auto Crew Assignment]: <<2>> just became an intrepid astronaut. (Recruiting Cost: <<3>>) #autoLOC_21144 = Cannot hire any more Kerbals. Not Enough Funds! #autoLOC_21150 = Cannot hire any more Kerbals. Astronaut Complex Capacity Reached! #autoLOC_21195 = <<1>>/<<2>> Kerbals assigned to <<3>>. All Kerbals are assigned. #autoLOC_111558 = This part is full. #autoLOC_111636 = <<1>> moved to <<2>> #autoLOC_111934 = Can't exit. Module has no hatch. #autoLOC_111971 = All hatches are obstructed, can't exit. #autoLOC_111978 = Hatch is obstructed, can't exit. #autoLOC_112387 = EVA Propellant #autoLOC_112486 = Unnamed Kerbal #autoLOC_114130 = [<<1>>]: Grab #autoLOC_114293 = [<<1>>]: Climb Out #autoLOC_114297 = [<<1>>]: Climb #autoLOC_114358 = [<<1>>]: Board #autoLOC_115662 = [<<1>>]: Let go #autoLOC_115694 = [<<1>>]: Let go #autoLOC_115948 = Cannot board a modules in this scenario. #autoLOC_115954 = Cannot board a full module. #autoLOC_116006 = Experiments you have collected cannot be stored on this <<1>>. Are you sure you want to continue? #autoLOC_116007 = Cannot store Experiments #autoLOC_116008 = Board Anyway\n(Dump Experiments) #autoLOC_116009 = Cancel #autoLOC_116092 = Cannot board a seat while not standing still #autoLOC_117012 = CommNet Options #autoLOC_117018 = Require Signal for Control #autoLOC_117021 = Plasma Blackout #autoLOC_117024 = Range Modifier #autoLOC_117025 = Multiplier applied to antenna strengths. #autoLOC_117028 = DSN Modifier #autoLOC_117029 = Multiplier applied to the strength of the DSN. #autoLOC_117032 = Occlusion Modifier, Vac #autoLOC_117033 = Multiplier applied to the effective size of objects that can occlude antennas. Used for atmosphereless objects. #autoLOC_117036 = Occlusion Modifier, Atm #autoLOC_117037 = Multiplier applied to the effective size of objects that can occlude antennas. Used for objects with atmospheres. #autoLOC_117040 = Enable Extra Groundstations #autoLOC_118264 = CommNet Visualization set to <<1>> #autoLOC_118530 = CommNet Visualization set to <<1>> #autoLOC_118554 = CommNet Visualization set to <<1>> #autoLOC_118898 = Min. Pilots on Vessel: <<1>> #autoLOC_118899 = \nMultihop Capable #autoLOC_118968 = Relay enabled for all antennas.\n<<1>> #autoLOC_121427 = No Signal #autoLOC_121428 = No Signal (in plasma) #autoLOC_121429 = No Signal (no control) #autoLOC_121438 = Signal Strength: <<1>> #autoLOC_121442 = \nSituational Modifier: <<1>> #autoLOC_121470 = Not Connected #autoLOC_123938 = Auto-Saved Ship #autoLOC_124050 = Cannot be the first part on a vessel #autoLOC_125058 = Select a set of two or more parts to Re-root #autoLOC_125079 = Select a part as the new root #autoLOC_125488 = Select an attached part to Offset #autoLOC_125583 = Select a part to Rotate #autoLOC_125724 = Cannot use the Root tool on a single part. #autoLOC_125784 = No other valid parts to attach by in the current selection #autoLOC_125798 = Select a part to Place #autoLOC_127810 = New Craft #autoLOC_127865 = <<1>> already exists. Do you want to overwrite it? #autoLOC_127866 = Confirm File Overwrite #autoLOC_127867 = Overwrite #autoLOC_127918 = Leave <<1>> #autoLOC_127973 = Load Craft #autoLOC_127975 = Save and Continue #autoLOC_127984 = Cancel #autoLOC_127985 = Don't Save #autoLOC_129949 = Do you wish to overwrite this subassembly? #autoLOC_129950 = Delete #autoLOC_129951 = Cancel #autoLOC_129960 = Confirm Delete #autoLOC_133305 = Data transfer blocked by other dialogs. #autoLOC_133393 = Vessel is destroyed. Cannot Autosave at this point. #autoLOC_133397 = Autosaving... #autoLOC_133776 = Camera: <<1>> #autoLOC_135142 = Mission Aborted #autoLOC_135143 = Catastrophic Failure! #autoLOC_135144 = Success!! #autoLOC_135145 = Successful Failure #autoLOC_135218 = Flight Status: <<1>> #autoLOC_135285 = Total Mission Time: \n\t<<1>>.\n #autoLOC_135287 = Highest Altitude Achieved:\n\t<<1>>m\n #autoLOC_135288 = Highest Speed Achieved:\n\t<<1>>m/s\n #autoLOC_135289 = Highest Speed Over Land:\n\t<<1>>m/s\n #autoLOC_135291 = Ground Distance Covered:\n\t<<1>>m\n #autoLOC_135292 = Total Distance Traveled:\n\t<<1>>m\n #autoLOC_135294 = Most Gee Force Endured:\n\t<<1>>G\n #autoLOC_135304 = Structural failure on linkage between <<1>> and <<2>>. #autoLOC_135311 = <<1>> crashed into <<2>>. #autoLOC_135318 = <<1>> splashed down hard and was destroyed. #autoLOC_135325 = <<1>> collided into <<2>>. #autoLOC_135332 = <<1>> exploded due to overheating: <<2>> #autoLOC_135339 = <<1>> crushed due to overpressure: <<2>> #autoLOC_135346 = <<1>> broke apart due to g forces: <<2>> #autoLOC_135351 = Separation of stage <<1>> confirmed #autoLOC_135358 = <<1>> from <<2>> went on EVA. #autoLOC_135363 = <<1>> went on EVA from out of nowhere. #autoLOC_135371 = <<1>> was killed. #autoLOC_135376 = <<1>> boarded <<2>> on <<3>>. #autoLOC_135384 = Liftoff!! #autoLOC_135389 = <<1>> has undocked from <<2>>. #autoLOC_135394 = <<1>> was heated by engine exhaust from <<2>>. #autoLOC_135586 = Outcome: <<1>> #autoLOC_135635 = an unidentified object #autoLOC_135636 = an unidentified object #autoLOC_135685 = Temperature Gauges: #autoLOC_135690 = All Disabled #autoLOC_135693 = Gauges Enabled, Highlight Disabled #autoLOC_135696 = Gauges Disabled, Highlight Enabled #autoLOC_135699 = All Enabled #autoLOC_135706 = >>Temperature Gauges Unavailable #autoLOC_135736 = This part is of the right type but does not meet all requirements #autoLOC_135800 = >>Select a part to transfer <<2>> to\n[Esc]: Cancel #autoLOC_135812 = <<1>> Transfer Interrupted #autoLOC_135824 = Another transfer is already running. Aborted <<1>> Transfer. #autoLOC_135891 = This is the source part. #autoLOC_137008 = <<1>> has no operational SAS Modules and no pilots aboard. Cannot engage SAS. #autoLOC_137027 = SAS Disengaged. #autoLOC_137031 = [<<1>>]: SAS Disengaged. #autoLOC_137562 = Cannot Switch Vessels on this scenario #autoLOC_137597 = No nearby objects to focus. Use the Map View to select distant ones. #autoLOC_140938 = Advanced Options #autoLOC_140944 = Allow Negative Funds/Science #autoLOC_140947 = Part Pressure Limits #autoLOC_140950 = Part G-Force Limits #autoLOC_140953 = Kerbal G-Force Limits #autoLOC_140956 = Kerbal G-Force Tolerance #autoLOC_140957 = Multiplier to how much G-force Kerbals tolerate before going unconscious #autoLOC_140960 = Resource Transfer Obeys Crossfeed Rules #autoLOC_140963 = Always Allow ActionGroups #autoLOC_140966 = Building Impact Damage Multiplier #autoLOC_140967 = Multiplier to the amount of damage applied to buildings on collision. #autoLOC_140970 = Enable Kerbal Experience #autoLOC_140984 = Kerbals Level Up Immediately #autoLOC_140992 = All Part Upgrades Applied in Sandbox #autoLOC_140995 = Part Upgrades #autoLOC_143389 = <<1>>: lost consciousness! #autoLOC_143403 = <<1>>: reaching G limit! #autoLOC_143415 = <<1>>: regained consciousness. #autoLOC_145488 = Vessel Loading Error #autoLOC_145489 = Vessel <<1>> was not loaded because\nit had the following parts missing:\n<<2>> #autoLOC_145785 = Standing by to launch #autoLOC_145786 = In flight #autoLOC_145788 = Orbiting <<1>> #autoLOC_145789 = Splashed down #autoLOC_145790 = On sub-orbital trajectory #autoLOC_145791 = On escape trajectory out of <<1>> #autoLOC_145792 = Docked to #autoLOC_145793 = No situation report available #autoLOC_145800 = Standing by to launch #autoLOC_145801 = In flight #autoLOC_145803 = Orbiting #autoLOC_145804 = Splashed down #autoLOC_145805 = On sub-orbital trajectory #autoLOC_145806 = On escape trajectory #autoLOC_145807 = Docked to #autoLOC_145808 = No situation report available #autoLOC_145929 = VOLUME #autoLOC_145935 = Spacecraft: #autoLOC_145952 = Ambience: #autoLOC_145969 = UI: #autoLOC_145986 = Music: #autoLOC_146003 = Voices: #autoLOC_146068 = SOUND NORMALIZER #autoLOC_146075 = Normalizer #autoLOC_146087 = Threshold #autoLOC_146114 = Responsiveness #autoLOC_146152 = Audio Volume #autoLOC_146154 = Master: #autoLOC_146161 = Spacecraft: #autoLOC_146168 = Ambience: #autoLOC_146175 = UI: #autoLOC_146182 = Music: #autoLOC_146189 = Voices: #autoLOC_146223 = Audio #autoLOC_146476 = Gameplay #autoLOC_146478 = Temperature Gauges: #autoLOC_146483 = Thermal Highlights: #autoLOC_146488 = Double Click Mouse Look: #autoLOC_146493 = Camera Wobble (External Views): <<1>> #autoLOC_146498 = Camera Wobble (Internal Views): <<1>> #autoLOC_146503 = Advanced Tweakables: #autoLOC_146507 = UI #autoLOC_146519 = UI Scale: <<1>>% #autoLOC_146522 = Warning: Restarting KSP is required to apply all the effects of the above UI Scale setting. #autoLOC_146525 = Apps Scale: <<1>>% #autoLOC_146532 = FlightUI Elements #autoLOC_146534 = Time Controls Scale: <<1>>% #autoLOC_146538 = Altimeter Scale: <<1>>% #autoLOC_146542 = Map Filter Scale: <<1>>% #autoLOC_146548 = Staging Stack Scale: <<1>>% #autoLOC_146552 = Mode Control Scale: <<1>>% #autoLOC_146557 = Crew Portaits Scale: <<1>>% #autoLOC_146562 = NavBall Scale: <<1>>% #autoLOC_146566 = NavBall Pos (Left<->Right): #autoLOC_146573 = Reset FlightUI Scaling #autoLOC_146574 = Reset NavBall Position #autoLOC_147901 = Joystick Names: #autoLOC_147910 = Joystick <<1>> #autoLOC_147936 = CONTROL MAPPING #autoLOC_147939 = Flight #autoLOC_147945 = Vessel #autoLOC_147951 = Kerbals #autoLOC_147957 = Game #autoLOC_147963 = Other #autoLOC_148040 = Key/Button Bindings #autoLOC_148050 = Rotation #autoLOC_148051 = Pitch Down #autoLOC_148052 = Pitch Up #autoLOC_148053 = Yaw Left #autoLOC_148054 = Yaw Right #autoLOC_148055 = Roll Left #autoLOC_148056 = Roll Right #autoLOC_148058 = Translation #autoLOC_148059 = Translate Up #autoLOC_148060 = Translate Down #autoLOC_148061 = Translate Left #autoLOC_148062 = Translate Right #autoLOC_148063 = Translate Forward #autoLOC_148064 = Translate Backward #autoLOC_148066 = Throttle #autoLOC_148067 = Throttle Up #autoLOC_148068 = Throttle Down #autoLOC_148070 = Other #autoLOC_148071 = Launch/Staging #autoLOC_148072 = Switch Translation/Rotation #autoLOC_148077 = Systems #autoLOC_148079 = Landing Gear #autoLOC_148080 = Brakes #autoLOC_148081 = SAS Hold #autoLOC_148082 = SAS Toggle #autoLOC_148083 = RCS Toggle #autoLOC_148084 = Throttle Cut-off #autoLOC_148085 = Full Throttle #autoLOC_148086 = Precision Controls Toggle #autoLOC_148087 = Lights #autoLOC_148089 = Emergency abort #autoLOC_148090 = Custom action 1 #autoLOC_148091 = Custom action 2 #autoLOC_148092 = Custom action 3 #autoLOC_148093 = Custom action 4 #autoLOC_148094 = Custom action 5 #autoLOC_148095 = Custom action 6 #autoLOC_148096 = Custom action 7 #autoLOC_148097 = Custom action 8 #autoLOC_148098 = Custom action 9 #autoLOC_148099 = Custom action 10 #autoLOC_148102 = Wheels #autoLOC_148104 = Steer Left #autoLOC_148105 = Steer Right #autoLOC_148106 = Drive Forward #autoLOC_148107 = Drive Back #autoLOC_148111 = Character Controls #autoLOC_148113 = Move Forward #autoLOC_148114 = Move Back #autoLOC_148115 = Move Left #autoLOC_148116 = Move Right #autoLOC_148117 = Turn Left #autoLOC_148118 = Turn Right #autoLOC_148120 = EVAPack Forward #autoLOC_148121 = EVAPack Back #autoLOC_148122 = EVAPack Left #autoLOC_148123 = EVAPack Right #autoLOC_148124 = EVAPack Up #autoLOC_148125 = EVAPack Down #autoLOC_148127 = Jump #autoLOC_148128 = Run #autoLOC_148129 = Use/Grab #autoLOC_148130 = Board #autoLOC_148131 = Toggle EVAPack #autoLOC_148132 = Toggle Movement Mode #autoLOC_148133 = Orient to View #autoLOC_148134 = Toggle Lights #autoLOC_148139 = General #autoLOC_148141 = Orbital Map View #autoLOC_148142 = Increase Time Warp #autoLOC_148143 = Decrease Time Warp #autoLOC_148145 = Focus Next Vessel #autoLOC_148146 = Focus Prev Vessel #autoLOC_148147 = Take Screenshot #autoLOC_148149 = Pause #autoLOC_148150 = Quicksave #autoLOC_148151 = Quickload #autoLOC_148154 = Camera #autoLOC_148156 = Camera Mode #autoLOC_148157 = Camera Next #autoLOC_148158 = Camera Reset #autoLOC_148159 = Zoom In #autoLOC_148160 = Zoom Out #autoLOC_148161 = View Up #autoLOC_148162 = View Down #autoLOC_148163 = View Left #autoLOC_148164 = View Right #autoLOC_148167 = Editor #autoLOC_148169 = Scroll View Up #autoLOC_148170 = Scroll View Down #autoLOC_148172 = Pitch Part Down #autoLOC_148173 = Pitch Part Up #autoLOC_148174 = Yaw Part Left #autoLOC_148175 = Yaw Part Right #autoLOC_148176 = Roll Part Left #autoLOC_148177 = Roll Part Right #autoLOC_148179 = Reset Part Rotation #autoLOC_148181 = Place Mode #autoLOC_148182 = Offset Mode #autoLOC_148183 = Rotate Mode #autoLOC_148184 = Root Mode #autoLOC_148186 = Toggle Local/Absolute #autoLOC_148187 = Toggle Angle Snap #autoLOC_148188 = Toggle Symmetry Method #autoLOC_148189 = Cycle Symmetry Count #autoLOC_148190 = Search All Parts #autoLOC_148193 = UI #autoLOC_148195 = Show/Hide Flight UI #autoLOC_148196 = Scroll Icons Up #autoLOC_148197 = Scroll Icons Down #autoLOC_148198 = Show/Hide Vessel Labels #autoLOC_148199 = Show/Hide Flight Log #autoLOC_148201 = Show/Hide Flight Forces #autoLOC_148202 = Show/Hide Temp. Gauges #autoLOC_148203 = Show/Hide Temp. Overlay #autoLOC_148214 = Axis Bindings #autoLOC_148219 = Rotation #autoLOC_148220 = Pitch Axis #autoLOC_148221 = Roll Axis #autoLOC_148222 = Yaw Axis #autoLOC_148224 = Translation #autoLOC_148225 = Translate Left/Right #autoLOC_148226 = Translate Up/Down #autoLOC_148227 = Translate Forward/Back #autoLOC_148229 = Throttle #autoLOC_148230 = Throttle Axis #autoLOC_148231 = Throttle (Incremental) #autoLOC_148235 = Wheels #autoLOC_148236 = Steering Axis #autoLOC_148237 = Throttle Axis #autoLOC_148242 = Character #autoLOC_148243 = Translate Forward/Back #autoLOC_148244 = Translate Left/Right #autoLOC_148245 = Translate Up/Down #autoLOC_148246 = Pitch (Analogue) #autoLOC_148247 = Yaw (Analogue) #autoLOC_148248 = Roll (Analogue) #autoLOC_148252 = Camera #autoLOC_148254 = Camera Horizontal #autoLOC_148255 = Camera Vertical #autoLOC_148268 = Active in: #autoLOC_148269 = Flight External #autoLOC_148270 = Flight Internal #autoLOC_148271 = Flight EVA #autoLOC_148272 = Flight Map View #autoLOC_148273 = Space Center #autoLOC_148274 = Tracking Station #autoLOC_148275 = Editors #autoLOC_148285 = Other Control Settings and Device Options #autoLOC_148291 = Other Settings #autoLOC_148292 = EVAs Auto-Rotate to Camera #autoLOC_148295 = Mouse Wheel Sensitivity: <<1>> #autoLOC_148305 = Track IR #autoLOC_148325 = 6-DOF Device #autoLOC_148328 = A 6-DOF Input Device is a hardware controller that allows manipulating objects and views in 3D applications.\n\nCurrently, this is only supported on the Windows version of KSP. #autoLOC_148331 = Toggle Camera/Flight Control #autoLOC_148332 = Lock/Unlock Roll Axis #autoLOC_148334 = 6-DOF Camera Control #autoLOC_148336 = Pitch, Yaw and Roll #autoLOC_148338 = Sensitivity: <<1>> #autoLOC_148339 = Slow #autoLOC_148341 = Fast #autoLOC_148345 = Sharpness: <<1>> #autoLOC_148346 = Smooth #autoLOC_148348 = Precise #autoLOC_148353 = XYZ Translation #autoLOC_148355 = Sensitivity: <<1>> #autoLOC_148356 = Slow #autoLOC_148358 = Fast #autoLOC_148363 = Sharpness: <<1>> #autoLOC_148364 = Smooth #autoLOC_148366 = Precise #autoLOC_148372 = 6-DOF Flight Control #autoLOC_148374 = Pitch, Yaw and Roll #autoLOC_148376 = Sensitivity: <<1>> #autoLOC_148377 = Slow #autoLOC_148379 = Fast #autoLOC_148384 = XYZ Translation #autoLOC_148386 = Sensitivity: <<1>> #autoLOC_148387 = Slow #autoLOC_148389 = Fast #autoLOC_148408 = (Primary) #autoLOC_148412 = (Secondary) #autoLOC_148431 = Press the key or joystick button to use for <<1>> #autoLOC_148446 = Move the joystick axis to use for <<1>> #autoLOC_148462 = Staging #autoLOC_148465 = Docking (Translation) #autoLOC_148468 = Docking (Rotation) #autoLOC_148473 = Use in Modes: #autoLOC_148500 = Clear Assignment #autoLOC_148516 = Cancel #autoLOC_148524 = Accept #autoLOC_148570 = Primary: #autoLOC_148576 = Invert #autoLOC_148580 = Sensitivity #autoLOC_148589 = Dead Zone #autoLOC_148593 = Secondary: #autoLOC_148599 = Invert #autoLOC_148603 = Sensitivity #autoLOC_148612 = Dead Zone #autoLOC_148783 = Systems/UI #autoLOC_148786 = Throttle up: #autoLOC_148792 = Throttle down: #autoLOC_148798 = Throttle max: #autoLOC_148804 = Throttle cutoff: #autoLOC_148810 = Toggle IVA view: #autoLOC_148816 = Cycle camera view: #autoLOC_148823 = Pitch up: #autoLOC_148830 = Pitch down: #autoLOC_148837 = Roll left: #autoLOC_148844 = Roll right: #autoLOC_148851 = Yaw left: #autoLOC_148858 = Yaw right: #autoLOC_148865 = SAS Hold: #autoLOC_148872 = SAS Toggle: #autoLOC_148879 = Launch/Activate next stage: #autoLOC_148886 = Lock current stage: #autoLOC_148888 = <<1>> + L #autoLOC_148893 = Toggle RCS: #autoLOC_148900 = Translate forward: #autoLOC_148907 = Translate backward: #autoLOC_148914 = Translate down: #autoLOC_148921 = Translate left: #autoLOC_148928 = Translate up: #autoLOC_148935 = Translate right: #autoLOC_148942 = Show/Hide NavBall #autoLOC_148944 = KeypadPeriod #autoLOC_148949 = Screenshot: #autoLOC_148956 = Show/Hide UI: #autoLOC_148963 = Show/Hide flight log: #autoLOC_148970 = Show/Hide vessel labels: #autoLOC_148977 = Quicksave: #autoLOC_148984 = Load Quicksave: #autoLOC_148986 = Hold down <<1>> #autoLOC_148995 = Map View #autoLOC_148998 = Toggle map view: #autoLOC_149005 = Cycle focus in map view: #autoLOC_149007 = Tab #autoLOC_149012 = Cycle backwards in map view: #autoLOC_149014 = LeftShift + Tab #autoLOC_149019 = Reset focus in map view: #autoLOC_149026 = Increase Time Warp: #autoLOC_149033 = Decrease Time Warp: #autoLOC_149040 = Show/Hide NavBall: #autoLOC_149042 = KeypadPeriod #autoLOC_149047 = Screenshot: #autoLOC_149054 = Show/Hide UI: #autoLOC_149061 = Show/Hide flight log: #autoLOC_149068 = Show/Hide vessel labels: #autoLOC_149075 = Quicksave: #autoLOC_149082 = Load Quicksave: #autoLOC_149084 = Hold down <<1>> #autoLOC_149093 = EVA #autoLOC_149096 = Grab/use: #autoLOC_149103 = Translate forward: #autoLOC_149110 = Translate backward: #autoLOC_149117 = Translate left: #autoLOC_149124 = Translate right: #autoLOC_149131 = Sprint: #autoLOC_149138 = Jump/Jetpack boost: #autoLOC_149145 = Toggle Jetpack: #autoLOC_149152 = Jet rotate left: #autoLOC_149159 = Jet rotate right: #autoLOC_149166 = Jet up: #autoLOC_149173 = Jet down: #autoLOC_149180 = Toggle lamps: #autoLOC_149187 = Toggle movement: #autoLOC_149391 = Key Bindings #autoLOC_149410 = Close #autoLOC_149458 = Settings #autoLOC_149478 = Difficulty Options: >><<2>> #autoLOC_149512 = Apply #autoLOC_149513 = Accept #autoLOC_149514 = Close #autoLOC_149722 = SCENERY #autoLOC_149726 = Terrain Detail: #autoLOC_149753 = Medium #autoLOC_149762 = SM3 Terrain Shaders: #autoLOC_149780 = Terrain Scatters: #autoLOC_149788 = Scatter Density: #autoLOC_149800 = Scenery settings may require a game restart to take effect. #autoLOC_149804 = RENDERING #autoLOC_149808 = Render Quality Level: #autoLOC_149820 = Texture Quality: #autoLOC_149847 = Aerodynamic FX Quality: #autoLOC_149862 = No Hardware Support #autoLOC_149870 = Surface FX: #autoLOC_149878 = Underwater FX: #autoLOC_149889 = VIDEO #autoLOC_149894 = Screen Resolution: #autoLOC_149901 = Full Screen: #autoLOC_149908 = Anti-Aliasing: #autoLOC_149915 = V Sync: #autoLOC_149922 = Frame Limit: #autoLOC_149929 = Pixel Light Count: #autoLOC_149936 = Shadow Cascades: #autoLOC_149958 = * Game requires restart for changes to take effect * #autoLOC_150065 = Video & Graphics #autoLOC_150068 = Anti-Aliasing: #autoLOC_150074 = Texture Quality: #autoLOC_150081 = Pixel Light Count: #autoLOC_150087 = Shadow Cascades: #autoLOC_150093 = Aerodynamic FX Quality: #autoLOC_150105 = No Hardware Support #autoLOC_150109 = Highlight FX: #autoLOC_150121 = Conic Patch Draw Mode: #autoLOC_150127 = Conic Patch Limit: #autoLOC_150133 = CommNet Line Brightness Factor : #autoLOC_150140 = Part Highlighter Brightness Factor : #autoLOC_150146 = Part Highlighter Enabled in Flight: #autoLOC_150176 = <<1>>x<<2>> #autoLOC_150245 = Graphics #autoLOC_158078 = Loading Resources #autoLOC_158082 = Loading Experience System #autoLOC_158089 = Loading Part Upgrades #autoLOC_158268 = \nEnvironment Info\n #autoLOC_158315 = \nFolders and files in GameData:\n #autoLOC_158628 = Loading Asset Bundle Definitions #autoLOC_158641 = Loading <<1>> Asset Bundle Objects #autoLOC_158700 = GameDatabase\n\n #autoLOC_165067 = Loading... #autoLOC_166269 = Amount: <<1>> #autoLOC_166270 = \nMass: <<1>> #autoLOC_166271 = \nCost: <<1>> #autoLOC_168872 = Unknown #autoLOC_168874 = Unknown Mystery Component #autoLOC_168875 = Found lying by the side of the road #autoLOC_168876 = Nothing is really known about this thing. Use it at your own risk. #autoLOC_174575 = Cannot quickload in this scenario. #autoLOC_174589 = Hold <<1>> to load last quicksave... #autoLOC_174610 = Cannot quickload in this scenario. #autoLOC_174631 = Cannot quicksave in this scenario. #autoLOC_174654 = Quicksave #autoLOC_174659 = Vessel is destroyed. Cannot Quicksave at this point. #autoLOC_174669 = Quicksaving... #autoLOC_174686 = <<1>> Does Not Exist #autoLOC_174772 = Quicksave As... #autoLOC_174778 = Save #autoLOC_174783 = Cancel #autoLOC_174798 = Yes (overwrite) #autoLOC_174804 = No (cancel) #autoLOC_174814 = Ok #autoLOC_175414 = Space Navigator Mode: Camera #autoLOC_175419 = Space Navigator Mode: Flight Control #autoLOC_176849 = No Input Locks in effect right now #autoLOC_176851 = Current Input Locks:\n #autoLOC_180095 = m/s #autoLOC_180098 = Mm/s #autoLOC_180103 = km/s #autoLOC_184746 = Very Weak #autoLOC_184750 = Weak #autoLOC_184754 = Average #autoLOC_184758 = Good #autoLOC_184762 = Strong #autoLOC_184772 = Class A Objects are the smallest objects we are able to spot. They usually measure no more than a few meters across. #autoLOC_184774 = Class B Objects are relatively small, usually ranging from 4m to 7m in radius, approximately. #autoLOC_184776 = Class C Objects are about average-sized. Around the 7-10 meter range in radius, these are certainly not the largest objects out there. They are fairly massive nonetheless. #autoLOC_184778 = Class D Objects are quite large. Expect them to be no smaller than 12m in radius, and up to 18m. These are very heavy objects to move around. #autoLOC_184780 = Class E Objects are proper behemoths. No less than 18m in radius, they don't just look heavy, they are in fact far more massive than it would seem. #autoLOC_184782 = This seems to be a non-standard size class. Who knows what it'll look like? #autoLOC_184791 = A (Tiny) #autoLOC_184793 = B (Small) #autoLOC_184795 = C (Medium) #autoLOC_184797 = D (Large) #autoLOC_184799 = E (Huge) #autoLOC_189637 = Crew respawn timer: <<1>> hours #autoLOC_189646 = Number of hours before crew marked as missing will respawn. #autoLOC_189651 = Auto-Hire Crewmembers before Flight #autoLOC_189658 = Auto-hires crew immediately before launch if no astronauts are available. #autoLOC_189661 = General Options #autoLOC_189662 = Allow Reverting Flights #autoLOC_189670 = Allow Quickloading #autoLOC_189677 = Missing Crews Respawn #autoLOC_189690 = No Entry Purchase Required on Research #autoLOC_189697 = Whether new parts need to be unlocked (with Funds) when tech nodes are unlocked. #autoLOC_189700 = Indestructible Facilities #autoLOC_189707 = Include Stock Vessels #autoLOC_189717 = Career Options #autoLOC_189725 = Starting Funds: <<1>> #autoLOC_189736 = Starting Science: <<1>> #autoLOC_189747 = Starting Reputation: <<1>> #autoLOC_189762 = Science Rewards: <<1>>% #autoLOC_189776 = Funds Rewards: <<1>>% #autoLOC_189786 = Reputation Rewards:<<1>>% #autoLOC_189796 = Funds Penalties: <<1>>% #autoLOC_189806 = Reputation Penalties: <<1>>% #autoLOC_189816 = Decline Penalty: <<1>> #autoLOC_189828 = Game Systems #autoLOC_189833 = Re-Entry Heating: <<1>>% #autoLOC_189847 = Resource Abundance: <<1>>% #autoLOC_189857 = Enable Comm Network #autoLOC_190231 = Basic #autoLOC_190323 = Cancel #autoLOC_190328 = Accept #autoLOC_190335 = Game Difficulty #autoLOC_190662 = Start New Game #autoLOC_190689 = Save Name: #autoLOC_190702 = Game Mode: #autoLOC_190706 = Sandbox #autoLOC_190714 = Science #autoLOC_190722 = Career #autoLOC_190734 = Flag: #autoLOC_190742 = In Sandbox Mode, all parts and features are available from the start. #autoLOC_190743 = You are free to play without any constraints, but R&D and Mission Control are unavailable. #autoLOC_190750 = In Science Mode, you must gather scientific data to research new technologies. #autoLOC_190751 = Funds and Reputation are disabled, and Contracts are not available (previously 'Classic' Career). #autoLOC_190758 = In Career Mode, you have to manage all aspects of your space program #autoLOC_190759 = Funds, Reputation and Science are all active, and Contracts are available at Mission Control. #autoLOC_190762 = Difficulty Options: >><<2>> #autoLOC_190768 = Cancel #autoLOC_190772 = Start! #autoLOC_190801 = That name is unavailable. Please choose a name other than "scenarios" or "training". #autoLOC_190802 = Unavailable #autoLOC_190809 = Do you want to overwrite it? #autoLOC_190810 = A game with that name already exists #autoLOC_190811 = Overwrite #autoLOC_190812 = Cancel #autoLOC_190847 = No description available. #autoLOC_190901 = Could not delete directory <<1>> #autoLOC_190902 = An error occured trying to delete the save directory <<1>: <<2>> #autoLOC_190905 = Okay #autoLOC_191152 = Really Quit? #autoLOC_191154 = Cancel #autoLOC_191158 = Quit #autoLOC_192167 = the <<1>> #autoLOC_193182 = Orbiting <<1>> #autoLOC_193189 = Sun #autoLOC_193194 = Planet #autoLOC_193198 = Moon #autoLOC_193630 = Cannot Delete Maneuver Node (Control Locked) #autoLOC_196698 = <<1>>'s Descending Node #autoLOC_196699 = <<1>>'s Ascending Node #autoLOC_196700 = <<1>>'s Apoapsis #autoLOC_196701 = <<1>>'s Periapsis #autoLOC_196762 = Cannot Switch Vessels on this scenario #autoLOC_196868 = Last Seen <<1>> ago. #autoLOC_196878 = Ready to Launch #autoLOC_196884 = Set on <<1>> #autoLOC_196888 = Landed #autoLOC_196893 = Splashed Down #autoLOC_196899 = Vel: <<1>>m/s #autoLOC_196900 = Alt: <<1>>m #autoLOC_196906 = Distance: <<1>>m #autoLOC_196914 = Vel: <<1>>m/s #autoLOC_196915 = Alt: <<1>>m #autoLOC_196919 = Vel: <<1>>m/s #autoLOC_196920 = Alt: <<1>>m #autoLOC_197832 = Target Position at Intersect <<1>> #autoLOC_197834 = Intersect <<1>> #autoLOC_197835 = Separation: <<1>>km #autoLOC_197860 = Vector Intersect <<1>> Node #autoLOC_197886 = Separation: <<1>>km #autoLOC_197927 = Vel: <<1>>m/s #autoLOC_197928 = Alt: <<1>>m #autoLOC_198614 = Maneuver #autoLOC_198615 = Delta V: <<1>>m/s #autoLOC_198616 = T <<1>> #autoLOC_200007 = <<1>> Encounter #autoLOC_200010 = <<1>> Escape #autoLOC_200013 = <<1>> Impact #autoLOC_200022 = <<1>> Apoapsis: <<2>>m #autoLOC_200028 = <<1>> Periapsis: <<2>>m #autoLOC_200035 = At <<1>> #autoLOC_201093 = Focus: <<1>> #autoLOC_204427 = the surface #autoLOC_204715 = Core Overheating - shutting down #autoLOC_205093 = Optimum Temp: <<1>>K\n #autoLOC_205094 = Shutdown Temp: <<1>>K\n #autoLOC_205095 = Insulation: <<1>>%\n #autoLOC_205100 = Req'd cooling: <<1>>kW\n #autoLOC_205103 = Max Cooling: <<1>>kW #autoLOC_207654 = Pressure: <<1>> kPa #autoLOC_211097 = No crew on part! #autoLOC_211269 = No Upgraded Stats #autoLOC_211272 = Current Stats #autoLOC_211274 = OK #autoLOC_211423 = Autostrut Locked: Heaviest Part #autoLOC_211426 = Autostrut Locked: Root Part #autoLOC_211429 = Autostrut Locked: Grandparent Part #autoLOC_213511 = Relative Wing Area: <<1>> #autoLOC_213512 = \nControl Surface Portion: <<1>>% #autoLOC_213513 = \nMax Deflection: <<1>> degrees #autoLOC_213514 = \nActuator Speed: <<1>> deg/sec #autoLOC_213516 = \nExtended skin max temp: <<1>>K\nRetracted skin max temp: <<2>>K #autoLOC_214578 = [<<1>>]: Cannot deploy while stowed! #autoLOC_214609 = Crew member has insufficient Engineer skill level\nLevel <<1>> is required #autoLOC_214897 = Semi-Depl. Effective Diam: <<1>>\n #autoLOC_214898 = Fully-Depl. Effective Diam: <<1>>\n #autoLOC_214899 = Max Safe Deploy Speed at Home: Approx <<1>> m/s\n #autoLOC_214903 = Stowed Drag: <<1>>\n #autoLOC_214904 = Semi-Deployed Drag: <<1>>\n #autoLOC_214905 = Fully-Deployed Drag: <<1>>\n #autoLOC_214907 = Full Deployment Altitude: <<1>> m\n #autoLOC_214908 = Semi Deploy Min Pressure: <<1>> atm #autoLOC_215326 = [<<1>>]: Chute destroyed by aero forces and heat. #autoLOC_215327 = <<1>>: chute destroyed by aero forces and heat. #autoLOC_215362 = Locked #autoLOC_215506 = Moving... #autoLOC_215639 = Clamped #autoLOC_215705 = Moving... #autoLOC_215714 = Fixed #autoLOC_215719 = Locked #autoLOC_215760 = Clamped #autoLOC_215802 = [<<1>>]: Cannot deploy while stowed. #autoLOC_215817 = Fixed #autoLOC_215823 = Locked #autoLOC_215832 = Locked #autoLOC_215840 = Moving #autoLOC_216749 = Max Length: <<1>>m\n #autoLOC_216750 = Flow Direction: Towards 2nd Point #autoLOC_216757 = Fuel Line #autoLOC_216999 = Strength: <<1>>\nShear Strength: <<2>> #autoLOC_217004 = Strut Connector #autoLOC_217146 = NA #autoLOC_217149 = NA #autoLOC_217152 = NA #autoLOC_217380 = Tourists Need Crew #autoLOC_217388 = Not Enough Crew #autoLOC_217408 = No Pilot #autoLOC_217417 = No Pilot #autoLOC_217429 = No Telemetry #autoLOC_217437 = Partial Control #autoLOC_217448 = Hibernating #autoLOC_217464 = Operational #autoLOC_217505 = Minimum Crew to Operate: <<1>>\n #autoLOC_217509 = Unmanned\n #autoLOC_217513 = Crew must include a pilot\n #autoLOC_217517 = Remote Pilot Assist available\n #autoLOC_217522 = Hibernation mode: Resource rates <<1>>x\n #autoLOC_217936 = Thruster Power: <<1>>\n #autoLOC_217937 = Thruster Isp: <<1>> (ASL) - <<2>> (Vac)\n #autoLOC_217939 = \nRequires:\n #autoLOC_217946 = - <<1>>: <<2>>/sec. Max.\n #autoLOC_217950 = Disabled by default\n #autoLOC_218287 = RCS: Enable Staging #autoLOC_218288 = RCS: Disable Staging #autoLOC_218513 = Active #autoLOC_218709 = Pitch Torque: <<1>>\n #autoLOC_218710 = Yaw Torque: <<1>>\n #autoLOC_218711 = Roll Torque: <<1>>\n #autoLOC_218716 = Disabled by default\n #autoLOC_218888 = Disabled by default\n #autoLOC_219016 = Flame-Out! #autoLOC_219034 = Nominal #autoLOC_219085 = <<1>> deprived #autoLOC_219412 = Nominal #autoLOC_219636 = [<<1>>]: Cannot activate while stowed! #autoLOC_220370 = Air combustion failed #autoLOC_220377 = Underwater! #autoLOC_220473 = Occluded #autoLOC_220477 = Off #autoLOC_220657 = Engine #autoLOC_220691 = Max. Thrust: <<1>> kN @Mach <<2>>\n #autoLOC_220695 = Stationary Thrust: <<1>> kN\n #autoLOC_220700 = Max. Thrust: <<1>> kN (ASL)\n #autoLOC_220708 = Thrust #autoLOC_220713 = Max. Thrust #autoLOC_220728 = ASL #autoLOC_220729 = Vac. #autoLOC_220733 = Min. Thrust: <<1>> kN\n #autoLOC_220745 = Engine Isp: <<1>> (ASL) - <<2>> (Vac.)\n #autoLOC_220748 = \nPropellants:\n #autoLOC_220756 = - <<1>>: <<2>>/sec. Max.\n #autoLOC_220759 = Engine stops under: <<1>>%\n #autoLOC_220761 = \nEngine cannot be shut down! #autoLOC_220762 = \nIf shutdown, engine cannot restart. #autoLOC_221082 = Air combustion failed #autoLOC_221352 = Hide Actuation Toggles #autoLOC_221408 = Vectoring Range: <<1>>° #autoLOC_221410 = Vectoring Range: <<1>>° X, <<2>>° Y #autoLOC_221413 = Vectoring Range: <<1>>° X, +<<2>>/-<<3>>° #autoLOC_221418 = Vectoring Range: +<<1>>/-<<2>>° X, <<3>>° Y #autoLOC_221420 = Vectoring Range: +<<1>>/-<<2>>° X, +<<3>>/-<<4>>° #autoLOC_221424 = Disabled by default\n #autoLOC_221982 = Supplies #autoLOC_221988 = Take Resources #autoLOC_221991 = Store Resources #autoLOC_221994 = Stop #autoLOC_222053 = [<<1>>]: No <<2>> Container on <<3>>. #autoLOC_222102 = <<1>> Taken from <<2>> #autoLOC_222214 = Seat is obstructed. Cannot board. #autoLOC_223620 = LMB #autoLOC_223621 = RMB #autoLOC_223622 = Cost #autoLOC_225016 = Custom-Built Fairing #autoLOC_226963 = Site Name: #autoLOC_226969 = Plaque Text: #autoLOC_226975 = OK #autoLOC_226976 = Cancel #autoLOC_227557 = Nominal #autoLOC_227562 = Off #autoLOC_227770 = Nominal #autoLOC_230121 = already stored in this module. #autoLOC_230133 = <<1>> can't be done right now. #autoLOC_230159 = Asteroid Name #autoLOC_230186 = OK #autoLOC_230196 = Cancel #autoLOC_230278 = On-board testing facilities (a piece of paper with a pencil) to certify astronauts for more advanced tasks. Can be used to increase Kerbal levels without returning to KSC. #autoLOC_230288 = No connection available to send reports back home! #autoLOC_230323 = Insufficient funds to level up all crew! #autoLOC_230331 = No astronauts on board are ready to gain experience. #autoLOC_230490 = KerbNet Access #autoLOC_230499 = Minimum FoV: #autoLOC_230500 = Maximum FoV: #autoLOC_230501 = Anomaly Detection: #autoLOC_230505 = \nScan Modes: #autoLOC_230517 = \nRequired Crew: #autoLOC_230521 = or #autoLOC_230533 = \nScans Enhanced While: #autoLOC_230585 = Please verify that the crew aboard this part are properly trained to access KerbNet. #autoLOC_230588 = Please verify that this scanner is properly activated before accessing KerbNet. #autoLOC_230641 = Enhanced sensor ranges enabled for KerbNet on <<1>>. #autoLOC_230651 = Enhanced sensor ranges disabled for KerbNet on <<1>>. #autoLOC_231004 = To perform the test, activate the part through the staging sequence when all test conditions are met. #autoLOC_231008 = To perform the test, use the [Run Test] option in the part's context menu when all test conditions are met. #autoLOC_232021 = Not Deployed #autoLOC_232036 = Radiator Specs: #autoLOC_232038 = Core Heat xFer: <<1>>kW\n #autoLOC_232057 = Max Cooling: <<1>>kW\n #autoLOC_232060 = Transfer Rate: <<1>>%\n #autoLOC_232065 = Cools up to <<1>>x part temp.\n #autoLOC_232067 = Active cooling for all parts\n #autoLOC_232071 = - Cools only nearby parts. #autoLOC_232117 = Radiator #autoLOC_232338 = Enable Staging #autoLOC_232342 = Disable Staging #autoLOC_232729 = Upgrades available at #autoLOC_234049 = Part:\n<<1>> #autoLOC_234052 = \nCost change: <<1>> #autoLOC_234057 = Upgrades base part stats when upgrades available. #autoLOC_234123 = Alternator Output #autoLOC_234126 = EC/s #autoLOC_234166 = Output at Full Power: #autoLOC_234170 = Disabled by default\n #autoLOC_234195 = Parts #autoLOC_234196 = Antenna #autoLOC_234215 = [<<1>>]: Deployment would destroy part. #autoLOC_234369 = Panels #autoLOC_234370 = Solar Panel #autoLOC_234422 = [<<1>>]: Cannot deploy while stowed. #autoLOC_234569 = Tracking Speed: <<1>> #autoLOC_234572 = \nRated for: <<1>> kPa dyn. pressure #autoLOC_234576 = \n<<1>> cannot be retracted #autoLOC_234828 = Extended #autoLOC_234841 = Extending.. #autoLOC_234856 = Retracting.. #autoLOC_234861 = Retracted #autoLOC_234868 = Broken! #autoLOC_234880 = <<1>> broken by aero forces. #autoLOC_234885 = <<1>> snapped from g-forces. #autoLOC_234951 = aero shielding #autoLOC_234989 = Aligned to <<1>> #autoLOC_234994 = Blocked by <<1>> #autoLOC_235328 = Panels #autoLOC_235329 = Solar Panel #autoLOC_235418 = Direct Sunlight #autoLOC_235468 = , Underwater #autoLOC_235499 = Efficiency #autoLOC_235502 = Activate Generator #autoLOC_235505 = Shutdown Generator #autoLOC_235508 = Toggle Generator #autoLOC_235532 = Generator #autoLOC_235616 = \nGenerator is always active. #autoLOC_235617 = \nGenerator must be started. #autoLOC_235622 = Disabled by default\n #autoLOC_235842 = Intake Resource: <<1>>\n #autoLOC_235843 = Intake Area: <<1>>sq m #autoLOC_235845 = \nEffective Base Speed: <<1>>m/s #autoLOC_235851 = Disabled by default\n #autoLOC_235899 = Occluded #autoLOC_235936 = Nominal #autoLOC_235946 = No Resource Available #autoLOC_235952 = Closed #autoLOC_236028 = Enable Crossfeed #autoLOC_236030 = Disable Crossfeed #autoLOC_236032 = Toggle Crossfeed #autoLOC_236147 = Idle #autoLOC_236248 = (Combinable) #autoLOC_236367 = [<<1>>]: Unable to deploy! #autoLOC_236374 = [<<1>>]: Unable to transmit! #autoLOC_236387 = [<<1>>]: Antenna not in range! #autoLOC_236415 = Experiment Modules will become inoperable if their data is removed. #autoLOC_236416 = Warning! #autoLOC_236417 = Transmit All #autoLOC_236418 = Transmit Re-usable Ones Only #autoLOC_236419 = Cancel #autoLOC_236426 = Transmit Anyway #autoLOC_236427 = Cancel #autoLOC_236475 = [<<1>>]: Unable to deploy! #autoLOC_236534 = Uploading Data... #autoLOC_236540 = [<<1>>]: Uploading Data... #autoLOC_236559 = [<<1>>]: Warning! <<2>>! #autoLOC_236562 = Charge: <<1>>/<<2>> #autoLOC_236564 = Returning Data...Aborting Transmission... #autoLOC_236592 = Done! #autoLOC_236594 = [<<1>>]: Done! #autoLOC_236732 = [<<1>>]: Warning! Transmission interruptions may compromise data integrity. #autoLOC_236748 = Aborting Transmission... #autoLOC_236755 = Aborting Transmission... #autoLOC_236834 = vs L1 DSN: #autoLOC_236835 = \nvs L2 DSN: #autoLOC_236836 = \nvs L3 DSN: #autoLOC_236840 = \nPacket size: <<1>> Mits\n #autoLOC_236841 = Bandwidth: <<1>> Mits/sec\n #autoLOC_236842 = \n\nWhen Transmitting: #autoLOC_236846 = \nCannot transmit science\n #autoLOC_236849 = Disabled by default\n #autoLOC_237023 = Display #autoLOC_237024 = Off #autoLOC_237120 = <<1>>m/s^2 #autoLOC_237124 = TOO FAR FROM OBJECT! #autoLOC_237141 = MINIMAL #autoLOC_237143 = IN VACUUM! #autoLOC_237152 = Off #autoLOC_237153 = Off #autoLOC_237286 = <<1>> / <<2>> experiments #autoLOC_237288 = <<1>> experiments #autoLOC_237370 = [<<1>>]: All Items Stored. #autoLOC_237374 = [<<1>>]: Not all items could be stored. #autoLOC_237379 = [<<1>>]: Nothing to Store. #autoLOC_237418 = [<<1>>]: All Items Collected. #autoLOC_237422 = [<<1>>]: Not all items could be collected. #autoLOC_237427 = [<<1>>]: Nothing to Collect. #autoLOC_237432 = [<<1>>]: <<2>> has no data container. #autoLOC_237449 = A transfer is already in progress. #autoLOC_237485 = [<<1>>]: All Items Stored. #autoLOC_237489 = [<<1>>]: Not all items could be stored. #autoLOC_237494 = [<<1>>]: Nothing to Store. #autoLOC_237607 = [<<1>>]: <<2>> Added (<<3>>/<<4>>). #autoLOC_237611 = [<<1>>]: <<2>> Added. #autoLOC_237617 = [<<1>>]: Cannot Add <<2>>. Storage capacity exceeded. (<<3>>/<<4>>) #autoLOC_237662 = [<<1>>]: <<2>> Removed. #autoLOC_237738 = No usable, in-range Comms Devices on this vessel. Cannot Transmit Data. #autoLOC_237740 = No usable Comms Devices on this vessel. Cannot Transmit Data. #autoLOC_237902 = [<<1>>]: Research stopped, no scientists present! #autoLOC_237911 = No Power #autoLOC_237928 = Science Full #autoLOC_237931 = Researching #autoLOC_237998 = Transmitting this experiment will render this module inoperable.\n\n #autoLOC_238002 = Removing the experiment data will render this module inoperable.\n\n #autoLOC_238018 = Take Data #autoLOC_238176 = Ready #autoLOC_238290 = Cannot perform experiment when part is shielded. #autoLOC_238298 = Cannot perform experiment, must wait <<1>> #autoLOC_238318 = Cannot perform experiment when part is shielded. #autoLOC_238370 = Overwrite existing <<1>>? #autoLOC_238371 = Overwrite <<1>> #autoLOC_238373 = Cancel #autoLOC_238379 = [<<1>>]: Cannot run experiment while stowed. #autoLOC_238419 = [<<1>>]: <<2>> data collected on <<3>> #autoLOC_238424 = <<1>> can't be done right now. #autoLOC_238505 = No usable, in-range Comms Devices on this vessel. Cannot Transmit Data. #autoLOC_238507 = No usable Comms Devices on this vessel. Cannot Transmit Data. #autoLOC_238556 = <<1>> Warning! #autoLOC_238567 = [<<1>>]: Nothing to transfer. #autoLOC_238572 = [<<1>>]: <<2>> has no data container. #autoLOC_238582 = [<<1>>]: All Items Stored. #autoLOC_238589 = [<<1>>]: Not all items could be stored. #autoLOC_238595 = [<<1>>]: Something pretty bad happened just now apparently. #autoLOC_238643 = Cannot perform experiment when part is shielded. #autoLOC_238754 = [<<1>>]: Experiment Media removed. Module inoperable. #autoLOC_238770 = [<<1>>]: Media Restored. Module is operational again. #autoLOC_238776 = Only Scientists can restore inoperable modules #autoLOC_238797 = Collectable data: <<1>>\n #autoLOC_238798 = Rerunnable: <<1>>\n #autoLOC_238799 = Resettable: <<1>> #autoLOC_238802 = \nCleanup requires: <<1>>\n #autoLOC_238803 = Cleanup cost: <<1>> #autoLOC_238816 = A transfer is already in progress. #autoLOC_238885 = Experiment: Enable Staging #autoLOC_238886 = Experiment: Disable Staging #autoLOC_238985 = [Research & Development]: Received science lab research data from <<1>>.<<2>> #autoLOC_239109 = Operational #autoLOC_239144 = [<<1>>]: not enough data storage to research <<2>>. #autoLOC_239150 = [<<1>>]: experiment <<2>> has already been researched in this lab. #autoLOC_239163 = Lab Analysis on <<1>> Complete (<<2>> data stored). #autoLOC_239242 = [<<1>>]: Cleanout on <<2>> Complete. #autoLOC_239317 = Crews Required: <<1>>\n #autoLOC_239318 = Data Storage: <<1>>\n #autoLOC_239324 = Cannot transmit data: <<1>>. #autoLOC_239331 = lab is already transmitting #autoLOC_239337 = not enough useful findings #autoLOC_239346 = Research results #autoLOC_239357 = no available, in-range antennae on this vessel #autoLOC_239359 = no available antennae on this vessel #autoLOC_239579 = No labs are currently available. #autoLOC_239581 = This vessel has no science labs. #autoLOC_239583 = All labs are currently busy. #autoLOC_239585 = No labs are currently manned. #autoLOC_239587 = All labs are full of data. #autoLOC_239589 = All labs already have this data. #autoLOC_239591 = There was an error. #autoLOC_239631 = Cannot analyze data as <<1>> #autoLOC_240283 = Ejection Force: <<1>>\n #autoLOC_240290 = Decoupler #autoLOC_240300 = Ejection Force: <<1>> #autoLOC_240328 = Decoupler: Enable Staging #autoLOC_240329 = Decoupler: Disable Staging #autoLOC_240611 = Ejection Force: <<1>>\n #autoLOC_240619 = Separator #autoLOC_241797 = <<1>> Docking Port #autoLOC_241887 = Capture Range: <<1>>\n #autoLOC_241888 = Undock Ejection Force: <<1>>\n #autoLOC_241913 = Port: Enable Staging #autoLOC_241914 = Port: Disable Staging #autoLOC_242893 = Capture Range : <<1>>\n #autoLOC_243358 = Shroud: Enable Staging #autoLOC_243359 = Shroud: Disable Staging #autoLOC_243615 = Resource: <<1>> #autoLOC_243619 = \nConverts to <<1>> <<2>> / sec. of <<3>>\n #autoLOC_243623 = Disabled by default\n #autoLOC_243968 = <<1>>'s Ocean #autoLOC_243978 = Sample collection failed! You need to be on the ground or in the water to collect a sample. #autoLOC_244005 = Available Containers: #autoLOC_244028 = FULL #autoLOC_244032 = Transfer #autoLOC_244197 = - <<1>>: <<2>>/sec.\n #autoLOC_244201 = - <<1>>: <<2>>/min.\n #autoLOC_244332 = Requires: #autoLOC_244333 = Outputs: #autoLOC_244335 = Requires: #autoLOC_244339 = Outputs: #autoLOC_244419 = Not enough <<1>> #autoLOC_245149 = Cannot drain from other parts.\n #autoLOC_245153 = >>Drains evenly across vessel.\n #autoLOC_245157 = >>Drains evenly across vessel, per priority.\n #autoLOC_245162 = >>Drains evenly respecting crossfeed, per priority.\n #autoLOC_246599 = Brake Torque: <<1>> kNm #autoLOC_246817 = [<<1>>]: Overstressed. #autoLOC_246818 = <<1>> overstressed and was destroyed. #autoLOC_246889 = Stress Tolerance: <<1>> #autoLOC_246904 = Crew member has insufficient Engineer skill level\nLevel <<1>> is required #autoLOC_247601 = Start Retracted #autoLOC_247603 = Inoperable #autoLOC_247645 = Retractable #autoLOC_247957 = Idle (<<1>> /s) #autoLOC_247963 = Running (<<1>>/s) #autoLOC_247970 = Not Enough Resources #autoLOC_247987 = Inoperative #autoLOC_247995 = Disabled #autoLOC_248010 = Motor Max Speed: <<1>>m/s\n<<2>> #autoLOC_248121 = Inoperative #autoLOC_248128 = Disabled #autoLOC_248141 = Differential Steering\n<<1>> #autoLOC_248404 = Steering Range: <<1>>° #autoLOC_248720 = Suspension Travel: <<1>>m #autoLOC_250625 = Not Enough Funds! #autoLOC_250630 = You can't afford to launch this vessel. #autoLOC_250640 = Unable to Launch #autoLOC_250677 = Craft is too heavy! #autoLOC_250682 = The <<1>> can't support vessels heavier than <<2>>t.\n<<3>>'s total mass is <<4>>t. #autoLOC_250692 = Unable to Launch #autoLOC_250727 = Craft has too many parts! #autoLOC_250732 = The <<1>> can't support vessels over <<2>> parts. #autoLOC_250742 = Unable to Launch #autoLOC_250789 = Craft size unknown! #autoLOC_250793 = Craft is too large for <<1>>! #autoLOC_250801 = No Size information is available for <<1>>.\n\nPlease open it in the <<2>> to have it revised by the engineering staff. #autoLOC_250811 = <<1>> Dimensions:\n #autoLOC_250812 = Length: <<1>>m\t\t\t\t\t[Max: <<2>>]\n #autoLOC_250813 = Span: <<1>>m\t\t\t\t\t\t[Max: <<2>>]\n #autoLOC_250814 = Height: <<1>>m\t\t\t\t\t[Max: <<2>>]\n #autoLOC_250820 = Height: <<1>>m\t\t\t\t\t\t[Max: <<2>>]\n #autoLOC_250821 = Diameter: <<1>>m\t\t\t\t\t[Max: <<2>>]\n #autoLOC_250834 = Unable to Launch #autoLOC_250906 = Missing air breathing engines #autoLOC_250911 = The vessel has air intakes but no engines to use them. #autoLOC_251018 = Cannot transmit science. #autoLOC_251023 = Missing antenna. #autoLOC_251025 = Short range antenna. #autoLOC_251028 = Antenna issues. #autoLOC_251036 = Your manned vessel does not have an antenna capable of transmitting science experiment data. #autoLOC_251041 = Your unmanned vessel does not have an antenna and will have limited control functionality. #autoLOC_251043 = Your unmanned vessel has a short range internal antenna and will have limited control functionality at longer ranges. #autoLOC_251046 = Your vessel has antenna issues. #autoLOC_251096 = CoM offset! #autoLOC_251101 = The Center of Mass for this vessel might be too far away from center of thrust. #autoLOC_251140 = Missing contract equipment! #autoLOC_251145 = You have accepted a contract which uses equipment. We can't find this equipment on your vessel. #autoLOC_251200 = Decoupler attached wrong. #autoLOC_251201 = Decouplers attached wrong. #autoLOC_251207 = Decoupler is attached the wrong way. In this position this decoupler casing will remain after decoupling. #autoLOC_251208 = Decouplers are attached the wrong way. In this position these decoupler's casings will remain after decoupling. #autoLOC_251251 = Decoupler activated before launch clamps. #autoLOC_251252 = Decouplers activated before launch clamps. #autoLOC_251258 = This decoupler will activate before the launch clamps. #autoLOC_251259 = These decouplers will activate before the launch clamps. #autoLOC_251475 = Docking port used as decoupler. #autoLOC_251476 = Docking ports used as decouplers. #autoLOC_251482 = Docking port is not undocking a controllable vessel. Place a command pod on the part you wish to undock to make it controllable. #autoLOC_251483 = Docking ports are not undocking controllable vessels. Place a command pod on the part you wish to undock to make it controllable. #autoLOC_251638 = Docking port attached wrong. #autoLOC_251639 = Docking ports attached wrong. #autoLOC_251645 = Docking port is not facing or attached the right way. In this position it is considered useless. #autoLOC_251646 = Docking ports are not facing or attached the right way. In this position they are considered useless. #autoLOC_251727 = RCS missing on docking port stage! #autoLOC_251732 = A stage with a docking port was detected. And no RCS was found on this stage. #autoLOC_251805 = ElectricCharge stored but not generated. #autoLOC_251806 = ElectricCharge stored but not generated. #autoLOC_251814 = This part stores electric charge but there is nothing on the vessel generating it. Except alternators (on engines) but these will only generate charge as long as the alternators are active. #autoLOC_251815 = These parts store electric charge but there is nothing on the vessel generating it. Except alternators (on engines) but these will only generate charge as long as the alternators are active. #autoLOC_251820 = This part stores electric charge but there is nothing on the vessel generating it. #autoLOC_251821 = These parts store electric charge but there is nothing on the vessel generating it. #autoLOC_251890 = ElectricCharge generated but storage lacking. #autoLOC_251891 = ElectricCharge generated but storage lacking. #autoLOC_251897 = This part generates electric charge but the vessel is lacking storage capacity. Command pods store some but it is probably not enough. #autoLOC_251898 = These parts generate electric charge but the vessel is lacking storage capacity. Command pods store some but it is probably not enough. #autoLOC_251969 = ElectricCharge generated but not used. #autoLOC_251970 = ElectricCharge generated but not used. #autoLOC_251976 = This part generates electric charge but the vessel is lacking parts that need it. Command pods need some but there will probably be overflow. #autoLOC_251977 = These parts generate electric charge but the vessel is lacking parts that need it. Command pods need some but there will probably be overflow. #autoLOC_252004 = ElectricCharge #autoLOC_252048 = ElectricCharge required but not generated. #autoLOC_252049 = ElectricCharge required but not generated. #autoLOC_252057 = This part consume electric charge but the vessel is lacking parts that generate it. Except alternators (on engines) but these will only generate charge as long as the alternators are active. #autoLOC_252058 = These parts consume electric charge but the vessel is lacking parts that generate it. Except alternators (on engines) but these will only generate charge as long as the alternators are active. #autoLOC_252063 = This part consume electric charge but the vessel is lacking parts that generate it. #autoLOC_252064 = These parts consume electric charge but the vessel is lacking parts that generate it. #autoLOC_252125 = Engine jettisoned before use. #autoLOC_252126 = Engines jettisoned before use. #autoLOC_252132 = This engine will be jettisoned before you are able to use it. If it is a missile, disregard this message. #autoLOC_252133 = These engines will be jettisoned before you are able to use them. If they are missiles, disregard this message. #autoLOC_252190 = Hatch Obstructed! #autoLOC_252195 = Hatch can't open because it is blocked. Your crew will not be able to enter or exit. #autoLOC_252231 = Lacking input authority. #autoLOC_252236 = Your vessel is lacking in input authority #autoLOC_252317 = Missing intakes #autoLOC_252322 = The vessel has air breathing engines but no intakes. #autoLOC_252377 = Missing ladder. #autoLOC_252382 = Your vessel contains landing legs and/or wheels but it does not have a ladder. #autoLOC_252437 = Landing gear issues! #autoLOC_252438 = Landing gear missing! #autoLOC_252444 = Assuming this is a plane the wheels you have equipped may not work as expected on takeoff and landing. Consider using landing gear instead. #autoLOC_252445 = Assuming this is a plane you might want to consider using landing gear. #autoLOC_252504 = Empty crew cabin. #autoLOC_252505 = Empty crew cabins. #autoLOC_252511 = This crew cabin has crew capacity but all seats are empty. #autoLOC_252512 = These crew cabins have crew capacity but all seats are empty. #autoLOC_252566 = Command module facing the wrong way. #autoLOC_252567 = Command modules facing the wrong way. #autoLOC_252573 = This command module is facing the wrong way. It must have the same rotation as the root part or it may result in a misaligned navball. #autoLOC_252574 = These command modules are facing the wrong way. They must have the same rotation as the root part or it may result in a misaligned navball. #autoLOC_252616 = Parachute on engine stage. #autoLOC_252617 = Parachutes on engine stage. #autoLOC_252623 = This parachute will activate at the same time as an engine. #autoLOC_252624 = These parachutes will activate at the same time as an engine. #autoLOC_252675 = Parachute on first stage. #autoLOC_252676 = Parachutes on first stage. #autoLOC_252682 = This parachute will activate in the first staging group. #autoLOC_252683 = These parachutes will activate in the first staging group. #autoLOC_252764 = Parachute issues! #autoLOC_252765 = Parachute missing! #autoLOC_252773 = This command pod has crew assigned but no parachute attached. We did find a parachute in the same separation stage, make sure it is attached correctly #autoLOC_252774 = These command pods have crew assigned but no parachute attached. We did find a parachute in the same separation stage, make sure it is attached correctly #autoLOC_252779 = This command pod has crew assigned but no parachute attached. #autoLOC_252780 = These command pods have crew assigned but no parachute attached. #autoLOC_252827 = Data transmitter required. #autoLOC_252828 = Data transmitter required. #autoLOC_252834 = This orbital surveyor module require a data transmitter to operate. #autoLOC_252835 = These orbital surveyor modules require a data transmitter to operate. #autoLOC_252942 = Consumer receiving limited <<1>>. #autoLOC_252943 = Consumers receiving limited <<1>>. #autoLOC_252948 = Consumer not receiving <<1>>. #autoLOC_252949 = Consumers not receiving <<1>>. #autoLOC_252958 = The vessel has a consumer (RCS etc.) that is receiving limited amounts of the <<1>> it needs. Some <<2>> is stored in command pods but it is probably not enough. #autoLOC_252959 = The vessel has <<1>> consumers (RCS etc.) that are receiving limited amounts of the <<2>> they need. Some <<3>> is stored in command pods but it is probably not enough. #autoLOC_252964 = The vessel has a consumer (engine etc.) that is not receiving the <<1>> it needs. #autoLOC_252965 = The vessel has <<1>> consumers (engines etc.) that are not receiving the <<2>> they need. #autoLOC_253062 = The vessel has 1 <<1>> container which is not used by or connecting to anything that requires <<2>>. #autoLOC_253063 = The vessel has <<1>> <<2>> containers which are not used by or connecting to anything that requires <<3>>. #autoLOC_253109 = Station hub issues. #autoLOC_253115 = This station hub has empty attachment points. They are not docking ports. #autoLOC_253116 = These station hubs have empty attachment points. They are not docking ports. #autoLOC_253217 = Unavailable Experimental Parts #autoLOC_253222 = This vessel contains experimental parts which are not available at the moment:\n\n #autoLOC_253243 = Unable to Launch #autoLOC_253284 = <<1>> Out of Service #autoLOC_253289 = The <<1>> is not in serviceable conditions. Cannot proceed. #autoLOC_253299 = Ok #autoLOC_253369 = <<1>> not clear #autoLOC_253374 = <<1>> is already on the <<2>> #autoLOC_253379 = Clear the <<1>> and proceed\n(Recover <<2>>) #autoLOC_253384 = Abort the launch #autoLOC_253474 = No Control! #autoLOC_253479 = This vessel has no remote-controlled or manned command modules. It won't be controllable. #autoLOC_253486 = Warning: No Control! #autoLOC_253491 = This vessel has no remote-controlled or manned command modules.\n\nIt won't be controllable. #autoLOC_253496 = Launch anyway #autoLOC_253501 = Cancel #autoLOC_253586 = No Crew! #autoLOC_253591 = None of the seats in this vessel are crewed. It won't be controllable. #autoLOC_253598 = Warning: No Crew! #autoLOC_253603 = None of the seats in this vessel are crewed.\n\nIt won't be controllable. #autoLOC_253608 = Launch anyway #autoLOC_253613 = Cancel #autoLOC_253618 = No Crewed Parts #autoLOC_253804 = Wrong Launch Site! #autoLOC_253809 = The selected vessel is not a <<1>>.\n\nIt was not meant to be launched from the <<2>>. #autoLOC_253814 = Proceed Anyway (No Guarantees) #autoLOC_253819 = Cancel Launch #autoLOC_257023 = Inactive #autoLOC_257112 = Inactive #autoLOC_257237 = Operational #autoLOC_257466 = Overheating - shutting down #autoLOC_257529 = <<1>>% load #autoLOC_258405 = No asteroid detected #autoLOC_258412 = Not directly attached to asteroid #autoLOC_258419 = No resource data #autoLOC_258428 = No surface impact #autoLOC_258436 = No info #autoLOC_258443 = Resources Depleted #autoLOC_258451 = Insufficient Power #autoLOC_258501 = No Storage Space #autoLOC_258587 = \n\nPower Consumption: #autoLOC_258793 = [Biome Analysis]: Unable to perform analysis as vessel is uncontrolled. #autoLOC_258910 = Asteroid #autoLOC_258911 = none #autoLOC_258912 = n/a #autoLOC_258913 = n/a #autoLOC_258942 = N #autoLOC_258943 = S #autoLOC_259338 = Orbital Survey Data #autoLOC_259348 = No usable, in-range Comms Devices on this vessel. Cannot Transmit Data. #autoLOC_259361 = [Research & Development]: Receieved orbital survey data for <<1>>. #autoLOC_259425 = Scanning mode: Orbital\n #autoLOC_259426 = Scanning resource: All resources\n #autoLOC_259427 = Scanning time: <<1>>s\n #autoLOC_259428 = >>Discovery science bonus: <<2>>\n #autoLOC_259429 = Min. Altitude: <<1>>m\n #autoLOC_259430 = >>[unless: body.radius / 10 is bigger]\n #autoLOC_259431 = Max. Altitude: <<1>>m\n #autoLOC_259432 = >>[unless: body.radius * 5 is smaller] #autoLOC_259510 = n/a #autoLOC_259572 = \n\nInputs: #autoLOC_259594 = \nOutputs: #autoLOC_259620 = \nRequirements: #autoLOC_259655 = n/a #autoLOC_259675 = (<<1>> use - <<2>>% base efficiency) #autoLOC_259676 = \n\nMax inputs: #autoLOC_259698 = \nMax outputs: #autoLOC_259724 = \nRequirements: #autoLOC_259762 = drill moving #autoLOC_259775 = must land first #autoLOC_259782 = must be splashed down #autoLOC_259789 = no ground contact #autoLOC_259808 = nothing to harvest #autoLOC_259819 = insufficient abundance #autoLOC_259826 = Inactive #autoLOC_259857 = <<1>>/ sec #autoLOC_259862 = n/a #autoLOC_259933 = Insufficient power - shutting down #autoLOC_260065 = Ocean #autoLOC_260116 = Too high #autoLOC_260121 = Unavailable #autoLOC_260125 = Unavailable #autoLOC_260145 = Unknown #autoLOC_260196 = Scanning mode: <<1>>\n #autoLOC_260197 = Scanning resource: <<1>>\n #autoLOC_260198 = Max. Altitude: <<1>>m #autoLOC_261263 = missing <<1>> #autoLOC_261274 = zero efficiency #autoLOC_261304 = missing <<1>> #autoLOC_261332 = output cap: <<1>> #autoLOC_261334 = <<1>> full #autoLOC_264161 = Agent: <<1>>\n\n\n #autoLOC_264163 = Description:\n\n #autoLOC_264172 = Mentality:\n\n #autoLOC_264842 = Lower Reputation rewards, but higher financial stakes. #autoLOC_264908 = Shorter deadlines and expiry, but larger cash rewards. #autoLOC_264975 = Smaller reputation gains for completion and failure. #autoLOC_265008 = Rewards eco-friendly behaviour. #autoLOC_265039 = Larger cash rewards but lower reputation gains. #autoLOC_265075 = Have this completed by yesterday! Shorter deadlines but higher reputation gains. #autoLOC_265110 = Awards industrial behaviour. #autoLOC_265141 = One for all and all for one. #autoLOC_265172 = Reduced funding but increased reputation. #autoLOC_265230 = Relaxed deadlines but lower reputation gains. #autoLOC_265266 = Perfection is more than a state of mind. #autoLOC_265297 = Pushing the limits of Kerbalkind. #autoLOC_265328 = Rewards contracts which break records for kerbalkind. #autoLOC_265367 = For science! #autoLOC_265398 = Shorter deadlines and expiry, and also smaller cash rewards. #autoLOC_265434 = Larger reputation gains for completion but also larger reputation penalties for failure. #autoLOC_266201 = Contract Cancelled #autoLOC_266312 = Our contract for <<1>> has been cancelled #autoLOC_266330 = Our contract for <<1>> has expired #autoLOC_266339 = We have failed our contract for <<1>> #autoLOC_266348 = We have completed a contract for <<1>> #autoLOC_266379 = Advanced #autoLOC_266421 = Completion Rewards #autoLOC_266459 = Penalties for Failure #autoLOC_266501 = Penalties for Cancellation <<1>> After Accepting #autoLOC_266514 = Briefing: #autoLOC_266518 = Prestige #autoLOC_266526 = Expires #autoLOC_266530 = Deadline #autoLOC_266534 = Duration #autoLOC_266539 = Accepted #autoLOC_266542 = Deadline #autoLOC_266553 = Objectives: #autoLOC_266566 = Rewards: #autoLOC_266649 = Advance #autoLOC_266651 = Completion #autoLOC_266653 = Failure #autoLOC_266656 = Decline #autoLOC_266732 = >><<2>>Completion:<<3>>\n #autoLOC_266766 = >><<2>>Failure: <<3>>\n #autoLOC_267072 = Contract Complete #autoLOC_267084 = Contract Deadline Expired #autoLOC_267092 = Contract Failed #autoLOC_268165 = Contract Parameter Complete #autoLOC_268204 = Contract Parameter Failed #autoLOC_268399 = No description #autoLOC_268411 = '<<1>>' complete! #autoLOC_268417 = '<<1>>' failed! #autoLOC_268423 = '<<1>>' incomplete. #autoLOC_268606 = Alt: <<1>>m to <<2>>m #autoLOC_268854 = Launch Site #autoLOC_268855 = Landed #autoLOC_268856 = Flying #autoLOC_268857 = Orbit #autoLOC_268858 = Splashed down #autoLOC_268859 = Sub-orbital trajectory #autoLOC_268860 = Escape trajectory #autoLOC_268861 = No situation report available #autoLOC_268955 = Spd: <<1>>m/s to <<2>>m/s #autoLOC_269461 = Transmit or Recover scientific data from space around <<1>> #autoLOC_269463 = Transmit or Recover scientific data from the surface of <<1>> #autoLOC_269557 = Achieve orbit around <<1>> #autoLOC_269618 = Enter SOI of <<1>> #autoLOC_269684 = Kill no more than <<1>> kerbals #autoLOC_269686 = Kill no kerbals #autoLOC_269752 = Land on <<1>> #autoLOC_270135 = Plant flag on <<1>> #autoLOC_270222 = <<1>><<2>>\n #autoLOC_270224 = \nAlt: <<1>>m to <<2>>m #autoLOC_270225 = \nSpd: <<1>>m/s to <<2>>m/s #autoLOC_270234 = <<1>>, Launch Site #autoLOC_270235 = <<1>>, Flying #autoLOC_270236 = <<1>>, Landed #autoLOC_270237 = <<1>>, Orbit #autoLOC_270238 = <<1>>, Splashed down #autoLOC_270239 = <<1>>, Sub-orbital trajectory #autoLOC_270240 = <<1>>, Escape trajectory #autoLOC_270241 = No situation report available #autoLOC_270248 = <<1^n>>'s <<2>>, Launch Site #autoLOC_270249 = <<1^n>>'s <<2>>, Flying #autoLOC_270250 = <<1^n>>'s <<2>>, Landed #autoLOC_270251 = <<1^n>>'s <<2>>, Orbit #autoLOC_270252 = <<1^n>>'s <<2>>, Splashed down #autoLOC_270253 = <<1^n>>'s <<2>>, Sub-orbital trajectory #autoLOC_270254 = <<1^n>>'s <<2>>, Escape trajectory #autoLOC_270255 = No situation report available #autoLOC_270961 = Vessel must have the mission flag of <<1>> #autoLOC_271045 = Vessel must contain no parts made by <<1>> #autoLOC_271049 = Vessel must contain at least one part made by <<1>> #autoLOC_271214 = Vessel must have been launched after the contract was accepted #autoLOC_272424 = Any Science Data #autoLOC_272432 = We want you to send us science data from space around <<1>>. #autoLOC_272436 = We want you to to send us science data from the surface of <<1>>. #autoLOC_272443 = Science data from space around <<1>>. #autoLOC_272445 = Science data from surface of <<1>>. #autoLOC_272451 = We've just received experimental data from space around <<1>>! Good work. #autoLOC_272453 = We've just received experimental data from the surface of <<1>>! Excellent. #autoLOC_272636 = We need you to #autoLOC_272642 = \u0020and finish #autoLOC_272647 = \u0020in the atmosphere of\u0020 #autoLOC_272650 = \u0020on the surface of\u0020 #autoLOC_272653 = \u0020in orbit of\u0020 #autoLOC_272656 = \u0020in the oceans of\u0020 #autoLOC_272659 = \u0020in sub-orbit of\u0020 #autoLOC_272666 = \u0020using a single vessel. #autoLOC_272675 = Complete the\u0020 #autoLOC_272682 = Grand\u0020 #autoLOC_272685 = Supreme\u0020 #autoLOC_272688 = Ultimate\u0020 #autoLOC_272705 = Course #autoLOC_272708 = Rally #autoLOC_272711 = Voyage #autoLOC_272720 = Trek #autoLOC_272723 = Journey #autoLOC_272726 = Expedition #autoLOC_272732 = Challenge #autoLOC_272741 = You have successfully visited <> celestial bodies with a single vessel! #autoLOC_272752 = Warning! This contract ends in a hazardous location - plan accordingly. #autoLOC_272850 = Commercial #autoLOC_272859 = Record #autoLOC_273203 = Haul Complete! This will help us a great deal. Thanks! #autoLOC_273220 = No situation report available #autoLOC_273234 = No situation report available #autoLOC_273996 = We want you to plant a flag on the surface of <<1>>. #autoLOC_274001 = Plant flag on <<1>>. #autoLOC_274006 = Our trackers confirm the flag has been planted at <<1>>. Nicely Done! #autoLOC_274219 = Save <<1>> #autoLOC_274226 = Obtain <<1>> #autoLOC_274236 = Recover <<1>> on <<2>> #autoLOC_274385 = <<1>> Stats:\nMass: <<2>>t\nHeight: <<3>>m\nWidth: <<4>>m\nLength: <<5>>m #autoLOC_274398 = Well done! <<1>> has been recovered in one piece and is now enjoying a thorough debriefing from the comfort of <<2>> quarantine cell. #autoLOC_274399 = <<1>> is now part of your crew roster, and may be assigned to future missions. #autoLOC_274401 = Good job! <<1>> has been recovered in one piece and is being analyzed as we speak. #autoLOC_274403 = Great Work! <<1>> and <<2>> <<3>> have been recovered! <<4>> will be debriefed while we analyze what's left of <<5>> vessel. #autoLOC_274404 = <<1>> is now part of your crew roster, and may be assigned to future missions. #autoLOC_274430 = <<1>> was lost AND <<2>> was destroyed! This contract is over. #autoLOC_274433 = <<1>> was lost! We are pulling the plug on this one. #autoLOC_274436 = <<1>> was destroyed! We are pulling the plug on this one. #autoLOC_274438 = We are pulling the plug on this one. #autoLOC_274446 = The contract to rescue <<1>> has been cancelled. #autoLOC_274448 = The contract to recover <<1>> has been cancelled. #autoLOC_274459 = The deadline on the contract to rescue <<1>> has expired. #autoLOC_274461 = The deadline on the contract to recover <<1>> has expired. #autoLOC_277907 = <<1>>Apoapsis: <<2>>m<<3>> #autoLOC_277910 = <<1>>Agency: <<2>><<3>> #autoLOC_277915 = <<1>>Periapsis: <<2>>m<<3>> #autoLOC_277918 = <<1>>Agency: <<2>><<3>> #autoLOC_277932 = <<1>>Ascending Node: <<2>>°<<3>> #autoLOC_277935 = <<1>>Agency: <<2>><<3>> #autoLOC_277943 = <<1>>Descending Node: <<2>>°<<3>> #autoLOC_277946 = <<1>>Agency: <<2>><<3>> #autoLOC_278134 = Bring a newly discovered Class <<1>> asteroid to <<2>> and land it. #autoLOC_278136 = Bring a newly discovered Class <<1>> asteroid into an orbit around <<2>>. #autoLOC_278139 = Eject a Class <<1>> asteroid out of the solar system. #autoLOC_278155 = Capture a new Class <<1>> asteroid, then bring it to <<2>> and land it...gently. #autoLOC_278162 = Capture a new Class <<1>> asteroid, then bring it into a stable orbit around <<2>> to test our capabilities. #autoLOC_278164 = Capture a new Class <<1>> asteroid, then bring it into a stable orbit around <<2>>. Why? FOR SCIENCE! #autoLOC_278166 = Mission control says low <<1>> orbit is getting a bit crowded. Capture a new Class <<2>> asteroid and take it into orbit around <<3>> instead. #autoLOC_278175 = Capture a new Class <<1>> asteroid, then put it on an extrasolar trajectory. The less of these things orbiting the sun, the better. #autoLOC_278177 = The last Class <<1>> asteroid that passed <<2>> nearly wiped out our species, capture one and get rid of it. #autoLOC_278179 = How do you feel about throwing a Class <<1>> rock out of the solar system? #autoLOC_278189 = You successfully captured an asteroid and brought it to <<1>>. #autoLOC_278195 = You successfuly flung a rock out of the solar system. #autoLOC_278197 = That asteroid is OUTTA HERE! #autoLOC_278199 = Looks like the asteroid is on a solar escape trajectory. Mission complete. #autoLOC_278330 = Pioneer #autoLOC_278346 = outpost #autoLOC_278368 = outpost #autoLOC_278436 = We need to build up our infrastructure on <<1>> to support future missions. We can do this by expanding the outpost "<<2>>". #autoLOC_278438 = Build a new outpost for this agency that can support <> kerbals on the surface of <<2>>. #autoLOC_278444 = You have finished constructing the necessary additions on the surface outpost "<<1>>". #autoLOC_278446 = You have finished construction of a new surface outpost on <<1>>. #autoLOC_278465 = Orbit #autoLOC_278607 = Record #autoLOC_278637 = Launch our first vessel! #autoLOC_278639 = Escape the atmosphere! #autoLOC_278641 = Orbit <<1>>! #autoLOC_278643 = Gather scientific data from <<1>>. #autoLOC_278647 = Explore <<1>>. #autoLOC_278678 = In the grand scheme of things, we know very little about <<1>>. Let's see if we can explore it a bit further. #autoLOC_278680 = We have explored nearly every nook and cranny of <<1>>, but there are a few potentially profitable loose ends left to investigate. #autoLOC_278682 = Our exploration of <<1>> is going according to plan. We must continue to unravel its mysteries! #autoLOC_278694 = A very nominal launch! We couldn't have asked for more! Well, we could've, and we will at some point. #autoLOC_278696 = What is it like up there? We hope it's fun because you're coming back very soon! #autoLOC_278698 = We didn't tell the recovery team that you'd be staying in space, so they're still looking! Great job! #autoLOC_278700 = When we got to page nine of your report we thought you might be stalling! We are starting the launch countdown now. #autoLOC_278705 = We have taken our first steps towards exploring <<1>>. Let's keep going and see where it takes us! #autoLOC_278707 = Even now, <<1>> continues to surprise and amaze us! Good work. #autoLOC_278709 = Our exploration of <<1>> was successful, but who knows what other secrets it holds! #autoLOC_279475 = Extract <<1>> from <<2>> and deliver it to <<3>>. #autoLOC_279477 = Extract <<1>> units of <<2>> from <<3>>. #autoLOC_279488 = We've detected some <<1>> on <<2>>. Extract <<3>> units of it and deliver it to <<4>>. #autoLOC_279490 = We've detected some <<1>> on <<2>>. Extract <<3>> units of it. #autoLOC_279496 = You have extracted <<1>> units of <<2>> and delivered it to <<3>> for <<4>>. #autoLOC_279498 = You have extracted <<1>> units of <<2>> for <<3>>. #autoLOC_279915 = Position <<1>> in an adjusted orbit of <<2>>. #autoLOC_279920 = Position satellite in an equatorial orbit of <<1>>. #autoLOC_279922 = Position satellite in a polar orbit of <<1>>. #autoLOC_279925 = Position satellite into a <<1>> network around <<2>>. #autoLOC_279928 = Position <<1>> into a <<2>> network around <<3>>. #autoLOC_279930 = Position satellite in a <<1>> orbit around <<2>>. #autoLOC_279933 = Position satellite into a tundra network around <<1>>. #autoLOC_279936 = Position <<1>> into a tundra network around <<2>>. #autoLOC_279938 = Position satellite in a tundra orbit around <<1>>. #autoLOC_279948 = Position satellite into a <<1>> network around <<2>>. #autoLOC_279951 = Position <<1>> into a <<2>> network around <<3>>. #autoLOC_279953 = Position satellite in <<1>> orbit of <<2>>. #autoLOC_279963 = Position satellite into a <<1>> network around <<2>>. #autoLOC_279966 = Position <<1>> into a <<2>> network around <<3>>. #autoLOC_279968 = Position satellite in <<1>> orbit of <<2>>. #autoLOC_279970 = Position satellite in a specific orbit of <<1>>. #autoLOC_280010 = We have new plans for <<1>> on <<2>>. We need you to move it into a nearby orbit. #autoLOC_280015 = We need you to build a satellite to our specifications and deploy it into an equatorial orbit around <<1>>. #autoLOC_280017 = We need you to build a satellite to our specifications and deploy it into a polar orbit around <<1>>. #autoLOC_280020 = We see an opportunity on <<1>> to utilize existing assets to start building a <<2>> satellite network. #autoLOC_280023 = We noticed that <<1>> is in a prime position to integrate into our <<2>> satellite network around <<3>>. #autoLOC_280025 = We need you to build a satellite to our specifications and deploy it into a highly eccentric <<1>> "lightning" orbit around <<2>>. #autoLOC_280028 = We see an opportunity on <<1>> to utilize existing assets to start building a tundra satellite network. #autoLOC_280031 = We noticed that <<1>> is in a prime position to integrate into our tundra satellite network around <<2>>. #autoLOC_280033 = We need you to build a satellite to our specifications and deploy it into a highly eccentric tundra orbit around <<1>>. #autoLOC_280043 = We see an opportunity on <<1>> to utilize existing assets to start building a <<2>> satellite network. #autoLOC_280046 = We noticed that <<1>> is in a prime position to integrate into our <<2>> satellite network around <<3>>. #autoLOC_280048 = We need you to build a satellite to our specifications and place it in <<1>> orbit around <<2>>. #autoLOC_280058 = We see an opportunity on <<1>> to utilize existing assets to start building a <<2>> satellite network. #autoLOC_280061 = We noticed that <<1>> is in a prime position to integrate into our <<2>> satellite network around <<3>>. #autoLOC_280063 = We need you to build a satellite to our specifications and place it in <<1>> orbit around <<2>>. #autoLOC_280065 = We need you to build a satellite to our specifications and deploy it into a very specific orbit around <<1>>. #autoLOC_280072 = You have successfully moved <<1>> into its intended orbit of <<2>>. #autoLOC_280077 = You have successfully deployed our satellite into equatorial orbit around <<1>>. #autoLOC_280079 = You have successfully deployed our satellite into polar orbit around <<1>>. #autoLOC_280082 = You have successfully increased the coverage of our <<1>> satellite network above <<2>>. #autoLOC_280085 = You have successfully integrated<<1>> into our <<2>> satellite network above <<3>>. #autoLOC_280087 = You have successfully deployed our satellite in a <<1>> orbit around <<2>>. #autoLOC_280090 = You have successfully increased the coverage of our tundra satellite network above <<1>>. #autoLOC_280093 = You have successfully integrated <<1>> into our tundra satellite network above <<2>>. #autoLOC_280095 = You have successfully deployed our satellite in a tundra orbit around <<1>>. #autoLOC_280105 = You have successfully increased the coverage of our <<1>> satellite network above <<2>>. #autoLOC_280108 = You have successfully integrated <<1>> into our <<2>> satellite network above <<3>>. #autoLOC_280110 = You have successfully placed our satellite in <<1>> orbit of <<2>>. #autoLOC_280120 = You have successfully increased the coverage of our <<1>> satellite network above <<1>>. #autoLOC_280123 = You have successfully integrated <<1>> into our <<2>> satellite network above <<3>>. #autoLOC_280125 = You have successfully placed our satellite in <<1>> orbit of <<2>>. #autoLOC_280127 = You have successfully deployed our satellite in orbit of <<1>>. #autoLOC_280652 = We need to build up our infrastructure around <<1>> to support future missions. We can do this by expanding the station "<<2>>". #autoLOC_280660 = You have finished constructing the necessary additions on the station "<<1>>". #autoLOC_281212 = <<1>> near <<2>> #autoLOC_281214 = <<1>> near <<2>> #autoLOC_281262 = Conduct a focused <<1>> survey of <<2>>. #autoLOC_281264 = Conduct <<1>> surveys of <<2>>. #autoLOC_281275 = We need to test our newly acquired capabilities with a focused survey of <<1>>. Go to the designated test site and gather some <<2>> <<3>>. #autoLOC_281278 = <<1>> on <<2>> has detected some <<3>> <<4>> to the <<5>>. Head in that direction and follow up with a series of <<6>>. #autoLOC_281280 = We want to confirm some theories about some <<1>> <<2>> on <<3>>. Head there and take a few <<4>>. #autoLOC_281285 = Your assistance in gathering these<<1>> <<2>> has been indispensable. Thank you! #autoLOC_281293 = Warning! This is a survey of a gas giant - plan accordingly. #autoLOC_281970 = \n\nAny passengers that are rendered unconscious due to gee forces will fail to pay for their itineraries. #autoLOC_282101 = of the solar system #autoLOC_282620 = Navigation waypoint deactivated. #autoLOC_282737 = Build the facility into a previously undisturbed Class <<1>> asteroid #autoLOC_282739 = Have a previously undisturbed Class <<1>> asteroid in tow #autoLOC_282744 = Please note that <<1>> is looking for a new Class <<2>> asteroid that has not been grabbed, clawed, or otherwise disturbed by another agency prior to accepting this contract. #autoLOC_282809 = This asteroid has not been disturbed, and fits <<1^n>>'s requirements. #autoLOC_282812 = This asteroid is not of the classification that <<1>> has requested. #autoLOC_282825 = <<1>> notes that this asteroid has been previously disturbed by another agency. #autoLOC_282827 = This asteroid has not been disturbed, and fits <<1^n>>'s requirements. #autoLOC_282944 = Have a facility supporting at least <> kerbals #autoLOC_282958 = <<1>> does not currently support any kerbals. #autoLOC_282960 = <<1>> currently supports <> kerbals. #autoLOC_283108 = Have <> <<2>>s on the <<3>> #autoLOC_283122 = <<1>> does not currently have any <<2>>s. #autoLOC_283124 = <<1>> currently has <> <<3>>s. #autoLOC_283270 = Land on <<1>> #autoLOC_283272 = Suborbital spaceflight on <<1>> #autoLOC_283274 = Atmospheric flight on <<1>> #autoLOC_283276 = Fly by <<1>> #autoLOC_283278 = Orbit around <<1>> #autoLOC_283280 = Things in space #autoLOC_283371 = Have <<1>> pass out from gee forces #autoLOC_283467 = <<1^n>>'s Travel Itinerary #autoLOC_283554 = <<1>>' failed: <<2>> passed out! #autoLOC_283645 = Do something on the surface of <<1>> #autoLOC_284198 = Achieve goal #autoLOC_284203 = Start building an outpost on <<1>> #autoLOC_284205 = Transfer any crew between vessels near <<1>> #autoLOC_284207 = Dock two vessels on or around <<1>> #autoLOC_284209 = Escape the influence of <<1>> #autoLOC_284211 = Launch our first vessel #autoLOC_284213 = Plant a flag on <<1>> #autoLOC_284215 = Enter the atmosphere of <<1>> #autoLOC_284217 = Fly by <<1>> #autoLOC_284219 = Return to <<1>> from a fly by of <<2>> #autoLOC_284223 = Return to <<1>> from the surface of <<2>> #autoLOC_284225 = Orbit <<1>> #autoLOC_284229 = Escape the atmosphere #autoLOC_284231 = Rendezvous two vessels in orbit of <<1>> #autoLOC_284233 = Gather scientific data from <<1>> #autoLOC_284235 = Go on an orbital spacewalk near <<1>> #autoLOC_284237 = Splash down into the oceans of <<1>> #autoLOC_284239 = Start building a station in orbit of <<1>> #autoLOC_284241 = Walk on the surface of <<1>> #autoLOC_284243 = Do things in space #autoLOC_284264 = '<<1>>' complete! #autoLOC_284269 = Finally! Now we can sit down and enjoy a snack on <<1>> without chasing it across the room! #autoLOC_284271 = A few snack breaks, some counseling, and these crew members will be good as new! #autoLOC_284273 = It's like a vessel handshake, with minimal shaking and no hands. Congratulations! #autoLOC_284275 = Well, there goes half our operational budget. Good job! #autoLOC_284277 = A very nominal launch! We couldn't have asked for more! Well, we could've, and we will at some point. #autoLOC_284279 = Fantastic! Now one of you shake the flag so it looks like it is waving majestically! #autoLOC_284281 = Talk about coming in hot! We are receiving atmospheric telemetry now. #autoLOC_284283 = Talk about close encounters! Any closer and there'd be paperwork. #autoLOC_284285 = A return trip from <<1>>?! Is this mission log right? Incredible! #autoLOC_284287 = Touchdown confirmed on <<1>>! Any crash you can walk away from counts as a landing. #autoLOC_284289 = Welcome back from <<1>>! Report to decontamination for a full and thorough debriefing. #autoLOC_284292 = We didn't tell the recovery team that you'd be staying in space, so they're still looking! Great job! #autoLOC_284294 = A stable orbit has been achieved! Mission control is still debating the best way to get you back home. You packed a toothbrush, right? #autoLOC_284297 = Congratulations on a safe return from orbit! You can stop kissing the ground now. #autoLOC_284299 = Our engineers are already repurposing parts of the vessel from <<1>> for other missions! Good work! #autoLOC_284301 = What is it like up there? We hope it's fun because you're coming back very soon! #autoLOC_284303 = Beautiful! Synchronized free-falling isn't nearly as daunting as it sounds! #autoLOC_284306 = When we got to page nine of your report we thought you might be stalling! We are starting the launch countdown now. #autoLOC_284308 = Yes! There's enough data on <<1>> here to keep all of us employed for a good long while. #autoLOC_284310 = Exceptional work! Now get back into the vessel before this turns into a rescue mission. #autoLOC_284312 = It wasn't until after splashdown that the engineers reminded us that your seat cushions can also be used as flotation devices! #autoLOC_284314 = Great work! A few more modules on this station and snack shortages near <<1>> will be a thing of the past. #autoLOC_284316 = That's one small step for <<1>>, one giant leap for our budget! #autoLOC_284318 = Do things in space. #autoLOC_284365 = Begin construction of an outpost on the surface of <<1>> by attaching two different vessels with a docking port or a claw to achieve this goal. #autoLOC_284367 = Transfer any crew into any vessel from another mission in orbit of <<1>> to achieve this goal. #autoLOC_284369 = Attach two different vessels together near <<1>> with a docking port or a claw to achieve this goal. #autoLOC_284371 = Fly a vessel out of the gravitational influence of <<1>> to achieve this goal. #autoLOC_284373 = Launch your first vessel off of the launchpad or the runway to achieve this goal. #autoLOC_284375 = Have a kerbal plant a flag on the surface of <<1>> to achieve this goal. #autoLOC_284377 = Enter the atmosphere of <<1>> to achieve this goal. #autoLOC_284379 = Fly a vessel anywhere nearby <<1>> to achieve this goal. #autoLOC_284381 = Bring a vessel that flew by <<1>> back to the surface of <<2>> to achieve this goal. #autoLOC_284385 = Bring a vessel that landed on <<1>> back to the surface of <<2>> to achieve this goal. #autoLOC_284388 = Fly a vessel up and out of the atmosphere and accelerate parallel with the surface until you are in a stable orbit to achieve this goal. #autoLOC_284390 = Put your vessel into a stable orbit around <<1>> to achieve this goal. #autoLOC_284393 = Slow down a vessel in orbit and return it to the surface to achieve this goal. #autoLOC_284395 = Bring a vessel that was in a stable orbit of <<1>> back to the surface of <<2>> to achieve this goal. #autoLOC_284397 = Breach the atmosphere by flying a vessel to an altitude of <<1>> meters to achieve this goal. #autoLOC_284399 = Have two different vessels in orbit of <<1>> within visual range of each other and kill their relative velocity to achieve this goal. #autoLOC_284401 = Recover or transmit any science experiment data from <<1>> to achieve this goal. #autoLOC_284403 = Have a kerbal go on EVA in orbit of <<1>> to achieve this goal. #autoLOC_284405 = Splash a vessel down into an ocean of <<1>> to achieve this goal. #autoLOC_284407 = Begin construction of a station in orbit of <<1>> by attaching two different vessels with a docking port or a claw to achieve this goal. #autoLOC_284409 = Have a kerbal walk on the surface of <<1>> to achieve this goal. #autoLOC_284411 = Do things in space. #autoLOC_284423 = An outpost on the surface of <<1>> would give us a place to stuff all the scientists complaining that there is not an outpost on the surface of <<1>>. Get started on one. #autoLOC_284425 = Crew that have been cooped up for too long start muttering about "space krakens" and other such nonsense. We want to make sure that doesn't happen around <<1>>. #autoLOC_284427 = Docking on or around <<1>> is a stepping stone to building greater things. Plus, it's one of the few times when ramming things together is encouraged! #autoLOC_284429 = Public opinion suggests that <<1>> is holding back our progress. The solution is obvious: fly as far from the public as possible. #autoLOC_284431 = We'd like to officially start off the space program with a bang! A very controlled bang, preferably. #autoLOC_284433 = We would like to leave a mark on <<1>> that isn't a smoldering crater. Head there and plant a flag! #autoLOC_284435 = Flying on <<1>> should not be anything like flying on <<2>>, so you might have better luck there. #autoLOC_284437 = Today is your lucky day! Simply head to <<1>> and pass by it. Easy as pie. No risk at all! Now sign this waiver. #autoLOC_284439 = It would be somewhat disconcerting if all of our missions to <<1>> were one-way trips. Bring one back to <<2>>. #autoLOC_284441 = We have enough data on <<1>> to attempt a landing, or we could stage one. It's up to you. #autoLOC_284443 = We'd like to bring a vessel back to <<1>> from the surface of <<2>>. At least one scientist assures us that we won't bring back any harmful contaminants. #autoLOC_284446 = We need to achieve a stable orbit around <<1>>. All you should need to do is throw yourself at the ground and miss. #autoLOC_284448 = We'd like you to go to <<1>> and stay there in a nice stable orbit. It isn't personal. It's science! #autoLOC_284451 = You left enough fuel in the tanks to return from orbit, right? We want the deposit on those parts back! #autoLOC_284453 = We can't just leave vessels in orbit of <<1>> forever. Those things are expensive! Return one to <<2>>. #autoLOC_284455 = Administration says that legally we cannot call ourselves a space program without actually going to space. #autoLOC_284457 = We need to test out our rendezvous capabilities. Park two vessels next to each other around <<1>>. What could possibly go wrong? #autoLOC_284460 = Give us a quick crew report before launching. It's fine if any of the lights on the control panel are flashing, just give it a swift kick. #autoLOC_284462 = Sometimes science throws a curveball and we need to ask the hard questions, and by we, we mean you. Head to <<1>>. #autoLOC_284466 = We don't want vessels near <<1>> to start running hot. Splash one into the ocean. We are pretty sure it isn't flammable. #autoLOC_284468 = A station in orbit of <<1>> would give us a place to study the long-term effects of microgravity on board game playability. You may begin construction immediately. #autoLOC_284470 = Walking on the surface of <<1>> is the next logical step in space exploration. Tripping, falling, rolling, tumbling, or skidding also qualify. #autoLOC_284472 = Do things in space. #autoLOC_284531 = Acquire <<1>> units of fresh <<2>> from <<3>> #autoLOC_284574 = You have extracted <<1>> % of <<2>> <<3>>. #autoLOC_284677 = Have <<1>> units of <<2>> in your <<3>> #autoLOC_284691 = <<1>>does not currently have any <<2>>. #autoLOC_284693 = <<1>> currently has <<2>> units of <<3>>. #autoLOC_284812 = within reasonable deviation #autoLOC_284817 = reasonable #autoLOC_284820 = marginal #autoLOC_284823 = minimal #autoLOC_284834 = Reach the designated <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_284839 = Reach <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_284841 = Reach <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_284843 = Reach <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_284846 = Reach the designated <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_284848 = Reach the designated <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_284850 = Reach the designated <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_284852 = Reach the designated orbit around <<1>> within <<2>> deviation #autoLOC_285073 = Be in command of <<1>> #autoLOC_285078 = You are in command of <<1>> #autoLOC_285089 = <<1>> is currently standing by to launch on <<2>> #autoLOC_285091 = <<1>> is currently in atmospheric flight above <<2>> #autoLOC_285093 = <<1>> is currently landed on <<2>> #autoLOC_285095 = <<1>> is currently in orbit of <<2>> #autoLOC_285097 = <<1>> is currently splashed down on <<2>> #autoLOC_285099 = <<1>> is currently in sub-orbital spaceflight above <<2>> #autoLOC_285101 = <<1>> is currently on an escape trajectory away from <<2>> #autoLOC_285103 = <<1>> is currently docked near <<2>> #autoLOC_285105 = <<1>> is currently in an unknowable situation on <<2>> #autoLOC_285413 = Maintain stability for <> seconds #autoLOC_285514 = Hold stationary orbit directly above <<1>> #autoLOC_285519 = You in stationary orbit directly above <<1>>. #autoLOC_285665 = data anomalies #autoLOC_285739 = <<1>> Site #autoLOC_285746 = \u0020to find <<1>> #autoLOC_285754 = You gathered survey data from <<1>> <<2>> on <<3>>. #autoLOC_285757 = You gathered survey data from <<1>> <<2>> on <<3>>. #autoLOC_285759 = You gathered survey data from <<1>> on <<2>>. #autoLOC_285861 = You are leaving <<1>>. #autoLOC_285872 = You are entering <<1>>. #autoLOC_285927 = Collecting survey data for <<1>>. #autoLOC_285932 = You have located the source of the <<1>>. #autoLOC_285955 = <<1>> is not the source of the <<2>>. Continue to the next location. #autoLOC_286029 = Altitude: #autoLOC_286034 = On the Surface #autoLOC_286222 = Navigation set to <<1>>. #autoLOC_286262 = Land on <<1>> #autoLOC_286264 = Suborbital spaceflight on <<1>> #autoLOC_286266 = Atmospheric flight on <<1>> #autoLOC_286268 = Fly by <<1>> #autoLOC_286270 = Orbit around <<1>> #autoLOC_286272 = Things in space #autoLOC_286380 = manned #autoLOC_286382 = unmanned #autoLOC_286401 = Ensure that the <<1>> <<2>> is newly launched #autoLOC_286404 = Ensure that the <<1>> is <<2>> #autoLOC_286407 = Ensure that the <<1>> exists #autoLOC_289806 = Kerman #autoLOC_289916 = units #autoLOC_289926 = km #autoLOC_289929 = m #autoLOC_289933 = m/s #autoLOC_289969 = it #autoLOC_290048 = northeast #autoLOC_290050 = east #autoLOC_290052 = southeast #autoLOC_290054 = south #autoLOC_290056 = southwest #autoLOC_290058 = west #autoLOC_290060 = northwest #autoLOC_290062 = north #autoLOC_290713 = Celestial body index is out of range #autoLOC_294604 = Tourists may not disembark from the vessel. #autoLOC_294609 = Crew member incapable of activity at the moment. #autoLOC_294616 = Crewmembers must be alive to perform EVAs. #autoLOC_294622 = Automatic EVA disabled. Activate a hatch. #autoLOC_294628 = Cannot EVA in this scenario. #autoLOC_294633 = Cannot disembark while off of Kerbin's surface.\nAstronaut Complex upgrade required. #autoLOC_294639 = Cannot EVA. #autoLOC_294644 = EVA currently unavailable. #autoLOC_294648 = EVA unavailable #autoLOC_294977 = Welcome to the Space Center #autoLOC_294987 = Nice to meet you!\n\n #autoLOC_294988 = I'm Gene Kerman, Flight Director and your guide for this quick introduction. #autoLOC_294989 = This is the Space Center. From here you can manage all aspects of the Space Program.\n\n #autoLOC_294990 = Feel free to have a look around (Hold the >>Right Mouse Button to move the camera, or use the >>[Arrow Keys]).\n\n #autoLOC_294991 = >>Right-Click over the Space Center Facilities to view more about them, and >>Left-Click when you're ready to head inside.\n\n #autoLOC_294992 = If you need more information, check out the Training Section on the Main Menu. #autoLOC_294994 = Thanks, I've got it #autoLOC_295026 = Welcome to the <<1>>! #autoLOC_295046 = Hello! #autoLOC_295047 = I'm Wernher von Kerman, Chief Rocketry Engineer.\n\n #autoLOC_295048 = This is the Vehicle Assembly Building where we build spacecraft and later roll them out to the Launchpad for flight. Pretty impressive isn't it?\n\n #autoLOC_295049 = On your left you'll find components to construct your own spacecraft. Select a starting part, then attach others to it to build a ship.\n\n #autoLOC_295050 = You can then have a look around with >>Right Mouse Button or the >>[Arrow Keys]. That's it really, it's not as if it were rocket sc... Oh. \n\n #autoLOC_295051 = Anyhow, if you need a more in-depth explanation on how to build, have a look at the Training Section at the Main Menu. #autoLOC_295053 = Got it! #autoLOC_295063 = Hello! #autoLOC_295064 = I'm Wernher von Kerman, Chief Rocketry Engineer.\n\n #autoLOC_295065 = This is the Spaceplane Hangar. Here is where we build spacecraft that later will take off from the Runway.\n\n #autoLOC_295066 = On your left you'll find components to construct your own spaceplane. Select a starting part, then attach others to it to build.\n\n #autoLOC_295067 = You can then have a look around with >>Right Mouse Button or the >>[Arrow Keys]. We just got this place cleaned up, so try to not mess it up too much.\n\n #autoLOC_295068 = If you need more guidance on how to build spacecraft, have a look at the Training Section at the Main Menu. #autoLOC_295070 = Got it! #autoLOC_295080 = Hello! #autoLOC_295081 = I'm Wernher von Kerman, Chief Rocketry Engi--\n\n #autoLOC_295082 = Wait, what is this place? It doesn't seem to be part of the Space Center... Have you been messing with the game files? #autoLOC_295084 = Sorry... #autoLOC_295116 = Welcome to the Tracking Station! #autoLOC_295126 = Hi Again!\n\n #autoLOC_295127 = This is the Tracking Station Facility. In here you can view all of the Solar System, as well as the current positions and trajectories of all ongoing missions.\n\n #autoLOC_295128 = When you have missions in progress, you'll see them listed on the panel at your left, and you'll be able to take command of them from this screen.\n\n #autoLOC_295129 = Sometimes contracts may require specific destinations in orbit or on the surface. Those will also be visible here.\n\n #autoLOC_295130 = Lastly, if you want to see this same Map View during flight, just hit the >>[ <<2>> ] Key. #autoLOC_295133 = Got it! #autoLOC_295188 = We have started constructing the first outpost on <<1>>. #autoLOC_295242 = We have escaped the gravitational influence of <<1>>. #autoLOC_295360 = We have initiated the first fly by of <<1>>. #autoLOC_295665 = We have returned home from a fly by of <<1>>. #autoLOC_295693 = We have returned home from the surface of <<1>>. #autoLOC_296191 = We have performed a crew transfer near <<1>>. #autoLOC_296238 = We have recovered our first crew from a mission. #autoLOC_296294 = We have performed a docking maneuver on <<1>>. #autoLOC_296348 = We have launched our first vessel. #autoLOC_296488 = We have discovered <<1>> on <<2>>. #autoLOC_296494 = We have discovered <<1>> on <<2>>. #autoLOC_296522 = Is...is it angry? #autoLOC_296524 = It is beaming data to the space center. #autoLOC_296526 = It seems to be pulsating in some sort of pattern... #autoLOC_296528 = Our scientists have noted strange readings emitting from it. #autoLOC_296530 = Our labs are abuzz with scientists analyzing every aspect of it. #autoLOC_296532 = Where could it have come from? #autoLOC_296534 = Why is it here? #autoLOC_296536 = Who left this here? #autoLOC_296538 = What possible purpose could it serve? #autoLOC_296540 = When could this have been created? #autoLOC_296780 = World First Milestones #autoLOC_296834 = >><<2>> <<3>> #autoLOC_297133 = an abandoned space center #autoLOC_297134 = an abandoned island airfield #autoLOC_297135 = a vessel of unknown origin #autoLOC_297136 = some desert pyramids #autoLOC_297137 = a strange monolith #autoLOC_297138 = a strange monolith #autoLOC_297139 = a strange monolith #autoLOC_297140 = the memorial of a legendary kerbonaut #autoLOC_297141 = a vessel of unknown origin #autoLOC_297142 = a rock arch #autoLOC_297143 = a rock arch #autoLOC_297144 = a rock arch #autoLOC_297145 = a strange monolith #autoLOC_297146 = a strange monolith #autoLOC_297147 = a strange monolith #autoLOC_297148 = a pyramid emitting an anomalous signal #autoLOC_297149 = a vehicle of unknown origin #autoLOC_297150 = a very familiar looking rock formation #autoLOC_297151 = a strange monolith #autoLOC_297152 = a cavernous rock formation #autoLOC_297153 = some suspiciously geometric ice formations #autoLOC_297154 = the corpse of an unknown lifeform #autoLOC_297156 = a VERY strange monolith #autoLOC_297157 = a VERY strange monolith #autoLOC_297158 = a VERY strange monolith #autoLOC_297159 = a VERY strange monolith #autoLOC_297160 = a VERY strange monolith #autoLOC_297161 = a VERY strange monolith #autoLOC_297162 = a VERY strange monolith #autoLOC_297163 = a VERY strange monolith #autoLOC_297164 = a VERY strange monolith #autoLOC_297165 = a VERY strange monolith #autoLOC_297166 = a VERY strange monolith #autoLOC_297167 = a VERY strange monolith #autoLOC_297168 = a VERY strange monolith #autoLOC_297169 = a VERY strange monolith #autoLOC_297170 = a VERY strange monolith #autoLOC_297725 = We have reached space. #autoLOC_297833 = We have broken an altitude record of <<1>>. #autoLOC_297943 = We have broken an ocean depth record of <<1>>. #autoLOC_298052 = We have broken a land distance record of <<1>>. #autoLOC_298174 = We have broken a speed record of <<1>>. #autoLOC_298266 = We have performed a rendezvous maneuver around <<1>>. #autoLOC_298311 = We have performed a spacewalk in orbit of <<1>>. #autoLOC_298375 = We have started constructing the first station around <<1>>. #autoLOC_298640 = You have buzzed the tower at the space center! #autoLOC_299393 = Not enough <<1>> to research this node. #autoLOC_299404 = Cannot research technologies over <<1>> Science at this level. #autoLOC_300432 = Recovery of a vessel returned from <<1>> orbit. #autoLOC_300435 = Recovery of a vessel after a sub-orbital flight. #autoLOC_300438 = Recovery of a vessel that survived a flight. #autoLOC_300831 = No response from R&D... No Science Added. #autoLOC_300854 = [Research & Development]: <<1>> data received on <<2>>.<<3>> #autoLOC_300898 = LaunchPad #autoLOC_300899 = Runway #autoLOC_300900 = KSC #autoLOC_300989 = Cannot check parts if the game isn't loaded #autoLOC_301005 = Part <<1>> isn't assigned to any tech node.\n #autoLOC_301012 = All parts are assigned to a tech node! #autoLOC_301030 = Cannot check parts if the game isn't loaded #autoLOC_301043 = Unassigned #autoLOC_301069 = Tech Tree Summary:\n #autoLOC_301070 = <<1>> Techs defined\n #autoLOC_301071 = Nodes:\n<<1>> #autoLOC_301288 = [R&D]: Added up all the science of the universe:\n #autoLOC_301289 = There is <<1>> potential science to be done in total.\n #autoLOC_301290 = <<1>> Science from Experiments,\n #autoLOC_301291 = <<1>> Science from Recovering vessels.\n #autoLOC_301292 = Experiments: <<1>> #autoLOC_301293 = Subjects: <<1>> #autoLOC_301294 = Subjects On Biomes: <<1>> #autoLOC_301295 = Total Biomes: <<1>> #autoLOC_301303 = <<1>> added. #autoLOC_301689 = <<1>> from <<2>> #autoLOC_301693 = <<1>> from <<2>>'s <<3>> #autoLOC_301698 = <<1>> from <<2>>'s surface #autoLOC_301707 = <<1>> from <<2>>'s <<3>> #autoLOC_301711 = <<1>> from <<2>>'s oceans #autoLOC_301719 = <<1>> while flying over <<2>>'s <<3>> #autoLOC_301723 = <<1>> while flying at <<2>> #autoLOC_301731 = <<1>> from the upper atmosphere over <<2>>'s <<3>> #autoLOC_301735 = <<1>> from <<2>>'s upper atmosphere #autoLOC_301744 = <<1>> from space just above <<2>>'s <<3>> #autoLOC_301748 = <<1>> while in space near <<2>> #autoLOC_301758 = <<1>> while in space high over <<2>>'s <<3>> #autoLOC_301762 = <<1>> while in space high over <<2>> #autoLOC_301771 = <<1>> from somewhere around <<2>>'s <<3>> #autoLOC_301775 = <<1>> from somewhere around <<2>> #autoLOC_301802 = <<1>> from <<2>> at <<3>> #autoLOC_301806 = <<1>> from <<2>> at <<3>>'s <<4>> #autoLOC_301811 = <<1>> from <<2>> at <<3>>'s surface #autoLOC_301818 = <<1>> from <<2>> at <<3>>'s <<4>> #autoLOC_301822 = <<1>> from <<2>> at <<3>>'s oceans #autoLOC_301829 = <<1>> from <<2>> while flying over <<3>>'s <<4>> #autoLOC_301833 = <<1>> from <<2>> while flying at <<3>> #autoLOC_301840 = <<1>> from <<2>> in the upper atmosphere over <<3>>'s <<4>> #autoLOC_301844 = <<1>> from <<2>> in <<3>>'s upper atmosphere #autoLOC_301852 = <<1>> from <<2>> in space just above <<3>>'s <<4>> #autoLOC_301856 = <<1>> from <<2>> while in space near <<3>> #autoLOC_301865 = <<1>> from <<2>> while in space high over <<3>>'s <<4>> #autoLOC_301869 = <<1>> from <<2>> while in space high over <<3>> #autoLOC_301877 = <<1>> from <<2>>, somewhere around <<3>>'s <<4>> #autoLOC_301881 = <<1>> from <<2>>, somewhere around <<3>> #autoLOC_302066 = <<1>> requires a powered vessel to operate #autoLOC_302075 = <<1>> requires Crew aboard the vessel. #autoLOC_302084 = <<1>> requires the <<2>> to be manned. #autoLOC_302095 = <<1>> requires a Scientist aboard the <<2>> to run. #autoLOC_302103 = <<1>> requires a Scientist aboard the vessel to run. #autoLOC_302109 = <<1>> requires a Scientist, but doesn't specify where. This module doesn't seem to be working properly. #autoLOC_302151 = <<1>> can only be externally controlled by a Scientist on EVA. #autoLOC_302155 = <<1>> can only be externally controlled by an EVA. #autoLOC_302164 = <<1>> requires a powered vessel to be operated from outside. #autoLOC_302177 = <<1>> requires a minimally trained Crewmember to be operated externally. #autoLOC_302187 = <<1>> can only be externally controlled by a Scientist. #autoLOC_302196 = <<1>> requires a minimally trained Crewmember to be operated externally. #autoLOC_303271 = At <<1>> #autoLOC_303276 = <<1>>Km from KSC #autoLOC_303660 = Takes <<1>>% <<2>> <<3>> #autoLOC_303661 = * Yields 1 <<1>> for each <<2>> <<3>>. #autoLOC_303665 = Takes <<1>>% <<2>> <<3>> #autoLOC_303666 = * Yields <<1>> <<2>> for each 1 unit of <<3>>. #autoLOC_303729 = Cannot activate as the total share of <<1>> would exceed 100% #autoLOC_303823 = Effective Immediately.\n\nAs it has a one-time effect this strategy does not remain active, but can be accepted as many times as desired. #autoLOC_303952 = Sets <<1>> to <<2>> <<3>>. #autoLOC_303954 = No Effect <<1>>. #autoLOC_304551 = Strategy has been deactivated as it's max duration has elapsed. #autoLOC_304558 = Description: #autoLOC_304559 = <<1>>\n\n #autoLOC_304560 = Effects: #autoLOC_304612 = Setup Cost #autoLOC_304637 = Can Cancel #autoLOC_304641 = Can Cancel In #autoLOC_304646 = Auto Expire In #autoLOC_304654 = Minimum Duration #autoLOC_304658 = Maximum Duration #autoLOC_304674 = Setup Cost #autoLOC_304820 = The Administration Facility cannot support more than <<1>> active strategies at this level #autoLOC_304827 = Cannot activate as other conflicting strategies are already active #autoLOC_304834 = The Administration Facility cannot handle more than <<1>>% Commitment on any strategy at this level. #autoLOC_304841 = Cannot afford Setup Cost: Not enough Funds #autoLOC_304848 = Cannot afford Setup Cost: Not enough Reputation #autoLOC_304855 = Cannot afford Setup Cost: Not enough Science #autoLOC_304862 = Reputation must be at <<1>> or higher to activate at this level. (Current Reputation: <<2>>) #autoLOC_304887 = Strategy can be Deactivated #autoLOC_304890 = Strategy: Cannot be dectivated as it's minimum time has not yet elapsed #autoLOC_304909 = Strategy Deactivated #autoLOC_307856 = Welcome #autoLOC_307865 = Today we will tackle an absolutely essential skill for any Space Program: Getting to Orbit. Without this skill we might as well be teaching you Kerbal Flight Simulator.\n\nI trust you've already checked the other Flight tutorials, as well as the Advanced Construction one to be familiar with the "Kerbal 1" vessel we will be launching today.\n\nIf not, I highly recommend you do so before going through this one.\n\nIf you want to go back and try the others, then press >>[<<2>>] and choose >>End Scenario. Otherwise press >>Next and we'll proceed. #autoLOC_307866 = Next #autoLOC_307880 = Flight Plan #autoLOC_307889 = Alrighty then, let's do it. As I said before, the plan here is to get our vessel (and pilot) safely into orbit.\n\nAs with the suborbital flight we did previously, we will follow a curved path to get to the point where we can "circularize" our orbit. Today's "gravity turn", however, will be much shallower than the path we followed previously so that we build speed towards orbit.\n\nThis is different from how the Kerbal pilots of old did it, they would head straight up and then hang a right as if the air was soup or something. We'll be turning early and smoothly, but don't turn too far or you might be mistaken for one of those low-flying turkeys...\n\nAs with the previous flight, I will place a target marker on the navball to show you the optimal velocity vector. But do note that this indicator won't be around normally, and is not usually used the way this tutorial uses it. I'll also display some technical information about your path as you go, to help you learn the right way to get there.\n\nFor now to set your throttle to the max (Press >>[<<2>>]) and prepare to launch! #autoLOC_307890 = Next #autoLOC_307907 = Ready to Launch #autoLOC_307924 = You should now see the marker on the navball, so you'll have something to follow, and this ship has been designed so that you don't need to worry about throttle control during the ascent.\n\nHit >>[<<2>>] when you are ready to "Go for Orbit".\n\nIf you want Valentina (the Kerbal pilot) to fly the curve for you, then you can enable S.A.S. and set the mode to >>Target after liftoff. #autoLOC_307936 = On Your Way #autoLOC_307943 = Don't worry about your throttle. You just need to pay attention to the target marker, and the proper times to stage. I'll prompt you along the way.\n\nGet ready to start pitching down once you reach 60m/s! #autoLOC_307959 = Start Pitching #autoLOC_307968 = Time to start pitching down! Follow that target marker.\n\nDon't worry about your throttle. You just need to pay attention to the target marker and the proper times to stage. I'll prompt you along the way. #autoLOC_307984 = Get Ready to Stage #autoLOC_307991 = We are almost out of fuel in the SRBs, so get ready to eject them by staging.\n\nYou will need to press >>[<<2>>] when it's time. #autoLOC_308007 = Stage Away Boosters #autoLOC_308014 = Stage now to discard those empty SRBs.\n\nHit >>[<<2>>] now! #autoLOC_308030 = SRBs Away #autoLOC_308041 = You're doing great. Keep following the target indicator, and get ready to stage again to discard the lower stage. #autoLOC_308057 = Staging Again #autoLOC_308064 = Stage now to get rid of the exhausted lower parts.\n\nHit >>[<<2>>]! #autoLOC_308080 = Lower Stage Away #autoLOC_308091 = Stage again to ignite the Upper stage engine. #autoLOC_308107 = Upper Stage Lit - Go To Map #autoLOC_308114 = Excellent. You've survived through the first phase of the launch and now we have a longer, more gentle burn to accelerate towards apoapsis.\n\nIf you switch to map mode (press >>[<<2>>]) we can have a look at the trajectory of the rocket and watch the apoapsis rise as we gain speed. #autoLOC_308130 = Map View #autoLOC_308139 = While you are here, we do need to keep the vessel following the target indicator or we may not reach orbit. Don't forget that failure IS always an option.\n\nPress >>[<<2>>] to bring up the navball and we can discuss your trajectory\n\nI'll keep altitude and apoapsis displays open so you can track your progress. #autoLOC_308142 = Altitude: <<1>>m\nApoapsis: <<2>>m #autoLOC_308162 = NavBall #autoLOC_308169 = Great. Now you can keep an eye on that trajectory while we track our future path.\n\nIf you hover over the apoapsis (Ap) node on the map, you will be able to see the estimated highest altitude on our future path. You can >>right-click on that marker to pin it so that it remains visible even when you move your mouse away.\n\nWe need to keep burning along that path until we will clear the atmosphere by a handy margin. We'll aim for 80km.\n\nCut the engine (press >>[<<3>>]) once the apoapsis hits 80km; I'll cut it for you once it passes 81km. Meanwhile I'll keep an altitude display open so you can track your progress ascending, and an apoapsis display to track your progress reaching an 80km Ap. #autoLOC_308172 = Altitude: <<1>>m\nApoapsis: <<2>>m #autoLOC_308193 = Coasting Along #autoLOC_308212 = And that's going to get us there. I've made sure the engine is shut off now and we'll coast till we clear the atmosphere at 70km altitude.\n\nYou may notice your speed dropping a little as we coast. That's nothing to be concerned about; it's just gravity trying to bring us down and air trying to prevent our success. We'll beat it though! You're looking good.\n\nMeanwhile I'll keep an altitude display open so you can track your progress ascending to your apoapsis.\n\nAltitude: <<1>>m\nApoapsis: <<2>>m #autoLOC_308226 = Warping Ahead #autoLOC_308241 = Now that we are clear of the atmosphere, we can warp ahead through time to get to the apoapsis more quickly. Important rocket scientists like us do not have time to waste!\n\nPress >>Next when you're ready and we'll warp till it's time to make our next burn. #autoLOC_308242 = Next #autoLOC_308271 = Orient Your Vessel #autoLOC_308288 = We're almost there. Now all we need to do is accelerate some more so that we fall past Kerbin. That's basically what an orbit is: falling and missing. Gravity will be pulling us towards the center of Kerbin, but we'll be travelling so fast that we constantly miss.\n\nRotate your craft to align it with the prograde marker (We'll learn more about that later), or use S.A.S.'s >>Manuever mode. When it's time to throttle up, I'll tell you. #autoLOC_308302 = Circularize #autoLOC_308311 = Now throttle up!\n\nI'll cut your engines once you've completed the burn I've calculated for you, or you can yourself once you're in a stable orbit. #autoLOC_308312 = Next #autoLOC_308340 = In Orbit #autoLOC_308362 = Congratulations! You are now officially in orbit. That is quite the achievement!\n\nHopefully you can see the difference between the suborbital hop and this reaching orbit ascent, and just how far (and early) we turned.\n\nAlso, notice how we designed our rocket to accelerate reasonably through the ascent, and didn't go straight to "Ludicrous" speed. Over-powering the ship is a common rookie mistake. #autoLOC_308363 = Next #autoLOC_308378 = Summary #autoLOC_308387 = That's as far as I will be taking you today. We can catch up again in the Orbit 101 tutorial where I will show you about orbits and adjusting them.\n\nIf you want to fly solo for a bit you can also try bringing Valentina home from this tutorial flight. You will need to turn around 180 degrees and burn retrograde until your periapsis is less than 20km, at which height the atmosphere will do most of the braking for you. Stage away the upper stage when you hit the atmosphere's edge, orient retrograde, and re-enter like I taught you in the flight basics tutorial.\n\nOr simply choose >>End Scenario from the >>Pause menu and I'll see you later. #autoLOC_308388 = Finish #autoLOC_308406 = Internal View #autoLOC_308418 = Aha!, You're a curious one arent' you? The IVA button over each crewmember's portrait will let you see the ship from his own perspective.\n\nNote that in this mode, your flight UI has less instruments, since most of them can be found in the cockpit itself.\n\nIn Internal View, right-clicking will toggle between mouse-look and interact modes, so you can look aroud without having to hold down the right mouse button. Try looking around and clicking on things, the Engineering department says there are many devices in here that actually work. They seemed to be quite proud of that, in fact.\n\nWhen there are multiple crew you can cycle through the POV of them using the [<<1>>] key.\n\nReturn to External View by pressing [<<2>>]. #autoLOC_308438 = Failure #autoLOC_308451 = Aw, shucks, something went terribly wrong here, you might want to try to stay alive when on an actual mission. \nDon't feel bad, I'll send someone to clean that up and you can try again another time. #autoLOC_308452 = Finish #autoLOC_308470 = Docking Control Mode #autoLOC_308481 = I see you've found the Docking Controls. In this mode, controls behave somewhat differently, to make maneuvering around in orbit easier. However, that is a topic for a whole other tutorial, so let's just go back to the subject at hand for now.\n\nPress the Staging button on the bottom-left corner to return to the Staging Control Mode. #autoLOC_308501 = Off Course #autoLOC_308512 = Aw, shucks, something went wrong here\u2014you're way off course. You need to be quick about following the instructions. If you're having trouble controlling your vessel set it to S.A.S. follow target mode as I explained and let S.A.S. fly it for you; you'll just have to worry about staging. Once you've seen how it should be flown, then you can try flying on manual. Don't feel bad, it takes lots of practice!\n\nIf you still have propellant left, you can try reaching orbit on your own. Or you can try aborting and landing safely\u2014always a good skill to practice. Otherwise please restart the tutorial. #autoLOC_308513 = Finish #autoLOC_308648 = Asteroid Redirect Mission, Part 1 #autoLOC_308656 = Asteroids. Awesome to look at and great to have around; not so much when one lands on your house. Today we're going to learn how to keep that from happening.\n\nAs anyone who has played Galaxy Intruders for more than ten minutes can tell you, it's not about firing at where they are, but about aiming at where they're going to be. #autoLOC_308657 = Next #autoLOC_308667 = Rendezvous #autoLOC_308674 = For that, we're going to walk through a process called "rendezvous." It's really, REALLY helpful for making spaceships meet out there in space, and eventually dock, so pay attention.\n\nThe idea is to know how fast something is going and where it's headed so you can be at the same place at the same time in order to meet it.\n\nNow open your map view to take a look at some things. #autoLOC_308682 = Asteroids #autoLOC_308689 = Through luck, divine intervention or some well conceived tutorial writing, this particular asteroid here has been captured in an eccentric but stable Kerbin orbit.\n\nThis is about as lucky as one can get with these bodies, because in reality most of them will just zoom past Kerbin or take a single trip around it before leaving, never to return.\n\nWhen choosing your own target asteroid, I recommend you see what there is to choose from through the tracking station and designate one of your liking to be permanently tracked. (If you don't track it, catching it will be just about impossible.) #autoLOC_308690 = Next #autoLOC_308701 = Rendezvous - Theory #autoLOC_308708 = First things first\u2014Basic orbital mechanics. If you match your orbit to an object's precisely, you'll be moving at the same speed as it is.\n\nBecause of the way orbits work, if you're closer to the body you're orbiting than the object you are trying to meet, you will be going faster than it is\u2014and you'll be going slower than it is if you're orbiting higher. #autoLOC_308709 = Next #autoLOC_308719 = Rendezvous - Practice #autoLOC_308728 = Knowing this, let's get started. You know the usual drill from previous tutorials: tweak that maneuver node on your orbit to plot an intercept that gets as close as possible to the asteroid. I've already targeted it for you, but if you deselect it, target it again.\n\nActually, I'm sure if you fine-tune it thoroughly\u2014moving it and tweaking the burn amounts\u2014you can get very close.\n\nI recommend using your mousewheel when the mouse pointer is over the node modifiers to make fine adjustments, instead of click-dragging on their handles as we did before, but use whichever method gives you finer control.\n\nYou can check how close your encounter will be if you mouse over the color-matched pairs of closest-approach indicators. #autoLOC_308731 = This is what the intersect icons look like. #autoLOC_308733 = Next #autoLOC_308743 = Rendezvous - Precision #autoLOC_308751 = When you're happy with your plotted maneuver, execute the burn.\n\nOne final word of warning though: when executing this kind of precision maneuver, try to leave as little deltaV remaining as possible or the end result could vary greatly from what you had planned.\n\nWe will not proceed until the intercept is within tolerances needed for this tutorial\u2014if you don't get it after one maneuver, plot and execute another one a bit further ahead and so on until your final intercept separation is less than 100 kilometers. #autoLOC_308769 = Rendezvous - Fine Tune #autoLOC_308776 = Good job. You're now on an orbit similar to but lower than the asteroid's. Keep it targeted and experiment with your maneuver nodes until you have a closest-approach distance of less than 10 kilometers, then execute the burn and wait for that encounter.\n\nThis step is actually optional. Just keep in mind that the closer your orbit takes you, the less fuel you'll have to use.\n\nAnyway, when you're done click >>Next. #autoLOC_308777 = Next #autoLOC_308787 = Rendezvous - Approach #autoLOC_308794 = And this is where speed and efficiency are key. Wait until you're about 5 minutes away from your encounter.\n\n>>Click the velocity meter in your navball until it is in target mode and so displays your relative velocity to your target. You're moving at roughly the same speed, but even a small difference will cause you to drift apart.\n\nTurn the ship target-retrograde and use your boosters or RCS thrusters to lower that velocity to 0.0 m/s. That means that relative to the asteroid, you are no longer moving. Note that after such a long wait, your batteries could be depleted and your ship unresponsive. Not a problem. Just get out of map view and deploy your solar panels to start charging the batteries and supplying power to the ship.\n\nAnd if you do leave the map screen, you can probably get a visual sighting of the target asteroid by this time in the approach. #autoLOC_308795 = Next #autoLOC_308811 = Rendezvous - Almost There! #autoLOC_308819 = Ok, so now you are "not moving" and you're so close to the asteroid you can almost touch it. \n\nWhat you have to do now is aim yourself towards the asteroid by pointing at the pink round icon in your navball, since it points toward the target's location. Burn a little to get closer and turn yourself retrograde to kill your speed again. \n\nFor small adjustments you can also use RCS translation burns (>>[<<2>>], >>[<<4>>], >>[<<6>>], >>[<<8>>], >>[<<10>>] and >>[<<12>>] keys) to tweak your approach.\n\nRepeat these steps as needed. #autoLOC_308820 = Next #autoLOC_308840 = Rendezvous - Complete #autoLOC_308848 = And here we are at the target. Now all that's left is to grab that rock, but we'll leave that for next time, since your head is probably about to explode with new information already.\n\nSo for now, just suffice it to say that you achieved quite a feat. Goodbye for now. #autoLOC_308849 = Finish #autoLOC_308860 = Failure #autoLOC_308868 = Aw, shucks, something went terribly wrong here. You might want to try to stay alive when on an actual mission, you know...\nDon't feel bad, you can always try again. #autoLOC_308869 = Finish #autoLOC_308884 = Died #autoLOC_308926 = Asteroid Redirect Mission, Part 2 #autoLOC_308937 = Well pilot, you caught up to the target asteroid, but don't pat yourself on the back yet. You're not even close to done. How about we catch this rock?\n\n>>Right-click on the >>"The Klaw", the grasping device (a white dome) at the top of your ship, and arm it from the part's action menu. #autoLOC_308938 = Next #autoLOC_308944 = Disabled #autoLOC_308955 = The Grappling Device #autoLOC_308962 = This modern marvel of technology will grab onto anything that it touches. The boys at the lab had an intern hanging from there for a whole day. Thing didn't even budge.\n\nThe equipment has limits, though, so don't expect to catch any asteroids by ramming it into them at full speed. It would be like stepping on a soda can, but one that's worth a lot of taxpayer money. #autoLOC_308963 = Next #autoLOC_308974 = The Grappling Device #autoLOC_308981 = And that's why we're going to handle the claw with care. Now, with your grapple armed, target the asteroid (If you haven't already) and slowly and carefully use your RCS thrusters to move towards the asteroid.\n\nOnce you're close enough, and if the angle of the surface is not overly steep, the mechanism will activate on its own and grab this load of valuable and amazing minerals for us. \n\nBe patient; this will take some time, but if you rush it and miss you will make matters worse.\n\nIf you fail to activate the grapple on the first try, you do have enough RCS propellant to back away and try again. #autoLOC_308995 = Efficiency #autoLOC_309002 = There you go. Now we've grabbed onto the asteroid.\n\nYou can pretty much call it yours now, but to make things more official, you should rename it. >>Right-click it and choose >>Rename Asteroid to do so. \n\nThere's something important when it comes to moving asteroids; efficiency. If you think the way you're grabbing the asteroid doesn't matter, I'd ask you to get up, grab a bag of groceries and carry it around with your arm fully outstretched at a 90 degree angle from your body. Then do the same carrying the bag close as you normally would and tell me if that took the same effort.\n\n>>Right-click the asteroid again and choose >>Target Center of Mass to help you align things in the next step. #autoLOC_309003 = Next #autoLOC_309013 = Pivot and Alignment #autoLOC_309024 = Your grapple and the thrust of the ship must obey the same principles. That's why we have a pivot to modify your connection angle and to make aligning to your centre of mass a complete breeze.\n\n>>Right-click on the grapple and choose >>Free Pivot. The grapple itself will remain connected to the asteroid, but you will be able to independently move your ship and realign it.\n\nWhat you're trying to set up here is aiming the nose of the ship so that it points at the asteroid's center of mass. If you can do that, the asteroid will not wobble around or try to drag your ship to the side while the engine is firing. Obviously, that will make it easier for the ship to push the asteroid where you want it to go. \n\nGo ahead and adjust yourself until you have a better alignment, then lock the pivot again. #autoLOC_309025 = Next #autoLOC_309035 = Redirect Start #autoLOC_309042 = Now you're all set to start redirecting your asteroid. Whether you want to use it to study materials, make it a mass destruction weapon by dropping on a world, or create a rocky space station like some pesky mutant, you're going to have to move your pet rock. #autoLOC_309043 = Next #autoLOC_309053 = Rendezvous - Approach #autoLOC_309060 = While you could start setting up maneuver nodes and burning in order to move that heavy load of yours right now, it would come at a great fuel cost, so it's better to plan a more efficient approach.\n\nOpen your map, set Kerbin as your target, and find the point where Kerbin's orbit is closest to yours, then set up a maneuver node OPPOSITE to that, on the far side of your orbital path. This is when you will be at your lowest velocity, making it that much easier to adjust your orbit. #autoLOC_309061 = Next #autoLOC_309076 = Rendezvous - Almost there! #autoLOC_309084 = Now try creating a maneuver which will get you back under Kerbin's SOI. Sounds simple enough, but watch out for two things.\n\nFirst of all, you're carrying a LOT of mass, so before calling it done, see if the maneuver is achievable. Rule of thumb is, if you're getting more than a 10 minutes estimated burn time, you will probably run out of fuel before completing it.\n\nSecondly, if it seems like it's impossible getting a return course, right click the maneuver node. Along with a delete button, two more buttons will appear. These alter the calculation of the burn's results to see what would happen if it was made not on this orbit, but the one after that, or the one after that. So if you don't get it in this lap, maybe you will in the next one, or in 100 years (we might be late for tea.) #autoLOC_309085 = Next #autoLOC_309137 = Rendezvous - Practice #autoLOC_309146 = That flight plan looks okay, but it seems like you will have to wait for a loooooong time, so I'll leave you to it.\n\nMy last advice about this is to use all of your piloting skills when actually executing the burn, sometimes it's hard to keep your ship steady when it weights tens of tons. And also, patience, I know this is a long mission, but you must endure, or use time warp, whatever suits you best.\n\nThat's all for my part, see you on Kerbin. #autoLOC_309147 = Finish #autoLOC_309158 = Failure #autoLOC_309166 = Aw, shucks, something went terribly wrong here. You might want to try to stay alive when on an actual mission, you know...\nDon't feel bad, you can always try again. #autoLOC_309167 = Finish #autoLOC_309362 = Docking #autoLOC_309369 = Hello, today we'll be going over a very exciting process: making two separate ships attach so they can share resources, crew, or simply become a bigger ship. \n\nIf you're interested in orbiter-lander missions or creating space stations, this will be a must, so pay attention.\n\nLet's begin. #autoLOC_309370 = Next #autoLOC_309381 = Coplanar Orbits #autoLOC_309388 = In order to dock to another ship, the first thing you have to do is catch up to it. "Rendezvous" with it, to use the technical lingo. To accomplish that, the first thing you have to do is put your ship in a coplanar orbit, meaning an orbit with the exact same inclination.\n\nOpen your map (>>[<<2>>] key) to see the scenario at hand. #autoLOC_309397 = Coplanar Orbits #autoLOC_309404 = Look at those poor guys! They're doomed to orbit Kerbin forever, unless you go to their rescue, which you should, because our space program's reputation will go down if we leave people marooned out in space. If you play around with the camera, you will notice that your orbit and theirs don't have the same inclination. That means that if the ships ever did pass close to each other, they would do so at dangerously high speed and just zip on past each other on different paths. In this situation, the first thing we need to do is align our orbit with that of the other ship.\n\n>>Click on the ship named "Stranded" and set it as your target. #autoLOC_309412 = Ascending and Descending Nodes #autoLOC_309419 = Good. Now you will notice a few new things have appeared on your orbit. Green ascending and descending node indicators now show the points where the plane of your orbit crosses the plane of the target orbit, and white dotted lines connect these points to your own orbit line. #autoLOC_309422 = This is what these nodes look like. #autoLOC_309424 = Next #autoLOC_309435 = Ascending and Descending Nodes #autoLOC_309444 = We want to have your orbit coincide with that of the target, so let's start that job at one of the points where the paths already cross. Go ahead and add a maneuver node at the nearest of the two nodes (probably the ascending node) and manipulate the normal direction handles so that your inclination with respect to the target orbit is zero. \n\nYou can mouse over the AN/DN line as it moves around the orbit to know the estimated inclination after the burn. If you can't seem to get exactly zero, try moving the maneuver node itself a bit.\n\nExecute the burn when you're ready. #autoLOC_309445 = Next #autoLOC_309463 = Transfer Orbit #autoLOC_309470 = Outstanding! Now your orbit and the stranded ship's are coplanar.\n\nThe next step is to generate a transfer orbit, much like you do when you're targeting another celestial body, which will transfer your ship from one orbit to the other. Create a maneuver node on your orbit (it doesn't really matter where since we're going to move it around anyway), and then extend the prograde vector until you get an intersecting orbit. Some of the other new indicators in target mode are the orange pair and pink pair of closest approach markers. Play with the prograde and the node position until you get the matching colored pair of these intersection nodes close to each other: ideally within a 5km range. #autoLOC_309473 = This is what the intersect icons look like. #autoLOC_309475 = Next #autoLOC_309493 = Transfer Orbit #autoLOC_309500 = That looks nice. Now, execute that planned maneuver as precisely as possible. You will most likely not get it exactly as the maneuver node predicts. For better precision, I recommend you burn at full throttle until the delta-V counter on the node is down to about 10m/s, and then cut your engine. Then make a few short, low-throttle burns to fine-tune the intercept. #autoLOC_309501 = Next #autoLOC_309521 = Enroute to Rendezvous #autoLOC_309528 = Good! Now you're in a trajectory that will get you very close to your target. If you think you can get even closer, I suggest fine-tuning the encounter using your RCS thrusters instead of the main engine. However, no matter how close you get, you'll still be going too fast to actually do anything about it unless we do one more thing. And that is to step on the brakes at the right time.\n\nThat is of course just a figure of speech because there's no such thing as a brake pedal in spacecraft. For now, let's wait until we're about 15km away from the target. Once there, make sure that the navball is in "Target" mode so that the proper indicators will be displayed during the critical final maneuvers. If it isn't, click the velocimeter a few times until it is. While in target mode, turn toward the retrograde marker and burn at full throttle until your relative velocity drops below 50m/s. #autoLOC_309529 = Next #autoLOC_309545 = Rendezvous - Full Stop #autoLOC_309553 = Okay, you are now pretty close to the target ship and you're moving slowly with respect to it, but we have to come to a full stop or we'll drift away.\n\nFirst of all, leave map view now because you are close enough for the main display to be not just useful, but advantageous. Watch until you're about 5 km away from the target. Point your ship towards retrograde again, then press >>[<<2>>] to turn on your RCS thrusters, and finally press and hold >>[<<4>>] until your speed drops to zero.\n\nIf RCS is taking too long, you can throttle up slightly, but just briefly or you'll over-burn!\n\nOh, and one more thing: always remember to turn off your RCS thrusters when you're not using them, so their attempts to help you hold attitude do not accidentally push you off course. #autoLOC_309554 = Next #autoLOC_309570 = Rendezvous - Almost There! #autoLOC_309578 = Now we're not moving with respect to the target. Good. All that's left to do is to approach carefully.\n\nThis time point your ship towards the target and thrust forward using your RCS. In this step, don't let your speed go beyond 10 m/s to make sure that you will be able to stop in time to prevent a collision. If you start drifting away, brake to a stop again and start the approach once more. Once you're closer than 100 meters we'll proceed. #autoLOC_309582 = This is what the Target icon looks like. #autoLOC_309596 = Rendezvous - Almost There! #autoLOC_309605 = BRAKE! NOW!\n\n Sorry, I didn't mean to startle you. Now is a good time to deploy your docking port. >>Right click it and press the >>Open Shield button. Also, now that you're this close it's time to make a little adjustment. Right now you're targeting the whole ship, but we can get more precise than that. >>Right-click the target ship's docking port and set it as target. Note how the distance changed: the target port is used as the position for your indicators now. Also, >>right-click your own port and click the >>Control from Here button. Now the indicators are measuring themselves from one docking port to the other which will make this much easier.\n\nOnce that's all done, approach the target ship again, very slowly: the idea is to get both docking ports to line up and just barely touch. #autoLOC_309606 = Next #autoLOC_309617 = Alignment #autoLOC_309626 = In order to get the docking ports to touch each other, you need to align your docking port to the other ship's. This basically means that you want your prograde vector and the target vector to overlap on the navball. There are a few measures which can help with that.\n\n- You can change the camera mode with >>[<<2>>] to find one of your liking, I recommend the chase mode for this task.\n\n- Apart from staging mode, your HUD also has a docking mode, so press the docking mode button under the staging display on the lower left of the screen. What this does is change to an alternate control scheme, from rotation to translation, so that your >>[<<4>>], >>[<<6>>], >>[<<8>>], >>[<<10>>] keys will control translation and >>[<<12>>] and >>[<<14>>] are up and down. It's a bit like controlling a Kerbal in EVA flight.\n\n- Using docking mode isn't strictly necessary, since you can use the >>[<<16>>], >>[<<18>>], >>[<<20>>], >>[<<22>>], >>[<<24>>] and >>[<<26>>] keys to translate in the normal staging mode as well. Use whichever mode works best for you. If you get confused, you can >>View Key Bindings at any time in the Pause menu. #autoLOC_309627 = Next #autoLOC_309638 = Docking - Conclusion #autoLOC_309647 = However you decide to do it, the point is you have to get both docking ports aligned as closely as possible. Once they're about a Kerbal's height apart, you will see their built-in magnetic assist kick in, and they will attract each other to an actual dock.\n\nTo get a better view, you might want to press >>[<<2>>] multiple times to get Locked mode so your controls align with your view, or even go to internal view with >>[<<4>>].\n\nI'll leave you to do that. If an attempt doesn't go well, back away about a ship's length (to reset the magnetic assist) and try again. Outside of these tutorials, you can also use the quicksave and quickload feature >>[<<6>>] and >>[<<8>>] keys to back up time for additional attempts. Keep in mind that this feature is not available in all difficulty settings, though. #autoLOC_309671 = Docking - End #autoLOC_309679 = Well done! Let me tell you, you just did one of the hardest things there is to do with spacecraft. Congrats!\n\nNow, to conclude your rescue mission successfully you have two options. you can transfer fuel to the stranded ship, undock and leave them to their fate, I don't recommend it, but if you want to do that press >>[<<2>>] + right click on the fuel tanks you'll be transferring to and from.\n\nThe other option is to transfer the crew to your ship, undock (right click the docking port to get this menu option), and take a road trip back to Kerbin. To move personnel, click on the stranded ship's capsule door and select the Kerbal(s) to transfer, one at a time, then select your own ship's pod. The cabin below the decoupler won't be surviving the return trip, it's below the decoupler!\n\nEach option has benefits and drawbacks. Let me know which one you chose when you're back on solid ground. #autoLOC_309680 = Finish #autoLOC_309691 = Failure #autoLOC_309699 = Aw, shucks, something went terribly wrong here. You might want to try to stay alive when on an actual mission, you know...\nDon't feel bad, you can always try again. #autoLOC_309700 = Finish #autoLOC_310122 = Basic Construction #autoLOC_310129 = Welcome to today's lecture on vessel construction. I'm Wernher von Kerman.\n\nWhether you want to put a satellite into orbit, make a transcontinental flight, or step onto the very surface of the Mun, you're going to need to build yourself a ship.\n\nIt should be pretty easy even if you're not a famous rocket scientist like myself. #autoLOC_310130 = Next #autoLOC_310141 = Overview #autoLOC_310149 = In this tutorial, I will first show you around the Kerbal Space Center, then take you to the Vehicle Assembly Building, where you'll learn how to construct a simple ship.\n\nWe'll cover adding and removing parts, what the parts do, how to change the performance settings of the parts which have that option, and how to control staging.\n\nAt the end of the tutorial you will have a craft fit for a quick hop from the launchpad.\n\nAt each step I will lock out all controls other than the ones you need for that step. If you still manage to mess up (it took even me some time to become as skilled as I am now!), you can press the >>Back button to go back and fix things. (It won't light up unless you do mess up.) #autoLOC_310150 = Next #autoLOC_310160 = Kerbal Space Center #autoLOC_310168 = We are now at the Kerbal Space Center. I'll give you a quick rundown on how to get around.\n\nThe KSC, for short, is home to the pinnacle of Kerbal endeavour and achievements for space exploration. Using the facilities you can see here, you will be able to manage your space program, create rockets and planes, track your Kerbal explorers as they roam the solar system, find exciting new uses for explosive substances, and in case of emergency, hire more Kerbals.\n\nTo find out about each of the facilities, you can hover your mouse over them or the facilities buttons (they show up when the cursor is outside this window). If you need to repair a structure (or upgrade them in career), you can do this by right-clicking them.\n\nTake some time to hover the mouse over the buildings and see what they each are, and when you're ready enter the Vehicle Assembly Building (VAB). #autoLOC_310181 = Inside the VAB #autoLOC_310206 = Very good! What you see in the middle of this screen is the construction area. This is where parts are placed and your craft is constructed.\n\nOn the left side of the screen is the Parts Toolbox. It will show all the parts you have available in each of the different categories, once there are any to pick, that is! #autoLOC_310207 = Next #autoLOC_310218 = Select a Command Module #autoLOC_310243 = If you want your craft to be controllable you need a command module, and it's best to make it the first part you place.\n\nThis part will either contain some plucky Kerbal crew or an automated pilot mechanism.\n\nAs we're just starting there's only one choice. Go ahead and pick that command module from the >>Pods tab. #autoLOC_310254 = Looking Around #autoLOC_310279 = After at least one part is placed, you can look around with the following controls.\n\tOrbit the camera:\n\t\t>>[Arrow Keys] or\n\t\t>>Right Mouse Drag\n\tMove the camera up/down:\n\t\t>>[<<4>>] / >>[<<6>>] or\n\t\t>><<8>>\n\tZoom the camera:\n\t\t>>[<<10>>] / >>[<<12>>] or\n\t\t>>[Shift] + >><<15>> #autoLOC_310280 = Back #autoLOC_310289 = Next #autoLOC_310307 = Adding a Parachute #autoLOC_310327 = If you'd like your pilot to be able to make more than one flight, he or she will have to return safely to the ground (or water) on Kerbin. Parachutes are a simple way to make sure that happens. They can be found on the >>Utility tab (change tabs by clicking their icons on the left of the part list window).\n\nWhen you're choosing parts you can view the details of available parts by hovering over them in the toolbox. When the info is visible, most parts have an additional information window which can be opened with a right-click. Note that the parachute states the effective diameter in each state and what the maximum safe speed for deployment is.\n\nGo ahead and select the >>Mk16 Parachute by >>left-clicking on it. Then move it to the top of the command pod so that the green sphere at the bottom of the parachute lines up with the green sphere at the top of the pod. >>Click again to attach. #autoLOC_310328 = Back #autoLOC_310337 = Next #autoLOC_310356 = Adjusting Part Options #autoLOC_310376 = Some parts, like our parachute here, have configurable options. To see these we need to >>right-click on the parachute we just attached to the pod. Do that now and you will see the available parameters.\n\nOn the parachute you will see that we can adjust our altitude and the atmospheric pressure at which to open; that setting can be quite useful on distant worlds.\n\nFor now let's check that the opening height on the chute is at least 1000m, because safety is the Kerbal way, after all. For the min pressure slider, move it a bit to the right, to 0.2. This setting prevents the chute from activating until the atmosepheric pressure is above the configured value - on Kerbin 0.2 is about 9 kilometers in altitude, so even if you stage early and arm the parachute, it will wait until then to activate.\n\nYou can hide these options by right-clicking on the background scene or picking up another part (when there's one available). When you're happy with that we can proceed. #autoLOC_310377 = Back #autoLOC_310392 = Next #autoLOC_310414 = Add a Solid Motor #autoLOC_310434 = Next up, we are going to need something to make us go.\n\n>>Click on the >>Engines tab on the left to show the available engines and solid rocket motors.\n\nGrab one and connect it to the bottom of the pod. You may need to zoom or move the camera to be able to do so. #autoLOC_310435 = Back #autoLOC_310446 = Next #autoLOC_310465 = Oops! #autoLOC_310482 = Oops! I forgot you're just starting out. You're not a famous rocket scientist, and to make that craft survivable as it stands now you'd have to be better at rocket science than me. Hah, impossible!\n\nThe problem with that craft is that this solid rocket is too powerful for the payload (a single small pod and chute). It will either burn up on ascent from going too fast, or burn up coming back down. Even if you survive that, the craft's mass will cause it to fall too fast for the parachute to operate properly, and you'd hit the surface before it could stop you!\n\nOk, I promise to teach you how to change that to make it work in a later tutorial, but for now let's continue.\n\nWell, at least this way I get to tell you about removing parts. Pick up the >>BACC "Thumper", and either drop it back over the Parts Toolbox or press >>[Delete]. #autoLOC_310483 = Back #autoLOC_310494 = Next #autoLOC_310513 = The Right Solid Motor #autoLOC_310530 = Instead, let's add the solid motor that's a better match for a ship of this size.\n\nAt the start of your career you will have what I consider rubbish parts. Literally: the motor here looks like, and may well be, a converted trash can.\n\nThat said, it does have enough oomph to get this little craft moving skyward, and quickly. As you progress you will be able to unlock more engines and other parts.\n\nFor now though, let's pick up the >>RT-5 "Flea" and connect it to the bottom of the pod. #autoLOC_310531 = Back #autoLOC_310542 = Next #autoLOC_310561 = The Staging Stack #autoLOC_310582 = Nice one. You've built the simplest survivable craft possible. We could go launch this right now, but it might be safer to explain one other thing first. #autoLOC_310585 = In the bottom right you will see the staging stack - it's the box with the number 0 and icons for the parachute and engine in it. This stack shows us which parts will be activated as we "stage" our rocket. #autoLOC_310587 = What this shows is that when we activate the next stage both the engine and the parachute will be triggered. While it could be considered funny to open the chute and fire the motor at the same time, it's not going to give you much of a flight.\n\nTo fix this we need to separate the engine and chute into two stages. If you mouse over the "0" stage you will see a little + and - appear to the left of the box. >>Click the >>plus button to add a new stage. If you add too many, click the minus button on the extra ones to remove them. Make sure you have precisely two stages. #autoLOC_310588 = Back #autoLOC_310603 = Next #autoLOC_310617 = Adjusting the Staging Stack #autoLOC_310625 = Excellent. It's important to note that the stages activate from the highest number and then count down. So our first stage will be stage 1 (the engine) and our second one will be stage 0 (the chute). \n\nNow >>drag the engine icon from stage 0 down to stage 1 to give our pilot some comfort. #autoLOC_310626 = Back #autoLOC_310640 = Next #autoLOC_310672 = Saving it for Later #autoLOC_310686 = That's it. We now have a safe - well, relatively safe craft that's ready to go. Let's make sure that if we need this design again we don't have to build it all from scratch.\n\nAt the top of the screen you will see the name for our craft. Hmm. "untitled space craft" doesn't seem so majestic. Why don't you change that to be something more your style, and you can add a description if you'd like to?\n\nWhen you use the load screens later, these names and descriptions help you to grab the right vessel.\n\nWhen you're happy with the name, >>Click on the >>Save icon in the upper right. #autoLOC_310687 = Next #autoLOC_310701 = Summing Up #autoLOC_310726 = Excellent work. Feel free to play around with the parts and techniques I've shown you, and when you're ready to continue, press the red button in the upper right to exit.\n\nBack at the Training menu, try the Flight Basics tutorial to learn how to fly this little craft, and then the Intermediate Construction tutorial can teach you more about the editor.\n\n>>NOTE:Any vessels you create here will be lost when you exit, this is just for playing around. #autoLOC_310727 = Done #autoLOC_312688 = Advanced Construction #autoLOC_312696 = Welcome to the third and final tutorial about construction \u2014 the Advanced Construction tutorial!\n\nI've had to delay some important work today to fit this in, so pay close attention as I show you how a real rocket scientist makes orbital craft.\n\nGo on! Go inside the VAB. #autoLOC_312709 = Overview #autoLOC_312730 = In our last tutorial we built a vessel that could escape the atmosphere, but it didn't have enough oomph to escape for long.\n\nThis time around, we'll cover more advanced rocket design concepts like multiple stages and boosters, as well as the extra parts like RCS and solar panels. You'll want these if you spend more than a few minutes in orbit.\n\nWhen we're done you'll have a craft capable of ascent to orbit, orbital operations, and a safe return to Kerbin \u2014 and you can test it out in the Go For Orbit tutorial, which will teach you how to make use of it all. #autoLOC_312731 = Next #autoLOC_312744 = Getting Started #autoLOC_312752 = You'll notice that there are lots more parts available this time. That's because an orbit-capable craft is much more complex than that little puddle jumper I showed you how to make last time.\n\nHowever, the main principles are the same, so I hope you remember what I taught you.\n\nIf you mess up and, say, somehow manage to delete your whole craft, you can hit >><<2>> + >>[Z] to undo your last change. #autoLOC_312753 = Next #autoLOC_312766 = Select the Pod #autoLOC_312777 = Again, you only have one pod available, so go ahead and select it.\n\nIf you select the wrong part, click on it in the main view to pick it up, and either drop it back over the Parts Toolbox or press >>[Delete], then try again. #autoLOC_312778 = Next #autoLOC_312794 = Add the Chute #autoLOC_312803 = Just like last time, select a parachute and place it. #autoLOC_312804 = Next #autoLOC_312820 = Adjust Parameters #autoLOC_312828 = And again like last time, adjust the parachute parameters by right-clicking on the part you just placed.\n\nWhen the chutes Min Pressure is 0.75 and you're satisfied, click >>Next. #autoLOC_312829 = Next #autoLOC_312845 = The Upper Stage #autoLOC_312855 = We're now going to construct an upper stage.\n\nThis upper stage will finish placing the pod in orbit and, once there, provide RCS steering thrusters and electricity for the pod. It will also provide all manuevering capability in orbit, including the reentry burn.\n\nIt's going to consist of a decoupler (we don't want to carry it home), an RCS fuel tank, a Liquid Fuel tank, 4 RCS thrusters, 4 solar panels, 4 batteries, and an efficient upper-stage engine.\n\nThat's quite the shopping list, isn't it? So let me know when you're ready to proceed. #autoLOC_312856 = Next #autoLOC_312869 = Add a Stack Decoupler #autoLOC_312879 = Firstly, we will add a stack decoupler below the pod to let us discard the parts we don't want to bring back with us.\n\nGrab a decoupler from the Toolbox and attach it to the bottom of the pod, paying close attention so that its little red arrows, as we discussed before, point up, to make sure that the decoupler is oriented the right way. \n\nIf the arrows are pointing down, that's not good. Detach it from the pod, then use >>[<<2>>], >>[<<4>>], >>[<<6>>] and >>[<<8>>] to rotate it to be the right way up, and then reattach it. #autoLOC_312880 = Next #autoLOC_312896 = Add an RCS Tank #autoLOC_312904 = Next we'll add an RCS tank. RCS stands for Reaction Control System, and this fuel will help us with fine maneuvers.\n\nGo to the >>Tanks category and add an >>FL-R120 RCS Fuel Tank under the decoupler. #autoLOC_312905 = Next #autoLOC_312921 = Tweak RCS Loading #autoLOC_312929 = Your craft is not going to need all the MonoPropellant in the tank, so to save some weight, >>right-click it to get to the part's options and move the slider down to 96 units.\n\nMonopropellant is called that because, while large rocket engines use two propellants (fuel and oxidizer), RCS uses a single propellant.\n\nRCS is generally less efficient, but is good for small velocity changes in any direction (rather than just forwards like the main engines do), and can be used to rotate the craft as well as move it. #autoLOC_312930 = Next #autoLOC_312946 = Add Propellant Tanks #autoLOC_312954 = We'll be adding multiple Liquid Fuel tanks in this stage to get the right amount for the upper stage engine, and we need an extra tank to offset the weight of the RCS.\n\nSo add a tiny rocket propellant tank (it's the one named >>FL-T100 Fuel Tank), and then add a medium one (>>FL-T400 Fuel Tank) below it. #autoLOC_312955 = Next #autoLOC_312971 = Add a Terrier Engine #autoLOC_312979 = Lastly for the main parts of this upper stage, we'll add an engine. The "Terrier" engine produces almost no thrust at sea level air pressure, but is highly efficient in space (and above 20km, where the atmosphere is thin enough to not interfere with the exhaust). This makes it a good choice for an upper stage, since the engine will not be activated until the rocket has reached the conditions where this kind of engine works well. \n\nIf you select the wrong engine, you can always throw it away and try again.\n\nAdd an >>LV-909 "Terrier" to the bottom of the tank. #autoLOC_312980 = Next #autoLOC_312996 = Show Center of Mass #autoLOC_313006 = Nicely done! That's a pretty well assembled upper stage, if I do say so myself. It'll get you to orbit if you put enough rocket under it. While we have this reasonably simple vessel here, let's explore one of the other useful tools we have available.\n\nTo make sure that your ship flies controllably, some parts need to be placed carefully around a point inside the ship called "the center of mass." This CoM is a spot where the mass on one side is balanced by the mass on the other side. Thrust applied through the CoM will cause the ship to move without unwanted rotation, while thrust (properly) applied around the CoM will cause the ship to rotate without moving.\n\nThis makes the CoM such a useful and important thing that we added a tool so the assembly building can show it to you with a marker. Let's have a look at how that indicator works here.\n\n>>Click on the CoM indicator toggle and we'll have a play. Here's a picture of it, with the indicator highlighted. #autoLOC_313010 = Next #autoLOC_313026 = Watch the CoM #autoLOC_313036 = OK, lets adjust the fuel levels in some of the tanks and see how that affects the center of mass.\n\n>>Right-click on each of the fuel tanks and drag the fuel and oxidizer propellant levels down to 0 (DON'T touch the MonoPropellant levels, as they wont be burnt by the "Terrier" engine).\n\nAs you are doing this, you will see the CoM move. During flight the vessel's CoM will move in the same way as it burns it's fuel, until the tanks are empty. #autoLOC_313037 = Next #autoLOC_313053 = Refill the Tank #autoLOC_313061 = Ok, now go ahead and refill the tanks and we can proceed to add some of the "accessories" to our upper stage.\n\nThey'll transform it from merely something that gets us into orbit into something that helps us once we're there. #autoLOC_313062 = Next #autoLOC_313078 = Where to Place RCS Thrusters #autoLOC_313088 = Now that you know where the CoM is when the stage is full and when it is empty, you have the information you need to place RCS thrusters. RCS thrusters are found in the Command and Control category.\n\nMoving the spaceship without rotating it is called "translation." This is a useful kind of maneuver for several reasons, including docking to another craft. In order for translation with RCS to avoid unwanted rotation, you need to balance the thrusters around the CoM, so the net sum of forces is balanced right on this natural pivot point. For two equal sets of thrusters, each set should be equidistant from the CoM, and for a single set (what we're doing here) they should be right around the CoM itself.\n\nWhat makes this complicated is that the CoM changes during flight, as you just saw. So, you need to place the thrusters at a compromise point between the 'wet' CoM and the 'dry' CoM.\n\nNote that in career-mode games, RCS thrusters don't become available until fairly late. In the meantime, the reaction wheel capability built into your command pod will probably be enough for turning in space, though reaction wheels will not allow you to translate. #autoLOC_313089 = Next #autoLOC_313105 = Placing the RCS Thrusters #autoLOC_313115 = Let's turn on Angle Snap to make aligning the thruster parts easier. Do that by clicking on the Toggle Snap icon in the lower left or pressing the >>[<<2>>] key, ensure we have >>4x symmetry turned on, and then place a set of >>4 RV-105 RCS Thruster Blocks on your upper stage.\n\nThe tiny rocket propellant tank is about the right place to attach these. (Just in case you need a hint.) \n\nIf you don't get the placement quite right, you can also use the Offset gizmo to fine-tune their position. Make sure you turn angle snap off before using the offset! You will want fine adjustments for that, and with snap turned on, the adjustments are anything but fine. Click the Offset Mode icon in the upper left of the main editor window (just to the right of the part list), then click an RCS part. Drag one of the axis indicators to move it. If you want to reset this adjustment, hit >>[<<6>>]. When done, go back to Place mode.\n\nWhen you're all done, turn the CoM indicator off. #autoLOC_313116 = Next #autoLOC_313132 = Electric Charge #autoLOC_313143 = Lots of things on a craft use Electric Charge (EC). (That's what us cool scientists call rocket electricity.)\n\nIn order to keep your batteries topped up, you will need a way of generating power. Now, some engines generate electricity while they're running, but you don't want to keep your engine running in orbit. Your orbit would get all kinds of messed up, and you'll run out of propellant!\n\nOur command pod has some batteries built into it, but to be safe you can add more batteries, and you can add solar panels or other electricity-generating items. We're going to do both. #autoLOC_313144 = Next #autoLOC_313157 = Adding Batteries and Solar Panels #autoLOC_313166 = Switch to the >>Electrical category now and ensure we have Angle Snap turned on and are still in >>4x Symmetry mode.\n\nWe'll use our part rotation skills to adjust the panels before placing them. Thats the >>[<<4>>], >>[<<6>>], >>[<<8>>], >>[<<10>>], >>[<<12>>] and >>[<<14>>] keys we used earlier.\n\nGrab the >>OX-STAT solar panel, hold it over the lower end of the fuel tanks, and press >>[<<17>>] to rotate it 90 degrees. Then >>click to place a set of them.\n\nNow go ahead and place a set of 4 >>Z-100 batteries between the solar panels. #autoLOC_313167 = Next #autoLOC_313183 = Upper Stage Complete #autoLOC_313194 = Excellent work. You've built a nice starter upper stage which will do well for some orbital exploration.\n\nNow we need to work on getting it up to orbit, and for that we'll build up our lower stage. In comparison to the upper stage, it's quite simple \u2014 just a couple of tanks and an engine. That won't be enough alone however, so we'll add some boosters too. #autoLOC_313195 = Next #autoLOC_313208 = Stage Decoupler #autoLOC_313218 = Add another >>TD-12 Stack Decoupler on the bottom of the "Terrier".\n\nWe'll need this during our ascent to discard the empty parts of the vessel below.\n\nOh, and notice how when you add the decoupler, a fairing is placed around the engine? This will get jettisoned automatically when we stage the decoupler. #autoLOC_313219 = Next #autoLOC_313235 = Add Tanks #autoLOC_313243 = Now we need to add the fuel tanks for our lower stage.\n\nAdd two of the medium (rocket) propellant tanks (>>FL-T400 Fuel Tank) to the bottom of the stack. #autoLOC_313244 = Next #autoLOC_313260 = Add a Swivel Engine #autoLOC_313268 = For our lower stage we need an engine that is a sustainer. That's an engine that burns from liftoff until well after the boosters separate.\n\nLet's get "Scientifical" for a second. Rocket engine performance is measured by Specific Impulse (or Isp), and the Isp of an engine changes as the amount of atmospheric pressure around it changes. Just as the upper stage needed an engine that is good at the low air pressures of high altitudes, the lower stage will need boosters which are powerful at the higher air pressure of the low altitude of the launch pad. And to help carry the rocket through the transition from launch to upper stage, it will need a "sustainer" engine which usually sits between boosters and upper stage engines from a performance perspective, having a wide range in between the two.\n\nSo add the big engine you see there, the >>LV-T45 "Swivel", to the bottom of the tanks as our sustainer. #autoLOC_313269 = Next #autoLOC_313285 = Tweak the Swivel #autoLOC_313293 = At its default thrust level, the "Swivel" is too powerful for the rocket we're creating (and for the ascent profile we're going to teach you in the "Go For Orbit" tutorial). So you'll need to lower its thrust level. This isn't as good a solution as picking a smaller, lighter engine with the thrust level we want, but, well, there are only so many options. \n\n>>Right-click the "Swivel" and lower its thrust limiter to 65. It will then only produce 65% of its full thrust potential, but it will also run longer because it's only burning 65% as much fuel. #autoLOC_313294 = Next #autoLOC_313310 = Add Radial Decouplers #autoLOC_313318 = Nice. You now have the core of your rocket completed, but as I said before, we'll also be adding boosters to help the sustainer engine get the rocket up and running.\n\nWe'll add two boosters symmetrically so that we keep our craft balanced, and to make sure we don't lug the useless dry mass of the boosters around after they burn out, we'll attach them using decouplers.\n\nThis time, however, we'll use radial decouplers so the boosters can sit beside our lower stage core instead of under it. That way, the sustainter and boosters can fire at the same time. \n\nSelect the >>TT-38K Radial Decoupler and add it in >>2x symmetry near the bottom of the lowest tank on the lower stage. #autoLOC_313319 = Next #autoLOC_313335 = Add SRBs #autoLOC_313343 = "Moar Boosters" is something you often hear around the KSC, and now it's time to add some!\n\nAdd a pair of >>RT-10 "Hammer" SRBs to the decouplers, so we have that extra kick early on. #autoLOC_313344 = Next #autoLOC_313359 = Tweak SRB Thrust #autoLOC_313367 = Unlike LF (Liquid Fuel) engines, where you can adjust the throttle during flight, once you light an SRB, it burns at constant thrust till it's out of fuel. We can, however, use the throttle limiter as we did on the "Swivel" to set that constant thrust before we roll out to the launchpad.\n\n>>Right-Click on one of the SRBs and change its thrust limiter to 50. Do note that changing a tweakable value on one part that's been placed using symmetry will have that same change applied to its symmetry counterparts.\n\n(Remember when I said I'd teach you how to make that pod-and-Thumper craft from Construction Basics survivable? Well, this thrust adjusting is how that could be done. Although you'd also have to put a decoupler on it.) #autoLOC_313368 = Next #autoLOC_313384 = Add Nose Cones #autoLOC_313392 = Right now the SRBs have flat, pancake tops, which is simply not a good look. Oh, and bad aerodynamically.\n\nLet's fix that by adding a pair of nose cones. >>Nose cones can be found in the >>Aerodynamics category, and you can add a pair of them using >>2x symmetry. #autoLOC_313393 = Next #autoLOC_313409 = Add Fins #autoLOC_313417 = While we're on that tab in the toolbox, let's add some fins too. Fins come in various sizes and styles, and as we learned earlier, will help stabilize your craft.\n\nSince these fins are control surfaces, they also add some extra control authority when low in the atmosphere, where the air is thick enough for them to have a helpful effect.\n\nAdd the >>AV-R8 Winglets in >>4x symmetry near the bottom of the lowest fuel tank in the lowest stage, and make sure they don't intersect the decouplers and SRBs. If they do overlap those parts, any flight will be interesting, but exceptionally short. #autoLOC_313418 = Next #autoLOC_313434 = Fix Staging #autoLOC_313442 = Excellent! We've now got all the components on our basic orbital rocket, but let's run through a few extra things before we call it a day.\n\nFirstly, we should review the Staging Stack to check the order of actions and parts displayed there. It's lucky I've highlighted this for you, because the SRBs are set to fire before the sustainer, and that just won't do. You won't have enough thrust to get off the pad that way!\n\nMove the Swivel's staging icon down into the same stage as the SRBs.\n\nNote that the automatically created staging sequence would work if we did not want the long-burning sustainer to ignite at the same time as the high-thrust boosters, but since we do, we had to adjust it manually. #autoLOC_313443 = Next #autoLOC_313459 = Align for Launch #autoLOC_313467 = Finally, pick up the pod and rotate it 90 degrees around the vertical axis (Press >>[<<2>>] or >>[<<4>>]).\n\nThis will rotate the ship not just in the VAB, but also set its orientation when we go to the launchpad, so that our desired flight heading of east (compass 90) will be a matter of steering in the pitch (up-and-down) axis rather than yaw (right-and-left).\n\nBy default, parts in the VAB are oriented so that they are aligned north. #autoLOC_313468 = Next #autoLOC_313484 = Action Groups #autoLOC_313493 = We always make every effort to ensure our brave crew survive, and hopefully you will take the same stance in your space program. It doesn't always work out that way, of course, but it's the thought that counts. (At least to those of us not in the rocket at the time.) \n\nWith that in mind, let's set up an abort action group for your craft, for use in case of emergency. Note that in career mode, you'll have to upgrade the VAB or SPH in order to access action groups.\n\n>>Click on the turquoise action groups button on the left of the toolbar; it's part of a cluster of three buttons. #autoLOC_313494 = Next #autoLOC_313510 = Action Groups #autoLOC_313518 = Action groups let you assign the functions of one or more parts to a single, specific key. There are some default action groups (landing gear automatically go in the gear group, brakes on wheels go in the brake group, etc.) and some custom ones activated by the keyboard (not keypad) numbers. Because of the order of these keys on standard boards, the action groups are numbered 1 through 9 and then 0.\n\nTo set up an action group, click on the desired action key from the menu, then click on the part you want to activate. The actions already assigned to that group appear in the Group Actions column, and the actions that can be assigned from the selected part appear in the Selection Column.\n\nTo add and remove items, you simply click on them to move them left or right between columns. To clear all action group selections from a part, click Reset in the Selection column.\n\nWe're going to set up the Abort action group. It's triggered by pressing >>[<<2>>] or by clicking the big red abort button in flight (it slides out from the left of the altitude panel at the top of the screen when you mouse over that area). First, >>click on the >>Abort button in the Action Groups column. #autoLOC_313519 = Next #autoLOC_313535 = Abort Group #autoLOC_313543 = Great! Now >>click on the decoupler right below the pod, and add its >>Decouple action to the group.\n\nThen >>click on each liquid engine in turn and assign their >>Shutdown functions to the group. Finally, >>click on one of the radial decouplers and assign >>Decouple to the group. (Since these were placed with symmetry, applying the action to one radial decoupler will apply it to them all.) \n\nNow when you trigger the abort action in flight, the engines will shut down (or, if they can't shut down, be decoupled), the capsule will separate from the rest of the ship, and it should be safe to land by itself. Remember to deploy your parachute once it's safe, however! (This may require staging a number of times, since the stage counter won't advance by itself when parts decouple before they are staged. #autoLOC_313544 = Next #autoLOC_313560 = Summary #autoLOC_313568 = And there we are! Your orbital rocket is ready to fly.\n\nIt's been a long lesson (and thanks for hanging in there) in which we've covered lots of different advanced techniques for rocket construction.\n\nGive the new ship a name and save it \u2014 that's always a good practice. Then I recommend you try flying it in the "Go For Orbit" tutorial.\n\n>>NOTE:Any vessels you create here will be lost when you exit, this is just for playing around. #autoLOC_313569 = Done #autoLOC_314034 = Intermediate Construction #autoLOC_314043 = Hello again. Glad you could come back.\n\nTo get started, go ahead and enter the VAB and I'll give you the overview of what we're building today. #autoLOC_314055 = Overview #autoLOC_314077 = Ah, here we are again. Now, to business.\n\nIf you remember, in our last construction tutorial we covered how to build a simple hopper and some of the basics of the construction area.\n\nIn this tutorial we'll expand your knowledge of some of the more useful features in the VAB, and we'll build a more complex craft that will be able to get us out of the atmosphere. #autoLOC_314078 = Next #autoLOC_314093 = Loading Saved Designs #autoLOC_314106 = To build our new design let's start with the craft we built in the Basic Construction Tutorial, though this one is just called "Hopper". This will save us a little bit of time, and the accounting department is always happy when we save on time.\n\n>>Click on the >>Open button in the top right corner and load the "Hopper", then remove its >>RT-5 "Flea" motor.\n\nIf you mess up, you can recreate the craft from the part list by placing a pod first, then a parachute on top of it. Note that throughout this tutorial I will leave all parts you need available to be placed.\n\nIf you delete the craft file somehow, close the load dialog and open it again and the craft will be back. #autoLOC_314107 = Next #autoLOC_314126 = Tweaking the Chute #autoLOC_314140 = Unlike last time, we won't be bringing the whole vessel back, so we can change our parachute's stats from what we used before. Right-click on the parachute and verify that its deployment altitude is set to 1000m as last time, but also set the minimum pressure slider all the way to the right, 0.75 atmospheres. That corresponds to an altitude on Kerbin of about 2 kilometers and means a much shorter time 'hanging around' during descent. #autoLOC_314141 = Next #autoLOC_314156 = Renaming the Vessel #autoLOC_314166 = First off let's change the name of our craft, and the description if you want, so that we still have our trash can special for later on.\n\nSimply change the name to something other than "Hopper" and we can proceed. #autoLOC_314167 = Next #autoLOC_314181 = Adding Some Extra Functionality #autoLOC_314189 = Great. For this craft, we are going to give the ship some additional purpose by attaching a science experiment. We can run these experiments during our travels and get valuable science data for Kerbalkind.\n\nThere are a number of science experiments to be performed, but at the moment we only have the Mystery Goo Containment Unit available.\n\nSwitch to the >>Science tab to look at it. This is one of the most basic scientific experiments Kerbal scientists have devised and one of the first things they want to try and understand better; I mean, they don't even know what color the goo is! #autoLOC_314190 = Next #autoLOC_314205 = Using Symmetry #autoLOC_314213 = When you pick up the part you will see that it's designed to attach to the sides of other parts, i.e. "radially". If we attach only one of these, then during flight our craft will be unbalanced.\n\nOne way to solve this is to add an extra Goo Container on the opposite side of the rocket so they balance. Luckily we have a symmetry tool to help here. #autoLOC_314216 = These buttons control symmetry (highlighted) and angle snap, and can be found in the lower left of the screen. Press the >>symmetry button (or press the >>[<<3>>] key) to cycle through the available symmetry modes. #autoLOC_314218 = Set this to >>2x and then pick up and place a >>Mystery Goo Containment Unit on the side of the pod, near the top. You will notice that a second one has been placed opposite the first by the symmetry tool. If you had already placed a lone canister, pick it up, make sure symmetry is set correctly, and place it again, so that it has a duplicate on the other side.\n\nRemember to place the canisters near the nose of the pod! #autoLOC_314219 = Next #autoLOC_314233 = Decoupling Parts #autoLOC_314242 = If we add too many more parts here, the craft we are making will be too heavy to survive reentry safely (and too heavy to be slowed by our parachute, leading to Sudden Impact Syndrome). So we will need to add a decoupler below the pod.\n\nDecouplers can be found in the Coupling tab, and will let us split the craft when we no longer need the lower parts. We won't be able to recover the discarded parts, but at least our craft (and our Kerbal!) will survive reentry and landing.\n\nDecouplers can be used in many ways, but for now let's just add one of these to the bottom of the pod. Go to the >>Coupling tab, grab a >>TD-12, and place it.\n\nNote that stack decouplers have arrows. The arrows show which side is the side that decouples. Make sure your decoupler's arrow is pointing up, towards the pod. (It will be, by default.) #autoLOC_314243 = Next #autoLOC_314257 = Revisiting the Staging Stack #autoLOC_314266 = Well done. You'll recall, I hope, that in the previous tutorial we had to adjust the staging stack when we added the engine to our earlier rocket. \n\nWhen you add a decoupler, the extra stage is automatically added to the stack so that any new parts below the decoupler won't be staged at the same time as those above it.\n\nYou can of course still move these all around, but hopefully this will save you some time as you go.\n\nIf you ever want to return to this default staging setup, click the >>Reset button at the bottom of the Staging Stack. #autoLOC_314267 = Next #autoLOC_314281 = Adding Some Fuel Tanks #autoLOC_314289 = This time we are going to use a Liquid Propellant Rocket Engine. Unlike Solid Rocket Motors, these engines don't carry their own propellants with them, so we need to add some fuel tanks.\n\nGo to the Fuel Tanks tab. We are still using these early parts so there are only FLT-100s available. This is another area, like engines, where advancement brings bigger and better parts.\n\nWe are going to need 5 of these tanks to get us to space. Before you grab 5 tanks from the part toolbox, though, let me give you another tip, because efficiency is my middle name (it goes right after "Von").\n\nOnce you place the first tank on the rocket, you can duplicate that by holding the >>[<<2>>] Key and clicking on the tank. You can do this on the bottom tank a few times and quickly get 5 of these attached without having to go back to the toolbox.\n\nAdd 5 >>FLT-100 Fuel Tanks to the vessel and we can proceed. #autoLOC_314290 = Next #autoLOC_314304 = Adding a Rocket Engine #autoLOC_314312 = Good! Switch over to the >>Engines tab now.\n\nThe "Swivel" engine you see here is obviously different from the "Flea" we used before. This is a liquid engine and it needs (and burns) both Liquid Fuel and Oxidizer; funnily enough, that's what we just added to the rocket.\n\nAttach the >>LV-T45 "Swivel" to the bottom of the rocket stack now, and keep an eye on the staging stack to see how it changes. #autoLOC_314313 = Next #autoLOC_314327 = Adding Fins for Balance #autoLOC_314335 = We are almost there and you're doing fine, maybe not as speedily as someone of my caliber though.\n\nThe last thing we are going to need to do is to give this rocket a little better stability, so it keeps going the way we want it to go. We will achieve this by adding some fins near the bottom of the rocket. Fins can be found in the >>Aerodynamics tab.\n\nSet the symmetry mode to >>4x so we will place them on both axes. Also, turn on angle snap. #autoLOC_314338 = You can turn on angle snap by clicking the button next to the symmetry icon (highlighted blue in this example), or by pressing >>[<<2>>]. That will help you to align the fins neatly. #autoLOC_314340 = Drop a >>Basic Fin on the last rocket tank. You'll see the other three symmetry counterparts will be placed as well. #autoLOC_314341 = Next #autoLOC_314355 = Ready to Rock! #autoLOC_314364 = Excellent, we've now got a rocket that will let us reach for the stars. Admittedly, I did say "reach for", as this is a basic rocket which can't achieve orbit. But on the bright side, that means reentry will also be basic!\n\nYou've done a great job in building a basic hopper and a suborbit-capable rocket. Hopefully, you've learned a few things about how to build a craft and how to use some of the shortcuts that are in here.\n\nFeel free to hang around a bit and try your hand at other things too, or perhaps you could look at the next lesson on suborbital flight, where we will see just how well this rocket performs. Or, head over to the science tutorial to learn how to advance your career and unlock more parts.\n\nIf you could show yourself out of the construction facility with the red button on the top right when you're done experimenting that would be great. Auf wiedersehen!\n\n>>NOTE:Any vessels you create here will be lost when you exit, this is just for playing around. #autoLOC_314365 = Done #autoLOC_314461 = Welcome #autoLOC_314470 = Welcome to the Kerbal Space Center Launch Facility! I'm <<1>> and I will teach you the basics of piloting a spacecraft.\n\nI trust you've already checked the Basic Construction Tutorial, if not I recommend you do so before going through this one.\n\nToday we will do a run through of all the important controls for your spacecraft. Our little "Hopper" from your Basic Construction lesson with Wernher may not have all of them, but we'll do a full run through once, and see how it flys.\n\nIf you're ready to go, press >>Next. #autoLOC_314471 = Next #autoLOC_314482 = Basic Flight Controls #autoLOC_314489 = Flying a spacecraft is all about being in control of a generally very chaotic situation. As a Pilot, your main flight controls will affect the pitch, yaw and roll of the ship.\n\nLet's look at those first. (All the other controls will be locked until they're needed or this tutorial is closed.) #autoLOC_314490 = Next #autoLOC_314502 = Basic Flight Controls : Pitch, Yaw and Roll #autoLOC_314509 = Pitch, Yaw and Roll are the three directions you will rotate your craft.\n\nTo help you visualize these, we've taken a holiday snap of the "Hopper" below. #autoLOC_314511 = Next up, we'll see how we rotate in these directions. #autoLOC_314512 = Next #autoLOC_314523 = Pitch, Yaw and Roll #autoLOC_314532 = You control your ship's rotation using the these controls:\n\t\t>>[<<2>>] / >>[<<4>>] : Pitch Up / Down\n\t\t>>[<<6>>] / >>[<<8>>] : Yaw Left / Right\n\t\t>>[<<10>>] / >>[<<12>>] : Roll Left / Right\n\nBy controlling Pitch, Yaw and Roll together, you can keep the ship in a controlled flight.\n\nTry it now, and notice the indicator on the lower-left side move as you provide control input. #autoLOC_314533 = Next #autoLOC_314544 = Basic Flight Controls #autoLOC_314551 = Throttle, plus Pitch, Yaw and Roll are the main controls you'll need to master for a successful, crash-free flight.\n\nWe'll skip over the Throttle control for now as this vessel has no need for it. Don't worry, I'll explain it another time when it's of use.\n\nRemember that all of these controls have a limited amount of effectiveness, so bigger, heavier ships will probably respond much more sluggishly to the controls than a little small one.\n\nIt's also good to keep in mind that as stages are separated from the ship, it will become lighter and this will usually mean easier to control.\n\nNext, let's look at the rest of the Flight Controls. #autoLOC_314552 = Next #autoLOC_314563 = Staging #autoLOC_314570 = In flight, all the planning you put into the staging sequence of your ship comes into play.\n\nFrom launch to the final deployment of the descent parachute(s), you can control the activation of several of the ship's parts by activating stages:\n\t\t>>[<<2>>] : Launch/Activate Next Stage\n\nNotice the Stage Indicator in the lower-left corner, it shows the currently active stage. Since we haven't launched yet, it's showing the first stage as active. I have your staging controls locked for now, so the stage indicator is glowing purple. \n\nOne more thing on staging, if the staging setup is causing strife, or you change your mind about something, you can edit the stage sequence on the fly...pun intended...no need to go back to the assembly facility. #autoLOC_314571 = Next #autoLOC_314582 = The NavBall #autoLOC_314589 = An important part of flying is knowing how your ship is oriented and where it is going. That's why a good pilot is always aware of the ship's Attitude (where it is pointing) and its Velocity Vector (where it is going). These aren't always the same direction, and as your skills improve you should pick up on these.\n\nThe big round instrument on the lower center of the screen is called the NavBall. This device sums up most of the critical information needed for proper, death-free flight.\n\nHere, you see the ship's nose in relation to the horizon (when you're not pointing straight up it's easily visible as a line between blue sky and the brown ground), as well as its heading (compass bearing) and speed.\n\nYou also get several icons that indicate things like your current velocity vector, but we'll have a look at those later. #autoLOC_314590 = Next #autoLOC_314601 = Flight Instruments #autoLOC_314608 = In the top-center part of the screen you have your Altimeter, Vertical Speed Indicator, and Atmosphere gauges.\n\nThe Altimeter will show the distance to the planet's surface at Sea Level. This means the actual surface may be much closer, so watch out for the ground when landing.\n\nYour Vertical Speed Indicator shows how quickly your altitude is changing. When launching, it's considered best to keep this gauge pointing up.\n\nThe Atmosphere gauge indicates how deep the ship is in the planet's atmosphere. This helps you know if the ship is high enough for orbiting without losing speed to air resistance, or judge how effective wings and controls surfaces will be. #autoLOC_314609 = Next #autoLOC_314620 = Parachute Indicators #autoLOC_314627 = One last thing before we give this rocket the green light.\n\nIn the Staging stack you can see the indicator for your parachute. This indicator shows when the chute will be activated by staging\u2014you already know that\u2014but the background will also change color to indicate when it is safe to stage the parachute, and the foreground (the parachute bit of the icon itself) will change color depending on the parachute's state. Note, however, that by default parachutes will not deploy when unsafe, even if you stage them. #autoLOC_314629 = The left three show safety: Safe, Risky, and Unsafe to deploy. The chute is unstaged (white) in the left three. The right three show state after staging: Armed, Deployed, and Cut/shredded. When you are familiar with chute icon colors we can move on. #autoLOC_314630 = Next #autoLOC_314642 = Ready to Launch #autoLOC_314660 = Ok, enough talk! I'll unlock the flight controls and you'll be clear for launch.\n\nAt any time you may press >>[<<2>>] to pause the game. In the Pause Menu you can restart the flight, or end this Tutorial (choose >>End Scenario) and return to the Main Menu.\n\nFor now get, yourself prepared and hit >>[<<5>>] when ready to launch!\n\nDon't forget our "Hopper" has only a solid rocket motor so there is no throttle control\u2014that's why we didn't review the throttle here. Make sure to fly in a nice high arc and enjoy the flight! #autoLOC_314671 = Liftoff! #autoLOC_314692 = And up you go! You can try practicing some of the controls we just discussed like pitch, yaw and roll.\n\nAlso keep an eye on the parachute icon in the staging list, that shows you how safe the current environment is for chutes. Once it goes red it won't deploy until it's clear again even if you stage it.\n\nI realize this could be too much to learn in one go, so if you forget you can always press >>[<<2>>] and click >>View Key Bindings for a reminder.\n\nYou can also see whether your crew are enjoying the trip in the lower right corner.\n\nAnyways, I'll hang around and watch, and I'll let you know when it's safe to stage your chute. #autoLOC_314708 = Deploy the Parachute #autoLOC_314715 = Your solid motor has burned out, you're passing apoapsis (the highest point on your flight), and your speed is low enough that it's safe to stage again to deploy the parachute.\n\nDo so now, before you speed up again and hit the surface! #autoLOC_314727 = Descending... #autoLOC_314734 = You've armed the parachute, now time to wait to get low enough and slow down enough for it to deploy safely (don't worry, it will do so automatically now).\n\nWell, maybe worry slightly: If you didn't fly high enough, you may not have enough air under you to slow down before you crash! #autoLOC_314746 = Enjoy the Descent #autoLOC_314754 = And now we sit back and enjoy the descent. #autoLOC_314766 = Landed #autoLOC_314775 = Well done, you've survived your first quick flight!\n\nWhen you're landed or splashed on Kerbin (and NOT in training) you can point the mouse just above the altimeter and click the recover button (on the panel that slides down) to ask to be picked up.\n\nI've also unlocked the crew hatch, so if you feel like going out for a walk or swim you can click the EVA (Extra Vehicular Activity) button that will pop up when you mouse over the portrait of the Kerbal you want to take for a walk. You can do it just for fun, or to collect a surface sample.\n\nThis concludes today's lesson, to exit training you press >>[<<2>>] to access the pause menu and choose >>(End Scenario) to return to the Main Menu.\n\nI hope to see you again to learn more about Suborbital flight perhaps. Bye. #autoLOC_314776 = Done #autoLOC_314788 = Internal View #autoLOC_314800 = Aha!, You're a curious one aren't you? The IVA button over each crewmember's portrait will let you see the ship from his own perspective.\n\nNote that in this mode, your flight UI has less instruments, since most of them can be found in the cockpit itself.\n\nIn Internal View, right-clicking will toggle between mouse-look and interact modes, so you can look aroud without having to hold down the right mouse button. Try looking around and clicking on things, the Engineering department says there are many devices in here that actually work. They seemed to be quite proud of that, in fact.\n\nWhen there are multiple crew you can cycle through the POV of them using the >>[<<2>>] key.\n\nReturn to External View by pressing >>[<<4>>]. #autoLOC_314820 = Failure #autoLOC_314830 = Aw, shucks, something went terribly wrong here. You might want to try to stay alive when on an actual mission, you know...\nDon't feel bad, I'll send someone to clean that up and you can try again. Make sure you fly high enough to be going slow enough for parachute deployment, and make sure you remember to stage it to arm it! #autoLOC_314831 = Finish #autoLOC_314847 = Oh No! Your Chute is Gone! #autoLOC_314857 = You staged your chute while still going too fast and it ripped up. Afraid there really isn't much that can be done now, it's shredded to ribbons! #autoLOC_314876 = Docking Control Mode #autoLOC_314887 = I see you've found the Docking Controls. In this mode, controls behave somewhat differently, to make maneuvering around in orbit easier. However, that is a topic for a whole other tutorial, so let's just go back to the subject at hand for now.\n\nPress the Staging button on the bottom-left corner to return to the Staging Control Mode. #autoLOC_315017 = Welcome #autoLOC_315026 = Hello again. Glad you could make it back.\n\nToday we will take an exciting step: getting our first Kerbal into Space! (Yep, with a capital S!)\n\nHopefully, you remember the controls we discussed in the basic flight tutorial, but don't forget that you can always press >>[<<2>>] and click the view key bindings button for a reminder.\n\nIf you're ready, let's get started. #autoLOC_315027 = Next #autoLOC_315041 = Flight Plan #autoLOC_315054 = Your mission today is to make a short suborbital (less than orbital) flight out over the water to the east. It's a nice arcing path that ensures a gentle, survivable reentry; straight up then straight down is...not so good for survival.\n\nI've set up the pink target indicator on the navball as aim point but do note that this is not the case for normal missions (the target marker is normally used for other things, and does not help with ascents). Starting with the nose pointing straight up on the launch pad, or 90 degrees elevation from the eastern horizon:\n\n\t * Tilt east to 80 degrees elevation on the navball by 150 m/s (start at 50 m/s);\n\t * Tilt east to 70 degrees on the navball by 400 m/s (start at 250 m/s);\n\t * After burnout, coast up into space, and have a look around;\n\t * Prepare for reentry;\n\t * Lastly, reenter and land safely!\n\nOnce we reach burnout (i.e.run out of propellant) we'll have a bit more time to discuss some other things. #autoLOC_315055 = Next #autoLOC_315069 = Throttle Control #autoLOC_315079 = Unlike the "Hopper" in our first lesson, this new craft has Liquid Fuel engines. This means we can use the throttle to set the output power of the ship's engines.\n\nThrottle is controlled by the following keys:\n\t\t>>[<<2>>] : Throttle Up\n\t\t>>[<<4>>] : Throttle Down\n\t\t>>[<<6>>] : Throttle Max\n\t\t>>[<<8>>] : Throttle Cutoff\n\nTry these out now! You'll see the indicator needle slide up and down along the graph on the lower left side of the navball. #autoLOC_315080 = Next #autoLOC_315094 = S.A.S. #autoLOC_315103 = S.A.S stands for Stability Augmentation System, although Kerbal astronauts usually refer to it as Sickness Avoidance Scheme.\n\nWhatever it stands for, what it does is try to stop the ship from spinning around, using the computer-controlled "Auto-Torque Drive Compensator" technology to counteract the rotation of the ship. In its simplest mode it will keep the ship aligned with the orientation it has when you turn S.A.S. on, or, if you pitch/yaw/roll while S.A.S. is on, the orientation when you release the controls.\n\nSAS can be activated (or deactivated if on) momentarily by holding down the >>[<<2>>] key, and it can be toggled by pressing the >>[<<4>>] key.\n\nIf you have problems following the maneuvers, once you enable SAS and lift off you can click the small red button to the left of the navball that has a miniature target indicator (it's the lower left of all the buttons). That will cause the S.A.S. to follow the target indicator and fly for you. Note: this autopiloting function will not be available until you are flying. #autoLOC_315104 = Next #autoLOC_315118 = Launch Preparations #autoLOC_315125 = This craft has a bit too much engine, so we're going to throttle down for launch. Set your throttle to >>2/3 (the upper of the two middle notches on the slider).\n\nAlso, turn on S.A.S. to help control things (press >>[<<3>>]). It will keep you pointed where you want to be pointed. #autoLOC_315126 = Next #autoLOC_315144 = Detailed Information Ahead #autoLOC_315153 = During this lesson some of the information is quite detailed and could take a while to read. As this is a short suborbital hop, and I don't want you to miss anything important, I will place a warning at the top of pages where you might want to pause the game to read.\n\nThe warning will look like this:\n\n>>WARNING: Detailed info! Press >>[<<3>>] to pause if necessary. #autoLOC_315154 = Next #autoLOC_315168 = Ready to Launch #autoLOC_315190 = Ok, enough talk! I'll unlock the rest of the flight controls and you'll be clear to launch.\n\nAt any time you may press >>[<<2>>] to pause the game. In the Pause Menu you can restart the flight, or end this Tutorial and return to the Main Menu.\n\nI've enabled the Target marker on the NavBall. Give it a look to make sure you see it, and then let's get ready to light this candle.\n\nDouble-check your throttle is set to >>2/3 (the upper of the two middle notches on the slider) and S.A.S. is enabled, then hit >>[<<5>>] when you're ready to launch. Remember to start turning at 50m/s! #autoLOC_315202 = Hold Tight... #autoLOC_315210 = Wait for a bit more speed before we start to turn. #autoLOC_315227 = Start the Turn #autoLOC_315235 = Now's the time to start turning.\n\nFollow the target marker to 80 degrees by the time you reach 150m/s. #autoLOC_315260 = Hold Steady Again #autoLOC_315268 = Good work!\n\nGet ready to turn further once you reach 250m/s. #autoLOC_315286 = Steady on 70 #autoLOC_315294 = Looking good! Now let's turn a little more.\n\nWe are aiming to get to the 70 degree pitch line.\n\nYou can follow the marker as it moves there. #autoLOC_315313 = Hold Steady - Throttle Up #autoLOC_315321 = Excellent work. We've got the rocket just where it needs to be in order to reach space.\n\nYou should be able to let S.A.S. keep the craft steady for a while as we accelerate further.\n\nNow go ahead and throttle up to full power. #autoLOC_315358 = Hold Steady #autoLOC_315366 = We're really cooking along now! As we get up to these higher speeds you might start to see some heat effects, but we will clear the atmosphere before it gets too hot .\n\nHold the course and we'll reach stage burnout safely. #autoLOC_315403 = Out of Gas #autoLOC_315422 = >>WARNING: Detailed info! Press >>[<<3>>] to pause if necessary.\n\nGreat work! You've succeeded in getting your ship on a trajectory bound for space. I've now set your target indicator to align with your velocity vector; that will minimize drag by turning the smallest side of the vehicle into the air flow. Somewhere around here, you will see the navball speed indicator auto-switch from "Surface" to "Orbit," accompanied by the speed number jumping. Go ahead and switch it back to "Surface" mode by clicking on it until it says "Surface" again.\n\nYou might have noticed some flickering flames near the end of our burn there, which is due to the high speed of your craft in the atmosphere. Normally our ascent would be a little slower, but I'm sure my friend Wernher has helped you build a ship that can withstand this heat, and besides this high and this slow you'll be fine.\n\nIf you want to have a look at your trajectory, you can switch to the map (>>[<<5>>] key) to have a look at your projected path. Just remember to come back to flight mode again! #autoLOC_315424 = Oops. Looks like you're not going to clear the atmosphere<<1>>. Press >>[<<3>>] and choose >>Revert Flight to try again. #autoLOC_315426 = Next #autoLOC_315452 = Coasting to Space #autoLOC_315460 = Now that we are coasting our way to apoapsis (that's the highest point on our current projected path), we've got a little time to chat. Once you clear the atmosphere we'll go over what you can do in space. #autoLOC_315477 = What to Do in Space #autoLOC_315485 = While we float up here beyond the atmosphere, I'll quickly tell you about a couple of things you can do.\n\nWith an advanced enough astronaut complex in the KSC, we can train our Kerbals to be able to space walk (or EVA), although we won't be doing that on this flight.\n\nAlso, when we are carrying science devices like our goo containers, we can perform experiments.\n\nFeel free to play with the goo canisters now by right-clicking on them. I'll let you know when it's time for the next phase of this suborbital flight. #autoLOC_315502 = Reorient #autoLOC_315512 = >>WARNING: Detailed info! Press >>[<<3>>] to pause if necessary.\n\nAs we near the edge of the atmosphere again, it's time to reorient the pod to get ready for re-entry. We're only going to reenter with the pod and chute and goo canisters, but we're not going to decouple yet; in real missions it's best to keep your upper stage around until the last moment, you never know when you might need it...\n\nAnyway, it's best to re-enter bottom-first, and since we ascended at about 70 degrees pitch, we'll naturally re-enter at about -70 degrees pitch.\n\nThat means you want to aim the top of the capsule at the 70 degrees pitch line, but the opposite heading. This is at a heading of 270 on the navball and 70 degrees pitch, and I've placed the target marker there to help you see where this lies.\n\nTurn S.A.S. off, change your attitude, and then turn it back on again. #autoLOC_315531 = Stablize #autoLOC_315539 = Nice! Now hold steady on your new attitude (let SAS do its job), and get ready to decouple the stage and start reentry! #autoLOC_315558 = Booster Away! #autoLOC_315568 = Now it's time to get rid of that booster, since it's just weighing us down.\n\nStage to discard the unneeded parts and mass. #autoLOC_315581 = Aerodynamic Stabilization #autoLOC_315591 = During re-entry, with your pod oriented this way (drag-producing items near the top), aerodynamic forces alone will hold it properly stabilized.\n\nSo it's time to turn S.A.S. off and let the air do the work for you. Once it's off and you've hit the atmosphere, we'll move to the next bit. #autoLOC_315613 = Reentry! #autoLOC_315621 = >>WARNING: Detailed info! Press >>[<<3>>] to pause if necessary.\n\nYou are now reentering Kerbin's atmosphere. Make sure to keep all hands and feet inside the pod at all times. We don't want you getting burnt or anything! Don't mind the flames. Wernher IS a "World Famous Rocket Scientist" after all, and he's built this ship to withstand them.\n\nLast time we watched the parachute icon to wait for the right time to open the chute. This time we are going to do something a little different. Remember in the construction tutorial where you designed this vessel, you set the chute to not semi-deploy until 0.75 atmospheres of pressure? That means the chute won't perform the first of its two deployment steps until then, even if you activate it by staging now. On Kerbin, 0.75atm means about 2000m altitude above sea level, and the craft should be travelling slowly enough by then that the chute will survive deployment.\n\nSo let's take the bold step of arming the chute now and let the smarts in there pop it at the right altitude.\n\nYou know you can trust me! Stage the chute now by pressing >>[<<5>>]. #autoLOC_315636 = Ready the Chute #autoLOC_315644 = >>WARNING: Detailed info! Press >>[<<3>>] to pause if necessary.\n\nAwesome! So while we set your chute to not actually semi-deploy until around 2km (we do look out for you at Mission Control!), we do need to ensure that the opening height (its second, full-deployment step) is correct.\n\nYou can even adjust these parameters during flight, so right-click on the parachute now and check their sliders.\n\nDon't touch the pressure slider (or bad things WILL happen), and make sure the full deploy altitude is no less than 1000m or you will not have enough time to slow down!\n\nOnce you're satisfied, just hang on until about 2km and watch the parachute trigger itself according to the settings we've chosen.\n\nWhile we're waiting I want you to look at the bottom of the capsule. Note that you do not have a heat shield: you don't need one because this is such a gentle flight. Actually, a heat shield would make things more dangerous on this craft because the additional mass would be pushing the limits of this model of parachute. #autoLOC_315659 = Chute Away! #autoLOC_315668 = Yes! The chute is away.\n\nNow enjoy a leisurely float down to the surface. #autoLOC_315681 = Welcome back! #autoLOC_315689 = Welcome back, and congratulations on completing \u2014 and even surviving! \u2014 your first real mission.\n\nYou've managed to launch, control your vessel into space, orient yourself correctly, and land safely. That's quite an achievement.\n\nIf you want to practice this again, choose revert to launch from the pause menu. Otherwise, end the scenario.\n\nAnd be sure to check out the other tutorials. My next one is about "Going for Orbit" and is really exciting. There's always lots more to learn at the KSC! #autoLOC_315690 = Done #autoLOC_315708 = Internal View #autoLOC_315720 = Aha!, You're a curious one arent' you? The IVA button over each crewmember's portrait will let you see the ship from his own perspective.\n\nNote that in this mode, your flight UI has less instruments, since most of them can be found in the cockpit itself.\n\nIn Internal View, right-clicking will toggle between mouse-look and interact modes, so you can look aroud without having to hold down the right mouse button. Try looking around and clicking on things, the Engineering department says there are many devices in here that actually work. They seemed to be quite proud of that, in fact.\n\nWhen there are multiple crew you can cycle through the POV of them using the >>[<<2>>] key.\n\nReturn to External View by pressing >>[<<4>>]. #autoLOC_315740 = Failure #autoLOC_315749 = Aw, shucks, something went terribly wrong here. You might want to try to stay alive when on an actual mission, you know...\n\nDon't feel bad, I'll send someone to clean that up and you can try again. #autoLOC_315750 = Finish #autoLOC_315766 = Oh no! Your chute is gone! #autoLOC_315776 = You staged your chute while still going too fast and it ripped up.\n\nAfraid there really isn't much that can be done now, it's shredded to ribbons! #autoLOC_315795 = Docking Control Mode #autoLOC_315806 = I see you've found the Docking Controls.\n\nIn this mode, controls behave somewhat differently, to make maneuvering around in orbit easier. However, that is a topic for a whole other tutorial, so let's just go back to the subject at hand for now.\n\nPress the Staging button on the bottom-left corner to return to the Staging Control Mode. #autoLOC_315826 = Whoah, Wipeout! #autoLOC_315836 = Uh oh! You've "flipped out" - you pointed your vessel too far away from the direction it was traveling, and the drag from the top of your vessel overpowered the lift and drag from your fins.\n\nThis means aerodynamic forces acted to keep pushing you further away from your velocity vector rather than acting to keep you aligned.\n\nTo fix this you'll have to align with your velocity vector again if you can, and then burn straight up.\n\nYou probably won't make it high enough, however, so you could just restart the lesson.\n\nPress >>[<<2>>] and choose Revert to try again. #autoLOC_315980 = Welcome #autoLOC_315989 = Welcome to From the Mun!\n \nIn our last lesson, we landed this craft on the Mun. Hopefully, your pilot had a chance to stretch her legs and look around; if not we'll start there. After that, we'll be heading home to Kerbin!\n \nIn this lesson I'll teach you how to take off from the Mun and reach a stable orbit, and then how to return from the Mun (or any moon) to its parent planet. Indeed, the same skill can be used to depart Kerbin towards other planets in the inner solar system. Lastly, I'll cover re-entering Kerbin at high velocity. (Heat shield: required!)\n \nWhen you're ready we can review the flight plan. #autoLOC_315990 = Next #autoLOC_316004 = Gone Walkabout #autoLOC_316014 = To send Valentina on Extra Vehicular Activities (EVA), click the EVA button on her portrait. Have her Jump off the craft and play with the experience of walking in munar gravity. When she's finished frolicking, turn her jetpack on and fly her up to the pod again. She can get back inside by grabbing the handles near the door and then hitting the keystroke to go back inside. Once you're back in the pod, or if you want to skip the EVA, click >>Next.\n\nEVA Controls:\n\t\t>>[<<3>>], >>[<<5>>], >>[<<7>>], >>[<<9>>] : Surface Movement\n\t\t>>[<<11>>] : Toggle Jetpack\n\t\t>>[<<13>>] : Jetpack Up\n\t\t>>[<<15>>] : Jetpack Down\n\t\t>>[<<17>>], >>[<<19>>], >>[<<21>>], >>[<<23>>] : Jetpack Movement #autoLOC_316015 = Next #autoLOC_316033 = Flight Plan #autoLOC_316043 = Ok, moving on. This return flight will have three distinct phases: ascent from the Mun's surface, trans-Kerbin injection, and transmunar re-entry. Once you've finished the first phase, establishing your low munar orbit, we'll cover the details for the next.\n \nFor now, here's what you're going to do (as always in these lessons, I'll add a target marker to assist your steering):\n\t* Throttle up, then immediately pitch over, down the 90 degree heading line (which is east), following the marker.\n\t* Cut the throttle when your apoapsis gets above 50km.\n\t* Circularize at apoapsis.\n \nThis will be much simpler than when you did your Kerbin ascent in the Go For Orbit tutorial. The Mun has a much shallower gravity well than Kerbin, so you only need a single stage\u2014 and not even all of that. Remember, this is the same stage you used to land on the Mun, and we're also going to use it to return home. Mun's gravity is so much weaker than Kerbin's, plus we're not being held back by an atmosphere, that this one stage will have the fuel capacity for this entire landing-and-return leg of the mission. #autoLOC_316044 = Next #autoLOC_316058 = Ready to Launch #autoLOC_316074 = I've placed the marker on your navball. When you're ready, throttle up to max (hit >>[<<2>>]) and immediately start turning. Given your orientation when this tutorial begins, that will be by yawing.\n \nYour thrust-to-weight ratio (TWR) is very high in the Mun's weak gravity, and again there's no atmosphere to worry about, so you can turn very, very sharply without risking disaster the way this flight path would on Kerbin. We'll be at only 6 degrees pitch by 40m/s. As always, you can use the SAS follow-target mode to follow the marker if you're having trouble.\n \nSo go ahead, throttle up, and start turning! #autoLOC_316086 = On Your Way #autoLOC_316093 = Up you go! Or rather, sideways you go!\n\nI'll track your apoapsis here so you don't have to swap to map view; cut your engine once it's <<1>>m or more. I'll cut throttle for you if you get very distracted and the apoapsis goes beyond 100km.\n\nNote: If your vertical velocity relative to the terrain goes negative, I'll have you pitch up to counteract that.\n #autoLOC_316096 = Current Apoapsis: <<1>>m #autoLOC_316100 = Current Terrain Alt: <<1>>m #autoLOC_316104 = Relative vertical speed: <<1>> m/s #autoLOC_316106 = Next #autoLOC_316132 = Coasting to Apoapsis #autoLOC_316157 = Ok! Your throttle is cut, so let's coast on up.\n \nI've created the circularization node for you, but in "real life" you'll be doing that planning yourself. Hey, I can't manage every little thing around here!\n \nGo ahead and click the >>Next button when you're ready and we'll warp to the maneuver. #autoLOC_316158 = Next #autoLOC_316183 = Circularize #autoLOC_316191 = We're almost there. Rotate your craft to align it with the blue manuever marker by yourself. or use the S.A.S. >>Maneuver mode (this aligns your ship with the node's burn vector) to do it for you.\n \nBurn to execute the node once your time-to-maneuver is about half the estimated burn time. (As we discussed in a prior tutorial, this makes the burn more efficient and precise.) \n \nIf all else fails, burn prograde to make sure your periapsis is no more than 5km lower than your apoapsis\u2014 close enough to a circular orbit for our current purposes. #autoLOC_316192 = Next #autoLOC_316211 = How To Return #autoLOC_316218 = To return from a moon to the body it orbits (or to eject from a planet into solar orbit), you must reach escape velocity, and it matters quite a lot when in your orbit you do so. You want to make sure the effort you expend to reach escape velocity creates the correct resultant orbit.\n \nSwitch to map view (>>[<<2>>] key) if you're not there already. Zoom far enough out and rotate the camera to show all three objects\u2014your ship, the Mun, and Kerbin\u2014from above. Note your direction of travel in your orbit: if you're looking from the top, you're orbiting counter-clockwise. Next, check the direction of travel of the Mun in its orbit around Kerbin. Mun is orbiting in the same direction as you are: aligned with the rotation of the parent, a "prograde" orbit. \n\nWe're going to eject opposite to the Mun's direction of travel, but we will be accelerating forward with respect to our own orbit around Mun in order to do that. Let's see how it's done. #autoLOC_316219 = Next #autoLOC_316237 = Create the Return Node #autoLOC_316245 = Remove any existing nodes, then create a new node on your current Mun orbit. It doesn't matter where; we will be moving it to visualize the results of your burn homewards.\n\nDrag the prograde handle until you have an escape trajectory (which means that your projected path leaves Mun's SOI). Now drag the node itself and watch as your Kerbin periapsis changes. You'll find that you have the lowest Pe when your ejection vector is parallel to Mun's orbital track but heading the opposite direction. (If the Kerbin Pe disappears under Kerbin's surface, drag on the retrograde handle to reduce the burn until you can see the Pe again. This will keep your reentry survivable.)\n\nYou've now created an ejection maneuver which, despite being prograde in munar orbit, gives you a retrograde kick in terms of your eventual Kerbin orbit! You can use the same principle to travel to other planets from Kerbin, although there you'll need to be mindful of "transfer windows" (a term for the most efficient times to travel between planets).\n\nOnce you've set your Kerbin periapsis to be between 5km and 32km, click next to proceed. (You may need to fine-tune by adding radial-in or -out delta-V to the maneuver, or moving the node itself slightly). #autoLOC_316246 = Next #autoLOC_316312 = Eject! #autoLOC_316319 = Warp to and execute the maneuver node you've created. Once that's done, remove the node so we have a clear view of the ship's path. We rocket scientists like tidiness, and it's always good to clean up after yourself!\n \nIf the resulting orbit deviated from the plotted burn so much that Kerbin periapsis is below 5km or above 32km, you'll need to fine-tune your path with another burn to avoid a possibly disastrous re-entry. A maneuver node could help you to do that.\n \nOnce your periapsis is within those limits and you have cleared any remaining maneuver nodes, we'll continue. #autoLOC_316320 = Next #autoLOC_316354 = The Long Road Home #autoLOC_316362 = Congratulations! You're on your way home.\n \nLet's warp ahead until you're near Kerbin. >>Click on your orbit near, but at least a Kerbin's-radius away from periapsis, and choose >>Warp Here. You could alternatively use the timewarp controls by pressing the >>[<<4>>] key, but do remember to decrease warp as you approach; Kerbin's gravity speeds you up a lot as you get close!\n \nWe'll advance once your altitude drops below 120km. If you used auto-warp, you may want to manually increase timewarp to 5x or 10x once the automatic warp finishes in order to cover the last distance (assuming your auto-warp ended well before 120km altitude). #autoLOC_316376 = Prepare for Reentry #autoLOC_316388 = Just like I've taught you before, orient retrograde and stabilize, then turn SAS off, then decouple your last stage, and you'll be ready for re-entry.\n \nDo that quickly, because you're descending fast! #autoLOC_316401 = Reentry! #autoLOC_316420 = Note that this time you do have a heat shield on the capsule: while it's just barely possible to survive a transmunar reentry without one, it's very dangerous indeed. Try coming back directly from anywhere farther than the Mun, and you'll be a crispy critter without a shield! \n\nAn alternative method to avoid excessive re-entry heat would be to maneuver into a parking orbit and/or make a braking burn, and then make a gentler, slower re-entry. That, however, would require a great deal of additional fuel\u2014 and to be honest, is way less fun.\n\nBecause of the added mass of the heat shield (but no extra drag to compensate because it mounts flush with the pod), this ship won't be able to slow down as well as the pod would by itself. For that reason, your craft has a drogue parachute mounted to the side in addition to the main chute up top. Once the drogue chute icon shows 'safe' (no red or orange background), you can stage to deploy it.\n\nDrogue parachutes are weaker braking devices, but work at higher speeds and altitudes than regular parachutes can, in order to slow the ship to the point where it's safe to use the more powerful normal parachutes. So once the drogue is doing its part of the job, we'll continue. #autoLOC_316432 = Drogue Away! #autoLOC_316452 = Ok, your drogue parachute is staged. Once the main parachute also shows safe, stage again to arm or deploy it as well, and then we'll continue.\n\nIf for some reason your drogue fails(and goes to the cut state\u2014 red chute icon on any color background) you still have a chance: you might slow down to a safe enough speed to deploy your main parachute even without the drogue. Fingers crossed! #autoLOC_316464 = And Now We Wait #autoLOC_316472 = With everything staged and activated, there's nothing more to do but wait. #autoLOC_316485 = Hurrah! Home Safe! #autoLOC_316493 = Congratulations! You've successfully returned from the Mun! A ticker-tape parade would be held in your honor... if this weren't a training simulation. Instead you'll just have to go and do a real Mun mission in your own career or sandbox save!\n\nWhen you're ready, open the pause menu to either end or restart this scenario. And once again: well done! #autoLOC_316494 = Done #autoLOC_316509 = Summary #autoLOC_316518 = Thats as far as I will be taking you today. We can catch up again in the Orbit 101 tutorial where I will show you about orbits and adjusting them.\n\nIf you want to fly solo for a bit you can also try bringing Valentina home. You will need to turn around 180 degrees and burn retrograde until your periapsis is less than 20km. Stage away the upper stage when you hit the atmosphere's edge, orient retrograde and reenter like I taught you in the Flight Basics tutorial.\n\nOr simply choose End Scenario from the Pause menu and I'll see you later.\n\n #autoLOC_316519 = Finish #autoLOC_316537 = Failure #autoLOC_316548 = Aw, shucks, something went terribly wrong here, you might want to try to stay alive when on an actual mission. \nDon't feel bad, you can try again another time. #autoLOC_316549 = Finish #autoLOC_316653 = Landing on the Mun #autoLOC_316662 = Welcome to To The Mun Part 2! In this tutorial you're going to land this vessel on the Mun.\n\nIn To The Mun Part 1, you brought this vessel, along with its transfer stage, to low lunar orbit. Between the tutorials, that transfer stage was decoupled, so now you're down to just the land-and-return stage.\n\nWhen you're ready to begin, we'll review the flight plan. #autoLOC_316663 = Next #autoLOC_316678 = Flight Plan #autoLOC_316686 = Your flight plan to get to the surface safely will be as follows:\n\t* Execute a maneuver at low throttle.\n\t* Warp to the new periapsis.\n\t* Burn retrograde at medium throttle, reducing speed and altitude, until you are only 1.5km above the surface.\n\t* Descend at a measured pace (1m/s of speed per 10m of altitude remaining).\n\t* Land softly on the Mun's surface!\n\nYou'll notice that I've set up a maneuver node for you. This will be your descent orbit insertion burn; it's a burn that will insert you into a descent orbit that almost, but not quite, touches the Mun's surface. #autoLOC_316687 = Next #autoLOC_316702 = DOI Burn #autoLOC_316712 = Go to the map view (press >>[<<2>>]) and warp to the maneuver node as I've taught you. When its "Time to" hits 0, then execute the burn. When done, remove the node.\n\nDo this at low throttle so you have better control, since the burn would only take a single second at full throttle! #autoLOC_316713 = Next #autoLOC_316731 = Fine - Tune Periapsis #autoLOC_316738 = Make sure your periapsis is now set 6km. (You might need to go back to map view for this.)\n\nIf it's not, adjust it as I've taught you by making very fine burns, being careful to throttle up only very slightly so as not to over-do things. If you can't make fine enough corrections burning prograde and retrograde, try burning radial in/out, or even normal/antinormal. #autoLOC_316739 = Next #autoLOC_316760 = Warp to Periapsis #autoLOC_316768 = Now we're going to warp to this new, low periapsis.\n\nClick >>Next when ready! #autoLOC_316769 = Next #autoLOC_316787 = Warping... #autoLOC_316795 = Hang tight and get ready to deploy your landing gear and start your braking burn!\n\nYou'll be burning at 1/3 throttle (see the marker on the throttle gauge). This is because you want to come in gently and not kill your velocity too soon. If you kill all your speed now, you'll just start falling and pick up more speed again, which you'll have to burn more fuel to re-cancel out. \n\nBy the way, this path is a 'reverse gravity turn', similar to the one we flew on ascent in the Go For Orbit tutorial. Except, you know, reversed. \n\nAnyway, I'm going to enable the target indicator to assist (like we did in the Go For Orbit tutorial). Follow it during the braking burn. If your descent speed gets too high, we'll move to the next step early. #autoLOC_316809 = Braking Burn #autoLOC_316824 = Ok, we are getting close now. Hit >>[<<2>>] to deploy your landing gear, then throttle up to 1/3 (if you're not there already) and start burning at the target marker! Remember, you can use S.A.S. >>Target mode to point yourself at the target if you need help.\n\nDon't let your vertical speed pass -100m/s, but also don't let it ever go positive, or you'll be wasting fuel by climbing instead of descending.\n\nOnce you reach only 1.5km up (or earlier if you're descending too quickly) we'll move on. Note: Don't forget that the altimeter up top shows altitude above sea level, not the terrain under you. #autoLOC_316828 = Altitude above terrain: <<1>> m\nVertical Speed: <<2>> m/s\nSpeed: <<3>> m/s\n <<4>> #autoLOC_316831 = THROTTLE DOWN #autoLOC_316832 = THROTTLE UP #autoLOC_316863 = Final Descent Part 1 #autoLOC_316871 = Almost there! Now you're going to carefully lower your velocity down to zero as you descend. Keep the descent rate equal to your height divided by 10, and keep a look out for a nice place to land! #autoLOC_316876 = Altitude above terrain: <<1>> m\nVertical Speed: <<2>> m/s\nSpeed: <<3>> m/s\n <<4>> #autoLOC_316880 = THROTTLE DOWN #autoLOC_316881 = THROTTLE UP #autoLOC_316899 = Final Descent Part 2 #autoLOC_316907 = You're very close to the surface now! Slow down to only 5m/s (even slower when you can see your shadow) and land softly on the surface of another world!\n\nTo make fine throttle adjustments easier, right-click on your engine and lower the thrust limiter down to 50 or so. That will make 100% on your throttle gauge only 50% throttle for the engine. #autoLOC_316912 = Altitude above terrain: <<1>> m\nVertical Speed: <<2>> m/s\nSpeed: <<3>> m/s\n <<4>> #autoLOC_316916 = THROTTLE DOWN #autoLOC_316917 = THROTTLE UP #autoLOC_316939 = Landed! #autoLOC_316949 = Congratulations! You've landed on the suface of the Mun!\n\nThat's one small step for Val, one giant leap for Kerbalkind. #autoLOC_316950 = Next #autoLOC_316966 = Failure #autoLOC_316977 = Aw, shucks, something went terribly wrong here, you might want to try to stay alive when on an actual mission. \nDon't feel bad, you can try again another time. #autoLOC_316978 = Finish #autoLOC_317041 = To The Mun: Part 1 #autoLOC_317049 = Welcome to the first in a series of lessons designed to prepare you for flight in and around Kerbin's local system.\n\nI've been inspired by that famous work of Jules Kerman, "From Kerbin to the Mun." We'll take a leaf out of his book, and go one better by returning as well!\n\nIn our first lesson we will be starting from LKO (Low Kerbin Orbit) and travelling to the Mun, ending in Low Munar Orbit. I'm going to assume you've completed the flight tutorials preceding this as well as Orbiting 101, but if not, you really should go do them first.\n\nWhen you're ready to go, hit >>Next. #autoLOC_317050 = Next #autoLOC_317061 = Transfer Orbits #autoLOC_317070 = An important part of flights between celestial objects is a transfer orbit, which basically means an orbit used to change between two orbits. In our case, the periapsis of our orbit will be very near to Kerbin, and the apoapsis will extend to just beyond the Mun's orbit. Interplanetary trajectories are much the same, but on a much larger scale.\n\nNow, press the >>[<<2>>] key to go into the map view, so we can get an overview of Kerbin's local system. #autoLOC_317079 = Transfer Orbits #autoLOC_317087 = To perform a successful transfer, you'll need to arrange for your ship and the target to arrive at the same place at the same time. \n\nIf you really know what you're doing you can calculate your own transfer orbit on the fly, or you could try eyeballing it. However, it's much easier to use maneuver nodes, so let's do that now.\n\n>>Click anywhere on your orbit, then click >>Add Maneuver.\n\nDo note that when playing a career-mode game, maneuver nodes will not be immediately available; you will have some facility upgrading to do before you have access to them. #autoLOC_317098 = Maneuver Nodes #autoLOC_317109 = Maneuver nodes let you plan orbital maneuvers ahead of time, and most importantly, you can do so without wasting precious propellant.\n\nAs you can see, maneuver nodes have six handles: the green ones are prograde and retrograde, the purple ones normal and antinormal, and the blue ones are radial in and radial out.\n\nI'm not going to go into detail about these right now because these are the same vectors on the navball you saw in the Orbiting 101 tutorial. For now, just remember that prograde and retrograde help you grow or shrink your orbit, and normal and antinormal help you tilt it. #autoLOC_317110 = Next #autoLOC_317121 = Maneuver Nodes #autoLOC_317132 = You can click and drag the different handles to see how a burn made in that direction, for that duration, would affect the resultant orbit.\n\nIn our particular case, we want to bring the apoapsis up just enough to intercept the Mun's orbit at a point around 45 degrees ahead of Mun's current position.\n\nIf your trajectory is correct, the orbit line will shift colors when it gets close to Mun. This indicates the point where your ship will transition from the influence of Kerbin's gravity to that of the Mun. The region in which the pull from that body's gravity is strongest is its "Sphere of Influence", or SOI. (In real life the gravitational influence of all planets and moons matters too.) #autoLOC_317133 = Next #autoLOC_317144 = Maneuver Nodes #autoLOC_317154 = Let's get to it then! With the handles showing (you might need to click on the node to make them appear), pull the prograde handle until your post-maneuver orbit reaches as high as that of the Mun. But going that high is not enough to achieve an actual encounter. As I said before, timing also matters. So you may also need to move the node itself until you get an intercept (SOI change) with the Mun. You can do this by clicking on the inner circle of the node and dragging it forward or back along the line of your current orbital path.\n\nDon't forget that you can zoom the camera back to see a wider region of space, and if you want to start the burn planning over, you can delete the maneuver node and create a new one from scratch.\n\nTo delete a node, right-click the manuever node while it's open and then click on the red delete icon. You can also click on the next-orbit or previous-orbit buttons, if you want to move the node forward or back in time by a whole orbit. Very useful if it gets behind you by mistake! #autoLOC_317160 = Next #autoLOC_317203 = Warp to Maneuver #autoLOC_317210 = There we go! You've planned a trans-munar injection maneuver; your post-maneuver orbit will enter the Mun's sphere of influence.\n\nThere are a few things to notice now, so bring up your NavBall. You will find a few indicators and displays that weren't there before you added the maneuver node. (We saw these during the Go For Orbit tutorial, too, if you remember, but allow me to refresh your memory).\n\nThe bar on the right is a graphical depiction of the velocity change (delta-V for short) required to perform the burn you've plotted. Below that you will also see the approximate time necessary to make the maneuver and deplete that graphical display of the burn. A new timer also counts down to the moment your ship will reach the maneuver node. \n\nWe can speed up time to get to the burn position faster by clicking any point on the orbit beyond the maneuver node and then clicking warp to next maneuver. Do that now.\n\nIf for some reason your maneuver node gets messed up, or you delete it, just re-plot a new one. Since it's only a plan/simulation of a burn, you haven't lost anything. #autoLOC_317246 = Maneuver Execution #autoLOC_317257 = We're getting close to maneuver time! There is one final step to take before performing the burn: you need to point your vessel down the planned vector, represented by the blue cross (or an arrow pointing to it).\n\nOnce oriented you can worry about the burn. Here's an expert tip: look at the burn time estimate, halve it, and start your burn when the T-minus timer reads that number. If your burn time is 20 seconds, say, start burning at T-10s. This is because the maneuver node assumes an intantaneous burn, so if you average the burn around it it produces a more accurate orbit than if you only start burning at the time of the node so the average point is later.\n\n(Sometimes your estimated time will display N/A. An instant of full-thrust burn towards the manuever icon will reset this number without changing your current orbit enough to be a problem.)\n\nIn our example, applying this tip means you should start your burn about when the countdown timer reads T-40 seconds. #autoLOC_317276 = Trans-Munar Injection Complete! #autoLOC_317284 = Good work! But you may have noticed your actual orbit is not exactly the one you had planned. This is because real burns are never instantaneous. However, close enough is good enough, as long as the trajectory markers are showing that we got a Mun encounter pretty close to the one we wanted.\n\nIf you're not quite satisfied with your Munar intercept, you can still fine-tune it a bit by making small burns in various directions, but be careful not to overdo it. A counter-burn can undo a goof, but you still don't want to be wasting fuel.\n\nNow we'll wait for you to be sucked up by the Mun's gravity. But since that can take around six hours, you'll probably want to use the "warp here" trick like we used before, or plain old time warp, to shorten the wait. Try warping to just inside the Mun's SOI. #autoLOC_317299 = Munar Orbit Insertion #autoLOC_317313 = You are now in the Mun's sphere of influence, and Mun's is the only gravity affecting the motion of your ship. But you're on an escape trajectory relative to the Mun, which means that you are moving too quickly to orbit the Mun. If we didn't do anything, you'd whiz on past it and "escape." You will need to slow below escape velocity (burn retrograde) at periapsis in order to be "captured" and insert into Munar orbit. Remember the Orbit 101 tutorial: it's best to change your apoapsis at periapsis, and capturing is effectively changing your apoapsis from something far beyond Mun's SOI to a height that never leaves Mun's SOI, so we will perform that maneuver at periapsis.\n\nIf your periapsis is hiding under the Mun's surface, that means you will crash unless you do something. You can fix this by creating a maneuver about half-way to the Mun (or even earlier), and then adjust either of the blue handles (radial in or radial out) to shift the periapsis to the altitude that you want it to be (say 50km). Execute that maneuver if necessary and we'll continue. #autoLOC_317316 = Next #autoLOC_317332 = Munar Orbit Insertion #autoLOC_317347 = We'll be using a maneuver node again to perform the capture burn and insert into munar orbit: add a node at periapsis. Once you've started to execute your capture burn and your velocity is a bit lower than escape (you have a reasonable munar apoapsis, and therefore are in orbit and unlikely to escape by an errant thruster fire), we'll proceed. #autoLOC_317351 = Current Eccentricity: <<1>> (Target: 0.8) #autoLOC_317355 = After Planned Manuever: None Found #autoLOC_317357 = After Planned Manuever: <<1>> #autoLOC_317372 = Munar Orbit Insertion #autoLOC_317381 = Now that you're not on an escape trajectory, try to get yourself into a reasonably circular orbit below at least <<1>>m.\n\nRemember, you can use yet another maneuver node. If your periapsis is also higher than <<2>>m, you'll need to lower your apoapsis first to make it your new periapsis, then burn at periapsis to lower the other end, too #autoLOC_317383 = Periapsis Altitude: <<1>>m #autoLOC_317385 = Apoapsis Altitude: <<1>>m #autoLOC_317387 = Eccentricity: <<1>> #autoLOC_317400 = Tutorial Complete! #autoLOC_317408 = Good work! You're now in a stable, circular orbit around the Mun with a ship fully capable of landing. Capable of landing, anyway, after you decouple the transfer stage so that it's not in the way. (See To The Mun Part 2 for a tutorial on landing).\n\nToday you've learnt how to use maneuver nodes to plan future orbits, set out to travel to another world, and parked in orbit around it. In our next lesson we'll cover the landing procedure, which I'm really looking forward to showing you.\n\nLanding on another body is a both exciting and terrifying experience, but for now I'm running late for lunch, so I will see you later. #autoLOC_317409 = Finish #autoLOC_317452 = Orbiting 101 #autoLOC_317460 = Welcome to the Orbiting 101 training program! I'm <<1>>, and I'm going to teach you the basics of orbiting.\n\nI assume you've already done the basic flight tutorials, and are now ready to learn how to get around in space. If you haven't done them, well, I hope you know what you're doing.\n\nLet's get started. #autoLOC_317461 = Next #autoLOC_317472 = Orbiting 101 - Basics #autoLOC_317479 = Orbiting is really nothing more than free-falling. The only thing is that as you fall, you're moving so fast forward that you actually miss the ground. Because up here there is no atmosphere to slow you down at this height, you will continue to free-fall endlessly around the planet, without having to use your engines.\n\nWe are currently on a low, almost circular orbit around Kerbin. To get a better view of your situation, press the >>[<<2>>] key to go into the Map View. #autoLOC_317487 = Orbiting 101 - The Map View #autoLOC_317494 = This is the map view. Here, you can see your ship's position and its current trajectory around the planet.\n\nHold right-click and move the mouse to look around and see your orbit from various angles.\n\nAlso, hovering over the icons on the map will display more information about them (and by right-clicking the node you will pin the info).\n\nClose the map when you're ready (press the >>[<<2>>] key again), so we can proceed. #autoLOC_317502 = Orbiting 101 - Attitude and SAS #autoLOC_317510 = Good. Let's get practical now. I trust you already know your basic spacecraft controls...\n\nUp here, they're very much the same, except that the lack of an atmosphere makes the ship behave quite a bit differently. Because there is no drag slowing you down, for every input you apply, you'll have to apply an opposite one to come to a stop again.\n\nI'm going to remotely nudge your attitude controls a little. Try to get the ship back under control afterwards.\n\nIf you find yourself totally out of control, hit >>[<<2>>] to toggle the S.A.S. on, and it will automatically cancel any remaining rotations.\n\nAre you ready? #autoLOC_317511 = Ready #autoLOC_317522 = Orbiting 101 - Attitude and SAS #autoLOC_317538 = Ok, here we go... #autoLOC_317542 = There! You are piloting now. Stop rotation using the pitch, yaw and roll controls.\n\nI suggest you use the navball to orient yourself instead of looking at the ship. The navball isn't affected by the camera rotation, so it should be easier to get your bearings through this instrument than by looking at the outside.\n #autoLOC_317563 = Orbiting 101 - Attitude and SAS #autoLOC_317570 = Nicely Done!\n\nAttitude control is an essential skill for a spacecraft pilot. Master it, and you'll be well on your way to becoming an expert pilot.\n\nYou can try this again if you want, or press Next if you're ready to move on. #autoLOC_317571 = Try that again! #autoLOC_317576 = Next #autoLOC_317587 = Orbiting 101 - The NavBall #autoLOC_317594 = Let's have a look at the NavBall now. You've probably seen the symbols on it when you were spinning around.\n\n Here's what they mean: #autoLOC_317598 = Prograde and Retrograde Vectors: They point towards and away from your velocity vector respectively. That is, it points to and away from where you're going. #autoLOC_317603 = Radial in and out Vectors: They point towards and away from the currently orbited body. #autoLOC_317608 = Normal and Antinormal Vectors: They are perpendicular to the Orbital Plane, they point "upwards" and "downwards" with respect to the orbital plane respectively. #autoLOC_317611 = Next #autoLOC_317622 = Orbiting 101 #autoLOC_317629 = Ok!\n\nNow, let's try something a little more involved. Open your map again. #autoLOC_317638 = Orbiting 101 - Essential Maneuvers #autoLOC_317645 = What we want to do now is go through some of the basic maneuvers you'll need to know. Let's try raising your Apoapsis first.\n\nThe Apoapsis is the highest point in an orbit, and it's indicated by the node marked [Ap].\n\nThe best place to raise your apoapsis is at the Periapsis [Pe] node, which is the lowest point of your orbit. If you hover the mouse over Periapsis node, you'll see that we are going to reach it in a few minutes. Once there, we will face prograde and burn.\n\nPress >>[<<2>>] to speed up time a little, so we can get there faster. #autoLOC_317653 = Orbiting 101 - Time Warp #autoLOC_317660 = Ok, time is now passing <<1>> times faster than normal, so we should be there in a few moments.\n\nYou can control time warp with the >>[<<3>>] and >>[<<5>>] keys, or click the arrows on the panel at the top left of the screen.\n\nThis time, I'll put us back to normal time about a minute before we reach periapsis, and start lowering the rate even earlier.\n\nOutside of training, though, you'll have to warp time down to 1x yourself, so don't go too fast or you might miss your mark. \n\nYou can also click on any given point on your orbit and click the Warp Here option. The ship's systems will automatically warp time as fast as possible to get you there. #autoLOC_317679 = Orbiting 101 - Essential Maneuvers #autoLOC_317686 = Ok, we are a few seconds away from periapsis now. Time to turn prograde and do our burn.\n\nHowever, instead of closing the map, let's just bring up the navball here, so we can see what's happening to our orbit as we accelerate.\n\nTo bring up the navball on the map, click the little tab on the bottom-center of the screen, or press the >>[<<2>>] key.\n\nOh, and if you activate your S.A.S. with >>[<<4>>] you will see shortcuts to the different autopiloting vectors next to the navball. If you don't feel like maneuvering yourself right now, just click the >>Orbit Prograde icon. #autoLOC_317694 = Orbiting 101 - Essential Maneuvers #autoLOC_317701 = Good. Time to do our burn. Turn the ship to face the Prograde Vector now.\n\nRemember that you can just activate the Stability Assist (>>[<<2>>] key) and click the Orbit Prograde button next to the NavBall and the ships Pilot (or Probe Core) will do it for you. #autoLOC_317703 = Remember, the prograde vector looks like this: #autoLOC_317706 = Make sure the ship is pointing towards it before accelerating. #autoLOC_317715 = Orbiting 101 - Essential Maneuvers #autoLOC_317725 = Ok, we are now turned prograde. Check SAS is engaged for you to keep her steady. Press the >>[<<2>>] key to accelerate at full throttle. #autoLOC_317733 = Orbiting 101 - Essential Maneuvers #autoLOC_317740 = Notice how the opposite side of your orbit starts to rise as you accelerate?\n\nKeep thrusting prograde until your apoapsis altitude reaches about 800,000m. #autoLOC_317743 = Apoapsis Altitude: <<1>>m #autoLOC_317753 = Orbiting 101 - Essential Maneuvers #autoLOC_317767 = Ok, cut the throttle now!\n\nHold >>[<<2>>] or hit >>[<<4>>] to cut throttle immediately. #autoLOC_317775 = Orbiting 101 - Essential Maneuvers #autoLOC_317782 = Well Done!\n\nThis is how you raise your Apoapsis node.\n\nWith orbital maneuvers, pretty much everything you do will affect the opposite side of your orbit. So to raise the highest point (Apoapsis), you thrust forward (or prograde) at the lowest point (Periapsis). Similarly, to raise your Periapsis, you thrust prograde at Apoapsis. We're on our way to the Apoapsis now, so let's do just that.\n\nPress >>Next when ready, and I'll warp time to get us there quickly #autoLOC_317783 = Next #autoLOC_317795 = Orbiting 101 - Essential Maneuvers #autoLOC_317803 = Ok, we're on our way to the apoapsis node now. Notice how your ship loses speed as we rise. That's because we're climbing away from the planet, so we lose speed as we go higher, just like a ball does when thrown into the air back on Kerbin. \n\nThe higher you are, the slower your orbit will be. Notice how the Mun's orbital speed is around 540m/s (you can see this by hovering over the Mun's marker), while yours is far higher? That's because our orbit is so much lower than that of the Mun. \n\nWhen we reach apoapsis, we will burn prograde again, to raise the periapsis node and circularize our orbit. #autoLOC_317822 = Orbiting 101 - Raise Periapsis #autoLOC_317829 = Ok, here we are. Same as before: turn your ship to face prograde.\n\nMind that we are probably facing the other way right now, so the prograde marker might not be visible at first. But you can find it easily because it's on the opposite side from the retrograde marker. \n\nOnce you're facing the right direction, fire up that engine and watch the periapsis rise. #autoLOC_317837 = Orbiting 101 - Raise Periapsis #autoLOC_317844 = Keep burning prograde until the orbit is nearly circular. Eccentricity will be 0 when it's perfectly circular, so keep an eye on that (Eccentricity measures how elliptical your orbit is; 0 means the orbit is circular). #autoLOC_317847 = Periapsis Altitude: <<1>> #autoLOC_317856 = Orbiting 101 - Raise Periapsis #autoLOC_317870 = Nicely done!\n\nThis is how you change the size of your orbit. This maneuver should come in handy in many situations.\n\nNext, we'll look into changing your orbital inclination.\n\nPress >>Next when ready to proceed. #autoLOC_317871 = Next #autoLOC_317882 = Orbiting 101 - Inclination #autoLOC_317889 = Your orbital inclination is the angle between your orbit and Kerbin's equator. If you've managed to maintain a reasonable amount of control so far, we should still be in a nearly 0° inclination orbit. That is, even though we've changed the altitude of our orbit, it still has the same inclination as before.\n\nChanging inclination is done by thrusting at a 90 degree angle to your prograde vector, but without changing your pitch relative to the surface.\n\nOn our present, nearly equatorial orbit, prograde is due east. That means to increase our inclination, so that our orbit takes us into higher latitudes, we have to burn towards the normal direction. #autoLOC_317890 = Next #autoLOC_317901 = Orbiting 101 - Normal Vectors #autoLOC_317908 = If all that I just said made your head spin, the navball once again comes to your rescue. In this case, you will need to use the normal vector to change your orbital inclination. \n\nLet's try that now; turn the ship to the normal vector's direction and open the throttle. #autoLOC_317910 = Normal Vector: #autoLOC_317921 = Orbiting 101 - Inclination #autoLOC_317928 = Notice how as you burn north, your orbit starts to tilt up on one side, but the periapsis and apoapsis nodes remain mostly the same? \n\nThat is because we are accelerating on a completely new direction, so this maneuver doesn't add or take away any energy from the orbit, as long as we are careful to continue facing normal during the burn.\n\nKeep accelerating towards the normal until your inclination is about 10°. #autoLOC_317931 = Orbit Inclination:<<1>>° #autoLOC_317940 = Orbiting 101 - Inclination #autoLOC_317954 = Good! This is how you change your orbital inclination.\n\nFor these maneuvers, it's always better to do it in the slowest parts of the orbit so you don't have to spend as much delta-V to turn your orbit around. That also means inclination changes on larger orbits, such as we are on now, take less fuel than the same inclination change on a lower orbit.\n\nAlso, keep in mind that changing inclination doesn't necessarily mean accelerating to the north or south. It means accelerating at right angles to your prograde vector, which on our nearly equatorial orbit, also happened to be towards the north.\n\nNext, let's look into the last essential maneuver you'll need to learn: lowering our orbit. #autoLOC_317955 = Next #autoLOC_317966 = Orbiting 101 - Lower Periapsis #autoLOC_317973 = As you can imagine, lowering your orbit's altitude is very much like raising it, only in reverse.\n\nBecause there's no air up here, we can use our main engines to decelerate as well as accelerate, because the ship's orientation will not cause problems with airflow and flying backwards is easy as flying forwards.\n\nAlso, since our orbit is nearly circular, we can just turn retrograde and do our burn at any time now, so let's get to it.\n\nTurn toward the retrograde vector and start that engine up again. #autoLOC_317975 = Retrograde Vector: #autoLOC_317985 = Orbiting 101 - Lower Periapsis #autoLOC_317992 = Keep burning retrograde until the periapsis altitude is around 20,000m.\n\nTry getting it as close as possible this time. If you overshoot and make it too low, turn prograde and accelerate a little to bring it back up. For precision, remember that you can fine tune your throttle using the >>[<<2>>] and >>[<<4>>] keys. #autoLOC_317995 = Periapsis Altitude: <<1>>m #autoLOC_318004 = Orbiting 101 - Lower Periapsis #autoLOC_318011 = That's it! You're now on your way back.\n\n20,000m is low enough to hit the atmosphere, so you are now on a re-entry course to Kerbin. Once we're below 60,000m, the atmosphere will start slowing the ship down to the point that it won't have enough velocity to rise back up again. #autoLOC_318012 = Next #autoLOC_318023 = Orbiting 101 - Complete! #autoLOC_318031 = This is all we need to do for this lesson. You could keep playing and either perform more maneuvers or ride this path down to a landing, or you could skip to the next lesson. \n\nIf you do try for a landing, don't forget to decouple the capsule and deploy the parachutes.\n\nSee you on the ground! #autoLOC_318032 = Finish #autoLOC_318504 = Science #autoLOC_318512 = Hello and welcome to today's lecture on the Kerbal scientific method. I am <<1>>, scientist extraordinaire. This tutorial doesn't really require any previous knowledge, but in order to gather science points you will have to acquaint yourself with almost every aspect of the game, so you should do them all at some point.\n\nWe are now at the Kerbal Space Center. For a tour, see the Basic Construction tutorial. For now we'll focus on the Research and Development Complex. #autoLOC_318513 = Next #autoLOC_318525 = Research and Development Complex #autoLOC_318533 = The large complex nearest to you is the Research and Development Complex. This is where you will make use of the science points your missions award you to unlock more parts.\n\nGo ahead and click on it to see it in action. #autoLOC_318545 = Inside the RnD Complex #autoLOC_318553 = Very good! What you see in the middle of the graph paper background is the Tech Tree. It shows how far your research has taken Kerbal technology.\n\nYou don't have much to show right now, because you're not a world-class scientist like myself. At least not yet. But I trust you have the potential to achieve great things. #autoLOC_318554 = Next #autoLOC_318566 = Unlock a Node #autoLOC_318575 = In a typical career game, you will start with a few parts and have to earn the rest.\n\nFor education's sake, I've gone ahead and given some data units to your space program, so you should have enough science to unlock the next node. The total of your current available science points is shown on the top right.\n\nLet's get cracking. Select any of the available grayed out nodes and >>click the blue >>Research button on the right pane. Some of your science points will be spent to buy that invention. #autoLOC_318587 = Node Unlocked #autoLOC_318595 = Hooray! That's how research is done. You may have noticed that additional nodes were linked to the one you just researched, and are now available to be researched as well.\n\nDon't know what to pick next? Don't worry; you can select a node at any time and useful information will be displayed in the right pane. This includes the new parts that it contains, and how much science is needed to research it. #autoLOC_318596 = Next #autoLOC_318608 = Where Does it Come From? #autoLOC_318615 = Now, you're probably thinking to yourself, "This is all nice and jolly, but how do I get more science?"\n\nYou can get more by doing many things, such as gathering crew reports from regions your Kerbals visit, fulfilling some kinds of contracts, collecting samples from various locations, equipping your ships with parts for experiments (such as the Mystery Goo Containment Unit) and using them, etc. There are many possibilities, really.\n\nMost of these actions are performed through "context menus" which are displayed when you right-click on various parts, and sometimes on Kerbals. Just keep in mind that your mission needs to transmit the results or survive a physical return to Kerbin in order for the raw data points to be converted into useful science. #autoLOC_318616 = Next #autoLOC_318628 = Progress #autoLOC_318636 = All of the activities I mentioned, and the many others you can discover, are tracked in a record for future reference. You can access these Science Archives by clicking the yellow button on the upper left. \n\nWell, what are you waiting for? >>Click it! #autoLOC_318654 = Science Archives #autoLOC_318678 = That's it! The first and most important thing to notice is the rugged good looks of this fellow in charge. You can also see which science activities you have already performed, when, with whom and how much science they earned for you.\n\nThis is important, because you see, if you repeat the same experiment multiple times, its scientific value diminishes, because you already knew part of the answer.\n\nMind you, as a result you will receive less science each time you repeat an action, until you get practically nothing for it all anymore. #autoLOC_318679 = Next #autoLOC_318711 = Science Archives #autoLOC_318719 = Another outstanding feature of the archives is that you can check which celestial bodies you have already visited and conducted experiments on or around.\n\nYou can do so by clicking the icon corresponding to the body that you're interested in.\n\nFor now, you will only see the records of the research I gave you, but once you start doing your own science, you will be able to check it here. #autoLOC_318720 = Next #autoLOC_318732 = Conclusion #autoLOC_318740 = That covers the basics of science.\n\nThis is a theoretical class, and I'm sure it will all make a lot more sense when you go out and try it yourself.\n\nRemember that science requires curiosity, so go out and experiment. And don't be discouraged if a mission doesn't go quite as planned; if you learn something new, it's not a complete failure.\n\nIf you're still feeling lost, feel free to try the other tutorials. I'm looking forward to your accomplishments.\n\nI must continue my own research now. When you're done, show yourself out by using the red >>Leave button on the upper right. #autoLOC_318741 = Done #autoLOC_339130 = Target: <<1>> #autoLOC_339134 = Target: <<1>> #autoLOC_339139 = No Target #autoLOC_339144 = Target Switching Locked #autoLOC_348557 = Standing by to Launch #autoLOC_348558 = In Atmospheric Flight #autoLOC_348559 = Landed on Ground #autoLOC_348560 = In Orbit #autoLOC_348561 = Splashed Down #autoLOC_348562 = In Suborbital Spaceflight #autoLOC_348563 = On Escape Trajectory #autoLOC_348564 = Docked to Something #autoLOC_348565 = Doing Unknown Things #autoLOC_350811 = Go to <<1>> on <<2>> #autoLOC_350955 = Please go to the <<1>> and create a vessel. #autoLOC_350956 = No saved vessels found #autoLOC_357338 = Pitch: <<1>>° (<<2>>°/s R, <<3>>°/s A) #autoLOC_357342 = Heading: <<1>>° (<<2>>°/s R, <<3>>°/s A) #autoLOC_357346 = Roll: <<1>>° (<<2>>°/s R, <<3>>°/s A) #autoLOC_357350 = Mach: <<1>> #autoLOC_357354 = EAS: <<1>> m/s #autoLOC_357358 = Terminal Vel (est): <<1>> m/s #autoLOC_357369 = Dynamic Pressure: <<1>> Pa #autoLOC_357374 = Static Pressure: <<1>> Pa #autoLOC_357379 = Density: <<1>> kg/m^3 #autoLOC_357389 = Static Amb. Temp: <<1>> K #autoLOC_357393 = External Temp: <<1>> K #autoLOC_357397 = Speed of sound: <<1>> m/s #autoLOC_357404 = AoA: <<1>> deg #autoLOC_357408 = Sideslip: <<1>> deg #autoLOC_357412 = Climb rate: <<1>> m/s #autoLOC_357416 = Radar Alt: <<1>> m #autoLOC_357420 = Total Lift: <<1>> kN #autoLOC_357424 = Total Drag: <<1>> kN #autoLOC_357428 = Lift / Drag Ratio: <<1>> #autoLOC_357432 = Cd * S: <<1>> m^2 #autoLOC_357436 = Cl * S: <<1>> m^2 #autoLOC_357440 = Ballistic Coeff: <<1>> kg/m^2 #autoLOC_357444 = Thrust: <<1>> kN #autoLOC_357448 = Grav Force (weight): <<1>> kN #autoLOC_357452 = Upwards Force: <<1>> kN #autoLOC_357456 = L-I-D: <<1>> kN #autoLOC_357487 = Solar Flux: <<1>> kW #autoLOC_357491 = Air Mass Mult: <<1>> #autoLOC_357495 = Sol. Flux Mult: <<1>> #autoLOC_357499 = Sun Incidence: <<1>> #autoLOC_357503 = Latitude: <<1>> #autoLOC_357507 = Lat. Temp Mod: <<1>> K #autoLOC_357511 = Seasonal Temp Mod: <<1>> K #autoLOC_357515 = Diurnal Temp Range: <<1>> K #autoLOC_357519 = Alt Temp Offset Mult: <<1>> #autoLOC_357523 = Final Temp Mod: <<1>> K #autoLOC_357531 = Static Amb. Temp: <<1>> K #autoLOC_357535 = External Temp: <<1>> K #autoLOC_357539 = Background Radiation Temp: <<1>> K #autoLOC_357543 = Body Temp under craft: <<1>> K #autoLOC_357547 = Effective Body Face Temp: <<1>> K #autoLOC_357551 = Body Radiation Flux: <<1>> kW #autoLOC_357555 = Body Albedo Flux: <<1>> kW #autoLOC_357559 = Convective Heat Load: <<1>> kJ #autoLOC_360479 = Game Paused #autoLOC_360539 = Resume Flight #autoLOC_360545 = Revert Flight #autoLOC_360548 = Reverting Flight #autoLOC_360553 = Load Save... #autoLOC_360569 = Save Game... #autoLOC_360586 = Space Center #autoLOC_360593 = Leaving to Space Center #autoLOC_360600 = Tracking Station #autoLOC_360607 = Leaving to Tracking Station #autoLOC_360614 = View Key Bindings #autoLOC_360624 = Settings #autoLOC_360632 = End Scenario #autoLOC_360644 = Quit to Main Menu #autoLOC_360683 = Reverting will set the game back to an earlier state. Are you sure you want to continue? #autoLOC_360687 = Revert to Launch (<<1>> ago) #autoLOC_360700 = Revert to Vehicle Assembly (<<1>> ago) #autoLOC_360710 = Revert to Spaceplane Hangar (<<1>> ago) #autoLOC_360725 = Cancel #autoLOC_360742 = Warning: You are in flight. #autoLOC_360747 = Warning: You are under acceleration. #autoLOC_360752 = Warning: You are on a collision course. #autoLOC_360757 = Warning: You are moving over the surface. #autoLOC_360762 = Warning: You are on a ladder. #autoLOC_360767 = Warning: You are throttled up. #autoLOC_360774 = The game cannot be saved at this point. Leaving now will set you back to the last saved state. The last save was <<1>> ago. Are you sure you wish to proceed? #autoLOC_360776 = ago. Are you sure you wish to proceed? #autoLOC_360779 = Leave Anyway #autoLOC_360788 = The game cannot be saved at this point. Leaving Flight now will abandon this mission and it will be lost. Are you sure you wish to continue? #autoLOC_360791 = Abandon Mission #autoLOC_360800 = Cancel #autoLOC_360812 = Are you sure you want to end this scenario? #autoLOC_360815 = End Scenario #autoLOC_360821 = Cancel #autoLOC_360836 = Are you sure you want to Exit to the Main Menu?\n\nYour game will be saved. #autoLOC_360837 = Exit to Main Menu #autoLOC_360842 = Don't show again #autoLOC_360849 = Cancel #autoLOC_360850 = Exit to Main Menu #autoLOC_364495 = Choose a Flag #autoLOC_416922 = Unlimited #autoLOC_416935 = Unlimited #autoLOC_416965 = Orbits visible in Map #autoLOC_416967 = Patched Conics visible in Map #autoLOC_416970 = Max DSN Power: <<1>> #autoLOC_416977 = Kerbals can perform EVAs #autoLOC_416979 = Kerbals on EVA can place Flags #autoLOC_416994 = Astronaut Complex Upgrade required for offworld EVA Surface Samples #autoLOC_417002 = Unowned Object Tracking #autoLOC_417008 = Resource Transfer Available #autoLOC_417011 = Custom Action Groups Available #autoLOC_417015 = Custom Action Groups Available #autoLOC_417133 = Resume #autoLOC_417139 = Save Game... #autoLOC_417146 = Load Save... #autoLOC_417154 = Settings #autoLOC_417162 = Quit to Main Menu #autoLOC_417172 = Exiting to the main menu is not allowed now. #autoLOC_417216 = Creating saves is not allowed in this scenario. #autoLOC_417232 = Filename: #autoLOC_417238 = Save #autoLOC_417243 = Cancel #autoLOC_417256 = A savegame with the name "<<1>>" already exists. Do you want to overwrite it? #autoLOC_417257 = Yes (overwrite) #autoLOC_417264 = No (cancel) #autoLOC_417273 = Invalid savegame name. #autoLOC_417274 = Ok #autoLOC_417323 = Quicksaving... #autoLOC_417375 = Loading saves is not allowed in this game. #autoLOC_417557 = There aren't any records to see here. #autoLOC_417563 = We know almost nothing about these subjects. Any data on them would be very valuable. #autoLOC_417568 = We've got some data on these topics, but there's still a lot to learn here. #autoLOC_417573 = We've got a lot of research done on these subjects! Excellent! #autoLOC_417579 = Some of these topics are much further researched than others. There are definitely some opportunities here. #autoLOC_418635 = Flight Events:\n\n<<1>> #autoLOC_418636 = Flight Achievements:\n\n<<1>> #autoLOC_418666 = Revert to Launch (<<1>> ago) #autoLOC_418682 = Revert to Vehicle Assembly (<<1>> ago) #autoLOC_418687 = Revert to Spaceplane Hangar (<<1>> ago) #autoLOC_418706 = Return to Vehicle Assembly #autoLOC_418710 = Return to Spaceplane Hangar #autoLOC_418723 = Tracking Station #autoLOC_418731 = Space Center #autoLOC_418739 = Quit to Menu #autoLOC_418748 = Close #autoLOC_418766 = Vehicle Assembly Building #autoLOC_418770 = SpacePlane Hangar #autoLOC_418777 = Tracking Station #autoLOC_419077 = Mission Summary for <<1>> #autoLOC_419334 = Next #autoLOC_419338 = Done #autoLOC_419416 = R&D out of service. No Science Earned. #autoLOC_419420 = Science: <<1>> #autoLOC_419438 = <<1>> Funds from recovered Parts #autoLOC_419441 = Funds: <<1>> #autoLOC_419455 = <<1>> Reputation #autoLOC_419458 = Total Reputation: <<1>> #autoLOC_419739 = Data Size: <<1>> Mits #autoLOC_419744 = Inoperable after Transmitting. #autoLOC_419751 = Recovery: +<<1>> Science #autoLOC_419755 = Transmit: +<<1>> Science #autoLOC_419765 = Transmit Data\n(<<1>> Science Value) #autoLOC_419768 = Transmit Data\n(<<1>> Science Value) #autoLOC_434305 = Thermal Mass: <<1>> kJ/K #autoLOC_434306 = Skin T.Mass: <<1>> kJ/K #autoLOC_434308 = Internal Temp: <<1>> K #autoLOC_434310 = Exposed Skin: <<1>> K #autoLOC_434312 = All Skin: <<1>> K #autoLOC_434314 = Cond Flux: <<1>> kW #autoLOC_434315 = Conv Flux: <<1>> kW #autoLOC_434316 = Rad Flux: <<1>> kW #autoLOC_434317 = Int Flux: <<1>> kW #autoLOC_434318 = SkinToInt Flux: <<1>> kW #autoLOC_437761 = Field of View: <<1>>° #autoLOC_437851 = Placed waypoint "<<1>>" on <<2>> at targeted location. #autoLOC_438022 = KerbNet will automatically refresh every <<1>> seconds. #autoLOC_438026 = KerbNet will no longer automatically refresh. #autoLOC_438370 = Please ensure that you are accessing KerbNet with a compatible scanning mode. #autoLOC_438382 = Please ensure that you are accessing KerbNet from a compatible device. #autoLOC_438390 = Please verify the integrity of your scanning device before accessing KerbNet. #autoLOC_438413 = Please ensure that you have a reliable communications link with Kerbal Space Center before attempting to access KerbNet. #autoLOC_438415 = Please ensure that you are in full control of your vessel before attempting to access KerbNet. #autoLOC_438467 = Drag Targeting Reticle #autoLOC_438839 = Terrain #autoLOC_438841 = Altitude #autoLOC_438890 = Biome #autoLOC_438936 = Surface of <<1>> #autoLOC_438998 = Color #autoLOC_439000 = Cycle Resource Colors #autoLOC_439019 = There is no orbital survey data available. Conduct an orbital survey using a survey scanner to enable high-definition detail.\n\nEnhance data accuracy for a biome by landing and operating a surface scanner. #autoLOC_439164 = Tgt: <<1>>% - Avg: <<2>>% #autoLOC_439627 = Active Strategies: <<1>> [Max: <<2>>] #autoLOC_439827 = \n\nSetup Cost:\n #autoLOC_439829 = <<1>> Funds #autoLOC_439831 = <<1>> Science #autoLOC_439833 = <<1>> Reputation #autoLOC_439834 = \n\nNo Refunds. #autoLOC_439838 = Are you sure you want to ACTIVATE this strategy?\n\nIt can't be modified once activated.<<1>> #autoLOC_439839 = Yes #autoLOC_439840 = No #autoLOC_439851 = \n\nNo Refunds. #autoLOC_439854 = Are you sure you want to CANCEL this strategy?<<1>> #autoLOC_439855 = Yes #autoLOC_439856 = No #autoLOC_442409 = Contracts #autoLOC_442811 = Engineer's Report #autoLOC_442833 = Design checklist #autoLOC_443059 = Nothing to report, nothing to see either. #autoLOC_443064 = There is nothing concerning about this vessel. #autoLOC_443343 = Craft Stats #autoLOC_443352 = Parts: #autoLOC_443357 = Mass: #autoLOC_443389 = >>Parts: #autoLOC_443401 = >>Mass: #autoLOC_443405 = >><<2>>t / <<3>>t #autoLOC_443409 = >><<2>>t #autoLOC_443417 = Size #autoLOC_443418 = Height: #autoLOC_443419 = Width: #autoLOC_443420 = Length: #autoLOC_444225 = none #autoLOC_444646 = Resources #autoLOC_445419 = On EVA #autoLOC_445437 = Passenger seat #autoLOC_445441 = Vessel: <<1>>\nSeat: <<2>>, Part: <<3>> #autoLOC_445466 = For Hire #autoLOC_445493 = Ready for next mission #autoLOC_445500 = Available for next mission #autoLOC_445505 = Available for sightseeing #autoLOC_445546 = K.I.A. #autoLOC_445551 = Missing in Action #autoLOC_445572 = Not enough <<1>> to hire another recruit. #autoLOC_445625 = Available for next mission #autoLOC_445648 = Active Kerbals: <<1>> \t[Max: <<2>>] #autoLOC_445652 = Active Kerbals: <<1>> #autoLOC_445658 = >>Active Kerbals: <<2>>\t[Max: <<3>>] #autoLOC_445662 = Available [<<1>>] #autoLOC_445663 = Assigned [<<1>>] #autoLOC_445665 = Lost [<<1>><<2[ Missing/]>>] #autoLOC_445678 = >>Next Hire: <<2>> #autoLOC_445682 = Next Hire: <<1>> #autoLOC_445733 = Effects\n #autoLOC_445747 = Log\n #autoLOC_445750 = \nExtra Experience: <<1>> #autoLOC_445760 = \n\nG-Forces: Endurance <<1>>x\nMax Sustainable G: <<2>> G #autoLOC_445772 = \n\nInactive until: <<1>> #autoLOC_452442 = <<1>><> in <<2>><> #autoLOC_453138 = This category has one or more subcategories with parts assigned to it. Deleting this category will delete all subcategories. Are you sure you want to delete? #autoLOC_453141 = Deleting this category will delete all subcategories. Are you sure you want to delete? #autoLOC_453153 = This subcategory has parts assigned to it. Are you sure you want to delete? #autoLOC_453158 = This subcategory has subassemblies assigned to it. Are you sure you want to delete? #autoLOC_453547 = Filter by Function #autoLOC_453549 = Pods #autoLOC_453552 = Fuel Tanks #autoLOC_453555 = Engines #autoLOC_453558 = Command and Control #autoLOC_453561 = Structural #autoLOC_453564 = Coupling #autoLOC_453567 = Payload #autoLOC_453570 = Aerodynamics #autoLOC_453573 = Ground #autoLOC_453576 = Thermal #autoLOC_453579 = Electrical #autoLOC_453582 = Communication #autoLOC_453585 = Science #autoLOC_453588 = Utility #autoLOC_453605 = Subassemblies #autoLOC_453607 = All Subassemblies #autoLOC_453626 = Filter by Cross-Section Profile #autoLOC_453705 = Filter by Module #autoLOC_453877 = Filter by Resource #autoLOC_453968 = Filter by Manufacturer #autoLOC_454017 = Filter by Tech Level #autoLOC_455453 = Warning: #autoLOC_455454 = No #autoLOC_455455 = Yes (Delete) #autoLOC_455805 = Drag and drop a part here to save it as a subassembly. #autoLOC_455807 = NO PART SELECTED! #autoLOC_455809 = THE SELECTED PART IS NOT ATTACHABLE! #autoLOC_455855 = Unnamed #autoLOC_455856 = No Description. #autoLOC_455866 = Save subassembly #autoLOC_455877 = Save #autoLOC_455882 = Cancel #autoLOC_455895 = A subassembly named <<1>> already exists! Do you wish to overwrite it? #autoLOC_456128 = Cost: <<1>> <<2>> #autoLOC_456241 = 1m #autoLOC_456340 = Mass: <<1>> t\nTolerance: <<2>>m/s Impact\nTolerance: <<3>> Gees, <<4>> kPA Pressure\nMax. Temp. Int/Skin: <<5>>/<<6>> K #autoLOC_456346 = Crew capacity: #autoLOC_456368 = \nNo Fuel Crossfeed #autoLOC_456374 = \nCrossfeed toggles in <<1[Editor and Flight/Editor/Flight]>>. #autoLOC_456381 = Requires <<1>>. #autoLOC_456384 = Default <<1[On/Off]>>. #autoLOC_456391 = \n\n** EXPERIMENTAL ** #autoLOC_456638 = [RMB] More info #autoLOC_456642 = [RMB] Pin, Less #autoLOC_456651 = No More Info #autoLOC_457681 = You have a growing suspicion you're not actually learning anything. #autoLOC_457682 = It doesn't feel like this is contributing to Science in any meaningful way. #autoLOC_457683 = With the R&D Facility closed, it's hard to tell what any of this means. #autoLOC_457684 = You feel there would be a lot more to learn if the R&D Facility were open. #autoLOC_457685 = Something tells you these are not the results you were looking for. #autoLOC_457686 = It doesn't seem like there is any scientific value on doing this. #autoLOC_457848 = The plaque on <<1>> reads: #autoLOC_459462 = G Loss-of-Consciousness Meter: <<1>> #autoLOC_459483 = Internal View #autoLOC_459494 = Go EVA #autoLOC_460807 = <<1>>m/s #autoLOC_460808 = Burn Time: <<1>> #autoLOC_460809 = Node in T <<1>> #autoLOC_460852 = Cannot Delete Maneuver Node (Control Locked) #autoLOC_461342 = No Control Sources #autoLOC_461346 = No Crew Control #autoLOC_461350 = Limited Crew Control #autoLOC_461354 = Full Crew Control #autoLOC_461358 = No Probe Control #autoLOC_461362 = Limited Probe Control #autoLOC_461366 = Full Probe Control #autoLOC_461381 = No Data #autoLOC_461382 = No Signal #autoLOC_461402 = Data TX\nCan transmit Science #autoLOC_461407 = Data RX\nCannot transmit Science #autoLOC_461418 = Bounced Signal Through Relay #autoLOC_461422 = Remote Control From Vessel #autoLOC_461426 = Direct Connection to Space Center #autoLOC_461436 = Bounced Signal Through Relay #autoLOC_461442 = Remote Signal From Vessel #autoLOC_461446 = Direct Signal From Space Center #autoLOC_462403 = Physical Characteristics: #autoLOC_462406 = Atmospheric Characteristics: #autoLOC_462417 = Eq. Radius #autoLOC_462420 = Area #autoLOC_462423 = Mass #autoLOC_462426 = GM #autoLOC_462429 = ASL Gravity #autoLOC_462432 = Escape Velocity #autoLOC_462435 = Rotation Period #autoLOC_462438 = SOI #autoLOC_462439 = Infinity #autoLOC_462448 = Atmosphere Present #autoLOC_462453 = Atmos. Height #autoLOC_462456 = Atmos. Pressure #autoLOC_462459 = ASL Temperature #autoLOC_462688 = No resource data available\nYou will need to perform an orbital survey first. #autoLOC_462695 = No resource of this type exists here. #autoLOC_463080 = Tracking Info #autoLOC_463099 = Class Description #autoLOC_463116 = Discovered: #autoLOC_463117 = <<1>> ago. #autoLOC_463378 = Vessel classification: Flag #autoLOC_463422 = Planted by #autoLOC_463431 = Vessel classification #autoLOC_463444 = Sphere of influence #autoLOC_463448 = Situation #autoLOC_463452 = Flight time #autoLOC_463464 = Surface Location #autoLOC_463470 = Celestial body #autoLOC_463474 = Latitude #autoLOC_463478 = Longitude #autoLOC_463486 = Orbital Characteristics #autoLOC_463489 = Velocity #autoLOC_463493 = Altitude #autoLOC_463525 = First Hop #autoLOC_463529 = First Hop Distance #autoLOC_463533 = First Hop Signal #autoLOC_463537 = Overall Signal #autoLOC_463541 = CommNet #autoLOC_463597 = <<1>> t #autoLOC_463614 = <<1>> m/s #autoLOC_463615 = <<1>> m #autoLOC_463622 = <<1>> m/s² #autoLOC_464124 = Game ID: <<1>> #autoLOC_464125 = Game Version: <<1>> #autoLOC_464126 = Platform: <<1>> #autoLOC_464127 = IP Address #autoLOC_464264 = Couldn't delete <<1>> #autoLOC_464287 = Are you sure you want to delete this game?\nYou will lose all progress and ships in it. #autoLOC_464288 = Confirmation Needed #autoLOC_464290 = Delete Game #autoLOC_464291 = Cancel #autoLOC_464552 = There are incompatible/invalid saves in your saves folder.\n\nWould you like to delete them now?\n #autoLOC_464553 = Confirmation Needed #autoLOC_464559 = Delete #autoLOC_464566 = Not Now #autoLOC_464646 = No #autoLOC_464659 = Funds: <<1>> #autoLOC_464660 = Science: <<1>> #autoLOC_464661 = Reputation: <<1>>% #autoLOC_464665 = Flights: <<1>> Contracts: <<2>> #autoLOC_464674 = Science: <<1>> #autoLOC_464686 = Just started #autoLOC_464691 = Incompatible with this version of KSP. #autoLOC_464696 = No persistent.sfs file in save folder. #autoLOC_464934 = Select a file to load #autoLOC_464935 = No description available. #autoLOC_465124 = Incompatible with this version #autoLOC_465132 = No save file exists. #autoLOC_465205 = Are you sure you want to restart this scenario?\nYou will lose all progress in it. #autoLOC_465206 = Confirmation Needed #autoLOC_465208 = Restart Scenario #autoLOC_465209 = Cancel #autoLOC_465260 = Continue #autoLOC_465267 = Select a file to load #autoLOC_465268 = No description available. #autoLOC_465466 = Add Maneuver #autoLOC_465476 = Cannot Add Maneuver Node (Control Locked) #autoLOC_465493 = Warp Here #autoLOC_465519 = Warp Here #autoLOC_465524 = Warp to Next Maneuver #autoLOC_465531 = Cannot Auto-Warp so far #autoLOC_465554 = Delete Waypoint #autoLOC_465567 = Waypoint "<<1>>" was deleted. #autoLOC_465577 = Delete Waypoint #autoLOC_465625 = Focus #autoLOC_465647 = Cannot Switch Vessels on this scenario #autoLOC_465671 = Switch To #autoLOC_465675 = View in Tracking Station #autoLOC_465679 = Focus View #autoLOC_465785 = Set Target #autoLOC_465801 = Set as Target #autoLOC_465805 = Unset Target #autoLOC_465847 = Activate Navigation #autoLOC_465864 = Navigation waypoint deactivated. #autoLOC_465870 = Navigation set to <<1>>. #autoLOC_465882 = Navigation Error #autoLOC_465887 = Activate Navigation #autoLOC_467299 = Mission accepted. I'm looking forward to reading your reports. #autoLOC_467300 = Excellent! Hopefully this one will turn out alright. #autoLOC_467301 = Here we go! #autoLOC_467302 = Challenge Accepted! #autoLOC_467303 = Contract Accepted! Best of luck with it. #autoLOC_467304 = Accepted! All Controllers standing by to watch the firewor-- erhm, the launch. #autoLOC_467310 = Yeah, we probably didn't need to do that mission anyway. #autoLOC_467311 = That mission was probably going to be boring anyways. #autoLOC_467312 = Mission Declined. Understood. #autoLOC_467313 = That one definitely didn't seem very interesting, did it? #autoLOC_467314 = Was it just me, or did that explanation make no sense at all? #autoLOC_467320 = The contractor may not like it very much, but this contract is effectively terminated. #autoLOC_467321 = Contract Cancelled. It's not as if we care about penalties and fines, do we? #autoLOC_467322 = Cancelled. Worry no more about this contract. #autoLOC_467323 = Boring conversation anyways. #autoLOC_467324 = Mission Cancelled. We're done following their orders for now. #autoLOC_467329 = Looks like an interesting proposition. It should be fun. #autoLOC_467330 = Sounds pretty reasonable, although I must admit we didn't really read the details, or any of it... #autoLOC_467331 = Seems to be a fair offer. There's no reason not to take on this contract. #autoLOC_467332 = Doesn't seem to be anything we can't handle. #autoLOC_467333 = Looks ok, as far as we can tell from here. #autoLOC_467340 = Who says there's no glory in doing small jobs? #autoLOC_467341 = It may not be exactly glamorous, but the rewards seem reasonable, and the risks are comparatively low. #autoLOC_467342 = Not every mission has to be a groundbreaking achievement, does it? #autoLOC_467343 = This probably won't make the front page on the news, but it is a proper job and it needs doing. #autoLOC_467344 = Not exactly a noteworthy endeavour, but should be a relatively safe thing to attempt. #autoLOC_467345 = It may be a bit low-profile, but maybe it's just the sort of job we need right now. #autoLOC_467346 = We may be overqualified for this mission, but maybe we overestimate our qualifications. #autoLOC_467351 = This one sounds like a properly tall order, I can't wait to see it attempted! #autoLOC_467352 = They have to be mad to propose such a thing, and we must be equally mad to be considering it! #autoLOC_467353 = Given enough rocket science, anything can be done, right? #autoLOC_467354 = How hard could this be, anyway? It's not as if it were rocket sci-- oh. #autoLOC_467355 = I think we have achieved things as impressive as this before, but I can't quite remember any examples. #autoLOC_467356 = You know something is worth doing, when there are others questioning whether it can be done at all. #autoLOC_467357 = This sounds risky. Very Risky. It also sounds like a lot of fun! #autoLOC_467358 = The very mention of this proposal had the Astronaut Complex common room buzzing with excitement! #autoLOC_467359 = Whoever gets assigned to this will either be screaming in delight or in terror all the way there! #autoLOC_467368 = Mission selected #autoLOC_467996 = Contract:\n #autoLOC_468001 = \n\nAgent:\n #autoLOC_468018 = Expires:\nNever #autoLOC_468022 = Expires: #autoLOC_468036 = Expires: #autoLOC_468038 = Offer Expires: #autoLOC_468042 = <<1>>\nNever #autoLOC_468078 = Contract:\n #autoLOC_468120 = Gene Kerman:\n<<1>> #autoLOC_468173 = Active Contracts: <<1>>\t[Max: <<2>>] #autoLOC_468177 = Active Contracts: <<1>> #autoLOC_468183 = >>Active Contracts: <<2>>\t[Max: <<3>>] #autoLOC_468222 = [Completed] #autoLOC_468227 = [Failed] #autoLOC_468229 = [Expired] #autoLOC_468233 = [Cancelled] #autoLOC_468312 = Experiments #autoLOC_468313 = Situations #autoLOC_468314 = Biomes #autoLOC_468660 = <<1>> of <<2>> science reports displayed. Out of a total of <<3>>. #autoLOC_468662 = <<1>> <<1[science reports/science report/science reports]>> found. Out of a total of <<2>>. #autoLOC_468826 = Wernher von Kerman:\n<<1>> #autoLOC_469075 = Requires Any: #autoLOC_469079 = Requires All: #autoLOC_469084 = Requires: #autoLOC_469091 = Requires Nothing: #autoLOC_469120 = Research [<<1>>] #autoLOC_469953 = Researched #autoLOC_469963 = \n\nCannot afford technology cost. #autoLOC_469970 = Cannot research technologies over <<1>> Science at this level. #autoLOC_469975 = \n\nTechnology has unresearched requirements. #autoLOC_470834 = owned #autoLOC_470883 = owned #autoLOC_471396 = Science report #autoLOC_471397 = Close report #autoLOC_471414 = Science: <<1>> #autoLOC_471419 = Current Data Value: <<1>> #autoLOC_472265 = Primary #autoLOC_472284 = Staging #autoLOC_472290 = Docking (Translation) #autoLOC_472296 = Docking (Rotation) #autoLOC_472324 = Current Assignment: <> #autoLOC_472329 = Current Assignment: <> #autoLOC_472332 = Press the key or joystick button to use for <<1>> #autoLOC_472341 = Current Assignment: <> #autoLOC_472347 = Current Assignment: <> #autoLOC_472391 = Current Assignment: <> #autoLOC_472396 = Current Assignment: <> #autoLOC_472671 = Custom #autoLOC_475323 = Facility Level <<1>> #autoLOC_475331 = Upgrade\n<<1>> #autoLOC_475336 = Fully Upgraded #autoLOC_475347 = Status: #autoLOC_475351 = Status: Fully Operational #autoLOC_475380 = Status: >>Out of Service #autoLOC_475425 = No Repairs Needed\n #autoLOC_475433 = Repair for >><<2>>\n #autoLOC_475646 = \n(<<1>> More) #autoLOC_475652 = <<1>> parts, <<2>> stages #autoLOC_476080 = Tourist #autoLOC_476118 = <<1>> XP gained! #autoLOC_476122 = Advanced to level <<1>>! #autoLOC_476131 = No XP gain #autoLOC_476143 = Ready for next assignment #autoLOC_476250 = Qty: <<1>> #autoLOC_476251 = Part Value: <<1>> #autoLOC_476314 = Qty: <<1>> #autoLOC_476315 = Unit Value: <<1>> #autoLOC_476374 = <<1>> Data Gathered #autoLOC_476375 = Data Value: <<1>> #autoLOC_480791 = Staging Reset to Default:\nAll stageicons moved to their default stage groups. #autoLOC_480795 = Nothing to reset. #autoLOC_481056 = Cannot warp time in this scenario. #autoLOC_481507 = Terminate #autoLOC_481560 = Cannot switch to <<1>> we do not own. #autoLOC_481619 = If you stop tracking this object, you may not be able to find it again. Are you sure you want to continue? #autoLOC_481620 = Stop Tracking #autoLOC_481621 = Cancel #autoLOC_481625 = This will destroy the vessel, killing all crew in it. Are you sure you want to continue? #autoLOC_481626 = Terminate #autoLOC_481627 = Cancel #autoLOC_481635 = Are you sure you want to recover this vessel? #autoLOC_481636 = Recover #autoLOC_481637 = Cancel #autoLOC_482129 = MET:\u0020 #autoLOC_482391 = [Tracking Station]: Now tracking <<1>>. #autoLOC_482486 = <<1>>m #autoLOC_482576 = Mass: <<1>>t #autoLOC_482578 = Size: <<1>>m #autoLOC_482705 = \u0020(Stock) #autoLOC_482977 = >><<2>><<2[ parts/ part/ parts]>> in <<3>> <<3[ stages./ stage./ stages.]>> #autoLOC_482982 = * Experimental Parts! #autoLOC_482988 = *Locked or Invalid Parts! #autoLOC_482996 = >>Mass: <<2>>t #autoLOC_483005 = >>Size: N/A [Edit to Fix] #autoLOC_483009 = >>Size: <<2>>m, <<3>>m, <<4>>m #autoLOC_483228 = Are you sure you want to delete this craft? #autoLOC_483229 = Delete #autoLOC_483230 = Cancel #autoLOC_485739 = Unable to load the save:<<1>> #autoLOC_485770 = Unable to load the save:<<1>> #autoLOC_485809 = Unable to delete save:\n<<1>>\n\nDetails in Log #autoLOC_485819 = Error Accesing this save. #autoLOC_500000 = Why go up when you can crash equally well going sideways – that’s the old moto of the C7 Aerospace Division. Emerging from humble beginnings to the powerhouse they are now, C7 were always looking straight ahead towards the horizon. Recently though they have been building parts that can give them a much better view of that spot where the sky meets the ground. This has been met with some grumblings from the old boys in the company but even they can’t deny that there is adventure to be found in whatever direction you choose. #autoLOC_500001 = Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner. #autoLOC_500002 = The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo. #autoLOC_500003 = FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction. #autoLOC_500004 = Goliath National Products know what’s needed to keep them ahead of the competition – an eye for detail and a good nose for sniffing out what’s needed for our plucky engineers. Many of the great Vessels of our age carry one of Goliaths nose cones and they excel in moving air out of the way of the soft fleshy important bits of any Vessel i.e. our heroes heading off on another adventure. #autoLOC_500005 = What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image. #autoLOC_500006 = One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne. #autoLOC_500007 = It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation. #autoLOC_500008 = Kerbal Motion LLC started in the wheel business with square wheels initially. They began adding sides until they settled on a more spherical configuration. Intensive testing confirmed their suspicions that round wheels really do make for a much smoother ride. Once they had overcome this hurdle the brains at Kerbal Motion LLC then began looking towards what else they could apply their considerable grey matter to. They settled on grabbers, primarily as this would mean they wouldn’t have to reach quite so far for their drinks. #autoLOC_500009 = An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic. #autoLOC_500010 = Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products. #autoLOC_500011 = Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors. #autoLOC_500012 = The Maxo Construction Toys engineers always enjoyed building things – especially out of little plastic bricks. So when they put their heads together and got a bit of money in the bank they decided to do the same but with bits of lightweight metal. Maxo’s metallic constructions are renowned for their durability and build quality. In fact when sifting through the wreckage of yet another spectacular “landing”, their parts are almost always found intact. #autoLOC_500013 = The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries. #autoLOC_500014 = For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received. #autoLOC_500015 = Periapsis Rocket Supplies are a notoriously private company – the small roster of components they do build does nothing but add to the mystique surrounding them. Many question why they don’t build more parts but Periapsis responds to this by stating “wait and see what we’ll do next!”. However, this has been the standard response for at least 3 generations so many have been waiting a little while for the answer. #autoLOC_500016 = Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers. #autoLOC_500017 = The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first. #autoLOC_500018 = Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something. #autoLOC_500019 = Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. #autoLOC_500020 = Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. #autoLOC_500021 = Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Mk2 Lander Can, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission. #autoLOC_500022 = STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly. #autoLOC_500023 = One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets. #autoLOC_500024 = Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector. #autoLOC_500025 = WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products. #autoLOC_500026 = Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered. #autoLOC_500027 = research lab #autoLOC_500028 = outpost #autoLOC_500029 = Scientific #autoLOC_500030 = viewing cupola #autoLOC_500031 = outpost #autoLOC_500032 = Commercial #autoLOC_500033 = ISRU resource conversion unit #autoLOC_500034 = outpost #autoLOC_500035 = Commercial #autoLOC_500036 = liquid fuel #autoLOC_500037 = Commercial #autoLOC_500038 = ore #autoLOC_500039 = Commercial #autoLOC_500040 = electric charge #autoLOC_500041 = Scientific #autoLOC_500042 = monopropellant #autoLOC_500043 = Commercial #autoLOC_500044 = xenon gas #autoLOC_500045 = Commercial #autoLOC_500046 = Pioneer #autoLOC_500047 = Commercial #autoLOC_500048 = Scientific #autoLOC_500049 = Commercial #autoLOC_500050 = ore #autoLOC_500051 = Commercial #autoLOC_500052 = mystery goo unit #autoLOC_500053 = satellite #autoLOC_500054 = Scientific #autoLOC_500055 = thermometer #autoLOC_500056 = satellite #autoLOC_500057 = Scientific #autoLOC_500058 = gravioli detector #autoLOC_500059 = satellite #autoLOC_500060 = Scientific #autoLOC_500061 = materials bay #autoLOC_500062 = satellite #autoLOC_500063 = Scientific #autoLOC_500064 = accelerometer #autoLOC_500065 = satellite #autoLOC_500066 = Scientific #autoLOC_500067 = resource survey scanner #autoLOC_500068 = satellite #autoLOC_500069 = Commercial #autoLOC_500070 = research lab #autoLOC_500071 = station #autoLOC_500072 = Scientific #autoLOC_500073 = viewing cupola #autoLOC_500074 = station #autoLOC_500075 = Commercial #autoLOC_500076 = ISRU resource conversion unit #autoLOC_500077 = station #autoLOC_500078 = Commercial #autoLOC_500079 = liquid fuel #autoLOC_500080 = Commercial #autoLOC_500081 = ore #autoLOC_500082 = Commercial #autoLOC_500083 = electric charge #autoLOC_500084 = Scientific #autoLOC_500085 = monopropellant #autoLOC_500086 = Commercial #autoLOC_500087 = xenon gas #autoLOC_500088 = Commercial #autoLOC_500089 = Pioneer #autoLOC_500090 = Commercial #autoLOC_500091 = Scientific #autoLOC_500092 = Commercial #autoLOC_500093 = Take an EVA report #autoLOC_500094 = Take a crew report #autoLOC_500095 = Take a surface sample #autoLOC_500096 = Take seismic readings #autoLOC_500097 = Measure the temperature #autoLOC_500098 = Take pressure readings #autoLOC_500099 = Perform atmospheric analysis #autoLOC_500100 = Record gravitational forces #autoLOC_500101 = Pilot #autoLOC_500102 = Pilots provide assistance in flying the vessel. #autoLOC_500103 = Engineer #autoLOC_500104 = Engineers are capable of repairing broken parts, if at all possible. #autoLOC_500105 = Scientist #autoLOC_500106 = Scientists can boost the value of data from Science experiments. #autoLOC_500107 = Tourist #autoLOC_500108 = Tourists pay funds to see new and exciting places. #autoLOC_500109 = Aerodynamic Nose Cone #autoLOC_500110 = Aerodynamic, lightweight and mostly non-explosive. As a reminder to all personnel operating nearby, this part is really sharp and it'd probably hurt if you fell on it. #autoLOC_500111 = aero aircraft booster )cap drag fligh plane rocket speed stab stream #autoLOC_500112 = A.I.R.B.R.A.K.E.S #autoLOC_500113 = Research into feasible ways to slow down a plane in mid-air showed that loose hull panels are pretty great as drag-inducing deceleration devices. The discovery led to the invention of the Aerodynamically Integrated Retrograde Braking Robustly Armed Kinetic Extending System (A.I.R.B.R.A.K.E.S.), which is now popular mostly as a cheap alternative to longer runways. C7 Engineers are still trying to come up with a shorter name for such a long acronym. #autoLOC_500114 = (air airbrake aircraft brake dive drag fligh landing plane slow speed spoil #autoLOC_500115 = XM-G50 Radial Air Intake #autoLOC_500116 = An intake duct version that can be mounted at the sides of a fuselage. Warranty does not cover engine flame-outs or any objects, inanimate or otherwise, sucked in by the intake. Optimized for subsonic flight. #autoLOC_500117 = aero aircraft breathe fligh inlet jet oxygen plane subsonic suck #autoLOC_500118 = FAT-455 Aeroplane Control Surface #autoLOC_500119 = Large conventional control surface. #autoLOC_500120 = aileron aircraft (elev flap fligh liner plane )rudder spoil stab #autoLOC_500121 = FAT-455 Aeroplane Main Wing #autoLOC_500122 = One of the largest lifting surfaces in production. The internal volume of these is big enough to carry generously sized fuel tanks. #autoLOC_500123 = aero aircraft airlin fligh foil fuel ?lf lift liquid swept wet #autoLOC_500124 = FAT-455 Aeroplane Tail Fin #autoLOC_500125 = Large conventional wing with built-in control surface. #autoLOC_500126 = aileron aircraft control (elev fligh foil lift liner )rudder stab swept wing #autoLOC_500127 = Advanced Canard #autoLOC_500128 = Our engineers thought this design looked "high tech" and therefore must be clear improvement on earlier models. #autoLOC_500129 = aero (air control (elev fighter fligh (fore lift plane )rudder stab swept tail #autoLOC_500130 = Standard Canard #autoLOC_500131 = Our engineers had a stroke of inspiration after "visiting" the Kerlington production facilities. Introducing our new controllable canards. Warning, hard maneuvering may cause unintended stage separation. #autoLOC_500132 = aero (air control (elev fligh (fore lift plane )rudder stab swept tail #autoLOC_500133 = Swept Wings #autoLOC_500134 = A prototype swept back wing, part of our "Let's Fly", line. Made of light weight composite materials. Guaranteed to generate lift, not guaranteed to ensure crew safety. #autoLOC_500135 = aero (air fligh lift plane #autoLOC_500136 = Tail Fin #autoLOC_500137 = This tailfin has passed extensive modeling in our patented P.A.S system.(Paper Airplane Simulation). This fin has been blunted to prevent accidental dismemberment of installing technicians. #autoLOC_500138 = aero (air canard control (elev fligh (fore lift plane )rudder stab swept #autoLOC_500139 = Basic Fin #autoLOC_500140 = This simple bolt-on aluminum fin may not be the cutting edge of aerospace engineering but it's dirt cheap and will make your rocket slightly less unstable. #autoLOC_500141 = aero (air lift rocket stab swept #autoLOC_500142 = Circular Intake #autoLOC_500143 = A proper turbofan intake, not only provides oxygen to air breathing engines, it pulls in twice as much air than those puny air scoops from Vac-Co. Optimized for subsonic flight. #autoLOC_500144 = aero (air breathe fligh inlet jet oxygen plane subsonic suck #autoLOC_500145 = Shock Cone Intake #autoLOC_500146 = A shocking new intake from the C7 Aerospace Division that brought you much adored parts such as the Delta Wing and the Standard Nosecone! Offers exceptional performance at all speeds and has some heat shielding of its own. #autoLOC_500147 = aero (air breathe fligh inlet jet oxygen plane suck supersonic #autoLOC_500148 = CH-J3 Fly-By-Wire Avionics Hub #autoLOC_500149 = Have you ever wanted to impress your peers by showing off your elite flying skills, but lacked the skills to become a trained pilot? C7 Aerospace's Fly-By-Wire Avionics Hub is the solution! This module allows even the most minimally trained crew to fly like an Ace! WARNING: This module cannot operate autonomously. Warranty void if attempting to do so. WARNING: Module contains no internal gyroscopes or control systems (control actuators sold separately). WARNING: Warranty void without proper use of C7 Aerospace Brand Sickness Bags (sold separately, currently out of stock). #autoLOC_500150 = advanced aero aircraft )cap cone control drag fighter fligh jet kerbnet missile nose plane sas stab stream #autoLOC_500151 = Advanced Nose Cone - Type A #autoLOC_500152 = Less drag due to pointy shape. #autoLOC_500153 = aero aircraft booster )cap drag fligh plane rocket stab stream tail #autoLOC_500154 = Advanced Nose Cone - Type B #autoLOC_500155 = Useful for boosters - the slanted shape is good for leading pressure away from the core stages. #autoLOC_500156 = aero aircraft booster )cap drag fligh plane rocket stab stream tail #autoLOC_500157 = NCS Adapter #autoLOC_500158 = The base of C7 Aerospace's Nose Cone system (NCS) #autoLOC_500159 = aero aircraft booster )cap cone drag fligh nose plane rocket stab stream tail #autoLOC_500160 = Small Nose Cone #autoLOC_500161 = An aerodynamic nose cap. #autoLOC_500162 = aero aircraft )cap drag fligh missile plane speed stab stream #autoLOC_500163 = Tail Connector A #autoLOC_500164 = A simple aerodynamic tail for aircraft. Designed to fit onto all standard 1.25m attachments, this part is the embodiment of our "Let's Fly", line of parts. #autoLOC_500165 = aero aircraft drag fligh plane stab stream #autoLOC_500166 = Tail Connector B #autoLOC_500167 = This raised variant of our popular airplane tail provides a lot of ground clearance during take-off. #autoLOC_500168 = aero aircraft drag fligh plane stab stream #autoLOC_500169 = AE-FF1 Airstream Protective Shell (1.25m) #autoLOC_500170 = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! #autoLOC_500171 = aero )cap drag rocket cone nose cargo contain fairing hollow inter payload protect shroud stage (stor transport 3.75 enormous massive gigantic giant 5.0 #autoLOC_500172 = AE-FF2 Airstream Protective Shell (2.5m) #autoLOC_500173 = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! #autoLOC_500174 = aero )cap cargo cone contain drag fairing hollow inter nose payload protect rocket shroud stage (stor transport #autoLOC_500175 = AE-FF3 Airstream Protective Shell (3.75m) #autoLOC_500176 = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! #autoLOC_500177 = aero )cap drag rocket cone nose cargo contain fairing hollow inter payload protect shroud stage (stor transport regular standard average medium 1.875 #autoLOC_500178 = Heat Shield (0.625m) #autoLOC_500179 = A tiny structural heat shield #autoLOC_500180 = ablat drag entry insulate protect re- rocket therm #autoLOC_500181 = Heat Shield (1.25m) #autoLOC_500182 = A small structural heat shield with an integrated fairing #autoLOC_500183 = ablat drag entry insulate protect re- rocket therm #autoLOC_500184 = Heat Shield (2.5m) #autoLOC_500185 = A medium structural heat shield with an integrated fairing #autoLOC_500186 = ablat drag entry insulate protect re- rocket therm #autoLOC_500187 = Heat Shield (3.75m) #autoLOC_500188 = A large structural heat shield with an integrated fairing #autoLOC_500189 = ablat drag entry insulate protect re- rocket therm #autoLOC_500190 = Heat Shield (10m) #autoLOC_500191 = Based on the design of a child's toy, this heat shield uses a set of inflatable rings covered with a thermal blanket to provide a generous 10 meter heat shield for reentry and deceleration, and the aerodynamic qualities of an untethered bouncy castle. #autoLOC_500192 = balloon drag entry expand inflat insulate protect re- rocket therm #autoLOC_500193 = Adjustable Ramp Intake (Radial) #autoLOC_500194 = This intake addresses those sometimes absurd contraptions that SSTO engineers designed in an attempt to pump more and more air into their engines. Optimized for supersonic flight. #autoLOC_500195 = aero (air aircraft breathe cone fligh inlet jet oxygen plane suck supersonic #autoLOC_500196 = Small Circular Intake #autoLOC_500197 = A must-have for air breathing engines, this intake duct will pull in outside air to run turbine engines on, as long as there is any outside air to begin with, of course. Optimized for subsonic flight. #autoLOC_500198 = aero (air aircraft breathe fligh inlet jet oxygen plane subsonic suck #autoLOC_500199 = Protective Rocket Nose Cone Mk7 #autoLOC_500200 = A large nose cone for covering up exposed areas of big rockets. #autoLOC_500201 = aero booster )cap drag fligh speed stab stream #autoLOC_500202 = Adjustable Ramp Intake #autoLOC_500203 = At supersonic speeds, -PATENT PENDING, CLASSIFIED INFO- inside the intake duct deflect the incoming air stream, causing -PATENT PENDING, CLASSIFIED INFO-, which creates a -PATENT PENDING, CLASSIFIED INFO-, thereby greatly increasing the efficiency of this unit at supersonic speeds. Patents Pending. #autoLOC_500204 = aero (air aircraft breathe cone fligh inlet jet oxygen plane suck supersonic #autoLOC_500205 = Big-S Delta Wing #autoLOC_500206 = The Big-S line of wings are C7's largest lifting surfaces to date. Not only are they Sturdy and heat resistant enough to survive reentry, but also have enough internal volume to carry optional fuel tanks. #autoLOC_500207 = aero aircraft foil fuel ?lf lift liquid plane shuttle swept wet #autoLOC_500208 = Big-S Elevon 1 #autoLOC_500209 = The Big-S line of wings are C7's largest lifting surfaces to date. Not only are they Sturdy and heat resistant enough to survive reentry, but also have enough internal volume to carry optional fuel tanks. #autoLOC_500210 = aero aileron aircraft control (elev flap plane )rudder shuttle spoil stab #autoLOC_500211 = Big-S Elevon 2 #autoLOC_500212 = The Big-S line of wings are C7's largest lifting surfaces to date. Not only are they Sturdy and heat resistant enough to survive reentry, but also have enough internal volume to carry optional fuel tanks. #autoLOC_500213 = aero aileron aircraft control (elev flap plane )rudder shuttle spoil stab #autoLOC_500214 = Big-S Spaceplane Tail Fin #autoLOC_500215 = Large heat resistant spaceplane fin. #autoLOC_500216 = aero aircraft control (elev plane )rudder shuttle stab #autoLOC_500217 = Big-S Wing Strake #autoLOC_500218 = The Big-S line of wings are C7's largest lifting surfaces to date. Not only are they Sturdy and heat resistant enough to survive reentry, but also have enough internal volume to carry optional fuel tanks. #autoLOC_500219 = aero aircraft foil fuel ?lf lift liquid plane shuttle swept wet #autoLOC_500220 = AV-R8 Winglet #autoLOC_500221 = The R8 Active Control Winglet series marked the debut of Kerlington Model Rockets in the Spacecraft engineering world. These winglets are equipped with movable pivots, which allow them to swivel and act as control surfaces. This feature was considered a huge advancement in control technology and most agree that it made Kerlington staff and R8 fans simply unbearable to be around. #autoLOC_500222 = aero aircraft canard control (elev fin (fore lift plane rocket )rudder stab swept tail #autoLOC_500223 = AV-T1 Winglet #autoLOC_500224 = Nothing is really known about this thing. Use it at your own risk. #autoLOC_500225 = aero aircraft fin lift plane rocket stab swept #autoLOC_500226 = Delta-Deluxe Winglet #autoLOC_500227 = The Delta-Deluxe Winglet is a large aerodynamic surface with a small built-in aileron. It is very lightweight and offers more lift than the AV-R8 but the small control surface area means it is not as quick to turn. #autoLOC_500228 = aero aircraft canard control (elev fin (fore lift plane rocket )rudder stab swept tail #autoLOC_500229 = Wing Connector Type A #autoLOC_500230 = A vaguely wing shaped board. Use at your own risk. #autoLOC_500231 = aero aircraft fligh foil lift plane #autoLOC_500232 = Wing Connector Type B #autoLOC_500233 = A vaguely wing shaped board. Use at your own risk. #autoLOC_500234 = aero aircraft fligh foil lift plane #autoLOC_500235 = Wing Connector Type C #autoLOC_500236 = A vaguely wing shaped board. #autoLOC_500237 = aero aircraft fligh foil lift plane #autoLOC_500238 = Wing Connector Type D #autoLOC_500239 = Found in a trash bin next to a wing factory. #autoLOC_500240 = aero aircraft fligh foil lift plane #autoLOC_500241 = Wing Connector Type E #autoLOC_500242 = Found in a trash bin next to a wing factory. #autoLOC_500243 = aero aircraft fligh foil lift plane #autoLOC_500244 = Delta Wing #autoLOC_500245 = Standard Delta configuration wings. These wings provide high lift and a stable center of gravity for your everyday lifting needs. #autoLOC_500246 = aero aircraft fligh foil lift plane swept #autoLOC_500247 = Small Delta Wing #autoLOC_500248 = This small delta wing has breezed through extensive stress tests and design revisions, mostly because it wasn't involved in any of those. In any case, it should work as a comparatively reliable lifting surface. #autoLOC_500249 = aero aircraft fligh foil lift plane swept #autoLOC_500250 = Elevon 1 #autoLOC_500251 = Made from the finest materials at hand, these flight surfaces are guaranteed to operate while attached to the craft. However studies have shown that a lack of atmosphere *may* slightly impede function. No refunds. #autoLOC_500252 = aero aileron aircraft control (elev plane )rudder #autoLOC_500253 = Elevon 2 #autoLOC_500254 = Made from the finest materials at hand, these flight surfaces are guaranteed to operate while attached to the craft. However studies have shown that a lack of atmosphere *may* slightly impede function. No refunds. #autoLOC_500255 = aero aileron aircraft control (elev plane )rudder #autoLOC_500256 = Elevon 3 #autoLOC_500257 = Made from the finest materials at hand, these flight surfaces are guaranteed to operate while attached to the craft. However studies have shown that a lack of atmosphere *may* slightly impede function. No refunds. #autoLOC_500258 = aero aileron aircraft control (elev plane )rudder #autoLOC_500259 = Elevon 4 #autoLOC_500260 = Feel the need to attach an elevator, rudder or aileron to just about any surface you can get your mitts on? Well this small elevon is for you. Made of mostly new factory parts, it will fit just about anywhere. Just don't expect a huge performance out of such a small part. #autoLOC_500261 = aero aileron aircraft control (elev plane )rudder #autoLOC_500262 = Elevon 5 #autoLOC_500263 = Just another one of these elevon things... wait, this one is swept! Wow! #autoLOC_500264 = aero aileron aircraft control (elev plane )rudder #autoLOC_500265 = Wing Strake #autoLOC_500266 = Strakes are like sideburns for your plane. The girls will fall for you! #autoLOC_500267 = aero aircraft fligh foil lift plane swept #autoLOC_500268 = Structural Wing Type A #autoLOC_500269 = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. Intended uses include very large canards, and leading edges of larger delta wings. #autoLOC_500270 = aero aircraft fligh foil lift plane swept #autoLOC_500271 = Structural Wing Type B #autoLOC_500272 = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. #autoLOC_500273 = aero aircraft fligh foil lift plane swept #autoLOC_500274 = Structural Wing Type C #autoLOC_500275 = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. #autoLOC_500276 = aero aircraft fligh foil lift plane swept #autoLOC_500277 = Structural Wing Type D #autoLOC_500278 = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. #autoLOC_500279 = aero aircraft fligh foil lift plane swept #autoLOC_500280 = Swept Wing Type A #autoLOC_500281 = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. #autoLOC_500282 = aero aircraft fligh foil lift plane #autoLOC_500283 = Swept Wing Type B #autoLOC_500284 = This wing has been constructed from surplus wing components. Comes complete with "like new" finish. #autoLOC_500285 = aero aircraft fligh foil lift plane #autoLOC_500286 = Advanced Reaction Wheel Module, Large #autoLOC_500287 = After many years of research, STEADLER Corps rocket engineers discovered that large flywheels were necessary to keep large ships under control. The "Advanced Reaction Wheel Module, Large" addresses that issue by its use of patented Large Flywheels™ to provide "More Torque" (patent pending). STEADLER promptly dismissed all criticism concerning the necessity of so much research work, stating that 'it only sounds so simple now that we've figured it out'. Critics remain skeptical, but none can disagree that this module does indeed pack a lot more punch than previous models. It also needs a lot more power, but STEADLER is currently carrying out intense research work on why that is. #autoLOC_500288 = cmg command control fly gyro moment react stab steer torque #autoLOC_500289 = PPD-12 Cupola Module #autoLOC_500290 = The PPD-12 was developed to provide a high visibility control room for orbital stations, and a place for thoughtful Kerbals to contemplate the beauty of the cosmos. #autoLOC_500291 = base capsule cmg command control ?eva fly gyro ?iva moment outpost pilot pod react rocket space stab statio steer torque view #autoLOC_500292 = EAS-1 External Command Seat #autoLOC_500293 = The EAS-1 External Command Seat provides all the controls needed to fully operate a spacecraft, just like a command pod, but without such needless frivolities as "pressurized interiors", or "seat belts". It's bare-bones, pedal-to-the-metal efficiency at its finest. #autoLOC_500294 = chair control kerbal rover #autoLOC_500295 = PPD-10 Hitchhiker Storage Container #autoLOC_500296 = The HSC was an invention of necessity - how do we store 4 Kerbals on-orbit without any real provisions for return? Who needed this remains a mystery, as do his motivations. #autoLOC_500297 = base cabin (can outpost passenger statio tour tuna #autoLOC_500298 = Advanced Inline Stabilizer #autoLOC_500299 = The Advanced Inline Stabilizer module containing a larger, heavier array of reaction wheels. These spin very quickly to create torque without wasting propellant. These larger wheels are driven by proportionally larger electric motors, so keep an eye on your Electricity levels. #autoLOC_500300 = cmg command control fly gyro moment react stab steer torque #autoLOC_500301 = Small Inline Reaction Wheel #autoLOC_500302 = The inline reaction wheel system uses a series of spinning discs that are going "Very Fast", to generate the torque necessary to control a spacecraft without wasting any propellant. Please do not attempt to service this device while it is running. #autoLOC_500303 = cmg command control fly gyro moment react stab steer torque #autoLOC_500304 = Mk1-2 Command Pod #autoLOC_500305 = This modern cockpit is designed to be fully re-useable. Its spacious cabin can hold a maximum of 3 crew. #autoLOC_500306 = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque #autoLOC_500307 = Mk1 Cockpit #autoLOC_500308 = C7 Aerospace is proud to present our second generation cockpit. This unit is equipped to ensure survival in some of the worst conditions possible. The extra re-enforcement has slightly increased the weight. #autoLOC_500309 = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque #autoLOC_500310 = Mk1 Crew Cabin #autoLOC_500311 = A cozy passenger cabin derived from a business jet and upgraded for use in spacecraft. #autoLOC_500312 = base contain outpost passenger statio (stor tour #autoLOC_500313 = Mk1 Inline Cockpit #autoLOC_500314 = A next generation inline cockpit. Designed for sleek high speed aircraft. #autoLOC_500315 = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque #autoLOC_500316 = Mk1 Lander Can #autoLOC_500317 = This capsule was designed for lightweight non-atmospheric landers, and seats a single occupant. Features a novel full-body crumple-zone technology. #autoLOC_500318 = capsule cmg command control ?eva fly gyro ?iva moment pilot pod react rocket space stab steer torque #autoLOC_500319 = Mk1 Command Pod #autoLOC_500320 = Originally built as a placeholder for a demonstration mock-up of a rocket, the Mk1 Command Pod was heralded as a far safer and more reliable option than its predecessors by rocket scientists throughout the world. It is now commonly seen in active service. #autoLOC_500321 = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque #autoLOC_500322 = Mk2 Inline Cockpit #autoLOC_500323 = After 'accidentally' snapping the nose off of the Mk2 Cockpit, the engineers over at the C7 Aerospace Division realised that such a design looked quite functional. They quickly hammered out the following part and spruced it up for all your inline spaceplane cockpit needs! #autoLOC_500324 = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque #autoLOC_500325 = Mk2 Cockpit #autoLOC_500326 = Fits not one, but two Kerbals! This spearhead-shaped new Mk2 design from the lovable folks over at the C7 Aerospace Division should help you pierce the great blue yonder known as the Sky. #autoLOC_500327 = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque #autoLOC_500328 = MK2 Drone Core #autoLOC_500329 = After extensive research and testing to improve the safety factor of next-generation modules for their Mk2 series, engineers at C7 Aerospace got fed up with having to constantly find new recruits willing to test their prototypes, and decided to develop an autonomous AI capable of doing the same job, only with a lot less screaming over the comms link. This was met with divided opinions, some criticizing C7 as taking the "booooring" route, others praising them for the innovation, while yet others reacted by shutting themselves in bunkers in anticipation of the time when these units will gain sentience and turn on their creators. C7 has vehemently denied any involvement in all sentient-AI-related catastrophes so far. #autoLOC_500330 = aero aircraft cmg command control fly gyro kerbnet moment plane probe react sas satellite space stab steer torque #autoLOC_500331 = Mk2 Lander Can #autoLOC_500332 = This cozy capsule seats two, and is very lightweight. However, don't expect it to survive atmospheric entry or even a sneeze. #autoLOC_500333 = capsule cmg command control ?eva fly gyro ?iva moment pilot pod react rocket space stab steer torque #autoLOC_500334 = Mk3 Cockpit #autoLOC_500335 = A cockpit for those die hard explorers. Especially useful when transporting extra crew to a remote rock to save the day. #autoLOC_500336 = aero aircraft armageddon bruce cmg command control ?eva fly gyro ?iva moment pilot plane react shuttle space stab steer torque willis #autoLOC_500337 = Probodobodyne QBE #autoLOC_500338 = QBE is Probodobodyne's latest development in probe miniaturization. Despite its diminutive size, the QBE is a fully-functional and incredibly lightweight command unit. All this goodness comes at a price however: The QBE's tiny enclosure means there is no room for internal reaction wheels, and battery capacity is pitiful at best. Despite all this, or perhaps because of it, many engineers have found it to be ideally suited for those 'optional return' missions. #autoLOC_500339 = command control (core cube kerbnet probe sas satellite space steer #autoLOC_500340 = Probodobodyne HECS #autoLOC_500341 = The HECS core capabilities go far beyond its sleek, 6-sided futuristic casing. This probe core provides advanced guidance assistance technology, and comes fitted with internal reaction wheels and decently-sized batteries. Despite concerns that one day, autonomous spacecraft cores could become self-aware and turn against their creators, or even become very stubborn against opening pod bay doors, Probodobodyne insists that these unmanned AI-driven devices are the way of the future. #autoLOC_500342 = cmg command control (core fly gyro hex kerbnet moment probe react sas satellite space stab steer torque #autoLOC_500343 = Probodobodyne OKTO #autoLOC_500344 = The OKTO is the next step in unmanned control technology. This small unit can not only receive and relay control, it also provides automatic stabilization assistance, just as a live pilot would. Also, its 8-sided stylistic design features lots of flat surfaces for attaching equipment. #autoLOC_500345 = cmg command control (core fly gyro kerbnet moment octo probe react sas satellite space stab steer torque #autoLOC_500346 = Probodobodyne OKTO2 #autoLOC_500347 = The OKTO2 is far more than a flatter variant of the original OKTO. This new iteration of the ubiquitous 8-sided probe core features a much more advanced guidance system. This new model however, does not feature built-in reaction wheels and does requires more power to run, even on standby. Its internal battery supply is also very limited, being intended mainly to keep the Standby LEDs lit. #autoLOC_500348 = command control (core kerbnet octo probe sas satellite space steer #autoLOC_500349 = Probodobodyne RoveMate #autoLOC_500350 = A sturdy housing for a robust probe and battery system - no assembly required! Though intended as the body for surface rovers, we've been told by our most day-dreaming of engineers that the possibilities are endless! While it has a Stability Assistance System, the RoveMate lacks reaction wheels so bring some along if you want to hold that attitude. #autoLOC_500351 = command control (core kerbnet probe rover sas space steer #autoLOC_500352 = RC-L01 Remote Guidance Unit #autoLOC_500353 = A larger version of the popular RGU system, developed in partnership with the Rockomax conglomerate. #autoLOC_500354 = cmg command control (core fly gyro kerbnet moment probe react sas satellite space stab steer torque #autoLOC_500355 = RC-001S Remote Guidance Unit #autoLOC_500356 = The STEADLER RGU core is one of the most complete command units available to date, featuring all the latest guidance systems, plus its own internal set of Reaction Wheels. STEADLER claims this is the closest one can get to a fully self-contained spacecraft. (Some assembly required. Spacecraft sold separately) #autoLOC_500357 = cmg command control (core fly gyro kerbnet moment probe react sas satellite space stab steer torque #autoLOC_500358 = Probodobodyne Stayputnik #autoLOC_500359 = The Stayputnik offers the ultimate solution in crew safety. A lightweight sphere equipped with remote receivers and relay control input from the ground to the craft, it carries no crew at all, thus keeping them perfectly safe from all harm. This device does require electricity to operate however, and will cease to function if the power runs out. The built-in batteries should keep it going for about 10 minutes. #autoLOC_500360 = command control (core kerbnet probe satellite space steer #autoLOC_500361 = FTX-2 External Fuel Duct #autoLOC_500362 = New breakthroughs at FLOOYD Dynamics have made the FTX Fuel Duct a reality. Altough criticized by some as being no more than 'a sewage pipe painted yellow', most agree that the yellow is a relatively nice color, and that fuel lines are indeed able to pump fuel from side-mounted fuel tanks. After the recall of the FTX-1 series, All FTX-2 lines have arrows painted on to indicate the fuel flow direction, so engineers can tell which way around they are supposed to go. #autoLOC_500363 = asparagus channel hose (lf line ox oxidizer pipe propellant pump tube #autoLOC_500364 = EAS-4 Strut Connector #autoLOC_500365 = The Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction. #autoLOC_500366 = bind connect join line moar (more pin rigid shake strength strong stru support tie wobble #autoLOC_500367 = SP-L 1x6 Photovoltaic Panels #autoLOC_500368 = The alternate configuration of the SP Model Photovoltaic Panels. Includes passive radiators on the reverse side for better heat dissipation. #autoLOC_500369 = array charge deploy e/c elect energ extend fold generat (light photo power retract solar sun track unfold volt watt #autoLOC_500370 = OX-4L 1x6 Photovoltaic Panels #autoLOC_500371 = The OX-4 is similar in design to the SP series solar panels, but without the heavy casing. Includes passive radiators on the reverse side for better heat dissipation. WARNING: Not retractable once deployed! #autoLOC_500372 = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt #autoLOC_500373 = SP-W 3x2 Photovoltaic Panels #autoLOC_500374 = Probodobodyne branded Photovoltaic Panels are the world standard for power generation, from your own home to the stars. The SP model comes with a protective shroud, allowing recovery when it's no longer needed. Includes passive radiators on the reverse side for better heat dissipation. #autoLOC_500375 = array charge deploy e/c elect energ extend fold generat (light photo power retract solar sun track unfold volt watt #autoLOC_500376 = OX-4W 3x2 Photovoltaic Panels #autoLOC_500377 = The OX-4 is similar in design to the SP series solar panels, but without the heavy casing. WARNING: Not retractable once deployed! #autoLOC_500378 = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt #autoLOC_500379 = Gigantor XL Solar Array #autoLOC_500380 = The single largest solar array available for purchase, the Gigantor XL offers tremendous generation potential from a compact initial package. Includes passive radiators on the reverse side for better heat dissipation. #autoLOC_500381 = charge deploy e/c elect energ extend fold generat (light panel photo power retract sun track unfold volt watt #autoLOC_500382 = OX-STAT Photovoltaic Panels #autoLOC_500383 = The OX-STAT solar panel is a simple panel with no sun-tracking or deployment mechanics. As a result, it is very light and cheap. #autoLOC_500384 = array charge e/c elect energ fixed flat generat (light photo power solar static sun volt watt #autoLOC_500385 = PB-NUK Radioisotope Thermoelectric Generator #autoLOC_500386 = Through exploitation of the natural decay of Blutonium-238, this elegantly simple power generator can provide consistent, stable power for decades. Not to be used for providing heating during emergency rover excursions. #autoLOC_500387 = active atom charge e/c elect energ generat isotope nuclear nuke power radio rtg thermo volt watt #autoLOC_500388 = Z-100 Rechargeable Battery Pack #autoLOC_500389 = The Z-100 battery pack is the standard model for electrical applications. Holds two (2) AAAA batteries and holds a maximum 100 units of charge. #autoLOC_500390 = bank capacitor cell charge e/c elect pack power volt watt #autoLOC_500391 = Z-1k Rechargeable Battery Bank #autoLOC_500392 = The Z-1k is a stackable battery bank, with ten times the power capacity of the Z-100. #autoLOC_500393 = capacitor cell charge e/c elect pack power volt watt #autoLOC_500394 = Z-200 Rechargeable Battery Bank #autoLOC_500395 = The Z-200 is a stackable variant of the Z-100 battery pack, with increased capacity. In emergency situations, please refrain from "reversing the polarity". #autoLOC_500396 = bank capacitor cell charge e/c elect pack power volt watt #autoLOC_500397 = Z-400 Rechargeable Battery #autoLOC_500398 = The Z-400 battery pack is a versatile, compact electrical charge storage solution designed for heavier loads than AAAA batteries can handle. Holds one E-size battery with a maximum of 400 units of charge. #autoLOC_500399 = bank capacitor cell charge e/c elect pack power volt watt #autoLOC_500400 = Z-4K Rechargeable Battery Bank #autoLOC_500401 = New advances in surge control technology made The Z-4K, the largest battery pack ever put into production a reality. While Zaltonic admits intense electrical discharges can be really cool, shorting the Z-4K's contacts should probably be avoided. #autoLOC_500402 = capacitor cell charge e/c elect pack power volt watt #autoLOC_500403 = IX-6315 "Dawn" Electric Propulsion System #autoLOC_500404 = By emitting ionized xenon gas through a small thruster port, Dawn can produce incredibly efficient propulsion, but with a downside of very low thrust and high energy usage. According to ISP Electronics sales reps, the rumours of this engine being powered by "dark magic" are largely exaggerated. #autoLOC_500405 = (dawn deep drive efficient engine (ion probe thruster vacuum xenon #autoLOC_500406 = J-404 "Panther" Afterburning Turbofan #autoLOC_500407 = A high performance jet engine with a variable geometry thrust vectoring nozzle and an afterburner for extra thrust. #autoLOC_500408 = after aircraft burner engine fighter jet (panther plane propuls #autoLOC_500409 = J-33 "Wheesley" Turbofan Engine #autoLOC_500410 = A high bypass turbofan engine. This engine works best at low cruising speeds and altitudes. #autoLOC_500411 = aircraft jet plane propuls reverse (wheesley #autoLOC_500412 = J-90 "Goliath" Turbofan Engine #autoLOC_500413 = The largest and highest thrust jet engine ever built. This engine works best at low cruising speeds and altitudes. #autoLOC_500414 = aircraft (goliath jet plane propuls reverse #autoLOC_500415 = J-X4 "Whiplash" Turbo Ramjet Engine #autoLOC_500416 = A highly advanced turbine engine using space-grade materials for very high performance. This new model features the latest in thrust vectoring and compression technology and is designed to operate best at higher altitudes and speeds. The advanced turbo ramjet design bleeds air around the compressor at high speed allowing a far maximum speed than regular jet engines, so engineers from C7 Aerospace assured us all those leaks are intentional. #autoLOC_500417 = aircraft jet plane propuls (whiplash #autoLOC_500418 = 24-77 "Twitch" Liquid Fuel Engine #autoLOC_500419 = Tiny engine! But very useful, good for craft where larger radial engines won't fit, or when you want more control in combination with large lifter engines. #autoLOC_500420 = orange propuls rocket thruster (twitch vernier #autoLOC_500421 = 48-7S "Spark" Liquid Fuel Engine #autoLOC_500422 = The 48-7S may be small, but it packs quite a punch for its size. This little engine is a testament to how larger does not always mean more advanced, at least according to Rockomax's marketing department. The box it comes in is pretty cool, in any case. #autoLOC_500423 = lander propuls rocket (spark #autoLOC_500424 = T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine #autoLOC_500425 = The Toroidal Aerospike is a huge breakthrough from C7 Aerospace. While heavier than previous models, with its heavy-duty exhaust nozzle, the Aerospike makes up for it with an efficient burning of fuel at all altitudes. #autoLOC_500426 = (dart orbit propuls rocket sustain #autoLOC_500427 = LV-1 "Ant" Liquid Fuel Engine #autoLOC_500428 = What is this, an engine for ants? #autoLOC_500429 = (ant probe propuls rocket vacuum #autoLOC_500430 = LV-1R "Spider" Liquid Fuel Engine #autoLOC_500431 = Adapted to appease engineers who were outraged at the lack of control rocket engines usually provide, the radial mounted LV-1R offers an appealing solution: "Just add more". Point away from face. #autoLOC_500432 = probe propuls rocket (spider thruster vernier #autoLOC_500433 = LV-909 "Terrier" Liquid Fuel Engine #autoLOC_500434 = The 909 model was initially received with some skepticism by spacecraft engineers, as it defied the long-standing convention that "More Power!" is always better. Despite this, the 909 series has found its place in the spacecraft construction world, being particularly useful as a final stage and landing engine. #autoLOC_500435 = lander orbit propuls rocket (terrier vacuum #autoLOC_500436 = LV-N "Nerv" Atomic Rocket Motor #autoLOC_500437 = Despite the big scary trefoil painted onto the side of this engine, its radioactive exhaust, and tendency to overheat, the LV-N Atomic Rocket Motor is harmless. Mostly. Note that the LV-N is the only LV series engine to run solely on Liquid Fuel - the future is glowing bright! #autoLOC_500438 = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum #autoLOC_500439 = LV-T30 "Reliant" Liquid Fuel Engine #autoLOC_500440 = Although criticized by some due to their not insignificant use of so-called "pieces found lying about", the LV-T series engines have proven themselves as comparatively reliable. The T30 model boasts a failure and rattly bits ratio below the 50% mark, this has been considered a major improvement over previous models by engineers and LV-T enthusiasts. #autoLOC_500441 = ascent main propuls (reliant rocket #autoLOC_500442 = LV-T45 "Swivel" Liquid Fuel Engine #autoLOC_500443 = The LV-T45 engine was considered a breakthrough in the LV-T series due to its Thrust Vectoring feature. The LV-T45 can deflect its thrust to aid in craft control. All these added mechanics however, make for a slightly smaller and heavier engine in comparison with other LV-T models. #autoLOC_500444 = launch propuls rocket sustain (swivel #autoLOC_500445 = RE-M3 "Mainsail" Liquid Fuel Engine #autoLOC_500446 = A monster of an engine for heavy lifting purposes, the Mainsail's power rivals that of entire small nations. #autoLOC_500447 = ascent launch main (mainsail propuls rocket (sail #autoLOC_500448 = Mk-55 "Thud" Liquid Fuel Engine #autoLOC_500449 = After an intensive search for an engineer crazy enough to plan and build a revolutionary new engine type, researchers turned to renowned engineer Eumon Kerman, one of the top minds in the industry. He failed miserably at the job, and this is what we ended up with. Hey, at least it works well with other large (Rockomax) engines when you want more control. Sorry, no combo deals. #autoLOC_500450 = maneuver manoeuvre orbital propuls rocket (thud thruster vernier #autoLOC_500451 = RE-L10 "Poodle" Liquid Fuel Engine #autoLOC_500452 = A more reasonable engine for rough economic times, the Poodle engine doubles as a BBQ when at low power. #autoLOC_500453 = lander orbit (poodle propuls rocket #autoLOC_500454 = RE-I5 "Skipper" Liquid Fuel Engine #autoLOC_500455 = The smaller sibling of the Mainsail, the Skipper's power rivals that of... large cities. Combining high thrust with reasonable efficiency, this engine excels when used as a mid-stage booster. #autoLOC_500456 = propuls rocket (skipper sustain #autoLOC_500457 = S3 KS-25 "Vector" Liquid Fuel Engine #autoLOC_500458 = Kerbodyne's flagship engine, the KS-25 excels as a first stage engine through its high thrust-to-weight ratio and exceptional sea level efficiency. Kerbodyne engineers achieved this by running the engine in a staged combustion cycle and at extremely high chamber pressures. Special new alloys had to be invented to suppress the engine's tendency to become a bomb. The single version is designed with very durable components and high reusability, as well as higher gimbal range, but because of that is also heavier than its expendable counterpart used in first stage clusters. #autoLOC_500459 = ascent main propuls rocket shuttle ssme (vector #autoLOC_500460 = S1 SRB-KD25k "Kickback" Solid Fuel Booster #autoLOC_500461 = This super heavy booster is designed to be recovered after jettisoning. Once recovered, it is refurbished and refueled for another launch. #autoLOC_500462 = (back (kick (kickback moar (more motor rocket srb #autoLOC_500463 = J-20 "Juno" Basic Jet Engine #autoLOC_500464 = A small turbojet. Not very efficient, anemic thrust, but hey--it's cheap! And it's so cute...look at the little thing! #autoLOC_500465 = aircraft (juno plane propuls turb #autoLOC_500466 = O-10 "Puff" MonoPropellant Fuel Engine #autoLOC_500467 = When The O-10 Engine was first unveiled, it was regarded as one of those ideas that someone should have thought of a long time ago. This made most employees at Reaction Systems Ltd feel quite awkward, as they were particularly proud of having delivered this project on schedule for once. This Engine responds to main throttle controls, but it consumes MonoPropellant instead of a Fuel+Oxidizer mix. #autoLOC_500468 = maneuver manoeuvre orbital probe propuls (puff thruster #autoLOC_500469 = CR-7 R.A.P.I.E.R. Engine #autoLOC_500470 = The R.A.P.I.E.R. (Reactive Alternate-Propellant Intelligent Engine for Rockets) is a joint venture between C7 Aerospace and the Rockomax Conglomerate. Designed to fill a gap in the design requirements for sustainable single stage to orbit aircraft, this engine combines the best of rocket and air-breathing thrust technology. #autoLOC_500471 = aircraft ascent closed cycle dual fuel hybrid jet liquid main mode plane propuls rapier rocket ssto #autoLOC_500472 = LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine #autoLOC_500473 = This liquid fuel booster system is a very purposeful piece of engineering. Instead of relying on single engines or solid rocket boosters, the KR-1x2 employs two modified KR-1 engine, fed by a built-in fuel system, as the source of its immense lifting power. All that self-contained goodness comes at the cost of not having a mounting point for its underside, and not being quite as efficient as dedicated engines. It also comes at quite a literal cost as well. #autoLOC_500474 = ascent (boar booster main propuls rocket (twin #autoLOC_500475 = Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine #autoLOC_500476 = This engine is Kerbodyne's first attempt at a highly advanced engine. The engineers couldn't get it to produce full efficiency at sea level without the engine exploding, so it was repurposed as an upper stage engine. The experience gained here with high efficiency has been repurposed for later models, which feature multiple combustion chambers at higher pressure (that don't go boom). This engine is optimized for lighting mid-flight, although it still provides respectable power at sea level. #autoLOC_500477 = ascent main propuls (rhino rocket sustain vacuum #autoLOC_500478 = S3 KS-25x4 "Mammoth" Liquid Fuel Engine #autoLOC_500479 = Kerbodyne engineers got fed up with having to contend with overly complicated staging arrays for lifting heavy payloads, and decided instead to just build a truly enormous engine of the highest efficiency. Strapping together four of Kerbodyne's KS-25 rocket motors in a single assembly, they created the largest rocket engine in production anywhere, and each KS-25 has the highest chamber pressure--the reason for four small nozzles and combustion chambers, not one big one (those kept going boom). It's certainly got the power to match its size, and although it excels in its main role as a first-stage engine, the lack of structural hardpoints on its underside makes it quite less suitable for other purposes. Its price tag also seems to match its size, in fact. #autoLOC_500480 = ascent launch main (mammoth propuls rocket #autoLOC_500481 = BACC "Thumper" Solid Fuel Booster #autoLOC_500482 = Filled with a new, even more volatile fuel, the BACC offers semi-reliable performance at a good price. #autoLOC_500483 = moar (more motor rocket srb (thumper #autoLOC_500484 = RT-10 "Hammer" Solid Fuel Booster #autoLOC_500485 = Packing a powerful punch for its size, The RT-10 is widely used in many space programs, whenever the need to save cash is greater than the need to keep astronauts alive. #autoLOC_500486 = (hammer moar (more motor rocket srb #autoLOC_500487 = RT-5 "Flea" Solid Fuel Booster #autoLOC_500488 = While considered by some to be little more than "a trash bin full o' boom", The RT-5 can be seen in use at many space programs, perhaps possibly because it is the only option for many space programs, but nevertheless, this small booster provides a nice kick to lift small payloads to considerable heights. Use with caution, though. Once lit, solid fuel motors cannot be put out until the fuel runs out. #autoLOC_500489 = (flea moar (more motor rocket srb #autoLOC_500490 = Sepratron I #autoLOC_500491 = A small canister filled with what appears to be solid rocket fuel. Although not much of a step forward in terms of raw power, Kerbal Scientists have slowly warmed up to the Sepratron I's many uses, such as pushing things away. For best results, angle before use. #autoLOC_500492 = abort booster emergency explo malfunc moar (more motor rocket ?rud safe separat solid srb surviv thruster ullage #autoLOC_500493 = Vernor Engine #autoLOC_500494 = The VR-N1ER Veer-Governor, or "Vernor" Engine is an attitude control thruster. These motors are linked to RCS controls, but are powered by a Fuel+Oxidizer mix, making them significantly more powerful than MonoPropellant-powered RCS thrusters. They are fairly more bulky in comparison though, and feature only one nozzle facing outwards, although most agree that is an acceptable trade-off for the additional punch they pack. #autoLOC_500495 = dock liquid manoeuvre maneuver propuls rocket control react rendezvous rotate stab steer thruster translate rcs vernier #autoLOC_500496 = Mk3 to Mk2 Adapter #autoLOC_500497 = Our engineers insisted on a way to reuse Mk2 parts on the new Fuselage system. Manufacturing a streamlined adapter despite the considerable difference of the two cross sections required quite a radical design. It is often used as a slide on Take Your Kids to Work Day. #autoLOC_500498 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500499 = Mk3 Engine Mount #autoLOC_500500 = A structural mounting plate for rocket engines. #autoLOC_500501 = plate shuttle structur tail #autoLOC_500502 = Mk3 to 2.5m Adapter #autoLOC_500503 = Perfectly pointy, carefully curved and devastatingly destructive, this Mk3 to 2.5m adapter can satisfy your wildest of dreams. Or it'll let you bridge the gaps between parts on your craft while giving you a bit of fuel... Your choice. #autoLOC_500504 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500505 = Mk3 to 2.5m Adapter Slanted #autoLOC_500506 = Makes your craft hang in the air like bricks don't! #autoLOC_500507 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500508 = 2.5m to Mk2 Adapter #autoLOC_500509 = When you can't decide between a rocket and a spaceplane, why not both? #autoLOC_500510 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500511 = C7 Brand Adapter - 2.5m to 1.25m #autoLOC_500512 = While the popular Rockomax Adapter has served its purpose fairly well over the years, C7 engineers thought they could do better. Improvements of this in-house product include an integrated fuel tank and a longer structural frame. #autoLOC_500513 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500514 = C7 Brand Adapter Slanted - 2.5m to 1.25m #autoLOC_500515 = While the popular Rockomax Adapter has served its purpose fairly well over the years, C7 engineers thought they could do better. Improvements of this in-house product include an integrated fuel tank and a longer structural frame. #autoLOC_500516 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500517 = Mk3 to 3.75m Adapter #autoLOC_500518 = An adapter for when your craft turns from a massive rocket into a gargantuan plane! #autoLOC_500519 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500520 = Rockomax Jumbo-64 Fuel Tank #autoLOC_500521 = The largest tank available from Rockomax, the Jumbo-64 holds a vast amount of fuel in a friendly orange insulated container. Contrary to popular belief, the Jumbo-64 is NOT orange flavored and should NOT be tasted. #autoLOC_500522 = fueltank ?lfo liquid orange oxidizer propellant rocket #autoLOC_500523 = Oscar-B Fuel Tank #autoLOC_500524 = The Oscar-B Fuel Tank from Probodobodyne is a compact fuel container for small space probes, or a backup tank for other small spacecraft. Do not wash in cold water, or feed after midnight. #autoLOC_500525 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_500526 = FL-T100 Fuel Tank #autoLOC_500527 = The T100 is a miniature fuel tank made to be even more adorable than its bigger brother, the T200. Handle stoically and with care. #autoLOC_500528 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_500529 = FL-T200 Fuel Tank #autoLOC_500530 = The T200 tank had some difficulty being accepted in the spacecraft engineering world, because most rocket builders had trouble overcoming their urges to squee at the "cute little fuel tank". This initial reaction was only put aside when the amount of fiery explosions in assembly areas became so high, strict guidelines were put in place to prohibit "teasing the fuel containers". The T200 Tank now is widely used in several space programs and does a remarkably good job, if assembled politely. #autoLOC_500531 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_500532 = FL-T400 Fuel Tank #autoLOC_500533 = The FL series was received as a substantial upgrade over previous fuel containers used in the Space Program, generally due to its ability to keep the fuel unexploded more often than not. Fuel tanks are useless if there isn't a Liquid Engine attached under it. They can also be stacked with other fuel tanks to increase the amount of fuel for the engine below. #autoLOC_500534 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_500535 = FL-T800 Fuel Tank #autoLOC_500536 = A stretched variant of the FL-T400, the FL-T800 holds twice the fuel in a slightly stronger container. The black stripes along the side make the rocket go faster, our engineers tell us. #autoLOC_500537 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_500538 = ROUND-8 Toroidal Fuel Tank #autoLOC_500539 = An unconventionally shaped (but undoubtedly handy) fuel tank. #autoLOC_500540 = donut doughnut fueltank gold ?lfo lifebuoy liquid oxidizer propellant (ring rocket yellow #autoLOC_500541 = Rockomax X200-16 Fuel Tank #autoLOC_500542 = After many, many studies, Rockomax engineers found that the space program does indeed have a use for a tank half the size of the X200-32. No refunds. #autoLOC_500543 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_500544 = Rockomax X200-32 Fuel Tank #autoLOC_500545 = Developed after one J. Kerman complained that the fuel tanks available were 'way too small', the X200-32 holds a generous amount of fuel, for all your... fueling needs or something like that. Shut up, Rockomax hires rocket scientists, not writers. #autoLOC_500546 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_500547 = Rockomax X200-8 Fuel Tank #autoLOC_500548 = A compact fuel tank, designed for small upper stages and landers. Rockomax takes no responsibility for the Dawton Kerman Aboveground Pool Company stickers on the inside because it totally is not a swimming pool frame we stole from their back lot. #autoLOC_500549 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_500550 = Mk0 Liquid Fuel Fuselage #autoLOC_500551 = A small container for jet fuel. #autoLOC_500552 = fueltank jet ?lf only propellant tank #autoLOC_500553 = Mk2 Bicoupler #autoLOC_500554 = One engine is not enough? We got you covered! #autoLOC_500555 = dual fuel fueltank ?lfo liquid multi oxidizer pair propellant rocket split tank twin #autoLOC_500556 = Mk2 to 1.25m Adapter Long #autoLOC_500557 = A generic Mk1 to Mk2 adapter that was left to dry a bit too long and stretched out. #autoLOC_500558 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500559 = Mk2 to 1.25m Adapter #autoLOC_500560 = Generic Mk2 to Mk1 adapter. #autoLOC_500561 = fuel fueltank ?lfo liquid oxidizer propellant rocket tank #autoLOC_500562 = Mk2 Rocket Fuel Fuselage #autoLOC_500563 = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Now comes with at least 100% more Oxidiser. #autoLOC_500564 = fueltank ?lfo liquid oxidizer propellant tank #autoLOC_500565 = Mk2 Liquid Fuel Fuselage #autoLOC_500566 = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Only carries Liquid Fuel. #autoLOC_500567 = aircraft airplane fueltank jet ?lf only plane propellant tank #autoLOC_500568 = Mk2 Rocket Fuel Fuselage Short #autoLOC_500569 = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Now comes with at least 100% more Oxidiser. #autoLOC_500570 = fueltank ?lfo liquid oxidizer propellant tank #autoLOC_500571 = Mk2 Liquid Fuel Fuselage Short #autoLOC_500572 = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Only carries Liquid Fuel. #autoLOC_500573 = aircraft airplane fueltank jet ?lf only plane propellant tank #autoLOC_500574 = Mk2 Monopropellant Tank #autoLOC_500575 = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Bursting to the brim with Monopropellant for all your attitude control needs! #autoLOC_500576 = fuel fueltank mono propellant rcs #autoLOC_500577 = Mk3 Passenger Module #autoLOC_500578 = At a capacity of 16 Kerbals, the Mk3 Passenger module is known in the Astronaut Complex breakrooms as the "Super Economy" class for spacetravel and allows only carry-on baggage. Any checked or emotional baggage may require one of the Mk3 Cargo Bays. #autoLOC_500579 = aircraft airliner cabin contain plane (stor tour #autoLOC_500580 = Mk3 Rocket Fuel Fuselage Long #autoLOC_500581 = Filled to the brim with Rocket Fuel, C7 Aerospace's supplier Ekson-Kobil have assured us that this tank is absolutely airtight. #autoLOC_500582 = fueltank ?lfo liquid oxidizer propellant tank #autoLOC_500583 = Mk3 Rocket Fuel Fuselage Short #autoLOC_500584 = A compact fuel tank for when the rest of your craft is taken up by cargo bays! #autoLOC_500585 = fueltank ?lfo liquid oxidizer propellant tank #autoLOC_500586 = Mk3 Rocket Fuel Fuselage #autoLOC_500587 = For that rare moment when your fuel needs are less than ludicrous. #autoLOC_500588 = fueltank ?lfo liquid oxidizer propellant tank #autoLOC_500589 = Mk3 Liquid Fuel Fuselage Long #autoLOC_500590 = C7 Aerospace Division had issues piping the fuel from the refinery, so they brought the refinery tanks to us! It sounded like they muttered "Good luck.." as they dropped off these parts. #autoLOC_500591 = aircraft airlin airplane fueltank jet ?lf only plane propellant tank #autoLOC_500592 = Mk3 Liquid Fuel Fuselage Short #autoLOC_500593 = For the economically minded aerospace designer, who is building a massive plane... #autoLOC_500594 = aircraft airlin airplane fueltank jet ?lf only plane propellant tank #autoLOC_500595 = Mk3 Liquid Fuel Fuselage #autoLOC_500596 = For when your fuel needs are only 1/4 as enormous. #autoLOC_500597 = aircraft airlin airplane fueltank jet ?lf only plane propellant tank #autoLOC_500598 = Mk3 Monopropellant Tank #autoLOC_500599 = The reaction to when the reaction control system doesn't have enough control in the system; more monopropellant! #autoLOC_500600 = fuel fueltank mono propellant rcs #autoLOC_500601 = FL-R750 RCS Fuel Tank #autoLOC_500602 = A larger-scale version of the standard RCS fuel tank. #autoLOC_500603 = fuel propellant fueltank tank mono regular standard average medium cross feed 1.875 #autoLOC_500604 = FL-R20 RCS Fuel Tank #autoLOC_500605 = The FL-R20 is a miniature RCS tank for small probes and low volume monopropellant storage. #autoLOC_500606 = fueltank mono monopropellant propellant #autoLOC_500607 = FL-R120 RCS Fuel Tank #autoLOC_500608 = These fuel tanks store monopropellant for RCS thrusters. New advances in plumbing technology made it possible to route RCS lines to any point in the ship. So unlike liquid fuel tanks, RCS Fuel tanks can be placed anywhere. #autoLOC_500609 = fueltank mono monopropellant propellant #autoLOC_500610 = Stratus-V Roundified Monopropellant Tank #autoLOC_500611 = Despite its fanciful name, the Stratus-V is quite simple - a small, radially attachable RCS tank. #autoLOC_500612 = fuel fueltank mono propellant rcs #autoLOC_500613 = Stratus-V Cylindrified Monopropellant Tank #autoLOC_500614 = After years of research and development, the Stratus corporation has developed a revolutionary upgrade to their Stratus-V fuel tank line. Cylinders. This tank holds a moderate supply of monopropellant for RCS thrusters. #autoLOC_500615 = fuel fueltank rcs #autoLOC_500616 = Kerbodyne S3-14400 Tank #autoLOC_500617 = When nobody believed in (or even asked for) an even larger fuel tank than the already enormous S3-7200, Kerbodyne stepped up with the sanity-defying S3-14400 model. Carrying fully twice as much fuel as before, this fuel tank may just pack enough propellant to justify its proportionately enormous cost. #autoLOC_500618 = fuel fueltank ?lfo propellant rocket #autoLOC_500619 = Kerbodyne S3-7200 Tank #autoLOC_500620 = Kerbodyne's signature heavy fuel tank. Designed to be used with their advanced rocket engines. #autoLOC_500621 = fuel fueltank ?lfo propellant rocket #autoLOC_500622 = Kerbodyne S3-3600 Tank #autoLOC_500623 = A half-capacity version of Kerbodyne's iconic fuel tank, for not quite exactly half the cost. #autoLOC_500624 = fuel fueltank ?lfo propellant rocket #autoLOC_500625 = PB-X150 Xenon Container #autoLOC_500626 = Although most of the Probodobodyne staff couldn't pronounce "Xenon", when told how to say it correctly, they all agreed it sounded super-cool - and everything possible should be done so it could be used as a fuel, no matter the cost. #autoLOC_500627 = fueltank (ion propellant tank #autoLOC_500628 = PB-X750 Xenon Container #autoLOC_500629 = Although most of the Probodobodyne staff couldn't pronounce "Xenon", when told how to say it correctly, they all agreed it sounded super-cool - and everything possible should be done so it could be used as a fuel, no matter the cost. #autoLOC_500630 = fueltank (ion propellant tank #autoLOC_500631 = PB-X50R Xenon Container #autoLOC_500632 = The X50R is a small-volume Xenon container, heralded by engineers for being ideally suited for small ion-driven spacecraft, and also for having thoroughly disproved management in their notion that a smaller fuel tank would make the fuel cheaper. #autoLOC_500633 = fueltank (ion propellant tank #autoLOC_500634 = Probodobodyne HECS2 #autoLOC_500635 = A larger probe core based on the popular HECS design. With integrated battery banks, specialized flight controls, and a built-in reaction wheel, the HECS2 is a suitable probe core for more advanced satellites. #autoLOC_500636 = asteroid cmg command control (core day fly gold gyro hex kerbnet moment probe react sas satellite space stab steer torque yellow #autoLOC_500637 = Communotron HG-55 #autoLOC_500638 = The Communotron HG-55 high gain antenna allows for blazingly fast directional data transmission, and was originally designed for deep space probes. Please note that Ionic Symphonic Protonic Electronics is not liable for any damages that might result from prolonged exposure to RF radiation. #autoLOC_500639 = aerial antenna asteroid day dish radio signal transmi #autoLOC_500640 = OX-STAT-XL Photovoltaic Panels #autoLOC_500641 = A larger version of the OX-STAT, the XL version features a larger surface area than its smaller cousin while retaining the cost and weight benefits of a static solar panel. #autoLOC_500642 = array asteroid charge day e/c elect energ fixed flat generat (light photo power solar static sun volt watt #autoLOC_500643 = A potato like rock #autoLOC_500644 = Big ole, rock like thing. #autoLOC_500645 = asteroid roid spud #autoLOC_500646 = Fuel Cell #autoLOC_500647 = A small fuel cell that allows fuel and oxidizer to be converted into energy. Handy for those places where a solar panel will not do. Also handy for re-heating snacks. #autoLOC_500648 = array bank charge convert e/c elect energ pack power volt watt #autoLOC_500649 = Fuel Cell Array #autoLOC_500650 = Why have just one fuel cell when you can have six? The fuel cell array is ideal for situations where you need a large source of reliable power. Like the smaller fuel cells, this array operates by converting fuel and oxidizer into energy. #autoLOC_500651 = array bank charge convert e/c elect energ pack power volt watt #autoLOC_500652 = Convert-O-Tron 250 #autoLOC_500653 = This mobile processing plant can take raw materials containing even trace amounts of oxygen and hydrogen, and crack them into useful fuel products. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. #autoLOC_500654 = conver isru mine )mining (ore process resource #autoLOC_500655 = Large Holding Tank #autoLOC_500656 = A large tank that can be used for storing raw materials. Not to be used as a bouncy castle. #autoLOC_500657 = black isru mine )mining (ore resource store #autoLOC_500658 = 'Drill-O-Matic Junior' Mining Excavator #autoLOC_500659 = A smaller version of the popular Drill-O-Matic, this drill is designed to help extract valuable resources from the crust of planets and asteroids. Unlike its larger cousin, this smaller model is only suitable for ore concentrations in excess of 2.5%. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. #autoLOC_500660 = drill extractor harvest isru mine )mining (ore resource #autoLOC_500661 = Convert-O-Tron 125 #autoLOC_500662 = A smaller version of Kerbodyne's mobile processing plant, this module can take raw materials containing even trace amounts of oxygen and hydrogen, and crack them into useful fuel products. When operated by a skilled engineer, you will be able to operate with better efficiency. While this smaller model is lighter than its bigger cousin, it is less efficient, and not designed for long-term operations. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. #autoLOC_500663 = conver isru mine )mining (ore process resource #autoLOC_500664 = M4435 Narrow-Band Scanner #autoLOC_500665 = Ideal for surveying potential landing sites, this scanner provides detailed information about the planet or moon that it orbits, though this data is limited to the spot directly below the scanner. #autoLOC_500666 = isru mine )mining (ore prospect resource sensor #autoLOC_500667 = 'Drill-O-Matic' Mining Excavator #autoLOC_500668 = Designed to help extract valuable resources from the crust of planets and asteroids, the Drill-O-Matic uses a rotary drill combined with an internal transfer auger to pull crushed regolith into holding tanks for later processing. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. #autoLOC_500669 = drill extractor harvest isru mine )mining (ore resource #autoLOC_500670 = Radial Holding Tank #autoLOC_500671 = A small radial tank for storing raw materials, or possibly spare snacks. #autoLOC_500672 = black isru mine )mining (ore resource store #autoLOC_500673 = Small Holding Tank #autoLOC_500674 = A small tank for storing raw materials, or possibly spare snacks. #autoLOC_500675 = black isru mine )mining (ore resource store #autoLOC_500676 = Surface Scanning Module #autoLOC_500677 = A small module that includes soil, atmospheric, and oceanic sampling tools. When used while landed on a planet or moon, the sample data gathered can be used to increase the accuracy of orbital survey scanners. #autoLOC_500678 = isru mine )mining (ore prospect resource scanner sensor #autoLOC_500679 = M700 Survey Scanner #autoLOC_500680 = This orbital survey scanner uses a combination of advanced sensor technology and witchcraft to provide information on a planet or moons natural resources. These images can be viewed either in flight, or in relative safety and comfort back at the KSC. Be sure to bring an antenna capable of transmitting the information back, and sufficient power. #autoLOC_500681 = experiment isru mine )mining (ore overlay prospect research resource science sensor #autoLOC_500682 = Atmospheric Fluid Spectro-Variometer #autoLOC_500683 = A device for performing accurate fluid spectro-variometry scans of the surrounding atmosphere. Despite some criticism claiming that fluid spectro-variometry isn't a real science, Kerbal scientists seem to all agree that the data it provides is definitely interesting. Warranty void if exposed to air. #autoLOC_500684 = atmospher experiment research rerun re-run reus re-us redo re-do reset re-set science sensor #autoLOC_500685 = Mystery Goo™ Containment Unit\u0020 #autoLOC_500686 = This unit was something one of our engineers came upon while dumpster divin-- Erm, while researching alternative applications for existing technologies. It's a sealed container which appears to be filled with a strange-looking substance. We couldn't reach in or break the canister open, but watching how the Goo behaves when subjected to different situations could be very educational. #autoLOC_500687 = experiment research science #autoLOC_500688 = Mobile Processing Lab MPL-LG-2 #autoLOC_500689 = No longer are you limited to research facilities only on Kerbin! With the Mobile Processing Lab, you can conduct long-term experiments and ongoing research with the data you collect in the field. Be sure to check back on your scientists from time to time, and transmit the results of their research home! This model is guaranteed to spontaneously combust less than previous models, and also has the equipment necessary to clean out and restore functionality to inoperable experiments. #autoLOC_500690 = experiment laboratory research science #autoLOC_500691 = SC-9001 Science Jr. #autoLOC_500692 = The SC-9001 is a cutting edge, self contained laboratory. Have you ever wondered what happens to something in zero G? Or, have you ever pondered the truly meaningful questions? Such as what would happen if I exposed this to the rigors of stellar radiation and unforgiving vacuum? Comes with complimentary notepad. Recommended for ages 4-8. Small parts inside make it not suitable for small children. #autoLOC_500693 = bay experiment lab material research #autoLOC_500694 = Experiment Storage Unit #autoLOC_500695 = After discovering that old snack boxes were also really effective at storing mystery goo and data tapes, Kerbal scientists created the Experiment Storage Unit to help Kerbalnauts bring their valuable science back to Kerbin, while avoiding the hazards of reentry, rough landings, and Jeb's piloting skills. #autoLOC_500696 = science #autoLOC_500697 = Double-C Seismic Accelerometer #autoLOC_500698 = This device contains an extremely sensitive acceleration sensor, which when properly settled on a firm surface, will detect and record accurate seismic activity data. The accelerometer will still function while flying, so the Double-C can also be used to measure accelerations during flight. Warranty void if shaken or exposed to vacuum. #autoLOC_500699 = acceler experiment research rerun re-run reus re-us redo re-do reset re-set science sensor #autoLOC_500700 = PresMat Barometer #autoLOC_500701 = A device for measuring the local atmospheric pressure. Warranty void if exposed to air. #autoLOC_500702 = atmospher experiment pressure research rerun re-run reus re-us redo re-do reset re-set science sensor #autoLOC_500703 = GRAVMAX Negative Gravioli Detector #autoLOC_500704 = A device for capturing and measuring the elusive Negative Gravioli Particle, used for determining the precise strength of gravitational fields. Warranty void if used to detect Positive Gravioli Particles. #autoLOC_500705 = experiment gravity research rerun re-run reus re-us redo re-do reset re-set science sensor #autoLOC_500706 = 2HOT Thermometer #autoLOC_500707 = This thermometer is definetely not a store-bought model with some wires stuck to it. Warranty void if an engineer admits it's actually a store-bought model with some wires stuck to it. #autoLOC_500708 = experiment heat research rerun re-run reus re-us redo re-do reset re-set science sensor temperature #autoLOC_500709 = TVR-200L Stack Bi-Adapter #autoLOC_500710 = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 2.5m stack into two 1.25m stacks. #autoLOC_500711 = ?2 adapter (bi dual multi rockomax twin two #autoLOC_500712 = TVR-400L Stack Quad-Adapter #autoLOC_500713 = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 2.5m stack into four 1.25m stacks. #autoLOC_500714 = ?4 adapter four multi (quad rockomax #autoLOC_500715 = TVR-300L Stack Tri-Adapter #autoLOC_500716 = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 2.5m stack into three 1.25m stacks. #autoLOC_500717 = ?3 adapter multi rockomax three (tri triple #autoLOC_500718 = FL-A5 Adapter #autoLOC_500719 = A small parts adapter for FL-T based fuselages. #autoLOC_500720 = )cap nose plate #autoLOC_500721 = FL-A10 Adapter #autoLOC_500722 = A small parts adapter for FL-T based fuselages. #autoLOC_500723 = )cap cone nose #autoLOC_500724 = Engine Pre-cooler #autoLOC_500725 = Advanced materials allow this cooler to wick away the heat from attached engines. In addition, it features additional intake area optimized for supersonic flight and powerful static suction. #autoLOC_500726 = aero (air aircraft breathe cone fligh fuel inlet intake jet oxygen plane suck supersonic tank #autoLOC_500727 = Engine Nacelle #autoLOC_500728 = The Engine Nacelle is a self-contained solution for powering air-breathing engines. It includes some reserve fuel, making it a very practical option. C7 Engineers assure us that these units are quite safe, and that the dents and burn marks will give yours a more unique look. Optimized for subsonic flight; includes very powerful static suction. #autoLOC_500729 = aero (air aircraft breathe cone fligh fuel inlet intake jet oxygen plane sonic sub subsonic suck tank #autoLOC_500730 = Mk1 Liquid Fuel Fuselage #autoLOC_500731 = A standard fuselage that carries fuel for spaceplanes. This one is chock-full of jet fuel. Not as resistant as its counterparts, but jet fuel is more efficient than the other fuels, without mentioning lighter. #autoLOC_500732 = aircraft airplane fueltank jet plane propellant tank #autoLOC_500733 = Mk1 Diverterless Supersonic Intake #autoLOC_500734 = This version of the Mk1 Fuselage module carries only a bit of fuel, but is fitted with a streamlined air intake. It consists of a "bump" and a forward-swept inlet cowl. This eliminates the need for a Splitter plate, while compressing the air to slow it down from supersonic to subsonic speeds. DSIs can be used to replace the intake ramp and inlet cone, which are more complex, heavy and expensive. #autoLOC_500735 = aero (air aircraft airplane breathe fligh fueltank inlet jet oxygen plane propellant suck tank #autoLOC_500736 = Structural Fuselage #autoLOC_500737 = A standard fuselage. Carries no fuel; is there merely as a structural element. As such, it's lighter and more solid due to reinforcements. #autoLOC_500738 = aircraft airplane hollow jet mk1 pipe plane tube #autoLOC_500739 = TR-38-D #autoLOC_500740 = Originally designed to separate buildings that were stuck together, O.M.B has repurposed these explosive bolts for use in separating stacks of massive rockets. #autoLOC_500741 = break decouple explo kerbodyne separat split #autoLOC_500742 = Kerbodyne ADTP-2-3 #autoLOC_500743 = This adapter is used to bridge between Kerbodyne and Rockomax rocket bodies. #autoLOC_500744 = cone rockomax #autoLOC_500745 = Rockomax HubMax Multi-Point Connector #autoLOC_500746 = When it was unveiled at the 3rd annual Rockets & Explosions festival, the HubMax Multi-Point Connector caused several patrons to die of shock on the spot. 'All my life I thought rocket parts could be placed one way - up! But Rockomax today has shattered that notion' said one survivor, who asked to remain anonymous. Needless to say, this part may very well herald a revolution in construction technologies. Docking ports sold separately. #autoLOC_500747 = base build center central connect construct (core hub nexus outpost statio #autoLOC_500748 = M-Beam 200 I-Beam #autoLOC_500749 = Handcrafted by Dinkelstein himself, the M-Beam 200 works great for making rockets and skyscrapers alike. #autoLOC_500750 = beam build connect construct extend fabricate girder structur support #autoLOC_500751 = M-Beam 200 I-Beam Pocket Edition #autoLOC_500752 = Handcrafted by Dinkelstein himself, the M-Beam 200 works great for making rockets and skyscrapers alike. This one's half as long as the normal version, for building smaller skyscrapers and/or rockets. #autoLOC_500753 = beam build connect construct extend fabricate girder structur support #autoLOC_500754 = M-Beam 650 I-Beam #autoLOC_500755 = A wide, upscaled version of the M-Beam 200 I-Beam. Dinkelstein loves variety, man. #autoLOC_500756 = beam build connect construct extend fabricate girder structur support #autoLOC_500757 = The Not-Rockomax Micronode #autoLOC_500758 = Dinkelstein Kerman's Construction Emporium vehemently denies any and all accusations of industrial espionage arising from similarities between this product and a product-which-will-not-be-named from Rockomax Brand. #autoLOC_500759 = build center central connect construct (core extend fabricate hub nexus node structur support #autoLOC_500760 = M-1x1 Structural Panel #autoLOC_500761 = A sturdy metal plate, perfect for constructing all sorts of things. #autoLOC_500762 = body build construct cover extend fabricate plat structur support #autoLOC_500763 = M-2x2 Structural Panel #autoLOC_500764 = Four M-1x1 have been arranged in a 2x2 layout for this part, then stuck together with super glue. #autoLOC_500765 = body build construct cover extend fabricate plat structur support #autoLOC_500766 = Small Hardpoint #autoLOC_500767 = A structural Pylon for engine Support. Designed to fit against fuselages, and hull bodies. This is the small variant, mostly for use with the smaller engines. Comes Equipped with emergency bolts to separate jet engines in the event of fire or catastrophic failure. (Not covered by warranty) #autoLOC_500768 = connect decouple hard point pylon separat stag structur #autoLOC_500769 = Structural Pylon #autoLOC_500770 = A structural Pylon for engine Support. Designed to fit against fuselages, and hull bodies. Comes Equipped with emergency bolts to separate jet engines in the event of fire or catastrophic failure. (Not covered by warranty) #autoLOC_500771 = connect decouple hard point separat stag structur #autoLOC_500772 = Cubic Octagonal Strut #autoLOC_500773 = Now, with advances in technology, StrutCo brings you the Cubic Octagonal Strut - it's like a regular Octagonal Strut, but in the shape of a cube! #autoLOC_500774 = connect cube frame girder scaffold structur truss #autoLOC_500775 = Octagonal Strut #autoLOC_500776 = StrutCo presents: Octagonal struts! Use them to mount stop signs or octopi. #autoLOC_500777 = connect frame girder scaffold structur truss #autoLOC_500778 = Modular Girder Adapter #autoLOC_500779 = This piece allows you to attach Modular Girder parts to standard 1.25m attachment points. #autoLOC_500780 = connect frame scaffold structur strut truss #autoLOC_500781 = Modular Girder Segment #autoLOC_500782 = New! Build the structure of your dreams with the Maxo Construction Toys Modular Girder Segment! #autoLOC_500783 = connect frame scaffold structur strut truss #autoLOC_500784 = Modular Girder Segment XL #autoLOC_500785 = Now even bigger! Build larger structures of larger dreams! #autoLOC_500786 = connect frame scaffold structur strut truss #autoLOC_500787 = Thermal Control System (large) #autoLOC_500788 = A deployable thermal control system consisting of multiple liquid cooled radiator panels. #autoLOC_500789 = cool deploy extend fold heat moderat panel radiat retract temperat therm unfold #autoLOC_500790 = Thermal Control System (medium) #autoLOC_500791 = A deployable thermal control system consisting of multiple liquid cooled radiator panels. #autoLOC_500792 = cool deploy extend fold heat moderat panel radiat retract temperat therm unfold #autoLOC_500793 = Thermal Control System (small) #autoLOC_500794 = A deployable thermal control system consisting of multiple liquid cooled radiator panels. #autoLOC_500795 = cool deploy extend fold heat moderat panel radiat retract temperat therm unfold #autoLOC_500796 = Radiator Panel (edge) #autoLOC_500797 = A radially attachable radiator panel to help dissipate heat into space. #autoLOC_500798 = cool fixed heat moderat radiat static temperat therm #autoLOC_500799 = Radiator Panel (large) #autoLOC_500800 = A radially attachable radiator panel to help dissipate heat into space. #autoLOC_500801 = cool fixed heat moderat radiat static temperat therm #autoLOC_500802 = Radiator Panel (small) #autoLOC_500803 = A radially attachable radiator panel to help dissipate heat into space. #autoLOC_500804 = cool fixed heat moderat radiat static temperat therm #autoLOC_500805 = Communotron 88-88 #autoLOC_500806 = The Communotron 88-88 directional antenna allows for far more reliable communication at longer ranges than previous models. This is thanks in part to its patented parabolic folding design, which our research team maintains was not inspired by an umbrella. #autoLOC_500807 = aerial antenna deploy direct dish extend fold radio signal transmi #autoLOC_500808 = Communotron DTS-M1 #autoLOC_500809 = The Communotron DTS-M1 is a fully deployable communications and data transmission system. It has been designed to have a minimal form factor when stowed. Occasional antenna tweaking and swift kicks to the main assembly may be required for optimal performance. #autoLOC_500810 = aerial antenna deploy direct extend fold radio signal transmi #autoLOC_500811 = Communotron 16 #autoLOC_500812 = The Communotron 16 is a versatile and lightweight antenna, suitable for moderate-range communication, long-range backup communication, and eavesdropping on secret government operations. #autoLOC_500813 = aerial antenna radio signal transmi #autoLOC_500814 = Hydraulic Detachment Manifold #autoLOC_500815 = After discovering the word "Manifold", O.M.B. Engineers decided it would be best to use it in the name of at least ONE product. #autoLOC_500816 = break decouple separat split stag #autoLOC_500817 = TT-38K Radial Decoupler #autoLOC_500818 = The TT-38K Radial Decoupler, like most other decouplers, is equipped with a (hopefully) small explosive charge, that will sever the structural linkage between itself and whatever it's connected to. #autoLOC_500819 = break decouple separat split stag #autoLOC_500820 = TT-70 Radial Decoupler #autoLOC_500821 = The TT-70 Radial Decoupler is an extension of the TT-38K decoupler, with a large truss structure for greater space between mounting points. #autoLOC_500822 = break decouple separat split stag #autoLOC_500823 = TR-18D Stack Separator #autoLOC_500824 = Unlike Decouplers, Separators jettison everything attached to them. This new technology was very well received by rocket engineers everywhere. Not bad for something that started out as a failure for a controlled explosive bolt prototype. #autoLOC_500825 = break decouple separat split stag #autoLOC_500826 = TR-2C Stack Separator #autoLOC_500827 = Similarly to the TR-18D, the TR-2C is a utility for slicing a rocket into two halves, but now in a more compact size. The manual says the explosive content is just enough to eject anything attached to the unit in a safe, controlled manner. The delivery guy did have a full bomb suit on though, so try not to drop it. #autoLOC_500828 = break decouple separat split stag #autoLOC_500829 = TR-XL Stack Separator #autoLOC_500830 = The TR-XL Stack Separator is the largest available from O.M.B, designed for slicing the largest of rockets in twain. Unlike Decouplers, Separators will eject anything connected to themselves. This is good, as it removes the need to worry about which side needs to be pointed away from face. Try to not look at it too much though. #autoLOC_500831 = break decouple separat split stag #autoLOC_500832 = Rockomax Brand Decoupler #autoLOC_500833 = Rockomax is pleased to bring you the latest in decoupling technologies - twice the size of the next leading brand, Rockomax Brand Decouplers offer plenty of bang for plenty of buck! As with its smaller, woefully inferior competitor, the Rockomax Decoupler has handy arrows to indicate which side it will detach from. #autoLOC_500834 = break decouple separat split stack stag #autoLOC_500835 = TR-18A Stack Decoupler #autoLOC_500836 = The TR-18A Stack Decoupler is equipped with a (hopefully) small explosive charge, that will sever the structural linkage between itself and whatever it's connected to. Painted on its sides are handy arrows indicating which side will detach. #autoLOC_500837 = break decouple separat split stag #autoLOC_500838 = TR-2V Stack Decoupler #autoLOC_500839 = The TR-2V Stack Decoupler is a miniature detachment utility for small rockets and space probes. #autoLOC_500840 = break decouple separat split stag #autoLOC_500841 = Communotron 16-S #autoLOC_500842 = A Surface mount version of the Communotron-16 #autoLOC_500843 = aerial antenna radio signal transmi #autoLOC_500844 = HG-5 High Gain Antenna #autoLOC_500845 = A short range dual purpose communications antenna that can handle either direct communications or short range relays #autoLOC_500846 = Clamp-O-Tron Docking Port #autoLOC_500847 = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. #autoLOC_500848 = berth capture connect couple dock fasten join moor socket #autoLOC_500849 = Inline Clamp-O-Tron #autoLOC_500850 = The Inline Clamp-O-Tron was an accidental invention, created after an engineer (who really should have been wearing his glasses) incorrectly interpreted the Shielded Clamp-O-Tron's blueprints. Still, the rest of the team very much liked the idea of a sideways-pointing docking port with its own aerodynamic shell, so he patented the design. He still refuses to admit it wasn't intentional. #autoLOC_500851 = berth capture connect couple dock fasten join moor port socket #autoLOC_500852 = Clamp-O-Tron Docking Port Jr. #autoLOC_500853 = Originally marketed as a child-size version of the normal Clamp-O-Tron, the Clamp-O-Tron Jr. soon found use among hobbyists and professional space agencies alike for its compact profile, lightweight structure, and all-round cuteness. As a result of its small size, kerbals need to hold their breath and wiggle to slip through. #autoLOC_500854 = berth capture connect couple dock fasten join moor socket #autoLOC_500855 = Clamp-O-Tron Shielded Docking Port #autoLOC_500856 = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. The Shielded version has deployable fins to protect the port during ascent. #autoLOC_500857 = berth capture connect couple dock fasten join moor shield socket #autoLOC_500858 = Clamp-O-Tron Docking Port Sr. #autoLOC_500859 = The Clamp-O-Tron Sr. is the result of intense and costly development to answer the problem of how to make docking connections more sturdy. Thanks to the brilliant suggestion of the staff janitor "why don't you make 'em bigger?", the public now can enjoy the sheer thrill of docking enormous objects in space. #autoLOC_500860 = berth capture connect couple dock fasten join moor rockomax socket #autoLOC_500861 = Advanced Grabbing Unit #autoLOC_500862 = Kerbal Motion engineers have long struggled with the problem of how to extract dropped tools from complicated machinery. After observing an intern cleaning out his shoes by turning them upside and shaking them inside the lab, our team was hit with a stroke of inspiration! Why not turn the rocket parts upside down and shake them? The grabbing arm perfectly filled this niche, and is quite capable of lifting heavy machinery. It has since found other uses, besides delicate tool extraction operations. AKA "The Klaw!" #autoLOC_500863 = a.r.m arm asteroid capture clam claw connect dock fasten grab join klaw nasa #autoLOC_500864 = Pegasus I Mobility Enhancer #autoLOC_500865 = The Pegasus I Mobility Enhancer, known in some circles as a "ladder", is a state-of-the-art vertical mobility device, allowing your intrepid crew to scamper around the exterior of your ship like highly caffeinated rodents. #autoLOC_500866 = ascend climb descend ladder rung safe step #autoLOC_500867 = Kelus Mobility Enhancer #autoLOC_500868 = The Kelus Mobility Enhancer comes equipped with advanced telescopic extension technology. Recommended load 0.5 kerbals. After discovering that their name was already in use, Kelus picked their current name with the flip of a coin. #autoLOC_500869 = ascend climb descend ladder rung safe step #autoLOC_500870 = Kelus-LV Bay Mobility Enhancer #autoLOC_500871 = The Kelus-LV Mobility Enhancer Bay comes equipped with advanced telescopic extension technology. Recommended load 1.5 kerbals. After discovering that their name was already in use, Kelus picked their current name with the flip of a coin. #autoLOC_500872 = ascend climb descend ladder rung safe step #autoLOC_500873 = LT-1 Landing Struts #autoLOC_500874 = It may have been originally designed as a heavy-duty metal detector, but this landing leg certainly emphasises an important fact in surface landings: you don't need to put a crater in the ground to stop yourself! #autoLOC_500875 = ground land leg support #autoLOC_500876 = LT-2 Landing Strut #autoLOC_500877 = The LT-2 Landing Strut offers a heavy-duty method for planting yourself firmly on the ground, without the severe consequences that usually accompany planting yourself firmly on the ground. #autoLOC_500878 = ground land leg support #autoLOC_500879 = LT-05 Micro Landing Strut #autoLOC_500880 = A small landing leg designed for space probes or lightweight landers. Basically made of toothpicks... erm, Space-grade toothpicks mind you, but be careful with them anyway. #autoLOC_500881 = ground land leg support #autoLOC_500882 = Rockomax Brand Adapter #autoLOC_500883 = Governmental pressure and several lawsuits led Rockomax to finally consider creating an adapter to connect its own parts to that of its competitors. As much as the CEOs hated it, however, it was a resounding success. #autoLOC_500884 = cone #autoLOC_500885 = Rockomax Brand Adapter 02 #autoLOC_500886 = A shorter adapter from Rockomax, formed under similar circumstances to its big brother. Coated with spaceproof paint for maximum integrity. #autoLOC_500887 = cone truncat #autoLOC_500888 = TT18-A Launch Stability Enhancer #autoLOC_500889 = The TT18-A Stability Enhancer uses ground-breaking fastening technology to significantly increase the stability of spacecraft during the pre-launch phase. While OMB Demolition has been criticized in the past for using "big fancy words for a rocket holder" in their description of their device, none can say the TT18 series doesn't deliver rock-solid clamping action, as advertised. The owner's manual strongly suggests these devices be placed on the bottommost section of the spacecraft, and activated as soon as the engines are lit, for optimal de-clamping performance. #autoLOC_500890 = clam hold )pad rocket stabil tower #autoLOC_500891 = Launch Escape System #autoLOC_500892 = This solid rocket tower is designed to wrench the command pod up and away from a malfunctioning rocket. #autoLOC_500893 = abort booster emergency explo ?les l.e.s malfunc ?rud safe solid surviv #autoLOC_500894 = Place-Anywhere 7 Linear RCS Port #autoLOC_500895 = For every space that really needs an RCS thruster, Reaction Systems Ltd has you covered with its new Place-Anywhere 7 Linear RCS Port! #autoLOC_500896 = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate #autoLOC_500897 = Mk2 Cargo Bay CRG-08 #autoLOC_500898 = The longer version of the shorter cargo bay. Some ask us just how long is it? It's exactly double the length of the other one. #autoLOC_500899 = contain convey equipment freight hold hollow payload (stor transport utility #autoLOC_500900 = Mk2 Cargo Bay CRG-04 #autoLOC_500901 = Ever wanted to deploy small items into space such as Cubesats, ion-powered Probes or Kerbals? This is just the part for you! (Disclaimer: C7 Aerospace does not condone the deployment of Kerbals into space via Cargo Bays.) #autoLOC_500902 = contain convey equipment freight hold hollow payload (stor transport utility #autoLOC_500903 = MK2 Crew Cabin #autoLOC_500904 = A Mk2 Profile Compliant, compact and eco-friendly crew transportation module, made from up to 80% recycled aircraft components. C7 Engineers insist that all recycled components were meticulously scrubbed clean before assembly, and take no responsibility for any odd smells that may be detected inside and/or around the unit. #autoLOC_500905 = base contain outpost passenger statio (stor tour #autoLOC_500906 = Mk2 Clamp-O-Tron #autoLOC_500907 = The new Clamp-O-Tron brand docking port comes complete with integrated monopropellant tanks for all your docking needs. #autoLOC_500908 = berth capture connect couple dock fasten join moor port socket utility #autoLOC_500909 = Mk3 Cargo Bay CRG-100 #autoLOC_500910 = Originally we threw away the container the Rockomax Jumbo-64 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays! #autoLOC_500911 = contain convey equipment freight hold hollow payload (stor transport utility #autoLOC_500912 = Mk3 Cargo Bay CRG-50 #autoLOC_500913 = Originally we threw away the container the Rockomax X200-32 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays! #autoLOC_500914 = contain convey equipment freight hold hollow payload (stor transport utility #autoLOC_500915 = Mk3 Cargo Ramp #autoLOC_500916 = A sophisticated deployment system for cargo delivery on the ground, or on the sea, or in mid-air, or in a vacuum. Wherever you want, really. #autoLOC_500917 = bay contain convey equipment freight hold hollow load payload (stor transport unload utility #autoLOC_500918 = Mk3 Cargo Bay CRG-25 #autoLOC_500919 = Originally we threw away the container the Rockomax X200-16 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays! #autoLOC_500920 = contain convey equipment freight hold hollow payload (stor transport utility #autoLOC_500921 = Mk16 Parachute #autoLOC_500922 = The Mk16 Parachute might be considered by some to be little more than a random stitching together of the surplus parts it is, in fact, made from. But the fact remains that the Mk16 has been widely accepted as a generally better alternative to being in freefall. #autoLOC_500923 = arrest canopy chute decel descen drag entry fall landing re- return safe slow white #autoLOC_500924 = Mk12-R Radial-Mount Drogue Chute #autoLOC_500925 = The Mk12-R is a half sized radial mount version of the Mk25. This "Drogue" parachute is small, deploys high up, and certainly not enough to stop you smashing into the ground on its own, but useful for slowing craft down before the deployment of your main chutes. #autoLOC_500926 = arrest canopy chute decel descen drag entry fall landing orange re- return safe slow stab #autoLOC_500927 = Mk16-XL Parachute #autoLOC_500928 = The Mk16-XL Parachute is a double-sized variant of the Mk16, now with only 50% of the structural integrity! #autoLOC_500929 = arrest blue canopy chute decel descen drag entry fall landing re- return safe slow #autoLOC_500930 = Mk2-R Radial-Mount Parachute #autoLOC_500931 = A parachute comparable to the Mk16 chute, but which is placed radially instead of attached on top of something. #autoLOC_500932 = arrest blue canopy chute decel descen drag entry fall landing re- return safe slow #autoLOC_500933 = Mk25 Parachute #autoLOC_500934 = The Mk25 is what's known as a "Drogue" parachute - small, deploys high up, and certainly not enough to stop you smashing into the ground on its own, but useful for slowing heavy craft down before the deployment of your main chutes. #autoLOC_500935 = arrest canopy chute decel descen drag drogue entry fall landing orange re- return safe slow stab #autoLOC_500936 = BZ-52 Radial Attachment Point #autoLOC_500937 = Originally a defective Clamp-O-Tron docking port, engineers soon discovered it had great potential as a structural element. #autoLOC_500938 = affix anchor mount secure #autoLOC_500939 = RV-105 RCS Thruster Block #autoLOC_500940 = The recent discovery of a third law of physics made it possible for STEADLER Corps engineers to produce these small monopropellant thrusters, to help with attitude control and linear motion. Even though many Kerbal physicists still dispute the validity of this new law, studies show that the thrusters seem to work as advertised. #autoLOC_500941 = cluster control dock maneuver manoeuvre react rendezvous rotate stab steer translate #autoLOC_500942 = RA-100 Relay Antenna #autoLOC_500943 = A relay antenna with automatic store and forward capabilities as well as advanced pathfinding algorithms. #autoLOC_500944 = RA-2 Relay Antenna #autoLOC_500945 = A relay antenna with automatic store and forward capabilities as well as advanced pathfinding algorithms. #autoLOC_500946 = RA-15 Relay Antenna #autoLOC_500947 = A relay antenna with automatic store and forward capabilities as well as advanced pathfinding algorithms. #autoLOC_500948 = Service Bay (1.25m) #autoLOC_500949 = A heat resistant service bay, ideal for protecting delicate instruments or stowing small service components such as RCS tanks, batteries, etc. #autoLOC_500950 = bus contain heat hollow protect (stor therm #autoLOC_500951 = Service Bay (2.5m) #autoLOC_500952 = A heat resistant service bay, ideal for protecting delicate instruments or stowing small service components such as RCS tanks, batteries, etc. #autoLOC_500953 = bus contain heat hollow protect (stor therm #autoLOC_500954 = Illuminator Mk1 #autoLOC_500955 = The Illuminator Mk1 from RKEA projects a strong beam of photons in its prograde direction, increasing the brightness of surfaces exposed to the beam (it's a big flashlight). #autoLOC_500956 = moar (more bulb candle dark flash (lamp (light shine spot torch #autoLOC_500957 = Illuminator Mk2 #autoLOC_500958 = The Illuminator Mk2 is an extra-wide beam, low-power Illuminator, for lighting up large swaths of whatever you wish. However, its beam does not shine very far. #autoLOC_500959 = moar (more bulb candle dark flash flood (lamp (light shine torch #autoLOC_500960 = TVR-200 Stack Bi-Coupler #autoLOC_500961 = The TVR-200 Stack Bi-Coupler is a simple method for splitting one rocket into two - WITHOUT the disastrous consequences of doing it the normal (explosive) way. #autoLOC_500962 = dual mount multi pair split twin two #autoLOC_500963 = TVR-2160C Mk2 Stack Quad-Coupler #autoLOC_500964 = What could be more awesome than a Tricoupler? Why, a quadcoupler, of course. Just remember that this is not a decoupler, and will not separate stages. #autoLOC_500965 = ?4 four mount multi (quad split #autoLOC_500966 = TVR-1180C Mk1 Stack Tri-Coupler #autoLOC_500967 = The Stack Tricoupler! If your stack is lacking in awesomeness, this is the tool for you! Just remember that this is not a decoupler, and won't separate stages. #autoLOC_500968 = ?3 mount multi split three triple #autoLOC_500969 = LY-99 Extra Large Landing Gear #autoLOC_500970 = Heavy-duty retractable landing gear. With its six large tires and sturdy assembly it's the gear of choice for heavy cargo planes and airliners. #autoLOC_500971 = aero (air aircraft ground plane retract roll takeoff taxi wheel #autoLOC_500972 = LY-01 Fixed Landing Gear #autoLOC_500973 = Simple wheel-on-a-stick Landing Gear to bring your birds down safely. (That means your airplanes, LightYear Co. does not encourage attempting to attach landing gear to actual birds) #autoLOC_500974 = aero (air aircraft ground plane roll takeoff taxi wheel #autoLOC_500975 = LY-05 Steerable Landing Gear #autoLOC_500976 = Simple wheel with steering actuation. It has become evident that aerodynamic control surfaces don't offer much control while slowly taxiing on the ground. Hopefully these wheels will reduce the number of low altitude low speed collisions with buildings. And Kerbals. #autoLOC_500977 = aero (air aircraft free ground plane roll takeoff taxi wheel #autoLOC_500978 = LY-60 Large Landing Gear #autoLOC_500979 = Heavy-duty retractable landing gear. With its four large tires and sturdy assembly it's the gear of choice for heavy cargo planes and airliners. #autoLOC_500980 = aero (air aircraft ground plane retract roll takeoff taxi wheel #autoLOC_500981 = LY-35 Medium Landing Gear #autoLOC_500982 = High performance retractable landing gear. This bigger version features two large tires to support big and heavy planes. The longer assembly allows for improved ground clearance. #autoLOC_500983 = aero (air aircraft ground plane retract roll takeoff taxi wheel #autoLOC_500984 = LY-10 Small Landing Gear #autoLOC_500985 = High performance retractable landing gear. Comes with shock absorber, steering and a built-in spotlights. If we didn't tell you, you'd never know that most of those components were salvaged from scrapped machinery... oh. #autoLOC_500986 = aero (air aircraft ground plane retract roll takeoff taxi wheel #autoLOC_500987 = RoveMax Model M1 #autoLOC_500988 = After years of outcry against the lack of proper powered wheels, a small startup company named Kerbal Motion was founded and delivered just what the public wanted - the RoveMax Model 1 powered rover wheel. #autoLOC_500989 = )car drive ground roll rover wheel #autoLOC_500990 = RoveMax Model S2 #autoLOC_500991 = Seeing an untapped market for a smaller design of rover wheel, Kerbal Motion quickly pounced upon this opportunity with the Model 2 - designed for robotic vehicles or smaller crewed vehicles. #autoLOC_500992 = drive ground roll rover wheel #autoLOC_500993 = TR-2L Ruggedized Vehicular Wheel #autoLOC_500994 = The TR-2L is an extremely tough wheel made for mobilizing medium sized vehicles across a large variety of terrain. The extremely high traction tread ensures firm grip on any surface, providing reliability and reducing the chances of being used for high-speed tomfoolery. #autoLOC_500995 = )car drive ground roll rover sports #autoLOC_500996 = RoveMax Model XL3 #autoLOC_500997 = The RoveMax Model 3 was developed in total secrecy by Kerbal Motion's R&D team over the course of a year and a half. When it was finally revealed to the company's chairman, he stared in shock, screamed 'WHY', and subsequently dropped dead on the spot. #autoLOC_500998 = crawler drive ground roll rover truck wheel #autoLOC_500999 = Liquid Fuel #autoLOC_501000 = Oxidizer #autoLOC_501001 = Solid Fuel #autoLOC_501002 = Monopropellant #autoLOC_501003 = Xenon Gas #autoLOC_501004 = Electric Charge #autoLOC_501005 = Intake Air #autoLOC_501006 = EVA Propellant #autoLOC_501007 = Ore #autoLOC_501008 = Ablator #autoLOC_501009 = Crew Report #autoLOC_501010 = EVA Report #autoLOC_501011 = Mystery Goo™ Observation #autoLOC_501012 = Surface Sample #autoLOC_501013 = Materials Study #autoLOC_501014 = Temperature Scan #autoLOC_501015 = Atmospheric Pressure Scan #autoLOC_501016 = Seismic Scan #autoLOC_501017 = Gravity Scan #autoLOC_501018 = Atmosphere Analysis #autoLOC_501019 = Asteroid Sample #autoLOC_501020 = Start #autoLOC_501021 = The technology we started out with. #autoLOC_501022 = Basic Rocketry #autoLOC_501023 = How hard can Rocket Science be anyway? #autoLOC_501024 = Engineering 101 #autoLOC_501025 = How hard can Aerospace Engineering be anyway? #autoLOC_501026 = Survivability #autoLOC_501027 = The art and science of landing and walking away from it. #autoLOC_501028 = Stability #autoLOC_501029 = Reaching for the stars starts with keeping our spacecraft pointed generally in the right direction. #autoLOC_501030 = General Rocketry #autoLOC_501031 = More engines, more fuel, more ambitious ideas. #autoLOC_501032 = Aviation #autoLOC_501033 = The art and science of keeping heavier-than-air objects aloft for extended periods of time. #autoLOC_501034 = Basic Science #autoLOC_501035 = We are going to ask all the big questions of the Universe... eventually. For now, we're starting with these. #autoLOC_501036 = Flight Control #autoLOC_501037 = Tumbling out of control may be fun, but our engineers insist there's more to rocket science than that. #autoLOC_501038 = Advanced Rocketry #autoLOC_501039 = A new step ahead in rocket technology. #autoLOC_501040 = General Construction #autoLOC_501041 = New equipment to help out in keeping things stable, especially useful when the size of the spacecraft defies the current bounds of sanity. #autoLOC_501042 = Propulsion Systems #autoLOC_501043 = A positively different approach to existing trends in rocketry. These small, lightweight propulsion systems may not seem as exciting, but they might prove just as useful. #autoLOC_501044 = Space Exploration #autoLOC_501045 = To boldly go where no green man has gone before. #autoLOC_501046 = Advanced Flight Control #autoLOC_501047 = The latest advancements in keeping the correct end of the ship pointing towards where you want it to go. #autoLOC_501048 = Landing #autoLOC_501049 = Our Engineers are nothing if not optimistic. #autoLOC_501050 = Aerodynamics #autoLOC_501051 = New breakthroughs from C7 Aerospace allow for new types of craft to be built. We're looking into hiring some of their engineers as well. #autoLOC_501052 = Electrics #autoLOC_501053 = We did know about electricity before inventing space flight. The big breakthrough here was combining the two. #autoLOC_501054 = Heavy Rocketry #autoLOC_501055 = The next logical step for rocketry technology is to just go bigger. #autoLOC_501056 = Fuel Systems #autoLOC_501057 = Advancements towards a better understanding of how fuel flows through a rocket. #autoLOC_501058 = Advanced Construction #autoLOC_501059 = New advances in construction make it possible to build larger than ever before. #autoLOC_501060 = Miniaturization #autoLOC_501061 = These aren't your standard hobby miniature models. We've been assured they look good enough to actually fly. #autoLOC_501062 = Actuators #autoLOC_501063 = Perfecting the art of making things mobile, without the explicit use of explosives. Our engineers assure us, this is actually a good thing. #autoLOC_501064 = Command Modules #autoLOC_501065 = Flight control technology has evolved far enough that we feel we can honestly say pilots are in command now. #autoLOC_501066 = Heavier Rocketry #autoLOC_501067 = There may be an upper limit to how large a rocket can be built, but we're not there yet. #autoLOC_501068 = Precision Engineering #autoLOC_501069 = Precise engineering techniques allow for construction of ever smaller parts. #autoLOC_501070 = Advanced Exploration #autoLOC_501071 = They are Self-Deploying Astronaut Mobility Enhancement Devices, I don't know what you mean by "ladders". #autoLOC_501072 = Specialized Control #autoLOC_501073 = A new state-of-the-art in control technology. #autoLOC_501074 = Advanced Landing #autoLOC_501075 = Further advances in landing devices, allowing for more controlled descents and a much higher number of parts still attached to the ship after touchdown. #autoLOC_501076 = Supersonic Flight #autoLOC_501077 = A new line of aircraft parts that allow for unprecedented maneuverability and speed. #autoLOC_501078 = Adv. Fuel Systems #autoLOC_501079 = Advanced Advancements towards a better understanding of how fuel flows through a rocket. #autoLOC_501080 = Advanced Electrics #autoLOC_501081 = We're fairly certain no one will ever need more than 64kw of power for anything. #autoLOC_501082 = Specialized Construction #autoLOC_501083 = Specialized construction techniques provide new ways of attaching things together, and detaching things on purpose. #autoLOC_501084 = Precision Propulsion #autoLOC_501085 = Any level of precision achieved in controlling the sustained explosion inside a rocket engine is nothing short of remarkable. It might be quite expensive, too. #autoLOC_501086 = Advanced Aerodynamics #autoLOC_501087 = Advances in fluid dynamics research technology have allowed development of a new set of streamlined aircraft components, And also these parts here. #autoLOC_501088 = Heavy Landing #autoLOC_501089 = A good landing is one where you walk away from it. A great landing is one where you get to use the aircraft again. #autoLOC_501090 = Scanning Tech #autoLOC_501091 = Why wonder about what's over the next hill when you can wonder about what's under it? #autoLOC_501092 = Unmanned Tech #autoLOC_501093 = Warning: May contain traces of sentience. #autoLOC_501094 = Nuclear Propulsion #autoLOC_501095 = Nuclear engines don't burn fuel, they totally annihilate it. We just hope it doesn't begin any conflicts. #autoLOC_501096 = Advanced MetalWorks #autoLOC_501097 = These new construction techniques allow for craft designs that were considered insane not too long ago... and still are. But they're now possible! #autoLOC_501098 = Field Science #autoLOC_501099 = Freedom to roam as far as curiosity will take you, or as long as batteries last. #autoLOC_501100 = High Altitude Flight #autoLOC_501101 = New breakthroughs in engine and intake development to enable flying through the upper reaches of the atmosphere. #autoLOC_501102 = Large Volume Containment #autoLOC_501103 = Maximize the payload capacity of your spacecraft by maximizing the size of your spacecraft. #autoLOC_501104 = Composites #autoLOC_501105 = Lightweight and strong! and don't worry, we're sure the glue will dry off in no time. #autoLOC_501106 = Electronics #autoLOC_501107 = Hopefully these won't become obsolete in the next couple of months. #autoLOC_501108 = High-Power Electrics #autoLOC_501109 = Maximize your energy production and storage potential by maximizing the size of the electrical components on your vessels. #autoLOC_501110 = Heavy Aerodynamics #autoLOC_501111 = Advances in construction technology enabled new breakthroughs in aerospace materials. #autoLOC_501112 = Ion Propulsion #autoLOC_501113 = Turns out, it's not science fiction. #autoLOC_501114 = Hypersonic Flight #autoLOC_501115 = Push your aircraft to the upper limits of airspeed and sanity. #autoLOC_501116 = Nanolathing #autoLOC_501117 = Despite the threatening appearance of the green metablobs shot out of the Nanolathing Injectors, none can argue the fact that Kerbals have indeed developed technologies at least just as dangerous as this one. #autoLOC_501118 = Advanced Unmanned Tech #autoLOC_501119 = Improvements in remote control technology for a new generation of probe designs. #autoLOC_501120 = Meta-Materials #autoLOC_501121 = An advancement in spacecraft construction so revolutionary, you won't even mind that its naming was wildly inaccurate. #autoLOC_501122 = Very Heavy Rocketry #autoLOC_501123 = While ever-larger rockets may not be the answer every time, for all other times, we've developed these. #autoLOC_501124 = Advanced Science Tech #autoLOC_501125 = Scientific advancements allow new advanced technologies for advancing Science. #autoLOC_501126 = Advanced Motors #autoLOC_501127 = Wheel technology is just rolling along now. You could even say our engineers are on a roll with it. #autoLOC_501128 = Specialized Electrics #autoLOC_501129 = Experience the warm glow of the latest in electrical technology. Figuratively, of course, and maybe also quite literally as well. Actually, try to avoid direct exposure. #autoLOC_501130 = High-Performance Fuel Systems #autoLOC_501131 = Massive engines require massive fuel storage solutions. #autoLOC_501132 = Experimental Aerodynamics #autoLOC_501133 = Winged flight technology is soaring to unprecedented heights. It could even be said that it's properly taking off now. #autoLOC_501134 = Automation #autoLOC_501135 = We can't think of anything that could go wrong with letting an experimental AI handle every aspect of a mission. #autoLOC_501136 = Aerospace Tech #autoLOC_501137 = The absolute cutting-edge in aerospace technology. Quite literally, some of those edges are very sharp. Handle with care. #autoLOC_501138 = Large Probes #autoLOC_501139 = The rumours of probe-led world domination are greatly exaggerated. #autoLOC_501140 = Experimental Science #autoLOC_501141 = Explore novel fields of science that we didn't even know were there. #autoLOC_501142 = Experimental Motors #autoLOC_501143 = The latest breakthroughs that are driving motor technology forwards, and in reverse, and steering too. #autoLOC_501144 = Experimental Electrics #autoLOC_501145 = The very latest in electrical systems technology. Our engineers are buzzing with excitement over it. They also seem to glow in the dark now. Fascinating! #autoLOC_501146 = He's an accountant, called Mortimer. He doesn't have many friends, but he likes things to be under control and arranged in right angles. This job is pretty stressful for him. #autoLOC_501147 = Linus is Wernher Von Kerman's Intern. Because Wernher himself is too important to be bothered with these boring strategy meetings. He sends his intern in his stead. #autoLOC_501148 = Walt Kerman is the spokesperson for the Space Program. He wears a hazmat suit. Which isn't strictly required for his job, but it seems appropriate for someone working in such a toxic environment. #autoLOC_501149 = Gus Kerman is head of Space Program Operations and all-around repairs guy whenever something around here breaks down, and he's the reason why all our pods have windows. #autoLOC_501150 = Appreciation Campaign #autoLOC_501151 = We could definitely improve our image by putting some effort into reminding Kerbals everywhere of just how great the Space Program is. Advertisement space isn't free, however. #autoLOC_501152 = Fundraising Campaign #autoLOC_501153 = We can likely raise some money by exploiting the attention that we get out of new successful ventures to remind the well-to-do Kerbals out there that we could use their support, and the contents of their wallets. This is probably going to be seen as a bit cheeky of us, so be prepared to face some backlash from the public. #autoLOC_501154 = Open-Source Tech Program #autoLOC_501155 = Even though we went through great lengths to get our scientific data, making it available for free to all of Kerbalkind can only be seen as a good thing. R&D will probably not be at its peak efficiency however, with all the noise these outside opinions tend to generate. #autoLOC_501156 = Unpaid Research Program #autoLOC_501157 = A program where undergrad researchers are given the opportunity to work in our great Space Program, to boost the science earned out of each mit of data. The Interns don't get paid, but the prestige of working with such a grand organization as ours surely is its own reward, isn't it? #autoLOC_501158 = Outsourced R&D #autoLOC_501159 = Why do all the data-crunching ourselves when we can contract external research labs to help us process the data we receive. These services aren't exactly cheap, but their R&D facilities are very impressive. #autoLOC_501160 = Patents Licensing #autoLOC_501161 = Our science data can be worth a lot of money by selling licenses for other organizations to use our patents. The added book-keeping required will probably add some extra work for the R&D team, but the financial benefits could be worth their reduced output. #autoLOC_501162 = Aggressive Negotiations #autoLOC_501163 = We can get better deals with our suppliers by taking up a more... assertive stance on our negotiations with them. They probably won't see this as a friendly move, but we can definitely have it our way if we press them. It's not as if we care what others think, do we? #autoLOC_501164 = Recovery Transponder Fitting #autoLOC_501165 = Recovering parts landed far away from the Space Center can be very costly, but I reckon we can reduce those costs by installing better transponders on the parts we launch. These units are not cheap, but they should make it much easier to find parts, improving the recovery value even if they're half-way around Kerbin. What do you say? #autoLOC_501166 = Bail-Out Grant #autoLOC_501167 = We must be in dire straits to be considering such an option. Accepting a public grant could save us from bankruptcy, but it would also put a very serious dent in the Space Program's reputation. However, the Space Program is too big to fail, so if it's either this option or closing shop, I would advise you to accept the money. #autoLOC_501168 = Research Rights Sell-Out #autoLOC_501169 = We could make a quick buck from the Science the R&D team has collected by selling exclusive research rights to the highest bidder. Yes, that means we wouldn't be able to make use of that Science ourselves, but for exclusive rights, I'm sure we could fetch a pretty penny from some large agency or conglomerate. #autoLOC_501170 = Leadership Initiative #autoLOC_501171 = If we focus our efforts on consistently pushing our own space program forward, we can drum up more public interest. We will need to put a few contracts on the backburner, so we may have to start selling research rights to the academic community to stay solvent. #autoLOC_501172 = Hopper #autoLOC_501173 = A starting craft. Can be built from the start of a career game, and is good enough to let you advance. Cheap, too! #autoLOC_501174 = Aeris 3A #autoLOC_501175 = The Aeris 3A is a small and nimble one-seater plane, mostly used as a training craft for fixed-wing flight, and to annoy ground staff by 'buzzing' the space center facilities. \n\n #autoLOC_501176 = Aeris 4A #autoLOC_501177 = The Aeris 4A is a spaceplane capable of reaching orbit, if flown correctly.\n\n #autoLOC_501178 = Albatross 3 #autoLOC_501179 = The Albatross 3 is a low-speed, long-range aircraft, capable of stable sustained flight for hours on end. \n\nIts very long wings will flex quite a bit, but the flight operations handbook says that's "most likely normal".\n\nIt also recommends always using rudder and ailerons combined to turn it.\n #autoLOC_501180 = Bug-E Buggy #autoLOC_501181 = Bug-E is built to boldly go where no Kerman has gone before...\nEZ Attach Decoupler Included for quick integration to transport Vehicle.\nWarranty Void if used at nighttime. #autoLOC_501182 = Crater Crawler #autoLOC_501183 = While the Crater Crawler can be used on Kerbin if you're gentle, it really shines on a low G moon such as the Mun, where the built in thrusters allow an unparalleled level of manoeuvrability. #autoLOC_501184 = Dove #autoLOC_501185 = A Prototype Spaceplane capable of reaching Orbit. It has not yet been outfitted with any mission equipment. #autoLOC_501186 = Gull #autoLOC_501187 = A small and light seaplane, the Gull makes an excellent basic trainer for kerbals who aren't exactly sure when or where they will be landing (or "landing"). It can take off and land at shockingly low speeds (slower than some hotrodded rovers seen being driven around KSC by certain unnamed test pilots) thanks to its inner-wing flaps. #autoLOC_501188 = Mallard #autoLOC_501189 = The Mallard is a large seaplane with twin high-efficiency turbofans mounted high on the fuselage to clear the spray. It is somewhat slow but very steady in flight. A full suite of flaps on the trailing edges of the main wings give it exceptional low-speed lift, and small hydroplane steps mounted on each side of the fuselage bottom help lift it out of the water (lowering water drag) during takeoff runs. Its entire fuselage, absent the cockpit forward, is one long cargobay, with a ramp at the tail end. This allows rovers (and boats) to come aboard or leave while the Mallard is landed. It's a bit low on fuel, so you might consider adding some to the cargo bay for long flights, or make them at high altitude. #autoLOC_501190 = Osprey #autoLOC_501191 = A high-performance (and high-risk) seaplane, the Osprey is designed for those daredevils who don't want to sacrifice performance but still want to be able to land anywhere wet or dry on Kerbin. The afterburning Panther turbofan provides high efficiency in dry mode and high thrust in wet mode, perfect for strolls and sprints both.\n\nThe outriggers have a hydroplane stretching between them, allowing the Osprey to "step up" during its takeoff run in the water, massively lowering drag. Once you step up, it's safe to take off. The outriggers are jettisonable, but they have the landing gear too. So don't stage away the outriggers unless you're planning one final water landing, however (or one very final indeed land "landing"). #autoLOC_501192 = Prospector Rover #autoLOC_501193 = General Purpose Open Vacuum Rover for all your prospecting needs!\nFuel Cell Power system for KM's of Range. \nProspecting Science Package standard, and plenty of room for expansion on the Flatbed.\nManufacturer recommends keeping brown parts facing ground. #autoLOC_501194 = Ravenspear Mk1 #autoLOC_501195 = The first model of the Ravenspear series of fast, high-altitude aircraft, the Mk1 is fitted with three engines: One central one that is most efficient at low speeds, and two afterburning turbofans that are almost as efficient in dry thrust but provide quite a kick (at quite a cost) in wet mode.\n\nIts canard design has been called "very flyable, actually" by a few famous test pilots, although they also warn of the tendency to strike the tail on takeoff if pulling up too eagerly. Although they remark "it's good that there are more engines, if you break that middle one". #autoLOC_501196 = Ravenspear Mk3 #autoLOC_501197 = The Ravenspear Mk3 is a longer-range high-altitude spaceplane, with a novel wing geometry that provides large amounts of lift at high altitudes. \n\nIt is capable of sub-orbital flights, which makes it a decent test platform for high-altitude experimental engines and other such sciency things. #autoLOC_501198 = Ravenspear Mk4 #autoLOC_501199 = The Mk4 marks a bit of a change in direction from previous Ravenspear models. \n\nInstead of focusing on high-altitude flight, the Mk4 is primarily geared towards making the most out of its four afterburning turbofans. In dry mode, however, it is capable of considerable range.\n\nBeing capable of very high-speed flight at low altitudes, it's a favorite among the bravest test pilots, and quite the opposite for the not-so-brave ones.\n #autoLOC_501200 = Rocket-power VTOL #autoLOC_501201 = This craft is an experimental test platform for rocket-powered flight. \n\nUsed primarily in training pilots to land on places where parachute descents aren't an option, it's also found a use in telling the ace pilots apart from the 'ok' ones, by the simple expedient of putting them in one of these, and calling "Ace" any that make it out afterwards. #autoLOC_501202 = Satellite Launcher #autoLOC_501203 = A conventional jet equipped with a small rocket to demonstrate feasibility of rocket launches from high altitude. #autoLOC_501204 = Skywinder AE1 #autoLOC_501205 = The Skywinder AE1 is a sleek and agile plane that was originally used in air races and stunt shows sponsored by Green Kraken energy snacks. The front canards, thrust reversers, and built in safety parachute allowed daredevils to perform all sorts of creative maneuvers that sensible pilots would never even consider! \n\nFollowing a series of unfortunate events, it has since been donated to the space center for recreational use. #autoLOC_501206 = Stearwing A300 #autoLOC_501207 = The Stearwing A300 is a large aircraft, built to carry heavy payloads and a large number of passengers. Don't expect it to reach very impressive altitudes or speeds though. Wings may shear off under excessive stress. Warranty does not cover damage from attempted aerobatics. #autoLOC_501208 = Stratolauncher #autoLOC_501209 = A Large drone plane designed to carry a rocket to an altitude of 10km and launch it from there. The drone can then theoretically return to the runway to be reused, provided avionics work. #autoLOC_501210 = Thunderbird #autoLOC_501211 = The Thunderbird is a muscle-car of an aircraft. Broadly similar in performance to the Osprey, it lacks the Osprey's graceful lines (and abilities as a seaplane) in exchange for a higher top speed. Indeed the Thunderbird is basically an engine with a cockpit and some wings bolted on...and therefore a huge success with the test pilots. Make sure you drop the droptanks when they empty to achieve best speed! #autoLOC_501212 = Velociteze #autoLOC_501213 = A small personnel transport using two small basic jets. Nowhere as efficient as turbofans, they nonetheless provide sterling service in this role (and are far less thirsty than an afterburner or turboramjet). The Velociteze is a well-tempered aircraft, fit for trainees versed on the Gull and Aeris 3A who want to step up to a multi-engine aircraft (and do some useful service ferrying passengers besides). #autoLOC_501214 = AeroEquus #autoLOC_501215 = The flying four legged neighing landcreature.\n\nLegend has it that the Equus can be ridden by brave Kerbals, all we know is that it takes a brave Kerbal to ride this four booster beast past the Mun, or if really foolhardy, past Minmus. #autoLOC_501216 = ComSat Lx #autoLOC_501217 = Tiny satellite with antenna and solar power?\nLauncher to bring it to space?\n\nDone and Done! #autoLOC_501218 = Dynawing #autoLOC_501219 = The Dynawing is a partially-reusable shuttle based around the Dynawing orbiter (with two KS25 engines) and an external tank to feed them, boosted by two Kickbacks. Hailed as the "next generation" of cheap access to space, with a payload of up to 16 tons (reference payload included), it is somewhat tricky to fly, as expensive as conventional rockets, and Kraken help you if something explodes on ascent. But it looks great, very futuristic. Flight crews are, of course, queuing up.\n\nThe main engines fire roughly through the center of mass. Fly an inverted ascent with the shuttle on the 'down' side of the stack, and lead the prograde vector a bit. It's designed to use up all External Tank propellant on the first burn, horizontal by 45 km and keep burning to end up in a 75 x 0 km "orbit" or so. Then stage away the tank, press 6 to disable the main engines, stage again to ignite the OMS engines, and use them to circularize and later deorbit. Fly a high-AoA reentry with RCS control. #autoLOC_501220 = GDLV3 #autoLOC_501221 = The Generally Designed Launch Vehicle 3 is an adaptable design that the customer can tailor to their needs, in fact the GDLV3 is in such wide use no one can say they actually own it. #autoLOC_501222 = Ion-Powered Space Probe #autoLOC_501223 = This small probe may look cute and unimpressive, but once it deploys its long-range antenna, it looks pretty much the same.\n\nIts Ion engine is very efficient for a spacecraft this small, so it can go very far indeed, as long as something helps it get into orbit first, of course. #autoLOC_501224 = Jumping Flea #autoLOC_501225 = The Jumping Flea was originally named after the carnival ride that we salvaged most of its parts from. It might not get us all the way to space, but it will definitely get us started there with a bang! #autoLOC_501226 = Kerbal 1-5 #autoLOC_501227 = A nice little Sunday runabout, the Kerbal 1-5 is just right for day trips to low Kerbin orbit.\n\nThis model includes the optional docking port and RCS upgrade package, perfect for joining with your friends in space. #autoLOC_501228 = Kerbal 1 #autoLOC_501229 = An exercise in rocket construction, just right for teaching the basics.\n\nIt flies, what more do you need? #autoLOC_501230 = Kerbal 2 #autoLOC_501231 = The Kerbal 2 was built as a 'trainer' rocket. It's not meant to reach very far, but it does feature most of the important systems found in the larger vessels.\n\nIt also comes with a parachute. Most astronauts agree that that's one of its best features. #autoLOC_501232 = Kerbal X #autoLOC_501233 = The Kerbal X is one of the most successful rockets that can be ordered from a catalog. Despite the original design having been meant for a plastic model, it's proved itself quite dependable as a full-sized craft.\n\nThe X is capable of achieving orbit around Kerbin, and even features a very optimistic set of landing legs on its upper stage. #autoLOC_501234 = Learstar A1 #autoLOC_501235 = SSTO is overrated, payload capability and comfortable seats are all the rage these days. #autoLOC_501236 = Orbiter 1A #autoLOC_501237 = The Orbiter 1A is a training craft for orbital maneuvering. Despite not being able to reach orbit on its own, it's a very maneuverable and fun to fly ship once it gets there. #autoLOC_501238 = Orbiter One #autoLOC_501239 = We're not sure if the engineers named this craft for its series, or for the number of boosters, and our pilots call it "The Unfinished".\nWhatever the reason for the name, it's an interesting craft to fly. #autoLOC_501240 = PT Series Munsplorer #autoLOC_501241 = PT Munsplorer: No frills super economy class launcher/lander for Mun/Minmus.\n\nBatteries, fins and science sold separately. #autoLOC_501242 = Rover + Skycrane #autoLOC_501243 = This craft is one of the most ambitious designs found in the Kerlington catalog, especially if one takes the prospect of using it on another planet seriously. \n\nIt requires a launch vehicle to get it into space (and beyond), but its four rockets do have enough thrust for short test runs at the pad.\n\nThe operations manual says "approach ground slowly, try not to break the rover when you drop it". #autoLOC_501244 = Science Jr #autoLOC_501245 = A beginner's experimentation kit, complete with goggles, spatula and launch vehicle.\n\nFor ages 3+. #autoLOC_501246 = Slim Shuttle #autoLOC_501247 = A partially reusable launch system for orbital tourism. #autoLOC_501248 = Space Station Core #autoLOC_501249 = This Space Station Core shows just how ambitious the Kerlington model rocket catalog can be sometimes. \n\nIf you can manage to build a rocket capable of getting this into orbit, it is air-tight enough to let a few Kerbals live in it for long periods of time. \n\nIt also features a hub with five docking ports, so you can expand your station. #autoLOC_501250 = Super-Heavy Lander #autoLOC_501251 = This lander may be heavy, but it packs a lot of RCS fuel and has a very funky boarding ladder.\n\nLaunch vehicle sold separately. #autoLOC_501252 = Two-Stage Lander #autoLOC_501253 = Be the first to put a flag up on your favorite moon with this very sensible and mostly-survivable Lander Module.\n\nThe first stage is meant to get it down to the surface, and can be jettisoned off for the ascent.\n\nLaunch/return vehicle sold separately. Works best at low gravity and with no atmosphere around it. #autoLOC_501254 = Viewmatic Survey Satellite #autoLOC_501255 = The Viewmatic Survey Satellite was mysteriously found in low orbit around Kerbin. Its original purpose is unknown, but the space center has found it very useful for making sure that their staff are not using company phones for personal use. #autoLOC_501256 = Z-MAP Satellite Launch Kit #autoLOC_501257 = The Z-Map Satellite kit is a complete spacecraft capable of actually putting its payload into orbit! \n\nSet includes: Payload satellite with booster stage,\nLiquid-fueled fin-stabilized launcher and two detachable boosters.\n\nReturn from orbit not guaranteed. Orbit also not guaranteed. Survival also not guaranteed. Keep out of reach of children and irresponsible adults. #autoLOC_501258 = You record the crew's assessment of the situation. #autoLOC_501259 = We don't seem to be moving very fast right now. #autoLOC_501260 = Reporting in at the Runway. Good thing there's not a lot of air traffic, because I don't think we ever got clearance from the tower to be here. #autoLOC_501261 = This is our Space Center. We're home. #autoLOC_501262 = Hey, I can see my house from here, I think. #autoLOC_501263 = It's very comforting to see that much green below you. #autoLOC_501264 = You get a great view of the highlands. #autoLOC_501265 = The mountains rise up from the ground of Kerbin. They seem so much smaller from way up here. #autoLOC_501266 = The heat rising from the sand causes the desert to move and shimmer. #autoLOC_501267 = This looks like a bad place to land. #autoLOC_501268 = You see patches of frozen grass. It looks like it's pretty cold out there. #autoLOC_501269 = You look down and see a sheet of shining white ice. If you stare at it too long your eyes start to water. #autoLOC_501270 = The shores look inviting and you watch the waves roll in to the coast. #autoLOC_501271 = From this perspective you can see the underwater topography. #autoLOC_501272 = It seems we are very much in space right now. The sky seems to be mostly below us. #autoLOC_501273 = Maybe if you get out and push... #autoLOC_501274 = It's very... round. #autoLOC_501275 = Crew reporting in, from space! #autoLOC_501276 = You look down at the cold gray surface. It looks really beat up with craters. #autoLOC_501277 = You look at the surface of the Mun and try to find a good landing space. The inside of the craters might be the best option. #autoLOC_501278 = The lake beds seem relatively flat, perhaps we could land there. #autoLOC_501279 = Looking at the surface of Minmus reminds you of a favorite childhood dessert. You are tempted to taste the surface... #autoLOC_501280 = It looks like a particularly lumpy rock. Bet you could jetpack down there. #autoLOC_501281 = The planet doesn't appear to have an atmosphere, and you notice darker spots across the surface. #autoLOC_501282 = You can't help but notice how incredibly purple the planet is. The shiny oceans are mesmerizing. #autoLOC_501283 = The planet is very red, and appears to have deep brown furrows across the surface. There does appear to be some kind of ice at both poles, though. #autoLOC_501284 = You can't help but like Ike. #autoLOC_501285 = There appear to be some steep, rocky slopes. The higher areas are lighter in color, and the lowlands appear to be very dark gray. #autoLOC_501286 = Looking down, you see a massive canyon on the surface. It could be several kilometers deep. #autoLOC_501287 = The surface has a patchwork of white and brown areas, with a few craters. #autoLOC_501288 = You watch the flowing green storms below, they seem to go on forever, endlessly swirling into each other. #autoLOC_501289 = This planet is a wholesome green color. You note down that more planets should be this color. #autoLOC_501290 = Laythe looks a lot like Kerbin. You wonder what would happen if you took your helmet off down there. #autoLOC_501291 = The surface is mostly covered in oceans. You mark down the landmasses in your report. #autoLOC_501292 = The surface has many impressive and jagged mountain ranges. You do not think you'd like to try and land on them. #autoLOC_501293 = The moon is mostly white and lighter blue shades. It looks very cold and possibly frozen. #autoLOC_501294 = It looks like it would be very hard to land here. It also appears one side is more heavily cratered than the other. #autoLOC_501295 = The surface is covered with various shades of white and gray. For a second you thought you saw a face down there... #autoLOC_501296 = It appears to be a large brown rock. Perhaps an old asteroid? #autoLOC_501297 = As you stare at the planet, something flits by the window. Is there something moving down there? #autoLOC_501298 = It looks like a really large grain of pollen. You note down -Pol- in your report. #autoLOC_501299 = The terrain below looks very hazardous. You make note of the jagged rocks, inclines and other dangerous areas. #autoLOC_501300 = The surface appears to be mostly frozen. You see some interesting brown areas peeking out of the ice and note them in your report. #autoLOC_501301 = You search the sky for other nearby planets. You think Eeloo must be lonely out here by itself. Maybe we should pay it a visit and cheer it up a bit. #autoLOC_501302 = You've recorded your observations about the situation. #autoLOC_501303 = It's getting very hot in here... #autoLOC_501304 = Everything is tinted purple. You feel like you're changing color. #autoLOC_501305 = Did you eat too much before you left? You feel so sluggish and heavy... #autoLOC_501306 = You can barely move without flying away from the surface. You wish you had brought an anchor. #autoLOC_501307 = I don't think a spacesuit was entirely necessary to get here, was it? #autoLOC_501308 = You feel kind of small right now... You hope you know where you're going. #autoLOC_501309 = This is a most precarious situation. #autoLOC_501310 = You're starting to feel you should really get back into the ship. #autoLOC_501311 = The dust is getting everywhere! #autoLOC_501312 = You look up and search the sky for Kerbin. Suddenly, you feel very small. #autoLOC_501313 = You start to say something dramatic and poignant about the plight of Kerbal-kind in this grand universe, only to be cut off by random radio chatter that the situation is nominal. #autoLOC_501314 = You're having a bit too much fun with the low gravity. #autoLOC_501315 = Is this really a good idea? Staring at the cratered surface below, you're beginning to wonder... #autoLOC_501316 = You feel a bit like a superhero when you jump in the low gravity. #autoLOC_501317 = After much testing, you determine that red sand castles are plausible. #autoLOC_501318 = Everywhere you look, you see red. #autoLOC_501319 = You look up at the sky and see something zip past... #autoLOC_501320 = There's a bunch of large rocks scattered around the surface. The surface appears to react oddly to light. #autoLOC_501321 = When you look closely at the ground, you can see there are many different types of deposits mixed together. #autoLOC_501322 = You're not sure how you even landed on the surface of a gas giant. But it's probably best not to think about it for too long. #autoLOC_501323 = This place seems nice and comfortable. So comfortable you feel like taking your helmet off. You check the box on your report for -Looks breathable-. #autoLOC_501324 = After a few long seconds of gasping and haphazardly flailing about you manage to get used to the strange smell. You write a note on your report: 'breathable atmosphere - mouth only'. #autoLOC_501325 = The surface occasionally rumbles beneath you. You think you should probably get back to the ship. #autoLOC_501326 = The gravity here is pretty comfortable and reminds you of home. However, the lack of atmosphere is a stark contrast to Kerbin. #autoLOC_501327 = The surface is very brown and lumpy. You poke at it with your glove and notice how hard it is. #autoLOC_501328 = Everywhere you look it appears the planet is sharp. You don't think you want to sit down or fall on anything. #autoLOC_501329 = You lay down and give the planet a hug, just so it knows it's not alone out here. #autoLOC_501330 = You Observe the Goo. #autoLOC_501331 = The Goo doesn't seem to be doing much right now. #autoLOC_501332 = The Goo seems to behave very much the same as it always does around here. #autoLOC_501333 = The Goo seems to hate it here. #autoLOC_501334 = The Goo escapes into the water! #autoLOC_501335 = The Goo wobbles around in its container and starts to seep out of the holes. #autoLOC_501336 = The Goo accumulates near the water-facing side of the container. #autoLOC_501337 = The Goo seems bored. #autoLOC_501338 = The Goo jiggles and wobbles as the craft flies. #autoLOC_501339 = The Goo seems to be getting very cold now. #autoLOC_501340 = The Goo seems to have clumped into a sphere. It also appears to have become brittle. #autoLOC_501341 = The Goo seems to be almost boiling. It writhes around the canister. #autoLOC_501342 = The Goo has become rubbery and bounces around the container. #autoLOC_501343 = The Goo takes on a purple coloration. Is it just the lighting, or did it change color? #autoLOC_501344 = The Goo takes on a red sheen. It looks very much like the planet below. #autoLOC_501345 = The Goo seems to be less dense here. #autoLOC_501346 = The Goo feels right at home here. #autoLOC_501347 = The canister begins to resonate, causing an odd harmonic effect inside the vessel. It's very unsettling. #autoLOC_501348 = Gooey tentacles reach out of the canister, freeze, and break off. Fascinating! #autoLOC_501349 = While observing the canister, you feel as though something is looking back at you from the shadows of the container. #autoLOC_501350 = For a moment the instruments suddenly read off the charts! The container flexes outwards and then settles. #autoLOC_501351 = You've collected a sample of the surface. #autoLOC_501352 = You dig around in the surface a bit, find something interesting, and throw it into a sample container. #autoLOC_501353 = You poke at the ground looking for some really cool rocks to take home. #autoLOC_501354 = Yep. Looks like dirt. #autoLOC_501355 = This is dirt and grass, and some small rocks. You suspect this isn't going to be much of a groundbreaking discovery. #autoLOC_501356 = Here the surface is mostly barren... snow, dirt and rocks. You're very confident that if you looked under the snow, you'd find more dirt and rocks. #autoLOC_501357 = Lots of sand and rocks here. You're thankful that you've been in a climate-controlled environment, because it sure looks hot out there. The sand is dry and loose and it looks like it's going to take some effort to clean your gear afterwards. #autoLOC_501358 = The ground here seems to be completely frozen. It was very hard to scoop up this sample. #autoLOC_501359 = This isn't really solid ground, is it? You got a sample but feared to dig any deeper because of the startling cracking sounds the ice made. You try to not think back on how you landed here. #autoLOC_501360 = You took a sample of the soil. It's very muddy and sandy. There might be a body of water nearby. #autoLOC_501361 = The grass here is definitely not as green as other places, but the knowledge that you've been at a place called the Badlands makes you feel cool. #autoLOC_501362 = You scooped up a sample of the surface. It's a very humid sample. You hope the equipment has been properly waterproofed. #autoLOC_501363 = You've taken a sample of the water. It appears to dramatically increase the surface humidity of anything it touches. #autoLOC_501364 = You've taken a sample of the water here. There are bits of vegetation in it, suggesting a strong likelihood that there is land nearby. #autoLOC_501365 = The surface is charred and coated with burnt rocket propellant. There are also trace amounts of a conspicuous green substance. #autoLOC_501366 = The surface appears to be very hard, like concrete. It might actually be concrete. This could be a very good surface to land at. #autoLOC_501367 = This substance is what makes the scientists yell at us when we go into the labs without cleaning our boots first. #autoLOC_501368 = The surface appears to be a fine dust with a grey-ish tone. Seems too flaky to make snowballs with. #autoLOC_501369 = The darker midlands surface appears to be made up of basaltic rocks. #autoLOC_501370 = The sample contains odd glass spherules of various colors. They're quite pretty! #autoLOC_501371 = The sample contains evidence of a weak, localized, magnetic field. #autoLOC_501372 = The surface here consists of multiple types of rock. Some appear almost crystalline. #autoLOC_501373 = The sample contains a combination of breccia and melted materials. #autoLOC_501374 = There are higher concentrations of metals in this crater than from other locations. #autoLOC_501375 = The ground materials appear to be a combination of basaltic rocks and breccia. #autoLOC_501376 = Deeper samples seem to contain more fragmented and shattered formations of rock. #autoLOC_501377 = The sample appears to be radioactive. #autoLOC_501378 = There appear to be layers of completely different materials here. It's possible this site has had multiple impacts. #autoLOC_501379 = There are large concentrations of melted byproducts here. Some appear to be formed by intense pressures and heat. #autoLOC_501380 = Samples from this location appear to be similar in makeup to the powdery surface of the Mun. #autoLOC_501381 = Samples in this location are striated. It's possible that the surface has fractured in this location. #autoLOC_501382 = Samples from this location seem to show intense shock patterns. #autoLOC_501383 = It appears that some of the samples are magnetic and show a faint alignment. #autoLOC_501384 = The samples here show lower concentrations of ejecta. There appear to be some liquids in the soil that remain permanently frozen. #autoLOC_501385 = Samples seems to contain frozen liquids... We'll need to send them back to Kerbin for further analysis. #autoLOC_501386 = The sample appears to be comprised of a large number of materials layered over time. #autoLOC_501387 = The sample contains lesser amounts of basaltic rocks. This might account for the changes in coloration we've seen. #autoLOC_501388 = The crater seems to contain materials from lower layers of the surface! #autoLOC_501389 = These samples appear to be quite old compared to others we've taken. #autoLOC_501390 = You sample the dark surface of the crater. This should help determine what type of object hit here. #autoLOC_501391 = This crater seems to be filled with useful materials in high concentration. What luck! #autoLOC_501392 = The patterning of this surface sample is particularly interesting. #autoLOC_501393 = As you sample the crater you can't help but feel bad for the Mun. It's been beaten up pretty bad by these impacts. #autoLOC_501394 = You dig around in the surface of the crater, looking for any rocks that look neat. #autoLOC_501395 = You find a really cool looking rock and decide to keep it. Remembering that you're supposed to take a surface sample, you throw any old rocks you find into the container. Job done! #autoLOC_501396 = Yep, it's a crater all right. You've noted this down on your checklist with a smiley face. Science is fun! #autoLOC_501397 = This crater seems to have been a really nasty impact, and the samples are heavier than normal. #autoLOC_501398 = You're glad that the Mun's gravity is so low. Digging is backbreaking work! #autoLOC_501399 = This area has a particularly high concentration of rare elements. Nice! #autoLOC_501400 = Continual samples of this area confirm it is rich in useful materials. #autoLOC_501401 = You dig around for a nice sample of the crater, carefully selecting a little bit of everything. #autoLOC_501402 = The surface seems to consist of tiny crystal-like grains. Very pretty, but probably not edible. #autoLOC_501403 = You sneak a taste of the surface sample... Nope, it definitely is not made of delicious dessert products. #autoLOC_501404 = The surface appears to have a very strong purple tint to it... or is it grey and it just looks purple because everything else on Eve is? You start to wonder if you're not taking on a purple tint yourself. #autoLOC_501405 = This surface consists of a grainy, very fine, sand-like dust, and it appears to be getting everywhere. #autoLOC_501406 = There appear to be traces of water in the soil! #autoLOC_501407 = Unable to satisfy your curiousity, you attempt to drill into the rock with your tool. You're thinking it would be a lot easier if you had some kind of pulsating drill-thing on a robotic arm. #autoLOC_501408 = The ground is made up of old lava flows, suggesting periods of intense volcanic activity. #autoLOC_501409 = The surface gives away easily and you have a hard time keeping the sample in the container due to the low gravity. #autoLOC_501410 = The composition of elements is very similar to that of an asteroid. #autoLOC_501411 = The Dark black soil has an almost crystalline structure. It's fun to play with. #autoLOC_501412 = The white soil has a powdery texture and clumps together. #autoLOC_501413 = You find traces of a large number of elements, likely deposited here by impacts over time. #autoLOC_501414 = After digging around for a bit, you find some nice bits of glass and throw them in your sample container. #autoLOC_501415 = The soil sample contains traces of salt. You wonder if it has blown here, or if this area was once under water. #autoLOC_501416 = You chip away the frozen surface and deposit some of the blue surface material into a container. #autoLOC_501417 = You dig around in the surface and find some beautiful green and blue crystal structures. They remind you a bit of home, but you're unable to pick out Kerbin from the mass of twinkling lights. #autoLOC_501418 = The ground gives way easily, but the surface underneath is much harder. #autoLOC_501419 = You hum a little tune while you work to make the time pass faster. Tylo has some really interesting rocks! #autoLOC_501420 = The brown dust stains all the parts of your suit that it comes in contact with. This is apparently quite amusing to flight control. #autoLOC_501421 = You dig through the surface and find a little sphere. It looks a bit like an egg. #autoLOC_501422 = As you shovel the contents into a container, you can't help but feel you'll be allergic to whatever it is. #autoLOC_501423 = The sample is the same odd mottle of colors as the planet from orbit. You check off a little box on your list. #autoLOC_501424 = After conducting samples of the surface, you determine with a high certainty that Pol is not, in fact, made of Pollen. This will cause quite the stir back home! #autoLOC_501425 = Chipping away at the icy surface, you find some brown soil underneath. #autoLOC_501426 = You find a beautiful crystal and place it in the sample container. #autoLOC_501427 = The rocks contain thin wisps of color. They remind you of lovely ION exhaust trails... #autoLOC_501428 = You exposed the material samples to the environment, taking notes of how it behaves. #autoLOC_501429 = Everything is melting, including the electronicsssss......... #autoLOC_501430 = The materials bay bakes in the heat of Moho's surface. It appears that trace elements are reacting to the samples contained within. #autoLOC_501431 = You expose the samples to the high temperatures of Moho. A lot of them melt in really interesting ways. #autoLOC_501432 = The materials show little signs of change, though one of the samples appears to be judging you silently. #autoLOC_501433 = The desert dust appears to have contaminated all the samples. We did learn that deserts aren't a good place to bring expensive science equipment, though! #autoLOC_501434 = The water sample has frozen solid and the goopy samples appear to be extra goopy. #autoLOC_501435 = The water spray has rusted one of the samples and some of the electronics ar&/F***13e5rse4t8st###### #autoLOC_501436 = Everything has gotten really wet. One of the samples caught fire! Whoa! #autoLOC_501437 = Exposing the power source of the lab to water has proved to be rather... enlightening. #autoLOC_501438 = You expose the samples to the badlands of Kerbin, but worry that it may have a bad influence on them. #autoLOC_501439 = The less resilient samples appear to have splattered around the interior, forming new and interesting color combinations. #autoLOC_501440 = The rarified air has caused interesting changes to the gel samples. It seems like something is happening with the interior structure. #autoLOC_501441 = The micro gravity has greatly affected the growth of crystalline structures. Loose objects are also flying around the bay in a very messy but fascinating way. #autoLOC_501442 = The fine dust of the Mun has intermixed with some of the samples. You have a sneaking suspicion that they'll never be able to get the lab clean again. #autoLOC_501443 = You leave the sample bay doors open on the Mun, and go do something else for a while. #autoLOC_501444 = While the material samples were processed, you began to turn your thoughts to how much Minmus looks like a mint dessert, and have discovered that you are now hungry. #autoLOC_501445 = The high radiation environment caused a few of the samples to glow. It looks like it would be fun to paint the rocket with this. #autoLOC_501446 = The crushing pressure of the atmosphere is causing some of the materials to crystallize rapidly. #autoLOC_501447 = You're not sure if most of the samples changed color, or if it's just the lighting... #autoLOC_501448 = The extremely dense atmosphere strips the contents of the materials bay. #autoLOC_501449 = The atmosphere appears to either polish or strip the material, depending on its composition. #autoLOC_501450 = The samples appear to behave like they're in low orbit of Kerbin. #autoLOC_501451 = Some of the surface material has mixed with the contents of the bay. You write down the results for good measure. #autoLOC_501452 = Opening the sample container you find that everything has turned red. Initial tests show that it'll never wash out of white space suits. You consider sending missions in pink EVA suits to reduce cleaning costs. #autoLOC_501453 = The sample computer processes the results. It's massive red eye seems to be at home here as it slowly, ominously, blinks. #autoLOC_501454 = One of the samples has reacted very strangely to the surface of Ike. #autoLOC_501455 = One of the crystal samples explodes and throws green shards out of the materials bay! #autoLOC_501456 = As the samples process, the computer asks if it can sing you a song while it works. Apparently the song is about a flower of some kind. #autoLOC_501457 = One of the samples evaporates when exposed the environment. #autoLOC_501458 = The computer gave an odd report no matter how many times we sent the request. Open the sample bay doors... "I'm sorry, I'm afraid I can't let you do that," was the only reply. The doors did open very promptly, however, when we opened the fusebox panel. Very curious. #autoLOC_501459 = The intense, crushing pressure has drastically changed the composition of the materials. Super heating and ablation effects have been observed. The science bay is looking very disgruntled. #autoLOC_501460 = The samples burn, boil, or crumple under the extreme pressures and heat. The visual camera shows a wonderful rainbow of colors before it cuts out. #autoLOC_501461 = You're not sure where the container stops and the samples start anymore... #autoLOC_501462 = One of the samples burns on contact with the atmosphere. Interestingly, the color indicates the presence of oxygen. #autoLOC_501463 = The sample smolders and pops as it burns up. #autoLOC_501464 = The fine, particulate sand of Laythe blows into the sample bay. #autoLOC_501465 = The sample bay power supply begins to short out! Electricity arcs and etches into the samples of the bay. It's quite the display! #autoLOC_501466 = Many of the samples either freeze or evaporate from the sample container. #autoLOC_501467 = The container sample door freezes up, before finally continuing to open. A thin coating forms on the surface of the samples. #autoLOC_501468 = One of the samples shatters into a fine mist when exposed to the surface of Tylo. #autoLOC_501469 = The samples appear to be having a chemical reaction with the surface of Bop. #autoLOC_501470 = All of the liquid samples instantly evaporate. #autoLOC_501471 = Some of the samples pit and melt when they come in contact with the surface of Pol! #autoLOC_501472 = Some of the fine crystals lining Eeloo enter the materials bay. It also appears that some of the samples have become more conductive in the extreme cold. #autoLOC_501473 = Collected and recorded temperature data from the environment. #autoLOC_501474 = Temperature readings are quite literally, nominal. #autoLOC_501475 = Large plumes of heat are rising from the surface of the desert. #autoLOC_501476 = It's cold enough to freeze water solid. #autoLOC_501477 = Just the right temperature to go for a swim. #autoLOC_501478 = The water appears to get colder as the depth increases. #autoLOC_501479 = It's cold enough to keep things permanently frozen here. #autoLOC_501480 = The temperature here is quite pleasant, and would be a nice place to live. #autoLOC_501481 = the temperature appears to fluctuate here a good bit, depending on the time of day. #autoLOC_501482 = The temperature is very high and appears to fluctuate to extremes in the sunlight. #autoLOC_501483 = Temperatures range between very cold and hot enough to boil water. #autoLOC_501484 = Measuring the temperature of space appears to be quite impossible, as there is no matter around to be either hot or cold... except the spacecraft, and the thermometer itself. This is probably going to give the R&D guys something to think about for a while. #autoLOC_501485 = Collected and recorded atmospheric pressure data from the surroundings. #autoLOC_501486 = The barometer reading is too low to measure. This planet has no atmosphere. #autoLOC_501487 = The barometer is still reading nothing. #autoLOC_501488 = The atmospheric pressure is very high, even at this altitude. #autoLOC_501489 = The atmosphere is very dense at the surface. It crushes down on the instrumentation. #autoLOC_501490 = Either the instruments are broken, or there is no atmosphere on this rock. #autoLOC_501491 = You think that you have a reading for a second, but nope; it was just a smudge on the gauge. #autoLOC_501492 = Just for kicks you measure the pressure here. Yep, no atmosphere. #autoLOC_501493 = The pressure gauge is sitting there motionless. Perhaps you should tap it a few times to be sure? #autoLOC_501494 = They say insanity is doing the same thing multiple times and expecting a different result. You check the atmospheric pressure again anyways. #autoLOC_501495 = The atmosphere is very thin here, but it is enough to register on the instrumentation. #autoLOC_501496 = The atmosphere is pretty thin even at the surface. You don't think parachutes or wings would work very well here. #autoLOC_501497 = There appears to be no atmosphere here. #autoLOC_501498 = The gauge reads nothing, even on the surface. #autoLOC_501499 = The pressures here are immense. The instrument is beginning to fail. #autoLOC_501500 = The pressures are very high. It seems dangerous to probe any deeper. #autoLOC_501501 = Either the pressure is really high, or the instrument just melted. It's hard to tell what happened first. #autoLOC_501502 = There is definitely an atmosphere. Pressures are fairly nominal. #autoLOC_501503 = The pressures here seem to be a bit below that of Kerbin, but definitely at a manageable level. #autoLOC_501504 = There does not appear to be any atmosphere to sample. #autoLOC_501505 = Gasses rising for the planet appear to occasionally register slight pressures. Either that, or the instrument is on the fritz. #autoLOC_501506 = Just to be sure, you check the pressure a few times. You think you saw the gauge move a bit. #autoLOC_501507 = Surprisingly, you discover no traces of atmosphere. #autoLOC_501508 = There is no detectable atmospheric pressure here. Fascinating! #autoLOC_501509 = It's a giant space rock. What did you expect to find? #autoLOC_501510 = Still nothing. Definitely just a space rock. #autoLOC_501511 = Nothing to report here. #autoLOC_501512 = No atmospheric pressure is detectable on Pol. #autoLOC_501513 = Beep, beep, beep... boop. The instrument has frozen up. #autoLOC_501514 = The instrument can't register any pressure here. #autoLOC_501515 = Atmospheric pressure reads zero! This most assuredly indicates we must be in space now! #autoLOC_501516 = There seems to be no atmosphere at all this far away from home. You find this strangely meaningful. #autoLOC_501517 = The instrument reads zero. It's as if it were in a vacuum! #autoLOC_501518 = Gathered precise acceleration data while subjecting the vessel to this situation. #autoLOC_501519 = The sensor detects vibrations deep inside the planet. It appears that the interior is very volcanically active. #autoLOC_501520 = Odd reflections are detected in the recorded vibrations. This might tell us more about the interior structure. #autoLOC_501521 = The sensor has detected possible seismic activity below the surface. #autoLOC_501522 = The vibrations, though slight, might be enough to map the interior structure of the planet. #autoLOC_501523 = This area appears to be seismically dead. #autoLOC_501524 = The only vibrations we detect are coming from the landing craft. The vibrations do not travel well through the surface. #autoLOC_501525 = The sensor has detected a minor quake on the surface! #autoLOC_501526 = The sensor picks up distant impacts on the surface, reflecting along the interior of the Mun. #autoLOC_501527 = Faint seismic waves are detected. #autoLOC_501528 = Sounds of shifting and vibration are detected under the surface. It is possible that the interior is not completely frozen. #autoLOC_501529 = The sensor gives insight into the seismic activity of Duna. #autoLOC_501530 = There does not appear to be significant seismic activity on the planet. It is possible that it is no longer geologically active. #autoLOC_501531 = This planet appears to be seismically inactive. #autoLOC_501532 = periodic bombardments appear to be causing slight vibrations and surface quakes. #autoLOC_501533 = Changes in the speed of vibrations hint to differing materials under the surface. #autoLOC_501534 = The sensor doesn't even know what to do with itself here. #autoLOC_501535 = The sensor has informed you that the warranty has just been voided. No refunds. #autoLOC_501536 = Tidal forces appear to be churning the interior of the moon. #autoLOC_501537 = Vibrations under the surface indicate current geological activity. #autoLOC_501538 = Sensors detect signs of cryovolcanism along the surface. #autoLOC_501539 = The sensor picks up vibrations reflecting around the interior of the moon. #autoLOC_501540 = The moon appears to be largely inactive. #autoLOC_501541 = The sensor records even the slightest surface vibration. #autoLOC_501542 = There does not appear to be any major seismic activity on Bop. #autoLOC_501543 = A seismic event is detected in the distance, as if a large object had just impacted the surface. #autoLOC_501544 = The loose soil transmits vibration differently than on other bodies. #autoLOC_501545 = Vibrations reflect off the jagged structures inside the moon. #autoLOC_501546 = Cryovolcanic activity is detected in the interior of the planet. #autoLOC_501547 = The sensor picks up low frequency sounds. #autoLOC_501548 = Recorded accurate measurements of gravitational forces in these conditions. #autoLOC_501549 = The sensor passes over the terrain of Moho surveying for variances in the gravitational field. #autoLOC_501550 = Landing here has provided a very accurate and stable measure of gravitational forces. #autoLOC_501551 = The sensor records slight variances in gravity as you pass over a massive crater site. #autoLOC_501552 = The gravitational field is very strong here. The sensor records detailed data about the local field. #autoLOC_501553 = The sensor picks up the fluctuations in the gravity of this lumpy body. #autoLOC_501554 = The team back at KSC will enjoy these detailed readings. #autoLOC_501555 = The sensor finds subtle changes in the gravity field of Kerbin. The science team will want to see these readings! #autoLOC_501556 = The sensor seems to think it's being calibrated. #autoLOC_501557 = After reading the manual a few times, the command team is able to take an accurate reading of the local gravity. #autoLOC_501558 = The instrument surveys the gravity over the grasslands. It appears the field is very stable here. #autoLOC_501559 = The instrument surveys the highlands of Kerbin. The rolling hills seem to affect local gravity slightly. #autoLOC_501560 = The field appears to be strongest along these mountain ranges. #autoLOC_501561 = The dunes appear to have a very stable gravitation, though some spikes would indicate the underground terrain varies in composition. #autoLOC_501562 = The sensor reads the gravity over the badlands of Kerbin. #autoLOC_501563 = The sensor detects variances under the surface of the ice. Is there a landmass under that ice? #autoLOC_501564 = The sensor passes over the shores of Kerbin. The readings appear to be nominal. #autoLOC_501565 = The sensor shows a surprising variance as it passes over the oceans, hinting at the varied topography deep below the waters. #autoLOC_501566 = The sensor has detected changes in the local gravity that seem to be related to the passing of the Mun. #autoLOC_501567 = The instrument surveys for changes in the gravity field of the Mun. This data will help to accurately calculate the mass of the body. #autoLOC_501568 = The sensor conducts a detailed survey of the local gravity. #autoLOC_501569 = After calibration, the sensor is able to detect the interplay of gravity between Kerbin and the Mun. #autoLOC_501570 = Passing over the surface, the sensor sweeps across the gravitational field of Minmus. #autoLOC_501571 = The sensor takes detailed readings of the local gravity on Minmus. #autoLOC_501572 = The scan picks up the subtle changes in field caused by the orbit of the Mun. This data will provide valuable insight into the local planetary system. #autoLOC_501573 = The sensor passes over the mottled surface of Duna. Gravity appears lowest in the massive canyon that stretches across the surface. #autoLOC_501574 = The sensor performs a detailed and calibrated sweep of the local gravity on Duna. #autoLOC_501575 = The sensor is able to record the affects of Ike as it orbits Duna. #autoLOC_501576 = The sensor sweeps the surface and finds the average gravitational pull to be quite low for a planet. #autoLOC_501577 = The sensor measures the local gravity in fine detail and records all variations. #autoLOC_501578 = The sensor recalibrates to measure the massive gravitational forces of Jool. #autoLOC_501579 = The sensor picks up a wealth of information about the local planetary system. #autoLOC_501580 = The instrument has been crushed by the massive gravitational forces. Science! #autoLOC_501581 = The sensor scans the gravity of Laythe. It hints at diverse terrain under the water. #autoLOC_501582 = The sensor scans the local gravity of Laythe, recording the influence of Jool. #autoLOC_501583 = The sensor provides detailed gravity information in relation to the tides. #autoLOC_501584 = Scanning from orbit provides a clearer picture of the internal makeup of Vall. #autoLOC_501585 = Scanning the surface details gravitational fluctuations in the shifting interior of the planet. #autoLOC_501586 = The planet has lower gravity than anticipated. This will give our scientists information about the interior makeup of Tylo. #autoLOC_501587 = Detailed scans hint at hollow spaces in the interior of the planet. #autoLOC_501588 = Orbiting Bop allows for scans of the varied surface. Interesting stuff! #autoLOC_501589 = The sensor is giving odd readings here... #autoLOC_501590 = The sensor picks up multiple layers under the surface of the planet. #autoLOC_501591 = Landing on the planet has allowed for highly detailed scans of the interior gravity on Pol. #autoLOC_501592 = Though the surface appears to be smooth, there are fluctuations under the surface of the planet. #autoLOC_501593 = Gravity scans are very clear here. There appears to be little influence from other bodies. #autoLOC_501594 = You run an atmospheric analysis, recording various measurements like temperature, pressure and atmospheric composition. #autoLOC_501595 = There appears to be no atmosphere here, though there are trace elements being detected close to the surface. #autoLOC_501596 = This might be an atmosphere, but it's definitely not something you want to breathe. #autoLOC_501597 = There is no detectable atmosphere. #autoLOC_501598 = It seems there is very little atmosphere at these altitudes. Make sure you're properly suited up if you plan on going outside. #autoLOC_501599 = Temperature and Pressure readings suggest today is as good a time for flying as any. #autoLOC_501600 = It's very hot and dry out in the Deserts. The sensors were getting clogged up with dust. #autoLOC_501601 = The polar atmosphere was found to be very, very cold indeed. Some sensors froze shut, but we're reasonably sure this is still air. #autoLOC_501602 = Instruments detect a faint particulate aura around the surface. Not an atmosphere, but it may explain the reported lights on the horizon. #autoLOC_501603 = There are detectable releases of gasses, but nothing that could be considered an atmosphere. #autoLOC_501604 = The atmosphere on Duna is very, very thin. It might be possible to fly in it with large enough wings, or a fast enough aircraft. #autoLOC_501605 = There appears to be a larger concentration of heavy isotopes in the atmosphere than on Kerbin. #autoLOC_501606 = You run an analysis on the non-existent atmosphere. #autoLOC_501607 = There does not appear to be an atmosphere here. #autoLOC_501608 = The atmospheric pressures are very high here, and you detect a large number of gasses. #autoLOC_501609 = The instrument is having trouble sampling at these densities. The gasses are beginning to liquify under pressure. #autoLOC_501610 = The instrument has mostly compressed into an unrecognizable mass of metal. #autoLOC_501611 = The atmosphere on Laythe appears to be very similar to that of Kerbin. I wouldn't volunteer to go out first without a helmet on, however. #autoLOC_501612 = Taking your helmet off here probably won't kill you... very quickly. #autoLOC_501613 = There are traces of cryovolcanic compounds. But not a full atmosphere. #autoLOC_501614 = There appear to be only faint traces of the heaviest isotopes on the surface. #autoLOC_501615 = The sensors detected organic compounds for a second. Possibly a mistake. #autoLOC_501616 = The sensors detect nothing out of the ordinary. Surely nothing could live here. #autoLOC_501617 = There is no atmosphere to speak of, but you sample the temperature anyways. #autoLOC_501618 = There appears to be a tenuous atmospheric coating around the planet. But it is too thin to affect any spacecraft landing here. #autoLOC_501619 = You collect a sample of the asteroid. #autoLOC_501620 = You collect a sample while the asteroid is high over Kerbin. #autoLOC_501621 = You collect a sample as the asteroid orbits close to Kerbin. #autoLOC_501622 = You collect a sample of the asteroid inside Kerbin's atmosphere. #autoLOC_501623 = Goliath National Products #autoLOC_501624 = C7 Aerospace Division #autoLOC_501625 = Vac-Co Advanced Suction Systems #autoLOC_501626 = WinterOwl Aircraft Emporium #autoLOC_501627 = Jebediah Kerman's Junkyard and Spacecraft Parts Co #autoLOC_501628 = FLOOYD Dynamics Research Labs #autoLOC_501629 = O.M.B. Demolition Enterprises #autoLOC_501630 = Kerlington Model Rockets and Paper Products Inc #autoLOC_501631 = STEADLER Engineering Corps #autoLOC_501632 = Sean's Cannery #autoLOC_501633 = Probodobodyne Inc #autoLOC_501634 = FLOOYD Dynamics Research Labs #autoLOC_501635 = Ionic Symphonic Protonic Electronics #autoLOC_501636 = Zaltonic Electronics #autoLOC_501637 = Rockomax Conglomerate #autoLOC_501638 = Kerbodyne #autoLOC_501639 = Reaction Systems Ltd #autoLOC_501640 = C7 Aerospace Division and Rockomax Conglomerate #autoLOC_501641 = Periapsis Rocket Supplies Co #autoLOC_501642 = Probodobodyne Inc #autoLOC_501643 = The Solar system #autoLOC_501644 = Experimental Engineering Group #autoLOC_501645 = Integrated Integrals #autoLOC_501646 = Dinkelstein Kerman's Construction Emporium #autoLOC_501647 = StrutCo #autoLOC_501648 = Maxo Construction Toys #autoLOC_501649 = Kerbal Motion LLC #autoLOC_501650 = Rokea Inc #autoLOC_501651 = Moving Parts Experts Group #autoLOC_501652 = Found behind the Clamp-O-Tron factory #autoLOC_501653 = LightYear Tire Company #autoLOC_501654 = Finances #autoLOC_501655 = Science #autoLOC_501656 = Public Relations #autoLOC_501657 = Operations #autoLOC_501658 = Mortimer Kerman #autoLOC_501659 = Linus Kerman #autoLOC_501660 = Walt Kerman #autoLOC_501661 = Gus Kerman #autoLOC_501662 = C7 Aerospace Division #autoLOC_501663 = Dinkelstein Kerman's Construction Emporium #autoLOC_501664 = Experimental Engineering Group #autoLOC_501665 = FLOOYD Dynamics Research Labs #autoLOC_501666 = Goliath National Products #autoLOC_501667 = Integrated Integrals #autoLOC_501668 = Ionic Symphonic Protonic Electronics #autoLOC_501669 = Jebediah Kerman's Junkyard and Spacecraft Parts Co #autoLOC_501670 = Kerbal Motion LLC #autoLOC_501671 = Kerbin World-Firsts Record-Keeping Society #autoLOC_501672 = Kerbodyne #autoLOC_501673 = Kerlington Model Rockets and Paper Products Inc #autoLOC_501674 = Maxo Construction Toys #autoLOC_501675 = Moving Parts Experts Group #autoLOC_501676 = O.M.B. Demolition Enterprises #autoLOC_501677 = Periapsis Rocket Supplies Co #autoLOC_501678 = Probodobodyne Inc #autoLOC_501679 = Research & Development Department #autoLOC_501680 = Reaction Systems Ltd #autoLOC_501681 = Rockomax Conglomerate #autoLOC_501682 = Rokea Inc #autoLOC_501683 = Sean's Cannery #autoLOC_501684 = STEADLER Engineering Corps #autoLOC_501685 = StrutCo #autoLOC_501686 = Vac-Co Advanced Suction Systems #autoLOC_501687 = WinterOwl Aircraft Emporium #autoLOC_501688 = Zaltonic Electronics #autoLOC_501689 = As a consequence of a somewhat worse than average accident at [Agency], we've been forced to look for some outside help. #autoLOC_501690 = While working late nights, the scientists at [Agency] have made a startling discovery. #autoLOC_501691 = While cleaning up after an unintended ignition, one of the overworked teams at [Agency] raised an interesting question. #autoLOC_501692 = The board of directors at [Agency] have raised some troubling issues. #autoLOC_501693 = The CEO (and chief bottle washer) at [Agency] has stumbled on a problem. #autoLOC_501694 = The number of times we've achieved sudden combustion at [Agency] has lead us to consider something. #autoLOC_501695 = At [Agency], we're not afraid to try new things. As a result, we sometimes find ourselves in the situation of needing outside help to solve a problem. #autoLOC_501696 = We've got some pretty impressive rock collections at [Agency]. #autoLOC_501697 = [Agency] can think of nothing more prestigious than taking a Kerbal, and leaving them behind on another world. #autoLOC_501698 = We have the finest scientific minds working at [Agency], and we've been thinking about giving them something to do. #autoLOC_501699 = The research department at [Agency] is very close to figuring out a unified theory of gravioli. #autoLOC_501700 = At [Agency], we need brave Kerbals with the right stuff to help achieve our dreams. #autoLOC_501701 = One of the founding principles of [Agency] is to continue to advance the frontiers of science. #autoLOC_501702 = While hitting parts with a wrench, the engineers at [Agency] realized we had a problem. #autoLOC_501703 = We've been reviewing our product catalog at [Agency] and have found an oversight. #autoLOC_501704 = We're very proud of our flag at [Agency], and wanted to do something special with it. #autoLOC_501705 = As part of [Agency]'s commitment to strong corporate statements, we've been looking for ways to get our brand out there. #autoLOC_501706 = At [Agency], we're Kerbal enough to admit when mistakes are made. This is one of those times. #autoLOC_501707 = We're not usually in the habit of misplacing things at [Agency], but we may have lost something big. #autoLOC_501708 = We're constantly looking for how to make better use of satellites at [Agency]. #autoLOC_501709 = As a result of some surplus parts at the [Agency] warehouses, we've got some more opportunities for orbital satellites. #autoLOC_501710 = To meet our quota of "useful things in space", we've been looking into station building projects at [Agency]. #autoLOC_501711 = We've been poring over maps at the [Agency] offices looking for points of interest, and may have come up with something. #autoLOC_501712 = While using the [Agency] dart board as a waypoint planner, we've come up with something interesting. #autoLOC_501713 = We're always looking for new revenue streams at [Agency]. Our accountants have told us that space tourism is a growth industry and we'd like to get in on it. #autoLOC_501714 = We may have underestimated just how volatile solid rocket fuel really is, and have now found ourselves with a problem we can't solve on our own. #autoLOC_501715 = To test out some of our more advanced theories, we need more debris in low orbit. #autoLOC_501716 = We're not sure if there really is such a thing as too many struts, but we'd like to find out. #autoLOC_501717 = We're trying to figure out if all matter in the universe is as dense as on Kerbin, but haven't come up with a conclusive test for it. #autoLOC_501718 = We want to know what shades of green we'll see if we expose a Kerbal to high gee forces. #autoLOC_501719 = There are fewer asteroids in orbit of [Topic] than the standard model would predict. #autoLOC_501720 = We believe that an asteroid in orbit of [Topic] is worth two in space, and would like to prove it. #autoLOC_501721 = We'd like to run some experiments on the feasibility of long-term Kerbal habitation outside of Kerbin as part of the [Topic] project. #autoLOC_501722 = We need someone to apply the scientific method... in space! #autoLOC_501723 = We're looking for some scientific data. We'd really prefer some new data, but we'd be really happy with any data at all, really. #autoLOC_501724 = We have some forms to fill out, and we're pretty sure it would be way more interesting if we filled it out using science data from space. #autoLOC_501725 = Our science containers are all empty, and nobody wants to run out to another biome to fill one. #autoLOC_501726 = We still have unchecked items on our list of records to break and would like to change that. #autoLOC_501727 = Nobody has set any space records yet! It would probably be best to just start by getting something off the launchpad. Then we can start worrying about things like "survivability". #autoLOC_501728 = The problem is that we don't actually have any idea how difficult it is to get a Kerbal to orbit, and we need to find out quickly. #autoLOC_501729 = We want to know how many planets we can send a Kerbal to before they start ignoring us and fly the ship back. #autoLOC_501730 = We're trying to assemble an interplanetary color wheel, and need someone to verify it against a few different celestial bodies. #autoLOC_501731 = We're not saying that there are aliens on another planet in our solar system, but... aliens. #autoLOC_501732 = We'd like to know if getting [Topic] from somewhere other than Kerbin is as easy as taking snacks from a juvenile Kerbal. #autoLOC_501733 = We think that we can prove that there's an abundance of [Topic] throughout the solar system. #autoLOC_501734 = There is very little knowledge about how the [Topic] performs under conditions not found in a standard laboratory. #autoLOC_501735 = The manual clearly states that the [Topic] is the best in its class. To avoid legal complications, we're going to need proof to justify our claims. #autoLOC_501736 = We have way too many parts like the [Topic], and nobody's sure how they work. #autoLOC_501737 = We don't actually know how to attach a [Topic] to other parts. From the bottom? The top? Is there even a way to tell which side is up? #autoLOC_501738 = If we could have our flag proudly standing on the surface of [Topic], we would surely prove ourselves better than the competition. #autoLOC_501739 = We want to verify that a flag planted by an astronaut is the best way to test the rigidity of the surface of [Topic]. #autoLOC_501740 = We think that the aesthetic of [Topic] would be greatly improved with just one more flag, but we're not able to get one there ourselves. #autoLOC_501741 = Apparently, using crewed craft is not a good way to test theories on the dangers of space junk. If you could bring [Topic] back home, we promise not to leave anyone else up there. #autoLOC_501742 = We've lost a Kerbal! Could you find [Topic] for us? Their snack supplies may be starting to run a little low. #autoLOC_501743 = We've been performing a lot of experiments with leaving Kerbals in space for extended periods of time. Things were going great, until [Topic] woke up one morning and decided to walk out of their capsule. #autoLOC_501744 = So apparently, [Topic] is having a lot of trouble with their EVA jetpack. So much so that the rest of the crew may have forgotten to wait for them to get back to the capsule, resulting in them being left in orbit. #autoLOC_501745 = We've been experimenting with methods of calculating delta-v without a Kerbal on board (a "Mechanical Bill Kerman" of sorts) and have run into some trouble. The problem being that we can't seem to get [Topic] back to Kerbin. #autoLOC_501746 = We've been experimenting with methods of calculating orbital information without a Kerbal on board (a "Jebediah's Engineer" of sorts) and have run into some trouble. The problem being that we can't seem to get [Topic] back to Kerbin. #autoLOC_501747 = We've got a competition to see which agency can get the most satellites in particular orbits, and would like some assistance. #autoLOC_501748 = We want to be a part of building some really big space stations, and the [Topic] project is a great opportunity. #autoLOC_501749 = We don't know too many interesting things about [Topic], and would like to take a look around. #autoLOC_501750 = Some Kerbals say that every place on [Topic] looks exactly the same. We disagree, but need someome else to prove them wrong. #autoLOC_501751 = We want to know if there are Kerbals that will really pay for the extra seats that you surely already have on your craft. #autoLOC_501752 = To get to orbit, we think all we need is for a Kerbal with terrible aim to shoot for the ground and miss. #autoLOC_501753 = We want to know if it's as fun as it seems to be in zero-G. #autoLOC_501754 = We aren't sure if a day on Kerbin is 6 or 24 hours long. #autoLOC_501755 = We'd like to check if Kerbin is in fact perfectly round, and not an oblate spheroid as some lunatics suggest. #autoLOC_501756 = We want to know if going to the Mun is a good idea or not. #autoLOC_501757 = We need to know if Mun Pies would really sell (what a time to be alive!). #autoLOC_501758 = There's no way for us to know if the surface of the Mun is as pretty as everyone thinks. #autoLOC_501759 = We want to know if Minmus is really a myth or not. #autoLOC_501760 = We're not sure how pretty Minmus is up close. #autoLOC_501761 = We need to know if Minmus Mint Chip ice cream would really sell. #autoLOC_501762 = We believe that it would be a lot of fun to jump around on Minmus. #autoLOC_501763 = If the surface of Minmus isn't edible, will Kerbals still try to eat it? #autoLOC_501764 = How far does something that goes up have to go before it doesn't come down again? #autoLOC_501765 = We suspect that there's interesting places to see beyond Kerbin and all its moons, although we suspect there's a lot of empty space in between. #autoLOC_501766 = Now we need your help. #autoLOC_501767 = This is why we're here. #autoLOC_501768 = So this is where you come in. #autoLOC_501769 = We believe that you are much better positioned to deal with this than us. #autoLOC_501770 = So please get us an asteroid, but watch out with that claw. #autoLOC_501771 = We need you to science the... Kerbal out of this. #autoLOC_501772 = So if you could point some of those satellites our way, we'd be rather pleased. #autoLOC_501773 = But really, there's no sense in us still talking while there's science to be done. Shall we get to it? #autoLOC_501774 = It's time for you to take another step in advancing the frontier. #autoLOC_501775 = So, when can we expect the first shipment? #autoLOC_501776 = So we need a few simple tests run for us. #autoLOC_501777 = It would really help us out if you're able to run a test. #autoLOC_501778 = So, up for planting a flag? #autoLOC_501779 = We'd be quite grateful if you could perform this recovery operation for us. #autoLOC_501780 = So, can you take a few extra Kerbals with you on your next flight? #autoLOC_501781 = TD-06 Decoupler #autoLOC_501782 = The TD-06 Stack Decoupler is a miniature detachment device for small rockets #autoLOC_501783 = decouple #autoLOC_501784 = TD-12 Decoupler #autoLOC_501785 = The TD-12 Stack Decoupler is equipped with a (hopefully) small explosive charge, that will sever the structural linkage between itself and whatever it's connected to. Painted on its sides are handy arrows indicating which side will detach #autoLOC_501786 = decouple #autoLOC_501787 = TD-25 Decoupler #autoLOC_501788 = O.M.B. is pleased to bring you the latest in decoupling technologies - twice the size of the next best selling product, it offers plenty of bang for plenty of buck! As with its smaller, woefully inferior competitors, this decoupler has handy arrows to indicate which side it will detach from. #autoLOC_501789 = decouple #autoLOC_501790 = TD-37 Decoupler #autoLOC_501791 = Originally designed for separating buildings that were stuck together, O.M.B. has repurposed these explosive bolts for use in separating stacks of massive rockets. #autoLOC_501792 = decouple #autoLOC_501793 = TS-06 Stack Separator #autoLOC_501794 = The TS-06 is a utility for slicing a rocket into two halves, but in a more compact size. The manual says the explosive content is just enough to eject anything attached to the unit in a safe, controlled manner. The delivery guy did have a full bomb suit on though, so try not to drop it. #autoLOC_501795 = decouple #autoLOC_501796 = TS-12 Stack Separator #autoLOC_501797 = Unlike Decouplers, Separators jettison everything attached to them. This new technology was very well received by rocket engineers everywhere. Not bad for something that started out as a failure for a controlled explosive bolt prototype #autoLOC_501798 = decouple #autoLOC_501799 = TS-25 Stack Separator #autoLOC_501800 = The TS-25 is designed for slicing the largest of rockets in twain. Unlike Decouplers, Separators will eject anything connected to themselves. This is good, as it removes the need to worry about which side needs to be pointed away from face. Try to not look at it too much though. #autoLOC_501801 = decouple #autoLOC_501802 = TS-37 Stack Separator #autoLOC_501803 = This separator is dangerous whichever way you look at it. Be cautious when armed. #autoLOC_501804 = decouple #autoLOC_501805 = Mk1-3 Command Pod #autoLOC_501806 = This modern cockpit includes space for three crew members, and integrated RCS thrusters. #autoLOC_501807 = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque #autoLOC_501808 = R-11 'Baguette' External Tank #autoLOC_501809 = As convenient as it is fashionable. This part actually won a modern-art design prize. #autoLOC_501810 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_501811 = R-4 'Dumpling' External Tank #autoLOC_501812 = Often, and mistakenly used for playing ball games. #autoLOC_501813 = fueltank ?lfo liquid oxidizer propellant rocket #autoLOC_501814 = R-12 'Doughnut' External Tank #autoLOC_501815 = An unconventionally shaped (but undoubtedly handy) fuel tank. #autoLOC_501816 = fueltank mono monopropellant propellant #autoLOC_502000 = Fairing Not Staged #autoLOC_502001 = Fairing Staged #autoLOC_502002 = Truss Structure #autoLOC_502003 = Interstage Nodes #autoLOC_502004 = Jettison Heat Shield #autoLOC_502005 = HS Jettison Not Staged #autoLOC_502006 = HS Jettison Staged #autoLOC_502007 = Inflate Heat Shield #autoLOC_502008 = Deflate Heat Shield #autoLOC_502009 = Crew Report #autoLOC_502010 = Discard Crew Report #autoLOC_502011 = Toggle Lights #autoLOC_502012 = Lights On #autoLOC_502013 = Lights Off #autoLOC_502014 = Toggle RW #autoLOC_502015 = Reverse Thrust #autoLOC_502016 = Forward Thrust #autoLOC_502017 = Toggle Thrust Reverser #autoLOC_502018 = Take Surface Sample #autoLOC_502019 = Discard Sample #autoLOC_502020 = EVA Report #autoLOC_502021 = Discard Report #autoLOC_502022 = Fuel Cell #autoLOC_502023 = Start Fuel Cell #autoLOC_502024 = Stop Fuel Cell #autoLOC_502025 = Toggle Fuel Cell #autoLOC_502026 = Lf+Ox #autoLOC_502027 = Start ISRU [Lf+Ox] #autoLOC_502028 = Stop ISRU [Lf+Ox] #autoLOC_502029 = Monoprop #autoLOC_502030 = Start ISRU [Monoprop] #autoLOC_502031 = Stop ISRU [Monoprop] #autoLOC_502032 = LiquidFuel #autoLOC_502033 = Start ISRU [LqdFuel] #autoLOC_502034 = Stop ISRU [LqdFuel] #autoLOC_502035 = Oxidizer #autoLOC_502036 = Start ISRU [Ox] #autoLOC_502037 = Stop ISRU [Ox] #autoLOC_502038 = Surface Harvester #autoLOC_502039 = Start Surface Harvester #autoLOC_502040 = Stop Surface Harvester #autoLOC_502041 = Toggle Surface Harvester #autoLOC_502042 = Start Asteroid Harvester #autoLOC_502043 = Stop Asteroid Harvester #autoLOC_502044 = Toggle Asteroid Harvester #autoLOC_502045 = MonoPropellant #autoLOC_502046 = Start ISRU [MonoProp] #autoLOC_502047 = Stop ISRU [MonoProp] #autoLOC_502048 = Run Atmosphere Analysis #autoLOC_502049 = Discard Data #autoLOC_502050 = Deploy #autoLOC_502051 = Close #autoLOC_502052 = Toggle Cover #autoLOC_502053 = Observe Mystery Goo #autoLOC_502054 = Reset Goo Canister #autoLOC_502055 = Research #autoLOC_502056 = Start Research #autoLOC_502057 = Stop Research #autoLOC_502058 = Open Doors #autoLOC_502059 = Close Doors #autoLOC_502060 = Toggle Doors #autoLOC_502061 = Conduct Materials Study #autoLOC_502062 = Reset Materials Study #autoLOC_502063 = Log Seismic Data #autoLOC_502064 = Delete Data #autoLOC_502065 = Log Pressure Data #autoLOC_502066 = Log Gravity Data #autoLOC_502067 = Log Temperature #autoLOC_502068 = Toggle #autoLOC_502069 = Open #autoLOC_502070 = Toggle Shield #autoLOC_502071 = Open Shield #autoLOC_502072 = Close Shield #autoLOC_502073 = Arm #autoLOC_502074 = Disarm #autoLOC_502075 = Toggle Arming #autoLOC_502076 = Landing Leg #autoLOC_502077 = Toggle Bay Doors #autoLOC_502078 = Toggle Ramp #autoLOC_502079 = Retractable Landing Gear #autoLOC_502080 = Landing Gear #autoLOC_502081 = Rover Wheel #autoLOC_502100 = Income #autoLOC_502101 = gains #autoLOC_502102 = Gains from contracts #autoLOC_502103 = gains from field work #autoLOC_502104 = Off on Launch Costs and R&D Purchases #autoLOC_502105 = Off on Facility Repair and Construction #autoLOC_502106 = on each discount #autoLOC_502107 = to Minimum Vessel Recovery #autoLOC_502108 = from Maximum Vessel Recovery #autoLOC_502109 = to milestone gains #autoLOC_502110 = to field work gains #autoLOC_502111 = from contract gains #autoLOC_502200 = Review Report #autoLOC_502201 = Review Stored Data #autoLOC_502202 = Store Experiments #autoLOC_502203 = Review Sample #autoLOC_502204 = Review Data #autoLOC_600040 = WE CAN BUILD IT! #autoLOC_900000 = Wernher Von Kerman #autoLOC_900001 = Gene Kerman #autoLOC_900002 = Gus Kerman #autoLOC_900004 = Mortimer Kerman #autoLOC_900005 = PR Kerman #autoLOC_900006 = Linus Kerman #autoLOC_900024 = EVA Propellant #autoLOC_900025 = EVA Report #autoLOC_900026 = Discard Report #autoLOC_900027 = Review Report #autoLOC_900029 = Bill Kerman #autoLOC_900030 = Bob Kerman #autoLOC_900031 = Jebediah Kerman #autoLOC_900075 = Loading... #autoLOC_900077 = This moon was especially hard to spot, as it looks just like a pollen grain, particularly when observed through telescopes based near dusty fields.\n\nPol was finally discovered when someone decided to write down the location of the pollen, after having given up on yet another failed attempt to be rid of the smudge. #autoLOC_900080 = Tylo was the first moon of Jool to be discovered by the Kerbal Astronomical Society. After many failed attempts to take a flawless picture of Jool to hang on the office walls, it was finally discovered that the wandering white smear was indeed a moon.\n\nScientists speculate that the view from the surface with Laythe, Vall and Jool overhead must be “quite something”. #autoLOC_900082 = Vall was one of the last Moons of Jool to be discovered. Frustrated scientists kept attempting to wipe it off the lenses of their telescopes. Eventually after a rash of returned telescopes, Advanced Optics Co. finally decided to just tell them it was an actual object in the sky. #autoLOC_900084 = When Laythe was first discovered, it was not entered in the records because the scientist in charge thought he was looking at Kerbin.\n\nLuckily this error was corrected when a plucky intern informed him that “telescopes don’t work that way”.\n\nThe intern was shortly afterwards “promoted” and moved to the experimental rocket testing program. #autoLOC_900086 = Ike is a relatively large, grey object occasionally seen orbiting Duna. Scientists have postulated that Ike is seemingly perfectly positioned to sneakily interfere with any object that presumes to come orbiting near its parent. #autoLOC_900088 = Minmus is the smallest moon orbiting Kerbin. From the surface of Kerbin, it can be seen on clear days as a tiny blue speck in the sky. \n\nIt is often mistaken as dirt on telescope lenses or dead pixels, but the top minds at the Kerbal Astronomical Society assure us it is a real moon nevertheless. #autoLOC_900090 = The Mun, is a large satellite orbiting Kerbin. It is mostly gray in appearance, with craters of various sizes dotting its otherwise smooth surface.\n\nThe Mun’s discovery is widely regarded as one of the more important breakthroughs of Kerbal evolution. Granted, it didn’t happen all that long ago, but it’s still fair to say Kerbals are wiser and more evolved now than they were back then. #autoLOC_900092 = Gilly is a lumpy rock wandering around the orbit of Eve. It’s by far the smallest natural satellite that the Kerbal Astronomical Society has discovered.\n\nDue to the large amount of squinting and eye strain associated with its discovery, wearing glasses has now become synonymous with being an accomplished Astronomer. #autoLOC_900094 = There’s been a considerable amount of controversy around the status of Eeloo as being a proper planet or a just “lump of ice going around the Sun”. The debate is still ongoing, since most academic summits held to address the issue have devolved into, on good days, petty name calling, and on worse ones, all-out brawls. #autoLOC_900096 = Jool is particularly known for being a rather large, predominantly green planet. Kerbalkind has longed to visit it since it was first spotted in the sky. Philosophers reason that the swirling green planet must be a really nice place to visit, on account of its wholesome coloration.\n\nIf you look at Jool through a telescope, it is fuzzy. #autoLOC_900098 = Dres is a very small planet. It was the first planet considered to be a dwarf. It’s orbit is highly irregular and together with it’s size it took a long time to discover since half the time it was not where scientists expected to find a planet.\n\nDue to its nature of frequenting the bad parts of space. This dwarf planet was officially labeled as “Not to be trusted” by the scientific community. #autoLOC_900100 = Also known as the red dot that you can see if you squint at it really hard, Duna has long been a wonder to Kerbalkind. The planet has been held in much awe, due to its striking red color and stark contrast to the color green. #autoLOC_900101 = A unique world, Kerbin has flat plains, soaring mountains and wide, blue oceans. Home to the Kerbals, it has just the right conditions to support a vast, seemingly undepletable population of the eager green creatures.\n\nReaching a stable orbit around Kerbin is one of the first things budding space programs strive for. It is said that those who can get their ship into orbit are halfway to anywhere. #autoLOC_900103 = Eve is certainly the purplest object in the solar system. It’s one of the larger, most visible objects, mainly because of its very, very purple tint.\n\nIt is considered by some to be almost a sister planet to Kerbin. Well, despite the purple, and the toxic atmosphere, and the extreme pressures and temperatures. Actually, it’s not very similar at all is it? Who are those people? #autoLOC_900105 = Moho figures in Kerbal mythology as a fiery place with oceans of flowing lava. In reality however, it’s much less interesting. \n\nScientists speculate about possible ways to make it “awesome like in the stories”. Some of those ideas have led to new breakthroughs in aerospace technology. #autoLOC_900108 = At the Runway, spacecraft built in the Spaceplane Hangar have a long flat surface to reach take-off speed. Conceivably, such aircraft could even land back on it. #autoLOC_900109 = Space Plane #autoLOC_900112 = At the Mission Control Facility, all available Contracts can be managed. It also offers a very nice view of the launch sites, for any who are brave enough to be so close to a launching craft. #autoLOC_900114 = The Spaceplane Hangar allows construction of spacecraft designed to be launched from the Runway. #autoLOC_900116 = The Launchpad is where vessels built at the VAB are launched. We are reasonably confident it's at a safe enough distance from everything else. #autoLOC_900117 = Rocket #autoLOC_900119 = Flag Pole #autoLOC_900120 = This is the official flag of the Space Program... Or we could change it. #autoLOC_900121 = Tracking Station #autoLOC_900122 = At the Tracking Station, all ongoing missions can be viewed and focused. Landed craft can be recovered from here as well. #autoLOC_900124 = The Astronaut Complex contains the living and recreation spaces for all our crewmembers. New applicants also apply here to be recruited. #autoLOC_900125 = The VAB is where spacecraft are designed and built, before being moved over to the Launchpad for flight. #autoLOC_900127 = At the R&D Facility, our team of scientists works hard to crunch the data received from mission experiments. Here, all researched technologies can be viewed, and new ones discovered. #autoLOC_900129 = The Administration Building may not seem like a very exciting place at first, but here is where all our strategic decisions are made. #autoLOC_900135 = Comm One #autoLOC_900136 = Capacity: [CrewCount] Active Kerbals [EVA] [EVAFlags] #autoLOC_900138 = Max Parts Supported: [CraftParts] [ActionGroups] #autoLOC_900139 = [MapMode] [DSNRange] [UnownedObjects] #autoLOC_900140 = Max Vessel Size: [CraftSize] Max Vessel Weight: [CraftMass] #autoLOC_900141 = Research Science Limit: [ScienceCost] [EVASrfSample] [FuelTransfer] #autoLOC_900142 = Max Active Contracts: [ContractCount] [FlightPlanning] #autoLOC_900143 = Max Vessel Size: [CraftSizeHgtDiam] Max Vessel Weight: [CraftMass] #autoLOC_900144 = Max Active Strategies: [StrategyCount] Max Commitment: [StrategyRange] #autoLOC_900162 = Flight Results #autoLOC_900165 = Space Center #autoLOC_900172 = Science #autoLOC_900173 = Next #autoLOC_900174 = Crew #autoLOC_900188 = Reset Experiment #autoLOC_900194 = Keep Experiment #autoLOC_900199 = KSPedia #autoLOC_900203 = Forward #autoLOC_900205 = Unpause Game #autoLOC_900206 = Pause Game #autoLOC_900207 = Close KSPedia #autoLOC_900211 = Back #autoLOC_900228 = Flow Priority #autoLOC_900232 = In #autoLOC_900233 = Out #autoLOC_900234 = Stop #autoLOC_900235 = Transfer #autoLOC_900237 = Cycle Display Visibility #autoLOC_900239 = KerbNet Access #autoLOC_900240 = Center: #autoLOC_900243 = Close KerbNet #autoLOC_900244 = Refresh #autoLOC_900246 = Cycle Display Mode #autoLOC_900248 = Manually Refresh Display #autoLOC_900249 = KerbNet is Offline #autoLOC_900251 = Place Waypoint at Target #autoLOC_900252 = Waypoint #autoLOC_900253 = Biome: #autoLOC_900254 = Target: #autoLOC_900255 = Cycle Automatic Refresh #autoLOC_900258 = Leave Facility #autoLOC_900259 = Accept Strategy #autoLOC_900260 = Cancel Strategy #autoLOC_900261 = Commitment: #autoLOC_900265 = Nothing selected #autoLOC_900268 = Active Strategies #autoLOC_900280 = Show severity: #autoLOC_900286 = Stage View #autoLOC_900290 = Applicants #autoLOC_900294 = Dismiss Kerbal #autoLOC_900295 = Enlist Kerbal #autoLOC_900297 = Courage #autoLOC_900298 = Stupidity #autoLOC_900301 = Empty all seats #autoLOC_900302 = Fill all seats automatically #autoLOC_900303 = Open Astronaut Complex #autoLOC_900304 = Reset crew assignment to default #autoLOC_900305 = Reset #autoLOC_900306 = Available crew #autoLOC_900307 = Parts with crew capacity #autoLOC_900308 = Clear #autoLOC_900309 = Fill #autoLOC_900310 = Go to Astronaut Complex #autoLOC_900312 = Remove Kerbal from Vessel #autoLOC_900313 = Assign Kerbal to Vessel #autoLOC_900314 = Empty seat #autoLOC_900315 = Debug Toolbar #autoLOC_900317 = Console #autoLOC_900318 = Database #autoLOC_900319 = Assemblies #autoLOC_900320 = Props #autoLOC_900321 = Resources #autoLOC_900322 = Models #autoLOC_900323 = Textures #autoLOC_900324 = Audio #autoLOC_900325 = Debugging #autoLOC_900326 = Cheats #autoLOC_900327 = Physics #autoLOC_900328 = Aero #autoLOC_900329 = Drag #autoLOC_900330 = Thermal #autoLOC_900331 = Set Orbit #autoLOC_900332 = Difficulty #autoLOC_900333 = Input Locks #autoLOC_900334 = Performance #autoLOC_900335 = Contracts #autoLOC_900336 = Active #autoLOC_900337 = Offered #autoLOC_900338 = Archive #autoLOC_900339 = Tools #autoLOC_900340 = Kerbals #autoLOC_900341 = Create #autoLOC_900342 = Object Thrower #autoLOC_900345 = Experience #autoLOC_900346 = Pause on Vessel Unpack #autoLOC_900347 = Part Clipping in Editors #autoLOC_900348 = Maximum #autoLOC_900349 = Infinite Propellant #autoLOC_900350 = Technology #autoLOC_900351 = Hack Gravity #autoLOC_900353 = Facility #autoLOC_900354 = Funding #autoLOC_900355 = No Crash Damage #autoLOC_900356 = Reputation #autoLOC_900357 = Ignore Max Temperature #autoLOC_900358 = Biomes Visible #autoLOC_900359 = Progression #autoLOC_900360 = Non-Strict Part Attachment Checks #autoLOC_900361 = Infinite Electricity #autoLOC_900362 = Unbreakable Joints #autoLOC_900364 = Inclination #autoLOC_900367 = MNA #autoLOC_900368 = Semi-Major Axis #autoLOC_900369 = Rendezvous #autoLOC_900370 = OBT #autoLOC_900371 = LAN #autoLOC_900372 = LPE #autoLOC_900374 = Eccentricity #autoLOC_900375 = Armed #autoLOC_900376 = Object #autoLOC_900377 = Size #autoLOC_900378 = Unarmed #autoLOC_900380 = Mass #autoLOC_900381 = Speed #autoLOC_900384 = Accept #autoLOC_900387 = Trivial #autoLOC_900388 = Significant #autoLOC_900389 = Contract Assembly #autoLOC_900390 = Exceptional #autoLOC_900391 = Clear Current Contracts #autoLOC_900392 = Regenerate Current Contracts #autoLOC_900393 = Reset Contract Weights #autoLOC_900394 = Clear Finished Contracts #autoLOC_900396 = Reload Database #autoLOC_900401 = Configuration Files #autoLOC_900404 = Database Totals #autoLOC_900409 = Show All Log Errors on the Screen #autoLOC_900410 = Immediately Flush Log File to Disk #autoLOC_900411 = Show All Log Exceptions on the Screen #autoLOC_900412 = Enter command... #autoLOC_900413 = Submit #autoLOC_900414 = Clear Input Locks #autoLOC_900424 = Ignore agency mindset #autoLOC_900425 = Allow quick saving #autoLOC_900426 = Allow revert to launch #autoLOC_900427 = Allow stock vessels in career mode #autoLOC_900428 = Lost crews respawn #autoLOC_900429 = Allow quick loading #autoLOC_900430 = Allow revert to editor #autoLOC_900431 = Role #autoLOC_900432 = Random #autoLOC_900433 = Pilot #autoLOC_900434 = Male #autoLOC_900435 = Personality #autoLOC_900436 = Courage #autoLOC_900437 = Veteran #autoLOC_900438 = Stupidity #autoLOC_900439 = Engineer #autoLOC_900440 = Badass #autoLOC_900441 = Create Kerbal #autoLOC_900442 = Scientist #autoLOC_900443 = Attributes #autoLOC_900444 = Female #autoLOC_900446 = Tourist #autoLOC_900447 = Gender #autoLOC_900452 = Body Lift Multiplier #autoLOC_900455 = Display Aero Data in Action Menus #autoLOC_900456 = Force Display Scale #autoLOC_900457 = Global Lift Multiplier #autoLOC_900458 = Lift/Drag Multiplier #autoLOC_900459 = Display Aero Forces in Flight #autoLOC_900460 = Display Aero Data GUI #autoLOC_900461 = Apply Non-Physical Part Drag At Parent CoM #autoLOC_900462 = Replace Drag Cubes With Spherical Model #autoLOC_900463 = Apply Drag #autoLOC_900464 = Drag Cube Multiplier #autoLOC_900465 = Angular Drag Multiplier #autoLOC_900466 = Apply Drag As Acceleration Instead of Force #autoLOC_900467 = Apply Drag To Non-Physical Parts #autoLOC_900468 = Global Drag Multiplier #autoLOC_900469 = Physics File #autoLOC_900470 = Legacy Orbit Targeting #autoLOC_900471 = Visualize Autostruts #autoLOC_900472 = Load Database #autoLOC_900473 = Enter filename... #autoLOC_900474 = Save Database #autoLOC_900475 = Convection Factor #autoLOC_900476 = Newtonian Temperature Factor #autoLOC_900477 = Generation Factor #autoLOC_900481 = Solar Luminosity At Home #autoLOC_900482 = Conduction Enabled #autoLOC_900483 = Display Thermal Data in Action Menus #autoLOC_900484 = Solar Insolation At Home #autoLOC_900485 = Display Thermal Data GUI #autoLOC_900486 = Convection Enabled #autoLOC_900487 = Thermal Debug Colors #autoLOC_900488 = Radiation Enabled #autoLOC_900489 = Conduction Factor #autoLOC_900490 = Radiation Factor #autoLOC_900491 = Enable Heat Generation for Resource Parts #autoLOC_900492 = Show Debug Info on Resource Parts #autoLOC_900493 = Tool: Move #autoLOC_900494 = Actions #autoLOC_900495 = Toggle Snap #autoLOC_900496 = Tool: #autoLOC_900497 = Sort by Cost #autoLOC_900498 = Save #autoLOC_900501 = Tool: Rotate #autoLOC_900502 = Sort by Mass #autoLOC_900503 = Subassembly: #autoLOC_900504 = Center of Mass Overlay #autoLOC_900508 = Enable simple mode #autoLOC_900509 = Tool: Place #autoLOC_900510 = New #autoLOC_900511 = Mission Flag #autoLOC_900512 = Sort by Size #autoLOC_900513 = Custom category: #autoLOC_900514 = Aerodynamic Overlay #autoLOC_900515 = Leave #autoLOC_900516 = Cycle Symmetry Count #autoLOC_900517 = Build #autoLOC_900518 = Sort by Name #autoLOC_900519 = Enable advanced mode #autoLOC_900520 = Tool: Re-Root #autoLOC_900521 = Editor #autoLOC_900522 = Open #autoLOC_900523 = Launch #autoLOC_900524 = Center of Thrust Overlay #autoLOC_900525 = Action Groups #autoLOC_900526 = Selection #autoLOC_900527 = Enter ship description... #autoLOC_900528 = Cost #autoLOC_900529 = Mass #autoLOC_900530 = Untitled Space Craft #autoLOC_900531 = Enter search... #autoLOC_900532 = Group Actions #autoLOC_900533 = Size #autoLOC_900535 = Cancel #autoLOC_900536 = Delete #autoLOC_900537 = Select a Craft to Load #autoLOC_900538 = Merge #autoLOC_900539 = Load #autoLOC_900544 = Delete this category #autoLOC_900545 = Icon #autoLOC_900546 = Close this dialog #autoLOC_900547 = Save category #autoLOC_900550 = Add part to selected category #autoLOC_900551 = Add part to category #autoLOC_900555 = Manufacturer: #autoLOC_900575 = EVA #autoLOC_900581 = Radial Out #autoLOC_900582 = Toggle SAS #autoLOC_900583 = Toggle Gear Action Group #autoLOC_900584 = Toggle Brakes Action Group #autoLOC_900585 = Staging Mode #autoLOC_900586 = Flight #autoLOC_900587 = Maneuver #autoLOC_900588 = Toggle Time Mode #autoLOC_900589 = Anti Target #autoLOC_900590 = Toggle Map #autoLOC_900591 = Target #autoLOC_900596 = Abort Action Group #autoLOC_900597 = Prograde #autoLOC_900598 = Radial In #autoLOC_900602 = Normal #autoLOC_900603 = Stability Assist #autoLOC_900604 = Toggle Light Action Group #autoLOC_900605 = Toggle RCS #autoLOC_900606 = Docking Mode #autoLOC_900607 = Retrograde #autoLOC_900608 = Toggle Navball Frame #autoLOC_900612 = Add Slot #autoLOC_900615 = MET #autoLOC_900616 = Interior Overlay #autoLOC_900621 = Surface #autoLOC_900627 = View #autoLOC_900629 = Info #autoLOC_900631 = Parameters #autoLOC_900639 = Cutoff #autoLOC_900641 = Color #autoLOC_900642 = Style #autoLOC_900643 = Resource #autoLOC_900644 = Fraction #autoLOC_900645 = Ocean #autoLOC_900646 = Atmos. #autoLOC_900650 = Signal strength #autoLOC_900651 = Last seen: #autoLOC_900652 = Size class: #autoLOC_900654 = Total mass: #autoLOC_900655 = Partcount: #autoLOC_900658 = KSP Stats Tracking #autoLOC_900659 = Don't send my IP address #autoLOC_900660 = Continue #autoLOC_900661 = Send anonymous game progress data #autoLOC_900662 = KSP would like to send some data gathered from your system to the KSP Servers, to be used for statistical purposes. The game will send the following data: #autoLOC_900667 = Continue Saved Game #autoLOC_900672 = Restart #autoLOC_900675 = Start #autoLOC_900676 = Debris #autoLOC_900677 = Vessel Type: #autoLOC_900678 = Rename Vessel #autoLOC_900679 = Station #autoLOC_900681 = Probe #autoLOC_900682 = Vessel Name: #autoLOC_900683 = Rover #autoLOC_900684 = Ship #autoLOC_900685 = Plane #autoLOC_900686 = Lander #autoLOC_900687 = Relay #autoLOC_900692 = All Contracts #autoLOC_900693 = Accept Contract #autoLOC_900694 = Available Contracts #autoLOC_900695 = Archived Contracts #autoLOC_900696 = Completed Contracts #autoLOC_900697 = Active Contracts #autoLOC_900698 = Failed Contracts #autoLOC_900699 = Cancelled Contracts #autoLOC_900700 = Decline Contract #autoLOC_900702 = Agent Info #autoLOC_900703 = Archives #autoLOC_900708 = Failed #autoLOC_900710 = Completed #autoLOC_900711 = Cancelled #autoLOC_900712 = All #autoLOC_900713 = Generated #autoLOC_900714 = Offer Expired #autoLOC_900715 = Deadline Expired #autoLOC_900716 = Declined #autoLOC_900717 = Available Parts #autoLOC_900718 = Data #autoLOC_900719 = Sort by Science #autoLOC_900720 = Sort by Value #autoLOC_900722 = Sort by Data #autoLOC_900727 = Review science report #autoLOC_900729 = Value #autoLOC_900734 = Settings #autoLOC_900735 = Revert #autoLOC_900736 = Reset Game Settings #autoLOC_900737 = Do you want to reset the game settings and return to the Main Menu? #autoLOC_900738 = Reset Settings #autoLOC_900739 = Apply #autoLOC_900740 = General #autoLOC_900741 = Graphics #autoLOC_900742 = Input #autoLOC_900743 = Vessel #autoLOC_900744 = Game #autoLOC_900745 = Controllers #autoLOC_900746 = Mouse #autoLOC_900748 = Invert #autoLOC_900749 = Dead Zone #autoLOC_900750 = Sensitivity #autoLOC_900751 = Secondary #autoLOC_900752 = Primary #autoLOC_900754 = Pri #autoLOC_900755 = Sec #autoLOC_900756 = Rotation #autoLOC_900757 = Pitch Down #autoLOC_900758 = Pitch Up #autoLOC_900759 = Yaw Left #autoLOC_900760 = Yaw Right #autoLOC_900761 = Roll Left #autoLOC_900762 = Roll Right #autoLOC_900763 = Translation #autoLOC_900764 = Translate Up #autoLOC_900765 = Translate Down #autoLOC_900766 = Translate Left #autoLOC_900767 = Translate Right #autoLOC_900768 = Translate Forward #autoLOC_900769 = Translate Backward #autoLOC_900770 = Throttle #autoLOC_900771 = Throttle Up #autoLOC_900772 = Throttle Down #autoLOC_900773 = Other #autoLOC_900774 = Switch Translation/Rotation #autoLOC_900775 = Pitch Axis #autoLOC_900776 = Roll Axis #autoLOC_900777 = Yaw Axis #autoLOC_900778 = Translate Left/Right #autoLOC_900779 = Translate Up/Down #autoLOC_900780 = Translate Forward/Back #autoLOC_900781 = Throttle Axis #autoLOC_900782 = Throttle (Incremental) #autoLOC_900783 = Systems #autoLOC_900784 = Landing Gear #autoLOC_900785 = Brakes #autoLOC_900786 = BRAKES #autoLOC_900787 = SAS Hold #autoLOC_900788 = SAS Toggle #autoLOC_900789 = RCS Toggle #autoLOC_900790 = Throttle Cut-off #autoLOC_900791 = Full Throttle #autoLOC_900792 = Precision Controls Toggle #autoLOC_900793 = Lights #autoLOC_900794 = Emergency Abort #autoLOC_900795 = Custom Action 1 #autoLOC_900796 = Custom Action 2 #autoLOC_900797 = Custom Action 3 #autoLOC_900798 = Custom Action 4 #autoLOC_900799 = Custom Action 5 #autoLOC_900800 = Custom Action 6 #autoLOC_900801 = Custom Action 7 #autoLOC_900802 = Custom Action 8 #autoLOC_900803 = Custom Action 9 #autoLOC_900804 = Custom Action 10 #autoLOC_900805 = Wheels #autoLOC_900806 = Steer Left #autoLOC_900807 = Steer Right #autoLOC_900808 = Drive Forward #autoLOC_900809 = Drive Back #autoLOC_900810 = Steering Axis #autoLOC_900811 = Character Controls #autoLOC_900812 = Move Forward #autoLOC_900813 = Move Back #autoLOC_900814 = Move Left #autoLOC_900815 = Move Right #autoLOC_900816 = Turn Left #autoLOC_900817 = Turn Right #autoLOC_900818 = Jump #autoLOC_900819 = Run #autoLOC_900820 = Board #autoLOC_900821 = Toggle Movement Mode #autoLOC_900822 = Orient to View #autoLOC_900823 = Toggle Lights #autoLOC_900824 = Toggle EVA Pack #autoLOC_900825 = Move Up #autoLOC_900826 = Move Down #autoLOC_900827 = Character #autoLOC_900828 = Pitch #autoLOC_900829 = Yaw #autoLOC_900830 = Roll #autoLOC_900831 = Orbital Map View #autoLOC_900832 = Increase Time Warp #autoLOC_900833 = Decrease Time Warp #autoLOC_900834 = Stop Time Warp #autoLOC_900835 = Focus Next Vessel #autoLOC_900836 = Focus Prev Vessel #autoLOC_900837 = Take Screenshot #autoLOC_900838 = Pause #autoLOC_900839 = PAUSE #autoLOC_900840 = Quicksave #autoLOC_900841 = QUICKSAVE #autoLOC_900842 = Quickload #autoLOC_900843 = QUICKLOAD #autoLOC_900844 = Camera #autoLOC_900845 = Camera Mode #autoLOC_900846 = Camera Next #autoLOC_900847 = Camera Reset #autoLOC_900848 = Zoom In #autoLOC_900849 = Zoom Out #autoLOC_900850 = View Up #autoLOC_900851 = View Down #autoLOC_900852 = View Left #autoLOC_900853 = View Right #autoLOC_900854 = Toggle Mouselook #autoLOC_900855 = Scroll View Up #autoLOC_900856 = Scroll View Down #autoLOC_900857 = Part Pitch Down #autoLOC_900858 = Part Pitch Up #autoLOC_900859 = Yaw Part Left #autoLOC_900860 = Yaw Part Right #autoLOC_900861 = Roll Part Left #autoLOC_900862 = Roll Part Right #autoLOC_900863 = Reset Part Rotation #autoLOC_900864 = Place Mode #autoLOC_900865 = Offset Mode #autoLOC_900866 = Rotate Mode #autoLOC_900867 = Root Mode #autoLOC_900868 = Toggle Local/Absolute #autoLOC_900869 = Toggle Angle Snap #autoLOC_900870 = Toggle Symmetry #autoLOC_900871 = Cycle Symmetry Mode #autoLOC_900872 = Search All Parts #autoLOC_900873 = Scroll Modifier for Zoom #autoLOC_900874 = UI #autoLOC_900875 = Scroll Icons Up #autoLOC_900876 = Scroll Icons Down #autoLOC_900877 = Camera Horizontal #autoLOC_900878 = Camera Vertical #autoLOC_900881 = Volume #autoLOC_900882 = Master #autoLOC_900883 = Spacecraft #autoLOC_900884 = Ambience #autoLOC_900885 = Music #autoLOC_900886 = Voices #autoLOC_900887 = Sound Normalizer #autoLOC_900889 = Enabled #autoLOC_900890 = Disabled #autoLOC_900891 = Threshold #autoLOC_900892 = Responsiveness #autoLOC_900893 = Gameplay #autoLOC_900894 = Show Vessel Labels #autoLOC_900895 = Show Space Center Crew #autoLOC_900896 = Display Kerbin Time #autoLOC_900897 = Contract Deadlines as Dates #autoLOC_900898 = Temperature Gauges #autoLOC_900899 = Thermal Highlights #autoLOC_900900 = Double Click Mouse Look #autoLOC_900901 = EVAs Auto-Rotate to Camera #autoLOC_900902 = Retain Control Point on Enter IVA #autoLOC_900903 = UI Scale #autoLOC_900904 = Camera Wobble External #autoLOC_900905 = Camera Wobble Internal #autoLOC_900906 = Advanced Tweakables #autoLOC_900907 = Default Throttle in Prelaunch #autoLOC_900908 = Autohide Navball in Map View #autoLOC_900909 = System #autoLOC_900910 = Show Stats Tracking Dialog on Startup #autoLOC_900911 = Show Exit to Main Menu Confirmation #autoLOC_900912 = Show Wrong Vessel Type on Launch Confirmation #autoLOC_900913 = Simulate In Background #autoLOC_900914 = Don't Show Game Launcher #autoLOC_900915 = Show Version Watermark in Game #autoLOC_900916 = Max Persistent Debris #autoLOC_900917 = Tidy up debris cluttering KSC #autoLOC_900918 = Max Physics Delta-Time per Frame #autoLOC_900919 = Orbital Drift Compensation #autoLOC_900920 = Ease in Gravity #autoLOC_900921 = Verbose Logging #autoLOC_900922 = Scenery #autoLOC_900923 = Terrain Detail #autoLOC_900925 = Terrain Scatters #autoLOC_900926 = Scatter Density #autoLOC_900927 = Video #autoLOC_900928 = Screen Resolution #autoLOC_900929 = Full Screen #autoLOC_900930 = FULLSCREEN #autoLOC_900932 = V-Sync #autoLOC_900933 = Don't Sync,Every V-Blank,Every Second V-Blank #autoLOC_900934 = Frame Limit #autoLOC_900935 = Pixel Light Count #autoLOC_900936 = Shadow Cascades #autoLOC_900937 = Rendering #autoLOC_900938 = Render Quality #autoLOC_900939 = Texture Quality #autoLOC_900940 = Eighth Res,Quarter Res,Half Res,Full Res #autoLOC_900941 = Aerodynamic FX Quality #autoLOC_900942 = Surface FX #autoLOC_900943 = Underwater FX #autoLOC_900944 = Highlight FX #autoLOC_900945 = Conic Patch Draw Mode #autoLOC_900946 = Local to Body,Local at SOI Entry,Local at SOI Exit,Relative,Dynamic #autoLOC_900947 = Conic Patch Limit #autoLOC_900948 = Orbit Line Fade Strength #autoLOC_900949 = Orbit Line Fade Reversed #autoLOC_900950 = Always Show Closest Approach for Target #autoLOC_900951 = Part Highlighter Brightness Factor #autoLOC_900952 = Part Highlighter Enabled in Flight #autoLOC_900953 = Toggle Camera/Flight Control #autoLOC_900954 = Pitch, Yaw and Roll #autoLOC_900955 = Sharpness #autoLOC_900956 = XYZ Translation #autoLOC_900957 = Mouse Wheel Sensitivity #autoLOC_900958 = Track IR #autoLOC_900959 = Track IR Enabled #autoLOC_900960 = Flight External #autoLOC_900961 = Flight Internal #autoLOC_900962 = Flight EVA #autoLOC_900963 = Flight Map View #autoLOC_900964 = Editors #autoLOC_900968 = Enter #autoLOC_900978 = Fly #autoLOC_900979 = Crew: #autoLOC_900981 = Recover #autoLOC_900983 = Pause Menu #autoLOC_900984 = Warp to Next Morning #autoLOC_901004 = Toggle Ships #autoLOC_901005 = Toggle Unknown #autoLOC_901006 = Toggle Stations #autoLOC_901007 = Toggle Rovers #autoLOC_901008 = Toggle EVAs #autoLOC_901009 = Toggle Landers #autoLOC_901010 = Timewarp to Next Morning #autoLOC_901011 = Toggle Relays #autoLOC_901012 = Toggle Space Objects #autoLOC_901013 = Toggle Debris #autoLOC_901014 = Toggle Flags #autoLOC_901015 = Toggle Probes #autoLOC_901016 = Toggle Bases #autoLOC_901017 = Fly #autoLOC_901018 = Terminate #autoLOC_901019 = Track #autoLOC_901020 = Tracked Objects: #autoLOC_901021 = Toggle Planes #autoLOC_901034 = Delete vessel #autoLOC_901035 = Launch vessel #autoLOC_901036 = Select mission flag #autoLOC_901037 = Edit vessel #autoLOC_901038 = Mission Flag #autoLOC_901039 = Launch New Mission #autoLOC_901040 = Write missing localization keys to log as they are accessed #autoLOC_901041 = Show localization keys on screen (instead of translated text) #autoLOC_901042 = Used Heap Size #autoLOC_901043 = Allocated #autoLOC_901044 = Reserved #autoLOC_901045 = Unused Reserve #autoLOC_901046 = Mono Heap #autoLOC_901047 = Mono Heap Used #autoLOC_901048 = Scale #autoLOC_901049 = Multiplier #autoLOC_901050 = Memory #autoLOC_901051 = Factor #autoLOC_901052 = Luminosity #autoLOC_901053 = Insolation #autoLOC_901054 = Name #autoLOC_901055 = Enter name... #autoLOC_901056 = Parts #autoLOC_901057 = Internals #autoLOC_901058 = Localized Strings #autoLOC_901059 = Partial Key to Search #autoLOC_901060 = Partial Value to Search #autoLOC_901061 = Search #autoLOC_901062 = Show Exact Matches Only #autoLOC_901063 = Strings #autoLOC_901064 = Kerbal Created #autoLOC_901065 = Roster full #autoLOC_901066 = Name in use #autoLOC_901067 = Kerbal Created #autoLOC_901068 = Crew #autoLOC_901069 = Applicant #autoLOC_901070 = Unowned #autoLOC_901071 = Tourist #autoLOC_901072 = Available #autoLOC_901073 = Assigned #autoLOC_901074 = Dead #autoLOC_901075 = Missing #autoLOC_901076 = -------------------- EXACT MATCHES -------------------- #autoLOC_901077 = No strings found matching Key #autoLOC_901078 = No strings found matching Key #autoLOC_901079 = -------------------- CONTAINS MATCHES -------------------- #autoLOC_901080 = Like search limited to 50 results #autoLOC_901081 = Found 50 matches. stopping #autoLOC_901082 = Key #autoLOC_901083 = Value #autoLOC_901084 = Sphere #autoLOC_901085 = Cube #autoLOC_901086 = Remove #autoLOC_901087 = Uncancellable #autoLOC_901088 = Undeclinable #autoLOC_901089 = Advanced Message Application #autoLOC_901090 = Flight Info #autoLOC_901091 = Radar Altitude #autoLOC_901092 = Frame of Reference #autoLOC_901093 = Physics Time #autoLOC_901094 = Physics Frame Delay #autoLOC_901095 = Reference Body #autoLOC_901096 = Physics Time Ratio #autoLOC_901097 = Time #autoLOC_901098 = Location #autoLOC_901099 = No Active Vessel #autoLOC_901100 = Rotating #autoLOC_901101 = Inertial #autoLOC_901102 = Version Info #autoLOC_901103 = Click for Version Info... #autoLOC_910001 = Bop is a small moon in the vicinity of Jool. In Kerbal mythology, Bop is believed to be the home of the Kraken, a mischievous creature said to play with the ships of hapless explorers, by spinning them out of control until torn asunder, then casting them into oblivion. #autoLOC_910002 = The Sun is the most well known object in the daytime sky. Scientists have noted a particular burning sensation and potential loss of vision if it is stared at for long periods of time. This is especially important to keep in mind considering the effect shiny objects have on the average Kerbal. #autoLOC_910021 = Pol^N #autoLOC_910023 = Bop^N #autoLOC_910025 = Tylo^N #autoLOC_910027 = Vall^N #autoLOC_910029 = Laythe^N #autoLOC_910031 = Ike^N #autoLOC_910033 = Minmus^N #autoLOC_910035 = The Mun^N #autoLOC_910037 = Gilly^N #autoLOC_910039 = Eeloo^N #autoLOC_910041 = Jool^N #autoLOC_910043 = Dres^N #autoLOC_910045 = Duna^N #autoLOC_910048 = Kerbin^N #autoLOC_910049 = Eve^N #autoLOC_910051 = Moho^N #autoLOC_910053 = The Sun^N #autoLOC_1100000 = Getting Started and Basic Construction #autoLOC_1100001 = This tutorial, presented by famous rocket scientist Wernher von Kerman himself, covers the basics of rocket construction in the Vehicle Assembly Building. He's waiting for you down there and is always in high demand. Don't dally! #autoLOC_1100002 = Jebediah Kerman #autoLOC_1100003 = Bill Kerman #autoLOC_1100004 = Bob Kerman #autoLOC_1100005 = Valentina Kerman #autoLOC_1100006 = Basic Flight #autoLOC_1100007 = Learn the basics of flying a spacecraft in KSP. In this tutorial, flight instructor Gene Kerman will take you through the essential flight controls and instruments required to launch a simple hopper (that you built in Construction Basics). #autoLOC_1100008 = Jebediah Kerman #autoLOC_1100009 = Bill Kerman #autoLOC_1100010 = Bob Kerman #autoLOC_1100011 = Valentina Kerman #autoLOC_1100012 = Intermediate Construction #autoLOC_1100013 = This tutorial, presented by famous rocket scientist Wernher von Kerman himself, covers how to design a craft that can escape Kerbin's atmosphere and return safely. #autoLOC_1100014 = Jebediah Kerman #autoLOC_1100015 = Bill Kerman #autoLOC_1100016 = Bob Kerman #autoLOC_1100017 = Valentina Kerman #autoLOC_1100018 = Suborbital Flight #autoLOC_1100019 = Learn how to escape Kerbin's atmosphere and return safely. In this tutorial, flight instructor Gene Kerman will take you through the essential flight controls and instruments required to launch a simple rocket to an almost respectable altitude\u2014and how to get back in one piece! #autoLOC_1100020 = Jebediah Kerman #autoLOC_1100021 = Bill Kerman #autoLOC_1100022 = Bob Kerman #autoLOC_1100023 = Valentina Kerman #autoLOC_1100024 = Advanced Construction #autoLOC_1100025 = This tutorial, presented by famous rocket scientist Wernher von Kerman himself, covers how to design a craft that can orbit Kerbin and return safely. #autoLOC_1100026 = Jebediah Kerman #autoLOC_1100027 = Bill Kerman #autoLOC_1100028 = Bob Kerman #autoLOC_1100029 = Valentina Kerman #autoLOC_1100030 = Go For Orbit #autoLOC_1100031 = Building off the prior flight tutorials, Gene Kerman teaches you how to achieve orbit with the vessel you built in the Advanced Construction tutorial. It's a big step! #autoLOC_1100032 = Jebediah Kerman #autoLOC_1100033 = Bill Kerman #autoLOC_1100034 = Bob Kerman #autoLOC_1100035 = Valentina Kerman #autoLOC_1100036 = Orbiting 101 #autoLOC_1100037 = This training scenario covers the basics of flying a spacecraft in orbit: Essential maneuvers like raising and lowering apoapsis and periapsis nodes, and also important concepts, such as what the terms "apoapsis" and "periapsis" mean. You'll start off in a low circular orbit around Kerbin, with the Orbiter 1 training craft ready to go. #autoLOC_1100038 = Jebediah Kerman #autoLOC_1100039 = Bill Kerman #autoLOC_1100040 = Bob Kerman #autoLOC_1100041 = Valentina Kerman #autoLOC_1100042 = Science Basics #autoLOC_1100043 = In this tutorial Wernher von Kerman will walk you through the Kerbal Scientific Method, you will learn how experimentation works and why it's so cool! #autoLOC_1100044 = Jebediah Kerman #autoLOC_1100045 = Bill Kerman #autoLOC_1100046 = Bob Kerman #autoLOC_1100047 = To The Mun, Part 1 #autoLOC_1100048 = This tutorial will introduce you to flights outside of Kerbin's sphere of influence, at the most basic level - flying to the Mun. #autoLOC_1100049 = Jebediah Kerman #autoLOC_1100050 = Bill Kerman #autoLOC_1100051 = Bob Kerman #autoLOC_1100052 = Valentina Kerman #autoLOC_1100053 = To The Mun, Part 2 #autoLOC_1100054 = Here you will learn how to land safely on the Mun (and, by extension, other airless bodies). It picks up where Part 1 left off. #autoLOC_1100055 = Jebediah Kerman #autoLOC_1100056 = Bill Kerman #autoLOC_1100057 = Bob Kerman #autoLOC_1100058 = Valentina Kerman #autoLOC_1100059 = From the Mun #autoLOC_1100060 = Here we will review how to bring our brave Kerbal crew back home, once they managed to safely land on the Mun. #autoLOC_1100061 = Jebediah Kerman #autoLOC_1100062 = Bill Kerman #autoLOC_1100063 = Bob Kerman #autoLOC_1100064 = Valentina Kerman #autoLOC_1100065 = Docking #autoLOC_1100066 = We'll review the process of attaching two ships with one another in space. #autoLOC_1100067 = Jedrigh Kerman #autoLOC_1100068 = Seangel Kerman #autoLOC_1100069 = Desbur Kerman #autoLOC_1100070 = Obmin Kerman #autoLOC_1100071 = Jebrod Kerman #autoLOC_1100072 = Jonfrod Kerman #autoLOC_1100073 = Calmy Kerman #autoLOC_1100074 = Matmy Kerman #autoLOC_1100075 = Neilburry Kerman #autoLOC_1100076 = Podfrod Kerman #autoLOC_1100077 = Jebediah Kerman #autoLOC_1100078 = Bill Kerman #autoLOC_1100079 = Bob Kerman #autoLOC_1100080 = Valentina Kerman #autoLOC_1100081 = Asteroid Redirect Mission, Part 1 #autoLOC_1100082 = This is the beginning of a guided mission that will walk you through the process of catching an asteroid, in this part we will rendezvous with an orbiting asteroid. #autoLOC_1100083 = Jebediah Kerman #autoLOC_1100084 = Bill Kerman #autoLOC_1100085 = Bob Kerman #autoLOC_1100086 = Asteroid Redirect Mission, Part 2 #autoLOC_1100087 = In this part we will look at how to actually catch an asteroid and decide what to do with it. #autoLOC_1100088 = Jebediah Kerman #autoLOC_1200000 = Asteroid Redirect Mission: Orbital Rendezvous #autoLOC_1200001 = The Asteroid Redirect Mission, created with the collaboration of NASA, features asteroids orbiting close to Kerbin, as well as new tools that allow you to actually capture one, redirect its orbit, and perform new science research on it. In this scenario, the Retriever A1 spacecraft is on a course to rendezvous with an orbiting asteroid. You're tasked with performing the rendezvous burn, then catch up to the asteroid as you approach the intersection of both orbits. #autoLOC_1200002 = Jebediah Kerman #autoLOC_1200003 = Bill Kerman #autoLOC_1200004 = Bob Kerman #autoLOC_1200005 = Asteroid Redirect Mission: Ready to Capture #autoLOC_1200006 = The Asteroid Redirect Mission, created with the collaboration of NASA, features asteroids orbiting close to Kerbin, as well as new tools that allow you to actually capture one, redirect its orbit, and perform new science research on it. In this scenario, the Retriever A2 spacecraft is only a few meters away from the asteroid, ready to deploy its grappling device and attach itself. Can you maneuver it into a closed orbit around Kerbin's Mun? #autoLOC_1200007 = Jebediah Kerman #autoLOC_1200008 = Bill Kerman #autoLOC_1200009 = Bob Kerman #autoLOC_1200010 = Dynawing Final Approach #autoLOC_1200011 = The Dynawing is on final approach to the KSC runway. All you have to do is land her.\n\nPreferably in one piece! #autoLOC_1200012 = Jebediah Kerman #autoLOC_1200013 = Bill Kerman #autoLOC_1200014 = Bob Kerman #autoLOC_1200015 = Valentina Kerman #autoLOC_1200016 = Edler Kerman #autoLOC_1200017 = Erianna Kerman #autoLOC_1200018 = Irtrid Kerman #autoLOC_1200019 = Mitdos Kerman #autoLOC_1200020 = Kata Kerman #autoLOC_1200021 = Suene Kerman #autoLOC_1200022 = Jergun Kerman #autoLOC_1200023 = Neldun Kerman #autoLOC_1200024 = Daet Kerman #autoLOC_1200025 = Gilbles Kerman #autoLOC_1200026 = Maxuna Kerman #autoLOC_1200027 = Dynawing Re-entry #autoLOC_1200028 = It's over 1000 Km to the KSC, we've got a half tank of monoprop, it's dawn, and we're wearing space suits.\n\nHit it. #autoLOC_1200029 = Jebediah Kerman #autoLOC_1200030 = Bill Kerman #autoLOC_1200031 = Bob Kerman #autoLOC_1200032 = Valentina Kerman #autoLOC_1200033 = Edler Kerman #autoLOC_1200034 = Erianna Kerman #autoLOC_1200035 = Irtrid Kerman #autoLOC_1200036 = Mitdos Kerman #autoLOC_1200037 = Kata Kerman #autoLOC_1200038 = Suene Kerman #autoLOC_1200039 = Jergun Kerman #autoLOC_1200040 = Neldun Kerman #autoLOC_1200041 = Daet Kerman #autoLOC_1200042 = Gilbles Kerman #autoLOC_1200043 = Maxuna Kerman #autoLOC_1200044 = EVA in Kerbin Orbit #autoLOC_1200045 = Jebediah Kerman on EVA about 40 meters away from his ship. #autoLOC_1200046 = Jebediah Kerman #autoLOC_1200047 = Bill Kerman #autoLOC_1200048 = Bob Kerman #autoLOC_1200049 = EVA on Duna #autoLOC_1200050 = Susa Kerman is exploring the red planet. Can you bring her home?\n\nHer ship is rather basic, so be careful... #autoLOC_1200051 = Jebediah Kerman #autoLOC_1200052 = Bill Kerman #autoLOC_1200053 = Bob Kerman #autoLOC_1200054 = Valentina Kerman #autoLOC_1200055 = Munfurt Kerman #autoLOC_1200056 = Pholenna Kerman #autoLOC_1200057 = Patul Kerman #autoLOC_1200058 = Susa Kerman #autoLOC_1200059 = Tradolin Kerman #autoLOC_1200060 = Patvis Kerman #autoLOC_1200061 = Podmund Kerman #autoLOC_1200062 = Genewin Kerman #autoLOC_1200063 = Edming Kerman #autoLOC_1200064 = Tiby Kerman #autoLOC_1200065 = Jerdard Kerman #autoLOC_1200066 = Desely Kerman #autoLOC_1200067 = Fabien Kerman #autoLOC_1200068 = Shelsel Kerman #autoLOC_1200069 = Exploring Gilly #autoLOC_1200070 = Where's the best place to try out the new MoonScoot 3000?\n\nGilly of course! #autoLOC_1200071 = Jebediah Kerman #autoLOC_1200072 = Bill Kerman #autoLOC_1200073 = Bob Kerman #autoLOC_1200074 = Valentina Kerman #autoLOC_1200075 = Ferhat Kerman #autoLOC_1200076 = Shelke Kerman #autoLOC_1200077 = Nedsted Kerman #autoLOC_1200078 = Verthy Kerman #autoLOC_1200079 = Lenrim Kerman #autoLOC_1200080 = Kirk Kerman #autoLOC_1200081 = Wilxie Kerman #autoLOC_1200082 = Lagersei Kerman #autoLOC_1200083 = Calcal Kerman #autoLOC_1200084 = Ludos Kerman #autoLOC_1200085 = Gwendrien Kerman #autoLOC_1200086 = Bealinne Kerman #autoLOC_1200087 = Impending Impact #autoLOC_1200088 = The Mun 7 flyby spacecraft is heading straight for an impact with the Mun! See if you can avoid a catastrophe and get Jebediah back home! #autoLOC_1200089 = Jebediah Kerman #autoLOC_1200090 = Bill Kerman #autoLOC_1200091 = Bob Kerman #autoLOC_1200092 = Valentina Kerman #autoLOC_1200093 = Jool Aerobrake #autoLOC_1200094 = Join the crew of the Inspiration of the Windward Spirit as they aerobrake in the Jool system!\n\nJust don't forget to retract the solar panels... #autoLOC_1200095 = Jebediah Kerman #autoLOC_1200096 = Bill Kerman #autoLOC_1200097 = Bob Kerman #autoLOC_1200098 = Valentina Kerman #autoLOC_1200099 = Aralla Kerman #autoLOC_1200100 = Isadi Kerman #autoLOC_1200101 = Leachel Kerman #autoLOC_1200102 = Philrey Kerman #autoLOC_1200103 = Rodfurt Kerman #autoLOC_1200104 = Luisa Kerman #autoLOC_1200105 = Bobgun Kerman #autoLOC_1200106 = Eliemma Kerman #autoLOC_1200107 = Stelalla Kerman #autoLOC_1200108 = Natallian Kerman #autoLOC_1200109 = Billy-Bobmon Kerman #autoLOC_1200110 = Barina Kerman #autoLOC_1200111 = Mun Orbit #autoLOC_1200112 = The Kerbal 11 Mission in low Mun Orbit. This mission is comprised of two docked vehicles, the Landing Module and the Command Module. The lander is undocked from the Command module, flies down to land, then returns to orbit where the Command Module will rendezvous and dock with it. After that, the lander is discarded and the crew leaves Mun orbit to return home.\n\nThe crew forgot a heat shield, however, so if they want to live they'll need to use their ample propellant reserves to slow down when they get there... #autoLOC_1200113 = Jebediah Kerman #autoLOC_1200114 = Bill Kerman #autoLOC_1200115 = Bob Kerman #autoLOC_1200116 = Mun Rover #autoLOC_1200117 = Explore the landscape of Kerbin's nearest neighbour in this RCS-assisted rover. #autoLOC_1200118 = Jebediah Kerman #autoLOC_1200119 = Bill Kerman #autoLOC_1200120 = Bob Kerman #autoLOC_1200121 = Valentina Kerman #autoLOC_1200122 = Sonzer Kerman #autoLOC_1200123 = Stalenna Kerman #autoLOC_1200124 = Mellin Kerman #autoLOC_1200125 = Brooke Kerman #autoLOC_1200126 = Arllian Kerman #autoLOC_1200127 = Martris Kerman #autoLOC_1200128 = Bartlo Kerman #autoLOC_1200129 = Arlina Kerman #autoLOC_1200130 = Jebvis Kerman #autoLOC_1200131 = Dadra Kerman #autoLOC_1200132 = Tomlin Kerman #autoLOC_1200133 = Lodbal Kerman #autoLOC_1200134 = Powered Landing #autoLOC_1200135 = Bring the Homeseeker flyback booster to a gentle landing at the KSC so it can be refuelled and used again. What do you mean it's hard? It's not like we're asking you to land on something small.\n\nLike a boat! #autoLOC_1200136 = Jebediah Kerman #autoLOC_1200137 = Bill Kerman #autoLOC_1200138 = Bob Kerman #autoLOC_1200139 = Valentina Kerman #autoLOC_1200140 = Prospecting Eeloo #autoLOC_1200141 = Prospect for ore on lonely Eeloo with this orbiting survey platform, complete with lander and ground-truthing rovers. #autoLOC_1200142 = Jebediah Kerman #autoLOC_1200143 = Bill Kerman #autoLOC_1200144 = Bob Kerman #autoLOC_1200145 = Valentina Kerman #autoLOC_1200146 = Refuel at Minmus #autoLOC_1200147 = Criske Kerman was a little over enthusiastic with the Aeris 4B, now she's stuck in orbit.\n\nLuckily there's a refuelling ship nearby. #autoLOC_1200148 = Jebediah Kerman #autoLOC_1200149 = Bill Kerman #autoLOC_1200150 = Bob Kerman #autoLOC_1200151 = Valentina Kerman #autoLOC_1200152 = Derlong Kerman #autoLOC_1200153 = Descas Kerman #autoLOC_1200154 = Cermy Kerman #autoLOC_1200155 = Seeby Kerman #autoLOC_1200156 = Franelle Kerman #autoLOC_1200157 = Steve Kerman #autoLOC_1200158 = Henvan Kerman #autoLOC_1200159 = Hanrim Kerman #autoLOC_1200160 = Criske Kerman #autoLOC_1200161 = Catlian Kerman #autoLOC_1200162 = Duing Kerman #autoLOC_1200163 = Station One #autoLOC_1200164 = Space Station 1 is a small refueling outpost at low Kerbin orbit where ships can stop to fill up before leaving on interplanetary missions. #autoLOC_1200165 = Jebediah Kerman #autoLOC_1200166 = Bill Kerman #autoLOC_1200167 = Bob Kerman #autoLOC_1200168 = Valentina Kerman #autoLOC_1200169 = Sigbro Kerman #autoLOC_1200170 = Richsby Kerman #autoLOC_1200171 = Jerney Kerman #autoLOC_1200172 = Bartbus Kerman #autoLOC_1200173 = Ribly Kerman #autoLOC_1200174 = Ensel Kerman #autoLOC_1200175 = Haygee Kerman #autoLOC_1200176 = Kenemy Kerman #autoLOC_1200177 = Malgel Kerman #autoLOC_1200178 = Thomzon Kerman #autoLOC_1200179 = Shannon Kerman #autoLOC_1200180 = Anbin Kerman #autoLOC_1200181 = Jendas Kerman #autoLOC_1200182 = Neilbert Kerman #autoLOC_1200183 = Benjamin Kerman #autoLOC_1200184 = Transmissions #autoLOC_1200185 = Probes allow Kerbals to explore from the comfort and safety of Mission Control, but they need a path for their transmissions to and from Kerbin.\n\nThis scenario shows just one possible deep space network (DSN) that allows contact with the Kerbals bravest explorers. #autoLOC_1200186 = Jebediah Kerman #autoLOC_1200187 = Bill Kerman #autoLOC_1200188 = Bob Kerman #autoLOC_1200189 = Valentina Kerman #autoLOC_1800013 = Too many save files #autoLOC_1900113 = Rob Nelson (a.k.a N3X15) - Game and Web Development #autoLOC_1900117 = Hugo Gutierrez - Content Design #autoLOC_1900118 = Mario Maqueo - Programming #autoLOC_1900119 = Claira Lyrae Safi - Content Design #autoLOC_1900123 = KerbalSpaceProgram #autoLOC_1900124 = Tech Support #autoLOC_1900129 = Arranged by Victor Machado #autoLOC_1900130 = Special Thanks to #autoLOC_1900138 = Chad Jenkins (a.k.a. C7) - Technical Artist #autoLOC_1900139 = Colum Cantwell - QA #autoLOC_1900140 = Artyom Zuev (a.k.a. Bac9) - Content Design #autoLOC_1900142 = Ondraus Jenkins and people at Bungie Aerospace #autoLOC_1900143 = Alejandro Mora - Game & Server Development #autoLOC_1900144 = Other Tracks #autoLOC_1900145 = Clay Campbell - QA #autoLOC_1900146 = The Awesome QA Team #autoLOC_1900149 = Community Management #autoLOC_1900152 = Our Friends at Valve #autoLOC_1900154 = All the space agencies that play our game #autoLOC_1900155 = Written & Arranged by\nFelipe Falanghe #autoLOC_1900157 = Jose Luis Palacios Vives - Producer #autoLOC_1900159 = Programming #autoLOC_1900160 = Ted Everett - Producer #autoLOC_1900161 = Eduardo Reyes - project Manager #autoLOC_1900164 = NASA #autoLOC_1900165 = Original Music #autoLOC_1900166 = Jacobo Rosas - Content Design #autoLOC_1900170 = Lead Artist #autoLOC_1900173 = Rogelio Dominguez - 3D Artist #autoLOC_1900174 = Sound Designer #autoLOC_1900175 = Miguel Piña (aka MaxMaps) - Producer #autoLOC_1900176 = James Kupperian (a.k.a. Skunky) - Community Manager #autoLOC_1900177 = Kurtjmac and all our loyal youtubers and streamers! #autoLOC_1900178 = Robert Holtzman - Public Relations #autoLOC_1900181 = Chaz Chiarello - Media Director #autoLOC_1900183 = Assistant Producer #autoLOC_1900184 = Riess, of Our Intrepid Crew #autoLOC_1900186 = Executive Producers #autoLOC_1900188 = Jeff C. (a.k.a. NovaSilisko) - Content Design #autoLOC_1900196 = The KSP Community Moderation Team #autoLOC_1900198 = Loïck Bel (a.k.a. 707-Engineering) - QA #autoLOC_1900199 = QA Manager #autoLOC_1900201 = KSP Main Theme #autoLOC_1900203 = Anthony Guzzardo - Community Manager #autoLOC_1900205 = Content Design #autoLOC_1900206 = Business Development #autoLOC_1900207 = QA Leads #autoLOC_1900208 = The Orbiter Community - Hail Probe! #autoLOC_1900214 = The Awesome KSP Community #autoLOC_1900216 = Arthur Villain - QA #autoLOC_1900217 = Lead Producer #autoLOC_1900220 = Anthony Keeton - Community Manager #autoLOC_1900221 = Iván Vázquez - Additional Art #autoLOC_1900222 = Written by Kevin MacLeod #autoLOC_1900223 = Legacy #autoLOC_1900226 = Loading Screen Artwork by #autoLOC_1900229 = Created By #autoLOC_1900232 = UI Developer #autoLOC_1900233 = Juan Carlos Demeneghi - Additional Art #autoLOC_1900236 = Lead Game Developer #autoLOC_1900237 = Written by Felipe Falanghe #autoLOC_1900238 = Kasper Nahuis - Community Lead #autoLOC_1900239 = Tanuki Chau - Community Contributor #autoLOC_1900240 = Start New #autoLOC_1900241 = Resume Saved #autoLOC_1900242 = Addons & Mods #autoLOC_1900243 = Run Unit Tests #autoLOC_1900244 = KSP Community #autoLOC_1900245 = Continue #autoLOC_1900246 = Warning! You are about to play the <<1>> Prerelease.\n\nIt is not the final release of <<1>>. It may not accurately represent the quality or content of the <<1>> update.\n\nEnsure you have backup up your saves and crafts. Disable all mods initially, re-enabling them as they are updated.\n\nTo report bugs or issues, please go to <<2>> #autoLOC_1900247 = Start Game #autoLOC_1900249 = Credits #autoLOC_1900250 = KSP Prerelease #autoLOC_1900251 = Settings #autoLOC_1900252 = Quit #autoLOC_1900254 = Scenarios #autoLOC_1900255 = Back #autoLOC_1900256 = Training #autoLOC_1900759 = Settings #autoLOC_1900760 = Revert #autoLOC_1900761 = Reset Game_Settings #autoLOC_1900762 = Do you want to reset the Game_Settings and return to the Main Menu? #autoLOC_1900763 = Reset Settings #autoLOC_1900764 = Apply #autoLOC_1900765 = General #autoLOC_1900766 = Graphics #autoLOC_1900767 = Input #autoLOC_1900768 = Vessel #autoLOC_1900769 = Game #autoLOC_1900770 = Controllers #autoLOC_1900771 = Mouse #autoLOC_1900773 = Invert #autoLOC_1900774 = Dead Zone #autoLOC_1900775 = Sensitivity #autoLOC_1900776 = Secondary #autoLOC_1900777 = Primary #autoLOC_1900781 = Rotation #autoLOC_1900782 = Pitch Down #autoLOC_1900783 = Pitch Up #autoLOC_1900784 = Yaw Left #autoLOC_1900785 = Yaw Right #autoLOC_1900786 = Roll Left #autoLOC_1900787 = Roll Right #autoLOC_1900788 = Translation #autoLOC_1900789 = Translate Up #autoLOC_1900790 = Translate Down #autoLOC_1900791 = Translate Left #autoLOC_1900792 = Translate Right #autoLOC_1900793 = Translate Forward #autoLOC_1900794 = Translate Backward #autoLOC_1900795 = Throttle #autoLOC_1900796 = Throttle Up #autoLOC_1900797 = Throttle Down #autoLOC_1900798 = Other #autoLOC_1900799 = Switch Translation/Rotation #autoLOC_1900800 = Pitch Axis #autoLOC_1900801 = Roll Axis #autoLOC_1900802 = Yaw Axis #autoLOC_1900803 = Translate Left/Right #autoLOC_1900804 = Translate Up/Down #autoLOC_1900805 = Translate Forward/Back #autoLOC_1900806 = Throttle Axis #autoLOC_1900807 = Throttle (Incremental) #autoLOC_1900808 = Systems #autoLOC_1900809 = Landing Gear #autoLOC_1900810 = Brakes #autoLOC_1900812 = SAS Hold #autoLOC_1900813 = SAS Toggle #autoLOC_1900814 = RCS Toggle #autoLOC_1900815 = Throttle Cut-off #autoLOC_1900816 = Full Throttle #autoLOC_1900817 = Precision Controls Toggle #autoLOC_1900818 = Lights #autoLOC_1900819 = Emergency Abort #autoLOC_1900820 = Custom Action 1 #autoLOC_1900821 = Custom Action 2 #autoLOC_1900822 = Custom Action 3 #autoLOC_1900823 = Custom Action 4 #autoLOC_1900824 = Custom Action 5 #autoLOC_1900825 = Custom Action 6 #autoLOC_1900826 = Custom Action 7 #autoLOC_1900827 = Custom Action 8 #autoLOC_1900828 = Custom Action 9 #autoLOC_1900829 = Custom Action 10 #autoLOC_1900830 = Wheels #autoLOC_1900831 = Steer Left #autoLOC_1900832 = Steer Right #autoLOC_1900833 = Drive Forward #autoLOC_1900834 = Drive Back #autoLOC_1900835 = Steering Axis #autoLOC_1900836 = Character Controls #autoLOC_1900837 = Move Forward #autoLOC_1900838 = Move Back #autoLOC_1900839 = Move Left #autoLOC_1900840 = Move Right #autoLOC_1900841 = Turn Left #autoLOC_1900842 = Turn Right #autoLOC_1900843 = Jump #autoLOC_1900844 = Run #autoLOC_1900845 = Board #autoLOC_1900846 = Toggle Movement Mode #autoLOC_1900847 = Orient to View #autoLOC_1900848 = Toggle Lights #autoLOC_1900849 = Toggle EVA Pack #autoLOC_1900850 = Move Up #autoLOC_1900851 = Move Down #autoLOC_1900852 = Character #autoLOC_1900853 = Pitch #autoLOC_1900854 = Yaw #autoLOC_1900855 = Roll #autoLOC_1900856 = Orbital Map View #autoLOC_1900857 = Increase Time Warp #autoLOC_1900858 = Decrease Time Warp #autoLOC_1900859 = Stop Time Warp #autoLOC_1900860 = Focus Next Vessel #autoLOC_1900861 = Focus Prev Vessel #autoLOC_1900862 = Take Screenshot #autoLOC_1900863 = Pause #autoLOC_1900865 = Quicksave #autoLOC_1900867 = Quickload #autoLOC_1900869 = Camera #autoLOC_1900870 = Camera Mode #autoLOC_1900871 = Camera Next #autoLOC_1900872 = Camera Reset #autoLOC_1900873 = Zoom In #autoLOC_1900874 = Zoom Out #autoLOC_1900875 = View Up #autoLOC_1900876 = View Down #autoLOC_1900877 = View Left #autoLOC_1900878 = View Right #autoLOC_1900879 = Toggle Mouselook #autoLOC_1900880 = Scroll View Up #autoLOC_1900881 = Scroll View Down #autoLOC_1900882 = Part Pitch Down #autoLOC_1900883 = Part Pitch Up #autoLOC_1900884 = Yaw Part Left #autoLOC_1900885 = Yaw Part Right #autoLOC_1900886 = Roll Part Left #autoLOC_1900887 = Roll Part Right #autoLOC_1900888 = Reset Part Rotation #autoLOC_1900889 = Place Mode #autoLOC_1900890 = Offset Mode #autoLOC_1900891 = Rotate Mode #autoLOC_1900892 = Root Mode #autoLOC_1900893 = Toggle Local/Absolute #autoLOC_1900894 = Toggle Angle Snap #autoLOC_1900895 = Toggle Symmetry #autoLOC_1900896 = Cycle Symmetry Mode #autoLOC_1900897 = Search All Parts #autoLOC_1900898 = Scroll Modifier for Zoom #autoLOC_1900899 = UI #autoLOC_1900900 = Scroll Icons Up #autoLOC_1900901 = Scroll Icons Down #autoLOC_1900902 = Camera Horizontal #autoLOC_1900903 = Camera Vertical #autoLOC_1900906 = Volume #autoLOC_1900907 = Master #autoLOC_1900908 = Spacecraft #autoLOC_1900909 = Ambience #autoLOC_1900910 = Music #autoLOC_1900911 = Voices #autoLOC_1900912 = Sound Normalizer #autoLOC_1900914 = Enabled #autoLOC_1900915 = Disabled #autoLOC_1900916 = Threshold #autoLOC_1900917 = Responsiveness #autoLOC_1900918 = Gameplay #autoLOC_1900919 = Show Vessel Labels #autoLOC_1900920 = Show Space Center Crew #autoLOC_1900921 = Display Kerbin Time #autoLOC_1900922 = Contract Deadlines as Dates #autoLOC_1900923 = Temperature Gauges #autoLOC_1900924 = Thermal Highlights #autoLOC_1900925 = Double Click Mouse Look #autoLOC_1900926 = EVAs Auto-Rotate to Camera #autoLOC_1900927 = Retain Control Point on Enter IVA #autoLOC_1900928 = UI Scale #autoLOC_1900929 = Camera Wobble External #autoLOC_1900930 = Camera Wobble Internal #autoLOC_1900931 = Advanced Tweakables #autoLOC_1900932 = Default Throttle in Prelaunch #autoLOC_1900933 = Autohide Navball in Map View #autoLOC_1900934 = System #autoLOC_1900935 = Show Stats Tracking Dialog on Startup #autoLOC_1900936 = Show Exit to Main Menu Confirmation #autoLOC_1900937 = Show Wrong Vessel Type on Launch Confirmation #autoLOC_1900938 = Simulate In Background #autoLOC_1900939 = Don't Show Game Launcher #autoLOC_1900940 = Show Version Watermark in Game #autoLOC_1900941 = Max Persistent Debris #autoLOC_1900942 = Tidy up debris cluttering KSC #autoLOC_1900943 = Max Physics Delta-Time per Frame #autoLOC_1900944 = Orbital Drift Compensation #autoLOC_1900945 = Ease in Gravity #autoLOC_1900946 = Verbose Logging #autoLOC_1900947 = Scenery #autoLOC_1900948 = Terrain Detail #autoLOC_1900950 = Terrain Scatters #autoLOC_1900951 = Scatter Density #autoLOC_1900952 = Video #autoLOC_1900953 = Screen Resolution #autoLOC_1900954 = Full Screen #autoLOC_1900957 = V-Sync #autoLOC_1900958 = Don't Sync #autoLOC_1900959 = Frame Limit #autoLOC_1900960 = Pixel Light Count #autoLOC_1900961 = Shadow Cascades #autoLOC_1900962 = Rendering #autoLOC_1900963 = Render Quality #autoLOC_1900964 = Texture Quality #autoLOC_1900965 = Eighth Res #autoLOC_1900966 = Aerodynamic FX Quality #autoLOC_1900967 = Surface FX #autoLOC_1900968 = Underwater FX #autoLOC_1900969 = Highlight FX #autoLOC_1900970 = Conic Patch Draw Mode #autoLOC_1900971 = Local to Body #autoLOC_1900972 = Conic Patch Limit #autoLOC_1900973 = Orbit Line Fade Strength #autoLOC_1900974 = Orbit Line Fade Reversed #autoLOC_1900975 = Always Show Closest Approach for Target #autoLOC_1900976 = Part Highlighter Brightness Factor #autoLOC_1900977 = Part Highlighter Enabled in Flight #autoLOC_1900978 = Toggle Camera/Flight Control #autoLOC_1900979 = Pitch, Yaw and Roll #autoLOC_1900980 = Sharpness #autoLOC_1900981 = XYZ Translation #autoLOC_1900982 = Mouse Wheel Sensitivity #autoLOC_1900983 = Track IR #autoLOC_1900984 = Track IR Enabled #autoLOC_1900985 = Flight External #autoLOC_1900986 = Flight Internal #autoLOC_1900987 = Flight EVA #autoLOC_1900988 = Flight Map View #autoLOC_1900989 = Editors #autoLOC_5030003 = with enough margin. #autoLOC_5030004 = [CTRL] #autoLOC_5030006 = Unfortunately, rookie, you've passed through Mun's sphere of influence without achieving orbit. Try the tutorial again. #autoLOC_5030007 = Unfortunately, rookie, you've passed through Mun's sphere of influence without achieving orbit. Try the tutorial again. #autoLOC_5050023 = <<1>>t #autoLOC_5050025 = Quicksave As... #autoLOC_5050026 = Basic Action Groups Available #autoLOC_5050028 = <<1>> Parts #autoLOC_5050029 = <<1>> Warning! #autoLOC_5050030 = <<1>> Experiments Recovered #autoLOC_5050031 = Astronaut Complex Capacity Reached #autoLOC_5050032 = <<1>> km #autoLOC_5050033 = <<1>> g #autoLOC_5050034 = <<1>> m/s #autoLOC_5050035 = <<1>> m #autoLOC_5050036 = <<1>> atm<<2>> #autoLOC_5050037 = <<1>> K #autoLOC_5050038 = Last Seen: #autoLOC_5050039 = <> in progress #autoLOC_5050040 = Start #autoLOC_5050047 = Stop Tracking Object #autoLOC_5050048 = Terminate Mission #autoLOC_5050049 = Recover Vessel #autoLOC_5700000 = <> <> <> Recovered #autoLOC_5700001 = - <<1>>, <<2>> Value: #autoLOC_5700002 = <<1>> <> Recovered #autoLOC_5700003 = <<1>> <> Recovered #autoLOC_5700004 = Fuel <> Overlay #autoLOC_5700005 = <> in progress #autoLOC_5700006 = <<1>> Flights: <<2>> Contracts: <<3>> #autoLOC_6001000 = Max. #autoLOC_6001001 = Min. #autoLOC_6001002 = <<1>>Thrust (ASL): <<2>> kN\n #autoLOC_6001003 = <<1>>Thrust (Vac.): <<2>> kN\n #autoLOC_6001004 = <<1>>Thrust: <<2>> kN\n #autoLOC_6001005 = Close Fairing #autoLOC_6001006 = Place Cross-Section #autoLOC_6001007 = Edit Previous Section #autoLOC_6001008 = Cancel Placement #autoLOC_6001009 = >>[LMB]: <<2>> #autoLOC_6001010 = \n[RMB]: <<1>> #autoLOC_6001011 = \nCost: <<1>> Mass: <<2>>t #autoLOC_6001012 = Max Radius: <<1>>m\n #autoLOC_6001013 = Panel Mass: <<1>>t. / m²\n #autoLOC_6001014 = Panel Cost: <<1>> / m² #autoLOC_6001015 = Recorded <> <<3>> #autoLOC_6001016 = and upgraded <> to a level <<2>> <<3>> #autoLOC_6001017 = Part #autoLOC_6001018 = <<1>> broken by aero forces. #autoLOC_6001019 = <<1>> snapped from g-forces. #autoLOC_6001022 = [<<1>>]: <<2>> already stored in this module. #autoLOC_6001023 = <<1>> Data = <<2>> Science #autoLOC_6001024 = <<1>>\nTime w/<<2>> Data:\n<<3>> #autoLOC_6001025 = <<1>> sci/day #autoLOC_6001026 = Transmitting this experiment will render this module inoperable.\n\nRestoring functionality will require a Scientist. #autoLOC_6001027 = Removing the experiment data will render this module inoperable.\n\nRestoring functionality will require a Scientist. #autoLOC_6001028 = Not Enough Crew (<<1>>/<<2>>) #autoLOC_6001029 = [<<1>>]: Cleaning out <<2>>... <<3>> #autoLOC_6001030 = [<<1>>]: Not enough <<2>> to clean out <<3>> <<4>> #autoLOC_6001031 = All labs are currently busy. #autoLOC_6001032 = The lab is currently busy. #autoLOC_6001033 = No labs are currently manned. #autoLOC_6001034 = The lab is not currently manned. #autoLOC_6001035 = All labs are full of data. #autoLOC_6001036 = The lab is full of data. #autoLOC_6001037 = All labs already have this data. #autoLOC_6001038 = The lab already has this data. #autoLOC_6001039 = Separator #autoLOC_6001040 = Decoupler #autoLOC_6001041 = \nLoss at <<1>>K: <<2>> <<3>> #autoLOC_6001042 = / sec.\n(Flux <<1>>W) #autoLOC_6001043 = Not Enough <<1>>(<<2>>/<<3>>) #autoLOC_6001044 = Unused <<1>> <<2[resource/resources]>>. #autoLOC_6001045 = (Asteroid use - <<1>>% base efficiency) #autoLOC_6001046 = <<1>>/day #autoLOC_6001047 = <<1>>/hr #autoLOC_6001048 = <<1>>/sec #autoLOC_6001049 = <<1>>t <<2>>% #autoLOC_6001050 = Resource analysis performed for <<1>> <<2>> #autoLOC_6001051 = <<1>> <<2>> jettisoned #autoLOC_6001052 = <<1>> <<2[N/S]>> : [<<3>>N] #autoLOC_6001053 = <<1>> <<2[E/W]>> : [<<3>>E] #autoLOC_6001054 = Color: <<1>> [<<2>>%] #autoLOC_6001055 = Survey Scanner disabled - <<1>> has no surface to scan. #autoLOC_6001056 = You must be in a stable polar orbit between <<1>>km and <<2>>km to perform an orbital survey. #autoLOC_6001057 = <<1>>/day #autoLOC_6001058 = <<1>>/hr #autoLOC_6001059 = <<1>>/sec #autoLOC_6001060 = <<1>>/day #autoLOC_6001061 = <<1>>/hr #autoLOC_6001062 = <<1>>/sec #autoLOC_6001063 = <<1>>/day #autoLOC_6001064 = <<1>>/hr #autoLOC_6001065 = <<1>>/sec #autoLOC_6001066 = <<1>>/day #autoLOC_6001067 = <<1>>/hr #autoLOC_6001068 = <<1>>/sec #autoLOC_6001069 = Insufficient resource abundance - need at least <<1>>% #autoLOC_6001070 = No survey data available for <<1>> #autoLOC_6001071 = Disabled #autoLOC_6001072 = Enabled #autoLOC_6001073 = Off #autoLOC_6001074 = On #autoLOC_6001075 = Normal #autoLOC_6001076 = Reverse #autoLOC_6001077 = Inverted #autoLOC_6001078 = Inactive #autoLOC_6001079 = Active #autoLOC_6001080 = Extended #autoLOC_6001081 = Retracted #autoLOC_6001082 = <<1[Surf/Surface]>> #autoLOC_6001083 = <<1[Atmo/Atmosphere]>> #autoLOC_6001084 = <<1[Exo/Exospheric]>> #autoLOC_6001085 = <<1>> on the surface at <<2>> #autoLOC_6001086 = <<1>> in <<2[flight/spaceflight]>> below <<3>> meters near <<4>> #autoLOC_6001087 = <<1>> in <<2[flight/spaceflight]>> above <<3>> meters near <<4>> #autoLOC_6001088 = <<1>> around <<2>> #autoLOC_6001089 = <<1>> was added to the crew! #autoLOC_6001090 = <<1>> is now part of the space program crew. #autoLOC_6001091 = Well done! <<1>> has been recovered in one piece and is now enjoying a thorough debriefing from the comfort of <> quarantine cell.\n\n #autoLOC_6001092 = Great Work! <<1>> and <> have been recovered! <> will be debriefed while we analyze what's left of <> vessel.\n\n #autoLOC_6001093 = The contract to recover <<1>> and <> has been cancelled. #autoLOC_6001094 = The deadline on the contract to recover <<1>> and <> has expired. #autoLOC_6001095 = Have <> on the <<2>> #autoLOC_6001096 = Recovery of a vessel returned from the surface of <<1>> #autoLOC_6001097 = Recovery of a vessel returned from a flight over <<1>> #autoLOC_6001098 = Recovery of a vessel returned from a sub-orbital flight on <<1>> #autoLOC_6001099 = Recovery of a vessel returned from orbit around <<1>> #autoLOC_6001100 = Recovery of a vessel returned from a fly-by of <<1>> #autoLOC_6001200 = Change Key Bindings #autoLOC_6001201 = Apply #autoLOC_6001202 = Override Keybard\nLayout #autoLOC_6001203 = Current OS Keyboard #autoLOC_6001204 = Layout change #autoLOC_6001205 = Accept #autoLOC_6001206 = Cancel #autoLOC_6001207 = Rebind keys #autoLOC_6001208 = No Presets Found #autoLOC_6001209 = Type: <<1>>\nLang: <<2>> #autoLOC_6001210 = Keyboard Layout #autoLOC_6001211 = Do you want to rebind your controls to the preset <<1>>?\nThis won't be saved until you apply your changes. #autoLOC_6001212 = You are about to change the keyboard layout.\nYou should only do this if the Os Keyboard doesn't match\nthe selected layout <<1>>.\nAre you sure you want to change the layout? #autoLOC_6001213 = Layout #autoLOC_6001214 = Tool: Coord Space #autoLOC_6001215 = Tool: Radial Symmetry Space #autoLOC_6001216 = Cycle Symmetry Count\nMiddle Click: Symmetry Mode #autoLOC_6001217 = Absolute #autoLOC_6001218 = Local #autoLOC_6001219 = Parent #autoLOC_6001220 = Vessel #autoLOC_6001221 = Offset: Absolute #autoLOC_6001222 = Offset: Local #autoLOC_6001223 = Rotation: Absolute #autoLOC_6001224 = Rotation: Local #autoLOC_6001225 = Radial Symmetry around Vessel #autoLOC_6001226 = Radial Symmetry around Parent Part #autoLOC_6001227 = US Keyboard #autoLOC_6001228 = UK Keyboard #autoLOC_6001229 = Latin American Keyboard #autoLOC_6001230 = Italian Keyboard 105 #autoLOC_6001231 = Japanese 109 Keyboard #autoLOC_6001232 = German QWERTZ Keyboard #autoLOC_6001233 = French AZERTY Keyboard #autoLOC_6001234 = US Dvorak Keyboard #autoLOC_6001300 = Switch Mode #autoLOC_6001301 = Cycle Wheel Mode #autoLOC_6001302 = Activate Wheel #autoLOC_6001303 = Deactivate Wheel #autoLOC_6001304 = Toggle Wheel #autoLOC_6001305 = Toggle RW #autoLOC_6001306 = Reaction Wheels #autoLOC_6001307 = SAS only #autoLOC_6001308 = Pilot Only #autoLOC_6001309 = Wheel Authority #autoLOC_6001310 = Toggle Torque #autoLOC_6001311 = Collect All #autoLOC_6001312 = Container: Transfer Data #autoLOC_6001313 = Review Stored Data #autoLOC_6001314 = Store Data #autoLOC_6001315 = Aim Camera #autoLOC_6001316 = Reset Camera #autoLOC_6001317 = Transfer Crew #autoLOC_6001318 = Autostrut: Disabled #autoLOC_6001319 = Autostrut: Heaviest Part #autoLOC_6001320 = Autostrut: Root Part #autoLOC_6001321 = Autostrut: Grandparent Part #autoLOC_6001322 = Autostrut Locked: Heaviest Part #autoLOC_6001323 = Autostrut Locked: Root Part #autoLOC_6001324 = Autostrut Locked: Grandparent Part #autoLOC_6001325 = Rigid Attachment #autoLOC_6001326 = Rigid Attachment: Off #autoLOC_6001327 = Rigid Attachment: On #autoLOC_6001328 = (Off) #autoLOC_6001329 = Toggle #autoLOC_6001330 = Pitch #autoLOC_6001331 = Yaw #autoLOC_6001332 = Roll #autoLOC_6001333 = Deploy #autoLOC_6001334 = Deploy Direction #autoLOC_6001335 = Deploy Part #autoLOC_6001336 = Authority Limiter #autoLOC_6001337 = Toggle Deploy #autoLOC_6001338 = Extend #autoLOC_6001339 = Retract #autoLOC_6001340 = Min Pressure #autoLOC_6001341 = Spread Angle #autoLOC_6001342 = Safe to deploy? #autoLOC_6001343 = Deploy Mode #autoLOC_6001344 = When Safe #autoLOC_6001345 = When Risky #autoLOC_6001346 = Immediate #autoLOC_6001347 = Cut Chute #autoLOC_6001348 = Deploy Chute #autoLOC_6001349 = Cut Parachute #autoLOC_6001350 = Repack Chute #autoLOC_6001351 = Disarm #autoLOC_6001352 = Status #autoLOC_6001353 = Deploy Limit #autoLOC_6001354 = toggle #autoLOC_6001355 = Comm Signal #autoLOC_6001356 = Comm First Hop Dist #autoLOC_6001357 = Command State #autoLOC_6001358 = Hibernation #autoLOC_6001359 = Hibernate in Warp #autoLOC_6001360 = Control From Here #autoLOC_6001361 = Toggle Hibernation #autoLOC_6001362 = RCS #autoLOC_6001363 = Thrust Limiter #autoLOC_6001364 = Port/Stbd #autoLOC_6001365 = Dorsal/Ventral #autoLOC_6001366 = Fore/aft #autoLOC_6001367 = Fore by Throttle #autoLOC_6001368 = Always Full Action #autoLOC_6001369 = RCS Isp #autoLOC_6001370 = Toggle RCS Thrust #autoLOC_6001371 = SAS #autoLOC_6001372 = State #autoLOC_6001373 = Standby #autoLOC_6001374 = Unpowered #autoLOC_6001375 = Fuel Flow #autoLOC_6001376 = Prop. Requirement Met #autoLOC_6001377 = Thrust #autoLOC_6001378 = Specific Impulse #autoLOC_6001379 = Cause #autoLOC_6001380 = Toggle Engine #autoLOC_6001381 = Shutdown Engine #autoLOC_6001382 = Activate Engine #autoLOC_6001383 = Gimbal Limit #autoLOC_6001384 = Actuation Toggles #autoLOC_6001385 = Toggle Gimbal #autoLOC_6001386 = Lock Gimbal #autoLOC_6001387 = Free Gimbal #autoLOC_6001388 = Toggle Gimbal Pitch #autoLOC_6001389 = Toggle Gimbal Yaw #autoLOC_6001390 = Toggle Gimbal Roll #autoLOC_6001391 = Automatic Switching #autoLOC_6001392 = Manual Switching #autoLOC_6001393 = Toggle Mode #autoLOC_6001394 = Sides #autoLOC_6001395 = Ejection Force #autoLOC_6001396 = Clamshell Deploy #autoLOC_6001397 = Delete Fairing #autoLOC_6001398 = Edit Fairing #autoLOC_6001399 = Build Fairing #autoLOC_6001400 = Toggle Flag #autoLOC_6001401 = Light Status #autoLOC_6001402 = Light R #autoLOC_6001403 = Light G #autoLOC_6001404 = Light B #autoLOC_6001405 = Toggle Light #autoLOC_6001406 = Turn Light On #autoLOC_6001407 = Turn Light Off #autoLOC_6001408 = Lights Off #autoLOC_6001409 = Lights On #autoLOC_6001410 = Toggle Ladder #autoLOC_6001411 = Extend Ladder #autoLOC_6001412 = Retract Ladder #autoLOC_6001413 = Level Up Crew #autoLOC_6001414 = Cooling #autoLOC_6001415 = Idle #autoLOC_6001416 = Toggle Radiator #autoLOC_6001417 = Activate Radiator #autoLOC_6001418 = Shutdown Radiator #autoLOC_6001419 = Alternator Output #autoLOC_6001420 = Sun Exposure #autoLOC_6001421 = Energy Flow #autoLOC_6001422 = Efficiency #autoLOC_6001423 = Flow #autoLOC_6001424 = Effective Air Speed #autoLOC_6001425 = Toggle Intake #autoLOC_6001426 = Close Intake #autoLOC_6001427 = Open Intake #autoLOC_6001428 = Antenna State #autoLOC_6001429 = Antenna Rating #autoLOC_6001430 = Transmit Data #autoLOC_6001431 = Toggle Display #autoLOC_6001432 = Science #autoLOC_6001433 = Data #autoLOC_6001434 = Rate #autoLOC_6001435 = Research #autoLOC_6001436 = Reset #autoLOC_6001437 = Deploy Experiment #autoLOC_6001438 = Reset Experiment #autoLOC_6001439 = Review Data #autoLOC_6001440 = Lab Status #autoLOC_6001441 = Transmit Science #autoLOC_6001442 = Force Percent #autoLOC_6001443 = Decouple #autoLOC_6001444 = Undock Node #autoLOC_6001445 = Undock #autoLOC_6001446 = Decouple Node #autoLOC_6001447 = Control from Here #autoLOC_6001448 = Set as Target #autoLOC_6001449 = Unset Target #autoLOC_6001450 = Release Grapple #autoLOC_6001451 = Release #autoLOC_6001452 = Decouple Node #autoLOC_6001453 = Free Pivot #autoLOC_6001454 = Lock Pivot #autoLOC_6001455 = Shroud #autoLOC_6001456 = Jettison Shroud #autoLOC_6001457 = Friction Control #autoLOC_6001458 = Brake #autoLOC_6001459 = Wheel Stress #autoLOC_6001460 = Deploy Shielded #autoLOC_6001461 = Extend/Retract #autoLOC_6001462 = Motor: Direction #autoLOC_6001463 = Drive Limiter #autoLOC_6001464 = Traction Control #autoLOC_6001465 = Diff Steering #autoLOC_6001466 = Steering: Direction #autoLOC_6001467 = Steering #autoLOC_6001468 = Steering: Direction #autoLOC_6001469 = Spring Strength #autoLOC_6001470 = Damper Strength #autoLOC_6001471 = Start Converter #autoLOC_6001472 = Stop Converter #autoLOC_6001473 = Toggle Converter #autoLOC_6001474 = Run Analysis #autoLOC_6001475 = Jettison Tank Contents #autoLOC_6001476 = Body #autoLOC_6001477 = Lat #autoLOC_6001478 = Lon #autoLOC_6001479 = Resource #autoLOC_6001480 = Toggle Overlay #autoLOC_6001481 = Color: Monochrome #autoLOC_6001482 = Color: <<1>> #autoLOC_6001483 = Cutoff + #autoLOC_6001484 = Cutoff - #autoLOC_6001485 = Activate #autoLOC_6001486 = Perform orbital survey #autoLOC_6001487 = Thermal Efficiency #autoLOC_6001488 = Core Temp #autoLOC_6001489 = <<1>>\n\nAre you sure you want to continue? #autoLOC_6001490 = <<1>> Warning! #autoLOC_6001491 = Re-Runnable. #autoLOC_6001492 = <>\n<<2>> #autoLOC_6001493 = <<1>> Science earned #autoLOC_6001494 = <<1>> Science #autoLOC_6001495 = <<1>> Axis <<2>> #autoLoc_6001496 = Transfer Data #autoLoc_6001497 = RESET #autoLOC_6001498 = UT #autoLOC_6001499 = Run Test #autoLOC_6001500 = Display Kerbin Time (6h days, 426d years) #autoLOC_6001501 = Display Earth Time (24h days, 365d years) #autoLOC_6001502 = KerbNet Map Aligns with Orbit #autoLOC_6001503 = Anti-Aliasing #autoLOC_6001504 = CommNet Line Brightness Factor #autoLOC_6001505 = 6-DOF #autoLOC_6001506 = Low #autoLOC_6001507 = Default #autoLOC_6001508 = High #autoLOC_6001509 = Minimal,Very Low,Low,Normal #autoLOC_6001510 = Fastest,Fast,Simple,Good,Beautiful,Fantastic #autoLOC_6001603 = Manual #autoLOC_6001604 = Construction Interface #autoLOC_6001605 = The Parts Toolbox #autoLOC_6001606 = Part Details #autoLOC_6001607 = Action Groups #autoLOC_6001608 = Vessel Crewing #autoLOC_6001609 = Scene Actions and Vessel Details #autoLOC_6001610 = Staging Stack and App Launcher #autoLOC_6001611 = Engineers Report #autoLOC_6001612 = Centers and Costs #autoLOC_6001613 = Construction Gizmos #autoLOC_6001614 = Symmetry and Snapping #autoLOC_6001615 = Flight Interface #autoLOC_6001616 = The NavBall #autoLOC_6001617 = Mode Controls #autoLOC_6001618 = The Staging Stack #autoLOC_6001619 = The Altimeter #autoLOC_6001620 = Time Controls/Action Menus #autoLOC_6001621 = App Launcher #autoLOC_6001622 = Kerbal Portraits #autoLOC_6001623 = EVA Activities #autoLOC_6001624 = Map Interface #autoLOC_6001625 = Orbit Nodes #autoLOC_6001626 = Orbit Nodes (cont.) #autoLOC_6001627 = Maneuver Nodes #autoLOC_6001628 = Controls #autoLOC_6001629 = General Controls #autoLOC_6001630 = Map and Time #autoLOC_6001631 = Flight Directions #autoLOC_6001632 = General Flight #autoLOC_6001633 = Flight Activities #autoLOC_6001634 = RCS and Trim #autoLOC_6001635 = Docking Mode #autoLOC_6001636 = EVA #autoLOC_6001637 = Editor #autoLOC_6001638 = Editor Gizmos #autoLOC_6001639 = The Mouse in Flight #autoLOC_6001640 = The Mouse in Construction #autoLOC_6001641 = Management Screens #autoLOC_6001642 = Kerbal Space Center #autoLOC_6001643 = Astronaut Complex #autoLOC_6001644 = Administration Building #autoLOC_6001645 = Mission Control #autoLOC_6001646 = Research and Development #autoLOC_6001647 = R&D Science Archives #autoLOC_6001648 = Tracking Station #autoLOC_6001649 = Locations #autoLOC_6001650 = Celestial Bodies #autoLOC_6001659 = Facilities #autoLOC_6001660 = Vehicle Assembly Building #autoLOC_6001661 = Spaceplane Hangar #autoLOC_6001662 = Runway #autoLOC_6001663 = Launchpad #autoLOC_6001664 = Facilities Menus #autoLOC_6001665 = Easter Eggs #autoLOC_6001666 = Space Travel #autoLOC_6001667 = Orbital Definitions #autoLOC_6001668 = Direction and Inclination #autoLOC_6001669 = Apoapsis and Periapsis #autoLOC_6001670 = Eccentricity #autoLOC_6001671 = Vessel Directions #autoLOC_6001672 = Orbital Basics #autoLOC_6001673 = Orbits Defined #autoLOC_6001674 = Atmosphere #autoLOC_6001675 = Getting Up There #autoLOC_6001676 = Turning "with" Gravity #autoLOC_6001677 = Staying Up There #autoLOC_6001678 = Getting Back Down #autoLOC_6001679 = Orbital Maneuvers #autoLOC_6001680 = DeltaV #autoLOC_6001681 = Shaping Up #autoLOC_6001682 = Adjusting Inclination #autoLOC_6001683 = Radial and Anti-Radial #autoLOC_6001684 = Hohmann Transfer #autoLOC_6001685 = Hohmann Transfer (cont.) #autoLOC_6001686 = Maneuver Efficiency #autoLOC_6001687 = Orbit Types #autoLOC_6001688 = Rocketry #autoLOC_6001689 = Basics #autoLOC_6001690 = Forces #autoLOC_6001691 = Stability #autoLOC_6001692 = Centered #autoLOC_6001693 = Symmetry #autoLOC_6001694 = Aerodynamics #autoLOC_6001695 = Control #autoLOC_6001696 = Engines #autoLOC_6001697 = Supplies #autoLOC_6001698 = Service and Science #autoLOC_6001699 = Recharging Supplies #autoLOC_6001700 = Parachutes #autoLOC_6001701 = Hatches and Ladders #autoLOC_6001702 = Multiple Stages #autoLOC_6001703 = Stability Assist #autoLOC_6001704 = Advanced #autoLOC_6001705 = Girders, Plates and Struts #autoLOC_6001706 = Fairings #autoLOC_6001707 = Aircraft #autoLOC_6001708 = Lift #autoLOC_6001709 = Thrust #autoLOC_6001710 = Intakes Explained #autoLOC_6001711 = Drag #autoLOC_6001712 = Control Surfaces #autoLOC_6001713 = Center of Lift #autoLOC_6001714 = Achieving Flight #autoLOC_6001715 = Balancing Act #autoLOC_6001716 = Landing Gear #autoLOC_6001717 = Communications Network #autoLOC_6001718 = CommNet #autoLOC_6001719 = CommNet Interface #autoLOC_6001720 = Control Links #autoLOC_6001721 = Transmission #autoLOC_6001722 = Relays #autoLOC_6001723 = Range #autoLOC_6001724 = KerbNet #autoLOC_6001725 = KerbNet Interface #autoLOC_6001726 = Scanning Modes #autoLOC_6001727 = Waypoints and Anomalies #autoLOC_6001728 = Heat #autoLOC_6001729 = Parts and Heat #autoLOC_6001730 = Core Heat #autoLOC_6001731 = Radiator Panels #autoLOC_6001732 = Thermal Control Systems #autoLOC_6001733 = Feeling The Flow #autoLOC_6001734 = Heat Shields #autoLOC_6001735 = Career #autoLOC_6001736 = Currencies #autoLOC_6001737 = Kerbal Roles #autoLOC_6001738 = Kerbal Experience #autoLOC_6001739 = Contracts #autoLOC_6001740 = Technology #autoLOC_6001741 = Strategies #autoLOC_6001742 = Science #autoLOC_6001743 = Experiments #autoLOC_6001744 = Science from Data #autoLOC_6001745 = Lab #autoLOC_6001746 = Resources #autoLOC_6001747 = Scanning #autoLOC_6001748 = Scanning (Continued) #autoLOC_6001749 = Asteroid Mining #autoLOC_6001750 = Drilling #autoLOC_6001751 = Storage And Conversion #autoLOC_6001752 = Conversion Management #autoLOC_6001800 = Toggle Panels #autoLOC_6001801 = Extend Panel #autoLOC_6001802 = Retract Panel #autoLOC_6001803 = Extend Panels #autoLOC_6001804 = Retract Panels #autoLOC_6001805 = Extend <<1>> #autoLOC_6001806 = Retract <<1>> #autoLOC_6001807 = Toggle <<1>> #autoLOC_6001808 = Container: Collect All #autoLOC_6001809 = Tweak #autoLOC_6001810 = Leave Seat #autoLOC_6001811 = Toggle flight GUI #autoLOC_6001812 = Relay Status #autoLOC_6001813 = CoreEnergy #autoLOC_6001814 = PartEnergy #autoLOC_6001815 = GoalEnergy #autoLOC_6001816 = Diff #autoLOC_6001817 = Core->Part #autoLOC_6001818 = Part->Core #autoLOC_6001819 = RadSat #autoLOC_6001820 = RadCap #autoLOC_6001821 = RadUsage #autoLOC_6001822 = RadCoolAmt #autoLOC_6001823 = RadCool% #autoLOC_6001824 = RadCoolTot #autoLOC_6001825 = Rad%Tot #autoLOC_6001826 = RadXfer #autoLOC_6001827 = RadExcess #autoLOC_6001828 = Shielded #autoLOC_6001829 = Toggle Color #autoLOC_6001830 = % Rated Thrust #autoLOC_6001831 = Fuel Ratio #autoLOC_6001832 = Board <<1>> #autoLOC_6001833 = Take Down #autoLOC_6001834 = Pick Up #autoLOC_6001835 = Read Plaque #autoLOC_6001836 = Gear #autoLOC_6001837 = Force #autoLOC_6001838 = Motor Drive #autoLOC_6001839 = Motor Neutral #autoLOC_6001840 = Motor Park #autoLOC_6001841 = Reverse Drive #autoLOC_6001842 = Throttle -> Speed #autoLOC_6001843 = Torque Ratio #autoLOC_6001844 = Park Drive #autoLOC_6001845 = Set Neutral #autoLOC_6001846 = Invert Drive #autoLOC_6001847 = Standard Drive #autoLOC_6001848 = Reversed Drive #autoLOC_6001849 = Target Center of Mass #autoLOC_6001850 = Take Sample #autoLOC_6001851 = Rename Asteroid #autoLOC_6001852 = Mesh #autoLOC_6001853 = Nodes #autoLOC_6001854 = AR:CoolingParts #autoLOC_6001855 = AR:Radiators #autoLOC_6001856 = AR:HeadRoom #autoLOC_6001857 = AR:ExcessHeat #autoLOC_6001858 = AR:XferAmt #autoLOC_6001859 = AR:AdjXferAmt #autoLOC_6001860 = Toggle Transmit Incomplete #autoLOC_6001861 = Must wait #autoLOC_6001862 = Restore #autoLOC_6001863 = Clean Experiments [<<1>>] #autoLOC_6001864 = Clean Experiments #autoLOC_6001865 = Release Clamp #autoLOC_6001866 = Ablation: #autoLOC_6001867 = Pyrolysis Flux: #autoLOC_6001868 = Toggle Gear #autoLOC_6001869 = Retract gear #autoLOC_6001870 = Extend gear #autoLOC_6001871 = Fire #autoLOC_6001872 = Sample of #autoLOC_6001873 = Sample mass #autoLOC_6001874 = Discard #autoLOC_6001875 = Lon. Slip #autoLOC_6001876 = Lat. Slip #autoLOC_6001877 = Wheel Speed #autoLOC_6001878 = Landed (Self) #autoLOC_6001879 = Landed (Vessel) #autoLOC_6001880 = Landed At #autoLOC_6001881 = Landed At Last #autoLOC_6001882 = Repair Wheel #autoLOC_6001883 = EffBonus #autoLOC_6001884 = Delta #autoLOC_6001885 = TimeFac #autoLOC_6001886 = FinBon #autoLOC_6001887 = CrewBon #autoLOC_6001888 = Jettison <<1>> #autoLOC_6001889 = Abundance #autoLOC_6001890 = Collect #autoLOC_6001891 = Discard #autoLOC_6001892 = Alternator (Wet) #autoLOC_6001893 = Alternator (Dry) #autoLOC_6001894 = Mode #autoLOC_6001895 = Wet #autoLOC_6001896 = Dry #autoLOC_6001897 = AirBreathing #autoLOC_6001898 = ClosedCycle #autoLOC_6001899 = There is no active vessel.\n #autoLOC_6001900 = Eccentricity cannot be exactly 1, adding a tiny fraction for you\n #autoLOC_6001901 = SMA was below what is safe, setting it to minimum safe value for orbit.\n #autoLOC_6001902 = Eccentricity is below zero\n #autoLOC_6001903 = Inclination is greater than 180 degrees\n #autoLOC_6001904 = Inclination is less than -180 degrees\n #autoLOC_6001905 = SMA Cannot be Infinity\n #autoLOC_6001906 = There is no valid selected vessel.\n #autoLOC_6001907 = Selected vessel is the active vessel.\n #autoLOC_6001908 = Selected vessel is not in a stable orbit to rendezvous.\n #autoLOC_6001909 = Placed active vessel <<1>> meters from <<2>>. #autoLOC_6001910 = Reset Conv. Counter #autoLOC_6001911 = All technology in Research and Development has been researched. #autoLOC_6001912 = All facilities in the space center have been fully upgraded. #autoLOC_6001913 = All crew members are now fully experienced. #autoLOC_6001914 = Early game progression on <<1>> has been completed. #autoLOC_6001915 = All game progression has been fully completed. #autoLOC_6001916 = Drag: <<1>> #autoLOC_6001917 = Drag Vector: <<1>> #autoLOC_6001918 = <<1>> rate #autoLOC_6001919 = Discovered on <<1>> #autoLOC_6001920 = Last Observed on <<1>> #autoLOC_6001921 = MNV: <<1>> #autoLOC_6001922 = <<1>> <<1[reports/report/reports]>> #autoLOC_6001923 = Ast. <<1>> #autoLOC_6001924 = Achieve goal #autoLOC_6001925 = Cannot warp faster than <<1>>x while in atmosphere. #autoLOC_6001926 = Cannot warp faster than <<1>>x while the ship is under acceleration. #autoLOC_6001927 = Cannot warp faster than <<1>>x while moving over terrain. #autoLOC_6001928 = Cannot warp faster than <<1>>x while below <<2>>m. #autoLOC_6001929 = Cannot warp faster than <<1>>x while Kerbals are on a ladder. #autoLOC_6001930 = Cannot switch time rate modes while above <<1>>x Warp. #autoLOC_6001931 = Warp already in progress #autoLOC_6001932 = Auto-TimeWarp Cancelled. #autoLOC_6001933 = TimeWarping... T<<1>>\nPress [<<2>>] to Cancel. #autoLOC_6001934 = TimeWarp Stopped. #autoLOC_6001935 = Warping... T<<1>> #autoLOC_6001936 = TimeWarp Complete #autoLOC_6001937 = We have launched into atmospheric flight. #autoLOC_6001938 = We have entered into atmospheric flight above <<1>>. #autoLOC_6001939 = We have entered orbit. #autoLOC_6001940 = We have entered orbit of <<1>>. #autoLOC_6001941 = We have launched into suborbital spaceflight. #autoLOC_6001942 = We have entered into suborbital spaceflight above <<1>>. #autoLOC_6001943 = We have returned to the surface. #autoLOC_6001944 = We have landed on the surface of <<1>>. #autoLOC_6001945 = We have splashed into the ocean. #autoLOC_6001946 = We have splashed down in the oceans of <<1>>. #autoLOC_6001947 = We have returned to the surface from orbit. #autoLOC_6001948 = We have returned home from orbit of <<1>>. #autoLOC_6001949 = We have performed the first one of our experiments at home. #autoLOC_6001950 = We have gathered the first scientific data from <<1>>. #autoLOC_6001951 = We have performed the first one of our experiments at home. #autoLOC_6001952 = We have gathered the first scientific data from <<1>>. #autoLOC_6001953 = We have planted the first one of our flags at home. #autoLOC_6001954 = We have planted a flag on <<1>>. #autoLOC_6001955 = We have performed an EVA test at home. #autoLOC_6001956 = We have walked on the surface of <<1>>. #autoLOC_6001957 = Deactivate #autoLOC_6001958 = Name Site #autoLOC_6001959 = KerbNet automatic refresh was interrupted. #autoLOC_6001960 = Have a vessel make ground contact with <<1>> to achieve this goal. #autoLOC_6001961 = Land a vessel on the surface of <<1>> to achieve this goal. #autoLOC_6001962 = We need to perform a space walk in orbit. This time try to keep your helmet free of bodily fluids. #autoLOC_6001963 = We need to perform a space walk in orbit of <<1>>. This time try to keep your helmet free of bodily fluids. #autoLOC_6001964 = Make ground contact on <<1>> #autoLOC_6001965 = Return to <<1>> from orbit. #autoLOC_6001966 = Return to <<1>> from orbit of <<2>>. #autoLOC_6001967 = SUBASSEMBLY\nDROP ZONE #autoLOC_6001968 = EVA Suit #autoLOC_6001969 = Max. Absorb. Garment #autoLOC_6001970 = Hibernation Mode #autoLOC_6002000 = Surface Landed #autoLOC_6002001 = Surface Splashed #autoLOC_6002002 = Flying Low #autoLOC_6002003 = Flying High #autoLOC_6002004 = In Space Low #autoLOC_6002005 = In Space High #autoLOC_6002006 = Akatsuki Lake #autoLOC_6002007 = Babbage Patch #autoLOC_6002008 = Badlands #autoLOC_6002009 = Canyon #autoLOC_6002010 = Canyons #autoLOC_6002011 = Central Lowlands #autoLOC_6002012 = Central Mountain Range #autoLOC_6002013 = Crater Bay #autoLOC_6002014 = Crater Island #autoLOC_6002015 = Crater Lake #autoLOC_6002016 = Craters #autoLOC_6002017 = Crescent Bay #autoLOC_6002018 = Degrasse Sea #autoLOC_6002019 = Deserts #autoLOC_6002020 = Dunes #autoLOC_6002021 = East Crater #autoLOC_6002022 = East Farside Crater #autoLOC_6002023 = Eastern Canyon #autoLOC_6002024 = Eastern Mountain Ridge #autoLOC_6002025 = Eastern Sea #autoLOC_6002026 = Explodium Sea #autoLOC_6002027 = Farside Basin #autoLOC_6002028 = Farside Crater #autoLOC_6002029 = Flats #autoLOC_6002030 = Foothills #autoLOC_6002031 = Fragipan #autoLOC_6002032 = Gagarin Crater #autoLOC_6002033 = Galileio Crater #autoLOC_6002034 = Grasslands #autoLOC_6002035 = Great Flats #autoLOC_6002036 = Grissom Crater #autoLOC_6002037 = Highland Craters #autoLOC_6002038 = Highlands #autoLOC_6002039 = Ice Canyons #autoLOC_6002040 = Ice Caps #autoLOC_6002041 = Impact Craters #autoLOC_6002042 = Impact Ejecta #autoLOC_6002043 = Lesser Flats #autoLOC_6002044 = Lowlands #autoLOC_6002045 = Mara #autoLOC_6002046 = Midland Canyon #autoLOC_6002047 = Midland Craters #autoLOC_6002048 = Midland Sea #autoLOC_6002049 = Midlands #autoLOC_6002050 = Greater Flats #autoLOC_6002051 = Minor Craters #autoLOC_6002052 = Mountains #autoLOC_6002053 = Mu Glacier #autoLOC_6002054 = North Pole #autoLOC_6002055 = Northeast Basin #autoLOC_6002058 = Northern Glaciers #autoLOC_6002059 = Northern Ice Shelf #autoLOC_6002060 = Northern Shelf #autoLOC_6002061 = Northern Sinkhole #autoLOC_6002062 = Northern Sinkhole Ridge #autoLOC_6002063 = Northwest Basin #autoLOC_6002064 = Northwest Crater #autoLOC_6002065 = Olympus #autoLOC_6002066 = Peaks #autoLOC_6002067 = Polar Crater #autoLOC_6002068 = Polar Craters #autoLOC_6002069 = Polar Highlands #autoLOC_6002070 = Polar Lowlands #autoLOC_6002071 = Poles #autoLOC_6002072 = Ridges #autoLOC_6002073 = Shallows #autoLOC_6002074 = Shores #autoLOC_6002075 = Slopes #autoLOC_6002076 = South Eastern Lowlands #autoLOC_6002077 = South Eastern Mountain Range #autoLOC_6002078 = South Pole #autoLOC_6002079 = South Western Lowlands #autoLOC_6002080 = Southern Basin #autoLOC_6002081 = Southern Glaciers #autoLOC_6002082 = Southern Ice Shelf #autoLOC_6002083 = Southern Valleys #autoLOC_6002084 = Southwest Crater #autoLOC_6002085 = The Sagen Sea #autoLOC_6002086 = Tundra #autoLOC_6002087 = Twin Craters #autoLOC_6002088 = Tycho Crater #autoLOC_6002089 = Valley #autoLOC_6002090 = Water #autoLOC_6002091 = Western Canyon #autoLOC_6002092 = Western Lowlands #autoLOC_6002093 = Western Mountain Ridge #autoLOC_6002094 = Western Sea #autoLOC_6002095 = LF #autoLOC_6002096 = Ox #autoLOC_6002097 = SF #autoLOC_6002098 = MP #autoLOC_6002099 = Xe #autoLOC_6002100 = EC #autoLOC_6002101 = Air #autoLOC_6002102 = EP #autoLOC_6002103 = Ore #autoLOC_6002104 = Ab #autoLOC_6002105 = VAB Round Tank #autoLOC_6002106 = VAB South Complex #autoLOC_6002107 = VAB Main Building #autoLOC_6002108 = VAB #autoLOC_6002109 = VAB Tanks #autoLOC_6002110 = VAB Round Tank #autoLOC_6002111 = VAB Pod Memorial #autoLOC_6002112 = LaunchPad #autoLOC_6002113 = R&D Main Building #autoLOC_6002114 = R&D #autoLOC_6002115 = Mission Control #autoLOC_6002116 = Pad Flag Pole #autoLOC_6002117 = Administration #autoLOC_6002118 = Pad #autoLOC_6002119 = SPH #autoLOC_6002120 = SPH Main Building #autoLOC_6002121 = SPH Round Tank #autoLOC_6002122 = SPH Tanks #autoLOC_6002123 = SPH Water Tower #autoLOC_6002124 = Crawlerway #autoLOC_6002125 = Astronaut Complex #autoLOC_6002126 = Tracking Station #autoLOC_6002127 = Tracking Station Dish South #autoLOC_6002128 = Tracking Station Dish North #autoLOC_6002129 = Tracking Station Dish East #autoLOC_6002130 = Tracking Station Hub #autoLOC_6002131 = Runway #autoLOC_6002132 = R&D Tanks #autoLOC_6002133 = R&D #autoLOC_6002134 = R&D Small Lab #autoLOC_6002135 = R&D Central Building #autoLOC_6002136 = R&D Corner Lab #autoLOC_6002137 = R&D Wind Tunnel #autoLOC_6002138 = R&D Observatory #autoLOC_6002139 = R&D Side Lab #autoLOC_6002140 = R&D Main Building #autoLOC_6002141 = Baikerbanur #autoLOC_6002142 = Baikerbanur LaunchPad #autoLOC_6002143 = Pad Water Tower #autoLOC_6002144 = Pad Round Tank #autoLOC_6002145 = Pad Tanks #autoLOC_6002146 = Launchpad Platform #autoLOC_6002147 = FlagPole #autoLOC_6002148 = Harvester Massif #autoLOC_6002149 = Kerbin: Harvester Massif #autoLOC_6002150 = Nye Island #autoLOC_6002151 = Kerbin: Nye Island #autoLOC_6002152 = Kerbin: Mesa South #autoLOC_6002153 = Mesa South #autoLOC_6002154 = Kerbin: Crater Rim #autoLOC_6002155 = Crater Rim #autoLOC_6002156 = Kerbin: North Station One #autoLOC_6002157 = North Station One #autoLOC_6002158 = Kerbin: Baikerbanur #autoLOC_6002159 = Kerbin: KSC #autoLoc_6002161 = LANDED #autoLoc_6002162 = SPLASHED #autoLoc_6002163 = PRELAUNCH #autoLoc_6002164 = FLYING #autoLoc_6002165 = SUB-ORBITAL #autoLoc_6002166 = ORBITING #autoLoc_6002167 = ESCAPING #autoLoc_6002168 = DOCKED #autoLoc_6002169 = LOST #autoLoc_6002170 = Advanced #autoLoc_6002171 = >>Easy #autoLoc_6002172 = >>Normal #autoLoc_6002173 = >>Moderate #autoLoc_6002174 = >>Hard #autoLoc_6002175 = >>Custom #autoLoc_6002176 = On Hyperbolic orbit around <<1>> #autoLoc_6002177 = Space Object #autoLoc_6002178 = Base #autoLoc_6002179 = Flag #autoLoc_6002180 = x50 Time #autoLoc_6002181 = x100 Time #autoLoc_6002182 = x1000 Time #autoLoc_6002183 = x10000 Time #autoLoc_6002184 = x100000 Time #autoLoc_6002185 = x2 Time #autoLoc_6002186 = x3 Time #autoLoc_6002187 = x4 Time #autoLoc_6002188 = x1 Time #autoLoc_6002189 = Crew #autoLoc_6002190 = Pilot Seat #autoLoc_6002191 = Center Seat #autoLoc_6002192 = Right Seat #autoLoc_6002193 = Left Seat #autoLoc_6002194 = Bottom Seat #autoLoc_6002195 = Right Seat <<1>> #autoLoc_6002196 = Left Seat <<1>> #autoLoc_6002197 = Seat <<1>> #autoLoc_6002200 = Probes require a signal for any control rather than going to partial control when lacking a signal. #autoLoc_6002201 = Enable comm links weakening and going down when the link goes through atmospheric plasma. #autoLoc_6002202 = Enable the full set of groundstations for the DSN, not just KSC. #autoLoc_6002203 = Whether negative values should be allowed for Funds and Science. #autoLoc_6002204 = Do parts fail when passing their pressure limits in dense atmospheres / deep underwater? #autoLoc_6002205 = Do parts fail when passing their G-force limits? #autoLoc_6002206 = Do Kerbals go unconscious after sustaining too much G-force? #autoLoc_6002207 = Prevents manually transferring resources across parts that cannot crossfeed with each other. #autoLoc_6002208 = Makes action groups always available in the VAB/SPH. #autoLoc_6002209 = With this setting off, all astronauts start with maximum experience. #autoLoc_6002210 = Apply experience points immediately instead of on recovery. #autoLoc_6002211 = If a part has tech upgrades, they will be applied in sandbox mode. #autoLoc_6002212 = Enable stats upgrades for some old parts when new technologies researched. #autoLoc_6002213 = x5 Time #autoLoc_6002214 = x10 Time #autoLoc_6002215 = KNOWLEDGE BASE #autoLoc_6002216 = Mohole #autoLOC_6002217 = Max Parts Supported: #autoLOC_6002218 = Funds #autoLOC_6002219 = Type #autoLOC_6002220 = Name #autoLOC_6002221 = Untracked #autoLOC_6002222 = Tracking #autoLOC_6002223 = Unknown #autoLOC_6002224 = Unknown Object #autoLOC_6002225 = No Situation Data #autoLOC_6002226 = Unknown Speed #autoLOC_6002227 = Unknown Altitude #autoLOC_6002228 = Unknown Object Type #autoLOC_6002229 = Unknown Mass #autoLOC_6002230 = Max Vessel Size: #autoLOC_6002231 = Max Active Strategies: #autoLOC_6002232 = Max Commitment: #autoLOC_6002233 = Max Vessel Weight: #autoLOC_6002234 = Max Active Contracts: #autoLOC_6002235 = Research Science Limit: #autoLOC_6002236 = Capacity: #autoLOC_6002237 = Active Kerbals #autoLOC_6002238 = Tracking Station Upgrade required for Flight Planning #autoLOC_6002239 = Flight Planning Available #autoLOC_6002240 = Kerbal EVAs can clamber onto objects #autoLOC_6002241 = Kerbal EVAs can collect surface samples #autoLOC_6002242 = Track Class #autoLOC_6002243 = objects or larger #autoLOC_6002244 = Action Groups Available #autoLOC_6002245 = Max Level #autoLOC_6002246 = Level #autoLOC_6002247 = Damage #autoLOC_6002248 = Stand By... #autoLOC_6002249 = Repair Facility #autoLOC_6002250 = Demolish #autoLOC_6002251 = Rebuild lvl #autoLOC_6002252 = These vessels are landed at the <<1>> :\n\n #autoLOC_6002253 = \n\nPlease remove them before continuing. #autoLOC_6002254 = Obstructed #autoLOC_6002255 = Are you sure you want to demolish this facility? #autoLOC_6002257 = CommNet #autoLOC_6002258 = Module Crew: <<1>>/<<2>> #autoLOC_6002259 = Crew Hatch #autoLOC_6002260 = Flight at <<1>> #autoLOC_6002261 = Sub-orbit of <<1>> #autoLOC_6002262 = Fly-by <<1>> #autoLOC_6002263 = Escape from <<1>> #autoLOC_6002264 = Orbit around <<1>> #autoLOC_6002265 = Train at <<1>> #autoLOC_6002266 = quicksave #autoLOC_6002267 = (<<1>> avg.) #autoLOC_6002268 = \u0020Data Acquired #autoLOC_6002269 = Deployed #autoLOC_6002270 = Deploying… #autoLOC_6002271 = Start Extended #autoLOC_6002272 = Cost: <<1>> <<2>><<3>> #autoLOC_6002273 = \n\n** UPGRADES APPLIED ** #autoLOC_6002274 = \n\nHas Potential Upgrades #autoLOC_6002275 = Part Stats Upgrade #autoLOC_6002276 = Unknown Upgrade #autoLOC_6002277 = Part Stats #autoLOC_6002278 = Cost: <<1>> <<2>> +<<3>> <<4>> #autoLOC_6002279 = Show Upgraded Stats #autoLOC_6002280 = Test Subject #autoLOC_6002281 = Start Object Tracking #autoLOC_6002282 = Infrared Telescope #autoLOC_6002283 = Sentinel Module #autoLOC_6002284 = SENTINEL Infrared Telescope #autoLOC_6002285 = The <<1>> is now mapping asteroids and comets passing near <<2>> orbit. #autoLOC_6002286 = Stop Object Tracking #autoLOC_6002287 = The <<1>> is no longer mapping asteroids and comets passing near <<2>> orbit. #autoLOC_6002288 = Telescope #autoLOC_6002289 = Off #autoLOC_6002290 = Error #autoLOC_6002291 = Mapping <<1>> #autoLOC_6002292 = Misaligned with <<1>> #autoLOC_6002293 = The <<1>> cannot activate without a power generator to provide electric charge. #autoLOC_6002294 = The <<1>> cannot activate without an antenna present to transmit the data it gathers. #autoLOC_6002295 = The <<1>> needs to be activated on a solar orbit. #autoLOC_6002296 = Inactive #autoLOC_6002297 = Map <> asteroids endangering <<2>> with a <<3>>. #autoLOC_6002298 = Map <> asteroids passing near <> with a <<4>>. #autoLOC_6002299 = asteroids #autoLOC_6002300 = It would be much easier to track asteroids in <> from afar with a <<3>> deployed in solar orbit near <<4>>. #autoLOC_6002301 = The <<1>> has worked so well mapping <>, that we would like you to use one to map asteroids around <<4>>. #autoLOC_6002302 = You have successfully mapped a portion of the asteroids that pass near <>. #autoLOC_6002303 = threatening #autoLOC_6002304 = around #autoLOC_6002305 = Map <> class <<2>> asteroids <<3>> <<4>> #autoLOC_6002306 = Map <> asteroids <<2>> <<3>> with an eccentricity greater than <<4>> #autoLOC_6002307 = Map <> asteroids <<2>> <<3>> with an inclination greater than <<4>> #autoLOC_6002308 = Map <> asteroids <<2>> <<3>> #autoLOC_6002309 = The mapping process will happen passively over a length of time as long as any active sentinels are near the specified orbit. They do not need to be newly launched. You will receive progress notifications as suitable asteroids are mapped. #autoLOC_6002310 = A sentinel has now mapped <<1>>/<<2>> suitable asteroids near <<3>> for <<4>>. #autoLOC_6002311 = Sentinels have finished mapping suitable asteroids around <<1>> for <<2>>. #autoLOC_6002312 = You focus the telescope out into space, scanning for celestial bodies. #autoLOC_6002313 = You scan for celestial bodies while orbiting high over Kerbin. #autoLOC_6002314 = The Sentinel Space Telescope uses infrared light to detect celestial bodies, such as asteroids, that may pose a risk to Kerbin. #autoLOC_6002315 = Log Observation Data #autoLOC_6002316 = asteroid camera day detect ?ir (map satellite scan #autoLOC_6002317 = s #autoLOC_6002318 = m #autoLOC_6002319 = h #autoLOC_6002320 = d #autoLOC_6002321 = y #autoLOC_6002322 = Year #autoLOC_6002323 = Years #autoLOC_6002324 = Day #autoLOC_6002325 = Days #autoLOC_6002326 = Hour #autoLOC_6002327 = Hours #autoLOC_6002328 = Min #autoLOC_6002329 = Mins #autoLOC_6002330 = Sec #autoLOC_6002331 = Secs #autoLOC_6002332 = T- #autoLOC_6002333 = T+ #autoLOC_6002334 = year #autoLOC_6002335 = years #autoLOC_6002336 = days #autoLOC_6002337 = day #autoLOC_6002338 = hour #autoLOC_6002339 = hours #autoLOC_6002340 = minutes #autoLOC_6002341 = minute #autoLOC_6002342 = seconds #autoLOC_6002343 = second #autoLOC_6002344 = Y #autoLOC_6002345 = D #autoLOC_6002346 = Cannot switch vessels while in atmosphere. #autoLOC_6002347 = Cannot switch vessels while under acceleration. #autoLOC_6002348 = Cannot switch vessels while moving over the surface. #autoLOC_6002349 = Cannot switch vessels while about to crash. #autoLOC_6002350 = Cannot switch vessels while on a ladder. #autoLOC_6002351 = Cannot switch vessels while the current one is throttled up. #autoLOC_6002352 = Cannot focus an object we do not own. #autoLOC_6002353 = Idle #autoLOC_6002354 = +<<1>> <<2>>\n-<<3>> <<4>>\n<<5>> #autoLOC_6002355 = <<1>><<2>> <<3>> <<4>> #autoLOC_6002356 = <<1>> <<2>> <<3>>. #autoLOC_6002357 = <<1>> <<2>>. #autoLOC_6002358 = HeatMap (blue) #autoLOC_6002359 = ORBITAL #autoLOC_6002360 = Objectives #autoLOC_6002361 = Adjust Time #autoLOC_6002362 = Switch Editor #autoLOC_6002370 = the data #autoLOC_6002371 = Data #autoLOC_6002372 = Crew #autoLOC_6002373 = ,\u0020 #autoLOC_6002374 = \u0020and\u0020 #autoLOC_6002375 = <<1>> <<2>> #autoLOC_6002376 = <<1>><<2>><<3>><<4>>. #autoLOC_6002377 = <<1>><<2>><<3>><<4>><<5>> #autoLOC_6002378 = Part model requires an Entry Purchase in R&D. #autoLOC_6002379 = Stale maneuver node became unsolvable - deleted. #autoLOC_6002380 = Deploy <<1>> #autoLOC_6002381 = Retract <<1>> #autoLOC_6002382 = Toggle <<1>> #autoLOC_6002383 = Module #autoLOC_6002384 = Deploy <<1>> #autoLOC_6002385 = Retract <<1>> #autoLOC_6002386 = Toggle <<1>> #autoLOC_6002387 = Deploy <<1>> #autoLOC_6002388 = Retract <<1>> #autoLOC_6002389 = Toggle <<1>> #autoLOC_6002390 = Deploy <<1>> #autoLOC_6002391 = Retract <<1>> #autoLOC_6002392 = Toggle <<1>> #autoLOC_6002393 = Deploy <<1>> #autoLOC_6002394 = Retract <<1>> #autoLOC_6002395 = Toggle <<1>> #autoLOC_6002396 = Deploy #autoLOC_6002397 = Deploy #autoLOC_6002398 = Extend <<1>> #autoLOC_6002399 = Retract <<1>> #autoLOC_6002400 = Toggle <<1>> #autoLOC_6002401 = Extend <<1>> #autoLOC_6002402 = Retract <<1>> #autoLOC_6002403 = Toggle <<1>> #autoLOC_6002404 = Empty #autoLOC_6002405 = Ascending Node: <<1>>° #autoLOC_6002406 = Descending Node: <<1>>° #autoLOC_6002407 = vessel #autoLOC_6002408 = Periapsis: <<1>><<2>> #autoLOC_6002409 = Apoapsis: <<1>><<2>> #autoLOC_6002410 = ??? #autoLOC_6002411 = - <<1>>: <<2>>/hour.\n #autoLOC_6002412 = - <<1>>: <<2>> <<3>>\n #autoLOC_6002413 = Research & Development Department #autoLOC_6002414 = A new contract has been offered by<<1>>: <<2>> #autoLOC_6002415 = A contract offer has been withdrawn by<<1>>: <<2>> #autoLOC_6002416 = We have accepted a contract offer from <<1>>: <<2>> #autoLOC_6002417 = True #autoLOC_6002418 = Toggle Steering #autoLOC_6002419 = Toggle Motor #autoLOC_6002420 = >>Warning: Approaching G Limits! #autoLOC_6002421 = >>Warning: Approaching Pressure Limits! #autoLOC_6002422 = Error! #autoLOC_6002423 = The <<1>> SFS file is incompatible with this version of KSP. #autoLOC_6002424 = Craft Loading Error #autoLOC_6002425 = Craft <<1>> was not loaded because\nit had the following parts missing:\n<<2>> #autoLOC_6002426 = Loading Failed #autoLOC_6002427 = Part <<1>> is missing #autoLOC_6002428 = Cannot load the craft. File format is incompatible\nwith this version of KSP. #autoLOC_6002429 = Retriever A1 #autoLOC_6002430 = Retriever A2 #autoLOC_6002431 = Orbiter 1 #autoLOC_6002432 = Starbeam #autoLOC_6002433 = Starbeam Debris #autoLOC_6002434 = Starbeam Lander #autoLOC_6002435 = The Vules Jerne Kerman #autoLOC_6002436 = The Vules Jerne Kerman Debris #autoLOC_6002437 = The Vules Jerne Kerman Rover #autoLOC_6002438 = Mun 7 #autoLOC_6002439 = Inspiration of the Windward Spirit #autoLOC_6002440 = Inspiration of the Windward Spirit Debris #autoLOC_6002441 = Kerbal 11 #autoLOC_6002442 = Ever Onward #autoLOC_6002443 = Ever Onward Lander #autoLOC_6002444 = Homeseeker Flyback Booster #autoLOC_6002445 = Homeseeker Flyback Booster Probe #autoLOC_6002446 = Homeseeker Flyback Booster Debris #autoLOC_6002447 = Quietlands #autoLOC_6002448 = Quietlands Debris #autoLOC_6002449 = Aeris 4B "Maybe the Sky" #autoLOC_6002450 = Bowser 1 #autoLOC_6002451 = Bowser 1 Debris #autoLOC_6002452 = Space Station 1 #autoLOC_6002453 = Farsight radio observatory one #autoLOC_6002454 = Farsight radio observatory two #autoLOC_6002455 = Farsight radio observatory three #autoLOC_6002456 = "Jumping" JAC-K DSR 1 #autoLOC_6002457 = "Jumping" JAC-K DSR 2 #autoLOC_6002458 = "Jumping" JAC-K DSR 3 #autoLOC_6002459 = "Jumping" JAC-K DSR 4 #autoLOC_6002460 = "Jumping" JAC-K DSR 5 #autoLOC_6002461 = "Jumping" JAC-K DSR 6 #autoLOC_6002462 = "Jumping" JAC-K DSR 5 Probe #autoLOC_6002463 = "Mirror" signal relay 1 #autoLOC_6002464 = "Mirror" signal relay 2 #autoLOC_6002465 = "Mirror" signal relay 3 #autoLOC_6002466 = "Mirror" signal relay 4 #autoLOC_6002467 = Kenera-9 #autoLOC_6002468 = Philae #autoLOC_6002469 = Kerbal Rescuer #autoLOC_6002470 = Stranded #autoLOC_6002471 = Scitest #autoLOC_6002472 = Inspiration of the Windward Spirit Lander #autoLOC_6002473 = Inspiration of the Windward Spirit Probe #autoLOC_6002474 = Space Station Core #autoLOC_6002475 = Fuel Module and Tug #autoLOC_6002476 = Space Station Core Probe #autoLOC_6002477 = Kerbal XX #autoLOC_6002478 = Rover + Skycrane #autoLOC_6002479 = CUSTOM CATEGORY\nDROP ZONE #autoLOC_6002480 = Warning #autoLOC_6002481 = No category selected. #autoLOC_6002482 = This category already has this part. #autoLOC_6002483 = Everything ok. #autoLOC_6002484 = Center of Mass #autoLOC_6002485 = Enable Motor #autoLOC_6002486 = Disable Motor #autoLOC_6002487 = m/s #autoLOC_6002488 = kN #autoLOC_6002489 = Play ESA Missions #autoLOC_6002490 = New ESA Missions! #autoLOC_6002491 = >> Part of : <<1>> #autoLOC_6002493 = Ultra #autoLOC_6002494 = Ultra shader quality only applies to certain celestial bodies. #autoLOC_6002495 = Magnetometer Boom #autoLOC_6002496 = Magnetic fields are all around us. Kerbal scientists know that learning about the magnetic field of a celestial body can yield all sorts of interesting insights into what's going on inside it - but spacecraft also emit magnetic fields, especially when operating their electronics and electromechanical actuators.\n\nFor some reason engineers just don't want to turn off the entire spacecraft, or build it out of plastic, so the Experimental Engineering group solved the issue by sticking this sensitive magnetometer on an extensible boom.\n\nWarning: Warranty on the boom voided if used any place besides the vacuum of space. #autoLOC_6002497 = experiment research magnet boom #autoLOC_6002498 = Extend Boom #autoLOC_6002499 = Retract Boom #autoLOC_6002500 = Run Magnetometer Report #autoLOC_6002501 = Magnetometer Report #autoLOC_6002502 = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. #autoLOC_6002503 = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. #autoLOC_6002504 = Kerbin's magnetic field is weaker out here, but still easily detectable, and this instrument maps the field fluctations as they radiate into deeper space. #autoLOC_6002505 = Kerbin has a strong magnetic field for a planet of its size, shielding us from the Sun's blasts of radiation, even in this low orbit. #autoLOC_6002506 = Advanced Grabbing Unit Jr. #autoLOC_6002507 = Usually, when you want to improve a part, the first thing any self-respecting Kerbal engineer thinks about is making it bigger and adding more power. Rarely, that's not the ideal solution. Thus was born the AGU jr. Instead of making a bigger claw, Kerbal Motion has designed a smaller one, when you need a small helping hand to latch onto something in those hard to reach places. #autoLOC_6002508 = Intermediate Period Comet Sample #autoLOC_6002509 = Long Period Comet Sample #autoLOC_6002510 = Interstellar Comet Sample #autoLOC_6002511 = At some point in the past this comet was swung into a much tighter orbit around the Sun. It's a good thing you got here now, it may not keep its status as a Comet for much longer with the way the Sun is boiling off its volatile material. You've got a good scoop of this melting ice cream ball to perserve and return for analysis. #autoLOC_6002512 = This solar soujourner has been guided by Jool's massive gravity well into a periodic orbit that makes it a regular visitor to the inner system. This sample can help give our scientists a better look at what the protoplanetary disk out past Jool's orbit was composed of. Be careful bringing it back - it's a little melty. #autoLOC_6002513 = The composition of this comet shows the unique fingerprint of the early Solar system as it has remained untouched on its long lonely journeys that only rarely bring it close to the warmth of the Sun. The smallest microscopic dust embedded into the sample you've carefully packed away contains a treasure of information for our astrogeologists. #autoLOC_6002514 = You've managed to take a sample of one of the rarest pieces of celestial material - a chunk of extra-solar matter. These inter-planetary voyagers travel the space between stars, only rarely diving down into a solar gravity well. Telescopes probe the galaxy far and wide, but actually getting a piece of something from this far away is a unique achievement. #autoLOC_6002515 = Cube: <<1>> Weight: <<2>> #autoLOC_6002516 = Procedural Drag Cube #autoLOC_6002517 = MPO Probe #autoLOC_6002518 = The Moho Planetary Observer combines the function of many parts in one, to help make sure the searing heat of its primary mission target is distributed and dissipated without harming its critical control functionality. #autoLOC_6002519 = esa probe control cmg command control fly gyro moment react stab steer torque #autoLOC_6002520 = MTM Stage #autoLOC_6002521 = The Moho Transfer Module houses a control core and a generously sized xenon tank. Perfect for transporting large scientific payloads anywhere where large amounts of deltaV are required. #autoLOC_6002522 = What’s new in Kerbal Space Program 1.10: Shared Horizons\n\nWelcome to the 1.10 update of Kerbal Space Program! This is a special one because we’ve worked with the European Space Agency to bring you some fantastic new content and a big addition to the KSP solar system.\n\nSo first off, our collaboration with ESA brings KSP versions of the real world BepiColombo and Rosetta missions. And you can play them without the Making History DLC!\n\nIf you know your space trivia, then you’ll know that with the addition of the Rosetta mission, we just had to add comets to the game! These will appear in all game modes, and career has a couple of new comet-based contracts. Comets have realistic, variable tails, and are significantly larger than standard asteroids. You might even see one that’s visiting us from interstellar space!\n\nWe’ve added several new parts to the game and updated others. First, an array of new flag parts so you can decorate your rocket with a variety of flags, for those multi-mission or multi-agency craft. Second, we’ve added a smaller version of the Claw, and a new science experiment, the magnetometer. There are also new variants of some tanks, SRBs, and decouplers, and fairings have not only new variants, but some updated functionality as well, go check them out!\n\nAs some of you figured out from our April Jool’s day post, Jool has received a revamp - but remained green. Even better, Jool’s clouds are now animated. They're astonishing to watch as you timewarp to an intercept. Laythe has also received a revamp, so you have somewhere beautiful to pull up a beach chair and admire Jool.\n\nNext, we’ve added a new EVA suit picker that lets you choose different suit types and colors, letting you individualize your Kerbal’s highly-protective suit - including a new ESA suit texture option!  Plus, it's much easier for modders to add their own suit textures to the game.\n\nFinally, there’re also a host of bug fixes, performance updates and QOL improvements for you to check out in our change log. We hope you enjoy Kerbal Space Program 1.10: Shared Horizons. #autoLOC_6002523 = Philae Lander #autoLOC_6002524 = Rosetta Spacecraft #autoLOC_6002525 = Vessel to test grapple on. #autoLOC_6002526 = The Grappling Vessel and Grappled Vessel can't be the same vessel. #autoLOC_6002527 = MPO Probe #autoLOC_6002528 = MMO Probe #autoLOC_6002529 = MSE Lander #autoLOC_6002530 = No comet detected #autoLOC_6002531 = Not directly attached to comet #autoLOC_6002532 = (Comet use - <<1>>% base efficiency) #autoLOC_6002533 = Comet Drill #autoLOC_6002534 = Start Comet Harvester #autoLOC_6002535 = Stop Comet Harvester #autoLOC_6002536 = Toggle Comet Harvester #autoLOC_6002537 = EVA Science Experiment #autoLOC_6002538 = EVA Experiments Kit #autoLOC_6002539 = Probodobodyne has meticulously curated and assembled this case full of various devices useful for science experiments.\n\nDespite observations to the contrary, we feel that the inability of our astronauts to find a good use for the collapsible top hat and magic wand is more to do with a lack of creativity... rather than a case of them being left over from prior use. #autoLOC_6002540 = EVA science test kit experiment easter egg outside golf cargo #autoLOC_6002541 = Perform EVA Science #autoLOC_6002542 = Discard EVA Science Report #autoLOC_6002543 = Review EVA Science Report #autoLOC_6002544 = Watching the astronaut look through the EVA science kit has given us conclusive evidence that the new situation has not improved their creativity. #autoLOC_6002545 = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. #autoLOC_6002546 = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. #autoLOC_6002547 = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. #autoLOC_6002548 = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. #autoLOC_6002549 = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. #autoLOC_6002550 = Finish construction of a Rover on the surface of <<1>> #autoLOC_6002551 = After you accept this contract, you can view the rover in the tracking station. Evaluate the missing parts and make a plan to move it to the target waypoint. You’ll likely need to send an engineer to attach parts to the rover. #autoLOC_6002552 = Congratulations! Thank you for finishing our rover. #autoLOC_6002553 = Recently, we launched a rover to help us here at [Agency] explore the solar system. #autoLOC_6002554 = Last year, [Agency] successfully landed a rover on a distant body. #autoLOC_6002555 = It’s embarrassing to admit this, but our shipping manifests got a little screwed up. The rover mission we recently sent turned out to be missing a few key parts in its construction. #autoLOC_6002556 = Due to some unforeseen lithobraking hazards, certain parts of the rover are unfortunately no longer attached. #autoLOC_6002557 = The rover was designed to cover a large swath of the body, but unfortunately it’s stuck in place due to engineering oversites. #autoLOC_6002558 = This is where you come in. We’d like you to repair the rover on site, replacing any missing parts, and drive it to the target coordinates to fulfill its original mission. #autoLOC_6002559 = We’d like you to send an engineer to repair the rover. Then test drive the rover to the given coordinates to make sure it’s in good working order. #autoLOC_6002560 = Move the rover #autoLOC_6002561 = Rover has reached its target destination. #autoLOC_6002562 = Move <<1>> to <<2>> on <<3>>. #autoLOC_6002563 = Starting Location #autoLOC_6002564 = Final Desitination #autoLOC_6002565 = Persist Kerbal Inventory Loadout #autoLOC_6002566 = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. #autoLOC_6002567 = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! #autoLOC_6002568 = Repair a satellite in orbit of <<1>> #autoLOC_6002569 = Unfortunately, one of our satellites has encountered significant problems in orbit. #autoLOC_6002570 = Our comm sat has a small issue.  It’s hard to say who to blame. #autoLOC_6002571 = Unfortunately, despite our best efforts at [Agency], we’ve had a serious malfunction with an expensive piece of space hardware. #autoLOC_6002572 = The satellite is beyond our means to reach and repair it - which is where you come in. #autoLOC_6002573 = Advance our knowledge of cometary bodies by discovering some new ones orbiting the Sun. #autoLOC_6002574 = Repair the broken component so that our asset can resume operation. #autoLOC_6002575 = Affect repairs on the damaged part so that the satellite can return to nominal status. #autoLOC_6002576 = Send a kerbal engineer, and pack some repair kits - we need you to repair the <<1>> on the vessel. #autoLOC_6002577 = The craft has 1 repair kit on board. #autoLOC_6002578 = Repair <<2>> on the <<1>> spacecraft in orbit of <<3>>. #autoLOC_6002579 = Congratulations! Thank you for repairing our satellite. #autoLOC_6002580 = Vessel Repaired. #autoLOC_6002581 = Damaged <<1>> RSA Satellite <<2>> #autoLOC_6002582 = Damaged <<1>> STX Satellite <<2>> #autoLOC_6002583 = Damaged <<1>> CMM Satellite <<2>> #autoLOC_6002584 = Damaged <<1>> MLA Satellite <<2>> #autoLOC_6002585 = Damaged <<1>> CM-R Satellite <<2>> #autoLOC_6002586 = Damaged <<1>> SecS Satellite <<2>> #autoLOC_6002587 = Damaged <<1>> AS-P Satellite <<2>> #autoLOC_6002588 = Damaged <<1>> DSN-R Satellite <<2>> #autoLOC_6002589 = Damaged <<1>> CSS-X Satellite <<2>> #autoLOC_6002590 = Damaged <<1>> TST-Y Satellite <<2>> #autoLOC_6002591 = Damaged <<1>> Rec-N Satellite <<2>> #autoLOC_6002592 = Attach a new part to satellite in orbit of <<1>> #autoLOC_6002593 = [Agency] placed a satellite in orbit some time ago, for purposes that, well, you’re not cleared to know about. #autoLOC_6002594 = A while ago, [Agency] deployed a very expensive satellite. #autoLOC_6002595 = Our engineers have determined we can extend its utility if we add just one extra component. #autoLOC_6002596 = It is nearing the end of its useful life, but we’ve determined that a small addition will be enough to extend that long enough to be worth the mission. #autoLOC_6002597 = Attach the required part so that we don’t have to replace the one we have. #autoLOC_6002598 = Send up one of your brave engineers to make the required changed and we can keep using that satellite for years to come. #autoLOC_6002599 = Send a Kerbal engineer on a craft, and attach a <<1>> to the target satellite. #autoLOC_6002600 = Launch a new craft. #autoLOC_6002601 = The craft has an engineer onboard. #autoLOC_6002602 = Attach <<1>> on the <<2>> spacecraft. #autoLOC_6002603 = The satellite has been upgraded, thank you! #autoLOC_6002604 = Part Attached. #autoLOC_6002605 = Aging <<1>> RSA Satellite <<2>> #autoLOC_6002606 = Aging <<1>> STX Satellite <<2>> #autoLOC_6002607 = Aging <<1>> CMM Satellite <<2>> #autoLOC_6002608 = Aging <<1>> RDS Satellite <<2>> #autoLOC_6002609 = Aging <<1>> MLA Satellite <<2>> #autoLOC_6002610 = Aging <<1>> CM-R Satellite <<2>> #autoLOC_6002611 = Aging <<1>> SecS Satellite <<2>> #autoLOC_6002612 = Aging <<1>> AS-P Satellite <<2>> #autoLOC_6002613 = Aging <<1>> DSN-R Satellite <<2>> #autoLOC_6002614 = Aging <<1>> CSS-X Satellite <<2>> #autoLOC_6002615 = Aging <<1>> TST-Y Satellite <<2>> #autoLOC_6002616 = Aging <<1>> Rec-N Satellite <<2>> #autoLOC_6002628 = Unfinished <<1>> Surveyor <<2>> #autoLOC_6002629 = Unfinished <<1>> Explorer <<2>> #autoLOC_6002630 = Unfinished <<1>> Adventurer <<2>> #autoLOC_6002631 = Unfinished <<1>> Pioneer <<2>> #autoLOC_6002632 = Unfinished <<1>> Seeker <<2>> #autoLOC_6002633 = Unfinished <<1>> Traveler <<2>> #autoLOC_6002634 = Unfinished <<1>> Searcher <<2>> #autoLOC_6002635 = Unfinished <<1>> Buggy <<2>> #autoLOC_6002636 = Unfinished <<1>> Conveyer <<2>> #autoLOC_6002637 = Space Agencies #autoLOC_6002638 = Organizations #autoLOC_6002639 = General #autoLOC_6002640 = Light Emission #autoLOC_6002641 = This part cannot be placed in a Storage container but can be manipulated in EVA construction. #autoLOC_6002642 = Construction Only Part #autoLOC_6002643 = You need a <<1>> in your Inventory to perform this experiment. #autoLOC_6002645 = The <<1>> must be fully assembled when launched. #autoLOC_6002646 = Maneuver Tool #autoLOC_6002647 = Current Orbit #autoLOC_6002648 = Transfer Options #autoLOC_6002649 = Type: #autoLOC_6002650 = Position: #autoLOC_6002651 = Time: #autoLOC_6002652 = Create Maneuver #autoLOC_6002653 = Create #autoLOC_6002654 = Create Alarm #autoLOC_6002655 = T: #autoLOC_6002656 = Δv: #autoLOC_6002657 = Select what type of maneuver to create. #autoLOC_6002658 = Select which part of the craft’s trajectory to plot the new maneuver from. #autoLOC_6002659 = Select the target CB for your transfer. #autoLOC_6002660 = Estimated Δv requirement if you choose to circularize after the transfer at a low Pe. Use a midcourse correction to adjust your exact Pe after the transfer.<\color> #autoLOC_6002661 = Estimated Δv requirement if you choose to circularize after the transfer. #autoLOC_6002663 = The active vessel needs to be in a reasonably circular parking orbit around a celestial body. #autoLOC_6002664 = Cannot calculate transfer when vessel is in a hyperbolic orbit. #autoLOC_6002665 = Target / Time: #autoLOC_6002666 = Circularization Δv Estimate #autoLOC_6002667 = Cost: <<1>> m/s Δv at <<2>> km Pe #autoLOC_6002669 = Flyby #autoLOC_6002670 = Circularize #autoLOC_6002671 = Landing Leg Stress #autoLOC_6002672 = Steering Angle Limiter #autoLOC_6002673 = Steering Response #autoLOC_6002674 = Steering Adjust: <<1[Auto/Override]>> #autoLOC_6002675 = Maneuver Tool Available #autoLOC_6002676 = Leave #autoLOC_6002677 = Your vessel has existing maneuvers before this one that would change its orbit and invalidate this new maneuver. They will need to be deleted to create this maneuver.\nDelete them, or cancel maneuver creation? #autoLOC_6002678 = Previous Maneuvers #autoLOC_6002679 = There are maneuvers plotted after the new one you're going to create, which may no longer make sense. How do you want to resolve this.\nDelete the maneuvers after this one.\nLeave them as they are.\nCancel maneuver creation. #autoLOC_6002680 = Maneuvers after Transfer #autoLOC_6002681 = Transfer Window Timing #autoLOC_6002682 = Start: #autoLOC_6002683 = End: #autoLOC_6002684 = Cannot calculate transfer when vessel's orbital inclination is too high. #autoLOC_6002685 = Cannot calculate transfer when vessel's orbital eccentricity is too high. #autoLOC_6002686 = Departure: #autoLOC_6002687 = Transfer: #autoLOC_6002688 = Arrival: #autoLOC_6002689 = Rendezvous: #autoLOC_6002690 = Duration: #autoLOC_6002691 = Start: #autoLOC_6002692 = End: #autoLOC_6002693 = Transfer Window Timing #autoLOC_6002694 = Visualization #autoLOC_6002695 = Calculating: <<1>>% #autoLOC_6002696 = These transfer windows are based on the optimal phase angle, and may not match up to the calculated transfer the tool will produce due to inclination differences. #autoLOC_6002697 = Calculation Failed. Please make another set of selections. #autoLOC_6002698 = Failed to get an intercept, but got very close. A mid course correction after the created maneuver should allow a successful transfer. #autoLOC_6002699 = Mission Control Upgrade required for Maneuver Tool #autoLOC_6002700 = Rotation Locked #autoLOC_6002701 = Toggle Rotation Lock #autoLOC_6002702 = Engage Rotation Lock #autoLOC_6002703 = Disengage Rotation Lock #autoLOC_6002704 = Cannot Lock Docking part, Docking Node is moving. #autoLOC_6003000 = None #autoLOC_6003001 = Stage #autoLOC_6003002 = Gear #autoLOC_6003003 = Light #autoLOC_6003004 = RCS #autoLOC_6003005 = SAS #autoLOC_6003006 = Brakes #autoLOC_6003007 = Abort #autoLOC_6003008 = Custom01 #autoLOC_6003009 = Custom02 #autoLOC_6003010 = Custom03 #autoLOC_6003011 = Custom04 #autoLOC_6003012 = Custom05 #autoLOC_6003013 = Custom06 #autoLOC_6003014 = Custom07 #autoLOC_6003015 = Custom08 #autoLOC_6003016 = Custom09 #autoLOC_6003017 = Custom10 #autoLoc_6003018 = Kerman #autoLOC_6003019 = Ambient Light Boost #autoLoc_6003020 = Base Converter #autoLoc_6003021 = Base Drill #autoLoc_6003022 = Flag Decal #autoLoc_6003023 = Ablator #autoLoc_6003024 = Active Radiator #autoLoc_6003025 = Aero Surface #autoLoc_6003026 = Alternator #autoLoc_6003028 = Animation Setter #autoLoc_6003029 = Asteroid Drill #autoLoc_6003030 = Color Changer #autoLoc_6003031 = Command #autoLoc_6003032 = Control Surface #autoLoc_6003033 = Core Heat #autoLoc_6003034 = Data Transmitter #autoLoc_6003035 = Deployable Antenna #autoLoc_6003036 = Deployable Part #autoLoc_6003037 = Deployable Radiator #autoLoc_6003038 = Deployable Solar Panel #autoLoc_6003039 = Docking Node #autoLoc_6003040 = Enviro Sensor #autoLoc_6003041 = Experience Management #autoLoc_6003042 = Generator #autoLoc_6003043 = Gimbal #autoLoc_6003044 = Grapple Node #autoLoc_6003045 = Lifting Surface #autoLoc_6003046 = Light #autoLoc_6003047 = Orbital Surveyor #autoLoc_6003048 = Parachute #autoLoc_6003049 = Probe Control Point #autoLoc_6003050 = RCS #autoLoc_6003051 = RCSFX #autoLoc_6003052 = Reaction Wheel #autoLoc_6003053 = Resource Converter #autoLoc_6003054 = Resource Harvester #autoLoc_6003055 = Resource Intake #autoLoc_6003056 = Resource Scanner #autoLoc_6003057 = SAS #autoLoc_6003058 = Science Container #autoLoc_6003059 = Science Experiment #autoLoc_6003060 = Science Lab #autoLoc_6003061 = Trip Logger #autoLOC_6003062 = Disabled #autoLOC_6003063 = Broken #autoLOC_6003064 = WARP #autoLOC_6003065 = A T M O S P H E R E #autoLOC_6003066 = STAGE #autoLOC_6003067 = VERT\nSPD #autoLOC_6003068 = PITCH #autoLOC_6003069 = YAW #autoLOC_6003070 = ROLL #autoLOC_6003071 = UP #autoLOC_6003072 = LEFT #autoLOC_6003073 = RIGHT #autoLOC_6003074 = DOWN #autoLOC_6003075 = FWD #autoLOC_6003076 = BACK #autoLOC_6003077 = CTRL\nMODE #autoLOC_6003078 = LIN #autoLOC_6003079 = ROT #autoLOC_6003080 = HDG #autoLOC_6003081 = RECOVER VESSEL #autoLOC_6003082 = SPACE CENTER #autoLOC_6003083 = None #autoLOC_6003084 = First Hop #autoLOC_6003085 = Path #autoLOC_6003086 = Vessel Links #autoLOC_6003087 = Network #autoLOC_6003088 = EVA #autoLOC_6003089 = Ambient Light Boost: Map #autoLOC_6003090 = Test Complete! We got some good data here. Thanks! #autoLOC_6003091 = Enter Text… #autoLOC_6003092 = Using Physics Warp can affect the structural stability of the vessel.\n\nBe careful using it with large ships. #autoLOC_6003093 = Cost: <<1>>K #autoLOC_6003094 = Contains experimental parts #autoLOC_6003095 = Plant Flag [1] #autoLOC_6003096 = Plant Flag [<<1>>] #autoLOC_6003097 = Contains locked or invalid parts #autoLOC_6003098 = Incompatible with this version of KSP #autoLOC_6003099 = Cost: <<1>> #autoLOC_6003100 = Cost: <<1>> #autoLOC_6003101 = Physics easing in progress... #autoLOC_6003102 = AUTO #autoLOC_6003103 = FREE #autoLOC_6003104 = CHASE #autoLOC_6003105 = LOCKED #autoLOC_6003106 = Temperature Overlay #autoLOC_6003107 = Aerodynamic Forces Overlay #autoLOC_6003108 = Temperature Gauges Unavailable #autoLOC_6003109 = <<1>> has no operational SAS Modules and no pilots aboard. Cannot engage SAS. #autoLOC_6003110 = [<<1>>]: SAS Disengaged. #autoLOC_6003111 = Craft name cannot exceed <<1>> characters.\nTrimming the name to fit. #autoLOC_6003112 = Ambient Light Boost: Editor #autoLOC_6003113 = AN #autoLOC_6003114 = DN #autoLOC_6003115 = Ap #autoLOC_6003116 = Pe #autoLOC_6004000 = Stratus Corporation #autoLOC_6004001 = Size 0 [0.625m] #autoLOC_6004002 = Size 1 [1.25m] #autoLOC_6004003 = Size 2 [2.5m] #autoLOC_6004004 = Size 3 [3.75m] #autoLOC_6004005 = Mk 2 #autoLOC_6004006 = Mk 3 #autoLOC_6004007 = Surface Attach Only #autoLOC_6004008 = 1st Tier #autoLOC_6004009 = 2nd Tier #autoLOC_6004010 = 3rd Tier #autoLOC_6004011 = 4th Tier #autoLOC_6004012 = 5th Tier #autoLOC_6004013 = 6th Tier #autoLOC_6004014 = 7th Tier #autoLOC_6004015 = 8th Tier #autoLOC_6004016 = 9th Tier #autoLOC_6004017 = Animate Generic #autoLOC_6004018 = Add custom subcategory #autoLOC_6004019 = Add custom category #autoLOC_6004020 = New category name: #autoLOC_6004021 = Unknown #autoLOC_6004022 = A category with this name already exists. #autoLOC_6004023 = New subcategory name: #autoLOC_6004024 = Another subcategory with this name already exists for this category. #autoLOC_6004025 = Another category with this name already exists. #autoLOC_6004026 = Another subcategory with this name already exists. #autoLOC_6004027 = This category has one or more subcategories with parts assigned to it. Deleting this category will delete all subcategories. Are you sure you want to delete? #autoLOC_6004028 = Deleting this category will delete all subcategories. Are you sure you want to delete? #autoLOC_6004029 = This subcategory has parts assigned to it. Are you sure you want to delete? #autoLOC_6004030 = This subcategory has subassemblies assigned to it. Are you sure you want to delete? #autoLOC_6004031 = Edit category name: #autoLOC_6004032 = Edit subcategory name: #autoLOC_6004033 = new icon #autoLOC_6004034 = Ok #autoLOC_6004035 = Name #autoLOC_6004036 = [Save Disallowed] #autoLOC_6004037 = Do you want to save the current craft before continuing? #autoLOC_6004038 = Symmetry: #autoLOC_6004039 = Radial #autoLOC_6004040 = Mirror #autoLOC_6004041 = Confirm overwrite #autoLOC_6004042 = (<<1>> Max.) #autoLOC_6004043 = \nSingle Hop Only #autoLOC_6004044 = Hibernation mode: Resource rates <<1>>x (automatic in warp)\n #autoLOC_6004045 = Motorized #autoLOC_6004046 = Retractable #autoLOC_6004047 = Fixed, Unpowered #autoLOC_6004048 = Steerable, No Brakes #autoLOC_6004049 = internal #autoLOC_6004050 = direct #autoLOC_6004051 = relay #autoLOC_6004052 = Planetary #autoLOC_6004053 = Oceanic #autoLOC_6004054 = Atmospheric #autoLOC_6004055 = Exospheric #autoLOC_6004056 = Download Data #autoLOC_6004057 = Collect Data #autoLOC_6004058 = TOO FAR FROM OBJECT! #autoLOC_6004059 = MINIMAL #autoLOC_6004060 = IN VACUUM! #autoLOC_6004061 = Bop^n #autoLOC_6004062 = Dres^n #autoLOC_6004063 = Duna^n #autoLOC_6004064 = Eeloo^n #autoLOC_6004065 = Eve^n #autoLOC_6004066 = Gilly^n #autoLOC_6004067 = Ike^n #autoLOC_6004068 = Jool^n #autoLOC_6004069 = Kerbin^n #autoLOC_6004070 = Laythe^n #autoLOC_6004071 = Minmus^n #autoLOC_6004072 = Moho^n #autoLOC_6004073 = Mun^n #autoLOC_6004074 = Pol^n #autoLOC_6004075 = Sun^n #autoLOC_6004076 = Tylo^n #autoLOC_6004077 = Vall^n #autoLOC_6005000 = Canopy Max Rotation Rate #autoLOC_6005001 = Enable Cutaway #autoLOC_6005002 = Toggle Airlock #autoLOC_6005003 = Open Airlock #autoLOC_6005004 = Close Airlock #autoLOC_6005005 = Silver #autoLOC_6005006 = Hi Yo, Silver! #autoLOC_6005007 = Asteroids produce lift #autoLOC_6005008 = Welcome to KSP 1.5: Dressed for Success. In this release we've included a number of general improvements and fixes to the game as well as a few surprises.\n\nYou will find the ability to assign Kerbals to Command Seats, enhancements to the Burn Time Indicator that will allow you to better plan and perform your ship's maneuvers, and new suits to make your Kerbals look their very best as they face their (potentially) impending fiery doom.\n\nAlso included are fixes, tweaks, and revisions to a number of parts, and many smaller adjustments and bug fixes across the whole game. Along with all that are improved support for 4K displays, and fine tuning of the Asteroid physics. As always, the full list of changes and improvements can be found in the release notes!\n\nThanks for playing! #autoLOC_6005009 = Unable to read the change log from the readme.txt files, please verify your installation. #autoLOC_6005010 = Change Log #autoLOC_6005011 = Burn Time Indicator #autoLOC_6005012 = Expansion #autoLOC_6005013 = Includes <<1>>.<<2>>.x changes\n #autoLOC_6005014 = Don't show Wrong Vessel Type warning again #autoLOC_6005015 = <<1>>.<<2>>.<<3>> changes \n #autoLOC_6005015 = <<1>>.<<2>>.<<3>> changes \n #autoLOC_6005016 = Welcome to KSP 1.6: To Vee or not to Vee! We've got a lot of great new things for you. \n\nFirst, HUGE navigation improvements! First up: the addition of a Delta-v readout to the staging diagram! Now pilots besides Jeb can have absolute confidence in whether they have the fuel & thrust to reach orbit - of course, Jeb never has any doubts. The readout works per-stage as well, to help you find those flaws in your staging setup.\n\nSecond: We've also added navigation icons to help you steer toward KSC or one of your other landing sites.\n\nFinally, you can now change the navball orientation on many control parts to help you point in the right direction when flying or driving, allowing the same part to work in both a driving-oriented and lander configuration. Hint: Check out the variants for the Mk2 Lander Can!\n\nWe also have some fantastic visual improvements. For one thing, Kerbals will finally be able to take their helmets off. Better put them back on before trying to fly to space though - or better yet, get back in the capsule, you daredevils.\n\nWe also have some fun new idle animations for them on the ground and while spacewalking. We've added dynamic cube maps, so shiny parts can reflect their environment, and some shadow tweaks. And last but not least, many, many more beautiful part revamps! #autoLOC_6005017 = Allow other Launchsites #autoLOC_6005018 = Time to reach #autoLOC_6005019 = Longitude of Ascending Node #autoLOC_6005020 = Argument of Periapsis #autoLOC_6005021 = Intersect <<1>> #autoLOC_6005022 = Distance at Intersect <<1>> #autoLOC_6005023 = Time to reach Intersect <<1>> #autoLOC_6005024 = Delete Maneuver #autoLOC_6005025 = Previous Maneuver #autoLOC_6005026 = Next Maneuver #autoLOC_6005027 = Maneuver Mode #autoLOC_6005028 = Phase Angle #autoLOC_6005029 = Apoapsis #autoLOC_6005030 = Periapsis #autoLOC_6005031 = Arg Pe #autoLOC_6005032 = Period #autoLOC_6005033 = Ejection #autoLOC_6005034 = Approach <<1>> #autoLOC_6005035 = Distance at Approach <<1>> #autoLOC_6005036 = Time to reach Approach <<1>> #autoLOC_6005037 = Angle between <<1>> and <<2>> #autoLOC_6005038 = Orbital info #autoLOC_6005039 = Advanced orbital info #autoLOC_6005040 = Approach info for <<1>> #autoLOC_6005041 = No approach info, select approach target first #autoLOC_6005042 = Graphical maneuver editor #autoLOC_6005043 = Text maneuver editor #autoLOC_6005044 = Angle between the craft or the maneuver position\naround the orbited body and that body’s\ntrajectory around its parent #autoLOC_6005045 = Advanced orbital info - LOCKED #autoLOC_6005046 = Approach info - LOCKED #autoLOC_6005047 = UT displayed in seconds #autoLOC_6005048 = UT displayed in y:ddd:hh:mm:ss #autoLOC_6005049 = Orbit #autoLOC_6005050 = Scale #autoLOC_6005051 = Independent #autoLOC_6005052 = Toggle Independent Throttle #autoLOC_6005053 = Auto-Shift State #autoLOC_6005054 = <<1>>: Below Restart Limit #autoLOC_6005055 = Shutdown <<1>><<2>> #autoLOC_6005056 = Restart <<1>><<2>> #autoLOC_6005057 = Use Percentage #autoLOC_6005064 = Display Staging #autoLOC_6005065 = Comet #autoLOC_6005066 = S2-33 "Clydesdale" Solid Fuel Booster #autoLOC_6005067 = The Clydesdale is not surprising just for its size. It's also amazing just how much thrust comes out of this motor - nothing else in its size class comes close. #autoLOC_6005068 = S2-17 "Thoroughbred" Solid Fuel Booster #autoLOC_6005069 = When Jeb asked Kerbodyne how to lift his house into space, this is what they came up with. The Thoroughbred is a truly massive solid rocket fuel booster. It is also the first booster Kerbodyne has managed to add thrust vector control to, adding surprising agility to this powerful motor. #autoLOC_6005070 = F3S0 "Shrimp" Solid Fuel Booster #autoLOC_6005071 = Kerbodyne was asked to deliver a small, high efficiency solid fuel booster and that's just what they did. While it may just look like someone welded a rocket nozzle onto a scuba tank, some serious technology went into making this motor. #autoLOC_6005072 = FM1 "Mite" Solid Fuel Booster #autoLOC_6005073 = Solid fuel boosters come in a range of sizes and this one is distinctly on the low end of the scale. The Mite is still useful for many space programs that want a tiny kick motor to plant their probes firmly on the right trajectory, or just a bit more oomph to get their craft off the ground. #autoLOC_6005074 = (motor (rocket (srb (clyde #autoLOC_6005075 = (motor (rocket (srb (thorough #autoLOC_6005076 = (motor (rocket (srb (shri #autoLOC_6005077 = (motor (rocket (srb (mite #autoLOC_6005078 = Enable Same Vessel Interactions #autoLOC_6005079 = Disable Same Vessel Interactions #autoLOC_6005080 = Toggle Same Vessel Interactions #autoLOC_6005081 = Toggle Snap Angle/Height #autoLOC_6005082 = Open Ended #autoLOC_6005083 = ESA #autoLOC_6005084 = European Space Agency #autoLOC_6005085 = [<<1>>] + [LMB]: Terminate fairing construction #autoLOC_6005086 = I see you've found the Docking Controls.\n\nIn this mode, controls behave somewhat differently, to make maneuvering around in orbit easier. However, that is a topic for a whole other tutorial, so let's just go back to the subject at hand for now.\n\nPress the Docking button on the bottom-left corner again to return to the Staging Control Mode. #autoLOC_6005087 = This craft will be named '<<1>>' when launched. #autoLOC_6005088 = Toggle Map Filters #autoLOC_6005089 = Warp to Sunrise #autoLOC_6005090 = Cannot change variant, no slots available. #autoLOC_6005091 = Part has other parts attached, can't add to inventory #autoLOC_6005092 = Repair: <<1[no kit/1 kit/$d kits]>> required #autoLOC_6005093 = Repair from EVA. #autoLOC_6005094 = EVA Repair Kit #autoLOC_6005095 = This repair kit has tape, tools, widgets and other knickknacks to allow intrepid kerbals to effect repairs on broken parts that may have suffered unplanned disassembly.\n\nNote: Repair kits are used up when effecting repairs, and more than one repair kit may be required for especially large parts. #autoLOC_6005096 = fix (broke repair #autoLOC_6005097 = Passenger Mass #autoLOC_6005098 = Mass: <<1>> t <<2>>\nTolerance: <<3>>m/s Impact\nTolerance: <<4>> Gees, <<5>> kPA Pressure\nMax. Temp. Int/Skin: <<6>>/<<7>> K #autoLOC_6005099 = Launch Velocity #autoLOC_6005100 = Explosion Delay #autoLOC_6005101 = Start #autoLOC_6005102 = End #autoLOC_6005103 = Launch #autoLOC_6005104 = Firework Shots #autoLOC_6005105 = <<1>> Type #autoLOC_6005106 = Star Tip #autoLOC_6005107 = Burst #autoLOC_6005108 = Trail #autoLOC_6005109 = Outer Ring #autoLOC_6005110 = Star End #autoLOC_6005111 = Force #autoLOC_6005112 = Duration #autoLOC_6005113 = Star Size #autoLOC_6005114 = Classic #autoLOC_6005115 = Whirly #autoLOC_6005116 = Strobe #autoLOC_6005117 = Bare #autoLOC_6005118 = Blossom #autoLOC_6005119 = Palm #autoLOC_6005120 = Rings #autoLOC_6005121 = Crossette #autoLOC_6005122 = Willow #autoLOC_6005123 = Crackle #autoLOC_6005124 = Palm Crackle #autoLOC_6005125 = Kraken's Egg #autoLOC_6005126 = Burst Color <<1>> R #autoLOC_6005127 = Burst Color <<1>> G #autoLOC_6005128 = Burst Color <<1>> B #autoLOC_6005129 = Trail Color <<1>> R #autoLOC_6005130 = Trail Color <<1>> G #autoLOC_6005131 = Trail Color <<1>> B #autoLOC_6005132 = Inner Ring #autoLOC_6005133 = Crackle #autoLOC_6005134 = Star Trail #autoLOC_6005135 = Feathers #autoLOC_6005136 = Starshot-8 #autoLOC_6005137 = Starshot-32 #autoLOC_6005138 = Jebediah Kerman eats danger for breakfast, lunch, and dinner at his day job as the KSC resident daredevil pilot. But what does he do when he wants to relax on the weekends? He fills firework canisters at his state of the art junkyard facility.\n\nThe Starshot-8 has enough fireworks for a quickshow - or you can set up an array of them to really rival the big bangs on the launchpad. Guaranteed to go off when you want them to or the next one is half off. #autoLOC_6005139 = Jebediah Kerman eats danger for breakfast, lunch, and dinner at his day job as the KSC resident daredevil pilot. But what does he do when he wants to relax on the weekends? He fills firework canisters at his state of the art junkyard facility.\n\nThe Starshot-32 is a large firework launcher, if this one goes off at the wrong time you may be looking for more than just a refund. #autoLOC_6005140 = What’s new in Kerbal Space Program 1.12: On Final Approach\n\nWe are excited to bring you the 10th anniversary update of Kerbal Space Program. We’re adding more content than ever this time, and we’ll be celebrating KSP’s anniversary in style with all the new features and content packed in. So let’s get to it!\n\nFirst, we have two major new apps available. The new Maneuver Creator app lets you quickly generate transfers to other celestial bodies, see upcoming transfer windows and get a good understanding of where you’re going and how much deltaV it will take to get there. \n\nPaired with that, we’re including the Alarm Clock app. You can create an alarm for any maneuver, including the transfers, as well as manual time alarms and alarms for various orbital positions. Remember to pick a funny alarm sound to go with your alarms so you don’t miss out!\n\nNext, we’re adding a heap of content for our upcoming 10 year anniversary. This includes: \n- New easter eggs scattered around the solar system.\n- New launch sites on Kerbin that you can unlock by visiting them.\n- A new ‘Slim’ suit.\n- New firework launchers to help you celebrate!\n\nOn top of that, there are many new requested features & quality of life additions to improve the user experience of KSP. In that lineup, we’re adding:\n- A huge revamp to craft and game save loading, adding search, foldering, and cross-save access to your craft files. \n- Rotating docking port collars added to docking ports, so you can line up your attached craft perfectly.\n- Structural variants of our flag panels.\n- On-demand disconnecting struts.\n- Updating the part tools and incorporation of many modder requests.\n- A large amount of wheel and landing leg fixes and improvements.\n- And much more...\n\nWe also have new parts and revamps coming in 1.12. Pol and Eeloo have gotten their beautification treatment which finishes upgrading the whole solar system. All docking ports have been revamped. We’re also adding a 1.25 meter engine plate and a bunch of new solar panels.\n\nOf course, there are too many bug fixes and other improvements to list here, so check out our change log for every last detail.\n\nWe hope you agree that this is one of our best updates ever! Unfortunately, all good things come to an end. On Final Approach is the last major planned release for Kerbal Space Program. It has been an absolute honor and a pleasure working on this amazing game for all of you. This has been a labor of love for everyone here, and we feel privileged to have had such an amazing community with us every step of the way. Thank you for participating in this journey with us. \n\nSquad is not going away though. We’ll still have our social team running events, and we expect KSP and the community to live long into the future - while we get busy helping out on KSP2.\n\nPlease enjoy Kerbal Space Program 1.12: On Final Approach and we hope you’ll come join us for further adventures in 2022 with Kerbal Space Program 2! #autoLOC_6006000 = Screen Message #autoLOC_6006001 = Drain <<1>> #autoLOC_6006002 = Toggle Draining #autoLOC_6006003 = Drain #autoLOC_6006004 = Stop Draining #autoLOC_6006005 = FTE-1 Drain Valve #autoLOC_6006006 = While trying to solve the initial issue with the FTX-1 series fuel line, an engineer at FLOOYD Dynamics had an ingenious thought - what if you failed to attach a fuel pipe at all? Solves the issue of making sure the fuel goes in the right direction, because it just goes out. He was demoted and assigned to book keeping duties, but later on, FLOOYD resurrected his idea in the form of the FTE-1 - a valve that will allow you to drain most resources from the part that it happens to be attached to. Great for emergencies, flotation adjustment, or just fun rocket pranks. #autoLOC_6006007 = lose remove lfo lf ore xenon (monoprop liquid tank #autoLOC_6006008 = Drain rate #autoLOC_6006009 = <<1>> (<<2>> u/s) #autoLOC_6006010 = Drain Resources #autoLOC_6006011 = ESA Mission Tutorial #autoLOC_6006012 = This is the Mission Screen! This is where you can try out a couple of missions that mimic two of the most interesting scientific missions launched by the European Space Agency. #autoLOC_6006013 = To get more missions, and to be able to edit missions or create your own, acquire the Making History DLC! #autoLOC_6006015 = Drain Mode #autoLOC_6006016 = Toggle Resource Drain mode #autoLOC_6006017 = Started #autoLOC_6006018 = Stopped #autoLOC_6006019 = Set Position #autoLOC_6006020 = Do not place under water #autoLOC_6006021 = Vessel would be below the surface.\n #autoLOC_6006022 = Heading (in degrees) #autoLOC_6006023 = Heading cannot be greater than 360 degrees.\n #autoLOC_6006024 = Heading cannot be less than 0 degrees.\n #autoLOC_6006025 = Ease to ground #autoLOC_6006026 = Ease in multiplier #autoLOC_6006027 = Active Vessel is Easing In #autoLOC_6006028 = Pitch cannot be greater than 180 degrees.\n #autoLOC_6006029 = Pitch canot be less than -180 degrees.\n #autoLOC_6006030 = Resources to drain #autoLOC_6006031 = None #autoLOC_6006032 = Warning: Altitude may be too close to the ground for vessel dimensions (<<1>> x <<2>> x <<3>>).\nSuggested minimum altitude: <<4>> #autoLOC_6006046 = Generate and place a comet out in the universe.\n\nWarning: Large rocks on collision courses can be hazardous to your health. #autoLOC_6006047 = <<1>> : \u0020 Class \u0020 <<2>> #autoLOC_6006048 = Display Comets #autoLOC_6006049 = Air is too thick #autoLOC_6006050 = Comets #autoLOC_6006051 = Comet Name #autoLOC_6006052 = Rename Comet #autoLOC_6006053 = Short Period Comet Sample #autoLOC_6006054 = Flag Part #autoLOC_6006055 = Transparent Background #autoLOC_6006057 = Size #autoLOC_6006058 = Set Flag #autoLOC_6006059 = Orientation #autoLOC_6006060 = Portrait #autoLOC_6006061 = Landscape #autoLOC_6006062 = Mirror Flag #autoLOC_6006063 = Small #autoLOC_6006064 = Medium #autoLOC_6006065 = Large #autoLOC_6006066 = Huge #autoLOC_6006067 = RFP-0 Flag (.625m) #autoLOC_6006068 = RFP-1 Flag (1.25m) #autoLOC_6006069 = RFP-1.5 Flag (1.875m) #autoLOC_6006070 = RFP-2 Flag (2.5m) #autoLOC_6006071 = RFP-3 Flag (3.75m) #autoLOC_6006072 = RFP-4 Flag (5m) #autoLOC_6006073 = RFP-F Flag Flat #autoLOC_6006074 = A small flag that can be applied to size 0 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. #autoLOC_6006075 = A flag that can be applied to size 1 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. #autoLOC_6006076 = A flag that can be applied to size 1.5 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. #autoLOC_6006077 = A large flag that can be applied to size 2 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. #autoLOC_6006078 = A large flag that can be applied to size 3 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. #autoLOC_6006079 = A huge flag that can be applied to size 4 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. #autoLOC_6006080 = A flat flag part, that can be used to show pride in your mission. Or use a different mission flag, if you really want to go that way. #autoLOC_6006081 = Fairing Expansion #autoLOC_6006082 = Mouse Over #autoLOC_6006083 = Off #autoLOC_6006084 = decal (deco #autoLOC_6006085 = Ignore probe capabilities and make all SAS modes available in the missions game mode. #autoLOC_6006086 = On #autoLOC_6006087 = Off #autoLOC_6006088 = On #autoLOC_6006089 = Off #autoLOC_6006090 = To edit fairing, remove the flags attached to the shell #autoLOC_6006091 = Adjust input response speed\n\nHow quickly should the input change the axis value. #autoLOC_6006092 = <<1>>%/s #autoLOC_6006093 = Suit Highlight #autoLOC_6006094 = Dropped Part #autoLOC_6006095 = Operation in progress, cannot dettach. #autoLOC_6006096 = Cannot detach <<1>> due to part attachments #autoLOC_6006097 = This part needs <<1>> x <<2>> to repair it. #autoLOC_6006098 = Only kerbals with the Repair skill can repair damaged parts. #autoLOC_6006099 = SP-10C Photovoltaic Panels #autoLOC_6006100 = The -10C versions of probodobodyne's award winning line of photovoltaic cells have a unique feature - they're round! This special method of deployment offers yet another option for a spacecraft's power needs. #autoLOC_6006101 = array charge deploy e/c elect energ extend fold generat (light photo power retract solar sun track unfold volt watt #autoLOC_6006102 = OX-10C Photovoltaic Panels #autoLOC_6006103 = The -10C versions of probodobodyne's award winning line of photovoltaic cells have a unique feature - they're round! This special method of deployment offers yet another option for a spacecraft's power needs. Warning: Not retractable once deployed. #autoLOC_6006104 = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt #autoLOC_6006105 = OX-10L 1x5 Photovoltaic Panels #autoLOC_6006106 = A larger version of the OX-4 series of solar panels. Includes advanced heat radiators, and a deploying bracket to keep the panels clear of other sensitive instruments on the craft. Warning: Not retractable once deployed. #autoLOC_6006107 = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt #autoLOC_6006108 = SP-10L 1x5 Photovoltaic Panels #autoLOC_6006109 = This enhanced version of the SP series photovoltaic panels provides improved power generation by increasing solar array area by a full five fold. The SP model as always includes a case to allow the panel to be retracted when its not needed or when keeping it deployed could mean damage to the sensitive panels. #autoLOC_6006110 = array charge deploy e/c elect energ extend fold generat (light photo power retract solar sun track unfold volt watt #autoLOC_6006111 = Cannot pick up part while other parts are attached. #autoLOC_6006112 = Disconnect #autoLOC_6006113 = Stamp-O-Tron Ground Anchor #autoLOC_6006114 = Occasionally, even the most seasoned of rocket jockey wants to be safely back on the ground, and what better way to securely show your affection for gravity than by clamping yourself to it?\n\nThe Stamp-O-Tron ground anchor provides a secure point to which you can attach other parts with EVA construction, including docking ports if you'd like to park a larger vessel safely.\n\nExpect stocks in C7 Aerospace Division to jump if negative gravity is ever a real thing. #autoLOC_6006115 = cargo attach ground dirt drill dig base #autoLOC_6006116 = Picking up deployed part would exceed Kerbal carry capacity. #autoLOC_6006117 = Crater Launch Site #autoLOC_6006118 = Mahi Mahi Launch Site #autoLOC_6006119 = Cove Launch Site #autoLOC_6006120 = Glacier Lake Launch site #autoLOC_6006121 = You've found the <<1>>. You can now deploy craft from here, go to the <<2>> and check the drop down from the launch button. #autoLOC_6006122 = New launch site found. #autoLOC_6006123 = Maneuver Tool #autoLOC_6006124 = Maneuver Tool – Additional Info #autoLOC_6006125 = Alarm Clock – Alarm Creation #autoLOC_6006126 = Alarm Clock – Main Window #autoLOC_6009000 = Deployed Ground Part #autoLOC_6009001 = Small Panel #autoLOC_6009002 = Medium Panel #autoLOC_6009003 = Large Panel #autoLOC_6009004 = Huge Panel #autoLOC_6009005 = White Panel #autoLOC_6009006 = Dark Panel #autoLOC_6009007 = Orange Panel #autoLOC_6009008 = Folders #autoLOC_6009009 = New Folder #autoLOC_6009010 = Delete Folder #autoLOC_6009011 = Confirm Deletion #autoLOC_6009012 = Delete #autoLOC_6009013 = Cancel #autoLOC_6009014 = Craft #autoLOC_6009015 = Saves #autoLOC_6009016 = Folder Name: #autoLOC_6009017 = Create #autoLOC_6009018 = This folder contains <<1>> <<2>> #autoLOC_6009019 = This folder and its subfolders contain <<1>> <<2>> #autoLOC_6009020 = Save #autoLOC_6009021 = Different Game... #autoLOC_6009022 = Default #autoLOC_6009023 = Current Game #autoLOC_6009024 = Failed to set the default save-location. #autoLOC_6009025 = Stock #autoLOC_6009026 = Subfolders #autoLOC_6009027 = All Games #autoLOC_6010000 = Advanced Message App: #autoLOC_6010001 = All SAS Modes on all probes #autoLOC_6010002 = Ignore probe capabilities and make all SAS modes available in the sandbox game mode. #autoLOC_6010003 = Remove Helmet #autoLOC_6010004 = Equip Helmet #autoLOC_6010005 = Remove Neck Ring #autoLOC_6010006 = Equip Neck Ring #autoLOC_6010007 = Must complete action before activating: <<1>> #autoLOC_6010008 = There is no atmosphere #autoLOC_6010009 = Not enough oxygen, the air is too thin #autoLOC_6010010 = Too cold #autoLOC_6010011 = Too hot #autoLOC_6010012 = EVA Kerbal: Helmet On by Default #autoLOC_6010013 = <<1>> died without a helmet: <<2>> #autoLOC_6010014 = EVA Kerbal: Neck Ring On by Default #autoLOC_6010015 = Too deep #autoLOC_6010016 = Helmet Equipped #autoLOC_6010017 = Turn this off to remove the kerbals helmet (If the situation is safe) #autoLOC_6010018 = Neck Ring Equipped #autoLOC_6010019 = Turn this off to remove the kerbals neck ring (If the situation is safe) #autoLOC_6010020 = SWM-94 Communications Satellite #autoLOC_6010021 = The SWM-94 is one in a series of monitoring stations setup around Kerbin. In addition to acting as a communications relay, it [REDACTED] and [REDACTED] with phone [REDACTED]. From [REDACTED] to [REDACTED], the SWM-94 is expected to perform above [REDACTED] specifications. #autoLOC_6010022 = The Valskhod line of small, crewed spacecraft are designed for short missions to Low Kerbin Orbit, and conducting the simplest of science experiments. Ignore the parts attached with duct tape and chicken wire. #autoLOC_6010023 = Soy-Ooze 10 #autoLOC_6010024 = The flying four legged neighing landcreature.Legend has it that the Equus can be ridden by brave Kerbals, all we know is that it takes a brave Kerbal to ride this four booster beast past the Mun, or if really foolhardy, past Minmus. #autoLOC_6011000 = Up #autoLOC_6011001 = Forward #autoLOC_6011002 = Control Point #autoLOC_6011003 = Default #autoLOC_6011004 = Reversed #autoLOC_6011005 = Δv Tools - VAB/SPH #autoLOC_6011006 = Δv Tools - Flight Mode #autoLOC_6011007 = Maneuver Mode - Orbital Information #autoLOC_6011008 = Maneuver Mode - Maneuver Editor #autoLOC_6011009 = Maneuver Editor Panel - Cont. #autoLOC_6011069 = Cargo System - Placeable parts #autoLOC_6011078 = Additional Sets #autoLOC_6011079 = Action Sets #autoLOC_6011080 = Axis Groups #autoLOC_6011122 = Edit Action Groups #autoLOC_6011123 = Welcome to Kerbal Space Program 1.8: Moar Boosters!\n\nWe're really excited to bring you our latest version update, which is crammed full of new parts, updates and improvements!\n\nFirst, we've upgraded Unity to 2019.2.2f1. This engine upgrade brings improvements to visuals, shaders and VFX. We are taking advantage of incremental garbage collection - a big boon, especially for the mod community, as frame rate stutters in modded installs were often due to the GC. To go with the Unity upgrade, we've also focused on many performance enhancements! For instance, frame rate when your rocket "accidentally" crashes into something has improved dramatically, so your agony is shorter and sweeter.\n\nVisual improvements aren't just limited to the engine update - we have new part and planetary revamps. The Mun, Minmus, Duna, Ike, Eve and Gilly all look dramatically better, especially close up, as do our 3.75m tanks!\n\nNext, we've added an in-flight action/axis group editor! Go to the action groups app and find the new button - now you can change your craft's controls after you launch, giving you more flexibility to use all the extra action group functionality we've added since 1.7.\n\nGiving this upgrade its name, we've added five new solid rocket boosters! Four for the stock game and one for Making History. No longer do our solid motors only come in one diameter, now you'll have .625m, 1.25m, 2.5m and - with the DLC - 1.875m boosters to choose from. Making history also got a 1.875 nosecone to cap off the booster. Breaking Ground is also getting new parts: Three new ducted fan blades, and the ducted fan shroud parts to go with them, for more fun making space-exploring drones.\n\nThe latest KSP version is so full of other improvements, we can't cover them all here, be sure to check the 1.8 changelog for more information. #autoLOC_6011124 = F (Huge) #autoLOC_6011125 = G (Massive) #autoLOC_6011126 = H (Gargantuan) #autoLOC_6011129 = I (Gargantuan) #autoLOC_6011130 = Class F Objects on elliptical orbits are likely not just a typical rock floating in space. These larger unidentified space objects are up to 100m in size. #autoLOC_6011131 = Class G Objects are an even rarer class of solar object. Definitely worth a visit. They are up to 200m in diameter. It would take stupendous measures to even budge the orbit of one of them. #autoLOC_6011132 = Class H Objects are up to 250m in diameter. If they were orbiting Kerbin, one of these would make for a tiny moon. #autoLOC_6011133 = Class I Objects are up to 250m in diameter, and have strange characteristics. Visit one before they are no longer available - you only have a limited time to do so! #autoLOC_6011134 = Comets are balls of volatile materials - various ices - and dusty rock.\n\nThis comet has been brought into a much lower orbit through encounters with other celestial bodies. It may not last much longer at the rate its ices are being depleted - at least on an astronomical timescale. Enjoy the light show while it lasts. #autoLOC_6011135 = Comets are balls of volatile materials - various ices - and dusty rock.\n\nA low percentage of comets get pulled into the inner system and have an apoapsis near Jool, due to the great green giant’s massive gravity well, but they seem more populous because of how often they approach the Sun. This is one of those, its period such that it can be seen passing by often if tracked. #autoLOC_6011136 = Comets are balls of volatile materials - various ices - and dusty rock.\n\nMany comets are thought to originate from a cloud of objects circling far outside the charted planetary bodies. The first step in being a comet is getting perturbed into a highly elliptical orbit that enters the inner system by some unknown object. #autoLOC_6011137 = Comets are balls of volatile materials - various ices - and dusty rock.\n\nThis comet’s orbit is hyperbolic with respect to the Sun. That makes it one of the rarest objects in the system - a true interstellar traveller, destined to only visit our system once in its lonely journey. #autoLOC_6011138 = Comet Description #autoLOC_6011139 = Comets have been a hot topic of research for centuries - and never let it be said that [Agency] doesn’t know how to follow a trend! #autoLOC_6011140 = Studying comets can lead to insight into the composition of the outer solar system. [Agency] scientists wish to gather more info about these solar snowballs. #autoLOC_6011141 = Different types of comets can yield unique insights into the origin of the Solar System as well as the behaviour of the solar wind. Plus good PR for discovering one. [Agency] wants all of those benefits. #autoLOC_6011142 = Comets are said to be dusty ice balls - but what if they’re actually *flavored* ice-balls? Doesn’t that sound delicious? Some scientists scoff at this idea, but we here at [Agency] are not so sure. #autoLOC_6011143 = Therefore, we would like you to discover some new comets orbiting the Sun. #autoLOC_6011144 = Advance our knowledge of cometary bodies by discovering some new ones orbiting the Sun. #autoLOC_6011145 = Use an orbital telescope to discover the unique signature of a new comet. #autoLOC_6011146 = Finding a comet is an astronomer’s dream since the early days of stargazing. Now you get to help. Discover <<1>> comets using the <<2>>. #autoLOC_6011147 = Detect <<1>> new comets #autoLOC_6011148 = Detect <<1>> comets with a <<2>>. #autoLOC_6011149 = There is already a ship with the name <<1>> in the <<2>> folder.\n\nMissions do not allow craft with the same name that are launched or saved from both the VAB and SPH.\n\nYou will need to rename the vessel to continue using it. #autoLOC_6011149 = There is already a ship with the name <<1>> in the <<2>> folder.\n\nMissions do not allow craft with the same name that are launched or saved from both the VAB and SPH.\n\nYou will need to rename the vessel to continue using it. #autoLOC_6011150 = Lightstrip Mk1 #autoLOC_6011151 = A fully functional and utilitarian lighting accessory for professional purposes. This light strip is absolutely not designed to add underglow to your rovers.\n\nWe repeat, this light strip is not meant to bling out your rover. #autoLOC_6011152 = Navigation Light Mk1 #autoLOC_6011153 = Craft use navigation lights to make it easier to identify them at night, and to tell an observer which side of the craft they are seeing.\n\nRed goes on the port/left side, and green goes on the starboard/right side. #autoLOC_6011154 = Domelight Mk1 #autoLOC_6011155 = This dome light is great for illuminating a small area around your craft and can be spotted from far away. #autoLOC_6011156 = Spotlight Mk1 #autoLOC_6011157 = This light has a range of varied uses: highlight the movements of a Kerbal on the surface, brighten up a surface you need a sample of, or even put on a musical number.\n\nJust make sure you don't shine it in Bill's eyes, his pupils are big enough already #autoLOC_6011158 = Work Lamp (Small) #autoLOC_6011159 = Deploying sensitive science equipment or effecting repairs during a long Munar night can lead to damage of sensitive and expensive equipment.\n\nUse this heavy duty part to shed some light on the problem! #autoLOC_6011160 = Work Lamp (Stand) #autoLOC_6011161 = When you're setting up your off-world base, make sure you've scouted it properly with this deployable light stand. #autoLOC_6011162 = moar (more bulb candle dark flash (lamp (light shine spot torch #autoLOC_6011163 = moar (more bulb candle dark flash LED (light shine spot torch #autoLOC_6011164 = moar (more bulb candle dark flash (lamp (light shine spot torch deployable #autoLOC_6011165 = Rotation Angle #autoLOC_6011166 = Pitch Angle #autoLOC_6011167 = Blink Period #autoLOC_6011168 = Blink Off #autoLOC_6011169 = Blink On #autoLOC_6011170 = Part Repairs #autoLOC_6011171 = Cargo System #autoLOC_6011172 = Cargo Mode #autoLOC_6011173 = Cargo App #autoLOC_6011174 = EVA Construction Mode #autoLOC_6011175 = Cannot detach <<1>>, part has crew in it. #autoLOC_6011176 = Slim suit #autoLOC_6011177 = Gray and Black #autoLOC_6011178 = Gray and Orange #autoLOC_6011179 = Gray and Blue #autoLOC_6012021 = SEQ-9 Container Module #autoLOC_6012022 = A large 1.25 container capable of storing a wide variety of equipment. Specifically designed for storing precision scientific instruments and protecting them from the rigours of launch, travel and landing on distant planets.\n\nWarning: Contents not pressurized. Risk of Snack Bag explosion >99%. #autoLOC_6012023 = contain storage cargo surface #autoLOC_6012024 = Altitude Mode: <<1>> #autoLOC_6012025 = AGL #autoLOC_6012026 = Protective Rocket Nose Cone Mk12A #autoLOC_6012027 = A huge nosecone to help make 3.75 rockets cut through the air. #autoLOC_6012028 = Protective Rocket Nose Cone Mk16A #autoLOC_6012029 = An immense nosecone for massive 5m rocket stacks. #autoLOC_6012030 = Welcome to KSP 1.7: Room to Maneuver! \n\nThis version update, as the name implies, is full of new features and improvements to help you guide your rockets through space. \n\nWe have two new navigation tool upgrades. Up at the top of your flight screen, you’ll see a mysterious new icon next to the altimeter. Click the altimeter and it’ll toggle from a sea-level readout to an above ground readout, so now Jeb will be able to land your ship instruments-only. And actually have them stay in one piece this time. \n\nOn the bottom left of your flight screen, there’s a new icon with all the other mode toggles. Click that to find out we’ve added ‘Maneuver Mode.’ It’ll open up with a single panel that gives you access - in both Map AND Flight mode, to orbital information like apoapsis, periapsis, eccentricity, etc. Better yet, put down a maneuver node, and you’ll get a second panel that lets you adjust that maneuver, to help you fine tune your interplanetary transfers. \n\nVisually, we’ve updated all of the small maneuvering motors - the Ant, Twitch, Puff, Place-Anywhere 7, RV-105 Thruster Block, and Vernor Engine all have an improved art treatment, and the Twitch, Ant and Spider have new variants. We’ve also got an upgraded galaxy map for you to enjoy while you’re cruising between the planets.\n\nTo round out the mix, we’ve added scroll bars to the part action windows when they get too big - very useful if you’ve got mods filling those up - and new tuning values on some of those small maneuver engines. Plus a new 3.75 meter nose cone and a 5m one for those of you with Making History! \n\nWe hope you enjoy version 1.7 Room to Maneuver! #autoLOC_6012031 = Celestial bodies cast self-shadows #autoLOC_6012033 = Deployable Ground Part #autoLOC_6012042 = Science #autoLOC_6012043 = Reset to Build Angle #autoLOC_6012044 = Reset to Build RPM #autoLOC_6012045 = Reset to Build Extension #autoLOC_6013000 = Default #autoLOC_6013001 = Set <<1>> #autoLOC_6013002 = Override Default #autoLOC_6013003 = Activate Action Sets #autoLOC_6013004 = Pitch #autoLOC_6013005 = Yaw #autoLOC_6013006 = Roll #autoLOC_6013007 = Translate L/R #autoLOC_6013008 = Translate U/D #autoLOC_6013009 = Translate F/B #autoLOC_6013010 = Main Throttle #autoLOC_6013011 = Wheel Steer #autoLOC_6013012 = Wheel Throttle #autoLOC_6013013 = Custom01 #autoLOC_6013014 = Custom02 #autoLOC_6013015 = Custom03 #autoLOC_6013016 = Custom04 #autoLOC_6013017 = Override Control #autoLOC_6013018 = Tick this box to have this set override the control setup in the default group. #autoLOC_6013019 = Tick this box to have this set override the normal game controls. #autoLOC_6013020 = <<1>>\nClick to reverse the controls. #autoLOC_6013021 = Normal Control #autoLOC_6013022 = Inverted Control #autoLOC_6013023 = <<1>>\n\nClick to switch to <<2>> #autoLOC_6013024 = <<1>> : Controller input is directly mapped\nto the setting of this field. Keyboard control will move\nthe field from minimum to maximum instantly. #autoLOC_6013025 = <<1>> : Controller input incrementally increases\nor decreases the value of this field, keyboard keys increase\nor decrease depending on time pressed. #autoLOC_6013026 = Absolute Control #autoLOC_6013027 = Incremental Control #autoLOC_6013041 = Deploy Angle #autoLOC_6100000 = Have <<1>> #autoLOC_6100001 = Test <<1>> #autoLOC_6100002 = We want you to haul the <<1>> <<2>>. #autoLOC_6100003 = We want you to test the <<1>> <<2>>. #autoLOC_6100004 = Haul <<1>> <<2>>. #autoLOC_6100005 = Test <<1>> <<2>>. #autoLOC_6100006 = to the Launch Site #autoLOC_6100007 = at the Launch Site #autoLOC_6100008 = into flight above <<1>> #autoLOC_6100009 = in flight over <<1>> #autoLOC_6100010 = to solid ground on <<1>> #autoLOC_6100011 = to the surface of <<1>> #autoLOC_6100012 = landed at <<1>> #autoLOC_6100013 = into orbit of <<1>> #autoLOC_6100014 = orbiting <<1>> #autoLOC_6100015 = to the oceans of <<1>> #autoLOC_6100016 = splashed down at <<1>> #autoLOC_6100017 = into a sub-orbital trajectory over <<1>> #autoLOC_6100018 = on a sub-orbital trajectory over <<1>> #autoLOC_6100019 = into an escape trajectory out of <<1>> #autoLOC_6100020 = on an escape trajectory out of <<1>> #autoLOC_6100021 = to the Launch Site #autoLOC_6100022 = at the Launch Site #autoLOC_6100023 = into flight above <<1>>'s <<2>> #autoLOC_6100024 = in flight over <> #autoLOC_6100025 = to solid ground in <> #autoLOC_6100026 = to the surface in <> #autoLOC_6100027 = landed <> #autoLOC_6100028 = into orbit over <> #autoLOC_6100029 = orbiting over <> #autoLOC_6100030 = into the ocean in <> #autoLOC_6100031 = splashed down on <> #autoLOC_6100032 = into a sub-orbital trajectory over <> #autoLOC_6100033 = on a sub-orbital trajectory over <> #autoLOC_6100034 = into an escape trajectory over <> #autoLOC_6100035 = on an escape trajectory over <> #autoLOC_6100036 = Shipwreck #autoLOC_6100037 = Wreckage #autoLOC_6100038 = Pod #autoLOC_6100039 = Capsule #autoLOC_6100040 = Derelict #autoLOC_6100041 = Heap #autoLOC_6100042 = Hulk #autoLOC_6100043 = Craft #autoLOC_6100044 = Debris #autoLOC_6100045 = Scrap #autoLOC_6100046 = Prototype #autoLOC_6100047 = Device #autoLOC_6100048 = Part #autoLOC_6100049 = Module #autoLOC_6100050 = Unit #autoLOC_6100051 = Component #autoLOC_6100052 = <> #autoLOC_6100053 = <<1>> <<2>> #autoLOC_6100054 = Rescue <<1>> from the surface of <<2>>. #autoLOC_6100055 = Rescue <<1>> from orbit of <<2>>. #autoLOC_6100056 = Recover <<1>> from the surface of <<2>>. #autoLOC_6100057 = Recover <<1>> from orbit of <<2>>. #autoLOC_6100058 = Recover <<1>> and <> from the surface of <<3>>. #autoLOC_6100059 = Recover <<1>> and <> from orbit of <<3>>. #autoLOC_6100060 = Rescue <<1>>, who is stranded in low <<2>> orbit. Return <> safely to <<3>>. #autoLOC_6100061 = Rescue <<1>>, who is stranded on the surface of <<2>>. Return <> safely to <<3>>. #autoLOC_6100062 = Rescue <<1>>, who is stranded in orbit around <<2>>. Return <> safely to <<3>>. #autoLOC_6100063 = <<1>> left <<2>> in low <<3>> orbit. Recover it on <<4>> without damaging it too much. #autoLOC_6100064 = <<1>> left <<2>> on the surface of <<3>>. Recover it on <<4>> without damaging it too much. #autoLOC_6100065 = <<1>> left <<2>> in orbit around <<3>>. Recover it on <<4>> without damaging it too much. #autoLOC_6100066 = Rescue <<1>>, who is stranded in low <<2>> orbit with valuable data. Return <> and what is left of <> vessel to <<3>>. #autoLOC_6100067 = Rescue <<1>>, who is stranded on the surface of <<2>> with valuable data. Return <> and what is left of <> vessel to <<3>>. #autoLOC_6100068 = Rescue <<1>>, who is stranded in orbit around <<2>> with valuable data. Return <> and what is left of <> vessel to <<3>>. #autoLOC_6200000 = We need you to land on <<1>> #autoLOC_6200001 = We need you to do a fly-by of <<1>> #autoLOC_7000000 = <<1>> <> chartered a tour on a high performance craft. Keep <> alive, and show <> the limits of Kerbal endurance. #autoLOC_7000001 = <<1>> <> chartered a tour to see the sights <<3>>. Keep <> alive, and show <> a good time. #autoLOC_7000002 = Bring <> <> on a high-gee adventure. #autoLOC_7000003 = Ferry <> <> safely to <> <><> #autoLOC_7000004 = Complete <> travel itinerary, then return <> safely to <<3>> on schedule to collect <> <>! #autoLOC_7000005 = The tour was a success! <<1>> had nothing but great things to say about the trip (or at least the portions <> remember. #autoLOC_7000006 = The tour was a success! <<1>> had nothing but great things to say about the trip, and brought back plenty of photos. #autoLOC_7000007 = <> has been lost! We're pulling the plug on this tour. #autoLOC_7000008 = The tour that <<1>> chartered has expired. Get <> home. <> will not be paying for this trip. #autoLOC_7000009 = Please note that this must be a new <<1>> <<2>> built for <<3>> after the contract is accepted. #autoLOC_7000010 = <> <<2>> near <<3>> #autoLOC_7000011 = <> <<2>> into an escape trajectory out of <<3>> #autoLOC_7000012 = <> <<2>> on <<3>> #autoLOC_7000013 = <> <<2>> on <<3>> #autoLOC_7000014 = <> <<2>> in orbit of <<3>> #autoLOC_7000015 = <> <<2>> from <<3>> #autoLOC_7000016 = <> <<2>> down on <<3>> #autoLOC_7000017 = <> <<2>> on a crash course for <<3>> #autoLOC_7000018 = <> <<2>> near <<3>> #autoLOC_7000019 = Tourists #autoLOC_7000020 = Kerbal #autoLOC_7000021 = Locked #autoLOC_7000022 = Free #autoLOC_7000023 = Show Actuation Toggles #autoLOC_7000024 = Name: #autoLOC_7000025 = Confirm Delete #autoLOC_7000026 = Probe Control Point #autoLOC_7000027 = Overheat! #autoLOC_7000028 = RCSFX #autoLOC_7000029 = Active Radiator #autoLOC_7000030 = Deployable Radiator #autoLOC_7000031 = <<1[around /right here on /]>> <<2>> #autoLOC_7000032 = Empty Seat #autoLOC_7000033 = Leaving Flight #autoLOC_7000034 = Leaving Scenario #autoLOC_7000035 = Locked #autoLOC_7000036 = Free #autoLOC_7000038 = <> <<2>> #autoLOC_7000039 = Easy #autoLOC_7000040 = Normal #autoLOC_7000041 = Moderate #autoLOC_7000042 = Hard #autoLOC_7000043 = Custom #autoLOC_7000044 = Off #autoLOC_7000045 = Eighth Res #autoLOC_7000046 = Quarter Res #autoLOC_7000047 = Half Res #autoLOC_7000048 = Full Res #autoLOC_7000049 = Minimal #autoLOC_7000050 = Very Low #autoLOC_7000051 = Low #autoLOC_7000052 = Normal #autoLOC_7000053 = Local to Body #autoLOC_7000054 = Local at SOI Entry #autoLOC_7000055 = Local at SOI Exit #autoLOC_7000056 = Relative #autoLOC_7000057 = Dynamic #autoLOC_7000058 = Don't Sync #autoLOC_7000059 = Every VBlank #autoLOC_7000060 = Every Second VBlank #autoLOC_7000061 = Default #autoLOC_7000062 = 60 FPS #autoLOC_7000063 = 80 FPS #autoLOC_7000064 = 100 FPS #autoLOC_7000065 = 120 FPS #autoLOC_7000066 = 140 FPS #autoLOC_7000067 = 180 FPS #autoLOC_7000068 = Not Enough Crew (<<1>>/<<2>>) #autoLOC_7000069 = Tourists Need Crew ((<<1>>/<<2>>) #autoLOC_7000070 = Motor #autoLOC_7000071 = Reset All #autoLOC_7001000 = Auto #autoLOC_7001001 = Manual #autoLOC_7001002 = Override #autoLOC_7001003 = Friction Control: <<1[Auto/Override]>> #autoLOC_7001004 = Traction Control: <<1[Auto/Override]>> #autoLOC_7001005 = Antenna Type: <<1>>\n #autoLOC_7001006 = Antenna Rating: <<1>>\n #autoLOC_7001007 = The recent accomplishments of our space program have attracted contributions from numerous organizations!\n\n<<1>>\n<<2>>\n #autoLOC_7001008 = <<1[Scenarios/Training]>> #autoLOC_7001009 = Cannot Hire #autoLOC_7001010 = Astronaut Complex Capacity Reached #autoLOC_7001012 = Maximum throttle <<1>>% #autoLOC_7001013 = Gene Kerman:\nWelcome to Mission Control. Please make a selection. #autoLOC_7001014 = Available #autoLOC_7001015 = Asteroid #autoLOC_7001016 = vessel #autoLOC_7001017 = station #autoLOC_7001018 = The outpost must be on motorized wheels #autoLOC_7001019 = Expand station "<<1>>" #autoLOC_7001020 = Build a new orbital station #autoLOC_7001021 = on a solar orbit. #autoLOC_7001022 = around <<1>>. #autoLOC_7001024 = Trivial #autoLOC_7001025 = Significant #autoLOC_7001026 = Exceptional #autoLOC_7001027 = Incomplete #autoLOC_7001028 = Complete #autoLOC_7001029 = Failed #autoLOC_7001030 = Learn More about NASA's real Asteroid Redirect Mission #autoLOC_7001031 = Funds #autoLOC_7001032 = Science #autoLOC_7001033 = Reputation #autoLOC_7001034 = Scenarios #autoLOC_7001035 = Training #autoLOC_7001036 = Commercial #autoLOC_7001037 = Competitive #autoLOC_7001038 = Conglomerate #autoLOC_7001039 = Cooperative #autoLOC_7001040 = EasyGoing #autoLOC_7001041 = Ecomental #autoLOC_7001042 = Economic #autoLOC_7001043 = Hasty #autoLOC_7001044 = Industrial #autoLOC_7001045 = Kerbalminded #autoLOC_7001046 = Moral #autoLOC_7001047 = No Random Contract Mentality #autoLOC_7001048 = Patient #autoLOC_7001049 = Perfectionist #autoLOC_7001050 = Pioneer #autoLOC_7001051 = Record #autoLOC_7001052 = Scientific #autoLOC_7001053 = Startup #autoLOC_7001054 = Stern #autoLOC_7001055 = probe #autoLOC_7001056 = observational #autoLOC_7001057 = seismic #autoLOC_7001058 = temperature #autoLOC_7001059 = atmospheric #autoLOC_7001060 = gravimetric #autoLOC_7001061 = inconsistencies #autoLOC_7001062 = disturbances #autoLOC_7001063 = fluctuations #autoLOC_7001064 = abnormalities #autoLOC_7001065 = anomalies #autoLOC_7001066 = reports #autoLOC_7001067 = readings #autoLOC_7001068 = measurements #autoLOC_7001069 = readings #autoLOC_7001070 = readings #autoLOC_7001071 = Build a new orbital station for this agency that can support <<1>> kerbals in a solar orbit. #autoLOC_7001072 = Build a new orbital station for this agency that can support <<1>> kerbals in orbit of <<2>>. #autoLOC_7001073 = You have finished construction of a new orbital station on its own orbit around the sun. #autoLOC_7001074 = You have finished construction of a new orbital station around <<1>>. #autoLOC_7001075 = has an antenna #autoLOC_7001076 = has a docking port #autoLOC_7001077 = can generate power #autoLOC_7001078 = outpost #autoLOC_7001079 = Expand surface outpost "<<1>>" on <<2>>. #autoLOC_7001080 = Build a new surface outpost on <<1>>. #autoLOC_7001081 = <<1>> #autoLOC_7001082 = <<1>> and <<2>> #autoLOC_7001083 = <<1>>, <<2>> and <<3>> #autoLOC_7001084 = <<1>>, <<2>>, <<3>> and <<4>> #autoLOC_7001085 = Build a new <<1>> <<2>> that <<3>>. #autoLOC_7001086 = Ensure that the <<1>> <<2>> #autoLOC_7001087 = Add an auxiliary <<1>> to the <<2>> #autoLOC_7001088 = Have a <<1>> on the <<2>> #autoLOC_7001089 = Reach the designated <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_7001090 = Reach <<1>> orbit around <<2>> within <<3>> deviation #autoLOC_7001091 = Reach the designated orbit around <<1>> within <<2>> deviation #autoLOC_7001100 = Loading... #autoLOC_7001101 = Adding K to Every Word... #autoLOC_7001102 = Adding More Boosters... #autoLOC_7001103 = Adding More Struts... #autoLOC_7001104 = Aligning Planets... #autoLOC_7001105 = Amending Laws of Physics... #autoLOC_7001106 = Answering Ultimate Question... #autoLOC_7001107 = Applying Duct Tape... #autoLOC_7001108 = Biding Time... #autoLOC_7001109 = Bracing for Impact... #autoLOC_7001110 = Buzzing Towers... #autoLOC_7001111 = Calculating Collision Course... #autoLOC_7001112 = Calculating Trajectories... #autoLOC_7001113 = Calculating Ultimate Answer... #autoLOC_7001114 = Calling Orbital Mechanic... #autoLOC_7001115 = Charging Batteries... #autoLOC_7001116 = Checking Staging... #autoLOC_7001117 = Cleaning Transfer Windows... #autoLOC_7001118 = Clearing Launch Pad... #autoLOC_7001119 = Combobulating Discombobulator... #autoLOC_7001120 = Conquering Space... #autoLOC_7001121 = Counting Backwards... #autoLOC_7001122 = Counting Geigers... #autoLOC_7001123 = Coupling Decouplers... #autoLOC_7001124 = Cutting Funding... #autoLOC_7001125 = Delaying Launches... #autoLOC_7001126 = Doing Barrel Rolls... #autoLOC_7001127 = Doing Science... #autoLOC_7001128 = Effecting Oberth... #autoLOC_7001129 = Extinguishing Flames... #autoLOC_7001130 = Floating Origin... #autoLOC_7001131 = Flying Safe... #autoLOC_7001132 = Forgetting Parachutes... #autoLOC_7001133 = Generating Ablation Cascade... #autoLOC_7001134 = Herding Ground Crew... #autoLOC_7001135 = Igniting Sun... #autoLOC_7001136 = Inventing Witty Loading Hints... #autoLOC_7001137 = Landing on Jool... #autoLOC_7001138 = Locating Jebediah Kerman... #autoLOC_7001139 = Maneuvering Nodes... #autoLOC_7001140 = Motivating Kerbals... #autoLOC_7001141 = Negotiating Gravity... #autoLOC_7001142 = Overlaying Grid onto Bezier Curves... #autoLOC_7001143 = Packing Toothbrushes... #autoLOC_7001144 = Patching Conics... #autoLOC_7001145 = Planning Unplanned Disassembly... #autoLOC_7001146 = Pointing Correct End Towards Space... #autoLOC_7001147 = Polishing Helmets... #autoLOC_7001148 = Preparing Rescue Mission... #autoLOC_7001149 = Pressing Red Button... #autoLOC_7001150 = Proving Murphy's Law... #autoLOC_7001151 = Reaching a Safe Distance... #autoLOC_7001152 = Reading Manual... #autoLOC_7001153 = Rearranging Stars... #autoLOC_7001154 = Rebuilding VAB... #autoLOC_7001155 = Recruiting Kerbals... #autoLOC_7001156 = Reinventing Wheel... #autoLOC_7001157 = Remembering Ladders... #autoLOC_7001158 = Repaving Runway... #autoLOC_7001159 = Restocking Snacks... #autoLOC_7001160 = Reverting to Launch... #autoLOC_7001161 = Scattering Scatters... #autoLOC_7001162 = Settling Argument of Periapsis... #autoLOC_7001163 = Smashing Buttons... #autoLOC_7001164 = Snipping Red Wire... #autoLOC_7001165 = Swimming on Laythe... #autoLOC_7001166 = Tasting Minmus... #autoLOC_7001167 = Terminating Debris... #autoLOC_7001168 = Testing Springs... #autoLOC_7001169 = Transferring Hohmann... #autoLOC_7001170 = Treating Astronaut Complex... #autoLOC_7001171 = Treating Kessler Syndrome... #autoLOC_7001172 = Untangling Space Tape... #autoLOC_7001173 = Vectoring Thrust... #autoLOC_7001174 = Verifying Blast Awesomeness... #autoLOC_7001175 = Waking Kraken... #autoLOC_7001176 = Warping to Next Morning... #autoLOC_7001177 = Whacking Kerbals... #autoLOC_7001178 = Tanning on Moho... #autoLOC_7001179 = Escaping Eve... #autoLOC_7001180 = Falling off Gilly... #autoLOC_7001181 = Kesslerizing Kerbin... #autoLOC_7001182 = Staging Mun Landing... #autoLOC_7001183 = Dusting Duna... #autoLOC_7001184 = Liking Ike... #autoLOC_7001185 = Never Visiting Dres... #autoLOC_7001186 = Sending Val to Vall... #autoLOC_7001187 = Spelunking on Tylo... #autoLOC_7001188 = Bopping Bop... #autoLOC_7001189 = Planting Flag on Pol... #autoLOC_7001190 = Freezing on Eeloo... #autoLOC_7001191 = Specifying Impulse... #autoLOC_7001192 = Stirring Oxygen Tanks... #autoLOC_7001193 = Falling With Style... #autoLOC_7001194 = Conserving Momentum... #autoLOC_7001201 = equatorial #autoLOC_7001202 = polar #autoLOC_7001203 = Kolniya #autoLOC_7001204 = tundra #autoLOC_7001205 = keliostationary #autoLOC_7001206 = keostationary #autoLOC_7001207 = stationary #autoLOC_7001208 = keliosynchronous #autoLOC_7001209 = keosynchronous #autoLOC_7001210 = synchronous #autoLOC_7001217 = Orbit #autoLOC_7001218 = Surface #autoLOC_7001219 = Target #autoLOC_7001220 = <<1>>, <<2>>, <<3>>, <<4>> and <<5>> #autoLOC_7001221 = <<1>>, <<2>>, <<3>>, <<4>>, <<5>> and <<6>> #autoLOC_7001222 = Cancel Contract #autoLOC_7001223 = Running #autoLOC_7001224 = Allow Partial #autoLOC_7001225 = Require Complete #autoLOC_7001226 = Stop Transmitting #autoLOC_7001227 = Converter #autoLOC_7001228 = Drill #autoLOC_7001229 = Scanner #autoLOC_7001230 = Anti-Normal #autoLOC_7001231 = on the surface of <<1>> #autoLOC_7001232 = in low <<1>> orbit #autoLOC_7001233 = in orbit around <<1>> #autoLOC_7001234 = default #autoLOC_7001235 = THROTTLE #autoLOC_7001236 = G FORCE #autoLOC_7001300 = <> #autoLOC_7001301 = <<1>> #autoLOC_7001302 = <<1>> Experiment Modules will become inoperable if their data is removed. #autoLOC_7001303 = Transmit All #autoLOC_7001304 = Transmit Re-usable Ones Only #autoLOC_7001305 = Transmit Anyway #autoLOC_7001310 = orbit #autoLOC_7001311 = blind spots #autoLOC_7001312 = Reload Texts Dictionary #autoLOC_7001350 = Relative Speed: <<1>>m/s #autoLOC_7001351 = Target Position at Closest Approach #autoLOC_7001352 = Closest Approach #autoLOC_7001353 = <<1>> Debris #autoLOC_7001400 = s #autoLOC_7001401 = S #autoLOC_7001402 = \u0020m² #autoLOC_7001403 = \u0020kg #autoLOC_7001404 = \u0020m³/s² #autoLOC_7001405 = \u0020km #autoLOC_7001406 = \u0020K #autoLOC_7001407 = t #autoLOC_7001408 = \u0020kN #autoLOC_7001409 = U #autoLOC_7001410 = \u0020kPa #autoLOC_7001411 = m #autoLOC_7001412 = \u0020grams #autoLOC_7001413 = \u0020g #autoLOC_7001414 = EC/s #autoLOC_7001415 = m/s #autoLOC_7001416 = \u0020kg/sec #autoLOC_7001417 = \u0020kW #autoLOC_7001418 = F2 #autoLOC_7001419 = \u0020atm #autoLOC_7002001 = experience #autoLOC_7003000 = Recovery: +<<1>> Science #autoLOC_7003001 = Transmit: +<<1>> Science #autoLOC_7003002 = Time Warp: <<1>>x #autoLOC_7003003 = [+] Note: #autoLOC_7003004 = [-] Note: <<1>> #autoLOC_7003005 = Year <<1>>, Day <<2>> #autoLOC_7003007 = - <<1>>h, <<2>>m #autoLOC_7003009 = , <<1>>s #autoLOC_7003010 = Agency: <<1>> #autoLOC_7003011 = Location: <<1>> #autoLOC_7003012 = Above <<1>> #autoLOC_7003013 = Below <<1>> #autoLOC_7003200 = This Facility is closed. #autoLOC_7003201 = This Facility is locked. #autoLOC_7003210 = Not enough Funds to repair this facility. #autoLOC_7003211 = Not enough Funds to upgrade this facility. #autoLOC_7003212 = Not enough Funds to rebuild this facility. #autoLOC_7003213 = Nothing to demolish. #autoLOC_7003214 = Nothing to repair. #autoLOC_7003215 = Facility is already fully upgraded. #autoLOC_7003216 = Facility is at lowest level. #autoLOC_7003217 = None #autoLOC_7003218 = Light #autoLOC_7003219 = Moderate #autoLOC_7003220 = Severe #autoLOC_7003221 = Critical #autoLOC_7003222 = Starting Transmission... #autoLOC_7003223 = Cannot transmit data: <<1>>. #autoLOC_7003224 = Retract #autoLOC_7003225 = Extend #autoLOC_7003226 = Inoperable #autoLOC_7003227 = Cannot deploy while stowed. #autoLOC_7003228 = Orbit Specifics #autoLOC_7003229 = Apoapsis:<<1>> meters #autoLOC_7003230 = Periapsis:<<1>> meters #autoLOC_7003231 = Inclination:<<1>> degrees #autoLOC_7003232 = Longitude of Ascending Node:<<1>> degrees #autoLOC_7003233 = Argument of Periapsis:<<1>> degrees #autoLOC_7003234 = UNK #autoLOC_7003235 = ORB #autoLOC_7003236 = SRF #autoLOC_7003237 = TGT #autoLOC_7003238 = Do you want to delete this craft? #autoLOC_7003239 = Delete File #autoLOC_7003240 = Hide Actuation Toggles #autoLOC_7003241 = Show Actuation Toggles #autoLOC_7003242 = T+ #autoLOC_7003243 = y #autoLOC_7003244 = d #autoLOC_7003245 = Waypoint "<<1>>" was deleted. #autoLOC_7003246 = Not enough Funds to purchase this. #autoLOC_7003247 = Navigation set to <<1>>. #autoLOC_7003248 = Cannot <<1>> while flying in atmosphere. #autoLOC_7003249 = Cannot <<1>> while under acceleration. #autoLOC_7003250 = Cannot <<1>> while about to crash. #autoLOC_7003251 = Cannot <<1>> while moving over the surface. #autoLOC_7003252 = Cannot <<1>> while Kerbals are on a ladder. #autoLOC_7003253 = Cannot <<1>> while the ship is throttled up. #autoLOC_7003254 = Clear to <<1>>. #autoLOC_7003255 = switch out of flight #autoLOC_7003256 = Cannot switch to <<1>> we do not own. #autoLOC_7003257 = a vessel #autoLOC_7003258 = an object #autoLOC_7003260 = >>[Auto Crew Assignment]: <<2>> just became an intrepid astronaut. #autoLOC_7003261 = Lin/Rot Switch Mode: <<1>> #autoLOC_7003262 = Hold #autoLOC_7003263 = Toggle #autoLOC_7003264 = Cannot use the map in this scenario. #autoLOC_7003265 = Purchase [Entry Cost: <<1>>] #autoLOC_7003266 = <<1>> cm #autoLOC_7003267 = Unlocked Cost #autoLOC_7003268 = Upgrade Cost #autoLOC_7003269 = Activate Navigation #autoLOC_7003270 = Deactivate Navigation #autoLOC_7003271 = Contract system is not available at this time! #autoLOC_7003272 = N #autoLOC_7003273 = S #autoLOC_7003274 = E #autoLOC_7003275 = W #autoLOC_7003276 = HeatMap (green) #autoLOC_7003277 = Inverse #autoLOC_7003278 = Monochrome #autoLOC_7003279 = There are no active contracts! #autoLOC_7003280 = There are no offered contracts! #autoLOC_7003281 = There are no archived contracts! #autoLOC_7003282 = There are no valid contracts! #autoLOC_7003283 = Purchase <<1>> <> [<<2>>] #autoLOC_7003284 = G Loss-of-Consciousness Meter: <<1>> #autoLOC_7003285 = N/A #autoLOC_7003302 = Wernher von Kerman:\n\nWelcome to the science archives. Please make a selection. #autoLOC_7003304 = Remove Slot #autoLOC_7003305 = Custom #autoLOC_7003306 = Enter name... #autoLOC_7003308 = Body: #autoLOC_7003309 = Please verify that you have a reliable communications link to Kerbal Space\nCenter before attempting to access KerbNet. #autoLOC_7003310 = Drag Waypoint #autoLOC_7003400 = The tour that <<1>> chartered has been cancelled. Get <> home. <> will not be paying for this trip. #autoLOC_7003401 = Scenarios #autoLOC_7003402 = Restart #autoLOC_7003403 = [CMD] #autoLOC_7003404 = Kerbals can disembark only on Kerbin #autoLOC_7003405 = <<1>> Resources Recovered #autoLOC_7003406 = Process in the Lab #autoLOC_7003407 = <<1>> Crewmembers Recovered #autoLOC_7003408 = hidden #autoLOC_7003409 = Safe #autoLOC_7003410 = Risky #autoLOC_7003411 = Unsafe #autoLOC_7003412 = Remove Data #autoLOC_7003413 = Max. Acceleration #autoLOC_7003414 = Burn Time to 0m/s #autoLOC_7003415 = Date #autoLOC_8000001 = Vessel #autoLOC_8000002 = Fail Part #autoLOC_8000004 = Select a part that will have a failure applied to it #autoLOC_8000005 = Failures to Apply #autoLOC_8000006 = No failures available for the selected part #autoLOC_8000007 = Resource Drain #autoLOC_8000008 = Time Period #autoLOC_8000009 = The number of seconds over which the resource drain will occur #autoLOC_8000010 = Amount to Drain #autoLOC_8000011 = The amount of resource that will be drained #autoLOC_8000012 = Part #autoLOC_8000013 = Select the part that will have its resource drained over time #autoLOC_8000014 = Resource #autoLOC_8000015 = Select the resource that will be drained #autoLOC_8000016 = Change Vessel Resource Levels #autoLOC_8000018 = The resource we want to adjust #autoLOC_8000019 = Amount to adjust #autoLOC_8000020 = The amount to adjust the selected resource by.\n\nA negative amount will remove resource #autoLOC_8000022 = Kerbal #autoLOC_8000023 = Select the kerbal to place when this node activates #autoLOC_8000024 = Stranded #autoLOC_8000026 = Sets the kerbal to be in a stranded state.\n They will be uncontrollable until they are rescued #autoLOC_8000027 = Location #autoLOC_8000028 = Spawn Vessel #autoLOC_8000031 = Display Message #autoLOC_8000032 = Duration #autoLOC_8000033 = How many seconds to display the screen message for #autoLOC_8000034 = Screen Position #autoLOC_8000035 = Location of the message on the screen #autoLOC_8000036 = Upper-Center #autoLOC_8000037 = Upper-Left #autoLOC_8000038 = Upper-Right #autoLOC_8000039 = Lower-Center #autoLOC_8000040 = Explode Vessel #autoLOC_8000041 = Part Delay(ms) #autoLOC_8000042 = Milliseconds between each part exploding in the vessel #autoLOC_8000043 = Activate Stage #autoLOC_8000045 = Spawn Asteroid #autoLOC_8000046 = Asteroid #autoLOC_8000049 = Test Score #autoLOC_8000050 = Mission Score #autoLOC_8000051 = Score to be compared with current mission score #autoLOC_8000052 = Operator #autoLOC_8000053 = Comparison to use for testing against the target value #autoLOC_8000054 = Less Than #autoLOC_8000055 = Less Than or Equal #autoLOC_8000056 = Equal #autoLOC_8000057 = Greater Than or Equal #autoLOC_8000058 = Greater Than #autoLOC_8000059 = Crew:\u0020 #autoLOC_8000060 = Explode Part #autoLOC_8000062 = Select the part that will explode #autoLOC_8000063 = Repair Part #autoLOC_8000065 = Repair Type #autoLOC_8000066 = Spawn Launch Site #autoLOC_8000067 = Launch Site #autoLOC_8000068 = Vessel: Unknown\n #autoLOC_8000069 = Vessel: <<1>>\n #autoLOC_8000070 = Crew Assignment #autoLOC_8000072 = Select the part to be checked for the chosen kerbal #autoLOC_8000074 = Select the vessel to be checked for the chosen kerbal #autoLOC_8000076 = Any Kerbal #autoLOC_8000077 = Select the kerbal to check for #autoLOC_8000078 = Change Score #autoLOC_8000079 = Score Modules #autoLOC_8000080 = Time of Mission #autoLOC_8000081 = Time #autoLOC_8000082 = Time duration since the mission started #autoLOC_8000085 = Resource Amount #autoLOC_8000088 = Amount #autoLOC_8000089 = Amount to be compared with current resource amount #autoLOC_8000092 = Test Altitude #autoLOC_8000093 = Altitude #autoLOC_8000094 = Altitude (in meters) to test against #autoLOC_8000095 = Use Radar #autoLOC_8000096 = When checked will measure altitude relative to the ground using the radar #autoLOC_8000099 = Time Since Node #autoLOC_8000100 = Node #autoLOC_8000101 = The Node to do the time comparison from #autoLOC_8000102 = Time #autoLOC_8000103 = Time since the selected node to compare with #autoLOC_8000106 = Crew Count #autoLOC_8000107 = Crew Count #autoLOC_8000108 = Number of crew members to compare #autoLOC_8000111 = Kerbal Role #autoLOC_8000112 = Only count kerbals of this specific role #autoLOC_8000113 = Vessel Mass #autoLOC_8000114 = Mass #autoLOC_8000115 = Mass to compare with the vessels mass #autoLOC_8000118 = Vessel Situation Test #autoLOC_8000121 = Vessel State Test #autoLOC_8000122 = Vessel State #autoLOC_8000123 = Choose the vessel state #autoLOC_8000124 = Stages Count #autoLOC_8000125 = Number of Stages #autoLOC_8000126 = Number of stages in the vessel to compare against #autoLOC_8000129 = Stage Activated #autoLOC_8000130 = Target Stage #autoLOC_8000131 = The vessel stage that we are looking to be activated #autoLOC_8000132 = Science Experiment #autoLOC_8000133 = Fly Through #autoLOC_8000134 = Experiment #autoLOC_8000135 = Situation #autoLOC_8000136 = Biome #autoLOC_8000137 = Destination #autoLOC_8000138 = The location details of the asteroid #autoLOC_8000139 = <<1>> : <<2>> Class <<3>> #autoLOC_8000141 = Funds to Recover #autoLOC_8000142 = Amount of funds gained through vessel recovery on the home body #autoLOC_8000145 = Go to #autoLOC_8000146 = Volume #autoLOC_8000147 = Shape over body to be reached #autoLOC_8000148 = Kerbal Boarded #autoLOC_8000149 = Location #autoLOC_8000150 = Kerbal Recovery #autoLOC_8000152 = Any Crew #autoLOC_8000153 = Select a kerbal #autoLOC_8000154 = Kerbal Rescued #autoLOC_8000155 = Left SOI #autoLOC_8000158 = Orbit #autoLOC_8000159 = Orbit Accuracy #autoLOC_8000160 = Percentage accuracy of vessel orbit\ncompared to target values #autoLOC_8000161 = Test Type #autoLOC_8000162 = Which parameters of the orbit to include in the test #autoLOC_8000163 = Orbit #autoLOC_8000164 = SOI Reached #autoLOC_8000167 = Recover Resource #autoLOC_8000170 = Amount #autoLOC_8000171 = Amount of resource gained through vessel recovery on the home body #autoLOC_8000174 = Take Kerbal #autoLOC_8000176 = Test Distance #autoLOC_8000177 = Target Type #autoLOC_8000179 = Landed #autoLOC_8000180 = Flying Vessel #autoLOC_8000183 = Landed Vessel #autoLOC_8000185 = Kerbal EVA #autoLOC_8000186 = Test Situation #autoLOC_8000188 = Time #autoLOC_8000189 = Mission Elapsed Time (MET) of the vessel to compare against #autoLOC_8000192 = Plant Flag #autoLOC_8000199 = Success #autoLOC_8000200 = Fail #autoLOC_8000201 = Landed #autoLOC_8000202 = Orbit #autoLOC_8000204 = Select required parts for mission #autoLOC_8000211 = Reach Altitude #autoLOC_8000233 = Recover Funds #autoLOC_8000240 = Spawn Kerbal #autoLOC_8000242 = Vessel Destroyed #autoLOC_8000249 = Deployed #autoLOC_8000250 = Received #autoLOC_8000255 = Biome: On <<1>> <<2>> #autoLOC_8000256 = Experiment: <<1>> #autoLOC_8000257 = Situation: <<1>> #autoLOC_8000258 = Any Situation #autoLOC_8000259 = Continue #autoLOC_8000261 = This part was set as unavailable for this mission #autoLOC_8000262 = This part was set as unavailable for this vessel #autoLOC_8000263 = Celestial Body #autoLOC_8000264 = Area #autoLOC_8000265 = Location Type #autoLOC_8000266 = Select what type of target location to test for #autoLOC_8000267 = On: <<1>> #autoLOC_8000268 = On: <<1>> \nBiome: <<2>> #autoLOC_8000269 = any biome on <<1>> #autoLOC_8000272 = Any Location #autoLOC_8000273 = Any Body #autoLOC_8000274 = Radius: <<1>>m #autoLOC_8000275 = On <<1>> near <<2>>, <<3>> #autoLOC_8000276 = Full Orbit #autoLOC_8000277 = Ap and Pe #autoLOC_8000278 = AP, Pe and Inclination #autoLOC_8000279 = SMA and Eccentricity #autoLOC_8000280 = SMA, Ecc and Inclination #autoLOC_8000281 = Inclination Only #autoLOC_8000283 = Launch Site: <<1>> \n #autoLOC_8000284 = Landed On: <<1>> \n #autoLOC_8000285 = Longitude: <<1>>° \nLatitude: <<2>>°\n #autoLOC_8000286 = Orbit Around: <<1>> \n #autoLOC_8000287 = Ap: <<1>> Pe: <<2>>\n #autoLOC_8000288 = SMA: <<1>> #autoLOC_8000289 = Ecc: <<1>> #autoLOC_8000290 = Inc: <<1>> #autoLOC_8000291 = LAN: <<1>> #autoLOC_8000293 = No vessel has been selected for this Creator Built vessel #autoLOC_8000294 = Vessel has invalid Launch Site selected #autoLOC_8000295 = Creator Built Vessel has no assigned Crew and Auto Populate Crew is Off #autoLOC_8000296 = Vessel Mass Restriction conflicts with <<1>> Facility Craft Mass Limit of <<2>> t. #autoLOC_8000298 = Vessel Width Size Restriction conflicts with <<1>> Facility Craft Width Limit of <<2>> m. #autoLOC_8000299 = Vessel Height Size Restriction conflicts with <<1>> Facility Craft Height Limit of <<2>> m. #autoLOC_8000300 = Vessel Length Size Restriction conflicts with <<1>> Facility Craft Length Limit of <<2>> m. #autoLOC_8000301 = Vessel Parts Restriction conflicts with <<1>> Facility Parts Limit of <<2>> parts. #autoLOC_8000302 = You now must build vessel <<1>> to continue the mission. #autoLOC_8000303 = Spawn New Vessel #autoLOC_8000304 = Vessel Part Count #autoLOC_8000305 = Check the number of parts in a vessel #autoLOC_8000306 = Are we flying a complete vessel? With this node you can compare the part count of a vessel to make sure you haven't lost any! #autoLOC_8000307 = Number of parts to compare against #autoLOC_8000308 = <<1>>Node: <<2>><<3>> #autoLOC_8000308 = <<1>>Node: <<2>><<3>> #autoLOC_8001000 = Name #autoLOC_8001001 = Remove Applicant #autoLOC_8001002 = Accuracy Score #autoLOC_8001003 = Time score: awarded <<1>> points #autoLOC_8001004 = Any #autoLOC_8001005 = Player Built Vessel #autoLOC_8001006 = Modify Score #autoLOC_8001007 = Modify the player's total score. #autoLOC_8001008 = Test Accuracy #autoLOC_8001009 = Measure the accuracy of a test. #autoLOC_8001010 = Accuracy #autoLOC_8001011 = Use this node to measure the accuracy of the parent node. Useful for when you want to check how close to the objective a player is #autoLOC_8001012 = Accuracy: <<1>> <<2>>% #autoLOC_8001015 = Scoring enabled #autoLOC_8001016 = Enables/Disables the scoring system for the mission #autoLOC_8001017 = (Completed at <<1>> UT.) #autoLOC_8001018 = Trophies / Achievements: #autoLOC_8001019 = Total Score: #autoLOC_8001020 = Mission Status: #autoLOC_8001021 = Close #autoLOC_8001022 = Save and Quit #autoLOC_8001023 = Configure Scoring bonuses here that are applied to the overall mission when successful. #autoLOC_8001024 = Modify the overall mission score #autoLOC_8001025 = Add bonus score on completion #autoLOC_8001026 = Mission Mods: #autoLOC_8001027 = ---- autogenerated plugins list --- #autoLOC_8001028 = Accuracy Enabled #autoLOC_8001029 = You can dock an Accuracy Logic node into this node to get how accurate from 0% to 100% this test was completed. #autoLOC_8001030 = About Making History Expansion... #autoLOC_8001031 = Expand your Kerbal experience like never before with Kerbal Space Program: Making History Expansion.\n\nThe first expansion pack for the critically acclaimed space simulation game adds new content to Kerbal Space Program, including an immersive Mission Builder, a History Pack featuring missions inspired by historical events, and a wealth of new parts for players to use across their KSP experience.\n\nCreate, launch, and share like never before with Kerbal Space Program: Making History Expansion. #autoLOC_8001032 = More Info #autoLOC_8001033 = Close #autoLOC_8001034 = Max Score #autoLOC_8001037 = Stored #autoLOC_8001038 = Vessel Active Count #autoLOC_8001039 = Test how many vessels of the selected type exist in the game #autoLOC_8001040 = This node will give you a way to test how many player vessels are active in the current game. You can also use it to count some other types as well. #autoLOC_8001042 = Vessel Type #autoLOC_8001043 = Which type of vessels you want to count. #autoLOC_8001044 = Vessel Count #autoLOC_8001045 = The number of vessels to use in the comparison #autoLOC_8001046 = Vessel Recovery #autoLOC_8001047 = Check for a vessel recovered at home #autoLOC_8001048 = Use this node to detect when a vessel is recovered at the home body.\n\nIt can be really useful if you want to check for the main mission vessel being recovered. #autoLOC_8001049 = Player Controlled #autoLOC_8001050 = VAB Camera Controls in GAP (VAB/SPH Mode) #autoLOC_8001052 = Minimum Canvas Zoom #autoLOC_8002000 = Ground Location #autoLOC_8002001 = Do you want to save the current mission before going to the Tracking Station? #autoLOC_8002002 = Save Mission #autoLOC_8002003 = Launches from <<1>> #autoLOC_8002004 = Starts landed on <<1>> #autoLOC_8002005 = Starts in orbit around <<1>> #autoLOC_8002006 = View in Tracking Station #autoLOC_8002007 = Place on Water Surface #autoLOC_8002008 = First Part #autoLOC_8002009 = The first part for docking/undocking test. #autoLOC_8002010 = Second Part #autoLOC_8002011 = The second part for docking/undocking test. #autoLOC_8002012 = Docked / Undocked #autoLOC_8002013 = Part Docking / Undocking #autoLOC_8002014 = Docked #autoLOC_8002015 = Undocked #autoLOC_8002016 = Test whether two parts are docked in the same vessel or not. #autoLOC_8002017 = Vessel Description #autoLOC_8002018 = Specify a description for the vessel that is displayed in the missions app for player built vessels. #autoLOC_8002019 = Another Vessel (<<1>>) is also set to launch from the same launch site (<<2>>) as this one. #autoLOC_8002020 = Any Role #autoLOC_8002021 = Any Tourist #autoLOC_8002022 = Kerbal: <<1>> #autoLOC_8002023 = Kerbal Type #autoLOC_8002024 = Filter the type of Kerbals to choose from with this option #autoLOC_8002025 = Kerbal must board vessel #autoLOC_8002026 = Check this box if the kerbal must board a vessel to be rescued.\nIf unchecked the kerbal must simply come under your control\n(within loaded range of another vessel) #autoLOC_8002028 = Mission Briefing #autoLOC_8002029 = Show Mission Briefing #autoLOC_8002030 = Display the mission dialog at the start of the mission. #autoLOC_8002031 = Pause Mission #autoLOC_8002032 = If checked the mission will not progress until the dialog is closed by the player. #autoLOC_8002033 = The selected kerbal [<<1>>] on this node is not assigned to a vessel or spawn kerbal node in the mission.\nThis may be valid if you expect the player to use the kerbal in a player created vessel. #autoLOC_8002034 = Screen Area #autoLOC_8002035 = Set the screen area the dialog will appear in. #autoLOC_8002036 = Left #autoLOC_8002037 = Center #autoLOC_8002038 = Right #autoLOC_8002039 = Auto Close #autoLOC_8002040 = If turned on the dialog message box will close after the set time below. #autoLOC_8002041 = Timeout (Secs) #autoLOC_8002042 = The dialog will be automatically closed when this amount of seconds elapses. #autoLOC_8002043 = You have not selected a vessel for the first Vessel on this node. #autoLOC_8002044 = You have not selected a vessel for the second Vessel on this node. #autoLOC_8002047 = You have not selected a part for Vessel One. #autoLOC_8002048 = You have not selected a part for Vessel Two. #autoLOC_8002049 = You have selected the same Vessel and Part for vessel One and Two. #autoLOC_8002050 = Any Experiment #autoLOC_8002051 = Any Biome #autoLOC_8002052 = Situation: <<1>> is not available for Experiment: <<2>> #autoLOC_8002053 = <<1>> is not valid for Experiment <<2>> on <<3>> #autoLOC_8002054 = Experiment must be stored for completion. #autoLOC_8002055 = Experiment must be transmitted or returned to Home Planet for completion. #autoLOC_8002056 = Add Module #autoLOC_8002057 = This node is useful when you need to check if a part is docked or undocked to another part. #autoLOC_8002058 = Last Vessel Spawn #autoLOC_8002059 = Last Vessel Build (VAB/SPH) #autoLOC_8002060 = Revert Mission... #autoLOC_8002061 = Reverting Mission #autoLOC_8002062 = Restarting will restart your mission from the beginning. Are you sure you want to do this? #autoLOC_8002063 = This vessel contains blacklisted parts which are not available at the moment: #autoLOC_8002064 = Check Apoapsis #autoLOC_8002065 = Select this option to test the orbits Apoapsis. #autoLOC_8002066 = Check Periapsis #autoLOC_8002067 = Select this option to test the orbits Periapsis. #autoLOC_8002068 = Apoapsis Min #autoLOC_8002069 = Set the Minimum Apoapsis height to test. #autoLOC_8002070 = Apoapsis Max #autoLOC_8002071 = Set the Maximum Apoapsis height to test. #autoLOC_8002072 = Periapsis Min #autoLOC_8002073 = Set the Minimum Periapsis height to test. #autoLOC_8002074 = Periapsis Max #autoLOC_8002075 = Set the maximum Periapsis height to test. #autoLOC_8002076 = Check Inclination #autoLOC_8002077 = Select this option to test the Inclination of the Orbit. #autoLOC_8002078 = Set the Inclination of the Orbit to test. #autoLOC_8002079 = Inclination Accuracy #autoLOC_8002080 = How accurately the vessels orbit needs to match the inclination value. #autoLOC_8002081 = Check LAN #autoLOC_8002082 = Select this option to test the Orbit LAN. #autoLOC_8002083 = Set the Orbit LAN to test. #autoLOC_8002084 = LAN Accuracy #autoLOC_8002085 = How accurately the vessels orbit needs to match the LAN value. #autoLOC_8002086 = Test Apoapsis is between <<1>>m and <<2>>m. #autoLOC_8002087 = Test Periapsis is between <<1>>m and <<2>>m. #autoLOC_8002088 = Test Inclination is within <<1>>% of <<2>>° inclination. #autoLOC_8002089 = Test LAN is within <<1>>% of <<2>>°. #autoLOC_8002090 = The Apoapsis minimum value should be less than the Apoapsis maximum value. #autoLOC_8002091 = The Periapsis minimum value should be less than the Periapsis maximum value. #autoLOC_8002092 = You have not set one of Check Apoapsis, Check Periapsis, Check Inclindation or Check LAN on.\nThe test will do nothing. #autoLOC_8002096 = Your ship has launchclamps for a ship that is set to launch to orbit.\nYou will need to remove them from your ship. #autoLOC_8002097 = Ship set for Orbit contains Launch Clamps #autoLOC_8002098 = The Creator of this mission used this name for one of their ships:\n\t<<1>>\n\nYou will need to choose another name to save your ship. #autoLOC_8002099 = Ship Name clashes with Mission Ship #autoLOC_8002100 = There is already a ship with the name <<1>> in the <<2>> folder.\nFor Missions there can only be one unique ship with the same name in either the VAB or SPH folder.\nYou will need to choose another name to save your ship. #autoLOC_8002101 = Active Node: <<1>> #autoLOC_8002102 = A Kerbal with the name of <<1>> already exists.\nName not changed. #autoLOC_8002103 = A Kerbal with the name of <<1>> already exists.\nKerbal Not Created. #autoLOC_8002104 = Larkes #autoLOC_8002105 = Prevent Recovery #autoLOC_8002106 = Enabling this setting will mean players are unable to recover vessels or kerbals. #autoLOC_8002107 = Recovery Disabled #autoLOC_8002108 = Recovery has been disabled by the mission creator. #autoLOC_8002109 = Vintage Suit #autoLOC_8002110 = Select this option to use vintage suits. #autoLOC_8002111 = Set this to true to place Launch Site on the surface of water.\nSet off to place Launch Site on the ground surface (even if under water). #autoLOC_8002112 = Dessert Launch Facility #autoLOC_8002113 = Dessert Launch Site #autoLOC_8002114 = Dessert Airfield #autoLOC_8002115 = The selected part on this node does not match the saved craft file. Please reselect the part for this node in the GAP. #autoLOC_8002116 = Generating Mission Flight State... #autoLOC_8002117 = Generating Mission Vessels... #autoLOC_8002118 = Building Mission... #autoLOC_8002119 = Generating Mission Launch Sites... #autoLOC_8002120 = Initial Version #autoLOC_8002121 = Export Mission to Steam #autoLOC_8002122 = Select settings below and enter your workshop changelog.\n\nWhen you are finished select Ok to begin the export to Steam Workshop.\n\nBy submitting this item, you agree to the steam workshop terms of service (link below). #autoLOC_8002123 = Set visibility on Steam Workshop to Public #autoLOC_8002124 = Unable to export item to steam workshop.\nSteam Error: <<1>> #autoLOC_8002125 = Steam Workshop Error #autoLOC_8002126 = Unable to create new item on steam workshop.\nSteam Error: <<1>> #autoLOC_8002127 = You have not accepted the Steam Workshop legal agreement.\n\nUntil you have done so your published item cannot be made public.\n\nOnce you have accepted the legal agreement you will need to set your item to public visibility in steam.\n\nPlease click the link for more information. #autoLOC_8002128 = Failed to update item on steam workshop.\nSteam Error: <<1>> #autoLOC_8002129 = Favs:<<1>> Subs:<<2>> Followers:<<3>> Up Votes:<<4>> Down Votes:<<5>> #autoLOC_8002130 = Subscribed #autoLOC_8002131 = Not Subscribed #autoLOC_8002132 = Steam Workshop Item Unsubscribe #autoLOC_8002133 = If you continue you will be unsubscribed from this Item. #autoLOC_8002134 = Subscribe #autoLOC_8002135 = Unsubscribe #autoLOC_8002136 = Unable to unsubscribe from steam workshop item.\n\nSteam Error Code: <<1>> #autoLOC_8002137 = Unable to subscribe to steam workshop item.\n\nSteam Error Code: <<1>> #autoLOC_8002138 = Select an Item to Subscribe/Unsubscribe #autoLOC_8002139 = Steam #autoLOC_8002140 = Votes #autoLOC_8002141 = Featured #autoLOC_8002142 = Newest #autoLOC_8002143 = Subscribers #autoLOC_8002144 = Retrieving Items from Steam... #autoLOC_8002145 = Steam Workshop #autoLOC_8002146 = File Size (MB): #autoLOC_8002147 = Up Votes: #autoLOC_8002148 = Down Votes: #autoLOC_8002149 = Number of Subscribers: #autoLOC_8002150 = Number of Followers: #autoLOC_8002151 = Steam Details #autoLOC_8002152 = Select to see more Items via the Steam Overlay. #autoLOC_8002153 = Open the Steam Overlay to this Item #autoLOC_8002154 = Export Craft to Steam #autoLOC_8002155 = No Steam Item Selected... #autoLOC_8002156 = Number of Favourites: #autoLOC_8002157 = Game Version: #autoLOC_8002158 = Please wait while KSP communicates with Steam... #autoLOC_8002159 = There is not enough Steam Cloud space to export this item.\nAmount of Space Required: <<1>> kb\nAmount of Space Available: <<2>> kb #autoLOC_8002160 = There is not enough Steam Cloud file limit to export this item.\nAmount of Files Required: <<1>>\nAmount of Files Available: <<2>> #autoLOC_8002161 = Steam Author: #autoLOC_8002162 = Item is not tracked on this PC. #autoLOC_8002163 = Item currently downloading from steam. #autoLOC_8002164 = Item needs update from steam. #autoLOC_8002165 = Item download from steam pending. #autoLOC_8002166 = Item is installed and ready. #autoLOC_8002167 = Item subscribed but not installed. #autoLOC_8002168 = Steam workshop error encountered.\nSteam Error: <<1>> #autoLOC_8002169 = Reverse #autoLOC_8002170 = Normal #autoLOC_8002171 = <<1>> (<<2>>) #autoLOC_8002172 = No Matches Found #autoLOC_8002173 = Toolbox #autoLOC_8002174 = Canvas #autoLOC_8002175 = Stage Groups: #autoLOC_8002176 = Total DeltaV: #autoLOC_8002177 = Total Burn Time: #autoLOC_8002178 = Show Parts #autoLOC_8002179 = Show all Stages #autoLOC_8002180 = Show Engine Info #autoLOC_8002181 = Show Vacuum #autoLOC_8002182 = Stage: #autoLOC_8002183 = Parts: #autoLOC_8002184 = Parts Decoupled: #autoLOC_8002185 = Start Mass: #autoLOC_8002186 = Dry Mass: #autoLOC_8002187 = Fuel Mass: #autoLOC_8002188 = End Mass: #autoLOC_8002189 = ISP: #autoLOC_8002190 = Thrust: #autoLOC_8002191 = TWR: #autoLOC_8002192 = DeltaV: #autoLOC_8002193 = Engine: #autoLOC_8002194 = Type: #autoLOC_8002195 = Max Thrust: #autoLOC_8002196 = Max Burn Time at full throttle: #autoLOC_8002197 = Propellant: #autoLOC_8002198 = Amount: #autoLOC_8002199 = Engine Burns: #autoLOC_8002200 = units p/s #autoLOC_8002201 = Parts in Stage: #autoLOC_8002202 = <<1>> Dry Mass: <<2>> Fuel Mass: <<3>> #autoLOC_8002203 = Jettisons <<1>> Mass. #autoLOC_8002204 = (Vacuum) #autoLOC_8002205 = (ASL) #autoLOC_8002206 = (Actual) #autoLOC_8002207 = <<1>>kN #autoLOC_8002208 = DeltaV Info #autoLOC_8002209 = <<1>>% #autoLOC_8002210 = Start Burn in: <<1>> #autoLOC_8002211 = Percentage of the burns DeltaV used\nto calculate the Start Burn value. #autoLOC_8002212 = Show Extended Burn Indicator #autoLOC_8002213 = Extended Burn Indicator: #autoLOC_8002214 = Spring/Damper: <<1[Auto/Override]>> #autoLOC_8002215 = Burn Time: #autoLOC_8002216 = Included in Dv Calcs: <<1[Yes/No]>> #autoLOC_8002217 = Payload Stage - Not included in DV #autoLOC_8002218 = Inventory Slots #autoLOC_8002219 = Inventory Part #autoLOC_8002220 = This is a Cargo Part that can be placed inside Inventories. #autoLOC_8002221 = Cargo Part #autoLOC_8002230 = Pick Up Part #autoLOC_8002271 = Cannot Board. Not enough available Cargo Slots on Vessel to hold Kerbal's Inventory. #autoLOC_8002325 = Module Deployed #autoLOC_8002335 = Hide Portrait #autoLOC_8002336 = Show Portrait #autoLOC_8002357 = [<<1>>]: to place the part #autoLOC_8002358 = [<<1>>]: to cancel #autoLOC_8002359 = [<<1>>,<<2>>]: to rotate #autoLOC_8002360 = [<<1>>,<<2>>,<<3>>,<<4>>,<<5>>,<<6>>]: to rotate #autoLOC_8002375 = Same Vessel Interaction #autoLOC_8002396 = Make Primary Docking Node #autoLOC_8002397 = Docking Acquire Force #autoLOC_8003000 = Toggle Sites #autoLOC_8003001 = Kerbal Space Center #autoLOC_8003010 = Last score: <<1>> , High Score: <<2>> #autoLOC_8003011 = Completed in: <<1>> #autoLOC_8003012 = Not played yet #autoLOC_8003013 = High Score: <<1>> #autoLOC_8003014 = Vessels: <<1>> #autoLOC_8003017 = Event Node #autoLOC_8003017 = Event node #autoLOC_8003018 = When checked this hides this node and others down the path \nuntil this node activates.\n\nUse this setting to hide surprises from the player. #autoLOC_8003019 = Stability Time #autoLOC_8003020 = Max Surface Velocity #autoLOC_8003021 = Variant Themes #autoLOC_8003040 = Bright and White! #autoLOC_8003041 = A mix between the dark and light sides #autoLOC_8003042 = For that muted palate #autoLOC_8003043 = Come to the dark side #autoLOC_8003044 = Just soo gray #autoLOC_8003045 = Doesn't taste like... #autoLOC_8003046 = All that glitters... #autoLOC_8003047 = Exposed machinery is beautiful #autoLOC_8003048 = Sleek and shrouded in mystery #autoLOC_8003050 = Ignore Surface Velocity #autoLOC_8003051 = Set this if you dont care about a max surface velocity. #autoLOC_8003052 = Splashed Vessel #autoLOC_8003053 = Return to Mission Builder #autoLOC_8003054 = Are you sure you want to end this test and return to the Mission Builder\n\nYou can resume your testing at any of the valid check points #autoLOC_8003055 = Whether the experiment results need to be stored or delivered back to the home body #autoLOC_8003056 = Show Roster #autoLOC_8003057 = Mission Roster #autoLOC_8003058 = Hard Mission: #autoLOC_8003059 = Check this to indicate to players that this mission \nshould be considered Hard.\n\nAlso changes the icon in the play and open dialogs. #autoLOC_8003060 = Generate new random name #autoLOC_8003061 = Time the vessel must stay withing the orbit to pass the test #autoLOC_8003062 = Allow Acceleration #autoLOC_8003063 = If checked acceleration changes will not reset the stability timer #autoLOC_8003064 = Validation Runs: #autoLOC_8003065 = A vessel situation is set to Creator Defined, but no craft file has been selected #autoLOC_8003066 = \n\tNode: <<1>> #autoLOC_8003067 = Issues:\n #autoLOC_8003068 = \nCheck the messages and validation report in builder #autoLOC_8003069 = Unable to Start Mission #autoLOC_8003070 = Activate Once Only #autoLOC_8003071 = Set this to ensure that the node\ncan only activate one time #autoLOC_8003072 = Fail #autoLOC_8003073 = Show Inflight Label #autoLOC_8003074 = When checked will show an inflight label when within 100km of target center #autoLOC_8003075 = Always False #autoLOC_8003076 = A logic node that is always false #autoLOC_8003077 = Always True #autoLOC_8003078 = A logic node that is always true #autoLOC_8003079 = Use this node for placeholders or information. A good use for this is when you want to make 'fake' objectives before an event happens. #autoLOC_8003080 = Use this node to redirect the mission path as it will always be true. A good use for this is in a loop situation. #autoLOC_8003081 = A vessel that the player will build \nwhen playing the mission #autoLOC_8003082 = A vessel that you build during mission creation \nand the player will use during the mission #autoLOC_8003083 = Delete Crew Member #autoLOC_8003084 = Do you want to delete this kerbal? #autoLOC_8003085 = Delete Checkpoint #autoLOC_8003086 = Do you want to delete this checkpoint? #autoLOC_8003100 = Success #autoLOC_8003101 = Failure #autoLOC_8003102 = Mission Briefing #autoLOC_8003103 = Cannot use the map. Currently locked by a Mission #autoLOC_8003104 = Cannot activate IVA camera. Currently locked by a Mission #autoLOC_8003105 = Cannot activate flight camera. Currently locked by a Mission #autoLOC_8003106 = Mission will switch to IVA camera when ready #autoLOC_8003107 = Select a Banner #autoLOC_8003108 = Are you sure you want to delete this banner from the mission folder? #autoLOC_8003109 = Delete Banner #autoLOC_8003112 = Gray and White #autoLOC_8003113 = A mix of drab and bright #autoLOC_8003114 = Yellow and White #autoLOC_8003115 = Added some bling to the white #autoLOC_8003122 = Modify the player's available Funds #autoLOC_8003123 = With this node you can adjust the amount of funds available to a player. Use it to give them extra funds for completing an objective, or punish them by reducing their funds when they make mistakes. #autoLOC_8003124 = Modify available funds by setting it, adding, substracting, multiplying or dividing #autoLOC_8003125 = Change Funds #autoLOC_8003126 = Add Funds #autoLOC_8003127 = Subtract Funds #autoLOC_8003128 = Set Funds #autoLOC_8003129 = Test Funds #autoLOC_8003130 = Compare the Available Funds #autoLOC_8003131 = <<1>> <<2>> Funds #autoLOC_8003132 = Funds #autoLOC_8003133 = Funds to be compared with current available funds #autoLOC_8003134 = The way to test how frugal your player is being. This is the way to make decisions based on the available funds a player has, and direct your mission accordingly. #autoLOC_8003135 = Kerbal #autoLOC_8003136 = Spawnable #autoLOC_8003137 = Resources and Science #autoLOC_8003138 = Currency and Score #autoLOC_8003139 = Utility #autoLOC_8003140 = Configure Vessel Naming #autoLOC_8003141 = Set Vessel Name via Part: <<1>> #autoLOC_8003142 = Name Priority: #autoLOC_8003143 = The setting with the highest priority within the vessel will be used to name the vessel and set the vessel type. #autoLOC_8003144 = Remove Naming #autoLOC_8003145 = This removes the naming configuration from this part #autoLOC_8003147 = Loading Expansions... #autoLOC_8003148 = Expansion Loading Complete! #autoLOC_8003149 = Loading Expansion File: <<1>> #autoLOC_8003150 = Verifying Expansion: <<1>> #autoLOC_8003151 = Loading Expansion Assets: <<1>> (<<2>>/<<3>>) #autoLOC_8003152 = Orbit Parameters #autoLOC_8003153 = Check selected parameters of a vessel orbit #autoLOC_8003154 = Allows you to compare the selected vessel orbit with selected parameters. Turn on the checkboxes for the parts you care about and check if the orbit is stable, the vessel under acceleration, or simply just around the right planet. #autoLOC_8003155 = Withdrawn #autoLOC_8003156 = Delete checkpoints and Launch new Test #autoLOC_8003157 = Do you want to delete all the current mission checkpoints and start a new test? #autoLOC_8003158 = Do you want to delete all dirty checkpoints for this mission? #autoLOC_8003159 = Delete dirty checkpoint #autoLOC_8003160 = Test Mission - Checkpoints #autoLOC_8003161 = Invalid Checkpoint #autoLOC_8003162 = The selected checkpoint is relates to a node that is no longer accessible.\n\nPlease choose another Checkpoint. #autoLOC_8003163 = Dirty Checkpoint #autoLOC_8003164 = The mission node related to this checkpoint has changed, making the checkpoint invalid.\n\nPlease load from an earlier #autoLOC_8003165 = Reset and Continue #autoLOC_8003166 = Mission Difficulty #autoLOC_8003167 = Beginner #autoLOC_8003168 = Intermediate #autoLOC_8003169 = Advanced #autoLOC_8003170 = Extreme #autoLOC_8003171 = Beginner #autoLOC_8003172 = Intermediate #autoLOC_8003173 = Advanced #autoLOC_8003174 = Extreme #autoLOC_8003175 = (optional) Enter the maximum score a player can achieve\nin the mission so they have a goal to aim for in replays #autoLOC_8003176 = Making History - The Race to Space #autoLOC_8003177 = Mission Madness #autoLOC_8003178 = Tutorials #autoLOC_8003179 = Trigger Action Group #autoLOC_8003180 = Trigger an Action Group in a vessel #autoLOC_8003181 = This action will trigger the selected action group on the selected vessel.\n\nIf the selected vessel is not the currently active one, then the node will not activate till the selected vessel becomes player controlled. #autoLOC_8003182 = This function is locked in this tutorial #autoLOC_8003183 = Instantly changes the amount of a selected resource in a vessel. Affects loaded vessels using the resource flow. #autoLOC_8003184 = an airfield in the 'dessert' #autoLOC_8003185 = a new launch site in the northern hemisphere #autoLOC_8003186 = Also delete in progress and test missions #autoLOC_8003187 = Unity Analytics #autoLOC_8003188 = A message from Unity about data privacy #autoLOC_8003189 = Kerbal Space Program uses Unity Analytics. Unity Analytics collects certain personal data, gameplay data and device data. Unity collects this information to help us improve Kerbal Space Program by providing us with aggregated analytics, diagnostics, and usage information.\n\nAdditional information on the data Unity Analytics collects and how to opt-out of Unity Analytics' collection and use of your personal data (IP address and device IDs) can be found by clicking the button below. #autoLOC_8003190 = Open Unity Data Privacy Page #autoLOC_8003191 = Show Unity Analytics Dialog on Next Startup Only #autoLOC_8003192 = 0.625 )mini small tiny little micro #autoLOC_8003193 = 1.25 FL-T regular standard average medium #autoLOC_8003194 = 1.875 FL-TX regular standard average medium #autoLOC_8003195 = 2.5 huge jumbo large big #autoLOC_8003196 = 3.75 enormous massive gigantic giant #autoLOC_8003197 = 5.0 enormous massive gigantic giant #autoLOC_8003198 = surface attach #autoLOC_8003199 = cross feed #autoLOC_8003200 = (crew (mann kerbal #autoLOC_8003201 = (uncrew (unmann #autoLOC_8003202 = radial #autoLOC_8003203 = EVA Jetpack #autoLOC_8003204 = No breathable atmosphere #autoLOC_8003205 = Unable to remove Helmet: <<1>> #autoLOC_8003206 = Δv #autoLOC_8003207 = ISP #autoLOC_8003208 = Thrust #autoLOC_8003209 = TWR #autoLOC_8003210 = Start Mass #autoLOC_8003211 = Start #autoLOC_8003212 = End Mass #autoLOC_8003213 = End #autoLOC_8003214 = Burn Time #autoLOC_8003215 = Burn #autoLOC_8003216 = Δv Tools #autoLOC_8003217 = Vessel Situation #autoLOC_8003218 = Detailed Stage Information #autoLOC_8003219 = Hide All #autoLOC_8003220 = Show All #autoLOC_8003221 = Display Values: #autoLOC_8003222 = Pressure: #autoLOC_8003223 = Atmosphere: #autoLOC_8003224 = Sea Level #autoLOC_8003225 = Altitude #autoLOC_8003226 = Vacuum #autoLOC_8003227 = Δv #autoLOC_8003228 = ISP #autoLOC_8003229 = Thrust #autoLOC_8003230 = TWR #autoLOC_8003231 = Toggle Helmet #autoLOC_8003232 = Show Control Point Visual #autoLOC_8003233 = Hide Control Point Visual #autoLOC_8003234 = Kerbal Space Program: Breaking Ground Expansion is the second addition to the PC version of the critically acclaimed space flight simulator, Kerbal Space Program.\n\nThis feature-rich expansion is focused on increasing your choices once celestial bodies have been reached by adding more interesting scientific possibilities and expanding the toolset.\n\n After landing on a celestial body, a variety of data collecting equipment can now be deployed to conduct scientific experiments. While gathering that data, newly added surface features have been scattered across the solar system, which players will need to go out in search of to either scan or bring back to Kerbin for further examination. \n\n Additionally, robotic parts are being added! A hinge, piston, rotor, and rotational servo in various sizes will be accessible to massively alter the possibilities of players' crafts. These all operate under realistic physics with real forces and torque, electricity consumption, and even motor mass. #autoLOC_8003261 = Axis Groups #autoLOC_8003300 = About Breaking Ground Expansion... #autoLOC_8003301 = Non-Symmetry - This part only #autoLOC_8003302 = Inverted #autoLOC_8003303 = Normal #autoLOC_8003304 = Invert Direction #autoLOC_8003305 = Remove from Symmetry #autoLOC_8003339 = Eject Kerbal #autoLOC_8003340 = Ejection Force #autoLOC_8003346 = Actions #autoLOC_8003347 = Axis Fields #autoLOC_8003363 = What's new in Kerbal Space Program 1.9: No place like home!\n\nOur latest version continues to improve the Kerbal Space Program experience, and we are delighted to bring it to you. Many of our additions are drawn directly from user feedback, and it also focuses on bug fixes and performance improvements. \n\nThe biggest change is a huge improvement to Kerbin itself, with improved textures and shaders. Kerbin has never looked so good! We have also revamped the Skipper, Mainsail, and Thumper.\n\nIn other new features, we’ve added a camera mode to make it easier to take screenshots from any angle while paused, a new drain valve part that can be used to drain resources from parts, and for Breaking Ground users, cyclic & collective deflection controls to the blade parts to make helicopters and other rotorcraft easier to build and control.\n\n1.9 also includes several quality of life improvements, drawn from user feedback. One of our favorites is adjusting the time warp system so that the restrictions on warping at certain altitudes above the planet are removed. Another is a new cheat to place your craft landed or in the atmosphere of any celestial body.\n\nWe’ve also added a pair of big performance improvements. DX11 render performance improves with a single camera system and memory usage reduced by dynamically loading KSPedia.\n\nPlease enjoy the latest version of Kerbal Space Program!\n #autoLOC_8003364 = Official KSP shirts are now available online! #autoLOC_8003365 = Click here to see all the options. #autoLOC_8003366 = Official KSP Merchandise #autoLOC_8003367 = No nearby controllable objects to switch focus to. Use the Map View to select distant ones #autoLOC_8003368 = Cannot warp faster than <<1>>x while below <<2>>m and Pe below <<3>>m #autoLOC_8003369 = Variant #autoLOC_8003370 = Orange #autoLOC_8003371 = Pale Blue #autoLOC_8003372 = White #autoLOC_8003373 = Orange #autoLOC_8003374 = Brown #autoLOC_8003375 = Blue #autoLOC_8003376 = White #autoLOC_8003377 = Blue and Grey #autoLOC_8003378 = Orange and Grey #autoLOC_8003379 = Latitude cannot be greater than 90 degrees.\n #autoLOC_8003380 = Latitude cannot be less than -90 degrees.\n #autoLOC_8003381 = Longitude cannot be greater than 180 degrees.\n #autoLOC_8003382 = Longitude cannot be less than -180 degrees.\n #autoLOC_8003387 = Short Period #autoLOC_8003388 = Intermediate Period #autoLOC_8003389 = Long Period #autoLOC_8003390 = Interstellar #autoLOC_8003391 = Vessel Naming #autoLOC_8003392 = Name #autoLOC_8003393 = Priority #autoLOC_8003394 = Show Map Node #autoLOC_8003395 = When checked, a pointer will appear in map view showing the target location for this test #autoLOC_8003396 = ESA Collaboration #autoLOC_8003397 = A sentinel has now mapped <<1>>/<<2>> suitable comets for <<3>>. #autoLOC_8003398 = Sentinels have finished mapping suitable comets for <<1>>. #autoLOC_8003399 = Are you sure you want to ACTIVATE this strategy?\n\nIt will apply immediately and reset.<<1>> #autoLOC_8003400 = ESA Mission to visit comet 67P/Churyumov-Gerasimenko. Launched atop the Ariane 5. #autoLOC_8003401 = The BepiColombo spacecraft mounted atop the Ariane 5 booster. This spacecraft will go on a long journey to orbit and gather data about Moho. #autoLOC_8003405 = Approx Distance #autoLOC_8003406 = The mapping process will happen passively over a length of time as long as any active sentinels are operating. They do not need to be newly launched. You will receive progress notifications as suitable comets are mapped. #autoLOC_8003407 = <> <> #autoLOC_8003408 = Ghosted Navigation Markers #autoLOC_8003409 = Ghosted Navigation Markers on Navball #autoLOC_8003410 = Exit Construction Mode #autoLOC_8003411 = cargo #autoLOC_8003412 = <<1>>/<<2>> L #autoLOC_8003413 = <<1>>/<<2>> t #autoLOC_8003414 = Packed Volume #autoLOC_8003415 = Volume Limit #autoLOC_8003416 = Mass Limit #autoLOC_8003417 = Cargo #autoLOC_8003418 = Stacking Capacity #autoLOC_8003419 = Exit Cargo App #autoLOC_8003420 = EVA Jetpack #autoLOC_8003421 = The EVA jetpack has been a workhorse of kerbal astronauts for decades. It has been so useful that some kerbals have taken to wearing them inside the complex, back home, and even in their showers.\n\nIt gives unparalleled mobility in space and low gravity environments but can be tricky to master. Incidences of injury while using one have dropped to nearly 10% after sufficient training. #autoLOC_8003422 = pack thrust MMU RCS Kerbal control cargo EVA #autoLOC_8003423 = Personal Parachute #autoLOC_8003424 = This kerbal-sized ram-air parachute is perfect for saving intrepid pilots from a misconsidered aircraft design, or hi-jinks involving the top of the VAB and a hopeffuly functional autopilot.\n\nWhy should kerbals put their trust in something that was found lying by the side of the road? Well, because there wasn't a Kerbal-shaped crater next to it! #autoLOC_8003425 = arrest canopy chute decel descen drag entry fall landing return safe slow Kerbal cargo EVA #autoLOC_8003426 = EVA Fuel Cylinders #autoLOC_8003427 = When you just don't have enough delta-V to visit all your favorite spots on Minimus, or want to circumnavigate Dres freestyle, you'll want to pack these spare EVA fuel cylinders for extra-long duration EVA trips.\n\nHandily tranfers fuel to your EVA jetpack with a child-proof safety seal. #autoLOC_8003428 = EVA fuel cargo cylinder spare extra RCS jetpack MMU #autoLOC_8003429 = Place Anywhere 1 Linear RCS Port #autoLOC_8003430 = The smallest RCS thruster available.\n\nUseful when saving a few kilos is more important than snappier controls and is just the thing for those small probes. #autoLOC_8003431 = control dock maneuver manoeuvre react rendezvous rotate stab steer translate #autoLOC_8003432 = RV-1X Variable Thruster Block #autoLOC_8003433 = This small thruster block comes in a variety of variants that offer different RCS horn configurations to solve all your RCS needs. #autoLOC_8003434 = cluster control dock maneuver manoeuvre react rendezvous rotate stab steer translate #autoLOC_8003447 = What’s new in Kerbal Space Program 1.11: Some Reassembly Required\n\nWe are excited to bring you another version of Kerbal Space Program. This time, it’s all about adding new EVA activities!\n\nFirst, we’ve added EVA construction mode. Kerbal engineers can now get out and make modifications to a vessel with their new laser welder. They can move, remove and add parts to their craft, depending on the weight of each part - working in low gravity lets you build bigger and bigger! EVA construction mode comes with the full suite of place/move/rotate tools, and the always helpful Center indicators (CoM, CoL and CoT).\n\nTo support EVA construction, we’ve brought the Cargo System from the Breaking Ground expansion into the main game, and added several things to it as well. Many of your favorite parts can now be carried as cargo. These now have volume limits though so you may not be able to fit everything and the kitchen sink onboard. But we’ve got you covered there too, with a couple of new cargo containers, as well as adding storage to some existing parts.\n\nSpeaking of inventories, kerbal parachutes and jetpacks are now removable and are carried in the Kerbal’s own inventory, so you can swap them out for other useful items, or just remove them to save mass. A kerbals mass is now affected by what they are carrying and this does affect your craft. Crew compartments have been modified to compensate, but now launching partially crewed will make a difference.\n\nPart repairs are now part of the core game. Parts that were permanently damaged in the past, like solar panels or antenna, can now be fixed by an EVA kerbal using one or more repair kits. And for this and each new feature above, we’ve added new contracts.\n\nNext, as well as the cargo containers mentioned above, we’ve added a number of new parts to the game! There are several new lights, both attachable and deployable, and new light functionality, to help light up your vessel or outdoor work area. We have new smaller RCS and RCS block variant configurations. There’s a spare EVA fuel cylinder to extend your kerbals EVA endurance. Plus there’s a new EVA science kit for a Kerbal to try out some experiments when they are out and about.\n\nFinally, we’re in the home stretch of finishing the Solar System revamp - Tylo, Bop, and Val are all getting revamps this go around.\n\nAs always there are a host of details for you to check out in the change log. We hope you enjoy Kerbal Space Program 1.11: Some Reassembly Required. #autoLOC_8003448 = Lower Visor #autoLOC_8003449 = Raise Visor #autoLOC_8003450 = EVA Construction Mode #autoLOC_8003451 = Toggle EVA Construction Mode #autoLOC_8003452 = Engineer can: #autoLOC_8003453 = Repair Failures #autoLOC_8003454 = Light Color #autoLOC_8003455 = <<1>> is deployed. Retrieve it via the part menu. #autoLOC_8003500 = Alarm Clock #autoLOC_8003501 = Edit #autoLOC_8003502 = Switch To #autoLOC_8003503 = Warp Next #autoLOC_8003504 = Active Vessel Only #autoLOC_8003505 = Active Alarms Only #autoLOC_8003506 = Create Alarm #autoLOC_8003507 = Add Alarm #autoLOC_8003508 = Edit Alarm #autoLOC_8003509 = Type: #autoLOC_8003510 = Title: #autoLOC_8003511 = Notes: #autoLOC_8003512 = Warp Action #autoLOC_8003513 = Message #autoLOC_8003514 = Options #autoLOC_8003515 = Time Of: #autoLOC_8003516 = Time Until: #autoLOC_8003517 = Apply Changes #autoLOC_8003518 = Cancel #autoLOC_8003519 = Add Alarm #autoLOC_8003520 = Make no changes to the warp level in game. #autoLOC_8003521 = Halt the current time warp and return to 1x speed. #autoLOC_8003522 = Pause the game. #autoLOC_8003523 = Don't display a on-screen message. #autoLOC_8003524 = Display an on-screen message. #autoLOC_8003525 = Display an on-screen message if the alarm isn't for the active vessel. #autoLOC_8003526 = Play a sound when the alarm occurs. #autoLOC_8003527 = Delete the alarm after any messages are closed. #autoLOC_8003528 = Alarm Date: #autoLOC_8003529 = Close #autoLOC_8003531 = Jump to Vessel #autoLOC_8003533 = Time Paused #autoLOC_8003534 = Time Warp Halted #autoLOC_8003535 = No Alarms #autoLOC_8003536 = Manual Time Alarm #autoLOC_8003537 = Maneuver #autoLOC_8003538 = Apoapsis #autoLOC_8003539 = Periapsis #autoLOC_8003540 = Planetary Transfer Window #autoLOC_8003541 = an extremely early rocket design #autoLOC_8003542 = a vessel of historic importance #autoLOC_8003543 = a large impressionist artwork #autoLOC_8003544 = the remains of a previous scientific endeavour #autoLOC_8003545 = a boulder that looks eerily familiar #autoLOC_8003546 = an unusual vehicle that came to a sudden stop #autoLOC_8003547 = a strange find with a story behind it #autoLOC_8003548 = Show Delete Alarm Confirmation #autoLOC_8003549 = Delete and Close #autoLOC_8003550 = Alarm Specific Input: #autoLOC_8003551 = Unable to create an alarm at this time. #autoLOC_8003552 = Delete Alarm #autoLOC_8003553 = Remove this from the Alarm Clock\n\nTitle: <<1>>\nDate: <<2>> #autoLOC_8003554 = Event Margin #autoLOC_8003555 = Maneuver # #autoLOC_8003556 = Add Burn Time to Margin #autoLOC_8003557 = Time to Alarm #autoLOC_8003558 = Date of Alarm #autoLOC_8003559 = Link to Vessel #autoLOC_8003560 = Checking this will link this alarm to the current vessel #autoLOC_8003561 = SOI Change #autoLOC_8003562 = Starting Body #autoLOC_8003563 = Destination Body #autoLOC_8003564 = There is no transfer selected at this time #autoLOC_8003565 = <<1>> -> <<2>> #autoLOC_8003566 = Window Start: <<1>>\nWindow Duration: <<2>>\nWindow End: <<3>> #autoLOC_8003567 = Do Nothing #autoLOC_8003568 = Kill Warp #autoLOC_8003569 = Pause Game #autoLOC_8003570 = No Message #autoLOC_8003571 = Display Message #autoLOC_8003572 = Show Message if vessel not active #autoLOC_8003573 = Unable to create this type of alarm in this situation. #autoLOC_8003574 = Maneuver alarm for the following simple transfer #autoLOC_8003575 = Vessel: <<1>> #autoLOC_8003576 = Source: <<1>> #autoLOC_8003577 = Target: <<1>> #autoLOC_8003578 = Alarm Clock - per game #autoLOC_8003579 = Default Manual Alarm #autoLOC_8003580 = Maneuver/Map Margin #autoLOC_8003581 = Sound Name #autoLOC_8003582 = Sound Repeats #autoLOC_8003583 = Burst: Classic #autoLOC_8003584 = Burst: Blossom #autoLOC_8003585 = Burst: Palm #autoLOC_8003586 = Burst: Rings #autoLOC_8003587 = Burst: Crossette #autoLOC_8003588 = Burst: Willow #autoLOC_8003589 = Burst: Crackle #autoLOC_8003590 = Burst: Palm Crackle #autoLOC_8003591 = Burst: Kraken's Egg #autoLOC_8003592 = Trail: Classic #autoLOC_8003593 = Trail: Whirly #autoLOC_8003594 = Trail: Strobe #autoLOC_8003595 = Trail: Bare #autoLOC_8003596 = Select Burst #autoLOC_8003597 = Select Trail #autoLOC_8003598 = 1: Classic #autoLOC_8003599 = 2: Whirly #autoLOC_8003600 = 3: Strobe #autoLOC_8003601 = 4: Bare #autoLOC_8003602 = 2: Blossom #autoLOC_8003603 = 3: Palm #autoLOC_8003604 = 4: Rings #autoLOC_8003605 = 5: Crossette #autoLOC_8003606 = 6: Willow #autoLOC_8003607 = 7: Crackle #autoLOC_8003608 = 8: Palm Crackle #autoLOC_8003609 = 9: Kraken's Egg #autoLOC_8003610 = No vessel orbit found to use for this alarm type #autoLOC_8003611 = No <<1>> on selected flight plan patch #autoLOC_8003612 = Unable to create an alarm:\n\n<<1>> #autoLOC_8003613 = Maneuver #<<1>> #autoLOC_8003614 = No Available Vessel #autoLOC_8003615 = Alarm is not for this vessel #autoLOC_8003616 = Interesting Discovery #autoLOC_8003617 = Vessel #autoLOC_8003618 = No Future Maneuvers #autoLOC_8003619 = Loop Mode: None-Restart (Will restart if played from end position) #autoLOC_8003620 = None-Restart #autoLOC_8003621 = Set Loop Mode to Once-Restart #autoLOC_8003622 = Locked by attachments #autoLOC_8004000 = Change amount of resource in a vessel instantly #autoLOC_8004001 = Explode the vessel part-by-part #autoLOC_8004002 = Change the score of the mission #autoLOC_8004003 = Explode a specific part #autoLOC_8004004 = Change amount of resource in a part over time #autoLOC_8004005 = Activate the next stage in a vessel #autoLOC_8004006 = Check for a vessel being destroyed #autoLOC_8004007 = Spawn an Asteroid somewhere in the universe #autoLOC_8004008 = Spawn a Kerbal somewhere in the universe #autoLOC_8004009 = Spawn a Launch Site somewhere in the universe #autoLOC_8004010 = Spawn a Vessel somewhere in the universe #autoLOC_8004011 = Check for Kerbal assigned to a seat #autoLOC_8004012 = Display a message in a dialog box #autoLOC_8004013 = Check if a vessel is leaving a Sphere of Influence #autoLOC_8004014 = Check for a Kerbal going on EVA #autoLOC_8004015 = Check if a vessel is flying #autoLOC_8004016 = Check for Funds received by recovering vessels. #autoLOC_8004017 = Check for a Kerbal boarding a vessel #autoLOC_8004018 = Check for a Kerbal recovered at home #autoLOC_8004019 = Check for a Kerbal being rescued #autoLOC_8004020 = Check if a vessel is landed #autoLOC_8004021 = Display an on-screen message #autoLOC_8004022 = Compare the Mission Score #autoLOC_8004023 = Check a vessel orbit #autoLOC_8004024 = Trigger a part failure #autoLOC_8004025 = Repair a part failure #autoLOC_8004026 = Plant a flag #autoLOC_8004027 = Check if a vessel is entering a Sphere of Influence #autoLOC_8004028 = Check amount of resource in a vessel #autoLOC_8004029 = Check for Resources received by recovering vessels #autoLOC_8004030 = Check for performing a science experiment #autoLOC_8004031 = Check if a vessel is splashed down #autoLOC_8004032 = Check if a certain stage is activated #autoLOC_8004033 = Check if a Kerbal reaches a surface location #autoLOC_8004034 = Check if a vessel is flying over a surface location #autoLOC_8004035 = Check if a vessel reaches a surface location #autoLOC_8004036 = Check time since flight started #autoLOC_8004037 = Check time since this mission started #autoLOC_8004038 = Check time since a chosen node #autoLOC_8004039 = Check a vessel altitude #autoLOC_8004040 = Check a vessel altitude #autoLOC_8004041 = Check the number of Kerbals in a vessel #autoLOC_8004042 = Check the mass of a vessel #autoLOC_8004043 = Check the number of stages in a vessel #autoLOC_8004046 = Mission Elapsed Time (MET) #autoLOC_8004048 = This node will change the amount of the specified resource in a part instantly.\n\nYou could use this node to simulate a gauge malfunction ("Oh no the fuel gauge was stuck!"). #autoLOC_8004049 = Use this node to trigger the part by part explosion of the chosen vessel.\n\nThe delay value will spread out the part explosions so you can tease the player or have it all go up in one big fireball. #autoLOC_8004050 = Adjusting the mission score is the purpose of this node. Use the various options to reward or punish the players of your mission. #autoLOC_8004051 = In the "what you see is what you get" category is this node. Select a part and it will explode. #autoLOC_8004052 = Adds a gradual change in a part's resource levels over time. You can use this one to create a resource leak, or resource generation over time.\n\nAdd a level of fear to those fuel levels or make a challenge where you slowly add fuel to a rocket ascent instead of starting all fueled up. #autoLOC_8004053 = This action will activate the next stage on the selected vessel. If the selected vessel is not the currently active one, then the node will not activate till the selected vessel becomes player controlled. #autoLOC_8004054 = Also known as the R.I.P. node, this one will detect a vessel's destruction for you. #autoLOC_8004055 = Generate and place an asteroid out in the universe.\n\nWarning: Large rocks on collision courses can be hazardous to your health. #autoLOC_8004056 = Will place the selected kerbal at your desired position. Can be used to place a kerbal to be rescued, to start a cross country trek or just to enjoy the view from a polar orbit of Duna. #autoLOC_8004057 = Want to start your intrepid explorers from somewhere other than home? This node lets you deploy a Launch Site that you can then use as a jump-off point for launches, or a target for crashes... I mean landings. #autoLOC_8004058 = Sets up a vessel to be created to your specifications and at the place of your choosing. Whether that be in orbit or on the floor of the ocean - just remember to pack your sunscreen if it's in Low Orbit around the Sun. #autoLOC_8004059 = Use this node to check if a kerbal has arrived where you want them to be. #autoLOC_8004060 = Have one of our expert instructors pass on knowledge or instructions to the player during your mission.\n\n* Comic relief not included. #autoLOC_8004061 = Want to make sure a vessel has flown away? Use this node to make sure they leave the Sphere of Influence of your choice. #autoLOC_8004062 = Check for when a kerbal goes Extra Vehicular. This triggers when the configured kerbal leaves the building... I mean vessel. #autoLOC_8004063 = This checks if a vessel is flying in the configured situation. #autoLOC_8004064 = This node can be used to track the accumulation of funds through the recovery of vessels, kerbals, resources and other second hand items. #autoLOC_8004065 = A way to tell when kerbals come back inside. Just make sure they shut the door. #autoLOC_8004066 = Through the use of this node we can detect when a kerbal is recovered. #autoLOC_8004067 = Get out there and reach that kerbal. This node will activate when the player reaches a stranded kerbal's position and they can be brought into the team. #autoLOC_8004068 = Check that a vessel is landed. You can also check that it's stopped as well. #autoLOC_8004069 = An onscreen message prompt to give quick status messages. #autoLOC_8004070 = Want to check how the player is doing in your mission? Perhaps to give them extra opportunities to gain points? This node is for you. #autoLOC_8004071 = Compares the selected vessel orbit with a target orbit. It compares the full orbit of the vessel against the target orbit. Is it stable? The right dimensions? Are they under acceleration? What's their favorite color*?\n\n* Color not included. #autoLOC_8004072 = Make things "interesting" with this node. You can configure various parts and failures to occur in the vessels in your mission. #autoLOC_8004073 = Use this node to reverse failures you may have applied previously to vessels. #autoLOC_8004074 = Direct your players to plant a flag in the spot of your choosing. #autoLOC_8004075 = The opposite of leaving. Has that vessel entered the configured Sphere of Influence? #autoLOC_8004076 = Does your vessel have a full tank? Use this to check how much of a specific resource is in the vessel. #autoLOC_8004077 = This node can be used to track the accumulation of resources through the recovery of vessels. #autoLOC_8004078 = Make your kerbals work for a living. Tests for performance of a science experiment and you can choose if they need to bring the results home or just transmit it home. #autoLOC_8004079 = Splash! This node is used to check if a vessel is splashed down in your selected location. #autoLOC_8004080 = Monitor for a specific stage being activated in your vessel. #autoLOC_8004081 = Take a kerbal to a specific location on a celestial body. #autoLOC_8004082 = This node is used to check for flying through a waypoint on a celestial body. #autoLOC_8004083 = Direct a vessel to a specific location on a celestial body. #autoLOC_8004084 = Tests how long it has been since the selected vessel was launched. #autoLOC_8004085 = Compare against the amount of time that's passed since this mission was started - measures in Universal Time. #autoLOC_8004086 = Use this node to make decisions based on how long it's been since the player reached a previous node. It's based on the Universal Time when the selected node was activated. #autoLOC_8004087 = Reach for the stars... or at least part way there. Compare a vessel's altitude with this node. #autoLOC_8004088 = Reach for the stars... or at least part way there. Compare a vessel's altitude with this node. #autoLOC_8004089 = How many scientists did you bring along? This will let you count the crew and type in a vessel. #autoLOC_8004090 = Is it heavy? With this node you can compare a vessel's mass to make decisions. #autoLOC_8004091 = Compare how many stages are in a vessel with your target value. #autoLOC_8004092 = Category: <<1>>\n\n #autoLOC_8004093 = Docks To: All nodes other than start node\n #autoLOC_8004094 = Docks To: All nodes which support this scoring node\n #autoLOC_8004095 = Docks To: Start node\n #autoLOC_8004096 = Parameters:\n #autoLOC_8004097 = Docks To: None #autoLOC_8004098 = Change Part Resource Levels #autoLOC_8004141 = Check the distance between a vessel and an object #autoLOC_8004142 = This node can be used as your yardstick to check just how far it is between two items. #autoLOC_8004144 = Action #autoLOC_8004145 = Location #autoLOC_8004146 = Logic #autoLOC_8004147 = Science #autoLOC_8004148 = Vessel #autoLOC_8004149 = Current score: <<1>> #autoLOC_8004150 = Flights: <<1>> #autoLOC_8004151 = Tags: <<1>> #autoLOC_8004152 = Nodes: <<1>> #autoLOC_8004153 = Mission Settings #autoLOC_8004154 = Mission Settings #autoLOC_8004155 = Score Range #autoLOC_8004156 = Award points based on time #autoLOC_8004157 = Award points based on resources in a vessel #autoLOC_8004158 = Modify current score by setting it, adding, substracting, multiplying or dividing #autoLOC_8004159 = Award points based on how close the player is to a specified value #autoLOC_8004160 = Add points to the mission score #autoLOC_8004161 = Catch All Node #autoLOC_8004162 = Catch All nodes are considered to be connected to all other nodes and will\n activate whenever the condition is met regardless of where the current active node is.\n\n For example, you could use it to detect when a vessel crashes and end\n the mission at that point. #autoLOC_8004163 = Deploy Parachute #autoLOC_8004164 = Test Velocity #autoLOC_8004165 = Check a vessel's velocity #autoLOC_8004166 = Just how fast are we going? Use this node to check on the velocity of a vessel. #autoLOC_8004167 = Surface Velocity #autoLOC_8004168 = Orbital Velocity #autoLOC_8004169 = Velocity #autoLOC_8004170 = The velocity to compare against in m/s #autoLOC_8004171 = Velocity Mode #autoLOC_8004172 = Choose the velocity mode to measure against #autoLOC_8004173 = A goal velocity for a vessel #autoLOC_8004174 = Spawn Flag #autoLOC_8004175 = Spawn a flag somewhere in the universe #autoLOC_8004177 = Place a flag out in the universe to be a marker for your players, leave messages behind, or provide a moguls course for a winter sporting event. #autoLOC_8004179 = Camera Mode #autoLOC_8004180 = Change and Lock the camera mode for the player #autoLOC_8004181 = Use this node to force the camera to change on the player. You can also lock the camera in that new mode to make things interesting as well. #autoLOC_8004182 = Camera Mode #autoLOC_8004183 = No Change #autoLOC_8004184 = Flight #autoLOC_8004185 = IVA #autoLOC_8004186 = Camera Lock #autoLOC_8004187 = Lock & Allow Map #autoLOC_8004188 = Unlock #autoLOC_8004189 = Lock & Disable Map #autoLOC_8004190 = <<1>>: <<2>> #autoLOC_8004191 = On: <<1>>\n Longitude: <<2>>° \nLatitude: <<3>>° #autoLOC_8004192 = Orbiting: <<1>> #autoLOC_8004193 = Site Name #autoLOC_8004194 = Plaque Text #autoLOC_8004195 = Camera mode is locked. #autoLOC_8004196 = Distance From #autoLOC_8004197 = Select the type of object to calculate the distance from. #autoLOC_8004198 = Vessel to calculate the distance from. #autoLOC_8004199 = Location Node #autoLOC_8004200 = Distance To #autoLOC_8004201 = Select the type of object to calculate the distance to. #autoLOC_8004202 = Asteroid to calculate the distance to. #autoLOC_8004203 = Flag to calculate the distance to. #autoLOC_8004204 = Launch site to calculate the distance to. #autoLOC_8004205 = Node which specifies a location to calculate the distance to. #autoLOC_8004206 = Distance in km to compare to... #autoLOC_8004207 = Straight Line #autoLOC_8004208 = Surface Distance #autoLOC_8004209 = Calculation #autoLOC_8004210 = The method used to measure distance. Straight Line should be obvious.\nSurface Distance will project the locations onto the surface of the celestial\nbody and calculate the distance along the surface. #autoLOC_8004211 = Vessel to calculate the distance to. #autoLOC_8004212 = Wheel Brakes #autoLOC_8004213 = Cargo Bay #autoLOC_8004214 = GPS #autoLOC_8004215 = Wheel Deployment #autoLOC_8004216 = Wheel Motor #autoLOC_8004217 = Active Vessel #autoLOC_8004218 = Active Kerbal #autoLOC_8004219 = The same kerbal has been selected for both parts of the distance calculation #autoLOC_8004220 = The same vessel has been selected for both parts of the distance calculation #autoLOC_8004221 = Select a tourist to calculate the distance from. #autoLOC_8004222 = Select a kerbal to calculate the distance to. #autoLOC_8004223 = Select a asteroid to calculate the distance to. #autoLOC_8004224 = Select a flag to calculate the distance to. #autoLOC_8004225 = Select a location node to calculate the distance to. #autoLOC_8004226 = Distance: <<1>> <<2>>m #autoLOC_8004227 = Cannot deploy parachute in jetpack mode. #autoLOC_8004228 = Cannot deploy parachute while speed is less than 1.0m/s #autoLOC_8004229 = The following expansions failed to load: <<1>> #autoLOC_8004230 = Expansion Loading Failed #autoLOC_8004231 = <<1>>: Unable to load the Expansions Master Bundle. #autoLOC_8004232 = <<1>>: Master Bundle packed incorrectly. Found <<2>> objects. #autoLOC_8004233 = <<1>>: Unable to retrieve the Expansion definition from the Master Bundle. #autoLOC_8004234 = <<1>>: Unable to verify Expansion Master Bundle. #autoLOC_8004235 = <<1>>: Expansion Version [<<2>>] isn't a valid version that can be loaded! Minimum [<<3>>] Maximum [<<4>>]. #autoLOC_8004236 = <<1>>: Expansion isn't a recognised expansion that can be loaded! #autoLOC_8004237 = <<1>>: Minimum Version [<<2>>] is greater than current KSP Version [<<3>>]. #autoLOC_8004238 = <<1>>: Not all Expansion Bundles could be verified. #autoLOC_8004239 = Vessel is incompatible with this version of KSP.\n\nAre you sure you want to continue? #autoLOC_8004240 = Save is incompatible with this version of KSP.\n\nAre you sure you want to continue? #autoLOC_8004241 = Mission is incompatible with this version of KSP.\n\nAre you sure you want to continue? #autoLOC_8004242 = Are you sure you want to continue?\n\nThe following vessels have problems: #autoLOC_8004243 = Vessel <<1>> is missing part <<2>>\n #autoLOC_8004244 = Vessel <<1>> is incompatible with this version of KSP.\n #autoLOC_8004245 = <<1>> (Incompatible) #autoLOC_8004246 = Craft incompatible #autoLOC_8004247 = Save incompatible #autoLOC_8004248 = Mission incompatible #autoLOC_8004249 = Unable to Save... #autoLOC_8004252 = Kerbal Seat assignment issue. #autoLOC_8004253 = The kerbal assigned will not fit in this seat with other parts in the way. #autoLOC_8004254 = No description available for this vessel. \n\nGo to the VAB or SPH to enter one. #autoLOC_8004255 = Vessel <<1>> is missing part module <<2>>\n #autoLOC_8004256 = Craft incompatible! #autoLOC_8004257 = Off #autoLOC_8004258 = Low #autoLOC_8004259 = Medium #autoLOC_8004260 = Every Frame #autoLOC_8004261 = Reflection Refresh Mode #autoLOC_8004262 = Reflection Refresh Mode: #autoLOC_8004263 = Reflection Texture Resolution #autoLOC_8004264 = Reflection Texture Resolution: #autoLOC_8004266 = Unknown Part Modules #autoLOC_8004267 = Are you sure you want to continue?\n The vessel has the following problems:\n #autoLOC_8004275 = Terrain Shader Quality #autoLOC_8004276 = Objectives: #autoLOC_8004433 = SEQ-3 Cargo Storage Unit #autoLOC_8004434 = This sturdy unit keeps the expensive and delicate equipment our astronauts need to bring with them safely stored. Rigorous engineering studies have shown it to be 20% more effective than 'a picnic cooler and some duct tape' at making sure these items arrive intact at their destination. #autoLOC_8004438 = True #autoLOC_8004439 = False #autoLOC_8004444 = Action Sets #autoLOC_8004445 = Single #autoLOC_8004446 = Double #autoLOC_8004447 = Triple #autoLOC_8004448 = Quad #autoLOC_8004449 = Hex #autoLOC_8004450 = Octo #autoLOC_8004457 = <<1>> <<2>> #autoLOC_8005000 = Editing disabled due to localization\nThis value is read from a localization tag #autoLOC_8005001 = Override Mission Builder Localization Lock #autoLOC_8005002 = Current State #autoLOC_8005003 = On #autoLOC_8005004 = Off #autoLOC_8005005 = Kerbal #autoLOC_8005006 = Pilot #autoLOC_8005007 = Scientist #autoLOC_8005008 = Engineer #autoLOC_8005009 = Open #autoLOC_8005010 = All Part Upgrades Applied in Mission #autoLOC_8005011 = If a part has tech upgrades, they will be applied in sandbox mode #autoLOC_8005012 = Facility Options #autoLOC_8005013 = Mission #autoLOC_8005014 = The level of this facility #autoLOC_8005015 = Administration Level #autoLOC_8005016 = Astronaut Complex Level #autoLOC_8005017 = Launchpad Level #autoLOC_8005018 = Mission Control Level #autoLOC_8005019 = R&D Level #autoLOC_8005020 = Runway Level #autoLOC_8005021 = SPH Level #autoLOC_8005022 = Tracking Station Level #autoLOC_8005023 = VAB Level #autoLOC_8005024 = Extra Options #autoLOC_8005025 = Astronaut Complex Open #autoLOC_8005026 = Astronauts are Volunteers #autoLOC_8005027 = VAB/SPH Open #autoLOC_8005028 = Other Launchsites Open #autoLOC_8005029 = Cheats Enabled #autoLOC_8005030 = When the player can hire more kerbals in the AC. #autoLOC_8005031 = When the player does not pay to hire kerbals. #autoLOC_8005032 = When the player can create new vessels during the mission. #autoLOC_8005033 = When the player can launch new vessels they have created to non-KSC launchsites during the mission. #autoLOC_8005034 = When the player can use the cheats from the debug menu during the mission. #autoLOC_8005035 = Gameplay Options #autoLOC_8005036 = Enable Funding #autoLOC_8005037 = Disable this to remove funding from the Mission. #autoLOC_8005038 = Starting Funds #autoLOC_8005039 = Amount of funds the mission player will start with. #autoLOC_8005040 = Enable Kerbal Levels #autoLOC_8005041 = With this setting off, all astronauts start with maximum experience. #autoLOC_8005042 = Pilot Max Level #autoLOC_8005043 = Maximum level of pilot that can be played in the mission #autoLOC_8005044 = Scientist Max Level #autoLOC_8005045 = Maximum level of scientist that can be played in the mission #autoLOC_8005046 = Engineer Max Level #autoLOC_8005047 = Maximum level of engineer that can be played in the mission #autoLOC_8005048 = No Pack #autoLOC_8005049 = Displayed Resource #autoLOC_8005050 = Display Resources #autoLOC_8005051 = Remove Dirty #autoLOC_8005052 = Checkpoint #autoLOC_8005053 = Objective #autoLOC_8005054 = Validating... #autoLOC_8005055 = Invalid checkpoint file #autoLOC_8005056 = Performance Details #autoLOC_8005057 = Mission will be exported to Missions/_Exports as <<1>>.zip #autoLOC_8005061 = End Test #autoLOC_8005062 = Apply to Current Vessel #autoLOC_8005063 = Medium-Short #autoLOC_8005064 = Medium #autoLOC_8005065 = Medium-Long #autoLOC_8005066 = Long #autoLOC_8005067 = Short #autoLOC_8005068 = Assign crew to the seats on this vessel #autoLOC_8005069 = Creating Checkpoint... #autoLOC_8005070 = Selected:: <<1>>\n Highlighted:: <<2>> #autoLOC_8005071 = Dawn of the Space Age #autoLOC_8005072 = Greetings! This mission tests your mettle at the dawn of the space age.\n\nYou'll build a basic rocket to reach a low altitude. Secondly, you'll build a high-altitude sounding rocket that will take a temperature reading from the upper atmosphere. Finally, you'll create Kerbin's first artificial satellite, Jebnik 1, and complete an orbit of Kerbin! #autoLOC_8005073 = Build a sounding rocket that can reach 25km, take a temperature reading, and return safely. #autoLOC_8005074 = Build the K-7 #autoLOC_8005075 = Use the most basic parts to build a sounding rocket. #autoLOC_8005076 = K-7 Test Rocket #autoLOC_8005077 = A rocket that will reach 5000 meters and return to Kerbin, preferably landing near the old Island Airfield.\n\nWe have a limited launchpad mass capacity, so reducing the engine fuel will be necessary. #autoLOC_8005078 = K-7 Reach Altitude #autoLOC_8005079 = Reach 2500 meters. #autoLOC_8005080 = K-7 Reach 5k Altitude #autoLOC_8005081 = K-7b Landed #autoLOC_8005082 = K-7 Destroyed #autoLOC_8005083 = Jebnik 1 Destroyed in Upper Atmosphere #autoLOC_8005084 = You've let us down, Komrade. This is the simplest mission - it isn't rocket science after all. Err... #autoLOC_8005085 = K-7 Landed in Island #autoLOC_8005086 = Landed somewhere in the Island. #autoLOC_8005087 = K-7 Splashed #autoLOC_8005088 = Splashdown somewhere. #autoLOC_8005089 = Landing K-7 #autoLOC_8005090 = Add score to the player's total. #autoLOC_8005091 = Splashing K-7 #autoLOC_8005092 = Altitude Achieved! #autoLOC_8005093 = You made it! This is our first step toward space and we have you to thank. Hey, can you see my house from up there? \n\nWe decided getting the rocket wet might be a Very Bad Idea, so do you mind trying to land ON the old runway instead? The engineers say "park it in front of the second hangar" for ease of recovery. #autoLOC_8005094 = K-7 Landed #autoLOC_8005095 = Create K-7b #autoLOC_8005096 = K-7b High Altitude Sounding Rocket #autoLOC_8005097 = A rocket that flies to a minimum altitude of 48,000 meters, takes a temperature reading, and returns safely to Kerbin. #autoLOC_8005098 = K-7 Landing Zone #autoLOC_8005099 = Land at the old airfield if you can. #autoLOC_8005100 = Landing K-7 with Precision #autoLOC_8005101 = K-7b Destroyed #autoLOC_8005102 = You need to return the data safely to the surface. Try again! #autoLOC_8005103 = K-7b Reach Altitude #autoLOC_8005104 = Reach 48,000 meters. #autoLOC_8005105 = Display Dialog Action #autoLOC_8005106 = You are above 48,000 meters! We can finally answer the question: how cold is it that far up?\n\nQuick, take a temperature reading! #autoLOC_8005107 = Upper Atmosphere Sounding #autoLOC_8005108 = Take a temperature reading above 48,000 meters. #autoLOC_8005109 = Running Temperature Scan #autoLOC_8005110 = Jebnik 1 Lift off #autoLOC_8005111 = Brilliant Work! #autoLOC_8005112 = This data will help us better understand important things, like high altitude weather patterns and what kind of fuzzy sweaters we'll need to pack for future astronauts.\n\nNow bring it down in the eastern ocean if you can. #autoLOC_8005113 = K-7b Touchdown #autoLOC_8005114 = Land somewhere (not ideal). #autoLOC_8005115 = Vessel Landed #autoLOC_8005116 = Landing K-7b #autoLOC_8005117 = Not What We Hoped #autoLOC_8005118 = Next time, aim for the big blue wet thing. #autoLOC_8005119 = K-7b Splashdown #autoLOC_8005120 = Vessel Splashed #autoLOC_8005121 = Splashing Down K-7b #autoLOC_8005122 = Create Jebnik 1 #autoLOC_8005123 = Jebnik 1 #autoLOC_8005124 = Create a rocket -- and probe -- that can achieve Kerbin equatorial orbit launching from the Woomerang launch site.\n #autoLOC_8005125 = K-7b Precision Splashdown #autoLOC_8005126 = Splashdown in the ocean to the east of Kerbal Space Center. #autoLOC_8005127 = Splashing Down K-7b #autoLOC_8005128 = Excellent Work #autoLOC_8005129 = We believe our rocket technology is ready for its final test: a satellite that can orbit Kerbin. Do not let us down! #autoLOC_8005130 = Your Mission: Part Three #autoLOC_8005131 = Your Mission #autoLOC_8005132 = This is it. You're flying the first vessel to leave Kerbin's atmosphere and orbit the planet.\n\nNervous? Don't be. We're not...OK, maybe we're a little nervous. #autoLOC_8005133 = Reaching Space #autoLOC_8005134 = Well Done Indeed! #autoLOC_8005135 = All of Kerbin shall hear our radio signal! And just imagine what we've unlocked today. However, we cannot risk our rocket technology falling into the wrong hands.\n\n destroy Jebnik 1 in the atmosphere if you can! #autoLOC_8005136 = Equatorial Orbit on Kerbin #autoLOC_8005137 = Complete a full orbit of Kerbin. #autoLOC_8005138 = Orbit Test #autoLOC_8005139 = Jebnik 1 Landed #autoLOC_8005140 = Vessel has landed #autoLOC_8005141 = Oh no! We said destroy it! Now everyone will know our secrets! #autoLOC_8005142 = Jebnik 1 Splashed Down #autoLOC_8005143 = Vessel has splashed in water #autoLOC_8005144 = Jebnik 1 Destroyed #autoLOC_8005145 = Fly! Fly! #autoLOC_8005146 = It works! I mean, of course it works! Look at your rocket flying!\n\nKeep it up, head for 5000 meters! #autoLOC_8005147 = K-7 Reach Altitude #autoLOC_8005148 = A goal altitude for a vessel #autoLOC_8005149 = Altitude Test #autoLOC_8005150 = Eureka! #autoLOC_8005151 = It works, it really works! With what we've learned, we can start building bigger and better rockets, until we finally reach the stars.\n\nYour next assignment is to create a sounding rocket -- one that can reach a much higher altitude. Good luck! #autoLOC_8005152 = History Made #autoLOC_8005153 = You're already higher than any Kerbal in history.\n\nKeep breaking those records! #autoLOC_8005154 = Jebnik 1 Reach Altitude 1 #autoLOC_8005155 = Gravity is Your Friend #autoLOC_8005156 = Remember, your goal is to reach orbit.\n\nBegin your gravity turn if you have not already done so! #autoLOC_8005157 = Jebnik 1 Reach Altitude 2 #autoLOC_8005158 = Slip the Bonds of Kerbin #autoLOC_8005159 = Only 10,000 meters to go until you exit the atmosphere.\n\nKeep it steady. #autoLOC_8005160 = Jebnik 1 Reach Altitude 3 #autoLOC_8005161 = Fly above the atmosphere. #autoLOC_8005162 = First Vessel In Space #autoLOC_8005163 = Your rocket is the first Kerbal vessel to reach space. This achievement cannot be overstated. Your name will be remembered for all time.\n\nNow, keep going and establish an orbit! #autoLOC_8005164 = Your Goal: Part One #autoLOC_8005165 = Your Mission #autoLOC_8005166 = Your goal is twofold: to reach 5000 meters, and to guide the K-7 rocket to splashdown near the old airfield east of Kerbal Space Center. #autoLOC_8005167 = Your Mission: Part Two #autoLOC_8005168 = Aim High #autoLOC_8005169 = For this leg of the mission you need to fly above 48,000 meters and take a sounding (temperature reading), then splash down in the ocean a long way east. \n\nA skilled pilot can fly with precision. We've marked a couple of nodes for you to attempt to hit - feel up to the task? #autoLOC_8005170 = Waypoint 1 #autoLOC_8005171 = Waypoint 2 #autoLOC_8005172 = Waypoint 3 #autoLOC_8005173 = Easy Fly Through #autoLOC_8005174 = Medium Fly Through #autoLOC_8005175 = Hard Fly Through #autoLOC_8005176 = Upper Atmosphere #autoLOC_8005177 = Jebnik 1 Destroyed in Atmosphere #autoLOC_8005178 = Jebnik 1 Destroyed #autoLOC_8005179 = Jebnik 1 Destroyed in Lower Atmosphere #autoLOC_8005180 = Lower Atmosphere #autoLOC_8005181 = Wait for Destroyed Jebnik #autoLOC_8005182 = K-7b Splashed #autoLOC_8005183 = Reaching Equatorial Orbit #autoLOC_8005184 = Jebnik 1 Landed #autoLOC_8005185 = We believe our rocket technology is ready for its final test: a satellite that can orbit Kerbin.\n\nDo not let us down! #autoLOC_8005186 = Excellent Work #autoLOC_8005187 = Your Mission: Part Three #autoLOC_8005188 = This is it. You're flying the first vessel to leave Kerbin's atmosphere and orbit the planet.\n\nNervous? Don't be. We're not...OK, maybe we're a little nervous. #autoLOC_8005189 = All of Kerbin shall hear our radio signal! And just imagine what we've unlocked today. However, we cannot risk our rocket technology falling into the wrong hands.\n\nYou need to destroy Jebnik 1! #autoLOC_8005190 = Msg Mission Failed #autoLOC_8005191 = You missed the objective #autoLOC_8005192 = You didn't reach the required altitude, this tech is not ready yet. #autoLOC_8005193 = Wait for Fail #autoLOC_8005194 = K-7 Landed Elsewhere #autoLOC_8005195 = Trouble in the Void #autoLOC_8005196 = This mission is all about how well you perform under pressure -- or lack thereof!\n\nYou've made it to orbit in the Valskhod 2 on one of our first crewed missions, but something's about to go terribly wrong... #autoLOC_8005197 = Valskhod 2 #autoLOC_8005198 = Running a Crew Report #autoLOC_8005199 = Crew Report Timer #autoLOC_8005200 = Rebooting Main Computer #autoLOC_8005201 = Rebooting Now! #autoLOC_8005202 = You made it! Well done! We're sending the reboot message now and ... yes, it looks like your engines are back online and the cascade has quit. \n\nAre you ready for the next bit of bad news?\n\nThe electrical failure fried the Val's systems pretty well, so one of you will need to land the SWM-94. Good thing we equipped our satellites to deorbit, huh?\n\nAlso land as much of the Valskhod as you can near KSC so we can do a post-mortem on it. #autoLOC_8005203 = Run Vitals on the Crew #autoLOC_8005204 = Run a Crew Report to monitor the status of Kerbals on Valskhod 2. #autoLOC_8005205 = Mission Control: Part Three #autoLOC_8005206 = Don't Panic #autoLOC_8005207 = The good news is, your vitals are OK for now. The bad news is ... well, everything else. \n\nBut don't worry! Our engineers have a plan...sort of. \n\nThere's a communications satellite nearby, the new SWM-94. It's designed to stay in orbit for a long time, so it has its own maintenence terminal. If you board the SWM-94, we can completely reset the Val's computers, which should fix the problem.\n\nYou'll need to EVA Tomford over once you're close enough.\n\nReady? Get to that satellite before your ship starts failing! #autoLOC_8005208 = Land Valskhod 2 near KSC #autoLOC_8005209 = Vessel has landed #autoLOC_8005210 = Whew, that was testing... and exciting!\n\nWho said exploring Space would be a piece of cake? At least all kerbonauts are safe and sound back to Kerbin.\n\nLet's enjoy their survival for now... we'll risk their lives again soon enough! #autoLOC_8005211 = Splash Valskhod 2 #autoLOC_8005212 = Landing in the Zone with Precision #autoLOC_8005213 = Congratulations, Valskhod 2. We are all ecstatic down here!\n\nFor the first time, a Kerbal space-walked in orbit!\n\nThis is opening a wide array of possibilities for Kerbalkind: new sports, new touristic activities and, of course, new forms of modern dancing. #autoLOC_8005214 = SWM-94 #autoLOC_8005215 = Create satellite #autoLOC_8005216 = SWM-94 Comms Sat #autoLOC_8005217 = Land SWM-94 #autoLOC_8005218 = Board Tomford into SWM-94 #autoLOC_8005219 = Engine Back Online! #autoLOC_8005220 = Splash SWM-94 #autoLOC_8005221 = Hurry Up! #autoLOC_8005222 = Perform That Crew Report! #autoLOC_8005223 = Valskhod 2, we promise this isn't one of Gus Kerman's jokes.\n\nYou need to give us that Crew Report stat! #autoLOC_8005224 = Reminder Timer #autoLOC_8005225 = Timer Node Test #autoLOC_8005226 = Timer 1 #autoLOC_8005227 = Rebooting the System #autoLOC_8005228 = Mission Control: Part One #autoLOC_8005229 = Come In, Valskhod 2, Come In! #autoLOC_8005230 = Valskhod 2, can you hear us? Our computers report a massive, cascading electrical failure on your craft!\n\nStay calm, there's nothing to worry about, but on a completely unrelated note will you run a Crew Report so we can monitor your vitals?\n\nYou'll need to hurry, we may not have much time .... I mean, it should all be fine! #autoLOC_8005231 = Explosion Start #autoLOC_8005232 = Timer 3 #autoLOC_8005233 = Timer 2 #autoLOC_8005234 = Timer 4 #autoLOC_8005235 = Timer 5 #autoLOC_8005236 = Timer 6 #autoLOC_8005237 = Timer 7 #autoLOC_8005238 = Timer 8 #autoLOC_8005239 = Part Explode 1 #autoLOC_8005240 = Part Explode 2 #autoLOC_8005241 = Part Explode 3 #autoLOC_8005242 = Part Explode 4 #autoLOC_8005243 = Part Explode 5 #autoLOC_8005244 = Part Explode 6 #autoLOC_8005245 = Part Explode 7 #autoLOC_8005246 = Part Explode 8 #autoLOC_8005247 = Landing in the Zone #autoLOC_8005248 = Splash Valskhod 2 #autoLOC_8005249 = One Down #autoLOC_8005250 = Another happy landing!\n\nNow bring the rest of the crew down in the satellite. #autoLOC_8005251 = Another happy landing!\n\nNow bring the rest of the crew down in the Val. #autoLOC_8005252 = Oh no! #autoLOC_8005253 = The cascade is starting to affect your craft's electrical systems.\n\nYou need to hurry! #autoLOC_8005254 = Valskhod 2 Destroyed #autoLOC_8005255 = Checks if Valskhod 2 is destroyed. #autoLOC_8005256 = You're supposed to return safely to Kerbin, not explode in a (admittedly cool) giant fireball! #autoLOC_8005257 = SWM-94 Destroyed #autoLOC_8005258 = Check to see if SWM-94 is destroyed. #autoLOC_8005259 = The satellite was your ride home.\n\nTry not to blow it up next time! #autoLOC_8005260 = Activate IVA Camera #autoLOC_8005261 = Change and Lock the camera mode for the player #autoLOC_8005262 = Electrical Failure: Engines Down #autoLOC_8005263 = Boarding SWM-94 #autoLOC_8005264 = Prepare for Reboot #autoLOC_8005265 = Prepare for Reboot Msg #autoLOC_8005266 = Great! You've made it. Transmitting a Crew Report will initiate the Reboot. #autoLOC_8005267 = Land Valskhod 2 #autoLOC_8005268 = We've Lost Valkshod 2 #autoLOC_8005269 = You didn't make it in time.\n\nWe've lost Valskhod 2 and its crew. #autoLOC_8005270 = Mission Failed #autoLOC_8005271 = Explode Valkshod 2 #autoLOC_8005272 = Wait for Explosion #autoLOC_8005273 = Jeb Boarding SWM-94 #autoLOC_8005274 = Hi Jeb! #autoLOC_8005275 = Hi Jeb...hmm, I said board Tomford.\n\nHurry up, bring him over here! #autoLOC_8005276 = Acapello 15 #autoLOC_8005277 = Hello Team! The time has finally come to explore our second natural satellite.\n\nThis mission will be focused on exploration and rock extraction, so we're going to need a powerful rover among other things.\n\nLet's build a vessel capable of taking the rover to Minmus and bringing back the precious load to Kerbin. #autoLOC_8005278 = Create Rover and delivery Vessel #autoLOC_8005279 = - Minmus Rover that can mine and hold a small amount of ore (<50). #autoLOC_8005280 = Land on Minmus #autoLOC_8005281 = Go to Digging Point #autoLOC_8005282 = Extract Ore #autoLOC_8005283 = DIALOG3 #autoLOC_8005284 = Acapello 15 #autoLOC_8005285 = Acapello 15, we have an unexpected task for you! \n\nAs unbelievable as it sounds, we're receiving a distress call coming from a stranded astronaut on Minmus. \n\nWe're really skeptical about this, since we've never sent anyone there before. Can you go to the designated area to investigate, just in case? #autoLOC_8005286 = Spawn Valentina #autoLOC_8005287 = Go to Valentina #autoLOC_8005288 = DIALOG4 #autoLOC_8005289 = SAVING VALENTINA #autoLOC_8005290 = Acapello 15, this is Walt! \n\nSo the stranded kerbonaut was Valentina Kerman? I don't understand this, she was supposed to be on vacation for the next two weeks? \n\nNow that we think about it, there were some missing parts in the VAB lately. I can't believe this! \n\nWe can't wait for you to get her back to Kerbin. Abort the mission and come back home. #autoLOC_8005291 = DIALOG5 #autoLOC_8005292 = ROCK HOME #autoLOC_8005293 = Nice work, Acapello 15! \n\nIt is time to fly back home with your intriguing load of rocks and rescued Kerbal. \n\nI can't wait to taste them in my next mushroom stew...\n\n ... the rocks, I mean, not the Kerbal! \n\nWell, just come back safely, OK? We've uploaded you a good target: try to land in the designated area! #autoLOC_8005294 = Land in Designated Area #autoLOC_8005295 = Congratulations for another mission well done! Valentina has been rescued and Minmus rocks are about to be praised all around Kerbin... they actually taste better in algae chowders than in stew, but who cares? #autoLOC_8005296 = DIALOG1 #autoLOC_8005297 = TO MINMUS #autoLOC_8005298 = Hi everyone! This is Wernher von Kerman! \n\n The Acapello 15 looks incredible! I can't wait for the precious rocks to come back here. Our experts believe they will add a nice flavor to the mushroom stew. This delicacy could bring a big income to our Space Program. \n\n Let's land on Minmus at the designated area.\n\n Oh, and don't forget to bring an engineer aboard, the rover might need some repairs after landing... #autoLOC_8005299 = DIALOG2 #autoLOC_8005300 = EXTRACTION ROCKS! #autoLOC_8005301 = Good job, Acapello 15! \n\n Our probes located three tasty rock deposits around the area. Locate the deposits, go there with the rover and extract at least 1.5 units at each spot. But if you dare, don't forget you have a maximum capacity of 60! \nLet's start the digging! For science... and gastronomy! #autoLOC_8005302 = Precision Landing on Minmus #autoLOC_8005303 = Rescue Valentina #autoLOC_8005304 = Landing In Designated Area #autoLOC_8005305 = Reaching Extraction Spot #autoLOC_8005306 = Acapello 15 Splashed #autoLOC_8005307 = Acapello 15 has splashed in water! #autoLOC_8005308 = Acapello 15 is destroyed! #autoLOC_8005309 = Time Up #autoLOC_8005310 = It was too long! #autoLOC_8005311 = Landing Time Bonus #autoLOC_8005312 = Slow Landing #autoLOC_8005313 = Time Bonus #autoLOC_8005314 = High Mining Bonus #autoLOC_8005315 = DIALOG_NEW1 #autoLOC_8005316 = EXTRACTION ROCKS! (87,36) #autoLOC_8005317 = Good job Acapello 15! \n\nNow go to the second area at coordinates (87,36)! #autoLOC_8005318 = Mission Completed #autoLOC_8005319 = Go to Next Digging Zone #autoLOC_8005320 = Try to do it in less time. #autoLOC_8005321 = Landing in the Designated Area with Precision #autoLOC_8005322 = Vessel requires these parts: #autoLOC_8005323 = Zip File Import Failed. Check the log. #autoLOC_8005324 = The mission(s) found in file <<1>> already exist in the following folder(s):\n <<2>> \nContinue with mission import and overwrite the folders? #autoLOC_8005325 = Overwrite Mission on Import #autoLOC_8005326 = Overwrite Folder(s) #autoLOC_8005327 = Cancel import #autoLOC_8005328 = Mission File Imported #autoLOC_8005329 = Imported Mission File Moved #autoLOC_8005330 = Imported Mission File Move Failed #autoLOC_8005331 = The mission(s) found in file <<1>> already exist in the Missions/_Imported folder \nOverwrite the file or automatically rename it? #autoLOC_8005332 = Imported Mission File Move #autoLOC_8005333 = Overwrite file #autoLOC_8005334 = Rename file #autoLOC_8005335 = Ziggy Kerman and the Spiders from Duna #autoLOC_8005336 = Our next step is exploring our solar system beyond our moons. Our next goal is our nearest neighbor, Duna.\n\nThe PR team is dealing with rumors that Duna is inhabited with Giant Robotic Spiders. I have no idea where folks get this stuff, but at least they aren't claiming that Kerbin is flat anymore. \n\nYour goal is to build an unmanned probe chock-full of scientific instruments to explore Duna. And disprove this dumb Spider theory once and for all. #autoLOC_8005337 = Build Dunar 4 #autoLOC_8005338 = Dunar 4 #autoLOC_8005339 = Dunar 4 must: reach Duna's SOI, orbit, conduct and transmit several scientific experiments, change inclinations to fly over the poles. #autoLOC_8005340 = Orbit Duna 60k Apo Per #autoLOC_8005341 = Reach Duna SOI #autoLOC_8005342 = Orbit Kerbin 200k Apo Per #autoLOC_8005343 = Left Kerbin SOI #autoLOC_8005344 = Left SOI #autoLOC_8005345 = SOI Reached #autoLOC_8005346 = Fly Through North Pole (-52,90) #autoLOC_8005347 = Fly Through South Pole (41,-88) #autoLOC_8005348 = Fly Through Equator (0,0) #autoLOC_8005349 = Do and transmit any science experiment 1 #autoLOC_8005350 = Do and transmit any science experiment 2 #autoLOC_8005351 = Do and transmit any science experiment 3 #autoLOC_8005352 = Dunar 4 Crashed #autoLOC_8005353 = M10_DIALOG1 #autoLOC_8005354 = DEPARTURE FOR DOOM #autoLOC_8005355 = Walt here! \n\n I see that you built the probe even though I've warned you about the Duna threat. At least, no kerbonaut will risk its life on this nonsense of a mission. \n\n Let's hope you won't stumble on any Giant Robotic Spiders there, or they might find a way to track us back here.... \n\n But first, let's reach Kerbin's parking orbit at 200 km apoapsis and periapsis. #autoLOC_8005356 = M10_DIALOG2 #autoLOC_8005357 = Plan Your Interplanetary Transfer #autoLOC_8005358 = Now that you're in orbit, we're aiming to reach Duna's SOI. Plan the maneuver carefully, you don't want to end up aerobraking on Jool! #autoLOC_8005359 = M10_DIALOG4 #autoLOC_8005360 = Search for Spiders #autoLOC_8005361 = Well done! \n\n We'll start with a little fly-by over the equatorial region to see if we find anything of interest. \n\n We should also conduct and transmit a science report while passing by. You can do it with any of our scientific devices! #autoLOC_8005362 = M10_DIALOG3 #autoLOC_8005363 = Wow, You Made It! #autoLOC_8005364 = I can't believe you actually made it! Well done!\n\nBefore running your experiments, put Dunar 4 in a circular 60km orbit. And enjoy the view! #autoLOC_8005365 = M10_DIALOG5 #autoLOC_8005366 = North Pole Investigation #autoLOC_8005367 = Wait! Wait! Wait! Everybody knows that the Giant Robotic Spiders live at Duna's poles. Something about the ice and the magnetic field.\n\nChange your inclination to fly over the North Pole region right away!\n\nGo ahead and conduct and transmit a science report there too: we can't overlook any clues we could get with those scientific gizmos. #autoLOC_8005368 = M10_DIALOG6 #autoLOC_8005369 = South Pole Next! #autoLOC_8005370 = No trace of the Giant Robotic Spiders yet! This could only mean one thing... \nThey're hiding at the South Pole!\n\nGo ahead and fly-by the South Pole region immediately! \n\nYou already know the drill, so conduct and transmit a science report again from there! #autoLOC_8005371 = M10_DIALOG7 #autoLOC_8005372 = Stop This Nonsense #autoLOC_8005373 = All right, knock it off. There's no evidence of any Giant Robot Spiders and there never was. We can't let paranoid delusions dictate our scientific agenda, otherwise we'll never make any real progress. \n\nStill, you collected some great data from around Duna, and we have enough to spend months analyzing it. Spiders or no, this was invaluable.\n\nIt's time to let Dunar 4 take a well-deserved rest. Crash it in name of science and for extra points do it in the designated area. Godspeed little probe! #autoLOC_8005374 = Orbiting Kerbin #autoLOC_8005375 = Orbiting Duna #autoLOC_8005376 = Equatorial Fly Through #autoLOC_8005377 = North Polar Fly Through #autoLOC_8005378 = South Pole Fly Through #autoLOC_8005379 = Dunar 4 Splashed #autoLOC_8005380 = Dunar 4 Destroyed #autoLOC_8005381 = Kerbin Orbit Accuracy Bonus #autoLOC_8005382 = Leaving Kerbin SOI #autoLOC_8005383 = Reaching Duna's SOI #autoLOC_8005384 = Duna Orbit Accuracy Bonus #autoLOC_8005385 = Transmiting Science #autoLOC_8005386 = Fly Through Accuracy Bonus #autoLOC_8005387 = North Polar Fly Through Acurracy Bonus #autoLOC_8005388 = South Pole Fly Through Accuracy Bonus #autoLOC_8005389 = Dunar 4 Crashed in Zone #autoLOC_8005390 = Apply Score #autoLOC_8005391 = Crashing Duna 4 #autoLOC_8005392 = Crashing Duna 4 Accuracy Bonus #autoLOC_8005393 = Wait for Crash #autoLOC_8005394 = M10_DIALOG9 #autoLOC_8005395 = Splashed on Kerbin #autoLOC_8005396 = You're supposed to go to Duna, not splash down on Kerbin. #autoLOC_8005397 = M10_DIALOG8 #autoLOC_8005398 = Dunar 4 Destroyed #autoLOC_8005399 = Dunar 4 is toast, and not in a good way. #autoLOC_8005400 = STRANDED ON MINMUS #autoLOC_8005401 = Objective not yet completed #autoLOC_8005402 = OR #autoLOC_8005403 = THEN #autoLOC_8005404 = \nScoring for #autoLOC_8005405 = Reach Kerbin's SOI #autoLOC_8005406 = Check if a vessel is entering a Sphere of Influence #autoLOC_8005407 = Crew Count 2 #autoLOC_8005408 = Check the number of Kerbals in a vessel #autoLOC_8005409 = DIALOG6 #autoLOC_8005410 = Display a message in a dialog box #autoLOC_8005411 = Incomplete Crew #autoLOC_8005412 = Looks like we have an empty seat. Did you forget someone? #autoLOC_8005413 = Crew Count 3 #autoLOC_8005414 = Subtract #autoLOC_8005415 = Mission Tools #autoLOC_8005416 = Closed #autoLOC_8005417 = Titan II GLV #autoLOC_8005422 = Attach Nodes #autoLOC_8005444 = The location details of the comet #autoLOC_8005445 = Spawn Comet #autoLOC_8005446 = Spawn a Comet somewhere in the universe #autoLOC_8005447 = Comet to calculate the distance to. #autoLOC_8005448 = Select a valid comet to calculate the distance to. #autoLOC_8005449 = Velocity Reference Body #autoLOC_8005450 = Select the type of object with respect to which velocity is to be measured #autoLOC_8005451 = Vessel to calculate the velocity to. #autoLOC_8005452 = Asteroid to calculate the velocity to. #autoLOC_8005453 = Comet to calculate the velocity to. #autoLOC_8005454 = Kerbal to calculate the velocity to. #autoLOC_8005455 = Orbited CB #autoLOC_8005456 = Grappling Device #autoLOC_8005457 = The grappling part for grapple test. #autoLOC_8005458 = Space Object Type #autoLOC_8005459 = Select the type of space object to test grapple. #autoLOC_8005460 = Asteroid to test grapple on. #autoLOC_8005461 = Comet to test grapple on. #autoLOC_8005462 = Test whether a space object is grappled or not by a specific grappling device. #autoLOC_8005463 = Fastened/Unfastened #autoLOC_8005464 = This node is useful when you need to check if a space object is grappled to a specific grappling device. #autoLOC_8005465 = Test Grapple #autoLOC_8005466 = Fastened #autoLOC_8005467 = Unfastened #autoLOC_8005478 = A true workhorse of a rocket for any space exploration program, this craft currently has a probe attached which can go to the Mun or Minmus. #autoLOC_8005479 = Goliath II HLV #autoLOC_8005480 = Don't let the The Goliath's looks fool you - it is a great craft to send a pair of your astronauts rocketting to orbit, to see the sights or to dock with a station or another craft. #autoLOC_8005481 = Beta Centaurus #autoLOC_8005482 = This craft has a dummy payload with a docking port attached, perfect to learn the fine art of docking two craft together without putting two sets of astronauts at risk. #autoLOC_8005483 = Acapello #autoLOC_8005484 = This titanic rocket can propel its paired lander/command module combo to the Mun or Minmus with ease. Make sure to dock the lander and command module together after you decouple them. #autoLOC_8006000 = Heading #autoLOC_8006001 = Message #autoLOC_8006002 = Instructor Avatar #autoLOC_8006003 = Select an Avatar to show in the dialog #autoLOC_8006004 = Text Area Height #autoLOC_8006005 = Set the size of the text area (in pixels) of the message dialog #autoLOC_8006007 = Dialog Message #autoLOC_8006008 = Global Score #autoLOC_8006009 = Vessels removed from mission as craft files not found. #autoLOC_8006010 = Total score: <<1>> #autoLOC_8006013 = Restart Mission #autoLOC_8006014 = Are you sure you want to restart this mission?\n\nYou will lose all unsaved progress. #autoLOC_8006018 = Create new mission #autoLOC_8006019 = No save file exists. #autoLOC_8006020 = Launch new Test #autoLOC_8006021 = To Test your Mission you will need to play through it first.\n\nEach time you hit an Objective it will create a Checkpoint for you to use in later play throughs.\n\nYou can also create Checkpoints manually via the Missions App when in-game. #autoLOC_8006022 = Multiple <<1>> selected: <<2>> #autoLOC_8006023 = connectors #autoLOC_8006024 = nodes #autoLOC_8006025 = High Score: #autoLOC_8006026 = Last Score: #autoLOC_8006027 = Description #autoLOC_8006028 = Launch Site: Unknown #autoLOC_8006029 = Select the Celestial Body from the list #autoLOC_8006030 = Edit #autoLOC_8006031 = Summary #autoLOC_8006032 = No Mission Objectives to Report #autoLOC_8006033 = Mods Information #autoLOC_8006034 = Enter any required mod details... #autoLOC_8006035 = Grab Mods List #autoLOC_8006038 = Mission Pack #autoLOC_8006039 = Validation Results #autoLOC_8006040 = No out connector and node is not an End node. #autoLOC_8006041 = Launch Site nodes must be docked to the Mission Start node #autoLOC_8006042 = Are you sure you want this to be called Unnamed Launch Site? #autoLOC_8006043 = Launch Sites must have unique names #autoLOC_8006044 = Launch Site nodes must have a valid location Set #autoLOC_8006045 = Part explodes every <<1>>ms #autoLOC_8006046 = <<1>> <<2>> points #autoLOC_8006047 = Pass #autoLOC_8006048 = Warn #autoLOC_8006049 = Node #autoLOC_8006050 = <<1>>: Set to <<2>> points #autoLOC_8006051 = Modify score: add <<1>> points #autoLOC_8006052 = Modify score: multiply by <<1>> #autoLOC_8006053 = Modify score: divided by <<1>> #autoLOC_8006054 = Modify score: substract <<1>> points #autoLOC_8006055 = Modify score: set to <<1>> points #autoLOC_8006056 = Accuracy score: <<1>>% awarded <<2>> points #autoLOC_8006057 = Bonus score: awarded <<1>> points #autoLOC_8006058 = Resource score: <<1>>units. Awarded <<2>> points #autoLOC_8006059 = First Part: <<1>> #autoLOC_8006060 = Second Part: <<1>> #autoLOC_8006061 = Part: <<1>> #autoLOC_8006062 = Go to <<1>> #autoLOC_8006063 = Pending... #autoLOC_8006064 = Right Click to build this vessel #autoLOC_8006065 = Messages #autoLOC_8006067 = Missions #autoLOC_8006068 = This will switch your current vessel to the <<1>> #autoLOC_8006069 = Switch Facility #autoLOC_8006070 = This will save your progress on <<1>> and load up <<2>> to continue building it. #autoLOC_8006071 = Click to switch to the VAB #autoLOC_8006072 = Click to switch to the SPH #autoLOC_8006073 = This is the currently selected vessel #autoLOC_8006074 = Click to change to this vessel #autoLOC_8006075 = Build the starting vessels to start the mission.\n\nRefer to the Missions App for details. #autoLOC_8006076 = Build the following vessels before we can continue the mission.\n\nRefer to the Missions App for details. #autoLOC_8006077 = Create Mission Vessel(s) #autoLOC_8006078 = All vessels created, start the mission? #autoLOC_8006079 = Stay in Editor #autoLOC_8006080 = All vessels created, continue the mission? #autoLOC_8006081 = Continue Mission #autoLOC_8006082 = Start mission #autoLOC_8006083 = Test Settings #autoLOC_8006084 = Allow Automatic Checkpoints #autoLOC_8006085 = Create checkpoint #autoLOC_8006086 = Do you want to reset the mission panels to the default layout? #autoLOC_8006087 = Reset Mission Panels #autoLOC_8006088 = Translate #autoLOC_8006089 = Rotate #autoLOC_8006090 = Changes Camera Focus #autoLOC_8006091 = Change Shape #autoLOC_8006092 = Focus Vessel #autoLOC_8006093 = Display Resources #autoLOC_8006094 = Display Vessels #autoLOC_8006095 = Display Launch Sites #autoLOC_8006096 = Display Objectives #autoLOC_8006097 = Display Orbits #autoLOC_8006098 = Previous Body #autoLOC_8006099 = Next Body #autoLOC_8006100 = Mission brief #autoLOC_8006101 = Reset the starting situation to defaults #autoLOC_8006102 = Island Airfield #autoLOC_8006103 = Woomerang Launch Site #autoLOC_8006104 = Select parts to use #autoLOC_8006105 = <<1>>:\n Longitude: <<2>>°\n Latitude: <<3>>° #autoLOC_8006107 = Volume:\n Lon: <<1>>° Lat: <<2>>°\n Radius: <<3>>m #autoLOC_8006109 = Area:\n Lon: <<1>>° Lat: <<2>>°\n Radius: <<3>>m #autoLOC_8006110 = Check this to place vessel on the surface of water (when the location is in water).\nTurn it off to place vessel on the ground surface (even if thats under water). #autoLOC_8006111 = Anonymous #autoLOC_8006112 = Author #autoLOC_8006113 = Enter your name or nick... #autoLOC_8006114 = The Mission's Author name input #autoLOC_8006115 = Line color #autoLOC_8006116 = The active vessel #autoLOC_8006117 = (Player Created) #autoLOC_8006118 = Check this to place a kerbal on the surface of water (when the location is in water).\nTurn it off to place vessel on the ground surface (even if thats under water). #autoLOC_8006119 = Orbit User #autoLOC_8006120 = To the Mun Via Minmus #autoLOC_8006121 = This mission recreates the heady days of early Munar probes.\n\nYou start ready to launch to the stars, and your objective is ambitious, but the PR team assures us it's worth the risk: reach Minmus' SOI.\n\nWe also packed a little surprise for the Kerbal observers back on the ground: some Mystery Goo to release in orbit over Kerbin. Just remember to run the experiment while in Kerbin's orbit just below 100km to let it goo... err... let it go!\n\nReady for takeoff? We'll be back in touch during your flight! #autoLOC_8006122 = Launch Muna 1 #autoLOC_8006123 = Wait for Muna 2 Destroy #autoLOC_8006124 = Orbit Minmus 10k #autoLOC_8006125 = Check selected parameters of a vessel orbit #autoLOC_8006126 = Releasing Mystery Goo #autoLOC_8006127 = Add score to the player's total. #autoLOC_8006128 = M3_DIALOG3 #autoLOC_8006129 = A Question of Mint #autoLOC_8006130 = Gravity Scan #autoLOC_8006131 = Test for whether a science experiment has been performed. #autoLOC_8006132 = Launch Muna 2 #autoLOC_8006133 = M3_DIALOG4 #autoLOC_8006134 = Reach Altitude 50k #autoLOC_8006135 = M3_DIALOG5 #autoLOC_8006136 = Orbit Mun 30k #autoLOC_8006137 = Prepare for Impact #autoLOC_8006138 = Mystery Goo Science Experiment #autoLOC_8006139 = Wait for Muna 2 Destroy #autoLOC_8006140 = M3_DIALOG6 #autoLOC_8006141 = A Question of Mint #autoLOC_8006142 = You got the ship to Minmus. Give yourself a pat on the back! Now it's time to learn a little more about our mysterious smaller satellite. \n\nWe're going to settle once and for all whether Minmus is made of mint ice cream.\n\nFirst, we need you to conduct and transmit a gravity scan with that small blue box on board. Then, we need you to crash Muna 1 into Minmus to test its composition.\n\nWe know you can do it! #autoLOC_8006143 = Prepare for Impact #autoLOC_8006144 = All right, that does it. Every Kerbal who looks up at the Mun and dreams tonight will see our cloud of Goo, and know that they might someday stand on the Mun and see Kerbin. \n\nThe final part of your mission should be simple: guide Muna 2 into the surface and crash it in a giant fire ball, do it somewhere we can watch from here.\n\nOh, by the way, a message from the science team: turns out Minmus is just made out of regular old rock. It just happens to look like mint ice cream. Of course, that won't stop me from haivng a bite if I ever make it there myself... #autoLOC_8006145 = Crash Muna 2 into Mun #autoLOC_8006146 = Test if the selected vessel crashed #autoLOC_8006147 = Congratulations, team! Today's accomplishment is the proof that perseverance, and clean glasses too, can lead us far!\n\nLet's reflect on the Minmus/Mun misunderstanding with positive vibes: we reached both our natural satellites within one mission\n\nThis is definitely something to be partying about! #autoLOC_8006148 = M3_DIALOG2 #autoLOC_8006149 = DOUBLE GOO RAINBOWS! #autoLOC_8006150 = Crew, this is Walt Kerman from the PR team! Great work!\n\nThe Mystery Goo has just spread over the sky in a majestic multi-colored cloud. No, it's more of a rainbow as seen through sunlight...wait... two rainbows now... woah!\n\nKerbals are celebrating this achievement, and we're starting to receive more applications to the astronaut complex. Nice job!\n\nYou should now think about putting the probes to sleep after setting the course for Minmus, and we'll be in touch again when you are orbiting Minmus. #autoLOC_8006151 = Take gravity scan in Minmus #autoLOC_8006152 = Release Mystery Goo #autoLOC_8006153 = Muna 1 Vessel Destroyed #autoLOC_8006154 = Why did you crash Muna 1? #autoLOC_8006155 = Muna 2 Vessel Destroyed #autoLOC_8006156 = Orbiting Minmus #autoLOC_8006157 = Releasing Mystery Goo #autoLOC_8006158 = Crash Muna 1 into Minmus #autoLOC_8006159 = Destroy Muna 1 by crashing it into Minmus. #autoLOC_8006160 = Muna 2 Crashing Zone #autoLOC_8006161 = Wait for Muna 1 Crash #autoLOC_8006162 = High Speed Crash Muna 2 #autoLOC_8006163 = Crash Muna 2 #autoLOC_8006164 = Mission Failed #autoLOC_8006165 = I said crash, but not now or here. #autoLOC_8006166 = Wait for Muna 1 Destroy #autoLOC_8006167 = Test Distance to Mun #autoLOC_8006168 = Orbiting Mun #autoLOC_8006169 = Orbit Kerbin 100k #autoLOC_8006170 = Wait for Crash #autoLOC_8006171 = Left Kerbin's SOI #autoLOC_8006172 = I think you are lost. #autoLOC_8006173 = Missed Minmus Orbit #autoLOC_8006174 = You missed your orbit!\n\nYou have to stop at Minmus. #autoLOC_8006175 = And now, to the Mun #autoLOC_8006176 = Nice work on the fabulous and educational destruction of Muna 1!\n\nIn fact, you did so well that we now want you to crash Muna 2 into the Mun. Isn't rocket science fun?\n\nWhile you're working on that, our scientists will be working overtime to determine if Minmus is as delicious as it appears in our telescopes.\n\nAll right! Let's send Muna 2 to orbit the Mun. #autoLOC_8006177 = Lookin' Goo(d) #autoLOC_8006178 = Heads up that we loaded Muna 2 with more Mystery Goo. The PR team asks that you run the experiment and release it into a Goo cloud when in orbit around the Mun. \n\nYou know, to impress the kids back home. \n\nKeep in mind that your electronics are getting slowly fried by the cosmic radiation ... you've got about 20 days. #autoLOC_8006179 = I said crash, but not now or here. #autoLOC_8006180 = High Speed Crash #autoLOC_8006181 = Meet Me in Zero G #autoLOC_8006182 = I hope you're ready for your next challenge! In this mission, you'll need to launch two spacecraft, then rendezvous and perform a docking operation. You'll be performing this maneuver high above Kerbin.\n\nFirst you'll launch the Agena to a 300km circular orbit. Once the Agena is in place, you'll launch the Gemini and rendezvous with the Agena.\n\nReady to make history? #autoLOC_8006183 = Atlas Agena #autoLOC_8006184 = Orbit 1, 300k Apo and Per #autoLOC_8006185 = M4_DIALOG2 #autoLOC_8006186 = High Orbit Reached! #autoLOC_8006187 = Our ground team confirms the Agena has reached its planned orbit. Well done, Team Agena!\n\nWhy don't you relax, have some astronaut ice cream, and enjoy the view while team Gemini prepares for launch! #autoLOC_8006188 = Launch Gemini 8 #autoLOC_8006189 = Orbit 2, 250k Apo and Per #autoLOC_8006190 = Dock Agena and Gemini 8 #autoLOC_8006191 = M4_DIALOG1 #autoLOC_8006192 = Low Fuel #autoLOC_8006193 = I've got some good news and some bad news. The good news is: your ship is lighter than we thought. The bad news is: that's because one of the technicians forgot to fill a fuel tank. It seems one of your fuel tanks wasn't completely filled.\n\nIt's too late to come back now, so you'll have to make do. You should still have enough fuel to make orbit... barely. Good luck! #autoLOC_8006194 = Return to Kerbin Dialog. #autoLOC_8006195 = Time to Undock! #autoLOC_8006196 = Gemini, this is Gus Kerman. I hate to be the bearer of bad news during your triumphant moment, but we're reviewing telemetry from the Gemini and noticed that somehow the ship's auto-destruct sequence has been initiated.\n\nSo.... that means you need to undock right now and deorbit and return to Kerbin immediately. Like, yesterday if possible.\n #autoLOC_8006197 = Undock NOW! #autoLOC_8006198 = RTKD Time Since Node #autoLOC_8006199 = Land on Kerbin #autoLOC_8006200 = Congratulations for making it back alive! Even though the experience was a little more stressful than anticipated, we managed to dock two spacecrafts together. Our dream of living in a spaceport is getting closer by the minutes... #autoLOC_8006201 = Docking #autoLOC_8006202 = Second Kerbin Orbit Resource Bonus #autoLOC_8006203 = Performing EVA #autoLOC_8006204 = M4_DIALOG3 #autoLOC_8006205 = The Mighty Dock #autoLOC_8006206 = All systems are go, team Gemini!\n\nYou're about to do something no other Kerbal has done before: rendzevous and dock with another spacecraft. Your goal is to launch to a 250km circular orbit, perform a Hohmann transfer, and rendezvous with the Agena. Then you'll need to perform an EVA to inspect the craft for damage.\n\n Let's do it! #autoLOC_8006207 = Orbiting Kerbin Time Bonus #autoLOC_8006208 = Slow Kerbin Orbiting #autoLOC_8006209 = Slow Second Kerbin Orbit #autoLOC_8006210 = Second Kerbin Orbit Bonus #autoLOC_8006211 = Agena is destroyed! #autoLOC_8006212 = Agena has splashed in water! #autoLOC_8006213 = Gemini 8 has splashed in water! #autoLOC_8006214 = Gemini 8 is destroyed! #autoLOC_8006215 = It was too long! #autoLOC_8006216 = Docking Time Bonus #autoLOC_8006217 = Slow Docking #autoLOC_8006218 = Orbiting Kerbin #autoLOC_8006219 = Launch Window Missed #autoLOC_8006220 = Gemini took damage #autoLOC_8006221 = Gemini 8 Splashed #autoLOC_8006222 = Gemini 8 Destroyed #autoLOC_8006223 = Atlas Agena Splashed #autoLOC_8006224 = Atlas Agena Destroyed #autoLOC_8006225 = Pre-transfer #autoLOC_8006226 = Gemini in Orbit #autoLOC_8006227 = Great news from the ground: you're in an ideal orbit. Now you'll need to plan and execute a Hohmann transfer to reach the Agena's higher orbit, then rendezvous and dock with it. Remember to EVA and inspect the crafts for damage once you're docked! #autoLOC_8006228 = Msg Launch window missed #autoLOC_8006229 = Missed Launch Window #autoLOC_8006230 = You've missed the launch window. #autoLOC_8006231 = Perform EVA #autoLOC_8006232 = Kerbin Landing #autoLOC_8006233 = Good Landing #autoLOC_8006234 = Great Landing #autoLOC_8006235 = Wait for Landing #autoLOC_8006236 = Landed on Kerbin #autoLOC_8006237 = Explode Part 1 #autoLOC_8006238 = Rendezvous with Agena #autoLOC_8006239 = Hurry Up to Orbit! #autoLOC_8006240 = I told you we didn't have time for that last snack. We are about to miss our launch window, you have 20 minutes to get into a 300k orbit. Can you do it in less than 10 just for fun? #autoLOC_8006241 = Explode Part 2 #autoLOC_8006242 = Explode Part 3 #autoLOC_8006243 = Explode Part 4 #autoLOC_8006244 = Explode Part 5 #autoLOC_8006245 = Explode Part 6 #autoLOC_8006246 = Blue Mun #autoLOC_8006247 = Hello team! It's Gene Kerman! Your next mission is purely research, along with a little bit of skill.\n\nYou're headed back to the Mun with a cargo of Mystery Goo. This time, the science team asked us to release the Goo over a specific biome. Once you do that, you'll have a chance to show off your piloting skills.\n\nYour budget and technology have increased for this mission, so build a spacecraft worthy of us Kerbals! #autoLOC_8006248 = Build Muna 10 #autoLOC_8006249 = M5_DIALOG2 #autoLOC_8006250 = Parking Orbit #autoLOC_8006251 = Well done team. Muna 10 reached a stable parking orbit. We're getting good at this! \n\nThe next step is to transfer to the Mun and establish an orbit at 13 km. #autoLOC_8006252 = Mun Orbit 13 deg inclination #autoLOC_8006253 = Experiment Transmitted #autoLOC_8006254 = M5_DIALOG4 #autoLOC_8006255 = Mun River. Err, Lake. #autoLOC_8006256 = Team, we're nearly there. Just one last thing to do. The data we gather from this mission will help us send Kerbals next time, a monumental achivement. No pressure!\n\nYou simply need to observe the Mystery Goo in Low Space over the East Crater, then transmit the data back to Kerbin. I'm not sure exactly how this helps a Munar landing, but the science team assures us it's invaluable. \n\nGet to it! #autoLOC_8006257 = Reaching Kerbin Orbit high precision #autoLOC_8006258 = M5_DIALOG5 #autoLOC_8006259 = Bad Mun Rising #autoLOC_8006260 = The data's coming in and... yes! We can confirm our hypothesis. Our calculations were correct: nothing special whatsoever happened to the mystery goo while flying over the East Crater. \n\nA complete absence of results, as expected. Thank you for your hard work!\n\nGene asked us to pass along one final instruction: land Muna 10 in the Farside Crater. The more accurate you are, and the more of the probe is intact, the more valuable the information we'll receive. #autoLOC_8006261 = Fuel Left #autoLOC_8006262 = M5_DIALOG1 #autoLOC_8006263 = To the Mun, for Glory! #autoLOC_8006264 = Looks like you're ready to launch! Before transferring to Munar orbit, aim for a 100 km orbit around Kerbin. You have a 45 minute launch window, don't miss it! We'll be in touch once you're high above the planet.\n\nRemember, your main goal is to land on the Mun but how fuel efficient can you be? #autoLOC_8006265 = Great Fuel Efficiency #autoLOC_8006266 = Reaching Kerbin Orbit #autoLOC_8006267 = Launch Window #autoLOC_8006268 = Missed Launch Window #autoLOC_8006269 = Muna 10 Splashed #autoLOC_8006270 = Muna 10 Destroyed #autoLOC_8006271 = Muna 10 is destroyed! #autoLOC_8006272 = Muna 10 Crashed #autoLOC_8006273 = Muna 10 is destroyed! #autoLOC_8006274 = Fly above East Crater #autoLOC_8006275 = Check if the vessel is flying above the East Crater #autoLOC_8006276 = Good Fuel Efficiency #autoLOC_8006277 = Reaching Mun orbit good precision #autoLOC_8006278 = Reaching Mun orbit high precision #autoLOC_8006279 = Reaching Mun orbit #autoLOC_8006280 = Mystery Goo Experiment performed #autoLOC_8006281 = Landing Zone #autoLOC_8006282 = Landing on the Mun with Precision #autoLOC_8006283 = Landing on the Mun #autoLOC_8006284 = Dialog Impresive #autoLOC_8006285 = Impressive #autoLOC_8006286 = Most impressive.\n\nYou have the makings of a great pilot. Take a breather. You deserve it. #autoLOC_8006287 = Mission Failed Dialog #autoLOC_8006288 = You have missed the launch window. #autoLOC_8006289 = Mission Complete #autoLOC_8006290 = Kerbin 100km Orbit #autoLOC_8006291 = Munar 1 #autoLOC_8006292 = All of our Munar research has led to this point, and you're about to make history - again! Your objective this time is simple: build a spacecraft and land on the Mun. Easy, right? No big deal.\n\nSo let's build Munar 1! Once you launch, you'll have 4 days to complete your objectives and return home as we are short on snacks. #autoLOC_8006293 = Create Munar 1 #autoLOC_8006294 = M6_DIALOG1 #autoLOC_8006295 = Munar 1 Ready! #autoLOC_8006296 = That's certainly an interesting spacecraft! I'm sure it'll do just fine though, nothing to worry about.\nI hope you're ready to embark on an amazing adventure. \n\nWill your Kerbal crew be eaten by Munar monsters? Will your lander bounce off the surface? You DID build a lander, right? Will everything explode in a magnificent, money-wasting fireball?\n\nLet's find out!\n\nYour objective is to launch Munar 1 into a circular orbit, transfer to the Mun, and circularize in a 33 km Munar orbit.\n\nWhat are you waiting for? Let's make history! #autoLOC_8006297 = Orbit Kerbin 100k Apo and Per #autoLOC_8006298 = Orbit Mun 33k Apo and Per #autoLOC_8006299 = Land Vessel near (111,-40) #autoLOC_8006300 = One small step outside #autoLOC_8006301 = Plant a flag! #autoLOC_8006302 = One last orbit around the Mun #autoLOC_8006303 = M6_DIALOG4 #autoLOC_8006304 = Claiming the Mun #autoLOC_8006305 = That's one small flag for a Kerbal, one giant flag for Kerbalkind.\n\nErrr... I mean, that's one small STEP for a Kerbal, one giant step for Kerbalkind?\n\nI kind of ruined the moment, didn't I? I'm just too excited!\nOnce you're done exploring, it's time to launch, orbit the Mun, transfer back to Kerbin, and splash down at the supplied coordinates. \n\nTurns out you might need a swimsuit after all! #autoLOC_8006306 = M6_DIALOG3 #autoLOC_8006307 = Time to Munwalk #autoLOC_8006308 = Well done, Munar 1! You landed on the Mun, and you're still alive! That's great! I mean, we knew you could do it!\n\nYou are cleared to perform an EVA and go for a walk. Explore to your heart's content, but don't fall into a crevice. \n\nWalt also insisted that we plant a flag somewhere, to claim the Mun for Kerbalkind just in case Laythe turns out to be inhabited by a spacefaring species too! #autoLOC_8006309 = Mun Orbit Time bonus #autoLOC_8006310 = M6_DIALOG2 #autoLOC_8006311 = Perpare for Landing #autoLOC_8006312 = Come in, Munar 1!\n\nEveryone at KSC is totally psyched right now. We're transmitting the landing coordinates most favorable for your first attempt at landing.\n\nLand at the target area.\n\nWe'll be in touch when you've set down! #autoLOC_8006313 = Bad time #autoLOC_8006314 = Average time #autoLOC_8006315 = Great Time #autoLOC_8006316 = Munar 1 Splashed #autoLOC_8006317 = You do know you were supposed to land on the Mun, right? #autoLOC_8006318 = Slow Mun Landing #autoLOC_8006319 = Mun Landing Time Bonus #autoLOC_8006320 = Wait for Splash #autoLOC_8006321 = Slow Mun Orbiting #autoLOC_8006322 = Munar 1 Crashed #autoLOC_8006323 = No no no! You're supposed to make history, not blow up! #autoLOC_8006324 = Accurate Mun Landing #autoLOC_8006325 = Landing in Kerbin with Precision #autoLOC_8006326 = Congratulations! For the first time, a Kerbal set foot on another celestial body. ...and brought that foot safely back to Kerbin for a well-deserved massage! Now, who knows what our next conquest will be? #autoLOC_8006327 = Planting a Flag #autoLOC_8006328 = Time's up #autoLOC_8006329 = Time's up! You should have returned by now! #autoLOC_8006330 = Missed splashdown #autoLOC_8006331 = Landing in Kerbin #autoLOC_8006332 = You are alive! #autoLOC_8006333 = Next time aim for the blue big thing. #autoLOC_8006334 = Land Munar 1 in the Zone #autoLOC_8006335 = Landing in Kerbin in The Zone #autoLOC_8006336 = Splash Test #autoLOC_8006337 = Splashing in Kerbin #autoLOC_8006338 = Msg Time's up #autoLOC_8006339 = Time is out #autoLOC_8006340 = Oh no! We are out of snacks. \n\nYou didn't make it in time! #autoLOC_8006341 = Munar 1 Landed #autoLOC_8006342 = You do know you were supposed to land on the Mun, right? #autoLOC_8006343 = You Missed the Landing Spot #autoLOC_8006344 = The mission required to Land on the Designated Area. The mission has failed. #autoLOC_8006345 = Munar 1 is destroyed! #autoLOC_8006346 = Sally-Hut 1 #autoLOC_8006347 = The next major step in space exploration is sending Kerbals to live long-term in zero-g. On this mission, you'll launch the Sally-Hut 1 into Kerbin orbit, where it will become the first permanent space station! It will launch without a crew, like a new condo in space, ready for its new owners to visit. Let's do this! #autoLOC_8006348 = Reach 30km Altitude #autoLOC_8006349 = M9_DIALOG1 #autoLOC_8006350 = Orbit Details #autoLOC_8006351 = Greetings crew!\nI realize post-launch is a bad time for additional instructions, but hey, you have to make do sometimes.\n\nSally-Hut must be in an extremely low orbit for our experiments to work, so please launch it into an 80km circular orbit. #autoLOC_8006352 = Orbit Kerbin 80km #autoLOC_8006353 = Launch Sally-Hut 1 #autoLOC_8006354 = Fuel Efficiency #autoLOC_8006355 = M9_DIALOG2 #autoLOC_8006356 = Soy-Ooze 10 Launch #autoLOC_8006357 = Great work, the Sally-Hut is in an ideal orbit. The next step is to send a crew up to live there!\n\nThe next part of the mission is simple: launch, rendezvous with Sally-Hut 1, and dock. Simple!\n\nSince we're testing the effects of long-term space habitation on Kerbals, there's no time limit on this leg of the mission. Still, you don't want to be at it forever, right? #autoLOC_8006358 = Reach 15km Altitude #autoLOC_8006359 = M9_DIALOG3 #autoLOC_8006360 = Do We Have An Engineer Aboard? #autoLOC_8006361 = Bad news. We received an error message from Sally-Hut 1: the docking ports are malfunctioning, and you won't be able to dock with the station. \n\nAn engineer could fix this, but... we didn't include one on this mission. Oops.\n\nYou need to abort the launch and land on Kerbin. \n\nIf you can land as close as possible to the Space Center and avoid the water, we'll be able to re-use the command module right away. #autoLOC_8006362 = Landed on Kerbin -75.000 Long. -1.000 Lat. #autoLOC_8006363 = Launch Soy-Ooze 10 #autoLOC_8006364 = The crewed Soy-Ooze vessel, ready to take the first crew to the space station. #autoLOC_8006365 = Launch Soy-Ooze 10 Part 2 #autoLOC_8006366 = The, ahem, second attempt to launch Soy-Ooze 10. #autoLOC_8006367 = M9_DIALOG8 #autoLOC_8006368 = Settle in! #autoLOC_8006369 = We will deploy the Solar Panels now and settle in. Now let's see how long you can live in space before suffering any major ill effects!\n\nIsn't science fun? #autoLOC_8006370 = Orbit Soy-Ooze 10 #autoLOC_8006371 = Crew Sally-Hut 1 with pilot #autoLOC_8006372 = Oh well. We did tell you to enter the Sally-Hut with an engineer, didn't we? It seems the door system went terribly wrong and squashed this poor non-engineer to his doom. #autoLOC_8006373 = Soy-Ooze 10 Splashed #autoLOC_8006374 = M9_DIALOG4 #autoLOC_8006375 = A New Hope #autoLOC_8006376 = Great news! You're ready to launch, repair the Sally-Hut 1, and take up permanent residence there! A little spin from our PR team and the public thinks it's all part of the plan.\n\nIsn't space exploration fun? Now, launch, rendezvous with Sally-Hut 1, and repair the station and make our spin a reality! #autoLOC_8006377 = M9_DIALOG6 #autoLOC_8006378 = EVA and fix the docking ports #autoLOC_8006379 = You are close enough now. Your next step is to EVA, enter the station with an engineer, and repair the faulty docking ports. #autoLOC_8006380 = Soy-Ooze 10 Splashed #autoLOC_8006381 = Landing Soy-Ooze 10 #autoLOC_8006382 = Boarded a Pilot #autoLOC_8006383 = Oh well. We did tell you to enter the Sally-Hut with an engineer, didn't we? It seems the door system went terribly wrong and squashed this poor non-engineer to his doom. #autoLOC_8006384 = M9_DIALOG9 #autoLOC_8006385 = Engineer? #autoLOC_8006386 = Oh well. We did tell you to enter the Sally-Hut with an engineer, didn't we? It seems the door system went terribly wrong and squashed this poor non-engineer to his doom. #autoLOC_8006387 = M9_DIALOG7 #autoLOC_8006388 = Well done! #autoLOC_8006389 = Well done! The engineer fixed the station, and you can now dock with it to board the rest of the crew to the PPD-10 Hitchhiker. #autoLOC_8006390 = Sally-Hut 1 Destroyed #autoLOC_8006391 = Sally-Hut 1 Splashed #autoLOC_8006392 = Sally-Hut 1 has splashed in water! #autoLOC_8006393 = Soy-Ooze 10 has splashed in water! #autoLOC_8006394 = Soy-Ooze 10 Destroyed #autoLOC_8006395 = Soy-Ooze 10 is destroyed! #autoLOC_8006396 = Soy-Ooze 10 Part 2 Destroyed #autoLOC_8006397 = Soy-Ooze 10 Part 2 Splashed #autoLOC_8006398 = Landed Soy-Ooze 10 in Target Zone #autoLOC_8006399 = Landing Bonus Great Efficiency #autoLOC_8006400 = Landing Bonus #autoLOC_8006401 = Orbiting Soy-Ooze 10 Part 2 #autoLOC_8006402 = Orbiting Soy-Ooze 10 Part 2 Fuel Eficiency Bonus #autoLOC_8006403 = Orbiting Soy-Ooze 10 Part 2 Great Fuel Efficiency Bonus #autoLOC_8006404 = Rendezvous With Sally-Hut #autoLOC_8006405 = M9_DIALOG5 #autoLOC_8006406 = Get to the Station #autoLOC_8006407 = You should be in a close orbit with Sally-Hut 1. Your next step is to rendezvous with it.\n\nWe are expecting this maneuver to take less than 5 days, you can do it right? #autoLOC_8006408 = Rendezvous Time Limit #autoLOC_8006409 = Are you having fun chasing the station? The time is up. #autoLOC_8006410 = Dock to Sally-Hut 1 #autoLOC_8006411 = Wait for Solar Panel Deployment #autoLOC_8006412 = Board Sally-Hut 1 #autoLOC_8006413 = Board PPD-10 Hitchhiker #autoLOC_8006414 = Boarding Sally-Hut 1 #autoLOC_8006415 = Docking with Sally-Hut 1 #autoLOC_8006416 = Orbiting Kerbin 80km #autoLOC_8006417 = Sally-Hut 1 #autoLOC_8006418 = Sally-Hut 1, the first permanent space station. #autoLOC_8006419 = Soy-Ooze 10 #autoLOC_8006420 = Soy-Ooze 10 Part 2 #autoLOC_8006421 = Atlas Agena #autoLOC_8006422 = Gemini 8 #autoLOC_8006423 = Gemini 8 carries a crew and needs to dock with Agena. #autoLOC_8006424 = Muna 10 #autoLOC_8006425 = An unmanned vessel that needs to reach a 100 km orbit around Kerbin, reach the Mun and orbit, change inclinations to pass over the East Crater, then observe the mystery goo over that biome.\n\nBonus points will be awarded for piloting skill at the end of the mission if you can successfully set the probe down in the crater! #autoLOC_8006426 = Muna 1 #autoLOC_8006427 = Muna 2 #autoLOC_8006428 = An enhanced version of Muna 1 #autoLOC_8006429 = Acapello 13 #autoLOC_8006430 = Greetings crew! I hate to use the term "routine" when talking about spaceflight, but this should be a pretty straighforward and routine mission. Your goal is to reach the Mun, land, plant a flag, pick up a surface sample, and return safely to Kerbin. First though, reach a 100km circular orbit over Kerbin.\n\nOh, and ignore the warnings about bad luck and the number 13. That's just superstitious nonsense, like the rumors of giant spiders on Duna. #autoLOC_8006431 = Launch Acapello 13 #autoLOC_8006432 = Land on the Mun and return safely with a surface sample. #autoLOC_8006433 = Acapello #autoLOC_8006434 = Orbit Kerbin 100km ApPer #autoLOC_8006435 = Dialog 11: Landed on Mun #autoLOC_8006436 = Amazing! #autoLOC_8006437 = Great work team! I can't believe you managed to pull this mission off! Now EVA, take a soil sample, and celebrate pulling victory from the jaws of defeat! #autoLOC_8006438 = Acapello 13 Landed on Mun #autoLOC_8006439 = Dialog 1: Munward Bound #autoLOC_8006440 = Munward Bound #autoLOC_8006441 = OK team, point this ship at the Mun and prepare to land. It may be routine but hopefully not too boring, eh? #autoLOC_8006442 = Fuel Efficiency Bonus Orbiting Kerbin #autoLOC_8006443 = Acapello 13 Splashed #autoLOC_8006444 = Acapello 13 has splashed in water. #autoLOC_8006445 = Acapello 13 Destroyed #autoLOC_8006446 = Dialog 9: A Choice #autoLOC_8006447 = Your Call, Acapello 13 #autoLOC_8006448 = OK, bad news, that explosion was actually one of your engines. We're assessing the situation now, but it seems that you should be able to complete your mission. \n\nYou can choose to return to Kerbin. If you do, no one will think any less of you for scrubbing the mission!\n\nBut if you're feeling particularly brave, you should have enough fuel to continue to the Mun and attempt a landing. You will need to dock the pod to the lander. We cannot guarantee your safety, so please be careful if you choose to face danger like a true Kerbal! #autoLOC_8006449 = Landed on Kerbin - Safe 01 #autoLOC_8006450 = You made it back safe. Not very brave, but safety first, right? Nothing to be ashamed of. #autoLOC_8006451 = Mun Surface Sample #autoLOC_8006452 = Dialog 8: Um #autoLOC_8006453 = Um... #autoLOC_8006454 = Acapello 13, do you read? We detected a massive explosion on your vessel! What is your status? Repeat, what is your status? #autoLOC_8006455 = Jeb Returns to the Orbiter #autoLOC_8006456 = Dialog 12: Trouble #autoLOC_8006457 = You're in Trouble #autoLOC_8006458 = Come in, Acapello 13! We just detected a sudden, unplanned, totally random, definitely-NOT-scripted issue in your lander! In other words, it's totally useless and you need to act fast if you want to go back home! \n\nYou have gained some altitude and there's something crazy and dangerous you could try doing to get closer to the Acapello orbiter. OK, what about this: you'll need to EVA and use your suit's RCS thrusters to reach full Munar orbit and then try to complete your rendezvous with the orbiter!\n\nIf you want to make it home alive, you'll need to time this maneuver perfectly. Are you ready?\n\nGO! And good luck! #autoLOC_8006459 = Dialog 10: Mun SOI #autoLOC_8006460 = You Made It! #autoLOC_8006461 = You reached the Mun! Decision time - you can still head back to Kerbin and land, or attempt to set down on the Mun.\n\nTo minimize risk, take only one Kerbal in the lander. My vote goes for Jeb! #autoLOC_8006462 = Mun's SOI Reached #autoLOC_8006463 = Splashed on Kerbin - Safe 02 #autoLOC_8006464 = You made it back safe. Not very brave, but safety first, right? Nothing to be ashamed of. #autoLOC_8006465 = Dialog 13: Made It #autoLOC_8006466 = Unbelievable! #autoLOC_8006467 = That's one for the history books! The hard part's done, Acapello 13, come on home! #autoLOC_8006468 = Dialog 15: Come on! #autoLOC_8006469 = What Now?? #autoLOC_8006470 = The bad news keeps piling up, Acapello 13. Looks like your parachutes' activation system failed and it burned both of your main parachutes. You can try to use your drogue chutes to slow down but the impact will still be lethal, so...\n\nYou're going to have to jump!!! Use your personal parachutes and try to land safely on Kerbin. Anywhere will do! #autoLOC_8006471 = EVA first Kerbal #autoLOC_8006472 = EVA second Kerbal #autoLOC_8006473 = Kerbin's SOI Reached #autoLOC_8006474 = Dialog 14: Almost There #autoLOC_8006475 = You're are almost there! #autoLOC_8006476 = Nice job, Acapello!\n\nYou were able to reach Kerbin's SOI with the little fuel you had left and there should still be enough to prepare your vessel for re-entry and landing... Hopefully!!!!\n\n\nI am sure everything will be absolutely fine from now on. Land wherever you want, we don't want to add any unnecessary complexity to the mission at this point.\n #autoLOC_8006477 = EVA third Kerbal #autoLOC_8006478 = Kerbal Landed #autoLOC_8006479 = Dialog 7: Back Safe #autoLOC_8006480 = Landing in Mun #autoLOC_8006481 = Fuel Eficiency Landing in Mun #autoLOC_8006482 = Great Fuel Eficiency Landing in Mun #autoLOC_8006483 = Taking a Surface Sample #autoLOC_8006484 = Boarding Jeb into Orbiter #autoLOC_8006485 = Kerbal Landed Safely #autoLOC_8006486 = Time Since Node 1 #autoLOC_8006487 = Time Since Node 2 #autoLOC_8006488 = Boarding Jeb into Orbiter Bonus #autoLOC_8006489 = Time Since Node 3 #autoLOC_8006490 = Explode Part 5 #autoLOC_8006491 = You made it back safe. Not very brave, but safety first, right? Nothing to be ashamed of. #autoLOC_8006492 = We've lost the crew! #autoLOC_8006493 = I told you you shouldn't take the risk, this failure is on you. #autoLOC_8006494 = Resource Amount 1 #autoLOC_8006495 = Resource Amount 3 #autoLOC_8006496 = Resource Amount 2 #autoLOC_8006497 = Great Fuel Efficiency Bonus Orbiting Kerbin #autoLOC_8006498 = Reaching Mun's SOI #autoLOC_8006499 = You are all safe! #autoLOC_8006502 = - Orbit Kerbin\n- Orbit Mun\n- Land on Mun\n- Orbit Mun \n- Splash on Kerbin #autoLOC_8007000 = Variants #autoLOC_8007001 = Variant: #autoLOC_8007002 = Variants available: <<1>> #autoLOC_8007003 = <<1>> (Locked by attachments) #autoLOC_8007004 = <<1>> #autoLOC_8007005 = Basic #autoLOC_8007100 = Orange #autoLOC_8007101 = Gray #autoLOC_8007102 = Cap 1.875 #autoLOC_8007103 = Bare #autoLOC_8007104 = Shrouded #autoLOC_8007105 = Bare #autoLOC_8007106 = Full #autoLOC_8007107 = Mid #autoLOC_8007108 = Bare #autoLOC_8007109 = Bare #autoLOC_8007110 = Shroud Small #autoLOC_8007111 = Shroud Big #autoLOC_8007112 = Tank Butt #autoLOC_8007113 = Truss Mount #autoLOC_8007114 = Shroud #autoLOC_8007115 = Bare #autoLOC_8007116 = White #autoLOC_8007117 = Dark #autoLOC_8007118 = Gold #autoLOC_8007119 = White #autoLOC_8007120 = Black and White #autoLOC_8007121 = Gray and Orange #autoLOC_8007122 = Black and White #autoLOC_8007123 = Orange #autoLOC_8007201 = None #autoLOC_8007211 = Display Kerbals #autoLOC_8007212 = Display Vessels #autoLOC_8007213 = Display Asteroids #autoLOC_8007214 = Display Flags #autoLOC_8007215 = GAP Vessel Token #autoLOC_8007216 = Rocket #autoLOC_8007217 = AirCraft #autoLOC_8007218 = Asteroid #autoLOC_8007219 = Kerbal #autoLOC_8007221 = Flag #autoLOC_8007222 = Do you want to delete '<<1>>'? #autoLOC_8007223 = Delete Mission #autoLOC_8007224 = Repair <<1>> failure #autoLOC_8007300 = Please select a craft #autoLOC_8007301 = Biome:\nSelected: <<1>>\nOver: <<2>> #autoLOC_8007302 = Volume Height:\n Center: <<1>>m #autoLOC_8007303 = Volume Height:\n Minimum: <<1>>m\n Maximum: <<2>>m #autoLOC_8007304 = Camera Zoom:\n Distance: <<1>>m\n #autoLOC_8007305 = Light Cycle:\n Base UT: <<1>>\n Current UT: <<2>> #autoLOC_8007310 = Node Missing #autoLOC_8007311 = The linked node does not exist anymore #autoLOC_8007312 = On: <<1>>\n Longitude: <<2>>° \nLatitude: <<3>>° \n Radius: <<4>>km #autoLOC_8007313 = On: <<1>>\n Longitude: <<2>>° \nLatitude: <<3>>° \n Radius: <<4>>km\n Height:<<5>>km #autoLOC_8007314 = On: <<1>>\n Longitude: <<2>>° \nLatitude: <<3>>° \n Radius: <<4>>km\n MinHeight: <<5>>km \nMaxHeight: <<6>>km #autoLOC_8007400 = Kerbal Killed #autoLOC_8007401 = Check if a kerbal has been killed #autoLOC_8007402 = We prefer not to talk about this one. #autoLOC_8007403 = Snap to Grid #autoLOC_8008000 = Size 1.5 [1.875m] #autoLOC_8008001 = Size 4 [5m] #autoLOC_8009000 = EP-12 Engine Plate #autoLOC_8009001 = Inspired by an upside down birthday cake, but with added shrouds for windy days. For clustering multiple small engines on small tanks. #autoLOC_8012000 = Angle of Attack #autoLOC_8012001 = Forward Lift #autoLOC_8012002 = Vertical Lift #autoLOC_8012003 = Air Speed #autoLOC_8012004 = Confirm Deletion #autoLOC_8012005 = Delete all <<1>> of your current messages? #autoLOC_8012006 = Delete All Messages #autoLOC_8012007 = Confirm Message Deletion: #autoLOC_8012008 = EVA Suit Selection #autoLOC_8012021 = Base suit #autoLOC_8012022 = Vintage suit #autoLOC_8012023 = Future suit #autoLOC_8012024 = L #autoLOC_8012025 = R #autoLOC_8012026 = Monoprop #autoLOC_8012027 = Ox #autoLOC_8012028 = Left #autoLOC_8012029 = Right #autoLOC_8012030 = Rear #autoLOC_8012031 = Forward #autoLOC_8012032 = LqdFuel #autoLOC_8012033 = LF+Ox #autoLOC_8012034 = Double Bell #autoLOC_8012035 = Single Bell #autoLOC_8012036 = Our scientists at [Agency] have been salivating over the idea of getting close-up data from a comet. Let’s make that happen. #autoLOC_8012037 = We here at [Agency] have always been interested in the mighty, tailed interlopers of our solar system: the Comet. #autoLOC_8012038 = While we’ve done many great things here at [Agency], a mission to meet up with a comet will likely go down in history as our finest achievement. #autoLOC_8012039 = Therefore, we need you to send a Kerbal to [Topic] to gather a bit of comet material. Make sure they’re extremely brave, and that they bring their helmet wipers with them if they visit the comet while it’s near the Sun. #autoLOC_8012040 = You’ll need a brave astronaut to visit [Topic] and pick up a chunk of what we think will be something like the gunk you find next to the side of the road after a snowplow comes through in the winter. Except much, much, more valuable from a scientific perspective. #autoLOC_8012041 = Conditions on the comet may be challenging. We hope you have a Kerbal in mind who’s st… courageous enough to visit [Topic] and scoop up a chunk of it for scientific analysis. #autoLOC_8012042 = Reach the comet and return or transmit a surface sample to gather valuable data about the comet. #autoLOC_8012043 = Return a sample from Comet <<1>>. #autoLOC_8012044 = Reach <<1>> and take a sample to transmit or return for analysis. Make sure to send a Scientist to take the sample. <<2>> #autoLOC_8012045 = Take a surface sample from <<1>> #autoLOC_8012046 = You’ve successfully transmitted data back from <<1>>! Job well done! #autoLOC_8012047 = The comet is in a relatively short period orbit, it won’t present too much of a challenge to reach it and gather some data for your fine astronauts. #autoLOC_8012048 = The comet is in an orbit that makes intercept somewhat difficult, you can catch it as it swings by the Sun. #autoLOC_8012049 = This comet’s orbit means you’ll have only one chance to catch it before it departs for the Oort cloud or even beyond. Make sure you’ve assessed the complexity of this mission before you accept this contract. #autoLOC_8012050 = ESA #autoLOC_8012051 = 67P/Churyumov-Gerasimenko #autoLOC_8012052 = Tourists are not trained to spacewalk. #autoLOC_8012053 = Kerbals stop at end of ladder #autoLOC_8012054 = SEQ-24 Cargo Storage Unit #autoLOC_8012055 = When you want to bring everything and the kitchen sink, this is the storage unit for you.\n\nCapable of transporting 24 different cargo items, or a small house worth of goods and furniture, you can colonize Duna in style! #autoLOC_8012056 = contain storage cargo parts #autoLOC_8012057 = SEQ-3C Conformal Storage Unit #autoLOC_8012058 = A small storage container, built with conformal aerodynamics in mind to allow its use on both aircraft and spacecraft. Perfect for small cargo needs, or a secret snack supply. #autoLOC_8012059 = contain storage cargo surface conformal parts #autoLOC_8012062 = <<1>> exceeds the weight that a kerbal can construct with in this gravity. #autoLOC_8012063 = Inventory #autoLOC_8012064 = Ignore Kerbal EVA Construction Mass Limit #autoLOC_8012065 = Ignore Kerbal Inventory Volume/Mass Limit #autoLOC_8012066 = Use Middle Mouse Click to set Position #autoLOC_8012067 = Fix repairable parts #autoLOC_8012068 = Override safety check #autoLOC_8014000 = BepiColombo #autoLOC_8014001 = Brought to you in partnership with ESA, this mission asks you to recreate parts of the currently ongoing real world Bepi Colombo mission, with an added Kerbal flair.\n\nYour goal is to deliver two orbital probes to Moho to investigate its magnetic field and planetary features, and finally to reach the surface with a small lander.\n\nFor added challenge you can attempt an Eve flyby as part of the interplenetary transfer.\n\nBest of luck! #autoLOC_8014002 = Moho Scientific Study #autoLOC_8014003 = Mission Briefing #autoLOC_8014004 = In collaboration with ESA we have created this mission that challenges you to put the BepiColombo spacecraft in orbit of Moho, simulating some aspects of the real mission.\n\nYou'll need to be at your best to match (or even surpass) what real flight and mission planners achieved, but we're sure you can handle it. #autoLOC_8014005 = Test MPO Equipment #autoLOC_8014006 = LKO Dialog Message #autoLOC_8014007 = You're in LKO #autoLOC_8014008 = It looks like you've chosen to do the Eve flyby manuever - this will be tricky, but with good flying you can do it! \n\nAim for a transfer that reaches Eve after around 200 days - that would be around Year 191, Day 65.\n\nAim to swing by in front of the planet so it lowers your orbit relative to the Sun, but not too close, Eve's atmosphere is very dense! A prograde maneuver of ~1090m/s will be enough, if you time it well. #autoLOC_8014009 = Nearing Eve #autoLOC_8014011 = Eve SOI Dialog Message #autoLOC_8014012 = You're approaching Eve! #autoLOC_8014013 = We hope you've plotted your next maneuver well - this is a very high-risk, high reward plan you have going. #autoLOC_8014014 = Moho Dialog Message #autoLOC_8014015 = Congratulations on reaching Moho! #autoLOC_8014016 = Proceed to first designated orbit, where you'll drop off the MMO - the Moho Magnetospheric Orbiter. #autoLOC_8014017 = Reach MPO Deploy Orbit #autoLOC_8014018 = Test the Magnetometer #autoLOC_8014019 = Detach MMO Dialog #autoLOC_8014020 = Detach the MMO #autoLOC_8014021 = Release the Moho Magnetospheric Orbiter in your current orbit for it to continue gathering data about Moho.\n\nMoho's very long sidereal day means that the MMO will need to gather data for a long period to fully map the magnetic field. #autoLOC_8014022 = Land the MSE on Moho #autoLOC_8014023 = Land MSE Dialog #autoLOC_8014024 = Land on Moho #autoLOC_8014025 = On to the final step! Our scientific team has selected a landing target for you.\n\nSet the MSE - Moho Surface Element - down as close to the designated coordinates as you possibly can. #autoLOC_8014026 = Mission Accomplished Dialog #autoLOC_8014027 = Excellent work, mission complete! #autoLOC_8014028 = You've managed to complete every step of this extraodinary journey to the closest planet to the Sun. Amazing job!\n\nThe data recovered will be analyzed and doubtless give us new discoveries and papers to write about Moho for decades. #autoLOC_8014029 = Ship Crashed #autoLOC_8014030 = Wrong Planet #autoLOC_8014031 = Swinging by Eve does not include stopping for tea and cakes!\n\nYour velocity indicator should be >4000m/s not 0. Mission failed. #autoLOC_8014032 = Unexpected Splashdown #autoLOC_8014033 = What goes up... #autoLOC_8014034 = ...must come down, but not always on the same planet\n\nWe didn't spend this much money to find out more about Kerbin's magnetic field... especially not in just one spot.\n\nMission failed. #autoLOC_8014035 = Crash Landing #autoLOC_8014036 = Flyby Eve #autoLOC_8014037 = Reach Moho #autoLOC_8014038 = Test Magnetometer Dialogue #autoLOC_8014039 = Test the MMO's instruments #autoLOC_8014040 = Run a magnetometer test to confirm that we have good telemetry from the Moho Magnetosphere Observer before releasing it into orbit.\n\nDue to Moho's long day, it will need to stay in orbit for months to fully map its magnetosphere\n\nYou will have to release the sunshield fairing that protects the MMO to access the magnetometer. #autoLOC_8014041 = Magnetometer Science Report #autoLOC_8014042 = Achieve First Moho Orbit #autoLOC_8014043 = Successful Moho Landing #autoLOC_8014044 = Successful Instrument Test #autoLOC_8014045 = Really Close Landing #autoLOC_8014046 = Perfect Landing #autoLOC_8014047 = Test Experiment #autoLOC_8014048 = Run an experiment #autoLOC_8014049 = The Moho Planetary Orbiter has quite a few experiments to monitor Moho from a closer distance. Test at least one. #autoLOC_8014050 = Achieve Second Moho Orbit #autoLOC_8014051 = Crater Landing #autoLOC_8014052 = Game Over #autoLOC_8014053 = Fly Down Mohole #autoLOC_8014054 = Crashed in Mohole #autoLOC_8014055 = Avoid Mohole Dialog #autoLOC_8014056 = Nothing to see here! #autoLOC_8014057 = We told you to stay out of the Mohole!!! What are you doing here? Please exit this space before unforeseen events compromise our security. #autoLOC_8014058 = How to get there #autoLOC_8014059 = Launch Instructions #autoLOC_8014060 = We've got two flight plans for you. \n\n1. Launch immediately for a direct transfer to Moho flight. It's simpler but the deltaV cost is higher, or\n\n2. Launch in about 13 days, at year 190, day 290, for a more difficult but efficient flight intercepting Eve, which you can use for a gravity assist to your final destination. #autoLOC_8014061 = Waited on Pad #autoLOC_8014062 = Since it looks like you're planning to do the Eve flyby manuever, we've adjusted the target orbit - it's more inclined. Remember to depart Kerbin on day 290 for an ideal transfer window. #autoLOC_8014063 = Vessel Destroyed! #autoLOC_8014064 = Rockets do tend to explode, but we are pretty sure this one is your fault. Perhaps it's a little more simulator time would be good? #autoLOC_8014065 = Gravity Assist #autoLOC_8014066 = Plotting just a single gravity assist maneuver can be difficult, be careful to plan it well ahead of time.\n\nThe real BepiColombo mission used a total of 9 gravity assists around the Earth, Venus and Mercury to reduce the missions deltaV requirement. #autoLOC_8014067 = Direct Transfer #autoLOC_8014068 = It looks like you've chosen to do the Eve flyby manuever - this will be tricky, but with good flying you can do it! \n\nAim for a transfer that reaches Eve after around 200 days - that would be around Year 191, Day 65.\n\nAim to swing by in front of the planet so it lowers your orbit relative to the Sun, but not too close, Eve's atmosphere is very dense! A prograde maneuver of ~1090m/s will be enough, if you time it well. #autoLOC_8014069 = Achieve Orbit over Kerbin #autoLOC_8014070 = Rosetta #autoLOC_8014071 = This mission is brought to you in partnership with ESA.\n\nThe Rosetta mission was a ground breaking scientific voyage to intercept Comet 67P/Churyumov-Gerasimenko and land a probe on it, you'll be asked to do the same.\n\nMake sure to conserve as much fuel as possible to be able to make further manuevers near the comet! #autoLOC_8014072 = Rosetta Study #autoLOC_8014073 = In collaboration with ESA, we have created this mission that challenges you to replicate the historic Rosetta mission. The first spacecraft to orbit a comet, and the first to deploy and soft land a probe on a comet surface. #autoLOC_8014074 = Reach inclined orbit over Kerbin #autoLOC_8014075 = You've reached orbit #autoLOC_8014076 = Congratulations on reaching a good Low Kerbin Orbit (LKO), now plot your manuever carefully to intercept the comet.\n\nYou can intercept the comet anywhere in its orbit, but it is definitely easier at certain points.\n\nFor the most efficient intercept, try to match the comet's apoapsis with your transfer. This gives the lowest relative intercept speed when you arrive and reduces the deltaV you need to expend on approach. \n\nTry to save all the fuel you can to allow further maneuvers near the comet. #autoLOC_8014077 = Get within 50,000km of the comet #autoLOC_8014078 = Test Science Equipment #autoLOC_8014079 = Test a Science Experiment #autoLOC_8014080 = Scientists will be using the Rosetta Spacecraft to observe the comet for years.\n\nThere is no need to duplicate that work, but please test at least one science experiment to confirm the Rosetta transmission hardware is still functional. #autoLOC_8014081 = Mission Successful! #autoLOC_8014082 = You've gotten all parts of the craft into the right position! Mission operators and scientists can take over the data gathering now.\n\nThank you for a job well done! #autoLOC_8014083 = A comet is kind of like an asteroid with a tail... and they're on the small side.\n\nWe expected you to land on that, not on wherever THIS is. Mission Failed. #autoLOC_8014084 = Comet Intercept #autoLOC_8014085 = You're on your way, your next goal is to get within 50,000km of the target.\n\nIf it's near the sun, this will put you in, or close to, its Coma. It's going to be a long voyage, but we have faith in you! #autoLOC_8014086 = Get Closer #autoLOC_8014087 = Get closer! #autoLOC_8014088 = Now that you've gotten in range of the comet, and are being treated to the amazing display of its coma and tail - or not if you're too far from the sun - please close to within 5km to get a really good look at its nucleus. #autoLOC_8014089 = Comet Close Approach #autoLOC_8014090 = Approach the Comet #autoLOC_8014091 = Detach and land #autoLOC_8014092 = Detach the lander #autoLOC_8014093 = Now for the most ground breaking part of this whole mission!\n\nWe want you to detach the Philae lander, and use its grapple to attach onto the comet's surface. The instruments inside the probe will give us a unique look at the surface of a comet. #autoLOC_8014094 = Attach to the Comet #autoLOC_8014095 = First you'll need to get to orbit before planning out your transfer trajectory. In this case, you should reach an inclined orbit to make it more efficient to depart to intercept the comet. You will still need to do some inclination changes to align with the comet as course correction manuevers later. #autoLOC_8014096 = Rockets do explode occasionally, but we are pretty sure this one is your fault. Perhaps it's time to go back to the simulators for you? #autoLOC_8014097 = For this comet intercept, we're only asking you to do a direct transfer.\n\nThe real ESA Rosetta mission used 3 Earth flybys and a single Mars flyby to help save on fuel requirements, and also to gather additional data by passing several asteroids enroute to the intercept. #autoLOC_8014098 = Get within 5km of the comet #autoLOC_8014099 = Zero out velocity with comet #autoLOC_8014100 = Lower relative velocity #autoLOC_8014101 = Kill your relative velocity #autoLOC_8014102 = Now you need to lower your velocity relative to the comet.\n\nYou can use the target mode on the navball, and thrust retrograde to make sure you've gotten it as low as possible before the next step. Hope you've saved enough fuel! #autoLOC_8014103 = Gravity Assist Message #autoLOC_8014104 = Direct Transfer Message #autoLOC_8014105 = It looks like you are planning to do the direct transfer to Moho. Be warned that this will make your deltaV budget much narrower - but does make it a lot simpler to hit the target.\n\nYou will generally need a prograde manuever of around 1530m/s from LKO orbit to intercept Moho.\n\nNote: you will likely need additional mid-course corrections. #autoLOC_8014106 = Nearing Moho #autoLOC_8014107 = Approaching Moho #autoLOC_8014108 = You'll need to put the spacecraft into a polar orbit, over the top of Moho. Keep that in mind as you make your approach. #autoLOC_8014109 = MPO Orbit #autoLOC_8014110 = Get to a lower orbit #autoLOC_8014111 = The Moho Planetary Observer (MPO) needs to be placed in a lower orbit so its instruments get the best view of Moho. #autoLOC_8014112 = Reach MMO Deploy Orbit #autoLOC_8014113 = Reach Eve Departure Orbit #autoLOC_8014114 = Detach the MMO #autoLOC_8014115 = Detach the MPO Dialogue #autoLOC_8014116 = Detach the MPO #autoLOC_8014117 = Release the Moho Planetary Orbiter in your current orbit to gather data about Moho. \n\nIt will also act as a relay for your other spacecraft back to Kerbin, make sure it's overhead when you try to land the MSE. #autoLOC_8014118 = MPO Deployed #autoLOC_8014119 = Ariane5 - BepiColombo #autoLOC_8014120 = Ariane5 - Rosetta #autoLOC_8014121 = Mission Briefing #autoLOC_8014122 = Mission Briefing #autoLOC_8014124 = Reach Moho Direct Orbit #autoLOC_8014125 = Ariane 5 #autoLOC_8014126 = The Ariane 5 is ESA's premier heavy lift rocket, capable of putting large payloads into low or geostationary orbits. This version carries a boilerplate payload, feel free to substitute your own! #autoLOC_8014127 = MMO Deployed #autoLOC_8014128 = BepiColombo - Short #autoLOC_8014129 = Mission Briefing #autoLOC_8014130 = Brought to you in partnership with ESA, this mission asks you to recreate part of the currently ongoing real world BepiColombo mission, with an added Kerbal flair.\n\nThis version of the mission omits the orbital manuevers to reach Moho, and instead plants you on a nearby intercept course.\n\nYour goal is to deliver two orbital probes to Moho to investigate its magnetic field and planetary features, and finally to reach the surface with a small lander.\n\nBest of luck! #autoLOC_8014131 = In collaboration with ESA, we've created this version of the BepiColombo mission, which challenges you to place the different probes from the BepiColombo spacecraft around Moho, and touch down a lander.\n\nThis version of the mission is shortened to put you right on the doorstep of Moho. #autoLOC_8014132 = BepiColombo Spacecraft #autoLOC_8014133 = The BepiColombo spacecraft, built to gather scientific data about Moho after a long journey to the Sun's nearest neighbor. #autoLOC_8014134 = BepiColombo Insulation Dialog #autoLOC_8014135 = BepiColombo Thermal Insulation #autoLOC_8014136 = "The real-world BepiColombo spacecraft is wrapped in specially-designed high temperature multilayer insulation, including two layers of ceramic-based fabric separated by an insulating foam and multiple layers of titanium foils.\n\nTo customize this insulation to the spacecraft, cutting tools had to be replaced regularly and the stitching had to be done manually.\n\nWe had to bring in experts who performed the manual stitching at the launch site and had to reserve extra time for this work."\n\tUlli (Project Manager) #autoLOC_8014137 = BepiColombo Solar Cells Dialog #autoLOC_8014138 = BepiColombo Solar Cells #autoLOC_8014139 = The real-world BepiColombo spacecraft solar arrays are exposed to high-frequency, high-intensity ultraviolet radiation combined with high temperatures, a combination which is known to induce an unexpectedly fast degradation in solar cell performance.\n\nThis was resolved by a complex method of continuous solar array steering control, in order to keep the temperature below an allowed maximum, and by a specific redesign of the solar cells.\n\n"Solar Array development was, in my view, the hardest and most dangerous technological challenge, and the one with the biggest impact on mass, schedule and cost. Especially the late discovery of dramatic solar cell degradation due to the combined, catalytic effect of high-intensity UV at high temperatures took a long time to solve and had a severe impact on the spacecraft redesign."\n\tDaniele (Systems Engineer) #autoLOC_8014140 = BepiColombo Propulsion Dialog #autoLOC_8014141 = BepiColombo Propulsion #autoLOC_8014142 = "I would like to draw your attention to the remarkable fact that the BepiColombo spacecraft is a living catalogue of all propulsion systems that you can find on board current spacecraft.\n\nIn fact, in the transport module you can find ion propulsion and a bi-propellant system. In one orbiter, you find a different bi-propellant system, the so-called dual-mode, and a set of mono-propellant thrusters. Finally, the other orbiter is equipped with a cold-gas system"\n\tDaniele (System Engineer) #autoLOC_8014143 = The BepiColombo Name Dialog #autoLOC_8014144 = The BepiColombo Name #autoLOC_8014145 = BepiColombo is named after Giuseppe "Bepi" Colombo (1920 - 1984), an Italian engineer and mathematician who explained Mercury's unique '3:2 resonance' - it spins three times on its axis every two revolutions around the Sun.\n\nHe also advised NASA on how to place Mariner 10 into an orbit that would enable the spacecraft to perform three flybys of Mercury between 1974-1975. #autoLOC_8014146 = BepiColombo MPO Search Dialog #autoLOC_8014147 = BepiColombo MPO Objectives #autoLOC_8014148 = One item that the real-world BepiColombo spacecraft will be looking for is whether any possibility exists that there are pockets of habitability on Mercury.\n\nMercury's axis of rotation is oriented nearly perpendicular to the planet's orbit, so that in the Polar Regions sunlight strikes the surface at a constant grazing angle. The interiors of large craters at the poles are permanently shadowed and remain perpetually cold, below 60K (-210°C).\n\nRadar images of the Polar Regions, first obtained in 1991, show that the large crater interiors are highly reflective at radar wavelengths. The most common material that could explain this behavior is... ice!\n\nThe tiny influx of ice from in-falling comets and meteorites could be cold-trapped in these Hermean polar caps over billions of years, or water vapor might originate from the planetary interior and be frozen out at the poles. #autoLOC_8014149 = Toggle Controller Enabled #autoLOC_8014150 = Enable Controller #autoLOC_8014151 = Disable Controller #autoLOC_8014152 = Current slope angle #autoLOC_8014153 = Orthogonal 2-horn #autoLOC_8014154 = Orthogonal 3-horn #autoLOC_8014155 = Orthogonal 4-horn #autoLOC_8014156 = Orthogonal 5-horn #autoLOC_8014157 = Angled 4-horn #autoLOC_8014158 = Orthogonal 2-horn #autoLOC_8014159 = Orthogonal 3-horn #autoLOC_8014160 = Orthogonal 4-horn #autoLOC_8014161 = Orthogonal 5-horn #autoLOC_8014162 = Angled 4-horn #autoLOC_8014163 = Kerbals Assisting: #autoLOC_8014164 = Engineers Assisting: #autoLOC_8014165 = Max Part Mass: #autoLOC_8014166 = No Limit #autoLOC_8014167 = Alignment Angle #autoLOC_8100000 = Node Title #autoLOC_8100001 = No briefing has yet been entered!\n\nPlease enter a mission name, briefing and any other setup information in the Briefing dialog.\n\nThe mission will be saved if you press OK. #autoLOC_8100002 = Opening Mission Briefing Dialog #autoLOC_8100003 = Mission named '<<1>>' already exists. Do you want to overwrite it? #autoLOC_8100008 = Do you want to save the current mission before exiting? #autoLOC_8100009 = Leave Mission Builder #autoLOC_8100013 = Do you want to save the current mission before continuing? #autoLOC_8100014 = New Mission #autoLOC_8100015 = NONE #autoLOC_8100016 = The title for this node that will be displayed\nin the canvas, Missions App and objectives list #autoLOC_8100017 = Distance #autoLOC_8100018 = New Mission #autoLOC_8100019 = Start Node #autoLOC_8100020 = Do you want to save the current mission before Testing? #autoLOC_8100021 = Save Mission and Test #autoLOC_8100022 = Number of bodies #autoLOC_8100023 = Number of vessels #autoLOC_8100026 = Delete and Continue #autoLOC_8100028 = Do you want to reset the builder panels to the default layout? #autoLOC_8100029 = Reset Builder Panels #autoLOC_8100030 = Reset #autoLOC_8100031 = Sphere #autoLOC_8100032 = Do you want to save the current mission before continuing? #autoLOC_8100033 = Load Mission #autoLOC_8100034 = Cone #autoLOC_8100035 = Altitude: <<1>> <<2>>m #autoLOC_8100036 = Above Ground #autoLOC_8100037 = Open #autoLOC_8100038 = Select a vessel #autoLOC_8100040 = Node Color #autoLOC_8100041 = The color associated with this node #autoLOC_8100042 = Show Screen Message #autoLOC_8100043 = When checked this nodes description will be posted as a screen message \nwhen the previous node is activated in game play. \n\nIt can be used as a simple way to add screen messages at each step #autoLOC_8100044 = Message Duration #autoLOC_8100045 = How many seconds the message will be displayed for #autoLOC_8100046 = Description #autoLOC_8100047 = Description of this node that will be displayed in App and elsewhere #autoLOC_8100048 = End Node #autoLOC_8100049 = When checked the mission will end when this node activates #autoLOC_8100050 = Objective Node #autoLOC_8100051 = When checked this node will be flagged as an objective \nfor the Missions App and other displays #autoLOC_8100052 = Mission End Options #autoLOC_8100053 = Mission End Text #autoLOC_8100054 = The text that will be displayed in the end mission dialog #autoLOC_8100055 = Node Connections Order #autoLOC_8100057 = No out connector and node is not an End node. #autoLOC_8100058 = Semi Major Axis #autoLOC_8100059 = Apoapsis #autoLOC_8100060 = Periapsis #autoLOC_8100061 = Eccentricity #autoLOC_8100062 = Inclination #autoLOC_8100063 = Lon. of Asc. Node #autoLOC_8100064 = Arg. Of Periapsis #autoLOC_8100065 = Target Mean Anomaly #autoLOC_8100066 = Unnamed Launch Site #autoLOC_8100067 = Facility #autoLOC_8100068 = Always Show Ramp #autoLOC_8100069 = Location #autoLOC_8100070 = Set the Ground Location of the Launch Site #autoLOC_8100071 = Auto Populate Crew #autoLOC_8100072 = Mission Start Time #autoLOC_8100073 = Difficulty Settings #autoLOC_8100074 = Part Filter #autoLOC_8100075 = Landed #autoLOC_8100076 = Launch Site #autoLOC_8100077 = In Orbit #autoLOC_8100078 = Situation #autoLOC_8100080 = Select the Facility the vessel will be constructed in #autoLOC_8100081 = Brakes On #autoLOC_8100082 = Set for brakes on at vessel launch #autoLOC_8100084 = Orbit #autoLOC_8100085 = Location #autoLOC_8100086 = Unnamed Vessel #autoLOC_8100088 = The location that the vessel will start #autoLOC_8100089 = Vessel Restrictions #autoLOC_8100090 = Restrictions that will be applied to the construction of this vessel #autoLOC_8100091 = Focus on Vessel #autoLOC_8100092 = Change the game focus to this vessel when it is spawned #autoLOC_8100094 = Required Parts #autoLOC_8100096 = Radiator stuck #autoLOC_8100097 = Stuck State #autoLOC_8100098 = Cargo bay stuck #autoLOC_8100100 = Deployable part stuck #autoLOC_8100102 = Light stuck #autoLOC_8100104 = Intake stuck #autoLOC_8100106 = Fuel crossfeed toggle stuck #autoLOC_8100108 = Wheel deployment stuck #autoLOC_8100110 = Regular #autoLOC_8100111 = Glimmeroid #autoLOC_8100112 = Name #autoLOC_8100113 = Type #autoLOC_8100114 = Class #autoLOC_8100115 = Entire Vessel #autoLOC_8100116 = Specific Part #autoLOC_8100117 = All Part Modules of Type #autoLOC_8100118 = Specific Failure #autoLOC_8100119 = Repair Type #autoLOC_8100120 = Part #autoLOC_8100121 = Part Module #autoLOC_8100122 = Specific Failure #autoLOC_8100123 = Modifier #autoLOC_8100124 = Value #autoLOC_8100125 = Modify Mission Score #autoLOC_8100126 = Add points #autoLOC_8100127 = Multiply by #autoLOC_8100128 = Divide by #autoLOC_8100129 = Subtract points #autoLOC_8100130 = Set to #autoLOC_8100133 = Resource Bonus #autoLOC_8100136 = Cost #autoLOC_8100137 = The vessel has to cost exactly <<1>> funds.\n Current cost: <<2>> #autoLOC_8100138 = The vessel can't exceed <<1>> funds.\n Current cost: <<2>> #autoLOC_8100139 = The vessel needs to cost at least <<1>> funds.\n Current cost: <<2>> #autoLOC_8100140 = Crew Type #autoLOC_8100141 = Amount #autoLOC_8100142 = Crew Count #autoLOC_8100143 = Crew #autoLOC_8100144 = The vessel requires exactly <<1>> <> .\nCurrent <> : <<3>> #autoLOC_8100145 = The vessel can't exceed <<1>> <> .\nCurrent <> : <<3>> #autoLOC_8100146 = The vessel needs at least <<1>> <> .\nCurrent <> : <<3>> #autoLOC_8100147 = Points #autoLOC_8100148 = Completion Bonus #autoLOC_8100149 = <<1>> : <<2>> p #autoLOC_8100150 = Alternator output #autoLOC_8100151 = Multiplier #autoLOC_8100152 = Alternator output is <<1>> x normal #autoLOC_8100153 = Alternator output set to <<1>>% #autoLOC_8100154 = <<1>>: <<2>> <<3>> #autoLOC_8100155 = <<1>>: <<2>> (<<3>>) #autoLOC_8100156 = \n<<1>>% - <<2>>% : equals <<3>> points #autoLOC_8100157 = <<1>>: #autoLOC_8100158 = \n<<1>> - <<2>> : equals <<3>> points #autoLOC_8100159 = Unknown #autoLOC_8100160 = \n<<0>> - <<1>> : equals <<2>> points #autoLOC_8100161 = Time Score #autoLOC_8100167 = Above Sea Level #autoLOC_8100168 = Mass Value #autoLOC_8100169 = Mass #autoLOC_8100170 = The vessel mass needs to be exactly <<1>>t.\nCurrent mass: <<2>>t #autoLOC_8100171 = The vessel can't exceed <<1>>t.\nCurrent mass: <<2>>t #autoLOC_8100172 = The vessel mass needs to be at least <<1>>t.\nCurrent mass: <<2>>t #autoLOC_8100173 = Check the engineers report for details. #autoLOC_8100174 = The Universe Time for the start of the mission.\n\nSet this to change starting positions of bodies. #autoLOC_8100175 = Mass: <<1>> <<2>>t #autoLOC_8100176 = Number of Parts #autoLOC_8100177 = Part Count #autoLOC_8100178 = The vessel has to be built with exactly <<1>> parts.\n Current part count: <<2>> #autoLOC_8100179 = The vessel can't exceed <<1>> parts.\n Current part count: <<2>> #autoLOC_8100180 = The vessel needs at least <<1>> parts.\n Current part count: <<2>> #autoLOC_8100182 = Resource Seed #autoLOC_8100185 = Amount #autoLOC_8100186 = Resource #autoLOC_8100187 = The vessel needs exactly <<1>> <<2>>.\nCurrent <<2>> : <<3>> #autoLOC_8100188 = The vessel can't exceed <<1>> <<2>>.\nCurrent <<2>> : <<3>> #autoLOC_8100189 = The vessel needs at least <<1>> <<2>>.\nCurrent <<2>> : <<3>> #autoLOC_8100190 = Vessel list is empty #autoLOC_8100191 = Height #autoLOC_8100192 = Width #autoLOC_8100193 = Length #autoLOC_8100194 = Vessel Dimensions #autoLOC_8100195 = The vessel has to match the exact dimensions:\n<<1>>.\n Current size:\n<<2>> #autoLOC_8100196 = The vessel can't exceed:\n <<1>>Current size:\n <<2>> #autoLOC_8100197 = The vessel needs to fit inside:\n <<1>> Current size:\n <<2>> #autoLOC_8100203 = Number of Stages #autoLOC_8100204 = Stages #autoLOC_8100205 = The vessel needs exactly <<1>> stages.\nCurrent stages: <<2>> #autoLOC_8100206 = The vessel can't exceed <<1>> stages.\nCurrent stages: <<2>> #autoLOC_8100207 = The vessel needs at least <<1>> stages.\nCurrent stages: <<2>> #autoLOC_8100208 = Mission requirements not met. #autoLOC_8100209 = The restrictions for this vessel are not met, check the mission app for details. #autoLOC_8100210 = Accept #autoLOC_8100211 = A vessel restriction #autoLOC_8100212 = Vessel Restriction Entry -> <<1>> #autoLOC_8100213 = Max Energy Transfer #autoLOC_8100214 = Radiator max energy transfer #autoLOC_8100215 = Max energy transfer is <<1>> x normal #autoLOC_8100216 = Radiator max energy transfer set to <<1>>% #autoLOC_8100217 = Actuator Speed #autoLOC_8100218 = Actuator Speed set to <<1>>% #autoLOC_8100219 = Power #autoLOC_8100220 = Transmitter power #autoLOC_8100221 = Transmitter power is <<1>> x normal #autoLOC_8100222 = Transmitter output set to <<1>>% #autoLOC_8100223 = Efficiency #autoLOC_8100224 = Solar Panel Efficiency #autoLOC_8100225 = Panel efficiency is <<1>> x normal #autoLOC_8100226 = Solar panel efficiency set to <<1>>% #autoLOC_8100227 = Throttle #autoLOC_8100228 = Engine throttle #autoLOC_8100229 = Engine throttle is <<1>> x normal #autoLOC_8100230 = Throttle set to <<1>>% #autoLOC_8100231 = Efficiency #autoLOC_8100232 = Generator output #autoLOC_8100233 = Generator output is <<1>> x normal #autoLOC_8100234 = Generator output set to <<1>>% #autoLOC_8100235 = Pitch Control #autoLOC_8100236 = Roll Control #autoLOC_8100237 = Yaw Control #autoLOC_8100238 = Gimbal limit control #autoLOC_8100239 = Gimbal control has changed! #autoLOC_8100240 = Pitch control set to <<1>>% #autoLOC_8100241 = Roll control set to <<1>>% #autoLOC_8100242 = Yaw control set to <<1>>% #autoLOC_8100243 = Lift Force #autoLOC_8100244 = Lifting surface lift force #autoLOC_8100245 = Lift force is <<1>> x normal #autoLOC_8100246 = Lift force set to <<1>>% #autoLOC_8100247 = Intensity #autoLOC_8100248 = Light intensity #autoLOC_8100249 = Light intensity is <<1>> x normal #autoLOC_8100250 = Light intensity set to <<1>>% #autoLOC_8100251 = Pitch Torque #autoLOC_8100252 = Roll Torque #autoLOC_8100253 = Yaw Torque #autoLOC_8100254 = Reaction wheel torque #autoLOC_8100255 = Reaction wheel torque has changed! #autoLOC_8100256 = Pitch torque set to <<1>>% #autoLOC_8100257 = Roll torque set to <<1>>% #autoLOC_8100258 = Yaw torque set to <<1>>% #autoLOC_8100259 = SAS Service Level #autoLOC_8100260 = SAS service level #autoLOC_8100261 = SAS Service Level is <<1>> #autoLOC_8100262 = SAS Service Level set to <<1>>% #autoLOC_8100263 = Torque #autoLOC_8100264 = Wheel Brakes torque #autoLOC_8100265 = Brake torque is <<1>> x normal #autoLOC_8100266 = Brake torque set to <<1>>% #autoLOC_8100267 = Wheel Motor torque #autoLOC_8100268 = Motor torque is <<1>> x normal #autoLOC_8100269 = Motor torque set to <<1>>% #autoLOC_8100270 = Flicker Time #autoLOC_8100271 = Light flickering #autoLOC_8100272 = Light is flickering. #autoLOC_8100273 = Maximum flicker time is <<1>> #autoLOC_8100275 = Adjuster Module #autoLOC_8100276 = Adjusted #autoLOC_8100277 = Can Be Repaired #autoLOC_8100278 = Crew member needs to be an Engineer. #autoLOC_8100279 = Selecting VAB or SPH will save all progress and take you to the Vehicle Assembly Building or Spaceplane Hanger to build a new Vessel.\n\nSelect Cancel to return to the Mission Builder. #autoLOC_8100280 = Warning! #autoLOC_8100281 = Take me to the VAB #autoLOC_8100282 = Take me to the SPH #autoLOC_8100283 = Part stuck! #autoLOC_8100284 = Edit Vessel #autoLOC_8100285 = Create New Vessel #autoLOC_8100286 = Choose a vessel before you can assign crew. #autoLOC_8100287 = A Launch Site named '<<1>> ' already exists. Please rename the Launch Site. #autoLOC_8100288 = Available Parts #autoLOC_8100289 = Unavailable Parts #autoLOC_8100290 = Base Parameters #autoLOC_8100292 = Mission Parts #autoLOC_8100293 = Vessel Parts #autoLOC_8100294 = This part was set as unavailable for this mission #autoLOC_8100295 = This part was set as required for this vessel #autoLOC_8100296 = This part was set as available in a vessel #autoLOC_8100297 = This part was set as unavailable in a vessel #autoLOC_8100298 = This part was set as required for a vessel #autoLOC_8100299 = Set Available Parts for Mission #autoLOC_8100300 = Set Unavailable Parts for Mission #autoLOC_8100301 = Additional Parameters #autoLOC_8100302 = Options #autoLOC_8100303 = Mission Message #autoLOC_8100304 = Mission End #autoLOC_8100305 = Connector Settings #autoLOC_8100306 = Node Settings #autoLOC_8100307 = Add #autoLOC_8100310 = None #autoLOC_8100312 = Light Stuck! #autoLOC_8100313 = Remove Vessel #autoLOC_8100314 = Vessel Starting State #autoLOC_8100315 = Parts Selected <<1>> #autoLOC_8100316 = <<1>> : Orbit around <<2>> #autoLOC_8100317 = Filter Parts by #autoLOC_8100318 = KerbNet access fail #autoLOC_8100319 = KerbNet Access Failed! #autoLOC_8100320 = Grapple node can't release #autoLOC_8100321 = Grapple node can't release! #autoLOC_8100322 = Anchored Decoupler can't decouple #autoLOC_8100323 = Decoupler failed! #autoLOC_8100324 = <<1>> stuck! #autoLOC_8100325 = Control surface disable controls #autoLOC_8100326 = Controls disabled! #autoLOC_8100327 = Data transmitter broken #autoLOC_8100328 = Data transmitter broken! #autoLOC_8100329 = Decoupler can't decouple #autoLOC_8100330 = Decoupler failed! #autoLOC_8100331 = Docking node can't undock #autoLOC_8100332 = Docking node can't undock! #autoLOC_8100333 = Dead Engine #autoLOC_8100334 = Engine Dead! #autoLOC_8100335 = Fuel line blocked #autoLOC_8100336 = Fuel line blocked! #autoLOC_8100337 = No GPS Display #autoLOC_8100338 = No GPS Display! #autoLOC_8100339 = Grapple node can't grapple #autoLOC_8100340 = Grapple node can't grapple! #autoLOC_8100341 = Decoupler failed! #autoLOC_8100342 = Probe Control Broken #autoLOC_8100343 = RCS fire randomly #autoLOC_8100344 = RCS has gone crazy! #autoLOC_8100345 = RCS stop working #autoLOC_8100346 = RCS is dead! #autoLOC_8100347 = Reaction wheel broken #autoLOC_8100348 = Reaction wheel is broken! #autoLOC_8100349 = Reaction wheel stuck on #autoLOC_8100350 = Reaction wheel is stuck! #autoLOC_8100351 = Crossfeed stuck! #autoLOC_8100352 = Wheel deployment stuck #autoLOC_8100353 = Wheels stuck! #autoLOC_8100354 = Intake stuck! #autoLOC_8100355 = Disable experiment #autoLOC_8100356 = Experiment disabled! #autoLOC_8200000 = Hide / Unhide #autoLOC_8200001 = Undo #autoLOC_8200002 = Redo #autoLOC_8200003 = Maximize / Restore #autoLOC_8200004 = Fit in view #autoLOC_8200005 = Arrange Nodes #autoLOC_8200007 = Zoom Out #autoLOC_8200008 = Zoom In #autoLOC_8200009 = Validation #autoLOC_8200010 = Run #autoLOC_8200011 = Mode #autoLOC_8200013 = New #autoLOC_8200014 = Open #autoLOC_8200016 = Export #autoLOC_8200017 = Test mission #autoLOC_8200019 = Lock #autoLOC_8200020 = Type keywords to search for nodes #autoLOC_8200021 = Randomize #autoLOC_8200022 = Seed: #autoLOC_8200023 = Vessel Ground Location; #autoLOC_8200024 = Celestial Body #autoLOC_8200025 = Position #autoLOC_8200026 = Longitude #autoLOC_8200027 = Latitude #autoLOC_8200028 = Altitude #autoLOC_8200029 = Rotation #autoLOC_8200030 = X-Axis Rotation #autoLOC_8200031 = Y-Axis Rotation #autoLOC_8200032 = Z-Axis Rotation #autoLOC_8200033 = Volume #autoLOC_8200034 = Shape #autoLOC_8200035 = Radius #autoLOC_8200036 = Min Height #autoLOC_8200037 = Max Height #autoLOC_8200038 = Height #autoLOC_8200039 = Celestial Body #autoLOC_8200040 = Area #autoLOC_8200048 = Enter Vessel Name... #autoLOC_8200049 = Player Built #autoLOC_8200050 = Creator Built #autoLOC_8200051 = Please select a vessel #autoLOC_8200052 = Assign Crew #autoLOC_8200053 = Reset Vessel #autoLOC_8200054 = Min #autoLOC_8200055 = Max #autoLOC_8200056 = Score #autoLOC_8200057 = Additional #autoLOC_8200058 = Remove #autoLOC_8200059 = Play Missions #autoLOC_8200060 = Mission Builder #autoLOC_8200061 = Enter text... #autoLOC_8200062 = Validation not run yet... #autoLOC_8200063 = Run Validation #autoLOC_8200064 = Enter the name for the exported mission file. #autoLOC_8200065 = Export Mission Filename #autoLOC_8200066 = A file named '<<1>>' already exists in Missions/_Exports folder. #autoLOC_8200067 = Export File Exists #autoLOC_8200069 = Cancel export #autoLOC_8200070 = Please go back and specify a Mission Name in the briefing dialog #autoLOC_8200071 = No Mission Name Provided #autoLOC_8200073 = Mission Briefing Information #autoLOC_8200074 = Mission Validation Report #autoLOC_8200075 = Mission Global Score #autoLOC_8200076 = Mission Awards #autoLOC_8200077 = An empty tag cannot be added! #autoLOC_8200078 = Enter a Valid Tag Value #autoLOC_8200079 = <<1>>': A tag by with this value already exists and cannot be added again. #autoLOC_8200080 = Duplicated Tag Found #autoLOC_8200081 = No Validation Items to report. #autoLOC_8200082 = Info #autoLOC_8200083 = Validation #autoLOC_8200084 = Awards #autoLOC_8200085 = Enter Mission Briefing Notes... #autoLOC_8200086 = No objectives in the current mission #autoLOC_8200087 = Play Banner #autoLOC_8200088 = Success Banner #autoLOC_8200089 = Fail Banner #autoLOC_8200093 = Gold Award #autoLOC_8200094 = When player gets #autoLOC_8200095 = Silver Award #autoLOC_8200096 = points #autoLOC_8200097 = Bronze Award #autoLOC_8200098 = Objectives #autoLOC_8200099 = New Mission Name #autoLOC_8200100 = Time Keeper #autoLOC_8200101 = Completed the Mission in less than the required time #autoLOC_8200102 = Frugal #autoLOC_8200103 = Used less than the required resource #autoLOC_8200104 = Saint #autoLOC_8200105 = All Kerbals survived #autoLOC_8200106 = Sinner #autoLOC_8200107 = All Kerbals died #autoLOC_8200108 = Homesick #autoLOC_8200109 = Travelled less than the required distance #autoLOC_8200110 = Boldly Going #autoLOC_8200111 = Travelled more than the required distance #autoLOC_8200112 = Carpool #autoLOC_8200113 = Used at least the required number of vessels #autoLOC_8200114 = That's the Spot #autoLOC_8200115 = Landed in less than the required distance from the KSC #autoLOC_8200116 = Where did I leave my keys? #autoLOC_8200117 = Landed at least in the required number of Planets #autoLOC_8200118 = Manually #autoLOC_8200119 = On Save #autoLOC_8200120 = Auto After Run #autoLOC_8200121 = Automatic #autoLOC_8200122 = Select a Mission to Open #autoLOC_8200123 = Community Created #autoLOC_8200124 = Stock Mission #autoLOC_8200126 = Biomes #autoLOC_8200127 = Grants #autoLOC_8200128 = points #autoLOC_8200129 = Completed the Mission with the required bronze score points #autoLOC_8200130 = Completed the Mission with the required silver score points #autoLOC_8200131 = Completed the Mission with the required gold score points #autoLOC_8300000 = Mission Tutorial #autoLOC_8300001 = This is the all new Missions Screen! This is where you can select to play Historical Missions from the early chapters of Kerbal Space Flight. You can also see and play your own Missions and those Community created Missions you have downloaded. #autoLOC_8300002 = For each Mission you can see the Mission Briefing. You can also save your Missions during play to return to them at a later time. For each Mission you complete you may see, where applicable, a score to impress your friends with. #autoLOC_8300003 = At the bottom of the Missions list there are 3 Tutorial Missions for you to try - each will teach you a different aspect of the Mission Builder! #autoLOC_8300010 = Beginner Tutorial #autoLOC_8300011 = Welcome to the Mission Builder.\n\nThis is where you plan out and export your Missions for others to play. #autoLOC_8300012 = Once a Node is placed you can tweak and fine tune its settings by altering its properties in the top section of the Action Pane, located on the right side of the screen. #autoLOC_8300013 = Before we begin we need to set up the Start Node.\n\nThis will dictate where the player starts, what the starting settings are for your mission as well as any other Mission Critical Information. #autoLOC_8300014 = To start with let's tell the player where they need to start and what their vessel conditions are.\n\nThere are many options here but let's keep it simple for now and start them at the KSC in their own vessel. #autoLOC_8300015 = All new Missions appear with two Nodes by default, the Start Node and a Spawn Vessel Node.\n\nNow click on the Spawn Vessel Node and notice there is a Name for our vessel called 'Unnamed Vessel'.\n\nClick this name now and type a new name for the vessel. #autoLOC_8300016 = You will notice there are two radio buttons settings in the Settings Action Pane. One sets this vessel as Player Built and the other set this vessel as Creator Defined.\n\nPlayer built vessels are built by the mission player, whereas creator built vessels you (as the mission creator) must build for the player to use during mission play. #autoLOC_8300017 = You will also note the other settings for the Vessel.\n\nThe Situation is used to set the starting situation for the vessel. This could be at a Launch Site, Landed or in Orbit. The default is Launch Site.\n\nLet's leave our vessel set to this for now. #autoLOC_8300018 = The next setting is the facility that will be used to build the vessel. This can be the VAB or SPH.\n\nThe default is the VAB. Let's leave our player created vessel set to this for now. #autoLOC_8300019 = The last setting we are going to cover here is the Launch Site selection.\n\nHere you can choose where the vessel will be Launched from when the situation is set to the Launch Site setting.\n\nFor now we will leave this set to the LaunchPad which is located at the KSC. #autoLOC_8300020 = Please ensure the Vessel is set to Launch from the LaunchPad and the facility is set to the VAB before we can continue. #autoLOC_8300021 = Great! Now the player will start their mission at the KSC LaunchPad in a vessel they will build themselves.\n\nYou can also choose to start players of your missions in Orbit, landed, or a number of other different scenarios. #autoLOC_8300022 = Now we need to give the Player something to do - let's get them to orbit the Mun!\n\nGo to the Sidebar on the left side of the screen and find the Node that says 'Orbit' and drag it out onto the Canvas near the Start Node - you can find it under the 'Location' category. #autoLOC_8300023 = Find the Orbit Node first, locate it and drag it out onto the Canvas. #autoLOC_8300024 = Fantastic job!\n\nNow we need to set the planet to be orbited and also a target orbit. #autoLOC_8300025 = Make sure the planet to Orbit is set to the Mun. #autoLOC_8300026 = Please select the Mun to continue. #autoLOC_8300027 = Great!\n\nWe'll leave the orbital settings at their default for now, but you can see that there are lots of options available to you for setting target orbits.\n\nYou can even change them visually in the Graphical Action Pane (GAP) underneath the Settings. #autoLOC_8300028 = The next thing we need to do is link the Start Node to the Orbit Node.\n\nClick the output connector on the Start Node (on the right side of the node). Once you have clicked a connector line will appear and follow the mouse pointer.\n\nClick on the input connector on the Orbit Node. #autoLOC_8300029 = Let's add one final goal to this mission. Let's direct the player to land on the Mun to wrap up the Mission.\n\nDrag out a Landed Vessel Node and place it near the Orbit Node. #autoLOC_8300030 = Find the Landed Vessel Node first, locate it and drag it out onto the Canvas. #autoLOC_8300031 = Now select the Mun from the celestial body dropdown list in the Node's Settings. #autoLOC_8300032 = Try selecting the Mun from the dropdown list in the settings of the Landed Vessel Node. #autoLOC_8300033 = By default all Landed Vessel Nodes will choose the whole celestial body as the target location.\n\nYou can be more specific though and choose Biomes or actual coordinates for the player to land on by changing the location type setting. #autoLOC_8300034 = Now link the Orbit Node to the Landed Vessel Node in the same way we linked the Start Node to the Orbit node to wrap up this section of the Mission. #autoLOC_8300035 = Lastly let's save our work, otherwise we can't play our mission, or share our creation with the rest of the community.\n\nOnce saved we can load them up to play or come back here to edit them further. #autoLOC_8300036 = Click on the Save button. #autoLOC_8300037 = Try saving your Mission - click on the highlighted button to continue. #autoLOC_8300038 = Ah yes of course, we need to provide a Mission Briefing first! #autoLOC_8300039 = Type a Name for your mission in the box at the very top of the dialog and then enter in a line or two in the Mission Briefing notes - this will tell players of your mission what to expect, then select OK when you're done.\n\nYou can also review your objectives, validate your mission and add scoring and awards to it. #autoLOC_8300040 = Great! Those are the basics on how to create a Mission.\n\nThere's still much more to show you so you can now either choose to continue the tutorial (and learn the Action Pane, Events, and more) or Exit back to the Missions Menu. #autoLOC_8300041 = Creating Missions is quite simple, all you need to do is drag Nodes out from the Sidebar (on the left) onto the Canvas in the middle of the screen. #autoLOC_8300042 = Continue #autoLOC_8310000 = Size 1.5 Decoupler #autoLOC_8310001 = TD-18 Decoupler #autoLOC_8310002 = Borrowed from a local farmer, this decoupler originally housed small animals. Now capable of housing small parts. #autoLOC_8310003 = Inflatable Airlock #autoLOC_8310004 = When trying to dock and that last small distance is just too far. This adaptor, with patented extend‘o’matic subsystems for extra portability, will fill the gap. Not to be used as an accordian. #autoLOC_8310005 = connect join dock berth capture couple fasten moor socket shield regular standard average medium (crew (mann kerbal 1.875 #autoLOC_8310006 = Don't inspect decouplers with a naked flame. Point arrow up, light fuse and retire to a safe distance. #autoLOC_8310007 = decouple split break stag regular standard average medium cross feed 1.875 #autoLOC_8310008 = liquid decouple fueltank ?lfo tank split break stag regular standard average medium cross feed 1.875 #autoLOC_8310009 = TD-50 Decoupler #autoLOC_8310010 = This decoupler removes large unwanted items. Originally borrowed from O.M.B mining. #autoLOC_8310011 = decouple split break stag enormous massive gigantic giant cross feed 5.0 #autoLOC_8310012 = Kerbodyne KE-1 "Mastodon" Liquid Fuel Engine #autoLOC_8310013 = Considered to be the behemoth of rocket technology, this propulsion system is the pinnacle of power. #autoLOC_8310014 = rocket liquid engine propuls ascent main launch motor ?lfo saturn F1 (mastodon cross feed #autoLOC_8310015 = LV-TX87 "Bobcat" Liquid Fuel Engine #autoLOC_8310016 = Meow! One of these engines gives more than enough thrust to jump as high as the sky, so we gave you two. #autoLOC_8310017 = rocket liquid engine propuls ascent main fueltank ?lfo (bobcat cross feed glv #autoLOC_8310020 = EP-18 Engine Plate #autoLOC_8310021 = Inspired by an upside down birthday cake. Now with added shrouds for windy days. For clustering multiple small engines on small tanks. #autoLOC_8310022 = decouple engine plate split break stag cluster regular standard average medium cross feed 1.875 #autoLOC_8310023 = EP-25 Engine Plate #autoLOC_8310024 = Inspired by an upside down birthday cake. Now with added shrouds for windy days. This engine plate provides the best value for funds. #autoLOC_8310025 = decouple engine plate split break stag cluster 2.5 huge jumbo large big cross feed #autoLOC_8310026 = EP-37 Engine Plate #autoLOC_8310027 = Inspired by an upside down birthday cake. Now with added shrouds for windy days. Engine plates for grown ups. #autoLOC_8310028 = decouple engine plate split break stag cluster 3.75 enormous massive gigantic giant cross feed #autoLOC_8310029 = EP-50 Engine Plate #autoLOC_8310030 = Inspired by an upside down birthday cake. Now with added shrouds for windy days. For clustering the largest engines on the largest tanks. #autoLOC_8310031 = decouple engine plate split break stag cluster enormous massive gigantic giant cross feed #autoLOC_8310032 = LV-T91 "Cheetah" Liquid Fuel Engine #autoLOC_8310033 = This engine will get you moving fast. Eventually.… Great for those long distance trips in space despite its namesake. Marketing, you know? #autoLOC_8310034 = rocket liquid engine vacuum propuls fueltank ?lfo (cheetah cross feed glv #autoLOC_8310041 = TS-18 Stack Separator #autoLOC_8310042 = This separator is the response to Kerbals not reading the decoupler instructions properly. Separates both ways. #autoLOC_8310043 = decouple separat split break stag cross feed 1.875 #autoLOC_8310050 = TS-50 Stack Separator #autoLOC_8310051 = Kaboom! But in a controlled, Kerbal way #autoLOC_8310052 = decouple separat split break stag enormous massive gigantic giant cross feed 5.0 #autoLOC_8310053 = Kerbodyne KE-1 "Mastodon" Liquid Fuel Engine #autoLOC_8310054 = Considered to be the behemoth of rocket technology, this propulsion system is the pinnacle of power. #autoLOC_8310055 = saturn launch rocket motor engine propuls F1 (mastodon #autoLOC_8310056 = FL-R400 RCS Fuel Tank #autoLOC_8310057 = A larger-scaled version of the standard RCS tank. #autoLOC_8310058 = fueltank mono monopropellant propellant #autoLOC_8310059 = LV-TX87 "Bobcat" Liquid Fuel Engine #autoLOC_8310060 = Meow! One of these engines gives more than enough thrust to jump as high as the sky, so we gave you two. #autoLOC_8310061 = fueltank ?lfo liquid oxidizer propellant rocket (bobcat #autoLOC_8310062 = RE-I2 "Skiff" Liquid Fuel Engine #autoLOC_8310063 = The Skiff is well suited for local planet hopping. High vacuum efficiency for this powerful upper stage drive will get you further. #autoLOC_8310064 = rocket liquid engine propuls sustain ascent main fueltank ?lfo saturn (skiff cross feed #autoLOC_8310065 = RE-J10 "Wolfhound" Liquid Fuel Engine #autoLOC_8310066 = Woof! With the largest bell for its size, this upper stage engine will leave your ears ringing. #autoLOC_8310067 = rocket liquid engine vacuum propuls orbit orbital ?lfo (wolfhound cross feed #autoLOC_8310068 = RK-7 "Kodiak" Liquid Fueled Engine #autoLOC_8310069 = A bear of an engine. This quad-nozzled beast comes with multiple cowling options, and no gimbal. Don’t forget those verniers. #autoLOC_8310070 = rocket liquid engine propuls ascent main fueltank ?lfo (kodiak cross feed voskhod #autoLOC_8310071 = RV-1 "Cub" Vernier Engine #autoLOC_8310072 = Mew! These little vernier engines have a huge deflection, but can only gimbal in one dimension. #autoLOC_8310073 = rocket liquid engine thruster propuls vernier fueltank ?lfo (cub cross feed voskhod #autoLOC_8310074 = Stratus-V Minified Monopropellant Tank #autoLOC_8310075 = I’d say “Small is beautiful” #autoLOC_8310076 = fuel propellant rcs fueltank mono cross feed #autoLOC_8310084 = FL-A150 Fuel Tank Adapter #autoLOC_8310085 = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. #autoLOC_8310086 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank 0.625 )mini small tiny little micro regular standard average medium cross feed 1.875 #autoLOC_8310087 = FL-A151L Fuel Tank Adapter #autoLOC_8310088 = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. #autoLOC_8310089 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank 1.25 FL-T regular standard average medium cross feed 1.875 #autoLOC_8310090 = FL-A151S Fuel Tank Adapter #autoLOC_8310091 = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. #autoLOC_8310092 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank 1.25 FL-T regular standard average medium cross feed 1.875 #autoLOC_8310093 = FL-A215 Fuel Tank Adapter #autoLOC_8310094 = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. #autoLOC_8310095 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium 2.5 huge jumbo large big cross feed 1.875 #autoLOC_8310096 = FL-TX220 Fuel Tank #autoLOC_8310097 = Designed as an intermediary tank between the smaller FL-T series and the larger Rockomax tanks, the FL-TX series helps you get just the right amount of boom. #autoLOC_8310098 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium cross feed 1.875 #autoLOC_8310099 = FL-TX440 Fuel Tank #autoLOC_8310100 = Designed as an intermediary tank between the smaller FL-T series and the larger Rockomax tanks, the FL-TX series helps you get just the right amount of boom. #autoLOC_8310101 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium cross feed 1.875 #autoLOC_8310102 = FL-TX900 Fuel Tank #autoLOC_8310103 = Designed as an intermediary tank between the smaller FL-T series and the larger Rockomax tanks, the FL-TX series helps you get just the right amount of boom. #autoLOC_8310104 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium cross feed 1.875 #autoLOC_8310105 = FL-TX1800 Fuel Tank #autoLOC_8310106 = Designed as an intermediary tank between the smaller FL-T series and the larger Rockomax tanks, the FL-TX series helps you get just the right amount of boom. #autoLOC_8310107 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium cross feed 1.875 #autoLOC_8310108 = FL-C1000 Fuel Tank #autoLOC_8310109 = Bored with plain cylinders, the engineers at Jebediah Kerman's Junkyard and Spacecraft Parts Co came up with this snazzy new design. Includes built in separation boosters for good measure, because you can never have enough boosters. #autoLOC_8310110 = rocket fuel liquid oxidizer propellant moar (more thruster motor separat solid fueltank ?lfo tank regular standard average medium cross feed 1.875 voskhod #autoLOC_8310111 = Kerbodyne S3-S4 Adapter Tank #autoLOC_8310112 = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. #autoLOC_8310113 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank saturn 3.75 enormous massive gigantic giant cross feed 5.0 #autoLOC_8310114 = Kerbodyne Engine Cluster Adapter Tank #autoLOC_8310115 = When Kerbodyne engineers realized that no single engine currently manufactured could justify the use of the S4 fuel tank line, they added attachment points for five of them on this handy adapter tank. #autoLOC_8310116 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank saturn enormous massive gigantic giant cross feed 5.0 #autoLOC_8310117 = Kerbodyne S4-64 Fuel Tank #autoLOC_8310118 = Originally the result of a unit of measure conversion bug, the S4 series of fuel tanks transcend the preposterous into the truly absurd. When 'More boosters' fails and is replaced with 'More engines!', the S4 series tanks will be there to loft your dreams, no matter how ridiculous and over-engineered, into the sky on massive trails of fire. #autoLOC_8310119 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank enormous massive gigantic giant cross feed 5.0 #autoLOC_8310120 = Kerbodyne S4-128 Fuel Tank #autoLOC_8310121 = Originally the result of a unit of measure conversion bug, the S4 series of fuel tanks transcend the preposterous into the truly absurd. When 'More boosters' fails and is replaced with 'More engines!', the S4 series tanks will be there to loft your dreams, no matter how ridiculous and over-engineered, into the sky on massive trails of fire. #autoLOC_8310122 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank enormous massive gigantic giant cross feed 5.0 #autoLOC_8310123 = Kerbodyne S4-256 Fuel Tank #autoLOC_8310124 = Originally the result of a unit of measure conversion bug, the S4 series of fuel tanks transcend the preposterous into the truly absurd. When 'More boosters' fails and is replaced with 'More engines!', the S4 series tanks will be there to loft your dreams, no matter how ridiculous and over-engineered, into the sky on massive trails of fire. #autoLOC_8310125 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank enormous massive gigantic giant cross feed 5.0 #autoLOC_8310126 = Kerbodyne S4-512 Fuel Tank #autoLOC_8310127 = Originally the result of a unit of measure conversion bug, the S4 series of fuel tanks transcend the preposterous into the truly absurd. When 'More boosters' fails and is replaced with 'More engines!', the S4 series tanks will be there to loft your dreams, no matter how ridiculous and over-engineered, into the sky on massive trails of fire. #autoLOC_8310128 = rocket fuel liquid oxidizer propellant fueltank ?lfo tank cross feed #autoLOC_8310129 = RoveMax M1-F Rover Wheel #autoLOC_8310130 = Designed for the first Munar landings and with the ability to be stowed during launch, the RoveMax M1-F is ideal for smaller rovers where space is a premium. #autoLOC_8310131 = rover drive ground roll wheel )car #autoLOC_8310132 = AE-FF1.5 Airstream Protective Shell (1.875m) #autoLOC_8310133 = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! #autoLOC_8310134 = AE-FF5 Airstream Protective Shell (5m) #autoLOC_8310135 = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! #autoLOC_8310136 = SM-6A Service Module #autoLOC_8310137 = A service bay, with explosive doors. Do not open by hand! #autoLOC_8310138 = cargo contain hollow payload protect (stor therm store heat service convey #autoLOC_8310139 = SM-18 Service Module #autoLOC_8310140 = A service bay, with explosive doors. Do not open by hand! #autoLOC_8310141 = cargo contain hollow payload protect (stor therm store heat service convey #autoLOC_8310142 = SM-25 Service Module #autoLOC_8310143 = A service bay, with explosive doors. Do not open by hand! This part comes with plenty of internal space for storing important items for the trip. Snacks must be securely stowed to avoid spillage and damage to the integral antenna. #autoLOC_8310144 = cargo contain hollow payload protect (stor therm store heat hold convey equipment freight service CSM #autoLOC_8310145 = KV-1 'Onion' Reentry Module #autoLOC_8310146 = The design bureau cried when the finance department cried “that’s your lot!” #autoLOC_8310147 = rocket control command fly capsule ?eva ?iva pilot pod space history historical convey (crew (mann kerbal voskhod #autoLOC_8310148 = KV-2 ‘Pea’ Reentry Module #autoLOC_8310149 = Two little green Kerbals like peas in a Pea Pod. The engineers managed to fit an extra Kerbal in the same space! #autoLOC_8310150 = rocket control command fly capsule ?eva ?iva pilot pod space history historical convey (crew (mann kerbal voskhod #autoLOC_8310151 = KV-3 'Pomegranate' Reentry Module #autoLOC_8310152 = Many little Kerbals inside this one. Couldn’t fit more. #autoLOC_8310153 = rocket control command fly capsule ?eva ?iva pilot pod space history historical convey (crew (mann kerbal voskhod #autoLOC_8310154 = Mk2 Command Pod #autoLOC_8310155 = Twin-seater for when a single Kerbal feels too lonely. #autoLOC_8310156 = rocket stab control cmg command fly gyro moment react steer torque capsule ?eva ?iva pilot space convey (crew (mann kerbal glv #autoLOC_8310157 = Munar Excursion Module (M.E.M.) #autoLOC_8310158 = After hearing pilots refer to their current line of landers as 'easily crushed tin cans', the marketing department decided that what customers really wanted was a lander that resembled an already crushed tin can. #autoLOC_8310159 = rocket control command fly moment capsule ?eva ?iva pilot space lander land lem mem mun convey (crew (mann kerbal #autoLOC_8310160 = SP-T06 Structural Panel #autoLOC_8310161 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310162 = support extend structur build construct fabricate body cover plat triangle equ radial #autoLOC_8310163 = SP-T12 Structural Panel #autoLOC_8310164 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310165 = support extend structur build construct fabricate body cover plat triangle equ radial #autoLOC_8310166 = SP-T18 Structural Panel #autoLOC_8310167 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310168 = support extend structur build construct fabricate body cover plat triangle equ radial #autoLOC_8310169 = SP-T25 Structural Panel #autoLOC_8310170 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310171 = support extend structur build construct fabricate body cover plat triangle equ radial #autoLOC_8310172 = SP-S06 Structural Panel #autoLOC_8310173 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310174 = support extend structur build construct fabricate body cover plat radial #autoLOC_8310175 = SP-S12 Structural Panel #autoLOC_8310176 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310177 = support extend structur build construct fabricate body cover plat radial #autoLOC_8310178 = SP-S18 Structural Panel #autoLOC_8310179 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310180 = support extend structur build construct fabricate body cover plat radial 1.875 #autoLOC_8310181 = SP-S25 Structural Panel #autoLOC_8310182 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310183 = support extend structur build construct fabricate body cover plat radial #autoLOC_8310184 = SP-R06 Structural Panel #autoLOC_8310185 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310186 = support extend structur build construct fabricate body cover plat triangle radial #autoLOC_8310187 = SP-R12 Structural Panel #autoLOC_8310188 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310189 = support extend structur build construct fabricate body cover plat triangle radial #autoLOC_8310190 = SP-R18 Structural Panel #autoLOC_8310191 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310192 = support extend structur build construct fabricate body cover plat triangle radial 1.875 #autoLOC_8310193 = SP-R25 Structural Panel #autoLOC_8310194 = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. #autoLOC_8310195 = support extend structur build construct fabricate body cover plat triangle radial #autoLOC_8310196 = T-12 Structural Tube #autoLOC_8310197 = Kerbals like to play hide and seek with these small tubes. #autoLOC_8310198 = hollow pipe tube support structur build construct struct #autoLOC_8310199 = T-18 Structural Tube #autoLOC_8310200 = The Kerbin transportation department is still looking for these tubes, originally intended for the underground system. #autoLOC_8310201 = hollow pipe tube support structur build construct struct regular standard average medium 1.875 #autoLOC_8310202 = T-25 Structural Tube #autoLOC_8310203 = What is a fuel tank without the internal tank? Just a shell. #autoLOC_8310204 = hollow pipe tube support structur build construct struct 2.5 huge jumbo large big #autoLOC_8310205 = T-37 Structural Tube #autoLOC_8310206 = The cost of manufacturing these tubes is high, per loop. Use sparingly. #autoLOC_8310207 = hollow pipe tube support structur build construct struct 3.75 enormous massive gigantic giant #autoLOC_8310208 = T-50 Structural Tube #autoLOC_8310209 = Stacking enough of these could make a revolutionary snack delivery system. #autoLOC_8310210 = hollow pipe tube support structur build construct struct 3.75 enormous massive gigantic giant 5.0 #autoLOC_8310211 = Heat Shield (1.875m) #autoLOC_8320000 = Inventory #autoLOC_8320001 = Cargo #autoLOC_8320010 = Debug #autoLOC_8320069 = Next Action Set #autoLOC_8320070 = Previous Action Set #autoLOC_8320071 = Axis Actions #autoLOC_8320072 = Axis 1 #autoLOC_8320073 = Axis 2 #autoLOC_8320074 = Axis 3 #autoLOC_8320075 = Axis 4 #autoLOC_8320076 = Custom Axis 1 Increment #autoLOC_8320077 = Custom Axis 1 Decrement #autoLOC_8320078 = Custom Axis 2 Increment #autoLOC_8320079 = Custom Axis 2 Decrement #autoLOC_8320080 = Custom Axis 3 Increment #autoLOC_8320081 = Custom Axis 3 Decrement #autoLOC_8320082 = Custom Axis 4 Increment #autoLOC_8320083 = Custom Axis 4 Decrement #autoLOC_8320084 = Gray with Stripes #autoLOC_8320085 = Ol' Zebra #autoLOC_8320086 = KERBAL-EVA #autoLOC_8320087 = Min: #autoLOC_8320088 = Max: #autoLOC_8320091 = THK "Pollux" Solid Fuel Booster #autoLOC_8320092 = The Pollux is an engineers best friend. Is your rocket a little too low thrust to get off the pad efficiently? Put one on. Still not enough? Put on a pair. Try six of them if that's still not enough. Or if you're feeling really crafty, you can launch your entire rocket with just these tried and true solid rocket motors. #autoLOC_8320093 = Protective Rocket Nosecone Mk5A #autoLOC_8320094 = A midsize nosecone that improves the aerodynamic profile for 1.875m rocket stacks. #autoLOC_8320095 = (motor (rocket (srb (pol #autoLOC_8320096 = aero aircraft booster )cap drag fligh plane rocket speed stab stream #autoLOC_8400000 = Builder #autoLOC_8400010 = Builder Toolbar #autoLOC_8400020 = Sidebar #autoLOC_8400030 = Canvas #autoLOC_8400042 = Nodes / Connectors #autoLOC_8400052 = Node Docking #autoLOC_8400062 = SAP #autoLOC_8400072 = GAP #autoLOC_8400081 = GAP Tools #autoLOC_8400092 = Mission Briefing #autoLOC_8400102 = Importing / Exporting / Validation #autoLOC_8400109 = Mission App #autoLOC_8400119 = Testing / Checkpoints #autoLOC_8400129 = Replay / Score / End #autoLOC_8400139 = Kerbal Parachute #autoLOC_8400159 = Variant Switcher #autoLOC_8400166 = Making History #autoLOC_8400509 = Advanced Tutorial #autoLOC_8400510 = Welcome back! We've already done so much, but a few more little touches and this Mission will be talked about for years to come. #autoLOC_8400511 = Let's put in some requirements for the Crew that will be taking us on to greatness. #autoLOC_8400512 = Click on the Spawn Vessel Node that is docked to the Start Node. #autoLOC_8400513 = Scroll down to the bottom of the list in the SAP and click the Add button. In the dropdown choose Crew. #autoLOC_8400514 = Select the Add button and then select Crew. #autoLOC_8400515 = Now we don't want anyone getting lonely up there so let's put a requirement for two Kerbals on the Vessel.\n\nClick the dropdown next to Operator and select Equal. Then either click on the box and type 2 or move the slider until the number says 2. #autoLOC_8400516 = Make sure the Operator is set to Equal and the Crew count is 2. #autoLOC_8400517 = There are a lot of options open to you as the Mission Creator, and also the Players, for assigning Crew and creating your own custom Crewmembers to be used in your missions. #autoLOC_8400518 = We are almost there, now we just need to add in a required part: the Mystery Goo Containment Unit. Players of the Mission won't realize they need it until the Event triggers, and it would be a bit unfair to let them get all that way and not help them with the equipment they will need! #autoLOC_8400519 = Go to the Spawn Vessel node and scroll down to the Required Parts parameter in the Settings. Click anywhere on the Required Parts line to open up the GAP. #autoLOC_8400520 = Make sure you are selecting Required Parts. #autoLOC_8400521 = Great! Now scroll down to the Science category and select it, then find the Mystery Goo Containment Unit and click that to select it. It will turn blue when you do. #autoLOC_8400522 = Select the Science category then select the Mystery Goo Containment Unit. #autoLOC_8400523 = It's always wise to put some success and failure messages in your Missions. These messages can add a lot of flavor. #autoLOC_8400524 = Let's start with the failure message. Drag out a Vessel Destroyed Node from the Vessel category and put it anywhere on the canvas. #autoLOC_8400525 = Drag out a Vessel Destroyed Node to continue. #autoLOC_8400526 = Let's point the Vessel Destroyed Node in the direction of the player's Vessel. With the Node selected, select the desired vessel from the dropdown list under the Vessel Destroyed subheading. #autoLOC_8400527 = Try selecting the Vessel name from the dropdown list. #autoLOC_8400528 = Ok, now let's assign a Message to it. Drag out a Dialog Message from the Utility Category. #autoLOC_8400529 = Place a Dialog Message Node near the Vessel Destroyed Node. #autoLOC_8400530 = Give a suitable message to be shown. This message will be shown if the player of your mission manages to destroy their Vessel. #autoLOC_8400531 = Give a suitable failure message by clicking in the message portion of the Dialog Message Node. #autoLOC_8400532 = Fantastic! You should now have a good level of understanding on how it all works. Try making your own Missions and seeing what you can create. Good luck and have fun! #autoLOC_8400533 = Now link the Vessel Destroyed Node to the Dialog Message Node. #autoLOC_8400534 = Link the Vessel Destroyed and Message Nodes together. #autoLOC_8400535 = Let's now set up the success criteria. Drag out two more Dialog Message Nodes and put one of them next to the Landed Vessel Kerbin Node. Put the other next to the Landed Vessel Mun Node. #autoLOC_8400536 = Put two Dialog Message Nodes on the canvas near the two Landed Vessel Nodes. #autoLOC_8400537 = Link one of Dialog nodes with Landed Vessel Kerbin and the other Dialog node with Landed Vessel Mun. #autoLOC_8400538 = Link the Message Nodes with the Landed Vessel Nodes. #autoLOC_8400539 = Give each Message Node a suitable message. Remember players will see this when they have won the Mission so remember to give them a good pat on the back! #autoLOC_8400540 = Remember to give an awesome well done message to your player! #autoLOC_8400541 = Try selecting the Vessel name from the dropdown list. #autoLOC_8400542 = Let's point the Vessel Destroyed Node in the direction of the player's Vessel. With the Node selected, select the Vessel name you created from the dropdown list under the Vessel Destroyed subheading. #autoLOC_8400543 = Give a suitable message to be shown. This message will play if the player of your mission manages to destroy their Vessel. #autoLOC_8400544 = Give a suitable failure message by clicking in the message portion of the Dialog Message Node. #autoLOC_8400545 = You may have seen that the nodes have a red glow around them and there is a red report button at the top of the Canvas. This is because the game is flagging a Validation Error. #autoLOC_8400546 = Where there are errors they will be flagged and called out. Missions with errors can't be exported, but can be saved. #autoLOC_8400547 = To see what the errors are, click on the red report icon at the top of the Canvas. #autoLOC_8400548 = Click on the red validation button at the top of the Canvas. #autoLOC_8400549 = This is the Validation dialog. Here you can see that we are being warned that there are no nodes marked as end nodes. We should mark the messages as End Nodes to fix this. #autoLOC_8400550 = Close the dialog and click each of the three Dialog Message Nodes and tick the "Set as End Node" box in each. #autoLOC_8400551 = Mark the Dialog Messages as End Nodes in the Settings. #autoLOC_8400552 = OK, the last thing we need to do is export the Mission. This will package everything up into a single file that can then be uploaded and shared with the entire world! #autoLOC_8400553 = Click the highlighted Mission Briefing button to open up the Briefing dialog for your Mission. #autoLOC_8400554 = Click the highlighted button to open the Briefing dialog for your Mission. #autoLOC_8400555 = Here you can review the Mission Briefing text, the Objectives, and any scoring or awards assigned to the Mission. #autoLOC_8400556 = You can also enter details of any Mods that the player must have installed to play the mission, assign your Mission to a Pack, and set its difficulty so players know exactly what they are getting into! #autoLOC_8400557 = Finally you can assign Banners to be shown when the player looks at your Mission Briefing or when they win or fail the Mission. #autoLOC_8400558 = Great readings - we can either carry on with the mission and land on the mun or you can come home, it's your choice! #autoLOC_8400559 = Missing description for Advanced Tutorial. #autoLOC_9990010 = Intermediate Tutorial #autoLOC_9990011 = Welcome back!\n\nWe'll use this tutorial to build on what we learnt in the last one and start introducing some more advanced techniques! #autoLOC_9990012 = Let's make a change and get the Player to land at a specific point on the Mun.\n\nSelect the Landed Vessel node and select Biome from Location Type dropdown list. #autoLOC_9990013 = Select Biome from the Location Type dropdown list #autoLOC_9990014 = We'll use the Graphical Action Pane at the bottom of the Action Pane to select a Biome.\n\nControls are identical to the Tracking Station. You can zoom in and out with the Mousewheel, select a different Planet with a click of the Left Mouse Button on the arrows on either side of the planet name.\n\nYou can also tumble around planets by holding down the left mouse button and moving the mouse. #autoLOC_9990015 = You will see that as you move your cursor around any applicable Biomes they will be highlighted.\n\nClick on any Biome to select it. #autoLOC_9990016 = Use the Action Pane to select a Biome on Mun. #autoLOC_9990017 = Ok, now we're going to add an Event to mix things up a bit.\n\nEvents are situations that change the course of a Mission. Events aren't exposed to the player in the Mission Briefing until they are activated.\n\nEvents can be used to surprise a player with an unforeseen and possibly catastrophic development! #autoLOC_9990018 = For our Mission we'll do something simple, but there are all sorts of catastrophic and helpful options open to you as a Mission Creator. #autoLOC_9990019 = Find the Science Experiment Node and put it between the Orbit Mun and the Landed Vessel nodes. #autoLOC_9990020 = Try dragging out the "Science Experiment" Node from the Resources and Science category #autoLOC_9990021 = Let's link the Science Experiment node between the Orbit Node and the Land Node.\n\nYou'll need to first delete the existing connecting line and then reconnect the nodes - click on the connecting line to select it then hit the delete key. #autoLOC_9990022 = Try linking the Science Experiment between the Orbit and Land Nodes. #autoLOC_9990023 = If you have an Event Node connected to something with other Nodes coming off of it the Event Node path will always take precedence. #autoLOC_9990024 = Go into the Settings for the Science Experiment Node and tick the Event Node box. #autoLOC_9990025 = Tick the Event Node box to continue #autoLOC_9990026 = Let's tell the player we've had some anomalous readings from a High Munar orbit and we need them to check it out before they come back home. #autoLOC_9990027 = Drag out a Dialog Message Node and connect it between the Orbit and Science Experiment Nodes in the same way we created the Science Experiment Node. This will play the message once we have completed the Orbit node.\n\nDon't forget to delete the existing connecting line. #autoLOC_9990028 = Try linking the Dialog message between the Orbit and Science Experiment Nodes. #autoLOC_9990029 = Click on the Dialog Message node and in the Settings type "We've had some odd readings from high above the Mun. Please increase your orbit and see what the Mystery Goo tells us!" #autoLOC_9990030 = Write a message to explain to players what is going on. #autoLOC_9990031 = Let's go ahead and set up the Settings for the Event Node. #autoLOC_9990032 = Under the Experiment heading in the Science Experiment Node select Mystery Goo™ Observation. In Situation choose Flying High and in Celestial Body select The Mun. Leave the other settings on their defaults. #autoLOC_9990033 = Select Mystery Goo Observation for the experiment. In Situation choose Flying High and in Celestial Body select The Mun #autoLOC_9990034 = Lets now give the player a choice of what to do next, branching paths are a great way to introduce an element of choice into the players game. #autoLOC_9990035 = Let's tell them that once they've observed the Mystery Goo they can either come home or Land on the Mun. #autoLOC_9990036 = Place another Dialog Message Node on the Canvas - put this one after the Science Experiment node and link it to the Landed Vessel Node.\n\nDon't forget to delete the existing connecting line. #autoLOC_9990037 = Try linking the Dialog message between the Science Experiement Node and the Landed Vessel Node. #autoLOC_9990038 = Nearly there - add in a Message that explains that they can either land on the Mun or choose to come home.\n\nWe'll add the missing Node to the Mission in a moment. #autoLOC_9990039 = Write a message to explain to players what is going on. #autoLOC_9990040 = Great! Now drag out another Landed Vessel Node from the Location category and link it to the Dialog Message Node you've just placed. #autoLOC_9990041 = Drag out a Landed Vessel Node and link it to the Dialog Message Node. #autoLOC_9990042 = Great! Now select Kerbin from the list of Celestial Bodies. #autoLOC_9990043 = Select Kerbin from the Settings for the node #autoLOC_9990044 = One other thing you can do with your Mission is to provide a score for it - this will allow players to gauge how good they are at your Mission compared to other players. #autoLOC_9990045 = Let's set a score which gives the player a bonus if they complete the Science Objective before a set time has passed! #autoLOC_9990046 = Drag out a Time Since Node from the Utility Category and position it under the Science Experiment Node #autoLOC_9990047 = Drag out a Time Since Node from the Utility Category #autoLOC_9990048 = Let's set the time that they need to do this to 1 day - that should be plenty of time to readjust their Orbit. #autoLOC_9990049 = Click the Time Since Node and select Science Experiment from the dropdown. Then select Less Than for the Operator and set the time to 1 Day by clicking in the Day box and entering 1. #autoLOC_9990050 = Set the Node dropdown to Science Experiment, the Operator to Less Than, and the time to 1 Day. #autoLOC_9990051 = Fantastic! Now find the Change Score node from the Currency and Score Category and place it near the Time Since Node. #autoLOC_9990052 = Drag out an Change Score node from the Currency and Score Category #autoLOC_9990053 = Now click on the Change Score node. Type in an amount to give the player in the box next to Bonus Score.\n\nThis will award the player those points if they manage to complete the Science node in under 1 Day in Game Time. #autoLOC_9990054 = Add in the box next to Bonus Score any amount of points to continue. #autoLOC_9990055 = The last thing we need to do to finish with the scoring is to link everything up. #autoLOC_9990056 = Drag out a link from the Science Node to the Time Since Node.\n\nThen drag one from the Time Since Node to the Change Score node.\n\nLastly drag a line from Change Score to the Dialog Message Node to complete the loop. #autoLOC_9990057 = Link the Science Node to the Time Since Node, then a link from that to the Change Score node, and finally from the Change Score to the Dialog Message Node. #autoLOC_9990058 = We've learnt a lot about how Events can change the course of a mission so let's leave it there for the moment.\n\nThere's one more Tutorial to go which should then give you everything you need to create your own Missions and make a piece of your own history. \n\nDon't forget to save your progress! } } } UrlConfig { parentUrl = Squad/Missions/MissionPacks.cfg MISSIONPACK { name = squad_ESA displayName = ESA Collaboration order = 400 color = #63AE55FF } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = White displayName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = BlackAndWhite displayName = Black and White description = A mix between the dark and light sides primaryColor = #000000 secondaryColor = #ffffff } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = GrayAndOrange displayName = Gray and Orange description = For that muted palate primaryColor = #4c4f47 secondaryColor = #f49841 } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = Dark displayName = Dark description = Come to the dark side primaryColor = #000000 secondaryColor = #000000 } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = Gray displayName = Gray description = Just soo gray primaryColor = #999999 secondaryColor = #999999 } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = Orange displayName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = Gold displayName = Gold description = All that glitters... primaryColor = #fccb0a secondaryColor = #fccb0a } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = Bare displayName = Bare description = Exposed machinery is beautiful primaryColor = #cc0e0e secondaryColor = #000000 } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = Shroud displayName = Shroud description = Sleek and shrouded in mystery primaryColor = #ffffff secondaryColor = #999999 } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = GrayAndWhite displayName = Gray and White description = A mix of drab and bright primaryColor = #ffffff secondaryColor = #999999 } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = Silver displayName = Silver description = Hi Yo, Silver! primaryColor = #ffffff secondaryColor = #ffffff } } UrlConfig { parentUrl = Squad/Parts/VariantThemes.cfg VARIANTTHEME { name = Gray with Stripes displayName = Gray with Stripes description = Ol' Zebra primaryColor = #999999 secondaryColor = #b08b39 } } UrlConfig { parentUrl = Squad/Parts/Aero/aerodynamicNoseCone/aerodynamicNoseCone.cfg PART { name = noseCone module = Part author = AlexanderM mesh = aerodynamicNoseCone.mu scale = 1.0 rescaleFactor = 1 node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 CenterOfDisplacement = 0.0, 0.2, 0.0 TechRequired = stability entryCost = 2000 cost = 240 category = Aero subcategory = 0 title = Aerodynamic Nose Cone manufacturer = Goliath National Products description = Aerodynamic, lightweight and mostly non-explosive. As a reminder to all personnel operating nearby, this part is really sharp and it'd probably hurt if you fell on it. attachRules = 1,0,1,1,0 stackSymmetry = 2 mass = 0.03 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2400 emissiveConstant = 0.7 thermalMassModifier = 6.0 fuelCrossFeed = False bulkheadProfiles = size1 tags = aero aircraft booster )cap drag fligh plane rocket speed stab stream MODULE { name = ModulePartVariants baseVariant = BlackAndWhite useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse_O _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal_O } } VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse_W _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal } } } MODULE { name = ModuleCargoPart packedVolume = 1050 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = noseCone } } } UrlConfig { parentUrl = Squad/Parts/Aero/airbrake/Airbrake.cfg PART { name = airbrake1 module = Part author = Porkjet mesh = Airbrake.mu rescaleFactor = 1 node_attach = 0.0, 0.0, -0.025, 0.0, 0.0, 1.0, 1 TechRequired = advAerodynamics entryCost = 20000 cost = 1000 category = Aero subcategory = 0 title = A.I.R.B.R.A.K.E.S manufacturer = C7 Aerospace Division description = Research into feasible ways to slow down a plane in mid-air showed that loose hull panels are pretty great as drag-inducing deceleration devices. The discovery led to the invention of the Aerodynamically Integrated Retrograde Braking Robustly Armed Kinetic Extending System (A.I.R.B.R.A.K.E.S.), which is now popular mostly as a cheap alternative to longer runways. C7 Engineers are still trying to come up with a shorter name for such a long acronym. attachRules = 0,1,0,0,1 mass = 0.05 thermalMassModifier = 5.0 emissiveConstant = 0.4 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 8 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = (air airbrake aircraft brake dive drag fligh landing plane slow speed spoil MODULE { name = ModuleAeroSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 0.38 ctrlSurfaceRange = 70 ctrlRangeFactor = 0.2 ctrlSurfaceArea = 1 actuatorSpeed = 20 transformName = Flap defaultActionGroup = Brakes liftingSurfaceCurve = SpeedBrake ignorePitch = true ignoreYaw = true uncasedTemp = 1200 casedTemp = 2400 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = PistonArm rotatorsName = PistonBase } CONSTRAINLOOKFX { targetName = PistonBase rotatorsName = PistonArm } } MODULE { name = ModuleCargoPart packedVolume = 750 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = airbrake1 } } } UrlConfig { parentUrl = Squad/Parts/Aero/airIntakeRadialXM-G50/airIntakeRadialXM-G50.cfg PART { name = airScoop module = Part author = NovaSilisko, Porkjet mesh = RadialIntake.mu rescaleFactor = 1 node_attach = 0.0, 0.3370661, 0.0, 0.0, 1.0, 0.0 buoyancy = 0.1 TechRequired = aerodynamicSystems entryCost = 2500 cost = 250 category = Aero subcategory = 0 title = XM-G50 Radial Air Intake manufacturer = Vac-Co Advanced Suction Systems description = An intake duct version that can be mounted at the sides of a fuselage. Warranty does not cover engine flame-outs or any objects, inanimate or otherwise, sucked in by the intake. Optimized for subsonic flight. attachRules = 0,1,0,0,0 mass = 0.02 thermalMassModifier = 6.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf tags = aero aircraft breathe fligh inlet jet oxygen plane subsonic suck MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.0031 intakeSpeed = 15 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } MODULE { name = ModuleCargoPart packedVolume = 2250 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = airScoop } } } UrlConfig { parentUrl = Squad/Parts/Aero/airlinerWings/ControlSurface.cfg PART { name = airlinerCtrlSrf module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 CoMOffset = 0, -0.3730053, 0 CoLOffset = 0, -0.3730053, 0 CoPOffset = 0, -0.3730053, 0 TechRequired = heavyAerodynamics entryCost = 16400 cost = 800 category = Aero subcategory = 0 title = FAT-455 Aeroplane Control Surface manufacturer = WinterOwl Aircraft Emporium description = Large conventional control surface. attachRules = 0,1,0,1,1 mass = 0.17 thermalMassModifier = 6 heatConductivity = 0.12 emissiveConstant = 0.4 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 1200 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aileron aircraft (elev flap fligh liner plane )rudder spoil stab MODEL { model = Squad/Parts/Aero/airlinerWings/ControlSurface } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 deflectionLiftCoeff = 0.86 ctrlSurfaceRange = 15 ctrlSurfaceArea = 1 actuatorSpeed = 25 transformName = ControlSurface } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = airlinerCtrlSrf } } } UrlConfig { parentUrl = Squad/Parts/Aero/airlinerWings/MainWing.cfg PART { name = airlinerMainWing module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -2.5, 0.25, 0 CoLOffset = -2.5, 0.25, 0 CoPOffset = -2.5, 0.25, 0 TechRequired = heavyAerodynamics entryCost = 36400 cost = 2800 category = Aero subcategory = 0 title = FAT-455 Aeroplane Main Wing manufacturer = WinterOwl Aircraft Emporium description = One of the largest lifting surfaces in production. The internal volume of these is big enough to carry generously sized fuel tanks. attachRules = 0,1,0,1,1 mass = 0.78 thermalMassModifier = 3 heatConductivity = 0.12 emissiveConstant = 0.4 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 1200 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft airlin fligh foil fuel ?lf lift liquid swept wet MODEL { model = Squad/Parts/Aero/airlinerWings/MainWing } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 7.8 dragAtMaxAoA = 0.6 dragAtMinAoA = 0.0 } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = airlinerMainWing } } } UrlConfig { parentUrl = Squad/Parts/Aero/airlinerWings/TailFin.cfg PART { name = airlinerTailFin module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1 CoLOffset = -2.0, 0.4, 0 CoPOffset = -2.0, 0.4, 0 CoMOffset = -2.0, 0.4, 0 TechRequired = heavyAerodynamics entryCost = 4000 cost = 1000 category = Aero subcategory = 0 title = FAT-455 Aeroplane Tail Fin manufacturer = WinterOwl Aircraft Emporium description = Large conventional wing with built-in control surface. attachRules = 0,1,0,1,1 mass = 0.36 thermalMassModifier = 3.0 heatConductivity = 0.12 emissiveConstant = 0.4 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 1200 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aileron aircraft control (elev fligh foil lift liner )rudder stab swept wing MODEL { model = Squad/Parts/Aero/airlinerWings/TailFin } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 2.69 ctrlSurfaceRange = 15 ctrlSurfaceArea = 0.37 actuatorSpeed = 25 transformName = ctrlSrf } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = airlinerTailFin } } } UrlConfig { parentUrl = Squad/Parts/Aero/airplaneFins/advancedCanard.cfg PART { name = AdvancedCanard module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.4, -0.05, 0 CoLOffset = -0.4, -0.05, 0 CoPOffset = -0.4, -0.05, 0 TechRequired = hypersonicFlight entryCost = 9200 cost = 800 category = Aero subcategory = 0 title = Advanced Canard manufacturer = C7 Aerospace Division description = Our engineers thought this design looked "high tech" and therefore must be clear improvement on earlier models. attachRules = 0,1,0,1,0 mass = 0.08 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero (air control (elev fighter fligh (fore lift plane )rudder stab swept tail MODEL { model = Squad/Parts/Aero/airplaneFins/AdvCanard } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 deflectionLiftCoeff = 0.4 ctrlSurfaceRange = 10 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = ctrlSrf } MODULE { name = ModuleCargoPart packedVolume = 650 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = AdvancedCanard } } } UrlConfig { parentUrl = Squad/Parts/Aero/airplaneFins/standardCanard.cfg PART { name = CanardController module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.55, -0.15, 0 CoLOffset = -0.55, -0.15, 0 CoPOffset = -0.55, -0.15, 0 TechRequired = advAerodynamics entryCost = 11400 cost = 720 category = Aero subcategory = 0 title = Standard Canard manufacturer = C7 Aerospace Division description = Our engineers had a stroke of inspiration after "visiting" the Kerlington production facilities. Introducing our new controllable canards. Warning, hard maneuvering may cause unintended stage separation. attachRules = 0,1,0,1,0 mass = 0.1 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero (air control (elev fligh (fore lift plane )rudder stab swept tail MODEL { model = Squad/Parts/Aero/airplaneFins/Canard } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 deflectionLiftCoeff = 0.52 ctrlSurfaceRange = 15 ctrlSurfaceArea = 1 actuatorSpeed = 30 transformName = ctrlSrf } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = CanardController } } } UrlConfig { parentUrl = Squad/Parts/Aero/airplaneFins/sweptWing.cfg PART { name = sweptWing module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1 CoMOffset = 1.75,-1.0, 0 CoLOffset = 1.75,-1.0, 0 CoPOffset = 1.75,-1.0, 0 TechRequired = aviation entryCost = 3600 cost = 620 category = Aero subcategory = 0 title = Swept Wings manufacturer = WinterOwl Aircraft Emporium description = A prototype swept back wing, part of our "Let's Fly", line. Made of light weight composite materials. Guaranteed to generate lift, not guaranteed to ensure crew safety. attachRules = 0,1,0,1,1 mass = 0.275 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero (air fligh lift plane MODEL { model = Squad/Parts/Aero/airplaneFins/Swept } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1.37 dragAtMaxAoA = 0.6 dragAtMinAoA = 0.1 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sweptWing } } } UrlConfig { parentUrl = Squad/Parts/Aero/airplaneFins/tailfin.cfg PART { name = tailfin module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1 CoMOffset = 0.75, -0.5, 0 CoLOffset = 0.75, -0.5, 0 CoPOffset = 0.75, -0.5, 0 TechRequired = aviation entryCost = 3800 cost = 600 category = Aero subcategory = 0 title = Tail Fin manufacturer = C7 Aerospace Division description = This tailfin has passed extensive modeling in our patented P.A.S system.(Paper Airplane Simulation). This fin has been blunted to prevent accidental dismemberment of installing technicians. attachRules = 0,1,0,1,0 mass = 0.125 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero (air canard control (elev fligh (fore lift plane )rudder stab swept MODEL { model = Squad/Parts/Aero/airplaneFins/TailFin } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 0.61 ctrlSurfaceRange = 25 ctrlSurfaceArea = 1 actuatorSpeed = 25 transformName = ctrlSrf } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = tailfin } } } UrlConfig { parentUrl = Squad/Parts/Aero/basicFin/basicFin.cfg PART { name = basicFin module = Part author = Porkjet mesh = basicFin.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.1696656, -0.05, 0 CoLOffset = -0.1696656, -0.05, 0 CoPOffset = -0.1696656, -0.05, 0 TechRequired = start entryCost = 0 cost = 25 category = Aero subcategory = 0 title = Basic Fin manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = This simple bolt-on aluminum fin may not be the cutting edge of aerospace engineering but it's dirt cheap and will make your rocket slightly less unstable. attachRules = 0,1,0,1,1 mass = 0.01 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 4 maxTemp = 934 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero (air lift rocket stab swept MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.12 } MODULE { name = ModuleCargoPart packedVolume = 90 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = basicFin } } } UrlConfig { parentUrl = Squad/Parts/Aero/circularIntake/circularIntake.cfg PART { name = CircularIntake module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 buoyancy = 0.1 TechRequired = aerodynamicSystems entryCost = 8800 cost = 680 category = Aero subcategory = 0 title = Circular Intake manufacturer = C7 Aerospace Division description = A proper turbofan intake, not only provides oxygen to air breathing engines, it pulls in twice as much air than those puny air scoops from Vac-Co. Optimized for subsonic flight. attachRules = 1,0,1,0,0 stackSymmetry = 2 mass = 0.04 thermalMassModifier = 8.0 emissiveConstant = 0.55 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 7 maxTemp = 1900 fuelCrossFeed = True bulkheadProfiles = size1 tags = aero (air breathe fligh inlet jet oxygen plane subsonic suck MODEL { model = Squad/Parts/Aero/circularIntake/CircularIntake } DRAG_CUBE { cube = Default, 0.7536889,0.6974452,0.7221569, 0.7536889,0.6974494,0.7221569, 1.213026,0.45,0.7008534, 1.213026,0.9357337,0.1625167, 0.7536888,0.6983959,0.7221569, 0.7536888,0.6964872,0.7221569, 0,0.269185,3.208935E-08, 1.25,0.6633701,1.25 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.006 intakeSpeed = 15 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } MODULE { name = ModuleAnimateHeat ThermalAnim = IntakeCircularHeat } MODULE { name = ModuleCargoPart packedVolume = 1050 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = CircularIntake } } } UrlConfig { parentUrl = Squad/Parts/Aero/circularIntake/intakeShockCone.cfg PART { name = shockConeIntake module = Part author = Porkjet rescaleFactor = 1 node_stack_bottom = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0 buoyancy = 0.5 TechRequired = hypersonicFlight entryCost = 21000 cost = 3050 category = Aero subcategory = 0 title = Shock Cone Intake manufacturer = C7 Aerospace Division description = A shocking new intake from the C7 Aerospace Division that brought you much adored parts such as the Delta Wing and the Standard Nosecone! Offers exceptional performance at all speeds and has some heat shielding of its own. attachRules = 1,0,1,0,0 mass = 0.12 thermalMassModifier = 8 heatConvectiveConstant = 0.75 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.3 angularDrag = 1.2 crashTolerance = 7 maxTemp = 2400 fuelCrossFeed = True bulkheadProfiles = size1 tags = aero (air breathe fligh inlet jet oxygen plane suck supersonic MODEL { model = Squad/Parts/Aero/circularIntake/ConeIntake } DRAG_CUBE { cube = Default, 0.7486105,0.6887614,0.7221569, 0.7486105,0.6887677,0.7221569, 1.213026,0.3,1.183155, 1.213026,1,0.100694, 0.7486105,0.6903304,0.7221569, 0.7486105,0.6871722,0.7221569, 0,-0.08307549,0, 1.25,1.083849,1.25 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.0075 intakeSpeed = 5 intakeTransformName = Intake } RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } MODULE { name = ModuleAnimateHeat ThermalAnim = IntakeConeHeat } MODULE { name = ModuleCargoPart packedVolume = 2200 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = shockConeIntake } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/avionicsNoseCone.cfg PART { name = avionicsNoseCone module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_stack_bottom = 0.0, -0.25, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = specializedControl entryCost = 10500 cost = 5200 category = Control subcategory = 0 title = CH-J3 Fly-By-Wire Avionics Hub manufacturer = C7 Aerospace Division description = Have you ever wanted to impress your peers by showing off your elite flying skills, but lacked the skills to become a trained pilot? C7 Aerospace's Fly-By-Wire Avionics Hub is the solution! This module allows even the most minimally trained crew to fly like an Ace! WARNING: This module cannot operate autonomously. Warranty void if attempting to do so. WARNING: Module contains no internal gyroscopes or control systems (control actuators sold separately). WARNING: Warranty void without proper use of C7 Aerospace Brand Sickness Bags (sold separately, currently out of stock). attachRules = 1,0,1,1,0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2400 thermalMassModifier = 6.0 emissiveConstant = 0.95 bulkheadProfiles = size0 tags = advanced aero aircraft )cap cone control drag fighter fligh jet kerbnet missile nose plane sas stab stream MODEL { model = Squad/Parts/Aero/cones/Assets/AvioCone } MODULE { name = ModuleSAS SASServiceLevel = 3 standalone = True RESOURCE { name = ElectricCharge rate = 0.03 } } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 24 EnhancedMinimumFoV = 45 EnhancedMaximumFoV = 135 MinimumFoV = 10 MaximumFoV = 20 AnomalyDetection = 0.24 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModuleCargoPart packedVolume = 350 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = avionicsNoseCone } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/ConeA.cfg PART { name = pointyNoseConeA module = Part author = Porkjet rescaleFactor = 1 node_stack_bottom01 = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0, 0, -0.313, 0.0, 0.0, 1.0 CenterOfDisplacement = 0.0, -0.2, 0.0 TechRequired = advConstruction entryCost = 6200 cost = 320 category = Aero subcategory = 0 title = Advanced Nose Cone - Type A manufacturer = Goliath National Products description = Less drag due to pointy shape. attachRules = 1,1,1,1,0 stackSymmetry = 2 mass = 0.075 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = .25 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1 thermalMassModifier = 6.0 emissiveConstant = 0.95 tags = aero aircraft booster )cap drag fligh plane rocket stab stream tail MODEL { model = Squad/Parts/Aero/cones/Assets/ConeA } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = White VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { shader = KSP/Emissive Specular mainTextureURL = Squad/Parts/Aero/cones/Assets/ConesDiffuse_White _Emissive = Squad/Parts/Aero/cones/Assets/ConesHeat_White } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { shader = KSP/Emissive Specular mainTextureURL = Squad/Parts/Aero/cones/Assets/ConesDiffuse _Emissive = Squad/Parts/Aero/cones/Assets/ConesHeat } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { shader = KSP/Emissive Specular mainTextureURL = Squad/Parts/Aero/cones/Assets/ConesDiffuse_Orange _Emissive = Squad/Parts/Aero/cones/Assets/ConesHeat_Orange } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = pointyNoseConeA } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/ConeB.cfg PART { name = pointyNoseConeB module = Part author = Porkjet rescaleFactor = 1 node_stack_bottom01 = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0, 0, -0.625, 0.0, 0.0, 1.0 CoMOffset = 0.0, 0.0, -0.313 CoPOffset = 0.0, 0.0, -0.313 CoLOffset = 0.0, 0.0, -0.313 CenterOfDisplacement = 0.0, -0.2, 0.0 TechRequired = specializedConstruction entryCost = 6200 cost = 320 category = Aero subcategory = 0 title = Advanced Nose Cone - Type B manufacturer = Goliath National Products description = Useful for boosters - the slanted shape is good for leading pressure away from the core stages. attachRules = 1,1,1,1,0 mass = 0.075 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = .25 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1 thermalMassModifier = 6.0 emissiveConstant = 0.95 tags = aero aircraft booster )cap drag fligh plane rocket stab stream tail MODEL { model = Squad/Parts/Aero/cones/Assets/ConeB } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { shader = KSP/Emissive Specular mainTextureURL = Squad/Parts/Aero/cones/Assets/ConesDiffuse_White _Emissive = Squad/Parts/Aero/cones/Assets/ConesHeat_White } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { shader = KSP/Emissive Specular mainTextureURL = Squad/Parts/Aero/cones/Assets/ConesDiffuse _Emissive = Squad/Parts/Aero/cones/Assets/ConesHeat } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { shader = KSP/Emissive Specular mainTextureURL = Squad/Parts/Aero/cones/Assets/ConesDiffuse_Orange _Emissive = Squad/Parts/Aero/cones/Assets/ConesHeat_Orange } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = pointyNoseConeB } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/noseConeAdapter.cfg PART { name = noseConeAdapter module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_stack_top = 0.0, 1.125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom01 = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0, 0, -0.313, 0.0, 0.0, 1.0 CenterOfDisplacement = 0.0, -0.2, 0.0 TechRequired = aerodynamicSystems entryCost = 6500 cost = 320 category = Propulsion subcategory = 0 title = NCS Adapter manufacturer = C7 Aerospace Division description = The base of C7 Aerospace's Nose Cone system (NCS) attachRules = 1,1,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 1 crashTolerance = 10 maxTemp = 2400 thermalMassModifier = 6.0 emissiveConstant = 0.95 tags = aero aircraft booster )cap cone drag fligh nose plane rocket stab stream tail fuelCrossFeed = True bulkheadProfiles = size0, size1 MODEL { model = Squad/Parts/Aero/cones/Assets/NCS } RESOURCE { name = LiquidFuel amount = 80 maxAmount = 80 } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = noseConeAdapter } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/protectiveRocketNoseMk7_v2.cfg PART { name = rocketNoseCone_v2 module = Part author = AlexanderM/RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advConstruction TechHidden = true entryCost = 0 cost = 450 category = none subcategory = 0 title = Protective Rocket Nose Cone Mk7 manufacturer = Goliath National Products description = A large nose cone for covering up exposed areas of big rockets. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2400 thermalMassModifier = 6.0 emissiveConstant = 0.7 fuelCrossFeed = False bulkheadProfiles = size2 tags = aero booster )cap drag fligh speed stab stream MODEL { model = Squad/Parts/Aero/cones/Assets/orangeNoseCone } MODEL { model = Squad/Parts/Aero/cones/Assets/rocketNoseCone_v2 } MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse_W _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal } GAMEOBJECTS { foamCone = false foamCol = false nose = true collider = true } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal } GAMEOBJECTS { foamCone = false foamCol = false nose = true collider = true } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #ffffff secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/Aero/cones/Assets/rocketNoseCones_O _BumpMap = Squad/Parts/Aero/cones/Assets/rocketNoseCones_O_Normal } GAMEOBJECTS { foamCone = true foamCol = true nose = false collider = false } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rocketNoseCone_v2 } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/protectiveRocketNoseMk7_v3.cfg PART { name = rocketNoseCone_v3 module = Part author = AlexanderM/RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advConstruction entryCost = 6500 cost = 450 category = Aero subcategory = 0 title = Protective Rocket Nose Cone Mk7 manufacturer = Goliath National Products description = A large nose cone for covering up exposed areas of big rockets. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2400 thermalMassModifier = 6.0 emissiveConstant = 0.7 fuelCrossFeed = False bulkheadProfiles = size2 tags = aero booster )cap drag fligh speed stab stream MODEL { model = Squad/Parts/Aero/cones/Assets/orangeNoseCone } MODEL { model = Squad/Parts/Aero/cones/Assets/rocketNoseCone_v3 } MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse_W _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal } GAMEOBJECTS { foamCone = false foamCol = false nose = true collider = true } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal } GAMEOBJECTS { foamCone = false foamCol = false nose = true collider = true } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #ffffff secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/Aero/cones/Assets/rocketNoseCones_O _BumpMap = Squad/Parts/Aero/cones/Assets/rocketNoseCones_O_Normal } GAMEOBJECTS { foamCone = true foamCol = true nose = false collider = false } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rocketNoseCone_v3 } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/rocketNoseCone_size3.cfg PART { name = rocketNoseConeSize3 module = Part author = AlexanderM (Remix by Pablo) rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = composites entryCost = 3500 cost = 850 category = Aero subcategory = 0 title = Protective Rocket Nose Cone Mk12A manufacturer = Goliath National Products description = A huge nosecone to help make 3.75 rockets cut through the air. attachRules = 1,0,1,1,0 mass = 0.4 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2400 thermalMassModifier = 6.0 emissiveConstant = 0.7 fuelCrossFeed = False bulkheadProfiles = size3 tags = aero aircraft booster )cap drag fligh plane rocket stab stream tail MODEL { model = Squad/Parts/Aero/cones/Assets/orangeNoseCone scale = 1.5, 1.5 ,1.5 } MODEL { model = Squad/Parts/Aero/cones/Assets/rocketNoseCone scale = 1.5, 1.5 ,1.5 } MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff GAMEOBJECTS { foamCone = false foamCol = false nose = true collider = true } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #ffffff secondaryColor = #f49841 GAMEOBJECTS { foamCone = true foamCol = true nose = false collider = false } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = rocketNoseConeSize3 } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/smallNoseCone.cfg PART { name = standardNoseCone module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_stack_bottom01 = 0.0, -0.25, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0, 0, -0.156, 0.0, 0.0, 0.0 CenterOfDisplacement = 0.0, -0.1, 0.0 TechRequired = aerodynamicSystems entryCost = 1800 cost = 180 category = Aero subcategory = 0 title = Small Nose Cone manufacturer = C7 Aerospace Division description = An aerodynamic nose cap. attachRules = 1,1,1,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = .25 crashTolerance = 10 maxTemp = 2400 fuelCrossFeed = True bulkheadProfiles = size0 thermalMassModifier = 6.0 emissiveConstant = 0.95 tags = aero aircraft )cap drag fligh missile plane speed stab stream MODEL { model = Squad/Parts/Aero/cones/Assets/TinyCone } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModuleCargoPart packedVolume = 270 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = standardNoseCone } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/tailConnectorA.cfg PART { name = airplaneTail module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 node_attach = 0, -1, -0.313, 0.0, 0.0, 1.0 CoMOffset = 0.0, -1.5, 0.0 CoPOffset = 0.0, -1.5, 0.0 CoLOffset = 0.0, -1.5, 0.0 CenterOfDisplacement = 0.0, -1.5, 0.0 cost = 675 category = Aero entryCost = 2800 TechRequired = aviation title = Tail Connector A manufacturer = WinterOwl Aircraft Emporium description = A simple aerodynamic tail for aircraft. Designed to fit onto all standard 1.25m attachments, this part is the embodiment of our "Let's Fly", line of parts. attachRules = 1,1,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2200 thermalMassModifier = 6.0 emissiveConstant = 0.95 fuelCrossFeed = True bulkheadProfiles = size1 tags = aero aircraft drag fligh plane stab stream MODEL { model = Squad/Parts/Aero/cones/Assets/TailA } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = airplaneTail } } } UrlConfig { parentUrl = Squad/Parts/Aero/cones/tailConnectorB.cfg PART { name = airplaneTailB module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 node_attach = 0, -1, -0.625, 0.0, 0.0, 1.0 CoMOffset = 0.0, -1.5, -0.313 CoPOffset = 0.0, -1.5, -0.313 CoLOffset = 0.0, -1.5, -0.313 CenterOfDisplacement = 0.0, -1.5, 0.0 cost = 675 category = Aero entryCost = 2800 TechRequired = aerodynamicSystems title = Tail Connector B manufacturer = WinterOwl Aircraft Emporium description = This raised variant of our popular airplane tail provides a lot of ground clearance during take-off. attachRules = 1,1,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2200 thermalMassModifier = 6.0 emissiveConstant = 0.95 fuelCrossFeed = True bulkheadProfiles = size1 tags = aero aircraft drag fligh plane stab stream MODEL { model = Squad/Parts/Aero/cones/Assets/TailB } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = airplaneTailB } } } UrlConfig { parentUrl = Squad/Parts/Aero/fairings/fairingSize1.cfg PART { name = fairingSize1 module = Part author = HarvesteR rescaleFactor = 1 node_stack_interstage01a = 0.0, 0.70, 0.0, 0.0, -1.0, 0.0, 0 node_stack_interstage01b = 0.0, 0.74, 0.0, 0.0, 1.0, 0.0, 0 node_stack_interstage02a = 0.0, 1.20, 0.0, 0.0, -1.0, 0.0, 0 node_stack_interstage02b = 0.0, 1.24, 0.0, 0.0, 1.0, 0.0, 0 node_stack_interstage03a = 0.0, 1.70, 0.0, 0.0, -1.0, 0.0, 0 node_stack_interstage03b = 0.0, 1.74, 0.0, 0.0, 1.0, 0.0, 0 node_stack_interstage04a = 0.0, 2.20, 0.0, 0.0, -1.0, 0.0, 0 node_stack_interstage04b = 0.0, 2.24, 0.0, 0.0, 1.0, 0.0, 0 node_stack_interstage05a = 0.0, 2.70, 0.0, 0.0, -1.0, 0.0, 0 node_stack_interstage05b = 0.0, 2.74, 0.0, 0.0, 1.0, 0.0, 0 node_stack_interstage06a = 0.0, 3.20, 0.0, 0.0, -1.0, 0.0, 0 node_stack_interstage06b = 0.0, 3.24, 0.0, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 0.22, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 1 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = advConstruction entryCost = 3000 cost = 300 category = Payload subcategory = 0 title = AE-FF1 Airstream Protective Shell (1.25m) manufacturer = FLOOYD Dynamics Research Labs description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! attachRules = 1,0,1,1,0 mass = 0.075 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size1 tags = aero )cap drag rocket cone nose cargo contain fairing hollow inter payload protect shroud stage (stor transport 3.75 enormous massive gigantic giant 5.0 MODEL { model = Squad/Parts/Aero/fairings/fairingSize1 rotation = 0.0,180,0.0 TextureNormalURL = Squad/Parts/Aero/fairings/FairingBaseNormals } MODEL { model = Squad/Parts/Aero/fairings/AutoTruss scale = 1,1,1 position = 0.0,0.22,0.0 } MODULE { name = ModuleProceduralFairing nSides = 30 nArcs = 2 nCollidersPerXSection = 6 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals BaseModelTransformName = Mesh panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 0.625 maxRadius = 1.5 capRadius = 0.2 snapThreshold = 0.1 xSectionHeightMin = 0.2 xSectionHeightMax = 2 edgeSlide = 0.15 edgeWarp = 0 noseTip = 0.7 UnitAreaMass = 0.01 UnitAreaCost = 6 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 0.75 partTypeName = Fairing } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleStructuralNode rootObject = Cap1 attachNodeNames = interstage01a,interstage01b } MODULE { name = ModuleStructuralNode rootObject = Cap2 attachNodeNames = interstage02a,interstage02b } MODULE { name = ModuleStructuralNode rootObject = Cap3 attachNodeNames = interstage03a,interstage03b } MODULE { name = ModuleStructuralNode rootObject = Cap4 attachNodeNames = interstage04a,interstage04b } MODULE { name = ModuleStructuralNode rootObject = Cap5 attachNodeNames = interstage05a,interstage05b } MODULE { name = ModuleStructuralNode rootObject = Cap6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss1 attachNodeNames = interstage01a,interstage01b,interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss2 attachNodeNames = interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss3 attachNodeNames = interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss4 attachNodeNames = interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss5 attachNodeNames = interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNodeToggle MeshMenuName = Truss Structure NodeMenuName = Interstage Nodes showNodes = false } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = White VARIANT { name = White displayName = White themeName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite description = A mix between the dark and light sides primaryColor = #000000 secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_grey_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_bw BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_bw } } VARIANT { name = Orange displayName = Orange themeName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_orange_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_orange BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_orange } } VARIANT { name = Gold displayName = Gold themeName = Gold description = All that glitters... primaryColor = #fccb0a TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_goldDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_goldSpecular _Shininess = 0.82 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } VARIANT { name = Silver displayName = Silver themeName = Silver description = Hi Yo, Silver! primaryColor = #cecece TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_silverDiffuse FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals FairingsSpecularURL = Squad/Parts/Aero/fairings/fairings_silverSpecular BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_silverDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_silverSpecular _SpecMap = Squad/Parts/Aero/fairings/FairingsMat_silverSpecular _Shininess = 0.41 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fairingSize1 } } } UrlConfig { parentUrl = Squad/Parts/Aero/fairings/fairingSize2.cfg PART { name = fairingSize2 module = Part author = HarvesteR rescaleFactor = 1 node_stack_interstage01a = 0.0, 1.19, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage01b = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage02a = 0.0, 2.19, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage02b = 0.0, 2.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage03a = 0.0, 3.19, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage03b = 0.0, 3.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage04a = 0.0, 4.19, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage04b = 0.0, 4.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage05a = 0.0, 5.19, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage05b = 0.0, 5.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage06a = 0.0, 6.19, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage06b = 0.0, 6.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.22, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 2 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = specializedConstruction entryCost = 6100 cost = 600 category = Payload subcategory = 0 title = AE-FF2 Airstream Protective Shell (2.5m) manufacturer = FLOOYD Dynamics Research Labs description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! attachRules = 1,0,1,1,0 mass = 0.175 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size2 tags = aero )cap cargo cone contain drag fairing hollow inter nose payload protect rocket shroud stage (stor transport MODEL { model = Squad/Parts/Aero/fairings/fairingSize2 rotation = 0.0,180,0.0 TextureNormalURL = Squad/Parts/Aero/fairings/FairingBaseNormals } MODEL { model = Squad/Parts/Aero/fairings/AutoTruss scale = 2,2,2 position = 0.0,0.22,0.0 } MODULE { name = ModuleProceduralFairing nSides = 30 nArcs = 3 nCollidersPerXSection = 9 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals BaseModelTransformName = Mesh panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 1.25 maxRadius = 3 capRadius = 0.375 snapThreshold = 0.25 snapThresholdFineAdjust = 0.015 xSectionHeightMin = 0.3 xSectionHeightMax = 3 xSectionHeightMinFineAdjust = 0.06 xSectionHeightMaxFineAdjust = 6 aberrantNormalLimit = 21 minHeightRadiusRatio = 0.1 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.012 UnitAreaCost = 12 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.25 partTypeName = Fairing } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleStructuralNode rootObject = Cap1 attachNodeNames = interstage01a,interstage01b } MODULE { name = ModuleStructuralNode rootObject = Cap2 attachNodeNames = interstage02a,interstage02b } MODULE { name = ModuleStructuralNode rootObject = Cap3 attachNodeNames = interstage03a,interstage03b } MODULE { name = ModuleStructuralNode rootObject = Cap4 attachNodeNames = interstage04a,interstage04b } MODULE { name = ModuleStructuralNode rootObject = Cap5 attachNodeNames = interstage05a,interstage05b } MODULE { name = ModuleStructuralNode rootObject = Cap6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss1 attachNodeNames = interstage01a,interstage01b,interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss2 attachNodeNames = interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss3 attachNodeNames = interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss4 attachNodeNames = interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss5 attachNodeNames = interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNodeToggle MeshMenuName = Truss Structure NodeMenuName = Interstage Nodes showNodes = false } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = White VARIANT { name = White displayName = White themeName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite description = A mix between the dark and light sides primaryColor = #000000 secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_grey_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_bw BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_bw } } VARIANT { name = Orange displayName = Orange themeName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_orange_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_orange BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_orange } } VARIANT { name = Gold displayName = Gold themeName = Gold description = All that glitters... primaryColor = #fccb0a TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_goldDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_goldSpecular _Shininess = 0.82 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } VARIANT { name = Silver displayName = Silver themeName = Silver description = Hi Yo, Silver! primaryColor = #cecece TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_silverDiffuse FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals FairingsSpecularURL = Squad/Parts/Aero/fairings/fairings_silverSpecular BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_silverDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_silverSpecular _SpecMap = Squad/Parts/Aero/fairings/FairingsMat_silverSpecular _Shininess = 0.41 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fairingSize2 } } } UrlConfig { parentUrl = Squad/Parts/Aero/fairings/fairingSize3.cfg PART { name = fairingSize3 module = Part author = HarvesteR rescaleFactor = 1 node_stack_interstage01a = 0.0, 1.68, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage01b = 0.0, 1.76, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage02a = 0.0, 3.18, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage02b = 0.0, 3.26, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage03a = 0.0, 4.68, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage03b = 0.0, 4.76, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage04a = 0.0, 6.18, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage04b = 0.0, 6.26, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage05a = 0.0, 7.68, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage05b = 0.0, 7.76, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage06a = 0.0, 9.18, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage06b = 0.0, 9.26, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.22, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 3 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = composites entryCost = 9200 cost = 900 category = Payload subcategory = 0 title = AE-FF3 Airstream Protective Shell (3.75m) manufacturer = FLOOYD Dynamics Research Labs description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! attachRules = 1,0,1,1,0 mass = 0.475 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size3 tags = aero )cap drag rocket cone nose cargo contain fairing hollow inter payload protect shroud stage (stor transport regular standard average medium 1.875 MODEL { model = Squad/Parts/Aero/fairings/fairingSize3 rotation = 0.0,180,0.0 TextureNormalURL = Squad/Parts/Aero/fairings/FairingBaseNormals } MODEL { model = Squad/Parts/Aero/fairings/AutoTruss scale = 3,3,3 position = 0.0,0.22,0.0 } MODULE { name = ModuleProceduralFairing nSides = 36 nArcs = 6 nCollidersPerXSection = 12 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals BaseModelTransformName = Mesh panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 1.875 maxRadius = 6 capRadius = 0.375 snapThreshold = 0.25 snapThresholdFineAdjust = 0.02 xSectionHeightMin = 0.3 xSectionHeightMax = 4 xSectionHeightMinFineAdjust = 0.09 xSectionHeightMaxFineAdjust = 8 aberrantNormalLimit = 12 minHeightRadiusRatio = 0.11 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.016 UnitAreaCost = 18 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.5 partTypeName = Fairing } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleStructuralNode rootObject = Cap1 attachNodeNames = interstage01a,interstage01b } MODULE { name = ModuleStructuralNode rootObject = Cap2 attachNodeNames = interstage02a,interstage02b } MODULE { name = ModuleStructuralNode rootObject = Cap3 attachNodeNames = interstage03a,interstage03b } MODULE { name = ModuleStructuralNode rootObject = Cap4 attachNodeNames = interstage04a,interstage04b } MODULE { name = ModuleStructuralNode rootObject = Cap5 attachNodeNames = interstage05a,interstage05b } MODULE { name = ModuleStructuralNode rootObject = Cap6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss1 attachNodeNames = interstage01a,interstage01b,interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss2 attachNodeNames = interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss3 attachNodeNames = interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss4 attachNodeNames = interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss5 attachNodeNames = interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNodeToggle MeshMenuName = Truss Structure NodeMenuName = Interstage Nodes showNodes = false } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = White VARIANT { name = White displayName = White themeName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite description = A mix between the dark and light sides primaryColor = #000000 secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_grey_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_bw BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_bw } } VARIANT { name = Orange displayName = Orange themeName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_orange_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_orange BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_orange } } VARIANT { name = Gold displayName = Gold themeName = Gold description = All that glitters... primaryColor = #fccb0a TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_goldDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_goldSpecular _Shininess = 0.82 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } VARIANT { name = Silver displayName = Silver themeName = Silver description = Hi Yo, Silver! primaryColor = #cecece TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_silverDiffuse FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals FairingsSpecularURL = Squad/Parts/Aero/fairings/fairings_silverSpecular BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_silverDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_silverSpecular _SpecMap = Squad/Parts/Aero/fairings/FairingsMat_silverSpecular _Shininess = 0.41 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = fairingSize3 } } } UrlConfig { parentUrl = Squad/Parts/Aero/HeatShield/HeatShield0.cfg PART { name = HeatShield0 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.0095, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.052, 0.0, 0.0, 1.0, 0.0, 1 sound_vent_medium = decouple CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.075, 0.0 TechRequired = survivability entryCost = 600 cost = 150 category = Thermal subcategory = 0 title = Heat Shield (0.625m) manufacturer = O.M.B. Demolition Enterprises description = A tiny structural heat shield attachRules = 1,0,1,0,0 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 100 breakingTorque = 100 crashTolerance = 9 maxTemp = 3300 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size0 thermalMassModifier = 1.0 tags = ablat drag entry insulate protect re- rocket therm MODEL { model = Squad/Parts/Aero/HeatShield/HeatShield0 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleDecouple ejectionForce = 50 isOmniDecoupler = true menuName = Jettison Heat Shield stagingEnabled = False stagingEnableText = HS Jettison Not Staged stagingDisableText = HS Jettison Staged } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } RESOURCE { name = Ablator amount = 50 maxAmount = 50 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.0875 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HeatShield0 } } } UrlConfig { parentUrl = Squad/Parts/Aero/HeatShield/HeatShield1.cfg PART { name = HeatShield1 module = Part author = RoverDude rescaleFactor = 1 node_stack_direct = 0.0, -0.00, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, -0.17, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.022, 0.0, 0.0, 1.0, 0.0, 1 CoPOffset = 0.0, 1.0, 0.0 CoLOffset = 0.0, -0.15, 0.0 sound_vent_large = decouple TechRequired = survivability entryCost = 600 cost = 300 category = Thermal subcategory = 0 title = Heat Shield (1.25m) manufacturer = O.M.B. Demolition Enterprises description = A small structural heat shield with an integrated fairing attachRules = 1,0,1,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 maxTemp = 3300 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1 thermalMassModifier = 1.0 tags = ablat drag entry insulate protect re- rocket therm MODEL { model = Squad/Parts/Aero/HeatShield/HeatShield1 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 stagingEnabled = False checkBottomNode = True } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true menuName = Jettison Heat Shield stagingEnabled = False stagingEnableText = HS Jettison Not Staged stagingDisableText = HS Jettison Staged } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } RESOURCE { name = Ablator amount = 200 maxAmount = 200 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } MODULE { name = ModuleCargoPart packedVolume = 550 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HeatShield1 } } } UrlConfig { parentUrl = Squad/Parts/Aero/HeatShield/HeatShield2.cfg PART { name = HeatShield2 module = Part author = RoverDude rescaleFactor = 1 node_stack_direct = 0.0, -0.00, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.367, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.034, 0.0, 0.0, 1.0, 0.0, 2 CoPOffset = 0.0, 1.1, 0.0 CoLOffset = 0.0, -0.36, 0.0 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = landing entryCost = 1200 cost = 600 category = Thermal subcategory = 0 title = Heat Shield (2.5m) manufacturer = O.M.B. Demolition Enterprises description = A medium structural heat shield with an integrated fairing attachRules = 1,0,1,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 maxTemp = 3300 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 thermalMassModifier = 1.0 tags = ablat drag entry insulate protect re- rocket therm MODEL { model = Squad/Parts/Aero/HeatShield/HeatShield2 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 stagingEnabled = False checkBottomNode = True } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true menuName = Jettison Heat Shield stagingEnabled = False stagingEnableText = HS Jettison Not Staged stagingDisableText = HS Jettison Staged } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } RESOURCE { name = Ablator amount = 800 maxAmount = 800 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.5 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HeatShield2 } } } UrlConfig { parentUrl = Squad/Parts/Aero/HeatShield/HeatShield3.cfg PART { name = HeatShield3 module = Part author = RoverDude rescaleFactor = 1 node_stack_direct = 0.0, -0.00, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom = 0.0, -0.59, 0.0, 0.0, -1.0, 0.0, 3 node_stack_top = 0.0, 0.25, 0.0, 0.0, 1.0, 0.0, 3 CoPOffset = 0.0, 1.4, 0.0 CoLOffset = 0.0, -0.5, 0.0 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = advLanding entryCost = 1800 cost = 1100 category = Thermal subcategory = 0 title = Heat Shield (3.75m) manufacturer = O.M.B. Demolition Enterprises description = A large structural heat shield with an integrated fairing attachRules = 1,0,1,0,0 mass = 1.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 maxTemp = 3300 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size3 thermalMassModifier = 1.0 tags = ablat drag entry insulate protect re- rocket therm MODEL { model = Squad/Parts/Aero/HeatShield/HeatShield3 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 stagingEnabled = False checkBottomNode = True } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true menuName = Jettison Heat Shield stagingEnabled = False stagingEnableText = HS Jettison Not Staged stagingDisableText = HS Jettison Staged } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } RESOURCE { name = Ablator amount = 1800 maxAmount = 1800 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 3.375 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = HeatShield3 } } } UrlConfig { parentUrl = Squad/Parts/Aero/InflatableHeatShield/HeatShield.cfg PART { name = InflatableHeatShield module = Part author = RoverDude rescaleFactor = 1 node_stack_mid = 0.0, 0.34, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 1.4, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, -0.9, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = heavyLanding entryCost = 6400 cost = 2400 category = Thermal subcategory = 0 title = Heat Shield (10m) manufacturer = O.M.B. Demolition Enterprises description = Based on the design of a child's toy, this heat shield uses a set of inflatable rings covered with a thermal blanket to provide a generous 10 meter heat shield for reentry and deceleration, and the aerodynamic qualities of an untethered bouncy castle. attachRules = 1,0,1,0,1 mass = 1.5 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.5 breakingForce = 2048 breakingTorque = 2048 crashTolerance = 9 maxTemp = 3250 skinMaxTemp = 3500 emissiveConstant = 0.9 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 heatConductivity = 0.01 thermalMassModifier = 7.5 CoPOffset = 0.0, 2.5, 0.0 CoLOffset = 0.0, -1, 0.0 CenterOfBuoyancy = 0.0, 2, 0.0 CenterOfDisplacement = 0.0, 2.3, 0.0 buoyancy = 0.2 boundsMultiplier = 0.7 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple tags = balloon drag entry expand inflat insulate protect re- rocket therm MODEL { model = Squad/Parts/Aero/InflatableHeatShield/HeatShield } MODULE { name = ModuleAnimateGeneric animationName = InflatableHS isOneShot = false startEventGUIName = Inflate Heat Shield endEventGUIName = Deflate Heat Shield actionGUIName = Inflate Heat Shield allowAnimationWhileShielded = False restrictedNode = top disableAfterPlaying = true } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true menuName = Jettison Heat Shield stagingEnabled = False stagingEnableText = HS Jettison Not Staged stagingDisableText = HS Jettison Staged } MODULE { name = ModuleJettison jettisonName = Fairing bottomNodeName = top isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 stagingEnabled = False allowShroudToggle = True hideJettisonMenu = True useMultipleDragCubes = False } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = InflatableHeatShield } } } UrlConfig { parentUrl = Squad/Parts/Aero/intakeRadialLong/intakeRadialLong.cfg PART { name = IntakeRadialLong module = Part author = Porkjet mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 buoyancy = 0.1 TechRequired = highAltitudeFlight entryCost = 6800 cost = 900 category = Aero subcategory = 0 title = Adjustable Ramp Intake (Radial) manufacturer = C7 Aerospace Division description = This intake addresses those sometimes absurd contraptions that SSTO engineers designed in an attempt to pump more and more air into their engines. Optimized for supersonic flight. attachRules = 0,1,0,1,1 mass = 0.01 thermalMassModifier = 12.0 emissiveConstant = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2400 bulkheadProfiles = srf tags = aero (air aircraft breathe cone fligh inlet jet oxygen plane suck supersonic MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.001 intakeSpeed = 10 intakeTransformName = Intake machCurve { key = 0 0.85 0 0 key = 1 1 0 0 key = 2 0.95 -0.08751557 -0.08751557 key = 4 0.5 -0.4034287 -0.4034287 key = 8 0.01 0 0 } } RESOURCE { name = IntakeAir amount = 0.5 maxAmount = 0.5 } MODULE { name = ModuleCargoPart packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = IntakeRadialLong } } } UrlConfig { parentUrl = Squad/Parts/Aero/miniIntake/SmallIntake.cfg PART { name = miniIntake module = Part author = Porkjet mesh = SmallIntake.mu rescaleFactor = 1 node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 buoyancy = 0.1 TechRequired = aviation entryCost = 3000 cost = 250 category = Aero subcategory = 0 title = Small Circular Intake manufacturer = C7 Aerospace Division description = A must-have for air breathing engines, this intake duct will pull in outside air to run turbine engines on, as long as there is any outside air to begin with, of course. Optimized for subsonic flight. attachRules = 1,0,1,1,0 mass = 0.007 thermalMassModifier = 4.0 emissiveConstant = 0.55 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 7 maxTemp = 1200 fuelCrossFeed = True bulkheadProfiles = size0 tags = aero (air aircraft breathe fligh inlet jet oxygen plane subsonic suck DRAG_CUBE { cube = Default, 0.1813352,0.6919296,0.4108824, 0.1813352,0.6919321,0.4108824, 0.3032565,0.4,0.3950377, 0.3032565,0.942507,0.1303004, 0.1813352,0.6928801,0.4108824, 0.1813352,0.6909673,0.4108824, 0,0.1324531,-2.368446E-08, 0.625,0.3274064,0.6250001 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.001 intakeSpeed = 15 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } RESOURCE { name = IntakeAir amount = 0.5 maxAmount = 0.5 } MODULE { name = ModuleCargoPart packedVolume = 125 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = miniIntake } } } UrlConfig { parentUrl = Squad/Parts/Aero/ramAirIntake/ramAirIntake.cfg PART { name = ramAirIntake module = Part author = C. Jenkins, Porkjet mesh = RampIntake.mu rescaleFactor = 1 node_stack_bottom01 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 buoyancy = 0.1 TechRequired = highAltitudeFlight entryCost = 14000 cost = 2680 category = Aero subcategory = 0 title = Adjustable Ramp Intake manufacturer = C7 Aerospace Division description = At supersonic speeds, -PATENT PENDING, CLASSIFIED INFO- inside the intake duct deflect the incoming air stream, causing -PATENT PENDING, CLASSIFIED INFO-, which creates a -PATENT PENDING, CLASSIFIED INFO-, thereby greatly increasing the efficiency of this unit at supersonic speeds. Patents Pending. attachRules = 1,0,1,1,0 stackSymmetry = 2 mass = 0.06 thermalMassModifier = 12.0 emissiveConstant = 0.7 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 7 maxTemp = 2400 fuelCrossFeed = True bulkheadProfiles = size1 tags = aero (air aircraft breathe cone fligh inlet jet oxygen plane suck supersonic DRAG_CUBE { cube = Default, 1.455778,0.8035793,0.7221571, 1.455778,0.8028867,0.7221571, 1.218224,0.375,1.891716, 1.218224,0.9445066,1.006232, 1.975862,0.8134198,1.148628, 1.975862,0.8425881,0.7164711, -3.725912E-08,0.8638564,3.089391E-07, 1.25,1.852713,1.250001 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.0074 intakeSpeed = 10 intakeTransformName = Intake machCurve { key = 0 0.85 0 0 key = 1 1 0 0 key = 2 0.95 -0.08751557 -0.08751557 key = 4 0.5 -0.4034287 -0.4034287 key = 8 0.01 0 0 } } RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } MODULE { name = ModuleAnimateHeat ThermalAnim = IntakeRampHeat } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ramAirIntake } } } UrlConfig { parentUrl = Squad/Parts/Aero/shuttleWings/delta.cfg PART { name = wingShuttleDelta module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -1.6, -0.4, 0 CoLOffset = -1.6, -0.4, 0 CoPOffset = -1.6, -0.4, 0 TechRequired = experimentalAerodynamics entryCost = 36400 cost = 3000 category = Aero subcategory = 0 title = Big-S Delta Wing manufacturer = C7 Aerospace Division description = The Big-S line of wings are C7's largest lifting surfaces to date. Not only are they Sturdy and heat resistant enough to survive reentry, but also have enough internal volume to carry optional fuel tanks. attachRules = 0,1,0,1,1 mass = 0.5 thermalMassModifier = 8.0 heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft foil fuel ?lf lift liquid plane shuttle swept wet MODEL { model = Squad/Parts/Aero/shuttleWings/ShuttleDeltaWing } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 5.0 dragAtMaxAoA = 0.6 dragAtMinAoA = 0.0 } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 300 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = wingShuttleDelta } } } UrlConfig { parentUrl = Squad/Parts/Aero/shuttleWings/elevon1.cfg PART { name = wingShuttleElevon1 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 CoMOffset = -0.325, -0.588312, 0 CoLOffset = -0.325, -0.588312, 0 CoPOffset = -0.325, -0.588312, 0 TechRequired = experimentalAerodynamics entryCost = 16400 cost = 950 category = Aero subcategory = 0 title = Big-S Elevon 1 manufacturer = C7 Aerospace Division description = The Big-S line of wings are C7's largest lifting surfaces to date. Not only are they Sturdy and heat resistant enough to survive reentry, but also have enough internal volume to carry optional fuel tanks. attachRules = 0,1,0,1,1 mass = 0.15 thermalMassModifier = 8.0 heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aileron aircraft control (elev flap plane )rudder shuttle spoil stab MODEL { model = Squad/Parts/Aero/shuttleWings/ShuttleElevonA } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 deflectionLiftCoeff = 0.77 ctrlSurfaceRange = 25 ctrlSurfaceArea = 1 actuatorSpeed = 40 transformName = Elevon } MODULE { name = ModuleCargoPart packedVolume = 800 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingShuttleElevon1 } } } UrlConfig { parentUrl = Squad/Parts/Aero/shuttleWings/elevon2.cfg PART { name = wingShuttleElevon2 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 CoMOffset = 0, -0.329694, 0 CoLOffset = 0, -0.329694, 0 CoPOffset = 0, -0.329694, 0 TechRequired = experimentalAerodynamics entryCost = 16400 cost = 1300 category = Aero subcategory = 0 title = Big-S Elevon 2 manufacturer = C7 Aerospace Division description = The Big-S line of wings are C7's largest lifting surfaces to date. Not only are they Sturdy and heat resistant enough to survive reentry, but also have enough internal volume to carry optional fuel tanks. attachRules = 0,1,0,1,1 mass = 0.23 thermalMassModifier = 8.0 heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aileron aircraft control (elev flap plane )rudder shuttle spoil stab MODEL { model = Squad/Parts/Aero/shuttleWings/ShuttleElevonB } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 deflectionLiftCoeff = 1.16 ctrlSurfaceRange = 25 ctrlSurfaceArea = 1 actuatorSpeed = 40 transformName = Elevon } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingShuttleElevon2 } } } UrlConfig { parentUrl = Squad/Parts/Aero/shuttleWings/rudder.cfg PART { name = wingShuttleRudder module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 2.0, 0.0, 1.0, 0.0, 0.0, 1 CoLOffset = -2.0, 0.5, 0 CoPOffset = -2.0, 0.5, 0 CoMOffset = -2.0, 0.5, 0 TechRequired = experimentalAerodynamics entryCost = 8000 cost = 2500 category = Aero subcategory = 0 title = Big-S Spaceplane Tail Fin manufacturer = C7 Aerospace Division description = Large heat resistant spaceplane fin. attachRules = 0,1,0,1,1 mass = 0.45 thermalMassModifier = 8.0 heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft control (elev plane )rudder shuttle stab MODEL { model = Squad/Parts/Aero/shuttleWings/ShuttleRudder } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 3.49 ctrlSurfaceRange = 25 ctrlSurfaceArea = 0.29 actuatorSpeed = 35 transformName = ControlSurface } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = wingShuttleRudder } } } UrlConfig { parentUrl = Squad/Parts/Aero/shuttleWings/strake.cfg PART { name = wingShuttleStrake module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.37, 0.2, 0 CoLOffset = -0.37, 0.2, 0 CoPOffset = -0.37, 0.2, 0 TechRequired = experimentalAerodynamics entryCost = 22000 cost = 1000 category = Aero subcategory = 0 title = Big-S Wing Strake manufacturer = C7 Aerospace Division description = The Big-S line of wings are C7's largest lifting surfaces to date. Not only are they Sturdy and heat resistant enough to survive reentry, but also have enough internal volume to carry optional fuel tanks. attachRules = 0,1,0,1,1 mass = 0.1 thermalMassModifier = 8.0 heatConductivity = 0.06 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft foil fuel ?lf lift liquid plane shuttle swept wet MODEL { model = Squad/Parts/Aero/shuttleWings/ShuttleStrake } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1.0 dragAtMaxAoA = 0.6 dragAtMinAoA = 0.0 } RESOURCE { name = LiquidFuel amount = 0 maxAmount = 100 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingShuttleStrake } } } UrlConfig { parentUrl = Squad/Parts/Aero/wingletAV-R8/wingletAV-R8.cfg PART { name = R8winglet module = Part author = NovaSilisko mesh = model.mu scale = 0.1 TechRequired = flightControl entryCost = 1800 cost = 640 category = Aero subcategory = 0 title = AV-R8 Winglet manufacturer = Kerlington Model Rockets and Paper Products Inc description = The R8 Active Control Winglet series marked the debut of Kerlington Model Rockets in the Spacecraft engineering world. These winglets are equipped with movable pivots, which allow them to swivel and act as control surfaces. This feature was considered a huge advancement in control technology and most agree that it made Kerlington staff and R8 fans simply unbearable to be around. attachRules = 0,1,0,0,1 node_attach = 4.32401, 1.39785, 0.0, 1.0, 0.0, 0.0 CoMOffset = -0.0745, -0.2, 0 CoLOffset = -0.0745, -0.2, 0 CoPOffset = -0.0745, -0.2, 0 mass = 0.1 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 5 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aircraft canard control (elev fin (fore lift plane rocket )rudder stab swept tail MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 actuatorSpeed = 25 deflectionLiftCoeff = 0.5 ctrlSurfaceRange = 15 ctrlSurfaceArea = 0.95 } MODULE { name = ModuleCargoPart packedVolume = 650 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = R8winglet } } } UrlConfig { parentUrl = Squad/Parts/Aero/wingletAV-T1/wingletAV-T1.cfg PART { name = winglet module = Part author = HarvesteR mesh = model.mu scale = 0.1 TechRequired = stability entryCost = 1500 cost = 500 category = Aero subcategory = 0 title = AV-T1 Winglet description = Nothing is really known about this thing. Use it at your own risk. attachRules = 0,1,0,0,1 node_attach = 5.10736, -0.589634, 0.0, 1.0, 0.0, 0.0 CoMOffset = 0.08, -0.2, 0.00664 CoLOffset = 0.08, -0.2, 0.00664 CoPOffset = 0.08, -0.2, 0.00664 mass = 0.037 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 5 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 mirrorRefAxis = 0, 0, -1 bulkheadProfiles = srf tags = aero aircraft fin lift plane rocket stab swept MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.37 dragAtMaxAoA = 0.3 } MODULE { name = ModuleCargoPart packedVolume = 400 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = winglet } } } UrlConfig { parentUrl = Squad/Parts/Aero/wingletDeltaDeluxe/wingletDeltaDeluxe.cfg PART { name = winglet3 module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 TechRequired = flightControl entryCost = 4600 cost = 600 category = Aero subcategory = 0 title = Delta-Deluxe Winglet manufacturer = Kerlington Model Rockets and Paper Products Inc description = The Delta-Deluxe Winglet is a large aerodynamic surface with a small built-in aileron. It is very lightweight and offers more lift than the AV-R8 but the small control surface area means it is not as quick to turn. attachRules = 0,1,0,0,1 node_attach = 0.4780781, 0.1322544, 0.0, 1.0, 0.0, 0.0 CoMOffset = -0.08, -0.3, 0 CoLOffset = -0.08, -0.3, 0 CoPOffset = -0.08, -0.3, 0 mass = 0.078 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 5 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aircraft canard control (elev fin (fore lift plane rocket )rudder stab swept tail MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 0.65 ctrlSurfaceRange = 25 ctrlSurfaceArea = 0.2 actuatorSpeed = 25 } MODULE { name = ModuleCargoPart packedVolume = 800 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = winglet3 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/connector1.cfg PART { name = wingConnector module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.008, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.9309626, 0.07127571, 0 CoLOffset = -0.9309626, 0.07127571, 0 CoPOffset = -0.9309626, 0.07127571, 0 TechRequired = aerodynamicSystems entryCost = 6400 cost = 500 category = Aero subcategory = 0 title = Wing Connector Type A manufacturer = C7 Aerospace Division description = A vaguely wing shaped board. Use at your own risk. attachRules = 0,1,0,1,1 mass = 0.2 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane MODEL { model = Squad/Parts/Aero/wings/connector1 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.0 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingConnector } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/connector2.cfg PART { name = wingConnector2 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -1.875, 0.0, 0.0 CoLOffset = -1.875, 0.0, 0.0 CoPOffset = -1.875, 0.0, 0.0 TechRequired = aviation entryCost = 6400 cost = 500 category = Aero subcategory = 0 title = Wing Connector Type B manufacturer = C7 Aerospace Division description = A vaguely wing shaped board. Use at your own risk. attachRules = 0,1,0,1,1 mass = 0.2 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane MODEL { model = Squad/Parts/Aero/wings/connector2 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.0 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingConnector2 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/connector3.cfg PART { name = wingConnector3 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.938, 0, 0 CoLOffset = -0.938, 0, 0 CoPOffset = -0.938, 0, 0 TechRequired = aerodynamicSystems entryCost = 4300 cost = 250 category = Aero subcategory = 0 title = Wing Connector Type C manufacturer = C7 Aerospace Division description = A vaguely wing shaped board. attachRules = 0,1,0,1,1 mass = 0.1 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane MODEL { model = Squad/Parts/Aero/wings/connector3 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1 dragAtMaxAoA = 0.25 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingConnector3 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/connector4.cfg PART { name = wingConnector4 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.469, 0, 0 CoLOffset = -0.469, 0, 0 CoPOffset = -0.469, 0, 0 TechRequired = advAerodynamics entryCost = 2400 cost = 100 category = Aero subcategory = 0 title = Wing Connector Type D manufacturer = C7 Aerospace Division description = Found in a trash bin next to a wing factory. attachRules = 0,1,0,1,1 mass = 0.05 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane MODEL { model = Squad/Parts/Aero/wings/connector4 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.5 dragAtMaxAoA = 0.12 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingConnector4 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/connector5.cfg PART { name = wingConnector5 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.938, 0, 0 CoLOffset = -0.938, 0, 0 CoPOffset = -0.938, 0, 0 TechRequired = aviation entryCost = 2400 cost = 100 category = Aero subcategory = 0 title = Wing Connector Type E manufacturer = C7 Aerospace Division description = Found in a trash bin next to a wing factory. attachRules = 0,1,0,1,1 mass = 0.05 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane MODEL { model = Squad/Parts/Aero/wings/connector5 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.5 dragAtMaxAoA = 0.12 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingConnector5 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/delta.cfg PART { name = deltaWing module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -1.2, 0.4, 0 CoLOffset = -1.2, 0.4, 0 CoPOffset = -1.2, 0.4, 0 TechRequired = advAerodynamics entryCost = 6400 cost = 600 category = Aero subcategory = 0 title = Delta Wing manufacturer = C7 Aerospace Division description = Standard Delta configuration wings. These wings provide high lift and a stable center of gravity for your everyday lifting needs. attachRules = 0,1,0,1,1 mass = 0.2 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane swept MODEL { model = Squad/Parts/Aero/wings/delta } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.0 dragAtMaxAoA = 0.6 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = deltaWing } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/delta_small.cfg PART { name = delta_small module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.6, 0.15, 0 CoLOffset = -0.6, 0.15, 0 CoPOffset = -0.6, 0.15, 0 TechRequired = advAerodynamics entryCost = 3200 cost = 200 category = Aero subcategory = 0 title = Small Delta Wing manufacturer = C7 Aerospace Division description = This small delta wing has breezed through extensive stress tests and design revisions, mostly because it wasn't involved in any of those. In any case, it should work as a comparatively reliable lifting surface. attachRules = 0,1,0,1,1 mass = 0.05 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane swept MODEL { model = Squad/Parts/Aero/wings/delta_small } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.5 dragAtMaxAoA = 0.1 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = delta_small } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/elevon1.cfg PART { name = StandardCtrlSrf module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = 0, -0.215625, 0 CoLOffset = 0, -0.215625, 0 CoPOffset = 0, -0.215625, 0 TechRequired = aviation entryCost = 3200 cost = 400 category = Aero subcategory = 0 title = Elevon 1 manufacturer = C7 Aerospace Division description = Made from the finest materials at hand, these flight surfaces are guaranteed to operate while attached to the craft. However studies have shown that a lack of atmosphere *may* slightly impede function. No refunds. attachRules = 0,1,0,0,0 mass = 0.05 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aileron aircraft control (elev plane )rudder MODEL { model = Squad/Parts/Aero/wings/elevon1 } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.25 deflectionLiftCoeff = 0.25 ctrlSurfaceRange = 20 ctrlSurfaceArea = 1.0 actuatorSpeed = 30 transformName = Elevon1 } MODULE { name = ModuleCargoPart packedVolume = 270 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = StandardCtrlSrf } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/elevon2.cfg PART { name = elevon2 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = 0, -0.3296936, 0 CoLOffset = 0, -0.3296936, 0 CoPOffset = 0, -0.3296936, 0 TechRequired = advAerodynamics entryCost = 3200 cost = 550 category = Aero subcategory = 0 title = Elevon 2 manufacturer = C7 Aerospace Division description = Made from the finest materials at hand, these flight surfaces are guaranteed to operate while attached to the craft. However studies have shown that a lack of atmosphere *may* slightly impede function. No refunds. attachRules = 0,1,0,0,0 mass = 0.06 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aileron aircraft control (elev plane )rudder MODEL { model = Squad/Parts/Aero/wings/elevon2 } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.33 deflectionLiftCoeff = 0.3 ctrlSurfaceRange = 20 ctrlSurfaceArea = 1.0 actuatorSpeed = 30 transformName = Elevon2 } MODULE { name = ModuleCargoPart packedVolume = 400 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = elevon2 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/elevon3.cfg PART { name = elevon3 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = 0, -0.446875, 0 CoLOffset = 0, -0.446875, 0 CoPOffset = 0, -0.446875, 0 TechRequired = advAerodynamics entryCost = 3200 cost = 650 category = Aero subcategory = 0 title = Elevon 3 manufacturer = C7 Aerospace Division description = Made from the finest materials at hand, these flight surfaces are guaranteed to operate while attached to the craft. However studies have shown that a lack of atmosphere *may* slightly impede function. No refunds. attachRules = 0,1,0,0,0 mass = 0.08 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aileron aircraft control (elev plane )rudder MODEL { model = Squad/Parts/Aero/wings/elevon3 } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.5 deflectionLiftCoeff = 0.42 ctrlSurfaceRange = 20 ctrlSurfaceArea = 1.0 actuatorSpeed = 30 transformName = Elevon3 } MODULE { name = ModuleCargoPart packedVolume = 550 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = elevon3 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/elevon4.cfg PART { name = smallCtrlSrf module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = 0, -0.329694, 0 CoLOffset = 0, -0.329694, 0 CoPOffset = 0, -0.329694, 0 TechRequired = advAerodynamics entryCost = 3200 cost = 400 category = Aero subcategory = 0 title = Elevon 4 manufacturer = C7 Aerospace Division description = Feel the need to attach an elevator, rudder or aileron to just about any surface you can get your mitts on? Well this small elevon is for you. Made of mostly new factory parts, it will fit just about anywhere. Just don't expect a huge performance out of such a small part. attachRules = 0,1,0,0,0 mass = 0.04 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aileron aircraft control (elev plane )rudder MODEL { model = Squad/Parts/Aero/wings/elevon4 } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.25 deflectionLiftCoeff = 0.18 ctrlSurfaceRange = 20 ctrlSurfaceArea = 1.0 actuatorSpeed = 30 transformName = Elevon4 } MODULE { name = ModuleCargoPart packedVolume = 135 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = smallCtrlSrf } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/elevon5.cfg PART { name = elevon5 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = 0, -0.329694, 0 CoLOffset = 0, -0.329694, 0 CoPOffset = 0, -0.329694, 0 TechRequired = advAerodynamics entryCost = 4800 cost = 800 category = Aero subcategory = 0 title = Elevon 5 manufacturer = C7 Aerospace Division description = Just another one of these elevon things... wait, this one is swept! Wow! attachRules = 0,1,0,0,0 mass = 0.08 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 bulkheadProfiles = srf tags = aero aileron aircraft control (elev plane )rudder MODEL { model = Squad/Parts/Aero/wings/elevon5 } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 0.4 ctrlSurfaceRange = 20 ctrlSurfaceArea = 1.0 actuatorSpeed = 30 transformName = Elevon5 } MODULE { name = ModuleCargoPart packedVolume = 550 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = elevon5 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/strake.cfg PART { name = wingStrake module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.35, -0.3, 0 CoLOffset = -0.35, -0.3, 0 CoPOffset = -0.35, -0.3, 0 TechRequired = supersonicFlight entryCost = 6800 cost = 400 category = Aero subcategory = 0 title = Wing Strake manufacturer = C7 Aerospace Division description = Strakes are like sideburns for your plane. The girls will fall for you! attachRules = 0,1,0,1,1 mass = 0.05 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane swept MODEL { model = Squad/Parts/Aero/wings/strake } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.5 dragAtMaxAoA = 0.2 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wingStrake } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/structural1.cfg PART { name = structuralWing module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.04, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.7, -0.6, 0 CoLOffset = -0.7, -0.6, 0 CoPOffset = -0.7, -0.6, 0 TechRequired = supersonicFlight entryCost = 6400 cost = 500 category = Aero subcategory = 0 title = Structural Wing Type A manufacturer = C7 Aerospace Division description = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. Intended uses include very large canards, and leading edges of larger delta wings. attachRules = 0,1,0,1,1 mass = 0.1 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane swept MODEL { model = Squad/Parts/Aero/wings/structural1 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralWing } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/structural2.cfg PART { name = structuralWing2 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -1.1, -0.1, 0 CoLOffset = -1.1, -0.1, 0 CoPOffset = -1.1, -0.1, 0 TechRequired = aerodynamicSystems entryCost = 6400 cost = 500 category = Aero subcategory = 0 title = Structural Wing Type B manufacturer = C7 Aerospace Division description = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. attachRules = 0,1,0,1,1 mass = 0.1 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane swept MODEL { model = Squad/Parts/Aero/wings/structural2 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralWing2 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/structural3.cfg PART { name = structuralWing3 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -1.0, -0.05, 0 CoLOffset = -1.0, -0.05, 0 CoPOffset = -1.0, -0.05, 0 TechRequired = aviation entryCost = 6400 cost = 300 category = Aero subcategory = 0 title = Structural Wing Type C manufacturer = C7 Aerospace Division description = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. attachRules = 0,1,0,1,1 mass = 0.05 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 1 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane swept MODEL { model = Squad/Parts/Aero/wings/structural3 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.5 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralWing3 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/structural4.cfg PART { name = structuralWing4 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -0.236, -0.1, 0 CoLOffset = -0.236, -0.1, 0 CoPOffset = -0.236, -0.1, 0 TechRequired = advAerodynamics entryCost = 6400 cost = 150 category = Aero subcategory = 0 title = Structural Wing Type D manufacturer = C7 Aerospace Division description = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. attachRules = 0,1,0,1,1 mass = 0.025 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 1 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane swept MODEL { model = Squad/Parts/Aero/wings/structural4 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 0.25 dragAtMaxAoA = 0.08 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart packedVolume = 450 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralWing4 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/swept1.cfg PART { name = sweptWing1 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -1.0, 0.05, 0 CoLOffset = -1.0, 0.05, 0 CoPOffset = -1.0, 0.05, 0 TechRequired = advAerodynamics entryCost = 6400 cost = 500 category = Aero subcategory = 0 title = Swept Wing Type A manufacturer = C7 Aerospace Division description = This wing has been constructed out of surplus wing components. Comes complete with "like new" finish. attachRules = 0,1,0,1,1 mass = 0.113 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane MODEL { model = Squad/Parts/Aero/wings/swept1 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1.13 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sweptWing1 } } } UrlConfig { parentUrl = Squad/Parts/Aero/wings/swept2.cfg PART { name = sweptWing2 module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 CoMOffset = -1.875, 0, 0 CoLOffset = -1.875, 0, 0 CoPOffset = -1.875, 0, 0 TechRequired = aerodynamicSystems entryCost = 6400 cost = 500 category = Aero subcategory = 0 title = Swept Wing Type B manufacturer = C7 Aerospace Division description = This wing has been constructed from surplus wing components. Comes complete with "like new" finish. attachRules = 0,1,0,1,1 mass = 0.226 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft fligh foil lift plane MODEL { model = Squad/Parts/Aero/wings/swept2 } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.26 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.0 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sweptWing2 } } } UrlConfig { parentUrl = Squad/Parts/Cargo/CargoContainers/cargoContainer.cfg PART { name = cargoContainer module = Part author = Pablo rescaleFactor = 1 node_stack_top = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.3, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advExploration entryCost = 2200 cost = 600 category = Cargo subcategory = 0 title = SEQ-9 Container Module manufacturer = Experimental Engineering Group description = A large 1.25 container capable of storing a wide variety of equipment. Specifically designed for storing precision scientific instruments and protecting them from the rigours of launch, travel and landing on distant planets.\n\nWarning: Contents not pressurized. Risk of Snack Bag explosion >99%. attachRules = 1,0,1,1,0 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 14 bulkheadProfiles = size1 maxTemp = 1200 heatConductivity = 0.04 thermalMassModifier = 5.0 emissiveConstant = 0.95 tags = cck-containers contain storage cargo surface MODEL { model = Squad/Parts/Cargo/CargoContainers/cargoContainer } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 9 packedVolumeLimit = 650 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISInventory maxVolume = 650 externalAccess = true internalAccess = true slotsX = 3 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = cargoContainer } } } UrlConfig { parentUrl = Squad/Parts/Cargo/CargoContainers/smallCargoContainer.cfg PART { name = smallCargoContainer module = Part author = Pablo rescaleFactor = 1 node_attach = 0,0,0.25,0,0,-1,0 node_stack_top = 0.0, 0.35, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.35, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = spaceExploration entryCost = 750 cost = 200 category = Cargo subcategory = 0 title = SEQ-3 Cargo Storage Unit manufacturer = Experimental Engineering Group description = This sturdy unit keeps the expensive and delicate equipment our astronauts need to bring with them safely stored. Rigorous engineering studies have shown it to be 20% more effective than 'a picnic cooler and some duct tape' at making sure these items arrive intact at their destination. attachRules = 1,1,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 15 bulkheadProfiles = srf maxTemp = 1200 heatConductivity = 0.04 thermalMassModifier = 5.0 emissiveConstant = 0.95 tags = contain storage cargo surface MODEL { model = Squad/Parts/Cargo/CargoContainers/smallCargoContainer } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 3 packedVolumeLimit = 180 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISItem carriable = true equipMode = part equipSlot = jetpack equipBoneName = aliasJetpack equipPos = 0, 0.15, -0.25 equipDir = 10, 0, 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = smallCargoContainer } } } UrlConfig { parentUrl = Squad/Parts/Cargo/CargoContainers/smallCargoContainer.cfg PART { name = mediumCargoContainer module = Part author = Pablo rescaleFactor = 1.33 TechRequired = spaceExploration entryCost = 750 cost = 200 category = Cargo subcategory = 0 title = SEQ-6 Cargo Storage Unit manufacturer = Experimental Engineering Group description = This sturdy unit keeps the expensive and delicate equipment our astronauts need to bring with them safely stored. Rigorous engineering studies have shown it to be 20% more effective than 'a picnic cooler and some duct tape' at making sure these items arrive intact at their destination. attachRules = 1,1,1,1,0 mass = 0.075 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 15 bulkheadProfiles = srf maxTemp = 1200 heatConductivity = 0.04 thermalMassModifier = 5.0 emissiveConstant = 0.95 tags = contain storage cargo surface node_attach = 0,0,0.25,0,0,-1,0 node_stack_top = 0.0, 0.35, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.35, 0.0, 0.0, -1.0, 0.0, 1 MODEL { model = Squad/Parts/Cargo/CargoContainers/smallCargoContainer } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart packedVolumeLimit = 180 InventorySlots = 6 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISItem carriable = true equipMode = part equipSlot = jetpack equipBoneName = aliasJetpack equipPos = 0, 0.30, -0.30 equipDir = 10, 0, 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mediumCargoContainer } } } UrlConfig { parentUrl = Squad/Parts/Cargo/Cylinder/Cylinder.cfg PART { name = evaCylinder module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.055, 0 CoLOffset = 0, 0.55, 0 CoPOffset = 0, 0.55, 0 TechRequired = advExploration entryCost = 2400 cost = 50 category = Cargo subcategory = 0 title = EVA Fuel Cylinders manufacturer = Reaction Systems Ltd description = When you just don't have enough delta-V to visit all your favorite spots on Minimus, or want to circumnavigate Dres freestyle, you'll want to pack these spare EVA fuel cylinders for extra-long duration EVA trips.\n\nHandily tranfers fuel to your EVA jetpack with a child-proof safety seal. attachRules = 0,0,0,0,0 mass = 0.005 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 10 maxTemp = 2000 resourcePriorityOffset = 1 tags = When you just don't have enough delta-V to visit all your favorite spots on Minimus, or want to circumnavigate Dres freestyle, you'll want to pack these spare EVA fuel cylinders for extra-long duration EVA trips.\n\nHandily tranfers fuel to your EVA jetpack with a child-proof safety seal. MODEL { model = Squad/Parts/Cargo/Cylinder/EVAcylinder } MODULE { name = ModuleCargoPart packedVolume = 15 reinitResourcesOnStoreInVessel = true } RESOURCE { name = EVA Propellant amount = 3 maxAmount = 3 isTweakable = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = evaCylinder } } } UrlConfig { parentUrl = Squad/Parts/Cargo/GroundAnchor/groundAnchor.cfg PART { name = groundAnchor module = Part author = Squad rescaleFactor = 1.0 node_stack_top = 0.0, 0.12236, 0.0, 0.0, 1.0, 0.0, 1, 0, 0, 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1, 0, 0, 1 fx_anchorGround_dustRocks = -0.36044, 0.08538, 0.0, 0.0, 0.0, 1.0, deploy fx_anchorGround_dustRocks = 0.36044, 0.08538, 0.0, 0.0, 0.0, 1.0, deploy fx_anchorGround_dustRocks = 0.0, 0.08538, 0.36044, 0.0, 0.0, 1.0, deploy fx_anchorGround_dustRocks = 0.0, 0.08538, -0.36044, 0.0, 0.0, 1.0, deploy TechRequired = specializedConstruction entryCost = 4000 cost = 300 category = Cargo subcategory = 0 title = Stamp-O-Tron Ground Anchor manufacturer = C7 Aerospace Division description = Occasionally, even the most seasoned of rocket jockey wants to be safely back on the ground, and what better way to securely show your affection for gravity than by clamping yourself to it?\n\nThe Stamp-O-Tron ground anchor provides a secure point to which you can attach other parts with EVA construction, including docking ports if you'd like to park a larger vessel safely.\n\nExpect stocks in C7 Aerospace Division to jump if negative gravity is ever a real thing. attachRules = 0,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 bulkheadProfiles = size1, srf tags = cargo attach ground dirt drill dig base MODEL { model = Squad/Parts/Cargo/GroundAnchor/groundAnchor } MODULE { name = ModuleGroundPart fxGroupDeploy = deploy stackableQuantity = 1 packedVolume = 40 kinematicDelay = 0.0 } MODULE { name = ModuleAnimationGroup deployAnimationName = Deploy suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy retractEffectName = Retract realTimeAnimation = false } EFFECTS { Deploy { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_ground_anchor_v2_1.wav maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_ground_anchor_v2_1.wav maxVolumeDistance = 150 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = groundAnchor } } } UrlConfig { parentUrl = Squad/Parts/Cargo/Jetpack/Jetpack.cfg PART { name = evaJetpack module = Part author = Squad rescaleFactor = 1 TechRequired = start entryCost = 0 cost = 25 category = Cargo subcategory = 0 title = EVA Jetpack manufacturer = Reaction Systems Ltd description = The EVA jetpack has been a workhorse of kerbal astronauts for decades. It has been so useful that some kerbals have taken to wearing them inside the complex, back home, and even in their showers.\n\nIt gives unparalleled mobility in space and low gravity environments but can be tricky to master. Incidences of injury while using one have dropped to nearly 10% after sufficient training. attachRules = 0,0,0,0,0 mass = 0.02 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 resourcePriorityOffset = 2 tags = pack thrust MMU RCS Kerbal control cargo EVA MODEL { model = Squad/Parts/Cargo/Jetpack/Jetpack } MODULE { name = ModuleCargoPart packedVolume = 17 reinitResourcesOnStoreInVessel = true } RESOURCE { name = EVA Propellant amount = 5 maxAmount = 5 isTweakable = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = evaJetpack } } } UrlConfig { parentUrl = Squad/Parts/Cargo/Parachute/Parachute.cfg PART { name = evaChute module = Part author = Squad rescaleFactor = 1 TechRequired = start entryCost = 0 cost = 10 category = Cargo subcategory = 0 title = Personal Parachute manufacturer = Found lying by the side of the road description = This kerbal-sized ram-air parachute is perfect for saving intrepid pilots from a misconsidered aircraft design, or hi-jinks involving the top of the VAB and a hopeffuly functional autopilot.\n\nWhy should kerbals put their trust in something that was found lying by the side of the road? Well, because there wasn't a Kerbal-shaped crater next to it! attachRules = 0,0,0,0,0 mass = 0.004 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 tags = arrest canopy chute decel descen drag entry fall landing return safe slow Kerbal cargo EVA MODEL { model = Squad/Parts/Cargo/Parachute/Parachute } MODULE { name = ModuleCargoPart packedVolume = 10 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = evaChute } } } UrlConfig { parentUrl = Squad/Parts/Cargo/RepairKit/RepairKit.cfg PART { name = evaRepairKit module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.085, 0 CoLOffset = 0, 0.085, 0 CoPOffset = 0, 0.085, 0 TechRequired = spaceExploration entryCost = 1500 cost = 75 category = Cargo subcategory = 0 title = EVA Repair Kit manufacturer = Kerbal Motion LLC description = This repair kit has tape, tools, widgets and other knickknacks to allow intrepid kerbals to effect repairs on broken parts that may have suffered unplanned disassembly.\n\nNote: Repair kits are used up when effecting repairs, and more than one repair kit may be required for especially large parts. attachRules = 0,0,0,0,0 mass = 0.005 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 12 maxTemp = 1200 tags = fix (broke repair MODEL { model = Squad/Parts/Cargo/RepairKit/RepairKit } EFFECTS { repair1 { AUDIO { channel = Ship clip = Squad/Sounds/repairKit_repair1.wav maxVolumeDistance = 150 } } repair2 { AUDIO { channel = Ship clip = Squad/Sounds/repairKit_repair2.wav maxVolumeDistance = 150 } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = evaRepairKit } } } UrlConfig { parentUrl = Squad/Parts/Cargo/ScienceKit/evaScienceKit.cfg PART { name = evaScienceKit module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.11, 0 CoLOffset = 0, 0.11, 0 CoPOffset = 0, 0.11, 0 TechRequired = miniaturization entryCost = 1500 cost = 150 category = Cargo subcategory = 0 title = EVA Experiments Kit manufacturer = Probodobodyne Inc description = Probodobodyne has meticulously curated and assembled this case full of various devices useful for science experiments.\n\nDespite observations to the contrary, we feel that the inability of our astronauts to find a good use for the collapsible top hat and magic wand is more to do with a lack of creativity... rather than a case of them being left over from prior use. attachRules = 0,0,0,0,0 mass = 0.015 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 14 maxTemp = 1200 tags = EVA science test kit experiment easter egg outside golf cargo MODEL { model = Squad/Parts/Cargo/ScienceKit/ExperimentKit } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = evaScienceKit } } } UrlConfig { parentUrl = Squad/Parts/Cargo/StorageUnits/CargoStorageUnit.cfg PART { name = CargoStorageUnit module = Part author = Alexander rescaleFactor = 1 node_stack_top = 0.0, 0.3125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.3125, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advExploration entryCost = 3500 cost = 1500 category = Cargo subcategory = 0 title = SEQ-24 Cargo Storage Unit manufacturer = Experimental Engineering Group description = When you want to bring everything and the kitchen sink, this is the storage unit for you.\n\nCapable of transporting 24 different cargo items, or a small house worth of goods and furniture, you can colonize Duna in style! attachRules = 1,0,1,1,0 mass = 0.4 dragModelType = default crashTolerance = 14 bulkheadProfiles = size2 maxTemp = 1200 tags = cck-containers contain storage cargo parts MODEL { model = Squad/Parts/Cargo/StorageUnits/Assets/CargoStorageUnit } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 24 packedVolumeLimit = 2500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISInventory maxVolume = 2500 externalAccess = true internalAccess = true slotsX = 7 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = CargoStorageUnit } } } UrlConfig { parentUrl = Squad/Parts/Cargo/StorageUnits/ConformalStorageUnit.cfg PART { name = ConformalStorageUnit module = Part author = Alexander rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = spaceExploration entryCost = 600 cost = 100 category = Cargo subcategory = 0 title = SEQ-3C Conformal Storage Unit manufacturer = Experimental Engineering Group description = A small storage container, built with conformal aerodynamics in mind to allow its use on both aircraft and spacecraft. Perfect for small cargo needs, or a secret snack supply. attachRules = 0,1,0,0,0 mass = 0.02 dragModelType = default crashTolerance = 15 bulkheadProfiles = srf maxTemp = 1200 skinMaxTemp = 2000 tags = contain storage cargo surface conformal parts MODEL { model = Squad/Parts/Cargo/StorageUnits/Assets/ConformalStorageUnit } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 3 packedVolumeLimit = 60 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ConformalStorageUnit } } } UrlConfig { parentUrl = Squad/Parts/Command/advancedSasModuleLarge/advSasModuleLarge.cfg PART { name = asasmodule1-2 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 iconCenter = 0, 3, 0 node_stack_top = 0, 0.25, 0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0, -0.25, 0, 0.0, -1.0, 0.0, 2 buoyancy = 0.1 buoyancyUseSine = False TechRequired = specializedControl entryCost = 11600 cost = 2100 category = Control subcategory = 0 title = Advanced Reaction Wheel Module, Large manufacturer = STEADLER Engineering Corps description = After many years of research, STEADLER Corps rocket engineers discovered that large flywheels were necessary to keep large ships under control. The "Advanced Reaction Wheel Module, Large" addresses that issue by its use of patented Large Flywheels™ to provide "More Torque" (patent pending). STEADLER promptly dismissed all criticism concerning the necessity of so much research work, stating that 'it only sounds so simple now that we've figured it out'. Critics remain skeptical, but none can disagree that this module does indeed pack a lot more punch than previous models. It also needs a lot more power, but STEADLER is currently carrying out intense research work on why that is. Indicator lights show the reaction wheel's status. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 bulkheadProfiles = size2 tags = cmg command control fly gyro moment react stab steer torque ?freeiva MODULE { name = ModuleReactionWheel PitchTorque = 3 YawTorque = 3 RollTorque = 3 torqueResponseSpeed = 30 RESOURCE { name = ElectricCharge rate = 0.6 } } DRAG_CUBE { cube = Default, 1.245117,0.7806778,1.344706, 1.245117,0.7806778,1.344706, 4.643318,0.9183766,0.5737258, 4.643318,0.9590334,0.5462748, 1.245117,0.774645,1.344706, 1.245117,0.774645,1.344706, 0,0,0, 2.5,0.5000004,2.5 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleReactionWheelReliability MTBF = 175200 LifeTime = 87600 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODEL { model = Squad/Parts/Command/advancedSasModuleLarge/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = -0.884, 0, 0.884 rotation = 0, -45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = 0.884, 0, -0.884 rotation = 0, 135, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = 0.884, 0, 0.884 rotation = 0, 45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = -0.884, 0, -0.884 rotation = 0, 225, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleReactionWheelIndicator emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = asasmodule1-2 } } } UrlConfig { parentUrl = Squad/Parts/Command/cupola/cupola.cfg PART { name = cupola module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.4, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.83, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = commandModules entryCost = 10200 cost = 2300 category = Pods subcategory = 0 title = PPD-12 Cupola Module manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The PPD-12 was developed to provide a high visibility control room for orbital stations, and a place for thoughtful Kerbals to contemplate the beauty of the cosmos. attachRules = 1,0,1,1,0 mass = 0.94 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.20 angularDrag = 4 crashTolerance = 8 maxTemp = 1000 skinMaxTemp = 2000 vesselType = Lander CrewCapacity = 1 bulkheadProfiles = size2, size1 tags = base capsule cmg command control ?eva fly gyro ?iva moment outpost pilot pod react rocket space stab statio steer torque view ?freeiva node_stack_airlock = 0.0, 0.075, -1.27, 0.0, 0.0, -1.0, 0 INTERNAL { name = cupolaInternalRPM } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Up CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 450 maxAmount = 450 } MODULE { name = ModuleReactionWheel PitchTorque = 0.9 YawTorque = 0.9 RollTorque = 0.9 RESOURCE { name = ElectricCharge rate = 0.9 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 interactionRange = 2 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = RasterPropMonitorComputer } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODEL { model = Squad/Parts/Command/cupola/model } MODEL { model = FreeIva/Squad/Parts/cupola } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Command/cupola/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, -0.157, -1.353 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator experimentID = crewReport lowValueColor = ModuleCrewIndicator mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator dataColor = ModuleCrewIndicator emptyColor = ModuleScienceAvailabilityIndicator } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = cupola } } } UrlConfig { parentUrl = Squad/Parts/Command/externalCommandSeat/externalCommandSeat.cfg PART { name = seatExternalCmd module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.2, 0.0, 0.0, -1.0 TechRequired = fieldScience entryCost = 8100 cost = 900 category = Pods subcategory = 0 title = EAS-1 External Command Seat manufacturer = Kerlington Model Rockets and Paper Products Inc description = The EAS-1 External Command Seat provides all the controls needed to fully operate a spacecraft, just like a command pod, but without such needless frivolities as "pressurized interiors", or "seat belts". It's bare-bones, pedal-to-the-metal efficiency at its finest. attachRules = 0,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.05 angularDrag = 1 crashTolerance = 6 breakingForce = 20 breakingTorque = 20 maxTemp = 1200 vesselType = Rover CrewCapacity = 1 applyKerbalMassModification = false bulkheadProfiles = srf tags = chair control kerbal rover ?nointernal MODULE { name = KerbalSeat seatPivotName = seatPivot ejectDirection = 0.0, 0.1, 0.1 ejectionForceMax = 100.0 ejectionForcePercentage = 0.0 ejectionForceDirection = 0.0, 1.0, 0.0 } MODULE { name = ModuleCargoPart packedVolume = 70 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = LifeSupportModule } MODULE { name = ModulePartInfo originalPartName = seatExternalCmd } } } UrlConfig { parentUrl = Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer.cfg PART { name = crewCabin module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.986899, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.986899, 0.0, 0.0, -1.0, 0.0, 2 CrewCapacity = 4 TechRequired = spaceExploration entryCost = 12400 cost = 6800 category = Utility subcategory = 0 title = PPD-10 Hitchhiker Storage Container manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The HSC was an invention of necessity - how do we store 4 Kerbals on-orbit without any real provisions for return? Who needed this remains a mystery, as do his motivations. attachRules = 1,0,1,1,0 mass = 2.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 1000 skinMaxTemp = 2000 vesselType = Ship bulkheadProfiles = size2 tags = base cabin (can outpost passenger statio tour tuna ?freeiva node_stack_airlock = 0.0, 0.0, -1.15, 0.0, 0.0, -1.0, 0 INTERNAL { name = crewCabinInternals } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/nubbinLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 40 maxAmount = 200 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = Squad/Parts/Command/hitchhikerStorageContainer/model } MODEL { model = FreeIva/Squad/Parts/crewCabin } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Command/hitchhikerStorageContainer/model } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = 0.37, 0.15, -1.105 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = 0.37, 0.05, -1.105 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = 0.37, -0.05, -1.105 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = 0.37, -0.15, -1.105 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2 emissiveName = indicator2 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:3 emissiveName = indicator3 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController2 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController3 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability2 experimentID = crewReport lowValueColor = crewController2 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability3 experimentID = crewReport lowValueColor = crewController3 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator2 dataColor = crewController2 emptyColor = availability2 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator3 dataColor = crewController3 emptyColor = availability3 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 18 packedVolumeLimit = 1500 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = crewCabin } } } UrlConfig { parentUrl = Squad/Parts/Command/inlineAdvancedStabilizer/inlineAdvancedStabilizer.cfg PART { name = advSasModule module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 iconCenter = 0, 3, 0 node_stack_top = 0, 0.1990267, 0, 0.0, 1.0, 0.0 node_stack_bottom = 0, -0.1990267, 0, 0.0, -1.0, 0.0 TechRequired = advFlightControl entryCost = 7200 cost = 1200 category = Control subcategory = 0 title = Advanced Inline Stabilizer manufacturer = STEADLER Engineering Corps description = The Advanced Inline Stabilizer module containing a larger, heavier array of reaction wheels. These spin very quickly to create torque without wasting propellant. These larger wheels are driven by proportionally larger electric motors, so keep an eye on your Electricity levels. Indicator lights show the reaction wheel's status. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 bulkheadProfiles = size1 tags = cmg command control fly gyro moment react stab steer torque ?freeiva MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 torqueResponseSpeed = 15 RESOURCE { name = ElectricCharge rate = 0.45 } } MODULE { name = ModuleCargoPart packedVolume = 650 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleReactionWheelReliability MTBF = 175200 LifeTime = 87600 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODEL { model = Squad/Parts/Command/inlineAdvancedStabilizer/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5, 0.5, 1 position = -0.442, 0, 0.442 rotation = 0, -45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5, 0.5, 1 position = 0.442, 0, -0.442 rotation = 0, 135, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5, 0.5, 1 position = 0.442, 0, 0.442 rotation = 0, 45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5, 0.5, 1 position = -0.442, 0, -0.442 rotation = 0, 215, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleReactionWheelIndicator emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = advSasModule } } } UrlConfig { parentUrl = Squad/Parts/Command/inlineReactionWheel/inlineReactionWheel.cfg PART { name = sasModule module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 0.5 node_stack_bottom = 0.0, -0.1822218, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.1822218, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = flightControl entryCost = 3200 cost = 600 category = Control subcategory = 0 title = Small Inline Reaction Wheel description = The inline reaction wheel system uses a series of spinning discs that are going "Very Fast", to generate the torque necessary to control a spacecraft without wasting any propellant. Please do not attempt to service this device while it is running. Indicator lights show the reaction wheel's status. attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 bulkheadProfiles = size0 tags = cmg command control fly gyro moment react stab steer torque MODULE { name = ModuleReactionWheel PitchTorque = 0.5 YawTorque = 0.5 RollTorque = 0.5 RESOURCE { name = ElectricCharge rate = 0.25 } } MODULE { name = ModuleCargoPart packedVolume = 70 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleReactionWheelReliability MTBF = 175200 LifeTime = 87600 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = Squad/Parts/Command/inlineReactionWheel/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = 0, 0, 0.625 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = 0, 0, -0.625 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleReactionWheelIndicator emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sasModule } } } UrlConfig { parentUrl = Squad/Parts/Command/Mk1-3Pod/mk1-3.cfg PART { name = mk1-3pod module = Part author = RoverDude scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.47924, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 1.19319, 0.0, 0.0, 1.0, 0.0, 1 CoPOffset = 0.0, 0.6, 0.0 CenterOfBuoyancy = 0.0, 0.8, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancyUseSine = False buoyancy = 1.1 CoLOffset = 0.0, -0.45, 0.0 TechRequired = commandModules entryCost = 7600 cost = 5900 category = Pods subcategory = 0 title = Mk1-3 Command Pod manufacturer = Kerlington Model Rockets and Paper Products Inc description = This modern cockpit includes space for three crew members, and integrated RCS thrusters. attachRules = 1,0,1,1,0 mass = 2.6 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 20 bodyLiftOnlyUnattachedLift = True bodyLiftOnlyAttachName = bottom maxTemp = 1400 skinMaxTemp = 2400 vesselType = Ship CrewCapacity = 3 bulkheadProfiles = size2, size1 tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque ?freeiva MODEL { model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 } INTERNAL { name = MAS_Mk1-3 } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Default CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 600 maxAmount = 600 } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.45 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/nubbinLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = MonoPropellant amount = 30 maxAmount = 30 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } MODULE { name = ModuleProbeControlPoint minimumCrew = 2 multiHop = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.4 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = thrustTransform thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running plumeToKeep = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { } RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } COLORDEFINITION { name = ASET_SWITCHER_MARK_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_BORDER_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR color = 255, 255, 155, 255 } } } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { } RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } COLORDEFINITION { name = ASET_SWITCHER_MARK_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_BORDER_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR color = 255, 255, 155, 255 } } } MODEL { model = FreeIva/Squad/Parts/mk1-3pod } MODULE { name = ModuleFreeIva } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.6, 0.6, 0.5 position = -0.28, 0.65, -0.755 rotation = -160, 15, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.6, 0.6, 0.5 position = -0.30, 0.57, -0.790 rotation = -160, 15, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.6, 0.6, 0.5 position = -0.32, 0.49, -0.825 rotation = -160, 15, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2 emissiveName = indicator2 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController2 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability2 experimentID = crewReport lowValueColor = crewController2 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator2 dataColor = crewController2 emptyColor = availability2 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = thrustTransform clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.04 volume = 1.0 0.15 pitch = 1.5 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSPodFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs responseRateUp = 0.7 responseRateDown = 0.7 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } TEMPLATE { templateName = stock-rcs-jet-3 overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 180 scale = 0.7, 0.7, 0.7 } TEMPLATE { templateName = stock-rcs-core-3-full overrideParentTransform = thrustTransform position = 0,-0.15,0 rotation = 0, 0, 180 scale = 0.7, 1, 0.7 } } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 3.291 maxAmount = 3.291 } RESOURCE { name = Water amount = 2.175 maxAmount = 2.175 } RESOURCE { name = Oxygen amount = 333.114 maxAmount = 333.114 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 287.739 } RESOURCE { name = Waste amount = 0 maxAmount = 0.3 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2.772 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 3 packedVolumeLimit = 200 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk1-3pod } } } UrlConfig { parentUrl = Squad/Parts/Command/mk1Cockpits/mk1Cockpit.cfg PART { name = Mark1Cockpit module = Part author = Porkjet rescaleFactor = 1 node_stack_bottom = 0.0, -0.175, 0.0, 0.0, -1.0, 0.0, 1 CoMOffset = 0.0, 0.8, 0.0 CoPOffset = 0.0, 1.2, 0.0 CoLOffset = 0.0, 0.4, 0.0 TechRequired = aviation entryCost = 2600 cost = 1950 category = Pods subcategory = 0 title = Mk1 Cockpit manufacturer = C7 Aerospace Division description = C7 Aerospace is proud to present our second generation cockpit. This unit is equipped to ensure survival in some of the worst conditions possible. The extra re-enforcement has slightly increased the weight. attachRules = 1,0,1,1,0 mass = 1.25 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 40 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 1 bulkheadProfiles = size1 tags = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque ?freeiva MODEL { model = Squad/Parts/Command/mk1Cockpits/CockpitStandard } INTERNAL { name = ASET_SRI_Mk1_Cockpit } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } MODULE { name = ModuleReactionWheel PitchTorque = 1 YawTorque = 1 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 0.375 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 7.5 maxAmount = 7.5 } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 1 packedVolumeLimit = 75 } MODULE { name = RasterPropMonitorComputer storedStrings = v 2.0.1|03.09.2023| Mk1 Cockpit | MK-1 ||ASET-A1|MK1|ASET CONSOLIDATED triggeredEvents = ASET_AUTOBRAKE|ASET_AUTOSPOILER|ALCOR_CALLRECOVERYTEAM RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_PUSHBUTTON_BACKLIGHT_ACTIVECOLOR color = 120,155,120,255 } COLORDEFINITION { name = ASET_mpb_FD1_StatusLight color = 10,255,10,255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_POSITIVECOLOR color = 110,255,70,255 } COLORDEFINITION { name = ASET_SWITCHER_STATE_POSITIVECOLOR color = 160,255,0,255 } COLORDEFINITION { name = ASET_SWITCHER_BORDER_POSITIVECOLOR color = 20,90,10,255 } COLORDEFINITION { name = ASET_SWITCHER_MARK_POSITIVECOLOR color = 255,155,20,255 } COLORDEFINITION { name = ASET_SWITCHER_CAP_POSITIVECOLOR color = 40,50,30,255 } COLORDEFINITION { name = ASET_SWITCHER_LEDS_POSITIVECOLOR color = 10,230,70,255 } COLORDEFINITION { name = ASET_SWITCHER_LEDS_ZEROCOLOR color = 50,50,50,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR color = 50,30,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR color = 50,30,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_POSITIVECOLOR color = 255,85,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_ZEROCOLOR color = 130,35,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR color = 0,0,0,0 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_GHOSTCOLOR color = 85,35,0,80 } COLORDEFINITION { name = ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR color = 130,130,130,255 } COLORDEFINITION { name = ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR color = 130,130,130,255 } COLORDEFINITION { name = ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_PLATETEXT_POSITIVECOLOR color = 80,230,10,255 } COLORDEFINITION { name = ASET_PLATETEXT_ZEROCOLOR color = 255,255,255,255 } COLORDEFINITION { name = ASET_PANELDIVIDER_PRIMARY_BACKLIGHTCOLOR color = 50,100,10,255 } } } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODEL { model = FreeIva/Squad/Parts/mk1Cockpit } MODULE { name = ModuleFreeIva } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = -0.583, 0.035, 0.2126 rotation = 0, -70, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator experimentID = crewReport lowValueColor = ModuleCrewIndicator mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator dataColor = ModuleCrewIndicator emptyColor = ModuleScienceAvailabilityIndicator } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = Mark1Cockpit } } } UrlConfig { parentUrl = Squad/Parts/Command/mk1Cockpits/mk1CrewCabin.cfg PART { name = MK1CrewCabin module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 TechRequired = generalConstruction entryCost = 2600 cost = 1950 category = Utility subcategory = 0 title = Mk1 Crew Cabin manufacturer = C7 Aerospace Division description = A cozy passenger cabin derived from a business jet and upgraded for use in spacecraft. attachRules = 1,0,1,1,0 mass = 1 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 40 maxTemp = 1000 skinMaxTemp = 2000 vesselType = Ship CrewCapacity = 2 bulkheadProfiles = size1 noAutoEVAMulti = True tags = base contain outpost passenger statio (stor tour ?freeiva MODEL { model = Squad/Parts/Command/mk1Cockpits/Cabin } INTERNAL { name = mk1CabinInternal } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.5 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.6, 0.6, 0.5 position = 0, 0.469, -0.625 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.6, 0.6, 0.5 position = 0, -0.469, -0.625 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModulePartInfo originalPartName = MK1CrewCabin } } } UrlConfig { parentUrl = Squad/Parts/Command/mk1Cockpits/mk1InlineCockpit.cfg PART { name = Mark2Cockpit module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 TechRequired = aerodynamicSystems entryCost = 5800 cost = 2300 category = Pods subcategory = 0 title = Mk1 Inline Cockpit manufacturer = C7 Aerospace Division description = A next generation inline cockpit. Designed for sleek high speed aircraft. attachRules = 1,0,1,1,0 mass = 1 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 1 crashTolerance = 40 maxTemp = 1100 skinMaxTemp = 2000 vesselType = Plane CrewCapacity = 1 bulkheadProfiles = size1 tags = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque ?freeiva MODEL { model = Squad/Parts/Command/mk1Cockpits/CockpitInline } INTERNAL { name = DE_mk1InlineInternal } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } MODULE { name = ModuleReactionWheel PitchTorque = 1 YawTorque = 1 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 7.5 maxAmount = 7.5 } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 1 packedVolumeLimit = 75 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Mk1 Inline Cockpit|||||C7 Aerospace Division triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } MODULE { name = ModuleFreeIva } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.25, 1.1, 0.5 position = -0.419, 0.1, -0.501 rotation = 0, -125, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator experimentID = crewReport lowValueColor = ModuleCrewIndicator mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator dataColor = ModuleCrewIndicator emptyColor = ModuleScienceAvailabilityIndicator } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = Mark2Cockpit } } } UrlConfig { parentUrl = Squad/Parts/Command/mk1LanderCan/mk1LanderCan.cfg PART { name = landerCabinSmall module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.625, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = advFlightControl entryCost = 6800 cost = 2200 category = Pods subcategory = 0 title = Mk1 Lander Can manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = This capsule was designed for lightweight non-atmospheric landers, and seats a single occupant. Features a novel full-body crumple-zone technology. attachRules = 1,0,1,1,0 mass = 0.6 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 1000 skinMaxTemp = 2000 vesselType = Lander CrewCapacity = 1 bulkheadProfiles = size1 tags = capsule cmg command control ?eva fly gyro ?iva moment pilot pod react rocket space stab steer torque ?freeiva node_stack_airlock = 0.0, 0.0, -0.8, 0.0, 0.0, -1.0, 0 INTERNAL { name = ASET_SRI_Mk1_LCan } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Up CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } MODULE { name = ModuleReactionWheel PitchTorque = 0.3 YawTorque = 0.3 RollTorque = 0.3 RESOURCE { name = ElectricCharge rate = 0.3 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 15 maxAmount = 15 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 1 packedVolumeLimit = 40 } MODULE { name = RasterPropMonitorComputer storedStrings = v 2.0.1|03.09.2023| Mk1 Lander Can |MK1 LANDER CAN|(MODIFIED)|SQD0A4012-A1|MK1|ASET CONSOLIDATED triggeredEvents = ASET_AUTOBRAKE|ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_NASAGAUGESCALE_ACTIVECOLOR color = 144,139,118,255 } COLORDEFINITION { name = ASET_NASAGAUGEHAND_ACTIVECOLOR color = 184,179,148,255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR color = 144,139,118,255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR color = 184,179,148,255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_POSITIVECOLOR color = 184,179,158,255 } COLORDEFINITION { name = ASET_SWITCHER_STATE_POSITIVECOLOR color = 154,149,118,255 } COLORDEFINITION { name = ASET_SWITCHER_BORDER_POSITIVECOLOR color = 134,129,98,255 } COLORDEFINITION { name = ASET_SWITCHER_MARK_POSITIVECOLOR color = 194,189,158,255 } COLORDEFINITION { name = ASET_SWITCHER_LEDS_POSITIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_SWITCHER_LEDS_ZEROCOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR color = 0,40,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR color = 0,40,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_POSITIVECOLOR color = 0,255,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_ZEROCOLOR color = 0,55,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_NUMINPUT_DISPLAY_GHOSTCOLOR color = 0,255,0,90 } COLORDEFINITION { name = ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR color = 80,80,80,255 } COLORDEFINITION { name = ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR color = 80,80,80,255 } COLORDEFINITION { name = ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR color = 0,0,0,255 } COLORDEFINITION { name = ASET_PLATETEXT_POSITIVECOLOR color = 174,169,138,255 } COLORDEFINITION { name = ASET_PLATETEXT_ZEROCOLOR color = 255,255,255,255 } } } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODEL { model = Squad/Parts/Command/mk1LanderCan/model } MODEL { model = FreeIva/Squad/Parts/landerCabinSmall } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Command/mk1LanderCan/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, -0.2737, -0.8592 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator experimentID = crewReport lowValueColor = ModuleCrewIndicator mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator dataColor = ModuleCrewIndicator emptyColor = ModuleScienceAvailabilityIndicator } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = landerCabinSmall } } } UrlConfig { parentUrl = Squad/Parts/Command/mk1pod_v2/mk1Pod_v2.cfg PART { name = mk1pod_v2 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.4050379, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.6423756, 0.0, 0.0, 1.0, 0.0, 0 bulkheadProfiles = size1, size0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 CenterOfBuoyancy = 0.0, 0.5, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancy = 1.5 buoyancyUseSine = False TechRequired = start entryCost = 0 cost = 1300 category = Pods subcategory = 0 title = Mk1 Command Pod manufacturer = Kerlington Model Rockets and Paper Products Inc description = Originally built as a placeholder for a demonstration mock-up of a rocket, the Mk1 Command Pod was heralded as a far safer and more reliable option than its predecessors by rocket scientists throughout the world. It is now commonly seen in active service. attachRules = 1,0,1,1,0 bodyLiftOnlyUnattachedLift = True bodyLiftOnlyAttachName = bottom mass = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 14 maxTemp = 1200 skinMaxTemp = 2200 skinInternalConductionMult = 0.625 heatConductivity = 0.1 vesselType = Ship CrewCapacity = 1 tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque ?freeiva MODEL { model = Squad/Parts/Command/mk1pod_v2/Mk1Pod_v2 } INTERNAL { name = MAS_mk1pod_IVA } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Default CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } MODULE { name = ModuleReactionWheel PitchTorque = 0.5 YawTorque = 0.5 RollTorque = 0.5 RESOURCE { name = ElectricCharge rate = 0.24 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Command/mk1pod_v2/Mk1_v2_W _BumpMap = Squad/Parts/Command/mk1pod_v2/Mk1_v2_W_N } } VARIANT { name = GrayAndWhite displayName = Gray and White themeName = GrayAndWhite primaryColor = #ffffff secondaryColor = #999999 TEXTURE { mainTextureURL = Squad/Parts/Command/mk1pod_v2/Mk1_v2_GW _BumpMap = Squad/Parts/Command/mk1pod_v2/Mk1_v2_W_N } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 1 packedVolumeLimit = 50 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { } RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } COLORDEFINITION { name = ASET_SWITCHER_MARK_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_BORDER_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR color = 255, 255, 155, 255 } } } MODEL { model = FreeIva/Squad/Parts/mk1pod_v2 } MODULE { name = ModuleFreeIva } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1.15, 0.25, 0.5 position = 0, 0.173, -0.433 rotation = -160, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator experimentID = crewReport lowValueColor = ModuleCrewIndicator mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator dataColor = ModuleCrewIndicator emptyColor = ModuleScienceAvailabilityIndicator } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModulePartInfo originalPartName = mk1pod_v2 } } } UrlConfig { parentUrl = Squad/Parts/Command/mk2CockpitInline/mk2CockpitInline.cfg PART { name = mk2Cockpit_Inline module = Part author = Porkjet mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = highAltitudeFlight entryCost = 20000 cost = 4900 category = Pods subcategory = 0 title = Mk2 Inline Cockpit manufacturer = C7 Aerospace Division description = After 'accidentally' snapping the nose off of the Mk2 Cockpit, the engineers over at the C7 Aerospace Division realised that such a design looked quite functional. They quickly hammered out the following part and spruced it up for all your inline spaceplane cockpit needs! attachRules = 1,0,1,1,0 mass = 2.0 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 1400 skinMaxTemp = 2500 emissiveConstant = 0.8 vesselType = Plane CrewCapacity = 2 bulkheadProfiles = mk2 breakingForce = 50 breakingTorque = 50 tags = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque ?freeiva node_stack_Airlock = -0.96, -0.943, -0.314, -0.4999998, 0.0, -0.8660256, 0 node_stack_Airlock2 = 0.96, -0.943, -0.314, 0.4999999, 0.0, -0.8660254, 0 INTERNAL { name = DE_mk2InlineInternal } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleReactionWheel actionGUIName = Toggle RW PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 3.0 } RESOURCE { name = MonoPropellant amount = 25 maxAmount = 25 } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.47 dragAtMaxAoA = 0.4 dragAtMinAoA = 0.1 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 150 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Mk2 Inline Cockpit|||||C7 Aerospace Division triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } MODEL { model = Squad/Parts/Command/mk2CockpitInline/model } MODEL { model = FreeIva/Squad/Parts/mk2CockpitInline } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Command/mk2CockpitInline/model } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 0.5 position = 0, 0.551, -1.086 rotation = -10, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 0.5 position = 0, 0.471, -1.101 rotation = -5, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.076 maxAmount = 222.076 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = mk2Cockpit_Inline } } } UrlConfig { parentUrl = Squad/Parts/Command/mk2CockpitStandard/mk2CockpitStandard.cfg PART { name = mk2Cockpit_Standard module = Part author = Porkjet mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = supersonicFlight entryCost = 20000 cost = 4900 category = Pods subcategory = 0 title = Mk2 Cockpit manufacturer = C7 Aerospace Division description = Fits not one, but two Kerbals! This spearhead-shaped new Mk2 design from the lovable folks over at the C7 Aerospace Division should help you pierce the great blue yonder known as the Sky. attachRules = 1,0,1,1,0 mass = 2.0 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 1400 skinMaxTemp = 2500 emissiveConstant = 0.8 vesselType = Plane CrewCapacity = 2 bulkheadProfiles = mk2 breakingForce = 50 breakingTorque = 50 tags = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque ?freeiva node_stack_airlock = 0.7843, -0.8337697, -0.4593, 0.5, 0.0, -0.8660254, 0 INTERNAL { name = DE_mk2CockpitStandardInternals } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleReactionWheel actionGUIName = Toggle RW PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 3.0 } RESOURCE { name = MonoPropellant amount = 15 maxAmount = 15 } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.6 dragAtMaxAoA = 0.1 dragAtMinAoA = 0.03 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 150 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Mk2 Cockpit|||||C7 Aerospace Division triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODEL { model = Squad/Parts/Command/mk2CockpitStandard/model } MODEL { model = FreeIva/Squad/Parts/mk2CockpitStandard } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Command/mk2CockpitStandard/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0.7605, -0.9928, -0.44 rotation = 0, 150, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0.7605, -0.6728, -0.428 rotation = 0, 150, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.076 maxAmount = 222.076 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = mk2Cockpit_Standard } } } UrlConfig { parentUrl = Squad/Parts/Command/mk2DroneCore/mk2Dronecore.cfg PART { name = mk2DroneCore module = Part author = Porkjet mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0 TechRequired = automation entryCost = 22000 cost = 2700 category = Pods subcategory = 0 title = MK2 Drone Core manufacturer = C7 Aerospace Division description = After extensive research and testing to improve the safety factor of next-generation modules for their Mk2 series, engineers at C7 Aerospace got fed up with having to constantly find new recruits willing to test their prototypes, and decided to develop an autonomous AI capable of doing the same job, only with a lot less screaming over the comms link. This was met with divided opinions, some criticizing C7 as taking the "booooring" route, others praising them for the innovation, while yet others reacted by shutting themselves in bunkers in anticipation of the time when these units will gain sentience and turn on their creators. C7 has vehemently denied any involvement in all sentient-AI-related catastrophes so far. attachRules = 1,0,1,1,0 mass = 0.20 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 vesselType = Probe bulkheadProfiles = mk2 tags = aero aircraft cmg command control fly gyro kerbnet moment plane probe react sas satellite space stab steer torque ?freeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.2 defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.05 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 250 maxAmount = 250 } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 0.3 RollTorque = 0.3 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 24 EnhancedMinimumFoV = 45 EnhancedMaximumFoV = 135 MinimumFoV = 10 MaximumFoV = 20 AnomalyDetection = 0.48 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } DRAG_CUBE { cube = Default, 0.3691,0.5661,1.324, 0.3691,0.5661,1.324, 2.494,0.972,0.1627, 2.494,0.972,0.1627, 0.6348,0.9013,0.7, 0.6348,0.9013,0.7, 0,-6.258E-07,7.461E-14, 2.5,0.25,1.5 } MODULE { name = ModuleCargoPart packedVolume = 900 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleReactionWheelReliability MTBF = 175200 LifeTime = 87600 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||MK2 Drone Core|||||C7 Aerospace Division triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = mk2DroneCore } } } UrlConfig { parentUrl = Squad/Parts/Command/mk2LanderCan/mk2LanderCan.cfg PART { name = mk2LanderCabin module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.4035744, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.7519293, 0.0, 0.0, 1.0, 0.0, 2 entryCost = 0 TechHidden = True TechRequired = commandModules category = none cost = 4650 subcategory = 0 title = Mk2 Lander Can manufacturer = Sean's Cannery description = This cozy capsule seats two, and is very lightweight. However, don't expect it to survive atmospheric entry or even a sneeze. attachRules = 1,0,1,1,0 mass = 2.5 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 skinMaxTemp = 2000 vesselType = Lander CrewCapacity = 2 bulkheadProfiles = size2 tags = capsule cmg command control ?eva fly gyro ?iva moment pilot pod react rocket space stab steer torque ?freeiva INTERNAL { name = landerCabinInternalsRPM } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 450 maxAmount = 450 } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.75 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = MonoPropellant amount = 40 maxAmount = 40 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleProbeControlPoint minimumCrew = 2 multiHop = False } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 100 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = RasterPropMonitorComputer } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Command/mk2LanderCan/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0, -1.187 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0.506, -1.187 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.076 maxAmount = 222.076 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = mk2LanderCabin } } } UrlConfig { parentUrl = Squad/Parts/Command/mk2LanderCan_v2/mk2LanderCan_v2.cfg PART { name = mk2LanderCabin_v2 module = Part author = RoverDude rescaleFactor = 1 node_stack_hatch = 0.0,0.174178,-1.32667,0.0,0.0,-1,1 node_stack_nose = 0.0,0.174178,1.36707,0.0,0.0,1,1 node_stack_bottom = 0.0, -0.403574, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.751929, 0.0, 0.0, 1.0, 0.0, 2 TechRequired = commandModules entryCost = 8200 cost = 4650 category = Pods subcategory = 0 title = Mk2 Lander Can manufacturer = Sean's Cannery description = This cozy capsule seats two, and is very lightweight. However, don't expect it to survive atmospheric entry or even a sneeze. attachRules = 1,0,1,1,0 mass = 1.355 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 20 maxTemp = 1200 skinMaxTemp = 2000 vesselType = Lander CrewCapacity = 2 bulkheadProfiles = size2 tags = capsule cmg command control ?eva fly gyro ?iva moment pilot pod react rocket space stab steer torque ?freeiva MODEL { model = Squad/Parts/Command/mk2LanderCan_v2/mk2LanderCan } INTERNAL { name = DE_mk2LanderCanInternal } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Up CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 450 maxAmount = 450 } MODULE { name = ModuleReactionWheel PitchTorque = 1.5 YawTorque = 1.5 RollTorque = 1.5 RESOURCE { name = ElectricCharge rate = 0.75 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = MonoPropellant amount = 40 maxAmount = 40 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModuleProbeControlPoint minimumCrew = 2 multiHop = False } MODULE { name = ModulePartVariants baseVariant = Lander useMultipleDragCubes = false VARIANT { name = Rover displayName = Rover primaryColor = #aaaaaa secondaryColor = #ffffff sizeGroup = Can disabledAnimations = Mk2Doors GAMEOBJECTS { ColBot = false COLPod = true COLShell1 = false COLShell2 = false ColTop = false DoorLF = false DoorLR = false DoorRF = false DoorRR = false Flag = true InnerPod = true OuterPod = false } } VARIANT { name = Lander displayName = Lander primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = Lander disabledEvents = FlagDecal.ToggleFlag GAMEOBJECTS { ColBot = true COLPod = true COLShell1 = true COLShell2 = true ColTop = true DoorLF = true DoorLR = true DoorRF = true DoorRR = true Flag = true InnerPod = true OuterPod = true } } } MODULE { name = ModuleAnimateGeneric animationName = Mk2Doors startEventGUIName = Open Doors endEventGUIName = Close Doors actionGUIName = Toggle Doors evaDistance = 1.85 useMultipleDragCubes = false } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 100 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Mk2 Lander Can|||||Sean's Cannery triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } MODULE { name = ModuleFreeIva } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.24, 1, 0.5 position = -0.245, 0.175, -1.377 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.25, 1, 0.5 position = -0.245, 0.805, 0 rotation = -90, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.25, 1, 0.5 position = 0.245, 0.175, -1.377 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.25, 1, 0.5 position = 0.245, 0.805, 0 rotation = -90, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0,1 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:2,3 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.076 maxAmount = 222.076 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = mk2LanderCabin_v2 } } } UrlConfig { parentUrl = Squad/Parts/Command/mk3CockpitShuttle/mk3CockpitShuttle.cfg PART { name = mk3Cockpit_Shuttle module = Part author = Porkjet mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 3 node_stack_top = 0.0, 3.1875, 0.625, 0.0, 1.0, 0.0, 1 TechRequired = heavyAerodynamics entryCost = 50000 cost = 12800 category = Pods subcategory = 0 title = Mk3 Cockpit manufacturer = C7 Aerospace Division description = A cockpit for those die hard explorers. Especially useful when transporting extra crew to a remote rock to save the day. attachRules = 1,0,1,1,0 mass = 3.5 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 50 maxTemp = 1500 skinMaxTemp = 2700 emissiveConstant = 0.9 fuelCrossFeed = True vesselType = Plane CrewCapacity = 6 bulkheadProfiles = size1, mk3 breakingForce = 300 breakingTorque = 300 tags = aero aircraft armageddon bruce cmg command control ?eva fly gyro ?iva moment pilot plane react shuttle space stab steer torque willis ?freeiva node_stack_airlockL = -1.62, -0.793, 0, -1, 0, 0, 0 node_stack_airlockR = 1.62, -0.793, 0, 1, 0, 0, 0 INTERNAL { name = Retro_Shuttle_IVA } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 1250 maxAmount = 1250 } MODULE { name = ModuleReactionWheel actionGUIName = Toggle RW PitchTorque = 4 YawTorque = 4 RollTorque = 2 RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 4.0 } RESOURCE { name = MonoPropellant amount = 100 maxAmount = 100 } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 40 maxAmount = 200 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = RasterPropMonitorComputer } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { } RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } } } MODULE { name = RasterPropMonitorComputer } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Command/mk3CockpitShuttle/model } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = -1.617, -0.55, 0.02 rotation = 0, 270, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = -1.625, -0.64, 0.02 rotation = 0, 270, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = -1.625, -0.735, 0.02 rotation = 0, 270, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = -1.625, -0.825, 0.02 rotation = 0, 270, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = 1.617, -0.55, 0.02 rotation = 0, 90, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = 1.625, -0.64, 0.02 rotation = 0, 90, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = 1.625, -0.735, 0.02 rotation = 0, 90, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = 1.625, -0.825, 0.02 rotation = 0, 90, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0,4 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1,5 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2,6 emissiveName = indicator2 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:3,7 emissiveName = indicator3 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController2 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController3 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability2 experimentID = crewReport lowValueColor = crewController2 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability3 experimentID = crewReport lowValueColor = crewController3 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator2 dataColor = crewController2 emptyColor = availability2 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator3 dataColor = crewController3 emptyColor = availability3 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 6.582 maxAmount = 6.582 } RESOURCE { name = Water amount = 4.35 maxAmount = 4.35 } RESOURCE { name = Oxygen amount = 666.228 maxAmount = 666.228 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 575.478 } RESOURCE { name = Waste amount = 0 maxAmount = 0.6 } RESOURCE { name = WasteWater amount = 0 maxAmount = 5.544 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 4 packedVolumeLimit = 800 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3Cockpit_Shuttle } } } UrlConfig { parentUrl = Squad/Parts/Command/MpoProbe/MpoProbe.cfg PART { name = MpoProbe module = Part author = Squad mesh = MPO_Probe.mu rescaleFactor = 1.0 CrewCapacity = 0 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = largeUnmanned entryCost = 34700 cost = 9900 category = Pods subcategory = 0 title = MPO Probe manufacturer = STEADLER Engineering Corps description = The Moho Planetary Observer combines the function of many parts in one, to help make sure the searing heat of its primary mission target is distributed and dissipated without harming its critical control functionality. attachRules = 1,0,1,1,0 mass = 0.395 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 9 maxTemp = 2200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size2 tags = esa probe control cmg command control fly gyro moment react stab steer torque ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.002 defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.05 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } MODULE { name = ModuleReactionWheel PitchTorque = 0.6 YawTorque = 0.6 RollTorque = 0.6 RESOURCE { name = ElectricCharge rate = .3 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 3 MaximumFoV = 84 AnomalyDetection = 0.35 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.8 canBeTransferredToInVessel = True canTransferInVessel = True } RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||MPO Probe|||||STEADLER Engineering Corps triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = MpoProbe } } } UrlConfig { parentUrl = Squad/Parts/Command/MtmStage/MTM_Stage.cfg PART { name = MtmStage module = Part author = Squad mesh = MTM_Stage.mu rescaleFactor = 1.0 CrewCapacity = 0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, -0.95, 0.0, 0.0, -1.0, 0.0, 1 node_stack_engine1 = 0.0, -0.6, -0.37, 0.0, -1.0, 0.0, 0 node_stack_engine2 = 0.0, -0.6, 0.37, 0.0, -1.0, 0.0, 0 node_stack_engine3 = 0.28, -0.6, 0.0, 0.0, -1.0, 0.0, 0 node_stack_engine4 = -0.28, -0.6, 0.0, 0.0, -1.0, 0.0, 0 stackSymmetry = 3 TechRequired = largeUnmanned entryCost = 15000 cost = 21500 category = Pods subcategory = 0 title = MTM Stage manufacturer = STEADLER Engineering Corps description = The Moho Transfer Module houses a control core and a generously sized xenon tank. Perfect for transporting large scientific payloads anywhere where large amounts of deltaV are required. attachRules = 1,0,1,1,0 mass = 0.415 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 2200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size2 tags = esa probe control cmg command control fly gyro moment react stab steer torque ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.03 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } MODULE { name = ModuleReactionWheel PitchTorque = 1.2 YawTorque = 1.2 RollTorque = 1.2 RESOURCE { name = ElectricCharge rate = .6 } } MODULE { name = ModuleSAS SASServiceLevel = 2 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 20 MaximumFoV = 55 AnomalyDetection = 0.05 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } RESOURCE { name = ElectricCharge amount = 4000 maxAmount = 4000 } RESOURCE { name = XenonGas amount = 3800 maxAmount = 3800 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||MTM Stage|||||STEADLER Engineering Corps triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = MtmStage } } } UrlConfig { parentUrl = Squad/Parts/Command/probeCoreCube/probeCoreCube.cfg PART { name = probeCoreCube module = Part author = AlexanderM mesh = probeCoreCube.mu rescaleFactor = 1 CrewCapacity = 0 node_stack_bottom = 0.0, -0.2845967, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.2845967, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = unmannedTech entryCost = 3800 cost = 360 category = Pods subcategory = 0 title = Probodobodyne QBE manufacturer = Probodobodyne Inc description = QBE is Probodobodyne's latest development in probe miniaturization. Despite its diminutive size, the QBE is a fully-functional and incredibly lightweight command unit. All this goodness comes at a price however: The QBE's tiny enclosure means there is no room for internal reaction wheels, and battery capacity is pitiful at best. Despite all this, or perhaps because of it, many engineers have found it to be ideally suited for those 'optional return' missions. attachRules = 1,0,1,1,0 mass = 0.07 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 15 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size0 tags = command control (core cube kerbnet probe sas satellite space steer ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.025 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 5.0 maxAmount = 5.0 } MODULE { name = ModuleSAS } MODULE { name = ModuleKerbNetAccess MinimumFoV = 13 MaximumFoV = 72 AnomalyDetection = 0.18 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 } } DRAG_CUBE { cube = Default, 0.2859,0.9363,0.135, 0.2859,0.9365,0.135, 0.2378,0.936,0.1355, 0.2378,0.9361,0.1355, 0.2859,0.9415,0.135, 0.2859,0.9415,0.135, 0,-1.49E-08,1.776E-15, 0.4885,0.5855,0.4885 } MODULE { name = ModuleCargoPart packedVolume = 140 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne QBE|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = probeCoreCube } } } UrlConfig { parentUrl = Squad/Parts/Command/probeCoreHex/probeCoreHex.cfg PART { name = probeCoreHex module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 CrewCapacity = 0 node_stack_bottom = 0.0, -0.1875, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.1875, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = precisionEngineering TechHidden = true entryCost = 0 cost = 650 category = none subcategory = 0 title = Probodobodyne HECS manufacturer = Probodobodyne Inc description = The HECS core capabilities go far beyond its sleek, 6-sided futuristic casing. This probe core provides advanced guidance assistance technology, and comes fitted with internal reaction wheels and decently-sized batteries. Despite concerns that one day, autonomous spacecraft cores could become self-aware and turn against their creators, or even become very stubborn against opening pod bay doors, Probodobodyne insists that these unmanned AI-driven devices are the way of the future. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size0 tags = cmg command control (core fly gyro hex kerbnet moment probe react sas satellite space stab steer torque ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.025 } } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = ModuleReactionWheel PitchTorque = 0.05 YawTorque = 0.05 RollTorque = 0.05 RESOURCE { name = ElectricCharge rate = 0.05 } } MODULE { name = ModuleSAS SASServiceLevel = 1 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0.12 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleCargoPart packedVolume = 200 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne HECS|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = probeCoreHex } } } UrlConfig { parentUrl = Squad/Parts/Command/probeCoreHex_v2/probeCoreHex_v2.cfg PART { name = probeCoreHex_v2 module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 CrewCapacity = 0 node_stack_bottom = 0.0, -0.1875, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.1875, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = precisionEngineering entryCost = 4900 cost = 650 category = Pods subcategory = 0 title = Probodobodyne HECS manufacturer = Probodobodyne Inc description = The HECS core capabilities go far beyond its sleek, 6-sided futuristic casing. This probe core provides advanced guidance assistance technology, and comes fitted with internal reaction wheels and decently-sized batteries. Despite concerns that one day, autonomous spacecraft cores could become self-aware and turn against their creators, or even become very stubborn against opening pod bay doors, Probodobodyne insists that these unmanned AI-driven devices are the way of the future. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size0 tags = cmg command control (core fly gyro hex kerbnet moment probe react sas satellite space stab steer torque ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.025 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = ModuleReactionWheel PitchTorque = 0.05 YawTorque = 0.05 RollTorque = 0.05 RESOURCE { name = ElectricCharge rate = 0.05 } } MODULE { name = ModuleSAS SASServiceLevel = 1 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0.12 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleCargoPart packedVolume = 200 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne HECS|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = probeCoreHex_v2 } } } UrlConfig { parentUrl = Squad/Parts/Command/probeCoreOcto2_v2/probeCoreOcto2_v2.cfg PART { name = probeCoreOcto2_v2 module = Part author = Pablo rescaleFactor = 1 CrewCapacity = 0 node_stack_bottom = 0.0, -0.0610621, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.0610621, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = unmannedTech entryCost = 7500 cost = 1480 category = Pods subcategory = 0 title = Probodobodyne OKTO2 manufacturer = Probodobodyne Inc description = The OKTO2 is far more than a flatter variant of the original OKTO. This new iteration of the ubiquitous 8-sided probe core features a much more advanced guidance system. This new model however, does not feature built-in reaction wheels and does requires more power to run, even on standby. Its internal battery supply is also very limited, being intended mainly to keep the Standby LEDs lit. attachRules = 1,0,1,1,0 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size0 tags = command control (core kerbnet octo probe sas satellite space steer ?nofreeiva MODEL { model = Squad/Parts/Command/probeCoreOcto2_v2/probeCoreOcto2_v2 texture = octoDiffuse, Squad/Parts/Command/probeCoreOcto_v2/octoDiffuse texture = octoNormal, Squad/Parts/Command/probeCoreOcto_v2/octoNormal texture = octoSpecular, Squad/Parts/Command/probeCoreOcto_v2/octoSpecular } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.03 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 5.0 maxAmount = 5.0 } MODULE { name = ModuleSAS SASServiceLevel = 2 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 13 MaximumFoV = 72 AnomalyDetection = 0.18 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne OKTO2|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = probeCoreOcto2_v2 } } } UrlConfig { parentUrl = Squad/Parts/Command/probeCoreOcto_v2/probeCoreOcto_v2.cfg PART { name = probeCoreOcto_v2 module = Part author = Pablo mesh = probeCoreOcto_v2 rescaleFactor = 1 CrewCapacity = 0 node_stack_bottom = 0.0, -0.1870818, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.1870818, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = electrics entryCost = 2800 cost = 450 category = Pods subcategory = 0 title = Probodobodyne OKTO manufacturer = Probodobodyne Inc description = The OKTO is the next step in unmanned control technology. This small unit can not only receive and relay control, it also provides automatic stabilization assistance, just as a live pilot would. Also, its 8-sided stylistic design features lots of flat surfaces for attaching equipment. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size0 tags = cmg command control (core fly gyro kerbnet moment octo probe react sas satellite space stab steer torque ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.020 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = ModuleReactionWheel PitchTorque = 0.03 YawTorque = 0.03 RollTorque = 0.03 RESOURCE { name = ElectricCharge rate = 0.03 } } MODULE { name = ModuleSAS } MODULE { name = ModuleKerbNetAccess MinimumFoV = 21 MaximumFoV = 54 AnomalyDetection = 0.06 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleCargoPart packedVolume = 180 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne OKTO|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = probeCoreOcto_v2 } } } UrlConfig { parentUrl = Squad/Parts/Command/probeRoverBody/probeRoverBody.cfg PART { name = roverBody module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -0.2241425, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.2241425, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = fieldScience TechHidden = True entryCost = 0 cost = 800 category = none subcategory = 0 title = Probodobodyne RoveMate manufacturer = Probodobodyne Inc description = A sturdy housing for a robust probe and battery system - no assembly required! Though intended as the body for surface rovers, we've been told by our most day-dreaming of engineers that the possibilities are endless! While it has a Stability Assistance System, the RoveMate lacks reaction wheels so bring some along if you want to hold that attitude. attachRules = 1,0,1,1,0 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size1 tags = command control (core kerbnet probe rover sas space steer ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.25 hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.04 } } RESOURCE { name = ElectricCharge amount = 120 maxAmount = 120 } MODULE { name = ModuleSAS } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 7 EnhancedMinimumFoV = 160 EnhancedMaximumFoV = 179.5 MinimumFoV = 5 MaximumFoV = 10 AnomalyDetection = 1 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleCargoPart packedVolume = 750 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne RoveMate|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = roverBody } } } UrlConfig { parentUrl = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2.cfg PART { name = roverBody_v2 module = Part author = AlexanderM rescaleFactor = 1 node_stack_right = 0.510226, 0, 0, 1, 0, 0, 0 node_stack_left = -0.510226, 0, 0, -1, 0, 0, 0 node_stack_back = 0, 0, 0.22407, 0, 0, 1, 1 node_stack_front = 0, 0, -0.22407, 0, 0, -1, 1 node_stack_bottom = 0.0, -0.746285, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.746285, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = fieldScience entryCost = 6200 cost = 800 category = Pods subcategory = 0 title = Probodobodyne RoveMate manufacturer = Probodobodyne Inc description = A sturdy housing for a robust probe and battery system - no assembly required! Though intended as the body for surface rovers, we've been told by our most day-dreaming of engineers that the possibilities are endless! While it has a Stability Assistance System, the RoveMate lacks reaction wheels so bring some along if you want to hold that attitude. attachRules = 1,0,1,1,0 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1200 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size1 tags = command control (core kerbnet probe rover sas space steer ?nofreeiva MODEL { model = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2 texture = QBE_New_diffuse, Squad/Parts/Command/probeCoreCube/QBE_New_diffuse texture = QBE_New_NRM, Squad/Parts/Command/probeCoreCube/QBE_New_NRM } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.25 defaultControlPointDisplayName = Forward hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.04 } CONTROLPOINT { name = up displayName = Up orientation = -90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 120 maxAmount = 120 } MODULE { name = ModuleSAS } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 7 EnhancedMinimumFoV = 160 EnhancedMaximumFoV = 179.5 MinimumFoV = 5 MaximumFoV = 10 AnomalyDetection = 1 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = ModulePartVariants baseVariant = White VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff GAMEOBJECTS { bodyWhite = true bodyFoil = false } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_silver_diffuse color = #ffffff _BumpMap = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_silver_NRM _SpecMap = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_silver_specular _Shininess = 0.82 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } GAMEOBJECTS { bodyWhite = false bodyFoil = true } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_gold_diffuse color = #efe38b _BumpMap = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_gold_NRM _SpecMap = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_gold_specular _Shininess = 0.82 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.8 } GAMEOBJECTS { bodyWhite = false bodyFoil = true } } } MODULE { name = ModuleCargoPart packedVolume = 750 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne RoveMate|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = roverBody_v2 } } } UrlConfig { parentUrl = Squad/Parts/Command/probeStackLarge/probeStackLarge.cfg PART { name = probeStackLarge module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 CrewCapacity = 0 node_stack_bottom = 0.0, -0.19, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.19, 0.0, 0.0, 1.0, 0.0, 2 TechRequired = largeUnmanned entryCost = 24800 cost = 3400 category = Pods subcategory = 0 title = RC-L01 Remote Guidance Unit manufacturer = STEADLER Engineering Corps description = A larger version of the popular RGU system, developed in partnership with the Rockomax conglomerate. attachRules = 1,0,1,1,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size2 tags = cmg command control (core fly gyro kerbnet moment probe react sas satellite space stab steer torque ?freeiva MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = True } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.00125 defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.08 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 30 maxAmount = 30 } MODULE { name = ModuleReactionWheel PitchTorque = 0.15 YawTorque = 0.15 RollTorque = 0.15 RESOURCE { name = ElectricCharge rate = 0.15 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 5 MaximumFoV = 90 AnomalyDetection = 0.3 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.3 canBeTransferredToInVessel = True canTransferInVessel = True } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||RC-L01 Remote Guidance Unit|||||STEADLER Engineering Corps triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU IsRTCommandStation = true RTCommandMinCrew = 6 } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = probeStackLarge } } } UrlConfig { parentUrl = Squad/Parts/Command/probeStackSmall/probeStackSmall.cfg PART { name = probeStackSmall module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 CrewCapacity = 0 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = advUnmanned entryCost = 17800 cost = 2250 category = Pods subcategory = 0 title = RC-001S Remote Guidance Unit manufacturer = STEADLER Engineering Corps description = The STEADLER RGU core is one of the most complete command units available to date, featuring all the latest guidance systems, plus its own internal set of Reaction Wheels. STEADLER claims this is the closest one can get to a fully self-contained spacecraft. (Some assembly required. Spacecraft sold separately) attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size1 tags = cmg command control (core fly gyro kerbnet moment probe react sas satellite space stab steer torque ?freeiva MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = False } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.004 defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.05 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 15 maxAmount = 15 } MODULE { name = ModuleReactionWheel PitchTorque = 0.05 YawTorque = 0.05 RollTorque = 0.05 RESOURCE { name = ElectricCharge rate = 0.03 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 9 MaximumFoV = 81 AnomalyDetection = 0.24 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.8 canBeTransferredToInVessel = True canTransferInVessel = True } MODULE { name = ModuleCargoPart packedVolume = 400 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||RC-001S Remote Guidance Unit|||||STEADLER Engineering Corps triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = probeStackSmall } } } UrlConfig { parentUrl = Squad/Parts/Command/probeStackSphere_v2/probeStackSphere_v2.cfg PART { name = probeCoreSphere_v2 module = Part author = NovaSilisko mesh = probeStackSphere_v2.mu rescaleFactor = 1 CrewCapacity = 0 node_stack_bottom = 0.0, -0.27448, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = basicScience entryCost = 1400 cost = 300 category = Pods subcategory = 0 title = Probodobodyne Stayputnik manufacturer = Probodobodyne Inc description = The Stayputnik offers the ultimate solution in crew safety. A lightweight sphere equipped with remote receivers and relay control input from the ground to the craft, it carries no crew at all, thus keeping them perfectly safe from all harm. This device does require electricity to operate however, and will cease to function if the power runs out. The built-in batteries should keep it going for about 10 minutes. attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 maxTemp = 1800 explosionPotential = 0 vesselType = Probe bulkheadProfiles = size0 tags = command control (core kerbnet probe satellite space steer ?nofreeiva MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.001 defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.02777778 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 25 MaximumFoV = 45 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 } } DRAG_CUBE { cube = Default, 0.7138,0.7224,0.555, 0.7138,0.7223,0.555, 0.6414,0.4475,0.5448, 0.6414,0.5677,0.6443, 0.7138,0.7218,0.555, 0.7138,0.722,0.555, 0,0.1422,0, 0.9058,1.008,0.9058 } MODULE { name = ModuleCargoPart packedVolume = 750 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne Stayputnik|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = probeCoreSphere_v2 } } } UrlConfig { parentUrl = Squad/Parts/CompoundParts/FuelLine/fuelLine.cfg PART { name = fuelLine module = CompoundPart author = HarvesteR mesh = fuelLine.DAE scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.0 iconCenter = -4.69147, 2.64656, 0.0 TechRequired = fuelSystems entryCost = 6200 cost = 150 category = FuelTank subcategory = 0 title = FTX-2 External Fuel Duct manufacturer = FLOOYD Dynamics Research Labs description = New breakthroughs at FLOOYD Dynamics have made the FTX Fuel Duct a reality. Altough criticized by some as being no more than 'a sewage pipe painted yellow', most agree that the yellow is a relatively nice color, and that fuel lines are indeed able to pump fuel from side-mounted fuel tanks. After the recall of the FTX-1 series, All FTX-2 lines have arrows painted on to indicate the fuel flow direction, so engineers can tell which way around they are supposed to go. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 mass = 0.05 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 1 crashTolerance = 12 maxTemp = 2000 heatConductivity = 20 skinMassPerArea = 20 explosionPotential = 0 PhysicsSignificance = 1 maxLength = 10 bulkheadProfiles = srf disconnectAction = true tags = asparagus channel hose (lf line ox oxidizer pipe propellant pump tube MODULE { name = CModuleLinkedMesh lineObjName = obj_line mainAnchorName = obj_mainAnchor targetAnchorName = obj_targetAnchor anchorCapName = obj_anchorCap targetCapName = obj_targetCap targetColliderName = obj_targetCollider } MODULE { name = CModuleFuelLine } DRAG_CUBE { none = True } MODULE { name = ModulePartVariants baseVariant = YellowAndWhite useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 } VARIANT { name = White displayName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/CompoundParts/FuelLine/FTX-2 External Fuel Duct_ESA } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 10 } EFFECTS { Disconnect { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_strunts_disconnect_v3_pitched2.wav maxVolumeDistance = 150 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fuelLine } } } UrlConfig { parentUrl = Squad/Parts/CompoundParts/strutConnector/strutConnector.cfg PART { name = strutConnector module = CompoundPart author = HarvesteR mesh = strutConnector.DAE scale = 0.1 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.0 iconCenter = -4.69147, 2.64656, 0.0 TechRequired = generalConstruction entryCost = 2800 cost = 42 category = Structural subcategory = 0 title = EAS-4 Strut Connector manufacturer = Kerlington Model Rockets and Paper Products Inc description = The Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 mass = 0.05 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 1 crashTolerance = 12 maxTemp = 2000 heatConductivity = 20 skinMassPerArea = 20 explosionPotential = 0 fuelCrossFeed = False PhysicsSignificance = 1 bulkheadProfiles = srf disconnectAction = true tags = bind connect join line moar (more pin rigid shake strength strong stru support tie wobble maxLength = 1000 MODULE { name = CModuleLinkedMesh lineObjName = obj_strut mainAnchorName = obj_mainAnchor targetAnchorName = obj_targetAnchor anchorCapName = obj_anchorCap targetCapName = obj_targetCap targetColliderName = obj_targetCollider } MODULE { name = CModuleStrut linearStrength = 150 angularStrength = 150 } DRAG_CUBE { none = True } MODULE { name = ModulePartVariants baseVariant = Gray useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray description = Just soo gray primaryColor = #999999 secondaryColor = #999999 TEXTURE { shader = KSP/Specular mainTextureURL = Squad/Parts/CompoundParts/strutConnector/EAS-4 Strut Connector } } VARIANT { name = White displayName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { shader = KSP/Specular mainTextureURL = Squad/Parts/CompoundParts/strutConnector/EAS-4 Strut Connector_white } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 10 } EFFECTS { Disconnect { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_strunts_disconnect_v3_pitched2.wav maxVolumeDistance = 150 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = strutConnector } } } UrlConfig { parentUrl = Squad/Parts/Coupling/Decoupler_0.cfg PART { name = Decoupler_0 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.0325, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.0325, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = precisionEngineering entryCost = 1200 cost = 150 category = Coupling subcategory = 0 title = TD-06 Decoupler manufacturer = O.M.B. Demolition Enterprises description = The TD-06 Stack Decoupler is a miniature detachment device for small rockets attachRules = 1,0,1,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size0 tags = decouple fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Decoupler_0 } MODULE { name = ModuleDecouple ejectionForce = 50 isOmniDecoupler = false explosiveNodeID = top } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 0.06191,0.7669,0.6956, 0.06191,0.7669,0.6956, 0.38,0.9776,0.1201, 0.38,0.9776,0.1201, 0.06191,0.7664,0.6956, 0.06191,0.7664,0.6956, 0,0,0, 0.625,0.1032,0.625 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Decoupler_0 } } } UrlConfig { parentUrl = Squad/Parts/Coupling/Decoupler_1.cfg PART { name = Decoupler_1 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.05, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = engineering101 entryCost = 1600 cost = 200 category = Coupling subcategory = 0 title = TD-12 Decoupler manufacturer = O.M.B. Demolition Enterprises description = The TD-12 Stack Decoupler is equipped with a (hopefully) small explosive charge, that will sever the structural linkage between itself and whatever it's connected to. Painted on its sides are handy arrows indicating which side will detach attachRules = 1,0,1,1,0 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1 tags = decouple ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Decoupler_1 } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = false explosiveNodeID = top } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 0.1988,0.7448,0.8757, 0.1988,0.7448,0.8757, 1.217,0.9952,0.1299, 1.217,0.9952,0.1299, 0.1988,0.7442,0.8871, 0.1988,0.7442,0.8871, 0,0,0, 1.25,0.16,1.25 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleCargoPart packedVolume = 260 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Decoupler_1 } } } UrlConfig { parentUrl = Squad/Parts/Coupling/Decoupler_2.cfg PART { name = Decoupler_2 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = generalConstruction entryCost = 2200 cost = 300 category = Coupling subcategory = 0 title = TD-25 Decoupler manufacturer = O.M.B. Demolition Enterprises description = O.M.B. is pleased to bring you the latest in decoupling technologies - twice the size of the next best selling product, it offers plenty of bang for plenty of buck! As with its smaller, woefully inferior competitors, this decoupler has handy arrows to indicate which side it will detach from. attachRules = 1,0,1,1,0 mass = 0.16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 tags = decouple ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Decoupler_2 } MODULE { name = ModuleDecouple ejectionForce = 150 isOmniDecoupler = false explosiveNodeID = top } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 0.7952,0.745,1.652, 0.7952,0.745,1.652, 4.87,0.9796,0.1611, 4.87,0.9796,0.1611, 0.7952,0.7447,1.673, 0.7952,0.7447,1.673, 0,0,0, 2.5,0.32,2.5 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Decoupler_2 } } } UrlConfig { parentUrl = Squad/Parts/Coupling/Decoupler_3.cfg PART { name = Decoupler_3 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.15, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.15, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = largeVolumeContainment entryCost = 2400 cost = 375 category = Coupling subcategory = 0 title = TD-37 Decoupler manufacturer = O.M.B. Demolition Enterprises description = Originally designed for separating buildings that were stuck together, O.M.B. has repurposed these explosive bolts for use in separating stacks of massive rockets. attachRules = 1,0,1,1,0 mass = 0.36 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size3 tags = decouple ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Decoupler_3 } MODULE { name = ModuleDecouple ejectionForce = 200 isOmniDecoupler = false explosiveNodeID = top } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 1.742,0.7491,1.936, 1.742,0.7491,1.936, 11.0,0.9796,0.192, 11.0,0.9796,0.192, 1.742,0.7486,1.936, 1.742,0.7486,1.936, 0,-5.066E-07,0, 3.75,0.48,3.75 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Decoupler_3 } } } UrlConfig { parentUrl = Squad/Parts/Coupling/Separator_0.cfg PART { name = Separator_0 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.0325, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.0325, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = miniaturization entryCost = 1800 cost = 215 category = Coupling subcategory = 0 title = TS-06 Stack Separator manufacturer = O.M.B. Demolition Enterprises description = The TS-06 is a utility for slicing a rocket into two halves, but in a more compact size. The manual says the explosive content is just enough to eject anything attached to the unit in a safe, controlled manner. The delivery guy did have a full bomb suit on though, so try not to drop it. attachRules = 1,0,1,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size0 tags = decouple fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Separator_0 } MODULE { name = ModuleDecouple ejectionForce = 50 isOmniDecoupler = true } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 0.06191,0.7669,0.6956, 0.06191,0.7669,0.6956, 0.38,0.9776,0.1201, 0.38,0.9776,0.1201, 0.06191,0.7664,0.6956, 0.06191,0.7664,0.6956, 0,0,0, 0.625,0.1032,0.625 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Separator_0 } } } UrlConfig { parentUrl = Squad/Parts/Coupling/Separator_1.cfg PART { name = Separator_1 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.05, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advConstruction entryCost = 2400 cost = 275 category = Coupling subcategory = 0 title = TS-12 Stack Separator manufacturer = O.M.B. Demolition Enterprises description = Unlike Decouplers, Separators jettison everything attached to them. This new technology was very well received by rocket engineers everywhere. Not bad for something that started out as a failure for a controlled explosive bolt prototype attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1 tags = decouple ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Separator_1 } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 0.1988,0.7448,0.8757, 0.1988,0.7448,0.8757, 1.217,0.9952,0.1299, 1.217,0.9952,0.1299, 0.1988,0.7442,0.8871, 0.1988,0.7442,0.8871, 0,0,0, 1.25,0.16,1.25 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleCargoPart packedVolume = 260 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Separator_1 } } } UrlConfig { parentUrl = Squad/Parts/Coupling/Separator_2.cfg PART { name = Separator_2 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = specializedConstruction entryCost = 3100 cost = 400 category = Coupling subcategory = 0 title = TS-25 Stack Separator manufacturer = O.M.B. Demolition Enterprises description = The TS-25 is designed for slicing the largest of rockets in twain. Unlike Decouplers, Separators will eject anything connected to themselves. This is good, as it removes the need to worry about which side needs to be pointed away from face. Try to not look at it too much though. attachRules = 1,0,1,1,0 mass = 0.21 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 tags = decouple ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Separator_2 } MODULE { name = ModuleDecouple ejectionForce = 150 isOmniDecoupler = true } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 0.7952,0.745,1.652, 0.7952,0.745,1.652, 4.87,0.9796,0.1611, 4.87,0.9796,0.1611, 0.7952,0.7447,1.673, 0.7952,0.7447,1.673, 0,0,0, 2.5,0.32,2.5 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Separator_2 } } } UrlConfig { parentUrl = Squad/Parts/Coupling/Separator_3.cfg PART { name = Separator_3 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.15, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.15, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = composites entryCost = 3600 cost = 500 category = Coupling subcategory = 0 title = TS-37 Stack Separator manufacturer = O.M.B. Demolition Enterprises description = This separator is dangerous whichever way you look at it. Be cautious when armed. attachRules = 1,0,1,1,0 mass = 0.48 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size3 tags = decouple ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Separator_3 } MODULE { name = ModuleDecouple ejectionForce = 200 isOmniDecoupler = true } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 1.742,0.7491,1.936, 1.742,0.7491,1.936, 11.0,0.9796,0.192, 11.0,0.9796,0.192, 1.742,0.7486,1.936, 1.742,0.7486,1.936, 0,-5.066E-07,0, 3.75,0.48,3.75 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Separator_3 } } } UrlConfig { parentUrl = Squad/Parts/Electrical/10CSolarPanels/OX-10C.cfg PART { name = solarPanelOX10C module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = largeElectrics entryCost = 7000 cost = 1200 category = Electrical subcategory = 0 title = OX-10C Photovoltaic Panels manufacturer = Probodobodyne Inc description = The -10C versions of probodobodyne's award winning line of photovoltaic cells have a unique feature - they're round! This special method of deployment offers yet another option for a spacecraft's power needs. Warning: Not retractable once deployed. attachRules = 0,1,0,0,1 mass = 0.09 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf tags = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt MODEL { model = Squad/Parts/Electrical/10CSolarPanels/assets/OX-10C } MODULE { name = ModuleDeployableSolarPanel resourceName = ElectricCharge chargeRate = 8.25 retractable = false impactResistance = 2 impactResistanceRetracted = 6 animationName = Solar_02 secondaryTransformName = Panel_G extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> breakName = rootHinge } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 320 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanelOX10C } } } UrlConfig { parentUrl = Squad/Parts/Electrical/10CSolarPanels/SP-10C.cfg PART { name = solarPanelSP10C module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = largeElectrics entryCost = 7000 cost = 1400 category = Electrical subcategory = 0 title = SP-10C Photovoltaic Panels manufacturer = Probodobodyne Inc description = The -10C versions of probodobodyne's award winning line of photovoltaic cells have a unique feature - they're round! This special method of deployment offers yet another option for a spacecraft's power needs. attachRules = 0,1,0,0,1 mass = 0.13 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = srf tags = array charge deploy e/c elect energ extend fold generat (light photo power retract solar sun track unfold volt watt MODEL { model = Squad/Parts/Electrical/10CSolarPanels/assets/SP-10C } MODULE { name = ModuleDeployableSolarPanel resourceName = ElectricCharge chargeRate = 8.25 impactResistance = 2 impactResistanceRetracted = 6 animationName = Solar_02 secondaryTransformName = Panel_G extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> breakName = sunParent } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 460 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanelSP10C } } } UrlConfig { parentUrl = Squad/Parts/Electrical/10LSolarPanels/OX-10L.cfg PART { name = solarPanelOX10L module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = largeElectrics entryCost = 6000 cost = 1200 category = Electrical subcategory = 0 title = OX-10L 1x5 Photovoltaic Panels manufacturer = Probodobodyne Inc description = A larger version of the OX-4 series of solar panels. Includes advanced heat radiators, and a deploying bracket to keep the panels clear of other sensitive instruments on the craft. Warning: Not retractable once deployed. attachRules = 0,1,0,0,1 mass = 0.09 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf tags = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt MODEL { model = Squad/Parts/Electrical/10LSolarPanels/assets/OX-10L } MODULE { name = ModuleDeployableSolarPanel resourceName = ElectricCharge chargeRate = 8.25 retractable = false impactResistance = 2 impactResistanceRetracted = 6 animationName = Solar_01 secondaryTransformName = Panel_B extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> breakName = sunPivot } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 320 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanelOX10L } } } UrlConfig { parentUrl = Squad/Parts/Electrical/10LSolarPanels/SP-10L.cfg PART { name = solarPanelSP10L module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = largeElectrics entryCost = 6000 cost = 1400 category = Electrical subcategory = 0 title = SP-10L 1x5 Photovoltaic Panels manufacturer = Probodobodyne Inc description = This enhanced version of the SP series photovoltaic panels provides improved power generation by increasing solar array area by a full five fold. The SP model as always includes a case to allow the panel to be retracted when its not needed or when keeping it deployed could mean damage to the sensitive panels. attachRules = 0,1,0,0,1 mass = 0.13 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = srf tags = array charge deploy e/c elect energ extend fold generat (light photo power retract solar sun track unfold volt watt MODEL { model = Squad/Parts/Electrical/10LSolarPanels/assets/SP-10L } MODULE { name = ModuleDeployableSolarPanel resourceName = ElectricCharge chargeRate = 8.25 impactResistance = 2 impactResistanceRetracted = 6 animationName = Solar_01_S secondaryTransformName = Panel_B extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> breakName = base } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 675 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanelSP10L } } } UrlConfig { parentUrl = Squad/Parts/Electrical/1x6ShroudSolarPanels/1x6ShroudSolarPanels.cfg PART { name = solarPanels2 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advElectrics entryCost = 4400 cost = 440 category = Electrical subcategory = 0 title = SP-L 1x6 Photovoltaic Panels manufacturer = Probodobodyne Inc description = The alternate configuration of the SP Model Photovoltaic Panels. Includes passive radiators on the reverse side for better heat dissipation. attachRules = 0,1,0,0,1 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 tags = array charge deploy e/c elect energ extend fold generat (light photo power retract solar sun track unfold volt watt MODULE { name = ModuleDeployableSolarPanel resourceName = ElectricCharge chargeRate = 1.64 impactResistance = 2 impactResistanceRetracted = 6 animationName = solarpanels2 secondaryTransformName = panel06 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> breakName = sunParent } MODULE { name = ModuleCargoPart packedVolume = 70 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanels2 } } } UrlConfig { parentUrl = Squad/Parts/Electrical/1x6SolarPanels/1x6SolarPanels.cfg PART { name = solarPanels4 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advElectrics entryCost = 3800 cost = 380 category = Electrical subcategory = 0 title = OX-4L 1x6 Photovoltaic Panels manufacturer = Probodobodyne Inc description = The OX-4 is similar in design to the SP series solar panels, but without the heavy casing. Includes passive radiators on the reverse side for better heat dissipation. WARNING: Not retractable once deployed! attachRules = 0,1,0,0,1 mass = 0.0175 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 tags = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt MODULE { name = ModuleDeployableSolarPanel resourceName = ElectricCharge chargeRate = 1.64 impactResistance = 2 impactResistanceRetracted = 4 retractable = false animationName = solarpanels4 secondaryTransformName = panel3 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanels4 } } } UrlConfig { parentUrl = Squad/Parts/Electrical/3x2ShroudSolarPanels/3x2ShroudSolarPanels.cfg PART { name = solarPanels1 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advElectrics entryCost = 4400 cost = 440 category = Electrical subcategory = 0 title = SP-W 3x2 Photovoltaic Panels manufacturer = Probodobodyne Inc description = Probodobodyne branded Photovoltaic Panels are the world standard for power generation, from your own home to the stars. The SP model comes with a protective shroud, allowing recovery when it's no longer needed. Includes passive radiators on the reverse side for better heat dissipation. attachRules = 0,1,0,0,1 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 tags = array charge deploy e/c elect energ extend fold generat (light photo power retract solar sun track unfold volt watt MODULE { name = ModuleDeployableSolarPanel resourceName = ElectricCharge chargeRate = 1.64 impactResistance = 2 impactResistanceRetracted = 6 animationName = solarpanels secondaryTransformName = panel1 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> breakName = sunParent } MODULE { name = ModuleCargoPart packedVolume = 70 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanels1 } } } UrlConfig { parentUrl = Squad/Parts/Electrical/3x2SolarPanels/3x2SolarPanels.cfg PART { name = solarPanels3 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advElectrics entryCost = 3800 cost = 380 category = Electrical subcategory = 0 title = OX-4W 3x2 Photovoltaic Panels manufacturer = Probodobodyne Inc description = The OX-4 is similar in design to the SP series solar panels, but without the heavy casing. WARNING: Not retractable once deployed! attachRules = 0,1,0,0,1 mass = 0.0175 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 tags = array charge deploy e/c elect energ extend generat (light photo power solar sun track unfold volt watt MODULE { name = ModuleDeployableSolarPanel resourceName = ElectricCharge chargeRate = 1.64 retractable = false impactResistance = 2 impactResistanceRetracted = 4 animationName = altsolarpanelbase secondaryTransformName = panel1 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> breakName = sunParent } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanels3 } } } UrlConfig { parentUrl = Squad/Parts/Electrical/gigantorXlSolarArray/gigantorXlSolarArray.cfg PART { name = largeSolarPanel module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = largeElectrics entryCost = 14500 cost = 3000 category = Electrical subcategory = 0 title = Gigantor XL Solar Array manufacturer = Probodobodyne Inc description = The single largest solar array available for purchase, the Gigantor XL offers tremendous generation potential from a compact initial package. Includes passive radiators on the reverse side for better heat dissipation. attachRules = 0,1,0,0,1 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 tags = charge deploy e/c elect energ extend fold generat (light panel photo power retract sun track unfold volt watt MODULE { name = ModuleDeployableSolarPanel secondaryTransformName = suncatcher resourceName = ElectricCharge chargeRate = 24.4 impactResistance = 2 impactResistanceRetracted = 6 animationName = bigsolarpanel extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KISCollider primitiveShape = Cube meshPath = mount } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = largeSolarPanel } } } UrlConfig { parentUrl = Squad/Parts/Electrical/radialFlatSolarPanel/radialFlatSolarPanel.cfg PART { name = solarPanels5 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 TechRequired = electrics entryCost = 1200 cost = 75 category = Electrical subcategory = 0 title = OX-STAT Photovoltaic Panels manufacturer = Probodobodyne Inc description = The OX-STAT solar panel is a simple panel with no sun-tracking or deployment mechanics. As a result, it is very light and cheap. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = array charge e/c elect energ fixed flat generat (light photo power solar static sun volt watt MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher pivotName = suncatcher isBreakable = false resourceName = ElectricCharge chargeRate = 0.35 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 12 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = solarPanels5 } } } UrlConfig { parentUrl = Squad/Parts/Electrical/RTG/RTG.cfg PART { name = rtg module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.3268025, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.3268025, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.3268025, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = experimentalElectrics entryCost = 58000 cost = 23300 category = Electrical subcategory = 0 title = PB-NUK Radioisotope Thermoelectric Generator manufacturer = Ionic Symphonic Protonic Electronics description = Through exploitation of the natural decay of Blutonium-238, this elegantly simple power generator can provide consistent, stable power for decades. Not to be used for providing heating during emergency rover excursions. attachRules = 1,1,1,0,0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 1200 bulkheadProfiles = size0, srf radiatorMax = 1.5 tags = active atom charge e/c elect energ generat isotope nuclear nuke power radio rtg thermo volt watt MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } } MODULE { name = ModuleCoreHeat CoreTempGoal = 350 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.01 HeatRadiantMultiplier = 0.01 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0 radiatorCoolingFactor = 0 radiatorHeatingFactor = 0 MaxCalculationWarp = 1000 CoreShutdownTemp = 10000 MaxCoolant = 0 PassiveEnergy { key = 0 \t25000 key = 200 \t10000 key = 250 \t50 key = 300\t25 key = 350\t0 } } MODULE { name = ModuleCargoPart packedVolume = 90 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleGeneratorReliability MTBF = 525600 LifeTime = 142800 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 300 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rtg } } } UrlConfig { parentUrl = Squad/Parts/Electrical/z-100Battery/z-100Battery.cfg PART { name = batteryPack module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = basicScience entryCost = 800 cost = 80 category = Electrical subcategory = 0 title = Z-100 Rechargeable Battery Pack manufacturer = Zaltonic Electronics description = The Z-100 battery pack is the standard model for electrical applications. Holds two (2) AAAA batteries and holds a maximum 100 units of charge. New, improved model now has status light! attachRules = 0,1,0,0,0 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = bank capacitor cell charge e/c elect pack power volt watt RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } MODULE { name = ModuleCargoPart packedVolume = 35 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = Squad/Parts/Electrical/z-100Battery/model } MODEL { model = IndicatorLights/Meshes/z100lamp scale = 1.02, 1, 1.02 position = 0.04252, 0.208, -0.08216 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/z100lamp emissiveName = indicator } MODULE { name = ModuleResourceLevelIndicator } MODULE { name = ModuleResourceEnabledIndicator enabledColor = ModuleResourceLevelIndicator disabledColor = blink(ModuleResourceLevelIndicator, 900, $Off, 300) emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = batteryPack } } } UrlConfig { parentUrl = Squad/Parts/Electrical/z-1kBattery/z-1kBattery.cfg PART { name = batteryBank module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.1108553, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.1108553, 0.0, 0.0, -1.0, 0.0 TechRequired = largeElectrics entryCost = 8200 cost = 880 category = Electrical subcategory = 0 title = Z-1k Rechargeable Battery Bank manufacturer = Zaltonic Electronics description = The Z-1k is a stackable battery bank, with ten times the power capacity of the Z-100. New, improved model now has status lights! attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = size1 tags = capacitor cell charge e/c elect pack power volt watt ?freeiva RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleCargoPart packedVolume = 360 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODEL { model = Squad/Parts/Electrical/z-1kBattery/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5, 0.5, 1 position = -0.442, 0, 0.442 rotation = 0, -45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5, 0.5, 1 position = 0.442, 0, -0.442 rotation = 0, 135, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5, 0.5, 1 position = 0.442, 0, 0.442 rotation = 0, 45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.5, 0.5, 1 position = -0.442, 0, -0.442 rotation = 0, 215, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleResourceLevelIndicator } MODULE { name = ModuleResourceEnabledIndicator enabledColor = ModuleResourceLevelIndicator disabledColor = blink(ModuleResourceLevelIndicator, 900, $Off, 300) emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = batteryBank } } } UrlConfig { parentUrl = Squad/Parts/Electrical/z-200Battery/z-200Battery.cfg PART { name = batteryBankMini module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.3125, 0.0, 1.0, 0.0 TechRequired = electrics entryCost = 3200 cost = 360 category = Electrical subcategory = 0 title = Z-200 Rechargeable Battery Bank manufacturer = Zaltonic Electronics description = The Z-200 is a stackable variant of the Z-100 battery pack, with increased capacity. In emergency situations, please refrain from "reversing the polarity". New, improved model now has status lights! attachRules = 1,0,1,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = size0 tags = bank capacitor cell charge e/c elect pack power volt watt RESOURCE { name = ElectricCharge amount = 200 maxAmount = 200 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = Squad/Parts/Electrical/z-200Battery/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.4, 0.4, 1 position = 0, 0, 0.3125 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.4, 0.4, 1 position = 0, 0, -0.3125 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleResourceLevelIndicator } MODULE { name = ModuleResourceEnabledIndicator enabledColor = ModuleResourceLevelIndicator disabledColor = blink(ModuleResourceLevelIndicator, 900, $Off, 300) emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = batteryBankMini } } } UrlConfig { parentUrl = Squad/Parts/Electrical/z-400Battery/z-400Battery.cfg PART { name = ksp_r_largeBatteryPack module = Part author = Squad mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = advElectrics entryCost = 3200 cost = 550 category = Electrical subcategory = 0 title = Z-400 Rechargeable Battery manufacturer = Zaltonic Electronics description = The Z-400 battery pack is a versatile, compact electrical charge storage solution designed for heavier loads than AAAA batteries can handle. Holds one E-size battery with a maximum of 400 units of charge. New, improved model now has status light! attachRules = 0,1,0,0,0 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = bank capacitor cell charge e/c elect pack power volt watt RESOURCE { name = ElectricCharge amount = 400 maxAmount = 400 } MODULE { name = ModuleCargoPart packedVolume = 125 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = Squad/Parts/Electrical/z-400Battery/model } MODEL { model = IndicatorLights/Meshes/nubbinLamp position = 0, 0.292, -0.139 rotation = -90, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp emissiveName = indicator } MODULE { name = ModuleResourceLevelIndicator } MODULE { name = ModuleResourceEnabledIndicator enabledColor = ModuleResourceLevelIndicator disabledColor = blink(ModuleResourceLevelIndicator, 900, $Off, 300) emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ksp_r_largeBatteryPack } } } UrlConfig { parentUrl = Squad/Parts/Electrical/z-4kBattery/z-4kBattery.cfg PART { name = batteryBankLarge module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 node_stack_top = 0.0, 0.11, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.142, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = specializedElectrics entryCost = 12200 cost = 4500 category = Electrical subcategory = 0 title = Z-4K Rechargeable Battery Bank manufacturer = Zaltonic Electronics description = New advances in surge control technology made The Z-4K, the largest battery pack ever put into production a reality. While Zaltonic admits intense electrical discharges can be really cool, shorting the Z-4K's contacts should probably be avoided. New, improved model now has status lights! attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = size2 tags = capacitor cell charge e/c elect pack power volt watt ?freeiva RESOURCE { name = ElectricCharge amount = 4000 maxAmount = 4000 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODEL { model = Squad/Parts/Electrical/z-4kBattery/model } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = -1.082, -0.02, 0.625 rotation = 0, -60, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = 1.082, -0.02, -0.625 rotation = 0, 120, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.8, 1 position = 1.082, -0.02, 0.625 rotation = 0, 60, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.79, 0.8, 1 position = -1.082, -0.02, -0.625 rotation = 0, 240, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1.21, 0.62, 0.1 position = -0.08, 0.016, -1.177 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0,1,2,3 emissiveName = indicator } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:4 emissiveName = patch } MODULE { name = ModuleResourceLevelIndicator controllerName = mainResourceLevel } MODULE { name = ModuleResourceEnabledIndicator enabledColor = mainResourceLevel disabledColor = blink(ModuleResourceLevelIndicator, 900, $Off, 300) emissiveName = indicator } MODULE { name = ModuleResourceLevelIndicator emissiveName = patch highColor = $Off mediumColor = $Off lowColor = $Off criticalColor = $Off emptyColor = dim($LowResource, 0.5) } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = batteryBankLarge } } } UrlConfig { parentUrl = Squad/Parts/Engine/ionEngine/ionEngine.cfg PART { name = ionEngine module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.2135562, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1872844, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = ionPropulsion entryCost = 16800 cost = 8000 category = Engine subcategory = 0 title = IX-6315 "Dawn" Electric Propulsion System manufacturer = Ionic Symphonic Protonic Electronics description = By emitting ionized xenon gas through a small thruster port, Dawn can produce incredibly efficient propulsion, but with a downside of very low thrust and high energy usage. According to ISP Electronics sales reps, the rumours of this engine being powered by "dark magic" are largely exaggerated. attachRules = 1,0,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size0 tags = (dawn deep drive efficient engine (ion probe thruster vacuum xenon MODULE { name = ModuleEnginesFX engineID = Ion thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 0 EngineType = Electric runningEffectName = fx-dawn-running PROPELLANT { name = ElectricCharge ratio = 1.8 DrawGauge = True minResToLeave = 1.0 } PROPELLANT { name = XenonGas ratio = 0.1 DrawGauge = True } atmosphereCurve { key = 0 4200 key = 1 100 key = 1.2 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 engineName = Ion dependOnThrottle = True } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 112 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleEngineReliability MTBF = 17520 LifeTime = 20 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-dawn-running { AUDIO { channel = Ship clip = Waterfall/Sounds/NFT/sound_ion_loop volume = 0.0 0.0 volume = 1.0 0.7 pitch = 0.0 0.8 pitch = 0.5 0.9 pitch = 1.0 1.2 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/NFT/sound_ion_on volume = 0.9 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = Waterfall/Sounds/NFT/sound_ion_flameout volume = 0.7 pitch = 1.0 loop = false } } flameout { AUDIO { channel = Ship clip = Waterfall/Sounds/NFT/sound_ion_flameout volume = 0.7 pitch = 1.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = dawnEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Ion responseRateUp = 0.005 responseRateDown = 0.1 } TEMPLATE { templateName = stock-xenon-ion overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = ionEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/jetEngines/jetEngineAfterburning.cfg PART { name = turboJet module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 CoMOffset = 0.0, 1.5, 0.0 TechRequired = supersonicFlight entryCost = 9000 cost = 2000 category = Engine subcategory = 0 title = J-404 "Panther" Afterburning Turbofan manufacturer = C7 Aerospace Division description = A high performance jet engine with a variable geometry thrust vectoring nozzle and an afterburner for extra thrust. attachRules = 1,0,1,0,0 mass = 1.2 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1 tags = after aircraft burner engine fighter jet (panther plane propuls MODEL { model = Squad/Parts/Engine/jetEngines/turboJet } MODULE { name = MultiModeEngine primaryEngineID = Dry secondaryEngineID = Wet carryOverThrottle = True autoSwitchAvailable = False primaryEngineModeDisplayName = Dry secondaryEngineModeDisplayName = Wet } MODULE { name = ModuleEnginesFX engineID = Dry thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 85 heatProduction = 15 useEngineResponseTime = True engineAccelerationSpeed = 0.5 engineDecelerationSpeed = 0.5 useVelocityCurve = False flameoutEffectName = flameout engageEffectName = engage disengageEffectName = disengage engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 5 clampPropReceived = True atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 1.1 machLimit = 1.75 machHeatMult = 20.0 powerEffectName = fx-panther-dry-power spoolEffectName = fx-panther-dry-spool PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 40 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 9000 0 0 } velCurve { key = 0 1 0 0 key = 0.35 0.932 0 0 key = 1 1.13 0.4510796 0.4510796 key = 1.75 1.5 0 0 key = 2 1.38 -1.126258 -1.126258 key = 2.5 0 0 0 } atmCurve { key = 0 0 1.069445 0.7244952 key = 0.072 0.08 1.472049 1.472049 key = 0.17 0.21 1.227685 1.227685 key = 0.34 0.39 1.01426 1.01426 key = 1 1 0.969697 0.969697 } } MODULE { name = ModuleEnginesFX engineID = Wet thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 130 heatProduction = 75 useEngineResponseTime = True engineAccelerationSpeed = 0.8 engineDecelerationSpeed = 0.8 useVelocityCurve = False flameoutEffectName = flameout engageEffectName = engage disengageEffectName = disengage engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 20 clampPropReceived = True atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 1.1 machLimit = 1.75 machHeatMult = 20.0 runningEffectName = fx-panther-wet-running spoolEffectName = fx-panther-wet-spool PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 12 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 4000 0 0 } velCurve { key = 0 1 0 0 key = 0.18 0.97 0 0 key = 0.43 1 0.202683 0.202683 key = 1 1.42 1.280302 1.280302 key = 2.5 3.63 0 0 key = 3 0.58 -2.708558 -2.708558 key = 3.35 0 -0.6150925 0 } atmCurve { key = 0 0 1.666667 1.666667 key = 0.07066164 0.1397133 1.961396 1.961396 key = 0.34 0.56 1.084002 1.084002 key = 1 1 0.5302638 0.5302638 } } MODULE { name = FXModuleAnimateThrottle animationName = TurboJetNozzleDry responseSpeed = 0.05 layer = 1 dependOnEngineState = True dependOnThrottle = True engineName = Dry weightOnOperational = True } MODULE { name = FXModuleAnimateThrottle animationName = TurboJetNozzleWet responseSpeed = 0.08 layer = 2 dependOnEngineState = True dependOnThrottle = True engineName = Wet weightOnOperational = True } MODULE { name = FXModuleAnimateThrottle animationName = TurboJetHeat responseSpeed = 0.0005 layer = 3 dependOnEngineState = True engineName = Wet } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 10 gimbalResponseSpeed = 8 useGimbalResponseSpeed = true } MODULE { name = FXModuleConstrainPosition matchRotation = false matchPosition = true CONSTRAINFX { targetName = NozzlePoint moversName = Nozzle } } MODULE { name = ModuleAlternator engineName = Wet outputName = Alternator (Wet) RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleAlternator engineName = Dry outputName = Alternator (Dry) RESOURCE { name = ElectricCharge rate = 3.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.6 maxDistance = 25 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.6 maxDistance = 25 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 450 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 150 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 650 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 250 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 350 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 15 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-panther-dry-spool { AUDIO { name = soundDry1 channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } AUDIO { name = soundDry2 channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 1.12 volume = 1.0 1.25 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } } fx-panther-dry-power { } fx-panther-wet-spool { AUDIO { name = soundWet1 channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.0001 0.65 volume = 1.0 0.8 pitch = 0.0 0.3 pitch = 1.0 1.5 loop = true } AUDIO { name = soundWet2 channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 2 volume = 1.0 3 pitch = 0.0 0.3 pitch = 1.0 1.3 loop = true } } fx-panther-wet-running { AUDIO { name = soundWet3 channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 1.12 volume = 1.0 1.25 pitch = 0.0 0.4 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.2 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1 pitch = 1.8 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = pantherDry CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Dry responseRateUp = 0.01 responseRateDown = 0.01 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-turbofan-2 overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModuleWaterfallFX moduleID = pantherWet CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Wet responseRateUp = 0.001 responseRateDown = 0.016 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-afterburner overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = turboJet } } } UrlConfig { parentUrl = Squad/Parts/Engine/jetEngines/jetEngineBasic.cfg PART { name = JetEngine module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.972875, 0.0, 0.0, 1.0, 0.0 CoMOffset = 0.0, 2.3, 0.0 TechRequired = aerodynamicSystems entryCost = 4000 cost = 1400 category = Engine subcategory = 0 title = J-33 "Wheesley" Turbofan Engine manufacturer = C7 Aerospace Division description = A high bypass turbofan engine. This engine works best at low cruising speeds and altitudes. attachRules = 1,0,1,0,0 mass = 1.5 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1 tags = aircraft jet plane propuls reverse (wheesley MODEL { model = Squad/Parts/Engine/jetEngines/turboFanSize1 } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 120 heatProduction = 40 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.74 flameoutEffectName = flameout engageEffectName = engage disengageEffectName = disengage engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 5 clampPropReceived = True atmChangeFlow = True useVelCurve = True useAtmCurve = True flameoutBar = 0.02 flowCapMult = 1.0 machLimit = 0.85 machHeatMult = 25 powerEffectName = fx_wheesley_power spoolEffectName = fx_wheesley_spool PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 127 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 10500 0 0 } velCurve { key = 0 1 0 0 key = 0.53 0.834 0 0 key = 1.3 0.96 0 0 key = 1.674 0.843 -0.876726 -0.876726 key = 2.5 0 0 0 } atmCurve { key = 0 0 0 1.186726 key = 0.072 0.092 1.339822 1.339822 key = 0.337 0.4 0.8976688 0.8976688 key = 1 1 0.9127604 0 } } MODULE { name = ModuleAnimateHeat ThermalAnim = TF1Heat } MODULE { name = ModuleAnimateGeneric animationName = TF1ThrustReverser startEventGUIName = Reverse Thrust endEventGUIName = Forward Thrust actionGUIName = Toggle Thrust Reverser } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 4 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 situationMask = 8 } CONSTRAINT { type = SPEED test = GT value = 50 situationMask = 8 } CONSTRAINT { type = DENSITY test = GT value = 0.3 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = JSIThrustReverser } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 15 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASThrustReverser animationName = TF1ThrustReverser } MODULE { name = KOSNameTag } EFFECTS { fx_wheesley_running { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.5 pitch = 0.0 0.3 pitch = 1.0 0.5 loop = true } } fx_wheesley_spool { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.45 pitch = 0.0 0.3 pitch = 0.05 0.5 pitch = 1.0 0.65 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransformFX oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = wheesleyFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Cruise responseRateUp = 0.02 responseRateDown = 0.02 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-turbofan-1 overrideParentTransform = thrustTransform position = 0,0,0.12 rotation = 0, 0, 0 scale = 0.48, 0.48, 0.48 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = JetEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/jetEngines/jetEngineBig.cfg PART { name = turboFanSize2 module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 2.0, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, -2.5, -1.2, 0.0, 0.0, 1.0, 1 CoMOffset = 0.0, 0.0, 0.0 TechRequired = heavyAerodynamics entryCost = 15000 cost = 2600 category = Engine subcategory = 0 title = J-90 "Goliath" Turbofan Engine manufacturer = C7 Aerospace Division description = The largest and highest thrust jet engine ever built. This engine works best at low cruising speeds and altitudes. attachRules = 1,1,1,1,0 mass = 4.5 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = aircraft (goliath jet plane propuls reverse MODEL { model = Squad/Parts/Engine/jetEngines/turboFanSize2 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.03 intakeSpeed = 30 intakeTransformName = Intake occludeNode = top machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 360 heatProduction = 100 useEngineResponseTime = True engineAccelerationSpeed = 0.06 engineDecelerationSpeed = 0.25 flameoutEffectName = flameout engageEffectName = engage disengageEffectName = disengage engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 5 clampPropReceived = True atmChangeFlow = True useVelCurve = True useAtmCurve = True flameoutBar = 0.02 machLimit = 0.75 machHeatMult = 40 powerEffectName = fx_goliath_running spoolEffectName = fx_goliath_spool PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 227 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 12600 0 0 } velCurve { key = 0 1 -0.1543096 -0.1543096 key = 0.61 0.79 0 0 key = 1.5 0.964 0 0 key = 2 0.31 -3.278422 -3.278422 key = 2.1 0 -0.9205825 -0.9205825 } atmCurve { key = 0 0 0 0 key = 0.072 0.085 1.172947 1.172947 key = 0.337 0.37 0.98425 0.98425 key = 1 1 1.179067 1.179067 } } RESOURCE { name = IntakeAir amount = 3.4 maxAmount = 3.4 } MODULE { name = ModuleAnimateHeat ThermalAnim = TF2Heat } MODULE { name = ModuleAnimateGeneric animationName = TF2ThrustReverser startEventGUIName = Reverse Thrust endEventGUIName = Forward Thrust actionGUIName = Toggle Thrust Reverser layer = 1 } MODULE { name = FXModuleAnimateThrottle animationName = TF2FanSpin responseSpeed = 0.05 layer = 2 dependOnEngineState = True dependOnThrottle = True weightOnOperational = True affectTime = false baseAnimSpeed = 0.01 baseAnimSpeedMult = 100 playInEditor = False animWrapMode = 2 } MODULE { name = ModuleJettison jettisonName = Fairing bottomNodeName = top checkBottomNode = true isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 -1 useMultipleDragCubes = false } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 16 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 situationMask = 8 } CONSTRAINT { type = SPEED test = GT value = 50 situationMask = 8 } CONSTRAINT { type = DENSITY test = GT value = 0.3 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = smokePoint } MODULE { name = JSIThrustReverser } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 15 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MASThrustReverser animationName = TF2ThrustReverser } MODULE { name = KOSNameTag } EFFECTS { fx_goliath_running { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.0 pitch = 0.0 0.6 pitch = 1.0 1.0 loop = true } } fx_goliath_spool { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.4 pitch = 0.05 0.5 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = goliathFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Cruise responseRateUp = 0.02 responseRateDown = 0.02 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-turbofan-1 overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = turboFanSize2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/jetEngines/jetEngineTurbo.cfg PART { name = turboFanEngine module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 1.4, 0.0, 0.0, 1.0, 0.0 CoMOffset = 0.0, 2.7, 0.0 TechRequired = hypersonicFlight entryCost = 18000 cost = 2250 category = Engine subcategory = 0 title = J-X4 "Whiplash" Turbo Ramjet Engine manufacturer = C7 Aerospace Division description = A highly advanced turbine engine using space-grade materials for very high performance. This new model features the latest in thrust vectoring and compression technology and is designed to operate best at higher altitudes and speeds. The advanced turbo ramjet design bleeds air around the compressor at high speed allowing a far maximum speed than regular jet engines, so engineers from C7 Aerospace assured us all those leaks are intentional. attachRules = 1,0,1,1,0 mass = 1.8 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1 tags = aircraft jet plane propuls (whiplash MODEL { model = Squad/Parts/Engine/jetEngines/turboRamJet } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 130 heatProduction = 75 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.4 useVelocityCurve = False flameoutEffectName = flameout runningEffectName = shockDiamond engageEffectName = engage disengageEffectName = disengage engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 40 clampPropReceived = True atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 2.0 machLimit = 2.5 machHeatMult = 6.0 powerEffectName = fx_whiplash_power spoolEffectName = fx_whiplash_spool PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 8 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 4000 0 0 } velCurve { key = 0 1 0 0 key = 0.2 0.98 0 0 key = 0.72 1.716 2.433527 2.433527 key = 1.36 3.2 1.986082 1.986082 key = 2.15 4.9 1.452677 1.452677 key = 3 5.8 0.0005786046 0.0005786046 key = 4.5 3 -4.279616 -4.279616 key = 5.5 0 -0.02420209 0 } atmCurve { key = 0 0 0 0 key = 0.045 0.166 4.304647 4.304647 key = 0.16 0.5 0.5779132 0.5779132 key = 0.5 0.6 0.4809403 0.4809403 key = 1 1 1.013946 0 } } MODULE { name = FXModuleAnimateThrottle animationName = TurboRamJetNozzle dependOnEngineState = True dependOnThrottle = True responseSpeed = 1 layer = 1 } MODULE { name = FXModuleAnimateThrottle animationName = TRJ_Heat dependOnEngineState = True responseSpeed = 0.0005 layer = 2 } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 31 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = ALTITUDE test = LT value = 120000 situationMask = 16 } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 650 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 350 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 950 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 450 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 900 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.15 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.06 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.005 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 25 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 15 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx_whiplash_spool { AUDIO { name = soundspool channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 1.2 volume = 1.0 1.5 pitch = 0.0 0.4 pitch = 1.0 1.0 loop = true } } fx_whiplash_power { AUDIO { name = sound1 channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.0001 0.65 volume = 1.0 0.8 pitch = 0.0 0.3 pitch = 1.0 1.5 loop = true } AUDIO { name = sound2 channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 2 volume = 1.0 3 pitch = 0.0 0.2 pitch = 1.0 0.9 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.2 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1 pitch = 1.8 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = whiplashFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Dry responseRateUp = 0.01 responseRateDown = 0.01 } CONTROLLER { name = mach linkedTo = mach } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 4 seed = 2 } CONTROLLER { name = R2 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 4 seed = 11 } CONTROLLER { name = R3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 4 seed = 23 } CONTROLLER { name = R4 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 4 seed = 37 } TEMPLATE { templateName = stock-kerozine-afterburner-2 overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = turboFanEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngine24-77/liquidEngine24-77.cfg PART { name = smallRadialEngine module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, -0.1690665, 0.0, 0.0, 1.0 TechRequired = precisionPropulsion entryCost = 0 TechHidden = True category = none cost = 400 subcategory = 0 title = 24-77 "Twitch" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = Tiny engine! But very useful, good for craft where larger radial engines won't fit, or when you want more control in combination with large lifter engines. Plume configured by RealPlume. attachRules = 0,1,0,1,0 mass = 0.09 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf tags = orange propuls rocket thruster (twitch vernier MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 16 heatProduction = 150 localPosition = 0, 0, 0.12 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.12 powerEffectName = Hypergolic-OMS-Red PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 250 key = 7 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 8 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart packedVolume = 65 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 18 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.4 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_3 techRequired__ = largeElectrics IgnitionsAvailable = 24 } UPGRADE { name__ = ignitionUpgrade_4 techRequired__ = highPerformanceFuelSystems IgnitionsAvailable = 36 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 jitterMultiplier = 0.1 lightPower = 1.0 multiplierOnIva = 0.5 exhaustRed = 1 exhaustGreen = 0.88 exhaustBlue = 0.68 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 emissiveOffsetZ = 0.0 lightFadeCoefficient = 0.4 lightRange = 7 exhaustOffsetZ = 0.6 } MODULE { name = KOSNameTag } PLUME { name = Hypergolic-OMS-Red transformName = thrustTransform localRotation = -0.6,0,0 localPosition = 0,0.02,0.65 fixedScale = 0.4 energy = 1.0 speed = 1.0 emissionMult = 2 saturationMult = 1 alphaMult = 1 blazeScale = 0.4 coreScale = 0.4 exhaustScale = 0.4 flareScale = 0.4 fumeScale = 0.4 lampScale = 0.4 plumeScale = 0.4 plume2Scale = 0.4 plume3Scale = 0.4 smokeScale = 0.4 shockScale = 0.4 shockconeScale = 0.4 slagScale = 0.4 streamScale = 0.4 blazePosition = 0,0.02,0.65 corePosition = 0,0.02,0.65 exhaustPosition = 0,0.02,0.65 flarePosition = 0,0.02,0.65 fumePosition = 0,0.02,0.65 lampPosition = 0,0.02,0.65 plumePosition = 0,0.02,0.65 plume2Position = 0,0.02,0.65 plume3Position = 0,0.02,0.65 smokePosition = 0,0.02,0.65 shockPosition = 0,0.02,0.65 shockconePosition = 0,0.02,0.65 slagPosition = 0,0.02,0.65 streamPosition = 0,0.02,0.65 plumeIdentifier = Hypergolic-OMS-Red processed = true } EFFECTS { Hypergolic-OMS-Red { plumeIdentifier = Hypergolic-OMS-Red MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = -0.6,0,0 localPosition = 0,0.02,0.65 fixedScale = 0.4 energy = 1.0 speed = 1.0 emissionMult = 2 alphaMult = 1 saturationMult = 1 name = Hypergolic-OMS-Red-plume modelName = RealPlume/MP_Nazari_FX/KWflamesmall fixedEmissions = false sizeClamp = 50 randConeEmit { density = 1.0 0 density = 0.5 0.3 density = 0.25 0.3 density = 0.06 0.4 density = 0 0.6 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 3 density = 0.46 4 density = 0.2 10 density = 0.1 5 density = 0.0 4 } grow { density = 1.0 -0.95 density = 0.5 0 density = 0.0 0 } linGrow { density = 1.0 -0.2 density = 0.8 0 density = 0.46 1 density = 0.2 7 density = 0.05 12 density = 0.0 14 } speed { density = 1.0 1 density = 0.46 1.5 density = 0.2 1.5 density = 0.05 1.3 density = 0.0 1.2 } xyForce { density = 1 0.65 density = 0.5 0.85 density = 0.25 0.9 density = 0.06 0.95 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 1 density = 0.8 1 density = 0.2 1 density = 0.1 1 density = 0.05 2 density = 0.0 3 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1 density = 0.3 1 density = 0.2 1 density = 0.05 0.7 density = 0.0 0.3 } size { density = 1.0 0.85 density = 0.8 0.75 density = 0.2 0.65 density = 0.0 0.4 } } AUDIO { name = Hypergolic-OMS-Red-audio channel = Ship clip = RealPlume/KW_Sounds/sound_spsloop volume = 0.0 0.0 volume = 1.0 4 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_sps volume = 0.4 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = smallRadialEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngine24-77_v2/liquidEngine24-77_v2.cfg PART { name = smallRadialEngine_v2 module = Part author = RoverDude rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.1, -0.2 TechRequired = precisionPropulsion entryCost = 920 cost = 230 category = Engine subcategory = 0 title = 24-77 "Twitch" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = Tiny engine! But very useful, good for craft where larger radial engines won't fit, or when you want more control in combination with large lifter engines. attachRules = 0,1,0,1,0 mass = 0.08 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf tags = orange propuls rocket thruster (twitch vernier MODEL { model = Squad/Parts/Engine/liquidEngine24-77_v2/Twitch_v2 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 16 heatProduction = 150 fxOffset = 0, 0, 0.01 localPosition = 0, 0, 0.12 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.12 runningEffectName = fx-twitch-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 275 key = 7 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 8 gimbalResponseSpeed = 30 useGimbalResponseSpeed = true } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = HiCyl1 rotatorsName = LoCyl1 } CONSTRAINLOOKFX { targetName = HiCyl2 rotatorsName = LoCyl2 } CONSTRAINLOOKFX { targetName = LoCyl1 rotatorsName = HiCyl1 } CONSTRAINLOOKFX { targetName = LoCyl2 rotatorsName = HiCyl2 } } MODULE { name = FXModuleAnimateThrottle animationName = TwitchThrottle responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModulePartVariants baseVariant = Orange useMultipleDragCubes = false VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/Engine/liquidEngine24-77_v2/Twitch } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/Engine/liquidEngine24-77_v2/Twitch_G } } } MODULE { name = ModuleCargoPart packedVolume = 65 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 18 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.4 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_3 techRequired__ = largeElectrics IgnitionsAvailable = 24 } UPGRADE { name__ = ignitionUpgrade_4 techRequired__ = highPerformanceFuelSystems IgnitionsAvailable = 36 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-twitch-running { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_SuperLight_High volume = 0.0 0.0 volume = 1.0 0.4 pitch = 0.0 1.3 pitch = 1.0 1.3 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq7 volume = 0.4 pitch = 1.6 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.4 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.4 pitch = 2 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = twitchEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = stock-aerozine50-lower-1 overrideParentTransform = thrustTransform position = 0,0,-0.019 rotation = 0, 0, 0 scale = 0.152, 0.152, 0.152 } TEMPLATE { templateName = stock-hypergolic-core overrideParentTransform = thrustTransform position = 0,0,-0.0185 rotation = 0, 0, 0 scale = 0.152, 0.152, 0.173 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = smallRadialEngine_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngine48-7S_v2/liquidEngine48-7S_v2.cfg PART { name = liquidEngineMini_v2 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.4, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = propulsionSystems entryCost = 2800 cost = 240 category = Engine subcategory = 0 title = 48-7S "Spark" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = The 48-7S may be small, but it packs quite a punch for its size. This little engine is a testament to how larger does not always mean more advanced, at least according to Rockomax's marketing department. The box it comes in is pretty cool, in any case. attachRules = 1,0,1,0,0 mass = 0.13 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = lander propuls rocket (spark MODEL { model = Squad/Parts/Engine/liquidEngine48-7S_v2/SparkV2 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 20 heatProduction = 150 fxOffset = 0, 0, 0.125 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.15 runningEffectName = fx-spark-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 320 key = 1 265 key = 7 0.001 } } MODULE { name = ModuleJettison jettisonName = Shroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 2 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 3 gimbalResponseSpeed = 10 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModulePartVariants baseVariant = Shroud VARIANT { name = Shroud displayName = Shroud primaryColor = #ffffff secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { LgMount = true BoatTail = true } } VARIANT { name = TrussMount displayName = Truss Mount primaryColor = #cccccc secondaryColor = #d96200 sizeGroup = GroupA GAMEOBJECTS { LgMount = true BoatTail = false } } VARIANT { name = Bare displayName = Bare primaryColor = #d96200 secondaryColor = #999999 sizeGroup = GroupA GAMEOBJECTS { LgMount = false BoatTail = false } } } MODULE { name = FXModuleAnimateThrottle animationName = SparkEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleCargoPart packedVolume = 140 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 20 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.4 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_2 techRequired__ = precisionEngineering IgnitionsAvailable = 24 } UPGRADE { name__ = ignitionUpgrade_4 techRequired__ = highPerformanceFuelSystems IgnitionsAvailable = 32 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-spark-running { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_SuperLight_High volume = 0.0 0.0 volume = 1.0 0.4 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq5 volume = 0.4 pitch = 1.2 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.4 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.4 pitch = 2 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = sparkEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.005 responseRateDown = 0.1 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1.5 minimum = -1.5 speed = 12 seed = 10 } CONTROLLER { name = R2 linkedTo = random noiseType = perlin scale = 1.5 minimum = -1.5 speed = 12 seed = 11 } CONTROLLER { name = R3 linkedTo = random noiseType = perlin scale = 1.5 minimum = -1.5 speed = 12 seed = 12 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerolox-sustainer overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,-0.035 rotation = 0, 0, 0 scale = 0.449, 0.449, 0.355 } TEMPLATE { templateName = stock-kerolox-generator overrideParentTransform = thrustTransform position = 0.164,0,-0.126 rotation = 0, 14, 0 scale = 0.13, 0.13, 0.13 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = liquidEngineMini_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineAerospike/liquidEngineAerospike.cfg PART { name = toroidalAerospike module = Part author = Porkjet mesh = AeroSpike.mu rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, 0.00, 0.0, 1.0, 0.0, 0 mass = 1.0 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 2000 TechRequired = hypersonicFlight entryCost = 24500 cost = 3850 category = Engine subcategory = 0 title = T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine manufacturer = C7 Aerospace Division description = The Toroidal Aerospike is a huge breakthrough from C7 Aerospace. While heavier than previous models, with its heavy-duty exhaust nozzle, the Aerospike makes up for it with an efficient burning of fuel at all altitudes. attachRules = 1,1,1,0,0 bulkheadProfiles = srf, size1 tags = (dart orbit propuls rocket sustain MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 180 heatProduction = 110 fxOffset = 0, 0, 0 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.25 runningEffectName = fx-dart-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 340 -50 -73.71224 key = 1 290 -21.23404 -21.23404 key = 5 230 -10.54119 -10.54119 key = 10 170 -13.59091 -13.59091 key = 20 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = Aerospike_Heat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleJettison jettisonName = Fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 40 falloff = 1.7 thrustTransformName = thrustTransform } MODULE { name = ModuleCargoPart packedVolume = 1600 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 10 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_8 techRequired__ = experimentalElectrics IgnitionsAvailable = 40 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-dart-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.6 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq1 volume = 0.6 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.6 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.6 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = dartFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = random1 linkedTo = random noiseType = perlin scale = 1 speed = 2 seed = 3 } CONTROLLER { name = random2 linkedTo = random noiseType = perlin scale = 1 speed = 7 seed = 30 } CONTROLLER { name = random3 linkedTo = random noiseType = perlin scale = 1 speed = 7 seed = 300 } CONTROLLER { name = random4 linkedTo = random noiseType = perlin scale = 1 speed = 7 seed = 3000 } TEMPLATE { templateName = stock-hydrolox-aerospike overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = toroidalAerospike } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineLV-1_v2/liquidEngineLV-1R _v2.cfg PART { name = radialEngineMini_v2 module = Part author = AlexanderM rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.00, 0.0, 0.0, -1.0, 0 TechRequired = precisionPropulsion entryCost = 1750 cost = 120 category = Engine subcategory = 0 title = LV-1R "Spider" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Adapted to appease engineers who were outraged at the lack of control rocket engines usually provide, the radial mounted LV-1R offers an appealing solution: "Just add more". Point away from face. attachRules = 0,1,0,1,0 mass = 0.02 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 stagingIcon = LIQUID_ENGINE bulkheadProfiles = srf tags = probe propuls rocket (spider thruster vernier MODEL { model = Squad/Parts/Engine/liquidEngineLV-1_v2/Assets/Spider } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 30 fxOffset = 0, 0, 0.05 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.05 runningEffectName = fx-spider-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 260 key = 8 0.001 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 10 gimbalResponseSpeed = 30 useGimbalResponseSpeed = true } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = HiCyl1 rotatorsName = LowCyl1 } CONSTRAINLOOKFX { targetName = HiCyl2 rotatorsName = LowCyl2 } CONSTRAINLOOKFX { targetName = LowCyl1 rotatorsName = HiCyl1 } CONSTRAINLOOKFX { targetName = LowCyl2 rotatorsName = HiCyl2 } CONSTRAINLOOKFX { targetName = LowHose1 rotatorsName = HiHose1 } CONSTRAINLOOKFX { targetName = HiHose1 rotatorsName = LowHose1 } CONSTRAINLOOKFX { targetName = LowHose2 rotatorsName = HiHose2 } CONSTRAINLOOKFX { targetName = HiHose2 rotatorsName = LowHose2 } } MODULE { name = FXModuleAnimateThrottle animationName = AntNoozleGlow responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModulePartVariants baseVariant = Shroud VARIANT { name = Shroud displayName = Shroud primaryColor = #ffffff secondaryColor = #999999 GAMEOBJECTS { Shroud = true Case = false Mount = false } } VARIANT { name = Bare displayName = Bare primaryColor = #d96200 secondaryColor = #999999 GAMEOBJECTS { Shroud = false Case = true Mount = true } } } MODULE { name = ModuleCargoPart stackableQuantity = 2 packedVolume = 20 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 30 AutoIgnitionTemperature = 500 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.7 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_4 techRequired__ = highPerformanceFuelSystems IgnitionsAvailable = 36 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-spider-running { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_SuperLight_High volume = 0.0 0.0 volume = 1.0 0.2 pitch = 0.0 1.4 pitch = 1.0 1.4 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 0.3 pitch = 1.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.3 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.3 pitch = 2.5 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = spiderEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = stock-aerozine50-lower-1 overrideParentTransform = thrustTransform position = 0,0,0.007 rotation = 0, 0, 0 scale = 0.075, 0.075, 0.075 } TEMPLATE { templateName = stock-hypergolic-core overrideParentTransform = thrustTransform position = 0,0,0.007 rotation = 0, 0, 0 scale = 0.0755, 0.0755, 0.0755 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = radialEngineMini_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineLV-1_v2/liquidEngineLV-1_v2.cfg PART { name = microEngine_v2 module = Part author = AlexanderM scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.2816985, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.00, 0.0, 90.0, 0.0, 0 TechRequired = propulsionSystems entryCost = 1500 cost = 110 category = Engine subcategory = 0 title = LV-1 "Ant" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = What is this, an engine for ants? attachRules = 1,1,1,1,0 mass = 0.02 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size0, srf tags = (ant probe propuls rocket vacuum MODEL { model = Squad/Parts/Engine/liquidEngineLV-1_v2/Assets/Ant } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 25 fxOffset = 0, 0, 0.99 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.05 runningEffectName = fx-ant-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 80 key = 3 0.001 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = FXModuleAnimateThrottle animationName = AntNoozleGlow responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModulePartVariants baseVariant = Shroud VARIANT { name = Shroud displayName = Shroud primaryColor = #ffffff secondaryColor = #999999 useMultipleDragCubes = false GAMEOBJECTS { Shroud = true Case = false } } VARIANT { name = Bare displayName = Bare primaryColor = #d96200 secondaryColor = #999999 useMultipleDragCubes = false GAMEOBJECTS { Shroud = false Case = true } } } MODULE { name = ModuleCargoPart stackableQuantity = 2 packedVolume = 20 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 20 AutoIgnitionTemperature = 500 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_2 techRequired__ = precisionEngineering IgnitionsAvailable = 26 } UPGRADE { name__ = ignitionUpgrade_3 techRequired__ = largeElectrics IgnitionsAvailable = 30 } UPGRADE { name__ = ignitionUpgrade_4 techRequired__ = highPerformanceFuelSystems IgnitionsAvailable = 36 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-ant-running { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_SuperLight_High volume = 0.0 0.0 volume = 1.0 0.15 pitch = 0.0 1.4 pitch = 2.0 1.4 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 0.3 pitch = 1.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.3 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.3 pitch = 2.5 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = antEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = Random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } CONTROLLER { name = Random3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = -20 } CONTROLLER { name = Random4 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 33 } TEMPLATE { templateName = stock-aerozine50-upper-1 overrideParentTransform = thrustTransform position = 0,0,0.003 rotation = 0, 0, 0 scale = 0.0595, 0.0595, 0.058 } TEMPLATE { templateName = stock-hypergolic-core overrideParentTransform = thrustTransform position = 0,0,0.014 rotation = 0, 0, 0 scale = 0.0765, 0.0765, 0.11 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = microEngine_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineLV-909_v2/liquidEngineLV-909_v2.cfg PART { name = liquidEngine3_v2 module = Part author = RoverDude rescaleFactor = 1.0 rescaleFactor = 1.0 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.83, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advRocketry entryCost = 1600 cost = 390 category = Engine subcategory = 0 title = LV-909 "Terrier" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The 909 model was initially received with some skepticism by spacecraft engineers, as it defied the long-standing convention that "More Power!" is always better. Despite this, the 909 series has found its place in the spacecraft construction world, being particularly useful as a final stage and landing engine. attachRules = 1,0,1,0,0 mass = 0.5 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1 tags = lander orbit propuls rocket (terrier vacuum MODEL { model = Squad/Parts/Engine/liquidEngineLV-909_v2/TerrierV2 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 80 fxOffset = 0, 0, 0.1 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.34 runningEffectName = fx-terrier-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 4 gimbalResponseSpeed = 30 useGimbalResponseSpeed = true } MODULE { name = ModuleJettison jettisonName = ShortShroud,TallShroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } MODULE { name = ModulePartVariants baseVariant = Shroud VARIANT { name = Shroud displayName = Shroud primaryColor = #ffffff secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { TallShroud = false ShortShroud = true Toroid = true LgTruss = false SmTruss = true } NODES { node_stack_bottom = 0.0, -0.81781, 0.0, 0.0, -1.0, 0.0, 1 } } VARIANT { name = TrussMount displayName = Truss Mount primaryColor = #999999 secondaryColor = #000000 sizeGroup = GroupA GAMEOBJECTS { TallShroud = true ShortShroud = false Toroid = false LgTruss = true SmTruss = false } NODES { node_stack_bottom = 0.0, -0.8, 0.0, 0.0, -1.0, 0.0, 1 } } VARIANT { name = Bare displayName = Bare primaryColor = #d96200 secondaryColor = #999999 sizeGroup = GroupA GAMEOBJECTS { TallShroud = true ShortShroud = false Toroid = false LgTruss = false SmTruss = true } NODES { node_stack_bottom = 0.0, -0.8, 0.0, 0.0, -1.0, 0.0, 1 } } } MODULE { name = FXModuleAnimateThrottle animationName = TerrierGlow responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleCargoPart packedVolume = 1300 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 8 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_1 techRequired__ = miniaturization IgnitionsAvailable = 16 } UPGRADE { name__ = ignitionUpgrade_2 techRequired__ = largeElectrics IgnitionsAvailable = 20 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 0.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.5 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.5 pitch = 2.0 loop = false } } fx-terrier-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_spsloop volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = terrierFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = Random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } CONTROLLER { name = Random3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = -20 } CONTROLLER { name = Random4 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 33 } TEMPLATE { templateName = stock-methalox-upper-2 overrideParentTransform = thrustTransform position = 0,0,-0.062 rotation = 0, 0, 0 scale = 0.447, 0.447, 0.447 } TEMPLATE { templateName = stock-methalox-core overrideParentTransform = thrustTransform position = 0,0,-0.045 rotation = 0, 0, 0 scale = 0.4493, 0.4493, 0.35 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = liquidEngine3_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineLV-N/liquidEngineLV-N.cfg PART { name = nuclearEngine module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.778, 0.0, 0.0, -1.0, 0.0 TechRequired = nuclearPropulsion entryCost = 45000 cost = 10000 category = Engine subcategory = 0 title = LV-N "Nerv" Atomic Rocket Motor manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Despite the big scary trefoil painted onto the side of this engine, its radioactive exhaust, and tendency to overheat, the LV-N Atomic Rocket Motor is harmless. Mostly. Note that the LV-N is the only LV series engine to run solely on Liquid Fuel - the future is glowing bright! attachRules = 1,0,1,0,0 mass = 3 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.85 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 bulkheadProfiles = size1 radiatorMax = 0.35 tags = active atom efficient engine inter liquid (nerv nuclear nuke orbit propuls radio reactor vacuum MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 250 fxOffset = 0, 0, 1 EngineType = Nuclear exhaustDamageDistanceOffset = 1.86 runningEffectName = fx-nerv-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 800 key = 1 185 key = 2 0.001 } } MODULE { name = ModuleJettison jettisonName = fairingL bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = 1 0 0 actionSuffix = L useProceduralDragCubes = true } MODULE { name = ModuleJettison jettisonName = fairingR bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = -1 0 0 actionSuffix = R useProceduralDragCubes = true } MODULE { name = ModuleAnimateHeat ThermalAnim = overheat } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 121 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2.5 thrustTransformName = thrustTransform } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 50 AutoIgnitionTemperature = 500 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 1 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_8 techRequired__ = experimentalElectrics IgnitionsAvailable = 99 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq7 volume = 0.6 pitch = 0.7 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 0.7 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 0.7 loop = false } } fx-nerv-running { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.01 0.1 volume = 0.5 0.35 volume = 1.0 0.7 pitch = 0.0 0.5 pitch = 1.0 0.7 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = nukeFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.1 responseRateDown = 0.2 } CONTROLLER { name = random1 linkedTo = random noiseType = perlin scale = 1.0 minimum = 0.0 speed = 10 seed = 15 } TEMPLATE { templateName = stock-nuclear-upper-2 scale = 1,1,1 rotation = 0,0,0 position = 0,0,0 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = nuclearEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineLV-T30/liquidEngineLV-T30.cfg PART { name = liquidEngine module = Part author = NovaSilisko mesh = model.mu scale = 0.1 node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -6.9685, 0.0, 0.0, -1.0, 0.0 fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = generalRocketry TechHidden = true entryCost = 0 cost = 1100 category = none subcategory = 0 title = LV-T30 "Reliant" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Although criticized by some due to their not insignificant use of so-called "pieces found lying about", the LV-T series engines have proven themselves as comparatively reliable. The T30 model boasts a failure and rattly bits ratio below the 50% mark, this has been considered a major improvement over previous models by engineers and LV-T enthusiasts. attachRules = 1,0,1,0,0 mass = 1.25 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 stagingIcon = LIQUID_ENGINE bulkheadProfiles = size1 tags = ascent main propuls (reliant rocket MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 240 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.05 runningEffectName = fx-reliant-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 7 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_1 techRequired__ = miniaturization IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 IgnitionsAvailable = 4 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-reliant-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.4 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 0.4 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.4 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.4 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = reliantEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = waterfall-kerolox-lower-1-SWE overrideParentTransform = thrustTransform position = 0,0,0.65 rotation = 0, 0, 0 scale = 1.64, 1.64, 1.64 } TEMPLATE { templateName = stock-kerolox-generator overrideParentTransform = thrustTransform scale = 0.42,0.42,0.42 rotation = 0,25,90 position = 0.344,0,0.221 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,0.658 rotation = 0, 0, 0 scale = 1.655, 1.655, 1.1 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = liquidEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineLV-T30_v2/liquidEngineLV-T30_v2.cfg PART { name = liquidEngine_v2 module = Part author = Alex mesh = Reliant_v2.mu rescaleFactor = 1 node_stack_top = 0.0, 0, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.63, 0.0, 0.0, -1.0, 0.0 fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = generalRocketry entryCost = 3200 cost = 1100 category = Engine subcategory = 0 title = LV-T30 "Reliant" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Although criticized by some due to their not insignificant use of so-called "pieces found lying about", the LV-T series engines have proven themselves as comparatively reliable. The T30 model boasts a failure and rattly bits ratio below the 50% mark, this has been considered a major improvement over previous models by engineers and LV-T enthusiasts. attachRules = 1,0,1,0,0 mass = 1.25 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 stagingIcon = LIQUID_ENGINE bulkheadProfiles = size1 tags = ascent main propuls (reliant rocket MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = Shroud VARIANT { name = Shroud displayName = Shroud primaryColor = #ffffff secondaryColor = #999999 GAMEOBJECTS { Shroud = true Truss = false } } VARIANT { name = TrussMount displayName = Truss Mount primaryColor = #cccccc secondaryColor = #d96200 GAMEOBJECTS { Shroud = false Truss = true } } VARIANT { name = Bare displayName = Bare primaryColor = #d96200 secondaryColor = #999999 GAMEOBJECTS { Shroud = false Truss = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 240 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.05 runningEffectName = fx-reliant-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 7 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.5 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } DRAG_CUBE { cube = Fairing, 2.227,0.7794,0.7139, 2.227,0.7794,0.7139, 1.225,0.9364,0.2242, 1.225,0.8365,1.639, 2.227,0.7794,0.7139, 2.227,0.7794,0.7139, 0,0.01447,1.192E-07, 1.256,1.771,1.256 cube = Clean, 1.145,0.7209,1.024, 1.145,0.7232,0.7278, 1.213,0.9359,0.1997, 1.213,0.8052,1.735, 1.355,0.7387,0.7222, 1.355,0.7387,0.7278, 3.569E-15,0.02092,1.095E-08, 1.25,1.758,1.25 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_1 techRequired__ = miniaturization IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 IgnitionsAvailable = 4 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-reliant-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.4 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 0.4 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.4 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.4 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = reliantEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = waterfall-kerolox-lower-1-SWE overrideParentTransform = thrustTransform position = 0,0,0.58 rotation = 0, 0, 0 scale = 1.46, 1.46, 1.64 } TEMPLATE { templateName = stock-kerolox-generator overrideParentTransform = thrustTransform position = -0.4495,0,0.332 rotation = 0, -16, 0 scale = 0.4, 0.4, 0.42 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,0.585 rotation = 0, 0, 0 scale = 1.464, 1.464, 1.1 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = liquidEngine_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineLV-T45/liquidEngineLV-T45.cfg PART { name = liquidEngine2 module = Part author = NovaSilisko mesh = model.mu scale = 0.1 node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -5.74338, 0.0, 0.0, -1.0, 0.0 fx_exhaustSparks_flameout = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = basicRocketry TechHidden = true entryCost = 0 cost = 1200 category = none subcategory = 0 title = LV-T45 "Swivel" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The LV-T45 engine was considered a breakthrough in the LV-T series due to its Thrust Vectoring feature. The LV-T45 can deflect its thrust to aid in craft control. All these added mechanics however, make for a slightly smaller and heavier engine in comparison with other LV-T models. attachRules = 1,0,1,0,0 mass = 1.5 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1 tags = launch propuls rocket sustain (swivel MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 200 fxOffset = 0, 0, 0.574338 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.79 runningEffectName = fx-swivel-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 320 key = 1 250 key = 6 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } MODULE { name = FXModuleAnimateThrottle animationName = HeatEmissiveAnimation responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 4 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_1 techRequired__ = miniaturization IgnitionsAvailable = 8 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-swivel-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.3 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 0.3 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.3 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.3 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = swivelFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = waterfall-kerolox-lower-4-SWE overrideParentTransform = thrustTransform position = 0,0,0.468 rotation = 0, 0, 0 scale = 1.255, 1.255, 1.255 } TEMPLATE { templateName = stock-kerolox-generator overrideParentTransform = thrustTransform scale = 0.42,0.42,0.42 rotation = 0,25,90 position = 0.345,0,0.133 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,0.468 rotation = 0, 0, 0 scale = 1.271, 1.271, 0.77 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = liquidEngine2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineLV-T45_v2/liquidEngineLV-T45_v2.cfg PART { name = liquidEngine2_v2 module = Part author = Alex mesh = Swivel_v2.mu rescaleFactor = 1 node_stack_top = 0.0, 0, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.63, 0.0, 0.0, -1.0, 0.0 fx_exhaustSparks_flameout = 0.0, -0.574338, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = basicRocketry entryCost = 3500 cost = 1200 category = Engine subcategory = 0 title = LV-T45 "Swivel" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The LV-T45 engine was considered a breakthrough in the LV-T series due to its Thrust Vectoring feature. The LV-T45 can deflect its thrust to aid in craft control. All these added mechanics however, make for a slightly smaller and heavier engine in comparison with other LV-T models. attachRules = 1,0,1,0,0 mass = 1.5 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1 tags = launch propuls rocket sustain (swivel MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = HiCyl1 rotatorsName = LoCyl1 } CONSTRAINLOOKFX { targetName = HiCyl2 rotatorsName = LoCyl2 } CONSTRAINLOOKFX { targetName = LoCyl1 rotatorsName = HiCyl1 } CONSTRAINLOOKFX { targetName = LoCyl2 rotatorsName = HiCyl2 } } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = Shroud VARIANT { name = Shroud displayName = Shroud primaryColor = #ffffff secondaryColor = #999999 GAMEOBJECTS { Shroud = true Truss = false } } VARIANT { name = TrussMount displayName = Truss Mount primaryColor = #cccccc secondaryColor = #d96200 GAMEOBJECTS { Shroud = false Truss = true } } VARIANT { name = Bare displayName = Bare primaryColor = #d96200 secondaryColor = #999999 GAMEOBJECTS { Shroud = false Truss = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 200 fxOffset = 0, 0, 0.574338 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.79 runningEffectName = fx-swivel-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 320 key = 1 250 key = 6 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 3 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } DRAG_CUBE { cube = Fairing, 2.111,0.7825,0.7082, 2.111,0.783,0.7082, 1.225,0.9363,0.2294, 1.225,0.8691,1.554, 2.111,0.7789,0.7082, 2.111,0.7791,0.7082, 0,0.05659,1.192E-07, 1.256,1.687,1.256 cube = Clean, 0.9307,0.7168,1.029, 0.9307,0.7145,0.7278, 1.213,0.9359,0.1939, 1.213,0.8416,1.609, 1.142,0.7373,0.7222, 1.142,0.7378,0.7278, 0,0.08432,5.96E-08, 1.25,1.631,1.25 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 4 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_1 techRequired__ = miniaturization IgnitionsAvailable = 8 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-swivel-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.3 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 0.3 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.3 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.3 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = swivelFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = waterfall-kerolox-lower-4-SWE overrideParentTransform = thrustTransform position = 0,0,0.472 rotation = 0, 0, 0 scale = 1.2, 1.2, 1.255 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,0.472 rotation = 0, 0, 0 scale = 1.2, 1.2, 0.77 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = liquidEngine2_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineMainsail_v2/liquidEngineMainsail_v2.cfg PART { name = liquidEngineMainsail_v2 module = Part author = Squad mesh = liquidEngineMainsail_v2 rescaleFactor = 1 node_stack_top = 0.0, 1.01359, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.95705, 0.0, 0.0, -1.0, 0.0, 2 fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = heavierRocketry entryCost = 38000 cost = 13000 category = Engine subcategory = 0 title = RE-M3 "Mainsail" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = A monster of an engine for heavy lifting purposes, the Mainsail's power rivals that of entire small nations. attachRules = 1,0,1,0,0 mass = 6 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2 tags = ascent launch main (mainsail propuls rocket (sail MODULE { name = ModulePartVariants baseVariant = Full VARIANT { name = Full displayName = Full primaryColor = #cecece secondaryColor = #999999 sizeGroup = GroupA GAMEOBJECTS { UpperCowl = true UpperCowlFoil = true LowerCowl = true LowerCowlFoil = true Truss = false Engine = false fairing = true fairingSmall = false } } VARIANT { name = Mid displayName = Mid primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { UpperCowl = true UpperCowlFoil = true LowerCowl = false LowerCowlFoil = false Truss = true Engine = true fairing = true fairingSmall = false } } VARIANT { name = Bare displayName = Bare themeName = Bare primaryColor = #999999 secondaryColor = #cecece sizeGroup = GroupC GAMEOBJECTS { UpperCowl = false UpperCowlFoil = false LowerCowl = false LowerCowlFoil = false Truss = true Engine = true fairing = false fairingSmall = true } NODES { node_stack_top = 0.0, 0.533, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.945, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1500 heatProduction = 196 fxOffset = 0, 0, 2.18 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.56 runningEffectName = fx-mainsail-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 285 key = 9 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing,fairingSmall bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 2 } MODULE { name = FXModuleAnimateThrottle animationName = mainsailEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = UpperPiston_1 rotatorsName = LowerPiston_1 } CONSTRAINLOOKFX { targetName = LowerPiston_1 rotatorsName = UpperPiston_1 } CONSTRAINLOOKFX { targetName = UpperPiston_2 rotatorsName = LowerPiston_2 } CONSTRAINLOOKFX { targetName = LowerPiston_2 rotatorsName = UpperPiston_2 } } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (Launch Clamps) showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_8 techRequired__ = experimentalElectrics IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 IgnitionsAvailable = 8 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-mainsail-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 1.0 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = mainsailFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = waterfall-kerolox-lower-5-SWE overrideParentTransform = thrustTransform position = 0,0,1.772 rotation = 0, 0, 0 scale = 3.247, 3.247, 3.247 } TEMPLATE { templateName = stock-kerolox-generator overrideParentTransform = thrustTransform scale = 1,1,1 rotation = 5.5,0,0 position = 0,-0.988,1.716 } TEMPLATE { templateName = stock-kerolox-generator overrideParentTransform = thrustTransform scale = 1,1,1 rotation = -5.5,0,0 position = 0,0.988,1.716 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,1.78 rotation = 0, 0, 0 scale = 3.235, 3.235, 3.41 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = liquidEngineMainsail_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineMk55/liquidEngineMk55.cfg PART { name = radialLiquidEngine1-2 module = Part author = NovaSilisko, Porkjet mesh = Thud.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0 TechRequired = advRocketry entryCost = 3500 cost = 820 category = Engine subcategory = 0 title = Mk-55 "Thud" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = After an intensive search for an engineer crazy enough to plan and build a revolutionary new engine type, researchers turned to renowned engineer Eumon Kerman, one of the top minds in the industry. He failed miserably at the job, and this is what we ended up with. Hey, at least it works well with other large (Rockomax) engines when you want more control. Sorry, no combo deals. attachRules = 0,1,0,1,0 mass = 0.9 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = srf tags = maneuver manoeuvre orbital propuls rocket (thud thruster vernier MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 120 heatProduction = 175 fxOffset = 0, 0, 0.1 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.35 runningEffectName = fx-thud-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 275 key = 9 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 8 } MODULE { name = FXModuleAnimateThrottle animationName = Thud_Heat responseSpeed = 0.002 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 18 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_2 techRequired__ = precisionEngineering IgnitionsAvailable = 28 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-thud-running { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_Light_High volume = 0.0 0.0 volume = 1.0 0.4 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq5 volume = 0.4 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.4 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.4 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = thudEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = stock-aerozine50-lower-1 overrideParentTransform = thrustTransform position = 0,0,0.075 rotation = 0, 0, 0 scale = 0.315, 0.315, 0.315 } TEMPLATE { templateName = stock-hypergolic-core overrideParentTransform = thrustTransform position = 0,0.0016,0.077 rotation = 0, 0, 0 scale = 0.313, 0.313, 0.28 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = radialLiquidEngine1-2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEnginePoodle_v2/liquidEnginePoodle_v2.cfg PART { name = liquidEngine2-2_v2 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = heavyRocketry entryCost = 4200 cost = 1300 category = Engine subcategory = 0 title = RE-L10 "Poodle" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = A more reasonable engine for rough economic times, the Poodle engine doubles as a BBQ when at low power. attachRules = 1,0,1,0,0 mass = 1.75 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2 tags = lander orbit (poodle propuls rocket MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 250 heatProduction = 83 fxOffset = 0, 0, 0.4 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.75 runningEffectName = fx-poodle-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 90 key = 3 0.001 } } MODULE { name = ModuleJettison jettisonName = Shroud1,Shroud2 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 5 gimbalResponseSpeed = 30 useGimbalResponseSpeed = true } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = HiCyl1 rotatorsName = LowCyl1 } CONSTRAINLOOKFX { targetName = HiCyl2 rotatorsName = LowCyl2 } CONSTRAINLOOKFX { targetName = HiCyl3 rotatorsName = LowCyl3 } CONSTRAINLOOKFX { targetName = HiCyl4 rotatorsName = LowCyl4 } CONSTRAINLOOKFX { targetName = HiCyl5 rotatorsName = LowCyl5 } CONSTRAINLOOKFX { targetName = HiCyl6 rotatorsName = LowCyl6 } CONSTRAINLOOKFX { targetName = LowCyl1 rotatorsName = HiCyl1 } CONSTRAINLOOKFX { targetName = LowCyl2 rotatorsName = HiCyl2 } CONSTRAINLOOKFX { targetName = LowCyl3 rotatorsName = HiCyl3 } CONSTRAINLOOKFX { targetName = LowCyl4 rotatorsName = HiCyl4 } CONSTRAINLOOKFX { targetName = LowCyl5 rotatorsName = HiCyl5 } CONSTRAINLOOKFX { targetName = LowCyl6 rotatorsName = HiCyl6 } } MODULE { name = FXModuleAnimateThrottle animationName = poodleEmissive1 responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FXModuleAnimateThrottle animationName = poodleEmissive2 responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } MODULE { name = ModulePartVariants baseVariant = TwoBell VARIANT { name = DoubleBell displayName = Double Bell primaryColor = #814228 secondaryColor = #ffffff sizeGroup = GroupA GAMEOBJECTS { EngineFixed = true Shroud = false Shroud1 = true Shroud2 = false DoubleBell = true SingleBell = false } NODES { node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = SingleBell displayName = Single Bell primaryColor = #696969 secondaryColor = #ffffff sizeGroup = GroupB GAMEOBJECTS { EngineFixed = false Shroud = true Shroud1 = false Shroud2 = true DoubleBell = false SingleBell = true } NODES { node_stack_bottom = 0.0, -2.67668, 0.0, 0.0, -1.0, 0.0, 2 } } } DRAG_CUBE { cube = Fairing, 3.783,0.7801,1.357, 3.783,0.7801,1.357, 4.853,0.992,0.1127, 4.853,0.7858,1.553, 3.783,0.7801,1.357, 3.783,0.7801,1.357, 0,-0.75,0, 2.525,1.5,2.525 cube = Clean, 1.453,0.7459,1.345, 1.453,0.7459,1.345, 2.872,0.7317,1.503, 2.872,0.8048,1.548, 2.233,0.7365,1.345, 2.233,0.7354,1.345, 0,-0.7294,0, 2.5,1.459,2.5 cube = 0, 1.453,0.7459,1.345, 1.453,0.7459,1.345, 2.872,0.7317,1.503, 2.872,0.8048,1.548, 2.233,0.7365,1.345, 2.233,0.7354,1.345, 0,-0.7294,0, 2.5,1.459,2.5 cube = 1, 2.713,0.6273,1.535, 2.713,0.6279,1.504, 4.853,0.992,0.1127, 4.853,0.7917,2.672, 2.944,0.6353,1.673, 2.944,0.623,1.514, 0,-1.339,0, 2.5,2.675,2.5 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 24 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_3 techRequired__ = largeElectrics IgnitionsAvailable = 30 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODEL { model = StockWaterfallEffects/Engine Configurations/poodle_plumes } MODEL { model = Squad/Parts/Engine/liquidEnginePoodle_v2/LqdEnginePoodle_v2 } EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 0.9 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.8 pitch = 2.0 loop = false } } fx-poodle-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_spsloop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = poodleFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = Random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } CONTROLLER { name = Random3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = -20 } CONTROLLER { name = Random4 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 33 } TEMPLATE { templateName = stock-methalox-upper-2 overrideParentTransform = singlePlume position = 0,0,-0.14 rotation = 0, 0, 0 scale = 0.608, 0.608, 0.61 } TEMPLATE { templateName = stock-methalox-core overrideParentTransform = singlePlume position = 0,0,-0.14 rotation = 0, 0, 0 scale = 0.608, 0.608, 0.61 } TEMPLATE { templateName = stock-methalox-upper-2 overrideParentTransform = doublePlume position = 0,0,-0.14 rotation = 0, 0, 0 scale = 0.608, 0.608, 0.61 } TEMPLATE { templateName = stock-methalox-core overrideParentTransform = doublePlume position = 0,0,-0.14 rotation = 0, 0, 0 scale = 0.608, 0.608, 0.61 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = liquidEngine2-2_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineSkipper_v2/skipperLiquidEngine_v2.cfg PART { name = engineLargeSkipper_v2 module = Part author = Squad mesh = skipper_v2 rescaleFactor = 1.0 node_stack_top = 0.0, 1.013, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.362, 0.0, 0.0, -1.0, 0.0, 2 fx_exhaustSparks_flameout = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = heavyRocketry entryCost = 14000 cost = 5300 category = Engine subcategory = 0 title = RE-I5 "Skipper" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = The smaller sibling of the Mainsail, the Skipper's power rivals that of... large cities. Combining high thrust with reasonable efficiency, this engine excels when used as a mid-stage booster. attachRules = 1,0,1,0,0 mass = 3 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2 tags = propuls rocket (skipper sustain MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 650 heatProduction = 350 fxOffset = 0, 0, 1.2 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.25 runningEffectName = fx-skipper-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 320 key = 1 280 key = 6 0.001 } } MODULE { name = ModuleJettison jettisonName = fairing1,fairing2 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2 } MODULE { name = FXModuleAnimateThrottle animationName = overheat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 10.0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModulePartVariants baseVariant = Full VARIANT { name = Shroud displayName = Shroud primaryColor = #d96200 secondaryColor = #cccccc sizeGroup = GroupA GAMEOBJECTS { COL1 = true Mount1 = true Mount2 = false fairing1 = true fairing2 = false } } VARIANT { name = TrussMount displayName = Truss Mount primaryColor = #cccccc secondaryColor = #808080 sizeGroup = GroupB GAMEOBJECTS { COL1 = true Mount1 = false Mount2 = true fairing1 = true fairing2 = false } } VARIANT { name = Bare displayName = Bare primaryColor = #808080 secondaryColor = #808080 sizeGroup = GroupC GAMEOBJECTS { COL1 = false Mount1 = false Mount2 = false fairing1 = false fairing2 = true } NODES { node_stack_top = 0.0, 0.583, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.362, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 4 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_3 techRequired__ = largeElectrics IgnitionsAvailable = 8 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-skipper-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 0.8 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.8 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = skipperFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = BDB_kerolox_lower_4_SWE overrideParentTransform = thrustTransform position = 0,0,1.360 rotation = 0, 0, 0 scale = 2.36, 2.36, 2.36 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,1.360 rotation = 0, 0, 0 scale = 2.36, 2.36, 2.36 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = engineLargeSkipper_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/liquidEngineSSME/SSME.cfg PART { name = SSME module = Part author = Porkjet mesh = SSME.mu rescaleFactor = 1 node_stack_top = 0.0,0.0,0.0 , 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-1.6,0.0 , 0.0, -1.0, 0.0, 1 mass = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 400 breakingTorque = 400 crashTolerance = 22 maxTemp = 2000 TechRequired = veryHeavyRocketry entryCost = 115000 cost = 18000 category = Engine subcategory = 0 title = S3 KS-25 "Vector" Liquid Fuel Engine manufacturer = Kerbodyne description = Kerbodyne's flagship engine, the KS-25 excels as a first stage engine through its high thrust-to-weight ratio and exceptional sea level efficiency. Kerbodyne engineers achieved this by running the engine in a staged combustion cycle and at extremely high chamber pressures. Special new alloys had to be invented to suppress the engine's tendency to become a bomb. The single version is designed with very durable components and high reusability, as well as higher gimbal range, but because of that is also heavier than its expendable counterpart used in first stage clusters. attachRules = 1,1,1,1,0 bulkheadProfiles = srf, size1 tags = ascent main propuls rocket shuttle ssme (vector MODULE { name = ModuleEnginesFX engineID = KS25 thrustVectorTransformName = thrustTransform powerEffectName = shockDiamond exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1000 heatProduction = 192 fxOffset = 0, 0, 0 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.5 runningEffectName = fx-vector-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 295 key = 12 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 3.0 } } MODULE { name = ModuleJettison jettisonName = Fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleGimbal gimbalTransformName = Nozzle gimbalRange = 10.5 gimbalResponseSpeed = 8 useGimbalResponseSpeed = true } MODULE { name = FXModuleAnimateThrottle animationName = SSME_Heat responseSpeed = 0.00025 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.9 maxDistance = 75 falloff = 1.75 thrustTransformName = thrustTransform } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (Launch Clamps) showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_8 techRequired__ = experimentalElectrics description__ = Built-in ignitors added. IgnitionsAvailable = 8 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq4 volume = 0.8 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.8 pitch = 2.0 loop = false } } fx-vector-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = VectorFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = KS25 responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = random1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 8 seed = 0 } CONTROLLER { name = Ignition linkedTo = engineEvent eventDuration = 2 eventName = ignition eventCurve { key = 0 0 10 10 key = 0.1 1 4.444445 4.444445 key = 1 0 -1.111111 -1.111111 } } TEMPLATE { name = plume templateName = stock-hydrolox-lower-2 scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } TEMPLATE { name = core templateName = stock-hydrolox-core-2 scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } } MODULE { name = ModuleB9PartSwitch moduleID = plumeSwitch switcherDescription = Plume switcherDescriptionPlural = Plumes affectDragCubes = false affectFARVoxels = false switchInFlight = true SUBTYPE { name = default title = Hydrolox primaryColor = OrangeRed secondaryColor = SkyBlue descriptionSummary = Hydrogen-Oxygen Fuel Exhaust descriptionDetail = Representing one of the most reliable engines in spaceflight history, this orange-red Hydrolox plume is based off of the Space Shuttle's RS-25 Main Engine. } SUBTYPE { name = methalox title = Methalox primaryColor = VioletBlue secondaryColor = BubbleGumPink descriptionSummary = Methane-Oxygen Fuel Exhaust descriptionDetail = Feel like revolutionizing the Aerospace Industry? Now you can with a Methalox exhaust plume based off of SpaceX's Raptor One Engine! MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { name = plume templateName = stock-methalox-lower-2 scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } TEMPLATE { name = core templateName = stock-methalox-core-2 scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } } } } SUBTYPE { name = hydroloxsimple title = The Stratzenblitz primaryColor = Cyan secondaryColor = Vermillion descriptionSummary = High Performance Hydrogen-Oxygen Fuel Exhaust descriptionDetail = Get the full Stratzenblitz experience with this single-mesh plume. Is lag your primary design constraint? Are you planning to launch a million tons into space? Is getting every last CPU cycle out of that precious Ryzen your only reason for living? Hesitate not! (But know I am silently weeping in a corner somewhere.) MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { name = plume templateName = stock-hydrolox-lower-Stratzenblitz position = 0,0,0.66 rotation = 0, 0, 0 scale = 1.05, 1.05, 1.05 } TEMPLATE { name = core templateName = stock-empty scale = 1,1,1 rotation = 0,0,0 position = 0,0.0,0 } } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = SSME } } } UrlConfig { parentUrl = Squad/Parts/Engine/MassiveSRB/part.cfg PART { name = MassiveBooster module = Part author = Squad mesh = MassiveSRB.mu rescaleFactor = 1.0 node_stack_top = 0.0, 7.429159, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -7.435616, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.635, 0.0, 0.0, 1.0 TechRequired = heavyRocketry entryCost = 8000 cost = 2700 category = Engine subcategory = 0 title = S1 SRB-KD25k "Kickback" Solid Fuel Booster manufacturer = Kerbodyne description = This super heavy booster is designed to be recovered after jettisoning. Once recovered, it is refurbished and refueled for another launch. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 4.5 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 7 maxTemp = 2200 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1, srf tags = (back (kick (kickback moar (more motor rocket srb MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = S1SRB throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 670 heatProduction = 415 useEngineResponseTime = True engineAccelerationSpeed = 8.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.8 powerEffectName = Solid-Lower PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 220 key = 1 195 key = 7 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationSRB responseSpeed = 0.002 dependOnEngineState = True dependOnThrottle = True } RESOURCE { name = SolidFuel amount = 2600 maxAmount = 2600 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 60 CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Trivial } CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff } VARIANT { name = ESA displayName = ESA description = European Space Agency primaryColor = #ffffff secondaryColor = #124d7f TEXTURE { mainTextureURL = Squad/Parts/Engine/MassiveSRB/solid_booster_cm_esa } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBFXReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 lightOffsetX = 0.0 lightOffsetY = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 emissiveRed = 0.28 emissiveLogRed = 0.18 emissiveLogGreen = 0.025 emissiveQuadGreen = 0.25 emissiveQuadBlue = 0.025 exhaustOffsetZ = 12.0 emissiveOffsetZ = 7.1 } MODULE { name = KOSNameTag } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,1 plumePosition = 0,0,0.7 plumeScale = 0.4 flareScale = 1 energy = 1.5 speed = 1 emissionMult = 1 localPosition = 0,0,0 fixedScale = 1 saturationMult = 1 alphaMult = 1 blazeScale = 1 coreScale = 1 exhaustScale = 1 fumeScale = 1 lampScale = 1 plume2Scale = 1 plume3Scale = 1 smokeScale = 1 shockScale = 1 shockconeScale = 1 slagScale = 1 streamScale = 1 blazePosition = 0,0,0 corePosition = 0,0,0 exhaustPosition = 0,0,0 fumePosition = 0,0,0 lampPosition = 0,0,0 plume2Position = 0,0,0 plume3Position = 0,0,0 smokePosition = 0,0,0 shockPosition = 0,0,0 shockconePosition = 0,0,0 slagPosition = 0,0,0 streamPosition = 0,0,0 plumeIdentifier = Solid-Lower processed = true } EFFECTS { Solid-Lower { plumeIdentifier = Solid-Lower MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,1 fixedScale = 1 name = Solid-Lower-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.7 fixedScale = 0.4 energy = 1.5 speed = 1 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 1 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 2.5 density = 0.05 2 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2.5 density = 0.3 2.5 density = 0.05 0.01 density = 0.0 0.0 } size { density = 1.0 1 density = 0.9 2 density = 0.6 3 density = 0.2 4 density = 0.0 8 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 1 name = Solid-Lower-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Lower-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.4 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb2 volume = 0.4 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = MassiveBooster } } } UrlConfig { parentUrl = Squad/Parts/Engine/miniJet/SmallJetEngine.cfg PART { name = miniJetEngine module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 CoMOffset = 0.0, 0.3, 0.0 TechRequired = aviation entryCost = 2000 cost = 450 category = Engine subcategory = 0 title = J-20 "Juno" Basic Jet Engine manufacturer = C7 Aerospace Division description = A small turbojet. Not very efficient, anemic thrust, but hey--it's cheap! And it's so cute...look at the little thing! attachRules = 1,0,1,0,0 mass = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size0 tags = aircraft (juno plane propuls turb MODEL { model = Squad/Parts/Engine/miniJet/SmallJet } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 20 heatProduction = 15 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.74 flameoutEffectName = flameout engageEffectName = engage disengageEffectName = disengage engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 4 clampPropReceived = True atmChangeFlow = True useVelCurve = True useAtmCurve = True machLimit = 0.75 machHeatMult = 3.5 powerEffectName = fx_juno_running spoolEffectName = fx_juno_spool PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 22 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 6400 0 0 } velCurve { key = 0 1 0 0 key = 0.44 0.897 0 0 key = 1 1 0.1988732 0.1988732 key = 1.3 1.03 0 0 key = 2 0.68 -1.065708 -1.065708 key = 2.4 0 0 0 } atmCurve { key = 0 0 0 0.7448742 key = 0.072 0.13 2.075459 2.075459 key = 0.16 0.28 1.464173 1.464173 key = 0.42 0.578 0.93687 0.93687 key = 1 1 0.5529748 0 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 situationMask = 8 } CONSTRAINT { type = SPEED test = GT value = 50 situationMask = 8 } CONSTRAINT { type = DENSITY test = GT value = 0.3 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 10 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleCargoPart packedVolume = 220 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 15 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx_juno_running { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } } fx_juno_spool { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.8 pitch = 2.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.5 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = junoFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = Cruise responseRateUp = 0.02 responseRateDown = 0.02 } CONTROLLER { name = mach linkedTo = mach } TEMPLATE { templateName = stock-kerozine-turbofan-1 overrideParentTransform = thrustTransform position = 0,0,0.257 rotation = 0, 0, 0 scale = 0.33, 0.33, 0.33 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = miniJetEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/OMSEngine/omsEngine.cfg PART { name = omsEngine module = Part author = AlexanderM rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.00, 0.0, 0.0, 1.0, 0 attachRules = 0,1,0,1,1 TechRequired = precisionPropulsion entryCost = 2500 cost = 150 category = Engine subcategory = 0 title = O-10 "Puff" MonoPropellant Fuel Engine manufacturer = Reaction Systems Ltd description = When The O-10 Engine was first unveiled, it was regarded as one of those ideas that someone should have thought of a long time ago. This made most employees at Reaction Systems Ltd feel quite awkward, as they were particularly proud of having delivered this project on schedule for once. This Engine responds to main throttle controls, but it consumes MonoPropellant instead of a Fuel+Oxidizer mix. mass = 0.09 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = maneuver manoeuvre orbital probe propuls (puff thruster MODEL { model = Squad/Parts/Engine/OMSEngine/Puff_v2 scale = 2.4, 2.4, 2.4 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 20 heatProduction = 30 fxOffset = 0, 0, 1.02 EngineType = MonoProp exhaustDamageDistanceOffset = 0.25 runningEffectName = fx-puff-running PROPELLANT { name = MonoPropellant ratio = 0.9 DrawGauge = True } atmosphereCurve { key = 0 250 key = 1 120 key = 4 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 6 gimbalResponseSpeed = 12 useGimbalResponseSpeed = true } MODULE { name = FXModuleAnimateThrottle animationName = PuffNozzleGlow responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleCargoPart packedVolume = 260 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-puff-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_spsloop volume = 0.0 0.0 volume = 1.0 0.3 pitch = 0.0 1.5 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_sps volume = 0.3 pitch = 1.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.3 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.3 pitch = 2 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = puffEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = Random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } CONTROLLER { name = Random3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = -20 } CONTROLLER { name = Random4 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 33 } TEMPLATE { templateName = stock-aerozine50-upper-1 overrideParentTransform = thrustTransform position = 0,0,-0.019 rotation = 0, 0, 0 scale = 0.305, 0.305, 0.305 } TEMPLATE { templateName = stock-hypergolic-core overrideParentTransform = thrustTransform position = 0,0,0.006 rotation = 0, 0, 0 scale = 0.392, 0.392, 0.55 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = omsEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/rapierEngine/rapierEngine.cfg PART { name = RAPIER module = Part author = C. Jenkins mesh = rapier.mu scale = 1.0 node_stack_top = 0.0,0.741545,0.0 , 0.0, 1.0, 0.0 node_stack_bottom = 0.0,-0.2048244, 0.0, 0.0, -1.0, 0.0 CoMOffset = 0.0, 2.6, 0.0 mass = 2.0 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 2000 TechRequired = aerospaceTech entryCost = 35000 cost = 6000 category = Engine subcategory = 0 title = CR-7 R.A.P.I.E.R. Engine manufacturer = C7 Aerospace Division and Rockomax Conglomerate description = The R.A.P.I.E.R. (Reactive Alternate-Propellant Intelligent Engine for Rockets) is a joint venture between C7 Aerospace and the Rockomax Conglomerate. Designed to fill a gap in the design requirements for sustainable single stage to orbit aircraft, this engine combines the best of rocket and air-breathing thrust technology. attachRules = 1,0,1,1,0 bulkheadProfiles = size1 tags = aircraft ascent closed cycle dual fuel hybrid jet liquid main mode plane propuls rapier rocket ssto MODEL { model = Squad/Parts/Engine/rapierEngine/rapier } MODULE { name = MultiModeEngine primaryEngineID = AirBreathing primaryEngineModeDisplayName = AirBreathing secondaryEngineID = ClosedCycle secondaryEngineModeDisplayName = ClosedCycle } MODULE { name = ModuleEnginesFX engineID = AirBreathing thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 105 heatProduction = 60 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = False engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 50 exhaustDamageDistanceOffset = 0.19 clampPropReceived = True atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 3.0 powerEffectName = fx-rapier-airbreathing-power spoolEffectName = fx-rapier-airbreathing-spool PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 3200 0 0 } velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 } } MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 180 heatProduction = 133 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.19 powerEffectName = fx-rapier-closedcycle-running PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 275 key = 9 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationEmissiveRapier responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True preferMultiMode = True } MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 3 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 1 fxMax = 0.5 maxDistance = 20 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 2 fxMax = 0.6 maxDistance = 30 falloff = 1.6 thrustTransformName = thrustTransform } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 15 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 10 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 EngineIndex = 1 DontUseIgnitorIfMultiModeOn = true } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-rapier-closedcycle-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } fx-rapier-airbreathing-power { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } fx-rapier-airbreathing-spool { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } AUDIO { channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 1.12 volume = 1.0 1.25 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.1 emission = 1.0 0.6 speed = 0.0 5.0 speed = 1.0 10.0 energy = 0.0 2.0 energy = 1.0 4.0 localOffset = 0, 0, 7 } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq7 volume = 1.0 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = RapierAirBreathing CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = random1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 10 seed = 654 } CONTROLLER { name = mach linkedTo = mach } CONTROLLER { name = throttle linkedTo = throttle engineID = AirBreathing responseRateUp = 10 responseRateDown = 10 } TEMPLATE { templateName = stock-rapier-core position = 0,0,0 rotation = 0, 0, 0 scale = 1.0, 1.0, 1.0 } TEMPLATE { templateName = stock-methane-jet-2 position = 0,0,0 rotation = 0, 0, 0 scale = 1.0, 1.0, 1.0 } } MODULE { name = ModuleWaterfallFX moduleID = RapierClosedCycle CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = ClosedCycle responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = random1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 9 seed = 0 } CONTROLLER { name = Ignition linkedTo = engineEvent eventDuration = 2 eventName = ignition eventCurve { key = 0 0 10 10 key = 0.1 1 4.444445 4.444445 key = 1 0 -1.111111 -1.111111 } } TEMPLATE { templateName = stock-rapier-core position = 0,0,0 rotation = 0, 0, 0 scale = 1.0, 1.0, 1.0 } TEMPLATE { templateName = stock-methalox-lower-2 position = 0,0,0.16 rotation = 0, 0, 0 scale = 0.35, 0.35, 0.35 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = RAPIER } } } UrlConfig { parentUrl = Squad/Parts/Engine/Size1_SRBs/solidBoosterRT-10_v2.cfg PART { name = solidBooster_v2 module = Part author = Roverdude rescaleFactor = 1 scale = 1 node_stack_bottom = 0.0, -1.56208, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.2818375, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1 TechRequired = basicRocketry entryCost = 1200 cost = 400 category = Engine subcategory = 0 title = RT-10 "Hammer" Solid Fuel Booster description = Packing a powerful punch for its size, The RT-10 is widely used in many space programs, whenever the need to save cash is greater than the need to keep astronauts alive. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 0.75 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1, srf tags = (hammer moar (more motor rocket srb MODEL { model = Squad/Parts/Engine/Size1_SRBs/SRB10 texture = SRB_O, Squad/Parts/Engine/Size1_SRBs/SRB_W } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 227 heatProduction = 550 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.6 powerEffectName = Solid-Lower PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 195 key = 1 170 key = 7 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = heatAnimation responseSpeed = 0.002 dependOnEngineState = True dependOnThrottle = True } RESOURCE { name = SolidFuel amount = 375 maxAmount = 375 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 60 CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Trivial } CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.75 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/Engine/Size1_SRBs/SRB_O } } VARIANT { name = YellowAndWhite displayName = Yellow and White themeName = YellowAndWhite primaryColor = #E8DB27 secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Engine/Size1_SRBs/SRB_Y } } } MODULE { name = ModuleJettison jettisonName = shroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 emissiveOffsetZ = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 exhaustOffsetZ = 3.6 } MODULE { name = KOSNameTag } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.1 plumePosition = 0,0,0.3 smokePosition = 0,0,0.2 slagPosition = 0,0,-0.6 plumeScale = 0.6 flareScale = 0.8 smokeScale = 0.3 slagScale = 0.6 energy = 1 speed = 1 emissionMult = 1 localPosition = 0,0,0 fixedScale = 1 saturationMult = 1 alphaMult = 1 blazeScale = 1 coreScale = 1 exhaustScale = 1 fumeScale = 1 lampScale = 1 plume2Scale = 1 plume3Scale = 1 shockScale = 1 shockconeScale = 1 streamScale = 1 blazePosition = 0,0,0 corePosition = 0,0,0 exhaustPosition = 0,0,0 fumePosition = 0,0,0 lampPosition = 0,0,0 plume2Position = 0,0,0 plume3Position = 0,0,0 shockPosition = 0,0,0 shockconePosition = 0,0,0 streamPosition = 0,0,0 plumeIdentifier = Solid-Lower processed = true } EFFECTS { Solid-Lower { plumeIdentifier = Solid-Lower MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.1 fixedScale = 0.8 name = Solid-Lower-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.3 fixedScale = 0.6 energy = 1 speed = 1 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.2 fixedScale = 0.3 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 2.5 density = 0.05 2 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2.5 density = 0.3 2.5 density = 0.05 0.01 density = 0.0 0.0 } size { density = 1.0 1 density = 0.9 2 density = 0.6 3 density = 0.2 4 density = 0.0 8 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.6 fixedScale = 0.6 name = Solid-Lower-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Lower-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.6 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb2 volume = 0.6 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = solidBooster_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/Size1_SRBs/solidBoosterRT-5_v2.cfg PART { name = solidBooster_sm_v2 module = Part author = Roverdude rescaleFactor = 1 scale = 1 node_stack_bottom = 0.0, -0.9975, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.7575, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1 TechRequired = start entryCost = 0 cost = 200 category = Engine subcategory = 0 title = RT-5 "Flea" Solid Fuel Booster description = While considered by some to be little more than "a trash bin full o' boom", The RT-5 can be seen in use at many space programs, perhaps possibly because it is the only option for many space programs, but nevertheless, this small booster provides a nice kick to lift small payloads to considerable heights. Use with caution, though. Once lit, solid fuel motors cannot be put out until the fuel runs out. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 0.45 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1, srf tags = (flea moar (more motor rocket srb MODEL { model = Squad/Parts/Engine/Size1_SRBs/SRB5 texture = SRB_O, Squad/Parts/Engine/Size1_SRBs/SRB_W } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 192 heatProduction = 545 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.6 powerEffectName = Solid-Lower PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 165 key = 1 140 key = 6 0.001 } } RESOURCE { name = SolidFuel amount = 140 maxAmount = 140 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 60 CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Trivial } CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/Engine/Size1_SRBs/SRB_O } } VARIANT { name = YellowAndWhite displayName = Yellow and White themeName = YellowAndWhite primaryColor = #E8DB27 secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Engine/Size1_SRBs/SRB_Y } } } MODULE { name = ModuleJettison jettisonName = shroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 emissiveOffsetZ = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 exhaustOffsetZ = 3.0 } MODULE { name = KOSNameTag } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,-0.1 plumePosition = 0,0,0 smokePosition = 0,0,0 slagPosition = 0,0,-0.5 plumeScale = 0.3 flareScale = 0.6 smokeScale = 0.25 slagScale = 0.3 energy = 1 speed = 1 emissionMult = 1 localPosition = 0,0,0 fixedScale = 1 saturationMult = 1 alphaMult = 1 blazeScale = 1 coreScale = 1 exhaustScale = 1 fumeScale = 1 lampScale = 1 plume2Scale = 1 plume3Scale = 1 shockScale = 1 shockconeScale = 1 streamScale = 1 blazePosition = 0,0,0 corePosition = 0,0,0 exhaustPosition = 0,0,0 fumePosition = 0,0,0 lampPosition = 0,0,0 plume2Position = 0,0,0 plume3Position = 0,0,0 shockPosition = 0,0,0 shockconePosition = 0,0,0 streamPosition = 0,0,0 plumeIdentifier = Solid-Lower processed = true } EFFECTS { Solid-Lower { plumeIdentifier = Solid-Lower MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.1 fixedScale = 0.6 name = Solid-Lower-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.3 energy = 1 speed = 1 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.25 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 2.5 density = 0.05 2 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2.5 density = 0.3 2.5 density = 0.05 0.01 density = 0.0 0.0 } size { density = 1.0 1 density = 0.9 2 density = 0.6 3 density = 0.2 4 density = 0.0 8 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.3 name = Solid-Lower-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Lower-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.3 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb2 volume = 0.3 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = solidBooster_sm_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/Size2LFB/part.cfg PART { name = Size2LFB module = Part author = Squad mesh = Size2LFB.mu scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0,4.356,0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.304782,0.0, 0.0, 1.0, 0.0, 0.0 mass = 10.5 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 20 maxTemp = 2000 TechRequired = heavierRocketry TechHidden = true entryCost = 0 cost = 17000 category = none subcategory = 0 title = LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine manufacturer = Kerbodyne description = This liquid fuel booster system is a very purposeful piece of engineering. Instead of relying on single engines or solid rocket boosters, the KR-1x2 employs two modified KR-1 engine, fed by a built-in fuel system, as the source of its immense lifting power. All that self-contained goodness comes at the cost of not having a mounting point for its underside, and not being quite as efficient as dedicated engines. It also comes at quite a literal cost as well. Plume configured by RealPlume. attachRules = 1,1,1,1,0 bulkheadProfiles = size2, srf tags = ascent (boar booster main propuls rocket (twin resourcePriorityUseParentInverseStage = True RESOURCE { name = LiquidFuel amount = 2880 maxAmount = 2880 } RESOURCE { name = Oxidizer amount = 3520 maxAmount = 3520 } MODULE { name = ModuleEnginesFX engineID = KSLFB runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2000 heatProduction = 375 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.5 powerEffectName = Kerolox-Lower PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 280 key = 9 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 1.5 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationLFB responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FlagDecal textureQuadName = FlagTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustPoint } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (Launch Clamps) showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_8 techRequired__ = experimentalElectrics IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 IgnitionsAvailable = 8 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = EngineLightEffect enableEmissiveLight = true lightFadeCoefficient = 0.8 lightPower = 1.0 lightRange = 9.0 multiplierOnIva = 0.5 lightOffsetX = 0.0 lightOffsetY = 0.0 engineEmissiveMultiplier = 1.6 jitterMultiplier = 0.08 exhaustRed = 0.85 exhaustGreen = 0.85 exhaustBlue = 0.9 emissiveRed = 0.6 emissiveGreen = 0.1 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.8 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.1 emissiveQuadBlue = 0.05 emissiveOffsetZ = 6.2 exhaustOffsetZ = 6.9 } MODULE { name = KOSNameTag } PLUME { name = Kerolox-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,-0.6 plumePosition = 0,0,-0.5 plumeScale = 0.45 flareScale = 0.65 energy = 1.5 speed = 0.5 emissionMult = 0.5 localPosition = 0,0,0 fixedScale = 1 saturationMult = 1 alphaMult = 1 blazeScale = 1 coreScale = 1 exhaustScale = 1 fumeScale = 1 lampScale = 1 plume2Scale = 1 plume3Scale = 1 smokeScale = 1 shockScale = 1 shockconeScale = 1 slagScale = 1 streamScale = 1 blazePosition = 0,0,0 corePosition = 0,0,0 exhaustPosition = 0,0,0 fumePosition = 0,0,0 lampPosition = 0,0,0 plume2Position = 0,0,0 plume3Position = 0,0,0 smokePosition = 0,0,0 shockPosition = 0,0,0 shockconePosition = 0,0,0 slagPosition = 0,0,0 streamPosition = 0,0,0 plumeIdentifier = Kerolox-Lower processed = true } EFFECTS { Kerolox-Lower { plumeIdentifier = Kerolox-Lower MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.6 fixedScale = 0.65 name = Kerolox-Lower-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.45 energy = 1.5 speed = 0.5 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Kerolox-Lower-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 2 saturationMult { density = 0.19 1 density = 0.07 0.9 density = 0.045 0.8 density = 0.02 0.7 } randConeEmit { density = 1.0 0 density = 0.25 1 density = 0.06 1.5 density = 0 1.7 } logGrow { density = 1.0 1 density = 0.2 1 density = 0.1 7 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1 density = 0.46 1.3 density = 0.2 2 density = 0.1 4 density = 0.0 5 } linGrow { density = 1.0 -0.2 density = 0.25 0 density = 0.07 4 density = 0.035 12 density = 0.0 25 } speed { density = 1.0 5 density = 0.46 5 density = 0.2 5 density = 0.1 8 density = 0.05 8 density = 0.01 6 density = 0.0 4 } xyForce { density = 1 0.4 density = 0.25 0.6 density = 0.06 0.75 density = 0.01 0.85 density = 0 1 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.033 } emission { density = 1.0 10 density = 0.5 10 density = 0.2 12 density = 0.1 9 density = 0.07 7 density = 0.035 15 density = 0.01 15 density = 0.0 13 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 0.75 density = 0.3 0.75 density = 0.2 0.7 density = 0.07 0.65 density = 0.035 0.25 density = 0.0 0.2 } size { density = 1.0 1 density = 0.8 0.9 density = 0.2 0.85 density = 0.06 0.7 density = 0.01 0.6 density = 0.0 0.4 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 0.45 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Kerolox-Lower-plumeboundary modelName = RealPlume/Hoojiwana_FX/MPspike fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 5 randConeEmit { density = 1.0 0 density = 0.25 1 density = 0.06 1.7 density = 0 2 } xyForce { density = 1 0.05 density = 0.25 0.1 density = 0.06 0.45 density = 0.01 0.75 density = 0 1 } logGrow { density = 1.0 1 density = 0.2 2 density = 0.1 7 density = 0.0 10 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 3 density = 0.1 4 density = 0.0 6 } linGrow { density = 1.0 -0.2 density = 0.46 0.0 density = 0.2 3 density = 0.035 20 density = 0.0 25 } speed { density = 1.0 2 density = 0.25 2.5 density = 0.1 4 density = 0.05 4.5 density = 0.0 4 } zForce { density = 1 1 density = 0.2 1.02 density = 0 1.04 } emission { density = 1.0 2.0 density = 0.8 2 density = 0.5 3 density = 0.2 4 density = 0.1 4 density = 0.05 5 density = 0.01 6 density = 0.0 7 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.2 1.7 density = 0.05 1.6 density = 0.01 1 density = 0.0 0.4 } size { density = 1.0 1 density = 0.8 0.85 density = 0.2 0.8 density = 0.06 0.55 density = 0.0 0.4 } } AUDIO { name = Kerolox-Lower-audio channel = Ship clip = RealPlume/KW_Sounds/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.45 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_liq10 volume = 0.45 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size2LFB } } } UrlConfig { parentUrl = Squad/Parts/Engine/Size2LFB_v2/part.cfg PART { name = Size2LFB_v2 module = Part author = Squad mesh = Size2LFB_v2.mu scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0,4.356,0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.304782,0.0, 0.0, 1.0, 0.0, 0.0 mass = 10.5 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 20 maxTemp = 2000 TechRequired = heavierRocketry entryCost = 65000 cost = 17000 category = Engine subcategory = 0 title = LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine manufacturer = Kerbodyne description = This liquid fuel booster system is a very purposeful piece of engineering. Instead of relying on single engines or solid rocket boosters, the KR-1x2 employs two modified KR-1 engine, fed by a built-in fuel system, as the source of its immense lifting power. All that self-contained goodness comes at the cost of not having a mounting point for its underside, and not being quite as efficient as dedicated engines. It also comes at quite a literal cost as well. attachRules = 1,1,1,1,0 bulkheadProfiles = size2, srf tags = ascent (boar booster main propuls rocket (twin resourcePriorityUseParentInverseStage = True RESOURCE { name = LiquidFuel amount = 2880 maxAmount = 2880 } RESOURCE { name = Oxidizer amount = 3520 maxAmount = 3520 } MODULE { name = ModuleEnginesFX engineID = KSLFB thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2000 heatProduction = 375 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.5 runningEffectName = fx-twinboar-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 280 key = 9 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 1.5 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationLFB responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FlagDecal textureQuadName = FlagTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustPoint } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (Launch Clamps) showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_8 techRequired__ = experimentalElectrics IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 IgnitionsAvailable = 8 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 1.0 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-twinboar-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = twinBoarFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = waterfall-kerolox-lower-5-twinboar-SWE overrideParentTransform = thrustTransform scale = 1.8,1.8,1.8 rotation = 0,0,0 position = 0,0,0 } TEMPLATE { templateName = stock-kerolox-generator-twinboar overrideParentTransform = thrustTransform position = 0,0,-0.015 rotation = 0, 0, 0 scale = 0.55, 0.55, 0.55 } TEMPLATE { templateName = stock-kerolox-core-twinboar overrideParentTransform = thrustTransform position = 0,0,0 rotation = 0, 0, 0 scale = 1.76, 1.73, 1.73 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size2LFB_v2 } } } UrlConfig { parentUrl = Squad/Parts/Engine/Size3AdvancedEngine/part.cfg PART { name = Size3AdvancedEngine module = Part author = Squad mesh = Size3AdvancedEngine.mu rescaleFactor = 1 node_stack_top = 0.0, 1.487975, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -2.536873, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = veryHeavyRocketry entryCost = 68000 cost = 25000 category = Engine subcategory = 0 title = Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine manufacturer = Kerbodyne description = This engine is Kerbodyne's first attempt at a highly advanced engine. The engineers couldn't get it to produce full efficiency at sea level without the engine exploding, so it was repurposed as an upper stage engine. The experience gained here with high efficiency has been repurposed for later models, which feature multiple combustion chambers at higher pressure (that don't go boom). This engine is optimized for lighting mid-flight, although it still provides respectable power at sea level. attachRules = 1,0,1,0,0 mass = 9.0 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size3 tags = ascent main propuls (rhino rocket sustain vacuum MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = KSX exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2000 heatProduction = 140 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.98 runningEffectName = fx-rhino-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 340 key = 1 205 key = 5 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = Nozzle gimbalRange = 4 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationAdvancedEngine responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = FlagDecal textureQuadName = FlagTransform } MODULE { name = ModuleJettison jettisonName = obj_fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 100 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 8 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_8 techRequired__ = experimentalElectrics IgnitionsAvailable = 16 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq6 volume = 1.0 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } fx-rhino-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 1.2 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = m1FX ATMOSPHEREDENSITYCONTROLLER { name = atmosphereDepth } THROTTLECONTROLLER { name = throttle engineID = KSX responseRateUp = 0.0299999993 responseRateDown = 0.100000001 } RANDOMNESSCONTROLLER { name = Random noiseType = perlin scale = 1 minimum = 0 speed = 9 seed = 40 } ENGINEEVENTCONTROLLER { name = Ignition eventDuration = 2 eventName = ignition eventCurve { key = 0 0 7 6.3 key = 1 0 -0.8 -0.8 } } TEMPLATE { templateName = stock-hydrolox-upper-1 scale = 1,1,1 rotation = 0,0,0 position = 0,0,0 } TEMPLATE { templateName = stock-hydrolox-core-3 scale = 1,1,1 rotation = 0,0,0 position = 0,0,0 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size3AdvancedEngine } } } UrlConfig { parentUrl = Squad/Parts/Engine/Size3EngineCluster/part.cfg PART { name = Size3EngineCluster module = Part author = Squad mesh = Size3EngineCluster.mu scale = 1.0 rescaleFactor = 1 node_stack_top = 0.0,1.527248,0.0 , 0.0, 1.0, 0.0, 3 mass = 15 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 400 breakingTorque = 400 crashTolerance = 20 maxTemp = 2000 TechRequired = veryHeavyRocketry entryCost = 115000 cost = 39000 category = Engine subcategory = 0 title = S3 KS-25x4 "Mammoth" Liquid Fuel Engine manufacturer = Kerbodyne description = Kerbodyne engineers got fed up with having to contend with overly complicated staging arrays for lifting heavy payloads, and decided instead to just build a truly enormous engine of the highest efficiency. Strapping together four of Kerbodyne's KS-25 rocket motors in a single assembly, they created the largest rocket engine in production anywhere, and each KS-25 has the highest chamber pressure--the reason for four small nozzles and combustion chambers, not one big one (those kept going boom). It's certainly got the power to match its size, and although it excels in its main role as a first-stage engine, the lack of structural hardpoints on its underside makes it quite less suitable for other purposes. Its price tag also seems to match its size, in fact. attachRules = 1,0,1,1,0 bulkheadProfiles = size3 tags = ascent launch main (mammoth propuls rocket MODULE { name = ModuleEnginesFX engineID = KS25 thrustVectorTransformName = obj_gimbal exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 4000 heatProduction = 192 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.9 runningEffectName = fx-mammoth-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 315 key = 1 295 key = 12 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 12.0 } } MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 2 } MODULE { name = FXModuleAnimateThrottle animationName = HeatAnimationClusterEngine responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 100 falloff = 1.5 thrustTransformName = obj_gimbal } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (Launch Clamps) showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = ignitionUpgrade_8 techRequired__ = experimentalElectrics IgnitorType = Internal UseUllageSimulation = true ChanceWhenUnstable = 0.2 IgnitionsAvailable = 8 } } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq4 volume = 1.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.5 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.5 pitch = 2.0 loop = false } } fx-mammoth-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 1.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = MammothFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.100000001 responseRateDown = 0.200000003 } CONTROLLER { name = random1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 8 seed = 0 } CONTROLLER { name = random2 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 10 seed = 0 } CONTROLLER { name = Ignition linkedTo = engineEvent eventDuration = 2 eventName = ignition eventCurve { key = 0 0 10 10 key = 0.1 1 4.444445 4.444445 key = 1 0 -1.111111 -1.111111 } } TEMPLATE { name = plume templateName = stock-hydrolox-lower-2 position = 0,0,-0.63 rotation = 0, 0, 0 scale = 0.91, 0.91, 0.91 } TEMPLATE { name = core templateName = stock-hydrolox-core-2 position = 0,0,-0.62 rotation = 0, 0, 0 scale = 0.85, 0.85, 0.85 } } MODULE { name = ModuleB9PartSwitch moduleID = plumeSwitch switcherDescription = Plume switcherDescriptionPlural = Plumes affectDragCubes = false affectFARVoxels = false switchInFlight = true SUBTYPE { name = default title = Hydrolox primaryColor = OrangeRed secondaryColor = SkyBlue descriptionSummary = Hydrogen-Oxygen Fuel Exhaust descriptionDetail = Representing one of the most reliable engines in spaceflight history, this orange-red Hydrolox plume is based off of the Space Shuttle's RS-25 Main Engine. } SUBTYPE { name = methalox title = Methalox primaryColor = VioletBlue secondaryColor = BubbleGumPink descriptionSummary = Methane-Oxygen Fuel Exhaust descriptionDetail = Feel like revolutionizing the Aerospace Industry? Now you can with a Methalox exhaust plume based off of SpaceX's Raptor One Engine! MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { name = plume templateName = stock-methalox-lower-2 position = 0,0,-0.63 rotation = 0, 0, 0 scale = 0.91, 0.91, 0.91 } TEMPLATE { name = core templateName = stock-methalox-core-2 position = 0,0,-0.62 rotation = 0, 0, 0 scale = 0.85, 0.85, 0.85 } } } } SUBTYPE { name = hydroloxsimple title = The Stratzenblitz primaryColor = Cyan secondaryColor = Vermillion descriptionSummary = High Performance Hydrogen-Oxygen Fuel Exhaust descriptionDetail = Get the full Stratzenblitz experience with this single-mesh plume. Is lag your primary design constraint? Are you planning to launch a million tons into space? Is getting every last CPU cycle out of that precious Ryzen your only reason for living? Hesitate not! (But know I am silently weeping in a corner somewhere). MODULE { IDENTIFIER { name = ModuleWaterfallFX } DATA { TEMPLATE { name = plume templateName = stock-hydrolox-lower-Stratzenblitz position = 0,0,0 rotation = 0, 0, 0 scale = 1.0, 1.0, 1.0 } TEMPLATE { name = core templateName = stock-empty position = 0,0,0 rotation = 0, 0, 0 scale = 1.0, 1.0, 1.0 } } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size3EngineCluster } } } UrlConfig { parentUrl = Squad/Parts/Engine/solidBoosterBACC/solidBoosterBACC.cfg PART { name = solidBooster1-1 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -3.914617, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 3.920, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.635, 0.0, 0.0, 1.0 TechRequired = generalRocketry entryCost = 2800 cost = 850 category = Engine subcategory = 0 title = BACC "Thumper" Solid Fuel Booster manufacturer = Rockomax Conglomerate description = Filled with a new, even more volatile fuel, the BACC offers semi-reliable performance at a good price. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 1.5 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2200 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1, srf tags = moar (more motor rocket srb (thumper MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 300 heatProduction = 390 useEngineResponseTime = True engineAccelerationSpeed = 8.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.7 powerEffectName = Solid-Lower PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 210 key = 1 175 key = 6 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = thumperEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } RESOURCE { name = SolidFuel amount = 820 maxAmount = 820 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 60 CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Trivial } CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 lightOffsetX = 0.0 lightOffsetY = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 emissiveRed = 0.22 emissiveLogRed = 0.12 emissiveLogGreen = 0.025 emissiveQuadGreen = 0.25 emissiveQuadBlue = 0.025 exhaustOffsetZ = 6.8 emissiveOffsetZ = 3.7 } MODULE { name = KOSNameTag } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.4 plumePosition = 0,0,0.6 smokePosition = 0,0,0.5 slagPosition = 0,0,-0.4 flareScale = 0.8 plumeScale = 0.7 smokeScale = 0.3 slagScale = 0.7 energy = 1 speed = 1 emissionMult = 0.5 localPosition = 0,0,0 fixedScale = 1 saturationMult = 1 alphaMult = 1 blazeScale = 1 coreScale = 1 exhaustScale = 1 fumeScale = 1 lampScale = 1 plume2Scale = 1 plume3Scale = 1 shockScale = 1 shockconeScale = 1 streamScale = 1 blazePosition = 0,0,0 corePosition = 0,0,0 exhaustPosition = 0,0,0 fumePosition = 0,0,0 lampPosition = 0,0,0 plume2Position = 0,0,0 plume3Position = 0,0,0 shockPosition = 0,0,0 shockconePosition = 0,0,0 streamPosition = 0,0,0 plumeIdentifier = Solid-Lower processed = true } EFFECTS { Solid-Lower { plumeIdentifier = Solid-Lower MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.4 fixedScale = 0.8 name = Solid-Lower-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.6 fixedScale = 0.7 energy = 1 speed = 1 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Solid-Lower-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.3 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Solid-Lower-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 2.5 density = 0.05 2 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2.5 density = 0.3 2.5 density = 0.05 0.01 density = 0.0 0.0 } size { density = 1.0 1 density = 0.9 2 density = 0.6 3 density = 0.2 4 density = 0.0 8 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.4 fixedScale = 0.7 name = Solid-Lower-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Lower-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.7 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb2 volume = 0.7 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = solidBooster1-1 } } } UrlConfig { parentUrl = Squad/Parts/Engine/solidBoosterS2-17/solidBoosterS2-17.cfg PART { name = Thoroughbred module = Part author = AlexanderM mesh = solidBoosterS2-17.mu rescaleFactor = 1 node_stack_bottom = 0.0, -6.09244, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 6.14614, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.0, -1.25, 0.0, 0.0, 1.0, 2 fx_exhaustFlame_white = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_large = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running TechRequired = heavierRocketry entryCost = 27000 cost = 9000 category = Engine subcategory = 0 title = S2-17 "Thoroughbred" Solid Fuel Booster manufacturer = Kerbodyne description = When Jeb asked Kerbodyne how to lift his house into space, this is what they came up with. The Thoroughbred is a truly massive solid rocket fuel booster. It is also the first booster Kerbodyne has managed to add thrust vector control to, adding surprising agility to this powerful motor. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 10 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 2200 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size2, srf tags = (motor (rocket (srb (thorough MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1700 heatProduction = 550 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.6 powerEffectName = Solid-Lower PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 230 key = 1 205 key = 7 0.001 } } RESOURCE { name = SolidFuel amount = 8000 maxAmount = 8000 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.75 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 2 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = HiCyl1 rotatorsName = LowCyl1 } CONSTRAINLOOKFX { targetName = HiCyl2 rotatorsName = LowCyl2 } CONSTRAINLOOKFX { targetName = LowCyl1 rotatorsName = HiCyl1 } CONSTRAINLOOKFX { targetName = LowCyl2 rotatorsName = HiCyl2 } } MODULE { name = FXModuleAnimateThrottle animationName = S2-17Emissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = FXModuleAnimateThrottle animationName = S2-17Emissive_ESA responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 energy = 1 speed = 1 emissionMult = 1 plumePosition = 0,0,0 plumeScale = 1.0 flareScale = 1.2 flarePosition = 0,0,-0.5 smokePosition = 0,0,0 smokeScale = 1.0 slagScale = 1.0 localPosition = 0,0,0 fixedScale = 1 saturationMult = 1 alphaMult = 1 blazeScale = 1 coreScale = 1 exhaustScale = 1 fumeScale = 1 lampScale = 1 plume2Scale = 1 plume3Scale = 1 shockScale = 1 shockconeScale = 1 streamScale = 1 blazePosition = 0,0,0 corePosition = 0,0,0 exhaustPosition = 0,0,0 fumePosition = 0,0,0 lampPosition = 0,0,0 plume2Position = 0,0,0 plume3Position = 0,0,0 shockPosition = 0,0,0 shockconePosition = 0,0,0 slagPosition = 0,0,0 streamPosition = 0,0,0 plumeIdentifier = Solid-Lower processed = true } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 exhaustOffsetZ = 9.5 emissiveOffsetZ = 5.6 } MODULE { name = KOSNameTag } EFFECTS { Solid-Lower { plumeIdentifier = Solid-Lower MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.5 fixedScale = 1.2 name = Solid-Lower-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 1.0 energy = 1 speed = 1 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 1.0 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 2.5 density = 0.05 2 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2.5 density = 0.3 2.5 density = 0.05 0.01 density = 0.0 0.0 } size { density = 1.0 1 density = 0.9 2 density = 0.6 3 density = 0.2 4 density = 0.0 8 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 1.0 name = Solid-Lower-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Lower-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb2 volume = 1.0 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Thoroughbred } } } UrlConfig { parentUrl = Squad/Parts/Engine/solidBoosterS2-33/solidBoosterS2-33.cfg PART { name = Clydesdale module = Part author = AlexanderM mesh = solidBoosterS2-33.mu rescaleFactor = 1 node_stack_bottom = 0.0, -11.4825, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 10.80, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.0, -1.25, 0.0, 0.0, 1.0, 2 fx_exhaustFlame_white = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_large = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running TechRequired = veryHeavyRocketry entryCost = 54000 cost = 18500 category = Engine subcategory = 0 title = S2-33 "Clydesdale" Solid Fuel Booster manufacturer = Kerbodyne description = The Clydesdale is not surprising just for its size. It's also amazing just how much thrust comes out of this motor - nothing else in its size class comes close. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 21 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 2200 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size2, srf tags = (motor (rocket (srb (clyde MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform directThrottleEffectName = powerflame throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 3300 heatProduction = 550 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.6 powerEffectName = Solid-Lower PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 235 key = 1 210 key = 7 0.001 } } RESOURCE { name = SolidFuel amount = 16400 maxAmount = 16400 } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 1 } MODULE { name = FXModuleAnimateThrottle animationName = S2-33Emissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.7 fixedScale = 1.8 energy = 1 speed = 1 emissionMult = 1 flareScale = 1.8 flarePosition = 0,0,0 saturationMult = 1 alphaMult = 1 blazeScale = 1.8 coreScale = 1.8 exhaustScale = 1.8 fumeScale = 1.8 lampScale = 1.8 plumeScale = 1.8 plume2Scale = 1.8 plume3Scale = 1.8 smokeScale = 1.8 shockScale = 1.8 shockconeScale = 1.8 slagScale = 1.8 streamScale = 1.8 blazePosition = 0,0,0.7 corePosition = 0,0,0.7 exhaustPosition = 0,0,0.7 fumePosition = 0,0,0.7 lampPosition = 0,0,0.7 plumePosition = 0,0,0.7 plume2Position = 0,0,0.7 plume3Position = 0,0,0.7 smokePosition = 0,0,0.7 shockPosition = 0,0,0.7 shockconePosition = 0,0,0.7 slagPosition = 0,0,0.7 streamPosition = 0,0,0.7 plumeIdentifier = Solid-Lower processed = true } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 exhaustOffsetZ = 16.0 emissiveOffsetZ = 10.8 } MODULE { name = KOSNameTag } EFFECTS { Solid-Lower { plumeIdentifier = Solid-Lower MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 1.8 name = Solid-Lower-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.7 fixedScale = 1.8 energy = 1 speed = 1 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.7 fixedScale = 1.8 emissionMult = 1 alphaMult = 1 saturationMult = 1 name = Solid-Lower-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 2.5 density = 0.05 2 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2.5 density = 0.3 2.5 density = 0.05 0.01 density = 0.0 0.0 } size { density = 1.0 1 density = 0.9 2 density = 0.6 3 density = 0.2 4 density = 0.0 8 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.7 fixedScale = 1.8 name = Solid-Lower-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Lower-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 1.8 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb2 volume = 1.8 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Clydesdale } } } UrlConfig { parentUrl = Squad/Parts/Engine/solidBoosterSep/solidBoosterSep.cfg PART { name = sepMotor1 module = Part author = NovaSilisko mesh = model.mu scale = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1 TechRequired = precisionPropulsion entryCost = 1100 cost = 75 category = Engine subcategory = 0 title = Sepratron I manufacturer = Periapsis Rocket Supplies Co description = A small canister filled with what appears to be solid rocket fuel. Although not much of a step forward in terms of raw power, Kerbal Scientists have slowly warmed up to the Sepratron I's many uses, such as pushing things away. For best results, angle before use. Plume configured by RealPlume. attachRules = 0,1,0,0,0 mass = 0.0125 heatConductivity = 0.04 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 ActivatesEvenIfDisconnected = true stagingIcon = SOLID_BOOSTER bulkheadProfiles = srf tags = abort booster emergency explo malfunc moar (more motor rocket ?rud safe separat solid srb surviv thruster ullage MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True allowShutdown = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 18 heatProduction = 550 EngineType = SolidBooster nonThrustMotor = true exhaustDamageMultiplier = 50 powerEffectName = Solid-Sepmotor PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 154 key = 1 118 key = 6 0.001 } } RESOURCE { name = SolidFuel amount = 8 maxAmount = 8 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 60 CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Trivial } CONSTRAINT { type = SITUATION value = 0 body = _NotHome prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 900 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart stackableQuantity = 2 packedVolume = 25 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = NoFailureModules } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 jitterMultiplier = 0.1 lightFadeCoefficient = 0.8 lightPower = 1.0 lightRange = 9.0 multiplierOnIva = 0.5 exhaustRed = 1 exhaustGreen = 0.88 exhaustBlue = 0.68 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 emissiveOffsetZ = 0.0 exhaustOffsetZ = 1.0 } MODULE { name = KOSNameTag } PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0.005,0.04 fixedScale = 0.2 energy = 0.3 speed = 0.7 emissionMult = 2 saturationMult = 1 alphaMult = 1 blazeScale = 0.2 coreScale = 0.2 exhaustScale = 0.2 flareScale = 0.2 fumeScale = 0.2 lampScale = 0.2 plumeScale = 0.2 plume2Scale = 0.2 plume3Scale = 0.2 smokeScale = 0.2 shockScale = 0.2 shockconeScale = 0.2 slagScale = 0.2 streamScale = 0.2 blazePosition = 0,0.005,0.04 corePosition = 0,0.005,0.04 exhaustPosition = 0,0.005,0.04 flarePosition = 0,0.005,0.04 fumePosition = 0,0.005,0.04 lampPosition = 0,0.005,0.04 plumePosition = 0,0.005,0.04 plume2Position = 0,0.005,0.04 plume3Position = 0,0.005,0.04 smokePosition = 0,0.005,0.04 shockPosition = 0,0.005,0.04 shockconePosition = 0,0.005,0.04 slagPosition = 0,0.005,0.04 streamPosition = 0,0.005,0.04 plumeIdentifier = Solid-Sepmotor processed = true } EFFECTS { Solid-Sepmotor { plumeIdentifier = Solid-Sepmotor MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0.005,0.04 fixedScale = 0.2 energy = 0.3 speed = 0.7 emissionMult = 2 alphaMult = 1 saturationMult = 1 name = Solid-Sepmotor-plume modelName = Squad/FX/SRB_Large fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0 density = 0 0.3 } logGrow { density = 1.0 2 density = 0.1 4 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0.2 density = 0.46 1 density = 0.2 3 density = 0.05 10 density = 0.0 15 } speed { density = 1.0 0.2 density = 0.46 0.3 density = 0.2 0.3 density = 0.05 0.3 density = 0.0 0.35 } xyForce { density = 1 0.9 density = 0.05 0.97 density = 0.0 1 } emission { density = 1.0 2 density = 0.8 1.6 density = 0.2 1.5 density = 0.1 1.3 density = 0.05 1.1 density = 0.0 1 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1 density = 0.3 0.9 density = 0.05 0.8 density = 0.0 0.6 } size { density = 1.0 0.1 density = 0.8 0.08 density = 0.2 0.07 } } AUDIO { name = Solid-Sepmotor-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.2 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_sepmotor volume = 0.2 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = sepMotor1 } } } UrlConfig { parentUrl = Squad/Parts/Engine/SolidBoostersF/SolidBoosterF3S0.cfg PART { name = Shrimp module = Part author = AlexanderM rescaleFactor = 1 node_stack_bottom = 0.0, -1.98568, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.98582, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.3125, 0.0, 0.0, 1.0, 1 fx_exhaustFlame_yellow_thin = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium_thin = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running TechRequired = precisionPropulsion entryCost = 1600 cost = 150 category = Engine subcategory = 0 title = F3S0 "Shrimp" Solid Fuel Booster manufacturer = Kerbodyne description = Kerbodyne was asked to deliver a small, high efficiency solid fuel booster and that's just what they did. While it may just look like someone welded a rocket nozzle onto a scuba tank, some serious technology went into making this motor. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 0.15 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2200 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size0, srf tags = (motor (rocket (srb (shri MODEL { model = Squad/Parts/Engine/SolidBoostersF/Assets/SolidBoosterF3S0 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 30 heatProduction = 550 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.6 powerEffectName = Solid-Upper PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 215 key = 1 190 key = 7 0.001 } } RESOURCE { name = SolidFuel amount = 90 maxAmount = 90 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.75 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } MODULE { name = ModuleJettison jettisonName = Shroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 useMultipleDragCubes = false } MODULE { name = FXModuleAnimateThrottle animationName = F3S0Emissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleCargoPart packedVolume = 1700 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } PLUME { name = Solid-Upper transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.5 energy = 1 speed = 1 flarePosition = 0,0,0.2 emissionMult = 0.5 saturationMult = 1 alphaMult = 1 blazeScale = 0.5 coreScale = 0.5 exhaustScale = 0.5 flareScale = 0.5 fumeScale = 0.5 lampScale = 0.5 plumeScale = 0.5 plume2Scale = 0.5 plume3Scale = 0.5 smokeScale = 0.5 shockScale = 0.5 shockconeScale = 0.5 slagScale = 0.5 streamScale = 0.5 blazePosition = 0,0,0.5 corePosition = 0,0,0.5 exhaustPosition = 0,0,0.5 fumePosition = 0,0,0.5 lampPosition = 0,0,0.5 plumePosition = 0,0,0.5 plume2Position = 0,0,0.5 plume3Position = 0,0,0.5 smokePosition = 0,0,0.5 shockPosition = 0,0,0.5 shockconePosition = 0,0,0.5 slagPosition = 0,0,0.5 streamPosition = 0,0,0.5 plumeIdentifier = Solid-Upper processed = true } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 lightOffsetX = 0.0 lightOffsetY = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 emissiveRed = 0.3 emissiveLogRed = 0.2 emissiveLogGreen = 0.05 emissiveQuadGreen = 0.25 emissiveQuadBlue = 0.025 emissiveOffsetZ = 1.7 exhaustOffsetZ = 4.0 } MODULE { name = KOSNameTag } EFFECTS { Solid-Upper { plumeIdentifier = Solid-Upper MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.2 fixedScale = 0.5 name = Solid-Upper-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.5 energy = 1 speed = 1 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Solid-Upper-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.5 emissionMult = 0.5 name = Solid-Upper-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 5 density = 0.3 5 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.5 name = Solid-Upper-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Upper-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb3 volume = 0.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = Shrimp } } } UrlConfig { parentUrl = Squad/Parts/Engine/SolidBoostersF/SolidBoosterFM1.cfg PART { name = Mite module = Part author = AlexanderM rescaleFactor = 1 node_stack_bottom = 0.0, -0.874462, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.874462, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.3125, 0.0, 0.0, 1.0, 1 fx_exhaustFlame_yellow_thin = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium_thin = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running TechRequired = propulsionSystems entryCost = 1200 cost = 75 category = Engine subcategory = 0 title = FM1 "Mite" Solid Fuel Booster manufacturer = Kerbodyne description = Solid fuel boosters come in a range of sizes and this one is distinctly on the low end of the scale. The Mite is still useful for many space programs that want a tiny kick motor to plant their probes firmly on the right trajectory, or just a bit more oomph to get their craft off the ground. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 0.075 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2200 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size0, srf tags = (motor (rocket (srb (mite MODEL { model = Squad/Parts/Engine/SolidBoostersF/Assets/SolidBoosterFM1 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 12.5 heatProduction = 550 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.6 powerEffectName = Solid-Upper PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 210 key = 1 185 key = 7 0.001 } } RESOURCE { name = SolidFuel amount = 40 maxAmount = 40 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.75 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } MODULE { name = ModuleJettison jettisonName = Shroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 useMultipleDragCubes = false } MODULE { name = FXModuleAnimateThrottle animationName = FM1Emissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleCargoPart packedVolume = 700 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } PLUME { name = Solid-Upper transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.5 energy = 1 speed = 1 flarePosition = 0,0,0.2 emissionMult = 0.5 saturationMult = 1 alphaMult = 1 blazeScale = 0.5 coreScale = 0.5 exhaustScale = 0.5 flareScale = 0.5 fumeScale = 0.5 lampScale = 0.5 plumeScale = 0.5 plume2Scale = 0.5 plume3Scale = 0.5 smokeScale = 0.5 shockScale = 0.5 shockconeScale = 0.5 slagScale = 0.5 streamScale = 0.5 blazePosition = 0,0,0.5 corePosition = 0,0,0.5 exhaustPosition = 0,0,0.5 fumePosition = 0,0,0.5 lampPosition = 0,0,0.5 plumePosition = 0,0,0.5 plume2Position = 0,0,0.5 plume3Position = 0,0,0.5 smokePosition = 0,0,0.5 shockPosition = 0,0,0.5 shockconePosition = 0,0,0.5 slagPosition = 0,0,0.5 streamPosition = 0,0,0.5 plumeIdentifier = Solid-Upper processed = true } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 lightOffsetX = 0.0 lightOffsetY = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 emissiveRed = 0.3 emissiveLogRed = 0.2 emissiveLogGreen = 0.05 emissiveQuadGreen = 0.25 emissiveQuadBlue = 0.025 emissiveOffsetZ = 0.7 exhaustOffsetZ = 2.5 } MODULE { name = KOSNameTag } EFFECTS { Solid-Upper { plumeIdentifier = Solid-Upper MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.2 fixedScale = 0.5 name = Solid-Upper-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.5 energy = 1 speed = 1 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Solid-Upper-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.5 emissionMult = 0.5 name = Solid-Upper-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 5.0 density = 0.05 4 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 5 density = 0.3 5 density = 0.05 0.1 density = 0.0 0.0 } size { density = 1.0 1 density = 0.8 1.2 density = 0.6 2 density = 0.2 3 density = 0.0 7 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.5 fixedScale = 0.5 name = Solid-Upper-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Upper-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb3 volume = 0.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = Mite } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/adapterTanks/Mk3-Mk2.cfg PART { name = adapterMk3-Mk2 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 2.5, 0.625, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.0, 1.88, 0.0, 0.0, -1.0, 1 TechRequired = experimentalAerodynamics entryCost = 42000 cost = 2200 category = FuelTank subcategory = 0 title = Mk3 to Mk2 Adapter manufacturer = C7 Aerospace Division description = Our engineers insisted on a way to reuse Mk2 parts on the new Fuselage system. Manufacturing a streamlined adapter despite the considerable difference of the two cross sections required quite a radical design. It is often used as a slide on Take Your Kids to Work Day. attachRules = 1,1,1,1,0 mass = 1.43 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2600 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk2, mk3, srf breakingForce = 300 breakingTorque = 300 tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank MODEL { model = Squad/Parts/FuelTank/adapterTanks/Mk3-Mk2 } RESOURCE { name = LiquidFuel amount = 900 maxAmount = 900 } RESOURCE { name = Oxidizer amount = 1100 maxAmount = 1100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleFreeIvaPartInfo message = FreeIva support for this part requires Reviva. } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = adapterMk3-Mk2 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/adapterTanks/Mk3-ShuttleAdapter.cfg PART { name = adapterEngines module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 0.46875, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom01 = 0.0, -0.46875, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom02 = 0.0, -0.46875, -0.75, 0.0, -1.0, 0.0, 1 node_stack_bottom03 = 0.649525, -0.46875, 0.375, 0.0, -1.0, 0.0, 1 node_stack_bottom04 = -0.649525, -0.46875, 0.375, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 1.88, 0.0, 0.0, -1.0, 1 TechRequired = experimentalAerodynamics entryCost = 42000 cost = 2500 category = Structural subcategory = 0 title = Mk3 Engine Mount manufacturer = C7 Aerospace Division description = A structural mounting plate for rocket engines. attachRules = 1,1,1,1,0 stackSymmetry = 2 mass = 0.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2600 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3, srf breakingForce = 300 breakingTorque = 300 tags = plate shuttle structur tail MODEL { model = Squad/Parts/FuelTank/adapterTanks/ShuttleAdapter } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = adapterEngines } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/adapterTanks/Mk3-Size2.cfg PART { name = adapterMk3-Size2 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = heavyAerodynamics entryCost = 42000 cost = 2500 category = FuelTank subcategory = 0 title = Mk3 to 2.5m Adapter manufacturer = C7 Aerospace Division description = Perfectly pointy, carefully curved and devastatingly destructive, this Mk3 to 2.5m adapter can satisfy your wildest of dreams. Or it'll let you bridge the gaps between parts on your craft while giving you a bit of fuel... Your choice. attachRules = 1,1,1,1,0 mass = 1.79 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2600 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = size2, srf, mk3 breakingForce = 300 breakingTorque = 300 tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank ?freeiva MODEL { model = Squad/Parts/FuelTank/adapterTanks/Mk3-Size2 } RESOURCE { name = LiquidFuel amount = 1125 maxAmount = 1125 } RESOURCE { name = Oxidizer amount = 1375 maxAmount = 1375 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 2500 SUBTYPE { name = LFOX tankType = LFOX addedMass = -1.5625 addedCost = -1147.5 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 25% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -625 addedMass = 0.9375 addedCost = 312.5 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = adapterMk3-Size2 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant.cfg PART { name = adapterMk3-Size2Slant module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.875, -0.625, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.0, -1.88, 0.0, 0.0, 1.0, 1 TechRequired = heavyAerodynamics entryCost = 42000 cost = 2500 category = FuelTank subcategory = 0 title = Mk3 to 2.5m Adapter Slanted manufacturer = C7 Aerospace Division description = Makes your craft hang in the air like bricks don't! attachRules = 1,1,1,1,0 mass = 1.79 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2600 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = size2, srf, mk3 breakingForce = 300 breakingTorque = 300 tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank MODEL { model = Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant } RESOURCE { name = LiquidFuel amount = 1125 maxAmount = 1125 } RESOURCE { name = Oxidizer amount = 1375 maxAmount = 1375 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleFreeIvaPartInfo message = FreeIva support for this part requires Reviva. } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = adapterMk3-Size2Slant } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/adapterTanks/Size2-Mk2.cfg PART { name = adapterSize2-Mk2 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = highAltitudeFlight entryCost = 18000 cost = 800 category = FuelTank subcategory = 0 title = 2.5m to Mk2 Adapter manufacturer = C7 Aerospace Division description = When you can't decide between a rocket and a spaceplane, why not both? attachRules = 1,1,1,1,0 mass = 0.57 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size2, srf, mk2 tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank ?freeiva MODEL { model = Squad/Parts/FuelTank/adapterTanks/Size2-Mk2 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 800 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.5 addedCost = -367.2 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 25% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -200 addedMass = 0.3 addedCost = 100 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = adapterSize2-Mk2 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/adapterTanks/Size2-Size1.cfg PART { name = adapterSize2-Size1 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 1.25, 0.0, 0.0, -1.0, 1 TechRequired = advFuelSystems entryCost = 18000 cost = 800 category = FuelTank subcategory = 0 title = C7 Brand Adapter - 2.5m to 1.25m manufacturer = C7 Aerospace Division description = While the popular Rockomax Adapter has served its purpose fairly well over the years, C7 engineers thought they could do better. Improvements of this in-house product include an integrated fuel tank and a longer structural frame. attachRules = 1,1,1,1,0 mass = 0.57 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 20 maxTemp = 2300 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size1, size2, srf tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank ?freeiva MODEL { model = Squad/Parts/FuelTank/adapterTanks/Size2-Size1 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 800 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.5 addedCost = -367.2 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 50% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -400 addedMass = 0.6 addedCost = 200 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = adapterSize2-Size1 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/adapterTanks/Size2-Size1Slant.cfg PART { name = adapterSize2-Size1Slant module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.25, -0.625, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, -1.25, 0.0, 0.0, 1.0, 1 TechRequired = advFuelSystems entryCost = 18000 cost = 800 category = FuelTank subcategory = 0 title = C7 Brand Adapter Slanted - 2.5m to 1.25m manufacturer = C7 Aerospace Division description = While the popular Rockomax Adapter has served its purpose fairly well over the years, C7 engineers thought they could do better. Improvements of this in-house product include an integrated fuel tank and a longer structural frame. attachRules = 1,1,1,1,0 mass = 0.57 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 20 maxTemp = 2300 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size1, size2, srf tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank MODEL { model = Squad/Parts/FuelTank/adapterTanks/Size2-Size1Slant } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleFreeIvaPartInfo message = FreeIva support for this part requires Reviva. } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = adapterSize2-Size1Slant } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/adapterTanks/Size3-Mk3.cfg PART { name = adapterSize3-Mk3 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.0, 1.88, 0.0, 0.0, -1.0, 1 TechRequired = experimentalAerodynamics entryCost = 42000 cost = 2500 category = FuelTank subcategory = 0 title = Mk3 to 3.75m Adapter manufacturer = C7 Aerospace Division description = An adapter for when your craft turns from a massive rocket into a gargantuan plane! attachRules = 1,1,1,1,0 mass = 1.79 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2600 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = size3, srf, mk3 breakingForce = 300 breakingTorque = 300 tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank ?freeiva MODEL { model = Squad/Parts/FuelTank/adapterTanks/Size3-Mk3 } RESOURCE { name = LiquidFuel amount = 1125 maxAmount = 1125 } RESOURCE { name = Oxidizer amount = 1375 maxAmount = 1375 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 2500 SUBTYPE { name = LFOX tankType = LFOX addedMass = -1.5625 addedCost = -1147.5 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 15% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -375 addedMass = 0.5625 addedCost = 187.5 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = adapterSize3-Mk3 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/drainTankFTE-1/ReleaseValve.cfg PART { name = ReleaseValve module = Part author = Squad mesh = fuelValve.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 fx_drainValve = 0, 0, -0.05, 0, 0.0, 0.0, gasDraining fx_drainValve_solid = 0, 0, -0.05, 0, 0.0, 0.0, particlesDraining TechRequired = fuelSystems entryCost = 2500 cost = 50 category = FuelTank subcategory = 0 title = FTE-1 Drain Valve manufacturer = FLOOYD Dynamics Research Labs description = While trying to solve the initial issue with the FTX-1 series fuel line, an engineer at FLOOYD Dynamics had an ingenious thought - what if you failed to attach a fuel pipe at all? Solves the issue of making sure the fuel goes in the right direction, because it just goes out. He was demoted and assigned to book keeping duties, but later on, FLOOYD resurrected his idea in the form of the FTE-1 - a valve that will allow you to drain most resources from the part that it happens to be attached to. Great for emergencies, flotation adjustment, or just fun rocket pranks. attachRules = 0,1,0,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = lose remove lfo lf ore xenon (monoprop liquid tank MODULE { name = ModuleResourceDrain fullResourceDrainTime = 10 drainUnloaded = true } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ReleaseValve } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/FoilTanks/RadialTank_Capsule.cfg PART { name = externalTankCapsule module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.3, 0.0, 0.0, 1.0, 0.0, 0.0, 0 TechRequired = propulsionSystems entryCost = 1500 cost = 50 category = Propulsion subcategory = 0 title = R-11 'Baguette' External Tank manufacturer = C7 Aerospace Division description = As convenient as it is fashionable. This part actually won a modern-art design prize. attachRules = 0,1,0,1,0 mass = 0.03375 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 5 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = srf tags = fueltank ?lfo liquid oxidizer propellant rocket MODEL { model = Squad/Parts/FuelTank/FoilTanks/RadialTank_Capsule } RESOURCE { name = LiquidFuel amount = 24.3 maxAmount = 24.3 } RESOURCE { name = Oxidizer amount = 29.7 maxAmount = 29.7 } MODULE { name = ModulePartVariants primaryColor = #fccb0a baseDisplayName = Gold baseThemeName = Gold useMultipleDragCubes = false VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { mainTextureURL = Squad/Parts/FuelTank/FoilTanks/RadialTanks_silver _SpecMap = Squad/Parts/FuelTank/FoilTanks/RadialTanksSilver_specular _SpecTint = 0.05 _Shininess = 0.5 _AmbientMultiplier = 0.6 } } } MODULE { name = ModuleCargoPart packedVolume = 500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = externalTankCapsule } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/FoilTanks/RadialTank_Round.cfg PART { name = externalTankRound module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.3, 0.0, 0.0, 1.0, 0.0, 0.0, 0 TechRequired = precisionPropulsion entryCost = 1200 cost = 50 category = Propulsion subcategory = 0 title = R-4 'Dumpling' External Tank manufacturer = Probodobodyne Inc description = Often, and mistakenly used for playing ball games. attachRules = 0,1,0,1,0 mass = 0.01375 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 5 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = srf tags = fueltank ?lfo liquid oxidizer propellant rocket MODEL { model = Squad/Parts/FuelTank/FoilTanks/RadialTank_Round } RESOURCE { name = LiquidFuel amount = 9.9 maxAmount = 9.9 } RESOURCE { name = Oxidizer amount = 12.1 maxAmount = 12.1 } MODULE { name = ModulePartVariants primaryColor = #fccb0a baseDisplayName = Gold baseThemeName = Gold useMultipleDragCubes = false VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { mainTextureURL = Squad/Parts/FuelTank/FoilTanks/RadialTanks_silver _SpecMap = Squad/Parts/FuelTank/FoilTanks/RadialTanksSilver_specular _SpecTint = 0.05 _Shininess = 0.5 _AmbientMultiplier = 0.6 } } } MODULE { name = ModuleCargoPart packedVolume = 270 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = externalTankRound } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/FoilTanks/ToroidTank.cfg PART { name = externalTankToroid module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0 TechRequired = precisionPropulsion entryCost = 4000 cost = 147 category = FuelTank subcategory = 0 title = R-12 'Doughnut' External Tank manufacturer = Probodobodyne Inc description = An unconventionally shaped (but undoubtedly handy) fuel tank. attachRules = 1,0,1,1,1 mass = 0.0375 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1, srf tags = fueltank mono monopropellant propellant MODEL { model = Squad/Parts/FuelTank/FoilTanks/ToroidTank } RESOURCE { name = LiquidFuel amount = 27 maxAmount = 27 } RESOURCE { name = Oxidizer amount = 33 maxAmount = 33 } MODULE { name = ModulePartVariants primaryColor = #fccb0a baseDisplayName = Gold baseThemeName = Gold useMultipleDragCubes = false VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { mainTextureURL = Squad/Parts/FuelTank/FoilTanks/RadialTanks_silver _SpecMap = Squad/Parts/FuelTank/FoilTanks/RadialTanksSilver_specular _SpecTint = 0.05 _Shininess = 0.5 _AmbientMultiplier = 0.6 } } } MODULE { name = ModuleCargoPart packedVolume = 500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = externalTankToroid } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/fuelTankOscarB/fuelTankOscarB.cfg PART { name = miniFuelTank module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.1742737, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1742737, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.3175, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = propulsionSystems entryCost = 4200 cost = 70 category = FuelTank subcategory = 0 title = Oscar-B Fuel Tank manufacturer = Probodobodyne Inc description = The Oscar-B Fuel Tank from Probodobodyne is a compact fuel container for small space probes, or a backup tank for other small spacecraft. Do not wash in cold water, or feed after midnight. attachRules = 1,1,1,1,0 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size0, srf tags = fueltank ?lfo liquid oxidizer propellant rocket RESOURCE { name = LiquidFuel amount = 18 maxAmount = 18 } RESOURCE { name = Oxidizer amount = 22 maxAmount = 22 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = miniFuelTank } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/miniFuselage/miniFuselage.cfg PART { name = miniFuselage module = Part author = Porkjet mesh = Fuselage.mu rescaleFactor = 1 node_stack_top = 0.0, 0.46875, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.46875, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.313, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = aviation entryCost = 3000 cost = 200 category = Propulsion subcategory = 0 title = Mk0 Liquid Fuel Fuselage manufacturer = C7 Aerospace Division description = A small container for jet fuel. attachRules = 1,1,1,1,0 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 10 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size0 tags = fueltank jet ?lf only propellant tank RESOURCE { name = LiquidFuel amount = 50 maxAmount = 50 } MODULE { name = ModuleCargoPart packedVolume = 400 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = miniFuselage } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk2Adapters/bicoupler.cfg PART { name = mk2_1m_Bicoupler module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom01 = 0.625, -0.9375, 0.0, 0.0, -1.0, 0.0 node_stack_bottom02 = -0.625, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, 0.7, 0.0, 0.0, -1.0, 1 TechRequired = supersonicFlight entryCost = 19800 cost = 860 category = Propulsion subcategory = 0 title = Mk2 Bicoupler manufacturer = C7 Aerospace Division description = One engine is not enough? We got you covered! attachRules = 1,1,1,1,0 stackSymmetry = 1 mass = 0.29 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size1, srf, mk2 tags = dual fuel fueltank ?lfo liquid multi oxidizer pair propellant rocket split tank twin MODEL { model = Squad/Parts/FuelTank/mk2Adapters/bicoupler } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.3 dragAtMaxAoA = 0.2 dragAtMinAoA = 0.1 } RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mk2_1m_Bicoupler } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk2Adapters/long.cfg PART { name = mk2_1m_AdapterLong module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, 0.7, 0.0, 0.0, -1.0, 1 TechRequired = highAltitudeFlight entryCost = 17500 cost = 1050 category = Propulsion subcategory = 0 title = Mk2 to 1.25m Adapter Long manufacturer = C7 Aerospace Division description = A generic Mk1 to Mk2 adapter that was left to dry a bit too long and stretched out. attachRules = 1,1,1,1,0 mass = 0.57 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size1, srf, mk2 tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank ?freeiva MODEL { model = Squad/Parts/FuelTank/mk2Adapters/long } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.6 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.1 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 800 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.5 addedCost = -367.2 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 50% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -400 addedMass = 0.6 addedCost = 200 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk2_1m_AdapterLong } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk2Adapters/standard.cfg PART { name = mk2SpacePlaneAdapter module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, 0.7, 0.0, 0.0, -1.0, 1 TechRequired = supersonicFlight entryCost = 14600 cost = 550 category = Propulsion subcategory = 0 title = Mk2 to 1.25m Adapter manufacturer = C7 Aerospace Division description = Generic Mk2 to Mk1 adapter. attachRules = 1,1,1,1,0 mass = 0.29 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size1, srf, mk2 tags = fuel fueltank ?lfo liquid oxidizer propellant rocket tank ?freeiva MODEL { model = Squad/Parts/FuelTank/mk2Adapters/standard } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.28 dragAtMaxAoA = 0.2 dragAtMinAoA = 0.1 } RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 400 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.25 addedCost = -183.6 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 50% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -200 addedMass = 0.3 addedCost = 100 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModulePartInfo originalPartName = mk2SpacePlaneAdapter } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk2FuselageLong/LFO_long.cfg PART { name = mk2FuselageLongLFO module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 mirrorRefAxis = 0, 0, -1 TechRequired = highAltitudeFlight entryCost = 18500 cost = 1450 category = Propulsion subcategory = 0 title = Mk2 Rocket Fuel Fuselage manufacturer = C7 Aerospace Division description = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Now comes with at least 100% more Oxidiser. attachRules = 1,1,1,1,0 mass = 0.57 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = mk2, srf tags = fueltank ?lfo liquid oxidizer propellant tank MODEL { model = Squad/Parts/FuelTank/mk2FuselageLong/FuselageLongLFO } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.7 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.1 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk2FuselageLongLFO } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk2FuselageLong/L_long.cfg PART { name = mk2Fuselage module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 mirrorRefAxis = 0, 0, -1 TechRequired = highAltitudeFlight entryCost = 18500 cost = 1450 category = Propulsion subcategory = 0 title = Mk2 Liquid Fuel Fuselage manufacturer = C7 Aerospace Division description = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Only carries Liquid Fuel. attachRules = 1,1,1,1,0 mass = 0.57 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = mk2, srf tags = aircraft airplane fueltank jet ?lf only plane propellant tank MODEL { model = Squad/Parts/FuelTank/mk2FuselageLong/FuselageLongLiquid } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.7 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.1 } RESOURCE { name = LiquidFuel amount = 800 maxAmount = 800 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk2Fuselage } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk2FuselageShort/LFO_short.cfg PART { name = mk2FuselageShortLFO module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 mirrorRefAxis = 0, 0, -1 TechRequired = supersonicFlight entryCost = 18500 cost = 750 category = Propulsion subcategory = 0 title = Mk2 Rocket Fuel Fuselage Short manufacturer = C7 Aerospace Division description = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Now comes with at least 100% more Oxidiser. attachRules = 1,1,1,1,0 mass = 0.29 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = mk2, srf tags = fueltank ?lfo liquid oxidizer propellant tank MODEL { model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortLFO } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.1 } RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mk2FuselageShortLFO } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk2FuselageShort/L_short.cfg PART { name = mk2FuselageShortLiquid module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 mirrorRefAxis = 0, 0, -1 TechRequired = supersonicFlight entryCost = 18500 cost = 750 category = Propulsion subcategory = 0 title = Mk2 Liquid Fuel Fuselage Short manufacturer = C7 Aerospace Division description = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Only carries Liquid Fuel. attachRules = 1,1,1,1,0 mass = 0.29 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = mk2, srf tags = aircraft airplane fueltank jet ?lf only plane propellant tank MODEL { model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortLiquid } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.1 } RESOURCE { name = LiquidFuel amount = 400 maxAmount = 400 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mk2FuselageShortLiquid } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk2FuselageShort/Mono_short.cfg PART { name = mk2FuselageShortMono module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 mirrorRefAxis = 0, 0, -1 TechRequired = highAltitudeFlight entryCost = 18500 cost = 750 category = Propulsion subcategory = 0 title = Mk2 Monopropellant Tank manufacturer = C7 Aerospace Division description = This airframe fuselage features the latest in lifting technology. Not only does it stay together during flight, its sleek design makes your plane just that much speedier! Bursting to the brim with Monopropellant for all your attitude control needs! attachRules = 1,1,1,1,0 mass = 0.29 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = mk2 tags = fuel fueltank mono propellant rcs MODEL { model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortMono } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.1 } RESOURCE { name = MonoPropellant amount = 400 maxAmount = 400 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mk2FuselageShortMono } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk3Fuselage/CREW.cfg PART { name = mk3CrewCabin module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0 ,3 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 3 CrewCapacity = 16 TechRequired = heavyAerodynamics entryCost = 120000 cost = 30000 category = Utility subcategory = 0 title = Mk3 Passenger Module manufacturer = C7 Aerospace Division description = At a capacity of 16 Kerbals, the Mk3 Passenger module is known in the Astronaut Complex breakrooms as the "Super Economy" class for spacetravel and allows only carry-on baggage. Any checked or emotional baggage may require one of the Mk3 Cargo Bays. attachRules = 1,0,1,1,0 mass = 7.9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 50 maxTemp = 1500 skinMaxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True vesselType = Ship bulkheadProfiles = mk3 breakingForce = 300 breakingTorque = 300 tags = aircraft airliner cabin contain plane (stor tour ?freeiva MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/CREW } INTERNAL { name = MK3_CrewCab_Int } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 4.0 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.15, -0.535, -1.885 rotation = 0, 187, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.08, -0.535, -1.892 rotation = 0, 182, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.08, -0.535, -1.892 rotation = 0, 178, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.15, -0.535, -1.885 rotation = 0, 173, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.15, -0.585, -1.885 rotation = 0, 187, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.08, -0.585, -1.892 rotation = 0, 182, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.08, -0.585, -1.892 rotation = 0, 178, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.15, -0.585, -1.885 rotation = 0, 173, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.15, -0.635 -1.885 rotation = 0, 187, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.08, -0.635, -1.892 rotation = 0, 182, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.08, -0.635, -1.892 rotation = 0, 178, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.15, -0.635 -1.885 rotation = 0, 173, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.15, -0.685, -1.885 rotation = 0, 187, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.08, -0.685, -1.892 rotation = 0, 182, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.08, -0.685, -1.892 rotation = 0, 178, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.15, -0.685, -1.885 rotation = 0, 173, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.15, -0.535, 1.885 rotation = 0, 7, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.08, -0.535, 1.892 rotation = 0, 2, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.08, -0.535, 1.892 rotation = 0, -2, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.15, -0.535, 1.885 rotation = 0, -7, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.15, -0.585, 1.885 rotation = 0, 7, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.08, -0.585, 1.892 rotation = 0, 2, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.08, -0.585, 1.892 rotation = 0, -2, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.15, -0.585, 1.885 rotation = 0, -7, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.15, -0.635 1.885 rotation = 0, 7, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.08, -0.635, 1.892 rotation = 0, 2, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.08, -0.635, 1.892 rotation = 0, -2, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.15, -0.635 1.885 rotation = 0, -7, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.15, -0.685, 1.885 rotation = 0, 7, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = 0.08, -0.685, 1.892 rotation = 0, 2, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.08, -0.685, 1.892 rotation = 0, -2, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.65, 0.25, 0.5 position = -0.15, -0.685, 1.885 rotation = 0, -7, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0,16 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1,17 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:2,18 emissiveName = indicator2 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:3,19 emissiveName = indicator3 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:4,20 emissiveName = indicator4 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:5,21 emissiveName = indicator5 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:6,22 emissiveName = indicator6 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:7,23 emissiveName = indicator7 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:8,24 emissiveName = indicator8 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:9,25 emissiveName = indicator9 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:10,26 emissiveName = indicator10 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:11,27 emissiveName = indicator11 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:12,28 emissiveName = indicator12 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:13,29 emissiveName = indicator13 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:14,30 emissiveName = indicator14 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:15,31 emissiveName = indicator15 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator1 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator2 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator3 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator4 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator5 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator6 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator7 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator8 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator9 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator10 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator11 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator12 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator13 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator14 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator emissiveName = indicator15 toggleName = indicatorToggle } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 16 packedVolumeLimit = 400 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3CrewCabin } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk3Fuselage/LFO_100.cfg PART { name = mk3FuselageLFO_100 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 5.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -5.0, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = experimentalAerodynamics entryCost = 84000 cost = 10000 category = FuelTank subcategory = 0 title = Mk3 Rocket Fuel Fuselage Long manufacturer = C7 Aerospace Division description = Filled to the brim with Rocket Fuel, C7 Aerospace's supplier Ekson-Kobil have assured us that this tank is absolutely airtight. attachRules = 1,1,1,1,0 mass = 7.14 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3, srf breakingForce = 300 breakingTorque = 300 tags = fueltank ?lfo liquid oxidizer propellant tank ?freeiva MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/LFO_100 } RESOURCE { name = LiquidFuel amount = 4500 maxAmount = 4500 } RESOURCE { name = Oxidizer amount = 5500 maxAmount = 5500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 10000 SUBTYPE { name = LFOX tankType = LFOX addedMass = -6.25 addedCost = -4590 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 15% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -1500 addedMass = 2.25 addedCost = 750 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3FuselageLFO_100 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk3Fuselage/LFO_25.cfg PART { name = mk3FuselageLFO_25 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = experimentalAerodynamics entryCost = 21000 cost = 2500 category = FuelTank subcategory = 0 title = Mk3 Rocket Fuel Fuselage Short manufacturer = C7 Aerospace Division description = A compact fuel tank for when the rest of your craft is taken up by cargo bays! attachRules = 1,1,1,1,0 mass = 1.79 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3, srf breakingForce = 300 breakingTorque = 300 tags = fueltank ?lfo liquid oxidizer propellant tank ?freeiva MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/LFO_25 } RESOURCE { name = LiquidFuel amount = 1125 maxAmount = 1125 } RESOURCE { name = Oxidizer amount = 1375 maxAmount = 1375 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 2500 SUBTYPE { name = LFOX tankType = LFOX addedMass = -1.5625 addedCost = -1147.5 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 15% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -375 addedMass = 0.5625 addedCost = 187.5 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3FuselageLFO_25 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk3Fuselage/LFO_50.cfg PART { name = mk3FuselageLFO_50 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 2.5, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = experimentalAerodynamics entryCost = 42000 cost = 5000 category = FuelTank subcategory = 0 title = Mk3 Rocket Fuel Fuselage manufacturer = C7 Aerospace Division description = For that rare moment when your fuel needs are less than ludicrous. attachRules = 1,1,1,1,0 mass = 3.57 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3, srf breakingForce = 300 breakingTorque = 300 tags = fueltank ?lfo liquid oxidizer propellant tank ?freeiva MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/LFO_50 } RESOURCE { name = LiquidFuel amount = 2250 maxAmount = 2250 } RESOURCE { name = Oxidizer amount = 2750 maxAmount = 2750 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 5000 SUBTYPE { name = LFOX tankType = LFOX addedMass = -3.125 addedCost = -2295 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 15% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -750 addedMass = 1.125 addedCost = 375 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3FuselageLFO_50 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk3Fuselage/LF_100.cfg PART { name = mk3FuselageLF_100 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 5.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -5.0, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = experimentalAerodynamics entryCost = 84000 cost = 17200 category = FuelTank subcategory = 0 title = Mk3 Liquid Fuel Fuselage Long manufacturer = C7 Aerospace Division description = C7 Aerospace Division had issues piping the fuel from the refinery, so they brought the refinery tanks to us! It sounded like they muttered "Good luck.." as they dropped off these parts. attachRules = 1,1,1,1,0 mass = 7.14 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3, srf breakingForce = 300 breakingTorque = 300 tags = aircraft airlin airplane fueltank jet ?lf only plane propellant tank ?freeiva MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/LF_100 } RESOURCE { name = LiquidFuel amount = 10000 maxAmount = 10000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 10000 SUBTYPE { name = LF tankType = LF addedMass = -6.25 addedCost = -8000 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 15% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -1500 addedMass = 2.25 addedCost = 750 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3FuselageLF_100 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk3Fuselage/LF_25.cfg PART { name = mk3FuselageLF_25 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = heavyAerodynamics entryCost = 21000 cost = 4300 category = FuelTank subcategory = 0 title = Mk3 Liquid Fuel Fuselage Short manufacturer = C7 Aerospace Division description = For the economically minded aerospace designer, who is building a massive plane... attachRules = 1,1,1,1,0 mass = 1.79 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3, srf breakingForce = 300 breakingTorque = 300 tags = aircraft airlin airplane fueltank jet ?lf only plane propellant tank ?freeiva MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/LF_25 } RESOURCE { name = LiquidFuel amount = 2500 maxAmount = 2500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 2500 SUBTYPE { name = LF tankType = LF addedMass = -1.5625 addedCost = -2000 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 15% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -375 addedMass = 0.5625 addedCost = 187.5 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3FuselageLF_25 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk3Fuselage/LF_50.cfg PART { name = mk3FuselageLF_50 module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 2.5, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = heavyAerodynamics entryCost = 42000 cost = 8600 category = FuelTank subcategory = 0 title = Mk3 Liquid Fuel Fuselage manufacturer = C7 Aerospace Division description = For when your fuel needs are only 1/4 as enormous. attachRules = 1,1,1,1,0 mass = 3.57 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3, srf breakingForce = 300 breakingTorque = 300 tags = aircraft airlin airplane fueltank jet ?lf only plane propellant tank ?freeiva MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/LF_50 } RESOURCE { name = LiquidFuel amount = 5000 maxAmount = 5000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 5000 SUBTYPE { name = LF tankType = LF addedMass = -3.125 addedCost = -4000 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 15% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -750 addedMass = 1.125 addedCost = 375 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3FuselageLF_50 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/mk3Fuselage/MONO.cfg PART { name = mk3FuselageMONO module = Part author = Porkjet rescaleFactor = 1.0 node_stack_top = 0.0, 0.625, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 1.63, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = experimentalAerodynamics entryCost = 14000 cost = 5040 category = FuelTank subcategory = 0 title = Mk3 Monopropellant Tank manufacturer = C7 Aerospace Division description = The reaction to when the reaction control system doesn't have enough control in the system; more monopropellant! attachRules = 1,1,1,1,0 mass = 1.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3 breakingForce = 300 breakingTorque = 300 tags = fuel fueltank mono propellant rcs ?freeiva MODEL { model = Squad/Parts/FuelTank/mk3Fuselage/MONO } RESOURCE { name = MonoPropellant amount = 2100 maxAmount = 2100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 2100 SUBTYPE { name = MonoPropellant tankType = FreeIva_MonoPropellant_Mk3 addedMass = -1.3986 addedCost = -2520 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 15% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -315 addedMass = 0.4725 addedCost = 157.5 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3FuselageMONO } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1.cfg PART { name = RCSTank1-2 module = Part author = NovaSilisko mesh = RCSFuelTankR1_01.mu rescaleFactor = 1 node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advFuelSystems entryCost = 7600 cost = 1800 category = FuelTank subcategory = 0 title = FL-R750 RCS Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = A larger-scale version of the standard RCS fuel tank. attachRules = 1,0,1,1,0 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = size2 tags = fuel propellant fueltank tank mono regular standard average medium cross feed 1.875 RESOURCE { name = MonoPropellant amount = 750 maxAmount = 750 } MODULE { name = ModulePartVariants baseVariant = YellowAndWhite useMultipleDragCubes = false VARIANT { name = GrayAndWhite displayName = Gray and White themeName = GrayAndWhite primaryColor = #ffffff secondaryColor = #adadad TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01 _BumpMap = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_N } } VARIANT { name = YellowAndWhite displayName = Yellow and White themeName = YellowAndWhite primaryColor = #ffdd00 secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_02 _BumpMap = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_N } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = RCSTank1-2 } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RCSFuelTankR10/RCSFuelTankR10.cfg PART { name = rcsTankMini module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 node_stack_top = 0.0, 0.1875, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1875, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advFuelSystems entryCost = 4500 cost = 200 category = FuelTank subcategory = 0 title = FL-R20 RCS Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The FL-R20 is a miniature RCS tank for small probes and low volume monopropellant storage. attachRules = 1,1,1,1,0 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 fuelCrossFeed = True bulkheadProfiles = size0, srf tags = fueltank mono monopropellant propellant RESOURCE { name = MonoPropellant amount = 20 maxAmount = 20 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rcsTankMini } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RCSFuelTankR25/RCSFuelTankR25.cfg PART { name = RCSFuelTank module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.2853027, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.2853027, 0.0, 0.0, -1.0, 0.0 TechRequired = advFuelSystems entryCost = 4600 cost = 330 category = FuelTank subcategory = 0 title = FL-R120 RCS Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = These fuel tanks store monopropellant for RCS thrusters. New advances in plumbing technology made it possible to route RCS lines to any point in the ship. So unlike liquid fuel tanks, RCS Fuel tanks can be placed anywhere. attachRules = 1,0,1,1,0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = size1 tags = fueltank mono monopropellant propellant RESOURCE { name = MonoPropellant amount = 120 maxAmount = 120 } MODULE { name = ModuleCargoPart packedVolume = 920 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = RCSFuelTank } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RCSTankRadial/radialRCSTank.cfg PART { name = radialRCSTank module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0.22, 0.0, 0.0, -1.0 TechRequired = advFlightControl entryCost = 6200 cost = 200 category = FuelTank subcategory = 0 title = Stratus-V Roundified Monopropellant Tank description = Despite its fanciful name, the Stratus-V is quite simple - a small, radially attachable RCS tank. manufacturer = Stratus Corporation attachRules = 0,1,0,1,1 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = fuel fueltank mono propellant rcs RESOURCE { name = MonoPropellant amount = 20 maxAmount = 20 } MODULE { name = ModuleCargoPart packedVolume = 250 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = radialRCSTank } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RCStankRadialLong/RCSTankRadialLong.cfg PART { name = rcsTankRadialLong module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 node_attach = 0.0, 0.0, -0.3125, 0.0, 0.0, -1.0 TechRequired = specializedControl entryCost = 5400 cost = 250 category = FuelTank subcategory = 0 title = Stratus-V Cylindrified Monopropellant Tank description = After years of research and development, the Stratus corporation has developed a revolutionary upgrade to their Stratus-V fuel tank line. Cylinders. This tank holds a moderate supply of monopropellant for RCS thrusters. manufacturer = Stratus Corporation attachRules = 0,1,0,1,1 mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = fuel fueltank rcs RESOURCE { name = MonoPropellant amount = 50 maxAmount = 50 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rcsTankRadialLong } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RockomaxTanks/Rockomax16.cfg PART { name = Rockomax16_BW module = Part author = yes rescaleFactor = 1 node_stack_top = 0.0, 0.92, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.92, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = fuelSystems entryCost = 8200 cost = 1550 category = FuelTank subcategory = 0 title = Rockomax X200-16 Fuel Tank manufacturer = Rockomax Conglomerate description = After many, many studies, Rockomax engineers found that the space program does indeed have a use for a tank half the size of the X200-32. No refunds. attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2, srf tags = fueltank ?lfo liquid oxidizer propellant rocket ?freeiva MODEL { model = Squad/Parts/FuelTank/RockomaxTanks/Assets/Rockomax16 } RESOURCE { name = LiquidFuel amount = 720 maxAmount = 720 } RESOURCE { name = Oxidizer amount = 880 maxAmount = 880 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = Black and White baseThemeName = BlackAndWhite useMultipleDragCubes = False VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [AlbedoM] O _BumpMap = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [Normal]O } } VARIANT { name = ESA displayName = ESA description = European Space Agency primaryColor = #ffffff secondaryColor = #124d7f TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [AlbedoM] ESA _BumpMap = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [Normal]ESA } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 1600 SUBTYPE { name = LFOX tankType = LFOX addedMass = -1 addedCost = -734.4 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 25% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -400 addedMass = 0.6 addedCost = 200 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Rockomax16_BW } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RockomaxTanks/Rockomax32.cfg PART { name = Rockomax32_BW module = Part author = yes rescaleFactor = 1 node_stack_top = 0.0, 1.86, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.86, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = fuelSystems entryCost = 14400 cost = 3000 category = FuelTank subcategory = 0 title = Rockomax X200-32 Fuel Tank manufacturer = Rockomax Conglomerate description = Developed after one J. Kerman complained that the fuel tanks available were 'way too small', the X200-32 holds a generous amount of fuel, for all your... fueling needs or something like that. Shut up, Rockomax hires rocket scientists, not writers. attachRules = 1,1,1,1,0 mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2, srf tags = fueltank ?lfo liquid oxidizer propellant rocket ?freeiva MODEL { model = Squad/Parts/FuelTank/RockomaxTanks/Assets/Rockomax32 } RESOURCE { name = LiquidFuel amount = 1440 maxAmount = 1440 } RESOURCE { name = Oxidizer amount = 1760 maxAmount = 1760 } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite VARIANT { name = BlackAndWhite displayName = Black and White themeName = White primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { Rockomax_32_White = true Rockomax_32_Orange = false Rockomax_32_ESA = false } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 GAMEOBJECTS { Rockomax_32_White = false Rockomax_32_Orange = true Rockomax_32_ESA = false } TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [AlbedoM] O _BumpMap = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [Normal]O } } VARIANT { name = ESA displayName = ESA description = European Space Agency primaryColor = #ffffff secondaryColor = #124d7f GAMEOBJECTS { Rockomax_32_White = false Rockomax_32_Orange = false Rockomax_32_ESA = true } TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_32 [AlbedoM] ESA _BumpMap = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_32 [Normal]ESA } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 3200 SUBTYPE { name = LFOX tankType = LFOX addedMass = -2 addedCost = -1468.8 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 25% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -800 addedMass = 1.2 addedCost = 400 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Rockomax32_BW } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RockomaxTanks/Rockomax64.cfg PART { name = Rockomax64_BW module = Part author = yes rescaleFactor = 1 node_stack_top = 0.0, 3.73, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -3.73, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advFuelSystems entryCost = 24200 cost = 5750 category = FuelTank subcategory = 0 title = Rockomax Jumbo-64 Fuel Tank manufacturer = Rockomax Conglomerate description = The largest tank available from Rockomax, the Jumbo-64 holds a vast amount of fuel in a friendly orange insulated container. Contrary to popular belief, the Jumbo-64 is NOT orange flavored and should NOT be tasted. attachRules = 1,1,1,1,0 mass = 4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2, srf tags = fueltank ?lfo liquid orange oxidizer propellant rocket ?freeiva MODEL { model = Squad/Parts/FuelTank/RockomaxTanks/Assets/Rockomax64 } RESOURCE { name = LiquidFuel amount = 2880 maxAmount = 2880 } RESOURCE { name = Oxidizer amount = 3520 maxAmount = 3520 } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite VARIANT { name = BlackAndWhite displayName = Black and White themeName = White primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { Rockomax_64_White = true Rockomax_64_Orange = false } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 GAMEOBJECTS { Rockomax_64_White = false Rockomax_64_Orange = true } TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [AlbedoM] O _BumpMap = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [Normal]O } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 6400 SUBTYPE { name = LFOX tankType = LFOX addedMass = -4 addedCost = -2937.6 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 25% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -1600 addedMass = 2.4 addedCost = 800 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Rockomax64_BW } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/RockomaxTanks/Rockomax8.cfg PART { name = Rockomax8BW module = Part author = yes rescaleFactor = 1 node_stack_top = 0.0, 0.455, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.455, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = fuelSystems entryCost = 5200 cost = 800 category = FuelTank subcategory = 0 title = Rockomax X200-8 Fuel Tank manufacturer = Rockomax Conglomerate description = A compact fuel tank, designed for small upper stages and landers. Rockomax takes no responsibility for the Dawton Kerman Aboveground Pool Company stickers on the inside because it totally is not a swimming pool frame we stole from their back lot. attachRules = 1,1,1,1,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2, srf tags = fueltank ?lfo liquid oxidizer propellant rocket ?freeiva MODEL { model = Squad/Parts/FuelTank/RockomaxTanks/Assets/Rockomax8 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite VARIANT { name = BlackAndWhite displayName = Black and White themeName = White primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { Rockomax_8_White = true Rockomax_8_Orange = false } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 GAMEOBJECTS { Rockomax_8_White = false Rockomax_8_Orange = true } TEXTURE { mainTextureURL = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [AlbedoM] O _BumpMap = Squad/Parts/FuelTank/RockomaxTanks/Assets/rockomax_16 [Normal]O } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 800 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.5 addedCost = -367.2 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 25% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -200 addedMass = 0.3 addedCost = 100 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Rockomax8BW } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/Size1_Tanks/fuelTankT100.cfg PART { name = fuelTankSmallFlat module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.3125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.3125, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.625, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = basicRocketry entryCost = 1200 cost = 150 category = FuelTank subcategory = 0 title = FL-T100 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The T100 is a miniature fuel tank made to be even more adorable than its bigger brother, the T200. Handle stoically and with care. attachRules = 1,1,1,1,0 mass = 0.0625 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1, srf tags = fueltank ?lfo liquid oxidizer propellant rocket MODEL { model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_01 } RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_BW _BumpMap = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_N shader = KSP/Bumped Specular } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_W shader = KSP/Specular } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_O shader = KSP/Specular } } } MODULE { name = ModuleCargoPart packedVolume = 1100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fuelTankSmallFlat } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/Size1_Tanks/fuelTankT200.cfg PART { name = fuelTankSmall module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.55525, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.55525, 0.0, 0.0, -1.0, 0.0 node_attach = 0.625, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = generalRocketry entryCost = 2500 cost = 275 category = FuelTank subcategory = 0 title = FL-T200 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The T200 tank had some difficulty being accepted in the spacecraft engineering world, because most rocket builders had trouble overcoming their urges to squee at the "cute little fuel tank". This initial reaction was only put aside when the amount of fiery explosions in assembly areas became so high, strict guidelines were put in place to prohibit "teasing the fuel containers". The T200 Tank now is widely used in several space programs and does a remarkably good job, if assembled politely. attachRules = 1,1,1,1,0 mass = 0.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1, srf tags = fueltank ?lfo liquid oxidizer propellant rocket MODEL { model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_02 } RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_BW _BumpMap = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_N shader = KSP/Bumped Specular } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_W shader = KSP/Specular } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_O shader = KSP/Specular } } } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fuelTankSmall } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/Size1_Tanks/fuelTankT400.cfg PART { name = fuelTank module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.981725, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9125, 0.0, 0.0, -1.0, 0.0 node_attach = 0.625, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advRocketry entryCost = 1600 cost = 500 category = FuelTank subcategory = 0 title = FL-T400 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The FL series was received as a substantial upgrade over previous fuel containers used in the Space Program, generally due to its ability to keep the fuel unexploded more often than not. Fuel tanks are useless if there isn't a Liquid Engine attached under it. They can also be stacked with other fuel tanks to increase the amount of fuel for the engine below. attachRules = 1,1,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 bulkheadProfiles = size1, srf tags = fueltank ?lfo liquid oxidizer propellant rocket MODEL { model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_03 } RESOURCE { name = LiquidFuel amount = 180 maxAmount = 180 } RESOURCE { name = Oxidizer amount = 220 maxAmount = 220 } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_BW _BumpMap = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_N shader = KSP/Bumped Specular } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_W shader = KSP/Specular } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_O shader = KSP/Specular } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fuelTank } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/Size1_Tanks/fuelTankT800.cfg PART { name = fuelTank_long module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0,1 node_stack_bottom = 0.0, -1.8875, 0.0, 0.0, -1.0, 0.0,1 node_attach = 0.625, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = fuelSystems entryCost = 4800 cost = 800 category = FuelTank subcategory = 0 title = FL-T800 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = A stretched variant of the FL-T400, the FL-T800 holds twice the fuel in a slightly stronger container. The black stripes along the side make the rocket go faster, our engineers tell us. attachRules = 1,1,1,1,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 bulkheadProfiles = size1, srf tags = fueltank ?lfo liquid oxidizer propellant rocket MODEL { model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_04 } RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_BW _BumpMap = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_N shader = KSP/Bumped Specular } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_W shader = KSP/Specular } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_O shader = KSP/Specular } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = fuelTank_long } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/Size3Tanks/large.cfg PART { name = Size3LargeTank module = Part author = Squad rescaleFactor = 1 node_stack_top = 0.0, 3.74, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -3.74, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0 TechRequired = highPerformanceFuelSystems entryCost = 46600 cost = 13000 category = Propulsion subcategory = 0 title = Kerbodyne S3-14400 Tank manufacturer = Kerbodyne description = When nobody believed in (or even asked for) an even larger fuel tank than the already enormous S3-7200, Kerbodyne stepped up with the sanity-defying S3-14400 model. Carrying fully twice as much fuel as before, this fuel tank may just pack enough propellant to justify its proportionately enormous cost. attachRules = 1,1,1,1,0 mass = 9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 400 breakingTorque = 400 maxTemp = 2000 bulkheadProfiles = size3, srf tags = fuel fueltank ?lfo propellant rocket MODEL { model = Squad/Parts/FuelTank/Size3Tanks/Size3LargeTank } RESOURCE { name = LiquidFuel amount = 6480 maxAmount = 6480 } RESOURCE { name = Oxidizer amount = 7920 maxAmount = 7920 } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = White primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks _BumpMap = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Norm } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Orange _BumpMap = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Orange_Norm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size3LargeTank } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/Size3Tanks/medium.cfg PART { name = Size3MediumTank module = Part author = Squad rescaleFactor = 1 node_stack_top = 0.0, 1.931, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.937, 0.0, 0.0, -1.0, 0.0, 3 node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0 TechRequired = largeVolumeContainment entryCost = 32600 cost = 6500 category = Propulsion subcategory = 0 title = Kerbodyne S3-7200 Tank manufacturer = Kerbodyne description = Kerbodyne's signature heavy fuel tank. Designed to be used with their advanced rocket engines. attachRules = 1,1,1,1,0 mass = 4.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 300 breakingTorque = 300 maxTemp = 2000 bulkheadProfiles = size3, srf tags = fuel fueltank ?lfo propellant rocket MODEL { model = Squad/Parts/FuelTank/Size3Tanks/Size3MediumTank } RESOURCE { name = LiquidFuel amount = 3240 maxAmount = 3240 } RESOURCE { name = Oxidizer amount = 3960 maxAmount = 3960 } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = White primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks _BumpMap = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Norm } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Orange _BumpMap = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Orange_Norm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size3MediumTank } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/Size3Tanks/small.cfg PART { name = Size3SmallTank module = Part author = Squad rescaleFactor = 1 node_stack_top = 0.0, 0.96, 0.0, 0.0, 1, 0.0, 3 node_stack_bottom = 0.0, -0.967, 0.0, 0.0, -1, 0.0, 3 node_attach = 0.0, 0.0, -1.89, 0.0, 0.0, 1.0 TechRequired = largeVolumeContainment entryCost = 18800 cost = 3250 category = Propulsion subcategory = 0 title = Kerbodyne S3-3600 Tank manufacturer = Kerbodyne description = A half-capacity version of Kerbodyne's iconic fuel tank, for not quite exactly half the cost. attachRules = 1,1,1,1,0 mass = 2.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size3, srf tags = fuel fueltank ?lfo propellant rocket MODEL { model = Squad/Parts/FuelTank/Size3Tanks/Size3SmallTank } RESOURCE { name = LiquidFuel amount = 1620 maxAmount = 1620 } RESOURCE { name = Oxidizer amount = 1980 maxAmount = 1980 } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = White primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks _BumpMap = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Norm } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Orange _BumpMap = Squad/Parts/FuelTank/Size3Tanks/Size3Tanks_Orange_Norm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size3SmallTank } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/xenonTank/xenonTank.cfg PART { name = xenonTank module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.1404661, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1404661, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = ionPropulsion entryCost = 8800 cost = 3680 category = FuelTank subcategory = 0 title = PB-X150 Xenon Container manufacturer = Probodobodyne Inc description = Although most of the Probodobodyne staff couldn't pronounce "Xenon", when told how to say it correctly, they all agreed it sounded super-cool - and everything possible should be done so it could be used as a fuel, no matter the cost. attachRules = 1,0,1,1,0 mass = 0.024 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size0 tags = fueltank (ion propellant tank RESOURCE { name = XenonGas amount = 720 maxAmount = 720 } MODULE { name = ModuleCargoPart packedVolume = 125 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = xenonTank } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/xenonTankLarge/xenonTankLarge.cfg PART { name = xenonTankLarge module = Part author = RoverDude mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.295, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.295, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = ionPropulsion entryCost = 9800 cost = 24300 category = FuelTank subcategory = 0 title = PB-X750 Xenon Container manufacturer = Probodobodyne Inc description = Although most of the Probodobodyne staff couldn't pronounce "Xenon", when told how to say it correctly, they all agreed it sounded super-cool - and everything possible should be done so it could be used as a fuel, no matter the cost. attachRules = 1,0,1,1,0 mass = 0.19 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1 tags = fueltank (ion propellant tank RESOURCE { name = XenonGas amount = 5700 maxAmount = 5700 } MODULE { name = ModuleCargoPart packedVolume = 1100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = xenonTankLarge } } } UrlConfig { parentUrl = Squad/Parts/FuelTank/xenonTankRadial/xenonTankRadial.cfg PART { name = xenonTankRadial module = Part author = Squad mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, -0.1875, 0.0, 0.0, -1.0 TechRequired = ionPropulsion entryCost = 7800 cost = 2220 category = FuelTank subcategory = 0 title = PB-X50R Xenon Container description = The X50R is a small-volume Xenon container, heralded by engineers for being ideally suited for small ion-driven spacecraft, and also for having thoroughly disproved management in their notion that a smaller fuel tank would make the fuel cheaper. attachRules = 0,1,0,1,1 mass = 0.0135 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = fueltank (ion propellant tank RESOURCE { name = XenonGas amount = 405 maxAmount = 405 } MODULE { name = ModuleCargoPart packedVolume = 100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = xenonTankRadial } } } UrlConfig { parentUrl = Squad/Parts/Misc/AsteroidDay/CamSat.cfg PART { name = InfraredTelescope module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0,-.14,0,0,-1,0,0 TechRequired = scienceTech entryCost = 9000 cost = 4500 category = Science subcategory = 0 title = SENTINEL Infrared Telescope manufacturer = Experimental Engineering Group description = The Sentinel Space Telescope uses infrared light to detect celestial bodies, such as asteroids, that may pose a risk to Kerbin. attachRules = 1,0,0,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1 tags = asteroid camera day detect ?ir (map satellite scan MODEL { model = Squad/Parts/Misc/AsteroidDay/CamSat } MODULE { name = ModuleScienceExperiment experimentID = infraredTelescope experimentActionName = Log Observation Data resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.4 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.2 rerunnable = True resettable = False usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = FlagDecal textureQuadName = Flag } MODULE { name = SentinelModule } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = InfraredTelescope } } } UrlConfig { parentUrl = Squad/Parts/Misc/AsteroidDay/HECS2.cfg PART { name = HECS2_ProbeCore module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,.5,0,0,1,0,1 node_stack_bottom = 0,-.5,0,0,-1,0,1 TechRequired = advUnmanned entryCost = 52500 cost = 7500 category = Pods subcategory = 0 title = Probodobodyne HECS2 manufacturer = Probodobodyne Inc description = A larger probe core based on the popular HECS design. With integrated battery banks, specialized flight controls, and a built-in reaction wheel, the HECS2 is a suitable probe core for more advanced satellites. attachRules = 1,0,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 vesselType = Probe bulkheadProfiles = size1 tags = asteroid cmg command control (core day fly gold gyro hex kerbnet moment probe react sas satellite space stab steer torque yellow ?nofreeiva MODEL { model = Squad/Parts/Misc/AsteroidDay/HECS2 texture = hecsDiffuse, Squad/Parts/Command/probeCoreHex_v2/hecsDiffuse texture = hecsNormal, Squad/Parts/Command/probeCoreHex_v2/hecsNormal } MODULE { name = ModuleCommand minimumCrew = 0 hasHibernation = True hibernationMultiplier = 0.002 defaultControlPointDisplayName = Default hibernateOnWarp = true RESOURCE { name = ElectricCharge rate = 0.05 } CONTROLPOINT { name = forward displayName = Forward orientation = 90,0,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleReactionWheel PitchTorque = 1 YawTorque = 1 RollTorque = 1 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleSAS SASServiceLevel = 3 } MODULE { name = ModuleKerbNetAccess MinimumFoV = 9 MaximumFoV = 81 AnomalyDetection = 0.24 DISPLAY_MODES { Mode = Biome,#autoLOC_438890 Mode = Terrain,#autoLOC_438839 } } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.8 canBeTransferredToInVessel = True canTransferInVessel = True } MODULE { name = ModuleCargoPart packedVolume = 2400 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleReactionWheelReliability MTBF = 175200 LifeTime = 87600 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = ModuleScienceExperiment experimentID = probeReport experimentActionName = Collect Data resetActionName = Purge Data Banks reviewActionName = Validate Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSampleProbes experimentActionName = Collect Samples resetActionName = Dump Samples reviewActionName = Analyze Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ProbeControlRoomPart seatTransformName = CameraPosition } MODULE { name = RasterPropMonitorComputer storedStrings = v1.1.0||Probodobodyne HECS2|||||Probodobodyne Inc triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } INTERNAL { name = DE_MissionControl } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = HECS2_ProbeCore } } } UrlConfig { parentUrl = Squad/Parts/Misc/AsteroidDay/HighGainAntenna.cfg PART { name = HighGainAntenna module = Part author = RoverDude rescaleFactor = 1 node_attach = 0,0,0,0,-1,0,0 category = Communication TechRequired = electronics entryCost = 7500 cost = 1200 subcategory = 0 title = Communotron HG-55 manufacturer = Ionic Symphonic Protonic Electronics description = The Communotron HG-55 high gain antenna allows for blazingly fast directional data transmission, and was originally designed for deep space probes. Please note that Ionic Symphonic Protonic Electronics is not liable for any damages that might result from prolonged exposure to RF radiation. attachRules = 0,1,0,0,0 mass = 0.075 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = aerial antenna asteroid day dish radio signal transmi MODEL { model = Squad/Parts/Misc/AsteroidDay/HighGainAntenna } MODULE { showStatus = false isTracking = false pivotName = MainPin secondaryTransformName = TopHinge animationName = Deploy extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> name = ModuleAnimateGeneric allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleCargoPart packedVolume = 1000 } MODULE { name = ModuleDeployableAntennaReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 25000000000 EnergyCost = 1.04 MaxQ = 6000 DishAngle = 0.12 DeployFxModules = 0 ProgressFxModules = 1 TRANSMITTER { PacketInterval = 0.15 PacketSize = 3 PacketResourceCost = 20.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = HighGainAntenna } } } UrlConfig { parentUrl = Squad/Parts/Misc/AsteroidDay/LgRadialSolar.cfg PART { name = LgRadialSolarPanel module = Part author = RoverDude rescaleFactor = 1 node_attach = 0,0,0,0,0,1,0 TechRequired = advElectrics entryCost = 6000 cost = 600 category = Electrical subcategory = 0 title = OX-STAT-XL Photovoltaic Panels manufacturer = Probodobodyne Inc description = A larger version of the OX-STAT, the XL version features a larger surface area than its smaller cousin while retaining the cost and weight benefits of a static solar panel. attachRules = 0,1,0,0,0 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = srf tags = array asteroid charge day e/c elect energ fixed flat generat (light photo power solar static sun volt watt MODEL { model = Squad/Parts/Misc/AsteroidDay/LgRadialSolar } MODULE { name = ModuleDeployableSolarPanel isTracking = false secondaryTransformName = suncatcher pivotName = suncatcher isBreakable = false resourceName = ElectricCharge chargeRate = 2.8 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleCargoPart packedVolume = 250 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleSolarReliability MTBF = 17520 LifeTime = 17520 RepairCost = 2 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = LOW DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = LgRadialSolarPanel } } } UrlConfig { parentUrl = Squad/Parts/Misc/PotatoComet/part.cfg PART { name = PotatoComet module = Part author = Squad mesh = PotatoComet.mu rescaleFactor = 1 TechRequired = Unresearcheable entryCost = 0 cost = 0 category = none subcategory = 0 title = A potato like comet manufacturer = The Solar system description = Big ole, rock like thing. attachRules = 1,1,1,1,1 mass = 150 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 160 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 explosionPotential = 1.0 skipColliderIgnores = True vesselType = SpaceObject skinInternalConductionMult = 100 skinMassPerArea = 100 tags = comet MODULE { name = ModuleComet density = 0.03 secondaryRate = 0.05 } DRAG_CUBE { cube = TypeA,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0,0,0,2.5,2.5,2.5 cube = TypeB,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,0,0,0,6,6,6 cube = TypeC,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,0,0,0,13,13,13 cube = TypeD,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,0,0,0,20.5,20.5,20.5 cube = TypeE,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,0,0,0,35,35,35 cube = TypeF,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,0,0,0,58.38,58.38,58.38 cube = TypeG,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,0,0,0,97.3,97.3,97.3 cube = TypeH,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,0,0,0,162.12,162.12,162.12 cube = TypeI,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,0,0,0,270.2,270.2,270.2 } MODULE { name = ModuleCometInfo } MODULE { name = ModuleCometResource highRange = 95 lowRange = 80 presenceChance = 100 resourceName = Ore } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = Squad/Parts/Misc/PotatoRoid/part.cfg PART { name = PotatoRoid module = Part author = Squad mesh = PotatoRoid.mu rescaleFactor = 1 TechRequired = Unresearcheable entryCost = 0 cost = 0 category = none subcategory = 0 title = A potato like rock manufacturer = The Solar system description = Big ole, rock like thing. attachRules = 1,1,1,1,1 mass = 150 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 160 breakingForce = 200 breakingTorque = 200 maxTemp = 2500 explosionPotential = 1.0 skipColliderIgnores = True vesselType = SpaceObject skinInternalConductionMult = 100 skinMassPerArea = 100 tags = asteroid roid spud MODULE { name = ModuleAsteroid density = 0.03 secondaryRate = 0.05 } DRAG_CUBE { cube = TypeA,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0.7536889,0.81894,1.4443138,0,0,0,2.5,2.5,2.5 cube = TypeB,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,1.5073778,0.85224,1.834278526,0,0,0,6,6,6 cube = TypeC,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,2.2610667,0.9909,2.123141286,0,0,0,13,13,13 cube = TypeD,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,4.5221334,1.344,3.89964726,0,0,0,20.5,20.5,20.5 cube = TypeE,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,7.529352111,2.238,4.3329414,0,0,0,35,35,35 cube = TypeF,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,12.558959321148,3.732984,7.2273462552,0,0,0,58.38,58.38,58.38 cube = TypeG,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,20.93159886858,6.22164,12.045577092,0,0,0,97.3,97.3,97.3 cube = TypeH,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,34.875958978152,10.366416,20.0701845648,0,0,0,162.12,162.12,162.12 cube = TypeI,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,58.12659829692,17.27736,33.450307608,0,0,0,270.2,270.2,270.2 } MODULE { name = ModuleAsteroidInfo } MODULE { name = ModuleAsteroidResource highRange = 95 lowRange = 80 presenceChance = 100 resourceName = Ore } MODULE { name = ModuleAsteroidResource resourceName = Water presenceChance = 100 lowRange = 50 highRange = 75 } MODULE { name = ModuleAsteroidResource resourceName = MetallicOre presenceChance = 80 lowRange = 50 highRange = 75 } MODULE { name = ModuleAsteroidResource resourceName = Substrate presenceChance = 80 lowRange = 50 highRange = 75 } MODULE { name = ModuleAsteroidResource resourceName = Silicates presenceChance = 80 lowRange = 50 highRange = 75 } MODULE { name = ModuleAsteroidResource resourceName = Hydrates presenceChance = 80 lowRange = 50 highRange = 75 } MODULE { name = ModuleAsteroidResource resourceName = Minerals presenceChance = 25 lowRange = 1 highRange = 10 } MODULE { name = ModuleAsteroidResource resourceName = Gypsum presenceChance = 25 lowRange = 1 highRange = 10 } MODULE { name = ModuleAsteroidResource resourceName = Karbonite presenceChance = 25 lowRange = 50 highRange = 75 } MODULE { name = ModuleAsteroidResource resourceName = Karborundum presenceChance = 25 lowRange = 1 highRange = 10 } MODULE { name = ModuleAsteroidResource resourceName = Uraninite presenceChance = 25 lowRange = 50 highRange = 75 } MODULE { name = ModuleAsteroidResource resourceName = XenonGas presenceChance = 80 lowRange = 1 highRange = 10 } MODULE { name = ModuleAsteroidResource resourceName = ExoticMinerals presenceChance = 80 lowRange = 1 highRange = 30 } MODULE { name = ModuleAsteroidResource resourceName = RareMetals presenceChance = 80 lowRange = 1 highRange = 30 } MODULE { name = ModuleAsteroidResource resourceName = ArgonGas presenceChance = 80 lowRange = 1 highRange = 10 } MODULE { name = ModuleAsteroidResource highRange = 95 lowRange = 80 presenceChance = 100 resourceName = Rock } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = Squad/Parts/Prebuilt/flag.cfg PART { name = flag MODULE { __OVERLOAD = True name = FlagSite deployVisibilityDelay = 1 deployFailRevertThreshold = 3 unbreakablePeriodLength = 3 } MODULE { name = FlagDecal textureQuadName = mesh_flag } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = flag } } } UrlConfig { parentUrl = Squad/Parts/Prebuilt/kerbalEVA.cfg PART { name = kerbalEVA crashTolerance = 50 maxTemp = 800 skinMaxTemp = 800 boundsCentroidOffset = 0.0, 0.25, 0.2 CenterOfDisplacement = 0.0, 0.1, 0.0 CenterOfBuoyancy = 0.0, 0.1, 0.0 dragModelType = default rescaleFactor = 1 sound_click_tick = placementNotAllowed sound_welding_attachment = weldingLaser partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2,EVAStorage_flagDecals,EVAStorageSlim_flagDecals,chute_standalone_flag,chute_container_flag EFFECTS { golf { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_golf_swing_normal maxVolumeDistance = 150 } } bananaOne { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_01 maxVolumeDistance = 150 } } bananaTwo { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_04 maxVolumeDistance = 150 } } bananaThree { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_05 maxVolumeDistance = 150 } } } MODULE { name = KerbalEVA __OVERLOAD = True isCfg = True walkSpeed = 0.8 strafeSpeed = 0.5 runSpeed = 2.2 turnRate = 4 maxJumpForce = 10 boundForce = 1.67 boundSpeed = 0.8 boundThreshold = 0.02 swimSpeed = 0.8 waterAngularDragMultiplier = 0.01 ladderClimbSpeed = 0.60 ladderPushoffForce = 3 minWalkingGee = 0.17 minRunningGee = 0.6 initialMass = 1.5 massMultiplier = 0.03 onFallHeightFromTerrain = 0.35 clamberMaxAlt = 100 splatEnabled = True splatSpeed = 50 propellantResourceName = EVA Propellant boundFrequency = 0.5 boundSharpness = 0.2 boundAttack = 0.4 boundRelease = 2 boundFallThreshold = 2 _flags = 1 flagReach = 0.3 Kp = 0.7 Ki = 0.25 Kd = 0.300000012 iC = 0.005 rotPower = 1 linPower = 8.63 PropellantConsumption = 0.025 stumbleThreshold = 3.5 hopThreshold = 2 recoverThreshold = 0.6 recoverTime = 3 splatThreshold = 150 clamberReach = 0.9 clamberStandoff = 0.45 helmetOffMinSafePressureAtm = 0.177 helmetOffMinSafeTempK = 223.0 helmetOffMaxSafeTempK = 333.0 helmetOffMaxOceanPressureAtm = 5.8 helmetOffMinSafePressureAtmMargin = 0.038 helmetOffMinSafeTempKMargin = 10.0 helmetOffMaxSafeTempKMargin = 10.0 helmetOffMaxOceanPressureAtmMargin = 1.0 evaExitTemperature = 303.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Surface Sample resetActionName = Discard Sample reviewActionName = Review Sample hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 0.25 dataIsCollectable = True deployableSeated = False } MODULE { name = ModuleScienceExperiment experimentID = evaReport experimentActionName = EVA Report resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True } MODULE { name = ModuleScienceExperiment experimentID = evaScience experimentActionName = Perform EVA Science resetActionName = Discard EVA Science Report reviewActionName = Review EVA Science Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True requiresInventoryPart = True requiresEVASituation = True deployableSeated = False availableShielded = False EVASITUATION { priority = 2 situationMask = 1 minTemp = 170 kerbalAction = PlayGolf resultString = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. resultString = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. resultString = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! } EVASITUATION { situationMask = 1 requiresNoAtmosphere = True maxTemp = 170 kerbalAction = Banana resultString = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. resultString = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. } EVASITUATION { situationMask = 48 requiresNoAtmosphere = True kerbalAction = Dzhanibekov dialogDelay = 4.5 resultString = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. resultString = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. } } MODULE { name = ModuleScienceContainer allowRepeatedSubjects = True } MODULE { name = FlagDecal textureQuadName = kbEVA_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorage_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorageSlim_flagDecals } MODULE { name = ModuleTripLogger } MODULE { name = ModuleEvaChute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 1.0 semiDeploymentSpeed = 1.0 chuteMaxTemp = 650 evaChuteName = EVAparachute rotationSpeedDPS = 180.0 chutePitchRate = 1.0 chuteRollRate = 1.0 chuteYawRateAtMinSpeed = 1.0 chuteMinSpeedForYawRate = 1.0 chuteYawRateAtMaxSpeed = 1.0 chuteMaxSpeedForYawRate = 50.0 chuteDefaultForwardPitch = 9.0 semiDeployedChuteForwardPitch = 25.0 chutePitchRateDivisorWhenTurning = 1.0 chuteRollRateDivisorWhenPitching = 1.0 chuteYawRateDivisorWhenPitching = 1.0 baseName = base flagName = FlagDecal stagingEnabled = false } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 2.5 transformDir = Y transformSign = -1 omnidirectional = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.0 transformDir = X } MODULE { name = FlagDecal textureQuadName = flag } MODULE { name = FlagDecal textureQuadName = chute_standalone_flag } MODULE { name = FlagDecal textureQuadName = chute_container_flag } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 40 massLimit = 0.065 DEFAULTPARTS { name = evaChute name = evaJetpack } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = EngineIgnitorEVA } RESOURCE { name = EngineIgnitors amount = 0 maxAmount = 2 isTweakable = False } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KASLinkTargetKerbal linkType = MdCable attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = KASLinkTargetKerbal linkType = MdHose attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = kerbalEVA } } } UrlConfig { parentUrl = Squad/Parts/Prebuilt/kerbalEVAfemale.cfg PART { name = kerbalEVAfemale crashTolerance = 50 maxTemp = 800 skinMaxTemp = 800 boundsCentroidOffset = 0.0, 0.25, 0.2 CenterOfDisplacement = 0.0, 0.1, 0.0 CenterOfBuoyancy = 0.0, 0.1, 0.0 dragModelType = default rescaleFactor = 1 sound_click_tick = placementNotAllowed sound_welding_attachment = weldingLaser partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2,EVAStorage_flagDecals,EVAStorageSlim_flagDecals,chute_standalone_flag,chute_container_flag EFFECTS { golf { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_golf_swing_normal maxVolumeDistance = 150 } } bananaOne { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_01 maxVolumeDistance = 150 } } bananaTwo { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_04 maxVolumeDistance = 150 } } bananaThree { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_05 maxVolumeDistance = 150 } } } MODULE { name = KerbalEVA __OVERLOAD = True isCfg = True walkSpeed = 0.8 strafeSpeed = 0.5 runSpeed = 2.2 turnRate = 4 maxJumpForce = 10 boundForce = 1.67 boundSpeed = 0.8 boundThreshold = 0.02 swimSpeed = 0.8 waterAngularDragMultiplier = 0.01 ladderClimbSpeed = 0.60 ladderPushoffForce = 3 minWalkingGee = 0.17 minRunningGee = 0.6 initialMass = 1.5 massMultiplier = 0.03 onFallHeightFromTerrain = 0.35 clamberMaxAlt = 100 splatEnabled = True splatSpeed = 50 propellantResourceName = EVA Propellant boundFrequency = 0.5 boundSharpness = 0.2 boundAttack = 0.4 boundRelease = 2 boundFallThreshold = 2 _flags = 1 flagReach = 0.3 Kp = 0.7 Ki = 0.25 Kd = 0.300000012 iC = 0.005 rotPower = 1 linPower = 8.63 PropellantConsumption = 0.025 stumbleThreshold = 3.5 hopThreshold = 2 recoverThreshold = 0.6 recoverTime = 3 splatThreshold = 150 clamberReach = 0.9 clamberStandoff = 0.45 helmetOffMinSafePressureAtm = 0.177 helmetOffMinSafeTempK = 223.0 helmetOffMaxSafeTempK = 333.0 helmetOffMaxOceanPressureAtm = 5.8 helmetOffMinSafePressureAtmMargin = 0.038 helmetOffMinSafeTempKMargin = 10.0 helmetOffMaxSafeTempKMargin = 10.0 helmetOffMaxOceanPressureAtmMargin = 1.0 evaExitTemperature = 303.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Surface Sample resetActionName = Discard Sample reviewActionName = Review Sample hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 0.25 dataIsCollectable = True deployableSeated = False } MODULE { name = ModuleScienceExperiment experimentID = evaReport experimentActionName = EVA Report resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True } MODULE { name = ModuleScienceExperiment experimentID = evaScience experimentActionName = Perform EVA Science resetActionName = Discard EVA Science Report reviewActionName = Review EVA Science Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True requiresInventoryPart = True requiresEVASituation = True deployableSeated = False availableShielded = False EVASITUATION { priority = 2 situationMask = 1 minTemp = 170 kerbalAction = PlayGolf resultString = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. resultString = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. resultString = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! } EVASITUATION { situationMask = 1 requiresNoAtmosphere = True maxTemp = 170 kerbalAction = Banana resultString = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. resultString = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. } EVASITUATION { situationMask = 48 requiresNoAtmosphere = True kerbalAction = Dzhanibekov dialogDelay = 4.5 resultString = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. resultString = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. } } MODULE { name = ModuleScienceContainer allowRepeatedSubjects = True } MODULE { name = FlagDecal textureQuadName = kbEVA_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorage_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorageSlim_flagDecals } MODULE { name = ModuleTripLogger } MODULE { name = ModuleEvaChute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 1.0 semiDeploymentSpeed = 1.0 chuteMaxTemp = 650 evaChuteName = EVAparachute rotationSpeedDPS = 180.0 chutePitchRate = 1.0 chuteRollRate = 1.0 chuteYawRateAtMinSpeed = 1.0 chuteMinSpeedForYawRate = 1.0 chuteYawRateAtMaxSpeed = 1.0 chuteMaxSpeedForYawRate = 50.0 chuteDefaultForwardPitch = 9.0 semiDeployedChuteForwardPitch = 25.0 chutePitchRateDivisorWhenTurning = 1.0 chuteRollRateDivisorWhenPitching = 1.0 chuteYawRateDivisorWhenPitching = 1.0 baseName = base flagName = FlagDecal stagingEnabled = false } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 2.5 transformDir = Y transformSign = -1 omnidirectional = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.0 transformDir = X } MODULE { name = FlagDecal textureQuadName = flag } MODULE { name = FlagDecal textureQuadName = chute_standalone_flag } MODULE { name = FlagDecal textureQuadName = chute_container_flag } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 40 massLimit = 0.065 DEFAULTPARTS { name = evaChute name = evaJetpack } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = EngineIgnitorEVA } RESOURCE { name = EngineIgnitors amount = 0 maxAmount = 2 isTweakable = False } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KASLinkTargetKerbal linkType = MdCable attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = KASLinkTargetKerbal linkType = MdHose attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = kerbalEVAfemale } } } UrlConfig { parentUrl = Squad/Parts/Prebuilt/kerbalEVASlimSuit.cfg PART { name = kerbalEVASlimSuit crashTolerance = 50 maxTemp = 800 skinMaxTemp = 800 boundsCentroidOffset = 0.0, 0.25, 0.2 CenterOfDisplacement = 0.0, 0.1, 0.0 CenterOfBuoyancy = 0.0, 0.1, 0.0 dragModelType = default rescaleFactor = 1 sound_click_tick = placementNotAllowed sound_welding_attachment = weldingLaser partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2,EVAStorage_flagDecals,EVAStorageSlim_flagDecals,chute_standalone_flag,chute_container_flag EFFECTS { golf { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_golf_swing_normal maxVolumeDistance = 150 } } bananaOne { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_01 maxVolumeDistance = 150 } } bananaTwo { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_04 maxVolumeDistance = 150 } } bananaThree { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_05 maxVolumeDistance = 150 } } } MODULE { name = KerbalEVA __OVERLOAD = True isCfg = True walkSpeed = 0.8 strafeSpeed = 0.5 runSpeed = 2.2 turnRate = 4 maxJumpForce = 10 boundForce = 1.67 boundSpeed = 0.8 boundThreshold = 0.02 swimSpeed = 0.8 waterAngularDragMultiplier = 0.01 ladderClimbSpeed = 0.60 ladderPushoffForce = 3 minWalkingGee = 0.17 minRunningGee = 0.6 initialMass = 1.5 massMultiplier = 0.03 onFallHeightFromTerrain = 0.35 clamberMaxAlt = 100 splatEnabled = True splatSpeed = 50 propellantResourceName = EVA Propellant boundFrequency = 0.5 boundSharpness = 0.2 boundAttack = 0.4 boundRelease = 2 boundFallThreshold = 2 _flags = 1 flagReach = 0.3 Kp = 0.7 Ki = 0.25 Kd = 0.300000012 iC = 0.005 rotPower = 1 linPower = 8.63 PropellantConsumption = 0.025 stumbleThreshold = 3.5 hopThreshold = 2 recoverThreshold = 0.6 recoverTime = 3 splatThreshold = 150 clamberReach = 0.9 clamberStandoff = 0.45 helmetOffMinSafePressureAtm = 0.177 helmetOffMinSafeTempK = 223.0 helmetOffMaxSafeTempK = 333.0 helmetOffMaxOceanPressureAtm = 5.8 helmetOffMinSafePressureAtmMargin = 0.038 helmetOffMinSafeTempKMargin = 10.0 helmetOffMaxSafeTempKMargin = 10.0 helmetOffMaxOceanPressureAtmMargin = 1.0 evaExitTemperature = 303.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Surface Sample resetActionName = Discard Sample reviewActionName = Review Sample hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 0.25 dataIsCollectable = True deployableSeated = False } MODULE { name = ModuleScienceExperiment experimentID = evaReport experimentActionName = EVA Report resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True } MODULE { name = ModuleScienceExperiment experimentID = evaScience experimentActionName = Perform EVA Science resetActionName = Discard EVA Science Report reviewActionName = Review EVA Science Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True requiresInventoryPart = True requiresEVASituation = True deployableSeated = False availableShielded = False EVASITUATION { priority = 2 situationMask = 1 minTemp = 170 kerbalAction = PlayGolf resultString = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. resultString = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. resultString = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! } EVASITUATION { situationMask = 1 requiresNoAtmosphere = True maxTemp = 170 kerbalAction = Banana resultString = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. resultString = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. } EVASITUATION { situationMask = 48 requiresNoAtmosphere = True kerbalAction = Dzhanibekov dialogDelay = 4.5 resultString = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. resultString = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. } } MODULE { name = ModuleScienceContainer allowRepeatedSubjects = True } MODULE { name = FlagDecal textureQuadName = kbEVA_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorage_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorageSlim_flagDecals } MODULE { name = ModuleTripLogger } MODULE { name = ModuleEvaChute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 1.0 semiDeploymentSpeed = 1.0 chuteMaxTemp = 650 evaChuteName = EVAparachute rotationSpeedDPS = 180.0 chutePitchRate = 1.0 chuteRollRate = 1.0 chuteYawRateAtMinSpeed = 1.0 chuteMinSpeedForYawRate = 1.0 chuteYawRateAtMaxSpeed = 1.0 chuteMaxSpeedForYawRate = 50.0 chuteDefaultForwardPitch = 9.0 semiDeployedChuteForwardPitch = 25.0 chutePitchRateDivisorWhenTurning = 1.0 chuteRollRateDivisorWhenPitching = 1.0 chuteYawRateDivisorWhenPitching = 1.0 baseName = base flagName = FlagDecal stagingEnabled = false } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 2.5 transformDir = Y transformSign = -1 omnidirectional = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.0 transformDir = X } MODULE { name = FlagDecal textureQuadName = flag } MODULE { name = FlagDecal textureQuadName = chute_standalone_flag } MODULE { name = FlagDecal textureQuadName = chute_container_flag } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 40 massLimit = 0.065 DEFAULTPARTS { name = evaChute name = evaJetpack } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KASLinkTargetKerbal linkType = MdCable attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = KASLinkTargetKerbal linkType = MdHose attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = kerbalEVASlimSuit } } } UrlConfig { parentUrl = Squad/Parts/Prebuilt/kerbalEVASlimSuitFemale.cfg PART { name = kerbalEVASlimSuitFemale crashTolerance = 50 maxTemp = 800 skinMaxTemp = 800 boundsCentroidOffset = 0.0, 0.25, 0.2 CenterOfDisplacement = 0.0, 0.1, 0.0 CenterOfBuoyancy = 0.0, 0.1, 0.0 dragModelType = default rescaleFactor = 1 sound_click_tick = placementNotAllowed sound_welding_attachment = weldingLaser partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2,EVAStorage_flagDecals,EVAStorageSlim_flagDecals,chute_standalone_flag,chute_container_flag EFFECTS { golf { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_golf_swing_normal maxVolumeDistance = 150 } } bananaOne { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_01 maxVolumeDistance = 150 } } bananaTwo { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_04 maxVolumeDistance = 150 } } bananaThree { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_05 maxVolumeDistance = 150 } } } MODULE { name = KerbalEVA __OVERLOAD = True isCfg = True walkSpeed = 0.8 strafeSpeed = 0.5 runSpeed = 2.2 turnRate = 4 maxJumpForce = 10 boundForce = 1.67 boundSpeed = 0.8 boundThreshold = 0.02 swimSpeed = 0.8 waterAngularDragMultiplier = 0.01 ladderClimbSpeed = 0.60 ladderPushoffForce = 3 minWalkingGee = 0.17 minRunningGee = 0.6 initialMass = 1.5 massMultiplier = 0.03 onFallHeightFromTerrain = 0.35 clamberMaxAlt = 100 splatEnabled = True splatSpeed = 50 propellantResourceName = EVA Propellant boundFrequency = 0.5 boundSharpness = 0.2 boundAttack = 0.4 boundRelease = 2 boundFallThreshold = 2 _flags = 1 flagReach = 0.3 Kp = 0.7 Ki = 0.25 Kd = 0.300000012 iC = 0.005 rotPower = 1 linPower = 8.63 PropellantConsumption = 0.025 stumbleThreshold = 3.5 hopThreshold = 2 recoverThreshold = 0.6 recoverTime = 3 splatThreshold = 150 clamberReach = 0.9 clamberStandoff = 0.45 helmetOffMinSafePressureAtm = 0.177 helmetOffMinSafeTempK = 223.0 helmetOffMaxSafeTempK = 333.0 helmetOffMaxOceanPressureAtm = 5.8 helmetOffMinSafePressureAtmMargin = 0.038 helmetOffMinSafeTempKMargin = 10.0 helmetOffMaxSafeTempKMargin = 10.0 helmetOffMaxOceanPressureAtmMargin = 1.0 evaExitTemperature = 303.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Surface Sample resetActionName = Discard Sample reviewActionName = Review Sample hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 0.25 dataIsCollectable = True deployableSeated = False } MODULE { name = ModuleScienceExperiment experimentID = evaReport experimentActionName = EVA Report resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True } MODULE { name = ModuleScienceExperiment experimentID = evaScience experimentActionName = Perform EVA Science resetActionName = Discard EVA Science Report reviewActionName = Review EVA Science Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True requiresInventoryPart = True requiresEVASituation = True deployableSeated = False availableShielded = False EVASITUATION { priority = 2 situationMask = 1 minTemp = 170 kerbalAction = PlayGolf resultString = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. resultString = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. resultString = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! } EVASITUATION { situationMask = 1 requiresNoAtmosphere = True maxTemp = 170 kerbalAction = Banana resultString = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. resultString = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. } EVASITUATION { situationMask = 48 requiresNoAtmosphere = True kerbalAction = Dzhanibekov dialogDelay = 4.5 resultString = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. resultString = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. } } MODULE { name = ModuleScienceContainer allowRepeatedSubjects = True } MODULE { name = FlagDecal textureQuadName = kbEVA_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorage_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorageSlim_flagDecals } MODULE { name = ModuleTripLogger } MODULE { name = ModuleEvaChute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 1.0 semiDeploymentSpeed = 1.0 chuteMaxTemp = 650 evaChuteName = EVAparachute rotationSpeedDPS = 180.0 chutePitchRate = 1.0 chuteRollRate = 1.0 chuteYawRateAtMinSpeed = 1.0 chuteMinSpeedForYawRate = 1.0 chuteYawRateAtMaxSpeed = 1.0 chuteMaxSpeedForYawRate = 50.0 chuteDefaultForwardPitch = 9.0 semiDeployedChuteForwardPitch = 25.0 chutePitchRateDivisorWhenTurning = 1.0 chuteRollRateDivisorWhenPitching = 1.0 chuteYawRateDivisorWhenPitching = 1.0 baseName = base flagName = FlagDecal stagingEnabled = false } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 2.5 transformDir = Y transformSign = -1 omnidirectional = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.0 transformDir = X } MODULE { name = FlagDecal textureQuadName = flag } MODULE { name = FlagDecal textureQuadName = chute_standalone_flag } MODULE { name = FlagDecal textureQuadName = chute_container_flag } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 40 massLimit = 0.065 DEFAULTPARTS { name = evaChute name = evaJetpack } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KASLinkTargetKerbal linkType = MdCable attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = KASLinkTargetKerbal linkType = MdHose attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = kerbalEVASlimSuitFemale } } } UrlConfig { parentUrl = Squad/Parts/Resources/FuelCell/FuelCell.cfg PART { name = FuelCell module = Part author = RoverDude rescaleFactor = 1 node_attach = 0, 0, 0, 1, 0, 0, 0 TechRequired = largeElectrics entryCost = 2250 cost = 750 category = Electrical subcategory = 0 title = Fuel Cell manufacturer = Zaltonic Electronics description = A small fuel cell that allows fuel and oxidizer to be converted into energy. Handy for those places where a solar panel will not do. Also handy for re-heating snacks. New, improved model now has status light! attachRules = 0,1,0,0,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = array bank charge convert e/c elect energ pack power volt watt MODEL { model = Squad/Parts/Resources/FuelCell/FuelCell } MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.0020625 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.5 DumpExcess = false } } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = IndicatorLights/Parts/fuelCells/rectangularIndicatorModel scale = 0.11077, 0.8, 0.5 position = -0.19, 0, -0.07 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Parts/fuelCells/rectangularIndicatorModel emissiveName = indicator } MODULE { name = ModuleConverterIndicator converterName = Fuel Cell emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = FuelCell } } } UrlConfig { parentUrl = Squad/Parts/Resources/FuelCell/FuelCellArray.cfg PART { name = FuelCellArray module = Part author = RoverDude rescaleFactor = 1 node_attach = .05, 0, 0, 1, 0, 0, 0 TechRequired = specializedElectrics entryCost = 13500 cost = 4500 category = Electrical subcategory = 0 title = Fuel Cell Array manufacturer = Zaltonic Electronics description = Why have just one fuel cell when you can have six? The fuel cell array is ideal for situations where you need a large source of reliable power. Like the smaller fuel cells, this array operates by converting fuel and oxidizer into energy. New, improved model now has status light! attachRules = 0,1,0,0,0 mass = 0.24 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = array bank charge convert e/c elect energ pack power volt watt MODEL { model = Squad/Parts/Resources/FuelCell/FuelCellArray } MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell ToggleActionName = Toggle Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.02025 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.02475 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 18 DumpExcess = false } } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } MODULE { name = ModuleCargoPart packedVolume = 650 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = IndicatorLights/Parts/fuelCells/arrayIndicatorModel position = -0.24708, -0.41497, 0.23743 rotation = 0, 90, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Parts/fuelCells/arrayIndicatorModel emissiveName = indicator } MODULE { name = ModuleConverterIndicator converterName = Fuel Cell emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = FuelCellArray } } } UrlConfig { parentUrl = Squad/Parts/Resources/ISRU/ISRU.cfg PART { name = ISRU module = Part author = RoverDude mesh = ISRU.mu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advScienceTech entryCost = 24000 cost = 8000 category = Utility subcategory = 0 title = Convert-O-Tron 250 manufacturer = Kerbodyne description = This mobile processing plant can take raw materials containing even trace amounts of oxygen and hydrogen, and crack them into useful fuel products. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. LEDs indicate operational status. attachRules = 1,1,1,0,0 mass = 4.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size2, srf tags = conver isru mine )mining (ore process resource MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = Lf+Ox StartActionName = Start ISRU [Lf+Ox] StopActionName = Stop ISRU [Lf+Ox] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = LF+Ox TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.45 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.55 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = Monoprop StartActionName = Start ISRU [Monoprop] StopActionName = Stop ISRU [Monoprop] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = Monoprop TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = MonoPropellant Ratio = 1 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = LiquidFuel StartActionName = Start ISRU [LqdFuel] StopActionName = Stop ISRU [LqdFuel] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = LqdFuel TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.45 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.9 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = Oxidizer StartActionName = Start ISRU [Ox] StopActionName = Stop ISRU [Ox] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill resourceOutputName = Ox EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 0 0 key = 750 50000 0 0 key = 1000 10000 0 0 key = 1250 500 0 0 key = 2000 50 0 0 key = 4000 0 0 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.55 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 1.1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = ProcessorLarge_running deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Converter autoDeploy = true } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.05 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.05 MaxCalculationWarp = 1000 CoreShutdownTemp = 4000 MaxCoolant = 200 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleResourceConverter ConverterName = XenonGas StartActionName = Start ISRU [Xe] StopActionName = Stop ISRU [Xe] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 0.55 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = XenonGas Ratio = 1.1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODEL { model = Squad/Parts/Resources/ISRU/ISRU } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = -0.2, 0.1, -1.078 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = -0.0667, 0.1, -1.078 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = 0.0667, 0.1, -1.078 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = 0.2, 0.1, -1.078 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = 1.0336, 0.1, 0.3658 rotation = 0, 60, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = 0.9669, 0.1, 0.4812 rotation = 0, 60, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = 0.9002, 0.1, 0.5968 rotation = 0, 60, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = 0.8336, 0.1, 0.7122 rotation = 0, 60, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = -0.8336, 0.1, 0.7122 rotation = 0, 300, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = -0.9002, 0.1, 0.5968 rotation = 0, 300, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = -0.9669, 0.1, 0.4812 rotation = 0, 300, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.8, 0.8, 0.7 position = -1.0336, 0.1, 0.3658 rotation = 0, 300, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0,4,8 emissiveName = LFO } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1,5,9 emissiveName = monopropellant } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2,6,10 emissiveName = liquidFuel } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:3,7,11 emissiveName = oxidizer } MODULE { name = ModuleConverterIndicator converterName = Lf+Ox emissiveName = LFO activeColor = $ResourceLFO } MODULE { name = ModuleConverterIndicator converterName = Monoprop emissiveName = monopropellant activeColor = $ResourceMonopropellant } MODULE { name = ModuleConverterIndicator converterName = LiquidFuel emissiveName = liquidFuel activeColor = $ResourceLiquidFuel } MODULE { name = ModuleConverterIndicator converterName = Oxidizer emissiveName = oxidizer activeColor = $ResourceOxidizer } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = ISRU } } } UrlConfig { parentUrl = Squad/Parts/Resources/LargeTank/LargeTank.cfg PART { name = LargeTank module = Part author = RoverDude mesh = LargeTank.mu scale = 1 rescaleFactor = 1 node_attach = 0,0,1.2,0,0,-1,2 node_stack_top = 0.0, .9, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -.9, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = experimentalScience entryCost = 9000 cost = 3000 category = FuelTank subcategory = 0 title = Large Holding Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = A large tank that can be used for storing raw materials. Not to be used as a bouncy castle. attachRules = 1,1,1,1,0 mass = 2.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size2, srf tags = black isru mine )mining (ore resource store RESOURCE { name = Ore amount = 0 maxAmount = 1500 } MODULE { name = ModuleFuelJettison } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = LargeTank } } } UrlConfig { parentUrl = Squad/Parts/Resources/MiniDrill/MiniDrill.cfg PART { name = MiniDrill module = Part author = RoverDude mesh = MiniDrill.mu scale = 1 rescaleFactor = 1 node_attach = .2, 0, 0, 1, 0, 0, 1 TechRequired = advScienceTech entryCost = 3000 cost = 1000 category = Utility subcategory = 0 title = 'Drill-O-Matic Junior' Mining Excavator manufacturer = Kerbodyne description = A smaller version of the popular Drill-O-Matic, this drill is designed to help extract valuable resources from the crust of planets and asteroids. Unlike its larger cousin, this smaller model is only suitable for ore concentrations in excess of 2.5%. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. attachRules = 0,1,0,0,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = drill extractor harvest isru mine )mining (ore resource MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 0.3 ResourceName = Ore ConverterName = Surface Harvester StartActionName = Start Surface Harvester StopActionName = Stop Surface Harvester ToggleActionName = Toggle Surface Harvester ImpactTransform = ImpactTransform ImpactRange = 1.08 AutoShutdown = true EfficiencyBonus = 1 GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = DrillSkill EfficiencyBonus = 1 HarvestThreshold = 0.025 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3 } TemperatureModifier { key = 0 10000 0 0 key = 250 5000 0 0 key = 500 2500 0 0 key = 750 250 0 0 key = 1000 0 0 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleAsteroidDrill DirectAttach = false StartActionName = Start Asteroid Harvester StopActionName = Stop Asteroid Harvester ToggleActionName = Toggle Asteroid Harvester PowerConsumption = 0.3 Efficiency = 1 ImpactRange = 1.5 ImpactTransform = ImpactTransform AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = DrillSkill EfficiencyBonus = 1 TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleCometDrill DirectAttach = false StartActionName = Start Comet Harvester StopActionName = Stop Comet Harvester ToggleActionName = Toggle Comet Harvester PowerConsumption = 0.3 Efficiency = 1 ImpactRange = 1.5 ImpactTransform = ImpactTransform AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = DrillSkill EfficiencyBonus = 1 TemperatureModifier { key = 0 10000 key = 250 5000 key = 500 2500 key = 750 250 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleAnimationGroup deployAnimationName = Deploy activeAnimationName = Drill deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Drill } MODULE { name = ModuleCoreHeat CoreTempGoal = 500 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.25 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.05 MaxCalculationWarp = 1000 CoreShutdownTemp = 1000 MaxCoolant = 50 } MODULE { name = ModuleCargoPart packedVolume = 400 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISItem volumeOverride = 454.0481 editorItemsCategory = false } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = MiniDrill } } } UrlConfig { parentUrl = Squad/Parts/Resources/MiniISRU/MiniISRU.cfg PART { name = MiniISRU module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0.0, .9, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -.9, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advScienceTech entryCost = 4000 cost = 1000 category = Utility subcategory = 0 title = Convert-O-Tron 125 manufacturer = Kerbodyne description = A smaller version of Kerbodyne's mobile processing plant, this module can take raw materials containing even trace amounts of oxygen and hydrogen, and crack them into useful fuel products. When operated by a skilled engineer, you will be able to operate with better efficiency. While this smaller model is lighter than its bigger cousin, it is less efficient, and not designed for long-term operations. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. LEDs indicate operational status. attachRules = 1,0,1,1,0 mass = 1.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1 tags = conver isru mine )mining (ore process resource MODEL { model = Squad/Parts/Resources/MiniISRU/MiniISRU scale = 1.25,1.25,1.25 } MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = Lf+Ox StartActionName = Start ISRU [Lf+Ox] StopActionName = Stop ISRU [Lf+Ox] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = LF+Ox TemperatureModifier { key = 0 50000 0 0 key = 750 25000 0 0 key = 1000 5000 0 0 key = 1250 2500 0 0 key = 2000 2500 0 0 key = 4000 0 0 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.9 0 0 key = 1000 1.0 0 0 key = 1250 0.9 0 0 key = 1500 0.5 0 0 key = 3000 0.0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 2.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.225 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.275 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = LiquidFuel StartActionName = Start ISRU [LqdFuel] StopActionName = Stop ISRU [LqdFuel] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = LqdFuel TemperatureModifier { key = 0 50000 key = 750 25000 key = 1000 5000 key = 1250 2500 key = 2000 2500 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.9 0 0 key = 1000 1.0 0 0 key = 1250 0.9 0 0 key = 1500 0.5 0 0 key = 3000 0.0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 2.25 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.45 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = Oxidizer StartActionName = Start ISRU [Ox] StopActionName = Stop ISRU [Ox] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = Ox TemperatureModifier { key = 0 50000 key = 750 25000 key = 1000 5000 key = 1250 2500 key = 2000 2500 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.9 0 0 key = 1000 1.0 0 0 key = 1250 0.9 0 0 key = 1500 0.5 0 0 key = 3000 0.0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 2.75 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.55 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = MonoPropellant StartActionName = Start ISRU [MonoProp] StopActionName = Stop ISRU [MonoProp] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 resourceOutputName = Monoprop TemperatureModifier { key = 0 50000 key = 750 25000 key = 1000 5000 key = 1250 2500 key = 2000 2500 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.9 0 0 key = 1000 1.0 0 0 key = 1250 0.9 0 0 key = 1500 0.5 0 0 key = 3000 0.0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 2.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = MonoPropellant Ratio = 0.5 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleCoreHeat CoreTempGoal = 1000 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.25 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.05 MaxCalculationWarp = 1000 CoreShutdownTemp = 1500 MaxCoolant = 75 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleResourceConverter ConverterName = XenonGas StartActionName = Start ISRU [Xe] StopActionName = Stop ISRU [Xe] AutoShutdown = true GeneratesHeat = true DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 TemperatureModifier { key = 0 50000 key = 750 25000 key = 1000 5000 key = 1250 2500 key = 2000 2500 key = 4000 0 } ThermalEfficiency { key = 0 0 0 0 key = 500 0.9 0 0 key = 1000 1.0 0 0 key = 1250 0.9 0 0 key = 1500 0.5 0 0 key = 3000 0.0 0 0 } INPUT_RESOURCE { ResourceName = Ore Ratio = 2.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = XenonGas Ratio = 0.5 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = -0.590, -0.045, 0.1875 rotation = 0, 270, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = -0.590, -0.045, 0.0625 rotation = 0, 270, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = -0.590, -0.045, -0.0625 rotation = 0, 270, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = -0.590, -0.045, -0.1875 rotation = 0, 270, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = 0.1206, -0.045, -0.5839 rotation = 0, 150, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = 0.2289, -0.045, -0.5214 rotation = 0, 150, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = 0.3371, -0.045, -0.4589 rotation = 0, 150, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = 0.4454, -0.045, -0.3964 rotation = 0, 150, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = 0.4504, -0.045, 0.4050 rotation = 0, 30, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = 0.3421, -0.045, 0.4675 rotation = 0, 30, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = 0.2339, -0.045, 0.5300 rotation = 0, 30, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.6 position = 0.1256, -0.045, 0.5925 rotation = 0, 30, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0,4,8 emissiveName = LFO } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1,5,9 emissiveName = liquidFuel } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2,6,10 emissiveName = oxidizer } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:3,7,11 emissiveName = monopropellant } MODULE { name = ModuleConverterIndicator converterName = Lf+Ox emissiveName = LFO activeColor = $ResourceLFO } MODULE { name = ModuleConverterIndicator converterName = LiquidFuel emissiveName = liquidFuel activeColor = $ResourceLiquidFuel } MODULE { name = ModuleConverterIndicator converterName = Oxidizer emissiveName = oxidizer activeColor = $ResourceOxidizer } MODULE { name = ModuleConverterIndicator converterName = MonoPropellant emissiveName = monopropellant activeColor = $ResourceMonopropellant } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = MiniISRU } } } UrlConfig { parentUrl = Squad/Parts/Resources/OrbitalScanner/OrbitalScanner.cfg PART { name = OrbitalScanner module = Part author = RoverDude mesh = OrbitalScanner.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = experimentalScience entryCost = 3000 cost = 1000 category = Science subcategory = 0 title = M4435 Narrow-Band Scanner manufacturer = Experimental Engineering Group description = Ideal for surveying potential landing sites, this scanner provides detailed information about the planet or moon that it orbits, though this data is limited to the spot directly below the scanner. attachRules = 1,1,0,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size0, srf tags = isru mine )mining (ore prospect resource sensor MODULE { name = ModuleGPS } MODULE { name = ModuleResourceScanner MaxAbundanceAltitude = 500000 RequiresUnlock = true ScannerType = 0 ResourceName = Ore } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 7 EnhancedMinimumFoV = 160 EnhancedMaximumFoV = 179.5 MinimumFoV = 5 MaximumFoV = 90 AnomalyDetection = 0 RequiresAnimation = True DISPLAY_MODES { Mode = Resources,#autoLOC_900321 } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = miniscanner deployActionName = Activate retractActionName = Deactivate deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Scanner } MODULE { name = ModuleCargoPart packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleSCANresourceScanner sensorType = 256 fov = 2 min_alt = 10000 max_alt = 500000 best_alt = 150000 scanName = Ore Scan RESOURCE { name = ElectricCharge rate = 2 } } MODULE { name = SCANresourceDisplay ResourceName = Ore } MODULE { name = ModulePartInfo originalPartName = OrbitalScanner } } } UrlConfig { parentUrl = Squad/Parts/Resources/RadialDrill/RadialDrill.cfg PART { name = RadialDrill module = Part author = RoverDude mesh = TriBitDrill.mu scale = 1 rescaleFactor = 1 node_attach = .1, 0, 0, 1, 0, 0, 1 TechRequired = advScienceTech entryCost = 18000 cost = 6000 category = Utility subcategory = 0 title = 'Drill-O-Matic' Mining Excavator manufacturer = Kerbodyne description = Designed to help extract valuable resources from the crust of planets and asteroids, the Drill-O-Matic uses a rotary drill combined with an internal transfer auger to pull crushed regolith into holding tanks for later processing. When operated by a skilled engineer, you will be able to operate with better efficiency. These modules operate best at their ideal operating temperatures, and feature auto-shutdown in the event of excessive overheating. Radiators can be used to help manage excessive heat. attachRules = 0,1,0,0,0 mass = 1.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = drill extractor harvest isru mine )mining (ore resource MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 1.5 ResourceName = Ore ConverterName = Surface Harvester StartActionName = Start Surface Harvester StopActionName = Stop Surface Harvester ToggleActionName = Toggle Surface Harvester ImpactTransform = ImpactTransform ImpactRange = 5.42 AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = DrillSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 15 } TemperatureModifier { key = 0 10000 0 0 key = 250 7500 0 0 key = 500 5000 0 0 key = 750 500 0 0 key = 1000 0 0 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleAsteroidDrill DirectAttach = false StartActionName = Start Asteroid Harvester StopActionName = Stop Asteroid Harvester ToggleActionName = Toggle Asteroid Harvester PowerConsumption = 1.5 Efficiency = 5 ImpactRange = 5 ImpactTransform = ImpactTransform AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = DrillSkill EfficiencyBonus = 1 TemperatureModifier { key = 0 10000 key = 250 7500 key = 500 5000 key = 750 500 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleCometDrill DirectAttach = false StartActionName = Start Comet Harvester StopActionName = Stop Comet Harvester ToggleActionName = Toggle Comet Harvester PowerConsumption = 1.5 Efficiency = 5 ImpactRange = 5 ImpactTransform = ImpactTransform AutoShutdown = true GeneratesHeat = true UseSpecialistBonus = true UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = DrillSkill EfficiencyBonus = 1 TemperatureModifier { key = 0 10000 key = 250 7500 key = 500 5000 key = 750 500 key = 1000 0 } ThermalEfficiency { key = 0 0.1 key = 250 .1 key = 500 1 key = 750 .1 key = 1000 0 } } MODULE { name = ModuleAnimationGroup deployAnimationName = Drill_Deploy activeAnimationName = Drill_Running deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Drill } MODULE { name = ModuleCoreHeat CoreTempGoal = 500 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.1 HeatRadiantMultiplier = 0.25 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0.01 radiatorCoolingFactor = 1 radiatorHeatingFactor = 0.05 MaxCalculationWarp = 1000 CoreShutdownTemp = 1000 MaxCoolant = 100 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISItem volumeOverride = 2637.418 editorItemsCategory = false } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = RadialDrill } } } UrlConfig { parentUrl = Squad/Parts/Resources/RadialTank/RadialTank.cfg PART { name = RadialOreTank module = Part author = RoverDude mesh = RadialOreTank.mu scale = 1 rescaleFactor = 1 node_attach = 0,0,0.0,0,0,1,1 TechRequired = advScienceTech entryCost = 1000 cost = 300 category = FuelTank subcategory = 0 title = Radial Holding Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = A small radial tank for storing raw materials, or possibly spare snacks. attachRules = 0,1,0,1,0 mass = 0.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = black isru mine )mining (ore resource store RESOURCE { name = Ore amount = 0 maxAmount = 75 } MODULE { name = ModuleFuelJettison } MODULE { name = ModuleCargoPart packedVolume = 340 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = RadialOreTank } } } UrlConfig { parentUrl = Squad/Parts/Resources/SmallTank/SmallTank.cfg PART { name = SmallTank module = Part author = RoverDude mesh = SmallTank.mu scale = 1 rescaleFactor = 1 node_attach = 0,0,0.6,0,0,-1,1 node_stack_top = 0.0, .9, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -.9, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advScienceTech entryCost = 3000 cost = 1000 category = FuelTank subcategory = 0 title = Small Holding Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = A small tank for storing raw materials, or possibly spare snacks. attachRules = 1,1,1,1,0 mass = 0.50 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1, srf tags = black isru mine )mining (ore resource store RESOURCE { name = Ore amount = 0 maxAmount = 300 } MODULE { name = ModuleFuelJettison } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = SmallTank } } } UrlConfig { parentUrl = Squad/Parts/Resources/SurfaceScanner/SurfaceScanner.cfg PART { name = SurfaceScanner module = Part author = RoverDude mesh = SampleKit.mu scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0.1, 0.0, 0.0, -1, 0 TechRequired = scienceTech entryCost = 2400 cost = 800 category = Science subcategory = 0 title = Surface Scanning Module manufacturer = Experimental Engineering Group description = A small module that includes soil, atmospheric, and oceanic sampling tools. When used while landed on a planet or moon, the sample data gathered can be used to increase the accuracy of orbital survey scanners. attachRules = 0,1,0,0,0 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf tags = isru mine )mining (ore prospect resource scanner sensor MODULE { name = ModuleGPS } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Ore MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleBiomeScanner } MODULE { name = ModuleAsteroidAnalysis } MODULE { name = ModuleCometAnalysis } MODULE { name = ModuleAnalysisResource resourceName = Ore } MODULE { name = ModuleCargoPart packedVolume = 65 } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Alumina MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Dirt MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = ExoticMinerals MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Gypsum MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Hydrates MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Karbonite MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = MetallicOre MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Minerals MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = RareMetals MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Regolith MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Silicates MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Spodumene MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Substrate MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Uraninite MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleResourceScanner ScannerType = 0 ResourceName = Water MaxAbundanceAltitude = 1000 RequiresUnlock = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = SCANresourceDisplay ResourceName = Ore } MODULE { name = ModulePartInfo originalPartName = SurfaceScanner } } } UrlConfig { parentUrl = Squad/Parts/Resources/SurveyScanner/SurveyScanner.cfg PART { name = SurveyScanner module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = scienceTech entryCost = 4500 cost = 1500 category = Science subcategory = 0 title = M700 Survey Scanner manufacturer = Experimental Engineering Group description = This orbital survey scanner uses a combination of advanced sensor technology and witchcraft to provide information on a planet or moons natural resources. These images can be viewed either in flight, or in relative safety and comfort back at the KSC. Be sure to bring an antenna capable of transmitting the information back, and sufficient power. attachRules = 1,1,0,0,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size1, srf tags = experiment isru mine )mining (ore overlay prospect research resource science sensor MODEL { model = Squad/Parts/Resources/SurveyScanner/SurveyScanner scale = 0.95,0.95,0.95 } MODULE { name = ModuleOrbitalSurveyor ScanTime = 5 SciBonus = 10 } MODULE { name = ModuleOrbitalScanner CheckForLock = true } MODULE { name = ModuleAnimationGroup deployAnimationName = deploy activeAnimationName = deployActionName = Deploy <<1>> retractActionName = Retract <<1>> toggleActionName = Toggle <<1>> moduleType = Scanner } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleSCANresourceScanner sensorType = 128 fov = 3 min_alt = 15000 max_alt = 7500000 best_alt = 500000 scanName = Resource Scan RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModulePartInfo originalPartName = SurveyScanner } } } UrlConfig { parentUrl = Squad/Parts/Science/AtmosphereSensor/sensorAtmosphere.cfg PART { name = sensorAtmosphere module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 0.8 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = scienceTech entryCost = 12200 cost = 6500 category = Science subcategory = 0 title = Atmospheric Fluid Spectro-Variometer manufacturer = Probodobodyne Inc description = A device for performing accurate fluid spectro-variometry scans of the surrounding atmosphere. Despite some criticism claiming that fluid spectro-variometry isn't a real science, Kerbal scientists seem to all agree that the data it provides is definitely interesting. Warranty void if exposed to air. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = atmospher experiment research rerun re-run reus re-us redo re-do reset re-set science sensor MODULE { name = ModuleScienceExperiment experimentID = atmosphereAnalysis experimentActionName = Run Atmosphere Analysis resetActionName = Discard Data reviewActionName = Review Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.6 dataIsCollectable = True collectActionName = Download Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart packedVolume = 130 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sensorAtmosphere } } } UrlConfig { parentUrl = Squad/Parts/Science/GooExperiment/gooExperiment.cfg PART { name = GooExperiment module = Part author = Squad mesh = model.mu rescaleFactor = 0.6 node_attach = 0.0, 0.0, -0.15, 0.0, 0.0, -1.0 TechRequired = start entryCost = 0 cost = 800 category = Science subcategory = 0 title = Mystery Goo™ Containment Unit manufacturer = FLOOYD Dynamics Research Labs description = This unit was something one of our engineers came upon while dumpster divin-- Erm, while researching alternative applications for existing technologies. It's a sealed container which appears to be filled with a strange-looking substance. We couldn't reach in or break the canister open, but watching how the Goo behaves when subjected to different situations could be very educational. attachRules = 0,1,0,0,1 mass = 0.05 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 12 maxTemp = 1200 bulkheadProfiles = srf tags = experiment research science MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle Cover evaDistance = 1.5 } MODULE { name = ModuleScienceExperiment experimentID = mysteryGoo experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.3 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.5 usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart packedVolume = 75 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = GooExperiment } } } UrlConfig { parentUrl = Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg PART { name = Large_Crewed_Lab module = Part author = Squad mesh = large_crewed_lab.mu rescaleFactor = 1 node_stack_top = 0.0, 1.825, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.831, 0.0, 0.0, -1.0, 0.0, 2 CrewCapacity = 2 TechRequired = advExploration entryCost = 10400 cost = 5400 category = Science subcategory = 0 title = Mobile Processing Lab MPL-LG-2 manufacturer = Integrated Integrals description = No longer are you limited to research facilities only on Kerbin! With the Mobile Processing Lab, you can conduct long-term experiments and ongoing research with the data you collect in the field. Be sure to check back on your scientists from time to time, and transmit the results of their research home! This model is guaranteed to spontaneously combust less than previous models, and also has the equipment necessary to clean out and restore functionality to inoperable experiments. attachRules = 1,0,1,1,0 mass = 3.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 1000 skinMaxTemp = 2200 vesselType = Ship bulkheadProfiles = size2 tags = experiment laboratory research science ?freeiva node_stack_airlockR = 0.0, 0.0, 1.23, 0.0, 0.0, 1.0, 0 node_stack_airlockL = 0.0, 0.0, -1.23, 0.0, 0.0, -1.0, 0 INTERNAL { name = Mobile_Processing_Lab_Int } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 750 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.5 scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 5 scienceCap = 500 powerRequirement = 5 ConverterName = Research StartActionName = Start Research StopActionName = Stop Research } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0 DISPLAY_MODES { Mode = Terrain,#autoLOC_438839 Mode = Biome,#autoLOC_438890 } REQUIRED_EFFECTS { Effect = ScienceSkill } } MODULE { name = ModuleExperienceManagement costPerKerbal = 0 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab } MODEL { model = FreeIva/Squad/Parts/Large_Crewed_Lab } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, -0.26, -1.274 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, -0.26, 1.285 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0.26, -1.274 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0.26, 1.285 rotation = 0, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0,1 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:2,3 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleConverterIndicator converterName = Research } MODULE { name = ModuleCrewIndicator controllerName = crew0 } MODULE { name = ModuleBooleanIndicator emissiveName = indicator0 input = hasCrewEffect(ScienceSkill, 0) activeColor = if(ModuleConverterIndicator, pulsate(crew0, 600, 0.5), crew0) inactiveColor = blink(dim(crew0, 0.7), 150, $Off, 650) } MODULE { name = ModuleCrewIndicator controllerName = crew1 } MODULE { name = ModuleBooleanIndicator emissiveName = indicator1 input = hasCrewEffect(ScienceSkill, 1) activeColor = if(ModuleConverterIndicator, pulsate(crew1, 600, 0.5), crew1) inactiveColor = blink(dim(crew1, 0.7), 150, $Off, 650) } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 200 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Large_Crewed_Lab } } } UrlConfig { parentUrl = Squad/Parts/Science/Magnetometer/Magnetometer.cfg PART { name = Magnetometer module = Part author = Squad mesh = Magnetometer.mu rescaleFactor = 1.0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = electronics entryCost = 7500 cost = 2200 category = Science subcategory = 0 title = Magnetometer Boom manufacturer = Experimental Engineering Group description = Magnetic fields are all around us. Kerbal scientists know that learning about the magnetic field of a celestial body can yield all sorts of interesting insights into what's going on inside it - but spacecraft also emit magnetic fields, especially when operating their electronics and electromechanical actuators.\n\nFor some reason engineers just don't want to turn off the entire spacecraft, or build it out of plastic, so the Experimental Engineering group solved the issue by sticking this sensitive magnetometer on an extensible boom.\n\nWarning: Warranty on the boom voided if used any place besides the vacuum of space. attachRules = 1,1,0,0,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 bulkheadProfiles = size0 tags = experiment research magnet boom MODULE { name = ModuleDeployablePart extendActionName = Extend Boom retractActionName = Retract Boom extendpanelsActionName = Toggle <<1>> partType = animationName = Deploy allowAnimationWhileShielded = false isTracking = false trackingMode = NONE alignType = X breakName = COL } MODULE { name = ModuleScienceExperiment experimentID = magnetometer experimentActionName = Run Magnetometer Report resetActionName = Discard Data reviewActionName = Review Data useStaging = False useActionGroups = True hideUIwhenUnavailable = True hideFxModuleUI = False FxModules = 0 xmitDataScalar = 0.6 dataIsCollectable = True collectActionName = Download Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 availableShielded = false } MODULE { name = ModuleCargoPart packedVolume = 30 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Magnetometer } } } UrlConfig { parentUrl = Squad/Parts/Science/MaterialBay/materialBay.cfg PART { name = science_module module = Part author = Squad mesh = model.mu scale = 0.1 node_stack_top = 0.0, 4.9, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -4.10, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, 5.01, 1.0, 0.0, -90.0, 1 TechRequired = basicScience entryCost = 5500 cost = 1800 category = Science subcategory = 0 title = SC-9001 Science Jr. manufacturer = Experimental Engineering Group description = The SC-9001 is a cutting edge, self contained laboratory. Have you ever wondered what happens to something in zero G? Or, have you ever pondered the truly meaningful questions? Such as what would happen if I exposed this to the rigors of stellar radiation and unforgiving vacuum? Comes with complimentary notepad. Recommended for ages 4-8. Small parts inside make it not suitable for small children. attachRules = 1,1,1,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 maxTemp = 1200 breakingForce = 50 breakingTorque = 50 childStageOffset = 1 bulkheadProfiles = size1, srf tags = bay experiment lab material research MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Open Doors endEventGUIName = Close Doors actionGUIName = Toggle Doors evaDistance = 1.85 } MODULE { name = ModuleScienceExperiment experimentID = mobileMaterialsLab experimentActionName = Conduct Materials Study resetActionName = Reset Materials Study useStaging = False useActionGroups = True hideUIwhenUnavailable = True hideFxModuleUI = False xmitDataScalar = 0.35 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.85 usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = science_module } } } UrlConfig { parentUrl = Squad/Parts/Science/ScienceBox/ScienceBox.cfg PART { name = ScienceBox module = Part author = RoverDude rescaleFactor = 1 node_attach = 0,0,0.25,0,0,-1,0 node_stack_top = 0.0, 0.4, 0.0, 0.0, 1.0, 0.0,0 node_stack_bottom = 0.0, -0.4, 0.0, 0.0, -1.0, 0.0,0 TechRequired = basicScience entryCost = 2200 cost = 1000 category = Science subcategory = 0 title = Experiment Storage Unit manufacturer = Experimental Engineering Group description = After discovering that old snack boxes were also really effective at storing mystery goo and data tapes, Kerbal scientists created the Experiment Storage Unit to help Kerbalnauts bring their valuable science back to Kerbin, while avoiding the hazards of reentry, rough landings, and Jeb's piloting skills. attachRules = 1,1,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 15 breakingForce = 250 breakingTorque = 250 bulkheadProfiles = size0 maxTemp = 2900 heatConductivity = 0.04 thermalMassModifier = 5.0 emissiveConstant = 0.95 tags = science MODEL { model = Squad/Parts/Science/ScienceBox/ScienceBox } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.001 convectionFluxThreshold = 500 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } MODULE { name = ModuleCargoPart packedVolume = 280 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleKISItemEvaTweaker carriable = true equipMode = part equipSlot = jetpack equipBoneName = aliasJetpack equipPos = (0,0.21,-0.3) equipDir = (10,0,0) runSpeed = 0.8 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ScienceBox } } } UrlConfig { parentUrl = Squad/Parts/Science/sensorAccelerometer/sensorAccelerometer.cfg PART { name = sensorAccelerometer module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = electronics entryCost = 8200 cost = 6000 category = Science subcategory = 0 title = Double-C Seismic Accelerometer manufacturer = Probodobodyne Inc description = This device contains an extremely sensitive acceleration sensor, which when properly settled on a firm surface, will detect and record accurate seismic activity data. The accelerometer will still function while flying, so the Double-C can also be used to measure accelerations during flight. Warranty void if shaken or exposed to vacuum. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = acceler experiment research rerun re-run reus re-us redo re-do reset re-set science sensor MODULE { name = ModuleEnviroSensor sensorType = ACC } MODULE { name = ModuleScienceExperiment experimentID = seismicScan experimentActionName = Log Seismic Data resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.45 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart packedVolume = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sensorAccelerometer } } } UrlConfig { parentUrl = Squad/Parts/Science/sensorBarometer/sensorBarometer.cfg PART { name = sensorBarometer module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = survivability entryCost = 2200 cost = 880 category = Science subcategory = 0 title = PresMat Barometer manufacturer = Probodobodyne Inc description = A device for measuring the local atmospheric pressure. Warranty void if exposed to air. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = atmospher experiment pressure research rerun re-run reus re-us redo re-do reset re-set science sensor MODULE { name = ModuleEnviroSensor sensorType = PRES } MODULE { name = ModuleScienceExperiment experimentID = barometerScan experimentActionName = Log Pressure Data resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart packedVolume = 4 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sensorBarometer } } } UrlConfig { parentUrl = Squad/Parts/Science/sensorGravimeter/sensorGravimeter.cfg PART { name = sensorGravimeter module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = advScienceTech entryCost = 12200 cost = 8800 category = Science subcategory = 0 title = GRAVMAX Negative Gravioli Detector manufacturer = Probodobodyne Inc description = A device for capturing and measuring the elusive Negative Gravioli Particle, used for determining the precise strength of gravitational fields. Warranty void if used to detect Positive Gravioli Particles. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = experiment gravity research rerun re-run reus re-us redo re-do reset re-set science sensor MODULE { name = ModuleEnviroSensor sensorType = GRAV } MODULE { name = ModuleScienceExperiment experimentID = gravityScan experimentActionName = Log Gravity Data resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.4 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart packedVolume = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sensorGravimeter } } } UrlConfig { parentUrl = Squad/Parts/Science/sensorThermometer/sensorThermometer.cfg PART { name = sensorThermometer module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = engineering101 entryCost = 2500 cost = 900 category = Science subcategory = 0 title = 2HOT Thermometer manufacturer = Probodobodyne Inc description = This thermometer is definetely not a store-bought model with some wires stuck to it. Warranty void if an engineer admits it's actually a store-bought model with some wires stuck to it. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = experiment heat research rerun re-run reus re-us redo re-do reset re-set science sensor temperature MODULE { name = ModuleEnviroSensor sensorType = TEMP } MODULE { name = ModuleScienceExperiment experimentID = temperatureScan experimentActionName = Log Temperature resetActionName = Delete Data useStaging = False useActionGroups = True hideUIwhenUnavailable = False xmitDataScalar = 0.5 dataIsCollectable = True collectActionName = Take Data interactionRange = 1.5 rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleCargoPart stackableQuantity = 3 packedVolume = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sensorThermometer } } } UrlConfig { parentUrl = Squad/Parts/Structural/FLAdapters/adapterSmallMiniShort.cfg PART { name = adapterSmallMiniShort module = Part author = AlexanderM rescaleFactor = 1.0 node_stack_top = 0.0, 0.1875, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = miniaturization entryCost = 4800 cost = 100 category = Structural subcategory = 0 title = FL-A5 Adapter manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = A small parts adapter for FL-T based fuselages. attachRules = 1,0,1,1,0 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = size0, size1 tags = )cap nose plate ?freeiva MODEL { model = Squad/Parts/Structural/FLAdapters/Assets/adapterSmallMiniShort_v2 } MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/Structural/FLAdapters/Assets/FLA-Adapters_diffuse_O _BumpMap = Squad/Parts/Structural/FLAdapters/Assets/FLA-Adapters_normal_O } } } MODULE { name = ModuleCargoPart packedVolume = 325 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = adapterSmallMiniShort } } } UrlConfig { parentUrl = Squad/Parts/Structural/FLAdapters/adapterSmallMiniTall.cfg PART { name = adapterSmallMiniTall module = Part author = AlexanderM rescaleFactor = 1.0 node_stack_top = 0.0, 0.3125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.375, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = miniaturization entryCost = 4400 cost = 150 category = Structural subcategory = 0 title = FL-A10 Adapter manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = A small parts adapter for FL-T based fuselages. attachRules = 1,0,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 maxTemp = 2000 breakingForce = 50 breakingTorque = 50 fuelCrossFeed = True bulkheadProfiles = size0, size1 tags = )cap cone nose ?freeiva MODEL { model = Squad/Parts/Structural/FLAdapters/Assets/adapterSmallMiniTall_v2 } MODULE { name = ModulePartVariants baseVariant = White useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/Structural/FLAdapters/Assets/FLA-Adapters_diffuse_O _BumpMap = Squad/Parts/Structural/FLAdapters/Assets/FLA-Adapters_normal_O } } } MODULE { name = ModuleCargoPart packedVolume = 1100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_FLA10_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = adapterSmallMiniTall } } } UrlConfig { parentUrl = Squad/Parts/Structural/mk1Parts/engineBodyRadial.cfg PART { name = radialEngineBody module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, 0.625, 0.0, 0.0, -1.0, 1 TechRequired = hypersonicFlight entryCost = 6200 cost = 1650 category = Aero subcategory = 0 title = Engine Pre-cooler manufacturer = C7 Aerospace Division description = Advanced materials allow this cooler to wick away the heat from attached engines. In addition, it features additional intake area optimized for supersonic flight and powerful static suction. attachRules = 1,1,1,1,0 mass = 0.15 dragModelType = default thermalMassModifier = 1.5 skinMassPerArea = 2 emissiveConstant = 0.95 heatConductivity = 0.24 maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1, srf tags = aero (air aircraft breathe cone fligh fuel inlet intake jet oxygen plane suck supersonic tank MODEL { model = Squad/Parts/Structural/mk1Parts/Nacelle2 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.005 intakeSpeed = 30 intakeTransformName = Intake machCurve { key = 0 0.85 0 0 key = 1 1 0 0 key = 2 0.95 -0.08751557 -0.08751557 key = 4 0.5 -0.4034287 -0.4034287 key = 8 0.01 0 0 } } RESOURCE { name = IntakeAir amount = 5 maxAmount = 5 } RESOURCE { name = LiquidFuel amount = 40 maxAmount = 40 } MODULE { name = ModuleAnimateHeat ThermalAnim = Nacelle2Heat } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = radialEngineBody } } } UrlConfig { parentUrl = Squad/Parts/Structural/mk1Parts/engineNacelle.cfg PART { name = nacelleBody module = Part author = C. Jenkins, Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1 TechRequired = aerodynamicSystems entryCost = 6500 cost = 600 category = Aero subcategory = 0 title = Engine Nacelle manufacturer = C7 Aerospace Division description = The Engine Nacelle is a self-contained solution for powering air-breathing engines. It includes some reserve fuel, making it a very practical option. C7 Engineers assure us that these units are quite safe, and that the dents and burn marks will give yours a more unique look. Optimized for subsonic flight; includes very powerful static suction. attachRules = 1,1,1,1,0 mass = 0.15 dragModelType = default thermalMassModifier = 1 emissiveConstant = 0.6 maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1, srf tags = aero (air aircraft breathe cone fligh fuel inlet intake jet oxygen plane sonic sub subsonic suck tank MODEL { model = Squad/Parts/Structural/mk1Parts/Nacelle1 } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.005 intakeSpeed = 40 intakeTransformName = Intake machCurve { key = 1 1 0 0 key = 1.5 0.9 -0.4312553 -0.4312553 key = 2.5 0.45 -0.5275364 -0.5275364 key = 3.5 0.1 0 0 } } RESOURCE { name = IntakeAir amount = 5 maxAmount = 5 } RESOURCE { name = LiquidFuel amount = 150 maxAmount = 150 } MODULE { name = ModuleAnimateHeat ThermalAnim = Nacelle1Heat } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = nacelleBody } } } UrlConfig { parentUrl = Squad/Parts/Structural/mk1Parts/mk1Fuselage.cfg PART { name = MK1Fuselage module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1 TechRequired = aviation entryCost = 2600 cost = 550 category = FuelTank subcategory = 0 title = Mk1 Liquid Fuel Fuselage manufacturer = C7 Aerospace Division description = A standard fuselage that carries fuel for spaceplanes. This one is chock-full of jet fuel. Not as resistant as its counterparts, but jet fuel is more efficient than the other fuels, without mentioning lighter. attachRules = 1,1,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 thermalMassModifier = 2.0 fuelCrossFeed = True bulkheadProfiles = size1, srf tags = aircraft airplane fueltank jet plane propellant tank MODEL { model = Squad/Parts/Structural/mk1Parts/Fuselage } RESOURCE { name = LiquidFuel amount = 400 maxAmount = 400 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = MK1Fuselage } } } UrlConfig { parentUrl = Squad/Parts/Structural/mk1Parts/mk1FuselageIntake.cfg PART { name = MK1IntakeFuselage module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1 TechRequired = highAltitudeFlight entryCost = 4200 cost = 720 category = Aero subcategory = 0 title = Mk1 Diverterless Supersonic Intake manufacturer = C7 Aerospace Division description = This version of the Mk1 Fuselage module carries only a bit of fuel, but is fitted with a streamlined air intake. It consists of a "bump" and a forward-swept inlet cowl. This eliminates the need for a Splitter plate, while compressing the air to slow it down from supersonic to subsonic speeds. DSIs can be used to replace the intake ramp and inlet cone, which are more complex, heavy and expensive. attachRules = 1,1,1,1,0 mass = 0.17 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 thermalMassModifier = 2.0 fuelCrossFeed = True bulkheadProfiles = size1, srf tags = aero (air aircraft airplane breathe fligh fueltank inlet jet oxygen plane propellant suck tank MODEL { model = Squad/Parts/Structural/mk1Parts/IntakeFuselage } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.0061 intakeSpeed = 12 intakeTransformName = Intake machCurve { key = 0 0.9 0 0 key = 1 1 0 0 key = 1.5 0.95 -0.1608955 -0.1608955 key = 3 0.6 -0.4034287 -0.4034287 key = 5 0.01 0 0 } } RESOURCE { name = IntakeAir amount = 2 maxAmount = 2 } RESOURCE { name = LiquidFuel amount = 200 maxAmount = 200 } MODULE { name = ModuleAnimateHeat ThermalAnim = IntakeFuselageHeat } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = MK1IntakeFuselage } } } UrlConfig { parentUrl = Squad/Parts/Structural/mk1Parts/mk1Structural.cfg PART { name = Mk1FuselageStructural module = Part author = Porkjet rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 0.0, 0.0, -0.625, 0.0, 0.0, 1.0, 1 TechRequired = generalConstruction entryCost = 2500 cost = 2480 category = Structural subcategory = 0 title = Structural Fuselage manufacturer = C7 Aerospace Division description = A standard fuselage. Carries no fuel; is there merely as a structural element. As such, it's lighter and more solid due to reinforcements. attachRules = 1,1,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1, srf tags = aircraft airplane hollow jet mk1 pipe plane tube ?freeiva DRAG_CUBE { cube = Default, 2.418281,0.7749683,0.6994118, 2.418281,0.7749683,0.6994118, 1.213026,0.9717144,0.1341177, 1.213026,0.9717144,0.1341177, 2.418281,0.7723047,0.6994124, 2.418281,0.7723256,0.6994124, 0,0,0, 1.25,1.937501,1.250001 } MODEL { model = Squad/Parts/Structural/mk1Parts/StructuralHollow } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 0 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Mk1FuselageStructural } } } UrlConfig { parentUrl = Squad/Parts/Structural/Size3To2Adapter_v2/Size2to3_v2.cfg PART { name = Size3To2Adapter_v2 module = Part author = Squad mesh = Size2to3_v2.mu rescaleFactor = 1 node_stack_top = 0.0, 1.15017, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.1, 0.0, 0.0, -1.0, 0.0, 3 buoyancy = 0.375 TechRequired = largeVolumeContainment entryCost = 12000 cost = 1623 category = FuelTank subcategory = 0 title = Kerbodyne ADTP-2-3 manufacturer = Kerbodyne description = This adapter is used to bridge between Kerbodyne and Rockomax rocket bodies. attachRules = 1,0,1,1,0 mass = 1.875 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2, size3 tags = cone rockomax RESOURCE { name = LiquidFuel amount = 1350 maxAmount = 1350 } RESOURCE { name = Oxidizer amount = 1650 maxAmount = 1650 } DRAG_CUBE { cube = Default, 7.344658,0.7515181,1.980434, 7.344658,0.7516301,1.980434, 11.00077,0.4258759,2.35452, 11.00077,0.7470945,0.1906485, 7.3984,0.7432775,1.971122, 7.3984,0.7581861,1.971122, -1.907349E-06,0,0, 3.776463,2.301678,3.757764 } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite baseDisplayName = Black and White useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/Structural/Size3To2Adapter_v2/Size2to3_BW_Diffuse _BumpMap = Squad/Parts/Structural/Size3To2Adapter_v2/Size2to3_DUMMY_NRM } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Structural/Size3To2Adapter_v2/Size2to3_W_Diffuse _BumpMap = Squad/Parts/Structural/Size3To2Adapter_v2/Size2to3_DUMMY_NRM } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/Structural/Size3To2Adapter_v2/Size2to3_O_Diffuse _BumpMap = Squad/Parts/Structural/Size3To2Adapter_v2/Size2to3_DUMMY_NRM } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size3To2Adapter_v2 } } } UrlConfig { parentUrl = Squad/Parts/Structural/stackAdapters/adapterLargeSmallBi.cfg PART { name = adapterLargeSmallBi module = Part author = Squad rescaleFactor = 1.0 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom01 = 0.0, -0.75, 0.625, 0.0, -1.0, 0.0, 1 node_stack_bottom02 = 0.0, -0.75, -0.625, 0.0, -1.0, 0.0, 1 TechRequired = metaMaterials entryCost = 7800 cost = 400 category = Structural subcategory = 0 title = TVR-200L Stack Bi-Adapter manufacturer = O.M.B. Demolition Enterprises description = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 2.5m stack into two 1.25m stacks. attachRules = 1,0,1,1,0 stackSymmetry = 1 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size2, size1 tags = ?2 adapter (bi dual multi rockomax twin two ?freeiva MODEL { model = Squad/Parts/Structural/stackAdapters/Assets/adapterLargeSmallBi texture = stackAdapters_diffuse, Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse texture = stackAdapters_normal, Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } MODULE { name = ModulePartVariants baseVariant = Dark useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse_Dark _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse_Orange _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal_Orange } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_adapterLargeSmallBi_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = adapterLargeSmallBi } } } UrlConfig { parentUrl = Squad/Parts/Structural/stackAdapters/adapterLargeSmallQuad.cfg PART { name = adapterLargeSmallQuad module = Part author = Squad rescaleFactor = 1.0 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom01 = 0.625, -0.75, 0.625, 0.0, -1.0, 0.0, 1 node_stack_bottom02 = 0.625, -0.75, -0.625, 0.0, -1.0, 0.0, 1 node_stack_bottom03 = -0.625, -0.75, 0.625, 0.0, -1.0, 0.0, 1 node_stack_bottom04 = -0.625, -0.75, -0.625, 0.0, -1.0, 0.0, 1 TechRequired = metaMaterials entryCost = 7000 cost = 800 category = Structural subcategory = 0 title = TVR-400L Stack Quad-Adapter manufacturer = O.M.B. Demolition Enterprises description = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 2.5m stack into four 1.25m stacks. attachRules = 1,0,1,1,0 stackSymmetry = 3 mass = 0.2 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.3 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size2, size1 tags = ?4 adapter four multi (quad rockomax ?freeiva MODEL { model = Squad/Parts/Structural/stackAdapters/Assets/adapterLargeSmallQuad texture = stackAdapters_diffuse, Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse texture = stackAdapters_normal, Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } MODULE { name = ModulePartVariants baseVariant = Dark useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse_Dark _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse_Orange _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal_Orange } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_adapterLargeSmallQuad_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = adapterLargeSmallQuad } } } UrlConfig { parentUrl = Squad/Parts/Structural/stackAdapters/adapterLargeSmallTri.cfg PART { name = adapterLargeSmallTri module = Part author = Squad rescaleFactor = 1.0 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom01 = 0.0, -0.75, 0.725, 0.0, -1.0, 0.0, 1 node_stack_bottom02 = 0.625, -0.75, -0.3625, 0.0, -1.0, 0.0, 1 node_stack_bottom03 = -0.625, -0.75, -0.3625, 0.0, -1.0, 0.0, 1 TechRequired = metaMaterials entryCost = 6400 cost = 600 category = Structural subcategory = 0 title = TVR-300L Stack Tri-Adapter manufacturer = O.M.B. Demolition Enterprises description = After realizing 'larger circles' wasn't a very patentable concept, O.M.B. Enterprises rolled out a new line of ingenious multi-connector adapters to fit Rockomax sized parts. Lawsuit still pending. Converts a single 2.5m stack into three 1.25m stacks. attachRules = 1,0,1,1,0 stackSymmetry = 2 mass = 0.15 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 2.5 crashTolerance = 12 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size2, size1 tags = ?3 adapter multi rockomax three (tri triple ?freeiva MODEL { model = Squad/Parts/Structural/stackAdapters/Assets/adapterLargeSmallTri texture = stackAdapters_diffuse, Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse texture = stackAdapters_normal, Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } MODULE { name = ModulePartVariants baseVariant = Dark useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse_Dark _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_diffuse_Orange _BumpMap = Squad/Parts/Structural/stackAdapters/Assets/stackAdapters_normal_Orange } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_adapterLargeSmallTri_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = adapterLargeSmallTri } } } UrlConfig { parentUrl = Squad/Parts/Structural/stationHub/stationHub.cfg PART { name = stationHub module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_right = 0.9121535, 0, 0, 1, 0, 0, 1 node_stack_left = -0.9121535, 0, 0, -1, 0, 0, 1 node_stack_back = 0, 0, 0.9121535, 0, 0, 1, 1 node_stack_front = 0, 0,-0.9121535, 0, 0, -1, 1 node_stack_top = 0, 0.9121535, 0, 0, 1, 0, 1 node_stack_bottom = 0,-0.9121535, 0, 0, -1, 0, 1 TechRequired = metaMaterials entryCost = 10800 cost = 900 category = Structural subcategory = 0 title = Rockomax HubMax Multi-Point Connector manufacturer = Rockomax Conglomerate description = When it was unveiled at the 3rd annual Rockets & Explosions festival, the HubMax Multi-Point Connector caused several patrons to die of shock on the spot. 'All my life I thought rocket parts could be placed one way - up! But Rockomax today has shattered that notion' said one survivor, who asked to remain anonymous. Needless to say, this part may very well herald a revolution in construction technologies. Docking ports sold separately. attachRules = 1,0,1,0,0 mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = size1 tags = base build center central connect construct (core hub nexus outpost statio ?freeiva MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = Squad/Parts/Structural/stationHub/model } MODULE { name = RasterPropMonitorComputer } MODEL { model = FreeIva/Squad/Parts/stationHub } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_stationHub_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = stationHub } } } UrlConfig { parentUrl = Squad/Parts/Structural/structuralIBeam200/structuralIBeam200.cfg PART { name = structuralIBeam2 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0, 1.598274, 0, 0, 1, 0, 0 node_stack_bottom = 0,-1.598274, 0, 0, -1, 0, 0 node_attach = 0, -1.598274, 0, 0, -1, 0, 0 TechRequired = composites entryCost = 6800 cost = 25 category = Structural subcategory = 0 title = M-Beam 200 I-Beam manufacturer = Dinkelstein Kerman's Construction Emporium description = Handcrafted by Dinkelstein himself, the M-Beam 200 works great for making rockets and skyscrapers alike. attachRules = 1,1,1,1,1 mass = 0.375 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size0, srf tags = beam build connect construct extend fabricate girder structur support MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralIBeam2 } } } UrlConfig { parentUrl = Squad/Parts/Structural/structuralIBeam200Pocket/structuralIBeam200Pocket.cfg PART { name = structuralIBeam3 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0, 0.8024656, 0, 0, 1, 0, 0 node_stack_bottom = 0,-0.8024656, 0, 0, -1, 0, 0 node_attach = 0, -0.8024656, 0, 0, -1, 0, 0 TechRequired = composites entryCost = 6200 cost = 14 category = Structural subcategory = 0 title = M-Beam 200 I-Beam Pocket Edition manufacturer = Dinkelstein Kerman's Construction Emporium description = Handcrafted by Dinkelstein himself, the M-Beam 200 works great for making rockets and skyscrapers alike. This one's half as long as the normal version, for building smaller skyscrapers and/or rockets. attachRules = 1,1,1,1,1 mass = 0.1875 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size0, srf tags = beam build connect construct extend fabricate girder structur support MODULE { name = ModuleCargoPart packedVolume = 110 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralIBeam3 } } } UrlConfig { parentUrl = Squad/Parts/Structural/structuralIBeam650/structuralIBeam650.cfg PART { name = structuralIBeam1 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0, 0.5286794, 0, 0, 1, 0, 0 node_stack_bottom = 0,-0.5286794, 0, 0, -1, 0, 0 node_attach = 0.2711147, 0, 0, 1, 0, 0, 0 TechRequired = composites entryCost = 7800 cost = 50 category = Structural subcategory = 0 title = M-Beam 650 I-Beam manufacturer = Dinkelstein Kerman's Construction Emporium description = A wide, upscaled version of the M-Beam 200 I-Beam. Dinkelstein loves variety, man. attachRules = 1,1,1,1,1 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size0, srf tags = beam build connect construct extend fabricate girder structur support MODULE { name = ModuleCargoPart packedVolume = 140 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralIBeam1 } } } UrlConfig { parentUrl = Squad/Parts/Structural/structuralMicronode/structuralMicronode.cfg PART { name = structuralMiniNode module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_right = 0.1823258, 0, 0, 1, 0, 0, 0 node_stack_left = -0.1823258, 0, 0, -1, 0, 0, 0 node_stack_back = 0, 0, 0.1823258, 0, 0, 1, 0 node_stack_front = 0, 0,-0.1823258, 0, 0, -1, 0 node_stack_top = 0, 0.1823258, 0, 0, 1, 0, 0 node_stack_bottom = 0,-0.1823258, 0, 0, -1, 0, 0 TechRequired = precisionEngineering entryCost = 9800 cost = 25 category = Structural subcategory = 0 title = The Not-Rockomax Micronode manufacturer = Dinkelstein Kerman's Construction Emporium description = Dinkelstein Kerman's Construction Emporium vehemently denies any and all accusations of industrial espionage arising from similarities between this product and a product-which-will-not-be-named from Rockomax Brand. attachRules = 1,0,1,0,0 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 bulkheadProfiles = size0 tags = build center central connect construct (core extend fabricate hub nexus node structur support MODULE { name = ModuleCargoPart packedVolume = 55 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralMiniNode } } } UrlConfig { parentUrl = Squad/Parts/Structural/structuralPanel1x1/structuralPanel1x1.cfg PART { name = structuralPanel1 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0, 0.0275, 0, 0, 1, 0, 0 node_stack_bottom = 0,-0.0275, 0, 0, -1, 0, 0 node_attach = -0.5, 0, 0, -1, 0, 0, 0 TechRequired = composites entryCost = 7200 cost = 30 category = Structural subcategory = 0 title = M-1x1 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. attachRules = 1,1,1,1,1 mass = 0.075 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size0, srf tags = body build construct cover extend fabricate plat structur support MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralPanel1 } } } UrlConfig { parentUrl = Squad/Parts/Structural/structuralPanel2x2/structuralPanel2x2.cfg PART { name = structuralPanel2 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0, 0.0275, 0, 0, 1, 0, 0 node_stack_bottom = 0,-0.0275, 0, 0, -1, 0, 0 node_attach = -1, 0, 0, -1, 0, 0, 0 TechRequired = composites entryCost = 9800 cost = 90 category = Structural subcategory = 0 title = M-2x2 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = Four M-1x1 have been arranged in a 2x2 layout for this part, then stuck together with super glue. attachRules = 1,1,1,1,1 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size0, srf tags = body build construct cover extend fabricate plat structur support node_stack_topSW = -0.5, 0.0275, -0.5, 0, 1, 0, 0 node_stack_topSE = 0.5, 0.0275, -0.5, 0, 1, 0, 0 node_stack_topNW = -0.5, 0.0275, 0.5, 0, 1, 0, 0 node_stack_topNE = 0.5, 0.0275, 0.5, 0, 1, 0, 0 node_stack_bottomSW = -0.5,-0.0275, -0.5, 0, -1, 0, 0 node_stack_bottomSE = 0.5,-0.0275, -0.5, 0, -1, 0, 0 node_stack_bottomNW = -0.5,-0.0275, 0.5, 0, -1, 0, 0 node_stack_bottomNE = 0.5,-0.0275, 0.5, 0, -1, 0, 0 MODULE { name = ModuleCargoPart packedVolume = 240 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralPanel2 } } } UrlConfig { parentUrl = Squad/Parts/Structural/structuralPylons/smallHardpoint.cfg PART { name = smallHardpoint module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 fx_gasBurst_white = -0.0, 0.0, -0.0, -1.0, 0.0, 0.0, decouple sound_vent_large = decouple TechRequired = advAerodynamics entryCost = 6800 cost = 60 category = Structural subcategory = 0 title = Small Hardpoint manufacturer = C7 Aerospace Division description = A structural Pylon for engine Support. Designed to fit against fuselages, and hull bodies. This is the small variant, mostly for use with the smaller engines. Comes Equipped with emergency bolts to separate jet engines in the event of fire or catastrophic failure. (Not covered by warranty) attachRules = 0,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 maxTemp = 2000 fuelCrossFeed = False stagingIcon = DECOUPLER_HOR stageOffset = 1 childStageOffset = 1 bulkheadProfiles = srf tags = connect decouple hard point pylon separat stag structur MODEL { model = Squad/Parts/Structural/structuralPylons/PylonSmall } MODULE { name = ModuleDecouple ejectionForce = 60 explosiveNodeID = srf } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = 400 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = smallHardpoint } } } UrlConfig { parentUrl = Squad/Parts/Structural/structuralPylons/structuralPylon.cfg PART { name = structuralPylon module = Part author = Porkjet rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 fx_gasBurst_white = -0.0, 0.0, -0.0, -1.0, 0.0, 0.0, decouple sound_vent_large = decouple TechRequired = highAltitudeFlight entryCost = 6800 cost = 125 category = Structural subcategory = 0 title = Structural Pylon manufacturer = C7 Aerospace Division description = A structural Pylon for engine Support. Designed to fit against fuselages, and hull bodies. Comes Equipped with emergency bolts to separate jet engines in the event of fire or catastrophic failure. (Not covered by warranty) attachRules = 0,1,0,1,0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 70 maxTemp = 2000 fuelCrossFeed = False stagingIcon = DECOUPLER_HOR stageOffset = 1 childStageOffset = 1 bulkheadProfiles = srf tags = connect decouple hard point separat stag structur MODEL { model = Squad/Parts/Structural/structuralPylons/PylonBig } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = srf } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = structuralPylon } } } UrlConfig { parentUrl = Squad/Parts/Structural/strutCubicOcto/strutCubicOcto.cfg PART { name = strutCube module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 PhysicsSignificance = 1 node_stack_top = 0.0, 0.1287344, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = precisionEngineering entryCost = 5800 cost = 16 category = Structural subcategory = 0 title = Cubic Octagonal Strut manufacturer = StrutCo description = Now, with advances in technology, StrutCo brings you the Cubic Octagonal Strut - it's like a regular Octagonal Strut, but in the shape of a cube! attachRules = 1,1,1,1,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size0, srf tags = connect cube frame girder scaffold structur truss MODULE { name = ModuleCargoPart stackableQuantity = 3 packedVolume = 14 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = strutCube } } } UrlConfig { parentUrl = Squad/Parts/Structural/strutOcto/strutOcto.cfg PART { name = strutOcto module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 PhysicsSignificance = 1 node_stack_top = 0.0, 0.1287344, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.28, 0.0, 0.0, 1.0, 0.0, 0.0, 0 TechRequired = precisionEngineering entryCost = 6400 cost = 20 category = Structural subcategory = 0 title = Octagonal Strut manufacturer = StrutCo description = StrutCo presents: Octagonal struts! Use them to mount stop signs or octopi. attachRules = 1,1,1,1,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = size0 tags = connect frame girder scaffold structur truss MODULE { name = ModuleCargoPart packedVolume = 90 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = strutOcto } } } UrlConfig { parentUrl = Squad/Parts/Structural/trussGirderAdapter/trussGirderAdapter.cfg PART { name = trussAdapter module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -0.4108305, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.6493708, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = specializedConstruction entryCost = 4800 cost = 50 category = Structural subcategory = 0 title = Modular Girder Adapter manufacturer = Maxo Construction Toys description = This piece allows you to attach Modular Girder parts to standard 1.25m attachment points. attachRules = 1,0,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1 tags = connect frame scaffold structur strut truss MODULE { name = ModuleCargoPart packedVolume = 1700 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = trussAdapter } } } UrlConfig { parentUrl = Squad/Parts/Structural/trussGirderL/trussGirderL.cfg PART { name = trussPiece1x module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -0.5592728, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.5592728, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.5592728, 0.0, 0.0, -1.0, 0.0 TechRequired = start entryCost = 0 cost = 25 category = Structural subcategory = 0 title = Modular Girder Segment manufacturer = Maxo Construction Toys description = New! Build the structure of your dreams with the Maxo Construction Toys Modular Girder Segment! attachRules = 1,1,1,1,0 mass = 0.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0, srf tags = connect frame scaffold structur strut truss MODULE { name = ModuleCargoPart packedVolume = 475 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = trussPiece1x } } } UrlConfig { parentUrl = Squad/Parts/Structural/trussGirderXL/trussGirderXL.cfg PART { name = trussPiece3x module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_bottom = 0.0, -1.475238, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.475238, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -1.475238, 0.0, 0.0, -1.0, 0.0 TechRequired = advMetalworks entryCost = 7800 cost = 75 category = Structural subcategory = 0 title = Modular Girder Segment XL manufacturer = Maxo Construction Toys description = Now even bigger! Build larger structures of larger dreams! attachRules = 1,1,1,1,0 mass = 0.375 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0, srf tags = connect frame scaffold structur strut truss MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = trussPiece3x } } } UrlConfig { parentUrl = Squad/Parts/Thermal/FoldingRadiators/foldingRadLarge.cfg PART { name = foldingRadLarge module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.1, 0.0, 0.0, -1.0 TechRequired = largeElectrics manufacturer = Probodobodyne Inc entryCost = 45000 cost = 9000 category = Thermal subcategory = 0 title = Thermal Control System (large) description = A deployable thermal control system consisting of multiple liquid cooled radiator panels. attachRules = 0,1,0,1,1 mass = 1.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 bulkheadProfiles = srf tags = cool deploy extend fold heat moderat panel radiat retract temperat therm unfold emissiveConstant = 0.90 heatConductivity = 0.001 skinInternalConductionMult = 2000 radiatorHeadroom = 0.75 thermalMassModifier = 2.5 MODEL { model = Squad/Parts/Thermal/FoldingRadiators/foldingRadLarge } DRAG_CUBE { cube = RETRACTED, 2.072776,0.7791121,1.370614, 2.072776,0.8123366,0.7502928, 0.5253184,0.8453538,3.523628, 0.5253184,0.844497,3.523628, 9.016189,0.9778358,0.5536241, 9.016189,0.9845236,0.1705935, 0.001803756,0.1465573,-0.09002608, 1.306493,6.875002,0.6207799 cube = EXTENDED_A, 0.9376047,0.9053465,3.495883, 0.9759613,0.900077,3.495883, 64.24188,0.9790018,0.6917648, 64.04037,0.978825,0.7105883, 2.343232,0.5998105,4.789254, 2.343232,0.419042,9.578507, 0.1465569,0,-4.604071, 6.875001,1,9.648869 cube = EXTENDED_B, 64.24188,0.9790018,0.6917648, 64.04037,0.978825,0.7105883, 0.9376047,0.9053465,3.495883, 0.9759613,0.900077,3.495883, 2.343232,0.5998105,4.789254, 2.343232,0.419042,9.578507, 0,0.1465569,-4.604071, 1,6.875001,9.648869 } MODULE { name = ModuleDeployableRadiator animationName = Deploy showStatus = false retractable = true pivotName = Pivot raycastTransformName = Panel_006 windResistance = 2.5 trackingSpeed = 0.1 sunAlignmentOffset = 0 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 50000 overcoolFactor = 0.25 isCoreRadiator = true RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = foldingRadLarge } } } UrlConfig { parentUrl = Squad/Parts/Thermal/FoldingRadiators/foldingRadMed.cfg PART { name = foldingRadMed module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.1, 0.0, 0.0, -1.0 TechRequired = advElectrics manufacturer = Probodobodyne Inc entryCost = 11000 cost = 2250 category = Thermal subcategory = 0 title = Thermal Control System (medium) description = A deployable thermal control system consisting of multiple liquid cooled radiator panels. attachRules = 0,1,0,1,1 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 bulkheadProfiles = srf tags = cool deploy extend fold heat moderat panel radiat retract temperat therm unfold emissiveConstant = 0.90 heatConductivity = 0.001 skinInternalConductionMult = 2000 radiatorHeadroom = 0.75 thermalMassModifier = 2.5 MODEL { model = Squad/Parts/Thermal/FoldingRadiators/foldingRadMed } DRAG_CUBE { cube = RETRACTED, 0.5192981,0.7096822,1.118234, 0.5192981,0.7819771,0.620156, 0.3396488,0.8477063,1.045883, 0.3396488,0.8469207,1.045883, 1.982523,0.9739013,0.5053937, 1.982523,0.9804612,0.1584477, 0.001443088,0.1465575,-0.07202077, 1.045195,1.900001,0.4966237 cube = EXTENDED_A, 0.6018811,0.9094176,1.029413, 0.6264298,0.9040553,1.029413, 14.1942,0.9767424,0.572549, 14.16694,0.976527,0.5882353, 0.6583067,0.7167498,6.832162, 0.6583067,0.4925733,7.670654, 0.1465572,0,-3.683257, 1.9,0.8,7.719097 cube = EXTENDED_B, 14.1942,0.9767424,0.572549, 14.16694,0.976527,0.5882353, 0.6018811,0.9094176,1.029413, 0.6264298,0.9040553,1.029413, 0.6583067,0.7167498,6.832162, 0.6583067,0.4925733,7.670654, 0,0.1465572,-3.683257, 0.8,1.900002,7.719097 } MODULE { name = ModuleDeployableRadiator animationName = Deploy showStatus = false retractable = true pivotName = Pivot raycastTransformName = Panel_006 windResistance = 2.5 trackingSpeed = 0.1 sunAlignmentOffset = 0 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 12500 overcoolFactor = 0.25 isCoreRadiator = true RESOURCE { name = ElectricCharge rate = 0.125 } } MODULE { name = ModuleCargoPart packedVolume = 1000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = foldingRadMed } } } UrlConfig { parentUrl = Squad/Parts/Thermal/FoldingRadiators/foldingRadSmall.cfg PART { name = foldingRadSmall module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.05, 0.0, 0.0, -1.0 TechRequired = electrics manufacturer = Probodobodyne Inc entryCost = 2200 cost = 450 category = Thermal subcategory = 0 title = Thermal Control System (small) description = A deployable thermal control system consisting of multiple liquid cooled radiator panels. attachRules = 0,1,0,1,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 bulkheadProfiles = srf tags = cool deploy extend fold heat moderat panel radiat retract temperat therm unfold emissiveConstant = 0.90 heatConductivity = 0.001 skinInternalConductionMult = 2000 radiatorHeadroom = 0.75 thermalMassModifier = 2.5 MODEL { model = Squad/Parts/Thermal/FoldingRadiators/foldingRadSmall } DRAG_CUBE { cube = RETRACTED, 0.09925009,0.7148322,0.606414, 0.09925009,0.7667848,0.3598812, 0.0849122,0.8477063,0.3976844, 0.0849122,0.8469207,0.3976844, 0.3111984,0.9749166,0.3129396, 0.3111984,0.9773397,0.1564698, 0.0007213354,0.07239904,-0.03601015, 0.5225962,0.5985002,0.2483123 cube = EXTENDED_A, 0.1504708,0.9094176,0.3882905, 0.156608,0.9040553,0.3882905, 2.212539,0.9733801,0.3364706, 2.210721,0.9729113,0.3435294, 0.1230391,0.8568926,3.470517, 0.1230391,0.5536655,3.884432, 0.07239889,0,-1.841629, 0.5985006,0.4,3.85955 cube = EXTENDED_B, 2.212539,0.9733801,0.3364706, 2.210721,0.9729113,0.3435294, 0.1504708,0.9094176,0.3882905, 0.156608,0.9040553,0.3882905, 0.1230391,0.8568926,3.470517, 0.1230391,0.5536655,3.884432, 0,0.07239889,-1.841629, 0.4,0.5985006,3.85955 } MODULE { name = ModuleDeployableRadiator animationName = Deploy showStatus = false retractable = true pivotName = Pivot raycastTransformName = Panel_006 windResistance = 2.5 trackingSpeed = 0.1 sunAlignmentOffset = 0 extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 2500 overcoolFactor = 0.25 isCoreRadiator = true RESOURCE { name = ElectricCharge rate = 0.025 } } MODULE { name = ModuleCargoPart packedVolume = 75 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = foldingRadSmall } } } UrlConfig { parentUrl = Squad/Parts/Thermal/RadiatorPanels/radPanelEdge.cfg PART { name = radPanelEdge module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.0, 0.0, -0.0, 0.0, 0.0, -1.0 TechRequired = basicScience entryCost = 2200 cost = 450 category = Thermal manufacturer = Probodobodyne Inc subcategory = 0 title = Radiator Panel (edge) description = A radially attachable radiator panel to help dissipate heat into space. attachRules = 0,1,0,1,1 mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 bulkheadProfiles = srf tags = cool fixed heat moderat radiat static temperat therm emissiveConstant = 0.90 heatConductivity = 0.001 thermalMassModifier = 5 radiatorHeadroom = 0.75 skinInternalConductionMult = 2000 MODEL { model = Squad/Parts/Thermal/RadiatorPanels/radPanelEdge } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 7500 overcoolFactor = 0.25 isCoreRadiator = true parentCoolingOnly = true RESOURCE { name = ElectricCharge rate = 0.025 } } MODULE { name = ModuleCargoPart packedVolume = 75 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = radPanelEdge } } } UrlConfig { parentUrl = Squad/Parts/Thermal/RadiatorPanels/radPanelLg.cfg PART { name = radPanelLg module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.0, 0.0, -0.0, 0.0, 0.0, -1.0 TechRequired = basicScience entryCost = 2200 cost = 450 category = Thermal manufacturer = Probodobodyne Inc subcategory = 0 title = Radiator Panel (large) description = A radially attachable radiator panel to help dissipate heat into space. attachRules = 0,1,0,1,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 bulkheadProfiles = srf tags = cool fixed heat moderat radiat static temperat therm emissiveConstant = 0.90 heatConductivity = 0.001 thermalMassModifier = 5 radiatorHeadroom = 0.75 skinInternalConductionMult = 2000 MODEL { model = Squad/Parts/Thermal/RadiatorPanels/radPanelLg } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 10000 overcoolFactor = 0.25 isCoreRadiator = true parentCoolingOnly = true RESOURCE { name = ElectricCharge rate = 0.025 } } MODULE { name = ModuleCargoPart packedVolume = 250 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = radPanelLg } } } UrlConfig { parentUrl = Squad/Parts/Thermal/RadiatorPanels/radPanelSm.cfg PART { name = radPanelSm module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.0, 0.0, -0.0, 0.0, 0.0, -1.0 TechRequired = survivability manufacturer = Probodobodyne Inc entryCost = 1500 cost = 150 category = Thermal subcategory = 0 title = Radiator Panel (small) description = A radially attachable radiator panel to help dissipate heat into space. attachRules = 0,1,0,1,1 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2500 bulkheadProfiles = srf tags = cool fixed heat moderat radiat static temperat therm emissiveConstant = 0.90 heatConductivity = 0.001 thermalMassModifier = 5 radiatorHeadroom = 0.75 skinInternalConductionMult = 2000 MODEL { model = Squad/Parts/Thermal/RadiatorPanels/radPanelSm } MODULE { name = ModuleActiveRadiator maxEnergyTransfer = 2500 overcoolFactor = 0.25 isCoreRadiator = true parentCoolingOnly = true RESOURCE { name = ElectricCharge rate = 0.025 } } MODULE { name = ModuleCargoPart packedVolume = 180 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = radPanelSm } } } UrlConfig { parentUrl = Squad/Parts/Utility/commDish88-88/commDish88-88.cfg PART { name = commDish module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.13, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.13, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = automation entryCost = 20000 cost = 1500 category = Communication subcategory = 0 title = Communotron 88-88 manufacturer = Ionic Symphonic Protonic Electronics description = The Communotron 88-88 directional antenna allows for far more reliable communication at longer ranges than previous models. This is thanks in part to its patented parabolic folding design, which our research team maintains was not inspired by an umbrella. attachRules = 1,1,0,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = size0, srf tags = aerial antenna deploy direct dish extend fold radio signal transmi MODULE { showStatus = false isTracking = false pivotName = Rescalar windResistance = 1 animationName = dish extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> destroyOnBreakObject = Sphere001 name = ModuleAnimateGeneric allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleCargoPart packedVolume = 60 } MODULE { name = ModuleDeployableAntennaReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 40000000000 EnergyCost = 0.93 MaxQ = 6000 DishAngle = 0.06 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = commDish } } } UrlConfig { parentUrl = Squad/Parts/Utility/commsAntennaDTS-M1/commsAntennaDTS-M1.cfg PART { name = mediumDishAntenna module = Part author = Squad mesh = model.mu rescaleFactor = 1.0 node_attach = 0.0, -0.025, 0.0, 0.0, -1.0, 0.0 TechRequired = precisionEngineering entryCost = 4900 cost = 900 category = Communication subcategory = 0 title = Communotron DTS-M1 manufacturer = Ionic Symphonic Protonic Electronics description = The Communotron DTS-M1 is a fully deployable communications and data transmission system. It has been designed to have a minimal form factor when stowed. Occasional antenna tweaking and swift kicks to the main assembly may be required for optimal performance. attachRules = 0,1,0,0,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = srf tags = aerial antenna deploy direct extend fold radio signal transmi MODULE { showStatus = false isTracking = false pivotName = AntennaHolster raycastTransformName = AntennaHolster animationName = Deploy extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> name = ModuleAnimateGeneric allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 12 } MODULE { name = ModuleDeployableAntennaReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 50000000 EnergyCost = 0.82 MaxQ = 6000 DishAngle = 45.0 DeployFxModules = 0 ProgressFxModules = 1 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = mediumDishAntenna } } } UrlConfig { parentUrl = Squad/Parts/Utility/commsDish16/commsAntenna16.cfg PART { name = longAntenna module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = engineering101 entryCost = 750 cost = 300 category = Communication subcategory = 0 title = Communotron 16 manufacturer = Ionic Symphonic Protonic Electronics description = The Communotron 16 is a versatile and lightweight antenna, suitable for moderate-range communication, long-range backup communication, and eavesdropping on secret government operations. attachRules = 1,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = size0, srf tags = aerial antenna radio signal transmi MODULE { showStatus = false isTracking = false pivotName = seg2 windResistance = 1 animationName = antenna extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> name = ModuleAnimateGeneric allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 1 } MODULE { name = ModuleDeployableAntennaReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 2500000 MaxQ = 6000 EnergyCost = 0.13 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = longAntenna } } } UrlConfig { parentUrl = Squad/Parts/Utility/decouplerRadialHDM/decouplerRadialHDM.cfg PART { name = radialDecoupler1-2 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 fx_gasBurst_white = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, decouple sound_decoupler_fire = decouple TechRequired = advConstruction entryCost = 4200 cost = 770 category = Coupling subcategory = 0 title = Hydraulic Detachment Manifold manufacturer = O.M.B. Demolition Enterprises description = After discovering the word "Manifold", O.M.B. Engineers decided it would be best to use it in the name of at least ONE product. attachRules = 0,1,0,1,0 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 stagingIcon = DECOUPLER_HOR stageOffset = 1 childStageOffset = 1 bulkheadProfiles = srf tags = break decouple separat split stag fuelCrossFeed = False MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 450 explosiveNodeID = srf } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true techRequired = fuelSystems } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleCargoPart packedVolume = 230 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = radialDecoupler1-2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/decouplerRadialTT-38K/decouplerRadialTT-38K.cfg PART { name = radialDecoupler module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = 0.01, 0.0, 0.0, 1.0, 0.0, 0.0 fx_gasBurst_white = 0.0, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple sound_vent_large = decouple TechRequired = stability entryCost = 1200 cost = 600 category = Coupling subcategory = 0 title = TT-38K Radial Decoupler manufacturer = O.M.B. Demolition Enterprises description = The TT-38K Radial Decoupler, like most other decouplers, is equipped with a (hopefully) small explosive charge, that will sever the structural linkage between itself and whatever it's connected to. attachRules = 0,1,0,1,0 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 stagingIcon = DECOUPLER_HOR stageOffset = 1 childStageOffset = 1 bulkheadProfiles = srf tags = break decouple separat split stag fuelCrossFeed = False MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 250 explosiveNodeID = srf } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true techRequired = fuelSystems } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleCargoPart packedVolume = 120 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = radialDecoupler } } } UrlConfig { parentUrl = Squad/Parts/Utility/decouplerRadialTT-70/decouplerRadialTT-70.cfg PART { name = radialDecoupler2 module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = -0.03, 0.0, 0.0, 1.0, 0.0, 0.0 fx_gasBurst_white = 0.0, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple sound_vent_large = decouple TechRequired = advConstruction entryCost = 2300 cost = 700 category = Coupling subcategory = 0 title = TT-70 Radial Decoupler manufacturer = O.M.B. Demolition Enterprises description = The TT-70 Radial Decoupler is an extension of the TT-38K decoupler, with a large truss structure for greater space between mounting points. attachRules = 0,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 stagingIcon = DECOUPLER_HOR stageOffset = 1 childStageOffset = 1 bulkheadProfiles = srf tags = break decouple separat split stag fuelCrossFeed = False MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 260 explosiveNodeID = srf } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true techRequired = fuelSystems } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleCargoPart packedVolume = 750 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = radialDecoupler2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/DirectAntennas/C16S.cfg PART { name = SurfAntenna module = Part author = Squad rescaleFactor = 1.0 node_attach = 0.0, -.05, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = engineering101 entryCost = 750 cost = 300 category = Communication subcategory = 0 title = Communotron 16-S manufacturer = Ionic Symphonic Protonic Electronics description = A Surface mount version of the Communotron-16 attachRules = 0,1,0,0,0 mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = aerial antenna radio signal transmi MODEL { model = Squad/Parts/Utility/DirectAntennas/SurfAntenna } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna IsRTActive = true Mode0OmniRange = 0 Mode1OmniRange = 1500000 EnergyCost = 0.02 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = SurfAntenna } } } UrlConfig { parentUrl = Squad/Parts/Utility/DirectAntennas/HG-5.cfg PART { name = HighGainAntenna5 module = Part author = Squad rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = basicScience TechHidden = true entryCost = 0 cost = 600 category = none subcategory = 0 title = HG-5 High Gain Antenna manufacturer = Ionic Symphonic Protonic Electronics description = A short range dual purpose communications antenna that can handle either direct communications or short range relays attachRules = 1,1,0,0,0 mass = 0.07 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 vesselType = Relay bulkheadProfiles = srf MODEL { model = Squad/Parts/Utility/DirectAntennas/HGAntenna } MODULE { showStatus = false isTracking = false pivotName = Rod windResistance = 1 animationName = Extend extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> name = ModuleAnimateGeneric allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleCargoPart packedVolume = 60 } MODULE { name = ModuleDeployableAntennaReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 20000000 EnergyCost = 0.55 MaxQ = 6000 DishAngle = 90 DeployFxModules = 0 ProgressFxModules = 1 TRANSMITTER { PacketInterval = 0.15 PacketSize = 3 PacketResourceCost = 20.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = HighGainAntenna5 } } } UrlConfig { parentUrl = Squad/Parts/Utility/DirectAntennas/HG-5_v2.cfg PART { name = HighGainAntenna5_v2 module = Part author = Squad rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = basicScience entryCost = 1500 cost = 600 category = Communication subcategory = 0 title = HG-5 High Gain Antenna manufacturer = Ionic Symphonic Protonic Electronics description = A short range dual purpose communications antenna that can handle either direct communications or short range relays attachRules = 1,1,0,0,0 mass = 0.07 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 vesselType = Relay bulkheadProfiles = srf MODEL { model = Squad/Parts/Utility/DirectAntennas/HGAntenna_v2 } MODULE { showStatus = false isTracking = false pivotName = Rod windResistance = 1 animationName = Extend extendActionName = Extend <<1>> retractActionName = Retract <<1>> extendpanelsActionName = Toggle <<1>> name = ModuleAnimateGeneric allowManualControl = false actionAvailable = false eventAvailableFlight = false eventAvailableEditor = false eventAvailableEVA = false } MODULE { name = ModuleCargoPart packedVolume = 60 } MODULE { name = ModuleDeployableAntennaReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 20000000 EnergyCost = 0.55 MaxQ = 6000 DishAngle = 90 DeployFxModules = 0 ProgressFxModules = 1 TRANSMITTER { PacketInterval = 0.15 PacketSize = 3 PacketResourceCost = 20.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = HighGainAntenna5_v2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/dockingPort/dockingPort.cfg PART { name = dockingPort2 module = Part author = AlexanderM mesh = dockingPort.mu rescaleFactor = 1 node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 6400 cost = 280 category = Coupling subcategory = 0 title = Clamp-O-Tron Docking Port description = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. Indicator lights display crossfeed status. attachRules = 1,1,1,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2000 bulkheadProfiles = size1, srf tags = berth capture connect couple dock fasten join moor socket ?freeiva stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 stagingEnabled = False canRotate = True rotationTransformName = port maxMotorOutput = 200 rotationAxis = Y RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleCargoPart packedVolume = 800 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.07, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } MODULE { name = KRnDModule } MODULE { name = MASRadar maxRange = 250 resourceAmount = 0.6 targetDockingPorts = true } MODULE { name = MASCamera cameraName = DockCam fovRange = 10, 10 panRange = 0, 0 tiltRange = 0, 0 cameraTransformName = dockingNode translation = 0, 0, -0.05 } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODEL { model = Squad/Parts/Utility/dockingPort/dockingPort } MODEL { model = FreeIva/Parts/Airlock position = 0, 0.288, 0 } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_dockingPort2_Internal } MODEL { model = Squad/Parts/Utility/dockingPort/dockingPort } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 1, 1, 0.3 position = -0.5331, 0.10, 0 rotation = 0, 0, 20 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 1, 1, 0.3 position = 0.5331, 0.10, 0 rotation = 0, 0, -20 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 1, 1 position = 0, 0.08, -0.5331 rotation = -20, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 1, 1 position = 0, 0.08, 0.5331 rotation = 20, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp2 emissiveName = indicator } MODULE { name = ModuleToggleLED activeColor = ModuleDockingCrossfeedIndicator inactiveColor = $Off defaultActionGroup = Light } MODULE { name = ModuleDockingCrossfeedIndicator } MODULE { name = ModuleDockingStateIndicator emissiveName = indicator readyColor = ModuleToggleLED acquireColor = blink(ModuleDockingCrossfeedIndicator, 100, $Off, 100) disengageColor = blink(ModuleDockingCrossfeedIndicator, 120, $Off, 1080) } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = ModulePartInfo originalPartName = dockingPort2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/dockingPortInline/dockingPortInline.cfg PART { name = dockingPortLateral module = Part author = AlexanderM mesh = dockingPortInline.mu rescaleFactor = 1 node_stack_top = 0.0, 0.5753132, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.5753132, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = composites entryCost = 9800 cost = 700 category = Coupling subcategory = 0 title = Inline Clamp-O-Tron description = The Inline Clamp-O-Tron was an accidental invention, created after an engineer (who really should have been wearing his glasses) incorrectly interpreted the Shielded Clamp-O-Tron's blueprints. Still, the rest of the team very much liked the idea of a sideways-pointing docking port with its own aerodynamic shell, so he patented the design. He still refuses to admit it wasn't intentional. attachRules = 1,1,1,1,0 mass = 0.3 dragModelType = default maximum_drag = 0.08 minimum_drag = 0.08 angularDrag = 0.2 crashTolerance = 10 maxTemp = 2000 bulkheadProfiles = size1 tags = berth capture connect couple dock fasten join moor port socket ?freeiva stagingIcon = DECOUPLER_HOR MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size1 controlTransformName = controlNode staged = False stagingEnabled = False canRotate = True rotationTransformName = port maxMotorOutput = 200 rotationAxis = -Z RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleAnimateGeneric animationName = dockingporthull actionGUIName = Toggle startEventGUIName = Open endEventGUIName = Close } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 0, -1 cameraUp = 0, 0, 1 cameraPosition = 0, 0.0, -0.4 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } MODULE { name = KRnDModule } MODULE { name = MASCamera cameraName = DockCam fovRange = 10, 10 panRange = 0, 0 tiltRange = 0, 0 cameraTransformName = dockingNode } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODEL { model = Squad/Parts/Utility/dockingPortInline/dockingPortInline } MODULE { name = RasterPropMonitorComputer } MODEL { model = FreeIva/Squad/Parts/dockingPortInline } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_dockingPortLateral_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = dockingPortLateral } } } UrlConfig { parentUrl = Squad/Parts/Utility/dockingPortJr/dockingPortJr.cfg PART { name = dockingPort3 module = Part author = AlexanderM mesh = dockingPortJr.mu rescaleFactor = 1 node_stack_top = 0.0, 0.1474114, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = miniaturization entryCost = 7800 cost = 800 category = Coupling subcategory = 0 title = Clamp-O-Tron Docking Port Jr. description = Originally marketed as a child-size version of the normal Clamp-O-Tron, the Clamp-O-Tron Jr. soon found use among hobbyists and professional space agencies alike for its compact profile, lightweight structure, and all-round cuteness. As a result of its small size, kerbals need to hold their breath and wiggle to slip through. Indicator lights display crossfeed status. attachRules = 1,1,1,1,0 mass = 0.02 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2000 bulkheadProfiles = size0, srf tags = berth capture connect couple dock fasten join moor socket ?freeiva stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size0 stagingEnabled = False canRotate = True rotationTransformName = port maxMotorOutput = 50 rotationAxis = Y RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleCargoPart packedVolume = 140 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.0, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } MODULE { name = KRnDModule } MODULE { name = MASRadar maxRange = 250 resourceAmount = 0.6 targetDockingPorts = true } MODULE { name = MASCamera cameraName = DockCam fovRange = 10, 10 panRange = 0, 0 tiltRange = 0, 0 cameraTransformName = dockingNode } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODEL { model = Squad/Parts/Utility/dockingPortJr/dockingPortJr } MODEL { model = FreeIva/Parts/Airlock position = 0, 0.15, 0 } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_dockingPortJr_Internal } MODEL { model = Squad/Parts/Utility/dockingPortJr/dockingPortJr } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 0.6, 0.3 position = -0.32, 0.06, 0 rotation = 0, 0, 8 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 0.6, 0.3 position = 0.32, 0.06, 0 rotation = 0, 0, -8 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp2 emissiveName = indicator } MODULE { name = ModuleToggleLED activeColor = ModuleDockingCrossfeedIndicator inactiveColor = $Off defaultActionGroup = Light } MODULE { name = ModuleDockingCrossfeedIndicator } MODULE { name = ModuleDockingStateIndicator emissiveName = indicator readyColor = ModuleToggleLED acquireColor = blink(ModuleDockingCrossfeedIndicator, 100, $Off, 100) disengageColor = blink(ModuleDockingCrossfeedIndicator, 120, $Off, 1080) } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = ModulePartInfo originalPartName = dockingPort3 } } } UrlConfig { parentUrl = Squad/Parts/Utility/dockingPortShielded/dockingPortShielded.cfg PART { name = dockingPort1 module = Part author = AlexanderM mesh = dockingPortShielded.mu rescaleFactor = 1 node_stack_bottom = 0.0, -0.005308203, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, -0.005308203, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advMetalworks entryCost = 8400 cost = 400 category = Coupling subcategory = 0 title = Clamp-O-Tron Shielded Docking Port description = Invented after a peaceful protest against the lack of spacecraft attachment systems turned violent, the Clamp-O-Tron Docking Port allows for the firm attachment of two separate vessels. After docking, vessels can be just as easily undocked. The Shielded version has deployable fins to protect the port during ascent. attachRules = 1,1,0,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2600 thermalMassModifier = 6.0 emissiveConstant = 0.8 bulkheadProfiles = size1 tags = berth capture connect couple dock fasten join moor shield socket ?freeiva stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size1 staged = False stagingEnabled = False canRotate = True rotationTransformName = Clampotron.003 maxMotorOutput = 200 rotationAxis = Y RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleAnimateGeneric animationName = dockingring actionGUIName = Toggle Shield startEventGUIName = Open Shield endEventGUIName = Close Shield allowAnimationWhileShielded = False } MODULE { name = ModuleCargoPart packedVolume = 850 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.12, 0.0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } MODULE { name = KRnDModule } MODULE { name = MASRadar maxRange = 250 resourceAmount = 0.6 targetDockingPorts = true } MODULE { name = MASCamera cameraName = DockCam fovRange = 10, 10 panRange = 0, 0 tiltRange = 0, 0 cameraTransformName = dockingNode } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODEL { model = Squad/Parts/Utility/dockingPortShielded/dockingPortShielded } MODEL { model = FreeIva/Parts/Airlock position = 0, 0.35, 0 } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_dockingPortShielded_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = ModulePartInfo originalPartName = dockingPort1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/dockingPortSr/dockingPortSr.cfg PART { name = dockingPortLarge module = Part author = AlexanderM mesh = dockingPortSr.mu rescaleFactor = 1 node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = metaMaterials entryCost = 12200 cost = 980 category = Coupling subcategory = 0 title = Clamp-O-Tron Docking Port Sr. description = The Clamp-O-Tron Sr. is the result of intense and costly development to answer the problem of how to make docking connections more sturdy. Thanks to the brilliant suggestion of the staff janitor "why don't you make 'em bigger?", the public now can enjoy the sheer thrill of docking enormous objects in space. Indicator lights display crossfeed status. attachRules = 1,0,1,0,0 mass = 0.2 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 20 maxTemp = 2000 breakingForce = 66 breakingTorque = 66 bulkheadProfiles = size2 tags = berth capture connect couple dock fasten join moor rockomax socket ?freeiva stagingIcon = DECOUPLER_VERT MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2 stagingEnabled = False canRotate = True rotationTransformName = port maxMotorOutput = 800 rotationAxis = Y RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 secondaryColor = #999999 TEXTURE { mainTextureURL = Squad/Parts/Utility/dockingPortSr/ClampotronSr_ClampotronSr_Diffuse_gray } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0, 0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } MODULE { name = KRnDModule } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODEL { model = Squad/Parts/Utility/dockingPortSr/dockingPortSr } MODEL { model = FreeIva/Parts/Airlock position = 0, 0.288, 0 } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_dockingPortSr_Internal } MODEL { model = Squad/Parts/Utility/dockingPortSr/dockingPortSr } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 1, 2 position = 0, 0.045, -0.585 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 1, 2 position = 0.507, 0.045, 0.2925 rotation = 0, -120, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp2 scale = 0.3, 1, 2 position = -0.507, 0.045, 0.2925 rotation = 0, 120, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.3, 1.6, 1 position = 0, 0.1, -1.25 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.3, 1.6, 1 position = 1.083, 0.1, 0.625 rotation = 0, 60, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.3, 1.6, 1 position = -1.083, 0.1, 0.625 rotation = 0, 300, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp2 emissiveName = indicator } MODULE { name = ModuleToggleLED activeColor = ModuleDockingCrossfeedIndicator inactiveColor = $Off defaultActionGroup = Light } MODULE { name = ModuleDockingCrossfeedIndicator } MODULE { name = ModuleDockingStateIndicator emissiveName = indicator readyColor = ModuleToggleLED acquireColor = blink(ModuleDockingCrossfeedIndicator, 100, $Off, 100) disengageColor = blink(ModuleDockingCrossfeedIndicator, 120, $Off, 1080) } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = ModulePartInfo originalPartName = dockingPortLarge } } } UrlConfig { parentUrl = Squad/Parts/Utility/Fireworks/fireworksLauncherBig.cfg PART { name = fireworksLauncherBig module = Part author = Squad node_attach = 0.0, -0.208533, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.175, 0.0, 0.0, -1.0, 0.0, 1 rescaleFactor = 1.0 TechRequired = advRocketry entryCost = 50 cost = 200 category = Utility subcategory = 0 title = Starshot-32 manufacturer = Reaction Systems Ltd description = Jebediah Kerman eats danger for breakfast, lunch, and dinner at his day job as the KSC resident daredevil pilot. But what does he do when he wants to relax on the weekends? He fills firework canisters at his state of the art junkyard facility.\n\nThe Starshot-32 is a large firework launcher, if this one goes off at the wrong time you may be looking for more than just a refund. attachRules = 1,1,0,1,0 mass = 0.03 dragModelType = default crashTolerance = 6 maxTemp = 1200 PhysicsSignificance = 1 bulkheadProfiles = srf tags = firework fire MODEL { model = Squad/Parts/Utility/Fireworks/Assets/fireworksLauncherBig } MODULE { name = ModuleCargoPart packedVolume = 400 stackableQuantity = 4 } MODULE { name = ModulePartFirework shellMass = 6 maxShots = 32 } EFFECTS { Whistle { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_whistle.wav maxVolumeDistance = 150 } } Thump { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_launch_boom.wav maxVolumeDistance = 150 } } Explosion0 { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_explosion_2.wav maxVolumeDistance = 150 } } Explosion1 { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_explosion_3.wav maxVolumeDistance = 150 } } Explosion2 { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_explosion_4.wav maxVolumeDistance = 150 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fireworksLauncherBig } } } UrlConfig { parentUrl = Squad/Parts/Utility/Fireworks/fireworksLauncherSmall.cfg PART { name = fireworksLauncherSmall module = Part author = Squad node_attach = 0.0, -0.177368, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom = 0.0, -0.175, 0.0, 0.0, -1.0, 0.0, 0 rescaleFactor = 1.0 TechRequired = advRocketry entryCost = 400 cost = 15 category = Utility subcategory = 0 title = Starshot-8 manufacturer = Reaction Systems Ltd description = Jebediah Kerman eats danger for breakfast, lunch, and dinner at his day job as the KSC resident daredevil pilot. But what does he do when he wants to relax on the weekends? He fills firework canisters at his state of the art junkyard facility.\n\nThe Starshot-8 has enough fireworks for a quickshow - or you can set up an array of them to really rival the big bangs on the launchpad. Guaranteed to go off when you want them to or the next one is half off. attachRules = 1,1,0,1,0 mass = 0.00125 dragModelType = default crashTolerance = 12 maxTemp = 1500 PhysicsSignificance = 1 bulkheadProfiles = srf tags = firework fire MODEL { model = Squad/Parts/Utility/Fireworks/Assets/fireworksLauncherSmall } MODULE { name = ModuleCargoPart packedVolume = 100 stackableQuantity = 4 } MODULE { name = ModulePartFirework shellMass = 6 maxShots = 8 } EFFECTS { Whistle { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_whistle.wav maxVolumeDistance = 150 } } Thump { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_launch_boom.wav maxVolumeDistance = 150 } } Explosion0 { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_explosion_2.wav maxVolumeDistance = 150 } } Explosion1 { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_explosion_3.wav maxVolumeDistance = 150 } } Explosion2 { AUDIO { channel = Ship clip = Squad/Sounds/fireworks_explosion_4.wav maxVolumeDistance = 150 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fireworksLauncherSmall } } } UrlConfig { parentUrl = Squad/Parts/Utility/flags/flagFlat/flagFlat.cfg PART { name = flagPartFlat module = Part author = Squad rescaleFactor = 1 TechRequired = composites entryCost = 2000 cost = 7.5 category = Utility subcategory = 0 title = RFP-F Flag Flat manufacturer = Rokea Inc description = A flat flag part, that can be used to show pride in your mission. Or use a different mission flag, if you really want to go that way. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.025, 0.0, 0.0, -1.0 mass = 0.00015 PhysicsSignificance = 1 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 bodyLiftMultiplier = 0 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = decal (deco MODEL { model = Squad/Parts/Utility/flags/flagFlat/flagFlatMeshes } MODULE { name = FlagDecalBackground MESH { name = small displayName = Small meshName = FlatSmall orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0 cost = 0 } MESH { name = small displayName = Small Panel meshName = FlatSmallPanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.00135 cost = 7.5 } MESH { name = medium displayName = Medium meshName = FlatMedium orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00045 cost = 7.5 } MESH { name = medium displayName = Medium Panel meshName = FlatMediumPanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.00585 cost = 22.5 } MESH { name = large displayName = Large meshName = FlatLarge orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00225 cost = 22.5 } MESH { name = large displayName = Large Panel meshName = FlatLargePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.02385 cost = 52.5 } MESH { name = huge displayName = Huge meshName = FlatHuge orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00945 cost = 52.5 } MESH { name = huge displayName = Huge Panel meshName = FlatHugePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.09585 cost = 112.5 } } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseVariant = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = White displayName = White primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = Dark displayName = Dark description = Come to the dark side primaryColor = #000000 secondaryColor = #000000 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = Orange displayName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } VARIANT { name = TransparentBackground displayName = Transparent Background primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backColor = #ffffff00 } } VARIANT { name = WhitePanel displayName = White Panel primaryColor = #ffffff secondaryColor = #ffffff attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = DarkPanel displayName = Dark Panel primaryColor = #000000 secondaryColor = #000000 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = OrangePanel displayName = Orange Panel primaryColor = #f49841 secondaryColor = #f49841 sizeGroup = structural attachRules = 0,1,0,1,1 TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } } MODULE { name = ModuleCargoPart stackableQuantity = 3 packedVolume = 15 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = flagPartFlat } } } UrlConfig { parentUrl = Squad/Parts/Utility/flags/flagSize0/flagSize0.cfg PART { name = flagPartSize0 module = Part author = Squad rescaleFactor = 1 TechRequired = advConstruction entryCost = 750 cost = 2.5 category = Utility subcategory = 0 title = RFP-0 Flag (.625m) manufacturer = Rokea Inc description = A small flag that can be applied to size 0 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.025, 0.0, 0.0, -1.0 mass = 0.000025 PhysicsSignificance = 1 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 bodyLiftMultiplier = 0 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf,size0 tags = decal (deco MODEL { model = Squad/Parts/Utility/flags/flagSize0/flagSize0Meshes } MODULE { name = FlagDecalBackground MESH { name = small displayName = Small meshName = 0.625SmallPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00004 cost = 1.25 } MESH { name = small displayName = Small meshName = 0.625SmallLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0 cost = 0 } MESH { name = small displayName = Small Panel meshName = 0.625SmallPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.000625 cost = 5 } MESH { name = small displayName = Small Panel meshName = 0.625SmallLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.000225 cost = 2.5 } MESH { name = medium displayName = Medium meshName = 0.625MediumPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.000235 cost = 5 } MESH { name = medium displayName = Medium meshName = 0.625MediumLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.000075 cost = 2.5 } MESH { name = medium displayName = Medium Panel meshName = 0.625MediumPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.002575 cost = 12.5 } MESH { name = medium displayName = Medium Panel meshName = 0.625MediumLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.00975 cost = 7.5 } MESH { name = large displayName = Large meshName = 0.625LargePortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.001015 cost = 12.5 } MESH { name = large displayName = Large meshName = 0.625LargeLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.000375 cost = 7.5 } MESH { name = large displayName = Large Panel meshName = 0.625LargePortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.010375 cost = 27.5 } MESH { name = large displayName = Large Panel meshName = 0.625LargeLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.003975 cost = 17.5 } } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseVariant = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = White displayName = White primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = Dark displayName = Dark description = Come to the dark side primaryColor = #000000 secondaryColor = #000000 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = Orange displayName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } VARIANT { name = TransparentBackground displayName = Transparent Background primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backColor = #ffffff00 } } VARIANT { name = WhitePanel displayName = White Panel primaryColor = #ffffff secondaryColor = #ffffff attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = DarkPanel displayName = Dark Panel primaryColor = #000000 secondaryColor = #000000 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = OrangePanel displayName = Orange Panel primaryColor = #f49841 secondaryColor = #f49841 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = flagPartSize0 } } } UrlConfig { parentUrl = Squad/Parts/Utility/flags/flagSize1/flagSize1.cfg PART { name = flagPartSize1 module = Part author = Squad rescaleFactor = 1.01 TechRequired = generalConstruction entryCost = 500 cost = 5 category = Utility subcategory = 0 title = RFP-1 Flag (1.25m) manufacturer = Rokea Inc description = A flag that can be applied to size 1 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.025, 0.0, 0.0, -1.0 mass = 0.00005 PhysicsSignificance = 1 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 bodyLiftMultiplier = 0 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf,size1 tags = decal (deco MODEL { model = Squad/Parts/Utility/flags/flagSize1/flagSize1Meshes } MODULE { name = FlagDecalBackground MESH { name = small displayName = Small meshName = 1.25SmallPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00008 cost = 2.5 } MESH { name = small displayName = Small meshName = 1.25SmallLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0 cost = 0 } MESH { name = small displayName = Small Panel meshName = 1.25SmallPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.00125 cost = 10 } MESH { name = small displayName = Small Panel meshName = 1.25SmallLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.00045 cost = 5 } MESH { name = medium displayName = Medium meshName = 1.25MediumPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00047 cost = 10 } MESH { name = medium displayName = Medium meshName = 1.25MediumLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00015 cost = 5 } MESH { name = medium displayName = Medium Panel meshName = 1.25MediumPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.00515 cost = 25 } MESH { name = medium displayName = Medium Panel meshName = 1.25MediumLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.00195 cost = 15 } MESH { name = large displayName = Large meshName = 1.25LargePortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00203 cost = 25 } MESH { name = large displayName = Large meshName = 1.25LargeLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00075 cost = 15 } MESH { name = large displayName = Large Panel meshName = 1.25LargePortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.02075 cost = 55 } MESH { name = large displayName = Large Panel meshName = 1.25LargeLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.00795 cost = 35 } } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseVariant = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = White displayName = White primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = Dark displayName = Dark description = Come to the dark side primaryColor = #000000 secondaryColor = #000000 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = Orange displayName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } VARIANT { name = TransparentBackground displayName = Transparent Background primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backColor = #ffffff00 } } VARIANT { name = WhitePanel displayName = White Panel primaryColor = #ffffff secondaryColor = #ffffff attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = DarkPanel displayName = Dark Panel primaryColor = #000000 secondaryColor = #000000 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = OrangePanel displayName = Orange Panel primaryColor = #f49841 secondaryColor = #f49841 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = flagPartSize1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/flags/flagSize2/flagSize2.cfg PART { name = flagPartSize2 module = Part author = Squad rescaleFactor = 1 TechRequired = specializedConstruction entryCost = 1300 cost = 12.5 category = Utility subcategory = 0 title = RFP-2 Flag (2.5m) manufacturer = Rokea Inc description = A large flag that can be applied to size 2 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.055, 0.0, 0.0, -1.0 mass = 0.000225 PhysicsSignificance = 1 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 bodyLiftMultiplier = 0 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf,size2 tags = decal (deco MODEL { model = Squad/Parts/Utility/flags/flagSize2/flagSize2Meshes } MODULE { name = FlagDecalBackground MESH { name = small displayName = Small meshName = 2.5SmallPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00036 cost = 6.25 } MESH { name = small displayName = Small meshName = 2.5SmallLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0 cost = 0 } MESH { name = small displayName = Small Panel meshName = 2.5SmallPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.005625 cost = 25 } MESH { name = small displayName = Small Panel meshName = 2.5SmallLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.002025 cost = 12.5 } MESH { name = medium displayName = Medium meshName = 2.5MediumPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.002115 cost = 25 } MESH { name = medium displayName = Medium meshName = 2.5MediumLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.000675 cost = 12.5 } MESH { name = medium displayName = Medium Panel meshName = 2.5MediumPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.023175 cost = 62.5 } MESH { name = medium displayName = Medium Panel meshName = 2.5MediumLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.008775 cost = 37.5 } MESH { name = large displayName = Large meshName = 2.5LargePortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.009135 cost = 62.5 } MESH { name = large displayName = Large meshName = 2.5LargeLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.003375 cost = 37.5 } MESH { name = large displayName = Large Panel meshName = 2.5LargePortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.093375 cost = 137.5 } MESH { name = large displayName = Large Panel meshName = 2.5LargeLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.035775 cost = 87.5 } } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseVariant = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = White displayName = White primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = Dark displayName = Dark description = Come to the dark side primaryColor = #000000 secondaryColor = #000000 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = Orange displayName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } VARIANT { name = TransparentBackground displayName = Transparent Background primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backColor = #ffffff00 } } VARIANT { name = WhitePanel displayName = White Panel primaryColor = #ffffff secondaryColor = #ffffff attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = DarkPanel displayName = Dark Panel primaryColor = #000000 secondaryColor = #000000 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = OrangePanel displayName = Orange Panel primaryColor = #f49841 secondaryColor = #f49841 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = flagPartSize2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/flags/flagSize3/flagSize3.cfg PART { name = flagPartSize3 module = Part author = Squad rescaleFactor = 1 TechRequired = composites entryCost = 1800 cost = 17.5 category = Utility subcategory = 0 title = RFP-3 Flag (3.75m) manufacturer = Rokea Inc description = A large flag that can be applied to size 3 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.066, 0.0, 0.0, -1.0 mass = 0.0005 PhysicsSignificance = 1 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 bodyLiftMultiplier = 0 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf,size3 tags = decal (deco MODEL { model = Squad/Parts/Utility/flags/flagSize3/flagSize3Meshes } MODULE { name = FlagDecalBackground MESH { name = small displayName = Small meshName = 3.75SmallPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.0008 cost = 8.75 } MESH { name = small displayName = Small meshName = 3.75SmallLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0 cost = 0 } MESH { name = small displayName = Small Panel meshName = 3.75SmallPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0125 cost = 35 } MESH { name = small displayName = Small Panel meshName = 3.75SmallLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0045 cost = 17.5 } MESH { name = medium displayName = Medium meshName = 3.75MediumPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.0047 cost = 35 } MESH { name = medium displayName = Medium meshName = 3.75MediumLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.0015 cost = 17.5 } MESH { name = medium displayName = Medium Panel meshName = 3.75MediumPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0515 cost = 87.5 } MESH { name = medium displayName = Medium Panel meshName = 3.75MediumLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0195 cost = 52.5 } MESH { name = large displayName = Large meshName = 3.75LargePortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.0203 cost = 87.5 } MESH { name = large displayName = Large meshName = 3.75LargeLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.0075 cost = 52.5 } MESH { name = large displayName = Large Panel meshName = 3.75LargePortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.2075 cost = 192.5 } MESH { name = large displayName = Large Panel meshName = 3.75LargeLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0795 cost = 122.5 } } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseVariant = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = White displayName = White primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = Dark displayName = Dark description = Come to the dark side primaryColor = #000000 secondaryColor = #000000 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = Orange displayName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } VARIANT { name = TransparentBackground displayName = Transparent Background primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backColor = #ffffff00 } } VARIANT { name = WhitePanel displayName = White Panel primaryColor = #ffffff secondaryColor = #ffffff attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = DarkPanel displayName = Dark Panel primaryColor = #000000 secondaryColor = #000000 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = OrangePanel displayName = Orange Panel primaryColor = #f49841 secondaryColor = #f49841 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } } MODULE { name = ModuleCargoPart stackableQuantity = 3 packedVolume = 15 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = flagPartSize3 } } } UrlConfig { parentUrl = Squad/Parts/Utility/GrapplingDevice/part.cfg PART { name = GrapplingDevice module = Part author = Squad mesh = GrapplingArm.mu scale = 1 node_stack_top = 0.0, -0.1126614, 0.00, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.00, 0.0, -1.0, 0.0, 1 TechRequired = actuators entryCost = 5200 cost = 450 category = Coupling subcategory = 0 title = Advanced Grabbing Unit manufacturer = Kerbal Motion LLC description = Kerbal Motion engineers have long struggled with the problem of how to extract dropped tools from complicated machinery. After observing an intern cleaning out his shoes by turning them upside and shaking them inside the lab, our team was hit with a stroke of inspiration! Why not turn the rocket parts upside down and shake them? The grabbing arm perfectly filled this niche, and is quite capable of lifting heavy machinery. It has since found other uses, besides delicate tool extraction operations. AKA "The Klaw!" attachRules = 1,1,0,0,0 mass = 0.075 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2000 fuelCrossFeed = False crashTolerance = 50 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1, srf tags = a.r.m arm asteroid capture clam claw connect dock fasten grab join klaw nasa MODULE { name = ModuleGrappleNode nodeTransformName = ArticulatedCap deployAnimationController = 1 nodeType = size1 captureRange = 0.1 captureMinFwdDot = 0.733 captureMaxRvel = 1 } MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Arm endEventGUIName = Disarm actionGUIName = Toggle Arming } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { rotatorsName = Piston1 targetName = Sleeve1 } CONSTRAINLOOKFX { rotatorsName = Sleeve1 targetName = Mounting1 } CONSTRAINLOOKFX { rotatorsName = Piston2 targetName = Sleeve2 } CONSTRAINLOOKFX { rotatorsName = Sleeve2 targetName = Mounting2 } CONSTRAINLOOKFX { rotatorsName = Piston3 targetName = Sleeve3 } CONSTRAINLOOKFX { rotatorsName = Sleeve3 targetName = Mounting3 } CONSTRAINLOOKFX { rotatorsName = Piston4 targetName = Sleeve4 } CONSTRAINLOOKFX { rotatorsName = Sleeve4 targetName = Mounting4 } CONSTRAINLOOKFX { rotatorsName = BaseSleeve1 targetName = MainSleeveLookTarget } } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #ffffff baseDisplayName = Black and White baseThemeName = BlackAndWhite useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/Utility/GrapplingDevice/grabberDiffuse_dark _BumpMap = Squad/Parts/Utility/GrapplingDevice/grabberNRM } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = GrapplingDevice } } } UrlConfig { parentUrl = Squad/Parts/Utility/ladderRadial/ladderRadial.cfg PART { name = ladder1 module = Part author = NovaSilisko mesh = model.mu PhysicsSignificance = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = spaceExploration entryCost = 500 cost = 100 category = Utility subcategory = 0 title = Pegasus I Mobility Enhancer manufacturer = Rokea Inc description = The Pegasus I Mobility Enhancer, known in some circles as a "ladder", is a state-of-the-art vertical mobility device, allowing your intrepid crew to scamper around the exterior of your ship like highly caffeinated rodents. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 emissiveConstant = 0.8 thermalMassModifier = 3 PhysicsSignificance = 1 bulkheadProfiles = srf tags = ascend climb descend ladder rung safe step MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 10 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ladder1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/ladderTelescopic/ladderTelescopic.cfg PART { name = telescopicLadder module = Part author = C. Jenkins mesh = model.mu rescaleFactor = 1.0 PhysicsSignificance = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advExploration entryCost = 3100 cost = 350 category = Utility subcategory = 0 title = Kelus Mobility Enhancer manufacturer = Rokea Inc description = The Kelus Mobility Enhancer comes equipped with advanced telescopic extension technology. Recommended load 0.5 kerbals. After discovering that their name was already in use, Kelus picked their current name with the flip of a coin. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 emissiveConstant = 0.8 thermalMassModifier = 3.0 PhysicsSignificance = 1 bulkheadProfiles = srf tags = ascend climb descend ladder rung safe step MODULE { name = RetractableLadder ladderAnimationRootName = TelusBay ladderColliderName = ladderCollider ladderRetractAnimationName = Retract } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = telescopicLadder } } } UrlConfig { parentUrl = Squad/Parts/Utility/ladderTelescopicBay/ladderTelescopicBay.cfg PART { name = telescopicLadderBay module = Part author = C. Jenkins mesh = model.mu rescaleFactor = 1.0 PhysicsSignificance = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advExploration entryCost = 4000 cost = 440 category = Utility subcategory = 0 title = Kelus-LV Bay Mobility Enhancer manufacturer = Rokea Inc description = The Kelus-LV Mobility Enhancer Bay comes equipped with advanced telescopic extension technology. Recommended load 1.5 kerbals. After discovering that their name was already in use, Kelus picked their current name with the flip of a coin. attachRules = 0,1,0,0,1 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 emissiveConstant = 0.8 thermalMassModifier = 3.0 PhysicsSignificance = 1 bulkheadProfiles = srf tags = ascend climb descend ladder rung safe step MODULE { name = RetractableLadder ladderAnimationRootName = Telescopic ladder ladderColliderName = ladderCollider ladderRetractAnimationName = Retract } MODULE { name = ModuleCargoPart packedVolume = 100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = telescopicLadderBay } } } UrlConfig { parentUrl = Squad/Parts/Utility/landingLegLT-1/landingLegLT-1.cfg PART { name = landingLeg1 module = Part author = Squad mesh = model.mu scale = 1 rescaleFactor = 1.25 node_attach = 0.0, 0.0, 0.0, 0.0, 0.3756781, 0.9267502 TechRequired = landing entryCost = 2900 cost = 440 category = Ground subcategory = 0 title = LT-1 Landing Struts manufacturer = Moving Parts Experts Group description = It may have been originally designed as a heavy-duty metal detector, but this landing leg certainly emphasises an important fact in surface landings: you don't need to put a crater in the ground to stop yourself! attachRules = 0,1,0,0,0 mass = 0.05 thermalMassModifier = 3.0 emissiveConstant = 0.8 initRotation = 92.098920000, -0.1879652,-0.9640219,-0.1879652 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = ground land leg support EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.75 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.75 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 1.0 } } } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider useNewFrictionModel = true wheelType = LEG adherentStart = 0.01 frictionAdherent = 0.1 peakStart = 2 frictionPeak = 1.0 limitStart = 7.0 frictionLimit = 1.0 FitWheelColliderToMesh = False radius = 0.104 center = 0,-0.095,0 mass = 0.040 autoFrictionAvailable = False clipObject = piston_collider TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 1 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = Piston suspensionColliderName = piston_collider suspensionDistance = 0.75 suspensionOffset = -0.75 maximumLoad = 20.0 targetPosition = 1 springRatio = 30 damperRatio = 2.2 boostRatio = 0.75 useDistributedMass = true } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = landingLegSmall animationStateName = Deploy deployedPosition = 1 deployTargetTransformName = deployTgt retractTransformName = Piston TsubSys = 1.0 extendDurationFactor = 0.5 retractDuractionFactor = 0.3 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelLock maxTorque = 100 } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 bogeyTransformName = foot deployModuleIndex = 2 maxPitch = 160 minPitch = -160 restPitch = 0 pitchResponse = 100 bogeyAxis = 1, 0, 0 bogeyUpAxis = 0.0, -1.0, 0.0 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 99999999 impactTolerance = 150 deflectionMagnitude = 1 deflectionSharpness = 2.0 slipMagnitude = 0 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = landingLeg1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/landingLegLT-2/landingLegLT-2.cfg PART { name = landingLeg1-2 module = Part author = Squad mesh = model.mu rescaleFactor = 1.25 PhysicsSignificance = 0 node_attach = 0.0, 0.4271562, 0.0632596, 0.0, 0.5735765, 0.819152 TechRequired = advLanding entryCost = 4100 cost = 340 category = Ground subcategory = 0 title = LT-2 Landing Strut manufacturer = Moving Parts Experts Group description = The LT-2 Landing Strut offers a heavy-duty method for planting yourself firmly on the ground, without the severe consequences that usually accompany planting yourself firmly on the ground. attachRules = 0,1,0,0,0 mass = 0.1 thermalMassModifier = 3.0 emissiveConstant = 0.8 initRotation = 95.187980000, -0.2879681,-0.9133175,-0.287968 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 CoMOffset = 0, 0, 0.1 breakingForce = 80 breakingTorque = 80 bulkheadProfiles = srf tags = ground land leg support EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.5 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.5 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.5 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.5 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.6 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider useNewFrictionModel = true wheelType = LEG adherentStart = 0.01 frictionAdherent = 0.1 peakStart = 2 frictionPeak = 1.0 limitStart = 7.0 frictionLimit = 1.0 FitWheelColliderToMesh = False radius = 0.12 center = 0,0,0 mass = 0.040 autoFrictionAvailable = False clipObject = piston_collider TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 1.37 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = piston suspensionColliderName = piston_collider suspensionDistance = 0.95 suspensionOffset = -0.95 maximumLoad = 40.0 targetPosition = 1.0 springRatio = 33 damperRatio = 2.2 boostRatio = 0.7 useDistributedMass = true } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = leg animationStateName = newlandingleg deployedPosition = 1 deployTargetTransformName = deployTgt retractTransformName = piston TsubSys = 0.83 extendDurationFactor = 0.5 retractDuractionFactor = 0.3 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelLock maxTorque = 500 } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 bogeyTransformName = foot deployModuleIndex = 2 maxPitch = 160 minPitch = -160 restPitch = 0 pitchResponse = 100 bogeyAxis = 1, 0, 0 bogeyUpAxis = 0, 0, -1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 99999999 impactTolerance = 600 deflectionMagnitude = 1 deflectionSharpness = 2.0 slipMagnitude = 0 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleCargoPart packedVolume = 300 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = landingLeg1-2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/landingLegLT-5/landingLegLT-5.cfg PART { name = miniLandingLeg module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0256775, 0.05144107, 0.0, 1.0, 0.0, 0.0 TechRequired = survivability entryCost = 820 cost = 200 category = Ground subcategory = 0 title = LT-05 Micro Landing Strut manufacturer = Moving Parts Experts Group description = A small landing leg designed for space probes or lightweight landers. Basically made of toothpicks... erm, Space-grade toothpicks mind you, but be careful with them anyway. attachRules = 0,1,0,0,0 mass = 0.015 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 10 maxTemp = 1200 explosionPotential = 0 bulkheadProfiles = srf tags = ground land leg support EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.95 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 1.35 } } } MODULE { name = ModuleWheelBase wheelColliderTransformName = wheelCollider useNewFrictionModel = true wheelType = LEG adherentStart = 0.01 frictionAdherent = 0.1 peakStart = 2 frictionPeak = 1.0 limitStart = 7.0 frictionLimit = 1.0 FitWheelColliderToMesh = False radius = 0.1 center = 0,0,0 mass = 0.040 autoFrictionAvailable = False clipObject = leg_collider tireForceSharpness = 1 TooltipTitle = Landing Leg TooltipPrimaryField = groundHeightOffset = 1 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = leg suspensionDistance = 0.8 suspensionOffset = -0.8 targetPosition = 1.0 springRatio = 40 damperRatio = 2.2 boostRatio = 0.75 maximumLoad = 3.0 extendDurationFactor = 1.0 retractDuractionFactor = 1.0 useDistributedMass = true } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = miniLeg animationStateName = probeleg deployedPosition = 1 deployTargetTransformName = deployTgt retractTransformName = leg TsubSys = 0.8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelLock maxTorque = 50 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 99999999 impactTolerance = 40 deflectionMagnitude = 1 deflectionSharpness = 2.0 slipMagnitude = 0 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = miniLandingLeg } } } UrlConfig { parentUrl = Squad/Parts/Utility/launchClamp1/launchClamp1.cfg PART { name = launchClamp1 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 1.354437, 0.8069194, 0.0, 0.0, -1.0 fx_gasBurst_white = 0.0, 1.354437, 0.8369194, 0.0, 0.0, 1.0, activate sound_decoupler_fire = activate TechRequired = generalConstruction entryCost = 1800 cost = 200 category = Structural subcategory = 0 title = TT18-A Launch Stability Enhancer manufacturer = O.M.B. Demolition Enterprises description = The TT18-A Stability Enhancer uses ground-breaking fastening technology to significantly increase the stability of spacecraft during the pre-launch phase. While OMB Demolition has been criticized in the past for using "big fancy words for a rocket holder" in their description of their device, none can say the TT18 series doesn't deliver rock-solid clamping action, as advertised. The owner's manual strongly suggests these devices be placed on the bottommost section of the spacecraft, and activated as soon as the engines are lit, for optimal de-clamping performance. attachRules = 0,1,0,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 100 maxTemp = 2000 fuelCrossFeed = False explosionPotential = 0.1 breakingForce = 150 breakingTorque = 150 stageOffset = 0 childStageOffset = 0 preferredStage = LAST bulkheadProfiles = srf tags = clam hold )pad rocket stabil tower MODULE { name = LaunchClamp trf_towerPivot_name = obj_girdercap trf_towerStretch_name = obj_girder trf_anchor_name = obj_ground trf_animationRoot_name = launchclamp anim_decouple_name = launchclamp } MODULE { name = ModuleGenerator isAlwaysActive = true isGroundFixture = true OUTPUT_RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 4 useProgressForBodies = False usePrestigeForSit = False CONSTRAINT { type = SITUATION value = 4 body = _Home } CONSTRAINT { type = SITUATION value = 0 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleGeneratorReliability MTBF = 525600 LifeTime = 142800 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 300 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = ModuleExternalIgnitor IgnitorType = External IgniteRange = 20.0 provideRequiredResources = true } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntennaPassive OmniRange = 5000 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = launchClamp1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/launchEscapeSystem/part.cfg PART { name = LaunchEscapeSystem module = Part author = Squad mesh = LaunchEscapeSystem.mu rescaleFactor = 1.0 node_stack_bottom = 0.0, -1.372544, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = landing entryCost = 4500 cost = 1000 category = Utility subcategory = 0 title = Launch Escape System manufacturer = Kerbodyne description = This solid rocket tower is designed to wrench the command pod up and away from a malfunctioning rocket. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 0.9 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 breakingTorque = 30 breakingForce = 30 maxTemp = 2700 emissiveConstant = 0.95 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1 tags = abort booster emergency explo ?les l.e.s malfunc ?rud safe solid surviv MODULE { name = ModuleEnginesFX engineID = LES thrustVectorTransformName = thrustTransform exhaustDamage = False throttleLocked = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 750 heatProduction = 400 EngineType = SolidBooster powerEffectName = Solid-Sepmotor PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 180 key = 1 160 key = 8 0.001 } } RESOURCE { name = SolidFuel amount = 30 maxAmount = 30 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False useProgressForBodies = False usePrestigeForSit = False CONSTRAINT { type = SITUATION value = 28 body = _Home } CONSTRAINT { type = SITUATION value = 0 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 } CONSTRAINT { type = ALTITUDE test = GT value = 10000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = ALTITUDE test = LT value = 40000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = ALTITUDE test = GT value = 5000 situationMask = 8 prestige = Significant } CONSTRAINT { type = ALTITUDE test = LT value = 100000 situationMask = 8 prestige = Significant } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 900 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBFXReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = NoFailureModules } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 jitterMultiplier = 0.1 lightFadeCoefficient = 0.8 lightPower = 1.0 lightRange = 9.0 multiplierOnIva = 0.5 exhaustRed = 1 exhaustGreen = 0.88 exhaustBlue = 0.68 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 emissiveOffsetZ = 0.0 exhaustOffsetZ = 1.0 } MODULE { name = KOSNameTag } PLUME { name = Solid-Sepmotor transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.08 fixedScale = 0.3 energy = 0.2 speed = 0.5 emissionMult = 2 saturationMult = 1 alphaMult = 1 blazeScale = 0.3 coreScale = 0.3 exhaustScale = 0.3 flareScale = 0.3 fumeScale = 0.3 lampScale = 0.3 plumeScale = 0.3 plume2Scale = 0.3 plume3Scale = 0.3 smokeScale = 0.3 shockScale = 0.3 shockconeScale = 0.3 slagScale = 0.3 streamScale = 0.3 blazePosition = 0,0,0.08 corePosition = 0,0,0.08 exhaustPosition = 0,0,0.08 flarePosition = 0,0,0.08 fumePosition = 0,0,0.08 lampPosition = 0,0,0.08 plumePosition = 0,0,0.08 plume2Position = 0,0,0.08 plume3Position = 0,0,0.08 smokePosition = 0,0,0.08 shockPosition = 0,0,0.08 shockconePosition = 0,0,0.08 slagPosition = 0,0,0.08 streamPosition = 0,0,0.08 plumeIdentifier = Solid-Sepmotor processed = true } EFFECTS { Solid-Sepmotor { plumeIdentifier = Solid-Sepmotor MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0.08 fixedScale = 0.3 energy = 0.2 speed = 0.5 emissionMult = 2 alphaMult = 1 saturationMult = 1 name = Solid-Sepmotor-plume modelName = Squad/FX/SRB_Large fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0 density = 0 0.3 } logGrow { density = 1.0 2 density = 0.1 4 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0.2 density = 0.46 1 density = 0.2 3 density = 0.05 10 density = 0.0 15 } speed { density = 1.0 0.2 density = 0.46 0.3 density = 0.2 0.3 density = 0.05 0.3 density = 0.0 0.35 } xyForce { density = 1 0.9 density = 0.05 0.97 density = 0.0 1 } emission { density = 1.0 2 density = 0.8 1.6 density = 0.2 1.5 density = 0.1 1.3 density = 0.05 1.1 density = 0.0 1 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 1 density = 0.3 0.9 density = 0.05 0.8 density = 0.0 0.6 } size { density = 1.0 0.1 density = 0.8 0.08 density = 0.2 0.07 } } AUDIO { name = Solid-Sepmotor-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.3 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_sepmotor volume = 0.3 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = LaunchEscapeSystem } } } UrlConfig { parentUrl = Squad/Parts/Utility/Lights/domeLight1.cfg PART { name = domeLight1 module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = electrics entryCost = 700 cost = 50 category = Utility subcategory = 0 title = Domelight Mk1 manufacturer = Rokea Inc description = This dome light is great for illuminating a small area around your craft and can be spotted from far away. attachRules = 0,1,0,0,0 mass = 0.002 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = moar (more bulb candle dark flash (lamp (light shine spot torch MODEL { model = Squad/Parts/Utility/Lights/Assets/light_04 } MODULE { name = ModuleLight lightName = spotlight lightMeshRendererName = light_04 useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.005 animationName = LightAnimation useResources = true canBlink = true blinkhMin = 0.2 blinkMax = 2 disableColorPicker = false } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/Lights/Assets/Lights_Attacheable_Lights_Diffuse_white } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-spotlight-4 overrideParentTransform = spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 0.8, 0.8, 0.8 } } MODULE { name = ModulePartInfo originalPartName = domeLight1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/Lights/groundLight1.cfg PART { name = groundLight1 module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.16, -0.01 CoLOffset = 0, 0.16, -0.01 CoPOffset = 0, 0.16, -0.01 TechRequired = spaceExploration entryCost = 500 cost = 25 category = Cargo subcategory = 0 title = Work Lamp (Small) manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Deploying sensitive science equipment or effecting repairs during a long Munar night can lead to damage of sensitive and expensive equipment.\n\nUse this heavy duty part to shed some light on the problem! attachRules = 0,0,0,0,0 mass = 0.002 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 maxTemp = 1200 PhysicsSignificance = 1 tags = moar (more bulb candle dark flash (lamp (light shine spot torch deployable node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 MODEL { model = Squad/Parts/Utility/Lights/Assets/light_12 } MODULE { name = ModuleLight lightName = spotlight lightMeshRendererName = Lamp useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = LightAnimation movementRotateTransformName = light_12.002 canRotate = true rotateAxisName = Y movementPitchTransformName = Lamp canPitch = true pitchAxisName = X rotateMin = 0 rotateMax = 360 pitchMin = -20 pitchMax = 30 canBlink = true blinkMin = 0.2 blinkMax = 2 disableColorPicker = false } MODULE { name = ModuleGroundPart packedVolume = 20 stackableQuantity = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-floodlight-1 overrideParentTransform = spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = groundLight1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/Lights/groundLight2.cfg PART { name = groundLight2 module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.7, -0.04 CoLOffset = 0, 0.7, -0.04 CoPOffset = 0, 0.7, -0.04 TechRequired = spaceExploration entryCost = 700 cost = 35 category = Cargo subcategory = 0 title = Work Lamp (Stand) manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = When you're setting up your off-world base, make sure you've scouted it properly with this deployable light stand. attachRules = 0,0,0,0,0 mass = 0.003 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 maxTemp = 1200 PhysicsSignificance = 1 tags = moar (more bulb candle dark flash (lamp (light shine spot torch deployable node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 MODEL { model = Squad/Parts/Utility/Lights/Assets/light_07 } MODULE { name = ModuleLight lightName = spotlight lightMeshRendererName = Lamp useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = LightAnimation movementTransformName = Lamp canRotate = true rotateAxisName = Y canPitch = true pitchAxisName = X rotateMin = 0 rotateMax = 360 pitchMin = -45 pitchMax = 45 canBlink = true blinkMin = 0.2 blinkMax = 2 disableColorPicker = false } MODULE { name = ModuleGroundPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-floodlight-1 overrideParentTransform = spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = groundLight2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/Lights/navLight1.cfg PART { name = navLight1 module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = aviation entryCost = 750 cost = 40 category = Utility subcategory = 0 title = Navigation Light Mk1 manufacturer = C7 Aerospace Division description = Craft use navigation lights to make it easier to identify them at night, and to tell an observer which side of the craft they are seeing.\n\nRed goes on the port/left side, and green goes on the starboard/right side. attachRules = 0,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = moar (more bulb candle dark flash LED (light shine spot torch MODEL { model = Squad/Parts/Utility/Lights/Assets/light_03 } MODULE { name = ModuleLight lightName = spotlight lightMeshRendererName = light_03 useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.01 animationName = LightAnimation useResources = true canBlink = true blinkhMin = 0.2 blinkMax = 2 disableColorPicker = false } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/Lights/Assets/Lights_Attacheable_Lights_Diffuse_white } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 4 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-spotlight-3 overrideParentTransform = spotlight position = 0,0,0.03 rotation = 0, 0, 0 scale = 0.4, 0.4, 0.4 } } MODULE { name = ModulePartInfo originalPartName = navLight1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/Lights/spotLight1.cfg PART { name = spotLight3 module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = electrics entryCost = 800 cost = 75 category = Utility subcategory = 0 title = Spotlight Mk1 manufacturer = Rokea Inc description = This light has a range of varied uses: highlight the movements of a Kerbal on the surface, brighten up a surface you need a sample of, or even put on a musical number.\n\nJust make sure you don't shine it in Bill's eyes, his pupils are big enough already attachRules = 0,1,0,0,0 mass = 0.005 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = moar (more bulb candle dark flash (lamp (light shine spot torch MODEL { model = Squad/Parts/Utility/Lights/Assets/light_08 } MODULE { name = ModuleLight lightName = spotlight lightMeshRendererName = Lamp useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.02 animationName = LightAnimation useResources = true movementTransformName = Lamp canRotate = true rotateAxisName = Z canPitch = true pitchAxisName = X- rotateMin = 0 rotateMax = 360 pitchMin = -35 pitchMax = 35 canBlink = true blinkhMin = 0.2 blinkMax = 2 disableColorPicker = false } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/Lights/Assets/Spotlight_Attacheable_Lights_Diffuse_white } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 4 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-spotlight-4 overrideParentTransform = spotlight position = 0,0,0.026 rotation = 0, 0, 0 scale = 0.55, 0.55, 0.55 } } MODULE { name = ModulePartInfo originalPartName = spotLight3 } } } UrlConfig { parentUrl = Squad/Parts/Utility/Lights/stripLight1.cfg PART { name = stripLight1 module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = advElectrics entryCost = 1000 cost = 40 category = Utility subcategory = 0 title = Lightstrip Mk1 manufacturer = Rokea Inc description = A fully functional and utilitarian lighting accessory for professional purposes. This light strip is absolutely not designed to add underglow to your rovers.\n\nWe repeat, this light strip is not meant to bling out your rover. attachRules = 0,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = moar (more bulb candle dark flash LED (light shine spot torch MODEL { model = Squad/Parts/Utility/Lights/Assets/light_02 } MODULE { name = ModuleLight lightName = spotlight lightMeshRendererName = light_02 useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.005 animationName = LightAnimation useResources = true canBlink = true blinkhMin = 0.2 blinkMax = 2 disableColorPicker = false } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/Lights/Assets/Lights_Rectangle_Light_Diffuse_white } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-ledstrip-1 overrideParentTransform = spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModulePartInfo originalPartName = stripLight1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/linearVernorRCS/linearRCS.cfg PART { name = linearRcs module = Part author = Pablo scale = 1 node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0 TechRequired = advFlightControl entryCost = 800 cost = 25 category = Control subcategory = 0 title = Place-Anywhere 7 Linear RCS Port manufacturer = Reaction Systems Ltd description = For every space that really needs an RCS thruster, Reaction Systems Ltd has you covered with its new Place-Anywhere 7 Linear RCS Port! attachRules = 0,1,0,1,1 mass = 0.02 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 15 breakingForce = 50 breakingTorque = 50 maxTemp = 2600 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = srf tags = control dock maneuver manoeuvre react rendezvous rotate stab steer thruster translate MODEL { model = Squad/Parts/Utility/linearVernorRCS/Assets/linearRCS } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 2.0 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running plumeToKeep = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } MODULE { name = FXModuleAnimateRCS animationName = linearRCSGlow responseSpeed = 0.01 thrustForceMult = 2 } MODULE { name = ModuleCargoPart packedVolume = 15 stackableQuantity = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.04 volume = 1.0 0.15 pitch = 1.5 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSLinearFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs responseRateUp = 0.7 responseRateDown = 0.7 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } TEMPLATE { templateName = stock-rcs-jet-3 overrideParentTransform = RCSthruster scale = 1,1,1 rotation = 0,0,180 position = 0,0,0 } TEMPLATE { templateName = stock-rcs-core-3 overrideParentTransform = RCSthruster scale = 1,1,1 rotation = 0,0,180 position = 0,0,0 } } MODULE { name = ModulePartInfo originalPartName = linearRcs } } } UrlConfig { parentUrl = Squad/Parts/Utility/linearVernorRCS/vernorEngine.cfg PART { name = vernierEngine module = Part author = Pablo scale = 1 rescaleFactor = 2 node_attach = 0.0, 0.0, 0.0, 1, 0, 0.0, 1 TechRequired = specializedControl entryCost = 1800 cost = 150 category = Control subcategory = 0 title = Vernor Engine manufacturer = Reaction Systems Ltd description = The VR-N1ER Veer-Governor, or "Vernor" Engine is an attitude control thruster. These motors are linked to RCS controls, but are powered by a Fuel+Oxidizer mix, making them significantly more powerful than MonoPropellant-powered RCS thrusters. They are fairly more bulky in comparison though, and feature only one nozzle facing outwards, although most agree that is an acceptable trade-off for the additional punch they pack. attachRules = 0,1,0,1,1 mass = 0.08 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 15 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = srf tags = dock liquid manoeuvre maneuver propuls rocket control react rendezvous rotate stab steer thruster translate rcs vernier MODEL { model = Squad/Parts/Utility/linearVernorRCS/Assets/vernorEngine } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 12 resourceName = LiquidFuel resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running plumeToKeep = running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 260 key = 1 140 key = 5 0.001 } } MODULE { name = FXModuleAnimateRCS animationName = linearRCSGlow responseSpeed = 0.01 thrustForceMult = 2 } MODULE { name = ModuleCargoPart packedVolume = 30 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { running { AUDIO { channel = Ship clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 1 pitch = 1.0 1.5 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSVernierFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs responseRateUp = 0.7 responseRateDown = 0.7 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } TEMPLATE { templateName = stock-rcs-kerolox-1 overrideParentTransform = RCSthruster position = 0,0.01,0 rotation = -90, 0, 0 scale = 0.28, 0.28, 0.28 } } MODULE { name = ModulePartInfo originalPartName = vernierEngine } } } UrlConfig { parentUrl = Squad/Parts/Utility/mk2CargoBay/BayL.cfg PART { name = mk2CargoBayL module = Part author = Porkjet rescaleFactor = 1 node_stack_top2 = 0.0, 1.855, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom2 = 0.0, -1.855, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = highAltitudeFlight entryCost = 17200 cost = 2600 category = Payload subcategory = 0 title = Mk2 Cargo Bay CRG-08 manufacturer = C7 Aerospace Division description = The longer version of the shorter cargo bay. Some ask us just how long is it? It's exactly double the length of the other one. attachRules = 1,0,1,1,1 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = mk2 tags = contain convey equipment freight hold hollow payload (stor transport utility ?freeiva DRAG_CUBE { cube = A, 5.658236,0.420993,1.323529, 5.658236,0.4213952,1.323529, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 9.393588,0.9362289,0.7000003, 9.393588,0.9330578,0.7000003, 0,0.0002499819,0, 2.5,3.7505,1.500001 cube = B, 7.086244,0.5649103,2.071565, 7.086244,0.5715333,2.071565, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 14.94524,0.8164638,1.929913, 14.94524,0.8081035,2.098116, 8.34465E-07,0.0002498627,-0.2787333, 3.992453,3.750501,2.057467 } MODEL { model = Squad/Parts/Utility/mk2CargoBay/BayLarge } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.7 dragAtMaxAoA = 0.4 dragAtMinAoA = 0.1 } MODULE { name = ModuleAnimateGeneric animationName = Mk2BayL startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 1 lookupRadius = 2.05 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mk2CargoBayL } } } UrlConfig { parentUrl = Squad/Parts/Utility/mk2CargoBay/BayS.cfg PART { name = mk2CargoBayS module = Part author = Porkjet rescaleFactor = 1 node_stack_top2 = 0.0, 0.9175, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom2 = 0.0, -0.9175, 0.0, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = supersonicFlight entryCost = 11500 cost = 2420 category = Payload subcategory = 0 title = Mk2 Cargo Bay CRG-04 manufacturer = C7 Aerospace Division description = Ever wanted to deploy small items into space such as Cubesats, ion-powered Probes or Kerbals? This is just the part for you! (Disclaimer: C7 Aerospace does not condone the deployment of Kerbals into space via Cargo Bays.) attachRules = 1,0,1,1,1 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = mk2 tags = contain convey equipment freight hold hollow payload (stor transport utility ?freeiva DRAG_CUBE { cube = A, 2.811507,0.4203178,1.323529, 2.811507,0.4207772,1.323529, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 4.694843,0.9348387,1.386667, 4.694939,0.9358073,1.54, 0,0.0001237392,0, 2.5,1.875248,1.5 cube = B, 3.507514,0.5657873,2.022242, 3.522568,0.5698409,2.088006, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 7.503718,0.8164085,1.929913, 7.503718,0.8079262,2.098116, 8.34465E-07,0.0001237392,-0.2787331, 3.992453,1.875248,2.057467 } MODEL { model = Squad/Parts/Utility/mk2CargoBay/BaySmall } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.2 dragAtMinAoA = 0.1 } MODULE { name = ModuleAnimateGeneric animationName = Mk2BayS startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 1 lookupRadius = 1.15 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mk2CargoBayS } } } UrlConfig { parentUrl = Squad/Parts/Utility/mk2CrewCabin/mk2CrewCabin.cfg PART { name = mk2CrewCabin module = Part author = Porkjet mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 node_attach = 1.25, 0.0, 0.0, 0.0, 1.0, 0.0, 1 CrewCapacity = 4 TechRequired = highAltitudeFlight entryCost = 12000 cost = 7000 category = Utility subcategory = 0 title = MK2 Crew Cabin manufacturer = C7 Aerospace Division description = A Mk2 Profile Compliant, compact and eco-friendly crew transportation module, made from up to 80% recycled aircraft components. C7 Engineers insist that all recycled components were meticulously scrubbed clean before assembly, and take no responsibility for any odd smells that may be detected inside and/or around the unit. attachRules = 1,1,1,1,0 mass = 2.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 45 breakingForce = 200 breakingTorque = 200 maxTemp = 1400 skinMaxTemp = 2500 emissiveConstant = 0.8 vesselType = Ship bulkheadProfiles = mk2 tags = base contain outpost passenger statio (stor tour ?freeiva node_stack_airlock = 0.0, -0.217, -0.764, 0.0, 0.0, -1.0, 0 INTERNAL { name = MK2_CrewCab_Int } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 dragAtMaxAoA = 0.15 dragAtMinAoA = 0.1 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 4 packedVolumeLimit = 200 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 40 maxAmount = 200 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = Squad/Parts/Utility/mk2CrewCabin/model } MODEL { model = FreeIva/Squad/Parts/mk2CrewCabin } MODULE { name = ModuleFreeIva } MODEL { model = Squad/Parts/Utility/mk2CrewCabin/model } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 0.5 position = -0.12, -0.055, -0.735 rotation = 0, 190, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 0.5 position = 0.12, -0.055, -0.735 rotation = 0, 170, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 0.5 position = 0.12, -0.385, -0.735 rotation = 0, 170, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 0.5 position = -0.12, -0.385, -0.735 rotation = 0, 190, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2 emissiveName = indicator2 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:3 emissiveName = indicator3 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController2 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController3 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability2 experimentID = crewReport lowValueColor = crewController2 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability3 experimentID = crewReport lowValueColor = crewController3 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator2 dataColor = crewController2 emptyColor = availability2 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator3 dataColor = crewController3 emptyColor = availability3 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } MODULE { name = ModulePartInfo originalPartName = mk2CrewCabin } } } UrlConfig { parentUrl = Squad/Parts/Utility/mk2DockingPort/mk2DockingPort.cfg PART { name = mk2DockingPort module = Part author = AlexanderM mesh = mk2Dockingport.mu rescaleFactor = 1 node_stack_top = 0.0, 0.625, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = highAltitudeFlight entryCost = 11000 cost = 850 category = Coupling subcategory = 0 title = Mk2 Clamp-O-Tron manufacturer = C7 Aerospace Division description = The new Clamp-O-Tron brand docking port comes complete with integrated monopropellant tanks for all your docking needs. attachRules = 1,0,1,1,1 mass = 0.30 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size1, mk2 tags = berth capture connect couple dock fasten join moor port socket utility ?freeiva DRAG_CUBE { cube = A, 1.918621,0.4513012,2.017967, 1.927046,0.4519399,1.858654, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 3.986614,0.9374123,1.526986, 3.986614,0.8837488,1.579901, -1.192093E-07,0.0002481341,-0.1138154, 3.185405,1.250499,1.727631 cube = B, 1.87207,0.423032,1.344706, 1.87207,0.4207015,1.344706, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 3.132725,0.9338691,1.4, 3.132725,0.9295117,0.7000001, 0,0.0002481341,-5.960464E-08, 2.5,1.250499,1.5 } RESOURCE { name = MonoPropellant amount = 75 maxAmount = 75 } MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size1 nodeTransformName = dockingNode controlTransformName = controlNode rotationAxis = Y staged = False stagingEnabled = False canRotate = True rotationTransformName = Port.001 maxMotorOutput = 200 rotationAxis = Z RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleAnimateGeneric animationName = dockingPortDeploy actionGUIName = Toggle startEventGUIName = Open endEventGUIName = Close } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.24 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.1 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 0, -1 cameraUp = 0, 0, 1 cameraPosition = 0, 0.0, -0.51 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } MODULE { name = KRnDModule } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODEL { model = Squad/Parts/Utility/mk2DockingPort/mk2Dockingport } MODULE { name = RasterPropMonitorComputer } MODEL { model = FreeIva/Squad/Parts/dockingPortInline } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_mk2DockingPort_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = mk2DockingPort } } } UrlConfig { parentUrl = Squad/Parts/Utility/mk3CargoBay/long.cfg PART { name = mk3CargoBayL module = Part author = Porkjet rescaleFactor = 1 node_stack_top2 = 0.0, 4.98, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2 = 0.0, -4.98, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 5, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -5, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = experimentalAerodynamics entryCost = 32000 cost = 5100 category = Payload subcategory = 0 title = Mk3 Cargo Bay CRG-100 manufacturer = C7 Aerospace Division description = Originally we threw away the container the Rockomax Jumbo-64 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays! attachRules = 1,0,1,1,1 mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3 breakingForce = 300 breakingTorque = 300 tags = contain convey equipment freight hold hollow payload (stor transport utility ?freeiva DRAG_CUBE { cube = A, 37.5,0.822315,1.748168, 37.5,0.8119329,1.748168, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 32.54395,0.8378618,2.555883, 32.54395,0.8354246,1.347648, 0,0,0, 3.3101,10,3.750001 cube = B, 26.5625,0.7576667,3.69054, 26.5625,0.7604232,3.69054, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 73.82813,0.8808309,2.632985, 73.82813,0.898478,3.339037, 0,0,0.09955025, 7.451119,10,3.550901 } MODEL { model = Squad/Parts/Utility/mk3CargoBay/long } MODULE { name = ModuleAnimateGeneric animationName = MK3CargoBay startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 1 lookupRadius = 5.25 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true passThroughNodeA = top passThroughNodeB = top2 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3CargoBayL } } } UrlConfig { parentUrl = Squad/Parts/Utility/mk3CargoBay/medium.cfg PART { name = mk3CargoBayM module = Part author = Porkjet rescaleFactor = 1 node_stack_top2 = 0.0, 2.48, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2 = 0.0, -2.48, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 2.5, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = heavyAerodynamics entryCost = 32000 cost = 3600 category = Payload subcategory = 0 title = Mk3 Cargo Bay CRG-50 manufacturer = C7 Aerospace Division description = Originally we threw away the container the Rockomax X200-32 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays! attachRules = 1,0,1,1,1 mass = 3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3 breakingForce = 300 breakingTorque = 300 tags = contain convey equipment freight hold hollow payload (stor transport utility ?freeiva DRAG_CUBE { cube = A, 18.75,0.8183038,1.748168, 18.75,0.8131053,1.748168, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 16.33606,0.8349712,2.555883, 16.33606,0.832463,1.347647, 0,0,0, 3.3101,5.000001,3.750001 cube = B, 13.18359,0.7628529,3.690535, 13.18359,0.7658651,3.690535, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 36.64127,0.8811509,2.632985, 36.64127,0.8984743,3.339037, -4.768372E-06,0,0.09955025, 7.451109,5.000001,3.5509 } MODEL { model = Squad/Parts/Utility/mk3CargoBay/medium } MODULE { name = ModuleAnimateGeneric animationName = MK3CargoBay startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 1 lookupRadius = 2.85 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true passThroughNodeA = top passThroughNodeB = top2 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3CargoBayM } } } UrlConfig { parentUrl = Squad/Parts/Utility/mk3CargoBay/ramp.cfg PART { name = mk3CargoRamp module = Part author = Porkjet rescaleFactor = 1 node_stack_top2 = 0.0, 3, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 3, 0.0, 0.0, 1.0, 0.0, 3 CoPOffset = 0.0, 1.0, 0.0 CoLOffset = 0.0, 1.0, 0.0 TechRequired = heavyAerodynamics entryCost = 32000 cost = 5100 category = Payload subcategory = 0 title = Mk3 Cargo Ramp manufacturer = C7 Aerospace Division description = A sophisticated deployment system for cargo delivery on the ground, or on the sea, or in mid-air, or in a vacuum. Wherever you want, really. attachRules = 1,0,1,1,1 mass = 4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3 breakingForce = 300 breakingTorque = 300 tags = bay contain convey equipment freight hold hollow load payload (stor transport unload utility ?freeiva DRAG_CUBE { cube = A, 17.57434,0.7443155,1.703521, 17.57434,0.7434778,1.703521, 10.31539,1,8.208119, 10.31539,0.3900836,8.208119, 23.91173,0.8307629,3.691755, 23.91173,0.8663591,1.116834, 0,-1.1199,0.002724528, 3.247601,8.2398,3.755452 cube = B, 18.29207,0.739895,1.717041, 18.29207,0.7390726,1.717041, 20.06482,0.7,8.241217, 20.06482,0.7,7.314494, 24.25351,0.8534118,6.11441, 24.25351,0.8655999,6.264765, 0,-1.1199,1.220029, 3.247601,8.2398,6.19006 } MODEL { model = Squad/Parts/Utility/mk3CargoBay/ramp } MODULE { name = ModuleAnimateGeneric animationName = Mk3CargoRamp startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Ramp allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 1 lookupRadius = 5.0 partTypeName = Ramp nodeOuterForeID = top nodeInnerForeID = top2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true passThroughNodeA = top passThroughNodeB = top2 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3CargoRamp } } } UrlConfig { parentUrl = Squad/Parts/Utility/mk3CargoBay/short.cfg PART { name = mk3CargoBayS module = Part author = Porkjet rescaleFactor = 1 node_stack_top2 = 0.0, 1.23, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2 = 0.0, -1.23, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = heavyAerodynamics entryCost = 32000 cost = 2850 category = Payload subcategory = 0 title = Mk3 Cargo Bay CRG-25 manufacturer = C7 Aerospace Division description = Originally we threw away the container the Rockomax X200-16 tank came in, then one day a bright and upcoming engineer suggested we reuse them. He was promptly reallocated to another department and his boss came up with the brilliant idea of reusing these containers as cargo bays! attachRules = 1,0,1,1,1 mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 50 maxTemp = 2700 emissiveConstant = 0.87 fuelCrossFeed = True bulkheadProfiles = mk3 breakingForce = 300 breakingTorque = 300 tags = contain convey equipment freight hold hollow payload (stor transport utility ?freeiva DRAG_CUBE { cube = A, 9.393312,0.8165634,1.748168, 9.393312,0.8126662,1.748168, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 8.126952,0.8369598,2.571373, 8.126952,0.8345596,1.378628, 0,0,0, 3.3101,2.500001,3.75 cube = B, 6.63311,0.761628,7.471074, 6.667892,0.7605543,7.471074, 10.30376,1,0.08000001, 10.30376,1,0.08000001, 18.21523,0.8810784,2.63298, 18.21523,0.898275,3.33903, 0,1.192093E-07,0.09955382, 7.4511,2.5,3.550893 } MODEL { model = Squad/Parts/Utility/mk3CargoBay/short } MODULE { name = ModuleAnimateGeneric animationName = MK3CargoBay startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Bay Doors allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 1 lookupRadius = 2 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva doesNotBlockEVA = true passThroughNodeA = top passThroughNodeB = top2 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = mk3CargoBayS } } } UrlConfig { parentUrl = Squad/Parts/Utility/parachuteMk1/parachuteMk1.cfg PART { name = parachuteSingle module = Part author = HarvesteR mesh = model.mu scale = 0.1 node_stack_bottom = 0.0, -0.120649, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.120649, 0.0, 0.0, -1.0, 0.0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate sound_parachute_single = deploy TechRequired = start entryCost = 0 cost = 450 category = none subcategory = 0 title = Mk16 Parachute description = The Mk16 Parachute might be considered by some to be little more than a random stitching together of the surplus parts it is, in fact, made from. But the fact remains that the Mk16 has been widely accepted as a generally better alternative to being in freefall. attachRules = 1,0,0,1,0 mass = 0.04 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 emissiveConstant = 0.7 stageOffset = -1 preferredStage = PARACHUTESTAGE bulkheadProfiles = size0, srf bodyLiftMultiplier = 0 tags = arrest canopy chute decel descen drag entry fall landing re- return safe slow white maximum_drag = 0.32 MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 1.25 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 12 } MODULE { name = ModuleCargoPart packedVolume = 140 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = RealChuteModule caseMass = 0.04 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 1 deployedDiameter = 25 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = semiDeploySmall deploymentAnimation = fullyDeploySmall parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } MODULE { name = ModulePartInfo originalPartName = parachuteSingle } } } UrlConfig { parentUrl = Squad/Parts/Utility/parachuteMk12-R/parachuteMk12-R.cfg PART { name = radialDrogue module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 0.5 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate sound_parachute_single = deploy TechRequired = survivability entryCost = 600 cost = 300 category = none subcategory = 0 title = Mk12-R Radial-Mount Drogue Chute description = The Mk12-R is a half sized radial mount version of the Mk25. This "Drogue" parachute is small, deploys high up, and certainly not enough to stop you smashing into the ground on its own, but useful for slowing craft down before the deployment of your main chutes. attachRules = 0,1,0,0,0 mass = 0.08 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 emissiveConstant = 0.7 breakingForce = 100 breakingTorque = 50 bodyLiftMultiplier = 0 stageOffset = -1 preferredStage = PARACHUTESTAGE bulkheadProfiles = srf tags = arrest canopy chute decel descen drag entry fall landing orange re- return safe slow stab maximum_drag = 0.32 MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 500 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1200 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 2.5 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 8 } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 12 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = RealChuteModule caseMass = 0.08 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Kevlar preDeployedDiameter = 2.5 deployedDiameter = 5 minIsPressure = true minPressure = 0.007 deploymentAlt = 2500 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 preDeploymentAnimation = semiDeployLarge deploymentAnimation = fullyDeployLarge parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Drogue chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } MODULE { name = ModulePartInfo originalPartName = radialDrogue } } } UrlConfig { parentUrl = Squad/Parts/Utility/parachuteMk16-XL/parachuteMk16-XL.cfg PART { name = parachuteLarge module = Part author = HarvesteR mesh = model.mu scale = 0.1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.020649, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, -0.020649, 0.0, 0.0, -1.0, 0.0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate sound_parachute_single = deploy TechRequired = landing entryCost = 4600 cost = 500 category = none subcategory = 0 title = Mk16-XL Parachute description = The Mk16-XL Parachute is a double-sized variant of the Mk16, now with only 50% of the structural integrity! attachRules = 1,0,0,1,0 mass = 0.08 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 emissiveConstant = 0.7 breakingForce = 100 breakingTorque = 50 bodyLiftMultiplier = 0 stageOffset = -1 preferredStage = PARACHUTESTAGE bulkheadProfiles = size1, srf tags = arrest blue canopy chute decel descen drag entry fall landing re- return safe slow maximum_drag = 0.32 MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 0.67 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 25 } MODULE { name = ModuleCargoPart packedVolume = 1100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = RealChuteModule caseMass = 0.08 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 2 deployedDiameter = 50 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = semiDeployLarge deploymentAnimation = fullyDeployLarge parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } MODULE { name = ModulePartInfo originalPartName = parachuteLarge } } } UrlConfig { parentUrl = Squad/Parts/Utility/parachuteMk2-R/parachuteMk2-R.cfg PART { name = parachuteRadial module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate sound_parachute_single = deploy TechRequired = survivability entryCost = 2800 cost = 300 category = none subcategory = 0 title = Mk2-R Radial-Mount Parachute description = A parachute comparable to the Mk16 chute, but which is placed radially instead of attached on top of something. attachRules = 0,1,0,0,0 mass = 0.08 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 emissiveConstant = 0.7 breakingForce = 100 breakingTorque = 50 bodyLiftMultiplier = 0 stageOffset = -1 preferredStage = PARACHUTESTAGE bulkheadProfiles = srf tags = arrest blue canopy chute decel descen drag entry fall landing re- return safe slow maximum_drag = 0.32 MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1000 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 1 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 58 } MODULE { name = ModuleCargoPart packedVolume = 100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = RealChuteModule caseMass = 0.08 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Nylon preDeployedDiameter = 0.7 deployedDiameter = 17 minIsPressure = true minPressure = 0.01 deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 preDeploymentAnimation = semiDeployLarge deploymentAnimation = fullyDeployLarge parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } MODULE { name = ModulePartInfo originalPartName = parachuteRadial } } } UrlConfig { parentUrl = Squad/Parts/Utility/parachuteMk25/parachuteMk25.cfg PART { name = parachuteDrogue module = Part author = NovaSilisko mesh = model.mu scale = 0.1 rescaleFactor = 1 node_stack_bottom = 0.0, -0.020649, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, -0.020649, 0.0, 0.0, -1.0, 0.0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate sound_parachute_single = deploy TechRequired = advLanding entryCost = 3500 cost = 500 category = none subcategory = 0 title = Mk25 Parachute description = The Mk25 is what's known as a "Drogue" parachute - small, deploys high up, and certainly not enough to stop you smashing into the ground on its own, but useful for slowing heavy craft down before the deployment of your main chutes. attachRules = 1,0,0,1,0 mass = 0.08 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 emissiveConstant = 0.7 breakingForce = 100 breakingTorque = 50 bodyLiftMultiplier = 0 stageOffset = -1 preferredStage = PARACHUTESTAGE bulkheadProfiles = size1, srf tags = arrest canopy chute decel descen drag drogue entry fall landing orange re- return safe slow stab maximum_drag = 0.32 MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 8 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = DENSITY test = GT value = 0.2 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.02 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 1000 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 500 body = _Home } CONSTRAINT { type = SPEED test = LT value = 1200 body = _NotHome } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 0.67 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 3.5 } MODULE { name = ModuleCargoPart packedVolume = 900 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = RealChuteModule caseMass = 0.08 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Kevlar preDeployedDiameter = 5 deployedDiameter = 10 minIsPressure = true minPressure = 0.007 deploymentAlt = 2500 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 preDeploymentAnimation = semiDeployLarge deploymentAnimation = fullyDeployLarge parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Drogue chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } MODULE { name = ModulePartInfo originalPartName = parachuteDrogue } } } UrlConfig { parentUrl = Squad/Parts/Utility/radialAttachmentPoint/radialAttachmentPoint.cfg PART { name = stackPoint1 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 0.04688377, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.08, 0.0, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 1200 cost = 250 category = Structural subcategory = 0 title = BZ-52 Radial Attachment Point manufacturer = Found behind the Clamp-O-Tron factory description = Originally a defective Clamp-O-Tron docking port, engineers soon discovered it had great potential as a structural element. attachRules = 1,1,1,1,1 mass = 0.04 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = size1, srf tags = affix anchor mount secure MODULE { name = ModuleCargoPart packedVolume = 800 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = stackPoint1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/rcsBlockRV-105_v2/rcsBlockRV-105.cfg PART { name = RCSBlock_v2 module = Part author = Squad mesh = rcsBlock105.mu scale = 0.1 node_attach = -0.07, 0, 0, 1.0, 0.0, 0.0 TechRequired = advFlightControl entryCost = 1200 cost = 45 category = Control subcategory = 0 title = RV-105 RCS Thruster Block manufacturer = STEADLER Engineering Corps description = The recent discovery of a third law of physics made it possible for STEADLER Corps engineers to produce these small monopropellant thrusters, to help with attitude control and linear motion. Even though many Kerbal physicists still dispute the validity of this new law, studies show that the thrusters seem to work as advertised. attachRules = 0,1,0,0,0 mass = 0.04 dragModelType = default crashTolerance = 15 maxTemp = 1500 PhysicsSignificance = 1 bulkheadProfiles = srf tags = cluster control dock maneuver manoeuvre react rendezvous rotate stab steer translate MODULE { name = ModulePartVariants baseVariant = Angled VARIANT { name = Angled displayName = Angled 4-horn themeName = White primaryColor = #ffffff mass = 0 cost = 0 GAMEOBJECTS { Angled = true Orthogonal = false } } VARIANT { name = 5Horn displayName = Orthogonal 5-horn themeName = White primaryColor = #ffffff mass = 0.01 cost = 7 GAMEOBJECTS { Angled = false Orthogonal = true thruster1 = true thruster2 = true thruster3 = true thruster4 = true thruster5 = true } } VARIANT { name = 4Horn displayName = Orthogonal 4-horn themeName = White primaryColor = #ffffff mass = 0 cost = 0 GAMEOBJECTS { Angled = false Orthogonal = true thruster1 = true thruster2 = true thruster3 = true thruster4 = true thruster5 = false } } VARIANT { name = 3Horn displayName = Orthogonal 3-horn themeName = White primaryColor = #ffffff mass = -0.01 cost = -8 GAMEOBJECTS { Angled = false Orthogonal = true thruster1 = false thruster2 = false thruster3 = true thruster4 = true thruster5 = true } } VARIANT { name = 2Horn displayName = Orthogonal 2-horn themeName = White primaryColor = #ffffff mass = -0.02 cost = -15 GAMEOBJECTS { Angled = false Orthogonal = true thruster1 = false thruster2 = false thruster3 = true thruster4 = true thruster5 = false } } } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running plumeToKeep = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } MODULE { name = FXModuleAnimateRCS animationName = RCSGlow responseSpeed = 0.01 thrustForceMult = 2 } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.04 volume = 1.0 0.15 pitch = 1.5 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSBlockFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs responseRateUp = 0.7 responseRateDown = 0.7 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } TEMPLATE { templateName = stock-rcs-jet-3 overrideParentTransform = RCSthruster position = 0,0.075,0 rotation = 0, 0, 180 scale = 0.95, 0.95, 0.95 } } MODULE { name = ModulePartInfo originalPartName = RCSBlock_v2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/rcsBlockRV-105_v2/RCSblock_01_small.cfg PART { name = RCSblock_01_small module = Part author = Squad mesh = rcsBlock105.mu rescaleFactor = 0.625 node_attach = 0, 0, 0, 1.0, 0.0, 0.0 TechRequired = advFlightControl entryCost = 600 cost = 30 category = Control subcategory = 0 title = RV-1X Variable Thruster Block manufacturer = Reaction Systems Ltd description = This small thruster block comes in a variety of variants that offer different RCS horn configurations to solve all your RCS needs. attachRules = 0,1,0,0,0 mass = 0.005 dragModelType = default crashTolerance = 12 maxTemp = 1500 PhysicsSignificance = 1 bulkheadProfiles = srf tags = cluster control dock maneuver manoeuvre react rendezvous rotate stab steer translate MODULE { name = ModulePartVariants baseVariant = Angled VARIANT { name = Angled displayName = Angled 4-horn themeName = White primaryColor = #ffffff mass = 0 cost = 0 GAMEOBJECTS { Angled = true Orthogonal = false } } VARIANT { name = 5Horn displayName = Orthogonal 5-horn themeName = White primaryColor = #ffffff mass = 0.00125 cost = 5 GAMEOBJECTS { Angled = false Orthogonal = true thruster1 = true thruster2 = true thruster3 = true thruster4 = true thruster5 = true } } VARIANT { name = 4Horn displayName = Orthogonal 4-horn themeName = White primaryColor = #ffffff mass = 0 cost = 0 GAMEOBJECTS { Angled = false Orthogonal = true thruster1 = true thruster2 = true thruster3 = true thruster4 = true thruster5 = false } } VARIANT { name = 3Horn displayName = Orthogonal 3-horn themeName = White primaryColor = #ffffff mass = -0.00125 cost = -5 GAMEOBJECTS { Angled = false Orthogonal = true thruster1 = false thruster2 = false thruster3 = true thruster4 = true thruster5 = true } } VARIANT { name = 2Horn displayName = Orthogonal 2-horn themeName = White primaryColor = #ffffff mass = -0.0025 cost = -10 GAMEOBJECTS { Angled = false Orthogonal = true thruster1 = false thruster2 = false thruster3 = true thruster4 = true thruster5 = false } } } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 0.1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running plumeToKeep = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } MODULE { name = FXModuleAnimateRCS animationName = RCSGlow responseSpeed = 0.01 thrustForceMult = 2 } MODULE { name = ModuleCargoPart packedVolume = 5 stackableQuantity = 4 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSthruster clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.04 volume = 1.0 0.15 pitch = 1.75 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSBlockSmallFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs responseRateUp = 0.7 responseRateDown = 0.7 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } TEMPLATE { templateName = stock-rcs-jet-3 overrideParentTransform = RCSthruster position = 0,0.08,0 rotation = 0, 0, 180 scale = 0.5, 0.5, 0.5 } } MODULE { name = ModulePartInfo originalPartName = RCSblock_01_small } } } UrlConfig { parentUrl = Squad/Parts/Utility/rcsSmallLinear/RCSLinearSmall.cfg PART { name = RCSLinearSmall module = Part author = Squad rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advFlightControl entryCost = 400 cost = 15 category = Control subcategory = 0 title = Place Anywhere 1 Linear RCS Port manufacturer = Reaction Systems Ltd description = The smallest RCS thruster available.\n\nUseful when saving a few kilos is more important than snappier controls and is just the thing for those small probes. attachRules = 0,1,0,0,0 mass = 0.00125 dragModelType = default crashTolerance = 12 maxTemp = 1500 PhysicsSignificance = 1 bulkheadProfiles = srf tags = control dock maneuver manoeuvre react rendezvous rotate stab steer translate MODEL { model = Squad/Parts/Utility/rcsSmallLinear/Assets/RCSLinearSmall } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSjet thrusterPower = 0.2 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running plumeToKeep = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } MODULE { name = FXModuleAnimateRCS animationName = linearRCSGlow responseSpeed = 0.01 thrustForceMult = 2 } MODULE { name = ModuleCargoPart packedVolume = 4 stackableQuantity = 4 } MODULE { name = ModulePartVariants baseVariant = Bare useMultipleDragCubes = true VARIANT { name = Bare displayName = Bare primaryColor = #d96200 secondaryColor = #999999 GAMEOBJECTS { Block = true Tank = false } } VARIANT { name = Shroud displayName = Shroud primaryColor = #ffffff secondaryColor = #999999 GAMEOBJECTS { Block = false Tank = true } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = RCSjet clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.04 volume = 1.0 0.15 pitch = 1.75 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSLinearSmallFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs responseRateUp = 0.7 responseRateDown = 0.7 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } TEMPLATE { templateName = stock-rcs-jet-3 overrideParentTransform = RCSjet position = 0,-0.007,0 rotation = 0, 0, 180 scale = 0.5, 0.5, 0.5 } TEMPLATE { templateName = stock-rcs-core-3 overrideParentTransform = RCSjet position = 0,-0.007,0 rotation = 0, 0, 180 scale = 0.5, 0.5, 0.5 } } MODULE { name = ModulePartInfo originalPartName = RCSLinearSmall } } } UrlConfig { parentUrl = Squad/Parts/Utility/RelayAntennas/RA-100.cfg PART { name = RelayAntenna100 module = Part author = Squad rescaleFactor = 1.0 node_attach = 0.0, -0.12, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, -0.18, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = automation entryCost = 24000 cost = 3000 category = Communication subcategory = 0 title = RA-100 Relay Antenna manufacturer = Ionic Symphonic Protonic Electronics description = A relay antenna with automatic store and forward capabilities as well as advanced pathfinding algorithms. attachRules = 1,1,0,0,0 mass = 0.65 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 vesselType = Relay bulkheadProfiles = size0 MODEL { model = Squad/Parts/Utility/RelayAntennas/RA-100 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 250000000000 EnergyCost = 1.1 DishAngle = 0.025 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = RelayAntenna100 } } } UrlConfig { parentUrl = Squad/Parts/Utility/RelayAntennas/RA-5.cfg PART { name = RelayAntenna5 module = Part author = Squad rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = precisionEngineering entryCost = 5000 cost = 1800 category = Communication subcategory = 0 title = RA-2 Relay Antenna manufacturer = Ionic Symphonic Protonic Electronics description = A relay antenna with automatic store and forward capabilities as well as advanced pathfinding algorithms. attachRules = 1,1,0,0,0 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 vesselType = Relay bulkheadProfiles = size0 MODEL { model = Squad/Parts/Utility/RelayAntennas/RA-5 } MODULE { name = ModuleCargoPart packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 200000000 EnergyCost = 1.15 DishAngle = 12.5 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = RelayAntenna5 } } } UrlConfig { parentUrl = Squad/Parts/Utility/RelayAntennas/RA-50.cfg PART { name = RelayAntenna50 module = Part author = Squad rescaleFactor = 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = electronics entryCost = 45000 cost = 2400 category = Communication subcategory = 0 title = RA-15 Relay Antenna manufacturer = Ionic Symphonic Protonic Electronics description = A relay antenna with automatic store and forward capabilities as well as advanced pathfinding algorithms. attachRules = 1,1,0,0,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 vesselType = Relay bulkheadProfiles = size0 MODEL { model = Squad/Parts/Utility/RelayAntennas/RA-50 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 20000000000 EnergyCost = 0.95 DishAngle = 0.25 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } MODULE { name = ModulePartInfo originalPartName = RelayAntenna50 } } } UrlConfig { parentUrl = Squad/Parts/Utility/rockomaxAdapters/largeAdapter.cfg PART { name = largeAdapter module = Part author = AlexanderM rescaleFactor = 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.755, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = generalConstruction entryCost = 3300 cost = 500 category = Structural subcategory = 0 title = Rockomax Brand Adapter manufacturer = Rockomax Conglomerate description = Governmental pressure and several lawsuits led Rockomax to finally consider creating an adapter to connect its own parts to that of its competitors. As much as the CEOs hated it, however, it was a resounding success. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1, size2 tags = cone ?freeiva MODEL { model = Squad/Parts/Utility/rockomaxAdapters/Assets/brandAdapter } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = White primaryColor = #ffffff secondaryColor = #000000 } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #ffffff secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse_O _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal_O } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_largeAdapter_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = largeAdapter } } } UrlConfig { parentUrl = Squad/Parts/Utility/rockomaxAdapters/largeAdapterShort.cfg PART { name = largeAdapter2 module = Part author = AlexanderM rescaleFactor = 1 node_stack_top = 0.0, 0.1892163, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1892163, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advConstruction entryCost = 3000 cost = 450 category = Structural subcategory = 0 title = Rockomax Brand Adapter 02 manufacturer = Rockomax Conglomerate description = A shorter adapter from Rockomax, formed under similar circumstances to its big brother. Coated with spaceproof paint for maximum integrity. attachRules = 1,0,1,1,0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size2, size1 tags = cone truncat ?freeiva MODEL { model = Squad/Parts/Utility/rockomaxAdapters/Assets/brandAdapter02 } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = White primaryColor = #ffffff secondaryColor = #000000 } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #ffffff secondaryColor = #f49841 TEXTURE { mainTextureURL = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_diffuse_O _BumpMap = Squad/Parts/Utility/rockomaxAdapters/Assets/Rockomax_Adapters_normal_O } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = largeAdapter2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/ServiceBay_v2/ServiceBay_125_v2.cfg PART { name = ServiceBay_125_v2 module = Part author = RoverDude rescaleFactor = 1 node_stack_top2 = 0.0, 0.25, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom2 = 0.0, -0.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.3, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = survivability entryCost = 1000 cost = 2600 category = Payload subcategory = 0 title = Service Bay (1.25m) description = A heat resistant service bay, ideal for protecting delicate instruments or stowing small service components such as RCS tanks, batteries, etc. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 14 bulkheadProfiles = size1 maxTemp = 2900 heatConductivity = 0.04 thermalMassModifier = 5.0 emissiveConstant = 0.95 tags = bus contain heat hollow protect (stor therm MODEL { model = Squad/Parts/Utility/ServiceBay_v2/Assets/ServiceBay_125_v2 } MODULE { name = ModuleAnimateGeneric animationName = ServiceBayDoors actionGUIName = Toggle startEventGUIName = Open endEventGUIName = Close allowAnimationWhileShielded = False } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 0.9 partTypeName = Service bay } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.001 convectionFluxThreshold = 500 } MODULE { name = ModuleCargoPart packedVolume = 1100 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ServiceBay_125_v2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/ServiceBay_v2/ServiceBay_250_v2.cfg PART { name = ServiceBay_250_v2 module = Part author = RoverDude rescaleFactor = 1 node_stack_top2 = 0.0, 0.55, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom2 = 0.0, -0.55, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.65, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.65, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = commandModules entryCost = 1000 cost = 2600 category = Payload subcategory = 0 title = Service Bay (2.5m) description = A heat resistant service bay, ideal for protecting delicate instruments or stowing small service components such as RCS tanks, batteries, etc. attachRules = 1,0,1,1,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 14 bulkheadProfiles = size2 maxTemp = 2900 heatConductivity = 0.04 thermalMassModifier = 5.0 emissiveConstant = 0.95 tags = bus contain heat hollow protect (stor therm MODEL { model = Squad/Parts/Utility/ServiceBay_v2/Assets/ServiceBay_250_v2 } MODULE { name = ModuleAnimateGeneric animationName = ServiceBayDoors actionGUIName = Toggle startEventGUIName = Open endEventGUIName = Close allowAnimationWhileShielded = False } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.8 partTypeName = Service bay } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.001 convectionFluxThreshold = 500 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ServiceBay_250_v2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/smallClaw/smallClaw.cfg PART { name = smallClaw module = Part author = Squad mesh = smallClaw.mu scale = 1 node_stack_top = 0.0, -0.1126614, 0.00, 0.0, -1.0, 0.0, 1 node_attach = 0.0, -0.06, 0.00, 0.0, -1.0, 0.0, 1 TechRequired = actuators entryCost = 4100 cost = 315 category = Coupling subcategory = 0 title = Advanced Grabbing Unit Jr. manufacturer = Kerbal Motion LLC description = Usually, when you want to improve a part, the first thing any self-respecting Kerbal engineer thinks about is making it bigger and adding more power. Rarely, that's not the ideal solution. Thus was born the AGU jr. Instead of making a bigger claw, Kerbal Motion has designed a smaller one, when you need a small helping hand to latch onto something in those hard to reach places. attachRules = 1,1,0,0,0 mass = 0.03 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2000 fuelCrossFeed = False crashTolerance = 50 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size0, srf tags = a.r.m arm asteroid capture clam claw connect dock fasten grab join klaw nasa MODULE { name = ModuleGrappleNode nodeTransformName = ArticulatedCap deployAnimationController = 1 nodeType = size1 captureRange = 0.1 captureMinFwdDot = 0.733 captureMaxRvel = 1 } MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Arm endEventGUIName = Disarm actionGUIName = Toggle Arming } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { rotatorsName = Piston1 targetName = Sleeve1 } CONSTRAINLOOKFX { rotatorsName = Sleeve1 targetName = Mounting1 } CONSTRAINLOOKFX { rotatorsName = Piston2 targetName = Sleeve2 } CONSTRAINLOOKFX { rotatorsName = Sleeve2 targetName = Mounting2 } CONSTRAINLOOKFX { rotatorsName = Piston3 targetName = Sleeve3 } CONSTRAINLOOKFX { rotatorsName = Sleeve3 targetName = Mounting3 } CONSTRAINLOOKFX { rotatorsName = Piston4 targetName = Sleeve4 } CONSTRAINLOOKFX { rotatorsName = Sleeve4 targetName = Mounting4 } CONSTRAINLOOKFX { rotatorsName = BaseSleeve1 targetName = MainSleeveLookTarget } } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { mainTextureURL = Squad/Parts/Utility/smallClaw/grabberSmallDiffuseDark _BumpMap = Squad/Parts/Utility/smallClaw/grabberSmallNRM } } } MODULE { name = ModuleCargoPart packedVolume = 300 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = smallClaw } } } UrlConfig { parentUrl = Squad/Parts/Utility/spotLightMk1/spotLightMk1.cfg PART { name = spotLight1 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.012301, 0.2139421, 0.0, 0.0, -1.0 TechRequired = electrics entryCost = 0 cost = 100 category = none TechHidden = True subcategory = 0 title = Illuminator Mk1 manufacturer = Rokea Inc description = The Illuminator Mk1 from RKEA projects a strong beam of photons in its prograde direction, increasing the brightness of surfaces exposed to the beam (it's a big flashlight). attachRules = 0,1,0,0,1 mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = moar (more bulb candle dark flash (lamp (light shine spot torch MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.04 animationName = LightAnimation useResources = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-spotlight-1 overrideParentTransform = spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = spotLight1 } } } UrlConfig { parentUrl = Squad/Parts/Utility/spotLightMk1_v2/spotLightMk1_v2.cfg PART { name = spotLight1_v2 module = Part author = Alexander mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.012301, 0.2139421, 0.0, 0.0, -1.0 TechRequired = electrics entryCost = 800 cost = 100 category = Utility subcategory = 0 title = Illuminator Mk1 manufacturer = Rokea Inc description = The Illuminator Mk1 from RKEA projects a strong beam of photons in its prograde direction, increasing the brightness of surfaces exposed to the beam (it's a big flashlight). attachRules = 0,1,0,0,1 mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = moar (more bulb candle dark flash (lamp (light shine spot torch MODULE { name = ModuleLight lightName = spotlight lightMeshRendererName = lightMesh useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.04 animationName = LightAnimation useResources = true canBlink = true disableColorPicker = false } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/spotLightMk1_v2/spotLightMk1_Diffuse_white } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-spotlight-1 overrideParentTransform = spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModulePartInfo originalPartName = spotLight1_v2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/spotLightMk2/spotLightMk2.cfg PART { name = spotLight2 module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_attach = 0.0, -0.03070444, 0.2692509, 0.0, 0.0, -1.0 TechRequired = electrics entryCost = 0 cost = 100 category = none TechHidden = True subcategory = 0 title = Illuminator Mk2 manufacturer = Rokea Inc description = The Illuminator Mk2 is an extra-wide beam, low-power Illuminator, for lighting up large swaths of whatever you wish. However, its beam does not shine very far. attachRules = 0,1,0,0,1 mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = moar (more bulb candle dark flash flood (lamp (light shine torch MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = LightAnimation resourceAmount = 0.02 useResources = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-floodlight-1 overrideParentTransform = spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1.4, 1.4, 1.4 } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = spotLight2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/spotLightMk2_v2/spotLightMk2_v2.cfg PART { name = spotLight2_v2 module = Part author = Alexander mesh = model.mu rescaleFactor = 1 node_attach = 0.0, -0.03070444, 0.2692509, 0.0, 0.0, -1.0 TechRequired = electrics entryCost = 800 cost = 100 category = Utility subcategory = 0 title = Illuminator Mk2 manufacturer = Rokea Inc description = The Illuminator Mk2 is an extra-wide beam, low-power Illuminator, for lighting up large swaths of whatever you wish. However, its beam does not shine very far. attachRules = 0,1,0,0,1 mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = moar (more bulb candle dark flash flood (lamp (light shine torch MODULE { name = ModuleLight lightName = spotlight lightMeshRendererName = lightMesh useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = LightAnimation resourceAmount = 0.02 useResources = true canBlink = true disableColorPicker = false } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 baseDisplayName = Dark baseThemeName = Dark useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = Squad/Parts/Utility/spotLightMk2_v2/spotLightMk2_Diffuse_white } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = light lightName = none linkedTo = light } TEMPLATE { templateName = stock-floodlight-1 overrideParentTransform = spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1.4, 1.4, 1.4 } } MODULE { name = ModulePartInfo originalPartName = spotLight2_v2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/stackCouplers/stackBiCoupler_v2.cfg PART { name = stackBiCoupler_v2 module = Part author = Pablo scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.33838, 0, 0.0, 1.0, 0.0 node_stack_bottom1 = 0.625, -0.33838, 0.00125, 0.0, -1.0, 0.0 node_stack_bottom2 = -0.625, -0.33838, 0.00125, 0.0, -1.0, 0.0 TechRequired = specializedConstruction entryCost = 3200 cost = 400 category = Structural subcategory = 0 title = TVR-200 Stack Bi-Coupler manufacturer = O.M.B. Demolition Enterprises description = The TVR-200 Stack Bi-Coupler is a simple method for splitting one rocket into two - WITHOUT the disastrous consequences of doing it the normal (explosive) way. attachRules = 1,0,1,1,0 stackSymmetry = 1 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1 tags = dual mount multi pair split twin two ?freeiva MODEL { model = Squad/Parts/Utility/stackCouplers/Assets/stackBiCoupler_v2 } MODULE { name = ModulePartVariants baseVariant = Dark useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse_Dark _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_NRM } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_NRM } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse_Orange _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_Orange_NRM } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_stackBiCoupler_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = stackBiCoupler_v2 } } } UrlConfig { parentUrl = Squad/Parts/Utility/stackCouplers/stackQuadCoupler.cfg PART { name = stackQuadCoupler module = Part author = Pablo rescaleFactor = 1.0 node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom01 = 0.625, -0.4875, 0.625, 0.0, -1.0, 0.0, 1 node_stack_bottom02 = 0.625, -0.4875, -0.625, 0.0, -1.0, 0.0, 1 node_stack_bottom03 = -0.625, -0.4875, 0.625, 0.0, -1.0, 0.0, 1 node_stack_bottom04 = -0.625, -0.4875, -0.625, 0.0, -1.0, 0.0, 1 TechRequired = advMetalworks entryCost = 4200 cost = 2000 category = Structural subcategory = 0 title = TVR-2160C Mk2 Stack Quad-Coupler manufacturer = O.M.B. Demolition Enterprises description = What could be more awesome than a Tricoupler? Why, a quadcoupler, of course. Just remember that this is not a decoupler, and will not separate stages. attachRules = 1,0,1,1,0 stackSymmetry = 3 mass = 0.175 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.3 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1 tags = ?4 four mount multi (quad split ?freeiva MODEL { model = Squad/Parts/Utility/stackCouplers/Assets/stackQuadCoupler } MODULE { name = ModulePartVariants baseVariant = Dark useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse_Dark _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_NRM } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_NRM } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse_Orange _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_Orange_NRM } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_stackQuadCoupler_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = stackQuadCoupler } } } UrlConfig { parentUrl = Squad/Parts/Utility/stackCouplers/stackTriCoupler_v2.cfg PART { name = stackTriCoupler_v2 module = Part author = Pablo scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.5349199, 0.0, 0.0, 1.0, 0.0 node_stack_bottom01 = 0, -0.43421, -0.72431, 0.0, -1.0, 0.0 node_stack_bottom02 = -0.62722, -0.43421, 0.36023, 0.0, -1.0, 0.0 node_stack_bottom03 = 0.62722, -0.43421, 0.36023, 0.0, -1.0, 0.0 TechRequired = advConstruction entryCost = 2100 cost = 680 category = Structural subcategory = 0 title = TVR-1180C Mk1 Stack Tri-Coupler manufacturer = O.M.B. Demolition Enterprises description = The Stack Tricoupler! If your stack is lacking in awesomeness, this is the tool for you! Just remember that this is not a decoupler, and won't separate stages. attachRules = 1,0,1,1,0 stackSymmetry = 2 mass = 0.15 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.3 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1 tags = ?3 mount multi split three triple ?freeiva MODEL { model = Squad/Parts/Utility/stackCouplers/Assets/stackTriCoupler_v2 } MODULE { name = ModulePartVariants baseVariant = Dark useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse_Dark _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_NRM } } VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff TEXTURE { shader = KSP/Bumped mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_NRM } } VARIANT { name = Orange displayName = Orange themeName = Orange primaryColor = #f49841 secondaryColor = #4c4f47 TEXTURE { mainTextureURL = Squad/Parts/Utility/stackCouplers/Assets/stackCouplersDiffuse_Orange _BumpMap = Squad/Parts/Utility/stackCouplers/Assets/stackCouplers_Orange_NRM } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva } INTERNAL { name = FreeIva_stackTriCoupler_Internal } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = ModulePartInfo originalPartName = stackTriCoupler_v2 } } } UrlConfig { parentUrl = Squad/Parts/Wheel/LandingGear/GearExtraLarge.cfg PART { name = GearLarge module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.0, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = heavyLanding entryCost = 8000 cost = 1700 category = Ground subcategory = 0 title = LY-99 Extra Large Landing Gear manufacturer = LightYear Tire Company description = Heavy-duty retractable landing gear. With its six large tires and sturdy assembly it's the gear of choice for heavy cargo planes and airliners. attachRules = 1,1,1,1,1,0,0,0 mass = 0.6 thermalMassModifier = 4.0 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2700 crashTolerance = 70 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = aero (air aircraft ground plane retract roll takeoff taxi wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.7 pitch = 0.75 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.7 pitch = 0.55 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.7 pitch = 0.50 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.7 pitch = 0.60 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.7 pitch = 0.50 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.7 pitch = 0.75 } } } MODEL { model = Squad/Parts/Wheel/LandingGear/GearExtraLarge } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = wheels1 useNewFrictionModel = true wheelType = FREE FitWheelColliderToMesh = False radius = 0.375 center = 0,0,0 mass = 0.160 groundHeightOffset = 3.25 TooltipTitle = Retractable Landing Gear TooltipPrimaryField = Retractable } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot suspensionColliderName = DamperCollider maximumLoad = 90.0 suspensionDistance = 0.5 targetPosition = 0.8 springRatio = 45 damperRatio = 7.0 useDistributedMass = true } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 32 brakeResponse = 1 statusLightModuleIndex = 6 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = extraLarge animationStateName = LandingGearExtraLargeDeploy2 deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = True slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 wheelTransformRefName = wheels1 wheelTransformBaseName = wheels2 bogeyTransformName = WheelBogey bogeyRefTransformName = deployTgt deployModuleIndex = 3 maxPitch = 25 minPitch = -25 restPitch = -25 pitchResponse = 100 bogeyAxis = 1, 0, 0 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = anchor2 rotatorsName = link1 } CONSTRAINLOOKFX { targetName = anchor1 rotatorsName = link2 } } MODULE { name = ModuleStatusLight lightMeshRendererName = BrakeIndicator lightMatPropertyName = _EmissiveColor colorOn = #ff4433 colorOff = #000000 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleLight lightName = Spotlight lightMeshRendererName = Lamp useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.03 animationName = LandingGearExtraLargeSpotlight useResources = True } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 55000 impactTolerance = 13000 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleDragModifier dragCubeName = Deployed dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = Retracted dragModifier = 0.5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX ATMOSPHEREDENSITYCONTROLLER { name = atmosphereDepth } LIGHTCONTROLLER { name = light lightName = none } TEMPLATE { templateName = stock-gearlight overrideParentTransform = Spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 2.5, 2.3, 2.5 } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = GearLarge } } } UrlConfig { parentUrl = Squad/Parts/Wheel/LandingGear/GearFixed.cfg PART { name = GearFixed module = Part author = Porkjet mesh = model.mu scale = 1.0 rescaleFactor = 1.0 mirrorRefAxis = 0, 0, 1 node_attach = 0.00, 0.00, 0.00, 1.0, 90.0, 0.0, 1 TechRequired = aviation entryCost = 500 cost = 100 category = Ground subcategory = 0 title = LY-01 Fixed Landing Gear manufacturer = LightYear Tire Company description = Simple wheel-on-a-stick Landing Gear to bring your birds down safely. (That means your airplanes, LightYear Co. does not encourage attempting to attach landing gear to actual birds) attachRules = 1,1,1,1,1,0,0,0 mass = 0.022 thermalMassModifier = 4.0 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1000 crashTolerance = 125 breakingForce = 50 breakingTorque = 50 PhysicsSignificance = 0 bulkheadProfiles = srf tags = aero (air aircraft ground plane roll takeoff taxi wheel CoMOffset = 0, -0.675, 0 MODEL { model = Squad/Parts/Wheel/LandingGear/GearFixed scale = 1, 1, 1 } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot useNewFrictionModel = true wheelType = FREE FitWheelColliderToMesh = False radius = 0.2 center = 0,0,0 mass = 0.018 groundHeightOffset = 1.11 TooltipTitle = Landing Gear TooltipPrimaryField = Fixed, Unpowered frictionSharpness = 50.0 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionDistance = 0.2 suspensionOffset = 0.0 targetPosition = 0.6 springRatio = 112 damperRatio = 0.3 boostRatio = 0.45 useAutoBoost = False maximumLoad = 8.0 suppressModuleInfo = True useDistributedMass = true } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 2 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 2000 impactTolerance = 1000 deflectionMagnitude = 0.5 deflectionSharpness = 2.0 slipMagnitude = 1.5 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleCargoPart packedVolume = 150 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = GearFixed } } } UrlConfig { parentUrl = Squad/Parts/Wheel/LandingGear/GearFree.cfg PART { name = GearFree module = Part author = Porkjet mesh = model.mu scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1 TechRequired = aviation entryCost = 1500 cost = 150 category = Ground subcategory = 0 title = LY-05 Steerable Landing Gear manufacturer = LightYear Tire Company description = Simple wheel with steering actuation. It has become evident that aerodynamic control surfaces don't offer much control while slowly taxiing on the ground. Hopefully these wheels will reduce the number of low altitude low speed collisions with buildings. And Kerbals. attachRules = 1,1,1,1,1,0,0,0 mass = 0.015 thermalMassModifier = 4.0 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1000 crashTolerance = 325 breakingForce = 50 breakingTorque = 50 PhysicsSignificance = 0 bulkheadProfiles = srf tags = aero (air aircraft free ground plane roll takeoff taxi wheel MODEL { model = Squad/Parts/Wheel/LandingGear/GearFree scale = 1, 1, 1 } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = wheel useNewFrictionModel = true wheelType = FREE FitWheelColliderToMesh = False radius = 0.2 center = 0,0,0 mass = 0.012 groundHeightOffset = 0 TooltipTitle = Landing Gear TooltipPrimaryField = Steerable, No Brakes frictionSharpness = 10.0 } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = suspension suspensionOffset = -0.08 suspensionDistance = 0.1 targetPosition = 0.9 springRatio = 144 damperRatio = 1.0 boostRatio = 0.45 useAutoBoost = False maximumLoad = 8.0 suppressModuleInfo = True useDistributedMass = true } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 30 key = 25 20 key = 100 15 } steeringMaxAngleCurve { key = 0 1 0 0 key = 3 1 0.0001624425 0.0001624425 key = 7.5 0.33 -0.05674612 -0.05674612 key = 20 0.12 -0.003959382 -0.003959382 key = 30 0.1 -0.001822412 -0.001822412 key = 100 0.01 -0.0007683467 -0.0007683467 } } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 2000 impactTolerance = 1000 deflectionMagnitude = 0.5 deflectionSharpness = 2.0 slipMagnitude = 1.5 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleCargoPart packedVolume = 120 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = GearFree } } } UrlConfig { parentUrl = Squad/Parts/Wheel/LandingGear/GearLarge.cfg PART { name = GearMedium module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.0, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = heavyLanding entryCost = 6400 cost = 1200 category = Ground subcategory = 0 title = LY-60 Large Landing Gear manufacturer = LightYear Tire Company description = Heavy-duty retractable landing gear. With its four large tires and sturdy assembly it's the gear of choice for heavy cargo planes and airliners. attachRules = 1,1,1,1,1,0,0,0 mass = 0.4 thermalMassModifier = 4.0 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2700 crashTolerance = 70 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = aero (air aircraft ground plane retract roll takeoff taxi wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.6 pitch = 0.75 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.6 pitch = 0.60 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.6 pitch = 0.55 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.6 pitch = 0.75 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.6 pitch = 0.55 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.6 pitch = 0.75 } } } MODEL { model = Squad/Parts/Wheel/LandingGear/GearLarge } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = wheels1 useNewFrictionModel = true wheelType = FREE FitWheelColliderToMesh = False radius = 0.3 center = 0,0,0 mass = 0.160 groundHeightOffset = 2.38 TooltipTitle = Retractable Landing Gear TooltipPrimaryField = Retractable } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 60.0 suspensionDistance = 0.5 targetPosition = 1 springRatio = 45 damperRatio = 7.0 useDistributedMass = true } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 16 brakeResponse = 1 statusLightModuleIndex = 6 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = Large animationStateName = LandingGearLargeDeploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = True slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModuleWheelBogey baseModuleIndex = 0 wheelTransformRefName = wheels1 wheelTransformBaseName = wheels2 bogeyTransformName = WheelBogey bogeyRefTransformName = deployTgt deployModuleIndex = 3 maxPitch = 25 minPitch = -25 restPitch = -25 pitchResponse = 100 bogeyAxis = 1, 0, 0 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = anchor2 rotatorsName = link1 } CONSTRAINLOOKFX { targetName = anchor1 rotatorsName = link2 } } MODULE { name = ModuleStatusLight lightMeshRendererName = BrakeIndicator lightMatPropertyName = _EmissiveColor colorOn = #ff4433 colorOff = #000000 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleLight lightName = Spotlight lightMeshRendererName = Lamp useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.03 animationName = LandingGearLargeSpotlight useResources = True } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 18000 impactTolerance = 4800 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleDragModifier dragCubeName = Deployed dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = Retracted dragModifier = 0.5 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX ATMOSPHEREDENSITYCONTROLLER { name = atmosphereDepth } LIGHTCONTROLLER { name = light lightName = none } TEMPLATE { templateName = stock-gearlight overrideParentTransform = Spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 2, 1.8, 2 } } MODULE { name = ModulePartInfo originalPartName = GearMedium } } } UrlConfig { parentUrl = Squad/Parts/Wheel/LandingGear/GearMedium.cfg PART { name = GearSmall module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1 TechRequired = advLanding entryCost = 4800 cost = 700 category = Ground subcategory = 0 title = LY-35 Medium Landing Gear manufacturer = LightYear Tire Company description = High performance retractable landing gear. This bigger version features two large tires to support big and heavy planes. The longer assembly allows for improved ground clearance. attachRules = 1,1,1,1,1,0,0,0 mass = 0.25 thermalMassModifier = 4.0 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2600 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = aero (air aircraft ground plane retract roll takeoff taxi wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.9 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.65 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.8 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.9 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.65 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.9 } } } MODEL { model = Squad/Parts/Wheel/LandingGear/GearMedium } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot useNewFrictionModel = true wheelType = FREE FitWheelColliderToMesh = False radius = 0.25 center = 0,0.0,0 mass = 0.080 groundHeightOffset = 1.72 TooltipTitle = Retractable Landing Gear TooltipPrimaryField = Retractable } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 30.0 suspensionDistance = 0.2 suspensionOffset = 0.0 targetPosition = 0.0 springRatio = 70 damperRatio = 7.0 useDistributedMass = true } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 30 key = 25 20 key = 100 15 } steeringMaxAngleCurve { key = 0 1 0 0 key = 3 1 0.0001624425 0.0001624425 key = 7.5 0.33 -0.05674612 -0.05674612 key = 20 0.12 -0.003959382 -0.003959382 key = 30 0.1 -0.001822412 -0.001822412 key = 100 0.01 -0.0007683467 -0.0007683467 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 8 brakeResponse = 1 statusLightModuleIndex = 7 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = Medium animationStateName = LandingGearMediumDeploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = True slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = SteeringPivot moversName = SteeringActuator } } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = anchor2 rotatorsName = link1 } CONSTRAINLOOKFX { targetName = anchor1 rotatorsName = link2 } } MODULE { name = ModuleStatusLight lightMeshRendererName = BrakeIndicator lightMatPropertyName = _EmissiveColor colorOn = #ff4433 colorOff = #000000 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleLight lightName = Spotlight lightMeshRendererName = Lamp useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.02 animationName = LandingGearMediumSpotlight useResources = True } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 9000 impactTolerance = 3000 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleDragModifier dragCubeName = Deployed dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = Retracted dragModifier = 0.5 } MODULE { name = ModuleCargoPart packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX ATMOSPHEREDENSITYCONTROLLER { name = atmosphereDepth } LIGHTCONTROLLER { name = light lightName = none } TEMPLATE { templateName = stock-gearlight overrideParentTransform = Spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1.5, 1.4, 1.5 } } MODULE { name = ModulePartInfo originalPartName = GearSmall } } } UrlConfig { parentUrl = Squad/Parts/Wheel/LandingGear/GearSmall.cfg PART { name = SmallGearBay module = Part author = Porkjet scale = 1.0 rescaleFactor = 1.0 node_attach = 0.00, 0.00, 0.00, 0.0, 1.0, 0.0, 1 TechRequired = landing entryCost = 3800 cost = 600 category = Ground subcategory = 0 title = LY-10 Small Landing Gear manufacturer = LightYear Tire Company description = High performance retractable landing gear. Comes with shock absorber, steering and a built-in spotlights. If we didn't tell you, you'd never know that most of those components were salvaged from scrapped machinery... oh. attachRules = 1,1,1,1,1,0,0,0 mass = 0.045 thermalMassModifier = 4.0 emissiveConstant = 0.95 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 2600 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = aero (air aircraft ground plane retract roll takeoff taxi wheel EFFECTS { deploy { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } deployed { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retract { AUDIO { channel = Ship clip = Squad/Sounds/elev_stop volume = 0 0 volume = 1 0.5 pitch = 1.0 } AUDIO_LOOP { channel = Ship clip = Squad/Sounds/elev_loop volume = 0 0 volume = 1 0.5 pitch = 0.75 } } retracted { AUDIO { channel = Ship clip = Squad/Sounds/elev_start volume = 0 0 volume = 1 0.5 pitch = 0.95 } } } MODEL { model = Squad/Parts/Wheel/LandingGear/GearSmall } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot useNewFrictionModel = true wheelType = FREE FitWheelColliderToMesh = False radius = 0.18 center = 0,0,0 mass = 0.040 groundHeightOffset = 1.15 TooltipTitle = Retractable Landing Gear TooltipPrimaryField = Retractable } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 10.0 suspensionDistance = 0.12 suspensionOffset = 0.0 targetPosition = 0.0 springRatio = 60 damperRatio = 2.0 useDistributedMass = true } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot steeringResponse = 2 steeringCurve { key = 0 30 key = 25 20 key = 100 15 } steeringMaxAngleCurve { key = 0 1 0 0 key = 3 1 0.0001624425 0.0001624425 key = 7.5 0.33 -0.05674612 -0.05674612 key = 20 0.12 -0.003959382 -0.003959382 key = 30 0.1 -0.001822412 -0.001822412 key = 100 0.01 -0.0007683467 -0.0007683467 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 4 brakeResponse = 1 statusLightModuleIndex = 4 } MODULE { name = ModuleStatusLight lightMeshRendererName = BrakeIndicator lightMatPropertyName = _EmissiveColor colorOn = #ff4433 colorOff = #000000 } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = Small animationStateName = LandingGearSmallDeploy deployedPosition = 1 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = True slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = SteeringPivot moversName = SteeringActuator } } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = anchor2 rotatorsName = link1 } CONSTRAINLOOKFX { targetName = anchor1 rotatorsName = link2 } } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleLight lightName = Spotlight lightMeshRendererName = Lamp useAnimationDim = True lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.01 animationName = LandingGearSmallSpotlight useResources = True } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 stressTolerance = 5600 impactTolerance = 2000 deflectionMagnitude = 10 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 explodeMultiplier = 1.0 } MODULE { name = ModuleDragModifier dragCubeName = Deployed dragModifier = 2 } MODULE { name = ModuleDragModifier dragCubeName = Retracted dragModifier = 0.5 } MODULE { name = ModuleCargoPart packedVolume = 140 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleLightsReliability MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleWaterfallFX moduleID = lightFX ATMOSPHEREDENSITYCONTROLLER { name = atmosphereDepth } LIGHTCONTROLLER { name = light lightName = none } TEMPLATE { templateName = stock-gearlight overrideParentTransform = Spotlight position = 0,0,0 rotation = 0, 0, 0 scale = 1, 1, 1 } } MODULE { name = ModulePartInfo originalPartName = SmallGearBay } } } UrlConfig { parentUrl = Squad/Parts/Wheel/roverWheelM1/roverWheelM1.cfg PART { name = roverWheel1 module = Part author = Squad mesh = model.mu scale = 1 node_attach = 0.3093255, 0.322, 0.00, 1.0, 0.0, 0.0, 1 TechRequired = fieldScience entryCost = 5200 cost = 450 category = Ground subcategory = 0 title = RoveMax Model M1 manufacturer = Kerbal Motion LLC description = After years of outcry against the lack of proper powered wheels, a small startup company named Kerbal Motion was founded and delivered just what the public wanted - the RoveMax Model 1 powered rover wheel. attachRules = 0,1,0,1,0 mass = 0.075 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1200 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = )car drive ground roll rover wheel MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot useNewFrictionModel = true wheelType = MOTORIZED adherentStart = 0.5 frictionAdherent = .3 peakStart = 3 frictionPeak = 1.5 limitStart = 6 frictionLimit = 1.3 FitWheelColliderToMesh = False radius = 0.378 center = 0,0,0 mass = 0.040 groundHeightOffset = 0 TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = suspensionPivot maximumLoad = 10.0 suspensionDistance = 0.2 targetPosition = 0.5 springRatio = 28 damperRatio = 2.0 useDistributedMass = true } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot autoSteeringAdjust = true steeringResponse = 2 steeringRange = 25 steeringCurve { key = 0 20 key = 20 20 } steeringMaxAngleCurve { key = 0 1 0 0 key = 3 1 0.0001624425 0.0001624425 key = 7.5 0.33 -0.05674612 -0.05674612 key = 20 0.12 -0.003158088 -0.003158088 key = 30 0.1 -0.002872917 -0.002872917 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 wheelSpeedMax = 42 driveResponse = 2 idleDrain = 0.0 torqueCurve { key = 0 1.0 0 0 key = 10 0.66 0 key = 30 0.14 0 0 key = 34 0 0 0 } RESOURCE { name = ElectricCharge rate = 2.5 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 2 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 damagedTransformName = wheelDamaged undamagedTransformName = wheel stressTolerance = 560 impactTolerance = 200 deflectionMagnitude = 1.0 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 impactDamageColliderName = collisionEnhancer impactDamageVelocity = 21 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = susp2-1 rotatorsName = susp2-2 } CONSTRAINLOOKFX { targetName = susp2-2 rotatorsName = susp2-1 } CONSTRAINLOOKFX { targetName = susp1-2 rotatorsName = susp1-1 } CONSTRAINLOOKFX { targetName = susp1-1 rotatorsName = susp1-2 } CONSTRAINLOOKFX { targetName = susp3-1 rotatorsName = susp3-2 } CONSTRAINLOOKFX { targetName = susp3-2 rotatorsName = susp3-1 } } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleCargoPart packedVolume = 600 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = roverWheel1 } } } UrlConfig { parentUrl = Squad/Parts/Wheel/roverWheelS2/roverWheelS2.cfg PART { name = roverWheel2 module = Part author = Squad mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = 0.2233052, 0.5248517, 0.00, 1.0, 0.0, 0.0, 1 TechRequired = spaceExploration entryCost = 3100 cost = 300 category = Ground subcategory = 0 title = RoveMax Model S2 manufacturer = Kerbal Motion LLC description = Seeing an untapped market for a smaller design of rover wheel, Kerbal Motion quickly pounced upon this opportunity with the Model 2 - designed for robotic vehicles or smaller crewed vehicles. attachRules = 0,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1200 crashTolerance = 20 breakingForce = 20 breakingTorque = 20 bulkheadProfiles = srf tags = drive ground roll rover wheel MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot useNewFrictionModel = true wheelType = MOTORIZED adherentStart = 0.5 frictionAdherent = .3 peakStart = 3 frictionPeak = 1.5 limitStart = 6 frictionLimit = 1.3 FitWheelColliderToMesh = False radius = 0.157 center = 0,0,0 mass = 0.040 groundHeightOffset = 0 TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 8.0 suspensionDistance = 0.195 suspensionOffset = -0.05 targetPosition = 0.2 springRatio = 24 damperRatio = 1.0 useAutoBoost = true useDistributedMass = true } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot autoSteeringAdjust = true steeringResponse = 1.5 steeringRange = 40 steeringCurve { key = 0 40 key = 20 40 } steeringMaxAngleCurve { key = 0 1 0 0 key = 1.25 1 -0.007298814 -0.007298814 key = 5 0.35 -0.0659221 -0.0659221 key = 15 0.166 -0.006501267 -0.006501267 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 wheelSpeedMax = 11 driveResponse = 2 idleDrain = 0.0 torqueCurve { key = 0 0.17 0 0 key = 2.5 0.1 0 0 key = 12 0 0 0 } RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 0.34 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 damagedTransformName = bustedwheel undamagedTransformName = wheel stressTolerance = 315 impactTolerance = 65 deflectionMagnitude = 1.0 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 impactDamageColliderName = collisionEnhancer impactDamageVelocity = 13 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = susp1 rotatorsName = susp2 } CONSTRAINLOOKFX { targetName = susp2 rotatorsName = susp1 } } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleCargoPart packedVolume = 125 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = roverWheel2 } } } UrlConfig { parentUrl = Squad/Parts/Wheel/roverWheelTR-2L/roverWheelTR-2L.cfg PART { name = wheelMed module = Part author = Squad mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advancedMotors entryCost = 7000 cost = 760 category = Ground subcategory = 0 title = TR-2L Ruggedized Vehicular Wheel manufacturer = Kerbal Motion LLC description = The TR-2L is an extremely tough wheel made for mobilizing medium sized vehicles across a large variety of terrain. The extremely high traction tread ensures firm grip on any surface, providing reliability and reducing the chances of being used for high-speed tomfoolery. attachRules = 0,1,0,1,0 mass = 0.105 CoMOffset = -0.306, -0.403, 0 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1200 crashTolerance = 100 breakingForce = 80 breakingTorque = 80 bulkheadProfiles = srf tags = )car drive ground roll rover sports MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot useNewFrictionModel = true wheelType = MOTORIZED adherentStart = 0.5 frictionAdherent = .3 peakStart = 3 frictionPeak = 1.5 limitStart = 6 frictionLimit = 1.3 FitWheelColliderToMesh = False radius = 0.58 center = 0,0,0 mass = 0.040 groundHeightOffset = 0 TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 30.0 suspensionDistance = 0.125 targetPosition = 0.5 springRatio = 40 damperRatio = 1.0 useDistributedMass = true } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot autoSteeringAdjust = true steeringResponse = 1.5 steeringRange = 25 steeringCurve { key = 0 20 key = 20 20 } steeringMaxAngleCurve { key = 0 1 0 0 key = 3 1 0.0001624425 0.0001624425 key = 7.5 0.33 -0.05674612 -0.05674612 key = 20 0.12 -0.003158088 -0.003158088 key = 30 0.1 -0.002872917 -0.002872917 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 wheelSpeedMax = 59 driveResponse = 2 idleDrain = 0.0 torqueCurve { key = 0 2.0 0 0 key = 10 1.4 0 0 key = 52 0.5 0 0 key = 58 0 0 0 } RESOURCE { name = ElectricCharge rate = 3.5 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 3 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 damagedTransformName = bustedwheel undamagedTransformName = wheel stressTolerance = 900 impactTolerance = 300 deflectionMagnitude = 1.0 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 impactDamageColliderName = collisionEnhancer impactDamageVelocity = 25 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = wheelMed } } } UrlConfig { parentUrl = Squad/Parts/Wheel/roverWheelXL3/roverWheelXL3.cfg PART { name = roverWheel3 module = Part author = Squad mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = 1.893913725, 1.5934552, 0.0, 1.0, 0.0, 0.0, 0 TechRequired = advancedMotors entryCost = 11200 cost = 1200 category = Ground subcategory = 0 title = RoveMax Model XL3 manufacturer = Kerbal Motion LLC description = The RoveMax Model 3 was developed in total secrecy by Kerbal Motion's R&D team over the course of a year and a half. When it was finally revealed to the company's chairman, he stared in shock, screamed 'WHY', and subsequently dropped dead on the spot. attachRules = 0,1,0,0,0 mass = 1.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 150 breakingForce = 200 breakingTorque = 200 maxTemp = 1200 explosionPotential = 0 bulkheadProfiles = srf tags = crawler drive ground roll rover truck wheel MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot useNewFrictionModel = true wheelType = MOTORIZED adherentStart = 0.5 frictionAdherent = .3 peakStart = 3 frictionPeak = 1.5 limitStart = 6 frictionLimit = 1.3 FitWheelColliderToMesh = False radius = 1 center = 0,0,0 mass = 0.8 groundHeightOffset = 0 TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = SuspensionPivot maximumLoad = 60.0 suspensionDistance = 0.25 targetPosition = 0.5 springRatio = 44 damperRatio = 1.0 useDistributedMass = true } MODULE { name = ModuleWheelMotorSteering baseModuleIndex = 0 wheelSpeedMax = 14 driveResponse = 1 idleDrain = 0.0 steeringTorque = 25 motorEnabled = True torqueCurve { key = 0 25.0 0 0 key = 1.5 15.0 0 0 key = 3 5.0 0 0 key = 6 3 0 0 key = 15 0.5 0 0 key = 15.5 0 0 0 } RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 30 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 damagedTransformName = bustedwheel undamagedTransformName = wheel stressTolerance = 3070 impactTolerance = 800 deflectionMagnitude = 1.0 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 impactDamageColliderName = collisionEnhancer impactDamageVelocity = 30 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = susp2-1 rotatorsName = susp2-2 } CONSTRAINLOOKFX { targetName = susp2-2 rotatorsName = susp2-1 } CONSTRAINLOOKFX { targetName = susp1-2 rotatorsName = susp1-1 } CONSTRAINLOOKFX { targetName = susp1-1 rotatorsName = susp1-2 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = roverWheel3 } } } UrlConfig { parentUrl = Squad/Props/AltimeterThreeHands/prop.cfg PROP { name = AltimeterThreeHands MODULE { name = InternalAltimeterThreeHands hand100Name = LongArm hand1000Name = MediumArm hand10000Name = ShortArm } } } UrlConfig { parentUrl = Squad/Props/AtmosphereDepth/prop.cfg PROP { name = AtmosphereDepth MODULE { name = InternalAtmosphereDepth indicatorName = Arrow Indicator min = 0.0084, 0.0075, 0.033 max = 0.0084, 0.0075, -0.033 } } } UrlConfig { parentUrl = Squad/Props/AxisIndicator/pitchConfig.cfg PROP { name = AxisIndicatorPitch MODULE { name = InternalAxisIndicatorPitch indicatorName = BarIndicator min = 0, 0.007, -0.033 max = 0, 0.007, 0.033 } } } UrlConfig { parentUrl = Squad/Props/AxisIndicator/rollConfig.cfg PROP { name = AxisIndicatorRoll MODULE { name = InternalAxisIndicatorRoll indicatorName = BarIndicator min = 0, 0.007, -0.033 max = 0, 0.007, 0.033 } } } UrlConfig { parentUrl = Squad/Props/AxisIndicator/yawConfig.cfg PROP { name = AxisIndicatorYaw MODULE { name = InternalAxisIndicatorYaw indicatorName = BarIndicator min = 0, 0.007, -0.033 max = 0, 0.007, 0.033 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/circularButton.cfg PROP { name = genericCircularButton MODEL { model = Squad/Props/buttonsGeneric/circularButton } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterButtons.cfg PROP { name = genericClusterButtons MODEL { model = Squad/Props/buttonsGeneric/clusterButtons } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterButtons2.cfg PROP { name = genericClusterButtons2 MODEL { model = Squad/Props/buttonsGeneric/clusterButtons2 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterKnob.cfg PROP { name = genericClusterKnobs MODEL { model = Squad/Props/buttonsGeneric/clusterKnob } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterKnob2.cfg PROP { name = genericClusterKnobs2 MODEL { model = Squad/Props/buttonsGeneric/clusterKnob2 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterMixed.cfg PROP { name = genericClusterMixed MODEL { model = Squad/Props/buttonsGeneric/clusterMixed } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterSwitches01.cfg PROP { name = genericClusterSwitches01 MODEL { model = Squad/Props/buttonsGeneric/clusterSwitches01 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterSwitches02.cfg PROP { name = genericClusterSwitches02 MODEL { model = Squad/Props/buttonsGeneric/clusterSwitches02 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterSwitches03.cfg PROP { name = genericClusterSwitches03 MODEL { model = Squad/Props/buttonsGeneric/clusterSwitches03 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterSwitches04.cfg PROP { name = genericClusterSwitches04 MODEL { model = Squad/Props/buttonsGeneric/clusterSwitches04 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterSwitches05.cfg PROP { name = genericClusterSwitches05 MODEL { model = Squad/Props/buttonsGeneric/clusterSwitches05 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterSwitches06.cfg PROP { name = genericClusterSwitches06 MODEL { model = Squad/Props/buttonsGeneric/clusterSwitches06 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/clusterSwitches07.cfg PROP { name = genericClusterSwitches07 MODEL { model = Squad/Props/buttonsGeneric/clusterSwitches07 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/directionalKnob.cfg PROP { name = genericDirectionalKnob MODEL { model = Squad/Props/buttonsGeneric/directionalKnob } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/directionalKnob2.cfg PROP { name = genericDirectionalKnob2 MODEL { model = Squad/Props/buttonsGeneric/directionalKnob2 } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/pullSwitch.cfg PROP { name = genericPullSwitch MODEL { model = Squad/Props/buttonsGeneric/pullSwitch } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/squareButton.cfg PROP { name = genericSquareButton MODEL { model = Squad/Props/buttonsGeneric/squareButton } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/standingSwitch.cfg PROP { name = genericStandingSwitch MODEL { model = Squad/Props/buttonsGeneric/standingSwitch } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/switch.cfg PROP { name = genericSwitch MODEL { model = Squad/Props/buttonsGeneric/switch } } } UrlConfig { parentUrl = Squad/Props/buttonsGeneric/switchWithGuards.cfg PROP { name = genericSwitchWithGuards MODEL { model = Squad/Props/buttonsGeneric/switchWithGuards } } } UrlConfig { parentUrl = Squad/Props/ButtonSquare/prop.cfg PROP { name = ButtonSquare } } UrlConfig { parentUrl = Squad/Props/circularButton/prop.cfg PROP { name = circularButton } } UrlConfig { parentUrl = Squad/Props/Compass/prop.cfg PROP { name = Compass MODULE { name = InternalCompass indicatorName = Tumbler } } } UrlConfig { parentUrl = Squad/Props/directionalKnob/prop.cfg PROP { name = directionalKnob } } UrlConfig { parentUrl = Squad/Props/directionalKnob2/prop.cfg PROP { name = directionalKnob2 } } UrlConfig { parentUrl = Squad/Props/IndicatorPanel/prop.cfg PROP { name = IndicatorPanel MODULE { name = InternalIndicatorPanel indicators { indicator { name = indicator01 colorOn = 0, 1, 0.23 colorOff = 0, 0, 0 value = RCS } indicator { name = indicator02 colorOn = 0, 1, 0.23 colorOff = 0, 0, 0 value = SAS } indicator { name = indicator03 colorOn = 0, 1, 0.23 colorOff = 0, 0, 0 value = Gear } indicator { name = indicator04 colorOn = 1, 0.43, 0 colorOff = 0, 0, 0 value = Oxygen } indicator { name = indicator05 colorOn = 0, 1, 0.23 colorOff = 0, 0, 0 value = KillRot } indicator { name = indicator06 colorOn = 1, 0, 0.06 colorOff = 0, 0, 0 value = MECO } indicator { name = indicator07 colorOn = 0, 1, 0.23 colorOff = 0, 0, 0 value = Stage } indicator { name = indicator08 colorOn = 0, 1, 0.23 colorOff = 0, 0, 0 value = Airlock } indicator { name = indicator09 colorOn = 0, 1, 0.23 colorOff = 0, 0, 0 value = Warn } indicator { name = indicator10 colorOn = 0, 1, 0.06 colorOff = 0, 0, 0 value = Heat } indicator { name = indicator11 colorOn = 0, 1, 0.06 colorOff = 0, 0, 0 value = Fuel } indicator { name = indicator12 colorOn = 0, 1, 0.06 colorOff = 0, 0, 0 value = HighG } } } } } UrlConfig { parentUrl = Squad/Props/IVANavBall/prop.cfg PROP { name = NavBall MODULE { name = InternalNavBall navBallName = NavSphere iconUp = 0, 1, 0 progradeVectorName = progradeVector retrogradeVectorName = retrogradeVector progradeWaypointName = progradeWaypoint retrogradeWaypointName = retrogradeWaypoint normalVectorName = NormalVector antiNormalVectorName = antiNormalVector radialInVectorName = RadialInVector radialOutVectorName = RadialOutVector maneuverArrowName = ManeuverArrow anchorName = Anchor navWaypointVectorName = NavWaypointVector } } } UrlConfig { parentUrl = Squad/Props/IVANavBallNoBase/prop.cfg PROP { name = NavBallNoBase MODULE { name = InternalNavBall navBallName = NavSphere iconUp = 0, 1, 0 progradeVectorName = progradeVector retrogradeVectorName = retrogradeVector progradeWaypointName = progradeWaypoint retrogradeWaypointName = retrogradeWaypoint normalVectorName = NormalVector antiNormalVectorName = antiNormalVector radialInVectorName = RadialInVector radialOutVectorName = RadialOutVector maneuverArrowName = ManeuverArrow anchorName = Anchor navWaypointVectorName = NavWaypointVector } } } UrlConfig { parentUrl = Squad/Props/ledPanelSpeed/prop.cfg PROP { name = ledPanelSpeed MODULE { name = InternalSpeed } } } UrlConfig { parentUrl = Squad/Props/Monitor/DockingMode.cfg PROP { name = MonitorDockingMode MODEL { model = Squad/Props/Monitor/MonitorDockingMode } } } UrlConfig { parentUrl = Squad/Props/NavBall/prop.cfg PROP { name = NavBall MODULE { name = InternalNavBall navBallName = NavSphere iconUp = 0, 1, 0 progradeVectorName = progradeVector retrogradeVectorName = retrogradeVector progradeWaypointName = progradeWaypoint retrogradeWaypointName = retrogradeWaypoint } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Button_DockingMode.cfg PROP { name = Button_DockingMode MODEL { model = Squad/Props/PropsGeneric/Button_DockingMode } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/CargoBagA.cfg PROP { name = CargoBagA MODEL { model = Squad/Props/PropsGeneric/CargoBagA } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/CargoBagB.cfg PROP { name = CargoBagB MODEL { model = Squad/Props/PropsGeneric/CargoBagB } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/CargoBagC.cfg PROP { name = CargoBagC MODEL { model = Squad/Props/PropsGeneric/CargoBagC } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Hatch_Plane.cfg PROP { name = Hatch_Plane MODEL { model = FreeIva/Props/Hatch_Plane } MODULE { name = FreeIvaHatch handleTransformName = handle_interior tubeTransformName = tube doorTransformName = door cutoutTransformName = cutout blockedPropName = Hatch_Plane_Blocked } MODULE { name = HandRail transformName = rail } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Hatch_Plane_Curve90.cfg PROP { name = Hatch_Plane_Curve90 MODEL { model = FreeIva/Props/Hatch_Plane_Curve90 } MODULE { name = FreeIvaHatch doorTransformName = Hatch_Plane_Hinge_Curved handleTransformName = handle_interior } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Hatch_Plane_Frame.cfg PROP { name = Hatch_Plane_Frame MODEL { model = FreeIva/Props/Hatch_Plane_Frame } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Seat_Passenger.cfg PROP { name = Seat_Passenger MODEL { model = Squad/Props/PropsGeneric/Seat_Passenger } MODEL { model = FreeIva/Props/LapBelt } MODULE { name = PropBuckleButton transformName = Release soundName = FreeIva/Sounds/BuckleButton } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Seat_Passenger.cfg PROP { name = Seat_Passenger_wModule MODEL { model = Squad/Props/PropsGeneric/Seat_Passenger } MODEL { model = FreeIva/Props/LapBelt } MODULE { name = PropBuckleButton transformName = Release soundName = FreeIva/Sounds/BuckleButton } MODULE { name = InternalSeat seatTransformName = model allowCrewHelmet = false } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Seat_Pilot.cfg PROP { name = Seat_Pilot MODEL { model = Squad/Props/PropsGeneric/Seat_Pilot } MODEL { model = FreeIva/Props/ShoulderBelt } MODULE { name = PropBuckleButton transformName = Release soundName = FreeIva/Sounds/SeatBelt } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Seat_Pilot.cfg PROP { name = Seat_Pilot_wModule MODEL { model = Squad/Props/PropsGeneric/Seat_Pilot } MODEL { model = FreeIva/Props/ShoulderBelt } MODULE { name = PropBuckleButton transformName = Release soundName = FreeIva/Sounds/SeatBelt } MODULE { name = InternalSeat seatTransformName = model allowCrewHelmet = false } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/Seat_Pilot_Helmet.cfg PROP { name = Seat_Pilot_Helmet MODEL { model = Squad/Props/PropsGeneric/Seat_Pilot_Helmet } } } UrlConfig { parentUrl = Squad/Props/PropsGeneric/SideStick.cfg PROP { name = SideStick MODEL { model = Squad/Props/PropsGeneric/SideStick } } } UrlConfig { parentUrl = Squad/Props/pullSwitch/prop.cfg PROP { name = pullSwitch } } UrlConfig { parentUrl = Squad/Props/radarAltitude/prop.cfg PROP { name = RadarAltimeter MODULE { name = InternalRadarAltitude indicatorName = indicator increments { inc = 0, 0 inc = 34, 100 inc = 70, 200 inc = 110, 300 inc = 145, 400 inc = 180, 500 inc = 215, 1000 inc = 232, 2000 inc = 250, 3000 } } } } UrlConfig { parentUrl = Squad/Props/squareButton/prop.cfg PROP { name = squareButton } } UrlConfig { parentUrl = Squad/Props/standingSwitch/prop.cfg PROP { name = standingSwitch } } UrlConfig { parentUrl = Squad/Props/switch/prop.cfg PROP { name = switch } } UrlConfig { parentUrl = Squad/Props/switchGuard/prop.cfg PROP { name = switchGuard } } UrlConfig { parentUrl = Squad/Props/switchWithGuards/prop.cfg PROP { name = switchWithGuards } } UrlConfig { parentUrl = Squad/Props/throttle/prop.cfg PROP { name = throttle MODULE { name = InternalLeverThrottle } } } UrlConfig { parentUrl = Squad/Props/VSI/prop.cfg PROP { name = VSI MODULE { name = InternalVSI indicatorName = indicator increments { inc = 0, 0 inc = 35, 5 inc = 70, 10 inc = 115, 100 inc = 167, 1000 } } } } UrlConfig { parentUrl = Squad/Resources/CometDefs.cfg SPACEOBJECTS_LIMITS { homeBodySpawnGroupMinLimit = 3 homeBodySpawnGroupMaxLimit = 10 perSentinelSpawnGroupMaxLimit = 10 } } UrlConfig { parentUrl = Squad/Resources/CometDefs.cfg COMET_MANAGER { maxSpawnDistance = 2.5 minSpawnDistance = 1.5 maxVFXStartDistance = 2.25 minVFXStartDistance = 1.9 maxComaSizeRatio = 1200000 minComaSizeRatio = 300000 maxTailWidthRatio = 1 maxIonTailWidthRatio = 0.3 maxTailLengthRatio = 105 minTailLengthRatio = 45 minGeyserRadiusRatio = 0.1 maxGeyserRadiusRatio = 5 geyserVisibleDistance = 150000 geyserSizeRadiusMultiplier = 0.025 nearDustVisibleRadiusMultiplier = 10 minNearDustEmitterRadiusRatio = 0.14 maxNearDustEmitterRadiusRatio = 2 atmospherePressureForVFXFade = 0.05 gravityAdditionForVFXFadeStart = 300 gravityMultiplierForVFXFadeEnd = 100 gravitySubtractionForVFXFadeEnd = 20 vesselRangeOrbitLoadOverride = 150000 vesselRangeOrbitUnloadOverride = 151000 vesselRangeOrbitPackOverride = 1100 vesselRangeOrbitUnpackOverride = 1000 fragmentdynamicPressurekPa = 10 minFragments = 3 maxFragments = 5 minFragmentClassStep = 1 maxFragmentClassStep = 2 fragmentInstanceOffset = 2.0 fragmentAngleVariation = 22.5 fragmentIgnoreCollisions = 20 fragmentMinPressureModifier = 1.0 fragmentMaxPressureModifier = 6.0 fragmentMinSafeTime = 3.0 fragmentMaxSafeTime = 20.0 ionTailColorP67 = 0.04313725, 0.2906635, 0.8666667, 0.4509804 maxCometsPerUntrackedObjects { key = 10 1 0.03333334 0.03333334 key = 40 2 0.02916667 0.02916667 key = 80 3 0.02083333 0.02083333 key = 140 4 0.01287879 0.01287879 key = 250 5 0.002583628 0 } spawnChance { key = 0 0.1 0 0 key = 0.1 0.1 0 -0.08738667 key = 0.5 0.065 -0.1086933 -0.1086933 key = 1 0 -0.13 -1.3 } vfxStartDistribution { key = 0 0 0 0 key = 1 1 0 0 } comaSizeRatioDistribution { key = 0 0 key = 0.25 0.1 key = 0.5 .5 key = 0.75 0.9 key = 1 1 } tailWidthDistribution { key = 0 1 key = 1 1 } tailLengthRatioDistribution { key = 0 0 key = 0.25 0.1 key = 0.5 .5 key = 0.75 0.9 key = 1 1 } vfxSizeFromDistance { key = 0 1 0 0 key = 0.08504562 1.000809 0.009512004 0.003335021 key = 0.1 0.948 -4.58 -4.58 key = 0.15 0.516 -6.13 -6.13 key = 0.2 0.335 -2.575 -2.575 key = 0.3 0.182 -1.085 -1.085 key = 0.4 0.118 -0.486 -0.486 key = 0.5 0.0848 -0.26725 -0.26725 key = 0.6 0.06455 -0.169 -0.169 key = 0.7 0.051 -0.16775 -0.16775 key = 0.8 0.031 -0.18 -0.18 key = 0.9 0.015 -0.155 -0.155 key = 1 0 -0.15 -0.15 } nearDustVFXSizeFromDistance { key = 0 1 0 0 key = 0.08504562 1.000809 0.009512004 0.009512004 key = 0.1195695 0.9527226 -2.286928 -2.286928 key = 0.1637024 0.7968841 -6.13 -6.13 key = 0.2078278 0.486061 -2.575 -2.575 key = 0.3 0.2952991 -1.259817 -1.259817 key = 0.3980431 0.2029638 -0.6951531 -0.6951531 key = 0.4902267 0.1438122 -0.4804623 -0.4804623 key = 0.5882736 0.09759173 -0.3686515 -0.3686515 key = 0.6941369 0.06280091 -0.3356795 -0.3356795 key = 0.7960938 0.03100336 -0.1535307 -0.1535307 key = 0.892176 0.01264073 -0.2346054 -0.2346054 key = 1 0 -0.15 -0.15 } geyserVFXSizeFromDistance { key = 0 1 0 0 key = 0.08504562 1.000809 0.009512004 0.009512004 key = 0.1195695 0.9527226 -2.286928 -2.286928 key = 0.1637024 0.7968841 -6.13 -6.13 key = 0.2078278 0.497863 -2.575 -2.575 key = 0.3 0.3165427 -1.259817 -1.259817 key = 0.3980431 0.2407302 -0.6951531 -0.6951531 key = 0.4902267 0.1815786 -0.4804623 -0.4804623 key = 0.5882736 0.1353581 -0.3686515 -0.3686515 key = 0.6921799 0.09112568 -0.3356795 -0.3356795 key = 0.7960938 0.05224695 -0.3581125 -0.3581125 key = 0.892176 0.02444272 -0.2346054 -0.2346054 key = 1 0 -0.15 -0.15 } geysersRatioDistribution { key = 0 0 0 0 key = 1 1 0 0 } atmospherePressureFadeDistributionForVFXFade { key = 0 0 key = 0.5 0.1 key = 0.7 0.25 key = 0.80 0.5 key = 0.95 0.75 key = 0.99 0.9 key = 1 1 } ionTailColors { weightedColor { emitterColor = 0.04313725, 0.2906635, 0.8666667, 0.4509804 chanceWeight = 25 } weightedColor { emitterColor = 0.04503382, 0.1821821, 0.8679245, 0.4509804 chanceWeight = 15 } weightedColor { emitterColor = 0.1067996, 0.139397, 0.9056604, 0.4509804 chanceWeight = 15 } weightedColor { emitterColor = 0, 0.5013706, 0.9098039, 0.4509804 chanceWeight = 10 } weightedColor { emitterColor = 0, 0.5923958, 0.9098039, 0.4509804 chanceWeight = 5 } weightedColor { emitterColor = 0, 0.7342432, 0.909, 0.4509804 chanceWeight = 5 } } dustTailColors { weightedColor { emitterColor = 0.990566, 0.9433554, 0.7429245, 0.03137255 chanceWeight = 5 } } } } UrlConfig { parentUrl = Squad/Resources/CometDefs.cfg COMET_ORBIT_TYPE { name = short displayName = Short Period description = Comets are balls of volatile materials - various ices - and dusty rock.\n\nThis comet has been brought into a much lower orbit through encounters with other celestial bodies. It may not last much longer at the rate its ices are being depleted - at least on an astronomical timescale. Enjoy the light show while it lasts. inclination1Min = -15 inclination1Max = 15 inclination2Min = 165 inclination2MAx = 180 inclination1Chance = 0.8 peMin = 0.1 peMax = 0.31 apMin = 0.83 apMax = 1.25 minCometClass = E maxCometClass = F chanceWeight = 50 } } UrlConfig { parentUrl = Squad/Resources/CometDefs.cfg COMET_ORBIT_TYPE { name = intermediate displayName = Intermediate Period description = Comets are balls of volatile materials - various ices - and dusty rock.\n\nA low percentage of comets get pulled into the inner system and have an apoapsis near Jool, due to the great green giant’s massive gravity well, but they seem more populous because of how often they approach the Sun. This is one of those, its period such that it can be seen passing by often if tracked. inclination1Min = -40 inclination1Max = 40 inclination2Min = 40 inclination2MAx = 180 inclination1Chance = 0.8 peMin = 0.068 peMax = 0.31 apMin = 1.25 apMax = 3.12 minCometClass = F maxCometClass = H chanceWeight = 40 } } UrlConfig { parentUrl = Squad/Resources/CometDefs.cfg COMET_ORBIT_TYPE { name = long displayName = Long Period description = Comets are balls of volatile materials - various ices - and dusty rock.\n\nMany comets are thought to originate from a cloud of objects circling far outside the charted planetary bodies. The first step in being a comet is getting perturbed into a highly elliptical orbit that enters the inner system by some unknown object. inclination1Min = -40 inclination1Max = 40 inclination2Min = 40 inclination2MAx = 180 inclination1Chance = 0.8 peMin = 0.1 peMax = 0.31 apMin = 4.16 apMax = 21 minCometClass = G maxCometClass = H chanceWeight = 9 } } UrlConfig { parentUrl = Squad/Resources/CometDefs.cfg COMET_ORBIT_TYPE { name = interstellar displayName = Interstellar description = Comets are balls of volatile materials - various ices - and dusty rock.\n\nThis comet’s orbit is hyperbolic with respect to the Sun. That makes it one of the rarest objects in the system - a true interstellar traveller, destined to only visit our system once in its lonely journey. inclination1Min = -180 inclination1Max = 180 inclination1Chance = 1 peMin = 0.2 peMax = 0.31 useEccentricity = true eccentricityMin = 1.01 eccentricityMax = 1.4 minCometClass = G maxCometClass = I chanceWeight = 1 } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = classicTrail fwType = TRAIL prefabName = Rocket_01_Classic displayName = Classic minTrailLifetime = 1 maxTrailLifetime = 7 } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = whirlyTrail fwType = TRAIL prefabName = Rocket_02_Whirly displayName = Whirly minTrailLifetime = 1 maxTrailLifetime = 4 } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = strobeTrail fwType = TRAIL prefabName = Rocket_03_Strobe displayName = Strobe minTrailLifetime = 1 maxTrailLifetime = 4 } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = bareTrail fwType = TRAIL prefabName = Rocket_04_Bare displayName = Bare } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = classicBurst fwType = BURST prefabName = Firework_01_Classic displayName = Classic color1Name = Star Tip color2Name = Star End } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = chrysBurst fwType = BURST prefabName = Firework_04_Chrysanthemum displayName = Blossom color1Name = Star Tip color2Name = Star End } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = palmBurst fwType = BURST prefabName = Firework_03_Palm displayName = Palm color1Name = Star Tip color2Name = Star End } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = ringBurst fwType = BURST prefabName = Firework_02_Ring displayName = Rings color1Name = Outer Ring color2Name = Star Trail color3Name = Inner Ring randomizeBurstOrientation = true } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = crosetteBurst fwType = BURST prefabName = Firework_09_Crossette displayName = Crossette color1Name = Star Tip color2Name = Star End color3Name = Feathers } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = willowBurst fwType = BURST prefabName = Firework_05_Willow displayName = Willow color1Name = Star Tip color2Name = Star End } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = crackeBurst fwType = BURST prefabName = Firework_07_Crackle displayName = Crackle color1Name = Star Tip color2Name = Star End color3Name = Crackle crackleSFX = Squad/Sounds/fireworks_only_crackle_crackle_1 } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = palmCrackleBurst fwType = BURST prefabName = Firework_06_Palm_Crackle displayName = Palm Crackle color1Name = Star Tip color2Name = Star End color3Name = Crackle crackleSFX = Squad/Sounds/fireworks_only_crackle_palm_1 } } UrlConfig { parentUrl = Squad/Resources/FireworkFXDefinitions.cfg FIREWORKFX_DEFINITION { name = dragonBurst fwType = BURST prefabName = Firework_08_Dragon_Egg displayName = Kraken's Egg color1Name = Star Tip color2Name = Star End color3Name = Crackle crackleSFX = Squad/Sounds/fireworks_only_crackle_dragon_1 } } UrlConfig { parentUrl = Squad/Resources/Ore.cfg GLOBAL_RESOURCE { ResourceName = Ore ResourceType = 0 Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 15 Variance = 50 Dispersal = 3 } } } UrlConfig { parentUrl = Squad/Resources/Ore.cfg PLANETARY_RESOURCE { ResourceName = Ore ResourceType = 0 PlanetName = Sun Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } } UrlConfig { parentUrl = Squad/Resources/Ore.cfg PLANETARY_RESOURCE { ResourceName = Ore ResourceType = 0 PlanetName = Jool Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } } UrlConfig { parentUrl = Squad/Resources/Overlay.cfg RESOURCE_OVERLAY_CONFIGURATION_SOLID { MapResolution = 256 InterpolationLevel = 4 LoOpacity = 0.25 HiOpacity = 0.50 GridWeight = 0.5 LoColor = 0.01 HiColor = 1.50 CapPixels = 32 FilterMode = 2 } } UrlConfig { parentUrl = Squad/Resources/Overlay.cfg RESOURCE_OVERLAY_CONFIGURATION_LINES { MapResolution = 256 InterpolationLevel = 4 LoOpacity = 0.50 HiOpacity = 0.75 GridWeight = 0.5 LoColor = 0.01 HiColor = 1.50 CapPixels = 32 FilterMode = 2 } } UrlConfig { parentUrl = Squad/Resources/Overlay.cfg RESOURCE_OVERLAY_CONFIGURATION_DOTS { MapResolution = 256 InterpolationLevel = 4 LoOpacity = 0.75 HiOpacity = 1.00 GridWeight = 0.0 LoColor = 0.01 HiColor = 1.50 CapPixels = 32 FilterMode = 1 } } UrlConfig { parentUrl = Squad/Resources/ResourceDefaults.cfg RESOURCE_CONFIGURATION { HeatEnabled = True ECMinScale = 100 OverlayStyle = 1 } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = LiquidFuel displayName = Liquid Fuel abbreviation = LF density = 0.005 unitCost = 0.8 hsp = 2010 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true volume = 5 RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 7 drainForceISP = 5 drainFXDefinition = gasDraining } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = Oxidizer displayName = Oxidizer abbreviation = Ox density = 0.005 unitCost = 0.18 hsp = 1551 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true volume = 5 RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 7 drainForceISP = 5 drainFXDefinition = gasDraining } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = SolidFuel displayName = Solid Fuel abbreviation = SF density = 0.0075 unitCost = 0.6 hsp = 920 flowMode = NO_FLOW transfer = NONE isTweakable = true volume = 5 RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = MonoPropellant displayName = Monopropellant abbreviation = MP density = 0.004 unitCost = 1.2 hsp = 3000 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 5 RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 5 drainForceISP = 5 drainFXDefinition = gasDraining } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = XenonGas displayName = Xenon Gas abbreviation = Xe density = 0.0001 unitCost = 4 hsp = 120 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true volume = 0.1 RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 5 drainForceISP = 5 drainFXDefinition = gasDraining } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = ElectricCharge displayName = Electric Charge abbreviation = EC density = 0 unitCost = 0 hsp = 0 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = IntakeAir displayName = Intake Air abbreviation = Air density = 0.005 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = EVA Propellant displayName = EVA Propellant abbreviation = EP density = 0.005 unitCost = 0 hsp = 3000 flowMode = NO_FLOW transfer = PUMP isTweakable = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = Ore displayName = Ore abbreviation = Ore density = 0.010 unitCost = 0.02 flowMode = ALL_VESSEL transfer = PUMP hsp = 1000 isTweakable = true color = 1,0,1 volume = 5 RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 9 drainForceISP = 5 drainFXDefinition = particlesDraining } } } UrlConfig { parentUrl = Squad/Resources/ResourcesGeneric.cfg RESOURCE_DEFINITION { name = Ablator displayName = Ablator abbreviation = Ab density = 0.001 hsp = 400 flowMode = NO_FLOW transfer = NONE isTweakable = True unitCost = 0.5 volume = 1 RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = crewReport title = Crew Report baseValue = 5 scienceCap = 5 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 7 RESULTS { default = You record the crew's assessment of the situation. KerbinSrfLandedLaunchpad = We don't seem to be moving very fast right now. KerbinSrfLandedRunway = Reporting in at the Runway. Good thing there's not a lot of air traffic, because I don't think we ever got clearance from the tower to be here. KerbinSrfLandedKSC = This is our Space Center. We're home. KerbinFlyingLowGrasslands = Hey, I can see my house from here, I think. KerbinFlyingLowGrasslands = It's very comforting to see that much green below you. KerbinFlyingLowHighlands = You get a great view of the highlands. KerbinFlyingLowMountains = The mountains rise up from the ground of Kerbin. They seem so much smaller from way up here. KerbinFlyingLowDeserts = The heat rising from the sand causes the desert to move and shimmer. KerbinFlyingLowBadlands = This looks like a bad place to land. KerbinFlyingLowTundra = You see patches of frozen grass. It looks like it's pretty cold out there. KerbinFlyingLowIceCaps = You look down and see a sheet of shining white ice. If you stare at it too long your eyes start to water. KerbinFlyingLowShores = The shores look inviting and you watch the waves roll in to the coast. KerbinFlyingLowWater = From this perspective you can see the underwater topography. KerbinInSpaceLow = It seems we are very much in space right now. The sky seems to be mostly below us. KerbinInSpaceLow = Maybe if you get out and push... KerbinInSpace = It's very... round. KerbinInSpace = Crew reporting in, from space! MunInSpace = You look down at the cold gray surface. It looks really beat up with craters. MunInSpace = You look at the surface of the Mun and try to find a good landing space. The inside of the craters might be the best option. MinmusInSpace = The lake beds seem relatively flat, perhaps we could land there. MinmusInSpace = Looking at the surface of Minmus reminds you of a favorite childhood dessert. You are tempted to taste the surface... GillyInSpace = It looks like a particularly lumpy rock. Bet you could jetpack down there. MohoInSpace = The planet doesn't appear to have an atmosphere, and you notice darker spots across the surface. EveInSpace = You can't help but notice how incredibly purple the planet is. The shiny oceans are mesmerizing. DunaInSpace = The planet is very red, and appears to have deep brown furrows across the surface. There does appear to be some kind of ice at both poles, though. IkeInSpace = You can't help but like Ike. IkeInSpace = There appear to be some steep, rocky slopes. The higher areas are lighter in color, and the lowlands appear to be very dark gray. DresInSpace = Looking down, you see a massive canyon on the surface. It could be several kilometers deep. DresInSpace = The surface has a patchwork of white and brown areas, with a few craters. JoolInSpace = You watch the flowing green storms below, they seem to go on forever, endlessly swirling into each other. JoolInSpace = This planet is a wholesome green color. You note down that more planets should be this color. LaytheInSpace = Laythe looks a lot like Kerbin. You wonder what would happen if you took your helmet off down there. LaytheInSpace = The surface is mostly covered in oceans. You mark down the landmasses in your report. VallInSpace = The surface has many impressive and jagged mountain ranges. You do not think you'd like to try and land on them. VallInSpace = The moon is mostly white and lighter blue shades. It looks very cold and possibly frozen. TyloInSpace = It looks like it would be very hard to land here. It also appears one side is more heavily cratered than the other. TyloInSpace = The surface is covered with various shades of white and gray. For a second you thought you saw a face down there... BopInSpace = It appears to be a large brown rock. Perhaps an old asteroid? BopInSpace = As you stare at the planet, something flits by the window. Is there something moving down there? PolInSpace = It looks like a really large grain of pollen. You note down -Pol- in your report. PolInSpace = The terrain below looks very hazardous. You make note of the jagged rocks, inclines and other dangerous areas. EelooInSpace = The surface appears to be mostly frozen. You see some interesting brown areas peeking out of the ice and note them in your report. EelooInSpace = You search the sky for other nearby planets. You think Eeloo must be lonely out here by itself. Maybe we should pay it a visit and cheer it up a bit. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = evaReport title = EVA Report baseValue = 8 scienceCap = 8 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 23 RESULTS { default = You've recorded your observations about the situation. MohoSrfLanded = It's getting very hot in here... EveSrfLanded = Everything is tinted purple. You feel like you're changing color. EveSrfLanded = Did you eat too much before you left? You feel so sluggish and heavy... GillySrfLanded = You can barely move without flying away from the surface. You wish you had brought an anchor. KerbinSrf = I don't think a spacesuit was entirely necessary to get here, was it? SunInSpaceHigh = You feel kind of small right now... You hope you know where you're going. KerbinFlyingLow = This is a most precarious situation. KerbinFlyingHigh = You're starting to feel you should really get back into the ship. MunSrfLanded = The dust is getting everywhere! MunSrfLanded = You look up and search the sky for Kerbin. Suddenly, you feel very small. MunSrfLanded = You start to say something dramatic and poignant about the plight of Kerbal-kind in this grand universe, only to be cut off by random radio chatter that the situation is nominal. MunFlyingLow = You're having a bit too much fun with the low gravity. MunFlyingHigh = Is this really a good idea? Staring at the cratered surface below, you're beginning to wonder... MinmusSrfLanded = You feel a bit like a superhero when you jump in the low gravity. DunaSrfLanded = After much testing, you determine that red sand castles are plausible. DunaSrfLanded = Everywhere you look, you see red. IkeSrfLanded = You look up at the sky and see something zip past... IkeSrfLanded = There's a bunch of large rocks scattered around the surface. The surface appears to react oddly to light. DresSrfLanded = When you look closely at the ground, you can see there are many different types of deposits mixed together. JoolSrfLanded = You're not sure how you even landed on the surface of a gas giant. But it's probably best not to think about it for too long. LaytheSrfLanded = This place seems nice and comfortable. So comfortable you feel like taking your helmet off. You check the box on your report for -Looks breathable-. LaytheSrfLanded = After a few long seconds of gasping and haphazardly flailing about you manage to get used to the strange smell. You write a note on your report: 'breathable atmosphere - mouth only'. VallSrfLanded = The surface occasionally rumbles beneath you. You think you should probably get back to the ship. TyloSrfLanded = The gravity here is pretty comfortable and reminds you of home. However, the lack of atmosphere is a stark contrast to Kerbin. BopSrfLanded = The surface is very brown and lumpy. You poke at it with your glove and notice how hard it is. PolSrfLanded = Everywhere you look it appears the planet is sharp. You don't think you want to sit down or fall on anything. EelooSrfLanded = You lay down and give the planet a hug, just so it knows it's not alone out here. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = mysteryGoo title = Mystery Goo™ Observation baseValue = 10 scienceCap = 13 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 3 RESULTS { default = You Observe the Goo. KerbinSrfLandedLaunchPad = The Goo doesn't seem to be doing much right now. KerbinSrfLandedRunway = The Goo seems to behave very much the same as it always does around here. KerbinSrfLandedDeserts = The Goo seems to hate it here. KerbinSrfSplashedWater = The Goo escapes into the water! KerbinSrfSplashedShores = The Goo wobbles around in its container and starts to seep out of the holes. KerbinSrfLandedShores = The Goo accumulates near the water-facing side of the container. KerbinSrfLandedKSC = The Goo seems bored. KerbinFlyingLow = The Goo jiggles and wobbles as the craft flies. KerbinFlyingHigh = The Goo seems to be getting very cold now. KerbinInSpaceLow = The Goo seems to have clumped into a sphere. It also appears to have become brittle. MohoInSpace = The Goo seems to be almost boiling. It writhes around the canister. EveInSpace = The Goo has become rubbery and bounces around the container. EveInSpace = The Goo takes on a purple coloration. Is it just the lighting, or did it change color? DunaInSpace = The Goo takes on a red sheen. It looks very much like the planet below. Mun = The Goo seems to be less dense here. InSpace = The Goo feels right at home here. BopInSpace = The canister begins to resonate, causing an odd harmonic effect inside the vessel. It's very unsettling. PolInSpace = Gooey tentacles reach out of the canister, freeze, and break off. Fascinating! EeLooInSpace = While observing the canister, you feel as though something is looking back at you from the shadows of the container. EeLooInSpace = For a moment the instruments suddenly read off the charts! The container flexes outwards and then settles. AsteroidInSpaceLow = The goo behaves normally, obviously not sensing the asteroid nearby. AsteroidInSpaceLow = Slight electrical currents are detected on the surface of the containment pod, the goo inside seems somehow responsible. AsteroidInSpaceLow = The goo forms a slowly pulsing sphere suspended in the middle of the containment pod, growing larger as the asteroid gets closer. AsteroidInSpaceLow = The goo takes on a smooth metallic sheen, maybe the nearby asteroid is metallic too. AsteroidInSpaceLow = The goo begins rapidly vibrating, possibly sensing the presence of an asteroid nearby. AsteroidSrfLanded = The goo begins to turn a sandy brown color, mimicking the surface of the asteroid. AsteroidSrfLanded = The goo slides onto the side of the container facing the asteroid, clearly attracted to it somehow. AsteroidSrfLanded = The goo begins to make curious squeaking sounds, almost as if it's trying to communicate with something in the asteroid. AsteroidSrfLanded = The goo takes on a lumpy, almost spherical shape, eerily similar to that of the asteroid. AsteroidSrfLanded = The containment pod rattles around after the goo inside starts violently expanding and contracting. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = surfaceSample title = Surface Sample baseValue = 30 scienceCap = 40 dataScale = 1 requireAtmosphere = False situationMask = 3 biomeMask = 3 requiredExperimentLevel = 0.5 RESULTS { default = You've collected a sample of the surface. default = You dig around in the surface a bit, find something interesting, and throw it into a sample container. default = You poke at the ground looking for some really cool rocks to take home. KerbinSrfLandedGrasslands = Yep. Looks like dirt. KerbinSrfLandedHighlands = This is dirt and grass, and some small rocks. You suspect this isn't going to be much of a groundbreaking discovery. KerbinSrfLandedMountains = Here the surface is mostly barren... snow, dirt and rocks. You're very confident that if you looked under the snow, you'd find more dirt and rocks. KerbinSrfLandedDeserts = Lots of sand and rocks here. You're thankful that you've been in a climate-controlled environment, because it sure looks hot out there. The sand is dry and loose and it looks like it's going to take some effort to clean your gear afterwards. KerbinSrfLandedTundra = The ground here seems to be completely frozen. It was very hard to scoop up this sample. KerbinSrfLandedIceCaps = This isn't really solid ground, is it? You got a sample but feared to dig any deeper because of the startling cracking sounds the ice made. You try to not think back on how you landed here. KerbinSrfLandedShores = You took a sample of the soil. It's very muddy and sandy. There might be a body of water nearby. KerbinSrfLandedBadlands = The grass here is definitely not as green as other places, but the knowledge that you've been at a place called the Badlands makes you feel cool. KerbinSrfLandedWater = You scooped up a sample of the surface. It's a very humid sample. You hope the equipment has been properly waterproofed. KerbinSrfSplashedWater = You've taken a sample of the water. It appears to dramatically increase the surface humidity of anything it touches. KerbinSrfSplashedShores = You've taken a sample of the water here. There are bits of vegetation in it, suggesting a strong likelihood that there is land nearby. KerbinSrfLandedLaunchPad = The surface is charred and coated with burnt rocket propellant. There are also trace amounts of a conspicuous green substance. KerbinSrfLandedRunway = The surface appears to be very hard, like concrete. It might actually be concrete. This could be a very good surface to land at. KerbinSrfLandedKSC = This substance is what makes the scientists yell at us when we go into the labs without cleaning our boots first. MunSrfLanded = The surface appears to be a fine dust with a grey-ish tone. Seems too flaky to make snowballs with. MunSrfLandedMidlands = The darker midlands surface appears to be made up of basaltic rocks. MunSrfLandedMidlands = The sample contains odd glass spherules of various colors. They're quite pretty! MunSrfLandedNorthernBasin = The sample contains evidence of a weak, localized, magnetic field. MunSrfLandedNorthernBasin = The surface here consists of multiple types of rock. Some appear almost crystalline. MunSrfLandedEastCrater = The sample contains a combination of breccia and melted materials. MunSrfLandedEastCrater = There are higher concentrations of metals in this crater than from other locations. MunSrfLandedNorthwestCrater = The ground materials appear to be a combination of basaltic rocks and breccia. MunSrfLandedNorthWestCrater = Deeper samples seem to contain more fragmented and shattered formations of rock. MunSrfLandedSouthwestCrater = The sample appears to be radioactive. MunSrfLandedSouthWestCrater = There appear to be layers of completely different materials here. It's possible this site has had multiple impacts. MunSrfLandedFarsideCrater = There are large concentrations of melted byproducts here. Some appear to be formed by intense pressures and heat. MunSrfLandedFarsideCrater = Samples from this location appear to be similar in makeup to the powdery surface of the Mun. MunSrfLandedCanyons = Samples in this location are striated. It's possible that the surface has fractured in this location. MunSrfLandedPolarCrater = Samples from this location seem to show intense shock patterns. MunSrfLandedPolarCrater = It appears that some of the samples are magnetic and show a faint alignment. MunSrfLandedPoles = The samples here show lower concentrations of ejecta. There appear to be some liquids in the soil that remain permanently frozen. MunSrfLandedPolarLowlands = Samples seems to contain frozen liquids... We'll need to send them back to Kerbin for further analysis. MunSrfLandedHighlands = The sample appears to be comprised of a large number of materials layered over time. MunSrfLandedHighlands = The sample contains lesser amounts of basaltic rocks. This might account for the changes in coloration we've seen. MunSrfLandedHighlandCraters = The crater seems to contain materials from lower layers of the surface! MunSrfLandedHighlandCraters = These samples appear to be quite old compared to others we've taken. MunSrfLandedHighlandCraters = You sample the dark surface of the crater. This should help determine what type of object hit here. MunSrfLandedHighlandCraters = This crater seems to be filled with useful materials in high concentration. What luck! MunSrfLandedMidlandCraters = The patterning of this surface sample is particularly interesting. MunSrfLandedMidlandCraters = As you sample the crater you can't help but feel bad for the Mun. It's been beaten up pretty bad by these impacts. MunSrfLandedMidlandCraters = You dig around in the surface of the crater, looking for any rocks that look neat. MunSrfLandedMidlandCraters = You find a really cool looking rock and decide to keep it. Remembering that you're supposed to take a surface sample, you throw any old rocks you find into the container. Job done! MunSrfLandedMidlandCraters = Yep, it's a crater all right. You've noted this down on your checklist with a smiley face. Science is fun! MunSrfLandedEastFarsideCrater = This crater seems to have been a really nasty impact, and the samples are heavier than normal. MunSrfLandedEastFarsideCrater = You're glad that the Mun's gravity is so low. Digging is backbreaking work! MunSrfLandedTwinCraters = This area has a particularly high concentration of rare elements. Nice! MunSrfLandedTwinCraters = Continual samples of this area confirm it is rich in useful materials. MunSrfLandedTwinCraters = You dig around for a nice sample of the crater, carefully selecting a little bit of everything. MinmusSrfLanded = The surface seems to consist of tiny crystal-like grains. Very pretty, but probably not edible. MinmusSrfLanded = You sneak a taste of the surface sample... Nope, it definitely is not made of delicious dessert products. EveSrfLanded = The surface appears to have a very strong purple tint to it... or is it grey and it just looks purple because everything else on Eve is? You start to wonder if you're not taking on a purple tint yourself. DunaSrfLanded = This surface consists of a grainy, very fine, sand-like dust, and it appears to be getting everywhere. DunaSrfLanded = There appear to be traces of water in the soil! DunaSrfLanded = Unable to satisfy your curiousity, you attempt to drill into the rock with your tool. You're thinking it would be a lot easier if you had some kind of pulsating drill-thing on a robotic arm. MohoSrfLanded = The ground is made up of old lava flows, suggesting periods of intense volcanic activity. GillySrfLanded = The surface gives away easily and you have a hard time keeping the sample in the container due to the low gravity. GillySrfLanded = The composition of elements is very similar to that of an asteroid. IkeSrfLanded = The Dark black soil has an almost crystalline structure. It's fun to play with. IkeSrfLanded = The white soil has a powdery texture and clumps together. DresSrfLanded = You find traces of a large number of elements, likely deposited here by impacts over time. DresSrfLanded = After digging around for a bit, you find some nice bits of glass and throw them in your sample container. LaytheSrfLanded = The soil sample contains traces of salt. You wonder if it has blown here, or if this area was once under water. VallSrfLanded = You chip away the frozen surface and deposit some of the blue surface material into a container. VallSrfLanded = You dig around in the surface and find some beautiful green and blue crystal structures. They remind you a bit of home, but you're unable to pick out Kerbin from the mass of twinkling lights. TyloSrfLanded = The ground gives way easily, but the surface underneath is much harder. TyloSrfLanded = You hum a little tune while you work to make the time pass faster. Tylo has some really interesting rocks! BopSrfLanded = The brown dust stains all the parts of your suit that it comes in contact with. This is apparently quite amusing to flight control. BopSrfLanded = You dig through the surface and find a little sphere. It looks a bit like an egg. PolSrfLanded = As you shovel the contents into a container, you can't help but feel you'll be allergic to whatever it is. PolSrfLanded = The sample is the same odd mottle of colors as the planet from orbit. You check off a little box on your list. PolSrfLanded = After conducting samples of the surface, you determine with a high certainty that Pol is not, in fact, made of Pollen. This will cause quite the stir back home! EelooSrfLanded = Chipping away at the icy surface, you find some brown soil underneath. EelooSrfLanded = You find a beautiful crystal and place it in the sample container. EelooSrfLanded = The rocks contain thin wisps of color. They remind you of lovely ION exhaust trails... } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = mobileMaterialsLab title = Materials Study baseValue = 25 scienceCap = 32 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 3 RESULTS { default = You exposed the material samples to the environment, taking notes of how it behaves. SunFlyingLow = Everything is melting, including the electronicsssss......... MohoSrfLanded = The materials bay bakes in the heat of Moho's surface. It appears that trace elements are reacting to the samples contained within. MohoSrfLanded = You expose the samples to the high temperatures of Moho. A lot of them melt in really interesting ways. KerbinSrfLanded = The materials show little signs of change, though one of the samples appears to be judging you silently. KerbinSrfLandedDeserts = The desert dust appears to have contaminated all the samples. We did learn that deserts aren't a good place to bring expensive science equipment, though! KerbinSrfLandedIceCaps = The water sample has frozen solid and the goopy samples appear to be extra goopy. KerbinSrfLandedShores = The water spray has rusted one of the samples and some of the electronics ar&/F***13e5rse4t8st###### KerbinSrfLandedWater = Everything has gotten really wet. One of the samples caught fire! Whoa! KerbinSrfLandedWater = Exposing the power source of the lab to water has proved to be rather... enlightening. KerbinSrfLandedBadlands = You expose the samples to the badlands of Kerbin, but worry that it may have a bad influence on them. KerbinFlyingLow = The less resilient samples appear to have splattered around the interior, forming new and interesting color combinations. KerbinFlyingHigh = The rarified air has caused interesting changes to the gel samples. It seems like something is happening with the interior structure. KerbinInSpaceLow = The micro gravity has greatly affected the growth of crystalline structures. Loose objects are also flying around the bay in a very messy but fascinating way. MunSrfLanded = The fine dust of the Mun has intermixed with some of the samples. You have a sneaking suspicion that they'll never be able to get the lab clean again. MunSrfLanded = You leave the sample bay doors open on the Mun, and go do something else for a while. MinmusSrfLanded = While the material samples were processed, you began to turn your thoughts to how much Minmus looks like a mint dessert, and have discovered that you are now hungry. InSpace = The high radiation environment caused a few of the samples to glow. It looks like it would be fun to paint the rocket with this. EveSrfLanded = The crushing pressure of the atmosphere is causing some of the materials to crystallize rapidly. EveSrfLanded = You're not sure if most of the samples changed color, or if it's just the lighting... EveFlyingHigh = The extremely dense atmosphere strips the contents of the materials bay. EveFlyingLow = The atmosphere appears to either polish or strip the material, depending on its composition. GillySrfLanded = The samples appear to behave like they're in low orbit of Kerbin. GillySrfLanded = Some of the surface material has mixed with the contents of the bay. You write down the results for good measure. DunaSrfLanded = Opening the sample container you find that everything has turned red. Initial tests show that it'll never wash out of white space suits. You consider sending missions in pink EVA suits to reduce cleaning costs. DunaSrfLanded = The sample computer processes the results. It's massive red eye seems to be at home here as it slowly, ominously, blinks. IkeSrfLanded = One of the samples has reacted very strangely to the surface of Ike. IkeSrfLanded = One of the crystal samples explodes and throws green shards out of the materials bay! DresSrfLanded = As the samples process, the computer asks if it can sing you a song while it works. Apparently the song is about a flower of some kind. DresSrfLanded = One of the samples evaporates when exposed the environment. JoolInSpace = The computer gave an odd report no matter how many times we sent the request. Open the sample bay doors... "I'm sorry, I'm afraid I can't let you do that," was the only reply. The doors did open very promptly, however, when we opened the fusebox panel. Very curious. JoolFlyingHigh = The intense, crushing pressure has drastically changed the composition of the materials. Super heating and ablation effects have been observed. The science bay is looking very disgruntled. JoolFlyingLow = The samples burn, boil, or crumple under the extreme pressures and heat. The visual camera shows a wonderful rainbow of colors before it cuts out. JoolSrfLanded = You're not sure where the container stops and the samples start anymore... LaytheFlyingHigh = One of the samples burns on contact with the atmosphere. Interestingly, the color indicates the presence of oxygen. LaytheFlyingLow = The sample smolders and pops as it burns up. LaytheSrfLanded = The fine, particulate sand of Laythe blows into the sample bay. LaytheSrfSplashed = The sample bay power supply begins to short out! Electricity arcs and etches into the samples of the bay. It's quite the display! VallSrfLanded = Many of the samples either freeze or evaporate from the sample container. VallSrfLanded = The container sample door freezes up, before finally continuing to open. A thin coating forms on the surface of the samples. TyloSrfLanded = One of the samples shatters into a fine mist when exposed to the surface of Tylo. BopSrfLanded = The samples appear to be having a chemical reaction with the surface of Bop. BopSrfLanded = All of the liquid samples instantly evaporate. PolSrfLanded = Some of the samples pit and melt when they come in contact with the surface of Pol! EelooSrfLanded = Some of the fine crystals lining Eeloo enter the materials bay. It also appears that some of the samples have become more conductive in the extreme cold. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = temperatureScan title = Temperature Scan baseValue = 8 scienceCap = 8 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 7 RESULTS { default = Collected and recorded temperature data from the environment. KerbinSrfLanded = Temperature readings are quite literally, nominal. KerbinSrfLandedDeserts = Large plumes of heat are rising from the surface of the desert. KerbinSrfLandedIceCaps = It's cold enough to freeze water solid. KerbinSrfLandedShores = Just the right temperature to go for a swim. KerbinSrfLandedWater = The water appears to get colder as the depth increases. KerbinSrfLandedTundra = It's cold enough to keep things permanently frozen here. KerbinSrfLandedGrasslands = The temperature here is quite pleasant, and would be a nice place to live. KerbinSrfBadlands = the temperature appears to fluctuate here a good bit, depending on the time of day. MohoSrfLanded = The temperature is very high and appears to fluctuate to extremes in the sunlight. EveSrfLanded = Temperatures range between very cold and hot enough to boil water. SpaceHigh = Measuring the temperature of space appears to be quite impossible, as there is no matter around to be either hot or cold... except the spacecraft, and the thermometer itself. This is probably going to give the R&D guys something to think about for a while. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = barometerScan title = Atmospheric Pressure Scan baseValue = 12 scienceCap = 12 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 3 RESULTS { default = Collected and recorded atmospheric pressure data from the surroundings. MohoFlyingLow = The barometer reading is too low to measure. This planet has no atmosphere. MohoSrfLanded = The barometer is still reading nothing. EveFlyingLow = The atmospheric pressure is very high, even at this altitude. EveSrfLanded = The atmosphere is very dense at the surface. It crushes down on the instrumentation. GillyFlyingLow = Either the instruments are broken, or there is no atmosphere on this rock. GillySrfLanded = You think that you have a reading for a second, but nope; it was just a smudge on the gauge. MunFlyingLow = Just for kicks you measure the pressure here. Yep, no atmosphere. MunSrfLanded = The pressure gauge is sitting there motionless. Perhaps you should tap it a few times to be sure? MunSrfLanded = They say insanity is doing the same thing multiple times and expecting a different result. You check the atmospheric pressure again anyways. DunaFlyingLow = The atmosphere is very thin here, but it is enough to register on the instrumentation. DunaSrfLanded = The atmosphere is pretty thin even at the surface. You don't think parachutes or wings would work very well here. IkeFlyingLow = There appears to be no atmosphere here. IkeSrfLanded = The gauge reads nothing, even on the surface. JoolFlyingLow = The pressures here are immense. The instrument is beginning to fail. JoolFlyingHigh = The pressures are very high. It seems dangerous to probe any deeper. JoolSrfLanded = Either the pressure is really high, or the instrument just melted. It's hard to tell what happened first. LaytheFlyingLow = There is definitely an atmosphere. Pressures are fairly nominal. LaytheSrfLanded = The pressures here seem to be a bit below that of Kerbin, but definitely at a manageable level. VallFlyingLow = There does not appear to be any atmosphere to sample. VallSrfLanded = Gasses rising for the planet appear to occasionally register slight pressures. Either that, or the instrument is on the fritz. VallSrfLanded = Just to be sure, you check the pressure a few times. You think you saw the gauge move a bit. TyloFlyingLow = Surprisingly, you discover no traces of atmosphere. TyloSrfLanded = There is no detectable atmospheric pressure here. Fascinating! BopFlyingLow = It's a giant space rock. What did you expect to find? BopSrfLanded = Still nothing. Definitely just a space rock. PolFlyingLow = Nothing to report here. PolSrfLanded = No atmospheric pressure is detectable on Pol. EelooSrfLanded = Beep, beep, beep... boop. The instrument has frozen up. EelooFlyingLow = The instrument can't register any pressure here. KerbinSpaceLow = Atmospheric pressure reads zero! This most assuredly indicates we must be in space now! KerbinSpaceHigh = There seems to be no atmosphere at all this far away from home. You find this strangely meaningful. Space = The instrument reads zero. It's as if it were in a vacuum! } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = seismicScan title = Seismic Scan baseValue = 20 scienceCap = 22 dataScale = 2.5 requireAtmosphere = False situationMask = 1 biomeMask = 1 RESULTS { default = Gathered precise acceleration data while subjecting the vessel to this situation. MohoSrfLanded = The sensor detects vibrations deep inside the planet. It appears that the interior is very volcanically active. MohoSrfLanded = Odd reflections are detected in the recorded vibrations. This might tell us more about the interior structure. EveSrfLanded = The sensor has detected possible seismic activity below the surface. EveSrfLanded = The vibrations, though slight, might be enough to map the interior structure of the planet. GillySrfLanded = This area appears to be seismically dead. GillySrfLanded = The only vibrations we detect are coming from the landing craft. The vibrations do not travel well through the surface. MunSrfLanded = The sensor has detected a minor quake on the surface! MunSrfLanded = The sensor picks up distant impacts on the surface, reflecting along the interior of the Mun. MinmusSrfLanded = Faint seismic waves are detected. MinmusSrfLanded = Sounds of shifting and vibration are detected under the surface. It is possible that the interior is not completely frozen. DunaSrfLanded = The sensor gives insight into the seismic activity of Duna. DunaSrfLanded = There does not appear to be significant seismic activity on the planet. It is possible that it is no longer geologically active. DresSrfLanded = This planet appears to be seismically inactive. DresSrfLanded = periodic bombardments appear to be causing slight vibrations and surface quakes. DresSrfLanded = Changes in the speed of vibrations hint to differing materials under the surface. JoolSrfLanded = The sensor doesn't even know what to do with itself here. JoolSrfLanded = The sensor has informed you that the warranty has just been voided. No refunds. LaytheSrfLanded = Tidal forces appear to be churning the interior of the moon. LaytheSrfLanded = Vibrations under the surface indicate current geological activity. VallSrfLanded = Sensors detect signs of cryovolcanism along the surface. VallSrfLanded = The sensor picks up vibrations reflecting around the interior of the moon. TyloSrfLanded = The moon appears to be largely inactive. TyloSrfLanded = The sensor records even the slightest surface vibration. BopSrfLanded = There does not appear to be any major seismic activity on Bop. BopSrfLanded = A seismic event is detected in the distance, as if a large object had just impacted the surface. PolSrfLanded = The loose soil transmits vibration differently than on other bodies. PolSrfLanded = Vibrations reflect off the jagged structures inside the moon. EelooSrfLanded = Cryovolcanic activity is detected in the interior of the planet. EelooSrfLanded = The sensor picks up low frequency sounds. AsteroidSrfLandedStony = Many weak seismic reflections are detected from several directions, indicating that this asteroid is composed of loosely packed, stony material. AsteroidSrfLandedStony = Only diffuse, scattered seismic waves are detected from this asteroid. AsteroidSrfLandedCarbonaceous = Vibrations from the spacecraft are still detectable on this asteroid. AsteroidSrfLandedComet = Several strong, but highly localized seismic reflections are detected, suggesting . AsteroidSrfLandedStony = Seismic waves quickly diffuse through the interior of this asteroid, this suggests that it is primarily composed of loosely packed materials. AsteroidSrfLandedIcy-Organic = Faint seismic reflections are detected from the disturbance created by the spacecraft grappling the asteroid. AsteroidSrfLandedMetallic = Very strong seismic waves are detected, along with several weak signals, suggesting that the asteroid has a dense, metallic interior underneath a loosely packed surface. AsteroidSrfLandedMetallic = Localized, strong seismic reflections suggest that this asteroid has a dense, metallic interior. AsteroidSrfLandedCarbonaceous = Several distinct seismic waves are reflected from the interior of this asteroid. AsteroidSrfLandedMetallic = The strong seismic reflections detected from within this asteroid likely originate from veins of metallic minerals. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = gravityScan title = Gravity Scan baseValue = 20 scienceCap = 22 dataScale = 3 requireAtmosphere = False situationMask = 51 biomeMask = 51 RESULTS { default = Recorded accurate measurements of gravitational forces in these conditions. MohoInSpace = The sensor passes over the terrain of Moho surveying for variances in the gravitational field. MohoSrfLanded = Landing here has provided a very accurate and stable measure of gravitational forces. EveInSpace = The sensor records slight variances in gravity as you pass over a massive crater site. EveSrfLanded = The gravitational field is very strong here. The sensor records detailed data about the local field. GillyInSpace = The sensor picks up the fluctuations in the gravity of this lumpy body. GillySrfLanded = The team back at KSC will enjoy these detailed readings. KerbinInSpace = The sensor finds subtle changes in the gravity field of Kerbin. The science team will want to see these readings! KerbinSrfLanded = The sensor seems to think it's being calibrated. KerbinSrfLanded = After reading the manual a few times, the command team is able to take an accurate reading of the local gravity. KerbinInSpaceGrassLands = The instrument surveys the gravity over the grasslands. It appears the field is very stable here. KerbinInSpaceHighlands = The instrument surveys the highlands of Kerbin. The rolling hills seem to affect local gravity slightly. KerbinInSpaceMountains = The field appears to be strongest along these mountain ranges. KerbinInSpaceDeserts = The dunes appear to have a very stable gravitation, though some spikes would indicate the underground terrain varies in composition. KerbinInSpaceBadlands = The sensor reads the gravity over the badlands of Kerbin. KerbinInSpaceIceCaps = The sensor detects variances under the surface of the ice. Is there a landmass under that ice? KerbinInSpaceShores = The sensor passes over the shores of Kerbin. The readings appear to be nominal. KerbinInSpaceWater = The sensor shows a surprising variance as it passes over the oceans, hinting at the varied topography deep below the waters. KerbinSrfSplashedWater = The sensor has detected changes in the local gravity that seem to be related to the passing of the Mun. MunInSpace = The instrument surveys for changes in the gravity field of the Mun. This data will help to accurately calculate the mass of the body. MunSrfLanded = The sensor conducts a detailed survey of the local gravity. MunSrfLanded = After calibration, the sensor is able to detect the interplay of gravity between Kerbin and the Mun. MinmusInSpace = Passing over the surface, the sensor sweeps across the gravitational field of Minmus. MinmusSrfLanded = The sensor takes detailed readings of the local gravity on Minmus. MinmusSrfLanded = The scan picks up the subtle changes in field caused by the orbit of the Mun. This data will provide valuable insight into the local planetary system. DunaInSpace = The sensor passes over the mottled surface of Duna. Gravity appears lowest in the massive canyon that stretches across the surface. DunaSrfLanded = The sensor performs a detailed and calibrated sweep of the local gravity on Duna. DunaSrfLanded = The sensor is able to record the affects of Ike as it orbits Duna. DresInSpace = The sensor sweeps the surface and finds the average gravitational pull to be quite low for a planet. DresSrfLanded = The sensor measures the local gravity in fine detail and records all variations. JoolInSpace = The sensor recalibrates to measure the massive gravitational forces of Jool. JoolInSpace = The sensor picks up a wealth of information about the local planetary system. JoolSrfLanded = The instrument has been crushed by the massive gravitational forces. Science! LaytheInSpace = The sensor scans the gravity of Laythe. It hints at diverse terrain under the water. LaytheSrfLanded = The sensor scans the local gravity of Laythe, recording the influence of Jool. LaytheSrfSplashed = The sensor provides detailed gravity information in relation to the tides. VallInSpace = Scanning from orbit provides a clearer picture of the internal makeup of Vall. VallSrfLanded = Scanning the surface details gravitational fluctuations in the shifting interior of the planet. TyloInSpace = The planet has lower gravity than anticipated. This will give our scientists information about the interior makeup of Tylo. TyloSrfLanded = Detailed scans hint at hollow spaces in the interior of the planet. BopInSpace = Orbiting Bop allows for scans of the varied surface. Interesting stuff! BopSrfLanded = The sensor is giving odd readings here... PolInSpace = The sensor picks up multiple layers under the surface of the planet. PolSrfLanded = Landing on the planet has allowed for highly detailed scans of the interior gravity on Pol. EelooInSpace = Though the surface appears to be smooth, there are fluctuations under the surface of the planet. EelooSrfLanded = Gravity scans are very clear here. There appears to be little influence from other bodies. AsteroidInSpaceLow = There is no detectable level of gravitational field in the vicinity of this asteroid. AsteroidInSpaceLow = Detectable gravitational field fluctuations are recorded in the area near this asteroid. AsteroidInSpaceLow = A faint gravitational signal is recorded while making a close pass of this asteroid. AsteroidSrfLanded = Faint gravitational fluctuations are detected from this asteroid. AsteroidSrfLanded = A weak, evenly distributed gravitational field is detected emanating from this asteroid. AsteroidSrfLandedCarbonaceous = Large fluctuations in the gravitational field suggest that this asteroid's interior is composed of minerals of varied densities. AsteroidSrfLandedMetallic = A large, uniform gravitational field suggests that this asteroid is composed mostly of dense, metallic minerals. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = atmosphereAnalysis title = Atmosphere Analysis baseValue = 20 scienceCap = 24 dataScale = 10 requireAtmosphere = True situationMask = 13 biomeMask = 13 RESULTS { default = You run an atmospheric analysis, recording various measurements like temperature, pressure and atmospheric composition. MohoSrf = There appears to be no atmosphere here, though there are trace elements being detected close to the surface. EveSrf = This might be an atmosphere, but it's definitely not something you want to breathe. GillySrf = There is no detectable atmosphere. KerbinFlyingHigh = It seems there is very little atmosphere at these altitudes. Make sure you're properly suited up if you plan on going outside. KerbinSrfLanded = Temperature and Pressure readings suggest today is as good a time for flying as any. KerbinSrfLandedDeserts = It's very hot and dry out in the Deserts. The sensors were getting clogged up with dust. KerbinSrfLandedIceCaps = The polar atmosphere was found to be very, very cold indeed. Some sensors froze shut, but we're reasonably sure this is still air. MunSrf = Instruments detect a faint particulate aura around the surface. Not an atmosphere, but it may explain the reported lights on the horizon. MinmusSrf = There are detectable releases of gasses, but nothing that could be considered an atmosphere. DunaSrf = The atmosphere on Duna is very, very thin. It might be possible to fly in it with large enough wings, or a fast enough aircraft. DunaSrf = There appears to be a larger concentration of heavy isotopes in the atmosphere than on Kerbin. IkeSrf = You run an analysis on the non-existent atmosphere. DresSrf = There does not appear to be an atmosphere here. JoolFlyingHigh = The atmospheric pressures are very high here, and you detect a large number of gasses. JoolFlyingLow = The instrument is having trouble sampling at these densities. The gasses are beginning to liquify under pressure. JoolSrfLanded = The instrument has mostly compressed into an unrecognizable mass of metal. LaytheSrfLanded = The atmosphere on Laythe appears to be very similar to that of Kerbin. I wouldn't volunteer to go out first without a helmet on, however. LaytheSrfLanded = Taking your helmet off here probably won't kill you... very quickly. VallSrfLanded = There are traces of cryovolcanic compounds. But not a full atmosphere. TyloSrfLanded = There appear to be only faint traces of the heaviest isotopes on the surface. BopSrfLanded = The sensors detected organic compounds for a second. Possibly a mistake. BopSrfLanded = The sensors detect nothing out of the ordinary. Surely nothing could live here. PolSrfLanded = There is no atmosphere to speak of, but you sample the temperature anyways. EelooSrfLanded = There appears to be a tenuous atmospheric coating around the planet. But it is too thin to affect any spacecraft landing here. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = asteroidSample title = Asteroid Sample baseValue = 60 scienceCap = 70 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 7 RESULTS { default = You collect a sample of the asteroid. KerbinInSpaceHigh = You collect a sample while the asteroid is high over Kerbin. KerbinInSpaceLow = You collect a sample as the asteroid orbits close to Kerbin. KerbinFlying = You collect a sample of the asteroid inside Kerbin's atmosphere. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = cometSample_short title = Short Period Comet Sample baseValue = 90 scienceCap = 100 dataScale = 1 requireAtmosphere = False requireNoAtmosphere = False situationMask = 63 biomeMask = 7 RESULTS { default = At some point in the past this comet was swung into a much tighter orbit around the Sun. It's a good thing you got here now, it may not keep its status as a Comet for much longer with the way the Sun is boiling off its volatile material. You've got a good scoop of this melting ice cream ball to perserve and return for analysis. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = cometSample_intermediate title = Intermediate Period Comet Sample baseValue = 135 scienceCap = 150 dataScale = 1 requireAtmosphere = False requireNoAtmosphere = False situationMask = 63 biomeMask = 7 RESULTS { default = This solar soujourner has been guided by Jool's massive gravity well into a periodic orbit that makes it a regular visitor to the inner system. This sample can help give our scientists a better look at what the protoplanetary disk out past Jool's orbit was composed of. Be careful bringing it back - it's a little melty. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = cometSample_long title = Long Period Comet Sample baseValue = 270 scienceCap = 300 dataScale = 1 requireAtmosphere = False requireNoAtmosphere = False situationMask = 63 biomeMask = 7 RESULTS { default = The composition of this comet shows the unique fingerprint of the early Solar system as it has remained untouched on its long lonely journeys that only rarely bring it close to the warmth of the Sun. The smallest microscopic dust embedded into the sample you've carefully packed away contains a treasure of information for our astrogeologists. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = cometSample_interstellar title = Interstellar Comet Sample baseValue = 900 scienceCap = 1000 dataScale = 1 requireAtmosphere = False requireNoAtmosphere = False situationMask = 63 biomeMask = 7 RESULTS { default = You've managed to take a sample of one of the rarest pieces of celestial material - a chunk of extra-solar matter. These inter-planetary voyagers travel the space between stars, only rarely diving down into a solar gravity well. Telescopes probe the galaxy far and wide, but actually getting a piece of something from this far away is a unique achievement. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = infraredTelescope title = Infrared Telescope baseValue = 15 scienceCap = 22 dataScale = 2 requireAtmosphere = False situationMask = 32 biomeMask = 0 RESULTS { default = You focus the telescope out into space, scanning for celestial bodies. KerbinInSpaceHigh = You scan for celestial bodies while orbiting high over Kerbin. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = magnetometer title = Magnetometer Report baseValue = 45 scienceCap = 45 dataScale = 1 requireAtmosphere = False requireNoAtmosphere = False situationMask = 48 biomeMask = 0 RESULTS { default = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. KerbinInSpaceHigh = Kerbin's magnetic field is weaker out here, but still easily detectable, and this instrument maps the field fluctations as they radiate into deeper space. KerbinInSpaceLow = Kerbin has a strong magnetic field for a planet of its size, shielding us from the Sun's blasts of radiation, even in this low orbit. MohoInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. MohoInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. EveInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. EveInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. GillyInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. GillyInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. MunInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. MunInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. MinmusInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. MinmusInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. DunaInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. DunaInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. IkeInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. IkeInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. DresInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. DresInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. JoolInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. JoolInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. LaytheInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. LaytheInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. VallInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. VallInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. TyloInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. TyloInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. BopInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. BopInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. PolInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. PolInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. EelooInSpaceHigh = You've measured the interaction between the solar wind and the magnetic field of this body as it deflects charged particles. EelooInSpaceLow = Trace magnetic fields are magnified by this sensitive instrument, and measured in real time as you orbit near this celestial body. It's almost like hearing the heart beat of a planet, knowing if it's dead inside or if something is churning. } } } UrlConfig { parentUrl = Squad/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = evaScience title = EVA Science Experiment baseValue = 25 scienceCap = 25 dataScale = 1 requireAtmosphere = False requireNoAtmosphere = False situationMask = 63 biomeMask = 0 RESULTS { default = Watching the astronaut look through the EVA science kit has given us conclusive evidence that the new situation has not improved their creativity. } } } UrlConfig { parentUrl = Squad/Resources/StoryDefs.cfg STORY_DEF { Introduction { Generic = As a consequence of a somewhat worse than average accident at [Agency], we've been forced to look for some outside help. Generic = While working late nights, the scientists at [Agency] have made a startling discovery. Generic = While cleaning up after an unintended ignition, one of the overworked teams at [Agency] raised an interesting question. Generic = The board of directors at [Agency] have raised some troubling issues. Generic = The CEO (and chief bottle washer) at [Agency] has stumbled on a problem. Generic = The number of times we've achieved sudden combustion at [Agency] has lead us to consider something. Generic = At [Agency], we're not afraid to try new things. As a result, we sometimes find ourselves in the situation of needing outside help to solve a problem. ARM = We've got some pretty impressive rock collections at [Agency]. Base = [Agency] can think of nothing more prestigious than taking a Kerbal, and leaving them behind on another world. CollectScience = We have the finest scientific minds working at [Agency], and we've been thinking about giving them something to do. CollectScience = The research department at [Agency] is very close to figuring out a unified theory of gravioli. Exploration = At [Agency], we need brave Kerbals with the right stuff to help achieve our dreams. Exploration = One of the founding principles of [Agency] is to continue to advance the frontiers of science. CometSample = Our scientists at [Agency] have been salivating over the idea of getting close-up data from a comet. Let’s make that happen. CometSample = We here at [Agency] have always been interested in the mighty, tailed interlopers of our solar system: the Comet. CometSample = While we’ve done many great things here at [Agency], a mission to meet up with a comet will likely go down in history as our finest achievement. PartTest = While hitting parts with a wrench, the engineers at [Agency] realized we had a problem. PartTest = We've been reviewing our product catalog at [Agency] and have found an oversight. PlantFlag = We're very proud of our flag at [Agency], and wanted to do something special with it. PlantFlag = As part of [Agency]'s commitment to strong corporate statements, we've been looking for ways to get our brand out there. RecoverAsset = At [Agency], we're Kerbal enough to admit when mistakes are made. This is one of those times. RecoverAsset = We're not usually in the habit of misplacing things at [Agency], but we may have lost something big. Satellite = We're constantly looking for how to make better use of satellites at [Agency]. Satellite = As a result of some surplus parts at the [Agency] warehouses, we've got some more opportunities for orbital satellites. Station = To meet our quota of "useful things in space", we've been looking into station building projects at [Agency]. Survey = We've been poring over maps at the [Agency] offices looking for points of interest, and may have come up with something. Survey = While using the [Agency] dart board as a waypoint planner, we've come up with something interesting. Tourism = We're always looking for new revenue streams at [Agency]. Our accountants have told us that space tourism is a growth industry and we'd like to get in on it. CometDetection = Comets have been a hot topic of research for centuries - and never let it be said that [Agency] doesn’t know how to follow a trend! CometDetection = Studying comets can lead to insight into the composition of the outer solar system. [Agency] scientists wish to gather more info about these solar snowballs. CometDetection = Different types of comets can yield unique insights into the origin of the Solar System as well as the behaviour of the solar wind. Plus good PR for discovering one. [Agency] wants all of those benefits. CometDetection = Comets are said to be dusty ice balls - but what if they’re actually *flavored* ice-balls? Doesn’t that sound delicious? Some scientists scoff at this idea, but we here at [Agency] are not so sure. RoverConstruction = Recently, we launched a rover to help us here at [Agency] explore the solar system. RoverConstruction = Last year, [Agency] successfully landed a rover on a distant body. VesselRepair = Unfortunately, one of our satellites has encountered significant problems in orbit. VesselRepair = Our comm sat has a small issue.  It’s hard to say who to blame. VesselRepair = Unfortunately, despite our best efforts at [Agency], we’ve had a serious malfunction with an expensive piece of space hardware. OrbitConstruction = [Agency] placed a satellite in orbit some time ago, for purposes that, well, you’re not cleared to know about. OrbitConstruction = A while ago, [Agency] deployed a very expensive satellite. } Problem { Generic = We may have underestimated just how volatile solid rocket fuel really is, and have now found ourselves with a problem we can't solve on our own. Generic = To test out some of our more advanced theories, we need more debris in low orbit. Generic = We're not sure if there really is such a thing as too many struts, but we'd like to find out. Generic = We're trying to figure out if all matter in the universe is as dense as on Kerbin, but haven't come up with a conclusive test for it. Generic = We want to know what shades of green we'll see if we expose a Kerbal to high gee forces. ARM = There are fewer asteroids in orbit of [Topic] than the standard model would predict. ARM = We believe that an asteroid in orbit of [Topic] is worth two in space, and would like to prove it. Base = We'd like to run some experiments on the feasibility of long-term Kerbal habitation outside of Kerbin as part of the [Topic] project. CollectScience = We need someone to apply the scientific method... in space! CollectScience = We're looking for some scientific data. We'd really prefer some new data, but we'd be really happy with any data at all, really. CollectScience = We have some forms to fill out, and we're pretty sure it would be way more interesting if we filled it out using science data from space. CollectScience = Our science containers are all empty, and nobody wants to run out to another biome to fill one. Exploration = We still have unchecked items on our list of records to break and would like to change that. CometSample = Therefore, we need you to send a Kerbal to [Topic] to gather a bit of comet material. Make sure they’re extremely brave, and that they bring their helmet wipers with them if they visit the comet while it’s near the Sun. CometSample = You’ll need a brave astronaut to visit [Topic] and pick up a chunk of what we think will be something like the gunk you find next to the side of the road after a snowplow comes through in the winter. Except much, much, more valuable from a scientific perspective. CometSample = Conditions on the comet may be challenging. We hope you have a Kerbal in mind who’s st… courageous enough to visit [Topic] and scoop up a chunk of it for scientific analysis. Launch = Nobody has set any space records yet! It would probably be best to just start by getting something off the launchpad. Then we can start worrying about things like "survivability". Orbit = The problem is that we don't actually have any idea how difficult it is to get a Kerbal to orbit, and we need to find out quickly. GrandTour = We want to know how many planets we can send a Kerbal to before they start ignoring us and fly the ship back. GrandTour = We're trying to assemble an interplanetary color wheel, and need someone to verify it against a few different celestial bodies. GrandTour = We're not saying that there are aliens on another planet in our solar system, but... aliens. ISRU = We'd like to know if getting [Topic] from somewhere other than Kerbin is as easy as taking snacks from a juvenile Kerbal. ISRU = We think that we can prove that there's an abundance of [Topic] throughout the solar system. PartTest = There is very little knowledge about how the [Topic] performs under conditions not found in a standard laboratory. PartTest = The manual clearly states that the [Topic] is the best in its class. To avoid legal complications, we're going to need proof to justify our claims. PartTest = We have way too many parts like the [Topic], and nobody's sure how they work. PartTest = We don't actually know how to attach a [Topic] to other parts. From the bottom? The top? Is there even a way to tell which side is up? PlantFlag = If we could have our flag proudly standing on the surface of [Topic], we would surely prove ourselves better than the competition. PlantFlag = We want to verify that a flag planted by an astronaut is the best way to test the rigidity of the surface of [Topic]. PlantFlag = We think that the aesthetic of [Topic] would be greatly improved with just one more flag, but we're not able to get one there ourselves. RecoverAsset = Apparently, using crewed craft is not a good way to test theories on the dangers of space junk. If you could bring [Topic] back home, we promise not to leave anyone else up there. RecoverKerbal = We've lost a Kerbal! Could you find [Topic] for us? Their snack supplies may be starting to run a little low. RecoverKerbal = We've been performing a lot of experiments with leaving Kerbals in space for extended periods of time. Things were going great, until [Topic] woke up one morning and decided to walk out of their capsule. RecoverKerbal = So apparently, [Topic] is having a lot of trouble with their EVA jetpack. So much so that the rest of the crew may have forgotten to wait for them to get back to the capsule, resulting in them being left in orbit. RecoverPart = We've been experimenting with methods of calculating delta-v without a Kerbal on board (a "Mechanical Bill Kerman" of sorts) and have run into some trouble. The problem being that we can't seem to get [Topic] back to Kerbin. RecoverPart = We've been experimenting with methods of calculating orbital information without a Kerbal on board (a "Jebediah's Engineer" of sorts) and have run into some trouble. The problem being that we can't seem to get [Topic] back to Kerbin. Satellite = We've got a competition to see which agency can get the most satellites in particular orbits, and would like some assistance. Station = We want to be a part of building some really big space stations, and the [Topic] project is a great opportunity. Survey = We don't know too many interesting things about [Topic], and would like to take a look around. Survey = Some Kerbals say that every place on [Topic] looks exactly the same. We disagree, but need someome else to prove them wrong. Tourism = We want to know if there are Kerbals that will really pay for the extra seats that you surely already have on your craft. Orbit = To get to orbit, we think all we need is for a Kerbal with terrible aim to shoot for the ground and miss. Orbit = We want to know if it's as fun as it seems to be in zero-G. Kerbin = We aren't sure if a day on Kerbin is 6 or 24 hours long. Kerbin = We'd like to check if Kerbin is in fact perfectly round, and not an oblate spheroid as some lunatics suggest. Mun = We want to know if going to the Mun is a good idea or not. Mun = We need to know if Mun Pies would really sell (what a time to be alive!). MunSrf = There's no way for us to know if the surface of the Mun is as pretty as everyone thinks. Minmus = We want to know if Minmus is really a myth or not. Minmus = We're not sure how pretty Minmus is up close. Minmus = We need to know if Minmus Mint Chip ice cream would really sell. MinmusSrf = We believe that it would be a lot of fun to jump around on Minmus. MinmusSrf = If the surface of Minmus isn't edible, will Kerbals still try to eat it? Sun = How far does something that goes up have to go before it doesn't come down again? Sun = We suspect that there's interesting places to see beyond Kerbin and all its moons, although we suspect there's a lot of empty space in between. CometDetection = Therefore, we would like you to discover some new comets orbiting the Sun. CometDetection = Advance our knowledge of cometary bodies by discovering some new ones orbiting the Sun. RoverConstruction = It’s embarrassing to admit this, but our shipping manifests got a little screwed up. The rover mission we recently sent turned out to be missing a few key parts in its construction. RoverConstruction = Due to some unforeseen lithobraking hazards, certain parts of the rover are unfortunately no longer attached. RoverConstruction = The rover was designed to cover a large swath of the body, but unfortunately it’s stuck in place due to engineering oversites. VesselRepair = The satellite is beyond our means to reach and repair it - which is where you come in. VesselRepair = Advance our knowledge of cometary bodies by discovering some new ones orbiting the Sun. OrbitConstruction = Our engineers have determined we can extend its utility if we add just one extra component. OrbitConstruction = It is nearing the end of its useful life, but we’ve determined that a small addition will be enough to extend that long enough to be worth the mission. } Conclusion { Generic = Now we need your help. Generic = This is why we're here. Generic = So this is where you come in. Generic = We believe that you are much better positioned to deal with this than us. ARM = So please get us an asteroid, but watch out with that claw. CollectScience = We need you to science the... Kerbal out of this. CollectScience = So if you could point some of those satellites our way, we'd be rather pleased. Exploration = But really, there's no sense in us still talking while there's science to be done. Shall we get to it? Exploration = It's time for you to take another step in advancing the frontier. CometSample = Reach the comet and return or transmit a surface sample to gather valuable data about the comet. ISRU = So, when can we expect the first shipment? PartTest = So we need a few simple tests run for us. PartTest = It would really help us out if you're able to run a test. PlantFlag = So, up for planting a flag? RecoverAsset = We'd be quite grateful if you could perform this recovery operation for us. Tourism = So, can you take a few extra Kerbals with you on your next flight? CometDetection = Use an orbital telescope to discover the unique signature of a new comet. RoverConstruction = This is where you come in. We’d like you to repair the rover on site, replacing any missing parts, and drive it to the target coordinates to fulfill its original mission. RoverConstruction = We’d like you to send an engineer to repair the rover. Then test drive the rover to the given coordinates to make sure it’s in good working order. VesselRepair = Repair the broken component so that our asset can resume operation. VesselRepair = Affect repairs on the damaged part so that the satellite can return to nominal status. OrbitConstruction = Attach the required part so that we don’t have to replace the one we have. OrbitConstruction = Send up one of your brave engineers to make the required changed and we can keep using that satellite for years to come. } } } UrlConfig { parentUrl = Squad/Resources/TechTree.cfg TechTree { RDNode { id = start title = Start description = The technology we started out with. cost = 0 hideEmpty = False nodeName = node0_start anyToUnlock = False icon = RDicon_start pos = -2568,1199,0 scale = 0.6 } RDNode { id = basicRocketry title = Basic Rocketry description = How hard can Rocket Science be anyway? cost = 5 hideEmpty = False nodeName = node1_basicRocketry anyToUnlock = False icon = RDicon_rocketry-basic pos = -2385,1257,0 scale = 0.6 Parent { parentID = start lineFrom = RIGHT lineTo = LEFT } } RDNode { id = engineering101 title = Engineering 101 description = How hard can Aerospace Engineering be anyway? cost = 5 hideEmpty = False nodeName = node1_engineering101 anyToUnlock = False icon = RDicon_emgineering101 pos = -2385,1142.3,0 scale = 0.6 Parent { parentID = start lineFrom = RIGHT lineTo = LEFT } } RDNode { id = survivability title = Survivability description = The art and science of landing and walking away from it. cost = 15 hideEmpty = False nodeName = node2_survivability anyToUnlock = False icon = RDicon_survivability pos = -2209,975,0 scale = 0.6 Parent { parentID = engineering101 lineFrom = RIGHT lineTo = LEFT } } RDNode { id = stability title = Stability description = Reaching for the stars starts with keeping our spacecraft pointed generally in the right direction. cost = 18 hideEmpty = False nodeName = node2_stability anyToUnlock = True icon = RDicon_stability pos = -2170,1201,0 scale = 0.6 Parent { parentID = engineering101 lineFrom = RIGHT lineTo = LEFT } Parent { parentID = basicRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = generalRocketry title = General Rocketry description = More engines, more fuel, more ambitious ideas. cost = 20 hideEmpty = False nodeName = node2_generalRocketry anyToUnlock = False icon = RDicon_rocketry-general pos = -2128,1438,0 scale = 0.6 Parent { parentID = basicRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = aviation title = Aviation description = The art and science of keeping heavier-than-air objects aloft for extended periods of time. cost = 45 hideEmpty = False nodeName = node3_aviation anyToUnlock = True icon = RDicon_aerospaceTech pos = -1946,1201,0 scale = 0.6 Parent { parentID = stability lineFrom = RIGHT lineTo = LEFT } } RDNode { id = basicScience title = Basic Science description = We are going to ask all the big questions of the Universe... eventually. For now, we're starting with these. cost = 45 hideEmpty = False nodeName = node3_basicScience anyToUnlock = False icon = RDicon_scienceTech pos = -1946,846.9,0 scale = 0.6 Parent { parentID = survivability lineFrom = RIGHT lineTo = LEFT } } RDNode { id = flightControl title = Flight Control description = Tumbling out of control may be fun, but our engineers insist there's more to rocket science than that. cost = 45 hideEmpty = False nodeName = node3_flightControl anyToUnlock = True icon = RDicon_control-flight-advanced pos = -1946,1051.4,0 scale = 0.6 Parent { parentID = survivability lineFrom = RIGHT lineTo = LEFT } Parent { parentID = stability lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advRocketry title = Advanced Rocketry description = A new step ahead in rocket technology. cost = 45 hideEmpty = False nodeName = node3_advRocketry anyToUnlock = False icon = RDicon_rocketry-advanced pos = -1946,1551,0 scale = 0.6 Parent { parentID = generalRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = generalConstruction title = General Construction description = New equipment to help out in keeping things stable, especially useful when the size of the spacecraft defies the current bounds of sanity. cost = 45 hideEmpty = False nodeName = node3_generalConstruction anyToUnlock = True icon = RDicon_construction-general pos = -1946,1355,0 scale = 0.6 Parent { parentID = stability lineFrom = RIGHT lineTo = LEFT } Parent { parentID = generalRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = propulsionSystems title = Propulsion Systems description = A positively different approach to existing trends in rocketry. These small, lightweight propulsion systems may not seem as exciting, but they might prove just as useful. cost = 90 hideEmpty = False nodeName = node4_propulsionSystems anyToUnlock = False icon = RDicon_propulsionSystems pos = -1723,1551,0 scale = 0.6 Parent { parentID = advRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = spaceExploration title = Space Exploration description = To boldly go where no green man has gone before. cost = 90 hideEmpty = False nodeName = node4_spaceExploration anyToUnlock = False icon = RDicon_evaTech pos = -1723,963.9,0 scale = 0.6 Parent { parentID = basicScience lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advFlightControl title = Advanced Flight Control description = The latest advancements in keeping the correct end of the ship pointing towards where you want it to go. cost = 90 hideEmpty = False nodeName = node4_advFlightControl anyToUnlock = False icon = RDicon_control-flight pos = -1723,1051.4,0 scale = 0.6 Parent { parentID = flightControl lineFrom = RIGHT lineTo = LEFT } } RDNode { id = landing title = Landing description = Our Engineers are nothing if not optimistic. cost = 90 hideEmpty = False nodeName = node4_landing anyToUnlock = True icon = RDicon_landing pos = -1723,1142.4,0 scale = 0.6 Parent { parentID = flightControl lineFrom = RIGHT lineTo = LEFT } Parent { parentID = aviation lineFrom = RIGHT lineTo = LEFT } } RDNode { id = aerodynamicSystems title = Aerodynamics description = New breakthroughs from C7 Aerospace allow for new types of craft to be built. We're looking into hiring some of their engineers as well. cost = 90 hideEmpty = False nodeName = node4_aerodynamicSystems anyToUnlock = True icon = RDicon_aerodynamicSystems pos = -1723,1243,0 scale = 0.6 Parent { parentID = aviation lineFrom = RIGHT lineTo = LEFT } Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } } RDNode { id = electrics title = Electrics description = We did know about electricity before inventing space flight. The big breakthrough here was combining the two. cost = 90 hideEmpty = False nodeName = node4_electrics anyToUnlock = True icon = RDicon_electrics pos = -1723,711.1,0 scale = 0.6 Parent { parentID = basicScience lineFrom = RIGHT lineTo = LEFT } } RDNode { id = heavyRocketry title = Heavy Rocketry description = The next logical step for rocketry technology is to just go bigger. cost = 90 hideEmpty = False nodeName = node4_heavyRocketry anyToUnlock = False icon = RDicon_rocketry-heavy pos = -1723,1635,0 scale = 0.6 Parent { parentID = advRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = fuelSystems title = Fuel Systems description = Advancements towards a better understanding of how fuel flows through a rocket. cost = 90 hideEmpty = False nodeName = node4_fuelSystems anyToUnlock = True icon = RDicon_fuelSystems pos = -1723,1470.2,0 scale = 0.6 Parent { parentID = advRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advConstruction title = Advanced Construction description = New advances in construction make it possible to build larger than ever before. cost = 90 hideEmpty = False nodeName = node4_advConstruction anyToUnlock = False icon = RDicon_construction-advanced pos = -1723,1355,0 scale = 0.6 Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } } RDNode { id = miniaturization title = Miniaturization description = These aren't your standard hobby miniature models. We've been assured they look good enough to actually fly. cost = 90 hideEmpty = False nodeName = node4_miniaturization anyToUnlock = True icon = RDicon_miniaturization pos = -1723,846.9,0 scale = 0.6 Parent { parentID = basicScience lineFrom = RIGHT lineTo = LEFT } } RDNode { id = actuators title = Actuators description = Perfecting the art of making things mobile, without the explicit use of explosives. Our engineers assure us, this is actually a good thing. cost = 160 hideEmpty = False nodeName = node5_actuators anyToUnlock = True icon = RDicon_construction-specialized pos = -1519,1355,0 scale = 0.6 Parent { parentID = advConstruction lineFrom = RIGHT lineTo = LEFT } } RDNode { id = commandModules title = Command Modules description = Flight control technology has evolved far enough that we feel we can honestly say pilots are in command now. cost = 160 hideEmpty = False nodeName = node5_commandModules anyToUnlock = True icon = RDicon_commandmodules pos = -1520,1020.4,0 scale = 0.6 Parent { parentID = spaceExploration lineFrom = RIGHT lineTo = LEFT } Parent { parentID = advFlightControl lineFrom = RIGHT lineTo = LEFT } } RDNode { id = heavierRocketry title = Heavier Rocketry description = There may be an upper limit to how large a rocket can be built, but we're not there yet. cost = 160 hideEmpty = False nodeName = node5_heavierRocketry anyToUnlock = True icon = RDicon_rocketry-heavier pos = -1519,1635,0 scale = 0.6 Parent { parentID = heavyRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = precisionEngineering title = Precision Engineering description = Precise engineering techniques allow for construction of ever smaller parts. cost = 160 hideEmpty = False nodeName = node5_precisionEngineering anyToUnlock = True icon = RDicon_engineering-precision pos = -1519,846.9,0 scale = 0.6 Parent { parentID = miniaturization lineFrom = RIGHT lineTo = LEFT } Parent { parentID = electrics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advExploration title = Advanced Exploration description = They are Self-Deploying Astronaut Mobility Enhancement Devices, I don't know what you mean by "ladders". cost = 160 hideEmpty = False nodeName = node5_advExploration anyToUnlock = True icon = RDicon_exploration-advanced pos = -1519,963.9,0 scale = 0.6 Parent { parentID = spaceExploration lineFrom = RIGHT lineTo = LEFT } } RDNode { id = specializedControl title = Specialized Control description = A new state-of-the-art in control technology. cost = 160 hideEmpty = False nodeName = node5_specializedControl anyToUnlock = True icon = RDicon_control-large pos = -1521,1082.2,0 scale = 0.6 Parent { parentID = advFlightControl lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advLanding title = Advanced Landing description = Further advances in landing devices, allowing for more controlled descents and a much higher number of parts still attached to the ship after touchdown. cost = 160 hideEmpty = False nodeName = node5_advLanding anyToUnlock = False icon = RDicon_landing-advanced pos = -1519,1142.4,0 scale = 0.6 Parent { parentID = landing lineFrom = RIGHT lineTo = LEFT } } RDNode { id = supersonicFlight title = Supersonic Flight description = A new line of aircraft parts that allow for unprecedented maneuverability and speed. cost = 160 hideEmpty = False nodeName = node5_supersonicFlight anyToUnlock = True icon = RDicon_flight-supersonic pos = -1521,1278,0 scale = 0.6 Parent { parentID = aerodynamicSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advFuelSystems title = Adv. Fuel Systems description = Advanced Advancements towards a better understanding of how fuel flows through a rocket. cost = 160 hideEmpty = False nodeName = node5_advFuelSystems anyToUnlock = True icon = RDicon_fuelSystems-advanced pos = -1519,1470.2,0 scale = 0.6 Parent { parentID = propulsionSystems lineFrom = RIGHT lineTo = LEFT } Parent { parentID = fuelSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advElectrics title = Advanced Electrics description = We're fairly certain no one will ever need more than 64kw of power for anything. cost = 160 hideEmpty = False nodeName = node5_advElectrics anyToUnlock = False icon = RDicon_electrics-advanced pos = -1519,711.1,0 scale = 0.6 Parent { parentID = electrics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = specializedConstruction title = Specialized Construction description = Specialized construction techniques provide new ways of attaching things together, and detaching things on purpose. cost = 160 hideEmpty = False nodeName = node5_specializedConstruction anyToUnlock = True icon = RDicon_automation pos = -1519,1412,0 scale = 0.6 Parent { parentID = advConstruction lineFrom = RIGHT lineTo = LEFT } } RDNode { id = precisionPropulsion title = Precision Propulsion description = Any level of precision achieved in controlling the sustained explosion inside a rocket engine is nothing short of remarkable. It might be quite expensive, too. cost = 160 hideEmpty = False nodeName = node5_precisionPropulsion anyToUnlock = False icon = RDicon_propulsion-precision pos = -1520.1,1551,0 scale = 0.6 Parent { parentID = propulsionSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advAerodynamics title = Advanced Aerodynamics description = Advances in fluid dynamics research technology have allowed development of a new set of streamlined aircraft components, And also these parts here. cost = 160 hideEmpty = False nodeName = node5_advAerodynamics anyToUnlock = True icon = RDicon_aerodynamics-advanced pos = -1519,1207,0 scale = 0.6 Parent { parentID = aerodynamicSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = heavyLanding title = Heavy Landing description = A good landing is one where you walk away from it. A great landing is one where you get to use the aircraft again. cost = 300 hideEmpty = False nodeName = node6_heavyLanding anyToUnlock = False icon = RDicon_motors-experimental pos = -1309,1142.4,0 scale = 0.6 Parent { parentID = advLanding lineFrom = RIGHT lineTo = LEFT } } RDNode { id = scienceTech title = Scanning Tech description = Why wonder about what's over the next hill when you can wonder about what's under it? cost = 300 hideEmpty = False nodeName = node6_advScience anyToUnlock = True icon = RDicon_telescope pos = -1309,963.9,0 scale = 0.6 Parent { parentID = advExploration lineFrom = RIGHT lineTo = LEFT } Parent { parentID = precisionEngineering lineFrom = RIGHT lineTo = LEFT } } RDNode { id = unmannedTech title = Unmanned Tech description = Warning: May contain traces of sentience. cost = 300 hideEmpty = False nodeName = node6_unmannedTech anyToUnlock = True icon = RDicon_unmanned-advanced pos = -1309,846.9,0 scale = 0.6 Parent { parentID = precisionEngineering lineFrom = RIGHT lineTo = LEFT } } RDNode { id = nuclearPropulsion title = Nuclear Propulsion description = Nuclear engines don't burn fuel, they totally annihilate it. We just hope it doesn't begin any conflicts. cost = 300 hideEmpty = False nodeName = node6_nuclearPropulsion anyToUnlock = False icon = RDicon_propulsion-nuclear pos = -1309,1551,0 scale = 0.6 Parent { parentID = advFuelSystems lineFrom = RIGHT lineTo = LEFT } Parent { parentID = heavierRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advMetalworks title = Advanced MetalWorks description = These new construction techniques allow for craft designs that were considered insane not too long ago... and still are. But they're now possible! cost = 300 hideEmpty = False nodeName = node6_advMetalWorks anyToUnlock = True icon = RDicon_metalworks-advanced pos = -1309,1412,0 scale = 0.6 Parent { parentID = specializedConstruction lineFrom = RIGHT lineTo = LEFT } } RDNode { id = fieldScience title = Field Science description = Freedom to roam as far as curiosity will take you, or as long as batteries last. cost = 300 hideEmpty = False nodeName = node6_fieldScience anyToUnlock = True icon = RDicon_science-field pos = -1309,1067,0 scale = 0.6 Parent { parentID = advLanding lineFrom = RIGHT lineTo = LEFT } Parent { parentID = advExploration lineFrom = RIGHT lineTo = LEFT } } RDNode { id = highAltitudeFlight title = High Altitude Flight description = New breakthroughs in engine and intake development to enable flying through the upper reaches of the atmosphere. cost = 300 hideEmpty = False nodeName = node6_highAltitudeFlight anyToUnlock = True icon = RDicon_flight-highAltitude pos = -1310,1278,0 scale = 0.6 Parent { parentID = supersonicFlight lineFrom = RIGHT lineTo = LEFT } } RDNode { id = largeVolumeContainment title = Large Volume Containment description = Maximize the payload capacity of your spacecraft by maximizing the size of your spacecraft. cost = 300 hideEmpty = False nodeName = node6_largeVolumeContainment anyToUnlock = True icon = RDicon_largeVolumeContainment pos = -1309,1470.2,0 scale = 0.6 Parent { parentID = advFuelSystems lineFrom = RIGHT lineTo = LEFT } Parent { parentID = specializedConstruction lineFrom = RIGHT lineTo = LEFT } } RDNode { id = composites title = Composites description = Lightweight and strong! and don't worry, we're sure the glue will dry off in no time. cost = 300 hideEmpty = False nodeName = node6_composites anyToUnlock = False icon = RDicon_composites pos = -1309,1355,0 scale = 0.6 Parent { parentID = specializedConstruction lineFrom = RIGHT lineTo = LEFT } } RDNode { id = electronics title = Electronics description = Hopefully these won't become obsolete in the next couple of months. cost = 300 hideEmpty = False nodeName = node6_electronics anyToUnlock = True icon = RDicon_electronics pos = -1309,777.6,0 scale = 0.6 Parent { parentID = precisionEngineering lineFrom = RIGHT lineTo = LEFT } Parent { parentID = advElectrics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = largeElectrics title = High-Power Electrics description = Maximize your energy production and storage potential by maximizing the size of the electrical components on your vessels. cost = 300 hideEmpty = False nodeName = node6_largeElectrics anyToUnlock = False icon = RDicon_electrics-large pos = -1309,711.1,0 scale = 0.6 Parent { parentID = advElectrics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = heavyAerodynamics title = Heavy Aerodynamics description = Advances in construction technology enabled new breakthroughs in aerospace materials. cost = 300 hideEmpty = False nodeName = node6_heavyAerodynamics anyToUnlock = True icon = RDicon_aerospaceTech2 pos = -1310,1207,0 scale = 0.6 Parent { parentID = advAerodynamics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = ionPropulsion title = Ion Propulsion description = Turns out, it's not science fiction. cost = 550 hideEmpty = False nodeName = node7_ionPropulsion anyToUnlock = False icon = RDicon_propulsion-ion pos = -1118,905.2,0 scale = 0.6 Parent { parentID = scienceTech lineFrom = RIGHT lineTo = LEFT } Parent { parentID = unmannedTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = hypersonicFlight title = Hypersonic Flight description = Push your aircraft to the upper limits of airspeed and sanity. cost = 550 hideEmpty = False nodeName = node7_hypersonicFlight anyToUnlock = True icon = RDicon_flight-hypersonic pos = -1118,1278,0 scale = 0.6 Parent { parentID = highAltitudeFlight lineFrom = RIGHT lineTo = LEFT } } RDNode { id = nanolathing title = Nanolathing description = Despite the threatening appearance of the green metablobs shot out of the Nanolathing Injectors, none can argue the fact that Kerbals have indeed developed technologies at least just as dangerous as this one. cost = 550 hideEmpty = True nodeName = node7_nanolathing anyToUnlock = True icon = RDicon_generic pos = -1118,1406,0 scale = 0.6 Parent { parentID = advMetalworks lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advUnmanned title = Advanced Unmanned Tech description = Improvements in remote control technology for a new generation of probe designs. cost = 550 hideEmpty = False nodeName = node7_advUnmanned anyToUnlock = True icon = RDicon_unmannedTech pos = -1118,846.9,0 scale = 0.6 Parent { parentID = unmannedTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = metaMaterials title = Meta-Materials description = An advancement in spacecraft construction so revolutionary, you won't even mind that its naming was wildly inaccurate. cost = 550 hideEmpty = False nodeName = node7_metaMaterials anyToUnlock = True icon = RDicon_metamaterials pos = -1118,1355,0 scale = 0.6 Parent { parentID = composites lineFrom = RIGHT lineTo = LEFT } } RDNode { id = veryHeavyRocketry title = Very Heavy Rocketry description = While ever-larger rockets may not be the answer every time, for all other times, we've developed these. cost = 550 hideEmpty = False nodeName = node7_veryHeavyRocketry anyToUnlock = True icon = RDicon_rocketry-veryHeavy pos = -1118,1635,0 scale = 0.6 Parent { parentID = largeVolumeContainment lineFrom = RIGHT lineTo = LEFT } Parent { parentID = heavierRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advScienceTech title = Advanced Science Tech description = Scientific advancements allow new advanced technologies for advancing Science. cost = 550 hideEmpty = False nodeName = node7_advScienceTech anyToUnlock = True icon = RDicon_scienceTech-advanced pos = -1118,963.9,0 scale = 0.6 Parent { parentID = scienceTech lineFrom = RIGHT lineTo = LEFT } Parent { parentID = fieldScience lineFrom = RIGHT lineTo = LEFT } } RDNode { id = advancedMotors title = Advanced Motors description = Wheel technology is just rolling along now. You could even say our engineers are on a roll with it. cost = 550 hideEmpty = False nodeName = node7_advancedMotors anyToUnlock = False icon = RDicon_motors-advanced pos = -1118,1067,0 scale = 0.6 Parent { parentID = fieldScience lineFrom = RIGHT lineTo = LEFT } } RDNode { id = specializedElectrics title = Specialized Electrics description = Experience the warm glow of the latest in electrical technology. Figuratively, of course, and maybe also quite literally as well. Actually, try to avoid direct exposure. cost = 550 hideEmpty = False nodeName = node7_specializedElectrics anyToUnlock = True icon = RDicon_electrics-specialized pos = -1118,711.1,0 scale = 0.6 Parent { parentID = largeElectrics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = highPerformanceFuelSystems title = High-Performance Fuel Systems description = Massive engines require massive fuel storage solutions. cost = 550 hideEmpty = False nodeName = node7_highPerformanceFuelSystems anyToUnlock = True icon = RDicon_fuelSystems-highPerformance pos = -1118,1470.2,0 scale = 0.6 Parent { parentID = largeVolumeContainment lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalAerodynamics title = Experimental Aerodynamics description = Winged flight technology is soaring to unprecedented heights. It could even be said that it's properly taking off now. cost = 550 hideEmpty = False nodeName = node7_experimentalAerodynamics anyToUnlock = True icon = RDicon_aerodynamics-heavy pos = -1120,1207,0 scale = 0.6 Parent { parentID = heavyAerodynamics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = automation title = Automation description = We can't think of anything that could go wrong with letting an experimental AI handle every aspect of a mission. cost = 550 hideEmpty = False nodeName = node7_automation anyToUnlock = True icon = RDicon_robotics pos = -1118,777.6,0 scale = 0.6 Parent { parentID = unmannedTech lineFrom = RIGHT lineTo = LEFT } Parent { parentID = electronics lineFrom = RIGHT lineTo = LEFT } } RDNode { id = aerospaceTech title = Aerospace Tech description = The absolute cutting-edge in aerospace technology. Quite literally, some of those edges are very sharp. Handle with care. cost = 1000 hideEmpty = False nodeName = node8_aerospaceTech anyToUnlock = True icon = RDicon_aerodynamics-experimental pos = -956,1278,0 scale = 0.6 Parent { parentID = hypersonicFlight lineFrom = RIGHT lineTo = LEFT } } RDNode { id = largeUnmanned title = Large Probes description = The rumours of probe-led world domination are greatly exaggerated. cost = 1000 hideEmpty = False nodeName = node8_largeUnmanned anyToUnlock = True icon = RDicon_probes-large pos = -952,846.9,0 scale = 0.6 Parent { parentID = advUnmanned lineFrom = RIGHT lineTo = LEFT } Parent { parentID = automation lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalScience title = Experimental Science description = Explore novel fields of science that we didn't even know were there. cost = 1000 hideEmpty = False nodeName = node8_experimentalScience anyToUnlock = False icon = RDicon_science-experimental pos = -952,963.9,0 scale = 0.6 Parent { parentID = advScienceTech lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalMotors title = Experimental Motors description = The latest breakthroughs that are driving motor technology forwards, and in reverse, and steering too. cost = 1000 hideEmpty = True nodeName = node8_experimentalMotors anyToUnlock = False icon = RDicon_generic pos = -952,1067,0 scale = 0.6 Parent { parentID = advancedMotors lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalElectrics title = Experimental Electrics description = The very latest in electrical systems technology. Our engineers are buzzing with excitement over it. They also seem to glow in the dark now. Fascinating! cost = 1000 hideEmpty = False nodeName = node8_experimentalElectrics anyToUnlock = False icon = RDicon_electrics-experimental pos = -952,711.1,0 scale = 0.6 Parent { parentID = specializedElectrics lineFrom = RIGHT lineTo = LEFT } } } } UrlConfig { parentUrl = Squad/Spaces/crewCabinInternals/internal.cfg INTERNAL { name = crewCabinInternals MODEL { model = Squad/Spaces/crewCabinInternals/model } MODEL { model = Squad/Spaces/OverlayMasks/HitchhikerMask rotation = 0, 180, 0 } MODEL { model = Squad/Spaces/OverlayMasks/HitchhikerBorder rotation = 0, 180, 0 } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false displayseatName = Seat <<1>> displayseatIndex = 2 } MODULE { name = InternalSeat seatTransformName = Seat3 allowCrewHelmet = false displayseatName = Seat <<1>> displayseatIndex = 3 } MODULE { name = InternalSeat seatTransformName = Seat4 allowCrewHelmet = false displayseatName = Seat <<1>> displayseatIndex = 4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Window1FocusPoint cameraTransformName = Window1EyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Window2FocusPoint cameraTransformName = Window2EyeTransform } MODEL { model = FreeIva/Squad/Spaces/crewCabin } MODULE { name = InternalModuleFreeIva shellColliderName = FreeIvaShell externalDepthMaskFile = Squad/Spaces/OverlayMasks/HitchhikerMask } PROP { name = FreeIva_Hatch_Round_Size1 position = 0, 0, 0.836534739 rotation = 0.707106829, 6.18172464e-08, 6.18172393e-08, -0.707106709 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear cutoutTargetTransformName = shell HideWhenOpen { name = rung position = 0.165, -0.848, -0.011 } } } PROP { name = FreeIva_Hatch_Round_Size1 position = 0, 0, -0.8388623 rotation = 3.09086232e-08, -0.707106829, -0.707106829, -3.09086161e-08 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = shell HideWhenOpen { name = rung position = -0.162, 0.839, -0.011 } } } PROP { name = FreeIva_Hatch_Square position = 0, 1.0529052, 0 rotation = -1, -0, -0, -0 MODULE { name = HatchConfig attachNodeId = airlock airlockName = airlock cutoutTargetTransformName = shell HideWhenOpen { name = rung position = 0, -0.15, 1.06 } HideWhenOpen { name = rung position = 0, 0.17, 1.06 } } } PROP { name = HarnessBuckleButton position = 0.299131125,-0.729178965,0.578734815 rotation = 0,0.976296067,-0.216439605,0 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.304659277,-0.72905302,0.578934908 rotation = 0,0.976296067,-0.216439605,0 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.683437943,0.563097537,0.199082166 rotation = 0.845497191,0.488148034,-0.108219773,-0.187442228 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 0.684199989,0.55174005,0.198829949 rotation = 0.845497012,-0.488148212,0.108219802,-0.187442154 scale = 1,1,1 } PROP { name = HandRailInvisible position = 0,0.913,0.6335 rotation = -1,0,0,-1.490116E-08 scale = 0.330097,0.135142,0.37677 } PROP { name = MAS_JSI_EVA_Hatch position = 0,1.078847,-0.01337123 rotation = 0,0,0,1 scale = 0.1025633,0.01758143,0.1160343 } } } UrlConfig { parentUrl = Squad/Spaces/cupolaInternal/internal.cfg INTERNAL { name = cupolaInternal MODEL { model = Squad/Spaces/cupolaInternal/model } MODEL { model = Squad/Spaces/OverlayMasks/CupolaMask rotation = 90, 180, 0 } MODULE { name = InternalSeat seatTransformName = pilot_seat allowCrewHelmet = false portraitCameraName = pilot_camera displayseatName = Pilot Seat } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_center cameraTransformName = transform_window_center } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_n cameraTransformName = transform_window_n } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_ne cameraTransformName = transform_window_ne } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_nw cameraTransformName = transform_window_nw } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_se cameraTransformName = transform_window_se } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_sw cameraTransformName = transform_window_sw } PROP { name = AxisIndicatorPitch position = 0.181,-0.1881,-0.4803 rotation = 5.960464E-08,0.7071067,0.7071068,5.619103E-09 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.1515,-0.2924,-0.48 rotation = 0.7071068,0,-6.181725E-08,0.7071068 scale = 1.3377,1.3377,1.3377 } PROP { name = genericStandingSwitch position = 0.1241,-0.2924,-0.48 rotation = 0.7071068,0,-6.181725E-08,0.7071068 scale = 1.3377,1.3377,1.3377 } PROP { name = AltimeterThreeHands position = -0.2137297,-0.2671341,-0.471 rotation = -0.7071068,-3.090862E-08,3.090862E-08,-0.7071068 scale = 1.200001,1.2,1.2 } PROP { name = AtmosphereDepth position = 0.1238,-0.2636,-0.48 rotation = -0.5000002,-0.5,-0.4999999,-0.4999999 scale = 0.8084999,0.8084999,0.924 } PROP { name = AxisIndicatorPitch position = -0.001454057,-0.3999284,-0.5500053 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = AxisIndicatorRoll position = -0.1237296,-0.1516656,-0.48 rotation = 0.5,-0.5,-0.5,0.5 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = 0.1227971,-0.151626,-0.4800001 rotation = 0.5,-0.5,-0.5,0.5 scale = 1,1,1 } PROP { name = Compass position = 0,-0.3637413,-0.48 rotation = -0.5,0.5,0.5,-0.5 scale = 0.7,0.7,0.7000002 } PROP { name = genericDirectionalKnob position = 0.2167977,-0.2088381,-0.48 rotation = 3.090862E-08,0.7071068,0.7071068,-3.090862E-08 scale = 1,1,1 } PROP { name = IndicatorPanel position = -0.1237296,-0.2425345,-0.4704 rotation = -0.7071068,-3.090862E-08,3.090862E-08,-0.7071068 scale = 1,1,1 } PROP { name = ledPanelSpeed position = 0,-0.10327,-0.4368551 rotation = -0.7071068,-3.090862E-08,3.090862E-08,-0.7071068 scale = 1,1,1 } PROP { name = NavBall position = 0,-0.1758259,-0.4504113 rotation = -0.7071068,-3.090862E-08,3.090862E-08,-0.7071068 scale = 1.700001,1.7,1.7 } PROP { name = RadarAltimeter position = 0.1227971,-0.205689,-0.48 rotation = -0.7071068,-3.090862E-08,3.090862E-08,-0.7071068 scale = 1.200001,1.2,1.2 } PROP { name = throttle position = -0.3052907,-0.4100003,-0.1650002 rotation = -1.887379E-15,-4.371139E-08,-4.371139E-08,-1 scale = 1,1,1 } PROP { name = VSI position = 0.2127971,-0.2671341,-0.4799999 rotation = -0.7071068,-3.090862E-08,3.090862E-08,-0.7071068 scale = 1.200001,1.2,1.2 } PROP { name = genericClusterSwitches04 position = -0.1619,-0.3637998,-0.48 rotation = 0.7071066,0,0,0.7071069 scale = 1.15,1.15,1.15 } PROP { name = genericClusterSwitches04 position = 0.1619,-0.3637998,-0.48 rotation = 0.7071066,0,0,0.7071069 scale = 1.15,1.15,1.15 } PROP { name = genericDirectionalKnob position = -0.1837,-0.2088381,-0.48 rotation = -0.235846,0.6666158,0.6666158,-0.235846 scale = 1,1,1 } PROP { name = genericDirectionalKnob position = -0.2135,-0.2088381,-0.48 rotation = 0.2973269,0.6415581,0.6415581,0.2973268 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.0966,-0.2924,-0.48 rotation = 0.7071068,0,-6.181725E-08,0.7071068 scale = 1.3377,1.3377,1.3377 } PROP { name = genericClusterMixed position = 0.3288,-0.3832751,-0.1657 rotation = 0,-0.7071058,0,0.7071078 scale = 1,1,1 } PROP { name = genericClusterButtons position = 0.2927,-0.3832751,-0.1657 rotation = 0,-0.7071058,0,0.7071078 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/cupola } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/CupolaMask Cut { target = obj_pipes type = Cube position = 0, 0.138, 0.235 rotation = 0, 0, 0 scale = 0.46227, 0.46227, 0.46227 } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, 0.22 rotation = 0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear cutoutTargetTransformName = obj_internal HideWhenOpen { name = obj_pipes position = 0.0, 0.0 0.0 } } } PROP { name = FreeIva_Hatch_Square position = 0, 0.790721416, -0.075 rotation = -0, -0, -1, 0 MODULE { name = HatchConfig attachNodeId = airlock airlockName = node_hatch cutoutTargetTransformName = obj_internal HideWhenOpen { name = obj_pipes position = 0.0, 0.0 0.0 } } } MODULE { name = HandRail transformName = obj_pipes Collider { shape = Box center = 0.54, 0.51, 0.42 dimensions = 0.07, 0.33, 0.03 } Collider { shape = Box center = 0.54, 0.51, -0.42 dimensions = 0.07, 0.33, 0.03 } Collider { shape = Box center = -0.54, 0.51, 0.42 dimensions = 0.07, 0.33, 0.03 } Collider { shape = Box center = -0.54, 0.51, -0.42 dimensions = 0.07, 0.33, 0.03 } Collider { shape = Box center = 0.71, 0.94, 0 dimensions = 0.17, 0.22, 0.02 } Collider { shape = Box center = -0.71, 0.94, 0 dimensions = 0.17, 0.22, 0.02 } Collider { shape = Box center = 0.35, 0.94, -0.61 dimensions = 0.10, 0.22, 0.15 } Collider { shape = Box center = -0.35, 0.94, -0.61 dimensions = 0.10, 0.22, 0.15 } Collider { shape = Box center = 0.35, 0.94, 0.61 dimensions = 0.10, 0.22, 0.15 } Collider { shape = Box center = -0.35, 0.94, 0.61 dimensions = 0.10, 0.22, 0.15 } } PROP { name = HarnessBuckleButton position = 0.0027607379, -0.312573045, -0.172552943 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } } } UrlConfig { parentUrl = Squad/Spaces/GenericSpace1/internal.cfg INTERNAL { name = GenericSpace1 MODULE { name = InternalSeat seatTransformName = CenterSeat allowCrewHelmet = false displayseatName = Center Seat } } } UrlConfig { parentUrl = Squad/Spaces/GenericSpace3/internal.cfg INTERNAL { name = GenericSpace3 MODULE { name = InternalSeat seatTransformName = CenterSeat allowCrewHelmet = false displayseatName = Center Seat } MODULE { name = InternalSeat seatTransformName = RightSeat allowCrewHelmet = false displayseatName = Right Seat } MODULE { name = InternalSeat seatTransformName = LeftSeat allowCrewHelmet = false displayseatName = Left Seat } MODULE { name = InternalCameraTargetHelper } PROP { name = AltimeterThreeHands position = 0.1212693,0.09031244,-0.4343727 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = AltimeterThreeHands position = -0.2565268,0.1561785,-0.4092038 rotation = 0.7071068,0,0,0.7071068 scale = 1.28,1.28,1.28 } PROP { name = ButtonSquare position = 0.1933655,0.1821895,-0.4560702 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.1933655,0.1073146,-0.4550276 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.1933655,0.07127488,-0.4551103 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.1933655,0.1442905,-0.4527632 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.6192085,0.18219,-0.4808019 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.5652027,0.18219,-0.4775575 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = 0.5139684,0.18219,-0.473678 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = -0.633696,0.1880674,-0.404269 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = -0.6852366,0.188067,-0.404269 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = ButtonSquare position = -0.5787891,0.188067,-0.404269 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = circularButton position = 0.1090727,0.4274463,-0.4385218 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = circularButton position = 0.06885643,0.4274463,-0.4385218 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = circularButton position = -0.07683317,0.4274463,-0.4385218 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = circularButton position = -0.1173585,0.4274463,-0.4385218 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = MAS_JSI_IndicatorPanel position = -0.1415799,0.1161848,-0.427336 rotation = 0.7071068,0,0,0.7071068 scale = 1.308284,1.308284,1.308284 } PROP { name = ledPanelSpeed position = -0.002876982,0.06809326,-0.4373362 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = NavBall position = -0.00431915,0.1466619,-0.4447266 rotation = 0.7071068,0,0,0.7071068 scale = 1.662732,1.662732,1.662732 } PROP { name = MAS_JSI_BasicMFD position = 0.5667231,0.3155071,-0.4571098 rotation = 0,0,0,1 scale = 0.5812428,0.5812428,0.5812428 } PROP { name = MAS_JSI_BasicMFD position = -0.09323501,0.3155071,-0.4258841 rotation = 0,0,0,1 scale = 0.5812428,0.5812428,0.5812428 } PROP { name = MAS_JSI_BasicMFD position = 0.08821826,0.3155071,-0.4312958 rotation = 0,0,0,1 scale = 0.5812428,0.5812428,0.5812428 } PROP { name = MAS_JSI_BasicMFD position = -0.6336758,0.3155071,-0.3983871 rotation = 0,0,0,1 scale = 0.5812428,0.5812428,0.5812428 } PROP { name = standingSwitch position = -0.2804624,0.06478582,-0.4320687 rotation = 0.7071068,0,0,0.7071068 scale = 1.6,1.6,1.6 } PROP { name = standingSwitch position = -0.2387363,0.06478582,-0.4320687 rotation = 0.7071068,0,0,0.7071068 scale = 1.6,1.6,1.6 } PROP { name = switch position = -0.02561573,0.02177665,-0.4455994 rotation = 0.7071068,0,0,0.7071068 scale = 1.414142,1.414142,1.414142 } PROP { name = switch position = 0.02082957,0.02177665,-0.4455994 rotation = 0.7071068,0,0,0.7071068 scale = 1.414142,1.414142,1.414142 } PROP { name = switchGuard position = -0.2382501,0.04564852,-0.4339992 rotation = 0.5,0.5,0.5,0.5 scale = 1.206569,1.206569,1.206569 } PROP { name = switchGuard position = -0.2810278,0.04564852,-0.4339992 rotation = 0.5,0.5,0.5,0.5 scale = 1.206569,1.206569,1.206569 } PROP { name = switchGuard position = -0.279519,0.08336228,-0.4339992 rotation = 0.5,0.5,0.5,0.5 scale = 1.206569,1.206569,1.206569 } PROP { name = switchGuard position = -0.2374047,0.08336228,-0.4339992 rotation = 0.5,0.5,0.5,0.5 scale = 1.206569,1.206569,1.206569 } PROP { name = switchWithGuards position = -0.2141908,0.2914345,-0.4315169 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.2099605,0.3912652,-0.4608511 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.1527995,0.426946,-0.4537195 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.156049,0.426946,-0.4385686 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.03182743,0.426946,-0.4446821 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.0260784,0.426946,-0.4465286 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.4447441,0.3125841,-0.4715365 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.444744,0.3636157,-0.471537 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.444744,0.2624475,-0.471537 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.5041983,0.3139697,-0.4183376 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.504198,0.369129,-0.418338 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.504198,0.2621616,-0.4174701 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.7528465,0.3689836,-0.4059156 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.752846,0.3124026,-0.4042108 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.752846,0.2601363,-0.4049369 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.6879578,0.312584,-0.4856317 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.687958,0.3629008,-0.4856504 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.687958,0.2620224,-0.4845275 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.214191,0.3884007,-0.4354812 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.214191,0.3394553,-0.433451 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = -0.214191,0.2449628,-0.4339244 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.20996,0.3432929,-0.4588696 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.20996,0.2921002,-0.4575284 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = switchWithGuards position = 0.20996,0.2428291,-0.4563415 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = VSI position = 0.1213144,0.1674997,-0.4421389 rotation = 0.7071068,0,0,0.7071068 scale = 1.192426,1.192426,1.192426 } } } UrlConfig { parentUrl = Squad/Spaces/landerCabinInternals/internal.cfg INTERNAL { name = landerCabinInternals MODEL { model = Squad/Spaces/landerCabinInternals/model position = 0.0, 0.0, 0.182 } MODEL { model = Squad/Spaces/OverlayMasks/Size2LanderMask rotation = -90, 0, 0 position = 0.0, 0.0, 0.182 } MODEL { model = Squad/Spaces/OverlayMasks/Size2LanderBorder rotation = -90, 0, 0 position = 0.0, 0.0, 0.182 } MODULE { name = InternalSeat seatTransformName = CenterSeat allowCrewHelmet = false kerbalEyeOffset = 0, 0.03, 0.02 displayseatName = Center Seat } MODULE { name = InternalSeat seatTransformName = LeftSeat allowCrewHelmet = false displayseatName = Left Seat } PROP { name = NavBall position = -0.0028,-1.2879,-0.12 rotation = -0.2338958,0,0,0.9722617 scale = 1.2,1.2,1.2 } PROP { name = RadarAltimeter position = 0.0687,-1.2818,-0.1219 rotation = -0.1938161,-0.007163423,0.05168353,0.9796494 scale = 1.1,1.1,1.1 } PROP { name = VSI position = 0.1433,-1.2755,-0.1221 rotation = -0.1938161,-0.007163423,0.05168353,0.9796494 scale = 1.1,1.1,1.1 } PROP { name = AltimeterThreeHands position = 0.0656,-1.2401,-0.4106 rotation = 0.2910111,0,3.795028E-08,0.9567197 scale = 1.5,1.5,1.5 } PROP { name = AxisIndicatorPitch position = 0.0997,-1.1926,-0.4898 rotation = 8.940697E-08,-0.9567197,-0.2910112,-4.40018E-08 scale = 1,1,1 } PROP { name = AxisIndicatorRoll position = 0.0448,-1.1844,-0.5021 rotation = 0.205776,-0.6765028,-0.2057759,0.6765031 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = 0.0448,-1.2029,-0.4745 rotation = 0.205776,-0.6765028,-0.2057759,0.6765031 scale = 1,1,1 } PROP { name = IndicatorPanel position = -0.062,-1.2151,-0.444 rotation = 0.2910111,0,3.795028E-08,0.9567197 scale = 1.5,1.5,1.5 } PROP { name = ledPanelSpeed position = -0.109,-1.2854,-0.1098 rotation = -0.3015964,0.01844281,-0.05528555,0.9516528 scale = 1.825722,1.825721,1.825721 } PROP { name = CargoBagA position = -0.7512,-0.074,0.153 rotation = 7.706237E-08,1.672183E-07,-0.707107,0.7071066 scale = 1,1,1 } PROP { name = CargoBagB position = 0.661,-0.591,-0.318 rotation = -0.4221812,0.5672421,0.5672418,0.4221805 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/landerCabinInternals } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider autoCutoutTargetName = internalspace } PROP { name = FreeIva_Hatch_Square position = 0, 1.01830876, -0.380441964 rotation = -1, -0, -0, -4.37113883e-08 } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.828114152 rotation = -0.707106829, 0, 0, -0.707106709 } } } UrlConfig { parentUrl = Squad/Spaces/landerCabinSmallInternal/internal.cfg INTERNAL { name = landerCabinSmallInternal MODEL { model = Squad/Spaces/landerCabinSmallInternal/model } MODEL { model = Squad/Spaces/OverlayMasks/Size1LanderMask rotation = -90, 0, 0 } MODEL { model = Squad/Spaces/OverlayMasks/Size1LanderBorder rotation = -90, 0, 0 } MODULE { name = InternalSeat seatTransformName = pilot allowCrewHelmet = false portraitCameraName = camera_pilot displayseatName = Pilot Seat } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_upper cameraTransformName = transform_window_upper } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = collider_window_lower cameraTransformName = transform_window_lower } PROP { name = genericDirectionalKnob2 position = -0.2417,-0.6209,0.055 rotation = -0.1257019,-0.6285095,-0.1505343,0.7526715 scale = 1.154142,1.154142,1.154142 } PROP { name = genericDirectionalKnob2 position = -0.279,-0.6054,0.055 rotation = 0.1826832,0.9134157,-0.07133314,0.3566654 scale = 1.154142,1.154142,1.154142 } PROP { name = AltimeterThreeHands position = -0.2780569,-0.6006569,-0.02849852 rotation = 0,0,-0.190809,0.9816272 scale = 1.5,1.2,1.5 } PROP { name = AtmosphereDepth position = -0.1266,-0.6056,-0.1044 rotation = 1.490116E-08,-0.9238796,-0.3826835,1.227583E-07 scale = 1.348387,1.520656,1.655704 } PROP { name = AxisIndicatorPitch position = 0.1248,-0.6115,-0.1004 rotation = -1.490116E-08,-0.9238795,-0.3826834,-9.806973E-08 scale = 1.5,1.5,1.5 } PROP { name = AxisIndicatorRoll position = 0.2823,-0.604,0.1044 rotation = 0.1386751,-0.6933752,0.1386751,0.6933753 scale = 1.2,1,1.2 } PROP { name = AxisIndicatorYaw position = 0.2826,-0.6033,0.05720528 rotation = 0.1349224,-0.6941153,0.1349224,0.6941153 scale = 1.2,1,1.2 } PROP { name = IndicatorPanel position = -0.275569,-0.5963919,0.1638915 rotation = 0,0,-0.190809,0.9816272 scale = 1.2,1.2,1.2 } PROP { name = ledPanelSpeed position = 0.007619729,-0.5575718,-0.1464558 rotation = 0.3826834,0,0,0.9238796 scale = 1.2,1.2,1.2 } PROP { name = NavBall position = 8.996066E-09,-0.616695,-0.09291898 rotation = 0.258819,1.286208E-07,-3.446385E-08,0.9659259 scale = 2,2,2 } PROP { name = RadarAltimeter position = 0.2783177,-0.6006864,0.189725 rotation = 0,0,0.190809,0.9816272 scale = 1.5,1.2,1.5 } PROP { name = throttle position = -0.32,-0.4268568,0.3584234 rotation = -0.5735762,0,0,0.8191522 scale = 1,1,1 } PROP { name = VSI position = 0.2781939,-0.6007282,-0.02830147 rotation = 0,0,0.190809,0.9816272 scale = 1.5,1.2,1.5 } PROP { name = genericClusterSwitches05 position = 0.0796,-0.6028,-0.1072 rotation = 0.3826835,0,-3.345526E-08,0.9238795 scale = 1,1,1 } PROP { name = genericClusterSwitches05 position = -0.0805,-0.6028,-0.1072 rotation = 0.3826835,0,-3.345526E-08,0.9238795 scale = 1,1,1 } PROP { name = genericClusterSwitches01 position = 0.3205,-0.4688,0.3325 rotation = -0.5606288,0,4.901174E-08,0.8280672 scale = 0.7052405,0.7052405,0.7052405 } PROP { name = genericClusterKnobs position = 0.32,-0.3519,0.3793 rotation = -0.5606288,0,4.901174E-08,0.8280672 scale = 0.8434972,0.8434972,0.8434972 } PROP { name = genericClusterButtons position = 0.3211,-0.3905,0.3638 rotation = -0.5606288,0,4.901174E-08,0.8280672 scale = 0.85,0.85,0.85 } PROP { name = genericDirectionalKnob2 position = -0.3158,-0.5901,0.055 rotation = -1.714502E-08,0,-0.1961162,0.9805807 scale = 1.154142,1.154142,1.154142 } MODEL { model = FreeIva/Squad/Spaces/landerCabinSmall } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Size1LanderMask } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.409360766 rotation = 3.09086232e-08, -0.707106829, -0.707106829, -3.09086161e-08 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = obj_base } } PROP { name = FreeIva_Hatch_Square position = 0, 0.589272678, 0 rotation = -1, -4.37113883e-08, -4.37113883e-08, -1.91068547e-15 MODULE { name = HatchConfig attachNodeId = airlock airlockName = node_airlock cutoutTargetTransformName = obj_base HideWhenOpen { name = obj_pipes position = 0, 0, 0 } } } PROP { name = HarnessBuckleButton position = 0.0030628168, -0.348752439, 0.312618226 rotation = 0.974839032, -3.18748388e-19, -1.43778115e-18, -0.222909987 scale = 1, 1, 1 } PROP { name = HandRailInvisible position = 0.361000001,-0.542900026,0.0776000023 rotation = 0,0.70710665,0,0.707107008 scale = 0.244742274,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = -0.359800011,-0.540000021,0.0776000023 rotation = 0,0.70710665,0,0.707107008 scale = 0.244742274,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = -0.170300007,-0.586799979,-0.0834000036 rotation = 0.270598143,0.653281331,0.270598233,0.653281629 scale = 0.0927524269,0.0150000006,0.0149999997 } PROP { name = HandRailInvisible position = 0.170300007,-0.586799979,-0.0834000036 rotation = 0.270598143,0.653281331,0.270598233,0.653281629 scale = 0.0927524269,0.0150000006,0.0149999997 } } } UrlConfig { parentUrl = Squad/Spaces/LargeCrewedLabInternals/internal.cfg INTERNAL { name = Mobile_Processing_Lab_Int MODEL { model = Squad/Spaces/LargeCrewedLabInternals/Large_Crewed_lab_Int } MODEL { model = Squad/Spaces/OverlayMasks/LargeLabMask rotation = -90, 0, 0 } MODEL { model = Squad/Spaces/OverlayMasks/LargeLabBorder rotation = -90, 0, 0 } MODULE { name = InternalSeat seatTransformName = Seat_Left portraitCameraName = Camera_Left allowCrewHelmet = false displayseatName = Left Seat } MODULE { name = InternalSeat seatTransformName = Seat_Right portraitCameraName = Camera_Right allowCrewHelmet = false displayseatName = Right Seat } PROP { name = squareButton position = 0.4932,-0.7769,-0.0516 rotation = 0,0,0.3209866,0.9470838 scale = 1,1,1 } PROP { name = squareButton position = 0.5165,-0.7591,-0.0516 rotation = 0,0,0.3209869,0.9470837 scale = 1,0.9999999,1 } PROP { name = squareButton position = 0.779,0.48,0.256 rotation = 0,0,0.8966617,0.4427165 scale = 1,0.9999999,1 } PROP { name = squareButton position = 0.7563,0.5097,0.256 rotation = 0,0,0.8966616,0.4427168 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/LargeCrewedLab } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/LargeLabMask windowName = Glass_Int Cut { target = InteriorMain type = Mesh tool = cutout } Shadows { InteriorMain = TwoSided Glass_TestTube = Off Glass_TestTube001 = Off Glass_TestTube002 = Off Glass_Beaker001 = Off Glass_Beaker002 = Off Plane001 = Off Plane002 = Off Plane003 = Off Plane004 = Off Note_L001 = Off Note_L = Off Note001 = Off Note = Off Glass_Exp001 = Off Glass_Exp002 = Off } } MODULE { name = InternalSeat seatTransformName = Seat_BackLeft portraitCameraName = Camera_BackLeft allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_BackRight portraitCameraName = Camera_BackRight allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_UpLeft portraitCameraName = Camera_UpLeft allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = Seat_Upight portraitCameraName = Camera_UpRight allowCrewHelmet = false } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, 1.7 rotation = 0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -1.7 rotation = -0.707106829, 0, 0, -0.707106829 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front } } PROP { name = FreeIva_Hatch_Square position = 0, 1.12, 0 rotation = -1, -0, -0, -0 MODULE { name = HatchConfig attachNodeId = airlockL airlockName = airlock_l cutoutTargetTransformName = InteriorMain } } PROP { name = FreeIva_Hatch_Square position = 0, -1.12, 0 rotation = 0, 0, 0, -1 MODULE { name = HatchConfig attachNodeId = airlockR airlockName = airlock_r cutoutTargetTransformName = InteriorMain } } PROP { name = HandRailInvisible position = 0.311800003,0,0 rotation = -0.707106829,0,0,0.707106829 scale = 0.0369280018,3.01188636,0.376038909 } } } UrlConfig { parentUrl = Squad/Spaces/Mk1-3/internal.cfg INTERNAL { name = Mk1-3 allowCrewHelmet = false MODEL { model = Squad/Spaces/Mk1-3/model } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_03 portraitCameraName = pilotCamera_03 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint03 cameraTransformName = WindowEyeTransform03 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint04 cameraTransformName = WindowEyeTransform04 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint05 cameraTransformName = WindowEyeTransform05 } PROP { name = NavBallNoBase position = 0.0708,0.2566,-0.7051 rotation = 0.7071068,0,0,0.7071068 scale = 1.75,1.750002,1.750002 } PROP { name = AxisIndicatorRoll position = 0.2416,0.2764,-0.6628 rotation = 0.5,-0.5,-0.5,0.5 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = 0.2416,0.2364,-0.6628 rotation = 0.5,-0.5,-0.5,0.5 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = 0.1758,0.2563,-0.6628 rotation = 0,0.7071068,0.7071068,0 scale = 1,1,1 } PROP { name = AltimeterThreeHands position = -0.1091284,0.2614,-0.6527 rotation = 0.7071068,0,0,0.7071068 scale = 0.9,0.9000009,0.9000009 } PROP { name = RadarAltimeter position = -0.0378,0.2614,-0.6527 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = VSI position = -0.1799,0.2614,-0.6594 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = AtmosphereDepth position = 0,0.35,-0.6527 rotation = 0.5000001,0.5,0.5,0.5 scale = 1,1,1 } PROP { name = Compass position = 0,0.3908,-0.6674 rotation = 0.5,-0.5,-0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = IndicatorPanel position = -0.2587,0.2386,-0.6527 rotation = 0.7071068,0,0,0.7071068 scale = 0.9000019,0.9000009,0.9000009 } PROP { name = ledPanelSpeed position = 0.0708,0.1766,-0.6619 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = throttle position = -0.2587,0.1166,-0.6655 rotation = 0.7071068,0,0,0.7071068 scale = 0.5,0.5000005,0.5000005 } PROP { name = directionalKnob position = -0.509,-0.0012,-0.6622 rotation = 0.2619438,-0.6460012,-0.6519611,0.2983533 scale = 1.5,1.5,1.5 } PROP { name = directionalKnob position = -0.3957,0.1269,-0.6622 rotation = -0.5604286,-0.4565326,-0.4504158,-0.5240453 scale = 1.5,1.500001,1.500001 } PROP { name = directionalKnob position = -0.3957,0.3269,-0.6603 rotation = -0.5604286,-0.4565326,-0.4504158,-0.5240453 scale = 1.500001,1.500002,1.500002 } PROP { name = directionalKnob2 position = -0.126,0.3908,-0.6622 rotation = -0.5544282,-0.4453863,-0.4560941,-0.534994 scale = 1.500001,1.500002,1.500003 } PROP { name = directionalKnob2 position = 0.126,0.3908,-0.6622 rotation = -0.2587954,-0.6624084,-0.6620091,-0.2366096 scale = 1.500005,1.500005,1.500005 } PROP { name = directionalKnob position = 0.3873,0.3266,-0.6622 rotation = -0.5604286,-0.4565326,-0.4504158,-0.5240453 scale = 1.500001,1.500002,1.500002 } PROP { name = genericPullSwitch position = 0.09,0.1484,-0.6619 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.0514,0.1484,-0.6619 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = genericClusterSwitches01 position = 0.4414,0.083,-0.6637 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericClusterSwitches02 position = -0.1091284,0.1766,-0.6612 rotation = -0.7071068,0,0,-0.7071068 scale = 1,1,1 } PROP { name = genericClusterSwitches02 position = 0.2498,0.1766,-0.663 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericClusterSwitches03 position = -0.4048,0.2269,-0.6615 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = 0.0824,0.1229,-0.662 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = -0.0846,0.1229,-0.6615 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = -0.4421,0.0441,-0.6627 rotation = -0.7071068,0,0,-0.7071068 scale = 1,1,1 } PROP { name = directionalKnob position = -0.4690531,0.1268242,-0.6622 rotation = -0.6419666,0.3322361,0.3012995,-0.6218655 scale = 1.5,1.500001,1.500001 } PROP { name = genericClusterSwitches04 position = -0.4421,0.0841,-0.6627 rotation = -0.7071068,0,0,-0.7071068 scale = 1,1,1 } PROP { name = genericClusterKnobs position = 0.4414,-0.012,-0.6596 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.2313,0.1083,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.269,0.1083,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = 0.3067,0.1083,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = 0.3067,0.0746,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000002,1.000002 } PROP { name = genericSwitchWithGuards position = 0.269,0.0746,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = 0.3067,0.041,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000003,1.000003 } PROP { name = genericSwitchWithGuards position = 0.4612,0.2147,-0.6612 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = 0.4234,0.2147,-0.6623 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = 0.3856,0.2147,-0.6633 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1,1.000002,1.000002 } PROP { name = genericSwitchWithGuards position = 0.3856,0.2438,-0.6633 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1.000001,1.000002,1.000002 } PROP { name = genericSwitchWithGuards position = 0.4234,0.2438,-0.6623 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1.000001,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = 0.3856,0.2751,-0.6633 rotation = -0.007781088,0.707064,0.707064,0.007781088 scale = 1.000001,1.000002,1.000002 } PROP { name = genericClusterSwitches04 position = 0.4414,0.1855,-0.6612 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 0.9999996,0.9999996,1 } PROP { name = genericClusterSwitches04 position = 0.126,0.35,-0.6625 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 0.9999996,0.9999996,1 } PROP { name = genericClusterSwitches04 position = -0.126,0.35,-0.6625 rotation = 0.005609008,0.7070845,0.7070845,-0.005609008 scale = 0.9999993,0.9999993,1 } PROP { name = genericSwitchWithGuards position = -0.3859,-0.0012,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000002,1.000002 } PROP { name = genericSwitchWithGuards position = -0.4236,-0.0012,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = -0.4612,-0.0012,-0.6642 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = -0.4626,0.1705,-0.6615 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000001,1.000001 } PROP { name = genericSwitchWithGuards position = -0.4626,0.208,-0.6615 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000002,1.000002 } PROP { name = genericSwitchWithGuards position = -0.4626,0.2457,-0.6615 rotation = 0.7071068,0,0,0.7071068 scale = 1,1.000003,1.000003 } MODEL { model = FreeIva/Squad/Spaces/mk1-3pod } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask Cut { target = Mk1_3_IvaProps type = Mesh tool = cutout } } MODULE { name = HandRail transformName = Mk1_3_IvaProps Collider { shape = Box center = 0, 0.63, -0.43 dimensions = 0.41, 0.02, 0.05 } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -1.13293576 rotation = -0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = Mk1_3_IvaShell } } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.84537065, -0.299179852 rotation = -0.972833574, -0, -0, -0.231505692 MODULE { name = HatchConfig airlockName = Airlock } } PROP { name = HarnessBuckleButton position = 0.00300167897, -0.0835653916, -0.250477761 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } PROP { name = HarnessBuckleButton position = 0.637799859, -0.0836592764, -0.0655016378 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } PROP { name = HarnessBuckleButton position = -0.632213235, -0.0836592764, -0.0655016378 rotation = 0.537299633, 0, 0, -0.843391418 scale = 1, 1, 1 } } } UrlConfig { parentUrl = Squad/Spaces/mk1CabinInternal/internal.cfg INTERNAL { name = mk1CabinInternal MODEL { model = Squad/Spaces/mk1CabinInternal/mk1cabin texture = CockpitGeneric, Squad/Spaces/sharedAssets/CockpitGeneric texture = CockpitGeneric_NRM, Squad/Spaces/sharedAssets/CockpitGeneric_NRM } MODEL { model = Squad/Spaces/OverlayMasks/Mk1CabinMask } MODEL { model = Squad/Spaces/OverlayMasks/Mk1CabinBorder } MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false displayseatName = Seat <<1>> displayseatIndex = 2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1 cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4 cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5 cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam6 cameraTransformName = Cam6 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam7 cameraTransformName = Cam7 } PROP { name = Hatch_Plane position = 0,0,0.907 rotation = 0.7071068,-1.377734E-07,-1.292402E-07,-0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock1 } } PROP { name = Hatch_Plane position = 0,0,-0.907 rotation = -1.192093E-07,-0.7071068,-0.7071068,-1.053671E-08 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock } } PROP { name = Seat_Passenger position = 0.1875,-0.4125,-0.3750001 rotation = 8.146034E-08,0,0,1 scale = 1,1,1 } PROP { name = Seat_Passenger position = 0.1875,-0.4125,0.3750001 rotation = -2.16942E-14,1,-1.331581E-07,-1.629207E-07 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/mk1CrewCabin } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk1CabinMask internalDepthMaskName = depthMask } PROP { name = HandRailLong position = -0.377480596,0.386704981,0.382699996 rotation = 0.18301329,-0.683012307,-0.683012903,0.183013022 scale = 1,1,1 } PROP { name = HandRailLong position = -0.377480596,0.386704981,-0.3829 rotation = 0.18301329,-0.683012307,-0.683012903,0.183013022 scale = 1,1,1 } PROP { name = HandRailLong position = 0.374180615,0.386725217,-0.3829 rotation = -0.183012724,-0.683012545,-0.683013082,-0.183012098 scale = 1,1,1 } PROP { name = HandRailLong position = 0.377400011,0.386709332,0.382699996 rotation = -0.182895049,-0.683043957,-0.683044374,-0.182895675 scale = 1,1,1 } } } UrlConfig { parentUrl = Squad/Spaces/mk1CockpitInternal/internal.cfg INTERNAL { name = mk1CockpitInternal MODEL { model = Squad/Spaces/mk1CockpitInternal/Mk1StandardIVA texture = CockpitGeneric, Squad/Spaces/sharedAssets/CockpitGeneric texture = CockpitGeneric_NRM, Squad/Spaces/sharedAssets/CockpitGeneric_NRM } MODEL { model = Squad/Spaces/OverlayMasks/Mk1StandardMask2 position = 0.0, 0.0, 0.175 } MODEL { model = Squad/Spaces/OverlayMasks/Mk1StandardBorder2 position = 0.0, 0.0, 0.175 } MODULE { name = InternalSeat seatTransformName = Seat1 portraitCameraName = CockpitCam allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Pilot Seat } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DockingTrigger cameraTransformName = DockingCam } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DockingTrigger2 cameraTransformName = DockingCam } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1Trigger cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4Trigger cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5Trigger cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = SelfieTrigger1 cameraTransformName = SelfieCam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = SelfieTrigger2 cameraTransformName = SelfieCam2 } PROP { name = AltimeterThreeHands position = -0.07959667,0.2446839,-0.931874 rotation = 0.6087611,-1.356866E-07,1.851719E-07,0.7933536 scale = 1,0.9999999,1 } PROP { name = AtmosphereDepth position = 0,0.1602,-0.917 rotation = -0.4304592,-0.5609856,-0.4304591,-0.5609857 scale = 1.15,1.15,1.15 } PROP { name = AxisIndicatorPitch position = -0.0656,0.5035,0.1466002 rotation = -5.831868E-08,0.7071068,-0.7071068,-9.323037E-08 scale = 0.8,0.8,0.8000001 } PROP { name = AxisIndicatorPitch position = 0.2219027,0.1654247,-0.8898957 rotation = 0.3543853,-0.631123,-0.5630794,-0.3987939 scale = 0.9999996,1,1 } PROP { name = AxisIndicatorRoll position = -0.1102,0.5062,0.1466002 rotation = -0.5,0.5000002,-0.4999999,0.5 scale = 0.8000003,0.8000001,0.8000003 } PROP { name = AxisIndicatorRoll position = 0.2485575,0.1904428,-0.8407836 rotation = 0.6487455,-0.7282612,-0.1475693,0.1642813 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = -0.1102,0.4833,0.1466002 rotation = -0.5,0.5000002,-0.4999999,0.5 scale = 0.8000003,0.8000001,0.8000003 } PROP { name = AxisIndicatorYaw position = 0.2452455,0.1588912,-0.8392651 rotation = 0.6487455,-0.7282612,-0.1475693,0.1642813 scale = 1,1,1 } PROP { name = CargoBagA position = -0.5317086,0.1736501,-0.07300001 rotation = 0.5671858,0.4222561,-0.5671858,0.4222562 scale = 0.8,0.8,0.8 } PROP { name = CargoBagB position = -0.5232033,-0.1941839,-0.08700001 rotation = 0.4304595,0.5609855,-0.4304594,0.5609855 scale = 0.8,0.8,0.8 } PROP { name = Compass position = 0.1578244,0.1993773,-0.9291308 rotation = 0.4304593,-0.5609857,-0.4304589,0.5609858 scale = 0.4999996,0.5,0.5 } PROP { name = Hatch_Plane position = 0,0,0.14375 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = Hatch_Plane_Curve90 position = 0.5327566,-0.1737644,-0.1524241 rotation = -0.415627,0.5720614,0.4156268,0.5720614 scale = 1,1,1.000001 MODULE { name = HatchConfig airlockName = Airlock } } PROP { name = IndicatorPanel position = -0.1099,0.1273,-0.8966 rotation = 0.6087611,-1.356866E-07,1.851719E-07,0.7933536 scale = 1.2,1.2,1.200001 } PROP { name = IndicatorPanel position = 0.07883465,0.5037204,0.1340235 rotation = 9.162171E-08,0.7071068,-0.7071068,-5.530614E-08 scale = 0.66,0.66,0.66 } PROP { name = IndicatorPanel position = -0.3303,0.1226,-0.6192 rotation = 0.5630789,0.3987943,-0.3543846,0.6311235 scale = 1.25,1.249999,1.25 } PROP { name = IndicatorPanel position = 0.3246,0.1227,-0.6313 rotation = 0.5630792,-0.3987941,0.3543853,0.631123 scale = 1.25,1.25,1.25 } PROP { name = MonitorDockingMode position = -4.616842E-08,0.09078927,-0.8965402 rotation = 0.6087615,0,1.360013E-07,0.7933533 scale = 0.85,0.85,0.85 } PROP { name = ledPanelSpeed position = 0,0.1912,-0.923 rotation = 0.6087611,-1.356866E-07,1.851719E-07,0.7933536 scale = 1.15,1.15,1.15 } PROP { name = ledPanelSpeed position = -8.972282E-09,0.4360673,0.1486939 rotation = 9.162171E-08,0.7071068,-0.7071068,-5.530614E-08 scale = 1.5,1.5,1.500001 } PROP { name = NavBall position = 0,0.251,-0.9551 rotation = 0.6087611,-1.356866E-07,1.851719E-07,0.7933536 scale = 1.5,1.5,1.500002 } PROP { name = NavBall position = -2.661874E-09,0.5213212,0.1554403 rotation = 7.418543E-08,-0.4999992,0.8660259,-7.713513E-08 scale = 1.5,1.5,1.5 } PROP { name = RadarAltimeter position = 0.07835375,0.2378509,-0.9355242 rotation = 0.6087611,-1.356866E-07,1.851719E-07,0.7933536 scale = 1,1,1 } PROP { name = Seat_Pilot position = 0,-0.2179852,-0.5121522 rotation = -4.37114E-08,1,0,0 scale = 1,1,1 } PROP { name = SideStick position = 0.125,0.417595,0.1490468 rotation = -0.7071068,0,0,0.7071068 scale = 1,0.9999998,0.9999998 } PROP { name = SideStick position = -0.125,0.417595,0.149047 rotation = -0.7071068,0,0,0.7071068 scale = -1,1,1 } PROP { name = throttle position = 0.1285,0.0878,-0.899 rotation = 0.6087611,-1.356866E-07,1.851719E-07,0.7933536 scale = 0.5,0.5,0.5 } PROP { name = VSI position = 0.07835375,0.1765,-0.9191 rotation = 0.6087611,-1.356866E-07,1.851719E-07,0.7933536 scale = 1,1,1 } PROP { name = genericClusterSwitches05 position = -0.1788,0.126,-0.906 rotation = 0.6087614,0,-1.048224E-07,0.7933534 scale = 1,1,1 } PROP { name = genericClusterKnobs position = -0.2669,0.1279,-0.7758 rotation = 0.5593085,0.3928547,-0.3605711,0.6346871 scale = 1.422426,1.422427,1.422427 } PROP { name = genericClusterSwitches04 position = -0.2616,0.0786,-0.7736 rotation = 0.5588389,0.3920285,-0.3612985,0.6351978 scale = 1.238854,1.238854,1.238853 } PROP { name = genericClusterButtons position = -0.272,0.1808,-0.779 rotation = 0.5630077,0.3993974,-0.3547675,0.6305903 scale = 1.373894,1.373894,1.373894 } PROP { name = genericClusterButtons position = 0.3021,0.1187,-0.6996 rotation = 0.1470941,0.1644207,0.6489026,0.7281859 scale = 1.233137,1.233137,1.233137 } PROP { name = genericClusterSwitches02 position = 0.2513,0.0811,-0.796 rotation = 0.563069,-0.3990234,0.354492,0.6309271 scale = 1.087113,1.087113,1.087113 } PROP { name = genericDirectionalKnob2 position = 0.2799,0.1635,-0.7582 rotation = 0.2864029,0,0.6005703,0.7465178 scale = 2.164317,1.198568,2.164317 } PROP { name = genericClusterKnobs position = 0.1758,0.1088,-0.9014 rotation = 0.4316859,0.5593823,0.4292291,0.5625843 scale = 1,1,1 } PROP { name = genericClusterSwitches03 position = 0.08049999,0.0944,-0.8975 rotation = 0.6087614,0,2.119143E-07,0.7933534 scale = 0.6993551,0.6993551,0.6993551 } PROP { name = genericClusterSwitches02 position = 0,0.3795,0.1437504 rotation = -0.7071068,0,0,0.7071068 scale = 1,1,1 } PROP { name = genericClusterSwitches03 position = -0.3899,0.1286,-0.517 rotation = 0.562256,0.3976885,-0.356437,0.631399 scale = 1,1,1 } PROP { name = genericClusterSwitches03 position = 0.3845,0.1297,-0.5298 rotation = 0.5611121,-0.3955497,0.3575814,0.6331108 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/mk1Cockpit } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk1StandardMask2 windowName = windows } PROP { name = HandRailMedium position = -0.251399994,0.458900005,-0.548300028 rotation = 0.487740725,-0.620218933,-0.594163418,0.156228527 scale = 1,1,1 } } } UrlConfig { parentUrl = Squad/Spaces/mk1InlineInternal/internal.cfg INTERNAL { name = mk1InlineInternal MODEL { model = Squad/Spaces/mk1InlineInternal/Mk1InlineIVA texture = CockpitGeneric, Squad/Spaces/sharedAssets/CockpitGeneric texture = CockpitGeneric_NRM, Squad/Spaces/sharedAssets/CockpitGeneric_NRM } MODEL { model = Squad/Spaces/OverlayMasks/Mk1InlineMask2 } MODULE { name = InternalSeat seatTransformName = Seat portraitCameraName = PilotCam allowCrewHelmet = False kerbalEyeOffset = 0, 0.055, 0 displayseatName = Pilot Seat } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1 cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4 cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5 cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam6 cameraTransformName = Cam6 } PROP { name = genericSquareButton position = -0.0619,0.6486,-0.561 rotation = 0.4449967,0.5495251,0.4449968,0.549525 scale = 1.483437,1.483437,1.483437 } PROP { name = genericSquareButton position = -0.0619,0.6907,-0.57 rotation = 0.4449967,0.5495251,0.4449968,0.549525 scale = 1.483437,1.483437,1.483437 } PROP { name = genericSquareButton position = 0.0619,0.6907,-0.57 rotation = 0.4449967,0.5495251,0.4449968,0.549525 scale = 1.483437,1.483437,1.483437 } PROP { name = genericClusterSwitches05 position = -0.0594,0.4392,-0.4875 rotation = 3.091991E-07,-0.9002057,-0.4354649,6.963531E-07 scale = 0.91,0.91,0.9100001 } PROP { name = Hatch_Plane position = 0,0,-0.92 rotation = -1.192093E-07,-0.7071068,-0.7071068,-1.053671E-08 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock3 } } PROP { name = Hatch_Plane position = 0,0,0.92 rotation = 0.7071068,-1.377734E-07,-1.292402E-07,-0.7071068 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock2 } } PROP { name = Seat_Pilot position = 0,0.15045,-0.144425 rotation = 0,1,0,-1.629207E-07 scale = 1,1,1 } PROP { name = IndicatorPanel position = -0.0015,0.4445,-0.4803 rotation = 0.4353056,0,0,0.9002827 scale = 0.95,0.95,0.95 } PROP { name = NavBall position = 0,0.6766,-0.5699 rotation = 0.6293204,0,0,0.777146 scale = 1.5,1.5,1.5 } PROP { name = AltimeterThreeHands position = -0.1499,0.6162,-0.5435 rotation = 0.6293204,0,0,0.777146 scale = 1.5,1.5,1.5 } PROP { name = AtmosphereDepth position = 0.15,0.63,-0.5629 rotation = 0.4449968,0.5495251,0.4449967,0.5495253 scale = 1.4,1.4,1.4 } PROP { name = AxisIndicatorPitch position = 0.1149,0.5416,-0.5391 rotation = -2.384186E-07,-0.777146,-0.6293204,1.667622E-07 scale = 1.25,0.9,0.9 } PROP { name = AxisIndicatorRoll position = 0.1681,0.5238,-0.5355 rotation = 0.4449968,-0.5495253,-0.4449969,0.549525 scale = 1.25,0.9,0.9 } PROP { name = AxisIndicatorYaw position = 0.1678,0.5595,-0.5429 rotation = 0.4449968,-0.549525,-0.4449968,0.5495253 scale = 1.25,0.9,0.9 } PROP { name = ledPanelSpeed position = 0,0.6007,-0.5532 rotation = 0.6293204,0,0,0.777146 scale = 2,2,2 } PROP { name = throttle position = -0.2943,0.4761,-0.3981 rotation = 0.01645024,-0.04859821,-0.2077469,0.9768362 scale = 0.6600001,0.66,0.66 } PROP { name = VSI position = 0.038,0.5425,-0.5317 rotation = 0.6293204,0,0,0.777146 scale = 1.2,1.2,1.2 } PROP { name = Compass position = 0.1508,0.5949,-0.5575 rotation = 0.4449967,-0.5495253,-0.4449968,0.549525 scale = 0.6999999,0.7,0.7 } PROP { name = RadarAltimeter position = -0.038,0.5425,-0.5317 rotation = 0.6293204,0,0,0.777146 scale = 1.2,1.2,1.2 } PROP { name = genericClusterSwitches05 position = 0.0594,0.4392,-0.4875 rotation = 0.4354649,0,0,0.9002057 scale = 0.91,0.91,0.91 } PROP { name = genericClusterKnobs2 position = -0.1494,0.5322,-0.5362 rotation = 0.6293204,0,-3.040299E-07,0.777146 scale = 0.9241717,0.9241716,0.9241717 } PROP { name = genericSquareButton position = 0.0619,0.6486,-0.561 rotation = 0.4449967,0.5495251,0.4449968,0.549525 scale = 1.483437,1.483437,1.483437 } PROP { name = genericCircularButton position = 0.1177,0.6718,-0.566 rotation = 0.6293205,0,9.996432E-08,0.7771459 scale = 1.256826,1.256826,1.256826 } MODEL { model = FreeIva/Squad/Spaces/mk1InlineCockpit } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk1InlineMask2 } PROP { name = HandRailShort position = -0.135600001,0.69757998,-0.534810007 rotation = 0.873981476,-0.464949697,-0.141127318,-0.0078330785 scale = 0.5,0.5,0.5 } PROP { name = HandRailShort position = 0.133200005,0.697799981,-0.534600019 rotation = -0.866235912,-0.467436403,-0.175375864,0.019542722 scale = 0.5,0.5,0.5 } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.946092665, -0.152951658 rotation = -0.993507087, -0, -0, -0.113771163 MODULE { name = HatchConfig airlockName = Airlock } } PROP { name = HandRailInvisible position = -0.2509,-0.376,0.5515999 rotation = 0.5000001,0.5000001,0.5,-0.4999998 scale = 0.3,0.02,0.02 } PROP { name = HandRailInvisible position = -0.2509,-0.2258,0.5515999 rotation = 0.5000001,0.5000001,0.5,-0.4999998 scale = 0.3,0.02,0.02 } PROP { name = HandRailInvisible position = -0.2509,-0.07519999,0.5515999 rotation = 0.5000001,0.5000001,0.5,-0.4999998 scale = 0.3,0.02,0.02 } PROP { name = HandRailInvisible position = -0.2509,0.075,0.5515999 rotation = 0.5000001,0.5000001,0.5,-0.4999998 scale = 0.3,0.02,0.02 } PROP { name = HandRailInvisible position = -0.2509,0.2255,0.5515999 rotation = 0.5000001,0.5000001,0.5,-0.4999998 scale = 0.3,0.02,0.02 } PROP { name = HandRailInvisible position = -0.2509,0.3757,0.5515999 rotation = 0.5000001,0.5000001,0.5,-0.4999998 scale = 0.3,0.02,0.02 } PROP { name = HandRailInvisible position = 0.2509,-0.376,0.5515999 rotation = 0.5000001,-0.4999998,-0.5000002,-0.5000001 scale = 0.3,0.01999999,0.01999999 } PROP { name = HandRailInvisible position = 0.2509,-0.2258,0.5515999 rotation = 0.5000001,-0.4999998,-0.5000002,-0.5000001 scale = 0.3,0.01999999,0.01999999 } PROP { name = HandRailInvisible position = 0.2509,-0.07519998,0.5515999 rotation = 0.5000001,-0.4999998,-0.5000002,-0.5000001 scale = 0.3,0.01999999,0.01999999 } PROP { name = HandRailInvisible position = 0.2509,0.07500002,0.5515999 rotation = 0.5000001,-0.4999998,-0.5000002,-0.5000001 scale = 0.3,0.01999999,0.01999999 } PROP { name = HandRailInvisible position = 0.2509,0.2255,0.5515999 rotation = 0.5000001,-0.4999998,-0.5000002,-0.5000001 scale = 0.3,0.01999999,0.01999999 } PROP { name = HandRailInvisible position = 0.2509,0.3757,0.5515999 rotation = 0.5000001,-0.4999998,-0.5000002,-0.5000001 scale = 0.3,0.01999999,0.01999999 } PROP { name = HandRailInvisible position = 0,0.1039,0.3354999 rotation = 1.385238E-07,0.7071071,0.7071066,-8.195639E-08 scale = 0.4,0.02,0.02 } PROP { name = HandRailInvisible position = 0.2518,0.3302,0.2999 rotation = -0.7071067,0.7071069,-4.064466E-07,-2.235174E-08 scale = 0.3,0.02,0.02 } PROP { name = HandRailInvisible position = -0.2518,0.3302,0.2999 rotation = 0,0,0.7071068,-0.7071068 scale = 0.3,0.02,0.02 } } } UrlConfig { parentUrl = Squad/Spaces/mk1PodCockpit/internal.cfg INTERNAL { name = mk1PodCockpit MODULE { name = InternalSeat seatTransformName = pilotSeat allowCrewHelmet = false displayseatName = Pilot Seat } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } PROP { name = AltimeterThreeHands position = -0.0826,0.116,-0.1937 rotation = 0.5224234,-0.02259917,0.01240638,0.8522964 scale = 1,1,1 } PROP { name = AtmosphereDepth position = 0.09715462,0.1835504,-0.2329795 rotation = -0.3883636,-0.5775291,-0.4094696,-0.5898886 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = 0.04695153,0.1676569,-0.226972 rotation = -0.01451988,0.8539876,0.5199119,0.01363798 scale = 0.7576665,0.7576665,0.7576665 } PROP { name = AxisIndicatorRoll position = 0.09650087,0.1583266,-0.2199712 rotation = 0.3788908,-0.6118522,-0.3563156,0.5959178 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = 0.09583187,0.1325848,-0.20669 rotation = 0.3762259,-0.6162743,-0.3591281,0.5913435 scale = 1,1,1 } PROP { name = Compass position = 0.0107,0.0188,-0.1515 rotation = 0.3760241,-0.6166065,-0.3593395,0.590997 scale = 0.4613118,0.4613118,0.4613118 } PROP { name = IndicatorPanel position = 0.09509754,0.06577349,-0.1620018 rotation = 0.5199545,-0.016311,0.01289243,0.8539409 scale = 1,1,1 } PROP { name = ledPanelSpeed position = 0.0022,0.1286,-0.2086 rotation = 0.5349815,-0.009351483,0.006512722,0.8447869 scale = 1,1,1 } PROP { name = NavBall position = 0,0.0752089,-0.1812306 rotation = 0.5199609,-0.01674504,0.01262825,0.8539325 scale = 1.45,1.45,1.45 } PROP { name = RadarAltimeter position = -0.0835,0.0523,-0.173 rotation = 0.5199723,-0.01752372,0.01215399,0.8539169 scale = 1,1,1 } PROP { name = throttle position = -0.2021,0.1472,-0.2065 rotation = 0.5115482,0.1018259,-0.172454,0.8355893 scale = 0.5974331,0.5974331,0.5974331 } PROP { name = VSI position = 0.0029,0.1702,-0.2302 rotation = 0.5199462,-0.01576281,0.0132262,0.8539512 scale = 1,1,1 } PROP { name = genericClusterSwitches02 position = -0.088,0.1708,-0.2345 rotation = 0.5199952,-0.01919327,0.01113728,0.8538809 scale = 0.7640235,0.7640235,0.7640235 } PROP { name = genericClusterKnobs position = -0.0904,0.014,-0.1536 rotation = 0.5200233,-0.0214961,0.009734809,0.853826 scale = 0.85,0.8499999,0.85 } PROP { name = genericClusterSwitches01 position = 0.2169,0.1657,-0.1819 rotation = 0.5027134,-0.1254322,0.2026132,0.8309597 scale = 0.8064,0.8064,0.8064 } PROP { name = genericClusterSwitches03 position = -0.2513,0.1702,-0.1896 rotation = 0.5114127,0.1011704,-0.1728552,0.8356689 scale = 0.7152129,0.7152129,0.7152129 } PROP { name = genericClusterButtons position = -0.1318,0.0842,-0.1916 rotation = 0.3601284,0.5897009,0.3752687,0.6178462 scale = 0.9099997,0.91,0.91 } PROP { name = genericClusterKnobs2 position = 0.1933,0.0863,-0.1541 rotation = 0.4995919,-0.112852,0.2101921,0.8327614 scale = 0.6831988,0.6831989,0.6831989 } } } UrlConfig { parentUrl = Squad/Spaces/mk1pod_IVA/mk1pod_Internal.cfg INTERNAL { name = mk1pod_IVA FreeIva_InternalModel = mk1pod_IVA MODEL { model = Squad/Spaces/mk1pod_IVA/mk1pod_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } PROP { name = NavBall position = -0.0128,0.2204,-0.1631 rotation = 0.6175281,0,0,0.7865489 scale = 1.2,1.199999,1.199999 } PROP { name = VSI position = -0.0995,0.3579998,-0.1415 rotation = 0.8183819,0,0,0.5746747 scale = 0.8175737,0.8175735,0.8175735 } PROP { name = throttle position = 0.151,0.0636,-0.1367 rotation = 0.6173004,0,0,0.7867276 scale = 0.4443541,0.4443548,0.4443548 } PROP { name = RadarAltimeter position = 0.0789,0.358,-0.1415 rotation = 0.8183819,0,0,0.5746747 scale = 0.8175737,0.8175735,0.8175735 } PROP { name = ledPanelSpeed position = 0.0849,0.178,-0.1516 rotation = 0.6390272,0,0,0.7691841 scale = 0.9,0.9000006,0.9000006 } PROP { name = IndicatorPanel position = -0.2038,0.0768,-0.1254 rotation = 0.6479288,0,0,0.7617009 scale = 1,1,1 } PROP { name = Compass position = -0.0098,0.3058,-0.168 rotation = 0.5743688,-0.3988398,-0.5834452,0.4130606 scale = 0.5662715,0.5662714,0.5662714 } PROP { name = AltimeterThreeHands position = -0.0097,0.3571,-0.1372 rotation = 0.8183819,0,0,0.5746747 scale = 0.8175737,0.8175735,0.8175735 } PROP { name = AtmosphereDepth position = 0.0847,0.2193,-0.1596 rotation = -0.4545195,-0.5416753,-0.4545195,-0.5416753 scale = 0.9000008,0.9000006,0.9 } PROP { name = AxisIndicatorRoll position = -0.111,0.2199,-0.1612 rotation = -0.4545195,0.5416753,0.4545195,-0.5416753 scale = 0.9000008,0.9000006,0.9 } PROP { name = AxisIndicatorYaw position = -0.111,0.1807,-0.1542 rotation = 0.4545195,-0.5416753,-0.4545195,0.5416753 scale = 0.9000008,0.9000006,0.9 } PROP { name = AxisIndicatorPitch position = -0.1755,0.1977,-0.1566 rotation = 0,0.7660445,0.6427876,0 scale = 0.8999994,0.9000012,0.9000019 } PROP { name = genericSwitch position = 0.4011,-0.0403,0.0239 rotation = -0.3527337,0.6413224,0.5252773,0.4340142 scale = 1.200001,1.200001,1.200002 } PROP { name = genericSwitch position = 0.4093,-0.0405,0.0431 rotation = -0.3527337,0.6413224,0.5252773,0.4340142 scale = 1.200001,1.200001,1.200002 } PROP { name = genericSwitch position = 0.4088,-0.0029,0.0211 rotation = -0.3612338,0.6308268,0.5378367,0.4269655 scale = 1.200001,1.200001,1.200001 } PROP { name = genericSwitch position = 0.4158,-0.0028,0.0407 rotation = -0.3612338,0.6308268,0.5378367,0.4269655 scale = 1.200001,1.200001,1.200001 } PROP { name = genericSwitch position = 0.42388,-0.00294,0.06064 rotation = -0.3612338,0.6308268,0.5378367,0.4269655 scale = 1.200001,1.200001,1.200001 } PROP { name = genericSwitch position = 0.4234,0.0365,0.0377 rotation = -0.3590528,0.6335599,0.5346144,0.4288011 scale = 1.200002,1.200001,1.200001 } PROP { name = genericSwitch position = 0.4148,0.0367,0.0189 rotation = -0.3590528,0.6335599,0.5346144,0.4288011 scale = 1.200002,1.200001,1.200001 } PROP { name = genericSwitch position = 0.43008,0.03662,0.0581 rotation = -0.3590528,0.6335599,0.5346144,0.4288011 scale = 1.200002,1.200001,1.200001 } PROP { name = genericSwitch position = 0.4374,0.0366,0.0773 rotation = -0.3590528,0.6335599,0.5346144,0.4288011 scale = 1.200002,1.200001,1.200001 } PROP { name = genericSwitch position = 0.4378,0.1352,0.0345 rotation = -0.3647121,0.6304787,0.5336314,0.4297898 scale = 1.2,1.2,1.200001 } PROP { name = genericSwitch position = 0.45292,0.13519,0.07262 rotation = -0.3647121,0.6304787,0.5336314,0.4297898 scale = 1.2,1.2,1.200001 } PROP { name = genericSwitch position = 0.44524,0.13506,0.05351 rotation = -0.3647121,0.6304787,0.5336314,0.4297898 scale = 1.2,1.2,1.200001 } PROP { name = genericSwitch position = 0.43112,0.13509,0.01572 rotation = -0.3647121,0.6304787,0.5336314,0.4297898 scale = 1.2,1.2,1.200001 } PROP { name = genericSwitch position = 0.45948,0.13533,0.09208 rotation = -0.3647121,0.6304787,0.5336314,0.4297898 scale = 1.2,1.2,1.200001 } PROP { name = genericClusterSwitches07 position = 0.4339,0.0879,0.0499 rotation = 0.5309854,-0.4359938,0.3661557,0.6276098 scale = 1,1,1 } PROP { name = genericDirectionalKnob position = 0.27107,0.24291,-0.1208 rotation = 0.636202,-0.1613664,0.2012792,0.7271139 scale = 1.100001,1.1,1.1 } PROP { name = genericDirectionalKnob position = 0.27078,0.20337,-0.1149 rotation = 0.636202,-0.1613664,0.2012792,0.7271139 scale = 1.100001,1.1,1.1 } PROP { name = genericDirectionalKnob position = 0.2709,0.1652,-0.1097 rotation = 0.6384977,-0.1520289,0.1906056,0.7299846 scale = 1.100001,1.1,1.1 } PROP { name = pullSwitch position = 0.2691,0.1284,-0.1029 rotation = 0.6311551,-0.1314523,0.1566871,0.7482064 scale = 1.1,1.1,1.1 } PROP { name = pullSwitch position = 0.27083,0.09089,-0.09906 rotation = 0.6389853,-0.1499663,0.1882474,0.7305962 scale = 1.1,1.1,1.1 } PROP { name = pullSwitch position = 0.27045,0.0524,-0.09365 rotation = 0.6422562,-0.135274,0.1714442,0.7347209 scale = 1.1,1.1,1.100001 } PROP { name = pullSwitch position = 0.27,0.0149,-0.0869 rotation = 0.6422433,-0.1353353,0.1715144,0.7347046 scale = 1.100001,1.100001,1.100001 } PROP { name = genericDirectionalKnob position = 0.2714,-0.0306,-0.0801 rotation = 0.6169466,-0.1665809,0.1969853,0.7435217 scale = 1.100001,1.100001,1.100001 } PROP { name = directionalKnob2 position = 0.3874,0.0606,-0.0158 rotation = 0.6328545,-0.2931448,0.202225,0.6875075 scale = 1,1,1 } PROP { name = directionalKnob2 position = 0.3207,0.1271,-0.0766 rotation = 0.6141673,-0.08056768,0.2438067,0.7462344 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.41008,0.13522,-0.01062 rotation = 0.6179116,-0.2662256,0.2256806,0.7045406 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.38826,0.13429,-0.02909 rotation = 0.6179116,-0.2662256,0.2256806,0.7045406 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.36586,0.13319,-0.04779 rotation = 0.6179116,-0.2662256,0.2256806,0.7045406 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.3795,0.1016,-0.0302 rotation = 0.6179116,-0.2662256,0.2256806,0.7045406 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.40068,0.10374,-0.0128 rotation = 0.6179116,-0.2662256,0.2256806,0.7045406 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.23482,0.28602,-0.14543 rotation = 0.6367226,-0.2174289,0.1702779,0.7199407 scale = 1,1,1 } PROP { name = genericSwitch position = 0.2302,0.2414,-0.1439 rotation = 0.297835,0.3880709,0.5820861,0.649516 scale = 1.100001,1.1,1.1 } PROP { name = genericSwitch position = 0.2294,0.2044,-0.1384 rotation = 0.297835,0.3880709,0.5820861,0.649516 scale = 1.100001,1.1,1.1 } PROP { name = genericSwitch position = 0.2299,0.1653,-0.1332 rotation = 0.297835,0.3880709,0.5820861,0.649516 scale = 1.100001,1.1,1.1 } PROP { name = genericSwitch position = 0.2305,0.1282,-0.1279 rotation = 0.297835,0.3880709,0.5820861,0.649516 scale = 1.100001,1.1,1.1 } PROP { name = genericSwitch position = 0.2302,0.091,-0.1216 rotation = 0.297835,0.3880709,0.5820861,0.649516 scale = 1.100001,1.1,1.1 } PROP { name = genericSwitch position = 0.2307,0.0525,-0.116 rotation = 0.297835,0.3880709,0.5820861,0.649516 scale = 1.100001,1.1,1.1 } PROP { name = genericSwitch position = 0.2312,0.0146,-0.1102 rotation = 0.297835,0.3880709,0.5820861,0.649516 scale = 1.100001,1.1,1.1 } PROP { name = genericSwitch position = 0.2309,-0.0305,-0.1031 rotation = 0.297835,0.3880709,0.5820861,0.649516 scale = 1.100001,1.1,1.1 } PROP { name = standingSwitch position = 0.31954,0.09258,-0.07208 rotation = 0.6309793,-0.1596038,0.138577,0.7464504 scale = 1,1,1 } PROP { name = standingSwitch position = 0.3181,0.0592,-0.0682 rotation = 0.6247428,-0.1824957,0.1656916,0.7409036 scale = 1,1,1 } PROP { name = standingSwitch position = 0.3158,0.025,-0.0631 rotation = 0.6245651,-0.1831031,0.1664119,0.7407421 scale = 1,1,1 } PROP { name = standingSwitch position = 0.3141,-0.0074,-0.0588 rotation = 0.6242326,-0.1842333,0.1677524,0.7404397 scale = 1,1,1 } PROP { name = standingSwitch position = 0.3324,0.00798,-0.05059 rotation = 0.6243178,-0.1839447,0.1674102,0.7405171 scale = 1,1,1 } PROP { name = standingSwitch position = 0.3344,0.04152,-0.05558 rotation = 0.6273614,-0.1732801,0.1547679,0.7432622 scale = 1,1,1 } PROP { name = standingSwitch position = 0.33057,-0.02536,-0.04595 rotation = 0.6247342,-0.1825248,0.1657261,0.7408959 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.0611,0.2519,-0.1647 rotation = 0.6418244,0,0,0.7668517 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3263,0.19756,-0.15406 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.2941,0.2231,-0.1593 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3263,0.16856,-0.14951 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3263,0.13786,-0.1441 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3263,0.1071,-0.1389 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3263,0.07481001,-0.13331 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericSwitch position = -0.2941,0.1974,-0.1554 rotation = 0.453952,0.5421509,0.453952,0.5421509 scale = 1,1,1 } PROP { name = genericSwitch position = -0.2941,0.169,-0.1499 rotation = 0.453952,0.5421509,0.453952,0.5421509 scale = 1,1,1 } PROP { name = genericSwitch position = -0.2941,0.1391,-0.1451 rotation = 0.453952,0.5421509,0.453952,0.5421509 scale = 1,1,1 } PROP { name = genericSwitch position = -0.2941,0.109,-0.1399 rotation = 0.453952,0.5421509,0.453952,0.5421509 scale = 1,1,1 } PROP { name = genericSwitch position = -0.2941,0.07708,-0.134 rotation = 0.453952,0.5421509,0.453952,0.5421509 scale = 1,1,1 } PROP { name = pullSwitch position = -0.312,0.0008,-0.121 rotation = 0.638092,0,0,0.7699601 scale = 1,1,1 } PROP { name = pullSwitch position = -0.312,0.04055,-0.12814 rotation = 0.638092,0,0,0.7699601 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3582,0.1228,-0.142 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3582,0.0919,-0.1365 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3582,0.0591,-0.1306 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.3582,0.0251,-0.1245 rotation = 0.6420051,0,0,0.7667004 scale = 1,1,1 } PROP { name = pullSwitch position = -0.2038,-0.0119,-0.11732 rotation = 0.6298386,0,0,0.776726 scale = 0.8175737,0.8175735,0.8175735 } PROP { name = CargoBagA position = -0.236,-0.3465,0.2414 rotation = -0.4216239,0.4432693,0.4996158,0.6132941 scale = 0.5099596,0.5099598,0.5099596 } PROP { name = genericClusterSwitches07 position = -0.2338,0.1998,-0.1544 rotation = 0.4576277,-0.5396566,-0.4518596,0.543296 scale = 1,1,1 } PROP { name = directionalKnob2 position = 0.1677,0.1939,-0.1542 rotation = 0.4576277,-0.5396566,-0.4518596,0.543296 scale = 0.8,0.8,0.8 } PROP { name = directionalKnob2 position = 0.16769,0.24832,-0.16299 rotation = 0.2741362,-0.6936834,-0.5817642,0.3243503 scale = 0.8000002,0.8,0.8000001 } PROP { name = directionalKnob2 position = 0.1677,0.1694,-0.1506 rotation = 0.3687398,-0.6287007,-0.5269073,0.4371901 scale = 0.8000002,0.8,0.8000001 } PROP { name = standingSwitch position = -0.2212,0.31762,-0.15922 rotation = 0.8171346,0,0,0.576447 scale = 1,1,1 } PROP { name = standingSwitch position = -0.2212,0.29283,-0.16825 rotation = 0.8145505,0,0,0.5800927 scale = 1,0.9999999,0.9999999 } PROP { name = genericClusterSwitches06 position = 0.1079,0.2928,-0.1666 rotation = 0.0007046674,-0.5970681,-0.8021881,-0.001866212 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = 0.1079,0.3166,-0.1578 rotation = -0.8181863,0.000233721,7.874187E-05,-0.5749532 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = -0.12854,0.31679,-0.15737 rotation = -0.8181655,0.005835725,-0.00385788,-0.5749403 scale = 0.9999999,1,1 } PROP { name = genericClusterSwitches06 position = -0.1285,0.2925,-0.1665 rotation = 0.0007046674,-0.5970681,-0.8021881,-0.001866212 scale = 1,1,1 } PROP { name = pullSwitch position = -0.172,-0.01189991,-0.11732 rotation = 0.6298386,0,0,0.776726 scale = 0.81757,0.8175699,0.8175699 } PROP { name = pullSwitch position = -0.2353,-0.01189991,-0.11732 rotation = 0.6298386,0,0,0.776726 scale = 0.81757,0.8175699,0.8175699 } PROP { name = genericStandingSwitch position = 0.0876,0.2519002,-0.1647 rotation = 0.6418244,0,0,0.7668517 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.0825,0.2519002,-0.1647 rotation = 0.6418244,0,0,0.7668517 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.1073,0.2519002,-0.1647 rotation = 0.6418244,0,0,0.7668517 scale = 1,1,1 } PROP { name = genericClusterSwitches05 position = -0.2011,0.2575,-0.1651 rotation = 0.458698,0.5442255,0.4525121,0.5372593 scale = 0.8000004,0.8000001,0.8000003 } PROP { name = directionalKnob2 position = 0.1677,0.2204,-0.1586 rotation = 0.2741362,-0.6936834,-0.5817642,0.3243503 scale = 0.8000006,0.8000003,0.8000003 } PROP { name = standingSwitch position = 0.14348,0.2482,-0.16409 rotation = 0.6464705,8.143183E-05,-9.608537E-05,0.762939 scale = 1,1,1 } PROP { name = standingSwitch position = 0.1436,0.22063,-0.15959 rotation = 0.646458,-0.004022046,0.004746649,0.7629243 scale = 1,0.9999998,0.9999999 } PROP { name = standingSwitch position = 0.14365,0.19378,-0.1545 rotation = 0.646464,0.002858984,-0.003374063,0.7629316 scale = 1,0.9999998,0.9999999 } PROP { name = standingSwitch position = 0.1437,0.1698,-0.1493 rotation = 0.646395,-0.009874103,0.01165302,0.7628501 scale = 1,0.9999998,0.9999999 } PROP { name = standingSwitch position = 0.33658,0.07557,-0.0606 rotation = 0.6247428,-0.1824957,0.1656916,0.7409036 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/mk1pod_v2 } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.463986129, 0 rotation = -0.989350617, -0, -0, -0.145552009 MODULE { name = HatchConfig airlockName = airlock } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.62243706 rotation = -0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = mk1pod_shell } } PROP { name = HarnessBuckleButton position = 0.00258999993,0.00288999989,0.0966499969 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } } } UrlConfig { parentUrl = Squad/Spaces/mk2CockpitStandardInternal/internal.cfg INTERNAL { name = mk2CockpitStandardInternals MODEL { model = Squad/Spaces/mk2CockpitStandardInternal/model } MODEL { model = Squad/Spaces/OverlayMasks/Mk2StandardMask rotation = 0, 180, 0 } MODEL { model = Squad/Spaces/OverlayMasks/Mk2StandardBorder rotation = 0, 180, 0 } MODULE { name = InternalSeat seatTransformName = Seat1 portraitCameraName = PilotCam1 allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat2 portraitCameraName = PilotCam2 allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Seat <<1>> displayseatIndex = 2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1 cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2View } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3View } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4 cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5 cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam6 cameraTransformName = Cam6 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam7 cameraTransformName = Cam7 } PROP { name = AltimeterThreeHands position = -0.2549814,0.3305327,-0.5084531 rotation = 0.531473,0,0,0.8470753 scale = 0.7180957,0.6999999,0.7 } PROP { name = AltimeterThreeHands position = 0.2549811,0.3305329,-0.5084535 rotation = 0.5314725,0,0,0.8470756 scale = 0.7180957,0.7000002,0.6999997 } PROP { name = AtmosphereDepth position = 0,0.3258228,-0.5182357 rotation = 0.3758078,0.5989729,0.3758078,0.5989729 scale = 1.3,1.3,1.333606 } PROP { name = AxisIndicatorPitch position = -0.4418156,0.1922871,-0.4538008 rotation = -1.490116E-07,-0.8516812,-0.5240602,8.089862E-08 scale = 1.025851,1,0.9999999 } PROP { name = AxisIndicatorPitch position = 0.4418157,0.1922875,-0.4538009 rotation = 5.960465E-08,-0.8516812,-0.5240604,-3.03145E-08 scale = 1.025851,1,1 } PROP { name = AxisIndicatorRoll position = -0.5012031,0.1920855,-0.453699 rotation = 0.3705661,-0.6022298,-0.3705661,0.6022298 scale = 0.7999999,0.8,0.8206807 } PROP { name = AxisIndicatorRoll position = 0.5012026,0.1920857,-0.4536991 rotation = 0.3705665,-0.6022297,-0.3705666,0.6022295 scale = 0.8,0.8,0.8206807 } PROP { name = AxisIndicatorYaw position = 0.5012026,0.2122608,-0.4638858 rotation = 0.3705665,-0.6022296,-0.3705665,0.6022297 scale = 0.8,0.8,0.8206807 } PROP { name = AxisIndicatorYaw position = -0.5012031,0.2122609,-0.4638861 rotation = 0.3705661,-0.6022298,-0.3705661,0.6022298 scale = 0.7999999,0.8,0.8206807 } PROP { name = Compass position = 0,0.1726,-0.4442 rotation = 0.3758084,-0.5989721,-0.3758078,0.5989733 scale = 0.6000001,0.6000001,0.6155108 } PROP { name = IndicatorPanel position = 0.05229679,0.1186,-0.3461 rotation = 0.2262341,0,0,0.974073 scale = 0.7468196,0.728,0.728 } PROP { name = IndicatorPanel position = -0.05229686,0.1183,-0.3456 rotation = 0.2262341,0,0,0.974073 scale = 0.7468196,0.7280004,0.728 } PROP { name = ledPanelSpeed position = 0.3294906,0.1829484,-0.4491984 rotation = 0.5314725,0,0,0.8470756 scale = 1.128436,1.1,1.1 } PROP { name = ledPanelSpeed position = -0.3142742,0.1829486,-0.4491986 rotation = 0.531473,0,0,0.8470753 scale = 1.128436,1.1,1.1 } PROP { name = NavBall position = 0.2436396,0.1732987,-0.4403038 rotation = 0.5314725,0,0,0.8470756 scale = 0.9232659,0.9000003,0.8999999 } PROP { name = NavBall position = -0.2436396,0.1732984,-0.4403037 rotation = 0.531473,0,0,0.8470753 scale = 0.9232659,0.8999999,0.9 } PROP { name = RadarAltimeter position = 0.2020771,0.3274406,-0.5148531 rotation = 0.5314725,0,0,0.8470756 scale = 0.8206808,0.8000004,0.7999997 } PROP { name = RadarAltimeter position = -0.2020773,0.3274402,-0.5148531 rotation = 0.531473,0,0,0.8470753 scale = 0.8206808,0.8,0.8 } PROP { name = throttle position = 0,0.1057,-0.3493 rotation = 0.2262341,0,0,0.974073 scale = 0.4103404,0.55,0.55 } PROP { name = VSI position = 0.3997079,0.1768058,-0.4401631 rotation = 0.5314725,0,0,0.8470756 scale = 0.8206808,0.8000004,0.7999997 } PROP { name = VSI position = -0.3997075,0.1768056,-0.440163 rotation = 0.531473,0,0,0.8470753 scale = 0.8206808,0.8,0.8 } PROP { name = genericClusterButtons position = 9.55399E-10,0.1402,-0.4097 rotation = 0.2238235,0,2.796084E-17,0.9746297 scale = 1.165576,1.165577,1.165577 } PROP { name = genericClusterMixed position = 0.5046167,0.1494546,-0.215765 rotation = -0.09219361,0.705004,0.1327525,0.6905407 scale = 0.9449886,0.9449889,0.9449889 } PROP { name = genericClusterSwitches02 position = 0.5489172,0.1642484,-0.2181033 rotation = 0.1326246,-0.6895627,0.0923775,0.7059606 scale = 0.93,0.9300001,0.9299999 } PROP { name = genericClusterKnobs2 position = 0.5112014,0.1609966,-0.3628003 rotation = -0.09320302,0.7049432,0.136359,0.6897641 scale = 1,1,1 } PROP { name = genericClusterSwitches02 position = 0.6006,0.2659,-0.2385 rotation = 0.5365485,-0.3979187,0.4585939,0.5860615 scale = 1.074552,1.074552,1.074552 } PROP { name = genericClusterButtons2 position = 0.5646,0.2512,-0.3684 rotation = 0.06935524,0.1220445,0.7057297,0.6944355 scale = 1.224105,1.224105,1.224105 } PROP { name = genericClusterKnobs2 position = 0.4964,0.2622,-0.4878 rotation = 0.3590261,-0.5996767,-0.3753859,0.6087475 scale = 0.7776393,0.7776393,0.7776393 } PROP { name = genericClusterKnobs2 position = -0.4962,0.2608,-0.4872 rotation = 0.3781628,-0.604072,-0.3561001,0.6043863 scale = 0.7776393,0.7776393,0.7776394 } PROP { name = genericClusterKnobs position = 0.6043,0.2081,0.2272 rotation = 0.3386487,-0.548366,0.2890231,0.7078683 scale = 1.592997,1.592997,1.592997 } PROP { name = genericClusterSwitches02 position = -0.5996,0.2655,-0.2418 rotation = -0.4497553,-0.5794737,-0.5439786,0.4074526 scale = 1.074552,1.074552,1.074552 } PROP { name = genericClusterButtons2 position = -0.5645,0.2515,-0.3687 rotation = 0.0588353,-0.132375,-0.7066845,0.6925405 scale = 1.224105,1.224105,1.224105 } PROP { name = genericClusterSwitches06 position = 0.3458,0.3142,-0.5103 rotation = 0.5192669,0.003613321,-0.01327005,0.8545014 scale = 1,1,1 } PROP { name = genericClusterSwitches05 position = 0.440296,0.2700302,-0.4902348 rotation = 0.5192062,0,-0.01546567,0.8545091 scale = 0.6589522,0.6589523,0.6589522 } PROP { name = genericClusterButtons2 position = 0.1945,0.1755,-0.4412 rotation = -0.3734273,0.6004599,0.3734274,-0.6004598 scale = 0.67871,0.6787102,0.6787102 } PROP { name = genericClusterSwitches04 position = 0.3212,0.1644,-0.4359 rotation = 0.5285084,0,-3.42171E-17,0.8489281 scale = 0.6730909,0.6730907,0.6730907 } PROP { name = genericClusterSwitches04 position = -0.3225,0.1644,-0.4359 rotation = 0.5285084,0,-3.42171E-17,0.8489281 scale = 0.6730909,0.6730907,0.6730907 } PROP { name = genericClusterMixed position = -0.5048,0.1489,-0.2158 rotation = 0.1357397,0.6850873,-0.09410271,0.7094892 scale = 0.9449886,0.9449889,0.9449888 } PROP { name = genericClusterKnobs2 position = -0.5112013,0.1609966,-0.3628003 rotation = -0.09539165,-0.7215728,-0.1304735,0.6732086 scale = 1,1,1 } PROP { name = genericClusterSwitches02 position = -0.5488999,0.1643,-0.2181 rotation = 0.131561,0.6814553,-0.09388608,0.7137898 scale = 0.9300001,0.93,0.93 } PROP { name = genericClusterKnobs position = -0.6047999,0.2074,0.2318 rotation = 0.3383318,0.5475898,-0.2893941,0.7084687 scale = 1.592997,1.592997,1.592997 } PROP { name = genericClusterSwitches04 position = 0,0.3031,-0.5041 rotation = 0.5285084,0,-3.42171E-17,0.8489281 scale = 0.7085168,0.7085165,0.7085165 } PROP { name = genericClusterButtons2 position = -0.1927,0.1755,-0.4412 rotation = 0.3734274,0.6004598,0.3734274,0.6004599 scale = 0.6787099,0.6787101,0.67871 } PROP { name = genericClusterSwitches05 position = -0.4413,0.2701,-0.4901 rotation = 0.528106,-1.647899E-25,-3.411595E-17,0.8491785 scale = 0.6589523,0.6589524,0.6589522 } PROP { name = genericClusterSwitches06 position = -0.3453,0.3131,-0.5098 rotation = 0.5192303,-0.0013676,0.01463469,0.854508 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = 0,0.1965,-0.4517 rotation = 0.5285084,0,-3.42171E-17,0.8489281 scale = 0.7085168,0.7085165,0.7085165 } MODEL { model = FreeIva/Squad/Spaces/mk2CockpitStandard texture = gray,Squad/Spaces/mk2CockpitStandardInternal/Mk2StandardIVA } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk2StandardMask Cut { target = Internal type = Mesh tool = cutout } } PROP { name = Hatch_Plane position = 0, 0, 1.19956577 rotation = 0.707106829, 0, 0, -0.707106709 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = Hatch_Plane position = -0.723607361, 0.398716658, 0.868588328 rotation = 0.674379706, 0.212631062, 0.674379826, -0.212630987 scale = 0.899999976, 0.900000036, 0.899999976 MODULE { name = HatchConfig attachNodeId = airlock airlockName = Airlock } } PROP { name = HarnessBuckleButton position = 0.243729994,0.150810003,-0.195069999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.243729994,0.150810003,-0.195069999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HandRailInvisible position = -0.6031,-0.1181,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailInvisible position = -0.7088,0.0079,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailInvisible position = -0.8149,0.1343,0.879 rotation = 0,0,-0.4226183,0.9063079 scale = 0.02,0.02,0.25 } PROP { name = HandRailMedium position = -0.494899988,0.479400009,-0.233700007 rotation = 0.483477801,-0.634558141,-0.573249519,0.1870033 scale = 1,1,1 } PROP { name = HandRailMedium position = 0.509199977,0.461199999,-0.221699998 rotation = 0.626535535,-0.509829819,0.20525068,-0.552629173 scale = 1,1,1 } } } UrlConfig { parentUrl = Squad/Spaces/Mk2CrewCabinInternal/internal_MK2_CrewCab.cfg INTERNAL { name = MK2_CrewCab_Int FreeIva_InternalModel = mk2CrewCabin MODEL { model = Squad/Spaces/Mk2CrewCabinInternal/MK2_CrewCab_Int } MODEL { model = Squad/Spaces/OverlayMasks/Mk2CabinMask } MODEL { model = Squad/Spaces/OverlayMasks/Mk2CabinBorder } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W1 cameraTransformName = Camera_Focus_W1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W2 cameraTransformName = Camera_Focus_W2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W3 cameraTransformName = Camera_Focus_W3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W4 cameraTransformName = Camera_Focus_W4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W5 cameraTransformName = Camera_Focus_W5 } MODULE { name = InternalSeat seatTransformName = Seat_Left portraitCameraName = Camera_Left allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat_Right portraitCameraName = Camera_Right allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat_BackRight portraitCameraName = Camera_BackRight allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 2 } MODULE { name = InternalSeat seatTransformName = Seat_BackLeft portraitCameraName = Camera_BackLeft allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 2 } MODEL { model = FreeIva/Squad/Spaces/mk2CrewCabin texture = gray,Squad/Spaces/Mk2CrewCabinInternal/Mk2StandardIVA } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk2CabinMask Cut { target = MK2_Crew_Cab_Int type = Mesh tool = cutout } } MODULE { name = HideInternalMesh meshName = Doortop meshIndex = 2 } PROP { name = Hatch_Plane position = 0, 0, 0.917242169 rotation = 0.707106829, 0, 0, -0.707106709 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = hatch_rear } } PROP { name = Hatch_Plane position = 0, 0, -0.917242169 rotation = -3.09086232e-08, -0.707106829, -0.707106829, -3.09086232e-08 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = top airlockName = hatch_front } } PROP { name = FreeIva_Hatch_Square position = 0, 0.627127767, 0.224504218 rotation = -1, -0, -0, 0 MODULE { name = HatchConfig attachNodeId = airlock airlockName = hatch cutoutTargetTransformName = MK2_Crew_Cab_Int } } PROP { name = HarnessBuckleButton position = -0.374949992,-0.138170004,-0.432319999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 0.374929994,-0.138170004,-0.432319999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.374949992,-0.138170004,0.261849999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 0.374929994,-0.138170004,0.261849999 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HandRailInvisible position = 0.301299989,0.561999977,0.215200007 rotation = 0,0,0,1 scale = 0.0149999997,0.0149999997,0.27037999 } PROP { name = HandRailInvisible position = -0.301299989,0.561999977,0.215200007 rotation = 0,0,0,1 scale = 0.0149999997,0.0149999997,0.27037999 } } } UrlConfig { parentUrl = Squad/Spaces/mk2InlineInternal/internal.cfg INTERNAL { name = mk2InlineInternal FreeIva_InternalModel = mk2CockpitInline MODEL { model = Squad/Spaces/mk2InlineInternal/mk2InlineIVA } MODEL { model = Squad/Spaces/OverlayMasks/Mk2InlineMask rotation = 0, 180, 0 } MODEL { model = Squad/Spaces/OverlayMasks/Mk2InlineBorder rotation = 0, 180, 0 } MODULE { name = InternalSeat seatTransformName = Seat1 portraitCameraName = PilotCam1 allowCrewHelmet = false kerbalEyeOffset = 0, 0.06, 0.005 displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat2 portraitCameraName = PilotCam2 allowCrewHelmet = false kerbalEyeOffset = 0, 0.05, 0 displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1 cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4 cameraTransformName = Cam4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam5 cameraTransformName = Cam5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam6 cameraTransformName = Cam6 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam7 cameraTransformName = Cam7 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam8 cameraTransformName = Cam8 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam9 cameraTransformName = Cam9 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam10 cameraTransformName = Cam10 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam11 cameraTransformName = Cam11 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam12 cameraTransformName = Cam12 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = TriggerCeil cameraTransformName = CamCeil } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = TriggerDocking1 cameraTransformName = CamDocking } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = TriggerDocking2 cameraTransformName = CamDocking } PROP { name = MonitorDockingMode position = 0,0.5942,-0.0062 rotation = 0.5000001,1.466925E-07,-1.063045E-07,0.8660254 scale = 0.96,0.9599998,0.9599999 } PROP { name = AltimeterThreeHands position = 0.0379,0.779,-0.0371 rotation = 0.7071066,0,0,0.7071069 scale = 1.155,1.155,1.155 } PROP { name = AtmosphereDepth position = -0.0361,0.8074,-0.0437 rotation = -0.5000023,-0.4999999,-0.4999976,-0.5000002 scale = 0.9360686,0.9360686,0.9360686 } PROP { name = IndicatorPanel position = -0.0361,0.7359,-0.0353 rotation = 0.7071067,0,-3.287454E-06,0.7071068 scale = 0.87,0.87,0.87 } PROP { name = ledPanelSpeed position = 0.0431,0.7234,-0.0458 rotation = 0.7071067,0,-3.287454E-06,0.7071068 scale = 0.7939859,0.793986,0.793986 } PROP { name = Compass position = 0.037,0.6969,-0.0437 rotation = 0.4999977,-0.5,-0.5000022,0.5000001 scale = 0.4272954,0.4272954,0.4272954 } PROP { name = NavBall position = 0.0438,0.7184,-0.7282 rotation = 0.5735765,0,-2.66665E-06,0.819152 scale = 1.4,1.4,1.4 } PROP { name = AltimeterThreeHands position = -0.1601,0.6797,-0.7102 rotation = 0.5735765,0,-2.66665E-06,0.819152 scale = 1.3,1.3,1.3 } PROP { name = AtmosphereDepth position = -0.0416,0.6857,-0.7189 rotation = 0.4055815,0.5792282,0.4055781,0.5792277 scale = 1.15,1.15,1.15 } PROP { name = AxisIndicatorPitch position = 0.1184,0.6581,-0.7089 rotation = 0.5735765,0,-2.66665E-06,0.819152 scale = 1.25,1.25,1.25 } PROP { name = AxisIndicatorRoll position = 0.1853,0.6283,-0.6979 rotation = 0.405578,-0.5792278,-0.4055817,0.5792281 scale = 1.25,1.25,1.25 } PROP { name = AxisIndicatorYaw position = 0.1852,0.6617,-0.7101 rotation = 0.405578,-0.5792278,-0.4055817,0.5792281 scale = 1.25,1.25,1.25 } PROP { name = IndicatorPanel position = 0.1553,0.5302,-0.6537 rotation = 0.5735765,0,-2.66665E-06,0.819152 scale = 1.25,1.25,1.25 } PROP { name = ledPanelSpeed position = -0.0458,0.7186,-0.7307 rotation = 0.5735765,0,-2.66665E-06,0.819152 scale = 1.3,1.3,1.3 } PROP { name = RadarAltimeter position = 0.0419,0.6282,-0.698 rotation = 0.5735765,0,-2.66665E-06,0.819152 scale = 1.35,1.35,1.35 } PROP { name = VSI position = -0.0426,0.6287,-0.6982 rotation = 0.5735765,0,-2.66665E-06,0.819152 scale = 1.35,1.35,1.35 } PROP { name = throttle position = -0.1601,0.5613,-0.6807 rotation = 0.5735765,0,-2.66665E-06,0.819152 scale = 0.7075736,0.7075736,0.7075736 } PROP { name = Compass position = 0,0.5615,-0.6825 rotation = 0.4055776,-0.5792283,-0.405582,0.5792276 scale = 1,1,1 } PROP { name = NavBall position = 0,0.6869,1.0338 rotation = 3.352761E-06,-0.7660443,0.6427878,-5.499271E-07 scale = 1.5,1.5,1.5 } PROP { name = SideStick position = 0.1442,0.5082,0.9953 rotation = -0.3628848,0,1.687111E-06,0.931834 scale = 1,1,1 } PROP { name = SideStick position = -0.1442,0.5082,0.9953 rotation = -0.3628848,0,1.687111E-06,0.931834 scale = -1,1,1 } PROP { name = ledPanelSpeed position = 0,0.6181,1.0217 rotation = 3.322958E-06,-0.7660443,0.6427878,-5.02772E-07 scale = 1.4454,1.445399,1.445399 } PROP { name = IndicatorPanel position = 0,0.5208,0.96 rotation = 1.408393E-06,-0.9063078,0.4226183,1.203E-06 scale = 0.9153014,0.9153014,0.9153014 } MODEL { model = FreeIva/Squad/Spaces/mk2CockpitInline } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk2InlineMask internalDepthMaskName = depthMask DeleteInternalObject { objectName = Props objectName = Hatch_Front objectName = Hatch_Back } } PROP { name = Hatch_Plane position = 0,0,1.21920002 rotation = -0.707106829,0,0,0.707106829 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Airlock_Rear } } PROP { name = Hatch_Plane position = 0,0,-1.21710002 rotation = 0,-0.707106769,-0.707106769,0 scale = 1,1,1 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front } } PROP { name = FreeIva_Hatch_Square position = -0.948199987,0.286900014,0.939499974 rotation = -0.683012724,-0.183012739,-0.683012724,0.183012739 scale = 0.8, 0.8, 0.8 MODULE { name = HatchConfig attachNodeId = Airlock2 airlockName = Airlock2 cutoutTargetTransformName = Cockpit } } PROP { name = FreeIva_Hatch_Square position = 0.948499978,0.287099987,0.939499974 rotation = -0.683012724,0.183012649,0.683012724,0.183012649 scale = 0.8, 0.8, 0.8 MODULE { name = HatchConfig attachNodeId = Airlock airlockName = Airlock cutoutTargetTransformName = Cockpit } } PROP { name = HandRailShort position = -0.359800011,0.800000012,-0.225799993 rotation = -0.413985878,-0.621453643,-0.0492547117,0.663313746 scale = 1,1,1 } PROP { name = HandRailShort position = -0.394800007,0.745100021,0.407499999 rotation = -0.413985878,-0.621453643,-0.0492547117,0.663313746 scale = 1,1,1 } PROP { name = HandRailInvisible position = -0.3852,-0.2444,0 rotation = 0.3535531,-0.6123727,0.3535533,0.6123725 scale = 0.3000001,0.02000001,0.02000001 } PROP { name = HandRailInvisible position = -0.3191,-0.1107,0 rotation = 0.3535531,-0.6123727,0.3535533,0.6123725 scale = 0.3000001,0.02000001,0.02000001 } PROP { name = HandRailInvisible position = -0.2581,0.0264,0 rotation = 0.3535531,-0.6123727,0.3535533,0.6123725 scale = 0.3000001,0.02000001,0.02000001 } PROP { name = HandRailInvisible position = -0.196,0.1617,0 rotation = 0.3535531,-0.6123727,0.3535533,0.6123725 scale = 0.3000001,0.02000001,0.02000001 } PROP { name = Seat_Pilot position = 0,0.2128,-0.31 rotation = 0,1,0,0 } PROP { name = Seat_Pilot position = 0,0.15,0.374 rotation = 0,1,0,0 } PROP { name = CargoBagB position = 1.19099998,-0.0166999996,-0.319400012 rotation = -0.454519451,0.54167527,-0.454519451,-0.54167527 scale = 0.899999976,0.899999976,0.899999976 } PROP { name = CargoBagA position = 1.18758678,-0.0288011506,0.314109981 rotation = -0.454519451,0.54167527,-0.454519451,-0.54167527 scale = 0.899999976,0.899999976,0.899999976 } PROP { name = CargoBagA position = 1.18846202,-0.0238377377,-0.947870076 rotation = -0.454519451,0.54167527,-0.454519451,-0.54167527 scale = 0.899999976,0.899999976,0.899999976 } PROP { name = CargoBagB position = -1.19309998,-0.0184000004,-0.965499997 rotation = 0.454519451,0.54167527,-0.45451948,0.54167527 scale = 0.899999976,0.899999976,0.899999976 } PROP { name = CargoBagB position = -1.17459977,-0.0150997723,0.467399955 rotation = 0.642787635,0.766044378,2.98023188E-08,2.98023188E-08 scale = 0.700000167,0.700000048,0.700000286 } PROP { name = CargoBagA position = -1.18599975,-0.023299953,5.96046448E-08 rotation = -0.454519451,-0.54167527,-0.454519451,0.54167527 scale = 0.899999976,0.900000095,0.900000095 } PROP { name = CargoBagA position = -1.16939998,-0.0232999623,-0.44599998 rotation = 2.98023188E-08,-2.98023188E-08,-0.642787635,0.766044378 scale = 0.700000107,0.700000048,0.700000107 } } } UrlConfig { parentUrl = Squad/Spaces/mk2LanderCanInternal/internal.cfg INTERNAL { name = mk2LanderCanInternal allowCrewHelmet = false MODEL { model = Squad/Spaces/mk2LanderCanInternal/mk2LanderCanInternal } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_01 cameraTransformName = WindowEyeTransform_01 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_02 cameraTransformName = WindowEyeTransform_02 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_03 cameraTransformName = WindowEyeTransform_03 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_04 cameraTransformName = WindowEyeTransform_04 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_05 cameraTransformName = WindowEyeTransform_05 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_06 cameraTransformName = WindowEyeTransform_06 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint_07 cameraTransformName = WindowEyeTransform_07 } PROP { name = NavBall position = -0.2597,-1.228,-0.1189 rotation = -0.1437482,0.008497196,-0.09722029,0.9847906 scale = 1.230711,1.230711,1.230711 } PROP { name = ledPanelSpeed position = -0.2514,-1.1901,-0.0488 rotation = -0.2157756,0.009320142,-0.1011813,0.9711418 scale = 1,1,1 } PROP { name = throttle position = 0.3796,-1.192,-0.0944 rotation = -0.2073,-0.01644691,0.1110696,0.9718126 scale = 0.646912,0.646912,0.6469121 } PROP { name = VSI position = 0,-1.1991,-0.0587 rotation = -0.2159279,-0.001695188,0.001848515,0.9764061 scale = 1,1,1 } PROP { name = IndicatorPanel position = 0.0964,-1.211,-0.0992 rotation = -0.2182728,0,0,0.9758878 scale = 1,1,1 } PROP { name = Compass position = 0,-1.2461,-0.1435 rotation = -0.1491359,-0.6890212,0.1577514,0.6914643 scale = 0.6170254,0.6170251,0.6170253 } PROP { name = AxisIndicatorRoll position = -0.3379,-1.2008,-0.1151 rotation = 0.2336757,0.6790338,-0.07966846,-0.6913478 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = -0.3354,-1.1882,-0.086 rotation = 0.2332528,0.6826669,-0.08089856,-0.6877605 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = -0.392,-1.1805,-0.1035 rotation = -0.2099811,0.01984522,-0.09362951,0.9730096 scale = 1,1,1 } PROP { name = AtmosphereDepth position = 0,-1.2264,-0.1056 rotation = -0.15201,0.6905744,-0.15201,0.6905743 scale = 1,1,1 } PROP { name = AltimeterThreeHands position = 0.2507,-1.2163,-0.1327 rotation = -0.2129238,-0.0046865,0.1010358,0.9718196 scale = 1,1,1 } PROP { name = genericCircularButton position = 0.2781,0.3931,-0.2473 rotation = -0.03256293,-0.04839892,0.7061946,0.7056108 scale = 0.9999999,0.9999999,1 } PROP { name = genericCircularButton position = 0.2901,0.3934,-0.3275 rotation = -0.03256293,-0.04839892,0.7061946,0.7056108 scale = 1,1,1 } PROP { name = genericClusterKnobs position = 0.2691,0.0965,-0.0149 rotation = -0.1978714,-0.2116768,0.6829896,0.6704962 scale = 1,1,1 } PROP { name = genericClusterKnobs position = 0.273,0.6918,-0.0157 rotation = -0.1978714,-0.2116768,0.6829896,0.6704962 scale = 1,1,1 } PROP { name = genericClusterKnobs2 position = 0.286,-1.1842,-0.0611 rotation = -0.2020373,-0.01226871,0.1002974,0.9741514 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = -0.4454,0.5104,-0.0734 rotation = 0.0422259,-0.005661844,-0.3439806,0.9380097 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = -0.4175,0.6318,-0.0727 rotation = -0.005467697,0.003926399,-0.8831807,0.4689846 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.3182,-1.1725,-0.0525 rotation = -0.2290389,0.02751751,-0.1036137,0.9674959 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.3504,-1.1661,-0.0533 rotation = -0.2290389,0.02751751,-0.1036137,0.9674959 scale = 1,1,1 } PROP { name = genericSquareButton position = 0.2845,0.3934,-0.2876 rotation = -0.04132796,-0.05526735,0.7115619,0.6992263 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = -0.0969,-1.2011,-0.0578 rotation = -0.2226381,0,0,0.9749012 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = -0.1104,-1.2282,-0.1173 rotation = -0.1509267,0.6908119,-0.1509267,0.6908119 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.07280999,-1.22153,-0.10253 rotation = -0.2247196,0.05212636,0.001627277,0.9730269 scale = 0.9999999,1,1 } PROP { name = genericPullSwitch position = -0.0722,-1.2331,-0.1271 rotation = -0.2254418,0.04890831,-0.01228387,0.9729508 scale = 0.9999999,0.9999998,1 } PROP { name = RadarAltimeter position = 0.3172,-1.2113,-0.1348 rotation = -0.2037998,-0.01464195,0.09801988,0.9739832 scale = 1,1,1 } PROP { name = squareButton position = -0.3459,-1.2167,-0.1536 rotation = -0.2165635,0,-0.102346,0.970889 scale = 1,1,1 } PROP { name = squareButton position = -0.3709,-1.2115,-0.1546 rotation = -0.2165635,0,-0.102346,0.970889 scale = 1,1,1 } PROP { name = squareButton position = -0.3961,-1.2064,-0.1556 rotation = -0.2165635,0,-0.102346,0.970889 scale = 1,1,1 } MODEL { model = FreeIva/Squad/Spaces/mk2LanderCan_v2 } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask Cut { target = mk2LanderCan_props type = Mesh tool = cutout } } PROP { name = FreeIva_Hatch_Square position = 0, 0, -0.7037462 rotation = -0.49999994, -0.49999994, -0.50000006, -0.50000006 MODULE { name = HatchConfig airlockName = airlock_top attachNodeId = top cutoutTargetTransformName = mk2LanderCan_shell } } PROP { name = FreeIva_Hatch_Square position = 0, 1.24750614, -0.171125457 rotation = -1, -0, -0, -4.37113883e-08 MODULE { name = HatchConfig airlockName = airlock attachNodeId = hatch cutoutTargetTransformName = mk2LanderCan_shell } } PROP { name = HarnessBuckleButton position = 0.267859995,-0.804319978,-0.0727500021 rotation = -0.976296008,0,0,0.216439694 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.255059987,-0.805149972,-0.0729100034 rotation = -0.976296008,0,0,0.216439694 scale = 1,1,1 } PROP { name = HandRailInvisible position = 0,-0.370299995,-0.48210001 rotation = 0,0,0,1 scale = 0.219080001,0.0691950023,0.382890016 } } } UrlConfig { parentUrl = Squad/Spaces/MK3CockpitInternal/internal_MK3.cfg INTERNAL { name = MK3_Cockpit_Int FreeIva_InternalModel = mk3CockpitShuttle MODEL { model = Squad/Spaces/MK3CockpitInternal/MK3_Cockpit_Int } MODEL { model = Squad/Spaces/OverlayMasks/Mk3ShuttleMask rotation = 0, 180, 0 } MODEL { model = Squad/Spaces/OverlayMasks/Mk3ShuttleBorder rotation = 0, 180, 0 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W1 cameraTransformName = Camera_Focus_W1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W2 cameraTransformName = Camera_Focus_W2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W3 cameraTransformName = Camera_Focus_W3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W4 cameraTransformName = Camera_Focus_W4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focus_W5 cameraTransformName = Camera_Focus_W5 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam1 cameraTransformName = Cam1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam2 cameraTransformName = Cam2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam3 cameraTransformName = Cam3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Cam4 cameraTransformName = Cam4 } MODULE { name = InternalSeat seatTransformName = Seat_Left portraitCameraName = Camera_Left allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Left Seat } MODULE { name = InternalSeat seatTransformName = Seat_Right portraitCameraName = Camera_Right allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Right Seat } MODULE { name = InternalSeat seatTransformName = Seat_BackRight portraitCameraName = Camera_BackRight allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Right Seat <<1>> displayseatIndex = 2 } MODULE { name = InternalSeat seatTransformName = Seat_BackLeft portraitCameraName = Camera_BackLeft allowCrewHelmet = false kerbalEyeOffset = 0, 0.02, 0 displayseatName = Left Seat <<1>> displayseatIndex = 2 } PROP { name = CargoBagB position = -1.538285,0.651,0.6960002 rotation = 0.5000004,0.4999998,-0.4999998,0.5000001 scale = 1,1,1 } PROP { name = CargoBagB position = 1.551,0.634,0.696 rotation = -0.5338696,0.4636624,-0.5338699,-0.463663 scale = 1,1,1 } PROP { name = CargoBagB position = 0.624,0.989,1.185 rotation = -0.7071067,0,-2.103701E-07,0.7071068 scale = 1,1,1 } PROP { name = CargoBagA position = 1.159,1.032,1.185 rotation = 1.152023E-07,0.7071068,-0.7071067,-1.152023E-07 scale = 1,1,1 } PROP { name = CargoBagB position = 1.19,0.635,1.185 rotation = 0.01173871,0.7070094,-0.7070093,0.01173848 scale = 1,1,1 } PROP { name = CargoBagB position = 0.662,0.166,1.185 rotation = 1.152023E-07,0.7071068,-0.7071067,-1.152023E-07 scale = 1,1,1 } PROP { name = CargoBagA position = 0.636,0.591,1.185 rotation = 1.152023E-07,0.7071068,-0.7071067,-1.152023E-07 scale = 1,1,1 } PROP { name = CargoBagA position = -0.5780003,1.049,1.183394 rotation = -0.7071067,0,2.103701E-07,0.7071068 scale = 1,1,1 } PROP { name = CargoBagB position = -1.087,1.054,1.185 rotation = 1.152023E-07,0.7071068,-0.7071067,-1.152023E-07 scale = 1,1,1 } PROP { name = CargoBagA position = -0.637,0.626,1.185 rotation = 0.01223229,0.707001,-0.707001,0.01223206 scale = 1,1,1 } PROP { name = CargoBagA position = -1.193,0.626,1.185 rotation = 1.152023E-07,0.7071068,-0.7071067,-1.152023E-07 scale = 1,1,1 } PROP { name = NavBall position = 0.3997,0.76,-0.7299 rotation = -0.5687209,0.0009631529,0.009035727,-0.8224804 scale = 1,0.9999998,1.000001 } PROP { name = AltimeterThreeHands position = 0.2518,0.5889,-0.6574 rotation = 0.5372998,0,0,0.8433914 scale = 1,0.9999996,1 } PROP { name = AtmosphereDepth position = 0.0585,0.686,-0.7053 rotation = 5.153835E-07,-0.8433914,-0.5372998,8.469538E-07 scale = 1,0.9999996,0.9999996 } PROP { name = Compass position = -0.0001,0.7657,-0.7526 rotation = 0.3799288,-0.5963671,-0.379928,0.5963684 scale = 0.9017153,0.5793399,0.9017157 } PROP { name = ledPanelSpeed position = 0.2907,0.7748,-0.7508 rotation = 0.5372998,-1.692175E-07,-1.329631E-07,0.8433914 scale = 1.589112,1.589109,1.589113 } PROP { name = IndicatorPanel position = -0.0002,0.688,-0.701 rotation = 0.5372998,6.248004E-07,3.731015E-07,0.8433913 scale = 1,0.9999997,0.9999999 } PROP { name = AtmosphereDepth position = -0.0583,0.686,-0.7053 rotation = 1E-06,-0.8433912,-0.5373001,1E-06 scale = 1,1,1 } PROP { name = RadarAltimeter position = 0.4052,0.6905,-0.6999 rotation = 0.5400604,-0.0525706,0.08087499,0.8360804 scale = 1.000001,0.9999997,1 } PROP { name = VSI position = 0.0364,0.5927,-0.6595 rotation = 0.5372998,0,0,0.8433914 scale = 1,0.9999996,1 } PROP { name = VSI position = -0.0332,0.5927,-0.6595 rotation = 0.5373001,0,0,0.8433912 scale = 1,1,1 } PROP { name = RadarAltimeter position = -0.2495,0.588,-0.66 rotation = 0.5373001,0,0,0.8433912 scale = 1,1,1 } PROP { name = AltimeterThreeHands position = -0.4037,0.7053,-0.6979 rotation = 0.5339154,0.06021382,-0.09451662,0.8380784 scale = 0.8958579,0.8958589,0.8958579 } PROP { name = NavBall position = -0.4027,0.7677,-0.734 rotation = 0.57033,-0.01299836,-0.003634111,0.8213048 scale = 1,0.9999999,0.9999999 } PROP { name = VSI position = 0.3335,0.5873,-0.6628 rotation = 0.5375453,0.00581272,-0.01198997,0.8431296 scale = 1.120001,1.119999,1.12 } PROP { name = ledPanelSpeed position = -0.2902,0.776,-0.748 rotation = 0.5373001,0,0,0.8433912 scale = 1.589112,1.58911,1.589111 } PROP { name = throttle position = -0.0545,0.5574,-0.4913 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = throttle position = 0.0533,0.5574,-0.4919 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = directionalKnob2 position = -0.0207,0.4673,-0.5013 rotation = 0.05486918,0.9444036,0.247499,0.2093692 scale = 1,0.9999996,1 } PROP { name = directionalKnob position = -0.0496,0.4673,-0.5014 rotation = 0.1712676,0.7131929,0.1869058,0.6535209 scale = 0.9999998,0.9999999,1 } PROP { name = directionalKnob2 position = 0.0192,0.4673,-0.5013 rotation = 0.09701345,0.8936989,0.2342109,0.3701837 scale = 0.9999999,0.9999989,1 } PROP { name = directionalKnob position = 0.0528,0.4673,-0.5014 rotation = -0.08670534,0.9089957,0.2382195,-0.3308483 scale = 1,0.9999989,1 } PROP { name = IndicatorPanel position = -0.856,0.6969,-0.6069 rotation = 0.5928121,0.06830079,-0.08713759,0.7976941 scale = 1,1,0.9999993 } PROP { name = IndicatorPanel position = 0.859,0.6963,-0.6054 rotation = 0.5999324,-0.08366153,0.05845546,0.7935143 scale = 1,0.9999993,1 } PROP { name = AtmosphereDepth position = 0.5492,0.7838,-0.7043 rotation = 0.3741736,0.5027713,0.4559304,0.6319357 scale = 1.000001,1,0.9999986 } PROP { name = AxisIndicatorPitch position = 0.5672,0.7076,-0.6756 rotation = 0.04503915,-0.8017575,-0.5903197,-0.08172642 scale = 0.9999996,0.9999998,1 } PROP { name = AxisIndicatorRoll position = 0.5471,0.7584,-0.6965 rotation = 0.4559304,-0.6319358,-0.3741736,0.5027713 scale = 0.9999997,0.9999988,0.9999985 } PROP { name = AxisIndicatorYaw position = 0.5386,0.6556,-0.6647 rotation = 0.4559304,-0.6319357,-0.3741736,0.5027713 scale = 0.9999998,0.9999989,0.9999985 } PROP { name = VSI position = -0.3324,0.588,-0.66 rotation = 0.5373001,0,0,0.8433912 scale = 1,0.9999999,0.9999999 } PROP { name = circularButton position = 0.4593,0.7695,-0.73 rotation = 0.534512,-0.057322,0.087055,0.8387089 scale = 1,1,1 } PROP { name = circularButton position = -0.4625,0.7754,-0.7331 rotation = 0.5333732,0.06484102,-0.10178,0.8372273 scale = 1,0.999999,1 } PROP { name = ledPanelSpeed position = 0.0539,1.1273,-0.6249 rotation = 0.8433917,0,0,0.5372992 scale = 1.14993,1.149927,1.149929 } PROP { name = AltimeterThreeHands position = 0,1.0783,-0.6405 rotation = 0.8433917,0,0,0.5372992 scale = 0.9227336,0.9227321,0.9227355 } PROP { name = IndicatorPanel position = -0.0703,0.9873,-0.6842 rotation = 0.8433917,0,0,0.5372992 scale = 0.7152786,0.7152775,0.7152803 } PROP { name = VSI position = 0.0671,1.0807,-0.6454 rotation = 0.8433917,0,0,0.5372992 scale = 1,0.9999996,1 } PROP { name = RadarAltimeter position = -0.0656,1.0809,-0.6462 rotation = 0.8433917,0,0,0.5372992 scale = 1,0.9999977,1.000002 } PROP { name = Compass position = 0.0307,0.9618,-0.7031 rotation = 0.5963675,-0.3799282,-0.5963686,0.3799276 scale = 0.7617157,0.4624014,0.7617156 } PROP { name = NavBall position = 0,1.0171,-0.6781 rotation = 0.8433915,0,5.869127E-08,0.5372996 scale = 0.95,0.949999,0.9499992 } PROP { name = AtmosphereDepth position = -0.0556,1.129,-0.6279 rotation = 0.5963684,0.3799277,0.5963677,0.3799281 scale = 1.165589,1.072297,1.072297 } PROP { name = AxisIndicatorPitch position = 0.0372,1.0052,-0.6813 rotation = -3.278255E-07,-0.5372991,-0.8433918,-6.679073E-08 scale = 0.5434316,0.368031,0.6610957 } PROP { name = AxisIndicatorRoll position = 0.0706,1.0152,-0.675 rotation = 0.5963672,-0.3799284,-0.5963688,0.3799274 scale = 0.4664842,0.3305481,0.6293848 } PROP { name = AxisIndicatorYaw position = 0.0706,0.9954,-0.6902 rotation = 0.5963673,-0.3799284,-0.5963688,0.3799274 scale = 0.4905793,0.8018237,0.6404941 } PROP { name = CargoBagA position = -0.653,-0.236,1.185 rotation = 1.152023E-07,0.7071068,-0.7071067,-1.152023E-07 scale = 1,1,1 } PROP { name = CargoBagC position = 0.681,-0.255,1.185 rotation = 1.152023E-07,0.7071068,-0.7071067,-1.152023E-07 scale = 1,1,1 } PROP { name = CargoBagB position = -0.643,0.203,1.185 rotation = 1.152023E-07,0.7071068,-0.7071067,-1.152023E-07 scale = 1,1,1 } PROP { name = Seat_Pilot position = 0.425,0.542,-0.25 rotation = 7.54979E-08,1,-2.185569E-08,-1.588827E-15 scale = 1,1,1 } PROP { name = Seat_Pilot position = 0.21,0.601,0.2 rotation = 7.54979E-08,1,-2.185569E-08,-1.588827E-15 scale = 1,1,1 } PROP { name = Seat_Pilot position = -0.21,0.6,0.2 rotation = 7.54979E-08,1,-2.185569E-08,-1.588827E-15 scale = 1,1,1 } PROP { name = Seat_Pilot position = -0.425,0.541,-0.2500002 rotation = 7.54979E-08,1,-2.185569E-08,-1.588827E-15 scale = 1,1,1 } PROP { name = genericClusterKnobs position = 0.5915,1.3285,-0.3147 rotation = 0.785509,-0.1314704,0.531204,0.2889871 scale = 1,1,1 } PROP { name = genericClusterKnobs position = 0.7862,1.3773,0.1273 rotation = 0.785509,-0.1314704,0.531204,0.2889871 scale = 1,1,1 } PROP { name = genericClusterKnobs position = -0.7935,1.3744,0.1305 rotation = -0.7846254,-0.1291452,0.536148,-0.2832487 scale = 1,1,1 } PROP { name = genericClusterKnobs position = -0.5956,1.3276,-0.3201 rotation = -0.7846254,-0.1291452,0.536148,-0.2832487 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = -0.6876,1.474,0.218 rotation = -0.7848824,-0.129281,0.5357718,-0.2831867 scale = 1.594196,1.594196,1.594196 } PROP { name = genericClusterSwitches06 position = -0.4568,1.4189,-0.3091 rotation = -0.7848824,-0.129281,0.5357717,-0.2831866 scale = 1.594196,1.594197,1.594197 } PROP { name = genericClusterSwitches06 position = 0.6835,1.4748,0.2144 rotation = 0.7846491,-0.1291575,0.5361134,0.283243 scale = 1.594196,1.594196,1.594196 } PROP { name = genericClusterSwitches06 position = 0.4553,1.4189,-0.3105 rotation = 0.7833782,-0.1284869,0.5379688,0.2835478 scale = 1.594196,1.594196,1.594196 } PROP { name = genericClusterSwitches01 position = 0.479,1.4628,-0.0129 rotation = 0.8323111,0.04072395,0.5521889,0.026216 scale = 0.9761293,0.9761291,0.9761289 } PROP { name = genericClusterSwitches01 position = -0.4799,1.4626,-0.0143 rotation = 0.5450876,0.02656164,0.836979,0.04049932 scale = 0.9761294,0.9761291,0.9761291 } PROP { name = genericClusterSwitches07 position = -0.5763,1.4415,-0.0519 rotation = -0.7915264,-0.1328158,0.5259066,-0.281546 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches07 position = 0.572,1.443,-0.054 rotation = 0.7786477,-0.1260046,0.5447931,0.2846597 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches07 position = -0.6907,1.3538,-0.0938 rotation = -0.7915264,-0.1328158,0.5259066,-0.281546 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches07 position = 0.6915,1.3537,-0.0916 rotation = 0.7786477,-0.1260046,0.5447931,0.2846597 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches07 position = 0.572,1.443,-0.054 rotation = 0.7786477,-0.1260046,0.5447931,0.2846597 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches06 position = -0.2629,1.2997,-0.5426 rotation = 0.9407366,0,-1.949279E-07,0.3391383 scale = 1.318929,1.318929,1.318929 } PROP { name = genericClusterSwitches07 position = -0.358,1.4037,-0.4265 rotation = -5.662442E-07,-0.3382875,-0.9410428,-8.551044E-08 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches07 position = -0.234,1.4037,-0.4265 rotation = 0.9410428,0,-4.401728E-07,0.3382875 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches07 position = 0.3513,1.4037,-0.4265 rotation = 0.9410428,0,-4.401728E-07,0.3382875 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches07 position = 0.2301001,1.40373,-0.426525 rotation = 4.470348E-07,0.3382875,0.9410428,1.331109E-07 scale = 1.14885,1.14885,1.14885 } PROP { name = genericClusterSwitches07 position = 0,1.3005,-0.5515 rotation = 0.9410428,0,-4.401728E-07,0.3382875 scale = 1.2765,1.2765,1.2765 } PROP { name = genericClusterSwitches07 position = 0,1.3982,-0.4332 rotation = 0.9410428,0,-4.401728E-07,0.3382875 scale = 1.2765,1.2765,1.2765 } PROP { name = genericClusterSwitches01 position = 0,1.424744,-0.3298 rotation = 1,0,0,0 scale = 0.9761293,0.9761291,0.9761291 } PROP { name = genericClusterKnobs2 position = 0.7558,0.6706,-0.6251 rotation = 0.3986352,0.5096735,0.4507976,0.614902 scale = 1.058,1.058,1.058 } PROP { name = genericClusterKnobs2 position = 0.5353,0.5974,-0.6436 rotation = 0.4097039,-0.6396918,-0.3727362,0.5329211 scale = 0.9200001,0.9200001,0.92 } PROP { name = genericClusterKnobs position = 0.4571,0.7197,-0.7042 rotation = 0.4606049,-0.6085072,-0.3517394,0.5420716 scale = 1,1,1 } PROP { name = genericClusterButtons2 position = 0.4221,0.6037,-0.6621 rotation = 0.5525443,-0.0569071,0.03852613,0.8306456 scale = 1.339061,1.339061,1.339061 } PROP { name = genericClusterSwitches03 position = -0.5382105,0.7386168,-0.6902162 rotation = 0.5983202,0.09434306,-0.08391839,0.7912459 scale = 0.8217157,0.8217158,0.8217158 } PROP { name = genericClusterButtons2 position = -0.4238999,0.6109,-0.6649 rotation = 0.5514585,0.03692149,-0.05179823,0.8317736 scale = 1.339061,1.339061,1.339061 } PROP { name = genericClusterKnobs2 position = -0.5337,0.6124,-0.6503 rotation = 0.3680502,-0.5401654,-0.4139186,0.6335865 scale = 1,1,1 } PROP { name = genericClusterKnobs position = -0.4560999,0.7233,-0.7059 rotation = 0.3575191,-0.5323147,-0.4634831,0.6115592 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = 0.5270001,0.7075,-0.6840999 rotation = 0.3696533,0.4850314,0.4778972,0.6322303 scale = 1.11,1.11,1.11 } PROP { name = genericClusterSwitches01 position = 0,0.5616899,-0.2487 rotation = 0,0,0,1 scale = 1.344493,1.344493,1.344493 } PROP { name = genericClusterSwitches06 position = 0.2575002,1.2997,-0.5425999 rotation = 0.9407365,2.980232E-08,-1.937151E-07,0.3391383 scale = 1.318929,1.31893,1.31893 } PROP { name = genericClusterKnobs2 position = -0.7565,0.6846,-0.6293 rotation = 0.3980838,-0.5085188,-0.4498714,0.6168904 scale = 1.186503,1.186503,1.186503 } MODEL { model = FreeIva/Squad/Spaces/mk3CockpitShuttle } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk3ShuttleMask DeleteInternalObject { objectName = Object001 } Cut { target = MK3Int type = Mesh tool = cutout } Cut { target = Glass_Cockpit type = Mesh tool = cutout_glass } } PROP { name = Hatch_Plane position = 0, 0, 1.18575335 rotation = 0.707106829, 0, 0, -0.707106709 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Hatch3 } } PROP { name = Hatch_Plane position = -1.54090798, 0, 0.793105602 rotation = 0.5, 0.5, 0.5, -0.5 scale = 1.3, 1.3, 1.3 MODULE { name = HatchConfig attachNodeId = airlockR airlockName = Hatch1 cutoutTargetTransformName = MK3Int } } PROP { name = Hatch_Plane position = 1.54090798, 0, 0.793105602 rotation = 0.5, -0.5, -0.5, -0.5 scale = 1.3, 1.3, 1.3 MODULE { name = HatchConfig attachNodeId = airlockL airlockName = Hatch2 cutoutTargetTransformName = MK3Int } } PROP { name = HandRailInvisible position = 0,0.643,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,0.846,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,1.024,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,1.23,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailLong position = 0.935599983,1.07149994,-0.446399987 rotation = 0.826699317,0.151963398,0.449107766,-0.302948266 scale = 1,1,1 } PROP { name = HandRailLong position = -0.948199987,1.06040001,-0.449299991 rotation = 0.810914755,-0.145672217,-0.476175785,-0.307332963 scale = 1,1,1 } PROP { name = MAS_JSI_BasicMFD position = 0.141196,0.7468129,-0.7244574 rotation = -0.2079117,0,0,0.9781476 scale = 0.42,0.385,0.3999999 } PROP { name = MAS_JSI_BasicMFD position = 0.141196,0.6299283,-0.6712881 rotation = -0.2079119,0,0,0.9781476 scale = 0.42,0.385,0.4 } PROP { name = MAS_JSI_BasicMFD position = -0.1415714,0.6299283,-0.6712881 rotation = -0.2079119,0,0,0.9781476 scale = 0.42,0.385,0.4 } PROP { name = MAS_JSI_BasicMFD position = -0.2937711,0.688472,-0.6960356 rotation = -0.2079119,0,0,0.9781476 scale = 0.4829898,0.4699768,0.4 } PROP { name = MAS_JSI_BasicMFD position = 0.2931954,0.688472,-0.696036 rotation = -0.2079119,0,0,0.9781476 scale = 0.48299,0.469977,0.4 } PROP { name = MAS_JSI_BasicMFD position = -0.1416073,0.7468129,-0.7244574 rotation = -0.2079119,0,0,0.9781476 scale = 0.42,0.385,0.4 } PROP { name = MAS_JSI_BasicMFD position = 0.6538006,0.7342677,-0.6513167 rotation = -0.1344974,-0.08531353,-0.02405801,0.9869414 scale = 0.42,0.385,0.4000001 } PROP { name = MAS_JSI_BasicMFD position = 0.6445985,0.6120232,-0.6163632 rotation = -0.137479,-0.07833308,-0.02524862,0.9870796 scale = 0.42,0.3849999,0.3999999 } PROP { name = MAS_JSI_BasicMFD position = -0.6399357,0.6118765,-0.6165132 rotation = -0.1479711,0.09920985,0.0144046,0.9838976 scale = 0.42,0.385,0.3999999 } PROP { name = MAS_JSI_BasicMFD position = -0.646588,0.7353145,-0.6527447 rotation = -0.1491914,0.09926638,0.01494914,0.9836995 scale = 0.42,0.3850001,0.4 } } } UrlConfig { parentUrl = Squad/Spaces/MK3_CrewCab_Int/internal_MK3_CrewCab.cfg INTERNAL { name = MK3_CrewCab_Int MODEL { model = Squad/Spaces/MK3_CrewCab_Int/MK3_CrewCab_Int } MODEL { model = Squad/Spaces/OverlayMasks/Mk3CabinMask } MODEL { model = Squad/Spaces/OverlayMasks/Mk3CabinBorder } MODULE { name = InternalSeat seatTransformName = Seat_Left001 portraitCameraName = Camera_Left001 allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat_Left002 portraitCameraName = Camera_Left002 allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 2 } MODULE { name = InternalSeat seatTransformName = Seat_Left003 portraitCameraName = Camera_Left003 allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 3 } MODULE { name = InternalSeat seatTransformName = Seat_Left004 portraitCameraName = Camera_Left004 allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 4 } MODULE { name = InternalSeat seatTransformName = Seat_Left005 portraitCameraName = Camera_Left005 allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 5 } MODULE { name = InternalSeat seatTransformName = Seat_Left006 portraitCameraName = Camera_Left006 allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 6 } MODULE { name = InternalSeat seatTransformName = Seat_Left007 portraitCameraName = Camera_Left007 allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 7 } MODULE { name = InternalSeat seatTransformName = Seat_Left008 portraitCameraName = Camera_Left008 allowCrewHelmet = false displayseatName = Left Seat <<1>> displayseatIndex = 8 } MODULE { name = InternalSeat seatTransformName = Seat_Right001 portraitCameraName = Camera_Right001 allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat_Right002 portraitCameraName = Camera_Right002 allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 2 } MODULE { name = InternalSeat seatTransformName = Seat_Right003 portraitCameraName = Camera_Right003 allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 3 } MODULE { name = InternalSeat seatTransformName = Seat_Right004 portraitCameraName = Camera_Right004 allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 4 } MODULE { name = InternalSeat seatTransformName = Seat_Right005 portraitCameraName = Camera_Right005 allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 5 } MODULE { name = InternalSeat seatTransformName = Seat_Right006 portraitCameraName = Camera_Right006 allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 6 } MODULE { name = InternalSeat seatTransformName = Seat_Right007 portraitCameraName = Camera_Right007 allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 7 } MODULE { name = InternalSeat seatTransformName = Seat_Right008 portraitCameraName = Camera_Right008 allowCrewHelmet = false displayseatName = Right Seat <<1>> displayseatIndex = 8 } MODEL { model = FreeIva/Squad/Spaces/mk3CrewCabin texture = gray,Squad/Spaces/MK3_CrewCab_Int/MK3_CrewCab_Int texture = gray_n,Squad/Spaces/MK3_CrewCab_Int/MK3_CrewCab_Int_n } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk3CabinMask Cut { target = MK3Int type = Mesh tool = cutout } } PROP { name = Hatch_Plane position = 0, 0, 1.83787644 rotation = 0.707106829, 0, 0, -0.707106769 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Hatch4 } } PROP { name = Hatch_Plane position = 0, 0, -1.83787644 rotation = 3.09086197e-08, -0.707106829, -0.707106769, -3.09086161e-08 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = top airlockName = Hatch3 } } PROP { name = FreeIva_Hatch_Square position = 0, 1.13380039, 0 rotation = -1, -0, -0, 0 scale = 0.783201635, 0.783201635, 0.783201635 MODULE { name = HatchConfig airlockName = Hatch1 } } PROP { name = HarnessBuckleButton position = -1.04705,0.00264000008,-1.26810002 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.552039981,0.00255999994,-1.26813996 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 0.555999994,0.00209999993,-1.26569998 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 1.05101001,0.00201999978,-1.26573992 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -1.04705,0.00264000008,-0.519800067 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.552039981,0.00255999994,-0.519840002 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 0.555999994,0.00240000011,-0.516099989 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 1.05101001,0.00231999997,-0.516139925 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -1.04705,0.00264000008,0.254700005 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.552039981,0.00255999994,0.25466007 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 0.555999994,0.00329999998,0.256399989 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 1.05101001,0.00321999984,0.256360054 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -1.04705,0.00264000008,1.00419998 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.552039981,0.00255999994,1.00416005 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 0.555999994,0.00228000013,1.00544 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = 1.05101001,0.00219999999,1.00539994 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } PROP { name = HandRailInvisible position = 0,0.710300028,-0.205400005 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,0.710300028,0.203500003 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,0.794200003,-0.205400005 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,0.794200003,0.203500003 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,0.877400041,-0.205400005 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,0.877400041,0.203500003 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,0.961300015,-0.205400005 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,0.961300015,0.203500003 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,1.0438,-0.205400005 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } PROP { name = HandRailInvisible position = 0,1.0438,0.203500003 rotation = 0,0,0,1 scale = 0.199640006,0.0149999997,0.0149999997 } } } UrlConfig { parentUrl = Squad/Spaces/Placeholder/internal.cfg INTERNAL { name = Placeholder MODULE { name = InternalSeat seatTransformName = Seat1 allowCrewHelmet = false portraitCameraName = Cam1 displayseatName = Seat <<1>> displayseatIndex = 1 } MODULE { name = InternalSeat seatTransformName = Seat2 allowCrewHelmet = false portraitCameraName = Cam2 displayseatName = Seat <<1>> displayseatIndex = 2 } MODULE { name = InternalSeat seatTransformName = Seat3 allowCrewHelmet = false portraitCameraName = Cam3 displayseatName = Seat <<1>> displayseatIndex = 3 } MODULE { name = InternalSeat seatTransformName = Seat4 allowCrewHelmet = false portraitCameraName = Cam4 displayseatName = Seat <<1>> displayseatIndex = 4 } MODULE { name = InternalSeat seatTransformName = Seat5 allowCrewHelmet = false portraitCameraName = Cam5 displayseatName = Seat <<1>> displayseatIndex = 5 } MODULE { name = InternalSeat seatTransformName = Seat6 allowCrewHelmet = false portraitCameraName = Cam6 displayseatName = Seat <<1>> displayseatIndex = 6 } MODULE { name = InternalSeat seatTransformName = Seat7 allowCrewHelmet = false portraitCameraName = Cam7 displayseatName = Seat <<1>> displayseatIndex = 7 } MODULE { name = InternalSeat seatTransformName = Seat8 allowCrewHelmet = false portraitCameraName = Cam8 displayseatName = Seat <<1>> displayseatIndex = 8 } MODULE { name = InternalSeat seatTransformName = Seat9 allowCrewHelmet = false portraitCameraName = Cam9 displayseatName = Seat <<1>> displayseatIndex = 9 } MODULE { name = InternalSeat seatTransformName = Seat10 allowCrewHelmet = false portraitCameraName = Cam10 displayseatName = Seat <<1>> displayseatIndex = 10 } MODULE { name = InternalSeat seatTransformName = Seat11 allowCrewHelmet = false portraitCameraName = Cam11 displayseatName = Seat <<1>> displayseatIndex = 11 } MODULE { name = InternalSeat seatTransformName = Seat12 allowCrewHelmet = false portraitCameraName = Cam12 displayseatName = Seat <<1>> displayseatIndex = 12 } MODULE { name = InternalSeat seatTransformName = Seat13 allowCrewHelmet = false portraitCameraName = Cam13 displayseatName = Seat <<1>> displayseatIndex = 13 } MODULE { name = InternalSeat seatTransformName = Seat14 allowCrewHelmet = false portraitCameraName = Cam14 displayseatName = Seat <<1>> displayseatIndex = 14 } MODULE { name = InternalSeat seatTransformName = Seat15 allowCrewHelmet = false portraitCameraName = Cam15 displayseatName = Seat <<1>> displayseatIndex = 15 } MODULE { name = InternalSeat seatTransformName = Seat16 allowCrewHelmet = false portraitCameraName = Cam16 displayseatName = Seat <<1>> displayseatIndex = 16 } } } UrlConfig { parentUrl = Squad/Spaces/PodCockpit/internal.cfg INTERNAL { name = PodCockpit MODEL { model = Squad/Spaces/PodCockpit/model } MODEL { model = Squad/Spaces/OverlayMasks/Size2PodMask rotation = 90, 180, 0 } MODEL { model = Squad/Spaces/OverlayMasks/Size2PodBorder rotation = 90, 180, 0 } MODULE { name = InternalSeat seatTransformName = LeftSeat allowCrewHelmet = false displayseatName = Left Seat } MODULE { name = InternalSeat seatTransformName = RightSeat allowCrewHelmet = false displayseatName = Right Seat } MODULE { name = InternalSeat seatTransformName = BottomSeat allowCrewHelmet = false displayseatName = Bottom Seat } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusLeftWindow cameraTransformName = LeftEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusRightWindow cameraTransformName = RightEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusLeftSideWindow cameraTransformName = LeftSideEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = focusRightSideWindow cameraTransformName = RightSideEyeTransform } PROP { name = AltimeterThreeHands position = 0.32,0.252,-0.645 rotation = 0.5416434,0.03236297,-0.05577519,0.8381313 scale = 1,1,1 } PROP { name = AtmosphereDepth position = 0.3167916,0.4012913,-0.7163901 rotation = 0.4535677,0.6201537,0.3547511,0.532764 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = 0.2664351,0.3781132,-0.6979097 rotation = 0.5710237,0.05511793,-0.07342447,0.8157836 scale = 1,1,1 } PROP { name = AxisIndicatorRoll position = 0.3166312,0.3746848,-0.7066509 rotation = 0.3524164,-0.5359427,-0.4553842,0.6174086 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = 0.3173429,0.3486255,-0.6972856 rotation = 0.3508911,-0.5380051,-0.4565605,0.6156123 scale = 1,1,1 } PROP { name = Compass position = 0.4057,0.24,-0.664 rotation = -0.3648364,0.5903288,0.3887388,-0.6060433 scale = 0.415,0.415,0.415 } PROP { name = IndicatorPanel position = 0.518,0.2955,-0.669 rotation = -0.5303835,0.0359595,-0.02298465,-0.8466829 scale = 1.141,1.141,1.141 } PROP { name = IndicatorPanel position = -0.153,-0.618,-0.33 rotation = 0.4281873,-5.258624E-05,-0.01086118,0.9036247 scale = 1,1,1 } PROP { name = ledPanelSpeed position = -0.0269,-0.5504,-0.402 rotation = 0.4971214,-0.003838993,-0.003243528,0.8676665 scale = 1,1,1 } PROP { name = ledPanelSpeed position = 0.4056,0.352,-0.713 rotation = -0.5625392,-0.03245893,0.03663293,-0.8253206 scale = 1,1,1 } PROP { name = ledPanelSpeed position = -0.3756353,0.370743,-0.7096229 rotation = 0.5457253,-0.01199894,0.00504086,0.8378631 scale = 1,1,1 } PROP { name = NavBall position = 0.3999813,0.3017742,-0.6832672 rotation = -0.5308632,0.004728253,-0.005231029,-0.8474282 scale = 1.418,1.418,1.418 } PROP { name = RadarAltimeter position = 0.393,0.391,-0.717 rotation = -0.5859929,-0.0388121,0.04578209,-0.8080904 scale = 0.814,0.814,0.814 } PROP { name = RadarAltimeter position = -0.367,0.411,-0.721 rotation = -0.5839309,0.05067115,-0.05632992,-0.8082599 scale = 0.932,0.932,0.932 } PROP { name = RadarAltimeter position = 0.052,-0.6570207,-0.3209582 rotation = 0.4281877,2.586919E-06,-0.0108873,0.9036242 scale = 1,1,1 } PROP { name = VSI position = 0.319,0.311,-0.6733 rotation = 0.5533006,0.02319262,-0.03592947,0.8318833 scale = 1,1,1 } PROP { name = throttle position = 0.61,0.281,-0.682 rotation = 0.6108826,-0.01242803,-0.009612965,0.7915653 scale = 0.734,0.734,0.734 } PROP { name = AltimeterThreeHands position = 0.05,-0.59,-0.35 rotation = 0.4281873,-5.258624E-05,-0.01086118,0.9036247 scale = 1,1,1 } PROP { name = AltimeterThreeHands position = -0.2908,0.2773,-0.6519 rotation = 0.5690828,-0.04183435,0.02688326,0.8207752 scale = 1,1,1 } PROP { name = AtmosphereDepth position = -0.1558822,-0.5166169,-0.4331783 rotation = 0.310603,0.6385247,0.2949068,0.6394076 scale = 1,1,1 } PROP { name = AtmosphereDepth position = -0.2853693,0.4464861,-0.7249122 rotation = -0.3571964,-0.5412959,-0.445623,-0.617114 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = -0.209,-0.534,-0.42 rotation = -0.01337008,-0.9035877,-0.4281611,-0.005351045 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = -0.2295212,0.4180083,-0.7069302 rotation = -0.07072796,0.8145782,0.5695488,0.08410811 scale = 1,1,1 } PROP { name = AxisIndicatorRoll position = -0.156,-0.536,-0.412 rotation = -0.279288,0.6426917,0.2917638,-0.6510142 scale = 1,1,1 } PROP { name = AxisIndicatorRoll position = -0.2871362,0.4172896,-0.7142309 rotation = 0.445069,-0.6179518,-0.3578864,0.5403393 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = -0.157,-0.556,-0.395 rotation = -0.2951375,0.6388916,0.3104817,-0.6389934 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = -0.2871046,0.3912223,-0.7044097 rotation = 0.4448331,-0.6183078,-0.3581797,0.5399318 scale = 1,1,1 } PROP { name = Compass position = -0.03,-0.64,-0.32 rotation = -0.2958596,0.637395,0.3097606,-0.6405023 scale = 0.5,0.5,0.5 } PROP { name = Compass position = -0.38,0.261,-0.654 rotation = -0.3678612,0.6089225,0.3667482,-0.5994892 scale = 0.415,0.415,0.415 } PROP { name = IndicatorPanel position = -0.508,0.3175,-0.6601 rotation = 0.5452454,-0.006917936,-0.007088284,0.838218 scale = 1.141,1.141,1.141 } PROP { name = NavBall position = -0.0285337,-0.5998321,-0.3599214 rotation = 0.4281873,-5.258624E-05,-0.01086118,0.9036247 scale = 1.415,1.415,1.415 } PROP { name = NavBall position = -0.376,0.319,-0.676 rotation = 0.5552447,-1.246676E-05,-0.007153196,0.8316563 scale = 1.415,1.415,1.415 } PROP { name = throttle position = -0.59,0.306,-0.679 rotation = 0.6108826,-0.01242803,-0.009612965,0.7915653 scale = 0.734,0.7340001,0.734 } PROP { name = throttle position = 0.13,-0.61,-0.35 rotation = 0.4281854,0.0001053321,-0.01093601,0.9036247 scale = 0.786,0.786,0.786 } PROP { name = VSI position = 0.05,-0.54,-0.4 rotation = 0.4282109,-5.213627E-05,-0.01086083,0.9036135 scale = 1,1,1 } PROP { name = VSI position = -0.2857,0.3387,-0.6811 rotation = 0.5659456,-0.04768967,0.02471835,0.8226908 scale = 1,1,1 } PROP { name = genericClusterSwitches05 position = -0.0917,0.6649,-0.6629 rotation = 0.8573753,4.958016E-08,4.620425E-08,0.5146918 scale = 1.12,1.12,1.12 } PROP { name = genericClusterSwitches05 position = 0.1296,0.6625,-0.6583 rotation = 0.8573753,4.958016E-08,4.620425E-08,0.5146918 scale = 1.12,1.12,1.12 } PROP { name = genericClusterSwitches06 position = 0.2399,-0.5677,-0.3708 rotation = 0.1643008,0.553841,0.4245921,0.6971276 scale = 1.198284,1.198285,1.198285 } PROP { name = genericClusterMixed position = -0.2157,-0.6215,-0.3413 rotation = 0.31128,0.6371978,0.2942244,0.6407151 scale = 1,1,1 } PROP { name = genericClusterButtons2 position = -0.3046,-0.5034,-0.4036 rotation = 0.4177198,0.08159497,-0.2146429,0.8790796 scale = 1,1,1 } } } UrlConfig { parentUrl = Squad/Strategies/Departments.cfg STRATEGY_DEPARTMENT { name = Finances title = Finances desc = He's an accountant, called Mortimer. He doesn't have many friends, but he likes things to be under control and arranged in right angles. This job is pretty stressful for him. color = 254 250 135 avatar = Strategy_Mortimer headName = Mortimer Kerman headImage = MORTIMER_KERMAN } } UrlConfig { parentUrl = Squad/Strategies/Departments.cfg STRATEGY_DEPARTMENT { name = Science title = Science desc = Linus is Wernher Von Kerman's Intern. Because Wernher himself is too important to be bothered with these boring strategy meetings. He sends his intern in his stead. color = 135 253 254 avatar = Strategy_ScienceGuy headName = Linus Kerman headImage = SCIGUY_KERMAN } } UrlConfig { parentUrl = Squad/Strategies/Departments.cfg STRATEGY_DEPARTMENT { name = Public Relations title = Public Relations desc = Walt Kerman is the spokesperson for the Space Program. He wears a hazmat suit. Which isn't strictly required for his job, but it seems appropriate for someone working in such a toxic environment. color = 149 254 135 avatar = Strategy_PRGuy headName = Walt Kerman headImage = PRGUY_KERMAN } } UrlConfig { parentUrl = Squad/Strategies/Departments.cfg STRATEGY_DEPARTMENT { name = Operations title = Operations desc = Gus Kerman is head of Space Program Operations and all-around repairs guy whenever something around here breaks down, and he's the reason why all our pods have windows. color = 254 178 0 avatar = Strategy_MechanicGuy headName = Gus Kerman headImage = PRGUY_KERMAN } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = AppreciationCampaignCfg title = Appreciation Campaign desc = We could definitely improve our image by putting some effort into reminding Kerbals everywhere of just how great the Space Program is. Advertisement space isn't free, however. department = Public Relations icon = Squad/Strategies/Icons/AppreciationCampaign groupTag = Basic,A minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -500 requiredReputationMax = 750 initialCostFundsMin = 35000.0 initialCostFundsMax = 750000.0 initialCostReputation = 0.0 initialCostScience = 0.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyConverter input = Funds output = Reputation minShare = 0.0 maxShare = 1.0 minRate = 0.00015959268119807379 maxRate = 0.00019949085149759224 AffectReasons = ContractReward, ContractAdvance, Progression effectDescription = Income } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = FundraisingCampaignCfg title = Fundraising Campaign desc = We can likely raise some money by exploiting the attention that we get out of new successful ventures to remind the well-to-do Kerbals out there that we could use their support, and the contents of their wallets. This is probably going to be seen as a bit cheeky of us, so be prepared to face some backlash from the public. department = Finances icon = Squad/Strategies/Icons/FundraisingCampaign groupTag = Basic,A minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -500 requiredReputationMax = 750 initialCostFunds = 0.0 initialCostReputationMin = 4.0 initialCostReputationMax = 70.0 initialCostScience = 0.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyConverter input = Reputation output = Funds minShare = 0.0 maxShare = 1.0 minRate = 1002.55223985754507416784 maxRate = 1253.19029982193134270980 AffectReasons = ContractReward, ScienceTransmission, Progression effectDescription = gains } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = OpenSourceTechProgramCfg title = Open-Source Tech Program desc = Even though we went through great lengths to get our scientific data, making it available for free to all of Kerbalkind can only be seen as a good thing. R&D will probably not be at its peak efficiency however, with all the noise these outside opinions tend to generate. department = Public Relations icon = Squad/Strategies/Icons/OpenSourceTechProgram groupTag = Basic,B minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -500 requiredReputationMax = 750 initialCostFunds = 0.0 initialCostReputation = 0.0 initialCostScienceMin = 100.0 initialCostScienceMax = 2000.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyConverter input = Science output = Reputation minShare = 0.0 maxShare = 1.0 minRate = 1.65630257976754453626 maxRate = 2.07037822470943067033 AffectReasons = ContractReward effectDescription = Gains from contracts } EFFECT { name = CurrencyConverter input = Science output = Reputation minShare = 0.0 maxShare = 1.0 minRate = 0.01656302579767544536 maxRate = 0.02070378224709430670 AffectReasons = ScienceTransmission, VesselRecovery, Progression effectDescription = gains from field work } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = UnpaidResearchProgramCfg title = Unpaid Research Program desc = A program where undergrad researchers are given the opportunity to work in our great Space Program, to boost the science earned out of each mit of data. The Interns don't get paid, but the prestige of working with such a grand organization as ours surely is its own reward, isn't it? department = Science icon = Squad/Strategies/Icons/UnpaidResearchProgram groupTag = Basic,B minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -500 requiredReputationMax = 750 initialCostFunds = 0.0 initialCostScience = 0.0 initialCostReputationMin = 30.0 initialCostReputationMax = 130.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyConverter input = Reputation output = Science minShare = 0.0 maxShare = 1.0 minRate = 0.38640282748929935764 maxRate = 0.48300353436162419705 AffectReasons = ContractReward, ScienceTransmission, Progression effectDescription = gains } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = OutsourcedResearchCfg title = Outsourced R&D desc = Why do all the data-crunching ourselves when we can contract external research labs to help us process the data we receive. These services aren't exactly cheap, but their R&D facilities are very impressive. department = Science icon = Squad/Strategies/Icons/OutsourcedResearch groupTag = Basic,C minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -500 requiredReputationMax = 750 initialCostFundsMin = 38000.0 initialCostFundsMax = 800000.0 initialCostReputation = 0.0 initialCostScience = 0.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyConverter input = Funds output = Science minShare = 0.0 maxShare = 1.0 minRate = 0.00007708382907691757 maxRate = 0.00009635478634614696 AffectReasons = ContractReward, ContractAdvance, Progression effectDescription = Income } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = PatentsLicensingCfg title = Patents Licensing desc = Our science data can be worth a lot of money by selling licenses for other organizations to use our patents. The added book-keeping required will probably add some extra work for the R&D team, but the financial benefits could be worth their reduced output. department = Finances icon = Squad/Strategies/Icons/PatentsLicensing groupTag = Basic,C minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -500 requiredReputationMax = 750 initialCostFunds = 0.0 initialCostReputation = 0.0 initialCostScienceMin = 135.0 initialCostScienceMax = 2700.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyConverter input = Science output = Funds minShare = 0.0 maxShare = 1.0 minRate = 2075.66232653472749122244 maxRate = 2594.57790816840936402805 AffectReasons = ContractReward effectDescription = Gains from contracts } EFFECT { name = CurrencyConverter input = Science output = Funds minShare = 0.0 maxShare = 1.0 minRate = 83.026493061389099648900 maxRate = 103.78311632673637456112 AffectReasons = ScienceTransmission, VesselRecovery, Progression effectDescription = gains from field work } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = AgressiveNegotiations title = Aggressive Negotiations desc = We can get better deals with our suppliers by taking up a more... assertive stance on our negotiations with them. They probably won't see this as a friendly move, but we can definitely have it our way if we press them. It's not as if we care what others think, do we? department = Operations icon = Squad/Strategies/Icons/AggressiveNegotiations groupTag = Misc,D minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -10 requiredReputationMax = 950 initialCostFunds = 0.0 initialCostReputationMin = 10.0 initialCostReputationMax = 100.0 initialCostScienceMax = 0.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyOperation currency = Funds operation = Multiply effectDescription = Off on Launch Costs and R&D Purchases minValue = 1.00 maxValue = 0.70 AffectReasons = VesselRollout, RnDPartPurchase } EFFECT { name = CurrencyOperation currency = Funds operation = Multiply effectDescription = Off on Facility Repair and Construction minValue = 1.00 maxValue = 0.99 AffectReasons = StructureRepair, StructureConstruction } EFFECT { name = CurrencyOperation currency = Reputation operation = Add effectDescription = on each discount minValue = -1 maxValue = -6 AffectReasons = VesselRollout, RnDPartPurchase, StructureRepair, StructureConstruction } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = RecoveryTransponders title = Recovery Transponder Fitting desc = Recovering parts landed far away from the Space Center can be very costly, but I reckon we can reduce those costs by installing better transponders on the parts we launch. These units are not cheap, but they should make it much easier to find parts, improving the recovery value even if they're half-way around Kerbin. What do you say? department = Operations icon = Squad/Strategies/Icons/RecoveryTransponderFitting groupTag = Misc,Recovery minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -1000 requiredReputationMax = -1000 initialCostFundsMin = 70000.0 initialCostFundsMax = 550000.0 initialCostReputation = 0.0 initialCostScienceMax = 0.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = ValueModifier valueId = RecoveryMinimumDelta effectDescription = to Minimum Vessel Recovery minValue = 1.05 maxValue = 1.15 } EFFECT { name = ValueModifier valueId = RecoveryMaximumDelta effectDescription = from Maximum Vessel Recovery minValue = 0.94 maxValue = 0.90 } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = BailoutGrant title = Bail-Out Grant desc = We must be in dire straits to be considering such an option. Accepting a public grant could save us from bankruptcy, but it would also put a very serious dent in the Space Program's reputation. However, the Space Program is too big to fail, so if it's either this option or closing shop, I would advise you to accept the money. department = Public Relations icon = Squad/Strategies/Icons/BailOutGrant groupTag = Emergency,A minLeastDuration = 0 maxLeastDuration = 0 minLongestDuration = 0 maxLongestDuration = 0 requiredReputationMin = -1000 requiredReputationMax = 0 initialCostFundsMin = 0.0 initialCostReputation = 0.0 initialCostScience = 0.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyExchanger input = Reputation output = Funds minShare = 0.1 maxShare = 1.0 minRate = 83.026493061389099648900 maxRate = 103.78311632673637456112 } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = researchIPsellout title = Research Rights Sell-Out desc = We could make a quick buck from the Science the R&D team has collected by selling exclusive research rights to the highest bidder. Yes, that means we wouldn't be able to make use of that Science ourselves, but for exclusive rights, I'm sure we could fetch a pretty penny from some large agency or conglomerate. department = Science icon = Squad/Strategies/Icons/ResearchRightsSellOut groupTag = Emergency,A minLeastDuration = 0 maxLeastDuration = 0 minLongestDuration = 0 maxLongestDuration = 0 requiredReputationMin = -1000 requiredReputationMax = 0 initialCostFundsMin = 0.0 initialCostReputation = 0.0 initialCostScience = 0.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyExchanger input = Science output = Funds minShare = 0.1 maxShare = 1.0 minRate = 41.51324653069454982445 maxRate = 51.89155816336818728056 } } } UrlConfig { parentUrl = Squad/Strategies/Strategies.cfg STRATEGY { name = LeadershipInitiative title = Leadership Initiative desc = If we focus our efforts on consistently pushing our own space program forward, we can drum up more public interest. We will need to put a few contracts on the backburner, so we may have to start selling research rights to the academic community to stay solvent. department = Operations icon = Squad/Strategies/Icons/LeadershipInitiative groupTag = Misc,D minLeastDuration = 60 maxLeastDuration = 100 minLongestDuration = 1200 maxLongestDuration = 1600 requiredReputationMin = -500 requiredReputationMax = 750 initialCostFundsMin = 25000.0 initialCostFundsMax = 250000.0 initialCostScienceMin = 50.0 initialCostScienceMax = 500.0 initialCostReputationMin = 10.0 initialCostReputationMax = 100.0 hasFactorSlider = True factorSliderDefault = 0.05 factorSliderSteps = 20 EFFECT { name = CurrencyOperation currency = Funds operation = Multiply effectDescription = to milestone gains minValue = 1.00 maxValue = 2.50 AffectReasons = Progression } EFFECT { name = CurrencyOperation currency = Reputation operation = Multiply effectDescription = to milestone gains minValue = 1.00 maxValue = 2.50 AffectReasons = Progression } EFFECT { name = CurrencyOperation currency = Science operation = Multiply effectDescription = to field work gains minValue = 1.00 maxValue = 1.50 AffectReasons = ScienceTransmission, VesselRecovery, Progression } EFFECT { name = CurrencyOperation currency = Funds operation = Multiply effectDescription = from contract gains minValue = 1.00 maxValue = 0.25 AffectReasons = ContractAdvance, ContractPenalty, ContractReward } EFFECT { name = CurrencyOperation currency = Science operation = Multiply effectDescription = from contract gains minValue = 1.00 maxValue = 0.25 AffectReasons = ContractAdvance, ContractPenalty, ContractReward } EFFECT { name = CurrencyOperation currency = Reputation operation = Multiply effectDescription = from contract gains minValue = 1.00 maxValue = 0.25 AffectReasons = ContractAdvance, ContractPenalty, ContractReward } } } UrlConfig { parentUrl = Squad/Tutorials/FlightSuborbital.cfg TUTORIAL { name = FlightSuborbital velocityPitch { key = 0 90 0 0 key = 45 90 0 0 key = 130 80 0 0 key = 250 80 0 0 key = 400 70 0 0 } } } UrlConfig { parentUrl = Squad/Tutorials/FromMun.cfg TUTORIAL { name = FromMun velocityPitch { key = 0.5 90 0 -0.8204113 key = 15 60 -3.264801 -3.264801 key = 30 20 -1.893749 -1.893749 key = 40 6 -0.1178844 -0.1178844 key = 150 2 -0.004449593 0 } } } UrlConfig { parentUrl = Squad/Tutorials/GoForOrbit.cfg TUTORIAL { name = GoForOrbit velocityPitch { key = 0 90 0 0 key = 60 90 0 0 key = 120 80 -0.1217949 -0.1217949 key = 250 70 key = 360 60 key = 500 48 key = 530 45 key = 650 37 key = 700 34.2 key = 815 29 key = 850 26.8 key = 900 24 key = 1000 20 key = 1200 14 key = 1400 10.3 key = 1500 9.1 key = 1700 7.5 key = 1800 6.9 key = 1960 6.4 key = 2032 6.3 } velocityAlt { key = 0 0 key = 60 340 key = 120 1000 key = 250 3450 key = 360 6400 key = 500 14500 key = 530 16200 key = 650 21300 key = 700 23300 key = 810 27400 key = 850 29400 key = 900 31900 key = 1000 35700 key = 1200 41600 key = 1400 45800 key = 1500 47500 key = 1700 50500 key = 1800 51900 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Missions/MissionPacks.cfg MISSIONPACK { name = squad_MakingHistory displayName = Making History - The Race to Space order = 500 } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Missions/MissionPacks.cfg MISSIONPACK { name = squad_MakingHistory_Other displayName = Mission Madness order = 501 color = #888888 } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Missions/MissionPacks.cfg MISSIONPACK { name = squad_MakingHistory_Tutorial displayName = Tutorials order = 10001 } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/AccuracyLogic.cfg MEBASICNODE { name = TestAccuracyLogic displayName = Test Accuracy description = Measure the accuracy of a test. tooltipDescription = Measure the accuracy of a test. isLogicNode = true isObjective = false category = Utility categoryDisplayName = Utility iconURL = test-accuracy tests = TestAccuracy SAP_PARAMETERS { MODULE_PARAMETER { module = TestAccuracy parameter = accuracy } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestAccuracy parameter = accuracy } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionChancePartResourceLevels.cfg MEBASICNODE { name = ActionPartResourceAmount displayName = Change Vessel Resource Levels description = Change amount of resource in a vessel instantly tooltipDescription = Instantly changes the amount of a selected resource in a vessel. Affects loaded vessels using the resource flow. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = change-part-resource-levels actions = ActionPartResourceAmount SAP_PARAMETERS { MODULE_PARAMETER { module = ActionPartResourceAmount parameter = resourceName } MODULE_PARAMETER { module = ActionPartResourceAmount parameter = adjustAmount } MODULE_PARAMETER { module = ActionPartResourceAmount parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionPartResourceAmount parameter = resourceName } MODULE_PARAMETER { module = ActionPartResourceAmount parameter = adjustAmount } MODULE_PARAMETER { module = ActionPartResourceAmount parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionExplode.cfg MEBASICNODE { name = ActionVesselExplode displayName = Explode Vessel description = Explode the vessel part-by-part tooltipDescription = Use this node to trigger the part by part explosion of the chosen vessel.\n\nThe delay value will spread out the part explosions so you can tease the player or have it all go up in one big fireball. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = vessel-explode actions = ActionVesselExplode SAP_PARAMETERS { MODULE_PARAMETER { module = ActionVesselExplode parameter = vesselID } MODULE_PARAMETER { module = ActionVesselExplode parameter = partsExplodeTime } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionVesselExplode parameter = vesselID } MODULE_PARAMETER { module = ActionVesselExplode parameter = partsExplodeTime } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionMissionScore.cfg MEBASICNODE { name = MissionScore displayName = Change Score description = Change the score of the mission tooltipDescription = Adjusting the mission score is the purpose of this node. Use the various options to reward or punish the players of your mission. isObjective = false category = CurrencyAndScore categoryDisplayName = Currency and Score iconURL = Change-Score actions = ActionMissionScore SAP_PARAMETERS { MODULE_PARAMETER { module = ActionMissionScore parameter = score } } NODEBODY_PARAMETERS { } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionModifierFunds.cfg MEBASICNODE { name = ModifyFunds displayName = Change Funds description = Modify the player's available Funds tooltipDescription = With this node you can adjust the amount of funds available to a player. Use it to give them extra funds for completing an objective, or punish them by reducing their funds when they make mistakes. isObjective = false category = CurrencyAndScore categoryDisplayName = Currency and Score iconURL = funds actions = ActionModifierFunds SAP_PARAMETERS { MODULE_PARAMETER { module = ActionModifierFunds parameter = modifierType } MODULE_PARAMETER { module = ActionModifierFunds parameter = modifierFunds } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionModifierFunds parameter = modifierType } MODULE_PARAMETER { module = ActionModifierFunds parameter = modifierFunds } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionModifierScore.cfg MEBASICNODE { name = MissionScore displayName = Modify Score description = Change the score of the mission tooltipDescription = Modify the player's total score. isObjective = false category = CurrencyAndScore categoryDisplayName = Currency and Score iconURL = score actions = ActionModifierScore SAP_PARAMETERS { MODULE_PARAMETER { module = ActionModifierScore parameter = score } } NODEBODY_PARAMETERS { } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionPartExplode.cfg MEBASICNODE { name = ActionPartExplode displayName = Explode Part description = Explode a specific part tooltipDescription = In the "what you see is what you get" category is this node. Select a part and it will explode. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = part-explode actions = ActionPartExplode SAP_PARAMETERS { MODULE_PARAMETER { module = ActionPartExplode parameter = vesselPartIDs } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionPartExplode parameter = vesselPartIDs } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionPartResourceDrain.cfg MEBASICNODE { name = ActionPartResourceDrain displayName = Resource Drain description = Change amount of resource in a part over time tooltipDescription = Adds a gradual change in a part's resource levels over time. You can use this one to create a resource leak, or resource generation over time.\n\nAdd a level of fear to those fuel levels or make a challenge where you slowly add fuel to a rocket ascent instead of starting all fueled up. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = action-part-resource-drain actions = ActionPartResourceDrain SAP_PARAMETERS { MODULE_PARAMETER { module = ActionPartResourceDrain parameter = timePeriod } MODULE_PARAMETER { module = ActionPartResourceDrain parameter = amountToDrain } MODULE_PARAMETER { module = ActionPartResourceDrain parameter = vesselPartIDs } MODULE_PARAMETER { module = ActionPartResourceDrain parameter = resourceName } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionPartResourceDrain parameter = timePeriod } MODULE_PARAMETER { module = ActionPartResourceDrain parameter = amountToDrain } MODULE_PARAMETER { module = ActionPartResourceDrain parameter = vesselPartIDs } MODULE_PARAMETER { module = ActionPartResourceDrain parameter = resourceName } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionVesselActionGroup.cfg MEBASICNODE { name = ActionVesselActionGroup displayName = Trigger Action Group description = Trigger an Action Group in a vessel tooltipDescription = This action will trigger the selected action group on the selected vessel.\n\nIf the selected vessel is not the currently active one, then the node will not activate till the selected vessel becomes player controlled. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = vessel-actiongroup-trigger actions = ActionVesselActionGroup tests = TestVesselActive SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselActive parameter = vesselID } MODULE_PARAMETER { module = ActionVesselActionGroup parameter = actionGroup } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselActive parameter = vesselID } MODULE_PARAMETER { module = ActionVesselActionGroup parameter = actionGroup } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ActionVesselStage.cfg MEBASICNODE { name = ActionVesselStage displayName = Activate Stage description = Activate the next stage in a vessel tooltipDescription = This action will activate the next stage on the selected vessel. If the selected vessel is not the currently active one, then the node will not activate till the selected vessel becomes player controlled. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = vessel-stage-activated actions = ActionVesselStage tests = TestVesselActive SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselActive parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselActive parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/CreateAsteroid.cfg MEBASICNODE { name = CreateAsteroid displayName = Spawn Asteroid description = Spawn an Asteroid somewhere in the universe tooltipDescription = Generate and place an asteroid out in the universe.\n\nWarning: Large rocks on collision courses can be hazardous to your health. isObjective = false category = Spawnable categoryDisplayName = Spawnable iconURL = create-asteroid actions = ActionCreateAsteroid SAP_PARAMETERS { MODULE_PARAMETER { module = ActionCreateAsteroid parameter = asteroid } MODULE_PARAMETER { module = ActionCreateAsteroid parameter = splashed } MODULE_PARAMETER { module = ActionCreateAsteroid parameter = location } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionCreateAsteroid parameter = asteroid } MODULE_PARAMETER { module = ActionCreateAsteroid parameter = splashed } MODULE_PARAMETER { module = ActionCreateAsteroid parameter = location } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/CreateComet.cfg MEBASICNODE { name = CreateComet displayName = Spawn Comet description = Spawn a Comet somewhere in the universe tooltipDescription = Generate and place a comet out in the universe.\n\nWarning: Large rocks on collision courses can be hazardous to your health. isObjective = false category = Spawnable categoryDisplayName = Spawnable iconURL = create-comet actions = ActionCreateComet SAP_PARAMETERS { MODULE_PARAMETER { module = ActionCreateComet parameter = comet } MODULE_PARAMETER { module = ActionCreateComet parameter = splashed } MODULE_PARAMETER { module = ActionCreateComet parameter = location } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionCreateComet parameter = comet } MODULE_PARAMETER { module = ActionCreateComet parameter = splashed } MODULE_PARAMETER { module = ActionCreateComet parameter = location } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/CreateFlag.cfg MEBASICNODE { name = CreateFlag displayName = Spawn Flag description = Spawn a flag somewhere in the universe tooltipDescription = Place a flag out in the universe to be a marker for your players, leave messages behind, or provide a moguls course for a winter sporting event. isObjective = false category = Spawnable categoryDisplayName = Spawnable iconURL = create-flag actions = ActionCreateFlag SAP_PARAMETERS { MODULE_PARAMETER { module = ActionCreateFlag parameter = siteName } MODULE_PARAMETER { module = ActionCreateFlag parameter = plaqueText } MODULE_PARAMETER { module = ActionCreateFlag parameter = location } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionCreateFlag parameter = siteName } MODULE_PARAMETER { module = ActionCreateFlag parameter = location } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/CreateLaunchSite.cfg MEBASICNODE { name = CreateLaunchSite displayName = Spawn Launch Site description = Spawn a Launch Site somewhere in the universe tooltipDescription = Want to start your intrepid explorers from somewhere other than home? This node lets you deploy a Launch Site that you can then use as a jump-off point for launches, or a target for crashes... I mean landings. isObjective = false category = Spawnable categoryDisplayName = Spawnable iconURL = launch-site actions = ActionCreateLaunchSite SAP_PARAMETERS { MODULE_PARAMETER { module = ActionCreateLaunchSite parameter = launchSiteSituation } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionCreateLaunchSite parameter = launchSiteSituation } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/CreateVessel.cfg MEBASICNODE { name = CreateVessel displayName = Spawn Vessel description = Spawn a Vessel somewhere in the universe tooltipDescription = Sets up a vessel to be created to your specifications and at the place of your choosing. Whether that be in orbit or on the floor of the ocean - just remember to pack your sunscreen if it's in Low Orbit around the Sun. isObjective = false category = Spawnable categoryDisplayName = Spawnable iconURL = create-vessel actions = ActionCreateVessel SAP_PARAMETERS { MODULE_PARAMETER { module = ActionCreateVessel parameter = vesselSituation } MODULE_PARAMETER { module = ActionCreateVessel parameter = partFilter } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionCreateVessel parameter = vesselSituation } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/CrewAssignment.cfg MEBASICNODE { name = TestCrewAssignment displayName = Crew Assignment description = Check for Kerbal assigned to a seat tooltipDescription = Use this node to check if a kerbal has arrived where you want them to be. isObjective = True category = Kerbal categoryDisplayName = Kerbal iconURL = crew-assignment tests = TestCrewAssignment SAP_PARAMETERS { MODULE_PARAMETER { module = TestCrewAssignment parameter = missionKerbal } MODULE_PARAMETER { module = TestCrewAssignment parameter = vesselPartIDs } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestCrewAssignment parameter = missionKerbal } MODULE_PARAMETER { module = TestCrewAssignment parameter = vesselPartIDs } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/Destroyed.cfg MEBASICNODE { name = Crashed displayName = Vessel Destroyed description = Check for a vessel being destroyed tooltipDescription = Also known as the R.I.P. node, this one will detect a vessel's destruction for you. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = vessel-crashed tests = TestVesselStateCrashed SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselStateCrashed parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselStateCrashed parameter = locationSituation } MODULE_PARAMETER { module = TestVesselStateCrashed parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/DialogMessage.cfg MEBASICNODE { name = DialogMessage displayName = Dialog Message description = Display a message in a dialog box tooltipDescription = Have one of our expert instructors pass on knowledge or instructions to the player during your mission.\n\n* Comic relief not included. isObjective = false category = Utility categoryDisplayName = Utility iconURL = dialog-message actions = ActionDialogMessage SAP_PARAMETERS { MODULE_PARAMETER { module = ActionDialogMessage parameter = messageHeading } MODULE_PARAMETER { module = ActionDialogMessage parameter = message } MODULE_PARAMETER { module = ActionDialogMessage parameter = missionInstructor } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionDialogMessage parameter = missionInstructor } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/Distance.cfg MEBASICNODE { name = Distance displayName = Test Distance description = Check the distance between a vessel and an object tooltipDescription = This node can be used as your yardstick to check just how far it is between two items. isObjective = false category = Location categoryDisplayName = Location iconURL = test-vessel-distance-to-another-vessel tests = TestDistance NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestDistance parameter = distanceFromTarget } MODULE_PARAMETER { module = TestDistance parameter = distanceToTarget } MODULE_PARAMETER { module = TestDistance parameter = distance } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/EmptyFalse.cfg MEBASICNODE { name = EmptyFalse displayName = Always False description = A logic node that is always false tooltipDescription = Use this node for placeholders or information. A good use for this is when you want to make 'fake' objectives before an event happens. isLogicNode = true isObjective = false category = Utility categoryDisplayName = Utility iconURL = EmptyFalse tests = TestEmptyFalse } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/EmptyTrue.cfg MEBASICNODE { name = EmptyTrue displayName = Always True description = A logic node that is always true tooltipDescription = Use this node to redirect the mission path as it will always be true. A good use for this is in a loop situation. isLogicNode = true isObjective = false category = Utility categoryDisplayName = Utility iconURL = EmptyTrue tests = TestEmptyTrue } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/EscapeSOI.cfg MEBASICNODE { name = SOILeft displayName = Left SOI description = Check if a vessel is leaving a Sphere of Influence tooltipDescription = Want to make sure a vessel has flown away? Use this node to make sure they leave the Sphere of Influence of your choice. isObjective = True category = Location categoryDisplayName = Location iconURL = leave-soi tests = TestSOILeft SAP_PARAMETERS { MODULE_PARAMETER { module = TestSOILeft parameter = vesselID } MODULE_PARAMETER { module = TestSOILeft parameter = missionBody } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestSOILeft parameter = vesselID } MODULE_PARAMETER { module = TestSOILeft parameter = missionBody } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/EVA.cfg MEBASICNODE { name = EVA displayName = Kerbal EVA description = Check for a Kerbal going on EVA tooltipDescription = Check for when a kerbal goes Extra Vehicular. This triggers when the configured kerbal leaves the building... I mean vessel. isObjective = True category = Kerbal categoryDisplayName = Kerbal iconURL = test-eva tests = TestKerbalEVA SAP_PARAMETERS { MODULE_PARAMETER { module = TestKerbalEVA parameter = missionKerbal } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestKerbalEVA parameter = missionKerbal } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/Flying.cfg MEBASICNODE { name = Flying displayName = Flying Vessel description = Check if a vessel is flying tooltipDescription = This checks if a vessel is flying in the configured situation. isObjective = True category = Vessel categoryDisplayName = Vessel iconURL = vessel-flying tests = TestVesselSituationFlying SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselSituationFlying parameter = locationSituation } MODULE_PARAMETER { module = TestVesselSituationFlying parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselSituationFlying parameter = locationSituation } MODULE_PARAMETER { module = TestVesselSituationFlying parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/FundsRecovery.cfg MEBASICNODE { name = FundsRecovery displayName = Recover Funds description = Check for Funds received by recovering vessels. tooltipDescription = This node can be used to track the accumulation of funds through the recovery of vessels, kerbals, resources and other second hand items. isObjective = True category = CurrencyAndScore categoryDisplayName = Currency and Score iconURL = funds-recovery tests = TestFundsRecovery SAP_PARAMETERS { MODULE_PARAMETER { module = TestFundsRecovery parameter = fundsToRecover } MODULE_PARAMETER { module = TestFundsRecovery parameter = comparisonOperator } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestFundsRecovery parameter = fundsToRecover } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/KerbalBoarded.cfg MEBASICNODE { name = TestKerbalBoarded displayName = Kerbal Boarded description = Check for a Kerbal boarding a vessel tooltipDescription = A way to tell when kerbals come back inside. Just make sure they shut the door. isObjective = True category = Kerbal categoryDisplayName = Kerbal tests = TestKerbalBoarded iconURL = kerbal-boarded SAP_PARAMETERS { MODULE_PARAMETER { module = TestKerbalBoarded parameter = missionKerbal } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestKerbalBoarded parameter = missionKerbal } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/KerbalKilled.cfg MEBASICNODE { name = EVA displayName = Kerbal Killed description = Check if a kerbal has been killed tooltipDescription = We prefer not to talk about this one. isObjective = True category = Kerbal categoryDisplayName = Kerbal iconURL = test-killed tests = TestKerbalKilled SAP_PARAMETERS { MODULE_PARAMETER { module = TestKerbalKilled parameter = missionKerbal } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestKerbalKilled parameter = missionKerbal } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/KerbalRecovery.cfg MEBASICNODE { name = KerbalRecovery displayName = Kerbal Recovery description = Check for a Kerbal recovered at home tooltipDescription = Through the use of this node we can detect when a kerbal is recovered. isObjective = True category = Kerbal categoryDisplayName = Kerbal iconURL = kerbal-recovery tests = TestKerbalRecovery SAP_PARAMETERS { MODULE_PARAMETER { module = TestKerbalRecovery parameter = missionKerbal } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestKerbalRecovery parameter = missionKerbal } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/KerbalRescue.cfg MEBASICNODE { name = KerbalRescue displayName = Kerbal Rescued description = Check for a Kerbal being rescued tooltipDescription = Get out there and reach that kerbal. This node will activate when the player reaches a stranded kerbal's position and they can be brought into the team. isObjective = True category = Kerbal categoryDisplayName = Kerbal iconURL = kerbal-rescue tests = TestKerbalRescue SAP_PARAMETERS { MODULE_PARAMETER { module = TestKerbalRescue parameter = missionKerbal } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestKerbalRescue parameter = missionKerbal } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/Landed.cfg MEBASICNODE { name = Landed displayName = Landed Vessel description = Check if a vessel is landed tooltipDescription = Check that a vessel is landed. You can also check that it's stopped as well. isObjective = True category = Location categoryDisplayName = Location iconURL = vessel-landed tests = TestVesselSituationLanded SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselSituationLanded parameter = locationSituation } MODULE_PARAMETER { module = TestVesselSituationLanded parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselSituationLanded parameter = locationSituation } MODULE_PARAMETER { module = TestVesselSituationLanded parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/Message.cfg MEBASICNODE { name = Message displayName = Display Message description = Display an on-screen message tooltipDescription = An onscreen message prompt to give quick status messages. isObjective = false category = Utility categoryDisplayName = Utility iconURL = display-message actions = ActionMessage SAP_PARAMETERS { MODULE_PARAMETER { module = ActionMessage parameter = message } MODULE_PARAMETER { module = ActionMessage parameter = duration } MODULE_PARAMETER { module = ActionMessage parameter = style } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionMessage parameter = message } MODULE_PARAMETER { module = ActionMessage parameter = duration } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/MissionFunds.cfg MEBASICNODE { name = MissionFunds displayName = Test Funds description = Compare the Available Funds tooltipDescription = The way to test how frugal your player is being. This is the way to make decisions based on the available funds a player has, and direct your mission accordingly. isLogicNode = true isObjective = true category = CurrencyAndScore categoryDisplayName = Currency and Score iconURL = testFunds tests = TestMissionFunds SAP_PARAMETERS { MODULE_PARAMETER { module = TestMissionFunds parameter = funds } MODULE_PARAMETER { module = TestMissionFunds parameter = comparisonOperator } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestMissionFunds parameter = funds } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/MissionScore.cfg MEBASICNODE { name = MissionScore displayName = Test Score description = Compare the Mission Score tooltipDescription = Want to check how the player is doing in your mission? Perhaps to give them extra opportunities to gain points? This node is for you. isLogicNode = true isObjective = false category = CurrencyAndScore categoryDisplayName = Currency and Score iconURL = Test-Score tests = TestMissionScore SAP_PARAMETERS { MODULE_PARAMETER { module = TestMissionScore parameter = score } MODULE_PARAMETER { module = TestMissionScore parameter = comparisonOperator } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestMissionScore parameter = score } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/Orbit.cfg MEBASICNODE { name = Orbit displayName = Orbit description = Check a vessel orbit tooltipDescription = Compares the selected vessel orbit with a target orbit. It compares the full orbit of the vessel against the target orbit. Is it stable? The right dimensions? Are they under acceleration? What's their favorite color*?\n\n* Color not included. isObjective = True category = Location categoryDisplayName = Location iconURL = orbit tests = TestOrbit SAP_PARAMETERS { MODULE_PARAMETER { module = TestOrbit parameter = orbitAccuracy } MODULE_PARAMETER { module = TestOrbit parameter = underThrust } MODULE_PARAMETER { module = TestOrbit parameter = missionOrbit } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestOrbit parameter = missionOrbit } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/OrbitParams.cfg MEBASICNODE { name = OrbitParams displayName = Orbit Parameters description = Check selected parameters of a vessel orbit tooltipDescription = Allows you to compare the selected vessel orbit with selected parameters. Turn on the checkboxes for the parts you care about and check if the orbit is stable, the vessel under acceleration, or simply just around the right planet. isObjective = true category = Location categoryDisplayName = Location iconURL = orbitParameters tests = TestOrbitParams SAP_PARAMETERS { MODULE_PARAMETER { module = TestOrbitParams parameter = checkApoapsis } MODULE_PARAMETER { module = TestOrbitParams parameter = apMinValue } MODULE_PARAMETER { module = TestOrbitParams parameter = apMaxValue } MODULE_PARAMETER { module = TestOrbitParams parameter = checkPeriapsis } MODULE_PARAMETER { module = TestOrbitParams parameter = peMinValue } MODULE_PARAMETER { module = TestOrbitParams parameter = peMaxValue } MODULE_PARAMETER { module = TestOrbitParams parameter = checkInclination } MODULE_PARAMETER { module = TestOrbitParams parameter = inclination } MODULE_PARAMETER { module = TestOrbitParams parameter = checkLAN } MODULE_PARAMETER { module = TestOrbitParams parameter = LAN } MODULE_PARAMETER { module = TestOrbitParams parameter = body } MODULE_PARAMETER { module = TestOrbitParams parameter = stabilizationTime } MODULE_PARAMETER { module = TestOrbitParams parameter = underThrust } MODULE_PARAMETER { module = TestOrbitParams parameter = orbitAccuracy } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestOrbitParams parameter = body } MODULE_PARAMETER { module = TestOrbitParams parameter = checkApoapsis } MODULE_PARAMETER { module = TestOrbitParams parameter = checkPeriapsis } MODULE_PARAMETER { module = TestOrbitParams parameter = checkInclination } MODULE_PARAMETER { module = TestOrbitParams parameter = checkLAN } MODULE_PARAMETER { module = TestOrbitParams parameter = stabilizationTime } MODULE_PARAMETER { module = TestOrbitParams parameter = underThrust } MODULE_PARAMETER { module = TestOrbitParams parameter = orbitAccuracy } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/PartDocking.cfg MEBASICNODE { name = TestPartDocking displayName = Part Docking / Undocking description = Test whether two parts are docked in the same vessel or not. tooltipDescription = This node is useful when you need to check if a part is docked or undocked to another part. isObjective = True category = Vessel categoryDisplayName = Vessel iconURL = PartDocking-Undocking tests = TestPartDocking SAP_PARAMETERS { MODULE_PARAMETER { module = TestPartDocking parameter = partOnevesselPartIDs } MODULE_PARAMETER { module = TestPartDocking parameter = partTwovesselPartIDs } MODULE_PARAMETER { module = TestPartDocking parameter = dockedUndocked } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestPartDocking parameter = partOnevesselPartIDs } MODULE_PARAMETER { module = TestPartDocking parameter = partTwovesselPartIDs } MODULE_PARAMETER { module = TestPartDocking parameter = dockedUndocked } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/PartFailure.cfg MEBASICNODE { name = PartFailure displayName = Fail Part description = Trigger a part failure tooltipDescription = Make things "interesting" with this node. You can configure various parts and failures to occur in the vessels in your mission. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = fail-part actions = ActionPartFailure SAP_PARAMETERS { MODULE_PARAMETER { module = ActionPartFailure parameter = vesselPartIDs } MODULE_PARAMETER { module = ActionPartFailure parameter = Modules } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionPartFailure parameter = vesselPartIDs } MODULE_PARAMETER { module = ActionPartFailure parameter = Modules } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/PartGrapple.cfg MEBASICNODE { name = TestGrapple displayName = Test Grapple description = Test whether a space object is grappled or not by a specific grappling device. tooltipDescription = This node is useful when you need to check if a space object is grappled to a specific grappling device. isObjective = True category = Vessel categoryDisplayName = Vessel iconURL = test-grapple tests = TestGrapple SAP_PARAMETERS { MODULE_PARAMETER { module = TestGrapple parameter = partOnevesselPartIDs } MODULE_PARAMETER { module = TestGrapple parameter = dockedUndocked } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestGrapple parameter = partOnevesselPartIDs } MODULE_PARAMETER { module = TestGrapple parameter = dockedUndocked } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/PartRepair.cfg MEBASICNODE { name = PartRepair displayName = Repair Part description = Repair a part failure tooltipDescription = Use this node to reverse failures you may have applied previously to vessels. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = repair-part actions = ActionPartRepair SAP_PARAMETERS { MODULE_PARAMETER { module = ActionPartRepair parameter = vesselID } MODULE_PARAMETER { module = ActionPartRepair parameter = repairType } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionPartRepair parameter = vesselID } MODULE_PARAMETER { module = ActionPartRepair parameter = repairType } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/PlaceKerbal.cfg MEBASICNODE { name = CreateKerbal displayName = Spawn Kerbal description = Spawn a Kerbal somewhere in the universe tooltipDescription = Will place the selected kerbal at your desired position. Can be used to place a kerbal to be rescued, to start a cross country trek or just to enjoy the view from a polar orbit of Duna. isObjective = false category = Spawnable categoryDisplayName = Spawnable iconURL = create-kerbal actions = ActionCreateKerbal SAP_PARAMETERS { MODULE_PARAMETER { module = ActionCreateKerbal parameter = missionKerbal } MODULE_PARAMETER { module = ActionCreateKerbal parameter = isStranded } MODULE_PARAMETER { module = ActionCreateKerbal parameter = splashed } MODULE_PARAMETER { module = ActionCreateKerbal parameter = location } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionCreateKerbal parameter = missionKerbal } MODULE_PARAMETER { module = ActionCreateKerbal parameter = isStranded } MODULE_PARAMETER { module = ActionCreateKerbal parameter = splashed } MODULE_PARAMETER { module = ActionCreateKerbal parameter = location } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/PlantFlag.cfg MEBASICNODE { name = PlantFlag displayName = Plant Flag description = Plant a flag tooltipDescription = Direct your players to plant a flag in the spot of your choosing. isObjective = True category = Location categoryDisplayName = Location iconURL = plant-flag tests = TestPlantFlag SAP_PARAMETERS { MODULE_PARAMETER { module = TestPlantFlag parameter = situation } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestPlantFlag parameter = situation } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ReachSOI.cfg MEBASICNODE { name = ReachSOI displayName = SOI Reached description = Check if a vessel is entering a Sphere of Influence tooltipDescription = The opposite of leaving. Has that vessel entered the configured Sphere of Influence? isObjective = True category = Location categoryDisplayName = Location iconURL = reach-soi tests = TestSOIReached SAP_PARAMETERS { MODULE_PARAMETER { module = TestSOIReached parameter = vesselID } MODULE_PARAMETER { module = TestSOIReached parameter = body } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestSOIReached parameter = vesselID } MODULE_PARAMETER { module = TestSOIReached parameter = body } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/Resource.cfg MEBASICNODE { name = ResourceAmount displayName = Resource Amount description = Check amount of resource in a vessel tooltipDescription = Does your vessel have a full tank? Use this to check how much of a specific resource is in the vessel. isLogicNode = true isObjective = false category = ResourcesAndScience categoryDisplayName = Resources and Science iconURL = resource-amount tests = TestVesselResource SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselResource parameter = resourceName } MODULE_PARAMETER { module = TestVesselResource parameter = resourceAmount } MODULE_PARAMETER { module = TestVesselResource parameter = comparisonOperator } MODULE_PARAMETER { module = TestVesselResource parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselResource parameter = resourceName } MODULE_PARAMETER { module = TestVesselResource parameter = resourceAmount } MODULE_PARAMETER { module = TestVesselResource parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ResourceRecovery.cfg MEBASICNODE { name = TestResourcesRecovery displayName = Recover Resource description = Check for Resources received by recovering vessels tooltipDescription = This node can be used to track the accumulation of resources through the recovery of vessels. isObjective = True category = ResourcesAndScience categoryDisplayName = Resources and Science iconURL = resource-recovery tests = TestResourcesRecovery SAP_PARAMETERS { MODULE_PARAMETER { module = TestResourcesRecovery parameter = resourceName } MODULE_PARAMETER { module = TestResourcesRecovery parameter = comparisonOperator } MODULE_PARAMETER { module = TestResourcesRecovery parameter = resourcesToRecover } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestResourcesRecovery parameter = resourceName } MODULE_PARAMETER { module = TestResourcesRecovery parameter = resourcesToRecover } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/ScienceExperiment.cfg MEBASICNODE { name = ScienceExperiment displayName = Science Experiment description = Check for performing a science experiment tooltipDescription = Make your kerbals work for a living. Tests for performance of a science experiment and you can choose if they need to bring the results home or just transmit it home. isObjective = True category = ResourcesAndScience categoryDisplayName = Resources and Science iconURL = science-experiment tests = TestScienceExperiment SAP_PARAMETERS { MODULE_PARAMETER { module = TestScienceExperiment parameter = experimentID } MODULE_PARAMETER { module = TestScienceExperiment parameter = experimentSituation } MODULE_PARAMETER { module = TestScienceExperiment parameter = DeployorReceived } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestScienceExperiment parameter = experimentID } MODULE_PARAMETER { module = TestScienceExperiment parameter = experimentSituation } MODULE_PARAMETER { module = TestScienceExperiment parameter = DeployorReceived } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/SetCamera.cfg MEBASICNODE { name = SetCamera displayName = Camera Mode description = Change and Lock the camera mode for the player tooltipDescription = Use this node to force the camera to change on the player. You can also lock the camera in that new mode to make things interesting as well. isObjective = false category = Utility categoryDisplayName = Utility iconURL = camera-mode-action-node actions = ActionSetCamera SAP_PARAMETERS { MODULE_PARAMETER { module = ActionSetCamera parameter = cameraLockMode } MODULE_PARAMETER { module = ActionSetCamera parameter = cameraLockOptions } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = ActionSetCamera parameter = cameraLockMode } MODULE_PARAMETER { module = ActionSetCamera parameter = cameraLockOptions } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/SplashDown.cfg MEBASICNODE { name = SplashDown displayName = Splashed Vessel description = Check if a vessel is splashed down tooltipDescription = Splash! This node is used to check if a vessel is splashed down in your selected location. isObjective = True category = Location categoryDisplayName = Location iconURL = vessel-splashed tests = TestVesselSituationSplashed SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselSituationSplashed parameter = locationSituation } MODULE_PARAMETER { module = TestVesselSituationSplashed parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselSituationSplashed parameter = locationSituation } MODULE_PARAMETER { module = TestVesselSituationSplashed parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/StageActivated.cfg MEBASICNODE { name = TestVesselStageActivated displayName = Stage Activated description = Check if a certain stage is activated tooltipDescription = Monitor for a specific stage being activated in your vessel. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = vessel-stage tests = TestVesselStageActivated SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselStageActivated parameter = activation } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselStageActivated parameter = activation } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/TakeKerbal.cfg MEBASICNODE { name = TestTakeKerbal displayName = Take Kerbal description = Check if a Kerbal reaches a surface location tooltipDescription = Take a kerbal to a specific location on a celestial body. isObjective = True category = Kerbal categoryDisplayName = Kerbal iconURL = take-tourist tests = TestTakeKerbal SAP_PARAMETERS { MODULE_PARAMETER { module = TestTakeKerbal parameter = missionKerbal } MODULE_PARAMETER { module = TestTakeKerbal parameter = locationSituation } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestTakeKerbal parameter = missionKerbal } MODULE_PARAMETER { module = TestTakeKerbal parameter = locationSituation } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/TestFlyThrough.cfg MEBASICNODE { name = TestFlyThrough displayName = Fly Through description = Check if a vessel is flying over a surface location tooltipDescription = This node is used to check for flying through a waypoint on a celestial body. isObjective = True category = Location categoryDisplayName = Location iconURL = fly-through tests = TestFlyThrough SAP_PARAMETERS { MODULE_PARAMETER { module = TestFlyThrough parameter = volumeData } MODULE_PARAMETER { module = TestFlyThrough parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestFlyThrough parameter = volumeData } MODULE_PARAMETER { module = TestFlyThrough parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/TestGoTo.cfg MEBASICNODE { name = TestGoTo displayName = Go to description = Check if a vessel reaches a surface location tooltipDescription = Direct a vessel to a specific location on a celestial body. isObjective = True category = Location categoryDisplayName = Location iconURL = go-to tests = TestGoTo SAP_PARAMETERS { MODULE_PARAMETER { module = TestGoTo parameter = areaData } MODULE_PARAMETER { module = TestGoTo parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestGoTo parameter = areaData } MODULE_PARAMETER { module = TestGoTo parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/TimeMET.cfg MEBASICNODE { name = TimeMET displayName = Mission Elapsed Time (MET) description = Check time since flight started tooltipDescription = Tests how long it has been since the selected vessel was launched. isObjective = false isLogicNode = true category = Utility categoryDisplayName = Utility iconURL = time-of-flight tests = TestMETTime SAP_PARAMETERS { MODULE_PARAMETER { module = TestMETTime parameter = time } MODULE_PARAMETER { module = TestMETTime parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestMETTime parameter = time } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/TimeOfMission.cfg MEBASICNODE { name = TimeOfMission displayName = Time of Mission description = Check time since this mission started tooltipDescription = Compare against the amount of time that's passed since this mission was started - measures in Universal Time. isLogicNode = true isObjective = false category = Utility categoryDisplayName = Utility iconURL = time-of-mission tests = TestMissionTime SAP_PARAMETERS { MODULE_PARAMETER { module = TestMissionTime parameter = time } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestMissionTime parameter = time } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/TimeSinceNode.cfg MEBASICNODE { name = TestTimeSinceNode displayName = Time Since Node description = Check time since a chosen node tooltipDescription = Use this node to make decisions based on how long it's been since the player reached a previous node. It's based on the Universal Time when the selected node was activated. isLogicNode = true isObjective = false category = Utility categoryDisplayName = Utility iconURL = time-since-node tests = TestTimeSinceNode SAP_PARAMETERS { MODULE_PARAMETER { module = TestTimeSinceNode parameter = time } MODULE_PARAMETER { module = TestTimeSinceNode parameter = nodeID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestTimeSinceNode parameter = time } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/VesselActiveCount.cfg MEBASICNODE { name = TestVesselActiveCount displayName = Vessel Active Count description = Test how many vessels of the selected type exist in the game tooltipDescription = This node will give you a way to test how many player vessels are active in the current game. You can also use it to count some other types as well. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = vessel-activecount tests = TestVesselActiveCount SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselActiveCount parameter = vesselType } MODULE_PARAMETER { module = TestVesselActiveCount parameter = comparisonOperator } MODULE_PARAMETER { module = TestVesselActiveCount parameter = vesselCount } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselActiveCount parameter = vesselType } MODULE_PARAMETER { module = TestVesselActiveCount parameter = vesselCount } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/VesselAltitudeGoal.cfg MEBASICNODE { name = VesselAltitudeGoal displayName = Reach Altitude description = Check a vessel altitude tooltipDescription = Reach for the stars... or at least part way there. Compare a vessel's altitude with this node. isObjective = True isLogicNode = true category = Location categoryDisplayName = Location iconURL = test-altitude tests = TestVesselAltitude SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselAltitude parameter = altitude } MODULE_PARAMETER { module = TestVesselAltitude parameter = useRadarAltimiter } MODULE_PARAMETER { module = TestVesselAltitude parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselAltitude parameter = altitude } MODULE_PARAMETER { module = TestVesselAltitude parameter = useRadarAltimiter } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/VesselCrewCount.cfg MEBASICNODE { name = VeselCrewCount displayName = Crew Count description = Check the number of Kerbals in a vessel tooltipDescription = How many scientists did you bring along? This will let you count the crew and type in a vessel. isLogicNode = true isObjective = false category = Kerbal categoryDisplayName = Kerbal iconURL = vessel-crew-count tests = TestVesselCrewCount SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselCrewCount parameter = crewAmount } MODULE_PARAMETER { module = TestVesselCrewCount parameter = crewType } MODULE_PARAMETER { module = TestVesselCrewCount parameter = comparisonOperator } MODULE_PARAMETER { module = TestVesselCrewCount parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselCrewCount parameter = crewAmount } MODULE_PARAMETER { module = TestVesselCrewCount parameter = crewType } MODULE_PARAMETER { module = TestVesselCrewCount parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/VesselMassLogic.cfg MEBASICNODE { name = VesselMass displayName = Vessel Mass description = Check the mass of a vessel tooltipDescription = Is it heavy? With this node you can compare a vessel's mass to make decisions. isLogicNode = true isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = vessel-mass tests = TestVesselMass SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselMass parameter = mass } MODULE_PARAMETER { module = TestVesselMass parameter = comparisonOperator } MODULE_PARAMETER { module = TestVesselMass parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselMass parameter = mass } MODULE_PARAMETER { module = TestVesselMass parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/VesselPartCount.cfg MEBASICNODE { name = PartCount displayName = Vessel Part Count description = Check the number of parts in a vessel tooltipDescription = Are we flying a complete vessel? With this node you can compare the part count of a vessel to make sure you haven't lost any! isLogicNode = true isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = part-count tests = TestVesselPartCount SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselPartCount parameter = parts } MODULE_PARAMETER { module = TestVesselPartCount parameter = comparisonOperator } MODULE_PARAMETER { module = TestVesselPartCount parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselPartCount parameter = parts } MODULE_PARAMETER { module = TestVesselPartCount parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/VesselRecovery.cfg MEBASICNODE { name = TestVesselRecovery displayName = Vessel Recovery description = Check for a vessel recovered at home tooltipDescription = Use this node to detect when a vessel is recovered at the home body.\n\nIt can be really useful if you want to check for the main mission vessel being recovered. isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = vessel-recovery tests = TestVesselRecovery SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselRecovery parameter = vesselID } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselRecovery parameter = vesselID } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/VesselStage.cfg MEBASICNODE { name = TestVesselStage displayName = Stages Count description = Check the number of stages in a vessel tooltipDescription = Compare how many stages are in a vessel with your target value. isLogicNode = true isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = Vessel-Stage-Count tests = TestVesselStage SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselStage parameter = vesselID } MODULE_PARAMETER { module = TestVesselStage parameter = stage } MODULE_PARAMETER { module = TestVesselStage parameter = comparisonOperator } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselStage parameter = vesselID } MODULE_PARAMETER { module = TestVesselStage parameter = stage } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Nodes/VesselVelocity.cfg MEBASICNODE { name = VesselVelocity displayName = Test Velocity description = Check a vessel's velocity tooltipDescription = Just how fast are we going? Use this node to check on the velocity of a vessel. isLogicNode = true isObjective = false category = Vessel categoryDisplayName = Vessel iconURL = test-vessel-velocity tests = TestVesselVelocity SAP_PARAMETERS { MODULE_PARAMETER { module = TestVesselVelocity parameter = velocity } MODULE_PARAMETER { module = TestVesselVelocity parameter = comparisonOperator } MODULE_PARAMETER { module = TestVesselVelocity parameter = speedType } } NODEBODY_PARAMETERS { MODULE_PARAMETER { module = TestVesselVelocity parameter = velocity } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Aero/protectiveRocketNoseMk16/rocketNoseCone_size4.cfg PART { name = rocketNoseConeSize4 module = Part author = AlexanderM (Remix by Pablo) rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = metaMaterials entryCost = 6500 cost = 1700 category = Aero subcategory = 0 title = Protective Rocket Nose Cone Mk16A manufacturer = Goliath National Products description = An immense nosecone for massive 5m rocket stacks. attachRules = 1,0,1,1,0 mass = 0.8 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2400 thermalMassModifier = 6.0 emissiveConstant = 0.7 fuelCrossFeed = False bulkheadProfiles = size4 tags = tags = #autoLOC_500153 MODEL { model = Squad/Parts/Aero/cones/Assets/rocketNoseCone scale = 2.0, 2.0 ,2.0 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = rocketNoseConeSize4 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Aero/protectiveRocketNoseMk5A/Size_1_5_Cone.cfg PART { name = Size_1_5_Cone module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advConstruction entryCost = 2500 cost = 160 category = Aero subcategory = 0 title = Protective Rocket Nosecone Mk5A manufacturer = Goliath National Products description = A midsize nosecone that improves the aerodynamic profile for 1.875m rocket stacks. attachRules = 1,0,1,1,0 mass = 0.12 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.5 crashTolerance = 12 maxTemp = 2000 thermalMassModifier = 6.0 emissiveConstant = 0.7 fuelCrossFeed = False bulkheadProfiles = size1p5 tags = aero aircraft booster )cap drag fligh plane rocket speed stab stream MODEL { model = SquadExpansion/MakingHistory/Parts/Aero/protectiveRocketNoseMk5A/Size_1_5_Cone } MODULE { name = ModulePartVariants baseVariant = BlackAndWhite useMultipleDragCubes = false VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite primaryColor = #ffffff secondaryColor = #000000 TEXTURE { shader = KSP/Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/Aero/protectiveRocketNoseMk5A/s1p5_cone } } VARIANT { name = GrayAndOrange displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { shader = KSP/Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/Aero/protectiveRocketNoseMk5A/s1p5_cone_Orange } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Size_1_5_Cone } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/Decoupler_1p5.cfg PART { name = Decoupler_1p5 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.075, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = generalConstruction entryCost = 1900 cost = 250 category = Coupling subcategory = 0 title = TD-18 Decoupler manufacturer = O.M.B. Demolition Enterprises description = Don't inspect decouplers with a naked flame. Point arrow up, light fuse and retire to a safe distance. attachRules = 1,0,1,1,0 mass = 0.09 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1p5 tags = decouple split break stag regular standard average medium cross feed 1.875 ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Decoupler_1p5 } MODULE { name = ModuleDecouple ejectionForce = 125 isOmniDecoupler = false explosiveNodeID = top } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 0.4355,0.7497,1.017, 0.4355,0.7497,1.017, 2.363,0.9796,0.1449, 2.363,0.9796,0.1449, 0.4355,0.7491,1.017, 0.4355,0.7491,1.017, 0,0,0, 1.875,0.24,1.875 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleCargoPart packedVolume = 900 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Decoupler_1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/Decoupler_4.cfg PART { name = Decoupler_4 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 4 TechRequired = highPerformanceFuelSystems entryCost = 2600 cost = 450 category = Coupling subcategory = 0 title = TD-50 Decoupler manufacturer = O.M.B. Demolition Enterprises description = This decoupler removes large unwanted items. Originally borrowed from O.M.B mining. attachRules = 1,0,1,1,0 mass = 0.64 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size4 tags = decouple split break stag enormous massive gigantic giant cross feed 5.0 ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Decoupler_4 } MODULE { name = ModuleDecouple ejectionForce = 250 isOmniDecoupler = false explosiveNodeID = top } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 3.181,0.7457,3.242, 3.181,0.7457,3.242, 19.48,0.9796,0.2207, 19.48,0.9796,0.2207, 3.181,0.7453,3.202, 3.181,0.7453,3.202, 0,-5.066E-07,0, 5,0.64,5 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Decoupler_4 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/EnginePlate_1p5.cfg PART { name = EnginePlate1p5 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0.15,0,0,1,0,2 node_stack_bottom = 0,0,0,0,-1,0,2,0,0,1,0 breakingForce = 2500 breakingTorque = 2500 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = advConstruction entryCost = 2400 cost = 250 category = Coupling subcategory = 0 title = EP-18 Engine Plate manufacturer = Rokea Inc description = Inspired by an upside down birthday cake. Now with added shrouds for windy days. For clustering multiple small engines on small tanks. attachRules = 1,0,1,1,0 mass = 0.14 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = decouple engine plate split break stag cluster regular standard average medium cross feed 1.875 stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size1p5 MODEL { model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/EnginePlate scale = 0.75,0.75,0.75 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x4 } NODE { name = N1_1 transform = N1_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2_1 transform = N2_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2_2 transform = N2_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_1 transform = N3_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_2 transform = N3_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_3 transform = N3_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_1 transform = N4_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_2 transform = N4_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_3 transform = N4_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_4 transform = N4_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_1 transform = N5_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_2 transform = N5_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_3 transform = N5_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_4 transform = N5_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_5 transform = N5_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_1 transform = N7_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_2 transform = N7_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_3 transform = N7_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_4 transform = N7_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_5 transform = N7_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_6 transform = N7_6 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_7 transform = N7_7 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_1 transform = N9_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_2 transform = N9_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_3 transform = N9_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_4 transform = N9_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_5 transform = N9_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_6 transform = N9_6 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_7 transform = N9_7 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_8 transform = N9_8 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_9 transform = N9_9 size = 1 method = FIXED_JOINT rigid = true } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Single MeshTransform = N1 NodePrefix = N1_ SetCount = 1 Symmetry = 0 } NODE_SET { DisplayText = Double MeshTransform = N2 NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple MeshTransform = N3 NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad MeshTransform = N4 NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = 4x1 MeshTransform = N5 NodePrefix = N5_ SetCount = 5 Symmetry = 3 } NODE_SET { DisplayText = 6x1 MeshTransform = N7 NodePrefix = N7_ SetCount = 7 Symmetry = 5 } NODE_SET { DisplayText = 8x1 MeshTransform = N9 NodePrefix = N9_ SetCount = 9 Symmetry = 7 } } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom partDecoupled = false isEnginePlate = true } MODULE { name = ModulePartVariants baseVariant = Long baseMass = 0 baseCost = 0 useProceduralDragCubes = true VARIANT { name = Short mass = -0.02 cost = 0 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = true Shroud1p5x1 = false Shroud1p5x2 = false Shroud1p5x3 = false Shroud1p5x4 = false } NODES { node_stack_bottom = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Medium-Short mass = -0.015 cost = 0 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = false Shroud1p5x1 = true Shroud1p5x2 = false Shroud1p5x3 = false Shroud1p5x4 = false } NODES { node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Medium mass = -0.01 cost = 0 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = false Shroud1p5x1 = false Shroud1p5x2 = true Shroud1p5x3 = false Shroud1p5x4 = false } NODES { node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Medium-Long mass = -0.005 cost = 0 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = false Shroud1p5x1 = false Shroud1p5x2 = false Shroud1p5x3 = true Shroud1p5x4 = false } NODES { node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Long mass = 0 cost = 0 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = false Shroud1p5x1 = false Shroud1p5x2 = false Shroud1p5x3 = false Shroud1p5x4 = true } NODES { node_stack_bottom = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleJettison jettisonName = Shroud1p5x0,Shroud1p5x1,Shroud1p5x2,Shroud1p5x3,Shroud1p5x4 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 stagingEnabled = false useMultipleDragCubes = false useProceduralDragCubes = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = EnginePlate1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/EnginePlate_2.cfg PART { name = EnginePlate2 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0.2,0,0,1,0,2 node_stack_bottom = 0,0,0,0,-1,0,2,0,0,1,0 breakingForce = 2500 breakingTorque = 2500 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = specializedConstruction entryCost = 3100 cost = 300 category = Coupling subcategory = 0 title = EP-25 Engine Plate manufacturer = Rokea Inc description = Inspired by an upside down birthday cake. Now with added shrouds for windy days. This engine plate provides the best value for funds. attachRules = 1,0,1,1,0 mass = 0.25 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = decouple engine plate split break stag cluster 2.5 huge jumbo large big cross feed stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size2 MODEL { model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/EnginePlate scale = 1,1,1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x4 } NODE { name = N1_1 transform = N1_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2_1 transform = N2_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2_2 transform = N2_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_1 transform = N3_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_2 transform = N3_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_3 transform = N3_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_1 transform = N5_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_2 transform = N5_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_3 transform = N5_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_4 transform = N5_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_5 transform = N5_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_1 transform = N4_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_2 transform = N4_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_3 transform = N4_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_4 transform = N4_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_1 transform = N7_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_2 transform = N7_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_3 transform = N7_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_4 transform = N7_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_5 transform = N7_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_6 transform = N7_6 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_7 transform = N7_7 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_1 transform = N9_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_2 transform = N9_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_3 transform = N9_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_4 transform = N9_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_5 transform = N9_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_6 transform = N9_6 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_7 transform = N9_7 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_8 transform = N9_8 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_9 transform = N9_9 size = 1 method = FIXED_JOINT rigid = true } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Single MeshTransform = N1 NodePrefix = N1_ SetCount = 1 Symmetry = 0 } NODE_SET { DisplayText = Double MeshTransform = N2 NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple MeshTransform = N3 NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad MeshTransform = N4 NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = 4x1 MeshTransform = N5 NodePrefix = N5_ SetCount = 5 Symmetry = 3 } NODE_SET { DisplayText = 6x1 MeshTransform = N7 NodePrefix = N7_ SetCount = 7 Symmetry = 5 } NODE_SET { DisplayText = 8x1 MeshTransform = N9 NodePrefix = N9_ SetCount = 9 Symmetry = 7 } } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom partDecoupled = false isEnginePlate = true } MODULE { name = ModulePartVariants baseVariant = Long baseMass = 0 baseCost = 0 useProceduralDragCubes = true VARIANT { name = Short mass = -0.04 cost = 0 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = true Shroud2x1 = false Shroud2x2 = false Shroud2x3 = false Shroud2x4 = false } NODES { node_stack_bottom = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Medium-Short mass = -0.03 cost = 0 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = false Shroud2x1 = true Shroud2x2 = false Shroud2x3 = false Shroud2x4 = false } NODES { node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Medium mass = -0.02 cost = 0 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = false Shroud2x1 = false Shroud2x2 = true Shroud2x3 = false Shroud2x4 = false } NODES { node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Medium-Long mass = -0.01 cost = 0 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = false Shroud2x1 = false Shroud2x2 = false Shroud2x3 = true Shroud2x4 = false } NODES { node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Long mass = 0 cost = 0 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = false Shroud2x1 = false Shroud2x2 = false Shroud2x3 = false Shroud2x4 = true } NODES { node_stack_bottom = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleJettison jettisonName = Shroud2x0,Shroud2x1,Shroud2x2,Shroud2x3,Shroud2x4 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 stagingEnabled = false useMultipleDragCubes = false useProceduralDragCubes = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = EnginePlate2 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/EnginePlate_3.cfg PART { name = EnginePlate3 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0.3,0,0,1,0,3 node_stack_bottom = 0,0,0,0,-1,0,3,0,0,1,0 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = composites entryCost = 4200 cost = 500 category = Coupling subcategory = 0 title = EP-37 Engine Plate manufacturer = Rokea Inc description = Inspired by an upside down birthday cake. Now with added shrouds for windy days. Engine plates for grown ups. attachRules = 1,0,1,1,0 mass = 0.58 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 breakingForce = 2500 breakingTorque = 2500 tags = decouple engine plate split break stag cluster 3.75 enormous massive gigantic giant cross feed stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size3 MODEL { model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/EnginePlate scale = 1.5,1.5,1.5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x4 } NODE { name = N1_1 transform = N1_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2_1 transform = N2_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2_2 transform = N2_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_1 transform = N3_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_2 transform = N3_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_3 transform = N3_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_1 transform = N4_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_2 transform = N4_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_3 transform = N4_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_4 transform = N4_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_1 transform = N5_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_2 transform = N5_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_3 transform = N5_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_4 transform = N5_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_5 transform = N5_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_1 transform = N7_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_2 transform = N7_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_3 transform = N7_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_4 transform = N7_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_5 transform = N7_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_6 transform = N7_6 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_7 transform = N7_7 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_1 transform = N9_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_2 transform = N9_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_3 transform = N9_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_4 transform = N9_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_5 transform = N9_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_6 transform = N9_6 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_7 transform = N9_7 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_8 transform = N9_8 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_9 transform = N9_9 size = 1 method = FIXED_JOINT rigid = true } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Single MeshTransform = N1 NodePrefix = N1_ SetCount = 1 Symmetry = 0 } NODE_SET { DisplayText = Double MeshTransform = N2 NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple MeshTransform = N3 NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = 4x1 MeshTransform = N5 NodePrefix = N5_ SetCount = 5 Symmetry = 3 } NODE_SET { DisplayText = Quad MeshTransform = N4 NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = 6x1 MeshTransform = N7 NodePrefix = N7_ SetCount = 7 Symmetry = 5 } NODE_SET { DisplayText = 8x1 MeshTransform = N9 NodePrefix = N9_ SetCount = 9 Symmetry = 7 } } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom partDecoupled = false isEnginePlate = true } MODULE { name = ModulePartVariants baseVariant = Long baseMass = 0 baseCost = 0 useProceduralDragCubes = true VARIANT { name = Short mass = -0.1 cost = 0 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = true Shroud3x1 = false Shroud3x2 = false Shroud3x3 = false Shroud3x4 = false } NODES { node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 3 } } VARIANT { name = Medium-Short mass = -0.075 cost = 0 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = false Shroud3x1 = true Shroud3x2 = false Shroud3x3 = false Shroud3x4 = false } NODES { node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 3 } } VARIANT { name = Medium mass = -0.05 cost = 0 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = false Shroud3x1 = false Shroud3x2 = true Shroud3x3 = false Shroud3x4 = false } NODES { node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 3 } } VARIANT { name = Medium-Long mass = -0.025 cost = 0 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = false Shroud3x1 = false Shroud3x2 = false Shroud3x3 = true Shroud3x4 = false } NODES { node_stack_bottom = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 3 } } VARIANT { name = Long mass = 0 cost = 0 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = false Shroud3x1 = false Shroud3x2 = false Shroud3x3 = false Shroud3x4 = true } NODES { node_stack_bottom = 0.0, -5.0, 0.0, 0.0, -1.0, 0.0, 3 } } } MODULE { name = ModuleJettison jettisonName = Shroud3x0,Shroud3x1,Shroud3x2,Shroud3x3,Shroud3x4 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 stagingEnabled = false useMultipleDragCubes = false useProceduralDragCubes = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = EnginePlate3 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/EnginePlate_4.cfg PART { name = EnginePlate4 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0.4,0,0,1,0,4 node_stack_bottom = 0,0,0,0,-1,0,4,0,0,1,0 breakingForce = 2500 breakingTorque = 2500 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = metaMaterials entryCost = 5000 cost = 700 category = Coupling subcategory = 0 title = EP-50 Engine Plate manufacturer = FLOOYD Dynamics Research Labs description = Inspired by an upside down birthday cake. Now with added shrouds for windy days. For clustering the largest engines on the largest tanks. attachRules = 1,0,1,1,0 mass = 1.0 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = decouple engine plate split break stag cluster enormous massive gigantic giant cross feed stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size4 MODEL { model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/EnginePlate scale = 2,2,2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x4 } NODE { name = N1_1 transform = N1_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2_1 transform = N2_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2_2 transform = N2_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_1 transform = N3_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_2 transform = N3_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3_3 transform = N3_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_1 transform = N4_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_2 transform = N4_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_3 transform = N4_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4_4 transform = N4_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_1 transform = N5_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_2 transform = N5_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_3 transform = N5_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_4 transform = N5_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N5_5 transform = N5_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_1 transform = N7_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_2 transform = N7_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_3 transform = N7_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_4 transform = N7_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_5 transform = N7_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_6 transform = N7_6 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N7_7 transform = N7_7 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_1 transform = N9_1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_2 transform = N9_2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_3 transform = N9_3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_4 transform = N9_4 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_5 transform = N9_5 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_6 transform = N9_6 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_7 transform = N9_7 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_8 transform = N9_8 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N9_9 transform = N9_9 size = 1 method = FIXED_JOINT rigid = true } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Single MeshTransform = N1 NodePrefix = N1_ SetCount = 1 Symmetry = 0 } NODE_SET { DisplayText = Double MeshTransform = N2 NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple MeshTransform = N3 NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = 4x1 MeshTransform = N5 NodePrefix = N5_ SetCount = 5 Symmetry = 3 } NODE_SET { DisplayText = Quad MeshTransform = N4 NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = 6x1 MeshTransform = N7 NodePrefix = N7_ SetCount = 7 Symmetry = 5 } NODE_SET { DisplayText = 8x1 MeshTransform = N9 NodePrefix = N9_ SetCount = 9 Symmetry = 7 } } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom partDecoupled = false isEnginePlate = true } MODULE { name = ModulePartVariants baseVariant = Long baseMass = 0 baseCost = 0 useProceduralDragCubes = true VARIANT { name = Short mass = -0.15 cost = 0 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = true Shroud4x1 = false Shroud4x2 = false Shroud4x3 = false Shroud4x4 = false } NODES { node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 4 } } VARIANT { name = Medium-Short mass = -0.1125 cost = 0 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = false Shroud4x1 = true Shroud4x2 = false Shroud4x3 = false Shroud4x4 = false } NODES { node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 4 } } VARIANT { name = Medium mass = -0.075 cost = 0 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = false Shroud4x1 = false Shroud4x2 = true Shroud4x3 = false Shroud4x4 = false } NODES { node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 4 } } VARIANT { name = Medium-Long mass = -0.0375 cost = 0 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = false Shroud4x1 = false Shroud4x2 = false Shroud4x3 = true Shroud4x4 = false } NODES { node_stack_bottom = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 4 } } VARIANT { name = Long mass = 0 cost = 0 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = false Shroud4x1 = false Shroud4x2 = false Shroud4x3 = false Shroud4x4 = true } NODES { node_stack_bottom = 0.0, -5.0, 0.0, 0.0, -1.0, 0.0, 4 } } } MODULE { name = ModuleJettison jettisonName = Shroud4x0,Shroud4x1,Shroud4x2,Shroud4x3,Shroud4x4 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 stagingEnabled = false useMultipleDragCubes = false useProceduralDragCubes = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = EnginePlate4 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/EnginePlate_5.cfg PART { name = EnginePlate5 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0.1,0,0,1,0,1 node_stack_bottom = 0,0,0,0,-1,0,1,0,0,1,0 breakingForce = 2500 breakingTorque = 2500 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = generalConstruction entryCost = 1500 cost = 150 category = Coupling subcategory = 0 title = EP-12 Engine Plate manufacturer = Rokea Inc description = Inspired by an upside down birthday cake, but with added shrouds for windy days. For clustering multiple small engines on small tanks. attachRules = 1,0,1,1,0 mass = 0.062 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = decouple engine plate split break stag cluster 2.5 huge jumbo large big cross feed stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size1 MODEL { model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/EnginePlate scale = 0.5,0.5,0.5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x4 } NODE { name = N1_1 transform = N1_1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N2_1 transform = N2_1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N2_2 transform = N2_2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N3_1 transform = N3_1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N3_2 transform = N3_2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N3_3 transform = N3_3 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N5_1 transform = N5_1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N5_2 transform = N5_2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N5_3 transform = N5_3 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N5_4 transform = N5_4 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N5_5 transform = N5_5 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N4_1 transform = N4_1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N4_2 transform = N4_2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N4_3 transform = N4_3 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N4_4 transform = N4_4 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N7_1 transform = N7_1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N7_2 transform = N7_2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N7_3 transform = N7_3 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N7_4 transform = N7_4 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N7_5 transform = N7_5 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N7_6 transform = N7_6 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N7_7 transform = N7_7 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_1 transform = N9_1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_2 transform = N9_2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_3 transform = N9_3 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_4 transform = N9_4 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_5 transform = N9_5 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_6 transform = N9_6 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_7 transform = N9_7 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_8 transform = N9_8 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N9_9 transform = N9_9 size = 0 method = FIXED_JOINT rigid = true } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Single MeshTransform = N1 NodePrefix = N1_ SetCount = 1 Symmetry = 0 } NODE_SET { DisplayText = Double MeshTransform = N2 NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple MeshTransform = N3 NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad MeshTransform = N4 NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = 4x1 MeshTransform = N5 NodePrefix = N5_ SetCount = 5 Symmetry = 3 } NODE_SET { DisplayText = 6x1 MeshTransform = N7 NodePrefix = N7_ SetCount = 7 Symmetry = 5 } NODE_SET { DisplayText = 8x1 MeshTransform = N9 NodePrefix = N9_ SetCount = 9 Symmetry = 7 } } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom partDecoupled = false isEnginePlate = true } MODULE { name = ModulePartVariants baseVariant = Long baseMass = 0 baseCost = 0 useProceduralDragCubes = true VARIANT { name = Short mass = -0.01 cost = 0 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = true Shroud1x1 = false Shroud1x2 = false Shroud1x3 = false Shroud1x4 = false } NODES { node_stack_bottom = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 1 } } VARIANT { name = Medium-Short mass = -0.0075 cost = 0 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = false Shroud1x1 = true Shroud1x2 = false Shroud1x3 = false Shroud1x4 = false } NODES { node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 1 } } VARIANT { name = Medium mass = -0.005 cost = 0 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = false Shroud1x1 = false Shroud1x2 = true Shroud1x3 = false Shroud1x4 = false } NODES { node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 1 } } VARIANT { name = Medium-Long mass = -0.0025 cost = 0 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = false Shroud1x1 = false Shroud1x2 = false Shroud1x3 = true Shroud1x4 = false } NODES { node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 1 } } VARIANT { name = Long mass = 0 cost = 0 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = false Shroud1x1 = false Shroud1x2 = false Shroud1x3 = false Shroud1x4 = true } NODES { node_stack_bottom = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 1 } } } MODULE { name = ModuleJettison jettisonName = Shroud1x0,Shroud1x1,Shroud1x2,Shroud1x3,Shroud1x4 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 stagingEnabled = false useMultipleDragCubes = false useProceduralDragCubes = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = EnginePlate5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/InflatableAirlock.cfg PART { name = InflatableAirlock module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.08, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advMetalworks entryCost = 8400 cost = 400 category = Coupling subcategory = 0 manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co title = Inflatable Airlock description = When trying to dock and that last small distance is just too far. This adaptor, with patented extend‘o’matic subsystems for extra portability, will fill the gap. Not to be used as an accordian. attachRules = 1,1,0,0,0 mass = 0.1 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 10 maxTemp = 2600 thermalMassModifier = 6.0 emissiveConstant = 0.8 bulkheadProfiles = size0 CrewCapacity = 0 tags = connect join dock berth capture couple fasten moor socket shield regular standard average medium (crew (mann kerbal 1.875 ?freeiva stagingIcon = DECOUPLER_VERT MODEL { model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/InflatableAirlock } MODULE { name = ModuleDockingNode deployAnimationController = 1 nodeType = size0 staged = False stagingEnabled = False } INTERNAL { name = Airlock_IVA } MODULE { name = ModuleAnimateGeneric CrewCapacity = 1 animationName = AirlockDeploy actionGUIName = Toggle Airlock startEventGUIName = Open Airlock endEventGUIName = Close Airlock allowAnimationWhileShielded = False } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.5 } MODULE { name = ModuleCargoPart packedVolume = 520 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleAnimationReliability MTBF = 175200 LifeTime = 47600 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 86400 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleDockingNodeNamed controlTransformName = not_initialized portName = default initialized = false } MODULE { name = DPSoundFX sound_docking = DPSoundFX/Sounds/dock sound_undocking = DPSoundFX/Sounds/undock internalSoundsOnly = false } MODULE { name = ModuleFreeIva } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 1 position = 0, 0.165, -0.477 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp emissiveName = indicator } MODULE { name = ModuleDockingCrossfeedIndicator } MODULE { name = ModuleDockingStateIndicator readyColor = $Off acquireColor = blink(ModuleDockingCrossfeedIndicator, 100, $Off, 100) disengageColor = blink(ModuleDockingCrossfeedIndicator, 120, $Off, 1080) } MODULE { name = ModuleCrewIndicator emissiveName = indicator emptyColor = ModuleDockingStateIndicator } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = DockingCameraModule isDockingNode = true noise = false allowZoom = true } MODULE { name = ModulePartInfo originalPartName = InflatableAirlock } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/Separator_1p5.cfg PART { name = Separator_1p5 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.075, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advConstruction entryCost = 2860 cost = 325 category = Coupling subcategory = 0 title = TS-18 Stack Separator manufacturer = O.M.B. Demolition Enterprises description = This separator is the response to Kerbals not reading the decoupler instructions properly. Separates both ways. attachRules = 1,0,1,1,0 mass = 0.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1p5 tags = decouple separat split break stag cross feed 1.875 ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Separator_1p5 } MODULE { name = ModuleDecouple ejectionForce = 125 isOmniDecoupler = true } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 0.4355,0.7497,1.017, 0.4355,0.7497,1.017, 2.363,0.9796,0.1449, 2.363,0.9796,0.1449, 0.4355,0.7491,1.017, 0.4355,0.7491,1.017, 0,0,0, 1.875,0.24,1.875 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #c4c4c4 _Shininess = 0.44 } } } MODULE { name = ModuleCargoPart packedVolume = 900 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Separator_1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/Separator_4.cfg PART { name = Separator_4 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 4 TechRequired = highPerformanceFuelSystems entryCost = 3900 cost = 650 category = Coupling subcategory = 0 title = TS-50 Stack Separator manufacturer = O.M.B. Demolition Enterprises description = Kaboom! But in a controlled, Kerbal way attachRules = 1,0,1,1,0 mass = 0.85 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size4 tags = decouple separat split break stag enormous massive gigantic giant cross feed 5.0 ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = Squad/Parts/Coupling/Assets/Separator_4 } MODULE { name = ModuleDecouple ejectionForce = 250 isOmniDecoupler = true } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = Default, 3.181,0.7457,3.242, 3.181,0.7457,3.242, 19.48,0.9796,0.2207, 19.48,0.9796,0.2207, 3.181,0.7453,3.202, 3.181,0.7453,3.202, 0,-5.066E-07,0, 5,0.64,5 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = YellowAndWhite displayName = Yellow and White description = Added some bling to the white primaryColor = #ffffff secondaryColor = #999999 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow _BumpMap = Squad/Parts/Coupling/Assets/Decouplers_whiteYellow_N _Color = #ffffff _SpecColor = #C4C4C4 _Shininess = 0.44 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Separator_4 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Coupling/Size1p5_Strut_Decoupler.cfg PART { name = Size1p5_Strut_Decoupler module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.25, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.25, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advConstruction entryCost = 1900 cost = 475 category = Coupling subcategory = 0 title = Size 1.5 Decoupler manufacturer = C7 Aerospace Division description = Borrowed from a local farmer, this decoupler originally housed small animals. Now capable of housing small parts. attachRules = 1,1,1,1,0 mass = 0.09 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1p5, srf tags = liquid decouple fueltank ?lfo tank split break stag regular standard average medium cross feed 1.875 ?freeiva fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODEL { model = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler } MODULE { name = ModuleDecouple ejectionForce = 125 explosiveNodeID = top } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } MODULE { name = ModulePartVariants primaryColor = #212121 secondaryColor = #212121 baseDisplayName = Gray baseThemeName = Gray VARIANT { name = Orange primaryColor = #dc5a28 secondaryColor = #dc5a28 displayName = Orange themeName = Orange TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/Coupling/Assets/Size1_5_Decoupler_orange } } } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } DRAG_CUBE { cube = 0, 0.5479,0.6578,1.063, 0.5479,0.6627,1.063, 2.363,0.7644,0.7397, 2.363,0.7599,0.5773, 0.5479,0.7109,1.063, 0.5479,0.7101,1.063, 0,0.00108,0, 1.917,0.5397,1.917 cube = 1, 0.5479,0.6578,1.063, 0.5479,0.6627,1.063, 2.363,0.7644,0.7397, 2.363,0.7599,0.5773, 0.5479,0.7109,1.063, 0.5479,0.7101,1.063, 0,0.00108,0, 1.917,0.5397,1.917 } MODULE { name = ModuleCargoPart packedVolume = 2000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = ModuleFreeIva passThroughNodeA = top passThroughNodeB = bottom } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Size1p5_Strut_Decoupler } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineKE-1.cfg PART { name = LiquidEngineKE-1 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.8, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.7, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = veryHeavyRocketry entryCost = 32000 cost = 8000 category = Engine subcategory = 0 title = Kerbodyne KE-1 "Mastodon" Liquid Fuel Engine manufacturer = Kerbodyne description = Considered to be the behemoth of rocket technology, this propulsion system is the pinnacle of power. attachRules = 1,1,1,1,0 mass = 5.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 15 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1, size1p5, size2, srf tags = rocket liquid engine propuls ascent main launch motor ?lfo saturn F1 (mastodon cross feed MODEL { model = SquadExpansion/MakingHistory/Parts/Engine/Assets/KE-1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x2 position = 0,0.0,0 scale = 1,1.333,1 iconHidden = true } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x3 position = 0,0.2,0 scale = 1,1.08,1 iconHidden = true } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x4 scale = 1.01,1,1.01 position = 0,0.799,0 iconHidden = true } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1350 heatProduction = 175 fxOffset = 0, 0, 0.1 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.35 runningEffectName = fx-mastodon-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 305 key = 1 290 key = 9 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 5 gimbalResponseSpeed = 20 useGimbalResponseSpeed = true } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = TgtPA rotatorsName = PistonA } CONSTRAINLOOKFX { targetName = TgtPB rotatorsName = PistonB } CONSTRAINLOOKFX { targetName = TgtSA rotatorsName = StabA } CONSTRAINLOOKFX { targetName = TgtSB rotatorsName = StabB } CONSTRAINLOOKFX { targetName = TgtLFTop rotatorsName = LFTop } CONSTRAINLOOKFX { targetName = TgtOxTop rotatorsName = OxTop } CONSTRAINLOOKFX { targetName = TgtLFBot rotatorsName = LFBot } CONSTRAINLOOKFX { targetName = TgtOxBot rotatorsName = OxBot } } MODULE { name = ModulePartVariants baseVariant = Full VARIANT { name = Full displayName = Full primaryColor = #3a562a secondaryColor = #9e7100 sizeGroup = GroupA GAMEOBJECTS { Mount1 = true Mount2 = true Shroud2x2 = false Shroud2x3 = false Shroud2x4 = true } NODES { node_stack_bottom = 0.0, -2.95, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Mid displayName = Mid primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Mount1 = true Mount2 = false Shroud2x2 = false Shroud2x3 = true Shroud2x4 = false } NODES { node_stack_top = 0.0, 0.2, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Bare displayName = Bare themeName = Bare primaryColor = #999999 secondaryColor = #cecece sizeGroup = GroupC GAMEOBJECTS { Mount1 = false Mount2 = false Shroud2x2 = true Shroud2x3 = false Shroud2x4 = false } NODES { node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleJettison jettisonName = Shroud2x2,Shroud2x3,Shroud2x4 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (launch Clamp) UseUllageSimulation = false ChanceWhenUnstable = 0.4 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-mastodon-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 1.0 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = MastodonFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = waterfall-kerolox-lower-5-SWE overrideParentTransform = thrustTransform position = 0,0,-0.16 rotation = 0, 0, 0 scale = 3.07, 3.07, 3.07 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,-0.155 rotation = 0, 0, 0 scale = 3.065, 3.065, 2.7 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = LiquidEngineKE-1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineLV-T91.cfg PART { name = LiquidEngineLV-T91 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.84028, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.2, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.84028, 0.0, 0.0, 1.0, 0.0, 2 fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = heavierRocketry entryCost = 3400 cost = 850 category = Engine subcategory = 0 title = LV-T91 "Cheetah" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = This engine will get you moving fast. Eventually.… Great for those long distance trips in space despite its namesake. Marketing, you know? attachRules = 1,1,1,1,0 mass = 1.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 7 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, srf tags = rocket liquid engine vacuum propuls fueltank ?lfo (cheetah cross feed glv MODEL { model = SquadExpansion/MakingHistory/Parts/Engine/Assets/LV-T91 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x2 position = 0,0.24,0 iconHidden = true } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x3 position = 0,0.84,0 iconHidden = true } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 125 heatProduction = 175 fxOffset = 0, 0, 0.1 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.35 runningEffectName = fx-cheetah-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 355 key = 1 150 key = 9 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 4 gimbalResponseSpeed = 20 useGimbalResponseSpeed = true } MODULE { name = ModulePartVariants baseVariant = Cap VARIANT { name = Cap displayName = Cap 1.875 primaryColor = #000000 secondaryColor = #ffffff sizeGroup = GroupA GAMEOBJECTS { Cap_1875 = true Cap_Bare = false Shroud1p5x2 = true Shroud1x3 = false } NODES { node_stack_bottom = 0.0, -1.635, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Bare displayName = Bare themeName = Bare primaryColor = #7c4000 secondaryColor = #ffffff sizeGroup = GroupB GAMEOBJECTS { Cap_1875 = false Cap_Bare = true Shroud1p5x2 = false Shroud1x3 = true } NODES { node_stack_bottom = 0.0, -1.66, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleJettison jettisonName = Shroud1p5x2,Shroud1x3 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.4 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-cheetah-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq5 volume = 0.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.5 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.5 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = CheetahFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = Random1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 0.2 seed = 4 } CONTROLLER { name = Random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } CONTROLLER { name = Random3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = -20 } CONTROLLER { name = Random4 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 33 } TEMPLATE { templateName = stock-hydrolox-upper-2 overrideParentTransform = thrustTransform position = 0,0,-0.1319 rotation = 0, 0, 0 scale = 0.6925, 0.6925, 0.6925 } TEMPLATE { templateName = stock-hydrolox-generator overrideParentTransform = thrustTransform position = 0.462,0.007,-0.94 rotation = 0, 13, 90 scale = 0.8, 0.8, 0.8 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = LiquidEngineLV-T91 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineLV-TX87.cfg PART { name = LiquidEngineLV-TX87 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.76784, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.76784, 0.0, 0.0, 1.0, 0.0, 2 fx_exhaustSparks_flameout = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = heavyRocketry entryCost = 8000 cost = 2000 category = Engine subcategory = 0 title = LV-TX87 "Bobcat" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Meow! One of these engines gives more than enough thrust to jump as high as the sky, so we gave you two. attachRules = 1,1,1,1,0 mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, srf tags = rocket liquid engine propuls ascent main fueltank ?lfo (bobcat cross feed glv MODEL { model = SquadExpansion/MakingHistory/Parts/Engine/Assets/LV-T87 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x2 position = 0,0.568,0 iconHidden = true } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x3 position = 0,0.768,0 iconHidden = true } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 400 heatProduction = 175 fxOffset = 0, 0, 0.1 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.35 runningEffectName = fx-bobcat-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 290 key = 9 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } MODULE { name = ModuleGimbal gimbalTransformName = gimbal_1 gimbalRange = 5 gimbalResponseSpeed = 15 useGimbalResponseSpeed = true actionSuffix = L } MODULE { name = ModuleGimbal gimbalTransformName = gimbal_2 gimbalRange = 5 gimbalResponseSpeed = 15 useGimbalResponseSpeed = true actionSuffix = R } MODULE { name = ModulePartVariants baseVariant = TankButt VARIANT { name = TankButt displayName = Tank Butt primaryColor = #ffffff secondaryColor = #000000 sizeGroup = GroupA GAMEOBJECTS { TankButt = true TrussMount = false Shroud1p5x2 = true Shroud1p5x3 = false } NODES { node_stack_bottom = 0.0, -1.307, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = TrussMount displayName = Truss Mount primaryColor = #999999 secondaryColor = #000000 sizeGroup = GroupB GAMEOBJECTS { TankButt = false TrussMount = true Shroud1p5x2 = false Shroud1p5x3 = true } NODES { node_stack_bottom = 0.0, -1.732, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleJettison jettisonName = Shroud1p5x3,Shroud1p5x2 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 1 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.4 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-bobcat-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.6 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq1 volume = 0.6 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.6 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.6 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = BobcatEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = stock-aerozine50-lower-1 overrideParentTransform = thrustTransform position = 0,0,-0.0375 rotation = 0, 0, 0 scale = 0.583, 0.583, 0.583 } TEMPLATE { templateName = stock-hypergolic-core overrideParentTransform = thrustTransform position = 0,0,-0.0375 rotation = 0, 0, 0 scale = 0.583, 0.583, 0.583 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = LiquidEngineLV-TX87 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineRE-I2.cfg PART { name = LiquidEngineRE-I2 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 1.80521, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.1, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 1.08738, 0.0, 0.0, 1.0, 0.0, 2 fx_exhaustFlame_blue = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2.2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = heavierRocketry entryCost = 9200 cost = 2300 category = Engine subcategory = 0 title = RE-I2 "Skiff" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = The Skiff is well suited for local planet hopping. High vacuum efficiency for this powerful upper stage drive will get you further. attachRules = 1,1,1,0,0 mass = 1.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 7 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size2, srf tags = rocket liquid engine propuls sustain ascent main fueltank ?lfo saturn (skiff cross feed MODEL { model = SquadExpansion/MakingHistory/Parts/Engine/Assets/RE-I2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x3 position = 0,1.087,0 iconHidden = true } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x3 position = 0,1.665,0 iconHidden = true scale = 1,1.25,1 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 300 heatProduction = 175 fxOffset = 0, 0, 0.1 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.35 runningEffectName = fx-skiff-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 330 key = 1 265 key = 9 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 3.0 } } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 2 gimbalResponseSpeed = 20 useGimbalResponseSpeed = true } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = Tgt01 rotatorsName = Tube01 } CONSTRAINLOOKFX { targetName = Tgt02 rotatorsName = Tube02 } } MODULE { name = ModulePartVariants baseVariant = Shroud VARIANT { name = Shroud displayName = Shrouded themeName = Shroud primaryColor = #999999 secondaryColor = #cecece sizeGroup = GroupA GAMEOBJECTS { 125 = false 250 = true Shroud1p5x3 = false Shroud2x3 = true } NODES { node_stack_top = 0.0, 1.80521, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.46, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Bare displayName = Bare themeName = Bare primaryColor = #999999 secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { 125 = true 250 = false Shroud1p5x3 = true Shroud2x3 = false } NODES { node_stack_top = 0.0, 1.08738, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.413, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleJettison jettisonName = Shroud1p5x3,Shroud2x3 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 3 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.4 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-skiff-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.8 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq4 volume = 0.8 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.8 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = SkiffFX ATMOSPHEREDENSITYCONTROLLER { name = atmosphereDepth } THROTTLECONTROLLER { name = throttle engineID = basicEngine responseRateUp = 0.0299999993 responseRateDown = 0.100000001 } RANDOMNESSCONTROLLER { name = Random noiseType = perlin scale = 1 minimum = 0 speed = 9 seed = 40 } ENGINEEVENTCONTROLLER { name = Ignition eventDuration = 2 eventName = ignition eventCurve { key = 0 0 7 6.3 key = 1 0 -0.8 -0.8 } } TEMPLATE { templateName = stock-hydrolox-upper-1 position = 0,0,-1.025 rotation = 0, 0, 0 scale = 0.581, 0.581, 0.581 } TEMPLATE { templateName = stock-hydrolox-core-3 position = 0,0,-1.025 rotation = 0, 0, 0 scale = 0.581, 0.581, 0.581 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = LiquidEngineRE-I2 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineRE-J10.cfg PART { name = LiquidEngineRE-J10 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0.0, 0.361067, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.8, 0.0, 0.0, -1.0, 0.0, 2 fx_exhaustFlame_blue = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2.2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = veryHeavyRocketry entryCost = 12000 cost = 3000 category = Engine subcategory = 0 title = RE-J10 "Wolfhound" Liquid Fuel Engine manufacturer = Rockomax Conglomerate description = Woof! With the largest bell for its size, this upper stage engine will leave your ears ringing. attachRules = 1,0,1,1,0 mass = 3.3 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2 tags = rocket liquid engine vacuum propuls orbit orbital ?lfo (wolfhound cross feed MODEL { model = SquadExpansion/MakingHistory/Parts/Engine/Assets/RE-J10 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x3 position = 0,0.36,0 iconHidden = true } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x2 position = 0,0.16,0 iconHidden = true } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 375 heatProduction = 83 fxOffset = 0, 0, 0.23 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.75 runningEffectName = fx-wolfhound-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 380 key = 1 70 key = 3 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 3.0 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 8.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } MODULE { name = ModulePartVariants baseVariant = Shroud VARIANT { name = Shroud displayName = Shroud themeName = Shroud primaryColor = #999999 secondaryColor = #3d3d3d sizeGroup = GroupA GAMEOBJECTS { Shroud = true Shroud2x2 = true Shroud1p5x3 = false } NODES { node_stack_bottom = 0.0, -1.715, 0.0, 0.0, -1.0, 0.0, 2 } } VARIANT { name = Bare displayName = Bare themeName = Bare themeName = Bare primaryColor = #999999 secondaryColor = #3d3d3d sizeGroup = GroupB GAMEOBJECTS { Shroud = false Shroud2x2 = false Shroud1p5x3 = true } NODES { node_stack_bottom = 0.0, -2.14, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleJettison jettisonName = Shroud2x2,Shroud1p5x3 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 2 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 50 AutoIgnitionTemperature = 800 IgnitorType = Internal UseUllageSimulation = false ChanceWhenUnstable = 0.4 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-wolfhound-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop volume = 0.0 0.0 volume = 1.0 0.7 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq5 volume = 0.7 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.7 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.7 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = WolfhoundFX CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } CONTROLLER { name = Random1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 0.2 seed = 4 } CONTROLLER { name = Random2 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 40 } CONTROLLER { name = Random3 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 5 seed = -20 } CONTROLLER { name = Random4 linkedTo = random noiseType = perlin scale = 0.5 minimum = -0.5 speed = 10 seed = 33 } TEMPLATE { templateName = stock-hydrolox-upper-2 overrideParentTransform = thrustTransform position = 0,0,0.012 rotation = 0, 0, 0 scale = 1.011, 1.011, 1 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = LiquidEngineRE-J10 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineRK-7.cfg PART { name = LiquidEngineRK-7 module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1, 0.0, 0.0, -1.0, 0.0, 1 fx_exhaustSparks_flameout = 0.0, -1, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = heavierRocketry entryCost = 4400 cost = 1100 category = Engine subcategory = 0 title = RK-7 "Kodiak" Liquid Fueled Engine manufacturer = Reaction Systems Ltd description = A bear of an engine. This quad-nozzled beast comes with multiple cowling options, and no gimbal. Don’t forget those verniers. attachRules = 1,1,1,1,0 mass = 1.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 9 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, srf tags = rocket liquid engine propuls ascent main fueltank ?lfo (kodiak cross feed voskhod MODEL { model = SquadExpansion/MakingHistory/Parts/Engine/Assets/RK-7 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x2 position = 0,0.75,0 iconHidden = true } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x0 position = 0,-0.667,0 iconHidden = true } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x0 position = 0,-0.675,0 iconHidden = true } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 260 heatProduction = 175 fxOffset = 0, 0, 0 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.35 runningEffectName = fx-kodiak-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 285 key = 9 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModulePartVariants baseVariant = Bare VARIANT { name = Bare displayName = Bare themeName = Bare primaryColor = #cc0e0e secondaryColor = #000000 sizeGroup = GroupA GAMEOBJECTS { BT_1p5 = false BT_1 = false MountRing = true Shroud1p5x2 = true Shroud1x0 = false Shroud1p5x0 = false } NODES { node_stack_bottom = 0.0, -1.125, 0.0, 0.0, -1.0, 0.0, 1 } } VARIANT { name = ShroudSmall displayName = Shroud Small themeName = Shroud primaryColor = #ffffff secondaryColor = #999999 sizeGroup = GroupA GAMEOBJECTS { BT_1p5 = false BT_1 = true MountRing = false Shroud1p5x2 = false Shroud1x0 = true Shroud1p5x0 = false } NODES { node_stack_bottom = 0.0, -1.292, 0.0, 0.0, -1.0, 0.0, 1 } } VARIANT { name = ShroudBig displayName = Shroud Big primaryColor = #ffffff secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { BT_1p5 = true BT_1 = false MountRing = false Shroud1p5x2 = false Shroud1x0 = false Shroud1p5x0 = true } NODES { node_stack_bottom = 0.0, -1.3, 0.0, 0.0, -1.0, 0.0, 2 } } } MODULE { name = ModuleJettison jettisonName = Shroud1p5x2,Shroud1p5x0,Shroud1x0 bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleAlternatorReliability MTBF = 4380 LifeTime = 10 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 300 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 0 AutoIgnitionTemperature = 800 IgnitorType = External (launch Clamp) UseUllageSimulation = false ChanceWhenUnstable = 0.4 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-kodiak-running { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_altloop2 volume = 0.0 0.0 volume = 1.0 0.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq10 volume = 0.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.5 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.5 pitch = 2.0 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = KodiakEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.03 responseRateDown = 0.2 } TEMPLATE { templateName = waterfall-kerolox-lower-RD170-1-SWE overrideParentTransform = thrustTransform scale = 0.78, 0.78, 0.78 rotation = 0, 0, 0 position = 0, 0, -0.04 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,-0.036 rotation = 0, 0, 0 scale = 0.783, 0.783, 0.63 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = LiquidEngineRK-7 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineRV-1.cfg PART { name = LiquidEngineRV-1 module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.0, 0.0, -0.16, 0.0, 0.0, 1.0, 1 TechRequired = precisionPropulsion entryCost = 3200 cost = 800 category = Engine subcategory = 0 title = RV-1 "Cub" Vernier Engine manufacturer = Reaction Systems Ltd description = Mew! These little vernier engines have a huge deflection, but can only gimbal in one dimension. attachRules = 0,1,0,1,0 mass = 0.18 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 7 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size0, srf tags = rocket liquid engine thruster propuls vernier fueltank ?lfo (cub cross feed voskhod MODEL { model = SquadExpansion/MakingHistory/Parts/Engine/Assets/RV-1 } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 32 heatProduction = 150 fxOffset = 0, 0, 0.125 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.15 runningEffectName = fx-cub-running PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 280 key = 7 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = Gimbal gimbalRange = 22.5 yMult = 0 useGimbalResponseSpeed = true } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } MODULE { name = ModuleCargoPart packedVolume = 170 } MODULE { name = ModuleCoolantReliabilityCore MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleEngineReliability MTBF = 8760 LifeTime = 1 RepairCost = 10 RepairBonus = 0.1 MaintenanceCost = 2 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 3 } MODULE { name = ModuleGimbalReliability MTBF = 4380 LifeTime = 2 RepairCost = 2 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 120 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleEngineIgnitor IgnitionsAvailable = 18 AutoIgnitionTemperature = 800 IgnitorType = External (launch Clamp) UseUllageSimulation = false ChanceWhenUnstable = 0.4 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } EFFECTS { fx-cub-running { AUDIO { channel = Ship clip = Waterfall/Sounds/EnsouSounds/Loop_Liquid_SuperLight_High volume = 0.0 0.0 volume = 1.0 0.3 pitch = 0.0 1.2 pitch = 1.0 1.2 loop = true } } engage { AUDIO { channel = Ship clip = Waterfall/Sounds/KW/sound_liq5 volume = 0.3 pitch = 1.2 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.3 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.3 pitch = 2 loop = false } } } MODULE { name = ModuleWaterfallFX moduleID = cubEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = throttle linkedTo = throttle engineID = basicEngine responseRateUp = 0.01 responseRateDown = 0.1 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1.5 minimum = -1.5 speed = 12 seed = 10 } TEMPLATE { templateName = stock-kerolox-vernier overrideParentTransform = thrustTransform position = 0,0,0.01 rotation = 0, 0, 0 scale = 0.768, 0.768, 0.768 } TEMPLATE { templateName = stock-kerolox-core overrideParentTransform = thrustTransform position = 0,0,-0.017 rotation = 0, 0, 0 scale = 0.345, 0.345, 0.328 } } MODULE { name = MASIdEngineGroup } MODULE { name = ModulePartInfo originalPartName = LiquidEngineRV-1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Engine/solidBoosterTHK/solidBoosterTHK.cfg PART { name = Pollux module = Part author = AlexanderM mesh = solidBoosterTHK.mu rescaleFactor = 1 node_stack_bottom = 0.0, -7.84138, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 7.83746, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -0.9375, 0.0, 0.0, 1.0, 1 fx_exhaustFlame_white = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_large = 0.0, -1.4084125, 0.0, 0.0, 1.0, 0.0, running TechRequired = heavyRocketry entryCost = 15000 cost = 6000 category = Engine subcategory = 0 title = THK "Pollux" Solid Fuel Booster manufacturer = Kerbodyne description = The Pollux is an engineers best friend. Is your rocket a little too low thrust to get off the pad efficiently? Put one on. Still not enough? Put on a pair. Try six of them if that's still not enough. Or if you're feeling really crafty, you can launch your entire rocket with just these tried and true solid rocket motors. Plume configured by RealPlume. attachRules = 1,1,1,1,0 mass = 8 heatConductivity = 0.06 skinInternalConductionMult = 4.0 emissiveConstant = 0.5 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2200 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1p5, srf tags = (motor (rocket (srb (pol MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1300 heatProduction = 550 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = False EngineType = SolidBooster exhaustDamageDistanceOffset = 0.6 powerEffectName = Solid-Lower PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 225 key = 1 200 key = 7 0.001 } } RESOURCE { name = SolidFuel amount = 5800 maxAmount = 5800 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.75 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } MODULE { name = FXModuleAnimateThrottle animationName = THKEmissive responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } PLUME { name = Solid-Lower transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.9 energy = 1 speed = 1 flarePosition = 0,0,-0.4 flareScale = 0.9 emissionMult = 0.5 saturationMult = 1 alphaMult = 1 blazeScale = 0.9 coreScale = 0.9 exhaustScale = 0.9 fumeScale = 0.9 lampScale = 0.9 plumeScale = 0.9 plume2Scale = 0.9 plume3Scale = 0.9 smokeScale = 0.9 shockScale = 0.9 shockconeScale = 0.9 slagScale = 0.9 streamScale = 0.9 blazePosition = 0,0,0 corePosition = 0,0,0 exhaustPosition = 0,0,0 fumePosition = 0,0,0 lampPosition = 0,0,0 plumePosition = 0,0,0 plume2Position = 0,0,0 plume3Position = 0,0,0 smokePosition = 0,0,0 shockPosition = 0,0,0 shockconePosition = 0,0,0 slagPosition = 0,0,0 streamPosition = 0,0,0 plumeIdentifier = Solid-Lower processed = true } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 lightFadeCoefficient = 0.8 multiplierOnIva = 0.5 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 lightPower = 1.2 lightRange = 11.0 jitterMultiplier = 0.16 exhaustRed = 0.90 exhaustGreen = 0.86 exhaustBlue = 0.58 exhaustOffsetZ = 10.8 emissiveOffsetZ = 7.3 } MODULE { name = KOSNameTag } EFFECTS { Solid-Lower { plumeIdentifier = Solid-Lower MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,-0.4 fixedScale = 0.9 name = Solid-Lower-flare modelName = RealPlume/MP_Nazari_FX/KWbooster emission = 0.0 0 emission = 0.01 0.2 emission = 1.0 2 speed = 0.0 1 speed = 1.0 1 offset = 0 energy = 0.0 0.1 energy = 1.0 0.1 size = 0.0 0.6 size = 1.0 0.6 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.9 energy = 1 speed = 1 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Solid-Lower-plume modelName = RealPlume/MP_Nazari_FX/KWbooster fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0 1 } logGrow { density = 1.0 2 density = 0.1 3 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 1 density = 0.46 1 density = 0.2 3 density = 0.05 7 density = 0.0 7 } speed { density = 1.0 2 density = 0.46 2.5 density = 0.2 2.5 density = 0.05 3 density = 0.0 3 } xyForce { density = 1 0.95 density = 0.24 0.9 density = 0.0 1 } emission { density = 1.0 4.0 density = 0.8 3.5 density = 0.2 3.5 density = 0.1 2.9 density = 0.05 2.3 density = 0.0 2.25 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 2 density = 0.05 0.5 density = 0.0 0.5 } size { density = 1.0 0.8 density = 0.8 0.65 density = 0.2 0.55 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.9 emissionMult = 0.5 alphaMult = 1 saturationMult = 1 name = Solid-Lower-smoke modelName = RealPlume/MP_Nazari_FX/smokelaunch speed = 0.0 1.65 speed = 1.0 1.65 grow = 0.0 0.34 grow = 1.0 0.34 renderMode = "Billboard" collide = false collideRatio = 0 sizeClamp = 250 angle = 0.0 1.0 angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 distance = 100.0 1.0 distance = 110.0 1.0 logGrow { density = 1.0 15 density = 0.1 20 density = 0.0 2 } logGrowScale { density = 1.0 1 density = 0.8 1.5 density = 0.46 2 density = 0.2 2 density = 0.1 2 density = 0.0 5 } linGrow { density = 1.0 0 density = 0.46 0 density = 0.2 0 density = 0.05 5 density = 0.0 10 } emission { density = 1.0 2.5 density = 0.05 2 density = 0.0 0 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2.5 density = 0.3 2.5 density = 0.05 0.01 density = 0.0 0.0 } size { density = 1.0 1 density = 0.9 2 density = 0.6 3 density = 0.2 4 density = 0.0 8 } } MODEL_MULTI_SHURIKEN_PERSIST { transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,0 fixedScale = 0.9 name = Solid-Lower-slag modelName = Squad/FX/SRB_Large emission = 0.0 0 emission = 0.01 0.05 emission = 1.0 0.2 speed = 0.0 1 speed = 1.0 1 offset = 1 size = 0.0 0.2 size = 1.0 0.2 fixedEmissions = false randomInitalVelocityOffsetMaxRadius = 0.2 randConeEmit { density = 1 0.4 density = 0.5 0.8 density = 0.1 1 density = 0 1 } xyForce { density = 1 0.9 density = 0.35 0.93 density = 0.0 1 } energy { density = 1.0 6 density = 0.3 5 density = 0.05 2 density = 0.0 1.5 } } AUDIO { name = Solid-Lower-audio channel = Ship clip = RealPlume/KW_Sounds/sound_srbloop volume = 0.0 0.0 volume = 1.0 0.9 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_srb2 volume = 0.9 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MASIdEngineGroup } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Pollux } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/MonoPropMini.cfg PART { name = monopropMiniSphere module = Part author = RoverDude rescaleFactor = 1.0 node_attach = 0.18, 0.0, 0.0, 1.0, 0.0, 0.0, 0 TechRequired = propulsionSystems entryCost = 3600 cost = 30 category = Propulsion subcategory = 0 title = Stratus-V Minified Monopropellant Tank manufacturer = Stratus Corporation description = I’d say “Small is beautiful” attachRules = 0,1,0,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 5 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = srf tags = fuel propellant rcs fueltank mono cross feed MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/MiniMonoTank } RESOURCE { name = MonoPropellant amount = 7.5 maxAmount = 7.5 } MODULE { name = ModuleCargoPart packedVolume = 70 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = monopropMiniSphere } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Monoprop.cfg PART { name = Size1p5_Monoprop module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0.0, 0.425, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.425, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advFuelSystems entryCost = 5900 cost = 960 category = FuelTank subcategory = 0 title = FL-R400 RCS Fuel Tank manufacturer = Stratus Corporation description = A larger-scaled version of the standard RCS tank. attachRules = 1,0,1,1,0 mass = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = size1p5 tags = fuel propellant fueltank tank mono regular standard average medium cross feed 1.875 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size_1p5_Monoprop } RESOURCE { name = MonoPropellant amount = 400 maxAmount = 400 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffdd00 baseDisplayName = Yellow and White baseThemeName = YellowAndWhite useMultipleDragCubes = false VARIANT { name = White displayName = White themeName = White primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1p5_mono_2 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1p5_mono_N } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Size1p5_Monoprop } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Size0_Adapter_01.cfg PART { name = Size1p5_Size0_Adapter_01 module = Part author = PJ rescaleFactor = 1.0 node_stack_top = 0.0, 0.375, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.375, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = fuelSystems entryCost = 1550 cost = 160 category = FuelTank subcategory = 0 title = FL-A150 Fuel Tank Adapter manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size0, size1p5, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank 0.625 )mini small tiny little micro regular standard average medium cross feed 1.875 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Size0_Adapter_01 } RESOURCE { name = LiquidFuel amount = 72 maxAmount = 72 } RESOURCE { name = Oxidizer amount = 88 maxAmount = 88 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { shader = KSP/Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT01 _Color = #CCCCCC } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT02nm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size1p5_Size0_Adapter_01 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Size1_Adapter_01.cfg PART { name = Size1p5_Size1_Adapter_01 module = Part author = Pablo rescaleFactor = 1.0 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = fuelSystems entryCost = 3100 cost = 600 category = FuelTank subcategory = 0 title = FL-A151L Fuel Tank Adapter manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. attachRules = 1,0,1,1,0 mass = 0.375 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, size1, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank 1.25 FL-T regular standard average medium cross feed 1.875 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Size1_Adapter_01 } RESOURCE { name = LiquidFuel amount = 270 maxAmount = 270 } RESOURCE { name = Oxidizer amount = 330 maxAmount = 330 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { shader = KSP/Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT01 _Color = #CCCCCC } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT02nm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size1p5_Size1_Adapter_01 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Size1_Adapter_02.cfg PART { name = Size1p5_Size1_Adapter_02 module = Part author = PJ rescaleFactor = 1.0 node_stack_top = 0.0, 0.234375, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.234375, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advRocketry entryCost = 1550 cost = 160 category = FuelTank subcategory = 0 title = FL-A151S Fuel Tank Adapter manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1, size1p5, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank 1.25 FL-T regular standard average medium cross feed 1.875 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Size1_Adapter_02 } RESOURCE { name = LiquidFuel amount = 72 maxAmount = 72 } RESOURCE { name = Oxidizer amount = 88 maxAmount = 88 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { shader = KSP/Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT01 _Color = #CCCCCC } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT02nm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size1p5_Size1_Adapter_02 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Size2_Adapter_01.cfg PART { name = Size1p5_Size2_Adapter_01 module = Part author = Pablo rescaleFactor = 1.0 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = fuelSystems entryCost = 5100 cost = 1200 category = FuelTank subcategory = 0 title = FL-A215 Fuel Tank Adapter manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. attachRules = 1,0,1,1,0 mass = 0.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, size2, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium 2.5 huge jumbo large big cross feed 1.875 ?freeiva MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Size2_Adapter_01 } RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { shader = KSP/Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT01 _Color = #CCCCCC } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_TankAdapters_ALT02nm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 1200 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.75 addedCost = -550.8 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 50% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -600 addedMass = 0.9 addedCost = 300 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size1p5_Size2_Adapter_01 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Tank_01.cfg PART { name = Size1p5_Tank_01 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.234375, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.234375, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.9375, 0.0, 0.0, 1.0, 0.0, 0.0, 2 TechRequired = advRocketry entryCost = 1750 cost = 220 category = FuelTank subcategory = 0 title = FL-TX220 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Designed as an intermediary tank between the smaller FL-T series and the larger Rockomax tanks, the FL-TX series helps you get just the right amount of boom. attachRules = 1,1,1,1,0 mass = 0.1375 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium cross feed 1.875 ?freeiva MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tank_01 } RESOURCE { name = LiquidFuel amount = 99 maxAmount = 99 } RESOURCE { name = Oxidizer amount = 121 maxAmount = 121 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_grey } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_ALT02_nm } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 220 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.1375 addedCost = -100.98 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 50% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -110 addedMass = 0.165 addedCost = 55 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModulePartInfo originalPartName = Size1p5_Tank_01 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Tank_02.cfg PART { name = Size1p5_Tank_02 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.46875, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.46875, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.9375, 0.0, 0.0, 1.0, 0.0, 0.0, 2 TechRequired = fuelSystems entryCost = 2500 cost = 440 category = FuelTank subcategory = 0 title = FL-TX440 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Designed as an intermediary tank between the smaller FL-T series and the larger Rockomax tanks, the FL-TX series helps you get just the right amount of boom. attachRules = 1,1,1,1,0 mass = 0.275 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium cross feed 1.875 ?freeiva MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tank_02 } RESOURCE { name = LiquidFuel amount = 198 maxAmount = 198 } RESOURCE { name = Oxidizer amount = 242 maxAmount = 242 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_grey } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_ALT02_nm } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 440 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.275 addedCost = -201.96 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 50% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -220 addedMass = 0.33 addedCost = 110 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModulePartInfo originalPartName = Size1p5_Tank_02 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Tank_03.cfg PART { name = Size1p5_Tank_03 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.9375, 0.0, 0.0, 1.0, 0.0, 0.0, 2 TechRequired = fuelSystems entryCost = 4100 cost = 900 category = FuelTank subcategory = 0 title = FL-TX900 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Designed as an intermediary tank between the smaller FL-T series and the larger Rockomax tanks, the FL-TX series helps you get just the right amount of boom. attachRules = 1,1,1,1,0 mass = 0.5625 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium cross feed 1.875 ?freeiva MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tank_03 } RESOURCE { name = LiquidFuel amount = 405 maxAmount = 405 } RESOURCE { name = Oxidizer amount = 495 maxAmount = 495 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_grey } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_ALT02_nm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 900 SUBTYPE { name = LFOX tankType = LFOX addedMass = -0.5625 addedCost = -413.1 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 50% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -450 addedMass = 0.675 addedCost = 225 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size1p5_Tank_03 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Tank_04.cfg PART { name = Size1p5_Tank_04 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.9375, -1.0, 0.0, 1.0, 0.0, 0.0, 2 TechRequired = advFuelSystems entryCost = 7200 cost = 1800 category = FuelTank subcategory = 0 title = FL-TX1800 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Designed as an intermediary tank between the smaller FL-T series and the larger Rockomax tanks, the FL-TX series helps you get just the right amount of boom. attachRules = 1,1,1,1,0 mass = 1.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank regular standard average medium cross feed 1.875 ?freeiva MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tank_04 } RESOURCE { name = LiquidFuel amount = 810 maxAmount = 810 } RESOURCE { name = Oxidizer amount = 990 maxAmount = 990 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_grey } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tanks_ALT02_nm } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleB9PartSwitch moduleID = FreeIva_fuelSwitch baseVolume = 1800 SUBTYPE { name = LFOX tankType = LFOX addedMass = -1.125 addedCost = -826.2 } } MODULE { name = ModuleFreeIva partInfo = This part can be traversible in IVA with a penalty of 50% of its tank volume. } MODULE { name = ModuleB9PartSwitch switcherDescription = FreeIva moduleID = FreeIvaSwitch parentID = FreeIva_fuelSwitch SUBTYPE { name = Blocked title = Blocked } SUBTYPE { name = Passable title = Passable volumeAddedToParent = -900 addedMass = 1.35 addedCost = 450 MODULE { IDENTIFIER { name = ModuleFreeIva } DATA { passThroughNodeA = top passThroughNodeB = bottom } } } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size1p5_Tank_04 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size1p5_Tank_05.cfg PART { name = Size1p5_Tank_05 module = Part author = RoverDude rescaleFactor = 1.0 node_stack_bottom = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, -2, 0.9375, 0.0, 0.0, -1.0, 2 CoMOffset = 0.0, -1.0, 0.2 CoPOffset = 0.0, 0.5, 0.25 TechRequired = fuelSystems entryCost = 6000 cost = 1400 category = FuelTank subcategory = 0 title = FL-C1000 Fuel Tank manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Bored with plain cylinders, the engineers at Jebediah Kerman's Junkyard and Spacecraft Parts Co came up with this snazzy new design. Includes built in separation boosters for good measure, because you can never have enough boosters. attachRules = 1,1,1,1,0 mass = 0.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1p5, srf tags = rocket fuel liquid oxidizer propellant moar (more thruster motor separat solid fueltank ?lfo tank regular standard average medium cross feed 1.875 voskhod stagingIcon = SOLID_BOOSTER fx_exhaustFlame_white_tiny = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1_5_Tank_05 } RESOURCE { name = LiquidFuel amount = 540 maxAmount = 540 } RESOURCE { name = Oxidizer amount = 660 maxAmount = 660 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True allowShutdown = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 32 heatProduction = 550 fxOffset = 0, 0, 0 EngineType = SolidBooster nonThrustMotor = true exhaustDamageMultiplier = 50 PROPELLANT { name = SolidFuel ratio = 1.0 DrawGauge = True } atmosphereCurve { key = 0 154 key = 1 118 key = 6 0.001 } } RESOURCE { name = SolidFuel amount = 4 maxAmount = 4 } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #000000 baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Grey displayName = Black and White themeName = BlackAndWhite primaryColor = #000000 secondaryColor = #ffffff TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1p5_02_ALT01 } } VARIANT { name = Dark Grey displayName = Gray and Orange themeName = GrayAndOrange primaryColor = #4c4f47 secondaryColor = #f49841 TEXTURE { shader = KSP/Bumped Specular mainTextureURL = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1p5_02_ALT02 _BumpMap = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size1p5_02_ALT02_normal } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleSRBReliability MTBF = 8000 LifeTime = 1 RepairCost = 10 RepairBonus = 1 MaintenanceCost = 5 MaintenanceBonus = 0.3 InspectionBonus = 600 Silent = false Priority = HIGH DANGIT_PERKS { perk = Mechanic:Skilled perk = Electrician:Normal } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = EngineLightEffect enableEmissiveLight = true engineEmissiveMultiplier = 1.33 jitterMultiplier = 0.1 lightFadeCoefficient = 0.8 lightPower = 1.0 lightRange = 9.0 multiplierOnIva = 0.5 exhaustRed = 1 exhaustGreen = 0.88 exhaustBlue = 0.68 emissiveRed = 0.6 emissiveGreen = 0.0 emissiveBlue = 0.0 emissiveLogRed = 0.4 emissiveLogGreen = 0.1 emissiveLogBlue = 0.0 emissiveQuadRed = 0.0 emissiveQuadGreen = 0.5 emissiveQuadBlue = 0.05 lightOffsetX = 0.0 lightOffsetY = 0.0 emissiveOffsetZ = 0.0 exhaustOffsetZ = 1.0 } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size1p5_Tank_05 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size3_Size4_Adapter_01.cfg PART { name = Size3_Size4_Adapter_01 module = Part author = Pablo rescaleFactor = 1.0 node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 2.5, -1.25, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = highPerformanceFuelSystems entryCost = 25600 cost = 6400 category = FuelTank subcategory = 0 title = Kerbodyne S3-S4 Adapter Tank manufacturer = Kerbodyne description = These fuel-filled adapters come in a variety of sizes for connecting larger and smaller tanks. attachRules = 1,1,1,1,0 mass = 4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 400 breakingTorque = 400 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size3, size4, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank saturn 3.75 enormous massive gigantic giant cross feed 5.0 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size3_Size4_Adapter_01 } RESOURCE { name = LiquidFuel amount = 2880 maxAmount = 2880 } RESOURCE { name = Oxidizer amount = 3520 maxAmount = 3520 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size3_Size4_Adapter_01 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size4_EngineAdapter_01.cfg PART { name = Size4_EngineAdapter_01 module = Part author = PJ rescaleFactor = 1.0 node_stack_A = -1.76777, -1.3, 1.76777, 0.0, -1.0, 0.0, 2 node_stack_B = -1.76777, -1.3, -1.76777, 0.0, -1.0, 0.0, 2 node_stack_C = 1.76777, -1.3, 1.76777, 0.0, -1.0, 0.0, 2 node_stack_D = 1.767770, -1.3, -1.76777, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -1.3, 0.0, 0.0, -1.0, 0.0, 2 stackSymmetry = 3 TechRequired = highPerformanceFuelSystems entryCost = 36000 cost = 9000 category = FuelTank subcategory = 0 title = Kerbodyne Engine Cluster Adapter Tank manufacturer = Kerbodyne description = When Kerbodyne engineers realized that no single engine currently manufactured could justify the use of the S4 fuel tank line, they added attachment points for five of them on this handy adapter tank. attachRules = 1,1,1,1,0 mass = 5.625 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 150 breakingTorque = 150 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size4, size1, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank saturn enormous massive gigantic giant cross feed 5.0 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size4_EngineAdapter_01 } RESOURCE { name = LiquidFuel amount = 4050 maxAmount = 4050 } RESOURCE { name = Oxidizer amount = 4950 maxAmount = 4950 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size4_EngineAdapter_01 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size4_Tank_01.cfg PART { name = Size4_Tank_01 module = Part author = Pablo rescaleFactor = 1.0 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 2.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = highPerformanceFuelSystems entryCost = 25600 cost = 6400 category = FuelTank subcategory = 0 title = Kerbodyne S4-64 Fuel Tank manufacturer = Kerbodyne description = Originally the result of a unit of measure conversion bug, the S4 series of fuel tanks transcend the preposterous into the truly absurd. When 'More boosters' fails and is replaced with 'More engines!', the S4 series tanks will be there to loft your dreams, no matter how ridiculous and over-engineered, into the sky on massive trails of fire. attachRules = 1,1,1,1,0 mass = 4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 400 breakingTorque = 400 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size4, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank enormous massive gigantic giant cross feed 5.0 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size4_Tank_01 } RESOURCE { name = LiquidFuel amount = 2880 maxAmount = 2880 } RESOURCE { name = Oxidizer amount = 3520 maxAmount = 3520 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size4_Tank_01 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size4_Tank_02.cfg PART { name = Size4_Tank_02 module = Part author = Pablo rescaleFactor = 1.0 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 2.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = highPerformanceFuelSystems entryCost = 51200 cost = 12800 category = FuelTank subcategory = 0 title = Kerbodyne S4-128 Fuel Tank manufacturer = Kerbodyne description = Originally the result of a unit of measure conversion bug, the S4 series of fuel tanks transcend the preposterous into the truly absurd. When 'More boosters' fails and is replaced with 'More engines!', the S4 series tanks will be there to loft your dreams, no matter how ridiculous and over-engineered, into the sky on massive trails of fire. attachRules = 1,1,1,1,0 mass = 8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 400 breakingTorque = 400 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size4, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank enormous massive gigantic giant cross feed 5.0 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size4_Tank_02 } RESOURCE { name = LiquidFuel amount = 5760 maxAmount = 5760 } RESOURCE { name = Oxidizer amount = 7040 maxAmount = 7040 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size4_Tank_02 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size4_Tank_03.cfg PART { name = Size4_Tank_03 module = Part author = Pablo rescaleFactor = 1.0 node_stack_top = 0.0, 3.75, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 2.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = highPerformanceFuelSystems entryCost = 102400 cost = 25600 category = FuelTank subcategory = 0 title = Kerbodyne S4-256 Fuel Tank manufacturer = Kerbodyne description = Originally the result of a unit of measure conversion bug, the S4 series of fuel tanks transcend the preposterous into the truly absurd. When 'More boosters' fails and is replaced with 'More engines!', the S4 series tanks will be there to loft your dreams, no matter how ridiculous and over-engineered, into the sky on massive trails of fire. attachRules = 1,1,1,1,0 mass = 16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 400 breakingTorque = 400 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size4, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank enormous massive gigantic giant cross feed 5.0 MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size4_Tank_03 } RESOURCE { name = LiquidFuel amount = 11520 maxAmount = 11520 } RESOURCE { name = Oxidizer amount = 14080 maxAmount = 14080 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size4_Tank_03 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/FuelTank/Size4_Tank_04.cfg PART { name = Size4_Tank_04 module = Part author = Pablo rescaleFactor = 1.0 node_stack_top = 0.0, 7.5, 0.0, 0.0, 1.0, 0.0, 4 node_stack_bottom = 0.0, -7.5, 0.0, 0.0, -1.0, 0.0, 4 node_attach = 2.5, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = highPerformanceFuelSystems entryCost = 204800 cost = 51200 category = FuelTank subcategory = 0 title = Kerbodyne S4-512 Fuel Tank manufacturer = Kerbodyne description = Originally the result of a unit of measure conversion bug, the S4 series of fuel tanks transcend the preposterous into the truly absurd. When 'More boosters' fails and is replaced with 'More engines!', the S4 series tanks will be there to loft your dreams, no matter how ridiculous and over-engineered, into the sky on massive trails of fire. attachRules = 1,1,1,1,0 mass = 32 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 400 breakingTorque = 400 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size4, srf tags = rocket fuel liquid oxidizer propellant fueltank ?lfo tank cross feed MODEL { model = SquadExpansion/MakingHistory/Parts/FuelTank/Assets/Size4_Tank_04 } RESOURCE { name = LiquidFuel amount = 23040 maxAmount = 23040 } RESOURCE { name = Oxidizer amount = 28160 maxAmount = 28160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Size4_Tank_04 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Ground/RoverWheel.cfg PART { name = roverWheelM1-F module = Part author = Squad scale = 1 node_attach = 0.35, 0.14, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = fieldScience entryCost = 7000 cost = 500 category = Ground subcategory = 0 title = RoveMax M1-F Rover Wheel manufacturer = Kerbal Motion LLC description = Designed for the first Munar landings and with the ability to be stowed during launch, the RoveMax M1-F is ideal for smaller rovers where space is a premium. attachRules = 0,1,0,0,0 mass = 0.025 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 maxTemp = 1200 crashTolerance = 30 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = srf tags = rover drive ground roll wheel )car MODEL { model = SquadExpansion/MakingHistory/Parts/Ground/Assets/RoverWheel } MODULE { name = ModuleWheelBase wheelColliderTransformName = WheelCollider wheelTransformName = WheelPivot useNewFrictionModel = true wheelType = MOTORIZED adherentStart = 0.5 frictionAdherent = .3 peakStart = 3 frictionPeak = 1.5 limitStart = 6 frictionLimit = 1.3 FitWheelColliderToMesh = False radius = 0.28 center = 0,0,0 mass = 0.040 groundHeightOffset = 0 TooltipTitle = Rover Wheel TooltipPrimaryField = Motorized } MODULE { name = ModuleWheelSuspension baseModuleIndex = 0 suspensionTransformName = suspensionPivot suspensionDistance = 0.1 targetPosition = 0.0 springRatio = 16 damperRatio = 1.0 maximumLoad = 5.0 useDistributedMass = true } MODULE { name = ModuleWheelSteering baseModuleIndex = 0 caliperTransformName = SteeringPivot autoSteeringAdjust = true steeringResponse = 2 steeringRange = 25 steeringCurve { key = 0 20 key = 20 20 } steeringMaxAngleCurve { key = 0 1 0 0 key = 3 1 0.0001624425 0.0001624425 key = 7.5 0.33 -0.05674612 -0.05674612 key = 20 0.12 -0.003158088 -0.003158088 key = 30 0.1 -0.002872917 -0.002872917 } } MODULE { name = ModuleWheelMotor baseModuleIndex = 0 wheelSpeedMax = 42 driveResponse = 2 idleDrain = 0.0 torqueCurve { key = 0 0.5 0 0 key = 2 0.3 0 key = 10 0.1 0 0 key = 25 0 0 0 } RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleWheelBrakes baseModuleIndex = 0 maxBrakeTorque = 0.5 brakeResponse = 1 } MODULE { name = ModuleWheelDamage baseModuleIndex = 0 damagedTransformName = WheelBroken undamagedTransformName = Wheel stressTolerance = 250 impactTolerance = 100 deflectionMagnitude = 1.0 deflectionSharpness = 2.0 slipMagnitude = 15 slipSharpness = 2.0 impactDamageColliderName = CollisionEnhancer impactDamageVelocity = 16 } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = LowerPin1 rotatorsName = UpperShock1 } CONSTRAINLOOKFX { targetName = LowerPin2 rotatorsName = UpperShock2 } CONSTRAINLOOKFX { targetName = UpperPin1 rotatorsName = LowerShock1 } CONSTRAINLOOKFX { targetName = UpperPin2 rotatorsName = LowerShock2 } } MODULE { name = ModuleWheelDeployment baseModuleIndex = 0 animationTrfName = WheelBase animationStateName = RoverWheel_Stow deployedPosition = 0 deployTargetTransformName = deployTgt TsubSys = 1.0 useStandInCollider = False slaveModules = 8 fxDeploy = deploy fxRetract = retract fxDeployed = deployed fxRetracted = retracted } MODULE { name = ModulePartVariants primaryColor = #dc5a28 secondaryColor = #767777 baseDisplayName = Orange baseThemeName = Orange useMultipleDragCubes = false VARIANT { name = Grey displayName = Gray themeName = Gray primaryColor = #b4b4b4 secondaryColor = #767777 TEXTURE { mainTextureURL = SquadExpansion/MakingHistory/Parts/Ground/Assets/RoverWheelG } } } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModuleCargoPart packedVolume = 250 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleWheelMotorReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleWheelTireReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = roverWheelM1-F } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Payload/fairingSize1p5.cfg PART { name = fairingSize1p5 module = Part author = HarvesteR rescaleFactor = 1 node_stack_interstage01a = 0.0, 0.94, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage01b = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage02a = 0.0, 1.69, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage02b = 0.0, 1.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage03a = 0.0, 2.44, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage03b = 0.0, 2.50, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage04a = 0.0, 3.19, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage04b = 0.0, 3.25, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage05a = 0.0, 3.94, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage05b = 0.0, 4.00, 0.0, 0.0, 1.0, 0.0, 1 node_stack_interstage06a = 0.0, 4.69, 0.0, 0.0, -1.0, 0.0, 1 node_stack_interstage06b = 0.0, 4.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.22, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 2 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = advConstruction entryCost = 4500 cost = 450 category = Payload subcategory = 0 title = AE-FF1.5 Airstream Protective Shell (1.875m) manufacturer = FLOOYD Dynamics Research Labs description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! attachRules = 1,0,1,1,0 mass = 0.15 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size1p5 tags = aero )cap drag rocket cone nose cargo contain fairing hollow inter payload protect shroud stage (stor transport 3.75 enormous massive gigantic giant 5.0 MODEL { model = Squad/Parts/Aero/fairings/fairingSize1 scale = 1.5, 1.0, 1.5 rotation = 0.0,180,0.0 TextureNormalURL = Squad/Parts/Aero/fairings/FairingBaseNormals } MODEL { model = Squad/Parts/Aero/fairings/AutoTruss scale = 1.5,1.5,1.5 position = 0.0,0.22,0.0 } MODULE { name = ModuleProceduralFairing nSides = 30 nArcs = 2 nCollidersPerXSection = 6 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals BaseModelTransformName = Mesh panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 0.9375 maxRadius = 2.25 capRadius = 0.2 snapThreshold = 0.1 xSectionHeightMin = 0.2 xSectionHeightMax = 2 xSectionHeightMinFineAdjust = 0.045 aberrantNormalLimit = 46 edgeSlide = 0.15 edgeWarp = 0 noseTip = 0.7 UnitAreaMass = 0.015 UnitAreaCost = 6 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 0.75 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleStructuralNode rootObject = Cap1 attachNodeNames = interstage01a,interstage01b } MODULE { name = ModuleStructuralNode rootObject = Cap2 attachNodeNames = interstage02a,interstage02b } MODULE { name = ModuleStructuralNode rootObject = Cap3 attachNodeNames = interstage03a,interstage03b } MODULE { name = ModuleStructuralNode rootObject = Cap4 attachNodeNames = interstage04a,interstage04b } MODULE { name = ModuleStructuralNode rootObject = Cap5 attachNodeNames = interstage05a,interstage05b } MODULE { name = ModuleStructuralNode rootObject = Cap6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss1 attachNodeNames = interstage01a,interstage01b,interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss2 attachNodeNames = interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss3 attachNodeNames = interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss4 attachNodeNames = interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss5 attachNodeNames = interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNodeToggle MeshMenuName = Truss Structure NodeMenuName = Interstage Nodes showNodes = false } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = White VARIANT { name = White displayName = White themeName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite description = A mix between the dark and light sides primaryColor = #000000 secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_grey_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_bw BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_bw } } VARIANT { name = Orange displayName = Orange themeName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_orange_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_orange BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_orange } } VARIANT { name = Gold displayName = Gold themeName = Gold description = All that glitters... primaryColor = #fccb0a TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_goldDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_goldSpecular _Shininess = 0.82 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } VARIANT { name = Silver displayName = Silver themeName = Silver description = Hi Yo, Silver! primaryColor = #cecece TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_silverDiffuse FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals FairingsSpecularURL = Squad/Parts/Aero/fairings/fairings_silverSpecular BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_silverDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_silverSpecular _SpecMap = Squad/Parts/Aero/fairings/FairingsMat_silverSpecular _Shininess = 0.41 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = fairingSize1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Payload/fairingSize4.cfg PART { name = fairingSize4 module = Part author = HarvesteR rescaleFactor = 1 node_stack_interstage01a = 0.0, 2.17, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage01b = 0.0, 2.27, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage02a = 0.0, 4.17, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage02b = 0.0, 4.27, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage03a = 0.0, 6.17, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage03b = 0.0, 6.27, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage04a = 0.0, 8.17, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage04b = 0.0, 8.27, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage05a = 0.0, 10.17, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage05b = 0.0, 10.27, 0.0, 0.0, 1.0, 0.0, 2 node_stack_interstage06a = 0.0, 12.17, 0.0, 0.0, -1.0, 0.0, 2 node_stack_interstage06b = 0.0, 12.27, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 0.22, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.2, 0.0, 0.0, -1.0, 0.0, 3 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = metaMaterials entryCost = 12500 cost = 1200 category = Payload subcategory = 0 title = AE-FF5 Airstream Protective Shell (5m) manufacturer = FLOOYD Dynamics Research Labs description = While the Kerbals at Mission Control were still figuring out how to get their rockets back down to Kerbin safely, the research engineers at FLOOYD were quickly realising that protecting parts on ascent was just as important. Heavy research into two-dimensional-input driven procedural construction was then funded with the hopes of making protective shells for important payloads and interstage areas of the crafts. The protective shells also have the benefit of making the craft more aerodynamic, hopefully saving on precious rocket fuel! attachRules = 1,0,1,1,0 mass = 0.8 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size4 tags = aero )cap drag rocket cone nose cargo contain fairing hollow inter payload protect shroud stage (stor transport regular standard average medium 1.875 MODEL { model = Squad/Parts/Aero/fairings/fairingSize3 scale = 1.333, 1.0, 1.333 rotation = 0.0,180,0.0 TextureNormalURL = Squad/Parts/Aero/fairings/FairingBaseNormals } MODEL { model = Squad/Parts/Aero/fairings/AutoTruss scale = 4,4,4 position = 0.0,0.22,0.0 } MODULE { name = ModuleProceduralFairing nSides = 30 nArcs = 6 nCollidersPerXSection = 12 TextureURL = Squad/Parts/Aero/fairings/fairings_diff CapTextureURL = Squad/Parts/Aero/fairings/fairingsCap TextureNormalURL = Squad/Parts/Aero/fairings/fairings_normals DefaultBaseTextureURL = Squad/Parts/Aero/fairings/FairingBase DefaultBaseNormalsURL = Squad/Parts/Aero/fairings/FairingBaseNormals panelGrouping = 3 pivot = 0,0.17,0 axis = 0,1,0 baseRadius = 2.5 maxRadius = 9 capRadius = 0.375 snapThreshold = 0.25 snapThresholdFineAdjust = 0.025 xSectionHeightMin = 0.3 xSectionHeightMax = 4 xSectionHeightMinFineAdjust = 0.12 xSectionHeightMaxFineAdjust = 10 aberrantNormalLimit = 12 edgeSlide = 0.15 edgeWarp = 0.02 noseTip = 0.5 UnitAreaMass = 0.03 UnitAreaCost = 18 stagingToggleEnabledEditor = True stagingToggleEnabledFlight = False stagingEnableText = Fairing Not Staged stagingDisableText = Fairing Staged BaseModelTransformName = Mesh } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.5 } MODULE { name = ModuleTestSubject useStaging = True useEvent = False situationMask = 127 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 situationMask = 8 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2000 situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } MODULE { name = ModuleStructuralNode rootObject = Cap1 attachNodeNames = interstage01a,interstage01b } MODULE { name = ModuleStructuralNode rootObject = Cap2 attachNodeNames = interstage02a,interstage02b } MODULE { name = ModuleStructuralNode rootObject = Cap3 attachNodeNames = interstage03a,interstage03b } MODULE { name = ModuleStructuralNode rootObject = Cap4 attachNodeNames = interstage04a,interstage04b } MODULE { name = ModuleStructuralNode rootObject = Cap5 attachNodeNames = interstage05a,interstage05b } MODULE { name = ModuleStructuralNode rootObject = Cap6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss1 attachNodeNames = interstage01a,interstage01b,interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss2 attachNodeNames = interstage02a,interstage02b,interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss3 attachNodeNames = interstage03a,interstage03b,interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss4 attachNodeNames = interstage04a,interstage04b,interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss5 attachNodeNames = interstage05a,interstage05b,interstage06a,interstage06b } MODULE { name = ModuleStructuralNode rootObject = Truss6 attachNodeNames = interstage06a,interstage06b } MODULE { name = ModuleStructuralNodeToggle MeshMenuName = Truss Structure NodeMenuName = Interstage Nodes showNodes = false } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = White VARIANT { name = White displayName = White themeName = White description = Bright and White! primaryColor = #ffffff secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals } } VARIANT { name = BlackAndWhite displayName = Black and White themeName = BlackAndWhite description = A mix between the dark and light sides primaryColor = #000000 secondaryColor = #ffffff TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_grey FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_grey_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_bw BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_bw } } VARIANT { name = Orange displayName = Orange themeName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff_orange FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_orange_normals BaseMaterialName = FairingBase BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_orange BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_orange } } VARIANT { name = Gold displayName = Gold themeName = Gold description = All that glitters... primaryColor = #fccb0a TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_goldDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_goldSpecular _Shininess = 0.82 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } VARIANT { name = Silver displayName = Silver themeName = Silver description = Hi Yo, Silver! primaryColor = #cecece TEXTURE { materialName = FairingsMat mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL = Squad/Parts/Aero/fairings/fairings_silverDiffuse FairingsNormalURL = Squad/Parts/Aero/fairings/fairings_normals FairingsSpecularURL = Squad/Parts/Aero/fairings/fairings_silverSpecular BaseMaterialName = FairingBase shaderName = KSP/Bumped Specular (Mapped) BaseTextureName = Squad/Parts/Aero/fairings/FairingBase_silverDiffuse BaseNormalsName = Squad/Parts/Aero/fairings/FairingBaseNormals_goldSilver _SpecMap = Squad/Parts/Aero/fairings/FairingBase_silverSpecular _SpecMap = Squad/Parts/Aero/fairings/FairingsMat_silverSpecular _Shininess = 0.41 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = fairingSize4 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Payload/Size1to0ServiceModule.cfg PART { name = Size1to0ServiceModule module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0.0, 0.3125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.31966, 0.0, 0.0, -1.0, 0.0, 1 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = advConstruction entryCost = 3000 cost = 2400 category = Payload subcategory = 0 title = SM-6A Service Module manufacturer = FLOOYD Dynamics Research Labs description = A service bay, with explosive doors. Do not open by hand! attachRules = 1,0,1,1,0 mass = 0.075 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 stageOffset = 1 childStageOffset = 1 fuelCrossFeed = True bulkheadProfiles = size1 tags = No Tag defined yet MODEL { model = SquadExpansion/MakingHistory/Parts/Payload/Assets/Size1to0ServiceModule } MODULE { name = ModuleServiceModule ExteriorColliderName = COLShell partDecoupled = false } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 0.75 useBayContainer = true bayContainerName = COLShell } MODULE { name = ModuleJettison jettisonName = Shell1 isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = 1 0 0 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = L useProceduralDragCubes = true } MODULE { name = ModuleJettison jettisonName = Shell2 isFairing = False jettisonedObjectMass = 0.1 jettisonForce = 1 jettisonDirection = -1 0 0 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = R useProceduralDragCubes = true } MODULE { name = ModuleCargoPart packedVolume = 1000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Size1to0ServiceModule } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Payload/SM18.cfg PART { name = ServiceModule18 module = Part author = Pablo rescaleFactor = 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0, 1 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = advConstruction entryCost = 3000 cost = 2400 category = Payload subcategory = 0 title = SM-18 Service Module manufacturer = FLOOYD Dynamics Research Labs description = A service bay, with explosive doors. Do not open by hand! attachRules = 1,0,1,1,0 mass = 0.15 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 stageOffset = 1 childStageOffset = 1 fuelCrossFeed = True bulkheadProfiles = size1p5 MODEL { model = SquadExpansion/MakingHistory/Parts/Payload/Assets/ServiceModule18 } MODULE { name = ModuleServiceModule ExteriorColliderName = COLShell partDecoupled = false } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 0.75 useBayContainer = true bayContainerName = COLShell } MODULE { name = ModuleJettison jettisonName = Shell1 isFairing = False jettisonedObjectMass = 0.2 jettisonForce = 2 jettisonDirection = 1 0 0 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = Left useProceduralDragCubes = true } MODULE { name = ModuleJettison jettisonName = Shell2 isFairing = False jettisonedObjectMass = 0.2 jettisonForce = 30 jettisonDirection = -1 0 0 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = Forward useProceduralDragCubes = true } MODULE { name = ModuleJettison jettisonName = Shell3 isFairing = False jettisonedObjectMass = 0.2 jettisonForce = 2 jettisonDirection = 1 0 0 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = Right useProceduralDragCubes = true } MODULE { name = ModuleJettison jettisonName = Shell4 isFairing = False jettisonedObjectMass = 0.2 jettisonForce = 2 jettisonDirection = -1 0 0 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = Rear useProceduralDragCubes = true } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ServiceModule18 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Payload/SM25.cfg PART { name = ServiceModule25 module = Part author = Pablo rescaleFactor = 1 node_stack_core_A1 = 0.0, 1.4, 0.0, 0.0, -1.0, 0.0, 1 node_stack_core_A2 = 0.625, 1.4, 0.0, 0.0, -1.0, 0.0, 1 node_stack_core_A3 = -0.625, 1.4, 0.0, 0.0, -1.0, 0.0, 1 node_stack_core_B1 = 0.0, -1.4, 0.0, 0.0, 1.0, 0.0, 1 node_stack_core_B2 = 0.625, -1.4, 0.0, 0.0, 1.0, 0.0, 1 node_stack_core_B3 = -0.625, -1.4, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 1.55, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.55, 0.0, 0.0, -1.0, 0.0, 2 fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy sound_vent_large = deploy TechRequired = highAltitudeFlight entryCost = 17200 cost = 2600 category = Payload subcategory = 0 title = SM-25 Service Module manufacturer = FLOOYD Dynamics Research Labs description = A service bay, with explosive doors. Do not open by hand! This part comes with plenty of internal space for storing important items for the trip. Snacks must be securely stowed to avoid spillage and damage to the integral antenna. attachRules = 1,0,1,1,1 mass = 0.5 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2500 emissiveConstant = 0.8 fuelCrossFeed = True bulkheadProfiles = size2 tags = cargo contain hollow payload protect (stor therm store heat hold convey equipment freight service CSM stageOffset = 1 childStageOffset = 1 MODEL { model = SquadExpansion/MakingHistory/Parts/Payload/Assets/ServiceModule25 } MODULE { name = ModuleServiceModule ExteriorColliderName = ColShell ShellMeshName = Shell UseJettisonZones = true JettisonZoneNames = DoorCol1,DoorCol2 partDecoupled = false } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.0 useBayContainer = true bayContainerName = ColShell } MODULE { name = ModuleJettison jettisonName = Door1 isFairing = False jettisonedObjectMass = 1 jettisonForce = 20 jettisonDirection = 0 0 -1 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = L useProceduralDragCubes = true } MODULE { name = ModuleJettison jettisonName = Door2 isFairing = False jettisonedObjectMass = 1 jettisonForce = 20 jettisonDirection = 0 0 1 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = R useProceduralDragCubes = true } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ServiceModule25 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Pods/KV1Pod.cfg PART { name = kv1Pod module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 1.025, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.675, 0.0, 0.0, -1.0, 0.0, 1 CoMOffset = 0.0, -0.2, 0.0 CoPOffset = 0.0, 0.2, 0.0 TechRequired = start entryCost = 0 cost = 1300 category = Pods subcategory = 0 title = KV-1 'Onion' Reentry Module manufacturer = Probodobodyne Inc description = The design bureau cried when the finance department cried “that’s your lot!” attachRules = 1,0,1,1,0 mass = 0.75 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 12 breakingForce = 150 breakingTorque = 150 maxTemp = 1400 skinMaxTemp = 2400 thermalMassModifier = 2.5 vesselType = Ship CrewCapacity = 1 stageOffset = 1 childStageOffset = 1 stagingIcon = DECOUPLER_VERT bulkheadProfiles = size1 tags = rocket control command fly capsule ?eva ?iva pilot pod space history historical convey (crew (mann kerbal voskhod ?freeiva fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple MODEL { model = SquadExpansion/MakingHistory/Parts/Pods/Assets/RoundPod position = 0.0, 0.2, 0.0 } INTERNAL { name = KV1_ASET_IVA_Internal } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Default CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } MODULE { name = ModuleAnchoredDecoupler anchorName = Jettison ejectionForce = 10 explosiveNodeID = bottom partDecoupled = false } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.8 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _EmissiveColor useRate = False toggleInEditor = False toggleInFlight = False excludedRenderer = IndicatorLights/Meshes/nubbinLamp(Clone) redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Light eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } DRAG_CUBE { cube = Default,2.543,1.0245,1.065,2.543,1.03905,0.977,2.449,0.9777,1.093,2.449,1.0857,1.246,2.634,1.04415,1.051,2.631,1.0437,0.9639, 0.04938,0.25,0.03567, 1.842,1.85,1.815 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 1 packedVolumeLimit = 35 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 10 maxAmount = 50 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleFreeIva } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = 0, 0.293, -0.87 rotation = -172, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp emissiveName = indicator0 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = RasterPropMonitorComputer storedStrings = v 0.0.1.0|12.08.2019| KV-1 'Onion' Reentry Module | A.S.E.T. triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1.097 maxAmount = 1.097 } RESOURCE { name = Water amount = 0.725 maxAmount = 0.725 } RESOURCE { name = Oxygen amount = 111.038 maxAmount = 111.038 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 95.913 } RESOURCE { name = Waste amount = 0 maxAmount = 0.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 0.924 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = kv1Pod } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Pods/KV2Pod.cfg PART { name = kv2Pod module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 1.025, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.675, 0.0, 0.0, -1.0, 0.0, 1 CoMOffset = 0.0, -0.2, 0.0 CoPOffset = 0.0, 0.2, 0.0 TechRequired = flightControl entryCost = 3000 cost = 3400 category = Pods subcategory = 0 title = KV-2 ‘Pea’ Reentry Module manufacturer = Probodobodyne Inc description = Two little green Kerbals like peas in a Pea Pod. The engineers managed to fit an extra Kerbal in the same space! attachRules = 1,0,1,1,0 mass = 1.5 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 12 breakingForce = 150 breakingTorque = 150 maxTemp = 1400 skinMaxTemp = 2400 thermalMassModifier = 2.5 vesselType = Ship CrewCapacity = 2 stageOffset = 1 childStageOffset = 1 stagingIcon = DECOUPLER_VERT bulkheadProfiles = size1 tags = rocket control command fly capsule ?eva ?iva pilot pod space history historical convey (crew (mann kerbal voskhod ?freeiva fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple node_stack_airlock = -0.7415, 0.4697, 0.0, -0.9396926, 0.3420204, 0.0, 0 MODEL { model = SquadExpansion/MakingHistory/Parts/Pods/Assets/RoundPod position = 0.0, 0.2, 0.0 texture = KV1,SquadExpansion/MakingHistory/Parts/Pods/Assets/KV2 } INTERNAL { name = KV2_ASET_IVA_Internal } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Default CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } CONTROLPOINT { name = forward displayName = Forward orientation = 0,90,0 } } MODULE { name = ModuleAnchoredDecoupler anchorName = Jettison ejectionForce = 10 explosiveNodeID = bottom partDecoupled = false } RESOURCE { name = ElectricCharge amount = 400 maxAmount = 400 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.8 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Light eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/nubbinLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _EmissiveColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } DRAG_CUBE { cube = Default,2.543,1.0245,1.065,2.543,1.03905,0.977,2.449,0.9777,1.093,2.449,1.0857,1.246,2.634,1.04415,1.051,2.631,1.0437,0.9639, 0.04938,0.25,0.03567, 1.842,1.85,1.815 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 1 packedVolumeLimit = 20 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleFreeIva deleteObject = Airlock deleteObject = Ladder } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = -0.045, 0.304, -0.865 rotation = -172, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = 0.045, 0.304, -0.865 rotation = -172, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = RasterPropMonitorComputer storedStrings = v 0.0.1.0|12.08.2019| KV-2 'Onion' Reentry Module | A.S.E.T. triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.076 maxAmount = 222.076 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODEL { model = FreeIva/SquadExpansion/Parts/kv2Pod position = 0.0, 0.2, 0.0 } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = kv2Pod } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Pods/KV3Pod.cfg PART { name = kv3Pod module = Part author = RoverDude rescaleFactor = 1.0 node_stack_top = 0.0, 1.025, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.675, 0.0, 0.0, -1.0, 0.0, 1 CoMOffset = 0.0, -0.2, 0.0 CoPOffset = 0.0, 0.2, 0.0 TechRequired = advFlightControl entryCost = 4000 cost = 5100 category = Pods subcategory = 0 title = KV-3 'Pomegranate' Reentry Module manufacturer = Probodobodyne Inc description = Many little Kerbals inside this one. Couldn’t fit more. attachRules = 1,0,1,1,0 mass = 2.25 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 12 breakingForce = 150 breakingTorque = 150 maxTemp = 1400 skinMaxTemp = 2400 thermalMassModifier = 2.5 vesselType = Ship CrewCapacity = 3 stageOffset = 1 childStageOffset = 1 stagingIcon = DECOUPLER_VERT bulkheadProfiles = size1 tags = rocket control command fly capsule ?eva ?iva pilot pod space history historical convey (crew (mann kerbal voskhod ?freeiva fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple node_stack_airlock = -0.7415, 0.4697, 0.0, -0.9396926, 0.3420204, 0.0, 0 MODEL { model = SquadExpansion/MakingHistory/Parts/Pods/Assets/RoundPod position = 0.0, 0.2, 0.0 texture = KV1,SquadExpansion/MakingHistory/Parts/Pods/Assets/KV3 } INTERNAL { name = KV3_ASET_IVA_Internal } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Default CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } CONTROLPOINT { name = forward displayName = Forward orientation = 0,90,0 } } MODULE { name = ModuleAnchoredDecoupler anchorName = Jettison ejectionForce = 10 explosiveNodeID = bottom partDecoupled = false } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.8 } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _EmissiveColor useRate = False toggleInEditor = False toggleInFlight = False excludedRenderer = IndicatorLights/Meshes/nubbinLamp(Clone) redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Light eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } DRAG_CUBE { cube = Default,2.543,1.0245,1.065,2.543,1.03905,0.977,2.449,0.9777,1.093,2.449,1.0857,1.246,2.634,1.04415,1.051,2.631,1.0437,0.9639, 0.04938,0.25,0.03567, 1.842,1.85,1.815 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 1 packedVolumeLimit = 10 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 20 maxAmount = 150 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleFreeIva deleteObject = Airlock deleteObject = Ladder } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = -0.09, 0.315, -0.86 rotation = -172, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = 0, 0.293, -0.87 rotation = -172, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.5 position = 0.09, 0.315, -0.86 rotation = -172, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2 emissiveName = indicator2 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController2 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability2 experimentID = crewReport lowValueColor = crewController2 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator2 dataColor = crewController2 emptyColor = availability2 } MODULE { name = RasterPropMonitorComputer storedStrings = v 0.0.1.0|12.08.2019| KV-3 'Tato' Reentry Module | A.S.E.T. triggeredEvents = ALCOR_CALLRECOVERYTEAM|ASET_AUTO_GEAR_DOWN_EVENT } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 3.291 maxAmount = 3.291 } RESOURCE { name = Water amount = 2.175 maxAmount = 2.175 } RESOURCE { name = Oxygen amount = 333.114 maxAmount = 333.114 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 287.739 } RESOURCE { name = Waste amount = 0 maxAmount = 0.3 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2.772 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODEL { model = FreeIva/SquadExpansion/Parts/kv2Pod position = 0.0, 0.2, 0.0 } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { storedStrings0 = v 0.9.7.0 storedStrings1 = 08.07.2020 storedStrings2 = A.L.C.O.R. storedStrings3 = ADVANCED LANDING CAPSULE storedStrings4 = FOR ORBITAL RENDEZVOUS storedStrings5 = ALC00236-A3 storedStrings6 = ALCOR storedStrings7 = A.S.E.T. } } MODULE { name = ModulePartInfo originalPartName = kv3Pod } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Pods/Mk2Pod.cfg PART { name = Mk2Pod module = Part author = Roverdude rescaleFactor = 1.0 node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 2 CoMOffset = 0.0, -0.25, 0.0 CoPOffset = 0.0, 0.25, 0.0 TechRequired = advFlightControl entryCost = 4000 cost = 4200 category = Pods subcategory = 0 title = Mk2 Command Pod manufacturer = C7 Aerospace Division description = Twin-seater for when a single Kerbal feels too lonely. attachRules = 1,0,1,1,0 mass = 1.56 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 14 breakingForce = 150 breakingTorque = 150 maxTemp = 2200 vesselType = Ship CrewCapacity = 2 bulkheadProfiles = size1p5 tags = rocket stab control cmg command fly gyro moment react steer torque capsule ?eva ?iva pilot space convey (crew (mann kerbal glv ?freeiva MODEL { model = SquadExpansion/MakingHistory/Parts/Pods/Assets/Mk2Pod position = 0.0, 0.25, 0.0 } INTERNAL { name = MK2POD_MAS_IVA } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Default CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } } RESOURCE { name = ElectricCharge amount = 550 maxAmount = 550 } MODULE { name = ModuleReactionWheel PitchTorque = 0.5 YawTorque = 0.5 RollTorque = 0.5 RESOURCE { name = ElectricCharge rate = 0.25 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.8 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Light eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) excludedRenderer = capsule excludedRenderer = hatch excludedRenderer = flagTransform excludedRenderer = rung redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 100 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleFreeIva } MODULE { name = KRnDModule } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { } RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } COLORDEFINITION { name = ASET_SWITCHER_MARK_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_BORDER_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR color = 255, 255, 155, 255 } } } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.25, 1, 0.5 position = -0.083, 0.255, -0.62 rotation = -158, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.25, 1, 0.5 position = 0.083, 0.255, -0.62 rotation = -158, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.076 maxAmount = 222.076 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModulePartInfo originalPartName = Mk2Pod } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Pods/Size1_5_Lander.cfg PART { name = MEMLander module = Part author = RoverDude scale = 1 rescaleFactor = 1 node_stack_bottom2 = 0.0, -0.25, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom = 0.0, -0, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 1.338, 0, 0.0, 1.0, 0.0, 0 buoyancyUseSine = False buoyancy = 1.1 TechRequired = commandModules entryCost = 8200 cost = 4900 category = Pods subcategory = 0 title = Munar Excursion Module (M.E.M.) manufacturer = Sean's Cannery description = After hearing pilots refer to their current line of landers as 'easily crushed tin cans', the marketing department decided that what customers really wanted was a lander that resembled an already crushed tin can. attachRules = 1,0,1,1,0 mass = 1.355 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 8 bodyLiftOnlyUnattachedLift = True bodyLiftOnlyAttachName = bottom maxTemp = 1000 skinMaxTemp = 1800 vesselType = Lander CrewCapacity = 2 bulkheadProfiles = size0, size1, size1p5 tags = rocket control command fly moment capsule ?eva ?iva pilot space lander land lem mem mun convey (crew (mann kerbal ?freeiva MODEL { model = SquadExpansion/MakingHistory/Parts/Pods/Assets/Size1_5_Lander } INTERNAL { name = MAS_MEM_IVA } MODULE { name = ModuleCommand minimumCrew = 1 defaultControlPointDisplayName = Default CONTROLPOINT { name = forward displayName = Forward orientation = 90,180,0 } CONTROLPOINT { name = reverse displayName = Reversed orientation = 0,0,180 } CONTROLPOINT { name = up displayName = Up orientation = 0,180,0 } } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Light eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = MonoPropellant amount = 30 maxAmount = 30 } RESOURCE { name = LiquidFuel amount = 54 maxAmount = 54 } RESOURCE { name = Oxidizer amount = 66 maxAmount = 66 } MODULE { name = FlagDecal textureQuadName = FLAG01 } MODULE { name = FlagDecal textureQuadName = FLAG02 } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } MODULE { name = ModuleProbeControlPoint minimumCrew = 2 multiHop = False } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = thrustTransform thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running plumeToKeep = running atmosphereCurve { key = 0 240 key = 1 100 key = 4 0.001 } } MODULE { name = ModuleStructuralNode rootObject = Adapter attachNodeNames = bottom2 } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 100 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleBatteryReliability MTBF = 175200 LifeTime = 87600 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = LOW } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleRCSReliability MTBF = 8760 LifeTime = 1 RepairCost = 3 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 3 } RESOURCE { name = SpareParts amount = 15 maxAmount = 100 } MODULE { name = ModuleSparesContainer } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODEL { model = FreeIva/SquadExpansion/Parts/MEMLander } MODULE { name = ModuleFreeIva } MODULE { name = KRnDModule } MODULE { name = MASFlightComputer requiresPower = true gLimit = 4.7 baseDisruptionChance = 0.20 PERSISTENT_VARIABLES { } RPM_COLOROVERRIDE { COLORDEFINITION { name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } COLORDEFINITION { name = ASET_SWITCHER_MARK_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_BORDER_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_SWITCHER_NAME_POSITIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGESCALE_ACTIVECOLOR color = 255, 255, 155, 255 } COLORDEFINITION { name = ASET_AIRCRAFTGAUGEHAND_ACTIVECOLOR color = 255, 255, 155, 255 } } } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0.22, -0.754 rotation = 0, 180, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 1, 0.25, 0.5 position = 0, 0.49, -0.754 rotation = 0, 180, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = KOSNameTag } MODULE { name = SCANRPMStorage } EFFECTS { running { AUDIO_MULTI_POOL { channel = Ship transformName = thrustTransform clip = Waterfall/Sounds/Beale_Sounds/Sound_RocketStentor volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.04 volume = 1.0 0.15 pitch = 1.5 loop = true } } } MODULE { name = ModuleWaterfallFX moduleID = RCSMEMFX engineID = basicEngine CONTROLLER { name = atmosphereDepth linkedTo = atmosphere_density } CONTROLLER { name = rcs linkedTo = rcs responseRateUp = 0.7 responseRateDown = 0.7 } CONTROLLER { name = R1 linkedTo = random noiseType = perlin scale = 1 minimum = 0 speed = 12 seed = 1 } TEMPLATE { templateName = stock-rcs-jet-3 overrideParentTransform = thrustTransform position = 0,-0.01,0 rotation = 0, 0, 180 scale = 0.6, 0.6, 0.6 } TEMPLATE { templateName = stock-rcs-core-3 overrideParentTransform = thrustTransform position = 0,-0.039,0 rotation = 0, 0, 180 scale = 0.7, 1, 0.7 } } MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2.194 maxAmount = 2.194 } RESOURCE { name = Water amount = 1.45 maxAmount = 1.45 } RESOURCE { name = Oxygen amount = 222.076 maxAmount = 222.076 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 191.826 } RESOURCE { name = Waste amount = 0 maxAmount = 0.2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1.848 } MODULE { name = ModuleTestSubject environments = 15 useStaging = False useEvent = True } MODULE { name = ModulePartInfo originalPartName = MEMLander } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Prebuilt/kerbalEVAfemaleVintage.cfg PART { name = kerbalEVAfemaleVintage crashTolerance = 50 maxTemp = 800 skinMaxTemp = 800 boundsCentroidOffset = 0.0, 0.25, 0.2 CenterOfDisplacement = 0.0, 0.1, 0.0 CenterOfBuoyancy = 0.0, 0.1, 0.0 dragModelType = default rescaleFactor = 1 sound_click_tick = placementNotAllowed partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2,EVAStorage_flagDecals,EVAStorageSlim_flagDecals,chute_standalone_flag,chute_container_flag sound_welding_attachment = weldingLaser EFFECTS { golf { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_golf_swing_normal maxVolumeDistance = 150 } } bananaOne { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_01 maxVolumeDistance = 150 } } bananaTwo { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_04 maxVolumeDistance = 150 } } bananaThree { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_05 maxVolumeDistance = 150 } } } MODULE { name = KerbalEVA __OVERLOAD = True isCfg = True walkSpeed = 0.8 strafeSpeed = 0.5 runSpeed = 2.2 turnRate = 4 maxJumpForce = 10 boundForce = 1.67 boundSpeed = 0.8 boundThreshold = 0.02 swimSpeed = 0.8 waterAngularDragMultiplier = 0.01 ladderClimbSpeed = 0.60 ladderPushoffForce = 3 minWalkingGee = 0.17 minRunningGee = 0.6 initialMass = 1.5 massMultiplier = 0.03 onFallHeightFromTerrain = 0.35 clamberMaxAlt = 100 splatEnabled = True splatSpeed = 50 propellantResourceName = EVA Propellant boundFrequency = 0.5 boundSharpness = 0.2 boundAttack = 0.4 boundRelease = 2 boundFallThreshold = 2 _flags = 1 flagReach = 0.3 Kp = 0.7 Ki = 0.25 Kd = 0.300000012 iC = 0.005 rotPower = 1 linPower = 8.63 PropellantConsumption = 0.025 stumbleThreshold = 3.5 hopThreshold = 2 recoverThreshold = 0.6 recoverTime = 3 splatThreshold = 150 clamberReach = 0.9 clamberStandoff = 0.45 helmetOffMinSafePressureAtm = 0.177 helmetOffMinSafeTempK = 223.0 helmetOffMaxSafeTempK = 333.0 helmetOffMaxOceanPressureAtm = 5.8 helmetOffMinSafePressureAtmMargin = 0.038 helmetOffMinSafeTempKMargin = 10.0 helmetOffMaxSafeTempKMargin = 10.0 helmetOffMaxOceanPressureAtmMargin = 1.0 evaExitTemperature = 303.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Surface Sample resetActionName = Discard Sample reviewActionName = Review Sample hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 0.25 dataIsCollectable = True deployableSeated = False } MODULE { name = ModuleScienceExperiment experimentID = evaReport experimentActionName = EVA Report resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True } MODULE { name = ModuleScienceExperiment experimentID = evaScience experimentActionName = Perform EVA Science resetActionName = Discard EVA Science Report reviewActionName = Review EVA Science Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True requiresInventoryPart = True requiresEVASituation = True deployableSeated = False availableShielded = False EVASITUATION { priority = 2 situationMask = 1 minTemp = 170 kerbalAction = PlayGolf resultString = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. resultString = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. resultString = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! } EVASITUATION { situationMask = 1 requiresNoAtmosphere = True maxTemp = 170 kerbalAction = Banana resultString = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. resultString = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. } EVASITUATION { situationMask = 48 requiresNoAtmosphere = True kerbalAction = Dzhanibekov dialogDelay = 4.5 resultString = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. resultString = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. } } MODULE { name = ModuleScienceContainer allowRepeatedSubjects = True } MODULE { name = FlagDecal textureQuadName = kbEVA_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorage_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorageSlim_flagDecals } MODULE { name = ModuleTripLogger } MODULE { name = ModuleEvaChute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 1.0 semiDeploymentSpeed = 1.0 chuteMaxTemp = 650 evaChuteName = EVAparachute rotationSpeedDPS = 180.0 chutePitchRate = 1.0 chuteRollRate = 1.0 chuteYawRateAtMinSpeed = 1.0 chuteMinSpeedForYawRate = 1.0 chuteYawRateAtMaxSpeed = 1.0 chuteMaxSpeedForYawRate = 50.0 chuteDefaultForwardPitch = 9.0 semiDeployedChuteForwardPitch = 25.0 chutePitchRateDivisorWhenTurning = 1.0 chuteRollRateDivisorWhenPitching = 1.0 chuteYawRateDivisorWhenPitching = 1.0 baseName = base flagName = FlagDecal stagingEnabled = false } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 2.5 transformDir = Y transformSign = -1 omnidirectional = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.0 transformDir = X } MODULE { name = FlagDecal textureQuadName = flag } MODULE { name = FlagDecal textureQuadName = chute_standalone_flag } MODULE { name = FlagDecal textureQuadName = chute_container_flag } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 40 massLimit = 0.065 DEFAULTPARTS { name = evaChute name = evaJetpack } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = EngineIgnitorEVA } RESOURCE { name = EngineIgnitors amount = 0 maxAmount = 2 isTweakable = False } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KASLinkTargetKerbal linkType = MdCable attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = KASLinkTargetKerbal linkType = MdHose attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = kerbalEVAfemaleVintage } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Prebuilt/kerbalEVAVintage.cfg PART { name = kerbalEVAVintage crashTolerance = 50 maxTemp = 800 skinMaxTemp = 800 boundsCentroidOffset = 0.0, 0.25, 0.2 CenterOfDisplacement = 0.0, 0.1, 0.0 CenterOfBuoyancy = 0.0, 0.1, 0.0 dragModelType = default rescaleFactor = 1 sound_click_tick = placementNotAllowed partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2,EVAStorage_flagDecals,EVAStorageSlim_flagDecals,chute_standalone_flag,chute_container_flag sound_welding_attachment = weldingLaser EFFECTS { golf { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_golf_swing_normal maxVolumeDistance = 150 } } bananaOne { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_01 maxVolumeDistance = 150 } } bananaTwo { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_04 maxVolumeDistance = 150 } } bananaThree { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_05 maxVolumeDistance = 150 } } } MODULE { name = KerbalEVA __OVERLOAD = True isCfg = True walkSpeed = 0.8 strafeSpeed = 0.5 runSpeed = 2.2 turnRate = 4 maxJumpForce = 10 boundForce = 1.67 boundSpeed = 0.8 boundThreshold = 0.02 swimSpeed = 0.8 waterAngularDragMultiplier = 0.01 ladderClimbSpeed = 0.60 ladderPushoffForce = 3 minWalkingGee = 0.17 minRunningGee = 0.6 initialMass = 1.5 massMultiplier = 0.03 onFallHeightFromTerrain = 0.35 clamberMaxAlt = 100 splatEnabled = True splatSpeed = 50 propellantResourceName = EVA Propellant boundFrequency = 0.5 boundSharpness = 0.2 boundAttack = 0.4 boundRelease = 2 boundFallThreshold = 2 _flags = 1 flagReach = 0.3 Kp = 0.7 Ki = 0.25 Kd = 0.300000012 iC = 0.005 rotPower = 1 linPower = 8.63 PropellantConsumption = 0.025 stumbleThreshold = 3.5 hopThreshold = 2 recoverThreshold = 0.6 recoverTime = 3 splatThreshold = 150 clamberReach = 0.9 clamberStandoff = 0.45 helmetOffMinSafePressureAtm = 0.177 helmetOffMinSafeTempK = 223.0 helmetOffMaxSafeTempK = 333.0 helmetOffMaxOceanPressureAtm = 5.8 helmetOffMinSafePressureAtmMargin = 0.038 helmetOffMinSafeTempKMargin = 10.0 helmetOffMaxSafeTempKMargin = 10.0 helmetOffMaxOceanPressureAtmMargin = 1.0 evaExitTemperature = 303.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Surface Sample resetActionName = Discard Sample reviewActionName = Review Sample hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 0.25 dataIsCollectable = True deployableSeated = False } MODULE { name = ModuleScienceExperiment experimentID = evaReport experimentActionName = EVA Report resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True } MODULE { name = ModuleScienceExperiment experimentID = evaScience experimentActionName = Perform EVA Science resetActionName = Discard EVA Science Report reviewActionName = Review EVA Science Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True requiresInventoryPart = True requiresEVASituation = True deployableSeated = False availableShielded = False EVASITUATION { priority = 2 situationMask = 1 minTemp = 170 kerbalAction = PlayGolf resultString = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. resultString = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. resultString = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! } EVASITUATION { situationMask = 1 requiresNoAtmosphere = True maxTemp = 170 kerbalAction = Banana resultString = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. resultString = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. } EVASITUATION { situationMask = 48 requiresNoAtmosphere = True kerbalAction = Dzhanibekov dialogDelay = 4.5 resultString = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. resultString = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. } } MODULE { name = ModuleScienceContainer allowRepeatedSubjects = True } MODULE { name = FlagDecal textureQuadName = kbEVA_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorage_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorageSlim_flagDecals } MODULE { name = ModuleTripLogger } MODULE { name = ModuleEvaChute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 1.0 semiDeploymentSpeed = 1.0 chuteMaxTemp = 650 evaChuteName = EVAparachute rotationSpeedDPS = 180.0 chutePitchRate = 1.0 chuteRollRate = 1.0 chuteYawRateAtMinSpeed = 1.0 chuteMinSpeedForYawRate = 1.0 chuteYawRateAtMaxSpeed = 1.0 chuteMaxSpeedForYawRate = 50.0 chuteDefaultForwardPitch = 9.0 semiDeployedChuteForwardPitch = 25.0 chutePitchRateDivisorWhenTurning = 1.0 chuteRollRateDivisorWhenPitching = 1.0 chuteYawRateDivisorWhenPitching = 1.0 baseName = base flagName = FlagDecal stagingEnabled = false } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 2.5 transformDir = Y transformSign = -1 omnidirectional = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.0 transformDir = X } MODULE { name = FlagDecal textureQuadName = flag } MODULE { name = FlagDecal textureQuadName = chute_standalone_flag } MODULE { name = FlagDecal textureQuadName = chute_container_flag } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 40 massLimit = 0.065 DEFAULTPARTS { name = evaChute name = evaJetpack } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = EngineIgnitorEVA } RESOURCE { name = EngineIgnitors amount = 0 maxAmount = 2 isTweakable = False } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KASLinkTargetKerbal linkType = MdCable attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = KASLinkTargetKerbal linkType = MdHose attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = kerbalEVAVintage } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/EquiTriangle0.cfg PART { name = EquiTriangle0 module = Part author = RoverDude rescaleFactor = 1 node_stack_back = 0, 0.03335,0, 0, 1, 0, 0 node_stack_front = 0,-0.03335, 0, 0, -1, 0, 0 node_attach = 0, 0, 0.1575, 0, 0, -1, 0 TechRequired = composites entryCost = 5000 cost = 10 category = Structural subcategory = 0 title = SP-T06 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size0, srf tags = support extend structur build construct fabricate body cover plat triangle equ radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/EquiTriangle0 } NODE { name = node01 transform = n1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = node02 transform = n2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = node03 transform = n3 size = 0 method = FIXED_JOINT rigid = true } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleMirrorPlacement applyMirrorRotationXAxis = false } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 12 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = EquiTriangle0 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/EquiTriangle1.cfg PART { name = EquiTriangle1 module = Part author = RoverDude rescaleFactor = 1 node_stack_back = 0, 0.03335,0, 0, 1, 0, 0 node_stack_front = 0,-0.03335, 0, 0, -1, 0, 0 node_attach = 0, 0, 0.315, 0, 0, -1, 0 TechRequired = composites entryCost = 6800 cost = 20 category = Structural subcategory = 0 title = SP-T12 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size1, srf tags = support extend structur build construct fabricate body cover plat triangle equ radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/EquiTriangle1 } NODE { name = node01 transform = n1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = node02 transform = n2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = node03 transform = n3 size = 0 method = FIXED_JOINT rigid = true } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleMirrorPlacement applyMirrorRotationXAxis = false } MODULE { name = ModuleCargoPart packedVolume = 50 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = EquiTriangle1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/EquiTriangle1p5.cfg PART { name = EquiTriangle1p5 module = Part author = RoverDude rescaleFactor = 1 node_stack_back = 0, 0.03335,0, 0, 1, 0, 0 node_stack_front = 0,-0.03335, 0, 0, -1, 0, 0 node_attach = 0, 0, 0.4725, 0, 0, -1, 0 TechRequired = composites entryCost = 8000 cost = 45 category = Structural subcategory = 0 title = SP-T18 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.085 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size1p5, srf tags = support extend structur build construct fabricate body cover plat triangle equ radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/EquiTriangle1p5 } NODE { name = node01 transform = n1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = node02 transform = n2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = node03 transform = n3 size = 0 method = FIXED_JOINT rigid = true } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleMirrorPlacement applyMirrorRotationXAxis = false } MODULE { name = ModuleCargoPart packedVolume = 120 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = EquiTriangle1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/EquiTriangle2.cfg PART { name = EquiTriangle2 module = Part author = RoverDude rescaleFactor = 1 node_stack_back = 0, 0.03335,0, 0, 1, 0, 0 node_stack_front = 0,-0.03335, 0, 0, -1, 0, 0 node_attach = 0, 0, 0.63, 0, 0, -1, 1 TechRequired = composites entryCost = 9000 cost = 60 category = Structural subcategory = 0 title = SP-T25 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size2, srf tags = support extend structur build construct fabricate body cover plat triangle equ radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/EquiTriangle2 } NODE { name = node01 transform = n1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = node02 transform = n2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = node03 transform = n3 size = 0 method = FIXED_JOINT rigid = true } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleMirrorPlacement applyMirrorRotationXAxis = false } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = EquiTriangle2 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Panel0.cfg PART { name = Panel0 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0,0.3125,0,0,1,0 node_stack_left = 0.3125,0,0,1,0,0,0 node_stack_right = -0.3125,0,0,-1,0,0,0 node_stack_bottom = 0,0,-0.3125,0,0,-1,0 node_stack_topleft = 0.3125,0,0.3125,0,0,1,0 node_stack_lefttop = 0.3125,0,0.3125,1,0,0,0 node_stack_topright = -0.3125,0,0.3125,0,0,1,0 node_stack_righttop = -0.3125,0,0.3125,-1,0,0,0 node_stack_bottomleft = 0.3125,0,-0.3125,0,0,-1,0 node_stack_leftbottom = 0.3125,0,-0.3125,1,0,0,0 node_stack_bottomright = -0.3125,0,-0.3125,0,0,-1,0 node_stack_rightbottom = -0.3125,0,-0.3125,-1,0,0,0 node_stack_back = 0, 0.03335,0, 0, 1, 0, 0 node_stack_front = 0,-0.03335, 0, 0, -1, 0, 0 node_attach = 0,0,-0.3125,0,0,1,0 TechRequired = composites entryCost = 5300 cost = 15 category = Structural subcategory = 0 title = SP-S06 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size0, srf tags = support extend structur build construct fabricate body cover plat radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panel0 } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Panel0 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Panel1.cfg PART { name = Panel1 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0,0.625,0,0,1,0 node_stack_left = 0.625,0,0,1,0,0,0 node_stack_right = -0.625,0,0,-1,0,0,0 node_stack_bottom = 0,0,-0.625,0,0,-1,0 node_stack_topleft = 0.625,0,0.625,0,0,1,0 node_stack_lefttop = 0.625,0,0.625,1,0,0,0 node_stack_topright = -0.625,0,0.625,0,0,1,0 node_stack_righttop = -0.625,0,0.625,-1,0,0,0 node_stack_bottomleft = 0.625,0,-0.625,0,0,-1,0 node_stack_leftbottom = 0.625,0,-0.625,1,0,0,0 node_stack_bottomright = -0.625,0,-0.625,0,0,-1,0 node_stack_rightbottom = -0.625,0,-0.625,-1,0,0,0 node_stack_back = 0, 0.03335,0, 0, 1, 0, 0 node_stack_front = 0,-0.03335, 0, 0, -1, 0, 0 node_attach = 0,0,-0.625,0,0,1,0 TechRequired = composites entryCost = 7200 cost = 30 category = Structural subcategory = 0 title = SP-S12 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.075 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size1, srf tags = support extend structur build construct fabricate body cover plat radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panel1 } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleCargoPart packedVolume = 125 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Panel1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Panel1p5.cfg PART { name = Panel1p5 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0,0.9375,0,0,1,0 node_stack_left = 0.9375,0,0,1,0,0,0 node_stack_right = -0.9375,0,0,-1,0,0,0 node_stack_bottom = 0,0,-0.9375,0,0,-1,0 node_stack_topleft = 0.9375,0,0.9375,0,0,1,0 node_stack_lefttop = 0.9375,0,0.9375,1,0,0,0 node_stack_topright = -0.9375,0,0.9375,0,0,1,0 node_stack_righttop = -0.9375,0,0.9375,-1,0,0,0 node_stack_bottomleft = 0.9375,0,-0.9375,0,0,-1,0 node_stack_leftbottom = 0.9375,0,-0.9375,1,0,0,0 node_stack_bottomright = -0.9375,0,-0.9375,0,0,-1,0 node_stack_rightbottom = -0.9375,0,-0.9375,-1,0,0,0 node_stack_back = 0, 0.03335,0, 0, 1, 0, 0 node_stack_front = 0,-0.03335, 0, 0, -1, 0, 0 node_attach = 0,0,-0.9375,0,0,1,0 TechRequired = composites entryCost = 8400 cost = 60 category = Structural subcategory = 0 title = SP-S18 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.17 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size1p5, srf tags = support extend structur build construct fabricate body cover plat radial 1.875 MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panel1p5 } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleCargoPart packedVolume = 140 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Panel1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Panel2.cfg PART { name = Panel2 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0,1.25,0,0,1,0 node_stack_left = 1.25,0,0,1,0,0,0 node_stack_right = -1.25,0,0,-1,0,0,0 node_stack_bottom = 0,0,-1.25,0,0,-1,0 node_stack_topleft = 1.25,0,1.25,0,0,1,0 node_stack_lefttop = 1.25,0,1.25,1,0,0,0 node_stack_topright = -1.25,0,1.25,0,0,1,0 node_stack_righttop = -1.25,0,1.25,-1,0,0,0 node_stack_bottomleft = 1.25,0,-1.25,0,0,-1,0 node_stack_leftbottom = 1.25,0,-1.25,1,0,0,0 node_stack_bottomright = -1.25,0,-1.25,0,0,-1,0 node_stack_rightbottom = -1.25,0,-1.25,-1,0,0,0 node_stack_back = 0, 0.03335,0, 0, 1, 0, 0 node_stack_front = 0,-0.03335, 0, 0, -1, 0, 0 node_attach = 0,0,-1.25,0,0,1,0 TechRequired = composites entryCost = 9800 cost = 90 category = Structural subcategory = 0 title = SP-S25 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size2, srf tags = support extend structur build construct fabricate body cover plat radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panel2 } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Panel2 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Triangle0.cfg PART { name = Triangle0 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0,0.3125,0,0,1,0 node_stack_left = 0.3125,0,0,1,0,0,0 node_stack_topleft = 0.3125,0,0.3125,0,0,1,0 node_stack_lefttop = 0.3125,0,0.3125,1,0,0,0 node_stack_topright = -0.3125,0,0.3125,0,0,1,0 node_stack_righttop = -0.3125,0,0.3125,-1,0,0,0 node_stack_bottomleft = 0.3125,0,-0.3125,0,0,-1,0 node_stack_leftbottom = 0.3125,0,-0.3125,1,0,0,0 node_stack_edge = 0,0,0, -1,0,-1, 0 node_attach = 0.3125,0,0,1,0,0,0 TechRequired = composites entryCost = 5000 cost = 10 category = Structural subcategory = 0 title = SP-R06 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size0, srf tags = support extend structur build construct fabricate body cover plat triangle radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/Triangle0 } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleMirrorPlacement applyMirrorRotationXAxis = false } MODULE { name = ModuleCargoPart stackableQuantity = 3 packedVolume = 15 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Triangle0 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Triangle1.cfg PART { name = Triangle1 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0,0.625,0,0,1,0 node_stack_left = 0.625,0,0,1,0,0,0 node_stack_topleft = 0.625,0,0.625,0,0,1,0 node_stack_lefttop = 0.625,0,0.625,1,0,0,0 node_stack_topright = -0.625,0,0.625,0,0,1,0 node_stack_righttop = -0.625,0,0.625,-1,0,0,0 node_stack_bottomleft = 0.625,0,-0.625,0,0,-1,0 node_stack_leftbottom = 0.625,0,-0.625,1,0,0,0 node_stack_edge = 0,0,0, -1,0,-1, 0 node_attach = 0.625,0,0,1,0,0,0 TechRequired = composites entryCost = 6800 cost = 20 category = Structural subcategory = 0 title = SP-R12 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size1, srf tags = support extend structur build construct fabricate body cover plat triangle radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/Triangle1 } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleMirrorPlacement applyMirrorRotationXAxis = false } MODULE { name = ModuleCargoPart packedVolume = 60 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Triangle1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Triangle1p5.cfg PART { name = Triangle1p5 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0,0.9375,0,0,1,0 node_stack_left = 0.9375,0,0,1,0,0,0 node_stack_topleft = 0.9375,0,0.9375,0,0,1,0 node_stack_lefttop = 0.9375,0,0.9375,1,0,0,0 node_stack_topright = -0.9375,0,0.9375,0,0,1,0 node_stack_righttop = -0.9375,0,0.9375,-1,0,0,0 node_stack_bottomleft = 0.9375,0,-0.9375,0,0,-1,0 node_stack_leftbottom = 0.9375,0,-0.9375,1,0,0,0 node_stack_edge = 0,0,0, -1,0,-1, 0 node_attach = 0.9375,0,0,1,0,0,0 TechRequired = composites entryCost = 8000 cost = 45 category = Structural subcategory = 0 title = SP-R18 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.085 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size1p5, srf tags = support extend structur build construct fabricate body cover plat triangle radial 1.875 MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/Triangle1p5 } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleMirrorPlacement applyMirrorRotationXAxis = false } MODULE { name = ModuleCargoPart packedVolume = 120 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Triangle1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Triangle2.cfg PART { name = Triangle2 module = Part author = RoverDude rescaleFactor = 1 node_stack_top = 0,0,1.25,0,0,1,0 node_stack_left = 1.25,0,0,1,0,0,0 node_stack_topleft = 1.25,0,1.25,0,0,1,0 node_stack_lefttop = 1.25,0,1.25,1,0,0,0 node_stack_topright = -1.25,0,1.25,0,0,1,0 node_stack_righttop = -1.25,0,1.25,-1,0,0,0 node_stack_bottomleft = 1.25,0,-1.25,0,0,-1,0 node_stack_leftbottom = 1.25,0,-1.25,1,0,0,0 node_stack_edge = 0,0,0, -1,0,-1, 0 node_attach = 1.25,0,0,1,0,0,0 TechRequired = composites entryCost = 9000 cost = 60 category = Structural subcategory = 0 title = SP-R25 Structural Panel manufacturer = Dinkelstein Kerman's Construction Emporium description = A sturdy metal plate, perfect for constructing all sorts of things. Also available in bling. attachRules = 1,1,1,1,1 mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = False bulkheadProfiles = size2, srf tags = support extend structur build construct fabricate body cover plat triangle radial MODEL { model = SquadExpansion/MakingHistory/Parts/Structural/Assets/Triangle2 } MODULE { name = ModulePartVariants primaryColor = #ffffff baseDisplayName = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = Dark displayName = Dark themeName = Dark primaryColor = #000000 TEXTURE { shader = KSP/Bumped mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Dark_D color = #cecece _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity = 1.0 _RimFalloff = 0.1 } } VARIANT { name = Gold displayName = Gold themeName = Gold primaryColor = #fccb0a TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_D color = #efe38b _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S _Shininess = 0.55 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.6 } } VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D color = #ffffff _BumpMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM _SpecMap = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S _Shininess = 0.35 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.2 } } } MODULE { name = ModuleMirrorPlacement applyMirrorRotationXAxis = false } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Triangle2 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Tube1.cfg PART { name = Tube1 module = Part author = RoverDude rescaleFactor = 1 node_stack_top1 = 0,0,0,0,-1,0,1 node_stack_bottom1 = 0,-0.2,0,0,1,0,1 node_stack_top2 = 0,0,0,0,1,0,1 node_stack_bottom2 = 0,-0.2,0,0,-1,0,1 TechRequired = advConstruction entryCost = 3000 cost = 300 category = Structural subcategory = 0 title = T-12 Structural Tube manufacturer = Rokea Inc description = Kerbals like to play hide and seek with these small tubes. attachRules = 1,0,1,1,0 mass = 0.075 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = hollow pipe tube support structur build construct struct ?freeiva stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size1 MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1x4 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider0 scale = 1.25,1,1.25 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1 scale = 1.25,1,1.25 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1p5 scale = 1.25,1,1.25 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider2 scale = 1.25,1,1.25 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider3 scale = 1.25,1,1.25 } MODULE { name = ModulePartVariants baseVariant = Short baseMass = -0.042 baseCost = -151 VARIANT { name = Short mass = -0.042 cost = -151 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = true Shroud1x1 = false Shroud1x2 = false Shroud1x3 = false Shroud1x4 = false ShroudCollider0 = true ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom1 = 0.0, -0.625, 0.0, 0.0, 1.0, 0.0, 1 } } VARIANT { name = Medium-Short mass = -0.008 cost = -40 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = false Shroud1x1 = true Shroud1x2 = false Shroud1x3 = false Shroud1x4 = false ShroudCollider0 = false ShroudCollider1 = true ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom1 = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 1 } } VARIANT { name = Medium mass = 0.025 cost = 60 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = false Shroud1x1 = false Shroud1x2 = true Shroud1x3 = false Shroud1x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = true ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom1 = 0.0, -1.875, 0.0, 0.0, 1.0, 0.0, 1 } } VARIANT { name = Medium-Long mass = 0.058 cost = 153 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = false Shroud1x1 = false Shroud1x2 = false Shroud1x3 = true Shroud1x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = true ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom1 = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, 1 } } VARIANT { name = Long mass = 0.125 cost = 327 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1x0 = false Shroud1x1 = false Shroud1x2 = false Shroud1x3 = false Shroud1x4 = true ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = true ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 1 node_stack_bottom1 = 0.0, -3.75, 0.0, 0.0, 1.0, 0.0, 1 } } } DRAG_CUBE { cube = 0, 0.7813,0.7783,0.7051, 0.7813,0.7783,0.7051, 1.217,0.9952,0.1299, 1.217,0.9952,0.1299, 0.7813,0.7779,0.7051, 0.7813,0.7779,0.7051, 0,-0.3125,0, 1.25,0.625,1.25 cube = 1, 1.563,0.778,0.7051, 1.563,0.778,0.7051, 1.217,0.9952,0.1299, 1.217,0.9952,0.1299, 1.563,0.7778,0.7051, 1.563,0.7778,0.7051, 0,-0.625,0, 1.25,1.25,1.25 cube = 2, 2.335,0.7808,0.6767, 2.335,0.7808,0.6767, 1.217,0.9952,0.1299, 1.217,0.9952,0.1299, 2.335,0.7807,0.6767, 2.335,0.7807,0.6767, 0,-0.9375,0, 1.25,1.875,1.25 cube = 3, 3.125,0.7774,0.688, 3.125,0.7774,0.688, 1.217,0.9952,0.1299, 1.217,0.9952,0.1299, 3.125,0.7775,0.688, 3.125,0.7775,0.688, 0,-1.25,0, 1.25,2.5,1.25 cube = 4, 4.724,0.7718,0.7051, 4.724,0.7718,0.7051, 1.217,0.9952,0.1299, 1.217,0.9952,0.1299, 4.724,0.7722,0.7051, 4.724,0.7722,0.7051, 0,-1.875,0, 1.25,3.75,1.25 } MODULE { name = ModuleCargoPart packedVolume = 1200 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top1 passThroughNodeB = top2 doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Tube1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Tube1p5.cfg PART { name = Tube1p5 module = Part author = RoverDude rescaleFactor = 1 node_stack_top1 = 0,0,0,0,-1,0,2 node_stack_bottom1 = 0,-0.2,0,0,1,0,2 node_stack_top2 = 0,0,0,0,1,0,2 node_stack_bottom2 = 0,-0.2,0,0,-1,0,2 TechRequired = advConstruction entryCost = 3000 cost = 300 category = Structural subcategory = 0 title = T-18 Structural Tube manufacturer = Rokea Inc description = The Kerbin transportation department is still looking for these tubes, originally intended for the underground system. attachRules = 1,0,1,1,0 mass = 0.075 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = hollow pipe tube support structur build construct struct regular standard average medium 1.875 ?freeiva stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size1p5 MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud1p5x4 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider0 scale = 1.875,1,1.875 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1 scale = 1.875,1,1.875 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1p5 scale = 1.875,1,1.875 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider2 scale = 1.875,1,1.875 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider3 scale = 1.875,1,1.875 } MODULE { name = ModulePartVariants baseVariant = Short baseMass = 0 baseCost = -14 VARIANT { name = Short mass = 0.0 cost = -14 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = true Shroud1p5x1 = false Shroud1p5x2 = false Shroud1p5x3 = false Shroud1p5x4 = false ShroudCollider0 = true ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -0.625, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Medium-Short mass = 0.075 cost = 198 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = false Shroud1p5x1 = true Shroud1p5x2 = false Shroud1p5x3 = false Shroud1p5x4 = false ShroudCollider0 = false ShroudCollider1 = true ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Medium mass = 0.150 cost = 389 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = false Shroud1p5x1 = false Shroud1p5x2 = true Shroud1p5x3 = false Shroud1p5x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = true ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -1.875, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Medium-Long mass = 0.225 cost = 567 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = false Shroud1p5x1 = false Shroud1p5x2 = false Shroud1p5x3 = true Shroud1p5x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = true ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Long mass = 0.375 cost = 899 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud1p5x0 = false Shroud1p5x1 = false Shroud1p5x2 = false Shroud1p5x3 = false Shroud1p5x4 = true ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = true ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -3.75, 0.0, 0.0, 1.0, 0.0, 2 } } } DRAG_CUBE { cube = 0, 1.181,0.7783,1.009, 1.181,0.7783,1.009, 2.363,0.9796,0.1449, 2.363,0.9796,0.1449, 1.181,0.7779,1.009, 1.181,0.7779,1.009, 0,-0.3125,0, 1.875,0.625,1.875 cube = 1, 2.335,0.7779,1.009, 2.335,0.7779,1.009, 2.363,0.9796,0.1449, 2.363,0.9796,0.1449, 2.335,0.7778,1.009, 2.335,0.7778,1.009, 0,-0.625,0, 1.875,1.25,1.875 cube = 2, 3.516,0.7779,1.009, 3.516,0.7779,1.009, 2.363,0.9796,0.1449, 2.363,0.9796,0.1449, 3.516,0.7779,1.009, 3.516,0.7779,1.009, 0,-0.9375,0, 1.875,1.875,1.875 cube = 3, 4.688,0.7778,1.001, 4.688,0.7778,1.001, 2.363,0.9796,0.1449, 2.363,0.9796,0.1449, 4.688,0.7776,1.001, 4.688,0.7776,1.001, 0,-1.25,0, 1.875,2.5,1.875 cube = 4, 7.031,0.7784,0.9846, 7.031,0.7784,0.9846, 2.363,0.9796,0.1449, 2.363,0.9796,0.1449, 7.031,0.7782,0.9846, 7.031,0.7782,0.9846, 1.013E-06,-1.875,0, 1.875,3.75,1.875 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top1 passThroughNodeB = top2 doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Tube1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Tube2.cfg PART { name = Tube2 module = Part author = RoverDude rescaleFactor = 1 node_stack_top1 = 0,0,0,0,-1,0,2 node_stack_bottom1 = 0,-0.2,0,0,1,0,2 node_stack_top2 = 0,0,0,0,1,0,2 node_stack_bottom2 = 0,-0.2,0,0,-1,0,2 TechRequired = specializedConstruction entryCost = 3000 cost = 300 category = Structural subcategory = 0 title = T-25 Structural Tube manufacturer = Rokea Inc description = What is a fuel tank without the internal tank? Just a shell. attachRules = 1,0,1,1,0 mass = 0.075 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = hollow pipe tube support structur build construct struct 2.5 huge jumbo large big ?freeiva stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size2 MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud2x4 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider0 scale = 2.5,1,2.5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1 scale = 2.5,1,2.5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1p5 scale = 2.5,1,2.5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider2 scale = 2.5,1,2.5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider3 scale = 2.5,1,2.5 } MODULE { name = ModulePartVariants baseVariant = Short baseMass = 0.058 baseCost = 153 VARIANT { name = Short mass = 0.058 cost = 153 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = true Shroud2x1 = false Shroud2x2 = false Shroud2x3 = false Shroud2x4 = false ShroudCollider0 = true ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -0.625, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -0.625, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Medium-Short mass = 0.192 cost = 489 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = false Shroud2x1 = true Shroud2x2 = false Shroud2x3 = false Shroud2x4 = false ShroudCollider0 = false ShroudCollider1 = true ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Medium mass = 0.325 cost = 791 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = false Shroud2x1 = false Shroud2x2 = true Shroud2x3 = false Shroud2x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = true ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -1.875, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Medium-Long mass = 0.458 cost = 1074 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = false Shroud2x1 = false Shroud2x2 = false Shroud2x3 = true Shroud2x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = true ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, 2 } } VARIANT { name = Long mass = 0.725 cost = 1600 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud2x0 = false Shroud2x1 = false Shroud2x2 = false Shroud2x3 = false Shroud2x4 = true ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = true ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom1 = 0.0, -3.75, 0.0, 0.0, 1.0, 0.0, 2 } } } DRAG_CUBE { cube = 0, 1.563,0.7781,1.313, 1.563,0.7781,1.313, 4.87,0.9796,0.1611, 4.87,0.9796,0.1611, 1.563,0.7776,1.313, 1.563,0.7776,1.313, 0,-0.3125,0, 2.5,0.625,2.5 cube = 1, 3.125,0.7779,1.313, 3.125,0.7779,1.313, 4.87,0.9796,0.1611, 4.87,0.9796,0.1611, 3.125,0.7775,1.313, 3.125,0.7775,1.313, 0,-0.625,0, 2.5,1.25,2.5 cube = 2, 4.688,0.7778,1.313, 4.688,0.7778,1.313, 4.87,0.9796,0.1611, 4.87,0.9796,0.1611, 4.688,0.7776,1.313, 4.688,0.7776,1.313, 0,-0.9375,0, 2.5,1.875,2.5 cube = 3, 6.25,0.7778,1.313, 6.25,0.7778,1.313, 4.87,0.9796,0.1611, 4.87,0.9796,0.1611, 6.25,0.7776,1.313, 6.25,0.7776,1.313, 0,-1.25,0, 2.5,2.5,2.5 cube = 4, 9.338,0.7814,1.26, 9.338,0.7814,1.26, 4.87,0.9796,0.1611, 4.87,0.9796,0.1611, 9.338,0.7812,1.26, 9.338,0.7812,1.26, -5.364E-07,-1.875,0, 2.5,3.75,2.5 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top1 passThroughNodeB = top2 doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = Tube2 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Tube3.cfg PART { name = Tube3 module = Part author = RoverDude rescaleFactor = 1 node_stack_top1 = 0,0,0,0,-1,0,3 node_stack_bottom1 = 0,-0.2,0,0,1,0,3 node_stack_top2 = 0,0,0,0,1,0,3 node_stack_bottom2 = 0,-0.2,0,0,-1,0,3 TechRequired = composites entryCost = 3000 cost = 300 category = Structural subcategory = 0 title = T-37 Structural Tube manufacturer = Rokea Inc description = The cost of manufacturing these tubes is high, per loop. Use sparingly. attachRules = 1,0,1,1,0 mass = 0.075 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = hollow pipe tube support structur build construct struct 3.75 enormous massive gigantic giant ?freeiva stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size3 MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud3x4 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1 scale = 3.75,1,3.75 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1p5 scale = 3.75,1,3.75 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider2 scale = 3.75,1,3.75 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider3 scale = 3.75,1,3.75 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider4 scale = 3.75,1,3.75 } MODULE { name = ModulePartVariants baseVariant = Short baseMass = 0.525 baseCost = 1209 VARIANT { name = Short mass = 0.525 cost = 1209 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = true Shroud3x1 = false Shroud3x2 = false Shroud3x3 = false Shroud3x4 = false ShroudCollider0 = false ShroudCollider1 = true ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 3 node_stack_bottom1 = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 3 } } VARIANT { name = Medium-Short mass = 0.825 cost = 1788 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = false Shroud3x1 = true Shroud3x2 = false Shroud3x3 = false Shroud3x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = true ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 3 node_stack_bottom1 = 0.0, -1.875, 0.0, 0.0, 1.0, 0.0, 3 } } VARIANT { name = Medium mass = 1.125 cost = 2328 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = false Shroud3x1 = false Shroud3x2 = true Shroud3x3 = false Shroud3x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = true ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 3 node_stack_bottom1 = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, 3 } } VARIANT { name = Medium-Long mass = 1.725 cost = 3335 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = false Shroud3x1 = false Shroud3x2 = false Shroud3x3 = true Shroud3x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = true ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 3 node_stack_bottom1 = 0.0, -3.75, 0.0, 0.0, 1.0, 0.0, 3 } } VARIANT { name = Long mass = 2.325 cost = 4276 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud3x0 = false Shroud3x1 = false Shroud3x2 = false Shroud3x3 = false Shroud3x4 = true ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = true } NODES { node_stack_bottom2 = 0.0, -5, 0.0, 0.0, -1.0, 0.0, 3 node_stack_bottom1 = 0.0, -5, 0.0, 0.0, 1.0, 0.0, 3 } } } DRAG_CUBE { cube = 0, 4.724,0.778,1.921, 4.724,0.778,1.921, 11.0,0.9796,0.192, 11.0,0.9796,0.192, 4.724,0.7776,1.921, 4.724,0.7776,1.921, 0,-0.625,0, 3.75,1.25,3.75 cube = 1, 7.031,0.7779,1.921, 7.031,0.7779,1.921, 11.0,0.9796,0.192, 11.0,0.9796,0.192, 7.031,0.7775,1.921, 7.031,0.7775,1.921, -4.768E-07,-0.9375,0, 3.75,1.875,3.75 cube = 2, 9.338,0.7778,1.921, 9.338,0.7778,1.921, 11.0,0.9796,0.192, 11.0,0.9796,0.192, 9.338,0.7775,1.921, 9.338,0.7775,1.921, 0,-1.25,0, 3.75,2.5,3.75 cube = 3, 14.06,0.7778,1.921, 14.06,0.7778,1.921, 11.0,0.9796,0.192, 11.0,0.9796,0.192, 14.06,0.7776,1.921, 14.06,0.7776,1.921, 0,-1.875,0, 3.75,3.75,3.75 cube = 4, 18.75,0.7777,1.905, 18.75,0.7777,1.905, 11.0,0.9796,0.192, 11.0,0.9796,0.192, 18.75,0.7777,1.905, 18.75,0.7777,1.905, 0,-2.5,0, 3.75,5,3.75 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top1 passThroughNodeB = top2 doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Tube3 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Structural/Tube4.cfg PART { name = Tube4 module = Part author = RoverDude rescaleFactor = 1 node_stack_top1 = 0,0,0,0,-1,0,4 node_stack_bottom1 = 0,-0.2,0,0,1,0,4 node_stack_top2 = 0,0,0,0,1,0,4 node_stack_bottom2 = 0,-0.2,0,0,-1,0,4 TechRequired = metaMaterials entryCost = 3000 cost = 300 category = Structural subcategory = 0 title = T-50 Structural Tube manufacturer = Rokea Inc description = Stacking enough of these could make a revolutionary snack delivery system. attachRules = 1,0,1,1,0 mass = 0.075 thermalMassModifier = 2.0 skinMassPerArea = 4.0 skinInternalConductionMult = 0.25 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 maxTemp = 2600 tags = hollow pipe tube support structur build construct struct 3.75 enormous massive gigantic giant 5.0 ?freeiva stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size4 MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x0 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x1 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x2 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x3 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/Shroud4x4 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1 scale = 5,1,5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider1p5 scale = 5,1,5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider2 scale = 5,1,5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider3 scale = 5,1,5 } MODEL { model = SquadExpansion/MakingHistory/Parts/SharedAssets/ShroudCollider4 scale = 5,1,5 } MODULE { name = ModulePartVariants baseVariant = Short baseMass = 0.992 baseCost = 2092 VARIANT { name = Short mass = 0.992 cost = 2092 displayName = Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = true Shroud4x1 = false Shroud4x2 = false Shroud4x3 = false Shroud4x4 = false ShroudCollider0 = false ShroudCollider1 = true ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 4 node_stack_bottom1 = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 4 } } VARIANT { name = Medium-Short mass = 1.525 cost = 3008 displayName = Medium-Short primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = false Shroud4x1 = true Shroud4x2 = false Shroud4x3 = false Shroud4x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = true ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 4 node_stack_bottom1 = 0.0, -1.875, 0.0, 0.0, 1.0, 0.0, 4 } } VARIANT { name = Medium mass = 2.058 cost = 3864 displayName = Medium primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = false Shroud4x1 = false Shroud4x2 = true Shroud4x3 = false Shroud4x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = true ShroudCollider3 = false ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -2.5, 0.0, 0.0, -1.0, 0.0, 4 node_stack_bottom1 = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, 4 } } VARIANT { name = Medium-Long mass = 3.125 cost = 5460 displayName = Medium-Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = false Shroud4x1 = false Shroud4x2 = false Shroud4x3 = true Shroud4x4 = false ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = true ShroudCollider4 = false } NODES { node_stack_bottom2 = 0.0, -3.75, 0.0, 0.0, -1.0, 0.0, 4 node_stack_bottom1 = 0.0, -3.75, 0.0, 0.0, 1.0, 0.0, 4 } } VARIANT { name = Long mass = 4.192 cost = 6951 displayName = Long primaryColor = #3a562a secondaryColor = #999999 sizeGroup = GroupB GAMEOBJECTS { Shroud4x0 = false Shroud4x1 = false Shroud4x2 = false Shroud4x3 = false Shroud4x4 = true ShroudCollider0 = false ShroudCollider1 = false ShroudCollider1p5 = false ShroudCollider2 = false ShroudCollider3 = false ShroudCollider4 = true } NODES { node_stack_bottom2 = 0.0, -5, 0.0, 0.0, -1.0, 0.0, 4 node_stack_bottom1 = 0.0, -5, 0.0, 0.0, 1.0, 0.0, 4 } } } DRAG_CUBE { cube = 0, 6.25,0.7781,2.529, 6.25,0.7781,2.529, 19.48,0.9796,0.2207, 19.48,0.9796,0.2207, 6.25,0.7776,2.529, 6.25,0.7776,2.529, 0,-0.625,0, 5,1.25,5 cube = 1, 9.375,0.7779,2.529, 9.375,0.7779,2.529, 19.48,0.9796,0.2207, 19.48,0.9796,0.2207, 9.375,0.7776,2.529, 9.375,0.7776,2.529, 9.537E-07,-0.9375,0, 5,1.875,5 cube = 2, 12.5,0.7779,2.529, 12.5,0.7779,2.529, 19.48,0.9796,0.2207, 19.48,0.9796,0.2207, 12.5,0.7775,2.529, 12.5,0.7775,2.529, 9.537E-07,-1.25,0, 5,2.5,5 cube = 3, 18.75,0.7778,2.529, 18.75,0.7778,2.529, 19.48,0.9796,0.2207, 19.48,0.9796,0.2207, 18.75,0.7776,2.529, 18.75,0.7776,2.529, 0,-1.875,0, 5,3.75,5 cube = 4, 25,0.7778,2.529, 25,0.7778,2.529, 19.48,0.9796,0.2207, 19.48,0.9796,0.2207, 25,0.7776,2.529, 25,0.7776,2.529, 4.768E-07,-2.5,0, 5,5,5 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = ModuleFreeIva passThroughNodeA = top1 passThroughNodeB = top2 doesNotBlockEVA = true } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = Tube4 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Thermal/HeatShield1p5.cfg PART { name = HeatShield1p5 module = Part author = RoverDude rescaleFactor = 1 node_stack_direct = 0.0, -0.00, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom = 0.0, -0.295, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 CoPOffset = 0.0, 0.7, 0.0 CoLOffset = 0.0, -0.25, 0.0 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = landing entryCost = 900 cost = 500 category = Thermal subcategory = 0 title = Heat Shield (1.875m) manufacturer = O.M.B. Demolition Enterprises description = A medium structural heat shield with an integrated fairing attachRules = 1,0,1,0,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 maxTemp = 3300 fuelCrossFeed = False PhysicsSignificance = 0 stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1p5 thermalMassModifier = 1.0 tags = ablat drag entry insulate protect re- rocket therm MODEL { model = Squad/Parts/Aero/HeatShield/HeatShield2 scale = 0.75,0.75,0.75 } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 stagingEnabled = False checkBottomNode = True } MODULE { name = ModuleDecouple ejectionForce = 100 isOmniDecoupler = true menuName = Jettison Heat Shield stagingEnabled = False stagingEnableText = HS Jettison Not Staged stagingDisableText = HS Jettison Staged } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 useChar = True charModuleName = shieldChar } MODULE { name = ModuleColorChanger moduleID = shieldChar shaderProperty = _BurnColor useRate = False toggleInEditor = False toggleInFlight = False redCurve { key = 0 0 key = 1 1 } greenCurve { key = 0 0 key = 1 1 } blueCurve { key = 0 0 key = 1 1 } alphaCurve { key = 0 0.8 } } MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 15 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } RESOURCE { name = Ablator amount = 500 maxAmount = 500 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.5 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } MODULE { name = ModuleCargoPart packedVolume = 1000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = tjs_DecouplerLight lightMultiplier = 1.0 lightRange = 15.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 lightDuration = 0.1 } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HeatShield1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Utility/flags/flagSize1p5/flagSize1p5.cfg PART { name = flagPartSize1p5 module = Part author = Squad rescaleFactor = 1.033 TechRequired = advConstruction entryCost = 850 cost = 7.5 category = Utility subcategory = 0 title = RFP-1.5 Flag (1.875m) manufacturer = Rokea Inc description = A flag that can be applied to size 1.5 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.04, 0.0, 0.0, -1.0 mass = 0.000125 PhysicsSignificance = 1 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 bodyLiftMultiplier = 0 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf,size1p5 tags = decal (deco MODEL { model = SquadExpansion/MakingHistory/Parts/Utility/flags/flagSize1p5/flagSize1p5Meshes } MODULE { name = FlagDecalBackground MESH { name = small displayName = Small meshName = 1.875SmallPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.0002 cost = 3.75 } MESH { name = small displayName = Small meshName = 1.875SmallLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0 cost = 0 } MESH { name = small displayName = Small Panel meshName = 1.875SmallPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.003125 cost = 15 } MESH { name = small displayName = Small Panel meshName = 1.875SmallLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.001125 cost = 7.5 } MESH { name = medium displayName = Medium meshName = 1.875MediumPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.001175 cost = 15 } MESH { name = medium displayName = Medium meshName = 1.875MediumLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.000375 cost = 7.5 } MESH { name = medium displayName = Medium Panel meshName = 1.875MediumPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.012875 cost = 37.5 } MESH { name = medium displayName = Medium Panel meshName = 1.875MediumLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.004875 cost = 22.5 } MESH { name = large displayName = Large meshName = 1.875LargePortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.005075 cost = 37.5 } MESH { name = large displayName = Large meshName = 1.875LargeLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.001875 cost = 22.5 } MESH { name = large displayName = Large Panel meshName = 1.875LargePortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.051875 cost = 82.5 } MESH { name = large displayName = Large Panel meshName = 1.875LargeLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.019875 cost = 52.5 } } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseVariant = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = White displayName = White primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = Dark displayName = Dark description = Come to the dark side primaryColor = #000000 secondaryColor = #000000 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = Orange displayName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } VARIANT { name = TransparentBackground displayName = Transparent Background primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backColor = #ffffff00 } } VARIANT { name = WhitePanel displayName = White Panel primaryColor = #ffffff secondaryColor = #ffffff attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = DarkPanel displayName = Dark Panel primaryColor = #000000 secondaryColor = #000000 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = OrangePanel displayName = Orange Panel primaryColor = #f49841 secondaryColor = #f49841 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 4 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = flagPartSize1p5 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Parts/Utility/flags/flagSize4/flagSize4.cfg PART { name = flagPartSize4 module = Part author = Squad rescaleFactor = 1.025 TechRequired = metaMaterials entryCost = 2000 cost = 25 category = Utility subcategory = 0 title = RFP-4 Flag (5m) manufacturer = Rokea Inc description = A huge flag that can be applied to size 4 tanks and other parts with the same curvature to show pride in your mission. Or use a different mission flag, if you really want to go that way. attachRules = 0,1,0,0,1 node_attach = 0.0, 0.0, 0.1, 0.0, 0.0, -1.0 mass = 0.0009 PhysicsSignificance = 1 dragModelType = none maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 bodyLiftMultiplier = 0 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf,size4 tags = decal (deco MODEL { model = SquadExpansion/MakingHistory/Parts/Utility/flags/flagSize4/flagSize4Meshes } MODULE { name = FlagDecalBackground MESH { name = small displayName = Small meshName = 5.0SmallPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00144 cost = 12.5 } MESH { name = small displayName = Small meshName = 5.0SmallLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0 cost = 0 } MESH { name = small displayName = Small Panel meshName = 5.0SmallPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0225 cost = 50 } MESH { name = small displayName = Small Panel meshName = 5.0SmallLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0081 cost = 25 } MESH { name = medium displayName = Medium meshName = 5.0MediumPortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.00846 cost = 50 } MESH { name = medium displayName = Medium meshName = 5.0MediumLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.0027 cost = 25 } MESH { name = medium displayName = Medium Panel meshName = 5.0MediumPortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0927 cost = 125 } MESH { name = medium displayName = Medium Panel meshName = 5.0MediumLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.0351 cost = 75 } MESH { name = large displayName = Large meshName = 5.0LargePortrait orientation = PORTRAIT indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.03654 cost = 125 } MESH { name = large displayName = Large meshName = 5.0LargeLandscape orientation = LANDSCAPE indexOffset = 0 variantNames = White,Dark,Orange,TransparentBackground mass = 0.0135 cost = 75 } MESH { name = large displayName = Large Panel meshName = 5.0LargePortraitPanel orientation = PORTRAIT indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.3735 cost = 275 } MESH { name = large displayName = Large Panel meshName = 5.0LargeLandscapePanel orientation = LANDSCAPE indexOffset = 1000 variantNames = WhitePanel,DarkPanel,OrangePanel mass = 0.1431 cost = 175 } } MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #ffffff baseVariant = White baseThemeName = White useMultipleDragCubes = false VARIANT { name = White displayName = White primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = Dark displayName = Dark description = Come to the dark side primaryColor = #000000 secondaryColor = #000000 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = Orange displayName = Orange description = Doesn't taste like... primaryColor = #f49841 secondaryColor = #f49841 sizeGroup = nonStructural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } VARIANT { name = TransparentBackground displayName = Transparent Background primaryColor = #ffffff secondaryColor = #ffffff sizeGroup = nonStructural TEXTURE { backColor = #ffffff00 } } VARIANT { name = WhitePanel displayName = White Panel primaryColor = #ffffff secondaryColor = #ffffff attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/white_background backColor = #ffffffff } } VARIANT { name = DarkPanel displayName = Dark Panel primaryColor = #000000 secondaryColor = #000000 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/dark_background backColor = #ffffffff } } VARIANT { name = OrangePanel displayName = Orange Panel primaryColor = #f49841 secondaryColor = #f49841 attachRules = 0,1,0,1,1 sizeGroup = structural TEXTURE { backTextureURL = Squad/Parts/Utility/flags/backgroundTextures/orange_background backColor = #ffffffff } } } MODULE { name = ModuleCargoPart packedVolume = 25 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = flagPartSize4 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Spaces/KVPods/Airlock_Internal.cfg INTERNAL { name = Airlock_IVA FreeIva_InternalModel = InflatableAirlock MODEL { model = SquadExpansion/MakingHistory/Spaces/KVPods/Airlock_IVA } MODULE { name = InternalSeat seatTransformName = Kerbal allowCrewHelmet = false portraitCameraName = pilotCamera } MODEL { model = FreeIva/SquadExpansion/Spaces/InflatableAirlock } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider deployAnimationName = AirlockDeploy } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -0.246792197 rotation = 0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = bottom cutoutTargetTransformName = Sock requireDeploy = true } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -1.8 rotation = -0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig dockingPortNodeName = dockingNode airlockName = Airlock cutoutTargetTransformName = Sock requireDeploy = true } } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Spaces/KVPods/KV1_Internal.cfg INTERNAL { name = KV1_IVA MODEL { model = SquadExpansion/MakingHistory/Spaces/KVPods/KV1_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat portraitCameraName = pilotCamera allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } PROP { name = throttle position = -0.4221,-0.2591,-0.3047 rotation = -0.1894804,-0.01939299,0.04584752,0.9806218 scale = 0.711005,0.711005,0.711005 } PROP { name = NavBall position = 0.1186931,-0.0336,-0.7163 rotation = 0.7371424,0.00367268,-0.001350883,0.6757261 scale = 2.337185,2.337185,2.337185 } PROP { name = IndicatorPanel position = -0.1433,-0.0041,-0.6933 rotation = 0.527553,0,0,0.8495222 scale = 0.9999999,1,1 } PROP { name = genericDirectionalKnob position = -0.0283,-0.0167,-0.6991 rotation = 0.5092185,-0.3009585,-0.2018885,0.7806162 scale = 1.5,1.5,1.5 } PROP { name = AtmosphereDepth position = -0.0283,-0.0534,-0.6841 rotation = 0.3855887,0.5927237,0.3746938,0.5996704 scale = 1.396604,1.396604,1.396604 } PROP { name = Compass position = -0.0283,0.024,-0.7219 rotation = 0.3750048,-0.599476,-0.3750048,0.599476 scale = 0.8,0.8,0.8 } PROP { name = VSI position = 0.1677,-0.2466,-0.5883 rotation = 0.5342482,0,0,0.8453277 scale = 1.3,1.3,1.3 } PROP { name = RadarAltimeter position = -0.1523,-0.2469,-0.5891 rotation = 0.5342482,0,0,0.8453277 scale = 1.3,1.3,1.3 } PROP { name = AxisIndicatorRoll position = -0.0973,-0.1102,-0.6587 rotation = 0.3796262,-0.5965601,-0.3790013,0.5969573 scale = 1.396604,1.396604,1.396604 } PROP { name = AxisIndicatorYaw position = -0.0973,-0.1722,-0.6307 rotation = 0.3809892,-0.5956906,-0.3776354,0.5978223 scale = 1.396604,1.396604,1.396604 } PROP { name = AxisIndicatorPitch position = -0.1753,-0.1422,-0.6447 rotation = 0,-0.8453085,-0.5342786,0 scale = 1.396604,1.396604,1.396605 } PROP { name = genericPullSwitch position = 0.1906931,-0.1312701,-0.644851 rotation = 0.5382414,0.007947954,-0.000358734,0.8427532 scale = 1.5,1.5,1.5 } PROP { name = genericPullSwitch position = 0.03169314,-0.1311922,-0.6448042 rotation = 0.5382414,0.007947954,-0.000358734,0.8427532 scale = 1.5,1.5,1.5 } PROP { name = ledPanelSpeed position = 0.1186931,-0.1312348,-0.6448298 rotation = 0.5510643,-1.211313E-05,-0.0002854023,0.8344628 scale = 1.2,1.2,1.2 } PROP { name = AltimeterThreeHands position = 0.0077,-0.2004,-0.6039 rotation = 0.5299192,0,0,0.8480481 scale = 1.1,1.1,1.1 } PROP { name = genericClusterSwitches06 position = 0.3562,-0.1389,-0.545 rotation = 0.5125703,-0.2866763,0.295456,0.7535212 scale = 1.2,1.2,1.200001 } PROP { name = genericClusterKnobs position = 0.3547,-0.2219,-0.5004 rotation = 0.498423,-0.2900018,0.2860834,0.7652646 scale = 1.2,1.200001,1.2 } PROP { name = genericClusterSwitches06 position = 0.3727,-0.1656,-0.507 rotation = 0.5141583,-0.2907412,0.2926838,0.7519621 scale = 1.2,1.2,1.200001 } PROP { name = genericPullSwitch position = 0.3639,0.0264,-0.6258 rotation = 0.5011432,-0.2986447,0.2829352,0.7613242 scale = 1.2,1.2,1.2 } PROP { name = genericDirectionalKnob position = 0.3089,-0.1796,-0.5788 rotation = -0.1085977,0.628029,0.5577971,0.531647 scale = 1.2,1.2,1.2 } PROP { name = genericDirectionalKnob2 position = 0.4223,-0.124,-0.4703 rotation = 0.5087414,-0.3107673,0.2608896,0.759304 scale = 1.2,1.2,1.2 } PROP { name = genericDirectionalKnob position = 0.4259,0.0404,-0.5558 rotation = 0.4522986,-0.8152511,-0.3610372,-0.02106975 scale = 1.2,1.200001,1.2 } PROP { name = genericClusterSwitches07 position = 0.4103,-0.0584,-0.5214 rotation = 0.5040546,-0.2902599,0.2892787,0.7602605 scale = 1.2,1.200001,1.2 } PROP { name = genericPullSwitch position = 0.36,-0.0489,-0.587 rotation = 0.5050556,-0.292897,0.2875274,0.7592484 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.3349,-0.0543,-0.6159 rotation = 0.5050556,-0.292897,0.2875274,0.7592484 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.3282,-0.0942,-0.6026 rotation = 0.5050556,-0.292897,0.2875274,0.7592484 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.3543,-0.0889,-0.5737 rotation = 0.5050556,-0.292897,0.2875274,0.7592484 scale = 1,1,1 } MODEL { model = FreeIva/SquadExpansion/Spaces/KV1Pod } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0.607291341, -0.416660368 rotation = -0.984807789, -0, -0, -0.173648193 MODULE { name = HatchConfig airlockName = Airlock } } PROP { name = HarnessBuckleButton position = 0.0028299999,-0.186389998,-0.065080002 rotation = -0.742727339,0,0,0.669594049 scale = 1,1,1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Spaces/KVPods/KV2_Internal.cfg INTERNAL { name = KV2_IVA allowCrewHelmet = false MODEL { model = SquadExpansion/MakingHistory/Spaces/KVPods/KV2_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint03 cameraTransformName = WindowEyeTransform03 } PROP { name = throttle position = 0.0634,0.2861,-0.8444 rotation = 0.5620276,-0.4206953,-0.5782985,0.4155855 scale = 0.5,0.5,0.4999994 } PROP { name = genericClusterSwitches07 position = 0.0449,0.1906,-0.8752 rotation = 0.5512727,-0.4060523,-0.6014634,0.4116572 scale = 1.200005,1.200008,1.200004 } PROP { name = genericClusterSwitches06 position = -0.046,0.2533,-0.8481 rotation = 0.5484931,-0.4030278,-0.6039386,0.4147072 scale = 1.200002,1.200004,1.200002 } PROP { name = AtmosphereDepth position = -0.0719,0.0083,-0.8663 rotation = 0.6592933,-0.0006170163,-0.003294008,0.7518784 scale = 1.396607,1.396606,1.396608 } PROP { name = ledPanelSpeed position = -0.136,0.0083,-0.8619 rotation = 0.4656343,-0.5335947,-0.4761623,0.5212781 scale = 1.2,1.200001,1.2 } PROP { name = Compass position = -0.0007,0.0083,-0.8697 rotation = -0.008867738,-0.7501551,-0.661174,0.006140923 scale = 0.8000013,0.8000009,0.8000023 } PROP { name = NavBall position = 0.1057,0.0025,-0.8582 rotation = 0.4762385,-0.5226824,-0.4762385,0.5226824 scale = 2,2,2 } PROP { name = genericPullSwitch position = -0.1909,0.0394,-0.8623 rotation = 0.4553564,-0.5258437,-0.4641368,0.5483758 scale = 1.500001,1.5,1.500002 } PROP { name = genericPullSwitch position = -0.1905,-0.0151,-0.8545 rotation = 0.4553564,-0.5258437,-0.4641368,0.5483758 scale = 1.5,1.5,1.500002 } PROP { name = genericClusterSwitches07 position = 0.0106,-0.1064,-0.848 rotation = 0.4592248,-0.5310105,-0.4762116,0.5294932 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = -0.179,-0.091,-0.852 rotation = -0.4738465,-0.5359339,-0.4573271,-0.5282958 scale = 1.200002,1.2,1.200001 } PROP { name = genericClusterKnobs position = -0.1612,0.2438,-0.8456 rotation = 0.5483168,-0.4043335,-0.6008703,0.4181125 scale = 1.200004,1.200007,1.200002 } PROP { name = genericClusterSwitches06 position = -0.1001,0.2247,-0.8545 rotation = 0.5383517,-0.3905188,-0.6086512,0.4326848 scale = 1.200007,1.200009,1.200005 } PROP { name = genericPullSwitch position = 0.1431,0.304,-0.838 rotation = 0.5291847,-0.4076017,-0.6141344,0.4203134 scale = 1.200003,1.200005,1.200002 } PROP { name = AxisIndicatorRoll position = -0.171,-0.154,-0.844 rotation = -0.009450606,-0.7526953,-0.6582886,0.004081832 scale = 1.200005,1.200002,1.200001 } PROP { name = VSI position = -0.0309,-0.2076,-0.8347 rotation = 0.4580984,-0.528531,-0.4752222,0.5338209 scale = 1.2,1.2,1.2 } PROP { name = genericDirectionalKnob2 position = -0.0508,0.1619,-0.879 rotation = 0.4979741,-0.398948,-0.6371381,0.4323395 scale = 1.200006,1.200007,1.200004 } PROP { name = RadarAltimeter position = -0.1895,-0.2507,-0.8252 rotation = 0.4580984,-0.528531,-0.4752222,0.5338209 scale = 1.300002,1.300002,1.300002 } PROP { name = AxisIndicatorYaw position = -0.207,-0.154,-0.844 rotation = -0.008084187,-0.753324,-0.6575757,0.005649351 scale = 1.200002,1.200002,1.2 } PROP { name = AltimeterThreeHands position = 0.132,-0.2541,-0.8256 rotation = 0.4575861,-0.5302426,-0.4774655,0.5305512 scale = 1.3,1.3,1.3 } PROP { name = IndicatorPanel position = 0.0997,-0.1064,-0.8388 rotation = 0.4592248,-0.5310105,-0.4762116,0.5294932 scale = 0.9000015,0.9000011,0.9000016 } PROP { name = genericDirectionalKnob position = -0.0952,0.3154,-0.8235 rotation = 0.7476926,0.2394499,0.3170319,0.5320812 scale = 1.200003,1.200007,1.200007 } PROP { name = genericClusterSwitches07 position = 0.1029,0.1892,-0.8781 rotation = 0.5538222,-0.4106535,-0.597873,0.4088919 scale = 1.2,1.200003,1.200002 } PROP { name = genericDirectionalKnob position = 0.1412,0.266,-0.8517 rotation = 0.6591983,-0.3236145,-0.4927271,0.4668526 scale = 1.200002,1.200008,1.200006 } PROP { name = genericClusterSwitches06 position = -0.3676,0.4103,-0.3076 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 1,1,1 } PROP { name = genericClusterKnobs position = -0.2345,0.4557,-0.3672 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8,0.8,0.8 } PROP { name = genericPullSwitch position = -0.3672,0.3623,-0.4395 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8,0.8,0.8 } PROP { name = genericStandingSwitch position = -0.2342,0.4218,-0.4615 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.2347,0.48839,-0.2765 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 1,1.000001,1 } PROP { name = genericPullSwitch position = -0.3674,0.3746,-0.4056 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8000004,0.8000008,0.8000002 } PROP { name = genericPullSwitch position = -0.29968,0.40253,-0.41532 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8,0.8,0.8 } PROP { name = genericPullSwitch position = -0.2998,0.4132,-0.3853 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8,0.8,0.8 } PROP { name = genericPullSwitch position = -0.2999,0.4241,-0.3557 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8,0.8,0.8 } PROP { name = genericPullSwitch position = -0.3,0.4352,-0.3251 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8,0.8,0.8 } PROP { name = genericPullSwitch position = -0.3001,0.4468,-0.2948 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8,0.8,0.8 } PROP { name = genericPullSwitch position = -0.3002,0.4586,-0.2621 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 0.8,0.8,0.8 } PROP { name = genericSwitch position = -0.2999,0.3896,-0.4534 rotation = 0.6956164,-0.1120076,-0.6972311,0.1320644 scale = 1,1,1 } MODEL { model = FreeIva/SquadExpansion/Spaces/KV2Pod } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask } PROP { name = FreeIva_Hatch_Round_Size0 position = 0.669797957, -9.29977659e-08, -0.44626686 rotation = -0.122787856, -0.122787863, -0.696364284, -0.696364224 MODULE { name = HatchConfig attachNodeId = airlock airlockName = Airlock cutoutTargetTransformName = KV2_IVA_SHELL } } PROP { name = HarnessBuckleButton position = -0.191365182,-0.0118052363,-0.21232 rotation = -0.433084637,0.433084607,-0.558961213,0.558961272 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.0254552197,0.327134788,0.131209999 rotation = -0.507784128,0.366416484,-0.580905855,0.520041108 scale = 1,1,1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Spaces/KVPods/KV3_Internal.cfg INTERNAL { name = KV3_IVA MODEL { model = SquadExpansion/MakingHistory/Spaces/KVPods/KV3_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_03 portraitCameraName = pilotCamera_03 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint03 cameraTransformName = WindowEyeTransform03 } PROP { name = AxisIndicatorRoll position = -0.171,-0.154,-0.844 rotation = -0.009450606,-0.7526953,-0.6582886,0.004081832 scale = 1.200002,1.200001,1.200001 } PROP { name = AxisIndicatorPitch position = -0.179,-0.091,-0.852 rotation = -0.4738464,-0.5359339,-0.457327,-0.5282958 scale = 1.200001,1.2,1.200001 } PROP { name = AxisIndicatorYaw position = -0.207,-0.154,-0.844 rotation = -0.008084187,-0.753324,-0.6575757,0.005649351 scale = 1.200001,1.200001,1.2 } PROP { name = IndicatorPanel position = 0.1088,-0.1046,-0.8392 rotation = 0.4592248,-0.5310105,-0.4762116,0.5294932 scale = 0.9000006,0.9000005,0.9000007 } PROP { name = genericClusterSwitches07 position = 0.0054,-0.1046,-0.8479 rotation = 0.4592248,-0.5310105,-0.4762116,0.5294932 scale = 1,1,1 } PROP { name = AtmosphereDepth position = -0.0719,0.0083,-0.8663 rotation = 0.6592933,-0.0006170163,-0.003294008,0.7518784 scale = 1.396607,1.396606,1.396608 } PROP { name = Compass position = -0.0007,0.0083,-0.8697 rotation = -0.008867738,-0.7501551,-0.661174,0.006140923 scale = 0.8000013,0.8000009,0.8000023 } PROP { name = NavBall position = 0.1057,0.0025,-0.8582 rotation = 0.4762385,-0.5226824,-0.4762385,0.5226824 scale = 2,2,2 } PROP { name = ledPanelSpeed position = -0.136,0.0083,-0.8619 rotation = 0.4656343,-0.5335947,-0.4761623,0.5212781 scale = 1.2,1.200001,1.2 } PROP { name = genericPullSwitch position = -0.1909,0.0394,-0.8623 rotation = 0.4553564,-0.5258437,-0.4641368,0.5483758 scale = 1.500001,1.5,1.500002 } PROP { name = genericPullSwitch position = -0.1905,-0.0151,-0.8545 rotation = 0.4553564,-0.5258437,-0.4641368,0.5483758 scale = 1.5,1.5,1.500002 } PROP { name = AltimeterThreeHands position = 0.1309,-0.2516,-0.8202 rotation = 0.4575861,-0.5302426,-0.4774655,0.5305512 scale = 1.2,1.2,1.2 } PROP { name = RadarAltimeter position = -0.1916,-0.2516,-0.8251 rotation = 0.4580984,-0.528531,-0.4752222,0.5338209 scale = 1.300001,1.300001,1.300001 } PROP { name = VSI position = -0.0305,-0.2077,-0.8321 rotation = 0.4580984,-0.528531,-0.4752222,0.5338209 scale = 1.2,1.2,1.2 } PROP { name = genericDirectionalKnob2 position = -0.0508,0.1619,-0.879 rotation = 0.4979741,-0.398948,-0.6371381,0.4323395 scale = 1.200005,1.200005,1.200004 } PROP { name = genericClusterSwitches06 position = -0.0426,0.2532,-0.8483 rotation = 0.5484931,-0.4030278,-0.6039386,0.4147072 scale = 1.200002,1.200004,1.200002 } PROP { name = genericDirectionalKnob position = -0.0952,0.3154,-0.8235 rotation = 0.7476926,0.2394499,0.3170319,0.5320812 scale = 1.200003,1.200006,1.200006 } PROP { name = genericClusterSwitches06 position = -0.1001,0.2247,-0.8545 rotation = 0.5383517,-0.3905188,-0.6086512,0.4326848 scale = 1.200005,1.200006,1.200004 } PROP { name = genericClusterKnobs position = -0.1607,0.2437,-0.8458 rotation = 0.5427039,-0.4082052,-0.6059446,0.4143334 scale = 1.200003,1.200006,1.200002 } PROP { name = genericClusterSwitches07 position = 0.0429,0.1903,-0.8743 rotation = 0.5512727,-0.4060523,-0.6014634,0.4116572 scale = 1.200005,1.200008,1.200004 } PROP { name = genericClusterSwitches07 position = 0.1041,0.1888,-0.8774 rotation = 0.5538222,-0.4106535,-0.597873,0.4088919 scale = 1.2,1.200003,1.200002 } PROP { name = genericDirectionalKnob position = 0.1447,0.2665,-0.8527 rotation = 0.6591983,-0.3236145,-0.4927271,0.4668526 scale = 1.200002,1.200007,1.200005 } PROP { name = genericPullSwitch position = 0.1466,0.3045,-0.839 rotation = 0.5291847,-0.4076017,-0.6141344,0.4203134 scale = 1.200003,1.200005,1.200002 } PROP { name = throttle position = 0.0584,0.2906,-0.8444 rotation = 0.5586629,-0.4251534,-0.5815866,0.4109713 scale = 0.5,0.5,0.4999996 } MODEL { model = FreeIva/SquadExpansion/Spaces/KV3Pod } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask } PROP { name = FreeIva_Hatch_Round_Size0 position = 0.669797957, -9.29977659e-08, -0.44626686 rotation = -0.122787856, -0.122787863, -0.696364284, -0.696364224 MODULE { name = HatchConfig attachNodeId = airlock airlockName = Airlock cutoutTargetTransformName = KV3_IVA_SHELL } } PROP { name = HarnessBuckleButton position = -0.19140251,-0.0118100047,-0.212410286 rotation = -0.43045935,0.43045941,-0.560985565,0.560985506 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.0257547982,0.327469975,0.131855458 rotation = -0.512775898,0.366583824,-0.575887561,0.520606101 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.026906874,-0.341989964,0.126819 rotation = -0.370772213,0.505282998,-0.508100927,0.590805054 scale = 1,1,1 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Spaces/MEM/MEM_IVA.cfg INTERNAL { name = MEM_IVA MODEL { model = SquadExpansion/MakingHistory/Spaces/MEM/MEM_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat portraitCameraName = pilotCamera allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat2 portraitCameraName = pilotCamera2 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint02 cameraTransformName = WindowEyeTransform02 } PROP { name = IndicatorPanel position = -0.1753,0.6213,-0.672 rotation = 0,0.3894638,-0.9210418,0 scale = 1,1,1 } PROP { name = NavBall position = -0.0001,0.621,-0.6413 rotation = 0,0.08715578,-0.9961947,0 scale = 1,1,1 } PROP { name = AtmosphereDepth position = 0,0.6497,-0.6829 rotation = -0.657796,-0.259431,0.657796,0.259431 scale = 1,1,1 } PROP { name = RadarAltimeter position = 0.0916,0.6586,-0.6959 rotation = 0,-0.3826834,0.9238796,0 scale = 1,1,1 } PROP { name = VSI position = -0.0865,0.6586,-0.6959 rotation = 0,-0.3826834,0.9238796,0 scale = 1,1,1 } PROP { name = AxisIndicatorYaw position = 0.082,0.5937,-0.6268 rotation = 0.6538703,-0.2691722,0.6538703,-0.2691722 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = 0.1447,0.6101,-0.6434 rotation = 0.9239973,-9.875317E-05,0,-0.3823989 scale = 1,1,1 } PROP { name = AxisIndicatorRoll position = 0.082,0.6187,-0.652 rotation = 0.6538703,-0.2691722,0.6538703,-0.2691722 scale = 1,1,1 } PROP { name = ledPanelSpeed position = 0,0.6737,-0.7076 rotation = 0,-0.3826834,0.9238796,0 scale = 1,1,1 } PROP { name = AltimeterThreeHands position = -0.0865,0.599,-0.6477 rotation = 0,-0.3826834,0.9238796,0 scale = 1,1,1 } PROP { name = throttle position = 0.1991,0.63657,-0.65353 rotation = 0.004454026,-0.4932553,0.8698695,-0.002525604 scale = 0.6286603,0.6286601,0.6286598 } PROP { name = genericClusterSwitches02 position = 0.4945,0.1917,-0.9552 rotation = -0.1772737,-0.1761669,0.6854091,0.6839252 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = 0.501,0.0045,-0.9659 rotation = -0.1772737,-0.1761669,0.6854091,0.6839252 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.4896,0.3802,-0.9472 rotation = -0.1772737,-0.1761669,0.6854091,0.6839252 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = 0.485,0.0081,-0.937 rotation = -0.1772737,-0.1761669,0.6854091,0.6839252 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = 0.4942,0.3116,-0.9548 rotation = -0.1772737,-0.1761669,0.6854091,0.6839252 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = 0.5708,0.3292,-0.8175 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericSwitchWithGuards position = 0.5312,0.3277,-0.7853 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = 0.539,0.0418,-0.7905 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.5476,-0.0233,-0.7973 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.5295,-0.0233,-0.7827 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4797,-0.1784,-0.9402 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4798,-0.135,-0.9401 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.48,-0.0866,-0.9399 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4802,-0.0388,-0.9399 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4803,0.0071,-0.9398 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4805,0.051,-0.9397 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4806,0.0933,-0.9396 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4807,0.1388,-0.9395 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4809,0.1803,-0.9394 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.481,0.2231,-0.9393 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4812,0.2673,-0.9392 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4813,0.3131,-0.9391 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4814,0.3618,-0.939 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.4816,0.4093,-0.9389 rotation = 0.2217585,-0.2193676,-0.671084,0.6725677 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.527,-0.185,-0.874 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.527,-0.146,-0.874 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.527,-0.105,-0.874 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.527,-0.061,-0.874 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.527,-0.014,-0.874 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.527,0.035,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.527,0.079,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.528,0.124,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.528,0.17,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.528,0.215,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.528,0.26,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.528,0.31,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.528,0.359,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.528,0.407,-0.873 rotation = 0.2419091,-0.2394746,-0.6641746,0.6655856 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.5332,0.2015,-0.7865 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericClusterSwitches04 position = 0.4865,-0.1317,-0.9391 rotation = -0.1772737,-0.1761669,0.6854091,0.6839252 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = 0.5785,0.176,-0.8228 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = 0.5565,0.176,-0.8051 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = -0.5642,0.1758,-0.8104 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericSwitch position = -0.5651,0.2256,-0.8092 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericSwitch position = -0.5651,0.1244,-0.8092 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = 0.5329,-0.1361,-0.7851 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = 0.5718,-0.1361,-0.8164 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericCircularButton position = 0.5755,0.0172,-0.8197 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericCircularButton position = 0.5754,0.0536,-0.8198 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericCircularButton position = 0.5756,-0.0211,-0.8196 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericClusterKnobs2 position = -0.5543,0.3299,-0.8028 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericClusterSwitches06 position = -0.5297,0.1757,-0.7837 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.5333,0.144,-0.7864 rotation = -0.3058748,-0.305075,0.6385528,0.6368833 scale = 1,1,1 } PROP { name = genericDirectionalKnob position = -0.06384575,0.699,-0.7771 rotation = -0.2296494,0,0.9732735,0 scale = 1.500001,1.5,1.5 } PROP { name = genericDirectionalKnob position = 0.0317,0.6989,-0.7785 rotation = 0.09277261,-0.002190215,0.9956385,-0.009612911 scale = 1.5,1.5,1.5 } PROP { name = genericDirectionalKnob position = 0.1778939,0.6989,-0.7564202 rotation = -0.9973361,0.009655942,0.07227437,-0.001992037 scale = 1.5,1.5,1.500001 } PROP { name = genericDirectionalKnob position = 0.1777585,0.6989,-0.8205681 rotation = 0.7672192,-0.00832629,0.6413094,-0.005279946 scale = 1.500001,1.500002,1.500001 } PROP { name = genericStandingSwitch position = -0.2117,0.699,-0.8119 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.1793,0.699,-0.8119 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.1542,0.699,-0.8119 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.2012,0.699,-0.7534 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.1779,0.699,-0.7534 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.1552,0.699,-0.7534 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.1242,0.699,-0.7807 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.0977,0.699,-0.7534 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.2539,0.699,-0.9136 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.2539,0.699,-0.8697 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.2554,0.699,-0.9136 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.2554,0.699,-0.8697 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.1114,0.69449,-0.882 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.0224,0.699,-0.9218 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.119,0.69449,-0.7918 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.119,0.69449,-0.7593 rotation = -0.2296494,0,0.9732735,0 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = -0.0896,0.69252,-0.9762 rotation = 0,0,1,-1.872535E-07 scale = 1,1,1 } PROP { name = AxisIndicatorRoll position = -0.1083,0.701,-0.917 rotation = 0.7069958,0.01253157,0.7069958,0.01253157 scale = 0.8,0.8,0.8 } PROP { name = AxisIndicatorPitch position = -0.0474,0.7045,-0.8978 rotation = -1,0,0,0 scale = 0.8,0.8,0.8 } PROP { name = AxisIndicatorYaw position = -0.1083,0.701,-0.8811 rotation = 0.7069958,0.01253157,0.7069958,0.01253157 scale = 0.800001,0.8,0.8 } PROP { name = ledPanelSpeed position = -0.2452,0.704,-0.9808 rotation = 0,0,-1,2.808803E-07 scale = 0.8,0.8,0.8 } PROP { name = AtmosphereDepth position = 0.2202,0.7003,-0.9783 rotation = -0.7071068,0,0.7071068,0 scale = 1,1.000001,1.000001 } PROP { name = genericStandingSwitch position = 0.0559,0.699,-0.9218 rotation = -0.2296494,0,0.9732735,0 scale = 1.000001,1,1 } PROP { name = genericStandingSwitch position = 0.0559,0.699,-0.882 rotation = -0.2296494,0,0.9732735,0 scale = 1.000001,1,1 } PROP { name = genericStandingSwitch position = 0.0224,0.699,-0.882 rotation = -0.2296494,0,0.9732735,0 scale = 1.000001,1,1 } PROP { name = genericStandingSwitch position = 0.0224,0.699,-0.8265 rotation = -0.2296494,0,0.9732735,0 scale = 1.000001,1,1 } PROP { name = genericStandingSwitch position = 0.0559,0.699,-0.8265 rotation = -0.2296494,0,0.9732735,0 scale = 1.000002,1,1 } PROP { name = genericStandingSwitch position = 0.1114,0.699,-0.8265 rotation = -0.2296494,0,0.9732735,0 scale = 1.000003,1,1 } PROP { name = genericStandingSwitch position = 0.1114,0.699,-0.9218 rotation = -0.2296494,0,0.9732735,0 scale = 1.000003,1,1 } PROP { name = genericStandingSwitch position = 0.0797,0.699,-0.78 rotation = -0.2296494,0,0.9732735,0 scale = 1.000003,1,1 } PROP { name = genericStandingSwitch position = 0.2131,0.699,-0.78 rotation = -0.2296494,0,0.9732735,0 scale = 1.000004,1,1 } PROP { name = genericClusterButtons2 position = 0.0776,0.699,-0.9719 rotation = 0,0,1,-1.872535E-07 scale = 1,1,1 } PROP { name = genericPullSwitch position = -0.083,0.69449,-0.8331 rotation = -0.2296494,0,0.9732735,0 scale = 1.000001,1,1 } PROP { name = genericPullSwitch position = -0.0465,0.69449,-0.8331 rotation = -0.2296494,0,0.9732735,0 scale = 1.000001,1,1 } PROP { name = genericClusterSwitches07 position = -0.5724,-0.0003,-0.8168 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericClusterSwitches07 position = -0.5365,-0.0003,-0.7888 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericCircularButton position = -0.5365,0.0568,-0.7888 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericCircularButton position = -0.5723,0.0568,-0.8168 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericClusterKnobs2 position = -0.546,-0.1361,-0.7963 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.5803,-0.1844,-0.8231 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.5803,-0.153,-0.8231 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.5803,-0.1184,-0.8231 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.5803,-0.0857,-0.8231 rotation = -0.3101255,0.3101255,-0.63547,0.63547 scale = 1,1,1 } PROP { name = NavBallNoBase position = 0.1808,0.7216,-0.8985 rotation = 0,0,-1,2.808803E-07 scale = 1,1,1 } PROP { name = NavBallNoBase position = -0.1808,0.7216,-0.8985 rotation = 0,0,-1,2.808803E-07 scale = 1,1,1 } MODEL { model = FreeIva/SquadExpansion/Spaces/MEMLander } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask Cut { target = LunarLandingModuleInternal_propsGeneric type = Mesh tool = cutout } } PROP { name = FreeIva_Hatch_Square position = 0, 0.69493258, -0.366659671 rotation = -0.707106829, -3.09086268e-08, 0.707106829, -3.09086161e-08 MODULE { name = HatchConfig airlockName = Airlock cutoutTargetTransformName = LunarLandingModuleInternal } } PROP { name = FreeIva_Hatch_Round_Size0 position = 0, 0, -1.17105854 rotation = -0.5, 0.5, 0.5, -0.5 MODULE { name = HatchConfig airlockName = Airlock_Front attachNodeId = top cutoutTargetTransformName = LunarLandingModuleInternal } } PROP { name = HarnessBuckleButton position = 0.26809001,0.190990627,-0.497563422 rotation = 0,0.976296067,-0.216439605,0 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.296849996,0.190990627,-0.497563422 rotation = 0,0.976296067,-0.216439605,0 scale = 1,1,1 } PROP { name = HandRailInvisible position = 0,0.459950626,-0.916263521 rotation = -0.707106829,0,0,0.707106829 scale = 0.240180001,0.0299999919,0.0299999919 } PROP { name = HandRailInvisible position = -0.186900005,0.580250621,-1.06926334 rotation = -0.348926395,-0.254905254,-0.575944066,0.693946898 scale = 0.26014629,0.0299999975,0.0299999956 } PROP { name = HandRailInvisible position = 0.18690002,0.580250621,-1.06926334 rotation = -0.281363875,-0.312632561,-0.70411706,0.57211411 scale = 0.26014629,0.0299999956,0.0299999937 } } } UrlConfig { parentUrl = SquadExpansion/MakingHistory/Spaces/Mk2Pod/Mk2Pod_Internal.cfg INTERNAL { name = MK2POD_IVA MODEL { model = SquadExpansion/MakingHistory/Spaces/Mk2Pod/MK2POD_IVA } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = pilotSeat_02 portraitCameraName = pilotCamera_02 allowCrewHelmet = false } PROP { name = NavBall position = -0.2737,0.279,-0.1259 rotation = 0.6267824,0.07025942,0.02252338,0.7756933 scale = 1.218718,1.218717,1.218717 } PROP { name = IndicatorPanel position = 0,0.24,-0.102 rotation = 0.7167184,-0.005708168,0.005867006,0.6973147 scale = 0.7903601,0.7903601,0.7903601 } PROP { name = NavBall position = 0.2683,0.2747,-0.1248 rotation = 0.610361,-0.07287834,-0.0182495,0.7885526 scale = 1.218718,1.218718,1.218718 } PROP { name = AxisIndicatorRoll position = -0.1656,0.2984,-0.1355 rotation = 0.459135,-0.4932307,-0.4425712,0.5916496 scale = 0.8,0.8,0.8 } PROP { name = AxisIndicatorYaw position = -0.1629,0.2741,-0.1301 rotation = 0.4561417,-0.4982274,-0.4445643,0.5882745 scale = 0.8,0.8,0.8 } PROP { name = AxisIndicatorPitch position = -0.2116,0.2874,-0.129 rotation = -0.01203388,0.7678742,0.6368341,-0.06831302 scale = 0.8,0.8,0.8 } PROP { name = AltimeterThreeHands position = -0.3455,0.2736,-0.1074 rotation = 0.6249577,0.06644861,0.01145995,0.7777411 scale = 0.7530967,0.7530969,0.7530969 } PROP { name = AtmosphereDepth position = 0.000299982,0.318,-0.107 rotation = -0.5,-0.5,-0.5,-0.5 scale = 1,1,1 } PROP { name = throttle position = 5.960464E-08,0.0405,0.1158 rotation = 0,0,0,1 scale = 0.6789386,0.6789385,0.6789385 } PROP { name = RadarAltimeter position = -0.3401,0.2226,-0.1015 rotation = 0.6250027,0.06296541,0.008661432,0.7780308 scale = 0.7530967,0.7530969,0.7530969 } PROP { name = VSI position = -0.1715,0.2052,-0.1088 rotation = 0.625053,0.05653023,0.003493384,0.7785249 scale = 0.7530967,0.7530969,0.7530969 } PROP { name = ledPanelSpeed position = -0.2569,0.2093,-0.1087 rotation = 0.6307203,0.0648848,0.01387446,0.7731685 scale = 0.7492892,0.7492894,0.7492893 } PROP { name = Compass position = 0.0002,0.3624,-0.108 rotation = 0.512212,-0.4907465,-0.5046836,0.4920378 scale = 0.7617162,0.7617161,0.7617161 } PROP { name = ledPanelSpeed position = 0.2613,0.2071,-0.1055 rotation = 0.6239176,-0.06826392,-0.01443008,0.7783692 scale = 0.74929,0.7492901,0.7492901 } PROP { name = AxisIndicatorRoll position = 0.1649,0.2909,-0.1317 rotation = 0.4490762,-0.5815672,-0.4577948,0.5005339 scale = 0.8,0.7999999,0.8 } PROP { name = AxisIndicatorYaw position = 0.1621,0.2671,-0.1269 rotation = 0.4506533,-0.5798365,-0.4562424,0.5025377 scale = 0.8,0.7999999,0.8 } PROP { name = AxisIndicatorPitch position = 0.2074,0.2832,-0.1283 rotation = 0.01908338,0.7640797,0.6432421,0.04536207 scale = 0.7999999,0.7999998,0.7999998 } PROP { name = AltimeterThreeHands position = 0.3353,0.2516,-0.1039 rotation = 0.6356509,-0.06765381,-0.008559247,0.7689589 scale = 0.6,0.6,0.6 } PROP { name = RadarAltimeter position = 0.3254,0.2048,-0.09869999 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.7530997,0.7531,0.7530999 } PROP { name = genericDirectionalKnob position = 0.0668,0.4525,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.200001,1.200001 } PROP { name = genericDirectionalKnob position = 0.0221,0.4525,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.200001,1.200001 } PROP { name = genericDirectionalKnob position = -0.0221,0.4525,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.200001,1.200001 } PROP { name = genericDirectionalKnob position = -0.0668,0.4525,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.200001,1.200001 } PROP { name = genericDirectionalKnob position = 0.056,0.2744,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.200001,1.200001 } PROP { name = genericDirectionalKnob position = -0.056,0.2744,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 1.2,1.200001,1.200001 } PROP { name = genericSwitch position = 0.056,0.2438,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = genericSwitch position = 0.056,0.2254,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = genericSwitch position = 0.056,0.2073,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = genericSwitch position = -0.056,0.2438,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = genericSwitch position = -0.056,0.2073,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = genericSwitch position = -0.056,0.2254,-0.1057 rotation = 0.5,0.5,0.5,0.5 scale = 0.8,0.8,0.8 } PROP { name = genericDirectionalKnob2 position = -0.0951,0.2744,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.8,0.8000005,0.8000005 } PROP { name = genericDirectionalKnob2 position = -0.0951,0.2254,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6000003,0.6000003 } PROP { name = genericDirectionalKnob2 position = -0.0951,0.2073,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6000003,0.6000003 } PROP { name = genericDirectionalKnob2 position = -0.0643,0.4193,-0.1034 rotation = 0.3629455,0.7005013,0.5145745,0.3358298 scale = 0.6,0.6,0.6 } PROP { name = genericDirectionalKnob2 position = -0.085,0.4193,-0.1034 rotation = 0.4750397,-0.5237722,-0.5237722,0.4750397 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericDirectionalKnob2 position = 0.0119,0.4193,-0.1034 rotation = 0.6025854,-0.3699876,-0.3699876,0.6025854 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericDirectionalKnob2 position = 0.035,0.4193,-0.1034 rotation = -0.100293,0.6998245,0.7000037,-0.1009048 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericDirectionalKnob2 position = 0.0847,0.4193,-0.1034 rotation = 0.6778414,0.2013232,0.2013233,0.6778415 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericStandingSwitch position = 0.0847,0.4009,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericStandingSwitch position = 0.035,0.4009,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericStandingSwitch position = -0.0293,0.4009,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericStandingSwitch position = -0.085,0.4009,-0.1034 rotation = 0.7071068,0,0,0.7071068 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericSwitch position = 0.096,0.2099,-0.10744 rotation = 0.5,0.5,0.5,0.5 scale = 1.1,1.1,1.1 } PROP { name = genericSwitch position = 0.096,0.2331,-0.10744 rotation = 0.5,0.5,0.5,0.5 scale = 1.1,1.1,1.1 } PROP { name = genericSwitch position = 0.096,0.2546,-0.10744 rotation = 0.5,0.5,0.5,0.5 scale = 1.1,1.1,1.1 } PROP { name = genericSwitch position = 0.096,0.2759,-0.10744 rotation = 0.5,0.5,0.5,0.5 scale = 1.1,1.1,1.1 } PROP { name = genericSwitch position = 0.096,0.2962,-0.10744 rotation = 0.5,0.5,0.5,0.5 scale = 1.1,1.1,1.1 } PROP { name = genericSwitch position = 0.096,0.3169,-0.10744 rotation = 0.5,0.5,0.5,0.5 scale = 1.1,1.1,1.1 } PROP { name = genericSwitch position = 0.096,0.3367,-0.10744 rotation = 0.5,0.5,0.5,0.5 scale = 1.1,1.1,1.1 } PROP { name = genericDirectionalKnob2 position = -0.0159,0.16864,-0.0977 rotation = 0.2269879,-0.4640936,-0.1243536,0.8471304 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericClusterSwitches07 position = -0.041,0.1505,-0.0686 rotation = 0.270092,-0.001192752,-0.0008233393,0.9628334 scale = 1,1,1 } PROP { name = pullSwitch position = -0.0186,0.1261366,-0.03233835 rotation = 0.2586899,0,0,0.9659604 scale = 0.8,0.8,0.8 } PROP { name = pullSwitch position = -0.0423,0.1261366,-0.03233835 rotation = 0.2586899,0,0,0.9659604 scale = 0.8,0.8,0.8 } PROP { name = pullSwitch position = -0.0656,0.1261366,-0.03233835 rotation = 0.2586899,0,0,0.9659604 scale = 0.8,0.8,0.8 } PROP { name = pullSwitch position = -0.0186,0.1109,-0.0063 rotation = 0.2782674,0,0,0.9605036 scale = 0.8,0.8,0.8 } PROP { name = genericStandingSwitch position = 0.0186,0.1275,-0.031 rotation = 0.2588191,0,0,0.9659258 scale = 1,1,1 } PROP { name = genericStandingSwitch position = -0.0555,0.1114,-0.0057 rotation = 0.2588191,0,0,0.9659258 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.0413,0.15248,-0.07322 rotation = 0.2756373,0,0,0.9612617 scale = 0.8,0.8,0.8 } PROP { name = genericPullSwitch position = 0.0413,0.1125,-0.007 rotation = 0.2588191,0,0,0.9659258 scale = 0.8,0.8,0.8 } PROP { name = genericPullSwitch position = 0.0413,0.127,-0.0321 rotation = 0.2588191,0,0,0.9659258 scale = 0.8,0.8,0.8 } PROP { name = genericStandingSwitch position = -0.0385,0.1114,-0.0057 rotation = 0.2588191,0,0,0.9659258 scale = 1,1,1 } PROP { name = genericDirectionalKnob2 position = 0.0413,0.1665,-0.0958 rotation = 0.1234907,-0.8488866,-0.2274585,0.4608734 scale = 0.6,0.6000002,0.6000002 } PROP { name = genericDirectionalKnob2 position = 0.0237,0.1665,-0.0958 rotation = 0.1243941,0.8470473,0.2269657,0.4642451 scale = 0.6,0.6,0.6 } PROP { name = genericDirectionalKnob2 position = 0.0581,0.1665,-0.0958 rotation = 0.1767764,-0.7055197,-0.1890435,0.6597382 scale = 0.6,0.6,0.6 } PROP { name = genericDirectionalKnob2 position = 0.0854,0.1662,-0.0952 rotation = 0.2507537,0.2392565,0.06410861,0.9358253 scale = 0.6,0.6,0.6 } PROP { name = genericDirectionalKnob position = 0.0819,0.15231,-0.07331 rotation = 0.2756373,0,0,0.9612617 scale = 0.7,0.7,0.7 } PROP { name = genericStandingSwitch position = 0.0626,0.1333,-0.041 rotation = 0.2588191,0,0,0.9659258 scale = 0.8,0.8,0.8 } PROP { name = genericClusterKnobs position = -0.2552,0.183,-0.1006 rotation = 0.610386,0.07265034,0.01729435,0.7885757 scale = 0.7,0.7,0.7 } PROP { name = genericClusterSwitches06 position = -0.1855,0.3375,-0.1382 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.8,0.8,0.8 } PROP { name = genericSwitch position = 0.0404,0.0928,0.0206 rotation = 0.2756373,0,0,0.9612617 scale = 1,1,1 } PROP { name = genericSwitch position = 0.0186,0.0928,0.0206 rotation = 0.2756373,0,0,0.9612617 scale = 1,1,1 } PROP { name = genericSwitch position = -0.0186,0.0928,0.0206 rotation = 0.2756373,0,0,0.9612617 scale = 1,1,1 } PROP { name = genericSwitch position = -0.0404,0.0928,0.0206 rotation = 0.2756373,0,0,0.9612617 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.0711,0.1399,-0.0544 rotation = 0.2588191,0,0,0.9659258 scale = 0.6,0.6,0.6 } PROP { name = genericDirectionalKnob position = -0.1383,0.3692,-0.1486 rotation = 0.5776836,0.2927899,0.2005684,0.7350701 scale = 0.8,0.8,0.8 } PROP { name = genericDirectionalKnob position = -0.1631456,0.3670306,-0.1468813 rotation = 0.2972229,0.7272451,0.5024421,0.3610057 scale = 0.8,0.8,0.7999998 } PROP { name = genericPullSwitch position = -0.3249,0.1904,-0.0935 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.6,0.6,0.6 } PROP { name = genericPullSwitch position = -0.3475,0.1877,-0.0918 rotation = 0.6110216,0.06709556,0.02446614,0.7883859 scale = 0.6,0.6,0.6 } PROP { name = genericDirectionalKnob position = -0.1932,0.2423,-0.1166 rotation = 0.6082075,-0.1669707,-0.1755753,0.7558954 scale = 0.8000002,0.8000001,0.8000004 } PROP { name = genericStandingSwitch position = -0.1707,0.2442,-0.1184 rotation = 0.6329029,0.06545585,0.01330597,0.7713446 scale = 0.8000002,0.8000001,0.8000004 } PROP { name = genericStandingSwitch position = -0.1528,0.2455,-0.1198 rotation = 0.6329029,0.06545585,0.01330597,0.7713446 scale = 0.7999998,0.8000001,0.8000002 } PROP { name = genericPullSwitch position = 0.2935,0.1745,-0.0955 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.7,0.7,0.7 } PROP { name = genericPullSwitch position = 0.3417,0.2792,-0.1147 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.5,0.5,0.5 } PROP { name = genericPullSwitch position = 0.34337,0.29454,-0.11782 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.5,0.5000001,0.5 } PROP { name = genericSwitch position = 0.3617,0.2849,-0.1147 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.7530997,0.7531,0.7530999 } PROP { name = genericClusterSwitches06 position = 0.3645,0.2219,-0.1004 rotation = 0.444807,0.5086377,0.4414012,0.590423 scale = 0.7,0.7,0.7 } PROP { name = VSI position = 0.1664,0.3313,-0.1369 rotation = 0.6120741,-0.05395487,-0.01138338,0.7888755 scale = 0.9,0.9,0.9 } PROP { name = genericStandingSwitch position = 0.1333,0.2292,-0.1182 rotation = 0.6289377,-0.06988142,-0.009523548,0.7742502 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.1602,0.2272,-0.1158 rotation = 0.6289377,-0.06988142,-0.009523548,0.7742502 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.1783,0.2252,-0.114 rotation = 0.6289377,-0.06988142,-0.009523548,0.7742502 scale = 1,1,1 } PROP { name = genericStandingSwitch position = 0.2049,0.222,-0.1114 rotation = 0.6289377,-0.06988142,-0.009523548,0.7742502 scale = 1,1,1 } PROP { name = genericPullSwitch position = 0.2027,0.1985,-0.1069 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.7000001,0.7000002,0.7 } PROP { name = genericPullSwitch position = 0.16658,0.20185,-0.10995 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.7000001,0.7000002,0.7 } PROP { name = genericPullSwitch position = 0.13066,0.20511,-0.11339 rotation = 0.6299102,-0.06400591,-0.005764178,0.7740047 scale = 0.7000001,0.7000002,0.7 } PROP { name = CargoBagA position = 0.198,-0.474,0.319 rotation = 0.7004883,-0.1019138,0.6989256,-0.1021417 scale = 1,1,1 } PROP { name = CargoBagB position = -0.221,-0.692,0.181 rotation = 0.1462313,0.7023988,0.1074982,0.6882561 scale = 1,1,1 } MODEL { model = FreeIva/SquadExpansion/Spaces/Mk2Pod } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider internalDepthMaskName = depthMask } PROP { name = FreeIva_Hatch_Invisible position = 0, 0.773679137, 0.204587027 rotation = -0.981152236, -0, -0, -0.193236887 MODULE { name = HatchConfig airlockName = airlock } } PROP { name = HarnessBuckleButton position = 0.309231907,0.19887653,0.21954 rotation = -0.5362975,0.0328013413,-0.0514877923,0.841818392 scale = 1,1,1 } PROP { name = HarnessBuckleButton position = -0.30735606,0.199106798,0.21954 rotation = -0.5362975,-0.0328013971,0.0514878668,0.841818392 scale = 1,1,1 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Contracts/contracts.cfg Contracts { ROCScienceArm { MaximumExistent = 3 SimpleArmPercentage = 40 ComplexArmPercentage = 70 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { SimpleArmAdvance = 8000 SimpleArmReward = 17000 SimpleArmFailure = 10000 ComplexArmAdvance = 10000 ComplexArmReward = 21000 ComplexArmFailure = 12000 AdvancedArmAdvance = 12000 AdvancedArmReward = 25000 AdvancedArmFailure = 17000 } Science { SimpleArmReward = 0 ComplexArmReward = 0 AdvancedArmReward = 0 } Reputation { SimpleArmReward = 2 SimpleArmFailure = 2 ComplexArmReward = 2 ComplexArmFailure = 2 AdvancedArmReward = 2 AdvancedArmFailure = 2 } } ROCScienceRetrieval { MaximumExistent = 2 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { Advance = 22000 Reward = 35000 Failure = 27000 } Science { Reward = 0 } Reputation { Reward = 2 Failure = 2 } } DeployedScience { MaximumExistent = 5 SciencePercentage = 50 Expiration { MinimumExpireDays = 1 MaximumExpireDays = 7 DeadlineDays = 2130 } Funds { BaseAdvance = 25000 BaseReward = 65000 BaseFailure = 25000 } Science { BaseReward = 0 } Reputation { BaseReward = 2 BaseFailure = 2 } } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Experience/Traits.cfg EXPERIENCE_TRAIT { name = Engineer title = Engineer desc = Engineers are capable of repairing broken parts, if at all possible. EFFECT { name = DeployedSciencePowerSkill modifiers = 0, 1, 1, 2, 2 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Experience/Traits.cfg EXPERIENCE_TRAIT { name = Scientist title = Scientist desc = Scientists can boost the value of data from Science experiments. EFFECT { name = DeployedScienceExpSkill modifiers = 0.35, 0.45, 0.60, 0.80, 1 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Localization/dictionary.cfg Localization { en-us { #autoLOC_6002644 = <<1>> dropped. Reminder: This part will only perform its function when deployed by a kerbal. #autoLOC_6006033 = Unsuited Kerbal #autoLOC_6006034 = <<1>> lvl<<2>> #autoLOC_6006035 = Activate Pitch Controls #autoLOC_6006036 = Deactivate Pitch Control #autoLOC_6006037 = Toggle Pitch Control #autoLOC_6006038 = Activate Yaw Control #autoLOC_6006039 = Deactivate Yaw Control #autoLOC_6006040 = Toggle Yaw Control #autoLOC_6006041 = Activate Roll Control #autoLOC_6006042 = Deactivate Roll Control #autoLOC_6006043 = Toggle Roll Control #autoLOC_6006044 = Activate All Controls #autoLOC_6006045 = Deactivate All Controls #autoLOC_6011010 = Your scan has collected some, but not all the information available. Come back later with a better sensor. #autoLOC_6011011 = Your scan has collected most, but not all the information available. Come back later with a better sensor. #autoLOC_6011012 = Your scan has collected all the detail possible, congratulations! #autoLOC_6011013 = Return this to have it analyzed and gain all information about it. #autoLOC_6011014 = Pickup <<1>> #autoLOC_6011015 = If our experts are correct, this is one of the oldest trees on the planet… perhaps as old as Professor von Kerman himself. #autoLOC_6011016 = A ring sample of this ancient tree will provide centuries of valuable historical climate data. But can it be gathered without harming the elder Baobab? #autoLOC_6011017 = While there are other trees on Kerbin, these are by far the most interesting.They stand out so much its like you can barely see the others sometimes. #autoLOC_6011018 = Glistening like a mirror, this massive crystal formation provides valuable information, if Bob will stop looking at his reflection long enough to gather it. #autoLOC_6011019 = These quartz formations are still something of a mystery. Some of our scientists are pondering how such a massive structure could have formed here. Others are wondering if they picked the right career and shouldn't have been jewelers instead. #autoLOC_6011020 = These quartz formations only show up in the more difficult to reach areas of Kerbin. Are they shy? Or did something happen in the past to the more accessible ones? #autoLOC_6011021 = This strange formation seems almost weathered, which is uttery impossible on a low gravity body. Further study may provide vital clues. #autoLOC_6011022 = Scattered far and wide across the surface of Ike, these strange meteorites hint at an extermely violent early history of both Duna and Ike. #autoLOC_6011023 = Besides providing valuable data of Ike & Duna's pre-history, pet "Ike-Rocks" are now all the rage back home on Kerbin. #autoLOC_6011024 = It is curious how such a pile could accumulate on a low gravity moon. Further analysis could provide valuable insite on Bop's origin's, and whether it's a natural or captured moon. #autoLOC_6011025 = The huge rock spires of Pol already defy all logic. Perhaps if we can learn how these particular fragments broke apart, we can also discover how they were able to form at all? #autoLOC_6011026 = These small fragments appear to be made of the same material as Pol's huge rock spires. But what could have broken them off? Krakens? #autoLOC_6011027 = All evidence points towards Minmus once having several liquid oceans, physics indicates this is impossible! Study of these strange small stones will provide valuable insight into this mystery. #autoLOC_6011028 = It's going to be really hard to convince the folks back home that these aren't actually mint flavored sugar cookies. #autoLOC_6011029 = An olivine formation jutting out from a salt flat… on a low gravity moon with no atmosphere? More impossible evidence that Minmus may have once had… oceans??? #autoLOC_6011030 = This huge formation will provide scores of valuable data. But more important to the guys at the lab, in this low gravity, can you reach the top in one leap? #autoLOC_6011031 = As strange as it sounds, these stones look more like smooth river-rocks than meteorite fragments. Further analysis will prove valuable. #autoLOC_6011032 = If Minmus is made of mint ice-cream, we could use these small brown stones as the chocolate sprinkles - if we were willing to take them there. Do we have the delta-v for a detour? #autoLOC_6011033 = Strangely enough, this cooled magma resembles layers of delicious hot fudge. #autoLOC_6011034 = Now cooled, this wonderful magma flow has an almost organic look to it. #autoLOC_6011035 = Incredably lightweight for its size, one wonders if this pumice like stone can actually float in Eve's weird pinkish oceans. #autoLOC_6011036 = Similar to volcanic glass found on Kerbin, analysis of this facinating sample should glean valuable information into Eve's volcanic past. #autoLOC_6011037 = Formations like this one are rare on Kerbin. Some of our scientists theorize that Eve's more violent past has something to do with their formation. #autoLOC_6011038 = Whichever scientist first looked at these large dome shaped formations and thought 'This reminds me of breakfast' likely won a prize of some sort. #autoLOC_6011039 = This Duna stone is much like every other stone we've seen on Duna. But now that you've found it, it's taken on special significance and will go down in the history of Kerbal spacefaring. Also may sell well in an auction house. #autoLOC_6011040 = Duna's thin atmosphere does little to stop these meteorites from crashing into it and scattering over its surface. While we did come to Duna to study the planet itself, why not stop to sample composition of another celestial body as well? #autoLOC_6011041 = Duna's thin winds carry this fine sand in huge storms, leaving these dunes behind in deposits all over the planet. Amazing for scientists - terrible to try to get out of your bathing suit though. #autoLOC_6011042 = How these formed is still a mystery to scientists back on Kerbin. Do they have any relationship to the pancake domes on Eve, or is that just a galactic and gastronomical mystery we have yet to solve. Who knows where we may find an elusive 'syrup' sample. #autoLOC_6011043 = Dres is in ideal solar position to get struck repeatedly by asteroids whose orbit is perturbed by Jool's influence. It's almost like Jool has a plan for its smaller neighbor #autoLOC_6011044 = When these smaller craters of Dres formed they didn't kick up nearly as much material as the larger ones, which makes studying them a different sort of scientific opportunity. Also, a great place to nap where Wernher can't see you. #autoLOC_6011045 = These greyish, plain stones may not look like much to the naked eye, but we've seen our scientists literally salivating at the thought of examing one. #autoLOC_6011046 = What secrets hide in these ordinary looking Mun stones? Careful anaylsis will help us understand the secret of Kerbin's orgins. Less rigorous analysis tells us that they hurt when you hit your toe with one. #autoLOC_6011047 = Kerbals have been staring at the craters of the Mun for untold generations, but never from such a close distance. Then again, this crater is much smaller than the ones we've been looking at, so it should all balance out. #autoLOC_6011048 = Is anyone up for a round of cosmic golf? Once the Mun is fully explored, these craters may make for amazing tourist destinations. #autoLOC_6011049 = These large Mun craters present a navigation challenge for rovers. Careful examination shows no ill intent, however. #autoLOC_6011050 = These large craters are barely visible with the best telescopes we have on Kerbin. Now that we've finally examined them up close, we've determined that yes, the Mun is as full of holes as we expected. #autoLOC_6011051 = Laythe stone is very similar to the types we see on Kerbin. Strangely, those similarities actually seem to excite our scientists about the possiblities. They really need to get out more. #autoLOC_6011052 = This rock is the first we've found away from Kerbin that might make a good napping spot. #autoLOC_6011053 = Timing the eruptions of Laythe's geysers has shown that their irregularity is regular. #autoLOC_6011054 = Vall's crust is made up of these volatile ice chunks. Unfortunately, project 'Vall Smoothies' has not been approved as a line of research for further testing. #autoLOC_6011055 = These stones cropping up in Vall's frozen crust remind us of sprinkles on a ball of ice cream. #autoLOC_6011056 = One of the most amazing sights in the entire solar system, cryovolcanos sound like an oxymoron. Actually they're an amazing feature only possible when elements we normally only encounter as a gas freeze on a planets surface. #autoLOC_6011057 = Careful examination helps us finally determine why this type of Tylo stone comes in only brighter shades. #autoLOC_6011058 = Now we can finally determine why this type of Tylo stone comes in only darker shades. Does Tylo itself have multiple personalities to generate such distinct rock colors? #autoLOC_6011059 = This formation is clearly a place where Tylo's different stone factions have come together in peace and unity to... have some sort of party. We think. There's definitely mingling going on. #autoLOC_6011060 = Eeloo's distance from the Sun means that nearly anything will freeze here. When our scientists see this chunk of ice we've found they may not be as impressed as we hope. #autoLOC_6011061 = This brown boulder may look ordinary, but reaching it is one of the most impressive feats of Kerbal engineering. Consider examining it a major achievement... even if only geologists can tell it apart from a brownish boulder back on Kerbin. #autoLOC_6011062 = These impressive bergs form due to tectonic activity on Eeloo... or is it oceanic? They are really impressive and I'm sure our scientists will have a vigorous discussion to sort out the nomenclature. #autoLOC_6011063 = Surface Features Mission Seed #autoLOC_6011064 = Breaking Ground #autoLOC_6011065 = Deployed Science #autoLOC_6011066 = Deployed Science - Overview #autoLOC_6011067 = Deployed Science - Types of Experiments #autoLOC_6011068 = Cargo System - VAB/SPH #autoLOC_6011070 = Surface Features #autoLOC_6011071 = Surface Features - Overview #autoLOC_6011072 = Surface Features - Rover Arm Details #autoLOC_6011073 = Robotics #autoLOC_6011074 = Robotic Parts #autoLOC_6011075 = Robotic Controller #autoLOC_6011076 = Laying Down Some Tracks #autoLOC_6011077 = Track Editor - Preview & Play #autoLOC_6011081 = Traction #autoLOC_6011082 = Medium Grip #autoLOC_6011083 = High Grip #autoLOC_6011084 = Extreme Grip #autoLOC_6011085 = Default #autoLOC_6011086 = Low Grip #autoLOC_6011087 = GP-156 Grip Pad #autoLOC_6011088 = A large size non-slip pad so that you don't slip off the back of your mech-bot as you stomp across KSC in search of science! Comes in two form factors and three grip levels. #autoLOC_6011089 = GP-036 Grip Pad #autoLOC_6011090 = A medium size non-slip pad so that the feet of your mecha-bot do not slip out from under it on the shifty sands of Duna. Comes in two form factors and three grip levels. #autoLOC_6011091 = GP-004 Grip Pad #autoLOC_6011092 = A very small non-slip pad to help make sure rocks do not slip out of the fingers of your mecha-bot. Comes in two form factors and three grip levels. #autoLOC_6011093 = GPS-156 Grip Strip #autoLOC_6011094 = A large non-slip strip, giving unparalleled traction for all your non-slip needs. #autoLOC_6011095 = GPS-025 Grip Strip #autoLOC_6011096 = A non slip strip. The manufacturer assures us the price is justified and 'going down to the local market and buying a nice doormat' would NOT be just as good. #autoLOC_6011097 = cover plat support grip rubber friction #autoLOC_6011098 = Square #autoLOC_6011099 = Round #autoLOC_6011100 = cover plat support grip rubber friction #autoLOC_6011101 = cover plat support grip rubber friction #autoLOC_6011102 = cover plat support grip rubber friction #autoLOC_6011103 = cover plat support grip rubber friction #autoLOC_6011104 = R-062 Ducted Fan Blade #autoLOC_6011105 = This small ducted fan propeller can push a lot of air through a small space. #autoLOC_6011106 = (prop lift (rotor fan plane #autoLOC_6011107 = R-12 Ducted Fan Blade #autoLOC_6011108 = This medium ducted fan propeller can push a lot of air through a small space. #autoLOC_6011109 = (prop lift (rotor fan plane #autoLOC_6011110 = R-25 Ducted Fan Blade #autoLOC_6011111 = This large ducted fan propeller can push a lot of air through a small space. #autoLOC_6011112 = (prop lift (rotor fan plane #autoLOC_6011113 = S-062 Fan Shroud #autoLOC_6011114 = This aesthetically pleasing shroud is for a small ducted fan engine.\n\nHelps reduce the incidence of air crew incidents with them by over 5%! #autoLOC_6011115 = duct fan aero shroud intake #autoLOC_6011116 = S-12 Fan Shroud #autoLOC_6011117 = This aesthetically pleasing shroud is for a medium ducted fan engine.\n\nHelps reduce the incidence of air crew incidents with them by over 5%! #autoLOC_6011118 = duct fan aero shroud intake #autoLOC_6011119 = S-25 Fan Shroud #autoLOC_6011120 = This aesthetically pleasing shroud fits a large ducted fan blade.\n\nHelps reduce the incidence of air crew incidents with them by over 5%! #autoLOC_6011121 = duct fan aero shroud intake #autoLOC_6011127 = Blade Cyclic/Collective - Behaviour #autoLOC_6011128 = Blade Cyclic/Collective - Controls #autoLOC_6012000 = The Probodobodyne Experiment Control Station coordinates and controls both power and data from nearby deployed parts, and coordinates sending it back to Kerbin.\n\nBe sure to use one, if you want to generate any useful data.\n\nCan be left to gather data over long periods of time, as the loneliness circuits were disabled during testing. Needs a deployed power unit to operate. #autoLOC_6012001 = control core science cargo deploy #autoLOC_6012003 = Probodobodyne Experiment Control Station #autoLOC_6012004 = Go-ob ED Monitor #autoLOC_6012005 = "What would happen if you left some Mystery Goo sitting around in the weird radiation and/or atmosphere of some faraway planet?" is a thought that has occurred to nearly every Kerbal. And now, you can find out thanks to the intrepid engineers at FLOOYD.\n\nNote: Please allow trained Scientists to deploy for best results.\nAlso Note: Please do not return to Kerbin. Ever! Needs a deployed power unit & central station to operate. #autoLOC_6012006 = experiment research science cargo deploy #autoLOC_6012007 = PD-3 Weather Analyzer #autoLOC_6012008 = This multi-function experiment gathers data on wind, pressure, temperature, and humidity to generate a picture of the planets climate model over time. \n\nNote: Please allow trained Scientists to deploy for best results. Needs a deployed power unit & central station to operate. #autoLOC_6012009 = Mini-NUK-PD Radioisotope Thermoelectric Generator #autoLOC_6012010 = While small, this small radioisotope thermoelectric generator can still provide plenty of power to run deployed science experiments.\n\nCareful calibration should be considered. Needs a deployed central station to operate. Bring a trained engineer or this part will only produce enough power for one other unit. #autoLOC_6012011 = science cargo power deploy #autoLOC_6012012 = OX-Stat-PD Photovoltaic Panel #autoLOC_6012013 = The OX-Stat-PD Photovoltaic Panel can, when properly set up by trained engineers, power several ground-breaking science experiments at a time. Reduced power output caused by allowing Jebediah to just 'unfold the flippy bit' is not covered under the manufacturer's warranty. Needs a deployed central station to operate. Bring a trained engineer or this part will only produce enough power for one other unit. #autoLOC_6012014 = This ground-deployed sensor contains very delicate, sophisticated accelerometers meant to detect and analyze the precisely calibrated seismic shock waves generated by smashing rocket parts at high speed into whatever planet or moon it happens to be sitting on.\n\nNote: Please allow trained Scientists to deploy for best results. Needs a deployed power unit & central station to operate. #autoLOC_6012015 = experiment research science cargo planet deploy #autoLOC_6012016 = Ionographer PD-22 #autoLOC_6012017 = Normally in the business of building things that emit tons of Ions, ISPE has instead turned their hands to this nifty little gadget that helps detect them. \n\nWas it because of their devotion to the expansion of our universe? Or does it have something to do with the special, free filters they built meant to help 'screen out erroneous signals from nearby ion-generating devices'.\n\nNote: Please allow trained Scientists to deploy for best results. Needs a deployed power unit & central station to operate. #autoLOC_6012018 = Grand Slam Passive Seismometer #autoLOC_6012019 = Communotron Ground HG-48 #autoLOC_6012020 = The Communotron Ground HG-48 is an adapted version of Ionic Symphonic Protonic Electronics most popular space-based antenna. Designed to boost the signal of any ground-based communication devices to interplanetary ranges.\n\nNot designed to pirate movie channels from nearby satellites. Needs a deployed central station to operate. #autoLOC_6012032 = [<<1>>]: Interact #autoLOC_6012034 = experiment research science cargo planet aerial antenna deploy direct dish extend fold radio signal transmi #autoLOC_6012035 = Deployable Comms Part #autoLOC_6012036 = EM-16S Light Duty Rotor #autoLOC_6012037 = EM-32S Standard Rotor #autoLOC_6012038 = EM-64S Heavy Rotor #autoLOC_6012039 = A small low-torque, high RPM electric motor. The smaller attachment head allows for more power applied to a smaller space. No warranty applies if you attempt to duplicate a blender with it. #autoLOC_6012040 = A medium low-torque, high RPM eletric motor. The smaller attachment head allows for more power applied to a smaller space. #autoLOC_6012041 = A large low-torque, high RPM electric motor. The smaller head allows it to masquearade as a medium rotor - don't be fooled! #autoLOC_6013028 = Extension Limit #autoLOC_6013029 = Target Extension #autoLOC_6013030 = Damping #autoLOC_6013031 = Force Limit #autoLOC_6013032 = Current Force #autoLOC_6013033 = Current Extension #autoLOC_6013034 = Extend Piston #autoLOC_6013035 = Retract Piston #autoLOC_6013036 = Toggle Piston #autoLOC_6013037 = Toggle Rotor #autoLOC_6013038 = N #autoLOC_6013039 = Nm #autoLOC_6013040 = u/s #autoLOC_6013043 = Rotation Control State #autoLOC_8002222 = Deployed Science Power #autoLOC_8002223 = Deployable Science Part #autoLOC_8002224 = Requires an Atmosphere #autoLOC_8002225 = Deployed Science Experiment #autoLOC_8002226 = Requires No Atmosphere #autoLOC_8002227 = Deployed Science Control Unit #autoLOC_8002228 = Science Generation Rate: <<1>>% #autoLOC_8002229 = Deployed Power Generation Units: <<1>> #autoLOC_8002231 = Connection State #autoLOC_8002232 = Power State #autoLOC_8002233 = Low Voltage #autoLOC_8002234 = Disable parts or add Power production #autoLOC_8002235 = Power Units Produced #autoLOC_8002236 = Power Units Required #autoLOC_8002237 = Toggle Deployed Part Enabled/Disabled #autoLOC_8002238 = Disable Part #autoLOC_8002239 = Enable Part #autoLOC_8002240 = Connected #autoLOC_8002241 = Powered #autoLOC_8002242 = Unpowered #autoLOC_8002243 = Disabled #autoLOC_8002244 = Not Connected #autoLOC_8002245 = Science Rate #autoLOC_8002246 = Experiments Connected #autoLOC_8002247 = Total Power Available #autoLOC_8002248 = Science #autoLOC_8002249 = p/hour #autoLOC_8002250 = Science Completed #autoLOC_8002251 = Experiment Situation Invalid #autoLOC_8002252 = Module Enabled #autoLOC_8002253 = Controller Disabled #autoLOC_8002254 = <<1>> has generated and successfully transmitted <<2>> Science points back to <<3>> #autoLOC_8002255 = Unable to transmit Deployed Science Data from <<1>>, Deployed Science Cluster has no CommNet connection to home. #autoLOC_8002256 = Unable to transmit Deployed Science Data from <<1>>, Deployed Science Cluster has no power. #autoLOC_8002257 = Science Transmitted #autoLOC_8002258 = Gather <<1>> science from the surface of <<2>> #autoLOC_8002259 = We've just received <<1>>% of <<2>> data from the surface of <<3>> #autoLOC_8002260 = Collected <<1>>% of <<2>>% of the <<3>> science on <<4>>. #autoLOC_8002261 = Collect <<1>>% of the <<2>> science on <<3>>. #autoLOC_8002262 = Our Scientists at [Agency] have come up with a great idea. We just need a little of your help. #autoLOC_8002263 = Mystery Goo remains as mysterious as when Kerbals first started playing with it. And just as fun. Set up a extended duration Goo experiment on [Topic] and gather some data for us. #autoLOC_8002264 = We are wondering what kind of clothes to pack for a vacation on [Topic].  We don’t want to be caught unaware just because it was sunny the one day we checked. #autoLOC_8002265 = Ions are tricky little beasties. While some of them just bombard a spaceship, others only show up once in a long while. We need you to set up a long term ion detector on [Topic] and catch us some of these mysterious particles. #autoLOC_8002266 = Rather than waiting a long time for random quakes to reveal the secret insides of [Topic], our scientists want you to smash a huge rocket into it and see what happens! #autoLOC_8002267 = Therefore, we’d like you to set up a experiment on [Topic] for us. #autoLOC_8002268 = So, we’d like you to gather data on the subject on [Topic]. #autoLOC_8002269 = Please place an experiment on [Topic] for us so we can figure this out. #autoLOC_8002270 = We need you to set up a [Topic] and then start dropping things. #autoLOC_8002272 = Surface Deployed Weather Observations #autoLOC_8002273 = Weather information gathered from the surface. #autoLOC_8002274 = Weather information gathered from the surface of Kerbin. #autoLOC_8002275 = Weather information gathered from the surface of Duna. #autoLOC_8002276 = Weather information gathered from the surface of Laythe. #autoLOC_8002277 = Surface Deployed Mystery Goo Observations #autoLOC_8002278 = Long term Mystery Goo observation data from the surface. #autoLOC_8002279 = Long term Mystery Goo observation data from the surface of Kerbin. #autoLOC_8002280 = Long term Mystery Goo observation data from the surface of The Mun. #autoLOC_8002281 = Long term Mystery Goo observation data from the surface of Minmus. #autoLOC_8002282 = Long term Mystery Goo observation data from the surface of Moho. #autoLOC_8002283 = Long term Mystery Goo observation data from the surface of Eve. #autoLOC_8002284 = Long term Mystery Goo observation data from the surface of Duna. #autoLOC_8002285 = Long term Mystery Goo observation data from the surface of Ike. #autoLOC_8002286 = Long term Mystery Goo observation data from the surface of Dres. #autoLOC_8002287 = Long term Mystery Goo observation data from the surface of Laythe. #autoLOC_8002288 = Long term Mystery Goo observation data from the surface of Val. #autoLOC_8002289 = Long term Mystery Goo observation data from the surface of Tylo. #autoLOC_8002290 = Long term Mystery Goo observation data from the surface of Bop. #autoLOC_8002291 = Long term Mystery Goo observation data from the surface of Pol. #autoLOC_8002292 = Long term Mystery Goo observation data from the surface of Eeloo. #autoLOC_8002293 = Surface Deployed Ion Collector #autoLOC_8002294 = Ion detector data gathered from the surface. #autoLOC_8002295 = Ion detector data gathered from the surface of Kerbin. #autoLOC_8002296 = Ion detector data gathered from the surface of The Mun. #autoLOC_8002297 = Ion detector data gathered from the surface of Minmus. #autoLOC_8002298 = Ion detector data gathered from the surface of Moho. #autoLOC_8002299 = Ion detector data gathered from the surface of Laythe. #autoLOC_8002300 = Ion detector data gathered from the surface of Duna. #autoLOC_8002301 = Ion detector data gathered from the surface of Ike. #autoLOC_8002302 = Ion detector data gathered from the surface of Dres. #autoLOC_8002303 = Ion detector data gathered from the surface of Gilly. #autoLOC_8002304 = Ion detector data gathered from the surface of Val. #autoLOC_8002305 = Ion detector data gathered from the surface of Tylo. #autoLOC_8002306 = Ion detector data gathered from the surface of Bop. #autoLOC_8002307 = Ion detector data gathered from the surface of Pol. #autoLOC_8002308 = Ion detector data gathered from the surface of Eeloo. #autoLOC_8002309 = Surface Deployed Seismic Sensor #autoLOC_8002310 = Seismic data gathered from impacts on the surface. #autoLOC_8002311 = Seismic data gathered from impacts on the surface of Kerbin. #autoLOC_8002312 = Seismic data gathered from impacts on the surface of The Mun. #autoLOC_8002313 = Seismic data gathered from impacts on the surface of Minmus. #autoLOC_8002314 = Seismic data gathered from impacts on the surface of Moho. #autoLOC_8002315 = Seismic data gathered from impacts on the surface of Eve. #autoLOC_8002316 = Seismic data gathered from impacts on the surface of Duna. #autoLOC_8002317 = Seismic data gathered from impacts on the surface of Ike. #autoLOC_8002318 = Seismic data gathered from impacts on the surface of Dres. #autoLOC_8002319 = Seismic data gathered from impacts on the surface of Laythe. #autoLOC_8002320 = Seismic data gathered from impacts on the surface of Val. #autoLOC_8002321 = Seismic data gathered from impacts on the surface of Tylo. #autoLOC_8002322 = Seismic data gathered from impacts on the surface of Bop. #autoLOC_8002323 = Seismic data gathered from impacts on the surface of Pol. #autoLOC_8002324 = Seismic data gathered from impacts on the surface of Eeloo. #autoLOC_8002326 = Cannot Deploy Part as it is not on the surface of a planet. #autoLOC_8002327 = Deployed Science Comms Unit #autoLOC_8002328 = Control Unit Range: <<1>>m #autoLOC_8002329 = [Agency] engineers are worried about their job security, and have come up with an idea for a long term study. #autoLOC_8002330 = Here at [Agency] we don’t just worry about short term shareholder value. We also worry about short-to-medium term shareholder value. #autoLOC_8002331 = As you know, Mystery Goo does odd things to your brain the longer you look at it, and we suspect the effects vary depending on the location you’ve put it. We’d like to find out what watching a recording of [Topic] goo’s will do at our next Christmas party. #autoLOC_8002332 = [Topic] seems to have some interesting weather patterns. Or maybe not - mostly we just see a dot when we stare at it through a telescope, and we’d like to know more before we develop a pictorial calendar for it. #autoLOC_8002333 = We think the ionic environment on [Topic] is especially interesting. Its a veritable zoo of funny particles - or at least, so we’ve been led to believe. #autoLOC_8002334 = Did you know that, at orbital velocities, a ton of vessel hitting a planet has more energy than a ton of TNT? Well, get out there and smash things into [Topic] and you’ll see for yourself. #autoLOC_8002337 = <<1>> generated <<2>> science.\nSensor Readings affected by Impact Energy: <<3>>%\nDistance Attenuation: <<4>>%\nSetup: <<5>>%\n<<6>> Science Points transmitted back to <<7>> #autoLOC_8002338 = <<1>> generated <<2>> science.\nSensor Readings affected by Impact Energy: <<3>>%\nDistance Attenuation: <<4>>%\nSetup: <<5>>%\n<<6>> Science Points stored. No connection for transmission. #autoLOC_8002339 = Current Torque #autoLOC_8002340 = Motor Size & Output(%) #autoLOC_8002341 = Torque Output #autoLOC_8002342 = <<1>>kN max: Extra mass <<2>>t #autoLOC_8002343 = Power consumption #autoLOC_8002344 = Angle Limit #autoLOC_8002345 = Target Angle #autoLOC_8002346 = Current Angle #autoLOC_8002347 = Damping #autoLOC_8002348 = Set Minimum Angle #autoLOC_8002349 = Set Maximum Angle #autoLOC_8002350 = Unavailable #autoLOC_8002351 = Motorized #autoLOC_8002352 = Unmotorized #autoLOC_8002353 = Power Unit Production Capacity #autoLOC_8002354 = Locked #autoLOC_8002355 = Toggle Locked #autoLOC_8002356 = Cannot Toggle Robotic part, part is Locked. #autoLOC_8002361 = <<1>> impact does not meet the scientific value threshold. No science generated. #autoLOC_8002362 = Power:\u0020 #autoLOC_8002363 = Cost:\u0020 #autoLOC_8002364 = Mass:\u0020 #autoLOC_8002365 = Will consume <<1>><<2>> #autoLOC_8002366 = Changes based on Motor Limit and Size. #autoLOC_8002367 = <<1>> funds with no motor.\n<<2>> funds with maximum size motor. #autoLOC_8002368 = Changes if motor size is changed. #autoLOC_8002369 = <<1>>t with maximum size motor. #autoLOC_8002370 = Changes if motor is removed or resized. #autoLOC_8002371 = Deployed Science Cluster on <<1>> unable to process seismic event, Science Cluster is Not Powered. #autoLOC_8002372 = Deployed Science Cluster on <<1>> unable to process seismic event, Seismometer is Not Enabled. #autoLOC_8002373 = <<1>> generated <<2>> science.\nSensor Readings affected by Impact Energy: <<3>>%\nDistance Attenuation: <<4>>%\nSetup: <<5>>%\nSandbox Game, Science Discarded. #autoLOC_8002374 = Add Robotics Tag to Item (add Breaking Ground DLC dependancy). #autoLOC_8002376 = Propeller Blade Type A #autoLOC_8002377 = Propeller Blade Type B #autoLOC_8002378 = Propeller Blade Type S #autoLOC_8002379 = Helicopter Blade Type A #autoLOC_8002380 = Helicopter Blade Type B #autoLOC_8002381 = Helicopter Blade Type S #autoLOC_8002382 = This blade part can be used to convert lift into thrust if you spin it fast enough. The advanced user can even find this useful on other planets with an atmosphere. #autoLOC_8002383 = This blade part can be used to convert lift into thrust if you spin it fast enough. The advanced user can even find this useful on other planets with an atmosphere. #autoLOC_8002384 = This blade part can be used to convert lift into thrust if you spin it fast enough. The advanced user can even find this useful on other planets with an atmosphere. #autoLOC_8002385 = Rockets aren't the only way to go up. This small helicopter-style rotor can create lift whenever there's enough atmospheric pressure. #autoLOC_8002386 = Rockets aren't the only way to go up. This medium helicopter-style rotor can create lift whenever there's enough atmospheric pressure. #autoLOC_8002387 = Rockets aren't the only way to go up. This large helicopter-style rotor can create lift whenever there's enough atmospheric pressure. #autoLOC_8002392 = Clockwise #autoLOC_8002393 = Counterclockwise #autoLOC_8002394 = (prop lift (rotor plane #autoLOC_8002395 = Deployed Science #autoLOC_8002398 = Tiny Nosecone #autoLOC_8002399 = A tiny nosecap for important, but small applications.\n\nDo not let Jeb borrow it to use as a hat. #autoLOC_8002400 = Very Small Nosecone #autoLOC_8002401 = A small nosecap for aerodynamic streamlining. Its primary use is for rotors. #autoLOC_8002402 = R121 Turboshaft Engine #autoLOC_8002403 = This strong turbine engine consumes liquid fuel and outputs angular acceleration. Also emits a pleasently high pitched whine. #autoLOC_8002404 = R7000 Turboshaft Engine #autoLOC_8002405 = This massive turbine engine consumes liquid fuel and outputs angular acceleration. We'd say it's the most powerful thing you can buy - but it's still not a rocket. #autoLOC_8002406 = robot actuator motor LF #autoLOC_8002407 = robot actuator motor LF #autoLOC_8003235 = Set Minimum Angle #autoLOC_8003236 = Set Maximum Angle #autoLOC_8003237 = Power Limit(%) #autoLOC_8003238 = Torque Limit(%) #autoLOC_8003239 = Force Limit(%) #autoLOC_8003240 = Loop Mode: None (Finishes play when it reaches an end) #autoLOC_8003241 = Loop Mode: Repeat (Continuous play, repeating from the start) #autoLOC_8003242 = Loop Mode: PingPong (Reverses play direction when it reaches an end) #autoLOC_8003243 = Play Button: Click to play/pause. #autoLOC_8003244 = Play Direction: Click to change play direction. #autoLOC_8003245 = Previous Point: Click to move to previous point. #autoLOC_8003246 = Next Point: Click to move to next point. #autoLOC_8003247 = Sequence Name: Click to rename this sequence. #autoLOC_8003248 = Length of the Sequence: Click to edit. #autoLOC_8003249 = Track Editor #autoLOC_8003250 = Length #autoLOC_8003251 = (s) #autoLOC_8003252 = Index: #autoLOC_8003253 = Time: #autoLOC_8003254 = Value: #autoLOC_8003255 = Remove #autoLOC_8003256 = Field Remove: Click to remove this field from the sequence. #autoLOC_8003257 = <<1>> : Click to expand. #autoLOC_8003258 = <<1>> : Select point to edit. Double-click line to add point. #autoLOC_8003259 = Open Track Editor #autoLOC_8003260 = Change the nickname of this track #autoLOC_8003262 = Controllers #autoLOC_8003263 = Sequence #autoLOC_8003264 = Fields Assigned #autoLOC_8003265 = Play Position #autoLOC_8003266 = Play Length #autoLOC_8003267 = Play/Pause #autoLOC_8003268 = Play Direction #autoLOC_8003269 = Loop Mode #autoLOC_8003270 = Playing #autoLOC_8003271 = Paused #autoLOC_8003272 = Forward #autoLOC_8003273 = Reverse #autoLOC_8003274 = None #autoLOC_8003275 = Repeat #autoLOC_8003276 = Ping Pong #autoLOC_8003277 = Toggle Play #autoLOC_8003278 = Open Editor #autoLOC_8003279 = KAL-1000 Controller #autoLOC_8003280 = A first of its kind, this intelligent programmable controller can manage a number of parts across a vessel.\n\nIts not an entirely autonomous entity... yet... #autoLOC_8003281 = (contr (robo (seq (anim #autoLOC_8003282 = Toggle Hinge #autoLOC_8003283 = Toggle Loop Mode #autoLOC_8003284 = Toggle Direction #autoLOC_8003285 = Toggle Servo #autoLOC_8003287 = Controller Fields #autoLOC_8003289 = Display Robotic Joint Data in Action Menus #autoLOC_8003290 = Robotics #autoLOC_8003291 = Allow Full Rotation #autoLOC_8003292 = Axis Limit: Drag to Adjust the Maximum Limit of this Axis #autoLOC_8003293 = Add fields to control via #autoLOC_8003294 = Tangents: Smooth #autoLOC_8003295 = Tangents: Sharp #autoLOC_8003296 = Curve: Add Point #autoLOC_8003297 = Axis Limit: Drag to Adjust the Minimum Limit of this Axis #autoLOC_8003298 = Surface Features #autoLOC_8003299 = Breaking Ground #autoLOC_8003306 = Play Sequence #autoLOC_8003307 = Stop Sequence #autoLOC_8003308 = Set Play Direction to Forward #autoLOC_8003309 = Set Play Direction to Reverse #autoLOC_8003310 = Set Loop Mode to Once #autoLOC_8003311 = Set Loop Mode to Repeat #autoLOC_8003312 = Set Loop Mode to PingPong #autoLOC_8003313 = Move row up #autoLOC_8003314 = Move row down #autoLOC_8003315 = Copy row values #autoLOC_8003316 = Paste row values #autoLOC_8003317 = Flip the row horizontally, reversing times #autoLOC_8003318 = Flip the row vertically, inverting values #autoLOC_8003319 = Align the end point/tangents with the start point #autoLOC_8003320 = Clamp all values between min/max #autoLOC_8003321 = Select all points #autoLOC_8003322 = Delete selected point(s) #autoLOC_8003323 = Clamp selected point(s) value between min/max #autoLOC_8003324 = Speed(%) the sequence will play at #autoLOC_8003325 = Row: #autoLOC_8003326 = Point: #autoLOC_8003327 = Resize Mode: Scale (Keep points positioned relative to the whole curve) #autoLOC_8003328 = Resize Mode: Maintain (Keep points at keyframe time and extend/shrink the curve) #autoLOC_8003329 = Play Speed #autoLOC_8003330 = Multiple Points (<<1>>)... #autoLOC_8003331 = Set Play Speed to 0% #autoLOC_8003332 = Set Play Speed to 100% #autoLOC_8003333 = Engage Servo Lock #autoLOC_8003334 = Disengage Servo Lock #autoLOC_8003335 = Cannot Lock Robotic part, Servo is moving. #autoLOC_8003336 = Engage Motor Drive #autoLOC_8003337 = Disengage Motor Drive #autoLOC_8003341 = aero aircraft (prop lift (rotor plane #autoLOC_8003342 = aero aircraft (prop lift (rotor plane #autoLOC_8003343 = aero aircraft (prop lift (rotor plane (heli #autoLOC_8003344 = aero aircraft (prop lift (rotor plane (heli #autoLOC_8003345 = aero aircraft (prop lift (rotor plane (heli #autoLOC_8003348 = Actions Assigned #autoLOC_8003349 = Controller Priority #autoLOC_8003350 = Apply preset curve pattern #autoLOC_8003351 = Presets #autoLOC_8003352 = Cycles: #autoLOC_8003353 = Sine #autoLOC_8003354 = Square #autoLOC_8003355 = Triangle #autoLOC_8003356 = Sawtooth #autoLOC_8003357 = Reverse Sawtooth #autoLOC_8003358 = How many cycles to complete within the sequence length #autoLOC_8003359 = Phase: #autoLOC_8003360 = Where in the preset cycle to start the pattern #autoLOC_8003361 = Period: #autoLOC_8003362 = How long each cycle should take in the pattern #autoLOC_8003384 = Pitch Control State #autoLOC_8003385 = Yaw Control State #autoLOC_8003386 = Roll Control State #autoLOC_8003402 = cyclic #autoLOC_8003403 = collective #autoLOC_8003404 = none #autoLOC_8004268 = CRSY Light Scanning Arm #autoLOC_8004270 = The Experimental Engineering Group managed to successfully adapt technologies from several other manufacturers to produce this once-in-a-lifetime piece of technology.\n\nThe light scanning arm is capable of independent work on distant planets, analyzing the geology and composition of rocks and other surface features with two different instruments.\n\nA masterpiece of engineering and design. #autoLOC_8004271 = Scan <<1>> #autoLOC_8004272 = [<<1>>]: Arm hit object. Aborting scan! #autoLOC_8004273 = [<<1>>]: Vessel moved. Aborting scan! #autoLOC_8004274 = Scanning... #autoLOC_8004276 = Surface Feature Report #autoLOC_8004277 = <<1>> Scan #autoLOC_8004278 = SPRT Medium Scanning Arm #autoLOC_8004279 = The Experimental Engineering Group has triumphed in creating a larger version of their previous scanning arm, duplicating their heroic feat for a twice-in-a-lifetime scientific accomplishment.\n\nThe medium scanning arm incoporates a 3rd instrument for further data gathering, increasing the amount of data the arm can gather. #autoLOC_8004280 = OP-E Large Scanning Arm #autoLOC_8004281 = The Experimental Engineering Group's marketing department claims this is another once-in-a-lifetime achievement. We're starting to get suspicious!\n\nNonetheless, this even larger rover arm has four separate instruments, and we can't think of what else they might add, so this is probably the top of the line model from them. #autoLOC_8004282 = Baobab Tree Scan #autoLOC_8004283 = Giant Quartz Scan #autoLOC_8004284 = Gilly Ridgeline Scan #autoLOC_8004285 = Duna Ejecta Analysis #autoLOC_8004286 = Gravel Pile Scan #autoLOC_8004287 = Yellow Stones Analysis #autoLOC_8004288 = Green Sandstone Analysis #autoLOC_8004289 = Olivine Formation Scan #autoLOC_8004290 = Moho Stone Analysis #autoLOC_8004291 = Wrinkle Ridge Scan #autoLOC_8004292 = Volcanic Rock Analysis #autoLOC_8004293 = Basalt Formation Scan #autoLOC_8004294 = Pancake Dome Scan #autoLOC_8004295 = Duna Stone Analysis #autoLOC_8004296 = Duna Meteorite Scan #autoLOC_8004297 = Duna Dune Scan #autoLOC_8004298 = Blueberries Analysis #autoLOC_8004299 = Dres Meteorite Scan #autoLOC_8004300 = Dres Crater Scan #autoLOC_8004301 = Mun Stone Analysis #autoLOC_8004302 = Mun Crater Scan #autoLOC_8004303 = Mun Large Crater Scan #autoLOC_8004304 = Laythe Stone Analysis #autoLOC_8004305 = Laythe Boulder Scan #autoLOC_8004306 = Laythe Geyser Scan #autoLOC_8004307 = Vall Ice Chunk Analysis #autoLOC_8004308 = Vall Stone Scan #autoLOC_8004309 = Cryovolcano Scan #autoLOC_8004310 = Tylo Light Stone Analysis #autoLOC_8004311 = Tylo Dark Boulder Scan #autoLOC_8004312 = Tylo Checkerboard Scan #autoLOC_8004313 = Eeloo Ice Chunk Analysis #autoLOC_8004314 = Eeloo Brown Boulder Scan #autoLOC_8004315 = These ancient trees provide good practice for studying the secrets of the universe. Also, their seed pods are tough as meteorites and potentially just as tasty. #autoLOC_8004316 = A huge, majestic looking formation of quartz. Now how do we move it without breaking it? #autoLOC_8004317 = Gilly's relatively low density is of great interest to Kerbin Scientists. Is it due to low density rock or could Gilly possibly have a cream filling? #autoLOC_8004318 = These chunks of debris have rained on Ike for eons. Providing insight into the history of Duna through the impacts that threw this material off its surface. #autoLOC_8004319 = Bop's low gravity causes accretia to slowly accumulate - some of it from long before it was captured by Jool. #autoLOC_8004320 = Pol's distinctive color shows up particularly well in these chunks of stone left across its surface. Could they be more than just cold stone - perhaps some new type of cheese, aged over millions of years? #autoLOC_8004321 = Kerbin Scientists are curious about how Minmus managed to have salt flats despite its low gravity and lack of atmosphere. These old rocks provide numerous clues... also, they kind of look like sprinkles, right? #autoLOC_8004322 = Outcroppings of these mineral deposits can tell us much about Minmus' more energetic past. As a side note the chunks chipped off are very pretty. #autoLOC_8004323 = Stones on Moho show signs of heavy space weathering - certainly there was no water here to erode them. Careful study shows the history of the Sun's effect on Moho. #autoLOC_8004324 = A type of feature created on the surface of a celestial body when magma settles after cooling down. Kerbal astronomers call them moon frowns. #autoLOC_8004325 = A small chunk of volcanic rock. Good thing it's not hot anymore. #autoLOC_8004326 = A bunch of vertical rocks grouped one next to the other. They look like old spaghetti that somebody forgot and left there for centuries. #autoLOC_8004327 = A large, round, volcanic crater. Anything this food-shaped in space is worth studying. #autoLOC_8004328 = Geologists on Kerbin hope to determine much from just a chunk of rock. Including the most important question - was there life on Duna? And if so - how many shapes did it come in? #autoLOC_8004329 = The remains of a past meteorite that struck Duna's surface. #autoLOC_8004330 = The winds on Duna can pile up sand in odd places. They have piled up this residue, and the information it contains, from hundreds of kilometers away. #autoLOC_8004331 = Small rocks that might look like blueberries, but don't taste like them... we're almost certain. #autoLOC_8004332 = Despite being a relatively small planet, Dres has seen its share of violent impacts in the past. #autoLOC_8004333 = These small impact craters tell us as much about Dres and its history as studying the larger ones... and they are easier to get into and out of. #autoLOC_8004334 = Munar rocks seem like they'll make excellent paper weights. They also give us clues to the history of our planet and others. But - those papers aren't going to weight themselves. #autoLOC_8004335 = The Mun is full of holes - big and small. Kerbin scientists eagerly await the data on this one. Also, Kerbin golfers may start investing more heavily in our space program depending on the data. #autoLOC_8004336 = Not really a huge crater, but still a large crater, with potentially larger and more interesting features. Or just a good place to hide and take a nap. #autoLOC_8004337 = This stone is... really boring. Looks just like any old rock from back on Kerbin. You travelled so far, experienced so much, just to look at this rock. The scientists still love it though! #autoLOC_8004338 = This boulder shows evidence of extensive hydrological action, it's lovely and smooth. #autoLOC_8004339 = One of the rarest features in the Solar system, these geysers occasionally jet scalding water into Laythe's atmosphere... which might be the source of the terrible smell. #autoLOC_8004340 = A broken chunk of Vall's icy crust, showing layers of frozen material. #autoLOC_8004341 = Scientists aren't sure if these stones are meteorites that have been frozen into the crust or the result of glacial action. #autoLOC_8004342 = A spouting geyser of sublimated gasses from deep inside Vall. This research has been a prime opportunity to observe one of the Solar system's most fascinating phenomena. Also makes for a good selfie spot. #autoLOC_8004343 = A light colored stone, showing one of two common mineral colors that make up Tylo's crust. Hopefully a full analysis will determine its composition and usefulness as a paperweight. #autoLOC_8004344 = A dark colored stone, showing one of two common mineral colors that make up Tylo's crust. Many Kerbals wonder where the strawberry ones are. #autoLOC_8004345 = This outcropping with patterns of light and dark on it looks natural. Is it, or is it really some alien plaything? Which begs the question - are we all just playthings of some vast, incomprehensible alien minds?\n\nNo that can't be. #autoLOC_8004346 = The chilliest of chill ices. When you want a cold drink, Eeloo's the place to go. Our scientists claim they are strictly studying these ice chunks for research. Suspiciously scheduled parties not withstanding. #autoLOC_8004347 = A chunk of Eeloo's crust that managed to make its way here, it looks a little lonely. #autoLOC_8004348 = A huge chunk of ice. Careful examination shows the span of eons recorded in Eeloo's ice strata. Shame no one brought skis. #autoLOC_8004349 = Eeloo Berg Scan #autoLOC_8004350 = [<<1>>]: Arm isn't retracted! #autoLOC_8004351 = [<<1>>]: No scannable objects in range! #autoLOC_8004352 = [<<1>>]: Vessel is moving too fast to perform a scan! #autoLOC_8004353 = Scanner Arm #autoLOC_8004354 = arm scanner science rover rock test #autoLOC_8004355 = Scan Surface Feature #autoLOC_8004356 = Baobab Tree #autoLOC_8004357 = Giant Quartz #autoLOC_8004358 = Gilly Ridgeline #autoLOC_8004359 = Duna Ejecta #autoLOC_8004360 = Gravel Pile #autoLOC_8004361 = Yellow Stones #autoLOC_8004362 = Green Sandstone #autoLOC_8004363 = Olivine Formation #autoLOC_8004364 = Moho Stone #autoLOC_8004365 = Wrinkle Ridge #autoLOC_8004366 = Volcanic Rock #autoLOC_8004367 = Basalt Formation #autoLOC_8004368 = Pancake Dome #autoLOC_8004369 = Duna Stone #autoLOC_8004370 = Duna Meteorite #autoLOC_8004371 = Sand Dune #autoLOC_8004372 = Blueberries #autoLOC_8004373 = Dres Meteorite #autoLOC_8004374 = Dres Crater #autoLOC_8004375 = Mun Stone #autoLOC_8004376 = Mun Crater #autoLOC_8004377 = Mun Large Crater #autoLOC_8004378 = Laythe Stone #autoLOC_8004379 = Laythe Boulder #autoLOC_8004380 = Laythe Geyser #autoLOC_8004381 = Vall Ice Chunk #autoLOC_8004382 = Vall Stone #autoLOC_8004383 = Cryovolcano #autoLOC_8004384 = Tylo Light Stone #autoLOC_8004385 = Tylo Dark Boulder #autoLOC_8004386 = Tylo Checkerboard #autoLOC_8004387 = Eeloo Ice Chunk #autoLOC_8004388 = Eeloo Brown Boulder #autoLOC_8004389 = Eeloo Berg #autoLOC_8004390 = \nMax Science Fraction: <<1>>% #autoLOC_8004391 = Do a simple scan with a rover arm of <<1>>. #autoLOC_8004392 = Do a complex scan with a rover arm of <<1>>. #autoLOC_8004393 = Do an advanced scan with a rover arm of <<1>>. #autoLOC_8004394 = Transmit <<1>>% of the total available science for <<2>> on <<3>> #autoLOC_8004395 = Transmitted <<1>>% of <<2>>% of the total available science for <<3>> on <<4>> #autoLOC_8004396 = Bring <<1>> back with you. #autoLOC_8004397 = Bring a <<1>> on <<2>> back to Kerbin #autoLOC_8004398 = Brought a <<1>> back to Kerbin #autoLOC_8004399 = Didn't bring a <<1>> back to Kerbin #autoLOC_8004401 = We at [Agency] are intrigued by the possibilities of your budding unmanned exploration program. We’ve heard good things. #autoLOC_8004402 = [Agency]’s engineers are interested in your rover program - most of them wanted remote control cars when they were kids. #autoLOC_8004403 = Your unmanned program is showing great promise. [Agency] has a big interest in a certain subject, can you bring us some more sophisticated data about it? #autoLOC_8004404 = [Agency] has heard you’ve expanded the potential of your rover program. They’ve got toy models on their desks of some of your designs. #autoLOC_8004405 = Your space program has made such great progress! Here at [Agency] we’ve watched one triumph after another, which brings us to our request. #autoLOC_8004406 = The composition of [Topic] is of great interest to us. Could you do a simple scan of one of these? Not enough data exists for us to determine what use we could put one to. #autoLOC_8004407 = Visiting a planet shouldn’t just be about going out and grabbing the first handful of dirt you find. We want something more interesting - a scan of [Topic]. #autoLOC_8004408 = [Topic] is of great interest to us. Not enough data exists for us to determine what use we could put one to. Do they make better desserts, or appetizers? #autoLOC_8004409 = We need more data about [Topic]. We’re not sure what sort of recipe they’d work best in, and our culinary department is very curious - somehow they have our largest budget as well. #autoLOC_8004410 = We’d like to know everything there is to know about [Topic]. Can you scan one and send us the data? #autoLOC_8004411 = Send a rover arm equipped craft out and perform a simple scan, get us some data. #autoLOC_8004412 = Send a rover arm equipped craft out and perform a thorough scan, get us some data. #autoLOC_8004413 = Send a rover arm equipped craft out and perform a complex scan, get us some data. #autoLOC_8004414 = Find a <<1>> and collect data with the <<2>>. #autoLOC_8004415 = [Agency] has be working long and hard on practical applications of various materials. #autoLOC_8004416 = Everyone here at [Agency] is looking for the next big thing, and we’ve got an idea of how to get it. #autoLOC_8004417 = We want a real sample of [Topic] to do various… tests on. We know this is a tall order, but bring one back for us. #autoLOC_8004418 = There’s a lot we could do with a sample of [Topic]. But we need to test it in our labs, remote data is no substitute for the real thing. #autoLOC_8004419 = We’ve got a big vat of Mystery Goo back here and we’re dying to see what happens when we dip a chunk of [Topic] into it. Can you help us make that happen? #autoLOC_8004420 = Bring us back one intact. #autoLOC_8004421 = Find a <<1>>, have a Kerbal pick it up and return it to Kerbin. #autoLOC_8004422 = We’ve heard reports of an interesting planetary feature: [Topic]. Do a scan to satisfy our curiosity. #autoLOC_8004423 = You’ll need to have someone pick one up and bring it here. #autoLOC_8004424 = <<1>> retrieved from <<2>> #autoLOC_8004425 = \nReach: <<1>>m #autoLOC_8004426 = Scan distance: <<1>>m. No target in range. #autoLOC_8004427 = Must be stationary to scan a surface feature #autoLOC_8004428 = [<<1>>]: Scan Cancelled. <<2>> vanished. #autoLOC_8004429 = [<<1>>]: <<2>> is too far below the base plate, cannot reach. #autoLOC_8004430 = Preview Scanning Range #autoLOC_8004431 = [<<1>>]: Scan aborted! <<2>> #autoLOC_8004432 = Previewing... #autoLOC_8004435 = \u0020We suspect you can find one of these in the <<1>> biome. #autoLOC_8004436 = \u0020We suspect you can find one of these in the <<1>> or <<2>> biomes. #autoLOC_8004437 = \u0020We suspect you can find one of these in the <<1>>, <<2>> or <<3>> biomes. #autoLOC_8004440 = Robotic Servo Hinge #autoLOC_8004441 = Robotic Servo Rotor #autoLOC_8004442 = Robotic Servo Piston #autoLOC_8004443 = Robotic Rotation Servo #autoLOC_8004451 = Surface Feature Statistics #autoLOC_8004452 = Enable Surface Feature Stats Gathering (PQS Event Driven) #autoLOC_8004453 = Type, # Quads, Area, # Features, Per Km^2, cfg Freq #autoLOC_8004454 = Surface Feature Finder #autoLOC_8004455 = Surface Feature Scan Points #autoLOC_8004456 = <<1>>, <<2>> quads, <<3>> Km^2, <<4>> features, <<5>>, <<6>>\n #autoLOC_8005418 = Total Power Needed #autoLOC_8005419 = Traverse Rate #autoLOC_8005420 = Target Angle #autoLOC_8005421 = Angle Limit #autoLOC_8005423 = Motorized #autoLOC_8005424 = RPM Limit #autoLOC_8005425 = Rotation Direction #autoLOC_8005426 = Clockwise #autoLOC_8005427 = Counterclockwise #autoLOC_8005428 = Ratcheted #autoLOC_8005429 = Power #autoLOC_8005430 = Engaged #autoLOC_8005431 = Disengaged #autoLOC_8005432 = <<1>> max<<2>> #autoLOC_8005433 = Motor Power #autoLOC_8005434 = Toggle Motor Power #autoLOC_8005435 = Toggle Motor Direction #autoLOC_8005436 = Toggle Motor Engaged #autoLOC_8005437 = Current RPM #autoLOC_8005438 = On Power Loss #autoLOC_8005439 = Free #autoLOC_8005440 = Track Editor - Toolbar #autoLOC_8005441 = Grip Pads #autoLOC_8005442 = Propellers #autoLOC_8005443 = Propeller Aerodynamics #autoLOC_8005468 = Kerbodyne Rotodyne #autoLOC_8005469 = With both a dual top-rotor, and dual forward propellers, the Kerbodyne Rotodyne takes off like a helicopter, and flies like a plane.\nTo fly, custom 1 turns on the engines and fuel cells. Vertical lift is controlled with main throttle, and translate f/b will adjust the pitch of the forward propellers and control forward velocity. #autoLOC_8005470 = Jeb's Quadtaxi #autoLOC_8005471 = Jeb's sleek new ride is his fallback if he ever decides to quit being an astronaut and go into the ride sharing business.\nControls: Action group 1 to turn on engines and fuel cells. Main throttle controls vertical lift. #autoLOC_8005472 = Butterfly Rover #autoLOC_8005473 = The Butterfly rover is fast, nimble, and perfect for hunting baobab trees.\nTo drive, throttle up the fans with the main throttle, and control the velocity by using main throttle to increase/decrease the blade pitch.\nBe warned, this beauty can go extremely fast... #autoLOC_8005474 = Arrow-E #autoLOC_8005475 = This beautiful and simple electric plane is so fun to fly, pilots are glad they can do it all day. Just make sure to bring it in before the sun sets. Also don't fly it upside down too long.\nControls: Main throttle controls engine power. #autoLOC_8005476 = Seahawk #autoLOC_8005477 = The Seahawk is perfect for flying around the KSC to gather atmospheric data.\nTo fly, custom 1 turns on the engines, and main throttle adjusts blade pitch and motor torque. #autoLOC_8005485 = Val-Thopter #autoLOC_8005486 = Valentina's Triple Hover Copter' was dubbed too long of a name by the Space Center marketing department, but this amazing craft is no slouch despite its size or the length of its name. It's both agile and speedy, zipping around into places that no other can.\nCustom 1 to activate engines, Main throttle to control lift/blade pitch. #autoLOC_8014149 = Toggle Controller Enabled #autoLOC_8014150 = Enable Controller #autoLOC_8014151 = Disable Controller #autoLOC_8320002 = Controls other deployed experiments and power generators w/in <<1>> meters. #autoLOC_8320003 = Science experiment: studies Mystery Goo over long periods of time. #autoLOC_8320004 = Science experiment: monitors weather on planets with an atmosphere. Deploy with an experienced scientist for best results. Requires <<1>> unit of power #autoLOC_8320005 = Provides continuous power. Deploy with an experienced engineer for best results. #autoLOC_8320006 = Provides solar power. Deploy with an experienced engineer for best results. #autoLOC_8320007 = Science experiment: Crash things into the planet to get data. Deploy with an experienced scientist for best results. Requires <<1>> unit of power #autoLOC_8320008 = Science experiment: Catch ions on a body with no atmosphere Deploy with an experienced scientist for best results. Requires <<1>> unit of power #autoLOC_8320009 = Increases the comment range for the central station to transmit results back. Antenna rating: <<1>> Gm. #autoLOC_8320011 = Long term Mystery Goo observation data from the surface of Gilly. #autoLOC_8320012 = Seismic data gathered from impacts on the surface of Gilly. #autoLOC_8320013 = Weather information gathered the surface of Eve. #autoLOC_8320014 = G-01L Alligator Hinge #autoLOC_8320015 = A small actuator with a longer frame that can be used for a variety of purposes. Despite its appearence, clamping Wernher's loose notes together is not an ideal choice. #autoLOC_8320016 = G-00 Hinge #autoLOC_8320017 = G-11 Hinge #autoLOC_8320018 = A medium size actuator that has a variety of uses. Be creative! #autoLOC_8320019 = A small actuator that can be used for a variety of purposes. Over 20% of those have something to do with rockets. #autoLOC_8320020 = G-12L Alligator Hinge #autoLOC_8320021 = A medium actuator. Moving Parts Experts Group offers no warranty if you jury rig your own landing legs with them. Our engineers were curious what a warranty is for anyway. #autoLOC_8320022 = robot actuator hinge #autoLOC_8320023 = G-32W Hinge #autoLOC_8320024 = The largest hinge actuator available. Doubles as an EZ-fold picnic table. #autoLOC_8320026 = Rotation Servo M-06 #autoLOC_8320027 = A small, high-torque servo that can rotate attached parts through almost 360 degrees. No Kerbals were harmed in the creation of this part. Yet. #autoLOC_8320028 = robot actuator rotate servo #autoLOC_8320029 = Rotation Servo M-12 #autoLOC_8320030 = A medium, high-torque servo that can rotate attached parts through 360 degrees. Makes sure any evil robots you construct with it can see behind themselves. #autoLOC_8320031 = Rotation Servo F-12 #autoLOC_8320032 = Rotation Servo M-25 #autoLOC_8320033 = A large, high-torque servo that can rotate attached parts through 360 degrees. When you just don't have enough torque for whatever nefarious prupose you have in mind, this is what you use. #autoLOC_8320034 = The flush mounted rotation servo has reduced output but a much sleeker form factor, hiding all the motor bits inside the servo head itself, reducing the space it requires. #autoLOC_8320035 = EM-16 Light Duty Rotor #autoLOC_8320036 = A small low-torque, high RPM electric motor #autoLOC_8320037 = robot actuator motor #autoLOC_8320038 = EM-32 Standard Rotor #autoLOC_8320039 = A medium low-torque, high RPM electric motor #autoLOC_8320041 = EM-64 Heavy Rotor #autoLOC_8320042 = A large low-torque, high RPM eletric motor. Make sure you don't run out of EC, or it will only be useful as a large lazy susan. #autoLOC_8320050 = 1P2 Hydraulic Cylinder #autoLOC_8320051 = This small piston generates an impressive amount of force. Use with care. #autoLOC_8320052 = robot actuator piston #autoLOC_8320053 = 3P6 Hydraulic Cylinder #autoLOC_8320054 = Moving Parts Experts Group took one of its landing leg designs, stripped off a few bits, doubled the power, and sold us this piston. #autoLOC_8320056 = 1P4 Telescoping Hydraulic Cylinder #autoLOC_8320059 = 3PT Telescoping Hydraulic Cylinder #autoLOC_8320062 = KAL 1000 Controller #autoLOC_8320063 = A first of its kind, this intelligent programmable controller can manage a number of parts across a vessel.\n\nIts not an entirely autonomous entity... yet... #autoLOC_8320064 = (contr (robo (seq (anim #autoLOC_8320065 = A small telescoping piston. Eye protection is mandatory when working with this part. #autoLOC_8320066 = A large telescoping piston. Capable of enormous feats of stretchiness. Rocket engines are still recommended for attempting to reach orbit, however. #autoLOC_8320089 = At maximum motor size & output and traverse rate. #autoLOC_8320090 = At maximum motor size & output and RPM. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Aero/FanShroud_01.cfg PART { name = FanShroud_01 module = Part author = Pablo rescaleFactor = 1 node_stack_top = 0.0, 0.19354, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.19354, 0.0, 0.0, -1.0, 0.0, 1 node_stack_mount = 0.0, -0.1656, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = aerodynamicSystems entryCost = 1050 cost = 85 category = Aero subcategory = 0 title = S-062 Fan Shroud manufacturer = WinterOwl Aircraft Emporium description = This aesthetically pleasing shroud is for a small ducted fan engine.\n\nHelps reduce the incidence of air crew incidents with them by over 5%! attachRules = 1,1,1,1,0 mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 bodyLiftMultiplier = 2.5 maxTemp = 2000 bulkheadProfiles = size0, srf tags = duct fan aero shroud intake MODEL { model = SquadExpansion/Serenity/Parts/Aero/Assets/FanShroud_01 } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #4b7c9a baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Aero/Assets/shroudsDiffuse_plain } } } MODULE { name = ModuleCargoPart packedVolume = 180 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = FanShroud_01 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Aero/FanShroud_02.cfg PART { name = FanShroud_02 module = Part author = Pablo rescaleFactor = 1 node_stack_top = 0.0, 0.244949, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.244949, 0.0, 0.0, -1.0, 0.0, 1 node_stack_mount = 0.0, -0.2097, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = advAerodynamics entryCost = 1750 cost = 175 category = Aero subcategory = 0 title = S-12 Fan Shroud manufacturer = WinterOwl Aircraft Emporium description = This aesthetically pleasing shroud is for a medium ducted fan engine.\n\nHelps reduce the incidence of air crew incidents with them by over 5%! attachRules = 1,1,1,1,0 mass = 0.13 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 bodyLiftMultiplier = 2.5 maxTemp = 2000 bulkheadProfiles = size1, srf tags = duct fan aero shroud intake MODEL { model = SquadExpansion/Serenity/Parts/Aero/Assets/FanShroud_02 } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Aero/Assets/shroudsDiffuse_plain } } } MODULE { name = ModuleCargoPart packedVolume = 900 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = FanShroud_02 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Aero/FanShroud_03.cfg PART { name = FanShroud_03 module = Part author = Pablo rescaleFactor = 1 node_stack_top = 0.0, 0.544, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.544, 0.0, 0.0, -1.0, 0.0, 1 node_stack_mount = 0.0, -0.466, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = advAerodynamics entryCost = 2750 cost = 325 category = Aero subcategory = 0 title = S-25 Fan Shroud manufacturer = WinterOwl Aircraft Emporium description = This aesthetically pleasing shroud fits a large ducted fan blade.\n\nHelps reduce the incidence of air crew incidents with them by over 5%! attachRules = 1,1,1,1,0 mass = 0.42 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 bodyLiftMultiplier = 2.5 maxTemp = 2000 bulkheadProfiles = size2, srf tags = duct fan aero shroud intake MODEL { model = SquadExpansion/Serenity/Parts/Aero/Assets/FanShroud_03 } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #915934 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Aero/Assets/shroudsDiffuse_plain } } } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = FanShroud_03 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Aero/noseconeTiny.cfg PART { name = noseconeTiny module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0, 0, 0, 0, -1.0, 0, 0 node_attach = 0, 0, 0, 0, -1.0, 0, 0 TechRequired = aerodynamicSystems entryCost = 1200 cost = 40 category = Aero subcategory = 0 title = Tiny Nosecone manufacturer = C7 Aerospace Division description = A tiny nosecap for important, but small applications.\n\nDo not let Jeb borrow it to use as a hat. attachRules = 1,1,1,1,0 stackSymmetry = 2 mass = 0.001 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = .25 crashTolerance = 10 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size0 thermalMassModifier = 6.0 emissiveConstant = 0.95 tags = aero aircraft booster )cap drag fligh plane rocket stab stream tail MODEL { model = SquadExpansion/Serenity/Parts/Aero/Assets/noseconeTiny texture = copterBlades_diffuse, SquadExpansion/Serenity/Parts/Propellers/Assets/copterBlades_diffuse } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 7 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = noseconeTiny } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Aero/noseconeVS.cfg PART { name = noseconeVS module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0, 0, 0, 0, -1.0, 0, 0 node_attach = 0, 0, 0, 0, -1.0, 0, 0 TechRequired = aerodynamicSystems entryCost = 1400 cost = 80 category = Aero subcategory = 0 title = Very Small Nosecone manufacturer = C7 Aerospace Division description = A small nosecap for aerodynamic streamlining. Its primary use is for rotors. attachRules = 1,1,1,1,0 stackSymmetry = 2 mass = 0.004 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = .25 crashTolerance = 11 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size0 thermalMassModifier = 6.0 emissiveConstant = 0.95 tags = aero aircraft booster )cap drag fligh plane rocket stab stream tail MODEL { model = SquadExpansion/Serenity/Parts/Aero/Assets/noseconeVS texture = copterBlades_diffuse, SquadExpansion/Serenity/Parts/Propellers/Assets/copterBlades_diffuse } MODULE { name = ModuleCargoPart packedVolume = 60 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = noseconeVS } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/DeployedScience/centralStation.cfg PART { name = DeployedCentralStation module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.14, 0 CoLOffset = 0, 0.14, 0 CoPOffset = 0, 0.14, 0 TechRequired = spaceExploration entryCost = 3000 cost = 800 category = Cargo subcategory = 0 title = Probodobodyne Experiment Control Station manufacturer = Probodobodyne Inc description = The Probodobodyne Experiment Control Station coordinates and controls both power and data from nearby deployed parts, and coordinates sending it back to Kerbin.\n\nBe sure to use one, if you want to generate any useful data.\n\nCan be left to gather data over long periods of time, as the loneliness circuits were disabled during testing. Needs a deployed power unit to operate. attachRules = 0,0,0,0,0 mass = 0.05 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 10 maxTemp = 1200 tags = control core science cargo deploy MODEL { model = SquadExpansion/Serenity/Parts/DeployedScience/Assets/CentralStation } EFFECTS { Deploy { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_central_station_start maxVolumeDistance = 150 } } Active { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_central_station_loop loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_central_station_end maxVolumeDistance = 150 } } } MODULE { name = ModuleGroundExpControl packedVolume = 35 powerUnitsProduced = 0 powerUnitsRequired = 1 antennaType = DIRECT antennaPower = 500000 antennaCombinable = True antennaCombinableExponent = 1 placementAllowXRotation = false placementAllowZRotation = false } MODULE { name = ModuleAnimationGroup deployAnimationName = CSDeploy activeAnimationName = CSIdle suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy activeEffectName = Active retractEffectName = Retract realTimeAnimation = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = spaceExploration OmniRange = 400000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/DeployedScience/gooObservation.cfg PART { name = DeployedGoExOb module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.16, 0 CoLOffset = 0, 0.16, 0 CoPOffset = 0, 0.16, 0 TechRequired = miniaturization entryCost = 3500 cost = 1000 category = Cargo subcategory = 0 title = Go-ob ED Monitor manufacturer = FLOOYD Dynamics Research Labs description = "What would happen if you left some Mystery Goo sitting around in the weird radiation and/or atmosphere of some faraway planet?" is a thought that has occurred to nearly every Kerbal. And now, you can find out thanks to the intrepid engineers at FLOOYD.\n\nNote: Please allow trained Scientists to deploy for best results.\nAlso Note: Please do not return to Kerbin. Ever! Needs a deployed power unit & central station to operate. attachRules = 0,0,0,0,0 mass = 0.04 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 10 maxTemp = 1200 tags = experiment research science cargo deploy MODEL { model = SquadExpansion/Serenity/Parts/DeployedScience/Assets/GoExOb } EFFECTS { Deploy { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_GoObEd_start maxVolumeDistance = 150 } } Active { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_GoObEd_loop loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_GoObEd_end maxVolumeDistance = 150 } } } MODULE { name = ModuleGroundExperiment packedVolume = 25 powerUnitsProduced = 0 powerUnitsRequired = 1 experimentId = deployedGooObservation placementAllowXRotation = false placementAllowZRotation = false } MODULE { name = ModuleAnimationGroup deployAnimationName = GOEDeploy activeAnimationName = GOEIdle suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy activeEffectName = Active retractEffectName = Retract realTimeAnimation = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/DeployedScience/ionCollector.cfg PART { name = DeployedIONExp module = Part author = Squad rescaleFactor = 1 CoMOffset = 0.06, 0.2, 0 CoLOffset = 0.06, 0.2, 0 CoPOffset = 0.06, 0.2, 0 TechRequired = advScienceTech entryCost = 20000 cost = 7000 category = Cargo subcategory = 0 title = Ionographer PD-22 manufacturer = Ionic Symphonic Protonic Electronics description = Normally in the business of building things that emit tons of Ions, ISPE has instead turned their hands to this nifty little gadget that helps detect them. \n\nWas it because of their devotion to the expansion of our universe? Or does it have something to do with the special, free filters they built meant to help 'screen out erroneous signals from nearby ion-generating devices'.\n\nNote: Please allow trained Scientists to deploy for best results. Needs a deployed power unit & central station to operate. attachRules = 0,0,0,0,0 mass = 0.025 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 tags = experiment research science cargo planet deploy MODEL { model = SquadExpansion/Serenity/Parts/DeployedScience/Assets/IonExperiment } EFFECTS { Deploy { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_detector_start maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_detector_end maxVolumeDistance = 150 } } } MODULE { name = ModuleGroundExperiment packedVolume = 35 powerUnitsProduced = 0 powerUnitsRequired = 1 experimentId = deployedIONCollector placementAllowXRotation = false placementAllowZRotation = false } MODULE { name = ModuleAnimationGroup deployAnimationName = IonDeploy suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy retractEffectName = Retract realTimeAnimation = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/DeployedScience/rtg.cfg PART { name = DeployedRTG module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.2, 0 CoLOffset = 0, 0.2, 0 CoPOffset = 0, 0.2, 0 TechRequired = experimentalElectrics entryCost = 36000 cost = 10000 category = Cargo subcategory = 0 title = Mini-NUK-PD Radioisotope Thermoelectric Generator manufacturer = Ionic Symphonic Protonic Electronics description = While small, this small radioisotope thermoelectric generator can still provide plenty of power to run deployed science experiments.\n\nCareful calibration should be considered. Needs a deployed central station to operate. Bring a trained engineer or this part will only produce enough power for one other unit. attachRules = 0,0,0,0,0 mass = 0.04 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 7 maxTemp = 1200 tags = science cargo power deploy MODEL { model = SquadExpansion/Serenity/Parts/DeployedScience/Assets/RTGCask } EFFECTS { Deploy { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_rtg_start maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_rtg_end maxVolumeDistance = 150 } } } MODULE { name = ModuleGroundSciencePart packedVolume = 25 powerUnitsProduced = 1 powerUnitsRequired = 0 placementAllowXRotation = false placementAllowZRotation = false } MODULE { name = ModuleAnimationGroup deployAnimationName = RTGDeploy suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy retractEffectName = Retract realTimeAnimation = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/DeployedScience/satDish.cfg PART { name = DeployedSatDish module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.16, 0 CoLOffset = 0, 0.16, 0 CoPOffset = 0, 0.16, 0 TechRequired = electronics entryCost = 3500 cost = 1000 category = Cargo subcategory = 0 title = Communotron Ground HG-48 manufacturer = Ionic Symphonic Protonic Electronics description = The Communotron Ground HG-48 is an adapted version of Ionic Symphonic Protonic Electronics most popular space-based antenna. Designed to boost the signal of any ground-based communication devices to interplanetary ranges.\n\nNot designed to pirate movie channels from nearby satellites. Needs a deployed central station to operate. attachRules = 0,0,0,0,0 mass = 0.035 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 tags = experiment research science cargo planet aerial antenna deploy direct dish extend fold radio signal transmi MODEL { model = SquadExpansion/Serenity/Parts/DeployedScience/Assets/satDish } EFFECTS { Deploy { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_booster_antena_start maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_booster_antena_end maxVolumeDistance = 150 } } } MODULE { name = ModuleGroundCommsPart packedVolume = 25 powerUnitsProduced = 0 powerUnitsRequired = 1 antennaType = DIRECT antennaPower = 10000000000 antennaCombinable = True placementAllowXRotation = false placementAllowZRotation = false } MODULE { name = ModuleAnimationGroup deployAnimationName = SatDeploy suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy retractEffectName = Retract realTimeAnimation = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/DeployedScience/seismicSensor.cfg PART { name = DeployedSeismicSensor module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.16, 0 CoLOffset = 0, 0.16, 0 CoPOffset = 0, 0.16, 0 TechRequired = electronics entryCost = 12000 cost = 4000 category = Cargo subcategory = 0 title = Grand Slam Passive Seismometer manufacturer = Probodobodyne Inc description = This ground-deployed sensor contains very delicate, sophisticated accelerometers meant to detect and analyze the precisely calibrated seismic shock waves generated by smashing rocket parts at high speed into whatever planet or moon it happens to be sitting on.\n\nNote: Please allow trained Scientists to deploy for best results. Needs a deployed power unit & central station to operate. attachRules = 0,0,0,0,0 mass = 0.035 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 5 maxTemp = 1200 tags = experiment research science cargo planet deploy MODEL { model = SquadExpansion/Serenity/Parts/DeployedScience/Assets/seismicSensor } EFFECTS { Deploy { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_seismometer_start maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_seismometer_end maxVolumeDistance = 150 } } } MODULE { name = ModuleGroundExperiment packedVolume = 25 powerUnitsProduced = 0 powerUnitsRequired = 1 experimentId = deployedSeismicSensor placementAllowXRotation = false placementAllowZRotation = false distanceCurve { key = 0 0 50 50 key = 0.02 1 -0.04528769 -0.04528769 key = 0.3 0.5 0.02469246 0.02469246 key = 1 0.5 0 0 } } MODULE { name = ModuleAnimationGroup deployAnimationName = SSDeploy suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy retractEffectName = Retract realTimeAnimation = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/DeployedScience/solarPanel.cfg PART { name = DeployedSolarPanel module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.2, 0 CoLOffset = 0, 0.2, 0 CoPOffset = 0, 0.2, 0 TechRequired = electrics entryCost = 1000 cost = 300 category = Cargo subcategory = 0 title = OX-Stat-PD Photovoltaic Panel manufacturer = Probodobodyne Inc description = The OX-Stat-PD Photovoltaic Panel can, when properly set up by trained engineers, power several ground-breaking science experiments at a time. Reduced power output caused by allowing Jebediah to just 'unfold the flippy bit' is not covered under the manufacturer's warranty. Needs a deployed central station to operate. Bring a trained engineer or this part will only produce enough power for one other unit. attachRules = 0,0,0,0,0 mass = 0.015 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 8 maxTemp = 1200 tags = science cargo power deploy MODEL { model = SquadExpansion/Serenity/Parts/DeployedScience/Assets/solarPanel } EFFECTS { Deploy { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_solar_panel_start maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_solar_panel_end maxVolumeDistance = 150 } } } MODULE { name = ModuleGroundSciencePart packedVolume = 25 powerUnitsProduced = 1 powerUnitsRequired = 0 isSolarPanel = true placementAllowXRotation = false placementAllowZRotation = false TrackSun = true secondaryTransformName = PanelRoot targetRotationAngle = -90, 0, 0 packingRotationMultiplier = 5 } MODULE { name = ModuleAnimationGroup deployAnimationName = SPDeploy suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy retractEffectName = Retract realTimeAnimation = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/DeployedScience/weatherStation.cfg PART { name = DeployedWeatherStn module = Part author = Squad rescaleFactor = 1 CoMOffset = 0, 0.14, 0 CoLOffset = 0, 0.14, 0 CoPOffset = 0, 0.14, 0 TechRequired = precisionEngineering entryCost = 4200 cost = 1300 category = Cargo subcategory = 0 title = PD-3 Weather Analyzer manufacturer = FLOOYD Dynamics Research Labs description = This multi-function experiment gathers data on wind, pressure, temperature, and humidity to generate a picture of the planets climate model over time. \n\nNote: Please allow trained Scientists to deploy for best results. Needs a deployed power unit & central station to operate. attachRules = 0,0,0,0,0 mass = 0.06 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 5 maxTemp = 1200 tags = experiment research science cargo deploy MODEL { model = SquadExpansion/Serenity/Parts/DeployedScience/Assets/WeatherStation } EFFECTS { Deploy { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_weather_station_start maxVolumeDistance = 150 } } Active { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_weather_station_loop loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } Retract { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/sfx_deployable_weather_station_end maxVolumeDistance = 150 } } } MODULE { name = ModuleGroundExperiment packedVolume = 35 powerUnitsProduced = 0 powerUnitsRequired = 1 experimentId = deployedWeatherReport placementAllowXRotation = false placementAllowZRotation = false } MODULE { name = ModuleAnimationGroup deployAnimationName = WSDeploy activeAnimationName = WSIdle suppressActionsEvents = true displayActions = false stopActiveAnimIfDisabled = true deployEffectName = Deploy activeEffectName = Active retractEffectName = Retract realTimeAnimation = true } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Prebuilt/kerbalEVA.cfg PART { name = kerbalEVA MODULE { name = ModuleScienceExperiment experimentID = ROCScience resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 0 dataIsCollectable = True scienceValueRatio = 1.0 extraResultString = Return this to have it analyzed and gain all information about it. } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = EngineIgnitorEVA } RESOURCE { name = EngineIgnitors amount = 0 maxAmount = 2 isTweakable = False } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = kerbalEVA } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Prebuilt/kerbalEVAfemale.cfg PART { name = kerbalEVAfemale MODULE { name = ModuleScienceExperiment experimentID = ROCScience resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 0 dataIsCollectable = True scienceValueRatio = 1.0 extraResultString = Return this to have it analyzed and gain all information about it. } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = EngineIgnitorEVA } RESOURCE { name = EngineIgnitors amount = 0 maxAmount = 2 isTweakable = False } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = kerbalEVAfemale } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Prebuilt/kerbalEVAfemaleFuture.cfg PART { name = kerbalEVAfemaleFuture crashTolerance = 50 maxTemp = 800 skinMaxTemp = 800 boundsCentroidOffset = 0.0, 0.25, 0.2 CenterOfDisplacement = 0.0, 0.1, 0.0 CenterOfBuoyancy = 0.0, 0.1, 0.0 dragModelType = default rescaleFactor = 1 sound_click_tick = placementNotAllowed partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2,EVAStorage_flagDecals,EVAStorageSlim_flagDecals,chute_standalone_flag,chute_container_flag sound_welding_attachment = weldingLaser EFFECTS { golf { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_golf_swing_normal maxVolumeDistance = 150 } } bananaOne { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_01 maxVolumeDistance = 150 } } bananaTwo { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_04 maxVolumeDistance = 150 } } bananaThree { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_05 maxVolumeDistance = 150 } } } MODULE { name = KerbalEVA __OVERLOAD = True isCfg = True walkSpeed = 0.8 strafeSpeed = 0.5 runSpeed = 2.2 turnRate = 4 maxJumpForce = 10 boundForce = 1.67 boundSpeed = 0.8 boundThreshold = 0.02 swimSpeed = 0.8 waterAngularDragMultiplier = 0.01 ladderClimbSpeed = 0.60 ladderPushoffForce = 3 minWalkingGee = 0.17 minRunningGee = 0.6 initialMass = 1.5 massMultiplier = 0.03 onFallHeightFromTerrain = 0.35 clamberMaxAlt = 100 splatEnabled = True splatSpeed = 50 propellantResourceName = EVA Propellant boundFrequency = 0.5 boundSharpness = 0.2 boundAttack = 0.4 boundRelease = 2 boundFallThreshold = 2 _flags = 1 flagReach = 0.3 Kp = 0.7 Ki = 0.25 Kd = 0.300000012 iC = 0.005 rotPower = 1 linPower = 8.63 PropellantConsumption = 0.025 stumbleThreshold = 3.5 hopThreshold = 2 recoverThreshold = 0.6 recoverTime = 3 splatThreshold = 150 clamberReach = 0.9 clamberStandoff = 0.45 helmetOffMinSafePressureAtm = 0.177 helmetOffMinSafeTempK = 223.0 helmetOffMaxSafeTempK = 333.0 helmetOffMaxOceanPressureAtm = 5.8 helmetOffMinSafePressureAtmMargin = 0.038 helmetOffMinSafeTempKMargin = 10.0 helmetOffMaxSafeTempKMargin = 10.0 helmetOffMaxOceanPressureAtmMargin = 1.0 evaExitTemperature = 303.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Surface Sample resetActionName = Discard Sample reviewActionName = Review Sample hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 0.25 dataIsCollectable = True deployableSeated = False } MODULE { name = ModuleScienceExperiment experimentID = evaReport experimentActionName = EVA Report resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True } MODULE { name = ModuleScienceExperiment experimentID = ROCScience resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 0 dataIsCollectable = True scienceValueRatio = 1.0 extraResultString = Return this to have it analyzed and gain all information about it. } MODULE { name = ModuleScienceExperiment experimentID = evaScience experimentActionName = Perform EVA Science resetActionName = Discard EVA Science Report reviewActionName = Review EVA Science Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True requiresInventoryPart = True requiresEVASituation = True deployableSeated = False availableShielded = False EVASITUATION { priority = 2 situationMask = 1 minTemp = 170 kerbalAction = PlayGolf resultString = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. resultString = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. resultString = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! } EVASITUATION { situationMask = 1 requiresNoAtmosphere = True maxTemp = 170 kerbalAction = Banana resultString = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. resultString = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. } EVASITUATION { situationMask = 48 requiresNoAtmosphere = True kerbalAction = Dzhanibekov dialogDelay = 4.5 resultString = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. resultString = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. } } MODULE { name = ModuleScienceContainer allowRepeatedSubjects = True } MODULE { name = FlagDecal textureQuadName = kbEVA_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorage_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorageSlim_flagDecals } MODULE { name = ModuleTripLogger } MODULE { name = ModuleEvaChute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 1.0 semiDeploymentSpeed = 1.0 chuteMaxTemp = 650 evaChuteName = EVAparachute rotationSpeedDPS = 180.0 chutePitchRate = 1.0 chuteRollRate = 1.0 chuteYawRateAtMinSpeed = 1.0 chuteMinSpeedForYawRate = 1.0 chuteYawRateAtMaxSpeed = 1.0 chuteMaxSpeedForYawRate = 50.0 chuteDefaultForwardPitch = 9.0 semiDeployedChuteForwardPitch = 25.0 chutePitchRateDivisorWhenTurning = 1.0 chuteRollRateDivisorWhenPitching = 1.0 chuteYawRateDivisorWhenPitching = 1.0 baseName = base flagName = FlagDecal stagingEnabled = false } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 2.5 transformDir = Y transformSign = -1 omnidirectional = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.0 transformDir = X } MODULE { name = FlagDecal textureQuadName = flag } MODULE { name = FlagDecal textureQuadName = chute_standalone_flag } MODULE { name = FlagDecal textureQuadName = chute_container_flag } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 40 massLimit = 0.065 DEFAULTPARTS { name = evaChute name = evaJetpack } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = false toggleInFlight = false unfocusedRange = 5 toggleAction = true defaultActionGroup = Light useMaterialsList = true materialsNames = FutureEVABody,FutureHelmet alphaOnly = true redColor = 1.0 greenColor = 0.5176 blueColor = 0.0 alphaCurve { key = 0 0 0 1 key = 1 1 0 0 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KASLinkTargetKerbal linkType = MdCable attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = KASLinkTargetKerbal linkType = MdHose attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = kerbalEVAfemaleFuture } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Prebuilt/kerbalEVAfemaleVintage.cfg PART { name = kerbalEVAfemaleVintage MODULE { name = ModuleScienceExperiment experimentID = ROCScience resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 0 dataIsCollectable = True scienceValueRatio = 1.0 extraResultString = Return this to have it analyzed and gain all information about it. } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = EngineIgnitorEVA } RESOURCE { name = EngineIgnitors amount = 0 maxAmount = 2 isTweakable = False } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = kerbalEVAfemaleVintage } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Prebuilt/kerbalEVAFuture.cfg PART { name = kerbalEVAFuture crashTolerance = 50 maxTemp = 800 skinMaxTemp = 800 boundsCentroidOffset = 0.0, 0.25, 0.2 CenterOfDisplacement = 0.0, 0.1, 0.0 CenterOfBuoyancy = 0.0, 0.1, 0.0 dragModelType = default rescaleFactor = 1 sound_click_tick = placementNotAllowed partRendererBoundsIgnore = kbEVA_flagDecals,canopy,base,flag,collider,helmet,visor,flare1,flare2,EVAStorage_flagDecals,EVAStorageSlim_flagDecals,chute_standalone_flag,chute_container_flag sound_welding_attachment = weldingLaser EFFECTS { golf { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_golf_swing_normal maxVolumeDistance = 150 } } bananaOne { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_01 maxVolumeDistance = 150 } } bananaTwo { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_04 maxVolumeDistance = 150 } } bananaThree { AUDIO { channel = Ship clip = Squad/Sounds/ksp1_banana_V2_05 maxVolumeDistance = 150 } } } MODULE { name = KerbalEVA __OVERLOAD = True isCfg = True walkSpeed = 0.8 strafeSpeed = 0.5 runSpeed = 2.2 turnRate = 4 maxJumpForce = 10 boundForce = 1.67 boundSpeed = 0.8 boundThreshold = 0.02 swimSpeed = 0.8 waterAngularDragMultiplier = 0.01 ladderClimbSpeed = 0.60 ladderPushoffForce = 3 minWalkingGee = 0.17 minRunningGee = 0.6 initialMass = 1.5 massMultiplier = 0.03 onFallHeightFromTerrain = 0.35 clamberMaxAlt = 100 splatEnabled = True splatSpeed = 50 propellantResourceName = EVA Propellant boundFrequency = 0.5 boundSharpness = 0.2 boundAttack = 0.4 boundRelease = 2 boundFallThreshold = 2 _flags = 1 flagReach = 0.3 Kp = 0.7 Ki = 0.25 Kd = 0.300000012 iC = 0.005 rotPower = 1 linPower = 8.63 PropellantConsumption = 0.025 stumbleThreshold = 3.5 hopThreshold = 2 recoverThreshold = 0.6 recoverTime = 3 splatThreshold = 150 clamberReach = 0.9 clamberStandoff = 0.45 helmetOffMinSafePressureAtm = 0.177 helmetOffMinSafeTempK = 223.0 helmetOffMaxSafeTempK = 333.0 helmetOffMaxOceanPressureAtm = 5.8 helmetOffMinSafePressureAtmMargin = 0.038 helmetOffMinSafeTempKMargin = 10.0 helmetOffMaxSafeTempKMargin = 10.0 helmetOffMaxOceanPressureAtmMargin = 1.0 evaExitTemperature = 303.0 } MODULE { name = ModuleScienceExperiment experimentID = surfaceSample experimentActionName = Take Surface Sample resetActionName = Discard Sample reviewActionName = Review Sample hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 0.25 dataIsCollectable = True deployableSeated = False } MODULE { name = ModuleScienceExperiment experimentID = evaReport experimentActionName = EVA Report resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True } MODULE { name = ModuleScienceExperiment experimentID = ROCScience resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 0 dataIsCollectable = True scienceValueRatio = 1.0 extraResultString = Return this to have it analyzed and gain all information about it. } MODULE { name = ModuleScienceExperiment experimentID = evaScience experimentActionName = Perform EVA Science resetActionName = Discard EVA Science Report reviewActionName = Review EVA Science Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True resourceToReset = Supplies resourceResetCost = 5 xmitDataScalar = 1 dataIsCollectable = True requiresInventoryPart = True requiresEVASituation = True deployableSeated = False availableShielded = False EVASITUATION { priority = 2 situationMask = 1 minTemp = 170 kerbalAction = PlayGolf resultString = Initial testing of off-world sporting possibility is a go - not only do the ball flight characteristics allow for some spectacular shots, but realestate prices are currently still a bargain. resultString = As the ball arcs off into the distance you observe the ballet of physics between the applied impulse and the bodies gravity. Our scientists will rejoice at the results...\n\n...and hopefully agree that the 6 iron was great club selection. resultString = You smoked that one right down the middle... I mean conducted some very effective science on the effect of lever arm force to a small spherical object.\n\nIf only Alan Kerman could see you now! } EVASITUATION { situationMask = 1 requiresNoAtmosphere = True maxTemp = 170 kerbalAction = Banana resultString = Rigorous testing of the new low-temperature snack technology did not go as well as planned... and deserves further study. resultString = Cryogenic banana experiments have proved successful, but we're still lacking EVA suit micro-airlocks to truly take advantage of these tests. } EVASITUATION { situationMask = 48 requiresNoAtmosphere = True kerbalAction = Dzhanibekov dialogDelay = 4.5 resultString = Spinning this flange in space has led to an interesting and unexpected effect - it flips orientation over and over, without any other forces acting on it.\n\nMore surprising is that our spacecraft seems to still be operating nominally while missing this part. resultString = Our scientists say that the way this object wobbles in space is due to it having three different moments of inertia in three different axes, and that this would be impossible in a four dimentional universe. The engineers reply is that it will if they can find enough four dimensional boosters. } } MODULE { name = ModuleScienceContainer allowRepeatedSubjects = True } MODULE { name = FlagDecal textureQuadName = kbEVA_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorage_flagDecals } MODULE { name = FlagDecal textureQuadName = EVAStorageSlim_flagDecals } MODULE { name = ModuleTripLogger } MODULE { name = ModuleEvaChute semiDeployedAnimation = semiDeploySmall fullyDeployedAnimation = fullyDeploySmall invertCanopy = true autoCutSpeed = 0.5 canopyName = canopy stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 1.0 semiDeploymentSpeed = 1.0 chuteMaxTemp = 650 evaChuteName = EVAparachute rotationSpeedDPS = 180.0 chutePitchRate = 1.0 chuteRollRate = 1.0 chuteYawRateAtMinSpeed = 1.0 chuteMinSpeedForYawRate = 1.0 chuteYawRateAtMaxSpeed = 1.0 chuteMaxSpeedForYawRate = 50.0 chuteDefaultForwardPitch = 9.0 semiDeployedChuteForwardPitch = 25.0 chutePitchRateDivisorWhenTurning = 1.0 chuteRollRateDivisorWhenPitching = 1.0 chuteYawRateDivisorWhenPitching = 1.0 baseName = base flagName = FlagDecal stagingEnabled = false } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 2.5 transformDir = Y transformSign = -1 omnidirectional = False } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 1.0 transformDir = X } MODULE { name = FlagDecal textureQuadName = flag } MODULE { name = FlagDecal textureQuadName = chute_standalone_flag } MODULE { name = FlagDecal textureQuadName = chute_container_flag } MODULE { name = ModuleInventoryPart InventorySlots = 2 packedVolumeLimit = 40 massLimit = 0.065 DEFAULTPARTS { name = evaChute name = evaJetpack } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = false toggleInFlight = false unfocusedRange = 5 toggleAction = true defaultActionGroup = Light useMaterialsList = true materialsNames = FutureEVABody,FutureHelmet alphaOnly = true redColor = 1.0 greenColor = 0.5176 blueColor = 0.0 alphaCurve { key = 0 0 0 1 key = 1 1 0 0 } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KASLinkTargetKerbal linkType = MdCable attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = KASLinkTargetKerbal linkType = MdHose attachNodeName = kasAutoBackpack0 attachNodeDef = 0,0,0, 0,0,0 equipBoneName = **/bn_jetpack01 equipPosAndRot = 0,0.049,-0.09, 190,0,0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = kerbalEVAFuture } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Prebuilt/kerbalEVASlimSuit.cfg PART { name = kerbalEVASlimSuit MODULE { name = ModuleScienceExperiment experimentID = ROCScience resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 0 dataIsCollectable = True scienceValueRatio = 1.0 extraResultString = Return this to have it analyzed and gain all information about it. } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = kerbalEVASlimSuit } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Prebuilt/kerbalEVASlimSuitFemale.cfg PART { name = kerbalEVASlimSuitFemale MODULE { name = ModuleScienceExperiment experimentID = ROCScience resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 0 dataIsCollectable = True scienceValueRatio = 1.0 extraResultString = Return this to have it analyzed and gain all information about it. } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = kerbalEVASlimSuitFemale } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Prebuilt/kerbalEVAVintage.cfg PART { name = kerbalEVAVintage MODULE { name = ModuleScienceExperiment experimentID = ROCScience resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 0 dataIsCollectable = True scienceValueRatio = 1.0 extraResultString = Return this to have it analyzed and gain all information about it. } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = EngineIgnitorEVA } RESOURCE { name = EngineIgnitors amount = 0 maxAmount = 2 isTweakable = False } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleRTAntennaPassive OmniRange = 10000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 } } MODULE { name = ModuleSPUPassive } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = kerbalEVAVintage } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/largeFanBlade.cfg PART { name = largeFanBlade module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advAerodynamics entryCost = 5200 cost = 550 category = Aero subcategory = 0 title = R-25 Ducted Fan Blade manufacturer = WinterOwl Aircraft Emporium description = This large ducted fan propeller can push a lot of air through a small space. attachRules = 1,1,0,1,0 mass = 0.12 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = (prop lift (rotor fan plane CoLOffset = -0.4, 0.0, 0.0 CoMOffset = 0.48, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/largeFanBlade } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 0.1 authorityLimiter = 5 ctrlSurfaceRange = 60 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades displaceVelocity = true velocityOffset = -5.8, 0.0, 0.0 ignorePitch = true ignoreYaw = true ignoreRoll = true liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.04 0.6 10 10 key = 0.08 1 0.5315806 0.5315806 key = 0.3 0.4961243 -1.057947 -1.057947 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 -2.433333 -2.433333 key = 0.3 0.27 -1.304167 -1.304167 key = 0.7 0.2 -0.1375 -0.1375 key = 1.2 0.15 -0.4000004 -0.4000004 key = 1.3 0.08 -0.6250004 -0.6250004 key = 1.4 0.025 -0.2958333 -0.2958333 key = 2 0 -0.04166666 -0.04166666 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart packedVolume = 120 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = largeFanBlade } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/largeHeliBlade.cfg PART { name = largeHeliBlade module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advAerodynamics entryCost = 4000 cost = 500 category = Aero subcategory = 0 title = Helicopter Blade Type S manufacturer = WinterOwl Aircraft Emporium description = Rockets aren't the only way to go up. This large helicopter-style rotor can create lift whenever there's enough atmospheric pressure. attachRules = 1,1,0,1,0 mass = 0.18 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft (prop lift (rotor plane (heli CoLOffset = -1.2, 0.0, 0.0 CoMOffset = 0.48, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/largeHeliBlade } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 1.6 authorityLimiter = 20 ctrlSurfaceRange = 15 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades velocityOffset = -3.0, 0.0, 0.0 displaceVelocity = True liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.05 0.6 10 10 key = 0.1 1 3.166667 3.166667 key = 0.4 0.5 -1.585721 -1.585721 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 0 0 key = 0.3 0.5 -1.671345 -0.8273422 key = 1 0.025 -0.00023 -0.009 key = 5 0 0 0 key = 25 0.05 0 0 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = largeHeliBlade } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/largePropeller.cfg PART { name = largePropeller module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advAerodynamics entryCost = 3500 cost = 400 category = Aero subcategory = 0 title = Propeller Blade Type S manufacturer = WinterOwl Aircraft Emporium description = This blade part can be used to convert lift into thrust if you spin it fast enough. The advanced user can even find this useful on other planets with an atmosphere. attachRules = 1,1,0,1,0 mass = 0.12 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft (prop lift (rotor plane CoLOffset = -0.8, 0.0, 0.0 CoMOffset = 0.48, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/largePropeller } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 0.12 authorityLimiter = 5 ctrlSurfaceRange = 60 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades displaceVelocity = true velocityOffset = -4.8, 0.0, 0.0 ignorePitch = true ignoreYaw = true ignoreRoll = true liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.05 0.6 10 10 key = 0.1 1 3.166667 3.166667 key = 0.4 0.5 -1.997597 -1.997597 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 -2.433333 -2.433333 key = 0.3 0.27 -0.2686215 -0.2686215 key = 0.7 0.2 -0.2043576 -0.2043576 key = 0.92 0.15 -0.408667 -0.408667 key = 1 0.07863159 -0.4254455 -0.4254455 key = 1.25 0.025 -0.1166667 -0.1166667 key = 2 0 0.0003714963 0.0003714963 key = 5 0 0 0 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart packedVolume = 280 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = largePropeller } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/mediumFanBlade.cfg PART { name = mediumFanBlade module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = aerodynamicSystems entryCost = 3700 cost = 275 category = Aero subcategory = 0 title = R-12 Ducted Fan Blade manufacturer = WinterOwl Aircraft Emporium description = This medium ducted fan propeller can push a lot of air through a small space. attachRules = 1,1,0,1,0 mass = 0.035 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = (prop lift (rotor fan plane CoLOffset = -0.2, 0.0, 0.0 CoMOffset = 0.27, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/mediumFanBlade } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 0.025 authorityLimiter = 5 ctrlSurfaceRange = 60 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades displaceVelocity = true velocityOffset = -5.8, 0.0, 0.0 ignorePitch = true ignoreYaw = true ignoreRoll = true liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.04 0.6 10 10 key = 0.08 1 0.5315806 0.5315806 key = 0.3 0.4961243 -1.057947 -1.057947 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 -2.433333 -2.433333 key = 0.3 0.27 -1.304167 -1.304167 key = 0.7 0.2 -0.1375 -0.1375 key = 1.2 0.15 -0.4000004 -0.4000004 key = 1.3 0.08 -0.6250004 -0.6250004 key = 1.4 0.025 -0.2958333 -0.2958333 key = 2 0 -0.04166666 -0.04166666 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart stackableQuantity = 3 packedVolume = 15 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mediumFanBlade } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/mediumHeliBlade.cfg PART { name = mediumHeliBlade module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = aerodynamicSystems entryCost = 2500 cost = 225 category = Aero subcategory = 0 title = Helicopter Blade Type B manufacturer = WinterOwl Aircraft Emporium description = Rockets aren't the only way to go up. This medium helicopter-style rotor can create lift whenever there's enough atmospheric pressure. attachRules = 1,1,0,1,0 mass = 0.05 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft (prop lift (rotor plane (heli CoLOffset = -0.6, 0.0, 0.0 CoMOffset = 0.27, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/mediumHeliBlade } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 0.4 authorityLimiter = 20 ctrlSurfaceRange = 15 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades velocityOffset = -2.5, 0.0, 0.0 displaceVelocity = True liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.05 0.6 10 10 key = 0.1 1 3.166667 3.166667 key = 0.4 0.5 -1.585721 -1.585721 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 0 0 key = 0.3 0.5 -1.671345 -0.8273422 key = 1 0.025 -0.00023 -0.009 key = 5 0 0 0 key = 25 0.05 0 0 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mediumHeliBlade } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/mediumPropeller.cfg PART { name = mediumPropeller module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = aerodynamicSystems entryCost = 2000 cost = 175 category = Aero subcategory = 0 title = Propeller Blade Type B manufacturer = WinterOwl Aircraft Emporium description = This blade part can be used to convert lift into thrust if you spin it fast enough. The advanced user can even find this useful on other planets with an atmosphere. attachRules = 1,1,0,1,0 mass = 0.035 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft (prop lift (rotor plane CoLOffset = -0.4, 0.0, 0.0 CoMOffset = 0.27, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/mediumPropeller } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 0.03 authorityLimiter = 5 ctrlSurfaceRange = 60 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades displaceVelocity = true velocityOffset = -4.8, 0.0, 0.0 ignorePitch = true ignoreYaw = true ignoreRoll = true liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.05 0.6 10 10 key = 0.1 1 3.166667 3.166667 key = 0.4 0.5 -1.997597 -1.997597 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 -2.433333 -2.433333 key = 0.3 0.27 -0.2686215 -0.2686215 key = 0.7 0.2 -0.2043576 -0.2043576 key = 0.92 0.15 -0.408667 -0.408667 key = 1 0.07863159 -0.4254455 -0.4254455 key = 1.25 0.025 -0.1166667 -0.1166667 key = 2 0 0.0003714963 0.0003714963 key = 5 0 0 0 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart packedVolume = 35 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mediumPropeller } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/smallFanBlade.cfg PART { name = smallFanBlade module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advAerodynamics entryCost = 2100 cost = 150 category = Aero subcategory = 0 title = R-062 Ducted Fan Blade manufacturer = WinterOwl Aircraft Emporium description = This small ducted fan propeller can push a lot of air through a small space. attachRules = 1,1,0,1,0 mass = 0.01 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2400 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = (prop lift (rotor fan plane CoLOffset = -0.1, 0.0, 0.0 CoMOffset = 0.16, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/smallFanBlade } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 0.00625 authorityLimiter = 5 ctrlSurfaceRange = 60 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades displaceVelocity = true velocityOffset = -5.8, 0.0, 0.0 ignorePitch = true ignoreYaw = true ignoreRoll = true liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.04 0.6 10 10 key = 0.08 1 0.5315806 0.5315806 key = 0.3 0.4961243 -1.057947 -1.057947 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 -2.433333 -2.433333 key = 0.3 0.27 -1.304167 -1.304167 key = 0.7 0.2 -0.1375 -0.1375 key = 1.2 0.15 -0.4000004 -0.4000004 key = 1.3 0.08 -0.6250004 -0.6250004 key = 1.4 0.025 -0.2958333 -0.2958333 key = 2 0 -0.04166666 -0.04166666 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 2 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = smallFanBlade } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/smallHeliBlade.cfg PART { name = smallHeliBlade module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advAerodynamics entryCost = 1500 cost = 100 category = Aero subcategory = 0 title = Helicopter Blade Type A manufacturer = WinterOwl Aircraft Emporium description = Rockets aren't the only way to go up. This small helicopter-style rotor can create lift whenever there's enough atmospheric pressure. attachRules = 1,1,0,1,0 mass = 0.015 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = aero aircraft (prop lift (rotor plane (heli CoLOffset = -0.3, 0.0, 0.0 CoMOffset = 0.16, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/smallHeliBlade } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 0.1 authorityLimiter = 20 ctrlSurfaceRange = 15 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades velocityOffset = -2.0, 0.0, 0.0 displaceVelocity = True liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.05 0.6 10 10 key = 0.1 1 3.166667 3.166667 key = 0.4 0.5 -1.585721 -1.585721 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 0 0 key = 0.3 0.5 -1.671345 -0.8273422 key = 1 0.025 -0.00023 -0.009 key = 5 0 0 0 key = 25 0.05 0 0 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart packedVolume = 100 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = smallHeliBlade } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Propellers/smallPropeller.cfg PART { name = smallPropeller module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = advAerodynamics entryCost = 1200 cost = 75 category = Aero subcategory = 0 title = Propeller Blade Type A manufacturer = WinterOwl Aircraft Emporium description = This blade part can be used to convert lift into thrust if you spin it fast enough. The advanced user can even find this useful on other planets with an atmosphere. attachRules = 1,1,0,1,0 mass = 0.01 thermalMassModifier = 8.0 emissiveConstant = 0.95 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 3 crashTolerance = 12 maxTemp = 2000 explosionPotential = 0.1 fuelCrossFeed = True bulkheadProfiles = srf tags = (prop lift (rotor plane CoLOffset = -0.2, 0.0, 0.0 CoMOffset = 0.16, 0.0, 0.0 MODEL { model = SquadExpansion/Serenity/Parts/Propellers/Assets/smallPropeller } MODULE { name = ModuleControlSurface useInternalDragModel = True deflectionLiftCoeff = 0.0075 authorityLimiter = 5 ctrlSurfaceRange = 60 ctrlSurfaceArea = 1 actuatorSpeed = 35 transformName = blades displaceVelocity = true velocityOffset = -4.8, 0.0, 0.0 ignorePitch = true ignoreYaw = true ignoreRoll = true liftingSurfaceCurve = Custom liftCurve { key = 0 0 12 12 key = 0.05 0.6 10 10 key = 0.1 1 3.166667 3.166667 key = 0.4 0.5 -1.997597 -1.997597 key = 1 0 -0.8333333 -0.8333333 } liftMachCurve { key = 0 1 -2.433333 -2.433333 key = 0.3 0.27 -0.2686215 -0.2686215 key = 0.7 0.2 -0.2043576 -0.2043576 key = 0.92 0.15 -0.408667 -0.408667 key = 1 0.07863159 -0.4254455 -0.4254455 key = 1.25 0.025 -0.1166667 -0.1166667 key = 2 0 0.0003714963 0.0003714963 key = 5 0 0 0 } dragCurve { key = 0 0.1 1.408251 1.408251 key = 0.1420201 0.3 0.4262961 0.4262961 key = 0.25 0.24 2.561458 2.561458 key = 0.5071068 1.7 5.678575 5.678575 key = 1 2.4 1.387938 0 } dragMachCurve { key = 0 0.35 0 -0.8463008 key = 0.15 0.125 0 0 key = 0.9 0.275 0.541598 0.541598 key = 1.1 0.75 0 0 key = 1.4 0.4 -0.3626955 -0.3626955 key = 1.6 0.35 -0.1545923 -0.1545923 key = 2 0.3 -0.09013031 -0.09013031 key = 5 0.22 0 0 key = 25 0.3 0.0006807274 0 } } MODULE { name = ModulePartVariants baseVariant = Clockwise useMultipleDragCubes = false VARIANT { name = Clockwise displayName = Clockwise primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { blade = true bladeFlipped = false } EXTRA_INFO { reverseDeployDirection = true } } VARIANT { name = Counterclockwise displayName = Counterclockwise primaryColor = #000000 secondaryColor = #ffffff GAMEOBJECTS { blade = false bladeFlipped = true } EXTRA_INFO { reverseDeployDirection = false } } } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false applyMirrorRotationZAxis = false applyMirrorRotationYAxis = true } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 4 } MODULE { name = ModuleControlSurfaceReliability MTBF = 4000 LifeTime = 8760 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 1800 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = smallPropeller } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/hinge_01.cfg PART { name = hinge_01 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.3125, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.3125, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.3125, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = actuators entryCost = 2500 cost = 120 category = Robotics subcategory = 0 title = G-11 Hinge manufacturer = Moving Parts Experts Group description = A medium size actuator that has a variety of uses. Be creative! attachRules = 1,1,1,1,0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator hinge MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/hinge_01 } MODULE { name = ModuleRoboticServoHinge servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top servoSrfMeshNames = COL2 traverseVelocityLimits = 1, 180 hardMinMaxLimits = -90, 90 softMinMaxAngles = -90, 90 targetAngle = 0 maxMotorOutput = 200 driveSpringMutliplier = 100 driveDampingMutliplier = 20 motorizedMassPerKN = 0.0003 motorizedCostPerDriveUnit = 0.75 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 mainAxis = X RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Hinge_diffuse_G-11_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoHinge resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 250 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = hinge_01 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/hinge_01_s.cfg PART { name = hinge_01_s module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.10348, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.10348, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, -0.10348, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advConstruction entryCost = 1000 cost = 50 category = Robotics subcategory = 0 title = G-00 Hinge manufacturer = Moving Parts Experts Group description = A small actuator that can be used for a variety of purposes. Over 20% of those have something to do with rockets. attachRules = 1,1,1,1,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator hinge MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/hinge_01_s } MODULE { name = ModuleRoboticServoHinge servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top servoSrfMeshNames = COL2 traverseVelocityLimits = 1, 180 hardMinMaxLimits = -90, 90 softMinMaxAngles = -90, 90 targetAngle = 0 maxMotorOutput = 50 driveSpringMutliplier = 100 driveDampingMutliplier = 20 motorizedMassPerKN = 0.0002 motorizedCostPerDriveUnit = 1 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 mainAxis = X RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #4b7c9a baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Hinge_diffuse_G-11_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoHinge resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart stackableQuantity = 3 packedVolume = 15 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = hinge_01_s } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/hinge_03.cfg PART { name = hinge_03 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.218749, 0.937497, 0.0, 1.0, 0.0, 0.0, 1 node_stack_top = -0.937497, -0.218749, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.218749, 0.937497, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = actuators entryCost = 3600 cost = 360 category = Robotics subcategory = 0 title = G-12L Alligator Hinge manufacturer = Moving Parts Experts Group description = A medium actuator. Moving Parts Experts Group offers no warranty if you jury rig your own landing legs with them. Our engineers were curious what a warranty is for anyway. attachRules = 1,1,1,1,0 mass = 0.1 CoMOffset = 0.1, 0.937497, 0 mass = 0.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2 tags = robot actuator hinge MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/hinge_03 } MODULE { name = ModuleRoboticServoHinge servoCoMOffset = -0.937497, -0.1, 0 servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top servoSrfMeshNames = TopCol traverseVelocityLimits = 1, 180 hardMinMaxLimits = 0, 180 softMinMaxAngles = 0, 180 targetAngle = 90 maxMotorOutput = 800 driveSpringMutliplier = 100 driveDampingMutliplier = 20 modelInitialAngle = 90 motorizedMassPerKN = 0.0004 motorizedCostPerDriveUnit = 0.5 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 useMultipleDragCubes = true RESOURCE { name = ElectricCharge rate = 1 } } DRAG_CUBE { cube = 100, 1.285,0.9659,0.305, 1.285,0.9661,0.305, 0.2668,0.9646,1.969, 0.2668,0.769,0.4112, 0.5491,0.9698,0.2595, 0.5491,0.9698,0.2595, -5.215E-07,0.8594,0, 0.4375,2.031,0.6943 cube = 50, 1.31,0.9679,0.4677, 1.31,0.9766,2.159, 1.31,0.9766,2.159, 1.31,0.9677,0.4677, 0.5619,0.9721,0.2595, 0.5599,0.9743,0.2595, -0.8281,0.8281,0, 2.094,2.094,0.6943 cube = 0, 2.43,0.9759,0.2616, 2.43,0.9597,0.4397, 0.2183,0.8919,1.967, 0.2183,0.8919,1.967, 0.5618,0.9494,0.2595, 0.5618,0.9494,0.2595, 0.03125,-1.192E-07,0, 0.375,3.75,0.6943 } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/hinges-03_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoHinge resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false } MODULE { name = ModuleCargoPart packedVolume = 500 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = hinge_03 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/hinge_03_s.cfg PART { name = hinge_03_s module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.109375, 0.468749, 0.0, 1.0, 0.0, 0.0, 0 node_stack_top = -0.468749, -0.109375, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.109375, 0.468749, 0.00, 1.0, 0.0, 0.0, 0 TechRequired = advConstruction entryCost = 2100 cost = 120 category = Robotics subcategory = 0 title = G-01L Alligator Hinge manufacturer = Moving Parts Experts Group description = A small actuator with a longer frame that can be used for a variety of purposes. Despite its appearence, clamping Wernher's loose notes together is not an ideal choice. attachRules = 1,1,1,1,0 CoMOffset = 0.05, 0.468749, 0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1 tags = robot actuator hinge MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/hinge_03_s } MODULE { name = ModuleRoboticServoHinge servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top servoSrfMeshNames = TopCol servoCoMOffset = -0.468749, -0.05, 0 traverseVelocityLimits = 1, 180 hardMinMaxLimits = 0, 180 softMinMaxAngles = 0, 180 targetAngle = 90 maxMotorOutput = 200 driveSpringMutliplier = 100 driveDampingMutliplier = 20 modelInitialAngle = 90 motorizedMassPerKN = 0.0003 motorizedCostPerDriveUnit = 0.75 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 useMultipleDragCubes = true RESOURCE { name = ElectricCharge rate = 1 } } DRAG_CUBE { cube = 100, 0.2093,0.9777,0.202, 0.2093,0.9762,0.202, 0.0444,0.9573,1.034, 0.0444,0.7589,0.2574, 0.1373,0.9698,0.1533, 0.1373,0.9698,0.1533, -7.451E-09,0.4297,1.49E-08, 0.2188,1.016,0.2547 cube = 50, 0.2249,0.9482,0.2836, 0.2249,0.9561,1.13, 0.2249,0.9559,1.13, 0.2249,0.9461,0.2836, 0.1405,0.9721,0.1533, 0.14,0.9743,0.1533, -0.4141,0.4141,1.49E-08, 1.047,1.047,0.2547 cube = 0, 0.3912,0.9925,0.1808, 0.3912,0.9768,0.269, 0.03583,0.8806,1.033, 0.03583,0.8822,1.033, 0.1404,0.9494,0.1533, 0.1404,0.9494,0.1533, 0.01563,-5.96E-08,1.49E-08, 0.1875,1.875,0.2547 } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #4b7c9a baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/hinges-03_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoHinge resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false } MODULE { name = ModuleCargoPart packedVolume = 60 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = hinge_03_s } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/hinge_04.cfg PART { name = hinge_04 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.122755, 0.569934, 0.0, 1.0, 0.0, 0.0, 1 node_stack_top = -0.526093, -0.122755, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.122755, 0.569934, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = actuators entryCost = 4000 cost = 480 category = Robotics subcategory = 0 title = G-32W Hinge manufacturer = Moving Parts Experts Group description = The largest hinge actuator available. Doubles as an EZ-fold picnic table. attachRules = 1,1,1,1,0 CoMOffset = 0.05, 0.569934, 0 mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size2 tags = robot actuator hinge MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/hinge_04 } MODULE { name = ModuleRoboticServoHinge servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top servoSrfMeshNames = TopCol servoCoMOffset = -0.569934, -0.05, 0 traverseVelocityLimits = 1, 180 hardMinMaxLimits = 0, 180 softMinMaxAngles = 0, 180 targetAngle = 90 maxMotorOutput = 1200 driveSpringMutliplier = 100 driveDampingMutliplier = 20 modelInitialAngle = 90 motorizedMassPerKN = 0.0004 motorizedCostPerDriveUnit = 0.5 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 useMultipleDragCubes = true RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = Bar2 rotatorsName = Bar1 } } DRAG_CUBE { cube = 0, 2.745,0.974,0.3232, 2.745,0.9807,0.2131, 0.4879,0.9011,1.109, 0.4879,0.7184,0.2732, 0.1729,0.9698,0.2859, 0.1729,0.9698,0.2859, -1.49E-08,0.4823,0, 0.2455,1.14,2.5 cube = 50, 2.737,0.9695,0.3019, 2.737,0.9873,1.251, 2.856,0.9821,1.251, 2.856,0.9846,0.3127, 0.177,0.9721,0.2859, 0.1764,0.9743,0.2859, -0.4647,0.4647,0, 1.175,1.175,2.5 cube = 100, 5.154,0.9948,0.1915, 5.154,0.9836,0.2897, 0.3281,0.8948,1.139, 0.3281,0.8949,1.139, 0.1769,0.9494,0.2859, 0.1769,0.9494,0.2859, 0.01754,-1.192E-07,0, 0.2104,2.104,2.5 } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #915934 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/hinges-03_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoHinge resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleMirrorPlacement ignoreMirrorIfSurfaceXOffset = false } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = hinge_04 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/piston_01.cfg PART { name = piston_01 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.85214, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.30408, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.85214, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advConstruction entryCost = 2500 cost = 300 category = Robotics subcategory = 0 title = 3P6 Hydraulic Cylinder manufacturer = Moving Parts Experts Group description = Moving Parts Experts Group took one of its landing leg designs, stripped off a few bits, doubled the power, and sold us this piston. attachRules = 1,1,1,1,0 mass = 0.16 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator piston MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/piston_01 } DRAG_CUBE { cube = 0, 0.9947,0.7773,0.3783, 0.9947,0.7773,0.3783, 0.3813,0.998,1.105, 0.3813,0.999,0.1005, 0.996,0.7817,0.4006, 0.9959,0.7818,0.4006, -0.0002191,0.2181,2.98E-08, 0.6176,2.129,0.6171 cube = 50, 1.28735, 0.7789, 0.3815, 1.28735, 0.7789, 0.3815, 0.3813, 0.998, 1.508, 0.3813, 0.999, 0.096475, 1.317, 0.7747, 0.38615, 1.31695, 0.7748, 0.38615, -0.0002191, 0.61805, 2.98e-08, 0.6176, 2.929, 0.6171 cube = 100, 1.58,0.7805,0.3847, 1.58,0.7805,0.3847, 0.3813,0.998,1.911, 0.3813,0.999,0.09245, 1.638,0.7677,0.3717, 1.638,0.7678,0.3717, -0.0002191,1.018,2.98E-08, 0.6176,3.729,0.6171 } MODULE { name = ModuleRoboticServoPiston servoTransformName = TopJoint servoSrfMeshNames = capTransform baseTransformName = BottomJoint servoAttachNodes = top traverseVelocityLimits = 0.05, 5 hardMinMaxLimits = 0,1.6 softMinMaxExtension = 0,1.6 mainAxis = Y servoMass = 0.25 maxMotorOutput = 800 positionSpringMutliplier = 100 positionDampingMutliplier = 20 motorizedMassPerKN = 0.0004 motorizedCostPerDriveUnit = 0.5 efficiency = 0.75 baseResourceConsumptionRate = 0.05 referenceConsumptionVelocity = 5 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants baseVariant = Gray with Stripes baseThemeName = Gray with Stripes baseDisplayName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray with Stripes primaryColor = #999999 secondaryColor = #b08b39 displayName = Gray with Stripes GAMEOBJECTS { PistonStripes = true } } VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain } GAMEOBJECTS { PistonStripes = false } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoPiston resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 850 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = piston_01 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/piston_02.cfg PART { name = piston_02 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.420726, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.643867, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.420726, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advConstruction entryCost = 1000 cost = 50 category = Robotics subcategory = 0 title = 1P2 Hydraulic Cylinder manufacturer = Moving Parts Experts Group description = This small piston generates an impressive amount of force. Use with care. attachRules = 1,1,1,1,0 mass = 0.032 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator piston MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/piston_02 } DRAG_CUBE { cube = 0, 0.1669,0.7906,0.1986, 0.1669,0.7906,0.1986, 0.04346,0.9961,0.6001, 0.04346,0.9971,0.09918, 0.167,0.7954,0.2002, 0.167,0.7956,0.2002, -7.395E-05,0.1116,4.47E-08, 0.2085,1.065,0.2083 cube = 50, 0.21905, 0.78175, 0.1914, 0.21905, 0.78175, 0.1914, 0.04346, 0.9961, 0.80205, 0.04346, 0.9971, 0.09817, 0.2245, 0.7774, 0.19535, 0.2245, 0.77745, 0.19615, -7.395e-05, 0.3116, 4.47e-08, 0.2085, 1.465, 0.2083 cube = 100, 0.2712,0.7729,0.1842, 0.2712,0.7729,0.1842, 0.04346,0.9961,1.004, 0.04346,0.9971,0.09716, 0.282,0.7594,0.1905, 0.282,0.7593,0.1921, -7.395E-05,0.5116,4.47E-08, 0.2085,1.865,0.2083 } MODULE { name = ModuleRoboticServoPiston servoTransformName = TopJoint servoSrfMeshNames = capTransform baseTransformName = BottomJoint servoAttachNodes = top traverseVelocityLimits = 0.01, 1 hardMinMaxLimits = 0,0.8 softMinMaxExtension = 0,0.8 mainAxis = Y servoMass = 0.25 maxMotorOutput = 100 positionSpringMutliplier = 100 positionDampingMutliplier = 20 motorizedMassPerKN = 0.0002 motorizedCostPerDriveUnit = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.01 referenceConsumptionVelocity = 1 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants baseVariant = Gray with Stripes baseThemeName = Gray with Stripes baseDisplayName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray with Stripes primaryColor = #999999 secondaryColor = #4b7c9a displayName = Gray with Stripes GAMEOBJECTS { PistonStripes = true } } VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain } GAMEOBJECTS { PistonStripes = false } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoPiston resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 55 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = piston_02 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/piston_03.cfg PART { name = piston_03 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.88812, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.32439, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.88812, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = actuators entryCost = 4500 cost = 500 category = Robotics subcategory = 0 title = 3PT Telescoping Hydraulic Cylinder manufacturer = Moving Parts Experts Group description = A large telescoping piston. Capable of enormous feats of stretchiness. Rocket engines are still recommended for attempting to reach orbit, however. attachRules = 1,1,1,1,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator piston MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/piston_03 } DRAG_CUBE { cube = 0, 1.268,0.7747,0.4014, 1.268,0.7747,0.4014, 0.3911,0.9961,1.145, 0.3911,0.9971,0.1041, 1.269,0.7795,0.4044, 1.269,0.7796,0.4044, -0.000222,0.2181,5.066E-07, 0.6254,2.213,0.625 cube = 50, 2.25, 0.7548, 0.3917, 2.25, 0.7548, 0.3917, 0.3911, 0.9961, 2.3405, 0.3911, 0.9971, 0.094475, 2.2505, 0.7679, 0.38985, 2.2505, 0.76785, 0.38985, -0.000222, 1.41805, 5.066e-07, 0.6254, 4.613, 0.625 cube = 100, 3.232,0.7349,0.382, 3.232,0.7349,0.382, 0.3911,0.9961,3.536, 0.3911,0.9971,0.08485, 3.232,0.7563,0.3753, 3.232,0.7561,0.3753, -0.000222,2.618,5.066E-07, 0.6254,7.013,0.625 } MODULE { name = ModuleRoboticServoPiston servoTransformName = TopJoint servoSrfMeshNames = capTransform baseTransformName = BottomJoint slaveTransformNames = Sleave0, Sleave1 servoAttachNodes = top traverseVelocityLimits = 0.1, 10 hardMinMaxLimits = 0, 4.8 softMinMaxExtension = 0, 4.8 mainAxis = Y servoMass = 0.25 maxMotorOutput = 800 positionSpringMutliplier = 100 positionDampingMutliplier = 20 motorizedMassPerKN = 0.00045 motorizedCostPerDriveUnit = 0.5 efficiency = 0.75 baseResourceConsumptionRate = 0.1 referenceConsumptionVelocity = 10 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants baseVariant = Gray with Stripes baseThemeName = Gray with Stripes baseDisplayName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray with Stripes primaryColor = #999999 secondaryColor = #b08b39 displayName = Gray with Stripes GAMEOBJECTS { PistonStripes = true } } VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain } GAMEOBJECTS { PistonStripes = false } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoPiston resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 850 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = piston_03 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/piston_04.cfg PART { name = piston_04 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, -0.44406, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.662193, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.44406, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = actuators entryCost = 2200 cost = 100 category = Robotics subcategory = 0 title = 1P4 Telescoping Hydraulic Cylinder manufacturer = Moving Parts Experts Group description = A small telescoping piston. Eye protection is mandatory when working with this part. attachRules = 1,1,1,1,0 mass = 0.048 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator piston MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/piston_04 } DRAG_CUBE { cube = 0, 0.214,0.771,0.1992, 0.214,0.771,0.1992, 0.04395,0.9961,0.6198, 0.04395,0.9971,0.09733, 0.2148,0.775,0.4095, 0.2147,0.775,0.4095, -7.4E-05,0.1091,0, 0.2096,1.106,0.2095 cube = 50, 0.3761, 0.756, 0.18795, 0.3761, 0.756, 0.18795, 0.04395, 0.9961, 1.2184, 0.04395, 0.9971, 0.099515, 0.3765, 0.7728, 0.2971, 0.37645, 0.77275, 0.2971, -7.4e-05, 0.70905, 0.0, 0.2096, 2.306, 0.2095 cube = 100, 0.5382,0.741,0.1767, 0.5382,0.741,0.1767, 0.04395,0.9961,1.817, 0.04395,0.9971,0.1017, 0.5382,0.7706,0.1847, 0.5382,0.7705,0.1847, -7.4E-05,1.309,0, 0.2096,3.506,0.2095 } MODULE { name = ModuleRoboticServoPiston servoTransformName = TopJoint servoSrfMeshNames = capTransform baseTransformName = BottomJoint slaveTransformNames = Sleave0, Sleave1 servoAttachNodes = top traverseVelocityLimits = 0.02, 2 hardMinMaxLimits = 0, 2.4 softMinMaxExtension = 0, 2.4 mainAxis = Y servoMass = 0.25 maxMotorOutput = 100 positionSpringMutliplier = 100 positionDampingMutliplier = 20 motorizedMassPerKN = 0.00045 motorizedCostPerDriveUnit = 0.5 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 2 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants baseVariant = Gray with Stripes baseThemeName = Gray with Stripes baseDisplayName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray with Stripes primaryColor = #999999 secondaryColor = #4b7c9a displayName = Gray with Stripes GAMEOBJECTS { PistonStripes = true } } VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain } GAMEOBJECTS { PistonStripes = false } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoPiston resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 55 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = piston_04 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/RotorEngine_02.cfg PART { name = RotorEngine_02 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.415, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = aerodynamicSystems entryCost = 1200 cost = 200 category = Robotics subcategory = 0 title = R121 Turboshaft Engine manufacturer = C7 Aerospace Division description = This strong turbine engine consumes liquid fuel and outputs angular acceleration. Also emits a pleasently high pitched whine. attachRules = 1,1,1,1,0 mass = 0.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator motor LF MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/RotorEngine_02 } NODE { name = N2_1 transform = N2_1 size = 0 method = FIXED_JOINT } NODE { name = N2_2 transform = N2_2 size = 0 method = FIXED_JOINT } NODE { name = N3_1 transform = N3_1 size = 0 method = FIXED_JOINT } NODE { name = N3_2 transform = N3_2 size = 0 method = FIXED_JOINT } NODE { name = N3_3 transform = N3_3 size = 0 method = FIXED_JOINT } NODE { name = N4_1 transform = N4_1 size = 0 method = FIXED_JOINT } NODE { name = N4_2 transform = N4_2 size = 0 method = FIXED_JOINT } NODE { name = N4_3 transform = N4_3 size = 0 method = FIXED_JOINT } NODE { name = N4_4 transform = N4_4 size = 0 method = FIXED_JOINT } NODE { name = N6_1 transform = N6_1 size = 0 method = FIXED_JOINT } NODE { name = N6_2 transform = N6_2 size = 0 method = FIXED_JOINT } NODE { name = N6_3 transform = N6_3 size = 0 method = FIXED_JOINT } NODE { name = N6_4 transform = N6_4 size = 0 method = FIXED_JOINT } NODE { name = N6_5 transform = N6_5 size = 0 method = FIXED_JOINT } NODE { name = N6_6 transform = N6_6 size = 0 method = FIXED_JOINT } NODE { name = N8_1 transform = N8_1 size = 0 method = FIXED_JOINT } NODE { name = N8_2 transform = N8_2 size = 0 method = FIXED_JOINT } NODE { name = N8_3 transform = N8_3 size = 0 method = FIXED_JOINT } NODE { name = N8_4 transform = N8_4 size = 0 method = FIXED_JOINT } NODE { name = N8_5 transform = N8_5 size = 0 method = FIXED_JOINT } NODE { name = N8_6 transform = N8_6 size = 0 method = FIXED_JOINT } NODE { name = N8_7 transform = N8_7 size = 0 method = FIXED_JOINT } NODE { name = N8_8 transform = N8_8 size = 0 method = FIXED_JOINT } NODE { name = N9_1 transform = N9_1 size = 0 method = FIXED_JOINT } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Double NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = Hex NodePrefix = N6_ SetCount = 6 Symmetry = 5 } NODE_SET { DisplayText = Octo NodePrefix = N8_ SetCount = 8 Symmetry = 7 } } MODULE { name = ModuleRoboticServoRotor servoTransformName = TopJoint servoAttachNodes = top,N2_1,N2_2,N3_1,N3_2,N3_3,N4_1,N4_2,N4_3,N4_4,N6_1,N6_2,N6_3,N6_4,N6_5,N6_6,N8_1,N8_2,N8_3,N8_4,N8_5,N8_6,N8_7,N8_8,N9_1 servoSrfMeshNames = COL1 rotationMatch = 0.009 maxMotorOutput = 150 mainAxis = Y traverseVelocityLimits = 0, 460 motorizedMassPerKN = 0.004 motorizedCostPerDriveUnit = 2 brakeTorque = 450 rpmLimit = 460 rotorSpoolTime = 150 rotorTorqueCurve = 1 efficiency = 0.4 baseResourceConsumptionRate = 0.1 referenceConsumptionVelocity = 460 angularPositionSpring = 0.0000000001 angularPositionDamper = 1000 RESOURCE { name = LiquidFuel rate = 0.01 resourceFlowMode = STAGE_STACK_FLOW_BALANCE = = } RESOURCE { name = IntakeAir rate = 0.5 } } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.005 intakeSpeed = 75 intakeTransformName = Intake machCurve { key = 0 0.85 0 0 key = 1 1 0 0 key = 2 0.95 -0.08751557 -0.08751557 key = 4 0.5 -0.4034287 -0.4034287 key = 8 0.01 0 0 } } MODULE { name = ModuleAlternator roboticRotorMode = true RESOURCE { name = ElectricCharge rate = 0.4 } } RESOURCE { name = IntakeAir amount = 3 maxAmount = 3 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = RotorEngine_02 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/RotorEngine_03.cfg PART { name = RotorEngine_03 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.415, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advAerodynamics entryCost = 5000 cost = 550 category = Robotics subcategory = 0 title = R7000 Turboshaft Engine manufacturer = C7 Aerospace Division description = This massive turbine engine consumes liquid fuel and outputs angular acceleration. We'd say it's the most powerful thing you can buy - but it's still not a rocket. attachRules = 1,1,1,1,0 mass = 1.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator motor LF MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/RotorEngine_03 } NODE { name = N2_1 transform = N2_1 size = 0 method = FIXED_JOINT } NODE { name = N2_2 transform = N2_2 size = 0 method = FIXED_JOINT } NODE { name = N3_1 transform = N3_1 size = 0 method = FIXED_JOINT } NODE { name = N3_2 transform = N3_2 size = 0 method = FIXED_JOINT } NODE { name = N3_3 transform = N3_3 size = 0 method = FIXED_JOINT } NODE { name = N4_1 transform = N4_1 size = 0 method = FIXED_JOINT } NODE { name = N4_2 transform = N4_2 size = 0 method = FIXED_JOINT } NODE { name = N4_3 transform = N4_3 size = 0 method = FIXED_JOINT } NODE { name = N4_4 transform = N4_4 size = 0 method = FIXED_JOINT } NODE { name = N6_1 transform = N6_1 size = 0 method = FIXED_JOINT } NODE { name = N6_2 transform = N6_2 size = 0 method = FIXED_JOINT } NODE { name = N6_3 transform = N6_3 size = 0 method = FIXED_JOINT } NODE { name = N6_4 transform = N6_4 size = 0 method = FIXED_JOINT } NODE { name = N6_5 transform = N6_5 size = 0 method = FIXED_JOINT } NODE { name = N6_6 transform = N6_6 size = 0 method = FIXED_JOINT } NODE { name = N8_1 transform = N8_1 size = 0 method = FIXED_JOINT } NODE { name = N8_2 transform = N8_2 size = 0 method = FIXED_JOINT } NODE { name = N8_3 transform = N8_3 size = 0 method = FIXED_JOINT } NODE { name = N8_4 transform = N8_4 size = 0 method = FIXED_JOINT } NODE { name = N8_5 transform = N8_5 size = 0 method = FIXED_JOINT } NODE { name = N8_6 transform = N8_6 size = 0 method = FIXED_JOINT } NODE { name = N8_7 transform = N8_7 size = 0 method = FIXED_JOINT } NODE { name = N8_8 transform = N8_8 size = 0 method = FIXED_JOINT } NODE { name = N9_1 transform = N9_1 size = 0 method = FIXED_JOINT } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Double NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = Hex NodePrefix = N6_ SetCount = 6 Symmetry = 5 } NODE_SET { DisplayText = Octo NodePrefix = N8_ SetCount = 8 Symmetry = 7 } } MODULE { name = ModuleRoboticServoRotor servoTransformName = TopJoint servoAttachNodes = top,N2_1,N2_2,N3_1,N3_2,N3_3,N4_1,N4_2,N4_3,N4_4,N6_1,N6_2,N6_3,N6_4,N6_5,N6_6,N8_1,N8_2,N8_3,N8_4,N8_5,N8_6,N8_7,N8_8 servoSrfMeshNames = COL3 rotationMatch = 0.009 maxMotorOutput = 550 mainAxis = Y traverseVelocityLimits = 0, 460 motorizedMassPerKN = 0.004 motorizedCostPerDriveUnit = 2 brakeTorque = 1650 rpmLimit = 460 rotorSpoolTime = 150 rotorTorqueCurve = 1 efficiency = 0.4 baseResourceConsumptionRate = 0.1 referenceConsumptionVelocity = 460 angularPositionSpring = 0.0000000001 angularPositionDamper = 1000 RESOURCE { name = LiquidFuel rate = 0.012 resourceFlowMode = STAGE_STACK_FLOW_BALANCE } RESOURCE { name = IntakeAir rate = 0.6 } } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.02 intakeSpeed = 75 intakeTransformName = Intake machCurve { key = 0 0.85 0 0 key = 1 1 0 0 key = 2 0.95 -0.08751557 -0.08751557 key = 4 0.5 -0.4034287 -0.4034287 key = 8 0.01 0 0 } } MODULE { name = ModuleAlternator roboticRotorMode = true RESOURCE { name = ElectricCharge rate = 0.48 } } RESOURCE { name = IntakeAir amount = 3 maxAmount = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleIntakeReliabilityCore MTBF = 8760 LifeTime = 8760 RepairCost = 1 RepairBonus = 1 MaintenanceCost = 1 MaintenanceBonus = 1 InspectionBonus = 240 Silent = false Priority = MEDIUM PerksRequirementName = Engineer PerksRequirementValue = 2 } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = RotorEngine_03 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotor_01.cfg PART { name = rotor_01 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.415, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advLanding entryCost = 1400 cost = 60 category = Robotics subcategory = 0 title = EM-16 Light Duty Rotor manufacturer = Kerbal Motion LLC description = A small low-torque, high RPM electric motor attachRules = 1,1,1,1,0 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator motor MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/rotor_01 } NODE { name = N2_1 transform = N2_1 size = 0 method = FIXED_JOINT } NODE { name = N2_2 transform = N2_2 size = 0 method = FIXED_JOINT } NODE { name = N3_1 transform = N3_1 size = 0 method = FIXED_JOINT } NODE { name = N3_2 transform = N3_2 size = 0 method = FIXED_JOINT } NODE { name = N3_3 transform = N3_3 size = 0 method = FIXED_JOINT } NODE { name = N4_1 transform = N4_1 size = 0 method = FIXED_JOINT } NODE { name = N4_2 transform = N4_2 size = 0 method = FIXED_JOINT } NODE { name = N4_3 transform = N4_3 size = 0 method = FIXED_JOINT } NODE { name = N4_4 transform = N4_4 size = 0 method = FIXED_JOINT } NODE { name = N6_1 transform = N6_1 size = 0 method = FIXED_JOINT } NODE { name = N6_2 transform = N6_2 size = 0 method = FIXED_JOINT } NODE { name = N6_3 transform = N6_3 size = 0 method = FIXED_JOINT } NODE { name = N6_4 transform = N6_4 size = 0 method = FIXED_JOINT } NODE { name = N6_5 transform = N6_5 size = 0 method = FIXED_JOINT } NODE { name = N6_6 transform = N6_6 size = 0 method = FIXED_JOINT } NODE { name = N8_1 transform = N8_1 size = 0 method = FIXED_JOINT } NODE { name = N8_2 transform = N8_2 size = 0 method = FIXED_JOINT } NODE { name = N8_3 transform = N8_3 size = 0 method = FIXED_JOINT } NODE { name = N8_4 transform = N8_4 size = 0 method = FIXED_JOINT } NODE { name = N8_5 transform = N8_5 size = 0 method = FIXED_JOINT } NODE { name = N8_6 transform = N8_6 size = 0 method = FIXED_JOINT } NODE { name = N8_7 transform = N8_7 size = 0 method = FIXED_JOINT } NODE { name = N8_8 transform = N8_8 size = 0 method = FIXED_JOINT } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Double NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = Hex NodePrefix = N6_ SetCount = 6 Symmetry = 5 } NODE_SET { DisplayText = Octo NodePrefix = N8_ SetCount = 8 Symmetry = 7 } } MODULE { name = ModuleRoboticServoRotor servoTransformName = TopJoint servoAttachNodes = top,N2_1,N2_2,N3_1,N3_2,N3_3,N4_1,N4_2,N4_3,N4_4,N6_1,N6_2,N6_3,N6_4,N6_5,N6_6,N8_1,N8_2,N8_3,N8_4,N8_5,N8_6,N8_7,N8_8 servoSrfMeshNames = COL1 rotationMatch = 0.009 maxMotorOutput = 20 mainAxis = Y traverseVelocityLimits = 0, 460 rpmLimit = 460 motorizedMassPerKN = 0.002 motorizedCostPerDriveUnit = 6 brakeTorque = 60 rotorSpoolTime = 150 efficiency = 0.75 baseResourceConsumptionRate = 0.06 referenceConsumptionVelocity = 460 angularPositionSpring = 0.0000000001 angularPositionDamper = 1000 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #4b7c9a baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoRotor resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 75 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotor_01 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotor_01s.cfg PART { name = rotor_01s module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.343347, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advLanding entryCost = 1400 cost = 60 category = Robotics subcategory = 0 title = EM-16S Light Duty Rotor manufacturer = Kerbal Motion LLC description = A small low-torque, high RPM electric motor. The smaller attachment head allows for more power applied to a smaller space. No warranty applies if you attempt to duplicate a blender with it. attachRules = 1,1,1,1,0 mass = 0.018 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator motor MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/rotor_01s } NODE { name = N2_1 transform = N2_1 size = 0 method = FIXED_JOINT } NODE { name = N2_2 transform = N2_2 size = 0 method = FIXED_JOINT } NODE { name = N3_1 transform = N3_1 size = 0 method = FIXED_JOINT } NODE { name = N3_2 transform = N3_2 size = 0 method = FIXED_JOINT } NODE { name = N3_3 transform = N3_3 size = 0 method = FIXED_JOINT } NODE { name = N4_1 transform = N4_1 size = 0 method = FIXED_JOINT } NODE { name = N4_2 transform = N4_2 size = 0 method = FIXED_JOINT } NODE { name = N4_3 transform = N4_3 size = 0 method = FIXED_JOINT } NODE { name = N4_4 transform = N4_4 size = 0 method = FIXED_JOINT } NODE { name = N6_1 transform = N6_1 size = 0 method = FIXED_JOINT } NODE { name = N6_2 transform = N6_2 size = 0 method = FIXED_JOINT } NODE { name = N6_3 transform = N6_3 size = 0 method = FIXED_JOINT } NODE { name = N6_4 transform = N6_4 size = 0 method = FIXED_JOINT } NODE { name = N6_5 transform = N6_5 size = 0 method = FIXED_JOINT } NODE { name = N6_6 transform = N6_6 size = 0 method = FIXED_JOINT } NODE { name = N8_1 transform = N8_1 size = 0 method = FIXED_JOINT } NODE { name = N8_2 transform = N8_2 size = 0 method = FIXED_JOINT } NODE { name = N8_3 transform = N8_3 size = 0 method = FIXED_JOINT } NODE { name = N8_4 transform = N8_4 size = 0 method = FIXED_JOINT } NODE { name = N8_5 transform = N8_5 size = 0 method = FIXED_JOINT } NODE { name = N8_6 transform = N8_6 size = 0 method = FIXED_JOINT } NODE { name = N8_7 transform = N8_7 size = 0 method = FIXED_JOINT } NODE { name = N8_8 transform = N8_8 size = 0 method = FIXED_JOINT } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Double NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = Hex NodePrefix = N6_ SetCount = 6 Symmetry = 5 } NODE_SET { DisplayText = Octo NodePrefix = N8_ SetCount = 8 Symmetry = 7 } } MODULE { name = ModuleRoboticServoRotor servoTransformName = TopJoint servoAttachNodes = top,N2_1,N2_2,N3_1,N3_2,N3_3,N4_1,N4_2,N4_3,N4_4,N6_1,N6_2,N6_3,N6_4,N6_5,N6_6,N8_1,N8_2,N8_3,N8_4,N8_5,N8_6,N8_7,N8_8 servoSrfMeshNames = COL1 rotationMatch = 0.009 maxMotorOutput = 20 mainAxis = Y traverseVelocityLimits = 0, 460 motorizedMassPerKN = 0.002 motorizedCostPerDriveUnit = 6 brakeTorque = 60 rpmLimit = 460 rotorSpoolTime = 150 rotorTorqueCurve = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.06 referenceConsumptionVelocity = 460 angularPositionSpring = 0.0000000001 angularPositionDamper = 1000 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #4b7c9a baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoRotor resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 55 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotor_01s } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotor_02.cfg PART { name = rotor_02 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.42, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = fieldScience entryCost = 4000 cost = 150 category = Robotics subcategory = 0 title = EM-32 Standard Rotor manufacturer = Kerbal Motion LLC description = A medium low-torque, high RPM electric motor attachRules = 1,1,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator motor MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/rotor_02 } NODE { name = N2_1 transform = N2_1 size = 1 method = FIXED_JOINT } NODE { name = N2_2 transform = N2_2 size = 1 method = FIXED_JOINT } NODE { name = N3_1 transform = N3_1 size = 1 method = FIXED_JOINT } NODE { name = N3_2 transform = N3_2 size = 1 method = FIXED_JOINT } NODE { name = N3_3 transform = N3_3 size = 1 method = FIXED_JOINT } NODE { name = N4_1 transform = N4_1 size = 1 method = FIXED_JOINT } NODE { name = N4_2 transform = N4_2 size = 1 method = FIXED_JOINT } NODE { name = N4_3 transform = N4_3 size = 1 method = FIXED_JOINT } NODE { name = N4_4 transform = N4_4 size = 1 method = FIXED_JOINT } NODE { name = N6_1 transform = N6_1 size = 1 method = FIXED_JOINT } NODE { name = N6_2 transform = N6_2 size = 1 method = FIXED_JOINT } NODE { name = N6_3 transform = N6_3 size = 1 method = FIXED_JOINT } NODE { name = N6_4 transform = N6_4 size = 1 method = FIXED_JOINT } NODE { name = N6_5 transform = N6_5 size = 1 method = FIXED_JOINT } NODE { name = N6_6 transform = N6_6 size = 1 method = FIXED_JOINT } NODE { name = N8_1 transform = N8_1 size = 1 method = FIXED_JOINT } NODE { name = N8_2 transform = N8_2 size = 1 method = FIXED_JOINT } NODE { name = N8_3 transform = N8_3 size = 1 method = FIXED_JOINT } NODE { name = N8_4 transform = N8_4 size = 1 method = FIXED_JOINT } NODE { name = N8_5 transform = N8_5 size = 1 method = FIXED_JOINT } NODE { name = N8_6 transform = N8_6 size = 1 method = FIXED_JOINT } NODE { name = N8_7 transform = N8_7 size = 1 method = FIXED_JOINT } NODE { name = N8_8 transform = N8_8 size = 1 method = FIXED_JOINT } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Double NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = Hex NodePrefix = N6_ SetCount = 6 Symmetry = 5 } NODE_SET { DisplayText = Octo NodePrefix = N8_ SetCount = 8 Symmetry = 7 } } MODULE { name = ModuleRoboticServoRotor servoTransformName = TopJoint servoAttachNodes = top,N2_1,N2_2,N3_1,N3_2,N3_3,N4_1,N4_2,N4_3,N4_4,N6_1,N6_2,N6_3,N6_4,N6_5,N6_6,N8_1,N8_2,N8_3,N8_4,N8_5,N8_6,N8_7,N8_8 servoSrfMeshNames = COL1 rotationMatch = 0.009 maxMotorOutput = 70 mainAxis = Y traverseVelocityLimits = 0, 460 rpmLimit = 460 motorizedMassPerKN = 0.003 motorizedCostPerDriveUnit = 5 brakeTorque = 210 rotorSpoolTime = 150 efficiency = 0.75 baseResourceConsumptionRate = 0.06 referenceConsumptionVelocity = 460 angularPositionSpring = 0.0000000001 angularPositionDamper = 1000 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoRotor resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 270 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotor_02 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotor_02s.cfg PART { name = rotor_02s module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.42, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = fieldScience entryCost = 4000 cost = 150 category = Robotics subcategory = 0 title = EM-32S Standard Rotor manufacturer = Kerbal Motion LLC description = A medium low-torque, high RPM eletric motor. The smaller attachment head allows for more power applied to a smaller space. attachRules = 1,1,1,1,0 mass = 0.09 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator motor MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/rotor_02s } NODE { name = N2_1 transform = N2_1 size = 0 method = FIXED_JOINT } NODE { name = N2_2 transform = N2_2 size = 0 method = FIXED_JOINT } NODE { name = N3_1 transform = N3_1 size = 0 method = FIXED_JOINT } NODE { name = N3_2 transform = N3_2 size = 0 method = FIXED_JOINT } NODE { name = N3_3 transform = N3_3 size = 0 method = FIXED_JOINT } NODE { name = N4_1 transform = N4_1 size = 0 method = FIXED_JOINT } NODE { name = N4_2 transform = N4_2 size = 0 method = FIXED_JOINT } NODE { name = N4_3 transform = N4_3 size = 0 method = FIXED_JOINT } NODE { name = N4_4 transform = N4_4 size = 0 method = FIXED_JOINT } NODE { name = N6_1 transform = N6_1 size = 0 method = FIXED_JOINT } NODE { name = N6_2 transform = N6_2 size = 0 method = FIXED_JOINT } NODE { name = N6_3 transform = N6_3 size = 0 method = FIXED_JOINT } NODE { name = N6_4 transform = N6_4 size = 0 method = FIXED_JOINT } NODE { name = N6_5 transform = N6_5 size = 0 method = FIXED_JOINT } NODE { name = N6_6 transform = N6_6 size = 0 method = FIXED_JOINT } NODE { name = N8_1 transform = N8_1 size = 0 method = FIXED_JOINT } NODE { name = N8_2 transform = N8_2 size = 0 method = FIXED_JOINT } NODE { name = N8_3 transform = N8_3 size = 0 method = FIXED_JOINT } NODE { name = N8_4 transform = N8_4 size = 0 method = FIXED_JOINT } NODE { name = N8_5 transform = N8_5 size = 0 method = FIXED_JOINT } NODE { name = N8_6 transform = N8_6 size = 0 method = FIXED_JOINT } NODE { name = N8_7 transform = N8_7 size = 0 method = FIXED_JOINT } NODE { name = N8_8 transform = N8_8 size = 0 method = FIXED_JOINT } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Double NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = Hex NodePrefix = N6_ SetCount = 6 Symmetry = 5 } NODE_SET { DisplayText = Octo NodePrefix = N8_ SetCount = 8 Symmetry = 7 } } MODULE { name = ModuleRoboticServoRotor servoTransformName = TopJoint servoAttachNodes = top,N2_1,N2_2,N3_1,N3_2,N3_3,N4_1,N4_2,N4_3,N4_4,N6_1,N6_2,N6_3,N6_4,N6_5,N6_6,N8_1,N8_2,N8_3,N8_4,N8_5,N8_6,N8_7,N8_8 servoSrfMeshNames = COL1 rotationMatch = 0.009 maxMotorOutput = 70 mainAxis = Y traverseVelocityLimits = 0, 460 motorizedMassPerKN = 0.003 motorizedCostPerDriveUnit = 5 brakeTorque = 210 rpmLimit = 460 rotorSpoolTime = 150 rotorTorqueCurve = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.06 referenceConsumptionVelocity = 460 angularPositionSpring = 0.0000000001 angularPositionDamper = 1000 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_01_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoRotor resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 170 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotor_02s } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotor_03.cfg PART { name = rotor_03 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advancedMotors entryCost = 8200 cost = 600 category = Robotics subcategory = 0 title = EM-64 Heavy Rotor manufacturer = Kerbal Motion LLC description = A large low-torque, high RPM eletric motor. Make sure you don't run out of EC, or it will only be useful as a large lazy susan. attachRules = 1,1,1,1,0 mass = 0.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1 tags = robot actuator motor MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/rotor_03 } NODE { name = N2_1 transform = N2_1 size = 2 method = FIXED_JOINT } NODE { name = N2_2 transform = N2_2 size = 2 method = FIXED_JOINT } NODE { name = N3_1 transform = N3_1 size = 2 method = FIXED_JOINT } NODE { name = N3_2 transform = N3_2 size = 2 method = FIXED_JOINT } NODE { name = N3_3 transform = N3_3 size = 2 method = FIXED_JOINT } NODE { name = N4_1 transform = N4_1 size = 2 method = FIXED_JOINT } NODE { name = N4_2 transform = N4_2 size = 2 method = FIXED_JOINT } NODE { name = N4_3 transform = N4_3 size = 2 method = FIXED_JOINT } NODE { name = N4_4 transform = N4_4 size = 2 method = FIXED_JOINT } NODE { name = N6_1 transform = N6_1 size = 2 method = FIXED_JOINT } NODE { name = N6_2 transform = N6_2 size = 2 method = FIXED_JOINT } NODE { name = N6_3 transform = N6_3 size = 2 method = FIXED_JOINT } NODE { name = N6_4 transform = N6_4 size = 2 method = FIXED_JOINT } NODE { name = N6_5 transform = N6_5 size = 2 method = FIXED_JOINT } NODE { name = N6_6 transform = N6_6 size = 2 method = FIXED_JOINT } NODE { name = N8_1 transform = N8_1 size = 2 method = FIXED_JOINT } NODE { name = N8_2 transform = N8_2 size = 2 method = FIXED_JOINT } NODE { name = N8_3 transform = N8_3 size = 2 method = FIXED_JOINT } NODE { name = N8_4 transform = N8_4 size = 2 method = FIXED_JOINT } NODE { name = N8_5 transform = N8_5 size = 2 method = FIXED_JOINT } NODE { name = N8_6 transform = N8_6 size = 2 method = FIXED_JOINT } NODE { name = N8_7 transform = N8_7 size = 2 method = FIXED_JOINT } NODE { name = N8_8 transform = N8_8 size = 2 method = FIXED_JOINT } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Double NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = Hex NodePrefix = N6_ SetCount = 6 Symmetry = 5 } NODE_SET { DisplayText = Octo NodePrefix = N8_ SetCount = 8 Symmetry = 7 } } MODULE { name = ModuleRoboticServoRotor servoTransformName = TopJoint servoAttachNodes = top,N2_1,N2_2,N3_1,N3_2,N3_3,N4_1,N4_2,N4_3,N4_4,N6_1,N6_2,N6_3,N6_4,N6_5,N6_6,N8_1,N8_2,N8_3,N8_4,N8_5,N8_6,N8_7,N8_8 servoSrfMeshNames = COL1 rotationMatch = 0.009 maxMotorOutput = 400 mainAxis = Y traverseVelocityLimits = 0, 460 rpmLimit = 460 motorizedMassPerKN = 0.004 motorizedCostPerDriveUnit = 4 brakeTorque = 1200 rotorSpoolTime = 150 efficiency = 0.75 baseResourceConsumptionRate = 0.06 referenceConsumptionVelocity = 460 angularPositionSpring = 0.0000000001 angularPositionDamper = 1000 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #915934 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_03_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoRotor resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotor_03 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotor_03s.cfg PART { name = rotor_03s module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.955512, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advancedMotors entryCost = 8200 cost = 600 category = Robotics subcategory = 0 title = EM-64S Heavy Rotor manufacturer = Kerbal Motion LLC description = A large low-torque, high RPM electric motor. The smaller head allows it to masquearade as a medium rotor - don't be fooled! attachRules = 1,1,1,1,0 mass = 0.55 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1 tags = robot actuator motor MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/rotor_03s } NODE { name = N2_1 transform = N2_1 size = 1 method = FIXED_JOINT } NODE { name = N2_2 transform = N2_2 size = 1 method = FIXED_JOINT } NODE { name = N3_1 transform = N3_1 size = 1 method = FIXED_JOINT } NODE { name = N3_2 transform = N3_2 size = 1 method = FIXED_JOINT } NODE { name = N3_3 transform = N3_3 size = 1 method = FIXED_JOINT } NODE { name = N4_1 transform = N4_1 size = 1 method = FIXED_JOINT } NODE { name = N4_2 transform = N4_2 size = 1 method = FIXED_JOINT } NODE { name = N4_3 transform = N4_3 size = 1 method = FIXED_JOINT } NODE { name = N4_4 transform = N4_4 size = 1 method = FIXED_JOINT } NODE { name = N6_1 transform = N6_1 size = 1 method = FIXED_JOINT } NODE { name = N6_2 transform = N6_2 size = 1 method = FIXED_JOINT } NODE { name = N6_3 transform = N6_3 size = 1 method = FIXED_JOINT } NODE { name = N6_4 transform = N6_4 size = 1 method = FIXED_JOINT } NODE { name = N6_5 transform = N6_5 size = 1 method = FIXED_JOINT } NODE { name = N6_6 transform = N6_6 size = 1 method = FIXED_JOINT } NODE { name = N8_1 transform = N8_1 size = 1 method = FIXED_JOINT } NODE { name = N8_2 transform = N8_2 size = 1 method = FIXED_JOINT } NODE { name = N8_3 transform = N8_3 size = 1 method = FIXED_JOINT } NODE { name = N8_4 transform = N8_4 size = 1 method = FIXED_JOINT } NODE { name = N8_5 transform = N8_5 size = 1 method = FIXED_JOINT } NODE { name = N8_6 transform = N8_6 size = 1 method = FIXED_JOINT } NODE { name = N8_7 transform = N8_7 size = 1 method = FIXED_JOINT } NODE { name = N8_8 transform = N8_8 size = 1 method = FIXED_JOINT } MODULE { name = ModuleDynamicNodes autostrut = true NODE_SET { DisplayText = Double NodePrefix = N2_ SetCount = 2 Symmetry = 1 } NODE_SET { DisplayText = Triple NodePrefix = N3_ SetCount = 3 Symmetry = 2 } NODE_SET { DisplayText = Quad NodePrefix = N4_ SetCount = 4 Symmetry = 3 } NODE_SET { DisplayText = Hex NodePrefix = N6_ SetCount = 6 Symmetry = 5 } NODE_SET { DisplayText = Octo NodePrefix = N8_ SetCount = 8 Symmetry = 7 } } MODULE { name = ModuleRoboticServoRotor servoTransformName = TopJoint servoAttachNodes = top,N2_1,N2_2,N3_1,N3_2,N3_3,N4_1,N4_2,N4_3,N4_4,N6_1,N6_2,N6_3,N6_4,N6_5,N6_6,N8_1,N8_2,N8_3,N8_4,N8_5,N8_6,N8_7,N8_8 servoSrfMeshNames = COL1 rotationMatch = 0.009 maxMotorOutput = 400 mainAxis = Y traverseVelocityLimits = 0, 460 motorizedMassPerKN = 0.004 motorizedCostPerDriveUnit = 4 brakeTorque = 1200 rpmLimit = 460 rotorSpoolTime = 150 rotorTorqueCurve = 1 maxTorque = 500 efficiency = 0.75 baseResourceConsumptionRate = 0.06 referenceConsumptionVelocity = 460 angularPositionSpring = 0.0000000001 angularPositionDamper = 1000 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #915934 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/Rotor_03_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticServoRotor resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotor_03s } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotoServo_00.cfg PART { name = rotoServo_00 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.21796, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 stackSymmetry = 3 TechRequired = advConstruction entryCost = 1000 cost = 60 category = Robotics subcategory = 0 title = Rotation Servo M-06 manufacturer = Kerbal Motion LLC description = A small, high-torque servo that can rotate attached parts through almost 360 degrees. No Kerbals were harmed in the creation of this part. Yet. attachRules = 1,1,1,1,0 mass = 0.016 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator rotate servo MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/RotoServo_00 } NODE { name = N1 transform = N1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N2 transform = N2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N3 transform = N3 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N4 transform = N4 size = 0 method = FIXED_JOINT rigid = true symmetry = } MODULE { name = ModuleRoboticRotationServo servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top,N1,N2,N3,N4 servoSrfMeshNames = Rotor,COL1 traverseVelocityLimits = 1, 180 hardMinMaxLimits = -177, 177 softMinMaxAngles = -177, 177 targetAngle = 0 mainAxis = Y maxMotorOutput = 50 driveSpringMutliplier = 100 driveDampingMutliplier = 20 motorizedMassPerKN = 0.0002 motorizedCostPerDriveUnit = 1 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #4b7c9a baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/rotoServos_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticRotationServo resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart stackableQuantity = 3 packedVolume = 15 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotoServo_00 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotoServo_02.cfg PART { name = rotoServo_02 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.21796, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 stackSymmetry = 3 TechRequired = actuators entryCost = 2500 cost = 100 category = Robotics subcategory = 0 title = Rotation Servo F-12 manufacturer = Kerbal Motion LLC description = The flush mounted rotation servo has reduced output but a much sleeker form factor, hiding all the motor bits inside the servo head itself, reducing the space it requires. attachRules = 1,1,1,1,0 mass = 0.06 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator rotate servo MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/RotoServo_02 } NODE { name = N1 transform = N1 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N2 transform = N2 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N3 transform = N3 size = 0 method = FIXED_JOINT rigid = true } NODE { name = N4 transform = N4 size = 0 method = FIXED_JOINT rigid = true } MODULE { name = ModuleRoboticRotationServo servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top,N1,N2,N3,N4 servoSrfMeshNames = Rotor,COL1 traverseVelocityLimits = 1, 180 hardMinMaxLimits = -177, 177 softMinMaxAngles = -177, 177 targetAngle = 0 mainAxis = Y maxMotorOutput = 150 driveSpringMutliplier = 100 driveDampingMutliplier = 20 motorizedMassPerKN = 0.0002 motorizedCostPerDriveUnit = 1 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/rotoServos_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticRotationServo resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotoServo_02 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotoServo_03.cfg PART { name = rotoServo_03 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.62483, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 stackSymmetry = 3 TechRequired = actuators entryCost = 3500 cost = 120 category = Robotics subcategory = 0 title = Rotation Servo M-12 manufacturer = Kerbal Motion LLC description = A medium, high-torque servo that can rotate attached parts through 360 degrees. Makes sure any evil robots you construct with it can see behind themselves. attachRules = 1,1,1,1,0 mass = 0.08 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size0 tags = robot actuator rotate servo MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/RotoServo_03 } NODE { name = N1 transform = N1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2 transform = N2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3 transform = N3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4 transform = N4 size = 1 method = FIXED_JOINT rigid = true } MODULE { name = ModuleRoboticRotationServo servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top,N1,N2,N3,N4 servoSrfMeshNames = Rotor,COL1 traverseVelocityLimits = 1, 180 hardMinMaxLimits = -177, 177 softMinMaxAngles = -177, 177 targetAngle = 0 mainAxis = Y maxMotorOutput = 200 driveSpringMutliplier = 100 driveDampingMutliplier = 20 motorizedMassPerKN = 0.0003 motorizedCostPerDriveUnit = 0.75 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #b08b39 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/rotoServos_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticRotationServo resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart packedVolume = 250 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotoServo_03 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/rotoServo_04.cfg PART { name = rotoServo_04 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 stackSymmetry = 3 TechRequired = actuators entryCost = 6400 cost = 500 category = Robotics subcategory = 0 title = Rotation Servo M-25 manufacturer = Kerbal Motion LLC description = A large, high-torque servo that can rotate attached parts through 360 degrees. When you just don't have enough torque for whatever nefarious prupose you have in mind, this is what you use. attachRules = 1,1,1,1,0 mass = 0.48 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 bulkheadProfiles = size1 tags = robot actuator rotate servo MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Assets/RotoServo_04 } NODE { name = N1 transform = N1 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N2 transform = N2 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N3 transform = N3 size = 1 method = FIXED_JOINT rigid = true } NODE { name = N4 transform = N4 size = 1 method = FIXED_JOINT rigid = true } MODULE { name = ModuleRoboticRotationServo servoTransformName = TopJoint baseTransformName = BottomJoint servoAttachNodes = top,N1,N2,N3,N4 servoSrfMeshNames = Rotor,COL1 traverseVelocityLimits = 1, 180 hardMinMaxLimits = -177, 177 softMinMaxAngles = -177, 177 targetAngle = 0 mainAxis = Y maxMotorOutput = 1000 driveSpringMutliplier = 100 driveDampingMutliplier = 20 motorizedMassPerKN = 0.0004 motorizedCostPerDriveUnit = 0.5 connectedMassScale = 1 efficiency = 0.75 baseResourceConsumptionRate = 0.02 referenceConsumptionVelocity = 180 RESOURCE { name = ElectricCharge rate = 1 } } MODULE { name = ModulePartVariants primaryColor = #999999 secondaryColor = #915934 baseDisplayName = Gray with Stripes baseThemeName = Gray with Stripes useMultipleDragCubes = false VARIANT { name = Gray displayName = Gray themeName = Gray primaryColor = #999999 TEXTURE { mainTextureURL = SquadExpansion/Serenity/Parts/Robotics/Assets/rotoServos_diffuse_plain } } } MODULE { name = ModuleResourceAutoShiftState affectedResourceName = ElectricCharge affectedModuleName = ModuleRoboticRotationServo resourceShutOffHandler = true resourceStartUpHandler = true resourceShutOffStartUpUsePercent = true resourceShutOffAmount = 0 resourceShutOffPercent = 0 resourceStartUpAmount = 0 resourceStartUpPercent = 5 } MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = rotoServo_04 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Robotics/Controllers/KAL1000.cfg PART { name = controller1000 module = Part author = Pablo mesh = model.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 TechRequired = advElectrics entryCost = 8000 cost = 1000 category = Robotics subcategory = 0 title = KAL-1000 Controller manufacturer = Moving Parts Experts Group description = A first of its kind, this intelligent programmable controller can manage a number of parts across a vessel.\n\nIts not an entirely autonomous entity... yet... New, improved model now has status light! attachRules = 0,1,0,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = srf tags = (contr (robo (seq (anim mapActionsToSymmetryParts = false MODULE { name = ModuleRoboticController RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = ModuleCargoPart stackableQuantity = 2 packedVolume = 20 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODEL { model = SquadExpansion/Serenity/Parts/Robotics/Controllers/controller1000 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.65, 0.65, 1 position = 0.093147, 0.034181, -0.13876 rotation = 180, 0, 0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp emissiveName = indicator } MODULE { name = ModuleRoboticControllerIndicator emissiveName = indicator } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = controller1000 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Science/RobotArmScanner/RobotArmScanner_S1.cfg PART { name = RobotArmScanner_S1 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advExploration entryCost = 4200 cost = 400 category = Science subcategory = 0 title = CRSY Light Scanning Arm manufacturer = Experimental Engineering Group description = The Experimental Engineering Group managed to successfully adapt technologies from several other manufacturers to produce this once-in-a-lifetime piece of technology.\n\nThe light scanning arm is capable of independent work on distant planets, analyzing the geology and composition of rocks and other surface features with two different instruments.\n\nA masterpiece of engineering and design. attachRules = 1,1,0,0,0 mass = 0.06 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = arm scanner science rover rock test MODEL { model = SquadExpansion/Serenity/Parts/Science/RobotArmScanner/Assets/ROCArm_01 } EFFECTS { unpacking { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_small_start maxVolumeDistance = 150 } } extending { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_small_motor_00 loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } scanning { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_small_scan volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } retracting { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_small_motor_00 loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } packing { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_small_end maxVolumeDistance = 150 } } } MODULE { name = ModuleRobotArmScanner pivotName = BaseRotator extendActionName = Scan Surface Feature trackingSpeed = 30 animationName = ROCScan1 TrackingAlignmentOffset = 0 unpackAnimationName = ROCDeploy editorReachAnimationName = ROCPreview firstJointAlignOffset = -90 gimbalAlignOffset = 90 instAlignOffset = 180 distanceFromSurface = 0.6 cancelScanDistance = 0.1 firstJointRotStartAngleModifier = 0 impactResistance = 2 impactResistanceRetracted = 6 retractable = False rangeTriggerRadius = 2 rangeTriggerParentTransformName = ROCArm_01 firstJointRotationLimit = 90 safeRetractPeriods = 0 1 safeRetractPeriods = 3.5 4.5 safeRetractPeriods = 7 15 RESOURCE { name = ElectricCharge rate = 13.6 } SCANNEREFFECTS { EFFECT { className = RobotArmFXSpectrometer effectStartTime = 1.5 effectStopTime = 3 lightTransformName = LightTransform } } } MODULE { name = ModuleScienceExperiment experimentID = ROCScience experimentActionName = Scan Surface Feature resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 1 dataIsCollectable = True scienceValueRatio = 0.333333333333333333 showScienceValueRatio = true extraResultString = Your scan has collected some, but not all the information available. Come back later with a better sensor. interactionRange = 2 } MODULE { name = ModuleCargoPart packedVolume = 150 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = RobotArmScanner_S1 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Science/RobotArmScanner/RobotArmScanner_S2.cfg PART { name = RobotArmScanner_S2 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = scienceTech entryCost = 6500 cost = 600 category = Science subcategory = 0 title = SPRT Medium Scanning Arm manufacturer = Experimental Engineering Group description = The Experimental Engineering Group has triumphed in creating a larger version of their previous scanning arm, duplicating their heroic feat for a twice-in-a-lifetime scientific accomplishment.\n\nThe medium scanning arm incoporates a 3rd instrument for further data gathering, increasing the amount of data the arm can gather. attachRules = 1,1,0,0,0 mass = 0.14 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = arm scanner science rover rock test MODEL { model = SquadExpansion/Serenity/Parts/Science/RobotArmScanner/Assets/ROCArm_02 } EFFECTS { unpacking { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_medium_start maxVolumeDistance = 150 } } extending { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_medium_motor_00 loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } scanning { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_medium_scan volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } retracting { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_medium_motor_00 loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } packing { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_medium_end maxVolumeDistance = 150 } } } MODULE { name = ModuleRobotArmScanner pivotName = BaseRotator extendActionName = Scan Surface Feature trackingSpeed = 30 animationName = ROCScan2 TrackingAlignmentOffset = 0 unpackAnimationName = ROCDeploy editorReachAnimationName = ROCPreview firstJointAlignOffset = -90 gimbalAlignOffset = 90 instAlignOffset = 180 distanceFromSurface = 0.6 cancelScanDistance = 0.1 firstJointRotStartAngleModifier = 0 impactResistance = 2 impactResistanceRetracted = 6 retractable = False rangeTriggerRadius = 3 rangeTriggerParentTransformName = ROCArm_02 firstJointRotationLimit = 90 safeRetractPeriods = 0 1 safeRetractPeriods = 3.5 4 safeRetractPeriods = 8 10 safeRetractPeriods = 12 15 RESOURCE { name = ElectricCharge rate = 19.7 } SCANNEREFFECTS { EFFECT { className = RobotArmFXSpectrometer effectStartTime = 1.5 effectStopTime = 3 lightTransformName = LightTransform } EFFECT { className = RobotArmFXLaser effectStartTime = 5 effectStopTime = 6.5 laserEffectTransformName = LaserTransform configLaserEffectColor = #FF0000 laserEffectWidth = 0.01 } } } MODULE { name = ModuleScienceExperiment experimentID = ROCScience experimentActionName = Scan Surface Feature resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 1 dataIsCollectable = True scienceValueRatio = 0.666666666666666666 showScienceValueRatio = true extraResultString = Your scan has collected most, but not all the information available. Come back later with a better sensor. interactionRange = 2.5 } MODULE { name = ModuleCargoPart packedVolume = 400 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = RobotArmScanner_S2 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Science/RobotArmScanner/RobotArmScanner_S3.cfg PART { name = RobotArmScanner_S3 module = Part author = RoverDude rescaleFactor = 1 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advScienceTech entryCost = 8000 cost = 800 category = Science subcategory = 0 title = OP-E Large Scanning Arm manufacturer = Experimental Engineering Group description = The Experimental Engineering Group's marketing department claims this is another once-in-a-lifetime achievement. We're starting to get suspicious!\n\nNonetheless, this even larger rover arm has four separate instruments, and we can't think of what else they might add, so this is probably the top of the line model from them. attachRules = 1,1,0,0,0 mass = 0.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 maxTemp = 2000 bulkheadProfiles = srf tags = arm scanner science rover rock test MODEL { model = SquadExpansion/Serenity/Parts/Science/RobotArmScanner/Assets/ROCArm_03 } EFFECTS { unpacking { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_large_start maxVolumeDistance = 150 } } extending { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_large_motor_00 loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } scanning { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_large_scan volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } retracting { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_large_motor_00 loop = true volume = 0.0 0.0 volume = 1.0 1.0 maxVolumeDistance = 150 } } packing { AUDIO { channel = Ship clip = SquadExpansion/Serenity/Sounds/robo_arm_large_end maxVolumeDistance = 150 } } } MODULE { name = ModuleRobotArmScanner pivotName = BaseRotator extendActionName = Scan Surface Feature trackingSpeed = 30 animationName = ROCScan TrackingAlignmentOffset = 0 unpackAnimationName = ROCDeploy editorReachAnimationName = ROCPreview firstJointAlignOffset = -90 gimbalAlignOffset = 90 instAlignOffset = 180 distanceFromSurface = 0.6 cancelScanDistance = 0.1 firstJointRotStartAngleModifier = 0 impactResistance = 2 impactResistanceRetracted = 6 retractable = False rangeTriggerRadius = 4 rangeTriggerParentTransformName = ROCArm_03 firstJointRotationLimit = 90 safeRetractPeriods = 0 1 safeRetractPeriods = 3.5 4 safeRetractPeriods = 8 9 safeRetractPeriods = 15.5 16 safeRetractPeriods = 18 20 destroyOnBreakObject = DrillParticles destroyOnBreakObject = DrillSmoke destroyOnBreakObject = DrillSpark RESOURCE { name = ElectricCharge rate = 26.8 } SCANNEREFFECTS { EFFECT { className = RobotArmFXSpectrometer effectStartTime = 1.5 effectStopTime = 3 lightTransformName = LightTransform } EFFECT { className = RobotArmFXLaser effectStartTime = 5 effectStopTime = 6.5 laserEffectTransformName = LaserTransform configLaserEffectColor = #FF0000 laserEffectWidth = 0.01 } EFFECT { className = RobotArmFXDrill effectStartTime = 9.8 effectStopTime = 15 drillBaseTransformName = DrillBaseTransform drillTipTransformName = DrillHeadTransform drillEffectTransformName = DrillParticles } } } MODULE { name = ModuleScienceExperiment experimentID = ROCScience experimentActionName = Scan Surface Feature resetActionName = Discard Report reviewActionName = Review Report hideUIwhenUnavailable = True rerunnable = True resettable = True resettableOnEVA = False hideFxModuleUI = True xmitDataScalar = 1 dataIsCollectable = True scienceValueRatio = 1.0 showScienceValueRatio = true extraResultString = Your scan has collected all the detail possible, congratulations! interactionRange = 3 } MODULE { name = ModuleCargoPart packedVolume = 1000 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = RobotArmScanner_S3 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Structural/gripPads/lGripPad.cfg PART { name = lGripPad module = Part author = Pablo rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = specializedConstruction entryCost = 3400 cost = 300 category = Structural subcategory = 0 title = GP-156 Grip Pad manufacturer = Dinkelstein Kerman's Construction Emporium description = A large size non-slip pad so that you don't slip off the back of your mech-bot as you stomp across KSC in search of science! Comes in two form factors and three grip levels. attachRules = 1,1,1,1,0 mass = 0.078 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 65 maxTemp = 2000 bulkheadProfiles = srf tags = cover plat support grip rubber friction mapActionsToSymmetryParts = false MODEL { model = SquadExpansion/Serenity/Parts/Structural/gripPads/Assets/lGripPad } MODULE { name = ModulePartVariants baseVariant = Square VARIANT { name = Square displayName = Square description = Square primaryColor = #ffffff secondaryColor = #ffffff GAMEOBJECTS { round = false square = true } } VARIANT { name = Round displayName = Round description = Round primaryColor = #000000 secondaryColor = #000000 GAMEOBJECTS { round = true square = false } } } MODULE { name = ModulePhysicMaterial activePhysicMaterialName = MediumGrip PhysicMaterialName = MediumGrip PhysicMaterialName = HighGrip PhysicMaterialName = ExtremeGrip PHYSICMATERIALCOLORS { MATERIALCOLOR { name = MediumGrip color = 1,1,1 } MATERIALCOLOR { name = HighGrip color = 0.63,0.63,0.63 } MATERIALCOLOR { name = ExtremeGrip color = 0.38,0.38,0.38 } } } MODULE { name = ModuleCargoPart packedVolume = 320 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = lGripPad } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Structural/gripPads/lGripStrip.cfg PART { name = lGripStrip module = Part author = Pablo rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = specializedConstruction entryCost = 3400 cost = 300 category = Structural subcategory = 0 title = GPS-156 Grip Strip manufacturer = Dinkelstein Kerman's Construction Emporium description = A large non-slip strip, giving unparalleled traction for all your non-slip needs. attachRules = 1,1,1,1,0 mass = 0.078 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 65 maxTemp = 2000 bulkheadProfiles = srf tags = cover plat support grip rubber friction mapActionsToSymmetryParts = false MODEL { model = SquadExpansion/Serenity/Parts/Structural/gripPads/Assets/lGripStrip } MODULE { name = ModulePhysicMaterial activePhysicMaterialName = MediumGrip PhysicMaterialName = MediumGrip PhysicMaterialName = HighGrip PhysicMaterialName = ExtremeGrip PHYSICMATERIALCOLORS { MATERIALCOLOR { name = MediumGrip color = 1,1,1 } MATERIALCOLOR { name = HighGrip color = 0.63,0.63,0.63 } MATERIALCOLOR { name = ExtremeGrip color = 0.38,0.38,0.38 } } } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = lGripStrip } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Structural/gripPads/mGripPad.cfg PART { name = mGripPad module = Part author = Pablo rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1 TechRequired = advancedMotors entryCost = 2600 cost = 75 category = Structural subcategory = 0 title = GP-036 Grip Pad manufacturer = Dinkelstein Kerman's Construction Emporium description = A medium size non-slip pad so that the feet of your mecha-bot do not slip out from under it on the shifty sands of Duna. Comes in two form factors and three grip levels. attachRules = 1,1,1,1,0 mass = 0.018 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 65 maxTemp = 2000 bulkheadProfiles = srf tags = cover plat support grip rubber friction mapActionsToSymmetryParts = false MODEL { model = SquadExpansion/Serenity/Parts/Structural/gripPads/Assets/mGripPad } MODULE { name = ModulePartVariants baseVariant = Square VARIANT { name = Square displayName = Square description = Square primaryColor = #ffffff secondaryColor = #ffffff GAMEOBJECTS { round = false square = true } } VARIANT { name = Round displayName = Round description = Round primaryColor = #000000 secondaryColor = #000000 GAMEOBJECTS { round = true square = false } } } MODULE { name = ModulePhysicMaterial activePhysicMaterialName = MediumGrip PhysicMaterialName = MediumGrip PhysicMaterialName = HighGrip PhysicMaterialName = ExtremeGrip PHYSICMATERIALCOLORS { MATERIALCOLOR { name = MediumGrip color = 1,1,1 } MATERIALCOLOR { name = HighGrip color = 0.63,0.63,0.63 } MATERIALCOLOR { name = ExtremeGrip color = 0.38,0.38,0.38 } } } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = mGripPad } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Structural/gripPads/sGripPad.cfg PART { name = sGripPad module = Part author = Pablo rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = advancedMotors entryCost = 1100 cost = 30 category = Structural subcategory = 0 title = GP-004 Grip Pad manufacturer = Dinkelstein Kerman's Construction Emporium description = A very small non-slip pad to help make sure rocks do not slip out of the fingers of your mecha-bot. Comes in two form factors and three grip levels. attachRules = 1,1,1,1,0 mass = 0.002 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 65 maxTemp = 2000 bulkheadProfiles = srf tags = cover plat support grip rubber friction mapActionsToSymmetryParts = false MODEL { model = SquadExpansion/Serenity/Parts/Structural/gripPads/Assets/sGripPad } MODULE { name = ModulePartVariants baseVariant = Square VARIANT { name = Square displayName = Square description = Square primaryColor = #ffffff secondaryColor = #ffffff GAMEOBJECTS { round = false square = true } } VARIANT { name = Round displayName = Round description = Round primaryColor = #000000 secondaryColor = #000000 GAMEOBJECTS { round = true square = false } } } MODULE { name = ModulePhysicMaterial activePhysicMaterialName = MediumGrip PhysicMaterialName = MediumGrip PhysicMaterialName = HighGrip PhysicMaterialName = ExtremeGrip PHYSICMATERIALCOLORS { MATERIALCOLOR { name = MediumGrip color = 1,1,1 } MATERIALCOLOR { name = HighGrip color = 0.63,0.63,0.63 } MATERIALCOLOR { name = ExtremeGrip color = 0.38,0.38,0.38 } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 2 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sGripPad } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Parts/Structural/gripPads/sGripStrip.cfg PART { name = sGripStrip module = Part author = Pablo rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 rescaleFactor = 1 TechRequired = advancedMotors entryCost = 1500 cost = 50 category = Structural subcategory = 0 title = GPS-025 Grip Strip manufacturer = Dinkelstein Kerman's Construction Emporium description = A non slip strip. The manufacturer assures us the price is justified and 'going down to the local market and buying a nice doormat' would NOT be just as good. attachRules = 1,1,1,1,0 mass = 0.012 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 65 maxTemp = 2000 bulkheadProfiles = srf tags = cover plat support grip rubber friction mapActionsToSymmetryParts = false MODEL { model = SquadExpansion/Serenity/Parts/Structural/gripPads/Assets/sGripStrip } MODULE { name = ModulePhysicMaterial activePhysicMaterialName = MediumGrip PhysicMaterialName = MediumGrip PhysicMaterialName = HighGrip PhysicMaterialName = ExtremeGrip PHYSICMATERIALCOLORS { MATERIALCOLOR { name = MediumGrip color = 1,1,1 } MATERIALCOLOR { name = HighGrip color = 0.63,0.63,0.63 } MATERIALCOLOR { name = ExtremeGrip color = 0.38,0.38,0.38 } } } MODULE { name = ModuleCargoPart stackableQuantity = 4 packedVolume = 12 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = sGripStrip } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/DeployedScience.cfg DEPLOYEDSCIENCE { ScienceTimeDelay = 60 DataSendFailedTimeDelay = 600 DIMINSHINGRETURNS { ENTRY { ExpCount = 1 Rate = 1 } ENTRY { ExpCount = 2 Rate = 0.2 } ENTRY { ExpCount = 3 Rate = 0.35 } ENTRY { ExpCount = 4 Rate = 0.45 } ENTRY { ExpCount = 5 Rate = 0.5 } } SEISMICENERGY { MinimumEnergyRequired = 3000 SeismicScienceProcessingDelay = 3 ENTRY { BodyName = Moho Energy = 2.02e9 } ENTRY { BodyName = Eve Energy = 9.78e10 } ENTRY { BodyName = Gilly Energy = 1e6 } ENTRY { BodyName = Kerbin Energy = 4.184e10 } ENTRY { BodyName = Mun Energy = 7.82e8 } ENTRY { BodyName = Minmus Energy = 2.12e7 } ENTRY { BodyName = Duna Energy = 3.62e9 } ENTRY { BodyName = Ike Energy = 2.23e8 } ENTRY { BodyName = Dres Energy = 2.58e8 } ENTRY { BodyName = Laythe Energy = 2.36e10 } ENTRY { BodyName = Vall Energy = 2.49e9 } ENTRY { BodyName = Tylo Energy = 3.39e10 } ENTRY { BodyName = Bop Energy = 2.99e7 } ENTRY { BodyName = Pol Energy = 8.66e6 } ENTRY { BodyName = Eeloo Energy = 8.94e8 } } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/PhysicsMaterials.cfg PHYSICMATERIAL_DEFINITION { name = MediumGrip displayName = Medium Grip dynamicFriction = 0.35 staticFriction = 0.5 bounciness = 0 frictionCombine = Maximum bounceCombine = Average } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/PhysicsMaterials.cfg PHYSICMATERIAL_DEFINITION { name = HighGrip displayName = High Grip dynamicFriction = 0.6 staticFriction = 0.75 bounciness = 0 frictionCombine = Maximum bounceCombine = Average } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/PhysicsMaterials.cfg PHYSICMATERIAL_DEFINITION { name = ExtremeGrip displayName = Extreme Grip dynamicFriction = 0.9 staticFriction = 1.1 bounciness = 0 frictionCombine = Maximum bounceCombine = Average } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/PhysicsMaterials.cfg PHYSICMATERIAL_DEFINITION { name = LowGrip displayName = Low Grip dynamicFriction = 0.1 staticFriction = 0.1 bounciness = 0 frictionCombine = Maximum bounceCombine = Average } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/PhysicsMaterials.cfg PHYSICMATERIAL_DEFINITION { name = Default displayName = Default dynamicFriction = 0.4 staticFriction = 0.4 bounciness = 0 frictionCombine = Maximum bounceCombine = Average } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = KerbinBaobabTree displayName = Baobab Tree prefabName = kerbinBaobabTree modelName = kerbinBaobabTree_LOD00 OrientateUp = true Depth = 0.1 CanBeTaken = false Frequency = 0.1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = false RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0, 1.5, -1.5 localSpaceScanPoints = 0, 1.5, 1.09 localSpaceScanPoints = 0, 1.5, -0.2 localSpaceScanPoints = 0, 3, -1.5 localSpaceScanPoints = 0, 3, 1.0 localSpaceScanPoints = 0, 3, -0.2 localSpaceScanPoints = 0, 4.5, -0.9 localSpaceScanPoints = 0.2, 4.5, 0 localSpaceScanPoints = 0, 7, 0 Scale = 1 CELESTIALBODY { Name = Kerbin Biome = Grasslands Biome = Highlands } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = KerbinGiantQuartz displayName = Giant Quartz prefabName = kerbinQuartz modelName = kerbinQuartz_LOD00 OrientateUp = true Depth = 0.1 CanBeTaken = false Frequency = 0.25 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = false RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0, 1.5, -1.0 localSpaceScanPoints = -0.44, 1.5, 1.1 localSpaceScanPoints = -1.9, 1.5, 0.2 localSpaceScanPoints = 1.69, 1.5, -0.65 localSpaceScanPoints = 1.2, 1, 0.8 localSpaceScanPoints = -1.5, 1.5, -0.5 Scale = 1 CELESTIALBODY { Name = Kerbin Biome = Mountains } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = GillyRidgeline displayName = Gilly Ridgeline prefabName = gillyRidgeline modelName = gillyRidgeline_LOD00 OrientateUp = false Depth = 0.3 CanBeTaken = false Frequency = 1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = -1.1, 0.55, -0.1 localSpaceScanPoints = 1, 0.55, -0.16 localSpaceScanPoints = 1.8, 0.55, -0.16 localSpaceScanPoints = -2.1, 0.55, 0.05 localSpaceScanPoints = 0, 0.55, -0.22 localSpaceScanPoints = 0, 0.55, 0.08 Scale = 2 CELESTIALBODY { Name = Gilly Biome = Midlands Biome = Lowlands Biome = Highlands } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = DunaEjectaOnIke displayName = Duna Ejecta prefabName = dunaEjecta modelName = dunaEjecta_LOD00 OrientateUp = true Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.4, 0 Scale = 1 CELESTIALBODY { Name = Ike Biome = Polar Lowlands Biome = Midlands Biome = Eastern Mountain Ridge Biome = Western Mountain Ridge Biome = Lowlands Biome = South Eastern Mountain Range Biome = South Pole Biome = Central Mountain Range } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = BopGravelPile displayName = Gravel Pile prefabName = bopGravelPile modelName = bopGravelPile_LOD00 OrientateUp = false Depth = 0.4 CanBeTaken = false Frequency = 0.5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0, 0.57, -0.3 localSpaceScanPoints = 0.13, 0.58, 1.052 localSpaceScanPoints = 1.31, 0.5, 0.004 localSpaceScanPoints = -1.555, 0.57, 0.326 localSpaceScanPoints = 1.063, 0.5, 0.92 localSpaceScanPoints = -0.78, 0.5, 0.82 localSpaceScanPoints = 2.14, 0.47, 0.827 Scale = 2 CELESTIALBODY { Name = Bop Biome = Poles Biome = Slopes Biome = Valley } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = PolYellowStones displayName = Yellow Stones prefabName = pol_yellowStones modelName = pol_yellowStones_LOD00 OrientateUp = true Depth = 0.5 CanBeTaken = true Frequency = 10 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.2, 0 Scale = 1.2 CELESTIALBODY { Name = Pol Biome = Poles Biome = Lowlands Biome = Highlands Biome = Midlands } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = MinmusGreenSandstone displayName = Green Sandstone prefabName = minmus_greenSandstone modelName = minmus_greenSandstone_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.15, 0 Scale = 1.8 CELESTIALBODY { Name = Minmus Biome = Lowlands Biome = Flats Biome = Great Flats Biome = Greater Flats Biome = Lesser Flats } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = MinmusOlivineFormation displayName = Olivine Formation prefabName = minmus_olivineFormation modelName = minmus_olivineFormation_LOD00 OrientateUp = false Depth = 0.1 CanBeTaken = false Frequency = 0.15 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = false RandomOrientation = true localSpaceScanPoints = 0.2, 1, -0.4 localSpaceScanPoints = 0.37, 2, 2.52 localSpaceScanPoints = -2.5, 2, 1.51 localSpaceScanPoints = -5.47, 2, -0.04 localSpaceScanPoints = 3.39, 1, -0.5 Scale = 1 CELESTIALBODY { Name = Minmus Biome = Lowlands Biome = Highlands Biome = Midlands Biome = Poles Biome = Slopes } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = MohoStone displayName = Moho Stone prefabName = mohoStone modelName = mohoStone_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.2, 0 Scale = 1 CELESTIALBODY { Name = Moho Biome = North Pole Biome = Northern Sinkhole Ridge Biome = Northern Sinkhole Biome = Midlands Biome = Western Lowlands Biome = Central Lowlands Biome = Highlands Biome = Minor Craters Biome = South Western Lowlands Biome = South Eastern Lowlands Biome = Canyon Biome = South Pole } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = MohoWrinkleRidge displayName = Wrinkle Ridge prefabName = mohoWrinkleridge modelName = mohoWrinkleridge_LOD00 OrientateUp = false Depth = 0.2 CanBeTaken = false Frequency = 0.25 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = false RandomOrientation = true RandomRotation = false localSpaceScanPoints = -8, 0.7, 0.5 localSpaceScanPoints = -7, 0.7, 0.75 localSpaceScanPoints = -6, 0.7, 0.75 localSpaceScanPoints = -5, 0.7, 0.75 localSpaceScanPoints = -4, 0.7, 1 localSpaceScanPoints = -3, 0.7, 1 localSpaceScanPoints = -2, 0.7, 1 localSpaceScanPoints = -1, 0.7, 1 localSpaceScanPoints = 0, 0.7, 1 localSpaceScanPoints = 1, 0.7, 0.6 localSpaceScanPoints = 2, 0.7, 0.4 localSpaceScanPoints = 3, 0.7, 0.4 localSpaceScanPoints = 4, 0.7, 0.2 localSpaceScanPoints = 5, 0.7, 0.1 localSpaceScanPoints = 6, 0.7, -0.1 localSpaceScanPoints = 7, 0.7, -0.6 localSpaceScanPoints = 8, 0.7, -1 localSpaceScanPoints = 9, 0.7, -1.5 Scale = 1.5 CELESTIALBODY { Name = Moho Biome = North Pole Biome = Northern Sinkhole Ridge Biome = Northern Sinkhole Biome = Midlands Biome = Western Lowlands Biome = Central Lowlands Biome = Highlands Biome = Minor Craters Biome = South Western Lowlands Biome = South Eastern Lowlands Biome = Canyon Biome = South Pole } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = EveVolcanicRock displayName = Volcanic Rock prefabName = eveVolcanicRock modelName = eveVolcanicRock_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.2, 0 Scale = 2 CELESTIALBODY { Name = Eve Biome = Poles Biome = Peaks Biome = Impact Ejecta Biome = Lowlands Biome = Midlands Biome = Highlands Biome = Olympus Biome = Craters Biome = Foothills Biome = Shallows } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = EveBasaltFormation displayName = Basalt Formation prefabName = eveBasaltFormation modelName = eveBasaltFormation_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = false Frequency = 1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = -0.32, 1, -0.21 localSpaceScanPoints = 0.8, 1, 0 localSpaceScanPoints = 0.32, 1, -0.11 localSpaceScanPoints = -0.58 ,1, -0.26 localSpaceScanPoints = 0.12, 2, -0.31 localSpaceScanPoints = -1.06, 1.25, -0.17 Scale = 1 CELESTIALBODY { Name = Eve Biome = Peaks Biome = Impact Ejecta Biome = Highlands Biome = Olympus Biome = Craters Biome = Foothills Biome = Shallows } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = EvePancakeDome displayName = Pancake Dome prefabName = evePancakeDome modelName = evePancakeDome_LOD00 OrientateUp = false Depth = 0.3 CanBeTaken = false Frequency = 0.2 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = -1.87, 1.2, -1.86 localSpaceScanPoints = 1.74, 1.2, 1.72 localSpaceScanPoints = -1.83, 1.2, 1.76 localSpaceScanPoints = 1.82, 1.2, -1.75 localSpaceScanPoints = 0, 3.62, 0 localSpaceScanPoints = 3.08, 2.77, 0 localSpaceScanPoints = -3.8, 2.59, 0 localSpaceScanPoints = 0, 1, -1.96 localSpaceScanPoints = 0, 1, 1.98 Scale = 1.2 CELESTIALBODY { Name = Eve Biome = Peaks Biome = Impact Ejecta Biome = Olympus Biome = Craters Biome = Foothills Biome = Shallows } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = DunaStone displayName = Duna Stone prefabName = dunaStone modelName = dunaStone_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = false RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.4, 0 Scale = 0.8 CELESTIALBODY { Name = Duna Biome = Lowlands Biome = Midlands Biome = Highlands Biome = Craters Biome = Midland Sea Biome = Northern Basin Biome = Southern Basin Biome = Northern Shelf Biome = Midland Canyon Biome = Eastern Canyon Biome = Western Canyon Biome = Polar Craters } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = DunaMeteorite displayName = Duna Meteorite prefabName = dunaMeteorite modelName = dunaMeteorite_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = false Frequency = 0.5 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 1.5, 0 Scale = 1 CELESTIALBODY { Name = Duna Biome = Poles Biome = Lowlands Biome = Midlands Biome = Highlands Biome = Craters Biome = Midland Sea Biome = Northern Basin Biome = Southern Basin Biome = Northern Shelf Biome = Midland Canyon Biome = Eastern Canyon Biome = Western Canyon Biome = Polar Highlands Biome = Polar Craters } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = DunaDune displayName = Sand Dune prefabName = dunaDune modelName = dunaDune_LOD00 OrientateUp = false Depth = 0.4 CanBeTaken = false Frequency = 0.25 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 3.69, 0.50, 0.00 localSpaceScanPoints = -4.07, 0.50, 0.00 localSpaceScanPoints = 0.00, 0.50, 3.85 localSpaceScanPoints = -0.35, 0.45, -2.73 localSpaceScanPoints = -2.45, 0.61, -2.11 localSpaceScanPoints = 2.52, 0.45, -2.46 localSpaceScanPoints = 2.98, 0.58, 2.95 localSpaceScanPoints = -3.17, 0.60, 2.51 localSpaceScanPoints = -0.75, 1.99, -0.09 localSpaceScanPoints = -2.24, 1.28, 2.25 localSpaceScanPoints = 2.00, 1.90, 0.30 localSpaceScanPoints = 0.05, 1.23, 2.02 localSpaceScanPoints = -0.41, 1.20, -1.90 Scale = 2 CELESTIALBODY { Name = Duna Biome = Lowlands Biome = Midlands Biome = Craters Biome = Midland Sea Biome = Northern Basin Biome = Southern Basin Biome = Northern Shelf Biome = Midland Canyon Biome = Eastern Canyon Biome = Western Canyon Biome = Polar Craters } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = DunaBlueberries displayName = Blueberries prefabName = dunaBlueberries modelName = dunaBlueberries_LOD00 OrientateUp = false Depth = 0 CanBeTaken = true Frequency = 10 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = false RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0, 0.07, 0 Scale = 2.5 CELESTIALBODY { Name = Duna Biome = Poles Biome = Lowlands Biome = Midlands Biome = Highlands Biome = Craters Biome = Midland Sea Biome = Northern Basin Biome = Southern Basin Biome = Northern Shelf Biome = Midland Canyon Biome = Eastern Canyon Biome = Western Canyon Biome = Polar Highlands Biome = Polar Craters } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = DresMeteorite displayName = Dres Meteorite prefabName = dresMeteorite modelName = dresMeteorite_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = false Frequency = 1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 1.5, 0 localSpaceScanPoints = -1, 0.7, 0.2 localSpaceScanPoints = 1.5, 1.5, 0 localSpaceScanPoints = -1.3, 2, 0 localSpaceScanPoints = -0.9, 1.6, 0 localSpaceScanPoints = 1.8, 0.8, -0.3 Scale = 1.5 CELESTIALBODY { Name = Dres Biome = Poles Biome = Lowlands Biome = Midlands Biome = Highlands Biome = Ridges Biome = Impact Craters Biome = Impact Ejecta Biome = Canyons } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = DresCrater displayName = Dres Crater prefabName = dresCrater modelName = dresCrater_LOD00 OrientateUp = false Depth = 0.3 CanBeTaken = false Frequency = 0.25 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.00, 1.20, -4.40 localSpaceScanPoints = 0.00, 1.20, 4.40 localSpaceScanPoints = -4.40, 1.00, 0.00 localSpaceScanPoints = 4.40, 1.00, 0.00 localSpaceScanPoints = 2.70, 2.60, 0.00 localSpaceScanPoints = -2.70, 2.60, 0.00 localSpaceScanPoints = 0.00, 2.60, 2.70 localSpaceScanPoints = 0.00, 2.60, -2.70 localSpaceScanPoints = 3.06, 1.10, 3.07 localSpaceScanPoints = -3.06, 1.10, 3.07 localSpaceScanPoints = 3.11, 1.10, -3.10 localSpaceScanPoints = -3.09, 1.10, -3.06 localSpaceScanPoints = 2.24, 2.50, 2.17 localSpaceScanPoints = 2.18, 2.50, -1.94 localSpaceScanPoints = -1.85, 2.50, -1.80 localSpaceScanPoints = -1.95, 2.50, 1.88 Scale = 1.2 CELESTIALBODY { Name = Dres Biome = Poles Biome = Lowlands Biome = Midlands Biome = Highlands Biome = Impact Craters Biome = Impact Ejecta } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = MunStone displayName = Mun Stone prefabName = munStone modelName = munStone_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.26, 0 Scale = 1.3 CELESTIALBODY { Name = Mun Biome = Poles Biome = Lowlands Biome = Midlands Biome = Highlands Biome = East Crater Biome = Northwest Crater Biome = Northern Basin Biome = Farside Crater Biome = Southwest Crater Biome = Canyons Biome = Polar Crater Biome = Polar Lowlands Biome = Highland Craters Biome = Midland Craters Biome = East Farside Crater Biome = Twin Craters Biome = Farside Basin } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = MunCrater displayName = Mun Crater prefabName = munCrater modelName = munCrater_LOD00 OrientateUp = false Depth = 0.3 CanBeTaken = false Frequency = 1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.00, 0.50, -1.30 localSpaceScanPoints = 0.00, 0.50, 1.65 localSpaceScanPoints = 1.35, 0.50, 0.28 localSpaceScanPoints = -1.58, 0.50, 0.28 localSpaceScanPoints = -0.10, 0.80, -1.22 localSpaceScanPoints = -0.10, 0.92, 1.46 localSpaceScanPoints = 1.22, 0.60, 0.20 localSpaceScanPoints = -1.46, 0.79, 0.20 localSpaceScanPoints = 0.97, 0.44, 1.26 localSpaceScanPoints = -1.00, 0.50, 1.19 localSpaceScanPoints = 0.93, 0.50, -0.81 localSpaceScanPoints = -1.09, 0.50, -0.87 localSpaceScanPoints = 0.89, 0.75, 1.13 localSpaceScanPoints = -0.88, 0.75, 1.10 localSpaceScanPoints = -0.99, 0.75, -0.73 localSpaceScanPoints = 0.83, 0.75, -0.64 Scale = 1.2 CELESTIALBODY { Name = Mun Biome = Poles Biome = Lowlands Biome = Midlands Biome = Highlands Biome = East Crater Biome = Northwest Crater Biome = Northern Basin Biome = Farside Crater Biome = Southwest Crater Biome = Canyons Biome = Polar Crater Biome = Polar Lowlands Biome = Highland Craters Biome = Midland Craters Biome = East Farside Crater Biome = Twin Craters Biome = Farside Basin } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = MunLargeCrater displayName = Mun Large Crater prefabName = munLargeCrater modelName = munLargeCrater_LOD00 OrientateUp = false Depth = 0.3 CanBeTaken = false Frequency = 0.25 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.00, 1.00, -4.44 localSpaceScanPoints = 0.00, 1.00, 4.40 localSpaceScanPoints = -2.55, 1.00, -3.55 localSpaceScanPoints = -2.21, 1.00, 3.91 localSpaceScanPoints = 2.44, 1.00, -3.78 localSpaceScanPoints = 2.28, 1.00, 3.81 localSpaceScanPoints = 3.48, 1.00, 2.24 localSpaceScanPoints = -3.50, 1.00, 2.32 localSpaceScanPoints = 3.98, 1.00, -0.25 localSpaceScanPoints = -3.98, 1.00, -0.25 localSpaceScanPoints = 3.87, 1.00, -2.22 localSpaceScanPoints = -3.73, 1.00, -1.89 localSpaceScanPoints = 0.00, 2.00, 4.20 localSpaceScanPoints = 0.00, 2.00, -4.22 localSpaceScanPoints = -4.54, 2.00, 0.00 localSpaceScanPoints = 4.32, 1.58, 0.00 localSpaceScanPoints = -3.77, 2.00, 2.42 localSpaceScanPoints = -3.93, 2.00, -2.15 localSpaceScanPoints = -2.25, 2.00, 3.77 localSpaceScanPoints = 2.49, 2.00, -3.81 localSpaceScanPoints = 2.29, 2.00, 3.91 localSpaceScanPoints = -2.30, 2.00, -3.75 localSpaceScanPoints = 3.82, 1.79, -1.91 localSpaceScanPoints = 3.92, 1.76, 1.74 Scale = 1.2 CELESTIALBODY { Name = Mun Biome = Poles Biome = Lowlands Biome = Midlands Biome = Highlands Biome = East Crater Biome = Northwest Crater Biome = Northern Basin Biome = Farside Crater Biome = Southwest Crater Biome = Canyons Biome = Polar Crater Biome = Polar Lowlands Biome = Highland Craters Biome = Midland Craters Biome = East Farside Crater Biome = Twin Craters Biome = Farside Basin } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = LaytheStone displayName = Laythe Stone prefabName = laytheStone modelName = laytheStone_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 2 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.21, 0 Scale = 2 CELESTIALBODY { Name = Laythe Biome = Poles Biome = Shores Biome = Dunes Biome = Crater Island Biome = Peaks } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = LaytheBoulder displayName = Laythe Boulder prefabName = laytheBoulder modelName = laytheBoulder_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = false Frequency = 0.5 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0, 1.5, 0 Scale = 1 CELESTIALBODY { Name = Laythe Biome = Poles Biome = Shores Biome = Dunes Biome = Crater Island Biome = Peaks } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = LaytheGeyser displayName = Laythe Geyser prefabName = laytheGeyser modelName = laytheGeyser_LOD00 OrientateUp = false Depth = 0.3 CanBeTaken = false Frequency = 0.1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = false RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.35, 1.10, -3.47 localSpaceScanPoints = 1.60, 1.83, 1.04 localSpaceScanPoints = 2.23, 1.83, -0.63 localSpaceScanPoints = -1.55, 1.50, -0.92 localSpaceScanPoints = 0.48, 3.00, -0.75 localSpaceScanPoints = -0.20, 1.50, 0.88 localSpaceScanPoints = 1.77, 1.50, -2.53 localSpaceScanPoints = -0.76, 1.50, -2.51 burstEmitterMinWait = 60 burstEmitterMaxWait = 120 sfxVolume = 0.75 idleClip = SquadExpansion/Serenity/Sounds/sfx_geyser_idle burstClip = SquadExpansion/Serenity/Sounds/sfx_geyser_burst Scale = 1 applyForces = true vfxBaseForce = 1.2 vfxForceRadius = 1.5, 7 vfxRadiusCenter = 0.6, 6.5, -1.2 forceDirection = 0, 1, 0 CELESTIALBODY { Name = Laythe Biome = Shores Biome = Dunes Biome = Crater Island } VFX_CURVEFORCE { key = 0 0 key = 0.3 0 key = 0.322 0 key = 0.344 0.15 key = 0.366 0.15 key = 0.592 0.15 key = 0.614 0.15 key = 0.636 0 key = 0.658 0 key = 4.32 0 key = 4.342 0 key = 4.364 0.2 key = 4.386 0.2 key = 10.762 0.2 key = 10.784 0.2 key = 10.806 0 key = 10.828 0 key = 11.25 0 key = 11.272 0 key = 11.294 1.5 key = 11.316 1.5 key = 22.622 1.5 key = 22.644 1.5 key = 22.666 0 key = 22.688 0 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = VallIceChunk displayName = Vall Ice Chunk prefabName = vallIceChunk modelName = vallIceChunk_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.23, 0 localSpaceScanPoints = -0.0313, 0.1162, 0.175 localSpaceScanPoints = 0.0778, 0.077, -0.2042 localSpaceScanPoints = 0.023, 0.47, 0.123 Scale = 1.5 CELESTIALBODY { Name = Vall Biome = Poles Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Northeast Basin Biome = Northwest Basin Biome = Southern Basin Biome = Southern Valleys Biome = Mountains } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = VallStone displayName = Vall Stone prefabName = vallStone modelName = vallStone_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = false Frequency = 1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.78, -0.58 localSpaceScanPoints = 0, 0.78, 0.9 localSpaceScanPoints = 1.65, 0.78, 0 localSpaceScanPoints = -1.7, 0.78, 0 Scale = 1 CELESTIALBODY { Name = Vall Biome = Poles Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Northeast Basin Biome = Northwest Basin Biome = Southern Basin Biome = Southern Valleys Biome = Mountains } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = VallCryovolcano displayName = Cryovolcano prefabName = vallCryovolcano modelName = vallCryovolcano_LOD00 OrientateUp = false Depth = 0.3 CanBeTaken = false Frequency = 0.1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = false RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.18, 1.00, -3.12 localSpaceScanPoints = 0.00, 1.00, 3.06 localSpaceScanPoints = -3.28, 0.65, -0.74 localSpaceScanPoints = 3.50, 0.75, -1.22 localSpaceScanPoints = 2.21, 1.00, -2.14 localSpaceScanPoints = -2.17, 1.00, -2.12 localSpaceScanPoints = -2.27, 1.00, 1.93 localSpaceScanPoints = 2.23, 1.00, 2.36 localSpaceScanPoints = -0.06, 2.43, 1.73 localSpaceScanPoints = -0.06, 2.43, -1.73 localSpaceScanPoints = -1.71, 2.43, -0.07 localSpaceScanPoints = 1.71, 2.43, -0.07 localSpaceScanPoints = 3.52, 0.75, 1.05 localSpaceScanPoints = -3.10, 1.00, 0.76 localSpaceScanPoints = -1.16, 2.43, -1.26 localSpaceScanPoints = 1.26, 2.43, -1.29 localSpaceScanPoints = 1.19, 2.43, 1.22 localSpaceScanPoints = -1.14, 2.43, 1.24 burstEmitterMinWait = 60 burstEmitterMaxWait = 120 sfxVolume = 0.75 idleClip = SquadExpansion/Serenity/Sounds/sfx_cryoVolcano_idle burstClip = SquadExpansion/Serenity/Sounds/sfx_cryoVolcano_burst Scale = 1.6 applyForces = true vfxBaseForce = 1.4 vfxForceRadius = 1.5, 8 vfxRadiusCenter = 0, 4.5, 0 forceDirection = 0, 1, 0 CELESTIALBODY { Name = Vall Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Northeast Basin Biome = Northwest Basin Biome = Southern Basin Biome = Southern Valleys } VFX_CURVEFORCE { key = 0 0 key = 6.022 0 key = 6.002 0 key = 6.044 0.5 key = 6.066 0.5 key = 6.988 0.5 key = 7 0.5 key = 7.022 0 key = 7.044 0 key = 9.84 0 key = 9.862 0 key = 9.884 0.52 key = 9.906 0.52 key = 10.884 0.52 key = 10.906 0.52 key = 10.928 0 key = 10.95 0 key = 16.94 0 key = 16.962 0 key = 16.984 0.25 key = 17.006 0.25 key = 17.984 0.25 key = 18.006 0.25 key = 18.028 0 key = 18.05 0 } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = TyloLightStone displayName = Tylo Light Stone prefabName = tyloLightStone modelName = tyloLightStone_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 2 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.3, 0 Scale = 1.25 CELESTIALBODY { Name = Tylo Biome = Mara Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Minor Craters Biome = Tycho Crater Biome = Galileio Crater Biome = Grissom Crater Biome = Gagarin Crater } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = TyloDarkBoulder displayName = Tylo Dark Boulder prefabName = tyloDarkBoulder modelName = tyloDarkBoulder_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = false Frequency = 0.5 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0, 0.95, 0 Scale = 1 CELESTIALBODY { Name = Tylo Biome = Mara Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Minor Craters Biome = Tycho Crater Biome = Galileio Crater Biome = Grissom Crater Biome = Gagarin Crater } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = TyloCheckerboard displayName = Tylo Checkerboard prefabName = tyloCheckerboard modelName = tyloCheckerboard_LOD00 OrientateUp = false Depth = 0.6 CanBeTaken = false Frequency = 0.1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.00, 2.35, -1.70 localSpaceScanPoints = -0.34, 2.46, 0.84 localSpaceScanPoints = -2.29, 2.37, -0.54 localSpaceScanPoints = 3.69, 2.04, -0.12 localSpaceScanPoints = 3.07, 2.50, -1.71 localSpaceScanPoints = 3.17, 1.93, 1.34 localSpaceScanPoints = 5.83, 4.64, 0.06 localSpaceScanPoints = -4.97, 4.95, -0.30 localSpaceScanPoints = 4.37, 5.39, -1.94 localSpaceScanPoints = 3.76, 5.14, 1.95 localSpaceScanPoints = -3.25, 8.59, 0.06 localSpaceScanPoints = 2.70, 8.59, 0.06 localSpaceScanPoints = -0.95, 9.36, -0.08 localSpaceScanPoints = 0.00, 5.57, -1.55 localSpaceScanPoints = 0.00, 5.31, 1.50 Scale = 1 CELESTIALBODY { Name = Tylo Biome = Mara Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Minor Craters Biome = Tycho Crater Biome = Galileio Crater Biome = Grissom Crater Biome = Gagarin Crater } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = EelooIceChunk displayName = Eeloo Ice Chunk prefabName = eelooIceChunk modelName = eelooIceChunk_LOD00 OrientateUp = false Depth = 0.5 CanBeTaken = true Frequency = 5 CastShadows = true ReceiveShadows = true CollisionThreshold = 50 SmallROC = true RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 0.15, 0 Scale = 2 CELESTIALBODY { Name = Eeloo Biome = Poles Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Craters Biome = Northern Glaciers Biome = Ice Canyons Biome = Fragipan Biome = Babbage Patch Biome = Southern Glaciers Biome = Mu Glacier } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = EelooBrownBoulder displayName = Eeloo Brown Boulder prefabName = eelooBrownBoulder modelName = eelooBrownBoulder_LOD00 OrientateUp = false Depth = 0.6 CanBeTaken = false Frequency = 1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = false RandomRotation = true localSpaceScanPoints = 0, 2.2, 0 Scale = 1 CELESTIALBODY { Name = Eeloo Biome = Poles Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Craters Biome = Northern Glaciers Biome = Fragipan Biome = Southern Glaciers Biome = Mu Glacier } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/rocsdef.cfg ROC_DEFINITION { Type = EelooBerg displayName = Eeloo Berg prefabName = eelooBerg modelName = eelooBerg_LOD00 OrientateUp = false Depth = 0.4 CanBeTaken = false Frequency = 0.1 CastShadows = true ReceiveShadows = true CollisionThreshold = 8 SmallROC = false RandomDepth = true RandomOrientation = true RandomRotation = false localSpaceScanPoints = 0.00, 1.00, 1.68 localSpaceScanPoints = -0.20, 1.00, -1.73 localSpaceScanPoints = 5.79, 1.00, 0.00 localSpaceScanPoints = -5.57, 1.00, 1.35 localSpaceScanPoints = -3.62, 1.00, -0.82 localSpaceScanPoints = -2.81, 1.00, 2.27 localSpaceScanPoints = 2.91, 1.00, -1.47 localSpaceScanPoints = 2.95, 1.00, 1.61 localSpaceScanPoints = -4.00, 5.00, 0.42 localSpaceScanPoints = 4.39, 5.00, 0.04 localSpaceScanPoints = 0.34, 8.00, -0.15 Scale = 1 CELESTIALBODY { Name = Eeloo Biome = Poles Biome = Midlands Biome = Highlands Biome = Lowlands Biome = Craters Biome = Northern Glaciers Biome = Fragipan Biome = Southern Glaciers Biome = Mu Glacier } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = deployedSeismicSensor title = Surface Deployed Seismic Sensor baseValue = 1 scienceCap = 80 dataScale = 1 requireAtmosphere = False situationMask = 1 biomeMask = 0 applyScienceScale = false RESULTS { default = Seismic data gathered from impacts on the surface. KerbinSrfLanded = Seismic data gathered from impacts on the surface of Kerbin. MunSrfLanded = Seismic data gathered from impacts on the surface of The Mun. MinmusSrfLanded = Seismic data gathered from impacts on the surface of Minmus. MohoSrfLanded = Seismic data gathered from impacts on the surface of Moho. GillySrfLanded = Seismic data gathered from impacts on the surface of Gilly. EveSrfLanded = Seismic data gathered from impacts on the surface of Eve. DunaSrfLanded = Seismic data gathered from impacts on the surface of Duna. IkeSrfLanded = Seismic data gathered from impacts on the surface of Ike. DresSrfLanded = Seismic data gathered from impacts on the surface of Dres. LaytheSrfLanded = Seismic data gathered from impacts on the surface of Laythe. VallSrfLanded = Seismic data gathered from impacts on the surface of Val. TyloSrfLanded = Seismic data gathered from impacts on the surface of Tylo. BopSrfLanded = Seismic data gathered from impacts on the surface of Bop. PolSrfLanded = Seismic data gathered from impacts on the surface of Pol. EelooSrfLanded = Seismic data gathered from impacts on the surface of Eeloo. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = deployedWeatherReport title = Surface Deployed Weather Observations baseValue = 0.3 scienceCap = 60 dataScale = 1 requireAtmosphere = True situationMask = 1 biomeMask = 0 applyScienceScale = false RESULTS { default = Weather information gathered from the surface. KerbinSrfLanded = Weather information gathered from the surface of Kerbin. EveSrfLanded = Weather information gathered the surface of Eve. DunaSrfLanded = Weather information gathered from the surface of Duna. LaytheSrfLanded = Weather information gathered from the surface of Laythe. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = deployedGooObservation title = Surface Deployed Mystery Goo Observations baseValue = 0.28125 scienceCap = 45 dataScale = 1 requireAtmosphere = False situationMask = 1 biomeMask = 0 applyScienceScale = false RESULTS { default = Long term Mystery Goo observation data from the surface. KerbinSrfLanded = Long term Mystery Goo observation data from the surface of Kerbin. MunSrfLanded = Long term Mystery Goo observation data from the surface of The Mun. MinmusSrfLanded = Long term Mystery Goo observation data from the surface of Minmus. MohoSrfLanded = Long term Mystery Goo observation data from the surface of Moho. GillySrfLanded = Long term Mystery Goo observation data from the surface of Gilly. EveSrfLanded = Long term Mystery Goo observation data from the surface of Eve. DunaSrfLanded = Long term Mystery Goo observation data from the surface of Duna. IkeSrfLanded = Long term Mystery Goo observation data from the surface of Ike. DresSrfLanded = Long term Mystery Goo observation data from the surface of Dres. LaytheSrfLanded = Long term Mystery Goo observation data from the surface of Laythe. VallSrfLanded = Long term Mystery Goo observation data from the surface of Val. TyloSrfLanded = Long term Mystery Goo observation data from the surface of Tylo. BopSrfLanded = Long term Mystery Goo observation data from the surface of Bop. PolSrfLanded = Long term Mystery Goo observation data from the surface of Pol. EelooSrfLanded = Long term Mystery Goo observation data from the surface of Eeloo. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = deployedIONCollector title = Surface Deployed Ion Collector baseValue = 0.3125 scienceCap = 100 dataScale = 1 requireAtmosphere = False requireNoAtmosphere = True situationMask = 1 biomeMask = 0 applyScienceScale = false RESULTS { default = Ion detector data gathered from the surface. KerbinSrfLanded = Ion detector data gathered from the surface of Kerbin. MunSrfLanded = Ion detector data gathered from the surface of The Mun. MinmusSrfLanded = Ion detector data gathered from the surface of Minmus. GillySrfLanded = Ion detector data gathered from the surface of Gilly. MohoSrfLanded = Ion detector data gathered from the surface of Moho. DunaSrfLanded = Ion detector data gathered from the surface of Duna. IkeSrfLanded = Ion detector data gathered from the surface of Ike. DresSrfLanded = Ion detector data gathered from the surface of Dres. LaytheSrfLanded = Ion detector data gathered from the surface of Laythe. VallSrfLanded = Ion detector data gathered from the surface of Val. TyloSrfLanded = Ion detector data gathered from the surface of Tylo. BopSrfLanded = Ion detector data gathered from the surface of Bop. PolSrfLanded = Ion detector data gathered from the surface of Pol. EelooSrfLanded = Ion detector data gathered from the surface of Eeloo. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_KerbinBaobabTree title = Baobab Tree Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = These ancient trees provide good practice for studying the secrets of the universe. Also, their seed pods are tough as meteorites and potentially just as tasty. KerbinSrf = These ancient trees provide good practice for studying the secrets of the universe. Also, their seed pods are tough as meteorites and potentially just as tasty. KerbinSrf = If our experts are correct, this is one of the oldest trees on the planet… perhaps as old as Professor von Kerman himself. KerbinSrf = A ring sample of this ancient tree will provide centuries of valuable historical climate data. But can it be gathered without harming the elder Baobab? KerbinSrf = While there are other trees on Kerbin, these are by far the most interesting.They stand out so much its like you can barely see the others sometimes. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_KerbinGiantQuartz title = Giant Quartz Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A huge, majestic looking formation of quartz. Now how do we move it without breaking it? KerbinSrf = A huge, majestic looking formation of quartz. Now how do we move it without breaking it? KerbinSrf = Glistening like a mirror, this massive crystal formation provides valuable information, if Bob will stop looking at his reflection long enough to gather it. KerbinSrf = These quartz formations are still something of a mystery. Some of our scientists are pondering how such a massive structure could have formed here. Others are wondering if they picked the right career and shouldn't have been jewelers instead. KerbinSrf = These quartz formations only show up in the more difficult to reach areas of Kerbin. Are they shy? Or did something happen in the past to the more accessible ones? } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_GillyRidgeline title = Gilly Ridgeline Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Gilly's relatively low density is of great interest to Kerbin Scientists. Is it due to low density rock or could Gilly possibly have a cream filling? GillySrf = Gilly's relatively low density is of great interest to Kerbin Scientists. Is it due to low density rock or could Gilly possibly have a cream filling? GillySrf = This strange formation seems almost weathered, which is uttery impossible on a low gravity body. Further study may provide vital clues. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_DunaEjectaOnIke title = Duna Ejecta Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = These chunks of debris have rained on Ike for eons. Providing insight into the history of Duna through the impacts that threw this material off its surface. IkeSrf = These chunks of debris have rained on Ike for eons. Providing insight into the history of Duna through the impacts that threw this material off its surface. IkeSrf = Scattered far and wide across the surface of Ike, these strange meteorites hint at an extermely violent early history of both Duna and Ike. IkeSrf = Besides providing valuable data of Ike & Duna's pre-history, pet "Ike-Rocks" are now all the rage back home on Kerbin. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_BopGravelPile title = Gravel Pile Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Bop's low gravity causes accretia to slowly accumulate - some of it from long before it was captured by Jool. BopSrf = Bop's low gravity causes accretia to slowly accumulate - some of it from long before it was captured by Jool. BopSrf = It is curious how such a pile could accumulate on a low gravity moon. Further analysis could provide valuable insite on Bop's origin's, and whether it's a natural or captured moon. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_PolYellowStones title = Yellow Stones Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Pol's distinctive color shows up particularly well in these chunks of stone left across its surface. Could they be more than just cold stone - perhaps some new type of cheese, aged over millions of years? PolSrf = Pol's distinctive color shows up particularly well in these chunks of stone left across its surface. Could they be more than just cold stone - perhaps some new type of cheese, aged over millions of years? PolSrf = The huge rock spires of Pol already defy all logic. Perhaps if we can learn how these particular fragments broke apart, we can also discover how they were able to form at all? PolSrf = These small fragments appear to be made of the same material as Pol's huge rock spires. But what could have broken them off? Krakens? } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_MinmusGreenSandstone title = Green Sandstone Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Kerbin Scientists are curious about how Minmus managed to have salt flats despite its low gravity and lack of atmosphere. These old rocks provide numerous clues... also, they kind of look like sprinkles, right? MinmusSrf = Kerbin Scientists are curious about how Minmus managed to have salt flats despite its low gravity and lack of atmosphere. These old rocks provide numerous clues... also, they kind of look like sprinkles, right? MinmusSrf = All evidence points towards Minmus once having several liquid oceans, physics indicates this is impossible! Study of these strange small stones will provide valuable insight into this mystery. MinmusSrf = It's going to be really hard to convince the folks back home that these aren't actually mint flavored sugar cookies. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_MinmusOlivineFormation title = Olivine Formation Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Outcroppings of these mineral deposits can tell us much about Minmus' more energetic past. As a side note the chunks chipped off are very pretty. MinmusSrf = Outcroppings of these mineral deposits can tell us much about Minmus' more energetic past. As a side note the chunks chipped off are very pretty. MinmusSrf = An olivine formation jutting out from a salt flat… on a low gravity moon with no atmosphere? More impossible evidence that Minmus may have once had… oceans??? MinmusSrf = This huge formation will provide scores of valuable data. But more important to the guys at the lab, in this low gravity, can you reach the top in one leap? } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_MohoStone title = Moho Stone Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Stones on Moho show signs of heavy space weathering - certainly there was no water here to erode them. Careful study shows the history of the Sun's effect on Moho. MohoSrf = Stones on Moho show signs of heavy space weathering - certainly there was no water here to erode them. Careful study shows the history of the Sun's effect on Moho. MohoSrf = As strange as it sounds, these stones look more like smooth river-rocks than meteorite fragments. Further analysis will prove valuable. MohoSrf = If Minmus is made of mint ice-cream, we could use these small brown stones as the chocolate sprinkles - if we were willing to take them there. Do we have the delta-v for a detour? } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_MohoWrinkleRidge title = Wrinkle Ridge Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A type of feature created on the surface of a celestial body when magma settles after cooling down. Kerbal astronomers call them moon frowns. MohoSrf = A type of feature created on the surface of a celestial body when magma settles after cooling down. Kerbal astronomers call them moon frowns. MohoSrf = Strangely enough, this cooled magma resembles layers of delicious hot fudge. MohoSrf = Now cooled, this wonderful magma flow has an almost organic look to it. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_EveVolcanicRock title = Volcanic Rock Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A small chunk of volcanic rock. Good thing it's not hot anymore. EveSrf = A small chunk of volcanic rock. Good thing it's not hot anymore. EveSrf = Incredably lightweight for its size, one wonders if this pumice like stone can actually float in Eve's weird pinkish oceans. EveSrf = Similar to volcanic glass found on Kerbin, analysis of this facinating sample should glean valuable information into Eve's volcanic past. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_EveBasaltFormation title = Basalt Formation Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A bunch of vertical rocks grouped one next to the other. They look like old spaghetti that somebody forgot and left there for centuries. EveSrf = A bunch of vertical rocks grouped one next to the other. They look like old spaghetti that somebody forgot and left there for centuries. EveSrf = Formations like this one are rare on Kerbin. Some of our scientists theorize that Eve's more violent past has something to do with their formation. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_EvePancakeDome title = Pancake Dome Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A large, round, volcanic crater. Anything this food-shaped in space is worth studying. EveSrf = A large, round, volcanic crater. Anything this food-shaped in space is worth studying. EveSrf = Whichever scientist first looked at these large dome shaped formations and thought 'This reminds me of breakfast' likely won a prize of some sort. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_DunaStone title = Duna Stone Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Geologists on Kerbin hope to determine much from just a chunk of rock. Including the most important question - was there life on Duna? And if so - how many shapes did it come in? DunaSrf = Geologists on Kerbin hope to determine much from just a chunk of rock. Including the most important question - was there life on Duna? And if so - how many shapes did it come in? DunaSrf = This Duna stone is much like every other stone we've seen on Duna. But now that you've found it, it's taken on special significance and will go down in the history of Kerbal spacefaring. Also may sell well in an auction house. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_DunaMeteorite title = Duna Meteorite Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = The remains of a past meteorite that struck Duna's surface. DunaSrf = The remains of a past meteorite that struck Duna's surface. DunaSrf = Duna's thin atmosphere does little to stop these meteorites from crashing into it and scattering over its surface. While we did come to Duna to study the planet itself, why not stop to sample composition of another celestial body as well? } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_DunaDune title = Duna Dune Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = The winds on Duna can pile up sand in odd places. They have piled up this residue, and the information it contains, from hundreds of kilometers away. DunaSrf = The winds on Duna can pile up sand in odd places. They have piled up this residue, and the information it contains, from hundreds of kilometers away. DunaSrf = Duna's thin winds carry this fine sand in huge storms, leaving these dunes behind in deposits all over the planet. Amazing for scientists - terrible to try to get out of your bathing suit though. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_DunaBlueberries title = Blueberries Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Small rocks that might look like blueberries, but don't taste like them... we're almost certain. DunaSrf = Small rocks that might look like blueberries, but don't taste like them... we're almost certain. DunaSrf = How these formed is still a mystery to scientists back on Kerbin. Do they have any relationship to the pancake domes on Eve, or is that just a galactic and gastronomical mystery we have yet to solve. Who knows where we may find an elusive 'syrup' sample. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_DresMeteorite title = Dres Meteorite Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Despite being a relatively small planet, Dres has seen its share of violent impacts in the past. DresSrf = Despite being a relatively small planet, Dres has seen its share of violent impacts in the past. DresSrf = Dres is in ideal solar position to get struck repeatedly by asteroids whose orbit is perturbed by Jool's influence. It's almost like Jool has a plan for its smaller neighbor } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_DresCrater title = Dres Crater Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = These small impact craters tell us as much about Dres and its history as studying the larger ones... and they are easier to get into and out of. DresSrf = These small impact craters tell us as much about Dres and its history as studying the larger ones... and they are easier to get into and out of. DresSrf = When these smaller craters of Dres formed they didn't kick up nearly as much material as the larger ones, which makes studying them a different sort of scientific opportunity. Also, a great place to nap where Wernher can't see you. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_MunStone title = Mun Stone Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Munar rocks seem like they'll make excellent paper weights. They also give us clues to the history of our planet and others. But - those papers aren't going to weight themselves. MunSrf = Munar rocks seem like they'll make excellent paper weights. They also give us clues to the history of our planet and others. But - those papers aren't going to weight themselves. MunSrf = These greyish, plain stones may not look like much to the naked eye, but we've seen our scientists literally salivating at the thought of examing one. MunSrf = What secrets hide in these ordinary looking Mun stones? Careful anaylsis will help us understand the secret of Kerbin's orgins. Less rigorous analysis tells us that they hurt when you hit your toe with one. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_MunCrater title = Mun Crater Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = The Mun is full of holes - big and small. Kerbin scientists eagerly await the data on this one. Also, Kerbin golfers may start investing more heavily in our space program depending on the data. MunSrf = The Mun is full of holes - big and small. Kerbin scientists eagerly await the data on this one. Also, Kerbin golfers may start investing more heavily in our space program depending on the data. MunSrf = Kerbals have been staring at the craters of the Mun for untold generations, but never from such a close distance. Then again, this crater is much smaller than the ones we've been looking at, so it should all balance out. MunSrf = Is anyone up for a round of cosmic golf? Once the Mun is fully explored, these craters may make for amazing tourist destinations. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_MunLargeCrater title = Mun Large Crater Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Not really a huge crater, but still a large crater, with potentially larger and more interesting features. Or just a good place to hide and take a nap. MunSrf = Not really a huge crater, but still a large crater, with potentially larger and more interesting features. Or just a good place to hide and take a nap. MunSrf = These large Mun craters present a navigation challenge for rovers. Careful examination shows no ill intent, however. MunSrf = These large craters are barely visible with the best telescopes we have on Kerbin. Now that we've finally examined them up close, we've determined that yes, the Mun is as full of holes as we expected. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_LaytheStone title = Laythe Stone Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = This stone is... really boring. Looks just like any old rock from back on Kerbin. You travelled so far, experienced so much, just to look at this rock. The scientists still love it though! LaytheSrf = This stone is... really boring. Looks just like any old rock from back on Kerbin. You travelled so far, experienced so much, just to look at this rock. The scientists still love it though! LaytheSrf = Laythe stone is very similar to the types we see on Kerbin. Strangely, those similarities actually seem to excite our scientists about the possiblities. They really need to get out more. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_LaytheBoulder title = Laythe Boulder Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = This boulder shows evidence of extensive hydrological action, it's lovely and smooth. LaytheSrf = This boulder shows evidence of extensive hydrological action, it's lovely and smooth. LaytheSrf = This rock is the first we've found away from Kerbin that might make a good napping spot. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_LaytheGeyser title = Laythe Geyser Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = One of the rarest features in the Solar system, these geysers occasionally jet scalding water into Laythe's atmosphere... which might be the source of the terrible smell. LaytheSrf = One of the rarest features in the Solar system, these geysers occasionally jet scalding water into Laythe's atmosphere... which might be the source of the terrible smell. LaytheSrf = Timing the eruptions of Laythe's geysers has shown that their irregularity is regular. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_VallIceChunk title = Vall Ice Chunk Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A broken chunk of Vall's icy crust, showing layers of frozen material. VallSrf = A broken chunk of Vall's icy crust, showing layers of frozen material. VallSrf = Vall's crust is made up of these volatile ice chunks. Unfortunately, project 'Vall Smoothies' has not been approved as a line of research for further testing. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_VallStone title = Vall Stone Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = Scientists aren't sure if these stones are meteorites that have been frozen into the crust or the result of glacial action. VallSrf = Scientists aren't sure if these stones are meteorites that have been frozen into the crust or the result of glacial action. VallSrf = These stones cropping up in Vall's frozen crust remind us of sprinkles on a ball of ice cream. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_VallCryovolcano title = Cryovolcano Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A spouting geyser of sublimated gasses from deep inside Vall. This research has been a prime opportunity to observe one of the Solar system's most fascinating phenomena. Also makes for a good selfie spot. VallSrf = A spouting geyser of sublimated gasses from deep inside Vall. This research has been a prime opportunity to observe one of the Solar system's most fascinating phenomena. Also makes for a good selfie spot. VallSrf = One of the most amazing sights in the entire solar system, cryovolcanos sound like an oxymoron. Actually they're an amazing feature only possible when elements we normally only encounter as a gas freeze on a planets surface. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_TyloLightStone title = Tylo Light Stone Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A light colored stone, showing one of two common mineral colors that make up Tylo's crust. Hopefully a full analysis will determine its composition and usefulness as a paperweight. TyloSrf = A light colored stone, showing one of two common mineral colors that make up Tylo's crust. Hopefully a full analysis will determine its composition and usefulness as a paperweight. TyloSrf = Careful examination helps us finally determine why this type of Tylo stone comes in only brighter shades. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_TyloDarkBoulder title = Tylo Dark Boulder Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A dark colored stone, showing one of two common mineral colors that make up Tylo's crust. Many Kerbals wonder where the strawberry ones are. TyloSrf = A dark colored stone, showing one of two common mineral colors that make up Tylo's crust. Many Kerbals wonder where the strawberry ones are. TyloSrf = Now we can finally determine why this type of Tylo stone comes in only darker shades. Does Tylo itself have multiple personalities to generate such distinct rock colors? } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_TyloCheckerboard title = Tylo Checkerboard Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = This outcropping with patterns of light and dark on it looks natural. Is it, or is it really some alien plaything? Which begs the question - are we all just playthings of some vast, incomprehensible alien minds?\n\nNo that can't be. TyloSrf = This outcropping with patterns of light and dark on it looks natural. Is it, or is it really some alien plaything? Which begs the question - are we all just playthings of some vast, incomprehensible alien minds?\n\nNo that can't be. TyloSrf = This formation is clearly a place where Tylo's different stone factions have come together in peace and unity to... have some sort of party. We think. There's definitely mingling going on. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_EelooIceChunk title = Eeloo Ice Chunk Analysis baseValue = 30 scienceCap = 30 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = The chilliest of chill ices. When you want a cold drink, Eeloo's the place to go. Our scientists claim they are strictly studying these ice chunks for research. Suspiciously scheduled parties not withstanding. EelooSrf = The chilliest of chill ices. When you want a cold drink, Eeloo's the place to go. Our scientists claim they are strictly studying these ice chunks for research. Suspiciously scheduled parties not withstanding. EelooSrf = Eeloo's distance from the Sun means that nearly anything will freeze here. When our scientists see this chunk of ice we've found they may not be as impressed as we hope. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_EelooBrownBoulder title = Eeloo Brown Boulder Scan baseValue = 45 scienceCap = 45 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A chunk of Eeloo's crust that managed to make its way here, it looks a little lonely. EelooSrf = A chunk of Eeloo's crust that managed to make its way here, it looks a little lonely. EelooSrf = This brown boulder may look ordinary, but reaching it is one of the most impressive feats of Kerbal engineering. Consider examining it a major achievement... even if only geologists can tell it apart from a brownish boulder back on Kerbin. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/ScienceDefs.cfg EXPERIMENT_DEFINITION { id = ROCScience_EelooBerg title = Eeloo Berg Scan baseValue = 60 scienceCap = 60 dataScale = 1 applyScienceScale = false requireAtmosphere = False situationMask = 1 biomeMask = 0 RESULTS { default = A huge chunk of ice. Careful examination shows the span of eons recorded in Eeloo's ice strata. Shame no one brought skis. EelooSrf = A huge chunk of ice. Careful examination shows the span of eons recorded in Eeloo's ice strata. Shame no one brought skis. EelooSrf = These impressive bergs form due to tectonic activity on Eeloo... or is it oceanic? They are really impressive and I'm sure our scientists will have a vigorous discussion to sort out the nomenclature. } } } UrlConfig { parentUrl = SquadExpansion/Serenity/Resources/StoryDefs.cfg STORY_DEF { Introduction { DeployedSciencedeployedGooObservation = Our Scientists at [Agency] have come up with a great idea. We just need a little of your help. DeployedSciencedeployedWeatherReport = Our Scientists at [Agency] have come up with a great idea. We just need a little of your help. DeployedSciencedeployedIONCollector = Our Scientists at [Agency] have come up with a great idea. We just need a little of your help. DeployedSciencedeployedSeismicSensor = Our Scientists at [Agency] have come up with a great idea. We just need a little of your help. DeployedSciencedeployedGooObservation = [Agency] engineers are worried about their job security, and have come up with an idea for a long term study. DeployedSciencedeployedWeatherReport = [Agency] engineers are worried about their job security, and have come up with an idea for a long term study. DeployedSciencedeployedIONCollector = [Agency] engineers are worried about their job security, and have come up with an idea for a long term study. DeployedSciencedeployedSeismicSensor = [Agency] engineers are worried about their job security, and have come up with an idea for a long term study. DeployedSciencedeployedGooObservation = Here at [Agency] we don’t just worry about short term shareholder value. We also worry about short-to-medium term shareholder value. DeployedSciencedeployedWeatherReport = Here at [Agency] we don’t just worry about short term shareholder value. We also worry about short-to-medium term shareholder value. DeployedSciencedeployedIONCollector = Here at [Agency] we don’t just worry about short term shareholder value. We also worry about short-to-medium term shareholder value. DeployedSciencedeployedSeismicSensor = Here at [Agency] we don’t just worry about short term shareholder value. We also worry about short-to-medium term shareholder value. ROCSimpleArmScience = We at [Agency] are intrigued by the possibilities of your budding unmanned exploration program. We’ve heard good things. ROCSimpleArmScience = [Agency]’s engineers are interested in your rover program - most of them wanted remote control cars when they were kids. ROCSimpleArmScience = Your unmanned program is showing great promise. [Agency] has a big interest in a certain subject, can you bring us some more sophisticated data about it? ROCSimpleArmScience = [Agency] has heard you’ve expanded the potential of your rover program. They’ve got toy models on their desks of some of your designs. ROCSimpleArmScience = Your space program has made such great progress! Here at [Agency] we’ve watched one triumph after another, which brings us to our request. ROCComplexArmScience = We at [Agency] are intrigued by the possibilities of your budding unmanned exploration program. We’ve heard good things. ROCComplexArmScience = [Agency]’s engineers are interested in your rover program - most of them wanted remote control cars when they were kids. ROCComplexArmScience = Your unmanned program is showing great promise. [Agency] has a big interest in a certain subject, can you bring us some more sophisticated data about it? ROCComplexArmScience = [Agency] has heard you’ve expanded the potential of your rover program. They’ve got toy models on their desks of some of your designs. ROCComplexArmScience = Your space program has made such great progress! Here at [Agency] we’ve watched one triumph after another, which brings us to our request. ROCAdvancedArmScience = We at [Agency] are intrigued by the possibilities of your budding unmanned exploration program. We’ve heard good things. ROCAdvancedArmScience = [Agency]’s engineers are interested in your rover program - most of them wanted remote control cars when they were kids. ROCAdvancedArmScience = Your unmanned program is showing great promise. [Agency] has a big interest in a certain subject, can you bring us some more sophisticated data about it? ROCAdvancedArmScience = [Agency] has heard you’ve expanded the potential of your rover program. They’ve got toy models on their desks of some of your designs. ROCAdvancedArmScience = Your space program has made such great progress! Here at [Agency] we’ve watched one triumph after another, which brings us to our request. ROCScienceRetrieval = [Agency] has be working long and hard on practical applications of various materials. ROCScienceRetrieval = Everyone here at [Agency] is looking for the next big thing, and we’ve got an idea of how to get it. } Problem { DeployedSciencedeployedGooObservation = Mystery Goo remains as mysterious as when Kerbals first started playing with it. And just as fun. Set up a extended duration Goo experiment on [Topic] and gather some data for us. DeployedSciencedeployedGooObservation = As you know, Mystery Goo does odd things to your brain the longer you look at it, and we suspect the effects vary depending on the location you’ve put it. We’d like to find out what watching a recording of [Topic] goo’s will do at our next Christmas party. DeployedSciencedeployedWeatherReport = We are wondering what kind of clothes to pack for a vacation on [Topic].  We don’t want to be caught unaware just because it was sunny the one day we checked. DeployedSciencedeployedWeatherReport = [Topic] seems to have some interesting weather patterns. Or maybe not - mostly we just see a dot when we stare at it through a telescope, and we’d like to know more before we develop a pictorial calendar for it. DeployedSciencedeployedIONCollector = Ions are tricky little beasties. While some of them just bombard a spaceship, others only show up once in a long while. We need you to set up a long term ion detector on [Topic] and catch us some of these mysterious particles. DeployedSciencedeployedIONCollector = We think the ionic environment on [Topic] is especially interesting. Its a veritable zoo of funny particles - or at least, so we’ve been led to believe. DeployedSciencedeployedSeismicSensor = Rather than waiting a long time for random quakes to reveal the secret insides of [Topic], our scientists want you to smash a huge rocket into it and see what happens! DeployedSciencedeployedSeismicSensor = Did you know that, at orbital velocities, a ton of vessel hitting a planet has more energy than a ton of TNT? Well, get out there and smash things into [Topic] and you’ll see for yourself. ROCSimpleArmScience = The composition of [Topic] is of great interest to us. Could you do a simple scan of one of these? Not enough data exists for us to determine what use we could put one to. ROCSimpleArmScience = Visiting a planet shouldn’t just be about going out and grabbing the first handful of dirt you find. We want something more interesting - a scan of [Topic]. ROCSimpleArmScience = [Topic] is of great interest to us. Not enough data exists for us to determine what use we could put one to. Do they make better desserts, or appetizers? ROCSimpleArmScience = We need more data about [Topic]. We’re not sure what sort of recipe they’d work best in, and our culinary department is very curious - somehow they have our largest budget as well. ROCSimpleArmScience = We’d like to know everything there is to know about [Topic]. Can you scan one and send us the data? ROCSimpleArmScience = We’ve heard reports of an interesting planetary feature: [Topic]. Do a scan to satisfy our curiosity. ROCComplexArmScience = The composition of [Topic] is of great interest to us. Could you do a simple scan of one of these? Not enough data exists for us to determine what use we could put one to. ROCComplexArmScience = Visiting a planet shouldn’t just be about going out and grabbing the first handful of dirt you find. We want something more interesting - a scan of [Topic]. ROCComplexArmScience = [Topic] is of great interest to us. Not enough data exists for us to determine what use we could put one to. Do they make better desserts, or appetizers? ROCComplexArmScience = We need more data about [Topic]. We’re not sure what sort of recipe they’d work best in, and our culinary department is very curious - somehow they have our largest budget as well. ROCComplexArmScience = We’d like to know everything there is to know about [Topic]. Can you scan one and send us the data? ROCComplexArmScience = We’ve heard reports of an interesting planetary feature: [Topic]. Do a scan to satisfy our curiosity. ROCAdvancedArmScience = The composition of [Topic] is of great interest to us. Could you do a simple scan of one of these? Not enough data exists for us to determine what use we could put one to. ROCAdvancedArmScience = Visiting a planet shouldn’t just be about going out and grabbing the first handful of dirt you find. We want something more interesting - a scan of [Topic]. ROCAdvancedArmScience = [Topic] is of great interest to us. Not enough data exists for us to determine what use we could put one to. Do they make better desserts, or appetizers? ROCAdvancedArmScience = We need more data about [Topic]. We’re not sure what sort of recipe they’d work best in, and our culinary department is very curious - somehow they have our largest budget as well. ROCAdvancedArmScience = We’d like to know everything there is to know about [Topic]. Can you scan one and send us the data? ROCAdvancedArmScience = We’ve heard reports of an interesting planetary feature: [Topic]. Do a scan to satisfy our curiosity. ROCScienceRetrieval = We want a real sample of [Topic] to do various… tests on. We know this is a tall order, but bring one back for us. ROCScienceRetrieval = There’s a lot we could do with a sample of [Topic]. But we need to test it in our labs, remote data is no substitute for the real thing. ROCScienceRetrieval = We’ve got a big vat of Mystery Goo back here and we’re dying to see what happens when we dip a chunk of [Topic] into it. Can you help us make that happen? } Conclusion { DeployedSciencedeployedGooObservation = Therefore, we’d like you to set up a experiment on [Topic] for us. DeployedSciencedeployedGooObservation = So, we’d like you to gather data on the subject on [Topic]. DeployedSciencedeployedGooObservation = Please place an experiment on [Topic] for us so we can figure this out. DeployedSciencedeployedWeatherReport = Therefore, we’d like you to set up a experiment on [Topic] for us. DeployedSciencedeployedWeatherReport = So, we’d like you to gather data on the subject on [Topic]. DeployedSciencedeployedWeatherReport = Please place an experiment on [Topic] for us so we can figure this out. DeployedSciencedeployedIONCollector = Therefore, we’d like you to set up a experiment on [Topic] for us. DeployedSciencedeployedIONCollector = So, we’d like you to gather data on the subject on [Topic]. DeployedSciencedeployedIONCollector = Please place an experiment on [Topic] for us so we can figure this out. DeployedSciencedeployedSeismicSensor = Therefore, we’d like you to set up a experiment on [Topic] for us. DeployedSciencedeployedSeismicSensor = So, we’d like you to gather data on the subject on [Topic]. DeployedSciencedeployedSeismicSensor = Please place an experiment on [Topic] for us so we can figure this out. DeployedSciencedeployedSeismicSensor = We need you to set up a [Topic] and then start dropping things. ROCSimpleArmScience = Send a rover arm equipped craft out and perform a simple scan, get us some data. ROCComplexArmScience = Send a rover arm equipped craft out and perform a thorough scan, get us some data. ROCAdvancedArmScience = Send a rover arm equipped craft out and perform a complex scan, get us some data. ROCScienceRetrieval = Bring us back one intact. ROCScienceRetrieval = You’ll need to have someone pick one up and bring it here. } } } UrlConfig { parentUrl = Starliex/Props/Starilex_ErrorScaleSelector-01.cfg PROP { name = STARLIEX_FDAI_ErrorScaleSelector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = JSINumericInput perPodPersistenceName = FDAI_ErrorScale-01 defaultValue = 1 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-55,0 localRotationEnd = 0,55,0 variableName = PERSISTENT_FDAI_ErrorScale-01 scale = 0,2 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = FDAI ERR. SCALE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 12[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 60[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 120[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex_RateScaleSelector-01.cfg PROP { name = STARLIEX_FDAI_RateScaleSelector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = JSINumericInput perPodPersistenceName = FDAI_RateScale-01 defaultValue = 1 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-55,0 localRotationEnd = 0,55,0 variableName = PERSISTENT_FDAI_RateScale-01 scale = 0,2 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RATE SCALE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 10[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 50[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]+/- 100[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__AnalogSpeedIndicatorModeSelector.cfg PROP { name = STARLIEX__ANALOG_SPEED_SELECTOR MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = AnalogSpeedIndicatorMode defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-65,0 localRotationEnd = 0,65,0 variableName = PERSISTENT_AnalogSpeedIndicatorMode scale = 0,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SPEED INDICATOR } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight transformOffset = 0.0038,-0.003 fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ┌────┐$$$└────┘ } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]AUTO[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]SRF [/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] ORB[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] REL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__IMP_ModeSelector.cfg PROP { name = STARLIEX_ASET_IMP_ModeSelector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ASET_IMP_MODESELECTOR defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-65,0 localRotationEnd = 0,65,0 variableName = PERSISTENT_ASET_IMP_MODESELECTOR scale = 0,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = IMP MODE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]VSSL [/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TGT[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LNDG[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__PanelDivider-LightOrange.cfg PROP { name = STARLIEX__PanelDivider_Light_Orange MODEL { model = ASET/ASET_Props/Misc/PanelDivider/PanelDivider } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = PanelDivider passiveColor = 50,50,50,100 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__SignalLamp_CHUTE_SAFE_DEPLOY.cfg PROP { name = STARLIEX__SignalLamp_CHUTE_SAFE_DEPLOY MODEL { model = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLamp texture = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLampDiffuse texture = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLampNormal texture = ASET/ASET_Props/Instruments/ASET_SignalLamp/ASET_SignalLampEmiss } MODULE { name = JSIVariableAnimator coloredObject = LampObj passiveColor = 30,30,0,255 activeColor = 250,195,0,255 variableName = CUSTOM_ASET_CHUTE_SAFE_TO_DEPLOY_ON scale = 0,1 threshold = 0.1,1.1 } MODULE { name = JSILabel transformOffset = 0.03,-0.01 transformName = TopTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SAFE TO DEPLOY } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { scale = 1,0 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampOFFObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } VARIABLESET { scale = 0,1 variableName = CUSTOM_ALCOR_POWEROFF controlledTransform = LampObj localScaleStart = 0,0,0 localScaleEnd = -1,-1,-1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__SwitchRotary_FLOOD_LIGHT.cfg PROP { name = STARLIEX__SwitchRotary_FLOOD_LIGHT MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = JSINumericInput refreshRate = 1 perPodPersistenceName = LD_FLOODInput defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 10 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Avionics/ModernPack/Sounds/BKnob switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-143.5,0 localRotationEnd = 0,143.5,0 variableName = PERSISTENT_LD_FLOODInput scale = 0,10 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = FLOOD LIGHT$$$ $$$ $$$ $$$ } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__swTumbler_3Pos_PhaseAngMode.cfg PROP { name = STARILEX__swTumbler_3Pos_PhaseAngMode MODEL { model = ASET/ASET_Props/Control/Switch_Tumbler_3Pos/Switch_Tumbler_3Pos texture = ASET/ASET_Props/Control/Switch_Tumbler_3Pos/Switch_Tumbler_Simple_V2_Diff } MODULE { name = JSINumericInput perPodPersistenceName = PhaseAngMode defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 2 reverse = false loopInput = false USERINPUTSET { switchTransform = SwitchCollider_DOWN increment = 1 switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1 } USERINPUTSET { switchTransform = SwitchCollider_UP increment = -1 switchSound = ASET/ASET_Props/Sounds/Tumbler3 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = TumbleGrp localRotationStart = -30,0,0 localRotationEnd = 30,0,0 variableName = PERSISTENT_PhaseAngMode scale = 0,2 longPath = yes maxRateChange = 5.0 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = switchCapObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 transformOffset = 0.0092,-0.0027 fontName = Arial fontSize = 2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ANGLE$$$INDICATOR } MODULE { name = JSILabel transformName = TextTop2Obj alignment = Center anchor = LowerCenter transformOffset = 0.0092,-0.006 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]OFF[/b]$$$▲ } MODULE { name = JSILabel transformName = TextMidObj alignment = Left anchor = MiddleLeft transformOffset = 0.0155,-0.0016 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ►[b]PHASE[/b] } MODULE { name = JSILabel transformName = TextBottomObj alignment = Center anchor = UpperCenter transformOffset = 0.0092,0.001 fontName = Arial fontSize = 1.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = ▼$$$[b]EJECTION[/b] } MODULE { name = JSIPropTextureShift transformToShift = switchCapObj layerToShift = _MainTex _Emissive x = 0.0 y = 0.5 } } } UrlConfig { parentUrl = Starliex/Props/Starilex__TextObj_STAGE.cfg PROP { name = STARLIEX__TextObj_STAGE MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 2.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = STAGE } } } UrlConfig { parentUrl = Starliex/Props/Starilex__TextObj_TOTAL.cfg PROP { name = STARLIEX__TextObj_TOTAL MODULE { name = JSILabel transformName = TextObj alignment = Center anchor = MiddleCenter fontName = InconsolataGo-Bold fontSize = 2.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = TOTAL } } } UrlConfig { parentUrl = Starliex/Props/Starilex__tggl_ARRT_MODE_T5W-G0-B11-S.cfg PROP { name = STARLIEX__tggl_ARRT_MODE_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = ARRT_MODE actionName = dummy switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ARRT MODE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]RNG/RNG RT$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ALT/ALT RT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__tggl_ARRT_ON_T5W-G0-B11-S.cfg PROP { name = STARLIEX__tggl_ARRT_ON_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = ARRT_ON actionName = dummy switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ARRT } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__X-PointerModeSelector-01.cfg PROP { name = STARILEX__X-PointerModeSelector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = X-PointerMode-01 defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-65,0 localRotationEnd = 0,65,0 variableName = PERSISTENT_X-PointerMode-01 scale = 0,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = X-PTR MODE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LNDG [/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]DOCK/DIST[/b] } MODULE { name = JSILabel transformName = RightTextObj transformOffset = -0.005,0 alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]DOCK/VEL[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starilex__X-Pointer_ScaleSelector-01.cfg PROP { name = STARLIEX_X-Pointer_ScaleSelector-01 MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_3_Marks } MODULE { name = JSINumericInput perPodPersistenceName = X-Pointer_Scale-01 defaultValue = 1 stepSize = 1 minValue = 1 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-55,0 localRotationEnd = 0,55,0 variableName = PERSISTENT_X-Pointer_Scale-01 scale = 1,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = X-POINTER SCALE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]1/10[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]x1[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]x10[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__RetroAltitudeDisplay.cfg PROP { name = STARLIEX__RetroAltitudeDisplay MODEL { model = ASET/ASET_Props/Instruments/RetroAltitudeDisplay/RetroAltitudeDisplay texture = FDAI_ALT_Disp,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/FDAI_ALT_Disp texture = SmallLablePlateDiffuse,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateDiffuse texture = SmallLablePlateEmissive,ASET/ASET_Props/Instruments/RetroAltitudeDisplay/SmallLablePlateEmissive } MODULE { name = JSILabel transformName = SwitcherUpLegendTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]ALTITUDE$$$(ASL)[/b] } MODULE { name = JSILabel transformName = SwitcherDownLegendTextObj alignment = Center anchor = UpperCenter fontName = Arial fontSize = 2.2 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TERRAIN$$$HEIGHT[/b] } MODULE { name = JSILabel transformName = DispReadoutTextObj2 alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_GHOSTCOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = <=0:"88888888";"";""=>$&$ CUSTOM_ALCOR_POWERON } MODULE { name = JSILabel transformName = DispReadoutTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = 0,255,0,255 zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 30 labelText = <=0:######00=>$&$ SELECT_SELECTED_RETRO_ALT_DISP_DATA } MODULE { name = JSILabel transformName = DispReadoutPointTextObj alignment = Right anchor = LowerRight fontName = digital-7 (mono italic) fontSize = 11.40 variableName = CUSTOM_ALCOR_POWERON emissive = active positiveColor = 0,255,0,255 zeroColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR negativeColor = COLOR_ASET_NUMINPUT_DISPLAY_NEGATIVECOLOR refreshRate = 10 labelText = . } MODULE { name = JSIActionGroupSwitch switchTransform = ALT_SwitchColider actionName = dummy perPodPersistenceName = RetroAltitudeDisplayMode switchSound = ASET/ASET_Props/Sounds/tumbleClick01 } MODULE { name = JSICallbackAnimator variableName = PERSISTENT_RetroAltitudeDisplayMode VARIABLESET { controlledTransform = ALT_SwitcherTumbler localRotationStart = 0,0,0 localRotationEnd = 70,0,0 longPath = yes scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = ALT_SwitcherTumblerMark passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_POWEROFF VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_DIFFUSE_ACTIVECOLOR colorName = _Color scale = -0.1,0.1 } VARIABLESET { coloredObject = ScreenObj passiveColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_NUMINPUT_DISPLAY_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = -0.1,0.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__SwitchRotary-4pos-IMP_Selector.cfg PROP { name = ASET_IMP_ModeSelector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ASET_IMP_MODESELECTOR defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 3 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-65,0 localRotationEnd = 0,65,0 variableName = PERSISTENT_ASET_IMP_MODESELECTOR scale = 0,3 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = IMP MODE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]OFF [/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]VSSL [/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]TGT[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]LNDG[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__SwitchRotary-5pos-ElecOutput_Selector.cfg PROP { name = STARLIEX__SwitchRotary-5pos-ElecOutput_Selector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_5_Marks } MODULE { name = JSINumericInput perPodPersistenceName = ELEC_POWER_SOURCE_SELECT defaultValue = 0 stepSize = 1 minValue = 0 maxValue = 4 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderPlus increment = 1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderMinus increment = -1 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-80,0 localRotationEnd = 0,80,0 variableName = PERSISTENT_ELEC_POWER_SOURCE_SELECT scale = 0,4 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ELEC POWER$$$SOURCE } MODULE { name = JSILabel transformName = LeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = " [b]TOTAL[/b] } MODULE { name = JSILabel transformName = CenterLeftTextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ALTERNATOR[/b] } MODULE { name = JSILabel transformName = CenterTextObj alignment = Center anchor = LowerCenter fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]FUEL CELL[/b] } MODULE { name = JSILabel transformName = CenterRightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]SOLAR ARRAY[/b] } MODULE { name = JSILabel transformName = RightTextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.5 fontQuality = 64 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]GENERATOR[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__SwitchRotary_THRUST_LIMIT_Selector.cfg PROP { name = STARILEX_THRUST_LIMIT_Selector MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_6_Marks } MODULE { name = JSINumericInput perPodPersistenceName = THRUST_LIMIT_NUMINPUT defaultValue = MATH_ASET_THRUSTLIMIT100 stepSize = 5 minValue = 0 maxValue = 100 reverse = false loopInput = false USERINPUTSET { switchTransform = ColliderMinus increment = -5 switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 } USERINPUTSET { switchTransform = ColliderPlus switchSound = ASET/ASET_Props/Sounds/click-027 switchSoundVolume = 1 incrementCurve { key = 0 5 key = 1 20 } } } MODULE { name = JSIActionGroupSwitch switchTransform = ColliderPlus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetThrottleLimit getVariable = PERSISTENT_THRUST_LIMIT_NUMINPUT } } MODULE { name = JSIActionGroupSwitch switchTransform = ColliderMinus actionName = transfer momentarySwitch = true switchSound = TRANSFERACTION { name = JSIInternalRPMButtons setMethod = SetThrottleLimit getVariable = PERSISTENT_THRUST_LIMIT_NUMINPUT } } MODULE { name = JSIVariableAnimator refreshRate = 1 VARIABLESET { controlledTransform = swRotaryLoc localRotationStart = 0,-100,0 localRotationEnd = 0,100,0 variableName = MATH_ASET_THRUSTLIMIT100 scale = 0,100 longPath = yes maxRateChange = 10.0 } } MODULE { name = JSILabel transformName = TopNameTextObj alignment = Center anchor = LowerCenter lineSpacing = 0.9 fontName = Arial fontSize = 5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = THRUST LIMIT (%) } MODULE { name = JSILabel transformName = Pos_1_TextObj alignment = Right anchor = MiddleRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]0[/b] } MODULE { name = JSILabel transformName = Pos_2_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]20 [/b] } MODULE { name = JSILabel transformName = Pos_3_TextObj alignment = Right anchor = LowerRight fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]40 [/b] } MODULE { name = JSILabel transformName = Pos_4_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] 60[/b] } MODULE { name = JSILabel transformName = Pos_5_TextObj alignment = Left anchor = LowerLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b] 80[/b] } MODULE { name = JSILabel transformName = Pos_6_TextObj alignment = Left anchor = MiddleLeft fontName = Arial fontSize = 3.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = [b]100[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_ABORT_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_ABORT_T5B-G0-B11-S-C2R MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type1 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = TgglCover_ANIM switchTransform = CoverCollider actionName = dummy switchSound = ASET/ASET_Props/Sounds/OpenSwitchCover } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = abort } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ABORT } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ACTIVE$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SAFE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_BRAKE_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_BRAKE_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = brakes } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = BRAKES } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_CHUTE_ARM_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_CHUTE_ARM_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = ArmParachutes stateMethod = ArmParachutesState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ARM$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$DISARM[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_CHUTE_CUT_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_CHUTE_CUT_T5B-G0-B11-C2B-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = CutParachutes stateMethod = CutParachutesState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]CUT$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SAFEGUARD[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_CHUTE_DEPLOY_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_CHUTE_DEPLOY_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIParachute actionMethod = DeployParachutes stateMethod = DeployParachutesState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PARACHUTE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]DEPLOY$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SAFEGUARD[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_ENGINE_MODE_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_ENGINE_MODE_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetEnginesPrimaryMode stateMethod = GetEnginesPrimaryMode } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ENG. MODE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]PRIMARY$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$SECONDARY[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_ENGINE_ON_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_ENGINE_ON_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableEngines stateMethod = ButtonEnableEnginesState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ENGINE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_EXTERNAL_LIGHT_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_EXTERNAL_LIGHT_T5B-G0-B11-C2B-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = lights } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = EXTERNAL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_FUEL_CELL_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_FUEL_CELL_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonEnableElectricGenerator stateMethod = ButtonEnableElectricGeneratorState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]START$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$STOP[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_GEAR_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_GEAR_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = gear } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GEAR } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_GIMBAL_LOCK_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_GIMBAL_LOCK_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = GimbalLock stateMethod = GimbalLockState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GIMBAL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCKED$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$FREE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_PRECISE_CONTROL_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_PRECISE_CONTROL_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonPrecisionMode stateMethod = ButtonPrecisionModeState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = PREC CTRL } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_PROPS_BACKLIGHT_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_PROPS_BACKLIGHT_T5B-G0-B11-C2B-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin perPodPersistenceName = BackLight } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = BACKLIGHT } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_RCS_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_RCS_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = rcs } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = RCS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_SAS_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_SAS_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = sas } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SAS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_SOLAR_PANEL_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_SOLAR_PANEL_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = SetDeploySolarPanels stateMethod = GetDeploySolarPanels } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0,-0.005 fontName = Arial fontSize = 6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = FUEL CELL SOLAR ARRAY } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]EXTEND$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$RETRACT[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Starliex__tggl_STAGE_LOCK_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_STAGE_LOCK_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 actionName = plugin PLUGINACTION { name = JSIInternalRPMButtons actionMethod = ButtonStageLock stateMethod = ButtonStageLockState } } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = STAGE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]LOCKED$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$FREE[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG01_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG01_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG02_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG02_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom02 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 02 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG03_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG03_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom03 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 03 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG04_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG04_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom04 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 04 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG05_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG05_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom05 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = ACTIONS GROUP$$$05 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG06_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG06_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom06 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 06 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG07_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG07_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom07 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 07 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG08_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG08_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom08 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 08 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG09_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG09_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom09 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 09 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/ActionGroups/Starliex__tggl_AG10_T5B-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AG10_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch switchTransform = SwitchCollider switchSound = ASET/ASET_Props/Sounds/RPB01 animationName = SwitchTumbleAnim actionName = custom10 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = 10 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_Alternator_AVAILABLE.cfg PROP { name = STARLIEX__flagIndicator_Alternator_AVAILABLE MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_ALTERNATOR_AVAILABLE_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ALTERNATOR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.40 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_ARRT-ERROR.cfg PROP { name = STARLIEX__flagindicator_FI_ARRT-ERROR MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ARRT_ERR_NOTARGET VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ARRT ERR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_ASET_IMP_ERROR.cfg PROP { name = STARLIEX__flagindicator_ASET_IMP_ERROR MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_IMP_ERR VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = IMP ERR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_CONNECTED.cfg PROP { name = STARILEX__flagIndicator_COMMNET_CONNECTED MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ASET_COMMNET_CONNECTED_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = COMMNET } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.40 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_DOCKED.cfg PROP { name = STARLIEX__flagIndicator_DOCKED MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_VESSEL_DOCKED_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = DOCKED } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.40 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_DP_is_Ref.cfg PROP { name = STARILEX__flagIndicator_DOCKPORT_REF MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_DOCKPORT_IS_REF VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = D/PORT REF } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.40 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_FI_TGT_DP.cfg PROP { name = STARILEX__flagIndicator_TARGETDOCKPORT_SELECTED MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_TARGETDOCKPORT_SELECTED VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = TGT D/PORT } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.40 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_FuelCell_AVAILABLE.cfg PROP { name = STARLIEX__flagIndicator_Fuelcell_AVAILABLE MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_AVAILABLE_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = FUEL CELL } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.40 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_FuelCell_ON.cfg PROP { name = STARILEX__flagIndicator_Fuelcell_ON MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_FUELCELL_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = FUEL CELL ON } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_Gear_BROKEN.cfg PROP { name = STARLIEX__flagIndicator_GEAR_OR_WHEEL_BROKEN MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GEAR_OR_WHEEL_BROKEN_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = GEAR BROKEN } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_Generator_AVAILABLE.cfg PROP { name = STARLIEX__flagIndicator_Generator_AVAILABLE MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_GENERATOR_AVAILABLE_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = GENERATOR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.40 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_SolarArray_AVAILABLE.cfg PROP { name = STARLIEX__flagIndicator_SolarArray_AVAILABLE MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_AVAILABLE_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = S/A AVAIL. } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.40 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_SolarArray_BROKEN.cfg PROP { name = STARLIEX__flagIndicator_SolarArray_BROKEN MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_SOLARARRAY_BROKEN_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 1.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = S/A BROKEN } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_STAGE_LOCKED.cfg PROP { name = STARLIEX__flagIndicator_STAGE_LOCKED MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_STAGELOCKED_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = STG LOCK } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Starilex__FI_X-Pointer01-ERROR.cfg PROP { name = STARLIEX__flagindicator_X-Pointer01-ERROR MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSIVariableAnimator refreshRate = 10 VARIABLESET { controlledTransform = CoverLoc variableName = CUSTOM_X-POINTER_MODE_ERROR-01 scale = 0,1 threshold = 0.1,1.1 localScaleStart = 0,0,-0.9 localScaleEnd = 0,0,0 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.2 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_DIFFUSE_ACTIVECOLOR colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = COLOR_ASET_PLATEBKG_EMISSIVE_ACTIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = X-PTR ERR } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagindicator_LOW_ABLATION.cfg PROP { name = STARLIEX__flagindicator_LOW_ABLATION MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_Ablative_T_10 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = ABLATION } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.2 y = 0.2 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_ELECTRICITY_ALL.cfg PROP { name = STARLIEX__flagIndicator_LOW_ELECTRICITY_ALL MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_LOWCHARGE20_ON VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW CHARG } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_FUEL_ALL.cfg PROP { name = STARLIEX__flagIndicator_LOW_FUEL_ALL MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_LiquidFuel_T_10 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW FUEL } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_FUEL_STAGE.cfg PROP { name = STARLIEX__flagIndicator_NoText_LOW_FUEL_STAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_LiquidFuel_S_30 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_MONO_PROP_ALL.cfg PROP { name = STARLIEX__flagIndicator_LOW_MONOPROP_ALL MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = StarilexVar_MonoProp_T_10 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW PROP } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_MONO_PROP_STAGE.cfg PROP { name = STARLIEX__flagIndicator_NoText_LOW_MONOPROP_STAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_MonoProp_S_30 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_OXIDIZER_ALL.cfg PROP { name = STARLIEX__flagIndicator_LOW_OXIDIZER_ALL MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_Oxidizer_T_10 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW OXID } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_OXIDIZER_STAGE.cfg PROP { name = STARLIEX__flagIndicator_NoText_LOW_OXIDIZER_STAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_Oxidizer_S_30 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_SOLID_FUEL_ALL.cfg PROP { name = STARLIEX__flagIndicator_LOW_SOLID_FUEL_ALL MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_SolidFuel_T_10 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW SRB } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_SOLID_FUEL_STAGE.cfg PROP { name = STARLIEX__flagIndicator_NoText_LOW_SOLID_FUEL_STAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_SolidFuel_S_30 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/FI_Click alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_XENON_ALL.cfg PROP { name = STARLIEX__flagIndicator_LOW_XENON_ALL MODEL { model = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicator texture = ASET/ASET_Props/Instruments/FlagIndicator/FlagIndicatorCallBackIndicatorDiffuse } MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_Xenon_T_10 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _Color scale = 0.5,1.1 } VARIABLESET { coloredObject = namePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR activeColor = 0,0,0,255 colorName = _EmissiveColor scale = 0.5,1.1 } VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSILabel transformName = IndicatorNameObj alignment = Center anchor = MiddleCenter transformOffset = 0.0087,-0.0015 fontName = InconsolataGo-Bold fontSize = 2.3 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_PLATETEXT_ZEROCOLOR negativeColor = COLOR_ASET_PLATETEXT_NEGATIVECOLOR labelText = LOW XENON } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.20 } } } UrlConfig { parentUrl = Starliex/Props/FlagIndicators/Resources/Starilex__flagIndicator_LOW_XENON_STAGE.cfg PROP { name = STARLIEX__flagIndicator_NoText_LOW_XENON_STAGE MODULE { name = JSICallbackAnimator variableName = CUSTOM_StarilexVar_Xenon_S_30 VARIABLESET { controlledTransform = CoverLoc scale = 0.1,1.1 localScaleStart = 0,0,0 localScaleEnd = 0,0,-0.9 alarmSound = ASET/ASET_Props/Sounds/apollospec alarmSoundVolume = 0.3 } } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = WarningPlate passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR colorName = _EmissiveColor scale = 0.5,1.1 } } MODULE { name = JSIPropTextureShift transformToShift = WarningPlate layerToShift = _MainTex _Emissive x = -0.20 y = 0.60 } } } UrlConfig { parentUrl = Starliex/Props/GPWS/Starilex__tggl_AVAS_T5W-G0-B11-S.cfg PROP { name = STARLIEX__tggl_AVAS_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider actionName = dummy initialState = false perPodPersistenceName = AVAS_ON perPodPersistenceIsGlobal = true switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = AVAS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/GPWS/Starilex__tggl_GPWS_ON_T5W-G0-B11-S.cfg PROP { name = STARLIEX__tggl_GPWS_ON_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = GPWS_ON perPodPersistenceIsGlobal = true initialState = false actionName = dummy switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = GPWS } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/GPWS/Starilex__tggl_HIGH_G_ON_T5W-G0-B11-S.cfg PROP { name = STARLIEX__tggl_HIGH_G_ON_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = ASET_WARN_HIGH_G_ON perPodPersistenceIsGlobal = true initialState = false actionName = dummy switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = HIGH G } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/GPWS/Starilex__tggl_SLOPE_ON_T5W-G0-B11-S.cfg PROP { name = STARLIEX__tggl_SLOPE_ON_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = ASET_WARN_SLOPE_ON perPodPersistenceIsGlobal = true initialState = false actionName = dummy switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = SLOPE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/GPWS/Starilex__tggl_TUMBLE_ON_T5W-G0-B11-S.cfg PROP { name = STARLIEX__tggl_TUMBLE_ON_T5W-G0-B11-S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_5_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_Cap_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_Cap_Black } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_11 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchCollider perPodPersistenceName = ASET_WARN_TUMBLE_ON perPodPersistenceIsGlobal = true initialState = false actionName = dummy switchSound = ASET/ASET_Props/Sounds/RPB01 } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.02526,-0.005 fontName = Arial fontSize = 6.5 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = TUMBLE } MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = MiddleCenter transformOffset = 0.02526,-0.047 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]ON$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_NUMINPUT_DISPLAY_POSITIVECOLOR scale = 0.5,1.1 } } } } UrlConfig { parentUrl = Starliex/Props/Lights/Omni_2m_red.cfg PROP { name = IntSpotLight_RED-FLOOD MODULE { name = JSIVariableAnimator refreshRate = 5 VARIABLESET { animationName = InternalOmniLightAnim variableName = MATH_FLOODLIGHT_BRIGHTNESS scale = 0,10 } } } } UrlConfig { parentUrl = Starliex/PropsVariables/01-LiquidFuel.cfg RPM_SELECT_VARIABLE { name = StarilexVar_LiquidFuel_Trigger defaultValue = 1.0 VARIABLE_DEFINITION { name = StarilexVar_LiquidFuel_Trigger_II range = 0.0,1.0 value = 1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/01-LiquidFuel.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_LiquidFuel_T_10 operator = AND SOURCE_VARIABLE { name = SYSR_LIQUIDFUELPERCENT range = 0.0, 0.10 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_LiquidFuel_Trigger range = 0.5,1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/01-LiquidFuel.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_LiquidFuel_S_30 operator = AND SOURCE_VARIABLE { name = SYSR_LIQUIDFUELSTAGEPERCENT range = 0.0, 0.30 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_LiquidFuel_Trigger range = 0.5,1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/02-Oxidizer.cfg RPM_SELECT_VARIABLE { name = StarilexVar_Oxidizer_Trigger defaultValue = 1.0 VARIABLE_DEFINITION { name = StarilexVar_Oxidizer_Trigger_II range = 0.0,1.0 value = 1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/02-Oxidizer.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_Oxidizer_T_10 operator = AND SOURCE_VARIABLE { name = SYSR_OXIDIZERPERCENT range = 0.0, 0.10 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_Oxidizer_Trigger range = 0.0, 1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/02-Oxidizer.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_Oxidizer_S_30 operator = AND SOURCE_VARIABLE { name = SYSR_OXIDIZERSTAGEPERCENT range = 0.0, 0.30 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_Oxidizer_Trigger range = 0.0, 1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/03-SolidFuel.cfg RPM_SELECT_VARIABLE { name = StarilexVar_SolidFuel_Trigger defaultValue = 1.0 VARIABLE_DEFINITION { name = StarilexVar_SolidFuel_Trigger_II range = 0.0,1.0 value = 1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/03-SolidFuel.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_SolidFuel_T_10 operator = AND SOURCE_VARIABLE { name = SYSR_SOLIDFUELPERCENT range = 0.0, 0.10 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_SolidFuel_Trigger range = 0.0,1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/03-SolidFuel.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_SolidFuel_S_30 operator = AND SOURCE_VARIABLE { name = SYSR_SOLIDFUELSTAGEPERCENT range = 0.0, 0.30 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_SolidFuel_Trigger range = 0.0,1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/04-Monopropellant.cfg RPM_SELECT_VARIABLE { name = StarilexVar_MonoProp_Trigger defaultValue = 1.0 VARIABLE_DEFINITION { name = StarilexVar_MonoProp_Trigger_II range = 0.0,1.0 value = 1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/04-Monopropellant.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_MonoProp_T_10 operator = AND SOURCE_VARIABLE { name = SYSR_MONOPROPELLANTPERCENT range = 0.0, 0.10 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_MonoProp_Trigger range = 0.0,1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/04-Monopropellant.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_MonoProp_S_30 operator = AND SOURCE_VARIABLE { name = SYSR_MONOPROPELLANTSTAGEPERCENT range = 0.0, 0.30 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_MonoProp_Trigger range = 0.0,1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/05-Xenon.cfg RPM_SELECT_VARIABLE { name = StarilexVar_Xenon_Trigger defaultValue = 1.0 VARIABLE_DEFINITION { name = StarilexVar_Xenon_Trigger_II range = 0.0,1.0 value = 1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/05-Xenon.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_Xenon_T_10 operator = AND SOURCE_VARIABLE { name = SYSR_XENONPERCENT range = 0.0, 0.10 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_Xenon_Trigger range = 0.0,1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/05-Xenon.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_Xenon_S_30 operator = AND SOURCE_VARIABLE { name = SYSR_XENONTAGEPERCENT range = 0.0, 0.30 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_Xenon_Trigger range = 0.0,1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/06-Ablative.cfg RPM_SELECT_VARIABLE { name = StarilexVar_Ablative_Trigger defaultValue = 1.0 VARIABLE_DEFINITION { name = StarilexVar_Ablative_Trigger_II range = 0.0,1.0 value = 1.0 } } } UrlConfig { parentUrl = Starliex/PropsVariables/06-Ablative.cfg RPM_CUSTOM_VARIABLE { name = StarilexVar_Ablative_T_10 operator = AND SOURCE_VARIABLE { name = SELECT_ASET_ABLATIVERESOURCEPERCENT range = 0.0, 0.10 } SOURCE_VARIABLE { name = CUSTOM_ALCOR_POWEROFF range = -0.1, 0.1 } SOURCE_VARIABLE { name = CUSTOM_StarilexVar_Ablative_Trigger range = 0.0,1.0 } } } UrlConfig { parentUrl = Starliex/Spaces/Mk1_Pod/Starilex_Mk1_Pod.cfg INTERNAL { name = Starliex_mk1pod_IVA FreeIva_InternalModel = mk1pod_IVA MODEL { model = Starliex/Spaces/Mk1_Pod/mk1pod_IVA } MODULE { name = JSISetInternalCameraFOV fov = 130 } MODULE { name = InternalSeat seatTransformName = pilotSeat_01 portraitCameraName = pilotCamera_01 allowCrewHelmet = false kerbalEyeOffset = 0, -0.055, -0.055 hideKerbal = head } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = WindowFocusPoint cameraTransformName = WindowEyeTransform } PROP { name = TWR_Indicator position = -0.0332540013,0.0978000015,-0.146400005 rotation = 0.583904922,0,0,0.811822057 scale = 0.544829309,0.544829309,0.544829309 } PROP { name = NASA_GaugeSngl_FUEL position = 0.0235800035,0.362699986,-0.143700004 rotation = 0.818896711,0,0,0.573940933 scale = 1,1,1 } PROP { name = NASA_GaugeSngl_OXID position = 0.000490004662,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_GaugeSngl_SRB position = -0.0222999956,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_GaugeSngl_MONO position = -0.045699995,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_GaugeSngl_XENON position = -0.068599999,0.362699986,-0.143700004 rotation = 0.819152057,0,0,0.57357645 scale = 1,1,1 } PROP { name = NASA_GaugeSngl_CHARGE position = -0.114289999,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = ASET_DSKY position = 0.0410000011,0.0877000019,-0.157299995 rotation = 0.553563178,0,0,0.832807183 scale = 0.884505868,0.884505868,0.884505868 } PROP { name = ASET_FDAI-01 position = -0.0706890225,0.0920897722,-0.173153743 rotation = 0.583904922,0,0,0.811822057 scale = 0.787946582,0.787946582,0.787946582 } PROP { name = FDAI_GMCP-01 position = -0.0714000016,0.0126999998,-0.1329 rotation = 0.553563178,0,0,0.832807183 scale = 1,1,1 } PROP { name = NASA_CommNetSignalIndicator position = -0.187210619,0.200599998,-0.151600003 rotation = 0.642787516,0,0,0.766044617 scale = 0.400000006,0.400000006,0.400000006 } PROP { name = ASET_CRT_Display position = 0.275900006,0.0549000017,-0.0908000022 rotation = 0.62409544,-0.171530262,0.177399322,0.741358101 scale = 1.23571098,1.2357111,1.2357111 } PROP { name = RNDZ_RadarSignalIndicator position = -0.233510613,0.200599998,-0.151600003 rotation = 0.642787516,0,0,0.766044617 scale = 0.400000006,0.400000006,0.400000006 } PROP { name = NASA_ChargeRateIndicator position = 0.153999999,0.259810001,-0.164839998 rotation = 0.642787576,0,0,0.766044497 scale = 0.400000006,0.399999976,0.399999976 } PROP { name = ASET_RadarAltimeter position = 0.142499998,0.116499998,-0.138699993 rotation = 0.642787576,0,0,0.766044497 scale = 0.300000012,0.300000012,0.300000012 } PROP { name = ASET_VSI position = 0.130500004,0.180399999,-0.149599999 rotation = 0.642787576,0,0,0.766044497 scale = 0.25,0.25,0.25 } PROP { name = NASA_Elec_Output position = 0.1052,0.259810001,-0.164839998 rotation = 0.642787576,0,0,0.766044497 scale = 0.400000006,0.399999976,0.399999976 } PROP { name = ASET_ClockTimer position = 0.151500002,0.0130000003,-0.119000003 rotation = 0.642787576,0,0,0.766044497 scale = 0.482039958,0.482039928,0.482039928 } PROP { name = STARLIEX__tggl_CHUTE_ARM_T5W-G0-B11-S position = 0.171000004,0.0725999996,-0.132100001 rotation = 0.642787576,0,0,0.766044497 scale = 0.300000012,0.300000012,0.300000012 } PROP { name = STARLIEX__tggl_CHUTE_DEPLOY_T5W-G0-B11-S position = 0.153980002,0.0725999996,-0.132100001 rotation = 0.642787576,0,0,0.766044497 scale = 0.300000012,0.300000012,0.300000012 } PROP { name = STARLIEX__tggl_CHUTE_CUT_T5B-G0-B11-C2B-S position = 0.136969998,0.0725999996,-0.132100001 rotation = 0.642787576,0,0,0.766044497 scale = 0.300000012,0.300000012,0.300000012 } PROP { name = NASA_GaugeSngl_ATMDEPTH position = 0.177200004,0.114079997,-0.138980001 rotation = 0.642787576,0,0,0.766044497 scale = 0.699999988,0.699999988,0.699999988 } PROP { name = NASA_Thrust_Limit_Indicator position = -0.192399994,0.153429985,-0.146480009 rotation = 0.642787516,0,-1.10567857E-08,0.766044617 scale = 0.300000012,0.300000012,0.300000012 } PROP { name = ASET_B_Compass position = 0.0957000032,0.181700006,-0.148499995 rotation = -0.0871557817,0,0,0.99619472 scale = 0.300000012,0.300000042,0.300000042 } PROP { name = StageSwitch position = -0.158899993,0.146979988,-0.145290002 rotation = 0.642787635,0,2.86269106E-08,0.766044438 scale = 0.5,0.5,0.5 } PROP { name = NASA_Gauge_Int_Temp position = 0.0926999971,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_Gauge_Amb_Temp position = 0.16208002,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_Gauge_Surf_Temp position = 0.138410002,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_Gauge_Eng_Temp position = 0.115500003,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_Gauge_Pod_Temp position = 0.0696200058,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_Gauge_Shield_Temp position = 0.0464000031,0.362699986,-0.143700004 rotation = 0.818896651,0,0,0.573940992 scale = 1,1,1 } PROP { name = NASA_Slope_Angl_Indicator position = -0.139850616,0.200599998,-0.151600003 rotation = 0.642788172,0,-1.70531465E-08,0.766044021 scale = 0.407029986,0.407029986,0.407029986 } PROP { name = ASET_IMP_LAT-LONG_GAUGE position = 0.226500005,0.261900008,-0.144700006 rotation = 0.627566695,-0.174467698,0.175058916,0.738292277 scale = 0.697483301,0.697483301,0.697483301 } PROP { name = ASET_IMP position = 0.231100008,0.308100015,-0.152099997 rotation = 0.629208922,-0.157747835,0.212621972,0.730755568 scale = 0.76781714,0.76781714,0.76781714 } PROP { name = ASET_Thrust_Throttle position = -0.0397999994,0.252900004,-0.156945288 rotation = 0.642787576,0,0,0.766044497 scale = 0.300000012,0.300000012,0.300000012 } PROP { name = ASET_Thrust_kN position = 0.00624000048,0.252900004,-0.156945288 rotation = 0.642787516,0,-1.10567857E-08,0.766044617 scale = 0.300000012,0.300000608,0.300000608 } PROP { name = ASET_FuelFlow position = -0.0859800056,0.252900004,-0.156945288 rotation = 0.642787516,0,0,0.766044617 scale = 0.300000012,0.300000608,0.300000608 } PROP { name = ASET_DynamicPressure position = 0.0524300002,0.252300024,-0.156945288 rotation = 0.642787635,0,-8.10798824E-08,0.766044438 scale = 0.300000012,0.300000101,0.300000101 } PROP { name = NASA_Effect_Accl_Indicator position = -0.0937106162,0.200599998,-0.151600003 rotation = 0.642788172,0,-1.70531465E-08,0.766044021 scale = 0.407029986,0.407029986,0.407029986 } PROP { name = 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-0.62243706 rotation = -0.707106829, 0, 0, -0.707106709 MODULE { name = HatchConfig attachNodeId = top airlockName = Airlock_Front cutoutTargetTransformName = mk1pod_shell } } PROP { name = HarnessBuckleButton position = 0.00258999993,0.00288999989,0.0966499969 rotation = -0.537299633,0,0,0.843391418 scale = 1,1,1 } } } UrlConfig { parentUrl = StarwasterSciencePatches/probe_science_definitions.cfg EXPERIMENT_DEFINITION { id = probeReport title = Probe Science Data baseValue = 4 scienceCap = 6 dataScale = 1 requireAtmosphere = False situationMask = 63 biomeMask = 23 RESULTS { default = The probe scans its environment, taking measurements and readings. default = Scanning... scanning... scanning... **** SCIENCE DETECTED!!!! **** KerbinSrfLandedLaunchpad = The probe isn't gathering much data on the launch pad. Maybe it will do better in space? KerbinSrfLandedRunway = There's not much data here. Out of boredom, the probe's robotic brain requests permission from the tower for a flyby. KerbinSrfLandedKSC = Detecting artificial structures here. Perhaps there's intelligent life on this world? KerbinFlyingLowGrasslands = Detecting vegetation and other organic compounds below. KerbinFlyingLowHighlands = The probe has taken some great photos of the highlands to send back. KerbinFlyingLowMountains = The mountains rise up from the ground of kerbin. They seem so much smaller from way up here. KerbinFlyingLowDeserts = The heat rising from the sand causes the desert to move and shimmer. KerbinFlyingLowBadlands = This looks like a bad place to land. KerbinFlyingLowTundra = Patches of frozen grass zoom by below. It looks like it's pretty cold out there. KerbinFlyingLowIceCaps = The probe's camera is almost blinded by the glare from the sheet of shining white ice below. KerbinFlyingLowShores = The waves rolling into the coast look like it would be relaxing to explore the shoreline in person.. KeringFlyingLowWater = Underwater terrain is visible from up here. KerbinInSpaceLow = Scanning the planet from low orbit. KerbinInSpace = At last, the probe can gather some Science! from this location. SunInSpaceHigh = Gathering data on solar activity. SunFlyingLow = No doubt there's lots of science to be had here but too bad the probe's equipment is malfunctioning in the heat. MunInSpace = Aiming cameras at the cold gray surface. It looks really beat up with craters. MunInSpace = Scanning the surface of the Mun trying to find a good landing space for future explorers. The inside of the craters might be the best option. MinmusInSpace = The lake beds seem relatively flat, perhaps we could land there. MinmusInSpace = Looking at the surface of Minmus reminds you of a favorite childhood dessert. Future Kerbal explorers might be tempted to taste the surface... GillyInSpace = It looks like a particularly lumpy rock. You bet you could you could jetpack down there. MohoInSpace = The planet doesn't appear to have an atmosphere, and you notice darker spots across the surface. EveInSpace = The probe's visual data shows how incredibly purple the planet is. The shiny oceans are mesmerizing. DunaInSpace = The planet is very red, and appears to have deep brown furrows across the surface. There does appear to be some kind of ice at both poles though. IkeInSpace = There appears to be some steep rocky slopes. The higher areas are lighter in color and the lowlands appear to be very dark gray. DresInSpace = The images reveal a massive canyon on the surface. It could be several kilometers deep. DresInSpace = The surface has a patchwork of white and brown areas, with a few craters. JoolInSpace = Violently flowing green storms pass by below, they seem to go on forever endlessly swirling into each other. JoolInSpace = This planet is a wholesome green color, you note down that more planets should be this color. LaytheInSpace = Laythe looks a lot like Kerbin, you wonder what would happen if you took your helmet off down there. LaytheInSpace = The surface is mostly covered in oceans. VallInSpace = The surface has many impressive and jagged mountain ranges. You don't think you'd like to try and land on them. VallInSpace = The moon is mostly white and lighter blue shades. It looks very cold and possibly frozen. TyloInSpace = It looks like it would be very hard to land here. It also appears one side is more cratered then the other. TyloInSpace = The surface is covered with various shades of white and gray. You think for a second you saw a face down there.. BopInSpace = It appears to be a large brown rock. Perhaps an old asteroid? BopInSpace = Something flitted by the probe while it was scanning! Is there something moving down there? PolInSpace = It looks like a really large grain of pollen. You note down -Pol- in your report. PolInSpace = The terrain below looks very hazardous. You make note of the jagged rocks, inclines and other dangerous areas. EelooInSpace = The surface appears to be mostly frozen. You see some interesting brown areas peeking out of the ice and note them in your report. EelooInSpace = You search the sky for other nearby planets, you think Eeloo must be lonely out here by itself. Maybe we should pay it a visit and cheer it up a bit. MohoSrfLanded = The materials bay bakes in the heat of Moho's surface. It appears that trace elements are reacting to the samples contained within. MohoSrfLanded = You expose the samples to the high temperatures of Moho. A lot of them melt in really interesting ways. KerbinSrfLanded = The probe's environmental data reveal this planet to be remarkably Kerbin-like. KerbinSrfLandedDeserts = All this sand can't be good for the probe's innards, but yields useful data that will assist engineers in building sturdier probes. KerbinSrfLandedIceCaps = It's very cold but the probe functions normally.. KerbinSrfLandedShores = The water spray has damaged the probe's insides and some of the electronics ar&/F***13e5rse4t8st###### KerbinSrfLandedWater = Everything has gotten really wet. One of the motherboards caught fire! Whoa! KerbinSrfLandedWater = Exposing the power source of the probe to water has proved to be rather... enlightening. KerbinSrfLandedBadlands = After exposure to the badlands of Kerbin, we worry that it may have a bad influence on probe.. KerbinFlyingLow = Sensors are gathering useful aerodynamic data. This will help our engineers a lot! KerbinFlyingHigh = Sensors are gathering useful aerodynamic data. This will help our engineers a lot! KerbinInSpaceLow = Now we're talking! Our probe technology is functioning perfectly in space. MunSrfLanded = Fine Mun dust has infiltrated the probe's innards. MunSrfLanded = The probe opens its sample bay doors on the Mun. MinmusSrfLanded = While reviewing the Minmus data you began to turn your thoughts to how much Minmus looks like a mint dessert, and have discovered that you are now hungry. InSpace = The high radiation environment is causing random faults in the probe's memory circuits. Backup circuits functioning normally. EveSrfLanded = The microphones are returning some interesting creaking sounds as the probe settles in the crushing pressure of the atmosphere. EveFlyingHigh = According to the data Eve's atmosphere extends considerably further than Kerbin's. EveFlyingLow = The atmosphere is also considerably denser than Kerbin's. GillySrfLanded = Scanning Gilly for anything useful. DunaSrfLanded = The sample computer processes the results. It's massive red eye seems to be at home here as it slowly, ominously, blinks. IkeSrfLanded = The probe's scanners are behaving oddly in Ike's environment. IkeSrfLanded = One of the computers just exploded spraying the inside of the hull with shrapnel! Switching to backup computer. DresSrfLanded = The surface of Dres is hostile, dry and airless. Nothing should be alive out there and yet the probe's microphone's is returning a low moaning sound!! DresSrfLanded = The probe's electronic brain is starting to behave oddly. Switching to backup circuits. JoolInSpace = The probe reports that it has the greatest enthusiasm for this mission. JoolInSpace = "I'm sorry, Dave. I'm afraid I can't do that." JoolFlyingHigh = The intense crushing pressure has drastically altered the shape of the probe. JoolFlyingLow = The probe is reporting massive systemic malfunctions. Some sort of cascade failure is occurring in its electronic brain. JoolFlyingLow = "I'm sorry, Dave. I'm afraid I can't do that." JoolSrfLanded = The probe has made inexplicable contact with some sort of surface down there. What little sensors remain functional indicate that the core has condensed into a massive crystallized lump of carbon. JoolSrfLanded = "I'm sorry, Dave. I'm afraid I can't do that." JoolSrfLanded = eht ebrpo otrerps atth it iltsl ahs hte gretaste tsneihasum orf het iosmisn. JoolSrfLanded = "Daisy, Daisy. Give me your answer, do..." LaytheFlyingHigh = One of the samples burns on contact with the atmosphere. Interestingly, the color indicates the presence of oxygen. LaytheFlyingLow = The sample smolders and pops as it burns up. LaytheSrfLanded = The fine particulate sand of Laythe blows into the sample bay. LaytheSrfSplashed = The probe power supply begins to short out! Electricity arcs over all uninsulated surfaces. VallSrfLanded = A thin coating of frost condenses on the probe's surface. TyloSrfLanded = The probe's scanners reveal Tylo to be a bleak and desolate place. BopSrfLanded = Spectral analysis of Bop's dust reveals several interesting compounds. Further analysis warranted. BopSrfLanded = Mulching is a process of inbred fertilization which employs certain decomposed organic materials — including, but not limited to animal sediment — to blanket an area in which vegetation is desired. The procedure enriches the soil for stimulated plant development while, at the same time, preventing erosion and decreasing the evaporation of moisture from the ground. PolSrfLanded = Yellow dust coats the probe's camera lenses. Organic analysis inconclusive. EelooSrfLanded = Scanners detecting many fine crystals saturating the Eelooian environment. Preliminary samples reveal increased conductivity in the extreme cold. Further analysis warranted. } } } UrlConfig { parentUrl = StarwasterSciencePatches/probe_science_definitions.cfg EXPERIMENT_DEFINITION { id = surfaceSampleProbes title = Sample Collection baseValue = 15 scienceCap = 40 dataScale = 1 requireAtmosphere = False situationMask = 3 biomeMask = 3 RESULTS { default = The probe collects a sample of the surface. default = The probe digs around in the surface with its robot arm and mindlessly throws it into a sample container. default = The probe finds some cool looking rocks and secures them in its sample storage container. KerbinSrfLandedGrasslands = Yep. Looks like dirt. KerbinSrfLandedHighlands = This is dirt and grass, and some small rocks. You suspect this isn't going to be much of a groundbreaking discovery. KerbinSrfLandedMountains = Here the surface is mostly barren... snow, dirt and rocks. You're very confident that if you looked under the snow, you'd find more dirt and rocks. KerbinSrfLandedDeserts = Lots of sand and rocks here. You're thankful that you've been in a climate-controlled environment, because it sure looks hot out there. The sand is dry and loose and it looks like it's going to take some effort to clean your gear afterwards. KerbinSrfLandedTundra = The ground here seems to be completely frozen, it was very hard to scoop up this sample. KerbinSrfLandedIceCaps = This isn't really solid ground, is it? You got a sample but feared to dig any deeper because of the startling cracking sounds the ice made. You try to not think back on how you landed there. KerbinSrfLandedShores = The probe took a sample of the soil. It's very muddy and sandy. There might be a body of water nearby. KerbinSrfLandedBadlands = The sample from The Badlands has less vegetation and more rocky soil than samples from grassier areas of Kerbin. KerbinSrfLandedWater = The probe scoops up a sample of the surface. It's a very humid sample, hopefully the the probe is sufficiently waterproofed! KerbinSrfSplashedWater = The probe takes a sample of the water. It appears to dramatically increase the surface humidity of anything it touches. KerbinSrfSplashedShores = The probe takes a sample of the water here. There are bits of vegetation in it, suggesting a strong likelihood that there is land nearby. KerbinSrfLandedLaunchPad = The surface is charred and coated with burnt rocket propellant. There are also trace amounts of a conspicuous green substance. KerbinSrfLandedRunway = The surface appears to be very hard, like concrete. It might actually be concrete. Could be a very good surface to land at. KerbinSrfLandedKSC = This substance is what makes the scientists yell at us when we go into the labs without cleaning our boots first. MunSrfLanded = The surface appears to be a fine dust with a grey-ish tone. Seems too flaky to make snowballs with. MunSrfLandedMidlands = The darker midlands surface appears to be made up of basaltic rocks. MunSrfLandedMidlands = The sample contains odd glass spherules of various colors. They're quite pretty! MunSrfLandedNorthernBasin = The sample contains evidence of a weak, localized magnetic field. MunSrfLandedNorthernBasin = The surface here consists of multiple types of rock. Some appear almost crystalline. MunSrfLandedEastCrater = The sample contains a combination of breccia and melted materials. MunSrfLandedEastCrater = There are higher concentrations of metals in this crater then other samples. MunSrfLandedNorthwestCrater = The ground materials appear to be a combination of basaltic rocks and breccia. MunSrfLandedNorthWestCrater = Deeper samples seems to contain more fragmented and shattered formations of rock. MunSrfLandedSouthwestCrater = The sample appears to be radioactive.. MunSrfLandedSouthWestCrater = There appears to be layers of completely different materials here. It's possible this site has had multiple impacts. MunSrfLandedFarsideCrater = There are large concentrations of melted byproducts here. Some appear to be formed by intense pressures and heat. MunSrfLandedFarsideCrater = Samples from this location appear to be similar in makeup to the powdery surface of the Mun. MunSrfLandedCanyons = Samples in this location are striated. It's possible that the surface has fractured in this location. MunSrfLandedPolarCrater = Samples from this location seem to show intense shock patterns. MunSrfLandedPolarCrater = It appears that some of the samples are magnetic and show a faint alignment. MunSrfLandedPoles = The samples here show lower concentrations of ejecta. There appears to be some liquids in the soil that remain permanently frozen. MunSrfLandedPolarLowlands = Samples seems to contain frozen liquids... We'll need to send them back to Kerbin for further analysis. MunSrfLandedHighlands = The sample appears to be comrpised of a large number of materials layered over time. MunSrfLandedHighlands = The sample contains lower amounts of basaltic rocks. This might account for the changes in coloration we've seen. MunSrfLandedHighlandCraters = The crater seems to contain materials from lower layers of the surface! MunSrfLandedHighlandCraters = These samples appear to be quite old compared to others we've taken. MunSrfLandedHighlandCraters = You sample the dark surface of the crater, this should help determine what type of object hit here. MunSrfLandedHighlandCraters = This crater seems to filled with useful materials in high concentration. What luck! MunSrfLandedMidlandCraters = The patterning of this surface sample is particularly interesting. MunSrfLandedMidlandCraters = As you sample the crater you can't help but feel bad for the Mun. It's been beaten up pretty bad by these impacts. MunSrfLandedMidlandCraters = You dig around in the surface of the crater, looking for any rocks that look neat. MunSrfLandedMidlandCraters = You find a really cool looking rock and decide to keep it. Remembering that you're supposed to take a surface sample, you throw any old rocks you find into the container. Job done! MunSrfLandedMidlandCraters = Yep, it's a crater all right. You've noted this down on your checklist with a smiley face. Science is fun! MunSrfLandedEastFarsideCrater = This crater seems to have been a really nasty impact, the samples are heavier then normal. MunSrfLandedEastFarsideCrater = You're glad that the Mun's gravity is so low. Digging is backbreaking work! MunSrfLandedTwinCraters = This area has a particularly high concentration of rare elements. Nice! MunSrfLandedTwinCraters = Continual samples of this area confirm it is rich in useful materials. MunSrfLandedTwinCraters = You dig around for a nice sample of the crater, carefully selecting a little bit of everything. MinmusSrfLanded = The surface seems to consist of tiny crystal-like grains, very pretty. Probably not edible. EveSrfLanded = The surface appears to have a very strong purple tint to it... or is it grey and it just looks purple because everything else in Eve is? DunaSrfLanded = This surface consists of a grainy, very fine sand-like dust, and it appears to be getting everywhere. DunaSrfLanded = There appears to be traces of water in the soil! DunaSrfLanded = The probe drills into a nearby rock with a specialized tool located on its robotic arm. MohoSrfLanded = The ground is made up of old lava flows. Suggesting periods of intense volcanic activity. GillySrfLanded = The surface gives away easily and the probe secures the sample in the container with difficulty due to the low gravity. GillySrfLanded = The composition of elements is very similar to that of an asteroid. IkeSrfLanded = The Dark black soil has an almost crystalline structure. IkeSrfLanded = The white soil has a powdery texture and clumps together. DresSrfLanded = Digging here produces traces of a large number of elements. Likely deposited here by impacts over time. DresSrfLanded = Digging around for a bit results in some nice bits of glass and which are deposited into the probe's onboard sample container. LaytheSrfLanded = The soil sample contains traces of salt. Was it blown here or was this area was once under water? VallSrfLanded = The probe chips away the frozen surface and deposit some of the blue surface into a container. VallSrfLanded = The probe digs around in the surface and finds some beautiful green and blue crystal structures. They look a bit like the Kerbal's homeworld, but Kerbin is not visible to any of the probe's visual scanners.. TyloSrfLanded = The ground gives way easily but the surface underneath is much harder. TyloSrfLanded = You hum a little tune while you work to make the time pass faster. Tylo has some really interesting rocks! BopSrfLanded = The brown dust stains all the parts of the probe's hull that it comes in contact with. This is apparently quite amusing to flight control. BopSrfLanded = The probe digs through the surface and finds a little sphere, it looks a bit like an egg. PolSrfLanded = As the probe shovels the contents into a container, hopefully it's nothing that Kerbals will be allergic to! PolSrfLanded = The sample is the same odd mottle of colors as the planet from orbit. PolSrfLanded = The probe has completed its analysis of the surface dust, determining with a high certainty, that Pol, is not in fact made of Pollen. This will cause quite the stir back home! EelooSrfLanded = Chipping away at the icy surface reveals some brown soil underneath. EelooSrfLanded = The probe finds a beautiful crystal and with clumsy mechanical efficiency places it in a sample container, damaging it in the process! That's what you get for sending a machine to do a Kerbal's job. EelooSrfLanded = The rocks contain thin whisps of color. This will remind the folks back home of lovely ION exhaust trails... } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Configs/EVE_Eclipse.cfg EVE_SHADOWS { OBJECT { body = Mun caster = Kerbin } OBJECT { body = Gilly caster = Eve } OBJECT { body = Ike caster = Duna } OBJECT { body = Jool caster = Laythe } OBJECT { body = Pol caster = Jool } OBJECT { body = Bop caster = Jool } OBJECT { body = Tylo caster = Jool caster = Laythe caster = Vall } OBJECT { body = Vall caster = Jool caster = Laythe caster = Tylo } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Configs/EVE_PQS.cfg PQS_MANAGER { OBJECT { body = Jool deactivateDistance = 175000 } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Configs/SVE_CityLights.cfg EVE_CITY_LIGHTS { OBJECT { body = Kerbin cityLightsMaterial { _CityOverlayDetailScale = 20 _CityOverlayTex { value = StockVisualEnhancements/Textures/main } _CityDarkOverlayDetailTex { value = StockVisualEnhancements/Textures/detaildark } _CityLightOverlayDetailTex { value = StockVisualEnhancements/Textures/detaillight } } } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Configs/SVE_Clouds.cfg EVE_CLOUDS { OBJECT { name = Kerbin-Auroras body = Kerbin speed = 0,100,0 detailSpeed = 0,1000,0 altitude = 15000 settings { _DetailScale = 6 _UVNoiseScale = 0.3 _UVNoiseStrength = 0.02 _UVNoiseAnimation = 0.1,0.35 _Color = 255,255,255,150 _DistFadeVert = 1E-02 _DetailDist = 1E-09 _MainTex { value = StockVisualEnhancements/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/Textures/AuroraDetail } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.55 _FalloffPow = 5 _FalloffScale = 5 _RimDistSub = 0.0001 _RimDist = 0.0001 } } } OBJECT { name = Kerbin-MainClouds body = Kerbin altitude = 6000 speed = 0,20,0 settings { _DetailScale = 10 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.2,0.2 _UVNoiseStrength = 0.0001600001 _Color = 255,255,255,300 _UVNoiseScale = 0.0039999998 _MainTex { value = StockVisualEnhancements/Textures/kerbin1 } _DetailTex { value = StockVisualEnhancements/Textures/DetailLow } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _FalloffPow = 5 _FalloffScale = 6.5 _RimDistSub = 0.0001 _RimDist = 0.0001 _MinLight = -0.01 } shadowMaterial { _ShadowFactor = 0.35 } } layerVolume { area = 15000,3 noiseScale = 1.2,1.2,90 followDetail = True size = 5000,2 rotationSpeed = 0.0010000001 particleMaterial { _Tex = StockVisualEnhancements/Textures/particle/rgb _BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 } } } OBJECT { name = Laythe-Auroras body = Laythe altitude = 8000 speed = 0,100,0 detailSpeed = 0,1000,0 settings { _DetailScale = 6 _UVNoiseScale = 0.3 _UVNoiseStrength = 0.02 _UVNoiseAnimation = 0.1,0.35 _Color = 50,150,255,150 _DistFadeVert = 1E-02 _DetailDist = 1E-09 _MainTex { value = StockVisualEnhancements/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/Textures/AuroraDetail } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 1 _FalloffPow = 5 _FalloffScale = 5 _RimDistSub = 0.0001 _RimDist = 0.0001 } } } OBJECT { name = Laythe-MainClouds body = Laythe altitude = 5000 speed = 0,20,0 settings { _DetailScale = 3 _DistFadeVert = 3.99999E-05 _UVNoiseAnimation = 0.15,0.15 _UVNoiseStrength = 0.00100001 _Color = 255,255,255,300 _DetailDist = 0.2E-06 _MainTex { value = StockVisualEnhancements/Textures/LaytheClouds } _DetailTex { value = StockVisualEnhancements/Textures/detailCumulus } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _FalloffPow = 5 _FalloffScale = 6.5 _RimDistSub = 0.0001 _RimDist = 0.0001 _MinLight = -0.01 } shadowMaterial { _ShadowFactor = 0.35 } } layerVolume { area = 15000,3 noiseScale = 1.2,1.2,90 followDetail = True size = 5000,2 rotationSpeed = 0.0010000001 particleMaterial { _Tex = StockVisualEnhancements/Textures/particle/rgb _BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 } } } OBJECT { name = Duna-MainClouds body = Duna altitude = 12000 speed = 0,25,0 detailSpeed = 0,10,0 settings { _DetailScale = 15 _DistFadeVert = 3.99999E-05 _DetailDist = 0.2E-07 _UVNoiseAnimation = 0.2,0.2 _UVNoiseStrength = 0.0001600001 _Color = 225,220,220,150 _UVNoiseScale = 0.0039999998 _MainTex { value = StockVisualEnhancements/Textures/DunaClouds } _DetailTex { value = StockVisualEnhancements/Textures/DetailLow } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _FalloffPow = 5 _FalloffScale = 5 _RimDistSub = 0.0001 _RimDist = 0.0001 _MinLight = -0.01 } shadowMaterial { _ShadowFactor = 0.35 } } layerVolume { area = 15000,3 noiseScale = 1.2,1.2,90 followDetail = True size = 3000,2 rotationSpeed = 0.0010000001 particleMaterial { _Tex = StockVisualEnhancements/Textures/particle/rgb _BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM _LightScatter = 0.55 _MinLight = 0.0 _InvFade = 0.008 } } } OBJECT { name = Eve-Auroras body = Eve altitude = 9201 speed = 0,100,0 detailSpeed = 0,1000,0 settings { _DetailScale = 6 _UVNoiseScale = 0.3 _UVNoiseStrength = 0.02 _UVNoiseAnimation = 0.1,0.35 _Color = 755,50,500,80 _DistFadeVert = 1E-02 _DetailDist = 1E-09 _MainTex { value = StockVisualEnhancements/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/Textures/AuroraDetail } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 0.75 _FalloffPow = 5 _FalloffScale = 5 _RimDistSub = 0.0001 _RimDist = 0.0001 } } } OBJECT { name = Eve-MainClouds body = Eve altitude = 9200 speed = 0,35,0 detailSpeed = 0,0,0 settings { _DetailScale = 4 _Color = 195,150,180,255 _DetailDist = 0.25E-06 _MainTex { value = StockVisualEnhancements/Textures/eve1 } _DetailTex { value = StockVisualEnhancements/Textures/detailCumulus } } layer2D { macroCloudMaterial { _FalloffPow = 5 _FalloffScale = 6.5 _RimDistSub = 0.0001 _RimDist = 0.0001 _MinLight = -0.01 } shadowMaterial { _ShadowFactor = 0.35 } } layerVolume { size = 5400,2 area = 18000,4 followDetail = True particleMaterial { _Tex = StockVisualEnhancements/Textures/particle/rgb } } } OBJECT { name = Eve-MainClouds2 body = Eve altitude = 8000 speed = 0,65,0 detailSpeed = 0,0,0 settings { _DetailScale = 4 _Color = 205,205,95,150 _DetailDist = 0.325E-07 _MainTex { value = StockVisualEnhancements/Textures/hadrianClouds00 } _DetailTex { value = StockVisualEnhancements/Textures/detail1 } } layer2D { macroCloudMaterial { _FalloffPow = 5 _FalloffScale = 6.5 _RimDistSub = 0.0001 _RimDist = 0.0001 _MinLight = -0.01 } } } OBJECT { name = Eve-lightning body = Eve altitude = 9200.06 detailSpeed = 10,-55000,2 speed = 0,0,0 killBodyRotation = True settings { _DetailScale = 0.3 _DetailDist = 0 _Color = 255,255,255,300 _UVNoiseStrength = 0.0040000001 _MainTex { value = StockVisualEnhancements/Textures/lightning } _DetailTex { value = StockVisualEnhancements/Textures/lightning } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _FalloffPow = 5 _FalloffScale = 6.5 _RimDistSub = 0.0001 _RimDist = 0.0001 _MinLight = 2 } } } OBJECT { name = Jool-Auroras body = Jool speed = 0,100,0 detailSpeed = 0,10,10 altitude = 70000 offset = 182,0,0 settings { _DetailScale = 3 _UVNoiseScale = 0.4 _UVNoiseStrength = 0.0025 _UVNoiseAnimation = 0.07,0.07 _Color = 0,100,255,125 _DistFadeVert = 1E-02 _DetailDist = 1E-09 _MainTex { value = StockVisualEnhancements/Textures/GGAurora } _DetailTex { value = StockVisualEnhancements/Textures/GGAuroraDetail } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 1 _FalloffPow = 5 _FalloffScale = 5 _RimDistSub = 0.00001 _RimDist = 0.00001 } } } OBJECT { name = Jool-Bands body = Jool speed = 0,-200,0 altitude = 10 offset = 182,0,0 settings { _UVNoiseScale = 0.009 _UVNoiseStrength = 0.001 _UVNoiseAnimation = 0.2,0.0 _DistFadeVert = 1E-02 _Color = 150,155,150,235 _MainTex { value = StockVisualEnhancements/Textures/Jool_bands } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { } } } OBJECT { name = Jool-lightning body = Jool altitude = 10.4 detailSpeed = 10,-750000,10 speed = 0,-3000,0 offset = 10,0,0 settings { _DetailScale = 0.25 _DetailDist = 0 _Color = 255,255,255,500 _UVNoiseAnimation = 0.1500000006,0.150000003 _UVNoiseStrength = 0.0008000001 _MainTex { value = StockVisualEnhancements/Textures/lightning } _DetailTex { value = StockVisualEnhancements/Textures/lightning } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } } layer2D { macroCloudMaterial { _MinLight = 1 } } } OBJECT { name = geyser1 body = Eeloo speed = 0,0,0 detailSpeed = 0,700,0 altitude = 900 settings { _Color = 255,255,255,600 _MainTex = StockVisualEnhancements/Textures/geyser _DetailTex = StockVisualEnhancements/Textures/geyserdetail _DetailDist = 1 _DistFadeVert = 1E-07 _UVNoiseTex = StockVisualEnhancements/Textures/uvnoise1 _DetailScale = 1 } layerVolume { size = 1000,1 rotationSpeed = 0.03 area = 18000,4 noiseScale = 1,1,10 maxTranslation = 0,20,0 particleMaterial { _Tex = StockVisualEnhancements/Textures/particle/rgb3 _BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM _MinScatter = 1 _Opacity = .85 } } } OBJECT { name = geyser2 body = Eeloo speed = 0,0,0 altitude = 750 detailSpeed = 0,700,0 settings { _Color = 255,255,255,600 _MainTex = StockVisualEnhancements/Textures/geyser _DetailTex = StockVisualEnhancements/Textures/geyserdetail _DetailDist = 1 _DistFadeVert = 1E-07 _UVNoiseTex = StockVisualEnhancements/Textures/uvnoise1 _DetailScale = 1 } layerVolume { maxTranslation = 0,20,0 size = 4000,2 area = 18000,4 particleMaterial { _Tex = StockVisualEnhancements/Textures/particle/rgb3 _Opacity = .85 _MinScatter = 1 } } } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Scatterer/Planets/Neidon/atmo.cfg Scatterer_atmosphere { Atmo { name = Neidon experimentalAtmoScale = 2 cloudColorMultiplier = 1.65 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Neidon/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Scatterer/Planets/Sarnus/atmo.cfg Scatterer_atmosphere { Atmo { name = Sarnus experimentalAtmoScale = 2 cloudColorMultiplier = 1.65 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Sarnus/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Scatterer/Planets/Tekto/atmo.cfg Scatterer_atmosphere { Atmo { name = Tekto experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Tekto/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Scatterer/Planets/Tekto/ocean.cfg Scatterer_ocean { Ocean { name = Tekto m_foamAnsio = 9 m_foamMipMapBias = 0 m_whiteCapStr = 0 shoreFoam = 0 m_farWhiteCapStr = 0 AMP = 1 m_ansio = 2 m_windSpeed = 3 m_omega = 0.200000003 m_varianceSize = 4 m_oceanUpwellingColor = 0.00100000005,0.00689999992,0.0087799998 m_UnderwaterColor = 0.100000001,0.100000001,0.100000001 m_resolution = 4 MAX_VERTS = 65000 oceanScale = 1 oceanAlpha = 0.920000017 alphaRadius = 1000 transparencyDepth = 10 darknessDepth = 200 refractionIndex = 1.75 } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Scatterer/Planets/Thatmo/atmo.cfg Scatterer_atmosphere { Atmo { name = Thatmo experimentalAtmoScale = 2 cloudColorMultiplier = 4.19999981 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 286000 Rt = 290047.094 RL = 290114.656 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Thatmo/Atmo configPoints { Item { altitude = 200 skyExposure = 0.005 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.0649999976 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.0649999976 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.0154999997 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.0250000004 extinctionThickness = 2 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = StockVisualEnhancements/SVE_Scatterer/Planets/Urlum/atmo.cfg Scatterer_atmosphere { Atmo { name = Urlum experimentalAtmoScale = 2 cloudColorMultiplier = 1.65 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Urlum/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 0.4 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 0.4 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Duna experimentalAtmoScale = 3 cloudColorMultiplier = 0.5 cloudScatteringMultiplier = 0.5 cloudSkyIrradianceMultiplier = 0.300000012 volumetricsColorMultiplier = 1 Rg = 320000 Rt = 324528.313 RL = 324603.813 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0149999997,0.00650000013,0.00270000007 m_mieG = 0.850000024 rimBlend = 20 rimpower = 600 specR = 2 specG = 2 specB = 2 shininess = 50 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Duna/Atmo configPoints { Item { altitude = 1000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0149999997 extinctionTint = 0 openglThreshold = 100 viewdirOffset = 0 } Item { altitude = 5000 skyExposure = 0.300000012 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.300000012 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 800 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.1 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.1 extinctionThickness = 0 postProcessAlpha = 1 postProcessDepth = 0.0599999987 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Eve experimentalAtmoScale = 2.3 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.2 cloudSkyIrradianceMultiplier = 0.025 volumetricsColorMultiplier = 3 Rg = 700000 Rt = 710103.688 RL = 711380.5 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.0577999987,0.0235399995,0.0734400004 m_mieG = 0.949999988 rimBlend = 20 rimpower = 600 specR = 50 specG = 50 specB = 50 shininess = 30 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Eve/Atmo configPoints { Item { altitude = 0 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0.00999999978 } Item { altitude = 1000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0500000007 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 140000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.200000003 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.5 extinctionTint = 0 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Jool experimentalAtmoScale = 2 cloudColorMultiplier = 3 cloudScatteringMultiplier = 0.15 cloudSkyIrradianceMultiplier = 0.01 volumetricsColorMultiplier = 1 Rg = 6000000 Rt = 6084904 RL = 6086321 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0335000008,0.0131000001 m_mieG = 0.850000024 rimBlend = -20 rimpower = 100 specR = 1 specG = 1 specB = 1 shininess = 10 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Jool/Atmo configPoints { Item { altitude = 0 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } Item { altitude = 160000 skyExposure = 0.150000006 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.150000006 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0 extinctionTint = 0 openglThreshold = 0 viewdirOffset = 0 } } } Atmo { name = Kerbin experimentalAtmoScale = 2.6 cloudColorMultiplier = 3 cloudScatteringMultiplier = 1 cloudSkyIrradianceMultiplier = 1 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = False HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Kerbin/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 0.65 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } Atmo { name = Laythe experimentalAtmoScale = 2 cloudColorMultiplier = 4.2 cloudScatteringMultiplier = 0.200000003 cloudSkyIrradianceMultiplier = 0.0500000007 volumetricsColorMultiplier = 1 Rg = 600000 Rt = 608490.375 RL = 608632.125 atmosphereGlobalScale = 1 EVEIntegration_preserveCloudColors = True HR = 10 HM = 1.20000005 BETA_MSca = 0.00400000019,0.00400000019,0.00400000019 m_betaR = 0.00579999993,0.0135000004,0.0331000015 m_mieG = 0.779999971 rimBlend = 20 rimpower = 600 specR = 85 specG = 85 specB = 85 shininess = 75 assetPath = StockVisualEnhancements/SVE_Scatterer/Planets/Laythe/Atmo configPoints { Item { altitude = 200 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.0799999982 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0.0120000001 } Item { altitude = 1000 skyExposure = 0.25 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } Item { altitude = 250000 skyExposure = 0.200000003 skyAlpha = 1 skyExtinctionTint = 1 scatteringExposure = 0.065 extinctionThickness = 1 postProcessAlpha = 1 postProcessDepth = 0.100000001 extinctionTint = 0.5 openglThreshold = 10 viewdirOffset = 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/BDB/BDB_kerolox_lower_4_SWE.cfg EFFECTTEMPLATE { templateName = BDB_kerolox_lower_4_SWE EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 0.3 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.65 6 0 0 key = 0.8 3.9 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.5 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.01666403 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -6.40999842 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 115.749825 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2 0 0 key = 1 2.9 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0 0 0 key = 0.3 0.6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.85 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.07776737 } FLOAT { floatName = _SpeedY value = 42.133316 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.4 0 0 key = 0.2 2 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 50 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.400000006,10,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.380392164,0.380392164,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 25 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.8 5 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.31764707,0.184313729,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.738109946 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 16.1777534 } FLOAT { floatName = _SpeedY value = 27.2888508 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _TileX value = 1.5 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.85 5 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.200000003,3,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -6.40999842 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 115.749825 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 3 0 0 key = 1 4.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0 0 0 key = 0.4 0.42 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.85 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/BDB/waterfall-kerolox-lower-1-SWE.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-1-SWE EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.00499999989 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.503332853 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.591499031 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.00600000005 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.190575361,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,15,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.01110935 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.57583308 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.876887918 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.5 6 0 0 key = 0.7 3 0 0 key = 0.8 2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 0.8 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00450007152 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.360000014,20,0.360000014 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.811764717,0.170575857,0.0802657455,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.526476741,0.925490201,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.800000012 } FLOAT { floatName = _FadeIn value = 0.0859443173 } FLOAT { floatName = _Fresnel value = 0.404444218 } FLOAT { floatName = _Falloff value = 7.22943306 } FLOAT { floatName = _Noise value = 9.69167423 } FLOAT { floatName = _FadeOut value = 0.207277462 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.379166096 } FLOAT { floatName = _Seed value = 5 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.300000012 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 0 key = 0.5 10 0 0 key = 0.7 1.2 0 0 key = 1 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.20000005,10,1.20000005 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.00700000022 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 key = 1 0.6 0 0 } yCurve { key = 0 9 0 0 key = 1 27 0 0 } zCurve { key = 0 0.6 0 0 key = 1 0.6 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 9 0 0 key = 0.5 8 0 0 key = 0.7 4 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/BDB/waterfall-kerolox-lower-2-SWE.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-2-SWE EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,-0.370000005,-0.550000012 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.819607854,0.196078435,0.109803922,1 } COLOR { colorName = _StartTint colorValue = 0.972549021,0.811764717,0.498039216,1 } FLOAT { floatName = _TintFalloff value = 0.550000012 } FLOAT { floatName = _Falloff value = 3.19111228 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.49803901 } FLOAT { floatName = _Brightness value = 1.08658576 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 55 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.300000012 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.800000012,0.699999988,1 } COLOR { colorName = _EndTint colorValue = 1,0,0,1 } FLOAT { floatName = _TintFalloff value = 0.575277746 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _Brightness value = 0.2022219 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -33 0 0 key = 1 -33 0 0 } zCurve { } } POSITIONMODIFIER { name = tExt1Pos controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -5 0 0 key = 1 -1.8 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = atmosphereDepth transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.3 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1.3 0 0 } } SCALEMODIFIER { name = tExit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 2 0 0 } yCurve { key = 0 5 0 0 key = 1 2 0 0 } zCurve { key = 0 7 0 0 key = 1 2 0 0 } } SCALEMODIFIER { name = tailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 1 xCurve { key = 0 25 0 0 key = 1 8 0 0 } yCurve { key = 0 3 0 0 key = 1 1 0 0 } zCurve { key = 0 25 0 0 key = 1 8 0 0 } } SCALEMODIFIER { name = throat controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 } yCurve { key = 0 0.1 0 0 } zCurve { key = 0 0.1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tBright2 controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tPlaneBright controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.1 0 0 key = 1 1 2 0 } } } EFFECT { name = newEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,-0.389999986,-0.600000024 rotationOffset = -90,0,0 scaleOffset = 1,0.75,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Alpha Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0875139013,0.0980392173,0.0980392173,1 } COLOR { colorName = _EndTint colorValue = 0.20784314,0.172549024,0.121568628,1 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _TintFalloff value = 4.57527065 } FLOAT { floatName = _SpeedY value = 58.6332474 } FLOAT { floatName = _Falloff value = 9.54999256 } FLOAT { floatName = _Intensity value = 4.59555626 } FLOAT { floatName = _FresnelInvert value = 0.252777368 } FLOAT { floatName = _DirAdjust value = 0 } FLOAT { floatName = _Fresnel value = 2.12333012 } } } SCALEMODIFIER { name = aBright controllerName = atmosphereDepth transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 0 } yCurve { key = 0 0.2 0 0 } zCurve { key = 0 2 0 0 } } SCALEMODIFIER { name = aBright2 controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { } zCurve { key = 0 0.6 0 0 } } FLOATMODIFIER { name = tIntens controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aIntens controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/BDB/waterfall-kerolox-lower-4-SWE.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-4-SWE EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.503332853 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.535888016 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,15,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.01110935 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.57583308 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.876887918 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.5 6 0 0 key = 0.7 3 0 0 key = 0.8 2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 0.8 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 3.5999999 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.10111094 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.5 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.01666403 } FLOAT { floatName = _ExpandBounded value = 3.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -6.40999842 } FLOAT { floatName = _ExpandBounded value = 3.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 115.749825 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2 0 0 key = 1 2.9 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0 0 0 key = 0.1 0.6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.85 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.379999995,11,0.379999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 12 } FLOAT { floatName = _SpeedY value = 37 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.419999987,17,0.419999987 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.239240393,0.0871470198,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.592156887,0.925490201,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 24 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/BDB/waterfall-kerolox-lower-5-SWE.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-5-SWE EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.30277738 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.400000006,7,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.351666421 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,7,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 17 0 0 key = 0.7 6 0 0 key = 1 17 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.95 0 0 key = 1 1.05 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.1 0 0 key = 1 0.9 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,15,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.01110935 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.57583308 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.876887918 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.5 6 0 0 key = 0.7 3 0 0 key = 0.8 2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 0.8 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 0.835799754,0.14794372,0.0923327059,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 17.1888618 } FLOAT { floatName = _SpeedY value = 42.4554939 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 1.06166494 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.75 5.5 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,25,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.380392164,0.380392164,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _Noise value = 7.35582161 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 18.1999722 } FLOAT { floatName = _SpeedY value = 40.0555496 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } FLOAT { floatName = _ExpandSquare value = -0.60666573 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.8 7 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,16,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.31764707,0.184313729,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 11.1222057 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.85 5 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.00999999978 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 10 0 0 key = 1 20 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 10 0 0 key = 0.5 6 0 0 key = 0.7 2.5 0 0 key = 1 2.5 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.6 0 0 key = 1 1.2 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/BDB/waterfall-kerolox-lower-5-twinboar-SWE.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-5-twinboar-SWE EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.310000002 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.30277738 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.50999999 rotationOffset = -90,0,0 scaleOffset = 0.400000006,7,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.351666421 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.310000002 rotationOffset = -90,0,0 scaleOffset = 0.449999988,7,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 17 0 0 key = 0.7 6 0 0 key = 1 17 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.95 0 0 key = 1 1.05 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.310000002 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.1 0 0 key = 1 0.9 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.69000006 rotationOffset = -90,0,0 scaleOffset = 0.300000012,15,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.01110935 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.57583308 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.876887918 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.5 6 0 0 key = 0.7 3 0 0 key = 0.8 2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 0.8 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.316000015 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00450007152 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.310000002 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.310000002 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 0.835799754,0.14794372,0.0923327059,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 17.1888618 } FLOAT { floatName = _SpeedY value = 42.4554939 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 1.06166494 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.75 5.5 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.310000002 rotationOffset = -90,0,0 scaleOffset = 0.550000012,25,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.380392164,0.380392164,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _Noise value = 7.35582161 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 18.1999722 } FLOAT { floatName = _SpeedY value = 40.0555496 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } FLOAT { floatName = _ExpandSquare value = -0.60666573 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.8 7 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.310000002 rotationOffset = -90,0,0 scaleOffset = 0.5,16,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.31764707,0.184313729,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 11.1222057 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.85 5 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,-0.300000012 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.310000002 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.00999999978 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 10 0 0 key = 1 20 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 10 0 0 key = 0.5 6 0 0 key = 0.7 2.5 0 0 key = 1 2.5 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.6 0 0 key = 1 1.2 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.189999998 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/BDB/waterfall-kerolox-lower-RD170-1-SWE.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-RD170-1-SWE EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00450007152 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.5 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.01666403 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -6.40999842 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 115.749825 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2 0 0 key = 1 2.9 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0 0 0 key = 0.1 0.6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.85 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.400000006,10,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.380392164,0.380392164,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 13.1222048 } FLOAT { floatName = _SpeedY value = 41.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.8 5 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.31764707,0.184313729,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.738109946 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 9.09998608 } FLOAT { floatName = _SpeedY value = 55 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.85 5 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.200000003,3,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -6.40999842 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 115.749825 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2 0 0 key = 1 4.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0 0 0 key = 0.1 0.6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.85 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 24 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 7 0 0 key = 0.7 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-hydrolox-core-1.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-core-1 EFFECT { name = Core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-1.41199994 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1.41999996,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392459095,0.42610988,1,1 } COLOR { colorName = _EndTint colorValue = 0.0730793849,0.245489612,1,1 } FLOAT { floatName = _ExpandLinear value = 177 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 407 } FLOAT { floatName = _FadeOut value = 0.0399999991 } FLOAT { floatName = _Brightness value = 0.949999988 } FLOAT { floatName = _Noise value = 2.88166213 } FLOAT { floatName = _SpeedY value = 111.022346 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 1 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.2 1 1 1 key = 1 1.3 0 0 } } } EFFECT { name = Core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-1.32000005 rotationOffset = -90,0,0 scaleOffset = 0.600000024,0.100000001,0.600000024 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _TileY value = 1 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.688019514,0.581289351,1 } COLOR { colorName = _EndTint colorValue = 0.508210003,0.606730163,1,1 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Brightness value = 0.270000011 } FLOAT { floatName = _Noise value = 0.60666585 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 0.176944166 } FLOAT { floatName = _Fresnel value = 0 } } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 } yCurve { } zCurve { key = 0 0.1 0 0 } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.4 0 0 } yCurve { } zCurve { key = 0 1.4 0 2 } } SCALEMODIFIER { name = exitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 0.2 0.2 0.1 0.1 key = 1 0.25 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-hydrolox-core-2.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-core-2 EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,-1.29999995 rotationOffset = -90,0,0 scaleOffset = 0.00999999978,2,0.00999999978 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-3-blurred textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.934319973,0.876849771,1 } COLOR { colorName = _EndTint colorValue = 0.25369963,0.425299257,1,1 } FLOAT { floatName = _ExpandLinear value = 50 } FLOAT { floatName = _ExpandSquare value = 900 } FLOAT { floatName = _FadeIn value = 0.473113269 } FLOAT { floatName = _Brightness value = 0.81277889 } FLOAT { floatName = _FadeOut value = 0.306436181 } FLOAT { floatName = _Fresnel value = 0.270350426 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 1 } FLOAT { floatName = _Falloff value = 0.525681317 } FLOAT { floatName = _SpeedY value = 114.118309 } FLOAT { floatName = _TileX value = 0.286575228 } FLOAT { floatName = _FalloffStart value = -0.0500000007 } FLOAT { floatName = _TileY value = 0.737159252 } FLOAT { floatName = _TintFresnel value = 0.0678457096 } FLOAT { floatName = _LengthBrightness value = 2.72949076 } FLOAT { floatName = _TintFalloff value = 0.333717734 } FLOAT { floatName = _SpeedX value = 4.20545149 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 0.7 0.6 0.6 key = 1 0.9 0 0 } } } EFFECT { name = CoreLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.100000001 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.29999995 range = 1.5 lightType = Point color = 0.631360173,0.746300459,1,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tIntense controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random1 randomnessScale = 0.699999988 floatName = Intensity floatCurve { key = 0 0 0 60 key = 0.2 5 8 8 key = 1 8 0 0 } } LIGHTFLOATMODIFIER { name = rIntense controllerName = random1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.8 0 0.4 key = 1 1.2 0.4 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-hydrolox-core-3.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-core-3 EFFECT { name = core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.540000021 rotationOffset = -90,0,0 scaleOffset = 0.140000001,1,0.140000001 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-3-blurred textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.606318057,0.74350518,0.992156863,1 } COLOR { colorName = _EndTint colorValue = 0.637037039,0.791296124,1,1 } FLOAT { floatName = _ExpandLinear value = 7.08333588 } FLOAT { floatName = _ExpandSquare value = 4.03445387 } FLOAT { floatName = _FadeOut value = 0 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _LengthBrightness value = 0.800000012 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 4.5 } FLOAT { floatName = _TileX value = 0.200000003 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _SpeedY value = 210 } FLOAT { floatName = _TileY value = 0.349999994 } FLOAT { floatName = _Brightness value = 1.25 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _TintFresnel value = 0 } FLOAT { floatName = _FadeIn value = 0.687554419 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 18 key = 0.1 0.8 1 1 key = 1 1.1 0 0 } } FLOATMODIFIER { name = aLBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _LengthBrightness floatCurve { key = 0.3 1.3 0 0 key = 0.7 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-hydrolox-core-mammoth.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-core-mammoth EFFECT { name = Core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-1.09000003 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1.11500001,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392459095,0.42610988,1,1 } COLOR { colorName = _EndTint colorValue = 0.0730793849,0.245489612,1,1 } FLOAT { floatName = _ExpandLinear value = 576 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.0399999991 } FLOAT { floatName = _Brightness value = 0.949999988 } FLOAT { floatName = _Noise value = 2.88166213 } FLOAT { floatName = _SpeedY value = 165.622269 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _TintFalloff value = 5 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.2 1 1 1 key = 1 1.3 0 0 } } } EFFECT { name = Core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-0.949999988 rotationOffset = -90,0,0 scaleOffset = 0.600000024,0.100000001,0.600000024 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _TileY value = 1 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.688019514,0.581289351,1 } COLOR { colorName = _EndTint colorValue = 0.508210003,0.606730163,1,1 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Brightness value = 0.270000011 } FLOAT { floatName = _Noise value = 0.60666585 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 0.176944166 } FLOAT { floatName = _Fresnel value = 0 } } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 } yCurve { } zCurve { key = 0 0.1 0 0 } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.4 0 0 } yCurve { } zCurve { key = 0 1.4 0 2 } } SCALEMODIFIER { name = exitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 0.2 0.2 0.1 0.1 key = 1 0.25 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-hydrolox-core-rhino-legacy.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-core-rhino-legacy EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,0.180000007,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.653384984,0.663389564,1 } COLOR { colorName = _EndTint colorValue = 1,0.589499295,0.459760696,1 } FLOAT { floatName = _Brightness value = 0.753888369 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Falloff value = 4.09388208 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _DirAdjust value = 0 } FLOAT { floatName = _Noise value = 0.200000003 } FLOAT { floatName = _SpeedY value = 250 } } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.7 0 0 } yCurve { } zCurve { key = 0 1.7 0 0 } } SCALEMODIFIER { name = ExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.25 0 0 } yCurve { } zCurve { key = 0 0.25 0 0 } } SCALEMODIFIER { name = ThroatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.15 0 0 } yCurve { } zCurve { key = 0 0.15 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.5 0 0.5 key = 1 0.75 0 0 } } } EFFECT { name = core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.219999999 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1.80999994,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.328400493,0.394080579,1,1 } COLOR { colorName = _EndTint colorValue = 0.19704029,0.30295971,1,1 } FLOAT { floatName = _Brightness value = 1.76388693 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Noise value = 0.899999976 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FadeOut value = 0.039333418 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandLinear value = 1146 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.0707776994 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 30 key = 0.1 1.2 0 1 key = 1 1.76 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-hypergolic-core.cfg EFFECTTEMPLATE { templateName = stock-hypergolic-core EFFECT { name = core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.896000028 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,0.899999976,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _ExpandLinear value = 359.299988 } FLOAT { floatName = _ExpandBounded value = 250 } FLOAT { floatName = _FadeOut value = 0.00999999978 } COLOR { colorName = _StartTint colorValue = 1,0.90147984,0.663389504,1 } COLOR { colorName = _EndTint colorValue = 1,0.639570236,0.45073992,1 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Brightness value = 0.949999988 } TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Noise value = 4.70165968 } FLOAT { floatName = _SpeedY value = 74.8110046 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.1 0.8 1 1 key = 1 1.1 0 0 } } } EFFECT { name = core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,-0.819999993 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1,0.300000012 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Noise value = 20 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _Brightness value = 1 } COLOR { colorName = _StartTint colorValue = 1,0.868639827,0.573079348,1 } COLOR { colorName = _EndTint colorValue = 1,0.705250263,0.655990183,1 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.2 0.8 1 1 key = 1 1.5 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-kerolox-core-twinboar.cfg EFFECTTEMPLATE { templateName = stock-kerolox-core-twinboar EFFECT { name = Core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.670000017 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,0.382999986,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.95073998,0.770119727,1 } COLOR { colorName = _EndTint colorValue = 1,0.548449397,0.42610991,1 } FLOAT { floatName = _ExpandLinear value = 260 } FLOAT { floatName = _FadeOut value = 0.0252777375 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.24944448 } FLOAT { floatName = _Noise value = 2.65416265 } FLOAT { floatName = _SpeedY value = 200 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.4 1 0.5 0.5 key = 2 1.25 0 0 } } } EFFECT { name = Core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-0.610000014 rotationOffset = -90,0,0 scaleOffset = 1,0.0370000005,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.885870576,0.729069591,1 } COLOR { colorName = _EndTint colorValue = 1,0.540239334,0.491789997,1 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _Noise value = 9.47915173 } FLOAT { floatName = _Falloff value = 2.32055974 } FLOAT { floatName = _TintFalloff value = 0.631943464 } FLOAT { floatName = _SpeedY value = 200 } } } SCALEMODIFIER { name = ThroatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.02 0 0 } yCurve { } zCurve { key = 0 0.02 0 0 } } SCALEMODIFIER { name = ExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.03 0 0 } yCurve { } zCurve { key = 0 0.03 0 0 } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.4 0 0 } yCurve { } zCurve { key = 0 0.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2.5 key = 0.4 0.4 0.5 0.5 key = 1 0.54 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-kerolox-core.cfg EFFECTTEMPLATE { templateName = stock-kerolox-core EFFECT { name = Core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.419999987 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,0.42899999,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.909689844,0.754510403,1 } COLOR { colorName = _EndTint colorValue = 1,0.67980963,0.458949953,1 } FLOAT { floatName = _ExpandLinear value = 156.100006 } FLOAT { floatName = _FadeOut value = 0.0252777375 } FLOAT { floatName = _TintFalloff value = 2.89333439 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Brightness value = 1.24944448 } FLOAT { floatName = _Noise value = 3.10167336 } FLOAT { floatName = _SpeedY value = 74.7222595 } FLOAT { floatName = _ExpandBounded value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SpeedX value = 10.1110954 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.7 1 1 key = 1 1.12 0 0 } } } EFFECT { name = core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,-0.349999994 rotationOffset = -90,0,0 scaleOffset = 0.140000001,1,0.140000001 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.761909664,0.368639797,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Noise value = 20 } FLOAT { floatName = _SpeedY value = 200 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.1 1 2 2 key = 1 2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-methalox-core-2.cfg EFFECTTEMPLATE { templateName = stock-methalox-core-2 EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,-1.29999995 rotationOffset = -90,0,0 scaleOffset = 0.00999999978,2,0.00999999978 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-3-blurred textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.934319973,0.876849771,1 } COLOR { colorName = _EndTint colorValue = 0.582100093,0.802959859,1,1 } FLOAT { floatName = _ExpandLinear value = 50 } FLOAT { floatName = _ExpandSquare value = 900 } FLOAT { floatName = _FadeIn value = 0.473113269 } FLOAT { floatName = _Brightness value = 1.46508288 } FLOAT { floatName = _FadeOut value = 0.33197841 } FLOAT { floatName = _Fresnel value = 0.270350426 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 1 } FLOAT { floatName = _Falloff value = 0.525681317 } FLOAT { floatName = _SpeedY value = 114.118309 } FLOAT { floatName = _TileX value = 0.286575228 } FLOAT { floatName = _FalloffStart value = -0.0500000007 } FLOAT { floatName = _TileY value = 0.737159252 } FLOAT { floatName = _TintFresnel value = 0.997831702 } FLOAT { floatName = _LengthBrightness value = 1.46560335 } FLOAT { floatName = _TintFalloff value = 0.352863848 } FLOAT { floatName = _SpeedX value = 4.20545149 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 1 0.5 0.5 key = 1 1.5 0 0 } } } EFFECT { name = Defract parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.589999974,50,0.589999974 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 1.71221948 } FLOAT { floatName = _ExpandSquare value = 2.8837378 } FLOAT { floatName = _FadeOut value = 0.0330428332 } FLOAT { floatName = _Fresnel value = 0.735953927 } FLOAT { floatName = _TileY value = 1.56323016 } FLOAT { floatName = _SpeedX value = 2.70350456 } FLOAT { floatName = _Strength value = 0.111904435 } FLOAT { floatName = _Blur value = 1.02252913 } FLOAT { floatName = _Swirl value = 3.36320758 } FLOAT { floatName = _TileX value = 0.324123859 } FLOAT { floatName = _SpeedY value = 20.2249203 } FLOAT { floatName = _FadeIn value = 0.10350208 } FLOAT { floatName = _Falloff value = 2.34303713 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.605 0 0 } yCurve { key = 0 20 0 0 key = 1 50 0 0 } zCurve { key = 0 0.605 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 2 key = 0.1 0.11 0.1 0.1 key = 1 0.15 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.75 1.71 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-methalox-core-rapier.cfg EFFECTTEMPLATE { templateName = stock-methalox-core-rapier EFFECT { name = core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-0.379999995 rotationOffset = -90,0,0 scaleOffset = 1.10000002,0.0460000001,1.10000002 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.761909664,0.786539733,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.335799813,1,1 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _Falloff value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.614940166,0.738090336,1,1 } COLOR { colorName = _EndTint colorValue = 0.458949924,0.47536996,1,1 } FLOAT { floatName = _Brightness value = 0.600000024 } FLOAT { floatName = _Falloff value = 0.505554855 } FLOAT { floatName = _Noise value = 4.7016592 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _TintFalloff value = 0.909998596 } } } SCALEMODIFIER { name = ThroatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = ExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 } yCurve { } zCurve { key = 0 0.1 0 0 } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0 } yCurve { } zCurve { key = 0 0.9 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 0.2 0.4 0.5 0.5 key = 1 0.6 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-methalox-core.cfg EFFECTTEMPLATE { templateName = stock-methalox-core EFFECT { name = Core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.800000012 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.54926008,0.794749677,1,1 } COLOR { colorName = _EndTint colorValue = 0.835799754,0.696229577,1,1 } FLOAT { floatName = _ExpandBounded value = 380 } FLOAT { floatName = _ExpandLinear value = 407 } FLOAT { floatName = _FadeOut value = 0.0120000001 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Noise value = 7.5 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _SpeedX value = 23.2555199 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 8 } FLOAT { floatName = _Brightness value = 0.899999976 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.4 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.2 20 0 0 } } } EFFECT { name = Core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-1.25 rotationOffset = -90,0,0 scaleOffset = 1,0.100000001,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.720859587,0.541860759,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _DirAdjust value = 1 } FLOAT { floatName = _Brightness value = 0.150000006 } FLOAT { floatName = _Falloff value = 0.303332865 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Noise value = 9.02415276 } FLOAT { floatName = _SpeedY value = 200 } } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.015 0 0 } yCurve { } zCurve { key = 0 0.015 0 0 } } SCALEMODIFIER { name = exitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.06 0 0 } yCurve { } zCurve { key = 0 0.06 0 0 } } SCALEMODIFIER { name = tailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 } yCurve { } zCurve { key = 0 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.045 0.2 0.2 key = 1 0.15 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-nuclear-core.cfg EFFECTTEMPLATE { templateName = stock-nuclear-core EFFECT { name = core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = -0.00164999999,-0.00144999998,-0.180999994 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1.01999998,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.319379747,0.532840014,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221982,0.671599507,1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 422 } FLOAT { floatName = _FadeOut value = 0.0198889002 } FLOAT { floatName = _Falloff value = 0.252777398 } FLOAT { floatName = _TintFalloff value = 0.960554302 } FLOAT { floatName = _Brightness value = 1.55611014 } FLOAT { floatName = _Noise value = 1.36499774 } FLOAT { floatName = _SpeedY value = 200 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 1 1.55 0 0 } } } EFFECT { name = core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 1,0.0900000036,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.30295974,0.442529917,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.331865788,0.515609264,1 } FLOAT { floatName = _Falloff value = 1.31444275 } FLOAT { floatName = _Brightness value = 0.10055548 } FLOAT { floatName = _TintFalloff value = 4.09499359 } FLOAT { floatName = _Noise value = 4.62582588 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _DirAdjust value = 1 } } } SCALEMODIFIER { name = ThroatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.08 0 0 } yCurve { } zCurve { key = 0 0.08 0 0 } } SCALEMODIFIER { name = ExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.09 0 0 } yCurve { } zCurve { key = 0 0.09 0 0 } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { } zCurve { key = 0 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.33 key = 1 0.1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-rapier-core.cfg EFFECTTEMPLATE { templateName = stock-rapier-core EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,0.199000001 rotationOffset = -90,0,0 scaleOffset = 0.330000013,1,0.330000013 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.557470024,0.696229517,1,1 } COLOR { colorName = _EndTint colorValue = 0.606730163,0.590310156,1,1 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Brightness value = 6.35888052 } FLOAT { floatName = _Noise value = 1.65335381 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _SpeedX value = 20 } FLOAT { floatName = _TileX value = 0.0500000007 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 50 key = 0.1 4 10 10 key = 1 10 0 0 } } } EFFECT { name = Defract parentName = smokePoint MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-1 rotationOffset = -90,0,0 scaleOffset = 0.620000005,25,0.620000005 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandLinear value = 4.04443789 } FLOAT { floatName = _ExpandSquare value = 0.808887601 } FLOAT { floatName = _ExpandBounded value = 0.909998596 } FLOAT { floatName = _FadeOut value = 0.232055962 } FLOAT { floatName = _Fresnel value = 1.25889456 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Falloff value = 0.551117837 } FLOAT { floatName = _FalloffStart value = 0.227499649 } FLOAT { floatName = _Strength value = 0.200000003 } FLOAT { floatName = _Swirl value = 5 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 27.099987 } } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 2 key = 0.1 0.1 0.2 0.2 key = 1 0.2 0 0 } } FLOATMODIFIER { name = mEx controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 4 0 -2 key = 1 1 0 0 } } FLOATMODIFIER { name = aIntense controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.9 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-rcs-core-3-full.cfg EFFECTTEMPLATE { templateName = stock-rcs-core-3-full EFFECT { name = fullCore parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,-0.0209999997,0 rotationOffset = 0,0,0 scaleOffset = 0.0599999987,0.200000003,0.0599999987 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.853030503,0.679809511,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeOut value = 0.512333035 } FLOAT { floatName = _Falloff value = 0.0900014639 } FLOAT { floatName = _Fresnel value = 0.960554063 } FLOAT { floatName = _Brightness value = 1.25277734 } FLOAT { floatName = _LengthBrightness value = 1.30333292 } FLOAT { floatName = _ExpandLinear value = 0.5 } } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 1 1.25 0 0 } } FLOATMODIFIER { name = rBright controllerName = R1 transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0.4 key = 1 1.2 0.4 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Engine Bell Cores/stock-rcs-core-3.cfg EFFECTTEMPLATE { templateName = stock-rcs-core-3 EFFECT { name = core parentName = RCSthruster MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,-0.0209999997,0 rotationOffset = 0,0,0 scaleOffset = 0.0700000003,1,0.0700000003 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.934319913,0.74630034,1 } COLOR { colorName = _EndTint colorValue = 0.59852016,0.385059834,0.261909634,1 } FLOAT { floatName = _TintFalloff value = 0.657221198 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Brightness value = 1 } TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _SpeedY value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TileX value = 0.0500000007 } FLOAT { floatName = _TileY value = 0 } } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 18 key = 1 7 0 0 } } FLOATMODIFIER { name = rBright controllerName = R1 transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0.4 key = 1 1.2 0.4 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Lights/stock-floodlight-1.cfg EFFECTTEMPLATE { templateName = stock-floodlight-1 EFFECT { name = lightFx parentName = spotlight MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0799999982,5,0.0700000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _ExpandLinear value = 75 } FLOAT { floatName = _FadeOut value = 0.161777526 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0.0353888348 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.140000001 rotationOffset = 0,0,0 scaleOffset = 1.29999995,1.29999995,1.29999995 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flarelamp-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 3 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Lights/stock-gearlight.cfg EFFECTTEMPLATE { templateName = stock-gearlight EFFECT { name = lightFx parentName = Spotlight MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0399999991 rotationOffset = -90,0,0 scaleOffset = 0.0599999987,6,0.0599999987 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Fresnel value = 1.56222761 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _ExpandLinear value = 47 } FLOAT { floatName = _FadeOut value = 0.490388125 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0.0556110255 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Lights/stock-ledstrip-1.cfg EFFECTTEMPLATE { templateName = stock-ledstrip-1 EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.0500000007,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.100000001,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.150000006,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.200000003,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.25,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.300000012,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.349999994,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.400000006,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0.449999988,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.0500000007,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.100000001,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.150000006,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.200000003,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.25,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.300000012,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.349999994,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.400000006,0,0.0199999996 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } EFFECT { name = flare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = -0.449999988,0,0.0500000007 rotationOffset = 0,0,0 scaleOffset = 0.5,0.5,1 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flaresimple01 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 1.5 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Lights/stock-spotlight-1.cfg EFFECTTEMPLATE { templateName = stock-spotlight-1 EFFECT { name = lightFx parentName = spotlight MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.289999992 rotationOffset = -90,0,0 scaleOffset = 0.159999996,16,0.159999996 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Falloff value = 4 } FLOAT { floatName = _ExpandLinear value = 50 } FLOAT { floatName = _FadeOut value = 0.159999996 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } EFFECT { name = lightFlare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.370000005 rotationOffset = 0,0,0 scaleOffset = 4,3,3 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flarelens02 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _DirectionScale value = 3 } } } FLOATMODIFIER { name = fade controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Lights/stock-spotlight-2.cfg EFFECTTEMPLATE { templateName = stock-spotlight-2 EFFECT { name = 1lightFx parentName = spotlight MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.100000001,5,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Fresnel value = 5 } FLOAT { floatName = _Falloff value = 6.26887894 } FLOAT { floatName = _ExpandLinear value = 57 } FLOAT { floatName = _FadeOut value = 0.278055131 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } EFFECT { name = lightFlare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.100000001 rotationOffset = 0,0,0 scaleOffset = 2,2,2 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flarelens02 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _DirectionScale value = 3 } } } FLOATMODIFIER { name = fade controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Lights/stock-spotlight-3.cfg EFFECTTEMPLATE { templateName = stock-spotlight-3 EFFECT { name = 1lightFx parentName = spotlight MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.100000001,6,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Falloff value = 4 } FLOAT { floatName = _ExpandLinear value = 36 } FLOAT { floatName = _FadeOut value = 0.207277462 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0.59149909 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } EFFECT { name = lightFlare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.100000001 rotationOffset = 0,0,0 scaleOffset = 2,2,2 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flarelens02 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _DirectionScale value = 3 } } } FLOATMODIFIER { name = fade controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Lights/stock-spotlight-4.cfg EFFECTTEMPLATE { templateName = stock-spotlight-4 EFFECT { name = 1lightFx parentName = spotlight MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.100000001,3,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Fresnel value = 0.706665695 } FLOAT { floatName = _Falloff value = 4 } FLOAT { floatName = _ExpandLinear value = 70 } FLOAT { floatName = _FadeOut value = 0.278055131 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } EFFECT { name = lightFlare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.100000001 rotationOffset = 0,0,0 scaleOffset = 2,2,2 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flarelens02 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _DirectionScale value = 3 } } } FLOATMODIFIER { name = fade controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-Aerozine50-lower-1.cfg EFFECTTEMPLATE { templateName = stock-aerozine50-lower-1 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.70588237,0.572549045,0.450980395,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.449943751 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.859443069 } FLOAT { floatName = _SpeedX value = 2.02221894 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Fresnel value = 0.960554063 } FLOAT { floatName = _Noise value = 3.86749506 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FresnelInvert value = 0.0199999996 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.85 0 0 0 key = 1 1.2 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 1,40,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.792156875,0.662745118,0.541176498,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0.57633239 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _Falloff value = 4.75221491 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _FadeOut value = 0.515665889 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _SpeedY value = 62.5889511 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 0.300000012 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _FresnelInvert value = 0 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,12,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.20784314,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.580392182,0.172549024,1 } FLOAT { floatName = _TintFalloff value = 1.26388681 } FLOAT { floatName = _Falloff value = 2.55895257 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.192110822 } FLOAT { floatName = _FadeOut value = 0.111222051 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 2.22444105 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0.5 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.2 0 0 key = 1 1.7 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.2 0 0 key = 1 1.7 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.5 0.3 0 0 key = 0.7 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.2 8 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 2 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.1 0 0 key = 1 0.4 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.495999992,22,0.495999992 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.647058845,0.592156887,0.396078438,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.478545427,0.105768301,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.20777667 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0.1 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.495999992,22,0.495999992 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.717647076,0.78039217,1 } COLOR { colorName = _EndTint colorValue = 0.807843149,0.541176498,0.392156869,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,0 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 0.799932778 } FLOAT { floatName = _FresnelInvert value = 0.400000006 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 7.81722116 } FLOAT { floatName = _FadeIn value = 0.395556182 } FLOAT { floatName = _FadeOut value = 0.345000118 } FLOAT { floatName = _SpeedX value = 1.10000002 } FLOAT { floatName = _SpeedY value = 180 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0905006304 } FLOAT { floatName = _Seed value = -23 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.23 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.1 0 0 key = 0.2 0.5 0 0 key = 1 1.79 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 0.4 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1.1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 3.5 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.20784314,0.109803922,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 1.13222337 } FLOAT { floatName = _FresnelInvert value = 0.250555485 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _Brightness value = 1.78999996 } FLOAT { floatName = _FadeIn value = 0.70055449 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 1.20000005 } FLOAT { floatName = _SpeedY value = 160 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0404443927 } FLOAT { floatName = _Seed value = 26 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.31 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 2 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.20784314,0.109803922,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.14055538 } FLOAT { floatName = _Fresnel value = 1.17277884 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 6 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.462943763 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 1.29999995 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.186277583 } FLOAT { floatName = _Seed value = 29 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.84 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 1.8 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = -0.909998596 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1.39999998 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _Noise value = 5 } FLOAT { floatName = _TileX value = 0.800000012 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _Falloff value = 0.758332193 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.25999999 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.38927716 } FLOAT { floatName = _TintFalloff value = 1.59249687 } FLOAT { floatName = _Seed value = -19 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.4 8 0 0 key = 0.8 2 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.666666687,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.434777111 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = -0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _Noise value = 0.834165394 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 2.37610769 } FLOAT { floatName = _Fresnel value = 3.6492691 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.293221772 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.05 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1.05 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 key = 1 0.7 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 0.7 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.1 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 4 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.70588237,0.745098054,0 } COLOR { colorName = _EndTint colorValue = 1,1,1,0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 0.525557637 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0.332667708 } FLOAT { floatName = _FadeOut value = 0.959748149 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.874609768 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.15 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.15 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.05 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 0.5 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1.1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 1.5 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.70588237,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 0.32055822 } FLOAT { floatName = _Fresnel value = 1.84000003 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.78999996 } FLOAT { floatName = _FadeIn value = 0.538776934 } FLOAT { floatName = _FadeOut value = 0.304555744 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.17 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.17 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 1 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,3,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.70588237,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 0.421669245 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.232555211 } FLOAT { floatName = _FadeOut value = 0.672387838 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -2.96889353 } FLOAT { floatName = _ExpandSquare value = -0.829995811 } FLOAT { floatName = _ExpandBounded value = 7.50111103 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -1.6 0 0 key = 1 -3.2 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.17 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.17 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 0.7 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,0 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Fresnel value = 0.799932778 } FLOAT { floatName = _FresnelInvert value = 0.0500000007 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0.0199999996 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.23 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.1 0 0 key = 0.2 0.5 0 0 key = 1 1.79 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 3 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 5 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 0 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 2 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _FresnelInvert value = 0.0500000007 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.78999996 } FLOAT { floatName = _FadeIn value = 0.0199999996 } FLOAT { floatName = _FadeOut value = 2.5 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.31 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 1 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _Fresnel value = 2.58833218 } FLOAT { floatName = _FresnelInvert value = 0.0199999996 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.0199999996 } FLOAT { floatName = _FadeOut value = 2.5 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.84 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 0.5 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.219999999 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.834054768,0.26776731,0.221442223,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.517647088,0.333333343,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0504999273 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 1.541942 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 0.800000012 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 5 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _SpeedX value = 20 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _FresnelInvert value = 0.150000006 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.867033541,0.714206338,0.476458222,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.8 0 0 key = 1 1.8 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = R1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.8 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-aerozine50-upper-1.cfg EFFECTTEMPLATE { templateName = stock-aerozine50-upper-1 EFFECT { name = outerShock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.185000002 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.400669038,0.631360233,0.82758975,1 } COLOR { colorName = _EndTint colorValue = 0.54926008,0.42610988,0.294749677,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.210111097 } FLOAT { floatName = _Falloff value = 1.79999995 } FLOAT { floatName = _Brightness value = 2.71666431 } FLOAT { floatName = _Noise value = 4.84583712 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.319999993 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Seed value = -3 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1.5 -1.5 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.65 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.1 0.4 0 -10 key = 0.15 -0.1 -1 -1 key = 0.5 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.150000006 floatName = _ExpandLinear floatCurve { key = 0.1 -0.55 0 0 key = 0.15 -0.27 0 0 key = 0.5 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 1 0.21 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.4 6 6 key = 0.5 1.5 0 0 key = 1 1.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.12 0.7 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.2 1 0 0 key = 0.5 1.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 3 0 0 key = 0.6 4.8 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 0.1 2 0 0 key = 0.6 7 8 8 key = 1 10 0 0 } } } EFFECT { name = innerFlame1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.185000002 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.171599522,0.27832967,0.368639797,1 } COLOR { colorName = _EndTint colorValue = 0.59852016,0.467159986,0.261909664,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.242666289 } FLOAT { floatName = _Falloff value = 0.702221811 } FLOAT { floatName = _Brightness value = 1.00333285 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.30277735 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TintFalloff value = 2.24722242 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1 -1 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -0.5 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.5 0.35 -0.6 -0.6 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.1 1 1 key = 0.5 0.35 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.1 1 0 0 key = 0.5 0.5 -0.5 -0.5 key = 1 0.24 -0.5 -0.5 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2 0 0 key = 0.7 0.7 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.6 1 7 7 key = 1 4 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.100000001,1,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.631360233,0.746300399,0.82758975,1 } COLOR { colorName = _EndTint colorValue = 0.762720406,0.664200246,0.582100153,1 } FLOAT { floatName = _ExpandBounded value = 10 } FLOAT { floatName = _ExpandLinear value = -18 } FLOAT { floatName = _FadeOut value = 0.343777239 } FLOAT { floatName = _ExpandSquare value = 7.7810998 } FLOAT { floatName = _Falloff value = 1.56722021 } FLOAT { floatName = _ExpandOffset value = 1.3144424 } FLOAT { floatName = _FadeIn value = 0.0649999976 } FLOAT { floatName = _Fresnel value = 0.353888363 } FLOAT { floatName = _Brightness value = 0.898888767 } FLOAT { floatName = _Noise value = 4.69417143 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 26.1777534 } FLOAT { floatName = _TintFalloff value = 4.16583443 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random3 randomnessScale = 0 xCurve { } yCurve { } zCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = SUBTRACT useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 -1 0 0 key = 0.5 -0.3 1.2 1.2 key = 1 0 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } yCurve { key = 0.5 1.7 0 0 key = 1 1 0 0 } zCurve { key = 0.5 0.1 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.600000024 floatName = _ExpandOffset floatCurve { key = 0.5 3 0 0 key = 0.75 2.5 -3 -3 key = 1 1.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 3.5 key = 0.5 0.65 0.2 0.2 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 4 key = 0.2 0.3 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 2 0 0 key = 0.5 -0.5 -10 -10 key = 1 -18 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.5 0.2 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -2 0 20 key = 1 7.8 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -3 key = 0.5 3 -2 -2 key = 1 1.56 0 0 } } FLOATMODIFIER { name = rOffset controllerName = Random2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = -0.5 -0.3 0 0.6 key = 0.5 0.3 0.6 0 } } } EFFECT { name = outerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,24,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0738901123,0.217780203,0.344820499,0 } COLOR { colorName = _EndTint colorValue = 0.876849771,0.803770483,0.705250323,1 } FLOAT { floatName = _Brightness value = 0.496667206 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 2.9322176 } FLOAT { floatName = _ExpandLinear value = -2.32555199 } FLOAT { floatName = _ExpandSquare value = -0.505554676 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.25 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _Noise value = 13.1949797 } FLOAT { floatName = _FadeOut value = 0.424666017 } FLOAT { floatName = _SpeedY value = 87.5221481 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedX value = 20.9222336 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 4.39583063 } FLOAT { floatName = _TileX value = 1 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.2 0.192 0 0 key = 0.5 0.192 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0.7 } yCurve { key = 0 30 0 100 key = 0.1 45 50 50 key = 0.5 54.5 0 0 key = 1 24.5 0 0 } zCurve { key = 0 0.5 0 0 } } COLORMODIFIER { name = aStartTint controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.5 0.15 0 0 key = 1 0.038 0 0 } gCurve { key = 0.5 0.26 0 0 key = 1 0.112 0 0 } bCurve { key = 0.5 0.35 0 0 key = 1 0.176 0 0 } aCurve { } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.54 0 0 key = 0.1 0.54 0 0 key = 0.5 0.54 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.05 0.5 0 0 key = 0.125 0.5 0 0 key = 0.22 0.5 0 0 key = 0.5 0.5 0 0 key = 1 -2.32 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 9.5 0 -40 key = 0.05 7.5 -30 -30 key = 0.125 5 -40 -40 key = 0.2 3 -30 -30 key = 0.5 0.7 0 0 key = 1 2.93 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -1 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.025 4 0 0 key = 0.3 5 10 10 key = 0.5 7 5 5 key = 1 10 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.8 0 0 key = 0.1 0.5 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 60 0 0 key = 0.1 30 0 0 key = 0.5 30 0 0 key = 1 25 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 7 0 0 key = 0.1 5 0 0 key = 0.5 7 10 10 key = 1 20 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.45 0 0 key = 0.1 0.4 -0.5 -0.5 key = 0.5 0.3 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1.5 0 0 key = 0.1 4 0 0 key = 0.5 4 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 2.5 0 -70 key = 0.1 0.3 0 0 key = 0.5 0.3 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 37 0 -100 key = 0.1 3 -4 -4 key = 0.5 2.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.25 0 0 key = 0.07 0 0 0 } } } EFFECT { name = innerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.379999995,16,0.379999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.935130656,0.763302922,0.688830256,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.146969482,0,1 } FLOAT { floatName = _Brightness value = 0.800000131 } FLOAT { floatName = _ExpandOffset value = 0.303332865 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.21333146 } FLOAT { floatName = _FadeIn value = 0.101110965 } FLOAT { floatName = _Fresnel value = 2.32555175 } FLOAT { floatName = _Falloff value = 1.71888614 } FLOAT { floatName = _Noise value = 9.23667526 } FLOAT { floatName = _FadeOut value = 0.743165553 } FLOAT { floatName = _SpeedY value = 33.2667656 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _SpeedX value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Seed value = -11 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 0 key = 1 1.71 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187999994 rotationOffset = -90,0,0 scaleOffset = 0.763000011,1.79999995,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.720859587,0.90147984,1,1 } COLOR { colorName = _EndTint colorValue = 0.705250263,0.565680027,0.45073992,1 } FLOAT { floatName = _ExpandSquare value = -0.649999976 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Falloff value = 4.74666023 } FLOAT { floatName = _Brightness value = 0.64944458 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _FadeIn value = 0.00300000003 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.1 0.5 0 0 key = 0.5 0.65 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.1 0.7 -1 -1 key = 0.5 0.5 -1 -1 key = 1 -0.2 0 0 } } } EFFECT { name = outerShock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.844441235,0.736724436,0.62315017,1 } COLOR { colorName = _EndTint colorValue = 0.688830316,0.5,0.335799754,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.300000012 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 3.02221918 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 1.93308651 } FLOAT { floatName = _Seed value = 13 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 2.2 0 0 key = 0.5 1 -1.5 -1.5 key = 1 0.55 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.18 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.025 0 0.05 key = 1 0.025 0.05 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 -0.2 0 -0.5 key = 0.45 -0.47 0 0 key = 1 -0.78 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 0.7 -0.7 -1.5 -1.5 key = 1 -1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.09 3 3 key = 0.5 0.8 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.58 2 15 15 key = 1 10 0 0 } } } EFFECT { name = outerShock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.843137264,0.737254918,0.623529434,1 } COLOR { colorName = _EndTint colorValue = 0.690196097,0.501960814,0.337254912,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 4.3 0 0 key = 0.5 3.1 -1.5 -1.5 key = 1 2.7 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.47 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0 0 -2.2 key = 0.5 -0.42 0 0 key = 1 -0.24 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.07 3.5 3.5 key = 0.5 0.75 0 0 key = 0.8 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.5 2 16 16 key = 1 10 0 0 } } } EFFECT { name = outerShock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.843137264,0.737254918,0.623529434,1 } COLOR { colorName = _EndTint colorValue = 0.690196097,0.501960814,0.333333343,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 6.5 0 0 key = 0.5 5.3 -1.5 -1.5 key = 1 4.9 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.7 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0.1 0 -2.5 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.03 2.5 2.5 key = 0.5 0.7 0 0 key = 0.7 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.42 2 17 17 key = 1 10 0 0 } } } EFFECT { name = outerShock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.843137264,0.737254918,0.623529434,1 } COLOR { colorName = _EndTint colorValue = 0.690196097,0.501960814,0.337254912,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 8.6 0 0 key = 0.5 7.4 -2 -2 key = 1 6.5 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.9 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 0.3 0 -2.7 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 -0.15 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 0.05 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 1.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.075 0 0 0 key = 0.1 0.02 2 2 key = 0.5 0.5 0 0 key = 0.7 0.15 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.34 2 20 20 key = 1 10 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.582100153,0.713460207,0.827450991,1 } COLOR { colorName = _EndTint colorValue = 0.754510403,0.664200187,0.59852016,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.2 0 0 key = 1 3 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.75 0 0 key = 0.5 0 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.3 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.57389009,0.72167027,0.827450991,1 } COLOR { colorName = _EndTint colorValue = 0.760784328,0.680620253,0.623150229,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.8 0 0 key = 1 5.1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random4 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.18 0 0 key = 0.75 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.54926002,0.713460267,0.827450991,1 } COLOR { colorName = _EndTint colorValue = 0.760784328,0.67241025,0.606730163,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 4.5 0 0 key = 1 7.2 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.07 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = exitTracesLong parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.582100153,0.705250263,0.79556042,1 } COLOR { colorName = _EndTint colorValue = 0.393269867,0.35221976,0.246300355,1 } FLOAT { floatName = _TintFalloff value = 1.06166506 } FLOAT { floatName = _Falloff value = 20 } FLOAT { floatName = _Noise value = 6.51416826 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00079999998 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 4 } FLOAT { floatName = _SpeedX value = 5.05554819 } FLOAT { floatName = _SpeedY value = 48.4334145 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.15 0 8 key = 0.5 1.5 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.2 key = 0.2 0.015 0.02 0.02 key = 1 0.025 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 0 key = 0.2 0.7 0.5 0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 0 key = 0.5 3 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 0.1 0.2 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.2 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 1,0.902290642,0.82019043,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 0.2 2.5 3 3 key = 0.5 3 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 2.2 0 0 key = 0.2 2.5 2 2 key = 0.5 3 0 0 key = 1 2.5 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = Random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.85 0 0.3 key = 0.5 1.15 0.3 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 30 0 0 key = 0.2 37.5 30 30 key = 0.5 45 0 0 key = 1 30 0 0 } } } EFFECT { name = exitTracesfine parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.565680087,0.72167033,0.803770483,1 } COLOR { colorName = _EndTint colorValue = 0.57389009,0.532840014,0.45073992,1 } FLOAT { floatName = _TintFalloff value = 3 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 1000 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00100000005 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-empty.cfg EFFECTTEMPLATE { templateName = stock-empty } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-aerospike.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-aerospike EFFECT { name = spikeFlameInner parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.340000004 rotationOffset = -90,0,0 scaleOffset = 0.495000005,0.699999988,0.495000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.30295971,0.483579963,1,1 } COLOR { colorName = _EndTint colorValue = 0.0730793774,0.196229547,1,1 } FLOAT { floatName = _ExpandBounded value = -0.75 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandSquare value = -0.200000003 } FLOAT { floatName = _Brightness value = 1.30333257 } FLOAT { floatName = _FadeOut value = 0.0606665723 } FLOAT { floatName = _Falloff value = 2.93221784 } FLOAT { floatName = _TintFalloff value = 2.52278161 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Noise value = 4.32249355 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Symmetry value = 24 } FLOAT { floatName = _SymmetryStrength value = 0.0758332163 } FLOAT { floatName = _SpeedX value = 4.02221918 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.1 0.7 1.5 1.5 key = 1 1.3 0 0 } } } EFFECT { name = spikeFlameOuter parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.261999995 rotationOffset = -90,0,0 scaleOffset = 0.437000006,2,0.437000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.212649569,0.335799724,0.819379807,1 } COLOR { colorName = _EndTint colorValue = 1,0.417899877,0.393269867,1 } FLOAT { floatName = _ExpandBounded value = -1.05777669 } FLOAT { floatName = _ExpandLinear value = 0.154443815 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _Brightness value = 2.22444105 } FLOAT { floatName = _FadeOut value = 0.879999995 } FLOAT { floatName = _Falloff value = 4.69999981 } FLOAT { floatName = _TintFalloff value = 0.227499649 } FLOAT { floatName = _Fresnel value = 0.707776666 } FLOAT { floatName = _Noise value = 1.51666427 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _SpeedY value = 1000 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _SpeedX value = 43.1444244 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.437 0 0 } yCurve { key = 0 5 0 0 key = 0.5 1 0 0 key = 1 2 0 0 } zCurve { key = 0 0.437 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 3.5 0 -1 key = 0.5 0.3 -3 -3 key = 1 -1.05 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.3 0 0 0 key = 0.5 -0.6 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.5 0.2 0 0 key = 1 0.88 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.5 3 0 0 key = 1 4.7 0 0 } } FLOATMODIFIER { name = aTintfalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.5 0.5 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1.5 0 0 key = 1 2.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.5 1 1 key = 1 1 0 0 } } } EFFECT { name = outerShock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.100000001,1.60000002,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.30295971,0.385059834,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.434319913,0.344009787,1 } FLOAT { floatName = _ExpandBounded value = 2.91333127 } FLOAT { floatName = _ExpandSquare value = -5.22666264 } FLOAT { floatName = _ExpandLinear value = 2.70999861 } FLOAT { floatName = _FadeIn value = 0.166833073 } FLOAT { floatName = _FadeOut value = 0.37411052 } FLOAT { floatName = _Fresnel value = 0.5 } FLOAT { floatName = _FresnelInvert value = 0.176944181 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Noise value = 7.27998877 } FLOAT { floatName = _Brightness value = 2.11222053 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 2.42666268 } FLOAT { floatName = _ExpandOffset value = 0.909998596 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 20 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 0.1 0 0 key = 1 0.2 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.2 0 -0.2 key = 1 0 -0.2 0 } zCurve { } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } yCurve { key = 0.5 0.9 0 0 key = 1 1.6 0 0 } zCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } } SCALEMODIFIER { name = rScale controllerName = random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.98 0 0.04 key = 1 1.02 0.04 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.98 0 0.04 key = 1 1.02 0.04 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 4.5 0 0 key = 0.5 2 -4 -4 key = 1 0.9 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0 0 0 key = 0.5 -1 0 0 key = 1 2.7 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -2 0 0 key = 1 -5.2 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 1.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 2 key = 0.6 1.2 2 2 key = 1 2.1 1.5 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.310000002 rotationOffset = -90,0,0 scaleOffset = 0.0900000036,1.70000005,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.45073992,0.532840014,1,1 } COLOR { colorName = _EndTint colorValue = 0.179809526,0.163389519,0.688830256,1 } FLOAT { floatName = _FadeIn value = 0.0202221982 } FLOAT { floatName = _ExpandLinear value = 8.39887524 } FLOAT { floatName = _Falloff value = 6.10722828 } FLOAT { floatName = _Noise value = 4.01916075 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _FadeOut value = 0.631943464 } FLOAT { floatName = _TintFalloff value = 1.16277587 } FLOAT { floatName = _Fresnel value = 3.58943892 } FLOAT { floatName = _Brightness value = 0.342778891 } FLOAT { floatName = _ExpandBounded value = -4.6511035 } FLOAT { floatName = _ExpandSquare value = -5.05554771 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.09 0 0 key = 1 0.09 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1.7 0 0 } zCurve { key = 0 0.09 0 0 key = 1 0.09 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 0.34 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 0.3 0.5 1 1 key = 1 1 0 0 } } } EFFECT { name = Shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.300000012 rotationOffset = -90,0,0 scaleOffset = 0.0299999993,1.20000005,0.0299999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.548449337,0.59852016,0.983579993,1 } COLOR { colorName = _EndTint colorValue = 0.30295974,0.32758975,1,1 } FLOAT { floatName = _FadeIn value = 0.252777398 } FLOAT { floatName = _ExpandLinear value = 17 } FLOAT { floatName = _Falloff value = 0.300000012 } FLOAT { floatName = _Noise value = 20 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _FadeOut value = 0.318499506 } FLOAT { floatName = _TintFalloff value = 1.49138665 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Brightness value = 0.119999997 } FLOAT { floatName = _ExpandBounded value = -6.57221222 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.4 0 -0.4 key = 1 0 -0.4 0 } zCurve { } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.03 0 0 key = 1 0.03 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1.2 0 0 } zCurve { key = 0.5 0.03 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.5 32 0 0 key = 1 17 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.6 0.12 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.70000005 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,1,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.589499354,0.590310156,0.983579993,1 } COLOR { colorName = _EndTint colorValue = 0.286539674,0.286539674,1,1 } FLOAT { floatName = _FadeIn value = 0.121333145 } FLOAT { floatName = _ExpandLinear value = 8.58444691 } FLOAT { floatName = _Falloff value = 1.66833055 } FLOAT { floatName = _Noise value = 3.94332743 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _FadeOut value = 0.540943623 } FLOAT { floatName = _TintFalloff value = 0.278055131 } FLOAT { floatName = _Fresnel value = 0.151666418 } FLOAT { floatName = _Brightness value = 0.100000001 } FLOAT { floatName = _ExpandBounded value = -0.303333163 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandOffset value = -0.808887601 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 1 0 0 key = 1 1.7 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.6 0 -0.6 key = 1 0 -0.6 0 } zCurve { } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 27 0 0 key = 1 8.58 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.6 0.1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = outerShock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.10000002 rotationOffset = -90,0,0 scaleOffset = 0.200000003,1.89999998,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.541049957,0.57389003,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.435294122,0.345098048,1 } FLOAT { floatName = _ExpandBounded value = 2.3066659 } FLOAT { floatName = _ExpandSquare value = -2.90111089 } FLOAT { floatName = _ExpandLinear value = 0.687779665 } FLOAT { floatName = _FadeIn value = 0.353888333 } FLOAT { floatName = _FadeOut value = 0.369054973 } FLOAT { floatName = _Fresnel value = 0.439999998 } FLOAT { floatName = _FresnelInvert value = 0.239999995 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Noise value = 7.30000019 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 3.61471653 } FLOAT { floatName = _ExpandOffset value = -0.202221975 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 20 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 0.5 0 0 key = 1 1.1 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.4 0 -0.4 key = 1 0 -0.4 0 } zCurve { } } SCALEMODIFIER { name = rScale controllerName = random3 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.96 0 0.08 key = 1 1.04 0.08 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.96 0 0.08 key = 1 1.04 0.08 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.6 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = outerShock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.0999999 rotationOffset = -90,0,0 scaleOffset = 0.200000003,1.89999998,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.541049957,0.57389003,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.435294122,0.345098048,1 } FLOAT { floatName = _ExpandBounded value = 2.3066659 } FLOAT { floatName = _ExpandSquare value = -2.90111089 } FLOAT { floatName = _ExpandLinear value = 0.687779665 } FLOAT { floatName = _FadeIn value = 0.308388412 } FLOAT { floatName = _FadeOut value = 0.318499506 } FLOAT { floatName = _Fresnel value = 0.439999998 } FLOAT { floatName = _FresnelInvert value = 0.239999995 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Noise value = 7.30000019 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 3.61471653 } FLOAT { floatName = _ExpandOffset value = -0.202221975 } FLOAT { floatName = _SpeedX value = 20 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _Seed value = -20 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 1.4 0 0 key = 1 2.1 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.6 0 -0.6 key = 1 0 -0.6 0 } zCurve { } } SCALEMODIFIER { name = rScale controllerName = random4 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0.5 0.6 0 0 key = 1 -0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.6 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.70000005 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,1,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.589499354,0.590310156,0.983579993,1 } COLOR { colorName = _EndTint colorValue = 0.286539674,0.286539674,1,1 } FLOAT { floatName = _FadeIn value = 0.121333145 } FLOAT { floatName = _ExpandLinear value = 8.58444691 } FLOAT { floatName = _Falloff value = 1.66833055 } FLOAT { floatName = _Noise value = 3.94332743 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _FadeOut value = 0.540943623 } FLOAT { floatName = _TintFalloff value = 0.278055131 } FLOAT { floatName = _Fresnel value = 0.151666418 } FLOAT { floatName = _Brightness value = 0.0500000007 } FLOAT { floatName = _ExpandBounded value = -0.303333163 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandOffset value = -0.808887601 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 1.8 0 0 key = 1 2.7 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.8 0 -0.8 key = 1 0 -0.8 0 } zCurve { } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.5 18 0 0 key = 1 8.58 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.6 0.05 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = outerShock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.200000003,1.89999998,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.541049957,0.57389003,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.435294122,0.345098048,1 } FLOAT { floatName = _ExpandBounded value = 2.20555496 } FLOAT { floatName = _ExpandSquare value = -0.57555896 } FLOAT { floatName = _ExpandLinear value = 0.1822249 } FLOAT { floatName = _FadeIn value = 0.308388412 } FLOAT { floatName = _FadeOut value = 0.283110678 } FLOAT { floatName = _Fresnel value = 0.439999998 } FLOAT { floatName = _FresnelInvert value = 0.239999995 } FLOAT { floatName = _Falloff value = 2.26388693 } FLOAT { floatName = _Noise value = 7.30000019 } FLOAT { floatName = _Brightness value = 0.400000006 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 3.61471653 } FLOAT { floatName = _ExpandOffset value = -0.202221975 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 20 } FLOAT { floatName = _Seed value = 13 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 2.2 0 0 key = 1 3.1 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.8 0 -0.8 key = 1 0 -0.8 0 } zCurve { } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0.5 1 0 0 key = 1 -0.8 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.6 0.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } } EFFECT { name = innerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.449999988,14,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.326779008,0.294749677,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.442529917,0.319379747,1 } FLOAT { floatName = _Brightness value = 0.75 } FLOAT { floatName = _Falloff value = 1.26388693 } FLOAT { floatName = _Noise value = 10.8441505 } FLOAT { floatName = _Fresnel value = 0.859443307 } FLOAT { floatName = _SpeedY value = 30.2334404 } FLOAT { floatName = _FadeIn value = 0.0303332806 } FLOAT { floatName = _ExpandBounded value = 3.74110532 } FLOAT { floatName = _ExpandLinear value = -5.05554771 } FLOAT { floatName = _ExpandSquare value = 2.32555199 } FLOAT { floatName = _ExpandOffset value = -0.5 } FLOAT { floatName = _FadeOut value = 0.470165938 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TileX value = 1 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.2 0 0 key = 0.5 -0.5 0 0 key = 1 -0.2 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random2 randomnessScale = 0 floatName = _ExpandOffset floatCurve { key = 0 0.5 0 0 key = 0.3 0.35 -1 -1 key = 0.5 -0.4 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random2 randomnessScale = 0 floatName = _ExpandBounded floatCurve { key = 0 13 0 0 key = 0.5 4.5 -5 -5 key = 1 3.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0 0 0 key = 0.5 -4 -4 -4 key = 1 -5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.1 30 0 0 key = 0.5 1.26 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.5 0.75 0.75 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.3 2 0 0 key = 0.7 0.85 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 1 0 0 key = 1 0 0 0 } } } EFFECT { name = outerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059804,0.286539674,1 } FLOAT { floatName = _Falloff value = 0.657221198 } FLOAT { floatName = _ExpandLinear value = -2.52777386 } FLOAT { floatName = _ExpandBounded value = 4.04443836 } FLOAT { floatName = _Fresnel value = 0.600000024 } FLOAT { floatName = _Noise value = 20 } FLOAT { floatName = _Brightness value = 0.79777807 } FLOAT { floatName = _FadeIn value = 0.0505554937 } FLOAT { floatName = _FadeOut value = 0.495443672 } FLOAT { floatName = _SpeedY value = 38.3223076 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _ExpandOffset value = -0.0500000007 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _ExpandSquare value = 0.101110876 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.3 -0.35 0 0 key = 0.6 -0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 12 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 25 0 0 key = 0.5 0.66 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.35 3 0 0 key = 0.55 20 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 -0.05 0 0 key = 0.5 0.2 0 0 key = 0.7 -0.2 0 0 key = 1 -0.05 0 0 } } FLOATMODIFIER { name = aFadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.1 0 0 key = 0.5 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.4 0 0 key = 0.5 0.8 0 0 } } FLOATMODIFIER { name = speedX controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedX floatCurve { key = 0 9 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 0.4 2 0 0 key = 0.8 0.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.1 0.3 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 0 key = 1 0 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.25999999 rotationOffset = -90,0,0 scaleOffset = 0.439999998,20,0.439999998 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.178998828,0.270119637,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.40147987,0.35221976,1 } FLOAT { floatName = _Falloff value = 90 } FLOAT { floatName = _Noise value = 6.36999035 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedY value = 50.5443726 } FLOAT { floatName = _TintFalloff value = 0.126388699 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0.00499999989 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.05 13 0 0 key = 0.5 -1 -90 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0 -4 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.5 1 1 key = 1 1 0 0 } } } EFFECT { name = exitTraces2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.25999999 rotationOffset = -90,0,0 scaleOffset = 0.439999998,20,0.439999998 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.228258908,0.294749647,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.40147987,0.35221976,1 } FLOAT { floatName = _Falloff value = 70 } FLOAT { floatName = _Noise value = 6.36999035 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedY value = 107.166512 } FLOAT { floatName = _TintFalloff value = 0.202221915 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _TileX value = 4 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.05 13 0 0 key = 0.5 -1 -90 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0 -4 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.5 1 1 key = 1 1 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.655611038 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.100000001 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 2 } FLOAT { floatName = _SpeedX value = 47 } FLOAT { floatName = _SpeedY value = 13 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.1 0 0 key = 0.5 0.6 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.7 key = 0.2 0.06 0.1 0.1 key = 1 0.12 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.2 0 0 key = 0.4 0.8 0.375 0.375 key = 1 1.1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 0 key = 0.4 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.6 0 0 key = 0.2 0.5 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.267 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.786539674,0.820190549,1,1 angle = 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 2.5 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = Random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.93 0 0.14 key = 0.5 1.07 0.14 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 10 0 0 key = 0.2 15 10 10 key = 0.5 17 0 0 key = 1 15 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.38 0 0 key = 0.267 0.51 0 0 } gCurve { key = 0 0.36 0 0 key = 0.267 0.376 0 0 } bCurve { key = 0 0.51 0 0 key = 0.267 0.356 0 0 } aCurve { } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-generator.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-generator EFFECT { name = flame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,1.5,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.779140413,0.713460267,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.458949894,0.295560479,1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.73222327 } FLOAT { floatName = _ExpandBounded value = 1.81999719 } FLOAT { floatName = _FadeOut value = 0.545999169 } FLOAT { floatName = _Fresnel value = 0.657778084 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Brightness value = 1.35388827 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1.5 } FLOAT { floatName = _SpeedX value = 13.1444244 } FLOAT { floatName = _FadeIn value = 0.156721979 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.04 0 0 key = 0.5 0.05 0 0 } yCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } zCurve { key = 0 0.04 0 0 key = 0.5 0.05 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.05 0.3 0.5 0.5 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 1 3.44 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 -10 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 5 0 -10 key = 0.5 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.1 0 4 key = 0.5 0.2 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.07 0 0 key = 0.5 -0.08 0 0 } } } EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,0.0120000001,0.0500000007 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.171599522,0.311169714,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.565680087,0.37684983,1 } FLOAT { floatName = _Noise value = 4.99001551 } FLOAT { floatName = _Falloff value = 1.41555345 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _Brightness value = 2.21445656 } FLOAT { floatName = _TintFalloff value = 2.13749814 } FLOAT { floatName = _Fresnel value = 0 } } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3.6 0 0 } yCurve { } zCurve { key = 0 3.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 0.05 0.02 0.2 0.2 key = 1 0.2 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-lower-1.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-lower-1 EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.241289407,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 2.05098057 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = shockPos controllerName = randomshock1 transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.4 0 0.07 key = 1 0.47 0.07 0 } } POSITIONMODIFIER { name = tShockPos controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 1 0 0 key = 1 1 0 0 } zCurve { key = 0 0 0 1 key = 1 1 1 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.2 0 0.1 key = 1 0.3 0.1 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = shockScaleRand controllerName = randomshock2 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } yCurve { key = 0 0.85 0 0.3 key = 1 1.15 0.3 0 } zCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 0.6 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 7 0 0 key = 0.6 0.4 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.3 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock02 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.400669128,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 3 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.125 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock03 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,4.9000001 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.400669128,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 3 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.15 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock04 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,6.69999981 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.400669128,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 3 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.07 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.175 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = OuterShok0 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.79999995 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.471322,0.554914355,0.960784316,0 } COLOR { colorName = _EndTint colorValue = 1,0.580253363,0.382454664,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.490388155 } FLOAT { floatName = _Noise value = 0.682498932 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 1.71888578 } FLOAT { floatName = _Fresnel value = 3.38721776 } FLOAT { floatName = _ExpandBounded value = 1.90888619 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = -0.300000012 } FLOAT { floatName = _FresnelInvert value = 2.19916344 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = -8 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -0.389999986 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.03 0 0 key = 1 -0.03 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0 } yCurve { key = 0 2 0 0 } zCurve { key = 0 0.9 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.075 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 -1.6 key = 1 0.4 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = OuterShok1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.200000003,3,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.546932399,0.460152268,1 } COLOR { colorName = _EndTint colorValue = 1,0.41871056,0.279140383,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.500555456 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 2.05667281 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.605833173 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock1 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 4 0 -10 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 2.7 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = OuterShok2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.899999976 rotationOffset = -90,0,0 scaleOffset = 0.219999999,3,0.219999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.514092386,0.378052145,1 } COLOR { colorName = _EndTint colorValue = 1,0.311980426,0.213460296,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 0.898889124 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 3.32055974 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.529999971 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 5 0 -13 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 2.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.125 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = OuterShok3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.899999976 rotationOffset = -90,0,0 scaleOffset = 0.219999999,3,0.219999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.456622273,0.271322012,1 } COLOR { colorName = _EndTint colorValue = 1,0.311980426,0.213460296,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 0.974722266 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 3.63500214 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.529999971 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock1 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 6 0 -16 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 1.8 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.15 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = OuterShok4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.70000005 rotationOffset = -90,0,0 scaleOffset = 0.25,3,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.456622273,0.271322012,1 } COLOR { colorName = _EndTint colorValue = 1,0.311980426,0.213460296,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 6 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.428889006 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 7 0 -20 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 1.3 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.175 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = OuterShok5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,4.5 rotationOffset = -90,0,0 scaleOffset = 0.25,3,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.456622273,0.271322012,1 } COLOR { colorName = _EndTint colorValue = 1,0.311980426,0.213460296,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.566221356 } FLOAT { floatName = _FadeOut value = 0.611721277 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 2.07277465 } FLOAT { floatName = _ExpandBounded value = 0.60666579 } FLOAT { floatName = _ExpandSquare value = -1.11222076 } FLOAT { floatName = _ExpandLinear value = 2.13556457 } FLOAT { floatName = _FresnelInvert value = 0.479444504 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 0.292652726 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 8 0 -20 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 0.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = shock05 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,8.5 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.400669128,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 3 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = BackFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,40,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.447058827,0.513725519,0.905882359,1 } COLOR { colorName = _EndTint colorValue = 0.893269837,0.441719145,0.244678885,1 } FLOAT { floatName = _FadeIn value = 0.333666146 } FLOAT { floatName = _FadeOut value = 0.439832658 } FLOAT { floatName = _Fresnel value = 3.89277172 } FLOAT { floatName = _Falloff value = 1.61777508 } FLOAT { floatName = _TintFalloff value = 8 } FLOAT { floatName = _Brightness value = 0.494445235 } FLOAT { floatName = _SpeedY value = 39.0666504 } FLOAT { floatName = _Noise value = 6.52165604 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SpeedX value = 22.1888618 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SymmetryStrength value = 0.0596681163 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _ExpandSquare value = -7.0777669 } FLOAT { floatName = _ExpandBounded value = 0.202222094 } FLOAT { floatName = _ExpandLinear value = 8.89776325 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.3 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.8 0 -2.5 key = 1 1 0 0 } yCurve { key = 0 1.2 0 -0.5 key = 1 1 0 0 } zCurve { key = 0 1.8 0 -2.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.2 key = 1 0.5 0.2 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 40 0 -100 key = 0.6 8.9 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.02 0 0 2 key = 0.6 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 2 key = 1 3.9 0 0 } } } EFFECT { name = innerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.560000002,20,0.560000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.318569005,0.466349244,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.490979254,0.408879161,1 } FLOAT { floatName = _Brightness value = 0.454999268 } FLOAT { floatName = _Fresnel value = 0.758332133 } FLOAT { floatName = _Falloff value = 6.31943464 } FLOAT { floatName = _Noise value = 4.3075161 } FLOAT { floatName = _SpeedY value = 45 } FLOAT { floatName = _TintFalloff value = 0.278054923 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 11 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.56 0 0 } yCurve { key = 0 40 0 -40 key = 0.9 20 0 0 } zCurve { key = 0 0.56 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 25 0 -100 key = 0.7 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 -25 key = 1 6.3 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4.3 0 -12 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.27 0 7 key = 1 2.5 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.75 0 12 key = 1 5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.8 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.05 2 0 0 key = 0.4 1 0 0 } } } EFFECT { name = exitTraces1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0419999994 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.335799754,0.47536996,1,1 } COLOR { colorName = _EndTint colorValue = 0.180620268,0.220859632,1,1 } FLOAT { floatName = _Falloff value = 50 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 1.23361695 } FLOAT { floatName = _Noise value = 5.68749142 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _FadeIn value = 0.00100000005 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TileY value = 0.100000001 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 1 0 0 key = 0.4 0 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -80 key = 0.4 0 0 0 } } } EFFECT { name = exitTraces2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0450000018 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.344009757,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.0410500579,0.105919428,0.467159986,1 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 0.60666573 } FLOAT { floatName = _Noise value = 5.36918116 } FLOAT { floatName = _SpeedY value = 24.9444523 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _FadeIn value = 0.103110962 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _Seed value = 795.499939 } FLOAT { floatName = _SpeedX value = 1.5 } FLOAT { floatName = _Symmetry value = 3 } FLOAT { floatName = _SymmetryStrength value = 0.42366758 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 0.3 0.4 0.3 0.3 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.35 0 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -80 key = 0.35 0 0 0 } } } EFFECT { name = exitTraces3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0419999994 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.467970699,0.582100153,1,1 } COLOR { colorName = _EndTint colorValue = 0,0.114129439,1,1 } FLOAT { floatName = _Falloff value = 40 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 1.64083099 } FLOAT { floatName = _Noise value = 7.27998877 } FLOAT { floatName = _SpeedY value = 15.978054 } FLOAT { floatName = _TileX value = 0.800000012 } FLOAT { floatName = _FadeIn value = 0.00100000005 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 0.400000006 } FLOAT { floatName = _TileY value = 1 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 4 key = 0.2 0.4 0.3 0.3 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 1.5 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -60 key = 0.4 5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 50 key = 1 55 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0250000004 rotationOffset = -90,0,0 scaleOffset = 0.560000002,8,0.560000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.532840014,0.54926002,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.524629951,0.442529887,1 } FLOAT { floatName = _Falloff value = 2.83110666 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Brightness value = 0.443889767 } FLOAT { floatName = _FadeOut value = 0.409499377 } FLOAT { floatName = _Fresnel value = 0.556110263 } FLOAT { floatName = _Noise value = 8.94083118 } FLOAT { floatName = _SpeedY value = 44.3889732 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _SpeedX value = 32.3555069 } FLOAT { floatName = _ExpandBounded value = -0.10111095 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.05 0.44 0 0 key = 0.4 0 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6 0 0 key = 0.5 -0.1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.5 2.83 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.174722269 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 2 } FLOAT { floatName = _SpeedX value = 47 } FLOAT { floatName = _SpeedY value = 13 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.2 0 8 key = 0.3 1.3 0 0 key = 1 1.3 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.8 key = 0.2 0.1 0.1 0.1 key = 1 0.13 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.15 0 0 key = 0.2 0.7 0.5 0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 4 0 30 key = 0.25 7 0 0 key = 0.5 2.5 -5 -5 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 0.1 0.4 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.2 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.786539674,0.820190549,1,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.2 0 0 key = 0.2 2.5 2 2 key = 0.5 3 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 1 0 0 key = 0.2 1.2 2 2 key = 0.5 1.7 1 1 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = randomshock2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.85 0 0.3 key = 0.5 1.15 0.3 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 10 0 0 key = 0.2 15 20 20 key = 0.5 20 0 0 key = 1 20 0 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.36 0 0 key = 0.2 0.51 0 0 } gCurve { key = 0 0.37 0 0 key = 0.2 0.376 0 0 } bCurve { key = 0 0.51 0 0 key = 0.2 0.356 0 0 } aCurve { } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-lower-2.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-lower-2 EFFECT { name = Cones parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-cones positionOffset = 0,0,-0.0130000003 rotationOffset = -90,0,0 scaleOffset = 0.569999993,12,0.569999993 MATERIAL { transform = Waterfall/FX/fx-volumetric-cones(Clone) shader = Waterfall/Additive Cones (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.410500586,0.599330902,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.229880348,0.106730148,1 } FLOAT { floatName = _Seed value = 0.063000001 } FLOAT { floatName = _FresnelInvert value = 1.37998855 } FLOAT { floatName = _TintFalloff value = 3.64288425 } FLOAT { floatName = _Falloff value = 1.24606168 } FLOAT { floatName = _ConeExpansion value = 0.278776318 } FLOAT { floatName = _ConeLength value = 0.194244102 } FLOAT { floatName = _Smoothness value = 0.18614915 } FLOAT { floatName = _ExitLength value = 1 } FLOAT { floatName = _ConeFade value = 1.38030791 } FLOAT { floatName = _ExitStart value = 0.5 } FLOAT { floatName = _Fresnel value = 1.12737632 } FLOAT { floatName = _Brightness value = 1.798226 } FLOAT { floatName = _FadeOut value = 0.669408858 } FLOAT { floatName = _Stretch value = 0.000622043211 } FLOAT { floatName = _Noise value = 7.46430635 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _SpeedY value = 89.3260574 } FLOAT { floatName = _SpeedX value = 0.568715453 } FLOAT { floatName = _NoiseFresnel value = 7.52061367 } FLOAT { floatName = _TintFresnel value = 0.880814552 } FLOAT { floatName = _LengthBrightness value = 1.72610593 } FLOAT { floatName = _ConeFadeStart value = 0.0540700927 } FLOAT { floatName = _TileY value = 0.46802032 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { key = 0.75 15 0 0 key = 1 12 0 0 } zCurve { key = 0 0.6 0 0 } } FLOATMODIFIER { name = tConeL controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeLength floatCurve { key = 0 0.14 0 0.1 key = 1 0.194 0 0 } } FLOATMODIFIER { name = aExitSt controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0.75 0.1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = rExitSt controllerName = random1 transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0 0.06 0 -0.12 key = 1 -0.06 -0.12 0 } } FLOATMODIFIER { name = aConeEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0.65 0 0 2.5 key = 0.825 0.23 0.5 0.5 key = 1 0.279 0 0 } } FLOATMODIFIER { name = rConeEx controllerName = random1 transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0 0.05 0 -0.05 key = 1 0 -0.05 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.15 1.2 2 2 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -8 key = 0.7 1.246 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 0.85 1 0 0 } } FLOATMODIFIER { name = tConeEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0 0.2 0 4 key = 0.5 1 0 0 } } } EFFECT { name = shock0 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.75 rotationOffset = -90,0,0 scaleOffset = 0.230000004,1.70000005,0.230000004 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.441719145,0.606730223,1,1 } COLOR { colorName = _EndTint colorValue = 0.30295974,0.57389003,1,1 } FLOAT { floatName = _ExpandLinear value = -0.420545131 } FLOAT { floatName = _ExpandSquare value = 0.0600778647 } FLOAT { floatName = _FadeOut value = 0.677378058 } FLOAT { floatName = _Falloff value = 0.360467196 } FLOAT { floatName = _FadeIn value = 0.132171333 } FLOAT { floatName = _Fresnel value = 0.465603501 } FLOAT { floatName = _TintFalloff value = 1.50194693 } FLOAT { floatName = _TintFresnel value = 1.52447605 } FLOAT { floatName = _Brightness value = 1.46560347 } FLOAT { floatName = _Noise value = 2.4000001 } FLOAT { floatName = _FalloffStart value = -0.200000003 } FLOAT { floatName = _TileX value = 0.211477831 } FLOAT { floatName = _SpeedX value = 0.600778759 } FLOAT { floatName = _TileY value = 0.211477846 } FLOAT { floatName = _SpeedY value = 164.884109 } FLOAT { floatName = _NoiseFresnel value = 2.70350432 } FLOAT { floatName = _LengthBrightness value = 0.525681376 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0 0 1.5 key = 1 0.75 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random1 transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.03 0 0.06 key = 1 0.03 0.06 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.65 1.5 0 0 key = 1 0 -2 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.4 0 -0.4 key = 1 0.23 0 0 } yCurve { key = 0 1.2 0 1 key = 1 1.7 0 0 } zCurve { key = 0 0.4 0 -0.4 key = 1 0.23 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.65 0.3 0 0 key = 0.95 1 0 0 } yCurve { key = 0.65 1.3 0 0 key = 0.9 1 0 0 } zCurve { key = 0.65 0.3 0 0 key = 0.95 1 0 0 } } SCALEMODIFIER { name = rScale controllerName = random1 transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } yCurve { } zCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } } FLOATMODIFIER { name = tSqEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -0.06 0 0.2 key = 1 0.06 0 0 } } FLOATMODIFIER { name = aSqEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.65 2 0 0 key = 0.9 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.1 1 1 1 key = 1 1.465 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = shocks parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.0799999982,1.5,0.0799999982 MATERIAL { transform = Cylinder shader = Waterfall/Additive Echo (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.35221985,0.524630129,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Echos value = 3.72603345 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -10 } FLOAT { floatName = _Falloff value = 3.76988673 } FLOAT { floatName = _Fresnel value = 3.63174558 } FLOAT { floatName = _FadeOut value = 0.669719994 } FLOAT { floatName = _FadeIn value = 0.232801765 } FLOAT { floatName = _ExpandLinear value = 8.49805355 } FLOAT { floatName = _EchoFalloff value = 0.3919909 } FLOAT { floatName = _Noise value = 1.50945675 } FLOAT { floatName = _SpeedY value = 160.378265 } FLOAT { floatName = _FalloffStart value = -0.150000006 } FLOAT { floatName = _Brightness value = 1.11351395 } FLOAT { floatName = _EchoLength value = 2.30038929 } FLOAT { floatName = _Stretch value = 0.0270350445 } FLOAT { floatName = _Dimming value = 0.272999555 } FLOAT { floatName = _TileX value = 0.211477786 } FLOAT { floatName = _SpeedX value = 4.20545149 } FLOAT { floatName = _TileY value = 0.249026522 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.15 0 1 key = 1 3 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.7 2.1 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random1 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.04 0 0.08 key = 1 0.04 0.08 0 } } SCALEMODIFIER { name = rScale controllerName = random1 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.08 0 0.04 key = 1 0.12 0.04 0 } yCurve { key = 0 1.7 0 0 } zCurve { key = 0 0.08 0 0.04 key = 1 0.12 0.04 0 } } FLOATMODIFIER { name = tEchoL controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0 1 0 0.6 key = 1 1.35 0 0 } } FLOATMODIFIER { name = aEchoL controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0.75 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.8 1 1 key = 1 1.11 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.625 0 0 0 key = 0.8 1.2 0 0 } } } EFFECT { name = tailPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.569999993,22,0.569999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0558486246,0.0156862754,0.00784313772,1 } COLOR { colorName = _EndTint colorValue = 1,0.359619111,0.311169744,1 } FLOAT { floatName = _Falloff value = 1.74397576 } FLOAT { floatName = _TintFalloff value = 1.78407359 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.779197991 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _Fresnel value = 0.850904524 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _Noise value = 2.65819144 } FLOAT { floatName = _TileX value = 0.100000001 } FLOAT { floatName = _SpeedY value = 42.6256332 } FLOAT { floatName = _SpeedX value = 10.7843552 } FLOAT { floatName = _TileY value = 4.08909798 } FLOAT { floatName = _Brightness value = 1.13723648 } FLOAT { floatName = _ExpandSquare value = 0.945406616 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.57 0 0 } yCurve { key = 0 10 0 30 key = 1 22 0 0 } zCurve { key = 0 0.57 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0.65 1.4 0 -1 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 0.6 2 2 key = 1 1.6 0 0 } } FLOATMODIFIER { name = tFadeIn controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.2 0 5 key = 0.2 0.78 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 0.85 1 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.65 1 0 -3.5 key = 1 0 0 0 } } } EFFECT { name = VacPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.579999983,35,0.579999983 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 1,0.285799772,0.215059832,0 } COLOR { colorName = _StartTint colorValue = 0.0509803928,0.0666666701,0.115078941,0 } FLOAT { floatName = _TintFalloff value = 0.728062093 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeOut value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Brightness value = 2.3882277 } FLOAT { floatName = _TintFresnel value = 0.2022219 } FLOAT { floatName = _Noise value = 2.72250724 } FLOAT { floatName = _TileX value = 0.349999994 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _SpeedY value = 100.000008 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _NoiseFresnel value = 9.69916344 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandSquare value = 10 } FLOAT { floatName = _Seed value = 166.493637 } FLOAT { floatName = _LengthBrightness value = 3.70869923 } FLOAT { floatName = _FresnelFadeIn value = 0.974722266 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.59 0 0 } yCurve { key = 0 10 0 0 key = 0.3 25 30 30 key = 0.8 30 0 0 } zCurve { key = 0 0.59 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 12 key = 0.2 1.3 2 2 key = 1 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 5.5 0 -22 key = 0.5 0.6 0 0 key = 0.575 0.6 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 10 0 0 key = 0.65 1.15 0 0 } } FLOATMODIFIER { name = aSqEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 2 0 0 key = 0.65 0 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.6 0.73 0 0 } } FLOATMODIFIER { name = aTintFresnel controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFresnel floatCurve { key = 0.1 0 0 0 key = 0.6 0.2 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -50 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aNoisefr controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _NoiseFresnel floatCurve { key = 0.15 0.2 0 0 key = 0.3 5 0 0 } } FLOATMODIFIER { name = aFrFadein controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelFadeIn floatCurve { key = 0 0.9 0 0 key = 0.4 0.97 0 0 } } FLOATMODIFIER { name = aFr controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 2 0 0 key = 0.3 1 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 5 0 0 key = 0.2 2.7 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -5 key = 1 1 0 0 } } } EFFECT { name = Defract parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.589999974,50,0.589999974 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 1.71221948 } FLOAT { floatName = _ExpandSquare value = 2.8837378 } FLOAT { floatName = _FadeOut value = 0.0330428332 } FLOAT { floatName = _Fresnel value = 0.735953927 } FLOAT { floatName = _TileY value = 1.56323016 } FLOAT { floatName = _SpeedX value = 2.70350456 } FLOAT { floatName = _Strength value = 0.111904435 } FLOAT { floatName = _Blur value = 1.02252913 } FLOAT { floatName = _Swirl value = 2.83237505 } FLOAT { floatName = _TileX value = 0.324123859 } FLOAT { floatName = _SpeedY value = 20.2249203 } FLOAT { floatName = _FadeIn value = 0.103634335 } FLOAT { floatName = _Falloff value = 2.34303713 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.605 0 0 } yCurve { key = 0 20 0 0 key = 1 50 0 0 } zCurve { key = 0 0.605 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.3 0 0 key = 0.6 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 2 key = 0.1 0.09 0.1 0.1 key = 1 0.12 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 8 0 0 key = 0.7 1.71 0 0 } } } EFFECT { name = PlumeLight parentName = smokePoint MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.29999995 range = 8 lightType = Point color = 1,0.549260139,0.442529917,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tIntense controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random1 randomnessScale = 0.699999988 floatName = Intensity floatCurve { key = 0 0 0 10 key = 0.2 1 1 1 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rIntense controllerName = random1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.75 0 0.5 key = 1 1.25 0.5 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0.1 0.4 0 0 key = 0.6 1.2 0 0 } gCurve { key = 0.1 0.6 0 0 key = 0.6 0.5 0 0 } bCurve { key = 0.1 1 0 0 key = 0.6 0.4 0 0 } aCurve { } } } EFFECT { name = Ignition parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,10,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.311169744,0.171599522,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Noise value = 7.77035046 } FLOAT { floatName = _Falloff value = 2.28295922 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _TileX value = 1.0256815 } FLOAT { floatName = _TileY value = 3.14027429 } FLOAT { floatName = _SpeedY value = 52.838871 } FLOAT { floatName = _SpeedX value = 6.87929296 } FLOAT { floatName = _Fresnel value = 0.570739806 } FLOAT { floatName = _FadeIn value = 0.147190794 } FLOAT { floatName = _ExpandBounded value = 1.4418689 } } } FLOATMODIFIER { name = Bright controllerName = Ignition transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 1 1 1 0 } } FLOATMODIFIER { name = aEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 10 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.7 2.3 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1 0 0 key = 0.7 3.14 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-lower-Stratzenblitz.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-lower-Stratzenblitz EFFECT { name = mainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.930000007 rotationOffset = -90,0,0 scaleOffset = 0.514999986,25,0.514999986 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.0196078438,0.00392156886,0,1 } COLOR { colorName = _EndTint colorValue = 1,0.2783297,0.25369963,1 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _FadeOut value = 0.899999976 } FLOAT { floatName = _ExpandBounded value = 4.94445229 } FLOAT { floatName = _ExpandSquare value = 7.87667036 } FLOAT { floatName = _Noise value = 30 } FLOAT { floatName = _SpeedY value = 63.6000519 } FLOAT { floatName = _FalloffStart value = -0.0500000007 } FLOAT { floatName = _Fresnel value = 0.0700000003 } FLOAT { floatName = _FadeIn value = 0.0606665723 } FLOAT { floatName = _TileY value = 1.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 7.05554771 } FLOAT { floatName = _ExpandLinear value = -10 } FLOAT { floatName = _ExpandOffset value = -0.0299999993 } TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-1-blurred textureScale = 1,1 textureOffset = 0,0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.3 0 0.5 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 25 key = 0.05 0.5 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 11 0 -20 key = 1 5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 12 0 0 key = 0.7 0.2 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.4 1.5 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 0 key = 0.25 1.5 0 0 key = 1.25 2 1 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 1 0 0 key = 0.7 0.15 0 0 } } } EFFECT { name = vacPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.670000017 rotationOffset = -90,0,0 scaleOffset = 0.514999986,8,0.514999986 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.30295974,0.45073998,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.368639797,0.220859602,1 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _ExpandBounded value = 2.9322176 } FLOAT { floatName = _Falloff value = 20 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Fresnel value = 0.5 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _SpeedY value = 133.455353 } FLOAT { floatName = _FadeOut value = 0.712832212 } FLOAT { floatName = _ExpandLinear value = 3.33666158 } FLOAT { floatName = _FadeIn value = 0.00499999989 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.15 0.8 -4 -4 key = 0.3 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 0 key = 0.25 2 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2.5 0 0 key = 0.25 0 -4 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.25 5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 12 key = 0.1 0.75 2 2 key = 1 1.5 0 0 } } } EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,-0.64200002 rotationOffset = -90,0,0 scaleOffset = 0.829999983,1,0.829999983 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.27832967,0.409689873,1,1 } COLOR { colorName = _EndTint colorValue = 0.286539674,0.409689873,1,1 } FLOAT { floatName = _Noise value = 20 } FLOAT { floatName = _SpeedY value = 159.655472 } FLOAT { floatName = _Brightness value = 4.69054937 } FLOAT { floatName = _Falloff value = 0.200000003 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 50 key = 0.1 3 5 5 key = 1 4.7 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 1 0 0 key = 0.4 0 -10 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-upper-1-legacy.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-upper-1-legacy EFFECT { name = shock0 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,2.25 rotationOffset = -90,0,0 scaleOffset = 1.5,0.5,1.5 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.48273012,0.590310156,1,1 } COLOR { colorName = _EndTint colorValue = 0.306969494,0.420310169,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 3.74110508 } FLOAT { floatName = _Fresnel value = 4.27499628 } FLOAT { floatName = _Noise value = 0.379165918 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.8 0 0 key = 1 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = RandomSlow1 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { } } POSITIONMODIFIER { name = aPosTail controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -5 0 0 key = 1 -4 0 0 } zCurve { } } POSITIONMODIFIER { name = aPosBottom controllerName = atmosphereDepth transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -0.6 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.3 0 0.2 key = 1 1.05 0.2 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = rScale controllerName = RandomFast1 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0.06 key = 1 1 0.06 0 } yCurve { key = 0 0.98 0 0.02 key = 1 1.02 0.02 0 } zCurve { key = 0 0.9 0 0.06 key = 1 1 0.06 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.5 0 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 2.5 0 0 key = 0.5 0 0 0 } } SCALEMODIFIER { name = aScaleMiddle controllerName = atmosphereDepth transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = aScaleBottom controllerName = atmosphereDepth transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.55 0 0 key = 1 0.55 0 0 } yCurve { } zCurve { key = 0 0.55 0 0 key = 1 0.55 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 3 key = 1 1 0 0 } } } EFFECT { name = OuterShock0 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.54999995 rotationOffset = -90,0,0 scaleOffset = 0.569999993,2.79999995,0.569999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.520329237,0.671069205,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.418988168,0.254787922,1 } FLOAT { floatName = _Brightness value = 2.27499628 } FLOAT { floatName = _ExpandBounded value = 0.400000006 } FLOAT { floatName = _ExpandLinear value = -0.303332865 } FLOAT { floatName = _ExpandSquare value = -1.38777959 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _FadeOut value = 0.379166067 } FLOAT { floatName = _Falloff value = 1.81999719 } FLOAT { floatName = _Fresnel value = 1.31444228 } FLOAT { floatName = _Noise value = 1.89583039 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TintFalloff value = 3.18249869 } FLOAT { floatName = _FresnelInvert value = 1.08694279 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0 0 25 key = 0.4 3 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomFast1 randomnessScale = 0.25 floatName = _ExpandBounded floatCurve { key = 0 0 0 1 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.5 key = 1 1 1 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = RandomFast1 randomnessScale = 0.25 floatName = _ExpandLinear floatCurve { key = 0 2.2 0 -6 key = 1 0.4 0 0 } } } EFFECT { name = outershock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.0999999 rotationOffset = -90,0,0 scaleOffset = 0.319999993,10,0.319999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 1,0.403782845,0.280632615,1 } COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.552296758,1 } FLOAT { floatName = _Brightness value = 2.21333146 } FLOAT { floatName = _Falloff value = 2.12333012 } FLOAT { floatName = _Fresnel value = 1.11222041 } FLOAT { floatName = _FresnelInvert value = 0.682498932 } FLOAT { floatName = _Noise value = 2.80582905 } FLOAT { floatName = _SpeedY value = 80.6890717 } FLOAT { floatName = _FadeIn value = 0.151666433 } FLOAT { floatName = _FadeOut value = 0.460054785 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _ExpandBounded value = 5.65222883 } FLOAT { floatName = _ExpandSquare value = 1.30445802 } FLOAT { floatName = _ExpandLinear value = -4.94445229 } FLOAT { floatName = _TintFalloff value = 1.76944172 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 3.98889065 } FLOAT { floatName = _SpeedX value = 6.06665754 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0.5 key = 1 2.15 0.3 0 } } POSITIONMODIFIER { name = rPos controllerName = RandomSlow1 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.005 0 0.01 key = 1 0.005 0.01 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 1 1.9 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 -80 key = 0.2 -1 -10 -10 key = 1 -4.94 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 3 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = RandomFast1 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.85 0 0.1 key = 1 1.15 0.1 0 } } } EFFECT { name = backPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.5 rotationOffset = -90,0,0 scaleOffset = 0.519999981,35,0.519999981 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.343199044,0.47536996,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.474509805,0.329411775,1 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _FadeIn value = 0.0299999993 } FLOAT { floatName = _ExpandBounded value = 7.47222614 } FLOAT { floatName = _ExpandSquare value = 4.04443789 } FLOAT { floatName = _ExpandLinear value = -10 } FLOAT { floatName = _Brightness value = 0.200000003 } FLOAT { floatName = _Noise value = 8.80000019 } FLOAT { floatName = _SpeedY value = 45.4888229 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _FadeOut value = 0.409000129 } FLOAT { floatName = _Fresnel value = 1.25833213 } FLOAT { floatName = _SpeedX value = 11 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Symmetry value = 3 } FLOAT { floatName = _SymmetryStrength value = 0.0606665723 } FLOAT { floatName = _Seed value = 3 } FLOAT { floatName = _TintFalloff value = 25 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.2 0 0 key = 1 2.2 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.03 0 0 key = 1 0.04 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.93 0 0 key = 1 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1.5 1 0 } zCurve { key = 0 0.93 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0 key = 0.3 1.2 0 0 key = 1 0.8 -1 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 -120 key = 0.4 -9 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0.3 key = 1 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 -20 key = 1 7.5 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.1 0 3.5 key = 1 1.25 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 -300 key = 0.1 0.8 0 0 } } FLOATMODIFIER { name = aTintfalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.7 0 450 key = 0.2 30 0 0 key = 0.4 40 0 0 key = 1 30 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.50999999 rotationOffset = -90,0,0 scaleOffset = 1.15999997,10,1.15999997 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.220859617,0.344009787,1,1 } COLOR { colorName = _EndTint colorValue = 0.0821001232,0.129738718,0.598520219,1 } FLOAT { floatName = _Brightness value = 1.0055548 } FLOAT { floatName = _ExpandBounded value = 1.08222485 } FLOAT { floatName = _Falloff value = 25 } FLOAT { floatName = _Noise value = 3.22500348 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TintFalloff value = 1.48639441 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.100000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandLinear value = -7.78554344 } FLOAT { floatName = _FadeIn value = 0.00499999989 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 1 1.09 0 0 } yCurve { key = 0 25 0 -130 key = 0.4 8 0 0 } zCurve { key = 1 1.09 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomFast1 randomnessScale = 0 floatName = _ExpandLinear floatCurve { key = 0 11 0 -90 key = 0.4 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 35 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 8 key = 0.3 0.8 0.5 0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tExpand controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1.9 0 0 key = 1 1 0 0 } } } EFFECT { name = exitTraces2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.51999998 rotationOffset = -90,0,0 scaleOffset = 1.08000004,20,1.08000004 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.42610991,0.483579993,1,1 } COLOR { colorName = _EndTint colorValue = 0.138759479,0.20443958,1,1 } FLOAT { floatName = _ExpandBounded value = 3.75334001 } FLOAT { floatName = _Falloff value = 20 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Noise value = 9.93415165 } FLOAT { floatName = _SpeedY value = 38.2224655 } FLOAT { floatName = _Brightness value = 0.494445235 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 0.600000024 } FLOAT { floatName = _TintFalloff value = 0.146674156 } FLOAT { floatName = _FadeIn value = 0.00300000003 } } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 3.75 0 -20 key = 0.6 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.2 0.4 0.3 0.3 key = 1 0.5 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.53999996 rotationOffset = -90,0,0 scaleOffset = 1.20000005,45,1.20000005 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.109000146 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.100000001 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 3.5 } FLOAT { floatName = _SpeedX value = 10 } FLOAT { floatName = _SpeedY value = 15 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 8 } FLOAT { floatName = _TileY value = 12 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.15 0 10 key = 0.45 1.7 0 0 key = 1 1.2 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.8 key = 0.2 0.1 0.1 0.1 key = 1 0.13 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 0 key = 0.2 0.7 0.5 0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 0 key = 0.1 5 0 0 key = 0.5 2.5 -4 -4 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 0.1 0.3 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.2 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.786539674,0.820190549,1,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2 0 0 key = 0.2 3 4 4 key = 0.5 4 0 0 key = 1 4 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 2.2 0 0 key = 0.2 2.5 2 2 key = 0.5 2.8 0.5 0.5 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = RandomFast1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.85 0 0.3 key = 0.5 1.15 0.3 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 12 0 0 key = 0.2 20 30 30 key = 0.5 25 0 0 key = 1 20 0 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.35 0 0 key = 0.15 0.51 0 0 } gCurve { key = 0 0.36 0 0 key = 0.15 0.376 0 0 } bCurve { key = 0 0.51 0 0 key = 0.15 0.356 0 0 } aCurve { } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-upper-1.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-upper-1 EFFECT { name = shock parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,2.79999995 rotationOffset = -90,0,0 scaleOffset = 0.5,1.79999995,0.5 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.41481483,0.622880638,1,1 } FLOAT { floatName = _ExpandLinear value = -0.4044438 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.409499377 } FLOAT { floatName = _Falloff value = 0.590046585 } FLOAT { floatName = _FalloffStart value = -0.150000006 } FLOAT { floatName = _Fresnel value = 0.400000006 } FLOAT { floatName = _FadeIn value = 0.0700000003 } FLOAT { floatName = _Noise value = 4.2391715 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _TileX value = 0.0700000003 } FLOAT { floatName = _SpeedY value = 600 } FLOAT { floatName = _SpeedX value = 0.5 } FLOAT { floatName = _NoiseFresnel value = 4.17082691 } FLOAT { floatName = _Brightness value = 0.949999988 } FLOAT { floatName = _TintFalloff value = 1.16277587 } FLOAT { floatName = _TintFresnel value = 3.18000293 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0 0 1.1 key = 1 1.4 0.8 0 } } POSITIONMODIFIER { name = rPos controllerName = Random transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0 0 0.13 key = 1 0.13 0.13 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 2.7 0 0 key = 1 1 -5 0 } } POSITIONMODIFIER { name = PosOffset controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.5 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 1.1 0 -1.8 key = 1 0.5 -0.2 0 } yCurve { key = 0 1.8 0 0 } zCurve { key = 0 1.1 0 -1.8 key = 1 0.5 -0.2 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 1.5 0 -4 key = 0.6 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 250 key = 0.05 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 6 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.6 2 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tLin controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.8 0 0 key = 1 -0.4 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.6 0.5 0 0 key = 0.95 0.07 0 0 } } FLOATMODIFIER { name = tLBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _LengthBrightness floatCurve { key = 0 2 0 -3 key = 1 1 0 0 } } } EFFECT { name = tail parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,1.54499996 rotationOffset = -90,0,0 scaleOffset = 0.899999976,40,0.899999976 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0543343313,0.395755231,0.862962961,1 } COLOR { colorName = _EndTint colorValue = 0.996296287,0.20253922,0.103319585,1 } FLOAT { floatName = _Falloff value = 0.556110263 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = 1.29999995 } FLOAT { floatName = _FadeIn value = 0.180000007 } FLOAT { floatName = _Fresnel value = 0.151666448 } FLOAT { floatName = _FadeOut value = 0.403445363 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _TintFresnel value = 0.906665742 } FLOAT { floatName = _FresnelInvert value = 0.0500000007 } FLOAT { floatName = _Noise value = 4.39083815 } FLOAT { floatName = _NoiseFresnel value = 10.760829 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 0.150000006 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _Brightness value = 1.80111098 } FLOAT { floatName = _LengthBrightness value = 4 } FLOAT { floatName = _FresnelFadeIn value = 0.293221772 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 0 0 -0.1 } yCurve { key = 0 30 0 30 key = 1 50 0 0 } zCurve { key = 0 0 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0.6 1.2 0 0 key = 0.8 1 -0.7 -0.7 key = 1 0.95 0 0 } yCurve { key = 0.5 40 0 0 key = 1 0 -100 0 } zCurve { key = 0.6 1.2 0 0 key = 0.8 1 -0.7 -0.7 key = 1 0.95 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 1.5 0 -2 key = 1 0.55 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0.5 0.6 0 0 key = 0.7 0.4 0 0 } } FLOATMODIFIER { name = aFadein controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.2 0.1 0 0 key = 0.45 0.15 0.3 0.3 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 5 key = 0.5 0.8 0 0 key = 0.7 0.8 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aSq controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 8 0 0 key = 0.4 3.5 -20 -20 key = 0.55 0 0 0 } } FLOATMODIFIER { name = aLin controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.1 28 0 0 key = 0.4 3 -12 -12 key = 0.6 1.5 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.2 0.1 0 0 key = 0.6 0.15 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.2 2 0 0 key = 0.6 1 0 0 } } FLOATMODIFIER { name = tFadein controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.25 0 0 key = 1 1 0 0 } } } EFFECT { name = shockturbulence parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,2.4000001 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.399999976,0.600000083,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.501892924,0.34074074,1 } FLOAT { floatName = _FadeOut value = 0.409000158 } FLOAT { floatName = _FadeIn value = 0.100000001 } FLOAT { floatName = _Fresnel value = 1.05667269 } FLOAT { floatName = _TintFalloff value = 3.26082826 } FLOAT { floatName = _Falloff value = 1.11222053 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _Noise value = 5.68749142 } FLOAT { floatName = _NoiseFresnel value = 2.86668563 } FLOAT { floatName = _TileX value = 0.200000003 } FLOAT { floatName = _TileY value = 1.29999995 } FLOAT { floatName = _SpeedX value = 18.1001263 } FLOAT { floatName = _SpeedY value = 51.4667435 } FLOAT { floatName = _Brightness value = 1.15166628 } FLOAT { floatName = _ExpandLinear value = 1.11222053 } FLOAT { floatName = _ExpandSquare value = 0.200000003 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0 0 2 key = 1 2 2 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.6 3.5 0 -7 key = 1 1 0 0 } } POSITIONMODIFIER { name = PosOffset controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 1 0 -0.8 key = 1 0.5 0 0 } yCurve { key = 0 20 0 0 } zCurve { key = 0 1 0 -0.8 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 1 1.15 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 12 key = 1 1 0 0 } } } EFFECT { name = cones parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-cones positionOffset = 0,0,1.54499996 rotationOffset = -90,0,0 scaleOffset = 1.12,20,1.12 MATERIAL { transform = Waterfall/FX/fx-volumetric-cones(Clone) shader = Waterfall/Additive Cones (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0815500617,0.367693901,0.759259284,1 } COLOR { colorName = _EndTint colorValue = 1,0.114403293,0.00370371342,1 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _ConeExpansion value = 0.278055131 } FLOAT { floatName = _ConeLength value = 0.25 } FLOAT { floatName = _ExitStart value = 0.600000024 } FLOAT { floatName = _ExitLength value = 1 } FLOAT { floatName = _ConeFadeStart value = 0.141555339 } FLOAT { floatName = _ConeFade value = 5.09611845 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 4.26388693 } FLOAT { floatName = _FadeOut value = 0.699999988 } FLOAT { floatName = _TintFresnel value = 0.758332253 } FLOAT { floatName = _Fresnel value = 0.300000012 } FLOAT { floatName = _Brightness value = 5.70165873 } FLOAT { floatName = _FresnelInvert value = 3.76139092 } FLOAT { floatName = _Noise value = 4.84583759 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _NoiseFresnel value = 2.0474968 } FLOAT { floatName = _SpeedY value = 75 } FLOAT { floatName = _TileY value = 0.600000024 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _Smoothness value = 0.150000006 } FLOAT { floatName = _LengthBrightness value = 1.75833213 } FLOAT { floatName = _Asymmetry value = 0.0500000007 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 1.12 0 0 } yCurve { key = 0 10 0 15 key = 1 20 5 0 } zCurve { key = 0 1.12 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 40 key = 0.1 3 10 10 key = 1 7 0 0 } } FLOATMODIFIER { name = tExp controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0 0.18 0 0.15 key = 1 0.28 0.05 0 } } FLOATMODIFIER { name = tSmooth controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Smoothness floatCurve { key = 0 0.3 0 -0.2 key = 1 0.15 -0.1 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 8 0 -10 key = 0.8 3 0 0 } } FLOATMODIFIER { name = tFalloffSt controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _FalloffStart floatCurve { key = 0 0 0 -0.3 key = 1 -0.1 0 0 } } FLOATMODIFIER { name = aExitSt controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0.5 0.1 0 0 key = 1 0.61 2 0 } } FLOATMODIFIER { name = rExitSt controllerName = Random transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0 0.04 0 -0.08 key = 1 -0.04 -0.08 0 } } FLOATMODIFIER { name = rExp controllerName = Random transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0 0.04 0 -0.08 key = 1 -0.04 -0.08 0 } } FLOATMODIFIER { name = aConeFade controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ConeFade floatCurve { key = 0.55 3 0 -30 key = 0.75 1 0 0 key = 1 5 50 0 } } FLOATMODIFIER { name = aCFadeSt controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ConeFadeStart floatCurve { key = 0.5 0 0 0 key = 1 0.14 0.35 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0.5 0.8 0 -5 key = 0.75 0.4 0 0 key = 1 0.7 1.5 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.45 0 0 0 key = 0.65 1 0 0 } } } EFFECT { name = Vac parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,1.54499996 rotationOffset = -90,0,0 scaleOffset = 1.12,20,1.12 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722222254,0.120905362,0.240740746,1 } COLOR { colorName = _EndTint colorValue = 1,0.117695488,0.00740742683,1 } FLOAT { floatName = _FalloffStart value = -0.400000006 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _FadeOut value = 0.412333012 } FLOAT { floatName = _ExpandSquare value = 0.6055547 } FLOAT { floatName = _ExpandLinear value = -1.11555338 } FLOAT { floatName = _Fresnel value = 0.859443128 } FLOAT { floatName = _FresnelInvert value = 0.5 } FLOAT { floatName = _TintFresnel value = 0.00461108144 } FLOAT { floatName = _Brightness value = 5 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _TileY value = 0.449999988 } FLOAT { floatName = _Noise value = 3.47154236 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _NoiseFresnel value = 9.31999683 } FLOAT { floatName = _TintFalloff value = 0.0505554751 } FLOAT { floatName = _LengthBrightness value = 5.10111094 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 1.12 0 0 } yCurve { key = 0 8 0 0 key = 0.5 20 0 0 } zCurve { key = 0 1.12 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 30 key = 0.1 2 7 7 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 2.5 0 -4 key = 0.5 2 -1 -1 key = 0.65 0 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.1 0 1 key = 0.45 0.5 0.5 0.5 key = 0.55 1 0 0 } } FLOATMODIFIER { name = aLin controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 0.4 2 -20 -20 key = 0.6 -0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 1.5 0 0 key = 0.4 0.7 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aTintFresnel controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _TintFresnel floatCurve { key = 0.15 0 0 0 key = 0.55 0.15 0 0 } } FLOATMODIFIER { name = aTintFO controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.2 0 0 0 key = 0.5 0.05 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Noise floatCurve { key = 0.1 3 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aLBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _LengthBrightness floatCurve { key = 0 4.5 0 0 key = 0.3 1 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aSq controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 0.6 0 0 key = 0.4 0.4 0 0 key = 0.6 0.3 0 0 } } FLOATMODIFIER { name = rLin controllerName = Random transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.3 0 0.6 key = 1 0.3 0.6 0 } } } EFFECT { name = shocks parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9.80000019 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,2,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive Echo (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.407407403,0.683950663,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Echos value = 2 } FLOAT { floatName = _EchoLength value = 2.5999999 } FLOAT { floatName = _ExpandLinear value = 10 } FLOAT { floatName = _FadeOut value = 0.859443128 } FLOAT { floatName = _FadeIn value = 0.100000001 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _EchoFalloff value = 0.247721836 } FLOAT { floatName = _SpeedX value = 0.5 } FLOAT { floatName = _SpeedY value = 600 } FLOAT { floatName = _TileX value = 0.0700000003 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _Noise value = 4.62582636 } FLOAT { floatName = _Brightness value = 0.443889767 } FLOAT { floatName = _Fresnel value = 2.7805512 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 8.07889175 } FLOAT { floatName = _Dimming value = 1 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.45 11 0 0 key = 1 7.5 -12 0 } } POSITIONMODIFIER { name = rPos controllerName = Random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.12 0 0.24 key = 1 0.12 0.24 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -4.5 0 6 key = 1 0 1 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 0.8 0.3 0 0 key = 0.95 0 0 0 } } FLOATMODIFIER { name = rLin controllerName = Random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 30 key = 1 35 30 0 } } FLOATMODIFIER { name = tEchoL controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0 2.2 0 0 key = 1 2.6 0.5 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0.5 0 } } } EFFECT { name = bluelight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,3.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 0.749794066 range = 15 lightType = Point color = 0.455555558,0.637037098,1,1 angle = 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0 0 1.1 key = 1 1.4 0.8 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0.2 0.2 0 0 key = 0.5 2.7 0 0 key = 1 1 -5 0 } } POSITIONMODIFIER { name = PosOffset controllerName = throttle transformName = Waterfall/FX/fx-point-light(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.2 0 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 100 key = 0.025 1 1 1 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = Intensity floatCurve { key = 0.2 1.5 0 0 key = 0.45 0.2 0 0 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = Random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = Intensity floatCurve { key = 0 1.175 0 -0.35 key = 1 0.825 -0.35 0 } } } EFFECT { name = redlight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,3.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 0.749794066 range = 50 lightType = Point color = 1,0.377777785,0.300000012,1 angle = 100 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 5.5 0 20 key = 1 15 0.8 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0.2 1.2 0 2 key = 1 1 -4.5 0 } } POSITIONMODIFIER { name = PosOffset controllerName = throttle transformName = Waterfall/FX/fx-point-light(Clone) combinationType = ADD useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.2 0 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 7 key = 0.2 0.9 1.2 1.2 key = 1 1.3 0 0 } } LIGHTFLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = Intensity floatCurve { key = 0.2 0 0 5 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = Random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = Intensity floatCurve { key = 0 1.25 0 -0.5 key = 1 0.75 -0.5 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = Range floatCurve { key = 0.2 60 0 80 key = 1 50 -150 0 } } } EFFECT { name = Ignition parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.10000002 rotationOffset = -90,0,0 scaleOffset = 0.800000012,10,0.800000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.465349793,0.248148143,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandBounded value = 1.01110959 } FLOAT { floatName = _FadeOut value = 0.662276745 } FLOAT { floatName = _Noise value = 2.19167495 } FLOAT { floatName = _Falloff value = 1.92110813 } FLOAT { floatName = _FalloffStart value = -0.200000003 } FLOAT { floatName = _TileX value = 0.200000003 } FLOAT { floatName = _SpeedY value = 110.111099 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _FadeIn value = 0.0859443098 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _Fresnel value = 1.21333146 } FLOAT { floatName = _ExpandLinear value = -0.202221915 } FLOAT { floatName = _ExpandSquare value = 0 } } } FLOATMODIFIER { name = iBright controllerName = Ignition transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 1 1 1 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 3 key = 1 1 0 0 } } FLOATMODIFIER { name = aExp controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.1 2.5 0 0 key = 1 1 0 0 } } } EFFECT { name = Distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.54499996 rotationOffset = -90,0,0 scaleOffset = 1.20000005,50,1.20000005 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _SpeedY value = 35 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _Strength value = 0.600000024 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Swirl value = 3 } FLOAT { floatName = _Blur value = 0.974722266 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _Fresnel value = 1.76944172 } FLOAT { floatName = _FadeOut value = 0.0500000007 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _ExpandLinear value = 5 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 xCurve { key = 0 1.2 0 0 } yCurve { key = 0.3 80 0 0 key = 1 50 -80 0 } zCurve { key = 0 1.2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 4 key = 0.1 0.22 0.2 0.2 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _Strength floatCurve { key = 0.1 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aExp controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = RandomnessController randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.1 10 0 0 key = 0.7 0.5 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-upper-2.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-upper-2 EFFECT { name = outerShock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.144999996 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.343199044,0.52463001,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210063,0.286539674,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.210111097 } FLOAT { floatName = _Falloff value = 1.79999995 } FLOAT { floatName = _Brightness value = 2.71666431 } FLOAT { floatName = _Noise value = 4.84583712 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.319999993 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Seed value = -3 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.145 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1.5 -1.5 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.65 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.1 0.4 0 -10 key = 0.15 -0.1 -1 -1 key = 0.5 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.150000006 floatName = _ExpandLinear floatCurve { key = 0.1 -0.55 0 0 key = 0.15 -0.27 0 0 key = 0.5 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 1 0.21 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.4 6 6 key = 0.5 1.5 0 0 key = 1 1.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.12 0.7 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.2 1 0 0 key = 0.5 1.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 3 0 0 key = 0.6 4.8 0 0 } } } EFFECT { name = innerFlame1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.144999996 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.285728961,0.360429764,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.483579963,0.360429823,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.242666289 } FLOAT { floatName = _Falloff value = 0.702221811 } FLOAT { floatName = _Brightness value = 1.00333285 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.30277735 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TintFalloff value = 1.08444655 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1 -1 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -0.5 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.5 0.35 -0.6 -0.6 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.1 1 1 key = 0.5 0.35 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.1 1 0 0 key = 0.5 0.5 -0.5 -0.5 key = 1 0.24 -0.5 -0.5 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2 0 0 key = 0.7 0.7 0 0 } } } EFFECT { name = Core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.800000012 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.483579963,0.664200246,1,1 } COLOR { colorName = _EndTint colorValue = 0.229069605,0.37684983,1,1 } FLOAT { floatName = _ExpandBounded value = 380 } FLOAT { floatName = _ExpandLinear value = 407 } FLOAT { floatName = _FadeOut value = 0.0120000001 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Noise value = 7.5 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _SpeedX value = 23.2555199 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 3 } FLOAT { floatName = _Brightness value = 0.899999976 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 0.9 0 0 } } } EFFECT { name = Core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-1.25 rotationOffset = -90,0,0 scaleOffset = 1,0.100000001,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.755321145,0.377660573,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _DirAdjust value = 1 } FLOAT { floatName = _Brightness value = 0.150000006 } FLOAT { floatName = _Falloff value = 0.303332865 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Noise value = 9.02415276 } FLOAT { floatName = _SpeedY value = 200 } } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.015 0 0 } yCurve { } zCurve { key = 0 0.015 0 0 } } SCALEMODIFIER { name = exitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.06 0 0 } yCurve { } zCurve { key = 0 0.06 0 0 } } SCALEMODIFIER { name = tailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 } yCurve { } zCurve { key = 0 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.045 0.2 0.2 key = 1 0.15 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.100000001,1,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.52463001,0.688830256,1,1 } COLOR { colorName = _EndTint colorValue = 0.270119667,0.32758975,1,1 } FLOAT { floatName = _ExpandBounded value = 10 } FLOAT { floatName = _ExpandLinear value = -18 } FLOAT { floatName = _FadeOut value = 0.343777239 } FLOAT { floatName = _ExpandSquare value = 7.7810998 } FLOAT { floatName = _Falloff value = 1.56722021 } FLOAT { floatName = _ExpandOffset value = 1.3144424 } FLOAT { floatName = _FadeIn value = 0.0649999976 } FLOAT { floatName = _Fresnel value = 0.353888363 } FLOAT { floatName = _Brightness value = 0.898888767 } FLOAT { floatName = _Noise value = 4.69417143 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 26.1777534 } FLOAT { floatName = _TintFalloff value = 2.27499652 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random3 randomnessScale = 0 xCurve { } yCurve { } zCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = SUBTRACT useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 -1 0 0 key = 0.5 -0.3 1.2 1.2 key = 1 0 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } yCurve { key = 0.5 1.7 0 0 key = 1 1 0 0 } zCurve { key = 0.5 0.1 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.600000024 floatName = _ExpandOffset floatCurve { key = 0.5 3 0 0 key = 0.75 2.5 -3 -3 key = 1 1.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 3.5 key = 0.5 0.65 0.2 0.2 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 4 key = 0.2 0.3 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 2 0 0 key = 0.5 -0.5 -10 -10 key = 1 -18 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.5 0.2 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -2 0 20 key = 1 7.8 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -3 key = 0.5 3 -2 -2 key = 1 1.56 0 0 } } FLOATMODIFIER { name = rOffset controllerName = Random2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = -0.5 -0.3 0 0.6 key = 0.5 0.3 0.6 0 } } } EFFECT { name = outerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,24,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.270119667,0.056659352,0,0 } COLOR { colorName = _EndTint colorValue = 1,0.458949924,0.311169803,1 } FLOAT { floatName = _Brightness value = 0.496667206 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 2.9322176 } FLOAT { floatName = _ExpandLinear value = -2.32555199 } FLOAT { floatName = _ExpandSquare value = -0.505554676 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.25 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _Noise value = 13.1949797 } FLOAT { floatName = _FadeOut value = 0.424666017 } FLOAT { floatName = _SpeedY value = 87.5221481 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedX value = 8 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 4.39583063 } FLOAT { floatName = _TileX value = 1 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.2 0.192 0 0 key = 0.5 0.192 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0.7 } yCurve { key = 0 30 0 100 key = 0.1 45 50 50 key = 0.5 54.5 0 0 key = 1 24.5 0 0 } zCurve { key = 0 0.5 0 0 } } COLORMODIFIER { name = aStartTint controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.5 0.45 0 0 key = 1 0.345 0 0 } gCurve { key = 0.5 0.45 0 0 key = 1 0.07 0 0 } bCurve { key = 0.5 0.9 0 0 key = 1 0 0 0 } aCurve { } } FLOATMODIFIER { name = speedX controllerName = Random1 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedX floatCurve { key = 0 32 0 0 key = 1 32 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.54 0 0 key = 0.1 0.54 0 0 key = 0.5 0.54 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.05 0.5 0 0 key = 0.125 0.5 0 0 key = 0.22 0.5 0 0 key = 0.5 0.5 0 0 key = 1 -2.32 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 9.5 0 -40 key = 0.05 7.5 -30 -30 key = 0.125 5 -40 -40 key = 0.2 3 -30 -30 key = 0.5 0.7 0 0 key = 1 2.93 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -1 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.025 0 0 0 key = 0.1 5 40 40 key = 0.5 10 0 0 key = 1 4.4 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.8 0 0 key = 0.1 0.42 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 80 0 0 key = 0.1 39 0 0 key = 0.5 39 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 7 0 0 key = 0.1 5 0 0 key = 0.5 8 10 10 key = 1 30 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.45 0 0 key = 0.1 0.3 0 0 key = 0.5 0.3 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1.5 0 0 key = 0.1 4 0 0 key = 0.5 4 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0 key = 0.1 0.3 0 0 key = 0.5 0.3 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 37 0 -100 key = 0.1 2 -4 -4 key = 0.5 1.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.15 0 0 key = 0.05 0 0 0 } } } EFFECT { name = innerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.379999995,16,0.379999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.382984996,0.459532559,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.467160016,0.270119697,1 } FLOAT { floatName = _Brightness value = 0.800000131 } FLOAT { floatName = _ExpandOffset value = 0.303332865 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.21333146 } FLOAT { floatName = _FadeIn value = 0.101110965 } FLOAT { floatName = _Fresnel value = 2.32555175 } FLOAT { floatName = _Falloff value = 1.71888614 } FLOAT { floatName = _Noise value = 9.23667526 } FLOAT { floatName = _FadeOut value = 0.743165553 } FLOAT { floatName = _SpeedY value = 33.2667656 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _SpeedX value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Seed value = -11 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 0 key = 1 1.71 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187999994 rotationOffset = -90,0,0 scaleOffset = 0.763000011,1.79999995,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.62315017,0.754510403,1,1 } COLOR { colorName = _EndTint colorValue = 0.229069591,0.40147984,1,1 } FLOAT { floatName = _ExpandSquare value = -0.649999976 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Falloff value = 4.74666023 } FLOAT { floatName = _Brightness value = 0.64944458 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 1.8427788 } FLOAT { floatName = _FadeIn value = 0.00300000003 } } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.1 0.1 0 0 key = 0.5 0.1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 0 key = 0.1 0.5 0 0 key = 0.5 0.65 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = outerShock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 3.02221918 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 13 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 2.2 0 0 key = 0.5 1 -1.5 -1.5 key = 1 0.55 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.18 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.025 0 0.05 key = 1 0.025 0.05 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 -0.2 0 -0.5 key = 0.45 -0.47 0 0 key = 1 -0.78 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 0.7 -0.7 -1.5 -1.5 key = 1 -1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.1 4 4 key = 0.5 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 4.3 0 0 key = 0.5 3.1 -1.5 -1.5 key = 1 2.7 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.47 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0 0 -2.2 key = 0.5 -0.42 0 0 key = 1 -0.24 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.07 3.5 3.5 key = 0.5 0.85 0 0 key = 0.8 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 6.5 0 0 key = 0.5 5.3 -1.5 -1.5 key = 1 4.9 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.7 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0.1 0 -2.5 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.03 2.5 2.5 key = 0.5 0.7 0 0 key = 0.7 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 8.6 0 0 key = 0.5 7.4 -2 -2 key = 1 6.5 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.9 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 0.3 0 -2.7 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 -0.15 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 0.05 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 1.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.075 0 0 0 key = 0.1 0.02 2 2 key = 0.5 0.5 0 0 key = 0.7 0.15 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.2 0 0 key = 1 3 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.75 0 0 key = 0.5 0 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.3 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.8 0 0 key = 1 5.1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random4 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.18 0 0 key = 0.75 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 4.5 0 0 key = 1 7.2 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.07 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = exitTracesLong parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.32758975,0.5,1,1 } COLOR { colorName = _EndTint colorValue = 0.0977094099,0.27832967,1,1 } FLOAT { floatName = _TintFalloff value = 0.505554795 } FLOAT { floatName = _Falloff value = 25 } FLOAT { floatName = _Noise value = 6.51416826 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00079999998 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 2 } FLOAT { floatName = _SpeedX value = 47 } FLOAT { floatName = _SpeedY value = 13 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.15 0 8 key = 0.5 1.5 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.8 key = 0.2 0.1 0.1 0.1 key = 1 0.13 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 0 key = 0.2 0.7 0.5 0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 0 key = 0.5 3 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 0.1 0.2 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.2 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.786539674,0.820190549,1,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.5 0 0 key = 0.2 4 3 3 key = 0.5 5 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 1.5 0 0 key = 0.2 2.2 2 2 key = 0.5 2.5 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = Random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.93 0 0.14 key = 0.5 1.07 0.14 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 10 0 0 key = 0.2 12.5 10 10 key = 0.5 15 0 0 key = 1 10 0 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.38 0 0 key = 0.2 0.51 0 0 } gCurve { key = 0 0.4 0 0 key = 0.2 0.376 0 0 } bCurve { key = 0 0.51 0 0 key = 0.2 0.356 0 0 } aCurve { } } } EFFECT { name = exitTracesfine parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.32758975,0.5,1,1 } COLOR { colorName = _EndTint colorValue = 0.0977094099,0.27832967,1,1 } FLOAT { floatName = _TintFalloff value = 0.505554795 } FLOAT { floatName = _Falloff value = 20 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 1000 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00100000005 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-hydrolox-upper-3.cfg EFFECTTEMPLATE { templateName = stock-hydrolox-upper-3 EFFECT { name = outerShock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.144999996 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.343199044,0.52463001,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210063,0.286539674,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.210111097 } FLOAT { floatName = _Falloff value = 1.79999995 } FLOAT { floatName = _Brightness value = 2.71666431 } FLOAT { floatName = _Noise value = 4.84583712 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.319999993 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Seed value = -3 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.145 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.133 3 0 0 key = 0.67 1.8 -1.125 -1.125 key = 1.33 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.65 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.133 0.4 0 -7.5 key = 0.2 -0.1 -0.75 -0.75 key = 0.67 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.150000006 floatName = _ExpandLinear floatCurve { key = 0.133 -0.55 0 0 key = 0.2 -0.27 0 0 key = 0.67 0.3 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 1 0.21 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.133 0.2 2.5 2.5 key = 0.67 1.8 0 0 key = 1.33 2.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.16 0.7 0 0 key = 0.67 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.27 1 0 0 key = 0.67 1.5 0 0 key = 1.33 1.8 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.4 3 0 0 key = 0.8 4.8 0 0 } } } EFFECT { name = innerFlame1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.144999996 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.285728961,0.360429764,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.483579963,0.360429823,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.242666289 } FLOAT { floatName = _Falloff value = 0.702221811 } FLOAT { floatName = _Brightness value = 1.00333285 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.30277735 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TintFalloff value = 1.08444655 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.133 3 0 0 key = 0.67 1.8 -0.75 -0.75 key = 1.33 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -0.5 0 0 key = 1.33 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.67 0.35 -0.45 -0.45 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.133 0.12 0.9 0.9 key = 0.67 0.42 0 0 key = 1.33 0.95 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.133 1 0 0 key = 0.67 0.5 -0.375 -0.375 key = 1.33 0.24 -0.375 -0.375 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2 0 0 key = 0.7 0.7 0 0 } } } EFFECT { name = Core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.800000012 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.483579963,0.664200246,1,1 } COLOR { colorName = _EndTint colorValue = 0.229069605,0.37684983,1,1 } FLOAT { floatName = _ExpandBounded value = 380 } FLOAT { floatName = _ExpandLinear value = 407 } FLOAT { floatName = _FadeOut value = 0.0120000001 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Noise value = 7.5 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _SpeedX value = 23.2555199 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 3 } FLOAT { floatName = _Brightness value = 0.899999976 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 9 key = 0.1 0.4 1.7 1.7 key = 1 1.1 0 0 } } } EFFECT { name = Core2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-1.25 rotationOffset = -90,0,0 scaleOffset = 1,0.100000001,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.755321145,0.377660573,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _DirAdjust value = 1 } FLOAT { floatName = _Brightness value = 0.150000006 } FLOAT { floatName = _Falloff value = 0.303332865 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Noise value = 9.02415276 } FLOAT { floatName = _SpeedY value = 200 } } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.015 0 0 } yCurve { } zCurve { key = 0 0.015 0 0 } } SCALEMODIFIER { name = exitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.06 0 0 } yCurve { } zCurve { key = 0 0.06 0 0 } } SCALEMODIFIER { name = tailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 } yCurve { } zCurve { key = 0 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.045 0.2 0.2 key = 1 0.15 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.100000001,1,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.52463001,0.688830256,1,1 } COLOR { colorName = _EndTint colorValue = 0.270119667,0.32758975,1,1 } FLOAT { floatName = _ExpandBounded value = 10 } FLOAT { floatName = _ExpandLinear value = -18 } FLOAT { floatName = _FadeOut value = 0.343777239 } FLOAT { floatName = _ExpandSquare value = 7.7810998 } FLOAT { floatName = _Falloff value = 1.56722021 } FLOAT { floatName = _ExpandOffset value = 1.3144424 } FLOAT { floatName = _FadeIn value = 0.0649999976 } FLOAT { floatName = _Fresnel value = 0.353888363 } FLOAT { floatName = _Brightness value = 0.898888767 } FLOAT { floatName = _Noise value = 4.69417143 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 26.1777534 } FLOAT { floatName = _TintFalloff value = 2.27499652 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random3 randomnessScale = 0 xCurve { } yCurve { } zCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = SUBTRACT useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.133 -1 0 0 key = 0.67 -0.3 0.9 0.9 key = 1.33 0 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } yCurve { key = 0.67 1.7 0 0 key = 1.33 1 0 0 } zCurve { key = 0.5 0.1 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.600000024 floatName = _ExpandOffset floatCurve { key = 0.67 3 0 0 key = 1 2.5 -2.25 -2.25 key = 1.33 1.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 2.75 key = 0.67 0.65 0.15 0.15 key = 1.33 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 4 key = 0.2 0.3 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 2 0 0 key = 0.67 -0.5 -7.5 -7.5 key = 1.33 -18 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.67 0.2 0 0 key = 1.33 10 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.67 -2 0 15 key = 1.33 7.8 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -2.25 key = 0.67 3 -1.5 -1.5 key = 1.33 1.56 0 0 } } FLOATMODIFIER { name = rOffset controllerName = Random2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = -0.5 -0.3 0 0.6 key = 0.5 0.3 0.6 0 } } } EFFECT { name = outerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,24,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.270119667,0.056659352,0,0 } COLOR { colorName = _EndTint colorValue = 1,0.458949924,0.311169803,1 } FLOAT { floatName = _Brightness value = 0.496667206 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 2.9322176 } FLOAT { floatName = _ExpandLinear value = -2.32555199 } FLOAT { floatName = _ExpandSquare value = -0.505554676 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.25 } FLOAT { floatName = _Falloff value = 1.08902287 } FLOAT { floatName = _Noise value = 13.1949797 } FLOAT { floatName = _FadeOut value = 0.424666017 } FLOAT { floatName = _SpeedY value = 25 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedX value = 8 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 4.39583063 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.2 0.192 0 0 key = 0.5 0.192 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0.7 } yCurve { key = 0 35 0 85 key = 0.133 45 35 35 key = 0.67 60 0 0 key = 1.33 45 0 0 } zCurve { key = 0 0.5 0 0 } } COLORMODIFIER { name = aStartTint controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.67 0.45 0 0 key = 1.33 0.345 0 0 } gCurve { key = 0.67 0.45 0 0 key = 1.33 0.07 0 0 } bCurve { key = 0.67 0.9 0 0 key = 1.33 0 0 0 } aCurve { } } FLOATMODIFIER { name = speedX controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedX floatCurve { key = 0 8 0 0 key = 1 14 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.63 0 0 key = 0.133 0.63 0 0 key = 0.67 0.63 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.67 0.5 0 0 key = 1.33 -2.32 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 12 0 -30 key = 0.133 4 -15 -15 key = 0.67 0.7 0 0 key = 1.33 2.93 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.67 -1 0 0 key = 1.33 -0.5 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.033 0 0 0 key = 0.133 5 30 30 key = 0.67 10 0 0 key = 1.33 4.4 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.8 0 0 key = 0.133 0.6 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.133 2.5 0 0 key = 0.67 8 7.5 7.5 key = 1.33 10 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.6 0 0 key = 0.133 0.6 0 0 key = 0.67 0.3 0 0 key = 1.33 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 5 0 0 key = 0.133 6 0 0 key = 0.67 6 0 0 key = 1.33 4 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.133 0.375 0 0 key = 0.67 0.375 0 0 key = 1.33 0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 20 0 -75 key = 0.133 2 -3 -3 key = 0.67 1.2 0 0 key = 1.33 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.5 1 0 0 } } } EFFECT { name = innerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.379999995,16,0.379999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.382984996,0.459532559,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.467160016,0.270119697,1 } FLOAT { floatName = _Brightness value = 0.800000131 } FLOAT { floatName = _ExpandOffset value = 0.303332865 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.21333146 } FLOAT { floatName = _FadeIn value = 0.101110965 } FLOAT { floatName = _Fresnel value = 2.32555175 } FLOAT { floatName = _Falloff value = 1.71888614 } FLOAT { floatName = _Noise value = 9.23667526 } FLOAT { floatName = _FadeOut value = 0.743165553 } FLOAT { floatName = _SpeedY value = 33.2667656 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _SpeedX value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Seed value = -11 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1.33 0.625 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 0 key = 1 1.71 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,1.79999995,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.62315017,0.754510403,1,1 } COLOR { colorName = _EndTint colorValue = 0.229069591,0.40147984,1,1 } FLOAT { floatName = _ExpandSquare value = -0.649999976 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Falloff value = 4.74666023 } FLOAT { floatName = _Brightness value = 0.64944458 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 1.8427788 } FLOAT { floatName = _FadeIn value = 0.00400000019 } } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1.2 0 0 key = 0.3 0.8 -1 -1 key = 0.67 0.1 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.7 0 0 key = 0.133 0.6 0 0 key = 0.67 0.8 0 0 key = 1.33 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = outerShock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 3.02221918 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 13 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.133 2.2 0 0 key = 0.67 1 -1.125 -1.125 key = 1.33 0.55 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.18 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.025 0 0.05 key = 1 0.025 0.05 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 0 0 -1.5 key = 0.6 -0.47 0 0 key = 1.33 -0.78 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.67 0.2 0 0 key = 1.33 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.267 0.4 0 0 key = 0.93 -0.7 -1.125 -1.125 key = 1.33 -1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.267 0.5 0 0 key = 1.33 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.267 -0.75 0 0 key = 1.33 0.65 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.67 0.5 0 0 key = 1.33 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.67 0.25 0 0 key = 1.33 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.67 6 0 0 key = 1.33 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.067 0 0 0 key = 0.133 0.2 2.25 2.25 key = 0.67 1 0 0 key = 1.33 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 4.3 0 0 key = 0.5 3.1 -1.5 -1.5 key = 1 2.7 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.35 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0 0 -1.5 key = 0.67 -0.42 0 0 key = 1.33 -0.24 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.67 0.2 0 0 key = 1.33 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.267 0.4 0 0 key = 1.33 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.267 0.5 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.267 -0.75 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.67 0.5 0 0 key = 1.33 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.67 0.25 0 0 key = 1.33 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.67 6 0 0 key = 1.33 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.067 0 0 0 key = 0.133 0.15 1.9 1.9 key = 0.67 0.85 0 0 key = 1.07 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.133 6.5 0 0 key = 0.67 5.3 -1.125 -1.125 key = 1.33 4.9 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.7 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0.05 0 -1.5 key = 0.67 -0.42 0 0 key = 1.33 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.67 0.2 0 0 key = 1.33 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.267 0.4 0 0 key = 1.33 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.267 0.5 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.267 -0.75 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.567 0.5 0 0 key = 1.33 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.67 0.3 0 0 key = 1.33 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.67 6 0 0 key = 1.33 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.067 0 0 0 key = 0.133 0.1 1.5 1.5 key = 0.67 0.7 0 0 key = 0.93 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.133 8.6 0 0 key = 0.67 7.4 -1.5 -1.5 key = 1.33 6.5 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.9 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 0.1 0 -1.5 key = 0.67 -0.42 0 0 key = 1.33 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.67 0.2 0 0 key = 1.33 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.267 -0.15 0 0 key = 1.33 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.267 0.5 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.267 0.05 0 0 key = 1.33 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.67 1.5 0 0 key = 1.33 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.67 0.3 0 0 key = 1.33 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.67 6 0 0 key = 1.33 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.133 0.06 1.125 1.125 key = 0.67 0.5 0 0 key = 0.93 0.15 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.5 0 0 key = 1 3 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.133 -0.75 0 0 key = 0.67 0 0.75 0.75 key = 1.33 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.133 0 0 0 key = 0.67 0.3 0 0 key = 1.06 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.8 0 0 key = 1 5.1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.133 -0.8 0 0 key = 0.67 -0.05 0.75 0.75 key = 1.33 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random4 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.133 0 0 0 key = 0.67 0.18 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 4.5 0 0 key = 1 7.2 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.133 -0.8 0 0 key = 0.67 -0.05 0.75 0.75 key = 1.33 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.133 0 0 0 key = 0.67 0.07 0 0 key = 0.93 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = exitTracesLong parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,10,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.32758975,0.5,1,1 } COLOR { colorName = _EndTint colorValue = 0.0977094099,0.27832967,1,1 } FLOAT { floatName = _TintFalloff value = 0.505554795 } FLOAT { floatName = _Falloff value = 25 } FLOAT { floatName = _Noise value = 6.51416826 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _FadeIn value = 0.00079999998 } FLOAT { floatName = _ExpandLinear value = 2.02221918 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 -5 key = 0.133 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.75 0 -1.5 key = 0.133 0.125 -0.375 -0.375 key = 0.67 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 2 } FLOAT { floatName = _SpeedX value = 47 } FLOAT { floatName = _SpeedY value = 13 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.18 0 7 key = 0.67 1.8 0 0 key = 1.33 1.2 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.8 key = 0.2 0.1 0.1 0.1 key = 1 0.13 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 0 key = 0.267 0.7 0.375 0.375 key = 1.33 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 0 key = 0.67 3 0 0 key = 1.33 1.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 0.133 0.2 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.267 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.786539674,0.820190549,1,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.5 0 0 key = 0.267 4 2.25 2.25 key = 0.67 5 0 0 key = 1.33 2 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 2 0 0 key = 0.267 2.4 0.5 0.5 key = 0.67 2.5 0 0 key = 1.33 2 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = Random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.93 0 0.14 key = 0.5 1.07 0.14 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 10 0 0 key = 0.267 20 20 20 key = 0.67 25 0 0 key = 1.33 20 0 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.38 0 0 key = 0.267 0.51 0 0 } gCurve { key = 0 0.4 0 0 key = 0.267 0.376 0 0 } bCurve { key = 0 0.51 0 0 key = 0.267 0.356 0 0 } aCurve { } } } EFFECT { name = vacuumPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,10,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.32758975,0.5,1,1 } COLOR { colorName = _EndTint colorValue = 0.0977094099,0.27832967,1,1 } FLOAT { floatName = _TintFalloff value = 0.505554795 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _Noise value = 9.24416447 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedY value = 90.9000168 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.0700000003 } FLOAT { floatName = _FadeIn value = 0.00079999998 } FLOAT { floatName = _ExpandLinear value = 2.02221918 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 -5 key = 0.133 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.75 0 -1.5 key = 0.133 0.125 -0.375 -0.375 key = 0.67 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-kerolox-generator-twinboar.cfg EFFECTTEMPLATE { templateName = stock-kerolox-generator-twinboar EFFECT { name = flame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,-1,-2.11500001 rotationOffset = -63,0,0 scaleOffset = 0.109999999,3,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.85221976,0.484390706,1 } COLOR { colorName = _EndTint colorValue = 1,0.393269837,0,1 } FLOAT { floatName = _TintFalloff value = 2.57832932 } FLOAT { floatName = _Falloff value = 4.34777069 } FLOAT { floatName = _ExpandBounded value = 1.81999719 } FLOAT { floatName = _FadeOut value = 0.545999169 } FLOAT { floatName = _Fresnel value = 0.859443069 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 43.2780113 } FLOAT { floatName = _Brightness value = 1.35388827 } FLOAT { floatName = _TileX value = 1.20000005 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _SpeedX value = 28.2777405 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.089 0 0 key = 0.5 0.11 0 0 } yCurve { key = 0 3 0 0 key = 1 3 0 0 } zCurve { key = 0 0.089 0 0 key = 0.5 0.11 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.05 0.5 2 2 key = 1 1.35 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 1 3.44 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -50 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 10 0 -40 key = 0.5 1.81 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.1 0 4 key = 0.5 0.86 0 0 } } } EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,-0.954999983,-2.20000005 rotationOffset = -63,0,0 scaleOffset = 0.0500000007,0.0120000001,0.0500000007 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.285728961,1 } COLOR { colorName = _EndTint colorValue = 1,0.540239334,0.137948751,1 } FLOAT { floatName = _Noise value = 15 } FLOAT { floatName = _Falloff value = 4.23667526 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _TintFalloff value = 5010 } } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3.6 0 0 } yCurve { } zCurve { key = 0 3.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 100 key = 0.05 3 10 10 key = 1 10 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-kerolox-generator.cfg EFFECTTEMPLATE { templateName = stock-kerolox-generator EFFECT { name = flame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.109999999,3,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.85221976,0.484390706,1 } COLOR { colorName = _EndTint colorValue = 1,0.393269837,0,1 } FLOAT { floatName = _TintFalloff value = 2.57832932 } FLOAT { floatName = _Falloff value = 4.34777069 } FLOAT { floatName = _ExpandBounded value = 1.81999719 } FLOAT { floatName = _FadeOut value = 0.545999169 } FLOAT { floatName = _Fresnel value = 0.859443069 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 43.2780113 } FLOAT { floatName = _Brightness value = 1.35388827 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _SpeedX value = 28.2777405 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.089 0 0 key = 0.5 0.11 0 0 } yCurve { key = 0 3 0 0 key = 1 3 0 0 } zCurve { key = 0 0.089 0 0 key = 0.5 0.11 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.05 0.5 2 2 key = 1 1.35 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 1 3.44 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -50 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 10 0 -40 key = 0.5 1.81 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.3 0 3 key = 0.5 0.86 0 0 } } } EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,0.0120000001,0.0500000007 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.285728961,1 } COLOR { colorName = _EndTint colorValue = 1,0.540239334,0.137948751,1 } FLOAT { floatName = _Noise value = 15 } FLOAT { floatName = _Falloff value = 4.23667526 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _TintFalloff value = 5010 } } } SCALEMODIFIER { name = TailScale controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3.6 0 0 } yCurve { } zCurve { key = 0 3.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 100 key = 0.05 3 10 10 key = 1 10 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-kerolox-sustainer.cfg EFFECTTEMPLATE { templateName = stock-kerolox-sustainer EFFECT { name = innerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,3.5,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.702784479 } FLOAT { floatName = _ExpandSquare value = 1.01110959 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _Falloff value = 2.5 } FLOAT { floatName = _Fresnel value = 3.33110666 } FLOAT { floatName = _Noise value = 3.42416668 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.180000007 } FLOAT { floatName = _TintFalloff value = 0.480277002 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 0.300000012 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.007 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.35 0 0 0 key = 0.55 0.04 0 0 key = 0.7 0 0 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.3 0.6 0 0 key = 0.55 0.4 0 0 key = 0.7 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 5 key = 0.15 0.3 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aFadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.4 0 0 0 key = 0.6 0.18 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.3 0.7 0 0 key = 0.6 3.33 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7.5 0 0 key = 0.5 0.3 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 8 0 0 key = 0.5 2.5 0 0 } } } EFFECT { name = exit parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,0.264999986,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 3.93221807 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = -0.310000002 } FLOAT { floatName = _FadeOut value = 0.126388714 } FLOAT { floatName = _Falloff value = 2.37111521 } FLOAT { floatName = _Fresnel value = 0.352777392 } FLOAT { floatName = _Noise value = 2.42167068 } FLOAT { floatName = _SpeedY value = 128.311066 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandBounded value = 0.150000006 } FLOAT { floatName = _FresnelInvert value = 1.76444948 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 3.9 0 0 key = 1 3.9 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0500000007 floatName = _ExpandLinear floatCurve { key = 0 -0.4 0 0 key = 1 -0.31 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.4 0.2 0 0 key = 0.6 0.15 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1.4 0 0 key = 0.45 0.5 -2 -2 key = 0.8 0 0 0 } } } EFFECT { name = cone1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.202999994 rotationOffset = 90,0,0 scaleOffset = 0.0900000036,0.239500001,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 4.58943892 } FLOAT { floatName = _ExpandSquare value = -0.200000003 } FLOAT { floatName = _ExpandLinear value = 0.439999998 } FLOAT { floatName = _FadeOut value = 0 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 1.61777544 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _SpeedY value = -500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _FadeIn value = 0.510610342 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FresnelInvert value = 1.53694963 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.5 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 4.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 8 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0399999991 floatName = _ExpandOffset floatCurve { key = 0 0 0 0 } } } EFFECT { name = cone2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.155000001 rotationOffset = -90,0,0 scaleOffset = 0.0930000022,0.430000007,0.0930000022 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.861240506,0.541176498,1 } COLOR { colorName = _EndTint colorValue = 1,0.352941185,0.196229547,1 } FLOAT { floatName = _Brightness value = 5.19999981 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = -0.0500000007 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 33 } FLOAT { floatName = _FadeIn value = 0.197166353 } FLOAT { floatName = _TintFalloff value = 1.5 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FresnelInvert value = 0.150000006 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 0.2 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 5.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 3 key = 0.4 0.5 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0700000003 floatName = _ExpandOffset floatCurve { key = 0.4 0.3 0 0 key = 0.6 0 0 0 } } } EFFECT { name = cone3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.474999994 rotationOffset = -90,0,0 scaleOffset = 0.0900000036,0.430000007,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.823529422,0.540239334,1 } COLOR { colorName = _EndTint colorValue = 1,0.352941185,0.196078435,1 } FLOAT { floatName = _Brightness value = 5.19999981 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = -0.0500000007 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 33 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _TintFalloff value = 1.5 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FresnelInvert value = 0.150000006 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 0.37 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.425 0 0 0 key = 1 5.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.25 0 0 3 key = 0.45 0.5 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R2 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0.4 0.3 0 0 key = 0.6 0 0 0 } } } EFFECT { name = cone4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.795000017 rotationOffset = -90,0,0 scaleOffset = 0.0860000029,0.430000007,0.0860000029 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.823529422,0.540239334,1 } COLOR { colorName = _EndTint colorValue = 1,0.352941185,0.196078435,1 } FLOAT { floatName = _Brightness value = 5.19999981 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = -0.0500000007 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 33 } FLOAT { floatName = _FadeIn value = 0.376499772 } FLOAT { floatName = _TintFalloff value = 1.5 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FresnelInvert value = 0.150000006 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 0.47 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.45 0 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 3 key = 0.5 0.5 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R3 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0.4 0.3 0 0 key = 0.6 0 0 0 } } } EFFECT { name = cone5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.11500001 rotationOffset = -90,0,0 scaleOffset = 0.0829999968,0.430000007,0.0829999968 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.823529422,0.540239334,1 } COLOR { colorName = _EndTint colorValue = 1,0.352941185,0.196078435,1 } FLOAT { floatName = _Brightness value = 5.19999981 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = -0.150000006 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 33 } FLOAT { floatName = _FadeIn value = 0.275055557 } FLOAT { floatName = _TintFalloff value = 1.5 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FresnelInvert value = 0.150000006 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 0.6 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.475 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.35 0 0 3 key = 0.55 0.5 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0.4 0.3 0 0 key = 0.6 0 0 0 } } } EFFECT { name = cone6 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.42999995 rotationOffset = -90,0,0 scaleOffset = 0.0780000016,0.430000007,0.0780000016 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.823529422,0.540239334,1 } COLOR { colorName = _EndTint colorValue = 1,0.352941185,0.196078435,1 } FLOAT { floatName = _Brightness value = 5.19999981 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = -1.29999995 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 33 } FLOAT { floatName = _FadeIn value = 0.241333142 } FLOAT { floatName = _TintFalloff value = 1.5 } FLOAT { floatName = _ExpandBounded value = 0.699999988 } FLOAT { floatName = _FresnelInvert value = 0.150000006 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 0.78 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 3 key = 0.6 0.5 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R2 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0.4 0.3 0 0 key = 0.6 0 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.115000002 rotationOffset = -90,0,0 scaleOffset = 0.0350000001,0.174999997,0.0350000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.77093035,0.400669128,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _ExpandSquare value = -6.16776848 } FLOAT { floatName = _ExpandLinear value = 7.48221064 } FLOAT { floatName = _FadeOut value = 0.649999976 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _SpeedY value = 500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.0799999982 } FLOAT { floatName = _TintFalloff value = 1.43860924 } FLOAT { floatName = _ExpandBounded value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.5 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = -0.5 0.02 0 -0.04 key = 0.5 -0.02 -0.04 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 8 key = 0.35 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0 -0.1 0 0 key = 1 0 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.437000006 rotationOffset = -90,0,0 scaleOffset = 0.0329999998,0.165000007,0.0329999998 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.77093035,0.400669128,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _ExpandSquare value = -6.16776848 } FLOAT { floatName = _ExpandLinear value = 7.48221064 } FLOAT { floatName = _FadeOut value = 0.649999976 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _SpeedY value = 500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.0799999982 } FLOAT { floatName = _TintFalloff value = 1.43860924 } FLOAT { floatName = _ExpandBounded value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 0.95 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = -0.5 0.02 0 -0.04 key = 0.5 -0.02 -0.04 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 8 key = 0.4 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R2 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0.2 -0.1 0 0 key = 1 0 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.759000003 rotationOffset = -90,0,0 scaleOffset = 0.0309999995,0.155000001,0.0309999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.77093035,0.400669128,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _ExpandSquare value = -6.16776848 } FLOAT { floatName = _ExpandLinear value = 7.48221064 } FLOAT { floatName = _FadeOut value = 0.649999976 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _SpeedY value = 500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.0799999982 } FLOAT { floatName = _TintFalloff value = 1.43860924 } FLOAT { floatName = _ExpandBounded value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 1.35 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = -0.5 0.02 0 -0.04 key = 0.5 -0.02 -0.04 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.25 0 0 8 key = 0.45 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R3 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0.2 -0.1 0 0 key = 1 0 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.08000004 rotationOffset = -90,0,0 scaleOffset = 0.0289999992,0.144999996,0.0289999992 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.77093035,0.400669128,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _ExpandSquare value = -6.16776848 } FLOAT { floatName = _ExpandLinear value = 7.48221064 } FLOAT { floatName = _FadeOut value = 0.649999976 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _SpeedY value = 500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.0799999982 } FLOAT { floatName = _TintFalloff value = 1.43860924 } FLOAT { floatName = _ExpandBounded value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 1.9 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = -0.5 0.02 0 -0.04 key = 0.5 -0.02 -0.04 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 8 key = 0.5 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0.2 -0.1 0 0 key = 1 0 0 0 } } } EFFECT { name = shock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.40199995 rotationOffset = -90,0,0 scaleOffset = 0.0250000004,0.100000001,0.0250000004 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.77093035,0.400669128,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _ExpandSquare value = -6.16776848 } FLOAT { floatName = _ExpandLinear value = 7.48221064 } FLOAT { floatName = _FadeOut value = 0.649999976 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _SpeedY value = 500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.0799999982 } FLOAT { floatName = _TintFalloff value = 1.43860924 } FLOAT { floatName = _ExpandBounded value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 3.4 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = -0.5 0.02 0 -0.04 key = 0.5 -0.02 -0.04 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.35 0 0 8 key = 0.55 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R2 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0.2 -0.1 0 0 key = 1 0 0 0 } } } EFFECT { name = coneTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.224999994 rotationOffset = 90,0,0 scaleOffset = 0.104000002,0.247999996,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.598520219,0.294749677,1 } FLOAT { floatName = _Brightness value = 2.42167044 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = 0.100000001 } FLOAT { floatName = _FadeOut value = 0.136499792 } FLOAT { floatName = _Falloff value = 0.600000024 } FLOAT { floatName = _Fresnel value = 0.0399999991 } FLOAT { floatName = _Noise value = 12 } FLOAT { floatName = _SpeedY value = -280 } FLOAT { floatName = _TileY value = 0.0399999991 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FadeIn value = 0.388166249 } FLOAT { floatName = _TintFalloff value = 1.26388693 } FLOAT { floatName = _ExpandBounded value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0.00999999978 } FLOAT { floatName = _Seed value = 10 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.4 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.425 0 0 0 key = 1 2.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 7 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.17 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0299999993 floatName = _ExpandOffset floatCurve { key = 0 -0.11 0 0 key = 1 0 0 0 } } } EFFECT { name = coneTraces2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.129999995 rotationOffset = -90,0,0 scaleOffset = 0.104000002,8,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.30295977,0.204439566,1 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _ExpandSquare value = 4.25110388 } FLOAT { floatName = _ExpandLinear value = -10 } FLOAT { floatName = _FadeOut value = 0.379166096 } FLOAT { floatName = _Falloff value = 2.11334562 } FLOAT { floatName = _Fresnel value = 0.302221894 } FLOAT { floatName = _Noise value = 15 } FLOAT { floatName = _SpeedY value = 28.9888935 } FLOAT { floatName = _TileY value = 0.600000024 } FLOAT { floatName = _TileX value = 0.300000012 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _FadeIn value = 0.100999855 } FLOAT { floatName = _TintFalloff value = 1.918612 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 5.15332556 } FLOAT { floatName = _Symmetry value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.02 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 5 key = 0.4 0.5 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -12 0 0 key = 1 -10 0 0 } } } EFFECT { name = outerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.129999995 rotationOffset = -90,0,0 scaleOffset = 0.104000002,5,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.344009817,0.212649584,1 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _ExpandSquare value = 4.25110388 } FLOAT { floatName = _ExpandLinear value = -10 } FLOAT { floatName = _FadeOut value = 0.601610184 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Fresnel value = 0.50499928 } FLOAT { floatName = _Noise value = 6 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 29.2999573 } FLOAT { floatName = _FadeIn value = 0.0199999996 } FLOAT { floatName = _TintFalloff value = 1.44083107 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 5.15332556 } FLOAT { floatName = _Symmetry value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.02 0 0 key = 1 0 0 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 -0.15 0 0 key = 1 0 0 0 } } } EFFECT { name = outerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,3.70000005,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.25369969,0.155179486,1 } FLOAT { floatName = _Brightness value = 0.270000011 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _FadeOut value = 0.540943623 } FLOAT { floatName = _Falloff value = 1.83722389 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 5.75583553 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 25 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _TintFalloff value = 1.3144424 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 0.150000006 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1.2 0 0 key = 0.55 0.9 0 0 key = 0.8 0.27 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.5 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 -0.12 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6.5 0 -4 key = 0.5 1.5 -8 -8 key = 0.9 0.15 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.5 1.83 0 0 } } } EFFECT { name = backFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.129999995 rotationOffset = -90,0,0 scaleOffset = 0.104000002,6,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 1,0.40147987,0.196229547,1 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _ExpandSquare value = 0.303332806 } FLOAT { floatName = _ExpandLinear value = 2.02221918 } FLOAT { floatName = _FadeOut value = 0.74822104 } FLOAT { floatName = _Falloff value = 0.25 } FLOAT { floatName = _Fresnel value = 1.41499794 } FLOAT { floatName = _Noise value = 9.69916344 } FLOAT { floatName = _SpeedY value = 110 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _FadeIn value = 0.19705525 } FLOAT { floatName = _TintFalloff value = 8 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _Symmetry value = 0 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.037 0 0 key = 0.5 0.13 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.8 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 5 key = 0.15 0.3 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7 0 -15 key = 0.9 1.2 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -40 key = 0.4 1.5 -8 -8 key = 0.8 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.4 0 0 key = 0.7 0.3 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 50 0 0 key = 0.7 110 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.9 0 0 key = 0.5 0.5 0 0 key = 0.8 0.75 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 2.5 0 0 key = 0.8 9.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 3.5 0 0 key = 0.5 3.5 0 0 key = 1 0 0 0 } } } EFFECT { name = blueFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1 rotationOffset = -90,0,0 scaleOffset = 0.0900000036,9,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.483579993,0.630549431,1,1 } FLOAT { floatName = _FadeIn value = 0.100000001 } FLOAT { floatName = _ExpandLinear value = -1.41555309 } FLOAT { floatName = _ExpandBounded value = 4.14554834 } FLOAT { floatName = _ExpandSquare value = 0.707776666 } FLOAT { floatName = _FadeOut value = 0.687554479 } FLOAT { floatName = _Falloff value = 0.400000066 } FLOAT { floatName = _Fresnel value = 2.37610745 } FLOAT { floatName = _Noise value = 10.988328 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _SpeedY value = 78.7667007 } FLOAT { floatName = _Brightness value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _FalloffStart value = 0.0454999283 } FLOAT { floatName = _SpeedX value = 5 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 -0.037 0 0 key = 0.8 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 key = 1 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.2 0 0 key = 0.7 1 0 0 } yCurve { key = 0 0.4 0 0 key = 0.5 1.5 0 0 key = 0.8 1 0 0 key = 1 1.1 0 0 } zCurve { key = 0 1.2 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.4 -0.5 -0.5 key = 1 0.35 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 5 key = 0.15 0.3 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 8.5 0 -3 key = 0.6 10 0 0 key = 1 4.15 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.5 0 0 key = 0.8 2.4 0 0 } } FLOATMODIFIER { name = aFadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.8 0.7 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0.4 0.4 0 0 key = 0.5 0.4 0 0 key = 0.8 0.69 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -1 0 0 key = 0.5 1 -5 -5 key = 0.9 -1.41 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2.5 0 -1 key = 0.9 0.4 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.7 0.7 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 1 key = 0.5 0.55 0 0 key = 0.8 0.45 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 2.5 0 0 key = 0.5 3.5 0 0 key = 0.8 11 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0.2 100 0 -650 key = 0.5 40 0 0 key = 0.8 90 0 0 key = 1 80 0 0 } } } EFFECT { name = throttleEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.119999997,2.5,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.795560479,0.516419947,1 } COLOR { colorName = _EndTint colorValue = 1,0.409689873,0.220859572,1 } FLOAT { floatName = _ExpandBounded value = 0.300000012 } FLOAT { floatName = _ExpandSquare value = -0.600000024 } FLOAT { floatName = _FadeOut value = 0.272999585 } FLOAT { floatName = _Falloff value = 3.89277172 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Noise value = 10.6091614 } FLOAT { floatName = _SpeedY value = 46.4111938 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedX value = 25.1778927 } FLOAT { floatName = _Fresnel value = 0.303332865 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.04 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 3 key = 1 3 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 100 key = 0.03 1 0 0 key = 0.05 1 0 0 key = 0.15 0 -10 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 0.33 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.8 3.9 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.2 0 0 key = 0.5 5 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 60 0 0 key = 0.8 46 0 0 } } } EFFECT { name = VacuumTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,4,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.851550698,0.716611087,1 } COLOR { colorName = _EndTint colorValue = 1,0.400000006,0.125490203,1 } FLOAT { floatName = _ExpandBounded value = 6.80000019 } FLOAT { floatName = _ExpandLinear value = 2 } FLOAT { floatName = _Falloff value = 50 } FLOAT { floatName = _TintFalloff value = 0.800000012 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _Brightness value = 0.800000012 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 160 } FLOAT { floatName = _FadeIn value = 0.00100000005 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 20 key = 0.12 0.6 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6.8 0 0 key = 0.5 0 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112999998,13,0.112999998 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Swirl value = 4 } FLOAT { floatName = _Blur value = 1 } FLOAT { floatName = _Strength value = 2 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandLinear value = 2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _FadeOut value = 0.449943751 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 25 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _FadeIn value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.300000012 } } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 2 key = 0.1 0.09 0.2 0.2 key = 1 0.15 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6 0 0 key = 0.9 3 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.2 0 1 key = 0.8 1 0 0 } zCurve { key = 0 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.600000024 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.5 range = 3 lightType = Point color = 1,0.860429764,0.70443958,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tStrength controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 15 key = 0.1 0.8 1 1 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = tRange controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 2 0 5 key = 1 4 0 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 0.7 0 1 key = 0.7 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = R1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.95 0 0.1 key = 0.5 1.05 0.1 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-kerolox-vernier.cfg EFFECTTEMPLATE { templateName = stock-kerolox-vernier EFFECT { name = innerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,3.5,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.702784479 } FLOAT { floatName = _ExpandSquare value = 1.01110959 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _Falloff value = 2.5 } FLOAT { floatName = _Fresnel value = 3.33110666 } FLOAT { floatName = _Noise value = 3.42416668 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.180000007 } FLOAT { floatName = _TintFalloff value = 0.480277002 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 0.300000012 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.007 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.35 0 0 0 key = 0.55 0.04 0 0 key = 0.7 0 0 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.3 0.6 0 0 key = 0.55 0.4 0 0 key = 0.7 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 5 key = 0.15 0.3 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aFadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.4 0 0 0 key = 0.6 0.18 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.3 0.7 0 0 key = 0.6 3.33 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7.5 0 0 key = 0.5 0.3 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 8 0 0 key = 0.5 2.5 0 0 } } } EFFECT { name = exit parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,0.264999986,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 3.93221807 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = -0.310000002 } FLOAT { floatName = _FadeOut value = 0.126388714 } FLOAT { floatName = _Falloff value = 2.37111521 } FLOAT { floatName = _Fresnel value = 0.352777392 } FLOAT { floatName = _Noise value = 2.42167068 } FLOAT { floatName = _SpeedY value = 128.311066 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandBounded value = 0.150000006 } FLOAT { floatName = _FresnelInvert value = 1.76444948 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 3.9 0 0 key = 1 3.9 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0500000007 floatName = _ExpandLinear floatCurve { key = 0 -0.4 0 0 key = 1 -0.31 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.4 0.2 0 0 key = 0.6 0.15 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1.4 0 0 key = 0.45 0.5 -2 -2 key = 0.8 0 0 0 } } } EFFECT { name = cone1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.202999994 rotationOffset = 90,0,0 scaleOffset = 0.0900000036,0.239500001,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 4.58943892 } FLOAT { floatName = _ExpandSquare value = -0.200000003 } FLOAT { floatName = _ExpandLinear value = 0.439999998 } FLOAT { floatName = _FadeOut value = 0 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 1.61777544 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _SpeedY value = -500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _FadeIn value = 0.510610342 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FresnelInvert value = 1.53694963 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.5 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 4.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 8 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0399999991 floatName = _ExpandOffset floatCurve { key = 0 0 0 0 } } } EFFECT { name = cone2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.155000001 rotationOffset = -90,0,0 scaleOffset = 0.0930000022,0.430000007,0.0930000022 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.861240506,0.541176498,1 } COLOR { colorName = _EndTint colorValue = 1,0.352941185,0.196229547,1 } FLOAT { floatName = _Brightness value = 5.19999981 } FLOAT { floatName = _ExpandSquare value = -0.200000003 } FLOAT { floatName = _ExpandLinear value = -0.0500000007 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 0.5 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 33 } FLOAT { floatName = _FadeIn value = 0.197166353 } FLOAT { floatName = _TintFalloff value = 1.5 } FLOAT { floatName = _ExpandBounded value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.150000006 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.2 0.2 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0.2 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 5.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 3 key = 0.4 0.5 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0700000003 floatName = _ExpandOffset floatCurve { key = 0.4 0.4 0 0 key = 0.6 0.1 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.115000002 rotationOffset = -90,0,0 scaleOffset = 0.0350000001,0.174999997,0.0350000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.77093035,0.400669128,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _ExpandSquare value = -6.16776848 } FLOAT { floatName = _ExpandLinear value = 7.48221064 } FLOAT { floatName = _FadeOut value = 0.649999976 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _SpeedY value = 500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.0799999982 } FLOAT { floatName = _TintFalloff value = 1.43860924 } FLOAT { floatName = _ExpandBounded value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.5 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = -0.5 0.02 0 -0.04 key = 0.5 -0.02 -0.04 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 8 key = 0.35 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.150000006 floatName = _ExpandOffset floatCurve { key = 0 -0.1 0 0 key = 1 0 0 0 } } } EFFECT { name = coneTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.224999994 rotationOffset = 90,0,0 scaleOffset = 0.104000002,0.247999996,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.598520219,0.294749677,1 } FLOAT { floatName = _Brightness value = 2.42167044 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = 0.100000001 } FLOAT { floatName = _FadeOut value = 0.136499792 } FLOAT { floatName = _Falloff value = 0.600000024 } FLOAT { floatName = _Fresnel value = 0.0399999991 } FLOAT { floatName = _Noise value = 12 } FLOAT { floatName = _SpeedY value = -280 } FLOAT { floatName = _TileY value = 0.0399999991 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FadeIn value = 0.388166249 } FLOAT { floatName = _TintFalloff value = 1.26388693 } FLOAT { floatName = _ExpandBounded value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0.00999999978 } FLOAT { floatName = _Seed value = 10 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.4 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.425 0 0 0 key = 1 2.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 7 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.17 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0299999993 floatName = _ExpandOffset floatCurve { key = 0 -0.11 0 0 key = 1 0 0 0 } } } EFFECT { name = coneTraces2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.129999995 rotationOffset = -90,0,0 scaleOffset = 0.104000002,8,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.30295977,0.204439566,1 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _ExpandSquare value = 4.25110388 } FLOAT { floatName = _ExpandLinear value = -10 } FLOAT { floatName = _FadeOut value = 0.379166096 } FLOAT { floatName = _Falloff value = 2.11334562 } FLOAT { floatName = _Fresnel value = 0.302221894 } FLOAT { floatName = _Noise value = 15 } FLOAT { floatName = _SpeedY value = 28.9888935 } FLOAT { floatName = _TileY value = 0.600000024 } FLOAT { floatName = _TileX value = 0.300000012 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _FadeIn value = 0.100999855 } FLOAT { floatName = _TintFalloff value = 1.918612 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 5.15332556 } FLOAT { floatName = _Symmetry value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.02 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 5 key = 0.4 0.5 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -12 0 0 key = 1 -10 0 0 } } } EFFECT { name = outerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.129999995 rotationOffset = -90,0,0 scaleOffset = 0.104000002,5,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.344009817,0.212649584,1 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _ExpandSquare value = 4.25110388 } FLOAT { floatName = _ExpandLinear value = -10 } FLOAT { floatName = _FadeOut value = 0.601610184 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Fresnel value = 0.50499928 } FLOAT { floatName = _Noise value = 6 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 29.2999573 } FLOAT { floatName = _FadeIn value = 0.0199999996 } FLOAT { floatName = _TintFalloff value = 1.44083107 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 5.15332556 } FLOAT { floatName = _Symmetry value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.02 0 0 key = 1 0 0 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 -0.15 0 0 key = 1 0 0 0 } } } EFFECT { name = outerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,3.70000005,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.25369969,0.155179486,1 } FLOAT { floatName = _Brightness value = 0.270000011 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _FadeOut value = 0.540943623 } FLOAT { floatName = _Falloff value = 1.83722389 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 5.75583553 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 25 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _TintFalloff value = 1.3144424 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 0.150000006 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1.2 0 0 key = 0.55 0.9 0 0 key = 0.8 0.27 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.5 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 -0.12 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6.5 0 -4 key = 0.5 1.5 -8 -8 key = 0.9 0.15 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.5 1.83 0 0 } } } EFFECT { name = backFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.129999995 rotationOffset = -90,0,0 scaleOffset = 0.104000002,6,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 1,0.40147987,0.196229547,1 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _ExpandSquare value = 0.303332806 } FLOAT { floatName = _ExpandLinear value = 2.02221918 } FLOAT { floatName = _FadeOut value = 0.74822104 } FLOAT { floatName = _Falloff value = 0.25 } FLOAT { floatName = _Fresnel value = 1.41499794 } FLOAT { floatName = _Noise value = 9.69916344 } FLOAT { floatName = _SpeedY value = 110 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _FadeIn value = 0.19705525 } FLOAT { floatName = _TintFalloff value = 8 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _Symmetry value = 0 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.037 0 0 key = 0.5 0.13 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.8 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 5 key = 0.15 0.3 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7 0 -15 key = 0.9 1.2 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -40 key = 0.4 1.5 -8 -8 key = 0.8 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.4 0 0 key = 0.7 0.3 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 50 0 0 key = 0.7 110 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.9 0 0 key = 0.5 0.5 0 0 key = 0.8 0.75 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 2.5 0 0 key = 0.8 9.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 3.5 0 0 key = 0.5 3.5 0 0 key = 1 0 0 0 } } } EFFECT { name = blueFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1 rotationOffset = -90,0,0 scaleOffset = 0.0900000036,9,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.483579993,0.630549431,1,1 } FLOAT { floatName = _FadeIn value = 0.100000001 } FLOAT { floatName = _ExpandLinear value = -1.41555309 } FLOAT { floatName = _ExpandBounded value = 4.14554834 } FLOAT { floatName = _ExpandSquare value = 0.707776666 } FLOAT { floatName = _FadeOut value = 0.687554479 } FLOAT { floatName = _Falloff value = 0.400000066 } FLOAT { floatName = _Fresnel value = 2.37610745 } FLOAT { floatName = _Noise value = 10.988328 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _SpeedY value = 78.7667007 } FLOAT { floatName = _Brightness value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _FalloffStart value = 0.0454999283 } FLOAT { floatName = _SpeedX value = 5 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 -0.037 0 0 key = 0.8 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 key = 1 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.2 0 0 key = 0.7 1 0 0 } yCurve { key = 0 0.4 0 0 key = 0.5 1.5 0 0 key = 0.8 1 0 0 key = 1 1.1 0 0 } zCurve { key = 0 1.2 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.4 -0.5 -0.5 key = 1 0.35 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 5 key = 0.15 0.3 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 8.5 0 -3 key = 0.6 10 0 0 key = 1 4.15 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.5 0 0 key = 0.8 2.4 0 0 } } FLOATMODIFIER { name = aFadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.8 0.7 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0.4 0.4 0 0 key = 0.5 0.4 0 0 key = 0.8 0.69 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -1 0 0 key = 0.5 1 -5 -5 key = 0.9 -1.41 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2.5 0 -1 key = 0.9 0.4 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.7 0.7 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 1 key = 0.5 0.55 0 0 key = 0.8 0.45 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 2.5 0 0 key = 0.5 3.5 0 0 key = 0.8 11 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0.2 100 0 -650 key = 0.5 40 0 0 key = 0.8 90 0 0 key = 1 80 0 0 } } } EFFECT { name = throttleEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.119999997,2.5,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.795560479,0.516419947,1 } COLOR { colorName = _EndTint colorValue = 1,0.409689873,0.220859572,1 } FLOAT { floatName = _ExpandBounded value = 0.300000012 } FLOAT { floatName = _ExpandSquare value = -0.600000024 } FLOAT { floatName = _FadeOut value = 0.272999585 } FLOAT { floatName = _Falloff value = 3.89277172 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Noise value = 10.6091614 } FLOAT { floatName = _SpeedY value = 46.4111938 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedX value = 25.1778927 } FLOAT { floatName = _Fresnel value = 0.303332865 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.04 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 3 key = 1 3 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 100 key = 0.03 1 0 0 key = 0.05 1 0 0 key = 0.15 0 -10 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 0.33 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.8 3.9 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.2 0 0 key = 0.5 5 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 60 0 0 key = 0.8 46 0 0 } } } EFFECT { name = VacuumTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,4,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.851550698,0.716611087,1 } COLOR { colorName = _EndTint colorValue = 1,0.400000006,0.125490203,1 } FLOAT { floatName = _ExpandBounded value = 6.80000019 } FLOAT { floatName = _ExpandLinear value = 2 } FLOAT { floatName = _Falloff value = 50 } FLOAT { floatName = _TintFalloff value = 0.800000012 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Noise value = 10 } FLOAT { floatName = _Brightness value = 0.800000012 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 160 } FLOAT { floatName = _FadeIn value = 0.00100000005 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 20 key = 0.12 0.6 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6.8 0 0 key = 0.5 0 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112999998,13,0.112999998 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Swirl value = 4 } FLOAT { floatName = _Blur value = 1 } FLOAT { floatName = _Strength value = 2 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandLinear value = 2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _FadeOut value = 0.449943751 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 25 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _FadeIn value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.300000012 } } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 2 key = 0.1 0.09 0.2 0.2 key = 1 0.15 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6 0 0 key = 0.9 3 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.2 0 1 key = 0.8 1 0 0 } zCurve { key = 0 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.600000024 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.5 range = 3 lightType = Point color = 1,0.860429764,0.70443958,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tStrength controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 15 key = 0.1 0.8 1 1 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = tRange controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 2 0 5 key = 1 4 0 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 0.7 0 1 key = 0.7 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = R1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.95 0 0.1 key = 0.5 1.05 0.1 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-kerozine-afterburner-2.cfg EFFECTTEMPLATE { templateName = stock-kerozine-afterburner-2 EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-2 rotationOffset = -90,0,0 scaleOffset = 0.629999995,30,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 8.50555515 } FLOAT { floatName = _ExpandSquare value = -3 } FLOAT { floatName = _FadeOut value = 0.266277611 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Strength value = 2 } FLOAT { floatName = _Swirl value = 4 } FLOAT { floatName = _TileY value = 10 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _SpeedY value = 20 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _FadeIn value = 0.343777239 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1.3 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.2 key = 4 2 0.2 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tTileY controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 7 0 4 key = 1 11 4 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 3 key = 0.1 0.2 0.4 0.4 key = 1 0.35 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.5 key = 0.7 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-2.5 rotationOffset = -90,0,0 scaleOffset = 0.300000012,11,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.655990243,0.32758975,1 } COLOR { colorName = _EndTint colorValue = 1,0.335799754,0.393269867,1 } FLOAT { floatName = _Brightness value = 0.247222617 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _ExpandLinear value = -0.396667123 } FLOAT { floatName = _FadeOut value = 0.520222187 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _TintFalloff value = 1.26388681 } FLOAT { floatName = _Noise value = 15 } FLOAT { floatName = _SpeedY value = 55.5111847 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 49.2666283 } FLOAT { floatName = _Fresnel value = 0.454999298 } FLOAT { floatName = _ExpandSquare value = 1.10000002 } FLOAT { floatName = _FalloffStart value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } yCurve { key = 0 0.5 0 1 key = 1 1 0.3 0 } zCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.1 key = 3 1.4 0.1 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 4 key = 0.1 0.25 0.25 0.25 key = 1 0.35 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -5 key = 1 1 -5 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.3 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.1 2 0 -3 key = 0.8 0 -3 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.95 0 0.2 key = 4 1.2 0 0 key = 7 0.5 -0.6 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 1 0 9 key = 1 12 9 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = mNoise controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 1 0 0 key = 4 0.5 0 0 } } } EFFECT { name = edgePlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-1 rotationOffset = -90,0,0 scaleOffset = 0.529999971,12,0.529999971 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.664200187,0.42610988,1 } COLOR { colorName = _EndTint colorValue = 0.442529887,0.582100153,1,1 } FLOAT { floatName = _Brightness value = 0.247222617 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeIn value = 0.100000001 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _FadeOut value = 0.601110935 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _TintFalloff value = 1.49111247 } FLOAT { floatName = _Noise value = 2.5 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 15 } FLOAT { floatName = _Fresnel value = 0.5 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = -0.150000006 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.5 key = 1 1 0 0 } yCurve { key = 0 0.5 0 1 key = 1 1 0.3 0 } zCurve { key = 0 0.8 0 0.5 key = 1 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.1 key = 4 1.5 0.1 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -8 key = 1 2.5 -8 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.3 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.1 2 0 -3 key = 0.7 0 0 0 key = 1 2 10 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.4 key = 4 1.5 0 0 key = 7 0.8 -0.4 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.4 0 0 key = 0.7 0 -1 -1 key = 1 -0.4 -2 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.5 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 700 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.1 key = 4 -0.5 -0.1 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.1 0 0 key = 1 0.1 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 -0.1 0 0 key = 1 0.1 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.100000001 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 705 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.2 key = 4 -0.9 -0.2 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.15 0 0 key = 1 0.15 0 0 } yCurve { } zCurve { key = 0 -0.1 0 0 key = 1 0.1 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.1 0 0 key = 1 0.1 0 0 } yCurve { } zCurve { key = 0 -0.15 0 0 key = 1 0.15 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 710 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.25 key = 4 -1.3 -0.25 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.3 0 0 key = 1 0.3 0 0 } yCurve { } zCurve { key = 0 -0.15 0 0 key = 1 0.15 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.1 0 0 key = 1 0.1 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.15 0 0 key = 1 0.15 0 0 } yCurve { } zCurve { key = 0 -0.3 0 0 key = 1 0.3 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 -0.1 0 0 key = 1 0.1 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.29999995 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 695 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.3 key = 4 -1.7 -0.3 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.4 0 0 key = 1 0.4 0 0 } yCurve { } zCurve { key = 0 -0.4 0 0 key = 1 0.4 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.2 0 0 key = 1 0.2 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.4 0 0 key = 1 0.4 0 0 } yCurve { } zCurve { key = 0 -0.4 0 0 key = 1 0.4 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 -0.2 0 0 key = 1 0.2 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 0 key = 1 0.75 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = shock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.89999998 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 690 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.4 key = 4 -2.1 -0.4 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.5 0 0 key = 1 0.5 0 0 } yCurve { } zCurve { key = 0 -0.4 0 0 key = 1 0.4 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.325 0 0 key = 1 0.325 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.4 0 0 key = 1 0.4 0 0 } yCurve { } zCurve { key = 0 -0.5 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 -0.325 0 0 key = 1 0.325 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 1 0.55 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = shock6 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.5 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 685 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.4 key = 4 -2.5 -0.4 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.575 0 0 key = 1 0.575 0 0 } yCurve { } zCurve { key = 0 -0.3 0 0 key = 1 0.3 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.45 0 0 key = 1 0.45 0 0 } yCurve { } zCurve { key = 0 -0.2 0 0 key = 1 0.2 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.3 0 0 key = 1 0.3 0 0 } yCurve { } zCurve { key = 0 -0.575 0 0 key = 1 0.575 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 key = 1 -0.2 0 0 } yCurve { } zCurve { key = 0 -0.45 0 0 key = 1 0.45 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = shock7 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 707 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.45 key = 4 -2.9 -0.45 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.675 0 0 key = 1 0.675 0 0 } yCurve { } zCurve { key = 0 -0.15 0 0 key = 1 0.15 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.6 0 0 key = 1 0.6 0 0 } yCurve { } zCurve { key = 0 -0.45 0 0 key = 1 0.45 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.15 0 0 key = 1 0.15 0 0 } yCurve { } zCurve { key = 0 -0.675 0 0 key = 1 0.675 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 -0.45 0 0 } yCurve { } zCurve { key = 0 -0.6 0 0 key = 1 0.6 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.45 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = shock8 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.70000005 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 712 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.5 key = 4 -3.3 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.85 0 0 key = 1 0.85 0 0 } yCurve { } zCurve { key = 0 -0.1 0 0 key = 1 0.1 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.775 0 0 key = 1 0.775 0 0 } yCurve { } zCurve { key = 0 -0.7 0 0 key = 1 0.7 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.1 0 0 key = 1 0.1 0 0 } yCurve { } zCurve { key = 0 -0.85 0 0 key = 1 0.85 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 key = 1 -0.7 0 0 } yCurve { } zCurve { key = 0 -0.775 0 0 key = 1 0.775 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = shock9 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,4.30000019 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 697 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.6 key = 4 -3.7 -0.6 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -1 0 0 key = 1 1 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.95 0 0 key = 1 0.95 0 0 } yCurve { } zCurve { key = 0 -0.8 0 0 key = 1 0.8 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 -1 0 0 key = 1 1 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 key = 1 -0.8 0 0 } yCurve { } zCurve { key = 0 -0.95 0 0 key = 1 0.95 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } EFFECT { name = bluePlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.300000012 rotationOffset = -90,0,0 scaleOffset = 0.579999983,13,0.579999983 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.532840014,0.30295971,1 } COLOR { colorName = _EndTint colorValue = 0,0.319379747,1,1 } FLOAT { floatName = _Brightness value = 0.247222617 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeIn value = 0.0399999991 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _FadeOut value = 0.699999988 } FLOAT { floatName = _Falloff value = 4.46733332 } FLOAT { floatName = _TintFalloff value = 1.55944312 } FLOAT { floatName = _Noise value = 3.0583322 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 15 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = -0.150000006 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.5 key = 1 1 0 0 } yCurve { key = 0 0.5 0 1 key = 1 1 0.3 0 } zCurve { key = 0 0.8 0 0.5 key = 1 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.1 key = 4 1.5 0.1 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.1 0.3 0.5 0.5 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 7 0 -4 key = 1 2 -4 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 10 key = 0.4 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.1 2 0 -3 key = 0.8 0 -3 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.8 -0.4 0 } } } EFFECT { name = shock10 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,4.9000001 rotationOffset = -90,0,0 scaleOffset = 0.109999999,0.600000024,0.109999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.688830256,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,0.385059834,0.360429764,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 608 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FalloffStart value = -0.100000001 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.6 key = 4 -4.1 -0.6 0 } zCurve { } } POSITIONMODIFIER { name = rPos1 controllerName = R1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -1.1 0 0 key = 1 1.1 0 0 } yCurve { } zCurve { key = 0 0 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos2 controllerName = R2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -1 0 0 key = 1 1 0 0 } yCurve { } zCurve { key = 0 -0.85 0 0 key = 1 0.85 0 0 } } POSITIONMODIFIER { name = rPos3 controllerName = R3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0 0 0 } yCurve { } zCurve { key = 0 -1.1 0 0 key = 1 1.1 0 0 } } POSITIONMODIFIER { name = rPos4 controllerName = R4 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.85 0 0 key = 1 -0.85 0 0 } yCurve { } zCurve { key = 0 -1 0 0 key = 1 1 0 0 } } POSITIONMODIFIER { name = mPos2 controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 4 0.2 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1 0 0 key = 4 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.9 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.8 key = 4 2 0 0 key = 7 0.35 -0.2 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-kerozine-afterburner.cfg EFFECTTEMPLATE { templateName = stock-kerozine-afterburner EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.449999988 rotationOffset = -90,0,0 scaleOffset = 0.600000024,25,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 10 } FLOAT { floatName = _ExpandSquare value = -3 } FLOAT { floatName = _FadeOut value = 0.229222342 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Strength value = 2 } FLOAT { floatName = _Swirl value = 4 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _SpeedY value = 15 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _FadeIn value = 0.800000012 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.78 0 0.65 key = 1 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1.3 0 0 } zCurve { key = 0 0.78 0 0.65 key = 1 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.33 key = 3 2 0.33 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tTileY controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 8 0 4 key = 1 12 4 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 3 key = 0.1 0.15 0.4 0.4 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.5 key = 0.7 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0700000003 rotationOffset = -90,0,0 scaleOffset = 0.395000011,11,0.395000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.697040319,0.360429794,1 } COLOR { colorName = _EndTint colorValue = 1,0.335799754,0.393269867,1 } FLOAT { floatName = _Brightness value = 0.247222617 } FLOAT { floatName = _ExpandBounded value = 0.300000012 } FLOAT { floatName = _FadeIn value = 0.000300000014 } FLOAT { floatName = _ExpandLinear value = 0.00666572154 } FLOAT { floatName = _FadeOut value = 0.813943148 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _TintFalloff value = 2.29999995 } FLOAT { floatName = _Noise value = 2.5 } FLOAT { floatName = _SpeedY value = 160 } FLOAT { floatName = _TileY value = 1.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 25 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _ExpandSquare value = 0.805554867 } FLOAT { floatName = _FalloffStart value = -0.0199999996 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } yCurve { key = 0 0.5 0 1 key = 1 1 0.3 0 } zCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.2 key = 3 1.6 0.2 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.8 1 1 key = 1 1.1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -9 key = 1 1.3 -9 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 10 key = 0.4 1 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 -0.6 key = 1 0.8 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.1 2 0 -3 key = 0.8 0 -3 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.5 key = 3 0.5 -0.4 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.5 0 2 key = 1 4 2 0 } } } EFFECT { name = edgePlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0700000003 rotationOffset = -90,0,0 scaleOffset = 0.395000011,11,0.395000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.762720346,0.52463001,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.32758972,1 } FLOAT { floatName = _Brightness value = 0.247222617 } FLOAT { floatName = _ExpandBounded value = 0.300000012 } FLOAT { floatName = _FadeIn value = 0.000300000014 } FLOAT { floatName = _ExpandLinear value = -0.5 } FLOAT { floatName = _FadeOut value = 0.764611185 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _TintFalloff value = 2.29999995 } FLOAT { floatName = _Noise value = 4.5474968 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 15 } FLOAT { floatName = _Fresnel value = 0.5 } FLOAT { floatName = _ExpandSquare value = 0.300000012 } FLOAT { floatName = _FalloffStart value = -0.150000006 } FLOAT { floatName = _FresnelInvert value = 0.173611313 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } yCurve { key = 0 0.5 0 1 key = 1 1 0.3 0 } zCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.2 key = 3 1.6 0.2 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 50 key = 0.1 2.5 4 4 key = 1 4 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -8 key = 1 2.2 -8 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 10 key = 0.4 1 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 -0.2 key = 1 0.9 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.1 2 0 -3 key = 0.8 0 -3 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.5 key = 3 0.4 -0.4 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.300000012 rotationOffset = -90,0,0 scaleOffset = 0.150000006,0.600000024,0.150000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.15 key = 3 -0.5 -0.15 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 10 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.10000002 rotationOffset = -90,0,0 scaleOffset = 0.150000006,0.600000024,0.150000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.2 key = 3 -1.225 -0.2 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 1 0.75 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.05 10 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.89999998 rotationOffset = -90,0,0 scaleOffset = 0.150000006,0.600000024,0.150000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.65 key = 3 -1.95 -0.65 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 0 key = 1 0.6 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.15 10 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.70000005 rotationOffset = -90,0,0 scaleOffset = 0.150000006,0.600000024,0.150000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.9 key = 3 -2.8 -0.9 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.3 10 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.5 rotationOffset = -90,0,0 scaleOffset = 0.150000006,0.600000024,0.150000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -1.15 key = 3 -3.65 -1.15 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.475 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.475 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock6 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,4.30000019 rotationOffset = -90,0,0 scaleOffset = 0.150000006,0.600000024,0.150000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -1.4 key = 3 -4.5 -1.4 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.55 10 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock7 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,5.0999999 rotationOffset = -90,0,0 scaleOffset = 0.140000001,0.600000024,0.140000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -1.66 key = 3 -5.35 -1.66 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.6 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock8 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,5.9000001 rotationOffset = -90,0,0 scaleOffset = 0.129999995,0.600000024,0.129999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -1.9 key = 3 -6.2 -1.9 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.65 10 0 0 key = 1 6 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock9 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6.69999981 rotationOffset = -90,0,0 scaleOffset = 0.119999997,0.600000024,0.119999997 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -2.1 key = 3 -7.05 -2.1 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.7 10 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = shock10 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,7.5 rotationOffset = -90,0,0 scaleOffset = 0.100000001,0.600000024,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -2.5 key = 3 -7.9 -2.5 0 } zCurve { } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.75 10 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 0.06 0 0 } } } EFFECT { name = shock11 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,8.30000019 rotationOffset = -90,0,0 scaleOffset = 0.0900000036,0.600000024,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.803770423,0.516420007,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210003,0.417899847,1 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _ExpandBounded value = 2.62888503 } FLOAT { floatName = _ExpandLinear value = -0.357776254 } FLOAT { floatName = _FadeIn value = 0.611721277 } FLOAT { floatName = _ExpandSquare value = 0.101111233 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _Fresnel value = 0.842778802 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 1 } } } POSITIONMODIFIER { name = mPos controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -2.4 key = 3 -8.75 -2.4 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 0.06 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.8 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 1 1 0 0 key = 3 0.4 -0.2 0 } } } EFFECT { name = core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.870000005 rotationOffset = -90,0,0 scaleOffset = 0.280000001,0.802999973,0.280000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.54926002,0.393269867,1 } COLOR { colorName = _EndTint colorValue = 1,0.688830256,0.393269897,1 } FLOAT { floatName = _Brightness value = 0.247222617 } FLOAT { floatName = _ExpandBounded value = 0.200000003 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _ExpandLinear value = 0.222000003 } FLOAT { floatName = _FadeOut value = 0.00300000003 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Noise value = 0.5 } FLOAT { floatName = _SpeedY value = 140 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 0.100000001 } FLOAT { floatName = _Fresnel value = 0.705554783 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = -0.5 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.42 1 1 key = 1 0.92 0.5 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.09 0 0 7 key = 0.45 1 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 5 key = 1 20 20 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.7 key = 3 0.5 -0.2 0 } } } EFFECT { name = edgeCore parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.870000005 rotationOffset = -90,0,0 scaleOffset = 0.280000001,0.802999973,0.280000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.467159986,0.4014799,1 } COLOR { colorName = _EndTint colorValue = 1,0.614940226,0.393269867,1 } FLOAT { floatName = _Brightness value = 0.247222617 } FLOAT { floatName = _ExpandBounded value = 0.200000003 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _ExpandLinear value = 0.222000003 } FLOAT { floatName = _FadeOut value = 0.00300000003 } FLOAT { floatName = _Falloff value = 1.25722122 } FLOAT { floatName = _TintFalloff value = 30 } FLOAT { floatName = _Noise value = 0.300000012 } FLOAT { floatName = _SpeedY value = 140 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 0.100000001 } FLOAT { floatName = _Fresnel value = 2.32555199 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = -0.5 } FLOAT { floatName = _FresnelInvert value = 0.701666415 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.77 0 0.65 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 30 key = 0.1 2.5 20 20 key = 1 17 50 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 5 key = 0.7 1 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 5 key = 1 20 20 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0.7 key = 3 0.4 -0.2 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-kerozine-turbofan-1.cfg EFFECTTEMPLATE { templateName = stock-kerozine-turbofan-1 EFFECT { name = refraction parentName = smokePoint MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-1.39999998 rotationOffset = -90,0,0 scaleOffset = 0.699999988,30,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = -1 } FLOAT { floatName = _ExpandLinear value = 12 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.200000003 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _Fresnel value = 1.5 } FLOAT { floatName = _Strength value = 2 } FLOAT { floatName = _Swirl value = 4 } FLOAT { floatName = _TileY value = 10 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _SpeedY value = 21 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _FadeIn value = 0.300000012 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0.1 key = 1 1.3 0.5 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.5 key = 2 2 0.5 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tTileY controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 5 0 3 key = 1 8 3 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 3 key = 0.1 0.15 0.2 0.2 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.5 key = 0.8 1 0 0 } } } EFFECT { name = exitSmoke parentName = smokePoint MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.779999971 rotationOffset = 90,0,-180 scaleOffset = 0.5,10,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Alpha (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.237279594,0.220859602,0.220859572,1 } COLOR { colorName = _StartTint colorValue = 0.220859587,0.179809526,0.155179486,1 } FLOAT { floatName = _Noise value = 6.7866683 } FLOAT { floatName = _Falloff value = 3.05055523 } FLOAT { floatName = _Fresnel value = 0.5 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _TileY value = 0.699999988 } FLOAT { floatName = _TileX value = 0.300000012 } FLOAT { floatName = _TintFalloff value = 0.696667135 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _Intensity value = 0.349999994 } FLOAT { floatName = _SpeedY value = 60 } FLOAT { floatName = _FalloffStart value = -0.200000003 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _SpeedX value = 3 } } } FLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0.5 key = 1 0.15 0 0 } } FLOATMODIFIER { name = mSpeedY controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 40 0 20 key = 2 65 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-kerozine-turbofan-2.cfg EFFECTTEMPLATE { templateName = stock-kerozine-turbofan-2 EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.442999989,16,0.442999989 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = -3.5 } FLOAT { floatName = _ExpandLinear value = 17 } FLOAT { floatName = _ExpandSquare value = -3 } FLOAT { floatName = _FadeOut value = 0.5 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Strength value = 0.200000003 } FLOAT { floatName = _Swirl value = 4 } FLOAT { floatName = _TileY value = 20 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedY value = 20 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _FadeIn value = 0.0700000003 } FLOAT { floatName = _Blur value = 5 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 -0.4 key = 1 0.595 -0.4 0 } yCurve { key = 0 0.6 0 0 key = 1 1.3 0 0 } zCurve { key = 0 1 0 -0.4 key = 1 0.595 -0.4 0 } } FLOATMODIFIER { name = tSpeedY controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = tTileY controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 4 0 4 key = 1 8 4 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 2 key = 0.1 0.1 0.3 0.3 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.5 key = 0.7 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0.66 key = 3 3 0.66 0 } zCurve { key = 0 1 0 0 } } } EFFECT { name = core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,-1.08000004 rotationOffset = -90,0,0 scaleOffset = 0.600000024,1,0.600000024 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.229069576,0.023819305,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Noise value = 3.95749521 } FLOAT { floatName = _Brightness value = 0.800000012 } FLOAT { floatName = _SpeedY value = 123.344261 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 0.6 0.2 0.2 key = 2 0.8 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-1.22500002 rotationOffset = -90,0,0 scaleOffset = 0.150000006,2.5,0.150000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.47536999,0.204439566,1 } COLOR { colorName = _EndTint colorValue = 1,0.237279624,0.105919428,1 } FLOAT { floatName = _Brightness value = 0.247222617 } FLOAT { floatName = _ExpandBounded value = 3.5999999 } FLOAT { floatName = _FadeIn value = 0.150000006 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _FadeOut value = 0.676944196 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _TintFalloff value = 1.5 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _SpeedY value = 151.466736 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 13.1444244 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 0.600000024 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 -0.15 key = 1 -0.15 -0.15 0 } zCurve { } } FLOATMODIFIER { name = tBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 3.45 0 -2.35 key = 1 2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 8 key = 0.05 0.15 0.3 0.3 key = 1 0.25 0 0 } } FLOATMODIFIER { name = mFalloff controllerName = mach transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 9 0 -5 key = 2 0.8 0 0 key = 3 0.8 0 0 key = 5 10 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 6 0 -6 key = 1 0 -6 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 5 key = 0.8 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-methalox-lower-1.cfg EFFECTTEMPLATE { templateName = stock-methalox-lower-1 EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.79556042,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.42610991,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 2.05098057 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = shockPos controllerName = randomshock1 transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.4 0 0.07 key = 1 0.47 0.07 0 } } POSITIONMODIFIER { name = tShockPos controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 1 0 0 key = 1 1 0 0 } zCurve { key = 0 0 0 1 key = 1 1 1 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.2 0 0.1 key = 1 0.3 0.1 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = shockScaleRand controllerName = randomshock2 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } yCurve { key = 0 0.85 0 0.3 key = 1 1.15 0.3 0 } zCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 7 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.3 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock02 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.803770423,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.639570236,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 7 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = bottomScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock03 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,4.9000001 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.738090336,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.434319913,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 7 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = bottomScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock04 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,6.69999981 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.746300399,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.483579993,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 7 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = bottomScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.07 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = OuterShok0 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.79999995 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.25369963,0.292193919,0.919734299,0 } COLOR { colorName = _EndTint colorValue = 0.220859587,0.385059834,0.720859587,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.490388155 } FLOAT { floatName = _Noise value = 0.682498932 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 1.71888578 } FLOAT { floatName = _Fresnel value = 3.38721776 } FLOAT { floatName = _ExpandBounded value = 1.90888619 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = -0.300000012 } FLOAT { floatName = _FresnelInvert value = 2.19916344 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = -8 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -0.389999986 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.03 0 0 key = 1 -0.03 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0 } yCurve { key = 0 2 0 0 } zCurve { key = 0 0.9 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 1 1 2 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = OuterShok1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.200000003,3,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.359619021,0.300632,1,1 } COLOR { colorName = _EndTint colorValue = 0.47537002,0.486869514,0.958949983,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.500555456 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 2.05667281 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.605833173 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock1 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 4 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 2.7 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } } EFFECT { name = OuterShok2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.899999976 rotationOffset = -90,0,0 scaleOffset = 0.219999999,3,0.219999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.606730223,0.358102113,1,1 } COLOR { colorName = _EndTint colorValue = 0.310358942,0.32758978,0.614940226,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 3.32055974 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.529999971 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 2.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } } EFFECT { name = OuterShok3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.899999976 rotationOffset = -90,0,0 scaleOffset = 0.219999999,3,0.219999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.679809511,0.399152219,0.820190489,1 } COLOR { colorName = _EndTint colorValue = 0.540239275,0.34482047,0.664200187,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 3.63500214 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.529999971 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock1 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 1.8 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } } EFFECT { name = OuterShok4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.70000005 rotationOffset = -90,0,0 scaleOffset = 0.25,3,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.893269777,0.505882382,0.828400433,1 } COLOR { colorName = _EndTint colorValue = 0.67980957,0.205250263,0.458949924,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 6 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.428889006 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 1.3 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } } EFFECT { name = OuterShok5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,4.5 rotationOffset = -90,0,0 scaleOffset = 0.25,3,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.202111915,0.344009757,1 } COLOR { colorName = _EndTint colorValue = 1,0.25369963,0.320190459,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.566221356 } FLOAT { floatName = _FadeOut value = 0.611721277 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 2.07277465 } FLOAT { floatName = _ExpandBounded value = 0.60666579 } FLOAT { floatName = _ExpandSquare value = -1.11222076 } FLOAT { floatName = _ExpandLinear value = 2.13556457 } FLOAT { floatName = _FresnelInvert value = 0.479444504 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 0.292652726 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 8 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 0.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock05 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,8.5 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.746300399,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.467159957,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 7 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = bottomScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = BackFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,25,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.208968475,0.324895233,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.213460311,0.170788765,1 } FLOAT { floatName = _FadeIn value = 0.333666146 } FLOAT { floatName = _FadeOut value = 0.439832658 } FLOAT { floatName = _Fresnel value = 3.89277172 } FLOAT { floatName = _Falloff value = 1.61777508 } FLOAT { floatName = _TintFalloff value = 1.78972721 } FLOAT { floatName = _Brightness value = 0.494445235 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _Noise value = 6.52165604 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SpeedX value = 52 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SymmetryStrength value = 0.0596681163 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _ExpandSquare value = -7.0777669 } FLOAT { floatName = _ExpandBounded value = 0.202222094 } FLOAT { floatName = _ExpandLinear value = 8.89776325 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.3 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.8 0 0 key = 1 1 0 0 } yCurve { key = 0 1.2 0 0 key = 1 1 0 0 } zCurve { key = 0 1.8 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.2 key = 1 0.5 0.2 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 40 0 -50 key = 0.8 8.9 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 3.9 0 0 } } } EFFECT { name = innerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.560000002,20,0.560000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.178998768,0.245489612,1,1 } COLOR { colorName = _EndTint colorValue = 0.368639767,0.277518958,1,1 } FLOAT { floatName = _Brightness value = 0.454999268 } FLOAT { floatName = _Fresnel value = 0.758332133 } FLOAT { floatName = _Falloff value = 6.31943464 } FLOAT { floatName = _Noise value = 4.3075161 } FLOAT { floatName = _SpeedY value = 45 } FLOAT { floatName = _TintFalloff value = 2.774225 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 11 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.56 0 0 } yCurve { key = 0 40 0 0 key = 1 20 0 0 } zCurve { key = 0 0.56 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 25 0 -50 key = 0.9 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 6.3 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4.3 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.27 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.75 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.8 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.6 2 0 0 key = 1 1 0 0 } } } EFFECT { name = exitTraces1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0419999994 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.270119667,0.729069591,1,1 } COLOR { colorName = _EndTint colorValue = 0.114940166,0.467160016,0.885870516,1 } FLOAT { floatName = _Falloff value = 50 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 1.23361695 } FLOAT { floatName = _Noise value = 5.68749142 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _FadeIn value = 0.00100000005 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TileY value = 0.100000001 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -20 key = 0.85 0 0 0 } } } EFFECT { name = exitTraces2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0450000018 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.35221976,0.631360233,1,1 } COLOR { colorName = _EndTint colorValue = 0,0.196229577,0.442529917,1 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 0.60666573 } FLOAT { floatName = _Noise value = 5.36918116 } FLOAT { floatName = _SpeedY value = 24.9444523 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _FadeIn value = 0.103110962 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _Seed value = 795.499939 } FLOAT { floatName = _SpeedX value = 1.5 } FLOAT { floatName = _Symmetry value = 3 } FLOAT { floatName = _SymmetryStrength value = 0.42366758 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 0.3 0.4 0.3 0.3 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -20 key = 0.85 0 0 0 } } } EFFECT { name = exitTraces3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0419999994 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.467970699,1,1,1 } COLOR { colorName = _EndTint colorValue = 0,0.114129439,1,1 } FLOAT { floatName = _Falloff value = 40 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 1.64083099 } FLOAT { floatName = _Noise value = 7.27998877 } FLOAT { floatName = _SpeedY value = 15.978054 } FLOAT { floatName = _TileX value = 0.800000012 } FLOAT { floatName = _FadeIn value = 0.00100000005 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 0.400000006 } FLOAT { floatName = _TileY value = 1 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 4 key = 0.2 0.4 0.3 0.3 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -20 key = 0.85 5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 1 80 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.409689873,0.384249061,1,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.5 0 0 key = 0.2 1 5 5 key = 0.5 2 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 2.2 0 0 key = 0.2 2.5 2 2 key = 0.5 3.5 0 0 key = 1 3.5 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = Random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.85 0 0.3 key = 0.5 1.15 0.3 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 22 0 0 key = 0.2 24 20 20 key = 0.5 28 0 0 key = 1 28 0 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.3 0 0 key = 0.4 0.26 0 0 key = 0.8 0.45 0 0 } gCurve { key = 0 0.37 0 0 key = 0.4 0.26 0 0 key = 0.8 0.372 0 0 } bCurve { key = 0 0.51 0 0 key = 0.4 0.51 0 0 key = 0.8 0.51 0 0 } aCurve { } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-methalox-lower-2-rapier.cfg EFFECTTEMPLATE { templateName = stock-methalox-lower-2-rapier EFFECT { name = Cones parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-cones positionOffset = 0,0,-0.0130000003 rotationOffset = -90,0,0 scaleOffset = 0.569999993,12,0.569999993 MATERIAL { transform = Waterfall/FX/fx-volumetric-cones(Clone) shader = Waterfall/Additive Cones (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.335799754,0.426109821,1,1 } COLOR { colorName = _EndTint colorValue = 0.90147984,0.541050017,1,1 } FLOAT { floatName = _Seed value = 0.063000001 } FLOAT { floatName = _FresnelInvert value = 0.252777427 } FLOAT { floatName = _TintFalloff value = 1.76944137 } FLOAT { floatName = _Falloff value = 0.538223386 } FLOAT { floatName = _ConeExpansion value = 0.278776318 } FLOAT { floatName = _ConeLength value = 0.125 } FLOAT { floatName = _Smoothness value = 0.256926835 } FLOAT { floatName = _ExitLength value = 1 } FLOAT { floatName = _ConeFade value = 1.25390232 } FLOAT { floatName = _ExitStart value = 0.5 } FLOAT { floatName = _Fresnel value = 1.88570845 } FLOAT { floatName = _Brightness value = 1.798226 } FLOAT { floatName = _FadeOut value = 0.590999842 } FLOAT { floatName = _Stretch value = 0 } FLOAT { floatName = _Noise value = 2.04000831 } FLOAT { floatName = _TileX value = 0.100000001 } FLOAT { floatName = _FalloffStart value = -0.0500000007 } FLOAT { floatName = _SpeedY value = 163.699905 } FLOAT { floatName = _SpeedX value = 8.58887672 } FLOAT { floatName = _NoiseFresnel value = 6.6658349 } FLOAT { floatName = _TintFresnel value = 0.884720862 } FLOAT { floatName = _LengthBrightness value = 1.32166207 } FLOAT { floatName = _ConeFadeStart value = 0.070777677 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Asymmetry value = 0.221432984 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { key = 0.75 18 0 0 key = 1 16 0 0 } zCurve { key = 0 0.6 0 0 } } FLOATMODIFIER { name = aExitSt controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0.75 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = rExitSt controllerName = random2 transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0 0.045 0 -0.09 key = 1 -0.045 -0.09 0 } } FLOATMODIFIER { name = aConeEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0.65 0 0 2 key = 0.825 0.2 0.3 0.3 key = 1 0.12 0 0 } } FLOATMODIFIER { name = rConeEx controllerName = random2 transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0 0.03 0 -0.03 key = 1 0 -0.03 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 12 key = 0.15 0.75 1 1 key = 1 1.5 0.5 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 6 0 -10 key = 0.7 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 0.75 1 0 0 } } FLOATMODIFIER { name = tConeEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0.3 0.5 0 0 key = 0.6 1 0 0 } } FLOATMODIFIER { name = tConeL controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeLength floatCurve { key = 0.5 0.105 0 0 key = 1 0.125 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _NoiseFresnel floatCurve { key = 0 10 0 0 key = 0.5 6.7 0 0 } } FLOATMODIFIER { name = tExitSt controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0 0.4 0 0 key = 0.6 0 0 0 } } } EFFECT { name = shocks parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1.5,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive Echo (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.385059834,0.344009787,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 0.95073998,0.860429823,1,1 } FLOAT { floatName = _Echos value = 6.28414059 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _Falloff value = 1.21333146 } FLOAT { floatName = _Fresnel value = 0.657221258 } FLOAT { floatName = _FadeOut value = 0.603997886 } FLOAT { floatName = _FadeIn value = 0.0404443815 } FLOAT { floatName = _ExpandLinear value = 800 } FLOAT { floatName = _EchoFalloff value = 0 } FLOAT { floatName = _Noise value = 3.40528727 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _Brightness value = 1.11351395 } FLOAT { floatName = _EchoLength value = 2.30038929 } FLOAT { floatName = _Stretch value = 0 } FLOAT { floatName = _Dimming value = 2 } FLOAT { floatName = _TileX value = 0.300000012 } FLOAT { floatName = _SpeedX value = 12.1333151 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 5 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.2 0 0 key = 0.5 0.35 0.5 0.5 key = 1 0.6 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.7 0.8 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random2 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.03 0 0.06 key = 1 0.03 0.06 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.6 0.0012 0 0 key = 1 0.001 0 0 } yCurve { key = 0 1.5 0 0 } zCurve { key = 0.6 0.0012 0 0 key = 1 0.001 0 0 } } FLOATMODIFIER { name = tEchoL controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0.3 0.553 0 0 key = 1 0.6825 0 0 } } FLOATMODIFIER { name = aEchoL controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0.75 0.105 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.5 0.1 0.5 0.5 key = 1 0.21 0.03 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.625 0 0 0 key = 0.8 1.2 0 0 } } FLOATMODIFIER { name = tEchos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Echos floatCurve { key = 0.4 3 0 15 key = 0.6 5 6 6 key = 1 6.2 0 0 } } FLOATMODIFIER { name = tEchoFO controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoFalloff floatCurve { key = 0.3 3 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = rLinEx controllerName = random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 700 0 200 key = 1 900 200 0 } } } EFFECT { name = tailPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.569999993,18,0.569999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.2446789,0.13062644,0.3362436,1 } COLOR { colorName = _EndTint colorValue = 1,0.499189317,0.458949924,1 } FLOAT { floatName = _Falloff value = 0.704443812 } FLOAT { floatName = _TintFalloff value = 2.9525032 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.779197991 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _Fresnel value = 0.294794291 } FLOAT { floatName = _FadeOut value = 0.605667293 } FLOAT { floatName = _Noise value = 15 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedY value = 143.477722 } FLOAT { floatName = _SpeedX value = 38.0843124 } FLOAT { floatName = _TileY value = 1.20000005 } FLOAT { floatName = _Brightness value = 1.70111096 } FLOAT { floatName = _ExpandSquare value = 0.237629935 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 } zCurve { key = 0 0 0 0 key = 0.5 3 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.54 0 0 } yCurve { key = 0 10 0 20 key = 1 20 0 0 } zCurve { key = 0 0.54 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0.65 1.4 0 -1 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.1 0.3 1.7 1.7 key = 1 1.1 0.5 0 } } FLOATMODIFIER { name = tFadeIn controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.2 0 5 key = 0.2 0.78 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 0.75 1 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.65 1 0 -3.5 key = 1 0 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 25 0 0 key = 0.5 15 0 0 } } } EFFECT { name = VacPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.579999983,35,0.579999983 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 1,0.449999988,0.485990256,0 } COLOR { colorName = _StartTint colorValue = 0.467159986,0.565680087,1,0 } FLOAT { floatName = _TintFalloff value = 0.800415099 } FLOAT { floatName = _Falloff value = 1.55191076 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeOut value = 0.286723554 } FLOAT { floatName = _ExpandLinear value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Fresnel value = 0.59478879 } FLOAT { floatName = _Brightness value = 3.93120694 } FLOAT { floatName = _TintFresnel value = 0.219999999 } FLOAT { floatName = _Noise value = 7.04500008 } FLOAT { floatName = _TileX value = 1.58472085 } FLOAT { floatName = _TileY value = 0.535674334 } FLOAT { floatName = _SpeedY value = 38.4201775 } FLOAT { floatName = _SpeedX value = 0.907696724 } FLOAT { floatName = _NoiseFresnel value = 9.70918083 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandSquare value = 10 } FLOAT { floatName = _Seed value = 166.493637 } FLOAT { floatName = _LengthBrightness value = 2.14147949 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { key = 0 10 0 0 key = 0.65 35 0 0 } zCurve { key = 0 0.6 0 0 } } COLORMODIFIER { name = aEndTint controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _EndTint rCurve { key = 0 0.5 0 0 key = 0.5 1.3 0 0 } gCurve { key = 0 0.1 0 0 key = 0.5 0.6 0 0 } bCurve { key = 0 0.35 0 0 key = 0.5 1.1 0 0 } aCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.66 key = 0.1 0.23 0.23 0.23 key = 1 0.66 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1.2 0 0 key = 0.6 1 -1 -1 key = 0.75 0 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 10 0 0 key = 0.65 1.25 0 0 } } FLOATMODIFIER { name = aSqEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 3 0 0 key = 0.65 0 0 0 } } FLOATMODIFIER { name = aTileX controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 0.8 0 0 key = 0.65 0.2 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.25 0 0 key = 0.65 1.5 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 140 0 0 key = 0.4 50 -40 -40 key = 0.6 45 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.6 0 0 key = 0.65 0.4 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -80 key = 0.2 3 -5 -5 key = 0.65 1 0 0 } } FLOATMODIFIER { name = aNoiseFr controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _NoiseFresnel floatCurve { key = 0 3 0 0 key = 0.4 8 0 0 } } } EFFECT { name = Ignition parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,10,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.705250323,0.811980426,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Noise value = 7.77035046 } FLOAT { floatName = _Falloff value = 2.28295922 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _TileX value = 1.0256815 } FLOAT { floatName = _TileY value = 3.14027429 } FLOAT { floatName = _SpeedY value = 52.838871 } FLOAT { floatName = _SpeedX value = 6.87929296 } FLOAT { floatName = _Fresnel value = 0.570739806 } FLOAT { floatName = _FadeIn value = 0.147190794 } FLOAT { floatName = _ExpandBounded value = 1.4418689 } } } FLOATMODIFIER { name = Bright controllerName = Ignition transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 1 1 1 0 } } FLOATMODIFIER { name = aEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 10 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.7 2.3 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1 0 0 key = 0.7 3.14 0 0 } } } EFFECT { name = throttleShock parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,1.5,0.0500000007 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.409689873,0.360429794,0.42610988,1 } COLOR { colorName = _EndTint colorValue = 0.967159986,0.869450569,1,1 } FLOAT { floatName = _ExpandLinear value = 15 } FLOAT { floatName = _FadeOut value = 0.465110391 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _SpeedX value = 12 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 0.200000003 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _Noise value = 6.96916771 } FLOAT { floatName = _FadeIn value = 0.121333145 } FLOAT { floatName = _Fresnel value = 0.60666573 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _LengthBrightness value = 1.90999866 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.15 0 1 key = 0.6 0.5 1 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.7 3.2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 -1 key = 0.5 0.05 0 0 } yCurve { key = 0 0.5 0 10 key = 0.3 1.5 0 0 } zCurve { key = 0 0.5 0 -1 key = 0.5 0.05 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.05 0.6 1 1 key = 0.4 0.7 0 0 key = 0.55 0 0 0 } } FLOATMODIFIER { name = tLinEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.7 0 0 key = 0.3 3 30 30 key = 0.55 15 0 0 } } FLOATMODIFIER { name = tSqEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.25 -0.4 0 0 key = 0.4 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.9 1 0 0 } } } EFFECT { name = throttlePlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.400000006,15,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.90147984,0.762720406,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.12133313 } FLOAT { floatName = _FadeOut value = 0.636499763 } FLOAT { floatName = _Falloff value = 1.31444252 } FLOAT { floatName = _ExpandBounded value = 0.20222193 } FLOAT { floatName = _Noise value = 3.86749434 } FLOAT { floatName = _Brightness value = 0.747222602 } FLOAT { floatName = _Fresnel value = 1.66833079 } FLOAT { floatName = _TileX value = 0.25 } FLOAT { floatName = _SpeedX value = 11.0223598 } FLOAT { floatName = _SpeedY value = 55.5111809 } FLOAT { floatName = _FalloffStart value = -0.200000003 } FLOAT { floatName = _TileY value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.5 0 1 key = 0.7 0.5 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.15 0.32 0 0 key = 0.35 0.45 0 0 } yCurve { key = 0 10 0 10 key = 0.6 15 0 0 } zCurve { key = 0.15 0.32 0 0 key = 0.35 0.45 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.5 1.5 1.5 key = 0.35 0.7 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.9 1 0 0 } } } EFFECT { name = CoreLight parentName = smokePoint MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.29999995 range = 8 lightType = Point color = 0.557470024,0.614940286,1,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tIntense controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random2 randomnessScale = 0.699999988 floatName = Intensity floatCurve { key = 0 0 0 10 key = 0.2 1 1 1 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rIntense controllerName = random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.8 0 0.4 key = 1 1.2 0.4 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-methalox-lower-2.cfg EFFECTTEMPLATE { templateName = stock-methalox-lower-2 EFFECT { name = Cones parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-cones positionOffset = 0,0,-0.0130000003 rotationOffset = -90,0,0 scaleOffset = 0.569999993,12,0.569999993 MATERIAL { transform = Waterfall/FX/fx-volumetric-cones(Clone) shader = Waterfall/Additive Cones (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.335799754,0.426109821,1,1 } COLOR { colorName = _EndTint colorValue = 0.90147984,0.541050017,1,1 } FLOAT { floatName = _Seed value = 0.063000001 } FLOAT { floatName = _FresnelInvert value = 0.252777427 } FLOAT { floatName = _TintFalloff value = 1.76944137 } FLOAT { floatName = _Falloff value = 0.538223386 } FLOAT { floatName = _ConeExpansion value = 0.278776318 } FLOAT { floatName = _ConeLength value = 0.125 } FLOAT { floatName = _Smoothness value = 0.256926835 } FLOAT { floatName = _ExitLength value = 1 } FLOAT { floatName = _ConeFade value = 1.25390232 } FLOAT { floatName = _ExitStart value = 0.5 } FLOAT { floatName = _Fresnel value = 1.88570845 } FLOAT { floatName = _Brightness value = 1.798226 } FLOAT { floatName = _FadeOut value = 0.590999842 } FLOAT { floatName = _Stretch value = 0 } FLOAT { floatName = _Noise value = 2.5708406 } FLOAT { floatName = _TileX value = 0.150000006 } FLOAT { floatName = _FalloffStart value = -0.0500000007 } FLOAT { floatName = _SpeedY value = 163.699905 } FLOAT { floatName = _SpeedX value = 8.58887672 } FLOAT { floatName = _NoiseFresnel value = 6.6658349 } FLOAT { floatName = _TintFresnel value = 0.884720862 } FLOAT { floatName = _LengthBrightness value = 1.32166207 } FLOAT { floatName = _ConeFadeStart value = 0.070777677 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Asymmetry value = 0.221432984 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { key = 0.75 18 0 0 key = 1 16 0 0 } zCurve { key = 0 0.6 0 0 } } FLOATMODIFIER { name = aExitSt controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0.75 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = rExitSt controllerName = random1 transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0 0.045 0 -0.09 key = 1 -0.045 -0.09 0 } } FLOATMODIFIER { name = aConeEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0.65 0 0 2 key = 0.825 0.2 0.3 0.3 key = 1 0.12 0 0 } } FLOATMODIFIER { name = rConeEx controllerName = random1 transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0 0.03 0 -0.03 key = 1 0 -0.03 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 18 key = 0.15 1 1.5 1.5 key = 1 2 1 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 6 0 -10 key = 0.7 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 0.75 1 0 0 } } FLOATMODIFIER { name = tConeEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0.3 0.5 0 0 key = 0.6 1 0 0 } } FLOATMODIFIER { name = tConeL controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeLength floatCurve { key = 0.5 0.105 0 0 key = 1 0.125 0 0 } } FLOATMODIFIER { name = tNoiseFr controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _NoiseFresnel floatCurve { key = 0 8 0 0 key = 0.5 5.5 0 0 } } FLOATMODIFIER { name = tExitSt controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0 0.4 0 0 key = 0.6 0 0 0 } } } EFFECT { name = shocks parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.00100000005,1.5,0.00100000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive Echo (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.385059834,0.344009787,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 0.95073998,0.860429823,1,1 } FLOAT { floatName = _Echos value = 6.28414059 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _Falloff value = 1.21333146 } FLOAT { floatName = _Fresnel value = 0.657221258 } FLOAT { floatName = _FadeOut value = 0.603997886 } FLOAT { floatName = _FadeIn value = 0.0404443815 } FLOAT { floatName = _ExpandLinear value = 800 } FLOAT { floatName = _EchoFalloff value = 0 } FLOAT { floatName = _Noise value = 3.40528727 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _Brightness value = 1.11351395 } FLOAT { floatName = _EchoLength value = 2.30038929 } FLOAT { floatName = _Stretch value = 0 } FLOAT { floatName = _Dimming value = 2 } FLOAT { floatName = _TileX value = 0.300000012 } FLOAT { floatName = _SpeedX value = 12.1333151 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 5 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.2 0 0 key = 0.5 0.35 0.5 0.5 key = 1 0.6 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.7 0.8 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random1 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.03 0 0.06 key = 1 0.03 0.06 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.6 0.0012 0 0 key = 1 0.001 0 0 } yCurve { key = 0 1.5 0 0 } zCurve { key = 0.6 0.0012 0 0 key = 1 0.001 0 0 } } FLOATMODIFIER { name = tEchoL controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0.3 1.09 0 0 key = 1 1.35 0 0 } } FLOATMODIFIER { name = aEchoL controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0.75 0.21 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.5 0.15 0.7 0.7 key = 1 0.28 0.05 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.625 0 0 0 key = 0.8 1.2 0 0 } } FLOATMODIFIER { name = tEchos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Echos floatCurve { key = 0.4 3 0 15 key = 0.6 5 6 6 key = 1 6.2 0 0 } } FLOATMODIFIER { name = tEchoFO controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoFalloff floatCurve { key = 0.3 3 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = rLinEx controllerName = random1 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 700 0 200 key = 1 900 200 0 } } } EFFECT { name = tailPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.569999993,18,0.569999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.2446789,0.13062644,0.3362436,1 } COLOR { colorName = _EndTint colorValue = 1,0.499189317,0.458949924,1 } FLOAT { floatName = _Falloff value = 0.704443812 } FLOAT { floatName = _TintFalloff value = 2.9525032 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.779197991 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _Fresnel value = 0.294794291 } FLOAT { floatName = _FadeOut value = 0.605667293 } FLOAT { floatName = _Noise value = 15 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedY value = 143.477722 } FLOAT { floatName = _SpeedX value = 38.0843124 } FLOAT { floatName = _TileY value = 1.20000005 } FLOAT { floatName = _Brightness value = 1.70111096 } FLOAT { floatName = _ExpandSquare value = 0.237629935 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 } zCurve { key = 0 0 0 0 key = 0.5 3 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.54 0 0 } yCurve { key = 0 10 0 20 key = 1 20 0 0 } zCurve { key = 0 0.54 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0.65 1.4 0 -1 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.1 0.3 1.7 1.7 key = 1 1.1 0.5 0 } } FLOATMODIFIER { name = tFadeIn controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.2 0 5 key = 0.2 0.78 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 0.75 1 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.65 1 0 -3.5 key = 1 0 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 25 0 0 key = 0.5 15 0 0 } } } EFFECT { name = VacTail parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.579999983,35,0.579999983 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 1,0.449999988,0.485990256,0 } COLOR { colorName = _StartTint colorValue = 0.467159986,0.565680087,1,0 } FLOAT { floatName = _TintFalloff value = 0.199219689 } FLOAT { floatName = _Falloff value = 0.231626615 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeOut value = 0.390918255 } FLOAT { floatName = _ExpandLinear value = 10 } FLOAT { floatName = _FresnelInvert value = 0.225425765 } FLOAT { floatName = _Fresnel value = 0.627610803 } FLOAT { floatName = _Brightness value = 3.93120694 } FLOAT { floatName = _TintFresnel value = 0.219999999 } FLOAT { floatName = _Noise value = 3.84810352 } FLOAT { floatName = _TileX value = 0.300000012 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedY value = 36.4018288 } FLOAT { floatName = _SpeedX value = 2.5999999 } FLOAT { floatName = _NoiseFresnel value = 6.28270054 } FLOAT { floatName = _FadeIn value = 0.130746946 } FLOAT { floatName = _ExpandSquare value = 10 } FLOAT { floatName = _Seed value = 166.493637 } FLOAT { floatName = _LengthBrightness value = 1.87096846 } FLOAT { floatName = _FresnelFadeIn value = 0.707836926 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { key = 0.2 120 0 0 key = 0.65 45 -100 0 } zCurve { key = 0 0.6 0 0 } } COLORMODIFIER { name = aEndTint controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _EndTint rCurve { key = 0.2 0.5 0 0 key = 0.5 1.3 0 0 } gCurve { key = 0.2 0.1 0 0 key = 0.5 0.6 0 0 } bCurve { key = 0.2 0.35 0 0 key = 0.5 1.1 0 0 } aCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.3 0.7 0.7 0.7 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.2 0.5 0 0 key = 0.45 0.6 1 1 key = 0.6 0.8 0 0 key = 0.725 0 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.3 20 0 0 key = 0.65 1.25 0 0 } } FLOATMODIFIER { name = aSqEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.1 70 0 0 key = 0.62 0 0 0 } } FLOATMODIFIER { name = aFrInv controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.3 0.22 0 0 key = 0.5 0.1 0 0 } } FLOATMODIFIER { name = aTileX controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0.3 0.3 0 0 key = 0.5 0.2 0 0 } } FLOATMODIFIER { name = aNoiseFr controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _NoiseFresnel floatCurve { key = 0.3 6.3 0 0 key = 0.6 2 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 3.8 0 0 key = 0.6 9 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 1 0 -2 key = 1 0.23 0 0 } } } EFFECT { name = Ignition parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,10,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.705250323,0.811980426,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Noise value = 7.77035046 } FLOAT { floatName = _Falloff value = 2.28295922 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _TileX value = 1.0256815 } FLOAT { floatName = _TileY value = 3.14027429 } FLOAT { floatName = _SpeedY value = 52.838871 } FLOAT { floatName = _SpeedX value = 6.87929296 } FLOAT { floatName = _Fresnel value = 0.570739806 } FLOAT { floatName = _FadeIn value = 0.147190794 } FLOAT { floatName = _ExpandBounded value = 1.4418689 } } } FLOATMODIFIER { name = Bright controllerName = Ignition transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 1 1 1 0 } } FLOATMODIFIER { name = aEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 10 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.7 2.3 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1 0 0 key = 0.7 3.14 0 0 } } } EFFECT { name = throttleShock parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,1.5,0.0500000007 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.409689873,0.360429794,0.42610988,1 } COLOR { colorName = _EndTint colorValue = 0.967159986,0.869450569,1,1 } FLOAT { floatName = _ExpandLinear value = 15 } FLOAT { floatName = _FadeOut value = 0.465110391 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _SpeedX value = 12 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 0.200000003 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _Noise value = 3.5 } FLOAT { floatName = _FadeIn value = 0.121333145 } FLOAT { floatName = _Fresnel value = 0.60666573 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _LengthBrightness value = 1.90999866 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.15 0 1 key = 0.6 0.5 1 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.7 3.2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 -1 key = 0.5 0.05 0 0 } yCurve { key = 0 0.5 0 10 key = 0.3 1.5 0 0 } zCurve { key = 0 0.5 0 -1 key = 0.5 0.05 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.05 0.6 1 1 key = 0.4 0.7 0 0 key = 0.55 0 0 0 } } FLOATMODIFIER { name = tLinEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.7 0 0 key = 0.3 3 30 30 key = 0.55 15 0 0 } } FLOATMODIFIER { name = tSqEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.25 -0.4 0 0 key = 0.4 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.9 1 0 0 } } } EFFECT { name = throttlePlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.400000006,15,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.90147984,0.762720406,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.12133313 } FLOAT { floatName = _FadeOut value = 0.636499763 } FLOAT { floatName = _Falloff value = 1.31444252 } FLOAT { floatName = _ExpandBounded value = 0.20222193 } FLOAT { floatName = _Noise value = 3.86749434 } FLOAT { floatName = _Brightness value = 0.747222602 } FLOAT { floatName = _Fresnel value = 1.66833079 } FLOAT { floatName = _TileX value = 0.25 } FLOAT { floatName = _SpeedX value = 11.0223598 } FLOAT { floatName = _SpeedY value = 55.5111809 } FLOAT { floatName = _FalloffStart value = -0.200000003 } FLOAT { floatName = _TileY value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.5 0 1 key = 0.7 0.5 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.15 0.32 0 0 key = 0.35 0.45 0 0 } yCurve { key = 0 10 0 10 key = 0.6 15 0 0 } zCurve { key = 0.15 0.32 0 0 key = 0.35 0.45 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.5 1.5 1.5 key = 0.35 0.7 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.9 1 0 0 } } } EFFECT { name = PlumeLight parentName = smokePoint MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.29999995 range = 8 lightType = Point color = 0.557470024,0.614940286,1,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tIntense controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random2 randomnessScale = 0.699999988 floatName = Intensity floatCurve { key = 0 0 0 10 key = 0.2 1 1 1 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rIntense controllerName = random1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.8 0 0.4 key = 1 1.2 0.4 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.4 0 0 key = 0.3 0.71 0 0 } gCurve { key = 0 0.85 0 0 key = 0.3 0.78 0 0 } bCurve { key = 0 1.27 0 0 } aCurve { } } } EFFECT { name = VacExit parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.579999983,20,0.579999983 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 1,0.449999988,0.485990256,0 } COLOR { colorName = _StartTint colorValue = 0.467159986,0.565680087,1,0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.75476861 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeOut value = 0.432817459 } FLOAT { floatName = _ExpandLinear value = 10 } FLOAT { floatName = _FresnelInvert value = 0.0901703089 } FLOAT { floatName = _Fresnel value = 1.07846236 } FLOAT { floatName = _Brightness value = 3.93120694 } FLOAT { floatName = _TintFresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 1.81927025 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedY value = 58.0427055 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _NoiseFresnel value = 2.77273703 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandSquare value = 10 } FLOAT { floatName = _Seed value = 166.493637 } FLOAT { floatName = _LengthBrightness value = 3 } FLOAT { floatName = _FresnelFadeIn value = 0.924245596 } } } COLORMODIFIER { name = aEndTint controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _EndTint rCurve { key = 0.2 0.3 0 0 key = 0.5 1.3 0 0 } gCurve { key = 0.2 0.4 0 0 key = 0.5 0.6 0 0 } bCurve { key = 0.2 0.8 0 0 key = 0.5 1.1 0 0 } aCurve { } } COLORMODIFIER { name = aStartTint controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0 0.1 0 0 key = 0.3 0.54 0 0 } gCurve { key = 0 0.8 0 0 } bCurve { key = 0 1.2 0 0 } aCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.3 0.7 0.7 0.7 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 -1 key = 0.1 0.7 -1 -1 key = 0.45 0.6 1 1 key = 0.6 0.8 0 0 key = 0.725 0 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.1 14 0 0 key = 0.4 9 -40 -40 key = 0.6 0.5 -10 -10 key = 0.7 0 0 0 } } FLOATMODIFIER { name = aSqEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 8 0 0 key = 0.4 5 -20 -20 key = 0.65 0 -4 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 6 0 -70 key = 0.1 1.5 -5 -5 key = 0.5 2.4 8 8 key = 0.6 7 70 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 -20 key = 0.3 1.8 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-methalox-upper-2.cfg EFFECTTEMPLATE { templateName = stock-methalox-upper-2 EFFECT { name = outerShock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.185000002 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.441719145,0.344009757,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.50000006,0.490979284,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.210111097 } FLOAT { floatName = _Falloff value = 1.79999995 } FLOAT { floatName = _Brightness value = 2.71666431 } FLOAT { floatName = _Noise value = 4.84583712 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.319999993 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Seed value = -3 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1.5 -1.5 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.65 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.1 0.4 0 -10 key = 0.15 -0.1 -1 -1 key = 0.5 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.150000006 floatName = _ExpandLinear floatCurve { key = 0.1 -0.55 0 0 key = 0.15 -0.27 0 0 key = 0.5 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 1 0.21 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.4 6 6 key = 0.5 1.5 0 0 key = 1 1.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.12 0.7 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.2 1 0 0 key = 0.5 1.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 3 0 0 key = 0.6 4.8 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.6 1 8 8 key = 1 10 0 0 } } } EFFECT { name = innerFlame1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.185000002 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.294749677,0.220859602,0.786539733,1 } COLOR { colorName = _EndTint colorValue = 1,0.62315017,0.623150229,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.242666289 } FLOAT { floatName = _Falloff value = 0.702221811 } FLOAT { floatName = _Brightness value = 1.00333285 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.30277735 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TintFalloff value = 2.24722242 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1 -1 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -0.5 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.5 0.35 -0.6 -0.6 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.1 1 1 key = 0.5 0.35 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.1 1 0 0 key = 0.5 0.5 -0.5 -0.5 key = 1 0.24 -0.5 -0.5 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2 0 0 key = 0.7 0.7 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.6 1 7 7 key = 1 3 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.100000001,1,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.787350476,0.762720406,1,1 } COLOR { colorName = _EndTint colorValue = 0.516420007,0.49999997,1,1 } FLOAT { floatName = _ExpandBounded value = 10 } FLOAT { floatName = _ExpandLinear value = -18 } FLOAT { floatName = _FadeOut value = 0.343777239 } FLOAT { floatName = _ExpandSquare value = 7.7810998 } FLOAT { floatName = _Falloff value = 1.56722021 } FLOAT { floatName = _ExpandOffset value = 1.3144424 } FLOAT { floatName = _FadeIn value = 0.0649999976 } FLOAT { floatName = _Fresnel value = 0.353888363 } FLOAT { floatName = _Brightness value = 0.898888767 } FLOAT { floatName = _Noise value = 4.69417143 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 26.1777534 } FLOAT { floatName = _TintFalloff value = 4.16583443 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random3 randomnessScale = 0 xCurve { } yCurve { } zCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = SUBTRACT useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 -1 0 0 key = 0.5 -0.3 1.2 1.2 key = 1 0 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } yCurve { key = 0.5 1.7 0 0 key = 1 1 0 0 } zCurve { key = 0.5 0.1 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.600000024 floatName = _ExpandOffset floatCurve { key = 0.5 3 0 0 key = 0.75 2.5 -3 -3 key = 1 1.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 3.5 key = 0.5 0.65 0.2 0.2 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 4 key = 0.2 0.3 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 2 0 0 key = 0.5 -0.5 -10 -10 key = 1 -18 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.5 0.2 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -2 0 20 key = 1 7.8 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -3 key = 0.5 3 -2 -2 key = 1 1.56 0 0 } } FLOATMODIFIER { name = rOffset controllerName = Random2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = -0.5 -0.3 0 0.6 key = 0.5 0.3 0.6 0 } } } EFFECT { name = outerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,24,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.280463159,0.204439566,0.731107593,0 } COLOR { colorName = _EndTint colorValue = 1,0.42610991,0.484390706,1 } FLOAT { floatName = _Brightness value = 0.496667206 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 2.9322176 } FLOAT { floatName = _ExpandLinear value = -2.32555199 } FLOAT { floatName = _ExpandSquare value = -0.505554676 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.25 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _Noise value = 13.1949797 } FLOAT { floatName = _FadeOut value = 0.424666017 } FLOAT { floatName = _SpeedY value = 87.5221481 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedX value = 28 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 4.39583063 } FLOAT { floatName = _TileX value = 1 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.2 0.192 0 0 key = 0.5 0.192 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0.7 } yCurve { key = 0 30 0 100 key = 0.1 45 50 50 key = 0.5 54.5 0 0 key = 1 24.5 0 0 } zCurve { key = 0 0.5 0 0 } } COLORMODIFIER { name = aStartTint controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.5 0.45 0 0 key = 1 0.345 0 0 } gCurve { key = 0.5 0.45 0 0 key = 1 0.07 0 0 } bCurve { key = 0.5 0.9 0 0 key = 1 0 0 0 } aCurve { } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.54 0 0 key = 0.1 0.54 0 0 key = 0.5 0.54 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.05 0.5 0 0 key = 0.125 0.5 0 0 key = 0.22 0.5 0 0 key = 0.5 0.5 0 0 key = 1 -2.32 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 9.5 0 -40 key = 0.05 7.5 -30 -30 key = 0.125 5 -40 -40 key = 0.2 3 -30 -30 key = 0.5 0.7 0 0 key = 1 2.93 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -1 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.025 0 0 0 key = 0.3 1.8 20 20 key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.8 0 0 key = 0.1 0.42 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 80 0 0 key = 0.1 39 0 0 key = 0.5 39 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 7 0 0 key = 0.1 5 0 0 key = 0.5 8 10 10 key = 1 30 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.45 0 0 key = 0.1 0.4 -0.5 -0.5 key = 0.5 0.3 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1.5 0 0 key = 0.1 4 0 0 key = 0.5 4 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 2.5 0 -70 key = 0.1 0.3 0 0 key = 0.5 0.3 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 37 0 -100 key = 0.1 2 -4 -4 key = 0.5 1.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.25 0 0 key = 0.07 0 0 0 } } } EFFECT { name = innerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.379999995,16,0.379999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.366564959,0.295332313,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.50000006,0.590310216,1 } FLOAT { floatName = _Brightness value = 0.800000131 } FLOAT { floatName = _ExpandOffset value = 0.303332865 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.21333146 } FLOAT { floatName = _FadeIn value = 0.101110965 } FLOAT { floatName = _Fresnel value = 2.32555175 } FLOAT { floatName = _Falloff value = 1.71888614 } FLOAT { floatName = _Noise value = 9.23667526 } FLOAT { floatName = _FadeOut value = 0.743165553 } FLOAT { floatName = _SpeedY value = 33.2667656 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _SpeedX value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Seed value = -11 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 0 key = 1 1.71 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187999994 rotationOffset = -90,0,0 scaleOffset = 0.763000011,1.79999995,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.737279594,0.811169744,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.541050017,0.688019514,1 } FLOAT { floatName = _ExpandSquare value = -0.649999976 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Falloff value = 4.74666023 } FLOAT { floatName = _Brightness value = 0.64944458 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _FadeIn value = 0.00300000003 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.1 0.5 0 0 key = 0.5 0.65 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.1 0.7 -1 -1 key = 0.5 0.5 -1 -1 key = 1 -0.2 0 0 } } } EFFECT { name = outerShock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.433940649,0.32622394,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.574383378,0.680999517,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 3.02221918 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 1.93308651 } FLOAT { floatName = _Seed value = 13 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 2.2 0 0 key = 0.5 1 -1.5 -1.5 key = 1 0.55 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.18 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.025 0 0.05 key = 1 0.025 0.05 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 -0.2 0 -0.5 key = 0.45 -0.47 0 0 key = 1 -0.78 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 0.7 -0.7 -1.5 -1.5 key = 1 -1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.1 4 4 key = 0.5 1 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.58 2 15 15 key = 1 10 0 0 } } } EFFECT { name = outerShock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.409310639,0.318013936,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.533333361,0.623529434,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 4.3 0 0 key = 0.5 3.1 -1.5 -1.5 key = 1 2.7 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.47 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0 0 -2.2 key = 0.5 -0.42 0 0 key = 1 -0.24 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.07 3.5 3.5 key = 0.5 0.85 0 0 key = 0.8 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.5 2 16 16 key = 1 10 0 0 } } } EFFECT { name = outerShock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.376470596,0.309803933,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.533333361,0.623529434,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 6.5 0 0 key = 0.5 5.3 -1.5 -1.5 key = 1 4.9 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.7 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0.1 0 -2.5 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.03 2.5 2.5 key = 0.5 0.7 0 0 key = 0.7 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.42 2 17 17 key = 1 10 0 0 } } } EFFECT { name = outerShock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.376470596,0.309803933,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.533333361,0.623529434,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 8.6 0 0 key = 0.5 7.4 -2 -2 key = 1 6.5 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.9 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 0.3 0 -2.7 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 -0.15 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 0.05 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 1.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.075 0 0 0 key = 0.1 0.02 2 2 key = 0.5 0.5 0 0 key = 0.7 0.15 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.34 2 20 20 key = 1 10 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.69704026,0.72167027,1,1 } COLOR { colorName = _EndTint colorValue = 0.442529917,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.2 0 0 key = 1 3 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.75 0 0 key = 0.5 0 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.3 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.770930409,0.754510343,1,1 } COLOR { colorName = _EndTint colorValue = 0.491789997,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.8 0 0 key = 1 5.1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random4 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.18 0 0 key = 0.75 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.729880333,0.72167027,1,1 } COLOR { colorName = _EndTint colorValue = 0.442529917,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 4.5 0 0 key = 1 7.2 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.07 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = exitTracesLong parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.138759464,0.52463001,1,1 } COLOR { colorName = _EndTint colorValue = 0.237279594,0.105919421,1,1 } FLOAT { floatName = _TintFalloff value = 1.06166506 } FLOAT { floatName = _Falloff value = 20 } FLOAT { floatName = _Noise value = 6.51416826 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00079999998 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 2 } FLOAT { floatName = _SpeedX value = 47 } FLOAT { floatName = _SpeedY value = 13 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.15 0 8 key = 0.5 1.5 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.8 key = 0.2 0.06 0.1 0.1 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 0 key = 0.2 0.7 0.5 0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 0 key = 0.5 3 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 0.1 0.2 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.2 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.409689873,0.384249061,1,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 0.2 2.5 3 3 key = 0.5 3 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 2.2 0 0 key = 0.2 2.5 2 2 key = 0.5 3 0 0 key = 1 2.5 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = Random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.85 0 0.3 key = 0.5 1.15 0.3 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 10 0 0 key = 0.2 12.5 10 10 key = 0.5 15 0 0 key = 1 10 0 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.204 0 0 key = 0.4 0.26 0 0 key = 0.8 0.51 0 0 } gCurve { key = 0 0.196 0 0 key = 0.4 0.262 0 0 key = 0.8 0.372 0 0 } bCurve { key = 0 0.51 0 0 key = 0.4 0.51 0 0 key = 0.8 0.426 0 0 } aCurve { } } } EFFECT { name = exitTracesfine parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.270119667,0.803770423,1,1 } COLOR { colorName = _EndTint colorValue = 0.311169714,0.27832967,1,1 } FLOAT { floatName = _TintFalloff value = 3 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 1000 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00100000005 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-methane-jet-2.cfg EFFECTTEMPLATE { templateName = stock-methane-jet-2 EFFECT { name = Plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.0500000007 rotationOffset = -90,0,0 scaleOffset = 0.230000004,8,0.230000004 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.0196078438,0.0274509806,0.0627451017,1 } COLOR { colorName = _EndTint colorValue = 0.761909723,0.319379747,1,1 } FLOAT { floatName = _Brightness value = 3.08055115 } FLOAT { floatName = _ExpandBounded value = 1.10000002 } FLOAT { floatName = _FadeOut value = 0.961777508 } FLOAT { floatName = _ExpandSquare value = 0.145337269 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _Fresnel value = 0.150000006 } FLOAT { floatName = _Noise value = 60 } FLOAT { floatName = _SpeedX value = 83.9777832 } FLOAT { floatName = _SpeedY value = 450 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TintFalloff value = 2.34583759 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.0299999993 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 5 0 9 key = 1 8 0 0 } zCurve { key = 0 0.23 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.9 0 0.3 key = 3 1.3 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.2 2 4 4 key = 1 4 1 0 } } FLOATMODIFIER { name = tLinEx controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 2 0 -2 key = 1 0.5 0 0 } } FLOATMODIFIER { name = rBoundEx controllerName = random1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 -0.2 0 0.4 key = 1 0.2 0.4 0 } } FLOATMODIFIER { name = aEx controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 5 0 -20 key = 0.4 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.1 0.5 3 3 key = 0.4 1 0 0 } } } EFFECT { name = shocks parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.449999988 rotationOffset = -90,0,0 scaleOffset = 0.00200000009,0.400000006,0.00200000009 MATERIAL { transform = Cylinder shader = Waterfall/Additive Echo (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.508210003,0.57389015,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Echos value = 9 } FLOAT { floatName = _EchoLength value = 0.600000024 } FLOAT { floatName = _Brightness value = 1.6572212 } FLOAT { floatName = _ExpandLinear value = 400 } FLOAT { floatName = _ExpandSquare value = -200 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _Falloff value = 3.3144424 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _FadeIn value = 0.217388555 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _Noise value = 0.523344159 } FLOAT { floatName = _SpeedY value = 101.011108 } FLOAT { floatName = _SpeedX value = 128.311066 } FLOAT { floatName = _EchoFalloff value = 0.707277417 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _TileX value = 0.100000001 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.3 0 0.4 key = 1 0.45 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random1 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.01 0 0.02 key = 1 0.01 0.02 0 } } FLOATMODIFIER { name = tEchoL controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0 1.3 0 0.4 key = 1 1.55 0 0 } } FLOATMODIFIER { name = tEchos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Echos floatCurve { key = 0 5 0 5 key = 0.7 9 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.7 3 3 key = 1 1.5 0.5 0 } } FLOATMODIFIER { name = rBright controllerName = random1 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.7 0 0.6 key = 1 1.3 0.6 0 } } FLOATMODIFIER { name = rEchoL controllerName = random1 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0 -0.003 0 0 key = 1 0.003 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 0.4 1 0 0 } } FLOATMODIFIER { name = mEchos controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Echos floatCurve { key = 0 0.7 0 0.3 key = 3 1.3 0 0 } } } EFFECT { name = Light parentName = smokePoint MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2 range = 6 lightType = Point color = 0.729069591,0.631360233,1,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tIntense controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 10 key = 0.1 0.7 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntense controllerName = random1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.85 0 0.3 key = 1 1.15 0.3 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-methane_jet.cfg EFFECTTEMPLATE { templateName = stock-methane_jet EFFECT { name = BackFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.5 rotationOffset = -90,0,0 scaleOffset = 0.419999987,15,0.419999987 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.556659341,0.2920551,0.787350416,1 } COLOR { colorName = _EndTint colorValue = 1,0.19541879,0.285728931,1 } FLOAT { floatName = _FadeIn value = 0.743165493 } FLOAT { floatName = _FadeOut value = 0.920109689 } FLOAT { floatName = _Fresnel value = 6.01610184 } FLOAT { floatName = _Falloff value = 1.61777508 } FLOAT { floatName = _TintFalloff value = 1.30945015 } FLOAT { floatName = _Brightness value = 0.494445235 } FLOAT { floatName = _SpeedY value = 123.999863 } FLOAT { floatName = _Noise value = 2.88166165 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SpeedX value = 94.9887543 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SymmetryStrength value = 0.0596681163 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.1 0 0 key = 0.8 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 1 key = 1 1 1 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 1 0.4 0 0 } } } EFFECT { name = OuterShok0 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.79999995 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.760164618,0.886894166,0 } COLOR { colorName = _EndTint colorValue = 1,0.621303439,0.811169803,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.192110822 } FLOAT { floatName = _Noise value = 2.18418622 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 1.7694416 } FLOAT { floatName = _Fresnel value = 2.93221807 } FLOAT { floatName = _ExpandBounded value = 1.90888619 } FLOAT { floatName = _ExpandSquare value = -0.100000001 } FLOAT { floatName = _ExpandLinear value = 0.150000006 } FLOAT { floatName = _FresnelInvert value = 1.01110971 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = -8 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -0.389999986 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.03 0 0 key = 1 -0.03 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 } yCurve { key = 0 1.7 0 0 } zCurve { key = 0 0.8 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 4 key = 1 3 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock1 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.1 0 0 key = 1 0.17 0 0 } } } EFFECT { name = OuterShok1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-1.35000002 rotationOffset = -90,0,0 scaleOffset = 0.300000012,2,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.835799754,0.645452499,1,1 } COLOR { colorName = _EndTint colorValue = 0.877660513,0.550070703,1,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.505554795 } FLOAT { floatName = _FadeOut value = 0.313443959 } FLOAT { floatName = _Noise value = 5.12333012 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.505554795 } FLOAT { floatName = _Fresnel value = 1.71888626 } FLOAT { floatName = _ExpandBounded value = 0.800000012 } FLOAT { floatName = _ExpandSquare value = -0.100000001 } FLOAT { floatName = _ExpandLinear value = -0.600000024 } FLOAT { floatName = _FresnelInvert value = 0.605833232 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 171.233307 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -10 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock1 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.6 0 0.2 key = 1 1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0 0 5 key = 1 3 0 0 } } } EFFECT { name = OuterShok2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.25 rotationOffset = -90,0,0 scaleOffset = 0.289999992,2,0.289999992 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.69704026,0.44841221,0.860429764,1 } COLOR { colorName = _EndTint colorValue = 0.69704026,0.435130507,0.802959621,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449943781 } FLOAT { floatName = _FadeOut value = 0.313443959 } FLOAT { floatName = _Noise value = 7.32249355 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.505554795 } FLOAT { floatName = _Fresnel value = 1.21333158 } FLOAT { floatName = _ExpandBounded value = 0.800000012 } FLOAT { floatName = _ExpandSquare value = -0.100000001 } FLOAT { floatName = _ExpandLinear value = -0.699999988 } FLOAT { floatName = _FresnelInvert value = 0.479444504 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 173.255524 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -10 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock3 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.7 0 0.2 key = 1 0.97 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 4 key = 1 3 0 0 } } } EFFECT { name = OuterShok3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.850000024 rotationOffset = -90,0,0 scaleOffset = 0.275000006,2,0.275000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.597154379,0.141176477,0.85221976,1 } COLOR { colorName = _EndTint colorValue = 0.64778018,0.25369963,1,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449943781 } FLOAT { floatName = _FadeOut value = 0.313443959 } FLOAT { floatName = _Noise value = 8.76332474 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.505554795 } FLOAT { floatName = _Fresnel value = 1.10722816 } FLOAT { floatName = _ExpandBounded value = 0.800000012 } FLOAT { floatName = _ExpandSquare value = -0.100000001 } FLOAT { floatName = _ExpandLinear value = -0.600000024 } FLOAT { floatName = _FresnelInvert value = 0.428889096 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 167.188858 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -10 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock1 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.7 0 0.2 key = 1 1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 2.7 1 0 } } } EFFECT { name = shock02 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,2.45000005 rotationOffset = -90,0,0 scaleOffset = 1.54999995,0.75,1.54999995 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.77832967,0.745489597,1,1 } COLOR { colorName = _EndTint colorValue = 0.745489597,0.748710573,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 1.41056108 } FLOAT { floatName = _Falloff value = 1.89888906 } FLOAT { floatName = _Fresnel value = 1.00056255 } FLOAT { floatName = _Noise value = 1.47135973 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.04 key = 1 0.97 -0.04 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } } SCALEMODIFIER { name = tTailScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.001 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.001 0 0 } } SCALEMODIFIER { name = tMiddleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = True randomnessController = randomshock2 randomnessScale = -0.0599999987 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0.5 key = 1 0.16 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.35 1 0 0 } } } EFFECT { name = shock03 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,3.54999995 rotationOffset = -90,0,0 scaleOffset = 1.39999998,0.670000017,1.39999998 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.794749677,0.802959681,1,1 } COLOR { colorName = _EndTint colorValue = 0.819379807,0.806180716,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 1.41056108 } FLOAT { floatName = _Falloff value = 1.89888906 } FLOAT { floatName = _Fresnel value = 1.00056255 } FLOAT { floatName = _Noise value = 1.47135973 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock2 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.04 0 -0.04 key = 1 0.96 -0.04 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock1 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } } SCALEMODIFIER { name = tTailScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.001 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.001 0 0 } } SCALEMODIFIER { name = tMiddleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = True randomnessController = randomshock4 randomnessScale = -0.0500000007 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0 0 0.45 key = 1 0.12 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 1 0 0 } } } EFFECT { name = shock04 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,4.6500001 rotationOffset = -90,0,0 scaleOffset = 1.29999995,0.600000024,1.29999995 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.844009757,0.802959681,1,1 } COLOR { colorName = _EndTint colorValue = 0.80295974,0.806180716,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 1.41056108 } FLOAT { floatName = _Falloff value = 1.89888906 } FLOAT { floatName = _Fresnel value = 1.00056255 } FLOAT { floatName = _Noise value = 1.47135973 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.05 0 -0.04 key = 1 0.95 -0.04 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } } SCALEMODIFIER { name = tTailScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.001 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.001 0 0 } } SCALEMODIFIER { name = tMiddleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = True randomnessController = randomshock2 randomnessScale = -0.0599999987 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.3 0 0 0.4 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.45 1 0 0 } } } EFFECT { name = shock05 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,5.75 rotationOffset = -90,0,0 scaleOffset = 1.20000005,0.550000012,1.20000005 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.811169744,0.802959681,1,1 } COLOR { colorName = _EndTint colorValue = 0.811169744,0.806180716,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 1.41056108 } FLOAT { floatName = _Falloff value = 1.89888906 } FLOAT { floatName = _Fresnel value = 1.00056255 } FLOAT { floatName = _Noise value = 1.47135973 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock2 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.06 0 -0.04 key = 1 0.94 -0.04 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock1 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } } SCALEMODIFIER { name = tTailScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.001 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.001 0 0 } } SCALEMODIFIER { name = tMiddleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = True randomnessController = randomshock4 randomnessScale = -0.0399999991 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0.35 key = 1 0.07 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 1 0 0 } } } EFFECT { name = shock06 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,6.8499999 rotationOffset = -90,0,0 scaleOffset = 1.10000002,0.5,1.10000002 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.819379747,0.802959681,1,1 } COLOR { colorName = _EndTint colorValue = 0.688019574,0.641980469,0.811169744,0.100000001 } FLOAT { floatName = _TintFalloff value = 1.41056108 } FLOAT { floatName = _Falloff value = 1.89888906 } FLOAT { floatName = _Fresnel value = 1.00056255 } FLOAT { floatName = _Noise value = 1.47135973 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.07 0 -0.04 key = 1 0.93 -0.04 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0.1 key = 1 1.1 0.1 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.9 0 0.1 key = 1 1.1 0.1 0 } } SCALEMODIFIER { name = tTailScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.001 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.001 0 0 } } SCALEMODIFIER { name = tMiddleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = True randomnessController = randomshock2 randomnessScale = -0.0399999991 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0.3 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.55 1 0 0 } } } EFFECT { name = shock07 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,7.94999981 rotationOffset = -90,0,0 scaleOffset = 0.949999988,0.430000007,0.949999988 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.811169744,0.786539674,1,1 } COLOR { colorName = _EndTint colorValue = 0.507399321,0.453150183,0.70443958,0.100000001 } FLOAT { floatName = _TintFalloff value = 1.41056108 } FLOAT { floatName = _Falloff value = 1.89888906 } FLOAT { floatName = _Fresnel value = 1.00056255 } FLOAT { floatName = _Noise value = 1.4333427 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock2 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.07 0 -0.04 key = 1 0.93 -0.04 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock1 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0.1 key = 1 1.1 0.1 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.9 0 0.1 key = 1 1.1 0.1 0 } } SCALEMODIFIER { name = tTailScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.001 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.001 0 0 } } SCALEMODIFIER { name = tMiddleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = True randomnessController = randomshock4 randomnessScale = -0.0199999996 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0.2 key = 1 0.03 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 1 0 0 } } } EFFECT { name = shock08 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,9.05000019 rotationOffset = -90,0,0 scaleOffset = 0.800000012,0.349999994,0.800000012 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.80295974,0.802959681,1,1 } COLOR { colorName = _EndTint colorValue = 0.540239334,0.494200259,0.729069591,0.100000001 } FLOAT { floatName = _TintFalloff value = 1.41056108 } FLOAT { floatName = _Falloff value = 1.89888906 } FLOAT { floatName = _Fresnel value = 1.00056255 } FLOAT { floatName = _Noise value = 1.47135985 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.08 0 -0.04 key = 1 0.92 -0.04 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0.1 key = 1 1.1 0.1 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.9 0 0.1 key = 1 1.1 0.1 0 } } SCALEMODIFIER { name = tTailScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.001 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.001 0 0 } } SCALEMODIFIER { name = tMiddleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = True randomnessController = randomshock2 randomnessScale = -0.00999999978 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0.1 key = 1 0.02 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.65 1 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,1.25 rotationOffset = -90,0,0 scaleOffset = 1.58000004,0.75999999,1.58000004 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.77832967,0.745489597,1,1 } COLOR { colorName = _EndTint colorValue = 0.745489597,0.748710573,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 1.41056108 } FLOAT { floatName = _Falloff value = 1.89888906 } FLOAT { floatName = _Fresnel value = 1.00056255 } FLOAT { floatName = _Noise value = 1.47135973 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock2 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.04 key = 1 0.97 -0.04 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock1 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.92 0 0.1 key = 1 1.08 0.1 0 } } SCALEMODIFIER { name = tTailScale controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 key = 1 0.01 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.001 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.001 0 0 } } SCALEMODIFIER { name = tMiddleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = True randomnessController = randomshock4 randomnessScale = -0.0700000003 floatName = _Brightness floatCurve { key = 0.05 0 0 0.7 key = 1 0.18 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.3 1 0 0 } } } EFFECT { name = innerFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,18,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.162578776,0.220048875,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.285728961,0.60591948,1 } FLOAT { floatName = _Brightness value = 0.747222602 } FLOAT { floatName = _ExpandBounded value = 5.15665913 } FLOAT { floatName = _ExpandSquare value = 7.68998718 } FLOAT { floatName = _Falloff value = 3.93833518 } FLOAT { floatName = _FadeOut value = 0.525776923 } FLOAT { floatName = _Fresnel value = 0.505554795 } FLOAT { floatName = _SpeedY value = 400 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _Noise value = 3.48083973 } FLOAT { floatName = _ExpandLinear value = -9.50442982 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _SpeedX value = 52.5776978 } FLOAT { floatName = _TintFalloff value = 0.707776666 } FLOAT { floatName = _FadeIn value = 0 } } } COLORMODIFIER { name = aEndColor controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _EndTint rCurve { key = 0 1.3 0 0 key = 1 1 0 0 } gCurve { key = 0 0.35 0 0 key = 1 0.3 0 0 } bCurve { key = 0 0 0 0 key = 1 0.65 0 0 } aCurve { } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -5 key = 1 3.6 -5 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 0.75 0 0 } } } EFFECT { name = Light parentName = smokePoint MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 10 lightType = Point color = 0.909689844,0.787350476,1,1 angle = 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 11 key = 0.3 1 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 4 key = 0.2 0.4 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = randomshock2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.93 0 0.14 key = 1 1.07 0.14 0 } } } EFFECT { name = refraction parentName = smokePoint MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.860000014 rotationOffset = -90,0,0 scaleOffset = 1.29999995,40,1.29999995 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 2 } FLOAT { floatName = _ExpandSquare value = -1 } FLOAT { floatName = _FadeOut value = 0.400000006 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 1.5 } FLOAT { floatName = _Strength value = 0.170000002 } FLOAT { floatName = _Swirl value = 3.5 } FLOAT { floatName = _TileY value = 10 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _SpeedY value = 20 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0.400000006 } } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.3 key = 1 0.18 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 10 key = 0.1 0.5 1.5 1.5 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-nuclear-upper-1.cfg EFFECTTEMPLATE { templateName = stock-nuclear-upper-1 EFFECT { name = coreFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.819999993 rotationOffset = -90,0,0 scaleOffset = 0.416000009,15,0.416000009 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.188019544,0.417899936,1,1 } COLOR { colorName = _EndTint colorValue = 0.67241019,0,0.270119637,1 } FLOAT { floatName = _ExpandBounded value = -0.5 } FLOAT { floatName = _ExpandLinear value = -0.400000006 } FLOAT { floatName = _Falloff value = 7.68443251 } FLOAT { floatName = _FadeOut value = 0.566221356 } FLOAT { floatName = _Noise value = 4.47415972 } FLOAT { floatName = _SpeedY value = 152.666428 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.758332193 } FLOAT { floatName = _TintFalloff value = 2.01722693 } FLOAT { floatName = _Brightness value = 0.545000732 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.416 0 0 } yCurve { key = 0 15 0 0 key = 0.2 20 0 0 key = 1 8 0 0 } zCurve { key = 0 0.416 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -25 key = 0.35 -0.5 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 -80 key = 0.4 7.7 0 0 key = 1 7.7 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.5 0 0 key = 0.4 1.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1.8 key = 1 0.7 0 0 } } } EFFECT { name = OuterFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.819999993 rotationOffset = -90,0,0 scaleOffset = 0.416000009,40,0.416000009 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.25369966,0,0.0648693591,1 } COLOR { colorName = _EndTint colorValue = 1,0.196229532,0.319379717,1 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _Falloff value = 2.17388582 } FLOAT { floatName = _FadeOut value = 0.621832371 } FLOAT { floatName = _Noise value = 9.02415276 } FLOAT { floatName = _SpeedY value = 41.355648 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.556110203 } FLOAT { floatName = _TintFalloff value = 2.27499628 } FLOAT { floatName = _Brightness value = 0.600000024 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _SpeedX value = 24.2666283 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 1 0.416 0 0 } yCurve { key = 0 40 0 0 key = 0.4 40 0 0 key = 1 20 0 0 } zCurve { key = 1 0.416 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 12 0 -50 key = 0.4 1.3 -5 -5 key = 1 -0.3 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 -200 key = 0.3 2.17 0 0 key = 1 2.17 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 10 key = 0.45 9 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 -8 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1.6 key = 1 0.56 0 0 } } } EFFECT { name = exitTraces1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.819999993 rotationOffset = -90,0,0 scaleOffset = 0.416000009,15,0.416000009 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.245489627,0.442529917,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.270119637,0.557470083,1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _Falloff value = 30 } FLOAT { floatName = _FadeOut value = 0 } FLOAT { floatName = _Noise value = 4.09499359 } FLOAT { floatName = _SpeedY value = 87.9665298 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _TintFalloff value = 0.623055816 } FLOAT { floatName = _Brightness value = 0.342778862 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 5 0 -20 key = 0.4 0 -1 -1 key = 1 -0.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 0 key = 0.5 0.34 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 0.4 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3.5 key = 1 1.3 0 0 } } } EFFECT { name = exitTraces2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.819999993 rotationOffset = -90,0,0 scaleOffset = 0.416000009,15,0.416000009 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.590310156,0.762720346,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.532840014,0.738090336,1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _Falloff value = 70 } FLOAT { floatName = _FadeOut value = 0 } FLOAT { floatName = _Noise value = 4.09499359 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 0.443889827 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6 0 -30 key = 0.4 0 -2 -2 key = 1 -1.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1.5 key = 1 0.55 0 0 } } } EFFECT { name = shock parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.949999988 rotationOffset = -90,0,0 scaleOffset = 0.100000001,0.699999988,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.532839954,0.746300399,1,1 } COLOR { colorName = _EndTint colorValue = 0.92610991,0.753699601,0.909689844,1 } FLOAT { floatName = _TintFalloff value = 1.5 } FLOAT { floatName = _Falloff value = 3.79999995 } FLOAT { floatName = _Fresnel value = 0.5 } FLOAT { floatName = _Noise value = 4.19417095 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.400000006 } FLOAT { floatName = _FadeIn value = 0.0299999993 } FLOAT { floatName = _SpeedX value = 45 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.2 1.25 0 -0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0.5 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 1 0 -5 key = 0.7 -1.1 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.3 0 -0.3 key = 1 0 0 0 } zCurve { } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = True randomnessController = random1 randomnessScale = 0.0250000004 xCurve { key = 0 0.13 0 0 key = 1 0.1 0 0 } yCurve { key = 0 0.5 0 0 key = 1 0.7 0 0 } zCurve { key = 0 0.13 0 0 key = 1 0.1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random2 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = -0.5 -0.01 0 0.02 key = 0.5 0.01 0.02 0 } } } EFFECT { name = light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.600000024 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 0.5 range = 8 lightType = Point color = 0.844009757,0.499189228,0.745489538,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 2 key = 0.2 0.22 0.5 0.5 key = 1 0.45 0 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 10 0 0 key = 0.2 14 0 0 key = 1 10 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = random1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.85 0 0.3 key = 0.5 1.15 0.3 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.819999993 rotationOffset = -90,0,0 scaleOffset = 0.416000009,20,0.416000009 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _FadeIn value = 0.150000006 } FLOAT { floatName = _FadeOut value = 0.200000003 } TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Strength value = 1 } FLOAT { floatName = _TileY value = 8 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedY value = 16.9891644 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _Blur value = 0 } FLOAT { floatName = _Swirl value = 4 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Falloff value = 1 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.416 0 0 } yCurve { key = 0 6 0 200 key = 0.4 40 0 0 key = 1 20 0 0 } zCurve { key = 0 0.416 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 3 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.03 0 0.15 key = 1 0.12 0.2 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 3 0 30 key = 0.5 8 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 40 0 -200 key = 0.3 15 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 8 key = 0.1 0.4 1 1 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-nuclear-upper-2.cfg EFFECTTEMPLATE { templateName = stock-nuclear-upper-2 EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.100000001 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,1.39999998,0.0500000007 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.59852016,0.746300399,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.459760666,0.261909634,1 } FLOAT { floatName = _ExpandLinear value = 7.27998829 } FLOAT { floatName = _ExpandSquare value = 19 } FLOAT { floatName = _FadeOut value = 0.338721693 } FLOAT { floatName = _FalloffStart value = 0.300000012 } FLOAT { floatName = _Falloff value = 1.5 } FLOAT { floatName = _FresnelFadeIn value = 1 } FLOAT { floatName = _Fresnel value = 0.303332865 } FLOAT { floatName = _LengthBrightness value = 1.90999877 } FLOAT { floatName = _Brightness value = 0.54777807 } FLOAT { floatName = _FresnelInvert value = 0.2022219 } FLOAT { floatName = _TintFresnel value = 0.227499649 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _Noise value = 0.909998596 } FLOAT { floatName = _TileX value = 0.494445205 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TileY value = 0.300000012 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.2 1.75 2 2 key = 1 2.5 0 0 } } FLOATMODIFIER { name = aTintFr controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFresnel floatCurve { key = 0 0 0 1 key = 0.5 0.23 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 -8 key = 0.7 1.5 0 0 } } } EFFECT { name = Cherenkov parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.150000006,30,0.150000006 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.45073992,0.606730163,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandLinear value = 7.77555895 } FLOAT { floatName = _FadeIn value = 0.0657221228 } FLOAT { floatName = _FadeOut value = 0.494944453 } FLOAT { floatName = _Falloff value = 0.4044438 } FLOAT { floatName = _Fresnel value = 3.27612162 } FLOAT { floatName = _Brightness value = 0.79777807 } FLOAT { floatName = _ExpandSquare value = 0 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1.5 key = 1 0.6 0 0 } } FLOATMODIFIER { name = rBright controllerName = random1 transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.85 0 0.15 key = 1 1 0.15 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -80 key = 0.3 1 0 0 key = 1 1.5 0 0 } } } EFFECT { name = Flame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.819999993 rotationOffset = -90,0,0 scaleOffset = 0.409999996,20,0.409999996 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 1,0.229069576,0.130549461,1 } FLOAT { floatName = _ExpandSquare value = 0.303332895 } FLOAT { floatName = _ExpandLinear value = 1.11222053 } FLOAT { floatName = _FadeOut value = 0.459555626 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _Falloff value = 0.505554855 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Fresnel value = 1.3144424 } FLOAT { floatName = _FresnelFadeIn value = 0.808887661 } FLOAT { floatName = _TintFalloff value = 2.62888479 } FLOAT { floatName = _TintFresnel value = 0.126388684 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _TileX value = 0.0199999996 } FLOAT { floatName = _Noise value = 4.69417095 } FLOAT { floatName = _SpeedY value = 35.28899 } FLOAT { floatName = _SpeedX value = 0.5 } FLOAT { floatName = _TileY value = 1.5 } FLOAT { floatName = _NoiseFresnel value = 2.63918519 } FLOAT { floatName = _Brightness value = 0.510856211 } FLOAT { floatName = _LengthBrightness value = 1.55611038 } } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 15 0 -30 key = 1 2 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.41 0 0 } yCurve { key = 0 50 0 -50 key = 1 20 0 0 } zCurve { key = 0 0.41 0 0 } } FLOATMODIFIER { name = aQEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 15 0 -30 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aTileX controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 0.5 0 -0.7 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.5 key = 0.4 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 -30 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 5 key = 0.5 1 0 0 } } } EFFECT { name = shock parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.850000024 rotationOffset = -90,0,0 scaleOffset = 0.349999994,0.400000006,0.349999994 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.664200187,0.754510403,1,1 } COLOR { colorName = _EndTint colorValue = 0.582100093,0.62315017,1,1 } FLOAT { floatName = _ExpandLinear value = -0.449999988 } FLOAT { floatName = _ExpandSquare value = 0.0500000007 } FLOAT { floatName = _Falloff value = 0.454999298 } FLOAT { floatName = _FadeOut value = 0.843777239 } FLOAT { floatName = _Brightness value = 1.16525233 } FLOAT { floatName = _TintFalloff value = 0.56356442 } FLOAT { floatName = _FadeIn value = 0.100563928 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Noise value = 5.64772034 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _TileX value = 0.300000012 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _NoiseFresnel value = 0.653104603 } FLOAT { floatName = _Fresnel value = 0.676277339 } FLOAT { floatName = _LengthBrightness value = 0.252777398 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.4 0.15 0 0 key = 1 0.35 0 0 } yCurve { key = 0.6 1 0 0 key = 1 0.5 0 0 } zCurve { key = 0.4 0.15 0 0 key = 1 0.35 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.4 1.27 0 0 key = 1 0.92 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 0 key = 0.65 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.2 0.8 0.5 0.5 key = 1 1 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.85 0 0.2 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 key = 1 0 0 0 } yCurve { key = 0 -0.2 0 0 key = 1 0 0 0 } zCurve { key = 0 0.1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aQEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 0.4 0 0 key = 0.9 0 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random1 transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.01 0 0.02 key = 1 0.01 0.02 0 } } SCALEMODIFIER { name = rScale controllerName = random1 transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.015 0 -0.03 key = 1 -0.015 -0.03 0 } yCurve { key = 0 -0.03 0 0.06 key = 1 0.03 0.06 0 } zCurve { key = 0 0.015 0 -0.03 key = 1 -0.015 -0.03 0 } } } EFFECT { name = defract parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.430000007,30,0.430000007 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-katniss-noise-4-blurred textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 3.1559608 } FLOAT { floatName = _ExpandLinear value = 3.78715301 } FLOAT { floatName = _FadeIn value = 0.14919579 } FLOAT { floatName = _FadeOut value = 0.238951311 } FLOAT { floatName = _Falloff value = 0.0450851247 } FLOAT { floatName = _FalloffStart value = 0.300000012 } FLOAT { floatName = _Strength value = 0.150000006 } FLOAT { floatName = _Swirl value = 5 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _Fresnel value = 2.70065713 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 20 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _FresnelInvert value = 0 } } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 20 0 -20 key = 1 3.15 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.4 key = 1 0.15 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 10 key = 0.3 1 0 0 } } } EFFECT { name = Vac parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.819999993 rotationOffset = -90,0,0 scaleOffset = 0.419999987,5,0.419999987 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True FLOAT { floatName = _ExpandSquare value = 0.707776725 } FLOAT { floatName = _ExpandLinear value = 3.43777251 } FLOAT { floatName = _Brightness value = 0.955561876 } FLOAT { floatName = _Falloff value = 1.01110959 } FLOAT { floatName = _FadeOut value = 0.581387997 } COLOR { colorName = _StartTint colorValue = 0.573079407,0.745489597,1,1 } COLOR { colorName = _EndTint colorValue = 0.263478845,0.438343167,1,1 } FLOAT { floatName = _TintFalloff value = 2.62888479 } TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 0.505554795 } FLOAT { floatName = _FresnelFadeIn value = 0.662276745 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 5.00499201 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _NoiseFresnel value = 1.28916466 } FLOAT { floatName = _LengthBrightness value = 1.40444386 } FLOAT { floatName = _TintFresnel value = 0.101110965 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.42 0 0 } yCurve { key = 0 5 0 20 key = 0.5 10 0 0 } zCurve { key = 0 0.42 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 3.43 0 5 key = 0.5 8 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.95 0 -5 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 -20 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 4 key = 0.5 1 0 0 } } } EFFECT { name = PlumeLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1.70000005 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.00082362 range = 7 lightType = Point color = 0.474509805,0.41568628,0.407843143,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tInt controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 3 key = 1 1.2 0 0 } } LIGHTFLOATMODIFIER { name = rInt controllerName = random1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.8 0 0.4 key = 1 1.2 0.4 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.6 0 0 key = 0.5 1.27 0 0 } gCurve { key = 0 0.7 0 0 key = 0.5 0.7 0 0 } bCurve { key = 0 1 0 0 key = 0.5 0.55 0 0 } aCurve { } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-rcs-jet-1.cfg EFFECTTEMPLATE { templateName = stock-rcs-jet-1 EFFECT { name = Jet parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,-0.0103000002,0 rotationOffset = 0,0,0 scaleOffset = 0.0370000005,1.79999995,0.0370000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.631360233,0.253699601,0.105919406,1 } COLOR { colorName = _StartTint colorValue = 1,0.794749796,0.52463007,1 } FLOAT { floatName = _Brightness value = 1.10000002 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.800000012 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _SpeedX value = 50 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Fresnel value = 0.300000012 } FLOAT { floatName = _TintFalloff value = 2.29999995 } FLOAT { floatName = _FadeIn value = 0.00999999978 } } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -3 key = 1 2 -3 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 0.7 1.5 1.5 key = 0.9 1.1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 -15 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7 0 -10 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 1 0 -0.7 key = 1 0.3 -0.7 0 } } FLOATMODIFIER { name = aFaloff controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 8 0 -18 key = 0.9 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.7 0 1 key = 1 1 0 0 } } } EFFECT { name = Traces parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,-0.0103000002,0 rotationOffset = 0,0,0 scaleOffset = 0.0370000005,1.79999995,0.0370000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.631360233,0.253699601,0.105919406,1 } COLOR { colorName = _StartTint colorValue = 1,0.794749796,0.52463007,1 } FLOAT { floatName = _Brightness value = 1.10000002 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.800000012 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Noise value = 2.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedY value = 53.4889641 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _Fresnel value = 1.5 } FLOAT { floatName = _TintFalloff value = 0.581113756 } FLOAT { floatName = _FadeIn value = 0.00999999978 } } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 -10 key = 1 30 -10 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.5 0.7 0.7 key = 0.9 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 -15 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7 0 -10 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 -3 key = 0.6 0 0 0 } } } EFFECT { name = light parentName = RCSthruster MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,-0.100000001,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 1.60000002 lightType = Point color = 1,0.893269837,0.729069591,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = rcs transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 2.3 key = 1 0.7 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = R1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } } EFFECT { name = Core parentName = RCSthruster MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,-0.0179999992,0.00100000005 rotationOffset = 0,0,0 scaleOffset = 0.0599999987,1,0.0599999987 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.95073992,0.82019043,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Brightness value = 2.72001123 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.23667526 } FLOAT { floatName = _SpeedY value = 167.833084 } VECTOR4 { vectorName = _DirAdjust value = 0,0,0,0 } } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 40 key = 0.1 2 2 2 key = 1 2.7 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-rcs-jet-2.cfg EFFECTTEMPLATE { templateName = stock-rcs-jet-2 EFFECT { name = Jet parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,-0.0103000002,0 rotationOffset = 0,0,0 scaleOffset = 0.0370000005,1.79999995,0.0370000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.631360233,0.261909604,0.0730793625,1 } COLOR { colorName = _StartTint colorValue = 1,0.909689903,0.836610496,1 } FLOAT { floatName = _Brightness value = 1.10000002 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.800000012 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _SpeedX value = 50 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Fresnel value = 0.300000012 } FLOAT { floatName = _TintFalloff value = 2.29999995 } FLOAT { floatName = _FadeIn value = 0.200000003 } } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -3 key = 1 2 -3 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 0.7 1.5 1.5 key = 0.9 1.1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 -15 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7 0 -10 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 1 0 -0.7 key = 1 0.3 -0.7 0 } } FLOATMODIFIER { name = aFaloff controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 -10 key = 0.9 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 4 key = 0.8 7 4 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.5 0 5 key = 0.5 2.1 0 0 } } } EFFECT { name = Traces parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,-0.0103000002,0 rotationOffset = 0,0,0 scaleOffset = 0.0370000005,1.79999995,0.0370000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.631360233,0.253699601,0.105919406,1 } COLOR { colorName = _StartTint colorValue = 1,0.794749796,0.52463007,1 } FLOAT { floatName = _Brightness value = 1.10000002 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.800000012 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Noise value = 2.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedY value = 53.4889641 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _Fresnel value = 1.5 } FLOAT { floatName = _TintFalloff value = 0.555836022 } FLOAT { floatName = _FadeIn value = 0.200000003 } } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 20 0 -10 key = 1 10 -10 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 10 key = 0.1 0.5 0.7 0.7 key = 0.9 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 -15 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7 0 -10 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 -3 key = 0.6 0 0 0 } } } EFFECT { name = light parentName = RCSthruster MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,-0.100000001,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 1.60000002 lightType = Point color = 1,0.893269837,0.729069591,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = rcs transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 1.6 key = 1 0.5 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = R1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-rcs-jet-3.cfg EFFECTTEMPLATE { templateName = stock-rcs-jet-3 EFFECT { name = light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,-0.100000001,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 2 lightType = Point color = 1,0.893269837,0.729069591,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = rcs transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 1.8 key = 1 0.7 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = R1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.85 0 0.3 key = 1 1.15 0.3 0 } } } EFFECT { name = jet parentName = thrustTransform MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,-0.0209999997,0 rotationOffset = 0,0,0 scaleOffset = 0.0549999997,2.5,0.0549999997 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.959760666,0.803770423,1 } COLOR { colorName = _EndTint colorValue = 0.614940226,0.319379717,0.179809541,1 } FLOAT { floatName = _ExpandLinear value = 1.51666403 } FLOAT { floatName = _ExpandSquare value = 0.808887601 } FLOAT { floatName = _FadeOut value = 0.535888076 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _FalloffStart value = -0.5 } FLOAT { floatName = _Fresnel value = 0.604443789 } FLOAT { floatName = _TintFalloff value = 0.175277755 } FLOAT { floatName = _TintFresnel value = 0.252777368 } FLOAT { floatName = _Noise value = 50 } FLOAT { floatName = _SpeedY value = 127.299965 } FLOAT { floatName = _TileY value = 1.79999995 } FLOAT { floatName = _SpeedX value = 32.255661 } FLOAT { floatName = _NoiseFresnel value = 1.89583063 } FLOAT { floatName = _TileX value = 0.700000048 } FLOAT { floatName = _Brightness value = 0.949444532 } FLOAT { floatName = _LengthBrightness value = 2.26388693 } FLOAT { floatName = _FadeIn value = 0.161777526 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.055 0 0 } yCurve { key = 0 8 0 0 key = 1 2.5 0 0 } zCurve { key = 0 0.055 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 0.95 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 60 0 -100 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aSqEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 15 0 -25 key = 1 2 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 2 0 0 key = 1 5 10 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.4 0 0 key = 1 1.2 1 0 } } FLOATMODIFIER { name = aNoiseFr controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _NoiseFresnel floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.05 0 0 key = 1 0.16 0.2 0 } } FLOATMODIFIER { name = tLinEx controllerName = rcs transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1.6 0 -0.6 key = 1 1 -0.6 0 } } FLOATMODIFIER { name = tSqEx controllerName = rcs transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0.3 0 0.7 key = 1 1 0.7 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-rcs-kerolox-1.cfg EFFECTTEMPLATE { templateName = stock-rcs-kerolox-1 EFFECT { name = innerFlame parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,3.5,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 0.702784479 } FLOAT { floatName = _ExpandSquare value = 1.01110959 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _Falloff value = 2.5 } FLOAT { floatName = _Fresnel value = 3.33110666 } FLOAT { floatName = _Noise value = 3.42416668 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _TintFalloff value = 0.480277002 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 0.300000012 } } } POSITIONMODIFIER { name = tPos controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.007 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.35 0 0 0 key = 0.55 0.04 0 0 key = 0.7 0 0 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.4 0 0 key = 0.3 0.6 0 0 key = 0.55 0.4 0 0 key = 0.7 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 5 key = 0.15 0.3 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aFadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.4 0.02 0 0 key = 0.6 0.18 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.3 0.7 0 0 key = 0.6 3.33 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7.5 0 0 key = 0.5 0.3 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 3 0 0 key = 0.5 2.5 0 0 } } } EFFECT { name = exit parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,0.264999986,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 3.93221807 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = -0.310000002 } FLOAT { floatName = _FadeOut value = 0.0556110255 } FLOAT { floatName = _Falloff value = 2.37111521 } FLOAT { floatName = _Fresnel value = 0.352777392 } FLOAT { floatName = _Noise value = 2.42167068 } FLOAT { floatName = _SpeedY value = 128.311066 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _FadeIn value = 0.252777398 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandBounded value = 0.150000006 } FLOAT { floatName = _FresnelInvert value = 1.76444948 } } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 3.9 0 0 key = 1 3.9 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0500000007 floatName = _ExpandLinear floatCurve { key = 0 -0.4 0 0 key = 1 -0.31 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.4 0.2 0 0 key = 0.6 0.15 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1.4 0 0 key = 0.45 0.5 -2 -2 key = 0.8 0 0 0 } } } EFFECT { name = cone1 parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.202999994 rotationOffset = 90,0,0 scaleOffset = 0.0900000036,0.239500001,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.360429823,0.130549461,1 } FLOAT { floatName = _Brightness value = 4.58943892 } FLOAT { floatName = _ExpandSquare value = -0.200000003 } FLOAT { floatName = _ExpandLinear value = 0.439999998 } FLOAT { floatName = _FadeOut value = 0.181999713 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 1.61777544 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _SpeedY value = -500 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _FadeIn value = 0.510610342 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FresnelInvert value = 1.53694963 } } } POSITIONMODIFIER { name = tPos controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.5 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 8 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0399999991 floatName = _ExpandOffset floatCurve { key = 0 0 0 0 } } } EFFECT { name = coneTraces parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.224999994 rotationOffset = 90,0,0 scaleOffset = 0.104000002,0.247999996,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.598520219,0.294749677,1 } FLOAT { floatName = _Brightness value = 2.42167044 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = 0.100000001 } FLOAT { floatName = _FadeOut value = 0.136499792 } FLOAT { floatName = _Falloff value = 0.600000024 } FLOAT { floatName = _Fresnel value = 0.0399999991 } FLOAT { floatName = _Noise value = 12 } FLOAT { floatName = _SpeedY value = -280 } FLOAT { floatName = _TileY value = 0.0399999991 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _FadeIn value = 0.656110287 } FLOAT { floatName = _TintFalloff value = 1.26388693 } FLOAT { floatName = _ExpandBounded value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0.00999999978 } FLOAT { floatName = _Seed value = 10 } } } POSITIONMODIFIER { name = tPos controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.4 0 0 key = 1 0 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.425 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 7 key = 0.15 0.4 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.17 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = R1 randomnessScale = 0.0299999993 floatName = _ExpandOffset floatCurve { key = 0 -0.11 0 0 key = 1 0 0 0 } } } EFFECT { name = outerFlame parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.104000002,5.0999999,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.344009817,0.212649584,1 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _ExpandSquare value = 4.25110388 } FLOAT { floatName = _ExpandLinear value = -10 } FLOAT { floatName = _FadeOut value = 0.601610184 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Fresnel value = 0.50499928 } FLOAT { floatName = _Noise value = 6 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 29.2999573 } FLOAT { floatName = _FadeIn value = 0.0553888343 } FLOAT { floatName = _TintFalloff value = 1.44083107 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 5.15332556 } FLOAT { floatName = _Symmetry value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.02 0 0 key = 1 0 0 0 } zCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 -0.15 0 0 key = 1 0 0 0 } } } EFFECT { name = outerFlame2 parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,3.70000005,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.796078444,0.517647088,1 } COLOR { colorName = _EndTint colorValue = 1,0.25369969,0.155179486,1 } FLOAT { floatName = _Brightness value = 0.270000011 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = 0.5 } FLOAT { floatName = _FadeOut value = 0.540943623 } FLOAT { floatName = _Falloff value = 1.83722389 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Noise value = 5.75583553 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 25 } FLOAT { floatName = _FadeIn value = 0.0303332843 } FLOAT { floatName = _TintFalloff value = 1.3144424 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 0.150000006 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 6 key = 0.55 0.9 0 0 key = 0.8 0.27 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 10 key = 0.15 0.5 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tOffset controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 -0.12 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6.5 0 -4 key = 0.5 1.5 -8 -8 key = 0.9 0.15 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.5 1.83 0 0 } } } EFFECT { name = backFlame parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.129999995 rotationOffset = -90,0,0 scaleOffset = 0.104000002,6,0.104000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 1,0.40147987,0.196229547,1 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _ExpandSquare value = 0.303332806 } FLOAT { floatName = _ExpandLinear value = 2.02221918 } FLOAT { floatName = _FadeOut value = 0.74822104 } FLOAT { floatName = _Falloff value = 0.25 } FLOAT { floatName = _Fresnel value = 1.41499794 } FLOAT { floatName = _Noise value = 9.69916344 } FLOAT { floatName = _SpeedY value = 110 } FLOAT { floatName = _TileY value = 0.300000012 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _FadeIn value = 0.106055394 } FLOAT { floatName = _TintFalloff value = 8 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _Symmetry value = 0 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.037 0 0 key = 0.5 0.13 0 0 } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.8 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tLinear controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 5 key = 0.15 0.3 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 7 0 -15 key = 0.9 1.2 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2.5 0 -5 key = 0.4 0.9 -3 -3 key = 0.8 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.4 0 0 key = 0.7 0.3 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 80 0 0 key = 0.7 110 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.7 0 0 key = 0.5 0.5 0 0 key = 0.8 0.75 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 2.5 0 0 key = 0.8 9.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 3.5 0 0 key = 0.5 3.5 0 0 key = 1 0 0 0 } } } EFFECT { name = throttleEffect parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.119999997,2.5,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.795560479,0.516419947,1 } COLOR { colorName = _EndTint colorValue = 1,0.409689873,0.220859572,1 } FLOAT { floatName = _ExpandBounded value = 0.300000012 } FLOAT { floatName = _ExpandSquare value = -0.600000024 } FLOAT { floatName = _FadeOut value = 0.272999585 } FLOAT { floatName = _Falloff value = 3.89277172 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Noise value = 10.6091614 } FLOAT { floatName = _SpeedY value = 46.4111938 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedX value = 25.1778927 } FLOAT { floatName = _Fresnel value = 0.303332865 } FLOAT { floatName = _FadeIn value = 0.0202221908 } } } SCALEMODIFIER { name = tScale controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.04 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = mScale controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 1 0 3 key = 1 3 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 100 key = 0.03 1 0 0 key = 0.05 1 0 0 key = 0.15 0 -10 0 } } FLOATMODIFIER { name = mBright controllerName = mach transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 0.33 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.8 3.9 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.2 0 0 key = 0.5 5 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 60 0 0 key = 0.8 46 0 0 } } } EFFECT { name = VacuumTraces parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0370000005 rotationOffset = -90,0,0 scaleOffset = 0.112000003,4,0.112000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.851550698,0.716611087,1 } COLOR { colorName = _EndTint colorValue = 1,0.400000006,0.125490203,1 } FLOAT { floatName = _ExpandBounded value = 6.80000019 } FLOAT { floatName = _ExpandLinear value = 2 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _TintFalloff value = 0.800000012 } FLOAT { floatName = _Fresnel value = 0.251666427 } FLOAT { floatName = _Noise value = 6.20833921 } FLOAT { floatName = _Brightness value = 0.800000012 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedY value = 61.5778389 } FLOAT { floatName = _FadeIn value = 0.0161666423 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 20 key = 0.12 0.6 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 6.5 0 0 key = 0.5 0 0 0 } } } EFFECT { name = engineLight parentName = RCSthruster MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.800000012 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.5 range = 3 lightType = Point color = 1,0.860429764,0.70443958,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tStrength controllerName = rcs transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 15 key = 0.1 1 1 1 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = tRange controllerName = rcs transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 3 0 5 key = 1 6 0 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 0.7 0 1 key = 0.7 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = R1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.8 0 0.4 key = 0.5 1.2 0.4 0 } } } EFFECT { name = core parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0.0399999991,-0.224999994 rotationOffset = -82,0,0 scaleOffset = 9.99999975E-05,0.280000001,9.99999975E-05 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.247721851 } FLOAT { floatName = _ExpandLinear value = 1700 } FLOAT { floatName = _FadeIn value = 0 } COLOR { colorName = _EndTint colorValue = 1,0.828400493,0.647780299,1 } COLOR { colorName = _StartTint colorValue = 1,0.87684983,0.688830316,1 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Noise value = 4.31500483 } TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _SpeedY value = 143.477707 } FLOAT { floatName = _Brightness value = 1.20222187 } } } FLOATMODIFIER { name = tBright controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 30 key = 0.05 0.8 1 1 key = 1 1.2 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.25 0 0.3 key = 1 0.35 0 0 } } } } } UrlConfig { parentUrl = StockWaterfallEffects/Templates/Stock/Plumes/stock-xenon-ion.cfg EFFECTTEMPLATE { templateName = stock-xenon-ion EFFECT { name = centerSource parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,0.0537 rotationOffset = -90,0,0 scaleOffset = 0.0130000003,1,0.0130000003 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.835799754,0.69854486,1,1 } COLOR { colorName = _EndTint colorValue = 0.549019635,0.862745106,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Brightness value = 2.5 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 0 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 2.5 0 0 key = 0.2 2 -2 -2 key = 1 1.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.1 0.7 1 1 key = 1 1 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.3 3 15 15 key = 1 100 0 0 } } } EFFECT { name = sourceFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.0537 rotationOffset = -90,0,0 scaleOffset = 0.00400000019,0.0599999987,0.00400000019 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.470588237,0.235115394,1,1 } COLOR { colorName = _EndTint colorValue = 0.470588237,0.784313738,1,1 } FLOAT { floatName = _ExpandLinear value = -1.70000005 } FLOAT { floatName = _ExpandBounded value = 4 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Noise value = 0.100000001 } FLOAT { floatName = _Falloff value = 2.5 } FLOAT { floatName = _Brightness value = 1.5 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.3 1 1.5 1.5 key = 1 1.4 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1.8 0 0 key = 0.2 1.5 -3 -3 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 30 key = 0.1 1 0.2 0.2 key = 1 1.1 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.2 1.5 10 10 key = 1 100 0 0 } } FLOATMODIFIER { name = tBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.7 0 0 key = 0.3 3.5 6 6 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 3 0 0 key = 0.1 6 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -1.75 0 0 key = 1 -5 0 0 } } } EFFECT { name = coreFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.0537 rotationOffset = -90,0,0 scaleOffset = 0.00600000005,0.300000012,0.00600000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.470588237,0.235115394,1,1 } COLOR { colorName = _EndTint colorValue = 0.232497916,0.562643349,1,1 } FLOAT { floatName = _ExpandLinear value = -1.70000005 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.5 } FLOAT { floatName = _FadeIn value = 0.0299999993 } FLOAT { floatName = _Fresnel value = 200 } FLOAT { floatName = _Noise value = 0.100000001 } FLOAT { floatName = _Falloff value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.5 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } yCurve { key = 0 0.7 0 0.5 key = 0.3 1.1 2 2 key = 1 2.5 0 0 } zCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.006 0 0 } yCurve { key = 0 0.5 0 0 key = 0.2 0.4 -1 -1 key = 1 0.1 0 0 } zCurve { key = 0 0.006 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.15 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 30 key = 0.1 1 2 2 key = 1 2 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.25 5 30 0 key = 1 500 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 10 0 -20 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.8 0 0 key = 0.3 2 1.5 1.5 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.4 1 0 0 key = 1 2.5 0 0 } } } EFFECT { name = ringSource parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,0.0348999985 rotationOffset = -90,0,0 scaleOffset = 0.239999995,1,0.239999995 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.425299138,0,1,1 } COLOR { colorName = _EndTint colorValue = 0.057470087,0.435130656,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 0.100000001 } FLOAT { floatName = _Brightness value = 1.47559154 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 0 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.1 1 2 2 key = 1 2 0 0 } } FLOATMODIFIER { name = tTintFalloff controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.45 50 200 0 } } } EFFECT { name = ringFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.0390000008 rotationOffset = -90,0,0 scaleOffset = 0.0057000001,0.300000012,0.00579999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.470588237,0.235115394,1,1 } COLOR { colorName = _EndTint colorValue = 0,0,0,1 } FLOAT { floatName = _ExpandLinear value = -1.70000005 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.400000006 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Noise value = 0.150000006 } FLOAT { floatName = _Falloff value = 2.06721973 } FLOAT { floatName = _Brightness value = 1.5 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _SpeedY value = 300 } FLOAT { floatName = _TileY value = 0.5 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0.5 key = 0.3 1.3 2 2 key = 1 3 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1665 0 0 } yCurve { key = 0 0.55 0 0 key = 0.2 0.45 -0.5 -0.5 key = 1 0.25 0 0 } zCurve { key = 0 0.1665 0 0 } } COLORMODIFIER { name = tColor controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.1 0.22 0 0 key = 0.35 0.05 0 0 } gCurve { key = 0.1 0.12 0 0 key = 0.35 0.22 0 0 } bCurve { key = 0.2 0.51 0 0 key = 0.3 0.51 0 0 } aCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 50 key = 0.1 1.7 3 3 key = 1 3 0 0 } } FLOATMODIFIER { name = tLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.3 0.5 0 0 key = 1 2 1 0 } } FLOATMODIFIER { name = tBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.1 0 0 key = 0.3 0.6 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.3 -2 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2 0 0 key = 0.3 3 3 3 key = 1 5 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 10 0 0 key = 0.3 15 50 50 key = 1 40 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.4 0 0 key = 0.2 0.4 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.5 0 -1 key = 1 -2.5 -1 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 1 key = 1 2.5 1 0 } } } EFFECT { name = ringInside parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.0189999994 rotationOffset = -90,0,0 scaleOffset = 0.166500002,0.0205000006,0.166500002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.470588237,0.235115394,1,1 } COLOR { colorName = _EndTint colorValue = 0,0,0,1 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.00999999978 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Noise value = 0.100000001 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _Brightness value = 2.19943857 } FLOAT { floatName = _TintFalloff value = 0 } } } COLORMODIFIER { name = tColor controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.1 0.22 0 0 key = 0.35 0.05 0 0 } gCurve { key = 0.1 0.12 0 0 key = 0.35 0.22 0 0 } bCurve { key = 0.2 0.51 0 0 key = 0.3 0.51 0 0 } aCurve { } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 50 key = 0.1 1.7 3 3 key = 1 3 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.300000012 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2 range = 20 lightType = Point color = 1,1,1,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tRange controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 2 0 5 key = 1 5 0 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 30 key = 0.1 1.5 1 1 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 1 0 -0.5 key = 1 0.2 -0.5 0 } } LIGHTCOLORMODIFIER { name = tColor controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0.1 0.4 0 0 key = 0.35 0.13 0 0 } gCurve { key = 0.1 0.25 0 0 key = 0.35 0.3 0 0 } bCurve { key = 0.1 0.51 0 0 key = 0.35 0.51 0 0 } aCurve { } } } } } UrlConfig { parentUrl = TacSelfDestruct/Parts/Dynamite/part.cfg PART { name = Dynamite module = Part author = rickE mesh = model.mu scale = 1 rescaleFactor = 1 node_attach = 0.1, 0.0, 0.0, 1.0, 0.0, 0.0, 1 attachRules = 0,1,0,0,1 TechRequired = start entryCost = 0 cost = 100 category = Utility subcategory = 0 title = Dynamite! manufacturer = Rick's Rocket Works description = Make things go BOOM!!!! mass = 0.1 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 MODULE { name = TacSelfDestruct timeDelay = 5.0 addPawIdent = false } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = True } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.3) evaPartDir = (0,0,1) storable = true storedSize = 1 attachOnPart = True attachOnEva = True attachOnStatic = True } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 29 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = Dynamite } } } UrlConfig { parentUrl = TacSelfDestruct/Parts/twsa_bomb/twsa_bomb.cfg PART { name = twsa_bomb module = Part author = Tristonwilson12 mesh = model.mu rescaleFactor = 2.100 node_attach = 0.0, 0.001, 0.0, 0.0, -1.0, 0 TechRequired = advScienceTech entryCost = 10500 cost = 550 category = Utility subcategory = 0 title = RSO Flight Termination System Unit manufacturer = Zaltonic Electronics description = Is your heading incorrect? Are you over a crowded city and are abou to crash into it? Maybe have a secret payload and something not in the plan is happening? Place this tiny controller on your ship if you want to blow it up...i Can be stored in KAS containers. Note that you can remove this part from the staging list by right-clicking on it. attachRules = 0,1,0,0,1 mass = 0.02 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 PhysicsSignificance = 1 bulkheadProfiles = size0, srf stagingIcon = FUEL_TANK MODULE { name = TacSelfDestruct timeDelay = 5.0 addPawIdent = False } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = True } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.1) evaPartDir = (0,0,-1) storable = True storedSize = 5 attachOnPart = True attachOnEva = True attachOnStatic = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 20 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = twsa_bomb } } } UrlConfig { parentUrl = TacSelfDestruct/Parts/X-1100/X-1100.cfg PART { name = TacSelfDestruct module = Part author = TaranisElsu mesh = TacSelfDestruct scale = 1 rescaleFactor = 0.25 node_attach = 0.0, 0.0, 0.25, 0.0, 0.0, -1.0 TechRequired = basicScience entryCost = 3200 cost = 500 category = Utility subcategory = 0 title = X-1100 Self Destruct manufacturer = Thunder Aerospace Corporation description = Now with more explosions! Can be stored in KAS containers. Note that you can remove this part from the staging list by right clicking it. attachRules = 0,1,0,0,1 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 bulkheadProfiles = srf stagingIcon = FUEL_TANK MODULE { name = TacSelfDestruct timeDelay = 5.0 addPawIdent = false } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = True } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.1) evaPartDir = (0,0,-1) storable = True storedSize = 5 attachOnPart = True attachOnEva = True attachOnStatic = False } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 5 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = TacSelfDestruct } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupport/LifeSupport.cfg TACLSGlobalSettings { MaxDeltaTime = 86400 ElectricityMaxDeltaTime = 1 FoodResource = Food WaterResource = Water OxygenResource = Oxygen CarbonDioxideResource = CarbonDioxide WasteResource = Waste WasteWaterResource = WasteWater FoodConsumptionRate = 1.6927083333E-05 WaterConsumptionRate = 1.1188078704E-05 OxygenConsumptionRate = 0.001713537562385 ElectricityConsumptionRate = 0.014166666666667 BaseElectricityConsumptionRate = 0.02125 EvaElectricityConsumptionRate = 0.00425 EvaLampElectricityConsumptionRate = 0.00213 CO2ProductionRate = 0.00148012889876 WasteProductionRate = 1.539351852E-06 WasteWaterProductionRate = 1.4247685185E-05 EvaDefaultResourceAmount = 21600 MaxTimeWithoutFood = 1296000 MaxTimeWithoutWater = 129600 MaxTimeWithoutOxygen = 7200 MaxTimeWithoutElectricity = 7200 } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupport/Localization.cfg Localization { en-us { #autoLOC_TACLS_00001 = Life Support Monitoring #autoLOC_TACLS_00002 = No Vessels. #autoLOC_TACLS_00003 = R #autoLOC_TACLS_00004 = TAC Life Support v<<1>> #autoLOC_TACLS_00005 = crew #autoLOC_TACLS_00006 = \u0020\u0020Prelaunch Vessel #autoLOC_TACLS_00007 = \u0020\u0020Rescue Vessel #autoLOC_TACLS_00008 = \u0020\u0020Last updated: #autoLOC_TACLS_00009 = \u0020\u0020Food remaining: #autoLOC_TACLS_00010 = \u0020\u0020Water remaining: #autoLOC_TACLS_00011 = \u0020\u0020Oxygen remaining: #autoLOC_TACLS_00012 = \u0020\u0020Electricity remaining: #autoLOC_TACLS_00013 = Life Support Build Aid #autoLOC_TACLS_00014 = Current crew #autoLOC_TACLS_00015 = Maximum crew #autoLOC_TACLS_00016 = Food #autoLOC_TACLS_00017 = Water #autoLOC_TACLS_00018 = Oxygen #autoLOC_TACLS_00019 = Electricity #autoLOC_TACLS_00020 = Waste #autoLOC_TACLS_00021 = Waste Water #autoLOC_TACLS_00022 = Carbon Dioxide #autoLOC_TACLS_00023 = Amount #autoLOC_TACLS_00024 = With Current Crew #autoLOC_TACLS_00025 = With Max Crew #autoLOC_TACLS_00026 = Life Support Crew Roster #autoLOC_TACLS_00027 = \u0020\u0020Prelaunch - Frozen #autoLOC_TACLS_00028 = \u0020\u0020Frozen #autoLOC_TACLS_00029 = \u0020\u0020Prelaunch #autoLOC_TACLS_00030 = \u0020\u0020Rescue Me! #autoLOC_TACLS_00031 = \u0020\u0020Last updated:\u0020 #autoLOC_TACLS_00032 = \u0020\u0020Last food:\u0020 #autoLOC_TACLS_00033 = \u0020\u0020Last water:\u0020 #autoLOC_TACLS_00034 = \u0020\u0020Hibernating:\u0020 #autoLOC_TACLS_00035 = No Crew. #autoLOC_TACLS_00036 = TAC LS Config Settings are now available via the KSP Settings - Difficulty Options Window. #autoLOC_TACLS_00037 = TAC Life Support #autoLOC_TACLS_00038 = <<1>> - <<2>> depleted! #autoLOC_TACLS_00039 = <<1>> - <<2>> is running out! #autoLOC_TACLS_00040 = Error - EmptyEvaSuit - Cannot find Vessel Info for <<1>> #autoLOC_TACLS_00041 = <<1>> <<2>> died of <<3>>! #autoLOC_TACLS_00042 = starvation #autoLOC_TACLS_00043 = dehydration #autoLOC_TACLS_00044 = oxygen deprivation #autoLOC_TACLS_00045 = air toxicity #autoLOC_TACLS_00046 = Incorrect <<1>> Installation #autoLOC_TACLS_00047 = <<1>> has been installed incorrectly and will not function properly. All files should be located in KSP/GameData/<<2>>. Do not move any files from inside that folder.\n\nIncorrect path(s):\n<<3>> #autoLOC_TACLS_00048 = Missing Module Manager #autoLOC_TACLS_00049 = <<1>> requires the Module Manager mod in order to function properly.\n\nPlease download from http: #autoLOC_TACLS_00050 = A very serious error has occurred while checking the installation of <<1>>.\n\nYou need to\n(1) shut down KSP,\n(2) send a complete copy of the entire log file to the mod developer (see https: #autoLOC_TACLS_00051 = Files from a previous version of <<1>> were found and deleted. You need to restart KSP now. #autoLOC_TACLS_00052 = You cannot change TAC LS settings in Flight! #autoLOC_TACLS_00053 = Enabled #autoLOC_TACLS_00054 = If on, TAC/LS is enabled in this save,\nIf off, it's not enabled in this save. #autoLOC_TACLS_00055 = Use Stock App Launcher Icon #autoLOC_TACLS_00056 = If on, the Stock Application launcher will be used,\nif off will use Blizzy Toolbar if installed. #autoLOC_TACLS_00057 = Editor Filter #autoLOC_TACLS_00058 = Turn the TAC/LS Editor filter Category on and off. #autoLOC_TACLS_00059 = When resources run out, kerbals.. #autoLOC_TACLS_00060 = When LS resources run out,\nyou can select that kerbals die or hibernate. #autoLOC_TACLS_00061 = Respawn delay (seconds) #autoLOC_TACLS_00062 = The time in seconds a kerbal is comatose\n if fatal EC / Heat option is off #autoLOC_TACLS_00063 = Vessel List Update delay (Minutes) #autoLOC_TACLS_00064 = The Minutes between List Sorting for the Vessel List.\nThe list is sorted from least resources to most and this is costly performance-wise. #autoLOC_TACLS_00065 = Die #autoLOC_TACLS_00066 = Hibernate #autoLOC_TACLS_00067 = TAC LS Options #autoLOC_TACLS_00068 = TAC LS Consumption/Production #autoLOC_TACLS_00069 = You have been warned! #autoLOC_TACLS_00070 = Changing these values in an active game will impact Active Kerbals. It is recommended you restart KSP. Even then Kerbals on EVA will not be updated. #autoLOC_TACLS_00071 = Food Consumption Rate p/d #autoLOC_TACLS_00072 = Amt of food consumed per Kerbal (units per Day). #autoLOC_TACLS_00073 = Water Consumption Rate p/d #autoLOC_TACLS_00074 = Amt of water consumed per Kerbal (units per Day). #autoLOC_TACLS_00075 = Oxygen Consumption Rate p/d #autoLOC_TACLS_00076 = Amt of oxygen consumed per Kerbal (units per Day). #autoLOC_TACLS_00077 = Base Electricity Rate p/d #autoLOC_TACLS_00078 = Base Electricity Consumption Rate (units per Day). #autoLOC_TACLS_00079 = Kerbal Electricity Rate p/d #autoLOC_TACLS_00080 = Per Kerbal Electricity Consumption Rate (units per Day). #autoLOC_TACLS_00081 = EVA Electricity Rate p/m #autoLOC_TACLS_00082 = EVA Electricity Consumption Rate (units per Minute). #autoLOC_TACLS_00083 = EVA Lamp Electricity Rate p/m #autoLOC_TACLS_00084 = EVA Lamp Electricity Consumption Rate (units per Minute). #autoLOC_TACLS_00085 = CO2 Production Rate p/d #autoLOC_TACLS_00086 = Per Kerbal CarbonDioxide Production Rate (units per Day). #autoLOC_TACLS_00087 = Waste Production Rate p/d #autoLOC_TACLS_00088 = Per Kerbal Waste Production Rate (units per Day). #autoLOC_TACLS_00089 = Waste Water Production Rate p/d #autoLOC_TACLS_00090 = Per Kerbal Waste Water Production Rate (units per Day). #autoLOC_TACLS_00091 = TAC LS Limits #autoLOC_TACLS_00092 = Max Delta Time #autoLOC_TACLS_00093 = This is the maximum time multiplier used between resource calculations. #autoLOC_TACLS_00094 = Max Delta Time (Electricity) #autoLOC_TACLS_00095 = This is the maximum time multiplier used between Electricity calculations. #autoLOC_TACLS_00096 = Max time without Food (hrs) #autoLOC_TACLS_00097 = The maximum amount of time a Kerbal can go without food (in hours). #autoLOC_TACLS_00098 = Max time without Water (hrs) #autoLOC_TACLS_00099 = The maximum amount of time a Kerbal can go without water (in hours). #autoLOC_TACLS_00100 = Max time without Oxygen (min) #autoLOC_TACLS_00101 = The maximum amount of time a Kerbal can go without oxygen (in minutes). #autoLOC_TACLS_00102 = Max time without Electricity (min) #autoLOC_TACLS_00103 = The maximum amount of time a Kerbal can go without electricity (in minutes). #autoLOC_TACLS_00104 = Default Units amount for EVA suits #autoLOC_TACLS_00105 = The amount of each resource EVA suits will take with them (in units). #autoLOC_TACLS_00106 = \nEquipped with the Thunder Aerospace Corporation (TAC) Life Support System.\n #autoLOC_TACLS_00107 = Life Support Supplies Container, 0.625m #autoLOC_TACLS_00108 = A small 0.625-meter container full of Life Support supplies. #autoLOC_TACLS_00109 = Life Support Supplies Container, 1.25m #autoLOC_TACLS_00110 = A 1.25-meter container full of Life Support supplies. #autoLOC_TACLS_00111 = Life Support Supplies Container, 2.5m #autoLOC_TACLS_00112 = A large 2.5-meter container full of Life Support supplies. #autoLOC_TACLS_00113 = Life Support Supplies Container, 3.75m #autoLOC_TACLS_00114 = A large 3.75-meter container full of Life Support supplies. #autoLOC_TACLS_00115 = tacls life support food water oxygen container supplies cck-lifesupport #autoLOC_TACLS_00116 = Life Support Oxygen Container, 0.625m #autoLOC_TACLS_00117 = A small 0.625-meter container full of Breathing Oxygen supplies. #autoLOC_TACLS_00118 = Life Support Oxygen Container, 1.25m #autoLOC_TACLS_00119 = A 1.25-meter container full of Breathing Oxygen supplies. #autoLOC_TACLS_00120 = Life Support Oxygen Container, 2.5m #autoLOC_TACLS_00121 = A large 2.5-meter container full of Breathing Oxygen supplies. #autoLOC_TACLS_00122 = Life Support Oxygen Container, 3.75m #autoLOC_TACLS_00123 = A large 3.75-meter container full of Breathing Oxygen supplies. #autoLOC_TACLS_00124 = tacls life support oxygen container supplies cck-lifesupport #autoLOC_TACLS_00125 = Life Support Waste Container, 0.625m #autoLOC_TACLS_00126 = A small 0.625-meter container for holding Life Support waste products. #autoLOC_TACLS_00127 = Life Support Waste Container, 1.25m #autoLOC_TACLS_00128 = A 1.25-meter container for holding Life Support waste products. #autoLOC_TACLS_00129 = Life Support Waste Container, 2.5m #autoLOC_TACLS_00130 = A large 2.5-meter container for holding Life Support waste products. #autoLOC_TACLS_00131 = Life Support Waste Container, 3.75m #autoLOC_TACLS_00132 = A large 3.75-meter container for holding Life Support waste products. #autoLOC_TACLS_00133 = tacls life support waste CO2 wastewater container cck-lifesupport #autoLOC_TACLS_00134 = Life Support Water Container, 0.625m #autoLOC_TACLS_00135 = A small 0.625-meter container full of Drinking Water. #autoLOC_TACLS_00136 = Life Support Water Container, 1.25m #autoLOC_TACLS_00137 = A 1.25-meter container full of Drinking Water. #autoLOC_TACLS_00138 = Life Support Water Container, 2.5m #autoLOC_TACLS_00139 = A large 2.5-meter container full of Drinking Water. #autoLOC_TACLS_00140 = Life Support Water Container, 3.75m #autoLOC_TACLS_00141 = A large 3.75-meter container full of Drinking Water. #autoLOC_TACLS_00142 = tacls life support water container supplies cck-lifesupport #autoLOC_TACLS_00143 = Life Support Food Container, 0.625m #autoLOC_TACLS_00144 = A small 0.625-meter container full of Food supplies. #autoLOC_TACLS_00145 = Life Support Food Container, 1.25m #autoLOC_TACLS_00146 = A 1.25-meter container full of Food supplies. #autoLOC_TACLS_00147 = Life Support Food Container, 2.5m #autoLOC_TACLS_00148 = A large 2.5-meter container full of Food supplies. #autoLOC_TACLS_00149 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00150 = Life Support Food Container, 3.75m #autoLOC_TACLS_00151 = A large 3.75-meter container full of Food supplies. #autoLOC_TACLS_00152 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00153 = Thunder Aerospace Corporation #autoLOC_TACLS_00154 = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation #autoLOC_TACLS_00155 = Life Support Oxygen HexCan, 0.75m #autoLOC_TACLS_00156 = A 0.75m long resource canister containing Oxygen supplies. #autoLOC_TACLS_00157 = Life Support Oxygen HexCan, 1.5m #autoLOC_TACLS_00158 = A 1.5m long resource canister containing Oxygen supplies. #autoLOC_TACLS_00159 = Life Support Oxygen HexCan, 3m #autoLOC_TACLS_00160 = A 3m long resource canister containing Oxygen supplies. #autoLOC_TACLS_00161 = tacls life support oxygen container supplies hexcan cck-lifesupport #autoLOC_TACLS_00162 = Life Support Water HexCan, 0.75m #autoLOC_TACLS_00163 = A 0.75m long resource canister containing Drinking Water. #autoLOC_TACLS_00164 = Life Support Water HexCan, 1.5m #autoLOC_TACLS_00165 = A 1.5m long resource canister containing Drinking Water. #autoLOC_TACLS_00166 = Life Support Water HexCan, 3m #autoLOC_TACLS_00167 = A 3m long resource canister containing Drinking Water. #autoLOC_TACLS_00168 = tacls life support water container supplies hexcan cck-lifesupport #autoLOC_TACLS_00169 = Life Support Food HexCan, 0.75m #autoLOC_TACLS_00170 = A 0.75m long resource canister containing Food supplies. #autoLOC_TACLS_00171 = Life Support Food HexCan, 1.5m #autoLOC_TACLS_00172 = A 1.5m long resource canister containing Food supplies. #autoLOC_TACLS_00173 = Life Support Food HexCan, 3m #autoLOC_TACLS_00174 = A 3m long resource canister containing Food supplies. #autoLOC_TACLS_00175 = tacls life support food container supplies hexcan cck-lifesupport #autoLOC_TACLS_00176 = Life Support Supplies HexCan, 0.75m #autoLOC_TACLS_00177 = A 0.75m long resource canister containing Life Support supplies. #autoLOC_TACLS_00178 = Life Support Supplies HexCan, 1.5m #autoLOC_TACLS_00179 = A 1.5m long resource canister containing Life Support supplies. #autoLOC_TACLS_00180 = Life Support Supplies HexCan, 3m #autoLOC_TACLS_00181 = A 3m long resource canister containing Life Support supplies. #autoLOC_TACLS_00182 = tacls life support food water oxygen container supplies hexcan cck-lifesupport #autoLOC_TACLS_00183 = Life Support Waste HexCan, 0.75m #autoLOC_TACLS_00184 = A 0.75m long resource canister for holding Life Support waste products. #autoLOC_TACLS_00185 = Life Support Waste HexCan, 1.5m #autoLOC_TACLS_00186 = A 1.5m long resource canister for holding Life Support waste products. #autoLOC_TACLS_00187 = Life Support Waste HexCan, 3m #autoLOC_TACLS_00188 = A 3m long resource canister for holding Life Support waste products. #autoLOC_TACLS_00189 = tacls life support waste CO2 wastewater container hexcan cck-lifesupport #autoLOC_TACLS_00190 = Life Support Supplies HexCan, 0.75m (MFT) #autoLOC_TACLS_00191 = A 0.75m long resource canister containing Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00192 = Life Support Supplies HexCan, 1.5m (MFT) #autoLOC_TACLS_00193 = A 1.5m long resource canister containing Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00194 = Life Support Supplies HexCan, 3m (MFT) #autoLOC_TACLS_00195 = A 3m long resource canister containing Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00196 = tacls life support container food water oxygen supplies hexcan cck-lifesupport #autoLOC_TACLS_00197 = Life Support Supplies Container, 0.625m (MFT) #autoLOC_TACLS_00198 = A small 0.625-meter container full of Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00199 = Life Support Supplies Container, 1.25m (MFT) #autoLOC_TACLS_00200 = A 1.25-meter container full of Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00201 = Life Support Supplies Container, 2.5m (MFT) #autoLOC_TACLS_00202 = A large 2.5-meter container full of Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00203 = Life Support Supplies Container, 3.75m (MFT) #autoLOC_TACLS_00204 = A large 3.75-meter container full of Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00205 = tacls life support food water oxygen container supplies cck-lifesupport #autoLOC_TACLS_00206 = TACLS Air Filter, 1.25m #autoLOC_TACLS_00207 = A life support module that filters Oxygen out of the air. Requires IntakeAir. Will not function if the atmosphere does not contain Oxygen (i.e. not on Kerbin or Laythe). Warning: unlike the other recyclers, this one does not function while the vessel is unloaded. #autoLOC_TACLS_00208 = tacls life support air filter recycler converter cck-lifesupport #autoLOC_TACLS_00209 = TACLS Carbon Extractor, 1.25m #autoLOC_TACLS_00210 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Rated for up to 8 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00211 = TACLS Carbon Extractor, 2.5m #autoLOC_TACLS_00212 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00213 = TACLS Carbon Extractor, 3.75m #autoLOC_TACLS_00214 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00215 = tacls life support carbon extractor recycler converter cck-lifesupport #autoLOC_TACLS_00216 = TACLS Sabatier Recycler, 1.25m #autoLOC_TACLS_00217 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Rated for up to 8 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00218 = TACLS Sabatier Recycler, 2.5m #autoLOC_TACLS_00219 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00220 = TACLS Sabatier Recycler, 3.75m #autoLOC_TACLS_00221 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00222 = tacls life support sabatier recycler converter cck-lifesupport #autoLOC_TACLS_00223 = TACLS Water Purifier, 1.25m #autoLOC_TACLS_00224 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Rated for up to 8 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00225 = TACLS Water Purifier, 2.5m #autoLOC_TACLS_00226 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00227 = TACLS Water Purifier, 3.75m #autoLOC_TACLS_00228 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00229 = tacls life support water purifier recycler converter cck-lifesupport #autoLOC_TACLS_00230 = TACLS Water Splitter, 1.25m #autoLOC_TACLS_00231 = A life support module that splits water using electrolysis, giving Oxygen and Waste (Hydrogen). Rated for up to 3 Kerbals. #autoLOC_TACLS_00232 = tacls life support water splitter recycler converter cck-lifesupport #autoLOC_TACLS_00233 = \u0020\u0020Out of EC, Windows are Open #autoLOC_TACLS_00234 = Atmo lacks oxygen. #autoLOC_TACLS_00235 = \nRequires an atmosphere containing Oxygen. #autoLOC_TACLS_00236 = \nCannot be turned off. #autoLOC_TACLS_00237 = Water Splitter #autoLOC_TACLS_00238 = Start WaterSplitter #autoLOC_TACLS_00239 = Stop WaterSplitter #autoLOC_TACLS_00240 = Water Purifier #autoLOC_TACLS_00241 = Start WaterPurifier #autoLOC_TACLS_00242 = Stop WaterPurifier #autoLOC_TACLS_00243 = Sabatier Recycler #autoLOC_TACLS_00244 = Start Sabatier #autoLOC_TACLS_00245 = Stop Sabatier #autoLOC_TACLS_00246 = Carbon Extractor #autoLOC_TACLS_00247 = Start CarbonExtractor #autoLOC_TACLS_00248 = Stop CarbonExtractor #autoLOC_TACLS_00249 = Air Filter #autoLOC_TACLS_00250 = Start AirFilter #autoLOC_TACLS_00251 = Stop AirFilter #autoLOC_TACLS_00252 = TAC LS Items #autoLOC_TACLS_00253 = Unloaded Vessel Processing #autoLOC_TACLS_00254 = If enabled TAC LS will process resources on unloaded vessels. If disabled, it won't and play the catchup and estimation game. #autoLOC_TACLS_00255 = Check Life Support. #autoLOC_TACLS_00256 = Did you remember to check your life support supplies to ensure that you have enough? #autoLOC_TACLS_00257 = \u0020\u0020Out of O2, Windows are Open #autoLOC_TACLS_00258 = Warning Percent #autoLOC_TACLS_00259 = Percentage remaining of a resource that will cause a Warning message to occur. #autoLOC_TACLS_00260 = Critical Percent #autoLOC_TACLS_00261 = Percentage remaining of a resource that will cause a Critical Warning message to occur. } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupport/Localization.cfg Localization { es-es { #autoLOC_TACLS_00001 = Supervisión de Soporte Vital #autoLOC_TACLS_00002 = Ninguna Nave. #autoLOC_TACLS_00003 = R #autoLOC_TACLS_00004 = TAC Soporte Vital v<<1>> #autoLOC_TACLS_00005 = tripulación #autoLOC_TACLS_00006 = \u0020\u0020Nave de Prelanzamiento #autoLOC_TACLS_00007 = \u0020\u0020Nave de Rescate #autoLOC_TACLS_00008 = \u0020\u0020Última actualización: #autoLOC_TACLS_00009 = \u0020\u0020Comida restante: #autoLOC_TACLS_00010 = \u0020\u0020Agua restante: #autoLOC_TACLS_00011 = \u0020\u0020Oxígeno restante: #autoLOC_TACLS_00012 = \u0020\u0020Electricidad restante: #autoLOC_TACLS_00013 = Ayudas para Soporte Vital #autoLOC_TACLS_00014 = Equipo actual #autoLOC_TACLS_00015 = Tripulación máxima #autoLOC_TACLS_00016 = Comida #autoLOC_TACLS_00017 = Agua #autoLOC_TACLS_00018 = Oxígeno #autoLOC_TACLS_00019 = Electricidad #autoLOC_TACLS_00020 = Residuos #autoLOC_TACLS_00021 = Aguas Residuales #autoLOC_TACLS_00022 = Dióxido de Carbono #autoLOC_TACLS_00023 = Cantidad #autoLOC_TACLS_00024 = Con el equipo actual #autoLOC_TACLS_00025 = Con tripulación máxima #autoLOC_TACLS_00026 = Lista de Tripulación de Soporte Vital #autoLOC_TACLS_00027 = \u0020\u0020Prelanzamiento - Congelado #autoLOC_TACLS_00028 = \u0020\u0020Congelado #autoLOC_TACLS_00029 = \u0020\u0020Prelanzamiento #autoLOC_TACLS_00030 = \u0020\u0020¡Rescátame! #autoLOC_TACLS_00031 = \u0020\u0020Última actualización:\u0020 #autoLOC_TACLS_00032 = \u0020\u0020Última comida:\u0020 #autoLOC_TACLS_00033 = \u0020\u0020Último agua:\u0020 #autoLOC_TACLS_00034 = \u0020\u0020Hibernando:\u0020 #autoLOC_TACLS_00035 = Sin tripulación. #autoLOC_TACLS_00036 = TAC SV Los ajustes de configuración ya están disponibles a través de la configuración KSP - Ventana de Opciones de Dificultad. #autoLOC_TACLS_00037 = TAC Soporte Vital #autoLOC_TACLS_00038 = <<1>> - <<2>> ¡Agotado! #autoLOC_TACLS_00039 = <<1>> - <<2>> ¡se esta acabando! #autoLOC_TACLS_00040 = Error - TrajeAEVvacío - No se puede encontrar Información de la nave para <<1>> #autoLOC_TACLS_00041 = <<1>> <<2>> murió de <<3>>! #autoLOC_TACLS_00042 = inanición #autoLOC_TACLS_00043 = deshidratación #autoLOC_TACLS_00044 = privación de oxígeno #autoLOC_TACLS_00045 = toxicidad del aire #autoLOC_TACLS_00046 = Instalación <<1>> Incorrecta #autoLOC_TACLS_00047 = <<1>> se ha instalado incorrectamente y no funcionará correctamente. Todos los archivos deben estar ubicados en KSP/GameData/<<2>>. No mueva ningún archivo desde dentro de esa carpeta.\n\nruta(s) incorrecta(s):\n<<3>> #autoLOC_TACLS_00048 = Falta Module Manager #autoLOC_TACLS_00049 = <<1>> requiere Module Manager para funcionar correctamente.\n\nPor favor, descarga desde http: #autoLOC_TACLS_00050 = Se ha producido un error muy grave al comprobar la instalación de <<1>>.\n\nNecesitas\n(1) apagar KSP,\n(2) Envíe una copia completa del archivo de registro completo al desarrollador de mod (ver https: #autoLOC_TACLS_00051 = Archivos de una versión anterior de <<1>> fueron encontrados y eliminados. Necesitas reiniciar KSP ahora. #autoLOC_TACLS_00052 = ¡No puede cambiar los ajustes de TAC SV en vuelo! #autoLOC_TACLS_00053 = Habilitado #autoLOC_TACLS_00054 = Si enciende, TAC/SV está habilitado en esta función,\nSi apaga, no está habilitado en este salvado. #autoLOC_TACLS_00055 = Usar el icono del lanzador de aplicaciones de stock #autoLOC_TACLS_00056 = Si enciende, El lanzador de Aplicación de Stock se utilizará,\nSi apaga utilizará la barra de herramientas de Blizzy si está instalada. #autoLOC_TACLS_00057 = Filtro del Editor #autoLOC_TACLS_00058 = Activar y desactivar la categoría de filtro Editor de TAC/SV. #autoLOC_TACLS_00059 = Cuando los recursos se agotan, los kerbals.. #autoLOC_TACLS_00060 = Cuando se agotan los recursos de SV,\nPuede seleccionar que los kerbals mueran o hibernen. #autoLOC_TACLS_00061 = Tiempo de reaparición (segundos) #autoLOC_TACLS_00062 = El tiempo en segundos que un kerbal es comatoso\n Si la CE es fatal / La opción Calor está desactivada #autoLOC_TACLS_00063 = Retardo de actualización de la lista de naves (minutos) #autoLOC_TACLS_00064 = Los minutos entre la lista de clasificación para la lista de naves.\nLa lista se clasifica de menos recursos a la mayoría y esto es costoso en cuanto al rendimiento. #autoLOC_TACLS_00065 = Morir #autoLOC_TACLS_00066 = Hibernar #autoLOC_TACLS_00067 = Opciones TAC SV #autoLOC_TACLS_00068 = TAC SV Consumo/Producción #autoLOC_TACLS_00069 = ¡Usted ha sido advertido! #autoLOC_TACLS_00070 = Cambiar estos valores en un juego activo afectará a los Kerbals activos. Se recomienda reiniciar KSP. Aún así, los Kerbals en AEV no se actualizarán. #autoLOC_TACLS_00071 = Tasa de consumo de alimentos p/d #autoLOC_TACLS_00072 = Cantidad de alimentos consumidos por Kerbal (unidades por día). #autoLOC_TACLS_00073 = Tasa de Consumo de Agua p/d #autoLOC_TACLS_00074 = Cantidad de agua consumida por Kerbal (unidades por día). #autoLOC_TACLS_00075 = Tasa de consumo de oxígeno p/d #autoLOC_TACLS_00076 = Cantidad de oxígeno consumido por Kerbal (unidades por día). #autoLOC_TACLS_00077 = Tasa de Electricidad Base p/d #autoLOC_TACLS_00078 = Tasa de Consumo de Electricidad Base (unidades por día). #autoLOC_TACLS_00079 = Tasa de electricidad Kerbal p/d #autoLOC_TACLS_00080 = Tasa de Consumo de Electricidad Por Kerbal (unidades por día). #autoLOC_TACLS_00081 = AEV Tasa de electricidad p/m #autoLOC_TACLS_00082 = AEV Tasa de Consumo de Electricidad (Unidades por minuto). #autoLOC_TACLS_00083 = AEV Tasa de Electricidad de Lámpara p/m #autoLOC_TACLS_00084 = AEV Tasa de Consumo de Electricidad de Lámpara (Unidades por minuto). #autoLOC_TACLS_00085 = Tasa de producción de CO2 p/d #autoLOC_TACLS_00086 = Tasa de Producción de Dióxido de Carbono Por Kerbal (unidades por día). #autoLOC_TACLS_00087 = Tasa de producción de Residuos p/d #autoLOC_TACLS_00088 = Tasa de Producción de Residuos Por Kerbal (unidades por día). #autoLOC_TACLS_00089 = Tasa de producción de aguas residuales p/d #autoLOC_TACLS_00090 = Tasa de producción de aguas residuales Por Kerbal (unidades por día). #autoLOC_TACLS_00091 = Límites TAC SV #autoLOC_TACLS_00092 = Tiempo Delta Máx #autoLOC_TACLS_00093 = Este es el multiplicador de tiempo máximo utilizado entre los cálculos de recursos. #autoLOC_TACLS_00094 = Tiempo Delta Máx (Electricidad) #autoLOC_TACLS_00095 = Este es el multiplicador de tiempo máximo utilizado entre los cálculos de Electricidad. #autoLOC_TACLS_00096 = Tiempo máximo sin comida (hrs) #autoLOC_TACLS_00097 = La cantidad máxima de tiempo que un Kerbal puede ir sin comida (en horas). #autoLOC_TACLS_00098 = Tiempo máximo sin agua (hrs) #autoLOC_TACLS_00099 = La cantidad máxima de tiempo que un Kerbal puede ir sin agua (en horas). #autoLOC_TACLS_00100 = Tiempo máximo sin oxígeno (min) #autoLOC_TACLS_00101 = La cantidad máxima de tiempo que un Kerbal puede pasar sin oxígeno (en minutos). #autoLOC_TACLS_00102 = Tiempo máximo sin electricidad (min) #autoLOC_TACLS_00103 = La cantidad máxima de tiempo que un Kerbal puede pasar sin electricidad (en minutos). #autoLOC_TACLS_00104 = Valor por unidad predeterminado para trajes AEV #autoLOC_TACLS_00105 = La cantidad de recursos de cada traje de AEV que tomarán (en unidades). #autoLOC_TACLS_00106 = \nEquipado con el Sistema de Soporte Vital Corporación Aeroespacial Trueno (TAC).\n #autoLOC_TACLS_00107 = Contenedor de Suministros de Soporte Vital, 0.625m #autoLOC_TACLS_00108 = Un pequeño recipiente de 0.625 metros lleno de suministros de soporte vital. #autoLOC_TACLS_00109 = Contenedor de Suministros de Soporte Vital, 1.25m #autoLOC_TACLS_00110 = Un contenedor de 1,25 metros lleno de suministros de soporte vital. #autoLOC_TACLS_00111 = Contenedor de Suministros de Soporte Vital, 2.5m #autoLOC_TACLS_00112 = Un gran contenedor de 2,5 metros lleno de suministros de soporte vital. #autoLOC_TACLS_00113 = Contenedor de Suministros de Soporte Vital, 3.75m #autoLOC_TACLS_00114 = Un gran contenedor de 3,75 metros lleno de suministros de soporte vital. #autoLOC_TACLS_00115 = tacls soporte vital comida agua oxígeno envase suministros cck-lifesupport #autoLOC_TACLS_00116 = Contenedor de oxígeno de Soporte Vital, 0.625m #autoLOC_TACLS_00117 = Un pequeño recipiente de 0.625 metros lleno de suministros de oxígeno respiratorio. #autoLOC_TACLS_00118 = Contenedor de oxígeno de Soporte Vital, 1.25m #autoLOC_TACLS_00119 = Un recipiente de 1,25 metros lleno de suministros de oxígeno respiratorio. #autoLOC_TACLS_00120 = Contenedor de oxígeno de Soporte Vital, 2.5m #autoLOC_TACLS_00121 = Un gran contenedor de 2,5 metros lleno de suministros de oxígeno respiratorio. #autoLOC_TACLS_00122 = Contenedor de oxígeno de Soporte Vital, 3.75m #autoLOC_TACLS_00123 = Un gran contenedor de 3,75 metros lleno de suministros de oxígeno respiratorio. #autoLOC_TACLS_00124 = tacls soporte vital oxígeno envase suministros cck-lifesupport #autoLOC_TACLS_00125 = Contenedor de residuos de Soporte Vital, 0.625m #autoLOC_TACLS_00126 = Un pequeño contenedor de 0,625 metros para la contención de residuos de soporte vital. #autoLOC_TACLS_00127 = Contenedor de residuos de Soporte Vital, 1.25m #autoLOC_TACLS_00128 = Un contenedor de 1,25 metros para la contención de residuos de soporte vital. #autoLOC_TACLS_00129 = Contenedor de residuos de Soporte Vital, 2.5m #autoLOC_TACLS_00130 = Un gran contenedor de 2,5 metros para la contención de residuos de soporte vital. #autoLOC_TACLS_00131 = Contenedor de residuos de Soporte Vital, 3.75m #autoLOC_TACLS_00132 = Un gran contenedor de 3,75 metros para la contención de residuos de soporte vital. #autoLOC_TACLS_00133 = tacls soporte vital residuo CO2 aguas residuales envase cck-lifesupport #autoLOC_TACLS_00134 = Contenedor de agua de Soporte Vital, 0.625m #autoLOC_TACLS_00135 = Un pequeño recipiente de 0.625 metros lleno de agua potable. #autoLOC_TACLS_00136 = Contenedor de agua de Soporte Vital, 1.25m #autoLOC_TACLS_00137 = Un recipiente de 1,25 metros lleno de agua potable. #autoLOC_TACLS_00138 = Contenedor de agua de Soporte Vital, 2.5m #autoLOC_TACLS_00139 = Un gran contenedor de 2,5 metros lleno de agua potable. #autoLOC_TACLS_00140 = Contenedor de agua de Soporte Vital, 3.75m #autoLOC_TACLS_00141 = Un gran contenedor de 3,75 metros lleno de agua potable. #autoLOC_TACLS_00142 = tacls soporte vital agua envase suministros cck-lifesupport #autoLOC_TACLS_00143 = Contenedor de alimentos de Soporte Vital, 0.625m #autoLOC_TACLS_00144 = Un pequeño recipiente de 0.625 metros lleno de alimentos. #autoLOC_TACLS_00145 = Contenedor de alimentos de Soporte Vital, 1.25m #autoLOC_TACLS_00146 = Un contenedor de 1,25 metros lleno de alimentos. #autoLOC_TACLS_00147 = Contenedor de alimentos de Soporte Vital, 2.5m #autoLOC_TACLS_00148 = Un gran contenedor de 2,5 metros lleno de alimentos. #autoLOC_TACLS_00149 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00150 = Contenedor de alimentos de Soporte Vital, 3.75m #autoLOC_TACLS_00151 = Un gran contenedor de 3,75 metros lleno de alimentos. #autoLOC_TACLS_00152 = tacls soporte vital comida envase suministros cck-lifesupport #autoLOC_TACLS_00153 = Corporación Aeroespacial Trueno #autoLOC_TACLS_00154 = Fabricación PanSpace Inc. Ltd. LLC. Co. en cooperación con Corporación Aeroespacial Trueno #autoLOC_TACLS_00155 = Soporte Vital de Oxígeno HexCan, 0.75m #autoLOC_TACLS_00156 = Un contenedor de 0.75m de largo que contiene suministros de oxígeno. #autoLOC_TACLS_00157 = Soporte Vital de Oxígeno HexCan, 1.5m #autoLOC_TACLS_00158 = Un contenedor de recursos de 1,5m que contiene suministros de oxígeno. #autoLOC_TACLS_00159 = Soporte Vital de Oxígeno HexCan, 3m #autoLOC_TACLS_00160 = Un contenedor de 3m de largo que contiene suministros de oxígeno. #autoLOC_TACLS_00161 = tacls soporte vital oxígeno envase suministros hexcan cck-lifesupport #autoLOC_TACLS_00162 = Soporte Vital de Agua HexCan, 0.75m #autoLOC_TACLS_00163 = Un contenedor de 0.75m de largo que contiene agua potable. #autoLOC_TACLS_00164 = Soporte Vital de Agua HexCan, 1.5m #autoLOC_TACLS_00165 = Un contenedor de 1.5m de largo que contiene agua potable. #autoLOC_TACLS_00166 = Soporte Vital de Agua HexCan, 3m #autoLOC_TACLS_00167 = Un contenedor de 3m de largo que contiene agua potable. #autoLOC_TACLS_00168 = tacls soporte vital agua envase suministros hexcan cck-lifesupport #autoLOC_TACLS_00169 = Soporte Vital de Comida HexCan, 0.75m #autoLOC_TACLS_00170 = Un contenedor de recursos de 0.75m de largo que contiene suministros de alimentos. #autoLOC_TACLS_00171 = Soporte Vital de Comida HexCan, 1.5m #autoLOC_TACLS_00172 = Un contenedor de recursos de 1.5m de largo que contiene alimentos. #autoLOC_TACLS_00173 = Soporte Vital de Comida HexCan, 3m #autoLOC_TACLS_00174 = Un contenedor de 3m de largo que contiene alimentos. #autoLOC_TACLS_00175 = tacls soporte vital comida envase suministros hexcan cck-lifesupport #autoLOC_TACLS_00176 = Suministros de Soporte Vital HexCan, 0.75m #autoLOC_TACLS_00177 = Un contenedor de 0.75m de largo que contiene suministros de soporte vital. #autoLOC_TACLS_00178 = Suministros de Soporte Vital HexCan, 1.5m #autoLOC_TACLS_00179 = Un contenedor de recursos de 1.5m de longitud que contiene suministros de soporte vital. #autoLOC_TACLS_00180 = Suministros de Soporte Vital HexCan, 3m #autoLOC_TACLS_00181 = Un contenedor de 3m de largo que contiene suministros de soporte vital. #autoLOC_TACLS_00182 = tacls soporte vital agua oxígeno envase suministros hexcan cck-lifesupport #autoLOC_TACLS_00183 = Residuos de Soporte Vital HexCan, 0.75m #autoLOC_TACLS_00184 = Un recipiente de recursos de 0.75m de largo para contener productos de desecho de soporte vital. #autoLOC_TACLS_00185 = Residuos de Soporte Vital HexCan, 1.5m #autoLOC_TACLS_00186 = Un contenedor de recursos de 1.5m de largo para la celebración de productos de desecho de soporte vital. #autoLOC_TACLS_00187 = Residuos de Soporte Vital HexCan, 3m #autoLOC_TACLS_00188 = Un contenedor de 3m de largo para almacenar productos de desecho de soporte vital. #autoLOC_TACLS_00189 = tacls soporte vital residuo CO2 aguas residuales envase hexcan cck-lifesupport #autoLOC_TACLS_00190 = Suministros de Soporte Vital HexCan, 0.75m (MFT) #autoLOC_TACLS_00191 = Un contenedor de 0.75m de largo que contiene fuentes de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00192 = Suministros de Soporte Vital HexCan, 1.5m (MFT) #autoLOC_TACLS_00193 = Un contenedor de recursos de 1.5m de longitud que contiene suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00194 = Suministros de Soporte Vital HexCan, 3m (MFT) #autoLOC_TACLS_00195 = Un contenedor de 3m de largo que contiene suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00196 = tacls soporte vital envase comida agua oxígeno suministros hexcan cck-lifesupport #autoLOC_TACLS_00197 = Contenedor de Suministros de Soporte Vital, 0.625m (MFT) #autoLOC_TACLS_00198 = Un pequeño recipiente de 0.625 metros lleno de suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00199 = Contenedor de Suministros de Soporte Vital, 1.25m (MFT) #autoLOC_TACLS_00200 = Un contenedor de 1,25 metros lleno de suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00201 = Contenedor de Suministros de Soporte Vital, 2.5m (MFT) #autoLOC_TACLS_00202 = Un gran contenedor de 2,5 metros lleno de suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00203 = Contenedor de Suministros de Soporte Vital, 3.75m (MFT) #autoLOC_TACLS_00204 = Un gran contenedor de 3,75 metros lleno de suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00205 = tacls soporte vital envase comida agua oxígeno suministros cck-lifesupport #autoLOC_TACLS_00206 = TACSV Filtro de aire, 1.25m #autoLOC_TACLS_00207 = Un módulo de soporte de vida que filtra el oxígeno del aire. Requiere aire de admisión. No funcionará si la atmósfera no contiene oxígeno (es decir, ni en Kerbin, ni Laythe). Advertencia: a diferencia de los otros recicladores, éste no funciona mientras la nave está descargada. #autoLOC_TACLS_00208 = tacls soporte vital aire filtro reciclador convertidor cck-lifesupport #autoLOC_TACLS_00209 = TACSV Extractor de carbono, 1.25m #autoLOC_TACLS_00210 = Un módulo de reciclaje de vida útil que extrae carbono del dióxido de carbono, dejando oxígeno respirable puro. Funciona usando la reacción de Bosch. Clasificada para hasta 8 Kerbals, con un multiplicador de eficiencia de aproximadamente 7.6. #autoLOC_TACLS_00211 = TACSV Extractor de carbono, 2.5m #autoLOC_TACLS_00212 = Un módulo de reciclaje de vida útil que extrae carbono del dióxido de carbono, dejando oxígeno respirable puro. Funciona usando la reacción de Bosch. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificada para hasta 9 Kerbals, con un multiplicador de eficiencia de alrededor de 7,6. #autoLOC_TACLS_00213 = TACSV Extractor de carbono, 3.75m #autoLOC_TACLS_00214 = Un módulo de reciclaje de vida útil que extrae carbono del dióxido de carbono, dejando oxígeno respirable puro. Funciona usando la reacción de Bosch. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificado para hasta 10 Kerbals, con un multiplicador de eficiencia de aproximadamente 7.6. #autoLOC_TACLS_00215 = tacls soporte vital carbono extractor reciclador convertidor cck-lifesupport #autoLOC_TACLS_00216 = TACSV Reciclador Sabatier, 1.25m #autoLOC_TACLS_00217 = Un módulo de reciclaje de soporte de vida que utiliza la reacción de Sabatier para reciclar oxígeno del dióxido de carbono. Requiere agua como entrada adicional. Clasificada para hasta 8 Kerbals, con un multiplicador de eficiencia de aproximadamente 5. #autoLOC_TACLS_00218 = TACSV Reciclador Sabatier, 2.5m #autoLOC_TACLS_00219 = Un módulo de reciclaje de soporte de vida que utiliza la reacción de Sabatier para reciclar oxígeno del dióxido de carbono. Requiere agua como entrada adicional. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificada para hasta 9 Kerbals, con un multiplicador de eficiencia de aproximadamente 5. #autoLOC_TACLS_00220 = TACSV Reciclador Sabatier, 3.75m #autoLOC_TACLS_00221 = Un módulo de reciclaje de soporte de vida que utiliza la reacción de Sabatier para reciclar oxígeno del dióxido de carbono. Requiere agua como entrada adicional. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificada para hasta 10 Kerbals, con un multiplicador de eficiencia de aproximadamente 5. #autoLOC_TACLS_00222 = tacls soporte vital sabatier reciclador convertidor cck-lifesupport #autoLOC_TACLS_00223 = TACSV Purificador de agua, 1.25m #autoLOC_TACLS_00224 = Un módulo de reciclaje de vida útil que filtra y purifica el agua, dejando agua potable pura. Clasificada para hasta 8 Kerbals, con un multiplicador de eficiencia de aproximadamente 10.0. #autoLOC_TACLS_00225 = TACSV Purificador de agua, 2.5m #autoLOC_TACLS_00226 = Un módulo de reciclaje de vida útil que filtra y purifica el agua, dejando agua potable pura. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificado para hasta 9 Kerbals, con un multiplicador de eficiencia de aproximadamente 10.0. #autoLOC_TACLS_00227 = TACSV Purificador de agua, 3.75m #autoLOC_TACLS_00228 = Un módulo de reciclaje de vida útil que filtra y purifica el agua, dejando agua potable pura. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificado para hasta 10 Kerbals, con un multiplicador de la eficacia de cerca de 10.0. #autoLOC_TACLS_00229 = tacls soporte vital agua purificador reciclador convertidor cck-lifesupport #autoLOC_TACLS_00230 = TACSV Separador de agua, 1.25m #autoLOC_TACLS_00231 = Un módulo de soporte de vida que divide el agua utilizando la electrólisis, dando oxígeno y residuos (hidrógeno). Clasificado para hasta 3 Kerbals. #autoLOC_TACLS_00232 = tacls soporte vital agua separador reciclador convertidor cck-lifesupport #autoLOC_TACLS_00233 = \u0020\u0020Sin CE, Ventanas están abiertas #autoLOC_TACLS_00234 = Atmós carece de oxígeno. #autoLOC_TACLS_00235 = \nRequiere una atmósfera que contenga oxígeno. #autoLOC_TACLS_00236 = \nNo se puede apagar. #autoLOC_TACLS_00237 = Separador de Agua #autoLOC_TACLS_00238 = Inicar Separador #autoLOC_TACLS_00239 = Detener Separador #autoLOC_TACLS_00240 = Purificador de Agua #autoLOC_TACLS_00241 = Inicar Purificador #autoLOC_TACLS_00242 = Detener Purificador #autoLOC_TACLS_00243 = Reciclador Sabatier #autoLOC_TACLS_00244 = Inicar Sabatier #autoLOC_TACLS_00245 = Detener Sabatier #autoLOC_TACLS_00246 = Extractor de Carbono #autoLOC_TACLS_00247 = Inicar Extractor #autoLOC_TACLS_00248 = Detener Extractor #autoLOC_TACLS_00249 = Filtro de Aire #autoLOC_TACLS_00250 = Inicar Filtro #autoLOC_TACLS_00251 = Detener Filtro #autoLOC_TACLS_00252 = Artículos TAC SV #autoLOC_TACLS_00253 = Procesamiento de naves sin Carga #autoLOC_TACLS_00254 = Si se habilita, TAC SV procesará los recursos en las naves sin carga. Si está deshabilitado, no lo hará y jugará el juego de recuperación y estimación. #autoLOC_TACLS_00255 = Compruebe Soporte Vital. #autoLOC_TACLS_00256 = ¿Se acordó de revisar sus suministros de apoyo vital para asegurarse de que tiene suficiente? #autoLOC_TACLS_00257 = \u0020\u0020Sin O2, Ventanas están abiertas #autoLOC_TACLS_00258 = Warning Percent #autoLOC_TACLS_00259 = Percentage remaining of a resource that will cause a Warning message to occur. #autoLOC_TACLS_00260 = Critical Percent #autoLOC_TACLS_00261 = Percentage remaining of a resource that will cause a Critical Warning message to occur. } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupport/Localization.cfg Localization { es-mx { #autoLOC_TACLS_00001 = Supervisión de Soporte Vital #autoLOC_TACLS_00002 = Ninguna Nave. #autoLOC_TACLS_00003 = R #autoLOC_TACLS_00004 = TAC Soporte Vital v<<1>> #autoLOC_TACLS_00005 = tripulación #autoLOC_TACLS_00006 = \u0020\u0020Nave de Prelanzamiento #autoLOC_TACLS_00007 = \u0020\u0020Nave de Rescate #autoLOC_TACLS_00008 = \u0020\u0020Última actualización: #autoLOC_TACLS_00009 = \u0020\u0020Comida restante: #autoLOC_TACLS_00010 = \u0020\u0020Agua restante: #autoLOC_TACLS_00011 = \u0020\u0020Oxígeno restante: #autoLOC_TACLS_00012 = \u0020\u0020Electricidad restante: #autoLOC_TACLS_00013 = Ayudas para Soporte Vital #autoLOC_TACLS_00014 = Equipo actual #autoLOC_TACLS_00015 = Tripulación máxima #autoLOC_TACLS_00016 = Comida #autoLOC_TACLS_00017 = Agua #autoLOC_TACLS_00018 = Oxígeno #autoLOC_TACLS_00019 = Electricidad #autoLOC_TACLS_00020 = Residuos #autoLOC_TACLS_00021 = Aguas Residuales #autoLOC_TACLS_00022 = Dióxido de Carbono #autoLOC_TACLS_00023 = Cantidad #autoLOC_TACLS_00024 = Con el equipo actual #autoLOC_TACLS_00025 = Con tripulación máxima #autoLOC_TACLS_00026 = Lista de Tripulación de Soporte Vital #autoLOC_TACLS_00027 = \u0020\u0020Prelanzamiento - Congelado #autoLOC_TACLS_00028 = \u0020\u0020Congelado #autoLOC_TACLS_00029 = \u0020\u0020Prelanzamiento #autoLOC_TACLS_00030 = \u0020\u0020¡Rescátame! #autoLOC_TACLS_00031 = \u0020\u0020Última actualización:\u0020 #autoLOC_TACLS_00032 = \u0020\u0020Última comida:\u0020 #autoLOC_TACLS_00033 = \u0020\u0020Último agua:\u0020 #autoLOC_TACLS_00034 = \u0020\u0020Hibernando:\u0020 #autoLOC_TACLS_00035 = Sin tripulación. #autoLOC_TACLS_00036 = TAC SV Los ajustes de configuración ya están disponibles a través de la configuración KSP - Ventana de Opciones de Dificultad. #autoLOC_TACLS_00037 = TAC Soporte Vital #autoLOC_TACLS_00038 = <<1>> - <<2>> ¡Agotado! #autoLOC_TACLS_00039 = <<1>> - <<2>> ¡se esta acabando! #autoLOC_TACLS_00040 = Error - TrajeAEVvacío - No se puede encontrar Información de la nave para <<1>> #autoLOC_TACLS_00041 = <<1>> <<2>> murió de <<3>>! #autoLOC_TACLS_00042 = inanición #autoLOC_TACLS_00043 = deshidratación #autoLOC_TACLS_00044 = privación de oxígeno #autoLOC_TACLS_00045 = toxicidad del aire #autoLOC_TACLS_00046 = Instalación <<1>> Incorrecta #autoLOC_TACLS_00047 = <<1>> se ha instalado incorrectamente y no funcionará correctamente. Todos los archivos deben estar ubicados en KSP/GameData/<<2>>. No mueva ningún archivo desde dentro de esa carpeta.\n\nruta(s) incorrecta(s):\n<<3>> #autoLOC_TACLS_00048 = Falta Module Manager #autoLOC_TACLS_00049 = <<1>> requiere Module Manager para funcionar correctamente.\n\nPor favor, descarga desde http: #autoLOC_TACLS_00050 = Se ha producido un error muy grave al comprobar la instalación de <<1>>.\n\nNecesitas\n(1) apagar KSP,\n(2) Envíe una copia completa del archivo de registro completo al desarrollador de mod (ver https: #autoLOC_TACLS_00051 = Archivos de una versión anterior de <<1>> fueron encontrados y eliminados. Necesitas reiniciar KSP ahora. #autoLOC_TACLS_00052 = ¡No puede cambiar los ajustes de TAC SV en vuelo! #autoLOC_TACLS_00053 = Habilitado #autoLOC_TACLS_00054 = Si enciende, TAC/SV está habilitado en esta función,\nSi apaga, no está habilitado en este salvado. #autoLOC_TACLS_00055 = Usar el icono del lanzador de aplicaciones de stock #autoLOC_TACLS_00056 = Si enciende, El lanzador de Aplicación de Stock se utilizará,\nSi apaga utilizará la barra de herramientas de Blizzy si está instalada. #autoLOC_TACLS_00057 = Filtro del Editor #autoLOC_TACLS_00058 = Activar y desactivar la categoría de filtro Editor de TAC/SV. #autoLOC_TACLS_00059 = Cuando los recursos se agotan, los kerbals.. #autoLOC_TACLS_00060 = Cuando se agotan los recursos de SV,\nPuede seleccionar que los kerbals mueran o hibernen. #autoLOC_TACLS_00061 = Tiempo de reaparición (segundos) #autoLOC_TACLS_00062 = El tiempo en segundos que un kerbal es comatoso\n Si la CE es fatal / La opción Calor está desactivada #autoLOC_TACLS_00063 = Retardo de actualización de la lista de naves (minutos) #autoLOC_TACLS_00064 = Los minutos entre la lista de clasificación para la lista de naves.\nLa lista se clasifica de menos recursos a la mayoría y esto es costoso en cuanto al rendimiento. #autoLOC_TACLS_00065 = Morir #autoLOC_TACLS_00066 = Hibernar #autoLOC_TACLS_00067 = Opciones TAC SV #autoLOC_TACLS_00068 = TAC SV Consumo/Producción #autoLOC_TACLS_00069 = ¡Usted ha sido advertido! #autoLOC_TACLS_00070 = Cambiar estos valores en un juego activo afectará a los Kerbals activos. Se recomienda reiniciar KSP. Aún así, los Kerbals en AEV no se actualizarán. #autoLOC_TACLS_00071 = Tasa de consumo de alimentos p/d #autoLOC_TACLS_00072 = Cantidad de alimentos consumidos por Kerbal (unidades por día). #autoLOC_TACLS_00073 = Tasa de Consumo de Agua p/d #autoLOC_TACLS_00074 = Cantidad de agua consumida por Kerbal (unidades por día). #autoLOC_TACLS_00075 = Tasa de consumo de oxígeno p/d #autoLOC_TACLS_00076 = Cantidad de oxígeno consumido por Kerbal (unidades por día). #autoLOC_TACLS_00077 = Tasa de Electricidad Base p/d #autoLOC_TACLS_00078 = Tasa de Consumo de Electricidad Base (unidades por día). #autoLOC_TACLS_00079 = Tasa de electricidad Kerbal p/d #autoLOC_TACLS_00080 = Tasa de Consumo de Electricidad Por Kerbal (unidades por día). #autoLOC_TACLS_00081 = AEV Tasa de electricidad p/m #autoLOC_TACLS_00082 = AEV Tasa de Consumo de Electricidad (Unidades por minuto). #autoLOC_TACLS_00083 = AEV Tasa de Electricidad de Lámpara p/m #autoLOC_TACLS_00084 = AEV Tasa de Consumo de Electricidad de Lámpara (Unidades por minuto). #autoLOC_TACLS_00085 = Tasa de producción de CO2 p/d #autoLOC_TACLS_00086 = Tasa de Producción de Dióxido de Carbono Por Kerbal (unidades por día). #autoLOC_TACLS_00087 = Tasa de producción de Residuos p/d #autoLOC_TACLS_00088 = Tasa de Producción de Residuos Por Kerbal (unidades por día). #autoLOC_TACLS_00089 = Tasa de producción de aguas residuales p/d #autoLOC_TACLS_00090 = Tasa de producción de aguas residuales Por Kerbal (unidades por día). #autoLOC_TACLS_00091 = Límites TAC SV #autoLOC_TACLS_00092 = Tiempo Delta Máx #autoLOC_TACLS_00093 = Este es el multiplicador de tiempo máximo utilizado entre los cálculos de recursos. #autoLOC_TACLS_00094 = Tiempo Delta Máx (Electricidad) #autoLOC_TACLS_00095 = Este es el multiplicador de tiempo máximo utilizado entre los cálculos de Electricidad. #autoLOC_TACLS_00096 = Tiempo máximo sin comida (hrs) #autoLOC_TACLS_00097 = La cantidad máxima de tiempo que un Kerbal puede ir sin comida (en horas). #autoLOC_TACLS_00098 = Tiempo máximo sin agua (hrs) #autoLOC_TACLS_00099 = La cantidad máxima de tiempo que un Kerbal puede ir sin agua (en horas). #autoLOC_TACLS_00100 = Tiempo máximo sin oxígeno (min) #autoLOC_TACLS_00101 = La cantidad máxima de tiempo que un Kerbal puede pasar sin oxígeno (en minutos). #autoLOC_TACLS_00102 = Tiempo máximo sin electricidad (min) #autoLOC_TACLS_00103 = La cantidad máxima de tiempo que un Kerbal puede pasar sin electricidad (en minutos). #autoLOC_TACLS_00104 = Valor por unidad predeterminado para trajes AEV #autoLOC_TACLS_00105 = La cantidad de recursos de cada traje de AEV que tomarán (en unidades). #autoLOC_TACLS_00106 = \nEquipado con el Sistema de Soporte Vital Corporación Aeroespacial Trueno (TAC).\n #autoLOC_TACLS_00107 = Contenedor de Suministros de Soporte Vital, 0.625m #autoLOC_TACLS_00108 = Un pequeño recipiente de 0.625 metros lleno de suministros de soporte vital. #autoLOC_TACLS_00109 = Contenedor de Suministros de Soporte Vital, 1.25m #autoLOC_TACLS_00110 = Un contenedor de 1,25 metros lleno de suministros de soporte vital. #autoLOC_TACLS_00111 = Contenedor de Suministros de Soporte Vital, 2.5m #autoLOC_TACLS_00112 = Un gran contenedor de 2,5 metros lleno de suministros de soporte vital. #autoLOC_TACLS_00113 = Contenedor de Suministros de Soporte Vital, 3.75m #autoLOC_TACLS_00114 = Un gran contenedor de 3,75 metros lleno de suministros de soporte vital. #autoLOC_TACLS_00115 = tacls soporte vital comida agua oxígeno envase suministros cck-lifesupport #autoLOC_TACLS_00116 = Contenedor de oxígeno de Soporte Vital, 0.625m #autoLOC_TACLS_00117 = Un pequeño recipiente de 0.625 metros lleno de suministros de oxígeno respiratorio. #autoLOC_TACLS_00118 = Contenedor de oxígeno de Soporte Vital, 1.25m #autoLOC_TACLS_00119 = Un recipiente de 1,25 metros lleno de suministros de oxígeno respiratorio. #autoLOC_TACLS_00120 = Contenedor de oxígeno de Soporte Vital, 2.5m #autoLOC_TACLS_00121 = Un gran contenedor de 2,5 metros lleno de suministros de oxígeno respiratorio. #autoLOC_TACLS_00122 = Contenedor de oxígeno de Soporte Vital, 3.75m #autoLOC_TACLS_00123 = Un gran contenedor de 3,75 metros lleno de suministros de oxígeno respiratorio. #autoLOC_TACLS_00124 = tacls soporte vital oxígeno envase suministros cck-lifesupport #autoLOC_TACLS_00125 = Contenedor de residuos de Soporte Vital, 0.625m #autoLOC_TACLS_00126 = Un pequeño contenedor de 0,625 metros para la contención de residuos de soporte vital. #autoLOC_TACLS_00127 = Contenedor de residuos de Soporte Vital, 1.25m #autoLOC_TACLS_00128 = Un contenedor de 1,25 metros para la contención de residuos de soporte vital. #autoLOC_TACLS_00129 = Contenedor de residuos de Soporte Vital, 2.5m #autoLOC_TACLS_00130 = Un gran contenedor de 2,5 metros para la contención de residuos de soporte vital. #autoLOC_TACLS_00131 = Contenedor de residuos de Soporte Vital, 3.75m #autoLOC_TACLS_00132 = Un gran contenedor de 3,75 metros para la contención de residuos de soporte vital. #autoLOC_TACLS_00133 = tacls soporte vital residuo CO2 aguas residuales envase cck-lifesupport #autoLOC_TACLS_00134 = Contenedor de agua de Soporte Vital, 0.625m #autoLOC_TACLS_00135 = Un pequeño recipiente de 0.625 metros lleno de agua potable. #autoLOC_TACLS_00136 = Contenedor de agua de Soporte Vital, 1.25m #autoLOC_TACLS_00137 = Un recipiente de 1,25 metros lleno de agua potable. #autoLOC_TACLS_00138 = Contenedor de agua de Soporte Vital, 2.5m #autoLOC_TACLS_00139 = Un gran contenedor de 2,5 metros lleno de agua potable. #autoLOC_TACLS_00140 = Contenedor de agua de Soporte Vital, 3.75m #autoLOC_TACLS_00141 = Un gran contenedor de 3,75 metros lleno de agua potable. #autoLOC_TACLS_00142 = tacls soporte vital agua envase suministros cck-lifesupport #autoLOC_TACLS_00143 = Contenedor de alimentos de Soporte Vital, 0.625m #autoLOC_TACLS_00144 = Un pequeño recipiente de 0.625 metros lleno de alimentos. #autoLOC_TACLS_00145 = Contenedor de alimentos de Soporte Vital, 1.25m #autoLOC_TACLS_00146 = Un contenedor de 1,25 metros lleno de alimentos. #autoLOC_TACLS_00147 = Contenedor de alimentos de Soporte Vital, 2.5m #autoLOC_TACLS_00148 = Un gran contenedor de 2,5 metros lleno de alimentos. #autoLOC_TACLS_00149 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00150 = Contenedor de alimentos de Soporte Vital, 3.75m #autoLOC_TACLS_00151 = Un gran contenedor de 3,75 metros lleno de alimentos. #autoLOC_TACLS_00152 = tacls soporte vital comida envase suministros cck-lifesupport #autoLOC_TACLS_00153 = Corporación Aeroespacial Trueno #autoLOC_TACLS_00154 = Fabricación PanSpace Inc. Ltd. LLC. Co. en cooperación con Corporación Aeroespacial Trueno #autoLOC_TACLS_00155 = Soporte Vital de Oxígeno HexCan, 0.75m #autoLOC_TACLS_00156 = Un contenedor de 0.75m de largo que contiene suministros de oxígeno. #autoLOC_TACLS_00157 = Soporte Vital de Oxígeno HexCan, 1.5m #autoLOC_TACLS_00158 = Un contenedor de recursos de 1,5m que contiene suministros de oxígeno. #autoLOC_TACLS_00159 = Soporte Vital de Oxígeno HexCan, 3m #autoLOC_TACLS_00160 = Un contenedor de 3m de largo que contiene suministros de oxígeno. #autoLOC_TACLS_00161 = tacls soporte vital oxígeno envase suministros hexcan cck-lifesupport #autoLOC_TACLS_00162 = Soporte Vital de Agua HexCan, 0.75m #autoLOC_TACLS_00163 = Un contenedor de 0.75m de largo que contiene agua potable. #autoLOC_TACLS_00164 = Soporte Vital de Agua HexCan, 1.5m #autoLOC_TACLS_00165 = Un contenedor de 1.5m de largo que contiene agua potable. #autoLOC_TACLS_00166 = Soporte Vital de Agua HexCan, 3m #autoLOC_TACLS_00167 = Un contenedor de 3m de largo que contiene agua potable. #autoLOC_TACLS_00168 = tacls soporte vital agua envase suministros hexcan cck-lifesupport #autoLOC_TACLS_00169 = Soporte Vital de Comida HexCan, 0.75m #autoLOC_TACLS_00170 = Un contenedor de recursos de 0.75m de largo que contiene suministros de alimentos. #autoLOC_TACLS_00171 = Soporte Vital de Comida HexCan, 1.5m #autoLOC_TACLS_00172 = Un contenedor de recursos de 1.5m de largo que contiene alimentos. #autoLOC_TACLS_00173 = Soporte Vital de Comida HexCan, 3m #autoLOC_TACLS_00174 = Un contenedor de 3m de largo que contiene alimentos. #autoLOC_TACLS_00175 = tacls soporte vital comida envase suministros hexcan cck-lifesupport #autoLOC_TACLS_00176 = Suministros de Soporte Vital HexCan, 0.75m #autoLOC_TACLS_00177 = Un contenedor de 0.75m de largo que contiene suministros de soporte vital. #autoLOC_TACLS_00178 = Suministros de Soporte Vital HexCan, 1.5m #autoLOC_TACLS_00179 = Un contenedor de recursos de 1.5m de longitud que contiene suministros de soporte vital. #autoLOC_TACLS_00180 = Suministros de Soporte Vital HexCan, 3m #autoLOC_TACLS_00181 = Un contenedor de 3m de largo que contiene suministros de soporte vital. #autoLOC_TACLS_00182 = tacls soporte vital agua oxígeno envase suministros hexcan cck-lifesupport #autoLOC_TACLS_00183 = Residuos de Soporte Vital HexCan, 0.75m #autoLOC_TACLS_00184 = Un recipiente de recursos de 0.75m de largo para contener productos de desecho de soporte vital. #autoLOC_TACLS_00185 = Residuos de Soporte Vital HexCan, 1.5m #autoLOC_TACLS_00186 = Un contenedor de recursos de 1.5m de largo para la celebración de productos de desecho de soporte vital. #autoLOC_TACLS_00187 = Residuos de Soporte Vital HexCan, 3m #autoLOC_TACLS_00188 = Un contenedor de 3m de largo para almacenar productos de desecho de soporte vital. #autoLOC_TACLS_00189 = tacls soporte vital residuo CO2 aguas residuales envase hexcan cck-lifesupport #autoLOC_TACLS_00190 = Suministros de Soporte Vital HexCan, 0.75m (MFT) #autoLOC_TACLS_00191 = Un contenedor de 0.75m de largo que contiene fuentes de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00192 = Suministros de Soporte Vital HexCan, 1.5m (MFT) #autoLOC_TACLS_00193 = Un contenedor de recursos de 1.5m de longitud que contiene suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00194 = Suministros de Soporte Vital HexCan, 3m (MFT) #autoLOC_TACLS_00195 = Un contenedor de 3m de largo que contiene suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00196 = tacls soporte vital envase comida agua oxígeno suministros hexcan cck-lifesupport #autoLOC_TACLS_00197 = Contenedor de Suministros de Soporte Vital, 0.625m (MFT) #autoLOC_TACLS_00198 = Un pequeño recipiente de 0.625 metros lleno de suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00199 = Contenedor de Suministros de Soporte Vital, 1.25m (MFT) #autoLOC_TACLS_00200 = Un contenedor de 1,25 metros lleno de suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00201 = Contenedor de Suministros de Soporte Vital, 2.5m (MFT) #autoLOC_TACLS_00202 = Un gran contenedor de 2,5 metros lleno de suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00203 = Contenedor de Suministros de Soporte Vital, 3.75m (MFT) #autoLOC_TACLS_00204 = Un gran contenedor de 3,75 metros lleno de suministros de soporte vital. Se puede configurar para mantener cualquier proporción de suministros. #autoLOC_TACLS_00205 = tacls soporte vital envase comida agua oxígeno suministros cck-lifesupport #autoLOC_TACLS_00206 = TACSV Filtro de aire, 1.25m #autoLOC_TACLS_00207 = Un módulo de soporte de vida que filtra el oxígeno del aire. Requiere aire de admisión. No funcionará si la atmósfera no contiene oxígeno (es decir, ni en Kerbin, ni Laythe). Advertencia: a diferencia de los otros recicladores, éste no funciona mientras la nave está descargada. #autoLOC_TACLS_00208 = tacls soporte vital aire filtro reciclador convertidor cck-lifesupport #autoLOC_TACLS_00209 = TACSV Extractor de carbono, 1.25m #autoLOC_TACLS_00210 = Un módulo de reciclaje de vida útil que extrae carbono del dióxido de carbono, dejando oxígeno respirable puro. Funciona usando la reacción de Bosch. Clasificada para hasta 8 Kerbals, con un multiplicador de eficiencia de aproximadamente 7.6. #autoLOC_TACLS_00211 = TACSV Extractor de carbono, 2.5m #autoLOC_TACLS_00212 = Un módulo de reciclaje de vida útil que extrae carbono del dióxido de carbono, dejando oxígeno respirable puro. Funciona usando la reacción de Bosch. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificada para hasta 9 Kerbals, con un multiplicador de eficiencia de alrededor de 7,6. #autoLOC_TACLS_00213 = TACSV Extractor de carbono, 3.75m #autoLOC_TACLS_00214 = Un módulo de reciclaje de vida útil que extrae carbono del dióxido de carbono, dejando oxígeno respirable puro. Funciona usando la reacción de Bosch. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificado para hasta 10 Kerbals, con un multiplicador de eficiencia de aproximadamente 7.6. #autoLOC_TACLS_00215 = tacls soporte vital carbono extractor reciclador convertidor cck-lifesupport #autoLOC_TACLS_00216 = TACSV Reciclador Sabatier, 1.25m #autoLOC_TACLS_00217 = Un módulo de reciclaje de soporte de vida que utiliza la reacción de Sabatier para reciclar oxígeno del dióxido de carbono. Requiere agua como entrada adicional. Clasificada para hasta 8 Kerbals, con un multiplicador de eficiencia de aproximadamente 5. #autoLOC_TACLS_00218 = TACSV Reciclador Sabatier, 2.5m #autoLOC_TACLS_00219 = Un módulo de reciclaje de soporte de vida que utiliza la reacción de Sabatier para reciclar oxígeno del dióxido de carbono. Requiere agua como entrada adicional. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificada para hasta 9 Kerbals, con un multiplicador de eficiencia de aproximadamente 5. #autoLOC_TACLS_00220 = TACSV Reciclador Sabatier, 3.75m #autoLOC_TACLS_00221 = Un módulo de reciclaje de soporte de vida que utiliza la reacción de Sabatier para reciclar oxígeno del dióxido de carbono. Requiere agua como entrada adicional. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificada para hasta 10 Kerbals, con un multiplicador de eficiencia de aproximadamente 5. #autoLOC_TACLS_00222 = tacls soporte vital sabatier reciclador convertidor cck-lifesupport #autoLOC_TACLS_00223 = TACSV Purificador de agua, 1.25m #autoLOC_TACLS_00224 = Un módulo de reciclaje de vida útil que filtra y purifica el agua, dejando agua potable pura. Clasificada para hasta 8 Kerbals, con un multiplicador de eficiencia de aproximadamente 10.0. #autoLOC_TACLS_00225 = TACSV Purificador de agua, 2.5m #autoLOC_TACLS_00226 = Un módulo de reciclaje de vida útil que filtra y purifica el agua, dejando agua potable pura. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificado para hasta 9 Kerbals, con un multiplicador de eficiencia de aproximadamente 10.0. #autoLOC_TACLS_00227 = TACSV Purificador de agua, 3.75m #autoLOC_TACLS_00228 = Un módulo de reciclaje de vida útil que filtra y purifica el agua, dejando agua potable pura. Empaquetado en una estructura más grande para el uso más fácil con los cohetes masivos, con la ventaja agregada de una tarifa de conversión ligeramente más rápida. Clasificado para hasta 10 Kerbals, con un multiplicador de la eficacia de cerca de 10.0. #autoLOC_TACLS_00229 = tacls soporte vital agua purificador reciclador convertidor cck-lifesupport #autoLOC_TACLS_00230 = TACSV Separador de agua, 1.25m #autoLOC_TACLS_00231 = Un módulo de soporte de vida que divide el agua utilizando la electrólisis, dando oxígeno y residuos (hidrógeno). Clasificado para hasta 3 Kerbals. #autoLOC_TACLS_00232 = tacls soporte vital agua separador reciclador convertidor cck-lifesupport #autoLOC_TACLS_00233 = \u0020\u0020Sin CE, Ventanas están abiertas #autoLOC_TACLS_00234 = Atmós carece de oxígeno. #autoLOC_TACLS_00235 = \nRequiere una atmósfera que contenga oxígeno. #autoLOC_TACLS_00236 = \nNo se puede apagar. #autoLOC_TACLS_00237 = Separador de Agua #autoLOC_TACLS_00238 = Inicar Separador #autoLOC_TACLS_00239 = Detener Separador #autoLOC_TACLS_00240 = Purificador de Agua #autoLOC_TACLS_00241 = Inicar Purificador #autoLOC_TACLS_00242 = Detener Purificador #autoLOC_TACLS_00243 = Reciclador Sabatier #autoLOC_TACLS_00244 = Inicar Sabatier #autoLOC_TACLS_00245 = Detener Sabatier #autoLOC_TACLS_00246 = Extractor de Carbono #autoLOC_TACLS_00247 = Inicar Extractor #autoLOC_TACLS_00248 = Detener Extractor #autoLOC_TACLS_00249 = Filtro de Aire #autoLOC_TACLS_00250 = Inicar Filtro #autoLOC_TACLS_00251 = Detener Filtro #autoLOC_TACLS_00252 = Artículos TAC SV #autoLOC_TACLS_00253 = Procesamiento de naves sin Carga #autoLOC_TACLS_00254 = Si se habilita, TAC SV procesará los recursos en las naves sin carga. Si está deshabilitado, no lo hará y jugará el juego de recuperación y estimación. #autoLOC_TACLS_00255 = Compruebe Soporte Vital. #autoLOC_TACLS_00256 = ¿Se acordó de revisar sus suministros de apoyo vital para asegurarse de que tiene suficiente? #autoLOC_TACLS_00257 = \u0020\u0020Sin O2, Ventanas están abiertas #autoLOC_TACLS_00258 = Warning Percent #autoLOC_TACLS_00259 = Percentage remaining of a resource that will cause a Warning message to occur. #autoLOC_TACLS_00260 = Critical Percent #autoLOC_TACLS_00261 = Percentage remaining of a resource that will cause a Critical Warning message to occur. } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupport/Localization.cfg Localization { ja { #autoLOC_TACLS_00001 = Life Support Monitoring #autoLOC_TACLS_00002 = No Vessels. #autoLOC_TACLS_00003 = R #autoLOC_TACLS_00004 = TAC Life Support v<<1>> #autoLOC_TACLS_00005 = crew #autoLOC_TACLS_00006 = \u0020\u0020Prelaunch Vessel #autoLOC_TACLS_00007 = \u0020\u0020Rescue Vessel #autoLOC_TACLS_00008 = \u0020\u0020Last updated: #autoLOC_TACLS_00009 = \u0020\u0020Food remaining: #autoLOC_TACLS_00010 = \u0020\u0020Water remaining: #autoLOC_TACLS_00011 = \u0020\u0020Oxygen remaining: #autoLOC_TACLS_00012 = \u0020\u0020Electricity remaining: #autoLOC_TACLS_00013 = Life Support Build Aid #autoLOC_TACLS_00014 = Current crew #autoLOC_TACLS_00015 = Maximum crew #autoLOC_TACLS_00016 = Food #autoLOC_TACLS_00017 = Water #autoLOC_TACLS_00018 = Oxygen #autoLOC_TACLS_00019 = Electricity #autoLOC_TACLS_00020 = Waste #autoLOC_TACLS_00021 = Waste Water #autoLOC_TACLS_00022 = Carbon Dioxide #autoLOC_TACLS_00023 = Amount #autoLOC_TACLS_00024 = With Current Crew #autoLOC_TACLS_00025 = With Max Crew #autoLOC_TACLS_00026 = Life Support Crew Roster #autoLOC_TACLS_00027 = \u0020\u0020Prelaunch - Frozen #autoLOC_TACLS_00028 = \u0020\u0020Frozen #autoLOC_TACLS_00029 = \u0020\u0020Prelaunch #autoLOC_TACLS_00030 = \u0020\u0020Rescue Me! #autoLOC_TACLS_00031 = \u0020\u0020Last updated:\u0020 #autoLOC_TACLS_00032 = \u0020\u0020Last food:\u0020 #autoLOC_TACLS_00033 = \u0020\u0020Last water:\u0020 #autoLOC_TACLS_00034 = \u0020\u0020Hibernating:\u0020 #autoLOC_TACLS_00035 = No Crew. #autoLOC_TACLS_00036 = TAC LS Config Settings are now available via the KSP Settings - Difficulty Options Window. #autoLOC_TACLS_00037 = TAC Life Support #autoLOC_TACLS_00038 = <<1>> - <<2>> depleted! #autoLOC_TACLS_00039 = <<1>> - <<2>> is running out! #autoLOC_TACLS_00040 = Error - EmptyEvaSuit - Cannot find Vessel Info for <<1>> #autoLOC_TACLS_00041 = <<1>> <<2>> died of <<3>>! #autoLOC_TACLS_00042 = starvation #autoLOC_TACLS_00043 = dehydration #autoLOC_TACLS_00044 = oxygen deprivation #autoLOC_TACLS_00045 = air toxicity #autoLOC_TACLS_00046 = Incorrect <<1>> Installation #autoLOC_TACLS_00047 = <<1>> has been installed incorrectly and will not function properly. All files should be located in KSP/GameData/<<2>>. Do not move any files from inside that folder.\n\nIncorrect path(s):\n<<3>> #autoLOC_TACLS_00048 = Missing Module Manager #autoLOC_TACLS_00049 = <<1>> requires the Module Manager mod in order to function properly.\n\nPlease download from http: #autoLOC_TACLS_00050 = A very serious error has occurred while checking the installation of <<1>>.\n\nYou need to\n(1) shut down KSP,\n(2) send a complete copy of the entire log file to the mod developer (see https: #autoLOC_TACLS_00051 = Files from a previous version of <<1>> were found and deleted. You need to restart KSP now. #autoLOC_TACLS_00052 = You cannot change TAC LS settings in Flight! #autoLOC_TACLS_00053 = Enabled #autoLOC_TACLS_00054 = If on, TAC/LS is enabled in this save,\nIf off, it's not enabled in this save. #autoLOC_TACLS_00055 = Use Stock App Launcher Icon #autoLOC_TACLS_00056 = If on, the Stock Application launcher will be used,\nif off will use Blizzy Toolbar if installed. #autoLOC_TACLS_00057 = Editor Filter #autoLOC_TACLS_00058 = Turn the TAC/LS Editor filter Category on and off. #autoLOC_TACLS_00059 = When resources run out, kerbals.. #autoLOC_TACLS_00060 = When LS resources run out,\nyou can select that kerbals die or hibernate. #autoLOC_TACLS_00061 = Respawn delay (seconds) #autoLOC_TACLS_00062 = The time in seconds a kerbal is comatose\n if fatal EC / Heat option is off #autoLOC_TACLS_00063 = Vessel List Update delay (Minutes) #autoLOC_TACLS_00064 = The Minutes between List Sorting for the Vessel List.\nThe list is sorted from least resources to most and this is costly performance-wise. #autoLOC_TACLS_00065 = Die #autoLOC_TACLS_00066 = Hibernate #autoLOC_TACLS_00067 = TAC LS Options #autoLOC_TACLS_00068 = TAC LS Consumption/Production #autoLOC_TACLS_00069 = You have been warned! #autoLOC_TACLS_00070 = Changing these values in an active game will impact Active Kerbals. It is recommended you restart KSP. Even then Kerbals on EVA will not be updated. #autoLOC_TACLS_00071 = Food Consumption Rate p/d #autoLOC_TACLS_00072 = Amt of food consumed per Kerbal (units per Day). #autoLOC_TACLS_00073 = Water Consumption Rate p/d #autoLOC_TACLS_00074 = Amt of water consumed per Kerbal (units per Day). #autoLOC_TACLS_00075 = Oxygen Consumption Rate p/d #autoLOC_TACLS_00076 = Amt of oxygen consumed per Kerbal (units per Day). #autoLOC_TACLS_00077 = Base Electricity Rate p/d #autoLOC_TACLS_00078 = Base Electricity Consumption Rate (units per Day). #autoLOC_TACLS_00079 = Kerbal Electricity Rate p/d #autoLOC_TACLS_00080 = Per Kerbal Electricity Consumption Rate (units per Day). #autoLOC_TACLS_00081 = EVA Electricity Rate p/m #autoLOC_TACLS_00082 = EVA Electricity Consumption Rate (units per Minute). #autoLOC_TACLS_00083 = EVA Lamp Electricity Rate p/m #autoLOC_TACLS_00084 = EVA Lamp Electricity Consumption Rate (units per Minute). #autoLOC_TACLS_00085 = CO2 Production Rate p/d #autoLOC_TACLS_00086 = Per Kerbal CarbonDioxide Production Rate (units per Day). #autoLOC_TACLS_00087 = Waste Production Rate p/d #autoLOC_TACLS_00088 = Per Kerbal Waste Production Rate (units per Day). #autoLOC_TACLS_00089 = Waste Water Production Rate p/d #autoLOC_TACLS_00090 = Per Kerbal Waste Water Production Rate (units per Day). #autoLOC_TACLS_00091 = TAC LS Limits #autoLOC_TACLS_00092 = Max Delta Time #autoLOC_TACLS_00093 = This is the maximum time multiplier used between resource calculations. #autoLOC_TACLS_00094 = Max Delta Time (Electricity) #autoLOC_TACLS_00095 = This is the maximum time multiplier used between Electricity calculations. #autoLOC_TACLS_00096 = Max time without Food (hrs) #autoLOC_TACLS_00097 = The maximum amount of time a Kerbal can go without food (in hours). #autoLOC_TACLS_00098 = Max time without Water (hrs) #autoLOC_TACLS_00099 = The maximum amount of time a Kerbal can go without water (in hours). #autoLOC_TACLS_00100 = Max time without Oxygen (min) #autoLOC_TACLS_00101 = The maximum amount of time a Kerbal can go without oxygen (in minutes). #autoLOC_TACLS_00102 = Max time without Electricity (min) #autoLOC_TACLS_00103 = The maximum amount of time a Kerbal can go without electricity (in minutes). #autoLOC_TACLS_00104 = Default Units amount for EVA suits #autoLOC_TACLS_00105 = The amount of each resource EVA suits will take with them (in units). #autoLOC_TACLS_00106 = \nEquipped with the Thunder Aerospace Corporation (TAC) Life Support System.\n #autoLOC_TACLS_00107 = Life Support Supplies Container, 0.625m #autoLOC_TACLS_00108 = A small 0.625-meter container full of Life Support supplies. #autoLOC_TACLS_00109 = Life Support Supplies Container, 1.25m #autoLOC_TACLS_00110 = A 1.25-meter container full of Life Support supplies. #autoLOC_TACLS_00111 = Life Support Supplies Container, 2.5m #autoLOC_TACLS_00112 = A large 2.5-meter container full of Life Support supplies. #autoLOC_TACLS_00113 = Life Support Supplies Container, 3.75m #autoLOC_TACLS_00114 = A large 3.75-meter container full of Life Support supplies. #autoLOC_TACLS_00115 = tacls life support food water oxygen container supplies cck-lifesupport #autoLOC_TACLS_00116 = Life Support Oxygen Container, 0.625m #autoLOC_TACLS_00117 = A small 0.625-meter container full of Breathing Oxygen supplies. #autoLOC_TACLS_00118 = Life Support Oxygen Container, 1.25m #autoLOC_TACLS_00119 = A 1.25-meter container full of Breathing Oxygen supplies. #autoLOC_TACLS_00120 = Life Support Oxygen Container, 2.5m #autoLOC_TACLS_00121 = A large 2.5-meter container full of Breathing Oxygen supplies. #autoLOC_TACLS_00122 = Life Support Oxygen Container, 3.75m #autoLOC_TACLS_00123 = A large 3.75-meter container full of Breathing Oxygen supplies. #autoLOC_TACLS_00124 = tacls life support oxygen container supplies cck-lifesupport #autoLOC_TACLS_00125 = Life Support Waste Container, 0.625m #autoLOC_TACLS_00126 = A small 0.625-meter container for holding Life Support waste products. #autoLOC_TACLS_00127 = Life Support Waste Container, 1.25m #autoLOC_TACLS_00128 = A 1.25-meter container for holding Life Support waste products. #autoLOC_TACLS_00129 = Life Support Waste Container, 2.5m #autoLOC_TACLS_00130 = A large 2.5-meter container for holding Life Support waste products. #autoLOC_TACLS_00131 = Life Support Waste Container, 3.75m #autoLOC_TACLS_00132 = A large 3.75-meter container for holding Life Support waste products. #autoLOC_TACLS_00133 = tacls life support waste CO2 wastewater container cck-lifesupport #autoLOC_TACLS_00134 = Life Support Water Container, 0.625m #autoLOC_TACLS_00135 = A small 0.625-meter container full of Drinking Water. #autoLOC_TACLS_00136 = Life Support Water Container, 1.25m #autoLOC_TACLS_00137 = A 1.25-meter container full of Drinking Water. #autoLOC_TACLS_00138 = Life Support Water Container, 2.5m #autoLOC_TACLS_00139 = A large 2.5-meter container full of Drinking Water. #autoLOC_TACLS_00140 = Life Support Water Container, 3.75m #autoLOC_TACLS_00141 = A large 3.75-meter container full of Drinking Water. #autoLOC_TACLS_00142 = tacls life support water container supplies cck-lifesupport #autoLOC_TACLS_00143 = Life Support Food Container, 0.625m #autoLOC_TACLS_00144 = A small 0.625-meter container full of Food supplies. #autoLOC_TACLS_00145 = Life Support Food Container, 1.25m #autoLOC_TACLS_00146 = A 1.25-meter container full of Food supplies. #autoLOC_TACLS_00147 = Life Support Food Container, 2.5m #autoLOC_TACLS_00148 = A large 2.5-meter container full of Food supplies. #autoLOC_TACLS_00149 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00150 = Life Support Food Container, 3.75m #autoLOC_TACLS_00151 = A large 3.75-meter container full of Food supplies. #autoLOC_TACLS_00152 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00153 = Thunder Aerospace Corporation #autoLOC_TACLS_00154 = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation #autoLOC_TACLS_00155 = Life Support Oxygen HexCan, 0.75m #autoLOC_TACLS_00156 = A 0.75m long resource canister containing Oxygen supplies. #autoLOC_TACLS_00157 = Life Support Oxygen HexCan, 1.5m #autoLOC_TACLS_00158 = A 1.5m long resource canister containing Oxygen supplies. #autoLOC_TACLS_00159 = Life Support Oxygen HexCan, 3m #autoLOC_TACLS_00160 = A 3m long resource canister containing Oxygen supplies. #autoLOC_TACLS_00161 = tacls life support oxygen container supplies hexcan cck-lifesupport #autoLOC_TACLS_00162 = Life Support Water HexCan, 0.75m #autoLOC_TACLS_00163 = A 0.75m long resource canister containing Drinking Water. #autoLOC_TACLS_00164 = Life Support Water HexCan, 1.5m #autoLOC_TACLS_00165 = A 1.5m long resource canister containing Drinking Water. #autoLOC_TACLS_00166 = Life Support Water HexCan, 3m #autoLOC_TACLS_00167 = A 3m long resource canister containing Drinking Water. #autoLOC_TACLS_00168 = tacls life support water container supplies hexcan cck-lifesupport #autoLOC_TACLS_00169 = Life Support Food HexCan, 0.75m #autoLOC_TACLS_00170 = A 0.75m long resource canister containing Food supplies. #autoLOC_TACLS_00171 = Life Support Food HexCan, 1.5m #autoLOC_TACLS_00172 = A 1.5m long resource canister containing Food supplies. #autoLOC_TACLS_00173 = Life Support Food HexCan, 3m #autoLOC_TACLS_00174 = A 3m long resource canister containing Food supplies. #autoLOC_TACLS_00175 = tacls life support food container supplies hexcan cck-lifesupport #autoLOC_TACLS_00176 = Life Support Supplies HexCan, 0.75m #autoLOC_TACLS_00177 = A 0.75m long resource canister containing Life Support supplies. #autoLOC_TACLS_00178 = Life Support Supplies HexCan, 1.5m #autoLOC_TACLS_00179 = A 1.5m long resource canister containing Life Support supplies. #autoLOC_TACLS_00180 = Life Support Supplies HexCan, 3m #autoLOC_TACLS_00181 = A 3m long resource canister containing Life Support supplies. #autoLOC_TACLS_00182 = tacls life support food water oxygen container supplies hexcan cck-lifesupport #autoLOC_TACLS_00183 = Life Support Waste HexCan, 0.75m #autoLOC_TACLS_00184 = A 0.75m long resource canister for holding Life Support waste products. #autoLOC_TACLS_00185 = Life Support Waste HexCan, 1.5m #autoLOC_TACLS_00186 = A 1.5m long resource canister for holding Life Support waste products. #autoLOC_TACLS_00187 = Life Support Waste HexCan, 3m #autoLOC_TACLS_00188 = A 3m long resource canister for holding Life Support waste products. #autoLOC_TACLS_00189 = tacls life support waste CO2 wastewater container hexcan cck-lifesupport #autoLOC_TACLS_00190 = Life Support Supplies HexCan, 0.75m (MFT) #autoLOC_TACLS_00191 = A 0.75m long resource canister containing Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00192 = Life Support Supplies HexCan, 1.5m (MFT) #autoLOC_TACLS_00193 = A 1.5m long resource canister containing Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00194 = Life Support Supplies HexCan, 3m (MFT) #autoLOC_TACLS_00195 = A 3m long resource canister containing Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00196 = tacls life support container food water oxygen supplies hexcan cck-lifesupport #autoLOC_TACLS_00197 = Life Support Supplies Container, 0.625m (MFT) #autoLOC_TACLS_00198 = A small 0.625-meter container full of Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00199 = Life Support Supplies Container, 1.25m (MFT) #autoLOC_TACLS_00200 = A 1.25-meter container full of Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00201 = Life Support Supplies Container, 2.5m (MFT) #autoLOC_TACLS_00202 = A large 2.5-meter container full of Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00203 = Life Support Supplies Container, 3.75m (MFT) #autoLOC_TACLS_00204 = A large 3.75-meter container full of Life Support supplies. Can be configured to hold any ratio of supplies. #autoLOC_TACLS_00205 = tacls life support food water oxygen container supplies cck-lifesupport #autoLOC_TACLS_00206 = TACLS Air Filter, 1.25m #autoLOC_TACLS_00207 = A life support module that filters Oxygen out of the air. Requires IntakeAir. Will not function if the atmosphere does not contain Oxygen (i.e. not on Kerbin or Laythe). Warning: unlike the other recyclers, this one does not function while the vessel is unloaded. #autoLOC_TACLS_00208 = tacls life support air filter recycler converter cck-lifesupport #autoLOC_TACLS_00209 = TACLS Carbon Extractor, 1.25m #autoLOC_TACLS_00210 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Rated for up to 8 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00211 = TACLS Carbon Extractor, 2.5m #autoLOC_TACLS_00212 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00213 = TACLS Carbon Extractor, 3.75m #autoLOC_TACLS_00214 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00215 = tacls life support carbon extractor recycler converter cck-lifesupport #autoLOC_TACLS_00216 = TACLS Sabatier Recycler, 1.25m #autoLOC_TACLS_00217 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Rated for up to 8 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00218 = TACLS Sabatier Recycler, 2.5m #autoLOC_TACLS_00219 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00220 = TACLS Sabatier Recycler, 3.75m #autoLOC_TACLS_00221 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00222 = tacls life support sabatier recycler converter cck-lifesupport #autoLOC_TACLS_00223 = TACLS Water Purifier, 1.25m #autoLOC_TACLS_00224 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Rated for up to 8 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00225 = TACLS Water Purifier, 2.5m #autoLOC_TACLS_00226 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00227 = TACLS Water Purifier, 3.75m #autoLOC_TACLS_00228 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00229 = tacls life support water purifier recycler converter cck-lifesupport #autoLOC_TACLS_00230 = TACLS Water Splitter, 1.25m #autoLOC_TACLS_00231 = A life support module that splits water using electrolysis, giving Oxygen and Waste (Hydrogen). Rated for up to 3 Kerbals. #autoLOC_TACLS_00232 = tacls life support water splitter recycler converter cck-lifesupport #autoLOC_TACLS_00233 = \u0020\u0020Out of EC, Windows are Open #autoLOC_TACLS_00234 = Atmo lacks oxygen. #autoLOC_TACLS_00235 = \nRequires an atmosphere containing Oxygen. #autoLOC_TACLS_00236 = \nCannot be turned off. #autoLOC_TACLS_00237 = Water Splitter #autoLOC_TACLS_00238 = Start WaterSplitter #autoLOC_TACLS_00239 = Stop WaterSplitter #autoLOC_TACLS_00240 = Water Purifier #autoLOC_TACLS_00241 = Start WaterPurifier #autoLOC_TACLS_00242 = Stop WaterPurifier #autoLOC_TACLS_00243 = Sabatier Recycler #autoLOC_TACLS_00244 = Start Sabatier #autoLOC_TACLS_00245 = Stop Sabatier #autoLOC_TACLS_00246 = Carbon Extractor #autoLOC_TACLS_00247 = Start CarbonExtractor #autoLOC_TACLS_00248 = Stop CarbonExtractor #autoLOC_TACLS_00249 = Air Filter #autoLOC_TACLS_00250 = Start AirFilter #autoLOC_TACLS_00251 = Stop AirFilter #autoLOC_TACLS_00252 = TAC LS Items #autoLOC_TACLS_00253 = Unloaded Vessel Processing #autoLOC_TACLS_00254 = If enabled TAC LS will process resources on unloaded vessels. If disabled, it won't and play the catchup and estimation game. #autoLOC_TACLS_00255 = Check Life Support. #autoLOC_TACLS_00256 = Did you remember to check your life support supplies to ensure that you have enough? #autoLOC_TACLS_00257 = \u0020\u0020Out of O2, Windows are Open #autoLOC_TACLS_00258 = Warning Percent #autoLOC_TACLS_00259 = Percentage remaining of a resource that will cause a Warning message to occur. #autoLOC_TACLS_00260 = Critical Percent #autoLOC_TACLS_00261 = Percentage remaining of a resource that will cause a Critical Warning message to occur. } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupport/Localization.cfg Localization { ru { #autoLOC_TACLS_00001 = Наблюдение за жизнеобеспечением #autoLOC_TACLS_00002 = Нет косм. аппаратов. #autoLOC_TACLS_00003 = R #autoLOC_TACLS_00004 = TAC Life Support v<<1>> #autoLOC_TACLS_00005 = Экипаж. #autoLOC_TACLS_00006 = \u0020\u0020Предв. старт корабля #autoLOC_TACLS_00007 = \u0020\u0020Эвакуация корабля #autoLOC_TACLS_00008 = \u0020\u0020Посл. инфо: #autoLOC_TACLS_00009 = \u0020\u0020Еды осталось: #autoLOC_TACLS_00010 = \u0020\u0020Воды осталось: #autoLOC_TACLS_00011 = \u0020\u0020Кислорода осталось: #autoLOC_TACLS_00012 = \u0020\u0020ЭЭ осталось: #autoLOC_TACLS_00013 = Информация по жизнеобеспечению КА #autoLOC_TACLS_00014 = Текущий экипаж #autoLOC_TACLS_00015 = Максимальный экипаж #autoLOC_TACLS_00016 = Еда #autoLOC_TACLS_00017 = Вода #autoLOC_TACLS_00018 = Кислород #autoLOC_TACLS_00019 = Электричество #autoLOC_TACLS_00020 = Мусор #autoLOC_TACLS_00021 = Грязная вода #autoLOC_TACLS_00022 = Углекислый газ #autoLOC_TACLS_00023 = Количество #autoLOC_TACLS_00024 = Текущий экипаж #autoLOC_TACLS_00025 = Макс. экипаж #autoLOC_TACLS_00026 = Экипаж #autoLOC_TACLS_00027 = \u0020\u0020Предв. старт - заморожен #autoLOC_TACLS_00028 = \u0020\u0020Заморожен #autoLOC_TACLS_00029 = \u0020\u0020Предв. старт #autoLOC_TACLS_00030 = \u0020\u0020Спасите меня! #autoLOC_TACLS_00031 = \u0020\u0020Послед. информация:\u0020 #autoLOC_TACLS_00032 = \u0020\u0020Послед. инфо о еде:\u0020 #autoLOC_TACLS_00033 = \u0020\u0020Послед. инфо о:\u0020 #autoLOC_TACLS_00034 = \u0020\u0020Сон:\u0020 #autoLOC_TACLS_00035 = Нет экипажей. #autoLOC_TACLS_00036 = Конфигурационные настройки TAC LS доступны в настройках KSP (Окно настроек сложности). #autoLOC_TACLS_00037 = TAC Life Support #autoLOC_TACLS_00038 = У "<<1>>" закончился ресурс "<<2>>"! #autoLOC_TACLS_00039 = У "<<1>>" заканчивается ресурс "<<2>>"! #autoLOC_TACLS_00040 = Ошибка - Пустой скафандр - Невозможно найти информацию о косм. аппарате <<1>> #autoLOC_TACLS_00041 = <<1>> <<2>> погиб от: <<3>>! #autoLOC_TACLS_00042 = голода #autoLOC_TACLS_00043 = жажды #autoLOC_TACLS_00044 = недостатка кислорода #autoLOC_TACLS_00045 = отравленного воздуха #autoLOC_TACLS_00046 = Неправильная установка <<1>> #autoLOC_TACLS_00047 = <<1>> был установлен неправильно и не будет работать должным образом. Все файлы должны находиться в KSP/GameData/<<2>>. Не перемещайте любые файлы в этой папке куда-либо.\n\nНеверный путь (пути):\n<<3>> #autoLOC_TACLS_00048 = Нет плагина Module Manager #autoLOC_TACLS_00049 = <<1>> требует плагин Module Manager для должного функционирования.\n\nПожалуйста, скачайте его по адресу http: #autoLOC_TACLS_00050 = В процессе проверки установки <<1>> была выявлена серьезная ошибка.\n\nНеобходимо: \n(1) закрыть KSP,\n(2) отправить полную копию всего файла отчетов разработчику модификации (смотрите https: #autoLOC_TACLS_00051 = Файлы из предыдущей версии <<1>> были найдены и удалены. Сейчас необходимо перезапустить KSP. #autoLOC_TACLS_00052 = Вы не можете изменить настройки TAC LS в полете! #autoLOC_TACLS_00053 = Жизнеобеспечение включено #autoLOC_TACLS_00054 = Если включено, TAC LS доступен в этом сохранении.\nЕсли выключено, TAC LS в этом сохранении недоступен. #autoLOC_TACLS_00055 = Использовать станд. панель #autoLOC_TACLS_00056 = Если включено, будет использоваться стандартная панель инструментов\nЕсли отключено, будет использоваться Blizzy Toolbar (если установлен). #autoLOC_TACLS_00057 = Фильтр редактора ракет #autoLOC_TACLS_00058 = Включает или выключает TAC LS в фильтре категорий редактора ракет. #autoLOC_TACLS_00059 = Если нет ресурсов, кербалы #autoLOC_TACLS_00060 = Когда у космического аппарата закончатся ресурсы жизнеобеспечения,\nвы можете выбрать, что случится с кербалами: гибель или сон. #autoLOC_TACLS_00061 = Задержка возрождения (секунды) #autoLOC_TACLS_00062 = Определяет, сколько времени кербал находится в коме, \nесли опция смертельного количества эл.энергии/тепла выключена #autoLOC_TACLS_00063 = Обновление списка КА (в мин.) #autoLOC_TACLS_00064 = Время между сортировкой списка космических аппаратов в минутах.\nСписок сортируется по возрастанию ресурсов (Дольше обрабатывается). #autoLOC_TACLS_00065 = ПОГИБАЮТ #autoLOC_TACLS_00066 = ЗАСЫПАЮТ #autoLOC_TACLS_00067 = Настройки TAC LS #autoLOC_TACLS_00068 = Потребление/Производство TAC LS #autoLOC_TACLS_00069 = Вас предупредили! #autoLOC_TACLS_00070 = Изменение этих значений в процессе игры будет влиять на активных кербалов. Рекомендуется перезапустить KSP. Даже в этом случае это не повлияет на кербалов вне корабля. #autoLOC_TACLS_00071 = Расход еды в день #autoLOC_TACLS_00072 = Количество еды, потребляемой кербалом (ед. в день). #autoLOC_TACLS_00073 = Расход воды в день #autoLOC_TACLS_00074 = Количество воды, потребляемой кербалом (ед. в день). #autoLOC_TACLS_00075 = Расход кислорода в день #autoLOC_TACLS_00076 = Количество кислорода, потребляемого кербалом (ед. в день). #autoLOC_TACLS_00077 = Расход ЭЭ базой в день. #autoLOC_TACLS_00078 = Потребление электроэнергии на базе (ед. в день). #autoLOC_TACLS_00079 = Расход ЭЭ кербалом в день #autoLOC_TACLS_00080 = Темп потребления электроэнергии на кербала (ед. в день). #autoLOC_TACLS_00081 = Расход ЭЭ в ВКД #autoLOC_TACLS_00082 = Темп потребления электроэнергии в режиме внекорабельной деятельности (ед. в минуту). #autoLOC_TACLS_00083 = Расход ЭЭ лампой в ВКД #autoLOC_TACLS_00084 = Темп потребления электроэнергии осветительной лампой скафандра в режиме внекорабельной деятельности (ед. в минуту). #autoLOC_TACLS_00085 = Производство CO2 в день #autoLOC_TACLS_00086 = Темп производства углекислого газа кербалом (ед. в день) #autoLOC_TACLS_00087 = Производство мусора в день #autoLOC_TACLS_00088 = Темп производства мусора кербалом (ед. в день) #autoLOC_TACLS_00089 = Производство грязн. воды в день #autoLOC_TACLS_00090 = Темп производства грязной воды кербалом (ед. в день) #autoLOC_TACLS_00091 = Ограничения TAC LS #autoLOC_TACLS_00092 = Макс. разница времени #autoLOC_TACLS_00093 = Это множитель максимальной разницы времени между расчетами ресурсов. #autoLOC_TACLS_00094 = Макс. разница времени (ЭЭ) #autoLOC_TACLS_00095 = Это множитель максимальной разницы времени между расчетами электроэнергии. #autoLOC_TACLS_00096 = Макс. время без еды (часов) #autoLOC_TACLS_00097 = Максимальное время, в которое кербал может обходиться без еды (в часах). #autoLOC_TACLS_00098 = Макс. время без воды (часов) #autoLOC_TACLS_00099 = Максимальное время, в которое кербал может обходиться без воды (в часах). #autoLOC_TACLS_00100 = Макс. время без кислорода (мин.) #autoLOC_TACLS_00101 = Максимальное время, в которое кербал может обходиться без кислорода (в минутах). #autoLOC_TACLS_00102 = Макс. время без ЭЭ (мин.) #autoLOC_TACLS_00103 = Максимальное время, в которое кербал может обходиться без электроэнергии (в минутах). #autoLOC_TACLS_00104 = Станд. ресурсы скафандра (в ед.) #autoLOC_TACLS_00105 = Количество каждого ресурса, которым скафандр будет снаряжен (в единицах). #autoLOC_TACLS_00106 = \nОснащен системой жизнеобеспечения Thunder Aerospace Corporation (TAC).\n #autoLOC_TACLS_00107 = Контейнер СЖО, 0.625м #autoLOC_TACLS_00108 = Маленький 0.625-метровый контейнер, заполненный припасами для системы жизнеобеспечения. #autoLOC_TACLS_00109 = Контейнер СЖО, 1.25м #autoLOC_TACLS_00110 = 1.25-метровый контейнер, заполненный припасами для системы жизнеобеспечения. #autoLOC_TACLS_00111 = Контейнер СЖО, 2.5м #autoLOC_TACLS_00112 = Большой 2.5-метровый контейнер, заполненный припасами для системы жизнеобеспечения. #autoLOC_TACLS_00113 = Контейнер СЖО, 3.75м #autoLOC_TACLS_00114 = Большой 3.75-метровый контейнер, заполненный припасами для системы жизнеобеспечения. #autoLOC_TACLS_00115 = tacls life support food water oxygen container supplies cck-lifesupport #autoLOC_TACLS_00116 = Контейнер СЖО с кислородом, 0.625м #autoLOC_TACLS_00117 = Маленький 0.625-метровый контейнер системы жизнеобеспечения, заполненный кислородом. #autoLOC_TACLS_00118 = Контейнер СЖО с кислородом, 1.25м #autoLOC_TACLS_00119 = 1.25-метровый контейнер системы жизнеобеспечения, заполненный кислородом. #autoLOC_TACLS_00120 = Контейнер СЖО с кислородом, 2.5м #autoLOC_TACLS_00121 = Большой 2.5-метровый контейнер системы жизнеобеспечения, заполненный кислородом. #autoLOC_TACLS_00122 = Контейнер СЖО с кислородом, 3.75м #autoLOC_TACLS_00123 = Большой 3.75-метровый контейнер системы жизнеобеспечения, заполненный кислородом. #autoLOC_TACLS_00124 = tacls life support oxygen container supplies cck-lifesupport #autoLOC_TACLS_00125 = Контейнер СЖО для мусора, 0.625м #autoLOC_TACLS_00126 = Маленький 0.625-метровый контейнер для хранения мусора. #autoLOC_TACLS_00127 = Контейнер СЖО для мусора, 1.25м #autoLOC_TACLS_00128 = 1.25-метровый контейнер для хранения мусора. #autoLOC_TACLS_00129 = Контейнер СЖО для мусора, 2.5м #autoLOC_TACLS_00130 = Большой 2.5-метровый контейнер для хранения мусора. #autoLOC_TACLS_00131 = Контейнер СЖО для мусора, 3.75м #autoLOC_TACLS_00132 = Большой 3.75-метровый контейнер для хранения мусора. #autoLOC_TACLS_00133 = tacls life support waste CO2 wastewater container cck-lifesupport #autoLOC_TACLS_00134 = Контейнер СЖО с водой, 0.625м #autoLOC_TACLS_00135 = Маленький 0.625-метровый контейнер системы жизнеобеспечения, заполненный питьевой водой. #autoLOC_TACLS_00136 = Контейнер СЖО с водой, 1.25м #autoLOC_TACLS_00137 = 1.25-метровый контейнер системы жизнеобеспечения, заполненный питьевой водой. #autoLOC_TACLS_00138 = Контейнер СЖО с водой, 2.5м #autoLOC_TACLS_00139 = Большой 2.5-метровый контейнер системы жизнеобеспечения, заполненный питьевой водой. #autoLOC_TACLS_00140 = Контейнер СЖО с водой, 3.75м #autoLOC_TACLS_00141 = Большой 3.75-метровый контейнер жизнеобеспечения, заполненный питьевой водой. #autoLOC_TACLS_00142 = tacls life support water container supplies cck-lifesupport #autoLOC_TACLS_00143 = Контейнер СЖО с едой, 0.625м #autoLOC_TACLS_00144 = 0.625-метровый контейнер жизнеобеспечения, заполненный едой. #autoLOC_TACLS_00145 = Контейнер СЖО с едой, 1.25м #autoLOC_TACLS_00146 = 1.25-метровый контейнер жизнеобеспечения, заполненный едой. #autoLOC_TACLS_00147 = Контейнер СЖО с едой, 2.5м #autoLOC_TACLS_00148 = Большой 2.5-метровый контейнер жизнеобеспечения, заполненный едой. #autoLOC_TACLS_00149 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00150 = Контейнер СЖО с едой, 3.75м #autoLOC_TACLS_00151 = Большой 3.75-метровый контейнер жизнеобеспечения, заполненный едой. #autoLOC_TACLS_00152 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00153 = Thunder Aerospace Corporation #autoLOC_TACLS_00154 = PanSpace Manufacturing Inc. Ltd. LLC. Co. совместно с Thunder Aerospace Corporation #autoLOC_TACLS_00155 = Гекс-Банка СЖО с кислородом, 0.75м #autoLOC_TACLS_00156 = Канистра длиной 0.75м с припасами для системы жизнеобеспечения, содержащая запасы кислорода. #autoLOC_TACLS_00157 = Гекс-Банка СЖО с кислородом, 1.5м #autoLOC_TACLS_00158 = Канистра длиной 1.5м с припасами для системы жизнеобеспечения, содержащая запасы кислорода. #autoLOC_TACLS_00159 = Гекс-Банка СЖО с кислородом, 3м #autoLOC_TACLS_00160 = Канистра длиной 3м с припасами для системы жизнеобеспечения, содержащая запасы кислорода. #autoLOC_TACLS_00161 = tacls life support oxygen container supplies hexcan cck-lifesupport #autoLOC_TACLS_00162 = Гекс-Банка СЖО с водой, 0.75м #autoLOC_TACLS_00163 = Канистра длиной 0.75м с припасами для системы жизнеобеспечения, содержащая запасы питьевой воды. #autoLOC_TACLS_00164 = Гекс-Банка СЖО с водой, 1.5м #autoLOC_TACLS_00165 = Канистра длиной 1.5м с припасами для системы жизнеобеспечения, содержащая запасы питьевой воды. #autoLOC_TACLS_00166 = Гекс-Банка СЖО с водой, 3м #autoLOC_TACLS_00167 = Канистра длиной 3м с припасами для системы жизнеобеспечения, содержащая запасы питьевой воды. #autoLOC_TACLS_00168 = tacls life support water container supplies hexcan cck-lifesupport #autoLOC_TACLS_00169 = Гекс-Банка СЖО с едой, 0.75м #autoLOC_TACLS_00170 = Канистра длиной 0.75м с припасами для системы жизнеобеспечения, содержащая запасы еды. #autoLOC_TACLS_00171 = Гекс-Банка СЖО с едой, 1.5м #autoLOC_TACLS_00172 = Канистра длиной 1.5м с припасами для системы жизнеобеспечения, содержащая запасы еды. #autoLOC_TACLS_00173 = Гекс-Банка СЖО с едой, 3м #autoLOC_TACLS_00174 = Канистра длиной 1.5м с припасами для системы жизнеобеспечения, содержащая запасы еды. #autoLOC_TACLS_00175 = tacls life support food container supplies hexcan cck-lifesupport #autoLOC_TACLS_00176 = Гекс-Банка СЖО, 0.75м #autoLOC_TACLS_00177 = Канистра длиной 0.75м с припасами для системы жизнеобеспечения. #autoLOC_TACLS_00178 = Гекс-Банка СЖО, 1.5м #autoLOC_TACLS_00179 = Канистра длиной 1.5м с припасами для системы жизнеобеспечения. #autoLOC_TACLS_00180 = Гекс-Банка СЖО, 3м #autoLOC_TACLS_00181 = Канистра длиной 3м с припасами для системы жизнеобеспечения. #autoLOC_TACLS_00182 = tacls life support food water oxygen container supplies hexcan cck-lifesupport #autoLOC_TACLS_00183 = Гекс-Банка СЖО для мусора, 0.75м #autoLOC_TACLS_00184 = Канистра длиной 0.75м для хранения мусора. #autoLOC_TACLS_00185 = Гекс-Банка СЖО для мусора, 1.5м #autoLOC_TACLS_00186 = Канистра длиной 1.5м для хранения мусора. #autoLOC_TACLS_00187 = Гекс-Банка СЖО для мусора, 3м #autoLOC_TACLS_00188 = Канистра длиной 3м для хранения мусора. #autoLOC_TACLS_00189 = tacls life support waste CO2 wastewater container hexcan cck-lifesupport #autoLOC_TACLS_00190 = Гекс-Банка СЖО, 0.75m (MFT) #autoLOC_TACLS_00191 = Канистра длиной 0.75м с припасами для системы жизнеобеспечения. Может быть сконфигурирована для любого соотношения припасов. #autoLOC_TACLS_00192 = Гекс-Банка СЖО, 1.5m (MFT) #autoLOC_TACLS_00193 = Канистра длиной 1.5м с припасами для системы жизнеобеспечения. Может быть сконфигурирована для любого соотношения припасов. #autoLOC_TACLS_00194 = Гекс-Банка СЖО, 3m (MFT) #autoLOC_TACLS_00195 = Канистра длиной 3м с припасами для системы жизнеобеспечения. Может быть сконфигурирована для любого соотношения припасов. #autoLOC_TACLS_00196 = tacls life support container food water oxygen supplies hexcan cck-lifesupport #autoLOC_TACLS_00197 = Контейнер СЖО, 0.625m (MFT) #autoLOC_TACLS_00198 = Маленький 0.625-метровый контейнер, заполненный припасами для системы жизнеобеспечения. Может быть сконфигурирован для любого соотношения припасов. #autoLOC_TACLS_00199 = Контейнер СЖО, 1.25m (MFT) #autoLOC_TACLS_00200 = 1.25-метровый контейнер, заполненный припасами для системы жизнеобеспечения. Может быть сконфигурирован для любого соотношения припасов. #autoLOC_TACLS_00201 = Контейнер СЖО, 2.5m (MFT) #autoLOC_TACLS_00202 = Большой 2.5-метровый контейнер, заполненный припасами для системы жизнеобеспечения. Может быть сконфигурирован для любого соотношения припасов. #autoLOC_TACLS_00203 = Контейнер СЖО, 3.75m (MFT) #autoLOC_TACLS_00204 = Большой 3.75-метровый контейнер, заполненный припасами для системы жизнеобеспечения. Может быть сконфигурирован для любого соотношения припасов. #autoLOC_TACLS_00205 = tacls life support food water oxygen container supplies cck-lifesupport #autoLOC_TACLS_00206 = Воздушный фильтр, 1.25m #autoLOC_TACLS_00207 = Модуль системы жизнеобеспечения, который фильтрует кислород из воздуха. Требует поступления внешнего воздуха. Не будет работать, если атмосфера не содержит кислорода (т.е. не Кербин или Лейт). \nПРЕДУПРЕЖДЕНИЕ: в отличие от других переработчиков, он не работает, если космический аппарат в "выгруженном" состоянии, т.е. не управляется непосредственно и находится очень далеко от активного КА. #autoLOC_TACLS_00208 = tacls life support air filter recycler converter cck-lifesupport #autoLOC_TACLS_00209 = Модуль Боша, 1.25m #autoLOC_TACLS_00210 = Модуль системы жизнеобеспечения, извлекает углерод из углекислого газа, оставляя чистый кислород для дыхания. Работает, используя реакцию Боша. Рассчитан примерно на 8 кербалов, при КПД около 7.6. #autoLOC_TACLS_00211 = Модуль Боша, 2.5m #autoLOC_TACLS_00212 = Модуль системы жизнеобеспечения, извлекает углерод из углекислого газа, оставляя чистый кислород для дыхания. Работает, используя реакцию Боша. Рассчитан примерно на 9 кербалов, при КПД около 7.6. #autoLOC_TACLS_00213 = Модуль Боша, 3.75m #autoLOC_TACLS_00214 = Модуль системы жизнеобеспечения, извлекает углерод из углекислого газа, оставляя чистый кислород для дыхания. Работает, используя реакцию Боша. Установлен в более габаритную структуру для облегчения использования с большими ракетами, имеет немного улучшенный темп переработки. Рассчитан примерно на 10 кербалов, при КПД около 7.6. #autoLOC_TACLS_00215 = tacls life support carbon extractor recycler converter cck-lifesupport #autoLOC_TACLS_00216 = Модуль Сабатье, 1.25m #autoLOC_TACLS_00217 = Модуль системы жизнеобеспечения, использующий реакцию Сабатье для переработки углекислого газа в кислород. Требует подачи воды в качесте дополнительного ресурса. Рассчитан примерно на 8 кербалов, при КПД около 5. #autoLOC_TACLS_00218 = Модуль Сабатье, 2.5m #autoLOC_TACLS_00219 = Модуль системы жизнеобеспечения, использующий реакцию Сабатье для переработки углекислого газа в кислород. Требует подачи воды в качесте дополнительного ресурса. Установлен в более габаритную структуру для облегчения использования с большими ракетами, имеет немного улучшенный темп переработки. Рассчитан примерно на 9 кербалов, при КПД около 5. #autoLOC_TACLS_00220 = Модуль Сабатье, 3.75m #autoLOC_TACLS_00221 = Модуль системы жизнеобеспечения, использующий реакцию Сабатье для переработки углекислого газа в кислород. Требует подачи воды в качесте дополнительного ресурса. Установлен в более габаритную структуру для облегчения использования с большими ракетами, имеет немного улучшенный темп переработки. Рассчитан примерно на 10 кербалов, при КПД около 5. #autoLOC_TACLS_00222 = tacls life support sabatier recycler converter cck-lifesupport #autoLOC_TACLS_00223 = Модуль очистки воды, 1.25m #autoLOC_TACLS_00224 = Модуль системы жизнеобеспечения, который фильтрует и очищает воду, производя чистую питьевую воду. Рассчитан примерно на 8 кербалов, при КПД около 10.0. #autoLOC_TACLS_00225 = Модуль очистки воды, 2.5m #autoLOC_TACLS_00226 = Модуль системы жизнеобеспечения, который фильтрует и очищает воду, производя чистую питьевую воду. Установлен в более габаритную структуру для облегчения использования с большими ракетами, имеет немного улучшенный темп переработки. Рассчитан примерно на 9 кербалов, при КПД около 10.0. #autoLOC_TACLS_00227 = Модуль очистки воды, 3.75m #autoLOC_TACLS_00228 = Модуль системы жизнеобеспечения, который фильтрует и очищает воду, производя чистую питьевую воду. Установлен в более габаритную структуру для облегчения использования с большими ракетами, имеет немного улучшенный темп переработки. Рассчитан примерно на 10 кербалов, при КПД около 10.0. #autoLOC_TACLS_00229 = tacls life support water purifier recycler converter cck-lifesupport #autoLOC_TACLS_00230 = Модуль электролиза, 1.25m #autoLOC_TACLS_00231 = Модуль системы жизнеобеспечения, который разлагает воду посредством электролиза, производя кислород и мусор (водород). Рассчитан примерно на 3-х кербалов. #autoLOC_TACLS_00232 = tacls life support water splitter recycler converter cck-lifesupport #autoLOC_TACLS_00233 = \u0020\u0020Закончилась электроэнергия, окна открылись. #autoLOC_TACLS_00234 = В атмосфере не хватает кислорода. #autoLOC_TACLS_00235 = \nТребует атмосферу с содержанием кислорода. #autoLOC_TACLS_00236 = \nНе может быть выключен. #autoLOC_TACLS_00237 = Модуль электролиза #autoLOC_TACLS_00238 = Запустить электролиз #autoLOC_TACLS_00239 = Остановить электролиз #autoLOC_TACLS_00240 = Модуль очистки воды #autoLOC_TACLS_00241 = Начать очистку #autoLOC_TACLS_00242 = Закончить очистку #autoLOC_TACLS_00243 = Модуль Сабатье #autoLOC_TACLS_00244 = Запустить реакцию #autoLOC_TACLS_00245 = Остановить реакцию #autoLOC_TACLS_00246 = Модуль Боша #autoLOC_TACLS_00247 = Запустить реакцию #autoLOC_TACLS_00248 = Остановить реакцию #autoLOC_TACLS_00249 = Воздушный фильтр #autoLOC_TACLS_00250 = Запустить фильтр #autoLOC_TACLS_00251 = Остановить фильтр #autoLOC_TACLS_00252 = Предметы TAC LS #autoLOC_TACLS_00253 = Обработка выгруженных КА #autoLOC_TACLS_00254 = Если включено, TAC LS будет считать ресурсы выгруженных космических аппаратов. \n Если выключено, TAC LS не будет просчитывать ресурсы таких космических аппаратов в игре. \nВыгруженный космический аппарат не управляется непосредственно \nи находится очень далеко от активного КА, поэтому, для экономии ресурсов, игра просчитывает для него \nТОЛЬКО орбитальную механику и некоторые другие параметры. #autoLOC_TACLS_00255 = Проверить жизнеобеспечение. #autoLOC_TACLS_00256 = Вы не забыли проверить, что взяли достаточно ресурсов для системы жизнеобеспечения? #autoLOC_TACLS_00257 = \u0020\u0020акончилась кислород, окна открылись. #autoLOC_TACLS_00258 = Warning Percent #autoLOC_TACLS_00259 = Percentage remaining of a resource that will cause a Warning message to occur. #autoLOC_TACLS_00260 = Critical Percent #autoLOC_TACLS_00261 = Percentage remaining of a resource that will cause a Critical Warning message to occur. } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupport/Localization.cfg Localization { zh-cn { #autoLOC_TACLS_00001 = 生命维持系统监视器 #autoLOC_TACLS_00002 = No Vessels. #autoLOC_TACLS_00003 = R #autoLOC_TACLS_00004 = TAC 生命维持系统 v<<1>> #autoLOC_TACLS_00005 = 乘员 #autoLOC_TACLS_00006 = \u0020\u0020待发射的飞船 #autoLOC_TACLS_00007 = \u0020\u0020待救援飞船 #autoLOC_TACLS_00008 = \u0020\u0020最后更新于: #autoLOC_TACLS_00009 = \u0020\u0020食物剩余: #autoLOC_TACLS_00010 = \u0020\u0020水剩余: #autoLOC_TACLS_00011 = \u0020\u0020氧气剩余: #autoLOC_TACLS_00012 = \u0020\u0020电力剩余: #autoLOC_TACLS_00013 = 生命维持系统建造辅助 #autoLOC_TACLS_00014 = 当前乘员 #autoLOC_TACLS_00015 = 最大乘员 #autoLOC_TACLS_00016 = 食物 #autoLOC_TACLS_00017 = 水 #autoLOC_TACLS_00018 = 气态氧 #autoLOC_TACLS_00019 = 电量 #autoLOC_TACLS_00020 = 垃圾 #autoLOC_TACLS_00021 = 废水 #autoLOC_TACLS_00022 = 二氧化碳 #autoLOC_TACLS_00023 = 数量 #autoLOC_TACLS_00024 = 以当前乘员数 #autoLOC_TACLS_00025 = 以最大乘员数 #autoLOC_TACLS_00026 = 生命维持系统乘员表 #autoLOC_TACLS_00027 = \u0020\u0020发射前 - 已冻结 #autoLOC_TACLS_00028 = \u0020\u0020已冻结 #autoLOC_TACLS_00029 = \u0020\u0020发射前 #autoLOC_TACLS_00030 = \u0020\u0020救我! #autoLOC_TACLS_00031 = \u0020\u0020最后更新于:\u0020 #autoLOC_TACLS_00032 = \u0020\u0020最后剩余食物:\u0020 #autoLOC_TACLS_00033 = \u0020\u0020最后剩余水:\u0020 #autoLOC_TACLS_00034 = \u0020\u0020Hibernating:\u0020 #autoLOC_TACLS_00035 = No Crew. #autoLOC_TACLS_00036 = TAC LS Config Settings are now available via the KSP Settings - Difficulty Options Window. #autoLOC_TACLS_00037 = TAC 生命维持系统 #autoLOC_TACLS_00038 = <<1>> - <<2>> 已经耗尽! #autoLOC_TACLS_00039 = <<1>> - <<2>> 即将耗尽! #autoLOC_TACLS_00040 = Error - EmptyEvaSuit - Cannot find Vessel Info for <<1>> #autoLOC_TACLS_00041 = <<1>> <<2>> 死于 <<3>>! #autoLOC_TACLS_00042 = 饥饿 #autoLOC_TACLS_00043 = 脱水 #autoLOC_TACLS_00044 = 缺氧 #autoLOC_TACLS_00045 = 中毒 #autoLOC_TACLS_00046 = Incorrect <<1>> Installation #autoLOC_TACLS_00047 = <<1>> has been installed incorrectly and will not function properly. All files should be located in KSP/GameData/<<2>>. Do not move any files from inside that folder.\n\nIncorrect path(s):\n<<3>> #autoLOC_TACLS_00048 = 缺少 Module Manager #autoLOC_TACLS_00049 = <<1>> requires the Module Manager mod in order to function properly.\n\nPlease download from http: #autoLOC_TACLS_00050 = A very serious error has occurred while checking the installation of <<1>>.\n\nYou need to\n(1) shut down KSP,\n(2) send a complete copy of the entire log file to the mod developer (see https: #autoLOC_TACLS_00051 = Files from a previous version of <<1>> were found and deleted. You need to restart KSP now. #autoLOC_TACLS_00052 = You cannot change TAC LS settings in Flight! #autoLOC_TACLS_00053 = 启用 #autoLOC_TACLS_00054 = If on, TAC/LS is enabled in this save,\nIf off, it's not enabled in this save. #autoLOC_TACLS_00055 = Use Stock App Launcher Icon #autoLOC_TACLS_00056 = If on, the Stock Application launcher will be used,\nif off will use Blizzy Toolbar if installed. #autoLOC_TACLS_00057 = Editor Filter #autoLOC_TACLS_00058 = Turn the TAC/LS Editor filter Category on and off. #autoLOC_TACLS_00059 = When resources run out, kerbals.. #autoLOC_TACLS_00060 = When LS resources run out,\nyou can select that kerbals die or hibernate. #autoLOC_TACLS_00061 = Respawn delay (seconds) #autoLOC_TACLS_00062 = The time in seconds a kerbal is comatose\n if fatal EC / Heat option is off #autoLOC_TACLS_00063 = Vessel List Update delay (Minutes) #autoLOC_TACLS_00064 = The Minutes between List Sorting for the Vessel List.\nThe list is sorted from least resources to most and this is costly performance-wise. #autoLOC_TACLS_00065 = 死亡 #autoLOC_TACLS_00066 = 冬眠 #autoLOC_TACLS_00067 = TAC LS Options #autoLOC_TACLS_00068 = TAC LS Consumption/Production #autoLOC_TACLS_00069 = You have been warned! #autoLOC_TACLS_00070 = Changing these values in an active game will impact Active Kerbals. It is recommended you restart KSP. Even then Kerbals on EVA will not be updated. #autoLOC_TACLS_00071 = 食物消耗速率 (单位/天) #autoLOC_TACLS_00072 = 每个坎巴拉人每日消耗的食物数量 #autoLOC_TACLS_00073 = 饮用水消耗速率 (单位/天) #autoLOC_TACLS_00074 = 每个坎巴拉人每日消耗的饮用水数量 #autoLOC_TACLS_00075 = 氧气消耗速率 (单位/天) #autoLOC_TACLS_00076 = 每个坎巴拉人每日消耗的氧气数量 #autoLOC_TACLS_00077 = Base Electricity Rate p/d #autoLOC_TACLS_00078 = Base Electricity Consumption Rate (units per Day). #autoLOC_TACLS_00079 = Kerbal Electricity Rate p/d #autoLOC_TACLS_00080 = Per Kerbal Electricity Consumption Rate (units per Day). #autoLOC_TACLS_00081 = EVA Electricity Rate p/m #autoLOC_TACLS_00082 = EVA Electricity Consumption Rate (units per Minute). #autoLOC_TACLS_00083 = EVA Lamp Electricity Rate p/m #autoLOC_TACLS_00084 = EVA Lamp Electricity Consumption Rate (units per Minute). #autoLOC_TACLS_00085 = 二氧化碳生产速率 单位/日 #autoLOC_TACLS_00086 = Per Kerbal CarbonDioxide Production Rate (units per Day). #autoLOC_TACLS_00087 = Waste Production Rate p/d #autoLOC_TACLS_00088 = Per Kerbal Waste Production Rate (units per Day). #autoLOC_TACLS_00089 = Waste Water Production Rate p/d #autoLOC_TACLS_00090 = Per Kerbal Waste Water Production Rate (units per Day). #autoLOC_TACLS_00091 = TAC LS Limits #autoLOC_TACLS_00092 = Max Delta Time #autoLOC_TACLS_00093 = This is the maximum time multiplier used between resource calculations. #autoLOC_TACLS_00094 = Max Delta Time (Electricity) #autoLOC_TACLS_00095 = This is the maximum time multiplier used between Electricity calculations. #autoLOC_TACLS_00096 = Max time without Food (hrs) #autoLOC_TACLS_00097 = The maximum amount of time a Kerbal can go without food (in hours). #autoLOC_TACLS_00098 = Max time without Water (hrs) #autoLOC_TACLS_00099 = The maximum amount of time a Kerbal can go without water (in hours). #autoLOC_TACLS_00100 = Max time without Oxygen (min) #autoLOC_TACLS_00101 = The maximum amount of time a Kerbal can go without oxygen (in minutes). #autoLOC_TACLS_00102 = Max time without Electricity (min) #autoLOC_TACLS_00103 = The maximum amount of time a Kerbal can go without electricity (in minutes). #autoLOC_TACLS_00104 = Default Units amount for EVA suits #autoLOC_TACLS_00105 = The amount of each resource EVA suits will take with them (in units). #autoLOC_TACLS_00106 = \n已配备雷电航空航天有限公司 (TAC) 生命维持系统\n #autoLOC_TACLS_00107 = 维生物质储存容器 (0.625m) #autoLOC_TACLS_00108 = 一个 0.625m 直径装满维生物质的小型容器 #autoLOC_TACLS_00109 = 维生物质储存容器 (1.25m) #autoLOC_TACLS_00110 = 一个 1.25m 直径装满维生物质的容器 #autoLOC_TACLS_00111 = 维生物质储存容器 (2.5m) #autoLOC_TACLS_00112 = 一个 2.5m 直径装满维生物质的大型容器 #autoLOC_TACLS_00113 = 维生物质储存容器 (3.75m) #autoLOC_TACLS_00114 = 一个 3.75m 直径装满维生物质的巨型容器 #autoLOC_TACLS_00115 = tacls life support food water oxygen container supplies cck-lifesupport #autoLOC_TACLS_00116 = 氧气储存容器 (0.625m) #autoLOC_TACLS_00117 = 一个 0.625m 直径装满可呼吸氧气的小型容器 #autoLOC_TACLS_00118 = 氧气储存容器 (1.25m) #autoLOC_TACLS_00119 = 一个 1.25m 直径装满可呼吸氧气的容器 #autoLOC_TACLS_00120 = 氧气储存容器 (2.5m) #autoLOC_TACLS_00121 = 一个 2.5m 直径装满可呼吸氧气的大型容器 #autoLOC_TACLS_00122 = 氧气储存容器 (3.75m) #autoLOC_TACLS_00123 = 一个 3.75m 直径装满可呼吸氧气的巨型容器 #autoLOC_TACLS_00124 = tacls life support oxygen container supplies cck-lifesupport #autoLOC_TACLS_00125 = 生活垃圾储存容器 (0.625m) #autoLOC_TACLS_00126 = 一个 0.625m 直径可以存储生活垃圾的小型容器 #autoLOC_TACLS_00127 = 生活垃圾储存容器 (1.25m) #autoLOC_TACLS_00128 = 一个 1.25m 直径可以存储生活垃圾的容器 #autoLOC_TACLS_00129 = 生活垃圾储存容器 (2.5m) #autoLOC_TACLS_00130 = 一个 2.5m 直径可以存储生活垃圾的大型容器 #autoLOC_TACLS_00131 = 生活垃圾储存容器 (3.75m) #autoLOC_TACLS_00132 = 一个 3.75m 直径可以存储生活垃圾的巨型容器 #autoLOC_TACLS_00133 = tacls life support waste CO2 wastewater container cck-lifesupport #autoLOC_TACLS_00134 = 饮用水储存容器 (0.625m) #autoLOC_TACLS_00135 = 一个 0.625m 直径装满饮用水的小型容器 #autoLOC_TACLS_00136 = 饮用水储存容器 (1.25m) #autoLOC_TACLS_00137 = 一个 1.25m 直径装满饮用水的容器 #autoLOC_TACLS_00138 = 饮用水储存容器 (2.5m) #autoLOC_TACLS_00139 = 一个 2.5m 直径装满饮用水的大型容器 #autoLOC_TACLS_00140 = 饮用水储存容器 (3.75m) #autoLOC_TACLS_00141 = 一个 3.75m 直径装满饮用水的巨型容器 #autoLOC_TACLS_00142 = tacls life support water container supplies cck-lifesupport #autoLOC_TACLS_00143 = 食物储存容器 (0.625m) #autoLOC_TACLS_00144 = 一个 0.625m 直径装满食物的容器 #autoLOC_TACLS_00145 = 食物储存容器 (1.25m) #autoLOC_TACLS_00146 = 一个 1.25m 直径装满食物的容器 #autoLOC_TACLS_00147 = 食物储存容器 (2.5m) #autoLOC_TACLS_00148 = 一个 2.5m 直径装满食物的容器 #autoLOC_TACLS_00149 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00150 = 食物储存容器 (3.75m) #autoLOC_TACLS_00151 = 一个 3.75m 直径装满食物的容器 #autoLOC_TACLS_00152 = tacls life support food container supplies cck-lifesupport #autoLOC_TACLS_00153 = 雷电航空航天有限公司 #autoLOC_TACLS_00154 = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation #autoLOC_TACLS_00155 = 氧气存储六角罐 (0.75m) #autoLOC_TACLS_00156 = 一个 0.75m 长用来存储氧气的罐子 #autoLOC_TACLS_00157 = 氧气存储六角罐 (1.5m) #autoLOC_TACLS_00158 = 一个 1.5m 长用来存储氧气的罐子 #autoLOC_TACLS_00159 = 氧气存储六角罐 (3m) #autoLOC_TACLS_00160 = 一个 3m 长用来存储氧气的罐子 #autoLOC_TACLS_00161 = tacls life support oxygen container supplies hexcan cck-lifesupport #autoLOC_TACLS_00162 = 饮用水存储六角罐 0.75m #autoLOC_TACLS_00163 = 一个 0.75m 长用来存储饮用水的罐子 #autoLOC_TACLS_00164 = 饮用水存储六角罐 1.5m #autoLOC_TACLS_00165 = 一个 1.5m 长用来存储饮用水的罐子 #autoLOC_TACLS_00166 = 饮用水存储六角罐 3m #autoLOC_TACLS_00167 = 一个 3m 长用来存储饮用水的罐子 #autoLOC_TACLS_00168 = tacls life support water container supplies hexcan cck-lifesupport #autoLOC_TACLS_00169 = 食物存储六角罐 0.75m #autoLOC_TACLS_00170 = 一个 0.75m 长用来存储食物的罐子 #autoLOC_TACLS_00171 = 食物存储六角罐 1.5m #autoLOC_TACLS_00172 = 一个 1.5m 长用来存储食物的罐子 #autoLOC_TACLS_00173 = 食物存储六角罐 3m #autoLOC_TACLS_00174 = 一个 3m 长用来存储食物的罐子 #autoLOC_TACLS_00175 = tacls life support food container supplies hexcan cck-lifesupport #autoLOC_TACLS_00176 = 维生物质存储六角罐 0.75m #autoLOC_TACLS_00177 = 一个 0.75m 长用来存储维生物质的罐子 #autoLOC_TACLS_00178 = 维生物质存储六角罐 1.5m #autoLOC_TACLS_00179 = 一个 1.5m 长用来存储维生物质的罐子 #autoLOC_TACLS_00180 = 维生物质存储六角罐 3m #autoLOC_TACLS_00181 = 一个 3m 长用来存储维生物质的罐子 #autoLOC_TACLS_00182 = tacls life support food water oxygen container supplies hexcan cck-lifesupport #autoLOC_TACLS_00183 = 生活垃圾存储六角罐 0.75m #autoLOC_TACLS_00184 = 一个 0.75m 长用来存储生活垃圾的罐子 #autoLOC_TACLS_00185 = 生活垃圾存储六角罐 1.5m #autoLOC_TACLS_00186 = 一个 1.5m 长用来存储生活垃圾的罐子 #autoLOC_TACLS_00187 = 生活垃圾存储六角罐 3m #autoLOC_TACLS_00188 = 一个 3m 长用来存储生活垃圾的罐子 #autoLOC_TACLS_00189 = tacls life support waste CO2 wastewater container hexcan cck-lifesupport #autoLOC_TACLS_00190 = 维生物质存储六角罐 0.75m (MFT) #autoLOC_TACLS_00191 = 一个 0.75m 长用来存储维生物质的罐子。可以调整存储物质的比例 #autoLOC_TACLS_00192 = 维生物质存储六角罐 1.5m (MFT) #autoLOC_TACLS_00193 = 一个 1.5m 长用来存储维生物质的罐子。可以调整存储物质的比例 #autoLOC_TACLS_00194 = 维生物质存储六角罐 3m (MFT) #autoLOC_TACLS_00195 = 一个 3m 长用来存储维生物质的罐子。可以调整存储物质的比例 #autoLOC_TACLS_00196 = tacls life support container food water oxygen supplies hexcan cck-lifesupport #autoLOC_TACLS_00197 = 维生物质容器, 0.625m (MFT) #autoLOC_TACLS_00198 = 一个 0.625m 直径装满维生物质的小型容器。可以调整存储物质的比例 #autoLOC_TACLS_00199 = 维生物质容器, 1.25m (MFT) #autoLOC_TACLS_00200 = 一个 1.25m 直径装满维生物质的容器。可以调整存储物质的比例 #autoLOC_TACLS_00201 = 维生物质容器, 2.5m (MFT) #autoLOC_TACLS_00202 = 一个 2.5m 直径装满维生物质的大型容器。可以调整存储物质的比例 #autoLOC_TACLS_00203 = 维生物质容器, 3.75m (MFT) #autoLOC_TACLS_00204 = 一个 3.75m 直径装满维生物质的巨型容器。可以调整存储物质的比例 #autoLOC_TACLS_00205 = tacls life support food water oxygen container supplies cck-lifesupport #autoLOC_TACLS_00206 = 空气净化器 1.25m #autoLOC_TACLS_00207 = A life support module that filters Oxygen out of the air. Requires IntakeAir. Will not function if the atmosphere does not contain Oxygen (i.e. not on Kerbin or Laythe). Warning: unlike the other recyclers, this one does not function while the vessel is unloaded. #autoLOC_TACLS_00208 = tacls life support air filter recycler converter cck-lifesupport #autoLOC_TACLS_00209 = 碳提取器 1.25m #autoLOC_TACLS_00210 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Rated for up to 8 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00211 = 碳提取器 2.5m #autoLOC_TACLS_00212 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00213 = 碳提取器 3.75m #autoLOC_TACLS_00214 = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 7.6. #autoLOC_TACLS_00215 = tacls life support carbon extractor recycler converter cck-lifesupport #autoLOC_TACLS_00216 = 萨巴捷回收器 1.25m #autoLOC_TACLS_00217 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Rated for up to 8 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00218 = 萨巴捷回收器 2.5m #autoLOC_TACLS_00219 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00220 = 萨巴捷回收器 3.75m #autoLOC_TACLS_00221 = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 5. #autoLOC_TACLS_00222 = tacls life support sabatier recycler converter cck-lifesupport #autoLOC_TACLS_00223 = 净水器 1.25m #autoLOC_TACLS_00224 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Rated for up to 8 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00225 = 净水器 2.5m #autoLOC_TACLS_00226 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00227 = 净水器 3.75m #autoLOC_TACLS_00228 = A life support recycling module that filters and purifies water, leaving pure drinkable water. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 10.0. #autoLOC_TACLS_00229 = tacls life support water purifier recycler converter cck-lifesupport #autoLOC_TACLS_00230 = 水电解器 1.25m #autoLOC_TACLS_00231 = 一个使用使用电解法电解水从而得到氧气和废物(氢气)的装置,最多能为3名坎巴拉人提供氧气。 #autoLOC_TACLS_00232 = tacls life support water splitter recycler converter cck-lifesupport #autoLOC_TACLS_00233 = \u0020\u0020电力耗尽, 已自行开窗 #autoLOC_TACLS_00234 = 大气中缺乏氧气 #autoLOC_TACLS_00235 = \n需要大气中存在氧气 #autoLOC_TACLS_00236 = \n无法关闭 #autoLOC_TACLS_00237 = 水电解器 #autoLOC_TACLS_00238 = 开启水电解器 #autoLOC_TACLS_00239 = 停止水电解器 #autoLOC_TACLS_00240 = 净水器 #autoLOC_TACLS_00241 = 开启净水器 #autoLOC_TACLS_00242 = 停止净水器 #autoLOC_TACLS_00243 = 萨巴捷回收器 #autoLOC_TACLS_00244 = 开启萨巴捷反应 #autoLOC_TACLS_00245 = 停止萨巴捷反应 #autoLOC_TACLS_00246 = 碳提取器 #autoLOC_TACLS_00247 = 开启碳提取器 #autoLOC_TACLS_00248 = 停止碳提取器 #autoLOC_TACLS_00249 = 空气过滤器 #autoLOC_TACLS_00250 = 开启空气过滤 #autoLOC_TACLS_00251 = 停止空气过滤 #autoLOC_TACLS_00252 = TAC LS Items #autoLOC_TACLS_00253 = Unloaded Vessel Processing #autoLOC_TACLS_00254 = If enabled TAC LS will process resources on unloaded vessels.\nIf disabled, it won't and play the catchup and estimation game. #autoLOC_TACLS_00255 = 检查维生物质. #autoLOC_TACLS_00256 = 确定你有足够的维生物质吗? #autoLOC_TACLS_00257 = \u0020\u0020氧气耗尽, 已自行打开窗户 #autoLOC_TACLS_00258 = Warning Percent #autoLOC_TACLS_00259 = Percentage remaining of a resource that will cause a Warning message to occur. #autoLOC_TACLS_00260 = Critical Percent #autoLOC_TACLS_00261 = Percentage remaining of a resource that will cause a Critical Warning message to occur. } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/Food.cfg PART { name = TacFoodContainer module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 357 category = Utility subcategory = 0 bulkheadProfiles = size1 title = Life Support Food Container, 1.25m manufacturer = Thunder Aerospace Corporation description = A 1.25-meter container full of Food supplies. tags = tacls life support food container supplies cck-lifesupport mass = 0.20 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/FoodTexture } RESOURCE { name = Food amount = 240 maxAmount = 240 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacFoodContainer } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/FoodLarge.cfg PART { name = TacFoodContainerLarge module = Part author = TaranisElsu scale = 1 rescaleFactor = 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 800 cost = 2526 category = Utility subcategory = 0 bulkheadProfiles = size2 title = Life Support Food Container, 2.5m manufacturer = Thunder Aerospace Corporation description = A large 2.5-meter container full of Food supplies. tags = tacls life support food container supplies cck-lifesupport mass = 0.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/FoodTexture } RESOURCE { name = Food amount = 2200 maxAmount = 2200 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacFoodContainerLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/FoodLarge375.cfg PART { name = TacFoodContainerLarge375 module = Part author = JPLRepo scale = 1 rescaleFactor = 3 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 1600 cost = 3788 category = Utility subcategory = 0 bulkheadProfiles = size3 title = Life Support Food Container, 3.75m manufacturer = Thunder Aerospace Corporation description = A large 3.75-meter container full of Food supplies. tags = tacls life support food container supplies cck-lifesupport mass = 1.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/FoodTexture } RESOURCE { name = Food amount = 3300 maxAmount = 3300 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11475 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = TacFoodContainerLarge375 } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/FoodSmall.cfg PART { name = TacFoodContainerSmall module = Part author = TaranisElsu scale = 1 rescaleFactor = 0.5 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 56 category = Utility subcategory = 0 bulkheadProfiles = size0 title = Life Support Food Container, 0.625m manufacturer = Thunder Aerospace Corporation description = A small 0.625-meter container full of Food supplies. tags = tacls life support food container supplies cck-lifesupport mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/FoodTexture } RESOURCE { name = Food amount = 25 maxAmount = 25 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacFoodContainerSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/LifeSupport.cfg PART { name = TacLifeSupportContainer module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 328 category = Utility subcategory = 0 bulkheadProfiles = size1 title = Life Support Supplies Container, 1.25m manufacturer = Thunder Aerospace Corporation description = A 1.25-meter container full of Life Support supplies. tags = tacls life support food water oxygen container supplies cck-lifesupport mass = 0.20 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/Texture } RESOURCE { name = Food amount = 113.2 maxAmount = 113.2 } RESOURCE { name = Water amount = 74.8 maxAmount = 74.8 } RESOURCE { name = Oxygen amount = 11466.9 maxAmount = 11466.9 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacLifeSupportContainer } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/LifeSupportLarge.cfg PART { name = TacLifeSupportContainerLarge module = Part author = TaranisElsu scale = 1 rescaleFactor = 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 800 cost = 2255 category = Utility subcategory = 0 bulkheadProfiles = size2 title = Life Support Supplies Container, 2.5m manufacturer = Thunder Aerospace Corporation description = A large 2.5-meter container full of Life Support supplies. tags = tacls life support food water oxygen container supplies cck-lifesupport mass = 0.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/Texture } RESOURCE { name = Food amount = 1038.3 maxAmount = 1038.3 } RESOURCE { name = Water amount = 686.3 maxAmount = 686.3 } RESOURCE { name = Oxygen amount = 105113.2 maxAmount = 105113.2 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacLifeSupportContainerLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/LifeSupportLarge375.cfg PART { name = TacLifeSupportContainerLarge375 module = Part author = JPLRepo scale = 1 rescaleFactor = 3 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 1600 cost = 3382 category = Utility subcategory = 0 bulkheadProfiles = size3 title = Life Support Supplies Container, 3.75m manufacturer = Thunder Aerospace Corporation description = A large 3.75-meter container full of Life Support supplies. tags = tacls life support food water oxygen container supplies cck-lifesupport mass = 0.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/Texture } RESOURCE { name = Food amount = 1557.45 maxAmount = 1557.45 } RESOURCE { name = Water amount = 1029.45 maxAmount = 1029.45 } RESOURCE { name = Oxygen amount = 157669.8 maxAmount = 157669.8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = TacLifeSupportContainerLarge375 } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/LifeSupportSmall.cfg PART { name = TacLifeSupportContainerSmall module = Part author = TaranisElsu scale = 1 rescaleFactor = 0.5 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 53 category = Utility subcategory = 0 bulkheadProfiles = size0 title = Life Support Supplies Container, 0.625m manufacturer = Thunder Aerospace Corporation description = A small 0.625-meter container full of Life Support supplies. tags = tacls life support food water oxygen container supplies cck-lifesupport mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/Texture } RESOURCE { name = Food amount = 11.7 maxAmount = 11.7 } RESOURCE { name = Water amount = 7.7 maxAmount = 7.7 } RESOURCE { name = Oxygen amount = 1194.4 maxAmount = 1194.4 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacLifeSupportContainerSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/Oxygen.cfg PART { name = TacOxygenContainer module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 303 category = Utility subcategory = 0 bulkheadProfiles = size1 title = Life Support Oxygen Container, 1.25m manufacturer = Thunder Aerospace Corporation description = A 1.25-meter container full of Breathing Oxygen supplies. tags = tacls life support oxygen container supplies cck-lifesupport mass = 0.20 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/OxygenTexture } RESOURCE { name = Oxygen amount = 53072.3 maxAmount = 53072.3 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacOxygenContainer } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/OxygenLarge.cfg PART { name = TacOxygenContainerLarge module = Part author = TaranisElsu scale = 1 rescaleFactor = 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 800 cost = 2027 category = Utility subcategory = 0 bulkheadProfiles = size2 title = Life Support Oxygen Container, 2.5m manufacturer = Thunder Aerospace Corporation description = A large 2.5-meter container full of Breathing Oxygen supplies. tags = tacls life support oxygen container supplies cck-lifesupport mass = 0.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/OxygenTexture } RESOURCE { name = Oxygen amount = 486496.4 maxAmount = 486496.4 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacOxygenContainerLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/OxygenLarge375.cfg PART { name = TacOxygenContainerLarge375 module = Part author = JPLRepo scale = 1 rescaleFactor = 3 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 1600 cost = 3108 category = Utility subcategory = 0 bulkheadProfiles = size3 title = Life Support Oxygen Container, 3.75m manufacturer = Thunder Aerospace Corporation description = A large 3.75-meter container full of Breathing Oxygen supplies. tags = tacls life support oxygen container supplies cck-lifesupport mass = 1.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/OxygenTexture } RESOURCE { name = Oxygen amount = 729744.6 maxAmount = 729744.6 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11475 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = TacOxygenContainerLarge375 } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/OxygenSmall.cfg PART { name = TacOxygenContainerSmall module = Part author = TaranisElsu scale = 1 rescaleFactor = 0.5 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 50 category = Utility subcategory = 0 bulkheadProfiles = size0 title = Life Support Oxygen Container, 0.625m manufacturer = Thunder Aerospace Corporation description = A small 0.625-meter container full of Breathing Oxygen supplies. tags = tacls life support oxygen container supplies cck-lifesupport mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/OxygenTexture } RESOURCE { name = Oxygen amount = 5528.3 maxAmount = 5528.3 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacOxygenContainerSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/Waste.cfg PART { name = TacWasteContainer module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 300 category = Utility subcategory = 0 bulkheadProfiles = size1 title = Life Support Waste Container, 1.25m manufacturer = Thunder Aerospace Corporation description = A 1.25-meter container for holding Life Support waste products. tags = tacls life support waste CO2 wastewater container cck-lifesupport mass = 0.20 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/WasteTexture } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 18800.1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 180.9 } RESOURCE { name = Waste amount = 0 maxAmount = 19.5 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWasteContainer } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/WasteLarge.cfg PART { name = TacWasteContainerLarge module = Part author = TaranisElsu scale = 1 rescaleFactor = 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 800 cost = 2000 category = Utility subcategory = 0 bulkheadProfiles = size2 title = Life Support Waste Container, 2.5m manufacturer = Thunder Aerospace Corporation description = A large 2.5-meter container for holding Life Support waste products. tags = tacls life support waste CO2 wastewater container cck-lifesupport mass = 0.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/WasteTexture } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 172334.5 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1658.8 } RESOURCE { name = Waste amount = 0 maxAmount = 179.2 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWasteContainerLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/WasteLarge375.cfg PART { name = TacWasteContainerLarge375 module = Part author = JPLRepo scale = 1 rescaleFactor = 3 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 1600 cost = 3000 category = Utility subcategory = 0 bulkheadProfiles = size3 title = Life Support Waste Container, 3.75m manufacturer = Thunder Aerospace Corporation description = A large 3.75-meter container for holding Life Support waste products. tags = tacls life support waste CO2 wastewater container cck-lifesupport mass = 1.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/WasteTexture } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 258501.75 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2488.2 } RESOURCE { name = Waste amount = 0 maxAmount = 268.8 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = TacWasteContainerLarge375 } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/WasteSmall.cfg PART { name = TacWasteContainerSmall module = Part author = TaranisElsu scale = 1 rescaleFactor = 0.5 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 50 category = Utility subcategory = 0 bulkheadProfiles = size0 title = Life Support Waste Container, 0.625m manufacturer = Thunder Aerospace Corporation description = A small 0.625-meter container for holding Life Support waste products. tags = tacls life support waste CO2 wastewater container cck-lifesupport mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/WasteTexture } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 1958.3 } RESOURCE { name = WasteWater amount = 0 maxAmount = 18.8 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWasteContainerSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/Water.cfg PART { name = TacWaterContainer module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 300 category = Utility subcategory = 0 bulkheadProfiles = size1 title = Life Support Water Container, 1.25m manufacturer = Thunder Aerospace Corporation description = A 1.25-meter container full of Drinking Water. tags = tacls life support water container supplies cck-lifesupport mass = 0.20 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/WaterTexture } RESOURCE { name = Water amount = 240 maxAmount = 240 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWaterContainer } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/WaterLarge.cfg PART { name = TacWaterContainerLarge module = Part author = TaranisElsu scale = 1 rescaleFactor = 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 800 cost = 2002 category = Utility subcategory = 0 bulkheadProfiles = size2 title = Life Support Water Container, 2.5m manufacturer = Thunder Aerospace Corporation description = A large 2.5-meter container full of Drinking Water. tags = tacls life support water container supplies cck-lifesupport mass = 0.75 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/WaterTexture } RESOURCE { name = Water amount = 2200 maxAmount = 2200 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWaterContainerLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/WaterLarge375.cfg PART { name = TacWaterContainerLarge375 module = Part author = JPLRepo scale = 1 rescaleFactor = 3 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = heavyRocketry entryCost = 1600 cost = 3003 category = Utility subcategory = 0 bulkheadProfiles = size3 title = Life Support Water Container, 3.75m manufacturer = Thunder Aerospace Corporation description = A large 3.75-meter container full of Drinking Water. tags = tacls life support water container supplies cck-lifesupport mass = 1.125 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/WaterTexture } RESOURCE { name = Water amount = 3300 maxAmount = 3300 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = KSPPartVolumeModule } MODULE { name = ModulePartInfo originalPartName = TacWaterContainerLarge375 } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportContainers/WaterSmall.cfg PART { name = TacWaterContainerSmall module = Part author = TaranisElsu scale = 1 rescaleFactor = 0.5 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 0 attachRules = 1,0,1,1,0 TechRequired = survivability entryCost = 400 cost = 50 category = Utility subcategory = 0 bulkheadProfiles = size0 title = Life Support Water Container, 0.625m manufacturer = Thunder Aerospace Corporation description = A small 0.625-meter container full of Drinking Water. tags = tacls life support water container supplies cck-lifesupport mass = 0.04 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportContainers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportContainers/WaterTexture } RESOURCE { name = Water amount = 25 maxAmount = 25 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWaterContainerSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/LargeOxygen.cfg PART { name = HexCanOxygenLarge module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 2 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = heavyRocketry entryCost = 1000 cost = 1013 category = Utility subcategory = 0 bulkheadProfiles = size2, srf title = Life Support Oxygen HexCan, 3m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 3m long resource canister containing Oxygen supplies. tags = tacls life support oxygen container supplies hexcan cck-lifesupport mass = 0.38 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture } RESOURCE { name = Oxygen amount = 229980.1 maxAmount = 229980.1 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanOxygenLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/NormalOxygen.cfg PART { name = HexCanOxygen module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 1 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 177 category = Utility subcategory = 0 bulkheadProfiles = size1, srf title = Life Support Oxygen HexCan, 1.5m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 1.5m long resource canister containing Oxygen supplies. tags = tacls life support oxygen container supplies hexcan cck-lifesupport mass = 0.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture } RESOURCE { name = Oxygen amount = 28747.5 maxAmount = 28747.5 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanOxygen } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/SmallOxygen.cfg PART { name = HexCanOxygenSmall module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 0.5 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 1 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 0 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 35 category = Utility subcategory = 0 bulkheadProfiles = size0, srf title = Life Support Oxygen HexCan, 0.75m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 0.75m long resource canister containing Oxygen supplies. tags = tacls life support oxygen container supplies hexcan cck-lifesupport mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanBreathingOxygen/Texture } RESOURCE { name = Oxygen amount = 3593.4 maxAmount = 3593.4 } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanOxygenSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/LargeWater.cfg PART { name = HexCanDrinkingWaterLarge module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 2 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = heavyRocketry entryCost = 1000 cost = 1000 category = Utility subcategory = 0 bulkheadProfiles = size2, srf title = Life Support Water HexCan, 3m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 3m long resource canister containing Drinking Water. tags = tacls life support water container supplies hexcan cck-lifesupport mass = 0.38 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture } RESOURCE { name = Water amount = 1040 maxAmount = 1040 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanDrinkingWaterLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/NormalWater.cfg PART { name = HexCanDrinkingWater module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 1 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 175 category = Utility subcategory = 0 bulkheadProfiles = size1, srf title = Life Support Water HexCan, 1.5m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 1.5m long resource canister containing Drinking Water. tags = tacls life support water container supplies hexcan cck-lifesupport mass = 0.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture } RESOURCE { name = Water amount = 130 maxAmount = 130 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanDrinkingWater } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/SmallWater.cfg PART { name = HexCanDrinkingWaterSmall module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 0.5 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 1 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 0 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 35 category = Utility subcategory = 0 bulkheadProfiles = size0, srf title = Life Support Water HexCan, 0.75m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 0.75m long resource canister containing Drinking Water. tags = tacls life support water container supplies hexcan cck-lifesupport mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanDrinkingWater/Texture } RESOURCE { name = Water amount = 16.2 maxAmount = 16.2 } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanDrinkingWaterSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanFood/LargeFood.cfg PART { name = HexCanFoodLarge module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 2 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = heavyRocketry entryCost = 1000 cost = 1249 category = Utility subcategory = 0 bulkheadProfiles = size2, srf title = Life Support Food HexCan, 3m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 3m long resource canister containing Food supplies. tags = tacls life support food container supplies hexcan cck-lifesupport mass = 0.38 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture } RESOURCE { name = Food amount = 1040 maxAmount = 1040 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanFoodLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanFood/NormalFood.cfg PART { name = HexCanFood module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 1 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 206 category = Utility subcategory = 0 bulkheadProfiles = size1, srf title = Life Support Food HexCan, 1.5m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 1.5m long resource canister containing Food supplies. tags = tacls life support food container supplies hexcan cck-lifesupport mass = 0.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture } RESOURCE { name = Food amount = 130 maxAmount = 130 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanFood } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanFood/SmallFood.cfg PART { name = HexCanFoodSmall module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 0.5 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 1 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 0 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 39 category = Utility subcategory = 0 bulkheadProfiles = size0, srf title = Life Support Food HexCan, 0.75m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 0.75m long resource canister containing Food supplies. tags = tacls life support food container supplies hexcan cck-lifesupport mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanFood/Texture } RESOURCE { name = Food amount = 16.2 maxAmount = 16.2 } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanFoodSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/LargeLifeSupport.cfg PART { name = HexCanLifeSupportLarge module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 2 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = heavyRocketry entryCost = 1000 cost = 1120 category = Utility subcategory = 0 bulkheadProfiles = size2, srf title = Life Support Supplies HexCan, 3m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 3m long resource canister containing Life Support supplies. tags = tacls life support food water oxygen container supplies hexcan cck-lifesupport mass = 0.38 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture } RESOURCE { name = Food amount = 490.8 maxAmount = 490.8 } RESOURCE { name = Water amount = 324.4 maxAmount = 324.4 } RESOURCE { name = Oxygen amount = 49689.9 maxAmount = 49689.9 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanLifeSupportLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/NormalLifeSupport.cfg PART { name = HexCanLifeSupport module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 1 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 190 category = Utility subcategory = 0 bulkheadProfiles = size1, srf title = Life Support Supplies HexCan, 1.5m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 1.5m long resource canister containing Life Support supplies. tags = tacls life support food water oxygen container supplies hexcan cck-lifesupport mass = 0.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture } RESOURCE { name = Food amount = 61.3 maxAmount = 61.3 } RESOURCE { name = Water amount = 40.5 maxAmount = 40.5 } RESOURCE { name = Oxygen amount = 6211.2 maxAmount = 6211.2 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanLifeSupport } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/SmallLifeSupport.cfg PART { name = HexCanLifeSupportSmall module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 0.5 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 1 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 0 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 37 category = Utility subcategory = 0 bulkheadProfiles = size0, srf title = Life Support Supplies HexCan, 0.75m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 0.75m long resource canister containing Life Support supplies. tags = tacls life support food water oxygen container supplies hexcan cck-lifesupport mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanLifeSupport/Texture } RESOURCE { name = Food amount = 7.6 maxAmount = 7.6 } RESOURCE { name = Water amount = 5 maxAmount = 5 } RESOURCE { name = Oxygen amount = 776.4 maxAmount = 776.4 } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanLifeSupportSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/LargeWaste.cfg PART { name = HexCanLifeSupportWasteLarge module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 2 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = heavyRocketry entryCost = 1000 cost = 1000 category = Utility subcategory = 0 bulkheadProfiles = size2, srf title = Life Support Waste HexCan, 3m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 3m long resource canister for holding Life Support waste products. tags = tacls life support waste CO2 wastewater container hexcan cck-lifesupport mass = 0.38 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture } RESOURCE { name = Waste amount = 0 maxAmount = 84.7 } RESOURCE { name = WasteWater amount = 0 maxAmount = 784.2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 81467.2 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanLifeSupportWasteLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/NormalWaste.cfg PART { name = HexCanLifeSupportWaste module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 1 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 2 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 1 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 175 category = Utility subcategory = 0 bulkheadProfiles = size1, srf title = Life Support Waste HexCan, 1.5m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 1.5m long resource canister for holding Life Support waste products. tags = tacls life support waste CO2 wastewater container hexcan cck-lifesupport mass = 0.12 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture } RESOURCE { name = Waste amount = 0 maxAmount = 10.5 } RESOURCE { name = WasteWater amount = 0 maxAmount = 98 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 10183.4 } MODULE { name = ModuleCargoPart packedVolume = 80 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanLifeSupportWaste } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/SmallWaste.cfg PART { name = HexCanLifeSupportWasteSmall module = Part author = Greys, Taranis Elsu scale = 1 rescaleFactor = 0.5 specPower = 0.3 rimFalloff = 3 alphaCutoff = 0 node_attach = 0.0, 0.0, -0.2, 0.0, 0.0, 1.0, 1 node_stack_top_01 = 0.0, 0.0, 0.166, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0,-0.75, 0.0, 0.0,-1.0, 0.0, 0 attachRules = 1,1,1,1,1 TechRequired = survivability entryCost = 500 cost = 35 category = Utility subcategory = 0 bulkheadProfiles = size0, srf title = Life Support Waste HexCan, 0.75m manufacturer = PanSpace Manufacturing Inc. Ltd. LLC. Co. in cooperation with Thunder Aerospace Corporation description = A 0.75m long resource canister for holding Life Support waste products. tags = tacls life support waste CO2 wastewater container hexcan cck-lifesupport mass = 0.03 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 MODEL { model = ThunderAerospace/TacLifeSupportHexCans/Models/HexCan position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = HexCan000, ThunderAerospace/TacLifeSupportHexCans/HexCanWaste/WasteTexture } RESOURCE { name = Waste amount = 0 maxAmount = 1.3 } RESOURCE { name = WasteWater amount = 0 maxAmount = 12.2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 1272.9 } MODULE { name = ModuleCargoPart packedVolume = 40 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = HexCanLifeSupportWasteSmall } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportMFT/TankDefinitions.cfg TANK_DEFINITION { name = LifeSupport basemass = -1 TANK { name = Food amount = full maxAmount = 47.1979% } TANK { name = Water amount = full maxAmount = 31.1958% } TANK { name = Oxygen amount = full maxAmount = 21.6061% utilization = 221.1347 note = (pressurized) } TANK { name = Waste amount = 0.0 maxAmount = 0.0 fillable = false } TANK { name = WasteWater amount = 0.0 maxAmount = 0.0 fillable = false } TANK { name = CarbonDioxide amount = 0.0 maxAmount = 0.0 utilization = 476.2173 note = (pressurized) fillable = false } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportMFT/TankDefinitions.cfg TANK_DEFINITION { name = LifeSupportWaste basemass = -1 TANK { name = Food amount = 0 maxAmount = 0 } TANK { name = Water amount = 0 maxAmount = 0 } TANK { name = Oxygen amount = 0.0 maxAmount = 0.0 utilization = 221.1347 note = (pressurized) } TANK { name = Waste amount = 0.0 maxAmount = 8.1468% fillable = false } TANK { name = WasteWater amount = 0.0 maxAmount = 75.4039% fillable = false } TANK { name = CarbonDioxide amount = 0.0 maxAmount = 16.4491% utilization = 476.2173 note = (pressurized) fillable = false } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportMFT/TankDefinitions.cfg TANK_DEFINITION { name = LifeSupportAll basemass = -1 TANK { name = Food amount = full maxAmount = 30.9118% } TANK { name = Water amount = full maxAmount = 20.4314% } TANK { name = Oxygen amount = full maxAmount = 14.1507% utilization = 221.1347 note = (pressurized) } TANK { name = Waste amount = 0.0 maxAmount = 2.8111% fillable = false } TANK { name = WasteWater amount = 0.0 maxAmount = 26.0188% fillable = false } TANK { name = CarbonDioxide amount = 0.0 maxAmount = 5.6759% utilization = 476.2173 note = (pressurized) fillable = false } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/AirFilter.cfg PART { name = TacAirFilter module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 6000 cost = 2000 category = Utility subcategory = 0 bulkheadProfiles = size1 title = TACLS Air Filter, 1.25m manufacturer = Thunder Aerospace Corporation description = A life support module that filters Oxygen out of the air. Requires IntakeAir. Will not function if the atmosphere does not contain Oxygen (i.e. not on Kerbin or Laythe). Warning: unlike the other recyclers, this one does not function while the vessel is unloaded. tags = tacls life support air filter recycler converter cck-lifesupport mass = 1.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/AirFilterTexture } MODULE { name = TacGenericConverter ConverterName = Air Filter StartActionName = Start AirFilter StopActionName = Stop AirFilter tag = Life Support requiresOxygenAtmo = true GeneratesHeat = false conversionRate = 20 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } INPUT_RESOURCE { ResourceName = IntakeAir Ratio = 0.1 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.063829787234043 DumpExcess = false } } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacAirFilter } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_CarbonExtractor.cfg PART { name = TacCarbonExtractor module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 10500 cost = 2400 category = Utility subcategory = 0 bulkheadProfiles = size1 title = TACLS Carbon Extractor, 1.25m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Rated for up to 8 Kerbals, with an efficiency multiplier of about 7.6. tags = tacls life support carbon extractor recycler converter cck-lifesupport mass = 0.48 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/CarbonExtractorTexture } MODULE { name = TacGenericConverter ConverterName = Carbon Extractor StartActionName = Start CarbonExtractor StopActionName = Stop CarbonExtractor tag = Life Support GeneratesHeat = false conversionRate = 3.06 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.001703210064733 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001713537562385 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001209166498 DumpExcess = true } } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 226 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacCarbonExtractor } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_CarbonExtractorLarge.cfg PART { name = TacCarbonExtractorLarge module = Part author = TaranisElsu scale = 1 rescaleFactor = 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 11500 cost = 7400 category = Utility subcategory = 0 bulkheadProfiles = size2 title = TACLS Carbon Extractor, 2.5m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 7.6. tags = tacls life support carbon extractor recycler converter cck-lifesupport mass = 1.44 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/CarbonExtractorTexture } MODULE { name = TacGenericConverter ConverterName = Carbon Extractor StartActionName = Start CarbonExtractor StopActionName = Stop CarbonExtractor tag = Life Support GeneratesHeat = false conversionRate = 9.18 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.001703210064733 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001713537562385 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001209166498 DumpExcess = true } } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 676 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacCarbonExtractorLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_CarbonExtractorLarge375.cfg PART { name = TacCarbonExtractorLarge375 module = Part author = JPLRepo scale = 1 rescaleFactor = 3 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 13500 cost = 8200 category = Utility subcategory = 0 bulkheadProfiles = size3 title = TACLS Carbon Extractor, 3.75m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that extracts carbon from carbon dioxide, leaving pure breathable oxygen. It works by using the Bosch reaction. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 7.6. tags = tacls life support carbon extractor recycler converter cck-lifesupport mass = 2.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/CarbonExtractorTexture } MODULE { name = TacGenericConverter ConverterName = Carbon Extractor StartActionName = Start CarbonExtractor StopActionName = Stop CarbonExtractor tag = Life Support GeneratesHeat = false conversionRate = 10.33 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.001703210064733 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001713537562385 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001209166498 DumpExcess = true } } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 760 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11475 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = TacCarbonExtractorLarge375 } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_SabatierCarbonRecycler.cfg PART { name = TacSabatierRecycler module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 11000 cost = 2700 category = Utility subcategory = 0 bulkheadProfiles = size1 title = TACLS Sabatier Recycler, 1.25m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Rated for up to 8 Kerbals, with an efficiency multiplier of about 5. tags = tacls life support sabatier recycler converter cck-lifesupport mass = 0.48 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/SabatierTexture } MODULE { name = TacGenericConverter ConverterName = Sabatier Recycler StartActionName = Start Sabatier StopActionName = Stop Sabatier tag = Life Support GeneratesHeat = false conversionRate = 3.06 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.000851605032367 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000001360254171 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001713537562385 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000000807530168 DumpExcess = true } } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 226 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacSabatierRecycler } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_SabatierCarbonRecyclerLarge.cfg PART { name = TacSabatierRecyclerLarge module = Part author = TaranisElsu scale = 1 rescaleFactor = 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 12000 cost = 8000 category = Utility subcategory = 0 bulkheadProfiles = size2 title = TACLS Sabatier Recycler, 2.5m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 5. tags = tacls life support sabatier recycler converter cck-lifesupport mass = 1.44 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/SabatierTexture } MODULE { name = TacGenericConverter ConverterName = Sabatier Recycler StartActionName = Start Sabatier StopActionName = Stop Sabatier tag = Life Support GeneratesHeat = false conversionRate = 9.18 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.000851605032367 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000001360254171 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.00171353756238 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000000807530168 DumpExcess = true } } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 676 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacSabatierRecyclerLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_SabatierCarbonRecyclerLarge375.cfg PART { name = TacSabatierRecyclerLarge375 module = Part author = JPLRepo scale = 1 rescaleFactor = 3 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 13500 cost = 8888 category = Utility subcategory = 0 bulkheadProfiles = size3 title = TACLS Sabatier Recycler, 3.75m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that uses the Sabatier reaction to recycle oxygen from carbon dioxide. It requires water as an additional input. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 5. tags = tacls life support sabatier recycler converter cck-lifesupport mass = 2.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/SabatierTexture } MODULE { name = TacGenericConverter ConverterName = Sabatier Recycler StartActionName = Start Sabatier StopActionName = Stop Sabatier tag = Life Support GeneratesHeat = false conversionRate = 10.33 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.000851605032367 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000001360254171 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001713537562385 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000000807530168 DumpExcess = true } } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 1014 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11475 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = TacSabatierRecyclerLarge375 } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_WaterPurifier.cfg PART { name = TacWaterPurifier module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 8500 cost = 1800 category = Utility subcategory = 0 bulkheadProfiles = size1 title = TACLS Water Purifier, 1.25m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that filters and purifies water, leaving pure drinkable water. Rated for up to 8 Kerbals, with an efficiency multiplier of about 10.0. tags = tacls life support water purifier recycler converter cck-lifesupport mass = 0.48 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/WaterPurifierTexture } MODULE { name = TacGenericConverter ConverterName = Water Purifier StartActionName = Start WaterPurifier StopActionName = Stop WaterPurifier tag = Life Support GeneratesHeat = false conversionRate = 3.06 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.007123842592593 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.000014247685185 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.000011188078704 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001994675926 DumpExcess = true } } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWaterPurifier } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_WaterPurifierLarge.cfg PART { name = TacWaterPurifierLarge module = Part author = TaranisElsu scale = 1 rescaleFactor = 2 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 9500 cost = 5400 category = Utility subcategory = 0 bulkheadProfiles = size2 title = TACLS Water Purifier, 2.5m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that filters and purifies water, leaving pure drinkable water. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 9 Kerbals, with an efficiency multiplier of about 10.0. tags = tacls life support water purifier recycler converter cck-lifesupport mass = 1.44 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/WaterPurifierTexture } MODULE { name = TacGenericConverter ConverterName = Water Purifier StartActionName = Start WaterPurifier StopActionName = Stop WaterPurifier tag = Life Support GeneratesHeat = false conversionRate = 9.18 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.007123842592593 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.000014247685185 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.000011188078704 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001994675926 DumpExcess = true } } RESOURCE { name = WasteWater amount = 0 maxAmount = 6 } MODULE { name = ModuleCargoPart packedVolume = -1 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWaterPurifierLarge } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_WaterPurifierLarge375.cfg PART { name = TacWaterPurifierLarge375 module = Part author = JPLRepo scale = 1 rescaleFactor = 3 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 2 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 10500 cost = 5832 category = Utility subcategory = 0 bulkheadProfiles = size3 title = TACLS Water Purifier, 3.75m manufacturer = Thunder Aerospace Corporation description = A life support recycling module that filters and purifies water, leaving pure drinkable water. Packaged in a larger structure for easier use with massive rockets, with the added advantage of a slightly faster conversion rate. Rated for up to 10 Kerbals, with an efficiency multiplier of about 10.0. tags = tacls life support water purifier recycler converter cck-lifesupport mass = 2.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/WaterPurifierTexture } MODULE { name = TacGenericConverter ConverterName = Water Purifier StartActionName = Start WaterPurifier StopActionName = Stop WaterPurifier tag = Life Support GeneratesHeat = false conversionRate = 10.33 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.007123842592593 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.000014247685185 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.000011188078704 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001994675926 DumpExcess = true } } RESOURCE { name = WasteWater amount = 0 maxAmount = 7 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 11475 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = TacWaterPurifierLarge375 } } } UrlConfig { parentUrl = ThunderAerospace/TacLifeSupportRecyclers/Recycler_WaterSplitter.cfg PART { name = TacWaterSplitter module = Part author = TaranisElsu scale = 1 rescaleFactor = 1 node_stack_top = 0.0, 0.125, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.125, 0.0, 0.0, -1.0, 0.0, 1 attachRules = 1,0,1,1,0 TechRequired = electronics entryCost = 7200 cost = 2100 category = Utility subcategory = 0 bulkheadProfiles = size1 title = TACLS Water Splitter, 1.25m manufacturer = Thunder Aerospace Corporation description = A life support module that splits water using electrolysis, giving Oxygen and Waste (Hydrogen). Rated for up to 3 Kerbals. tags = tacls life support water splitter recycler converter cck-lifesupport mass = 0.48 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 MODEL { model = ThunderAerospace/TacLifeSupportRecyclers/TacContainer position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0.0, 0.0, 0.0 texture = Texture, ThunderAerospace/TacLifeSupportRecyclers/WaterSplitterTexture } MODULE { name = TacGenericConverter ConverterName = Water Splitter StartActionName = Start WaterSplitter StopActionName = Stop WaterSplitter tag = Life Support GeneratesHeat = false conversionRate = 3.06 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000002720508341 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001713537562385 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000000405893838 DumpExcess = true } } MODULE { name = ModuleCargoPart packedVolume = 160 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = TacWaterSplitter } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS-emptybutton.cfg PROP { name = MAS_pb_empty MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap texture = pb_Full_Cap_Black,ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Full_Cap_Black texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Push_Button_Modular/models/pb_Collider } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = pb_Collider onClick = dummy sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } ANIMATION_PLAYER { name = Button press animation animation = pb_PushAnim animationSpeed = 1.0 variable = dummy } TEXT_LABEL { name = Top Legend transform = Legend_Upper fontSize = 3.9 oneshot = true lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.ActionGroupHasActions(0) * fc.GetPersistentAsNumber("Backlight")) blend = true range = 0, 1 activeColor = COLOR_MOARdV_ActiveBacklightText passiveColor = COLOR_MOARdV_UnlitText text = STUFF } TEXT_LABEL { name = On Indicator transform = Legend_Lower fontSize = 3.9 oneshot = true lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter emissive = active variable = fc.Conditioned(fc.GetActionGroup(0) * fc.ActionGroupHasActions(0)) activeColor = COLOR_MOARdV_IndicatorLampGreen passiveColor = COLOR_MOARdV_PassiveBacklightText text = ● ON ● } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS-emptyrotary.cfg PROP { name = MAS_swRotary_Empty MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model texture = SwitchRotaryDiffuse,ASET/ASET_Props/Control/SwitchRotary/model/SwitchRotaryDiffuse } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R } MODEL { model = ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Dimmer_Mark } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider + collider = ColliderPlus onClick = dummy sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 } COLLIDER_EVENT { name = Collider - collider = ColliderMinus onClick = dummy sound = ASET/ASET_Props/Sounds/click-027 volume = 1 autoRepeat = 0.1 } ROTATION { name = Knob position transform = swRotaryLoc variable = fc.GetPersistentAsNumber("Backlight") startRotation = 0,-145,0 endRotation = 0,145,0 longPath = true range = 0, 1 blend = true speed = 6.0 } COLOR_SHIFT { name = Pointer Light transform = swRotaryPointerObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0,1 } COLOR_SHIFT { name = Circle Mark Light transform = swRotaryCircleMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0,1 } COLOR_SHIFT { name = Rotary Circle Light transform = swRotaryCircleObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0,1 } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS-EMPTYSWTICH.cfg PROP { name = MAS_toggle_empty MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_1_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_3 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCover_Type2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse texture = Tggl_COVER_Diffuse,ASET/ASET_Props/Control/Switch_Toggle_Modular/models/Tggl_COVER_Red } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Cover Collider collider = CoverCollider onClick = dummy sound = ASET/ASET_Props/Sounds/OpenSwitchCover volume = 1 } ANIMATION_PLAYER { name = Cover animation animation = TgglCover_ANIM animationSpeed = 1.0 variable = dummy } COLLIDER_EVENT { name = Switch Collider collider = SwitchCollider onClick = dummy sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } ANIMATION_PLAYER { name = Switch animation animation = SwitchTumbleAnim animationSpeed = 1.0 variable = dummy } COLOR_SHIFT { name = Switch mark transform = TumblerMarkObj activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR passiveColor = 0,0,0,255 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0,1 } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_IP5x3_Shuttle.cfg PROP { name = MAS_IP5x3_Status MODEL { model = ASET/ASET_Props/Instruments/IndicatorPanel5x3/IndicatorPanel5x3 } MODULE { name = MASComponent TRANSLATION { name = Power OFF Translation transform = IndicatorPanel5x3PowerOFF startTranslation = 0,0,0 endTranslation = 0,-0.001,0 variable = fc.Conditioned(1) } TEXT_LABEL { name = TextObj001 Text transform = TextObj001 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = RCS } COLOR_SHIFT { name = TextObj001 Color transform = lamp1 variable = fc.GetRCS() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj002 Text transform = TextObj002 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = SAS } COLOR_SHIFT { name = TextObj002 Color transform = lamp2 variable = fc.GetSAS() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj003 Text transform = TextObj003 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = EXT.LIGHT } COLOR_SHIFT { name = TextObj003 Color transform = lamp3 variable = fc.GetLights() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj004 Text transform = TextObj004 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = BRAKE } COLOR_SHIFT { name = TextObj004 Color transform = lamp4 variable = fc.GetBrakes() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj005 Text transform = TextObj005 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = LDG.GEAR } COLOR_SHIFT { name = TextObj005 Color transform = lamp5 variable = fc.GetGear() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj006 Text transform = TextObj006 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = WARP } COLOR_SHIFT { name = TextObj006 Color transform = lamp6 variable = fc.WarpRate() > 1 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj007 Text transform = TextObj007 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = SOI } COLOR_SHIFT { name = TextObj007 Color transform = lamp7 variable = fc.TimeToSoI() > 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj008 Text transform = TextObj008 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = DOCK } COLOR_SHIFT { name = TextObj008 Color transform = lamp8 variable = fc.Docked() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj009 Text transform = TextObj009 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = NODE } COLOR_SHIFT { name = TextObj009 Color transform = lamp9 variable = fc.ManeuverNodeExists() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj010 Text transform = TextObj010 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = TARGET } COLOR_SHIFT { name = TextObj010 Color transform = lamp10 variable = fc.TargetType() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj011 Text transform = TextObj011 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = LINK } COLOR_SHIFT { name = TextObj011 Color transform = lamp11 variable = fc.CommNetConnectedHome() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj012 Text transform = TextObj012 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = ORBIT } COLOR_SHIFT { name = TextObj012 Color transform = lamp12 variable = fc.Periapsis() > fc.AtmosphereTop() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj013 Text transform = TextObj013 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = MECHJEB } COLOR_SHIFT { name = TextObj013 Color transform = lamp13 variable = mechjeb.AutopilotActive() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj014 Text transform = TextObj014 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = COMMS } COLOR_SHIFT { name = TextObj014 Color transform = lamp14 variable = chatterer.Available() passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } TEXT_LABEL { name = TextObj015 Text transform = TextObj015 fontSize = 5 oneshot = true font = InconsolataGo style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.0215,-0.006 emissive = never passiveColor = COLOR_MOARdV_UnlitText text = - TBD - } COLOR_SHIFT { name = TextObj015 Color transform = lamp15 variable = 0 passiveColor = COLOR_MOARdV_IndicatorLampOff activeColor = COLOR_MOARdV_IndicatorLampGreen } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_SmallPlate_Apsis.cfg PROP { name = MAS_SmallPlate_Apsis MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0, 1 emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = T-Apoapsis } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_SmallPlate_Orbit.cfg PROP { name = MAS_SmallPlate_Orbit MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0, 1 emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = OrbP } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_SmallPlate_Time.cfg PROP { name = MAS_SmallPlate_Time MODEL { model = ASET/ASET_Props/Misc/SmallLabelPlate/SmallLabelPlate } MODULE { name = MASComponent TEXT_LABEL { name = Name Plate transform = TextObj fontSize = 6.1 oneshot = true font = Liberation Sans style = Bold alignment = Center anchor = MiddleCenter transformOffset = 0.048,-0.006 variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0, 1 emissive = active passiveColor = COLOR_MOARdV_UnlitText activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR text = Clock } COLOR_SHIFT { name = Plate Diffuse transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_DIFFUSE_PASSIVECOLOR colorName = _Color } COLOR_SHIFT { name = Plate Emissive transform = SmallLablePlate passiveColor = COLOR_ASET_PLATEBKG_EMISSIVE_PASSIVECOLOR colorName = _EmissiveColor } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_toggle_FDAI2_Power_G.cfg PROP { name = MAS_toggle_FDAI2_Power_T2_G2_B2_S MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglLever_Type_2_ANIM texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglGuard_Type_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglBase_Bcklt_2 texture = Switch_TUMBLEDiffuse,ASET/ASET_Props/Control/Switch_Tumble/Switch_TUMBLEDiffuse } MODEL { model = ASET/ASET_Props/Control/Switch_Toggle_Modular/models/TgglCollider_SNGL } MODULE { name = MASComponent COLLIDER_EVENT { name = Collider collider = SwitchCollider onClick = FDAI2_TogglePower() sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } ANIMATION_PLAYER { name = Switch animation animation = SwitchTumbleAnim animationSpeed = 1.0 variable = fc.GetPersistentAsNumber("MAS_FDAI2_Power") } TEXT_LABEL { name = Top Label transform = TextTopObj fontSize = 6.1 oneshot = true lineSpacing = 0.9 font = Liberation Sans style = Bold alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.015 emissive = active variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0,1 activeColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR passiveColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR text = FDAI } COLOR_SHIFT { name = Border transform = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR variable = fc.Conditioned(fc.GetPersistentAsNumber("Backlight")) blend = true range = 0,1 } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT_ColorDef.cfg RPM_GLOBALCOLORSETUP { COLORDEFINITION { name = RETRO_CRT color = 30 , 255, 30, 255 } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/MAS_CRT_Display.cfg PROP { name = MAS_CRT_Display MODEL { model = UltimateShuttleIVA/Props/MAS_CRT_Display/ASET_CRT_Display } MODULE { name = MASMonitor screenTransform = ASET_CRT_Screen_Obj textureLayerID = _Emissive screenSize = 384, 576 fontSize = 12, 24 font = InconsolataGo style = Bold textColor = RETRO_CRT backgroundColor = 8, 8, 5, 255 monitorID = %AUTOID% page = MAS_ALCOR_CRT_OFF page = MAS_ALCOR_CRT_Standby page = MAS_ALCOR_CRT_A_Launch page = MAS_ALCOR_CRT_B_Orbit page = MAS_ALCOR_CRT_C_Maneuver page = MAS_ALCOR_CRT_D_Rendezvous page = MAS_ALCOR_CRT_R1_Resource page = MAS_ALCOR_CRT_R2_Engine page = MAS_ALCOR_CRT_E_Docking page = MAS_ALCOR_CRT_R7_Camera } MODULE { name = MASComponent COLLIDER_EVENT { name = SoftKey collider = ASET_CRT_PRW_SwitchColiderObj onClick = fc.SendSoftkey("%AUTOID%", 9) sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } COLLIDER_EVENT { name = PowerToggle collider = ASET_CRT_PRW_SwitchColiderObj onClick = fc.TogglePersistent("%AUTOID%") sound = ASET/ASET_Props/Sounds/RPB01 volume = 1 } ANIMATION { name = ASET_CRT_PWR_ON_Anim animation = ASET_CRT_PWR_ON_Anim variable = fc.GetPersistentAsNumber("%AUTOID%") range = 0.1, 1.1 speed = 1 } COLLIDER_EVENT { name = ASET_CRT_Button_MODE_TGGL_ColliderObj collider = ASET_CRT_Button_MODE_TGGL_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 0) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = ASET_CRT_Button_PREV_ColliderObj collider = ASET_CRT_Button_PREV_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 1) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = ASET_CRT_Button_NEXT_ColliderObj collider = ASET_CRT_Button_NEXT_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 2) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = ASET_CRT_Button_ENTER_ColliderObj collider = ASET_CRT_Button_ENTER_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 3) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } COLLIDER_EVENT { name = ASET_CRT_Button_BACK_ColliderObj collider = ASET_CRT_Button_BACK_ColliderObj onClick = fc.SendSoftkey("%AUTOID%", 4) sound = ASET/ASET_Props/Sounds/pb_Push02 volume = 1 } } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Camera.cfg MAS_PAGE { name = MAS_ALCOR_CRT_R7_Camera softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_Standby") softkey = 1, fc.AddPersistentWrapped("%AUTOID%-CameraSelect", -1, 0, fc.CameraCount()) softkey = 2, fc.AddPersistentWrapped("%AUTOID%-CameraSelect", 1, 0, fc.CameraCount()) softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_E_Docking") softkey = 4, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_Standby") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF") CAMERA { name = Camera Display position = 0, 0 size = 384, 576 camera = fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) variable = fc.CameraCount() shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - fc.Random() * 0.10 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } TEXT { name = Camera Name text = <=0=> $&$ fc.GetCameraName(fc.GetPersistentAsNumber("%AUTOID%-CameraSelect")) variable = fc.CameraCount() position = 0,1 textColor = 30, 255, 30, 255 } TEXT { name = No Cameras text = NO CAMERAS INSTALLED variable = fc.CameraCount() == 0 position = 6,7 textColor = 30, 255, 30, 255 } TEXT { name = MET position = 17,14 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_MET.txt } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Docking.cfg MAS_PAGE { name = MAS_ALCOR_CRT_E_Docking softkey = 4, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R7_Camera") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF") CAMERA { name = Docking port camera position = 0, 0 size = 384,576 camera = "DockCam" variable = fc.TargetType() == 2 shader = MOARdV/ColorNoise properties = _NoiseOffset:fc.RandomNormal(0, 0.135);_Blend:0.95 - fc.Random() * 0.10 texture = ASET/ASET_Props/MFDs/ScreenPlates/noise } IMAGE { name = Docking port alignment texture = MOARdV/MFD/DockingMarkers position = 0,0 size = 384,576 passiveColor = 30, 255, 30, 255 } TEXT { name = Dock Caption position = 1,1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_E_Dock.txt } TEXT { name = Dock Data position = 3,1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_E_DockData.txt } TEXT { name = No Target Warning text = NO TARGET textColor = 30, 255, 30, 255 position = 11.5,5 variable = (fc.TargetType() ~= 2) * fc.PeriodStep(1) } TEXT { name = Approach Prompt text = APPROACH textColor = 30, 255, 30, 255 position = 12, 5 variable = (fc.TargetType() == 2) * (fc.TargetVelocityZ() > 0) } TEXT { name = Depart Prompt text = DEPART textColor = 30, 255, 30, 255 position = 13, 5 variable = (fc.TargetType() == 2) * (fc.TargetVelocityZ() < 0) } TEXT { name = Approach Rate text = SPEED textColor = 30, 255, 30, 255 position = 13.5, 6 variable = (fc.TargetType() == 2) * ((fc.TargetVelocityZ()*10) > fc.TargetDistanceZ()) * fc.Between(fc.TargetDistanceZ(), 0, 10) * fc.PeriodStep(1) } TEXT { name = Velocity Marker font = Liberation Sans style = Bold text = [@x<=0=>][@y<=1=>]● $&$ fc.Remap(fc.TargetVelocityX(), -1.0, 1.0, 0, 496); fc.Remap(fc.TargetVelocityY(), -1.0, 1.0, 0, 480) variable = fc.TargetType() == 2 textColor = 30, 255, 30, 255 } TEXT { name = Displacement Marker font = Liberation Sans style = Bold text = [@x<=0=>][@y<=1=>]►◄ $&$ fc.Remap(fc.TargetDistanceX(), -2.5, 2.5, 0, 480); fc.Remap(fc.TargetDistanceY(), 2.5, -2.5, 0, 480) variable = fc.TargetType() == 2 textColor = 30, 255, 30, 255 } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Engine.cfg MAS_PAGE { name = MAS_ALCOR_CRT_R2_Engine softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R7_Camera") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R1_Resource") softkey = 2, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_Standby") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF") IMAGE { name = Thrust/Throttle Gauge texture = MOARdV/MFD/HalfBottomTickmark position = 120, 126 passiveColor = 30, 255, 30, 255 } TEXT { name = Thrust Tick position = 10, 4 font = Liberation Sans style = Bold textColor = 30, 255, 30, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.CurrentThrust(false), 0, 1, -1, 252) } TEXT { name = Throttle Tick position = 10, 4 font = Liberation Sans style = Bold textColor = 30, 255, 30, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.GetThrottle(), 0, 1, -1, 252) } IMAGE { name = Gimbal Deflection Gauge texture = MOARdV/MFD/HalfBottomTickmark variable = fc.GetGimbalsActive() position = 120, 506 passiveColor = 30, 255, 30, 255 } TEXT { name = Engine captions position = 1,1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_R2_Engine.txt } TEXT { name = Fuel Low warning position = 7,7 textColor = 30, 255, 30, 255 variable = fc.PropellantStageThreshold(0.0, 0.1) * fc.PeriodStep(0.5) text = LOW } TEXT { name = Alternator data position = 1,14 textColor = 30, 255, 30, 255 variable = fc.AlternatorCount() text = ALT:<=0,6:0.0=>EC/s $&$ fc.AlternatorOutput() } TEXT { name = Gimbal data position = 1,18 textColor = 30, 255, 30, 255 variable = fc.GetGimbalsActive() text = GIMBAL <=0:"LOCK";"FREE";"FREE"=>$&$fc.GetGimbalsLocked()$$$Deflect: <=0,3:0=>% $&$ fc.CurrentGimbalDeflection() * 100 } TEXT { name = Gimbal Tick position = 10, 20 font = Liberation Sans style = Bold variable = fc.GetGimbalsActive() textColor = 30, 255, 30, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.CurrentGimbalDeflection(), 0, 1, -1, 252) } TEXT { name = MET position = 17,14 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_MET.txt } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Launch.cfg MAS_PAGE { name = MAS_ALCOR_CRT_A_Launch softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R7_Camera") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_Standby") softkey = 2, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_B_Orbit") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF") LINE_STRING { name = Srf Prograde yaw line position = 192, 96 startColor = 30,255,30,255 startWidth = 3.5 vertex = fc.Remap(fc.YawSurfacePrograde(), -8, 8, -62, 62), -62 vertex = fc.Remap(fc.YawSurfacePrograde(), -8, 8, -62, 62), 62 variable = fc.GetSASSpeedMode() == 0 } LINE_STRING { name = Srf Prograde pitch line position = 192, 96 startColor = 30,255,30,255 startWidth = 3.5 vertex = -62, fc.Remap(fc.PitchSurfacePrograde(), -8, 8, -62, 62) vertex = 62, fc.Remap(fc.PitchSurfacePrograde(), -8, 8, -62, 62) variable = fc.GetSASSpeedMode() == 0 } LINE_STRING { name = Obt Prograde yaw line position = 192, 96 startColor = 30,255,30,255 startWidth = 3.5 vertex = fc.Remap(fc.YawPrograde(), -8, 8, -62, 62), -62 vertex = fc.Remap(fc.YawPrograde(), -8, 8, -62, 62), 62 variable = fc.GetSASSpeedMode() == 1 } LINE_STRING { name = Obt Prograde pitch line position = 192, 96 startColor = 30,255,30,255 startWidth = 3.5 vertex = -62, fc.Remap(fc.PitchPrograde(), -8, 8, -62, 62) vertex = 62, fc.Remap(fc.PitchPrograde(), -8, 8, -62, 62) variable = fc.GetSASSpeedMode() == 1 } IMAGE { name = Prograde Error Graph texture = MOARdV/MFD/crosshair128x128 position = 128, 28 passiveColor = 30, 255, 30, 255 activeColor = RETRO_CRT } TEXT { name = Launch Page captions position = 1,6 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_A_Launch.txt } TEXT { name = Launch Page data position = 4,7 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_A_LaunchData.txt } TEXT { name = G Forces value position = 18,21 textColor = 30, 255, 30, 255 text = <=0,5:0.0=> $&$ fc.GForce() } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Maneuver.cfg MAS_PAGE { name = MAS_ALCOR_CRT_C_Maneuver softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R7_Camera") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_B_Orbit") softkey = 2, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R1_Resource") softkey = 3, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_D_Rendezvous") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF") LINE_STRING { name = Orbit yaw line position = 256, 96 startColor = 30,255,30,255 startWidth = 3.5 vertex = fc.Remap(fc.YawManeuver(), -8, 8, -62, 62), -62 vertex = fc.Remap(fc.YawManeuver(), -8, 8, -62, 62), 62 variable = fc.ManeuverNodeExists() * fc.VesselFlying() } LINE_STRING { name = Orbit pitch line position = 256, 96 startColor = 30, 255, 30, 255 startWidth = 3.5 vertex = -62, fc.Remap(fc.PitchManeuver(), -8, 8, -62, 62) vertex = 62, fc.Remap(fc.PitchManeuver(), -8, 8, -62, 62) variable = fc.ManeuverNodeExists() * fc.VesselFlying() } IMAGE { name = Maneuver Error texture = MOARdV/MFD/crosshair128x128 position = 256, 32 passiveColor = 30, 255, 30, 255 } TEXT { name = Maneuver Error ball position = 27.5, 2.5 font = Liberation Sans style = Bold textColor = 30, 255, 30, 255 text = [@x<=0=>][@y<=1=>]● $&$ fc.Remap(fc.YawManeuver(), -8, 8, -62, 62); fc.Remap(fc.PitchManeuver(), -8, 8, -62, 62) variable = fc.ManeuverNodeExists() * fc.VesselFlying() } TEXT { name = Maneuver Caption position = 1,1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_C_Maneuver.txt } TEXT { name = Maneuver Data position = 4,1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_C_ManeuverData.txt } TEXT { name = MET position = 17,14 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_MET.txt } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Off.cfg MAS_PAGE { name = MAS_ALCOR_CRT_OFF softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_Standby") } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Orbit.cfg MAS_PAGE { name = MAS_ALCOR_CRT_B_Orbit softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R7_Camera") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_A_Launch") softkey = 2, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_C_Maneuver") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF" TEXT { name = Orbit Caption position = 1,1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_B_Orbit.txt } TEXT { name = Orbit Data position = 4,1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_B_OrbitData.txt } TEXT { name = Deorbit Text position = 1,13 textColor = 30, 255, 30, 255 variable = fc.NextSoI() == 0 text = Reserve ΔV for deorbit (40km):$$$ΔV :<=0,8:0.0=>m/s $&$ transfer.DeltaVInitial(40000) } TEXT { name = Next SoI Text position = 1,13 textColor = 30, 255, 30, 255 variable = fc.NextSoI() ~= 0 text = Next SoI: <=0=> $&$ fc.ScrollingMarquee(fc.NextBodyName(), 20, 0.75) $$$ <=0:METddd/hh:mm:ss=> $&$ fc.TimeToNextSoI() } TEXT { name = MET position = 17,14 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_MET.txt } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Rendezvous.cfg MAS_PAGE { name = MAS_ALCOR_CRT_D_Rendezvous softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R7_Camera") softkey = 4, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_C_Maneuver") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF") TEXT { name = Rendezvous Caption position = 1, 1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_D_Rendezvous.txt } TEXT { name = Rendezvous Data position = 4, 1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_D_RendezvousData.txt } TEXT { name = Rendezvous Data position = 9, 1 variable = fc.TargetType() < 1 textColor = 30, 255, 30, 255 text = NO TARGET } TEXT { name = Target SoI position = 1, 14 variable = fc.TargetType() * (1 - fc.TargetSameSoI()) textColor = 30, 255, 30, 255 text = <=0=> $&$ fc.ScrollingMarquee("Orbits " .. fc.TargetBodyName(), 16, 0.75) } TEXT { name = MET position = 17,14 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_MET.txt } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Resource.cfg MAS_PAGE { name = MAS_ALCOR_CRT_R1_Resource softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_MFD_R7_Camera") softkey = 1, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_C_Maneuver") softkey = 2, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R2_Engine") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF") IMAGE { name = Propellant graph texture = MOARdV/MFD/HalfBottomTickmark position = 120, 136 passiveColor = 30, 255, 30, 255 } TEXT { name = Propellant Tick position = 10, 5 font = Liberation Sans style = Bold textColor = 30, 255, 30, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.PropellantStagePercent(), 0, 1, -1, 252) } TEXT { name = Rcs Tick position = 10, 10.5 font = Liberation Sans style = Bold textColor = 30, 255, 30, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.RcsStagePercent(), 0, 1, -1, 252) } TEXT { name = Power Tick position = 10, 17 font = Liberation Sans style = Bold textColor = 30, 255, 30, 255 text = [@x<=0=>]▼ $&$ fc.Remap(fc.PowerPercent(), 0, 1, -1, 252) } IMAGE { name = RCS graph texture = MOARdV/MFD/HalfBottomTickmark position = 120, 266 passiveColor = 30, 255, 30, 255 } IMAGE { name = Power graph texture = MOARdV/MFD/HalfBottomTickmark position = 120, 416 passiveColor = 30, 255, 30, 255 } TEXT { name = Resource Page captions position = 1,1 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_R1_Resource.txt } TEXT { name = Resource Page data position = 4,2 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_R1_ResourceData.txt } TEXT { name = Propellant Low position = 7,1 textColor = 30, 255, 30, 255 variable = fc.PropellantStageThreshold(0.0, 0.1) * fc.PeriodStep(0.5) text = LOW } TEXT { name = RCS Low position = 7,6 textColor = 30, 255, 30, 255 variable = fc.RcsStageThreshold(0.0, 0.1) * fc.PeriodStep(0.5) text = LOW } TEXT { name = Power Low position = 7,11 textColor = 30, 255, 30, 255 variable = (fc.PowerPercent() < 0.1) * fc.PeriodStep(0.5) text = LOW } TEXT { name = Propellant Time position = 4,4 textColor = 30, 255, 30, 255 variable = fc.PropellantDelta() text = <=0:METHH:mm:ss=> $&$ fc.Min(359999, fc.SafeDivide(fc.PropellantStageCurrent(), fc.PropellantDelta())) } TEXT { name = RCS Time position = 4,9 textColor = 30, 255, 30, 255 variable = fc.RcsDelta() text = <=0:METHH:mm:ss=> $&$ fc.Min(359999, fc.SafeDivide(fc.RcsStageCurrent(), fc.RcsDelta())) } TEXT { name = Power Time position = 4,14 textColor = 30, 255, 30, 255 variable = fc.PowerDelta() text = <=0:METHH:mm:ss=> $&$ fc.Min(359999, fc.SafeDivide(fc.PowerCurrent(), fc.PowerDelta())) } TEXT { name = MET position = 1,20 textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/CRT1_MET.txt } } } UrlConfig { parentUrl = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/MAS_CRT_Standby.cfg MAS_PAGE { name = MAS_ALCOR_CRT_Standby softkey = 0, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_R7_Camera") softkey = 2, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_A_Launch") softkey = 9, fc.SetPersistent("%AUTOID%", "MAS_ALCOR_CRT_OFF") TEXT { name = Stuff textColor = 30, 255, 30, 255 textfile = UltimateShuttleIVA/Props/MAS_CRT_Display/CRT1/Standby.txt position = 1,10 } } } UrlConfig { parentUrl = UltimateShuttleIVA/Spaces/Modern_Shuttle_IVA.cfg INTERNAL { name = Modern_Shuttle_IVA FreeIva_InternalModel = mk3CockpitShuttle MODULE { name = InternalSeat seatTransformName = CMDSeat allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = PLTSeat allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = CMDPas1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = CMDPas2 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = PLTPas1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = PLTPas2 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = W1_Collider cameraTransformName = Camera_Focus_W1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = W2_Collider cameraTransformName = Camera_Focus_W2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = W3_Collider cameraTransformName = Camera_Focus_W3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = W4_Collider cameraTransformName = Camera_Focus_W4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Console_Collider cameraTransformName = Camera_Focus_Console } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_Collider cameraTransformName = Camera_Focus_DCK } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = MDRight_Collider cameraTransformName = Camera_Focus_MDRight } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = MDLeft_Collider cameraTransformName = Camera_Focus_MDLeft } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_ColliderR cameraTransformName = Camera_Focus_DCKR } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_ColliderL cameraTransformName = Camera_Focus_DCKL } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_ColliderUL cameraTransformName = Camera_Focus_DCKUL } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_ColliderUR cameraTransformName = Camera_Focus_DCKUR } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Glory_Collider cameraTransformName = Camera_Focus_Glory } PROP { name = MAS_PanelDivider position = 0.5905748,0.7005,-0.4942285 rotation = 0.4226129,0.004841731,-0.002257733,0.9062946 scale = 294.714,1.000001,1.880044 } PROP { name = MAS_PanelDivider position = 0.5904748,0.7182,-0.5090285 rotation = 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scale = 0.3999998,0.4000011,0.400001 } PROP { name = DigitalIndicator_STAGE_NUM position = 0.5067,0.9222,-0.6647 rotation = 0.4226129,0.004841732,-0.002257736,0.9062945 scale = 0.4999991,0.5000008,0.5000017 } PROP { name = MAS_pb_ReactionWheel_Active position = 0.5469168,0.90746,-0.6502405 rotation = 0.4226129,0.004841732,-0.002257736,0.9062945 scale = 0.38,0.38,0.38 } PROP { name = MAS_pb_RcsTranslateZ position = 0.5652601,0.90743,-0.65057 rotation = 0.4226129,0.004841732,-0.002257736,0.9062945 scale = 0.38,0.38,0.38 } PROP { name = MAS_pb_RcsTranslateY position = 0.583985,0.92193,-0.6630212 rotation = 0.4226129,0.004841732,-0.002257736,0.9062945 scale = 0.38,0.38,0.38 } PROP { name = MAS_pb_RcsTranslateX position = 0.602815,0.9074301,-0.6510207 rotation = 0.4226129,0.004841732,-0.002257736,0.9062945 scale = 0.38,0.38,0.38 } PROP { name = MAS_pb_Rcs_Active position = 0.58388,0.9074301,-0.65082 rotation = 0.4226129,0.004841732,-0.002257736,0.9062945 scale = 0.38,0.38,0.38 } PROP { name 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0.4,0.4,0.3999997 } PROP { name = MAS_pb_SAS_StabilityAssist position = -0.1034498,0.667,-0.3488242 rotation = 0,0.005342251,0,0.9999858 scale = 0.4,0.4,0.3999997 } PROP { name = MAS_pb_Comm_Active position = 0.08993636,0.6668,-0.1826816 rotation = 0,0.005342251,0,0.9999858 scale = 0.4,0.4,0.3999997 } PROP { name = MAS_pb_CommNetState position = 0.06828201,0.6668,-0.2344526 rotation = 0,0.005342251,0,0.9999858 scale = 0.4,0.4,0.3999997 } PROP { name = MAS_NASA_Gauge_CommNet_Strength position = 0.0716003,0.6679,-0.1578844 rotation = 0,0.005342251,0,0.9999858 scale = 0.9999996,1,0.9999985 } PROP { name = MAS_pb_Chatterer position = 0.08858074,0.6668,-0.2346697 rotation = 0,0.005342251,0,0.9999858 scale = 0.4,0.4,0.3999997 } PROP { name = MAS_pb_Antenna position = 0.1291787,0.6668,-0.2351032 rotation = 0,0.005342251,0,0.9999858 scale = 0.4,0.4,0.3999997 } PROP { name = MAS_pb_AntennaState position = 0.1088797,0.6668,-0.2348875 rotation = 0,0.005342251,0,0.9999858 scale = 0.4,0.4,0.3999997 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0.4226183,0,0,0.9063079 scale = 0.4,0.4,0.4 } PROP { name = MAS.toggle_Clock_Power-T5M-B13-S position = -0.5838,0.9025,-0.6373 rotation = 0.4234735,0.004837278,0.00355604,0.9058886 scale = 0.35,0.35,0.35 } PROP { name = MAS_DigitalIndicator_Clock_Apsis position = 0.3860677,0.9135836,-0.6549214 rotation = 0.4234896,0.004929438,0.00362379,0.9058803 scale = 0.3999999,0.4000001,0.4 } PROP { name = MAS_DigitalIndicator_Clock_OrbitPeriod position = 0.3862332,0.9029674,-0.6461423 rotation = 0.4234896,0.004929438,0.00362379,0.9058803 scale = 0.3999999,0.4000001,0.4 } PROP { name = MAS_DigitalIndicator_Clock_Time position = 0.3859,0.9243,-0.6639 rotation = 0.4234896,0.004929438,0.00362379,0.9058803 scale = 0.3999999,0.4000001,0.4 } PROP { name = MAS_RWL_MasterAlarm position = 0.3423666,0.9227837,-0.6679212 rotation = 0.4229738,0.002000233,0.001470437,0.9061385 scale = 1,1,1 } PROP { name = MAS.toggle_Clock_Power-T5M-B13-S position = 0.3541,0.9067,-0.6449 rotation = 0.4234735,0.004837278,0.00355604,0.9058886 scale = 0.3500001,0.35,0.3500001 } PROP { name = NF_SEAT_Pilot position = 0.440633,0.487,-0.1971784 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Crew position = 0.6001015,0.4615261,0.2081065 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Pilot position = -0.4273667,0.485,-0.1958083 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Crew position = 0.2871028,0.4607287,0.2085504 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Crew position = -0.2928947,0.4592511,0.2093728 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Crew position = -0.6058933,0.4584538,0.2098168 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 1.289,-0.237,1.162 rotation = -0.7070967,0.003777543,0.003777543,0.7070967 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = -0.6571888,-0.237,1.182795 rotation = -0.7070967,0.003777543,0.003777543,0.7070967 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 0.6837347,-0.237,1.168467 rotation = -0.7070967,0.003777543,0.003777543,0.7070967 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = -1.262454,-0.237,1.189262 rotation = -0.7070967,0.003777543,0.003777543,0.7070967 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 1.287454,-0.203,0.4137379 rotation = 0.7070967,-0.003776463,0.003776463,0.7070967 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = -0.6587348,-0.203,0.434533 rotation = 0.7070967,-0.003776463,0.003776463,0.7070967 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 0.6821887,-0.203,0.420205 rotation = 0.7070967,-0.003776463,0.003776463,0.7070967 scale = 0.9999999,0.9999999,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = -1.264,-0.203,0.441 rotation = 0.7070967,-0.003776463,0.003776463,0.7070967 scale = 0.9999999,0.9999999,1 } PROP { name = NF_PAPR_PostIt_Directions position = 0.1053,0.8732,-0.6213 rotation = 0.427754,0.1503896,0.0109336,0.8912295 scale = 0.5,0.5000001,0.5 } PROP { name = NF_PAPR_PostIt_RedButton position = 0.1026,0.9146,-0.6553 rotation = 0.4226183,0,0,0.9063079 scale = 0.5,0.5000001,0.5000001 } PROP { name = NF_PAPR_PostIt_FixCrack position = -0.1088,0.8725,-0.6192 rotation = 0.357136,0.004497226,-0.1091881,0.9276377 scale = 0.5,0.5000001,0.5 } MODEL { model = UltimateShuttleIVA/Spaces/Retro_Shuttle_IVA } MODEL { model = FreeIva/Squad/Spaces/mk3CockpitShuttle } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk3ShuttleMask DeleteInternalObject { objectName = Object001 } Cut { target = MK3Int type = Mesh tool = cutout } Cut { target = Glass_Cockpit type = Mesh tool = cutout_glass } } PROP { name = Hatch_Plane position = 0, 0, 1.18575335 rotation = 0.707106829, 0, 0, -0.707106709 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Hatch3 } } PROP { name = Hatch_Plane position = -1.54090798, 0, 0.793105602 rotation = 0.5, 0.5, 0.5, -0.5 scale = 1.3, 1.3, 1.3 MODULE { name = HatchConfig attachNodeId = airlockR airlockName = Hatch1 cutoutTargetTransformName = MK3Int } } PROP { name = Hatch_Plane position = 1.54090798, 0, 0.793105602 rotation = 0.5, -0.5, -0.5, -0.5 scale = 1.3, 1.3, 1.3 MODULE { name = HatchConfig attachNodeId = airlockL airlockName = Hatch2 cutoutTargetTransformName = MK3Int } } PROP { name = HandRailInvisible position = 0,0.643,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,0.846,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,1.024,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,1.23,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailLong position = 0.935599983,1.07149994,-0.446399987 rotation = 0.826699317,0.151963398,0.449107766,-0.302948266 scale = 1,1,1 } PROP { name = HandRailLong position = -0.948199987,1.06040001,-0.449299991 rotation = 0.810914755,-0.145672217,-0.476175785,-0.307332963 scale = 1,1,1 } } } UrlConfig { parentUrl = UltimateShuttleIVA/Spaces/Retro_Shuttle_IVA.cfg INTERNAL { name = Retro_Shuttle_IVA FreeIva_InternalModel = mk3CockpitShuttle MODULE { name = InternalSeat seatTransformName = CMDSeat allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = PLTSeat allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = CMDPas1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = CMDPas2 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = PLTPas1 allowCrewHelmet = false } MODULE { name = InternalSeat seatTransformName = PLTPas2 allowCrewHelmet = false } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = W1_Collider cameraTransformName = Camera_Focus_W1 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = W2_Collider cameraTransformName = Camera_Focus_W2 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = W3_Collider cameraTransformName = Camera_Focus_W3 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = W4_Collider cameraTransformName = Camera_Focus_W4 } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Console_Collider cameraTransformName = Camera_Focus_Console } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_Collider cameraTransformName = Camera_Focus_DCK } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = MDRight_Collider cameraTransformName = Camera_Focus_MDRight } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = MDLeft_Collider cameraTransformName = Camera_Focus_MDLeft } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_ColliderR cameraTransformName = Camera_Focus_DCKR } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_ColliderL cameraTransformName = Camera_Focus_DCKL } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_ColliderUL cameraTransformName = Camera_Focus_DCKUL } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = DCK_ColliderUR cameraTransformName = Camera_Focus_DCKUR } MODULE { name = FreeIvaInternalCameraSwitch colliderTransformName = Glory_Collider cameraTransformName = Camera_Focus_Glory } PROP { name = MAS_PanelDivider position = 0.3231686,0.82809,-0.5927263 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 141.8399,1.000002,1.376386 } PROP { name = MAS_PanelDivider position = 0.3223379,0.92145,-0.6704719 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 141.8399,1.000002,1.376386 } PROP { name = MAS_PanelDivider position = 0.2915227,0.87521,-0.6314504 rotation = 0.2972364,-0.6374227,-0.3004287,0.6442711 scale = 275.279,1.000002,0.7092074 } PROP { name = MAS_PanelDivider position = 0.3539834,0.8741,-0.6318278 rotation = 0.2972364,-0.6374227,-0.3004287,0.6442711 scale = 275.279,1.000002,0.7092074 } PROP { name = ASET_Bolt_V1 position = 0.3542888,0.82732,-0.5941789 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.7092008,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.2918116,0.82732,-0.5935121 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.7092008,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.3535273,0.92022,-0.6720853 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.7092008,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.2909794,0.92022,-0.6714169 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.7092008,1.000002,1.000003 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0.3227029,0.87165,-0.6363132 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.7092008,0.1000003,1.376386 } PROP { name = MAS_PanelDivider position = 0.3301659,0.68352,-0.4713843 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 163.7725,1.000002,1.87167 } PROP { name = MAS_PanelDivider position = 0.329035,0.81036,-0.5772282 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 163.7725,1.000002,1.87167 } PROP { name = MAS_PanelDivider position = 0.2935391,0.74751,-0.5242055 rotation = 0.2972364,-0.6374227,-0.3004287,0.6442711 scale = 374.3366,1.000002,0.8188739 } PROP { name = MAS_PanelDivider position = 0.3656606,0.74611,-0.5244473 rotation = 0.2972364,-0.6374227,-0.3004287,0.6442711 scale = 374.3366,1.000002,0.8188739 } PROP { name = MAS_PanelDivider position = 0.3292575,0.7855,-0.5563597 rotation = 0.4226129,0.004841731,-0.002257733,0.9062946 scale = 163.7725,1.000001,1.871665 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0.3295386,0.7451,-0.5300608 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.8188643,0.1000003,1.87167 } PROP { name = ASET_Bolt_V1 position = 0.3661002,0.68278,-0.4729185 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.9999985,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.2939619,0.68278,-0.4721475 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.9999985,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.3650492,0.80911,-0.578863 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.9999985,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.2928302,0.80911,-0.5780906 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.9999985,1.000002,1.000003 } PROP { name = MAS_PanelDivider position = 0.3295119,0.7572,-0.5325603 rotation = 0.4226129,0.004841733,-0.002257733,0.9062946 scale = 163.7725,1.000002,1.871666 } PROP { name = ASET_Bolt_V1 position = 0.31092,0.7089,-0.4942599 rotation = 0.4226129,0.004841731,-0.002257733,0.9062946 scale = 0.9999984,1.000001,1.000002 } PROP { name = ASET_Bolt_V1 position = 0.3107992,0.7222,-0.505559 rotation = 0.4226129,0.004841731,-0.002257733,0.9062946 scale = 0.9999984,1.000001,1.000002 } PROP { name = ASET_Bolt_V1 position = 0.3037629,0.7374,-0.5182852 rotation = 0.4226129,0.004841731,-0.002257733,0.9062946 scale = 0.9999984,1.000001,1.000002 } PROP { name = MAS_PanelDivider position = 0.4340864,0.6786,-0.4699848 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 246.1068,1.000002,0.6744386 } PROP { name = MAS_PanelDivider position = 0.4336808,0.72448,-0.5079123 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 246.1068,1.000002,0.6744386 } PROP { name = MAS_PanelDivider position = 0.3796976,0.7018,-0.4883943 rotation = 0.2972364,-0.6374227,-0.3004287,0.6442711 scale = 134.8886,1.000002,1.230547 } PROP { name = MAS_PanelDivider position = 0.4880688,0.70109,-0.4896127 rotation = 0.2972364,-0.6374227,-0.3004287,0.6442711 scale = 134.8886,1.000002,1.230547 } PROP { name = ASET_Bolt_V1 position = 0.4880928,0.67777,-0.4716412 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.9999985,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.379688,0.67777,-0.4704829 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.9999985,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.487808,0.7233,-0.5098115 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.9999985,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.3792801,0.7233,-0.5086518 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 0.9999985,1.000002,1.000003 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0.4338357,0.69817,-0.4934531 rotation = 0.4226128,0.004841732,-0.002257737,0.9062946 scale = 1.230535,0.1000003,0.6744386 } PROP { name = MAS_PanelDivider position = 0.432705,0.7326388,-0.5171312 rotation = 0.4251006,0.004835505,-0.002271028,0.9051304 scale = 243.8637,1.180232,1.184711 } PROP { name = MAS_PanelDivider position = 0.4320058,0.8141091,-0.582599 rotation = 0.4251006,0.004835505,-0.002271028,0.9051304 scale = 243.8637,1.180232,1.184711 } PROP { name = MAS_PanelDivider position = 0.3786626,0.7737931,-0.549406 rotation = 0.2989857,-0.6366045,-0.3021977,0.643443 scale = 236.9431,1.180233,1.219326 } PROP { name = MAS_PanelDivider position = 0.4860469,0.7727169,-0.5504425 rotation = 0.2989857,-0.6366045,-0.3021977,0.643443 scale = 236.9431,1.180233,1.219326 } PROP { name = ASET_Bolt_V1 position = 0.4862164,0.7316902,-0.5189942 rotation = 0.4251006,0.004835505,-0.002271028,0.9051304 scale = 1.219321,1.180232,1.184711 } PROP { name = ASET_Bolt_V1 position = 0.3788002,0.7316902,-0.5178463 rotation = 0.4251006,0.004835505,-0.002271028,0.9051304 scale = 1.219321,1.180232,1.184711 } PROP { name = ASET_Bolt_V1 position = 0.4856362,0.8126838,-0.5846996 rotation = 0.4251006,0.004835505,-0.002271028,0.9051304 scale = 1.219321,1.180232,1.184711 } PROP { name = ASET_Bolt_V1 position = 0.3780982,0.8126838,-0.5835496 rotation = 0.4251006,0.004835505,-0.002271028,0.9051304 scale = 1.219321,1.180232,1.184711 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0.4322975,0.7695211,-0.5552626 rotation = 0.4251006,0.004835505,-0.002271028,0.9051304 scale = 1.219321,0.1180232,1.184711 } PROP { name = MAS_PanelDivider position = 0.5433177,0.82809,-0.5950646 rotation = 0.4226128,0.004841731,-0.002257737,0.9062946 scale = 141.8397,1.000002,1.376386 } PROP { name = MAS_PanelDivider position = 0.5424863,0.92145,-0.6728106 rotation = 0.4226128,0.004841731,-0.002257737,0.9062946 scale = 141.8397,1.000002,1.376386 } PROP { name = MAS_PanelDivider position = 0.5116711,0.87521,-0.6337882 rotation = 0.2972364,-0.6374227,-0.3004287,0.6442711 scale = 275.279,1.000002,0.7092063 } PROP { name = MAS_PanelDivider position = 0.5741317,0.8741,-0.6341668 rotation = 0.2972364,-0.6374227,-0.3004287,0.6442711 scale = 275.279,1.000002,0.7092063 } PROP { name = ASET_Bolt_V1 position = 0.5744371,0.82732,-0.596518 rotation = 0.4226128,0.004841731,-0.002257737,0.9062946 scale = 0.7091995,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.5119601,0.82732,-0.5958496 rotation = 0.4226128,0.004841731,-0.002257737,0.9062946 scale = 0.7091995,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.5736763,0.92022,-0.6744229 rotation = 0.4226128,0.004841731,-0.002257737,0.9062946 scale = 0.7091995,1.000002,1.000003 } PROP { name = ASET_Bolt_V1 position = 0.5111285,0.92022,-0.6737552 rotation = 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0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7653527,1.4043,0.1894208 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7416067,1.421054,0.1978126 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7525077,1.423368,0.224043 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7033424,1.458053,0.2414159 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7279747,1.440677,0.2327119 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7542603,1.401946,0.1627302 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.6704466,1.451069,0.1622638 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.6950774,1.433694,0.1535598 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7433586,1.399632,0.136499 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7196112,1.416381,0.1448907 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7305129,1.418699,0.171121 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.6813486,1.453384,0.1884938 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_toggle_empty position = -0.7059798,1.436005,0.1797897 rotation = 0.5405373,0.262896,0.7887648,-0.1286677 scale = 0.5000135,0.5000194,0.5000069 } PROP { name = MAS_pb_MJComp_Mode0_Off position = -0.0623,0.667,-0.3084 rotation = 0,0.005342251,0,0.9999858 scale = 0.4,0.4,0.4 } PROP { name = NF_RAIL_Ladder_Top position = 0,0.517,0.4859 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = NF_RAIL_Ladder_Base position = 0,-0.326,0.483 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = NF_HAB_SleepingBag_Compact position = 0.69,0.1496,0.445 rotation = -0.5,-0.5,0.5,0.5 scale = 0.4,0.4,0.75 } PROP { name = NF_HAB_SleepingBag_Compact position = 0.941,0.1496,0.445 rotation = -0.5,-0.5,0.5,0.5 scale = 0.4,0.4,0.75 } PROP { name = NF_HAB_SleepingBag_Compact position = -0.758,0.1496,0.46 rotation = -0.5,-0.5,0.5,0.5 scale = 0.4,0.4,0.75 } PROP { name = NF_HAB_SleepingBag_Compact position = -0.507,0.1496,0.46 rotation = -0.5,-0.5,0.5,0.5 scale = 0.4,0.4,0.75 } PROP { name = NF_HAB_SleepingBag_Compact position = -1.268,0.1496,0.463 rotation = -0.5,-0.5,0.5,0.5 scale = 0.4,0.4,0.75 } PROP { name = NF_HAB_SleepingBag_Compact position = -1.017,0.1496,0.463 rotation = -0.5,-0.5,0.5,0.5 scale = 0.4,0.4,0.75 } PROP { name = NF_RAIL_Ladder_Rung position = 0,-0.3176,0.4835 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = NF_RAIL_Ladder_Rung position = 0,-0.176,0.4835 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = NF_RAIL_Ladder_Rung position = 0,-0.039,0.4835 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = NF_RAIL_Ladder_Rung position = 0,0.1026,0.4835 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = NF_RAIL_Ladder_Rung position = 0,0.384,0.4835 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = NF_RAIL_Ladder_Rung position = 0,0.2424,0.4835 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = NF_RAIL_Ladder_Rung position = 0,0.5165,0.4855 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = MAS_CRT_Display position = 0.1727708,0.8723,-0.638492 rotation = 0.4226128,0.004841731,-0.002257736,0.9062946 scale = 1.299997,1.300003,1.300003 } PROP { name = MAS_CRT_Display position = -0.1858084,0.8723,-0.6346607 rotation = 0.4226128,0.004841731,-0.002257736,0.9062946 scale = 1.299997,1.300003,1.300003 } PROP { name = MAS_CRT_Display position = -0.005381872,0.7456,-0.5301821 rotation = 0.4226128,0.004841731,-0.002257736,0.9062946 scale = 1.299997,1.300003,1.300003 } PROP { name = MAS_SignalLamp_Xpointer_Error position = -0.0703,1.6664,1.1767 rotation = 0,0.7071068,-0.7071068,0 scale = 1,1,1 } PROP { name = MAS_SignalLamp_ARRT_Error position = 0.03858,1.66125,1.17097 rotation = 0,0.7071068,-0.7071068,0 scale = 0.4000004,0.4000002,0.4000002 } PROP { name = MAS.toggle_ARRT_Power position = 0.0966,1.6354,1.1769 rotation = 0,0.7071068,-0.7071068,0 scale = 0.4000004,0.4000002,0.4000002 } PROP { name = MAS_rheo_UpperCabinLight position = 0.0646,1.4463,1.1362 rotation = 0,0.9025853,-0.430511,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_rheo_InstrumentLight position = -0.0646,1.4463,1.1362 rotation = 0,0.9025853,-0.430511,0 scale = 0.5,0.5,0.5 } PROP { name = MAS_pb_AG9 position = 0.2967,1.3898,1.0913 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG8 position = 0.2546,1.3898,1.0913 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG7 position = 0.2129,1.3898,1.0913 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG6 position = 0.2967,1.3565,1.0652 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG5 position = 0.2546,1.3565,1.0652 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG4 position = 0.2129,1.3565,1.0652 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG3 position = 0.2967,1.323,1.039 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG2 position = 0.2546,1.323,1.039 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG1 position = 0.2129,1.323,1.039 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_pb_AG0 position = 0.2546,1.2894,1.0128 rotation = 0,0.8987941,-0.4383711,0 scale = 1,1,1 } PROP { name = MAS_CRT_Display position = 0.4688,1.6207,1.0925 rotation = -0.1620166,0.6884463,-0.6884465,-0.1607292 scale = 1.581933,1.582371,1.30026 } PROP { name = Primitive_BOX_Beveled_DarkGray position = 0.5006662,1.596983,1.166227 rotation = 0.001941995,0.2282171,0.00045521,0.9736083 scale = 2.373583,1.9524,1.278044 } PROP { name = Primitive_BOX_Beveled_DarkGray position = -0.001,0.465,-0.127 rotation = 0.001994599,0.00534224,-1.065582E-05,0.9999838 scale = 16.42578,1.095562,11.0124 } PROP { name = MAS.toggle_FDAI2_Power position = -0.5076,0.8254,-0.5871 rotation = 0.4226123,0.00484173,-0.002257734,0.9062949 scale = 0.2999993,0.3000005,0.3000008 } PROP { name = NF_SEAT_Pilot position = 0.440633,0.487,-0.1971784 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Crew position = 0.6001015,0.4615261,0.2081065 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Pilot position = -0.4273667,0.485,-0.1958083 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Crew position = 0.2871028,0.4607287,0.2085504 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Crew position = -0.2928947,0.4592511,0.2093728 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = NF_SEAT_Crew position = -0.6058933,0.4584538,0.2098168 rotation = -6.121565E-17,1,6.056506E-17,-0.0002131891 scale = 1,1,1 } PROP { name = MAS_CRT_Display position = -0.4485902,1.619727,1.132809 rotation = 0.09503719,0.7007419,-0.7007422,0.09428172 scale = 1.581931,1.582371,1.300261 } PROP { name = Primitive_BOX_Beveled_DarkGray position = -0.4578,1.5962,1.1502 rotation = 0.001976679,-0.1338694,-0.0002670211,0.990997 scale = 2.37358,1.9524,0.3268704 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = -1.262454,-0.237,1.189262 rotation = -0.7070967,0.003777543,0.003777543,0.7070967 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 1.287454,-0.203,0.4137379 rotation = 0.7070967,-0.003776463,0.003776463,0.7070967 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = -0.6587348,-0.203,0.434533 rotation = 0.7070967,-0.003776463,0.003776463,0.7070967 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = -1.264,-0.203,0.441 rotation = 0.7070967,-0.003776463,0.003776463,0.7070967 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 1.289,-0.237,1.162 rotation = -0.7070967,0.003777543,0.003777543,0.7070967 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = -0.6571888,-0.237,1.182795 rotation = -0.7070967,0.003777543,0.003777543,0.7070967 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 0.6837347,-0.237,1.168467 rotation = -0.7070967,0.003777543,0.003777543,0.7070967 scale = 1,1,1 } PROP { name = MAS_InternalOmniLight_1m_UpperCabin position = 0.6821887,-0.203,0.420205 rotation = 0.7070967,-0.003776463,0.003776463,0.7070967 scale = 1,1,1 } MODEL { model = UltimateShuttleIVA/Spaces/Retro_Shuttle_IVA } MODEL { model = FreeIva/Squad/Spaces/mk3CockpitShuttle } MODULE { name = InternalModuleFreeIva shellColliderName = shellCollider externalDepthMaskFile = Squad/Spaces/OverlayMasks/Mk3ShuttleMask DeleteInternalObject { objectName = Object001 } Cut { target = MK3Int type = Mesh tool = cutout } Cut { target = Glass_Cockpit type = Mesh tool = cutout_glass } } PROP { name = Hatch_Plane position = 0, 0, 1.18575335 rotation = 0.707106829, 0, 0, -0.707106709 scale = 1, 1, 1 MODULE { name = HatchConfig attachNodeId = bottom airlockName = Hatch3 } } PROP { name = Hatch_Plane position = -1.54090798, 0, 0.793105602 rotation = 0.5, 0.5, 0.5, -0.5 scale = 1.3, 1.3, 1.3 MODULE { name = HatchConfig attachNodeId = airlockR airlockName = Hatch1 cutoutTargetTransformName = MK3Int } } PROP { name = Hatch_Plane position = 1.54090798, 0, 0.793105602 rotation = 0.5, -0.5, -0.5, -0.5 scale = 1.3, 1.3, 1.3 MODULE { name = HatchConfig attachNodeId = airlockL airlockName = Hatch2 cutoutTargetTransformName = MK3Int } } PROP { name = HandRailInvisible position = 0,0.643,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,0.846,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,1.024,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailInvisible position = 0,1.23,1.079 rotation = 0.7071068,0,0,0.7071068 scale = 0.35,0.02,0.02 } PROP { name = HandRailLong position = 0.935599983,1.07149994,-0.446399987 rotation = 0.826699317,0.151963398,0.449107766,-0.302948266 scale = 1,1,1 } PROP { name = HandRailLong position = -0.948199987,1.06040001,-0.449299991 rotation = 0.810914755,-0.145672217,-0.476175785,-0.307332963 scale = 1,1,1 } } } UrlConfig { parentUrl = VaporVent/Localization/dictionaryEN-US.cfg Localization { en-us { #titlefx1 = Vapor Vent Effect 1 #titlefx2 = Vapor Vent Effect 2 #titlefx3 = Vapor Vent Effect 3 #vent1 = Vapor Vent standard. #vent2 = Vapor Vent medium. #vent3 = Vapor Vent small. #vent4 = Squalid-State Devices Inc. #ventfx1 = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. finely smoked and drooping #ventfx2 = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. smoked wide and drooping. #ventfx3 = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. original effect. #vent5 = vent #ventname_st = Standard #ventname_st_descrip = standard size suitable for size mk3 #ventname_md = Medium #ventname_md_descrip = standard size suitable for size mk2 #ventname_sm = Small #ventname_sm_descrip = standard size suitable for size mk1 #apu1 = APU generator #apu2 = Bureau Squalid-State Devices Inc. #apu3 = apu for start-up assistance for aircraft; only works on the ground.. #apu4 = APU } } } UrlConfig { parentUrl = VaporVent/Localization/dictionaryFR.cfg Localization { fr-fr { #titlefx1 = Vapor Vent effet 1 #titlefx2 = Vapor Vent effet 2 #titlefx3 = Vapor Vent effet 3 #vent1 = Vapor Vent standard. #vent2 = Vapor Vent medium. #vent3 = Vapor Vent small. #vent4 = Bureau Squalid-State Devices Inc. #ventfx1 = Attacher le a votre vaisseau, pour une meilleur ambiance au depart. Ne fonctionne seulement qu'au lancement. effet de fumée leger et fin uniforme. #ventfx2 = Attacher le a votre vaisseau, pour une meilleur ambiance au depart. Ne fonctionne seulement qu'au lancement. effet de fumée large. #ventfx3 = Attacher le a votre vaisseau, pour une meilleur ambiance au depart. Ne fonctionne seulement qu'au lancement. original effet. #vent5 = vent #ventname_st = Standard #ventname_st_descrip = Taille standard convient pour taille mk3 #ventname_md = Medium #ventname_md_descrip = Taille medium convient pour taille mk2 #ventname_sm = Small #ventname_sm_descrip = Taille petite convient pour taille mk1 #apu1 = Genérateur Auxiliaire #apu2 = Bureau Squalid-State Devices Inc. #apu3 = Générateur auxiliaire avion, pour assistance au départ, ne fonctionne pas en vol. #apu4 = APU } } } UrlConfig { parentUrl = VaporVent/parts/VariantThemes.cfg VARIANTTHEME { name = Standard displayName = Standard description = standard size suitable for size mk3 primaryColor = #ffffff secondaryColor = #ffffff } } UrlConfig { parentUrl = VaporVent/parts/VariantThemes.cfg VARIANTTHEME { name = Medium displayName = Medium description = standard size suitable for size mk2 primaryColor = #ffffff secondaryColor = #ffffff } } UrlConfig { parentUrl = VaporVent/parts/VariantThemes.cfg VARIANTTHEME { name = Small displayName = Small description = standard size suitable for size mk1 primaryColor = #ffffff secondaryColor = #ffffff } } UrlConfig { parentUrl = VaporVent/parts/Apu_Unit/Apu.cfg PART { name = ApuUnit module = Part author = stephane masset mesh = apu.mu scale = 1 rescaleFactor = 0.15 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, 0.0, 0.15, 1, 1 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -0.15, 1, 1 attachRules = 1,1,1,1,0 TechRequired = advElectrics entryCost = 2000 cost = 100 category = Electrical subcategory = 0 title = APU generator manufacturer = Bureau Squalid-State Devices Inc. description = apu for start-up assistance for aircraft; only works on the ground.. tags = APU mass = 0.02 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.2 breakingForce = 50 breakingTorque = 50 crashTolerance = 7 PhysicsSignificance = 1 maxTemp = 2500 heatConductivity = 0.02 skinInternalConductionMult = 2.0 emissiveConstant = 0.1 bulkheadProfiles = size0 MODULE { name = makeSteam alwaysOn = false } RESOURCE { name = SolidFuel amount = 100 maxAmount = 400 } MODULE { name = ModuleGenerator isAlwaysActive = false requireAllinputs = true INPUT_RESOURCE { name = SolidFuel rate = 0.35 } OUTPUT_RESOURCE { name = ElectricCharge rate = 0.8 } } MODULE { name = ModuleCoreHeat CoreTempGoal = 100 CoreToPartRatio = 0.1 CoreTempGoalAdjustment = 0 CoreEnergyMultiplier = 0.01 HeatRadiantMultiplier = 0.01 CoolingRadiantMultiplier = 0 HeatTransferMultiplier = 0 CoolantTransferMultiplier = 0 radiatorCoolingFactor = 0 radiatorHeatingFactor = 0 MaxCalculationWarp = 1000 CoreShutdownTemp = 10000 MaxCoolant = 0 PassiveEnergy { key = 0 \t25000 key = 200 \t10000 key = 250 \t50 key = 300\t25 key = 350\t0 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } } MODULE { name = ModuleCargoPart packedVolume = 8 stackableQuantity = 3 } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = ModuleTankReliability MTBF = 350400 LifeTime = 131400 RepairCost = 1 RepairBonus = 0.1 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 7200 MinTC = 90 MaxTC = 360 Silent = false Priority = HIGH PerksRequirementName = Engineer PerksRequirementValue = 1 } MODULE { name = ModuleGeneratorReliability MTBF = 525600 LifeTime = 142800 RepairCost = 3 RepairBonus = 0.8 MaintenanceCost = 1 MaintenanceBonus = 0.3 InspectionBonus = 300 Silent = false Priority = MEDIUM DANGIT_PERKS { perk = Mechanic:Normal perk = Electrician:Skilled } } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModulePartInfo originalPartName = ApuUnit } } } UrlConfig { parentUrl = VaporVent/parts/Vent1/part.cfg PART { name = vent module = Part author = Peter Goddard mesh = model.mu scale = 1 rescaleFactor = 1 iconCenter = 0.1, 0, 0 node_attach = 0.0, 0.0, 0.0, 1, 0, 0 TechRequired = start cost = 50 entryCost = 200 category = Utility subcategory = 0 title = Vapor Vent manufacturer = Squalid-State Devices Inc. description = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. tags = vent attachRules = 0,1,0,0,0 mass = 0.03 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2600 PhysicsSignificance = 1 bulkheadProfiles = srf explosionPotential = 0.1 MODULE { name = makeSteam alwaysOn = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 64 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = vent } } } UrlConfig { parentUrl = VaporVent/parts/Vent1/part2.cfg PART { name = smallvent module = Part author = Peter Goddard mesh = model.mu scale = 1 rescaleFactor = 0.5 iconCenter = 0.1, 0, 0 node_attach = 0.0, 0.0, 0.0, 1, 0, 0 TechRequired = start cost = 50 entryCost = 200 category = Utility subcategory = 0 title = Small Vapor Vent manufacturer = Squalid-State Devices Inc. description = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. tags = vent attachRules = 0,1,0,0,0 mass = 0.03 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2600 PhysicsSignificance = 1 bulkheadProfiles = srf explosionPotential = 0.1 MODULE { name = makeSteam alwaysOn = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 8 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = smallvent } } } UrlConfig { parentUrl = VaporVent/parts/Vent1/part3.cfg PART { name = tinyvent module = Part author = Peter Goddard mesh = model.mu scale = 1 rescaleFactor = 0.25 iconCenter = 0.1, 0, 0 node_attach = 0.0, 0.0, 0.0, 1, 0, 0 TechRequired = start cost = 50 entryCost = 200 category = Utility subcategory = 0 title = Tiny Vapor Vent manufacturer = Squalid-State Devices Inc. description = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. tags = vent attachRules = 0,1,0,0,0 mass = 0.03 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2600 PhysicsSignificance = 1 bulkheadProfiles = srf explosionPotential = 0.1 MODULE { name = makeSteam alwaysOn = false } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 1 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = tinyvent } } } UrlConfig { parentUrl = VaporVent/parts/Ventfx1/Vapor_Vent_Remake_fx1.cfg PART { name = VaporVent_Remake_Fx1 module = Part author = stephane masset scale = 1 rescaleFactor = 0.5 iconCenter = 0.1, 0, 0 node_attach = 0, 0, 0, 0, 0, -1, 1 TechRequired = start cost = 50 entryCost = 200 category = Utility subcategory = 0 title = Vapor Vent Effect 1 manufacturer = Squalid-State Devices Inc. description = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. finely smoked and drooping tags = vent attachRules = 0,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 3600 PhysicsSignificance = 1 bulkheadProfiles = srf explosionPotential = 0.1 MODEL { model = VaporVent/Assets/vent/modelfx1 } MODULE { name = makeSteam alwaysOn = false } MODULE { name = ModulePartVariants baseVariant = Vapor_Vent VARIANT { name = Vapor_Vent displayName = Vapor Vent standard. themeName = Standard primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = true mesh_Medium = false mesh_Small = false } } VARIANT { name = Vapor_Vent_medium displayName = Vapor Vent medium. themeName = Medium primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = false mesh_Medium = true mesh_Small = false } } VARIANT { name = Vapor_Vent_small displayName = Vapor Vent small. themeName = Small primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = false mesh_Medium = false mesh_Small = true } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 15 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = VaporVent_Remake_Fx1 } } } UrlConfig { parentUrl = VaporVent/parts/Ventfx2/Vapor_Vent_Remake_fx2.cfg PART { name = VaporVent_Remake_Fx2 module = Part author = stephane masset scale = 1 rescaleFactor = 0.5 iconCenter = 0.1, 0, 0 node_attach = 0, 0, 0, 0, 0, -1, 1 TechRequired = start cost = 50 entryCost = 200 category = Utility subcategory = 0 title = Vapor Vent Effect 2 manufacturer = Squalid-State Devices Inc. description = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. smoked wide and drooping. tags = vent attachRules = 0,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 3600 PhysicsSignificance = 1 bulkheadProfiles = srf explosionPotential = 0.1 MODEL { model = VaporVent/Assets/vent/modelfx2 } MODULE { name = makeSteam alwaysOn = false } MODULE { name = ModulePartVariants baseVariant = Vapor_Vent VARIANT { name = Vapor_Vent displayName = Vapor Vent standard. themeName = Standard primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = true mesh_Medium = false mesh_Small = false } } VARIANT { name = Vapor_Vent_medium displayName = Vapor Vent medium. themeName = Medium primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = false mesh_Medium = true mesh_Small = false } } VARIANT { name = Vapor_Vent_small displayName = Vapor Vent small. themeName = Small primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = false mesh_Medium = false mesh_Small = true } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 15 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = VaporVent_Remake_Fx2 } } } UrlConfig { parentUrl = VaporVent/parts/Ventfx3/Vapor_Vent_Remake_fx3.cfg PART { name = VaporVent_Remake_Fx3 module = Part author = stephane masset scale = 1 rescaleFactor = 0.5 iconCenter = 0.1, 0, 0 node_attach = 0, 0, 0, 0, 0, -1, 1 TechRequired = start cost = 50 entryCost = 200 category = Utility subcategory = 0 title = Vapor Vent Effect 3 manufacturer = Squalid-State Devices Inc. description = All those snacks... need a vent. Attach to your spacecraft for that all-important ambiance. Only works at launch time. original effect. tags = vent attachRules = 0,1,0,0,0 mass = 0.001 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 3600 PhysicsSignificance = 1 bulkheadProfiles = srf explosionPotential = 0.1 MODEL { model = VaporVent/Assets/vent/modelfx3 } MODULE { name = makeSteam alwaysOn = false } MODULE { name = ModulePartVariants baseVariant = Vapor_Vent VARIANT { name = Vapor_Vent displayName = Vapor Vent standard. themeName = Standard primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = true mesh_Medium = false mesh_Small = false } } VARIANT { name = Vapor_Vent_medium displayName = Vapor Vent medium. themeName = Medium primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = false mesh_Medium = true mesh_Small = false } } VARIANT { name = Vapor_Vent_small displayName = Vapor Vent small. themeName = Small primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { mesh_Standard = false mesh_Medium = false mesh_Small = true } } } MODULE { name = ModuleReliabilityInfo } MODULE { name = InspectionModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = KRnDModule } MODULE { name = KOSNameTag } MODULE { name = ModuleCargoPart packedVolume = 15 KSP_PartVolume = true } MODULE { name = ModulePartInfo originalPartName = VaporVent_Remake_Fx3 } } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Basic Billboard workflow = Billboards path = Waterfall/FX/fx-billboard-generic-1 description = Simple billboarded plane } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Complex workflow = Deforming path = Waterfall/FX/fx-complex-plume-1 description = Complex deforming plume with 5 bones } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Simple workflow = Deforming path = Waterfall/FX/fx-simple-plume-1 description = Simple deforming plume with 3 bones } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Shock workflow = Deforming path = Waterfall/FX/fx-simple-shock-1 description = Simple deforming shock with 3 bones } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Dynamic Cylinder workflow = Dynamic path = Waterfall/FX/fx-cylinder description = Shader-driven dynamic cylinder } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Point Light workflow = Light path = Waterfall/FX/fx-point-light description = A basic light } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Simple Plane workflow = Deforming path = Waterfall/FX/fx-simple-plane description = Simple plane } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Sharp Plane workflow = Deforming path = Waterfall/FX/fx-sharp-plane description = Simple plane with sharp edges } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Volumetric Cones workflow = Volumetric path = Waterfall/FX/fx-volumetric-cones description = Volumetric shock cones } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Volumetric workflow = Volumetric path = Waterfall/FX/fx-volumetric-simple description = Volumetric simple plume } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Particles workflow = Particles path = Waterfall/FX/fx-stack description = Fixed set of 20 particles } } UrlConfig { parentUrl = Waterfall/WaterfallModels.cfg WATERFALL_MODEL { name = Particles 2 workflow = Particles path = Waterfall/FX/fx-stack-2 description = Fixed set of 40 particles } } UrlConfig { parentUrl = Waterfall/WaterfallSettings.cfg WATERFALL_SETTINGS { ShowEffectEditor = true DebugModules = false DebugSettings = false DebugEffects = false DebugModifiers = false DebugMode = true DebugUIMode = true AtmosphereDensityExponent = 0.512 EnableLights = true EnableDistortion = true MinimumEffectIntensity = 0.005 MinimumLightIntensity = 0.05 EnableLegacyBlendModes = false } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Additive (Dynamic) workflow = Dynamic description = Additive shader-driven deformation material } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Alpha (Dynamic) workflow = Dynamic description = Alpha shader-driven deformation material. \nWARNING: be careful with sorting } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Distortion (Dynamic) workflow = Dynamic description = Distortion shader } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Alpha Directional workflow = Deforming description = Alpha bone-driven deformation material. \nWARNING: be careful with sorting } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Additive Directional workflow = Deforming description = Additive bone-driven deformation material. } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Billboard (Additive Directional) workflow = Billboards description = Additive billboard shader with directional fading } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Billboard (Additive) workflow = Billboards description = Additive billboard shader. } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Additive Cones (Volumetric) workflow = Volumetric description = Additive volumetric shock cone deformation material } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Additive (Volumetric) workflow = Volumetric description = Additive volumetric deformation material } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Additive Echo (Dynamic) workflow = Dynamic description = Repeated additive shader-driven deformation material } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER { name = Waterfall/Procedural Particles (Additive) workflow = Particles description = Additive shader-driven animated noise mimicing particle behavior } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _MainColor type = Color range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _EmissiveColor type = Color range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _TintColor type = Color range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _StartTint type = Color range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _EndTint type = Color range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _TintFalloff type = Float range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _TintFresnel type = Float range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Falloff type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Fresnel type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _FresnelFadeIn type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _FresnelInvert type = Float range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Intensity type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Noise type = Float range = 0,15 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _NoiseFresnel type = Float range = 0,15 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Brightness type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _LengthBrightness type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _SpeedX type = Float range = 0,200 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _SpeedY type = Float range = 0,200 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _TileX type = Float range = 0,25 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _TileY type = Float range = 0,25 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DetailSpeedX type = Float range = 0,200 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DetailSpeedY type = Float range = 0,200 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DetailTileX type = Float range = 0,25 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DetailTileY type = Float range = 0,25 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _FadeIn type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _FadeOut type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ExpandOffset type = Float range = -10,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ExpandLinear type = Float range = -10,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ExpandBounded type = Float range = -10,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ExpandSquare type = Float range = -10,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ExpandLength type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _FalloffStart type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DetailStrength type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Symmetry type = Float range = 0,24 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _SymmetryStrength type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DirectionScale type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Seed type = Float range = 0,1500 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Strength type = Float range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Highlight type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Blur type = Float range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Swirl type = Float range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ConeLength type = Float range = 0,2 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Stretch type = Float range = -1,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ExitLength type = Float range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ExitStart type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ConeExpansion type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ConeFade type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _ConeFadeStart type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Smoothness type = Float range = 0,0.5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Asymmetry type = Float range = -0.3,0.3 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Echos type = Float range = 1.0,12.0 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _EchoLength type = Float range = 0.0,20.0 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _EchoFalloff type = Float range = 0.0,1.0 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Dimming type = Float range = -1.0,1.0 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Scale type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Expand type = Float range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Resolution type = Float range = 1,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DetailScale type = Float range = 1.5,2.5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DetailBrightness type = Float range = 0,1 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Turbulence type = Float range = 0,10 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Speed type = Float range = 0,100 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Exponent type = Float range = 0,2 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _Direction type = Vector4 range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DirAdjust type = Vector4 range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _MainTex type = Texture range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DetailTex type = Texture range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallShaders.cfg WATERFALL_SHADER_PARAM { name = _DistortionTex type = Texture range = 0,5 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Alpha Noise 1 path = Waterfall/FX/fx-alpha-noise-1 description = fx-alpha-noise-1 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Basic Noise path = Waterfall/FX/fx-noise-1 description = fx-noise-1 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Turbulent Noise path = Waterfall/FX/fx-noise-2 description = fx-noise-2 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Levelled Noise path = Waterfall/FX/fx-noise-3 description = fx-noise-3 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cloud Noise path = Waterfall/FX/fx-noise-4 description = fx-noise-4 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = High Freq Noise path = Waterfall/FX/fx-noise-5 description = fx-noise-5 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cellular Noise path = Waterfall/FX/fx-noise-6 description = fx-noise-6 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Wave Noise 1 path = Waterfall/FX/fx-ion-noise description = fx-ion-noise } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Uniform Noise path = Waterfall/FX/fx-katniss-noise-1 description = fx-katniss-noise-1 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Uniform Noise Blurred path = Waterfall/FX/fx-katniss-noise-1-blurred description = fx-katniss-noise-1-blurred } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Anisotropic Noise path = Waterfall/FX/fx-katniss-noise-2 description = fx-katniss-noise-2 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Anisotropic Noise Extradense path = Waterfall/FX/fx-katniss-noise-2-extradense description = fx-katniss-noise-2-extradense } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cloud Noise 100 path = Waterfall/FX/fx-katniss-noise-3 description = fx-katniss-noise-3 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cloud Noise 100 Blurred path = Waterfall/FX/fx-katniss-noise-3-blurred description = fx-katniss-noise-3-blurred } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cloud Noise 50 path = Waterfall/FX/fx-katniss-noise-4 description = fx-katniss-noise-4 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cloud Noise 50 Blurred path = Waterfall/FX/fx-katniss-noise-4-blurred description = fx-katniss-noise-4-blurred } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cloud Noise 25 path = Waterfall/FX/fx-katniss-noise-5 description = fx-katniss-noise-5 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cloud Noise 25 Blurred path = Waterfall/FX/fx-katniss-noise-5-blurred description = fx-katniss-noise-5-blurred } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Gaussian Noise path = Waterfall/FX/fx-katniss-noise-6 description = fx-katniss-noise-6 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Mixed Aniso Noise path = Waterfall/FX/fx-katniss-noise-7 description = fx-katniss-noise-7 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Sloped Noise path = Waterfall/FX/fx-katniss-noise-8 description = fx-katniss-noise-8 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Cross Flare path = Waterfall/FX/fx_flaresimple01 description = fx_flaresimple01 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Wide Flare (Colour) path = Waterfall/FX/fx_flarelens01 description = fx_flarelens01 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Wide Flare (BW) path = Waterfall/FX/fx_flarelens02 description = fx_flarelens02 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Round Flare 1 path = Waterfall/FX/fx_flaresimple02 description = fx_flaresimple02 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Round Flare 2 path = Waterfall/FX/fx_flareglow-1 description = fx_flareglow-1 } } UrlConfig { parentUrl = Waterfall/WaterfallTextures.cfg WATERFALL_TEXTURE { name = Lamp Flare path = Waterfall/FX/fx_flarelamp-1 description = fx_flarelamp-1 } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-alcolox-lower-1.cfg EFFECTTEMPLATE { templateName = waterfall-alcolox-lower-1 EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.474256992,0.352941185,0.235294119,1 } COLOR { colorName = _EndTint colorValue = 0.905882359,0.894117653,0.894117653,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0.707776666 } FLOAT { floatName = _ExpandLinear value = -0.10111095 } FLOAT { floatName = _ExpandSquare value = -0.60666573 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.40444383 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.333666146 } FLOAT { floatName = _TintFalloff value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.749019623,0.858823538,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -0.60666573 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 2.04749656 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.01110959 } FLOAT { floatName = _Fresnel value = 4.65110397 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 0.241666779 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.212333009 } FLOAT { floatName = _TintFalloff value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.482466996,0.352941185,0.235294119,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.262888491 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.808887661 } FLOAT { floatName = _ExpandLinear value = 0.505554736 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 44 } FLOAT { floatName = _Noise value = 2.57832932 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.40444383 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.283110678 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Seed value = 258.832947 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 1 0 0 key = 1 2.6 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.745098054,0.862745106,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.369055003 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0.707776666 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.46610892 } FLOAT { floatName = _Fresnel value = 6.26388693 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 0.242792949 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.247721836 } FLOAT { floatName = _TintFalloff value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 1 0 0 key = 1 2.6 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 0.75,6,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.515307009,0.352941185,0.235294119,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.298277318 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.808887601 } FLOAT { floatName = _ExpandLinear value = 0.505554736 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 4.54999304 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 0.758332253 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.40444383 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Seed value = 186.999725 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 2 0 0 key = 1 6 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 0.75,6,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.745098054,0.862745106,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.495443702 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 0.707776666 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.46610892 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 0.192237467 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.247721836 } FLOAT { floatName = _TintFalloff value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 2 0 0 key = 1 6 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 0.06 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 0.75,16,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.745098054,0.862745106,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.293221802 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 0.707776666 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41 } FLOAT { floatName = _SpeedY value = 44 } FLOAT { floatName = _Noise value = 5.76332426 } FLOAT { floatName = _TileX value = 2.25277734 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.46610892 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 0.150000006 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.460054845 } FLOAT { floatName = _TintFalloff value = 2.29777813 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 2 0 0 key = 1 6 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,10.5 rotationOffset = -90,0,0 scaleOffset = 0.75,10,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.515307009,0.352941185,0.235294119,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.141555354 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 1.41555333 } FLOAT { floatName = _ExpandLinear value = -0.40444392 } FLOAT { floatName = _ExpandSquare value = -0.60666579 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 8.11415386 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 1.41555345 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.227499664 } FLOAT { floatName = _Brightness value = 2.82112217 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.59149909 } FLOAT { floatName = _TintFalloff value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 3 0 0 key = 1 10.5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlume parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,10 rotationOffset = -90,0,0 scaleOffset = 0.800000012,20,0.800000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392156869,0.352941185,0.235294119,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0.303332835 } FLOAT { floatName = _ExpandBounded value = -1.3144424 } FLOAT { floatName = _ExpandLinear value = 4.1455493 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.96554613 } FLOAT { floatName = _FadeOut value = 0.642054558 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Noise value = 10.3891506 } FLOAT { floatName = _SymmetryStrength value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.666666687,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 0.392156869,0.352941185,0.235294119,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } } EFFECT { name = plume2-2 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.639215708,0.352941185,0.200000003,1 } COLOR { colorName = _EndTint colorValue = 0.611764729,0.458823532,0.376470596,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.626388729 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4.97166348 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } } EFFECT { name = throttleFX parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.3 0 0 key = 1 1.3 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1.3 0 0 key = 1 1.3 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = distort parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 2 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = mainFX MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.611764729,0.458823532,0.376470596,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = EndFlame3 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1 rotationOffset = -90,0,0 scaleOffset = 1,30,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.466666669,0.505882382,0.533333361,1 } COLOR { colorName = _EndTint colorValue = 0.858823538,0.274509817,0.0352941193,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0606665723 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 2.02221918 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.707776666 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 0.6 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 0.7 0.5 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 18 0 0 key = 0.7 4 0 0 } } } EFFECT { name = innerGlow parentName = mainFX MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.70000005,1.70000005,1.70000005 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.913725495,0.576470613,0.43921569,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.46610868 } FLOAT { floatName = _Fresnel value = 4.49943733 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = shock1 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.39999998,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.412637204,0.40059498,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 0.657221198 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.1 0 0 key = 1 2.5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.411764711,0.400000006,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 6 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.94 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.407843143,0.400000006,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 10.5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-alcolox-lower-2.cfg EFFECTTEMPLATE { templateName = waterfall-alcolox-lower-2 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,7 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.712372065,0.518633604,0.260682613,1 } COLOR { colorName = _EndTint colorValue = 0.90196079,0.607843161,0.215686277,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _TintFalloff value = 1.49138653 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,12,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.619607866,0.282352954,0.203921571,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.65882355,0.678431392,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 2.55895257 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.667332292 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 5.15665865 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0.278055131 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.5 0.3 0 0 key = 0.7 0.3 0 0 key = 0.8 0.3 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 3 0 0 key = 0.7 4 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 30 0 0 key = 0.7 5 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.925971091,0.42905724,0.185186222,1 } COLOR { colorName = _EndTint colorValue = 0.396078438,0.647058845,0.772549033,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.525277734 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } FLOAT { floatName = _Seed value = 152.083115 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.219999999 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.834054768,0.530487716,0.090082027,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.517647088,0.333333343,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0504999273 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 1.541942 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.39999998,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.412637204,0.40059498,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 0.657221198 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.1 0 0 key = 1 1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.411764711,0.400000006,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 3.5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.94 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.407843143,0.400000006,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 6.5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.407843143,0.400000006,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 10 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.08 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.407843143,0.400000006,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.5 0 0 key = 1 14 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.01 0 0 key = 0.2 0.06 0 0 key = 1 0.08 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 6 lightType = Point color = 0.592156887,0.474509805,0.396078438,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0556110255 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.3 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.70000005,1.70000005,1.70000005 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.913725495,0.576470613,0.43921569,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.46610868 } FLOAT { floatName = _Fresnel value = 4.49943733 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,30,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.466666669,0.505882382,0.533333361,1 } COLOR { colorName = _EndTint colorValue = 0.858823538,0.274509817,0.0352941193,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0606665723 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 2.02221918 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.707776666 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 18 0 0 key = 0.7 4 0 0 } } } EFFECT { name = plume1Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.400000006,12,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.474509805,0.533333361,0.533333361,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.65882355,0.678431392,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 3.96141195 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.0252777375 } FLOAT { floatName = _FadeOut value = 0.667332292 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.5 0.3 0 0 key = 0.7 0.3 0 0 key = 0.8 0.3 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 3 0 0 key = 0.7 4 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 30 0 0 key = 0.7 5 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-ethalox-sustainer-1.cfg EFFECTTEMPLATE { templateName = waterfall-ethalox-sustainer-1 EFFECT { name = MainPlume parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,8 rotationOffset = -90,0,0 scaleOffset = 0.600000024,15,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,10 rotationOffset = -90,0,0 scaleOffset = 0.600000024,15,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 6.72387838 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.647110105 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.6 12 0 0 key = 1 1 0 0 } } } EFFECT { name = plume1 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,8,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.650018573,0.945098042,1 } COLOR { colorName = _EndTint colorValue = 0.921568632,0.882352948,0.694117665,1 } FLOAT { floatName = _TintFalloff value = 0.404443681 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 2.02221918 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.550566733 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.15 0 0 key = 1 1.15 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.15 0 0 key = 1 1.15 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 5 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 -0.5 0 0 } } } EFFECT { name = plume2 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.31764707,0.462516993,0.854901969,1 } COLOR { colorName = _EndTint colorValue = 1,0.654054165,0.416558802,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.752777398 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 60 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 20 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } } EFFECT { name = plume2-2 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.329411775,0.554800212,0.921568632,1 } COLOR { colorName = _EndTint colorValue = 0.905882359,0.737254918,0.603921592,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.272500366 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0 key = 0.2 0.7 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleFX parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = Shock1 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.579999983,3.5,0.579999983 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.235294119,0.36470589,0.525490224,1 } COLOR { colorName = _EndTint colorValue = 0.400000006,0.694117665,0.894117653,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _ExpandBounded value = 0.303332895 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.586443543 } FLOAT { floatName = _Falloff value = 1.6177752 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FadeIn value = 0 } } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock2 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.235294119,0.352941185,0.509803951,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 1.5 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock3 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.235294119,0.352941185,0.509803951,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.7 0 0 key = 1 4.3 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.95 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock4 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.235294119,0.352941185,0.509803951,1 } COLOR { colorName = _EndTint colorValue = 0.925490201,0.823529422,0.678431392,1 } FLOAT { floatName = _TintFalloff value = 0.781113744 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 7 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.97 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock5 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.388235301,0.509803951,0.866666675,1 } COLOR { colorName = _EndTint colorValue = 0.87843138,0.733333349,0.482352942,1 } FLOAT { floatName = _TintFalloff value = 3.15971732 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 10 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.97 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shockMain parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.25,1.29999995,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.770689964,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -2.6688931 } FLOAT { floatName = _ExpandBounded value = 1.58444667 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.604443848 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0657221228 } FLOAT { floatName = _FadeOut value = 0.501110971 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.2 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = Shockbase parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,3.5,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.424401909,0.180392161,1 } COLOR { colorName = _EndTint colorValue = 0.290196091,0.43921569,0.607843161,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _ExpandBounded value = 0.303332895 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.0353888534 } FLOAT { floatName = _Falloff value = 4.04443836 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 8.87248611 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 26.0666599 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _Symmetry value = 8 } FLOAT { floatName = _Fresnel value = 0.0505554751 } FLOAT { floatName = _FadeIn value = 0 } } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = rBright controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 6 lightType = Point color = 0.235294119,0.352941185,0.509803951,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleLight parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 6 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 3 0 0 key = 0.4 0 0 0 } } } EFFECT { name = innerGlow parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.54999995,1.5,1.54999995 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.392156869,0.70588237,0.90196079,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.3 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 25 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame2 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.800000012,30,0.800000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392156869,0.501960814,0.941176474,1 } COLOR { colorName = _EndTint colorValue = 0.787350416,0.5,0.261909664,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0960554108 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 4.60054827 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.692610025 } FLOAT { floatName = _SpeedX value = 12 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 2.22444105 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.6 12 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,15,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.090999864 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.40943575 } FLOAT { floatName = _Noise value = 8.11415482 } FLOAT { floatName = _FadeOut value = 0.647110105 } FLOAT { floatName = _SpeedX value = 8 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.6 12 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrazine-monopropellant-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-hydrazine-monopropellant-upper-1 EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0500000007,1.29999995,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.709803939,0.709803939,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 6.06665754 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 137.499786 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _TintFalloff value = 0.707776666 } FLOAT { floatName = _FadeIn value = 0.00999999978 } } } FLOATMODIFIER { name = brightNess controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 1 1 0 0 } } } EFFECT { name = core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0500000007,1.29999995,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.913725495,0.701960802,0.701960802,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 4.65110397 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 128.399796 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -1.01110959 } FLOAT { floatName = _FresnelInvert value = 0.783609867 } FLOAT { floatName = _TintFalloff value = 0.556110263 } } } FLOATMODIFIER { name = brightNess controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0700000003,2,0.0700000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.90196079,0.760784328,0.592156887,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 2.02221918 } FLOAT { floatName = _Noise value = 3.86000562 } FLOAT { floatName = _ExpandLinear value = 5.30333281 } FLOAT { floatName = _SpeedY value = 132.444244 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -0.80777669 } FLOAT { floatName = _FresnelInvert value = 0.101110943 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _ExpandBounded value = 2.62888479 } FLOAT { floatName = _TintFalloff value = 2.60111094 } } } FLOATMODIFIER { name = brightNess controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrolox-lower-1.cfg EFFECTTEMPLATE { templateName = waterfall-hydrolox-lower-1 EFFECT { name = outerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.0299999993 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0.400000006 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.589499354,0.0193797369,0,1 } COLOR { colorName = _StartTint colorValue = 0.95073992,0.410500586,0.375369966,1 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -40 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 1.1 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 1.1 0 0 } } COLORMODIFIER { name = cylinderColourStart controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.05 0.2 0 0 key = 0.2 0.3 0 0 key = 0.5 0.7 0 0 key = 1 0.8 0 0 } gCurve { key = 0.5 0.2 0 0 key = 1 0.2 0 0 } bCurve { key = 0.05 0.5 0 0 key = 0.2 0.6 0 0 key = 0.5 0.3 0 0 key = 1 0.2 0 0 } aCurve { } } COLORMODIFIER { name = cylinderColourEnd controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _EndTint rCurve { key = 0.2 0.1 0 0 key = 0.5 0.2 0 0 key = 1 0.8 0 0 } gCurve { key = 0.5 0.1 0 0 key = 1 0.2 0 0 } bCurve { key = 0.2 0 0 0 key = 0.5 0.4 0 0 key = 1 0.1 0 0 } aCurve { key = 1 0 0 0 } } COLORMODIFIER { name = planeColourStart controllerName = atmosphereDepth transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.2 0.1 0 0 key = 0.5 0.3 0 0 key = 1 0.8 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.2 0 0 } bCurve { key = 0.2 0.8 0 0 key = 0.5 0.5 0 0 key = 1 0.1 0 0 } aCurve { key = 1 0 0 0 } } COLORMODIFIER { name = planeColourEnd controllerName = atmosphereDepth transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _EndTint rCurve { key = 0.2 0.1 0 0 key = 0.5 0.3 0 0 key = 1 0.8 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.2 0 0 } bCurve { key = 0.2 0.8 0 0 key = 0.5 0.5 0 0 key = 1 0.1 0 0 } aCurve { key = 1 0 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.75 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.241289407,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock02 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.241289407,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 3.5 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.8 0 0 0 key = 1 0.08 0 0 } } } EFFECT { name = shock03 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.241289407,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 7 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.85 0 0 0 key = 1 0.02 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.121568628,0.301960796,0.501960814,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } LIGHTCOLORMODIFIER { name = aColour controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0.5 0.1 0 0 key = 0.7 0.9 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.3 0 0 } bCurve { key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 } aCurve { } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrolox-lower-2.cfg EFFECTTEMPLATE { templateName = waterfall-hydrolox-lower-2 EFFECT { name = shockMain parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 2,1,2 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.241289407,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = posRandom controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.8 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,0.699999988,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392156869,0.509803951,1,1 } COLOR { colorName = _EndTint colorValue = 0.243137255,0.329411775,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.800000012 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 3.2 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -3 0 0 } zCurve { } } POSITIONMODIFIER { name = posRand controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.95 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.196078435,0 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0.707776666 } FLOAT { floatName = _ExpandLinear value = -0.10111095 } FLOAT { floatName = _ExpandSquare value = -0.60666573 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 5.53582478 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.40444383 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.333666146 } FLOAT { floatName = _TintFalloff value = 0.252777398 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.5 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.196078435,1 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } FLOAT { floatName = _FadeIn value = 0.262888491 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.808887661 } FLOAT { floatName = _ExpandLinear value = 0.505554736 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 5.53582478 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.40444383 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.283110678 } FLOAT { floatName = _TintFalloff value = 0.25 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.4 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 0.75,6,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.196078435,1 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } FLOAT { floatName = _FadeIn value = 0.298277318 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.808887601 } FLOAT { floatName = _ExpandLinear value = 0.505554736 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 5.53582478 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 0.859443247 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.40444383 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _TintFalloff value = 0.200000003 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.3 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,10.5 rotationOffset = -90,0,0 scaleOffset = 0.75,10,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.196078435,1 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } FLOAT { floatName = _FadeIn value = 0.141555354 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 1.41555333 } FLOAT { floatName = _ExpandLinear value = -0.40444392 } FLOAT { floatName = _ExpandSquare value = -0.60666579 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 8.11415386 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.41555345 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.227499664 } FLOAT { floatName = _Brightness value = 2.82112217 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.59149909 } FLOAT { floatName = _TintFalloff value = 0.25 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.2 0 0 } } } EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } COLOR { colorName = _EndTint colorValue = 0.854901969,0.65882355,0.239215687,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0.303332835 } FLOAT { floatName = _ExpandBounded value = -1.3144424 } FLOAT { floatName = _ExpandLinear value = 4.1455493 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.702721119 } FLOAT { floatName = _Falloff value = 3.28610611 } FLOAT { floatName = _FadeOut value = 0.60666573 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _Fresnel value = 0.202221945 } FLOAT { floatName = _Noise value = 10.0858183 } FLOAT { floatName = _TintFalloff value = 0.328610629 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,0.699999988,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392156869,0.509803951,1,1 } COLOR { colorName = _EndTint colorValue = 0.243137255,0.329411775,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 6 0 0 key = 1 11 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -3 0 0 } zCurve { } } POSITIONMODIFIER { name = posRand controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.98 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,0.699999988,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392156869,0.509803951,1,1 } COLOR { colorName = _EndTint colorValue = 0.243137255,0.329411775,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 3 0 0 key = 1 7 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -2 0 0 } zCurve { } } POSITIONMODIFIER { name = posRand controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.98 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.4 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.699999988,12,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.196078435,1 } FLOAT { floatName = _TintFalloff value = 2.07277441 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.151666433 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 0.7 0.3 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,20,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.23137255,0.509803951,0.654901981,1 } COLOR { colorName = _EndTint colorValue = 0.513725519,0.729411781,0.905882359,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.1 0 0 key = 0.7 0 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,20,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.121568628,0.301960796,0.501960814,1 } COLOR { colorName = _EndTint colorValue = 0.325490206,0.635294139,0.886274517,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4.97166348 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.2 0 0 key = 0.7 0 0 0 } } } EFFECT { name = plume1blue parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.75,12,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.13333334,0.349019617,0.525490224,1 } COLOR { colorName = _EndTint colorValue = 0.43921569,0.654901981,0.835294127,1 } FLOAT { floatName = _TintFalloff value = 0.480276883 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.151666433 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = Core1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,0.699999988,0.699999988 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.188235298,0.400000006,0.501960814,1 } COLOR { colorName = _EndTint colorValue = 0.200000003,0.200000003,1,1 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 1.9097904 } FLOAT { floatName = _Fresnel value = 5 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _Brightness value = 0.800000012 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 75.2777405 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _DirAdjust value = 0.811914086 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.200000003,0.200000003,1,1 } COLOR { colorName = _StartTint colorValue = 0.203921571,0.4627451,0.588235319,1 } FLOAT { floatName = _TintFalloff value = 0.0977781042 } FLOAT { floatName = _Falloff value = 8.01164436 } FLOAT { floatName = _Fresnel value = 7.05055571 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.410482407 } } } POSITIONMODIFIER { name = aTailPos controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.200000003 xCurve { } yCurve { key = 0 -10 0 0 key = 1 -20 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.45 0 0 } yCurve { } zCurve { key = 0 1.45 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 15 0 0 key = 0.2 8 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 key = 1 5 0 0 } zCurve { key = 0 15 0 0 key = 0.2 8 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.05 0 0 key = 0.5 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } } EFFECT { name = flameCore parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,2,2 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.274509817,0.0549019612,0.0470588244,1 } COLOR { colorName = _StartTint colorValue = 0.913725495,0.349019617,0.129411772,1 } FLOAT { floatName = _Falloff value = 3.47383213 } FLOAT { floatName = _DirAdjust value = 1 } FLOAT { floatName = _Noise value = 7.70103502 } FLOAT { floatName = _Fresnel value = 1.2640059 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedY value = 57.0352516 } FLOAT { floatName = _TintFalloff value = 1.87335849 } FLOAT { floatName = _Brightness value = 1.5 } FLOAT { floatName = _SpeedX value = 24.6224728 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.294117659,0.129411772,0.0745098069,1 } COLOR { colorName = _EndTint colorValue = 0.360784322,0.129411772,0.0509803928,1 } FLOAT { floatName = _Fresnel value = 2.72500372 } FLOAT { floatName = _Brightness value = 0.4044438 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 2.37111521 } } } POSITIONMODIFIER { name = tailPos controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 0.0500000007 xCurve { } yCurve { key = 0 -10 0 0 } zCurve { } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { } } SCALEMODIFIER { name = exitScale controllerName = atmosphereDepth transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { key = 0 0.3 0 0 } zCurve { key = 0 0.6 0 0 } } SCALEMODIFIER { name = postExitScale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 xCurve { key = 0 2.6 0 0 key = 1 1.3 0 0 } yCurve { key = 0 1.2 0 0 } zCurve { key = 0 2.6 0 0 key = 1 1.3 0 0 } } SCALEMODIFIER { name = tailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.300000012 xCurve { key = 0 8 0 0 key = 1 3 0 0 } yCurve { key = 0 1 0 0 key = 1 0 0 0 } zCurve { key = 0 8 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = cylBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = cylBrightMult controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = planeBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aFlatBrightness controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } } EFFECT { name = flame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,1.5,2 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.87843138,0.431372553,0.188235298,1 } COLOR { colorName = _StartTint colorValue = 0.694117665,0.200000003,0.0431372561,1 } FLOAT { floatName = _Falloff value = 1.96399951 } FLOAT { floatName = _DirAdjust value = 1 } FLOAT { floatName = _Noise value = 11.8614368 } FLOAT { floatName = _Fresnel value = 2.7586298 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedY value = 103.044304 } FLOAT { floatName = _TintFalloff value = 0.781113744 } FLOAT { floatName = _Brightness value = 1.8088876 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.674509823,0.223529413,0.149019614,1 } COLOR { colorName = _EndTint colorValue = 0.894117653,0.349019617,0.254901975,1 } FLOAT { floatName = _Fresnel value = 2.72500372 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 0.753339946 } } } POSITIONMODIFIER { name = tailPos controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 0.0500000007 xCurve { } yCurve { key = 0 -15 0 0 } zCurve { } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { } } SCALEMODIFIER { name = exitScale controllerName = atmosphereDepth transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } zCurve { key = 0 0.6 0 0 } } SCALEMODIFIER { name = tailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.100000001 xCurve { key = 0 10 0 0 key = 1 3 0 0 } yCurve { key = 0 1.4 0 0 key = 1 2 0 0 } zCurve { key = 0 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = cylBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = cylBrightMult controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.2 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = planeBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = aPlaneBrightness controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.3 0 0 key = 1 1.3 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1.3 0 0 key = 1 1.3 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.3 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 2 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.121568628,0.301960796,0.501960814,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } LIGHTCOLORMODIFIER { name = aColour controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0.5 0.1 0 0 key = 0.7 0.9 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.3 0 0 } bCurve { key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 } aCurve { } } } EFFECT { name = throttleLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 5 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 2 0 0 key = 0.4 0 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrolox-lower-3.cfg EFFECTTEMPLATE { templateName = waterfall-hydrolox-lower-3 EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.408829719,0.247792557,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -0.60666573 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.402221918 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.333666146 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Seed value = 98 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.941176474,0.474509805,0.23137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.262888491 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 0.707776666 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.40444383 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.283110678 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Seed value = 7 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 1 0 0 key = 1 2.6 0 0 } } POSITIONMODIFIER { name = tRand controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.85 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 0.75,6,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.941176474,0.474509805,0.23137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.298277318 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 0.707776666 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 1.97166371 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.40444383 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Seed value = 4 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.3 2 0 0 key = 1 6 0 0 } } POSITIONMODIFIER { name = tRand controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 2.5 2.5 key = 0.01 0.025 2.5 2.5 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,10.5 rotationOffset = -90,0,0 scaleOffset = 0.75,10,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.941176474,0.474509805,0.23137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.141555354 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.909998536 } FLOAT { floatName = _ExpandLinear value = -0.40444392 } FLOAT { floatName = _ExpandSquare value = -0.60666579 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 1.41555345 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.400000006 } FLOAT { floatName = _Brightness value = 2.82112217 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.59149909 } FLOAT { floatName = _TintFalloff value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.3 7 0 0 key = 1 10.5 0 0 } } POSITIONMODIFIER { name = tRand controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0.1 0.1 key = 0.1 0.001 0.1 0.1 key = 1 0.5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 3.13443971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0.40444386 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.3 4 0 0 key = 1 9 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.952941179,0.75686276,0.674509823,1 } COLOR { colorName = _EndTint colorValue = 0.941176474,0.490196079,0.490196079,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 3 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 3 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -5 0 0 } zCurve { } } POSITIONMODIFIER { name = posRandom controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.95 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.75 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock02 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,1.5,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.952941179,0.75686276,0.674509823,1 } COLOR { colorName = _EndTint colorValue = 0.941176474,0.490196079,0.490196079,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 6 0 0 key = 1 11 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 3 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -5 0 0 } zCurve { } } POSITIONMODIFIER { name = posRandom controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.97 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.85 0 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock03 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,1.20000005,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.952941179,0.75686276,0.674509823,1 } COLOR { colorName = _EndTint colorValue = 0.941176474,0.490196079,0.490196079,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 3 0 0 key = 1 7 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 3 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -5 0 0 } zCurve { } } POSITIONMODIFIER { name = posRandom controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.97 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.8 0 0 0 key = 1 0.4 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,15 rotationOffset = -90,0,0 scaleOffset = 1,35,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 5.83915758 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 20.2110825 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.720000029,12,0.720000029 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.392156869,0.247058824,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.580392182,0.172549024,1 } FLOAT { floatName = _TintFalloff value = 2.07277441 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.151666433 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.2 0 0 key = 1 0 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.23137255,0.509803951,0.654901981,1 } COLOR { colorName = _EndTint colorValue = 0.921568632,0.41568628,0.20784314,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.760784328,0.419607848,0.278431386,1 } COLOR { colorName = _EndTint colorValue = 0.807843149,0.407843143,0.243137255,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.6 1 0 0 key = 0.9 0 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,12,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.34 0 0 key = 1 1.34 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1.34 0 0 key = 1 1.34 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.20000005,40,1.20000005 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.31764707,0.184313729,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.738109946 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 8 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } FLOAT { floatName = _Seed value = 363.25061 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.85 5 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 2 0 0 } yCurve { key = 0 8 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.941176474,0.386653721,0.0492847934,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 2.0999999,2.0999999,2.0999999 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.960784316,0.711891115,0.438987583,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Falloff value = 0.151666433 } FLOAT { floatName = _Noise value = 0.909998655 } FLOAT { floatName = _FresnelInvert value = 0 } } } FLOATMODIFIER { name = tbright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 1 0 0 } } } EFFECT { name = EndFlame4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,30,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.835294127,0.478431374,0.290196091,1 } COLOR { colorName = _EndTint colorValue = 0.925490201,0.686274529,0.56078434,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.859443009 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 12 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.176944166 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 9 0 0 key = 0.7 3 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrolox-lower-4.cfg EFFECTTEMPLATE { templateName = waterfall-hydrolox-lower-4 EFFECT { name = shockMain parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 2,1,2 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.241289407,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = posRandom controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.8 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shockMain parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.200000003,1,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.549019635,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -2.6688931 } FLOAT { floatName = _ExpandBounded value = 1.58444667 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.604443848 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0657221228 } FLOAT { floatName = _FadeOut value = 0.501110971 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.2 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,0.699999988,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392156869,0.509803951,1,1 } COLOR { colorName = _EndTint colorValue = 0.243137255,0.329411775,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.800000012 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 3.2 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -3 0 0 } zCurve { } } POSITIONMODIFIER { name = posRand controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.95 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.196078435,0 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0.707776666 } FLOAT { floatName = _ExpandLinear value = -0.10111095 } FLOAT { floatName = _ExpandSquare value = -0.60666573 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _Noise value = 2.502496 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _Falloff value = 4.80277061 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.480277032 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.156721979 } FLOAT { floatName = _TintFalloff value = 0.252777398 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.5 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.196078435,0.392156869,0.509803951,1 } COLOR { colorName = _EndTint colorValue = 0.196078435,0.196078435,1,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -0.60666573 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 2.04749656 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.01110959 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 0.241666779 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.212333009 } FLOAT { floatName = _TintFalloff value = 0.300000012 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.196078435,1 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } FLOAT { floatName = _FadeIn value = 0.28261143 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.808887661 } FLOAT { floatName = _ExpandLinear value = 0.505554736 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _Noise value = 2.5 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _Falloff value = 4.80000019 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _FresnelInvert value = 0.479999989 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.293221772 } FLOAT { floatName = _TintFalloff value = 0.25 } FLOAT { floatName = _Seed value = 8 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 1.6 0 0 key = 1 2.6 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.4 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.56078434,0.674509823,0.733333349,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.369055003 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0.707776666 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.46610892 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 0.242792949 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.247721836 } FLOAT { floatName = _TintFalloff value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 1.6 0 0 key = 1 2.6 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.5 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 0.75,6,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.196078435,1 } COLOR { colorName = _EndTint colorValue = 0.541176498,0.286274523,0.286274523,1 } FLOAT { floatName = _FadeIn value = 0.298277318 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.808887601 } FLOAT { floatName = _ExpandLinear value = 0.505554736 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 2.5 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _Falloff value = 4.80000019 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.479999989 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.21738857 } FLOAT { floatName = _TintFalloff value = 0.250555485 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 4 0 0 key = 1 6 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.3 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 0.75,6,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.5115242,0.61703968,0.651233196,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.495443702 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 0.707776666 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41.4554939 } FLOAT { floatName = _SpeedY value = 44.4777107 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.46610892 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 0.192237467 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.247721836 } FLOAT { floatName = _TintFalloff value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 4 0 0 key = 1 6 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.01 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.5 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,6 rotationOffset = -90,0,0 scaleOffset = 0.75,16,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.56078434,0.674509823,0.733333349,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.743165553 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 0.707776666 } FLOAT { floatName = _ExpandSquare value = -1.11222053 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 41 } FLOAT { floatName = _SpeedY value = 44 } FLOAT { floatName = _Noise value = 5.76332426 } FLOAT { floatName = _TileX value = 2.25277734 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 3.63999462 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 0.150000006 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.596554637 } FLOAT { floatName = _TintFalloff value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 6 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.001 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,10.5 rotationOffset = -90,0,0 scaleOffset = 0.75,10,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.196078435,1 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } FLOAT { floatName = _FadeIn value = 0.141555354 } FLOAT { floatName = _ExpandOffset value = -0.20222193 } FLOAT { floatName = _ExpandBounded value = 1.41555333 } FLOAT { floatName = _ExpandLinear value = -0.40444392 } FLOAT { floatName = _ExpandSquare value = -0.60666579 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 2.5 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _Falloff value = 4.80000019 } FLOAT { floatName = _Fresnel value = 0.707776725 } FLOAT { floatName = _FresnelInvert value = 0.479999989 } FLOAT { floatName = _Brightness value = 2.82112217 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.59149909 } FLOAT { floatName = _TintFalloff value = 0.25 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 6 0 0 key = 1 9 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 0.2 0 0 } } } EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,8 rotationOffset = -90,0,0 scaleOffset = 0.800000012,30,0.800000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } COLOR { colorName = _EndTint colorValue = 0.854901969,0.65882355,0.239215687,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0.303332835 } FLOAT { floatName = _ExpandBounded value = -1.3144424 } FLOAT { floatName = _ExpandLinear value = 4.1455493 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.702721119 } FLOAT { floatName = _Falloff value = 4.4488821 } FLOAT { floatName = _FadeOut value = 0.722943306 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _Fresnel value = 0.202221945 } FLOAT { floatName = _Noise value = 10.9958172 } FLOAT { floatName = _TintFalloff value = 0.328610629 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,0.699999988,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392156869,0.509803951,1,1 } COLOR { colorName = _EndTint colorValue = 0.243137255,0.329411775,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 6 0 0 key = 1 10.5 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -3 0 0 } zCurve { } } POSITIONMODIFIER { name = posRand controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.98 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,0.699999988,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.392156869,0.509803951,1,1 } COLOR { colorName = _EndTint colorValue = 0.243137255,0.329411775,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 3 0 0 key = 1 7 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -2 0 0 } zCurve { } } POSITIONMODIFIER { name = posRand controllerName = random transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.98 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.4 0 0 } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = topScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1 0 0 } zCurve { } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.4 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.699999988,12,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.784313738,0.196078435,0.0980392173,1 } COLOR { colorName = _EndTint colorValue = 0.784313738,0.196078435,0.196078435,1 } FLOAT { floatName = _TintFalloff value = 2.07277441 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.151666433 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 0.7 0.3 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,20,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.23137255,0.509803951,0.654901981,1 } COLOR { colorName = _EndTint colorValue = 0.513725519,0.729411781,0.905882359,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.1 0 0 key = 0.7 0 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,20,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.121568628,0.301960796,0.501960814,1 } COLOR { colorName = _EndTint colorValue = 0.325490206,0.635294139,0.886274517,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4.97166348 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.2 0 0 key = 0.7 0 0 0 } } } EFFECT { name = plume1blue parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.75,12,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.13333334,0.349019617,0.525490224,1 } COLOR { colorName = _EndTint colorValue = 0.43921569,0.654901981,0.835294127,1 } FLOAT { floatName = _TintFalloff value = 0.480276883 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.151666433 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,12,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.707776725 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.34 0 0 key = 1 1.34 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1.34 0 0 key = 1 1.34 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.4 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.0299999993 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.589499354,0.0193797369,0,1 } COLOR { colorName = _StartTint colorValue = 0.95073992,0.410500586,0.375369966,1 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } COLORMODIFIER { name = planeColourStart controllerName = atmosphereDepth transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.2 0.1 0 0 key = 0.5 0.3 0 0 key = 1 0.8 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.2 0 0 } bCurve { key = 0.2 0.8 0 0 key = 0.5 0.5 0 0 key = 1 0.1 0 0 } aCurve { key = 1 0 0 0 } } COLORMODIFIER { name = planeColourEnd controllerName = atmosphereDepth transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _EndTint rCurve { key = 0.2 0.1 0 0 key = 0.5 0.3 0 0 key = 1 0.8 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.2 0 0 } bCurve { key = 0.2 0.8 0 0 key = 0.5 0.5 0 0 key = 1 0.1 0 0 } aCurve { key = 1 0 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1.3 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 2 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.121568628,0.301960796,0.501960814,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } LIGHTCOLORMODIFIER { name = aColour controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0.5 0.1 0 0 key = 0.7 0.9 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.3 0 0 } bCurve { key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 } aCurve { } } } EFFECT { name = throttleLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 5 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 2 0 0 key = 0.4 0 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrolox-rs25-1.cfg EFFECTTEMPLATE { templateName = waterfall-hydrolox-rs25-1 EFFECT { name = shock01 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.241289407,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 2.05098057 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = shockPos controllerName = randomshock1 transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.4 0 0.07 key = 1 0.47 0.07 0 } } POSITIONMODIFIER { name = tShockPos controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 1 0 0 key = 1 1 0 0 } zCurve { key = 0 0 0 1 key = 1 1 1 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.2 0 0.1 key = 1 0.3 0.1 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = shockScaleRand controllerName = randomshock2 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } yCurve { key = 0 0.85 0 0.3 key = 1 1.15 0.3 0 } zCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 0.6 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 7 0 0 key = 0.6 0.4 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.3 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock02 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.400669128,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 3 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.125 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock03 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,4.9000001 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.400669128,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 3 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.15 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = shock04 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,6.69999981 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.400669128,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 3 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.07 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.175 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = OuterShok0 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.79999995 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.471322,0.554914355,0.960784316,0 } COLOR { colorName = _EndTint colorValue = 1,0.580253363,0.382454664,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.490388155 } FLOAT { floatName = _Noise value = 0.682498932 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 1.71888578 } FLOAT { floatName = _Fresnel value = 3.38721776 } FLOAT { floatName = _ExpandBounded value = 1.90888619 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandLinear value = -0.300000012 } FLOAT { floatName = _FresnelInvert value = 2.19916344 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = -8 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -0.389999986 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.037 0 0 key = 1 -0.037 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.9 0 0 } yCurve { key = 0 2 0 0 } zCurve { key = 0 0.9 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.075 0 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 -1.6 key = 1 0.4 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = OuterShok1 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-2.5999999 rotationOffset = -90,0,0 scaleOffset = 0.200000003,3,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.546932399,0.460152268,1 } COLOR { colorName = _EndTint colorValue = 1,0.41871056,0.279140383,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.500555456 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 2.05667281 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.605833173 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock1 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 4 0 -10 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 2.7 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = OuterShok2 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.899999976 rotationOffset = -90,0,0 scaleOffset = 0.219999999,3,0.219999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.514092386,0.378052145,1 } COLOR { colorName = _EndTint colorValue = 1,0.311980426,0.213460296,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 0.898889124 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 3.32055974 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.529999971 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 5 0 -13 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 2.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.125 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = OuterShok3 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.899999976 rotationOffset = -90,0,0 scaleOffset = 0.219999999,3,0.219999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.456622273,0.271322012,1 } COLOR { colorName = _EndTint colorValue = 1,0.311980426,0.213460296,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 0.974722266 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 3.63500214 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.529999971 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock1 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 6 0 -16 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock2 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 1.8 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.15 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = OuterShok4 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2.70000005 rotationOffset = -90,0,0 scaleOffset = 0.25,3,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.456622273,0.271322012,1 } COLOR { colorName = _EndTint colorValue = 1,0.311980426,0.213460296,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.449999988 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 6 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -8 } FLOAT { floatName = _ExpandLinear value = 8 } FLOAT { floatName = _FresnelInvert value = 0.428889006 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 7 0 -20 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 1.3 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.175 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = OuterShok5 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,4.5 rotationOffset = -90,0,0 scaleOffset = 0.25,3,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.456622273,0.271322012,1 } COLOR { colorName = _EndTint colorValue = 1,0.311980426,0.213460296,1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.566221356 } FLOAT { floatName = _FadeOut value = 0.611721277 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 0.5 } FLOAT { floatName = _Fresnel value = 2.07277465 } FLOAT { floatName = _ExpandBounded value = 0.60666579 } FLOAT { floatName = _ExpandSquare value = -1.11222076 } FLOAT { floatName = _ExpandLinear value = 2.13556457 } FLOAT { floatName = _FresnelInvert value = 0.479444504 } FLOAT { floatName = _Brightness value = 2.11334538 } FLOAT { floatName = _Seed value = 1 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _ExpandOffset value = 0.292652726 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _SpeedX value = 40 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.9 0 0 key = 1 -1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.97 0 0.06 key = 1 1.03 0.06 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 8 0 -20 key = 1 1 0 0 } } FLOATMODIFIER { name = rWidth controllerName = randomshock4 transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.9 0 0.2 key = 1 1.1 0.2 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 1 0.5 1 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = shock05 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,8.5 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.375999987,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.400669128,0.330000013,1,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.930284023 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 5.5 } FLOAT { floatName = _Noise value = 4.6563549 } FLOAT { floatName = _Brightness value = 0.596667171 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.5 0 -0.5 key = 1 1 -0.5 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = randomshock3 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 1.03 0 -0.06 key = 1 0.97 -0.06 0 } zCurve { } } POSITIONMODIFIER { name = bottomPos controllerName = throttle transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = topPos controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.3 0 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { key = 0 0.3 0 0.1 key = 1 0.4 0.1 0 } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = rScale controllerName = randomshock4 transformName = Effect_Shock combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } yCurve { key = 0 0.97 0 0 key = 1 1.03 0 0 } zCurve { key = 0 0.8 0 0.2 key = 1 1.2 0.2 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 3 0 0 key = 1 0.4 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 3 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = startScale controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.01 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 0.01 0 0 } } SCALEMODIFIER { name = middleScale controllerName = throttle transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = BackFlame parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,40,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.447058827,0.513725519,0.905882359,1 } COLOR { colorName = _EndTint colorValue = 0.893269837,0.441719145,0.244678885,1 } FLOAT { floatName = _FadeIn value = 0.333666146 } FLOAT { floatName = _FadeOut value = 0.439832658 } FLOAT { floatName = _Fresnel value = 3.89277172 } FLOAT { floatName = _Falloff value = 1.61777508 } FLOAT { floatName = _TintFalloff value = 8 } FLOAT { floatName = _Brightness value = 0.494445235 } FLOAT { floatName = _SpeedY value = 39.0666504 } FLOAT { floatName = _Noise value = 6.52165604 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SpeedX value = 22.1888618 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SymmetryStrength value = 0.0596681163 } FLOAT { floatName = _ExpandOffset value = 1 } FLOAT { floatName = _ExpandSquare value = -7.0777669 } FLOAT { floatName = _ExpandBounded value = 0.202222094 } FLOAT { floatName = _ExpandLinear value = 8.89776325 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.3 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.8 0 -2.5 key = 1 1 0 0 } yCurve { key = 0 1.2 0 -0.5 key = 1 1 0 0 } zCurve { key = 0 1.8 0 -2.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.2 key = 1 0.5 0.2 0 } } FLOATMODIFIER { name = aWidth controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 40 0 -100 key = 0.6 8.9 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.02 0 0 2 key = 0.6 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 2 key = 1 3.9 0 0 } } } EFFECT { name = innerFlame parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.560000002,20,0.560000002 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.318569005,0.466349244,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.490979254,0.408879161,1 } FLOAT { floatName = _Brightness value = 0.454999268 } FLOAT { floatName = _Fresnel value = 0.758332133 } FLOAT { floatName = _Falloff value = 6.31943464 } FLOAT { floatName = _Noise value = 4.3075161 } FLOAT { floatName = _SpeedY value = 45 } FLOAT { floatName = _TintFalloff value = 0.278054923 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 11 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.56 0 0 } yCurve { key = 0 40 0 -40 key = 0.9 20 0 0 } zCurve { key = 0 0.56 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 25 0 -100 key = 0.7 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 -25 key = 1 6.3 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4.3 0 -12 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.27 0 7 key = 1 2.5 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.75 0 12 key = 1 5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0.8 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.05 2 0 0 key = 0.4 1 0 0 } } } EFFECT { name = exitTraces1 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0419999994 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.335799754,0.47536996,1,1 } COLOR { colorName = _EndTint colorValue = 0.180620268,0.220859632,1,1 } FLOAT { floatName = _Falloff value = 50 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 1.23361695 } FLOAT { floatName = _Noise value = 5.68749142 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _FadeIn value = 0.00100000005 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 0.699999988 } FLOAT { floatName = _TileY value = 0.100000001 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 1 0 0 key = 0.4 0 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -80 key = 0.4 0 0 0 } } } EFFECT { name = exitTraces2 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0450000018 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.344009757,0.508210003,1,1 } COLOR { colorName = _EndTint colorValue = 0.0410500579,0.105919428,0.467159986,1 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 0.60666573 } FLOAT { floatName = _Noise value = 5.36918116 } FLOAT { floatName = _SpeedY value = 24.9444523 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _FadeIn value = 0.103110962 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Brightness value = 0.5 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _Seed value = 795.499939 } FLOAT { floatName = _SpeedX value = 1.5 } FLOAT { floatName = _Symmetry value = 3 } FLOAT { floatName = _SymmetryStrength value = 0.42366758 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 3 key = 0.3 0.4 0.3 0.3 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.35 0 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -80 key = 0.35 0 0 0 } } } EFFECT { name = exitTraces3 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0419999994 rotationOffset = -90,0,0 scaleOffset = 0.545000017,20,0.545000017 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.467970699,0.582100153,1,1 } COLOR { colorName = _EndTint colorValue = 0,0.114129439,1,1 } FLOAT { floatName = _Falloff value = 40 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 13 } FLOAT { floatName = _TintFalloff value = 1.64083099 } FLOAT { floatName = _Noise value = 7.27998877 } FLOAT { floatName = _SpeedY value = 15.978054 } FLOAT { floatName = _TileX value = 0.800000012 } FLOAT { floatName = _FadeIn value = 0.00100000005 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 0.400000006 } FLOAT { floatName = _TileY value = 1 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 4 key = 0.2 0.4 0.3 0.3 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 1.5 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aExpand controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 13 0 -60 key = 0.4 5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 50 key = 1 55 0 0 } } } EFFECT { name = distort parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 4.97472239 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.121568628,0.301960796,0.501960814,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } LIGHTCOLORMODIFIER { name = aColour controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0.5 0.1 0 0 key = 0.7 0.9 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.3 0 0 } bCurve { key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 } aCurve { } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrolox-rs25-2.cfg EFFECTTEMPLATE { templateName = waterfall-hydrolox-rs25-2 EFFECT { name = Core parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,-1.29999995 rotationOffset = -90,0,0 scaleOffset = 0.00999999978,2,0.00999999978 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-3-blurred textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.934319973,0.876849771,1 } COLOR { colorName = _EndTint colorValue = 0.25369963,0.425299257,1,1 } FLOAT { floatName = _ExpandLinear value = 50 } FLOAT { floatName = _ExpandSquare value = 900 } FLOAT { floatName = _FadeIn value = 0.473113269 } FLOAT { floatName = _Brightness value = 0.81277889 } FLOAT { floatName = _FadeOut value = 0.306436181 } FLOAT { floatName = _Fresnel value = 0.270350426 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 1 } FLOAT { floatName = _Falloff value = 0.525681317 } FLOAT { floatName = _SpeedY value = 114.118309 } FLOAT { floatName = _TileX value = 0.286575228 } FLOAT { floatName = _FalloffStart value = -0.0500000007 } FLOAT { floatName = _TileY value = 0.737159252 } FLOAT { floatName = _TintFresnel value = 0.0678457096 } FLOAT { floatName = _LengthBrightness value = 2.72949076 } FLOAT { floatName = _TintFalloff value = 0.333717734 } FLOAT { floatName = _SpeedX value = 4.20545149 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 0.7 0.6 0.6 key = 1 0.9 0 0 } } } EFFECT { name = Cones parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-volumetric-cones positionOffset = 0,0,-0.0130000003 rotationOffset = -90,0,0 scaleOffset = 0.569999993,12,0.569999993 MATERIAL { transform = Waterfall/FX/fx-volumetric-cones(Clone) shader = Waterfall/Additive Cones (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.410500586,0.599330902,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.229880348,0.106730148,1 } FLOAT { floatName = _Seed value = 0.063000001 } FLOAT { floatName = _FresnelInvert value = 1.37998855 } FLOAT { floatName = _TintFalloff value = 3.64288425 } FLOAT { floatName = _Falloff value = 1.24606168 } FLOAT { floatName = _ConeExpansion value = 0.278776318 } FLOAT { floatName = _ConeLength value = 0.194244102 } FLOAT { floatName = _Smoothness value = 0.18614915 } FLOAT { floatName = _ExitLength value = 1 } FLOAT { floatName = _ConeFade value = 1.38030791 } FLOAT { floatName = _ExitStart value = 0.5 } FLOAT { floatName = _Fresnel value = 1.12737632 } FLOAT { floatName = _Brightness value = 1.798226 } FLOAT { floatName = _FadeOut value = 0.669408858 } FLOAT { floatName = _Stretch value = 0.000622043211 } FLOAT { floatName = _Noise value = 7.46430635 } FLOAT { floatName = _TileX value = 0.400000006 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _SpeedY value = 89.3260574 } FLOAT { floatName = _SpeedX value = 0.568715453 } FLOAT { floatName = _NoiseFresnel value = 7.52061367 } FLOAT { floatName = _TintFresnel value = 0.880814552 } FLOAT { floatName = _LengthBrightness value = 1.72610593 } FLOAT { floatName = _ConeFadeStart value = 0.0540700927 } FLOAT { floatName = _TileY value = 0.46802032 } FLOAT { floatName = _FadeIn value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { key = 0.75 15 0 0 key = 1 12 0 0 } zCurve { key = 0 0.6 0 0 } } FLOATMODIFIER { name = tConeL controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeLength floatCurve { key = 0 0.14 0 0.1 key = 1 0.194 0 0 } } FLOATMODIFIER { name = aExitSt controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0.75 0.1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = rExitSt controllerName = random1 transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExitStart floatCurve { key = 0 0.06 0 -0.12 key = 1 -0.06 -0.12 0 } } FLOATMODIFIER { name = aConeEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0.65 0 0 2.5 key = 0.825 0.23 0.5 0.5 key = 1 0.279 0 0 } } FLOATMODIFIER { name = rConeEx controllerName = random1 transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0 0.05 0 -0.05 key = 1 0 -0.05 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.15 1.2 2 2 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -8 key = 0.7 1.246 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 0.85 1 0 0 } } FLOATMODIFIER { name = tConeEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-cones(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ConeExpansion floatCurve { key = 0 0.2 0 4 key = 0.5 1 0 0 } } } EFFECT { name = shock0 parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,0.75 rotationOffset = -90,0,0 scaleOffset = 0.230000004,1.70000005,0.230000004 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.441719145,0.606730223,1,1 } COLOR { colorName = _EndTint colorValue = 0.30295974,0.57389003,1,1 } FLOAT { floatName = _ExpandLinear value = -0.420545131 } FLOAT { floatName = _ExpandSquare value = 0.0600778647 } FLOAT { floatName = _FadeOut value = 0.677378058 } FLOAT { floatName = _Falloff value = 0.360467196 } FLOAT { floatName = _FadeIn value = 0.132171333 } FLOAT { floatName = _Fresnel value = 0.465603501 } FLOAT { floatName = _TintFalloff value = 1.50194693 } FLOAT { floatName = _TintFresnel value = 1.52447605 } FLOAT { floatName = _Brightness value = 1.46560347 } FLOAT { floatName = _Noise value = 2.4000001 } FLOAT { floatName = _FalloffStart value = -0.200000003 } FLOAT { floatName = _TileX value = 0.211477831 } FLOAT { floatName = _SpeedX value = 0.600778759 } FLOAT { floatName = _TileY value = 0.211477846 } FLOAT { floatName = _SpeedY value = 164.884109 } FLOAT { floatName = _NoiseFresnel value = 2.70350432 } FLOAT { floatName = _LengthBrightness value = 0.525681376 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0 0 1.5 key = 1 0.75 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random1 transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.03 0 0.06 key = 1 0.03 0.06 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.65 1.5 0 0 key = 1 0 -2 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.4 0 -0.4 key = 1 0.23 0 0 } yCurve { key = 0 1.2 0 1 key = 1 1.7 0 0 } zCurve { key = 0 0.4 0 -0.4 key = 1 0.23 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.65 0.3 0 0 key = 0.95 1 0 0 } yCurve { key = 0.65 1.3 0 0 key = 0.9 1 0 0 } zCurve { key = 0.65 0.3 0 0 key = 0.95 1 0 0 } } SCALEMODIFIER { name = rScale controllerName = random1 transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } yCurve { } zCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } } FLOATMODIFIER { name = tSqEx controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -0.06 0 0.2 key = 1 0.06 0 0 } } FLOATMODIFIER { name = aSqEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.65 2 0 0 key = 0.9 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 20 key = 0.1 1 1 1 key = 1 1.465 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = shocks parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.0799999982,1.5,0.0799999982 MATERIAL { transform = Cylinder shader = Waterfall/Additive Echo (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.35221985,0.524630129,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Echos value = 3.72603345 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -10 } FLOAT { floatName = _Falloff value = 3.76988673 } FLOAT { floatName = _Fresnel value = 3.63174558 } FLOAT { floatName = _FadeOut value = 0.669719994 } FLOAT { floatName = _FadeIn value = 0.232801765 } FLOAT { floatName = _ExpandLinear value = 8.49805355 } FLOAT { floatName = _EchoFalloff value = 0.3919909 } FLOAT { floatName = _Noise value = 1.50945675 } FLOAT { floatName = _SpeedY value = 160.378265 } FLOAT { floatName = _FalloffStart value = -0.150000006 } FLOAT { floatName = _Brightness value = 1.11351395 } FLOAT { floatName = _EchoLength value = 2.30038929 } FLOAT { floatName = _Stretch value = 0.0270350445 } FLOAT { floatName = _Dimming value = 0.272999555 } FLOAT { floatName = _TileX value = 0.211477786 } FLOAT { floatName = _SpeedX value = 4.20545149 } FLOAT { floatName = _TileY value = 0.249026522 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.15 0 1 key = 1 3 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.7 2.1 0 0 key = 1 0 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random1 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.04 0 0.08 key = 1 0.04 0.08 0 } } SCALEMODIFIER { name = rScale controllerName = random1 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.08 0 0.04 key = 1 0.12 0.04 0 } yCurve { key = 0 1.7 0 0 } zCurve { key = 0 0.08 0 0.04 key = 1 0.12 0.04 0 } } FLOATMODIFIER { name = tEchoL controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0 1 0 0.6 key = 1 1.35 0 0 } } FLOATMODIFIER { name = aEchoL controllerName = atmosphereDepth transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _EchoLength floatCurve { key = 0.75 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.8 1 1 key = 1 1.11 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.625 0 0 0 key = 0.8 1.2 0 0 } } } EFFECT { name = tailPlume parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.569999993,22,0.569999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-katniss-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0558486246,0.0156862754,0.00784313772,1 } COLOR { colorName = _EndTint colorValue = 1,0.359619111,0.311169744,1 } FLOAT { floatName = _Falloff value = 1.74397576 } FLOAT { floatName = _TintFalloff value = 1.78407359 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.779197991 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _Fresnel value = 0.850904524 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _Noise value = 2.65819144 } FLOAT { floatName = _TileX value = 0.100000001 } FLOAT { floatName = _SpeedY value = 42.6256332 } FLOAT { floatName = _SpeedX value = 10.7843552 } FLOAT { floatName = _TileY value = 4.08909798 } FLOAT { floatName = _Brightness value = 1.13723648 } FLOAT { floatName = _ExpandSquare value = 0.945406616 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.57 0 0 } yCurve { key = 0 10 0 30 key = 1 22 0 0 } zCurve { key = 0 0.57 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0.65 1.4 0 -1 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 15 key = 0.1 0.6 2 2 key = 1 1.6 0 0 } } FLOATMODIFIER { name = tFadeIn controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.2 0 5 key = 0.2 0.78 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.55 0 0 0 key = 0.85 1 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.65 1 0 -3.5 key = 1 0 0 0 } } } EFFECT { name = VacPlume parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-volumetric-simple positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.579999983,35,0.579999983 MATERIAL { transform = Waterfall/FX/fx-volumetric-simple(Clone) shader = Waterfall/Additive (Volumetric) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 1,0.285799772,0.215059832,0 } COLOR { colorName = _StartTint colorValue = 0.0317394212,0.0666666701,0.115078941,0 } FLOAT { floatName = _TintFalloff value = 0.728062093 } FLOAT { floatName = _Falloff value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeOut value = 0.303332865 } FLOAT { floatName = _ExpandLinear value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Brightness value = 2.3882277 } FLOAT { floatName = _TintFresnel value = 0.2022219 } FLOAT { floatName = _Noise value = 2.72250724 } FLOAT { floatName = _TileX value = 0.349999994 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _SpeedY value = 100.000008 } FLOAT { floatName = _SpeedX value = 3 } FLOAT { floatName = _NoiseFresnel value = 9.69916344 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandSquare value = 10 } FLOAT { floatName = _Seed value = 166.493637 } FLOAT { floatName = _LengthBrightness value = 3.70869923 } FLOAT { floatName = _FresnelFadeIn value = 0.974722266 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.59 0 0 } yCurve { key = 0 10 0 0 key = 0.3 25 30 30 key = 0.8 30 0 0 } zCurve { key = 0 0.59 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 12 key = 0.2 1.3 2 2 key = 1 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 3.5 0 -10 key = 0.5 0.6 0 0 key = 0.575 0.6 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = aLinEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 10 0 0 key = 0.65 1.15 0 0 } } FLOATMODIFIER { name = aSqEx controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 2 0 0 key = 0.65 0 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.6 0.73 0 0 } } FLOATMODIFIER { name = aTintFresnel controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFresnel floatCurve { key = 0.1 0 0 0 key = 0.6 0.2 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 -50 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aNoisefr controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _NoiseFresnel floatCurve { key = 0.15 0.2 0 0 key = 0.3 5 0 0 } } FLOATMODIFIER { name = aFrFadein controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelFadeIn floatCurve { key = 0 0.9 0 0 key = 0.4 0.97 0 0 } } FLOATMODIFIER { name = aFr controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 2 0 0 key = 0.3 1 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 5 0 0 key = 0.2 2.7 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Waterfall/FX/fx-volumetric-simple(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -5 key = 1 1 0 0 } } } EFFECT { name = Defract parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.589999974,50,0.589999974 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 1.71221948 } FLOAT { floatName = _ExpandSquare value = 2.8837378 } FLOAT { floatName = _FadeOut value = 0.0330428332 } FLOAT { floatName = _Fresnel value = 0.735953927 } FLOAT { floatName = _TileY value = 1.56323016 } FLOAT { floatName = _SpeedX value = 2.70350456 } FLOAT { floatName = _Strength value = 0.111904435 } FLOAT { floatName = _Blur value = 1.02252913 } FLOAT { floatName = _Swirl value = 2.83237505 } FLOAT { floatName = _TileX value = 0.324123859 } FLOAT { floatName = _SpeedY value = 20.2249203 } FLOAT { floatName = _FadeIn value = 0.103634335 } FLOAT { floatName = _Falloff value = 2.34303713 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.605 0 0 } yCurve { key = 0 20 0 0 key = 1 50 0 0 } zCurve { key = 0 0.605 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.3 0 0 key = 0.6 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 2 key = 0.1 0.09 0.1 0.1 key = 1 0.12 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 8 0 0 key = 0.7 1.71 0 0 } } } EFFECT { name = PlumeLight parentName = smokePoint MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.29999995 range = 8 lightType = Point color = 1,0.549260139,0.442529917,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tIntense controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random1 randomnessScale = 0.699999988 floatName = Intensity floatCurve { key = 0 0 0 10 key = 0.2 1 1 1 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rIntense controllerName = random1 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.75 0 0.5 key = 1 1.25 0.5 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0.1 0.4 0 0 key = 0.6 1.2 0 0 } gCurve { key = 0.1 0.6 0 0 key = 0.6 0.5 0 0 } bCurve { key = 0.1 1 0 0 key = 0.6 0.4 0 0 } aCurve { } } } EFFECT { name = Ignition parentName = fxTransformCore MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,10,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.311169744,0.171599522,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Noise value = 7.77035046 } FLOAT { floatName = _Falloff value = 2.28295922 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _FalloffStart value = -0.100000001 } FLOAT { floatName = _TileX value = 1.0256815 } FLOAT { floatName = _TileY value = 3.14027429 } FLOAT { floatName = _SpeedY value = 52.838871 } FLOAT { floatName = _SpeedX value = 6.87929296 } FLOAT { floatName = _Fresnel value = 0.570739806 } FLOAT { floatName = _FadeIn value = 0.147190794 } FLOAT { floatName = _ExpandBounded value = 1.4418689 } } } FLOATMODIFIER { name = Bright controllerName = Ignition transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 1 1 1 0 } } FLOATMODIFIER { name = aEx controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 10 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.7 2.3 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1 0 0 key = 0.7 3.14 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrolox-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-hydrolox-upper-1 EFFECT { name = shockMain parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.150000006,0.699999988,0.150000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.549019635,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -2.6688931 } FLOAT { floatName = _ExpandBounded value = 1.58444667 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.604443848 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0657221228 } FLOAT { floatName = _FadeOut value = 0.501110971 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.2 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.49000001,20,0.49000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.188235298,0.400000006,0.486274511,1 } COLOR { colorName = _EndTint colorValue = 0.200000003,0.200000003,1,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.272500366 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.55777383 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,20,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.200000003,0.200000003,0.501960814,1 } COLOR { colorName = _EndTint colorValue = 0.43921569,0.43921569,0.627451003,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 1.93833482 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 4 0 0 key = 0.5 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 0.5 0 0 key = 1 0.3 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.589999974,12,0.589999974 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.670588255,0.670588255,0.933333337,1 } COLOR { colorName = _EndTint colorValue = 0.494117647,0.494117647,0.654901981,1 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5.5 } FLOAT { floatName = _Noise value = 4.5 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.465110391 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FresnelInvert value = 0.202221885 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } COLORMODIFIER { name = startTintAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0 0 0 0 key = 0.7 1 0 0 } gCurve { key = 0 0 0 0 key = 0.7 0.3 0 0 } bCurve { key = 0 0 0 0 key = 0.7 0.3 0 0 } aCurve { key = 0 255 0 0 key = 1 255 0 0 } } COLORMODIFIER { name = endTintAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = rCurve { } gCurve { } bCurve { } aCurve { } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 25 0 0 key = 0.5 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 0.7 0 0 0 key = 1 -0.7 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,6,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.1 0 0 key = 1 1.1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 20 0 0 } zCurve { key = 0 1.1 0 0 key = 1 1.1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.45 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 20 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.2 0 0 } yCurve { key = 0 8 0 0 key = 1 8 0 0 } zCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.5 3 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.121568628,0.301960796,0.501960814,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } LIGHTCOLORMODIFIER { name = aColour controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0.5 0.1 0 0 key = 0.7 0.9 0 0 } gCurve { key = 0.5 0.3 0 0 key = 1 0.3 0 0 } bCurve { key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 } aCurve { } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.79999995,1.70000005,1.79999995 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _EndTint colorValue = 0.188235298,0.152941182,0.152941182,1 } COLOR { colorName = _StartTint colorValue = 0.396078438,0.572549045,0.886274517,1 } FLOAT { floatName = _Falloff value = 0.758332133 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 5 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 2 0 0 key = 0.4 0 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydrolox-upper-2.cfg EFFECTTEMPLATE { templateName = waterfall-hydrolox-upper-2 EFFECT { name = outerShock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.144999996 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.343199044,0.52463001,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.508210063,0.286539674,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.210111097 } FLOAT { floatName = _Falloff value = 1.79999995 } FLOAT { floatName = _Brightness value = 2.71666431 } FLOAT { floatName = _Noise value = 4.84583712 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.319999993 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Seed value = -3 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.145 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1.5 -1.5 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.65 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.1 0.4 0 -10 key = 0.15 -0.1 -1 -1 key = 0.5 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.150000006 floatName = _ExpandLinear floatCurve { key = 0.1 -0.55 0 0 key = 0.15 -0.27 0 0 key = 0.5 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 1 0.21 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.4 6 6 key = 0.5 1.5 0 0 key = 1 1.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.12 0.7 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.2 1 0 0 key = 0.5 1.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 3 0 0 key = 0.6 4.8 0 0 } } } EFFECT { name = innerFlame1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.144999996 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.285728961,0.360429764,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.483579963,0.360429823,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.242666289 } FLOAT { floatName = _Falloff value = 0.702221811 } FLOAT { floatName = _Brightness value = 1.00333285 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.30277735 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TintFalloff value = 1.08444655 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1 -1 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -0.5 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.5 0.35 -0.6 -0.6 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.1 1 1 key = 0.5 0.35 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.1 1 0 0 key = 0.5 0.5 -0.5 -0.5 key = 1 0.24 -0.5 -0.5 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2 0 0 key = 0.7 0.7 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.100000001,1,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.52463001,0.688830256,1,1 } COLOR { colorName = _EndTint colorValue = 0.270119667,0.32758975,1,1 } FLOAT { floatName = _ExpandBounded value = 10 } FLOAT { floatName = _ExpandLinear value = -18 } FLOAT { floatName = _FadeOut value = 0.343777239 } FLOAT { floatName = _ExpandSquare value = 7.7810998 } FLOAT { floatName = _Falloff value = 1.56722021 } FLOAT { floatName = _ExpandOffset value = 1.3144424 } FLOAT { floatName = _FadeIn value = 0.0649999976 } FLOAT { floatName = _Fresnel value = 0.353888363 } FLOAT { floatName = _Brightness value = 0.898888767 } FLOAT { floatName = _Noise value = 4.69417143 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 26.1777534 } FLOAT { floatName = _TintFalloff value = 2.27499652 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random3 randomnessScale = 0 xCurve { } yCurve { } zCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = SUBTRACT useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 -1 0 0 key = 0.5 -0.3 1.2 1.2 key = 1 0 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } yCurve { key = 0.5 1.7 0 0 key = 1 1 0 0 } zCurve { key = 0.5 0.1 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.600000024 floatName = _ExpandOffset floatCurve { key = 0.5 3 0 0 key = 0.75 2.5 -3 -3 key = 1 1.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 3.5 key = 0.5 0.65 0.2 0.2 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 4 key = 0.2 0.3 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 2 0 0 key = 0.5 -0.5 -10 -10 key = 1 -18 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.5 0.2 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -2 0 20 key = 1 7.8 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -3 key = 0.5 3 -2 -2 key = 1 1.56 0 0 } } FLOATMODIFIER { name = rOffset controllerName = Random2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = -0.5 -0.3 0 0.6 key = 0.5 0.3 0.6 0 } } } EFFECT { name = outerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,24,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.270119667,0.056659352,0,0 } COLOR { colorName = _EndTint colorValue = 1,0.458949924,0.311169803,1 } FLOAT { floatName = _Brightness value = 0.496667206 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 2.9322176 } FLOAT { floatName = _ExpandLinear value = -2.32555199 } FLOAT { floatName = _ExpandSquare value = -0.505554676 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.25 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _Noise value = 13.1949797 } FLOAT { floatName = _FadeOut value = 0.424666017 } FLOAT { floatName = _SpeedY value = 87.5221481 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedX value = 8 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 4.39583063 } FLOAT { floatName = _TileX value = 1 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.2 0.192 0 0 key = 0.5 0.192 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0.7 } yCurve { key = 0 30 0 100 key = 0.1 45 50 50 key = 0.5 54.5 0 0 key = 1 24.5 0 0 } zCurve { key = 0 0.5 0 0 } } COLORMODIFIER { name = aStartTint controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.5 0.45 0 0 key = 1 0.345 0 0 } gCurve { key = 0.5 0.45 0 0 key = 1 0.07 0 0 } bCurve { key = 0.5 0.9 0 0 key = 1 0 0 0 } aCurve { } } FLOATMODIFIER { name = speedX controllerName = Random1 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedX floatCurve { key = 0 32 0 0 key = 1 32 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.54 0 0 key = 0.1 0.54 0 0 key = 0.5 0.54 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.05 0.5 0 0 key = 0.125 0.5 0 0 key = 0.22 0.5 0 0 key = 0.5 0.5 0 0 key = 1 -2.32 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 9.5 0 -40 key = 0.05 7.5 -30 -30 key = 0.125 5 -40 -40 key = 0.2 3 -30 -30 key = 0.5 0.7 0 0 key = 1 2.93 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -1 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.025 0 0 0 key = 0.1 5 40 40 key = 0.5 10 0 0 key = 1 4.4 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.8 0 0 key = 0.1 0.42 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 80 0 0 key = 0.1 39 0 0 key = 0.5 39 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 7 0 0 key = 0.1 5 0 0 key = 0.5 8 10 10 key = 1 30 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.45 0 0 key = 0.1 0.3 0 0 key = 0.5 0.3 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1.5 0 0 key = 0.1 4 0 0 key = 0.5 4 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.8 0 0 key = 0.1 0.3 0 0 key = 0.5 0.3 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 37 0 -100 key = 0.1 2 -4 -4 key = 0.5 1.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.15 0 0 key = 0.05 0 0 0 } } } EFFECT { name = innerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.379999995,16,0.379999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.382984996,0.459532559,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.467160016,0.270119697,1 } FLOAT { floatName = _Brightness value = 0.800000131 } FLOAT { floatName = _ExpandOffset value = 0.303332865 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.21333146 } FLOAT { floatName = _FadeIn value = 0.101110965 } FLOAT { floatName = _Fresnel value = 2.32555175 } FLOAT { floatName = _Falloff value = 1.71888614 } FLOAT { floatName = _Noise value = 9.23667526 } FLOAT { floatName = _FadeOut value = 0.743165553 } FLOAT { floatName = _SpeedY value = 33.2667656 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _SpeedX value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Seed value = -11 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 0 key = 1 1.71 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187999994 rotationOffset = -90,0,0 scaleOffset = 0.763000011,1.79999995,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.62315017,0.754510403,1,1 } COLOR { colorName = _EndTint colorValue = 0.229069591,0.40147984,1,1 } FLOAT { floatName = _ExpandSquare value = -0.649999976 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Falloff value = 4.74666023 } FLOAT { floatName = _Brightness value = 0.64944458 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 1.8427788 } FLOAT { floatName = _FadeIn value = 0.00300000003 } } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.1 0.1 0 0 key = 0.5 0.1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 0 key = 0.1 0.5 0 0 key = 0.5 0.65 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = outerShock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 3.02221918 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 13 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 2.2 0 0 key = 0.5 1 -1.5 -1.5 key = 1 0.55 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.18 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.025 0 0.05 key = 1 0.025 0.05 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 -0.2 0 -0.5 key = 0.45 -0.47 0 0 key = 1 -0.78 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 0.7 -0.7 -1.5 -1.5 key = 1 -1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.1 4 4 key = 0.5 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 4.3 0 0 key = 0.5 3.1 -1.5 -1.5 key = 1 2.7 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.47 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0 0 -2.2 key = 0.5 -0.42 0 0 key = 1 -0.24 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.07 3.5 3.5 key = 0.5 0.85 0 0 key = 0.8 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 6.5 0 0 key = 0.5 5.3 -1.5 -1.5 key = 1 4.9 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.7 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0.1 0 -2.5 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.03 2.5 2.5 key = 0.5 0.7 0 0 key = 0.7 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = outerShock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.631360233,0.45073992,1 } COLOR { colorName = _EndTint colorValue = 1,0.35221979,0.294749677,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 8.6 0 0 key = 0.5 7.4 -2 -2 key = 1 6.5 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.9 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 0.3 0 -2.7 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 -0.15 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 0.05 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 1.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.075 0 0 0 key = 0.1 0.02 2 2 key = 0.5 0.5 0 0 key = 0.7 0.15 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.2 0 0 key = 1 3 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.75 0 0 key = 0.5 0 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.3 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.8 0 0 key = 1 5.1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random4 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.18 0 0 key = 0.75 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.45073992,0.62315017,1,1 } COLOR { colorName = _EndTint colorValue = 0.32758975,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 4.5 0 0 key = 1 7.2 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.07 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = exitTracesLong parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.32758975,0.5,1,1 } COLOR { colorName = _EndTint colorValue = 0.0977094099,0.27832967,1,1 } FLOAT { floatName = _TintFalloff value = 0.505554795 } FLOAT { floatName = _Falloff value = 25 } FLOAT { floatName = _Noise value = 6.51416826 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00079999998 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 2 } FLOAT { floatName = _SpeedX value = 47 } FLOAT { floatName = _SpeedY value = 13 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.15 0 8 key = 0.5 1.5 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.8 key = 0.2 0.1 0.1 0.1 key = 1 0.13 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 0 key = 0.2 0.7 0.5 0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 0 key = 0.5 3 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 0.1 0.2 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.2 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.786539674,0.820190549,1,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.5 0 0 key = 0.2 4 3 3 key = 0.5 5 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 1.5 0 0 key = 0.2 2.2 2 2 key = 0.5 2.5 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = Random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.93 0 0.14 key = 0.5 1.07 0.14 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 10 0 0 key = 0.2 12.5 10 10 key = 0.5 15 0 0 key = 1 10 0 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.38 0 0 key = 0.2 0.51 0 0 } gCurve { key = 0 0.4 0 0 key = 0.2 0.376 0 0 } bCurve { key = 0 0.51 0 0 key = 0.2 0.356 0 0 } aCurve { } } } EFFECT { name = exitTracesfine parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.32758975,0.5,1,1 } COLOR { colorName = _EndTint colorValue = 0.0977094099,0.27832967,1,1 } FLOAT { floatName = _TintFalloff value = 0.505554795 } FLOAT { floatName = _Falloff value = 20 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 1000 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00100000005 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hydyne-lower-1.cfg EFFECTTEMPLATE { templateName = waterfall-hydyne-lower-1 EFFECT { name = MainPlume parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.745098054,0.466666669,0.431372553,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,15 rotationOffset = -90,0,0 scaleOffset = 1,20,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.46480757,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume1 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,12,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.552941203,0.53725493,0.525490224,1 } COLOR { colorName = _EndTint colorValue = 0.725490212,0.517647088,0.325490206,1 } FLOAT { floatName = _TintFalloff value = 0.353888214 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 1.87695859E-09 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.5 0 0 key = 0.8 0.5 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.001 0 0 key = 0.7 0.3 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.5 7 0 0 key = 0.7 4 0 0 key = 0.8 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.01 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1.2 0 0 key = 0.7 0.8 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = randBounding controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.5 0 0 key = 1 2.5 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.5 0.05 0 0 key = 0.7 0.05 0 0 key = 1 0.01 0 0 } } } EFFECT { name = plume2 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,20,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.635294139,0.474509805,0.388235301,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.796078444,0.647058845,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume2 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.654901981,0.603921592,0.576470613,0 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 0.799932778 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.923366666 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.959748149 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 0.528127134 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.96 0 0 key = 1 1.03 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.2 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.1 0 0 key = 0.2 0.5 0 0 key = 1 1.79 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 0.436 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 1 0 0 } } } EFFECT { name = plume3 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.580392182,0.556862772,0.53725493,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.30999994 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.96 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.31 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 1 0 0 } } } EFFECT { name = plume4 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.545098066,0.529411793,0.513725519,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.98 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.84 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 1 0 0 } } } EFFECT { name = plume5 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.513725519,0.498039216,0.486274511,1 } COLOR { colorName = _EndTint colorValue = 0.811764717,0.556862772,0.36470589,1 } FLOAT { floatName = _TintFalloff value = 1.69111228 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.340000004 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -4.4 0 0 key = 1 -8.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.98 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.34 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 8 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4.5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.772549033,0.733333349,0.717647076,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.01110959 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 2.80582929 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.16277599 } FLOAT { floatName = _Fresnel value = 0.292223334 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.308388412 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.1 0 0 0 key = 0.2 0.05 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0.7 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = throttleFX parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.4 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = plume2-3 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.874509811,0.764705896,0.709803939,1 } COLOR { colorName = _EndTint colorValue = 0.686274529,0.521568656,0.43921569,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 2.14305282 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.226501197 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } } EFFECT { name = EndFlame2 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 2,30,2 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.423757523,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.592156887,0.925490201,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = distort parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = mainFX MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.627451003,0.572549045,0.474509805,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleLight parentName = mainFX MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 5 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 2 0 0 key = 0.4 0 0 0 } } } EFFECT { name = innerGlow parentName = mainFX MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.54999995,1.5,1.54999995 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.572549045,0.368627459,0.262745112,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.3 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame3 parentName = mainFX MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,30,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.886274517,0.807843149,0.733333349,1 } COLOR { colorName = _EndTint colorValue = 0.925490201,0.686274529,0.56078434,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0606665723 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.176944166 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 18 0 0 key = 0.7 12 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-aerozine50-lower-1.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-aerozine50-lower-1 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.70588237,0.572549045,0.450980395,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,15 rotationOffset = -90,0,0 scaleOffset = 1,20,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.792156875,0.662745118,0.541176498,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _FresnelInvert value = 0.100000001 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,12,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.20784314,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.580392182,0.172549024,1 } FLOAT { floatName = _TintFalloff value = 1.26388681 } FLOAT { floatName = _Falloff value = 2.55895257 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.090999864 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 2.22444105 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.2 0 0 key = 1 1.7 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.2 0 0 key = 1 1.7 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.5 0.3 0 0 key = 0.7 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.2 8 0 0 key = 0.7 5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.1 0 0 key = 1 0.5 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.647058845,0.592156887,0.396078438,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.478545427,0.105768301,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.20777667 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0.1 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.717647076,0.78039217,1 } COLOR { colorName = _EndTint colorValue = 0.807843149,0.541176498,0.392156869,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,0 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 0.799932778 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0.930220783 } FLOAT { floatName = _FadeOut value = 0.405666709 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.181999713 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.23 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.1 0 0 key = 0.2 0.5 0 0 key = 1 1.79 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 0.436 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1.1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 4 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.20784314,0.109803922,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.84000003 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.78999996 } FLOAT { floatName = _FadeIn value = 0.70055449 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.262888491 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.31 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 2 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.20784314,0.109803922,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.346666157 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.433999419 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.84 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = -0.909998596 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 0.758332193 } FLOAT { floatName = _Fresnel value = 0.292223334 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.38927716 } FLOAT { floatName = _TintFalloff value = 4.70165873 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 8 0 0 key = 1 0.7 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.666666687,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.136499792 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = -0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 10.6778221 } FLOAT { floatName = _Noise value = 0.834165394 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 3.23555064 } FLOAT { floatName = _Fresnel value = 3.6492691 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.293221802 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 key = 1 0.7 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 0.7 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.1 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 4 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.70588237,0.745098054,0 } COLOR { colorName = _EndTint colorValue = 1,1,1,0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 0.525557637 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0.378167629 } FLOAT { floatName = _FadeOut value = 0.959748149 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.874609768 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.15 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.15 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.05 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 0.436 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1.1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 1 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.70588237,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.84000003 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.78999996 } FLOAT { floatName = _FadeIn value = 0.215221912 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.17 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.17 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 1 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.70588237,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.151666433 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.17 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.17 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 0.5 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,0 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Fresnel value = 0.799932778 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.23 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.1 0 0 key = 0.2 0.5 0 0 key = 1 1.79 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 4 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1.1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 2 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Fresnel value = 1.84000003 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.78999996 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.31 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 1 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.423529416,0.352941185,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.84 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 0.5 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.219999999 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.834054768,0.26776731,0.221442223,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.517647088,0.333333343,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0504999273 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 1.541942 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.89999998,1.89999998,1.89999998 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.886274517,0.674509823,0.53725493,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.41555333 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Intensity value = 1.5 } } } FLOATMODIFIER { name = tIntensity controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1.5 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.403332859 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.867033541,0.714206338,0.476458222,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-aerozine50-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-aerozine50-upper-1 EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.741176486,0.603921592,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.615686297,0.380392164,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = coreBlue parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.629999995,14,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.505882382,0.933333337,1 } COLOR { colorName = _EndTint colorValue = 0.380392164,0.572549045,0.807843149,1 } FLOAT { floatName = _TintFalloff value = 1.79471934 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Noise value = 7.98583174 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.834165394 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 98.0665207 } FLOAT { floatName = _Fresnel value = 3.23555064 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 98.0776291 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 20 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 1 1 0 0 key = 1.7 3 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 8 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 1 -1.3 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.629999995,12,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.87843138,0.274509817,0.360784322,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.580392182,0.172549024,1 } FLOAT { floatName = _TintFalloff value = 0.404443711 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.10111095 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 0.7 0 0 0 key = 1 -1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.529999971,20,0.529999971 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.254901975,0.690196097,0.913725495,1 } COLOR { colorName = _EndTint colorValue = 0.945098042,0.713725507,0.447058827,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.550000012,20,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.360784322,0.20784314,1 } COLOR { colorName = _EndTint colorValue = 0.768627465,0.662745118,0.474509805,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4.97166348 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.0627451017,0.0627451017,1 } COLOR { colorName = _EndTint colorValue = 0.188235298,0.0588235296,0.0588235296,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 0.379166096 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 key = 1 0.8 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 0.8 0 0 key = 1 0.8 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 -0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 25 0 0 key = 1 30 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.030333288 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _FalloffStart value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.2 0 0 } yCurve { key = 0 8 0 0 key = 1 10 0 0 } zCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.811764717,0.596078455,0.486274511,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.89999998,1.89999998,1.89999998 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.886274517,0.674509823,0.53725493,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.41555333 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Intensity value = 1.5 } } } FLOATMODIFIER { name = tIntensity controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1.5 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-HDA-UDMH-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-HDA-UDMH-upper-1 EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.741176486,0.603921592,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.615686297,0.380392164,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,14,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.886274517,0.619607866,0.305882365,1 } COLOR { colorName = _EndTint colorValue = 0.490196079,0.776470602,0.968627453,1 } FLOAT { floatName = _TintFalloff value = 1.21333134 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Noise value = 7.98583174 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.834165394 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 98.0665207 } FLOAT { floatName = _Fresnel value = 3.23555064 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 98.0776291 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 20 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 1 1 0 0 key = 1.7 3 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 8 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 1 -1.3 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,12,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.478431374,0.329411775,1 } COLOR { colorName = _EndTint colorValue = 0.925490201,0.215686277,0.215686277,1 } FLOAT { floatName = _TintFalloff value = 1.79471934 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.10111095 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 0.7 0 0 0 key = 1 -1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.529999971,20,0.529999971 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.627451003,0.41568628,1 } COLOR { colorName = _EndTint colorValue = 0.988235295,0.270588249,0.270588249,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.529999971,20,0.529999971 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.87843138,0.0509803928,0.0509803928,1 } COLOR { colorName = _EndTint colorValue = 0.858823538,0.458823532,0.250980407,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 22.4778481 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.2 15 0 0 key = 0.7 15 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.0627451017,0.0627451017,1 } COLOR { colorName = _EndTint colorValue = 0.188235298,0.0588235296,0.0588235296,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 0.379166096 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 key = 1 0.8 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 0.8 0 0 key = 1 0.8 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 -0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 25 0 0 key = 1 30 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.030333288 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _FalloffStart value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.2 0 0 } yCurve { key = 0 8 0 0 key = 1 10 0 0 } zCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.913725495,0.351587713,0.270474195,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.89999998,1.89999998,1.89999998 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.960784316,0.545717716,0.58431375,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.41555333 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Intensity value = 1.5 } } } FLOATMODIFIER { name = tIntensity controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1.5 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-IRFNA-UDMH-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-IRFNA-UDMH-upper-1 EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.741176486,0.603921592,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.615686297,0.380392164,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,14,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.886274517,0.619607866,0.305882365,1 } COLOR { colorName = _EndTint colorValue = 0.490196079,0.776470602,0.968627453,1 } FLOAT { floatName = _TintFalloff value = 1.11222041 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Noise value = 7.98583174 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.834165394 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 98.0665207 } FLOAT { floatName = _Fresnel value = 3.23555064 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 98.0776291 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 20 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 1 1 0 0 key = 1.7 3 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 8 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 1 -1.3 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,12,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.478431374,0.329411775,1 } COLOR { colorName = _EndTint colorValue = 0.925490201,0.215686277,0.215686277,1 } FLOAT { floatName = _TintFalloff value = 1.79471934 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.10111095 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 0.7 0 0 0 key = 1 -1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.529999971,20,0.529999971 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.627451003,0.41568628,1 } COLOR { colorName = _EndTint colorValue = 0.988235295,0.270588249,0.270588249,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.0627451017,0.0627451017,1 } COLOR { colorName = _EndTint colorValue = 0.188235298,0.0588235296,0.0588235296,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 0.379166096 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 key = 1 0.8 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 0.8 0 0 key = 1 0.8 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 -0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 25 0 0 key = 1 30 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.030333288 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _FalloffStart value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.2 0 0 } yCurve { key = 0 8 0 0 key = 1 10 0 0 } zCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.913725495,0.351587713,0.270474195,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.89999998,1.89999998,1.89999998 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.960784316,0.545717716,0.58431375,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.41555333 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Intensity value = 1.5 } } } FLOATMODIFIER { name = tIntensity controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1.5 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-UDMH-NTO-lower-1.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-UDMH-NTO-lower-1 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.447058827,0.294117659,0.223529413,1 } COLOR { colorName = _EndTint colorValue = 0.545098066,0.239215687,0.239215687,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _TintFalloff value = 1.16277599 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,15 rotationOffset = -90,0,0 scaleOffset = 1,20,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.833206892,0.416444719,0.245616049,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _FresnelInvert value = 0.100000001 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,12,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.125743017,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.366931826,0.172549024,1 } FLOAT { floatName = _TintFalloff value = 1.26388681 } FLOAT { floatName = _Falloff value = 2.55895257 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.090999864 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 2.22444105 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.2 0 0 key = 1 1.7 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.2 0 0 key = 1 1.7 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.5 0.3 0 0 key = 0.7 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.2 8 0 0 key = 0.7 5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.1 0 0 key = 1 0.5 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.453295708,0.435204774,0.945098042,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.35798806,0.354294628,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.20777667 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0.7 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.886274517,0.443137258,0.254901975,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.305882365,0.0784313753,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.611764729,0.278431386,0.223529413,0 } COLOR { colorName = _EndTint colorValue = 0.272675425,0.109322995,0.109803922,0 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 0.799932778 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0.930220783 } FLOAT { floatName = _FadeOut value = 0.405666709 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.181999713 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.1 0 0 } zCurve { } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.23 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.1 0 0 key = 0.2 0.5 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 0.436 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1.1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 4 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.674509823,0.384313732,0.250980407,1 } COLOR { colorName = _EndTint colorValue = 0.387615621,0.142163038,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.84000003 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.78999996 } FLOAT { floatName = _FadeIn value = 0.503388166 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.106166512 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.05 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.31 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 2 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.698039234,0.384313732,0.250980407,1 } COLOR { colorName = _EndTint colorValue = 0.428665668,0.150373042,0.109803922,1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 0.977779508 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.346666157 } FLOAT { floatName = _FadeOut value = 0.607888579 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.145833194 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.04 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.23 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.23 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.84 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.376470596,0.285818309,0.866666675,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.125743017,0.0441238247,1 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = -0.909998596 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 0.758332193 } FLOAT { floatName = _Fresnel value = 0.292223334 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.419610441 } FLOAT { floatName = _TintFalloff value = 5 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 8 0 0 key = 1 0.7 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.384819359,0.420366287,0.784313738,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _FadeIn value = 0.136499792 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = -0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 10.6778221 } FLOAT { floatName = _Noise value = 0.834165394 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 3.23555064 } FLOAT { floatName = _Fresnel value = 3.6492691 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.293221802 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 key = 1 0.7 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 0.7 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.1 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 4 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.180759028,0.237014443,0.400000006,0 } COLOR { colorName = _EndTint colorValue = 0.580392182,0.337254912,0.337254912,0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _Fresnel value = 0.525557637 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.874609768 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.1 0 0 } zCurve { } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1.1 0 0 } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.15 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.15 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1.5 0 0 key = 0.2 0.536 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1.1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 1 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.376609355,0.426741928,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 0.678431392,0.368627459,0.368627459,1 } FLOAT { floatName = _TintFalloff value = 5 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.84000003 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.78999996 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.05 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.17 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.17 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 1 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.525262117,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 0.56078434,0.278431386,0.278431386,1 } FLOAT { floatName = _TintFalloff value = 2.98277307 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.444888204 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _ExpandOffset value = -1.10000002 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.99 0 0 key = 1 1.05 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.17 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.17 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 0.5 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.219999999 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.834054768,0.251347274,0,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.517647088,0.333333343,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0504999273 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.295471072,0.46925953,0.949247718,1 } COLOR { colorName = _EndTint colorValue = 0.313725501,0.20784314,0.109803922,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandLinear value = -0.909998596 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileX value = 7 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _Falloff value = 0.60666579 } FLOAT { floatName = _Fresnel value = 0.292223334 } FLOAT { floatName = _FresnelInvert value = 0.200000003 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.333666146 } FLOAT { floatName = _TintFalloff value = 4.70165873 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.89999998,1.89999998,1.89999998 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.886274517,0.51851958,0.46336478,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.41555333 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Intensity value = 1.5 } } } FLOATMODIFIER { name = tIntensity controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1.5 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.403332859 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.788235307,0.466552615,0.380506217,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-UDMH-NTO-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-UDMH-NTO-upper-1 EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.204288453,0.190689355,0.388121247,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.615686297,0.380392164,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.985276341 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = coreBlue parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.649999976,14,0.649999976 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.254901975,0.321112424,0.913725495,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.316318303,0.226236299,1 } FLOAT { floatName = _TintFalloff value = 0.556110144 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Noise value = 7.98583174 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.834165394 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 98.0665207 } FLOAT { floatName = _Fresnel value = 3.23555064 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 98.0776291 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 20 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 1 1 0 0 key = 1.7 3 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 8 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 1 -1.3 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.660000026,12,0.660000026 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.31764707,0.0509803928,1 } COLOR { colorName = _EndTint colorValue = 0.894117653,0.455977887,0.0454772711,1 } FLOAT { floatName = _TintFalloff value = 1.6177752 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.100000001 } FLOAT { floatName = _Brightness value = 0.752777398 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0.151666418 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 0.7 0 0 0 key = 1 -1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.550000012,20,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.886274517,0.305882365,0.0784313753,1 } COLOR { colorName = _EndTint colorValue = 0.90196079,0.324667096,0.254535079,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.778055131 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume1_2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.660000026,12,0.660000026 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.31764707,0.0509803928,1 } COLOR { colorName = _EndTint colorValue = 0.285173863,0.283364236,0.835294127,1 } FLOAT { floatName = _TintFalloff value = 1.59249747 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 88.9665222 } FLOAT { floatName = _Fresnel value = 2.93221736 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 93.0220795 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 0.7 0 0 0 key = 1 -1 0 0 } } FLOATMODIFIER { name = fresnelAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 2 0 0 key = 1 20 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.711385429,0.191675946,0,1 } COLOR { colorName = _EndTint colorValue = 0.188235298,0.0588235296,0.0588235296,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.505554616 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 0.556110263 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.2 0 0 key = 1 1.2 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1.2 0 0 key = 1 1.2 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.1 8 0 0 key = 0.4 6 0 0 key = 0.7 -0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 25 0 0 key = 1 30 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.550000012,20,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.149019614,0.340442747,0.572549045,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.31764707,0.0509803928,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.980277061 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.550000012,20,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.886274517,0.443137258,0.254901975,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.305882365,0.0784313753,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.030333288 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _FalloffStart value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.2 0 0 } yCurve { key = 0 8 0 0 key = 1 10 0 0 } zCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 5 lightType = Point color = 0.788235307,0.466552615,0.380506217,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.89999998,1.89999998,1.89999998 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.886274517,0.674509823,0.53725493,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.41555333 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Intensity value = 1.5 } } } FLOATMODIFIER { name = tIntensity controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1.5 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-vernier-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-vernier-upper-1 EFFECT { name = vernierplume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.0700000003,5,0.0700000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525490224,0.827450991,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.945098042,0.713725507,0.447058827,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.23305452 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.75833225 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0150333289 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 100 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.07 0 0 key = 1 0.09 0 0 } yCurve { key = 0 5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.07 0 0 key = 1 0.09 0 0 } } } EFFECT { name = Plane parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 0.170000002,0.200000003,0.170000002 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.941176474,0.760784328,0.545098066,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 2 0 0 } } } EFFECT { name = light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 1 lightType = Point color = 0.941176474,0.760784328,0.545098066,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.1 0.5 0 0 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-vernier-upper-2.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-vernier-upper-2 EFFECT { name = vernierplume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.0700000003,5,0.0700000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.747160554,0.802820981,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.945098042,0.385324985,0.397798747,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.23305452 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.75833225 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0150333289 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.07 0 0 key = 1 0.09 0 0 } yCurve { key = 0 5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.07 0 0 key = 1 0.09 0 0 } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 100 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = Plane parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 0.170000002,0.200000003,0.170000002 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.941176474,0.760784328,0.545098066,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 2 0 0 } } } EFFECT { name = light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 2 lightType = Point color = 0.941176474,0.547324002,0.520467997,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.1 0.5 0 0 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-hypergolic-white-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-hypergolic-white-upper-1 EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.741176486,0.603921592,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.615686297,0.380392164,0.100000001 } FLOAT { floatName = _TintFalloff value = 0.0500000007 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.896610916 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _DirAdjust value = 0.800000012 } } } POSITIONMODIFIER { name = shockPosition controllerName = throttle transformName = Waterfall/FX/fx-simple-shock-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0 0 0 key = 1 0 0 0 } zCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } SCALEMODIFIER { name = shockTailScaleAtmo controllerName = atmosphereDepth transformName = B_Bottom combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 15 0 0 key = 1 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 15 0 0 key = 1 0.4 0 0 } } SCALEMODIFIER { name = shockScale controllerName = throttle transformName = Effect_Shock combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { key = 0 0.2 0 0 key = 1 0.3 0 0 } zCurve { key = 0 0.3 0 0 } } FLOATMODIFIER { name = shockBrightThrottle controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.6 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = shockBrightAtmo controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 0.6 0 0 } } } EFFECT { name = core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,14,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.623529434,0.568627477,1 } COLOR { colorName = _EndTint colorValue = 0.647058845,0.521568656,0.501960814,1 } FLOAT { floatName = _TintFalloff value = 1.79471934 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Noise value = 7.98583174 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.834165394 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 98.0665207 } FLOAT { floatName = _Fresnel value = 3.23555064 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 98.0776291 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 20 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 1 1 0 0 key = 1.7 3 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 8 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 1 -1.3 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.629999995,12,0.629999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.925490201,0.576470613,0.576470613,1 } COLOR { colorName = _EndTint colorValue = 0.603921592,0.843137264,0.968627453,1 } FLOAT { floatName = _TintFalloff value = 1.79471934 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 7 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 115.255371 } FLOAT { floatName = _Fresnel value = 0.10111095 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 116.277603 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 0.6 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 4 0 0 key = 0.7 0 0 0 key = 1 -1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.529999971,20,0.529999971 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.925490201,0.36470589,0.36470589,1 } COLOR { colorName = _EndTint colorValue = 0.368627459,0.572549045,0.874509811,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.146111637 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.87843138,0.568627477,0.568627477,1 } COLOR { colorName = _EndTint colorValue = 0.580392182,0.458823532,0.458823532,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 0.379166096 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.8 0 0 key = 1 0.8 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 0.8 0 0 key = 1 0.8 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 -0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 1 30 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.030333288 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _FalloffStart value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.2 0 0 } yCurve { key = 0 8 0 0 key = 1 10 0 0 } zCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.811764717,0.596078455,0.486274511,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.89999998,1.89999998,1.89999998 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.960784316,0.545717716,0.58431375,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.41555333 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Intensity value = 1.5 } } } FLOATMODIFIER { name = tIntensity controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1.5 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-ion-xenon-1.cfg EFFECTTEMPLATE { templateName = waterfall-ion-xenon-1 EFFECT { name = mainEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-ion positionOffset = 0,0,-0.0199999996 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0.655179501,1,0.582910895 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.5 } FLOAT { floatName = _Brightness value = 0.100000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 8 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } } MATERIAL { transform = CylMeshOuter shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0.753699601,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.5 } FLOAT { floatName = _Fresnel value = 5 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.800000012 } FLOAT { floatName = _Brightness value = 0.200000003 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 0.100000001 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-ion-noise textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0.614129484,1,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 3 } FLOAT { floatName = _Fresnel value = 5 } FLOAT { floatName = _FresnelInvert value = 3 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Brightness value = 0.600000024 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } } } SCALEMODIFIER { name = throttleScale controllerName = throttle transformName = CylMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Waterfall/FX/fx-simple-plume-ion(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.4 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 0.4 0 0 } } FLOATMODIFIER { name = inner controllerName = throttle transformName = CylMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = outer controllerName = throttle transformName = CylMeshOuter combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = tGlow3 controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.9 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 2 lightType = Point color = 0.282352954,0.773902416,0.835294127,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-exhaust-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-exhaust-1 EFFECT { name = plumeVernier parentName = fxTransformTurbo MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0900000036,2,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -1.15222895 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0474999286 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } POSITIONMODIFIER { name = apos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.03 0 0 key = 0.6 -0.03 0 0 key = 1 0 0 0 } zCurve { } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.7 0.7 0 0 key = 1 1 0 0 } } } EFFECT { name = plumeVernier2 parentName = fxTransformTurbo MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0599999987,2,0.0599999987 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0171666443 } FLOAT { floatName = _FadeOut value = 0.309000164 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 0 0 0 key = 1 0.02 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0.05 0 0 } yCurve { key = 0 0 0 0 key = 1 2 0 0 } zCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = soot parentName = fxTransformTurbo MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.100000001,0.5,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Alpha (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.760784328,0.356862754,0.0392156877,1 } COLOR { colorName = _EndTint colorValue = 0.113725491,0.0431372561,0.0431372561,1 } FLOAT { floatName = _TintFalloff value = 3.05860639 } FLOAT { floatName = _Falloff value = 1.71888614 } FLOAT { floatName = _FadeOut value = 0.192110807 } FLOAT { floatName = _FadeIn value = 0.0606665723 } FLOAT { floatName = _Intensity value = 3.9827733 } FLOAT { floatName = _Noise value = 4.77749252 } FLOAT { floatName = _ExpandLinear value = 0.606665552 } FLOAT { floatName = _SpeedY value = 82.8998795 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Fresnel value = 1.3144424 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 0.3 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = nozzle parentName = fxTransformTurbo MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0.100000001,0 rotationOffset = 0,0,0 scaleOffset = 0.119999997,0.119999997,0.119999997 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.988235295,0.487578541,0.0196078438,1 } COLOR { colorName = _EndTint colorValue = 0.540239334,0.532029331,1,1 } FLOAT { floatName = _TintFalloff value = 0.545000732 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _Fresnel value = 0.252777398 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.191833064 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 0 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-lower-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-1 EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.503332853 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.591499031 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.190575361,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,15,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.01110935 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.57583308 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.876887918 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.5 6 0 0 key = 0.7 3 0 0 key = 0.8 2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 0.8 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00450007152 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.811764717,0.170575857,0.0802657455,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.526476741,0.925490201,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0859443173 } FLOAT { floatName = _Fresnel value = 5.40943623 } FLOAT { floatName = _Falloff value = 7.22943306 } FLOAT { floatName = _Noise value = 9.69167423 } FLOAT { floatName = _FadeOut value = 0.207277462 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 18 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.379166096 } FLOAT { floatName = _Seed value = 5 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.300000012 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 0 key = 0.5 10 0 0 key = 0.7 1.2 0 0 key = 1 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 24 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 7 0 0 key = 0.7 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-lower-2.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-2 EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,-0.370000005,-0.550000012 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.819607854,0.196078435,0.109803922,1 } COLOR { colorName = _StartTint colorValue = 0.972549021,0.811764717,0.498039216,1 } FLOAT { floatName = _TintFalloff value = 0.550000012 } FLOAT { floatName = _Falloff value = 3.19111228 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.49803901 } FLOAT { floatName = _Brightness value = 1.08658576 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 55 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.300000012 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.800000012,0.699999988,1 } COLOR { colorName = _EndTint colorValue = 1,0,0,1 } FLOAT { floatName = _TintFalloff value = 0.575277746 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _Brightness value = 0.2022219 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -33 0 0 key = 1 -33 0 0 } zCurve { } } POSITIONMODIFIER { name = tExt1Pos controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -5 0 0 key = 1 -1.8 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = atmosphereDepth transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.3 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1.3 0 0 } } SCALEMODIFIER { name = tExit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 2 0 0 } yCurve { key = 0 5 0 0 key = 1 2 0 0 } zCurve { key = 0 7 0 0 key = 1 2 0 0 } } SCALEMODIFIER { name = tailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 1 xCurve { key = 0 25 0 0 key = 1 8 0 0 } yCurve { key = 0 3 0 0 key = 1 1 0 0 } zCurve { key = 0 25 0 0 key = 1 8 0 0 } } SCALEMODIFIER { name = throat controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 } yCurve { key = 0 0.1 0 0 } zCurve { key = 0 0.1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tBright2 controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tPlaneBright controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.1 0 0 key = 1 1 2 0 } } } EFFECT { name = newEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,-0.389999986,-0.600000024 rotationOffset = -90,0,0 scaleOffset = 1,0.75,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Alpha Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0875139013,0.0980392173,0.0980392173,1 } COLOR { colorName = _EndTint colorValue = 0.20784314,0.172549024,0.121568628,1 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _TintFalloff value = 4.57527065 } FLOAT { floatName = _SpeedY value = 58.6332474 } FLOAT { floatName = _Falloff value = 9.54999256 } FLOAT { floatName = _Intensity value = 4.59555626 } FLOAT { floatName = _FresnelInvert value = 0.252777368 } FLOAT { floatName = _DirAdjust value = 0 } FLOAT { floatName = _Fresnel value = 2.12333012 } } } SCALEMODIFIER { name = aBright controllerName = atmosphereDepth transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 0 } yCurve { key = 0 0.2 0 0 } zCurve { key = 0 2 0 0 } } SCALEMODIFIER { name = aBright2 controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { } zCurve { key = 0 0.6 0 0 } } FLOATMODIFIER { name = tIntens controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aIntens controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-lower-3.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-3 EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.119999997 rotationOffset = -90,0,0 scaleOffset = 1.20000005,1,1.20000005 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.819607854,0.196078435,0.109803922,1 } COLOR { colorName = _StartTint colorValue = 0.972549021,0.811764717,0.498039216,1 } FLOAT { floatName = _TintFalloff value = 0.550000012 } FLOAT { floatName = _Falloff value = 3.19111228 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.996078193 } FLOAT { floatName = _Brightness value = 1.08658576 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 35 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.800000012,0.437279612,1 } COLOR { colorName = _EndTint colorValue = 0.752941191,0.164705887,0.164705887,1 } FLOAT { floatName = _TintFalloff value = 0.575277746 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _Brightness value = 0.2022219 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -33 0 0 key = 1 -33 0 0 } zCurve { } } POSITIONMODIFIER { name = tExt1Pos controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -5 0 0 key = 1 -1.8 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = atmosphereDepth transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.3 0 0 } yCurve { key = 0 1 0 0 } zCurve { key = 0 1.3 0 0 } } SCALEMODIFIER { name = tExit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 2 0 0 } yCurve { key = 0 5 0 0 key = 1 2 0 0 } zCurve { key = 0 7 0 0 key = 1 2 0 0 } } SCALEMODIFIER { name = tailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 1 xCurve { key = 0 25 0 0 key = 1 8 0 0 } yCurve { key = 0 3 0 0 key = 1 1 0 0 } zCurve { key = 0 25 0 0 key = 1 8 0 0 } } SCALEMODIFIER { name = throat controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 } yCurve { key = 0 0.1 0 0 } zCurve { key = 0 0.1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tBright2 controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tPlaneBright controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.1 0 0 key = 1 1 2 0 } } } EFFECT { name = newEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-shock-1 positionOffset = 0,0,0.0700000003 rotationOffset = -90,0,0 scaleOffset = 1.29999995,1,1.29999995 MATERIAL { transform = CylinderMesh shader = Waterfall/Alpha Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0666666701,0.0431372561,0.0431372561,1 } COLOR { colorName = _EndTint colorValue = 0.933333337,0.258317888,0.0941176489,1 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _TintFalloff value = 2.83110666 } FLOAT { floatName = _SpeedY value = 58.6332474 } FLOAT { floatName = _Falloff value = 7.22444057 } FLOAT { floatName = _Intensity value = 4.59555626 } FLOAT { floatName = _FresnelInvert value = 0.252777368 } FLOAT { floatName = _DirAdjust value = 0 } FLOAT { floatName = _Fresnel value = 2.12333012 } } } SCALEMODIFIER { name = aBright controllerName = atmosphereDepth transformName = B_Middle combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 0 } yCurve { key = 0 0.2 0 0 } zCurve { key = 0 2 0 0 } } SCALEMODIFIER { name = aBright2 controllerName = throttle transformName = B_Top combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.6 0 0 } yCurve { } zCurve { key = 0 0.6 0 0 } } FLOATMODIFIER { name = tIntens controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aIntens controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.300000012 rotationOffset = -90,0,0 scaleOffset = 1.10000002,1,1.10000002 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.819607854,0.196078435,0.109803922,1 } COLOR { colorName = _StartTint colorValue = 0.972549021,0.811764717,0.498039216,1 } FLOAT { floatName = _TintFalloff value = 0.550000012 } FLOAT { floatName = _Falloff value = 3.19111228 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 5.69773769 } FLOAT { floatName = _Brightness value = 1.08658576 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 27.9222317 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.800000012,0.486539692,1 } COLOR { colorName = _EndTint colorValue = 1,0.090310134,0,1 } FLOAT { floatName = _TintFalloff value = 0.575277746 } FLOAT { floatName = _Falloff value = 2 } FLOAT { floatName = _Fresnel value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _Brightness value = 0.2022219 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.300000012 xCurve { } yCurve { key = 0 -50 0 0 } zCurve { } } POSITIONMODIFIER { name = tExt1Pos controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.100000001 xCurve { } yCurve { key = 0 -5 0 0 key = 1 -1.8 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = atmosphereDepth transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.3 0 0 } yCurve { key = 0 1 0 0 key = 1 0.3 0 0 } zCurve { key = 0 1.3 0 0 } } SCALEMODIFIER { name = tExit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 7 0 0 key = 1 3 0 0 } yCurve { key = 0 5 0 0 key = 1 3 0 0 } zCurve { key = 0 7 0 0 key = 1 3 0 0 } } SCALEMODIFIER { name = tailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 1 xCurve { key = 0 25 0 0 key = 1 14 0 0 } yCurve { key = 0 3 0 0 key = 1 12 0 0 } zCurve { key = 0 25 0 0 key = 1 14 0 0 } } SCALEMODIFIER { name = throat controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 } yCurve { key = 0 0.1 0 0 } zCurve { key = 0 0.1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tBright2 controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tPlaneBright controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Brightness floatCurve { key = 0 0.05 0 0 key = 1 0.5 2 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-lower-4.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-4 EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.503332853 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.535888016 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,15,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.01110935 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.57583308 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.876887918 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.5 6 0 0 key = 0.7 3 0 0 key = 0.8 2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 0.8 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00450007152 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.5 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.01666403 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -6.40999842 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 115.749825 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2 0 0 key = 1 2.9 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0 0 0 key = 0.1 0.6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.85 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.400000006,10,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.592156887,0.925490201,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-lower-5-film-cooled.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-5-film-cooled EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.30277738 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.351666421 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.95 0 0 key = 1 1.05 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.1 0 0 key = 1 0.9 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,15,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.01110935 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.57583308 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.876887918 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.5 6 0 0 key = 0.7 3 0 0 key = 0.8 2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 0.8 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00450007152 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.75 5.5 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,15,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.380392164,0.380392164,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 25 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.8 5 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.31764707,0.184313729,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.85 5 0 0 } } } EFFECT { name = film parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,1,0.270000011 MATERIAL { transform = Cylinder shader = Waterfall/Alpha Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.201353446,0.0915495232,0.0235294122,1 } COLOR { colorName = _EndTint colorValue = 0.0588235296,0.0549019612,0.0509803928,1 } FLOAT { floatName = _Intensity value = 10 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Falloff value = 8.73611355 } FLOAT { floatName = _TintFalloff value = 1.51110959 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _SpeedY value = 90 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _FresnelInvert value = 0.2022219 } FLOAT { floatName = _Seed value = 121.333145 } FLOAT { floatName = _DirAdjust value = 0.25 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.25 0 0 key = 1 0.25 0 0 } yCurve { key = 0 0.2 0 0 key = 1 1 0 0 } zCurve { key = 0 0.25 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = intensityThrottle controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 floatName = _Intensity floatCurve { key = 0 5 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = intensityAtmo controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-lower-5.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-5 EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.30277738 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.351666421 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.95 0 0 key = 1 1.05 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 4 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.1 0 0 key = 1 0.9 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,15,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.01110935 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.57583308 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.876887918 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.5 6 0 0 key = 0.7 3 0 0 key = 0.8 2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 0.8 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00450007152 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.75 5.5 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,15,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.380392164,0.380392164,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 25 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.8 5 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.31764707,0.184313729,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.85 5 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-lower-RD170-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-RD170-1 EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 0.5 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 15 0 0 key = 0.5 6 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.300000012,5,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.5 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 0.8 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 3 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.885332584 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.5 12 0 0 key = 0.7 6 0 0 key = 0.8 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 0.5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 10 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.11777496 } FLOAT { floatName = _ExpandBounded value = 4.00555468 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.39333415 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.0055548 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.180000007 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00450007152 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 185.999725 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.5 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -7.01666403 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.209999993,3,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -6.40999842 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 115.749825 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2 0 0 key = 1 2.9 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0 0 0 key = 0.1 0.6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.85 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.400000006,10,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1 rotationOffset = -90,0,0 scaleOffset = 0.5,15,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.952941179,0.380392164,0.380392164,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 25 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.8 5 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.600000024,20,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.839215696,0.31764707,0.184313729,1 } COLOR { colorName = _EndTint colorValue = 0.211764708,0.435294122,0.65882355,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.738109946 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.101110965 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 10 0 0 key = 0.85 5 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.200000003,3,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -6.40999842 } FLOAT { floatName = _ExpandBounded value = 3.80888748 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 2.09000134 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.151110947 } FLOAT { floatName = _FadeOut value = 0.334277898 } FLOAT { floatName = _Seed value = 115.749825 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2 0 0 key = 1 4.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.9 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0 0 0 key = 0.1 0.6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.85 15 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 24 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 7 0 0 key = 0.7 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-lower-vanguard-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-lower-vanguard-1 EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = randExpBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.7 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 0.7 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randExpBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.1 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.400000006,15,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-6 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 0.5 } FLOAT { floatName = _Falloff value = 5.16277599 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.5 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.381444246 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } } EFFECT { name = plume2x parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.800000012 rotationOffset = -90,0,0 scaleOffset = 0.449999988,12,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } POSITIONMODIFIER { name = tPosition controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 0 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0.5 0.21 0 0 key = 1 0.45 0 0 } yCurve { key = 0.5 10 0 0 key = 1 12 0 0 } zCurve { key = 0.5 0.21 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.85 0 0 key = 1 1.1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-sustainer-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-sustainer-1 EFFECT { name = flame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.913725495,0.590310097,0.286274523,1 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.833940685,0.443137258,1 } FLOAT { floatName = _Falloff value = 1.96399951 } FLOAT { floatName = _DirAdjust value = 0.849332035 } FLOAT { floatName = _Noise value = 11.8614368 } FLOAT { floatName = _Fresnel value = 0.775410593 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedY value = 45 } FLOAT { floatName = _TintFalloff value = 1.33722401 } FLOAT { floatName = _Brightness value = 1.8088876 } FLOAT { floatName = _SpeedX value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional COLOR { colorName = _StartTint colorValue = 0.933333337,0.87843138,0.56078434,1 } COLOR { colorName = _EndTint colorValue = 0.921568632,0.630777597,0.239215687,1 } FLOAT { floatName = _Fresnel value = 2.72500372 } FLOAT { floatName = _Brightness value = 0.4044438 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 2.37111521 } } } POSITIONMODIFIER { name = tailPos controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 0.0500000007 xCurve { } yCurve { key = 0 -15 0 0 } zCurve { } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.3 0 0 } yCurve { } zCurve { key = 0 0.3 0 0 } } SCALEMODIFIER { name = exitScale controllerName = atmosphereDepth transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.1 0 0 key = 1 0 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = tailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.100000001 xCurve { key = 0 15 0 0 key = 1 4 0 0 } yCurve { key = 0 1.4 0 0 key = 1 2 0 0 } zCurve { key = 0 15 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = cylBright controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = cylBrightMult controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.1 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = planeBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.03 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.25,3,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.70588237,0.349019617,0,1 } COLOR { colorName = _StartTint colorValue = 0.847058833,0.483478278,0.490196079,1 } FLOAT { floatName = _Falloff value = 6.72387838 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = -1.41555333 } FLOAT { floatName = _ExpandLinear value = -0.101110935 } FLOAT { floatName = _TintFalloff value = 1.74166787 } FLOAT { floatName = _Fresnel value = 2.88166213 } FLOAT { floatName = _FresnelInvert value = 0.530832529 } FLOAT { floatName = _Brightness value = 7.62276745 } FLOAT { floatName = _Noise value = 1.81999719 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _SpeedY value = 75.8221054 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.197166353 } FLOAT { floatName = _FadeOut value = 0 } FLOAT { floatName = _TileX value = 2 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 6 0 0 } } FLOATMODIFIER { name = aWide controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0.5 0 0 key = 1 1.7 0 0 } } } EFFECT { name = shock01 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,1.5 rotationOffset = -90,0,0 scaleOffset = 0.25,3,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.70588237,0.349019617,0,1 } COLOR { colorName = _StartTint colorValue = 0.847058833,0.483478278,0.490196079,1 } FLOAT { floatName = _Falloff value = 6.72387838 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = -1.41555333 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _TintFalloff value = 1.61777544 } FLOAT { floatName = _Fresnel value = 2.88166213 } FLOAT { floatName = _FresnelInvert value = 0.985831797 } FLOAT { floatName = _Brightness value = 7.62276745 } FLOAT { floatName = _Noise value = 1.89583039 } FLOAT { floatName = _TileY value = 1.75833213 } FLOAT { floatName = _SpeedY value = 75.8221054 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _FadeIn value = 0.515665829 } FLOAT { floatName = _FadeOut value = 0 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 3 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-sustainer-2-film-cooled.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-sustainer-2-film-cooled EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.100555472 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.8 0 0 key = 1 1.5 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.7 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.14944452 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 0.7 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.3 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.400000006,15,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.16277599 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.6516664 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.381444246 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } } EFFECT { name = film parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,1,0.270000011 MATERIAL { transform = Cylinder shader = Waterfall/Alpha Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-alpha-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.201353446,0.0915495232,0.0235294122,1 } COLOR { colorName = _EndTint colorValue = 0.0588235296,0.0549019612,0.0509803928,1 } FLOAT { floatName = _Intensity value = 10 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _Falloff value = 8.73611355 } FLOAT { floatName = _TintFalloff value = 1.51110959 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _SpeedY value = 90 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _FresnelInvert value = 0.2022219 } FLOAT { floatName = _Seed value = 121.333145 } FLOAT { floatName = _DirAdjust value = 0.25 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.25 0 0 key = 1 0.25 0 0 } yCurve { key = 0 0.2 0 0 key = 1 1 0 0 } zCurve { key = 0 0.25 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = intensityThrottle controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 floatName = _Intensity floatCurve { key = 0 5 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = intensityAtmo controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Intensity floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-sustainer-2.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-sustainer-2 EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.25,4,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.100555472 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.8 0 0 key = 1 1.5 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 1 0 0 key = 0.3 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.7 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 4 0 0 key = 0.2 2 0 0 key = 1 1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.252777368 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.14944452 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 0.7 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.209999993,10,0.209999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.1 3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.3 0 0 } } } EFFECT { name = wisp parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.400000006,15,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.860429764,0.646756589,1 } COLOR { colorName = _EndTint colorValue = 1,0.617495954,0.476205409,1 } FLOAT { floatName = _ExpandLinear value = -2 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5.16277599 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _SpeedY value = 22 } FLOAT { floatName = _Noise value = 2.6516664 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = -0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.400000006 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.52694416 } FLOAT { floatName = _FadeOut value = 0.381444246 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 45 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,2,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.353888184 } FLOAT { floatName = _Falloff value = 5.8644352 } FLOAT { floatName = _Noise value = 8.79665279 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } yCurve { key = 0 5 0 0 key = 0.1 10 0 0 key = 1 10 0 0 } zCurve { key = 0 0.45 0 0 key = 1 0.45 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 7 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 key = 1 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.400000006,0.400000006,0.400000006 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } FLOAT { floatName = _ExpandBounded value = 1.3144424 } FLOAT { floatName = _ExpandSquare value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-upper-1 EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.300000012,4,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 1.32812119 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 42.4554939 } FLOAT { floatName = _Fresnel value = 0.20166643 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 0.3 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 20 0 0 key = 0.5 6 0 0 key = 0.7 4 0 0 key = 1 -1 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.330000013,2,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.596554577 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.219999999,6,0.219999999 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.90196079,0.235294119,0.235294119,1 } FLOAT { floatName = _ExpandLinear value = -4 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.48583186 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 44.7222595 } FLOAT { floatName = _Noise value = 1.95250237 } FLOAT { floatName = _TileY value = 4 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.98555279 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = abright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.4 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 1,6,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.59 0 0 key = 1 0.59 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 20 0 0 } zCurve { key = 0 0.6 0 0 key = 1 0.6 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.45 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 1 60 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-complex-plume-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,0.5,0.5 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.0722686052,0.361240536,0.744820535,1 } COLOR { colorName = _EndTint colorValue = 0.573079348,0.200000003,0.0147985639,1 } FLOAT { floatName = _TintFalloff value = 0.319856852 } FLOAT { floatName = _Falloff value = 5.50555468 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.50196075 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _SpeedX value = 115.963905 } FLOAT { floatName = _SpeedY value = 119.778397 } FLOAT { floatName = _TileX value = 9.22637463 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.5 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.97647059,0.968627453,0 } COLOR { colorName = _StartTint colorValue = 0.866666675,0.552941203,0.172549024,0 } FLOAT { floatName = _TintFalloff value = 0.300000012 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _Fresnel value = 9 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1.09894991 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _DirAdjust value = 0.200000003 } } } POSITIONMODIFIER { name = aTailPos controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.25 0 0 } yCurve { } zCurve { key = 0 1.25 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.5 xCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 11 0 0 key = 0.1 8 0 0 key = 0.2 7 0 0 key = 0.5 2 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = throatScale controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0 } yCurve { key = 0 0.5 0 0 } zCurve { key = 0 0.5 0 0 } } SCALEMODIFIER { name = exit1Scale controllerName = atmosphereDepth transformName = B_PostExit1 combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } yCurve { key = 0 0.5 0 0 key = 1 1 0 0 } zCurve { key = 0 2.5 0 0 key = 0.1 1.9 0 0 key = 0.2 1.75 0 0 key = 0.5 1.5 0 0 key = 0.7 1.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tilex controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileX floatCurve { key = 0 9 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aBrightFlat controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-upper-2.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-upper-2 EFFECT { name = newEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,-0.300000012,0 rotationOffset = 0,0,0 scaleOffset = 0.699999988,8,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.913725495,0.643137276,0.352941185,1 } COLOR { colorName = _EndTint colorValue = 0.925490201,0.882352948,0.882352948,1 } FLOAT { floatName = _TintFalloff value = 1.06166494 } FLOAT { floatName = _Falloff value = 4.2023778 } FLOAT { floatName = _Noise value = 6.03332853 } FLOAT { floatName = _SymmetryStrength value = 0.0399999991 } FLOAT { floatName = _Symmetry value = 19.2919712 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _FadeOut value = 0.343777239 } FLOAT { floatName = _TileY value = 1.71389401 } FLOAT { floatName = _SpeedY value = 65 } FLOAT { floatName = _Fresnel value = 0.657221198 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = -0.123330027 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = -0.505554795 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 3 0 0 key = 1 0.8 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 12 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 3 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 1 -1.3 0 0 } } COLORMODIFIER { name = aStartTint controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0 1 0 0 key = 1 1 0 0 } gCurve { key = 0 1 0 0 key = 1 0.1 0 0 } bCurve { key = 0 1 0 0 key = 1 0 0 0 } aCurve { } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-upper-3.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-upper-3 EFFECT { name = redVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.300000012,4,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.807843149,0.499164551,0.341290534,1 } COLOR { colorName = _EndTint colorValue = 0.552941203,0.227450982,0.211764708,1 } FLOAT { floatName = _TintFalloff value = 0.505554616 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.353888333 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 64.6999054 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 0.7 1.5 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.7 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 20 0 0 key = 0.5 6 0 0 key = 0.7 4 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 20 0 0 key = 0.7 10 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = tintFalloffAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 2 0 0 key = 1 0.5 0 0 } } } EFFECT { name = blueVacEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.8 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } } EFFECT { name = redMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.330000013,5,0.330000013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.411764711,0.20784314,0.192156866,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 1 } FLOAT { floatName = _FadeOut value = 0.596554577 } FLOAT { floatName = _TileY value = 1.87916613 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 2 0 0 key = 0.3 8 0 0 key = 0.5 12 0 0 key = 0.7 4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 28 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 7 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.25,6,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 1,6,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 2.12332988 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.59 0 0 key = 1 0.59 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 20 0 0 } zCurve { key = 0 0.6 0 0 key = 1 0.6 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.45 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 1 60 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,9,1 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.116277598 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 18 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 0.899999976,0.899999976,0.899999976 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.87843138,0.605641842,0.43921569,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Falloff value = 0.556110263 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-vernier-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-vernier-1 EFFECT { name = plumeVernier parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0299999993,2,0.0299999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00200000009 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffectVernier parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0299999993,0.5,0.0299999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.7 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } } EFFECT { name = plumeVernier2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0299999993,2,0.0299999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0171666443 } FLOAT { floatName = _FadeOut value = 0.309000164 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 0 0 0 key = 1 0.15 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0.05 0 0 } yCurve { key = 0 0 0 0 key = 1 2 0 0 } zCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = plane1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.0500000007,0.0500000007,0.0500000007 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.58431375,0.392156869,1 } COLOR { colorName = _EndTint colorValue = 0.917647064,0.509803951,0.0980392173,1 } FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.58431375,0.392156869,1 } COLOR { colorName = _EndTint colorValue = 0.917647064,0.509803951,0.0980392173,1 } FLOAT { floatName = _Falloff value = 6.76444912 } FLOAT { floatName = _Fresnel value = 8.24054241 } FLOAT { floatName = _TintFalloff value = 0.556110263 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _FresnelInvert value = 0 } } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.5 0 0 } } } EFFECT { name = plane2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.100000001,0.100000001,0.100000001 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.58431375,0.392156869,1 } COLOR { colorName = _EndTint colorValue = 0.917647064,0.509803951,0.0980392173,1 } FLOAT { floatName = _Brightness value = 0 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 1,0.58431375,0.392156869,1 } COLOR { colorName = _EndTint colorValue = 0.917647064,0.509803951,0.0980392173,1 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _Fresnel value = 7.17887783 } FLOAT { floatName = _TintFalloff value = 0.556110263 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _FresnelInvert value = 0 } } } POSITIONMODIFIER { name = aPosition controllerName = atmosphereDepth transformName = Waterfall/FX/fx-simple-plume-1(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 0.11 0 0 key = 1 0.28 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = atmoBrightness controllerName = atmosphereDepth transformName = PlaneMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.4 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 1 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerolox-vernier-2.cfg EFFECTTEMPLATE { templateName = waterfall-kerolox-vernier-2 EFFECT { name = plumeVernier parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0450000018,2,0.0450000018 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -1.15222895 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.00200000009 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } EFFECT { name = blueVacEffectVernier parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0299999993,0.5,0.0299999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0,0,0,1 } COLOR { colorName = _EndTint colorValue = 0.283934504,0.272536665,0.598621845,1 } FLOAT { floatName = _TintFalloff value = 0.505554557 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.767444849 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _TileY value = 1.5875051 } FLOAT { floatName = _SpeedY value = 37.3999481 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 20 0 0 key = 0.2 12 0 0 key = 0.5 4 0 0 key = 0.7 0.7 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 15 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 8 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } } EFFECT { name = plumeVernier2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0299999993,2,0.0299999993 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.917899847,0.510765851,0.0985448658,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.5 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0171666443 } FLOAT { floatName = _FadeOut value = 0.309000164 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.5 0 0 0 key = 1 0.02 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 key = 1 0.05 0 0 } yCurve { key = 0 0 0 0 key = 1 2 0 0 } zCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.7 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 15 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 2 lightType = Point color = 0.858823538,0.615686297,0.345098048,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerosene-nitric-acid-lower-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerosene-nitric-acid-lower-1 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,7 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.712372065,0.518633604,0.260682613,1 } COLOR { colorName = _EndTint colorValue = 0.90196079,0.607843161,0.215686277,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _TintFalloff value = 1.49138653 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.925971091,0.42905724,0.185186222,1 } COLOR { colorName = _EndTint colorValue = 0.396078438,0.647058845,0.772549033,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.525277734 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } FLOAT { floatName = _Seed value = 152.083115 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 14 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.219999999 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.834054768,0.530487716,0.090082027,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.517647088,0.333333343,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0504999273 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 1.541942 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.39999998,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.78039217,0.623529434,0.529411793,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 0.657221198 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.1 0 0 key = 1 1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.545098066,0.517647088,0.501960814,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 3.5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.94 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.572549045,0.556862772,0.545098066,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 6.5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.619607866,0.576470613,0.545098066,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 10 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.08 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 6 lightType = Point color = 0.65882355,0.521568656,0.435294122,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0556110255 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.3 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.70000005,1.70000005,1.70000005 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.913725495,0.576470613,0.43921569,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.46610868 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,30,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.639215708,0.450980395,0.309803933,1 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.909803927,0.890196085,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0606665723 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 2.02221918 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 18 0 0 key = 0.7 4 0 0 } } } EFFECT { name = plume1Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.400000006,12,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.474509805,0.533333361,0.533333361,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.65882355,0.678431392,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 3.96141195 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.0252777375 } FLOAT { floatName = _FadeOut value = 0.667332292 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.5 0.3 0 0 key = 0.7 0.3 0 0 key = 0.8 0.3 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 3 0 0 key = 0.7 4 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 30 0 0 key = 0.7 5 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } } EFFECT { name = whiteMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.349999994,5,0.349999994 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.121568628,0.113725491,0.113725491,1 } COLOR { colorName = _EndTint colorValue = 0.188235298,0.180392161,0.168627456,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.292223334 } FLOAT { floatName = _FadeOut value = 0.834165335 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.2 2 0 0 key = 0.3 2 0 0 key = 0.5 2 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 30 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 35 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.460000008,12,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.568627477,0.56078434,0.556862772,1 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.424166799 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.25499916 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.334277898 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 12 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-kerosene-nitric-acid-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-kerosene-nitric-acid-upper-1 EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.00999999978 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.925971091,0.42905724,0.185186222,1 } COLOR { colorName = _EndTint colorValue = 0.396078438,0.647058845,0.772549033,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.525277734 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } FLOAT { floatName = _Seed value = 152.083115 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 14 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.219999999 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.834054768,0.530487716,0.090082027,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.517647088,0.333333343,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0504999273 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 1.541942 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.39999998,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.78039217,0.623529434,0.529411793,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 0.657221198 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.1 0 0 key = 1 1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.300000012,1.29999995,0.300000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.545098066,0.517647088,0.501960814,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 3.5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.94 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 6 lightType = Point color = 0.65882355,0.521568656,0.435294122,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0556110255 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.3 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.70000005,1.70000005,1.70000005 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.913725495,0.576470613,0.43921569,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 1.46610868 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,30,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.639215708,0.450980395,0.309803933,1 } COLOR { colorName = _EndTint colorValue = 0.980392158,0.909803927,0.890196085,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0606665723 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 2.02221918 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 18 0 0 key = 0.7 4 0 0 } } } EFFECT { name = plume1Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.400000006,6,0.400000006 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.474509805,0.533333361,0.533333361,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.65882355,0.678431392,1 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Falloff value = 3.96141195 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.0252777375 } FLOAT { floatName = _FadeOut value = 0.667332292 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 10 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.5 0.3 0 0 key = 0.7 0.3 0 0 key = 0.8 0.3 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 3 0 0 key = 0.7 4 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 30 0 0 key = 0.7 5 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } } EFFECT { name = whiteMidEffect parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0299999993 rotationOffset = -90,0,0 scaleOffset = 0.600000024,8,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.121568628,0.113725491,0.113725491,1 } COLOR { colorName = _EndTint colorValue = 0.188235298,0.180392161,0.168627456,1 } FLOAT { floatName = _TintFalloff value = 0.379165918 } FLOAT { floatName = _Falloff value = 7.83110666 } FLOAT { floatName = _Noise value = 9.32748604 } FLOAT { floatName = _SymmetryStrength value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.0192237608 } FLOAT { floatName = _FadeOut value = 0.834165335 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 33.3555069 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _Brightness value = 1.45499933 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 40 0 0 key = 0.2 30 0 0 key = 0.5 10 0 0 key = 0.7 4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 20 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 35 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 0 key = 0.2 2 0 0 key = 0.5 2 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } } EFFECT { name = plume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.0199999996 rotationOffset = -90,0,0 scaleOffset = 0.460000008,12,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.584402978,0.392246187,1 } COLOR { colorName = _EndTint colorValue = 0.568627477,0.56078434,0.556862772,1 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 10 } FLOAT { floatName = _TintFalloff value = 0.424166799 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.25499916 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.172500372 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 12 0 0 key = 0.7 2 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 30 0 0 key = 0.7 15 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.2 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-keroxide-lower-1.cfg EFFECTTEMPLATE { templateName = waterfall-keroxide-lower-1 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.712372065,0.518633604,0.260682613,1 } COLOR { colorName = _EndTint colorValue = 0.90196079,0.607843161,0.215686277,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _TintFalloff value = 1.49138653 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,15 rotationOffset = -90,0,0 scaleOffset = 1,20,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.674509823,0.537140846,0.413370967,1 } COLOR { colorName = _EndTint colorValue = 0.725490212,0.501960814,0.200000003,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _FresnelInvert value = 0.100000001 } FLOAT { floatName = _TintFalloff value = 0.758332133 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,12,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.313725501,0.20784314,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 0.835294127,0.580392182,0.172549024,1 } FLOAT { floatName = _TintFalloff value = 1.26388681 } FLOAT { floatName = _Falloff value = 2.55895257 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 1.4661088 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.5 0.3 0 0 key = 0.7 0.3 0 0 key = 0.8 0.15 0 0 key = 1 0.15 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 50 0 0 key = 0.2 30 0 0 key = 0.7 5 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0.5 0 0 key = 0.7 0.5 0 0 key = 1 0.5 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.827450991,0.568627477,0.34117648,1 } COLOR { colorName = _EndTint colorValue = 0.70588237,0.311524242,0.23137255,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.25833213 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 80 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.400000006 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } FLOAT { floatName = _Seed value = 152.083115 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.219999999 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.834054768,0.530487716,0.090082027,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.517647088,0.333333343,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.0504999273 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _TintFalloff value = 1.541942 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.360000014,1.89999998,0.360000014 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.568627477,0.211764708,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.1 0 0 key = 1 1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.8 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.360000014,1.89999998,0.360000014 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.568627477,0.211764708,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.5 0 0 key = 1 5 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.94 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.360000014,1.89999998,0.360000014 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.568627477,0.211764708,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.5 0 0 key = 1 10 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.360000014,1.89999998,0.360000014 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.568627477,0.211764708,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.5 0 0 key = 1 15 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.1 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = shock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,2 rotationOffset = -90,0,0 scaleOffset = 0.360000014,1.89999998,0.360000014 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.933333337,0.568627477,0.211764708,1 } COLOR { colorName = _EndTint colorValue = 0.701960802,0.36470589,0.36470589,1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandBounded value = 1.11222053 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _TintFalloff value = 1.59249759 } FLOAT { floatName = _Falloff value = 1.71888626 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 6 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FadeOut value = 0.616776824 } FLOAT { floatName = _Fresnel value = 1.41555333 } FLOAT { floatName = _Noise value = 2.72999573 } FLOAT { floatName = _FadeIn value = 0.18705526 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.5 0 0 key = 1 20 0 0 } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.96 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 0.2 0.05 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.43921569,0.352941185,0.294117659,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 1.5 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.100000001 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0556110255 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.3 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 1.3 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True FLOAT { floatName = _TintFalloff value = 0 } COLOR { colorName = _StartTint colorValue = 0.921568632,0.662745118,0.445958197,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.46610868 } FLOAT { floatName = _Fresnel value = 4.49943733 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 1 2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-methalox-lower-BE4-1.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-lower-BE4-1 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,15 rotationOffset = -90,0,0 scaleOffset = 1,20,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,12,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.685401976,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 1.26388681 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.166833073 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 1.87695859E-09 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.5 0 0 key = 0.8 0.5 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.001 0 0 key = 0.7 0.3 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.5 7 0 0 key = 0.7 4 0 0 key = 0.8 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.01 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1.2 0 0 key = 0.7 0.8 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = randBounding controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.5 0 0 key = 1 2.5 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.5 0.05 0 0 key = 0.7 0.05 0 0 key = 1 0.1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,20,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.369980901,0.606489718,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.541176498,0.129411772,0.654901981,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.70222193 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,20,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.548513949,0.43983537,0.925490201,1 } COLOR { colorName = _EndTint colorValue = 0.751954615,0.38947469,0.749475837,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = randBounding controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.98 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.56078434,0.533299983,1,0 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,0 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 0.799932778 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.923366666 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.959748149 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -0.822535276 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 0.528127134 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.96 0 0 key = 1 1.03 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.2 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.1 0 0 key = 0.2 0.5 0 0 key = 1 1.79 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 0.436 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 1 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.560800016,0.533299983,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.30999994 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.96 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.31 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 1 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.560800016,0.533299983,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.98 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.84 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 1 0 0 } } } EFFECT { name = plume5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.560800016,0.533299983,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.340000004 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -4.4 0 0 key = 1 -8.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.98 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.34 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 8 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4.5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.56078434,0.533333361,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _FadeIn value = 0.540943623 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.01110959 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 2.80582929 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.16277599 } FLOAT { floatName = _Fresnel value = 0.292223334 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.308388412 } FLOAT { floatName = _TintFalloff value = 3.36193871 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0.7 1 0 0 key = 1 0.3 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.4 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4.5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.274509817,0.407500952,0.921568632,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.400000006,0.635294139,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.01110959 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 2.80582929 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 2.62888479 } FLOAT { floatName = _Fresnel value = 0.292223334 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.889776409 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 3 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 2 0 0 } } } EFFECT { name = plume2-3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.941176474,0.270588249,0.0196078438,1 } COLOR { colorName = _EndTint colorValue = 0.941176474,0.388235301,0.180392161,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 3.63443947 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.226501197 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 1.29999995,30,1.29999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.592156887,0.925490201,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.2 0.2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 1 0 0 key = 2 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.35833025,0.282352954,0.607843161,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } LIGHTCOLORMODIFIER { name = aColour controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.5 0 0 key = 1 0.3 0 0 } gCurve { key = 0 0.3 0 0 key = 1 0.3 0 0 } bCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } aCurve { } } } EFFECT { name = throttleLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 5 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 2 0 0 key = 0.4 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.54999995,1.5,1.54999995 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.557470083,0.220859587,0.261909634,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.3 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-methalox-lower-raptor-1.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-lower-raptor-1 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,9 rotationOffset = -90,0,0 scaleOffset = 0.75,30,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,15 rotationOffset = -90,0,0 scaleOffset = 1,20,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,12,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.549019635,0.685401976,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 1.26388681 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.166833073 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 1.87695859E-09 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 3.13443947 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.4 0 0 key = 1 1.4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.5 0 0 key = 0.8 0.5 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 0.001 0 0 key = 0.7 0.3 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.5 7 0 0 key = 0.7 4 0 0 key = 0.8 3 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.7 0.01 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1.2 0 0 key = 0.7 0.8 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = randBounding controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.5 0 0 key = 1 2.5 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0.5 0.05 0 0 key = 0.7 0.05 0 0 key = 1 0.1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.49000001,20,0.49000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.369980901,0.606489718,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.541176498,0.129411772,0.654901981,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.70222193 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 1 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.479999989,20,0.479999989 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.384313732,0.513725519,0.925490201,1 } COLOR { colorName = _EndTint colorValue = 0.521568656,0.266666681,0.854901969,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = randBounding controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1 0 0 key = 1 1.1 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.56078434,0.533299983,1,0 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,0 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 0.799932778 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.923366666 } FLOAT { floatName = _Brightness value = 2.64717078 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.959748149 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = 0.504382968 } FLOAT { floatName = _ExpandLinear value = -0.822535276 } FLOAT { floatName = _ExpandSquare value = 0.135600194 } FLOAT { floatName = _ExpandBounded value = 0.528127134 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -0.4 0 0 key = 1 -1.6 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -5 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.92 0 0 key = 1 1.03 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2 0 0 key = 0.5 5 0 0 } zCurve { key = 0 0.2 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.05 0.1 0 0 key = 0.2 0.5 0 0 key = 1 1.79 0 0 } } FLOATMODIFIER { name = tTintFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFallof floatCurve { key = 0 0 0 0 key = 0.2 10 0 0 } } FLOATMODIFIER { name = tFallof controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fallof floatCurve { key = 0 0 0 0 key = 0.2 2.09 0 0 } } FLOATMODIFIER { name = tFresnel controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.72 0 0 key = 0.2 1.84 0 0 } } FLOATMODIFIER { name = tNoise controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 0.68 0 0 key = 0.2 4.09 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.2 0.436 0 0 } } FLOATMODIFIER { name = tExpandOffset controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.62 0 0 key = 0.2 -1 0 0 } } FLOATMODIFIER { name = tExpandLinear controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 -0.44 0 0 key = 0.2 -5.8 0 0 } } FLOATMODIFIER { name = tExpandSquare controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 0 0 0 key = 0.2 1.9 0 0 } } FLOATMODIFIER { name = tExpandBounded controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0 0 0 key = 0.2 7.4 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 4 key = 0.8 1 0 0 } } } EFFECT { name = plume3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.560800016,0.533299983,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 1.30999994 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -2 0 0 key = 1 -4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.97 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.31 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 7 key = 0.8 1 0 0 } } } EFFECT { name = plume4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.560800016,0.533299983,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.839999974 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -3.2 0 0 key = 1 -6.4 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.97 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.84 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 7 key = 1 1 0 0 } } } EFFECT { name = plume5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.560800016,0.533299983,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 10 } FLOAT { floatName = _Falloff value = 2.08999991 } FLOAT { floatName = _Fresnel value = 1.83000004 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 4.09000015 } FLOAT { floatName = _Brightness value = 0.340000004 } FLOAT { floatName = _FadeIn value = 0.0130000003 } FLOAT { floatName = _FadeOut value = 0.43599999 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 0.720000029 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = -5.80000019 } FLOAT { floatName = _ExpandSquare value = 1.89999998 } FLOAT { floatName = _ExpandBounded value = 7.4000001 } FLOAT { floatName = _FalloffStart value = 0.0700000003 } } } POSITIONMODIFIER { name = position controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0 0 0 } yCurve { key = 0 -4.4 0 0 key = 1 -8.8 0 0 } zCurve { key = 0 0 0 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 2 0 -4 key = 0.6 1 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.98 0 0 key = 1 1.01 0 0 } zCurve { } } SCALEMODIFIER { name = globalScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 } yCurve { key = 0 2.5 0 0 key = 1 5 0 0 } zCurve { key = 0 0.2 0 0 } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.34 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.85 0 0 8 key = 1 1 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4.5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.56078434,0.533333361,1,1 } COLOR { colorName = _EndTint colorValue = 0.352941185,0.235294119,0.470588237,1 } FLOAT { floatName = _FadeIn value = 0.540943623 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.01110959 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 2.80582929 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 1.16277599 } FLOAT { floatName = _Fresnel value = 0.292223334 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0 } FLOAT { floatName = _TintFalloff value = 3.36193871 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 2 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0.7 1 0 0 key = 1 0.2 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 2 0 0 key = 0.4 2 0 0 key = 0.6 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = MainPlumeDyn parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.75,4.5,0.75 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.274509817,0.407500952,0.921568632,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.400000006,0.635294139,1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _ExpandOffset value = -0.2022219 } FLOAT { floatName = _ExpandBounded value = 0.60666573 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.01110959 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _SpeedX value = 6 } FLOAT { floatName = _SpeedY value = 40 } FLOAT { floatName = _Noise value = 2.80582929 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _Falloff value = 7.3810997 } FLOAT { floatName = _Fresnel value = 0.292223334 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Brightness value = 10 } FLOAT { floatName = _Symmetry value = 5 } FLOAT { floatName = _SymmetryStrength value = 0.0900014564 } FLOAT { floatName = _FadeOut value = 0.990887344 } FLOAT { floatName = _TintFalloff value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.6 5 0 0 key = 0.8 1 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0.2 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 5 5 key = 0.01 0.05 5 5 key = 0.1 0.2 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 1 2 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.35833025,0.282352954,0.607843161,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } LIGHTCOLORMODIFIER { name = aColour controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.35 0 0 key = 1 0.3 0 0 } gCurve { key = 0 0.3 0 0 key = 1 0.3 0 0 } bCurve { key = 0 0.5 0 0 key = 1 0.5 0 0 } aCurve { } } } EFFECT { name = throttleLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 5 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 2 0 0 key = 0.4 0 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.54999995,1.5,1.54999995 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.245489657,0.188019544,0.442529887,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.3 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-methalox-upper-1.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-upper-1 EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.550000012,8,0.550000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.772549033,0.464351356,0.431372553,1 } COLOR { colorName = _EndTint colorValue = 0.769222438,0.337254912,0.62561661,1 } FLOAT { floatName = _TintFalloff value = 2.60360694 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.672387838 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 0.657221198 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.550566733 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.7 0 0 key = 0.7 0.7 0 0 key = 0.8 0.7 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.7 30 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = atmoFresnelInverse controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0 0 0 0 key = 0.2 0 0 0 key = 0.8 0 0 0 key = 1 0 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.739431441,0.409449399,1,1 } COLOR { colorName = _EndTint colorValue = 0.549386501,0.129411772,0.425021619,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 2.29471946 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 20 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 1 0 0 key = 1 0.5 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.227450982,0.215686277,0.541176498,1 } COLOR { colorName = _EndTint colorValue = 0.636508763,0.266666681,0.222731039,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 0.2 30 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 40 0 0 key = 1 30 0 0 } } } EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.800000012 rotationOffset = -90,0,0 scaleOffset = 0.200000003,15,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.549019635,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 2.39333439 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0101110954 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.6 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = shockMain parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.200000003,1,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.549019635,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -2.6688931 } FLOAT { floatName = _ExpandBounded value = 1.58444667 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.604443848 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0657221228 } FLOAT { floatName = _FadeOut value = 0.501110971 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.2 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 35 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 4 lightType = Point color = 0.70588237,0.309803933,0.423529416,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 5 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 2 0 0 key = 0.4 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.5,1.5,1.5 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.913725495,0.294117659,0.745098054,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 0.955561757 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.3 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-methalox-upper-2.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-upper-2 EFFECT { name = outerShock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.185000002 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.441719145,0.344009757,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.50000006,0.490979284,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.210111097 } FLOAT { floatName = _Falloff value = 1.79999995 } FLOAT { floatName = _Brightness value = 2.71666431 } FLOAT { floatName = _Noise value = 4.84583712 } FLOAT { floatName = _Fresnel value = 0.200000003 } FLOAT { floatName = _FresnelInvert value = 0.319999993 } FLOAT { floatName = _SpeedY value = 350 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _Seed value = -3 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1.5 -1.5 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.65 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.1 0.4 0 -10 key = 0.15 -0.1 -1 -1 key = 0.5 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.150000006 floatName = _ExpandLinear floatCurve { key = 0.1 -0.55 0 0 key = 0.15 -0.27 0 0 key = 0.5 0.3 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFadeOut controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 1 0.21 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.4 6 6 key = 0.5 1.5 0 0 key = 1 1.6 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.12 0.7 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.2 1 0 0 key = 0.5 1.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.3 3 0 0 key = 0.6 4.8 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.6 1 8 8 key = 1 10 0 0 } } } EFFECT { name = innerFlame1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.185000002 rotationOffset = -90,0,0 scaleOffset = 0.772000015,1.29999995,0.772000015 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.294749677,0.220859602,0.786539733,1 } COLOR { colorName = _EndTint colorValue = 1,0.62315017,0.623150229,1 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.242666289 } FLOAT { floatName = _Falloff value = 0.702221811 } FLOAT { floatName = _Brightness value = 1.00333285 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.30277735 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.5 } FLOAT { floatName = _SpeedX value = 28.3110676 } FLOAT { floatName = _TintFalloff value = 2.24722242 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } yCurve { key = 0.1 3 0 0 key = 0.5 1.8 -1 -1 key = 1 1.3 0 0 } zCurve { key = 0 0.772 0 0 key = 1 0.772 0 0 } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -0.5 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.5 0.35 -0.6 -0.6 key = 1 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.1 0.1 1 1 key = 0.5 0.35 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 1 0 0 key = 0.1 1 0 0 key = 0.5 0.5 -0.5 -0.5 key = 1 0.24 -0.5 -0.5 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = tFadeout controllerName = throttle transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.4 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 2 0 0 key = 0.7 0.7 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0 0 0 0 key = 0.1 0 0 0 key = 0.6 1 7 7 key = 1 3 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 0.100000001,1,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.787350476,0.762720406,1,1 } COLOR { colorName = _EndTint colorValue = 0.516420007,0.49999997,1,1 } FLOAT { floatName = _ExpandBounded value = 10 } FLOAT { floatName = _ExpandLinear value = -18 } FLOAT { floatName = _FadeOut value = 0.343777239 } FLOAT { floatName = _ExpandSquare value = 7.7810998 } FLOAT { floatName = _Falloff value = 1.56722021 } FLOAT { floatName = _ExpandOffset value = 1.3144424 } FLOAT { floatName = _FadeIn value = 0.0649999976 } FLOAT { floatName = _Fresnel value = 0.353888363 } FLOAT { floatName = _Brightness value = 0.898888767 } FLOAT { floatName = _Noise value = 4.69417143 } FLOAT { floatName = _SpeedY value = 900 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _SpeedX value = 26.1777534 } FLOAT { floatName = _TintFalloff value = 4.16583443 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random3 randomnessScale = 0 xCurve { } yCurve { } zCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = SUBTRACT useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 -1 0 0 key = 0.5 -0.3 1.2 1.2 key = 1 0 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.1 0 0 key = 1 0.1 0 0 } yCurve { key = 0.5 1.7 0 0 key = 1 1 0 0 } zCurve { key = 0.5 0.1 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.600000024 floatName = _ExpandOffset floatCurve { key = 0.5 3 0 0 key = 0.75 2.5 -3 -3 key = 1 1.3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.15 0 0 3.5 key = 0.5 0.65 0.2 0.2 key = 1 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 4 key = 0.2 0.3 2 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 2 0 0 key = 0.5 -0.5 -10 -10 key = 1 -18 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.5 0.2 0 0 key = 1 10 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -2 0 20 key = 1 7.8 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 -3 key = 0.5 3 -2 -2 key = 1 1.56 0 0 } } FLOATMODIFIER { name = rOffset controllerName = Random2 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = -0.5 -0.3 0 0.6 key = 0.5 0.3 0.6 0 } } } EFFECT { name = outerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.5,24,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.280463159,0.204439566,0.731107593,0 } COLOR { colorName = _EndTint colorValue = 1,0.42610991,0.484390706,1 } FLOAT { floatName = _Brightness value = 0.496667206 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 2.9322176 } FLOAT { floatName = _ExpandLinear value = -2.32555199 } FLOAT { floatName = _ExpandSquare value = -0.505554676 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _Fresnel value = 0.25 } FLOAT { floatName = _Falloff value = 0.800000012 } FLOAT { floatName = _Noise value = 13.1949797 } FLOAT { floatName = _FadeOut value = 0.424666017 } FLOAT { floatName = _SpeedY value = 87.5221481 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _SpeedX value = 28 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 4.39583063 } FLOAT { floatName = _TileX value = 1 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.2 0.192 0 0 key = 0.5 0.192 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.5 0 0.7 } yCurve { key = 0 30 0 100 key = 0.1 45 50 50 key = 0.5 54.5 0 0 key = 1 24.5 0 0 } zCurve { key = 0 0.5 0 0 } } COLORMODIFIER { name = aStartTint controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint rCurve { key = 0.5 0.45 0 0 key = 1 0.345 0 0 } gCurve { key = 0.5 0.45 0 0 key = 1 0.07 0 0 } bCurve { key = 0.5 0.9 0 0 key = 1 0 0 0 } aCurve { } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandOffset floatCurve { key = 0 0.54 0 0 key = 0.1 0.54 0 0 key = 0.5 0.54 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.05 0.5 0 0 key = 0.125 0.5 0 0 key = 0.22 0.5 0 0 key = 0.5 0.5 0 0 key = 1 -2.32 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 9.5 0 -40 key = 0.05 7.5 -30 -30 key = 0.125 5 -40 -40 key = 0.2 3 -30 -30 key = 0.5 0.7 0 0 key = 1 2.93 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.5 -1 0 0 key = 1 -0.5 0 0 } } FLOATMODIFIER { name = aTintFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.025 0 0 0 key = 0.3 1.8 20 20 key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aFadeOut controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.8 0 0 key = 0.1 0.42 0 0 } } FLOATMODIFIER { name = aSpeedY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _SpeedY floatCurve { key = 0 80 0 0 key = 0.1 39 0 0 key = 0.5 39 0 0 key = 1 35 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 7 0 0 key = 0.1 5 0 0 key = 0.5 8 10 10 key = 1 30 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.45 0 0 key = 0.1 0.4 -0.5 -0.5 key = 0.5 0.3 0 0 key = 1 0.25 0 0 } } FLOATMODIFIER { name = aTileY controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 1.5 0 0 key = 0.1 4 0 0 key = 0.5 4 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 2.5 0 -70 key = 0.1 0.3 0 0 key = 0.5 0.3 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 37 0 -100 key = 0.1 2 -4 -4 key = 0.5 1.5 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 10 0 0 key = 0.5 1 0 0 } } FLOATMODIFIER { name = aFadeIn controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { key = 0 0.25 0 0 key = 0.07 0 0 0 } } } EFFECT { name = innerFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.200000003 rotationOffset = -90,0,0 scaleOffset = 0.379999995,16,0.379999995 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.366564959,0.295332313,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.50000006,0.590310216,1 } FLOAT { floatName = _Brightness value = 0.800000131 } FLOAT { floatName = _ExpandOffset value = 0.303332865 } FLOAT { floatName = _ExpandBounded value = 1.21333146 } FLOAT { floatName = _ExpandLinear value = 0 } FLOAT { floatName = _ExpandSquare value = -1.21333146 } FLOAT { floatName = _FadeIn value = 0.101110965 } FLOAT { floatName = _Fresnel value = 2.32555175 } FLOAT { floatName = _Falloff value = 1.71888614 } FLOAT { floatName = _Noise value = 9.23667526 } FLOAT { floatName = _FadeOut value = 0.743165553 } FLOAT { floatName = _SpeedY value = 33.2667656 } FLOAT { floatName = _TileY value = 5 } FLOAT { floatName = _SpeedX value = 10 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _TintFalloff value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Seed value = -11 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 -1 0 0 key = 1 0.2 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.6 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 1 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = tFalloff controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 5 0 0 key = 1 1.71 0 0 } } } EFFECT { name = exitTraces parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187999994 rotationOffset = -90,0,0 scaleOffset = 0.763000011,1.79999995,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-3 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.737279594,0.811169744,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.541050017,0.688019514,1 } FLOAT { floatName = _ExpandSquare value = -0.649999976 } FLOAT { floatName = _ExpandLinear value = -0.200000003 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _FadeOut value = 0.449999988 } FLOAT { floatName = _Falloff value = 4.74666023 } FLOAT { floatName = _Brightness value = 0.64944458 } FLOAT { floatName = _Noise value = 6.20334673 } FLOAT { floatName = _Fresnel value = 0.0500000007 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedY value = 250 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _TintFalloff value = 0 } FLOAT { floatName = _FadeIn value = 0.00300000003 } } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 0.1 0.5 0 0 key = 0.5 0.65 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.1 0.7 -1 -1 key = 0.5 0.5 -1 -1 key = 1 -0.2 0 0 } } } EFFECT { name = outerShock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.433940649,0.32622394,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.574383378,0.680999517,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 3.02221918 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 1.93308651 } FLOAT { floatName = _Seed value = 13 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = Random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 2.2 0 0 key = 0.5 1 -1.5 -1.5 key = 1 0.55 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.18 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.025 0 0.05 key = 1 0.025 0.05 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.6 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 -0.2 0 -0.5 key = 0.45 -0.47 0 0 key = 1 -0.78 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 0.7 -0.7 -1.5 -1.5 key = 1 -1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0.65 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.1 4 4 key = 0.5 1 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.58 2 15 15 key = 1 10 0 0 } } } EFFECT { name = outerShock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.409310639,0.318013936,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.533333361,0.623529434,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 5 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 4.3 0 0 key = 0.5 3.1 -1.5 -1.5 key = 1 2.7 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.47 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random2 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0 0 -2.2 key = 0.5 -0.42 0 0 key = 1 -0.24 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.25 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.07 3.5 3.5 key = 0.5 0.85 0 0 key = 0.8 0.7 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.5 2 16 16 key = 1 10 0 0 } } } EFFECT { name = outerShock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.376470596,0.309803933,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.533333361,0.623529434,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 6.5 0 0 key = 0.5 5.3 -1.5 -1.5 key = 1 4.9 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.7 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.100000001 floatName = _ExpandOffset floatCurve { key = 0 0.1 0 -2.5 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 0.4 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 -0.75 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 0.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.05 0 0 0 key = 0.1 0.03 2.5 2.5 key = 0.5 0.7 0 0 key = 0.7 0.3 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.42 2 17 17 key = 1 10 0 0 } } } EFFECT { name = outerShock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.699999988 rotationOffset = -90,0,0 scaleOffset = 1,3.20000005,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.376470596,0.309803933,1,1 } COLOR { colorName = _EndTint colorValue = 1,0.533333361,0.623529434,1 } FLOAT { floatName = _ExpandBounded value = 1 } FLOAT { floatName = _ExpandSquare value = 0.652221918 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _FadeOut value = 0.25 } FLOAT { floatName = _FadeIn value = 0.25 } FLOAT { floatName = _Fresnel value = 0.706110239 } FLOAT { floatName = _Falloff value = 2.07277465 } FLOAT { floatName = _FresnelInvert value = 0.553888321 } FLOAT { floatName = _Noise value = 3.02584028 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _SpeedX value = 4 } FLOAT { floatName = _Brightness value = 2 } FLOAT { floatName = _ExpandOffset value = -0.779999971 } FLOAT { floatName = _TintFalloff value = 2.02221894 } FLOAT { floatName = _Seed value = 29.5844517 } FLOAT { floatName = _TileX value = 3 } } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0.1 8.6 0 0 key = 0.5 7.4 -2 -2 key = 1 6.5 0 0 } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 0.9 0 0 key = 1 0 0 0 } zCurve { } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = ADD useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.02 0 0.04 key = 1 0.02 0.04 0 } zCurve { } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.7 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = aOffset controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = Random4 randomnessScale = 0.0799999982 floatName = _ExpandOffset floatCurve { key = 0 0.3 0 -2.7 key = 0.5 -0.42 0 0 key = 1 -0.22 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0.5 0.2 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aLinear controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.2 -0.15 0 0 key = 1 0.05 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0.2 0.5 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0.2 0.05 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0.5 1.5 0 0 key = 1 2.07 0 0 } } FLOATMODIFIER { name = aInvFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FresnelInvert floatCurve { key = 0.5 0.3 0 0 key = 1 0.45 0 0 } } FLOATMODIFIER { name = aNoise controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0.5 6 0 0 key = 1 5 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.075 0 0 0 key = 0.1 0.02 2 2 key = 0.5 0.5 0 0 key = 0.7 0.15 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 2 key = 1 1 0 0 } } FLOATMODIFIER { name = aTintFall controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TintFalloff floatCurve { key = 0.1 0 0 0 key = 0.34 2 20 20 key = 1 10 0 0 } } } EFFECT { name = shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.69704026,0.72167027,1,1 } COLOR { colorName = _EndTint colorValue = 0.442529917,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1.2 0 0 key = 1 3 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.75 0 0 key = 0.5 0 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.3 0 0 key = 0.8 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.770930409,0.754510343,1,1 } COLOR { colorName = _EndTint colorValue = 0.491789997,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 2.8 0 0 key = 1 5.1 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random3 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random4 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.18 0 0 key = 0.75 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3.0999999 rotationOffset = -90,0,0 scaleOffset = 0.0013,1.55999994,0.0013 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.729880333,0.72167027,1,1 } COLOR { colorName = _EndTint colorValue = 0.442529917,0.434319884,1,1 } FLOAT { floatName = _ExpandLinear value = 1200 } FLOAT { floatName = _FadeOut value = 1 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandSquare value = -700 } FLOAT { floatName = _FadeIn value = 0.140000001 } FLOAT { floatName = _Falloff value = 2.47222614 } FLOAT { floatName = _Brightness value = 0.449999988 } FLOAT { floatName = _Fresnel value = 0.699999988 } FLOAT { floatName = _TintFalloff value = 1.01110959 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _SpeedY value = 150 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _SpeedX value = 15 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 4.5 0 0 key = 1 7.2 0 0 } } POSITIONMODIFIER { name = rPos controllerName = Random5 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0 -0.015 0 0.03 key = 1 0.015 0.03 0 } zCurve { } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { key = 0.1 -0.8 0 0 key = 0.5 -0.05 1 1 key = 1 0.2 0 0 } zCurve { } } FLOATMODIFIER { name = rLinear controllerName = Random2 transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = -0.5 1350 0 0 key = 0.5 1050 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.1 0 0 0 key = 0.5 0.07 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.4 0 0 1 key = 1 1 0 0 } } } EFFECT { name = exitTracesLong parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.138759464,0.52463001,1,1 } COLOR { colorName = _EndTint colorValue = 0.237279594,0.105919421,1,1 } FLOAT { floatName = _TintFalloff value = 1.06166506 } FLOAT { floatName = _Falloff value = 20 } FLOAT { floatName = _Noise value = 6.51416826 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 200 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 1 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00079999998 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } EFFECT { name = refraction parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.810000002,45,0.810000002 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _ExpandBounded value = 0.5 } FLOAT { floatName = _FadeOut value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = -0.5 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _FadeIn value = 0.0500000007 } FLOAT { floatName = _Fresnel value = 1 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 2 } FLOAT { floatName = _SpeedX value = 47 } FLOAT { floatName = _SpeedY value = 13 } FLOAT { floatName = _Strength value = 0.100000001 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _FresnelInvert value = 0 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 } yCurve { key = 0 0.15 0 8 key = 0.5 1.5 0 0 key = 1 1 0 0 } zCurve { key = 0 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0.8 key = 0.2 0.06 0.1 0.1 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0.25 0 0 key = 0.2 0.7 0.5 0.5 key = 1 1 0 0 } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 1.5 0 0 key = 0.5 3 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFadeout controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeOut floatCurve { key = 0 0.5 0 0 key = 0.1 0.2 0 0 } } FLOATMODIFIER { name = aSquare controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandSquare floatCurve { key = 0 -1.5 0 0 key = 0.2 -0.5 0 0 } } } EFFECT { name = Light parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,1 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 2.07294202 range = 30 lightType = Point color = 0.409689873,0.384249061,1,1 angle = 0 } } POSITIONMODIFIER { name = aPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-point-light(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 0.2 2.5 3 3 key = 0.5 3 0 0 key = 1 2 0 0 } } LIGHTFLOATMODIFIER { name = aIntensity controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = Random2 randomnessScale = 0.200000003 floatName = Intensity floatCurve { key = 0 2.2 0 0 key = 0.2 2.5 2 2 key = 0.5 3 0 0 key = 1 2.5 0 0 } } LIGHTFLOATMODIFIER { name = tIntensity controllerName = throttle transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 5 key = 0.2 0.5 1 1 key = 1 1 0 0 } } LIGHTFLOATMODIFIER { name = rIntensity controllerName = Random2 transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = -0.5 0.85 0 0.3 key = 0.5 1.15 0.3 0 } } LIGHTFLOATMODIFIER { name = aRange controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Range floatCurve { key = 0 10 0 0 key = 0.2 12.5 10 10 key = 0.5 15 0 0 key = 1 10 0 0 } } LIGHTCOLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _Main rCurve { key = 0 0.204 0 0 key = 0.4 0.26 0 0 key = 0.8 0.51 0 0 } gCurve { key = 0 0.196 0 0 key = 0.4 0.262 0 0 key = 0.8 0.372 0 0 } bCurve { key = 0 0.51 0 0 key = 0.4 0.51 0 0 key = 0.8 0.426 0 0 } aCurve { } } } EFFECT { name = exitTracesfine parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.187000006 rotationOffset = -90,0,0 scaleOffset = 0.763000011,8,0.763000011 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-4 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.270119667,0.803770423,1,1 } COLOR { colorName = _EndTint colorValue = 0.311169714,0.27832967,1,1 } FLOAT { floatName = _TintFalloff value = 3 } FLOAT { floatName = _Falloff value = 15 } FLOAT { floatName = _Noise value = 8 } FLOAT { floatName = _TileY value = 0.100000001 } FLOAT { floatName = _SpeedY value = 1000 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } FLOAT { floatName = _Brightness value = 0.646111667 } FLOAT { floatName = _SpeedX value = 2 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _Fresnel value = 0.0299999993 } FLOAT { floatName = _FadeIn value = 0.00100000005 } } } FLOATMODIFIER { name = aBounded controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 2 0 -8 key = 0.1 1.3 -6 -6 key = 0.5 0 0 0 } } FLOATMODIFIER { name = aBright controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.6 0 -2 key = 0.15 0.3 -2 -2 key = 0.5 0 0 0 } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 7 key = 0.1 0.3 1.5 1.5 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-methalox-upper-BE4-1.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-upper-BE4-1 EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,8 rotationOffset = -90,0,0 scaleOffset = 0.600000024,15,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,10 rotationOffset = -90,0,0 scaleOffset = 0.600000024,15,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 6.72387838 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.647110105 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.6 12 0 0 key = 1 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,8,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.772549033,0.464351356,0.431372553,1 } COLOR { colorName = _EndTint colorValue = 0.769222438,0.337254912,0.62561661,1 } FLOAT { floatName = _TintFalloff value = 2.60360694 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 2.02221918 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.550566733 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.15 0 0 key = 1 1.15 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.15 0 0 key = 1 1.15 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 5 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 -0.5 0 0 } } } EFFECT { name = plume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.739431441,0.409449399,1,1 } COLOR { colorName = _EndTint colorValue = 0.549386501,0.129411772,0.425021619,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 2.29471946 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 20 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } } EFFECT { name = plume2-2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.416281283,0.215686277,0.541176498,1 } COLOR { colorName = _EndTint colorValue = 0.488728583,0.356976807,0.378721267,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.579999983,3.5,0.579999983 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.584566534,0.470588237,0.70588237,1 } COLOR { colorName = _EndTint colorValue = 0.528930843,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 2.93221784 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _ExpandBounded value = 0.303332895 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.586443543 } FLOAT { floatName = _Falloff value = 1.6177752 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FadeIn value = 0.429721564 } } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.70588237,0.470588237,0.627451003,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 2.40138507 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 1.5 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock3 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.70588237,0.470588237,0.627451003,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 1.79471946 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.7 0 0 key = 1 4.3 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.95 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock4 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.70588237,0.470588237,0.627451003,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 1.79471946 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 7 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.97 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock5 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.70588237,0.470588237,0.627451003,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 1.79471946 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 10 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.97 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.800000012 rotationOffset = -90,0,0 scaleOffset = 0.200000003,20,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.549019635,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 2.39333439 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0101110954 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.6 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = shockMain parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.25,1.29999995,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.549019635,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -2.6688931 } FLOAT { floatName = _ExpandBounded value = 1.58444667 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.604443848 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0657221228 } FLOAT { floatName = _FadeOut value = 0.501110971 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.2 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = EndFlame2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,3 rotationOffset = -90,0,0 scaleOffset = 0.800000012,25,0.800000012 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.518380821,0.161037132,1 } COLOR { colorName = _EndTint colorValue = 0.474509805,0.592156887,0.925490201,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.429721564 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.454999298 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 7 } FLOAT { floatName = _TileX value = 3 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } FLOAT { floatName = _TintFalloff value = 0.353888333 } FLOAT { floatName = _Seed value = 5 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.3 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.4 6 0 0 key = 0.7 1 0 0 } } } EFFECT { name = Shock1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.579999983,3.5,0.579999983 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.396078438,0.58431375,0.792156875,1 } COLOR { colorName = _EndTint colorValue = 0.290196091,0.43921569,0.607843161,1 } FLOAT { floatName = _TintFalloff value = 2.93221784 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _ExpandBounded value = 0.303332895 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.859443128 } FLOAT { floatName = _Falloff value = 7.58332157 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.603807509,0.337254912,0.525490224,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 6 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 3 0 0 key = 0.4 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.54999995,1.5,1.54999995 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.557470083,0.220859587,0.261909634,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.3 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 25 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-methalox-upper-raptor-1.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-upper-raptor-1 EFFECT { name = MainPlume parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,8 rotationOffset = -90,0,0 scaleOffset = 0.600000024,15,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,10 rotationOffset = -90,0,0 scaleOffset = 0.600000024,15,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 6.72387838 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.647110105 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.6 12 0 0 key = 1 1 0 0 } } } EFFECT { name = plume1 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.5,8,0.5 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.772549033,0.464351356,0.431372553,1 } COLOR { colorName = _EndTint colorValue = 0.769222438,0.337254912,0.62561661,1 } FLOAT { floatName = _TintFalloff value = 2.60360694 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 2.02221918 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.550566733 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1.15 0 0 key = 1 1.15 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1.15 0 0 key = 1 1.15 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.5 0 0 key = 0.5 0.5 0 0 key = 0.7 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.7 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 5 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 -0.5 0 0 } } } EFFECT { name = plume2 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.460000008,20,0.460000008 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.739431441,0.409449399,1,1 } COLOR { colorName = _EndTint colorValue = 0.549386501,0.129411772,0.425021619,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 2.29471946 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 20 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 1 0 0 key = 1 0.2 0 0 } } } EFFECT { name = plume2-2 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.449999988,20,0.449999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.416281283,0.215686277,0.541176498,1 } COLOR { colorName = _EndTint colorValue = 0.488728583,0.356976807,0.378721267,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.03083253 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3.07583284 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.3561101 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.298889071 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 5 0 0 key = 0.7 4.5 0 0 key = 1 4 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 30 0 0 key = 0.2 20 0 0 key = 0.7 20 0 0 key = 1 20 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 1 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 } } FLOATMODIFIER { name = randBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleFX parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,10,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 5 0 0 key = 0.1 20 0 0 key = 1 50 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.5 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0.5 0 0 } } } EFFECT { name = Shock1 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.579999983,3.5,0.579999983 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.584566534,0.470588237,0.70588237,1 } COLOR { colorName = _EndTint colorValue = 0.528930843,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 2.93221784 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _ExpandBounded value = 0.303332895 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.586443543 } FLOAT { floatName = _Falloff value = 1.6177752 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _FadeIn value = 0.429721564 } } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock2 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.70588237,0.470588237,0.627451003,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 2.40138507 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 1.5 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.9 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock3 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.70588237,0.470588237,0.627451003,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 1.79471946 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.7 0 0 key = 1 4.3 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.95 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock4 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.70588237,0.470588237,0.627451003,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 1.79471946 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 7 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.97 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.75 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Shock5 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.699999988,5,0.699999988 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.70588237,0.470588237,0.627451003,1 } COLOR { colorName = _EndTint colorValue = 0.529411793,0.235294119,0.470588237,1 } FLOAT { floatName = _TintFalloff value = 1.79471946 } FLOAT { floatName = _ExpandLinear value = -1.11222053 } FLOAT { floatName = _ExpandBounded value = 1.6177752 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.520721436 } FLOAT { floatName = _Falloff value = 1.4661088 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandOffset value = -1 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 10 0 0 } } POSITIONMODIFIER { name = tRnad controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.97 0 0 } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.8 0 0 0 key = 1 1 0 0 } } } EFFECT { name = Core parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.800000012 rotationOffset = -90,0,0 scaleOffset = 0.200000003,20,0.200000003 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.549019635,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 2.39333439 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0101110954 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.6 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = shockMain parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.5 rotationOffset = -90,0,0 scaleOffset = 0.25,1.29999995,0.25 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.525971115,0.549019635,0.960784316,1 } COLOR { colorName = _EndTint colorValue = 0.483706385,0.326452047,0.342921495,1 } FLOAT { floatName = _ExpandLinear value = -2.6688931 } FLOAT { floatName = _ExpandBounded value = 1.58444667 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _TintFalloff value = 1.61222053 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.604443848 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0657221228 } FLOAT { floatName = _FadeOut value = 0.501110971 } } } POSITIONMODIFIER { name = tPos controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0.2 0 0 key = 1 0.5 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.8 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1.5 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = Shock1 parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.579999983,3.5,0.579999983 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.396078438,0.58431375,0.792156875,1 } COLOR { colorName = _EndTint colorValue = 0.290196091,0.43921569,0.607843161,1 } FLOAT { floatName = _TintFalloff value = 2.93221784 } FLOAT { floatName = _ExpandLinear value = -1 } FLOAT { floatName = _ExpandBounded value = 0.303332895 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _FadeOut value = 0.859443128 } FLOAT { floatName = _Falloff value = 7.58332157 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 3.79166055 } FLOAT { floatName = _SpeedX value = 67.5221558 } FLOAT { floatName = _SpeedY value = 69.5443726 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _TileX value = 2 } } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.65 0 0 0 key = 1 1 0 0 } } } EFFECT { name = engineLight parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 8 lightType = Point color = 0.603807509,0.337254912,0.525490224,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleLight parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 6 lightType = Point color = 0.752941191,0.456875116,0.199038148,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 3 0 0 key = 0.4 0 0 0 } } } EFFECT { name = innerGlow parentName = fxTransformPlume MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 1.54999995,1.5,1.54999995 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.557470083,0.220859587,0.261909634,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.06166506 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.3 0 0 key = 1 1 0 0 } } } EFFECT { name = distort parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 2,9,2 MATERIAL { transform = Cylinder shader = Waterfall/Distortion (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _DistortionTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _Fresnel value = 1.06166506 } FLOAT { floatName = _Blur value = 5 } FLOAT { floatName = _Swirl value = 1.91611552 } FLOAT { floatName = _ExpandLinear value = 0.40444386 } FLOAT { floatName = _Highlight value = 0 } FLOAT { floatName = _Strength value = 0.176944166 } FLOAT { floatName = _ExpandOffset value = -0.505554795 } FLOAT { floatName = _Falloff value = 0 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _TileY value = 1.89583051 } FLOAT { floatName = _SpeedX value = 47.4888229 } FLOAT { floatName = _SpeedY value = 13.1444244 } FLOAT { floatName = _FresnelInvert value = 0.0758332163 } FLOAT { floatName = _FadeIn value = 0.0353888348 } FLOAT { floatName = _FadeOut value = 0.116277598 } } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 8 0 0 key = 1 25 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = alinGrow controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 8 0 0 key = 0.5 5 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = tStrength controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 } } FLOATMODIFIER { name = aStrength controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Strength floatCurve { key = 0.0 0.0 0 0 key = 0.2 0.5 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-methalox-vernier-1.cfg EFFECTTEMPLATE { templateName = waterfall-methalox-vernier-1 EFFECT { name = vernierplume2 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0900000036,5,0.0900000036 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.913725495,0.749019623,0.592156887,1 } COLOR { colorName = _EndTint colorValue = 0.579911232,0.335420519,0.667286336,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 3.10360718 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 10 0 0 key = 0.7 2 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 100 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 30 0 0 } } FLOATMODIFIER { name = fadein controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _FadeIn floatCurve { } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = randExpandBound controllerName = random transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 0.9 0 0 key = 1 1.2 0 0 } } } EFFECT { name = MainPlume parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.25 rotationOffset = -90,0,0 scaleOffset = 0.100000001,3,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.945098042,0.388235301,0.0901960805,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandSquare value = -2.32555199 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } FLOAT { floatName = _ExpandLinear value = 1.01110971 } FLOAT { floatName = _Brightness value = 0.292223364 } FLOAT { floatName = _FadeIn value = 0.394332737 } FLOAT { floatName = _Falloff value = 5.15665865 } FLOAT { floatName = _FadeOut value = 0.783609867 } FLOAT { floatName = _SpeedX value = 10.1110954 } FLOAT { floatName = _SpeedY value = 37.3999443 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _TileY value = 6 } FLOAT { floatName = _Fresnel value = 0 } FLOAT { floatName = _Noise value = 9.70665264 } FLOAT { floatName = _FalloffStart value = 0 } } } FLOATMODIFIER { name = Brightness controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.05 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = BrightnessAtm controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } } EFFECT { name = EndFlame parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0799999982,4,0.0799999982 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = 0 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.642054558 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 6.72387838 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.647110105 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 17.1777534 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 0.2022219 } } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0.6 12 0 0 key = 1 1 0 0 } } } EFFECT { name = plume1 parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.119999997,1,0.119999997 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.298039228,0.337254912,0.792156875,1 } COLOR { colorName = _EndTint colorValue = 0.430410683,0.0738901123,0.384819388,1 } FLOAT { floatName = _TintFalloff value = 1.41555321 } FLOAT { floatName = _Falloff value = 3.13443971 } FLOAT { floatName = _Noise value = 4 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _FadeIn value = 0.202221915 } FLOAT { floatName = _FadeOut value = 0.267944038 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _Fresnel value = 2.37610745 } FLOAT { floatName = _Brightness value = 1.05277741 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _FresnelInvert value = 0.657221198 } FLOAT { floatName = _SpeedX value = 100 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0.550566733 } FLOAT { floatName = _ExpandOffset value = 0 } } } SCALEMODIFIER { name = scaleAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1.2 0 0 } yCurve { key = 0 2 0 0 key = 1 2 0 0 } zCurve { key = 0 1 0 0 key = 1 1.2 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = brightnessAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.4 0 0 0 key = 0.7 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = spreadAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 1 0 0 key = 0.5 4 0 0 key = 0.7 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = falloffatmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.0500000007 floatName = _Falloff floatCurve { key = 0 15 0 0 key = 0.7 2 0 0 key = 1 2 0 0 } } FLOATMODIFIER { name = noiseAtmo controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Noise floatCurve { key = 0 4 0 0 key = 0.5 2 0 0 } } FLOATMODIFIER { name = aBounding controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 15 0 0 key = 0.2 10 0 0 key = 0.5 1 0 0 key = 0.7 0 0 0 key = 1 -0.5 0 0 } } } EFFECT { name = Core parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0.100000001 rotationOffset = -90,0,0 scaleOffset = 0.0399999991,2,0.0399999991 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.90196079,0.800000012,0.678431392,1 } COLOR { colorName = _EndTint colorValue = 0.541176498,0.129411772,0.654901981,1 } FLOAT { floatName = _ExpandLinear value = -5.5 } FLOAT { floatName = _ExpandBounded value = 3 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 5 } FLOAT { floatName = _TintFalloff value = 0.70222193 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 2.20444369 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 3.5 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0303332862 } FLOAT { floatName = _FadeOut value = 0.11688935 } } } POSITIONMODIFIER { name = tPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0 0 0 key = 1 0.1 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.85 0 0 } } FLOATMODIFIER { name = aExpandBound controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandBounded floatCurve { key = 0 20 0 0 key = 0.2 15 0 0 key = 0.5 4 0 0 key = 0.7 3 0 0 key = 1 3 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.6 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = atmoFalloff controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Falloff floatCurve { key = 0 70 0 0 key = 0.2 50 0 0 key = 0.7 30 0 0 key = 1 7 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = throttleFX parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 2,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.894117653,0.501960814,0.243137255,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _ExpandOffset value = -0.449999988 } FLOAT { floatName = _ExpandLinear value = 1.21333146 } FLOAT { floatName = _Brightness value = 0.657221198 } FLOAT { floatName = _FadeIn value = 0.00499999989 } FLOAT { floatName = _Fresnel value = 3.2355504 } FLOAT { floatName = _Falloff value = 7.78554344 } FLOAT { floatName = _Noise value = 3.79166079 } FLOAT { floatName = _FadeOut value = 0.970665157 } FLOAT { floatName = _SpeedX value = 7.0777669 } FLOAT { floatName = _SpeedY value = 30 } FLOAT { floatName = _TileY value = 3 } FLOAT { floatName = _TileX value = 2 } FLOAT { floatName = _ExpandBounded value = 1.71888626 } } } SCALEMODIFIER { name = tScale controllerName = throttle transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.2 0 0 key = 1 0.2 0 0 } yCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 0.2 3 0 0 } zCurve { key = 0 0.2 0 0 key = 1 0.2 0 0 } } SCALEMODIFIER { name = aScale controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 1 0 0 key = 1 1 0 0 } yCurve { key = 0 0.5 0 0 key = 0.4 1 0 0 } zCurve { key = 0 1 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.7 0 0 key = 0.2 1 0 0 key = 0.4 0 0 0 } } FLOATMODIFIER { name = BrightnessATM controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.5 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aExpandLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 12 0 0 key = 0.4 6 0 0 key = 0.7 0 0 0 key = 1 -1 0 0 } } } EFFECT { name = shock parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0549999997,0.400000006,0.0549999997 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-2 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.90196079,0.800000012,0.678431392,1 } COLOR { colorName = _EndTint colorValue = 0.541176498,0.129411772,0.654901981,1 } FLOAT { floatName = _ExpandLinear value = -3.88222456 } FLOAT { floatName = _ExpandBounded value = 2.69666719 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _Falloff value = 4.52278137 } FLOAT { floatName = _TintFalloff value = 0.70222193 } FLOAT { floatName = _Brightness value = 4 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _Noise value = 3 } FLOAT { floatName = _TileY value = 0.200000003 } FLOAT { floatName = _FalloffStart value = 0 } FLOAT { floatName = _Symmetry value = 0 } FLOAT { floatName = _Fresnel value = 1.79999995 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _ExpandOffset value = 0.200000003 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _SymmetryStrength value = 1 } FLOAT { floatName = _FadeIn value = 0.0252777375 } FLOAT { floatName = _FadeOut value = 0 } } } POSITIONMODIFIER { name = tPos controllerName = atmosphereDepth transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 0 0 0 key = 1 0.05 0 0 } } POSITIONMODIFIER { name = randPos controllerName = random transformName = Waterfall/FX/fx-cylinder(Clone) combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { key = 0 1 0 0 key = 1 0.85 0 0 } } FLOATMODIFIER { name = brightnessThrottle controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = aFresnel controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Fresnel floatCurve { key = 0 0.5 0 0 key = 1 1.8 0 0 } } FLOATMODIFIER { name = tiley controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _TileY floatCurve { key = 0 0.5 0 0 key = 1 1 0 0 } } FLOATMODIFIER { name = atmoExpLin controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = floatCurve { key = 0 0 0 0 key = 1 0 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0.7 0 0 0 key = 0.8 1 0 0 } } } EFFECT { name = engineLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0.5 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1.09522283 range = 1.20000005 lightType = Point color = 0.847058833,0.373054653,0.53725493,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 1 3 0 0 } } LIGHTFLOATMODIFIER { name = rBright controllerName = random transformName = Light combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0.7 0 0 key = 1 1.2 0 0 } } } EFFECT { name = throttleLight parentName = thrustTransform MODEL { path = Waterfall/FX/fx-point-light positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 1,1,1 LIGHT { transform = Light intensity = 1 range = 1.5 lightType = Point color = 0.807843149,0.431372553,0.431372553,1 angle = 0 } } LIGHTFLOATMODIFIER { name = tBright controllerName = throttle transformName = Light combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = Intensity floatCurve { key = 0 0 0 0 key = 0.01 0.1 0 0 key = 0.2 2 0 0 key = 0.4 0 0 0 } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-sharp-plane positionOffset = 0,0,0 rotationOffset = 90,0,0 scaleOffset = 0.280000001,0.270000011,0.280000001 MATERIAL { transform = PlaneMesh shader = Waterfall/Additive Directional randomizeSeed = True COLOR { colorName = _StartTint colorValue = 0.807843149,0.431372553,0.431372553,1 } COLOR { colorName = _EndTint colorValue = 1,1,1,1 } FLOAT { floatName = _Falloff value = 1.3144424 } FLOAT { floatName = _Fresnel value = 10 } } } FLOATMODIFIER { name = tBright controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.3 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-nozzle-glow-blue-1.cfg EFFECTTEMPLATE { templateName = waterfall-nozzle-glow-blue-1 EFFECT { name = nozzle parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.584999979 rotationOffset = -90,0,0 scaleOffset = 0.600000024,0.600000024,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.419607848,0.654901981,0.874509811,1 } COLOR { colorName = _EndTint colorValue = 0.929411769,0.960784316,0.972549021,1 } FLOAT { floatName = _TintFalloff value = 0.545000732 } FLOAT { floatName = _Falloff value = 0.707776725 } FLOAT { floatName = _Fresnel value = 0.252777398 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.0249999966 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 0 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-nozzle-glow-orange-1.cfg EFFECTTEMPLATE { templateName = waterfall-nozzle-glow-orange-1 EFFECT { name = nozzle parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.584999979 rotationOffset = -90,0,0 scaleOffset = 0.600000024,0.600000024,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.988235295,0.487578541,0.0196078438,1 } COLOR { colorName = _EndTint colorValue = 0.540239334,0.532029331,1,1 } FLOAT { floatName = _TintFalloff value = 0.545000732 } FLOAT { floatName = _Falloff value = 0.707776725 } FLOAT { floatName = _Fresnel value = 0.252777398 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.0249999966 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 0 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-nozzle-glow-white-1.cfg EFFECTTEMPLATE { templateName = waterfall-nozzle-glow-white-1 EFFECT { name = nozzle parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.584999979 rotationOffset = -90,0,0 scaleOffset = 0.600000024,0.600000024,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.925490201,0.843137264,0.647058845,1 } COLOR { colorName = _EndTint colorValue = 0.941176474,0.925490201,0.898039222,1 } FLOAT { floatName = _TintFalloff value = 0.545000732 } FLOAT { floatName = _Falloff value = 0.707776725 } FLOAT { floatName = _Fresnel value = 0.252777398 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.0249999966 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 0 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-nozzle-glow-yellow-1.cfg EFFECTTEMPLATE { templateName = waterfall-nozzle-glow-yellow-1 EFFECT { name = nozzle parentName = thrustTransform MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,-0.584999979 rotationOffset = -90,0,0 scaleOffset = 0.600000024,0.600000024,0.600000024 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.905882359,0.635294139,0.325490206,1 } COLOR { colorName = _EndTint colorValue = 0.635294139,0.478431374,0.298039228,1 } FLOAT { floatName = _TintFalloff value = 0.545000732 } FLOAT { floatName = _Falloff value = 0.707776725 } FLOAT { floatName = _Fresnel value = 0.252777398 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0 } FLOAT { floatName = _Brightness value = 0 } FLOAT { floatName = _FadeIn value = 0 } FLOAT { floatName = _FadeOut value = 0.0249999966 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 0 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 1 } FLOAT { floatName = _ExpandOffset value = -1 } FLOAT { floatName = _ExpandLinear value = 1 } FLOAT { floatName = _ExpandSquare value = 0 } FLOAT { floatName = _ExpandBounded value = 0 } } } FLOATMODIFIER { name = glow controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.01 0.5 0 0 key = 0.1 1 0 0 key = 1 2 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-ntr-lh2-1.cfg EFFECTTEMPLATE { templateName = waterfall-ntr-lh2-1 EFFECT { name = outerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,0.860000014 rotationOffset = -90,0,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive Directional TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,0.427589744,0.868639827,1 } COLOR { colorName = _EndTint colorValue = 0.914271057,0.200000003,0.203628838,1 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 2.03999996 } FLOAT { floatName = _Fresnel value = 2.55982304 } FLOAT { floatName = _FresnelInvert value = 0.0199999996 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _Brightness value = 0.49000001 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 70 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 2 } FLOAT { floatName = _DirAdjust value = 0.697166324 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.933333337,0.807843149,0.807843149,1 } COLOR { colorName = _StartTint colorValue = 1,0.600000024,0.826920629,1 } FLOAT { floatName = _TintFalloff value = 0.266945571 } FLOAT { floatName = _Falloff value = 7.41555357 } FLOAT { floatName = _Fresnel value = 8.39713669 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } } } POSITIONMODIFIER { name = aTailPos controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 15 xCurve { } yCurve { key = 0 -20 0 0 key = 1 -20 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.100000001 xCurve { key = 0 25 0 0 key = 1 0.2 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 25 0 0 key = 1 0.2 0 0 } } SCALEMODIFIER { name = throat controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.7 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.2 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.8 0 0 } } COLORMODIFIER { name = aColor controllerName = atmosphereDepth transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _EndTint rCurve { key = 0 1 0 0 key = 1 1 0 0 } gCurve { key = 0 1 0 0 key = 1 0.4 0 0 } bCurve { key = 0 1 0 0 key = 1 0.86 0 0 } aCurve { } } } EFFECT { name = innerGlow parentName = thrustTransform MODEL { path = Waterfall/FX/fx-simple-plume-1 positionOffset = 0,0,0.860000014 rotationOffset = -90,1,0 scaleOffset = 1,1,1 MATERIAL { transform = CylinderMesh shader = Waterfall/Additive TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 0.611764729,0.262745112,0.262745112,1 } COLOR { colorName = _EndTint colorValue = 0.866666675,0.78039217,0.78039217,1 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 2.03999996 } FLOAT { floatName = _Fresnel value = 4 } FLOAT { floatName = _FresnelInvert value = 0.0399999991 } FLOAT { floatName = _Noise value = 2 } FLOAT { floatName = _Brightness value = 0.209341899 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 100 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 2 } } MATERIAL { transform = PlaneMesh shader = Waterfall/Additive TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx-noise-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _EndTint colorValue = 0.913725495,0.70588237,0.70588237,1 } COLOR { colorName = _StartTint colorValue = 0.835294127,0.333333343,0.333333343,1 } FLOAT { floatName = _TintFalloff value = 1 } FLOAT { floatName = _Falloff value = 7.87055254 } FLOAT { floatName = _Fresnel value = 8 } FLOAT { floatName = _FresnelInvert value = 0 } FLOAT { floatName = _Noise value = 0.400000006 } FLOAT { floatName = _Brightness value = 1 } FLOAT { floatName = _SpeedX value = 0 } FLOAT { floatName = _SpeedY value = 50 } FLOAT { floatName = _TileX value = 1 } FLOAT { floatName = _TileY value = 3 } } } POSITIONMODIFIER { name = aTailPos controllerName = throttle transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 15 xCurve { } yCurve { key = 0 -10 0 0 key = 1 -25 0 0 } zCurve { } } SCALEMODIFIER { name = tExitScale controllerName = throttle transformName = B_Exit combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { key = 0 0.7 0 0 } yCurve { } zCurve { key = 0 0.7 0 0 } } SCALEMODIFIER { name = aTailScale controllerName = atmosphereDepth transformName = B_Tail combinationType = REPLACE useRandomness = True randomnessController = random randomnessScale = 0.100000001 xCurve { key = 0 12 0 0 key = 1 3 0 0 } yCurve { key = 0 3 0 0 } zCurve { key = 0 12 0 0 key = 1 3 0 0 } } SCALEMODIFIER { name = throat controllerName = throttle transformName = B_Throat combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 xCurve { } yCurve { } zCurve { } } FLOATMODIFIER { name = tBrightness controllerName = throttle transformName = CylinderMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.3 0 0 } } FLOATMODIFIER { name = aBrightness controllerName = atmosphereDepth transformName = CylinderMesh combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0.3 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = tBrightnessFlat controllerName = throttle transformName = PlaneMesh combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.8 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/waterfall-rcs-jet-1.cfg EFFECTTEMPLATE { templateName = waterfall-rcs-jet-1 EFFECT { name = rcs parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0500000007,1.29999995,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 6.06665754 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 137.499786 } FLOAT { floatName = _TileX value = 5 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _FadeIn value = 0.00999999978 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } EFFECT { name = rcs2 parentName = RCSthruster MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = 0,0,0 scaleOffset = 0.0500000007,1.29999995,0.0500000007 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Falloff value = 5.66221333 } FLOAT { floatName = _Fresnel value = 4.65110397 } FLOAT { floatName = _Noise value = 3.26082826 } FLOAT { floatName = _ExpandLinear value = 1.71888626 } FLOAT { floatName = _SpeedY value = 128.399796 } FLOAT { floatName = _TileX value = 4 } FLOAT { floatName = _Brightness value = 0.545000732 } FLOAT { floatName = _ExpandOffset value = -1.01110959 } FLOAT { floatName = _FresnelInvert value = 0.783609867 } } } FLOATMODIFIER { name = brightNess controllerName = rcs transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.5 0 0 } } FLOATMODIFIER { name = expando controllerName = atmosphereDepth transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _ExpandLinear floatCurve { key = 0 5 0 0 key = 1 1 0 0 } } } } } UrlConfig { parentUrl = Waterfall/Templates/Lights/waterfall-floodlight-1.cfg EFFECTTEMPLATE { templateName = waterfall-floodlight-1 EFFECT { name = lightFx parentName = Spot MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.0799999982,10,0.0599999987 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) FLOAT { floatName = _Fresnel value = 20 } FLOAT { floatName = _Falloff value = 3.99388266 } FLOAT { floatName = _ExpandLinear value = 120 } FLOAT { floatName = _FadeOut value = 0.161777526 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0.0353888348 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } EFFECT { name = flare parentName = Spot MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.140000001 rotationOffset = 0,0,0 scaleOffset = 1.29999995,1.29999995,1.29999995 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flarelamp-1 textureScale = 1,1 textureOffset = 0,0 } COLOR { colorName = _StartTint colorValue = 1,1,1,0.541050017 } FLOAT { floatName = _DirectionScale value = 3 } } } FLOATMODIFIER { name = fadeA controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = Waterfall/Templates/Lights/waterfall-spotlight-1.cfg EFFECTTEMPLATE { templateName = waterfall-spotlight-1 EFFECT { name = lightFx parentName = Spot MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.100000001,10,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) FLOAT { floatName = _Fresnel value = 20 } FLOAT { floatName = _Falloff value = 3.99388266 } FLOAT { floatName = _ExpandLinear value = 25 } FLOAT { floatName = _FadeOut value = 0.161777526 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } EFFECT { name = lightFlare parentName = Spot MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.25 rotationOffset = 0,0,0 scaleOffset = 4,3,3 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flarelens02 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _DirectionScale value = 3 } } } FLOATMODIFIER { name = fade controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = Waterfall/Templates/Lights/waterfall-spotlight-2.cfg EFFECTTEMPLATE { templateName = waterfall-spotlight-2 EFFECT { name = 1lightFx parentName = spotlight MODEL { path = Waterfall/FX/fx-cylinder positionOffset = 0,0,0 rotationOffset = -90,0,0 scaleOffset = 0.100000001,5,0.100000001 MATERIAL { transform = Cylinder shader = Waterfall/Additive (Dynamic) randomizeSeed = True FLOAT { floatName = _Fresnel value = 20 } FLOAT { floatName = _Falloff value = 6.26887894 } FLOAT { floatName = _ExpandLinear value = 57 } FLOAT { floatName = _FadeOut value = 0.278055131 } FLOAT { floatName = _Brightness value = 0.292223334 } FLOAT { floatName = _Noise value = 1.28916466 } FLOAT { floatName = _SpeedX value = 0.200000003 } FLOAT { floatName = _FadeIn value = 0 } } } FLOATMODIFIER { name = atmoBright controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } FLOATMODIFIER { name = atmoBright controllerName = atmosphereDepth transformName = Cylinder combinationType = MULTIPLY useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 0.4 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 1 } } EFFECT { name = lightFlare parentName = spotlight MODEL { path = Waterfall/FX/fx-billboard-generic-1 positionOffset = 0,0,0.0700000003 rotationOffset = 0,0,0 scaleOffset = 2,2,2 MATERIAL { transform = Billboard shader = Waterfall/Billboard (Additive Directional) randomizeSeed = True TEXTURE { textureSlotName = _MainTex texturePath = Waterfall/FX/fx_flarelens02 textureScale = 1,1 textureOffset = 0,0 } FLOAT { floatName = _DirectionScale value = 3 } } } FLOATMODIFIER { name = fade controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 1 2 0 0 } } COLORLIGHTMODIFIER { name = lightColor controllerName = light transformName = Billboard combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 colorName = _StartTint lightTransformName = Spot colorBlend = 0.568260193 } } } } UrlConfig { parentUrl = WaypointManager/CelestialBodies.cfg WAYPOINT_MANAGER_BODIES { name = default url = WaypointManager/PluginData/icons/CelestialBodies } } UrlConfig { parentUrl = WaypointManager/CustomIcons.cfg WAYPOINT_MANAGER_ICONS { name = WaypointManager url = WaypointManager/PluginData/icons } } UrlConfig { parentUrl = ZeroMiniAVC/Config.cfg ZeroMiniAVC { disabled = false prune = true delete = false noMessage = false restart = true mod { name = KIS pruned = C:\steam\steamapps\common\Kerbal Space Program\GameData\KIS\Plugins\MiniAVC-V2.dll.pruned } mod { name = ContractPacks pruned = C:\steam\steamapps\common\Kerbal Space Program\GameData\ContractPacks\BaseConstruction\MiniAVC.dll.pruned } mod { name = ContractPacks pruned = C:/steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData\ContractPacks\UsefulSpaceStations\MiniAVC.dll.pruned } } }